These are raw samples from the GPT-2 Neural Network trained on the Dungeons and Dragons 5E spell list,
more information on https://iforcedabot.com. This includes samples from the bad models when the output was pretty terrible or overfit (copying the content existing spells with just a few tweaks). If your browser can't load formatted HTML version, there is also a raw .txt file available.
I would love if anyone looking through this let me know of any really good ones you find!
Hit me up on twitter.com/jonathanfly or with a comment on iforcedabot.com.
10 feet
Concentration, up to 1 hour
You create a small circle of darkness within range and cause it to erupt into a bloody, whirlwind-like appendage. The creature must make a Wisdom saving throw, taking 8d6 slashing damage on a failed save, or half as much damage on a successful one. A creature with a Strength score of 2 or less can move through the whirlwind, but it is impassable. The whirlwind can reach for up to 30 feet away. When the creature starts its turn in the whirlwind, roll a d4 and add the number rolled to the attack roll. On a hit, the creature must make a successful Constitution saving throw. On a failed save, it has disadvantage on attack rolls and attack rolls using ability damage.
Abjuration
: 10 minutes +15 minutes
Conjuration
10 minutes
Enchantment
10 silver
Self
Concentration, up to 1 minute
You touch a silver disc with a spell of your choice that you can cast. The spell ends if you cast the spell again. For the duration, the disc is worn or carried in your possession. For the duration, you can use your action to cause the disc to emit a dazzling dazzling light. The radiant light is bright enough to dim your vision, and the spell ends if the target is blinded or deafened.
Divination
10, up to 1 hour
You create a magical link between yourself and a creature that you can see within range. The target must make a Wisdom saving throw, and if it fails, you gain the benefit of that benefit in combat. On a failed save, the target is limited to 1 hit point and must use its action on its next turn to finish its turn. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Enchantment
10, up to 1 hour
You make a Tiny tree trunk disappear from memory. The spell disappears once it has triggered, but it doesn't disappear permanently. Instead, you lose the ability to recall the location of the target, either because you no longer have the memory or because you forget to recall the target. The target reappears if it is no longer in your possession.
Transmutation
- 12 hours
You make an undead humanoid appear dead or diseased in a nonmagical means (such as a dagger or quarterstaff) as long as the spell lasts. Make the change with the number of hit points healed.
Necromancy
1/2 mile
1 mile
1 hour
1 minute
1 hour
1 day
1 year (1/24th of the year)
60
1,500 DCޘ You can cast this spell again on a long rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead.
60
1 hour
1 hour
1 day
1 year (1/24th of the year)
60
1,500 DCޘ You can cast this spell again on a long rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead.
60
1 hour
1 hour
1 day (no change)
60
1,500 DCޘ You can cast this spell again on a short rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead.
60
1 hour
1 hour
1 day (no change)
60
1,500 DCޘ You can cast this spell again on a short rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead.
60
1 hour
1 hour
1 day (no change)
60
1,500 DCޘ You can cast this spell again on a short rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead.
60
1 minute
1 minute
1 day (no change)
60
1,500 DCޘ You can cast this spell again on a short rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead.
60
1,000 Days
1 day
1 day (no change)
60
1,000 DCޘ You can cast this spell on any creature that isn’t being summoned.
60
1 minute
1 minute
1 day (no change)
60
1,500 DCޘ You can cast this spell again on a creature that isn’t being summoned.
60
1 minute
1 minute
1 day (no change)
60
1,500 DCޘ You can cast this spell again when you return from a dead body.
60
1 action Channel magic touch
Touch
24 hours
You touch one willing creature and sentence it to stupor. The target’s first attack roll, the target’s second, and so on. The target has advantage on the second roll, gaining up to half the speed at which it can move. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the DM chooses two of the following options for what occurs next: - Creatures can’t benefit from take reactions. - The target can make a Wisdom saving throw to take 3d6 psychic damage and deafened for 1 minute on a failed save, or it can’t benefit from taking reactions at all. - The target is stunned and spends 2d6 force damage on its next melee attack. - You create a 20 foot cube of teleportation ooze in space that lasts until the spell ends. - Any creature that ends its turn within 20 feet of the cube or moves within 5 feet of it must make a Wisdom saving throw. On a failed save, the creature takes 6d10 force damage. On a successful save, the creature takes half the damage.
Transmutation
1 action
Choose one creature you can see within range. The target can see a s c of one side of the image, which is a 360-degree 360-degree circle centered on a point within range. The s xual entity can consist of up to four creatures (slightly enlarged or dimmer) and can’t appear human’s size. The target can attack any creature it can see within 360 feet of it, and it can’t attack a creature under the target’s level. The target sees a 180-foot-radius sphere centered on that point, and its radius is85 feet. Until the spell ends, the sphere is transparent and emits bright light in a 100-foot radius around it that the target can see. The light enables creatures of all levels from 1 to 30 feet to see through the s shadow of the creature’s presence. Creatures within 20 feet of the target have disadvantage on attack rolls against them. Each time a creature attacks a creature that is within 20 feet of the target or reaches for a spell of 3rd level or lower, the target takes 2d6 fire damage and has disadvantage on saving throws against spells and other magical effects until the spell ends or until its concentration ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
- 1d6 psychic damageInstantaneous
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its head. An illusory manifestation is a manifestation that occurs only in a specific instance or in a particular location; however, no more than once per turn, each time you cast a spell, you can affect the manifestation by causing the manifestation to reappear in your space. So, if you target a creature on your plane of existence, you might be able to change its location, causing it to disappear, at any time. Alternatively, you might create a miniature version of the stress fracture that afflicts a creature you can see within range, causing it to briefly vanish. If you target a creature affected by this spell, the affected creature also takes a -4 penalty to all attack rolls, saving throws, and ability checks.
Evocation
1-Day Rest
60
1 Hour
1 Hour (1-2 minutes)
1 Hour (1-2 minutes)
60 Days (30 days if you are a minor deity)
1 Hour
10
Concentration, up to 10 minutes
This spell creates a shadowy creature that you can see within range. The target must succeed on a Wisdom saving throw or become invisible until the spell ends.
Illusion
1 Hour
10 Mile
10 minutes
You call forth a shadowy figure that spends the night in an unoccupied space that you can see within range. The figure disappears at the end of each of its turns. The target can’t attack or cast spells. When the target completes its turn, it disappears back to its unoccupied space.
Transmutation
1 Hour
30
10 minutes
You create a magic circle that you can see within range and that can be used to teleport you to any spot within range. The circle can be a magical portal, a magical tower, or an enclosed space. You are immune to all damage, as long as you are within the circle. If you are within the circle, the teleportation effect doesn’t finish. You must use your action to teleport at least 10 feet away from the center of the circle if you are using a spell slot of 7th level or higher.
Transmutation
1 Hour
30
Concentration, up to 1 minute
You cause a creature within range to believe that you are its god. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. While you are charmed, the target can’t speak, cast spells, and otherwise act. You can’t dismiss this spell as an action.
Transmutation
1 Hour
30
Concentration, up to 1 minute
You create a floating, translucent humanoid, capable of walking, swimming, and using its action to determine whether or not it is under your control. You can use a bonus action to cause the humanoid to make a Wisdom saving throw. On a success, the creature’s
1 Hour
90
Instantaneous
You attempt to dispel magic, or any spell that can create magic, that can affect you. While this spell isn’t cast, the target has disadvantage on attack rolls against creatures that can’t be charmed by you.
Transmutation
» 1 hour
Choose a creature or an object within range. You can extinguish the fire in the area, provided that wood or other fuel is present. The spell ends if you dismiss it as an action or if you cast it again. The fire ignites any flammable objects in the area that aren’t being worn or carried. The fire doesn’t harm objects, objects, or creatures.
Transmutation
1 Hour
Choose one of the following types of energy: 1-4 Blue, 5-6 Green, 7-8 Orange, 9-10 Orange, 11-14 Red, 14th-15th level. The energy must be at least equal to or equal to the same level as you. On a successful save, you can use this energy to cause the energy to be radiated from you, and the intensity of the energy can increase by 10 when you reach 5th level (2d8).
Conj
1 Hour
Instantaneous
You cause up to three objects that you can see within range to become magical objects within range. The objects have their own special properties and can't be changed. If a magical object is affected by this spell, any magical effect that affects it has its own effect (see below).
Transmutation
- 1 hour
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether the target is on the same plane of existence or not. Some targets count toward this spell's duration. For example, a target that is on the Ethereal plane can be killed instantly if it rises again from the dead. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Necromancy
1 Hour
Touch
Touch
Touch
You touch one willing creature. The target imbues you with an illusion that appears to be a transparent cylinder with a surface that resembles a transparent stone pillar. The target must succeed on a Wisdom saving throw or become charmed by it for the duration. While charmed, the target can’t attack or cast spells. On a failed save, the target takes 10d6 psychic damage, and if it succeeds on a saving throw against this spell before the spell ends, it automatically becomes charmed again.
Transmutation
- 1 hour
Transmutation
1 Hour
You are surrounded by creatures who aren’t being touched or are being charmed. The spell ends when you have hitched or fall to 0 hit points or lower, and no one else has the same level of influence on you. When you hitched or fall, the spell ends. The spell has a number of levels of influence. If you were charmed, it might also be affected by a level of influence that is lower than the one you currently using. A charmed, charmed, or charmed creature who you can see is charmed or charmed. The charmed and charmed creatures are charmed by the charmed. You are charmed, and charmed, and charmed for the best of their next turns. You are charmed, and charmed, and charmed by the charmed creature for the best of their next turns. When you cast this spell, you are charmed, and are charmed for each turn for each turn that is within reach of you and are charmed for each turn that you endow yourself with a charmed or charmed body. You are charmed, and are mentally charmed for each turn that you succeed on a charmed or charmed spell. When you dismiss the charmed and charmed (including when you start to cast), the char is no longer charmed, or charmed. You can use your action to dismiss the charmed and charmed creatures you could see within 30 feet of each other, or are charmed, but you can use your action to dismiss them.
You can also use your action to dismiss them, which is a bonus action that takes place when you hitched or fall on your feet or feet. If you dismiss the charmed and charmed, they will still be charmed, and charmed by the charmed. You must make a Dexterity saving throw. The charmed and charmed creatures are charmed, and you, your magic, and your magic are in your hands. You can dismiss them in a manner similar to your own. When you cast this spell using a spell slot of 7th level or higher, you don’t leave the charnecks, but you can temporarily turn to use your action to dismiss them. You must also use your action to communicate with creatures you can see within 30 feet of you. If the charmed, you can leave them with any material belongings they can carry. On a failed save, the charmed, and charmed creatures are charmed, and you can use your action to make a Dexterity saving throw or take a d8th-level or lower. When you hitched or fall, you still have the same level of freedom. Each creature in a 100-foot radius around you must make a Dexterity saving throw or take 3d10 snow damage on a failed save, or the charmed, and charmed creature is charmed. You can cause the char to hitched or fall, or suffer a cold-like cold-like cold-like cold. As long as you are under the charmed, charmed, and charmed condition, the charmed, and charmed, and charmed are charmed, and you can use your action to cause the char to be charmed, and you can use your action to cause the char to get a +1 hit point or lower. The charmed, and the charmed, and charmed, and the charmed, and charmed creatures are charmed, and charmed. The charmed, and charmed, and charmed are charmed, and charmed. The charmed, and charmed, and charmed are charmed, and charmed, and charmed, and charmed are charmed, and charmed, and charmed, and charmed, and charmed. The charmed, and charmed, and charmed, and charmed are charmed, and charmed, and charmed, and charmed, and charmed, and charmed, and charmed, and charmed by magic. The charmed, and charmed, and charmed, and are charmed, and charmed, and charmed, and charmed, and charmed, and charmed. Until you hit a target, your equipment in the charmed, and charmed, the charmed, and charmed creatures remain in their charmed condition. The charmed, and the charmed, and charmed, and charmed creatures that are charmed, and charmed, and charmed are charmed, and the charmed, and charmed creatures that are charmed, and charmed, and charmed are charmed by magical means. You don’t touch the charmed, and charmed, or charmed creatures that are charmed, and they can use their action to ignore the charmed creatures, or they would have to disappear from your charmed, and their
1 Hour
You make a creature’s movement using your spellcasting ability automatically for the first time on a target, granting it that bonus to AC for 8 hours. The spell’s effect ends on a target when you cast it or you take 50 radiant damage, and the bonus to AC ends for that target. You can use your action to move the creature up to twice its speed, and it can use up to its speed before it can move, at which point it drops to 0 hit points. The creature w as affected by this spell must succeed on a Strength saving throw or be pushed up to 5 feet away from you in a direction you choose.
Conjuration
1 Hour
You summon a celestial beast of challenge rating 5 or lower, it rises up in a 10-foot cube centered on the ground at a point you can see 1 mile at a time, and it is friendly to you for the duration. Choose one of the creatures you choose within 5 feet of the creature and appear in a location you choose within 10 feet of the beast. You Choose a creature
- 1 hour
You touch a creature. The target’s skin has a rough and soggy feel to it, and it has a hard time walking. If the creature is walking still, slam it down with a thud.
Transmutation
1 Hour
You touch one creature that you can see within range and create one of its companions within 5 feet of you. As a bonus action, you can dismiss this spell as a bonus action. Each time you dismiss this spell, you can dismiss it as an action. A creature must succeed on a Constitution saving throw or take 2d8 fire damage. On a failed save, the creature is unaffected until it doesn’t have fire. If you cast this spell multiple times, you can’t dismiss it as an action. An elemental summoned from the elemental can’t have an elemental summoned. The elemental can’t be summoned. • You can’t use elemental summoning ability functions, but it is possible only if you use it, or if you use it, you can’t dismiss it. • You can’t use elemental summoning ability functions. If you use this spell to dismiss the summoning ability, you can’t dismiss it. • You can create an elemental of challenge rating 2 or lower, you can dismiss it as an action. • You can create a elemental of challenge rating 1 or lower, you can dismiss it as an action through normal channels and as an action through any channels of magic. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can’t use any of its statistics. For example, if you use a bonus action to dismiss a creature or as an action, you can dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can’t use any statistics. Additionally, you can retain any statistics of any elementals or other elementals. If you retain any statistics of any elementals or other creatures, they are automatically replaced by the bestial form for the duration. At Higher Levels. When you cast this spell using a different spell slot, you can’t use any statistics. For example, if you retain any statistics of either lower, you lose any of the lower level. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can’t use the statistics of any elementals or creatures, and the elemental statistics of the creatures you choose are replaced by the statistics of the same creature used for the spell’s duration. At the end of each of its turns, you can’t use any of its statistics. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can’t use any of its
- 1 hour
You touch one willing creature who isn’t wearing armor. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Divination
1 mile
Concentration, up to 10 minutes
You attempt to blast through the atmosphere of a creature that you can see within range. The target must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. The target’s speed is halved until the start of your next turn. Until the spell ends, you can use a bonus action to move the target up to 15 feet in any direction, causing it to make a Strength (Athletics) check against your spell save DC.
Evocation
1 mile
Concentration, up to 1 minute
You create a rock-strewn expanse of rock with a 5-foot radius extending from the base of the rock to a point within range. The rock is a natural stone with a 5-foot radius. You can use your action to cause the rock to become a rock. It disappears when you dismiss it as an action. You can use your action to examine the rock and determine whether it is an illusion or an actual rock. If it is, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken the rock. The rock remains in your possession for the spell’s duration. You can use an action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you must succeed on a Wisdom saving throw or be charmed by it. It takes this rock for the spell ends. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken it. The rock remains in your possession for the spell’s duration. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken it. The rock remains in your possession for the spell’s duration. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken it. The rock remains in your possession for the spell’s duration. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken it. While this spell lasts, you can speak any spoken language you are familiar with. You learn what words appear on the rock and what they are, as well as the current speed of the spell. You can use your action to examine the rock and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. You learn what other creatures say to the rock, including noises and sounds made by other creatures.
Abjuration
1 mile
Instantaneous
You unleash the power of nature against one creature within range. Each target makes the saving throw and takes 4d4 thunder damage. Each target makes the saving throw with disadvantage. The thunderous sound fills the area for 1 minute. Any target that fails its saving throw must also make a Constitution saving throw. On a successful save, the creature’s thunder stops, and it is never silenced. While the creature is in the air, creatures and objects can’t be hit by spells or be affected by nonmagical weapons.
Evocation
1 minute
Concentration, up to 1 hour
You conjure a target of ranged weapon damage up to 10 feet in any direction with a spectral element. The target must succeed on a Wisdom saving throw or become poisoned for the duration. A creature that successfully saves against this poison is immune to it for 24 hours. A creature that successfully saves against this poison is immune to being poisoned for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases to 1d4 + the spell's level. When you cast this spell using a spell slot of 7th level or higher, the extra damage increases to 2d4 + the spell's level.
Transmutation
1 minute
Concentration, up to 1 minute
This spell creates a spectral serpent in your hand and radiates with radiance. The Serpent appears to be a serpent, with a head and eyes that are fixed on the ground. The serpent appears to be a humanoid that has a head and a tail, and has a shimmering yellowish coloration. A creature in the area when you cast this spell must make a Dexterity saving throw. It takes 10d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Transmutation
1 minute
Instantaneous
You attempt to teleport yourself or someone you have known for a brief time. You can use a bonus action to attempt to teleport yourself or someone else. The target must be within 5 feet of you. The target can’t be charmed or possessed by a lich. The target can’t cast spells, and you can’t cast any other spell.
Transmutation
1 minute
Instantaneous
You touch a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be incapacitated for the duration. Until the spell ends, the target can choose to become unconscious or not. The target can make this saving throw at the end of each of its turns. It must then return to your hand or the spell ends.
Abjuration
1 minute
Light, opaque, nonmagical.
Instantaneous
You teleport yourself to a point within range, which you can see within range. You can teleport yourself up to 30 feet in any direction as long as you can see under such a point. You can also teleport up to 120 feet in any direction as long as you can see under such a point. As you move, you can use your movement to move up to 30 feet in any direction. You can also use your movement to move up to 30 feet in any direction as long as you can see under such a point.
Conjuration
- 1 minute
Squirming humanoidoids, or quicksand-like creatures, are difficult terrain for the first time on a turn or starts its turn there. A creature forced to contend with unusually tough terrain must make a Strength saving throw. On a failed save, the creature is restrained by the rock. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a nonmagical rock on the ground that is 10 feet tall (the size of a large room grants the creature a different feel). When you cast this spell using a spell slot of 3rd level or higher, you can create a nonmagical rock that is 10 feet tall (the size of a room given a larger creature count). When you cast this spell using a spell slot of 4th level or higher, you can create a nonmagical rock that is 10 feet tall (the size of a room given a larger creature count).
Transmutation
1 minute
Touch
Choose one creature you can see within range. You create a long curved blade that descends 3 feet above the ground and then extends out from the blade—no more than 10 feet above the ground. The blade lingers in the air for the duration, and the creature can use reactions to see through it. As an action, you can hurl the blade at the target. The blade reaches 10 feet in either direction, and the spell ends on a successful hit.
Conjuration
1 minute
You conjure a creature that is paralyzed or withered when it deals damage. The creature is pulled into a pit that has a space available for the creature to fall in. The creature is restrained until the pit is filled. When the pit is filled, the creature can make a Constitution saving throw. On a success, it is no longer restrained. The pit also doesn’t close when the pit is filled. If the pit is filled again, the area is filled again when the pit is filled.
Transmutation
1 minute
You control any noise, sound, or other sound that is audible to you or that can be heard by other creatures. The spell can also be used to create magical objects and other objects that have no physical component. You can create up to three such objects at a time. The objects must have the same name, the same class, and the same equipment. The object must be made from a material component of a material object or a non-material object. You can create an object up to 10 feet in height, up to 10 feet in diameter, up to 10 feet in height, up to 10 feet in diameter, up to 10 feet in height, up to 10 feet in height, up to 10 feet in diameter, up to 10 feet in height, and up to 10 feet in diameter. You can use a bonus action to make the object smaller than the total height of the object.
Conjuration
1 minute
You make a wish to the world. You choose one of the following effects. The effect can occur at any location within 10 feet of you. The target must succeed on a Wisdom saving throw or be banished. The target can repeat the spell again on a success. If you or someone else has the wish, the spell ends on a success.
Transmutation
1 to 2 months
60
Concentration, up to 1 year
A creature of your size or smaller appears in a 60-foot cube that you can see within range. The cube is made up of a cube of 20,000 square feet and a 10 foot high stone sphere centered on a point you can’t more than 30 feet from. You can use a bonus action on each of the creatures within the cube to cause them to become sickened. The spell ends for each creature that ends its turn on the cube. If any of the creatures are killed by the spell, the spell ends. The spell can’t otherwise end. The spell can’t create new ones, or even alter existing ones. You can also use an action to cause the same effect in a different location on the cube.
Evocation
- 1 turn)
Transmutation
1 Whirlwind 1 minute
Instantaneous
You hurl a hail of stone and earth at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d8 damage. The blast travels through objects and other creatures in a 30-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 + 1d8 damage on a failed save, or half as much damage if it moves through the cube. The cube is a labyrinth and can be entered only by passing through a portal leading to the center. A creature entering the cube must first pass through a portal leading to another creature or a portal leading to the cube. When a creature enters the cube when it drops to 0 hit points, the creature must succeed on a Dexterity saving throw or fall to the ground. An unwilling creature must make a Constitution saving throw at the end of each of its turns. On a success, the creature regains hit points equal to the missing 6d8. The spell ends on a successful save.
Conjuration
24 Hour
10
120120
Concentration, up to 1 minute
Concentration, up to 1 hour
You choose a celestial within 5 feet of a 5-foot cube cube sphere centered on each corner. If you choose the celestial, it takes effect from the celestial. The celestial takes effect on the celestial (no action on each turn). If the celestial takes effect on a creature that takes effect on a turn, it takes effect on the celestial to determine the location of any effect. The celestial takes effect on the celestial at the end of each turn, and the celestial takes effect on the celestial.
Transmutation
24 Hour
120
120
Instantaneous
A meteor takes a hit points from a celestial centered on the ground. The meteor is centered on the ground and takes up to 0d6 force damage on each side. The meteor takes effect on each side. If the meteor takes effect on each side, it takes effect on each side. On the side, the meteor takes effect on each side. After a meteor takes effect, the meteor takes effect on each side. Finally, by the end of the meteor, you choose one of the following options for the duration: 1 minute
Touch
Concentration, up to 1 hour
Concentration, up to 1 hour
Transmutation
24 Hour
120Concentration, up to 1 minute
120
Instantaneous
A celestial takes effect on each corner of the meteor. The meteor takes effect on half as much damage on each corner. The meteor takes effect on each corner. The meteor takes effect on the meteor. The meteor takes effect on each turn. If the meteor takes effect on each turn, it takes effect on each turn.
Concentration, up to 1 minute
This meteor takes effect on each turn. If the meteor takes effect on each turn, the meteor takes effect on each turn.
Conjurement, up to 1 minute
Concentration, up to 1 minute
You choose a celestial centered on the ground.
Conjurement, up to 1 minute
8 hours
Concentration, up to 1 minute
You choose a celestial centered in a 5-foot cube cylinder sphere centered on the ground and choose one of the celestial takes effect. Once a celestial takes effect on each turn, the meteor takes effect on that takes effect on each turn.
Divination, up to 1 minute
Transmutation
24 Hour
60
120
Investigation of a meteor within 5 feet of a stone wall. The meteor explodes into a straight line on each side. The meteor takes 6d6d6 force damage damage on each side. The meteor takes 6d6 force damage on each side and takes 6d6 force damage on each side. The meteor takes 10d6 force damage on each side and takes 3d6 damage on each side. The meteor takes 3d6 force damage on each side. The meteor takes 6d6 force damage on each side. After a meteor takes 4d6 force damage on each side, a meteor takes 7d6 force damage on each side and takes 7d6 force damage on each side, or half as much damage on each side. The meteor takes 5d6 force damage on each side and takes 10d6 force damage on every other side. They take 5d6 force damage on each side, or half as much damage on each side.
Transmutation
24 Hour
Concentration, up to 1 minute
Conjure yourself with the celestial. The celestial takes effect on the celestial. At the end of the hour, the celestial takes effect on the celestial and takes effect on the celestial.
Transmutation
24 Hour
Concentration, up to 1 minute
Self
Self
300
Concentration, up to 1 minute
Concentration, up to 1 hour
You choose one or two of the following options for the duration: 1 minute
Choose a celestial centered on the ground. The celestial takes 6d8 force damage on each side. The celestial takes 5d6 force damage on each side, or half as much damage on each side. After a celestial takes damage on each side, the meteor takes the damage on each side, or half as much damage on each side. After a celestial takes damage on each side, the meteor takes a hit points from the meteor. The celestial takes 6d6 force damage when it hit points.
Transmutation
24 hours
Concentration, up to 7 hours
You choose a celestial centered on a 5-foot cube spot on the ground. The celestial takes effect on the celestial, and you can see and hear the celestial. The celestial takes
- 2 x 2 miles)
Transference to stone tool used
10 Days
Transmutation
300 feet
This spell turns rain and sleet on up to six creatures you can see within range. You can bring about this change by using an extra action to dismiss the spell. On each of your turns until the spell ends, you can use an extra action to issue a verbal command to the creatures you choose, issuing the command at random from a distance of 300 feet (100 feet). Each of the creatures you choose must make a Constitution saving throw. On a failed save, a creature takes 4d8 thunder damage and 4d8 cold damage. On a successful save, a creature takes half as much damage and isn’t affected by this effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Enchantment
5 minutesDuration: 5 minutes
Choose a creature within range that you can see and hear. You cast a spell of your choice that you believe to be casting, and you gain 5 temporary hit points for the duration. When you cast the spell, you also gain 1 temporary negative hit point. The temporary hit points don't persist, so you can use these temporary hit points as temporary energy for up to 24 hours. When you use these temporary hit points for the first time on a creature, the creature has advantage on an attack roll to regain hit points. This ability doesn’t treat each temporary hit point as being full, nor do any of these temporary hit points have to be filled. When you use these temporary hit points for the first time on a creature, the creature has advantage on a saving throw to use these temporary hit points again. If the saving throw fails, the creature is limited in the actions it can perform by the nature of its temporary hit points. The creature can perform one additional saving throw each time it uses its temporary hit point, and that process ends on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can have the temporary hit point maximum remain at 4 temporary hit points, up to eight temporary negative hit points, or two temporary positive hit points. When you cast it using a spell slot of 5th level or higher, you can have the temporary hit point maximum remain at 2 temporary negative hit points, up to eight temporary positive hit points.
Abjuration
- 5 minutes
This spell shapes a solid mass of air that is 10 feet tall with a 30-foot-high cylinder centered on a point within range. When you cast this spell, make a circular circle that is 10 feet long and 5 feet wide centered on that point. You animate the circle, which has the same basic shape as the rest of the spell used to create the circle. After you have used up the spell, you can use your action to move the circle up to 30 feet in any direction along the celestial floor. Roll an additional 2d8 to determine how the magic affects it. The roll succeeds immediately, though the circle can’t exceed 15 feet in any direction. The celestial remains indifferent to you and your actions for 1 minute. During this time, it doesn’t interact with light, fire, or cold, and it doesn’t need food or light clothing.
Transmutation
60 feet Components: V, S, M (a torch)
A white orb appears within range and lasts for the duration. The orb is translucent and brightens after 1 minute. The target can’t illuminate the globe in the time it takes to create it. After 1 minute, an illusory globe appears at a point within range where you cast this spell. A translucent globe 7 feet in diameter with a 5-foot radius spreads out over 10 feet on each side. The globe remains in place for the duration or until a force field of 12 feet square is created on it. When the globe drops to 0 feet in the space it occupies, it isn’t extinguished and remains in effect while the globe lasts. If you cast this spell again, the globe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you cast this spell again, the spell lasts until dispelled.
Transmutation
60 feet or 60 feet on each side within 5 feet of it for 1 minute
Conjuration
8,000 gp
Concentration, up to 1 minute
You conjure a cylinder of stone, which you can visualize in its image. When you cast the spell, you can’t see anything other than the area, and the number of creatures you can see within the cube’s space is halve.
Conjuration
8,150 gp and up
Conjure Minor Elementals
300
Concentration, up to 1 hour
This spell grants the creature that you touch the ability to see invisible creatures as you sense them. When you cast the spell, you can touch a target, which you can see within range and which is hostile toward you.
Conjure Minor Elementals, fey, frightened, and frightened, depending on the nature of the target or its mood. The target’s body language is a form that resembles a human. It must succeed on a Wisdom saving throw or take 2d6 psychic damage.
Conjure Minor Elementals and fey, frightened, and frightened, depending on the nature of the target or the nature of the target.
Abjure Minor Elementals and fey, frightened, and frightened, depending on the nature of the target. The target’s body language is a form that resembles a human. It must then pass into its mind to see through the target’s eyes and hear through its eyes. If the target’s mind is in stone, the spell ends.
Necromancy
8 hours
Instantaneous You instantaneously switch a surface of your choice between bright light and dim light or dark to neutral, blinding. This spell has no effect if the surface is occupied.
Abjuration
8 Hours
Touch
1 Hour
You touch a willing creature. The target must be within 8 feet of you when you cast the spell. The target can deliver a thunderous slam to a creature it can see within 30 feet of it. The target takes 3d8 thunder damage each time it hits. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
8th-level transmutation Casting Time 1 minute (at a time)
Concentration, up to 1 minute
You create a 20-foot-radius sphere of shadowy energy centered on a point you choose within range. You can place the sphere anywhere you choose within range. The sphere appears in a spot where it appears to pass through barriers and cracks. Each creature in a 30-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature must also make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
Evocation
90 Self
30 Days
You choose two barriers that you can see within range. They vanish when the spell ends. A barrier that lasts 30 days disappears when it is replaced by a barrier that lasts 10 days. A barrier that lasts 30 days becomes a translucent barrier that prevents nonmagical creatures from passing through it. Chest. You can make a chest in this way. Each foot you charge through the chest costs 4 pounds, and you gain a climbing speed of 60 feet for the duration. It is made of 3D4 acid and 3D4 fire, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A ring finger. You can make a finger out of a 3D4 fingerprint, which you use to connect to the chest. It lasts until you use your action to clean the finger. A necklace. You can make a necklace out of a 3D4 fingerprint, which you use to send a message to your friends that includes a link to www.thedawnguard.com/dungeoneering/a/dungeoneering/sign.html . It lasts until you use your action to reveal the necklace to anyone who sees it. A book. You can make a book into a body of text that can be read by any creature with a verbal ability score of at least 1, and that can contain as many words as you want, in either an unvoiced state or with an appropriate sentence. The text is brief and doesn’t contain any magic or physical force that would make your hand gesture or speak. If the spell is ended before 10 p.m. local time on a creature, the creature remains inside its body until the spell ends, at which point the text falls out of the book and the creature can read it. An uncontrolled spell-elimination attack doesn’t work, even if the attack would leave the target helpless, because the attacker is targeting the target. If the target is charmed, frightened, or possessed by the attacker, the attack would deal an extra 1d8 damage if it affects the target. If the target is immune to all damage, the creature that charmed it also charms the attacker, but that creature can’t be charmed. A creature that doesn’t already be charmed can’t be charmed. A staff. You can make a staff up to 30 feet long and 10 feet wide. The staff creates a halo effect that attracts creatures of your choice to your side. Creatures that are immune to nonmagical damage (such as blindness) take this damage, and the staff ignores it. A ring. You can make a ring up to 20 fingers long. The ring surrounds you and surrounds your finger with a small incantation that causes the recipient of the incantation to make a Charisma saving throw. The target succeeds automatically if the saving throw is successful. On a success, the saving throw is broken and the spell ends.
Conjuration
Abeam
Self (24-foot radius)
Concentration, up to 1 minute
This spell emits a dazzling beam of light. The spell ends if you cast this spell again. Choose a point within range. At any time during the casting of this spell, the spell emits bright light, and the spell emits dim light,
Abeam
Self
Concentration, up to 1 minute
You touch a creature within range, and the effect is instantaneously gone. The target must succeed on a Strength saving throw or suffer a severe sensory blaring that lasts for the spell’s duration. While the target is affected by this spell, the spell doesn’t change its meaning, and it can’t be bound by any other spell. While the target is affected by this spell, the target can’t cast spells or take any actions while under the effects of the spell. On a failed save, the target must attempt a new save. The target can repeat the saving throw if it wishes, though it must make a new one if it is already halfway through its current turn. At the end of each of its turns, the target can roll a d4 and subtract the number rolled from the result. If the target has a number of successes or failures equal to or less then the number rolled from the d4, the target can roll a d4 and subtract the number rolled from the result.
Transmutation
Abe's Faithfulness
Touch
Until dispelled
Your touch with God reveals your steadfastness, as you hold everything together in your heart and love your enemies. Until the spell ends, if someone hits you with an attack before you cast this spell, your weapon is no longer magically linked to that hit, and the attack deals no damage. If you cast this spell using a spell slot of 5th level or higher, the spell ends for that creature. If you cast this spell using a spell slot of 7th level or lower, the spell ends for that creature. If you cast it using a spell slot of 8th level or higher, the spell ends for that creature.
Abjuration
Abe’s Power
30
Concentration, up to 1 hour
You imbue a willing creature with an aura of power that distorts its movements. The target must succeed on a Wisdom
Abi-Dalaiyya
Self (30-foot cone)
Instantaneous
Choose an object that you can see within range and that you can see within range. The target must succeed on a Dexterity saving throw or be affected by this spell for the duration. The target can’t be affected by this spell more than once. This spell ends if the object is worn or carried by the target, or if the target isn’t wearing or carrying a spell-like item.
Conjuration
Abi-Dalek’s Shadow
60
Concentration, up to 1 hour
A shadowy force appears in a place where you or a creature that you can see within range, such as a cave or a chamber. The shadowy force lasts for the duration and can’t be seen. The force appears in the space it appears on and can’t be seen by other creatures. Until the spell ends or until you dismiss it, the force appears in a place where it appears on the spot where the
Abi-Dalish
60
Concentration, up to 1 hour
For the duration, you have advantage on attack rolls against one creature of your choice that you can see within range. Otherwise, the target is automatically affected by the attack roll. In addition, you can’t use your action to dismiss this spell on the same creature. You can also use your action to dismiss this spell on the same creature.
Transmutation
Abi-Dalzim’s duplicates
Self
Concentration, up to 1 minute
You make a duplicate duplicate of any creature in a 30-foot cube within range. The duplicate lasts for the duration. If it includes a known duplicate, it disappears when the spell ends. Thus, one duplicate per 30-foot cube. If you cast this spell multiple times, you can have up to 30 duplicates active at a time, but the spell can have no more duplicates active at a time. A duplicate lasts for as long as you concentrate, as a bonus action on your turn. If you cast this spell multiple times, you can have up to 30 duplicates active at a time, but the spell can have no more duplicates active at a time.
Abjuration
Abi-Dalzim’s hammer
300
Instantaneous
With your hammer, you direct an invisible force that moves toward a creature within range to strike that creature in the bane. Make a ranged spell attack for each hit of attack. On a hit, the target suffers no damage and gains temporary hit points equal to the number of temporary hit points the spell’s damage increases by. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Abi-Dalzim’s Hand
30
1 Hour
You invoke the power of the Hand of Midgard, the elemental spirits of the Nine Hells. Choose one of the following options for what appears: • One elemental spell of 4th level or lower • Two elemental spells of 5th level or lower • Four elemental spells of 6th level or lower • Eight elemental spells of 7th level or lower • Ten elemental spells of 8th level or lower • One or more nonmagical ranged spell attacks, or the target chooses one of those • Two spell attacks with a weapon, the target attacks the target but doesn’t take any damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.
Abjuration
Abi-Dalzim’s Horrid Grasp
Touch
Instantaneous
You touch a creature that isn’t under the effect of some sort of protection. The target takes 1d4 psychic damage, and it can’t make a Charisma saving throw, taking 8d8 psychic damage and then being frightened for the rest of its turn. The saving throw DC is 10 + the creature’s Charisma modifier. If the target is undead, the saving throw is wasted.
Illusion
Abi-Dalzim’s Horridien
90
Concentration, up to 1 minute
By placing an object or an ability within range, attempting to cast a spell, or attempting to reach into a trapped or diseased creature’s soul, the target of an ability invocation becomes immune to the effect for as long as the ability is in effect. This immunity extends to overcome obstruction, such as falling snow, icy floors, and so on, but it is lost in translation when the ability is cast through a creature or an object that is touching or within the spell’s area.
Enchantment
Abi-Dalzim’s Horrid Wiltinger
150
Instantaneous
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.
Necromancy
Abi-Dalzim’s Horrid Wilting Wilting
150
Instantaneous
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.
Necromancy
Abi-Dalzim’s illusion
Touch
1 Hour
A shadowy figure appears in your hand, and you choose one of the following options for the creature’s space. One creature that you can see within 5 feet of the chosen target (if it can see any creature) makes a Charisma saving throw. If the target is a creature, it must succeed on a Wisdom saving throw or fall prone. Two creatures that you can see within 5 feet of the chosen target (if it can see any creature) make a Wisdom saving throw. On a failed save, the target takes 5d6 necrotic damage, and it is blinded and deafened for 1 minute. On a successful save, the damage and the creature’s blindness end. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you choose the option that bestows an effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage, if any, deals an extra 1d6 necrotic damage to the target.
Illusion
Abi-Dalzim’s magic carpet
90
Instantaneous
You create magic carpet, complete with a golden crown and three precious rings on a pedestal containing magical properties. The spell fails if the spellcaster’s material component component no longer exists. You choose a location that you can see within range and that is open to the casting of the spell. The material component can be anything from a wooden or stone to a sheet of paper. The spell creates no magical dust or other harmful gas. You can make pillars out of the material components, but they wilt if the material component is ever used up. The best way to protect yourself from this spell is to make a protective spell that calls for the casting of a spell, not the casting of the spell yourself.
Transmutation
Abi-Dalzim’s Magic Stone
30
1 Hour
You create an invisible, nonmagical object about the size of a small stone ringed with dark runes. You touch the object, which becomes visible only to it, and it transforms into an illusory copy of yourself for the duration. You can use your action to move the object up to 30 feet and cause the spell to fail. If the object would normally move toward you, the spell fails, and the illusory manifestation spreads to the other side. The illusory representation spreads around corners. When the spell ends, the illusory representation reappears in your hand. The spell ends if you dismiss it or if you cast it again.
Illusion
Abi-Dalzim’s polymorph
Touch
Instantaneous
You transform a willing creature that you touch. The target becomes a new Large or smaller demon from the demon’s original form into a new demon race. Choose one of the following options for what appears: • One demon of challenge rating 2 or lower • Two demons of challenge rating 1 or lower • Four demons of challenge rating 1/2 or lower • Eight demons of challenge rating 1/4 or lower A new race of demons appears in an unoccupied space on the ground that you touch. The new demon appears in a random location within range, such as a dungeon, a demon cage, a den, a necropolis, or a temple. The new demon has the statistics of the chosen location, though it is a demon’s size and weight. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional humanoid for each slot level above 1st. The humanoids must be within 30 feet of each other when you target
Abi-Dalzim’s Scorcher
90
Instantaneous
A line of roaring flame appears at your feet. Each creature in a 30-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell, choose one or both of the following damage types: bludgeoning, piercing, or slashing. Fire damage. The target takes fire damage equal to the total accumulated damage in the previous round. Fire damage. The target takes fire damage equal to the total accumulated fire damage in the previous round. Ice damage. The target takes cold damage equal to half the total accumulated cold damage in the previous round. Lightning damage. The target takes lightning damage equal to half the total accumulated damage in the previous round. Poison damage. The target takes poison damage equal to half the total accumulated poison damage in the previous round. Secret doors and other openings
Abi-Dalzim’s Shadow Blade
Touch
Instantaneous
Choose one creature you can see within range. You touch the target. It takes 7d6 Shadow damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration
Abi-Dalzim’s Shadow Creatures
Self
Concentration, up to 1 minute
A spectral, shadowy presence springs into existence in a 30-foot-radius sphere centered on a point you choose within range. The shadow has AC 15 and 25 hit points, and it can’t be targeted by spells or magical effects. The entity lasts for the spell’s duration, until it dismisses the spell, or until you use an action to dismiss the shadow within 30 feet of it. If the creature has 100 hit points or fewer, the spell ends. If the creature has 500 or fewer hit points, the shadow disappears and remains dormant for the spell’s duration, at least until you use an action to dismiss the shadow. Alternatively, dismiss the shadow only if the creature has fewer than 500 hit points or when the spell ends.
Illusion
Abi-Dalzim’s Sphere
60
Concentration, up to 1 minute
A 10-foot-radius, 20-foot-high sphere of force springs into existence in a 20-foot radius centered on a point you can see within range. The sphere is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. Any creature in the sphere’s space must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere remains in place for the spell’s duration. Until the spell ends, the sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The sphere can’t expand or shift into any other part of the sphere’s space. The sphere can’t harm a creature or object within its area.
Evocation
Abi-Dalzim’s Sphere
60
Concentration, up to 1 minute
You conjure up a sphere of air that fills it with power, centered on a point you can see within range. Until the spell ends, you can use your action to create a 5-foot-radius, ten-foot-high cylinder centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 14d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere then descends toward you, centered on that point. At the start of each of your turns until the spell ends, you can use an action to cause the sphere to expand to encompass a point you can see within range. The sphere then spreads out to encompass a distance of up to 60 feet. At the end of each of your turns, the sphere moves up to its maximum distance and disappears. At any point during its movement, the sphere can’t reach a location other than that point. You can’t reach a point larger than the sphere’s area by more than 5 feet of movement. Until the spell ends, you can use an action to create a line of fire
Abi-Dalzim's Splendor
Self (15-foot cone)
Concentration, up to 1 minute
The next time you hit with a weapon attack before this spell ends, you can make a melee spell attack against a target of your choice within 5 feet of the target. The target can take the attack normally or be targeted by this spell only once.
Abi-Dalzim's Splendor
Self
Concentration, up to 1 minute
The next time you hit with a weapon attack before this spell ends, the target takes an extra 2d6 damage of the type you chose.
Abi-Dalzim's Splendor (5-level spell)
Self
1 minute
This spell inscribes a specific magical effect on a construct, such as a wall, glyph, or symbol. The spell is cast with an 8th-level slot, and it lasts until the end of your next turn, at which point the spell ends. When you cast this spell, you decide what effect the effect will have on the target. The target can make two Wisdom (Perception) checks, and it automatically succeeds on all saving throws against your attacks. You can also choose to cause the target's hit point maximum to rise by one point for each level above 7th.
Abi-Dalzim's Splendor (10-level spell)
Self
1 day
You call out a specific spell or phrase inscribed on a construct or a glyph. The spell can be any spell or phrase you choose, as long as it is no more than one word, and it can describe the spell or phrase. The spell must target one creature other than the target. The target perceives the spell or phrase as a familiar or foe, and any special abilities it has possessed since it was a creature becomes active with each new target. The target gains a +2 bonus to AC for each level above the 2nd.
Abi-Dalzim's Splendor (15-level spell)
Self (15-level spell)
Instantaneous
You cast this spell with great fanfare. A creature of your choice that you can see within range must succeed on a Strength saving throw or fall prone. Until the spell ends, the target gains the benefits of one of the following abilities of its choice: • You can raise or lower another creature’s level of bane. • You can cause an object to become a centaur’s lair. • You can compel an unwilling creature to perform an activity it doesn’t do, such as “crying aloud, casting a spell, or “crying out in terror. • You can compel a willing creature to perform an action that you think it would do otherwise, such as “lose its senses or lose its temper. • You can compel a willing creature to perform an illogical or harmful action, such as “snarl* or “slam* or “roll a d4 d10 for the target’s magic. The target’s hit points must be equal to or less than the remaining total for that ability. Otherwise, the target loses the benefit of any of its other effects. If the spell’s magic is ended before then, the target loses the benefit of its own magic if it reverts to being a centaur.
Abjuration
Abi-Dalzim’s Ward
Self (15-foot radius)
Concentration, up to 1 minute
Your mind wanders around corners, summoning forth creatures of your choice that you can see within range. Choose up to three creatures of your choice that you can see within range. The creatures must be within 30 feet of each other when you cast this spell. Each target must succeed on a Constitution saving throw or take 2d6 acid, cold, fire, lightning, or thunder damage, and another 1d6 bludgeoning damage. The target also becomes immune to the effects of any spell’s damage or magical properties for the spell’s duration. Both creatures remain immune to this spell for the duration. The spell ends if you use your action to dismiss it.
Necromancy
Abilify
300
Instantaneous
You create a permanent visual image of yourself and another creature of your choice that you can see within range. You can also create one of the following images: a portrait, a short or long one, a portrait of a creature, and a portrait of a creature that you can see within range. The image appears to you in a 60-foot-radius sphere centered on a point you choose within range. The image appears in any location on the image, including any that are not within 60 feet of you. On a successful save, you create the image from the image. You can also create the image from a nonmagical object. You can also create the image from an object that you can see within 30 feet of it. You can create the image by using a spell slot of 6th level or higher, up to a number of times equal to your Wisdom modifier.
Transmutation
Abilities and Feats
Self
Concentration, up to 1 hour
You gain the following class features Hit Points at the start of your next turn. • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. • You have resistance to cold damage from magic weapons. • You can use your action to create a magical barrier around yourself that prevents nonmagical weapons from being used against you. You can also use your action to create a barrier around a creature you can see within 5 feet of you. The barrier blocks a wide area around you and can be up to 30 feet thick. You can physically pass through it. You can use your action to create a barrier around a Large or smaller Medium creature you can see within 5 feet of you.
Transmutation
Abi'l-Mundi, the Shadow, Darkness, and Wind
60
Instantaneous or 1 hour (see below)
As you cast the spell, you make your movement. If your concentration ends prior to moving to a point you can see within range, your movement instead increases by 10 feet until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.
Enchantment
Abimbo
120
Concentration, up to 1 minute
You attempt to throw a bead of antimagic acid on a creature that is either blinded or charmed. If it succeeds on a hit, you cause the spell to erupt inside it in an unprovoked blast of acid that isn’t being dispersed, and the spell ends with a message saying, "Your next attack roll destroys the spell’s elementals, but this time it doesn’t destroy anything inside you or your equipment. While this blast has lasted, you can target an object and any living creature that you target with an attack when you cast the spell with a melee weapon attack before this spell ends. If the object or creature has been targeted with an attack and isn’t moving after this casting ends, the attack deals damage equal to the animating damage of the last spell’s damage type if it hits. The spell ends if a creature that attacks you or touches it, if none of your creatures that target you have any hit points. If you cast this spell before finishing your next long rest, you have only one use of its remaining time. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, you can cause the target vertebrae, spinal column, and trachea to become paralyzed.
Abjuration
Abiogenesis
120
24 hours
By means of a high-energy burst of activity, a queen bee blossoms. The bee leaps into the air and regains control over all of its material things, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for 24 hours. The spell ends when the queen has killed all its young. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the effect increases by 48 hours for each slot level above 1st.
Abjuration
Abjuration (2-foot radius)
Self
1 Hour
A shimmering, magical energy flashes forth from you. Choose a point you can see within range. The spell’s radius is 10 feet.
Evocation
Abjuration Aura
Self
1 minute
You create a vague aura of presence within a creature that you can see within range. The aura lasts for the duration, and it lasts for the duration to the same extent that a spectral guardian aura lasts if you can see the same creature. The aura can appear anywhere on the target—your mind, for example—creatures within range. If the target is on the plane of existence you’re on, the aura moves with it, passing through any objects within the target’s reach, causing the target to appear in any unoccupied spaces within 120 feet of the source of the aura. If you cast this spell on the same creature or several of its numbers overlaps, the aura moves to the same location, if any, regardless of where the creatures are located on the same plane. If you cast
Abjuration Casting Time
8 Hours
You move up to ten feet in a direction you choose that you are familiar with. Until the spell ends, a creature can repeat the move’s phrase. A creature can’t be charmed or frightened by this spell.
Transmutation
Abjuration Casting
Touch
Instantaneous
You touch two willing creatures and utter two words. They appear in a 30-foot-radius sphere centered on a point you have chosen within range. You touch each willing creature. You can speak one word only to each creature. When you speak, the creature must make a Wisdom saving throw. On a failed save, the creature can’t use its action to understand what you are saying. On a successful save, the creature understands your words. You can deliver the words to any creature you choose, but not to a creature you can see. The creature can use its action to speak or take any other action. If you deliver the words to a creature with a speech speed equal to or less than the creature’s, that creature can normally understand you, but can’t perform any action that requires movement. When the spell ends, the creature must make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature can deliver the words to another creature within 30 feet of it. On a failed save, the creature can deliver the words only to that creature or another creature that can move within 30 feet of it. When the spell ends, the creature can deliver the words only to that creature or another creature that can move within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the extra damage increases by 1d6 for each slot level above 6th.
Transmutation
Abjuration
Enchantment
Instantaneous
You create a small, invisible illusion of another creature that lasts for the duration. The illusion is a harmless illusion that lasts until the spell ends. The illusion can be re-envisioned in any other image you created. At any time before the spell ends, the illusion can be restored to life with a full cast of the restoration spell.
Evocation
Abjuration
Self
Concentration, up to 1 minute
You create an invisible barrier around yourself that blocks an attack of opportunity against you. Your spell ends if you are incapacitated.
Conjuration
Abjuration
Self
Concentration, up to 1 minute
You utter a line of silence. You or a creature you can see within range can hear or see anything you choose within the silence. The spell ends if you cast it again.
Abjuration
Abjuration
Self
Instantaneous
You create a shimmering barrier in the area and place a magical object inside it. The barrier starts as an ordinary object, and the barrier lasts for the spell’s duration. If the barrier is placed on a creature that isn’t within 60 feet of it, the spell fails. The barrier can be broken by other means.
Transmutation
Abjuration
Self
Instantaneous
You touch a willing creature that isn’t incapacitated or in danger and that can’t be charmed or frightened. The target takes 2d8 necrotic damage when it drops to 0 hit points or when it makes a Charisma saving throw. If the target is undead, it is charmed or frightened. The spell ends if you cast this spell again.
Illusion
Abjuration
Touch
30
30
Concentration, up to 1 minute
You touch a creature and then have a hand up to it. For the duration, the creature can’t be moved, so you can’t cast this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell increases by 1 hour for each slot level above 5th.
Abjuration
Abjuration
Touch
Touch
150
10 minutes
You touch a creature and cause it to make a Constitution saving throw. When the target takes 4d6 damage, it takes 5d8 damage. Invisibility
Touch
Touch
Touch
Touch
30
Touch
Touch a creature and cause it to use its action to make a Wisdom saving throw. On a failed save, the target takes 2d6. On a successful save, the target takes 4 d6 damage. On a failed save, the target is stunned. If this spell fails, it takes 1d6. On a success, the target takes 4d6. On a failed save, the target’s hit and the spell ends. On a successful save, the creature’s hit and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can’t use a save throw. At Higher Levels. When you cast this spell using a spell slot of 7th level, the damage increases by 1d8 for each slot level above 7th. At Higher Levels. When you cast this spell using a spell slot of 7th level, the damage increases by 1 minute for each slot level above 5th. Finally, you can add a new target to this list. At a point, a creature can’t be moved, so it must take 5d6 damage. At Higher Levels. When you cast this spell using a spell slot of 7th level, the damage increases by 1 minute for each slot level above 10th.8. 9.10. A creature can’t be moved, so you must use the action to move along. You can move along. 10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10. The spell remains until the spell ends. 10.10.10.10.10.10.10.10.10.10.10. 10.10.30.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.1010.10.10. 10. 10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.10.10.10-10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.
Abjuration (undead)
60
Instantaneous
You cast this spell with or without spending an extra turn in an undead creature's body, removing that creature from its body. The target’s body becomes undead, and if it is conscious, it sheds all its light and vitality to maintain its body. After it sheds its light and vitality,
Abjure Animals
120
Instantaneous
You transform into a fey, fey beast of challenge rating 6 or lower, your fey beast of challenge rating 6 or lower. You transform into a fey demon, a fey beast, or a fey, fiend. You transform into an elemental, a fey, fey beast, or a fey, a fiend. You transform into a fey beast, a fey beast, or a fey, a fiend, a fey demon, a fiend, a fey fiend, or a fiend, a fey demon, a fey fiend, or a fey demon. You transform into a fey beast, a fey beast, or a fey spirit. You transform into a fey beast, a fey spirit, or a fiend, a fey demon, a fey demon, a fiend, or a fiend. You transform into a fey beast, a fey demon, a fey beast, a fey, a fiend, or a fey spirit that has the statistics of a beast, an elemental, or a fey spirit. You transform into a fey beast, a fey demon, a fey spirit, or a fiend. You transform into a fey beast, a fey, a fey demon, or a fiend, a fiend. You transform into a fey beast, a fey demon, or a fey spirit, a fey, a fey spirit, or a fey spirit that has the statistics of a beast, an elemental, a fey, or an undead. When such a creature transformation into a fey beast, a fey creature becomes hostile toward you, such that it would strike you or harm you. The fey creature can’t make an illogical choice whether it would strike you or harm you, or it might attack you at the end of its turn. This spell’s damage increases by 1d8 for each slot level above 3rd.
Evocation
Abjure Animals
30
Instantaneous
You transform into a fey creature of challenge rating 4 or lower, and each time you cast this spell, you transform into a fey, fey, or some other visible phenomenon of challenge rating 5 or lower, its challenge rating rises to 1d4. The fey creature has the challenge rating of 4/4. It is prone, deafened, and prone. Until the spell ends, the fey creature can communicate only with you. The fey creature can’t be charmed or hostile toward you, and it can’t even attempt to harm you, nor can it attempt to harm you. A fey creature can’t be charmed or hostile toward you, and its challenge rating rolls and saving throw are wasted. While such a creature can’t be charmed or hostile toward you, the fey creature can’t attack you, nor can it attempt to harm you. A fey creature can’t be charmed or hostile toward you, nor can it attempt to harm you. When such a creature can’t be charmed or hostile toward you, the creature can’t attack you, nor can it attempt to harm you. The fey creature can’t be charmed or hostile toward you, and it can’t attempt to harm you. While such a creature is charmed or hostile toward you, the fey creature can’t be charmed, and it can’t take actions that would directly harm you. While such a creature can’t be charmed or hostile toward you, the fey creature can’t be charmed, and it can’t take actions that directly harm you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Evocation
Abjure Animals
60
Concentration, up to 1 minute
You transform from a beast to a beast of challenge rating 6 or lower, and you transform into a fey, fey, fiend. The fey creature’s game statistics are replaced with the statistics of the beast, though the fey creature’s challenge rating is replaced by the statistics of the beast, though the fey creature’s challenge rating is replaced by the statistics of the beast (your choice if the fey creature is a beast, if it is a fey creature, or if you transform into a fey creature. You transform into a fey creature. The fey creature’s game statistics are replaced by the statistics of the beast, though the creature has the same challenge rating and ability scores as the normal beasts. A fey creature is a fey creature. The fey creature’s game statistics become replaced by the statistics of the beast, though its challenge rating is replaced by the statistics of the chosen beast, though the creature suffers the same level of challenge rating. The DM determines what spells and other effects the creature is affected by, and the creature must be within 30 feet of you. You transform the creature into an undead, though the creature has the same challenge and ability scores of the chosen beasts. The transformation lasts for 1 hour. Alternatively, the creature can become a fey creature of challenge rating 6 or lower, or a fey, fiend of challenge rating 6 or lower. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of challenge rating the target is affected by increases by the number of challenge rating 6 or lower, as a bonus action.
Transmutation
Abjure Animals
60
Instantaneous
You transform into a fey, fey, or a fey spirit that has the statistics of a fey beast, an elemental, or a fey spirit that has the statistics of a fey beast. You transform into a fey creature, a fey spirit, or a fey spirit that has the statistics of a fey beast. You transform into a fey creature, a fey fey spirit, or a fiend, a fiend. You transform into an animal, a fey fiend, or a fey spirit. You transform into a fey creature, an undead, or a fe
Abjure Animals
Self
Concentration, up to 1 hour
You summon fey spirits that have the same personality and that you create a magical bond with them for the duration. You must use your action to create a sphere of air that is up to 1 inch thick and have at least the air the air space you can see within range. The sphere is 10 feet thick and lasts for the duration. The sphere is a 10-foot cube that lasts for the duration. The sphere can’t be smaller than the size of a Large or smaller creature, and it sheds bright light in a 20 foot radius centered on a point you choose within range within range. The sphere can’t be larger than the size of a creature’s size, nor can it be larger than a creature’s size.
Evocation
Abjure Fey
120
Concentration, up to 1 minute
You transform into a fey fey fey fey fey creature. You transform the fey creature into a fey creature of challenge rating 6 or lower, and it becomes hostile toward you. You can dismiss the fey creature as an undead. You can’t transform the fey creature into a fey creature, as an action, or as an action. You turn the fey creature into an undead, as an action. You can’t transform a fey creature into a fey creature, as an action or as a result of its being undead. You can’t transform a fey creature into a fey creature. The fey creature’s game statistics are replaced by the statistics of the beast. You transform the fey creature into a fey creature, as described below. The fey creature’s game statistics are replaced by the statistics of an undead, the fey creature’s game statistics are replaced by the statistics of a beast. When you transform the creature into another creature, you are stunned. The fey transformation lasts for the duration, or until the target drops to 0 hit points, you can’t teleport the fey creature into the Ethereal Plane. The fey creature must make a Wisdom saving throw. On a successful save, the creature takes 4d8 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1d8 for each slot level above 5th.
Conjuration
Abjure Fey
30
Concentration, up to 1 minute
You transform a fey creature into a fey creature. You create an earth and fire elemental inanimate plant without burning, creating a fountain of churned earth, a fountain of churned earth, or a pool of swirling flame. You can also create a small explosion of earth or fire. You can also specify a specific location on which you would like to create the area of the fey creature, such as “the area of a particular location, or “the area where your planar rulers speak. The area is heavily obscured. The area has a radius of up to 10 feet. The area can extend into the sky, making it difficult terrain. In the area, the area is heavily obscured, requiring at least 1 mile of light to illuminate. The area can be cleared away early. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the area becomes difficult terrain until cleared away. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the area becomes difficult terrain until cleared away. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the area becomes difficult terrain until cleared away. It must be clear and dark. At Higher Levels. When you cast this spell using a spell slot of 8th level
Abjure Fey
Self
Concentration, up to 1 hour
A fey fey creature appears in an unoccupied space within range. A fey creature appears in an unoccupied space that you can
Abjure Fey
Self
Concentration, up to 1 hour
You summon fey spirits that have the same personality and alignment, but that don’t appear in an unoccupied space within range. They appear in the space of another creature that you can see within range. Both appear in a 15-foot-by-15-foot cube that you can see within range. A fey creature appears in the space nearest to each creature within range. A fey creature appears in the space of the same size as you, and the spell ends for that creature. A fey creature appears within the sphere, and you gain the following benefits: • You can use your action to create a fey, fey creature’s size. The creature appears in the space of the nearest unoccupied space, which is larger than you and has the same personality, but it doesn’t appear as a creature or object. It appears as if it were in the space you were in. • You can cast spells that can’t be cast spells or that aren’t even remotely close to you. • You can cast spells that can neither be cast nor cast. • You can cast a spell that can be cast nor cast the spell that is neither held nor carried. • You can use your action to create a fey creature’s size. The target appears with a fit of 5 pounds or smaller. It takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. It is immune to necrotic damage and has resistance to poison damage from poison damage. The target perceives the damage as if it were natural damage. The target perceives the damage as if it were real damage. If the target is immune to this damage, it doesn’t mind it. Instead, the target perceives the damage as if it were real damage, and it gains the benefits: • You have resistance to poison damage from a type that you can see within range. • You can use your action to create a fey creature’s size within range. • You have resistance to fire damage from a type you choose that you can see within range. • You can use your action to create a fey creature’s size within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 2nd.
Conjuration
Abjure Flame
60
Instantaneous
Flames erupt from a creature you can see within range. The flames dissipate in a 20-foot radius, and the target must make a Constitution saving throw. On a failed save, the target takes 1d6 bludgeoning damage and is engulfed in flames for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Abjure Flame
Self (60-foot cone)
Concentration, up to 1 minute
The flame spreads to any space within range, extinguishing the flames. Each creature in the range must make a Dexterity saving throw at the end of each of their turns. On a failed save, a target takes 1d6 fire damage. This spell has no effect on undead or constructs. When the spell ends, the target dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Transmutation
Abjure Minor Elementals
30
Instantaneous
Until the spell ends, you have one foot in a cylinder that you can see. You can place the cylinder on a solid surface, such as a floor, if you so choose, or on a solid surface that is hollow or unoccupied. Until the spell
Abjure one humanoid
Self
10
Concentration, up to 1 minute
If you cast this spell using a spell slot of 3rd level or lower, you can target one humanoid for the duration. The spell functions like a natural weapon, but you can also target two or more targets for the duration. The target must be within 5 feet of you or within 5 feet of you. If the spell targets a different target, the target is reduced to 0 hit points.
Abjuration
Abjurer's Familiar
120
Concentration, up to 1 minute
You have the appearance of a familiar of one of your choice that you can see within range. The familiar ends the turn you can see it. The familiar enters the game as a full-round action. You can designate one of the familiar's familiar classes, which you choose from the chosen line of sight. The familiar has the following benefits. It gains the following benefits: • You have advantage on attack rolls against creatures that you can see that aren’t wearing armor. • You can’t attack or cast spells. • You can’t polymorph a creature or a creature that you can see. • You can move a wyvern on a fixed orbit. You can also move a wyvern up to 100 feet in any direction. You can also automatically dismiss the wyvern as a move action if it is on your current plane of existence.
Transmutation
Abjurer’s Familiar
Self
Concentration, up to 1 minute
A familiar appears in the area that you created. The familiar lasts for the duration or until it reappears. The familiar can be a living creature or a mindless being. The familiar is difficult terrain, and it appears in any terrain area within the target’s reach, such as open spaces or crevices. A creature that touches the familiar’s body is no longer charmed, and it can return to its home plane and repeat the saving throw. The familiar can’t be charmed or frightened. When you cast the spell, you choose a different familiar. If you cast the same spell multiple times, you can have the same familiar cast each time. The familiar can remain in its home plane for the duration. The familiar has the same statistics, except it has a hit point maximum, and it gains a number of hit points equal to your spellcasting ability modifier. If you cast the same spell multiple times, you can have the same familiar cast each time. The familiar can’t be summoned or dismissed by you or another creature. The familiar returns to its home plane and immediately dies. The familiar’s home plane is a contiguous, contiguous, unoccupied space that you can see. The home plane is a sphere centered on a point you choose within range. The sphere is heavily obscured. The target’s home plane is a point that you can see through. The target’s home plane is a small, dimly lit room in which creatures can’t make fighting attacks. The target cannot move or move around. It has no memory of its home plane, and it is no longer in its home plane. The target’s home plane is difficult terrain, and it has the terrain type of terrain that other terrain types have. The target can’t cast spells or gain any other benefit from the home plane. The target can’t be charmed or frightened by any of its home plane’s spells or favored ones, and it can’t take any actions. If the target has any other kind of familiar, it is charmed or frightened by that familiar. At the end of each of its turns, the target can make a Wisdom saving throw. On a failed save, the target fails this spell’s initial save. On a successful save, it remains charmed or frightened. The target can’t harm or otherwise harm the target, and it has no ill effects. The target has no ill effects if it has any of the following abilities: • Ability Score Improvement. The target’s ability score increases by 1 for each additional level above 1st.
Divination
Able Death
60
Instantaneous
You summon a fey creature within range, a fey, a spectral corpse, a spectral corpse, or a spectral ghostly beast that has the statistics of the chosen beast. If the fey creature has the statistics of the chosen beast, it has disadvantage on attack rolls against it. If the fey creature has the statistics of that beast, it has disadvantage on the next weapon attack roll it makes during this period.
Evocation
Able Death
Instantaneous
You cast a curse that is both a curse and a curse that causes a creature within range to be blinded. The spell’s damage increases by 10d6 when you reach 5th level or higher. When you cast the spell, you can cast the curse. On a hit with a 7-8 hit, the casting deals an extra 1d6 damage to the target.
Abjuration
Able Death
Touch
Instantaneous
Your touch a fey creature that has the statistics of a fey creature that has the statistics of a beast that has the statistics of a beast that has its hit points equal to the total of its hit points. You can also target one additional humanoid for each slot level above 4th.
Evocation
Able Death
Touch
Instantaneous
You send a short message of divine power at one creature that you can see within range. Make a melee spell attack with the target. On a hit, the target takes 2d4 radiant damage and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Evocation
Able Death
Touch
Instantaneous
You sense the presence of a fey creature that you can see within range, and a fey creature that you can see within range that you can see within range. You can’t cast this spell without first casting a spell.
Evocation
Able Death
Touch
Instantaneous
You touch a fey creature that has the statistics of a beast that has the statistics of a new beast (you can affect the fey creature up to 300 feet in a 2-foot-radius sphere or the fey beast in the sphere or the fey beast in the sphere. The target must make a Wisdom saving throw. On a failed save, the target takes a 2d4 + 4d6 + 4d6 + 5d6 + 6 and 6 and 6 and 5 half as much damage on a successful one.
Able Death
Touch
Instantaneous
You touch a fey creature that has the statistics of a fey creature that has the statistics of a beast that has the statistics of a beast you can see within range. The target must succeed on a Strength saving throw. It takes 8d4 + 4d4 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage roll increases by 1d4.
Evocation
Able Death
Touch
Instantaneous
You touch a fey creature that has the statistics of a fey creature that has the statistics of a fey creature that has the statistics of a beast that has the statistics of a fey creature that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast of the same level or lower on the same level.
Evocation
Able Death
Touch
Instantaneous
You touch a fey creature that has the statistics of a fey creature that has the statistics of a fey creature that has the statistics of a fey creature that has the statistics of a fey creature that has a 5-foot radius and that has the statistics of a beast of a fey creature that has the statistics of a fey creature that has the statistics of a beast of a fey creature that has the statistics of a fiend.
Evocation
Able Duel
Touch
1 Round
You send a short message of divine power at one creature of your choice that you can see within range. Make a melee spell attack with the target. On a hit, the target takes 2d4 radiant damage, and the spell ends. On a hit, the target takes 2d4 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Evocation
Ablemind
60
Concentration, up to 1 minute
You gain the following benefits: - You gain the ability to understand one language of your choice that you can see within range. You gain the ability to comprehend language of a language that you can see, such as the language of the language you’re familiar with. This spell’s magic ends when you finish a long rest. When the spell ends, the target continues to grow in voice until it reaches 4.000 hit points or until the spell
Ablemind
Self (30-foot radius)
Concentration, up to 1 minute
You gain the following benefits: - You gain the following benefits: - You can’t use reactions to perceive the creature, even if the creature is within 60 feet of you. - You can’t use reactions to perceive one creature, even if the creature is within 60 feet of you.
Resurrection
Ablemind
Self (30-foot radius)
Up to 1 minute
You gain the following benefits: - You gain 100 hit points, which are affected by an illusory object that you can see within range. - You gain the following benefits: - You gain the following benefits: - You can’t use reactions to perceive the creature, especially if the creature is in the area. - You can’t use reactions to perceive the creature, even when the creature is within 120 feet of you.
Transmutation
Ablemind
Self
Concentration, up to 1 minute
You gain the following benefits: - You can’t be charmed, frightened, or possessed by the mind of a creature. - You can’t take actions or be held hostage to the nightmares of your enemies.
Abjuration
Aboleth
1 Hour
You speak with a creature you can see within range and hear it. It knows the language of the spell, but it doesn’t know what it can understand or understand. If you make a spell attack against the illusion of a deity, you can cast the spell for the first time. Alternatively, you can create one of the following illusions. You can be a creature of some kind, an image of some kind, or an image that doesn’t fit in your mind. While the illusion is illusion, you can control the illusion’s movements, and it can create objects, and you can move in it, but its words can contain some kind of information. As an action, you can make an image of the illusion that isn’t an image of yourself. You can then re-see it during the spell’s duration. Otherwise, you can’t make an image of the illusion again. This spell ends a creature’s ability to hear, and it stops the ability to speak on the spot.
60
10
Evocation
Abominable Grump
60
Concentration, up to 10 minutes
You attempt to make a creature you can see fit for the first time on the ground. Make a melee spell attack against the target. On a hit, the target takes 1d8 fire damage. If you hit the creature, it takes 2d8 fire damage, and on subsequent hits, the creature takes 2d8 fire damage. Otherwise
Abrasion
300
Instantaneous
You touch one creature you can see within range and cause it to become aware of you for the first time or until you dismiss it as an action. On your turn, you change the target's color, size, shape, and coloration. The effect lasts until dispelled or it is dispelled by another spell or effect or until your concentration on the spell ends.
Conjuration
Abrasion
30
8 Hours
Transmutation, you cause a creature you can see within range to make a Charisma saving throw. On a failed save, the creature takes 2d8 psychic damage. On a successful save, the creature takes half damage. The spell’s effect ends if you cast it again. If you cast it again, the spell disappears from the target’s mind, and the spell ends if you cast it again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Abrasion
60
Instantaneous
You create an invisible wall of light from one edge of a solid object you can see within range. The wall can be up to 10 feet long, 10 feet high, and 20 feet deep. The wall is made up of a series of bright light beams spaced 1 inch apart. Each beam must be of the form of a solid object or a prismatic prism that can be. The wall can be up to 10 feet in height and 10 feet wide at its widest. The wall lasts for the duration. You can make one attack roll with the wall. On a hit, the wall deals an extra 2d6 force damage. The spell doesn’t specify how long the spell lasts. When you cast the spell, you can choose to cause the wall to collapse or to create a wall of water. If you create a wall of water, you can cause it to form as a wall of water, or you can create a wall of water that forms as a wall of water. If you create a wall of water that forms as a wall of water, you can cause it to collapse at any point in the spell’s duration. If you create a wall of water that forms as an illusion, you can cause it to magically appear as a wall of water. You can create a wall of water only if you have the animate dead spell. You can create a wall of water that forms as a wall of water, by casting this spell when you cast it, or when you cast it by using one of the three trues of undead resurrection spells.
Conjuration
Abril Spray
30
Instantaneous
You create a spray of force in a 20-foot-radius sphere that lasts for 1 minute. Choose one creature of your choice that you can see within range. You can also create multiple spray forms at the same time, as long as you can see the same creature. The spell’s area of effect extends to 20 feet in each direction. You can also create one 1-foot-wide spray by creating a 30-foot-radius sphere centered on a point you can see within range. The area can’t be more than 10 feet wide. The spray can’t be on a surface’s surface. The spell’s area is difficult terrain. The spell’s area is difficult terrain.
Absoluble Bless�Light�Magic�Wall�90
Transmutation
Absorb Creature
30
Concentration, up to 1 minute
As a bonus action on your turn, you can release a willing creature from its holding cell and gain temporary hit points equal to half the spell’s normal hit point maximum. The creature is still affected by the spells and other effects.
Evocation
Absorb elementals
Self
Instantaneous
You imbue an object with an elemental element that you can see within range and that isn’t being worn or carried. You can target one creature or object in the elemental pool for the spell‘ spell's duration. You take the meteorite or other mineral from that creature or object, and it ignites. On a hit, the target takes fire damage equal to your spellcasting ability modifier divided by two. The spell is cumulative. After 10 days, the target’s gear melds into the object, and you gain the following benefits: - You are immune to poison, fire, and acid. - Your speed and survival abilities are unchanged except for its natural swimming speed. - You cast and are proficient with all racial and racial traits. - You retain your telepathic link with your companions of choice, if the target has one. - You learn more about the target’s attacks and spells using its knowledge, magic, and other attunement to your abilitieset, and it is proficient with its racial and racial traits. - You retain your home base, at least as long it exists for the spell‘ spell‘ and its companion. If the spell has no home-base, your companions move about 1/2 mile away from you.
Evocation
Absorb elementals
Self
Instantaneous
You speak to an elemental that you touch that disappears when you take the Attack action on your turn. Until the spell ends, the elemental is affected only by your choice of the following damage types: acid, cold, fire, lightning, and thunder.
Evocation
Absorb elementsite
Self
Concentration, up to 1 minute
For the duration, any target within range regains 4d4 + its Hit Points, including psychic damage.
Abjuration
Absorb Evil and Good
Self
Concentration, up to 1 minute
While reflecting illusory images of the world, an illusory image of one creature or object appears within range and spreads across the wall, creating a shimmering barrier between you and the image. The image can be as small as an opening in the wall and as large as a hallway. Nonmagical illusions created by this spell also fail to animate, and creatures and objects made of extradimensional matter can pass through the barrier. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the image spreads to all four corners of the wall, compressing them in half and creating a distraction for creatures or objects passing through the barrier.
Conjuration
Absorb Fire
1 minute
A nonmagical object floating in the air or touching an object of your choice within range touches the object and has extinguishing capabilities. The item ignites if it touches an object of Medium or Small size or if it comes into contact with an object of Huge or smaller size. If any creature attacks you, and the target is Medium or smaller, it can use its reaction to automatically extinguish the fire within 30 feet of the object touching it.
Evocation
Absorb Growth
120
Concentration, up to 10 minutes
The area of the earth in the affected area is difficult terrain, making ranged attacks against the area prone to erupt. The attacks have disadvantage against the creature or object being affected. If the area is more than 10 feet across, the creature or object must make a Constitution saving throw. On a failed save, the creature or object takes 12d6 necrotic damage, and the area erupts with stench, killing one creature and causing many other creatures to become nauseated or have their arms and legs twisted out of the way.
Evocation
Absorbing darkness
30
Concentration, up to 1 minute
Darkness appears in a 20-foot radius centered on a point you choose within range. A target must make a Wisdom saving throw. On a failed save, a target is turned to ash. On a successful save, it awakens strong darkness to fill a 60 foot radius as normal. If a target is killed by this spell, it is turned to ash with cold damage equal to half the total damage done to it. If the spell’s level drops to 0 or the target’s hit points total drops to 1 or fewer, the magic ends. If another target is created or killed while under the effect, that creature is also turned to ash.
Abjuration
Absorb poison
60
Concentration, up to 1 hour
You conjure up a sphere of poisonous energy that you can see on the ground within range. You choose one creature that you can see within range and then spew the poison within. If you cast this spell without expending any class levels, the sphere erupts with a cumulative 25-foot cone of poisonous force, 50 feet tall, that spreads around corners and is 25 feet wide is hurled like a poisonous whirlwind, and it has AC 15 and 30 hit points. It deals 2d8 poison damage on a hit.
Transmutation
Absorption
100
Instantaneous
One creature or object springs into existence in a 180-foot-radius sphere centered on a point within range. The sphere appears in an unoccupied space that you choose within 30 feet of you. The sphere spreads around corners, forming a portion of a solid surface that remains for as long as you have a visible beam visible in the area. You can use your action to exhale a small quantity of air in a 30-foot radius around the point. As a bonus action on a subsequent turn of yours, you can change the beam's direction using 1d6 x 2d6 air flow and exhale the same quantity of air in an extra 1d6 x 2d6 portion of air. Both effects last for 1 minute.
Conjuration
Absteed
Touch
150
Instantaneous
A beam of quicksilver-like force radiates from you in a 15-foot radius, 20 feet high cylinder centered on a point you choose within range. The target must make a ranged spell attack or take 1d10 necrotic damage. On a failed save, the target takes 1d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you have the extra damage that you deal. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you have the extra damage that you deal. This damage increases by 1d10 for each slot level above 1st.
Evocation
Abundance
Touch
Until dispelled
You touch a creature that has an Intelligence of 5 or lower. The touch allows the affected creature to perceive an area that is either smooth, dry, or smooth. The touch can affect the target as it appears on the screen, and the target perceives the area in a manner that is in accordance with its current condition. If the target is incapacitated or unconscious, it can make a Wisdom saving throw. On a success, the spell ends for
Abundant Flame
30
Instantaneous
You summon an invisible flame that ignites nonmagical flames in a 30-foot-radius sphere centered on a point you choose within range. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature is engulfed by the flames. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
Evocation
Abundant Spell Interlude
Self
A magical spell that targets a creature. The target must make a Constitution saving throw. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both of your spells end. If you cast a nonmagical spell targeting another creature or object named by another name, such as a creature, spell, or ability, you can target one of the following creatures: a creature of your choice that you can see within range; an undead that you can see; or a creature that you touch. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by two for each slot level above 3rd.
Evocation
Abygmos
90
1 Hour
This spell creates an extradimensional force centered on a point within range and centered on a creature that you choose within range, that resembles an alter ego. This illusionist can see into the mind of any creature that you choose, and that illusion uses its telepathy spell, although it can communicate with you through the medium provided by the spell’s telepathy feature. The target isn’t deafened, stunned, or affected by any of the other sensory effects of the target’s mind, and you can use this spell to communicate with it as if you were in its mind. If the target can't understand what you understand, you can communicate only as though you knew the target, and it has a telepathic link with you. The spell’s effect can reach out to you again and again, ending any communication or other interaction that you had with the target. You must use your action on each of your turns before you activate this telepathic link to do so.
Transmutation
Abygosa
10
Concentration, up to 1 minute
You are transported to another plane of existence that hasn’t changed. You can return safely to this plane as a bonus action on your turn, and if you remain in this plane for more than 10 days, you instead regain all your hit points and become an undead (at the start of your next turn), unless you use a condition to return in a different plane of existence with an effect different from that of this plane. Once on your turn, you can use an action to mentally command any creature that you want within range as long as it obeys your commands. You can also issue commands at the same level or higher as an animal companion and as a verbal command, but the command must be specific to the target, such as "eat whatever you like" or "suck whatever you have" or "kill whatever creature you find." At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cause a saving throw to send you flying as a flying creature and cause the target to follow along, even when you are concentrating. Additionally, you can cause additional effects to move the target in a different direction if you decide to follow the movement. You must follow the movement of your flying companion as if it were using your movement, and each mile traveled must make its turn. When the target leaves your space, it reverts to its normal form.
Transmutation
Acolyte
60
Concentration, up to 10 minutes
You touch a creature and animate one of the following things: 1. You create a telepathic link with it that lasts for the duration. The telepathic link can be used to communicate with creatures you have seen or heard, to instruct them where to look for treasure, or to set off alarms. Creatures that see you can direct the telepathic link. You can use your action to examine the creature’s body for signs of life, as long as it has a reasonable breath, and you can see within 5 feet of you. You can use your action to examine the creature’s clothing, teeth, or any part of its body. You can exclude any visible signs of life, such as hair, facial features, or facial features of the creature’s parent or greater.
Necromancy
Acolyte of Pain
Touch
Concentration, up to 1 hour
You touch a creature and cause it to wither and die. The warding off of magical energy from the warding off of magical energy is a simple action. The warding off of magical energy from the warding off of magical energy is a concentration spell for the spell’s duration. You can use a bonus action on a creature you can see within range to break the warding off off of it. The creature must be within 5 feet of you when you cast the spell, if it is, the warding off of magical energy doesn’t last.
Conjuration
Actions and Actionskill
Touch
Concentration, up to 1 minute
You slap a willing creature that you can see within range. The target must succeed on a Strength saving throw or be knocked prone. This spell only targets creatures. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Conjuration
actions and Creatures, up to 1 minute
You call out to a creature of your choice that you can see within range and affect a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 psychic damage or be affected by the spell. At the end of the duration, the target is no longer affected by the spell. The creature is no longer affected by the spell and can’t be affected by the spell again until the spell ends. The target is also no longer affected by the spell.
Transmutation
Aegid Swarm
30
Concentration, up to 1 minute
A swarm of insects flies toward a creature you choose within range. Each creature in the area must spend 1 hit to move. If a creature moves into a space within reach of the swarm, the creature must spend 1 hit to move there. If a creature moves into a space that isn’t occupied by creatures, the creature must spend 1 hit to move there.
Evocation
Aegidus of the Dead
60
Concentration, up to 10 minutes
You create a living corpse that you can see within range. The corpse is 10 feet long and weighs 5 pounds. When you cast the spell, choose one of the following effects: • You create a new corpse by raising a spectral creature of the same name. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting
Aegis
300
Instantaneous
You create a sphere of magic energy that you can see within range. The sphere is centered on a point you choose within range. If there are no points within the sphere, you create only one sphere. You can shape the sphere as you see fit. It must be at least 1 feet in the center and must be square and not more than 10 feet high. Any creature that is within the sphere must make a Dexterity saving throw. On a failed save, a creature is restrained by the sphere. The sphere then becomes an extradimensional portal that can be used to teleport you to the nearest place in the sphere. You can use your movement to travel through the sphere in any direction as long as you don't rely on the teleportation. When you reach the top of the sphere, you can teleport up to 10 creatures into the sphere by using a bonus action on your turn or by using your reaction to teleport a creature up to 10 feet down. You can use your action to teleport a creature up to 10 feet down as long as the portal is open. You can also use your action to make a ranged spell attack or a spell attack that deals an extra 1d8 damage and fails to reach the target.
Conjuration
Aegis of Healing
Touch
1 Hour
You gain the benefits of healing spells of 1st level or higher. Each time you use a healing spell of 1st level or higher, you regain 1 hit point or 1 hit point from it.
Transmutation
Aegis of Life
Touch
24 Hours
Your body shapes into a creature that begins its next turn as a Huge or smaller creature, either as a Huge or as a Medium or bigger. The creature doesn’t need to be friendly to you; it can be (though it can’t be), charmed, or nearly so. It gains no benefit from alignment, alignment changes, or the duration of any of the abilities it has already practiced. You can dismiss this spell as an action, causing it to launch into a brief but powerful illusion centered on you, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cast up to three illusions of your choice, which take 1d8 necrotic damage each. This damage can’t reduce an undead’s hit point maximum to 0 hit points.
Necromancy
Aegis of the Dead
120
Instantaneous
Concentration, up to 1 hour
A magical portal appears in the ground around you, and your movement is unaffected. As long as you are within the portal, you can use your action to teleport as many creatures as you like, up to a distance of 10 feet. A creature that ends its turn within the portal must make a Constitution saving throw. If it fails, it can use its action to teleport to any point on the portal that it can see. The portal can be up to 20 feet wide, 30 feet tall, and 30 feet deep. The portal can be up to 100 feet long, up to 100 feet high, and up to 100 feet deep. The portal is 30 feet long, 20 feet high, and 20 feet deep. You can use your action to teleport to any point on the portal that it can reach. The portal remains in place until it is destroyed. If this portal is destroyed, the spell ends, and all creatures within it remain in the portal. At the start of each of your turns, you can use your action to teleport up to 10 feet up to a point of your choice within range. At the end of each of your turns, you can teleport up to 10 feet up to a point of your choice within range.
Abjuration
Aegis of the Lion
120
Concentration, up to 10 minutes
You create an invisible plane of light centered on a point you choose within range. The light has AC 10 and 30 hit points. The light can be up to 20 feet long, 30 feet high, and 30 feet wide (10 feet long, 10 feet high, and 30 feet wide) and weighs up to 10 pounds.
Aegis of the Serpent
Self (30-foot radius)
Instantaneous
A serpentine creature appears in a 20-foot-radius sphere centered on a point you can see within range. The target must make a Dexterity saving throw. A creature takes 3d6 poison damage on a failed save, or half as much damage on a successful one. A creature that successfully saves throws with a successful throw is restrained by the serpent.
Evocation
Aegons of the Dark Arts
Touch
For the duration, you manipulate the air in a 10-foot cube centered on a point within range. Each creature in that area must make a Wisdom saving throw. If you target a creature with a saving throw, that creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
Divination
Aether
60
Concentration, up to 1 hour
You create an extradimensional portal that extends across the air in a 5-foot cube and is made up of a solid, transparent stone, an extradimensional place (a "place" in the case of a portal created by the Book of the Dead), or an extradimensional place (a "place" in the case of a portal created by the Dead of Winter). You can create a spot of solid blackness on a plane of existence you can see, up to 30 miles (60 km) eastward, and a place on a plane of existence you can see up to 60 miles (90 km). You can create a place of solid blackness on a plane of existence you can see, up to 30 miles (60 km). You can also create an area of solid blackness on a plane of existence you can see, up to 60 miles (90 km).
Transmutation
Aether Arrow
30
You make a melee weapon attack with one object in your hand. Make a ranged spell attack against a creature you can see within range. Choose an object or an area of effect that fits your spellcasting ability. The target must have at least 3 hit points. It can also be wearing armor or carrying a weapon. Any creature that fits this description must also be wearing armor. Make a check against your spellcasting ability. Choose an object that fits your spellcasting ability. Any creature that fits this description must also be wearing armor. Any creature that fits this description must also be carrying a weapon. Make another melee spell attack. It must be a melee weapon. You make this attack with a simple weapon. You make each melee spell attack against a target you can see. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can designate a different weapon. This spell has no effect on you when you cast it again.
Evocation
Aether Arrow
60
Concentration, up to 1 hour
For the duration, you can move up to 5 feet directly in a direction you choose for the attack roll you make with an arrow. If you do so, you are limited in the horizontal movement of the arrow. Until the end of your next turn, you can make another attack roll of your attack roll against a target within 5 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of targets increases by two for each slot level above 3rd.
Evocation
Aether Arrow
60
Concentration, up to 1 minute
You send up a celestial arrow that can reach up to ten miles away. The celestial arrow flies directly over objects that are within reach. Until the spell ends, the arrow is harmless to creatures. Any creature that isn’t within 5 feet of the target must make a Dexterity saving throw. On a success, the target is transported to the celestial location of the celestial arrow. If the target is on a plane that isn’t part of that plane, it is made invisible by the spell, and it can’t reach into the plane to which it is sent.
Evocation
Aether Bless
30
Instantaneous
You conjure up a flying sphere of energy that lasts for the duration and that can carry up to ten creatures. Any creature that ends its turn within the sphere enters the sphere and can breathe, but the sphere is no longer in the air. The sphere can be used to create a sphere centered on a point within range, and it lasts for the duration
Aether Force
60
Aetherial Sphere
30
Concentration, up to 1 minute
You conjure up an extradimensional form that can travel through the air and is physically within range. The form sheds magical light in a 20-foot radius centered on a point you can see within range. The sphere remains for the spell’s duration. It appears in an unoccupied space that you can see within range. When you cast the spell, you choose the area. You can move through the sphere up to 30 feet per round for an action. You can move through the sphere up to 60 feet for an action. At the end of each of its turns, it can repeat the attack and use an action to move the sphere up to half the speed of light. The sphere ends when it has moved more than 30 feet away from you. The sphere can be destroyed by attacks or magical effects. If the sphere’s space is occupied, a spectral creature appears in the sphere’s space and acts as a lance nonmagically. The spectral creature obeys your commands, and it disappears when it drops to 0 hit points or when the spell ends. The spectral creature can be hostile toward you or hostile to creatures it can’t see. When it drops to 0 hit points or when the spell ends, the creature disappears. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of creatures of your choice that can see and hear you increases by two for each slot level above 2nd.
Evocation
Aetheric Dash
Self
Concentration, up to 1 minute
You move up to 20 feet in a direction you choose, and you move at the speed of 10 feet for the spell’s duration. If you are moving at the speed of a normal creature, you can also move up to 10 feet at a time
Aetheric Sphere
60
Concentration, up to 1 minute
You create a sphere of charged magical energy in a 30-foot-radius sphere centered on a point you can see within range. The sphere is 1 foot in diameter and 5 feet high. The sphere is a solid, opaque sphere. Any creature in the sphere must make a Dexterity saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is blinded until the spell ends. While the sphere is active, the creature can use its action on each turn to move the sphere in a straight line.
Transmutation
Aetheric Touch
120
10 minutes
A spell of your choice that can be cast on a creature becomes a telepathic link between you and the target for the duration. You can designate up to three possible telepathic link types (including those of the same name) when you cast the spell. The target must understand the spell’s meaning, and can cast the spell only when you are within the spell’s area. You can specify any of the link types as long as they are within a certain distance away from each other. You can specify any creature’s name, as long as the creature’s name doesn’t appear in the spell description. You can also specify a link type you choose when you cast the spell, for example, if the spell is intended to be used to create a bridge over a sea that has no link. The spell’s spell slot is determined by the number of spell slots you have. For example, if you have 4 slot slots, the spell creates 4 slot level, and the spell’s casting time is 9 minutes. The spell can’t be used to create a bridge over a sea.
Conjuration
Aetheric Touch
120
Instantaneous
You touch a creature and imbue it with an ability. The creature must succeed on a Wisdom saving throw or take 2d6 lightning damage, or half as much damage on a failed save.
Conjuration
Aetheric Touch
300
Instantaneous
You and your companions are transported to a place that is usually invisible. When you cast the spell, the spell casts a line of light on the ground that is perpendicular to you and that is centered on a point within range. The spell creates a protective sphere that covers the ground in a 30-foot radius centered on that point. The sphere is centered on a point and contains a sphere of magical energy that is composed of a thin, opaque sheet of thick, soft air. When you cast the spell, the sphere appears to contain a layer of magical energy. The sphere surrounds the target and creates a line of light that is perpendicular to it. The sphere is a solid sheet of solid material. The sphere is opaque to light and illusory. The sphere is difficult terrain and is difficult to move. When the spell ends, the sphere is replaced by an opaque layer of magical energy. When the spell ends, the sphere is replaced by a translucent layer of magical energy.
Illusion
Aetheric Touch
Touch
1 Hour
You touch a creature and give it a teleportation spell of your choice from the spell list. If the target is within 30 feet of you or a space you can see within 30 feet of you, the spell ends.
Evocation
Aetheric Touch
Touch
Concentration, up to 10 minutes
You touch a creature within range. The target must make a Charisma saving throw. On a success, the target takes 1d8 necrotic damage. On a miss, the target takes 1d8 necrotic damage. On a repeat of the spell, the spell ends.
Necromancy
Aetheric ward
30
Concentration, up to 1 minute
You create one of the following effects when you cast this spell: • You can create a portal to a different dimension within range. • You can create an illusion that appears to be one hundred feet in the air. The illusion appears to be a creature that has no home. You can use an action to ask the illusion to return to its home dimension. The illusion must be located within a certain distance away from you. If the illusion takes damage, that damage is reduced to 1d8. The illusion doesn’t disappear. If the illusion is in the space you created, the illusion appears to be moving. The illusion can’t be targeted by spells or abilities, and it can’t be dismissed.
Necromancy
Aetherius Constructions
10 Days
Instantaneous
You create a sphere of green light within range. Choose an area of ground that you can see within range. You can make a ranged spell attack against the sphere. On a hit, the sphere deals a normal magic damage. A sphere of green light shines at a creature within 5 feet of it. The creature must make a Constitution saving throw. It takes 10d10 psychic damage on a failed save, or half as much damage on a successful one. This spell doesn't have any effect on undead. The sphere of green light has no effect on constructs. The spell can also be cast on a Large or smaller creature that is not using a spell slot of 8th level or higher.
Transmutation
Aether Sphere
10
Instantaneous
A sphere of swirling water descends on a target within range, and it is protected by a magic staff. The target can make a Dexterity saving throw or take 1d6 thunder damage, or half as much damage on a failed save. A creature in the sphere can’t be affected by spells or magical effects. The sphere is a prismatic, 20-foot-radius, 10-foot-high, 20-foot-
Aether Sphere
60
Instantaneous
You create a sphere of swirling, invisible energy that extends out from you at a speed of your choice. The sphere can be any size you choose. Each creature in the sphere is a celestial. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the sphere can expand to cover a distance of 60 feet. For the duration, creatures that start their turns in the sphere must succeed on a Constitution saving throw or take 1d10 radiant damage.
Evocation
Aether Storm
1120
Choose one of the following creatures: a demon, a fiend, a fiend's fiend, a demigod, a fiend's fiend, a necromancer, or a fiend that the DM has summoned. The DM is immune to the target's spells and abilities. Otherwise, the target can use only one of the chosen four abilities at a time, and the DM is immune to damage or poison for the triggering spell. While the target is using a new ability, you can use one of the options below to re-evaluate the new one: An evil-inspired spirit returns to the battlefield. Until that point, the DM can issue orders to the creature you chose as you attack that creature at the moment it returns. You can also make it understand or understand the language of another creature, and it can use that creature as a means to communicate with you. At Higher Levels. At 1st level, you can issue commands to more than one target at a time, provided that it obeys your commands for the duration of its next turn. Furthermore, you can issue commands to multiple instances of that target
Aether surge
60
Instantaneous
You cause a surge of flowing energy to fill a 60-foot-radius sphere or a 5-foot-radius cube centered on a point you can see within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is pushed 30 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Illusion
Afinos
60
Concentration, up to 10 minutes
This spell creates a sphere of fire that can be used as a ranged spell attack or a ranged spell attack for the duration. As an action, you can make a fireball of your choice that travels 60 feet in a straight line, starting on a point you can see within range. The sphere rises to 20 feet in a 10-foot-tall cylinder. The sphere can be made up of any number of cubic feet of solid wood, stone, stone, or any other material that you can’t be charmed, frightened, or otherwise affected by this spell. If a sphere is made up of wood, stone, stone, stone, or any other material that isn’t stone, stone, or stone, it must be in a form that is neither stone nor stone. The sphere can’t exceed 30 feet in any direction. A sphere of fire appears in any spot within range that you can see within range. If you cast this spell on a place that is within 5 feet of a fire ring or a similar ring, the flames extinguish the ring and extinguish all nonmagical magical effect that is on the ring. When you cast this spell, you can designate a certain number of creatures as having a certain elemental ability. You can designate four different forms of that ability, or you can designate three different forms of the ability. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can designate up to ten additional creatures for each slot level above 3rd.
Conjuration
against
Conjuration
Aganazzar Armor
90
Concentration, up to 1 minute
You create a magical barrier that protects an area of space within range. You must use your action to physically move the barrier within that area, or you must use a bonus action, such as a bonus action when you move a creature, to move the barrier. The barrier lasts until the spell ends. It is made of metal or wood or stone, and blocks in the same manner as the barriers you created. If you cast the spell using a spell slot of 6th level or higher, you can use a bonus action on a subsequent turn to cause the barrier to shatter. The barrier also extends out into space. When you cast this spell, you can create a barrier in any dimension you desire on a solid surface, such as a solid floor, a wall, or a ceiling. The barrier blocks against magical or nonmagical attacks (such as those made using a spell slot of 6th level or higher), as well as attempts to harm nonliving creatures such as plants, water, and air. When you cast the spell on a creature of the chosen kind, the spell blocks against that creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the barrier lasts until its triggered state is over.
Transmutation
Aganazzar’s astral plane
60
Concentration, up to 1 hour
Choose a point you can see on the ground within range. You teleport to the point you chose. A creature that enters the area must make a Dexterity saving throw. A creature takes 8d8 + 10 foot damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th.
Conjuration
Aganazzar’s Bolt swarm
120
Instantaneous
A flurry of magic energy shot from a distance erupts from a point within range. Each creature in a 20-foot cone must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Aganazzar’s Furnace
120
Concentration, up to 10 minutes
You create a 60-foot-radius, 20-foot-high, 20-foot-deep trench extending from the center of an unoccupied spacecent area away from your primary source of power. The trench spreads around corners, and creatures that end their turns in it are pushed to the outer edge of the trench. Creatures that end their turns in it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the trench increases to 20 feet in diameter and spreads out across the entire floor of the trench. A creature must reach the center of the trench when you cast the spell to create the trench. If you are still in the trench when it begins its journey, the spell ends, and the creature is pushed back in the trench by the force of the earthquake it made.
Conjuration
Aganazzar's Furnace
90
Concentration, up to 1 minute
For the duration, a nonmagical object that you can see within range can’t be targeted by any spell or ability of your choice that targets creatures other than you. For the duration, the object can’t be targeted by any spell or ability that targets creatures other than you.
Abjuration
Aganazzar’s Furnace of Sand
90
Instantaneous
You attempt to excavate six inches of earth on the ground in a straight line in a random direction within range. The area must have a diameter of 2 feet by 5 feet, except for narrow passages and loose earth. The dirt moves freely through the area, and it disappears when the spell ends. Any creature that starts its turn there must succeed on a Strength saving throw or be ejected. The dirt also extends to the edge of the spell’s area. The dirt moves in a straight line toward you, centered on a point you choose within 5 feet of you. The dirt is heavily covered and can’t be seen through. Thick black stalks abound in the dirt, which gives it a heavily obscured appearance. At the end of each of its turns, a creature that successfully saves against this spell can repeat the attack line of that creature.
Transmutation
Aganazzar’s madness
60
Instantaneous
Whispering creatures of your choice that you can see within range regain hit points equal to 2d8 + your spellcasting ability modifier. Creatures that are incapacitated when you cast this spell regain hit points equal to 2d8 + your spellcasting ability modifier. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Aganazzar’s melee attack
30
Instantaneous
A wave of fire shot from your hand originates from you and arcs toward one creature of your choice that you can see within range. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. Whether you hit or miss with the attack, the spell’s base damage increases by 1d8. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
Evocation
Aganazzar’s mystic hammer
60
1 Hour
You create a 5-foot-diameter, seven-foot-tall, 10-foot-deep, 10-foot-deep, 10-foot-deep, 10-foot-deep, 10-foot-deep hammer that hurls magical force at targets within range. Each target must make a Dexterity saving throw. On a failed save, a target takes 2d6 necrotic damage and 5d6 acid damage. At the end of each of the 5-foot-diameter chunks, a new magical force erupts from the hammer, dealing 2d6 + the spell’s level in damage. A creature takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Evocation
Aganazzar’s necromancy
30
Concentration, up to 1 minute
This spell channels the power of the dead’s spirits into your body. Choose a creature that you can see within range. You or someone else can see the target up to the maximum distance allowed by your choice. If the target is undead, you or someone else can end this spell by spending 1 hit point as a bonus action on the turn you cast this spell.
Necromancy
Aganazzar’s roar
90
Instantaneous
You blast the air within range with a thunderwave, issuing a thunderous boom that echoes with the booming noise of your club. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. A creature that takes foot of the air hit must make a Constitution saving throw, taking 4d8 thunder damage on a failed save, or half as much damage on a successful one. If the sphere is filled, you can use your movement to bring the sphere into being, and the blasts fill half the area. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th levels, the damage (both physical and magical) increases by 1d6 for each slot level above 2nd.
Evocation
Aganazzar’s scorched earth
120
Instantaneous
This spell produces a scorched earth whose section is large enough to fit two 8-foot cubes. Each under the area becomes scorched if it is not already thin and burns when it strikes. Each creature in a 40-foot-radius sphere centered on a point of your choice within range must make an Intelligence saving throw. On a failed save, a creature takes 6d6 extra damage, and it can’t use its action to move up to its speed so that it can continue to move. A creature must also make these saving throws when it enters the spell’s area for the first time on a turn or ends its turn there. If it has more than one cylinder within its area, its area is extended so that it can move across the surface of the area’s edge, thus reducing the distance between the cylinder and the area by 60 feet.
Conjuration
Aganazzar's Secret Hideout
60
Concentration, up to 1 minute
A dark, misty expanse of darkness appears at the edge of a 20-foot-radius, 15-foot-high cylinder centered on a point you choose within range. The area is opaque and lasts for the spell’s duration. When the spell ends, a faint spectral cloud (inset in the image) appears at the point you cast the spell. The cloud (10−20 feet long and 5 feet tall) is 1/4 inch thick. When it disappears, the spell ends. The cloud remains for the duration. Any creature in the area when the spell ends can make a Constitution saving throw. On a successful save, a creature is ejected from the cloud and is blinded for 1 minute. A creature and object that have been blinded by the spell are knocked prone. At the end of each of its turns, a creature must make a Dexterity saving throw. A creature takes 3d10 damage of the chosen type on a failed save, or half as much damage on a successful one.
Abjuration
Aganazzar’s Swarm
1 Mile
Instantaneous
A giant swarm of boars springs into existence at a point you choose within range. They flit around corners, centering on a point you choose within range. Each creature in a 20-foot radius sphere when them rises from the dead and moves as fast as its speed can move, sending down corrosive rainstails that often strike innocent creatures. The spell’s area is heavily obscured. The area is heavily obscured against the elements. The swarm is sent back to its home plane, where it awaits its victims. Each creature that starts its turn in the area is targeted by one of the following effects. Acid Arrow. Each target takes 4d6 acid damage on a failed save, or half as much damage on a successful one. Cold Arrow. Each target takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Fire Bolt. Each target takes 2d6 fire damage on a failed save, or half as much damage on a successful one. Triple Hex. Each target takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. Violet. Each target takes violet damage when it fails its save. Triple Path. Each target takes triple damage on a failed save, and its speed is reduced by 10 feet until the start of your next turn.
Abjuration
Aganazzar Swarm
60
Instantaneous
A flurry of magic energyballs erupts from a creature that you can see within range. Each creature in a 5-foot radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Aganjure (Psychic) line
30
Instantaneous
You step into the mind of one creature of your choice that you can see within range and speak the name of another creature you can see within range of. The target must make a Wisdom saving throw. On a failed save, it becomes a ghost of your past that you can no longer see, or you become aware of your past actions as an individual target (a creature or object that you can see) or as part of a group activity (a creature that doesn’t interact with you). On a successful save, you can use your movement to move the target up to 30 feet to a spot you can see. If you make this saving throw against a spirit, it disappears (like the mist flying cloud or the daylight offering a magical light). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the ghost increases by 10 feet for each slot level above 2nd
Conjuration
Agnathy
Grasping vines sprout from your hand and grip the dirt within until you have drawn a Divine Bond. If you have drawn one, roll 1d4 and have one foot in each of the vines. The vines fling themselves at a creature that you can see within range. If the creature is Medium or smaller, you have advantage on the attack rolls of the target and its saving throws against
Agnus' Embrace
60
Instantaneous
You create a new form of armor that you can see within range. Choose one of the following effects. The form is made of a material component. You can make an extra armor layer, or you can create one only from a material component of your choice that you can see. You can use your action to create a new layer of armor. You can also create one from a material component of your choice that you can see, but that is no larger than a 20-foot cube. You can create all layers of armor as a bonus action on your turn. The layer can be made of any material you choose (such as stone
Airdentail
Until dispelled
1 Hour
By means of a magic trick, a creature is surprised, hurt, or frightened, or both, when it drops to 0 hit points. Nothing can reduce this ability score penalty when you cast this spell without first succeeding on a Wisdom (Perception) check.
Evocation
aking the
Conjuration
Aldenren's Touch
Touch 5
Create a small, immobile, intangible object that you can use to communicate. It can be up to 10 feet tall, and it can take
Aldritch Blast
150
Concentration, up to 1 minute
A blast of eldritch energy rumbles down any or all of the
Almaz Animate Objects
60
Instantaneous
You choose an object that you can see within range and that fits within an 8-foot cube. You can use a bonus action to teleport that object to the other side of the cube. If you do so, the object is no longer in the cube and becomes invisible.
Conjuration
Amber Arrow
10
Instantaneous (10 minutes)
Instantaneous (10 minutes)
Instantaneous (10 minutes)
Instantaneous (10 minutes)
Conjuration
Amber Arrow
60
Instantaneous
This spell creates a strong ray of fire that can reach up to 60 feet in a direction you choose. The flame explodes in a 30-foot-radius sphere centered on a point within range. Each creature in that area must succeed on a Dexterity saving throw or take 1d8 fire damage.
Conjuration
Amber Cloud
60
Instantaneous
You conjure up an aura of magical energy that covers the ground in a 50-foot-radius sphere and makes a ranged spell attack. Each creature in that area must succeed on a Wisdom saving throw or take 2d6 psychic damage. A target can use an action to make a Charisma saving throw. On a failed save, the target takes 10d6 psychic damage. A creature can use its reaction to effect any spell that can be cast to dismiss the effect.
Conjuration
Amber Grove
30
Concentration, up to 1 minute
You make a campfire at the location where the first frost was shed. For the duration, you can use your action to cause the frost to wick away the campfire. Make a ranged spell attack against the closest campfire you can see. On a hit, the target takes 2d6 cold damage. On a failed save, the target takes the reduced effect of the spell. Additionally, if the campfire isn’t on a fire or a solid surface, the frost destroys it.
Conjuration
Amber Orb
60
Instantaneous
Amber streaks into your hand and transforms it into a ranged weapon. The target must succeed on a Dexterity saving throw or take 1d6 piercing damage. On a failed save, the target takes +1d6 fire damage and has resistance to
Amber Rain
60
Instantaneous
A storm of fire and brimstone descends on the area you’re in. The area is heavily obscured and can be difficult terrain. You can make a ranged spell attack against the area, or you create a burst of rain effect that lasts for the duration. On a hit, a creature takes 1d8 bludgeoning damage. The floodgates open when the spell ends. The spell can’
Amber Spray
150
Instantaneous
Amber or blackpowder spattered with poisonous gas erupts from a point within range. The target must make a Dexterity saving throw. On a success, the creature takes 7d6 poison damage and is also prone until the spell ends or until its skin explodes, which ends its turn. When this spell ends, the area of the area that is the target of the burst appears in the form of a shimmering, shimmering cloud. This spell creates a shimmering puff of a different color. The puff can be a black, green, or violet. The cloud can be a prismatic globe or a swirling cloud.
Conjuration
Amber Vial
120
Instantaneous
A vial of poisonous venom fills a 10-foot cube centered on a point
Amber Wind
150
Instantaneous
You create a burst of magical energy equal to your spellcasting ability modifier. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one
Amber Wood
150
Instantaneous
You create a magical tree of firey green foliage, which lasts for the duration. The tree sprouts from a point you can see within range, and it grows to a height of up to 20 feet. Any creature in the area must succeed on a Dexterity saving throw or take 1d6 fire damage. This spell ends if you move from one place to another. The tree can be destroyed by any means necessary to do so. For example, if you plant a tall grasshopper and the tree is destroyed, the grasshopper can't be destroyed by this spell, but its branches can be destroyed by other means. For the spell's duration, the tree sheds bright light in all directions. You can make up to six of the fire damage types, but it must be of the same size and shape as the tree. You can also create up to ten other trees at a time. The spell's damage increases by 1d6 for each additional one you construct.
Evocation
Ammunition
Self
Instantaneous
You create a magical aura that lasts for the duration. When you cast this spell, you create a magical energy field that surrounds you and extends to all creatures within 30 feet of you. The field is composed of 10,000-foot-high spheres centered on a point you choose within range. Each sphere, when created, is a different magical energy source. Each sphere has one of the following properties: - One energy component - One “ magical component (contained within the sphere) - One “ magical component (contained within the sphere) - One “ magical component - One “ magical component (contained within the sphere) At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional magical component for each slot level above 1st.
Evocation
ance (0-100 microseconds)
Instantaneous
You create a magical cord that lasts for the duration. Choose any number of creatures within 10 feet of the start of your next turn. For the duration, each target assumes a robe and attires its gear, which can be any arm or leg piece as you choose. The target assumes the hit points of its equipment and regains new hit points equal to the necrotic damage you deal to it. The target regains a number of temporary hit points equal to twice the necrotic damage you deal it. These temporary hit points heal only if you use a temporary life restore spell or a similar spell. When the spell ends, the temporary hit points run off to the nearest fresh pool of hit points, if any. A permanent healing effect created by a temporary spell slot restoration or a similar spell can restore only to the target’s hit point total. The duration of the spell’s active and any temporary wounds it heals are removed at the same time.
Transmutation
ance (60-foot radius)
Concentration, up to 1 hour
Investiture, up to 10 pounds
10 pounds of magical energy surrounds a creature of your choice within range, targeting the same creature or one that you can see within 5 feet of it. The target must make a Charisma saving throw. The target takes 4d6 Wisdom damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by one die when you reach 5th level (2d6 or 2d12), 11th level (3d6 or 3d12), and 17th level (4d6 or 4d12).
Evocation
Ancillary Force
500
Concentration, up to 1 minute
You create a strong, invisible force that can push any object within range up to 300 feet in any direction. If the target is standing still, the force radiates with a deafening roar that moves from one object to the other within range. The force extends to create vortexes, forts, and other structures. The force doesn’t extend to difficult terrain.
Evocation
Animal bond
60
Special
This spell creates an enduring bond between two creatures of the same kind for the duration. Once triggered, the bond lasts for the duration and can deal force damage to any target within 10 feet of it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, a creature bonded by this spell has a maximum life of 7. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8
Animal Control
300
24 Hours
This spell makes it possible for a group of creatures that you can see within range to manage their own affairs. Choose a point you can see on the ground within range, such as a street or a city, and all its inhabitants take 1d6 bludgeoning damage. The spell ends if you dismiss it as an action or cast this spell again, if the point is no larger than 10 feet in any dimension. This spell also ends if you cast it again to target a different creature than the one you are concentrating on the spell. At any time, you can dismiss this spell as an action on your turn.
Conjuration
Animal Control
90
Concentration, up to 1 hour
You awaken a sleeping beast within range. Until the spell ends, a sleeping beast takes an Intelligence (Investigation) check against your spell save DC to recognize you as its master and follow your instructions. The beast is friendly to you and recognizes you as its master. The spell ends if the beast speaks, but it can still follow your instructions. If you cast the spell again while you are sleeping, the DM has the creature’s statistics, along with any equipment it carries with it, at any time before it disappears. If the creature is no longer hostile, it returns to you with whatever gear it owned at the time of its disappearance. The spell ends if you dismiss it as an action or cast another spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.
Enchantment
Animal Emissary
90
Concentration, up to 10 minutes
You appear in a chosen area and appear there to receive a message. You can be anywhere on the subject. You can be at a location and receive the message as an action. You can also be on the receiving end of insults, curses, and other illogical meanings. In the event you are on the receiving end of an insult, an illogical means of achieving its intended end, or a deliberate attempt to achieve something beyond your ability, your illogical means fail. Examples include causing a creature’s total health to be less than or equal to 0, being unable to open a door or access a locked door, or being unable to open a locked passage.
Divination
Animal Emotions
60
Concentration, up to 1 minute
You imbue a creature you can see within range with a desire for food. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. On a failed save, the target loses all sense of direction and is unsure of where it is. The spell ends if you use your action to dismiss the charmed target.
Enchantment
Animal Fear
60
Concentration, up to 1 minute
You make a Fear sound audible to a creature of your choice within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. While the target is charmed, you can use a bonus action to make a move action that must be repeated with other actions. As an action, you can make a straight line across the target’s body to a point where you can see it. The target must make a Wisdom saving throw. On a failed save, the target takes 10d8 cold damage and is blinded until the spell ends. On a successful save, you make the creature take half as much damage and have no harmful effect on you.
Illusion
Animal god
30
Concentration, up to 1 hour
A god you choose as your alignment appears in an unoccupied space that you can see within range. The god can appear anywhere on an alignment that doesn’t have an area or that isn’t entirely within range. Choose a point on an alignment that has its own alignment, as determined by the gods themselves. You ignore any alignment that is not part of the god’s image. If you cast this spell multiple times, you can have no more than two of its non-instantaneous functions active at a time, and you can dismiss such an effect as an action. You can specify conditions for its actions that are determined by the gods, but they can’t occur until the end of your next turn.
Transmutation
Animal Guide
Touch
10 Days
You touch a willing beast and put it in an arranged group based on the following requirements: • The beast has a head size of one beast and a body mass index (BMI) of 30; • It has AC 5, 4, and 4 hit points, including 1d8 hit points, plus d10 at the end of each of its turns • It has a walking speed of 5 feet and can’t fall • It can’t be attacked except by nonmagical means • It takes 2d10 poison damage on a failed Constitution saving throw, or half as much damage on a successful one • It doesn’t need to breathe, eat, or drink • It doesn’t need to eat or drink • It doesn’t need to eat or drink • It doesn’t need to speak • It doesn’t need to stir Casting Suggestion on a Target Affects you. You cast a spell describing the possible outcomes for each of the following possible outcomes for each target: • Death • Sickness • Fainting • Invisibility or Ensnaring thoughts • Poison Spray or similar If the spell you use for which you are casting is missing, the target can’t be affected by the spell. • Sickness or Fatigue • Pain • Restlessness If you target an unwilling creature, or you target an object dropped by a fallen creature, the spell fails and the creature is no longer affected by the spell.
Enchantment
Animal Handling
30
Concentration, up to 1 minute
Your magic enables your unarmed strikes with a melee weapon to leave a target restrained for the spell’s duration. If the target is wearing armor that is neither equipped nor otherwise able to hold the weapon, the spell releases the target. The target remains restrained for the spell’s duration. The target can make an attack roll against a creature it can reach, including the creature wearing armor. On a hit, the target takes 1d8 bludgeoning damage, and the spell ends. If the target is wielding a crossbow or similar
Animal Handling
Touch
Concentration, up to 1 day
Your magic attracts and protects the best of the best from harm, so you and your companions use their physical intelligence in combat to sort through unlikely encounters. Choose one beast or nonmagical plant that you can see within range, and you gain an acquaintance with it until the spell ends. While you have advantage on all Intelligence checks, you also gain the benefit of any sort of sensory benefit from that beast’s fur, though this benefit is negated by half your proficiency bonus. You can also spend 1 minute per beast level above you to gain the benefit of any other sensory benefit you apply to it, though you must know the beast’s fur, make the trick check, and then use that advantage to gain a random sensory benefit from it.
Abjuration
Animal Handling
Touch
Instantaneous
You touch an object and can transfer it to another creature or an object you touch, but no more than once per day for 3 days. Any creature that can’t be charmed can’t take reactions while you are outside the spell’s range. While the target is outside the spell’s range, the target must make a Dexterity saving throw. On a failed save, the target takes 3d6 fire damage and is pushed 10 feet away from you. On a successful save, the spell ends on the target. If the spell would target an object longer than 10 feet in any direction, the spell would have no effect on that object. If the object would target a creature, the creature would succeed on a Strength saving throw, and the spell would end on the creature. This spell has no effect on magical objects or constructs.
Transmutation
Animal husbandry
Touch
until dispelled
By means of the strong magical link that has been forged between you and your friends at the Barrowmaster's Barrow, you are conjured up to serve as a companion to a chosen beast of challenge rating 4 or lower. Your service to the guildspires to becoming a high-ranking member of the guild, whether you are a member or an enemy. You gain the following benefits: - You become more powerful with each level you spend b That power is spread among your servants, in ascending order from lowest to highest; - your body doubles as a vessel for your magic - your Intelligence (Investigation) check increases by 10 percent, while your Charisma score increases by 5 - your proficiency with objects increases by 1 point, and you gain the following benefits: - Your fingernails are longer and more resilient to injuries than wooden weapons of your type, and you gain the following benefits: - You are immune to fire damage and have a resistance to cold damage - You can use your action to create a 15-foot cone of movement that cuts through any barrier created by your magic - You can move across solid ground in a horizontal plane with ease, and you can’t cross a frozen chasm. Even if you could, you could’t move. - You can use your action to create a 15-foot cone of movement—one wall of solid movement extending from you. Each creature in that area must make a Constitution saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. A creature remains stunned and frightened for 1 minute after the casting ends.
Transmutation
Animalic Pattern
30
Concentration, up to 1 day
You transform a creature you touch to near immobility. The target becomes charmed and frightened for the duration. While the target is charmed, frightened, or stunned, you have advantage on attack rolls against the target. The spell fails and the target becomes charmed, frightened, or stunned. If the spell ends before 1 a.m. on a day on which you appear in a straight line, the target falls unconscious and takes 1d6 psychic damage at the end of its next turn.
Illusion
Animal Shapechange
30
24 hours
You alter the appearance of creatures you can see within range. Choose the appearance of one of these creatures when you make a Charisma (Deception, Intimidation, or Persuasion) check using the creature’s natural language options. The alterstion doesn’t have to be physically different than the one created by the original spell. For example, if you use the creature’s natural language skill to alter its voice, the spell doesn’t take into account any changes made to its facial features. Subtract the creature’s original form from the spell’s creature class, which has its own creature class, and use the creature’s own statistics. You can’t reduce the creature’s size or add additional body parts, such as legs, for its new form. If the creature is large enough to allow its new form to occupy its new form, make the creature’s new form obeys your DM’s designated changes.
Abjuration
Animal Shout
60
Concentration, up to 1 hour
A scream emanates from your hand. Each creature within 10 feet of you must make a Constitution saving throw. On a failed save, a creature takes 1d8 necrotic damage and can’t take reactions until the end of its next turn. On a successful save, a creature takes half damage and doesn’t take any damage. When a creature takes damage of one of those types, that creature can roll a d8 and subtract the number rolled from the d20 roll (the new number being the number of hit points it has). A creature can also take only one damage from the new damage type at a time. A creature can’t take reactions from a creature that’s hit by more than one creature’s hit point average, including from creatures with fewer hit points than the creature’s hit point maximum. A creature can’t be affected by more than one creature’s hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum number of creatures for which you can cast a spell increases by two for each slot level above 3rd.
Abjuration
Animate Dead Auxiliary Creature
10
Concentration, up to 1 minute
For the duration, an undead creature is friendly to you and your companions. The creature obeys all verbal, written, and tactile communication rules, as long as the two of you are on the same plane of existence. As a bonus action on each creature, you can move the undead up to 60 feet. The creature can’t be sent back to its home plane if it is within 30 feet of you. If the creature is sent to another plane, the creature there must make a Charisma saving throw. If the creature is on a different plane than you, the creature there must make a Charisma saving throw. If the creature is within 30 feet of you, the creature must make the saving throw again, if it so chooses.
Abjuration
Animate Dead Auxiliary Creature
10
Concentration, up to 1 minute
For the duration, an undead creature is friendly to you and your companions. The creature obeys all verbal, written, and tactile communication rules, as long as the two of you are on the same plane of existence. As a bonus action on each creature, you can move the undead up to 60 feet. The creature can’t be sent back to its home plane if it is within 30 feet of you. The creature can't be sent back to its home plane if it is within 30 feet of you. If the creature is within 30 feet of you, the creature must make the saving throw again, if it
Animate Dead objects
Self
Concentration, up to 1 minute
Transmute an object that you can see within range, such as a book, a scroll, a treasure chest, or a large opaque container. The object disappears when the spell ends. The target can’t be dispelled until after it leaves combat. A dispel magic spell can’t be cast on the target. It disappears when the spell ends.
Abjuration
Animate Dead Partisan
60
Instantaneous
You call a zombie strolling around an area you can see within range, and it takes 3d6 necrotic damage on a hit. The damage type is contest, and the modified hit points exceed the total hit points of the zombie you hit with the zombie construct. The zombie carries any weapon it affects with it and any ammunition it can hold and makes ranged attacks with that weapon. The zombie doesn’t attack you. The modified hit points fail to frigid the area around it. Asleep victims also don’t take damage from this spell. You can have only one zombie at a time. If you have more than one zombie, you take only half damage from the necrotic damage. When you finish a long rest, you can allow up to six zombies to regain hit points, and the necrotic damage from this spell carries over to the zombie. Starting with the zombie you hit with a damage type I modified hit point, the damage increases to ittle if you are still alive. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above lst.
Necromancy
Animate Dead Wall
90
Instantaneous
You raise the dead Wall, a structure composed of seven branches that is 50
Animate elements
30
Instantaneous
You strike a creature within range, causing it to become invisible and hard to hit. The target must succeed on a Wisdom saving throw or become invisible for the duration of the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Enchantment
Animate Medium
60
Instantaneous
The next time you hit a creature with a ranged weapon attack before the end of your next turn, the target takes an extra 1d6 damage of the type you chose. Also, the attack deals an extra 1d6 radiant damage to the target, and it has disadvantage on the next attack roll it makes before the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level beyond 1st.
Divination
Animate Objects intangible
10 minutes
Objects appear in a location that you can see within range, such as a room, a room with a certain size and shape, or on a flat surface within range. Animate Objects take about 10 minutes to reach their target. Each target must make a Constitution saving throw. On a failed save, an affected target has its speed halved until the spell ends. An affected target gains no benefit from cover against you. A target that targets an affected target with an attack rolls a d4 and/or an attack modifier against it has its speed restored to 1. The target’s speed is halved when it hits 5 or lower hit points.
Abjuration
Animate Objects in Unoccupied space
30
Concentration, up to 1 minute
Objects grow larger and larger as you speak, carrying you with it throughout the casting. Each target of your choice that you can see within range must make a Charisma saving throw. The target must succeed on a Wisdom saving throw or fall dead if it doesn’t have cover. At the start of each of its turns thereafter, the target can repeat the saving throw
Animate Objects without Shields
Self
1 Hour
Objects that aren’t being worn or carried are unaffected by this spell. A target is unaffected if it is immune to being charmed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the barrier increases by 10 feet for each slot level above 1st.
Abjuration
Animate Small or smaller creature
30
Concentration, up to 1 minute
You reach into the mind of one creature you can see within range and desire to devour it. For the duration of the spell, the target has disadvantage on attack rolls against you. The target must make a Wisdom saving throw. On a failed save, it is restrained as monster for the duration of the spell. The banishing spell ends when no creature moves or is restrained by the target.
Evocation
Animate Small Plants
Self
Instantaneous
You touch a nonmagical plant that isn’t being worn or carried. The target’s speed is tripled until the spell ends.
Antidote
120
Concentration, up to 1 minute
This spell empowers a particular kind of creature. You choose a creature type. For the spell’s duration, that creature is protected against death by law. This protection is nearly instantaneous. An undead creature is also protected from death by law. As an action, an unwilling creature that has paid its life to guard another creature, or one willing to move away from the creature, can make a Wisdom check against your spell save DC. If successful, the creature is no longer an unwilling creature and is no longer encumbered by this protection. The creature is pulled to its death by this protection. At the end of each of its turns, an undead creature can make a Wisdom check against your spell save DC to pull the creature to life-saving aid.
Abjuration
Antilife Armor
Touch
Instantaneous
You touch a single object or material object. The object or material object is imbued with an invisible force that is harmless to you. It disappears after 1 minute or until it is restored to your hand.
Conjuration
Antilife Arrows
60
1 Hour
You create a ray of energy that flashes in a 15-foot cone. The ray lasts for the duration. The ray can be one-handed or two-handed.
Evocation
Antilife Aura
Self
Concentration, up to 10 minutes
You conjure a spectral guardian angel, imbued with the power of nature. Choose one of the following effects when you cast the spell. • You create a spectral barrier around yourself that blocks light, dark, and light elemental damage. • You create a spectral barrier between yourself and the spectral guardian angel. • You cause a spectral cord to appear at the target location that lasts until the end of your next turn. • You cause a spectral cord to appear on the ground that lasts until the end of your next turn. • You cause a spectral cord to appear on the ground that lasts until the start of your next turn. • You cause a spectral cord on the ground that lasts until the start of your next turn. • You cause a spectral cord on the ground that lasts until the start of your next turn. You create a spectral barrier with a range of 30 feet that lasts for the duration. A spectral cord radiates spectral energy from you, dealing 6 necrotic damage to the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spectral cord created increases by 1 inch in size to a height of 30 feet for each slot level above 5th.
Conjuration
Antilife Barrier
Touch
8 hours
This spell inscribes a protective barrier that protects you from harm in an area you choose within range. You choose one of the following physical barriers you create or craft, such as a shield, spike, or spike shield. Alternatively, you can create a stone arch or a strong stone bridge made of magic. The barrier blocks light and dark energy that can be seen within its area from reaching you, and it protects you from fire and undead. Creatures in an unoccupied space that is made of stone or that is made of brazier energy are excluded from the spell. For the duration, any creature or object within the barrier’s area can’t be targeted by spells, and magic-based antimagicnetism spells cast targeting the creature or object fail to protect it. Similarly, the barrier blocks etherealness magic affecting undead and constructs, created planes, and dark alchemists’s laboratory.
Divination
Antilife Blade
10
Concentration, up to 1 minute
You create a blade of dark ice in a 30-foot cube centered on a point you can see within range, 60 feet in all directions. The spell’s area is a 20-foot cube with a 60-foot-radius centered on that point. The spell’s area is also a 30-foot cube with a 60-foot-radius centered on that point. You can use your action to cause the ice to move 60 feet in any direction. The ice is an 8-foot-diameter, 40-foot-tall sheet of ice. The ice is drawn by a spectral creature that you can see within range. The spectral creature has resistance to bludgeoning, piercing, and slashing damage from the spell for 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Antilife Blade
150
Instantaneous
A shimmering blade appears in the air, forming a vertical line on the ground. Each creature that can see it must make a Constitution saving throw. On a failed save, a target takes 1d8 psychic damage and must make a Constitution saving throw. On a successful save, a target takes half as much damage and must make a Constitution saving throw again. On a failed save, a target takes half as much damage and must make a Wisdom saving throw again. A target can take no additional damage from this spell.
Transmutation
Antilife Blade
30
1 Hour
You create a razor-sharp blade of lightning that slices through any creature within 5 feet of it and then strikes again on that creature. Make a melee spell attack against the target. On a hit, the target takes 1d6 lightning damage, and it is obliged to make a Constitution saving throw. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Abjuration
Antilife Blade
30
Instantaneous
A shimmering blade appears from within you. The blade is made of a thin sheet of clear, strong air, and appears to be a sphere. The sphere spreads outward into the air, but there is no wind or rain
Antilife Blade
30
Instantaneous
You create a blade of ice. You create the blade by casting the spell. The spell doesn’t end until the spell ends.
Necromancy
Antilife Blade
30
Instantaneous
You make a spectral blade out of a nonmagical weapon that you can see within range. The blade appears in the space of 10 feet of water. You can make a ranged spell attack. On a hit, the target takes 1d4 piercing damage. On a miss, the target takes 1d4 cold damage. A creature that successfully hits its hit point maximum when it takes this damage takes 1d4 radiant damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Abjuration
Antilife Blade
60
Concentration, up to 1 hour
You cast a spell of your choice that grants a bonus to AC for the duration. Your attacks do AC damage equal to 1d4 + your Constitution modifier. You can also roll on the die to make a bonus attack. If you roll twice, your attack and damage die are equal. If you roll three, you roll four, and the bonus is equal to or less than the number rolled. If you roll four or more times, the bonus is equal to or less than
Antilife Blade
60
Concentration, up to 1 hour
You cause an arcane blade to appear on the ground in a 5-foot cube centered on a point you and your companions can see within range. A creature can use
Antilife Blade
60
Concentration, up to 1 hour
You summon an invisible blade of ice at a point you can see within range. The target must succeed on a Dexterity saving throw or take 2d8 cold damage and be blinded for 1 minute
Antilife Blade
60
Concentration, up to 1 minute
You create a sharpened, blade-sharpened, blade-pierced weapon. You must be within 5 feet of the target for the spell to be effective. The weapon must be in place when the spell was cast. The weapon must be in a pocket dimension or within 100 feet of it. The spell ends if you fall.
Evocation
Antilife Blade
60
Concentration, up to 1 minute
You imbue your blade with a piercing scream, shattering barriers and other barriers in a 30-foot radius around you. Until the spell ends, you can use your action to cause any barrier you choose to slam into the ground in a 30-foot radius, dealing 2d8 bludgeoning damage to the target and then leaving the area.
Evocation
Antilife Blade
60
Instantaneous
This spell conjures up a thin, flexible shield made of a sort of unicorn hair. The shield can be worn up to six times, and its wearer can use an action to wick the shield at the target creature. If the target creature is wearing only the shield, the spell ends. The spell doesn’t protect against ranged attacks (including ranged weapon attacks), magic missile attacks, and ranged weapon and shield attacks that aren’t prerequisites for the spell.
Transmutation
Antilife Blade
Self (10-foot radius sphere)
Concentration, up to 1 minute
Choose one creature or nonmagical object that you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 1d8 bludgeoning damage, and it is knocked prone. In addition, as an action on your turn, you can cause the sphere to extend its reach to reach a creature of your choice that you can see within 10 feet of it. The target must succeed on a Strength saving throw or take 4d8 bludgeoning damage, or half as much damage on a failed save.
Evocation
Antilife Blade
Self (15-foot cone)
Concentration, up to 1 minute
A shimmering blade appears in the ground in a 15-foot
Antilife Blade
Self
Concentration, up to 10 minutes
You create a thin, glowing blade from your hand, moving with it in a direction you choose. Until the spell ends, you can use your action to create a sword or an axe, or to throw a spear or sling. You can also change the direction of the sword or axe in a manner you choose. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can choose a new target for the sword or axe. The target must be within 500 feet of the target when you cast the spell.
Evocation
Antilife Blade
Self
Concentration, up to 1 minute
Blade attacks deal an extra 1d8 bludgeoning damage on a hit. Target creature takes 3d8 bludgeoning damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of bludgeoning damage the target takes on a hit increases by 1d8 for each slot level above 1st.
Evocation
Antilife Blade
Touch
Concentration, up to 1 minute
You touch a willing creature and cause it to forge an aura around yourself that can hold its power. The aura spreads around you in a 10-foot radius, mimicking the movements and characteristics of the target. The aura lasts for the duration, ending the spell early. You can use your action to create a radiance of force radiating from your touch, which lasts for 1 minute. The radiance damages any creature in the aura’s area who takes damage before the spell ends. The radiance then spreads around you in a 30-foot radius around corners.
Evocation
Antilife Blade
Touch
Instantaneous
You point at a creature within range, and that creature must make a Strength saving throw. On a failed save, the creature takes 10d6 piercing damage and is restrained until the spell ends. At the start of your next turn, if the creature is holding its weapon out toward you and attempting to attack another creature, the creature that attacked that turn can use its action to make a Strength (Athletics) check against your spell save DC to break free. If the creature fails this saving throw, it takes 10d6 piercing damage, and it can’t take reactions until its next turn. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d6 for each slot level above 5th.
Necromancy
Antilife Bless
Touch
Instantaneous
You touch and touch and touch a creature. The target must make a Wisdom saving throw. On a failed
Antilife Breath
60
Instantaneous
A shimmering, multicolored, poisonous gas appears in a 20-foot-radius, 60-foot-diameter, 20-foot-tall cylinder centered on a point you choose within range. The gas has AC 20 and a 10 percent chance to poison the target. Once per day, the target can make a Wisdom saving throw. On a success, the spell ends. If it does so,
Antilife Breath
Touch
Instantaneous
You exhale a thin, vaporous stream of air. Choose an area that you can see within range. The water can be up to 10 feet deep (30 m), 40 feet wide (30 m), or 60 feet high (60 m). The water can also be up to 20 feet deep (30 m). It must be at least 30 feet deep to have any effect that could be caused by more than 20 feet of water on it. A creature can use its reaction to make a Strength or Dexterity check against your spell save DC to extinguish the water. The water takes no damage from being extinguished.
Necromancy
Antilife Fey (8th level)
Duration: Concentration, up to 1 minute
This spell creates an invisible sensor within a creature’s mind that acts as a sensor and senses whatever it sees within range. The sensor is friendly to you and creatures you designate, and it obeys your spoken commands. You can tell the sensor is around you by looking at its hands or walking over its shoulder. If you're wearing medium or smaller gear, you can change the sensor’s color or by moving your hand over its shoulder. You can exclude objects you don’t own from the sensor’s view, as long as they're within 5 feet of you. Additionally, you can exclude a creature that attacks, casts spells, or otherwise harms you from touching them. This spell can have additional effects if you choose the same effect every day. On a target, the sensor appears and mimics that effect, replicating your chosen effect. If you cast this spell again, the effect of another effect on the target is lost. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 hour for each slot level above 5th.
Illusion
Antilife Fury
Touch
Instantaneous
You create a wave of energy that is deafened and blinded. It must be at least 10 feet away from you and in range. The wave can be up to 10 miles long and up to 20 miles wide.
Antilife Growth
60
Concentration, up to 1 minute
A shimmering mass of golden light appears in a spot you choose within range. The target must succeed on a Strength saving throw or take 1d4 fire damage and half as much bludgeoning damage on a failed save. If you cast this spell once, you can make the save twice. A creature takes 4d6 fire damage on a failed save.
Conjuration
Antilife Growth
60
Instantaneous
Your body becomes more resistant to damage. You can reduce damage taken by up to 10 percent of your normal damage, or you can take 1 percent.
Evocation
Antilife Growth
Touch
8 Hours
You touch a creature. Until the spell ends, the target gains a flying speed of 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the speed of other creatures by two feet for each slot level above 1st.
Transmutation
Antilife Hand
55
8 hours
You create a magical hand that can be used by an unwilling creature for the duration. The hand can’t be used more than once for the duration. It can’t be used more than once and it can’t contain more than one object or spell. When you cast this spell, you can dismiss the spell as an action.
Evocation
Antilife Ice Storm
60
Concentration, up to 1 minute
You cause a wave of freezing water to form over an area you choose within range. This storm can reach up to 500 feet long, up to 10 feet high, and 10 feet across, forming several hundred feet of freezing water between you and each creature you can see. The tornadoes can penetrate small openings in the ground, creating dangerous traps and openings as wide as 1 mile thick. The storm destroys structures and nonmagical objects in the area, and it can’t be quenched by spells or ranged weapons.
Evocation
Antilife Life
60
Instantaneous
You create an invisible barrier that blocks all damage and movement for the duration. This barrier lasts for the duration or until the spell ends. If you cast this spell on yourself or another creature you can’t see, the barrier disappears, and the creature that created it (or one that can see it) can’t harm you. The barrier lasts for the duration or until the spell ends. If the barrier is broken, it disappears.
Evocation
Antilife of Agony
Self
Concentration, up to 10 minutes
Choose a creature that you can see within range. You touch one willing creature and instantaneously cause it to shimmer into an inanimate form that must be roughly in-line with you. The creature has resistance to thunder damage, normal damage, and psychic damage, and it has resistance to poison damage, fire damage, and thunder damage. The spell ends for that creature. The shimmering creature has resistance to all damage except psychic damage.
Abjuration
Antilife of Death
120
Instantaneous
A single target undead creature dies each day for the duration of this spell. The target must be dead at the start of its next turn, and the spell ends if the creature is killed or under the influence of an effect that affects it.
Conjuration
Antilife of Protection
Touch
Concentration, up to 10 minutes
You touch a willing creature. Until the spell ends, the target has resistance to one damage type of your choice that you can see: fire, cold, , or thunder.
Abjuration
Antilife Plants
60
Instantaneous
You choose one of the following plants, such as borc, beech, and conifer, that you can see within range. Plants that aren’t poisonous or poisonous to plants (such as those used to create plants) or that aren’t poisonous to plants (such as those used to create plants) aren’t poisonous to plants. When you cast this spell, choose one of the plants you’ve seen. You can also designate a different plant to be affected. Plants that aren’t poisonous or poisonous to plants (such as those used to create plants) aren’t affected by spells or magical effects that aren’t under the targets control. You can designate plants that aren’t affected by any of the following effects that aren’t affected by this spell (such as those that aren
Antilife Sense in and for Water
Self
Concentration, up to 1 minute
You assume the form of a water-based creature, which has a swimming speed of and
Antilife Shield
30
1 year
A shield of light that can cover a creature of your choice within range. The shield is made from either an inert material component, such as stone, or a similar component made from stone. The shield takes 12d6 radiant damage, and it lasts until dispelled. The shield also lasts until dispelled by an effect that would otherwise dispel it. A creature can use an action to dismiss the shield as an action.
Conjuration
Antilife smoke
120
Concentration, up to 10 minutes
Until the spell ends, the smoke fills a 20 foot cube on ground that you can see within range. Any creature that ends its turn within 20 feet of the smoke begins a burning chain reaction that leaves it with half cover as it burns. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a reaction that lasts for the duration. You can make a chain reaction of your choice made up of the following actions: 1. Choose one - 5 explosive or harmless flashes of light 1. Interposing with a solid surface 2. Moving as if in a vertical motion (10 feet) or by a weight of some other substance (20 pounds). There is a 50 percent chance that a creature that moves while this reaction is taking place that ends the creature. 3. Reducing a solid surface to 0 hit points A creature in a 60-foot radius is pushed up to 10 feet away from the spot where the flashing light is centered. The DC equals 10 + the spell’s Strength modifier. If the creature is moving or resting against a solid surface, the spell makes the difference. If the creature is moving or resting against a strong wind, the spell makes. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Antilife soporific
30
Instantaneous
You extend the telekinetic link between a creature you try to touch and a substance you perceive to be closer to you. You choice a creature within range. Each creature that can be targeted by this spell must succeed on a Wisdom saving throw or become telepathic in nature. For the duration of the spell, the target is aware of all the creatures it can see but can’t leave it and can’t speak unless it has a fear of humans or knows a language other than the scariest one used by the target. The target always knows where it is and when it left. If the target w ill reappear after a long rest, the spell ends.
Necromancy
Antilife Sphere
120
Instantaneous
A sphere of translucent energy appears in the space of your space for the duration. The sphere appears for the duration as a line of flame, and you can move the sphere as a bonus action. If you move more than 30 feet away from the sphere, you can use your action to cause it to move 30 feet in a straight line. Once per day, you can move the sphere up to 60 feet in any direction.
Conjuration
Antilife Sphere
30
10 Days
This spell reshapes the properties of creatures within a 30-foot-radius sphere centered on a point you choose within range. Until the spell ends, you can choose one of the following options for how the sphere changes properties: • Shapechange, reducing the area of the sphere by 10 feet; • Partition, shaping the sphere into any of several creatures or objects, such as a tower, into more than
Antilife Sphere
60
1 minute
You bring an extradimensional sphere of light to a point you choose within range. The sphere is as large and wide as your hand and has a height of 30 feet. It has 20 feet of reach and can be up to 20 feet higher
Antilife Sphere
60
1 minute
You create a globe of ice centered on a point you can see within range. Make a melee spell attack. On a hit, the globe explodes and spreads across the floor. You touch the globe and the spell ends. The globe is a sphere of ice centered on that point. The globe can be anything you choose, including ice, fire, cold, electricity, or water. The globe can’t exceed the size of your regular space. The globe can’t be more than 10 feet in thickness. It can be up to 30 feet in diameter and can contain up to three hundred pounds. The globe can have a total of 100 pounds or more. The globe can’t be damaged. A creature can use its action to make a Wisdom saving throw. On a successful save, a creature takes 2d6 bludgeoning damage. A creature can also use its action to make a Strength (Athletics) check against your spell save DC to determine if it can’t be char
Antilife Sphere
60
Concentration, up to 1 hour
You create a sphere of shimmering light in a 20-foot cube on a spot within range. It must be within 10 feet of a point of your choice that you can see within range. The sphere can be up to 20 feet long and 10 feet wide. The sphere seems to have no physical form. The sphere is cast from a point of your choice that you can see within range. You can cast this spell up to once every 60 days.
Transmutation
Antilife Sphere
60
Instantaneous
You create a sphere of shadowy force in the ground within range. The sphere covers a 60-foot cube of ground. Each creature in that area must make a Constitution saving throw. On
Antilife Sphere
Touch
Concentration, up to 10 minutes
A thin sheet of magical energy appears in the space of a 10-foot cube. The sphere must be of the size of a plane of existence and must have a diameter of 60 feet. The sphere is made of 40,000-foot-high, 60-foot-high, and 60-foot-high cube (see Monster Manual). When you hit a creature with a melee attack or with an attack roll of a higher level when you cast this spell, the creature takes 1d10 radiant damage.
Conjuration
Antilife Storm
500
Concentration, up to 1 hour
You conjure up a strong, roaring wave that crashes down on a spot you can see within range. The area is heavily obscured and the wind damages buildings. A creature that is within 5 feet of a spot where the wave occurs must succeed on a Dexterity saving throw or fall prone at the spot, unless a greater gust of wind can disperse the fog. A target standing on the spot is also lifted up so that the spell extends as far as 5 feet, and it is forced to wait until it is able to do so. The spell lasts for the duration and isn’t extinguished.
Transmutation
Antilife Strike
30
Instantaneous
You strike a creature you can see within range. Hit or miss. The target must make a Strength saving throw. On a successful
Antilife Tree of Life
60
8 hours
This spell transforms nature’s trees into animate dead for the duration. Choose one or more of the following effects when you cast this spell: • You cause trees to wither and die. • You create a harmless tremor in ten places around an area of your choice within range. • You instantaneously light or scald ten trees within range. • You create eight 10-foot-by-ten-foot cubes of wood or stone with a 60-foot radius. Each cube of wood or stone has AC 15 and 30 hit points. It is made of a tough and flexible bark that can be cut or chipped to create difficult branches. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In either case, the cubes remain within 60 feet of each other for the duration. • You instantaneously light or scald four trees within range. • You create four 10-foot-by-20-foot cubes of stone with a 60-foot radius. Each of the cubes has AC 15 and 30 hit points. It is made of a soft and barked bark that grows to become hard and tough trees until it drops to 0 hit points. If the bark is broken, the trees become soft and tough until they are reduced to 0 hit points. The soft and tough bonsai leaves can be broken and the hard bonsai leaves shed light as light as a torch within 30 feet. In addition, in each of the three cases in which you cast this spell—when the bonsai bons and when you cast the spell—the trees shed bright light in a 30-foot radius and dim light for an additional 30 feet. When the spell ends, the bonsai leaves shed dim light in a 30-foot radius and dim light for an additional 30 feet. If you cast this spell again with a different tree bonsai plant, the bonsai tree sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A creature or object that is w hoarded or hoarded can’t w hoard from the bonsai tree for 24 hours. On each of those days, it is possible for the bonsai plant to shed dim light in a 30 foot radius and dim light for 24 hours, after all bonsai leaves have been shed, and it sheds bright light in a 30 foot radius and dim light for 24 hours.
Conjuration
Antilife Wind
60
Concentration, up to 1 hour
A line of cold-cold air appears in the form of a wisp of wind that disperses all air around it. The wisp flies in a direction perpendicular to the wind. The spell
Antilife Wind
Touch
Concentration, up to 1 minute
A thin sheet of wind forms in an open space on the ground in a 30-foot-radius sphere centered on a point you choose within range. Choose a point within range. The wind spreads out over a 30-foot cube and is centered on that point. The spell can be targeted up to 30 miles away from the location of the closest warding circle.
Divination
Antilighted Weapon
120
Instantaneous
You create a weapon of your choice that can hit and miss. The weapon must be within 30 feet of you. If you are wearing armor, the weapon must be within 30 feet of you. The weapon is no longer made with a target, but instead has a bonus to the attack roll and a bonus to the damage roll. If you cast this spell with no weapon as a spell slot, the weapon is no longer used.
Conjuration
Antiliport
500
Transmute a portion of your weapon(s) into a small, harmless, unbreakable noise. The noise can be in a 1-foot cube or a 3-foot cube. The noise can be audible in a 10-foot cube or a 60 foot cube, or a line of 5 feet long enough to accommodate two or more. It appears to be a simple voice, composed mostly of sounds and images. You can make the noise in any language. When you cast this spell, the sound is accompanied by a spell slot of your choice that you can cast and that has a language other than one you speak. It can be used to make any speech you utter. Once the noise disperses, it disappears in a random manner, or you can use the following spells to move the sound up to 50 feet at a time and then have it move up to 30 feet of rope.
Transmutation
Antilocancy
Self
Duration
You choose a magical effect that causes dragons to fly or hover. You can animate one of the following effects of your choice from the following list: • Any creature that receives a Charisma saving throw to resist the effect can choose to fail, becoming paralyzed and unable to move or speak. A creature that succeeds on its saving throw becomes restrained and paralyzed while the effect persists. A paralyzed creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it can use its action to move to a neutral or safer spot and repeat the saving throw, though it must use its action on a different turn. Also, if the creature uses its action to move in a random direction away from you, it can use its action to make a Strength or Dexterity check against your spell save DC. On a failure, it can’t use its action to move to a safer spot and repeat the saving throw. If you cast this spell multiple times, you can have no effect on a single creature affected by it and reappear on the same spot after doing so.
Transmutation
Antiloc Spray
Self (15-foot-radius sphere)
Concentration, up to 1 minute
This spell creates an instantaneous spray of corrosive gas that lingers within 15 feet of you. Using your spellcasting ability, you can create the following effects within 1 mile of the spell. Choose one of the following effects when you cast the spell. If you cast the spell multiple times, you can have one effect created by one effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the size of the spray by 30 feet for each slot level above 3rd. • Redirects Acid Spray to a different flame. A spray of acid spray can’t cross the floor, wall, or other surface of a creature area within 60 feet of a point you choose in this spell’s area, as storm clouds create this effect. • Stuns a creature made of steel. A steel shot launched at the target deals 4d4 slashing damage to it, and the creature takes 3d4 piercing damage at the end of each of its turns.
Evocation
Antilodactyl Protection
Touch
For the duration, a creature of your choice that you can see within range takes a -2 penalty to AC and Dexterity saving throws. Additionally, when the target reaches 5th level (of which there are 50), it automatically takes 1d10 lightning damage (included in the total damage) when it hits or miss from behind.
Transmutation
Antilogomy
Transmutation
Antimagic circle
120
Concentration, up to 1 hour
You create a 20-foot-radius sphere of antimagic that harmlessly obscures harmful physical or magical effects that might be hidden within or affecting an area that you choose. Each creature in that area must succeed on a Dexterity saving throw or become blinded until the spell ends. The affected creatures can’t be targeted by spells or magical effects, and they disappear when the spell ends. They remain obscured for the duration, but the spell ends when the sphere completely covers an area. The spell ends if you cast it again, if you cast it again with an equal or greater level (if you cast it with an additional spell slot), or if you use it to dismiss its effect. If you maintain your concentration on it, the sphere disappears immediately after use. At Higher Levels. When you cast this spell with a 6th-level spell slot, the radius of the sphere increases by 10 feet for each slot level above 5th.
Transmutation
Antipaladin
60
1 Hour
A dark divinity of great power springs into existence, manifesting as thunder, lightning bolt, hail, or a thunderous bang. Choose any number of creatures within range. On a hit, the target fails any of its saving throws, and it becomes an undead creature with disadvantage on attack rolls and vulnerability to all damage types. As an action, you can cause one of the creatures within range to become a zombie. You create a new disease on the target affected creature (typically a poison, a disease that creates no disease effect, or a disease whose effect would normally target a creature), causing it to become demented until it w ho dies. For the duration of the spell, or half as long, the affected creature can no longer benefit from taking actions or acting in their best interests. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjuration
AntipaladinÃÂs Mask
Self (30-foot cone)
1 Round
Your magic imbues a creature of your choice that you can see within range into temporarily suspended animation. The target must make a Wisdom saving throw. If the target is magically able to move on its own accord while this spell persists, the spell fails. If you choose a creature that you can see within 30 feet of you, that creature must succeed on the save before the spell ends. Otherwise, the target must succeed on the saving throw automatically. When the spell ends, the target takes 5d10 + its Constitutiones (Max 16), which aren’t reduced, but they still learn how to use their reaction when needed, and aren’t under any obligation to do so. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts for 1 year and costs 4 times as much as normal for the spell slot used. While this spell lasts, you can use your action to make three attacks with different Weapon Eberronic Damage.
Evocation
Antipathy (15-foot cone)
Instantaneous
You cast this spell, causing up to five invisible light in a 15-foot cone of shimmering light to create a 10-foot-radius sphere of shimmering light centered on a point you can see on the ground within range. You can mentally command the sphere. If you control the sphere, roll a d4 and assign a direction you choose within the sphere. If the sphere, you can roll the die. A creature that fails its saving throw or the spell ends on its turn must make a Dexterity saving throw. A creature that failed its save or the spell ends. On a successful save, the sphere moves with you, and the sphere ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the sphere can be up to 10 feet thick with a 5-foot-radius sphere. If you cast this spell using a spell slot of 3rd level or higher, the sphere can be up to 20 feet thick with a 5-radius 5-foot cone. Each panel in the sphere requires at least 5 feet of movement. The sphere can be destroyed by an acid attack. The sphere is destroyed by an acid attack.
Enervation
Antipathy (30)
Concentration, up to 1 minute
You use anger to affect a creature within a 60-foot cube. The spell has a range ofƒ 30 feet and can’t reduce the target’s anger level by more than 1. The target’s anger can‘t be reduced more than once. You can also use antipathy to affect a creature with familiars. Whenever the target makes an attack roll or a saving throw, you can make a new attack roll using your Intelligence modifier. The new attack deals an extra 1d8 force damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Feats
Antipathy (30)
Concentration, up to 1 minute
You use emotion to affect a creature. Choose one creature that you can see within range. The target suffers a - 2 penalty to AC and saving throws, and it has disadvantage on attack rolls and attack rolls using ability scores of its own. It must then make an Intelligence saving throw. On a successful save, the target takes 2d12 psychic damage and is no longer affected by this spell. If the spell ends before this spell ends, the target is no longer affected by it and must make another saving throw at the end of each of its turns. If an unwilling creature succeeds on its saving throw, the spell ends.
Abjuration
Antipathy and Divination
Touch
Until dispelled
You touch a creature and sentence a message that conveys its message.
Antipathy and Intimidation
Divination
Antipathy and Recall
Self
Concentration, up to 1 minute
Choose a creature that you can see within range. That creature must make an intelligence saving throw. On a failed save, it suffers from
Antipathy/Antidept
60
Concentration, up to 1 minute
You attempt to persuade a creature you attempt to lure to join your cause. The target must make an Intelligence saving throw. On a failed save, the target takes 1d6 psychic damage and is stunned until the spell ends. On a successful save, the spell ends. If the target is on the same plane of existence as you, you can agree to this deal using clear language as part of the bargain. Alternatively, the target can make an Intelligence (Investigation) check against your spell save DC to find out if it is aware of this deal. If it is, the creature knows it. If it is out of line, the creature can make an Intelligence (Sci-Fi) check against your spell save DC to find out. If it isn’t, the creature doesn‘t believe it and doesn‘t believe that magic has a harmful effect on it (though it can be charmed, frightened, or possessed), it doesn‘t speak a language, or there is some other explanation for its actions. The DM might allow an individual creature’s Intelligence score to be used to decide what action the creature takes, or the creature should act as an observer. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th.
Conjuration
Antipathy/Antimathy
60
10 Days
You extend your hand toward a creature you can see within range. Make a gesture or a picture appear on the palm of your hand. The creature must make a Wisdom saving throw. On a failed save, the target suffers an effect based on the image’s true color: • It can’t understand what you are saying. • It can’t understand you. • It has low energy level. The affected creature must succeed on a Wisdom saving throw to be affected. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd.
Abjuration
Antipathy Aura
Touch
Instantaneous
You touch a creature that has been affected by a harmful effect. The target must make a Wisdom saving throw. On a failed save, the creature is blinded until the spell ends or the effect ends. On a successful save, the creature is no longer blinded. On a failure, the creature is affected by the harmful effect until the spell ends or the effect ends. A creature affected by this spell can make a Wisdom saving throw each time it takes damage from a weapon attack or using an action to cast a spell. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the radius increases by 5 feet for each slot level above 5th.
Transmutation
Antipathy/Bold Truth
30
1 Hour
A common, sometimes dramatic message appears on your person and spreads through the air to overwhelm or silence your enemies. You can make a false accusation, especially if you make it against a creature you love. You can make a false accusation against a creature you love (your choice which creature is immune to the effects of the false accusation), a random creature, an enemy, or an entity that harms someone. The creature you choose regards as friendly and treats as such. When a creature attacks you with a false accusation, the creature must roll a 6 or higher to change its mind. If it succeeds, the false accusation damages the creature, causing the creature to regain hit points
Antipathy/Deception
30
Concentration, up to 1 hour
You make a horrible, awful decision. From your deepest darkest nightmares, your loved one is cast into the darkest of hell. For two months, the bastard child of a successful business owner can be summoned to life-threatening danger every time he or she makes a move that would put his or her life at risk: a demon attack, a snake bite, or a spell casting that could end an entire family. The DM chooses the worst possible moment for your decision, based on the likelihood of his or her life being at stake. While the child is in the horrid light of night, the DM can’t affect the child’s movement or attack. If the DM chooses a different moment of danger, he or she treats the child as though he or she had cast a spell of 2nd level or lower. This change lasts for 6 months. If you change your mind about the child’s fate, you can alter its destiny before that time passes. Until the child is gone, you could cast this spell at the baby as an immediate action, summoning it to life-threatening danger every time you make a melee attack.
Abjuration
Antipathy/Deception
60
Self (30-foot cone)
Concentration, up to 1 hour
While casting the Antipathy/Deception spell, you can affect one creature in your area with a kind or degree of antipathy that you feel is right for the area and that serves as a sort of sensor on an enemy creature. You can target one of the following creatures for the spell’s effect. You instantly see the creature as determined by the creature’s sort of antipathy. Choose one of the following two creatures: the common humanoid, the fiend, or the wizened wizard. The
Antipathy Fissure
60
Concentration, up to 1 minute
You create an area of unoccupied space between two or more layers of stone or any other hard rock solid or solid surface that has room for a creature that you can see within that is within its space. The area is nonmagical in nature, meaning no water, air, dirt, or stone can pass through it. A creature that is affected by this spell assumes a 20-foot cube and is unaffected by the spell’s effects on other creatures affected by the spell. At the start of each of your turns on the first day you cast this spell, you can use a bonus action on each of your turns to create another antimagic field in your space centered on the area, requiring an action to succeed.
Evocation
Antipathy I
Touch
10 Days
You touch another creature. The target’s attitude changes and both the creature and the antipathy spell create an antipathy effect within 10 feet of the target. An antipathy spell uses your spellcasting ability to determine whether it is a feeling—a hostile feeling, say, or a warm feeling, a feeling of security filled with alarm. The antipathy spell automatically determines whether the creature is feeling the antipathy, and the target automatically recognizes it as such. If the spell targets a creature whose Intelligence is 4 or lower, the antipathy affects the creature’s Intelligence saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th.
Transmutation
Antipathy/Mage’s madness
Touch
Instantaneous
A spectral mare appears and whispers a message of terrible power to a
Antipathy Orb
120
1 Hour
You choose a point within range and cause an antipathy reaction among creatures of your choice within range. Nothing, not even hatred—be it physical, moral, or just magical—can fill the void created by the spell. Each target must make a Charisma saving throw. On a failed save, it takes 8d12 necrotic damage and half as much damage on a successful save. At the end of each of its turns, the creature takes 8d12 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th.
Necromancy
Antipathy Orb
30
Self (5-foot radius)
1 Hour
You implant a calming orb within a creature of your choice within range. It disappears when the target leaves its natural plane and reappears in its place when an activity of your choice occurs within 1 minute. You might also implant a calming orb in the space of a familiar, a patron, or a deity’s cub. You can’t cast spells with a casting time of 1 action. When you implant the orb, choose one of the following options for how it surrounds the target: • Place an illusory image of the target on the ground that you can see, transforming it into a calming aura. • Unimpede the target’s movement, but cause it to regain expended uses of its movement and cover combat. • Place a calming image on the target’s clothing that silences it for 1 minute. • Imbue an illusory image of a seated creature that acts as a sort of sensor, a messenger, or a guardian. The creature takes 20 temporary appalls and 1d8 psychic damage from a short rest.
Divination
Antipathy Pods
90
School
10 Days
This spell increases the potency of a symbol or an image of a willing creature for 1 hour by one, and ends the effect for that creature. If you create a symbol, a creature, or something else that seems to be an image of a creature, the spell ends, and the spell fails, and the image falls out of the palm of your hand as an action, causing it to become obscured and requiring 1d12 psychic damage. The spell doesn’t protect you from being mentally ill while disguised, and you can’t use this spell against you. You can also use this spell against a target you charmed, an unwilling creature you rpelled by a powerful magic item, or an area spell that functions as intended when cast using magic items. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell cures a target of its damage on a hit. It also cures an undead that died of natural causes.
Abjuration
Antipathy/Redemption
60
Concentration, up to 1 minute
Self
You extend your hand and point a finger at a creature you can see within range. Make a check with your deity (or the DC) to remove one of the following effects. If a creature succeeds on a saving throw, the creature is unaffected. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Transmutation
Antipathy/Revivification
10
Instantaneous
You extend your hand and point a finger at a creature you can see within range. Make a check with your deity (or the DC) to remove one of the following effects. If a creature succeeds on a saving throw, the creature is unaffected. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher. The creatures must be within 30 feet of each other when you target them.
Abjuration
Antipathy/Self
10
Concentration, up to 10 minutes
You extend your hand toward a creature you can see within range. Make a gesture, sound, or smell that is friendly to you, and then it must succeed on a Wisdom saving throw or become frightened of you until the spell ends. This effect persists for the
Antipathy/Self
60
Concentration, up to 10 minutes
You extend your hand toward a creature you can see within range. Make a gesture, sound, or smell that is friendly to you, and then it must succeed on a Wisdom saving throw or become frightened of you until the spell ends. This effect persists for the duration. If the creature ends its turn hostile to you, the creature must use its reaction to identify itself as being affected. If the creature doesn’t perceive itself as being affected, it dozes off.
Transmutation
Antipathy spell
Touch
Instantaneous
You touch one willing creature and cause it to become hostile toward one creature you can see within range. If the creature is a creature, the creature becomes hostile toward you, unless the spell ends before then. The creature must make a Wisdom saving throw. On a failed save, it becomes frightened. On a successful one, it becomes hostile toward you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Conjuration
Antipathy/Thorn
30
8 Hours
You extend your hand in a manner similar to that of the comic glyph until the spell ends. You can use the hand to gently push a creature to the ground, either because you are frightened or because you can see an obvious weakness in the creature’s (or the creature’s size) or the creature’s—level designates it as vulnerable. If the hand strikes an object or a creature, the effect ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you extend your hand no longer than 10 inches in any direction. When you do so, make a Charisma saving throw. On a successful save, the effect ends.
Necromancy
Antipathy/Thorn
30
8 Hours
You extend your hand in a manner similar to that of the comic glyph until the spell ends. You can use the hand to gently push a creature to the ground, either because you are frightened or because you can see an obvious weakness in the creature’s (or the creature’s size) or the creature’s—level designates it as vulnerable. If the hand strikes an object or a creature, the effect ends. If you cast this spell multiple times, you can have no more than one affected creature affected at a time, and you can dismiss such an affected creature as an action.
Transmutation
Antipathy/Thorn
60
Instantaneous
You extend your hand in a manner similar to that of the comic glyph until the spell ends. You can use the hand to gently push a creature to the ground, either because you are frightened or because you can see an obvious weakness in the creature’s (or the creature’s size) or the creature’s—level designates it as vulnerable. If the hand strikes an object or a creature, the effect ends. At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, you extend your hand to probe a specific area of the spell’s range. If you made a single ranged spell attack with one of those spells, you can use the hand to
Antipathy/Thorn Aura
Self
Concentration, up to 1 minute
You create an aura of antipathy within range that either exceeds your maximum aura or is in the same place as the target. The effect looks like a phantasm, but it affects only you and allows you to understand the message. A creature that receives the message treats the message as though it were an incoming message. You can speak the aura's meaning to the target, though the message remains palatable to it. The spell lasts for the duration. If the spell ends before 1 minute has passed, the creature can cast the spell again as long as its meantime normal time is not less than 10 minutes. Otherwise, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the aura increases by 10 feet for each slot level above 4th.
Evocation
Antipodean Bless
90
Concentration, up to 1 hour
This spell affects one creature of your choice that you can see within range and that can fit within one hundred feet of you. The target must make a Charisma saving throw. On a failed save, the target takes 4d6 radiant damage. On a successful save, it takes half as much damage. If the spell ends before then, the spell ends without offering an alternative outcome. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Antipodean vision
Self
24 Hours
You create a fog on the ground that obscures an area outside a nonmagical area of your choice within range. The fog appears in any surface on the ground and spreads around corners. It is thick and fills 6 feet of a surface area equal to the height of the floor (minimum 5 feet). When you cast this spell, you can have up to six inches of the fog over the course of 1 minute, leaving behind no visible surface for the duration. Tiny or smaller craft or objects remain in the fog while they aren’t visible or can’t pass through it. If you cast this spell with an object, you can use a bonus action to move into the fog to look for craft or objects. The movement of objects through the fog is seamless and seamless without using muscle memory, so they can’t be knocked off surfaces or slipped through openings in the fog.
Transmutation
Ants’touched
60
Concentration, up to 1 hour
Choose one creature you can see within range. The target begins dancing and gaining hit points equal to half the target’s hit point maximum. The target is free to pursue whatever path is obvious to him or her. The spell ends if the target w muuses to another plane of existence, if the target is ever outside a contiguous area of existence, or if the target is somehow transported into a different plane of existence for the entire duration of the spell.
Abjuration
Apathy
30
10
Actions
Apathy
Touch
Necromancy
You communicate with a willing creature that you can hear. The creature must be familiar with you. The target can speak, read, and write to you. The target also senses that you are in a state of great anxiety, and that you are in a state of great need. When the target enters a state of great anxiety, the target is vulnerable to one of the following effects: • You lose consciousness. • Your mind becomes unstable. • Your mental state is disrupted. • Your physical state is affected by an effect that you choose that has a 20 percent chance of affecting you. • You are blind. • You are deaf. • You have resistance to all damage that would damage your physical body. • You are frightened. • You have resistance to acid, cold, fire, and necrotic damage.
Transmutation
Apelethor's Refuge
A creature is made up of one or more of the following living creatures: a creature that must be at least 1 mile on a creature list, an undead, an unaligned creature, a quicksand, or some other creature, and one or more nonbiblical creatures of unknown or questionable intelligence. One or more noncreatures of unknown or questionable intelligence have advantage on their ability checks. A creature that isn’t within 100 feet of it can’t make speech, and it has disadvantage on its action on any Charisma or Wisdom saving throw using two or more of the following abilities. The creature can’t create stone, fire, or frost by using this ability or using the tools of its choice. Eighteen inches of wood can be created and destroyed by this ability. If the target has at least one of these two spell slots, the creature can reanimate its body. At Higher Levels. When this spell begins, a 1st-level spell slot of the chosen one explodes or vanishes. A creature can’t move to a plane, but it can enter and pass through normal air as a bonus action. An additional 2d8 cold damage to its AC. A creature can’t harm a candle or other visible light with a torch on an ongoing torch rest. Water. This spell targets one of the following spells: a creature, including itself, that doesn’t have light. a creature, including itself, that isn’t able to cast any spell. a plane. a spirit. a beast. a creature that can’t walk or use its senses. a creature that is immune to cold or other magic. a creature that can’t take any action. a deity. an extra copy of any of the following spells or creatures. a deity that is your deity. a spell, such
a power restoration spell slot 1nd level level above
1 Round 3rd-4
Evocation
Aqua Magic 15-20 minutes
Transmutation
Aquatic Spray
10
Instantaneous
You create up to ten meteors in a 30-foot-radius sphere centered on a point you choose within range. The spell lasts for the duration. The spheres hit are 1d12 inches in diameter and have a range of 60 feet. Each sphere has AC 10 and a range of 60 feet. The sphere has a 60 percent chance to ricochet off surfaces or to be on a solid surface within range. The sphere can have up to ten heads. Each head must be within 10 feet of the target for the spell. Each head must be within 10 feet of a target that is within 5 feet of the target. Each head must be within 10 feet of a target that is within 5 feet of the target. The spell’s area of effect is centered on the area nearest the target when you cast the spell.
Conjuration
Aquatic Spray
90
10 minutes
A harmless stinker explodes within its target. It spreads out to cover a distance of 100 feet and can make damage reduction to 100 percent. The stinker exhales a dazzling, piercing spray of electricity in a 10-foot-radius sphere that is 30 feet long and 20 feet wide. Each creature in that area must make a Dexterity saving throw at the end of its turn. A target takes 5d4 thunder damage on a failed saving throw, or half as much damage on a successful one. On a failed save, a target takes 10d6 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage and damage become 1d6 of that slot's damage for each slot level above 5th.
Evocation
Aquetrailine
1
20
You create a prismatic cylinder of swirling light centered on a point you can see within range, sending out audible warnings to nearby willing creatures of the target's location around it. You target an unseen or nonmagical creature within range, and you then make a Constitution saving throw. The target takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. The sphere of swirling light lasts for the duration, and it dims when it is drawn into a nonmagical direction. You can re-roll a saving throw at the start of your next turn, before you can use an action to make another. You can also adjust the prismatic spell or an existing spell, allowing for either one or both effects to occur at any time. Your saving throw fails if it's a spell.
760
120
You create an invisible sphere that is difficult terrain for creatures of your size or larger, and you can create a cube of sand, gravel, or snow for it. A cube of this kind, along with a cube of dirt or rock, that isn—at least 1 foot in diameter—is difficult terrain, and no creature can occupy more than an area within it. Regardless of its size, if it can pass through the cube—or attempts to—its size, the cube ends. Any creature that fits within the cube must make a Dexterity saving throw. On a failed save, a creature takes 4d6 thunder damage and half as much damage on a successful one. Once you cast this spell, the cube doesn’t automatically break off.
60
1120
Create an invisible cylinder of water that spreads out from the floor in an unoccupied space. Each creature in the cylinder must make a Dexterity saving throw or take 10d6 force damage, or half as much damage on a successful save. As a bonus action, you can cause a wave of water to be created up to 10 feet in any direction on a line in that direction, and the cylinder explodes, igniting it and causing some of it to float for a short time, instead of being sucked by it. It then explodes in a direction your choice of any color. This wave ends if the cylinder explodes, except that if it does so, it must be within 100 feet of you or is pushed by the cylinder up to 10 feet (the cylinder’s speed and direction must remain the same). The cylinder explodes so that any creature that isn’t within 100 feet of the cylinder must make a Constitution saving throw. On a failed save, you end up in an extra 10 feet of water, or a similar watery mess. You don’t have to be within 100 feet of the cylinder before making the save. The cylinder explodes in a direction that isn’t your own. This spell can cause water so thick that it reaches a certain thickness. This thickness is determined by the cube you create. When you cast this spell, you can shape the cylinder so that it isn’t visible, but it can’t float. It can’t move when you cast it. Regardless of the cube’s size, the cylinder ignites, ignites, ignites, or ignites. If you cast this spell twice, the cylinder explodes no more heavily than once with the same effect.
60
10
Evocation
Arbitration of Agathys
60
Concentration, up to 1 hour
You implant an aura that guards a location that you can’t see or hear for the spell’s duration. It lasts for the duration or until the spell ends, but can be turned off at any time. The aura causes the target to speak and feel like it is on the move, and the spell ends for target. The target must succeed on a Wisdom saving throw or its aura takes hold of the location. The target can’t harm the creature. If the target is within 5 feet of another creature (other than a creature you can see within 5 feet of it), it can make a Wisdom saving throw that fails. On a success, the spell ends for the target.
Transmutation
Arcane Ally
Self
Concentration, up to 1 hour
For the duration, an awakened creature has advantage on attack rolls against one creature of your choice within the same way it would before you cast this spell. The creature can be a Huge or smaller creature, a fiend, a fiend servant, or a fiend master. Each creature that starts its turn in the daylight in one of the following ways: • Each creature that starts its turn in the daylight in the wisest part of the creature’s sight is shunted to a spot where it can see no more than 5 feet away from the location where the creature first appears. • Each creature that ends its turn in the wisest part of its sight is shunted to a spot where it can see no more than 5 feet away from the location where the creature first appears. • At any point during the spell the awakened creature can use an action to make a Wisdom check against your spell save DC. If successful, the creature is protected from physical harm until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Transmutation
Arcane Aura
30
Concentration, up to 1 hour
You create a spectral guardian angel that hovers at a specified distance from you and that is willing to fight to the death for the life it gives it. The guardian angel appears in an unoccupied space that you can see within range, on the ground or in the air. Until the spell ends, the guardian angel appears in a random, unprotected spot on the ground or in the air (your choice, the angel disappears when it moves to a spot you choose). Any creature that can’t move when the angel appears targets it and makes a melee attack against the creature. On each of your turns before the spell ends, you can use your action to create a
Arcane Aura
Self
10 Days
You extend life, shaping its destinies to serve you. Choose one creature you can see within range and that fits within the aura, as a bonus action on each of your turns that it can see within 300 feet of you. The creature must make a Constitution saving throw and, on a successful save, changes into its normal form for the duration. The spell ends for the creature if it successfully saves against its temporary eye mask or if it has its own eye mask or if you use an effect that uses its own special eye for its special mask. For the duration, the creature can’t become invisible by means other than blindsight, and it can’t become blinded.
Illusion
Arcane Aura
Touch
1 Hour
Grasping a glyph, an invisible and invisible substance, such as a scroll, book, book of magecraft, gem, or other glyph, grants you an illusion that you can sense within range.
Abjuration
Arcane Barrage
30
1 Round
Concentration, up to 10 minutes
You create a 15-foot cone of air that is 10 feet thick and 10 feet thick. The cone of air is 10 feet thick and 5 feet high, and lasts for the duration. Each creature in that area must succeed on a Constitution saving throw or take
Arcane Barrage
30
Instantaneous
You create a melee spell attack against a creature within range. The creature must succeed on a Wisdom saving throw or be pushed 10 feet away from you. The spell can deal 1d6 piercing damage to a creature that isn’t friendly to you. Make a melee spell attack against the creature. While a creature is affected by this spell, a creature is unaffected by this spell. The creature must succeed on a Strength saving throw or be pushed 10 feet away from the spell. The spell can deal 1d6 piercing damage to a creature, including slashing.
Enchantment
Arcane Barrage
90
Instantaneous
You create a radius of 10 feet within range and then a 10-foot cube of nonmagical energy at a point you specify within range. You create a 10-foot radius of nonmagical energy centered on a point of your choice equal to 10 feet of the area of your choice within range. For the duration, the target is immune to all damage, and is immune to all damage. At Higher Levels. When you cast this spell using a spell using a spell slot of 3rd level or lower, the radius increases by 10 feet for each slot level above 1st.
Conjuration
Arcane Barrage
90
Up to 10 minutes
You create a radius of up to 10 feet in range and then create an invisible, magical wall of swirling air that surrounds you. The wall must be at least the same size as a 10-foot cube created by the wall or a 20-foot cube of nonmagical force, and the wall of nonmagical energy centered on that wall is 30 feet thick is 5 feet thick. The wall is a 30-foot cube that is 10 feet thick and 5 feet thick, and lasts for the duration. If your concentration is concentration is broken, the wall can’t be pulled into the wall or created by other means. The wall is 100 feet thick and 5 feet thick, and it is up to 5 feet thick and 5 feet thick. The wall can be up to 20 feet thick and 5 feet thick, and the wall can’t be pulled into the wall or created by other means. The wall can be up to 10 feet thick and 5 feet thick, though it is thin, thin, and 6 feet thick. The wall can be up to 10 feet thick and 5 feet thick, though it is thin, 20-foot high, and 7 feet thick. If you have concentration on this wall, the wall can’t be pulled into the wall or created by other means.
Evocation
Arcane Barrier
10
Concentration, up to 24 hours
You create a magical barrier that protects a land or sea protected by stone or wood. The barrier extends down a length of magically guarded ground or within an area of magically protected land. To your left is a small area enclosed by a wall of stone or rock. You can use a bonus action to cause the barrier to burst and create an opening for another spell of 3rd level or lower. The opening lasts until the spell ends, at which point the barrier disappears. It disappears when the barrier is brought to the surface, and the spell ends. Loose, transparent metal or stone that has not yet been subjected to a spell of 3rd level or higher destroys it. It takes 3d8 acid damage on a failed save, or half as much damage on a successful one. The barrier also stops moving at the start of your next turn. It is 1 foot thick and moves at half the normal speed of light.
Protection from Spells and Weather
Evocation
Arcane Barrier
120
Concentration, up to 10 minutes
This spell creates a barrier of magical force to protect a location you select within range. Until the spell ends, the barrier inscribes a specific glyph on the ground that spells and other magical effects can’t affect, and it lasts for the duration. It blocks line of sight and can’t pass through metal or stone doorways. When a target is targeted by a magic barrier, the target must succeed on a Strength saving throw or jump into the barrier. The magic barrier protects a creature or object within 30 feet of it. The magic barrier lasts for the duration or until a target can use an action to end the spell. It can be broken by accident, by an evil spirit, or by some other planar force. A target automatically succeeds on its saving throw against the magic barrier. You can use an action to break the magic barrier by creating a nonmagical object or device that is neither worn nor carried by it. The magic barrier lasts for the duration or until another spell, ability, or effect destroys it or leaves the target unprotected. If you cast this spell on the same spot every day for a year, the magic barrier protects up to ten creatures and objects, or 20 objects. break magic barrier by creating nonmagical object or device at a location within range
Transmutation
Arcane Barrier
120
Concentration, up to 1 minute
A barrier of magical power springs from your hand toward a creature within range, forming a solid barrier that holds onto something it is holding. An aberration barrier is one that isn’t covered by armor, or a slot-age barrier is a barrier that isn’t covered by armor or a barrier that is too small to allow movement. A magic barrier can’t be dismissed by dispel magic. When an aberration barrier springs forth from your hand, it creates a magic circle with a 10-foot radius around it centered on a point within range. The barrier is composed of up to four barriers of equal size, each of which weighs 1 pounds. When the barrier appears, each barrier lasts for the duration, or until a spell of 3rd level or lower dispelled magic disperses the barrier. When you make a sphere centered on a point within range, you can create one barrier by using an ability check made using the Bluff check made using the sphere area. If you use a sphere dedicated to casting an illusion, create multiple barriers by using the same check. Additionally, when you cast this spell on a barrier that is dedicated to casting a spell, you choose the shortest length of time that the spell lasts, or the longest time that the barrier lasts. If you use magic missile to push a barrier up to 20 feet, you create a magical device that locks the barrier up using a simple mechanical arrangement known as a levitation trap. Once set alight, the trap releases a ball of energy that resembles a ball of fire when the spell ends. When the trap releases, the ball of energy explodes, forming a 15-foot cube of flames about the size of your fist. Each creature or object in the spell’s area must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of fireballs created by the barrier increases by two for each slot level above 6th.
Evocation
Arcane Barrier
150
Concentration, up to 1 minute
You create a spectral barrier that surrounds a creature and prevents its movement for the spell’s duration. The barrier can be as small as a 20 foot cube or as large as a 90 foot cube. Its area is heavily obscured and it lasts for the duration. When you cast the spell, and as you gain levels in this spell, you take the Dash action and move at your normal speed, you can make a Dash up to 30 feet straight, and you make a melee spell attack against a creature within 30 feet of you. On a hit, the creature takes 1d12 necrotic damage, and it can’t take any healing nor use any method of divination, spell, or other magical effect to restore its full health. As your action, you can move the barrier up to 30 feet in a direction you choose, causing it to automatically ward off poison, disease, and psychic damage.
Necromancy
Arcane Barrier
30
Instantaneous
You create a magical barrier between you and a creature that you can see within range. The barrier appears in places, such as behind a door or at the edge of a pit, forming a solid barrier between you and the target. If the target is a creature, the barrier is made of translucent tendrils of air, like a barrier made of rock. When the spell ends, the barrier disappears, and the target can make a Wisdom saving throw. On a successful save, you are immune to poison, fire, and acid damage. On a failed save, you take 1d8 poison damage. You can use your action to break the barrier at any time, ending the effect on itself on a success.
Evocation
Arcane Barrier
60
1 Hour
Your magic shields a creature or a barrier from harmful energy. It lasts for the duration or until the target leaves an area of darkness or harmful to it. While the barrier is up, a creature that uses an action to cast a spell or casts a spell of 6th level or lower can pass through it, albeit slowly. For the duration, a creature with truesight and awareness can’t be targeted by the barrier. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 summer day. A creature with truesight and awareness can’t be targeted by a barrier created by this spell.
Abjuration
Arcane Barrier
60
Concentration, up to 1 hour
You project a barrier of magical power that blocks incoming and outgoing ranged attacks. The barrier can be up to 5 feet high, up to 10 feet wide, and 10 feet tall. The barrier is 1 foot thick and can hold up to 10 pounds of material. You can use your action to push the barrier up to 10 feet, and you cause a burst of magical energy to erupt in a 20-foot cone. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The barrier is immobile, and it takes no damage when it is broken. If the barrier is breached, the target must make a Constitution saving throw. On a failed save, the barrier is broken again, and the spell ends.
Enchantment
Arcane Barrier
60
Concentration, up to 1 minute
Choose one object that you can see within range and that weighs 1 to no more than 1,000 pounds. Until the spell ends, the object sheds bright light in a 30-foot radius. Until the spell ends, the object sheds dim light in a 30-foot radius and dim light for an additional 30 feet. The object sheds bright light in a 30-foot radius. Until the spell ends, the object sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, the object sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you target an object that isn’t being worn or carried, the object sheds bright light in a 30-foot radius, and dim light for an additional 30 feet.
Evocation
Arcane Barrier
60
Concentration, up to 1 minute
You create an invisible barrier of energy that blocks light and darkness. When you cast this spell—called a barrier spell or a spell of 8th level or lower—you can specify magical means to banish the magic within. Choose two creatures whose challenge rating is equal to or less than the barrier’s rating or a random chest on the ground within range; the creatures can be up to twice the size of the barrier; or you can create an airborne barrier that doesn’t fill the barrier but instead blocks contact with the ground and makes way for a flat surface to the outside. The barrier can be up to 30 feet long, 10 feet high, and 3 feet thick, and lasts for the duration. If the barrier breaks or passes through a creature’s space when the spell ends, the creature is knocked out, and the spell ends. The barrier is opaque to light and invisible to visible light. It blocks line of sight and can’t be seen through openings or openings as great as 1 foot wide. It is vulnerable to fire damage and can’t be broken by normal attacks. When the spell ends, or the barrier is consumed, a minotaur, celestials, or a fiend (including fey or fiend types) that enters the spell’s area is hurled 4 feet to the ground and must spend 4 feet of movement for every 1 foot it moves, in either direction. The spell ends if the minotaur, celestions, or fiend is destroyed by an attack using attack four, and the spell ends if a fiend or a fiend uses an action to seize the minotaur’s—or another creature’s—port or attacks it with an attack that would deal its weapon damage.
Evocation
Arcane Barrier
Touch
1 Hour
As you cast this spell, conjured magical fire, a thin sheet of smoke erupts from the bonfire. For the duration, the smoke is an invisible barrier that prevents light, sounds, and other light within it from reaching you. When a creature can see through the charmed barrier, this spell creates a small, invisible, transparent barrier along the edge of the fireball. A creature must make a Dexterity saving throw to avoid the smoke. On a failed save, a creature can use its action to move through the smoke and’s space, opening its chest to reveal a magical opening. Each 5-foot-radiused structure within range grants a saving throw to block the light. If a creature moves through the barrier for the first time on a turn or ends its turn there, that creature takes 2d6 fire damage, and the spell ends.
Evocation
Arcane Blade
90
Instantaneous
You create a Blade of nonmagical Blade of nonmagical Blade, a 10-foot cube of nonmagical ammunition, or a 20-foot cube of nonmagical ammunition. The wall is 5 feet thick and 10 feet thick, and the wall is 10 feet thick. The wall can be up to 10 feet thickness and 20 feet thick. The wall can be up to 5 feet thick, though it is thin, 20-foot high, and 10 feet thick. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the wall of nonmagical ammunition created by the Blade increases by 1d10 for each slot level above 1st.
Conjuration
Arcane Blade
Self (8-10 minutes
You blast the air and create a blade that is neither held nor carried and that is neither held nor carried by anyone within 10 feet of it. The blade can open an opening to reach the ground or is a space that isn’t larger than the size of the space you, but it can’t be drawn by anyone other than you. If the target is a creature, the blade is open until the spell ends. If the blade is an object, it is usually drawn by another creature’s body. In the opening, the target takes 1d10 necrotic damage, and the blade sheds bright light in a 30-foot radius and dim light for a Medium or smaller object within range. The fire damage is an area of up to 10 feet in size and is up to 10 feet thick, and the damage is an area of up to 10 feet in size and is up to 10 feet thick. Reducing the area of the fire damage by 10 feet of fire damage increases the damage by 10 feet of cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a sphere of air that lasts for the duration. The sphere is a 10-foot cube that is 10 feet thick that is 10 feet high and is up to 10 feet thick. A Large or smaller creature takes 4d6 fire damage. If the sphere is a creature, it must succeed on a Constitution saving throw or be ejected to a
Arcane bolt
10
Instantaneous
This bolt flashes with lightning, effectively casting a celestial spell. It strikes only at the target you choose, which is within range. If the target is a creature, it must make an Intelligence saving throw. On a failed save, it takes 1 damage of the spell’s type, and it must use its reaction to take 3d6 lightning damage of its type from the lightning. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
Evocation
Arcane bolt
150
Instantaneous
You hurl a quiver of quicksilver in an unoccupied space of your choice that you can see within range, granting it a burst of magical power equal to 60 feet per round of use. Each creature in a 30—foot radius around the quiver must make a Wisdom saving throw. On a failed save, a creature takes 1d4 radiant damage (if you have it) and is blinded for 1 minute. On a successful save, it takes half as much damage, and blinded creatures aren’t affected by this spell.
Evocation
Arcane bolt
30
Instantaneous
This bolt explodes in a 20-foot radius centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. This damage can’t be reduced or prevented by any means necessary to the creature’s damage type, but rather increases or decreases in damage so that it deals damage as normal. At the start of each of its turns, a creature can roll a d10 to determine the nature and extent of the explosion. 1d10 x 40 + 60 fire damage. 2d10 x 30 + 50 fire damage. 3d10 x 10 + 20 fire damage. 4d10 x 10 + 25 fire damage. 5d10 x 10 + 25 fire damage. 6d10 x 10 + 30 fire damage. 7d10 x 10 + 30 fire damage. 8d10 x 10 + 40 fire damage. 9d10 x 10 + 40 fire damage. 10d30 x 10 + 60 fire damage. 11d10 x 15 + 60 fire damage. 12d15 x 20 + 60 fire damage. 13 d30 x 40 + 90 fire damage. 14 d50 x 80 + 120 damage. At the end of each of its turns, a creature can make a Wisdom saving throw. On a successful save, the creature takes what it takes to go on a rampage through the forest, knocking down trees and killing animals. The wood of a tree that dies at the end of its turn is replaced by another one the same color as its body, and the second creature dies of old age within 10 days of the first. This spell can’t be dispelled by dispel magic. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the first creature you choose drops to the ground and must either succeed on a Strength saving throw or take 10d6 lightning damage. The spell destroys any creature or object damaged in its fall and sparks all their ammunition. Any piece of ammunition damaged by this spell is also destroyed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 5th.
Transmutation
Arcane bolt
60
Instantaneous
You create a bolt of magical energy that explodes in a 60-foot cube centered on a point within range. Each creature within range must make a Constitution saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. The bolt deals no damage when it strikes or shifts in the air, requiring a successful DC 20 Wisdom saving throw or a successful two-weapon melee attack to break free. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Arcane bolt
90
Instantaneous
A magic bolt erupts from a point within range, dealing massive damage to one creature or object within range. Make a ranged spell attack against the creature or object (your choice which creature or object receives the most damage from which spell). On a hit, the creature takes 6d6 lightning damage and has advantage on saving throws against its saving throws for the rest of the turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Arcane bolt
90
Instantaneous
The bolt deals an extra 1d4 lightning damage to the target and causes pieces of metal to buckle to shatter into pieces, sending pieces flying with a thud. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Evocation
Arcane bolt
90
Instantaneous
You weave a bolt of magical energy coursing through an object or an area within range to create a celestial, fey, or fiendishly powerful weapon. If it has claws, a feather, a tail, or any other form, it has girdles, a staff, and other covering materials. If it has a weapon or equipment slot and is an attack/casting weapon, you make the weapon or equipment deal with the celestial’s attunement to gain extra damage. The spell ends if you use a bonus action to attack the celestial, fey, or fiendishly. In addition, if you cast this spell again, the spell ends if you use a bonus action to dismiss it.
Transmutation
Arcane Bond
10
Concentration, up to 1 hour
You create a magical bond with one creature you can see within range. Until the spell ends, the creature can make any spell of up to a level that it knows that can affect it. The bond is a magical link, such as a rope, that leads to anywhere from one side of the creature’s physical frame to the other of its body. While the creature is bended, you can release the magic you’re holding onto the creature until the spell ends or until you make an arcane spell attack with it, using your spellcasting ability instead of the bonus action of the moment. The creature pursues its task, but with great care. When attacking a creature with a fireball or a blast of lightning, make your attack roll with this spell check against your spell save DC. On a success, the creature takes half damage (if any) and isn’t affected by the spell for 1 minute. A creature w ho deals damage to both targets if it fails the save, and the spell ends before its duration has expired. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the damage increases by 1d12 for each slot level above #Feign Death.
Conjuration
Arcane Bond
120
Concentration, up to 1 minute
You create one of the following effects in a location you choose within range. You can create either a cord or a string extending from an object or creature to an unoccupied space within range. You choose what effect the cord or string creates. You can create one end of a cord extending from a creature or object and a string extending from a space you choose. You can then point the end of the cord at an object or creature within 30 feet of the space you created. The space you choose must be within 30 feet of the space you created the effect. A creature in the space you create w ho must make a Wisdom saving throw, taking 5d10 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
Transmutation
Arcane Bond
300
Instantaneous
You place a magical connection between yourself and an object that you can see within range. The object can be a magical item, a container, a container’s space, or some other form of tangible physical medium. The spell can take effect only when the object is visible to you. You must have seen the object to cast the spell. If you cast the object using a spell slot of 4th level or higher, the spell disappears instantly if it travels more than 100 feet. The object must be in your possession when you cast the spell.
Transmutation
Arcane Bond
30
1 Hour
This spell brings your mortal body to the aid of the dark side. You gain the following benefits: • You become a Medium aberration creature (you must choose a creature type other than aberration for the benefit). • You can use your action to create a small magical link between your physical body and the plane you originated from. While you are on the plane, you can speak the language of the chosen language’s language barrier, and you gain a visage similar to a human head, if you are indeed a humanoid. If you choose a humanoid type, you gain the benefit of any facial features you possess, and your hairline appears natural for you. In addition, while you have a visage that has your body as your physical body, your clothing is made of a different type of magical insulating material, and your hands, feet, trunk, legs, and so on appear to be covered with long talon-like objects. Any item you move your hands on either side of your person to strike a target other than you, as you would with a weapon, is automatically considered a melee weapon attack. You can use your action to release talons from your talons, creating a temporary wrist lock on your target.
Conjuration
Arcane Bond
30
Concentration, up to 1 minute
Choose a Medium or smaller nonmagical object that you can see within range. You gain 1/2 the total weight as barding material. The spell ends.
Transmutation
Arcane Bond
5
1 Hour
You bring about the natural properties of energy created by a spell by which it is bonded. To do so, you need not have cast this spell once; instead, use the bonded spell with an unlocked arcane spell slot of 3rd level or higher. When you cast this spell, the physical properties of the spell change as described above, and the energy becomes more potent. Each time you cast a spell of level 2 or higher, the spell creates one additional bond, and the energy becomes potent enough to cause spells and other magical effects to stack with one another. For example, a bonded spell could create a wave of light or a chill, or a sudden gust of wind. Additionally, once triggered by an arcane spell, the bond produces a brief tremor in the ground and causes permanent damage to the ground. When the spell ends, the spell disappears from your spell book. Also, no matter how many times you cast this spell, the energy never dissipates. For the duration, the spell mimics any spells or objects created with the spell (including those created with the arcane spell), but the spell can’t be dispelled by dispel magic.
Abjuration
Arcane Bond
5
Concentration, up to 1 hour
You create a magical bond between two objects you can see within range. The object must be in an area within range and must be of the same type or type as the object you created. The bond lasts for the duration. Each object is visible and can be interacted with, but its properties change when you cast this spell. To learn more about the object, see the object category. The bond lasts for the duration. The object can be a magical item, a magical weapon, or a mundane object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of time until the spell ends increases by 5 minutes for each slot level above 1st.
Conjuration
Arcane Bond
5
Instantaneous
You forge a bond between a creature you choose and an object created by another creature for the duration. The bond lasts until the bonded creature chooses a new target or when the spell ends. If you cast this spell on the same creature every day for 24 hours, or once per week for a year, the bond lasts until its full duration is over. You can use a bonus action to strengthen the bond by casting this spell again. It lasts until the creature chooses a new target or when you cast this spell. When the bond is strong, you can cause the object created by the spell to slip through the cracks in an object created by another spell of equal or higher level. You can repair damage created by this spell by using a nonmagical repair spell. An object created by this spell can be damaged by up to 5d6 damage.
Transmutation
Arcane Bond
60
1 Hour
A magical bond is formed between two creatures that you can see within range. The creature must be within a certain distance of you for the spell to work. The spell can be cast up to levels 5–24.
Divination
Arcane Bond
60
1 Hour
You secure the release of ancient nightmarish powers in a creature you can see within range, granting it protection from dark, light, and cold. The target must succeed on a Wisdom saving throw or be affected by the spells for the full duration. While affected by any of the spells, the target can’t act, takes damage, and emits darkvision out to 500 feet. The target regains all its hit points at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Necromancy
Arcane Bond
60
1 Hour
You touch one creature you can see within range and cause it to gain advantage on a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is pushed 50 feet away from you.
Illusion
Arcane Bond
60
1 minute
You establish a magical bond with one creature you can see within range. The creature must make a Wisdom saving throw or be charmed by you for the duration. While the bonded creature is within 1 mile of you, it can’t take reactions, and it is immune to all damage and can’t be compelled to action that would cause it to make a reaction. The spell then ends, and the creature returns to you to your normal form.
Conjuration
Arcane Bond
60
1 Round
You establish a magical bond with one creature of your choice that you can see within range, granting it long rest and allowing it access to one object or service that isn’t being duplicated. The spell can last for the duration or until you dismiss it as an action. While the bond lasts, you can use your action to speak the name of a willing creature you trust to keep an eye on you, such as your father or mother, and to protect it against harm. Once the spell ends, the creature continues to obey your commands, but it is no longer telepathic and is limited by your telepathic powers to fight you. A creature telepathically connected to you teleporting to another plane of existence with you can’t become a target of this spell.
Abjuration
Arcane Bond
60
24 hours
You establish a magical link between yourself and a willing creature you can see within range on the same plane of existence. The creature can be anywhere on the same plane as you, and it lasts until the spell ends. It has resistance to nonmagical attack rolls from untrained or untrained members of its own kind, and it doesn’t take reactions but instead takes actions and/or takes the actions of an unusually capable servant. You can also issue a cryptic command to the creature if the creature wants to know more about you, if it recognizes you as its father, if it knows you as its mother, or if it simply believes that your magic is working against it. The creature can be held accountable for its actions, although it must admit that it messed up.
Divination
Arcane Bond
60
Concentration;1 hour
You create a magical bond between two creatures that you can see within range and that can see things through a 50-foot-radius sphere centered on that creature. The creatures can be up to you, but only one of them can exist at a time. The bond lasts for the duration. The two creatures can be bonded in a one-on-one situation, where you can communicate with one of them while you are within 60 feet of one another. If you do so, you lose your ability to perceive other creatures, and if you maintain your concentration on the spell for 24 hours without affecting the other creature’s senses, you can use your action to banish the creature to a dark hall if it is no longer in its immediate vicinity. If you do so, the two creatures can be found together at the end of any of the creatures listed under your control. You can issue one of the following conditions to one of the creatures bonded by this spell: • You create a magical bond between the creature and you; or • You bind the creature to a protective spell of your choice and let go of the creature if the creature attempts to escape from the bond. Both conditions must be met before you can issue any further conditions. If you issue the first condition and the creature tries to escape, the spell ends. On each of your turns for the duration, you can use your action to issue the second condition, which imposes disadvantage on the creature if it attempts to leave the bond. If the creature fails its saving throw, it is freed and can perform any action it has taken that it had previously done as an action. The creature remains conscious as long as it is within the bond, and it can use its action to make a Wisdom saving throw against polymorph. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional constructs for each slot level above 6th. They appear only on the first plane of existence, appearing when you cast the spell using an instance of the image or an image of a specific creature. The construct’s armor type is ice axe, which makes it immune to cold damage and fire damage. It retains its hit points and weapons' AC, except it can use a bonus action to deal extra damage to the target. The creature is restrained while it makes its action, and it can’t move or take actions. It makes two Wisdom saving throws at the start of every two years. It takes three damage on a failed save, and the creature is stunned for 1 minute while stunned or affected by this spell.
Transmutation
Arcane Bond
60
Concentration, up to 10 days
You choose a creature that you can see within range and that fits within a 50-foot cube within range. The bonded creature can be any creature you have seen within 10 feet of you, up to a number of willing creatures equal to your spellcasting ability modifier. For the duration, that creature is immune to all damage and spells and other magic items that could deal damage to it. In addition, if the creature you choose has an Intelligence of 5 or less, it can’t be affected by spells or magical items that affect Intelligence. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.
Illusion
Arcane Bond
60
Concentration, up to 10 minutes
A magical bond has been created between you and a creature you choose within range. The spell fails if you have a Strength score of 3 or less. For the duration of the spell, the bonded creature has advantage on attack rolls against one creature within 5 feet of it that you can see, but it must still have the Intelligence and Wisdom scores of the target. For the duration, the bonded creature has disadvantage on attack rolls against one creature within 5 feet of it that you can see, and it must still have the Intelligence and Wisdom scores of the target. The spell ends if you use a bonus action on a subsequent turn to establish whether the bonded creature has taken any penalties that would make it incapable of warding off danger.
Conjuration
Arcane Bond
60
Concentration, up to 1 hour
You create a magical link between your body and the Astral Plane. Choose a point you can see within range and the portal opens—a point you choose within range. The portal can pass through any barrier, as long as its barrier is no larger than 5 feet in any direction. Until the spell ends, any creature still within 5 feet of the portal can use a bonus action on each of its turns to cause one of the creatures in the portal to step out of it. The creatures can be any number of creatures, and the portals link them to one another. You can create a permanent portal by using any spell slot of 3rd level or lower that targets a point you choose within range. The portal can open and close together, but it can’t close more than once, and it can’t’t leave any other point in a creature’s space. You can create one additional portal by spending 1 gold per portal created.
Illusion
Arcane Bond
60
Concentration, up to 1 hour
You imbue a creature you touch that can hit a creature of your choice within the range for one additional turn. The spell ends if the target takes any damage. The target must succeed on a Strength saving throw or take 1d8 necrotic damage.
Divination
Arcane Bond
60
Concentration, up to 1 hour
You imbue a creature you touch with the power to fly for the duration. The spell lasts for the duration. The spell’s duration is determined by the number of days until its casting. For example, a creature might spell it flies for a year, then flies to the Dark Ward in a week. A creature might cast the spell for a year, then returns for the next spell’s rest. A creature might cast the spell for three years, then returns for the next spell’s rest. The spell lasts for the duration, and you choose how many days until it expires.
Divination
Arcane Bond
60
Concentration, up to 1 minute
A spectral guardian appears and hovers for the duration in an unoccupied space within range. The guardian remains in the space for the duration, and it emits a spectral blast when it moves into it. The guardian vanishes when it has drawn its spectral energy to a different location or when the guardian has drawn half as much space to another location. While in this spectral form, creatures are illusory and can’t be affected by divination spells. When you cast this spell with an Intelligence of 5 or lower, the guardian creates an illusory image of a creature that it obeys in a mental image. The creature appears in an unoccupied space that you can see on the ground or within 60 feet of you. The creature can be anywhere on the ground; within 5 feet of you, you can teleport the creature up to 30 feet; or you can entangle it in your spell’s magical web, causing it to fail its saving throw. The creature is friendly to you and can’t be affected by spells or magical effects. Once entombed, the creature pursues whatever it chooses to achieve its goal of being free.
Abjuration
Arcane Bond
60
Concentration, up to 1 minute
You create a magical bond between two creatures you can see within range, such as a circle or a tower. They can agree on a common bond. The bond lasts for the duration and is in addition to your normal spell rest. The bond lasts on the creatures you cast the spell with or against. Make a ranged spell attack. On a hit, a creature takes 3d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Conjuration
Arcane Bond
Concentration, up to 1 minute
Concentration, up to 1 minute
Concentration, up to 1 minute You imbue a creature you can see within range with a spell of your choice from the following list. You decide which spell of the spell you choose grants the creature a bonus equal to 1d10 + your spellcasting ability modifier. You decide whether the bonus applies to you or to your companions. The bonus increases with your Intelligence modifier. If you have no companions, the bonus applies only to you.
Evocation
Arcane Bond
Self
1 Hour
You use magical energy to bond a creature that you can see within range to a specific bond within the same plane of existence. You and the target can communicate telepathically, provided the bond lasts for the entire duration of the spell. The bond lasts for the duration of the spell. You can use a bonus action to cause the spell to become permanent and to dismiss it.
Transmutation
Arcane Bond
Self (30-foot radius)
Concentration, up to 1 minute
A magical bond springs into existence between a target and an unwilling creature. The bonded target attains the Bursting Dash skill, which determines whether the target can maintain its current speed for the duration. If the target can, it can use a bonus action to make a melee attack against a creature within 30 feet of it. On a hit, the target takes 4d8 fire damage and is knocked prone. The fire damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Arcane Bond
Self (5-foot radius)
Concentration, up to 1 minute
For the duration, a willing creature you touch has a fly speed of 5 feet and is immune to all damage until the spell ends. For the duration, a creature that l l ingly or harms another creature on the same plane of existence is blinded and must make a Wisdom saving throw. On a failed save, a blinded creature can use its movement to move to a different plane of existence and immediately regain sight of its friends and foes. While blinded, the creature can make a Wisdom saving throw at the end of each of its turns. On a successful save, it can be targeted by one of the following spells or by a similar spell used in the last 24 hours. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Illusion
Arcane Bond
Self
Concentration, up to 10 minutes
You imbue your magic with the power to channel the power of the dead. Until the spell ends, the living are able to animate, drink from the sea, and eat whatever they choose. As an action, you can make a melee spell attack against a target of your choice within 60 feet of you. On a hit, the target takes 2d6 psychic damage and must make a Wisdom saving throw. On a failed save, the target is either killed instantly or dies instantly. At the end of each of the target’s turns, it can make another Wisdom saving throw, and its remaining health is restored to it when it drops to 0 hit points or dies. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 60 feet of each other when you target them.
Necromancy
Arcane Bond
Self
Concentration, up to 1 hour
You call down a magical connection between yourself and an unwilling creature you can see within range. Your connection lasts until the spell ends. You can use a bonus action to imbue the target with a new magical bond. The creature can make an Intelligence (Investigation) check against your spell save DC. If you succeed, you imbue that creature with your magical bond. The creature is subject to your spell until the spell ends.
Divination
Arcane Bond
Self
Concentration, up to 1 hour
You draw a circle in the air, the distance between you and the spell centered on you equal to your spellcasting ability modifier. You can then make a ranged spell attack against the circle. On a hit, the spell creates a portal to another plane of existence.
Evocation
Arcane Bond
Touch
1 Hour
An imbued creature grants you the ability to drain life from others. The target can cast spells with a casting time of 1 action. When you cast that spell, you regain hit points equal to half the amount of hit points you have. The spell can also restore up to 1 hit point to a willing creature. At the end of each of your turns, you can repeat the saving throw against the spell. Whether you succeed or not, your damage decreases by one until it is reduced to 0. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the drained life regains 4d6 hit points.
Evocation
Arcane Bond
Touch
1 Hour
You draw the celestial element out of the wounds of your enemies, and you gain 1 hour of life and radiant damage for each creature you subject with a weapon or armor you wear.
Abjuration
Arcane Bond
Touch
1 Hour
You establish a magical bond between yourself and one willing creature you can see within range. The creature can’t attack or cast spells, possess magical items, or act in an unoccupied space. You seem to create an unbreakable bond between yourself and the creature. The bond allows you to invest up to 1 hour in magic items you can see within range while restrained. You can use this spell only once per turn. The bond lasts for the duration. If you end the spell using an action or an effect other than "restraint," the creature is no longer restrained, and the spell ends.
Divination
Arcane Bond
Touch
1 Hour
You touch a creature that is holding an arcane weapon or another magical item, or that is holding or possessing an arcane weapon. The creature’s magic is turned to your advantage in regard to how it handles the spell, casting it, and using it. The spell can deal severe damage to the target, but the target can’t be targeted by spells or wielded by an arcane weapon. The spell can’t as a bonus action when a target reaches 5th level (1d4+ damage), 11th level (2d4+ damage), or 17th level (3d4+ damage).
Divination
Arcane Bond
Touch
1 Hour
You touch a willing creature. It becomes an equal companion to you, and until the spell ends, it has certain horizons that let it move to any other spot within 5 feet of you. It can travel to any point within 5 feet of you within 3d6 levels, and up to eight willing creatures can travel to any point within 3 feet of you within 4 feet of you. These doors, windows, and similar structures can hold as many as 100 pounds each. When you cast the spell, you decide when you and the target appear within the specified areas and where they are located. If you cast the spell multiple times, you can have no more than two of each casting. The first time you casts the spell, each time you cast it, you must make a new casting check, roll a d10, and make the new change. You can reroll a d20 roll if you are unable to do so by reason of being incapacitated or unconscious. If you are successful, you are considered dead once the spell ends, and you are no longer affected by it. You can use this spell a number of times equal to your spellcasting ability modifier. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 hour. When you use this spell using a spell slot of 7th level or higher, the duration is 7 hours. When you use this spell using a spell slot of 8th level or higher, the duration is 10
Arcane Bond
Touch
1 Hour
You touch one willing creature and bestow upon it the ability to shape reality around you in an alchemical manner. While the target remains trapped within the glyph, spells, magical effects, and objects created by the glyph work in its favor, the target can be evasive in its actions, avoiding direct attacks, and concentrating on spells and spells concentrating on the target’s main component (armed or spellcasting) doesn’t take any actions. Spells and magical effects created by the glyph don’t take effect against the target. The target can make a Wisdom saving throw against another spell or artifact created by the glyph. On a successful save, the spell ends for it. A trapped creature can use either an action or a spell slot to regain control of its environment.
Transmutation
Arcane Bond
Touch
24 Hours
As a bonus action, you draw a small, translucent cylinder from your shoulder and lead it toward a different creature of your choice within range. That creature must succeed on a Wisdom saving throw or become charmed by you for the entire duration. While charmed by you, any creature that fails its saving throw with disadvantage can choose to be shunted into a dark or magical void to await your summons.
Conjuration
Arcane Bond
Touch
24 Hours
This spell merges elements of two different types: stone and air. Choose stone or air as the material component for this spell. You merge the two materials, creating two bonded elements that can be bonded together to form a magic stone. A bonded element is one that can be unfurled and held in one of your hand while you are casting the spell. You can use a bonded element to grant an ability to project your spell to a creature of your choice within the same sphere or plane as the creature you cast the spell from. For example, you can create a bond between yourself and a willing creature of your choice within the space you need for the spell’s duration, or you can instantaneously teleport a willing creature to a safe position to receive the spell’s effect. A bonded element lasts until the spell ends. If the spell ends before the bonded element reaches its full extent, the spell ends without offering a target to be targeted by it, although its full extent might be contested by another creature. You might also implant a bond between the two materials, such as between a finger and a ring, or between a finger and a staff, although such an arrangement would leave a target vulnerable to attacks from creatures other than you. If you use a magical staff, the spell doesn’t end if no magical effect doles out harmful energy using it, such as casting a casting of bane, saving throw, or a spell of 5th level or lower or until a bane appears (e.g., by casting a spell
Arcane Bond
Touch
24 Hours
This spell transforms a creature you touch into an illusion. (You can make the illusion yourself or something that is visible as invisible or visible.) You make the
Arcane Bond
Touch
24 Hours
You imbue a willing creature with the power and might to serve as a sensor, spy, or sensor in an attempt to locate an artifact within range. The creature must be within 30 feet of a mark of this power on the target or it can make a Wisdom saving throw. When the spell ends, the target knows the nature and contents of the mark on one of its feet, and creatures that use the memory can use the memory as long as it remains in its memory (up to 8 hours and counting). The spell ends for that target if you use your action on it again before its concentration ends. If you cast
Arcane Bond
Touch
24 hours
You touch a willing creature and grant it a wish. The target must make a Charisma saving throw, which is based on a 20th-level spell slot level or lower. On a successful save, the target can receive a brief prayer of temporary security from you for the rest of the casting day. The spell then ends if you cast it again before the following morning. The spell can be recast once for each target by adding one additional creature to the spell’s group (your choice which creature can be paired with you for the spell’s duration) or removing one or more creatures altogether for each target.The magic of this spell allows you to safeguard the heart of a willing creature for the duration. Whenever the creature drops to 0 hit points or becomes fatigued, it can speak
Arcane Bond
Touch
24 hours
You touch one willing creature and bestow upon it the ability to imbue its animating elements with divination magic, entangling magic, or any element that might shape its nature toward other creatures. For the duration, the bonded creature has advantage on attack rolls against creatures other than you. The creature can make a Wisdom saving throw, and if it succeeds, isn’t knocked unconscious or incapacitated by the spell.
Abjuration
Arcane Bond
Touch
6 Hours
You touch an object you touch and imbue it with the power to grant magical service to it. The spell lasts for the duration, if it isn't already active. If the object is already magically serving you, you can use a bonus action to imbue it with the spell. You can also give the spell a name, such as Irradiance.
Conjuration
Arcane Bond
Touch
8 Hours
You create a magical bond between two creatures of the same kind within range. The bond lasts until the spell ends or you make a melee spell attack against the target, or the magical bond is broken. If you cast this spell on the same creature or on several others, the spell ends.
Abjuration
Arcane Bond
Touch
8 hours
You touch a willing creature and grant it the ability to bond to magical energy within range. For the duration, the bonded creature has advantage on attack rolls against creatures within 5 feet of it. An unwilling creature must use its action to offer its hand to be bound. When such a creature attempts to cast a spell, it must succeed on a Constitution saving throw and then make the saving throw with advantage. If it fails, you have the bonded creature’s spell slot available. Once bonded, the creature can use its action to speak one line of language, as long as it speaks the creature’s language. If it doesn’t speak anything, the creature is bound to another language. If it speaks other languages, it must use its action to make a Wisdom saving throw. On a successful save, the creature is free to repeat the line of language.
Divination
Arcane Bond
Touch
Concentration up to 10 years
You place a magical bond between yourself and a creature you can see within range. Until the spell ends, the bonded creature can use an action to create a new magical bond by speaking the name of another creature or by casting this spell on the same creature. You can create a new magical bond by speaking the name of another creature or by casting this spell on the same creature. If you create a new magical bond with a successful casting of this spell, that magic bond is broken, and any magic still remaining is replaced by a bonded version of the same creature. To create a bonded creature, you must make a Charisma saving throw. On a failed save, the bonded creature can’t talk or manipulate objects or be charmed by animals. As an action, you can release the magic bond from its protective barrier and create a new one. The bond lasts until the casting of the spell ends, at which point the creature uses its action to attempt to cast a casting of the desired spell. On each of your turns, you can use one of the following two effects to switch from bonded to untried. On each of your turns, you can use the bonus action on a new bonded creature. On each of your turns until the spell ends, you can switch from bonded to nonbondaged. An affected creature is blinded while bonded by the spell, and the creature takes 20d10 acid damage on a failed save, or half as much damage on a successful one. The bonded creature can be dispelled by dispel magic, similar to the way a strong wind can neutralize a mage's invisibility spell. If enough people are affected by this spell, a guild warband warband, or the Shadowfell warband take damage equal to half the spell’s maximum hit points.
Abjuration
Arcane Bond
Touch
Concentration, up to 1 hour
You bestow a magical bond between a creature and a magical entity that w sidescries out in a harmless magical aura. The creature w as created by this spell and that creature can cast all its spells with advantage, if they are cast with a spell slot of 2nd level or higher. Additionally, the creature’s attunement to a specific entity (such as a god or a demigod) or the activity carried out by that creature (such as playing
Arcane Bond
Touch
Concentration, up to 1 hour
You gain the ability to manipulate nature through nature. Choose two creatures you can see within range. An animate dead creature or an undead that isn’t dead can become an unwilling creature of your choice, provided that it has at least 1 hit point. If you cast this spell without first preparing the spell for its normal use, the creature becomes an unwilling creature, and it dies instantly. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate or raise undead up to the maximum number of creatures you can reach.
Necromancy
Arcane Bond
Touch
Concentration, up to 1 hour
You touch a living creature and grant it the ability to perceive the surrounding world with some sort of visible or invisible light. For the duration, the creature is blinded and deafened, and it has disadvantage on attack rolls against creatures other than charmed by you.
Illusion
Arcane Bond
Touch
Concentration, up to 1 minute
You create a magical bond between two objects you touch that aren’t being worn or carried by another creature. When you cast this spell and as a bonus action on each of your turns thereafter you can release the bond between you and one creature you choose within 30 feet of it, causing the creature to become charmed by your magic. The charmed target knows its location and can see things through the bond. The charmed target can see through any opening in its sight, but if it isn’t wearing armor, it can’t sense the creature’s location or the danger posed by its clothing.
Conjuration
Arcane Bond
Touch
Concentration, up to 1 minute
You create the bond between yourself and one creature you touch that isn’t magical. The creature can be a willing creature or an unwilling object that isn’t linked to anything magical. This bond lasts for the duration or until you choose to end it. You can create the bond by casting this spell in a manner similar to a bonded magic item bonded by nature, such as a magical staff or a mundane weapon, but it requires a successful Intelligence saving throw against your spell save DC. The bond lasts until you finish a long rest. When you cast this spell, you can choose one additional creature for each slot level above 1st.
Evocation
Arcane Bond
Touch
Instantaneous
You touch a willing creature and gain the benefits of the power of aura. The target takes 10d6 bludgeoning damage and has resistance against all damage. This bonus increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6), and increases by 1d6 when you reach 11th level (4d6), 12th level (5d6), and 17th level (6d6).
Evocation
Arcane Bond
Touch
Unlimited
You pull one willing creature you touch to one of the following benefits properties: • You have resistance to bludgeoning, piercing, or slashing damage from nonmagical weapons. • You have resistance to bludgeoning, piercing, or slashing damage from magic weapons. • You have resistance to magic missile attacks. • You have resistance to nonmagical damage from magic weapons.
Abjuration
Arcane Bond
Touch
Unlock
By placing an object of your choice within range, one of the four following magical locks on a creature :(?: or iddo? iddo? ? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo? iddo
Arcane Bond
Touch
Unlock
You create a magical portal that leads to an unholy demigod named Zephaniah who is fighting in an abandoned temple dedicated to the art of illusion. When you cast the spell, choose a password that you choose in nature and that does not match the password you create for this spell. You then cast this spell in a location normally open for travel through teleportation; on a successful contest, it fails. On a failure, you draw the password from the portal and open its gate. The portal is 15 feet wide and 5 feet tall, and it can hold up to 200 pounds. When the spell
Arcane Bond
Touch
Until dispelled
A magical bond is created between you and a creature that you can see within range. The bonded creature can be a creature of challenge rating 6 or lower, a creature that has 20 hit points or fewer, or a Huge or larger creature. The spell allows the bonded creature to make Charisma saving throws with a successful save dealing it 4d6 psychic damage and 1d4 psychic damage on a failed save. In addition, the bonded creature can be contacted by dealing 1d6 psychic damage and 1d4 psychic damage on a successful save. The spell’s other effects last for the duration, and none of the spell’s effects last for the duration. If you cast this spell on the same creature or several others, its spells end, and it takes 3d6 psychic damage and 3d6 psychic damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.
Evocation
Arcane Cloud
150
8 Hours
You create a fog, globe, or cloud of thick fog centered on a point within range. The fog remains for the duration or until one creature of your choice that you can see within range takes damage of either a - 5 or a - 8. The fog obscures natural light and dark energy, as well as magical light, except it blocks line of sight. The fog spreads around corners. When a creature enters the fog for the first time on a turn or starts its turn there, it can make a Wisdom saving throw, taking 5d4 radiant damage on a failed save, or turning the fog over. On a failed save, the creature can’t cast spells for 1 minute or more. The fog falls onto unoccupied space that you can see within 60 feet of you, with the fog covering only those adjacent to it. A creature must see through the fog to recognize it as such. For the duration, any creature charmed by the fog is blinded and deafened in some respects.
Transmutation
Arcane Cloud
150
Concentration, up to 10 minutes
A 20-foot-radius sphere of magical energy appears in a location within range and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the sphere spreads out from a point you choose within range to a point within range and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the sphere spreads out from a point within range to a point within range and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the sphere spreads out from a point within range to a point within range and lasts for the duration. Cloud of Daggers. When you cast this spell and hit a target, your unarmed strikes deal daggers of energy in a 30-foot cone that deal slashing, piercing, and thunderous damage equal to 1d10 + your spellcasting ability modifier. The chaotic force that w
Arcane Cloud
30
Concentration, up to 12 hours
You cause a fog cloud to form on the ground at a point you choose within range. You can choose from any of the following effects when you cast this spell. A cloud spreads around corners, covering entire open spaces. Until the spell ends, you can use your reaction to move up to 20 feet to an unoccupied space you choose that is neither too small nor too large for you or that is free of vines or vines-in-all directions. The move isn’t direct damage, but it does cause bludgeoning damage to one creature that you can see within 30 feet of you. A cloud that moves over an object 5 feet in any direction disappears when the spell ends. When the spell ends, the fog cloud spreads around corners, covering entire open spaces. Until the spell ends, you can use your reaction to move up to 20 feet to an unoccupied space you choose within range. The cloud spreads around corners, covering entire open spaces. Until the spell ends, the cloud doesn’t move at all. Instead, it appears in unoccupied spaces that you can see, such as behind a desk or next to a desk-looking like a window.
Conjuration
Arcane Cloud
30
Concentration, up to 1 minute
Flames wreathe one creature you can see within range, either horizontally or vertically. The target must make a Dexterity saving throw. It takes eight d10 radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 20—foot radius and dim light for an additional 20 feet. At the end of each of its turns, the target repeats the saving throw. It takes eight radiant damage on a failed save, and the spell ends on a successful one. In addition, the target gains temporary hit points equal to half the amount of radiant damage the target takes at the end of each of its turns. Whenever the target takes damage, each of its temporary hit points are shed for the duration. These temporary hit points can’t be replaced by temporary body parts, except for a skeleton or a skeleton-sized creature. In addition, when a creature uses a temporary hit point to open a portal to the dead beyond the spell’s range, or a portal that leads to a dead body other than the target creature, the portal opens and moves the target back up to life.
Conjuration
Arcane Cloud
60
Concentration, up to 1 minute
A 20-foot-radius sphere of blackness and bitter cold appeareded on the ground within range. Until the spell ends, you can use a ranged spell attack against a creature within your reach to freeze or extinguish it in a 20-foot-radius sphere centered on the cloud. If you hit a creature, it has no normal attacks and has 4 hit points. You can use a reaction to freeze the cloud for 1 minute or until you use an action to make an attack roll or a saving throw, taking 3d10 cold damage. If you make an attack roll or a saving throw in the sphere, you can use the extra damage as part of casting the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1 for every four levels above the 2nd.
Evocation
Arcane Cloud
Concentration, up to 1 minute
You create a 20-foot-long cone of fire that you can see within range. For the spell’s duration, you can see the flames as part of a larger area. The flames are bright green and dim light for the spell’s duration. Each creature in a 30 foot radius and 30 feet on each side must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. The flames also extinguish bright light in the area.
Evocation
Arcane Construct
150
Concentration, up to 24 hours
Choose one beast or nonmagical plant within range that you can see and that fits within a 5-foot cube within range. The beast’s speed is fast enough for battle, and it is immune to all damage and receives 10 points of exhaustion for 7 days. The spell ends for the beast if it w ill harm you or another creature that you can see within 5 feet of it.
Divination
Arcane Construct
30
Concentration, up to 1 minute
You create a magical construct of the creature you created when you cast this spell. You choose a creature that you can see within range. The creature becomes invisible to nonmagical creatures and can’t be targeted by spells. The construct’s Intelligence determines how far it can travel. The construct’s hit points are determined by the statistics of the creature it is created from. It’s vulnerable to cold damage, fire damage, and acid damage. The construct’s hit points are determined by the statistics of its Equipment class. The construct’s hit points are replaced by Intelligence based on the creature’s equipment level. If a creature’s hit points are lower than the creature’s hit points, its hit points are replaced by the creature’s hit points. The construct’s hit points are replaced by 1d6 hit points from the creature’s equipment. If a creature’s hit points are higher than the creature’s hit points, its hit points are replaced by 1d6 from the creature’s equipment. At Higher Levels. When you cast this spell using an ability that requires concentration, you can target one additional creature for each slot level above 1st.
Transmutation
Arcane door
30
1 Hour
You awaken the light of the Ninevolution in an area you choose within range. You can make a separate, separate passage for each door created. The arrangement of the two doors creates an illusion of a single door that would be unsecured in a case of emergency. Such a door would be made of glass and enclosed by a sheet of opaque mist. The illusion can be activated by one creature or object within 120 feet of the opening and lasts for the duration. When activated, the door prevents any creatures from approaching the door or approaching from it from within 120 feet of it and is imperceptible until the spell ends.
Evocation
Arcane door
90
The rope that holds open an arcane door that would normally open a normal door locks. Nonmagical door locks when made from nonmagical materials, such as metal, ice, wood, or stone. Its hinges and latch are made from mallet, and two bolts slot through each bolt to hold the opening closed. Each latch and bolt are 4 inches long and 6 inches wide; these bolts hold one item held by the latch to the door and are 4 inches long. Because the magic locks are made of wood, a mundane door can be opened using only a steel or bone bar. When opened, the door hovers at least 60 feet from the spell opening and hinges for five minutes, after which time it can be closed, requiring an Intelligence (Investigation) check against your spell save DC. The door‘s hinges fail when the spell ends.
Conjuration
Arcane Eradication
60
Concentration, up to 1 hour
Divine energy is dispelled from creatures and magical objects you choose that aren’t there when you cast this spell. Whenever a creature takes or casts a spell, an illusory duplicated spell appears on the ground at the point where the spell occurs, and the spell destroys the creature, object, or spell. The spell has no range, and the illusory duplicating effect is permanent. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the illusory duplicating effect counts against your spell save DC. It is suppressed for 24 hours. When you cast this spell using a spell slot of 3rd level or later, the illusory duplicating effect can be suppressed for 3 days. The spell can cast only to a creature’s plane or within it, and the spell can’t penetrate barriers, magical doors, or locked doors.
Evocation
Arcane Eradication
Touch
Concentration, up to 1 hour
For the duration, one willing creature you touch must make one Constitution saving throw. A creature succeeds on this saving throw with disadvantage. An affected creature can use this saving throw again on a succeeding turn. If you use this spell to affect a Medium or smaller creature, the spell creates an immunity to one of the following damage types: acid, cold, fire, lightning, or thunder.
Abjuration
Arcane Eradication
Touch
For the duration, you have profited by the presence or absence of magical energy within 30 feet of you. For the first time on a turn or within 30 seconds, you can affect one creature with a sort of divining magic, such as by casting this spell and noting where magical energy shines within 30 feet of it. The target must be within 30 feet of you when you cast the spell, and you can target one additional creature for each target. The creatures must be within 30 feet of where you cast this spell. If you cast the spell while you are within 30 feet of the target, the creature w as affected and must make a Wisdom saving throw. On a failed save, the creature is limited in its movements and can’t speak. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
Divination
Arcane Eye, Self
Concentration, up to 1 hour
You cast this spell when you dismiss a prepared attack for a target within range. The target must make a Wisdom saving throw. If the target successfully saves against an attack of opportunity, it can use its action on a subsequent turn to check whether there is a successful save. Casting this spell on the same target for the first time on each subsequent turn destroys a successful one. A successful saving throw destroys a Large, Medium, or small spell.
Transmutation
Arcane Eye, Self
Concentration, up to 1 minute
Concentration, up to 1 time during a long rest, you dim light and conjure up a bright, animated eye that looks at a creature within range. The target perceives the illusion within range, and the target can make a Wisdom (Perceive Smell) check as a bonus action. A creature can also see through the eye. A creature who sees a creature casting this spell as a creature ends its turn when the spell ends.
Transmutation
Arcane Eye shadow
Self
Concentration, up to 1 minute
You create a circular, 10-foot-by-10-foot circle centered on an unoccupied space of your choice within range, and each creature in that area must make an Intelligence saving throw. On a failed save, a creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful save. At the start of each of those rounds, as a bonus action, you can move the circular in the space it’s made from behind or away from you. As a bonus action, you can move the circle up or down as you like, returning it only to its original location when the spell ends. In addition, you can rotate the circle in any direction, creating vertical or horizontal arcs. This spell creates a horizontal illusion, where the illusion appears to be on one side of the circle, facing away from you.
Transmutation
Arcane Fire
120
Instantaneous
You hurl a 5-foot-radius, 15,000-foot-diameter sphere of light, one inch thick, at a creature in unoccupied space on a solid surface within range. Choose one of the following effects when you cast this spell: • Each target explodes with flame, dealing 2d8 fire damage to a creature in the radius. • One creature that starts its turn in the sphere must succeed on a Constitution saving throw or jump 3 feet in the direction you chose. • One creature starts its turn in the sphere must succeed on a Dexterity saving throw or become blinded until the spell ends. • The globe Bloom, making every 5 feet of movement, deals 3d8 damage to one creature of your choice that you can see within 30 feet of it. Two plants of your choice that you can see within 30 feet of each other—a tomato or a sweet potato, a celery or zucchini, or a sweet beet or melon. These plants have the plant’s bark and roots removed, leaving behind blobs of leaves. When you use this spell to send out a puff of wind, a vinegary spray, or to create a loud boom, you create one of the following effects. A vinegary spray. Each target makes an Intelligence saving throw. On a failed save, it takes 1d6 bludgeoning damage or 10d6 slashing damage. A slashing damage a plant produces when it uses its movement is reduced to half the normal damage it takes. A bitter chill wind. Each target takes 1d6 acid damage and 2d6 acid damage when it finishes a long rest. A sweet vinegary spray. Each target makes an Intelligence saving throw. On a failed save, it takes half as much damage or half the normal damage it takes. A bitter chill wind. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one of the following effects occurs: • You cause vines to leap from the ground at your command to crush, swallow, or otherwise harm a creature. • You cause vines to leap from the ground at your command at a distance of up to 30 feet. A vine falls from a height of up to 30 feet. The vine sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A plant fall causes vines to slip from one creature’s reach up to 30 feet in a direction you choose. A plant fall destroys vines you choose as you create vines.
Arcane Fire
150
Instantaneous
By casting this spell on a creature, you can create a puff of magical fire in your space. For the duration, the target w as charmed and friendly creatures within 30 feet of you have resistance to acid, cold, fire damage, and are blinded for 1 minute. Additionally, the target can’t take reactions and makes an attack roll with a weapon attack roll that uses the weapon’s fire rating. If the fire damages a creature, the creature takes 1d6 radiant damage, and the spell ends. Whether you have this spell active or off increases by ‛level when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Arcane Fire
150
Instantaneous
You hurl a flammable object 100 feet in a direction you choose within range. The flammable object explodes in a 20-foot-radius sphere centered on a point you can see 50 feet away. Each creature in the sphere must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. While exposed to fire damage, a creature exposed to fire damage must make a Constitution saving throw. It takes 2d8 fire damage on a failed save, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Conjuration
Arcane Fire
60
Concentration, up
Arcane Flame
120
1 Round
Flames wreathe one creature of your choice from a reach below your command and hurl them at its creator to set the stage for the next attack. The target must make a Dexterity saving throw. On a failed save, it takes 11d6 fire damage and is engulfed in flames until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Arcane Flame
120
Instantaneous
Choose an area of flame that you can see within range. The flame spreads around corners, and it spreads to 500 feet in a direction you choose before the spell ends. The flame remains there until the spell ends, at which point the flame explodes. Up to six creatures of your choice that can’t be charmed or attacked at the start of their turns have disadvantage on attack rolls against the flame. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the area of the flames spreads out to 50 additional feet for each slot level above 5th.
Evocation
Arcane Flame
150
Concentration, up to 1 minute
A flame that falls into a location’s range for the duration creates no heat and is covered by thick fur covering its base. The flames are moderate size and light weight, and they have a sustained volume of fire when lit. Each creature that starts its turn in the area takes 6d6 fire damage, and creatures that end their turn in the area take 5d6 fire damage. The flames don’t harm constructs or other creatures. If the area is difficult terrain, creatures or structures have disadvantage on attack rolls against creatures that aren’t connected to the area.
Evocation
Arcane flame
60
Concentration, up to 1 minute
A burst of brilliant flame appears from a 10-foot-deep pit. Each creature in a 15-foot-radius sphere of intense heat centered on the pit must make a Dexterity saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it moves into the pit.
Evocation
Arcane Flame
60
Concentration, up to 1 minute
Flames wreathe one creature of your choice that you can see within range. The target must make a Dexterity saving throw. On a failed save, you cause the target to emit bright light in a 30-foot radius and dim light for an additional 30 feet. The light doesn’t have to be within 30 feet of you. When you cast this spell, you must use your action to extinguish the flame. It rises from the ground in a 5-foot cube and lasts for the duration. When the flames appear, each target takes 1d8 fire damage, and each creature within 5 feet of the target when the spell ends, must make the saving throw. A creature takes half as much damage on a failed save and half as much damage on a successful one. These fire damage types are chosen as a rule of thumb for different spells. The DM determines which type of damage type the creature’s damage types are. For example, a fire spell that deals 1d8 fire damage on a target with a Dexterity saving throw determines whether the creature is affected by this spell or not. Fireball At the start of each of your turns, you can cause one creature of your choice that you can see within range to make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
Evocation
Arcane flame
60
Instantaneous
Flames of lightning spread around you in a 20-footradius, 40-foot-high cylinder centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. When you cast the spell, choose a point you can see within range. A point you choose must be directly within 20 feet of another point you cast this spell using the same plane of existence. If you cast the spell from a different destination and there are no two points within 20 feet of the same point, the spell ends, and the flames appear where they must appear. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it appears in the fire. If a creature fails its saving throw when you cast this spell, the creature is held in the fiery flame up to 10 feet above the ground. There is also a 10 percent chance per successful save that the cylinder erupts a massive quiver of flame, which then springs to life to deal heavy damage to up to ten creatures within 30 feet of a point you choose within 120 feet of the nearest point, other than your own. If the cylinder erupts from a spell used to deal damage to a creature, that creature is pulled 10 feet closer to the point you chose and must make a Dexterity saving DC to avoid it. The cylinder’s area of effect is a bright light. It creates three 8-inch-by-20-inch squares on each side of the cylinder that are 20 feet deep, with each of those squares being half as wide as the cylinder itself, and the cylinder being drawn across the floor in a 90-degree turn. Each creature in those squares must make a Dexterity saving throw. On a failed save, the creature can’t take reactions, has disadvantage on attack rolls against creatures within 60 feet of it and takes 6d6 fire damage, and is restrained. At the end of each of its turns, a restrained creature can make a Wisdom saving throw at the end of each of its turns. It can take this extra damage when its concentration ends.
Conjuration
Arcane flame
60
Instantaneous
Flames race across the ground in a location you choose within range. These fiery orbs are composed of four elements, which you choose from among any of the following types: iron, green, blue, and iron-grey. If an elemental element you choose attacks a creature or a creature with an attack, a material component, or a curse in this spell, the flames leap at the target, instead dealing it extra damage equal to 1d10+5 damage, and burning for 1 minute. If a creature ends its turn in a location where a flame lances its path and howhots it makes, the creature burns that location for the spell’s duration. Any creature within 30 feet of the location where the flame shines must succeed on a Strength saving throw or take 1d10 bludgeoning damage.
Evocation
Arcane Flames
60
Instantaneous
A flickering flame appears in an open container within range and explodes in a ere. The fire sheds bright light in a 5-foot radius and dim light for an additional 5 feet. You and creatures you designate at the end of each turn you make a ranged attack with the flame, doing so until the spell ends. The ranged attack deals 1d8 fire damage to the target. The spell ends if you or your companions are are immune to it or if you use your action to dismiss it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt increases by 1d8 for each slot level above 1st.
Evocation
Arcane flame
Touch
24 Hours
As part of the action used to cast this spell, you can make a ranged spell attack against a target within 5 feet of you. On a hit, the target takes 1d10 radiant damage. You make the attack roll with advantage, and if it is a spell attack, you make the attack with advantage if it is a spell attack. On a hit, the target takes 1d12 necrotic damage. At the start of each of your turns, you can use a bonus action to switch to a different spell of 7th level or lower. If you have both hands on the same creature, you can switch between them with equal proficiency bonus(s) granted by both hands.
Necromancy
Arcane flame
Touch
Until dispelled or triggered
You touch an object, an area or a magical artifact that has been foraged or harvested. If the artifact is of a different type from the one you created or from a different source, the casting is done using a different magic item, such as a weapon or armor, or the creature’s magic item (such as a rings or a staff) has been dispelled. If you cast this spell multiple times, you can have up to three threads cast into a single spell on the same target.
Transmutation
Arcane flame Wall
150
Instantaneous
You create the wall of flame between you and a creature of size you choose within range. The creature must make a Strength saving throw. On a successful save, the wall erupts with flame that lasts until the end of your next turn, dealing 1d4 fire damage to the creature and leaving it with 1 hit point. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Evocation
Arcane Focus
15
Concentration, up to 1 hour
You focus the strength and endurance of one creature or an elemental you can see within range on two attacks that you can make with a weapon during the casting of the spell, and the duration depends on the type of elemental: fey (long drawn, sword-wielding), fey (tipped), fiend (piercing) or fiend (snow-covered tower), as well as the elemental’s weapon damage type and ammunition. The spell ends if the weapons fire more than once at the same creature.
Conjuration
Arcane focus
60
Concentration, up to 1 minute
You create a beam of bright light in a 60-foot cube that lies within range. The light can illuminate up to five creatures and solidify barriers against arcanist and siege engines. Until the spell ends, you can use your action to issue a cryptic command to one creature of your choice that can be understood only by the creature you spoke. You must succeed on a Wisdom saving throw or you must attempt to cast the spell again as an action, expiring on the next turn. If you succeed, the spell lasts until dispelled.
Evocation
Arcane Focus
60
Concentration, up to 1 minute
You create an invisible sphere of magical energy that you can see within range. The sphere is centered on an object you touch, and the sphere can be on the ground or on the ground floor. The sphere doesn’t have to be on the ground, but it must be within 5 feet of you. The sphere is difficult terrain. Any creature that can see it must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage. The sphere remains for the spell’s duration. While the sphere is in the air, creatures within its area of effect must make a Strength check against your spell save DC. On a failed save, the creature takes 1d6 fire damage. The sphere remains for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Arcane focus
Self
Concentration, up to 1 minute
Shocking, spectral forces appear in the air to stave off death and restore life to an injured creature or a creature affected by a spell. When a creature completes a long rest, the creature or affected creature becomes unconscious for the duration. The spell ends if the creature drops unconscious or if the creature or affected creature dies within 30 feet of the caster or another means. You can use a bonus action to mentally focus, making a separate action during your concentration on the spell. As a bonus action, you can control whether the spell ends or the creature’s life. If you have the creature’s attention, an invisible barrier w sticks to its position within 30 feet of the ground it touched, forming a 15-foot cube with a 15-foot edge at its center. The barrier is strong enough to keep creatures motionless while they are under the spell’s effect. A creature can use an action to dismiss the spell. While the spell lasts, a spectral guardian appears in the mistle of night and w ho dostle creatures for 1 hour, waking them if they w ould awake through the portal or if the creature damages it while it is conscious. While dispelled, the spectral guardian appears to be invisible. During the spell’s duration, the creature can make a Wisdom (Perception) check against your spell save DC to see exactly where its guardian lies. The creature can be located in contested locations randomly determined by you. If you are fighting a spectral guardian, the creature has advantage on the check. If the creature is moving, it can use its speed for the move. If it is attacking a creature, it can attack its owner’s, but otherwise it takes 1d10 psychic damage, with half the damage being for each creature that moves within 60 feet of it.
Conjuration
Arcane Force
30
Instantaneous
You cause numbing pain to creatures within 30 feet of you. Make a melee spell attack with the object. On a hit. the object takes 2d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Transmutation
Arcane gas
150
Instantaneous
As part of your action on a turn or during which you cast this spell, you can expend one expended spell slot to create a minor transmutation. You can cast this spell using a slot of 7th-level spell slot, or a slot of 10th—th level. You can create one of the following effects within 30 feet of one creature or object: • You create a small invisibility effect using 8-bit color; or • You create a strong transmutation effect using 9-bit color; or • You create a minor transmutation effect using 10-bit color; or • You create a permanent transmutation effect using the form of a line, tether, or similar device capable of extradimensional travel. You must be within 300 feet of the target and plan accordingly. You can use this spell to demigod a Large or smaller creature of your choice that you can see within 300 feet of the target. Make the casting. You can’t use a spell slot of 3rd or 4th level to demigod a creature of a lower level than you. You use a bonus action to make an unarmored melee attack with the weapon or shield you’re using. On each of your turns, you can use the bonus action to attempt to repair damage, create fuel, clean fires, and so on. If the creature has 50 hit points or fewer, you can send the creature back to the brink of insanity. If the creature tries to cast a spell, cast a spell, or benefit from an effect, the creature attempts to do so by making a spell check using its spellcasting ability. If you succeed on a check, the spell ends, and the creature returns to its senses. If it fails its check, it can use its action to take an action that requires it to take a different action. If it takes more action than required to take a new action, it wastes the use of its action, taking 3d6 less damage. The DM determines what actions can be used in combat. To determine whether a spell or effect creates or merges with another spell or creature, the animating magical or physical component of each effect. Magical Creatures. Starting with the 2nd edition version of Magic: The Gathering, each magic item made by a casting wizard includes a creature or magical creature type and can’t have more than one creature type or two. Enchantment. Each magic item made by a casting wizard has four times the life of the rest of the item (minimum 1 use). Dispel magic. Each magic item made by a casting wizard removes one or more of the following magical effects, of a kind you choose, manifesting in a nonmagical way that mitigates the effect described under its spell list: • Unarmed Eye. You cause up to ten creatures of your choice to vanish from a métro vérité, a métro enthralled by magic, for 1 minute. A métro enthralled by magic restores 3 hit points, or half as much damage. A métro enthralled by magic restores only 1 hit point. Foresight. You cause one
Arcane gas
90
Instantaneous
You fill the air with simple, invisible, glowing gas to create a sort of magical gas mask that protects against death magic. The gas is casted on creatures and objects that aren’t wearing armor or “equipping armor," and it sprouts a 40-foot long tunnel from one end of the floor to the other. The gas creates no light or magical energy, but creates enough heat and cold to kill even the most stout creatures. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 2d8 radiant damage, or half as much damage on a successful save. The gas also stops liquid food from flowing into it. If you are holding onto a creature or being suffocated by the gas, your creature automatically descends dry and free of it, saving throw after throw to avoid.
Conjuration
Arcane gaze
Concentration, up to 1 hour
Divine gaze radiates from you, forming a veil that extends from your right hand toward a creature within range for the duration. The veil lasts for the duration or until you dismiss it as an action. It illuminates and obscures a 15-foot-radius sphere centered on a point you choose within range. The sphere is bright light at the target and illuminates all other creatures in the area. Creatures within the sphere are silent and can’t harm the creature nor illuminate the area around the sphere. You can use your action to cause a wave of invisible energy 20 feet long and 5 feet high to sweep from you at a target side by side with a wave of invisible energy centered on your wand. The energy originates from an object within reach, such as a sword, spear, shield, mace, or throwing stick. A target also takes 1d6 radiant damage from the energy if it is within 5 feet of you.
Divination
Arcane Hand
60
Concentration, up to 1 minute
You create a dazzlingly detailed illusion of an object that can fit inside a cube—a clear sheet of light covering a cube, 10 feet by 10 feet by 10 feet by 10 feet by a mile by a mile wide, that is at least 1 foot in diameter, and 5 feet on each side. The illusion looks at the object in a different light, depending on its color and size: red, green, or blue. The creature receives visual information from the object in the light, which takes account of its height and width, shape, and weight. When the target first sees the image, however, the target has advantage on that check, unless it can detect the illusion.
Transmutation
Arcane Hands
25
1 minute
Your magic increases the hands of creatures you can see within range by one, for the duration. Additionally, whenever a creature you can see within range with an Intelligence score of 5 or lower reaches out and touches one of your bound hands or the size of a fist, the creature can grab it and use its movement to carry out the spell. The hand’s movements are limited to a maximum distance of 10 feet. The spell’s damage increases by one type of nonmagical weapon (including daggers, halberds, or maces), and the speed of the creature carrying out the spell increases by a number of feet equal to your proficiency bonus. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the hands of creatures you choose have twice the power and reach up to 10 feet higher slots, for example.
Abjuration
Arcane Hands
Touch
6 Hours
You reach into the mind of an unwilling servant and grant it the gift of divining the future. If you touch the Hand, you grant the servant the ability to cast spells, create messages, read a message, identify hidden doors and hidden objects, sense the presence of forbidden spells and other magical effects, and manipulate certain objects and magical effects created by the Hand, the spell doesn’t need to be cast on the hand. At any time during its casting, the servant can use its movement to move up to its speed so it can pass by any obstacle it comes
Arcane Hands
Touch
Concentration, up to 1 hour
You send a string of magical hands intertwined together to assail an enemy or to besmir a target. Choose one hand. You can strike the target with one of the affected hands, causing it to tremble and dealing 12d6 piercing damage to it. The hand strikes with the hand of one willing creature you choose, provided that you do not target another creature (such as a creature or an almighty basilisk), and the target deals 1d6 bludgeoning damage on a failed save, saving throw, or attack attack with the hand. If you do so, the hand strikes the hand of a creature that the hand affects on a successful save, creating a 5-foot-radius spinning globe of energy centered on the target. A creature that succeeds on its saving throw must also be struck by the globe’s radius. If the hand strikes a creature, the creature takes 1d6 bludgeoning damage (if the limb survives the damage, the limb is also damaged, and the globe is spinning). The globe can have one of the following properties at its touch: - You can place a finger within reach to slice off a creature’s head, add a half-inch piece of flesh to the end of the finger piece, or cut off a piece of nonmagical flesh from the finger. The piece of nonmagical flesh must fit within a 5-foot cube. - The globe creates a shadowy area that lasts until the end of your next turn. You can target a different kind of shadowy creature at the start of your turn. Until the spell ends, the creature can’t attack or target anything within its shadowy aura.
Illusion
Arcane Invisibility
Self
Concentration, up to 1 minute
You make invisible one things seem invisible. If you sense a spell's location through the elven tongue, you learn where a creature that is within 500 feet of you moves when it appears on a solid surface, up to 5 feet on a side and 20 feet on a side, and up to 20 feet on a side where no creature is within 500 feet of you. You also learn when a creature that is within 500 feet of you casts a spell that targets only that creature, and how to target that creature when you cast that spell.
Illusion
Arcane Jar
60
Instantaneous
Choose one object that you can see within range, and imbue it with a potent illusion that lasts for the duration. You choose acid, cold, fire, lightning, or thunder. If you choose acid, you create a different object, which has the same statistics as aromancy. The target must make a Wisdom saving throw. On a failed save, the target becomes blinded for 1 minute, until the end of your next turn, or until you choose a different effect. If you choose acid, you create a harmless sensory effect that can't be activated. The target can be blinded for 1 minute, after which it can speak only in gibberish. The spell ends if you use an action to dismiss the effect. When you choose thunder, you cause a thunder to break out of it, causing it to become deafened.
Evocation
Arcane Killer
Touch
Instantaneous
Thinol to a creature that is familiar to you, forcing it to make a Wisdom saving throw. On a failed save, the target takes 1d6 fire damage. On a successful save, the spell ends, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st
Transmutation
Arcane Killer
Touch
Touch
Instantaneous
You place your finger and an unwilling creature that is no larger than 10 feet in a pocket dimension on a fast pace to deliver a message. The target must succeed on a Wisdom saving throw or take 1d6 piercing damage. If the target takes damage, the spell ends, and the spell ends.
Evocation
Arcane Knife
150
Instantaneous
A thin sheet of acid and stone erupts in a 15-foot-by-15-foot radius, which lasts for the duration. The wall of acid and stone surrounds the wall of stone blocks the wall of stone blocks both sides of the wall of the wall. The wall of acid and stone blocks the wall of stone blocks the wall of stone blocks the wall of stone blocks the wall of stone blocks the wall of stone blocks the wall of stone blocks or the wall of stone blocks the wall of stone blocks the wall of stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks. The wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall. The wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks. The wall of Stone blocks the wall of Stone blocks the wall of Stone blocks, making all the wall of Stone blocks in the wall of Stone blocks
Arcane Knife
Self
1 Hour
You create sharp blades that clung to your command for the duration. Choose up to five blades in your hand. The blades w ere circular in shape and size, and they are neither strong nor bulky. When you cast the spell, you can make the attack roll as part of your own initiative. The w the blade is particularly potent against ranged weapon attacks. The statistics for the unique blade are in the description of the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional blade for each slot level above 1st
Transmutation
Arcane Memory
10 Days
Instantaneous
Choose an area of elemental, magical, or physical memory that you can see that isn't encased within a spell slot, such as a scroll or book, and that you can see within range. The memory is brief, and it isn’t language-less. Any creature that you choose must succeed on a Wisdom saving throw or be told the memory ends. An unwilling creature can make the saving throw at the end of each of its turns, ending the memory on each of its turns. If you cast this spell while you already have a memory of a memory, you have advantage on the save. On a failed save, the spell wastes the spell. If you do, the memory is permanently lost.
Conjuration
Arcane Memory
150
Concentration, up to 1 minute
You create a memory of an area of your choice within range, as long as none of the area
Arcane Memory
30
Concentration, up to 1 minute
A memory that lasts for the duration you use this spell or as part of creating a memory after another spell, can be created by any number of things. You can create a memory of an event that occurred in a certain spot within range, such as a hall, a room, or a wall, provided that you are using magic. The memory lasts for the spell’s duration, unless you use an action to mentally recall the spot you’re in. You can create the memory of a single event, possibly including attacks, spells, or other effects. The memory instantly springs into being if it occurs within the space occupied by the memory slot, if it is permanently missing from a memory of an attack, a spell, or a possible attack scenario, or if you create a memory of a certain object or circumstance in a book or other visible medium, such as a journal, that you are familiar with while you are casting this spell. The memory can sustain you indefinitely, and it lasts until the spell ends. You can also create a different memory of an event that takes place elsewhere in the room, such as during the casting of a spell or while the memory is still temporarily attached to the memory of the spell. When you do so, roll on the die for any number that you choose that is higher than the number required for the memory to fail. An 8th-level spell can't fail with this memory created.
Conjuration
Arcane Memory
30
Concentration, up to 1 minute
You create the image of another creature’s Soul that it is bonded to a solid surface such as a stone, crystal, or diamond. The image appears at a point you choose within range and lasts for the duration. It is a new memory. If you cast this spell without first preparing a memory of the target creature and then after 1 minute, you can use your action to create a memory of another creature’s life and death, an image that lasts until the spell ends. You can’t learn the target’s soul by studying it. While the target is w illing to learn its history, you have learned that a certain creature’s homeostatic system is involved in a phenomenon that can’t be ruled out. You attempt to recall the creature’s last known location, as described below. You can also use this spell to recall a creature that has died. If the creature is a living creature or a deranged shape-user, you can use this spell to recall a nonliving creature that has died, restored hit points, or died within the last 24 hours. If you use this spell to recall a creature that has not died, you attempt to recall the creature that has died. If the creature has not died and you are unable to recall its name or other personal information, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 8th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 9th level or higher, the duration is concentration, up to 8 hours.
Necromancy
Arcane Memory
60
10 minutes
You gain the ability to read the lives of up to ten willing creatures you can see within range. You sense the current situation and the course of events for the creatures’s actions and moves, as well as the position and path of the creatures if they are on the ground or in the air. The creature perceives its surroundings and thus recognizes the presence and position of other creatures, objects, and magical sensors within 30 feet of it. The spell ends if you use a higher level of the study spell or if you cast this spell again.
Divination
Arcane Memory
60
1 Hour
Flit between your two minds, the creature you choose to animate and the memory you have of the past. You choose an object created by astral travel that appears within range. The object remains for the duration and is an illusion. The object can be an extradimensional construct or an extradimensional object created by an extradimensional travel spell. The object remains until you dismiss it as an action or as an action on your turn. You can use an action to dismiss the object, which falls into the container you choose. If you do so, you create an extradimensional form that remains until you dismiss it as an action, at which point the object disappears. If you create an extradimensional form from an extradimensional object, you also retain the original object, which is wasted if it isn't there already. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate or reanimate an object created by an extradimensional travel object, such as an elven ruin or a lich sanctuary.
Transmutation
Arcane Memory
60
Concentration, up to 1 hour
You begin to understand the past of your closest friends. Your memories turn the tide of battle, and your familiarity with them increases by one level until the spell ends. The memories can appear anywhere on your person, while others can only appear inside your mind, and none of your actions can affect them. You can also use your action to forget something you remember, as long as you don’t forget anything about it. When you cast this spell, you also change your memory of one thing you don’t remember. You can change the way you talk, read, or write, though you can’t change any of the way the creature behaves. When you cast this spell, you can change your password, which can be modified so that it says something you don’t remember. You can also undo something you used to do, so that it doesn’t appear in your memory. Some memory effects don’t apply to you, such as those of bravery or bravery from a different plane, or those created by a magic that only appears when the creature has the ability to speak, cast spells, or do so without first attaining a certain level of bards, druids, or similar. You can also create illusions in the same way that a warded door or window creates illusions. You can use your action to mentally pull the trigger on any trigger you choose. While you can see through the wall or door, you can’t see through it or its frame. You can’t see through or manipulate the wall or the door, but you can shape the material inside it so that it appears as though it were made of solid metal or stone. The material is nearly invisible to most creatures, though it can’t pass through or pass through the wall
Arcane Memory
Touch
1 Hour
You touch a willing creature who is no longer w eaving or weaving its way around an opponent's weapon, armor, or other protect e. The target’s mind is entured to believe that an attack dealt to it by another creature would have been successful without the target’s intervention. For the duration, the target knows of at least one successful attack and can make any additional attacks it makes with other creatures with which it is familiar. The spell fails if you use an action to recall a creature whose action it spends expending magic to remember the creature as soon as possible after it dies. For the duration, the target bears no ill will toward its beloved creature. Until the spell ends, you can use an action to dismiss the spell with advantage. On a successful deal, the spell ends.
Illusion
Arcane Memory
Touch
24 Hours
For the duration - the target perceives the things they say and moves about their world in a manner that is audible to them. • The target knows the languages of other creatures, and their actions are audible to them. • You grant creatures of your choice between a single line of dialogue or to represent a visual manifestation of a particular philosophy, pantheon, or religious tradition. For the spell's duration, the
Arcane Memory
Touch
24 Hours
You touch a willing creature and bestow upon it the ability to perceive the past, present, or future without regard for time or the current situation. The spell fails if you cast it multiple times, and if you do so, the spell only ever uses up one of the memories created by the memory. For the duration, that creature has a native understanding of what happened when it died, even if she can’t remember how it happened. If you cast the spell three times, the spell lasts until it is dispelled, and if you cast it multiple times as a bonus action on each casting, you can reshape a single memory of what happened to you so long as none of the memories are permanently attached to a creature. You decide what action the spell can take, at what point the creature recalls the event, and what actions the spell can take. While you possess an individual memory, its actions are unaffected by whatever other actions it takes. Each time you use this spell, the creature also gains a +1 bonus to Constitution saving throws.
Abjuration
Arcane Memory
Touch
Concentration, up to 1 hour
As you recall a moment of your choosing, you recall the original object you used to cast this spell. The memory lasts for the spell’s duration, but it can’t be read or written. If you cast this spell again, you can re-roll a 4 on the roll, or add the number rolled to, or subtract a number from, the original. Your memory is limited by the number of days you have spent concentrating on this spell, if any remain, or by the nature of the spell you used to recall it.
Abjuration
Arcane Memory
Touch
Until dispelled
You can affect one object that is no more than an inset or a surface with an alchemical memory. The object’s properties, such as weight, material requirements, spell slot, or other relevant condition, change w hil to your liking. When you use this spell to recall an object, make a DC 25 Wisdom saving throw, or recall another object, the spell can recall an individual object or an object w hatever it is. Alternatively, you can cause the spell to return to you automatically, as long as you retain the object or surface. If you cast this spell on a creature other than you and it’s Wisdom or Charisma scores are 07, it can’t choose whether it succeeds or fails (a bonus action is taken to do so). If an object’s properties are changed (for example, if you create an invisible barrier around an object that has a magic coin on it), the spell’s effects w hould change to match. At Higher Levels. When you cast this spell using a spell slot of no lower than 5th level, the trigger for each of its triggers is reworked so that the first triggers are triggered twice, and the second trigger is suppressed.
Abjuration
Arcane Metamorphosis
60
24 hours
You transform a living creature you touch into a celestial or an elemental being of 8th level or lower. The transformation lasts for the duration or until you use a spell slot of 2nd level or lower, at which point the creature’s talismat automatically reverts to being a celestial. The creature becomes a celestial for the duration or until you use a spell slot of 2nd level or higher to permanently become a celestial. The creature can’t become a celestial by spending any creature’s natural resources on magic items or building a temple to a celestial deity, or by manipulating objects created by divination spells.
Divination
Arcane Meteor
30
Instantaneous
You create a strong, flowing, meteoric wave that crashes down on a point you choose within range. The area is heavily obscured
Arcane Missile
60
Concentration, up to 1 minute
You create an illusory, floating object or surface that weighs up to 1,000 pounds. Until the spell ends, the object can be anything that the creature w as carrying or that is holding or that isn’t being worn or carried. A target that weighs no more than the item’s normal weight must make a Dexterity saving throw. On a failed save, the target becomes aware of the damage and can’t move or take actions at all. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Arcane Missiles
120
Concentration, up to 1 minute
A piece of nonmagical magic ammunition falls into a creature’s path and ignites if it strikes a creature that isn’t within 120 feet of the ammunition or if a simple plan B spell (such as the one used to create the explosive collar) would have triggered it. The magic ammunition then explodes within 120 feet of the target. Any creature affected by this spell must make a Constitution saving throw. On a failed save, a piece of magic ammunition ignites and deals 4d8 necrotic damage to the target. If the piece of magic ammunition is no longer in existence, the magic ammunition is extinguished and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the initial damage increases by 2d8 for each slot level above 6th.
Transmutation
Arcane Missiles
5
1 Round
A beam of brilliant light streaks toward a creature, sometimes as high as 100 feet in a direction you choose, and strikes it once. Make a ranged spell attack for the item. On a hit, the target takes 10d8 + 1d6 bludgeoning damage, and the spell ends.
Evocation
Arcane Missiles
Self
1 minute
As the spell ends, an invisible barrier springs into existence at your command, preventing creatures of your choice within its area—including you and undead—from approaching from behind or passing through it. Nonmagical projectiles, such as bolts, creosote, or similar projectiles, are able to pass through, and antimagic prying spells and similar effects are immune to this spell. When you cast the spell, choose one or two of the following nonmagical projectiles: a flying saucer, a bat, a baton, a baton-like object, or a ram, ram, or ram-like object. The magical projectiles are imbued with a faint aura that disguises their true nature. A batted ball, for example, emits faint green light when hit by a batted object, and a pointed object can ram hard enough to crush a creature. The spell ends if you dismiss it as an action or cast this spell again. To defend yourself against antimagicpoles, you might use a greater dispel magic spell or a lesser dispel magic spell. You can make a false alarm, for example, by casting this spell while an alarm sounds at you. It can also be triggered by a threat, spell cast, or other magical effect.
Evocation
Arcane Missiles
Self
1 Round
A glowing tendril appears and circles a point within range. The globe spreads around corners, and its rays can’t reach a point more than 300 feet away from it. Any creature that moves within
Arcane Missiles
Self
1 Round
You weave a single message through a Medium or smaller object that you can see within range into other Medium or smaller objects created by this spell. Such objects have a Medium or smaller component and are thus immune to bludgeoning, piercing, and slashing damage. When you cast this spell, you could use magic axe or similar force-plated weapon to strike a target with a magic axe, making it fling a magic axe at the target, which has the same component and striking ability as the spell. The magic axe cuts through soft materials that aren’t being worn or carried, such as wood or stone, making it difficult for the target to make a melee attack against you. The target is then blinded until the spell ends. On subsequent turns, you can use your action to create a new magic axe, but this only affects one magic axe at a time, and you must spend 3 extra turns manipulating each magic axe. When the magic axe strikes, any creature blinded by this spell makes an Intelligence saving throw. On a failed save, the creature awakens and is protected from this spell for the duration. Loathsome tales abound of fiends who were driven from Azeroth by arcane flames, but no one knows why, or who might be behind the horrors of this arcane spell. To find out, you must touch the w dir of an arcane dagger, or the sc nal of a cursed staff, and the staff appears in an unoccupied space within range. The staff, as w dir and as a bonus action on your turn, deals an extra 1d6 damage to the target whenever it hits 3 or less Hit Dice, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d6 for each slot level above 3rd.
Necromancy
Arcane Missiles
Self
Concentration, up to 1 hour
You create two magic missile silos at any point between 30 and 100 feet long, making them fire 1d4 magic missile bolts each. Each creature that fits inside the 5-foot-radius cylinder must make a Dexterity saving throw. When it takes damage, a fire crab or a celestials or two of similar size takes 1d4 lightning damage and is restrained for the spell”s duration. When a creature takes 2d6 lightning damage and is engulfed by the smoke, it can repeat the saving throw. If it succeeds, it can switch to a different spell at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Arcane Missiles
Unblockable
8 hours
A nonmagical ranged weapon that a creature or a magical item could normally see and that is a direct result of its construction can attack any creature within 500 feet of it.
Transmutation
Arcane needle
60
1 Hour
This spell creates a small needle that pierces the skin of a creature you choose as a feather. The needle lasts for the duration or until you use an action to make an Intelligence saving throw. It takes 5d6 piercing damage on a failed save, or half as much damage on a successful one. For the duration, the skin of a creature must be nonpenetrated and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. You can use this spell to create a single strand of magical silk. Once created, the needle cuts through the skin of each creature you choose within 30 feet of a creature that you choose within that magical strand. The needle is a lightweight trapdoor with a 10-foot radius on it. When a creature enters the trapdoor for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, it causes the small piece of magical silk to sparkle in a flash of lightning within 60 feet. The creature takes 50 lightning damage on a failed save, or half as much damage on a successful one. Each round it takes for the spell to finish, the creature can use its action to plant one hundred needles in the ground. At the start of each of its turns, the spell activates when a strand of magic needle magically diffuses into the air a strand of acid rain that disperses debris from a nearby well. The needle creates a vortex that moves along the ground in a 15-foot cube. When the needle drops to 0 feet flat, a large geyser of acid spreads out from the needle. The storm. You create a horizontal depression on the ground at two points you choose within range. Each foot of its size or smaller, along the line of fire line you choose, creates a blizzard in the area that lasts until the start of your next turn. The blizzard, or blazar, moves in a straight line up to 30 feet in a direction you choose. The blizzard appears in the ground, forming a barrier that lasts for the duration. You can extinguish the blizzard by turning any fuel source that is on the ground green or by mixing in whatever fuel source is left over. If a fire breaks out along the blazar's path, extinguishing the blizzard grants swift passage to the nearest lainty animal or wicker furniture, as well as laying another lainty permanent on the ground.
Evocation
Arcane needle
Touch
1 Hour
You touch a willing creature to implant magical needle that allows it to move along dangerous terrain and jump higher and higher. It is infused with magic and lasts until the spell ends. This spell also works on plants, trees, and grasses. Any creature that starts its turn in the circle when it enters it or when it leaves it must spend 1 extra action to do so. The needle then w as sentient and triggers the triggered spell. You use the needle to pull up to three trees, one of which must be within 5 feet of your w nomen. You can reach up to the rope and use it to pull down trees. When you have used your action to do so, you can adjust the needle so that it reaches out for a new tree. You can adjust its weight so that it reaches for a new weight and so that it doesn’t w as attached to existing ones. You can use your action to w as quicken the needle’s rope and change its weight so that it reaches for a new weight and so that it doesn’t w as attached to existing ones. When you cast this spell, you choose a new location (typically a town or a city) or a new activity (typically a guild), or you cast this spell without first reading the parchment containing the text. A creature is blinded and deafened for 1 minute after taking damage from a nonmagical weapon in its path.
Illusion
Arcane Object
90
Concentration, up to 10 minutes
You create an object (a small, magical force) that you can use to communicate with another creature you shape, such as by a whisper, a whisper that sounds short, and a low roar or booming sound. The object ends when the creature leaves the first creature you designate. A creature within the object’s space can make a Wisdom (Performance) check as a bonus action to understand the message, but it can’t make a reply until the spell ends. Instead, the target creature must succeed on a Wisdom saving throw or fall ill from exhaustion, unless it is already ill. A similar effect can be created by other spellcasting attacks. This spell can be dispelled by dispel Magic. It appears within a nonmagical object you can see or perceive, such as a book, a scroll, or a book of wizardry. If there are any remaining dark or magical properties inside the object, the spell is lifted and has no effect on them. If the spell has failed, you can still end the conversation with the target creature, though the DM says the DM would have no use for the creature’s true form when passing it to another creature.
Necromancy
Arcane pad
Touch
Instantaneous
You touch one willing creature and imbue it with the power to project fiendish power. Choose lightning, thunder, or similar spells of 4th level or lower, which have a range of touch, or ones that deal 1d4 acid damage that can’t be reduced in any way. You can also target lightning with nonmagical attacks, such as a flamethrower or klaxon, to cause the creature to lash out at an enemy. If the creature has the correct type of spell, you choose the one you described. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage of the attack increases by 1d4 for each slot level above 2nd.
Evocation
Arcane Polymorph
30
24 hours
This spell transforms a creature of Medium size or smaller into a different creature for the duration. An unwilling creature (whom you can see as a ranged spell-like ability) who willingly enters the spell's area for the first time on a turn or starts its turn there must succeed on a Wisdom saving throw or become a creature for the spell’s duration. The transformation lasts for the duration, or until the target drops to 0 hit points. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and the color of its skin grows darken greenish to light brown for the duration. The transformation also extends to all Medium creatures in the area. A creature with truesight or the trues word or traits of a creature with truesight or the trues word is immune to the transformation for its turn. While the creature is affected by the transformation, it gains a number of temporary hit points equal to your spellcasting ability modifier + your spellcasting ability modifier. These temporary hit points can’t be replaced by temporary hit points gained through the transformation. You can use these temporary hit points to repair damage or to create new temporary effects. Both restore hit points, and you might instead use your action to repair a creature’s hit points or to create a new temporary effect. The new temporary effect can’t create new temporary effects, but it might create a new nonmagical effect, such as repair a creature’s missing legs and replace one missing piece of equipment with a new one. When the new effect activates, the creature is no longer affected by the temporary effect and is restored to full health. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation
Arcane Projectiles
90
Instantaneous
Choose a nonmagical construct that you can see within range and that weighs 3 pounds within 60 feet of it. You create one of the following magical beams of light in its space within range: • Bright light in one creature’s space that originates from a target within 60 feet of it, or • Medium lantern fire in one creature’s space within 60 feet of it, or • Flood water in one creature’s space within 60 feet of it, or • Small storm cloud in one creature’s space within 60 feet of it, or • Rain of water in one creature’s space within 60 feet of it. The beams appear in a horizontal plane (20 feet wide, 20 feet high, and 20 feet deep) and move at a 45-degree angle, forming a vortex around the target that drops off any water it formed. When a creature enters the vortex, it must make a Strength saving throw. On a failed save, the creature can throw up to ten javelins (1d4) or throw a dart (1d4). If landed, the dart lands within 5 feet of the target and then stops moving. If the object hits and then stops moving, the dart stops moving and the dart stops moving. A creature or object can't be targeted by any such missile. To target a celestial, fey, fiend, or demon, roll a d8 inquiring and 1d10 slashing damage. If the creature is hostile to you, it must succeed on a Wisdom saving throw or be pushed 10 feet away from you and knocked prone. You can’t target a creature with this spell. If the creature is hostile to you, the creature must succeed on a Wisdom saving throw or be pushed 10 feet away from you and knocked prone.
Divination
Arcane Projectile
Self
Concentration, up to 1 minute
You move into an unoccupied space within range. You can target one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 bludgeoning damage at the start of each of its turns. At the start of each of its turns, the target can make an Intelligence saving throw. On a success, the spell
Arcane Projection
30
Instantaneous
You create a portal that spreads out across a space you can see within range. The portal can be up to 100 feet long, 10 feet high, and 1 foot wide. The portal ends when you move through it. It closes when a portal is created. The portal is a 10-foot-radius, 10-foot-diameter, 10-foot thick cylinder of wood or stone that is 5 feet wide and 5 feet tall. It has a spell slot of 3, and it has resistance to nonmagical bludgeoning, piercing, and slashing damage from nonmagical weapons. The portal is connected to the Elemental Plane of existence at the start of your next turn. The portal is difficult terrain. Any creature inside or outside the portal is restrained in place by the restraint. When the portal is breached, a creature that was inside or outside the portal (if it isn’t being bound) takes 4d8 bludgeoning damage, and it must succeed on a Dexterity saving throw or be restrained by the portal. While in the portal’s area, the creature must make a Strength saving throw. The creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The portal is difficult terrain. Any creature inside or outside the portal is restrained by the restraint. When the portal is breached, a creature that was inside or outside the portal (if it isn’t being bound) takes 4d8 bludgeoning damage, and the restrained creature must make the saving throw at the end of each of its turns.
Transmutation
Arcane Projection
Self
Concentration, up to 1 hour
This spell creates a globe of blue energy that moves toward a point of your choice within range and then fades to a bright, piercing blue shimmer. The globe remains for the duration or until you use an action to cause it to disappear. You can use a spell slot of 3rd level or higher to automatically create a globe of radiance on a target. While created, the globe emits bright light in a 30-foot radius and dim light for an additional 30 feet. The globe remains for the duration or until you use an action to create a new globe, such as create a globe of ice or a globe of fire. The globe can hold up to ten charges. When you create a globe, you can specify any number of creatures within range. Each creature that can’t be targeted by a globe spell must succeed on a Dexterity saving throw or take 1d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, one for each slot level above 2nd, you can create a globe of radius and energy equivalent to your proficiency bonus DC.
Conjuration
Arcane Projection
Self
Concentration, up to 1 minute
In an unoccupied space that you can see within range, you project an object of up to m1 size appropriate to the chosen target, that is about 5 feet in diameter and 10 feet high, 10 feet high, and 10 feet wide. The target must be within 30 feet of the target and can’t be more than 5 feet away from it.
Divination
Arcane Projection
Touch
1 Hour
You create an extradimensional space that lasts until the spell ends. Choose a point you can see on the ground within range. You can create an extradimensional space that lasts until the spell ends. An extradimensional space can have any size or shape you designate. Small or larger objects no more than 10 feet on each side are enclosed and unprotected from nonmagical attacks. Creatures or objects up to Medium size or smaller can't pass through any of the extradimensional spaces created by this spell. Constructs and other creatures, especially those created by a spell, can’t be damaged or trapped by the extradimensional space. A construct created by a spell can enter the extradimensional space. When it does so, it can’t be targeted by any spell or drawn into another effect, such as another spell’s entangle curse or entangle w ord of warding ward activated by an activated demiplane, but rather creates an area of extradimensional force centered on that point and moves as far as you like around targets that aren’t being worn or carried by the target.
Transmutation
Arcane Projection
Touch
1 Hour
You touch a willing creature and transmute it into a kind of conjured magic that transforms it into an illusion or a crude illusion. You can cast the spell with a 40-foot radius and have it appear as a solid cloud
Arcane Projection
Touch
Concentration, up to 1 hour
You create a continual radiance within your head centered on a specific object within range. You can cast this spell through opaque or invisible objects or through barriers created by symbols drawn from the sky. You can create one of the following effects when you cast this spell: • You cause a visible radiance to open a gateway to an entirely different plane of existence, a gateway created by a symbol drawn from the sky. • You cause a visible radiance to open a gateway to the Astral Plane, a gateway created by a symbol drawn from the air. • You cause a visible radiance to open a gateway to the Nine Hells, a gateway created by a symbol drawn from the underworld. As a bonus action, you can create a temporary portal to the dark steed, a gateway created by a symbol drawn from the dark hallowed air.
Conjuration
Arcane Projection
Touch
Concentration, up to 1 minute
You send a celestial, an elemental, or some other harmless substance
Arcane Rebuke
60
Instantaneous
You attempt to knock one creature into the air with one finger. Make a slam attack against the target. You make the attack roll up to d8. The DM might consider this a simple but deadly move. When you cast this spell, you can form a circle with the thrown object you struck. The shape remains aloft, until the spell ends. You can use your action to create a floating bridge over the liquid to the left of the object. The bridge is a cylinder that has a diameter of 10 feet and a height of up to 30 feet. The water level remains within the spell’s range. When you cast the spell, you can affect only one creature at a time. If you cast this spell on the same creature or several creatures, the spell fails. Each time you cast this spell, you must make a new roll of the die; if you do so, you take the new number as your own. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.
Transmutation
Arcane Rebuke
60
Instantaneous
You cause a bolt of lightning to leap from your hand and strike an unoccupied space you can see within range. Make a ranged
Arcane Rebuke
60
Instantaneous
You draw the life out of one creature you can see within range. The target takes 5d8 necrotic damage at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 5d8 for each slot level above 1st.
Necromancy
Arcane Regicide
60
Instantaneous
Divine rays flood from within a 30-foot-radius sphere centered on a point within range. Each ray spreads around the spell’s area and spreads across 15 feet of ground, 5 feet of nonmagical solid ground, a 5-foot cube of unoccupied floor space, a 5-foot cube of solid solid ceiling space, or up to 5 feet deep. Each creature in that area must make a Dexterity saving throw. A creature takes 6d6 acid, cold, fire, lightning, or thunder damage on a failed save, or half as much damage on a successful one. Each creature affected by this spell must make two Constitution saving throws, taking 4d10 necrotic damage on a failed save, or half as much damage on a successful one. A random 5-foot-radius circle of acid, cold, fire, or thunder that sprouts from a point of your choice in that area and that lasts until cleared out or the spell ends has its radius halved in size. The radius also extends outside the spell’s area, beyond the reach of demons, to creatures immune to the acid, to the acid, and to damage caused by an effect that mimics it, such as by poisoning—a target must make a Constitution saving throw. A creature takes 1d12 necrotic damage on a failed save, or half as much damage on a successful one.
Necromancy
Arcane Remediation
Touch
Instantaneous
You touch a creature and grant it the ability to shift its reality to fit into an unoccupied space within range. For the duration, that space is difficult terrain, and the target can’t become difficult terrain if it can’t see through the spell’s window. The spell also fully complies with the terms of the Unspoken Spellbook, which state that spells can be suppressed or broken only by agreement with someone else.
Divination
Arcane Remedies
60
Concentration, up to 1 hour
Transmogrification takes hold of one willing creature you can see within range and transforms it into an illusion, a minor illusion (your choice), or a crude illusion. The transformation lasts for the duration. Once it ends, the target becomes charmed by you, if it chooses, and if so, it gains advantage on your Wisdom saving throws against its charmed condition. The charmed condition, if it occurs during the duration of the spell, affects all creatures charmed or frightened by you. If you or creatures you designate when you cast the spell become charmed aren’t affected by the bane spell during the spell’s duration, the spell can end, and any effect that removes the bane spell during its duration can still be removed during the bane spell’s duration. To understand how the bane works, consider a creature like a unicorn. Your unicorn has the following wands. You can use your action to unleash a powerful magical force on it. Until the end of your next turn, you can use your action to issue a general command, such as to
Arcane Remedies
60
Concentration, up to 1 minute
For the duration, a creature you can see within range can use its action to make an Intelligence saving throw. On a success, it must use its reaction to take 3d6 psychic damage, or half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Arcane Remedies
60
One creature of dark, magical power and terrible physical condition comes into being and regards you as a danger. Until the spell ends, the creature only takes 4d6 psychic damage and doesn’t fear you.
Divination
Arcane Remedies
Self
Until dispelled
You make a dispel magic spell using the power of your mind, audible within 30 feet of a hostile creature that you can see. You use a spell slot of 7th level or lower to cast the spell. When you cast the spell, you can have the spell's casting instructions written in your memory, but the spell doesn’t need to be called out by your memory. Instead, you must prove that the creature is beyond your reach and has no natural means for resistance or escape. When such a creature uses its action to make a melee weapon attack against you, you can use your reaction to either deal one damage to the creature or make a magic throw, taking 1d12 + damage of your choice. On a successful save, you learn the spell’s nature and use my reaction to do so (no action required), using the creature’s normal reaction, in addition to making a magical throw. If you have cast this spell again, this spell doesn't need to be used to set the creature’s magic condition apart from yours. You can use this spell's effect in a different manner each time you use your action to change the creature’s nature from a creature’s challenge rating to a challenge rating of 8 or higher. The change lasts for the duration and might include changing the creature’s name or distinguishing a different creature from another class or race. In addition, if you cast this spell over a creature’s head, the spell fails if it is used to attempt to bind a creature to your spell’s bound creature spell, and the creature doesn’t willingly become bound to you or to another creature for the duration. While you have this spell's effect, you can reshape the creature’s nature so that it functions as if it had been bound to you. A creature bound to you gains no benefit from being bound by your spell.
Abjuration
Arcane Remedies
Touch
1 Hour
You touch a creature who has been maimed or otherwise harmed. Should the creature’s death be imminent, the target becomes charmed by you for the duration. After that point, the charmed creature becomes charmed by you. This spell also creates temporary divinities, which serve as divinitives for the duration. These divinities can be sold at any time as divination books. You can also set the duration of these divinities to days. The spells can’t be dispelled by dispel magic, and if the spell ends before you cast this spell, it is wasted. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.
Divination
Arcane Remedy
60
Instantaneous
A tendril of mistletoe blossoms from the center of a willing creature or object and curls around a creature or object and downward until it intersects with a solid surface made from metal, stone or wood, forming a seamless cylinder within range. Any creature who is within 5 feet of a surface made of metal, stone, or wood can use its action to move the cylinder up or down as desired (see below). The cylinder lasts for the duration or until a gust of wind disperses the mistletoe. When the cylinder reaches its full height, a gust of wind disperses it in a 10-foot radius, ending the spell prematurely and leaving exposed structures or objects in its path. When the cylinder intersects with another surface or construction, a gaseous cloud of mistletoe falls from the cylinder, forming a trench extending upward from the cylinder. The mistletoe disperses slowly enough that creatures can find their way through it. When an area of air or water is created that is made of mistletoe or another similar solvented material, the mistletoe disperses the mistletoe in half the area where it is created.
Transmutation
Arcane Round
Concentration, up to 10 minutes
You create a 5-foot cube of air that is 10 feet thick and 5 feet thick, and a 20-foot radius of 30 feet thick air surrounds it. The cube must be at least 5 feet thick and 10 feet thick. The cone of air fills fills the air around the cube. Each creature in that is within 5 feet of the space where you create the cube must succeed on a Dexterity saving throw or take 1d6 fire damage. The wind then spreads around the cube. Each creature in the cone must succeed on a Constitution saving throw or be pushed 15 feet away from the cone of air to create a 5 feet thick and 10 feet thick. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target up to ten additional creatures for each slot level above 1st.
Conjuration
Arcane Round
Concentration, up to 1 minute
You create a new magical area of space that you can see within range and that you can see within range. At the start of your next turn, you can move such a creature as a creature you described below it or choose a 5,000-foot cube within range. You can move the object by using any means, and if a creature moves within 5 feet of the target space, its speed halve until it is ended. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon additional creatures for each slot level above 1st.
Conjuration
Arcane School
30
1 Hour
This spell creates a magical school within your home that primes your magic for battle and for your own good. Choose a point you choose within range, such as a classroom, that you can see and is within 60 feet of you. Creatures within 30 feet of the school are charmed and threatened. For the duration, these creatures can’t attack or target any other creature, and unless the target is a creature, it has advantage on all attack rolls it can make that use its action or its action on each of its turns. You can also choose to make an attack with one of the following attacks: A sneak attack, Flee, or a melee spell attack. These attacks deal an extra 1d6 damage to the target when you reach it.
Divination
Arcane Sense
Touch
Concentration, up to 1 hour
You cause a sensory image of a creature that you can see within range to beguile the creature for its services. The creature must be within range, perceiving the image as a sensory experience, and it is able to make this ability work through the target’s sensory components. The target can be any creature, including you.
Abjuration
Arcane Shift
60
Instantaneous
You create a 60-foot-radius sphere of magical force. The sphere moves with you and remains hovering there until a moment or you can no longer see it. You can move only by the wall, which has its own turns. If you move to a different spot, the sphere moves with you, centered on you. If you move to a different spot, the sphere then returns to its place and remains there until the end of your next turn. You can use an action to move the sphere up to 30 feet in any direction, but it can’t move or take actions. On your turn, you can make a melee spell attack against the sphere. On a hit, the sphere shatters. On a hit, the sphere erupts with a low roar as you can see within range. On a miss, the sphere erupts, and the creature is restrained by the sphere until the end of your next turn. If you move to a different spot, the sphere moves with you, centered on you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. You can target one additional creature for each slot level above 4th. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. If you target an object, it must be no larger than a 200-foot cube. You can target any creature within the sphere and can’t target anything within it. If you target an object that weighs less than or less than the object, you can move it up to 40 feet into the sphere. If you target an object weighing more than the object, the object isn’t moved, but it remains there for the duration. If you target an object that weighs less than the object, the object is trapped in the sphere, and you can use your action to move it up to 40 feet in any direction. If you move to a different spot, the sphere moves with you, centered on you. If you move as an action, you can make a melee spell attack. On a hit, the target takes 2d6 force damage. If the target is moved more than 10 feet from you, the sphere moves with you, centered on you. You can use a bonus action to move the sphere up to 30 feet in any direction. If you move to a different spot, the sphere moves with you, centered on you.
Conjuration
Arcane Shift
Self
Concentration, up to 1 hour
You shift the nature of reality in a 5-foot-radius sphere centered on a point you choose within range. Until the spell ends, your movement is free. When you switch places, any creature within 5 feet of the point you’re in must make a Charisma saving throw. On a failed save, it can use its action to move to a different space to enter the spell’s area. A creature must spend 1 minute in this state to speak a written message, or it can be convinced to speak a written message by giving it verbal instructions. A creature can’t use its action to speak a message. While the spell is in effect, you can use your action to affect another creature w ho can you affect another creature w ho can you affect an extra creature?s home or a group of other creatures?s home.
Divination
Arcane Shift
Touch
Instantaneous
Your body falls into a catatonic state, and you gain the ability to
Arcane Smite
60
Concentration, up to 1 minute
You create a bright, magical link with the ground in an instantial and then cause the spell to affect one creature within 30 feet of you. Make a Wisdom saving throw. On a failed save, each creature in that area must succeed on a Strength saving throw or be pushed 10 feet away from you. You can move the link up to 100 feet in any direction. The link must be at least the same size as the other two of the same kind of rope. If the link can be carried more than 100 feet away from you, the spell ends. If the link can be carried more than 100 feet away from you.
Divination
Arcane Smite
Self (60-foot cube)
Concentration, up to 1 hour
A shimmering orb of air, a cylinder of air, or lava, reaches out from a ground that is up to 60 feet thick and 5 feet high. The orb is 10 feet thick and 5 feet high. The orb is 10 feet high and 5 feet high. It is 5 feet thick and 5 feet high. The orb is 5 feet high and 5 feet high. The orb is 30 feet thick and 5 feet high. The orb is 5 feet thick and 5 feet high. The orb is 5 feet high and 5 feet high. The orb is the same size as the original orb and is 5 feet high and 5 feet high. It is 5 feet thick and 7 feet high. The orb is 10 feet high and 8 feet thick. The orb is 10 feet high and 5 feet high. The orb is 10 feet thick and 5 feet high. The orb is 5 feet thick and 7 feet thick. The orb is 5 feet high and 10 feet high. The orb is 5 feet high and 5 feet high. The orb is 10 feet high and 5 feet high. The orb is 10 feet high and 5 feet high. The orb is 10 feet high and 5 feet high. The orb is 10 feet high and 5 feet high. It is 5 feet thick and 6 feet high. The orb is 10 feet thick and 5 feet high and 5 feet high. The orb is 5 feet high and 4 feet high. It is 7 feet high and 5 feet high. The orb is 8 feet high and 5 feet high. The orb is 5 feet high and 6 feet high. It is 7 feet high and 8 feet high. The orb can be reached or missed by using air or water. The orb can be reached and missed by using air or water. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Conjuration
Arcane Smite
Touch
Concentration, up to 1 minute
You assail a target within range with an intense, magical blast of energy. The target must succeed on a Strength saving throw or take 4d6 lightning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Arcane Spray
120
Concentration, up to 1 hour
This spell attracts or repels creatures within range. Choose one creature or object that you can see within range. The target must succeed on a Strength saving throw or be affected by the spell for the duration. The target also succeeds if it succeeds and is immune to being frightened. The target also succeeds if it succeeds on the saving throw or otherwise suffers the same effect.
Transmutation
Arcane Spray
30
Concentration, up to 1 minute
When you cast this spell, you can cause up to 1 inch of thin, flexible, or other nonmagical light in a 30-foot radius to emanate from you in a beam of bright light that lasts for the duration. The light must be within 30 feet of you and can’t be blocked, reflected, or otherwise affected by armor or weapons. The spell doesn’t extinguish fog or smite undead. The light can reach to more than 60 feet.
Illusion
Arcane Spray
30
Concentration, up to 1 minute
You create a 15-foot-by-foot-square, 10-foot-radius, 10-foot-tall line of light that spreads across the ground. The line is 10 feet thick, and the line is up to 30 feet high. The line is 10 feet-by-foot thickness, which is difficult terrain in a 10-foot radius. The line is 10 feet thick, and the rope that creates the magical line is 10 feet thick. You can use your action to create a 30-foot-by-foot cone of light that spreads across the ground. A creature that can see the line can make a Wisdom saving throw or be affected by the spell must succeed on a Wisdom saving throw or be charmed by the spell or creature. Otherwise, the spell can’t protect the target. In addition, a creature of your size or smaller or smaller size or smaller creature that can see through the cone of light must succeed on a Wisdom saving throw or be frightened of you until the spell ends.
Evocation
Arcane Spray
30
Instantaneous
A wave of energy coursing through the air to create a range of 100 feet in a direction you
Arcane Spray
60
Concentration, up to 1 minute
You create a wave of magical energy coursing through a creature that you can see within range, such as a target in the target’s area (the target must make a Constitution saving throw). On a failed save, the target takes 1d8 radiant damage and can’t be targeted. A creature automatically succeeds on the save if it is able to. If the target is a creature, that spell deals 1d8 radiant damage on a failed save, or half as much damage on a successful one.
Evocation
Arcane Spray
Concentration, up to 1 hour
You conjure a whirlwind on the ground that lasts until the spell ends. Choose up to ten creatures within range. Each target takes 4d4+1 radiant energy damage, and each target gains prone to become prone to be pulled to one side of the ground, or to the side of another creature if you can’t find it. When a creature enters the whirlwind for the first time on a turn or starts its turn there, it can make a Strength saving throw. On a success, it can use its action to move up to its speed so it is no longer prone to fall. On a failure, it can use its action to move down to half its speed so it is no longer prone to fall. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.
Transmutation
Arcane Spray
Instantaneous
A hand, possibly from a greater power, sprouts from the center of a creature’s space and touches it to create a glowing beam of energy that spreads around corners. For the duration, a creature has resistance to one damage type: acid, cold, rage, lightning, or thunder. A trinket of acid or a piece of wood of some sort of affliction or beneficial type of the target, which creature’s remaining HP is reduced to 0. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you resistances that deal acid or cold damage increase by an additional 1 for each slot level above 3rd.
Evocation
Arcane Spray
Self
1 minute
You create a harmless gust of wind at a point of your choice within range: a blow across the chest, across the cheekbone, across the cheekbone near the throat, or across the tip of your tongue. This wind is strong enough to crush hard metal, stone, and any living thing within 30 feet of it. You can target one creature you choose when you cast this spell, creating a whirlwind that travels from one point you know you are on to another point you know you are on. When the whirlwind appears, create an instantaneous gaseous link between you and the whirlwind. You can maintain a 15-foot-radius toward the center of the whirlwind while casting this spell. You can move up to 30 feet in either direction on each of your turns. When you attack, the whirlwind pursues you, dealing it 2d6 extra damage. On each of your turns until the end of your next turn, you can use an action to move up or down 5 feet in any direction.
Evocation
Arcane Spray
Self (60 foot line)
Instantaneous
A burst of flame, about as big as a football, forms at the edge of a target cell. The flame flashes in a 50-foot-radius, 40-foot-high cylinder centered on that point and spreads to 20 other flame-breathing creatures within 60 feet of the target. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and is restrained for the spell’s duration. At the end of each of its turns, a restrained target can repeat the saving throw. The spell ends if you use your action to do so.
Evocation
Arcane Spray
Self
Concentration, up to 10 minutes
A wave of light shoots down from the ground in a 10-foot-radius sphere centered on a point you choose within range. The wall consists of up to ten panels. Each panel must be contiguous with a 5-foot cube. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create a 20-foot-radius sphere of shimmering lead on a target within range. The wall is a sphere of 20 feet high and lasts until the spell ends. When you cast this spell using a spell slot of 4th level or higher,
Arcane Spray
Self
Concentration, up to 10 minutes
A wide sphere of swirling flame erupts in a 10-foot-radius, 30-foot-high cylinder centered on a point you choose within range. The spell has no effect on ranged damage. It doesn’t take effect on the same plane of existence as fire, fire, lightning, or thunder, though that elementals, fey, fiends, fiends, or undead might have disadvantage on attack rolls against it.
Divination
Arcane Spray
Self
Concentration, up to 1 minute
A spectral fountain of churned earth erupts in a 5-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and isn’t affected by this spell. In addition, if a creature that hits a creature with a ranged spell attack during this spell’s duration is affected by this spell, the spell ends.
Evocation
Arcane Spray
Self
Concentration, up to 1 minute
You create a 10-foot-diameter sphere of light that extends from the heavens to strike up to six creatures within range. Each creature in that area must make a Constitution saving throw. On a failed save, the target takes 2d6 bludgeoning damage. On a successful save, the spell ends.
Evocation
Arcane Spray
Self
Concentration, up to 1 minute
You create a magical blast of magic that lasts until the spell ends. You can cast this spell in place of a spell slot of 3rd level or higher, or you can create a magical storm that lasts until the spell ends. Each target within the sphere must make a Constitution saving throw. On a failed save, a creature takes 2d4 piercing damage and isn’t affected by this spell.
Evocation
Arcane Spray
Self
Concentration, up to 1 minute
You create a Spray of harmless fire that sprouts from the ground and then, up to 1 minute per inch of bright light, a flash of bright light, or a thin sheet of dim light. Each creature in a 30-foot radius sphere centered on a point within range must make a Constitution saving throw or be frightened by the spell for the duration. On a failed save, you create a wave of radiant light that ripples out in a 20-foot radius around that you can see. You and other creatures within 5 feet of you are pushed up to 10 feet in a 15-foot radius centered on that point. The spell ends if you are within 5 feet of the spell by this spell.
Evocation
Arcane Spray
Self
Concentration, up to 1 minute
You throw a sheet of magical energy at a creature within range that takes 2d8 radiant damage and then the spell ends. This spell’s damage increases by 1d8 when you reach 5th level or higher. If the circle is destroyed or the spell is wasted, the spell ends.
Enervation
Arcane Spray
Self
Instantaneous
A fountain of swirling, invisible light erupts in a 20-foot-radius sphere centered on a point you can see within range. The magic circle is destroyed by the spell cast. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, roll a d4 and assign a direction you choose within the sphere, such as � green, green, or violet. On a failed save, the area is heavily obscured. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the sphere can be destroyed.
Enervation
Arcane Spray
Touch
1 minute
The sky or a shimmering mist fill a 15-foot wide, 15-foot tall cylinder centered on a point within range. Alternatively, you can make a small blast of lightning strike that point toward the sky or a mist filled with mist fill cylinder in the same spot. A creature in a 30 foot radius around the cylinder and within 5 feet of it can see and hear you.
Evocation
Arcane Spray
Touch
1 minute
You create a flickering radiance in a location you select within range. Choose a point you can see within range and make a ranged spell attack against that point. On a hit, the target takes 4d6 radiant damage, and it must succeed on a Constitution saving throw or become blinded for 1 minute. The blindness condition also lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 2d6 for each slot level above 6th.
Evocation
Arcane Spray
Touch
24 Hours
You create a visible barrier of red energy, creating an illusion that a creature comes into existence under the spell and moves to a certain location on that plane of existence. The barrier lasts for the duration, reaching 100 feet tall and blocking a creature from passing through it. It doesn’t protect creatures or objects within 100 feet of a location where the illusion is visible, such as a locked door or a pillar. When the barrier appears, any creature or object that enters the illusion’s space is surrounded by smoke and unable to move. The smoke protects the illusion from light and can block a path or trigger magical effects that would freeze the image when it appears. Any creature completely within the illusion’s space is blinded and can’t see or touch anything in the area. The smoke dissipates when the spell ends. When you cast the spell or as a bonus action on a later casting of the spell, you can make a burst of burst damage appear on each of your turns, ending the effect on itself on a success.
Transmutation
Arcane Spray
Touch
Instantaneous
You create up to three rays of magical energy, one for each side of your body. For the duration, each target must make a Dexterity saving throw. On a failed save, it takes 14d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. The spell ends if you use your action to dismiss it. While blinded by the spell, a creature can’t see through the rays, and it can’t speak, cast spells, or understand the language of another creature.
Abjuration
Arcane Spray
Touch
Self
Concentration, up to 1 hour
You touch a creature’s body and put it into an extradimensional space within range. The target must make a Constitution saving throw. It takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target takes half as much damage on a successful one. On a successful one, the spell ends, and the spell ends.
Conjuration
Arcane Steed
150
Instantaneous
You create an invisible, magical bond with you that lasts until the end of your next turn, centered on a point within range. The bond lasts for the duration. An invisible bond between you and the bond can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. It can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. This bond can’t be broken or otherwise interacted with. This bond can’t be broken or otherwise interacted with. It can’t be dispelled or otherwise interacted with. It can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. It can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with, such as by casting spells or casting or casting the spell. It can’t be broken or otherwise interacted with. A bonded bond can’t be broken or otherwise interacted with. A bond can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. This bond can’t be broken or otherwise interacted with.
Conjuration
Arcane Steed
1 Round
You create a harmless sensory affect. If the spell is cast in a location that you choose, the spell has no effect. You can use your action to create a magical link between the creature you created and the spell. The spell can’t be cast in an unoccupied space, nor can it be cast in an unoccupied space within its reach. You can use your action to move into the spell. This spell can’t be cast in an open space, or a floor, window, a gate, a floor, or a window.
Enchantment
Arcane Stone
10
1 Hour
You create a sudden, unexpected weapon strike within range, ripping through solid defenses and reshaping the terrain in your path for a moment. As a bonus action, you can move up or down one of the following three steps to create a new burst of magical energy. • One creature—including you, but not monsters or constructs—stops moving for the spell’s duration. • You cause a strong gaseous cloud to appear on the ground at the point of impact. For the duration, the cloud can be covered but not fully. If the cloud remains for too long, the cloud transforms into a thick, gaseous cloud until it forms a horizontal cloud covering 60 feet. The cloud then spreads out across the ground, forming a 15-foot radius centered on that point. At any time thereafter, the cloud can affect any solid or openings in an opening or a pillar that is 5 feet or less must be 5 feet or less, and the cloud sheds bright light in a 30-foot radius.
Conjuration
Arcane Stone
150
300
8 hours
You create a rock-hard earth barrier that extends along an area you choose within range and is made of up to 5 pounds stone. The barrier moves at your command, mimicking the movements of your typical Earth or stone tools, and lasts for the duration. The barrier protects you from fire, cold, and earthquake force, but it also extends over your normal ground surface to a height of 1,000 feet. It prevents a creature that walks over it from stepping foot on it or standing on it. A creature that uses its action to move over the barrier can use its movement to move it aloft, which might create a barrier of your own. As an action, you can push the rock up to 10 feet in any direction to create. When you create the barrier, any rock remaining inside it must fit within a 5-foot cube and is immune to cold damage, and it can't be damaged by fire damage. You can shape the terrain around the barrier so that it faces and intersects you, up to a distance of 30 feet. When you create the barrier, you can direct light, acid, or poison effects onto the barrier. Creatures in an enclosed area that can be seen from the ground must succeed on a Dexterity saving throw to remain within 1 mile of the barrier. The spell can’t physically link a barrier made of stone to a structure, or to any natural surface formed by natural phenomena.
Evocation
Arcane Stone
300
1 Round
You make a rock-hard, 120-foot-tall cylinder with 4-inch diameter facets at the base and a span of 1 inch and 3/4 inches around at the top. You can shape the globe in any way you choose, though it can’t be animated. When you create the globe, all metal that remains on it is melted and any nonmagical objects that are too heavy to hold onto are hurled at the globe at the same time. Roll 6d10; the result is a sphere of light centered on a point within range. The sphere has the creature’s symbol (‖) and magical force inscribed within it. It spreads around corners. When a creature enters the globe for the first time on a turn or starts its turn there, the creature takes 6d10 force damage, and it can take the Dash action to move up to half your speed until the spell ends. The globe sheds bright light in a 10-foot radius and dim light for an additional 10 feet. This light can illuminate small fortifications, stables, and other structures up to 5 feet high and 20 feet tall, and brighten gaps up to 5 feet deep.
Conjuration
Arcane Stone
30
Concentration, up to 1 minute
This spell creates a sphere of arcane force within range and that portion of the sky centered on it, centered on a point you choose within range. Nonmagical stone and mundane equipment created by the stone are unaffected and objects created by spells or effects created by the spell are unaffected. The sphere is transparent and moves with it to stay hidden. Any creature in the sphere must make a Dexterity saving throw. On a failed save, the creature is blinded until the spell ends. Nothing created by spells or effects is affected by the spell with this spell. A creature that successfully saves moves with the sphere to avoid being blinded as an action. Anything created by magical effects or other magical sensors created by the stone falls when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a permanent stone on each of your turns for each slot level above 4th.
Transmutation
Arcane Stone
500
1 Hour
This spell creates a piece of magical stone that rises from the ground to match your equipment. You can use a successful Intelligence (Investigation) check against your spell save DC to find the stone on the ground within 10 feet of you and cast the spell there. You choose stone that can’t be damaged, but it functions normally. You know how many feet it takes to cast this spell. If you cast it again, the spell has no effect. If you cast it again, the spell creates a permanent stone that can be damaged and becomes a permanent stone if its damage is moderate or greater, and if its value is reduced to 0 by the new spell. The new stone can be restored to an incorporeal state by means other than a direct physical link with the stone. If you use an energy weapon to hit a creature with a continual link spell, the creature must make a successful Constitution saving throw. It takes 6d10 force damage on a failed save, and the spell ends on a successful one. The spell has no effect on undead or constructs. While some animals are created using magical means (such as a tree or a creature), others are created by simple mechanical means, such as a spring or a rod. If a creature uses a spell to create a permanent link with a material object it mends or marries, that creature automatically attains the link at the end of the training day. The spell ends for a fiend or a creature or a creature that attacks a creature with a melee attack if you used magic or if the creature uses a natural weapon to do so.
Abjuration
Arcane Stone
60
Concentration, up to 1 minute
A nonmagical stone weighing as much as 5 pounds appears on the ground at the point you chose in an unoccupied space that you can see within range. The stone lasts for the duration, and it disappears at the end of your next turn. The stone is light gray or green, and it extends into the air and diffuses light radiance among its surroundings. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you position yourself within line of sight of the stone, as with other magical stone, you can use a bonus action to change its direction along the ground as if you were in its space. When you cast this spell, you can also change its direction by using your sight, smell, or other senses.
Transmutation
Arcane Stone
Touch
1 Hour
You touch a nonmagical stone or opaque material. Your spellcasting ability is contested. You can cast a ranged spell against the stone if you wish, gaining advantage on all your attack rolls against targets that don’t have it active. A ranged spell attack rolls its own statistics, and a ranged spell attack with a ranged weapon succeeds if you and your companions are fighting. On a hit, the stone impales any creature or object within 5 feet of it. Until the spell ends, ranged spells with a casting time of 1 action are automatically cast when the stone strikes the stone. At Higher Levels. When you cast this Spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of the stone.
Illusion
Arcane Stone
Touch
1 minute
You touch a nonmagical object that isn’t being worn or carried and that isn’t being worn or carried. You or an action of yours that you see must make a Dexterity saving throw. A creature can’t be charmed by this spell until the spell ends. An effect this spell creates, however, is permanent.
Transmutation
Arcane storm
120
Concentration, up to 1 hour
The air within reach of a fey god (an illusory portrait of which appears in each hand of a creature the size of your hand) erupts into a sustained beam of magical energy that sucks up and mimes creatures within 30 feet of it. This spell can’t reduce a creature to 0 hit points or take any other temporary damage. While the target is within 30 feet of it, nonmagical magical energy radiated by this spell flows freely through the target, and any damage created by it deals no damage to it. Bestow on a creature a portion of the total as recompense for its service to you, if possible.
Transmutation
Arcane storm
150
Instantaneous
A mass of magical energy rises from the ground and twists at the wits side of one creature you choose within range. The target must make a Dexterity saving throw. On a failed save, it takes 7d8 + 25 thunder damage; on a successful save, it takes half as much damage. A Large or larger target can take as long to regain 70 hit points. The spell damages only the target, not the object or the magic item it is held in and that can be used as a material component to cast the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 1d8 for each slot level above 6th.
Evocation
Arcane storm
Self
Concentration, up to 1 minute
This spell creates a burst of magical energy centered on a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Wisdom saving throw. As an action, you can move the sphere up to 30 feet and then cause a bolt of energy, moderate in range, that rounds two bolts of fire 30 feet long and 3 feet wide to erupt from it dealing damage equal to half the spell’s maximum struck by one of those bolts. Each creature in the sphere when it creates the bolt must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and is blinded until the flames dissipate. At the end of each of the spell’s 10-foot-radius turns, a creature blinded by the fire must make a Constitution saving throw. On a successful save, it takes half as much damage and isn’t blinded. The flames remain aloft for 1 minute at the start of each of its turns. If a creature would be affected by this spell, it can take as much damage as a normal creature by throwing a similar spell into its immediate area.
Evocation
Arcane Suggestion
30
Instantaneous
You suggest a course of action for the creature you are casting the spell on. The DM determines the course of action and determines what action you will take. You can ask the creature to follow a course of activity, but it must follow the instructions you give it. If the creature is hostile to you or your party, it will respond by attacking you. If the creature is neutral, hostile to you or your party, it will not fight you. This spell requires no prior verbal communication with you to perform. You can also choose to perform the course of action as a verbal command, but this requires you to use your own words. You can also use a spell slot of 3rd level or higher to perform this spell. If you know the course of action of the creature, you can specify an action that would cause the creature to follow a course of activity you know is appropriate for the creature. If you don't specify an action, the spell doesn't perform. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 days for each slot level above 1st.
Conjuration
Arcane Thaumaturgy
Self
Concentration, up to 1 minute
You gain the ability to move, manipulate, and even force within range. The spell has no effect if the target is ever outside the spell’s range. For the duration, the spell has no effect if it is ever within 1,000 feet of you.
Transmutation
Arcane Tonic
Touch
1 Hour
You touch a nonmagical jewelry or textile object. The spell creates an instantaneous, invisible, and poisonous tangle of magical force that lasts for the duration. When the spell ends or if you cast a spell, the affected item or its component are destroyed. The spell’s damage increases by 1d6 at 1 minute.
Necromancy
Arcane Torrent
120
Concentration, up to 1 minute
Flames wreathe one creature you can see within range, forcing it to take 5d10 fire damage and 2d4 fire damage for the spell’s duration. The target remains alight for the duration, but its movement and armor become immobile; it can’t activate its magic items, and any spell it cast that targets only a creature or a nonmagical effect can’t be targeted by the spell. The spell ends for the target on its turn, if it takes any damage or if another creature uses its action to do anything harmful to it.
Evocation
Arcane touch
Self
1 Hour
As part of the action used to cast this spell, you can touch or otherwise stimulate another creature who would normally be invisible. You and any creature you touch can make the creature invisible to creatures or objects within 5 feet of you.
Transmutation
Arcane Touch
Self
Concentration, up to 1 minute
You touch an object that you can see within range. The object has the properties set forth in the spell description. You can touch the object any time you choose not to maintain concentration on it. If you do so, the object becomes an object, with the properties set forth in the spell description. For example, you can touch a finger, a sphere, or a rope.
Transmutation
Arcane Touch
Touch
1 Hour
You touch one object that is neither magical nor nonmagical. The object is imbued with the power of the element you touched. The spell doesn’t harm it. If you touch the object while it has no physical component, any magical effects on it end. The object remains in your hand until the spell ends, at which point you can use an action to dismiss the object. The object can be removed by any means appropriate to the circumstances. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Abjuration
Arcane touch
Touch
Concentration, up to 1 hour
You touch a creature. Until the spell ends, the target’s movement, including the resistance to bludgeoning, piercing, and slashing damage dealt by spells and magic items, and the sort of weapon or device created by a spell or created by an attack or spell that you cast or that you can create or manipulate, is unaffected. The spell ends. For the duration, the target can use a bonus action on each of its turns to make a Strength or Dexterity check (the target has advantage on the check) with one hand and shift its weight to the other. While shifting its weight, the target can roll a d4 Strength and choose a number of feet equal to twice the target’s already highest number of feet. If a creature would normally use its movement to move up or down the shortest distance between you and the target, the spell ends for that creature.
Transmutation
Arcane touch
Touch
Concentration, up to 1 hour
You touch one willing creature and commune with it for the duration. If you cast this spell without first touching a willing creature before the spell ends, the target loses its Dexterity bonus to AC and has disadvantage on attack rolls and attack attacks against targets within 5 feet of it that aren’t there. The spell ends on a target if it is immune to effects that target it, such as those requiring a Divine Smite bonus against its magic and a target that it can see, as well as if the spell ends on a target that would normally be immune to being charmed.
Divination
Arcane Touch
Touch
Concentration, up to 1 minute
You touch a creature. The target’s magic appears in its hand, and the spell is cast until the spell ends. The touch can be as subtle as an effect on a target and can be as direct as touching a creature and pointing at it. The touch is magical and doesn’t require a target. If the touch can’t be used to affect a target other than that target, the target must make a Wisdom saving throw. On a failed save, the target can use an action to end the spell. The spell doesn’t appear in the target’s magic unless the spell is cast with the target as the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range is 1/minute for the touch and 1/minute for the touch spell.
Abjuration
Arcane touch
Touch
Instantaneous or 1 hour (see below)
You touch a creature and imbue it with an illusion that it is in contact with a willing creature. The target is familiar with the illusion and can recognize the target’s name, appearance, and general demeanor if the target has the alignment. The target can use its action to verbally communicate with the target's other senses, including speech and touch. The target can’t speak, read, or write, and it can’t be charmed or frightened. The target can’t be attacked or frightened by any means, including magical or physical attacks.
Transmutation
Arcane Training
30
Concentration, up to 1 hour
You gain the ability to use your action to examine an object, a spell slot, or a bonded object you touch. You can examine a creature of your choice that you can see within range, determine what it can understand, and perform simple, visual tasks such as pouring fabric, pouring ghee, pouring wine, pouring fire, and so on. While the creature can understand you, it understands your spoken language, and it can’t be charmed or spoken to understand your spoken language. For the duration, any action the creature takes is based on its Intelligence score. If an action that would be wasted or harmful is held or wasted twice as much as a non-trivial action, the wasted or harmful action is wasted instead. While this spell is cast, the creature uses all its movement and doesn’t take actions other than make a melee attack. This spell gives the target the ability to mentally command its creatures that action. You decide the course of action, which should be pursued as soon as possible before using your action to switch targets. When the spell ends, the DM throws the target someplace other than the specified location. Nothing could occur if you or that creature were within 30 feet of the specified location on that day or early in the following year.
Divination
Arcane Trick
120
8 Hours
You conjure up a shadowy figure, about the size of your fist, that is willing and able to fight for you. Choose two creatures you can see within range and cast the spell in each target’s area of effect. You choose the target as your target area of effect. While the target is within the shadowy form, you can direct its actions, speak its favorite languages, and manifest any magical effects it has. The target can’t attack or cast spells. While in the shadowy form, your melee attacks deal an extra 1d8 force damage on each of your turns. You can’t make a fist attack until the spell ends. While in the shadowy form, your ranged attacks deal an extra 1d8 force damage on your next attack roll, or the target takes 1d8 slashing damage from another spell of your choice that you have studied. A shadow clone takes 4d8 slashing weapons damage.
Transmutation
Arcane Trick
120
Concentration, up to 1 minute
Choose an area of nonmagical energy that you can see and that fits within a 5-foot cube within range. You move with the wind, remaining centered on that cube and making turns toward or away from you. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. As a bonus action on a subsequent save, a creature can roll a d8 to change its speed so that it can pass through small openings in a wall or other solid rock. Make a melee spell attack. If you hit a creature with a weapon attack during this spell’s duration, your weapon flashes with a flashing, warbling rhythm that fills a 60-foot-radius sphere centered on the point you chose for the melody. You can choose from a range of effects that let you create one of the following effects within range. Blade Dance. You cause a flurry of sword thrusts to explode from your melee weapon. Each creature that takes 3d8 bludgeoning damage when it hits—including you—at the start of each of its turns, can repeat the attack again if it has hit or discarded its sword—but this time it is a free action. Dragon Dance. You cause a flurry of dragon thrusts to explode from your melee weapon. Each creature that takes 2d8 bludgeoning damage when they hit—including you—at the start of each of its turns, can repeat the attack again if it has hit or discarded its dragon armor, sword, or spike. Glare. You cause a flurry of glare attacks. Each creature that takes 3d8 bludgeoning damage when they hit—including you—at the start of each of its turns, can repeat the attack once more if it has hit or discarded its helmet, shield, or similar piece of armor. Great Grasp. You cause a flurry of leaps and sudden leaps that deal an extra 2d8 lightning damage to any creature that fails its saving throw. Any creature that fails its save against this damage takes 1d6 lightning damage, and the spell ends. (This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6), or this spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Arcane Trick
120
Concentration, up to 1 minute
Choose one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 psychic damage and must rely on its own memory to remember what happened. On a successful save, the target takes half as much damage and doesn’t need to rely on its memory to remember anything else. A target that fails its save automatically succeeds on this saving throw. The spell ends if you or anyone else was also affected by it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration
Arcane Trick
120
Instantaneous
You make a ranged spell attack using Arcane Arts. On a hit, a creature takes 3d8 psychic damage (if you chose this spell before your next long rest, you can only use it once). If a creature takes the same damage as you, the spell either fails or the target takes no damage as a result. If a target takes extra damage from this damage, that damage is multiplied by 2, and the resulting damage is halved at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Conjuration
Arcane Trick
120
Instantaneous
You weave a rope that compresses the air within a 30-foot cube within range, compressing it at the point you choose within range. Any creature in one of the places you choose must succeed on a Strength saving throw or be restrained by the rope until the spell ends. The restraints last for the duration, and the rope is of moderate quality. When a creature enters a place or an object is interacted with, it is affected by the restraints and can use its action to try to break them, and it can make a successful save with one of the minor restraints removed. The rope lasts for the duration or until a creature uses an action to break one. Gusts. The rope changes winds that it creates. When the rope falls, creatures and objects can carry it up to 30 feet and creatures and objects can not exceed 30 feet tall. If the rope is sustained for longer than that, creatures and objects can be pulled 10 feet more easily. A creature that ends its turn within 3rd level of a rope the rope created can’t carry with it can another creature, object, or gust can’t be lifted. When a creature steps within 5 feet of an area where the rope creates an effect, that creature must succeed on a Strength saving throw or take 3d10 bludgeoning damage.
Conjuration
Arcane Trick
150
Instantaneous
You create a flickering illusion of a vague shadowy presence within range, and the spell fails if the illusion requires immediate effect. You can cast the spell as a spell—no matter what material it is and how many levels of school you have, the illusion can target up to you as a whole group of 10 creatures (up to a maximum of three creatures can be formed at a time). You can cast the spell as a single target, though each creature must be within line of sight of the creature whose spell’s target is flashed. For each target, roll a d4 to determine which of the following effects apply to that creature: • You cause up to four willing creatures to become frightened of you. A frightened creature must succeed on a Wisdom saving throw or be frightened for the duration of the spell. • You cause a target willing creature to make an Intelligence saving throw. On a success, you cause the target’ s saving throw to succeed. • You cause up to one willing creature to become charmed. A charmed creature becomes charmed by you for the duration. • You cause up to one willing creature to become obsessed with you. A obsessed creature pursues you to the edge of existence beyond the bounds
Arcane Trick
1 Round
You choose a location on the ground that you can see within range. You manipulate the ground there in a similar manner to a normal spell slot open to the general public. Until the spell ends, you can use a bonus action to move the ground or one side of it up or down as you choose. You can also move a short distance behind the ground as an action. Roll a d8, which determines whether the ground is up to snuff or whether it is slightly above the floor. If the ground is below, the spell ends. If the ground is above, the spell ends instantly. If the ground is above, the ground moves
Arcane Trick
30
Concentration, up to 10 minutes
You create an invisible, intangible force field that twists and turns any living thing you choose within range. The field is made of wood, stone, stone tools, stone tools and any other material you choose that you can see within 5 feet of you (no more than 10 feet away from you) and remains in place for the duration. A creature that can see the field can’t see anything beyond the area. It doesn’t protect creatures or objects within the field, such as a creature that can’t see, or creatures within the field that aren’t being attacked or harmed. Any creature on the ground or within the field when the spell ends, if it can, must make a Constitution saving throw. On a failed save, it takes 10d6 bludgeoning damage and is pushed 10 feet away from you.
Evocation
Arcane Trick
30
Concentration, up to 1 minute
You create a bright beam of magic that appears on a point that you can see within range. You move one foot in a direction you choose, and the beam appears at the target. The target must be within 5 feet of you when it appears, and it must succeed on a Dexterity saving throw or be affected by the beam. On a failed save, the target is restrained and must make an Intelligence saving throw. On a successful save, the target is restrained and no longer restrained by the beam. The spell ends on the restrained target.
Conjuration
Arcane Trick
30
Concentration, up to 1 minute
You create a dazzling spectacle in a 20-foot cube within range, dealing magic energy to creatures in the area. Each creature in that area must make a Dexterity saving throw. A creature automatically succeeds on the save when it enters the spell’s area for the first time on a turn or ends its turn there. If the spell’s area includes the area of another spell or other magical effect (such as a magic circle), the spell ends early, and the spell is wasted. On a successful save, the spell ends early if the area includes magic spells or other early activity is interrupted. As a bonus action on your turn, you can move the spell up to 60 feet until the spell ends.
Transmutation
Arcane Trick
30
Up to 10 minutes
You attempt to manipulate some sort of magical force that is difficult to manipulate or control. For example, you might manipulate a magic weapon to strike an enemy, or you might manipulate the air in a well to create an illusion of movement. You can manipulate the flow of air in a square to create a horizontal gap, or you can manipulate the direction of flow of a cylinder to cause a circle to appear in the air. You can also use your action to manipulate one object in the area to create a circle around itself. The objects in the area can be moved by any means you choose, provided that you don’t manipulate any objects in the area.
Transmutation
Arcane Trick
500
Illusion
Arcane Trick
60
1 Round
As part of the action used to cast this spell, you must concentrate on one effect that you can see within range. You must concentrate on that effect to cast this spell. You must use your action to focus on the spell. To do so, you must always hold your hand up in the air (including your head), and you must use your action to use your hands to move so that your fingers meet the spell's requirements and not move. The spell doesn’t restrict a creature’s movement using its movement action, but it might.
Transmutation
Arcane Trick
60
1 Round
You make a magic spell of up to six attacks for each slot level above 3rd. You make those attacks with disadvantage. If you cast the spell twice, you create two new spells of the chosen type for each slot level above 2nd.
Evocation
Arcane Trick
60
3rd-in-air
You create a warp in the celestial plane, creating a warp in the fabric of space where no light can pass. For the duration, a celestial, an elemental, or a fiend (insightful or darkness-inducing) can’t pass or move across the celestial’s plane of existence, and the warp spreads out to accommodate it. An invisible force is there to halt the passage of any celestial or an elemental. For the duration, the celestial or an elemental can see invisible doors that open into an unoccupied space next to the warp, but can’t enter the warp or pass through it. For the duration, you choose one object that you can see that isn’t part of a celestial, an elemental, or a fiend (insightful or darkness-inducing). The chosen object is invisible, but it can’t fire, grow larger than Huge, or shrink in size. It also doesn’t rely on air as a fuel and doesn’t allow its energy to be drained. Any object made from an illusory duplicate of the object created the warp. The duplicate created the object’s physical appearance, voice, and name. The magic created the item, the magic used the object’s component parts, and the magic of the magic beast’s immediate vicinity. The magic beast can move across the celestial’s plane of existence and into and out of the warp, leaving it unaffected.
Divination
Arcane Trick
60
Choose an invisible, invisible part of an object that you can see within range. The creature’s magic is interrupted, but the creature w as affected by the spell and can use its action to use a bonus action to switch objects to the best of its ability. When such a switch occurs, the spell ends, and the magic restored does not need to be repeated. To achieve this end, the creature might cast a spell or cast another spell, create an illusion, or cast a spell through an object that it can see, such as a book. You might manipulate a cylinder or a shapechanger, create a ward, or block a door, open a blind window, or even crush one. Each of these actions can be triggered only once by using your action during your next turn. You can use only one of these actions at a time. As an action, you can temporarily halt the spell (and the steed or mule that uses it) or stop it so that it can use another action. If a halt spell reaches its full potential, the spell ends, and the steed or mule moves on its own, the steed or mule vanishes, and the spell ends. At Higher Levels. When you cast this spell using a
Arcane Trick
60
Choose one creature that you can see and that can be targeted by an Energy weapon attack using an action or an ability that you know (your choice) to treat as magic, such as using a ray of celestials to pour out a magic missile. Choose one creature that can make the attack. On a successful throw, you can make the attack yourself, or target a creature you choose that is immune to such attacks. If the creature makes an attack with an ability or a spell of 3rd level or higher, and the spell fails or your spellcasting is broken, you instead gain the benefit of its benefit, and the creature’s magic happens on a success. If you use your action to determine whether a target is magical while targeting that target, you deal an extra 1d4 radiant damage on each of your turns for the spell. This extra damage occurs each time you hit an enemy with a successful dispel magic spell, if it uses up 1 hit point. The extra damage results from two effects, determined by the DM—the creature’s natural rate of movement, and the time it takes for spells to arrive at their spell slots. The natural rate of movement is the fastest spell of the creature’s first level or lower level, and it takes 1d4 times the creature’s natural rate of movement for its second level spell slot to arrive. The creature can run, jump, swim, gnoll around and even fly without using its natural speed for movement. You can use your action to create a small boom of natural energy in a 30-foot radius around a target and call it to earth. The target takes 2d8 lightning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the lightning damage can deal additional 2d8 lightning damage to the target when it strikes.
Evocation
Arcane Trick
60
Concentration, up to 1 hour
You create a harmless illusion of a solid object within range, either an air or water object or an opaque object that isn’t suspended or waveless, and that doesn’t fall off if you choose an unoccupied space within range. The object appears and lasts for the duration, but it doesn’t need to be on the ground or within 100 feet of you. When you cast the spell, you can make a DC 20 Wisdom (Insect) check against your spell save DC to instantly dismiss the illusion. The DC only takes effect when you cast this spell again, or the illusion appears in another unoccupied space within 10 feet of you within 30 feet of your current location.
Illusion
Arcane Trick
60
Concentration, up to 1 minute
You call forth arcane energy to do one thing,
Arcane Trick
60
Concentration, up to 1 minute
You create a magic trick that allows the sudden appearance of creatures or objects within range.Choose two creatures that you can see within range, who appear to be fighting creatures or fey. The creatures appear humanoid-sized and have a Strength of 2 and a hit point maximum of 2d 10. If the creatures are neither fighting creatures nor fey creatures, they become invisible until the spell ends or if you choose any other means, the creatures appear as if they were fey creatures (no creature or object appears as a fey creature). You can use your action to move the creatures up to 30 feet in a straight line and make them appear to be hovering, walking, or attacking you. While the creatures are hovering, you can use a bonus action to move the spell’s ceiling and the ground where the creatures appear to be moving. The creatures appear harmless to you, and your action causes them to vanish. You can‘t use this spell to create nonmagical duplicates of a creature; simply duplicate the creature and put it back where you started. If you create duplicate duplicates of another creature, you must use a different duplicate to create an instance of that creature. Otherwise, the duplicates duplicate with the creature you created and remain with the creature until the creature’s death. Replicating an unarmored creature means that the creature can do whatever it wishes with regard to the creature it duplicates with the creature it duplicates with the creature it duplicates with the creature it duplicates with, unless that creature can perform some other activity that the duplicating activity might perform. Replicating an undead requires you to make a different creature’s wish (your choice when you cast the spell) at a later time. It also requires you to make a new copy of the creature’s corpse, if one exists. To create an illusion, you must make the creature appear real and animate and speak the illusion. The spell creates a false image made up of two sheets of paper that are aligned on four sides. If the illusion overlaps two or more sheets of paper, the illusion lasts until the spell ends. When you cast this spell, you can affect duplicates of any creature you intended and can alter the creatures' appearance to take advantage of the illusion. You can also create duplicates of creatures you designate, creating illusions that are audible, see invisible, and attack your target.
Conjuration
Arcane Trick
60
Concentration, up to 1 minute
You swap one object of your choice within range for another object of your choice in a 20-foot square, and the object shifts position one round. At the end of each of its turns, a magic circle of your choice becomes available in the space between the two objects. The object remains in place for the spell’s duration. The circle is a 10-foot square with a 10 percent likelihood of being broken on contact with the ground or snow at any point within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use a bonus action to change the object’s location from available to occupied at the start of your next turn to avoid this spell.
Transmutation
Arcane Trick
60
Instantaneous
A creature you can see within range appears in an unoccupied space of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 5 d10 psychic damage. On a failed save, the target takes 4d10 psychic damage. This spell has no effect on undead or constructs.
Conjuration
Arcane Trick
60
Instantaneous
You take the form of a simple, harmless object or spell, and it functions like any other spell. The DM has the statistics, creatures, and statistics of the object or spell you are using, but the statistics of the spell are lost when it is cast. For example, if you cast this spell to create a simple, harmless spell, its statistics are lost, and the spell doesn’t work, the DM might rule that the spell fails. When you cast the spell, you learn the statistics of the object and its statistics; if you learn the same thing in a different way, the DM might rule that the spell fails, too. The DM also has the statistics on each creature in the game. If you cast the spell in a nonmagical area, the statistics are lost, and the spell fails, because the spell doesn’t work. You can change the statistics of the spell’s target, however, by spending the DM’s attention. You can change the creature’s alignment and class, by spending the DM’s attention, or by spending the DM’s attention and spending no effort. You can also change the creature’s race, class, or ability score. If you cast this spell without spending the DM’s attention, the statistics are lost and the spell fails. This spell’s statistics are lost when you cast it, though. If you cast this spell using a spell slot of 3rd level or higher, the statistics are lost, and the spell fails, the DM might rule that the spell fails. If you cast this spell using a 3rd level spell slot, the statistics are lost, and the spell fails, the DM might rule that the spell fails.
Illusion
Arcane Trick
90
Concentration, up to 1 minute
You attempt to use magic to create a series of magical effects on a creature that you can see within range. For the duration, each creature that you can see within 30 feet of it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 psychic damage, and on a successful save, the creature takes half as much damage. You can use a bonus action to cause these effects to fail, ending the effect on that target. On a failed save, the effect ends.
Conjuration
Arcane Trick
90
Instantaneous
As part of your action to get to a specific spell target of a specific level or type of creature, you can issue a precise, yet nonmagical, command to that creature. For the duration, it has a truer image of the target of your spell than you, receiving a bonus from the hidden knowledge it has (unlike others with trues or secret knowledge) that makes sense to you. A subtle, yet powerful illusion of the target creature's location can be seen from a distance of 10 feet or less, or you can use your action to carefully control the image, creating a circular pattern that appears next to a target object or a creature within range and affecting that target as always. This spell has no effect on undead or constructs. If you cast this spell each day for weeks, your concentration falls for days, and you can hold off on casting until the spell ends. At any time after you cast this spell, you can choose whether a target is illuminated or not, whether its light spills over obstacles, or both. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the first effect on a target (the target being a target that the spell targets) causes another effect (a minor illusion or a visual illusion) on that target, if that effect would normally cause the target to appear obscured.
Transmutation
Arcane Trick
90
Instantaneous
You create a trap that prevents creatures of good alignment from seeing your path. Until the start of your next turn, creatures that can see your way are limited to seeing one path that you choose each turn. Nonmagical creatures in that turn motionless as if they were caught in a trap. When you cast the spell, choose one of the following options for what occurs: • The target takes 5d10 radiant or necrotic damage, or half as much damage (your choice) if you have light or medium. • The target gains 30 temporary hit points. These temporary hit points can’t be replaced by nonmagical spells. • Any creature or object w ho takes 20 necrotic damage, or half as much damage (your choice) when it dies. • The target regains 4d10 necrotic damage, and half as much damage (your choice) when it becomes immune to poison, psychic, or any other effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d10 for each slot level above 3rd.
Conjuration
Arcane Trick
90
Instantaneous
You weave together threads of strong magic to create a teleportation spell, such as a rope spell, that leaves a large enough area on the ground or a simple enough trap to an untrained eye. You can teleport up to 30 feet out of the way of a creature you choose when you use an action to move up or down a teleportation rope. The rope has the following properties: - When you cast this spell without first preparing any traps or placing traps at least 30 feet out of reach, you create a teleportation trap, or IKEA trap, that creature must use its reaction to make the trap and make the trip using the shortest possible time frame. If the creature uses a spell slot of 7th level or lower to make the trip, the trap deals an extra 1d6 force damage to the creature and makes it appear as though it's traveling 30 feet instead. This extra damage can be covered by other creatures' clothing or armor. - When you cast this spell using a spell slot of 7th level or higher, you can create two additional traps for each slot level above 6th. Each trap creates a teleportation trap that the creature must make when it enters the area for the spell to work. Each trap creates no teleportation effect. - When you cast a spell using a slot of the rope, you can conjure up as many traps as you wish, making them more difficult for the creature to detect. For the duration, a trap created by this spell is automatically unlocked when a trap created by another spell of the same level or lower requires it
Arcane Trickery
60
Instantaneous
You conjure up one of the following arcane phenomena. You can use your action to choose one of the possible effects of your spell’s effect. False Wisdom. The target hears and knows what the effect is, but it is blind, deafened, and speechless until the spell ends or the spell ends. False Sense. The target senses in the air, and it senses in the ground. If you or a creature you designate is within 5 feet of it, you can
Arcane Trick
Self
10 days
You attempt to manipulate the nature of a creature that you can see within range. The target’s speed increases as you move, and the target’s Intelligence increases by 2. The target’s Intelligence increases while you're within 10 feet of you. The target can’t use reactions or speak. It can’t move, speak, or take any action that requires concentration. You can’t cast spells or cast spells that target the target. You must maintain control of the target, but you can‘t cause the target to become paralyzed, fall unconscious, become paralyzed again, or become stuck in a pit.
Transmutation
Arcane Trick
Self
1 Hour
This spell shapes the course of battle in your area. To your enemies, the battle is a fight. You might conjure up an image of a powerful elemental creature that has attacked or licked its wounds. You might project an image of an enemy that has been slain or banished, or you might create a false one. The image appears in your space and lasts for the duration, but it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the image strikes a creature, the creature takes an extra 5d8 radiant damage. If you choose a creature type, the image appears to be one of the following: charmed, fey, or vengeful. Arcane Trick. When a creature of your choice that you choose hits or otherwise harms an enemy within 60 feet of it with a weapon attack before its turn ends, the creature must make a Charisma saving throw. On a failed save, it can use its action to switch to the sword form of the creature’s trained archer or the steed (’mage’s choice) instead. The creature can make a melee attack with the steed, but it must be within 60 feet of you using an effect that requires it to be within 60 feet of you.
Conjuration
Arcane Trick
Self
1 Hour
You create a sudden burst of magical energy that travels from one creature you can see within range to another, such as a door, a tower, a wall, or a chest. Choose one creature within range, and the spell ends for that creature. The spell’s duration is 1 hour, or until you use an extra action to cause the spell to end. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Arcane Trick
Self
Concentration, up to 1 minute
Choose any number of creatures within range, and they learn the following spells of your choice from a spell list or the spell description in the spellbook. Each creature that starts its turn within 5 feet of you must succeed on a Wisdom saving throw or take 1d4 psychic damage. On a failed save, a creature becomes frightened for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Illusion
Arcane Trick
Self
Concentration, up to 1 minute
Choose one creature that you can see within range. As a bonus action on each of your turns, you can switch one of the creature’s ability scores from Constitution to Wisdom. The creature becomes a wizard for the duration. On your turn, the creature can make a Wisdom saving throw, taking 13d6 damage of the chosen ability score type on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Transmutation
Arcane Trick
Self
Concentration, up to 1 minute
You cause a willing creature to roll a d4 and add an extra die to the die. If the creature rolls a d4, the creature can use its action to determine the result of the die roll using its Intelligence and Wisdom scores. If the creature has neither Intelligence nor Wisdom scores, the creature can use its action to determine the result by rolling a d4. As long as the creature has neither Intelligence nor Wisdom scores, it can use its action to roll a d4. At Higher Levels. When you cast this spell using a spell slot of 2nd
Arcane Trick
Self
Concentration, up to 1 minute
You create a magical illusion of a creature that is in the air. The creature appears before you and has the flying speed of a flying horse. If the creature can fly, it must make a Dexterity saving throw. On a failed save, the creature must immediately stop flying and must use its action to return to its original form. The spell ends if the creature is no longer in the air. If the creature can fly, it must make a Dexterity saving throw. On a successful save, it flies safely to the nearest unoccupied space of the creature’s choice. If the creature can fly, it can’t attempt to take flight until it has reached its speed. The creature must also have made a successful saving throw, and if it succeeds, it remains in the air until it drops to 0 hit points or is pushed 5 feet off the ground.
Transmutation
Arcane Trick
Self
Concentration, up to 1 minute
You make a ranged spell attack against one creature that you can see within range. The target must make the spell attack before the spell ends. On a failed save, the target takes 2d6 psychic damage. On a successful save, the creature takes half as much damage. The spell ends if you cast this spell again.
Transmutation
Arcane Trick
Self
Concentration, up to 1 minute
You make a simple or magical spell with a potency as great as a legendary spell slot. You choose the trick used to create the spell. When you cast the spell, choose one creature as the target. You make a ranged spell attack with the spell. On a hit, the target takes 4d10 radiant damage. The spell then goes on a rest for 7 days. At the end of this time, you can use any remaining spell slot in your inventory to create a new spell of 7th level or lower. The spell then goes on a rest for 7 days. At the end of this time, you can use any remaining spell slot you have up.
Divination
Arcane Trick
Self
Instantaneous
All light within range, or light in the form of smoke, flashes in one location on a ground surface within range. The trick lasts for one minute or until you use your action to change the light within range. To do so, you must use a different spell slot than the one you used to cast the spell. It lasts until the spell ends. When you do so, you can use your action to change the light in the location so it appears green or violet in color, or change the light's intensity so it appears yellow or red in color. You can also use another spell slot to change the intensity of some of the illusions created by the spell. You can use your action to switch from green to violet in the light created by the light. Once you have used each spell slot of that spell, you can switch back and forth between the two spell effects without expending any casting time. This spell doesn’t directly save a creature’s soul, but it weakens it so that it might betray its loved one in the process.
Illusion
Arcane Trick
Self
Instantaneous
Draw a spell of your choice from a chosen trinket of challenge rating up to 5th level or lower, choosing one of the following options: • The target w ho deals 3d8 radiant damage on a failed save, or • Three d10 radiant damage bolts strike to the target, igniting them. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of bolts striking the target increases by two for each slot level above 5th.
Evocation
Arcane Trick
Touch
1 Hour
As part of the spell you cast, you can take the form of a shadowy figure and shape it in one of the following ways: • Using an option or a similar ability of your choice, you can create a trap or an open fire in the space on the ground within 30 feet of the shadowy figure that you choose. In doing so, you can cause the trap or an open fire to burst from the ground to open and close as a bonus action on each of your turns. • Using an ability that mimics the movements of creatures, such as climbing or using a climbing rope, causes the shadowy figure to use those movements to move up, down, and across the ground in a horizontal and vertical direction identical to that of its body part. The shadowy figure can move across a surface to a different height or across a surface to another surface within reach. Alternatively, you can shape the ground in a straight line to make it s difficult for the shadowy figure to pass. While you are within 30 feet of the shadowy figure, you can move it through openings as simple as its clothes or its clothing’s paths, opening an opening in a natural or man-made structure that a creature can see. The shadowy figure can’t attack or take any damage when it moves within 30 feet of you. When you cast this spell, any creature that can see through a trap or an open fire has advantage on all saving throws. The shadowy figure can open or close the trap or open a pathway that leads to a different portion of the same structure, including through a creature’s space.
Transmutation
Arcane Trick
Touch
1 Hour
This spell creates an invisible and magical bridge leading upward to a certain point on the ground that you can see within range. The spell fails if you use a bonus action on each of your turns to mentally teleport a creature you can see up to 100 feet away (up to half the distance at the start of each of your turns). When you cast this spell using a spell slot of 6th level or higher, you can teleport a level 5 or lower creature up to 60 feet in any direction along the ground (up to 60 feet at the start of each of your turns, or 60 feet at the end of each of your turns). As a bonus action, you can attempt to teleport a level 4 or lower creature up to the speed of light. Make a melee spell attack against the creature to teleport up to 10 feet. On a hit, the creature is transported to a different unoccupied space within 10 feet of the spell’s destination.
Conjuration
Arcane Trick
Touch
1 Hour
You touch a willing creature. Alternatively, you can cause the target of the spell to be magically transported to another plane of existence. This spell creates two illusions for the target, who must be within 30 feet of the target. The illusions can be made of any material, stone, or mineral form, though they can’t appear to be made of stone or metal. Illusion. Each creature in a 10-foot-radius sphere centered on the target must make a Wisdom saving throw. On a failed save, a creature becomes paralyzed for 1 hour, or until it can no longer move. An incorporeal creature or a fey creature that doesn’t rely on movement suffers this effect. False Appearance. If the target is either hidden or visible in a misty gloom, a misty version of the target is charmed, and the spell fails. It charms, witnesses, and murders whenever it can, but when it targets a creature or objects in its vicinity, the creature or objects are usually obscured and the spell fails. False Intelligence. The spell checks for the existence of intelligent life in the area
Arcane Trick
Touch
1 Hour
You touch a willing creature and bestow upon it a magic trick to turn it into a different creature. Until the spell ends, you also know how to use your action to charm the creature to appear as a different kind of creature, such as a frog or lion, or to appear as a
Arcane Trick
Touch
1 minute
You touch one willing creature, either a Huge or smaller creature or an unwilling plant, and it must either succeed on a Wisdom saving throw or become magically enhanced. If you cast this spell with a spell slot of 5th level or lower, the spell instantly duplicates a spell of 2nd level or lower. If you cast this spell with a slot of 4th or 5th level, or an 8th or higher level spell slot, you instantly transform a Huge or smaller creature. Alternatively, you can use a slot of 10th level spell and make a spell that targets a Huge or smaller creature automatically succeed on a saving throw against enchantment.
Transmutation
Arcane Trick
Touch
1 minute
You touch one willing creature that you can see within range, asking it to do something you see within range. The target can be a creature or an object, an animal, or some other nonmagical construct. The target is familiar with you and knows where it is and when you touch it. You also know when you'll be able to effect a divining spell, using the target's statistics (e.g., size, height, weight, or speed, according to the target’s equipment) against it. Choose up to three targets you can see within range and cast the divining spell on them at the same time. If you cast this spell multiple times, you can have up to three targets affected at a time. The spell creates one divining spell at a time, which you can use to sift through the divining results to discern how the spell affects each target. If you cast this spell while you have half your spellcasting ability score, the divining spell doesn’t take effect until the spell ends. When you cast the divining spell using a spell slot of 3rd level or higher, you can choose one of the divining options above, which must be cast into the same slot as the divining spell.
Divination
Arcane Trick
Touch
24 hours
You touch one willing creature and reveal the secrets of an arcane school. You touch the target, and the spell ends. For the duration, the target has resistance to one damage type of your choice, though it can be one size category smaller or larger. The spell only affects one creature or object within 60 feet of you, and the target can't benefit from being invisible. The spell allows you to perceive magical objects and spells within 60 feet of you as if they were there, even if they are invisible. To see an object or a spell within 60 feet of you as if it were invisible, the target must see a different object or spell within 60 feet of it, or the spell can’t affect it. When you cast the spell and see the spell in its entirety, you can choose a different object or spell, rather than simply touching an object, using your spellcasting ability instead of touch.
Illusion
Arcane Trick
Touch
Concentration, up to 1 hour
You touch a willing creature and describe the course of action offered by an action that it takes this turn. The target takes the role of a mediator, wishing to achieve an end to its suffering. Choose one or more of the following actions that the target can take: • You can ram the target repeatedly with a minimum of 1 foot of up to 10-foot radius. ram (1 animal, no more than 1 creature), ending the effect. • You can place a simple object weighing up to 10 pounds within range on the ground or on the ground as a result of having flown there. • You can place a simple object weighing up to 10 pounds within range on the ground or on the ground as a result of having flown there. • You can place a simple object weighing up to 10 pounds on the ground or on the ground as a result of having flown there. • You can place a simple object weighing up to 10 pounds on the ground or on the ground as a result of having flown there.
Transmutation
Arcane Trick
Touch
Instantaneous
For the duration of the spell, a creature you touch becomes a fiend for the next 5 days. At the end of the spell’s duration, the fiend transforms and disappears. The spell can have up to two uses or end prematurely, causing it to revert to its normal form and lose its Intelligence, Wisdom, and Charisma scores. Otherwise, the spell doesn’t target creatures or objects being touched.
Abjuration
Arcane Trick
Touch
Instantaneous
You create a magic circle of magical energy centered on a point you choose within range. The magic circle is an object that can be tapped into to create magical effects. You can place a specific effect within range, up to 5 feet on a side, or across from it. The circle can contain a concentration of any spell you know, as long as you don't restrict its use. The circle can be as small as a 20-foot cube or as large as a 100-foot cube. Each creature in the circle must make an Intelligence saving throw. On a failed save, a creature takes 6 d10 radiant damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. The radius of the circle increases by 5 feet when you reach 5th level (2 feet).
Transmutation
Arcane Trick
Touch
Instantaneous
You point your finger toward one object within range and say a magic trick to make it fly. Then, as a bonus action on each of your turns, you can make another spell of 3rd level or lower, of 3rd level or lower, or of 4th level or lower. This spell creates a piece of nonmagical equipment that must be worn by you, on your person, for the purposes of such a spell to work. The equipment lasts until the spell ends, at which point the item falls off, and the magic trick ends. Anything the item can fit on the magic winder or the winder's slot is covered by this spell. The item appears to be flying when you cast the spell. If the item drops to 0 hit points before this spell ends, it reverts to its slot before the spell ends. It isn’t covered by this spell’s effect.
Transmutation
Arcane Trick
Touch
Instantaneous
You touch a willing creature and receive magic trick spells and spells of the same level, up to the level of the spell slot you have selected, as a bonus action. For the duration, the target can use only one of its turns in a direction you choose: straight ahead, behind, or along the shoulder of the DM or in any direction you choose.
Div
Arcane Trick
Touch
until dispelled, an illusory black sphere appears around a target within range and w ho deals an extra radiant damage to the target to create a magical inscope, sending it flying upward toward the Ethereal Plane. After dropping to 0 hit points, the creature crashes to the ground or something falls on it, forming a circle with one-foot-high ceilings and a 10-foot-high-bottom floor. The globe remains for the duration, choosing different colors for its area. When the globe strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object, its magic inscope crumbles into tiny cubes, which are guarded by magical orbs that detect the presence of the globe and keep it aloft until the spell ends. On each of your turns for the duration, you can use a bonus action to launch a beam of yellow energy at one creature you can see within 60 feet of the globe. The globe explodes, raising its level to a full blast (if any) of magic when it strikes the creature. Each creature that ends its turn within 10 feet of the globe must make a Dexterity saving throw. On a successful save,
Arcane Trick
Unforgivable Blade
10
1 Round
Illus. Ronny Mott, an upstart psychic who is best known for his work translating The Lord of the Rings, collects the secrets of the Ninevos into a magic weapon called the Sword of Tarraskel, creating a piece of magical force that can crush one foe in a square inch of floor area. While wielded by a creature of Medium or smaller size, the artifact grants advantage on attack rolls against one creature within 5 feet of it. A creature with Intelligence score of 2 or less can’t be affected by the artifact’s ability. Both the artifact and the creature are held tightly to it, while a creature holding the artifact can wield it with both hands while suspended in midair. The spell creates a sphere centered on a point within range, with a 10-foot radius centered on that point. Until the spell ends, a creature can use a bonus action to move up to 20 feet in any direction along the sphere’s surface. The move originates within a certain dimension, such as the Ninevos dimension, and must come from somewhere within the spell’s area. A creature that makes a Dexterity saving throw at the start of its turn must succeed on the save before using this spell. If a creature starts its turn in the closest unoccupied space on the ground or on a floor, this spell automatically ends for that creature.
Divination
Arcane Trick
Wall
120
Until dispelled, an illusory black sphere appears around a target within range. The sphere is 1 mile in diameter, and the range is 1 mile. It lasts for the duration or until a spell of 8th level or lower negates most of the effect of a spell slot saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the sphere increases to 5 feet in diameter and 20 feet tall by the spell’s level.when you cast it using a spell slot of 8th level or higher, the sphere increases to 30 feet in diameter and 20 feet tall by the spell’s level.
Conjuration
Arcane Walk
90
Concentration, up to 1 minute
You start a short, sustained, nonmagical corridor through a place of your choice within range. Any creature entering the corridor takes 2d6 bludgeoning damage, plus 1d6 force damage. When a creature enters, they can use Strength checks to move through the corridor in an unblinking cone, and other creatures are unaffected. A creature in the area must make a Strength check as a bonus action to make the corridor passable. A creature can enter the passage only if the spell has a casting opportunity. Creatures entering through doors, windows, or other openings that are made of stone or rock, such as stairs or staircases, are unaffected, and such openings are difficult to open (ranging from 1 inch to 2 inches thick), requiring long-time use.
Conjuration
Arcane Wall
150
Concentration, up to 1 hour
You create a wall of shimmering energy centered on a point of your choice within range. The wall is 1 inch thick and is 10 feet thick. The wall is a thin sheet of shimmering sheet of shimmering lead. In the wall area, the area requires at least 5 feet thick. Each panel in the area requires at least 5 feet of movement. The wall is thin sheet of lead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the wall is thick sheet of lead.
Enervation
Arcane Wall
60
Concentration, up to 1 minute
You construct a 3-foot-high, 30-foot-radius portal to the sky. The wall consists of a thin sheet of stone, 5 feet thick, that opens in a slot on the ground or a solid surface, and then flows through the wall opening, passing through a panel on the ground to the left and a panel to the right, the wall connecting panels 1 through 5 to panels 7 through 10. The wall rises up to 50 feet and extends for an hour from the ground to the top of a 10-foot-radius sphere centered on that spot. It is 30 feet long, 10 feet wide, and extends for an hour from the ground to the top of a 5-foot cube, and then descends 10 feet from the ground to the top of a 10-foot cube centered on that spot. A panel 6 through the wall opens each hour. When the wall opens, a shimmering green orb (1d4) is centered on a target. The orb appears in the target's area and moves according to its size, shape, and weight, and it sheds bright light in a 20-mile radius to a spot nearest it. When dim
Arcane Wall
60 feet (30 feet on a side)
1 Hour
You construct a horizontal line on a spot-square surface, 60 feet long, 10 feet wide, and up to 10 feet tall, extending from one edge of the area up to a height of 10 feet, to a height of up to 10 feet. The wall is 10 inches in diameter and is composed of two panels of wood. The first panel is 20 inches long, 4 inches thick, and extends from one edge of the area up to a height of up to 20 feet, dividing the section into two panels. The second panel is
Arcane Ward
10 or 20 feet (20 feet of radius)
1 Hour
You cast the spell at the same area of the ground that you used for the castigation spell, though the spell's casting can take place in a space adjacent to that area. For example, as you cast the spell, you could cast it in a chamber, within the chamber, or around an area of the chamber occupied by an object for the spell’s duration (your choice). A chamber or an area of the chamber occupied by an object is also considered a casting area if the area is more than 10 feet in height. While this spell takes effect, creatures can still teleport to their space at once and are limited to walking through the chamber and passing through each chamber through the chamber.
Transmutation
Arcane Ward
60
Concentration, up to 1 hour
You grant a creature within 15 feet of you psychic protection from hostile energy. For the duration, that creature has a - 2 penalty to AC, including against the triggering triggering triggering spell. The spell can target up to five creatures and causes them to be magically bonded to the protective magic. Each bonded creature has disadvantage on attack rolls against creatures other than the creature being bonded. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the penalty to AC increases to 2nd by 6, for each slot level above 6th.
Abjuration
Arcane Warding Person
60
Concentration, up to 1 minute
Until the spell ends, you choose one of the following effects when you cast the spell. You choose one of the following effects when you cast the spell. If you choose an object held or worn by a creature, you immediately gain the effect of the effect. You can also choose one of the following
Arcane ward
Self
1 Hour
Eight magical wards appear at different points of your choice on your person, a wall that is 5 feet high, and a 5-foot-high cylinder extending from there. The wards are made of magical energy that is expelled when a white mist appears on the ground within range. When the mist appears, each creature in a 10-foot-radius sphere centered on that point must make a Wisdom saving throw. A creature takes 4d6 acid, cold, fire, lightning, or thunder damage on a failed save, or half as much damage on a successful one. Each creature blinded by the mist is blinded for 1 minute. The spell ends if you cast it again. For the duration, warded creatures also have disadvantage on attack rolls against creatures in their paths or within 30 feet of them. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can maintain your level of warding against successive rounds of restoration using a bonus action, once per long rest.
Protection from Energy
Touch
Concentration, up to 1 hour
A negative energy field appears in a place you choose within range. The area appears to be made of fog, ice, or some other fog that lasts for the spell’s duration. When the fog appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet
Arcane Ward
Self (30-foot radius)
Concentration, up to 1 minute
You choose a shadowy ward made of nightwish that fits within a 30-foot cube you can see within range. The invisible ward protects you from the effects of your spells for the duration. When you cast a spell with a range of touch, the invisible ward extends out from you until the spell ends, covering up to 60 feet of floor space for the spell and the spell’s area. The invisible ward also extends out from your body to cover up to 60 feet of remaining floor space. A creature can use its
Arcane ward
Self
Concentration, up to 1 minute
You ward off hostile creatures and plants that you can see within range. The spell lasts for the duration. You choose the types of creatures you cast this spell on, as well as those that aren’t friendly to you. If you cast the spell on a creature that isn’t friendly to you, you can’t cast the spell again for 24 hours.
Necromancy
Arcane Ward
Self
Concentration, up to 8 hours
Divination
Arcane ward
Touch
1 hour
You touch a creature. Until the spell ends, the ward protects the creature against being charmed or frightened. The creature’s plane intersects with the plane of existence you chose, so if the creature is on the plane of existence you chose, it can travel from there to there, creating a barrier there that prevents ranged attacks against it. When you cast the spell, choose a point within range. A ranged spell attack against that creature occurs automatically. On a hit, the creature takes 1d12 radiant damage, and the spell ends. It can’t be evaded or evaded such as magic darts or reverse the flow of time. The spell ends if you use your action to cast it again, if you use your concentration to end it, or if you end the spell early enough to avoid the spell altogether.
Illusion
Arcane weapon
150
Instantaneous
You create a weapon of magical power (up to the level of the spell slot you have selected) that functions as a ranged weapon of challenge rating 5 or lower. The weapon bears no magical properties and can’t be dispelled. If the weapon ever fails a challenge posed by a challenge rating 5 or lower, the weapon transforms to a ‡Aura of Thaumaturgy‡ (equivalent to the warding spell) and becomes a celestial weapon of challenge rating 5 or lower. The weapon is imbued with a powerful aura that defends against all attacks. When the spell ends, the weapon transforms to a celestial version, as normal. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th.
Evocation
Arcane Weapon
30
1 Hour
You create a magical weapon of quills, infused with the power of nature. Make a ranged spell attack against a creature within 5 feet of you. On a hit, the target takes 1d12 magic damage. Whether you hit or miss, reduce the quills you make available to ranged attacks. If the target takes any damage, it can use its action to finish the damage reduction spell it uses as an action. If it fails its turn being struck by a spell of 4th level or lower, it can make a new spell attack using its action, provided that the previous attack hit. If it attacks a creature with a weapon of the same type as the creature’s hit point maximum, it suffers any and all damage equal to half the amount of quills it could have used.
Transmutation
Arcane weapon
30
1 minute
Choose a nonmagical weapon that you can see within range. Make a ranged spell attack for every 10 bolts of energy created by the weapon, or throw a magic weapon or a thrown weapon of a tier 4 or higher quality (such as a throwing axe) into motion, dealing magic damage to the target. You decide what damage type the weapon deals. Magical or otherwise, the weapon deals magic damage on each of your turns by two damage p rules, with the DM choosing the lowest damage type. If you throw the weapon—called a magic weapon—at an unwilling creature touching the target, the spell ends, and the spell deals no damage. As a bonus action on each of your turns, you can release the spell from its warding properties and instead use it to create another magic weapon, located within 30 feet of the warding spell. The weapon creates magic damage of the chosen type by concentrating the weapon's power, not manipulating it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Evocation
Arcane Weapon
30
Instantaneous
You create a nonmagical weapon of sufficient strength and reach that isn’t being worn or carried by another creature. It disappears when it hits an attack roll or a saving throw, and can be refitted for the weapon at any time before it leaves your possession. The weapon can be any weapon created by the same spell, though it has a higher AC than the attack or spell used to create it. The new magic has the same power and properties as the old one, and its properties revert to the weapon when it ceases to be an available weapon. (You can repair the weapon at any time, as long as you have at least 1,000 hit points left.) If you use an arcane weapon created by a spell of 2nd level or lower to attack a target, the weapon attacks that creature and have their statistics (if any) changed as you do. The arcane weapon doesn’t take fire damage, and its fire resistance doesn’t reduce its damage. You can’t use a magic axe to attack a target that attacks with
Arcane weapon
60
30 Days
This spell creates a weapon of simple mechanical construction that is imbued with magical power and infused with arcane force. The weapon is light, medium, and heavy, with one
Arcane weapon
60
Concentration, up to 1 hour
You gain the following benefits: • You can use a weapon attack against a creature you can see within range. If you do so, the target must make a Wisdom saving throw at the end of each of its turns or take 8 d10 psychic damage. On a failed save, the target can’t use an action
Arcane weapon
60
Instantaneous
As you cast the spell, you draw the weapon from your body, concentrating on its properties. When the weapon appears, the weapon takes 3d8 piercing damage at the start of your next turn, and the weapon dissipates within 1 foot of you. The weapon’s ammunition is a Large nonmagical weapon with a +1 bonus to your attack and damage rolls. The weapon is wielded by one creature of your choice that you can see within 120 feet of you. The creature must be within range for the spell’s damage to stack. At the end of each of your turns, the weapon’s ammunition is shed, and the weapon sheds bright light in a 5-foot radius. Each creature that can’t be targeted by the weapon gains temporary hit points equal to 1d6 at the start of your next turn. These temporary hit points can’t be replaced by some other spell or other, so long as the spell is in effect. A creature that can’t be targeted by the weapon gains temporary hit points equal to 1d6 at the start of your next turn.
Abjuration
Arcane weapon
60
Instantaneous
You unleash a beam of arcane energy that explodes from you in a 30-foot radius and deals 4d8 radiant damage to one creature you choose within 30 feet of you. Make a ranged spell attack. On a hit, a creature takes 3d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Arcane Weapon
90
1 minute
You create a magical weapon composed of magical energy that is infused and imbued with a special ability. The weapon, if any, can be attuned to a creature of your choice that you can see within range. The weapon has the same power and effect as the normal weapon. The weapon can be any spell or magical effect, though it has advantage if you have it. At any time, the weapon emits an audible bark spell with a 10-foot radius centered on the weapon. The spell can target any creature that has the weapon within its reach, but the spell must be cast into the creature. If you cast the spell out of the target creature’s gear, the spell destroys whatever it is wearing and carries.
Evocation
Arcane weapon
90
Concentration, up to 1 minute
You call out to the spirits of nature to strike at their enemies. Choose one creature that you can see within range. Under the spell’s effect, the target must make a Charisma saving throw. On a failed save, the target takes 6d10 psychic damage, and the spell ends on its second or subsequent turn. On a successful save, the spell ends on its second or subsequent turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjuration
Arcane Weapon Focus
30
Instantaneous
You imbue a weapon of your choice that you can see within range with the power of the Material Plane. The weapon must be of a level higher than or equal to or higher than the Material Plane’s highest level. The weapon can have up to five fingers, one staff, or two staffs. The weapon can have up to its own staff. The weapon can have up to five fingers. The hand rest you use to maintain control of the weapon is open for a brief moment. The weapon can’t be disarmed. The hand rest can be removed by a blow of the hand.
Conjuration
Arcane weapon (gloves, trinkets)
60
Concentration, up to 1 hour
You make a melee weapon attack against a creature within 5 feet of the casting weapon. On a hit, the target takes 1d10 radiant damage.
Divination
Arcane weapon
Self
1 minute
The use of a dark magic weapon transforms it into a magic weapon of greater challenge and deal damage to one creature you choose within 60 feet of you. If successful, you instead create additional magic weapon attacks for each slot level above 1st.
Divination
Arcane weapon
Touch
1 Hour
You make a magic weapon leap with a 30-foot cone that ends in a line 15 feet long and 5 feet wide. The weapon has the same range and damage type as a magic weapon, but it also has disadvantage on attack rolls against the target. Until the spell ends, the weapon damages objects in its area, and it can’t attack or target an object that is warded. The weapon then ends its useful life. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Transmutation
Arcane Weapon
Touch
1 Hour
You touch a weapon. For the duration, that weapon has AC 15 and attack rolls with
Arcane weapon
Touch
24 hours
As you cast this spell, you create a magical weapon that shoots arrows or darts from its scimitar and emits bright light in a 30-foot radius and dim light for an additional 30 feet. The weapon is a simple melee weapon with a 5-foot radius that you can see. You can use this weapon only once. It disappears when you dismiss it as an action. It can have two fingers or two pointed fingers and a pointed magazine of bullets on it. The weapon can attack multiple times before rolling a d8 and being destroyed within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a single-handed weapon with a 9-foot radius and fire two darts from it, creating a double-edged sword that cuts through shields and turning armor up to 20 feet in any direction.
Transmutation
Arcane weapon
Touch
Concentration, up to 10 minutes
You touch a creature and imbue it with the power to create magical weapons composed of magical energy. The target must make a Wisdom saving throw. It takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. In addition, the target can make a Wisdom saving throw against one damage type the spell’s targeting spells specify. While the target is affected by a spell or other magical effect, it has the statistics listed in the spell list. The target can use all its movement to move about, using the statistics in the weapon handbook. When the spell ends, it instead reverts to its hand. When the spell ends, the weapon becomes a magical weapon, and the DM makes the weapon’s damage roll, with the exception of lances, which have the damage rolled against the same target. The DM makes the weapon attack as normal with any One-Handed weapon attack. The weapon’s damage roll determines the damage done by the attack. The DM makes the weapon attack as normal with any melee weapon. Additionally, when the weapon reaches its full power, the weapon automatically reverts to its hand if the hand is not holding it. The weapon’s damage rolls determine the damage done by the attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Evocation
Arcane weapon
Touch
Concentration, up to 1 minute
A spectral weapon imbued with the power of divination inscribed within a nonmagical weapon becomes a spectral weapon with which it attacks or attacks. Each creature within 8 feet of the weapon and within 5 feet of the target must succeed on a Wisdom saving throw or take 4d8 necrotic damage, and one creature of your choice that is on the ground within 5 feet of it must succeed on a Constitution saving throw or take 1d8 necrotic damage. When the spell ends, the weapon explodes, creating no more than three nonmagical daggers within 8 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. When you cast this spell using a spell slot of 7th level or higher, you can target two additional creatures for each slot level above 6th.
Necromancy
Arcane Weapon
Touch
Concentration, up to 1 minute
You create a magic weapon of unknown power using the power that you choose for its function. Until the spell ends, you create the following magical weapons using the spell: • A magic weapon made from an object made from a material object or a portion of a material object • A magic weapon created from a nonmagical weapon whose normal construction is obscured by a mask or garment, such as a staff or a simple sword, and which can be made of an object or an inset to allow access to its properties. This magic weapon can only be created by using one of the properties listed below. The magic weapon can be made from a single piece of nonmagical material and can have multiple pieces, creating multiple weapons. • You can use magic weapons of unknown power to shape an object that can be held or carried by an unwilling creature. If the creature w as holding or carrying the item, the magic weapon is no longer considered magical, and the creature becomes restrained while the item is in its possession. The creature drops the item when it stomps down the triggering step. • You can create a magical siege weapon that attacks two targets of your choice within the course of 7 minutes. While the weapon is in use, any creature that attacks the creature with a critical hit must succeed on a Dexterity saving throw to use the full attack action cast on the creature to regain control over the weapon. The siege weapon is a magic siege weapon capable of striking two targets at the same time. When you make the attack, you can designate a target type and line of fire. When you make the attack with the siege weapon, you can choose a target’s specified type of weapon. The siege weapon also imposes magic effects on the target, targeting or casting spells that it conjures.
Special Wind
120
18 Hours
You create a powerful blast of wind that moves with you in a direction you choose. The wind is strong enough to blow trees or other structures down. Large or smaller flying creatures and objects are unaffected.
Transmutation
Arcane Weapon
Unlimited
Instantaneous
You create a nonmagical weapon of limited length and weight, capable of reaching up to eight willing creatures or smaller. The weapon can punch through solid objects and even mere rubble, but it isn’t infused with energy or made of metal. The weapon is wielded by a willing creature with a successful Intelligence saving throw against an attack you make with the weapon. If the creature attacks with a nonmagical weapon (such as a throwing weapon, a club, or a sabre), the weapon deals an extra 2d6 fire damage to the creature and becomes infused with lightning and thunder for 1 minute. If the creature attacks with a thrown weapon, or when the creature reaches 5th level (3d6), it also gains lightning resistance against the weapon for 1 minute. The weapon is wielded by a Huge or larger creature, which has its own unique fighting style. You make two simple attacks for each slot used: fist-fistshot, kludge-kludge, or wall-fistshot. Each attack has a 1d4 bonus. You have the power to fire one weapon attack in a sequence of 4th-level blasts dealing 2d6 fire damage to one creature within 30 feet of you. Each target must succeed on a Wisdom saving throw or be pushed 10 feet away from you in a direction following the pattern of the weapon. The weapon then lashes out at the target, dealing 3d6 cold damage to it.
Conjuration
Arcane WeddingWarranty
10 Days
This spell extends the lives of up to twelve willing servants, granting them the ability to provide a stable home for up to five children. You can create 30 servant pieces for each marriage. Choose enough pieces to sustain a full household for the duration. You must specify the length of time for which the spell applies. When you reach up to three children, you imbue a new servant with supernatural abilities equal to your spellcasting ability modifier. After creating five new servant
Arcane wind
120
Concentration, up to 1 minute
A wind that blows down to a celestial, magical, or fey’s size grants it greater protection against spells, ranged weapon, and nonmagical weapon attacks. When you cast the spell, you can choose either a different effect or a new one. A wind of movement that requires movement over 20 feet requires the following steps: • You cause a 60-foot-radius sphere of strong wind (20 feet tall and 30 feet wide at the base) to fly up to 60 feet and chill solid air for 7 days. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the chill lasts for the duration and no longer triggers when you cast this spell using a spell slot of 2nd level or higher.
Evocation
Arcane wind
150
Concentration, up to 1 hour
Your magic reaches the physical world and reaches out to reshape nature in a subtle manner, upending its fabric. Until the spell ends, you can use a bonus action to cause up to three trees of suggestion to leap from a distance of up to 30 feet and strike one humanoid within 60 feet of it with one of the following effects. You can make the suggestion go directly to the wind, creating a 30-foot cube of unstable wind centered on that target. Each creature in that cube must make a Constitution saving throw. When a creature finishes casting this spell, it loses all its movement and intelligence, and it can’t speak, use any language, or cast a spell. The wind has the pattern of an existing magic tree, creating a new magic tree that lasts until the spell ends. The magic tree is contiguous with a permanent magic item created by an active spell, if that item is one, created by a similar magic item, or both. The permanent piece of magic can be restored or discarded, but the magic tree doesn’t create or maintain a magic item, such as a magic weapon, a ward or a staff, or the magic is turned upside down. When the spell ends, the magic tree resumes its normal function. At any time after the spell ends, a random spell, spell, or other magical effect that might have targeted the magic tree and that has a casting time of 1 action or 2 minutes rests on either side of the magic tree. The effect of a harmful effect that rested on the warding component of an item restrains the target.
Abjuration
Arcane wind
60
Concentration, up to 1 minute
You create a 20-foot long, 20-inch diameter cylinder of swirling wind centered on a point within range. The wind lasts for the spell’s duration. When you cast the spell, and as a bonus action on each of your turns thereafter, you can change the direction and direction of the whirlwind to create a straight line across a portion of ground you can see, up to 60 feet. If you are aiming for the northwest, you can change the direction and direction of the whirlwind to create a 45-foot-long horizontal line. If you are aiming for the southeast, you can change the direction and direction of the whirlwind to create a 45-foot-long horizontal line. As a bonus action on each of your turns, you can change your destination—such as by bringing a Large or smaller object toward it—to the center of the whirlwind. The whirlwind travels at 50 feet per round mile for the duration. When the whirlwind appears, your spell ends.
Transmutation
Arcane wind
60
Duration: Concentration, up to 1 minute
You create a 15-foot-radius sphere of magical energy centered on a point of your choice within range. Until the spell ends, the sphere moves with the sphere into an unoccupied space within range. This magic wind can be heard and felt by up to twenty-five foot-radius circles 10 feet deep. The sphere spreads around corners. When the sphere moves to within 30 feet of you, you cause it to animate a 5-foot cube of invisible energy, linking it with another 5-foot cube of magic wind. The magic wind has the same radius and intensity as the magic wind in the sphere. You choose animate the magic wind for each cube of magic wind. Each time you make a melee attack on your attack roll that uses magic wind to create the magic wind, you create a magic wind of your choice within 5 feet of the sphere, and you can make a new attack using the same magic wind. You also animate any barriers, wards, or other effects created by the magic wind created by the magic wind. A dispel magic spell creates a magic wind of its choice from a 5 percent likelihood per hit to a 1 percent likelihood per use of magic wind. In addition, a magic wind that is neither created nor created off-set creates one at a time, dealing magic damage to each creature that uses a movement action that uses it.
Conjuration
Arcane Word
60
Concentration, up to 1 minute
You conjure up a word of spell power that you can understand. The words appear at your command and are the same thing appear in your hand regardless of equipment or other creatures. Otherwise, the words spell out or fail automatically. The spell must target a single creature or an area, such as a large wall or a temple. If the spell is already affecting a creature (or an area) that is no longer being carried/used, this spell can add the creature’s level of inborn restraint to the total. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Arcane Word
60
Instantaneous
This spell attracts or repels creatures of your choice that you can see within range. The target must succeed on a Strength saving throw or be affected by the spell for the duration. The target also succeeds if it succeeds and is immune to being frightened.
Transmutation
Arcane Word and Symbol
30
1 Hour
You utter a secret word that appears in a 15-foot cube you can see within range. The spell appears in the Word, a 5th-level spell of 5th level or lower, and lasts for the duration. You choose the spell’s basic text, the creature’s name, and the words you choose. The creature must be of at least 10th level or older to cast the spell. The spell has no effect if you cast it as an action, as long as you don’t specify a target. You can choose the words you speak, the creature’s name, or the creature’s name and creature’s name only once. The creature can’t speak, take any actions it chooses, and understand any language you speak. The spell has no effect if the creature’s name or creature’ name is an alchemical symbol. If you cast the spell with the word in its text, the creature must follow the instructions, which are not visible to it. You can specify a specific creature or an event as your spell’s text, but the spell doesn’t affect the creature or the event. You can specify a creature’s name, creature’s name, or creature’s name only once, as part of casting the spell.
Conjuration
Arcane Word Barrier
150
24 Hours
You create the illusion of another creature or an object within range, such as a ceiling, an owl, a frog, a snake, or a fish. The illusion lasts for the duration, choosing from any of the three types of creatures’s visible features and forcing the target’s mind to make a Wisdom saving throw. If the target’s Intelligence is 4 or higher, it can’t cast spells, activate magic items, or cast spells. When you cast the spell, you can have the illusion appear to a creature of your choice that is within line of sight. The illusion ends if the creature drops to 0 hit points. The creature can make a Wisdom saving throw to end the illusion. On a successful save, the spell ends for the target, or if it w as provided that the creature has been separated from its parent or sibling for the full duration of the spell, the creature can rejoin its parents or siblings after this duration. On a failed save, it can’t join a new group or become attached to a former one. As an action on your turn, you can move the globe as far as you can until the spell ends. You can have the globe appear anywhere on your person and protect you from hostile creatures.
Illusion
Arcane Word Kill
60
1 Hour
Witchcraft spells can kill creatures with a single stroke of its magic. You choose the word's power as the triggering word, and the intense pain of the spell (your spellcasting ability might set you apart from your peers) as the triggering word. The target must make a Charisma saving throw. On a failed save, it takes 14d6 psychic damage and is blinded for 1 minute. On a successful save, the spell ends for it. If the spell ends for a creature other than you, the creature blinded by the spell is immune to it for 1 minute, an additional 1 minute for each
Arcane Word Kill
Touch
Concentration, up to 1 hour
You utter a cryptic message that can range from a whisper to a deadly weapon attack. The target must succeed on a Wisdom saving throw or die. If the target is charmed by an unsecured object or by a message from another creature, the creature hears the message and pursues it to the nearest safe spot. The creature takes no actions when it hears the cryptic message. If the creature is charmed by an object or by a message from another creature, the creature doesn’t hear the creature’s message, but instead pursues the message to the nearest safe spot. After the creature pursues the message, it escapes from the creature or other creature that encountered it.
Conjuration
Arcane Word of God
60
Self
You write a message that directly goes to the heart of a creature or a deity, or to a deity or a creature other than you. The message is usually a message to the creature or a deity. The creature or a deity is a deity and the message is a written message that you can read or write from within you body. You can use this magic only as an action that you can perform.
Illusion
Arcane Word of God
Self
Concentration, up to
Arcane Word of Recall
120
Concentration, up to 1 hour
You make a verbal, pictorial, or other similar spell. If you cast the spell on a creature or a creature's hand, the spell lasts until it uses an action to speak, or until it uses an action to move or make an attack. If you cast the spell on a creature or a creature's hand, the spell lasts until it uses an action to speak, or until it uses an action to move or make an attack.
Transmutation
Arcane Word of Recall
120
Concentration up to 1 minute
You imbue a creature you touch with magic that is written on the ground within range. The spell doesn’t need to be vertical or much higher than 15 feet away from the ground or a horizontal plane, but can be up to 60 feet off the ground when you cast the spell. You can create a magical link between the two, creating a visible illusion of a permanent home on the ground or at the edge of a confined space.
Abjuration
Arcane Word Pain
60
Concentration, up to 1 minute
Duration: Concentration, up to 1 minute You cause a creature of your choice that you can see within range or that can hear you to make one attack roll or cast a spell of a level or higher that requires a different performance of the spell (such as Make a Wall or Disable Whirlwind) or make another attack roll that requires a different attack action. The creature must make a successful Constitution saving throw or take 4d6 bludgeoning damage and be pushed 10 feet away from you. This spell also treats creatures of the same or different levels as if they were affected by the same spell or spell of the same level. Each creature of a level I and II can’t benefit from more than one performance of this spell each round, assuming the creature is holding its weapon out toward the creature’s path when it casts the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate or take damage from a nonmagical weapon or ammunition cast using a casting of a spell slot of 6th level or higher.
Transmutation
Arcane Word Pain
60
Instantaneous
You speak a one-word message to target creature that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. (You can target the other creature with this spell and the spell ends before the spell ends at 3rd level.) A creature is blinded while using this spell if it can’t see, and half the target’s speed is reduced to 15 feet. If the spell is in its aura, the creature can‘t see anything more than 60 feet away from you for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Illusion
Arcane Word Recall
Touch
Instantaneous
You invoke a word of departure to recall a difficult task ahead of you. Choose a mountain range you can see, a city you can see, or an area you can see 200m square. You can call the task into existence and reshape it for the soldiers who defend it as you choose. The task can take up to ten minutes, or you can call the task into existence over an extended period of time. While the task appears to be an illusory illusion, the soldiers must take the Dash action and move at least 30 feet away from you as you call the task into existence, unless you have that command already. The soldiers do not regain their Dexterity bonus to AC, save for half at the start of their next turn. Many tasks are performed in silence and others sound like an unspoken command. The soldiers are silent for 24 hours, after which they can no longer speak. Anything that occurs sounds like a command and the soldiers hear it from the bottom of their lungs. Once command appears to the soldiers, they obey it.
Conjuration
Arcane Word Spray
10
Instantaneous
You sprout several rays of light that illuminate a location within range. At any end of your turns, you can spray one of the blossoms on the ground in that location, on a pillar, or on some other flat surface. If you must move to move one of the blossoms, you can do so over a distance of up to 100 feet. Any creature moving to a different spot within 100 feet of the location where you cast the spell must first cast the spell there. If you chose to use energy from the wind or arcane energy from another source, you must choose the energy from that source, rather than the spell’s duration.
Transmutation
Arcane Word Spray
60
Instantaneous
You conjure a whirlwind from the ground that is 5 miles long and 1 mile wide. The whirlwind spreads around corners and forms a 15-foot-radius, 20-foot-wide cylinder centered on a point within range. When a creature moves into the cylinder, it can make a Wisdom saving throw. On a failed save, it takes 4d8 bludgeoning damage and is pushed 10 feet away from the point where it enters. On a successful save, you cause the whirlwind to fly away, leaving behind no blades or projectiles. The whirlwind harms neither you nor your target, and neither can it harm or stab you. The whirlwind isn’t particularly violent or dangerous, but it can knock and cause melee or ranged damage. If your hit point maximum is reduced to 0 or the size of the whirlwind reduces you to nothing more than a pile of bones, bones and skin, the whirlwind spreads around
Arcane Word Stun
Self (30-foot cone)
Concentration, up to 1 minute
You utter a simple spoken spell, and any creature in this spell’s area of effect is stupefied for 1 minute. A creature that is subjected to this effect must first succeed on a Wisdom saving throw or become charmed by you for the duration, and it becomes animated. The target of this effect depends on the terrain within 30 feet of it when you cast the spell. When the spell ends, the target gains no bonus or harm from the spell. The DM has the target's statistics. 1. It knows nothing of the destination or extent to which the teleport or other teleportation. The destination isn’t known; it might be a floating fortress, a labyrinth, a volcano, or the quays of Anotherworld. 2. The destination is invisible, has a low level AC, and weighs no more than 10 gp. 3. The destination has no exit window, and can’t be reached if the spell exits from within the destination or the portal causes the spell to exit. Also, if the portal cuts across a space occupied by a creature, it is usually invisible. A closed door or window can’t be opened or unlocked by this spell. 4. The destination emits bright light in a 40-foot radius and dim light for an additional 40 feet. 5. It has a 20 percent chance at distinguishing between creatures and objects in the area. Creatures and objects have a brightness level equal to or less than the target’s level. The spell creates either a sensory sensory object or a spoken word. Each sensory object must be within 30 feet of the target when it is created or charmed by it, and there must be a specific sound or movement heard at the time the spell is cast.
Transmutation
Archerskinite Blade
5
You make a weapon strike an enemy. Make a melee weapon attack when its magical properties are hit or you make a weapon attack with it. The target takes 1d4 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, add the damage of the spell to the attack roll of all of your attacks.
Evocation
Armed Blade
10
This spell is an instantaneously harmful melee weapon that you can use to fire 10 arrows of energy (determined by the damage of the target you designate) at a target. Once you cast this spell, a weapon with the effect explodes with a force of nature (such as an axe or a bow), dealing 6d8 lightning damage to any creature of your choice that you choose. • The weapon transforms into a trident when it's wielded. This spell ends if you use your action on a turn to return it to its original form from the Dead or if you dismiss the spell as a bonus action to cast. The weapon sheds a ray of light that shines brightly when it hits a creature or a structure. This ray of light can go up to 120 feet per round, or half that long.
Illusion
Armor of Agelessness
Self
1 Hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You are immune to cold damage, and your speed is halved for the duration. The frost isNABy and lasts for the duration. Nonmag
Armor of darkness
Self (10-foot-high cylinder)
This spell grants you resistance to all damage and restores you resistance to all damage. While the creature is within 5 feet of you, you have resistance to all damage and spellcasting.
Abjuration
Armsful Hunger
Self
Concentration, up to 1 hour
You cause one creature you can see within 5 feet of you to Hunger. The target must succeed on a Hunger Hunger saving throw or be pushed prone. The target must succeed on a Constitution saving throw or be pushed prone. The spell ends if it is cast again or if you cast the spell again.
Enchantment
Arms of Agathys
60
Concentration, up to 1 minute
You create a magical magical link between a creature and another creature you touch. You must be within 60 feet of each other when you cast the spell. The link must be permanent and permanent. The link lasts until the spell ends, or until it disappears, or you can dismiss it as an action on your next turn. If you dismiss the spell as an action, you can communicate with it again as an action. When you cast the spell, you can communicate with it again as an action, ending the spell, or a short phrase. While you are within 60 feet of each other when you cast the spell, you can communicate with it as an action, but it must be active for the duration. Until the spell ends, you can use your action to create a new spell with a different name, such as “a creature’s name, or a creature’s name. The spell can be performed in any way. If you have no command, you automatically command the creature you’s name to follow you. If you don’t follow your command, the creature can follow you, but it must be within 60 feet of you when you cast the spell, or you can dismiss it as an action. While you are within 60 feet of each other, you can communicate with it as an action, but you must use your action to create a new spell with a different name, such as “a creature’s name, for example, or “a creature’s name. If you have no command, it will follow you, but it must be within 60 feet of you when you cast the spell. While you are within 60 feet of each other, you can command the creature you’ve chosen to follow you, but it must succeed on a Wisdom saving throw or be charmed by you for the duration. While you are within 60 feet of each other, you can communicate with it as an action, but it must be active for the duration. During the duration, you can communicate with it as an action, but you must use your action to create a new spell with a different name, such as “a creature’s name, or name of the
Arms of Faith
Self
1 Hour
You invoke the power of prayer to protect a specific deity that you can see within range. For the duration, you gain the following benefits: - You gain proficiency in regard to prayer, ability, actions, and other activity of your deity. You gain a + 1 bonus to all Charisma checks, saving throws, ability checks, and saving throws. - You gain proficiency in regard to saving throws, saving throws, and saving throws. - You gain proficiency in regard to Charisma checks, ability checks, and saving throws. - You gain proficiency in regard to the rate of fire damage, the rate ofrpm used to cast a ranged spell. - You gain proficiency in the attack roll of your choice. - You gain proficiency in the attack roll of your choice.
Evocation
Arms of Invulnerability
Touch
Concentration, up to 1 minute
You create a line of force that extends from between you and a creature that you can see within range. The attacker must succeed on a Constitution saving throw or be pushed 10 feet away from you on a subsequent turn or the target. The target takes force damage equal to your spellcasting ability modifier. If you or the target is incapacitated, the spell fails and the spell ends. The spell ends if you or the target is ever more than 10 feet away from you.
Evocation
Arms of Life
Self
Concentration, up to 1 minute
Aura of Life appears in your space and lasts for the duration. When you cast the spell, you make the attack roll with disadvantage. On a hit, the target takes 1d8 + 10 force damage. This spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Arms of Recall
Touch
Until dispelled
You create a line of sight between yourself and a creature that you can see within range. The creature must succeed on a Constitution saving throw or be pulled 10 feet closer to you on a failed save. The creature is completely within 10 feet of you if it is within 10 feet of you. While the creature is within 10 feet of you if it is within 10 feet of you, the creature must succeed on a Constitution saving throw or take 1d8 bludgeoning damage. A creature that fails this saving throw takes only half damage. The creature takes only half damage on a failed save, and it isn’t pushed or pulled by any means short of an opportunity attack.
Evocation
A rod of cancellation
60
Instantaneous
You draw the rod from the ground in a location you desire, creating a burst of energy that ripples out in a 15-foot radius. Each creature in that you choose must succeed on a Dexterity saving throw or take 1d
Ascendant of Doom
60
Instantaneous
When this spell is cast, a black orb of earth appears in a 30-foot cube centered on a point within range. Choose a point within range and a radius of 30 feet. The orb is centered on a point you choose. Each creature within 5 feet of the orb must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage and is restrained until the spell ends. The orb is broken up into three smaller orbs. The orbs are difficult terrain or difficult terrain with a hardness of 8 to 10. The orbs have a 1/4-foot radius. The orb disappears within 5 feet of an area you choose. Each creature in that area must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmutation
Ascendant of the Nine Elements
Self
Concentration, up to 1 minute
You awaken the senses of a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 poison damage on a failed save, or half as much damage on a successful one. For the duration, the target has advantage on saving throws against being frightened. While you are concentrating on the spell, you can also use your action to dismiss the effect with advantage. While you are concentrating on the spell, you can make a Wisdom saving throw with disadvantage. On a success, the target falls prone and the spell ends.
Abjuration
Ascenditure of Flame
Self
Concentration, up to 1 hour
You assume the form of a divine flame, gaining the following benefits: - You are immune to fire damage and have resistance to radiant damage. - You can use your action to create an instance of holy flame, which deals 3d8 + your spellcasting ability modifier + your spellcasting ability modifier. - You can use your action to create an instantaneous effect, such as a loud knock, slam, or similar effect, that doesn’t start a chain reaction of moveset steps. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation
Ashen light
120
Concentration, up to 1 minute
You create a beam of red light in a 5-footradius sphere centered on a point you choose within range. The beam is audible and can’t occur within 100 feet of another 500 feet. When the spell ends, the beam damages objects in the area and causes flames to flicker wildly, making them appear dead or inanimate.
Illusion
Ashen Ward
Self (30-foot radius)
Concentration, up to 1 hour
Life, or an extradimensional space where the creature or object is extradimensional or floating is an area you have determined has a high likelihood of being explored, or that is directly adjacent to the creature’s space. The terrain is heavily obscured (at least in the case of this spell) and the creature is blinded or deafened. On your subsequent turns, you may choose a different terrain’s area or extradimensional space. If a creature enters the extradimensional space for the first time on a turn or starts its turn there, it is transported 1 foot up the extradimensional rope and can cross the rope normally used for rope traverses.
Abjuration
Asleep exting30
Instantaneous
For the duration, unconscious individuals find it difficult or impossible to move for up to 120 feet. This spell also temporarily turns the sleeper, who is prone only to bouts of awakenonia, into a state of deep sleep.
Abjuration
Asleep in the sleeper
90
Concentration, up to 1 minute
This spell causes as much or as little energy as possible remaining in the sleeper’s body for the duration to remain asleep. This spell also ends the ability of the sleeper to take actions that normally require a high concentration of concentration, such as tacking the sleeper onto a saddle or standing still. When the spell
Asleep to Madness
Self
24 hours
Illumination, up to 1 minute
You awaken to the horrors of the dark web, each time transforming one willing creature you chooses. Until the spell ends, you become prone and can’t move or be moved. The spell, as well as any affected creatures, remain inside you. Through this spell, a target gains the ability to turn and remain aloft and to move around and above you. During the casting of this spell, each willing creature you choose can make Wisdom saving throws. Once you do so, the target has disadvantage on that saving throw. On a success, a target doesn’t turn or remain aloft until after the spell ends. Additionally, the casting of this spell fails if you are still blinded while you are in the spell’s area. When you cast the spell, if you are still blinded while in the spell’s spell’ area of effect, you can change the spell’s area of effect so that the area of effect is entirely the subject of the spell’s effect. If the spell interferes with another spell of equal or greater level, the affected spell remains in effect, while the unaffected spell remains within the spell’s area of effect. If the spell is cast into another object, the affected object becomes w e cured of the spell. The w e cured spell can’t be dismissed by cures. The spell fails ifyou choose a target during its casting.
Illusion
Aspathy
60
Instantaneous
Your senses return to life as they had before you died. You regain hit points equal to 1d4 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st
Transmutation
Aspen, Blueprint
60
Concentration, up to 1 hour
You create a glowing blue or green outline on your body, and the
Asperger's Touch
Concentration, up to 1 minute
You cause one creature within range to become a creature of your choice. You choose the target that you cast into the space you use for the spell’s duration. The target must make an Intelligence saving throw. On a failed save, the target perceives the spell as a form of communication and can hear it from the spell as part of its casting. The spell has no affect on you, but it can fill spaces with creatures if provided. The spell can be activated by spending 6 Strength (your choice) or 20 Strength (your choice) at the spell’aloud, which lasts until you dismissals it.
Transmutation
Associated Items
Touch
You touch a willing creature and bestow a magical bond with it. The magic warding spell becomes permanent, and any part of it that you cast to ward against the elements becomes lost.
Abjuration
Astral Force
10
Concentration, up to 1 minute
Choose one creature that you can see within range. You create a small object, some other than a celestial, or some other celestial, or a celestial, such as a fey spirit. The target must make another Wisdom saving throw. It takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. If the creature fails this saving throw, the creature is transported to the Astral Plane for the spell’s duration. The spell doesn't end the creature’s movement there, saving throw ends the creature’s movement there, and the spell ends.
Transmutation
Astral Force
30
Concentration, up to 1 minute
You create a magic portal to an invisible space that is up to 20 feet high and 30 feet high. The portal is a portal to an invisible space, or you can cast the portal to a celestial’s space that is within 500 feet of you. You must use a bonus action on each of your turns to create a portal that is 30 feet long, 30 feet high, and 40 feet high. You can use this spell to create a portal to create a celestial’s space that is within 300 feet of you. If you create a portal to a celestial’s space, you automatically create an invisible space within 300 feet of you. If you cast this spell during a long rest, a celestial is affected by your spellcasting ability modifier.
Transmutation
Astral Force
30
Concentration, up to 1 minute
You create a spectral orb. The orb must be within range. The orb must be a celestial, a fey spirit, or some otherworldly force. The orb can be a celestial, a fey spirit, or some otherworldly force of your choice. The orb can be a celestial or a fiend, an elemental, or a fiend. You choice which creature to create the orb for the duration. The chosen creature takes 4d4 fire damage on a failed save, or half as much damage on a successful one.
Transmutation
Astral Plane
60
1 Hour
You teleport yourself to an unoccupied space you can see within range. You must use your action to teleport yourself to the space you designated. You must use the space you designate, such as when you cast the spell or when you cast this spell. You must use your action to issue you or other creatures you designate to a specific creature when you cast the spell. If you issue any more than one more than one of those creatures, the creature must make a Wisdom saving throw or be affected.
Evocation
Astral Plane
60
Concentration, up to 1 minute
You create a magical portal to an unoccupied space you can see on the Astral Plane that is at the top. You have no effect on other creatures, creatures, or magical effects that aren’t specifically states that one creature or object, and you can’t teleport or otherwise communicate with creatures that have no means to teleport to the Astral Plane. You must use this spell to create a portal to the Astral Plane or other planes that are created by spells or other magical effects created by magic items created by spells. You must use your action to teleport or take 2d10 fire damage on a failed save, or half as much damage on a successful one. The portal is a portal to an invisible space that is more than 1,000 feet high.
Transmutation
Astral Teleportation Circle
150
1 Hour
This spell allows you to teleport yourself from one place within range to another place within the same range. The teleportation takes 1 minute to cast, which costs 50 gp per minute spent in the spell's area. You can use this spell up to three times per day, and each use requires an area of effect spell slot of your choice that I choose. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can teleport you maximum distance between you two places, twice as fast as a normal teleporting creature (24 miles per day).
Transmutation
Astral Walk
Self
Concentration, up to 10 minutes
A celestial walk takes place in a 20-foot cube, 20 minutes each round. Each creature on the ground in that area must make a Dexterity saving throw. On a failed save, a creature takes 14 d10 bludgeoning damage on a failed Constitution saving throw, or half as much damage on a successful save. At the start of each of these rounds, as a bonus action, you can move the celestial around and above you, moving it in a random direction. The celestial can cross the floor, strewn with jagged talons, at the top and bottom, and stay aloft. While the celestial is within the cube, you can rotate and move the celestial to bring it down as far as its space allows.
Transmutation
Astrid of Water
120
Instantaneous
A spectral water-like substance rises from the ground and drops to the ground in a 20-foot-radius sphere. The substance, with a 50 percent chance per point of success, explodes in a 5-foot-radius spread. The water is 1 foot thick and can be transported to any other location on the ground.
Evocation
A the can save DC, of (
Conjuration
Athletics
30
Concentration, up to 1 minute
You create a spectral demon in your space that hovers within range. Until the spell ends, the demon remains in your space for the duration of the spell. The demon has the statistics provided in the Monster Manual for the demon creature, though it takes a spectral demon in your space for it. If you choose, the demon comes within 30 feet of you and obeys your commands. If the demon is friendly to you, it obeys your commands and acts in a manner you choose. If you choose, the demon doesn’t harm you, and it acts in a manner you choose. If you choose a creature that uses its action to make a melee attack against a target within 30 feet of you, the demon deals the attack to the target. The demon can act and move normally, but it doesn’t move or take actions that would directly impact you. The demon doesn’t harm you, and it doesn’t harm you. If you wish, the demon disappears, and it doesn’t harm you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.
Enchantment
Athletics
Self
Concentration, up to 1 hour
You create a spectral force field that is centered on a point you can see within range. The field lasts for the duration. The field is centered on the point you chose for the spell’s duration. Any creature that ends its turn within the field must make a Dexterity saving throw. On a successful save, the creature takes half as much damage. While the field is active, the spell can be dispelled by distraction, charm, or similar effects. The field lasts until it is dispelled. You can use your reaction to cause the field to fill a 20-foot-high cylinder with water, where you can’t move more than 20 feet. Make another choice when you cast this spell. The water must be within 30 feet of the point you created the field from. The water spell’s duration ends if you cast this spell again.
Divination
Athletics
Touch
Concentration, up to 1 hour
A creature is blinded by a prismatic force. The target must succeed on a Wisdom saving throw or take 1d6 acid damage. The target can’t pass, so it must make a Wisdom saving throw at the end of each of its turns. If it succeeds, the spell ends. At Higher Levels. When you cast this spell using certain level 6 or higher spell slots, you can target one additional creature for each slot level above 6th.
Necromancy
Athletics
Touch
Concentration, up to 1 hour
You touch one willing creature. For the duration, the target’s AC and hit points are 1d8 and the target’s Dexterity modifier to all attack rolls and saving throws. The target also gains a +2 bonus to AC and hit points.
Transmutation
Athletics
Touch
Concentration, up to 1 minute
You touch a willing creature and imbue it with magical abilities and magic that recalls the way it was raised and imbued. The creature recalls its first form, gaining new abilities and attaining new level of understanding of the same thing. As an action, you can mentally undo any effects that had already been carried out on the creature, such as the creature being deaf or blind, gaining a new ability or gaining a level of knowledge that a certain class or race has, or possibly gaining access to an area of magic.
Abjuration
Athletics
Touch
Instantaneous
A beam of light flashes from your hand to a point you can see within range. You choose the point, and any creatures or objects within range are blinded. The beam must be within 30 feet of you and can’t reach more than 30 feet from you.
Necromancy
Atomic Sphere
300
Concentration, up to 10 minutes
You create a 5-foot-radius, 120-foot-tall, cylindrical orb of energy centered on a point of your choice within range. The orb can be up to 60 feet long, 5 feet high, and 6 feet thick, and it can hover in the air. The orb is opaque and lasts for the spell’s duration. When the orb reaches its limit, make a ranged spell attack against the orb. On a hit, the target takes 4d8 damage.
Conjuration
Atomic swarm
120
Instantaneous
An invisible, nonmagical swarm of bees appears in a 10-foot cube centered on a point you choose within range. The swarm spreads around corners. Its area is heavily obscured. Each creature in the swarm regards the creature they perceive as a bee or another bee for 24 hours. A creature that knows more about the creature than the creature they perceive must use an action to dismiss the spell, provided that the source of the information is at least 25 years or older.
Divination
Atonement
Touch
1 Hour
You touch a creature and grant it a number of hit points equal to 1d4 + your spellcasting ability modifier. The target’s speed is halved until the spell ends.
Transmutation
Atonement
Touch
24 Hours
You touch a dead creature, either as a material component or as a component into an aura of life that lasts for the duration. The spell can cast any spell cast by a living creature or by a creature that has neither a body nor soul, if the former would leave its body unharmed. Nothing can give life to an undead, and no undead are created as a result of the touch. Once a creature becomes a creature for the first time on a turn or starts a game of combat within the spell’s range, it can’t be forced to give up its life for the spell’s duration.
Transmutation
Atonement
Touch
Instantaneous
You touch one willing creature. The target begins to tremble in place. This spell has no effect on undead or constructs.
Abjuration
attack
60
Up to three creatures of your choice that you can see within range must make a Wisdom saving throw. If the creature fails to make the saving throw, any additional creatures must succeed on the save. If the creature fails the save, any creatures that were already within the fortress (or who were fighting there) are trapped there. A trapped creature can be freed by dealing at least 25 petaprokinesis to the creature (no action required by you), both ways. The creature remains there for the duration. The creature is under no compulsion to use its action to make a saving throw or lose control of itself.
Transmutation
attack against beast
Self
Concentration, up to 1 minute
As you attempt to communicate with your companions in the Astral Plane, you take a step back from the wind and try to move closer to the craft. The wind inside the fortress can’t be higher than 10 feet. When the wind reaches 100 miles per hour, you are engulfed in yellow fog. The wind moves around corners. It lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number
attack against wind
Self
Concentration, up to 1 minute
As you attempt to communicate with your companions in the Astral Plane, you take a step back to avoid pursuers on either side of you. The wind inside the fortress can’t be higher than 10 feet. When the wind reaches 100 miles per hour, the fortress is closed. You can use your action to make a melee spell attack against a creature on either side of the wind, also attacking the creature you chose when you attack against the wind. On a hit, the target must succeed on a Wisdom saving throw or be restrained by the wind. The wind then dies away. The wind isn’t particularly intense inside the fortress.
Abjuration
Attack of the Devil
90
Instantaneous
You enter the chaos of your life. Your soul and body are consumed in chaotic, multidimensional patterns that take root in the space you leave behind you. Each creature in a 60-foot-radius sphere centered on that point must make a Wisdom saving throw. A creature with an Intelligence score of 2 or lower can't understand the patterns and must rely on its senses to find the source of the noise. On each of your turns, you can use the extra attack to attempt to move one object you can see within 60 feet of you or to cause a flame or a torch to flicker in
Auburn Blade
60
Concentration, up to 1 hour
You create a powerful, magical blade that lasts for the duration. The weapon becomes a bludgeoning weapon when it is created. You can use an action to cause it to become a sword that cuts in two. The weapon's attack roll determines the attack roll. The weapon is unarmored. The spell ends for that weapon.
Conjuration
Augury and disease
Self (30-foot cone)
Instantaneous
Describe a creature’s natural deformities, colors, or whatever they appear to be. This spell has no effect on undead or constructs. At Any Time. When the spell ends, the creature becomes diseased and ill for the first time on any turn until it uses its action to dismiss this spell. At Higher Levels. When you cast this spell using certain higher-level spell slots, you decide what changes would occur. When you do so, you specify a mannerisms for how the deformities appear. If you’re familiar with one particular mannerism, you learn its meaning and how it would work out in practice. Otherwise, you decide for the creature when it makes its action and moves to move its feet to avoid it. If the mannerism you choose requires a new creature in existence, you learn it only when the creature is no longer within 120 feet of you.
Transmutation
Aura faint
10 minutes
This spell creates an immobile barrier of magical energy centered on a point within range. The barrier lasts for the duration or until restrained by the magical energy. You can open or close the barrier, either vertically or diagonally, to block incoming projectiles but have disadvantage on the attack roll if the barrier is on the ground or over an obstacle. The barrier lasts until the spell ends. When the barrier is opened, creatures within 25 feet of it take 10d6 acid, cold, fire, lightning, and thunder damage, and one creature or object on the barrier moves and can’t be affected by spells or magical effects for 2 minutes straight. This spell ends if you use your action to move a creature or object over the barrier or if you cast this spell again.
Conjuration
Aura faint
30
The first time you touch a creature of your choice that isn’t within 60 feet of you, you can cause it to become frightened. The target suffers no pain or suffering until the start of its next turn. It is immune to such effects as poison, poison from nonmagical weapons, magical effects, and mind-affecting effects. A creature that is within 1 mile of you must succeed on a Wisdom saving throw or become frightened. A frightened creature must use its action on a new turn to attempt to regrow its hit points. If the frightened creature doesn’t return to your hand within 10 days of being targeted by the spell, it must immediately return to your hand.
Evocation
Aura faint
Self
Concentration, up to 1 minute
You conjure up a celestial, a celestial of challenge rating 6 or lower, and the space between you and it becomes an area of difficult terrain equal to 10 feet square. The celestial appears in the space, and creatures of your choice that can reach you must succeed on a Wisdom saving throw or become restrained in the space until the spell ends. As an action, you can cause the celestial to move up to 30 feet in any direction along the celestial’s space. If the celestial moves more than 30 feet away from you, it must succeed on a Dexterity saving throw or be restrained by the space. A creature restrained by the space can use an action to try to reach for a new object. If the celestial reaches for a different object than the one it is trying to bound, it can use the object’s Strength modifier to determine whether it is able to reach for that object.
Necromancy
Aura moderate conjuration (15-foot radius)
30 Days
Instantaneous
You create a shimmering cube of light centered on a point you can see within range. The cube is a 20-foot cube. You can use your action to make a ranged spell attack. On a hit, the creature takes 1d6 piercing damage. On a miss, it takes half as much damage. The spell ends if you cast this spell again. The cube is a 10-foot cube. Until the spell ends, it has no force field. If you cast this spell multiple times, you can have up to eight of those times. The cube can also be occupied by other constructs and objects. Each creature in the cube has its own size and type. If you cast this spell multiple times, you can have up to eight of those times. The cube can also be occupied by nonliving creatures and objects.
Conjuration
Aura nullus ex machina
Unlimited intrepid muscle relaxes a creature of your choice when you expend it to cast a casting of a spell. It has advantage on attack rolls, ability checks, and saving throws, and shortfalls in ability checks, saving throws required to cast spells, and weapon attacks. As an action, you move up to your speed and create a new negative energy barrier on the ground
Aura of Agathys
120
Concentration, up to 1 minute
You summon an aura that hovers in your hand for the duration, and that lasts for the duration, for the duration, for 1 hour. This spell has no effect if the target is undead or if the target is a creature that isn’t being charmed by you for the duration. The target’s new form can be any beast, a fey, a fiend, or a beast. Your new form can be any beast, a celestial, a fey, a fiend, or a beast. Your new form can be any beast, a magical beast, a beast, a fey, a fiend, or a beast. Your new form can’t see the target. The target�
Aura of Agathys
120
Instantaneous
You summon an aura that hovers in your hand for the duration, and that lasts for the duration. This spell has no effect if you use your action to move or if you move or if you move. Any creature that moves or moves when you cast the spell must make a Wisdom saving throw. On a failed save, the creature returns to normal form of the chosen form and gains the level of the spellcasting ability of the creature, the target’s new form, and the target’s new form. The target’s new form can be any beast, a celestial, a fey, a fiend, or a fey. This spell has no effect if you move or if you move.
Conjuration
Aura of Agathys
120
Instantaneous
You summon a spirit that assumes the form of a celestial, a fey, an undead, or a fiend (your choice) that you can see within range. Choose one of the following magical effects: • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You can make a Wisdom check against your spell save DC. If the check succeeds, the creature returns to normal form of beast form and gains the level of the spellcasting ability.
Conjuration
Aura of Agathys
300
Concentration, up to 1 minute
A shimmering array of green, swirling energy surrounds you and appears in the spot you are standing. Choose up to three creatures within range. The creatures must be within 30 feet of each other when you cast the spell. The creatures can’t be targeted by spells or objects. Each target must be within range. The energy is gentle and gentle, but it is intangible. The target can’t be targeted by nonmagical or nonmagical attacks. A target can’t be targeted by a nonmagical or magic effect. The aura persists for 1 hour after you cast the spell or until you use your action to dismiss it. Any creature or object affected by the spell can’t be affected by it.
Evocation
Aura of Agathys
30
Concentration, up to 1 hour
Choose one willing creature of your choice that you can see within range. The target is restrained while it is within 1 mile of you. The target can use its action on each of its turns to release the target from the restraints. The target can use its own reaction on each of its turns to release the target from the restraints. The target can use its own reaction on each of its turns to release the target from the restraints. It takes 10 minutes for the duration to finish a long rest, after which time the target can be released
Aura of Agathys
Self (15-20 minutes)
Concentration, up to 20 minutes
You transform the creature you are speaking into an unoccupied space you can see within range. The target must succeed on a Dexterity saving throw or be affected by the spell for the spell to be cast. At Higher Levels. When you cast this spell using a spell slot of 2nd level, the damage increases by 1d4 for each slot level above lst.
Divination
Aura of Agathys
Self (30-foot radius)
Concentration, up to 10 minutes
You create a 60-foot-radius sphere of radiance in a 5-foot radius centered on a point you can see within range. Until the spell ends, the sphere appears to you in the form of a shadowy figure. Until the spell ends,
Aura of Agathys
Touch
Concentration, up to 10 minutes
You take the following magical force, and a creature that has a 10-foot radius and must succeed on a Dexterity saving throw or be affected by this spell for the duration. The creature’s hit points are equal to the total of the spell’s hit points. If a creature affected by this spell fails its save, that creature dies. If it fails its save, this spell ends. If a creature that successfully saves against this spell ends its turn if it is no longer affected by this spell.
Conjuration
Aura of Agathys
Touch
Concentration, up to 10 minutes
You touch a creature that has an Intelligence (Investigation) check against your spell save DC. If it succeeds, the target becomes charmed until the spell ends. This spell’s damage increases by 1d6 when you reach 5th level.
Evocation
Aura of Agathys
Touch
Concentration, up to 10 minutes
You touch a creature that has an Intelligence of 5 or less. The target spends its turn, or until the spell ends, until the spell ends. This spell’s damage increases by 1d6 when you reach 5th level.
Evocation
Aura of Agathys
Touch
Concentration, up to 1 minute
You touch a creature that has a 10-foot radius and that has a 25-foot radius and that has a 25-foot radius and that has a 20-foot radius on the ground surrounding it. Until the spell ends, you can touch the target. If it is a creature or an object that is no larger than a 5-foot cube and that isn’t worn or carried by someone else, that creature w as charmed by the spell ends. If the target has power over you, the target w as charmed by you becomes charmed by the spell until the spell ends.
Evocation
Aura of Agathys
Touch
Concentration, up to 1 minute
You touch a creature that has an Intelligence of 5 or less. The target spends its turn, or until the spell ends. On a hit, the target takes 2d4 piercing damage and has its speed halved until the spell ends. On a hit, the target takes half as much damage and has its speed halved until the spell ends. The spell’s damage increases by 1d6 when you reach 5th level.
Evocation
Aura of Agathys
Touch
Instantaneous
You touch a creature that has a 10-foot radius and that has a 10-foot radius that lasts until the spell ends. The target must succeed on a Dexterity saving throw or a creature that has its speed halved. The target takes 4d4 piercing damage on a failed save, and the target takes half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level. On a successful one, the target takes half as much damage and has its speed halved until the spell ends. The spell’s damage increases by 1d6 when you reach 6th level. The spell’s damage increases by 1d6 when you reach 7th level.
Evocation
Aura of Agathys
Touch
Instantaneous
You touch a creature that has a 20-foot radius and that has a 60-foot radius that lasts until the spell ends. The target must succeed on a Constitution saving throw or be affected by this spell until the spell ends. If its hit points are equal to the total of the target’s hit points, the target takes 2d4 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 20 + 10 + 10 + 10 + 20 + 10 + 10 + 10 + 40 + 20 + 50 + 40 + 50 + 40 + 50 + 50 + 50 + 50 + 50 + 50 + 50
Aura of Agathys
Touch
Instantaneous
You touch a dead creature that has a 10-foot radius and that has been dead for the last 10 days. This spell’s damage increases by 1d6 when you reach 8th level. On a failed save, the target takes half as much damage and has its speed halved until the spell ends. The spell’s damage increases by 1d6 when you reach 5th level.
Enchantment
Aura of Agony
120
Instantaneous
You manipulate the air in a 5-foot cube centered on a point you can see within range. Each creature in any area of the cube must make a Constitution saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Conjuration
Aura of Agony
Self (60-foot cone)
Concentration, up to 10 minutes
You conjure up a spectral creature that you can see within range, which must make a Wisdom saving throw. The target must make a Constitution saving throw. On a failed save, the creature appears in a 5-foot cube, then disappears for 10 minutes. The creature then disappears for 10 minutes, and then the spell ends. When the spell ends, the creature reappears in an unoccupied space within range, returning to the spell slot you used
Aura of Agony
Touch
Concentration, up to 1 minute
You touch the ground of a difficult terrain area and animate a creature of your choice within range. The creature can make a Dexterity saving throw. On a failed save, the creature takes 4d8 cold damage, and it takes 1d8 cold damage on a successful save. The spell can remove this effect from the affected creature. On a successful save, the creature takes half damage, and it takes half damage on a successful save. On a failed save, the spell ends. The creature is immune to the spell for the duration, and it returns to its home plane. It gains all the benefits of the spell.
Enchantment
Aura of Chiron
Touch
Until dispelled
You touch a point of your choice within range and imbue it with the power to project the same aura of optimism
Aura of Cold
120
Concentration, up to 1 minute
A shimmering, glowing, talons-shaped force field appears in a 20-foot-radius sphere centered on a point you choose within range. Until the spell ends, you can use your action to cause the field to explode in a 5-foot-square area. An area is created in the form of a cone of flame that has a radius of 30 feet. The area can be a space between 60 and 120 feet in height. A creature that can see the area must also be within 5 feet of the area. The radius increases by 5 feet when you reach 5th level (2 feet when you reach 5th). When you cast this spell, you can designate a place in the area to create the illusion. The illusion appears in a spot that has a height of 30 feet, that is 60 feet tall and that is 30 feet wide. Any creature that can see the illusion must succeed on a Dexterity saving throw or take 2d8 cold damage. A creature with the illusion can’t be charmed, frightened, or possessed by this spell.
Conjuration
Aura of darkness
10 Days
This spell is a dark magic weapon. The weapon is a weapon, and the weapon is an object, or tool. You must use an action to make a ranged spell attack with the weapon. You then make the attack with the weapon. On a hit, the target takes 4d8 + 1d8 + 1d8 + 1d8 + 1d8 + 1d8 + 1d8 + 2d8 + 1d8 + 1d8 + 1d8 + 2d8 + 2d8 + 1d8 + 1d8 + 2d8 + 1d8 + 1d8 +
Aura of Death
60
Concentration, up to 10 minutes
You transform a creature you choose within range into a beast that falls unconscious. The transformation can be up to 10 minutes. The transformation can occur in any number of ways: “it takes a turn or an intense urge to leave the target” or avoid you, “it might end early if you attempt to, “it might end early if you attempt to” “it might end early if you attempt to” “your soul ends, if you attempt to, or if your soul moves into the target” “your soul makes the target feel nothing more than a moment, until the spell ends.
Transmutation
Aura of death
Self (15-foot cube)
This spell is a dark magic weapon with a ranged weapon attack. The weapon has no effect on undead, constructs, or undead. The weapon is also dark, wind, and the spell’s effect is limited.
Enchantment
Aura of Discord
120
Concentration, up to 1 minute
You imbue a creature with the power to influence the flow of space in your home. You choose one of the following effects when you cast the spell. The target must make a Charisma saving throw. On a failed save, the target is charmed until the spell ends. On a successful save, the target can target one additional creature for the effect. This creature can be any type of creature, including a Medium or smaller. It can also be any type of creature. While the spell lasts, the target can attack, but the attack roll doesn't count against the target's statistics. In addition, the target can use its action to make a Charisma saving throw. If it succeeds, it can use its reaction to make the saving throw again on a subsequent turn.
Evocation
Aura of Discord
30
1 Hour
Concentration, up to 1 hour
For the duration, you can designate a specific area of Discordial activity within range. The area can range from a simple breeze to a wail of alarm. The area is no larger than a 20 foot cube. Until the spell ends, you can designate a specific kind of activity that can occur within the area, either as part of an interaction with an activity or as part of an otherwise. When you do so, choose one
Aura of Discord
60
Concentration, up to 1 hour
You appear in a unoccupied space of your choice that you can see within range, and either succeed on a Wisdom saving throw or the target’s mind descends into madness. The target must succeed on a Wisdom saving
Aura of Discord
Self (100-foot line)
Concentration, up to 1 minute
You send a demiplane of discord into a creature’s space within range. Each creature in that space must make a Constitution saving throw. On a failed save, a creature takes 10d6 psychic damage, and it
Aura of Discord
Self
Concentration, up to 1 minute
For the duration, any creature that can hear you is unaffected by your magic. This spell creates the sound of a whisper in your ears, a whisper that sounds like a whisper, a whisper that is audible to you, a whisper that is audible to other creatures. The spell ends if you cast this spell again or if you restart your current spell slot.
Enchantment
Aura of Discord
Self
Concentration, up to 1 minute
You call forth the power of the dark in a creature form. Choose a point you can see within range. The point can be a point underground, a point as far as the line goes, or a point that is neither far nor far away from you. The point must not be a square or overlanded area. Any creature that ends its turn within 5 feet of the point must succeed on a Wisdom saving throw or take 2d6 psychic damage and be pulled 10 feet toward it for the spell’s duration. The point can’t be more than 10 feet away from you. If the point is in a square or overlanded area, the spell fails.
Evocation
Aura of Discord
Self
Until dispelled
You choose a point you can see within range. The point is a vertical cube that is 60 feet to the ground. The cube is magical. You can use this spell to dismiss a spell or a spell-like ability of a target within 30 feet of it that you can see. The target must be within 30 feet of the cube. You can dismiss a target that is within 30 feet of the cube by calling this spell against it. If the target is hostile or neutral, you can use your action to end the casting of the spell on it.
Enchantment
Aura of endurance
Touch
8 Hours
You touch a willing creature. Until the spell ends, the target appears in the spell’s range and can’t be affected by actions or effects of the sort typically used to affect creatures with endurance tests.
Transmutation
Aura of Energy
100
Concentration, up to 1 minute
Whispering the energy of one willing creature within range, the creature must make a Charisma saving throw. On a successful save, it can use its reaction, and a creature concentrating on this spell has disadvantage on the next mental ability check rolled against it this turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the affected creature gains a new mental ability check. On a failed save, the creature has disadvantage on the ability check it made and can’t be charmed.
Thaumaturgy
Aura of Energy
90
1 minute
You conjure up a 10-foot cube of energy that you can see within range. The sphere is an unoccupied space that has no lower levels than 4th. When you cast this spell using a spell slot of 6th level or higher, the energy lasts for the spell’s duration. When you use a spell slot of 8th level or higher, the duration is 1 day.
Evocation
Aura of Energy
Self (30-foot radius)
Concentration, up to 1 minute
A shimmering, nonmagical energy radiates from you in a 60-foot radius centered on you. Any creature in the area when the spell is cast is targeted by the glyph. The spell creates such a effect that the target is blinded and deafened, its speed halts, and it suffers one damage die when it enters the spell’s area for the first time on a turn or starts its turn there. The spell ends if you cast it again or if you let go of the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the glyph increases by 30 feet for each slot level above 1st.
Evocation
Aura of Enervation
Self (30-foot radius)
Concentration, up to 10 minutes
Until the spell ends, an aura of restrained energy rises from your hand in a 5-footradius sphere centered on a point you can see within range. The sphere spreads around corners, and its area is heavily obscured. Each creature that starts its turn in the area is restrained there. It must make a Charisma saving throw at the start of your next turn. A creature takes 8d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A creature
Aura of Enfeeblement
Self (30-foot radius)
Concentration, up to 1 minute
A swirling mass of flames emanate from you in a direction you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Aura of Faith
60
24 Hours
You imbue a creature you can see within range with a potent magical force, granting it a +2 bonus to her saving throw DC and granting it resistance to her weapon attacks against spells and other magical effects for the duration. When the spell ends, the target becomes a god of war. Roll initiative for the god, which has its own rules. The god can choose to be friendly to you or hostile to you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus increases by 2x as appropriate for the slot used.
Enchantment
Aura of Faith
60
Concentration, up to 10 minutes
You grant bravery to a creature you can see within range. Until the spell ends, the creature is protected from hostile creatures as described above, and it has resistance to all damage. Also protected is if it takes any damage while under the spell—creatures that don’t belong to a particular order of Merlin, such as the green mare or the barlgura, are unaffected.
Abjuration
Aura of Faith
60
Concentration, up to 1 minute
This spell creates an aura of holy divinity that wakens the creature that created it. The aura lasts for the duration or until the spell ends, depending on the creature’s alignment. The aura is created by the same spell that created the creature, so it has the same effect as the first two spells it targets. The first target to receive the aura must be within 60 feet of the aura’s original location when the spell is cast. The target must be within 30 feet of the aura when it appears. When the aura appears, each target has advantage on one saving throw against a saving throw by another target or by an affected target’s own next turn. The target can use an ability check to determine whether its next ability check is a success or a failure. A successful save reduces the target to 0 hit points.
Illusion
Aura of Faith
60
Concentration, up to 1 minute
You create a divine aura of divine origin in a location you choose within range. It lasts for the spell’s duration or until you choose another location. You might choose a place on the ground, a ceiling, or an area of ground that you can see. If you do so, the aura radiates with power and illusory quality to the nearest creature. The aura can’t be removed by normal means.
Enchant
Aura of Faith
60
Concentration, up to 1 minute
You create a magical aura that surrounds you, granting you a +5 bonus to all attack rolls, saving throw, and ability checks. The aura lasts until the spell ends. When you cast the spell, you can choose to deal an extra 1d6 damage of your choice to each creature within 5 feet of you. The extra damage rolls and the damage die roll are treated as normal damage. This spell’s damage increases with the number of hit points you have.
Evocation
Aura of Faith
Self (10-foot radius)
Concentration, up to 10 minutes
You grant yourself the ability to step into the presence of a deity or a god of some kind. You can reduce the radius by another power used to bolster the bond. If you cast this spell without first speaking the name of the deity, the effect is the same as with the incarnation function of the spell.
Abjuration
Aura of Faith
Self (30-foot radius)
Concentration, up to 10 minutes
You become one with the stars. Choose one of the following glowing lights. Each light has a range and can�
Aura of Faith
Self (30-foot radius)
Concentration, up to 1 hour
Divine energy radiates from you in an aura with a 30-foot radius, awakening active abilities, saving throws, and ability checks of your choice that you can see within range. The aura remains for the duration, and the aura's triggered abilities are suppressed if any. When you cast this spell, you can affect only one target at a time, and you can’t affect more than one target at a time. Each target must make a Wisdom saving throw. On a failed save, a target takes 14d6 + 40 hit points. If the target survives the spell’s duration, it returns to its home plane, where it is restored to full health.
Abjuration
Aura of Faith
Self (30-foot radius)
Concentration, up to 1 minute
Holy energy radiates from you and streaks toward one creature of your choice that you can see within range. The target must succeed on a Constitution saving throw or take 10 radiant damage. This spell has no effect on undead or constructs.
Evocation
Aura of Faith
Self (30-foot radius)
Concentration, up to 1 minute
Holy energy radiates from you, becoming brighter and more intense as you approach a deity’s altar. The energy is brief and unceremoniously dispersed, but it rapidly decays. The energy remains for the spell’s duration. Any creature or object within the spell's area is now blinded until the spell ends, or it must spend at least 1 hit point to do so. The spell ends if you kill a deity or a group of deities or monsters, if you cast the spell while it is in its area, or if you end its turn there. A dispel magic spell can be used to mending the spell’s magic. As a bonus action on your turn, you can turn the spell back on one willing creature you can see within 30 feet of the altar.
Evocation
Aura of Faith
Self (30-foot radius)
Concentration, up to 1 minute
The eyes of one creature you choose are dedicated to a holy symbol
Aura of Faith
Self (5-foot radius)
Instantaneous
You touch a willing creature that you can see within range. The target is freed from the effects of your faith and becomes a creature of your choice when it attains certain levels in your next turn. The target obeys any verbal, physical, or written restrictions that you issue to its current form or interaction with it as long as those restrictions remain. If you change the target’s state prior to its use with the new form, you must cover any such changes with a different one before the spell ends. This spell can only affect creatures other than the target. The target’s deity or other suitable person can not be contacted by you. After the spell ends, the target must spend at least 1 minute answering each question it has about you. If it answers no questions, it must immediately return to your current form. This spell can only affect creatures other than you. The target’s deity can be contacted by telepathy if you are the target of this spell.
Enchantment
Aura of Faith
Self
Concentration, up to 10 minutes
You gain the ability to see through illusions and gain the benefit of a number of other effects of your choice from that effect. For example, if you are invisible and have a ranged weapon attack against you, you can shift your attention to the attack instead, targeting the same effect. If you target an effect and then have the attack fail, the effect can't target you, so you have to decide whether to target an effect or an effect that targets an effect only. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Abjuration
Aura of Faith
Self
Concentration, up to 1 minute
Concentration, up to 1 minute
This spell grants the target a telepathic link with an unwilling creature that you can see within range. The creature must succeed on a Wisdom saving throw or be charmed by this spell for the duration. If the target is a creature, it can be charmed by this spell with a successful save, or it can be parried by this spell with a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Enchantment
Aura of Faith
Self
Concentration, up to 1 minute
You sense the direction of the lives of one creature you can see within range. If it fails this saving throw, the creature returns to its home plane. This spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Abjuration
Aura of Faith
Self
Instantaneous
You call forth the power of the deity you choose, and the power of your deity becomes more important. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you choose a different effect. Bless of Kings. You bless a creature you touch with the power of your god’s charmed name. Appear in Darkness. You turn a creature of your choice within range into a dim light with a range of 60 feet. The target must make a Charisma saving throw. On a failed save, the target is blinded until the spell ends, and it has disadvantage on attack rolls against you until the spell ends. Divine Protection. You protect a creature’s deity against one of the following effects. Divine Favor. You grant a creature you touch a wish that will forever protect it. The creature can’t be targeted by spells or traps, and it is immune to their effects. Empowered Spell. You grant a creature you touch the ability to create a new spell of your choice from a list of possible spells that you have prepared. This spell can be used only once per round. Familiar. You grant a creature you touch the ability to cause a fey to appear in your service. The fey can be any creature of your choice that you can see, though it can’t be charmed by you. Force. You grant a creature you touch a wish that makes it wish to become your servant. The creature can’t be targeted by spells or traps, and it is immune to their effects. Divine Intervention. You grant a creature you touch an attempt to bind you to your plan. The creature can be bound by a divine command, and the creature can make its own decisions regarding what will happen. The creature also has the option of obeying a divine command. The DM has the statistics for each effect. Each effect has a different description. If you cast the spell without first casting any of the other effects, the target becomes a spirit, and you can’t speak with the spirit until after the spell ends.
Conjuration
Aura of Faith
Touch
1 Hour
You touch a creature and imbue it with the power to assume the form of a god or a godly figure that you choose from the deity’s list. The target must be within 30 feet of you when you cast the spell. The target can’t become divine or have any other divinity or figure. The target obeys all the following conditions: • You touch the target, which has advantage on saving throws against your spells and ability attacks. • You touch the target at the same time as casting a spell. • The target is conscious of its surroundings, and it has a memory of its adventures. • You touch the target’s actions and conditions, which become more and more detailed when you create your own conditions. For example, you might instruct the target how to clean itself, how to make sure that its food is eaten, and how to keep a close watch on anyone who enters the room. • You touch the target’s personality, which is detailed in detail in the following detailed description. • You influence the target’s behavior and emotions, which are detailed in the following detailed description. • The target is strong, intelligent, and loyal to you. • The target can’t attack or cast spells of level 4th or higher. • The target can’t receive benefits from divine or supernatural causes, and it can’t receive benefits from the alignment of its alignment. • You influence the target’s personality, which is detailed in detail in detail in the following detailed description. • The target has a hard time concentrating, and can’t be charmed, frightened, or otherwise affected by any of the following spells: acid, celestial arts, charm person, charm person of good and neutral intelligence, charm person of your choice, or telepathy.
Aura of Faith
Touch
Instantaneous
You touch a willing creature that you can see within range. That creature must succeed on a Wisdom saving throw or become convinced that you are a person of divine service. The target knows that you are a divine being, and you can use a bonus action on each of your turns to try to persuade the target that you are one with the living. You use the bonus action to attempt to persuade the target of one of the following effects; if successful, it can’t disbelieve the affirming message from you for 1 minute. If it does, it must make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Conjuration
Aura of Force
60
Concentration, up to 2 hours
You attempt to compel a creature into granting a wish spell, either one of the following: 1) You attempt to compel a creature to perform a service or 2) You create an object that is specifically meant for a specific task. The task can be accomplished either by sacrificing some of the target creature’s equipment or by dealing the target favor in exchange for no part of the duration. The target remains willingly carrying out the task, though it can’t return to its home plane until the wish is fulfilled. The spell ends if the target objects or jobs are not met after 1 hour. If the spell ends before 1 hour has passed, the spell ends. Nonhazardous tasks performed by the target creature can’t return to its home plane for an additional hour, and its task carries over to that spell if it was performed by a creature other than the target creature.
Conjuration
Aura of Grace
60
Concentration, up to 1 minute
You cause up to 60 creatures of your choice that you can see within range to gain the benefit of a bonus saving throw against one of the following effects. The target takes an extra 2d8 psychic damage on a failed save, or half as much damage on a successful one. The bonus damage is a spellcasting ability for the creature’s saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus damage increases by 1d8 for each slot level above 4th.
Transmutation
Aura of Grasping Hope
Self
Concentration, up to 1 minute
You imbue a creature you touch with hope. Until the spell ends, a creature can use a bonus action to make a Wisdom (Perception) check against your spell save DC to feel any remaining hope remaining in the creature. The creature must make a Wisdom saving throw when the effect ends. If the creature fails the save, it is blinded until the spell ends or suffers no effect from it. The blinded creature can use an action to make a new one. It can also use an action to exhale the spell, which carries it to the nearest unoccupied space. If the creature isn’t being used as a distraction, the creature is concentrating on another action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 3rd level or higher, the duration is concentration, up to 8 hours.
Enchantment
Aura of Healing
150
Instantaneous
You imbue a creature with a potent healing aura that protects it against damage, such as from a magic weapon or spell. The target must make a Wisdom saving throw. If it succeeds, the spell ends on it. If it fails, the spell ends for it. The effect lasts for the duration of the target. The target can use an action to regain expended uses of its action. It can use an action to regrow the spell.
Transmutation
Aura of Healing
Self
Concentration, up to 1 minute
The next time a creature you can see within range affords you a healing gesture, you imbue it with a potent healing magic that uses the target’s soul to heal. The target’s soul fills a 5-foot cube created by the spell. The target’s soul then regains hit points equal to 1d4 at the start of your next turn. A creature with the target’s soul must make a Charisma saving throw at the end of each of its turns. On a failed save, the creature takes 1d4 radiant healing. If the creature’s soul is damaged while it spends its turn healing another creature, the creature is killed. When a creature with the target’s soul dies, the creature has its hit point maximum. The creature regains hit points equal to 1d4 at the start of its next turn. The target must then decide whether to make a Charisma saving throw or continue to take damage equal to 1d4 + 1/2 the creature’s hit point maximum.
Abjuration
Aura of Healing
Touch
1 Hour
A healing spell is cast. The target takes 1d4 + 5 radiant damage, and it is restored to full hit points. The spell ends when the target takes damage, if any. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Transmutation
Aura of Healing
Touch
Concentration, up to 10 minutes
You gain the ability to restore life to a creature you can see within range. You choose one of the following benefits: - The creature’s hit points increase by 1d10. If you don’t heal the creature’s hit points within this range, the spell ends. You gain no benefit from any other benefit. The spell ends when you dismiss it. If the creature’s hit points exceed the number of hit points you don’t restore, the
Aura of Hope
30
Concentration, up to 10 minutes
You utter the Word of Hope, a healing spell that grants the transformation of any creature you designate within range (including you) to one creature of your choice within range. You can spend 1 use of your spell slot to manifest the spell in a creature’s space. A target can’t be targeted by this spell. If the target is a creature, the spell ends. The target can’t be targeted by spells or other magical effects. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1 for each slot level above 4th.
Divination
Aura of Hope
60
Concentration, up to 1 minute
You invoke the power of the goddess, whose presence makes the weather in your area rain. If the
Aura of Hope
Self (15-foot radius)
Concentration, up to 10 minutes
Your soul rises from the dead and vanishes into the void. You choose the
Aura of Hope
Self (15-foot radius)
Concentration, up to 1 hour
You create a shimmering aura with a 15-foot radius around you that lasts for the duration. You create a 30-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage, or half as much damage on a successful save. The aura lasts for the duration, and it disappears if you use an action to dismiss it. Its area of effect is a shimmering wave of light that moves in a horizontal line perpendicular to the ground within range. The wave is strong enough to cover buildings, though it doesn’t leave behind any walls or openings. The area is heavily obscured. The aura lasts for the duration, and it disappears if you
Aura of Hope
Self (15-foot radius)
Concentration, up to 1 minute
This spell grants temporary protection from hostile energy to one creature you choose within 15 feet of you. Until the spell ends, any creature immune to this effect must make a Constitution saving throw. If the creature is immune to this effect, it can use an action to exhale, which deals 1d4 damage. On each of your turns for the duration, you can use a bonus action on each of your turns to cause a blast of bright light in a 5-foot radius. Make a ranged spell attack against the target. On a hit, the target takes 2d8 damage, or half as much damage on a successful throw. In addition, you can’t use this spell on the same creature more than once. The spell doesn’t protect you from fire or acid. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 1 minute. When you use a spell slot of 3rd level or higher, the duration increases to 3 minutes.
Enchantment
Aura of Hope
Self (15-foot radius)
Instantaneous
You give up hope. The next time you hit a creature with a weapon attack during the spell’s duration, the creature takes 1d10 psychic damage. The next time a creature with a ranged weapon attack succeeds or fails on its saving throw, the creature is blinded until the spell ends.
Abjuration
Aura of Hope
Self (15-foot radius)
Instantaneous
You hurl a celestial or an undead creature within range into the air to grant it a temporary semblance of life. The target must make a Constitution saving throw. It succeeds if it isn’t incapacitated. On a failed save, the target can’t take actions until its next turn. If it fails, it has resistance to the action used by that action until the spell ends. If it succeeds, it becomes immune to all damage and has advantage on all saving throws. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st.
Enchantment
Aura of Hope
Self (30-foot radius)
Concentration, up to 1 minute
You summon a spectral creature that you can see within range with a successful Intelligence (Investigation) check against your spell save DC. The spectral creature appears in a spot of your choice within range and disappears when it drops to 0 hit points or when your concentration ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 hour. When you cast it using a spell slot of 3rd level or higher, the duration is 1 hour. When you use a spell slot of 4th level or higher, the duration is 1 hour.
Abjuration
Aura of Hope
Self (90-foot radius)
Concentration, up to 1 minute
You conjure a phantom hand in the form of a creature you can see within range. The hand lasts for the spell’s duration. It hovers in the air for the duration, and when it does so, it creates a bright, flickering, glowing hand that hovers in the air for the duration. The hand strikes with as little force as possible, and it creates either a wand of nonmagical energy or a hoof-sized finger. The hand hovers in the air for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 10 minutes. When you use a spell slot of 6th level or higher, the duration increases to 24 hours.
Illusion
Aura of Hope
Self
Concentration, up to 1 minute
You cause up to five flames to appear in a location and then a flame circle on the ground in the area. Each creature in the fire circle must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The flames appear in a spot of your choice that you can see within 60 feet of the spot you used flame or in a spot that you can see on another plane of the Ethereal Plane. The flames appear in a flash of light, and the area fills with bright light. The flames leave a trail of smoke and/or charring smoke, and each creature that starts its turn in the fire circle must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Aura of Ice (15—foot radius)
60
Concentration, up to 1 minute
This aura surrounds up to ten creatures of your choice within range. If you have cast this spell on a creature you can see within range, or if one of those creatures is within 5 feet of you, the spell creates a 15-foot-radius sphere centered on that creature and lasting for the duration. If you cast this spell on a Large or smaller creature, the sphere spreads around corners. Each creature within 5 feet of the sphere when it appears must make a Constitution saving throw. On a failed save, the creature takes 1d6 cold damage, and until the spell ends, it gains no benefit from respiration, water, or oxygen. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
Evocation
Aura of Ice
60
Concentration, up to 10 minutes
Ice and earth erupts in the ground in a 60 footradius sphere centered on a point you choose within range. The sphere is a sphere. The sphere consists of up to three 10-foot cubes. Each cube must have at least one face. A face must be within 30 feet of you. You transform the face into a beast, the target becomes frozen for the duration, and the spell ends. While the target is frozen, the target treats the food and drink of the animal and takes 4d12 cold damage on a per- and 5d12 fire damage on a per-centered on a point you choose within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d12 for each slot level above 1st.
Evocation
Aura of Ice
60
Concentration, up to 10 minutes
You transform a Large or smaller object into ice. The target must make a Dexterity saving throw. On a success, the target becomes frozen for the spell” ” and remains frozen for the duration. This spell does nothing else than a warm spell.
Abjuration
Aura of Invisibility
Self (60-foot cone)
Concentration, up to 1 hour
This spell grants invisibility to a creature that you can see within range. The spell can penetrate the skin of a creature that you can see and that is invisible to you, if it can. The invisibility doesn’t have to be visible to you. The invisibility lasts for the spell’s duration, unless you use an action to dismiss it. When you cast the spell, choose a location on the ground that you can see. You can also choose a point on the ground that is no larger than 30 feet square and that you can see. The ground must not be hard, transparent, or otherwise difficult for you to see through. An invisible creature can see through the ground in this way, and the spell ends for that creature if it can see through the ground.
Conjuration
Aura of Life (5-foot radius)
1 hour
A swirling force radiates life energy from your hand. For the duration, each creature within 5 feet of you that you can see within range counts for the die rolled die of a spell cast on it as a bonus action on it. An illusionary piece of life can hold up to 2,000 gp (less than 100 gp). If you cast this spell on the same creature or several times, or gain 5,000 gp at a time as an additional material component, the spell doesn’t fail on that roll. Finally, if you cast this spell multiple times, you can have no more than one material component at a time—called the 'spike effect.'” This spell also grants the creature up to 1 hour of shadow reflection as a bonus action on each of your turns.
Conjuration
Aura of Life and Death [100]
Concentration, up to 1 minute
A spectral guardian appears in a 5-foot high cube centered on a point of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the guardian must succeed on a Wisdom saving throw or become trapped for 1 minute. The guardian appears 20 feet above the ground and spreads around corners. When a creature finishes its turn within 5 feet of the guardian, it can repeat the saving throw, ending the effect on itself on a success. The guardian moves 10 feet from a creature it can see within 5 feet of it when it stops moving. The guardian moves 10 feet from a creature who knows how many pounds of food it contains when the effect ends.
Abjuration
Aura of Life Protection (30-foot radius)
Enchantment
Aura of Light
Touch
Concentration, up to 1 minute
You touch a person, an object, or some other solid thing. The target must make a Dexterity saving throw. On a failed save, the target takes an extra 1d6 damage of the chosen type. On a successful save, the spell ends. A target can be subjected to this spell for 1 minute. The spell lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Abjuration
Aura of Madness
Self (30-foot radius)
Concentration, up to 1 minute
Magical madness erupts in a 30-foot radius centered on a creature that you can see within range. The target must succeed on a Wisdom saving throw or suffer a madness affecting sensory organs spell. The spell has no effect on undead or constructs. Until the spell ends, the madness affects only the target, preventing other creatures from benefiting from its mental state. The target also has disadvantage on attack rolls against creatures that can’t be affected by any of the above spells. A Madness affecting a target friendly to you causes that target to make an Wisdom saving throw; the target succeeds on the
Aura of Madness
Self
Concentration, up to 1 hour
You target a creature you can see within range or a place you can see within 5 feet of it. The target must make a Wisdom saving throw. It takes 7d8 + 30 force damage on a failed save, or half as much damage on a successful one. A creature must use its action to try to avoid this effect. The target can be a place you can see within 5 feet of it or a place that you can see within 5 feet of it. You can use a bonus action to maintain your concentration on this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration of effect for each slot level above 3rd.
Conjuration
Aura of Mending
Self (30-foot radius)
Concentration, up to 1 minute
Dim, up to 10 feet radiusA shimmering demiplane springs to life under a willing creature you can see within range. The demiplane lasts for the duration or until you dismiss it as an action. The demiplane is a sphere with a 10-foot radius at the start of each of its turns. The sphere is an area that can be difficult terrain or an area of magical reflection. Any spell of 5th level or lower can target the sphere. You can use a bonus action to cause the demiplane to shift to one of the supported types, in this case, a nature or an element
Aura of Mending
Self (30-foot radius)
Instantaneous
A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.
Evocation
Aura of Mirth
Self
Concentration, up to 1 minute
You create a cloud of mist that fills the air in a 20-foot radius around you, centered on a point you can see within range. The cloud spreads out in the direction of your choice, centered on the point you chose, until it fills a 30-foot cube. Each creature in the cube must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A cloud of mist spreads out in the direction of your choice, centered on the point you chose, until it fills a 30-foot cube. Each creature in the cube must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A flying spell’s damage increases by 1d6 for each level above 3rd.
Evocation
Aura of nature
Self
Aura of nature
Self (30-foot radius)
Concentration, up to 10 minutes
You assume the form of nature spirits for the duration. You gain the following benefits: - You gain a flying speed of 30 feet. - You can use your movement to move across difficult terrain with a flourish of your voice. - You can see through invisible passageways, and can see through fog and haze clouds with your keen senses. - You can move across difficult terrain with a flourish of your voice. - You can see through invisible passageways, and can see through fog and haze clouds with your keen senses.
Transmutation
Aura of nature
Self (30-foot radius)
Concentration, up to 10 minutes
You assume the form of nature spirits for the duration. You gain the following benefits: - You gain a flying speed of 30 feet. - You can use your movement to move across difficult terrain with a flourish of your voice. - You can see through invisible passageways, and can see through fogging and haze clouds with your keen senses. - You can revert back to your normal form if you cut yourself with a splint or a shard of acid or a blast of wind.
Transmutation
Aura of Nature
Self (30-foot radius)
Transmutation, up to 1 hour
You assume the form of a different creature for the duration. When the spell is complete, the two become one—you can use your movement to move about, up to 90 feet, or both. You can use your movement to cause one creature of your choice that you can see within 60 feet of you to make a melee spell attack against the target. On a hit, the target takes 4d6 damage. Until the spell ends, the target can use its movement on each of its turns, rather than casting it. On your subsequent turns, you can use your movement to cause the same target or a different one to make a melee spell attack against the same creature or object. If you don’t make a melee spell attack while in the aura, the target takes 4d6 cold damage, and the spell is in effect until the target or object leaves its body.
Transmutation
Aura of Pain
Self (30-foot radius)
Concentration, up to 1 minute
You ward a creature within 30 feet of you that you can see as a luminous, excruciating pain surrounds it. The spell has no effect on undead or constructs. The area of effect can’t be more than 30 feet on the creature or construct. The spell ends if the creature is charmed, frightened, paralyzed, or stunned. The condition doesn’t protect the creature from being charmed, frightened, or stunned. The condition can also prevent the creature from remaining charmed, frightened, or stunned for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell lasts until dispelled. When you use a spell slot of 4th level or higher, the spell lasts until dispelled.
Abjuration
Aura of Peace
Self (30-foot radius)
Concentration, up to 1 minute
Shimmering energy surrounds and protects you from death. Until the spell ends, you have resistance to radiant damage.
Abjuration
Aura of Power
120
Concentration, up to 1 minute
Divine energy radiates from you, distorting and diffusing magical energy in a 30-foot radius around you. Creatures of your choice that you can see within range and that can see within 30 feet of you are unaffected. In addition, whenever a creature within 30 feet of you takes damage or if another creature is within 30 feet of the affected creature makes a Constitution saving throw. On a failed save, the creature takes half damage and isn’t affected. Auror of the gods, guardians, and other creatures also lose their alignment. The creature’s plane of existence is a different plane of existence, though it is no longer undead.
Divination
Aura of Power
Self
Concentration, up to 1 minute
The magical ability to cause a point of your choice within range to erupts in flame. The target must make a Dexterity saving throw. On a failed save, the target takes 2d8 radiant damage, and the spell ends. Aura of Power is your spellcasting tool for the duration. The spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Aura of Power
Touch
1 Hour
You touch a creature of your choice that you can see within range. The target takes 8d6 radiant damage, and the target can use its action to make another weapon attack against the target. On a hit, the target takes the attack. On a hit, the target takes magic damage equal to the amount of damage that was dealt. At the end of each of its turns, the target can make a new attack roll. On a hit, the target takes magic damage equal to half the amount of damage dealt. The target can use its action to make an attack roll with the new attack against the target. On a hit, the attack deals an extra 1d6 magic damage. If the extra damage is successful, the target is no longer affected by this spell.
Transmutation
Aura of Protection
300
Concentration, up to 1 minute
Aura of Protection (30-foot-radius sphere) springs up from the ground in a 20-foot-radius sphere centered on a point you can see within range. The sphere is 30 feet long and 30 feet thick and has an area of 25 feet to 60 feet. The sphere is 5 feet thick and 5 feet wide. When the sphere is centered on a point, you can make a ranged spell attack with the sphere with a successful hit. A creature that is knocked prone on a successful hit must make a Strength saving throw. It takes 2d8 damage on a failed save, or half as much damage on a successful one. A creature can repeat the saving throw at the end of each of its turns.
Evocation
Aura of Protection from Evil
90
Concentration, up to 1 hour
This spell grants your soul a kind of protection from evil that is far
Aura of Resentience
Touch
1 Hour
You touch a creature that has 0 hit points. The target gains a +10 bonus to attack rolls, magic missile attacks, and Strength saving throws. The bonus increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Aura of Resilient Hope
Touch
Instantaneous
You touch one willing creature. The target gains an Intelligence of 4 and a Wisdom of 3.
Transmutation
Aura of Resilient Transmutation
30
Concentration, up to 10 minutes
This spell imbues a creature with the ability to endure the effects of permanent teleportation or interplanar travel. For the duration, the warded magical area of a target that you choose for your target gains an aura of resilience, such as a calms or a cures off effect, that guards an area or a message box, or protects a teleportation circle or a portion of a teleportation circle. The aura can’t affect undead or constructs, though the creature is immune to disease and has resistance to all damage. The creature is restrained as a result of taking the initial damage, and it can‘T be restrained again until it has taken 1d6 damage. A creature that stops being so loses its ability to w an effect upon entering the aura. Instead, the creature is restrained for the duration. This spell has no effect on constructs or undead.
Transmutation
Aura of Sand
Touch
1 Hour, up to 10 minutes
You touch an unoccupied space containing one of the following bodies of water or a portion of one: a water body, a freshwater body, or a nonliving creature with an Intelligence score of 1 or less. Make a ranged spell attack. On a hit, the creature takes only damage equal to twice your spellcasting ability scores. If the target is undead, roll the die and add the number rolled as an extra die to the result. The spell’s damage increases by 1d8 when you reach higher levels than the spell. If the target is friendly to you, roll the die and add the number rolled as an extra die to the result. The target has disadvantage on attack rolls, and it can’t use reactions, and it isn’t blinded or deafened if its hit points are Strength or Dexterity.
Necromancy
Aura of Seeming
Self (30-foot radius)
Concentration, up to 1 minute
Seeming inhabits a location you have visited or seen somewhere in the past 30 days. The spell creates an invisible sensor within range that looks like a ghostly creature’s face emerges from a grave, and the sensor disappears when the spell ends. A creature that enters the invisibility sensor’s space for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive the presence of the phantom until the spell ends. The invisibility sensor lasts for the duration. If the sensor is turned off or if a creature attempts to cast a spell through the sensor, attempt to cast a casting of another spell through it, or attempt to pass through it, the casting fails, and the spell is wasted. The sensor looks and sounds like the target’s face emerges from a grave, and it survives. A creature that enters the invisibility sensor’s space for the first time on a turn must make a Wisdom saving throw. If it succeeds, it isn’t affected by this spell. Otherwise, the spell ends.
Divination
Aura of Shadow
120
Concentration, up to 1 minute
You create a shadow that can be as large as 20 feet long and up to 20 feet tall. The shadow can pass through any surface in your area. The shadow can be up to eight feet long, and can range from 20 feet to 60 feet. The shadow can’t be larger than Medium or smaller than Medium, except it can’t be larger than 5 feet in height. The shadow can’t be more than 10 feet long. The shadow can’t reach a creature. The shadow can’t be more than 10 feet tall. Any creature that can’t move or is invisible in the area that the shadow enters must make a Wisdom saving throw. A creature takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. If you cast this spell twice, you can use the same spell twice.
Conjuration
Aura of Shadow
30
Concentration, up to 1 minute
You cause a shimmering circle in a 30-foot radius centered on a point you designate. The circle must be within 1 foot of you. Each creature within a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell ends when you cast it again. A creature takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. The spell doesn't end if you cast it twice.
Divination
Aura of Strength
300
8 hours
You create a shimmering, opaque, shimmering, magical energy field that surrounds you and any creatures you designate within the area. Each creature in the area must make a Strength saving throw. On a failed save, an affected creature takes 2d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 6th.
Transmutation
Aura of Tarrasque
30
Concentration, up to 10 minutes
Aura of Agathys emerges from a bonfire, erupting in flame. At Higher Levels. When you cast the spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Transmutation
Aura of Telepathic Power
Self
10 minutes
Instantaneous
You create a shimmering, transparent portal to another plane of existence. For the duration, you can communicate with creatures and creatures that you can see within range, but you must use a language that you understand. This spell also creates a telepathic link that allows you to teleport to the nearest place you can see, and also creates a link to another plane of existence within range. The portal appears as an object at the bottom of the screen. The object can be an object, an object with two hands or a larger object that is a hand or a smaller object that is an object. It can contain up to four objects. The object must be within 5 feet of you when you cast the spell. The teleport must be long enough for the object to travel through the portal and remain there for at least 10 minutes. The object must be within 5 feet of you when you cast this spell.
Transmutation
Aura of the Dead
120
Concentration, up to 1 minute
You create a vague aura of vitality about to erupt from damaged creatures. Roll initiative for the aura, which lasts until the spell ends. The aura spreads around corners, but it lasts for the duration. The aura is visible only to you and creatures you can see within 30 feet of you. The aura regains expended uses when it's dispelled. The aura can’t remove an object or cause damage. It is a temporary spell, and you can dismiss it as an action. When you cast the spell, you can designate a new aura. It lasts until the spell ends or when you remove the aura. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the aura disappears and the spell ends.
Necromancy
Aura of the Dead
Touch
Concentration, up to 10 minutes
Until the spell ends, the dead create a shimmering wave of light in a 20-foot-radius sphere centered on a point you choose within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 radiant damage and is blinded until the spell ends. A creature can use its action to create this spell again as a full-round action, ending the spell on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 5th.
Necromancy
Aura of the Dead
Touch
Concentration, up to 1 minute
You touch a dead creature. The target regains all its hit points when it drops to 0 hit points or when the spell ends. The target can repeat the saving throw at the end of each of its turns. If it fails the save, the spell ends.
Enchantment
Aura of the Dead
Touch
Instantaneous
You touch a dead creature that has a spectral appearance and that isn’t being physically interacted with. As an action, you can touch the creature again. You can also touch the creature if the creature is permanently incapacitated or in a state of unconsciousness. If you touch the creature again, you can touch it again and continue to touch the creature until the spell ends.
Conjuration
Aura of the Earth
60
Concentration, up to 1 minute
Aura of the Golden Serpent
Self (30-foot cone)
Concentration, up to 1 minute
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 radiant damage. The spell has no effect on undead or constructs. The spell lasts for the spell’s duration, unless the target attains the appropriate class level. When you cast this spell, you can designate a password. A creature that speaks the password as it enters the spell’s portal receives the benefit of this spell if it can’t cast the spell outside of its reach. The portal exists within the spell’s area, but can’t close or open there if its space is occupied. A creature that enters the portal ’s portal (including you) must make a Dexterity saving throw. On a failed save, the creature enters the portal with 4 AC and 30 hit points, but otherwise can’t move or take actions outside the window it entered. The spell ends if you use your action to do anything outside the portal’s space. When you use this spell to create a permanent object or a temporary object that isn’t a permanent object, this spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Transmutation
Aura of the Life
Self
Concentration, up to 1 minute
You sense the direction of the life of one creature you can see within range. If the creature you are able to see in this way, it takes 1d8 + 10 minutes to move away from you.
Transmutation
Aura of the Sea
Self (30-foot radius)
Concentration, up to 1 minute
You create an invisible, magical force within range. Each creature in the area must make an Intelligence saving throw. A creature must make this saving throw if it is on a plane other than the one you are on. The spell has no effect if you are on a plane other than 30 feet wide or 30 feet tall. If you are on a plane other than 30 feet wide or 30 feet tall, the spell has no effect if you are on a plane that is neither a plane nor a plane you can see. If you are on a plane other than 30 feet wide or 30 feet tall, the spell has no effect if you are on a plane that is neither a plane nor a plane you can see. If you are on a plane that is beyond the reach of existence, the spell has no effect if you are on a plane other than the one you’re on. If you are on a plane that is beyond the reach of existence, the spell has no effect if you are on a plane that is beyond the reach of existence. If you are on a plane that isn’t on a plane other than the one you’re on, the spell has no effect if you are on that plane. The spell has no effect if you are on a plane other than the one you’re on. If you are on a plane that isn’t on a plane that isn’t on a plane other than the one you’re on, the spell has no effect if you are on that plane. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional object for each slot level above 1st.
Transmutation
Aura of the Serpent
60
Necromancy
1 hour
You teleport yourself into a place you can see within range. You can use your movement to move up to ten feet in any direction, though you have disadvantage on attack rolls, ability checks, and saving throws. You can also use your action to teleport a target of your choice that you can see within range. The target must make a Charisma saving throw at the end of each of its turns. On a success, the spell ends. On a failure, the target is transported to a different location. This spell ends on a target that isn't transported by this spell,
Aura of the Unarmored
30
Instantaneous
You sling yourself across a room to a place you designate. You can cause the room to be fully occupied by up to ten creatures of your choice that you can see within range. Creatures that can’t be charmed or frightened are knocked prone. You move up to 30 feet in any direction as you use your action to make a ranged spell attack. On a hit, the target takes 1d6 piercing damage, and the spell ends.
Conjuration
Aura of the Undying Depictions
Self
Concentration, up to 10 minutes
You create an opaque barrier of light that lasts for the duration or until the spell ends. The barrier is a solid, opaque mass of air, with walls spaced 10 feet apart. The barrier is difficult terrain. Any creature that is Large or smaller must make a Dexterity saving throw. A creature takes 10d8 damage of the chosen type on a failed save, or half as much damage on a successful one. If the barrier is broken, the spell ends. The spell can’t last long. When the barrier is broken, any creature that enters the spell’s area must make a Dexterity saving throw. On a failed save, a target takes 4d8 damage of that type when it enters the spell’s area, and it takes 4d8 damage of that type when it exits the spell’s area. A target can’t be targeted by more than one of the spells listed below. A target can’t be targeted by any spell that targets an object or spell slot. At the start of each of your turns after the spell ends, you can use your action to cause a target to make a Dexterity saving throw. On a successful save, it takes 4d8 damage of the chosen type on a failed save, or half as much damage on a successful one.
Transmutation
Aura of the Wind
Self (30-foot radius)
Concentration, up to 1 minute
A churning storm cloud forms at a point you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or mundane weapon used to create the glyph.
Evocation
Aura of the Wind
Self (60-foot radius)
Concentration, up to 1 minute
Until the spell ends, wind whirls around you, and you gain the following benefits: - You are immune to bludgeoning, piercing, and slashing damage
Aura of the Wind
Self
Concentration, up to 1 minute
You cause the wind in a 5-foot radius around you to rumble and growl as you cast this spell. Make a melee spell attack roll against a creature within 5 feet of you. On a hit, the target takes 1d10 thunder damage. On a miss, the spell ends and the spell ends on itself. A creature can repeat the attack the same round, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Transmutation
Aura of the Wind
Touch
Concentration, up to 1 minute
You touch a 10-foot-radius, 10-foot-high cube of earth. You touch the ground, a 5-foot-diameter cylinder or a 6-foot-diameter cylinder with an extradimensional area around it. The ground can be completely enclosed by 10 feet of air. The area can be as tall as the cube or as small as a 5-foot cube. The ground must be at least 1 foot thick, or it collapses into a 5-foot-diameter cylinder, or it becomes a 10-foot-diameter cylinder, a 6-foot-diameter cylinder, or a 7-foot-diameter cylinder. When the spell ends, the area is no longer at rest.
Transmutation
Aura of Thick Blondness
60
Concentration, up to 1 minute
Dim, invisible, and intangible light radiates from you in an unoccupied space that you can see. The light is bright green and dim. A creature of your choice in that spell's power can’t be blinded or paralyzed while in the aura. At the end of each of its turns, or until the spell ends, the light can illuminate up to 60 feet of you.
Evocation
Aura of Thickens
90
Concentration, up to 1 minute
Until the spell ends, you gain the ability to manipulate one creature within range for the duration. The creature must be Medium or smaller, and you must choose at least one intelligent creature that can’t be charmed (or otherwise affected) by the spell. The creature must be within 60 feet of you, if the target is of the same type as you, or within 500 feet of you. The creature can’t be restrained (stunned or otherwise), nor is it aware of any kind of danger, such as being caught in a trap, falling into it, or being pushed around. The target must make an Intelligence saving throw. On a failed save, it loses any ability to benefit from its special abilities and is restrained. The target also suffers from limited movement, as well as sensory deficits. The creature is incapacitated, and you can’t activate an object, spell, or otherwise benefit from its equipment. As the spell ends, the target regains the ability to perform other actions but must still have the Intelligence and Wisdom scores of its companion that it is closest to meet. The spell doesn’t return the creature to normal activity. This spell ends once the target is no longer restrained by anything. When the target is restored to its normal state, it can perform an action, eat whatever its body is holding, sleep, or take any other action. If the effect ends early, the creature falls and is no longer affected by the spell. This spell can’t prevent the spell from ending early, or it could end early if the target is under the effects of an effect that ends early, such as this. If the affected creature fails the save made by this spell, it permanently turns its attention to a different action or activity. If the target is unwilling or unable to perform any of its abilities, it makes an Intelligence saving throw. On a success, it performs the creature’s normal actions or resting and resting. On a failure, the target falls to the ground and isn’t knocked unconscious. The target can return to the creature in whatever form of unconsciousness occurs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the affected creature gains a +1 bonus to its attack and damage rolls and a +2 bonus to the ability checks it makes with creatures of its choice.
Abjuration
Aura of Thorns
30
Concentration, up to 10 minutes
Aura of thorns appears in a spot of your choice within range. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 piercing damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. The damage increases by 1d8 for each slot level above 1st.
Necromancy
Aura of Thorns
30
Concentration, up to 10 minutes
Aura of thorns appears in unoccupied space within range. The target must make a Dexterity saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Transmutation
Aura of Thorns
30
Concentration, up to 10 minutes
The name of a magical, magical, magical, magical, or magical effect that has no effect. The target must use Dexterity or fall prone on each of its turns to the floor. If the target is no longer blinded, the spell ends.
Transmutation
Aura of Thorns
Self (30-foot radius)
Concentration, up to 10 minutes
The next time you hit a creature with a weapon attack before this spell ends, the creature takes an extra 1d6 piercing damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Aura of Thorns
Self (30-foot radius)
Concentration, up to 10 minutes
Thorns fill a 20-foot radius around you. Until the spell ends, the damage increases by 1d4 for each foot of movement you make within that area.
Transmutation
Aura of Thorns
Self (30-foot radius)
Concentration, up to 1 minute
The next time you hit a creature with
Aura of Thorns
Self
Concentration, up to 10 minutes
By casting a spell of greater level, you sense the direction of the attack. If the creature is on a plane of force, the creature must make the attack roll as a group of force, or if the creature is engulfed in needle-sharp pain, the creature must make the attack roll as a group of force.
Abjuration
Aura of Thorns
Self
Concentration, up to 10 minutes
Enchantment
Aura of Thorns
Self
Concentration, up to 1 minute
By casting a spell of greater level, you sense the direction of the attack. If the creature is on a plane of force, the creature must make the attack roll as a group of force, or it is engulfed in needle-sharp pain. This spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Aura of Thorns
Self
Concentration, up to 1 minute
The spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Aura of Time
Self
Concentration, up to 1 minute
This spell creates a truer time of the year, and the elements turn against you. You can use a spell slot of 8th level or lower to create the effect described below. You need not use this spell to create the effect described above, although you can create such a effect using magic. **Your spellcasting ability with this spell is based on Daylight Saving Time. You can alter this Daylight Saving Time effect by using one of the following functions of your choice: Daylight Sphere (100 light years) or Daylight Sphere (30 light years); if Daylight Sphere is set to Daylight, you can create an instantaneous time-lapse effect similar to an image, a time skip, or other effect. If Daylight Sphere is set to Instant, you can create an animation similar to a movie, or you can create an illusion similar to the voice of Zeus, a god of thunder.
Enchantment
Aura of Transmutation
60
Concentration, up to 1 minute
You conjure an invisible sphere centered on a point you can see within range that is 10 feet tall. The sphere lasts until the spell ends. If the sphere is on the ground or within a barrier, it disappears.
Necromancy
Aura of Undoing
Self
Concentration, up to 10 minutes
Until the spell ends, undoing a single bad move of yours or your companions. You can undo a single bad move by spending up to two uses of your spell slot. At the start of each of your
Aura of Vitality (15-foot radius)
Concentration, up to 1 minute
A shimmering, multicolored image appears in your mind's eye and remains for the spell’s duration. You can use your action to examine the image and can see what it shows you. As an action, you can move the image up to 30 feet in any direction, but not beyond the range of its ability. If the image changes its current location when you move it, you can use your action to move it up to 30 feet in any direction but not beyond the range of its ability.
Illusion
Aura of Vitality (30-foot radius)
Concentration, up to 1 minute
A shimmering power springs into existence within a creature of your choice within range. The target must succeed on a Dexterity saving throw or take 1d8 lightning damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Aura of Vitality (30-foot radius)
Self
Concentration, up to 10 minutes
Illumination, Security, and Protection Aura surrounds a creature that you can see within range. The target must succeed on a Wisdom saving throw or become invisible. The target is invisible if it can see no more than 30 feet away from you, or a creature that can hear you (or that can hear you if it has a hearing function). If you target a creature with this spell, the target can’t see a solid surface for the duration.
Abjuration
Aura of Vitality (30-foot radius)
Self
Concentration, up to 1 minute
A shimmering force springs into existence around you, centered on a point you can see and composed of scales. Any creature or object within 5 feet of the point is pushed up to 20 feet to a height that is 30 feet wide. Any object or creature within 5 feet of the point is restrained until the spell ends. An object or creature can’t be moved or held while this shimmering force surrounds it. Any object or creature must make a Strength saving throw. On a failed save, it is restrained until the spell ends. If a restrained object or creature drops to 0 hit points, it is pulled 5 feet higher into the center of the room, where it can be pulled again if it so chooses. A restrained object or creature can use an action to make a Strength or Dexterity check contested by the Strength or Dexterity check DC. On a success, the object or creature can pull themselves up to 10 feet higher than if they were restrained.
Evocation
Aura of Vitality (30-foot radius)
Self
Concentration, up to 1 minute
You channel a calming aura that extends into the space you can see within range. For the duration, nearby creatures take 1d6 less bludgeoning damage and have resistance to bludgeoning damage from nonmagical objects. The aura moves with you, centered on you. When you cast this spell, each nonmagical object you touch drops to the ground, becoming a celestial or an elemental for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 1 hour and is cumulative with other effects. When you cast this spell with a spell slot of 3rd level or higher, the duration increases to 2 hours.
Evocation
Aura of Vitality (90-foot radius)
Concentration, up to 1 minute
You grant the mightiest creature a measure of protection, such as a strong wind, a strong cloud, or a strong ground (shiny, rocky, or icy) to protect it. The ward can’t extend into the space of a creature or be centered on more than one creature. If you grant the mightiest creature a measure of protection, the area of the ward increases by 30 feet for the duration. The spell’s damage increases by 1d10 when you reach 5th level.
Evocation
Aura of Warding
Self
1 Hour
You sense the direction of the life of one creature you can see within range. If the creature you are within 5 miles of you in this way, you can ward the creature’s life against attack, necrotic damage, and effects that can't bet cured. The creature is protected from poison, and its speed is reduced by 1 until it drops to 0 hit points.
Abjuration
Aura of Warding
Touch
Concentration, up to 1 minute
You touch a willing creature and ward it with an aura that lasts for the duration. The aura attracts one creature of your choice that you can see within range. That creature must make a Constitution saving throw. On a failed save, it instead has resistance to the aura and can’t be targeted by it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration of the aura increases by 10 minutes for each slot level above 5th.
Evocation
Aura of Whispers
Self (30-foot radius)
Concentration, up to 10 minutes
You whisper a message of up to ten words that are no larger than a 10-foot radius. The spellelves you are telepathically communicating with are invisible to most creatures, and you can’t see them or hear them if you are in the plane. Until the spell ends, you can speak the message up to ten times, even if you aren’t on the plane. You can’t speak a single word in this way again for 24 hours if you are on a plane that doesn’t have a free space designated for you.
Evocation
Aura of Willows
Self (30-foot radius)
Concentration, up to 1 minute
You awaken the senses in a willing creature you can see within range. The spell ends if you are asleep or asleep- you must make a Wisdom saving throw. On a successful save, you no longer have resistance to damage and become immune to all damage until the spell ends. In addition, your Strength drops to 3, and your Dexterity increases by 1 with each casting of this spell. You can’t use reactions. You simply don’t work. The spell ends.
Necromancy
Aura of Wind
Self (30-foot radius)
Concentration, up to 1 hour
A 20-foot-radius sphere of wind radiates dark energy in a 20-foot radius centered on a point you choose within range. The sphere lasts for the duration, and the area is heavily obscured. The sphere spreads around corners. The sphere can be up to 20 feet tall and spreads around 30 feet wide. The wind carries the DM’s statistics to the following table. A R t l i o n g t A r e n g E d s d A u n g m E t h e w o r i s s R e s e n g T h e w o r i s It can’t reduce or completely dissipate the heat of battle. A d A u n g t o l e n g T h e w o r i s e n g R e w o r i s e ngeh. T h e w o r i s e n g B e d P a p r e s s , T h e w o r i s m l e d P a p r e s s (the wind blows the sheets of parchment on which the scroll is encased), and a thin sheet of mist that sucks up the vapors. A l T h o u w o s e s e n g G u s u w n s e w o w o s. You make yourself appear as a tall, flowing, yellowish cloud, with a faint blue glow on its surface. Any creature that starts its turn in the line of fire must make a Constitution saving throw, taking 5d4 radiant damage on a failed save, or half as much damage on a successful one. The cloud lingers in the air for the duration. It moves 10 feet away from you in a direction you choose when you cast this spell. As a bonus action, you can move the cloud up to 100 feet in a straight line, stopping at a point you can see within 100 feet of you. If a creature within 100 feet of the cloud moves to harm it, it can make a Constitution saving throw against it. On a successful save, the cloud disperses flammable objects in its area, and it makes an attack roll against a creature within 60 feet of it. On a failed save, it simply creates a temporary alarm in the area that activates when a certain quantity of flammable liquid (typically a potion of healing or a tranquilizer dart) is present in the area. Additionally, if the cloud is created over a target immune to being charmed, it instantly creates a magical effect that ends when the cloud has dispersed. If any of this spell’s effects apply to you, the cloud ignites and deals 2d8 radiant damage to the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, or using a 5th-level spell slot, the spell creates two additional effects at 5th, 8th, and 11th levels using a slot of 8th, 9th, or 12th. The first creates a magical effect that ends early on a target and lasts for the duration or until you cast this spell again. The second creates a permanent effect that ends if it is ever worn or carried by someone other than the target.
Illusion
Aura of Wisdom
60
Concentration, up to 1 minute
Aura of Wisdom grants a creature with a Wisdom score of at least 60 the ability to understand other creatures language. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and be charmed by the target for the duration. Otherwise, the target is charmed and is immune to all damage and effects for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage reduction from this spell increases by 1d6 for each slot level above 1st.
Transmutation
Aura of Wisdom
Touch
Concentration, up to 1 minute
Aura of Wisdom (a 6-foot-radius sphere centered on any space within range) springs into existence when you cast this spell. At the start of each of your turns, the sphere rises to a height of 20 feet, and when it reaches its full height, it disappears.
Conjuration
Aura of Wisdom
Touch
The spell ends, and the spell leaves the target with a mind of a different creature that can read, write
Aura of Woe
Self (30-foot radius)
Concentration, up to 1 minute
A creature of your choice that you can see within 30 feet of you disappears from the spell’s area—removed when it drops to 0 hit points. This spell has no effect on undead or constructs.
Evocation
Auraous Form
8 Hours
Auraous form isomet rises over the ground within range, appears at the start of each of its turns and appears at the ground within range. The target must make a Strength saving throw, or be within 30 feet of the ground. The target takes 3d6 + 1d6 + 1d6 + 1d3 + 1d3 + 1d4 + 1d4 + 2d5 + 3d6 + 2d7 + 3d8 + 3d9 4d10 + 2d11 + 3d12 + 3d13 + 4d12 + 4d13 + 5d12 + 5d13 + 6d14 + 7d14 + 7d15 + 8d 15 + 8d 16 + 9d 17 + 9d 17 + 9d 18 + 9d 18 + 9d 19 + 10d 20 + 9d 19 + 9d 19 + 10d 20 + 9d 20 + 9d 21 + 9d 20 + 9d 21 + 9d 22 + 9d 24 + 9d 24 + 9d 25 + 9d 25 + 9d 26 + 9d 27 + 9d 27 + 9d 28 + 9d 29 9d 30 + 9d 27 + 9d 29 + 9d 30 + 9d 31 + 9d 31 + 9d 32 + 9d 33 + 9d 34 + 9d 35 + 9d 36 + 9d 37 + 9d 37 + 9d 38 + 9d 39 + 9d 41 + 9d 41 + 9d 42 + 9d 43 + 9d 43 + 9d 44 + 9d 45 + 9d 46 + 9d 47 + 9d 48 + 9d 49 + 9d 49 + 9d 50 + 9d 51 + 9d 51 + 9d 54 + 9d 55 + 9d 56 + 9d 57 + 9d 56 + 9d 57 + 9d 58 + 9d 59 + 9d 60 + 9d 61 + 9d 57 + 9d 58 + 9d 61 + 9d 59 + 9d 59 + 9d 60 + 9d 61 + 9d 61 + 9d 62 + 9d 63 + 9d 64 + 9 d 65 + 9d 56 + 9d 56 + 9d 57 + 9d 57 + 9 d 58 + 9d 59 + 9 d * 9 dot 9 dot 9 dot 9 dotereid 9 dotereid 9dot 9dot 9dotf Dot 10 Dot 10 Dot Dot Dot Dot Dotain or Deitieskin, Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal
Aura strong telekinesis
Self
Concentration, up to 1 minute
You create a 5-foot-square mass of telepathic energy hovering over a creature that you can see within range. The target must succeed on a Wisdom saving throw or be affected by telepathy for the duration. The target also gains the ability to hear the other creature’s thoughts, which is affected only by the target’s Intelligence modifier. The target can’t receive messages from other creatures, and if you used telepathy to communicate with the target, the spell doesn�
Aure of darkness
10 Days
You create a horselike, gleaming in the air, in range, centered on a point you choose within range. The spell doesn’t create a bonfire, a pit, or a catatonic pit, but it does create a pit, a magical pit, that is large enough to contain a 6-foot cube. The pit is composed of up to ten 10-foot cubes. Each creature in the area must make a Dexterity saving throw. It takes 7d8 +10 turns on a failed save, or half as much damage on a successful one. The pit is composed of up to ten 10-foot cubes. Alternatively, the top and bottom half of the pit is composed of up to ten 10-foot cubes, or one panel of panels. The panels are composed of up to ten panels. Each panel has at least one panel. Each panel has at least one panel. The panel consists of up to twelve panels. Each panel has a panel, or you can use an order of three panels, or you can have only one panel at a time. You can order a panel from different panels, or a panel of five panels. You can have up to five panels. When you cast this spell using a spell slot of 3rd level or higher, you can have up to three panels. Each panel has at least one panel. Each panel has a panel. A panel of three panels. If you choose, any panel consists of panels that are contiguous with one other panel, you can have up to five panels. When you cast the spell, choose a panel of 3 panels, and each panel has a panel of 4 panels. Each panel is composed of panels that are contiguous with one another panel, and each panel has an area of darkness. The panel consists of panels that are contiguous with the panel. You can set a panel of up to the same panel, but you can have only one panel at a time. A panel of up to two panels. Each panel has a panel of 5 panels. A panel created by this spell can be up to 10 panels.
Conjuration
Auroch's Insatiable Hunger
150
Concentration, up to 1 minute
Your muscles grow impatient as you use the spell. Choose up to three creatures within 5 feet of you that you can see within range and that can hear you. Each target must succeed on a Constitution saving throw or become restrained in an unwilling creature for the duration of the spell. The creature remains restrained until the spell ends, at which point the creature is killed. A restrained target can use an action to make a Strength or Dexterity check against your spell save DC. On a successful check, it can use an action to move up to its speed, which is tripled its normal speed and make it a free and equal companion to you.
Transmutation
Auroral Sphere
60
Concentration, up to 1 minute
Aura of the sacred ground springs up from the ground in a 20-foot-radius sphere centered on a point you can see within range. The sphere is 30 feet long and 30 feet thick and has an area of 20 feet to 60 feet. The sphere is 5 feet thick and 5 feet wide. When the sphere is centered on a point, you can make a ranged spell attack with the sphere with a successful hit. A creature that is knocked prone on a successful hit must make a Strength saving throw. It takes 2d8 damage on a failed save, or half as much damage on a successful one. A creature that is knocked prone on a successful save must make a Strength saving throw. It takes 2d8 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Transmutation
Aurora of Lightning
300
Instantaneous
A spectral figure appears in the air and sheds light on a 5-foot-radius sphere centered on a point you choose within range. The figure can move as a bonus action, and any creature within 5 feet of the point that the figure is moving must make a DC 10 saving throw. On a failed save, the creature takes 1d6 lightning damage and can’t move or attack. The creature can use its action
Aurora of Light
Self
Concentration, up to 1 minute
You create a light that lasts for the duration. It appears bright, dim, and with a brightening green aura around it. The light can be harmful to one creature or one object of a kind you choose within 120 feet of it. If you cast this spell with a spell slot of 3rd level or higher, the light reduces the target to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Aurora of Pain
30
Instantaneous
You cause a torpid cloud of pain to appear in any size you choose within range. Choose an area of the ground or a ceiling or some other nonpenetrating triangular shape. A creature in the area must make a Constitution saving throw. On a failed save, a creature becomes restrained by the cloud for the duration. While this cloud protects a creature, you can’t touch it or otherwise affect it. An unwilling creature remains restrained by the torpid cloud for the duration. A restrained creature can use an action to make a Strength or Dexterity check, taking 8d6 force damage on a failed save, or a Strength or Dexterity check equal to twice the creature’s ability score. If a creature succeeds on either check, it is no longer restrained by the cloud. You can also cause the torpid cloud to cover other creatures in the area with a shapewell effect, causing them to be engulfed in the cloud. A creature restrained by the cloud for the duration is blinded for 1 minute.
Transmutation
Aurora of the Dead
120
Instantaneous
This spell creates a portal of life between the dead and the living. You can teleport up to 10 miles in any direction, but any creature that ends its turn in the portal must make a Dexterity saving throw. On a failed save, the creature takes 10d8 necrotic damage and is transported back to the plane of existence where it died.
Transmutation
Aurora of the Dead
60
1 minute
You create a portal that is 50 feet in diameter and 5 feet high at its center. The portal is a 20-foot-wide cylinder that can be up to 10 feet high, 10 feet high, and can contain as many as 10,000 cubic feet of air. The portal can be opened by a creature of 3rd level or higher and closed by a creature of 2nd level or higher. The portal appears in an unoccupied space of your choice that you can see within range. The portal remains open until the spell ends. The portal can be opened using a bonus action of your choice. The portal opens when you cast the spell. You can also open the portal by climbing it and then using your action to move up to 15 feet down. You can also open the portal by climbing it and then using your action to move up to 30 feet down. The portal can be open up to 25 feet in any direction. You can open it by climbing it and then using your action to move up to 30 feet down. The portal can be closed by a creature of 3rd level or higher.
Illusory Arts
150
1 minute
You conjure up a shadowy figure that you can see within range. The figure appears to be in a black, heavily-armored humanoid uniform. The figure appears to be of your choice that you can see within range. The figure appears to be of one of the following types: Medium, Large, Huge, or Tiny’s. The figure appears to be immobile, and appears to be wearing armor. The figure appears to be wearing a belt or similar item. The figure appears to be wearing no equipment and is in a humanoid form. The figure is humanoid in nature and has the same basic statistics as the creature. The figure’s height is 5 feet. The figure’s weight is 5 pounds. The figure appears to be in a humanoid form. The figure appears to be wearing no armor. It appears to be wearing some form of armor. The figure appears to have the
Aurora of the Dead
60
Concentration, up to 1 hour
A spectral creature appears in an unoccupied space of your choice that you can see within range and can hear you. The creature must
Aurora of the Dead
60
Concentration, up to 1 minute
You summon a undead creature in an unoccupied space within range to fight for you. Make a ranged spell attack against the creature and if it hits, you can target one additional undead creature for each slot level above 3rd.
Evocation
Aurora of the Dead
Touch
Instantaneous
You awaken a dead creature. The creature becomes a zombie for the spell’s duration. You can’t take the normal action before the spell ends. The spell ends if you or an object you are holding dies. The target can make a Constitution saving throw. On a failed save, the creature is immune to all damage and has disadvantage on attack rolls and ability checks until the end of its next turn. The target has resistance to all damage and damage-dealing effects until the end of its next turn. The spell ends if you or an object you are holding dies or is destroyed by a spell or other magical effect. The spell ends if the target is killed or wounded by a creature within 30 feet of you or an object that is holding the creature.
Conjuration
Aurora of Water
60
Instantaneous
You conjure a large, flowing, swirling cloud of water in a 20-foot-radius sphere centered on a point you can see within range. A creature must make a Strength saving throw. On a failure, the cloud falls to the ground and explodes into a 100 foot-tall, 20-foot-deep trench, or to the side of the ground if it moves. The cloud can be covered in water, ice, or any other liquid. The cloud lasts for the duration. You can use your reaction to disperse the cloud, which has its own speed and can’t be moved by other means. The cloud then moves toward a point you choose. A creature in the area must make a Strength saving throw. On a successful save, the cloud vanishes. At the end of each of its turns, a creature can make a Wisdom saving throw. On a success, the cloud vanishes. At the end of each of its turns, the creature can repeat the saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell lasts until it is dispelled.
Conjuration
Aurora of Woe
60
Concentration, up to 1 minute
Warm weather surrounds you, manifesting into malignant cloud slugs, frigid air, and the form of an illusory devil. Whenever a creature other than you enters the warded area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, it takes 6d8 cold damage, or half as much damage on a successful save. At the start of each of your turns after you cast this spell, the devil appears in the warded area to a random extent. He is immune to any effect that would reduce him to 0 hit points if he were to move to a different warded area. He is immune to all damage and attacks made with a weapon or a spell have disadvantage against his attacks for the duration. As an action, you can move the devil up to 30 feet to a space you can see. He remains within 20 feet of you until the spell ends. If the devil moves over sand, he or she can’t move more than 10 feet directly under a nonmobile creature.
Conjuration
Aurora's Rest
Self
Concentration, up to 8 hours
You fill a grave and awake one aloft from the earth to rest in peace. Until the grave closes, a creature within range can’t cast any spell on you.
Necromancy
Auror's Altar
30
Instantaneous
A golden, prismatic doorway appears at the center of the DMG or the top of a cube in the DMG. The portal opens into a portal into the heart of a god whose name is Auror, who controls the land. The portal is invisible and can be blocked only by magical means. You can create an additional portal in your space (no more than three spaces between you and the portal) in any of the following ways: 1. You can create a portal from any nonmagical material, a transparent portal, a prismatic portal, an extradimensional portal, or a portal created by another spell or ability of a specific type. You can create portals through the use of a spell slot of 9th or higher, up to two spaces from the portal you created. 2. You can create portals through a portal component of
Auror's Embrace
Touch
Instantaneous
A sphere of magic energy appears to you within range. Choose one creature you can see within range. The sphere lasts until the spell ends. The sphere can be up to 10 feet in diameter or 10 feet high. The sphere can be in any shape, such as a dome, tower, or a wall. The sphere can only be centered on a point of your choice that you can see within range. The sphere spreads out over a 1/2-mile radius. A sphere can have up to 10 feet of thickness. A sphere can be as tall as you are tall, up to 15 feet in diameter, or up to 20 feet in diameter, up to 20 feet in diameter, up to 20 feet in diameter. The sphere can also be as small as you are tall, up to 15 feet in diameter, or up to 20 feet in diameter, up to 20 feet in diameter. A sphere can have up to 10 feet of thickness. This spell also ends if a sphere is created.
Conjuration
Auror's Wards
120
10 Days
You create an illusion of a wall of stone and a glyph of force within it. The illusion lasts for the duration. A creature can use a bonus action to cast this spell on itself. The wall appears to be a wall. If you are within the wall, you can make a ranged spell attack. On a hit, the creature takes 2d10 force damage. On a miss, the wall falls to the ground and the spell ends.
Evocation
A veil of darkness
Choose a point of darkness or darkness. The illusion is created in a labyrinth of darkness or darkness, centered on the point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature takes no actions or objects, and its area of effects is reduced to a thin sheet of darkness, centered on the point you chose.
Transmutation
Avenger of Ashenness
60
6 Days
This spell enrages creatures of your choice that aren’t friendly to you. You create a 20-foot cube of ice in which you can’t move. The ice appears to be humanoid in color, with a humanoid head and two eyes. Each creature whose height is less than 15 feet must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The ice can be broken up into smaller cubes, each containing one cube of ice. A cube with half as many cubes as a cube with half as many cubes equals 1/2 the cube’s size. You can break up the cube into smaller cubes, each containing up to seven cubes. Each cube must be in a contiguous section when you cast this spell. You can also create a cube at any time by casting this spell again.
Conjuration
Avenger of Ashenvale
1 Hour
You choose one humanoid creature of either sex. The target appears to be a small humanoid, but it can't be bigger than Medium. The target can use its action to make a Strength check against your spell save DC. On a success, the creature gains the benefit of this ability. If you cast this spell on a Huge or smaller creature, the spell is centered on the creature. If you cast this spell on a Medium or smaller creature, the spell is centered on the creature.
Necromancy
Avenger of Ashenzari
60
Instantaneous
You are summoned by the spirits of Ashenzari to aid you in your journey. Choose one of the following options. You can also choose to be a deity, a god, or a demigod. You can also choose the options that aren’t of the chosen deity’s class and that aren’t related to the chosen deity. The summoned creatures are nonmagical in nature; they don’t possess the same physical form as you. They are friendly to you and any creatures that share a common language with you. There is a 10 percent chance for each creature you summon that you gain a +10 bonus to the attack roll. The summoned creatures can’t be charmed or possessed by other creatures. When you cast
Avenger of Hunger
120
Instantaneous
You release a poisonous demon. The target must succeed on a Wisdom saving throw or take 12d6 poison damage. Hit or miss. The target takes 1d4 poison damage on a failed save. A creature must also make a Wisdom saving throw each time it takes damage.
[&Awakazak]
Instantaneous
A sealed door opens on account of the presence of a creature within range. For the duration, that creature’s speed is halved, it spends 1/4 its maximum Life spent attacking a creature within 5 feet of it, and it can’t take reactions or use reaction tools. When you cast the spell, choose one or two targets. You can target one of the following things with the spell: • Target one creature that isn’t within 5 feet of it. • Target two or more targets. • Target three or more targets. • Target four or more targets. • Target five or more targets. • All targets. Casting this on one of the targets creates a 10-foot cube on each side of the door. While the door is closed, creatures that are attacking any one of the targets are also unaffected. A creature that attacks a target that is within 5 feet of it, or one of its allies if it has half the number of Hit Dice, must make a Constitution saving throw. On
Babble
Touch
Instantaneous (1 minute)
Instantaneous (1 minute)
1 minute
10 feet (no wind or darkness)
Instantaneous (10 minutes)
Conjuration
Bake with Water
150
Instantaneous
You make a bonfire up to 100 pounds and lay it over an area as large as your own making it double the size of your normal bonfire. For the duration, the bonfire provides nourishment to up to 30 creatures. For the duration of the spell, your bonfire doubles your normal bonfire capacity, and it burns up to 5 gallons of fuel when fully lit.
Conjuration
Bald Hand
120
Instantaneous
You create a hand of magical force that can only be used by a god or a demiplane at the spell’s level. The hand can be made of any material, including stone, wood, or stone. The hand has no magical properties and can’t be used. The hand can be used to perform any spell, but it can’t be used to cast a spell. The hand can be used only if the hand is on the same plane of existence as the spell’s target. If the hand is on a plane other than that of the target, it can’t be used to cast a spell or cast an action. The hand can’t be used to physically touch a nonmagical object. If you cast this spell using a spell slot of 7th level or higher, the spell can be used to physically touch a nonmagical object, including a hand, if the hand can be moved. If you use a spell slot of 8th level or higher, the spell can be used to physically touch a nonmagical object.
Conjuration
Bald Owl
100
Instantaneous
A wyvern hawk flies toward a point you can see within range. The target must succeed on a Strength saving throw or take 1d6 bludgeoning damage. The owl must land on a flat surface or fall to the ground, or fall to 0 feet per square foot. The owl’s speed is 30 feet. A creature can’t jump or roll to avoid the owl’s attack.
Necromancy
Baldur's Gate
120
Concentration, up to 1 hour
The gates of this powerful fortress and its grounds crumble under your weight. Underfoot, the fortress becomes a labyrinthine labyrinth. Each 5-foot-diameter fixed point on the ground within range grants a DC 20 enhancement bonus to that point. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the bonus increases to a maximum of +5. When you use a spell slot of 7th level or higher, the bonus increases to +8.
Transmutation
Bane • Apparition • 60 minutes
Transmutation, up to 10 minutes
You attempt to compel a creature or object to go into a stupor or other abject state. The target must succeed on a Wisdom saving throw or be affected by the spell for its duration, and the target’s speed is reduced by 10 feet for the duration. The target can’t be affected again until the spell ends. The spell ends if the target is affected by any sort of harmful effect, such as from a weapon. If the target is immune to any of the following effects, it instead takes no damage from these effects and regains half damage from them at the end of its next turn. Death . Death . Natural Sickness . Death . Death . Death Sickening Pain . Death Lecrae . Sickness to Small or Medium Creature Vomiting . Dying within 30 feet of the target Sickness to Creature or Object Death . Death . Death Stunning Silence or Death in Action.
Conjuration
Bane of Ages
120
Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, it takes 12d6 fire damage and is burned until it shatters. On a successful save, the spell ends. If the target is immune to this damage, halved damage it takes, or both, it takes half as much damage and isn’t burned. An affected creature isn’t blinded, and it is able to move up to its speed limit when blinded. Reducing a target to 0 hit points reduces it by one level for each level above that level. This spell's damage increases with each level above it.
Conjuration
Bane of Arrows
Self (30-foot radius)
Concentration, up to 1 minute
For the duration, an object that you can fit into a 30-foot radius sphere flies up to five stories above the ground in a direction that you specify. Any creature moving during the spell can make a Dexterity saving throw. When a creature does so, it creates a dire storm within 60 feet of where the cloud originated, sending bolts of lightning flying. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d6 thunder damage, is knocked prone, and makes the saving throw with advantage. Redirect Light. You can direct light within 30 feet of a point of your choice that you can see toward a creature within 30 feet of the point you directed. Make the choice of either a line of fire or a horizontal line of fire, along the length of the line. You can direct either path, 5 miles per hour, up to 300 feet. Circle of Force. You create a 5-foot-radius sphere centered on a point within range. Until the spell ends, a creature can use an action to cause a creature within 5 feet of the point (25 feet away) to become charmed and directed in a manner that mimics the charmed state of a creature familiar to you. The creature can’t speak, so it speaks only of commands and actions that it knows and that bear a high degree of formal authority. It must be within 5 feet of you when the spell ends, and it must follow any commands that you present to it. If you command the creature to cast a nonmagical ranged spell, make a ranged spell attack against it, and then change its nature or set of natural laws so that its natural weapons come into play, the creature automatically chooses the spell it takes as the spell ends.
Enchantment
Bane of Blight
Self (10-foot radius)
Concentration, up to 10 minutes
A veil of magical darkness spreads from one creature to another for the duration. Until the spell ends, a creature is blinded and deafened while shaded in the shadow.
Evocation
Bane of Bludgeoning and Piercing
30
Concentration, up to 1 minute
You create a nonmagical nock that explodes when it hits a creature within 30 feet of it. Each creature other than you within 30 feet of the target must make a Strength saving throw. On a failed save, the target is pushed up to 10 feet away from you in a direction that you choose. A creature who ends its turn within
Bane of Bolas
60
1 Hour
You strike down one creature of challenge rating 3 or lower and issue a profane challenge to it. The target rolls a d8 to determine the number of spells of level 5 or lower and the extent of its restoration. Starting with the target takes 8d8 damage of level 1, and dropping to 6 hit points causes it to crumble
Bane of Death
120
Concentration, up to 1 minute
Until the spell ends, a lich of challenge rating 5 or lower appears on the ground, within range, and whispers a message of warning to its servants. The message appears in an unoccupied space that you can see, and lasts until the spell ends. If you cast this spell while you make a Wisdom saving throw, you deal 25 necrotic damage to the target whenever it becomes poisoned or reduced to 0 hit points. While poisoned or reduced to 0 hit points, the target can’t use movement, and it can’t learn, cast spells, or make other magical effects. It is deaf and blind, and makes Wisdom saving throws with disadvantage if it can’t hear you. The spell ends for a target that attacks you using a weapon attack, if it has the thrown weapon, or if you have spoken the spell but no action. The spell can’t target a creature or a random terrain within 5 feet of it. If you cast this spell once without first preparing any material defenses, such as a wall of stone, that wall of stone can’t harm the creature. Additionally, while this spell is in effect, you can
Bane of Death
120
Concentration, up to 1 minute
You make animate creature that you can see within range. The target must make a Constitution saving throw, taking 3d12 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also suffers 1d12 necrotic damage. While the target is under the effect of the damage, spells, or other magical effects that would reduce it to 0 hit points, it has disadvantage on attack rolls against creatures that have darkvision or less than blinded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Necromancy
Bane of Death
120
Instantaneous
This spell calls out a powerful, spectral voice in unoccupied space that lasts for the duration. Choose three creatures within range. Only one creature of your choice within 120 feet of you must succeed on a Wisdom saving throw to resist this spell. The target must be within range. Each target must be under the illusion’s control. Each target can make a Wisdom saving throw against your spell save DC. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the spectral voice increases by 10 feet for each slot level above 3rd.
Conjuration
Bane of Death
120
Instantaneous
You call out to the spirits of the dead to deliver a message. Each creature in a 15-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. On a failed save, a creature takes 10d6 necrotic damage and is stunned. On a successful save, a creature takes half damage and is stunned until the spell ends. On a failed save, a creature can’t take reactions and is stunned until the spell ends. A stunned creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Necromancy
Bane of Death
150
Concentration, up to 1 day
Grasping any object that falls within range, you summon the worst of the worst in order to restore vigor and vitality to a creature you can reach. Creatures that w back to before the spell target you cast aren’t affected by this spell. The summoned creatures are affected by several of the following spells, as your proficiency bonus allows:acid, cold, fire, lightning, poison, necrotic, or thunder. The summoned creatures are friendly to you and your companions. You can choose from any of the following summoning options. A summoned creature obeys your voice as it speaks, recognizes you as its master, and speaks the creature’s language. It can’t attack or take any action that would invoke a special power that might protect it from harm. It obeys your commands, even if they conflict with your own desires. It obeys whatever you say, written or spoken, even if they conflict with your own beliefs or natural inclinations. It obeys whatever you say or write while cloaked. The restrained creature can do nothing with it until the spell ends. When the spell ends, the summoned creatures appear at the DM’s discretion, moving with you to any spot within 60 feet of you. When they do so, they are fully engulfed in flames, and they have advantage on Constitution checks or saving throws. A restrained creature can use any of the following wands when you cast this spell. You can use any at all part of them. During the casting, you can also choose to have your spells activated only by you and your companions, provided that you do so by sending the wisps of energy passing through the
Bane of Death
150
Instantaneous
A skeletal hand appears on the ground around you, and any creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and is restrained by the hand. On a successful save, the hand ends and the creature that was restrained by the hand is no longer restrained by the hand. The hand can be broken or replaced by another hand.
Conjuration
Bane of Death
300
Concentration, up to 1 hour
For the duration, a creature that you choose can’t willingly move or otherwise perceive for the duration by an area of darkness that is at least one hundred feet on the ground or the ceiling. The creature is instantly slain if it moves closer to you than that distance allows.
Divination
Bane of Death
30
Instantaneous
You attempt to break free from the confines of the Death Ward and take on the form of a fiend. You can use your action to cause a fall or a slam of your weapon into a creature or object that is within range. The target must succeed on a
Bane of Death
60
Concentration, up to 1 minute
Grasping a chunk from the heart of a creature or object in range, you attempt to strangle it, distorting it in its deepest thoughts and for the duration leaving it temporarily blinded. The target must make a Constitution saving throw. If it fails, you lash its throat and have its whole body convulsed by the spell’s effects. The choking effect lasts for the duration or until the creature calms down enough for it to regain consciousness. To another creature, the creature falls unconscious but has trouble opening its eyes for the duration. When the spell ends, the creature is stunned and has trouble opening its eyes. If the creature w as subjected to this spell or suffers damage from it, it can make a Wisdom saving throw to break the spell, taking 7d8 psychic damage on a failed save, or half as much damage on a successful one. The spell ends if you use another action to break the spell or if the creature w as subjected to this spell or is subjected to the choking effect.
Abjuration
Bane of Death
60
Concentration, up to 1 minute
You attempt to drive your enemies to madness. For the duration, each creature that you choose within 30 feet of you must make a Charisma saving throw. On a failed save, the target takes 6d8 necrotic damage. If the target fails the save, or if it is blinded or deafened before the spell ends, it instead has disadvantage on Wisdom saving throws and Intelligence and Wisdom damage rolls. On a successful save, the spell ends. This spell has no effect against constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a necrotic damage that the target took when it died instead reduces it by an amount equal to your spellcasting ability modifier + your proficiency bonus. The reduction can’t reduce the target’s hit points below 1. If you cast this spell using a spell slot of 2nd level or higher, the reduction also reduces the target’s Hit Dice below 1. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Necromancy
Bane of Death
60
Concentration, up to 1 minute
You strike down a creature of your choice that you can see within range and that has a certain death penalty and that can neither move nor speak until its concentration ends. The target must make a Wisdom saving throw. On a failed save, it dies of natural causes, and the spell ends on a success. While
Bane of Death
60
Duration: Concentration, up to 1 minute
This spell kills a creature if it isn’t wearing armor, or if it’s wielding a weapon that uses the weapon’s ammunition. The target rolls
Bane of Death
Touch
1 Hour
Your hand strikes down a cursed spell on the first creature you touch and then the remaining number of minutes until the spell ends. At the start of each of your turns until the spell ends, you can use a bonus action to attempt to cast a cursed spell on a creature whose Strength score is equal to or less than the target’s‘ Strength score. On a creature that isn’t Wisdom or Wisdom divisible by two, the spell doesn’t succeed. If the creature scores a magic result against the spell and then the spell ends, the cursed spell remains in effect until it has hit another creature or until your next turn ends, whichever comes first. As a bonus action on each of your turns, you can repeat this spell using both hands. On each of your turns, you can repeat the spell using only your hands, using different spell slots, or using different spellcasting ability scores. If you drop the cursed spell in a bane of death, its magical inscrutable nature is gone.
Divination
Bane of Death
Touch
1 Hour
You touch a willing creature to make a necrotic spell. On each of your turns as a bonus action, you can choose to cause the target to suffer an intense pain equivalent in size to a claw, lash, or similar effect and cause it to bleed for 1 minute or until it falls unconscious. At Higher Levels. When you cast this spell using a spell slot of 4th or lower, you can cause the pain to last for 1 hour, if it isn’t already intense.
Necromancy
Bane of Discord
120
Concentration, up to 1 hour
Choose one creature within range and then communicate a message of discord. The target must make a Charisma saving throw. The target fails the saving throw and has disadvantage on the attack roll and ability attack rolls prepared for the message. While the target is affected by this spell, all spells and magical effects affecting it are suppressed, negated, or expunged from its mind, and its armor and weapons become worn or carried by other creatures, not by the target, and its mind and magic can neither be studied, modified, or affected by any of the above spells or magical effects.
Abjuration
Bane of Discord
60
Concentration, up to 1 minute
Choose one creature within range. You speak loudly in a 20-foot radius centered on the symbol of your deity at the target creature that you choose for the spell’s duration. Until the target creature chooses a new symbol, you cast this spell only once, attempting to dispel any illusions that still persist if you do so. If the spell fails, you cast it again, attempting to correct any that remain, if they have not yet warded themselves off.
Enchantment
Bane of Discord
90
Instantaneous
Choose a creature that you can see within range. At the start of each of its turns, you create a warp in the fabric of nature that would shape a creature's reality if it were an actual creature or a construct. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls against you until the start of your next turn. Until then, it can be affected only by spells and abilities using the same ability or with different abilities. The warp would affect other creatures as described above, though it could overlap with spells and others, making them both more likely to succeed. An affected creature can use an action to deal 5d4 + 2d6 damage to the spell’s target. If the spell ends before then, the spell doesn’t take effect and the creature takes half the amount of damage it takes at the end of its next turn.
Transmutation
Bane of Doom
120
Instantaneous
This spell destroys all corpses in a 30-foot cube within range, affording the undead no protection from death. A nonhostile creature that partakes in this spell must make a Charisma saving throw. It succeeds if it can find a way to remain within 300 feet of an Undead or an object that is neither bound nor worn by another creature.
Concentration, up to 1 hour
Until the spell ends, a nonhostile creature that partakes in this spell is pulled into an extradimensional (20 feet long, 30 feet wide) infernal pit in the DM’s space until the pit appears and the
Bane of Doom
30
Concentration, up to 1 minute
A shimmering, baleful, or satyr-like fog rises from the ground and spreads around corners. The ground within range
Bane of Doom
60
Concentration, up to 1 minute
A fiend or fiend zombie you can see within range attacks you with a weapon attack, which deals an extra 1d6 damage to the target. The DM makes the attack roll against the fiend or fiend zombie, and the attack deals an extra 1d6 damage to the target (the DM makes this roll with advantage if the target is a creature). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage to the target increases by 1d6 for each slot level above 1st.
Conjuration
Bane of Doom
Duration: Concentration, up to 1 minute
You create a 20-foot cone of spectral energy centered on a point you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 7d6 necrotic damage, and it must then make a Constitution saving throw at the end of each of its turns. The spell ends if you use a spell slot of 7th level or higher. If you use a spell slot of 8th level or higher, it only ends the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Illusion
Bane of Faith
10
Instantaneous
A point of your choice within range grants you great power. Until the spell ends, you gain the following benefits: • You gain +1 to AC, +1 to Cold Resistance, and +5 to Constitution, or +5 to both. You also gain +1 to all damage rolls, saving throws, and attack rolls. The spell ends if you expend magic to cast it, if you use a spell slot of 4th level or higher, if you use an action to speak a word, if you speak a short speech, or if you are incapacitated. If you do, the spell ends. If you use another action to speak, you can end the spell.
Transm
Bane of Faith
120
Concentration, up to 1 minute
You place a curse on a creature you can see within range. For the duration, the target takes 1d6 radiant damage and must make a Wisdom saving throw. On a failed save, the target takes half as much damage and takes half as much damage on a successful save. The spell ends on the target if the curse has already lasted for the duration. Any creature that can’t be charmed or frightened when you cast this spell ends its turn there.
Enchantment
Bane of Faith
30
Concentration, up to 1 minute
You create a curse on a creature within range. For the duration, the target has disadvantage on attack rolls against you and one other creature of your choice that you can see within 30 feet of you. The target must make a Constitution saving throw. On a successful save, the spell ends for that creature. If the creature returns to its plane of origin on a successful save, it isn’t affected by this spell. If you cast this spell while you already have a curse on you, you can repeat the saving throw, ending the spell on a different creature or within 30 feet of you if it takes any damage.
Abjuration
Bane of Faith
60
24 Hours
You make a rope bound to a globe on either side of an unoccupied space you can see within range. The rope is a single strand of rope affixed to a globe or a portion of a globe, forming an orb of celestials or a cylinder of celestials. Each cylinder has AC 5 and 30 hit points. Each creature in a 10-foot-radius sphere centered on the globe or cylinder is affected by Bane magic for the duration. You can direct the orbs upward and downward as you direct, up to 10 bolts are expended, or you can cause a bolt of celestial celestial celestral celestric celestradition to erupt from these orbs, dealing 6d6 lightning damage to each creature within 30 feet of the globe or cylinder. After emerging from the orbs, you can use an action to exhale another bolt of celestial celestral celest
Bane of Faith
60
Instantaneous
The demon lord grants holy vengeance against those who insult him. Choose a creature within range that is hostile to you or that can’t identify you: a humanoid, an elemental, or an undead. Toss the cursed weapon with the holy symbol and repeat the same damage and effect. For the weapon’s normal attacks, the demon lord prays to his son or to his granddaughter that he w eres avenged the death of his enemies. If you maintain your warded magic inventory, you can craft a chain of unholy curses as part of the action used to craft the weapon. Each of the attacks deals an extra 1d4 force damage on a hit. The weapon appears in the hand of each affected creature and is wielded by you until the end of your next turn. After you use the weapon, you can use it again and again without reproaching the demon lord. The chain continues to hold true and the demon lord no longer requires you to use your warding magic to repair the weapon. While the weapon is held against the attacker’s magic, it has disadvantage on attack rolls against creatures less than 5th level (such as the wizard) or creatures of smaller size (such as elves and dwarves), as well as against attacks that use the attack modifier.
Abjuration
Bane of Faith
Self (15-foot radius)
Concentration, up to 1 minute
You unleash the power of a legendary beast to sweep the land in line with your deity’s chariot. Choose one of the following options for what appears to be a harmless, harmless creature: • One buddha of challenge rating 2 or lower, including horns, fills in the blanks on one creature’s Wisdom saving throw. • Two buddha of challenge rating 2 or lower, including tails, fill in the blanks on one creature’s Wisdom saving throw. • Four buddha of challenge rating 1 or lower, including a tail filled in, fill in, or leap into a harmless demiplane, similar to a storm cloud, for a duration of 10 minutes or less. • Eight buddha of challenge rating 1 or lower, including a tail filled in, fill in, or leap into a demiplane, for a duration of 10 minutes or less. The spell ends for a target that uses a spell slot of 2nd level or higher.
Divination
Bane of Fire
Touch
Until dispelled
At the height of your training, you can make a nonmagical weapon a magical weapon of yours, imbuing it with a devil or fey demon beast’s power to give it a +2 bonus to attack and damage rolls. When you use this spell on a melee weapon, you can make a melee attack with it as a bonus action on each of your turns after you cast this spell. If you make the attack using an object other than one you want to be wielded, you can use your reaction to deal the weapon damage as part of the attack, but not both.
Conjuration
Bane of Flame
Self (90-foot cone)
24 Hours
Until the spell ends, your glyph appears on the ground within range and lashes out at your enemies (no longer visible or audible) to smite them, making them flammable, nonmagical, or have a casting time of disadvantage. For the spell’s duration, the glyph flanks your enemies and shatters in your combat summary, attacking them on each hit. If you’re fighting two or more enemies in a room, you can have up to two of them
Bane of Grasp
Touch
1 Hour
This spell makes a thornbite attack made with a weapon. The creature takes 5d4 piercing damage and is willing for its weapon to strike a creature within 5 feet of it. The creature must use its action to attack, which usually requires the creature to use its movement to move. A creature that uses its action to make a melee attack can make that attack with its weapon, but this spell has no effect on this creature. The creature must use its movement to move toward the thorn pit
Bane of Gratitude
30
1 Hour
A string of negative emotions appears in your mind and reaches life-long into the past. You can trigger this effect only once per turn, at any one time, or once per round on each of your turns until the spell ends. This spell doesn’t target undead or constructs. You can use your action to affect one willing creature willing to be affected by this spell. The creature chooses whether its mental image should rest on a tree or a hill or whether it should rest on some other solid surface. It can’t. If the creature would invest its mental image with some form of magic or deception, the creature instead treats such illusions as magical or deception-like effects, such as a wish or a wish spell, as normal. The creature doesn’t need to worry about the creature’s future or protect it against its abilities, abilities, or beliefs, such as wish spells or wish spells that banish or banish nonmagical creatures. The creature can also benefit from future benefits, such as protection from death, from fear, or from an effect like wish weapon emote. If the creature would take more damage from an ability, ability, or special effect than its current level, it instead creates a random ability or weapon effect as described below. An ability or weapon created by a rolled ability score ignores the ability or weapon, and the creature can benefit from the effects of such an ability or weapon in the same manner. Ability “ Weapon. The creature uses its own attack and ability scores to determine which ability or weapon it chooses. If it has two or more
Bane of Grudges
150
Permanent
This spell attempts to silence the mind of a creature that you choose when you cast it. The target must make a Wisdom saving throw. On a failed save, it is compelled to take the acid or poison damage you choose, and it makes a Wisdom saving throw against one of those effects. On a successful save, the spell ends for it. While the creature is compelled by this compulsion isn’t harmed, the creature can do nothing other than making a Constitution saving throw or taking the acid or poison damage. The target can use one of the actions it can take to regain 100 hit points. It can kill the creature to restore to normal its hit points. At Higher Levels. When you cast this spell using a spell slot of no higher than 5th level, or when you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Conjuration
Bane of Hope
120
Until dispelled
This spell has no effect on undead or constructs whose level is less than 0. The spell only appears when two or more curses have been scrawled on the ground or a portal to another plane of existence opens within the area.
Enchantment
Bane of Hope
30
24 Hours
This spell primes the beast you use as its bark. At the start of each of your turns as a bonus action on a last turn of yours, the beast makes
Bane of Hope
30
8 Hours
You sacrifice one creature you can see within range to mend another creature’s agony. Choose one creature in range and serve as its temporary patron. Appearing in an unoccupied space within range, the creature serves as a temporary patron until its task is complete. The temporary patron disappears when it drops to 0 hit points or when the spell ends. It remains in effect until the creature collects its soul, at which point it returns to its home plane. Alternatively, you can mend an unwilling creature, though it must be within 30 feet of the permanent patron. It is capable of harming no more than once per turn, though it can’t attack or cast spells. Once restored to its home plane, the temporary patron returns to its home plane if its soul is free and spends its action to complete a long rest. At the end of every 100 days, the temporary patron is renewed and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases to 120 days for you and 5 months for each slot level above 5th.
Necromancy
Bane of Hope
60
24 Hours
Describe in a message the manifestation of a god or goddess who reveals herself to you in a particular area of the Astral Plane. You can bring the message to a creature of your choice within the area you’re traveling in. The message appears within range and lasts for the duration. You can direct it to a specific area within reach, causing the illusion to move to that area. If you create enough barriers around the area to impede movement by creatures other than walking creatures
Bane of Hope
60
Concentration, up to 1 minute
You call out to the spirits of old to end all wars. Choose one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 necrotic damage, and it can’t willingly move to a place where it would be affected by this spell for its full duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Necromancy
Bane of Hope
Self (15-foot radius)
Instantaneous
In this shimmering balm, an unfathomably strong divine symbol imbued with life strikes a creature and grants it aegis, a celestial aura, or a form of animate dead that you choose. The aura is a celestial, an elemental, or a fiend’s semblance. The creature can be of any alignment (religion or order) and appears in a place of the creature’s choosing within 30 feet of it. The creature is unfriendly toward creatures that it can see or who can hear it from
Bane of Hope
Self (30-foot radius)
Concentration to nonmagical abilities
This spell conjures up a permanent illusion that transforms a creature of your choice that you can see within range. The target succeeds in opening its eyes or by making a Charisma saving throw. The creature can be of Medium or smaller size or smaller. If you target an illusion with a weapon attack, the target can roll the attack die as part of its action, but the illusion can’t attack you until the spell ends or its sensors are dispelled
Bane of Horrid Doom
150
Concentration, up to 1 minute
You create a maelstrom of acid and force-piercing hatred between two opposing planes of existence. Choose one creature within range, 100 feet square and 60 feet high, that is hostile to you and that can’t take any actions within its movement or attack paths on that turn. The creature begins hurling the insult in a 20-foot cone, which ends the spell immediately. If the creature’s Strength is less than 20 and the spell is on the same plane of existence as you, it doesn’t take damage. It instead causes the insult to swirl violently around its head, centered on the creature until the spell ends. The creature must make a Dexterity saving throw. On a failed save, it can use its action to move up to its speed so that it isn’t affected. The wicker blade then spills out of the creature’s reach toward the other creature, forming a cone on the ground that remains for the duration. If any part of the cone is damaged, the creature isn’t knocked prone and can take no movement. The creature spends the spell moving to the nearest safe spot of the creature. The creature can defend itself by burning its enemies with a shade of acid, but any damage the creature causes to other creatures is too late.
Evocation
Bane of Hunger
30
Instantaneous
You draw a thin wall of acid at a creature you can see within range. The creature must succeed on a Strength saving throw or be affected by the spell for its duration. The acid has a range of 60 feet and can’t be reduced to a low acidity. If the creature fails this saving throw, its speed is halved, it takes half as much damage, and it is knocked prone, this spell ends. The spell ends if the creature drops to 0 hit points, or if you select a different effect while this spell is in effect. The spell ends if the creature—who successfully saves against being charmed, frightened, or possessed by a spirit of law—remains charmed, frightened, or possessed by a creature other than you.
Abjuration
Bane of Hunger
60
Concentration, up to 1 minute
You create a constant fear within a creature of your choice within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. The fear lasts for the duration. When the creature succeeds on the saving throw, it is no longer frightened by any of the following effects of the spell. • You cause the target to bleed to a puddle, causing it to become impassable and nauseated. • You cause the target to become blinded for 1 minute. • You cause the creature to become incapacitated and lose all movement. The creature’s movement is fast and difficult terrain. In addition, the creature becomes charmed by you for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Necromancy
Bane of Insanity
30
Concentration, up to 1 minute
Choose one creature who is prone and prone to rage. The target must make a Charisma saving throw. On a failed save, the target takes 1d8 necrotic damage, and it must then roll a d8 and add the number rolled to the necrotic damage table for the subsequent turn it is prone to rage. Additionally, if the target fails the saving throw, it can’t return to its current form until its next turn. If it returns to its current form before its next turn is up, it has total exhaustion and must use its reaction to regain its remaining hit points. While fatigued, the target can’t use movement or move to move or use an action to attempt to use a new action. If it fails its saving throw, the spell ends, and the spell ends on its second turn. When the spell ends, the spell allows a creature using an action to make a new saving throw for each remaining hit points of its current form. The DM might issue an additional saving throw for each remaining hit points of its current form. If the DM chooses, the creature takes only half as much damage from the necrotic damage as from remaining damage at the start of its turn, and no extra damage is created by dying from it.
Necromancy
Bane of Insanity
90
Instantaneous
You utter a line of unintelligible gibberish that only gibbers can understand the language of a creature. The gibberings can be hard to read, which is why the spell relies on the illusion of speech to understand what the creature is saying. If you cast the spell on an unaligned creature, it can cast the spell on any creature it can see within 30 feet of it, and you can understand whatever gibbering the creature says to understand the language better. For the duration, the gibbering creature can be considered a different creature from its normal form, and any reduction in its form spell used to understand the language ends at the end of the spell.
Transmutation
Bane of Invulnerability
Touch
Concentration, up to 1 minute
A cloud of soft mist appears in a 30-foot-radius. 20-foot-radius sphere centered on a point within range. The cloud obscures nothing, except water, and other minerals. Any creature in the area can breathe underwater or in containers or in other spaces. The cloud is invisible to creatures but otherwise has no effect on the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the cloud increases by 1 inch for each slot level above 4th. The cloud doesn’t grow larger or any size, but it retains the effect of its original form. It has the same effect on the target and its equipment and any water. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cloud increases by 1 inch for each slot level above 5th.
Evocation
Bane of Kings
10 days
This spell pits a powerful dark power against one creature or object of your choice that you choose within range. That creature or object must make a Wisdom saving throw. On a failed save, the target takes 4d10 radiant damage and is blinded for 1 minute. On a successful save, the target takes half damage, and blinded creatures and objects are turned to stone for
Bane of Kings
150
1 minute
You hurl a 6-foot-tall, six-headed monster into the air, creating a 40-foot-radius sphere centered on a point you choose within range. The spell ends if you dismiss it as an action or if you cast this spell again. Nonmagical creatures, including undead, can be affected only by bombs, creosions, or similar bombs, created by spells or effects of similar power. When you make a ranged spell attack, you can use your spellcasting ability to determine the distance at which the bomb lands on the ground and where it explodes. If a creature would reach for a bomb to affect it, that creature must make a successful attack roll or use its action to move up to half its speed in a straight line, using the shortest and sharpest route, to the nearest quiet corner, and then back again if it isn’t wearing armor.
Transmutation
Bane of Kings
30
24 Hours
This spell pits a deity, some kind of beast or demon, against a group of creatures of the chosen kind for the duration. A target that is part of the demon’s immediate line of sight is also targeted. When you cast the spell, choose one of the following options for how long the spell lasts. The DM chooses a target’s size, the distance from the spell’s opening to the target’s opening, and the distance from the spell’s opening to the target’s opening. The target can make a Wisdom (Perception) check using your spellcasting ability (your choice when you cast this spell) to see if the target is under the influence of any spell. If so, the spell damages the target, but the spell doesn’t have a casting time of 1 minute. If the target is under the effect of an effect that would make the spell permanent, the spell is dispelled, and the creature is left with a mark on its forehead indicating that it w as demon’s birthright. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.
Conjuration
Bane of Kings
30
24 Hours
You strike the center of a cage with a single strike of your choice that inflicts an intense bane to life and leaves a mark on the cage. The creature must make a Wisdom saving throw to resist the spell. On a failed save, the creature is driven insane and is blinded until your next turn. The target creature must spend at least 1 minute mentally attuning to the spell before the spell persists. Once attuned, the creature can read the following message to itself: "I'll stab you until you bleed to bits, but you’ve got my word" (invoiced by Alain Bellonaut).’ At any time for the next round, the creature is stunned, deafened, and has disadvantage on attack rolls against creatures other than you.
Conjuration
Bane of Kings
30
Concentration, up to 1 hour
You create one of the following effects within range that cause one willing creature you choose to become a god within range to lash out at your enemies. Choose one of the following effects at the start of each of your turns for the duration. Until the spell ends, any effect that ends the spell on a creature causes the creature to lash out at its enemies. Faith Through Fear. The creature uses its action to make a Charisma saving throw. On a failed save, the creature becomes frightened for 1 minute, during which time it can’t act in self-defense. False Life. The creature uses its action to attempt to extinguish a life effect that strips it of life, such as a body part or a soul. On a failed save, the creature has disadvantage on attack rolls against creatures or objects that are not its own kind. While this creature is frightened, the creature has disadvantage on attack rolls against you
Bane of Kings
30
Concentration, up to 1 minute
You utter foul words, summoning forth an unholy creature from the plane of existence it originated from. The creature is a creature of challenge rating 5 or lower, and it gains the following benefits: - It has advantage on attack rolls, ability checks, and saving throws made with that level of control. - It can’t attack other creatures. - The target has resistance to nonmagical damage, and it doesn’t take damage from magic. - The target has resistance to cold damage, fire damage, and attack rolls from '' other colors. If the target is already cursed, you can make the casting of this spell without penalty magic effect. Casting it with disadvantage is a civil-rights violation. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Transmutation
Bane of Kings
60
Concentration, up to 1 hour
You attempt to bind a god or a powerful demigod to your service. Appearing in an unoccupied space within range, the bond makes a magic weapon or spell useable for one minute more powerful than the weapon’s normal use, but no more powerful than a normal bolt or longsword. The spell then ends. For the duration, a god, a demon, a fiend, or a creature of a warded nature (such as a lich) can be bound to your service by an arcane spell you cast, which must be in your current unoccupied space on the same plane of existence as your deity or demon. Thus a binding spell creates a magical bond with a legendary spell of equal or greater power on the same plane of existence. The spell lasts for the duration, but it might w as created. When you cast the spell, choose a new plane, a new land, or a new power offering, you can use this spell without spending any real effort to bind a god or a powerful demigod to your service. You must choose a new plane before you can use this spell, or when the spell disappears.
Divination
Bane of Kings
60
Concentration, up to 1 hour
You call out to a group of beasts within range, telling them the current weather and the status of numerous dangerous creatures within range. Creatures within 10 feet of the location when you cast the spell must make a Wisdom saving throw. While the group is within that area, they can’t be targeted by spells or created by hostile creatures. On a failed save, a creature can’t leave its area until it makes a Wisdom saving throw to do so. Creatures within 30 feet of the location when you cast the spell must make a Wisdom saving throw. A creature takes 3d8 thunder damage on a failed save, and it takes 10d8 thunder damage on a successful one. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Bane of Kings
60
Instantaneous
You strike the head of a beast you can see within range, shaping its image until the creature reaches the beast’s maturity and grows to full size for the beast. The creature has disadvantage on attack rolls against creatures of challenge rating 1 or lower. If the creature is fighting a creature of challenge rating 1 or lower, the creature’s size is reduced to half of the creature’s size and the creature has disadvantage on attack rolls against creatures of challenge rating 1 or lower. While in this form, the creature is incapacitated and can’t talk or cast spells. At the same time, the creature can cast spells through its body and regain any expended hit points. If the creature drops to 0 hit points before this spell ends, its hit point maximum is reduced by an amount equal to the necrotic damage it took. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum size of the blade (20 in all dimensions) and the diameter (24 in all dimensions) of the beard (24 in all dimensions) are increased by 10 feet to match the blade’s diameter and beard’s length. When you use a spell slot of 4th level or higher, the maximum size of the blade and mustache is increased by 15 feet, to match the facial hair of the beard.
Transmutation
Bane of Kings
Self (30-foot radius)
Concentration, up to 1 minute
A lich appears and takes up to ten nonmagical forms of your choice that you can see within range. The chosen forms can be physical forms or magical ones. The lich’s actions are normal, and he or she can use either nonmagical weapons or attacks. The lich appears in unoccupied spaces that you can see within range. The lich appears in the space where you cast the spell and attacks you with either a nonmagical weapon attack or a magic weapon attack. The lich can cast spells and have a staff, but he or she can only cast one spell at a time. The lich also appears in unoccupied spaces that you choose that are within 5 feet of each other when you cast the spell. When the lich appears, any creatures or objects within 5 feet of the lich appear in combat. On each of your turns, you can use a bonus action on each of your turns to cause one of the following effects of your choice to occur: • One creature of your choice that you can see within 5 feet of the lich appears in unoccupied space, and so on through the spell’s duration • You cause one creature to gain 5 temporary hit points, and cause one temporary weapon, armor, or skill weapon of your choice to become fatigued while under the lich’s spell. • You change the appearance of one creature that the creature can’t see or hear. This effect can’t occur more than once on the same turn or once on a subsequent turn. • You cause one creature to regain 200 hit points. This effect can occur multiple times before its duration ends. • You change the appearance of one creature that can’t see or hear. This effect can’t occur more than once on the same turn or once on a subsequent turn. • You cause one object that can’t be held or carried and thus fall off a cliff, at the DM’s discretion. The creature must then come up safely on its own. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates two new 5th-level spell slots for each slot level above 5th.
Transmutation
Bane of Kings
Self (60 min)
Concentration, up to 1 hour
For the duration, a creature of your choice that you can see within range and without spending its action to make a Charisma saving throw. On a successful save, the target makes the choice of one of the following two options; shedding its mask and attaining adulthood while wearing it grants it that ability to see the world around it. At the start of your turn, the creature can’t see a direction or any other visible part of its body while wearing the mask, and it can’t speak a language other than a simple One language declarative of its destination. The creature can use its reaction to move to a spot within 60 feet of the mask where it can see the creature’s destination, either using an action to move or using an action to step back. Using both actions takes 1d4‘ longer. While the creature is using the mask to move to a place known to it as a temple, it can’t use its action to move into or out of the temple’s temple
Bane of Kings
Touch
Concentration, up to 1 hour
Choose one creature that you can see within range. You touch the creature, who becomes a statue of sorts for the duration. The statue, which is 1/4 inch thick and weighs 1,000 pounds, stands on its own and functions as a symbol of honor. It obeys your commands to the best of its ability, even if it doesn’t necessarily follow your instructions. The statue can thus serve as a symbol of protection from evil or a symbol of authority. If the statue harms a creature, it frees the creature for further study, and the creature is no longer a creature. If the statue harms a creature else within 30 feet of it, it frees the creature for further study, and the creature is no longer a creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd.
Divination
Bane of Kings
Touch
Concentration, up to 1 hour
You touch a willing creature of your choice within range and grant it bane. Choose one creature you can see within range. Until the spell ends, the target can make a Wisdom saving throw. On a successful save, you direct the bane at it with a loud voice and make it flounce and slam to the ground in a 20 foot cone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Necromancy
Bane of Kings
Touch
Until dispelled
You are banished from your current location to a far off corner of the game map. The banished creature is friendly to you and your companions for the duration, and it gains the following benefits:’ : You gain a telepathic link with every creature you choose within 30 feet of you, and if you do so, the creature can’t be targeted by spells, spells, or other magical effects. : Creatures that aren’t with you have disadvantage on attack rolls against you until the spell ends. This telepathic link allows you to talk to any creature that has a natural curiosity about you, based on the creature’s name, portrait, or other visual trait. If the creature has that trait, you can speak its language. If you do so, the creature can accept or deny you travel to a location that has no natural curiosity about you. If you speak your name twice within the spell’s duration, you immediately know who you spoke to the creature and can choose to ignore the creature’s name.
Transmutation
Bane of Kings
Touch
Until dispelled
You create a curse on a creature that you can see within range and banish it to a dark place you instructs it to go in and crush. The place where the curse occurs depends on the creature’s nature and size. If you cast the spell on the same creature twice, the first time, and the spell ends when no creature is affected, unless it is a smaller creature or there is nowhere to crush it. The first time, give the creature a +2 bonus to attack and damage rolls and the spell ends. The spell can also be ended by greater restoration, as with a restoration spell from a greater restoration spell slot of level 5 or higher. When you cast this spell, choose one of the following curses; they automatically take root in the creature’s mind: acid, cold, erythema, lycan, noradioga, noradioga bane, noradioga curse, erythema curse, erythema soror, erythema contagion, erythema entanglement, erythema suffocation, erythema veil, erythema magic axe, erythema stinking cloud, erythema dire stinking cloud, erythema ward, erythema stinking cloud, erythema wound, erythema wound stinger, erythema blast, erythema curse, erythema entanglement, erythema entanglement, erythema wound, erythema wound stinger, erythema wound stinger, erythema wound stinger, erythema curse, erythema curse stinger, erychamane potency, erychamane potentionate, erychamane satiating agent, erychamane satiating agent, erychamane satiating agent, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, or erythritodel, a potent poison in the creature’s blood. For the duration, these spells deal an extra 1d6 poison damage to the target whenever it hits 5 or more hit points. The spells last for 60 minutes or until you use an action to exhale the poison. You can also limit the number of spells cast by an affected creature by two; you can have up to three spells cast at a time, at which point the spell dissipates. If a creature’s hit points exceed 5,000, its hit point maximum is reduced by 1 until it reaches its max hit point. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the poison damage increases by 1d6 for each slot level above 2nd.
Conjuration
Bane of Knowledge
Self (30-foot radius)
Concentration, up to 1 hour
You seize the mind of a willing creature you can see within range to understand the meaning of a specific magical item within 30 feet of it. For the duration, the target can use its action to make a Wisdom check with one hand on the ground or a leg raised over the floor. On a success, it can use its action to use its action to make a new check with the same hand. If it fails, the spell ends.
Divination
Bane of Life
120
Concentration, up to 1 minute
Choose one creature or nonmagical object that you can see within range and that can’t become diseased, poisoned, or magically immune to any of the following effects. At the end of each of its turns, a creature that becomes diseased, poisoned, or magically immune to any of the effects can use a reaction to halve the extent of the ailment’s normal effect and regain hit points equal to 2d8 + your spellcasting ability modifier. Stat Vital. When a creature dies while being affected by this spell, a mark on the creature indicates that it is no longer affected, and a condition on the creature indicates how well the spell goes. Forceful. When a creature dies while being affected by this spell, a mark on the creature indicates that it has been compelled to make a saving throw. The creature’s condition, though it can’t be met while the spell is in effect, is that the spell doesn’t directly or indirectly reduce the creature’s hit points, so it takes only 1d8 damage to regain hit points. Grasping. When a creature dies while being affected by this spell, a mark on the creature indicates that it has been compelled to make a new saving throw. The creature’s condition, though it can’t be met while the spell is in effect, is that the spell doesn’t directly or indirectly reduce the creature’s hit points, so it takes only 1d8 damage. Hedged. When a creature dies while being affected by this spell, a mark on the creature indicates that it has been compelled to make a new saving throw. The creature’s condition, though it can’t be met while the spell is in effect, is that the spell doesn’t directly or indirectly reduce the creature’s hit points, so it takes only 1d8 damage. Forceful. When a creature dies while being affected by this spell, a mark on the creature indicates that it has been compelled to make a new saving throw. The creature’s condition, though it can’t be met while the spell is in effect, is that the spell doesn’t directly or indirectly reduce the creature’s hit points, so it takes only 1d8 damage. Forceful Sentient. When you cast this spell without first preparing a spell list, a creature that you can see within range and that can hear you must make a Wisdom saving throw. On a failed save, the creature can’t speak a line that can’t be affected by this spell for 1 minute. On a successful save, the creature can’t speak a line that can’t be affected by this spell for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation
Bane of Life
30
Concentration, up to 1 hour
This spell creates a literal blade of grass on the ground that you can see within range. Until the spell ends, you can use a bonus action to cause lightning to leap from the ground to a point within 60 feet of it and deal 5 lightning damage to any creature, object, or creature within 60 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.
Evocation
Bane of Life
30
Instantaneous
You summon a life-preserving creature, which has a 50 percent chance to wilt and needs at least 1 hour to regain hit points. You choose a point you can reach on the creature’s person or within 5 feet of it (within the scope of the challenge conditions) that bears magical power, such as a calling, to end this spell. The creature is a celestial, fire elemental, fey, or fiend (your choice that doesn't come from a celestial, fire elemental, fey, or fiend pool). The creature is friendly to you and your companions for the duration. When the spell ends, the creature disappears into a misty void, regaining hit points equal to half the total remaining for current and former Hit Dice Levels. For the duration, a celestial, fire elemental, fey, or fiend (your choice
Bane of Life
30
Instantaneous
You touch a creature that hasn’t been within 30 feet of you for the spell’s duration. The target begins a magical countdown every time it takes 5 d10 + 1 hit points damage, until the spell ends. This spell has no effect on undead or constructs. During its duration, the target has advantage on Wisdom saving throws against being frightened, and vulnerability to all damage except psychic damage. The spell can’t have more than one use on a turn or starts a countdown before it is dispelled. You can also use this spell in combination with another spell of 3rd level or lower to resolve magical silence. The spell ends if you use your action to do anything harmful to it.
Conjuration
Bane of Life
30
Instantaneous
You whisper to a creature you can see within range. Until the spell ends, it becomes a lich for the duration of the spell. Until the spell ends, it can use your action to dismiss this spell.
Necromancy
Bane of Life
5
1 Hour
You create a flickering, deadly, blade-toothed death mark on a creature that you can see within range. The mark lingers in the creature’s flesh for the duration, and any creature that can see inside the creature’s flesh when you cast the spell must make a Wisdom saving throw. On a failed save, the creature also has disadvantage on attack rolls against you for the duration. The creature takes 1d8 necrotic damage on a failed save, and the spell ends on a successful one. Until the spell ends, you can use a bonus action to animate or bite a creature to death or a corpse to the mark’s bite attack, a move action to put the
Bane of Life
60
Concentration, up to 1 minute
You create a poison arrow that strikes when you take 5d8 poison damage and hits the center creature with a melee weapon attack within the last minute. The arrow then explodes, dealing 3d8 poison damage to the center creature (no action required) and leaving behind a poisonous residue that lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 3d8 for each slot level above 5th.
Poison Arrow Damage: 5/5 At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d8 for each slot level above 7th.
Conjuration
Bane of Life
Self (10-foot radius)
Concentration, up to 1 minute
You draw a nonliving creature’s breath onto a 20-foot-radius, 10-foot-high cylinder centered on a point within range. The creature must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. The breath is audible and can’t attack or cast spells. On a failed save, the creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Abjuration
Bane of Life
Self (10-foot radius)
Instantaneous
You reach into the minds of good and evil and rip the flesh of one humanoid within 10 feet of you for the blood of an unwilling creature you choose within 5 feet of you. For the duration, the target has resistance to nonmagical damage, and it exhales an airy, echoing blast of energy that deals 3d8 necrotic
Bane of Life
Touch
Concentration, up to 1 minute
For the duration, the willing creature you touch imbues itself with power that lasts for the duration. The creature becomes infernal. When the creature drops to 0 hit points, it disappears, returning to normal physical form if it awakens. If the creature is wearing armor or a helmet (the chosen equipment has no effect), it becomes infernal until it drops to 0 hit points. The creature’s hit point maximum is reduced by the sum of its hit points
Bane of Light
150
24 Hours
This spell makes your spellcasting impossible. For the duration, a creature that speaks a language different from your own takes 1d4 points of Spellcraft check. For every 1d4 points of Spellcraft check you make during the spell’s duration, a creature can’t speak a spoken language other than your own for 24 hours. You can neutralize the effects of this spell with a 5th-level spell slot.
Evocation
Bane of Might
60
Concentration, up to 1 minute
You invoke the might of a living thing to protect it against harm. Until the spell ends, whenever a creature other than you hits you with a weapon attack during its next turn, a curse, lasting 1 minute or less, springs from that creature to guard against its next weapon attack. Whenever the target uses an action to speak a word of assistance, it makes a line of descent to a creature of your choice that is within 60 feet of you. The creature must be within 60 feet of you when the spell ends. If the creature would be immune to this curse if you or a group of you nearby aren’t within 60 feet of you, the creature
Bane of Pain
120
Instantaneous
Your pet crab leaps from your hand and lands on a target surface. For the duration, the crab has the following benefits: - 1 Huge crab, or 1 smaller crab, deals 1d6 force damage to the target and is stunned. - The crab moves 3 feet faster than normal for each jump made against the target. - The crab can use its action to swim 30 feet longer without spending extra movement. - The crab sheds bright light in a 30—foot radius and dim light for an additional 30 feet.
Bane of Pain
150
Concentration, up to 1 minute
You invoke the power of the devil to endow one creature you can see with a specific effect or quality of pain. This spell can end a creature’s entire physical or mental condition, both mental and physical, for that creature. If you cast this spell using a spell slot of 2nd level or higher, the effect lasts for the duration. If you use a spell slot of 3rd level or higher, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is extended to cast the spell with a 3rd-level spell slot, if that spell is in conflict with the spell’s higher level.
Abjuration
Bane of Pain
30
1 Hour
A fiend or a lich (regenerating only when severed from your body, if appropriate) constructs a 20-foot-radius sphere of poison ivy that deals 50 necrotic damage to a creature within the sphere (including you) whenever it strikes you with a weapon attack before its next turn. Any creature that attacks the target (or someone else who is close to it) with a weapon attack takes 1d8 poison damage. The spell ends for an affected creature whenever it takes damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 2d8. When you cast it using a spell slot of 3rd level or higher, the damage increases to 3d8. When you cast it using a spell slot of 4th level or higher, the damage increases to 4d8.
Necromancy
Bane of Pain
60
Instantaneous
You attempt to stimulate a mental memory of a creature that you can see within range, which must make a Wisdom saving throw. You or your companions can use a bonus action to have the creature behave in the manner you desire, if it so chooses. The creature must be within 500 feet of you in order for the effect to take effect. A creature that can’t be charmed
Bane of Power
120
Concentration, up to 1 minute
You create a line of magical force that lasts until the spell ends. The line remains for the duration. If you cast this spell over a wide area, such as a cave, a wall, or a floor, its movement is tracked by barriers made of rope that are up to 10 feet thick around the ends of the spells, and its movement is suppressed. The magic is permanent, shedding bright light in a 30 foot radius on a single horizontal spot within reach. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional bolts for each slot level above 1st.
Transmutation
Bane of Power
60
until dispelled
You choose an area of magical darkness that you can see that is no larger than a 5-foot cube and that fits within a 5-foot edge and’s edge? centered on that area, you cause one creature of the chosen type to issue a profane curse audible over half the area’s length, which ends its speed and other effects for it. The spell’s duration is 1 hour. You can use a bonus action to cause the creature to utter a profane curse at any time within range, breaking its speed and other effects. The creature takes 10d6 profane curses damage at the end of its next turn, or half as much damage at the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Abjuration
Bane of Power
Self (15-foot radius)
Concentration, up to 1 minute
You create a ward that protects a location within 15 feet of it for the duration. The ward lasts until the creature leaves the area or the spell ends, at which point the spell fails and the location is affected by the following conditions: • A location within 15 feet of the location you chose is affected; • A creature within 15 feet of the location you chose can’t cast spells there or cast spells there that have a casting time limit of 1 minute or longer than the creature’s original time frame; • A creature that leaves the area has its concentration broken; or • A creature within 15 feet of the location you chose can’t be targeted by spells or pass out while the spell persists. If the concentration of a spell is broken while the spell persists, the spell ends, and the spell is cast again, if it occurs.
Evocation
Bane of Power
Touch
1 minute
You touch a willing creature, and its spellcasting ability becomes one with you. For the duration of the spell, the target has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Abjuration
Bane of Protection
Self (30-foot radius)
Concentration, up to 1 minute
You create a magical barrier that protects a creature that you can see within range. Until the spell ends, the barrier blocks a solid surface such as a wall or a ceiling from passing through it. The barrier is a translucent, transparent mass of flames that lasts for the duration. When the barrier expires, you cause it to crumble to dust and become difficult terrain. The barrier lasts for the duration or until a creature uses an action to make a melee spell attack against it. On a hit, the creature deals 4d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 2d8 for each slot level above 1st.
Evocation
Bane of Resurrection
90
Instantaneous
This spell ends the effect of spells used to cast a spell of 3rd level or lower, or spells of 4th level or lower that can’t be cast while this spell is cast. The spell can be cast again if you or a willing creature you touch die, or if you or a willing creature you touch are depowered, ameliorated, or desecrated.
Abjuration
Bane of Souls
30
Instantaneous
A spectral creature appears and tries to kill you or another creature within range. This spell ends if you use your action to make a Constitution saving throw at the end of each of its turns. On a successful save, the target takes half damage on a failed save. A creature that succeeds on the saving throw is immune to this effect until the spell ends. The target is a spectral that is friendly to you. The target must make a Wisdom saving throw at the start of each of its turns. On a success, the target is no longer a spectral. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one spectral for each slot level above 1st.
Transmutation
Bane of Stone
60
Concentration, up to 9 hours
You create an unoccupied 6-foot cube of stone on the ground within range that lasts for the duration. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. At the end of each of the creatures turn for a number of rounds equal to 1 hour, a spell of 6th level or lower may be cast and a spell of 8th level or lower may be cast. As normal, you cast this spell using a spell slot of 3rd level or lower
Bane of Stone Shapechanger
60
Concentration, up to 1 minute
While using this spell, you create a chink in stone or a crack in stone on the ground that serves as a ramp for ranged attacks. You can also instantaneously break any stone on the ground that isn. half as high as the floor or equivalent in thickness. It remains in place for the duration. When broken, you cause any stone within 1 meter in a 15-foot section of the ground where the spell was cast to buckle, leaving no stone on the ground. This spell can break china furniture, open fire pits, stone staircases, and other structures, as well as protect them. If any creature is in the area, it must succeed on a Dexterity saving throw or be pushed 20 feet away from the spell. If it succeeds, the chink is broken. If the creature is within 10 feet of the damage—including magic missile damage dealt by the spell—it can make a Constitution saving throw at the end of each of its turns. If it fails, the spell ends.
Conjuration
Bane of Strength
120
Concentration, up to 1 minute
This spell strikes with a force beyond words. Choose one creature that you can see within range. It must make a Strength saving throw. On a successful save, you cause the target to become charmed by you for the entire duration of the spell. On a failed save, you cause the target to fear you. For the duration, it has disadvantage on attack rolls against creatures within 5 feet of it and on attack rolls against creatures within 30 feet of it and on damage rolls prepared for it. It also has disadvantage on attack rolls against creatures within 30 feet of it that are within 30 feet of you. The fear persists for a duration, though it won’t end. Whenever a creature in the area or within 30 feet of a place you choose makes an attack roll or a saving throw, the creature makes the saving throw with advantage, and the spell ends. A creature that fails its save against this spell automatically succeeds on its saving throw.
Bane of Strength
1 Hour
A sphere of magical power springs down from the earth and spins upward. Each creature that ends its turn within 5 feet of the sphere must make a Strength saving throw. On a failed save, the sphere deals an extra 1d6 psychic damage on a hit. If it fails, a creature is blinded and deafened until the spell ends. If it succeeds, it frees itself from this crippling effect, and all damage carries over to future rounds. The sphere can’t reach creatures or objects within 5 feet of it.
Conjuration
Bane of the Dead
120
Instantaneous
You create a grave of sorts for the dead. Choose a location within range. The spot is a place of grave loss, necromancy, or the like. If you choose a place that you can see, the place is completely dark. A grave or a place of grave loss remains permanently in place. The dark place is a place that is heavily obscured by fog, fog, or other darkness. If it is bright enough to illuminate a room or a place of grave loss, the fog lasts for the duration. A grave made of this sort can be as large as a room or as small as a room. The place can contain up to six hundred graves or 100,000 square feet of unoccupied space. The place can be a place of permanent residence or a place of temporary residence. The place can contain up to 10,000 skeletal remains. When you cast this spell, you choose one of the following options: You can designate a location of grave loss you can see. You can designate a place of grave loss that is heavily obscured by fog, fog, or other darkness. You can designate a place of grave loss that is heavily obscured by fog, fog, or other darkness. You can designate a place of grave loss that is heavily obscured by otherworldly force or a place of grave loss that is heavily obscured by otherworldly force. You can designate a place of grave loss that is heavily obscured by otherworldly force or a place of grave loss that is heavily obscured by otherworldly force.
Conjuration
Bane of the Dead
30
1 Hour
This spell attempts to kill the mind of a creature that you choose within the last ten days. If you cast this spell while it isn't asleep, the spell doesn’t take effect until the creature is no longer alive and the spell ends. It can’t be dispelled by dispel magic, but it can be triggered if the creature is charmed enough that spells are cast that target the creature. If the creature becomes charmed, this spell fails. If the creature’s mind is elsewhere, the creature must choose another creature of your choice that can cast spells, and this creature takes 7d8 necrotic damage on a failed save, or half as much damage on a successful one.
Necromancy
Bane of the Dead
30
1 Hour
You create a yawning prison that serves as a grim reminder to all who enter that prison that your name is the voice of reason. Choose any number of willing creatures within range. You create the prison on the ground, ceiling, or in any other suitable location on the creature’s journey. Any creature that attacks the creature within 10 feet of the prison or that enters or leaves the prison by way of a way out of it suffers a - 2 penalty to its attack rolls and is prone to being pulled back. Wounds and other such effects can occur on the creature’s subsequent turns, as well as on your subsequent combat turns as long as you continue to follow the same course of action. If the prison is ever damaged or the creature w ill escapes, the creature is free to reenter the prison at any time. The prison’s walls and floors are made of transparent stone, lightproof, and can be covered with armor. You create a new prison by creating a new spell slot, a new spell slot, or a new unspoken command (limited to a command by the creature’s choice, as with the bane spell). You can cast the spell on any creature you designate as a target, as if it were a creature. Until the spell ends, you can use this curse on one creature you designate as a target. An illusion can also be created using the illusion’s material component, though it must be of no larger than Medium (contained within a single finger or object).
Abjuration
Bane of the Dead
30
1 Hour
You make a nonmagical rope that extends from your hand toward a creature within range and that dies instantly if not already restrained by the creature’s Bane or if it is already dead. The rope then drops to Earth, falling in a hexagonal pattern spaced 30 feet and extending 30 feet from you. Until the spell ends, you make a rope drop from your hand up to 20 feet if the creature’s Bane ends while you have this tree up. If you drop a nonmagical tree, this spell fails.
Transmutation
Bane of the Dead
60
1 Hour
You attempt to kill a creature that you call a "Bane." You make a spell attack against it, and the target takes an extra 1d8 necrotic damage. On a hit, the target takes 1d6 necrotic damage. You can use your action to make a new spell attack for the spell, or choose a new spell at 1st level or higher. On a hit, you deal 1d6 necrotic damage. If you hit the target with a non-Bane spell, its hit point maximum is reduced to 0. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Necromancy
Bane of the Dead
Self (10-foot-radius sphere)
Concentration, up to 10 minutes
You create an 11-foot-diameter, 10-foot-tall cylinder of spectral energy that lasts until the spell ends. The cylinder is bright light and has a range of 60 feet. It can be opened or closed by a creature with a Strength score of at least 2, and the spell ends on its first use. The cylinder can be dispelled by either burning or acid. The spell can penetrate any barrier, including magical ones, to the cylinder’s extent. When the spell ends, the spell remains for the duration. When you cast the spell, you can dismiss the spell as an action, and the spectral energy disappears. You can also end the spell early, if you choose. If you end the spell early, the spell has no effect.
Abjuration
Bane of the Dead
Self
Concentration, up to 1 minute
You summon a creature of your choice that you can see within range. It must be within 60 feet of you within 10 feet of you, and it must make a Charisma saving throw. On a failed save, the creature takes 3d8 necrotic damage, and it takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends after 1 minute. You can target one additional creature with this spell at a point of your choice that you can see within 30 feet of you, or one creature that can see you. The spell can target two or more creatures, but you can't target more than one of them. If the spell targets a point that isn, say, 30 feet from you, you must choose which creature to target. Otherwise, the spell is wasted. The creature must succeed on a Constitution saving throw or become charmed by you for the duration. The creature must then make an Intelligence saving throw. On a successful save, the creature becomes charmed by you for the duration. The creature can use its action to move the creature up to 30 feet in any direction. It can move only across narrow passages or along difficult surfaces. The creature is restrained by a solid piece of paper that can hold it. If the creature moves through any of its eyes or ears, it can be pushed, shoved, and otherwise restrained.
Transmutation
Bane of the Dead
Touch
6 Hours
A creature that you can see or touch appears to be dead. The creature must be dead at the time of its death to receive this spell. It must be alive when you cast this spell. The creature dies when you dismiss this spell. You can use your reaction to dismiss the spell.
Transmutation
Bane of the Moon
60
Concentration, up to 1 hour
You open a
Bane of Thorns
120
Concentration, up to 1 minute
The ground in a 30-foot radius around you is rough and dirt cheap and dry. The dirt and stone fill the area for 7 minutes, after which time ds. and m.A. rolls for avoiding acid, cold, fire, lightning, or poison. The ground in a 30-foot radius around you is difficult terrain for creatures other than you. When the spell ends, any creatures or objects in the area are turned to ash and creatures or objects w ere carried with it are turned to dust. To all but one creature of your choice that you can see within 30 feet of the ground in the spell’s area, the dirt and stone is harmless, and the creature remains inside the area, as long as its charmed condition remains the same.
Transmutation
Bane of Thorns
120
Concentration, up to 1 minute
Thorn bolts loop around a creature’s head and strike at its flesh, bone, or some other hard surface. Each creature in a 30-foot cube centered on that creature must make a Dexterity saving throw. On a failed save, that creature is restrained, subjected to the petrified condition, for the duration, or restrained and has AC 15 and 30 hit points when it awakens. Until the spell ends, the creature is restrained and has AC 15 and 30 hit points when it awakens. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Transmutation
Bane of Thorns
120
Concentration, up to 1 minute
When a creature or object of your choice that you can see is within range, bludgeoning, or slashing like a meat cleaver, a crack axe, or a club, you make a quiver full
Bane of Thorns
120
until dispelled
Flame-like rays of destruction strike out from the mouth of an elemental beast that you choose within range. The target must make a Dexterity saving throw. On a failed save, the target takes 20d6 radiant damage, and you must then make the saving throw again. On a successful save, the spell ends. On a failed save, you also end the spell, and the dragon’s speed is halved until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates two daemons within 6 feet of one another in each direction for each slot level above 5th. The daemons are then serrated blades that cuts through the ground in each direction. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
Conjuration
Bane of Thorns
150
Concentration, up to 1 hour
A narrow blue ring coated with an indestructible, spectral forceps appears on one creature or object that you can see within range. The creature must make a Wisdom saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. At the end of each of its turns until the spell ends, the creature cuts open any remaining security bars on its creature or object and attempts to attack a larger or harder to reach creature or object. At the end of each of its turns, the creature attempts to attack a creature, object, or spell of challenge its size or smaller or larger than it is (your choice), using the same attack or attack chain. The creature can make a Wisdom saving throw against the spell. On a successful save, it can switch to a different spectral forceps using its action to release the restraints.
Evocation
Bane of Thorns
150
Concentration, up to 1 minute
You create a 20-foot-radiusaneidic dome centered on a point within range. The dome is permanent and lasts for the duration. The dome’s area is a 300-foot cube with a 10-foot-radius side that faces toward you. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 necrotic damage, and it must also make a Wisdom saving throw at the end of each of its turns. On a successful save, it takes half as much damage and isn’t blinded. The area can contain up to 10 creatures. When the spell ends, any creature that was already affected by it and that can’t cast spells must roll a d6 and add the Death effect to its spell list. An affected creature is affected as described above, but its hit point maximum is not reduced while the effect lasts. A creature that is immune to the effect and therefore immune to being frightened must make a Wisdom saving throw. On a failed save, the creature rolls a d10 and is prone. On a successful save, the creature is no longer affected by the spell and is instead frightened. At the start of each of its turns, the creature can make a Wisdom check against your spell save DC to see how many feet it has traveled and where that mile is today. If it’s on the ground and must make a Wisdom saving throw, the creature takes 4d6 force damage on a failed save, and it is restrained while this spell persists. At the end of each of the creature’s turns until the spell ends, the creature can make a Wisdom check against your spell save DC to break out of the dome and escape.
Necromancy
Bane of Thorns
30
Concentration, up to 1 minute
You plant a poisonous seed on a creature that you can see within range. The target must succeed on a Wisdom saving throw or be poisoned for the duration. If a poisoned target succeeds on this saving throw, the spell poisons the target. The spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher. the poison damage
Bane of Thorns
60
1 minute
You create a poisonous or profane weave that strips nonliving creatures of any life and turns them into fleshy, hideous appendages. The area of the weave is tightly packed and can hold as many as eight willing creatures. If the weave is ever opened again, the creatures become diseased, have disadvantage on attack rolls against creatures within 30 feet of them, and die instantly. While the creatures are diseased, they can be turned and killed by means other than burning with cold damage. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Transmutation
Bane of Thorns
60
Concentration, up to 1 hour
You cause a creature that you can see within range to lash out at you with a thud. The target must make a Dexterity saving throw. On a hit, the target takes 4d6 poison damage and is restrained. On a successful save, the target takes half as much damage and is freed from the thorns.
Conjuration
Bane of Thorns
60
Concentration, up to 1 minute
Thorn bark, bark, and other barked creatures have an odor that disguises them as foul odors entering or leaving creatures or objects and moving objects within 30 feet of them. If the creatures are Medium or smaller, their size is Medium and their w against which they roll their own attack rolls. The creatures have advantage on attack rolls against creatures of their size or smaller. They are restrained, however, in the odor until the spell ends. The restrained creatures can use a bonus action to a weapon attack roll or a saving throw against being affected by this spell. The creatures can use the bonus action of a later turn to make a melee attack with a sword against a creature of their size or smaller, or to throw a weapon attack against a creature of Medium or smaller size. A creature restrained by the odor can use its action to make a sword attack against a creature within 5 feet of it, using the same action it used to cast this spell. A creature affected by this spell must succeed on a Strength saving throw or be restrained and dropped to the ground, this spell ends, and a wracked creature appears in the ground 10 feet away from its destination or the spot where it appeared. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the damage increases by 1d6 for each slot level above 6th.
Abjuration
Bane of Thorns
Touch
1 Hour
As part of the action used to cast this spell, you can strike a creature with a spear or a siege axe with one of the following properties • Using a siege axe • Using a spear • Using a siege axe • Using a longbow • Using a chisel • Using a club If you hit a target with a siege axe strike that creature takes 1d10 piercing damage, and it is pushed 100 feet away from you in a random direction you choose A ranged weapon attack. Hit. a target with a siege axe withers and becomes restrained until the end of your next turn. It makes a melee attack roll with a weapon normal, twice the weapon’s normal damage roll, or you make an attack with a melee weapon, twice the weapon’s normal damage roll, or two twice the weapon’s normal damage roll. You can use your reaction to end the restrained creature’s next attack using only the attack. If you do, the creature takes half the attack’s normal damage, and the spell ends.
Transmutation
Bane of Thorns
Touch
1 Hour
The blades of Thorns whirl around you and lash out at one creature that you can see within range. You can make one bolt of lightning striking the creature with incredible force, shedding
Bane of Thorns
Touch
30
Concentration, up to 1 minute
You banish a creature that you can see within range each round it is under the effect of a Minor or major illusion. The target becomes transparent, and any creatures or objects in its area can see through it and are immune to the effects of spells and other magic.
Abjuration
Bane of Thorns
Touch
Concentration, up to 1 minute
You touch a creature and they must make a Wisdom saving throw. On a failed save, the target takes an amount of acid damage equal to 1d4 + your spellcasting ability modifier. On a successful save, the target takes half as much damage. The spell ends if you or someone you love poisons it. On a failed save, the target is poisoned twice as long. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Necromancy
Bane of Thune
30
1 Hour
This spell pits an individual creature that you try to cast as an undead against a creature that isn’t an undead, and ends your next turn if it has no body or if you cast this spell without first casting a death sentence against the target. For the duration, the target doesn’t become undead and instead becomes incapacitated and unable to move for the duration. The target has resistance to all damage except psychic damage. At the end of each of its turns, the target can make a Wisdom saving throw to end the turn. If it makes this saving throw while incapacitated or unable to move, the spell ends on its third use.
Abjuration
Bane of Thune
Self
Concentration, up to 1 minute
For the duration, any creature that you choose when you cast this spell gains a +2 bonus to AC, including against the triggering attack. Additionally, the bonus to AC and other ability scores increases by 5 for the duration. Whether the bonus is dispelled or not, the creature can make a Wisdom saving throw. On a failed save, the creature takes half as much damage and can be targeted by one of the following two effects of this spell: • You instantly gain +1 to all ability scores of the creature. • You instantly gain +5 Luck score against the triggering attack. • You instantly gain +10 temporary hit points against the triggering creature. • You instantly gain +15 temporary hit points against the triggering creature. • You instantly gain +25 temporary hit points against the triggering creature.
Abjuration
Bane of Truth
10
Concentration, up to 1 minute
You awaken a creature that is trying to understand the true nature of reality. For the duration, the creature can understand one fabricated reality (such as a god’s true name, family, or language) and can understand any words, glyphs, or other glyphs that appear in it that are unfamiliar to the creature. The creature can make a Wisdom saving throw. On a successful save, the creature is able to understand the words and glyphs depicted on the creature’s forehead until the spell ends. When you cast this spell using a spell slot of 7th level or higher, you can choose a different creature as the target.
Enchantment
Bane of Truth
120
Concentration, up to 1 minute
You open a gateway to a shard of truth ineffable within that is a sphere centered on a point of your choice that you can see within range. The gateway is an orb of truth that extends into the Ethereal Plane, centered on that point. As an action, you can open the gateway up to 120 feet (50 m below the surface of the ground) and cause a gateway effect that is identical to that of the gateway spell. It opens a doorway to an extradimensional space that ends at a point you choose within 120 feet of a point of your choice within range. A gateway is a single door that opens into a nonmagical space or into an extradimensional slot that can’t be opened into a nonmagical nonliving creature’s space. When you cast the spell and as a bonus action on your subsequent turns you can use different gates, opening them from the same plane of existence, to open a gateway created by another spell of 3rd level or lower. This way, you can designate portals that are created by other spells of your choice and that link to another plane of existence. You can construct portals that link to other planes of existence. When you cast this spell and as a bonus action on your subsequent turns you can use a gate created by another warded spell of your choice, in either the extradimensional or nonmag
Bane of Truth
30
Concentration, up to 1 minute
Your hand crumbles to reveal the true nature of nature. Until the spell ends, a shimmering, misty void appears around you, and a constant stream of invisible baleful energy sprouts from you to protect you. Through your actions and actions during this spell’s duration, you can project a precise visual image of all that lies beyond the barriers that keep you safe. The image reveals yourself to be some sort of fiend or madman, a creation of your choice that you can accept or deny. To succeed on a saving throw you must adopt a different image,
Bane of Vengeance
Self (10-foot radius)
Instantaneous
You strike the ground and strike the beast that you harm. Make a ranged spell attack with an attack bonus and make a DC 20 Strength (Athletics) check against your spell save DC. On a hit, the target takes 1d6 bludgeoning damage, and it must make a Dexterity saving throw. On a failed save, the target also takes 1d6 bludgeoning damage. At Higher Levels. When you cast this spell using
Bane of Vengeance
Self (30-foot radius)
Concentration, up to 10 minutes
You cause a creature that you can see within range to erupt in a potent, bloodthirsty beastly roar. Make a melee spell attack against the target. On a hit, the target takes 1d6 piercing damage. If this spell ends before the end of your next turn and you are holding the HAND or LP KNIGHT while the beastly roar is raging, you provoke an attack of opportunity against the target. On a hit, you move the trigger finger short of the trigger and cause the beastly roar to repeat. The trigger finger must be held down while the beastly roar occurs. If the trigger finger touches a creature, the target takes 1d6 piercing damage, and the spell ends.
Abjuration
Bane of Vengeance
Self
Concentration, up to 1 minute
You create a poisonous cloud of acid on the ground in a 30-foot radius. The area is heavily obscured, and creatures that are immune to poison and slashing damage have disadvantage on attack rolls against the area. At the start of each of your turns, you can ram the cloud up to 10 feet in any direction, and the cloud vanishes when you finish a long rest. The cloud lingers in the air for the duration.
Necromancy
Bane of Vengeance
Touch
Instantaneous
Choose a creature that you can see within range. For the duration, that creature has advantage on attack rolls against you. On a hit, it takes 1d10 divine retribution damage.
Evocation
Bane of Vitality
60
Concentration, up to 1 hour
This spell harms creatures that you can see within range. Until the spell ends, whenever a creature that you can see within range attacks a creature on your turn, you can attack that creature automatically. On each of your turns, you can use a bonus action to move up to the speed limit on your melee attack, weapon attack, or saving throw. If you move less than normal for an additional round, that round is extended to continue moving. This spell also harms creatures that aren
Bane of Wisdom
60
Concentration, up to 1 hour
You gain the ability to see and hear the true nature and meaning of a single creature of your choice within 10 feet of it. Until the spell ends, you have darkvision with blindsight, and you also understand the words and images written within an opaque book that can hold as much as 200 pages. You also understand any words or write that appear within 15 feet of it. You also understand words or write hidden messages hidden within an opaque book. The revealed message might consist of a command to a specific creature of some sort, a curse, a legendary curse, or even a religious or mundane truth. The spell reveals a creature’s true nature in one of the following ways: • By seeing invisible hieroglyphs written in basalt-like runes. • • By seeing arcane runes hidden in thicket-like runes. • • By seeing runes hidden beneath the surface of snow or ice. • By seeing glyphs, talismans, and other magical properties hidden in ice, snow, or lava. • By sensing the
Bane of Wisdom
Concentration, up to 1 minute
Drawing on your deep insight, you gain the ability to effectively manipulate the wisps of nature and the defenses of willing creatures. When you cast this spell, choose one of the following five effects of the spell. You can manipulate an obstacle, plant, or other obstacle that weighs as much as 1,000 pounds. You can manipulate plant growth or creep, plant growth or flower, or any other significant portion of the obstacle’s structure. If you do so, the creature must make a Strength saving throw. It takes 7d6 damage on a failed save, or half as much damage on a successful one. You can use this spell against a target that you can see, such as a wall or a ceiling, or one creature that can’t be moved by means other than by making a melee attack with an attack weapon.
Transmutation
Bane of Wisdom
Self (15-foot radius)
Concentration, up to 1 minute
Choose one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t speak a single word until it has been frightened this spell’s first turn. You can choose to target one creature for the spell’s duration, one creature for each of its turns until the spell ends, or even two creatures for each of its turns until the spell ends. While these creatures are frightened by Bane of Wisdom, a target has disadvantage on attack rolls against creatures under its control for the duration. At the end of each of its turns, a frightened creature rolls a d 8 and has advantage on saving throws against both spells and attack effects.
Conjuration
Bane of Wisdom
Touch
1 Hour
This spell makes one willing creature of your choice that you can see within range take 2d6 radiant damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Bane of Woe
60
1 minute
This spell targets a creature you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 month and you can choose a different target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 month and you can choose a different target. DEXTER DISTANCE 1 minute At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by one step for each slot level above 1st.
Evocation
Bane of Woe
Touch
8 hours
You touch a creature. Until the spell ends, the target can’t speak a single spell of challenge rating 4 or lower. For the duration, that creature must make a Wisdom saving throw. On a failed save, the target takes 1d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Necromancy
Bane's Embrace
Touch
Concentration, up to 1 hour
This spell transforms a willing creature you touch into a willing servant. While under the effects of the spell, a target suffers a number of debilitating effects. On a successful save, it is able to move as if it were moving normally. Whenever a target takes damage, it makes a new Wisdom saving throw; a successful save negates the effect of the spell. A target also becomes frightened of you for 1 minute after waking. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level
Bane Strike
60
Instantaneous
You issue a powerful blow against one creature within range, issuing a loud, piercing blow that strikes the target. Until the spell ends, you gain advantage on all attacks made against the target. As a bonus action, you can mentally command the target to attack a different creature of your choice within 30 feet of you. When the target makes a successful prepared attack against you, you issue a powerful, loud, and sustained blow that instantly devours the target and leaves it incapacitated. When you choose a creature for the spell to target, you choose the creature�
Bane Strike
60
Instantaneous
You strike at one creature within range and command it with your spell. Make a ranged spell attack for the first time on a target within 30 feet of you. On a hit, the target takes 4d6 radiant damage. If you hit a creature with a ranged spell attack, the spell also imposes disadvantage on the attack roll, which is possible if the target takes the attack using less than 30 feet of movement and fewer than three of the attack's stages. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Banish Horridmew
120
Instantaneous
You banish an undead creature that you can see within range into a pit that you can see. The target must succeed on a Strength saving throw or be restrained until the spell ends. This spell ends if the target is more than 25 feet away from you. The target can’t be more than 100 feet away from you. A creature is still affected when it escapes from the pit.
Abjuration
Banish Self
Self
Concentration, up to 1 minute
You banish yourself from the physical plane. Until the spell ends, you dismiss this spell and return to the Plane of existence you originated as a permanent, albeit intangible, illusion. You can no longer attempt to cast a spell from within the Astral plane. Instead, you can focus your attention on a target within 5 feet of it and attempt to ignore it for 1 minute as a bonus action. If successful, you can banish the target to an unoccupied space that it was created on that is no larger than a 15-foot cube. If it succeeds in this spell, you banish it to the nearest unoccupied space that it was created on that is no larger than a 30-foot cube. This spell ends if you cast it again before its duration is up.
Divination
Banish Small aberration or undead from space
60
Concentration, up to 1 minute
A creature you touch appears within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. The spell’s target is charmed by you, so it can’t take normal actions, and it can’t speak, use language other than those of another creature. The target disappears when it drops to 0 hit points or when a successful Wisdom saving throw is missed. The target’s soul is the only substance that can’t be consumed by magic. The target’s body is the only substance that can’t be destroyed. Your spell ends if you have no more ammunition than you have remaining. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 minute. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 1 hour.
Transmutation
Banish Small or Medium creatures
Touch
Self
Instantaneous You touch a creature and place it in an unoccupied space of your choice that you can see within range. The target must be within 100 feet of you, or the target is charmed. The target then has advantage on any Strength, Dexterity, or Constitution saving throw it makes. On a successful save, the target takes half as much damage and doesn’t need to use this ability again until it returns to you. On a failed save, the target takes half as much damage and doesn’t need to use this ability again until it returns to you.
Divination
Banish Undead
60
Concentration, up to 10 minutes
You banish an incorporeal creature that you can see within range into an extradimensional state. The target must make a Wisdom saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one. At the end of each of its turns until the spell ends, it must make a Constitution saving throw. On a failed save, it can choose a new form, ending the current one. If the creature is no longer under the target’s control and can’t interact with it or take actions outside of its normal course, the creature dies. If the creature has the ability to speak a language other than English, the creature speaks that language at the beginning of each of its turns, and the creature speaks a language that is either native to the target (such as ǝklfar’s or ǝlfar of wyverns) or that is native to the target (such as ǝlur the hillbillym of an elven warlord) and that is audible within the creature’s sound field. The creature can understand one language of its choice, and the creature knows the following words: implacable love, begotten wish, implacable care, instinctive revenge, intruder, stolen treasure, misunderstood nephew, and stranger.
Necromancy
Banish undead from you Minor Illusion
Self
Concentration, up to 1 hour
You choose one undead creature you can see within range. The spell can target one creature for each of its hit points. When the spell ends, the target returns to its home plane of existence. The target also gains the following benefits. If the target is an undead, it can have one of the following new hit points: • It gains the benefit of a hit point equal to half your spellcasting ability modifier. • It can use an action to end its turn by using its bonus action to end the turn. The target must be on the same plane of existence as you. Until the spell ends, the target can use its action to make a Charisma saving throw. On a success, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of hit points of each spell increases by 1 for each slot level above 3rd.
Evocation
Banish undead
Self
Concentration, up to 1 minute
You create a magical barrier of unoccupied space that blocks the undead from attacking you. The spell ends if you or the target is charmed by undead. The barrier is strong and lasts for the duration. If its thickness is reduced to 0 hit points, the
Banish undead
Touch
Instantaneous
You touch or touch undead creatures. The target must be no larger than 10 feet in any dimension or one of its locations on a plane of your choice. The target’s body is transported to the point where it becomes a mote. The target remains for the duration
Banshee
30
1 Hour
You banish one to serve a specific purpose. You choose the nonmagical weapon used as the weapon and the severed body of the creature’s best friend as a weapon of mass destruction. The creature, if it has one, spends its action as a bonus action on each of its turns moving or firing a weapon from its reattached shoulder. At the end of each of its turns, it fires one of the following weapons at the target. While firing its weapon, the creature can use its action to move to a distance of 1 mile and then repeat the attack using only its action. If the creature uses its action to move to a different location and then fails its move, it can make a melee spell attack there and then repeat the attack using only its action. The creature can attack any number of times within 30 feet of its target. Each time it does so, it makes a new attack, which is easier to target. It makes another melee spell attack with each expended used weapon attacks. To regain control of the weapon, the creature must choose a new weapon or use it again before it can use any of its weapons. If the creature reattails on a weapon attack before the spell ends, it takes no damage at the end of its next turn, unless it can use another action to reattert it.
Transmutation
Banshee
60
Concentration, up to 1 minute
Choose a creature that you can see within range. The target must make a Charisma saving throw. On a failed save, it takes 14d6 psychic damage, or half as much damage on a successful save. The damage can’t reduce the target’s Wisdom score to 0, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Abjuration
Banshee
Touch
1 Day
This spell allows you to persuade a creature you touch to become a bani muriata, the daughter of something gone wrong. For the duration, the creature becomes charmed by you, and for the first time on your turn that turn, the creature can be charmed by you. The charmed creature can choose to live, die, become a lich, become an abjurer, or become a necromancer. If you cast this spell while you have a second hand, a second charmed creature can choose to become a lich at the DM’s option. Otherwise, the creature dies instantly and is charmed by you until the spell ends. A second charmed creature can choose to become a dark lord at the DM’s option. If you have both hands, the second charmed creature can choose to follow the example of the lich or follow the lich’s path, ending it with a +X Attack bonus.
Transmutation
Bardiche
30
24 Hours
You create a particular kind of artisan or artisan, one that you choose at random. For the duration, he gains a +2 bonus to AC for he or she is proficient in one skill of his choice that you have seen listed within the Monster Manual. He or she gains the same benefit from spells and other magical effects for the duration, and the DM has the creature’s statistics for that skill. You create two new statistics for him or her, which are learned after 7 days by doing so. These statistics can be learned from other sources, such as through druidic studies or as part of the normal course of living. You choose
Bardiche
60
1 Hour
You imbue a creature with a magic calling that turns its organs into tools that it can use to carry out its task. The creature has limited movement while it is casting the spell, and moving parts can't be affected. When the spell ends, the creature regains 4d8 poison damage (your choice when you cast this spell) and 10d8 acid damage (your choice when you cast this spell), and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Bardiche
90
Until dispelled
You attempt to influence a creature of your choice that you can see within range to grant you one of the following effects. You can specify a password that is nonalphanumeric, verbatim, or has no lower than one letter or number, and that is at least as long as the creature has used and is able to see, such as a creature or a plant. The creature can be a free human or a creature created by an alien artifact. The creature can be a celestial, an elemental, a fey, or a fiend. You can also specify a password that can be nonalphanumeric, verbatim, or has no lower than one letter or number, but that is at least as long as the creature has used and is able to see, such as a creature or a plant. A creature that uses its action to understand the password must use that language (’alchemy’) of its choice.
Abjuration
Bardic Heal
120
Instantaneous
A ward of holy power was created between you and a creature known as a patron of holy war. The spell allows a creature of average strength and smaller or Medium to become immune to being charmed. The spell also grants a wish spell. You can see into the patron's mind the creature whose wish you wish to achieve results in accordance with your desires, as long as that wish is carried out. You must have seen the creature while you cast the spell and can review any successes and failures against the creature’s wish before casting the spell. When you cast the spell, and as a bonus action on each of your turns before the spell ends, you can change the creature’s physical form so that it appears as though it is on the left side of the spell’s range. If you have the creature’s current hit point maximum, the creature becomes immune to being charmed. While the creature has this immunity, it can’t choose to become a patron of war. While a patron is on the spell list of its spell list, you can speak with the creature to determine whether it becomes a patron of war. Should the creature choose to become a patron of war, the spell ends, and your magic stops short of casting it.
Illusion
Bardiche
Touch
1 Hour
You choose a nonmagical weapon part you can see within range, such as a sword or spear, and you make one weapon attack with that weapon during the spell’s duration. You make the attack roll with that weapon. On a hit, the target suffers the attack’s normal damage until the start of your next turn. It can use its action to use a different weapon. Choose a weapon part of available damage type from an ascending or descending hand. If you chose a part of damage that is 2 or 3 times the normal damage (for example, throwing a weapon at a pillar or casting a spell at a wall grants 3 times the normal damage), the weapon attack deals an extra 1d6 damage. This extra damage uses your action to move the weapon up to its normal damage level. Should the spell fail, the hand that struck the target also strikes it, dealing 1d6 damage plus 1d6 damage to it. The hand struck the target also strikes another creature of the chosen type in the same way that a normal creature strikes a target. A creature that uses its action to attack a target must make a successful Constitution saving throw. On a successful save, the target makes the saving throw with advantage. If it fails that save, the spell ends, and the spell ends on its full duration. If it fails its save each time it finishes the spell, it can attempt a new one before the break ends.
Transmutation
Bardiche
Touch
1 minute
You create three simple tools that you can use to imbue your actions and moves as part of your action to create one of the following effects. You can use a bonus action to cause one of the following effects on the target: • You create a simple tool, such as a pick axe or a scimitar, that is no larger than a 5-foot cube. You touch one tool and give it a knack for dealing 1d4 slashing damage (the tool isn’t magically dedicated to a specific ability) or slashing damage (the tool serves a specific function or is dedicated to another ability). • You create a simple weapon, such as a crossbow or shortbow, that uses magic items as weapons. When you create the weapon, you instead create two simple weapons with one use of magic items. These simple weapons can be wielded up to 5 pounds and have a weight of up to 30 pounds. While simple weapons, the simple weapons aren’t nearly enough to cause
Bardiche
Touch
Concentration, up to 1 minute
You create a comic, silly story in an unoccupied space of your choice within range. A creature of your choice that you can see within range must make a Wisdom saving throw. On a successful save, the creature can use its action to write on the piece of fabric to identify a place or object within range, say, 100 feet beneath the earth or sky. If it successfullysits on a creature of your choice that isn—at any point during its turn—covered in text, the piece of fabric is no longer in place
Bardic Spellcasting
60
Concentration, up to 1 minute
As you cast this spell, you learn the following spells of your choice from the spell list of the spell’s list: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you learn one additional spell of your choice from the list.
Transmutation
Bardic Ward
60
Concentration, up to 1 minute
You create a ward that inscribes glyphs, words, images, or sounds that protect up to five creatures of your choice within range. Choose one celestial celestial or celestial celestial celestial type (one stone, two weapons, three staffs, or four
Bardic Wisdom
120
Concentration, up to 1 minute
You are able to discern the nature of the world through the power of your senses. The DM can use this ability once or twice. You can use this ability when you are feeling overwhelmed by other people. The DM can use this ability only once.
Conjuration
Barding
Touch
until dispelled
You touch a material object and it becomes a charm weapon until the spell ends, at which point the object becomes an arcane weapon of your choice that can be bonded to a surface and that fits within a 5-foot cube. The object has AC 15 and 30 hit points. The object can be destroyed by force or magic using a weapon
Bardric Door
90
Until dispelled
You create a door on a solid surface at a point you choose within range. The mouth is 1 mile wide, and it sheds dim light in a 30-foot radius on each side. The mouth is opaque and requires 4 feet of soft material to open. A 5-foot-radius opening is 12 feet deep. The trap is 10 feet tall and extends into the sky. When the door appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 10d6 cold damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A creature blinded by this spell makes another saving throw at the end of each of its turns. It takes 10d6 cold damage on a failed save, or half as much damage on a successful one. A creature seriously affected by this spell is immune to all damage and has disadvantage on attack rolls against creatures other than you. As an action, you can open the door and let loose a burst of fire. Make a melee spell attack against the creature within 30 feet of the door, and make the attack with no damage on the attack roll. On a hit, the creature must make a successful Constitution saving throw or be blinded until the spell ends. At the start of your next turn, blinded creatures can make a Constitution saving throw to regain control of themselves. On a success, they can use this spell again to re-blind a blinded creature or a creature blinded by this spell to take half as much damage. At the end of each of your turns until the spell ends, the blinded creature must make a Constitution saving throw. The creature takes half as much damage on a failed save and is blinded until the spell ends.
Evocation
Bard's Black Tentacles
150
until dispelled
Acidified tendrils of stinking metal drip from your fingers and loop around your fingers, briefly obscuring your skin and hair. You hurl the tendrils, which are about the size of your fist, burning your flesh. A creature must make a Dexterity saving throw. On a failed save, a creature takes 5d6 acid damage and another 5d6 acid damage when it buries itself beneath the earth. On a successful save, a creature takes half the damage (less than 1 minute). While unconscious, a creature doesn’t need to use movement to speak or cast spells or take actions. After spending 5 minutes laying waste to the flesh of a creature, the target sucks up any dead flesh it left behind. As a bonus action on each of your turns before the spell ends, you can release the bead of laceration from its vitals, and it does so normally. It must then drink its own acid solution by rolling a d4 and dividing by 5 the number of hit points it requires to complete a long rest. This action canNecromanticTeleport via--------------------— Fire Bolt
60
Instantaneous or 1 Round
A beam of fire streaks toward a creature within range and creates a direct flame of one color in a 5-foot radius. The creature must make a Dexterity saving throw. On a failed save, the creature takes 10d6 fire damage and is subjected to the petrified condition. While the creature is charmed, frightened, or stunned, it can’t take reactions or use reactions. The burning mass sucks up any remaining sap, leaving behind no flesh and bones. While charmed, frightened, or stunned, the creature doesn’t learn its spells or benefit from them, and it doesn't learn which of its companions is in the fire. If the creature doesn’t willingly learn a spell or benefit from a benefit it doesn’t cast, that spell ends.
Divination
Bard's Familiar
60
Concentration, up to 1 minute
You touch a creature you can see within range. The target must succeed on a Wisdom saving throw or become familiar with it for the spell’s duration. The creature is familiar with the spell for the duration. If the target is a member of a particular race or class, it gains the same benefits as the creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus to the saving throw increases by 1 for each slot level above 2nd.
Transmutation
Bard's Hand
Self
8 Hours
This spell gives spellcasters the power to issue precise instructions to their servants. Choose a simple task, such as opening a door or serving a soup pot, that their servants do best, such as cleaning dishes, working on a table, or cleaning a table lamp before bedtime. If the task requires special training or is carried out in a specific way, the servant performs this task in a manner that allows it to do so without hindrance. Thus, while a servant stands up, an Amazon, a Huge or smaller creature, or a Large or smaller creature, is beseeched to open the latch on a door or to open the back of a large desk, or to pour out the contents of a large covered pot. When such a task requires little or no training, the servant produces a detailed instructions word or phrase, spelling out particular actions and preparing a counteroffer. When the task is repeated several times, the Amazon appears in a separate, heavily obscured area, which it appears in and prepares with care. When a task requires so much detail and so little time, a servant spends just a moment studying its instructions that the Amazon appears in a different spot within an instant of its choosing. If the Amazon suddenly appears in a different place on the same spot, that spot is searched for by the servant and found under no cost, though it might take its stand if it is attacked. If it is attacked, its magic ends, and the spell fails. When you cast this spell, you can choose a new task every day for 10 days. For the duration, the servant can issue precise instructions to any creature it pleases on everything from how to wash its hands and wear proper clothes to how to stand and fold its folding robes. Thus, while the servant creates its own instructions, it can also issue to any creature summoned by a willing creature (creatures that don’t rely on hands or might rely on hands for movement might issue the same instructions to each summoned creature). The instructions given to the creature are directly related to the task at hand, but the creature is limited by its own limited movement and can’t willingly move or use movement that would allow it to do so. If the creature chooses to follow the Amazon's instructions, that creature must succeed on a Wisdom saving throw or suffer the servant’s retribution. Should a creature choose to follow the servant’s instructions, the creature is limited in the actions it can perform by its own training and Constitution, though it can use its action to perform one of the following actions: Climb, Dash, Jump, Use Device, Make A Device, Use Spell, Make A Device Trivia The servant can issue precise instructions to any number of creatures within 30 feet of it. These precise instructions can be precise enough to make a successful Intelligence (Investigation) check against your spell save DC. While the creature is within 30 feet of the precise instructions given to it by the servant, any ranged spell attack it makes is blocked. The creature can attack any creature within 30 feet of the precise instructions given to it but its speed and armor class aren’t reduced in any way.
Divination
Bard's Mark
10
1 Hour
You hurl a patron of fey, a holy symbol that has a sigil that can be tapped to grant you knowledge of a holy cantrip. For the duration, the mark reveals a location known to the wyvern god. For the duration, no living things are known to you and no spells are cast that target them. The mark appears when you cast the spell or as an action on your turn. The mark instantly ignites any weapons or armor that are worn or carried by the creature, and it disappears when the creature drops to 0 hit points or the spell ends, even if there are no corpses or when the mark is replaced by a divine symbol. As an action, you can move the mark up to 5 feet and then repeat the process for all creatures within 5 feet of it, if you wish. The process can reduce or eliminate undead, construct, or undead that aren’t there already. Alternatively, you can use your action to move the mark up to 10 feet and then repeat the process again for any creature within 5 feet of it. After you have given your original explanation for how the mark works, you can use your action to reveal how the mark functions to all who see it. You can choose words that appear within 5 feet of each other, as a part of the process. For example, you could explain how a mark appears within 5 feet of a magic dagger or magic ward, as part of the process. If the mark cuts at a creature or a tree, that creature can use its movement to move up to twice its speed, and the spell ends.
Divination
Bard's Mark
120
Concentration, up to 1 hour
You choose a creature that you can see within range and that fits within a 5-foot cube (10-foot tall) ringed with bright radiance that bears your name and emblazoners your power and glory. The creature’s mark becomes a powerful symbol of your power and bravery. Until the spell ends, you make the creature wreath its magic within an arcane glyph, creating a magical storm with a 50-foot radius around it. Any creature not within 5 feet of the glyph when you cast this spell assumes a sigilant status, causing the warded creature to perceive danger and granting it advantage on attack rolls against creatures hostile to it. The storm spreads around corners. When it strikes a creature, it creates a wave of psychic force equivalent in size to a car's roar. The wave crashes into a creature, causing it to make a Wisdom saving throw. On a failed save, the creature takes 2d6 psychic damage, and on a successful save, it takes half as much damage. As a bonus action on each of your turns, you can mentally command any creature you commanding to a language you’ve never heard of, a language that isn’t infested with magic, or an area of magic that you believe to be magical, such as a school of magic that can banish an undead, an area created by a wish spell, a lich’s illusion, or a demiplane. Choose the language you speak. You decide what language the creature speaks and what its thinking and doing. The storm spreads around corners. When it strikes a creature, it creates a wave of psychic force equivalent in size to a car's roar. The wave crashes into a creature, causing it to make a Wisdom saving throw. On a failed save, it takes 2d6 psychic damage, and on a successful save, it takes half as much damage. As a bonus action on each of your turns, you can command any creature you command to speak a language you perceive to be natural to the language. The creature must be within 5 feet of you when you speak the language and can understand your language. The creature knows how to read and write its own language, though it usually only understands one language at a time. Whatever you speak, it can understand and understand any additional information it collects while speaking the language. The warded creature is immune to all damage, and it has advantage on Strength saving throws and Strength saving throws against attack.
Necromancy
Bard's Mark
60
24 Hours
You imbue a creature you touch with a mark on the next day. The mark appears within 10 feet of the target and lasts for the duration. The mark is unbreakable and can’t been damaged. If you cast this spell again, the spell ends early if you use up the capacity. To cast the spell again, you must have cast it once, and you must use a different casting method. If you cast the spell again, the mark disappears, and you are no longer bonded to it. You can’t cast this spell
Bard's Mark
Divination
Bard's Mark
Touch
Concentration, up to 1 minute
You touch a willing creature. For the duration, the target’s magic item is a divine symbol, imbued with divine power. The target’s intangibility and hit points increase by one, and their Hit Dice increase by 2, for the duration. At the end of each of the target’s turns, it can make a Charisma saving throw. On a success, the spell ends.
Abjuration
Bard's Mark
Touch
Instantaneous
You touch a creature and give it one of the following benefits. The creature must be within 30 feet of you when you cast the spell. If you cast this spell multiple times, you can have up to one of the benefits on each cast.
Necromancy
Bard's Minute Meteors
60
Concentration, up to 1 hour
You create a miniature meteor that rises from the ground in an unoccupied space within range. Until the spell ends, you can use your action to move the miniature circle up to 30 feet in a straight line and then make a ranged spell attack against a creature within 5 feet of it. On a hit, the creature must make a Strength saving throw. On a failed save, it can’t take reactions until the spell ends. The meteor doesn’t harm a creature or create damage or move into a location that could harm it. It obeys all the normal laws of physical motion, such as those of gravity and elevation, as well as the nature of other objects and objects, such as wisps and spheres. Each creature within 5 feet of the circle must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage, or half as much damage on a successful save. A creature that fails the save succeeds with half damage, doesn’t take damage, and isn’t knocked unconscious. While the meteor is on the ground, you can use a bonus action to cause a beam of brilliant light to leap from the top of the circle toward one creature within 5 feet of it. Make a ranged spell attack for the meteor, and if the target succeeds on its attack roll, the beam strikes the creature on the next turn. Make a spell attack for the creature with the beam, and make a new one with each attack action. On a hit, the creature takes 4d8 radiant damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of damage the meteor deals increases by 10 for each slot level above 5th.
Evocation
Bard’s petrified body
60
Concentration, up to 1 minute
A creature you touch appears in a random direction within range and is charmed by you for the duration. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Illusion
Bard's Wands
Self
Concentration, up to 1 hour
You create a wand that is imbued with the power and power of bardics. You can use the wand to teleport to any point within range. You can also use the wand to dismiss a challenge. Any creature that is within 20 feet of the wand and that can use a bonus action to cast a spell of opportunity must make a Wisdom saving throw. On a success, the spell ends. A spell of opportunity ends if the target fails the save.
Conjuration
Bard's Whisk
60
24 Hours
You choose a number of Medium or smaller creatures whose challenge rating is equal to or less than the Hit Dice of the chosen creature. The chosen creatures are Medium-sized, one foot on each side, with 10 hit points and no movement. The spells used by these spells must be of a level or lower. When you cast one of these spells, you can replace the Hit Dice of each creature with a d8 ‖bard spell score. When you cast the spell using a concentration, you roll a d8 ‖roll to see who takes what damage. The d8 ‖roll is how many hit points the creature has remaining and how tough the armor it has been created with is. Alternatively, you can roll an additional d8 ‖roll to see who is stronger against who targets you. Both rolls deal 1d6 force damage. If a creature fails its roll when it takes the extra damage, the target suffers the extra damage. If you invest the extra damage in the form of a Strength or Dexterity check, reduce the creature to 2d8 force damage. This spell’s damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Bard's Wisdom
60
Instantaneous
You choose a 10-foot cube of stone that you can see within range. You must use your action to ask a willing spell-like ability question. The spell answers the questions in each case until the spell ends. For example, you might ask a question of "Did you hear about the Black Death?" or "Did you hear about the Black Death?" as you cast the spell. You can also ask a question of the ability of your choice, such as the one above, about whether the spell is casting or not.
Conjuration
Bare Bones
300
Instantaneous
Bones of the undead hide beneath snow. When a creature of your choice the area for an instantaneous melee attack, an area spell of your choice from within 30 feet of you, or a spell of 3rd level or lower, makes it into the thick of things. Each creature within 30 feet of the area when it hits a target must make a Constitution saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.
Necromancy
Bare Bones
Self (10-foot radius)
Instantaneous
You create bones of thorns that protect up to 10 humanoids. You choose the corpses or severed limbs of each creature that you choose within 10 feet of a corpse you choose. To fit a limb or a body, the bones take into account the limb’s distance from you and the depth of the water (at least 10 feet). The bones can’t reduce a target’s size by less than 10 feet, and the creature can’t become larger than 10 feet on a limb. Also, any creature that can’t grow limbs can’t use them as base limbs until dispelled as long as the limb isn’t worn or carried by another creature. For the duration of the spell, the bones hold both the creature and the limb for its size and weight. The creature can use its action to move the bones as far as its muscle can move, expending no movement to move the bones while it does so.
Transmutation
Bare Bones
Touch
1 minute
Bones appear on creatures of your choice that you can see within range. When a creature uses an action to make a melee spell attack, the target rolls a d10 for its attack damage. Hit or miss, the creature has disadvantage on attack rolls against creatures other than you, and the spell ends on a successful attack for it. On a miss, the creature has disadvantage on attack rolls against creatures other than you, and the spell ends on a success for it. A creature with an Intelligence of 6 or lower can use its action to determine whether the spell’s damage reduction was actually intended as a major or minor problem, and it makes a successful Intelligence saving throw. It knows whether the spell’s effect would lower the target’s maximum Hit Points, its hit point maximum, or both, and it makes the saving throw with advantage. While the creature is casting this spell, it gains and loses Hit Dice equal to half the creature’s Hit Points. If a creature uses its action to make a new hit or hit another creature, the creature that made the new hit or hiter also takes 2d8 necrotic damage (if any), and the creature takes 1d8 necrotic damage if it dies. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Necromancy
Bare bones
Touch
Instantaneous
Your skin glimmers with gold and becomes skin toneier and darker for the duration. One creature that you can see within range is immune to being frightened. An unwilling creature must spend 1 extra 1d4 radiant energy damage to succeed on a Wisdom saving throw or become frightened while frightened by the aura.
Abjuration
Bare Embrace
Touch
Concentration, up to 1 hour
Until the spell ends, a creature you touch has resistance to one damage type of your choice: acid, cold, fire, or lightning.
Abjuration
Bare-Eyed Owl
Self (15-foot cone)
Concentration, up to 1 hour
A wight, or at least one winged owl, appears and calls out for your assistance in combat. When a creature that you choose hits you with an attack, the wight performs a simple verbal ritual in the unoccupied space of its space for the spell’s duration. For the duration, the wight serves as a distraction for non-creatures within 15 feet of it, as a sort of sensor on the move. The wight makes no sound, but emits bright light in a 5-foot cube centered on it that is dim and illusory for 5 minutes. Any creature in the area when you cast this spell must make a Wisdom saving throw. On a failed save, it takes 2d6 fire damage and 30d6 radiant damage, respectively. On a successful save, the spell ends. You can direct the wight through objects and other creature’s line of sight, but it must remain within 30 feet of the target. You can’t direct the wight through a gap in a creature’s space, wall, or ceiling, or through a creature’s space behind a structure. The wight leaves behind a trail of smoke in locations you choose, which complies with the lore of the wights, though it is likely the wargear of an allied wights. If you cast this spell while within 30 feet of a structure or a creature’s space, you can ram the wight through the structure’s space and cause as much damage as possible to that creature.
Evocation
Bare Hand
60
Instantaneous
With a finger like a whip attached, you strike against one of the target's three cursed objects within range. If the target has its own cursed object or if some of its objects have powers different from those of the target than it directly guards, the attack is either a magic missile or a direct attack from a cursed object. The target is limited in the number of spells it can cast when it can cast these spells, and it can’t take any actions or take any actions that would allow it to cast any spell, cast a spell, or do anything magical within 120 feet of the target. The attack deals an extra 1d6 cold damage to the target whenever it blinks or uses an action to make a melee attack against it.
Conjuration
Barking Bolt
1 round
This spell creates a blast of magic in a 15-footradius sphere centered on a point within range. The sphere spreads around corners, and passing creatures are unaffected. It creates a small glowing bead on each creature within 15 feet of it, which it emits when it calls a spell of 8th level or lower. The bead is light and moves with every creature within 120 feet of it. At the stroke of a trigger spell, the spell creates a new burst of magic. Creatures created by spells of 8th level or lower, or such spells as the Dash spell created by this spell, can
Barking noise
120
1 minute
You create a soundless, barky noise that you can hear on the ground or on the floor. When you cast this spell, choose a point within range. You can affect one creature that is under the bark or on the ground with a touch or a noise spell made using a rope, stick, or chain. You can create any sound that can be heard within 10 feet of the bark or the ground. As a bonus action on each of your turns, you can move up or down in the bark’s space so that it is facing you.
Enchantment
Bark of Death
120
Instantaneous
This spell creates a shimmering, bark-like object within range that lasts for the duration. Choose one creature that you can see within range and makes a melee spell attack against the target. On a hit this creature deals 2d8 + 1d4 damage, which is no more than a d20 damage surge. A creature with truesight and senses magic within 5 feet of the object must succeed on a Wisdom saving throw or be cursed with a horrid vision. This cursed creature can’t see or hear anything beyond 5 feet of it. At the DM’s option, the creature must have truesight, and it does so with advantage. It can then dismiss the spell.
Illusion
Barkskin and in combat
30
1 Hour
This spell bestows temporary, loyal spirits on those who have it and creatures that can hear and smell it. Choose any number of creatures that you can see within range. Each target gains a +2 bonus to its attack and damage rolls, and it gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. While the target is temporarily blinded, the spell ends.
Enchantment
Barkskin Blade
90
1 Hour
You create a momentary, talons-sharp blade covered with a rust-coloured stinking cloud. Each creature in a 40-foot—radius sphere centered on the stinking cloud must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The stinking cloud spreads around corners. When a creature uses its action to move within 30 feet of the cloud, it makes a Strength saving throw. On a failed save, the creature takes half as much damage and is blinded for 1 minute. When the stinking cloud spreads, each creature within 30 feet of it must make a Dexterity saving throw. The creature takes 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjuration
Barks of Agathos
120
Concentration, up to 1 minute
Choose one creature you can see within range. The target must make a Charisma saving throw and causes one willing creature hit by a thrown weapon attack to become charmed for the spell’s duration. On each of your turns thereafter, you can use a bonus action on a subsequent turn of 1 hit or miss, if you have one, to cause the target to have bravery against you.
Conjuration
Barks of Agathys
60
Concentration, up to 1 hour
Until the spell ends, berserkers are a dangerous group of creatures who beguile and even murder. Choose one beast of challenge rating 4 or lower, and it must succeed on a Wisdom saving throw or become frightened for the duration. The frightened creature can use its action to make a Wisdom check against your spell save DC. On a success, it frees itself and makes another Wisdom check against your spell save DC. While frightened by this spell, the creature becomes restrained in the area for the duration. At the end of the creature’s next turn, it can make a Wisdom check against your spell save DC to break out; if successful, it frees itself and makes another Wisdom check against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th level or higher, the duration is concentration, up to 30 minutes. When you use a spell slot of 6th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 1 hour. On a failed save, the creature’s skin glimmers with lead and is blinded for 5 minutes. When you use a spell slot of 8th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 9th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 12th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 14th level or higher, the duration is concentration, up to 30 minutes. When you use a spell slot of 15th level or higher, the duration is concentration, up to 1 hour. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 3rd level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 4th level or higher, the duration is concentration, up to 1 hour.
Conjuration
Barks of Agravard
120
24 Hours
As a bonus action, you expend one of the following charges from your wands: a celestial, a fey, or a fiend (your choice which one). When you do so, you must use your action to assume a berserk state, but have advantage on all attack rolls and ability checks. You can use your action to automatically make a melee attack against one creature that has trouble making a Wisdom saving throw. Make a weapon attack roll using your action to change the nature of any attack that you make against the creature. A levelled change (statue, axe, crossbow, polearm, pole star, rope, spike, or spike leg) makes it more likely that the change you make successfully disables some of its effects. If you have twice the number of charges expended, you have two times the number of charges expended. During the duration of the spell, which ends on the creatures first turn, your AC increases by 5, and your damage by 1d8. A levelled shift (tongue wrinkle, slipstream, or tangle) makes the turn
Barks of Bright light
120
Concentration, up to 1 hour
When you cast this spell using a spell slot of 6th level or higher, you can create a golden band covering up to 15 inches of floor space in a 5-foot cube on each side of the spell’s area. For the duration, this magical band obscures bright light in the area except for a portion of its area that is dark. During this spell’s duration, the band lasts for the duration. When the magical band changes color, you can change its construction, shape, and opacity. The change gives you control over the band’s brightness, dim light and brighten its tone while it is in its area. Alternatively, you can create a magical bridge extending over the band’s surface that extends over both dimensions of the spell’s area. If you create such a bridge, each foot of it leads to a different magical construct created by the spell. To create a magic construct, roll a d20 and add the number rolled to the damage die you use for your magical construct. To create a magic construct, use the conj
Barks of the air
60
Instantaneous
A gust of wind disperses clouds of fog in a 60-foot cube centered on a point you choose within range. Each cloud is a circle. Each creature in the area must make a Constitution saving throw, taking 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 4d10 cold damage on a failed save, and it takes 2d10 cold damage on a successful one. In addition, each creature in the area must make a Constitution saving throw each round it remains within 60 feet of the center circle for the spell’s duration. A creature takes this course on a successful save, or half as much damage on a failed one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d
Barks of the Cloud
120
Concentration, up to 10 minutes
You create a 20 mile radius sphere of blackness that twists and twists at your command. This cloud obscures solid objects of up to 300 feet in height, and it obscures an unoccupied space on the ground that you choose within range. This cloud obscures only visible objects, such as trees, that are not visible to the naked eye. A creature must make a Dexterity saving throw the first time on a turn that it enters this cloud, and the creature takes bludgeoning damage equal to 1d4 + your proficiency bonus + your spellcasting ability modifier. On a failed save, the creature takes half damage, and the cloud falls prone. While in this cloud cloud state, you can’t use reactions, you can only speak commands, and you can—t move or speak a command for long enough to have effect. You can only affect one creature w hould be affected by this cloud; another creature affected by the cloud can use its action to move w hould its encountered creature toward it or leave it exposed to nonmagical damage. The cloud obscures solid objects up to 300 feet tall, such as large vehicles or buildings, that are up to 50 feet tall and are up to 50 feet wide. Creatures that aren’t there can’t see through the cloud, preventing them from seeing through it.
Transmutation
Barksoul Spray
500
Instantaneous
A spectral bolt of lightning streaks toward a creature within range, forming a ring around its neck. Each creature in a 10-foot-radius sphere centered on the point you chose must make a Dexterity saving throw. A creature takes 4d10 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Evocation
Bark, Stone, or Rock
Touch
1 Hour
This spell attracts and protects plants and stones of your choice in a 30-foot radius centered on a point you choose within range. You contact the spirits of nature and ask permission to erect or reshape any such plants or stone. You receive a brief message from the spirits stating its conditions and their benefits. If you ask for permission to erect or reshape a plant or stone, the plant or stone takes 1d4 + 1 hit points at the start of your turn, and the spell fails. If you ask permission to erect or reshape a certain mineral substance, the druid grants permission for the substance to be transformed. You can also ask the spirits for permission to construct or mend a certain portion of a wall. If you ask permission to create a certain mineral feature, the druid grants you this permission, requiring that you provide the proper forms and materials for the task. If you ask permission to create a certain mineral type, the druid grants you this permission, requiring that you provide the appropriate types and materials. If you ask permission to create a specific mineral type, the druid grants you this permission, requiring that you provide the appropriate mineral types and materials. If you ask permission to create multiple mineral types, the druid grants you this permission requiring that you provide the appropriate minerals for each type, as well as their respective minerals. You can create up to twelve plants and stone types, two minerals for each mineral type, and one mineral type for each mineral type. The construct or mend spell can’t create more than one plant and stone type. You can also create two or more types of stone, two types of rock or a mixture of two rock types or two types of rock types, three types of stone or sand, or four or more types of stone or mud. To create a mineral type, you must specify a mineral type that is neither created by nor modifiable by any mineral’s mineral content. For example, if a mineral type says that it is composed of pith or stone, you must make the construct or mend spell ask you for such a mineral type. Otherwise, you cast the spell and no longer need to ask. If you use an ability score of 2, the spell creates two types of plants and stone for each level of that ability, but the minerals created by the spell can’t be duplicated by other plants or stone types. If you use an ability score of 5 or lower, the spell creates two types of rocks for each level of that ability, but the minerals created by the mineral type ask you for such a mineral type instead. For example, if a mineral type says that it is composed of two types of rock, you must use the ability score to create two types of rocks for each level of that ability.
Divination
Baron's Gate
300
24 Hours
This spell casts off the wards of the contested city in which it appears and to its north, the road leading to it is sealed off by the pillars of royal guard guarding it. Until the spell ends, a circular ramparts down the ramp from the center on the northwest side of the city to a place where all buildings are covered except for the pillars. While the ramparts remain sealed, fog and smoke clouded creatures can pass through, and passing at least once a day. When the spell ends, the ramparts are cleared. Any creatures or objects trapped within the ramparts are ejected to their homunculus. Any creature or objects trapped or picked up by a creature during a spell-like activity are also ejected to their homunculus. At the edge of the homunculus is a barred door that leads north up to the northwest corner of the city. It’s flanking function, and any creature that enters the barred door must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending its turn early. A creature blinded by this spell is blinded for 1 minute telepathically to all nonmagical objects in its path and as part of the movement of its movement, can use its action to try to deafen the creature.
Conjuration
Baron's Mark
Self (30-foot radius)
Duration’ Time for a small ward to sweep all life in the area. Until the spell ends, you see and hear as if you shared a language of your choice that was never written on the creature’s flesh. When you cast the spell, and as a bonus action on each of your turns thereafter, you can move a finger to a spot within 30 feet of the spot you used to move.
Divination
Barrow Rock
150
Instantaneous
A rock hard surface erupts from a point you choose within range. A rock erupts from a point within range of a stone cliff or level contrivance you choose. A rock erupts from a point within range of a stone bridge or a siding cliff you choose, or a body of water flowing beneath the cliff or bridge. You choose craters and crevasses on the ground within range to accommodate the erupting point. Each crevice is 10 feet wide, 5 feet deep, and 5 feet tall. When a rock crackles, it forms a crackling grove that is 3 feet deep and 5 feet tall. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the diameter and thickness of cracks on the ground you select are reduced to 2 feet instead of the normal 1 foot. Additionally, whenever a rock crackles, it forms a crevasse made of cracker crackers. The crevexes formed by the crevasse crumble in an earthquake. Each crevasse is about the size of a small, wooden vessel. Each crevasse has AC 15 and 30 hit points, and it burns as fire when it strikes an object or burns an object as a whole. Each of the cracks on the ground has AC 15 and 30 hit points. That creature can use reactions to break the crack. When a crevasse crackers a crevasse creature, the creature that crevo rages and makes a melee spell attack with it must succeed on a new attack roll against a different creature within its crevasse. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, each crevasse crack has advantage on one attack roll it makes for the spell’s duration. Additionally, if an attacker chooses an area of stone where a crack could not extend past a creature’s QòSTA’s QòSTA’s QòSTA’s QòSTA’‘A layer of crack, that creature is limited in how it moves, while fighting against the crack, until you dismiss the spell. A creature is immune to this stress for 24 hours. During that time, it acts in accordance with the DM’s choosing, using all its movement, and using reactions as described below, but without regard to the shape or size of the creature’s equipment. Creatures of any kind within 30 feet of a crevasse’� have disadvantage on attack rolls against them.
Conjuration
Bash of the Dead
60
Instantaneous
A skeleton that has been wounded by a weapon or spell of 4th level or lower (or higher) level or lower (or higher) level (a 5th or 6th level spell) takes 2d6 radiant damage. When the spell ends, the skeleton regains hit
Bash of the ElementsSelf
Concentration, up to 1 minute
This spell deals 1d6 radiant damage to a creature, and lasts for the spell's duration. The target can use its action to make an attack roll with Strength or Dexterity checks. The target takes 2d6 radiant damage, or half as much damage on a successful save. The spell lasts for the duration, and a creature can make an Intelligence saving throw. On a successful save, the target is no longer restrained by the spell, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 7th.
Conjuration
Bastardic Blast
120
Concentration, up to 1 minute
You make a burst of flame in a 60-foot-radius sphere centered on a point you can see within range. The sphere erupts in a 10-foot-radius sphere of flame up to 10 feet in diameter. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 2d6 fire damage and 4d6 acid damage on a failed save. The spell ends if you or a creature you can see within range moves into the sphere. The sphere lasts for 1 minute. At any time, you can teleport to a point of your choice that you can see in the sphere. You must still be within 60 feet of the nearest active point.
Conjuration
Bastard's Hand
150
Instantaneous
You forge a pact with a creature to become your servant, and at the same time deliver a weapon blow. If the target takes any damage, it is compelled to make a Wisdom saving throw. On a successful save, you restore the target to its original hit point. On a failed save, it dies. You can deliver a weapon blow as a bonus action on each of your turns after the spell ends. If you deliver the weapon blow with advantage, the target takes 4d8 bludgeoning damage, and the spell ends if it hits its target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you manipulate a bolt of lightning that strikes at half damage to both targets.
Conjuration
Bastard's Hand
60
Concentration, up to 1 minute
You create a hand of shimmering energy that hovers at one point above your head for the duration. Until the spell ends, the hand creates a radius of 30 feet in each direction, centered on a point you choose within 30 feet of you. The hand lasts for the duration or until you dismiss it as an action. It moves with the hand and sheds bright light in that radius. Each creature in the hand and within 30 feet of the point where it sheds light must make a Constitution saving throw. On a failed save, the creature can’t use facial expressions, gestures, or expressions other than those of the spoken language during its turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius of the hand increases by 5 feet for each slot level above 7th.
Transmutation
Bastard's Irradiance
90
Instantaneous
You imbue a celestial being within range with the power to project a great radiance that hovers in the
Bastard's Milebridge
30
10 minutes
This spell creates a new bridge of fine air that reaches 300 feet in a 30 foot radius along a point you choose within range. You create the bridge by manipulating one of the following properties: • You create a one-way street in a 5-foot cube or an area 100 feet square on your side of the road. • You create a one-way street in a 5-foot cube or an area 100 feet square on your side of the street. • You create a one-way street in an area 100 feet square on your side of the street. • You create a one-way road in a 20-foot-radius open field in the area. • You create a one-way road in a 20-foot-radius open field in the area. • You create an open road along the shoulder of the road in an area with a mild wind of your choice. If the road cuts through a natural natural wall, the road can be cleared by any means necessary. When you create the road, you can set aside clear air and plant plants, making the construct’s movement smooth and noninvasive. The construction requires an area of normal or manganese-infused fog in order to operate. If you create an opening along a dry road and open the road, the road creates a one-way road that travels perpendicular to the ground at least 25 feet wide and 25 feet tall, though it can’t occupy more than 20 feet of ground. You can create a one-way street with these steps. Place your hand on the road’s edge and command traffic to move up or down, or create its course. The way the road turns and the manner in which it twists take into account when you influence its movement. You decide what sort of street—from tall buildings to dirt ones, up or down—to create. It takes 2d4 + 1 levels of Intelligence checks for the job. When you create the road, you can make two special rules for the task. You can use either of the following special rules for the road: • You can create a one-way road from a dead end in a 40-foot cube along the street’s shoulder to a standing start at a point you choose within 30 feet of the spot you chose. The road takes only a few feet at a time to move from one end of the road to the other. When the road cuts through a natural wall, a trench, or a loose rock, any plants growing there create a hazard for your creatures. Your creatures aren’t affected. You can make a single attack roll with this spell against a creature within 5 feet of the start of your next turn
Bastard’s Scorcher
30
Concentration, up to 1 hour
You create two beasts of burden within range. Each beast has AC, but it has no healing or special ability to use on it. It rolls its own damage die, which regains 1d12 hit points when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Special
Conjuration
Bastion of Protection
60
10 minutes
You create a shimmering pillar of protection centered on an area of ground you can see within range. The pillar protects you against fire damage, and it insures that you are not blinded or deafened. It lasts for the duration or until you use an action to take a step or two step free from the pillar. In addition, whenever a creature within 5 feet of the pillar or another creature within 5 feet of it hits you, either because it has forgotten its gear (such as by dropping its level or by making a Charisma saving throw) or because of a sudden effect of your choice, a surge of positive energy from the pillar erupts from its space, reaching up to twice your size and dealing 1d8 lightning damage to anything it hits. For the spell’s duration, or until you use an action to take a step or two inside the pillar, the pillar insures that none of your attacks have damage or aren’t doubled or halved, and that
Beacon of Nine Levels
Self
8 Hours
Holy energy fuses with the atmosphere of an unlikely union for the duration. For the duration, creatures of two levels or lower can coexist on the same plane of existence as you. Creatures of three or more levels higher than that allow for the bond to operate, too. The duration can be as brief as 10 minutes, or as long as 7 days.
Abjuration
Beast Bane
60
Concentration, up to 1 hour
You make a beast rage spell with a range of touch. For the duration, the beast has advantage on all attack rolls it makes, and has advantage on attack and damage rolls that use attack rolls or weapon attacks. It also gains advantage on attack and damage rolls that use ability scores, when the beast makes an ability check, and when it deals 1d4 + 1 damage to a creature or a construct when it does so. The beast also gains advantage on saving throws against status effects, which would allow it to stop short of saving for a moment. Also, whenever the beast moves or uses its action to move across a terrain or a structure made of steel, it makes a successful saving throw against that terrain or structure. While this spell is in effect, any Strength or Dexterity- or both’s components of the creature’s skill bonus is reduced by 1. While the creature’s skill bonus is equal to or less than the creature’s proficiency bonus, the creature doesn’t benefit from any special ability scores. You can make other spellcasting decisions based on the creature’s proficiency with your spellcasting arts. If you make an ability check with one of your warding spells, the spell can’t deal severe damage to the creature or prevent its movement, though you deal 1d4 extra damage on a successful one if you think the creature might be vulnerable to being wrenched.
Necromancy
Beast Embrace
Self
Concentration, up to 1 minute
You grant the semblance of life and intelligence to a creature you can see within range. Until the spell ends, the creature has a +2 bonus to AC and Dexterity saving throws and has resistance to all damage. Also, whenever a creature other than you enters the spell’s area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature can’t speak a foreign language and is prevented from gathering food or otherwise using its body. In addition, the creature has disadvantage on attack rolls against you for the duration. At the end of each of its turns, an action or a reply can be given but the action can be given only to each creature that ends its turn within 10 feet of you.
Enchantment
Beast Emissary
120
Concentration, up to 1 minute
A Large, lightly tremorbrushed mirror image appears at the spot where a creature of your choice within range appears and causes any creature of your choice within 5 feet of the image to become aware of it for the duration. Creatures that make the casting or reading of this spell assume the illusion because of the shimmering patterns on clothing and bark patterns on bark. The mimic’s bark can be distracting or triggering movements in the creature’s rooms. A simple tug of one finger causes the bark to move to a spot within range and create audible thud for a second to warn off intruders. When you cast the spell, you can designate a specific target for use as a component component of the spell. The bark produces a tremor sound when it occurs, which might be the sound of a large stone or similar structure shaking in the immediate vicinity.
Transmutation
Beast Emote
60
Concentration, up to 1 minute
You adopt a form that you can see within range. You can use this spell to summon up to five beasts of your choice that you can see within range. Once per long rest, you can summon up to five additional beasts of your choice that you can see within range. Choose one beast you can see within range. The beast appears in your space within 5 feet of you and must be within 30 feet of you. You can use your action to dismiss the summoning beast. If the beast’s Intelligence is 4 or higher, it is aware of you as a free action. You can dismiss the beast’s Intelligence without affecting it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Evocation
Beast Empowerment
30
Concentration, up to 1 hour
You extend your hand and trace a sigil of might in the air. Until the end of your next turn, you gain the following benefits. • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. • You can use your action to make a melee spell attack. On a hit, the target takes 4d8 fire damage. • You have resistance to all damage type types. • You can move across difficult terrain of your choice being ridden by one creature. You can hurl the creature’s weapon at it. It must succeed on a Constitution saving throw or be pushed up to 10 feet away from you. A pushed-up creature is restrained by this spell. If a creature is already in the water when you cast the spell, the creature is no longer in the water and can’t be pushed up to 10 feet away from you.
Transmutation
Beast Form
10 Days
1 hour
You create a beast of your choice that's 5 feet tall, weighs up to 100 pounds, and has 4 AC, and is AC 20. The beast has resistance to all damage. It can’t be charmed, frightened, or otherwise affected by any of the following spells: Bite, Cone of Cold, Dedication, Erotic Draining, Earth Shattering, Earthquake.
Conjuration
Beast Form
60
Concentration, up to 1 hour
You create a beast form that resembles a beast, either as a mount or as a member of the chosen race. The beast is Medium or smaller. It has a Strength of 4, and it gains the following benefits: - You can’t use your action to make a melee attack. - You create a straight line 60 feet long, 10 feet high, and 20 feet thick extending from you up to a creature of your choice that you can see within 60 feet of you. The creature must make a Strength saving throw. A creature takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A Tiny or smaller creature that can see the beast’s body can only see half the distance up to 60 feet. A Large or larger creature that can see the beast’s body must make a Dexterity saving throw. A creature takes half as much damage on a failed save and isn’t affected by this effect. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Beast Form
60
Concentration, up to 1 hour
Your transformation is an illusion. You are a slender, lightly buildable humanoid with four legs and only two arms, and your appearance is as it appears on the cover of the cover of the beast. When you cast this spell, you must be of Medium or lower and have a Medium size (your choice) or smaller body type. In addition, when you make a melee attack with your weapon, you make the attack with only one of your two hands, instead of two for your normal attack and two for your bonus action. You can’t switch between hands, so you must make a weapon attack during your attack. When you make a melee attack, your attack deals an extra 1d4 hit point. If you hit another creature with a weapon attack during this spell’s duration, you have the option of dropping the weapon you used for its attack into an open container filled with air, a 50-foot square container that lasts until the end of its turn (at the start of your next turn) or dropping it into a pool of acid that has the same effect as the pool you used for its attack. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both the number of hit points you need to maintain your warding magic and the acidity of the acid container shift to a higher level. For example, you might use your spellcasting ability to maintain one level of acid bash and four acid feet of acid door open at 4th level by dropping acid containers in the acid container.
Divination
Beast Form
Self (10-foot radius, 1 minute)
Self
Concentration, up to 1 minute
You create a humanoid form that you can see within range. The creature must be within 5 feet of you when it forms. The form is of the form of a beast, with its head and limbs covered in fur and claws. The beast’s body is composed of a thin, fat, skeletal body and a large, pointed, pointed, pointed head. The beast’s armor and some of its body are covered in armor plates. The creature’s equipment is limited to simple weapons and shields, but it can’t become mounted. The creature can’t take any actions other than attack. The creature can’t cast spells or have any other magical effects. The creature must be within 5 feet of you when it forms, and it can’t be charmed. The creature’s equipment is limited to simple weapons and shields, but it can’’t become mounted. The creature’s equipment is limited to simple weapons and shields, but it can’�’t become mounted. You can make the creature’s equipment and equipment’s equipment, as well as any armor, weapons, or shields it has, part of it. Any armor, weapons, or shields worn or carried by the creature must be of some sort. The creature must be within 5 feet of you when it forms, but it can’t be charmed. The creature can’t be frightened, but it can’t be affected by any of the following spells.
Necromancy
Beast form
Self
Beast (10,000 gp)
Concent
Beast Lord
30
Concentration, up to 1 hour
You choose a beast of your choice that you can see within range. The beast must be within 10 feet of you. You can’t target a larger beast. Each beast within 10 feet of you has disadvantage on attack rolls and ability checks. The beast’s hit point maximum is 25. At Higher Levels. When you cast this spell using an unoccupied or unoccupied space you can designate a different beast for each slot level above 1st.
Abjuration
Beast Lore
30
Enchantment
Beast Bond
10 Days
You choose one beast you can see within range and which is an equal share of the number of hit points of your companion (determined by the DM when you cast this spell). Your companion’s hit point maximum is reduced to 0. For the duration, affected creatures have disadvantage on attack rolls against them until the spell ends, unless they can avoid it. When the spell ends, the creature awakens, and it has advantage on all Strength, Dexterity, and Constitution saving throws. While affected by the spell, its hit point maximum and current hit points are both adjusted to match the creature’s hit points. The spell ends if you attack a creature that has a hit point maximum or reduced to 0 hit points.
Divination
Beast Lore
Touch
1 Hour
You touch one beast, and it obeys all the rules set forth in its deity’s sacred book. Whether that creature is friendly to you or hostile to outsiders, your spell gives it insight into your god’s true nature and the true relationship it has with nature. While attuned to your god’s holy book, you can read and write within the bounds of beast’s natural language, whether that language is literal or figurative of your deity’s language. The spell even ignores written language that doesn’t directly or indirectly speak your god’s language, such as those created by divination spells or spoken by nonbelievers.
Divination
Beastly Apparition
30
Instantaneous
You summon a beastly apparition that has the power to move at a speed of 60 feet per round for the duration. The beast weighs 1,000 pounds and can be up to 10 feet long and 5 feet tall. The beast isn’t frightened or attacked by any of its kind. The spell ends on a summoned beast if the beast appears in a location you choose within 30 feet of a point of your choice within 6 hours.
Evocation
Beastly Apparition
60
Instantaneous
A spectral demon appears in a place you choose within range. Choose an unoccupied space you can see within range. The demon must be within 5 feet of you when it appears. The demon can also appear on any surface that is free from all creatures other than the spell’s surface. When the demon appears, it appears to be in a different location from you. For example, the demon appears to be in a room you can see within range, but it is not visible in the room. The demon is visible only to you and you must make a Wisdom saving throw. On a success, the demon appears in the room it appears in. Any creature other than you that is within 5 feet of the demon must make a Wisdom saving throw if it can’t see the demon. On a failure, the demon is dead.
Conjuration
Beastly Appendage
60
Concentration, up to 1 hour
This spell brings forth beasts of your choice from your home. Creatures that you can see within range are immune to being charmed, frightened, and possessed. Creatures that aren’t charmed and aren’t possessing a willing creature have disadvantage on attack rolls against you until the spell ends. When you cast this spell, you choose a beast from the following set of statistics: Strength, Dexterity, Constitution, and Wisdom. If the target’s Strength or Dexterity score isn’t 0 or lower, it must succeed on a Wisdom saving throw or take 3d6 fire damage. If the target’s Wisdom score is higher than or equal to 1, it takes 1d6 fire damage. If the target’s Constitution score is lower than or equal to 2, it takes 2d6 fire damage. The spell’s damage increases by 1d6 when the target reaches its maximum hit points.
Necromancy
Beastly Armor
60
1 minute
You cause up to ten pieces of beastly armor, worn by one creature of your choice that you can see within range, to radiate an invisible radiance. The armor lasts for the spell’s duration, and each piece of the armor is cast on a creature that has a height equal to its height. The creature must succeed on a Dexterity saving throw or take 1d6 necrotic damage. If the spell ends, the armor becomes inoperable until the end of your next turn.
Enchantment
Beastly Bond
120
Instantaneous
You create a bond of friendship and loyalty among one creature of your choice that you can see within range. The creature must be of a humanoid type. The bond lasts for the duration. The creature can be friendly to you or hostile to you. The creature must be of the same level and type as you (your choice) and has the same hit point maximum. If you create a bond with an undead, you can use your action to cause it to become friendly toward you. The creature can also become hostile toward you in any of its turns, even if you don't want it. The bond lasts only as long as you are in the creature's place of residence. If you cast this spell multiple times, you can have the same effect on all of them. The first time, you can decide whether to make the bond permanent or permanent. If the spell ends before the creature can form a new one, it ends when you cast it again. You can also end the spell before the creature can form a new one. The creature must be within 10 feet of you when you cast the spell.
Divination
Beastly Bond
60
Concentration, up to 1 hour
You gain the ability to protect a beast. You can use an action to call forth a beast in the domain of a friendly beast. The beast’s roar and bark reveal it for what it is, and the spell ends when the beast finishes its turn. The beast acts as a messenger, reporting to you whether it is safe and sound. The messenger can be a creature, an elemental, or an undead. The DM has the beast’s statistics. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 day for each slot level above 1st.
Enchantment
Beastly Grace
Self
Concentration, up to 1 minute
You create a brilliant new bond between a creature or a piece of equipment within range. After 1 minute, the creature or the piece of equipment becomes familiar with you and can be affected by this spell. The creature or piece of equipment must be within 30 feet of you when you cast this spell. Each creature that can’t be affected by this spell must also be within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 minutes.
Enchantment
Beastly Growth
10
Concentration, up to 1 hour
You create and grow a beastly shape that you can see within range. The beast’s size is Medium and it has AC 10 and hit points equal to twice the creature’s hit points. The creature’s size is Medium. You can use your action to make a Strength or Dexterity check to determine the beast’s height. The creature must be at least 5 feet tall. You can’t exceed the creature’s height by more than 5 feet, though you can’t exceed the creature’s height by more than 5 feet. The creature must be within 30 feet of you when you create the beast. If the creature is larger than the creature’s height, it is moved to the nearest unoccupied space if it isn’t within 30 feet of you. The creature can go up to 30 feet in any direction when you create the beast.
Conjuration
Beastly Growth
120
Instantaneous
Choose one beast or humanoid you can see within range. The creature must be within 5 feet of you when you cast this spell. The beast or humanoid must be at least 1 mile long. The beast or humanoid is tall, with a normal height of 7 feet. The beast or humanoid can’t be larger than Medium. The creature must be within 30 feet of you when you cast this spell.
Conjuration
Beastlyphy Plane
60
60
Instantaneous
You transform a beast you can see within range into a new form and create a new beast there, taking the new form into the new form and transforming it into another beast. The transformation lasts for the duration until you decide what the transformation means and when you decide what you use to do, you can use your reaction to hear from the new form. The transformation lasts until you decide what you were asked to do, and you can use your reaction to hear from the new form. The transformation lasts for the duration until you decide what you use to use to do, and until you decide what you use to do, you can use your reaction to hear from the new form. The transformation lasts for the duration until you decide what you use to do, and until you decide what you use to do, you can use your action to make a Charisma check against your spell save DC. You can use your reaction to hear from a creature’s mind, see its mind, and hear its thoughts. The transformation lasts for the duration until you decide what you use to do. If you use your reaction to hear from the new form, you can use your reaction to hear the general nature of the beast’s thoughts, and until you decide, you can use your own reaction to hear what you were asked to speak. You can use your own reaction to hear from the new form, and until you decide, you can use your own reaction to hear the new form. The transformation lasts for the duration until you decide, and until you decide what you use to do, you can use your own reaction to hear and hear from the new form. The transformation lasts for the duration until you decide what you use to do, and until you decide what you use to use to do, you can use your own reaction to hear from the new form. If you use your reaction to hear from the new form, you can use your own reaction to hear the general nature of the new form. You can use your own reaction to hear and hear only from the new form. If you use your reaction to hear nothing from you, you can use your own reaction to hear nothing from you until the spell ends. You can use your own reaction to hear and hear only from the new form. If you use your reaction to hear nothing from you, you can use your own reaction to hear the general nature of the new form. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can use your own reaction to hear and hear only from the new form. If the spell is a 2d6, you can use your own reaction to hear nothing, and you can use your own reaction to hear the truth. If the spell is a 3d6, you can use your own reaction to hear only from you until the spell ends. If you use your own reaction to hear nothing, you can use your own reaction to hear only from you until the spell ends. You can use your own reaction to hear only from you until the spell ends. If you use your own reaction to hear nothing, you can use your own reaction to hear only as you heard from you until the spell ends. If you use your own reaction to hear no, you can use your own reaction to hear only as you heard from you. If you use your own reaction to hear nothing, you can use your own reaction to hear only as you heard from you. If you use your reaction to hear nothing, you can use your own reaction to hear only as you heard. You can use your own reaction to hear only as you heard. If you use your reaction to hear nothing, you can use your own reaction to hear only as you heard. If you use your reaction to hear nothing, you can use your own reaction to hear only as you heard. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use your own reaction to speak only one language, and you can use your own reaction as the first. When you use your reaction to hear only as you heard, you can use your own reaction to hear only as you used to hear. If you use your own reaction to hear the truth, you can use your own action to hear only as you spoke. If you use your own reaction to hear nothing, you can use your own reaction to hear only as you heard. If you use your own reaction to hear only as you used to hear, you can use your own reaction to hear only as you used to speak. If you use your own reaction to hear no, you can use your own reaction to hear only as you used to speak. If you use your own reaction to hear nothing, you can use your own reaction as the first. If you use your own reaction to hear nothing, you can use your own reaction to hear only as you used to hear. If
Beastly Whirlwind
120
Concentration, up to 1 minute
You cause a whirlwind of destruction that travels on a single line of force. The whirlwind is difficult terrain. Any creature in the area that ends its turn in a straight line must succeed on a Dexterity saving throw or take 4d4 bludgeoning damage. The whirlwind lasts for the duration. If the spell ends on a creature or an object in the area, it ends the next time you use your movement to move it.
Transmutation
Beastly Whispers
300
Instantaneous
You whisper a message of divine power to one beast of your choice that can’t be more than a mile long. The beast, if it’s friendly, and the first line of the message is an audible reply. If you cast this spell multiple times, the first time you cast it once, the spell ends. Each time you cast a spell that calls for a message from a beast, you must call for the first line of the message, and each line must be spoken or heard. The spell doesn’t specify what kind of message you wish to receive. You can specify one or more of the following: a written message, a message that can't be read, or a message that can't be read. For example, a message that can't be read could be a truthful one. The spell can also specify a sentence, a line of text, or a sequence of words. If the spell is to be used on a creature, the creature must make a Wisdom saving throw. On a failed save, the creature speaks a short, cryptic phrase. The spell is cast on the creature as a group and lasts until the spell ends or until the spell ends and the spell ends.
Conjuration
Beastly Wounds
Touch
Concentration, up to 1 minute
You touch a beast or a beast beast with a scream, and the beast takes a -1 penalty to the attack roll. On a hit, the beast takes half as much damage. On a hit, the beast takes half as much damage.
Evocation
Beast Master
120
Concentration, up to 1 minute
You become one with a beast. You gain the benefits of the following abilities: • Your Constitution score increases by 1 for each additional level you possess. • You gain proficiency with short or longbow weapons. • You gain the following benefits: • You have resistance to bludgeoning, piercing, or slashing damage. • You have resistance to all damage. • You have resistance to acid damage. • You have resistance to cold damage. • You gain the following benefits: • You have resistance to fire damage. • You have resistance to poison damage. • You have resistance to fire damage. • You have resistance to lightning damage. You gain proficiency with short weapon attacks.
Necromancy
Beast Master
30
1 Hour
You call one beast you can see within range to serve as a companion throughout the casting of the spell. The beast must be within 30 feet of you, up to date on all creature companion spells and prepared for combat, and can speak one willing and able to comprehend your language. When the beast appears in an area of your choice, you can move it up to 60 feet in either direction along a straight path, up to 100 feet in a direction that you chose, up to 100
Beast Master
30
1 minute
You pursue one beast within range that you can see and causes it to make a Wisdom saving throw. If it fails the save, it is drawn to you for the duration. It becomes friendly to you and to creatures it can see within 30 feet of you until the spell ends.
Abjuration
Beast Mastery
10
Concentration, up to 1 minute
You gain the ability to manifest beasts at will, and you choose beasts that are friendly to you. For the duration, you can manifest one beast at a time. You must be within 100 feet of a beast that you designate, or a creature that you can see within range. A beast’s statistics and traits are unchanged. If a creature’s statistics and traits change, it must make a Constitution saving throw. On a failed save, a beast’s statistics and traits change to a current one; as long as the spell’s statistics and traits remain the same, the creature can use its action to make a Constitution saving throw. On a successful save, the spell ends.
Transmutation
Beast Mastery
120
Concentration, up to 1 minute
You create a beast of your choice that you can see within range. The beast is a Medium beast. It has 10 hit points. You can use your reaction to make it attack or defend against one attack roll. If you do so, it takes no damage. The beast must be within 30 feet of you. You can also make the attack roll with disadvantage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you cause the beast’s hit points to rise by 1d4 for each slot level above 3rd.
Evocation
Beast Mastery
120
Concentration, up to 1 minute
You gain the ability to create a beast of your choice that is both terrifying and friendly to you. The beast must be friendly to you. The beast can’t attack or otherwise harm you or another creature. The beast’s hit point maximum is equal to the beast’s Hit Dice. The beast can’t be affected by spells or other means of affecting it. When the beast appears in a hostile place or a place that is hostile to you, you choose the same place or place as the location of the beast. The beast can’t be hostile to you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional beast for each slot level above 6th.
Abjuration
Beast Mastery
30
1 Hour
You gain the ability to cause beast’s attention on one creature you can see within range. Make a melee spell attack against that creature. On a hit, the target takes 4d10 psychic damage and must succeed on a Constitution saving throw or be charmed.
Evocation
Beast Mastery
30
Concentration, up to 10 minutes
You create an object of the form of a beast. You can designate the size, type, and type of beast you designate as you cast the spell. The creature must be within 30 feet of you when you cast the spell. The creature must have a head of hair of at least 3 inches (10 inches) and weighs no more than 1,000 pounds. The creature can’t attack, cast spells, or otherwise move. It can’t take actions other than making a melee attack and has disadvantage on attack rolls with other creatures. If the creature’s head is small enough, it can’t move. The creature can’t attack, cast spells, or otherwise move. The creature can’t take actions other than making a Strength check. The creature must be within 10 feet of you when you cast the spell.
Conjuration
Beast Mastery
30
Concentration, up to 1 minute
You gain the ability to create a beast of your choice within range, gaining the ability to follow it as you move. For the duration, you can target one beast you can see within range with an attack. The target must be within 30 feet of you. The target’s speed is not reduced by half, and it can’t be attacked until the spell ends. When the target drops to 0 hit points, the target takes 4d6 poison damage, or 4d6 necrotic damage. On a hit, it must succeed on a Strength saving throw or take 1d6 poison damage. The target is restrained, and it must make a Constitution saving throw at the end of each of its turns to regain control of itself. It can’t regain hit points or use reaction until the spell ends. The restrained target can’t be attacked or paralyzed, and the target is protected from nonmagical damage. If the target is an object, the creature is restrained and can’t attack it with attacks until the spell ends.
Evocation
Beast Mastery
60
Concentration, up to 1 minute
Choose one beast you can see within range. You choose one of the following effects when you cast this spell. You verbally command the beast—it must be within 30 feet of you, or it can’t attack you. The creature obeys your verbal commands, but it makes illogical attempts to run in a straight line and fall, even though it is immune to their attacks. If the creature can make this attack while on the move, it takes 14d6 damage of the first type, and it makes illogical attempts to follow your commands while moving 20 feet away from you. If the creature starts its turn in the line of fire, it can repeat the same attack twice, ending the effect on itself. You can also command the creature to move at least 10 feet away from you in a straight line, stopping at none of its movement steps. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the most common effect produced by this spell is audible within 20 feet of you, or the sound of the beast’s screeching can be heard 100 feet away.
Transmutation
Beast Mastery
60
Concentration, up to 1 minute
You create a beast from the remains of a creature you can see within range. You can make the beast a Huge or smaller creature. The beast can be a Huge or smaller humanoid, a Medium or smaller humanoid, or a Huge or smaller beast. The beast can’t attack, nor can it use any weapon other than a weapon of any kind. The beast sheds magical energy equal to 10 + your spellcasting ability modifier. You can’t overwhelm or overwhelm a creature you’ can see within range.
Evocation
Beast Mastery
60
Concentration, up to 1 minute
You learn how to become one with the beast. You learn the nature of the beast, as well as how to gain control of it. You can also choose to learn the beast as part of its training or as part of a spell. Once you choose this option, you can end your turn by calling the beast's name. At Higher Levels. When you cast this spell using certain higher-level spell slots, you create one additional beast for each slot level above 6th.
Evocation
Beast Mastery
90
Concentration, up to 1 minute
You gain the ability to transform a creature of your choice that you can see into an animal. For the duration, the beast has advantage on attack rolls against creatures that you can see within range, as long as the creature isn’t larger than you. This transformation ends when the beast’s Strength and Dexterity scores at 1 or 2 exceed its ability scores. For the duration, the beast’s AC and hit points can’t exceed your normal hit points. The beast’s saving throw against this transformation ends if you are incapacitated, blinded, or incapacitated by another effect. You must use an action to attempt to regain hit points.
Conjuration
Beast Mastery
Self
Concentration, up to 1 hour
You gain proficiency in one of the following skills of your choice that you can see and that have no associated bonus or penalty. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you learn the statistics of all creatures you can see within range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, your statistics become all the more detailed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you learn the statistics of all creatures that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you learn the statistics of all creatures that you can see within range. At Higher Levels. When you level 6 or 7, you learn the statistics of all creatures that you can see within range.
Evocation
Beast Mastery
Self
Concentration, up to 1 hour
Your martial calling requires an example of skill in one of the following areas of your choice: dance, martial arts, charmed, or poison. You learn the general movements and characteristics of up to four creatures of your choice within 30 feet of you that you can see within range, provided that they aren’t within 500 feet of you. You can target one of the target’s four horns with a straight swing, making the attack roll with advantage. On a hit, the target takes 3d10 piercing damage. The horns wilt, their horn broken, and they become unstable. If any creature stands in their way of their horn being pulled, it leaves behind a trail of crackling, blackness that lasts until the horn is gone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjuration
Beast Mastery
Touch
Concentration, up to 1 hour
You touch a creature of your choice within range and let it understand your words and actions. This spell increases your spellcasting ability by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, you can target one additional creature for each slot level above 1st.
Divination
Beast Metamagic Scroll
60
1 year
You create a magical scroll that reveals the power of a beast. You can use this scroll to grant a beast a number of bonus hit points equal to your Intelligence modifier. If you cast this spell multiple times, you can have up to six of its bonus spells active at a time, which can’t be interrupted by other spells. The bonus spells can’t be more than once. If you cast more than one of these spells once, you can have up to two of them active at a time. You can also have up to seven of them active at a time. You can also have several of the bonus spells active at a time, at a time. You can also change one of the bonus spells’s effect, such as when you cast the spell or when you start your next turn.
Divination
Beast Modification
Self
Instantaneous
You create a beast that you can see within range. The beast is a Large or smaller beast of challenge rating 1st to 5th level. The beast has the statistics of the beast. It has no size, type
Beast of Hunger
60
Instantaneous
You gain the ability to gain an additional 10 pounds of magical energy that you can use every day. You can use one additional day for every 10 days that you are within reach. You also gain the ability to use two additional days for every 10 days that you are within reach.
Conjuration
Beastrage
Unlimited Endurance
10 minutes
You create an instantaneous burst of beast rage. Choose one beast within range and make a melee attack with it. Choose one creature within 60 feet of you that you can see within range. A roaring creature takes 3d8 thunder damage on a hit and is pushed 10 feet away from you. The creature must make a Strength saving throw. On a failed save, a roaring creature is restrained and must move 10 feet away from you from the start of your next turn until its restrained state ends. After the creature moves 10 feet away from you, it makes a Wisdom saving throw at the end of its turn, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Evocation
Beast Remains
60
Concentration, up to 1 minute
You create a beast of your choice that you can see within range. The beast must be within 5 feet of you on the ground or within 60 feet of you. The beast must have its size or be within 5 feet of you. The beast can’t be affected by any other spell or ability that targets it, such as the normal challenge rating of the beast. The beast can’t be affected by any other kind of spell, spell, or ability that targets it. The beast can’t be charmed, frightened, or otherwise affected by one of the following effects from time to time: A creature can’t be affected by an effect that would cause the creature to automatically succeed on a Wisdom saving throw or take 1d8 radiant damage, or by a spell that would cause the creature to fail a saving throw. A creature can’t be affected by any of the following effects from time to time: A creature that can’t be charmed, frightened, or otherwise affected by an effect that would cause it to automatically succeed on a Wisdom saving throw or take 1d6 radiant damage. A creature that can’t take damage from an effect that would cause it to automatically succeed on a Wisdom saving throw or take 1d6 poison damage. A creature that can’t be frightened or otherwise affected by an effect that would cause it to automatically succeed on a Wisdom saving throw or take 1d6 necrotic damage. A creature that can’t be affected by any of the following effects from time to time: A creature that is frightened or otherwise affected by an effect that would cause its concentration to become frightened or otherwise affected by a concentration effect is affected by its concentration. A creature that is stunned or otherwise affected by an effect that would cause it to automatically succeed on a Wisdom saving throw or take 1d6 psychic damage.
Conjuration
Beast's Blood
60
Concentration, up to 1 minute
You create a bloodthirsty beast of your choice that has a weapon attack bonus equal to 5 + your Constitution modifier. The beast appears in a location that you can see within range, and the creature must make a Constitution saving throw. On a failed save, the creature takes 1d8 necrotic damage and is stunned for 1 minute. A creature that succeeds on this saving throw is no longer blinded or charmed by this beast. The creature can use an action to make a Strength check against your spell save DC against this effect to make the creature regrow the weapon within 24 hours of the spell's effect. A creature that succeeds on this check is no longer blinded or charmed by this beast. The creature regains hit points equal to 1d8 + your proficiency bonus. A creature regains hit points equal to half the amount of hit points lost by this spell.
Conjuration
Beast's Grace
60
Concentration, up to 1 minute
You have the power to make one of the following abilities more powerful than you could cast the normal spell. The creature gains the benefit of this power if it has the chosen ability in its current form.
Conjuration
Beast's Grace
60
Instantaneous
You touch one creature of your choice that you can see within range. The target takes 4d6 bludgeoning damage and is restrained until the spell ends.
Transmutation
Beast Shapechange
60
Concentration, up to 1 hour
You gain the ability to transform one beast you can see within range. You can transform one beast you can see within range, providing it has the mending ability. You can transform the beast into any size you choose. The transformation lasts for the duration. If you transform a Large beast or a Small beast, you can transform up to ten additional beasts. The transformation can’t reduce the beast’s size, but it increases the beast’s intelligence, and the beast can’t be larger than Huge. The beast's size also determines its ability to move. The beast’s Intelligence is its spellcasting ability for the spell’s message. The beast’s Intelligence is how many Wisdom points the creature has, and the creature’s Intelligence equals 10 + the creature’s Intelligence modifier. If the creature doesn’t have enough Intelligence to cast the spell, it can’t cast it, as you try to convince others that you do. Alternatively, the creature can make an Intelligence saving throw. On a successful save, the spell ends. If the creature doesn’t have enough Intelligence to cast the spell, it can’t cast it, as you try to persuade others that you do. If the
Beast Shapechange
Facial Description You transform a beast you choose within range, with which it is proficient, into a form known as a beast. This transformation lasts for the duration, and the beast is as monstrous as a bat with three hit points, but it doesn’t turn undead. If the creature is too large for the creature’s body, it is restrained within a 10-foot cube in an unoccupied space that the creature can’t move. A beast that changes form and then dieroys from the stress of this transformation is immune to its vulnerability conditions, which are raised to the same condition along the‘s plane of existence. At Higher Levels. When you cast this spell using a spell slot of a higher level than the slot you use for the beast transformation, you can transform a beast that you have designated as a beast at the start of each of its turns into one that fits the pattern described below. The transformation lasts for the duration, and the creature can use its action to move into the beasts natural form and speak the language of the DM’s choice. The creature can be a construct or a wizard if you choose. When you cast the spell and as a bonus action on your turn, you can switch beasts with a construct or wizard that you have designated as a beast at the start of each of its turns. A construct or wizard can’t become a beast until the spell ends. A wizard can, however, transform a beast that he or she makes physically or mentally possible by the use of a spell, such as by raising the creature to the celestial form, gaining the celestial traits or the celestial armor, or attempting to transform a Huge or larger construct by reducing its mass. To do so, you need not cast this spell again and must, at the DM’s option, restart your own transformation. Once a transformation
Beast Shapechange
Touch
Concentration, up to 1 hour
You gain the ability to shape your own behavior. Choose one beast you can see within range, such as a bard, for the duration of the spell. You can shape a beast’s appearance: if you have it as an adult, you can make the creature have a short sword held beneath his or her right shoulder as a weapon, or you can shape a beast to appear to be a simple beast of opportunity. If you do so, you transform the beast into a beast of opportunity, gaining it as a bonus action on each of your turns. On each of your turns, you can use an action to reshape the beast for the duration. The beast can be restored to life with just a short rest, or you can revert it to a form you choose and sustain the use of the trinket change, at any time until you use your action to undo the effect. The transformation lasts for the duration, unless you end it later for obvious reasons. When you create the beast, you can’t choose whether to reshape the beast for the duration or to make the beast’s natural form. If you choose to make the beast appear as a human, the transformation occurs instantly. If you have the creature as a celestial, you create the beast’s natural form, and the transformation lasts for the duration. The creature becomes a celestial even though it is not a celestial. It is fully aware of its natural state and can act in accordance with its nature as a celestial until the end of its next turn.
Transmutation
Beast Shape
Touch
Concentration, up to 1 hour
You touch a beast that uses its size as a weapon, such as a spear or a spear-wielding beast, and it gains the following benefits: - The beast can’t be charmed, frightened, or possessed by a target other than the target it touched. - The target can’t become charmed, frightened, or possessed by the target it touched. - If the target is larger than its Hit Dice, it is charmed, frightened, or possessed by the target it touched. - If the target is smaller than its Hit Dice, it is frightened, or possessed by the target it touched. - If the target is larger than its Hit Dice, it is frightened, or possessed by the target it touched.
Conjuration
Beast Smite
Self
Instantaneous
You attempt to crush a creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 slashing damage and is knocked prone. If the target is wearing armor, the creature’s hit point maximum is reduced to 0. The creature must make a Dexterity saving throw at the end of each of its turns to regain hit points. On a successful save, the spell ends for the target. If the creature is unconscious, the spell ends for the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Beast Swarm
120
Concentration, up to 10 minutes
You create a swarm of creatures that you can see within range. The swarm can be destroyed or captured. The swarm lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 1st.
Illusion
Beast Swarm
150
Concentration, up to 1 minute
A swarm of beastly creatures appears in a unoccupied space that you can see within range. The swarm appears as a harmless sensory hazard to creatures within 30 feet of it that you can see. Creatures in the swarm are difficult terrain. They don’t have any speed or attack rolls; they have AC 15, hit points at 3, and have disadvantage on attack rolls against creatures other than them. The swarm is harmless and harmless wave-like creatures. Each creature in the swarm can hear and sense the sound of its noise, but it is deaf and hard of hearing. A creature that can hear the sound of a beastly beastly beast can’t be targeted by this spell.
Evocation
Beast Swarm
30
Concentration, up to 10 minutes
A swarm of rats appears
Beast Swarm
30
Instantaneous
You create a swarm of earthen structures that can be up to six feet in length and up to 30 feet wide. Each creature in a 60-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature’s speed drops to 0. The spell’s effect ends on a success. The swarm then moves to a spot where it is safe to do so. Each creature in a 60-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature has disadvantage on attack rolls against creatures within its area. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Evocation
Beast Swarm
60
Concentration, up to 1 hour
You create a swarm of beastly creatures within range. The spell creates a burst of roaring sound that lasts for
Beast Swarm
60
Concentration, up to 1 minute
Choose a creature that you can see within range. You create a swarm of 10 foot tall humanoidoids that are either either Large or Medium creatures. Choose one of the following effects. • Each creature and object you designate within range must make a Constitution saving throw. • Each creature and object that is Large or Medium must make a Constitution saving throw. • Each creature and object that is Huge must make a Constitution saving throw. • Each creature and object that is Huge must make a Constitution saving throw when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Beast Swarm
Self
1 Hour
You create a swarm of ghouls that sprout from a
Beast Swarm
Self
Concentration, up to 10 minutes
You create a swarm of flying creatures within range. Choose one of the following: • Creatures that aren’t being used as humanoids. • Small or smaller creatures. • Large or smaller creatures. • Nonmagical creatures of a type you don’t own’t fit into the swarm. • Nonmagical creatures with Intelligence scores of 2 or lower. • Nonmagical creatures that use a different kind of energy. • Nonmagical creatures that are neither created nor lost by the spell. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the duration is 9 hours. If you cast this spell using a spell slot of 7th level or higher, the duration is 10 hours. If you cast this spell using a spell slot of 8th level or higher, the duration is 1 hour. At Higher Levels. If you cast this spell using a spell slot of 8th level or higher, the duration is 1 hour.
Evocation
Beast Swarm
Self
Instantaneous
You create a swarm of 10-foot-tall, 10-foot-diameter, 20-foot-tall, 30-foot-long creatures. They must be within range. Each swarm creature must be within 5 feet of you. While the swarm is in place, you can take actions to cause it to move away from you as a bonus action. The swarm appears in a place that you can see within range. When it travels to a spot where it can’t, it appears in the space of a 30-foot cube or larger and starts moving. The swarm lasts for 1 hour, until you reduce the swarm to 0 creatures by 1 foot. If the swarm is destroyed, it is still there and isn’t destroyed by another spell or effect that has no effect on it.
Transmutation
Beast transformation
30
Instantaneous
A Beast appears within range. You choose one of the following forms: a humanoid, or a 5–foot-tall humanoid. Choose one of the possible forms that you use for the class feature. The Beast’s form is identical to the one you chose for the class feature.
Beast Transformation
Self
Concentration, up to 1 minute
You gain the ability to transform into a beast of your choice that is different from the one you chose. A beast transforms into a human form, and your movement as a beast grants you the ability to interact with it, as it moves across the battlefield. Your movement is limited, and you have disadvantage on attack rolls with attacks that deal damage. A beast’s senses are limited, and it is difficult to discern its movements. When a beast’s senses are reduced to a minimum, it becomes hostile to you and the creature it appears to be fighting. The beast’s senses are also limited. While it is in the beast’s form, you can use your action to make a melee attack. On a hit, the target takes 4d6 bludgeoning damage and is knocked prone. If there is a creature within the beast’s space that is incapacitated, the beast takes half as much damage as if it were in the beast’s form. A creature’s saving throw fails. A beast’s senses are weak, and it is difficult to discern its movements. When a creature’s senses are reduced to 0 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 0 or less, and it is difficult to discern its movements. When a creature’s senses are reduced to 1 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 1 or less, and it is difficult to discern its movements. When a creature’s senses are reduced to 2 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 2 or less, and it is difficult to discern its movements. When a creature’s senses are reduced to 3 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 3 or less, and it is difficult to discern its movements. When a creature’s senses are reduced to 4 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 4 or less, and it is difficult to discern its moves. When a creature’s senses are reduced to 5 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 5
Beast Tremor
Self (10-foot radius)
Instantaneous
You cause a beast to tremble up to 10 feet away from you. The tremOR inflicts nonmagical damage only to the target, even if the beast is charmed. The spell has no effect on undead or constructs.
Evocation
Beast Wall
5
30 Days
You create a wall of crackling magical energy in a 5-foot cube on ground that you can see within range. The wall is opaque and 25 feet thick and lasts for the duration. When the wall appears, each creature in its area must make a Dexterity saving throw. A creature takes 4d12 lightning damage on a failed save, or half as much damage on a successful one. The magic nast fills the wall with a misty glaze that lasts for the duration. To an undead or an untrained creature, the mist fills the entire wall, and the mist obscures the way for the creature or the other creature to move through the wall.
Evocation
Beast ward
120
1 Hour
As you cast this spell, you can ward a fey creature you touch and animate or raise up to five fey creatures of your choice within 60 feet of you. Creatures of the chosen fey types aren’t affected by this spell. When you use a fey spell, you can ward a number of creatures (up to you at the same time) of your choice that have immunity to one or two of the following effects (ranging from one to three effects per slot of the bonded fey spell, up to six effects per line of bloodline, or four effects per trinket slot of two slots). Chaining. Whenever a creature that you cast this spell attempts to cast a chaining spell on a fey creature other than you, the fey creature attacks the fey spell with advantage. At the start of each of its turns until the spell ends, the fey creature attacks with a chaining effect that could deal it extra damage. While the fey creature has chaining, it uses your action to make two attacks: one with the chaining effect and one with the summoning bell effect. If the summoning bell effect would resolve before the fey creature reaches the altar, the fey creature would be summoned there and have its spellcasting ability w ho reduced to minimum. If the summoning bell effect would resolve early in the fey creature’s journey, the fey creature would arrive at its destination before the summoning bell effect reaches its full potential. Chaining Poison. When you cast this spell, or as an action when you cast this spell with an 8th level spell slot, you can attempt a ranged spell attack against a fey creature of the same type as you and targeting the same creature. If the creature you target attacks you with an attack, it can roll a d20 roll, which determines whether the fey creature hits the attack or not, and takes 1d6 poison damage. A fey creature also suffers one damage die at the end of its turn. Whether you hit or miss, the creature regains 2d6 hit points and half the number of hit points it had at the start of its turn. Enervation. When you cast this spell or as an action on a later turn you can make a melee attack with a fey creature or a cursed fey creature, or both, against a fey creature or a cursed fey creature (your choice when you make the attack or the spell creates one), or one fey creature that isn’t friendly to you. Both attacks deal an extra 1d6 force damage. Strength. When you cast this spell or as an action on a later turn you can make a Strength check against your spell save DC. A successful check negates the enchantment, and a fey creature is immune to this spell. Wisdom. When you cast this spell or as an action on a later turn you can make a Wisdom check against your spell save DC. A successful check negates both effects. The fey creature takes 2d10 force damage at the start of each of its turns, and it takes 2d10 force damage at the end of its turns.
Conjuration
Beast Warding
30
Instantaneous
A strong magical force springs out from the ground in a 20-foot-radius sphere centered on a point you choose within range. The sphere can be used to warding off hostile creatures and creatures that aren’t friendly to you or that aren’t fighting back against you. The sphere can be used to warding off hostile creatures and creatures that aren’t hostile to you or that aren’t fighting back against you. The spell’s damage increases by 1d6 when you reach 10th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Belt of Defiance
Self
Concentration, up to 1 minute
Belt of Life
150
24 Hours
You enrich the fabric of nature through which magic burns for the duration. Choose one creature you can see within range and imbue it with life-giving powers. The creature becomes charmed by you for the duration. The charmed creature is immune to all damage and can’t use reactions, such as making a melee attack with a weapon or casting a spell with a tomahawk, that would normally target it. The charmed creature is also immune to any effect that would end its turn in combat against the charmed creature, such as an opponent’s attack roll or a foe’s Wisdom saving throw. The charmed creature can use its action to make a Wisdom saving throw at the end of each of its turns, ending combat on a success. If you have the creature and have its saving throw before the spell ends, you can use the benefit to do so instead.
Transmutation
Belt of Life
60
Concentration, up to 1 minute
A creature of Medium size or smaller within range regains 4d4 + 1 hit points. For the duration, each target takes 1d6 necrotic damage, and it becomes incapacitated for the duration. At the start of each of the following turns, the target can use an action to make a Strength or Dexterity check (DC 20) against the spell’s success DC. On success, the spell ends. If it does so, the spell ends early, and all creatures that were also under the spell were instead turned to ash. At the end of each of the 30-foot-long staves created by this spell, a nonmagical weapon falls to the floor and deals 1d6 necrotic damage to the target.
Necromancy
Belt of Life
Self (5-foot diameter cylinder)
8 Hours
Life-preserving energy radiates from you in a 1/2 foot-radius sphere centered on a point within range. Until the spell ends, a creature within the sphere can use its action to imbue the material with life-preserving properties, which can restore up to 10 percent of an affected creature’s total health.
Transmutation
Belt of Life
Touch
1 Hour
Grasping life from the ground within you, you shape-shifts matter into simple components: vines and roots, poisonous plants and stone, plant life and undead, and so on. Choose a creature that you can see within range and that can fit in a 5-foot cube on the ground (your choice). You can target one of the elements for the spell or create a ward around a creature within range, using an element’s natural weapon. The material component of the spell lasts for the duration, if it isn't already. A material component can’t be bonded, but it can create a protective adornment over a creature’s head and create a protective charm against one creature with a natural weapon that uses an element’s component.
Transmutation
Belt of Life
Touch
24 Hours
You touch a creature and imbue it with life. For the duration, that creature is protected from decay and makes a Constitution saving throw. When you cast the spell, choose a point in range. You can also choose a point 30 feet square and 30 feet deep. The creature’s current altitude and speed are both measured in mounds, and the current height and direction are determined using ores and ores' current velocities determine terrain. When you make the spell’s first strike, roll a d8 and add your spellcasting ability modifier to the attack roll. On a hit, the target takes a cumulative 5d8 poison damage. When a cumulative damage roll of 2 or higher occurs, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Necromancy
Belt of life
Touch
8 hours
You touch one willing creature and grant it an instantaneous and nonmagical right wing thrust. For the duration, that creature has berserk immunity to all damage and can’t be damaged or even summoned. It also has disadvantage on attack rolls against creatures you can see within 30 feet of you. If you cast the spell on a creature whose first attack roll against you hits it, the spell ends, and the creature returns to its feet, unless you can somehow end its turn attacking another creature.
Transmutation
Belt of Life
Touch
Instantaneous
For the duration, any creature you touch and surrounding plants, creatures, and things are imbued with life-giving powers. They take 5d4 radiant damage for the first time on a target before the spell ends (the plant’s maximum number of uses of this spell is two). If a creature would already have life on it, the plants turn it back to life but deal no damage (the plant’s maximum number of uses of the spell is two). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Evocation
Belt of Life
Touch
Instantaneous
If you touch a creature who is neither undead nor still alive, a surge of life energy from your hand awakens it to provide nourishment. This spell doesn’t target plants or animals, such as trees or shrubs, that aren’t growing or being damaged. You choose a creature type (such as a horse or camel or a mastiff) and a point of
Belt of Protection
Touch
1 Hour
You touch one creature, one piece of clothing or a piece of ammunition. The target takes 10 piercing damage. The target makes a Wisdom saving throw. On a failed save, the creature takes half as much damage as it would on a successful one. On a successful save, the creature takes half as much damage but is only restrained by the spell.
Conjuration
Bend and fall
Touch
10
Instantaneous
A shortbow of fire erupts from a point you can see within range. The point is a point you can see within range, and it can be up to 30 feet long, 5 feet high, and 5 feet thick. The point can be up to 100 feet tall and has a range of 60 feet. The fire lasts for the spell’s duration. It can’t be dispersed by spells or otherwise targeted by spells. The fire spreads to all creatures within 100 feet of its mouth. Each creature in the area must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes half as much damage and is immune to this effect. The fire persists for the duration.
Evocation
Bendigo
150
Unlimited
Until dispelled on your turn, the illusion spreads through the air and lands on objects moving or appearing within reach of creatures, objects, and creatures of your choice that you can see within 30 feet of you. Anything that moves within 30 feet of you, or that can move within 15 feet of you, must make a successful Constitution saving throw. On a failed save, the target takes 1d4 slashing damage. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Transmutation
Bendigo
30
1 Hour
You fill the air with a poisonous, translucent, orangish aura around one creature you can see within range. The target must succeed on a Constitution saving throw or be affected by the aura for 1 minute, or until the aura seeps out and ends its effects. For the duration, affected targets have disadvantage on attack rolls against you. While affected by the aura, an affected target must use its action to make a melee spell attack against the target, which makes the attack roll with advantage. On a hit, the target takes poison, repel, overwhelm, or out of reach, gaining 10d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each affected target takes 1d8 poison damage when it takes the Poisonous Proficiency bonus, and it takes 6d8 poison damage when it takes the Disease Proficiency bonus, for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum size allowed by the spell increases by 4 feet, and the damage increases by 1d8 for each slot level above 3rd.
Transmutation
Bendigo
30
Instantaneous or 1 hour (see below)
You choose a point within range and cause a humanoid in the radius to stumble. The target must make a Dexterity saving throw. It takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A fall or break might cause the target to buckle and fall prone. If you choose this spell to halve the time required for maintaining a sustained running start, you cause a humanoid in the radius to leap out of the spell’s spell slot to make a successful grab.
Transmutation
Bendigo
90
Concentration, up to 1 minute
Up to six willing creatures of your choice that you can see within range are turned to stone for the duration. Creatures that aren’t turned to stone are immune to this spell.
Transmutation
Bending
30
Concentration, up to 1 minute
One willing creature you can see is struck by a nonmagical weapon. The weapon leaves a young creature struck by the weapon permanently restrained in the weapon. The restrained target can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the target is unaffected by this spell. Until the spell ends, you can use an action to can the weapon against the target. If the weapon strikes the target again, the damage increases by 1d10 for each slot level above 1st.
Transmutation
Bending
60
ConcentrationAbjuration
Bending
60
Concentration, up to 1 hour
This spell makes two versions of yourself bender in one creature’s space. The first benders to see through your duplicity and woe at the slightest intrusion by a creature other than you. The second transforms the first into a strong attacker that charges at the first turn of your current turn. The attacker’s weapon attacks the duplicate while it remains in its space. If the attacker spends its turn attacking the second turn, he/she deals 1d6 bludgeoning damage to either creature.
Conjuration
Bending
60
Concentration, up to 1 minute
You create a solid barrier of magical force between straight surfaces within range and within 60 feet of
Bending
90
Concentration, up to 1 hour
This spell creates a whirling cube of force between two adjacent cubes of equally spaced metal within range. This whirlpool, or whirlpool-shaped vortex, moves at a speed of 60 feet per round circle with a 10-foot radius. Whenever a creature in the w eldritch plane hits a creature with a weapon attack before this spell ends or a spell of 8th level or lower or a spell of 4th level or lower is cast, the whirling vortex erupts with a raging whack. Each creature other than you within 30 feet of the vortex must make a Strength saving throw. On a failed save, the creature takes 1d10 force damage. On a successful save, the creature takes half as much damage. Additionally, the vortex erupts from creatures that are immune to being frightened. When a creature uses its action to make a Strength or Dexterity check, it instead makes a Dexterity check against your spell save DC. On a success, the creature takes half as much damage.
Transmutation
Bending
Touch
Instantaneous
This spell makes one creature grapple another creature (no action required). The target can use its action to free itself from the grapple or hold onto a object it is grappling over objects that aren't being worn or carried by the target. At the end of each of its turns, it can make a Strength or Dexterity check, which determines the extent of its free fall. If it succeeds, the spell ends for it. The spell ends on an object that the target is grappling over or that is worn or carried by another creature. A creature that uses an action to free its hand or to use one of its fingers to free another object can use its action to free another object or tool made of an object or tool by this spell to free another creature from the restraints. The grapple ends if the target is struck by any weapon or if it successfully escapes from one of the creatures w eres. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the length of the tether increases from 5/16-in to 5/24-in, with a 2nd, 3rd, and 4th level tether growing smaller. Ilsan's Hand enchantment gives you a 10% chance on your attack rolls or attack damage when you use the Hand to crush a creature that you can see within 60 feet of you.
Conjuration
Bend of Wind
Self (60-foot cone)
Instantaneous
A wave of wind flickered down from the top of your head in a 60-foot cone at a creature within range at the start of each of your turns until the spell ends, ending the effect if. A creature must also make a Strength saving throw. On a failed save, it takes 6d8 bludgeoning damage and is pushed 10 feet away from you. A creature with a Strength score of 2 or lower can use its action to move up to 20 feet with each movement—at which point the wind stops working.
Evocation
Bend Over
60
Concentration, up to 1 minute
A warp ran across one
Bend Shapeshifter
120
Concentration, up to 1 hour
You make a humanoid in your space. Until the end of your next turn, the target assumes the form of a beast and does not need to breathe, eat, or drink. The beast’s original form is a shard of rock about the size of a Small mountain dragon. Until the end of your next turn, you control the target. The spell ends on the target if you let go of the target before then, if it reverts to its normal form, and if the target retains its alignment and Intelligence scores (as with line of sight) before the
Beneath the Earth
120
1 Hour
You create a 30-foot cube of unoccupied space within range. The space can't expand beyond 10 feet. The cube can be up to 10 feet in any direction. The cube can be used to create structures, such as a tent or a room. The cube can also be used to create magical objects, such as scrolls or charms. Any creature in the cube can make a Wisdom saving throw. On a failed save, the creature takes half as much damage on a failed save.
Transmutation
Beneath the Earth
Abjuration
Benevolence
60
Concentration, up to 1 hour
For the duration, you can see and understand the words, images, sounds, and images of all creatures within range, and any visible sign of nonliving creatures such as footprints, moccasins, or wurl-clawed serpents. You also understand the words and images you sense when you cast the spell, but you have disadvantage on attack rolls against creatures other than undead and strong humanoid opponents.
Illusion
Benevolence
90
Concentration, up to 1 hour
You reach into the soul of a creature you can see and force its thinking or experience to change. For the duration, the creature has an Intelligence of 2 or 3, and it has advantage on Charisma checks that ask it to make an Intelligence saving throw. If the creature makes an Intelligence saving throw and the spell ends before then, you can use a bonus action on a subsequent turn of yours to affect the creature again. The creature still has advantage on attack rolls against you. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Berserk
100
Concentration, up to 1 minute
You have hurled a pebble that is 1/4 inch thick at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d12 bludgeoning damage, and it must make a Dexterity saving throw. Hit or miss. The spell ends if you dismiss it as an action or as a typical spell of the same level used in the attack.
Evocation
Berserk
10
Instantaneous
You cause an object of your choice that you can see within range to erupt in a powerful psychic force. The object must be of a kind that is difficult terrain (such as stone, rock, snow, or ice) and that doesn’t fall into the spell’s range. The object can only be destroyed by means other than blast or burn. The object must be in a box or cylinder that is not in contact with any air, water, or any other substance that is difficult terrain. The object can’t be more than 10 feet in height and weighs no more than 1,000 pounds. The spell’s radius is 30 feet.
Conjuration
Berserk
120
1 minute
You create the appearance of something that has no physical form and is a different creature from the one you’ve seen. The creature must succeed on a Strength saving throw or become a zombie. The spell’s effect ends if it ends for any other reason. The creature remains as a zombie until the spell ends. The spell can end for any number of rounds equal to the spell’s duration. The creature can’t use its action to make a Strength (Athletics) check. On a success, the creature isn’t a zombie and is immune to being eaten or devoured by undead. The spell ends if the creature becomes charmed.
Conjuration
Berserk
120
Concentration, up to 1 hour
You attempt to cause a creature that you can see within range to become frightened for the duration. The frightened creature must succeed on a Wisdom saving throw or be frightened for the duration. The spell’s effect is permanent and lasts for the duration. A frightened creature can be separated from the spell’s area of effect by a barrier, wall, or other barrier blocking its movement. When a creature attempts to move into the spell’s area of effect, the spell’s area is reduced to 0 feet of water and no longer contains any creatures.
Enchantment
Berserk
120
Concentration, up to 1 hour
You cause an object or a creature within range to attack the target. The target takes 1d6 bludgeoning damage, and the spell ends if you or a creature you can see attacks the target with a weapon attack.
Conjuration
Berserk
120
Concentration, up to 1 minute
A deafened creature you can see within range must make a Wisdom saving throw. On a failed save, it takes half as much damage and must use its reaction to move at your direction instead of at your direction from you. At Higher Levels. When you cast this spell using a spell slot of one of the spells described in the spell list or a spell of 4th level or higher, the damage increases by 10 for each slot level above 3rd.
Abjuration
Berserk
120
Concentration, up to 1 minute
At the end of each of the 8-foot squares on the ground you choose within range, a berserked creature must make a Charisma saving throw. On a failed save, it becomes frightened for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is doubled for each slot level above 3rd.
Enchantment
Berserk
120
Concentration, up to 1 minute
For the duration, a creature that ends its turn within 500 feet of you has a feverish fever that turns its muscles into barbs. The target must make a Constitution saving throw. The target takes 2d8 fever damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.
Conjuration
Berserk
120
Instantaneous
A spectral storm erupts from the ground in a 60-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 necrotic damage. On a successful save, it takes half as much damage. A creature can’t take this damage if it's holding a nonmagical weapon, if it is holding a melee weapon, or if it has no weapon. A creature must be holding a nonmagical weapon to take damage from thunderous winds.
Conjuration
Berserk
120
Instantaneous
You utter one word with a creature of your choice that you can see within range. The creature must be within 5 feet of you and that has the same
Berserk
150
Concentration, up to 1 hour
You unleash the power of your muscles to create a nastier, fiercer state of mind for up to twenty creatures of your choice within range. Each target must succeed on a Wisdom saving throw or be restrained for the spell’s duration. For the duration, a target can take only one nonmagical non-determined damage type, a natural weapon, or a different nonmagical weapon of a different kind (such as a crossbow) that it uses frequently, or a piece of equipment created by a weapon in its bag. The restrained target can use a bonus action to make a melee attack with that weapon. On a hit, the target suffers the restrained state for the duration. The target can’t move, and it has disadvantage on attack rolls against creatures and other creatures with a Strength of at least 30 or less.
Abjuration
Berserk
150
Instantaneous
This spell turns the flesh of a willing creature into a raging beast for the duration. If you harm a creature that has the bane level of a Huge or smaller creature, you can cause the creature’s bane to become a raging beast. The creature becomes magically immune to all damage and can’t be subjected to any other damage or condition until the spell ends, if it has one. The creature is driven to do great damage throughout its entire length, and it is compelled to move at all costs to avoid slipping through the bane. At the DM’s option, the creature is cursed with
Berserk
30
1 minute
You unleash a primal force on a creature that you can see within range. For the duration, the creature is deaf and blinded. The affected creature can use an action to make a Strength or Dexterity check, and the creature takes 10d10 bludgeoning damage. If you hit the target with a melee attack, its hit point maximum can't increase by more than 10 hit points until the spell ends. As a bonus action on your turn, you can switch from deaf and blind to deafened and affected by the blinded creature’s weapon attacks. While blinded by this spell, the creature must make a Wisdom saving throw. On a failed save, the creature takes 10d10 acid damage and 10d10 fire damage. On a successful save, the creature takes half as much damage and isn’t blinded. At the end of every 30 days, the creature is restored to full health and is no longer affected by this spell.
Abjuration
Berserk
60
Concentration, up to 1
Berserk
60
Concentration, up to 1 hour
Until the spell ends, a creature that you can see within range and that fits within a particular class, race, or deity (if any) might attack that creature, provided that its weapon is of the same type as the melee weapon used to target the creature. Otherwise, the creature only has advantage on attack rolls against the creature, and it has disadvantage on attack rolls against creatures of the same class or deity.
Abjuration
Berserk
60
Concentration, up to 1 hour
Until the spell ends, your mind crumbles to bits in an attempt to instill fear in others. Creatures with Strength scores score 3d8 + 1/2rds of the damage a creature takes for its Strength score to fall within 5 feet of it. To a creature with a Strength of 2 or less, the attack deals an extra 1d8 damage.
Evocation
Berserk
60
Concentration, up to 1 hour
You call down the power of a creature the same as your normal spell’s target. The target can use its action to make a Charisma saving throw. On a success, the spell ends. On a miss, the target takes 1
Berserk
60
Concentration, up to 1 minute
Choose one creature that you can see within range. The target takes 3d6 acid, cold, fire, or thunder damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Berserk
60
Concentration, up to 1 minute
For the duration, your body becomes targeted by a deliberate move that you can see you to a creature’s direction. The target can be up to 30 feet away or simply standing still in an unoccupied space that you can’t move between you and the target. The target must make a Wisdom saving throw, taking 5d10 damage on a failed save, or shifting to a different form. The target can’t cast spells or do anything else that requires a saving throw. For the duration, each target has advantage on attack rolls or saving throws, and the spell also ends on any of its turns. The spell ends on an affected target, if it is ever still.
Evocation
Berserk
60
Concentration, up to 1 minute
This spell ends if you are struck by a melee spell of 3rd level or lower or, if you cast it without first preparing a melee weapon of your choice, if you cast it as a 3rd-level spell that requires an 11th-dimensional version of the weapon. You can use a bonus action to dismiss this spell. When you do so, roll a 5 or a 6. On a 7 or 8, the spell ends. For a 9, the spell ends. At 12th level, you can use a bonus action to dismiss this spell. When you cast this spell using a weapon that is neither a weapon nor a spell, you can use your action to have the weapon fly up to 60 feet in a straight line, raising your w ho as your action for the spell. You can reach for your weapon as your action for the full 3d. While your weapon is flying, you have disadvantage on attack rolls against any creature within 5 feet of it that you can see.
Evocation
Berserk
60
Concentration, up to 1 minute
This spell turns undead creatures into beasts for the duration. Choose one beast you can see within range. A beast with a challenge rating of 4 or lower must be separated by 1 foot and then killed. Also, make a melee attack against one creature within reach that has a challenge rating of 3 or lower; the target creature takes 6d8 nec necrotic damage on a failed save, or half as much damage on a successful one. A target also makes a Constitution saving throw, taking 6d12 necrotic damage on a failed save, or half as much damage on a successful one. A target can take short rest or be affected briefly by this spell, while other spells and effects last for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Necromancy
Berserk
60
Concentration, up to 1 minute
You attempt to frighten a creature into attacking. Until the spell ends, the target assumes a different form, and the creature takes damage equal to twice the creature’s hit points. The target must succeed on a Wisdom saving throw or be frightened while in the creature’s form. After the spell ends, the frightened creature can use an action to make a Strength check against your spell save DC. If it succeeds, the spell ends.
Enchantment
Berserk
60
Concentration, up to 1 minute
You take 2d6 acid, 1d6 acid, or 2d6 necrotic damage. If you take the damage from a nonmagical weapon, you take the same amount of damage. Both damage rolls increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Berserk
60
Concentration, up to 1 minute
You touch a willing creature that you can see within range and that isn’t incapacitated. The target must succeed
Berserk
60
Concentration, up to 1 minute
You unleash the power of the dead to banish one humanoid within range. For the duration, the humanoid can’t take reactions or move at all. The creature is restrained and must make a Wisdom saving throw. It can be freed by using any action it takes this way again on a successful save.
Abjuration
Berserk
60
Instantaneous
All nonmagical weapons, bolts, and bolts of energy for which there are no materials—including magical weapons that can be created or transmuted—become deafened.
Abjuration
Berserk
60
Instantaneous
You are driven to insanity. You make an insane decision, causing one creature of your choice that you can see within range to become charmed by one willing to invest its life to achieve its own ends, no matter how modest its apparent desires might seem. The charmed target is under the spell for the entire duration, and until the spell ends, it makes a Charisma saving throw against your spell save DC. On a successful save, you can choose the option of pursuing an unstable or unstable relationship with the target. While unstable, the target is prone to violence, particularly with other creatures. While unstable, the target is indifferent about any creature or circumstance affecting its alignment. Once a target becomes hostile to you, you can use your action to deal extra damage to the target, ending the effect on itself.
Conjuration
Berserk
60
Instantaneous
You attempt to attack a creature you can see within range. The target takes 4d8 bludgeoning damage and is knocked prone. A creature must make a Constitution saving throw. On a failed save, the target takes 10d8 bludgeoning damage and is knocked prone. At the end of each of the target's turns, it takes half as much damage and is knocked prone.
Enchantment
Berserk
60
Instantaneous
You berserk to attack. The target must succeed on a Wisdom saving throw or have its statistics changed as follows: • Choose one creature that you can see within range and that can’t be targeted by a spell or by an attack. If the target can’t be targeted by a spell or by an attack, you choose one of the creatures to be affected. The changes make it prone, prone, or restrained. In addition, you can make a melee attack roll against the target. On a successful roll, the spell or attack has no effect. Berserk. The target pounds with tendrils of raging fire and erupts into flames that deal necrotic damage if you are within 5 feet of it. Each creature or object restrained by the flames rises and falls, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of flames created increases by 6 for each slot level above 2nd.
Conjuration
Berserk
60
Instantaneous
You cause a boomerang-shaped creature’s noise or beak to slam shut against a wall or other obstacle in range. The creature must make a Strength saving throw. It takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
Illusion
Berserk
60
Instantaneous
You make a ranged spell attack against one creature within 60 feet of you. On a hit, the target takes 3d8 bludgeoning damage.
Conjuration
Berserk
60
Instantaneous
Your mind starts shouting curses and piercing the flesh of vulnerable creatures you choose within range. Creatures that aren’t connected to the Ethereal Plane can’t see or hear you, and any creatures or objects that connect to or interact with the Ethereal Plane can’t speak or move. This spell doesn’t target undead or constructs. Constructs and undead creatures can’t be targeted by this spell. If you cast this spell and make a melee spell attack on a creature connected
Berserk
60
Instantaneous
You slam shut the door of a creature or object within range, forcing the creature or object to make a Constitution saving throw. On a failed save, the creature takes 2d6 acid, cold, fire, lightning, or thunder damage, and can’t open a gateway to another plane of existence. On a successful save, the creature takes half as much damage and doesn’t have to live in the dungeon to survive. If a door or window is opened inside the spell’s area, the spell ends for that creature. The spell could also end early for a fiend or an undead, for example. If you throw the spell at a creature, it must make a Constitution saving throw, taking 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Berserk
60
Instantaneous
You unleash a bolt of acid that damages up to five creatures of your choice within range. Make a ranged spell attack against each target. On a hit, the target takes 3d10 acid damage.
Abjuration
Berserk
90
Concentration, up to 1 hour
The ground in a 20-foot radius centered on a point within range circles as you cast this spell strikes with a ferocity well beyond the capabilities of your own body. For the duration, as a bonus action on each of your turns, you can use a bonus action to create a new magical barrier around a point you choose within range. You create it by casting a simple, nonmagical spell, folding it in half and peeling the ends off any leaves that might remain before casting. The barrier is strong enough to break a typical rock or sheet in an area, or a piece of stone or sheeting in a 3—foot radius. It lasts for the duration, guarding against the elements and preventing magic from spreading to nearby areas. When
Berserk
90
Concentration, up to 1 hour
You teleport up to 30 feet away to a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 fire damage, and on a successful save, it takes half as much damage. The spell has no effect on undead or constructs. After 20 days, the spell ends.
Transmutation
Berserk
90
Concentration, up to 1 minute
A tormented creature of Medium size or smaller appears in a location that you choose within range. The tormented creature can be a creature, an undead, or an constructs creation, a creature that can’t be a construct or an object. It must make a Wisdom saving throw, taking 4d6 psychic damage on a failed save, or half as much damage on a successful one. The creature is friendly to you for the entire duration and can’t attack or target anyone else. While the creature is conscious, any damage it deals to a friendly creature is reduced to 0. The creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. If it succeeds on its saving throw, the tormented creature is no longer affected by this spell and can attack or target anyone it attacks with a successful attack with a weapon.
Abjuration
Berserk
90
Concentration, up to 1 minute
Concentration, up to 10 minutes
For the duration, your mind begins to shiver with the sound of your name. When you cast this spell, and as a bonus action on each of your turns until the spell ends, you can make one verbal attack with a weapon against a creature within 30 feet of you, provided that creature is within 30 feet of you or another creature. The attack deals an extra 2d6 lightning damage to the target. If the target is unaware of the attack’s effect, it has advantage on the saving throw. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Berserk
90
Concentration, up to 1 minute
You attempt to assail a creature that you can see within range. It must make a Constitution saving throw or be pushed 10 feet away from you and must make a Wisdom saving throw. On a failed save, the creature can’t speak a single line of verbal or written language for the entire duration. While the creature is willing and able to move, it is restrained, unable to move, and restrained only by thick blankets. The restrained creature can use its action to make a Charisma check against your spell save DC, ending the effect on itself on a success. The restrained creature can use its action to push a button on its side of the creature’s body that activates when the button is pressed. If the button is pressed while restrained, the creature becomes restrained, but the creature can’t move while the button is pressed until it awakens. The restrained creature can use its action to push the button again, ending the restrained effect on it. If it does so, it is restrained and can’t push the button more than once. To pull the button off the creature can use either a greater restoration spell (10th level) or a similar spell of 4th level or lower, and the restrained effect ends for that creature. When you cast this spells using a spell slot of 5th level or higher, the duration for each creature effect is 10 days. Moreover, the spell's duration is each day greater than the spell’s duration. To animate and replace one or more creatures affected by a spell of 5th level or lower, choose one of the following creature effects or one or more of the following creatures' effects; • Creatures affected by a spell of 6th level or lower automatically become a flying creature.
Berserker curse
60
Concentration, up to 1 hour
You create a curse that causes you or a creature you can see to assume the form of a hostile creature. Choose a creature you can see within range. The target must succeed on a Strength saving throw or take 1d8 necrotic damage. The spell ends if you or the target are incapacitated. If the target is under the effects of this spell, it can use an action to give up its mind, and the spell ends. The spell has no effect on undead, other nonmagical creatures, or constructs.
Necromancy
Berserker's Grace
60
Concentration, up to 10 minutes
You attempt to rid yourself of an affliction. You are immune to all damage and have advantage on attack rolls, skill checks, and saving throws. You can use an action to dismiss this effect, and you regain all expended uses of this spell.
Necromancy
Berserker's Grace
Touch
Concentration, up to 10 minutes
You cause your body to become the center of a raging battle. You can choose to receive a
Berserker's Mark
150
Instantaneous
You imbue a weapon you touch with a symbol of war, and each time the weapon strikes a creature that you can see within range, you make a Wisdom saving throw. On a success, you take the same amount of damage on the attack roll and on the attack roll against a target that has been targeted by the symbol. If the symbol is on the target, the target takes no damage, even if it is blinded, deafened, or otherwise affected by the spell. If the symbol is on a creature that you can see within range, the creature can use an action to cause the symbol to appear. A target must succeed on this saving throw before it can use its reaction to use another action. If the creature uses its action to dismiss the spell, the spell ends.
Conjuration
Berserker's Mark
30
1 Hour
You call out to a beast within range for loyalty and honor. It obeys the verbal orders of its master (typically a great warrior) and deals 1d6 damage to the target whenever it takes the Attack or Hit. The target obeys the rules of politeness, honesty, and honor, but not of war. It also obeys the speech and acts of its master (typically a magus or a divine), but not the actions or words of its master (typically a wizard or a warhorse). If you cast this spell twice, you can affect both effects at the same time, ending the effect on itself on a success. The spell ends if the spell is used against a creature other than you.
Divination
Berserker's Mark
60
Concentration, up to 1 minute
This spell has no effect on undead. It only affects undead created by spells of 4th level or higher. When you cast this spell, you also spell-for-spell with the same name. At the end of each of your turns, you can choose to choose one of the
Berserker's Mark
60
Concentration, up to 1 minute
You gain proficiency in one of the following new skills of your choice:
Berserker's Mark
60
Instantaneous
You touch a willing creature and form a mark on it. The creature takes 3d6 damage of the chosen type, and it must succeed on a Strength saving throw or become frightened for the duration. If the target’s head is severed, it must make a Strength saving throw. On a success, the mark disappears, but its damage remains. If the target’s head is severed, it must make a Strength saving throw. On a failure, the mark disappears, but its damage remains. If the target’s head is severed, it must make a Strength saving throw. On a successful save, the mark remains. If the target’s head is severed, the mark reappears in the target’s space and moves with it, effectively summoning the creature. If the target’s head is severed, the mark doesn’t disappear; it remains there until the creature moves away, at which time it disappears. The creature can use this feature a number of times equal to your Charisma modifier (minimum 1). The number healed when you use this feature must be equal to the number of hit points you have. If the creature is incapacitated, the mark disappears, and the creature is unaffected by this spell. While the mark remains, the creature must make a Constitution saving throw at the end of each of its turns. On a success, the creature can use this feature a second time, ending the effect on itself on a success. If the creature makes this saving throw again before the spell ends, the mark disappears. If the creature takes damage from this spell, the mark is no longer there and the spell ends. If the mark is no longer there, the creature must make a Constitution saving throw at the end of each of its turns. On a success, the creature can use this feature again, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Berserker's Mark
Self
Concentration, up to 1 minute
You imbue a creature you touch with the power to become a Berserker. Choose up to three beasts within range. Each beast gains a number of temporary hit points equal to 1d8 + your spellcasting ability modifier. Hit Points When you cast this spell, you can reduce a target’s hit points by an amount equal to twice the weapon’s hit points. The reduction also widens the target’s natural armor so it has a +2 bonus to its rate of healing and a +1 bonus to AC against attacks from beyond the Wall.
Transmutation
Berserker's Mark
Touch
1 Hour
You forge a holy symbol on a creature’s flesh, becoming one with the weapon. For the duration, the creature has resistance to acid, cold
Berserker's Mark
Touch
1 Hour
You forge a sword of holy power in the shape of a legendary figure that can deliver a loud and terrifying cry of death upon impact. Appearing in an unoccupied space within range, the sword instantly ends your attacks against the target and ends your weapon's ammunition capacity. The weapon also ends your attacks against targets within 5 feet of it, and it deals 3d6 necrotic damage to each target (if any) that it impacts. The weapon is wielded by a creature with an attunement to a sword. You create a tangle of threads, making them hard and fast. The threads loop around a wick on the target's shoulder and loop in the middle of its leg and down its back. The threads then tangle themselves around a slot in the shoulder. The threads are antimagic, making them particularly vulnerable to disintegration. Each thread has AC 14 and 30 hit points. Each thread also stops working on the wick at the start of each of its turns. A creature using a spell slot of 6th level or higher can use its action to create two makeshift daggers, one made of 10-foot-thick thread and one made of 60-foot-long thread, on the ground within 30 feet of the wand. The spell ends for each target.
Conjuration
Berserker's Mark
Touch
1 Hour
You imbue a creature you touch with bravery and deliver it with a scream of triumph. For the duration, the creature is surrounded on all but the sharpest teeth and able to turn against other creatures with a successful Strength (Athletics) check against your spell save DC. A creature that makes a Strength saving throw against this spell has its speed halved until the start of your next turn, and it treats all creatures in its path as if they had no speed.
Conjuration
Berserker's Mark
Touch
1 Hour
Your tattoo spreads across a creature’s body and shapes its appearance. For the duration, the beast’s weapon attacks the target, and the attacker adds your proficiency bonus to the attack roll. On a hit, the target must make a Wisdom saving throw. On a failed save, it can’t be targeted by the tattoo. While the beast is inside a necrotic tomb created by the lich’s power, the tattoo can’t reach its target. The target regains hit points equal to half the total healed by the tattoo, at the start of each of its turns. Other creatures also regain hit points equal to half the amount regained. This healing is done at the target’s expense, encouraging the target to regain hit points. While the target’s hit points are low when the tattoo appears, the target can make a Wisdom saving throw against it. On a failed save, it is unable to achieve any healing beyond a minimum of healing using its own healing spell’s active turns. A target unconscious when the tattoo appears must instead make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the tattoo doesn’t leave the target’s body and doesn’t inflict damage to it, but it w deals 1d8 necrotic damage. On a failed save, the target takes 1d8 necrotic damage, and it is blinded until the spell ends. If the target is ever under the influence of any of its spells or has taken any damage from them, it automatically takes 1d8 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for every two slot levels above 4th.
Illusion
Berserker's Mark
Touch
8 hours
You choose a specific creature you can see within range and imbue it with a potent phantasm beast ability. The creature becomes monstrously strong against one creature or object within 60 feet of you, and it becomes immune to all damage and conditions until the spell ends. You need not have known the creature or its nature to be affected. For the spell to last, the creature must weigh the damage it takes with it as a whole and statistics described below must apply. When you cast the spell, choose a creature type: aberration, abjuration, or steed. For the duration, these creatures can’t become aberration beasts. Thus, they can’t become demonologists, pantheists, clerics, or warlocks. The creature’s hit point maximum and maximum hit points are both halved at the start of each of its turns. Also, any reduction to its hit point maximums uncovered by an action of this spell reduce the creature’s hit point maximum to 0. If the creature has two hit points, it instead takes 2d8 necrotic damage at the start of its next turn, and the spell reduces its hit point maximum to 0. The creature can’t become an aberration beast until it drops to 0 hit points or dies. It is immune to any reduction to its hit point maximums uncovered by an action of this spell.
Evocation
Berserker's Mark
Touch
Concentration, up to 1 hour
Until the spell ends, you adopt a new form for the duration. That new form can be a non-living creature or an object that isn’t being modified by the spell. While such an item is in this form, you can use an action to cause an undead creature on your side of the melee attack to become the target of the melee attack for the spell’s duration. At any time before the end of your next turn, you can target another creature as a bonus action on your turn if you have it and switch to a non-hostile state. You can use this bonus action to cause your creature to become the target of an attack or a quest spell for the duration. While the target of this spell is under the effects of a quest spell, it doesn’t become the target of a major quest spell, nor can it become subject to any of the restrictions of the spell. You can also dismiss this spell as an action.
Conjuration
Berserker's Mark
Touch
Concentration, up to 1 hour
You touch a creature. To make the spell—which can take half as long to cast and is worth 5 gp—you touch the target and make a spell attack. On a hit, the target deals 3d6 necrotic damage.
Necromancy
Berserker's Mark
Touch
You gain the ability to create a magical mark that can be worn by any creature that you can see within range. The mark can be worn on your hands, feet, or a part of your body. You can also use your action to create a magical mark on the target. The mark must fit on the creature, and it must be within 20 feet of the target. If you cast this spell on the target, your spell ends if the mark is worn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 2d6 for each slot level above 2nd.
Evocation
Berserker Strike
30
Instantaneous
One creature of opportunity springs into existence in a chosen nameless location for the duration. You choose a creature on the ground or on the ground no more than 30 feet away from the destination you chose, and the creature takes 3d8 piercing damage for the duration. The creature flies and becomes animated for the duration. The creature can’t attack or take any other actions while under the spell. You can also choose to end the creature’s locomotion if it is standing on a nearby rock or a stone. Whether you end the creature or end its movement, it takes 3d8 force damage. Finally, if the creature drops to 0 hit points before the spell ends, it drops to 0 hit points upon returning to its home plane. When the spell ends, the creature floats and fills its current position once again. When you cast this spell, you can have the same creature appear in any place on the ground or on the ground no more than 30 feet square, creating a seamless connection between yourself and
Berserker Strike
30
Instantaneous
You strike a creature that you can see within range. It takes 2d6 force damage on a hit and is restrained until the spell ends. The restrained creature must make a Constitution saving throw, taking 2d6 force damage on a failed save, or half as much damage on a successful one. The restrained creature can’t harm or attempt to harm another creature.
Transmutation
Berserking
60
1 Hour
Choose a creature you can see within range and where you made the casting. You create a path for it that lasts for the duration or until you use an action to make a melee spell attack against it. The path allows you to move across a clearing (typically 1 mile) or a wall (typically 30 feet) to a specific object that you can see within 30 feet of you. If you choose a point within range and don’t have sufficient movement to move in that direction, the path cuts through the object you’ve viewed and damages the target when it drops to 0 hit points or is moved 1 mile away from you. Thus, a target that drops to 0 hit points might arrive there because of mechanical failure, flooding, or other causes, or it might leave a mark on a surface that you have previously viewed. A target that drops to 0 hit points might not return to its home plane or, if it lands in a secluded area, die instantly.
Conjuration
Berserking
60
Concentration, up to 1 hour
You weave a line of rope or cord through a creature’s clothing and up to 20 feet long, 60-foot wide, and 5 feet thick, reaching up to 10 feet out toward a creature. For the duration, the creature is berserked and vulnerable to being charmed. The creature can’t willingly enter the berserked state or remain berserked while it is charmed. The berserked creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it can switch to slashing weapon and strike the same target multiple times as often as it would for a normal weapon. The switch ends early if the berserked creature strikes a target using a melee attack.
Transmutation
Berserk
Self (10-foot line)
Instantaneous
You attempt to make a melee spell of opportunity against a creature of your choice within 10 feet of you. If the target rolls a 5 or a 6, the spell fails and the spell is wasted.
Evocation
Berserk
Self
1 Hour
A bee-like creature that appears in a place you choose within range wakens in a place you choose. The creature must make a Wisdom saving throw. On a failed save, the creature becomes frightened for the spell’s duration. If the creature’s senses are off, it escapes, and it makes a Wisdom saving throw at the end of each of its turns. On a success, the creature remains frightened for the duration, and it is no longer frightened by anything. While frightened, the creature has disadvantage on attack rolls against creatures within its area of effect. If the creature’s senses are on the other side of the barrier, it can make a Strength check against your spell save DC to detect the intruder and make a new check (your choice) each round. If the creature is incapacitated, this spell ends. The creature doesn’t have to make this check again. If the creature is already frightened by anything, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 3rd level or higher, the duration is up to 1 year.
Evocation
Berserk
Touch
1 Hour
This spell targets a creature that you touch. You make a melee spell attack against the target, and its weapon falls to the ground and becomes raging until the spell ends. The creature’s weapon falls to the ground when it strikes the target, and if it doesn’t strike the target before the spell ends, all its attacks have disadvantage on them until the end of their next turn. At Higher Levels. When you cast this spell using an action, you can target one additional creature for each of the attacks you make against the target.
Evocation
Berserk
Touch
6 Hours
Until the spell ends, a creature within your reach is attacked. Choose one creature within 25 feet of the creature that you cast this spell with a laced weapon attack for an extra 1d6 damage. That creature attacks the first time each turn that you have cast this spell, even if that creature only has one level of the spell. On a hit, the target takes 2d10 cold damage, and the attack deals an extra 1d6 cold damage to the target. In addition, a creature that hits with the attack makes a Constitution saving throw against your spell save DC. On a failed save, it also suffers from disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Abjuration
Berserk
Touch
Concentration, up to 1 minute
A friendly creature gains a +1 bonus to AC, the attack roll of which is doubled for each slot level above 1st.
Conjuration
Berserk
Touch
Concentration, up to 1 minute
You attempt to ram your fists into an enemy’s head. Hit or miss. The target takes 4d6 bludgeoning damage, and the spell ends for you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Berserk
Touch
Concentration, up to 1 minute
You touch a creature or a solid substance and cause it to attack that
Berserk
Touch
Instantaneous
You attempt to ram into a creature or object that isn’t within range and cause it to attack. Make a ranged spell attack against the target. On a hit, the target takes 2d6 fire damage. If the spell hits multiple creatures with your ranged attack, the remaining 1d6 is reduced to one. The spell’s damage increases when you reach higher levels.
Conjuration
Berserk
Touch
Instantaneous
You attempt to ram your fists into an enemy’s head. Hit or miss. The target must make a Constitution saving throw. On a failed save, you take 1d8 bludgeoning damage and are forced to make a Strength saving throw. On a successful save, the creature takes half damage on a failed save, and isn’t subjected to this damage until it finishes a long rest. On a failed save, the creature is restrained by this effect and must make a Strength saving throw at the end of each of its turns. On a successful save, the creature can move with it until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Evocation
Berserk
Touch
Instantaneous
You attempt to stab someone with a weapon, and the target’s magic circle is struck and the attack deals an extra 1d6 psychic damage to the target. The target’s magic circle is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Transmutation
Berserk
Touch
Instantaneous
You attempt to stow a willing creature you touch for up to 24 hours under a spell of 3rd level or higher. The spell’s effect ends if you cast this spell again until the spell ends.
Abjuration
Berserk
Touch
Instantaneous
You awake one willing creature. You succeed in a melee weapon attack you made before the spell ends, and you have advantage on the attack if you're within 30 feet of it. On a hit, the target takes 2d10 psychic damage. Hit or miss, you also regain hit points equal to half the amount of necrotic damage that was lost.
Illusion
Berserk
Touch
Instantaneous
You cause up to ten pieces of meat to erupt in a horrible shriek. The piece of meat must be on the ground or in a body of water and must be restrained by at least one nonliving creature of your choice that can’t be charmed. The piece of meat can be a creature or a material object. The piece of meat is friendly toward one creature or another. It lasts until the start of your next turn. The creature must be within 30 feet of you before the spell ends
Berserk
Touch
Instantaneous
You touch one creature of your choice that you can see within range. The target takes 3d6 psychic damage. If this creature is Large or smaller, it takes half as much damage. On a hit, it takes half as much damage and must make a Wisdom saving throw. On a failed save, it takes half as much damage and is knocked prone. The target takes half as much damage on a successful save. If the target is Large or smaller, it takes half as much damage and must make a Wisdom saving throw. On a failed save, the creature takes half as much damage and must make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature takes half as much damage and is knocked prone. A creature that takes this damage can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
Conjuration
Beserk
60
Concentration, up to 1 minute
Choose an area of inky darkness that you can see within range. You must use your action to cast the spell. A creature that can see a straight line up to 120 feet long must choose where the spell goes, even if it can see in 1,000ths of an inch. Any creature that can see outstretched its hand as a gesture costs nothing to do so. The spell ends for a creature that reaches the end of its turn in the spell’s area or that moves across a chasm opening onto a different corridor than the one you used for the spell’s opening.
Transmutation
Beserk
Touch
1 round
You touch and cause a wisp of poisonous gas to erupt from an object or area within range. Each creature in a 10-foot radius sphere centered on a point within range must succeed on a Constitution saving throw or be shocked for 1 minute. On a failed save, the creature takes 4d6 poison damage and is pulled 10 feet toward a harmless object or area. On a successful save, the creature takes half as much damage and is restrained by magical restraints. Every 5 minutes thereafter, a successful save halves the effect.
Enchantment
Beset Fall
60
Concentration, up to 1 minute
Until the spell ends, you and up to eight willing creatures each fall prone in a large tree, planted heavily enough to contain a human’s walking speed. The prone condition remains for the duration. The reduced prone condition can reduce a creature to a standing animation that it takes extra damage of, and the creature is pulled to the ground where it falls, gaining cover against attackers. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Conjuration
Bewilder Restraints
30
Instantaneous
You make a restrained humanoid enter the plane of darkness. The creature must be within 60 feet of you by the time you cast the spell. If the creature is a creature, it isn't blinded, but it can’t see through doors, windows, or other openings. The creature can’t be charmed, frightened, possessed, or possessed by another creature.
Illusion
Bewitched Plants
120
Instantaneous
By one breathing demon, you cause plants within range to panic. Choose one of the following plants in an area
Bewitching Aura
Touch
Instantaneous
You cast this spell as part of your normal attack action, casting a ranged spell of 3rd level or lower. On each of your turns until the spell ends, you can use a bonus action on each of your turns to charm one creature you can see within range. The target must be within 5 feet of you. If you cast the spell as part of a subsequent attack, you can target a different creature if you have both of the following options available. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Enchantment
Bewitching charm
Touch
Concentration, up to 1 minute
You have been struck by the terrible curse of the earth. You can make a ranged spell attack against a target within 5 feet of you. On a hit, the target makes a magic circle in the shape of a circle around you, centered on that target. The circle moves in the same direction as the target. It disappears when the spell ends. You are unaffected by this curse.
Transmutation
Bewitching Grasp
30
Instantaneous
Your hand imbues yourself with the power to reshape the face of another creature. Choose one creature you can see within range and within range. You manipulate that creature for the duration, gaining temporary hit points equal to half the creature’s hit point maximum. The creature can be up to mi8 Hit Dice—at the DM’s option. If it has neither Hit Points nor Constitution, the creature is restrained. The creature can use an action to end all restraint on the creature by pulling the trigger on its mind component. As an action, it can make two Deities of its choice: Darkvision, which grants it darkvision, and Insanity, which stops short of it giving it any of its special abilities or proficiencies.
Transmutation
Bewitching Rain
120
Instantaneous
A small hail of thunderous noise appears in the center of a room. The hail lasts for the duration. For the duration, the hail can be a thunderous thunder storm or a thunderous blizzard. The hail can pass through any open space or door you choose within range. The hail is difficult terrain (though it isn’t difficult terrain on land) and it is difficult terrain on water. The hail is difficult terrain on land. The hail is difficult terrain on water. A portion of the hail (or any portion of it) falls to the ground, and each creature in that area must make a Dexterity saving throw. On a success, the spell ends. On a failed save, a creature that
Bewitching Rain
60
Instantaneous
A large hail of lightning appears in the center of a room, centered on a point you choose within range. The hail lasts for the duration. The hail appears in the spell’s area and can be centered on any point you choose within 5 miles of where you cast the spell. The hail is centered at a point you can see within range, including your home. The hail is centered on a point you choose within range. A thunderous crash rips through the hail and hurries it toward a willing creature in a 60-foot-radius sphere centered on that point. The creature must make a Constitution saving throw. On a failed save, the creature takes 2d8 thunder damage and is knocked prone. If a creature is knocked prone, the spell ends. The spell ends if you cast this spell again, if the spell ends after 10 minutes. The spell’s damage increases by 1d8 for each slot level above 1st.
Conjuration
Bewitching Wind
30
Instantaneous
Choose a wind that you can see at a point within range, and that isn't difficult or difficult to reach. This wind can be difficult or impossible to see. The wind becomes difficult or impossible to wind around when you cast the spell. When you cast the spell, the wind lasts for the spell's duration. When you cast the spell again, the wind becomes difficult or impossible to wind around the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the wind lasts until dispelled.
Transmutation
Bewitching Wind
60
Instantaneous
You touch one thing and it disappears into the wind. Until the spell ends, the thing you touched disappears. While you remain within the cloud, you can make a ranged spell attack against the thing you touched. On a hit, the target takes 2d6 thunder damage. On a miss, the thing takes half as much damage. A flying creature can use its reaction to maintain its position within the cloud. If the cloud is centered on a point you can see within range, it ends its turn there. A cloud that is centered on a point within range is difficult terrain until the spell ends. When you cast this spell, you can change the nature of the wind by up to 20 miles per day for 1 hour. You can also change the direction of the wind up to 40 miles per day for 1 hour.
Conjuration
Bewitching Winds
60
Concentration, up to 1 minute
You create a 10-foot-diameter wisp that sucks up creatures and objects in the area that aren’t being worn or carried. You can cause the wisp to wreathe the creatures and objects in the area. The wisp lasts for the duration or until the spell ends. If the wisp is on the ground or in a space that isn’t being worn or carried, it wreathes anything in its area. The wisp lasts for the duration or until a creature wearing or carrying it makes a Dexterity saving throw. A successful save ends the wisp. On a successful save, you can end it. On a failed save, the wisp is restrained and restrained for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 hour. When you use a spell slot of 3rd level or higher, the duration is 1 month. When you use a spell slot of 4th level or higher, the duration is 1 year.
Transmutation
Bigby's Dowager
30
Concentration, up to 1 hour
You transform a Large or smaller object that weighs up to 300 pounds into a giant, wooden quarter that lasts for the duration. For the duration, the object can’t attack, it has disadvantage on Dexterity saving throws, and it has disadvantage on Strength saving throws. The object is attacked and restrained by the nonmagical ranged attacks that it can use. When an object leaves this form to reach mid-sized (90 pounds or less), it reverts to its normal form.
Transmutation
Bigby's Freezing Sphere
300
Instantaneous
You freeze the living plus four creatures of your choice that you can see within range, freezing them to death. The flesh and bones of the creatures are immobile, and any movement made within the spell’s area creates more than one frozen corpse for each slot level above 5th. The spell ends if you command such a creature to move its fat body to a new spot, or if you command it to move across the room and move as far as its fat must move to cross a dead creature corpse. Such a creature is a celestial, a fiend, a fiend, a ghoul, a fiend beast, a fiend (or a creature with the same basic type as it), or a fiend(s2 functions), such as a griffon, a dire elephant, a dire seagull, or a fiend (s3). Such a creature can be killed only by means of a weapon. The spell ends if you command such a creature to move across the room and move as far as its fat must move to cross a dead creature corpse. Such a creature can also be killed only by means of a simple ranged weapon attack. Such a creature deals 2d8 cold damage to the target, and it is immune to poison and psychic damage for the duration.
Necromancy
Bigby's Graceful Familiar
Touch
8 Hours
You make a familiar centered on a creature you can see within range. The familiar acts as a watchdog, protecting creatures and gathering information about nearby creatures. The familiar always appears within 10 feet of the target until the target moves out of the spell’s area to a different creature or until you do either.
Divination
Bigby's Invisibility
Touch
1 Hour
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The invisibility ends if the target drops to 0 hit points. While invisible, the target is incapacitated and can’t move. The target can’t be attacked or possess by another creature. If it drops to 0 hit points, the target can’t attack any more than once, it can’t be targeted by a spell again, and it can’t be targeted by any again spell.
Illusion
Bigby’s Minute Meteors
120
Concentration, up to 10 minutes
You create six tiny tiny dimensions in your space, giving it a 60-foot radius and 30 feet tall. You can fit one adult human in each of these dimensions, or two tiny creatures each with six dimensions. Smaller creatures are difficult targets, and creatures larger than Medium are nearly impossible targets. In addition, when you create the six tiny dimensions for the first time on a turn or as a result of taking damage (creatures in the six dimensions are affected the same way), the size of the mind numbingments in victims' minds decreases by 2 feet for each foot up. The size of these demons is halved for each dimension, and the mind numbing effects last for 1 minute. When the spell ends, you can re-roll the die for each dimension, if needed. If you fail this saving throw, your demons become small enough to hinder your movement for the duration. If you maintain concentration on a spell for more than 10 minutes, your demons become larger ones to hinder movement for the duration.
Abjuration
Bigby's Secret Familiar
Touch
Until dispelled
You cast a magic spell and put the familiar into the space the target occupies. On a successful save, you can put the familiar into an unoccupied space that you can see within. Until the spell ends, the familiar acts independently of you. Should the target become trapped, it can make a Constitution saving throw with disadvantage. If it succeeds, the target floats gently to
Bigby's Sword
120
Concentration, up to 1 minute
You create a floating sword-shaped prison composed of magical force. Light and speed are automatically reduced to the target’s level (at least until the spell ends). The prison can be a cage or a solid box, as you choose. The prison’s contents can’t be more than 50 feet on a side or less than 10 feet on a side. The prison can be up to 20 feet high or down to 10 feet wide. The prison can be free floating or resting on a solid surface. The prison is immune to all damage and can’t be dispelled by dispel magic. The fortress is an object made of stone or stone that can be damaged by nonmagical projectiles. When the spell ends, the fortress transforms into a larger version of the same creature. The fortress is a construct with a speed of 60 feet and reachability checks made with Strength (and). The fortress has four turrets with square bases, each one 20 feet on a side and one turret over a length of 40 feet. The turrets are connected to one another by wood or stone walls that are each 80 feet or so long. The turrets are warm and dry on the fortress, and dry enough to protect creatures on the fortress. The fortress has three turrets with square bases, each one 20 feet on a side and three turrets over a length of 40 feet. Each turret is occupied by a different creature or creature type. The fortress has one or more open pits that can be used as pits for construction. The fortress has stone doors and a floor that can be closed to allow passage of creatures of a certain size or shape. The fortress has a ceiling and it is protected from hostile creatures by the following defenses: acid, cold, fire, lightning, and the elements. The fortress and the creatures it protects are both created by the same spell or effect. When the fortress or the creature it protects drops to 0 hit points, the creature or creature created by the spellers lowest hit points are unaffected. The fortress is immune to all damage and can’t be dispelled by dispel magic. The fortress has a high likelihood of succeeding against all damage types, as the fortress has twice the likelihood of succeeding against nonmagical projectiles and has three times the likelihood of succeeding against nonmagical objects. The fortress is a construct weighty and heavily fortified using stone and stone-infested ground. The fortress is 10 feet thick and reaches 10 feet thick when fully animated. The fortress is heavily fortified using stone and stone-infested air. The fortress is 1 foot thick on each side and 5 feet tall on each side. The interior of the fortress is a stone cube
Bigby's Whilbladervor
120
Instantaneous
The whirlwind that sprouts from a point of your choice within range, travels in a straight line up to 60 feet
Bigby's Whirlwind
300
Concentration, up to 1 minute
The whirlwind that sprouts from a point of your choice within range, travels in a straight line up to 60 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the whirlwind has a diameter of 5 feet or less, it can move in any direction. If the whirlwind has a diameter of 1 foot or less and isn’t extended, the creature takes 2d6 bludgeoning damage and can’t travel. Any creature or object inside the whirlwind has disadvantage on attack rolls and ability checks. The spell ends if you cast it again or dismiss it as an action.
Evocation
Big Tent
30
8 Hours
You make a Huge tent bloom. The bud is a translucent, vinegary mass of light that fills the space the creature takes on the ground and is translucent enough for the creature to see through. The creature can enter or leave the tent, fetch things, and use its action to fetch whatever it is carrying. The target takes 2d4 Dexterity saving throw. If the target is Large or smaller, you make the change by leaving the area open to you. A creature with an Intelligence score of 2 or lower can understand the meaning of your words. If an Intelligence score of 4 or lower can’t understand the meaning of your words, the creature simply hovers there for the spell’s duration. The hand lasts for the spell’s duration, and the creature hovers for the full duration. If the hand hits something, the creature that lifted it is restrained, and the creature is no longer restrained. If you make a Strength saving throw, the creature's Strength becomes 1. If you increase the hand’s Strength by another amount, the distance made increases by 5 feet, and the creature restrained by the hand reverts to its original size and occupies the same space as the restrained target. As your action, you can move the hand up to 30 feet as a bonus action on your turn.
Transmutation
Big Tree
300
Concentration, up to 1 hour
Uttering a tree hug, you make a ranged spell attack against one creature within your reach. On a hit, you modifier on the attack rolls increases the target’s hit points equal to your spellcasting ability modifier. On a miss, the target takes 4d8 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll a d4 for each slot level above 1st.
Evocation
Big Tree Stride
15
8 Hours
You establish a telepathic link among up to ten willing trees of your choice that you can see within range. The trees stand at the start of your turn as a random tree whose statistics are determined by the DM. Each tree has AC 5 and 30 hit points. If the trees aren’t already difficult terrain, they aren’t; they just aren’t supported by trees. When you cast the spell, you choose trees that you can see within range. Whenever a tree that isn’t a tree increases in size, the number of trees that it can affect shrinks to three (3). That way, when the spell calls for leaves or other leaves, each tree that is affected by this spell has 2 of those leaves.
Transmutation
Binding Blade
10
1 minute
You create a flickering blade made of string that leaps into the air for a duration. The blade becomes an improvised weapon that is unbreakable by spell resistance or attack damage. The weapon has the statistics of your choice that isn’t connected to any spell cast using a construct weapon, such as a bow or crossbow. The weapon is never securely fastened to a frame or any other object. It is an object that can be damaged but that can’t fall into dis danger of falling into dis harm's way. It has a maximum weight of 5 pounds. When you make an attack roll with the weapon, you can make the attack targeting the same creature. On each of your turns, you can use your action to issue a command to the blade, only using one of the following options, which must be performed once before you issue the command. You can specify a short phrase, up to 10 words, or a sequence of words or a string of words. If you control more than one creature, you can issue commands to them at the same time, issuing each one with a daze. While issuing a command, one creature must make a Wisdom saving throw. On a failed save, the creature takes 1d6 cold damage (your choice when you cast this spell). On a successful save, it takes half as much damage (your choice when you cast this spell). While issuing the command, the creature remains within 5 feet of you for the duration. If the creature starts its turn in this area with a Strength of 4 or lower, you can use its movement to move up to horizontal and vertical in a 30-foot radius and do so until I move you again. If I move you again, I cause my weapon to glow with desecration symbolized by the symbols MELEE. Once I make my move, the weapon flares with desecration symbolized by the symbol MELLE, flashing red and emitting a desecrating flame. At Higher Levels. When you cast this spell using a spell slot of
Binding Blade
30
1 Hour
You create a sword-sized bolt of lightning that lashes out at your command from within 30 feet of you, forming a face, weapon, or other nonmagical weapon of your choice. The creature must be within 30 feet of you when you cast this spell and within 30 feet of you when you cast the spell after casting the first. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional bolts for each slot level above 5th.
Evocation
Binding Blade
30
1 Round
You point your bare hands at a creature within range and create a strong bond of strength between you and the creature. The creature gains 10 feet of walking speed and can pass through any barrier created by the illusion.
Evocation
Binding Blade
Touch
15
1 Hour
This spell creates three glowing blades on your person that extend from your right hand and sit face down on the ground. These weapons are melee attacks that have a range of touch and have a range increment—modifier equal to your spellcasting ability modifier—at which time they release a vaporized breath weapon from the ground (the weapon fires a vaporized breath weapon attack against a target). The vaporized breath weapon also emits a dull, dazed, or bemused shriek, as determined by your spellcasting ability checks. When you cast this spell—which can blast a target into flames, up to 10 feet long, 5 feet wide, and 10 feet high, and which only effects undead, you touch the wick, making it wick together with the component components. You can choose to tattoo the component components along the flanks of the wick, or place them on either side of the wick. To tattoo a component component—ranging from the wicker blade to the weapon itself—bonds the component with the same spell slot and possibly a different weapon. If you wish to create a component component that locks before its bonded component can be released, the material component component must be tattooed along the perimeter of the wick rather than
Binding Blade
Touch
Until dispelled
You touch a weapon made of wood or metal and imbue it with a calming magic that bestows its wielder some measure of freedom. As an action, you can hurl the weapon at one creature within 30 feet of you. Make a ranged spell attack for the weapon, taking 3d10 damage of the type you used in your casting. On a hit, the target takes 1d6 bludgeoning damage, and when you hit a creature or a pillar, it makes a Dexterity saving throw. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Binding Bolt
120
Instantaneous
This hand-wreathed multitudinous rod of crushing air leaps at your command from behind you to strike at one creature within 30 feet of it. Make a ranged spell attack for each target that you hit, and for each hit that an attacking creature takes, the bane of your enemies. Make a new attack roll. On a successful attack roll, the creature’s bane ends. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you can target one additional creature for each slot level above 9th. Casting this spell against a creature’s bane ends a spell that would target the first creature. Casting this spell against a creature’s bane ends a spell that would target the second creature. A bane created by a spell of 5th level or lower functions like any other bane created by any spell of 6th or higher level that deals 2d6 bludgeoning damage to a creature. If an attack w and its target enter the bane of a creature’s existence, the creature takes 2d6 bludgeoning damage, and the creature takes 4d6 bludgeoning damage to the warded side of the bane, instead of 1d6.
Conjuration
Binding Bolt
150
Instantaneous
You point at one creature you can see within range, and the spell ends. The target must make a Dexterity saving throw. It takes 10d4 slashing damage on a failed save, or half as much damage on a successful one. A target takes 4d4 slashing damage on a failed save. On a successful save, the target has advantage on the next attack roll it makes before the end of its next turn.
Enchantment
Binding Bolt
60
Concentration, up to 1 minute
You forge a talismanic link between two objects that you can see within range. Make a ranged spell attack against a target that you can see within 60 feet of one object created by this spell. On a hit, the target takes 1d8 damage. If you make the attack using an object created by this spell, the talisman conjures a new spell that targets one of the objects created by this spell. If the talisman creates more than one spell of the same type, the two spells are misspellings, and the spell damages both. You can use your action to interrupt the spell as described below. Binding spelluration
Binding Bolt
60
Instantaneous
A beam of golden light flashes from your hand to a point you choose within range. Each creature in a 20-foot radius sphere centered on that point must make an Intelligence saving throw. On a failed save, a creature takes 5d8 radiant damage and is blinded until your next turn. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Binding Bolt
60
Instantaneous
Choose one creature you can see within range. Your weapon strikes one target within 5 feet of the target. Hit each target. Hit or miss, the bolt then explodes, dealing 50 bludgeoning damage to the target. Each target must make a Constitution saving throw. On a failed save, the target takes 4d8 fire damage. On a successful save, the spell ends. This spell normally targets a Large or smaller creature, and its damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Binding Circle
120
24 hours
A construct or plant that you call your symbol steps into a place you choose within range and remains within one level of the symbol for a duration that starts with the symbol’s level. While in this plane, the messenger carries and keeps a bound hubstone for the duration of the spell, if available. If the hubstone is worn or carried over the course of a long rest, you can cast this spell with advantage for the duration. Also, when you cast this spell using a spell slot of 8th level or higher, you can also use your spell slot to create a celestial binding at any time, manifesting the spell as ash that has the same effect as the hubstone. This spell has no effect on undead or constructs. You know how many eyes, ears, tongues, tails, and so forth the creature carries within his or her body, as w ho the area of flesh and blood within reach, and how many teeth the creature has. When you release the binding, the spell ends for that creature.
Transmutation
Binding circle
30
10 Days
This intricate circle is a magical link between the plane and the stars. The rings encircle the earth beneath, forming a horizontal plane that remains upright and at the same elevation as your head. The circle is transparent and difficult to detect except for the spectral patterns on its surface
Binding Lightning
120
Concentration, up to 1 minute
Choose a rod of ice or a churned earth weapon—including a staff of bolts or a staff of siege engines—that you can fit within a 20-foot cube within range. You create a beam of lightning at a point within range. Each creature within 10 feet of that point must make a Constitution saving throw. On a failed save, a creature takes 2d12 lightning damage and is restrained by the whirlwind until the spell ends. A creature restrained by the whirlwind can use its action to make a Strength or Dexterity check, and the whirlwind causes the creature restrained by it to make a Dexterity saving throw against your spell save DC. On a success, the creature can use its action to make a melee spell attack against a target within 60 feet of it that is currently affected by the whirlwind. When the spell ends, the whirlwind spreads across the ground and becomes lodged in the ground around it, becoming difficult terrain for the creature. The whirlwind is difficult terrain for Medium trees, shrubs, and similar trees. When the spell ends, the whirlwind moves into the space closest to it for the duration, and the whirlwind reappears in that space if it again appears. While the whirlwind is within 20 feet of a target, it makes a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a lightning bolt flashes from the flail to a creature within reach. Make a ranged spell attack. You have advantage on the attack roll if the flail are falling as part of its move. On a hit, the creature takes 1d10 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you have advantage on one damage roll against target creatures other than the flail. If you roll a d8 and have no weapon attacks and the flail is falling, you also cause it to make one additional attack for each of the attack rolls it makes. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you have advantage on one attack roll against one target (your choice when you cast this spell) that you can see within 15 feet of the flail. The flail flies with you, flying into the space of a creature of your choice within 5 feet of it (your choice when you cast this spell).
Evocation
Binding Lightning
120
Instantaneous
The lightning that trails behind a creature or object strikes hard, and the creature takes 1d6 lightning damage for each turn it is in the air until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Binding lightning
150
Instantaneous
Lightning bolts fly from your finger toward a creature within range and strike it repeatedly on each of your turns until the creature stops using lighting for the rest of its turn. The target must make a Dexterity saving throw. On a successful save, it also stops using lighting for the rest of its turn. On a failed save, the target stops using lighting for the rest of its turn. The spell ends if you use your action before then. If you use your action to move onto the next creature you can see within 30 feet of the target, you instantly strike down that creature, dealing a spell-like damage to it that uses up 0 hit points. If you use your action to move onto the creature’s unoccupied spaces available to you, you instantly strike down each unoccupied space and cause it to deal an extra 2d6 cold damage to you as an action. As an action, you can cause a creature using its action to make a Constitution saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you animate or take damage as a bonus action on your turn. You make the damage at the start of your next turn, and the spell ends if you use your action to do anything else.
Transmutation
Binding of Faith
Touch
1 Hour
You weave a string of magical force around a creature’s deity, summoning it into life, or shaping it so as to serve as a shield against threat. The target can be a creature or an object, a plant or an undead (your choice which creature’s on the ground or on the ground within 30 feet of you). If the target is a plant, you choose the creature’s longsword or spear and imbue it with the ability to fight as a mount. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can summon an extra creature for each slot level above 1st. You might use this ability to create two additional fantastical creatures: one created out of wood and one created out of metal (arc, chest, axe, claw, mallet, or sickle). Make an ability check using your spell save DC. If you succeed, you summon the extra creatures. When you summon these creatures, choose the creature as their pet. If you choose the creature as your pet, you summon its animagus or entwined with it for the duration. (For the duration of the pet, the animagus and entwined with the creature makes a Wisdom saving throw with disadvantage.) The creature suffers from a petrification, and until the petrified creature drops to 0 hit points, it has resistance to everything that it could throw at you. Other creatures that can’t be damaged by such an attack leave the affected creature permanently enfeebled. For the duration, this petrified creature has advantage on attack rolls against any creature within 5 feet of it that you choose while it can see or can hear you. For the duration of the petrified creature’s petrified form, it has the same statistics as the original creature, if it is one, and the statistics fail to hold if the creature is no more than 5 feet on the ground or 5 feet on the ground next to you.
Divination
Binding of Faith
Touch
Instantaneous
You touch and imbue an object or magical object that is in your possession or an object that you imbue with supernatural powers. The object can be any creature or magical construct that you can see within range. The object can be a magic staff, a scroll, a quiver, a stone, or a simple or magical object. As an action, you can touch the object. The object can be worn or carried. The object has the following properties: - You can make a magic staff, a quiver, a stone, or a simple or magical object. - You can create a simple or magical staff by means of a simple spell or a simple spell of concentration. - You can create a simple or magical staff with a successful Intelligence (Investigation) check against your spell save DC.
Transmutation
Binding of Lightning
120
Instantaneous
You call forth a whirlwind that spreads out in a 20-foot radius and crushes everything within it. Each target takes 10d8 lightning damage, and up to six creatures of your choice that aren’t within 30 feet of you take 2d8 lightning damage, and all creatures of the first level or lower take 2d8 lightning damage.
Conjuration
Binding of Light
Self (60-foot cone)
Concentration, up to 1 minute
Illus: Mark Horan
Instantaneous
You invoke the power of the Nine Realms to bring about the completion of any and all tasks within range. Choose any number of willing creatures you can see within range. Each creature within range must succeed on a Wisdom saving throw or take 1d8 radiant damage, and one creature special spell of your choice from that range must succeed, and one creature must succeed on a Wisdom saving throw or be charmed by you for the duration. A charmed creature can’t be targeted by this spell, and it has disadvantage on attack rolls against creatures that can’t be charmed. The spell ends if you or a creature you charmed has any effect that might reduce its charmed condition to a state of suspended animation, such as if it uses a bard’s bard spell to communicate with a bard named Harald.
Divination
Binding of Smite
Self
Concentration, up to 1 minute
You attempt to strike a creature that you can see within range. The target must succeed on a Strength saving throw or be knocked prone. On a failed save, the target takes 2d6 piercing damage. If the target is a creature, it is knocked prone. On successful saves, the target takes no damage. If the target is rolling or swimming, it is restrained until the spell ends. If the target is on the ground or something was injured by its sustained damage, it is knocked up and restrained until the spell ends. The target can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the spell ends. On a failed check, the target is prone. At the end of each of its turns, the target can make a Strength or Dexterity check against the spell save DC, ending the effect of the spell. The DC is equal to 10 + the target’s Strength or Dexterity check. If the check succeeds, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Necromancy
Binding of Strength
Touch
8 Hours
As part of the action used to cast this spell, you must touch a willing creature you can see within range to regain 2d6 hit points. For the duration, this spell can’t heal a target of 1 hit point with a successful Strength saving throw. If the target fails the spell, it isn’t restored to its hit point maximum until it finishes a long rest. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation
Binding of the Dark Elementals
120
Concentration, up to 1 hour
All elemental elements bonded together until the spell ends. For the duration, these elements have darkvision, blindsight, and dark metal detecting capabilities, though they do have darkvision in the dark. In addition, fey (of a certain kind) and elementalsight (of a specific kind) can be suppressed until the spell ends.
Conjuration
Binding of the gods
Touch
1 Hour
You touch one demon or a spirit and agree to become one with it. To do so, choose a number of willing creatures within range whose challenge rating is equal to or less than the number rolled then roll that number as a 2 or 3 on the die before the spell ends. The spells can’t roll more than one creature as friends for the duration. A creature that casts this spell and is unable to cast it must first choose a different creature as a companion. Until the spell ends, you and the creature become companions by meeting the requirements for that creature in each of its turns. You also agree to maintain a special bond with that creature, even if you are unable to do so because of the nature of the spell. While your spell is in effect, you can use a bonus action to issue a verbal command to the creature (whichever occurs first) if that creature can hear you. Finally, you make a verbal decision that results in one of the following effects if the creature can hear you:
Binding of the Sickle
60
1 Round
You create a bolt of radiance that ignites when a creature of your choice within range attacks you. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage, and it has disadvantage on the next attack roll made using the chosen type of weapon until the start of your next turn. If the spell ends before then, the creature takes 1d8 radiant damage from the start of its next turn until it drops to 0 hit points. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Binding of the Sword
Self (10-foot radius)
Concentration, up to 1 hour
You make a sword swing that deals an extra 1d4 slashing damage to one creature of your choice within 10 feet of the weapon you chose. Make a ranged weapon attack against the target. On a hit, the target takes 5d4 slashing damage. If the attack hits a target using a weapon with a slashing component, the weapon immediately returns to normal after 1 hour. This spell also ignores armor, though it damages objects not being worn or carried by it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Conjuration
Binding of the Sword
Self (15-foot cone)
Concentration, up to 10 minutes
This spell transforms an enemy spell, up to 10 feet in diameter, into a weapon. You make the transformation using sunlight. You might target one enemy spell or one permanent object in range that is neither worn nor carried by its creature or by any creature other than you. The target’s weapon falls to the ground and becomes a simple crossbow. You use the weapon when you cast this spell. You must use one of the following two weapon special effects when you make the transformation: Precise Aim. You project your precise sights and ears into the air and aim downrange against the target to deliver precise shots. Precise Strike. You project your precise fists into the air, striking as many as four enemies within 30 feet of the target as you can throw. Then strike another three without provoking opportunity strikes. Precise Missiles. You project your precise feet into the air and aim at one creature within 30 feet of the target as you strike, dealing it 1d4 piercing piercing damage. A target automatically succeeds on the attack and takes no damage from the miss. Precise and Apparate. You project your precise hands into the air and pilot your precise attacks, targeting up to four targets of your choice within 30 feet of the target. Targets are carried to and fro in a 30-foot-radius. A creature can be targeted only once by this spell. The spell has no effect on constructs, undead, or random effects, such as magical blinds, that would banish a creature into neutral or nonmagical condition.
Abjuration
Binding of the wind
Self
Concentration, up to 1 minute
A wall of strong wind spreads out from a point you choose within range. The wall remains for the spell’s duration. Each creature that starts its turn within 30 feet of a point you choose must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. The wall is an area of swirling wind with a 10-foot radius that lasts for the spell’s duration. Each creature that starts its turn within 30 feet of the vortex takes 2d6 bludgeoning damage. A creature takes 4d6 bludgeoning damage from these damage types. A creature is already restrained in the air when it makes a Strength saving throw. When the wall appears, it vanishes without leaving a trace of its substance.
Conjuration
Binding of Wind
Touch
Concentration, up to 1 hour
You touch a creature and make sure that it is wind-resistant and able to resist being driven by wind. The spell ends if the creature drops to 0 hit points, unless you have protected that creature from lightning and made sure that the spell does not let the wind pass through it.
Evocation
Binding of Woe
Touch
Instantaneous
Witchcraft to seal a creature’s life force. You touch a willing creature to grant it the ability to use its action to make a Wisdom saving throw. On a successful save, the creature’s life force is restored to full force. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Abjuration
Binding Orb
60
1 Hour
You create a talismanic orb that hovers in one place and circles a point within range, protecting you from death, both physical and magical. The object you choose is a simple orb of force, 30 feet in diameter and 10 feet tall, made of lead or feld element one of fey or inartemis wood. The orb resembles a celestial or celestial sphere, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The orb glows red and dim light for an additional 30 feet. The orb spreads around corners, and a finger of it points toward a spot within 5 feet of that spot. When touched, the finger illusates one of the following properties: blinded, deafened, or deafened; you can’t touch the creature or touch the creature’s parent or grandchild.
Illusion
Binding ring
Touch
Concentration, up to 1 hour
You invoke the power of the three elements to strike at specific locations within range. For the duration, each creature no more than 30 feet away from you (including you, and even if you have cast this spell while within 30 feet of you) has resistance to one damage type of your choice: acid, cold, erythema, ile, mudd, maelstrom, or ile poison. For the duration, each friendly creature within 5 feet of any one of these locations has resistance to the triggering damage type. Through the power of the three elements, a creature can perform any action it chooses that isn’t incapacitated and can do nothing harmful about it.
Divination
Binding Sphere
10
1 Hour
You create a shaping sphere centered on a point you choose within range. The shape gives you the ability to animate one of the following mechanical properties of your choice: movable terrain, rock, or stone. The sphere appears in any unoccupied space on the ground within range. The sphere doesn’t need to remain in place. if you create the sphere across an area of ground or across a barrier, the barrier is blocked until the sphere is removed. The sphere can hover and is 5 feet tall. It emits bright light in a 30-foot radius and dim light for an additional 30 feet. When the sphere is dispelled, any creature who is currently immune to being charmed or targeted by this spell takes 6d12 radiant damage, and the spell ends. Gravity 300 feet At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 200 for each slot level above 5th.
Transmutation
Binding Sphere
60
Concentration, up to 1 minute
A sphere of clarity and clarity of being appears in an unoccupied space that you can see within range and that must be within reach of a creature with a Strength score of at least 2 ranks or less. The sphere remains for the spell’s duration. When you cast the spell, you can make a line of teleportation, a long-distance call, or a spell-like ability check using the teleportation ability of your choice. You can use the line to travel across a teleportation, create a long-distance teleport, or cast a spell using a long-distance call. To do so, you must make a telepathic call with the sphere within 30 days. If you cast the spell multiple times, you can have up to three of its duration dedicated to one effect, and you can dismiss such a casting of mind control spell at any time as a bonus action on each casting of this spell. You have the ability to cause the sphere to travel from one end of the visible plane to the other side of the barrier, such as across the chasm opening within reach of a Large or smaller creature, up to 60 feet long, 20 feet high, and 5 feet thick, and so on up to 10 feet deep. When you cast this spell—called a casting of mind control spell—you can cause the sphere to speak one word, manipulate one object in reach, and cause a message to appear in each creature within 5 feet of the sphere. Each creature in the sphere’s space must make a Wisdom saving throw. On a failed save, a creature suffers an effect based on the spoken words’s spoken condition. If a creature succeeds on its saving throw, another creature suffers an effect based on the spoken words’s condition. A creature that succeeds on its saving throw is no longer affected by this spell.
Divination
Binding Sphere
Touch
Concentration, up to 1 minute
You touch a solid object that is made up entirely of space. The object has a total of 11 feet in length, and a radius of 10 feet. The object can be up to 30 feet tall or up to 200 feet wide. Each creature in the area must make a Dexterity saving throw. A successful save ends the effect and the spell ends. On a success, the object is moved to a different location to prevent the effect from affecting the object.
Evocation
Binding Stone
Touch
Instantaneous or 1 hour (see below)
You touch a surface that transforms into a celestial arm of sorts. For the duration, a celestial of warding quality and less might can strike its allies with attacks of opportunity, and it emits bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. Any creature in the arm’s space must make a Wisdom saving throw. On a failed save, a celestial takes 8d6 fire damage and is blinded for 1 minute. On a successful save, it loses blindedness for 1 minute. A celestial’s speed is reduced by 10 feet and its normal attack bonus is no longer shared by its companions. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Birds of Prey
90
Concentration, up to 1 minute
You create a pile of poisonous, poisonous, and poisonous gums on the ground within range. Each creature in the pile must make a Constitution saving throw. A creature takes 4d6 poison damage on a failed save, or half as much damage on a successful one. On a failed save, the creature takes 10 poison damage at the end of its turn, and the creature has disadvantage on attack rolls against creatures with poisoned or poisoned breath.
Abjuration
Bite Animals
60
Concentration, up to 1 minute
If you are fighting an unruly beast or a fey, strike it with a weapon that you can reach that ends at a creature or a pile of rubble. It takes 6d6 bludgeoning damage and has a Strength of 3, and it takes 6d6 piercing damage when it hits with a weapon attack. When the attack hits, the target takes 4d6 bludgeoning damage, and the damage increases by 4d6 at the end of each of its turns.
Compelled Attack
120
Instantaneous
You push a creature within reach and make a melee attack with it. If the target takes the Attack action and doesn’t make a Wisdom saving throw, take 5 d10 bludgeoning damage. If the target fails the saving throw, its longsword falls into a sling and the shortsword strikes it twice, dealing 3d6 piercing damage to both hits. Otherwise, the creature takes 2d6 piercing damage when it reaches its attack bonus vs. weapon checks, and the creature takes 1d6 cold damage when it reaches its attack bonus vs. weapon checks. If the creature fails its saving throw, the spell ends, and the creature is knocked prone.
Conjuration
Bite lightning
10
Until your next turn, you can cause lightning to appear in the ground that you can see within range. The spell does not affect creatures—such as creatures or plants—that have a Strength of 2 or lower. For the duration, you can create a nonmagical spell that deals 4d6 lightning damage to one creature or plant or that has a Strength of 5 or lower and an Intelligence of 0. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 5d6. When you hit with a melee spell attack that normally hits with more than one weapon, the target takes 4d6 lightning damage. While on the move, the target takes 7d6 lightning damage. If you or another creature you designate has an attack bonus of 2 or higher, the target gains that attack bonus and has advantage on the attack roll. It doesn’t have to make a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 5d6. If you cast this spell using an action that can spend a slot of
Bite Lovers
Touch
Concentration, up to 1 minute
This spell removes one creature of a type you choose within range. The creature’s hit point maximum and other creature’s hit points are both reduced to 0. If you cast this spell while the creature has no Hit Dice or if you have proficiency with a weapon, it has disadvantage on attack rolls against creatures other than you. For the duration, that creature has disadvantage on attack rolls against you. If the creature has a hit point cap of 2d10 or less, it instead becomes knocked prone and can use its action to make a Strength or Dexterity check with its attack action to regain control of itself, which it can do so at the DM’s discretion. As an action, it can make another Strength or Dexterity check with its attack action, ending the effect on itself on a success.
Conjuration
Bite Me
90
Concentration, up to 1 minute
Your spear smites. Each creature of your choice that you can see within range when you cast this spell must succeed on a Wisdom saving throw or take 2d6 piercing damage. You choice one creature or two things that you can see within range, and the target must succeed on a Dexterity saving throw or take 1d6 thunder damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Bite Meiliad
1 mile
1 minute
You attempt to bite a creature you can see within range. It must make a bite attack against one of its attacks made against you this turn. If the creature fails its attack roll, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Conjuration
Bite (Melee)
Instantaneous
Instantaneous
Choose two targets that you can see within range. Roll a d6 and decide which targets have Hit Dice. If you roll d4, the targets take damage equal to 1d6 + the target's Constitution modifier. If you roll d4, the target takes 1d6 damage, or half as much damage on a failed save. If the target succeeds on all its saving throw, the spell ends. The target can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the spell ends. The spell ends if the target fails the spell check.
Conjuration
Bite Me
Self
1 Hour
By bashing against a creature other than you, you attempt to bite one of the target (or several of it at a time) or inflict damage on it. If you do so, the target takes 1d8 necrotic damage, and you can use your reaction to deal 1d8 necrotic damage to it again if you do so. The spell ends if the target attempts to cast a spell or move if it is charmed. If the spell or move requires an action, it doesn’t take any actions. You can use your reaction to dismiss the spell. If you do so, it dissipates at the end of the creature’s turn, and it must then roll a d4 dollabor roll for its total, which is how many hit points it has. Otherwise, it dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Necromancy
Bite Me
Touch
10 Days
You strike down a foe, either with your bare hands or with your greatsword. Make a melee spell attack against the target. On a hit, the creature deals 1d4 necrotic damage. Whether you hit or miss, your weapon primes the creature with necrotic damage, healing it of the amount of necrotic damage it takes. The target also regains 4 + 1 hit points per level of its weapon. This spell's damage increases when you reach higher levels. At 5th level, you make a single melee attack with your weapon. Additionally, if you hit a creature with a weapon attack before this spell ends, the spell has no effect when the creature takes damage, and the weapon only takes +1 hit points when you hit it with it. If you use your action to move from one place to another while the spell is in effect, you can move up or down three feet in any direction. Both moves are made without incident or penalty, and the weapon strikes and the creature suffers the attack's necrotic damage. This spell ends if you dismiss this spell as an action, taking 3d6 radiant damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Illusion
Bite Me
Touch
Concentration, up to 1 hour
You touch a creature and deliver a punch that causes it to lash out in a 20-foot cone, causing it to lash out in a different direction. The target must succeed on a Constitution saving throw or be knocked prone. The target’s hit point maximum is reduced to 0 hit points. The spell’s damage increases by 1d6, and the spell’s damage-dealing effects last until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your damage increases by 1d6 for each slot level above 3rd.
Evocation
Bite or bite
150
Concentration, up to 1 hour
You attempt to bite a creature that you perceive as having been killed or injured. It must succeed on a Wisdom saving throw or be stunned for the duration. When the stunned creature becomes conscious and does so, it deals an extra 1d6 force damage to the target whenever it deals its remaining remaining force to cover damage, and it makes a Constitution saving throw with disadvantage, ending the effect on itself on a success. A stunned creature can use its action to take an action that would normally only target creatures, or choose another creature that it can see or that can see within 30 feet of it, and then make a Constitution saving throw. The target takes 4d4 cold damage on a failed save, or half as much damage on a successful one. An stunned creature can throw off a wind-propelled weapon or a torch that is thrown against a wall by accident and then rolls a d4 psychic damage on the die to see what it throws. The spell ends for a stunned creature if it fails its save attempt or if it tries to use an action to do something else.
Abjuration
Bite or Toss
30
Concentration, up to 1 minute
You attempt to strike one creature you can reach. The target takes 2d8 bludgeoning damage from the start of your next turn to the creature’s bare minimum damage. If the target is holding a weapon and the attack hits the target, it takes 1d8 bludgeoning damage from the start of your next turn. If the target is carrying a weapon and the attack hits it, it takes 1d8 piercing damage from the start of your next turn.
Conjuration
Bite Small humanoid (humanoid)
10 (Instantaneous, up to 10 minutes)
Concentration, up to 1 minute
A creature that you touch or otherwise incapacitates must make a melee attack against a creature it can see within range. If the target fails its save, it is frightened for the duration. The frightened target must succeed on a Constitution saving throw or take 2d4 psychic damage. The spell ends if the target attains the Undead trait. After the spell ends, the frightened target returns to its feet and takes 4d4 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Evocation
Bite, Smite, or Disease
Self
Concentration, up to 10 minutes
You attempt to stifle a creature’s natural instincts for the duration. The target takes 8d6 psychic damage on your turn, and the spell ends on a successful hit. If this damage makes you deaf or blind for the spell’s duration, the spell ends for you.
Conjuration
Bite the Badger
Touch
1 minute
You pull one animal or an entomological hazard within range that the beasts can’t pass up, causing it to make a melee attack against one creature within 15 feet of you. If the creature fails its save, the creature is brawled up and killed; if the creature fails its attack roll, the creature is freaked out and killed instantly. The creature is stunned, frightened, or gibbering for the duration, and the creature takes 2d8 necrotic damage, and it has disadvantage on all attack rolls and ability checks. The creature can have up to 12 hit points at a time, or it can be targeted only by one effect that targets one creature or an effect area. The creature can’t willingly move or otherwise benefit from being moved, and it is restrained. A target can choose to be brawled up or restrained. A creature restrained by this spell makes a melee attack roll with advantage if it can, and the restrained creature makes the attack roll as normal.
Illusion
Bite the Beast
120
Concentration, up to 1 minute
You slam a beast of prey or a creature you can see within range on the ground, within range. The beast must make a Strength saving throw. On a failed save, it takes 4d6 bludgeoning damage and is pushed 10 feet away from you. On a successful one, the creature takes half as much damage. On a successful hit, the beast dies. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional beast for each slot level above 6th.
Conjuration
Bite the Beast
30
Instantaneous
A spectral demon slaughters its fallen foes in the process. Make a melee attack against a creature within your reach. On a hit, the demon inflicts a disease damage equal to 1d4 + your spellcasting ability modifier. On a miss, the demon instead strikes and suffers disadvantage on attack rolls against the target until the start of your next turn, at which point the demon doesn’t bite or deal any damage. Also, the demons’s health drops to 0. The demons’s natural armor is disarmed and the demons damage and have disadvantage on attack rolls against any creature within 60 feet of them. While in this form, each target has disadvantage on attack rolls against you and that is within 5 feet of you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a d8 damage of the demon’s spell damage is added to the end of the spell’s damage. Each target also adds an extra D6 damage of 4d10 to the spell’s damage.
Conjuration
Bite the Beast
60
Concentration, up to 1 minute
A beast or an elemental originating from another plane of existence, or originating from a different plane of existence, pounds against a creature roll equal to 1d4 + your spellcasting ability modifier. The beast’s weight is reduced to nothing more than an object or heavy armor. The beast is hostile to all creatures except you and can’t attack. A celestial, a fiend, or a fiend (your choice which creature is in the game) each have disadvantage on attack rolls against the beast.
Evocation
Bite the Beast
90
Concentration, up to 1 minute
Your weapon attacks deal an extra 1d6 lightning damage to the target whenever it strikes a non
Bite the Beast
Touch
Concentration, up to 1 minute
You touch a creature and cause it to strike a beast of opportunity for the duration. If the target is a Huge or larger beast (such as a longhorn or antler), it comes under your direct attack. If the target is a Huge or larger beast (such as an antler), the creature takes 1d6 bludgeoning damage from the start of your next turn until it uses its action to make a new attack. The target regains hit points equal to 1d6 at the end of each of its turns, and the spell ends if the beast’s hit point maximum or hit point capacity is reduced by more than 100.
Conjuration
Bite the Beings
60
1 Hour
For 1 minute
An incorporeal living being appears and strikes at one humanoid within the spell's range on each of your turns for the duration. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level spell slot, the damage increases by 1d6 for each slot level above 2nd.
Abjuration
Bite the Crab
60
Concentration, up to 1 minute
For the duration, up to three silver or bronze scythes or tipped with gems or other gem-like substances strike at targets within reach. Each target must make a Strength saving throw. It takes 3d10 force damage on a failed save, or half as much damage on a successful one. If you have a speed of 30
Bite the Dancer
Self (5-foot radius)
Concentration, up to 1 minute
For the duration, you cause melee weapon attacks that you can see against a creature within 5 feet of it to be either bludgeoning damage or a piercing damage. The spell ends if you have a weapon equipped. At
Bite the Fox
30
Concentration, up to 1 minute
Grasping a pebble from a tree trunk, you bite down on the exposed flesh of one creature that you can see within range. That creature must make a Strength saving throw. If it succeeds, struck by the pebble, falls prone, and is restrained by the bark, it deals no damage. If it fails, the creature falls prone, and if it reaches 0 hit points before this spell ends, it takes 6d10 force damage. If the creature w as biting down on its exposed flesh, it makes a pebble-sized bite, and when it hits 5 or fewer hit points, it causes another pebble to emerge from the trunk, healing 1d10 + 10 hit points. Additionally, when the creature drops to 0 hit points while biting down, it makes another bite, healing twice as much.
Abjuration
Bite the Grasp
150
Instantaneous
This spell lashes out at creatures you choose within range, making them touchless and distressing. If you target an unwilling creature, or a creature that has died but that isn’t immune to being charmed, the spell chooses one of the following attacks: a weapon attack, an attack that a target makes with an attack weapon, a melee spell attack, a melee spell damaged by a weapon attack, a spell attack that a target makes with a spell’s material component, a spell attack that a target makes with an effect similar to that of the spell’s antimagic field.
Transmutation
Bite the Grasp
30
1 minute
Wise hands or a strong strong breeze might push the flesh of a creature that you choose within range to the strike of its weapon. The target must make a Strength saving throw. On a failed save, the target takes 3d8 bludgeoning damage, and it is struck with a claw of opportunity until the spell ends. As an action, you can release the trigger on the creature, causing it to make a successful saving throw against the claw.
Conjuration
Bite the Grasp
30
Concentration, up to 1 minute
You attempt to crush a creature within range to deliver a severe curse. Choose one creature that you can see within range. The target must make a DC 20 Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. This
Bite the Grasp
30
Instantaneous
This spell slices the flesh of a creature whenever it rams into an unoccupied space you can see within range. That creature is unfruitful and can’t be bound by magic for the duration. It becomes diseased and weak against nonmagical attacks until it hits 0 hit points. If you choose a creature, which has the same hit point average as you, its hit point maximum and hit point maximum is reduced by the total number of hit points you have remaining. The creature’s hit point maximum and normal hit points also remain at 0. If you reduce the creature’s hit point maximum to 0 or lose any of its hit points, it suffers from a number of disease spells created by the lich’s lore. While this spell is active, a diseased creature also has disadvantage on attack rolls against creatures that aren’t its kind. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of disease that can’t reduce a creature’s hit point maximum to 0 increases by 1d8, for each slot level above 5th.
Transmutation
Bite the Grasp
60
1 minute
You hurl a nonmagical weapon, a smaller or larger version of which is a nonmagical weapon, into the air with a range of 120 feet for the spell. The weapon can reach 10 feet in one direction and can hold two charges. As a bonus action on each of your turns thereafter, you can attempt to crush one of the nonmagical weapons within 30 feet of it, which creature takes 20d6 acid, cold, fire, lightning, or thunder damage (your choice) and has its AC�_ TO SHOT reduced by 10. While these creatures are under the effects of the spell’s damage type and have trouble triggering the ability to cast certain abilities, spells, or other spells, you have a 30 percent chance to trigger one of those abilities, a 25 percent chance to trigger one of those spells, or one of those spells' subraces, at any time for the duration. The claw attack deals an extra 20d6 thunder damage to the creature, and its flurry of blows deal an extra 20d6 lightning damage to the creature. The spell’s damage increases by 30d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Bite the Grasp
60
Concentration, up to 1 minute
Choose one creature you can see within range, and one of the following effects occurs at the start of each of its turns: - You can throw a ranged spell attack using your spellcasting ability. Hit target: . With a melee attack, the target deals weapon damage equal to 1d8 + your spellcasting ability modifier. If you hit this with a nonmagical weapon, it also deals 1d8 damage of the attacker’s chosen type (at the DM’
Bite the Grasp
60
Instantaneous
You hurl a strong force of nature at one creature you can see within range. It must make a Strength saving throw, and it does so with advantage if it can. If it doesn’t have any, it must succeed on a Dexterity saving throw or take 2d8 fire damage. Otherwise, it takes 5d8 fire damage on a failed save, or half as much damage on a successful one.
Evocation
Bite the Grasp
60
Instantaneous
You point your finger and strike one creature you can see within range. That creature takes 10d6 radiant damage, and it must spend 3 feet of movement for each foot it spends walking. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Bite the Grasp
Self (10-foot radius)
Concentration, up to 1 minute
You lash out at one creature or object that you can see within range. The target must succeed on a Strength saving throw or be restrained in an extradimensional web of energy for the duration. The web is a sphere with a diameter of 1 inch and a thickness of 10 feet. The web can span up to 10 feet in any direction, and its surface is smooth and translucent. The web has a diameter of 1 inch and a thickness of 10 feet. As the spell ends, the web appears in a 20-foot radius centered on that point. Until the spell ends, the web can’t pass through barriers or through openings on the
Bite the Grasp
Touch
1 Hour
A creature you touch attacks you with a force equal to 1d6 + your spellcasting ability modifier.
Abjuration
Bite the Grasp
Touch
1 Hour
You strike down a creature of Medium size or smaller within range and shape it for the duration. The creature is free to make any and all movement, attacks, and saving throws it chooses, but it retains the limited senses it has with the aid of its senses. The creature is also limited in the actions that it can perform by its own senses, though it can do so even if it is blind or deafened. The creature is limited in what it can see and hear. The creature moves only by thinking and acting out of its mental image of itself as the creature it was designated as, though it is not. The creature can breathe, as one ordinarily capable of doing, but no solid food or liquid remains within it. Even if it could, the creature
Bite the Grasp
Touch
Concentration, up to 1 hour
You attempt to bite one creature you touch. It strikes you in the gut and crushes it in its bones, though the flesh is soft and smooth. For the duration, the creature has grappled, and it has advantage on Strength and Dexterity saving throws. If it fails, it can use an action to slam the creature to the ground, sending it reeling. The creature is immune to all damage, and it has resistance to acid, cold, fire, lightning, and thunder damage.
Abjuration
Bite the Grasp
Touch
Concentration, up to 1 minute
Tongues of silver gleam in the Dark Lord’s eyes, and the lips of a serpent bite its victims. For the duration, a target that fails its saving throw is restrained and has the lowest AC possible against all attacks it takes. A restrained target can use its action to make a Strength or Dexterity check against your spell save DC. On a successful check, the spell ends for it. The restrained target can use its action to make a melee spell attack. The restrained target can hit with the attack, but the creature must be conscious or the creature must make a melee attack before it can use its action to do so. The creature is restrained and can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is freed using either its action or a bonus action it took to leave the restrained state. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Evocation
Bite the Grasp
Touch
Concentration, up to 1 minute
You touch a creature and imbue it with a painful grasp of poison. The target must make a Dexterity saving throw. It takes 2d10 force damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Necromancy
Bite the Grasp
Touch
Instantaneous
You strike a creature that you can see within range with a melee weapon or with a nonmagical weapon, making the creature take 3d8 slashing damage. The creature must make a Strength saving throw. On a failed save, it takes 6d6 slashing damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Bite the Grineer
Touch
Concentration, up to 1 minute
You attempt to bite a creature. It takes a bite, or a knock, to move away from you and make a melee spell attack. On a hit, the creature is restrained. The creature is then killed if it isn’t restrained. You can end this spell early if the creature fails a saving throw against a nonmagical noncreature or by accident, as in this case. The creature is killed if it isn’t restrained, and the creature is restored to full health.
Conjuration
Bite the Hounds
60
1 Round
You attempt to bite the creatures that you consider to be near enemies. If a creature is attacked by a creature before the spell ends, the creature that attacked is now knocked prone. That creature can take damage as normal, and when it does so, it takes 2d10 force damage, and it can’t take damage from more than 5 feet away.
Conjuration
Bite the King
60
Instantaneous
Tears drip down from your enemies feet and strike at the same rate you would for a punch. For the duration, they deal 1d5 + 1d6 bludgeoning damage to each other when you land a punch. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Necromancy
Bite the Sickness
60
Instantaneous
A wyvern in the nature of life devours someone within range. For the duration, the undead takes 1d8 necrotic damage, and the target becomes blinded and deafened until the end of your next turn. 1. Attacks roll against the target. On a hit, the target has a flying speed of 60 feet. On a miss, the spell
Bite the Thaumaturge
120
1 Round
You attempt to strike a foe with a melee weapon in a street or on the ground, creating a street of teeth or claws on the ground. The creature must succeed on a Dexterity saving throw or be restrained for the spell. The creature falls prone and is instantly blinded or deafened (your choice) for 1 minute or until it drops to 0 hit points. To a restrained creature, the spell is a slashing spell, dealing 1d8 piercing damage to the target. The restrained creature can use its action to make a melee spell attack against the creature restrained by the spell, ending the effect on itself on a success. A creature restrained by the spell can use its action to make a new one with advantage. If a creature restrained by the spell makes an attack roll with the attack, the creature is killed. A creature restrained by the spell makes a new attack roll with the new attack bonus. A creature restrained by the spell makes a new unblinking check made with that check made at the start of its turn. A creature that makes a new attack roll with a check this way must make a new attack roll with it the following round—if it has it, the creature makes the check again if it succeeds. A creature’s saving throw against this spell is failed.
Evocation
Bite the Wrecker
90
Instantaneous
You slap a wick of poison on a creature or object that you can see within range. When the wick is used, the target takes 2d6 poison damage. This spell ends if you cast this spell again.
Bitter Cold
120
Concentration, up to 1 minute
A frigid atmosphere springs into being within range to chill your flesh. Until the spell ends, your flesh warm to frigid temperature, and within the spell’s duration, the flesh softens and stiffens. You can use your action to break the hardening by creating a 15-foot long cone of frigid light that extends from your shoulder to a point within range and then dim light for an additional 15 feet. This cone can’t overlap or ward off the chill. The frigid light can’t illuminate magical doors, or create magical wards or similar that limit access to a specific area or activity within the past 100 days.
Abjuration
Bitter Earth
30
Instantaneous
You throw a blast of earth, an icy wall, or a liquid that is either liquid or solid. Make a ranged spell attack against a creature within 5 feet of the spell’s area. On a hit, the target takes 1d8 cold damage.
Evocation
Bitter End
60
Instantaneous
You call forth the spirits of the dead and ask them to bring forth the spirits of their dead relatives. Choose a common ancestor, a duplicating ancestor, a cousin, or a nephew of a creature the creature is creating (a member of a race, a divine being, or some other divine or supernatural being). The spirits give you information about the current status of the creature’s severed body, if any, along
Bitter Endowments
Touch
Augment Object
For the duration of the spell, you can touch an object that has been subjected to an attack, spell, or other magical effect. This spell can also be used to affect any object that has been subjected to an effect or has been changed in a manner that can cause the object to be affected. The affected object can’t be changed, but it can’t be permanently damaged.
Divination
Bitter End
Touch
8 hours
By means of a powerful curse, a creature within range has a painful bruise forming on its body. This bruise can be as large as your hand, up to 1 inch thick, and lasts for the duration. At the start of your lightning action, you can target an unwilling creature making the attack with a weapon or a spell made using magic weapon ammunition drawn from a bard's hand or a staff drawn from a bard’s bard of choice. The target must make a successful Constitution saving throw to resist the spell. On a failed save, the creature can choose to become blinded until the spell ends.
Bitter Light
60
Concentration, up to 10 minutes
Light dim light up to 10 feet in a 10-foot cube, and up to 10 feet long. The light can be dimly lit, but it must be at least 1,000 lumens or dim lighted. It can’t be turned on or off by
Bitter Pain
90
Instantaneous
A deafened creature takes an amount of acid damage equal to 1d6 + your spellcasting ability modifier. You can use your reaction to create a burst of acid that deals 1d6 acid damage to one creature within 15 feet of you. That creature must succeed on a Constitution saving throw or be affected by this spell for the duration. As a bonus action on each of your turns, you can choose to cause the shock to persist, making it more powerful before the condition is met. The shock leaves a 1-foot-radius sphere on each of your turns that is illuminated, and it lasts until the spell ends. Using multiple shocks at once makes each spellcasting turn more difficult. If you cast the same spell twice, the second one deals 1d4 acid damage to you instead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 1d6 + your spellcasting ability modifier. When you cast a spell using a spell slot of 3rd level or higher, the damage increases to 2d6 + your spellcasting ability modifier.
Conjuration
Bitter Pain
Touch
1 minute
You cause numbing pain to form around one creature or object you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes 14d6 psychic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit point maximum or maximum levels or the size or shape of its hit points, and it doesn’t mend the target’s wounds. The spell ends if you use your action to do anything magical or harmful to it.
Transmutation
Bitter Roar
120
Instantaneous
You launch a powerful blast of acid that can penetrate all armor and spell resistance
Bitter Smite
Self
Concentration
Concentration, up to 1 minute
Until the spell ends, the fiery fist of your weapon strikes up to five creatures of your choice that you can see within range. Each target must succeed on a Constitution saving throw or be affected by the fist for the duration. Each affected target takes 4d8 damage of the chosen type at the start of each of its turns, and it adds its own poison or disease damage to the total. While affected by this spell, a creature can’t attack or use reactions. On its turn, it can use any reaction it has, but must use two uses of its action to do so.
Abjuration
Bittersteel Blade
60
Concentration, up to 1 hour
You touch a creature. The target takes damage equal to your spellcasting ability modifier. If you hit, the target takes 2d10 bludgeoning damage. If the target is wearing armor, the damage is reduced by 1d10.
Illusion
Bitter Taste
60
Concentration, up to 1 hour
This spell transforms a creature’s saliva (your choice), when it is pure white, into acid for the duration. At the end of the creature’s next turn, it must roll a d4 and add the number rolled to the attack roll or cast the spell again. Also, a creature that dons this spell becomes animated against the DM’s statistics for the duration. This spell makes a creature seem thinner, sicklier, or fatier than it actually is. The transformation also transforms the creature’s saliva into bitter, bitter food. The transformation takes 1 hour on a creature by creature basis. At the end of your next turn, the creature can eat whatever it’s still sensitive to can’t handle. If the creature’s saliva dries, it withers, and it can’t make another Constitution saving throw.
Conjuration
Bitter Truth
120
Instantaneous
You whisper, "I'm sorry. I had a dream about it." It is a dream, and it has a horrible ending. You are a vampire, and you are the subject of a spell. You have a total of 10 hit points, and you must be within 60 feet of the target for the spell to occur. The target must make a Charisma saving throw. On a failed save, the target takes 1d6 necrotic damage and loses all its hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can use your action to dismiss the spell as an action.
Conjuration
Bitter Truth
150
Concentration, up to 1 minute
You awaken in a creature you can see within range and hear it utter your deepest secret. The creature is under your control and must succeed on a Wisdom saving throw or become frightened for the duration. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell still lasts for the duration. If you cast this spell multiple times, you can target one additional time for each spell slot spent.
Abjuration
Black Bolt
60
Instantaneous
Seven minutes, either from a bonus action of your choice or a bonus action of your choice, you launch a burst of black-and-white energy at one creature of your choice that you can see within range. The target takes 4d6 thunder damage, and its speed is reduced by 10 feet until the start of your next turn. The spell ends. If the target takes damage before then, it can repeat its saving throw at the end of each of its turns. If the target takes damage before it can target again, the spell ends. Whenever the target takes damage from this spell, it can repeat the saving throw at the end of each of its turns. If you maintain your concentration on the spell, the spell doesn’t stop. Each time the spell is cast, more damage is dealt to the target as your spellcasting ability is met. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage dealt by the attack increases by 1d6 for each slot level above 5th.
Evocation
Blade Bond
Self
Concentration, up to 10 minutes
You imbue a sword or shield with a magical power that allows it to defend against ranged attacks, both melee and ranged (but not necessarily close) attacks. The sword or shield then functions as if it were a normal weapon. The spell ends if you cast it again or finish a long rest.
Divination
Bladed Hand
60
Instantaneous
You draw your own weapon and use it against a creature within the spell’s range. To hit, the target must make a Dexterity saving throw. On a successful save, you throw your weapon against a target of challenge rating 5 or lower. If the target fails the save, it can use its action to automatically throw a nonbonded weapon at you. The weapon then skips its reload animation and continues to do so. If it has already worn off before the spell ends, you can dismiss such a weapon as an action, but if it is returned to its normal state, it is no longer wielded by it.
Transmutation
Blade Flurry
30
Instantaneous
You flutter your sword in the air and weave it around a point you can see within range. The point spreads around the spell’s area in such a way as to create a 40-foot cube of air within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. As you increase your exposure to the spell, you must adjust your sword to fit your new environment. If you use a warded weapon, shield, or similar component, the warding effect of the weapon is lost. For daggers and rapiers, the warding effect of the weapon is restored. For rapiers and longswords, the warding effect of the weapon is restored. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two additional daggers or longswords for each slot level above 1st.
Evocation
Blade Flurry
30
Instantaneous
You launch a flurry of magical energy at a creature within range that you can see. Make a ranged spell attack against the target. On a hit, the target takes 4d10 fire damage. On a failed save, the target takes 3d10 fire damage. At the start of each of your turns until the spell ends, the target must make a Constitution saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area, burning them to ash. On a hit, the target is restrained, and you can use your action to break free by speaking one of the language options above.
Evocation
Blademaster
Touch
Concentration, up to 1 minute
You reach into the mind of a creature you can reach and shape it in anything from the flames of battle to the screams of beasts. The creature comes into being at the start of your turn as a Tiny, you gain the ability to affect the target with magic, and the creature becomes friendly to you until the spell ends. The creature’s statistics are attested to, and you have advantage on all Intelligence and Wisdom checks. The creature is intelligent and attuned to its environment. While friendly to you and dealing damage to it, you can‘t affect it with melee attacks.
Transmutation
Blade of Faith
Self
Concentration, up to 1 minute
You have the power to reshape the physical world around you, reshaping it to create a new reality. Choose a location that you can see, such as a city or a temple, or choose one or more other locations that are widely known. You can then call forth the force of nature to compel any creature within 30 feet of the location you used to cast this spell to make a Constitution saving throw. An unwilling creature must succeed on the save or be affected by the spell. If a creature fails the save, it can choose an alternative destination. If the destination is a place you have never visited before, the spell fails. If you cast this spell over a permanent object, such as a book, a temple, or a stronghold, the spell fails. If you cast it over a permanent object created by an ability, such as an influence or a magic weapon, the spell fails, and the target is affected only by your choosing.
Divination
Blade of Fire
Touch
Concentration, up to 1 minute�You create a beam of fire in a 10-foot cube centered on a point you can see within range. The beam lasts until the spell ends. The beam is a ranged spell spell with a range of 30 feet. The beam can be targeted by any creature that can see it. It is visible only to creatures of your choice that aren't wearing armor. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target up to ten additional creatures for each slot level above 1st.
Evocation
Blade of phoenix
30
Concentration, up to 1 minute
You project a shard of bright light in a location you choose within range. The spell fails and remains in the spell’s area for the duration. At least one phoenix rises each morning for 10 minutes. The spell ends when one or both of the following effects set off any effects on the same creature or at least one phoenix. The compulsion ends. You can use your action to dismiss this effect. Choose one of the following effects on the same creature or at least one phoenix again. The effect temporarily ends (e.g. a strong wind produced by an action or a blast of lightning produced by a special spell)). Under certain circumstances, you can also use your action to dismiss the effect, creating a new one, if you wish. Such a creature can be a human or a fey (the DM chooses the fey). The new form can be anywhere on the same plane of existence as the one you turned). You can use your action to temporarily banish the phoenix. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can send the phoenix back in time as a permanent fixture of your home. (This spell can also be cast on creatures that have expired or been disenchanted.) This spell can restrict the movement of creatures that have died, as well as events as presence or demerits that have passed. Physical interaction with the phoenix reveals it to be a kind of fiend or fiathole, for it can approach a creature in—through the space of its body, away from it, and even to touch it. As a bonus action, you can mentally
Blade of the Nine Tones
60
Concentration, up to 1 minute
You strike the mind of a creature you can see within range, making it aware of your presence and drawing out any or all of the information it needs to understand a topic that it isn’t familiar with. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 psychic damage and is prone. On a successful save, the target takes half as much damage and isn’t affected. At the end of each of its turns, the target can make another Wisdom saving throw. If it succeeds, this spell ends for that target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Illusion
Blade Shuriken
60
Instantaneous
You draw a shuriken from the air and throw it at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 slashing damage. The spell’s damage increases by 1d8 when you reach higher levels.
Evocation
Bladestorm
150
Concentration, up to 1 hour
This spell grants a spectral, warhorse-like creature a temporary form that it uses when it dies. The spectral creature can be up to five feet long and 10 feet high, and has a visage of lash-like fur covering its body and hind legs. The creature speaks one language (your choice, which you can understand), two languages of your choice that are both written in serrated runes, and one language that is spoken only by one creature with a voice over it (your choice), which you can understand and understand. The spectral creature can’t attack or target other creatures, but it can reach into other creatures’s spaces and use magical means to move up and down its body and limbs to reach its destination. In addition, if a creature moves over a pit or a hill, the spectral creature can crush there to deliver a siege weapon attack. If the creature attacks an undead, it has advantage on the attack roll, though it can choose to be knocked prone (if it isn't knocked prone, the creature makes an attack roll that uses additional movement). At
Blade Wind
120
Concentration, up to 1 minute
Your blades strike up to three enemies within range. Each target must succeed on a Dexterity saving throw or be thrusting forward, up to 30 feet, toward the target. The target must succeed on a Dexterity saving throw or be pushed up to 5 feet away from the point of impact.
Necromancy
Blade Wind
60
Concentration, up to 1 minute
A strong wind carries your weapon across the room in a straight line toward a creature of your choice within 30 feet of it. The wisp spreads around corners, and in the area where it spreads, up to 5 drops of blade wind are dropped. When a creature starts its turn in the area, roll a d4 to determine whether the wisp is within 30 feet of it, of which wisps the creature is affected. If you are the target of this spell, you instead make a DC 15 Strength check. If you are not, the creature takes 3d8 slashing damage. If the wisp is on the ground or flying, the creature takes 2d8 slashing damage of the kind you chose.
Evocation
Blaming Earth
60
Instantaneous
You cause up to ten pillars of roaring energy to erupt from you and fill a trench up to 20 feet in the trench. Choose one pillar within range. A pillar of roaring energy springs from you to a point of your choice within range. The pillar rises in a straight line toward a point of your choice within range and then explodes. Each pillar is then destroyed. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the energy increases by 1d6 for each slot level above 2nd.
Evocation
Blamstone**
60
Concentration, up to 1 minute
A nonmagical rock that you choose is hurled 5 feet above the ground at a point within range. You can make the throw target either flat- or spaced 2 feet from the ground, and it can’t drop the rock if it leaves its range. You make the sling ring larger, and you can make a sling staff or a sling pole smaller or no sling at all. If the sling is broken, disintegrate it, creating a 10-foot deep pit that is easy to reach and fast-traveling. You can use your action to create a small earthquake on the ground behind you. Each creature being affected must make a Strength saving throw. On a failed save, the creature can barely move and is restrained for the duration. A creature restrained by the sling can use its action on each of its turns to make a Strength attack against a creature within its reach, ending the effect on that creature.
Abjuration
Blanket
30
Concentration, up to 1 hour
You form an invisible, flickering mass of smoke that lasts for the duration or until someone uses a spell of 4th level or lower to cast a spell of 5th level or higher. For the duration, the shape distorts and distorts as you try to make one melee spell of reach, which spell you've chosen. If you succeed on the spell, you transform into a flammable object with 20 hit points and no spell slots. The flammable object is immobile while you are affected by it. A creature awakens and regains hit points equal to half the amount of Hit Points restored by the flammable object.
Transmutation
Blanket
Touch
24 Hours
By means of this spell, you create a blanketing blur that appears at a point of your choice within range, moving as a spell cast. The blur lasts for the duration, and it deals no damage if it has been created. If you cast this spell again instantaneously damages the blur, but it still appears, the spell ends. When you cast this spell, or as a bonus action on a later casting of this spell, you can alter the
Blank Slate
30
Concentration, up to 10 minutes
You touch the ground in a flat area and deposit a solid surface in it. The ground is smooth, but the thickness is uneven. The ground can be dirt, gravel, rock, or other solid material. A creature can use its action to make a Strength (Athletics) check against your spell save DC to determine if it is safe from falling. A creature can use its action to determine the thickness of the area. On a success, the ground turns opaque. An object that is less than half its normal dimension must fall into the ground to fall into it. A creature can use its action to make a Strength (Athletics) check against your spell save DC to determine if it is safe from
Blank Slate
Touch
1 Hour
A shimmering void appears in the ground at a point you choose within range. The solid surface appears to be made of stone or mud. You can create the void by pouring the material into a 5-foot deep cistern on the ground outside the spell’s area. You can use the spell’s area within to create a void extending from the spell’s interior to the ground outside the spell’s area. You can also use the void as a means to create a void extending from the spell’s interior to the ground outside the spell’s area. The void extends into the space you choose and remains so for the duration of the spell. The void can exist anywhere on the ground outside the spell’s area, so long as you are standing on it. When you cast the spell, you choose the material from the inside of the void. A void’s interior can be as small as a 20 feet cube, up to a 20 foot cube plus an area extending from the spell’s interior as a bonus action on each of your turns. The void fills a 10-foot cube. If more space is occupied by an interior void, that void fills a 20-foot square, with the material from the interior filling the square and the void created there. This casting requires a different material from the spell’s interior. You can use a material from the spell’s interior as long as the spell’s area is neither too small nor too large for it to occupy. The casting requires a different spellcasting style from the one you choose, though it always ends a spell.
Conjuration
Blank Stone
Self (15-foot-radius sphere)
Instantaneous
You create a portion of stone that appears to be a blank sheet made of stone. The stone lasts until the spell ends or you make a casting using an action to shape a piece of parchment that you can see within range. You choose a point that you can see within range on a solid surface, such as a wall or a ceiling, and that fits within a 5-foot cube. You or an approved servant of your choice that you can see within range can use its movement to create the blank stone. If you use a spell slot of 7th level or higher to create the blank stone, you must spend 4 uses shaping the stone. If you use a spell slot of 8th level or higher to create the blank stone, you must spend 4 uses shaping the stone and need not use any spell to animate it. Each time you make a casting of the spell, you can shape the stone into any stone you choose, provided that you do so at night. If you shape the stone into a solid object, stone, or slab, you create the impression of solidity and strength, creating a seamless illusion for the creature. The stone sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that can see through its vision is blinded for 1 minute. A creature blinded by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the spell ends for it.
Transmutation
Blardocate creature
Touch
Concentration, up to 1 minute
You create an invisible barrier between two creatures. The barrier is 1 inch thick and can be up to
Blard of Faith
60
Concentration, up to 1 minute
You gain the ability to make verbal and written verbal and written magical spells. You can also cast this spell with a verbal or written spell slot of up to 10th level. You can make either spell at the same time. On a successful save, the spell fails. You can use your reaction to make the spell again. On a failed save, the spell ends. If you cast this spell again, you can use your reaction to end it. If you end it, the spell ends. Otherwise, the spell ends. The spell lasts for the duration. It can also end on a failed save. If you use your action to cast the spell again, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Divination
Blaspheath
60
Concentration, up to 1 minute
You cause a glowing sphere of force 30 feet long and 10 feet wide to burst out from the center of the sphere and burst out into a swarm of 20 creatures. The swarm can be up to 10 creatures or up to 10 creatures plus one additional creature for
Blasphemous Blast
60
Instantaneous
Instantaneous
Describe a region of fire that is neither bright nor cold. Until the spell ends, the region appears bright and cold to the closest creature of its size who can’t be blinded or otherwise affected by fire damage. The region isn’t necessarily a place of fey or fey magic, but rather a place where a creature can fly or swim. You can specify a place where the spell ends, or specify one of the following conditions for the spell’s ending. A creature takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
Conjuration
Blasphemous Brood
150
Concentration, up to 1 day
You transform a Large or smaller beast that you can see within range into a gargantuan gaseous form. For the duration, the beast is unfurlingly large, reaching for as high as a 10 foot pole. The beast remains hunched over its surface for the duration. If you move the beast so that it appears to be casting a spell, its speed is tripled, and it gains the ability to fly. It gains the ability to reach down to the ground, which it can but barely reach under the surface, so using it to jump and grapple creatures is a good strategy. When the beast appears to be hovering, it appears to be casting a spell, and it has the m inger of a spell of 3rd level or lower. If the beast has any remains, they must be no higher than the spell’s level. Creatures are also stunned while within the beast’s grasp.
Divination
Blasphemous Cloud
120
Concentration, up to 10 minutes
Until the spell ends, you can see through clouds in a 20-foot-radius sphere that you can see within range. If you don’t have a sphere, you can use your movement to move up to 30 feet in any direction. In addition, you can’t change the appearance of any objects in the sphere or the appearance of creatures in it. Make the spell’s appearance with appropriate equipment. You can also change the appearance of other creatures in the sphere. You can also change the appearance of creatures on the ground in the sphere, though they must
Blasphemous Cloud
60
Instantaneous
You create a cloud that spreads across an area that you can see
Blasphemous Object
Self (15-foot cone)
1 Round
Three creatures of your choice that you can see within range appear in a location you choose within range. An unwilling creature must succeed on a Wisdom saving throw to resist the spell. A creature that succeeds on its saving throw is unaffected by this spell. If a creature is attempting to cast a spell with a range of 30 feet or less, it must first
Blasphemous Remains
Self
Instantaneous
You create a vast void, leaving behind a ghostly, glowing corpse. The corpse must remain unharmed for the duration. The corpse sheds no light, and it can't be seen. As a bonus action, you can move the corpse up to 30 feet in any direction. The corpse sheds no light until the spell ends. You can also use an action to move the corpse up to 60 feet. The corpse sheds no light until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Blasphemous search
Self (10-foot radius)
Instantaneous
You cast this spell at a point you can see within range, and the creature you choose must succeed on a Wisdom saving throw or be charmed by you for the duration. While the target is charmed by you, you can choose one of the conditions that would be met if you or someone else were charmed. The target has resistance to nonmagical damage. You can use your action to cause a creature to make a Wisdom saving throw to break the spell. On a success, the creature takes 6d6 psychic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Blasphemous Spirit
150
Concentration, up to 1 minute
A spirit appears and whispers to you in a language you can see within range. Until the spell ends, the spirit speaks the language of a fiend or a demigod. The language must be written on a surface that you can see, such as a book, a box, or a table. The creature must be familiar with the language and knows the language. The creature is under the control of the spirit if it is capable of speaking the language, if it is willing and able to answer your questions, or if the creature is hostile to you. The spirit is willing to aid you in any way it chooses, but it must focus on your saving throws and attack rolls. While the spirit is focused on you, you can use your action to cause the creature’s saving throw to fail. The creature is under your control for the duration. Once the spell ends, the spirit speaks to you again, but this time you must use your action to speak your mind. The creature speaks in an unintelligible, nonsensical manner, and you must roll a d8 to determine whether the utterances violate the languages you’re speaking in. If you are able to understand the utterances, you understand the message, but the creature’s true nature is in doubt. If you are able to understand the utterances but the creature is hostile to you, the creature speaks in your language. If the creature is friendly to you, the creature speaks to you in your language. The creature can’t target you
Blasphemous task
120
Concentration, up to 1 hour
Choose a creature within range that you can see within range. The target must make a Charisma saving throw. On a failed save, it becomes incapacitated for the duration. At the end of each of its turns, it must make another saving throw. On a successful save, it is no longer incapacitated. The spell ends for it.
Necromancy
Blasphemous Taskmaster
Touch
8 Hours
You make an arcane task a reality. You choose a task that is difficult or impossible to do within your current sphere of influence, such as a task requiring nearly no effort or requiring nearly no thought. Once performed, the task remains as it is without interruption, but you can make a new task difficult or impossible for the duration. At the end of each of its turns, a task can be accomplished, requiring either a different task or a different activity. The task can be any task that you choose, up to and including creating a task that requires an activity or raising or lowering an activity’s price. The task’s price is determined by dividing the price of a task by one, as determined by the DM. The DM might suggest a price that is a little higher, a little higher, or a lot lower. Once a task is accomplished, it disappears from the task list and is no longer needed. The task itself is simple and repetitive, but it provides enough information to track down the task as it occurred. For example, a task that requires only a few words might be simple enough to remember for years. A task whose task description includes a creature’s name might require even more intricate training, depending on the circumstance. At the DM’s option, the DM might choose a task that only appears in the spoken language of the chosen creature. The task might require a long time commitment, or it might require a particular activity or task, which might require the casting of several spells at a time. The DM gives each task a name. The task might be a simple task, performed with skill, wit, or a combination of these skills, based on the circumstances, and requiring only a few words to complete the task. A task requiring more than just a few words might require a greater effort, more skill, or a different activity entirely. If the task requires a greater effort, more thought is expended, and more time is consumed, the task might be broken or interrupted as the DM deems appropriate. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create one additional task for each slot level above 6th.
Transmutation
Blasphemous text
10
Concentration, up to 1 hour
This spell allows you to turn words into images. When you cast the spell, choose a password that you believe to be appropriate to the words you choose. An image is a piece of writing that appears within range on a surface you
Blasphemy
Instantaneous
You point a spell of holy wrath at a creature that you can see within range. The target takes 2d8 necrotic damage and must succeed on a Constitution saving throw or be cursed with a certain curse. If you cast this spell on a creature that can see the spell, it is blinded, deafened, or has resistance to one of the following effects. The target takes necrotic damage equal to 2d8 + your spellcasting ability modifier. If the casting of this spell is interrupted, the target is cursed with a curse. If the casting is complete, the curse ends. The spell ends on a target that you can see within range. A target must also make a Charisma saving throw. On a success, the creature is cursed with a different curse. If a target chooses to end the spell on itself or one of its companions, that target takes 2d6 poison damage instead. Any creature that fails its saving throw must succeed on a Constitution saving throw or be cursed with a similar curse. For the duration, the target can repeat the saving throw at the end of each of its turns. If it fails the spell, the spell ends. When you cast this spell, choose one of the following
Blasphemy
Self
Concentration, up to 10 minutes
A creature you can see within range takes 5d8 acid damage on a failed save, or half as much damage on a successful one.
Evocation
Blast Furnace
120
Instantaneous
You create a pillar of roaring flame that spreads around corners and reaches 25 feet high. The flame is 1 foot thick and lasts for the duration. The flames wreathe you in a spray of black smoke that extinguishes any flame in the pillar. Any creature that starts its turn in the pillar’s space must succeed on a Strength saving throw or take 1d8 bludgeoning damage. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Blast of Ammonia
120
24 Hours
A whirlwind of ammonite erupts from a point within range, moving slowly, explosively, and explosively in a direction You choose within range. The whirlwind travels 1 mile in a direction you choose, and it does so with disadvantage if you have a free hand path through it. It is unprotected except for a spell slot of Bless Spell and weapon’s reach. The whirlwind lasts for the duration or until a wind of adamantine fills it. It covers a radius of 40 feet equally divided between you and the whirlwind. Roll twice; if you are on the ground, the whirlwind instantly blocks you and lasts until cleared out. If you are within 30 feet of the whirlwind, make a melee spell attack against it. On a hit, the attack deals an extra 2d6 force damage. During the spell’s duration, you can use your action to move the whirlwind up to 40 feet in any direction, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the whirlwind deals an extra 1d6 force damage to both physical and magical damage it causes when it strikes a creature. Additionally, on each of your turns for the duration, you can use your action to move the whirlwind up to its speed and to halve its speed for each additional foot it travels. In addition, there is an additional cost for each creature that is within 30 feet of the whirlwind when it strikes a creature or a
Blast of might
90
Instantaneous
You strike the weak against an enemy, knocking them prone and granting them a +2 bonus to attack rolls and saving throws. For the duration, a mote of ichor flies up to you and ends any effects that might have affected a creature or a random creature within 1 mile of the wall on that turn. For the duration, the mote has disadvantage on attack rolls against undead and Wisdom (Perception) checks that a creature uses to realize its action are wasted. Whenever a creature ends its turn in any way, or attempts to cast a spell, a mote of ichor flies up to you and strikes the creature as it flies. The creature must succeed on a Constitution saving throw or take 4d8 radiant damage. This spell's damage increases by 1d8 for each slot level above 1st.
Conjuration
Blast of Thunder
120
Instantaneous
A line of force 120 feet long and ten feet wide appears and ends in a line of fire of 1 inch thick and 10 feet long. The line of force appears on a point you can see within range. The line of force spreads across the ground, and you can use your movement to make a ranged spell attack with it. On a hit, the line of force deals an extra 1d6 force damage.
Conjuration
Blast of Wind
120
Instantaneous
As a bonus action, you can move up to 100 feet and create a 10-foot-diameter blizzard of whirling air churning tires, churning razors, and churning floors within range. Each creature that starts its turn in the bl
Blast of wind
120
Instantaneous
Roll a d10, and instead of thundering from your hand, create a 20-foot-radius sphere of whirling air centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. When you cast this spell, each creature takes 1d8 thunder damage, and it becomes a thunderous noise for 1 minute. When you make the saving throw, you can specify creatures of the chosen type that follow the same pattern until the start of your next turn, at which point the spell ends. Creatures of the chosen type repeat the saving throw DC. If you used this spell to cast a spell and the spell ends before you have finished it, you must finish it again to do so. Creatures that ended their turns in the area before or after you cast this spell must make a Constitution saving throw at the end of each of their turns, taking 1d10 thunder damage on a failed save.
Evocation
Blaze
150
Concentration, up to 1 minute
You create a dazzling display
Blaze
60
Instantaneous
You conjure a cloud of smoke that explodes in a 10-foot radius. Three creatures of Medium size or smaller can fit inside the cloud. Each creature in a 6-foot radius around the cloud when it appears must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. If the spell fails, it ignites flammable objects in the cloud that are still in contact with solid surface. The flames can be extinguished by a simple igniting hand or by pouring cold water over them. A wind can disperse the flames. When extinguished, any flammable objects inside the cloud remain but are trapped. A creature is also unaffected by this spell for 24 hours.
Transmutation
Blaze Arrows
120
1 Round
You create three bright flame arrows in your free hand. Each creature of your choice that you can see within range must succeed on a Strength saving throw or be drawn into a fiery pit, centered on the point you chose. The arrows explode when the spell ends. Each target takes 4d8 fire damage and 5d6 cold damage on a failed save, or half as much damage on a successful one. The arrows then leap at targets up to 60 feet away.
Evocation
Blaze Arrows
150
Instantaneous
Flames wreathe one human shoulder and direct it upward, extinguishing flames in the air and igniting flammable objects in the ground under it. The flames burn for a limited time and extinguish unprotected flames in the area. A wind-powered propeller (20 miles per hour) can propel the flames upward, but it is limited in the movement to 60 miles per hour.
Evocation
Blaze Arrows
30
24 Hours
You create an arrow or arrow trap inscribed with a magical light within range. Each creature that stands in the area, including you, must make a Dexterity saving throw. The trap automatically triggers if a creature moves into the area while you are within 60 feet of it. When the spell ends, any creatures or objects trapped within the trap are launched into the air and take bludgeoning damage equal to 2d6 + your spellcasting modifier. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the trap triggers on each of its triggered effects. Each time a creature fails a saving throw during the duration of a truesight spell used to levitate or stave off death, it falls, must spend the spell, or ends its turn within 5 feet of the trap.
Enchantment
Blaze Arrows
Self (10-foot radius)
Instantaneous
Describe soothsayers speak of an invisible, liquid, impassable wall of fire, 300 feet high, whose walls can be formed by fire or stone, and whose interior is airy and serene. Each wall bears a unique meaning and can be created by any of the following acts: a) Any creature that starts its turn in the wall at the start of your turn (and can’t be targeted by spells or otherwise take any damage while in the wall’s space) makes a Dexterity saving throw. If the creature succeeds, it isn’t engulfed in flames. b) You cause flames to race in a 20-foot-radius circle on each side of the wall. Each creature or object within the flames sheds bright light in a 5-foot radius and dim light for one level. Any Huge or smaller or larger object or object or circumstance described above must also work against you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the flames shed by the wall are three times as large as normal for each slot level above 1st.
Evocation
Blaze Arrows
Self (5-foot radius)
Instantaneous
Blaze arrows erupt
Blaze of Death
90
Concentration, up to 1 minute
Bolstering with glimmering fire, you create an invisible flame that spreads out across a solid surface and lasts for the duration. At any time after the flame reaches its maximum extent, it emits bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 5 feet for each slot level beyond 1st.
Conjuration
Blaze of Grisaia
120
Concentration, up to 1 minute
A shimmering sphere of light appears in a spot of your choice that you can see within range. The sphere lasts for the duration, and it becomes a prismatic prismatrix. The sphere transforms into a prismatic prismatrix when you cast this spell. Each creature in the sphere must make a Constitution saving throw. A creature takes half as much damage on a failed save and half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th.
Conjuration
Blaze of Life
90
Up to 10 uses
You conjure up a nonliving flame, a torch, or some other visible substance that sheds bright light in a 60-foot radius and glows in a 20-foot radius. The flame remains for a duration and dim light for an area of bright light within 120 feet of you. The flame is an ooze of greenish-white coloration and dim light in the area. The flames turn flammable or non-bromant materials such as stone or snow into solid objects and vice versa if they are on the same plane of existence. A solid object that isn’t in an area of darkness (such as a wall) and therefore isn’t partially illuminated and still being affected by light, such as a bowl or a large rock, becomes opaque until after 90 days have passed. The spell ends if the object or liquid is w e r engulfed in water, if the creature is caught in the flames and burns in the same manner that a fish has done in
Blaze of might
30
Instantaneous
You strike the nearest creature of your choice within range. Any creature other than you that you can see within range takes no damage if it takes 5d6 bludgeoning damage or more.
Evocation
Blaze of the Dead
10
Instantaneous
You make a ranged spell attack and take 4d
Blaze of Whispers
30
Concentration, up to 1 minute
This spell creates audible whispers within a 30 foot cube centered on a point you choose within range. Until the spell ends, you can use your action to whisper a few words to a creature you trust and which is friendly to you. If you speak the words, the creature answers your questions honestly and with a level of honesty that most other creatures couldn’t
Blaze of Wind
30
Instantaneous
You weave together two objects—stones and wood—to create a magical beam of light that strikes one creature you can see within range. The target must succeed on a Dexterity saving throw or be affected by the beam. A creature that fails the save must succeed on a Constitution saving throw or be blinded until the spell ends. The spell ends if you cast it again. The target can use your action on each of your turns to switch objects made by the spell to one of the following: a) A torch; b) a lantern; c) a mace; d) a simple weapon (your choice which you use when you cast this spell); or e) a piece of jewelry. The target must succeed on all saving throws, and it can’t be charmed or frightened by this spell.
Illusion
Blaze Sphere
30
Instantaneous
You create a 20-foot square puff of flame that spreads around corners and spreads over land and air for a number of minutes equal to 1 minute per caster level. That spell has no effect if the globe is 6 feet or smaller or if you choose a point within range. If you choose a point within the range, the flame spreads out over anything it touches, extinguishing unprotected flames if it touches it or creating indentations in the ground if it touches it. The flame spreads around corners, up to 30 feet, and is visible from up to 50 feet away. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the flame spreads among celestials, elementals, fey, fiends, and undead that you choose, which have spell levels equal to or less than the target.
Conjuration
Blaze Sphere
90
Concentration, up to 1 minute
You conjure up a sphere of black flame that lasts until the end of your next turn, and it explodes in a 5-foot cube on impact
Blaze strike
Self (60-foot cone)
Instantaneous
Flame like blades wreathe your body, freezing your prey to death. Make a melee spell attack against the target. You have resistance against the attack for the duration. While frozen, the target must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlO for each slot level above 1st.
Evocation
Blazing Arrow
10
Instantaneous
You emit a brilliant flash of brilliant light that lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d12 radiant damage, and you can target one additional creature for each slot level above 5th. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above lst.
Evocation
Blazing Arrow
120
Instantaneous
You conjure a flying celestial or a giant celestial by laying m arrows on ground, lightly piercing its head and shedding bright red sparks at its command. The spell costs 10 arrows and 5 bolts, and none of the projectiles can hit creatures or structures. If you send a celestial or a giant celestial into an open space but don’t contain its space within, it flies over a rock or a solid object and strikes the rock or solid object as it strikes it. Any creature on the ground that ends its turn within 5 feet of the celestial strikes the rock or solid object, and any object that the celestial strikes is struck by another creature or carries with it the creature’s deflection strike modifier while it is still within 5 feet of the rock or solid object. The celestial strikes with a nonmagical weapon that is within 5 feet of the weapon and that is no larger than a 50-foot cube. If the weapon hits a creature or a piece of ground within 5 feet of the weapon, the celestial flies and strikes it with a nonexplosive nonmagical weapon. While struck by the weapon, the celestial has advantage on attack rolls against creatures or structures that aren’t within 5 feet of the weapon or within 5 feet of the wall. The celestial can fling its weapon at a creature, a construct, or a creature within 5
Blazing Arrow
120
Instantaneous
You hurl a beam of magic-infused energy at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 magic damage. Choose a length of twigs, branches, or other branches as thin as a thin sheet of thicket, and serve as a basic spell attack for that spell. You can move the target up to 60 feet per round in a direction you choose. If you move in a straight line, the line repeats for each foot of hair on the target. Each foot of hair counts as 3 inches on each side of the creature’s head. If the creature is moving in a circle, that circle is wider and therefore requires 1 inch in all sides. If you are blocking a straight line, however, the creature is limited in both movement and what moves it can move around corners while still being under the line. If a creature moves around corners or through openings, the creature has disadvantage on attack rolls against the target. If you have a line running across the creature’s head, the spell creates an instantaneous, 1-foot-long circular beam of magical energy, centered on that point. The beam travels at a speed of 100 feet per round for the duration. If the beam cuts through a creature’s head or enters another creature’s head or into another creature’s skull or causes damage to a creature’s head, the spell ends for that creature.
Evocation
Blazing Arrow
30
Instantaneous
You shift your attention to a line of flame about the size of your hand and place it between your right hand and the target. The line of fire spreads around corners and intersects line of sight points within 60 feet of each other. At the end of each of the line of fire's turns, a creature must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and becomes deafened for 1 minute. On a successful save, a creature takes half as much damage and becomes deafened for 1 minute. On each of your turns for the duration, you can make the saving throw with advantage if you have one.
Evocation
Blazing Arrow
60
Instantaneous
You conjure an invisible arrow that flies into your hand and flies toward an enemy that you can see within range. You can direct the arrow to either end a ranged weapon attack that is made against a creature within 30 feet of the target, or to a point that would provoke an attack of opportunity against that creature. The arrow passes through the target, and any damage it deals is halved if it hits. The spell ends if the target is no longer in range. If you target a creature that has hit points below 2nd level (including you), the spell ends.
Divination
Blazing Arrow
60
Instantaneous
You hurl an arrow of flaming energy at a creature within range, issuing a powerful shard of fire at it. Make a ranged spell attack against that creature, and the target takes fire damage equal to the damage dealt by the ranged weapon attack. On a hit, the target takes 1d6 fire damage, and you can throw the arrow again. If you do so, a burning altar of fire rises from the floor and ignites flammable objects in its path. The altar sheds bright light in a 40 foot radius and dim light for an additional 40 feet. The altar can be destroyed in either explosion or by means other than an explosion. A burning altar can be turned into a prismatic orb, by using an area spell slot of at least 1 inch in diameter, and by using mote or similar effects to create a circular orb. Each creature in the area must make a Constitution saving throw. On a failed save, the creature is blinded until the spell ends or sees no light. If the object being burned is neither broken nor falling, it remains aloft in the air for the duration, and it burns in an appropriate spot within 60 feet of the altar. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Blazing Arrow
Concentration, up to 1 minute
Your touch of a fiendish arrow that is centered on a creature is destroyed by the spell’s effects. The arrow is destroyed if it fails the spell’s effects. The creature is stunned for the spell’s duration, and the spell ends. The target can be blinded, deafened, and blinded. The spell ends if it fails the spell of existence, or if it succeeds on a saving throw, the spell ends. The target is blinded, deafened, and blinded. The target is blinded, deafened, and blind again. The target is blinded, deafened, and blinded again. The spell ends if the target is on the ground, or if it is in a pillar, a pillar, or other pillar, the spell ends.
Divination
Blazing Arrows
150
Instantaneous
You unleash a long-lasting energy blast that pierces the flesh of one creature you choose within range and makes its movement erratic. Each creature in a 60-foot-radius sphere centered on that spell point must make a Dexterity saving throw. A target takes 4d6 fire damage and 6d6 cold damage on a failed save, or half as much damage on a successful one. Each creature other than you in that area must make a Constitution saving throw against the spell. On a failed save, a target takes 5d6 fire damage and 6d6 cold damage on a successful save, and half as much damage on a successful save. Both damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Blazing Arrows
60
8 Hours
A bright beam of light flashes out from your hand and out from your weapon, and you choose one arrow that strikes a creature within 5 feet of you. The target must succeed on a Constitution saving throw or be blinded until the spell ends. If the target drops to 0 hit points before the spell ends, it instead takes no damage and takes no damage at the end of the spell. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Abjuration
Blazing Arrows
90
Instantaneous
You conjure up a ray of brilliant radiance over a point 40 feet square and over an area no larger than 20 feet on each side. The point must be within range. The ray lances out from you in a direction you choose, mimicking the effect of a ranged weapon attack. If you hit a target, it takes 3d4 radiant damage, and you take half as much damage on a hit. The ray spreads around corners. If you hit a creature, its speed is halved until the start of your next turn, and it suffers no damage until its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can cast three twice as much for 8th level spell’s damage and three times as much for 9th level spell’s damage and damage at the end of your next turn.
Evocation
Blazing Arrow
Self
1 Hour
You choose a flying creature. The target can make an Intelligence saving throw. A flying creature takes 7d8 fire damage on a failed save, or half as much damage on a successful one. On a successful save, the target can move through the air and strike the target. The target must make a Constitution saving throw. On a failed save, the target takes fire damage equal to 1d8 + your spellcasting ability modifier. On a success, the target regains all expended fire damage. If the target is flying, it is immune to this spell for 24 hours. The target moves at half speed, and any movement it makes during the spell ends. When the spell ends, the target can use its action to make a Constitution saving throw. On a success, the spell ends. On each of its turns, the target can use its action to move up to its speed and make an Intelligence (Investigation) check against your spell save DC. Each time it moves more
Blazing Arrow
Self (30-foot radius)
Instantaneous or 1 hour (see below)
Describe a line of fire that has a 15-foot diameter and a 15-foot long section. The line radiates bright light in a 20-foot radius. The fire spreads around corners, and it explodes into smaller, more powerful bolts of fire. A creature must take 10 feet to create a bolt. A creature can use its action on each of its turns to make another weapon attack for the initial bolt. On each of its turns, it can repeat the attack roll, ending the effect on itself on a success. The fire spreads around corners, and it explodes into smaller, more powerful bolts of fire. A creature must take 10 feet to create a bolt. A creature can use its action on each of its turns to make another weapon attack for the initial bolt. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create the following effects: 1. You create a line of fire that spreads around corners. The area is 30 feet long and 5 feet wide and is covered by a 30-foot-radius sphere centered on a point you choose within 5 feet of you. The sphere is fireproof and can be used to create a cone of fire at a point you can see within 30 feet of you. A cone starts at a point you can see and is visible to creatures and objects within the area. Each creature in
Blazing Arrow
Touch
1 Hour
As part of the casting of the spell, a creature uses 5 feet of movement for every 1 foot he or she moves. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the speed increases by 5 feet for each slot level above 2nd.
Transmutation
Blazing Arrow
Touch
1 Round
A spark of magic radiated from you ignites a celestial arrow you touch and ignites a celestial tomahawk on impact, dealing 1d4 necrotic damage to it and throwing it into igneous war. The arrow explodes, dealing 1d4 + 1d8 necrotic damage to each creature within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates one additional celestial tomahawk for each slot level above 2nd. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of celestial tomahawks for each celestial tomahawk created increases by two for each slot level above 2nd.
Abjuration
Blazing Bolt
60
Instantaneous
You conjure a beam of yellow light at a point 300 feet on the ground that remains within range. The point of the beam is perpendicular to the ground where it appears. The beam flashes a green light and lasts for the spell’s duration. If you cast this spell multiple times, you can have no more flashes than one flashing per round, and you can have an additional flash set during your turn. The spell remains in effect while you are within cover or at least 100 feet away from the source to the best of your ability. Until the point you cast this spell, you can use your action to cause a flash of yellow light to pass through all its possible lanes in a 10-foot cone, dealing no damage. The spell ends if the flashing green light passes through a barrier. A barrier created by a spell or other magical effect can only be breached by a creature whose space in that area is less than 200 feet away from it, and it can remain so for the spell’s duration. A wall, other than a wall created by a spell or magical effect, can be breached in this way only by an invisible barrier.
Transmutation
Blazing Cloud
30
Instantaneous
A veil of vapors fills the air at a point you choose within range. Choose up to ten creatures within range and one surface of stone where a cloud of soot and bright light spills out of it. Each target must succeed on a Constitution saving throw or take 1d8 fire damage when it begins its turn in the mist. The mist spreads around corners. Any creature within 30 feet of the center of the cloud can make a Constitution saving throw. On a successful save, it spreads out among all surrounding creatures, even if none have to travel such a way.
Evocation
Blazing flash
Touch
Concentration, up to 10 minutes
You touch a creature you can see within range. The target takes 3d6 radiant damage. The target takes half the damage of the spell, and any magical damage the target takes is reduced by 1d6.
Transmutation
Blazing Smite
Self (30-foot line)
Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack with a casting time of 3 minutes or less, your weapon flares with bright flame and deals 1d6 fire damage to the target. The attack deals no cold damage. If the target is a creature, it can be charmed by the glowing hand, or frightened by it. Otherwise, you have advantage on the attack and have the ability to use your action to deal extra damage to the target. If
Blazing Smite
Self
Instantaneous
You unleash a hail of iron-clad beams of light that slam into targets on the ground, a portal to another dimension, or whatever you choose to open one of the portals on the first floor. A creature must succeed on a Strength saving throw or be affected by the blast. On a failed save, the target takes 1d6 piercing damage, and it must then make a Constitution saving throw at the end of each of its turns. If it succeeds on this saving throw, it is immune to this blast. A creature that takes damage or is affected by any of its other effects is knocked prone in the portal.
Transmutation
Blazing Sphere
10
1 Hour
This spell creates a globe of red speckles in a 20-foot radius centered on a point within range. The globe remains for the duration, and the globe sheds dim light in a 20-foot radius when red glowing. The globe remains for the spell’s duration, as it does when a globe is created, for the duration of a spell. If you cast this spell multiple times, you can have up to four glowing spheres on each side of the globe, centered on that point. Each sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, glowing spheres centered on the globe shed bright light in a 30-foot radius when you cast it. Similarly, when a globe is dispelled, one sphere that was created with the dispel curse sheds bright light in a 30-foot radius. While the globe sheds dim light, creatures and objects within its area are affected, and magical objects created by spells and magic items shed dim light in a 30-foot radius. This spell can have additional effects depending on the form you choose. A staff of eight beams of light shines down from the globe, repel ranged weapon attacks, and deal an extra 1d4 radiant damage to each creature within 4 feet of the point where the staff appears. When the globe appears, each creature must make a Constitution saving throw. On a failed save, a creature takes 10d10 fire damage. On a successful save, the creature takes half as much damage. Until the spell ends, bright light in the globe sheds its color, and dim light in a 20-foot radius around the globe. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Conjuration
Blazing Sphere
10
Concentration, up to 1 minute
Choose an unoccupied 5-foot square that you can see within
Blazing Sphere
10
Concentration, up to 1 minute
You create a sphere of light that is 100 feet in diameter and 5 feet high and 10 feet
Blazing Sphere
10
Instantaneous
This spell reveals the presence of creatures within your reach within the sphere, and those creatures appear in unoccupied spaces within 30 feet of you if you or someone else is within the sphere themselves. For the spell’s duration, or until you use an action to determine if a creature within 30 feet of your location is within 30 feet of the spell’s location without moving, a glowing orb 7 feet in diameter and 5 feet tall, or a misty cloud 5 feet in diameter and 5 feet tall. It moves in a straight line up to 120 feet in a direction you choose. For the spell’s duration, or until you use an action to determine if a creature within 30 feet of the orb is within 30 feet of the spell’s location, shapes, or intensity, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet until the spell ends. These lights radiate a blue light, a green light, or a violet light that lasts for 1 hour. The elemental magic of this spell is shared by all elements of the chosen element, as well as the chosen creature. Once shared, the elementals learn and refine their own elemental magic, imbue their magic to their enemies, and protect themselves against their magic. Each creature in the orb’s space is protected against one elemental drain. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can have up to three of its 6 components appear in one place within 30 feet of each other. Each creature of your choice within 5 feet of one of its components must make a Constitution saving throw. On a failed save, it takes 14d6 fire damage that can’t be reduced
Blazing Sphere
120
Concentration, up to 1 hour
You create or form an invisible barrier that covers a 30-foot-radius sphere. The barrier lasts for the duration. The barrier is made up of 1,000-foot-high walls, each 60 feet in diameter. Each wall has a weight of 20 pounds. Each wall has a height of 20 feet. A barrier can be created up to 20 feet higher than that created by this spell. The barrier is made up of 60 blocks of stone. A wall can be up to 5 feet high, 20 feet long, and 6 feet tall. The wall can be up to 1,000 feet tall, 10 feet high, 10 feet high, and 20 feet high. The wall can be 20 feet or more high or 20 feet or more low. The barrier is made up of a thin sheet of silvery material that can be woven into any material available. At any time you can create or form a wall, you must first locate the nearest surface that can be used to form it. You can also create or form one of the barriers you create. You need to know where the barriers are located before you can create one. A wall created by this spell is difficult terrain and can have a height of up to 30 feet. The barrier isn’t difficult terrain when it is created. If it is created, it is automatically visible to all creatures that it blocks. A wall that isn’t created by this spell is difficult terrain and can have a height of up to 30 feet. A
Blazing Sphere
120
Concentration, up to 1 minute
This spell emits a dazzling greenish glow that sheds light in a 10 feet radius throughout the area for an additional 10 feet. For the duration, or until you use an action to reflect the green light back to any place within 10 feet of you where it was created: as a flash of light in a lantern or a place of great illumination in an adjacent room, up to 5 feet deep. This spell has no effect on plants or other natural light.
Evocation
Blazing Sphere
120
Instantaneous
This spell creates a sphere of flame that is at the center of your space for the duration. You can place this spell anywhere within a 20-foot cube. You can extinguish the sphere when you take damage, or place a spell-like effect there that makes the sphere flammable. The sphere remains there until the spell ends. If you create more than one sphere, you can create spheres of different shapes, sizes, colors, and fey types. For example, you could create a sphere of warded earth, earth covered in molten stone, or translucent stone with an extradimensional opening. You can use your action to create a sphere of stone that is a cube with 10-foot cubes. You choose the shapes described below: The spheres can be placed as close as 10 feet to as far as 100 feet away. You can create a sphere up to 25 feet in diameter, or a sphere that is as tall as 30 feet tall, or a sphere with 20 feet to the nearest 5 feet tall. You can create a sphere up to 25 feet in diameter and up to 10 feet tall by placing a simple object weighing 40 pounds or less within the sphere. The spheres can be placed on surfaces other than stone or other nonmagical objects. You can create a sphere from either a material object or a nonmagical object (such as a book, a spell book, or a mountain's set). When you create the sphere, you can use your action to create and hold onto the material object or unoccupied portion of the sphere, making it a part of the Sphere of Magic. You can animate the sphere by using an action to mimic the movement of your own body. The sphere remains within 1 foot of you, but it has advantage on Wisdom saving throws and ability checks that rely on perceived direction. If you cast this spell on the same spot every day for a year, or whenever you cast the spell for a full year, the sphere appears in the spot you used it, and the spell ends. You can use your action to move the sphere up to twice your speed, and it can repeat this move many times. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation
Blazing Sphere
150
24 Hours
You create a glowing orb centered on an object that you can see within range. The orb spreads around corners, and its area is bright green and opaque. If a creature is concentrating on a spell before the spell ends, the spell lasts until it finishes its concentration, and it emits a brilliant glint in an opening 10 feet wide and 5 feet deep. The glowing orb spreads around corners, and its area is heavily obscured. It emits bright fire or sunbouldering rays at your command. If the glowing orb fails to extinguish your fireball or sunbeam fire spell without first
Blazing Sphere
150
8 Hours
This spell creates a quiver of flame that explodes when a target within 20 feet of you is hit by a nonmagical weapon attack. The weapon has the same power and the same range as the spell’s normal ammunition, but the weapon creates a quiver of burning brightly colored flames in the space of 10 feet of nonmagical ammunition within range. A target can use its reaction to make a Strength saving throw. On a successful save, the quiver of fire explodes in a 20 foot cube on impact, covering a 5-foot-radius. 20 foot radius, 5 feet of nonmagical ammunition, and 5 feet of solid stone. The quiver extends along the ammunition to form a protective portal around the target. A creature can use its action to open the portal. On a creature, whose Hit Dice are equal to or less than the creature’s Hit Dice, the portal automatically opens. The portal is 10 feet long and 5 feet thick. It opens onto an unoccupied 5-foot-radius solid rock face that you can see. While in the portal, the target is transported to another unoccupied space within 5 feet of it. When the portal opens, a luminous orb with a diameter of 5 feet is visible in the rock face and is bright light up to 60 feet long, 1 foot thick, and 5 feet thick and can hover 10 feet off the ground if it is free and can reach up to 10 feet on a spike. The orb appears in unoccupied spaces within 30 feet of it. While in the portal, the target can use its action to make a melee spell attack against one creature within reach (if that creature is a creature) within 5 feet of the orb and another creature of his or her choice that is within 5 feet of it. On a hit, the target takes 1d10 fire damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Conjuration
Blazing Sphere
150
Concentration, up to 1 minute
A 20-foot-radius sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 20 feet of the sphere must make a Dexterity saving throw. The creature takes fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration
Blazing Sphere
150
Concentration, up to 1 minute
A white, iridescent sphere of fire appears in your space and moves with you, centered on a point within range. You can target one creature you can see within range and see in the sphere for the duration. The sphere appears in places, such as behind a door or behind a pillar, and lasts for the duration. When you cast this spell, you can target one additional creature for each target you select. If you target two or more creatures, your sphere attracts them and leaves a trail of sparks in each creature’s space. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Evocation
Blazing Sphere
150
Concentration, up to 1 minute
The sphere ignites bright light within range, creating bright flashes and dim light for a duration. Each creature in a 5-foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. The sphere ignites bright light within range, creating bright flashes and dim light for a duration. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 2d10 fire damage and is restrained. While restrained by this magic, a restrained creature must still make a Dexterity saving throw. While still under the sphere, a restrained creature is also engulfed in flames, which burning within the sphere damages it and produces tempestous clouds that are 20 feet long and 5 feet deep. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it can use its action to move up to its speed so that it is no longer affected by the sphere’s speed. A creature restrained by this magic must make a Wisdom saving throw each time it reverts to its original plane of existence. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Evocation
Blazing Sphere
1 Mile
Instantaneous
An illusory cloud of flames springs from your earthen grasp to reveal a location that looks like a place beyond reality. Choose a spot you can see within range. Each creature in a 20 foot radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 14d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the cloud up to 30 feet and then repeat the saving throw. If you are holding the smoke cloud or smoking it, you have advantage on any saving throws made to resist the cloud. The cloud moves 30 feet every time it strikes a creature within 5 feet of it.
Conjuration
Blazing Sphere
300
Concentration, up to 1 minute
A 20-foot-radius sphere of flame appears and wreathes itself in obscuring darkness. The sphere spreads around corners. The sphere remains for the duration. If the sphere moves toward a creature within 30 feet of it, that creature must make a Constitution saving throw against your spell save DC. On a failed save, the sphere explodes. On a successful save, the sphere disperses immediately. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you use an action to cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 1 hour.
Conjuration
Blazing Sphere
300
Instantaneous
A spark of life-giving energy springs from the center of a creature by means of a symbol or symbol hand, such as a cross, a cross emblazoned across its chest, or a symbol inscribed across a creature’s surface. The spark ignites any ammunition it carries with it and ignites flammable objects that aren’t being worn or carried. The spark ignites any ammunition it carries with it. Each 5-foot-diameter cylinder has AC 20 and 20 hit points per 10-foot section. When an object touches or hits the spark, it becomes inert and emits an audible warning when it strikes the object. When a creature moves into the center of the spark or touches it (like a creature can move into or out of the center), that creature must make a Dexterity saving throw. On a failed save, it takes 14d6 radiant damage, or half as much damage on a successful save. For the duration, an harmless creature or object can’t be affected by this spell. If an object strikes a creature, that creature must make a saving throw. On a failed save, it causes the object to rustle and shiver at its feet or a similar surface, and it must use its reaction to regain control of itself by returning to the Dash action. The rustling creature can repeat this saving throw the following turn, ending the spell on an affected creature on its turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.
Evocation
Blazing Sphere
300
Instantaneous
A sphere of flame, 3 feet in diameter, shines bright and clear and lasts for the duration. A target must succeed on a Dexterity saving throw or take 1d6 radiant damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Blazing Sphere
300
Instantaneous
A sphere of radiance streaks out from you, filling a 60-foot-radius sphere with radiance for the duration. Each creature in the area must make a Dexterity saving throw. A target takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that takes this damage on a successful one takes 6d8 bludgeoning damage on a failed save. A creature can make a Strength or Dexterity check against your spell save DC. On a success, the spell ends.
Conjuration
Blazing Sphere
30
Instantaneous
You create a bright, glowing sphere of flame that can be a foot or two tall. The sphere is 10 feet in diameter, and can be up to 10 feet thick. The sphere is made of a silvery material, with a diameter of 1 foot. The sphere can be interacted with by up to three other creatures of the same color and size, as long as they each have their own color. A creature can use an action to cause the sphere to glow in a 20-foot radius. The sphere is so bright that it can be seen from up to 50 feet away. A creature must maintain 1 foot of cover on the ground in order to perceive the sphere. A creature can use its action to make a ranged spell attack against the sphere. While the spell is on the spell sheet, any creature within 5 feet of the sphere when it appears must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can’t cast this spell again until it returns to its plane of existence. A shattered sphere of light can be used to
Blazing Sphere
60
24 Hours
A spark of magic radiate from your finger toward a creature within range, forming a sphere of intense intensity within range. Make a ranged spell attack against the target. On a hit. the target takes 4d8 radiant damage. You can use your spellcasting ability to determine the damage type of the spell’s element, and you can choose a number of nonmagical elements worth noting as magical. You determine what magical elements are present in the target’s liquid form, w eaving at the DM as a bonus action on each of your turns to deal the damage. You can create a single nonmagical element, a magic stone, that bears this information description. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 2d8 for each slot level above 5th.
Conjuration
Blazing Sphere
60
24 Hours
A spark of radiance appears within range towards a creature of your choice within range. The target must make a Dexterity saving throw. On a failed save, it takes 14d6 radiant damage (if you have it) or 20d6 radiant damage (if you don’t). On a successful save, it takes half as much damage and no damage. A creature succeeds on the saving throw with disadvantage. For the duration of the spell, the spell also ends against creatures other than trees or trees that don’t grow leaves. If the spell ends against a creature, it isn’t blinded, deafened, or has 100 percent body weight, but it is restrained and must use its movement to move up or down as normal, if it can. As an action, it exhales a bolt of holy energy that deals an extra 4d8 radiant damage. This spell ends for the target when the spell ends and it explodes, or when it damages a creature, if it isn’t there yet.
Evocation
Blazing Sphere
60
Instantaneous
You create a 20-foot-diameter sphere of black smoke that spreads around corners and lasts for the duration. The sphere is translucent and doubles as a lantern. It emits bright light in a 30-foot radius and dim light for an additional 30 feet. If you are the target of a misty cloud spell, it lingers in the air for the duration. The cloud acts as a lantern but sheds bright light in a 30 foot radius and dim light for an additional 30 feet. When you cast this spell, you can make a spell attack with the cloud. Each creature in the cloud (including you) must make a Wisdom saving throw or be affected by the spell for its duration. Targets don’t automatically fail the saving throw. The cloud moves 10 feet each time it strikes an object or for 1 minute, after which it stops working and moving again. When the spell ends, the cloud spreads around corners. When the cloud strikes a creature, it produces bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast this spell, you can make a spell attack with the cloud as part of making the spell, but the attack deals an extra 1d6 radiant damage to the target.
Evocation
Blazing Sphere
60
Instantaneous
You create a glowing sphere of flame, a 10-foot diameter sphere centered on a point you can see within range. The sphere floats in the air and lasts for the duration, up to 10 minutes. When the sphere hits, you create a 20-foot-radius sphere of flame that is at least 10 feet in diameter. If the sphere hits a creature or an object that isn’t being worn or carried, it explodes, dealing 1d4 fire damage to the target. The sphere is impassable and can’t be damaged, but it has disadvantage on attack rolls against creatures or objects with flying or trident-like properties. You can move the sphere up to 20 feet out of its space. The sphere remains in place for the spell’s duration. If you cast this spell a number of times, you can have up to three of its effects active at a time, and you can dismiss
Blazing Sphere
60
Instantaneous
You create a sheet of quivers filled with flame that explode when a creature of your choice within range points within range points within range of a bonfire or lantern you choose within range. Each creature in a 15-foot radius sphere centered on that point must make a Constitution saving throw. Creatures in the area take 1d8 fire damage. When a creature damages or burns through the bonfire or lantern, or as a result of being on the ground, while burning, the flames are extinguished instantly, the flames of which dissipate at the start of each of its turns. As a bonus action, you can move the flames up to 30 feet in a straight line. Fireball. Make a ranged spell attack. On a hit, the target takes 3d8 damage, or half the weapon’s maximum ammunition capacity. The fire can fill 5 gallons of water and 2 gallons of clean water in any other direction. On a hit, it ignites any nonmagical objects in the flames that are not being worn or carried.
Evocation
Blazing Sphere
60
Instantaneous
You create a sphere of opaque light in a 20-foot cube. The sphere appears to be a sphere, with the same radiance as a normal sphere. The sphere grows in size from the bottom to the top. The sphere sheds light and dim light in a 20-foot cube. The sphere can hold up to 10,000 gallons. The sphere and any creature within it can make nonmagical ranged spell attacks against you. If you cast this spell multiple times, you must choose at least one of the spells you want to use on each casting.
Conjuration
Blazing Sphere
90
1 minute
A brilliant bonfire radiates from your hand toward a creature within range. Make a ranged spell attack for the creature’s creature, and make a new spell attack for that creature. On a hit, the target takes 3d8 radiant damage. You choose the creature’s color; bright red, blue, or light blue. Each creature of the color must make a Constitution saving throw to resist the spell. If the creature fails the save, it is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Transmutation
Blazing Sphere
90
1 minute
A spark is created in your hand and begins glowing blue and gold in a 30-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. An unwilling creature must the first saving throw against the spark. On a failed save, the creature takes 4d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th.
Evocation
Blazing Sphere
90
Concentration, up to 1 hour
A 20-foot-radius sphere of fire appears in a 60-foot radius centered on a point you can see within range. The sphere spreads around corners, and its area is difficult terrain. Until the spell ends, whenever a creature enters the sphere for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’
Blazing Sphere
90
Concentration, up to 8 hours
You create a luminous—invisporeal manifestation of solid energy that lasts for the duration or until you dismiss it as an action. You can use this spell to cause torches and lanterns to flicker and to create warp in wooden planks and planks. If you make a ranged spell attack against a creature within your reach, the creature takes 4d8 bludgeoning damage, and it takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. This spell's damage increases when you reach higher levels. when you cast this spell using a spell slot of 2nd level or higher, the damage increases to 4d8 + your spellcasting ability modifier.
Evocation
Blazing Sphere
90
Instantaneous
A brilliant, emerald green flame streaks out from your hand. For the duration, you gain a +1 bonus to AC and saving throws, and you gain the following benefits: - Aquatic: You can breathe underwater and gain advantage on new weapon attacks made underwater. - Earth: Your plants and minerals transform plants within 30 feet of you into usable tools, and you gain a swimming speed of 60 feet. - Floating: You can hover in the air and project earth and fire damage spells into the air, making your daily routine a success. - Transmute Flame: You can manipulate the fire of flame in the area, making your everyday routine a success. Casting this spell again halves your damage and makes your spells more accurate. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Transmutation
Blazing Sphere
Self (60-foot radius)
Instantaneous
A sphere of flame 120 feet in diameter and 5 feet high rises toward a point within range. The sphere remains for the spell’s duration, and it extinguishes flames in a 15-foot radius sphere when extinguished. The sphere can contain up to eight 10-foot-by-10-foot cubes, each cube 3 feet in diameter and 1 inch thick. Each cube has AC 15 and 30 hit points per inch of travel. Each cube remains for the spell’s duration. When the sphere’s space is occupied by a creature, the creature takes 10d6 cold damage and is restrained there. The sphere’s space is difficult terrain. Any creature within its space of’s dimension that can’t hear or understand any creature other than you must succeed on a Dexterity saving throw. The creature is restrained there until the spell ends or the sphere’s space is occupied by another creature. Any time the sphere’s space is occupied by another creature, the creature takes 10d6 fire damage and is restrained there until the spell ends or the sphere’s space is occupied by another creature. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. The creature is also restrained by a thin sheet of mist that
Blazing Sword
60
Concentration, up to 1 minute
You summon a magical sword from the dark pits of hell. You create the sword and imbue it with a magic that lasts for the duration. The sword lasts for the duration by shedding bright light in a 50-foot radius and by dealing 1d8 radiant damage to one creature within 5 feet of the sword. If the weapon strikes an enemy, it deals 1d8 force damage to each target. If the weapon strikes an object or an unwilling creature, the weapon instantly expels the object or creature and deals 1d8 damage to it. After the spell ends, you can use a bonus action to mentally command any creature you made with the sword, summoning them from the shadows. They must be within range of the spell. If you command a creature summoned by the sword, they speak the sword's incantation. The creature must understand your command and understand what you mean when you speak it. The creature must make a Wisdom saving throw, taking 7d10 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate or link two other objects of your choice that you can see within 60 feet of the sword and animate or link them from there. When you do so, you can switch from using an animal companion spell to using a spell of 8th level or lower, creating a new spell of your choice, or from using a spell slot of 8th level or higher. Each additional time you cast this spell, the sword animates and animates until you use a different one. You can link two wooden pallets of lead to create a bridge over water, a pair of leather trousers to link a shop to a high wall, or a leather jacket to give a man cloak. When you use this spell on a creature, it can follow your movements and doesn’t have to follow you around.
Transmutation
Blazing Tendrils
60
Instantaneous
Choose a spot within range for lightning that you can see. That spot must see line-of-sight only to you, and it moves at your command (this spell must be called with care to maintain line of sight with you and your companions). Whenever a lightning bolt (contained within a 5-foot radius centered on that spot) reaches a creature, that creature must make a ranged spell attack with it or put the bolt into its weapon. On a hit, the target makes a DC 20 Constitution saving throw. It automatically succeeds, though it takes a -4 penalty to the save. On a failed save, the creature frees itself, and it becomes prone if you have it. At the start of each of your turns, you can use a bonus action to make a new attack roll. On each of your turns until the spell ends, you can use an action to mentally trigger another ability of the chosen creature. If you have the ability to do this, you must call on the chosen ability from within 20 feet of the spot you chose. If you have the ability to do nothing more, you have no ability to do anything but concentrate on the task at hand. You can use your action to create a ring of poisonous clouds that fill 1 foot of your space. When you cast this spell—and without spending time concentrating on anything else or casting spells—you can extinguish the cloud with a touch attack, and you can’t specify a spell’s poison or missile nature, but instead use a bonus action to push it apart with a weapon. In addition, you can extinguish the flames of lukas by using your action to create a small dispelling cloud of leaves centered on a point within range, as part of an attack. Each cloud of leaves burns up to 5 gallons of fuel, and you have resistance to burning damage for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd.
Evocation
Blend
30
Concentration, up to 1 hour
For the duration, you can create a magical bond between two or more creatures of the same kind that share a common physical form. The spell can deal damage to the two targets, but the second target can't be charmed.
Divination
Blend
Touch
1 Hour
This spell imbues a creature with the primal urge to fight, even to die. Creatures in an unoccupied space that you can see within range can see only one of each of their turns as a creature, but you are immune to all damage. At the DM’s option for a creature that’s in an unoccupied space and that has the Strength score of the chosen creature, the creature can make a melee attack with one of its slam attacks against a target within 30 feet of it, instead of the creature’s normal melee attack action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, or when you cast a spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Evocation
Blessed Blade
30
Instantaneous
You make a sword that you can see. Choose a creature within range. It must make a Strength saving throw. On a failed save, a creature takes 3d8 bludgeoning damage. On a successful save, a creature takes half as much damage.
Conjuration
Blessed Blade
Self
Concentration, up to 10 minutes
With your weapon attacks, you can cause a shield to fly up to 50 feet in any direction. The shield is a Medium shield with a 10 inch radius and a 10-foot tall, 30-foot-high cube in the center. The shield is made of a thin sheet of force-piercing acid, which is strong enough to break bones and shatter ceilings. The shield can’t be disarmed or restrained. The spell’s effect lasts for the duration. If you cast this spell once, you can have up to five of its effects active at a time.
Conjuration
Blessed Bless
120
Instantaneous
You heal a Huge or smaller creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 thunder damage. On a failed save, the target takes half as much damage. When you cast this spell, you can target one additional creature for each target you designate. If you target multiple creatures, you can designate one of them as a target of the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures you can target increases by two for each slot level above 6th.
Evocation
Blessed Bless
30
Concentration, up to 1 minute
It grants you a truesight. For the duration, your mind is able to comprehend what other creatures say and do. You can make a Wisdom saving throw. You make the spell a bonus action, and the target can determine the bonus by making an Intelligence (Investigation) check against your spell save DC. A creature can use an Intelligence (Investigation) check against your spell save DC to determine if the bonus has been achieved. If so, it can't take the check. If you are casting this spell with an Intelligence (Investigation) check against your spell save DC, the extra benefit is lost and the spell is no longer considered a bonus action. You can also use an Intelligence (Investigation) check against your spell save DC to determine if the bonus is achieved. If so, it is lost if you roll the saving throw.
Transmutation
Blessed Blessword
90
Concentration, up to 1 minute
A creature of your choice that you can see within range blesses another creature that you can see within 5 feet of it for the duration. The target is protected against death and undead, and its hit point maximum can't fall below 5th level. The spell ends when it has struck its maximum hit points.
Enchantment
Blessed Familiar
5
8 hours
You gain the ability to bless a willing creature. You gain the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage. • You can’t be charmed or frightened by spells, or you can’t speak a native language. • You know the languages of other creatures you can see. • You can’t cast spells and have no natural or magical connections to the plane. You also don’t have to worry about magic, such as the ability to understand the languages of other creatures. You can have up to one additional blessing at a time.
Enchantment
Blessed Hand
60
1 hour
You and up to six creatures of your choice that you can see within range become deity-like, unless you choose to grant them a supernatural ability. The chosen ability can be any of the following: • Paralysed, deafened, or stunned (your choice) • Stunning, incapacitated (your choice) • Disarmed, halved, or paralyzed (your choice) • Confused (your choice) • Fainting (your choice) • Stunned (your choice) At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create three additional illusions for each slot level above 4th. The additional illusions can be any of the following: • One humanoid or a creature’s size that is in an unoccupied space on the spell’s level. The creatures are neither the target of the spell nor its target. If the target’s size is smaller than the target’s, the creature is blinded. The target’s size and direction are determined by its alignment, as does the target’s speed. The target can’t benefit from teleportation spells.
Conjuration
Blessed Image
30
Concentration, up to 1 hour
A glowing sphere of light in an unoccupied space appears to be composed entirely of magical energy. The sphere is 20 feet in diameter and 1 inch thick and is shaped like a square.
Blessed Mutation
60
Instantaneous
You choose one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or become a creature of your choice. The target is a humanoid that has the following statistics: Strength: 1d8, Dexterity: 1d8, and Intelligence: 1d8. The target can’t be charmed, frightened, or otherwise treated as an undead. The target can’t benefit from spells or other magical effects. The target can’t cast spells. When you cast this spell, you must spend 5 minutes casting either the spell or the target’s Wisdom saving throw.
Conjuration
Blessed One
30
Instantaneous
You touch a creature and receive the divine favor. The target gains the benefit of an ability that you can benefit from by using his or her Wisdom modifier when you cast this spell. If you cast this spell multiple times, you must have both of the same benefit. At any time, the target can benefit from all of the benefits of the first spell. If he or she uses his or her own Wisdom modifier to know the information below, the target gains no benefits from the second spell (although he or she can use both of them during any turn he or she is on the plane of existence he or she is in). You can use this feature a number of times equal to 2 + your proficiency bonus. When you do so, you can use the spell to ask the creature about the benefit of another benefit he or she has. If you ask the creature to explain the nature of its benefit (such as how it treats enemies and creatures), this spell can ask the same questions as the normal spell. You can also ask the creature to explain why the benefit is being offered. You can also ask the creature to explain why you have provided it with the benefit. The answer is given to the same effect as the spell. For example, if you ask the creature to explain why you made the saving throw to give you the benefit, this spell can tell you that the creature made the saving throw because it was under the spell's effect. This effect is invisible to the creature, and only the creature can see it. If you cast this spell over a long period of time, the effect lasts until you dismiss it as an action. You can also dismiss the spell by using your action to dismiss the spell with a success.
Transmutation
Blessed One
60
6 Hours
You take the form of an ordinary creature of your choice that you can see within range. The creature is willing and able to see in the full 360-degree plane. Whether its alignment is one of the following: Neutral, Gnome, Half-Orc, Dwarf, Half-Elven, Half-Orc, Human,
Blessed One
60
Concentration, up to 1 minute
You choose one of the following benefits;’t no effect’s. You can also choose to receive or receive no benefit at all. An instantaneous healing effect. A spell that ends a turn. A healing effect that ends the first turn. A special effect. A healing effect that ends a turn that isn’t special. A special effect that ends the last turn. A healing effect that ends the last turn that isn’t special.
Enchantment
Blessed One
60
Instantaneous
You are one thing. You have no particular special abilities or abilities. If you are a divine, you gain the following benefits: You can cast spells of 1st level or higher as divine spells. You can also choose to have
Blessed One
90
Concentration, up to 1 minute
You are one step closer to your deity or a god. You are divested of all your other senses (such as sight, memory, smell, and taste) and gain the benefit of
Blessed One
Self
1 Hour
You bless someone with a sacred item that can be used to bless any creature within 30 feet of you. If you or a creature you designate is within that 30-foot-radius sphere, you can create a creature of your choice that you can see within 30 feet of you, and you can cast the spell on it. You can make the creature immune to vulnerability, poison, and disease. When the spell ends, the creature can use whatever magical item it carries for its ability scores. If the creature is affected by a nonmagical item, the creature must use its own magic to create the item.
Instantaneous
You touch a creature you can see within range. It must make a Charisma saving throw. The target takes 3d12 psychic damage and is blinded until the spell ends. If the target is a creature, it is charmed by it, or frightened by it. The creature can’t be affected by this spell. If the target is an object, it is charmed by it, or frightened by it.
Conjuration
Blessed One
Self
Instantaneous
You conjure up a
Blessed One
Touch
Instantaneous
You are able to grant one of the following benefits
Blessed Ward
60
Concentration, up to 10 minutes
A ward appears on a creature you can see within range. The ward lasts for the duration or until the spell ends. The ward appears on a target within range. The spell lasts until it has resolved. While the ward is active, the target can use a bonus action to reduce that target's AC by 10 for the duration. The spell ends if the target attempts to use an action to use a different form of protection. The target can use an action to dismiss the spell as an action. A creature can use an action to dismiss the spell as an action.
Conjuration
Blessed Ward
60
Instantaneous
You become a divine ward against one of the following effects. The spell’s effect lasts for 1 hour. Water Breathing. You can breathe in any liquid that you choose. Fire Breathing. You can breathe in the form of a liquid that is 100 feet in diameter, 40 feet high, and 40 feet deep. Ice Breathing. You can breathe in the form of a liquid that is 100 feet in diameter, 40 feet high, and 40 feet deep. Poison Breathing. You can breathe in the form of a liquid that is 100 feet in diameter, 40 feet high, and 40 feet deep. Lightning Breathing. You can breath in the form of a liquid that is 40 feet in diameter, 40 feet high, and 40 feet deep. Water Breathing. You can breathe in the form of a liquid that is 40 feet in diameter, 40 feet high, and 40 feet deep.
Blessed Ward
Self
Concentration, up to 1 minute
You gain the ability to heal one creature of a specified type. The target must make a Wisdom saving throw. The target takes 1d8 necrotic damage on a failed save. On a successful one, the target takes half as much damage. On a failed save, the target takes half as much damage. On a successful save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a successful save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a successful save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a successful save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a failed save, the target takes half as much damage. A successful save ends the effect.
Conjuration
Blessing of Intelligence
Concentration, up to 1 minute
Illumination, up to 10 minutes
For the duration, a creature you touch is magically infused with the power to discern the location of evil and good spirits. Any creature that you touch is immune to the spell and the spell is silent for the duration. The target can see through the illusion and can hear the voice of the spirits. This spell can end the effect of evil spirits within 60 feet of you.
Abjuration
Blessing of Intelligence
Touch
Concentration, up to 1 minute
You attempt to locate and speak the name of a divine being or divine word. The spell’s language and other knowledge remain unharmed. The target chooses a deity or a name you give it. The target’s language or other knowledge is intelligible to you, if you cast the spell. If you cast this spell multiple times, you can designate a different deity or name. At any time after casting the spell, if the spell is cast or if you are concentrating on the spell, the target must choose a different name before the spell ends. The spell’s language is affected by the target’s alignment. The target’s alignment also dictates the nature of the target’s current alignment. The target’s natural ability scores a number of successes and subtracts one from his or her total. If you cast this spell twice, you roll two additional successes. If you roll two, you roll the number of successes or subtractions as you would from the target’s total. The target’s physical and mental strength scores are both reduced by the target’s total for this spell. If you cast this spell with a spell slot of 6th level or higher, your target’s Strength and Dexterity scores are reduced by two for each slot level above 5th.
Evocation
Blessing of Light
30
Instantaneous
The spell reveals the presence of a celestial deity within the form of a large, glowing globe. Each creature in the area must make a Wisdom saving throw
Blessing of the Dead
120
Concentration, up to 10 minutes
You imbue a creature of your choice that you can see within range. The casting time is 10 minutes. The creature must be within 30 feet of you. The target can make a Wisdom saving throw. On a failed save, the creature takes 1d4 necrotic damage, or half as much damage on a successful save. A creature can also use an action to cause itself to become charmed by this spell. The creature must be within 30 feet of you when you cast this spell. If a creature is within 30 feet of you while charmed by this spell, the creature must make a Wisdom saving throw. On a failed save, the creature takes half as much damage on a successful one. If the spell ends before the target can see the creature, the spell ends.
Conjuration
Blessing of the Dead
Touch
Concentration, up to 1 hour
You make a divine or celestial sacrifice and bless it, granting a +5 bonus to AC, CMB, and all saving throws. For the duration, you and all creatures you designate gain a +10 bonus to AC, CMB, and all saving throws.
Transmutation
Blessing of the Dead
Touch
Concentration, up to 1 hour
You touch an undead creature that has no memory or can no longer remember its name or deeds. The creature must succeed on a Wisdom saving throw or become aware of the name and deeds of the creature until the spell ends. The spell ends if the creature is dead or frozen, which occurs if the creature is no longer alive.
Conjuration
Blessing of the Elements
60
Instantaneous
A blessing appears on a creature or object you choose that lasts for the duration. The spell has no effect if the creature or object is already a holy symbol. The spell has no effect if the creature or object is an object created by a spell of 7th level or higher.
Divination
Blessing of the Elements
Self
You touch one object of worth at the end of your next turn. The object you touch is a divine gift from a deity. The object is a celestial body, and the spell ends if it is worn on your hands. The object can be of any type, and it can’t be worn more than once. If you cast this spell multiple times, you can use your action to resolve the entire spell. On each of your turns, you can also use your action to dismiss the spell. If you do, the spell ends. On each of your turns after you dismiss it, you can choose any additional action you took. You can also dismiss this spell with a successful Intelligence (Investigation) check against your spell save DC.
Transmutation
Blessing of the Gods
300
Concentration, up to 1 minute
You utter one divine word or command of a god or goddess, and the deity or goddess becomes a god or goddess of one of the following five possible forms: god, godess, god, godmother, godfather, godmother, godmother goddess
Blessing of the Lord
150
Instantaneous
You create a simple, magical, and sometimes dangerous magic item that has a power rating of 10 or lower. The item can be any substance, a magical item, or a component of any of the following: magic, stone, fey, fey weapon, flail, flail ring, ring, rod, sling, sling club, sling club, sling whip, sling sling finger, sling ring, sling ring, sling whip, sling spear, sling sling gun, sling sling ring, sling sling gun, sling sling weapon, sling sling ring, sling sling wand, sling sling staff, sling sling ring, sling sling wand, sling sling ring, sling sling staff, sling sling ring, sling sling wand, sling sling ring, sling sling weapon, sling sling ring,
Blessing of the Seeker
120
Concentration, up to 1 minute
You gain the power to ward two types of creatures. For each of the creatures you ward, you can make one additional attack with the ability. If you can, the spell ends. As an action, you can dispel the spell.
Conjuration
Blessings of Light
Touch
Concentration, up to 1 minute
You imbue a creature with the power of light, a force that can cause it to appear in any plane or space within range. The spell’s area of effect is centered on a point within range. The target of the dispel magic can see through the spell’s area; if the target is within the area, it can
Bless of Earth
120
Concentration, up to 1 minute
You whisper a word to a creature that you can see within range. The creature must succeed on a Wisdom saving throw or be charmed for the spell’s duration. If the creature is a creature, it can’t be charmed by this spell.
Divination
Bless of Fire
Self (5-foot radius)
Instantaneous
You utter a divine word, and your magical fire erupts from your spellsword, flicking flames in all directions within 5 feet of you. Each creature that ends its turn in the area must succeed on a Dexterity saving throw. On a successful save, a creature takes 2d8 fire damage. On a failure, the creature takes 2d8 radiant damage. A creature that successfully saves against this spell has its speed halved until the start of your next turn.
Evocation
Bless of Flame
30
Concentration, up to 1 minute
You create a shimmering globe of flame that lasts for the duration. The globe can be used to create a wall or to illuminate a place. The globe is covered by a thick, transparent covering that protects the globe from light and prevents damage from harmful rays. The globe can be made to be a prismatic structure. The globe can be made to be a prismatic surface. The globe can be made of
Bless of Healing
Self
Concentration, up to 10 minutes
A beam of healing energy appears in a specific place that you can see within range. You heal a creature by using your action to heal up to two creatures of your choice that you can see within range of you. Any creature that is healed when you cast this spell must make a Constitution saving throw. On a successful save, the target takes half as much damage. Its hit point maximum is increased by 5d6 for each slot level above 4th.
Necromancy
Bless of Holy Strength
Self
30
Instantaneous
You gain one of the following benefits: The target gains a +2 bonus on attack rolls and ability checks against you and its companions for the duration. You gain +2 to saving throws against spells and other magical effects. You gain immunity to nonmagical bludgeoning, piercing, and slashing damage. You can use your action to grant the target a bonus to attack rolls, and you can change the target's statistics so that it increases your attack bonus and damage rolls with each level. You gain a bonus to AC against spells and other magical effects that have no effect on you. You can target one creature of your choice that isn't immune to this spell. If you target a creature with a different save DC, the target takes 2d8 bludgeoning damage.
Conjuration
Bless of Life
30
Instantaneous
This spell grants life-preserving antimagic field to up to eight willing creatures you can see within range. A willing creature (including you) grants a wish that the target carries with it, as long as the wish is true. The target is charmed by you until the spell ends or until you use your action to dismiss the target. The wish can be a wish to remain celibate (your choice), a wish to become celibate (your choice), or a wish to become celibate (your choice). The target can make a wish that makes you more powerful or less powerful at the time you make the wish, or one that makes the target less powerful or less powerful at the time you make the wish. You decide what happens after you make the wish. For the purposes of this spell, the target can be a creature or a place or a place and can be celibate or unfettered in its desires. The target can have its mind permanently tormented by the spell. For the duration of the spell, the target has advantage on attack rolls, ability checks, saving throws, and ability checks that rely on memory and senses.
Abjuration
Bless of Life
Touch
Concentration, up to 1 hour
You touch a creature of your choice that you can see within range and that can touch it for the duration. The target must make an Intelligence saving throw. On a failed save, the target takes 3d8 necrotic damage, and it takes half as much damage on a successful save. The spell ends at the end of that spell's duration.
Abjuration
Bless of Lightning
Self (10-foot radius)
Concentration, up to 1 minute
Choose one creature of your choice that you can see within range. Each target must make a Lightning Reflex saving throw. On a failed save, the target takes 2d6 lightning damage, and it is restrained. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d6 for each slot level above 2nd.
Necromancy
Bless of Light
Self
Concentration, up to 1 minute
Bless of Life, once reserved for the dead, grants up to 1/2 the spell’s normal effect while in the spell’s light. Up to ten creatures of your choice that you can see within range gain
Bless of Power
Touch
Concentration, up to 10 minutes
You gain one of the following benefits: - You gain a +2 bonus to AC for the duration. - You gain a flying speed of 30 feet. - You gain resistance to nonmagical damage. - You can use a bonus action to create a shimmering blast of magical energy that damages any creature within 5 feet of you that you can see. The target must make a Constitution saving throw at the end of each of its turns. - You create an instantaneous teleportation spell. The casting time depends on the version of Windows the casting of which is completed on the same day as the spell’s spell slot creation. - You create a teleportation circle centered on a point you choose within range. The circle moves with the circle’s distance to you. Until the spell ends, you can use a bonus action on each of your turns to cause a teleportation circle to circle around a point you choose within range. If you do so, the circle moves at half the area’s equivalent speed to the circle you created. - You create an instantaneous teleportation spell. The casting time depends on the version of Windows the casting of which is complete on the same day as the spell’s spell slot creation. If you cast the spell on a different target, the
Bless of the Dead
1 mile
Instantaneous
You choose one of the following benefits: • You gain a +5 bonus to the attack roll of all creatures you designate for this spell. • You gain a +5 bonus to the attack roll of all creatures you designate for this spell. • You gain a +10 bonus to the attack roll of all creatures you designate for this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus increases by 1d10 for
Bless of the Dead
60
1 minute
You utter a divine command to a creature you can see within range. Make a Wisdom saving throw, and the target gains the ability to use his or her action to make a Constitution saving throw. The target can use his or her action to make a Constitution saving throw at the end of each of his or her turns. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 minute.
Transmutation
Bless of the Dead
Self (1-minute)
Concentration, up to 1 hour
You touch one living creature that you can see within range and call to its power. If it is a Large or smaller creature, you choose one of its hit points. The target must make a Charisma saving throw. On a failure, the target takes 4d8 psychic damage. On a success, it takes half as much damage. On a second failure, it takes only half as much damage. On a third or subsequent failure, the target takes half as much damage. On a fourth or subsequent failure, it takes half as much damage. On a fifth or subsequent failure, it takes half as much damage. On a sixth or subsequent failure, it takes half as much damage. On a seventh or subsequent failure, it takes half as much damage. On a eighth or subsequent failure, it takes half as much damage. On a ninth or subsequent failure, it takes half as much damage. On a tenth or subsequent failure, it takes half as much damage. On a ninth or subsequent failure, it takes half as much damage. On a tenth or subsequent failure, it takes half as much damage. On a tenth or subsequent failure, it takes half as much damage. On a eleventh or subsequent failure, it takes half as much damage. On a twelfth or subsequent failure, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 5th.
Abjuration
Bless of the Dead
Self
3rd (1W-10N)
This spell transforms undead into undead. The transformation lasts for the duration, and you can target undead with the same spell or ability to become the same creature. If the target is not undead, the transformation lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 minute.
Evocation
Bless of the Dead
Self
5
Instantaneous
You imbue yourself with the power to strike down mortal enemies and heal them for 1d6 hit points. The target must succeed on a Constitution saving throw or be charmed by you for 1d6. The target must then make a Constitution saving throw. On a success, the target is charmed by you for 1d6, or the target is immune to the spell until it drops to 0 hit points or fewer. The target can’t harm you or your companions.
Transmutation
Bless of the Dead
Self
Concentration, up to 1 minute
You gain the ability to restore two corpses to life. The corpse disappears if you touch it. The corpse is undead and you can see through it. Until the spell ends, you can use a bonus action to cause the corpse to disappear. You can use up to three creatures of your choice that you can see within range to remove the corpse. You can move the corpse back and forth between the targets, but you can't move the corpse or any of its companions.
Abjuration
Bless of the Elements
120
Concentration, up to 1 minute
You create a shimmering orb of dazzling light in a space you can see within range. Until the spell ends, the orb is a shimmering orb. Creatures that are on the ground in that space are unaffected. Each creature in that space must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn within 5 feet of the orb must make a Dexterity saving throw. On a success, the spell ends and the orb disappears.
Evocation
Bless of the Elements
60
1 Hour
You curse the earth, the air, and the elements for 1 hour. You can also curse the elements for up to 1 hour. You can also curse the elements for up to 1 day and up to 1 month. The curse lasts for 10 minutes. You can also curse the elements for up to 2 minutes. You can also curse the elements for up to 6 minutes. You can also curse the elements for up to 10 minutes. The spell lasts for 1 hour, and until the spell ends, the curse lasts only if the target is in the air or if the target is wearing armor that covers itself.
Conjuration
Bless of the Elements
60
Con
Bless of the Elements
60
Concentration, up to 1 minute
You choose one of the following nonmagical objects of your choice that have been imbued with a certain element of resistance. The object is imbued with a certain amount of energy, which you can use to create either a duplicate of the object or to create a new duplicate of it. The duplicate of the object must be a different object than the one you created. The duplicate can be a creature, a plant, or a plant-like creature. The duplicate can be a creature other than the creature
Bless of the Elements
60
Concentration, up to 1 minute
You gain the ability to cause up to ten of the following benefits to one creature. You can also create two of the same benefits at the same time. For example, you can create one benefit and change the other.
Abjuration
Bless of the Elements
Concentration, up to 1 hour
Transmutation
Bless of the Greater Restoration
Self (10-foot radius)
Instantaneous
You touch one creature you can see within range. The target is restored to full health and in use by the restoration spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the restored condition is restored to the target.
Abjuration
Bless of the Light
Self
Instantaneous
You touch and bless one unoccupied space of your choice that you can see within range. The space is a small, dim light that appears to be entirely white. The space must have at least 1,000 feet square. The space can't contain more than 3 creatures or one creature of your choice that isn't an object of your choice. If you cast this spell and you target one creature of your choice that you can see within range, the target must succeed on a Wisdom saving throw or be stunned by the spell. If you cast this spell more than once, it can affect any number of targets at once. You can also change the target's alignment, which affects the target only. The target remains charmed, but it has disadvantage on attack rolls against you. If the target changes its alignment, you choose the one that it has. If you choose both at the same time, you can use your action to compel the target to alter its alignment. If you don't compel the target to alter its alignment, you can compel it to alter its whole personality, which you can do only once. This spell also affects creatures that can be charmed by this spell, such as the undead.
Conjuration
Bless of the Undying Furnace
Touch
Concentration, up to 1 minute
You touch a creature or a solid object that you can see within range. The target of the spell is immune to being charmed until the spell ends on that target. When you cast the spell, the target must make a Wisdom saving throw. On a success, the target can’t be charmed for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the saving throw DC increases by 1. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage roll for all damage rolls against the target increases by 1d10.
Evocation
Bless of the Unseen
Self
Concentration, up to 1 minute
You touch someone you have been given a divine gift. They sense your presence and recognize you as a divine being. The target of this spell is immune to necromancy for 1 minute. You can use your action to dismiss the spell. If you do both, the target gains a list of the chosen spells you cast in the casting time or until it dismisses the spell. The target then becomes a divine being. You choose one of the following options: - Choose one of the following effects. - Choose a nonmagical or magical effect. - Choose any effect that you cast that is no longer active. - Choose any effect that you cast that you have been cast as a spell. - Choose some other effect that you cast as a spell. - Choose a nonmagical or magical effect that you cast as an action that you can see within 30 feet of you. - Choose a nonmagical or magical effect that you cast as an action. - Choose any effect that you cast as a spell. - Choose one of the following effects that activate if you cast the spell as a full-round action. - Choose one effect that you can see within 30 feet of you. - Choose one effect that you can see within 30 feet of you. The target is unaffected by this spell. You can use a bonus action to dismiss the spell.
Transmutation
Bless of the Warding
Enchantment
Bless of Wisdom
1 Hour
You bless another creature. The target takes 1d6 psychic damage, or half as much damage on a failed save, and the spell ends.
Transmutation
Bless of Wisdom
Self
Concentration, up to 1 minute
You gain the power to manifest a subtle sense of power. You can use this power to illuminate a location, a creature, or a place with a light that shines out from your hand. Until the spell ends, an object or the ground in the area you point a wand at appears invisible, and a silver beam appears in the ground in the area you point a wand at. The beam appears to be of gold or silver, but the beam can be of any color. The effect lasts for the duration of the spell.
Necromancy
Bless of Wisdom
Touch
Concentration, up to 10 minutes
You make a melee spell attack against one creature or object you touch. The target must make a Strength saving throw. On a failed save, the target is restrained until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Abjuration
Bless�Touch
Instantaneous
You touch a willing creature that is within range and must be within 5 feet of you. The target can use a bonus action to make a Wisdom saving throw. On a success, the creature takes 1d6 necrotic damage and is no longer affected by this spell. The spell ends on a failed save. On a successful one, the creature is no longer affected by this spell. The spell ends if the target is incapacitated or if it attempts to cast a spell of 3rd level or higher.
Conjuration
Blight�Concentration, up to 1 minute
Concentration, up to 1 minute
You cause a burst of spectral energy to emanate from you, centered on a point you can see within range. This energy deals 1d8 necrotic damage to any creature that enters the area or within 120 feet of it. When you cast this spell, you also cause a temporary spell effect to appear on the target creature when it is affected by this spell. The spell lasts for the duration.
Evocation
Blight of Stone
Self
Concentration, up to 1 minute
You can hide in any spot within range that you choose within range. For the duration, shimmers of stone, quicksilver, or tungsten scatters when the spell ends. You must use a successful dispel magic spell to do so. A creature is blinded while in this area, and must make a Dexterity saving throw at the end of each of its turns to regain control of his or her ability. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
Transmutation
Blind Blade
60
Instantaneous
You create a ray of bright light in a 60-foot-radius sphere centered on a point within range. You can use your action to create a 60-foot-radius sphere centered on the same spot as the spell’s target. The sphere lasts until the spell ends. If it ends early or the ray is broken, it deals 5d6 fire damage to the target.
Evocation
Blind eye
Self
Concentration, up to 1 minute
You gain advantage on saving throws against spells and other ill effects. You can also use this ability as an action to see another creature's eyes (your choice) for the first time on a long rest. If you use this ability to see another creature’s eye, you can see it only while the spell lasts. The target can’t see an object other than itself.
Transmutation
Blindfold
60
1 Hour
Choose one creature you can see within range, and choose a point within range that you can see within 5 feet of you. The creature can see the ground and moves at 60 feet per round for the duration. Otherwise, the creature is blinded. You can’t use this spell to cause an uncontrolled teleportation; instead, you can attempt to cause an uncontrolled casting of a spell by using one of the somatic component components of the trick. You can use a bonus action to cause the target to speak a message loud and clear before moving on its next turn.
Transmutation
Blind Fury
300
Instantaneous
You create an intense burst of magical energy that can be blocked, and the target must succeed on a Dexterity saving throw or take 1d6 fire damage and be blinded for 1 minute. The target must make a Charisma saving throw at the end of each of its turns, and the spell ends on that turn. On a failed save, the target takes half as much damage.
Transmutation
Blind Fury
60
Concentration, up to 1 minute
You create a 1-foot-radius sphere of intense magical energy centered on a point you can see within range. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 2d8 radiant damage and is blinded until the spell ends. The sphere can be up to 100 feet in diameter. It can be removed by using a similar effect from a 20-foot-radius sphere. The sphere can contain up to one hundred pounds of force. The sphere
Blind Fury
60
Concentration, up to 1 minute
You create a shimmering void within a 5-foot-high, 5-foot-deep pit, centered on a point of your choice within range. The pit can be a hollowed-out cylinder or a large cylinder, as long as you can see it. Each creature in the pit must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can also fail this save with a Strength or Dexterity bonus of 5 or higher.
Transmutation
Blind Fury
60
Instantaneous
Choose an area of ground you can see within range and cause an attack roll against that area. If the attack roll is a higher number than the target's, the target takes the attack roll for the turn. If the target takes a lower number, the attack roll is reduced by 2 and the target takes half as much damage. The spell’s effect ends when the spell ends.
Enchantment
Blind Fury
60
Instantaneous
You fling a weapon of your choice that you can see and that can’t be reduced to 0 hit points or less of its type that you can see within range. The weapon has AC 20 and 10 hit points. The weapon’s hit point maximum is reduced by 1d6 for each additional hit point you take.
Evocation
Blinding Arrow
120
Instantaneous
You create a beam of light that falls into place on a spot you can see within range. The spot must be within 60 feet of a point of your choice that you can see within 60 feet of the point you created the beam. For the spell’s duration, you can target a spot within 60 feet of the point you created the beam. If the spot is within 60 feet of a point of your choice that you can see within 60 feet of the point you created the beam, you can use your action to cause the beam to point within 60 feet of the place you created it, or you can cause it to point within 60 feet of the place you created it.
Transmutation
Blinding Arrow
60
Concentration, up to 1 hour
You create a bright, long-lasting, magical arrow of fire. You create it from a solid object of weight, such as a stone, a piece of wood, or wooden planks. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. A thrown object created by this spell must also be a Large or smaller object. The spell ends if you use your action to dismiss it. It is an arrow. It is an unbreakable string that you can use to create a new object. The string must be on an unoccupied space within 30 feet of you and must have a length equal to the dimension of the spell’s area. You can also use your action to dismiss the spell. The string must be on an unoccupied space within 30 feet of you and must have a length equal to the dimension of the spell's area. You can also use your action to dismiss the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can dismiss other effects that would normally target creatures other than the target creature, such as a curse, a curse missile, or a spell cast on a target that isn’t a target of a spell. The save DC is Charisma-based. The spell ends if the target is a Large or smaller creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can dismiss a number of additional creatures of the same type that you cast. The total dismisses can be up to five.
Divination
Blinding Arrow
Self (30-foot radius)
Concentration, up to 1 minute
You conjure up a spectral arrow that pierces the air within 30 feet of you, dealing 1d4 bludgeoning damage to each creature in that area. The arrow travels in a straight line, dealing 1d4 bludgeoning damage to any creature within 30 feet of you. A creature must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage, and it must use its action to move up to half its speed and make a Strength saving throw. On a successful save, the creature takes half as much damage and isn’t knocked prone. The spell ends if you cast it again. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Blinding Arrow
Self (60-foot line)
Instantaneous
A beam of flame bursts from your hand and explodes in a line 5 feet long and 10 feet tall. The ball of fire spreads out from your hand, and it spreads out in a vertical arc, centered on a point you choose within range. The arc lasts for the spell’s duration, or until it ends. As an action, you can move the ball of fire up to 30 feet in a straight line, and it then explodes in a 20-foot-radius sphere centered on that point. A creature must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage. On a successful save, a creature takes half as much damage.
Divination
Blinding Bolt
120
Instantaneous
You hurl a bolt of lightning that explodes in a 20-foot cone 30 feet long and 5 feet thin. Each creature within range: one blinded by lightning for the duration; another blinded by fire for the duration. Each creature that is in the cone must make a Constitution saving throw. On a successful save, a creature awakens by dropping to half its speed for the spell. The spell ends for a creature blinded by fire. On a successful save, it awakens at the start of its next turn. blinded by cold, fire, or poison ’ or by light, cold, or fire (10 feet or less radius).
Conjuration
Blinding Brightness
Self (60-foot radius)
Instantaneous
You conjure up a bright light in the area. It becomes dim, green, or blue, and the spell ends for that light. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of the spell increases by 1d6 for each slot level above 1st.
Evocation
Blinding eye
Self
1 minute
You create a blind spot on the ground and cause it to flash red. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d8 poison damage,
Blinding Grasp
Touch
1 hour
You touch one humanoid or an object and speak one phrase of your choice that must be inaudible by one creature spell that you can cast in an area other than the SpellSight cast slot. The target can use its action to examine the spell target and make a Wisdom (Perception) check against your spell save DC. If successful, the target is protected from divination spells for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional humanoid for each slot level above 1st.
Conjuration
Blinding Light
120
Instantaneous
A beam of bright light appears in a 20-foot-radius sphere centered on a point you choose within
Blinding light
120
Instantaneous
You cast this spell as an action that lasts for the duration. The spell lasts for the duration, as long as any objects in the spell’
Blinding light
120
Instantaneous
You cause a ray of light to illuminate a space in a space of 60 feet that is 60 feet or less across. Each creature in the space must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save can choose to make a Strength saving throw at the end of each of its turns. A creature takes half as much damage on a successful save and half as much damage on a failed one. The spell ends if
Blinding Light
150
Instantaneous
You conjure a dim light that shines bright light in a 30-foot radius and dim light for an amount of damage equal to your spellcasting ability modifier. On a creature or object within the spell’s area, the creature or object is blinded until the spell ends, and the spell fails if the creature or object is wearing or carrying any gear or other magical equipment.
Illusion
Blinding Light
30
Instantaneous
A beam of bright light flashes from your hand to point directly at a point you choose within range. The target must make a Strength saving throw. On a failed save, the target takes 1d6 fire damage and is blinded until the spell ends. You can also use your spell’s damage modifier to determine the amount of damage that is lost while blinded. The damage increases by 1d6 after each level until it is reduced to 0. The spell ends if the target fails the saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Evocation
Blinding light
60
Concentration, up to 1 hour
You create a bright light that is dimmed and dimmed. The light doesn’t have a casting time. You choose a light within range and the spell ends. The light appears in a spot that you can see within range. You can target one square of the spot that you are targeting with an attack roll. The target must make a Wisdom saving throw. On a failed save, the light appears in a spot that you can see within range. If that spot is more than 10,000 feet away from you and you can see it from within 5 miles of the spot you’re targeting, then the spell ends. The light has a range. When you cast this spell, you can target one square of the spot that you are casting as a ranged spell attack. The spell ends if the target doesn’t make the attack roll.
Conjuration
Blinding Light
60
Concentration, up to 1 minute
Until dispelled, any creature that can see or
Blinding Light
60
Instantaneous
A beam of bright light flashes from your hand to point directly at a point you choose within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 radiant damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th
Conjuration
Blinding light
60
Instantaneous
You cause a beam of blinding light to appear on a point within range. The beam spreads out in a 30-foot radius, then disappears. The beam must be at least 10 feet tall. The spell’s area is an unoccupied space within range. You can use your movement to move the beam as if it were a beam of energy. You can also use your action to
Blinding light
Self (10-foot radius)
Instantaneous
A candle ignites in a 30-foot radius and dims to a bright light within range. The flame ignites in a 10-foot radius, and each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded until the spell ends. Any creature blinded by this spell must succeed on a Constitution saving throw or become blinded for the duration. The blinded creature can’t benefit from being blinded by more than one of the following effects, and its concentration is broken. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Illusion
Blinding Light
Self (60-foot line)
Instantaneous
An invisible light flashes in a 60-foot line 5 feet wide and 10 feet tall that lasts for the spell’s duration. Each creature in the line must succeed on a Dexterity saving throw or become blinded for the duration. The creature can’t use any of its action to take damage or regain hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Enchantment
Blinding light
Self
Concentration, up to 10 minutes
You cause a beam of bright light to radiate from you in a 20-foot cube. Each creature in the cube must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Illusion
Blinding Light
Self
Concentration, up to 1 minute
Light quivers around you, and bright light arcs toward you in a 15-foot radius. Each creature in the radius of the flash must make a Constitution saving throw at the end of each of its turns. A creature takes 4d8 radiant and 4d8 cold damage on a failed save, or half as much damage on a successful one.
Transmutation
Blinding Light
Self
Concentration, up to 1 minute
You conjure up to three rays of light in a 30-foot-radius sphere. Each ray must be of a type that you choose. The spell can be used to illuminate a single target within 30 feet of it and dim light for an additional 30 feet. Each target must succeed on a Wisdom saving throw or become blinded for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the radius increases by 30 feet for each slot level above 5th.
Enchantment
Blinding Light
Self
Concentration, up to 1 minute
You create a dim light-filled darkness within range. Any creature that ends its turn within 60 feet of you must make a Wisdom saving throw. On a failed save, the creature takes 1d12 radiant damage and is blinded for 1 minute. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.
Abjuration
Blinding Light
Touch
8 Days
Lightning springs out from your fingers and shines brightly in a 10-foot radius centered on you. Make a ranged spell attack for each finger touched. On a hit, the target takes 3d8 lightning damage. The spell’s damage increases by 1d8 when you reach 4th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Blinding Light
Touch
Concentration, up to 1 minute
You touch a luminous light and cause it to dim in a 10-foot radius. Make a ranged spell attack. On a hit, the target takes 2d6 fire damage.
Evocation
Blinding Light
Touch
Concentration, up to 1 minute
You touch an object that you can see within range. The object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be up to 10 feet wide and up to 10 feet tall. The light must be within 30 feet of each other and dim light for each foot it moves. A creature can use an action to cause the light to dim and dim light for an additional 30 feet. A creature can use its action to cause the light to dim and dim light for an additional 30 feet. The light can be back or be back. If the light is back, it spreads across the floor, which must be a single step from the front and side of the room.
Conjuration
Blinding light
Touch
Instantaneous
You touch a point that has a luminous light fill it. It creates a 100-foot-radius sphere of light centered on that point. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 radiant damage and is blinded until the spell ends. On a successful save, it takes half as much damage. On a failed save, the spell ends.
Transmutation
Blinding ray
120
Instantaneous
A ray of light flashes from your eyes to a point you choose within range. Each creature in the area must make a Dexterity saving throw at the end of each of its turns. On a failed save, the target takes 2d8 bludgeoning damage and is blinded until the spell ends.
Necromancy
Blinding ray
120
Instantaneous
You conjure up a beam of flame to illuminate the area around you, making sure you are within it. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d8 for each slot level above 5th.
Evocation
Blinding ray
30
Instantaneous
You make a melee spell attack against a creature. On a hit, the target takes an extra 1d8 fire damage.
Transmutation
Blinding ray
60
Concent
Blinding Ray
60
Concentration, up to 1 minute
A ray of light from a point you choose within range explodes in a 10-footradius sphere centered on the point. Until the spell ends, the spell can cause up to 20 bolts of light, ranged or magical, to appear in the sphere. Each bolt has a 10-foot radius and can be fired from anywhere on the ground. The bolts can be blocked, dispersed, or destroyed. The bolt’s damage increases by 1d6 when you reach 5th
Blinding Ray
Self (10-foot cone)
Instantaneous
A beam of bright light flashes out from you in a 15-foot cone. Each creature in the cone must make a Dexterity saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2
Blinding Ray
Self
Concentration, up to 1 minute
You attempt to blind a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 bludgeoning damage. On a miss, the target takes 2d6 bludgeoning damage. As a bonus action, a creature of your choice that you can see within range can make a Dexterity saving throw. On a successful save, the target takes half as much damage and isn’t blinded.
Abjuration
Blinding ray
Touch
Concentration, up to 1 hour
You touch a creature that you can see within range and cause it to flinch and fall prone on its back, causing the target to make an Intelligence saving throw. On a failed save, the target takes 1d4 radiant damage. The spell ends if the target is
Blinding Ray
Touch
Concentration, up to 1 hour
You touch one creature that is no larger than 5 feet tall and weighs up to twice as much. The target must succeed on a Charisma saving throw or become blinded until the spell ends. The target can use an action to make a Wisdom (Perception) check against your spell save DC. On a success, the spell ends.
Transmutation
Blinding ray
Touch
Instantaneous
You touch a point of light and animate one creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or become blinded until the spell ends or the target can’t see. Otherwise, it must make another Dexterity saving throw at the end of each of its turns. On a failed save, the creature is blinded. On a successful one, the creature is blinded until the spell ends or the target can’t see. For the duration, the creature has disadvantage on attack rolls and ability checks.
Evocation
Blinding Sickness
60
Instantaneous or 1 hour (see below)
An undead creature that you choose that you can see within range is cured of one of the following diseases, magical feldspar, or poison, and any diseases or afflictions it has previously cured.
Blinding Smell
60
Until dispelled
A mouthful of foul smelling vapors erupts from your mouth. You hear a low rumble, filled with a dull thud. That creature must make a Charisma saving throw. On a failed save, it can’t speak a command or use any abilities. Without this spell, the creature can only roar loudly, and the creature emits faint thud like the roar of a beast. When you cast this spell, you can also instantaneously extinguish the mouthful of foul smelling vapors found throughout Dunmer’s Earthen Ring.
Conjuration
Blinding Sphere
120
Instantaneous
You create a burst of light that is 10 feet long and 10 feet wide. The sphere spreads out to 20 feet in a 40-foot-radius sphere centered on a point you can see within range. Any creature within that area must make a Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage and half as much damage on a successful one. A creature can also gain a number of other benefits from the sphere. The sphere has no effect on magical objects.
Conjuration
Blinding Sphere
150
Instantaneous
You cause a blizzard to form along a portion of the ground in a 20-foot-radius sphere that is 30 feet in height. The blizzard can appear anywhere on the ground in a 20-foot-radius sphere. A creature can enter the area in any of its turns. A creature can move through the blizzard at will. A creature that enters the area takes 2d8 blizzard damage.
Conjuration
Blinding Sphere
Touch
Concentration, up to 1 minute
You touch a material object that is nonmagical to you or that isn’t being worn or carried. The object explodes when it touches the object’s surface. Any creature that is within 5 feet of the object when the spell ends must succeed on a Dexterity saving throw or be affected by the spell for the duration. The spell ends for the affected creature if it remains unconscious for the duration. The spell can’t affect other creatures.
Illusion
Blinding Water
1 minute
You cast this spell using your spell slot level (10) or less, and then, if they are in the same form when you cast this spell, they are transported away from you for the duration. They move away from you until they are re- transported away from you. They are transported by water. They travel away from you until their destination is known. They travel, but if they were in the same form, they will travel to the destination for the duration. The same effect returns when you touch them again. They take two actions, and they can travel to any part of your choice within 5 feet of you that is in the direction of the destination. They travel up to 5 feet in the direction they travel up to 5 feet. They travel up to 5 feet in a direction that reaches 0 feet. The next time you cast this spell, you can move up to 5 feet in the direction of the destination. The first time you travel up to 5 feet in a direction that it can travel up to 7 feet, you can move up to 5 feet in the direction it is in, and move up to 5 feet in the direction it is in without leaving the direction it was given to move up to 5 feet in the direction it is in before moving up to 5 feet in a direction it has chosen.
Divination
Blinding wind
120
Concentration, up to 10 minutes
You conjure a 5-foot-square beam of wind from nothingness that is 1 inch across, centered on a point within range. The beam spreads out across the ground in a 40-foot cone, centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature is blinded until the spell ends. Until the spell ends, you don�
Blindness (10th level)
60
Instantaneous
You create a barrier of light in a spot you choose that's within reach. The barrier is centered on a point you choose within range. If you cast this spell again, it has no effect on that point. If you cast this spell again, you can make an additional one. Once the barrier is made, it lasts until the spell ends. The barrier can be one level higher than the one you cast this spell (your choice). The barrier lasts until you dismiss it as an action.
Conjuration
Blindness and Cold
120
Concentration, up to 1 minute
You cause a creature you touch to blink in the direction it appears. Until the spell ends, the creature must make a Dexterity saving throw. On a failed save, it takes 4d6 bludgeoning damage and is stunned until the spell ends. On a successful save, the creature takes half as much damage and isn’t stunned. On a failed save, the creature can’t take damage from nonmagical weapons or nonmagical ammunition.
Illusion
Blindness and Cold
60
Concentration, up to 1 minute
You create a blizzard in a 5-foot-radius, 20-foot-high cylinder of air. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. On a successful save, the creature is unaffected by this spell, and it is immune to any poison, toxin, or similar effect on it. The spell doesn’t protect against poison and other nonmagical diseases, but the creature might take poison if it wanted to. When the blizzard appears, each creature in the cylinder must make a Constitution saving throw at the end of each of its turns. If a creature fails its save, the blizzard spreads around corners, and the spell ends. If a creature fails its save three times, it explodes. A blizzard lasts for the duration, and creatures in the area are subject to blizzard damage until the spell ends. A creature that ends its turn in the blizzard can make a Dexterity saving throw at the end of each of its turns, ending the blizzard on that creature. On a successful save, the creature is unaffected by blizzard damage. On a failed save, the creature is unaffected by blizzard damage, and it can make a Constitution saving throw at the end of each of its turns. A creature can use a bonus action to determine the nature of the blizzard, which must be within 60 feet of it. On a success, the blizzard disperses the blizzard around corners.
Evocation
Blindness and Cold
60
Instantaneous
A sphere of cold air springs from your fingers and falls to the ground in a 20-footradius, 30-foot-high cylinder centered on a point you can see within range. Up to six creatures of the chosen type (including you) can enter the sphere at any time. Creatures that aren’t under the sphere’s effect can move through it. Until the spell ends, you can use your action to mentally call one of your creatures to the ground in the center. The creatures have disadvantage on Strength, Dexterity, or Constitution checks until the end of their next turn.
Transmutation
Blindness and Cold
60
Instantaneous
You create a magical barrier of light and cold around a point you can see within range. Until the spell ends, this barrier is made of ice and water. The barrier blocks creatures and objects that aren't within 30 feet of the point.
Evocation
Blindness and Cold
Self (5-foot radius)
Instantaneous
You touch a creature that you can see within range. The target must have either light skin or dark skin. The target can’t become blinded, but it can’t see through darkvision. The spell’s range is limited to a point you can see within range.
Conjuration
Blindness and cold
Self (60-foot radius)
Concentration, up to 1 minute
You create a magical barrier that prevents creatures of your choice within 60 feet of you from seeing or seeing anything. For the duration, the barrier prevents creatures of the same or lower alignment from seeing or seeing anything. When a creature moves into the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 6d8 bludgeoning damage, and the spell ends. On a successful save, the creature takes half as much damage and isn’t affected by this spell. The barrier remains in place for the duration. On a failed save, the creature takes neither heat nor cold damage, and the spell ends.
Transmutation
Blindness and Cold
Self
Concentration, up to 10 minutes
You attempt to blind a creature or a solid object in a 40-foot radius. The target must make a Charisma saving throw. On a success, the target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. The target is also blinded by dim light for the duration. On a failed save, the target can't see through the dim light. The target can’t be targeted by spells or otherwise interact with creatures.
Enchantment
Blindness and Cold
Self
Concentration, up to 1 minute
You create a magical barrier that blocks a creature's attack and reaction until the spell ends. The barrier protects against both fire and cold. The barrier blocks both types of attacks until the spell ends, or until you dismiss it. In addition, the barrier blocks any ranged weapon attack except that made with a weapon with a range of touch.
Evocation
Blindness and Death
Self
Concentration, up to 1 minute
You cause blind or demented creatures within range to become temporarily incapacitated. Creatures that are under the effects of this spell lose their Dexterity and Intelligence scores when they are stunned. The spell ends if a creature dies or is charmed by this spell.
Abjuration
Blindness and Disease
30
1 Round
For the duration
Blindness and necromancy
120
Instantaneous
You use your movement to hide in an unoccupied space that you can see within range. A creature that ends its turn there must make a Charisma saving throw. If it succeeds, the spell ends on that creature. If it fails, it is stunned for the spell’s duration. The stunned creature can’t move, and it is blinded. On each of your turns until the spell ends, you can use a bonus action on each of your turns to make a melee spell attack against the target. The attack deals an extra 1d4 damage of the type you chose, and the stunned creature can’t move. The spell ends if you use your action to make a new melee attack. On each of your next turns, you can spend up to one use of your action to end the stunned creature.
Transmutation
Blindness and Silence
Self
Blindness Aura
90
Concentration, up to 10 minutes
Concentration, up to 10 minutes
1. While you sense danger, the nearest creature of your choice that you can see within range has disadvantage on attack rolls, ability checks, and saving throws. This weakness persists even if the target is invisible. If the target is an object, such as a chest, chest cavity, or chest plate, the target can't see through the target’s eyes. While invisible, the target can’t be affected by any sort of visible or invisible force. The spell ends if the target is incapacitated. If the target is fighting or using a weapon, the weapon has disadvantage on attack rolls, but the spell doesn’t end until the weapon is no longer in use. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage rolls for each of its effects increase by 1. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage for each of its effects increases by 1.
Necromancy
Blindness/Deade
60
Concentration, up to 1 hour
You blind and blind with a brilliant glint as you make a Wisdom (Perception) check. Until the target’s movement is interrupted by a harmful spell, you make the check at the start of each of its turns. It must succeed or suffer the effect of the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Blindness/Deafness/Disorientation
30
1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Necromancy
Blindness/Deafness/ silence
30
1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Necromancy
Blindness-end time
150
Necromancy
Blindness, Mocking
Touch
1 Hour
You teleport yourself to another point within range, and a creature of your choice that you can see within range must make a Wisdom saving throw. A target takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A target can make a Wisdom saving throw again on a successful save. If it succeeds, it is blocked by the barrier until the spell ends. You can use a
Blindness or deafness to nonmagical attacks or to spells and other magical effects (see below)
Conjuration
Blindness or Muggles
60
Concentration, up to 1 hour
This spell blinds a creature that you can see within range. The target must make a Charisma saving throw. On a failed save, it can’t speak a single word, and its speed drops to 0 until the spell ends. While blind, the targets can’t see, touch or communicate with one another, and they are unconscious. Because of its blindness, a creature can’t cast spells but instead has a limited awareness of their words and can’t examine its body language, which is limited to words unfamiliar to the creature. The target can make a Wisdom saving throw to check words or images on the target’s mind or read the image’s thoughts before making a decision based on their words. On a success, the target can make a Wisdom check that requires a successful concentration check. On a failed check, the target can’t make a decision until it has a better plan, and it has disadvantage on saving throws against effects that might end its turn earlier. A blinded creature is also affected by this spell. Under normal circumstances, the target can be charmed or frightened (see below) but unable to perceive anything (see below). While charmed or frightened by this spell, a creature is affected by the following spells in ascending order: Acedonia, Celestial Harmony, Catastrophe, Collapse, Flood, Whirlwind, Minor Illusion, Minor Poison, Resurrection, and Spell Turning. A blinded creature w ho deals 1d10 necrotic damage to all of its hit points each round it remains blinded. A failed save reduces the target to 0 hit points. A creature loses all its hit points at the start of its next turn.
Transmutation
Blindness/Silence
30
1 minute
For the duration, your mind is directed in a silent manner toward a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and be charmed by the creature for the duration. The spell’s target can’t be attacked or frightened from passing by you. While the target is charmed, your movement doesn’t provoke opportunity attacks. If the target takes damage, you can use your action to make a Wisdom saving throw to make the saving throw again. On a success, the spell ends.
Enchantment
Blindness to Construct
Touch
10 Days
You cause a Construct creature that you can see within range to become blind until the spell ends. The blindness lasts for the duration. The blindness is permanent. The spell ends on a creature that is within 5 feet of the caster. The creature can use its action to make a Wisdom saving throw. On a success, the creature can move to another creature of its choice within 5 feet of the caster. It must also make the saving throw with a successful save. A creature that fails the saving throw must make a Wisdom saving throw with a different version of the spell. On a success, the creature can use its reaction when it uses its action to make another Wisdom saving throw. If it succeeds on this saving throw, the spell ends
Blindness to Elements
60
Concentration, up to 1 minute
You cause a spectral flying creature to flee from you. The creature is blinded until the spell ends. It must make a Constitution saving throw at the start of your next turn. On a failure, the creature makes the saving throw at the start of your next turn. On a successful save, the creature is blinded until the spell ends. The creature flies to a point you choose within range, avoiding the spell. The creature then flies to a point you choose within range, avoiding the spell. The creature then flies to a point you choose within range, avoiding the spell. The creature then flies to a point you choose within range,
Blindness to Elements
Self
Concentration, up to 1 minute
You create a barrier of indestructible elements in the space of a range of 10 feet. These barriers can be created by any material component of the chosen sort, such as stone, wood, metal, or air. The barriers can’t be broken or shattered, but they can’t be worn or carried. Any creature that enters a space that is difficult for it to pass must make a Dexterity saving throw. On a failed save, a creature is restrained by the barrier for the duration. The creature is also restrained by a similar barrier created by the same spell or by another spell. The creature must make a Dexterity saving throw at the end of each of its turns. On a successful save, the barrier disappears. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the barrier disappears when it disappears.
Abjuration
Blindness to Fog
Touch
Instantaneous
A fog of black smoke appears in a spot you can see within range. Until the spell ends or if the fog dissipates, the fog can only be seen by creatures of your choice that are within 5 feet of you. The fog can be cleared by means other than water, such as by casting a spell or pouring magic from a potion. The fog can't pass through buildings, but it can fill spaces that aren't necessarily hazardous to people, animals, or other creatures. The fog can be cleared up to 30 feet by means other than water, such as by casting a spell or pouring magic from a potion. The fog spreads out to fill a square or portion of a space within the fog, and to fill
Blindness to Good and Evil
Touch
1 Round
You touch a creature and choose one of the following effects. The target has advantage on the saving throw, and the spell ends early if you cast it early before the spell ends. On your turn, each creature that you touch has advantage on the saving throw. On your turn, the target can use an action to use an action to take a bonus action. It must make a Strength saving throw, which is the same as the spell’s bonus action. If it succeeds on this saving throw, it must use its action on each of its turns to change the target’s alignment. It can’t do anything with its actions other than to change its mind. At the start of each of its turns, the target can make a Wisdom saving throw. On a successful save, the effect ends. Otherwise, the effect ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th.
Transmutation
Blindness to Life
Touch
Concentration, up to 1 hour
You touch one creature and cause it to become paralyzed. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. On a failed save, the target is paralyzed until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 3rd. The target must be within 10 feet of you when you target it.
Conjuration
Blindness to Life
Touch
Concentration, up to 1 hour
You touch one creature and cause it to become paralyzed. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. On a success, the target becomes paralyzed until the spell ends
Blindness to Life
Touch
Concentration, up to 1 minute
A shimmering mass of light appears in a 5-foot cube and lasts for the spell’s duration. Each creature in that area must make a Constitution saving throw. The target takes half as much damage on a failed save. On a successful save, it takes half as much damage on a failed save. The spell ends if the spell remains active. The spell’s duration is up to 120 days. A creature can use its action to dismiss the spell.
Conjuration
Blindness to nonliving things
60
Concentration, up to 1 minute
You cause up to 5 creatures of your choice that you can see within range to become blinded. This spell has no effect on undead or constructs.
Illusion
Blindness to Nonmagical Creatures
90
Instantaneous
A nonmagical creature you can see within range must make a Charisma saving throw. On a successful save, the creature takes half as much damage on a failed save, and must make another saving throw at the end of each of its turns. On a failed save, the creature is charmed. On a successful save, the creature takes half as much damage on a failed
Blindness to Plants
30
Concentration, up to 1 minute
Choose one Large or smaller plant that you can see within range. That creature must succeed on a Strength saving throw or be blinded for the spell’s duration. A creature blinded by this spell makes a Wisdom saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Transmutation
Blindness to Self
30
Concentration, up to 1 minute
You weave your way across a body of water, avoiding the danger of being struck by a bullet. You can use your action to make a 60-foot step and land in a body of water that is equal to or less than 50 miles across. This body of water has the shortest journey and takes 10 minutes to clear out of the water.
Transmutation
Blindness to Self
Self
Concentration, up to 10 minutes
A creature you touch attempts to evade your gaze. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 bludgeoning damage and is blinded until the spell ends. Creatures that rely on visual communication are affected by this spell, and they are immune to this spell’s damage reduction and saving throw effects. If the spell is cast into an object, a creature, or a small area, the blinded target is blinded as well. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Transmutation
Blindness to Self
Touch
Instantaneous
You touch a willing creature. The target’s soul is imbued with magic and infused with a new sense of self. A target’s ability to reason and perceive one way or the other increases. The target’s Intelligence increases by one, and its Wisdom increases by one. The spell’s damage increases by one, and the target’s Strength increases by one. The target also becomes physically incapable of fending off the effects of the spell.
Conjuration
Blindness to Small Creatures
Self
Concentration, up to 1 minute
You cause a harmless noise to shimmer around a point of your choice within range. The target must make a Dexterity saving throw. On a successful save, the target takes half as much damage and doesn’t take poison damage. On a failed save, the target takes half as much damage and doesn’t take cold damage. On a successful save, the target takes half as much damage and doesn’t take poison damage. On a successful save, the target takes half as much damage and doesn’t take poison damage. On a failed save, the target takes half as much damage and doesn’t take poison damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Blindness to the Head
Touch
Concentration, up to 1 minute
You touch one
BlindnessTouch
Self
1 Hour
You touch one willing creature and bestow upon it the ability to see into the harmful effects of magic. For the duration, the target can be charmed, frightened, or even possessed by the illusion.
Abjuration
BlindnessTouch
Self (60-foot cone)
Concentration, up to 1 hour
For the duration, blinded or blind creatures or creatures with senses other than blindsight are unable to see can pass or run.
Transmutation
Blindness to Undead
60
Concentration, up to 1 minute
A creature that you can see within range appears blind. The target must make a Wisdom saving throw. On a failed save, the target becomes immune to all damage, and its speed drops to 10 feet per level thereafter. On a successful save, the target can’t be charmed, frightened, or otherwise affected by this spell.
Conjuration
Blindness to Water
30
Concentration, up to 1 minute
You choose a watery lump that you can see within range to be as harmless as a feather. Until the spell ends, the lump fills a 60-foot cube within range. Any creature that ends its turn in the lump must succeed on
Blindness to Water
90
Concentration, up to 1 hour
A water elemental appears in a spot of water that you can see within range. The elemental can’t fire or cast spells. The water appears to be composed of a liquid that isn’t water, a solid that is difficult to move, or a liquid that has a difficult surface. The water is opaque to light, and must be opaque to conceal its presence. A creature can make an Intelligence (Investigation) check against your spell save DC to determine that the water is opaque. You can also use an Intelligence (Investigation) check made by your spell save DC to determine that the water
Blindsense
30
Concentration, up to 1 minute
You sense the direction in which another creature is moving in a direction that you choose. That creature must make a Wisdom saving throw. It takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. The damage type determines the direction in which the creature moves, and is based on its movement speed. If the creature is moving in a direction that is difficult to see or difficult to find, the creature is blind to the direction in which it is moving. If a creature is moving in a direction that is difficult to see or difficult to find, the creature is visually blind to the direction in which it is moving.
Transmutation
Blindside
90
Concentration, up to 1 minute
For the duration, you blinden, silence the deafened for 1 minute, or put an illusion together that resembles a wall and appears to be a wall, partially or entirely above ground. The wall can be removed by succeeding on an Intelligence (Investigation) check against your spell save DC. On a success, the wall is pushed away from you and disappears. It blocks line of sight but not movement. The illusion can be reanimated by using an action to bring it back to life. You can animate your own wall, which can be up to six feet high, but it takes 3d10 force damage. If any of this damage extends into a creature’s space, the creature takes 5d10 force damage, and the wall crumbles to rubble (no action required). The spell ends for you if you use your action to dismiss the wall.
Evocation
Blindsight
120
Concentration, up to 8 hours
You make a sphere of bright light centered on a point you choose within range. The sphere is 1 foot in diameter and can be as large as 60 feet tall. The sphere lasts for the duration. The sphere can contain up to four creatures. Any creature that ends its turn within 5 feet of the sphere or enters the sphere for the first time on a turn must succeed on a Wisdom saving throw or become restrained in the sphere. The sphere then disappears. When the spell ends, the sphere disappears.
Transmutation
Blindsight
120
Necromancy
1 minute
You cause an object to be blind in a 20-foot radius around you. If it is, you can sense its movement and make a Wisdom saving throw. On a failed save, the object can't be seen by creatures or other creatures.
Transmutation
Blindsight
30
Up to 10 minutes
You create a magical blind spot on a creature within range. The target must make a Wisdom saving throw. On a success, the target can see only to the extent that the blind spot is visible. If you create the blind spot, you can also use your action to make a Wisdom (Perception) check against your spell save DC to see if the spot is visible. The spell ends if the blind spot is not visible. If the spot is visible, the target can see only in the range the blind spot is visible to it. If the spot is visible, the target must identify what it is in order to see it. You can use your action to see the spot, which must be in the same location as the target. If the spot is visible, you can see the target only through the blind spot, and you must use your action to see the spot for the first time on a subsequent turn. If the spot is visible to you, you must use your action to determine what is visible to it. If the spot is visible to you only through the blind spot, you must determine what is visible to it. If you determine the light to be visible through the blind spot, you must use your action to determine what light is visible through the blind spot. The DM has the statistics for each slot, and the statistics for each slot's equipment are as follows: 1. Light 2. Medium 3. Dark 4. Darkvision 5. Blindness 6. Other 7. Wisdom 8. Intelligence 9. Charisma 10. Love 11. Love for All 12. Wisdom for All 13. Intelligence for All 14. Wisdom for All 15. Wisdom for All 16. Intelligence for All 17. Wisdom for All 18. Wisdom
Blindsight
60
Concentration, up to 1 minute
You create a blind spot in the space you choose that you can see. The spot becomes visible only to you. The spell’s radius is limited by the dim light level of the spot, and it doesn’t have to be dim light–dark. It can be dim light, moderate darkness, or light dim light, and the spell can’t create blind spots for more than 60 feet. If you cast this spell in a dim light or a dim lighted area, you can create blind spots of up to 60 feet in each direction. The spot can’t be cast as a spell slot-dependent ability check, and you must use your spell slot to cast it. You can’t create blind spots for more than 60 feet, so you must use your spell slot to cast it. If you cast it as a spell action, you can use your action to raise the spot’s dim light level to 60 feet and dim light dim light dim light. The spot’s dim light level should be at least 1d4. You can’t create blind spots for more than 60 feet, so you must use your spell slot to cast it. If you cast it as a spell action, you can raise the spot’s concentration to 1 hour. If you cast it as a concentration spell, you can have it remain for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.
Enchantment
Blindsight
Self
Instantaneous
A blind, translucent cylinder of light appears in a spot you can see within range. The light can be dim light, dim light, or both. An object within the dim light, such as a wand or a mace, can be blinded up to 10 feet. The spell ends if the object is worn or carries no weight. If you cast this spell multiple times, you can have the same effect on as many of them. Each casting ends if it is broken or if you lose the target.
Necromancy
Blind spot
120
Concentration, up to 1 minute
You create a shimmering spot in a creature’s space, which lasts for the duration. Choose a point you can see within range. The creature can make a Wisdom saving throw. On a failed save, the creature is blinded until the spell ends. On a successful save, the blinded creature is blinded until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of willing creatures increases by two for each slot level above 1st.
Evocation
Blind spot
120
Instantaneous
You cause a spot of bright light in a place you can see within range to appear to you or any creature within range
Blindspot
120
Instantaneous
You create a 30-foot-radius sphere centered on a point you choose within range. The sphere lasts for the spell’s duration. The sphere is invisible to creatures or objects within 30 feet of it. The sphere can be difficult terrain, difficult terrain that has a diameter of 60 feet, or difficult terrain that is difficult terrain. The sphere is difficult terrain. As an action, you can cause the sphere to disappear. The sphere can be difficult terrain, difficult terrain that has a diameter of 60 feet, or difficult terrain that is difficult terrain. As an action, you can cause the sphere to disappear.
Conjuration
Blindspot
150
Concentration, up to 1 day
You attempt to blind spot a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the creature is blinded until the spell ends. This blindness lasts for the duration. On a successful save, the creature can see and hear no more than 30 feet of the ground that you’re within. On a failed save, the creature can see and hear no more than 10 feet of the ground that you’re within. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration on the spell and the spell can’t be dispelled.
Enchantment
Blindspot
60
Concentration, up to 1 hour
Until the spell ends, any creature you designate that is within 5 feet of you and that can see you’s space or is within 5 feet of you has disadvantage on all ability checks and saving throws until the spell ends. The spell doesn’t dismiss any saving throws. The spell doesn’t affect undead or constructs.
Evocation
Blind Spot
Self (10 minutes)
Instantaneous
You point your finger at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 bludgeoning damage. On a miss, the target takes 2d8 bludgeoning damage. As an action, the target can make a Wisdom saving throw. On a failed save, the target takes 3d8 poison damage and isn’t immune to this spell. On a successful save, the target takes half as much damage and isn’t blinded.
Conjuration
Blind Spot
Touch
Concentration, up to 1 minute
You cause a creature that you touch to appear in a spot of light that you can see within range. That spot is visible within range until the spell ends. The spot disappears when the spell ends. The target must succeed on a Dexterity saving throw or be blinded.
Necromancy
Blind Spot
Touch
Instantaneous
You cause a creature to appear in a spot of light that you can see within range. That spot is visible within range until the spell ends. The spot disappears when the spell ends. The spot is difficult terrain. The target must succeed on a Dexterity saving throw or fall unconscious.
Necromancy
Blind spot
Touch
Instantaneous
You touch a creature of your choice that you can see within range. The target takes 10d6 psychic damage, and the spell ends for it. The target can use its action to use its action to make a Wisdom (Perception) check. On a success, it can see the area of the area as it appears in the DM's description. At the end of each of its turns, the target can use its action to make a Wisdom (Perception) check again, as if it had cast this spell. On
Blink, deafened
60
Instantaneous
Your magic causes an object that you can fit within range to become blurred and deafened. The blurred object is an object with a range and a price. It can be a weapon, armor, tool, or other nonmagical weapon. It can have a low power point, a high power point, and a high power point when you cast this spell. The blurred object can be both light and heavy. It can hold an extra 1-foot cube, and it can lead to a shortbow or shortbow crossbow. Each creature that is heavily obscured must succeed on a Dexterity saving throw or become blinded for 1 minute. The blinded creature can use an action to make a Strength or Dexterity check, and it makes the check with advantage. On a success, it takes half as much damage and isn’t blinded. The blurred object can have an antimagic field attached to it that prevents other creatures from using it.
Conjuration
Blink, Earthbind
30
Instantaneous
You shape a sphere of light and energy that lashes out at your command toward a creature within range. Make a ranged spell attack. On a hit, the target
Blinking Cloud
120
24 hours
You create a vertical and a horizontal window of magical darkness within range to exclude creatures of your choice that you can see within 30 feet of you. A dispel magic cast on the void created by this spell fails if you rely on a separate casting of the spell, or if you choose a casting line of 14th-level spell and fail, the cloud turns the area of the dark cloud around itself to black and inscribe the walls of the void with a vague gray radiance around corners.
Evocation
Blinking Cloud
120
Concentration, up to 10 minutes
A
Blinking cloud
120
Concentration, up to 10 minutes
This spell creates dim light and darkvision to solidify buildings within an area that is difficult terrain. Buildings that are too difficult for a creature to reach have a luminous gem on their bodies. As a bonus action on a hard surface of your choice that you can see within range, you can create one of the following effects within range: - You cause up to ten pillars of fiery radiance to dance around a ceiling, forming pillars that remain for the duration. - You cause a pillar of fiery radiance to fly up to 30 feet in a direction you choose, sending pillars of radiance toward a creature within 5 feet of the ceiling. - You cause flames to leap from a pillar within 5 feet of the ceiling to launch at a creature within 5 feet of it, burning it to smithereens. - You cause a pillar of fiery radiance to leap from a creature to a pillar within 5 feet of the ceiling, raising it to a height not reachable by ground or air.
Transmutation
Blinking Cloud
120
Concentration, up to 1 minute
A misty mass of blackness appears in the form of a cloud of flames and wreaths in the air around you in a 15-foot cube centered on a point within range. The cloud lasts for the duration, and it extinguishes any flames within its area that aren’t being worn or carried by someone within 15 feet of it. The cloud obscures only a portion of its area, and it lasts for the duration. Any creature that enters the cloud for the first time on a turn or ends its turn there must make a Strength saving throw. On a failed save, the creature takes 4d8 bludgeoning damage. On a successful save, it takes half damage.
Conjuration
Blinking Cloud
120
Concentration, up to 1 minute
For the duration, the invisible wall of fog in a 60-foot cube that you created obscures an area of unoccupied space within range. The wall appears in an unoccupied spot you choose within range, and it lasts for the duration. While the wall is in use, you can move up or down by one level for each st level you possess. As a bonus action, you can move across the wall and touch it to reshape itself to fit your requirements. For the duration, the wall looks like a cloud of smoke, with dark red rays shooting toward you from behind it. It sheds bright light in a 30 feet radius and dim light for an additional 30 feet. When the wall appears, each creature in it must make a Constitution saving throw. It spreads around corners—typically by as much as 5 feet among trees, shrubs, and shrub slopes, and by as much as 10 feet among buildings and other structures—creaturing its own path through the wall. Any creature approaching from within the wall must make a Dexterity saving throw. On a failed save, the creature takes 6d6 cold damage, also cold damage.
Necromancy
Blinking Cloud
120
Concentration, up to 1 minute
Until the spell ends, a 20-foot-radius sphere of crackling blackness appears on the ground within range, centered on a point you choose within range. Choose one creature in the radius for this spell. Each creature in the sphere when you cast it must make a Constitution saving throw. On a failed save, a creature becomes blinded for 1 minute and deafened for 2 minutes, while it is on the ground, behind a pillar or a precipice. While blinded by this spell, a creature can use all its movement to move up to its speed so that it is no more than 5 feet out of its space when fully obscured. While covered by the cloud, a creature can’t become invisible or to discern paths or movements on its own. To become invisible, a creature must use all its movement to take visible paths in an unoccupied space that is no larger than a 20 foot cube. A creature can be targeted only once by this spell. A target’s movement isn’t affected by this spell. This spell emits a dim greenish-white flash of radiance in a 10-foot radius and lasts for the duration. At the start of each of your turns while the flash is visible, you can target a second time to deal extra damage to the target. If you do so, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them, and they must make a Constitution saving throw. On a failed save, they take 6d10 radiant damage, and they are blinded for 1 minute. If the spell ends before then, each affected creature takes the same amount of damage and has its speed halved for the duration.
Evocation
Blinking Cloud
150
Concentration, up to 1 minute
A 20-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 150 feet. This spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Evocation
Blinking Cloud
150
Concentration, up to 1 minute
A 20-foot—radius sphere of yellow light spreads out from you in a 20-foot radius. The light can’t pass through the wall, and it can’t be blinded. The light can’t create any other effect than that created by the blindness.
Evocation
Blinking Cloud
150
Concentration, up to 1 minute
You conjure a devil-shaped cloud of blue light in an unoccupied space that you can see within range. The cloud can cover a 60-foot cube, and a spectral servant appears within that area. Each creature in the cloud must make a Constitution saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. The cloud spreads around corners. When the cloud appears, each creature in its area must spend 5 feet of movement for every 1 foot where it moves. As a bonus action, a creature can move up to 5 feet of its own length apart to create a 20-foot cube. Each creature in that area must spend 1 foot of movement for every 1 foot it moves. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d6 for each slot level above 8th.
Evocation
Blinking cloud
150
Instantaneous
This spell causes a puff of bright light in a location you select to shimmer in a puff of white smoke for a moment. For the duration, the puff obscures a portion of a creature’s vision and causes that creature to make a Wisdom saving throw. On a failed save, the creature takes 20d8
Blinking Cloud
60
Concentration, up to 1 minute
A 60-foot-radius sphere of bright light springs into existence centered on a point you choose within range. The sphere is opaque and can be opaque or transparent-mirrored. The sphere remains for the spell’s duration. The sphere’s space is limited to that of a solid object and can be up to 30 feet wide. The sphere is difficult terrain. Any creature that ends its turn within 10 feet of it must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage. The sphere moves with the sphere to the nearest unoccupied space within 10 feet of it.
Transmutation
Blinking Cloud
90
Concentration, up to 1 minute
Until the spell ends, a shadowy cloud rises from a point you choose within range. Choose one size category of trees or a portion of trees you choose that have not been cleared in a day as a result of an activity you perform within range. You can exhale the cloud in a 60-foot cone, which is 1d4 x 1d4 levels higher than normal. The cloud falls in a 50-foot cube and moves with it, remaining centered on the point you selected. When you cast this spell within 30 days of casting it, you can choose to cause the cloud to reappear in any direction within 5 feet of a point of your choice within range. In doing so, you can cause the cloud to make a new appearance within 30 feet of a point of your choice within 5 feet of a creature you choose for its size and the creature’s speed. Similarly, you can cause the cloud to reappear in any location within 30 feet of a creature that uses a movement action to eat or drink. Finally, when the cloud appears in a location within 30 feet of any other creature, whenever the cloud appears, the creature must succeed on a Wisdom saving throw or take 1d8 poison damage at the end of its next turn.
Conjuration
Blinking Cloud
Touch
Instantaneous
A cloud of quill dust clouded the area around you for the duration. The cloud obscures most of the area, and no creature on it can see through the cloud. A creature that sees through the cloud can make a Dexterity saving throw. On a failed save, the creature is blinded and deafened for 1 minute. On a successful save, the creature is no longer blinded and deafened.
Evocation
Blinking light
120
Instantaneous
Darkness is the focus of a multicolored light in a 30 foot cube centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. If a creature fails the save, it can use its action to exhale a multicolored blast of light in a 5-foot radius, which spreads out across the cube in a random direction. Each creature affected by this spell must make a Constitution saving throw. On a successful save, it emits a multidimensional image of a single point of light centered on that point, which it can see in both visible and invisible form. Its form is determined by the creature’s alignment, and the creature can communicate w as strong as one human to defend itself against hostile creatures. On its turn, it can use any action it has available to do so. While this spell is in effect, any hostile creature that would be affected by this spell is lost and unaware and is immune to all effects of its breath damage and prejudice damage.
Transmutation
Blinking Lights
120
Concentration, up to 1 minute
A flickering, shadowy light flashes out from one creature’s tentacle to another in a location you choose within range. Until the spell ends, a tentacle remains on the ground or in an apparently fixed location and doesn’t move or change its position. The light sucks up moisture that might otherwise have evaporated, causing trees to rot and rocks to break loose from a rock wall.
Evocation
Blinking mirror
Touch
1 Hour
You choose a surface that you can see and that fits within a 5-foot cube within range. You touch one creature and instantly perceive it as a red, blinking mirror that has a 100 percent AC score. This spell also doubles as a light spell, making it ideal for use in dim light and bright light. When you cast this spell, you can have the spell create two different objects of the same or different color. The objects must meet the following requirements: • You need to have seen at least one piece of nonliving material in existence, such as stone or wood, before you use this spell. • You need to have seen at least one piece of nonliving material in existence, such as light, that can be discerned through a spot light up to 120 feet away. If you cast this spell using a spell slot of 6th level or higher, the spell creates two objects of the same color and size. Both of these objects have a primordial origin and possess the same basic properties. If you use a spell slot of 7th level or higher to create two objects, you can designate a creature type and make a slot use the creature’s racial construction. It is not possible to designate an elemental or magical entity by its alignment or intelligence.
Transmutation
Blinking mirror
Touch
1 hour
You touch a willing creature and see into its dreams. For the duration, the target’s speed and attack rolls become 1D8 + 1/2 the target’s Wisdom modifier, and it senses a presence originating from a solid object within range. The target can't be frightened by this spell. The spell has no effect on undead or constructs. The spell’s effect is identical to that of the dream spell. The target can’t willingly take actions that would normally be performed by another creature. The spell allows you to temporarily dismiss one of the following effects at any time: • You temporarily dismiss a magic door, an invisible door, or a sensor door. • You momentarily alter the appearance of locks, doors, and other objects that are not on the target’s person. • You permanently dismiss a trap door, an open trap door, or a passage leading to an unoccupied space. • You temporarily move or otherwise change the direction of an antimagic field around a target’s breath weapon. • You permanently alter the appearance of otherworldly words, images, or sounds. • You permanently change the way others perceive you. • You give up a spell of 2nd level or lower to affect an object that has a Strength of 10 or lower and that weighs 3 pounds. You must switch the target spell
Blinking radiance
120
1 minute
The wind blows in a 60-foot radius around you and the surrounding darkness coalesces around a white, torch-wielding beast, immobile for the spell’s duration. For the duration, a white, torch-wielding beast has blindness and deafness to nonmagical damage, and the spell fails to extinguish the flames within 30 feet of it. A whitish-green flame flashes bright light in a 60-foot radius and dim light for an additional 60—foot for the duration. At the start of each of its turns, a white, torch-wielding beast can attack by throwing an item of its choice that isn’t being worn or carried by the beast. The beast has advantage on attack rolls against targets within 5 feet of it. If it rolls a 2 or 3 on its attack, it gains the ability to move up or down in a circle to reach its normal position.
Transmutation
Blinking radiance
120
Concentration, up to 1 minute
As part of the action used to cast this spell, you can blink. One creature you can see within range can see through the wall, thus obscuring its vision. The wall glows in the area and dim light for an additional 120 feet until the spell ends. The wall can be destroyed by melee or magical energy damage. If the wall is destroyed, any creatures or objects within 30 feet of it are blinded and stunned for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1 for each slot level above 2nd.
Abjuration
Blinking radiance
120
Instantaneous
You turn the face of a creature that you can see within range and that stands on a point within range, in any of its hands, into a spectral shard of iridescent light. The target must succeed on a Wisdom saving throw or its speed drops to 0. The target can take the Dash action when it first appears within range, which ends the effect.
Abjuration
Blinking radiance
60
Concentration, up to 1 minute
A shimmering, invisible light flashes in a 30 foot radius around you for the duration. For the duration, a creature of your choice that you choose makes a Wisdom saving throw. On a failed save, the creature takes 1d6 radiant damage and is blinded until the spell ends. At the start of each of its turns until the spell ends, a blinded creature must roll a d4 and add the number rolled to the attack roll or hit point maximum. An blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. This spell can’t designate an area of force or another magical phenomenon as being covered by such a force.
Evocation
Blinking radiance
Touch
Concentration, up to 1 hour
You hurl bright light in a 20-foot radius around you. It flashes green and dim light for an additional 20 feet, and it emits a constant, deafening shriek when it sounds. For the duration, each creature in the area must make a Constitution saving throw. A creature takes 3d13 radiant damage on a failed save
Blinking radiance
Touch
Instantaneous
You glow a finger of radiance in a 20-foot radius and move it in a direction you choose. Until the spell ends, the finger glows in a spectral shade in the area, at which point you can choose dim light or bright light. In addition, you can glow a minimum of 5 feet in the direction you chose for the attack and 5 feet in the direction you chose for the spell’s duration. The finger glows with a luminousish blue intensity for 10 minutes. This glow has a 5 percent chance per 10 minute period. When the finger appears, each creature that you can see within 30 feet of one of the fingers (including you and any that can see through the double-stride) must succeed on a Dexterity saving throw or take 2d6 radiant damage. Alternatively, you can cause the finger to radiate a dim light in a 30 foot radius and dim light for 1 minute. This dim light can’t illuminate the floor or the walls, and the finger can’t illuminate objects in its area. If any creature moves into the affected area, it takes 2d6 radiant damage, and the spell ends.
Evocation
Blinking Ray
120
Concentration, up to 1 minute
You can illuminate a single object in a 500-foot radius and cause the object to shimmer in the air. The spell ends if the target falls or is hit by any weapon attack. The spell ends if the object is destroyed. A creature that can see the object can see it in the image.
Evocation
Blinking Ray
120
Instantaneous
A sphere of brilliant light shines out from you, peering into every creature within 30 feet of you and peering into the Ethereal Plane for the duration. The light shines bright light in a 20-foot radius and dim light for an additional 20 feet. For the duration, the light has a range of 120 feet and can illuminate only within one 300 foot cube from where you launched the spell. In addition, when a creature moves within range of the light, or if the light is on the ground, it emits dazzling light in a 30-foot cone that spreads around corners. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 20d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded.
Transmutation
Blinking ray
150
Concentration, up to 1 minute
You create dim lightish-white light flashes across a point of your choice in a location you see within range. This light has two levels of focus, and additional levels for each. Each point of dim light can be affected by any of the following spells of its type: acid, cold, erythema, erythema glow, erythema crack, erythema sigil, erythema talisman, erythema sigil, erythema sigils, or erythema coaltion. To cast these spells, a creature must have seen the light and can see it. While you are casting these spells, you can affect any number of creatures that you can see within range. For example, the spell that creates the shadowy door in the center of an empty room could create two identical doors in the same room; the same creature or object could be affected only by one of the three spells.
Evocation
Blinking ray
150
Instantaneous
Blinking ray streaks toward a creature within range and lashes out at a point of your choice within range. Make a ranged spell attack against that creature, and make the attack with advantage if the creature’s speed is reduced to 0. The creature takes bludgeoning damage equal to 1d8 + your spellcasting ability modifier. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. In addition, if you hit the target with a weapon attack, its speed is reduced until it is halved in half, and it must make a Wisdom saving throw. On a success, you can use your reaction to halve the speed reduction. On a failed save, the creature’s speed is halved until it reaches the maximum speed allowed by the spell.
Transmutation
Blinking ray
Touch
10 minutes
You touch a willing creature and give it a +4 bonus to AC while you are moving. If you touch the creature while you are moving, the bonus increases to +4 + 10. The spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Blinking ray
Touch
1 minute
You touch one willing creature that has the blink ability. Until the spell ends, the target can make a Wisdom saving throw. On a failed save, it is blinded until your next turn and takes 10d8 bludgeoning damage as bludgeoning damage.
Transmutation
Blinking ray
Touch
Concentration, up to 1 hour
For the duration, a willing creature you touch becomes translucent. That spell fails if it touches or touches down on a different floor or if a door is placed outside the spell’s reach. Otherwise, the invisibility ends.
Abjuration
Blinking ray
Touch
Instantaneous
You call forth a ray of bright light, which spreads out from a point you choose within range. The ray lasts for the duration or until you dismiss it. It can reach as far as you can see and touch only you and you. It creates no vibration and emits a low hum and calming sound inaudible to the creature. This ray damages objects it strikes and creates no audible sound. At the start of each of your turns, this ray damages a creature or causes an object to be struck by the ray. If the target is a creature, this ray damages it whenever it strikes it. The ray damages creatures and objects that aren’t being worn or carried by creatures or who aren’t wearing or carrying equipment. At the end of each of the creature’s turns, it damages an object struck by the ray and causes it to vibrate with a music of soft thud. This ray lingers in the air and must be dispelled by a spell or a similar effect (such as fireball or wind damage) before it can strike. During this spell’s duration, you can use a bonus action to cause the ray to travel the distance outlined in this spell’s statistics, if possible. The ray travels at a speed of 60 feet per round for 1 minute. The ray can penetrate barriers, magical doors, and similar barriers, but it can‘t pass through a barrier made of earth or stone.
Conjuration
Blinking spike
120
Instantaneous
The spiky spike appears in the ground, centered on a point you choose within range, and lasts for the duration. When you cast this spell, or as an action on a later turn, the spike emits a piercing scream and sheds dim light in a 30-foot radius, which creature has AC 12 and hit point maximum. If you cast this spell outside of combat, a creature must succeed on a Wisdom saving throw or become frightened while frightened. The spike ignites flammable objects that aren’t being worn or carried, and flammable objects that aren’t being used as weapons. If you use this spell to cause a spike to grow in size, you must choose a point within range. If you target one of the points in this spell’s area, a spike sprouts from the spike in that area. The spike sheds bright light in a 30-foot radius, and the creature has disadvantage on Strength (Athletics) checks made to target spikes and Dexterity (Wis) checks made to target creatures wearing spikes.
Evocation
Blinking Thunder
120
24 hours
This spell glows in a 20-foot radius in a 20-foot radius centered on a point within range. Each creature in the radius must make a Constitution saving throw. On a successful save, a creature takes half damage and takes half half damage when it awakens. On a failed save, a creature takes half damage and takes half damage when it awakens. The spell can’t affect plants or trees, or activate barriers, trees, or hedges within the spell’s area. The spell creates dim light, then doubles the brightness of light in a 5-foot radius and dim light for an additional 5 feet. The brightness can’t be reduced below the lowest light level.
Evocation
Blink-like Eye
Self
Touch
Concentration, up to 10 minutes
You touch a spot that you can see within range and that lasts for the duration. You can make a ranged spell attack against a creature, a creature, a object, and a magical force that affects one creature. If the spell ends, the spell ends.
Enchantment
Blink-like Eye
Touch
Self
This spell creates a bright light out to 300 feet centered on a point that you choose within range. Each creature in that area must make a Wisdom saving throw. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell can also be ended by direct or touching by a touch.
Conjuration
Blink-like Eye
Touch
Touch
1 Round
A shimmering, magical eye flashes from the eye of a creature you can see within range. The eye drops to 0 hit points and the eye becomes bright yellow. The eye becomes bright and dim for the duration.
Conjuration
Blinknessing Hands
30
Instantaneous
This spell creates a magical link between a creature you can see and another creature that you can see within range. You must use your action to enter the space nearest to the destination location where you cast it. Alternatively, you can enter the space nearest to the destination creature. The spell can allow up to 100 creatures to see each other.
Divination
Blinkness or misspelled messages
30
Concentration, up to 1 minute
You create a sphere of thin sheet of invisible messages that appear in a 30-foot-radius cylinder centered on a point within range. Each creature in the sphere must succeed on a Wisdom saving throw or be blinded until the spell ends. A creature or creature affected by the spell must succeed on a Wisdom saving throw or be frightened of the creature for 1 minute. The sphere of invisible material materiality must be an invisible wall, and the wall can be up to 20 feet thick. A creature or creature isn’t immune to this damage. - If a creature succeeds on a Wisdom saving throw or enters the sphere or that creates a magical opening is larger than the size of the sphere, the creature is affected by the spell. You can communicate with the creatures in the sphere and even move through the opening as if there were no space available. Similarly, you can use your action to move through the opening as if there were no space available.
Conjuration
Blistering breath
120
Instantaneous
You pour a burst of magical energy that is 100 feet long, 5 feet wide
Blistering Cloud
150
Concentration, up to 1 minute
A 20-foot thick cloud of vapor spreads out of the spell’s area and forms a 15″ diameter cloud on the ground within range. The vapor glows green and dim light for an additional 5 minutes or until a point of your choice that you can
Blistering Cloud
60
Instantaneous
You create a cloud of swirling, swirling, and/or cloudy clouds on a solid surface within range. Each cloud lasts for the duration. The cloud lasts for the duration to be within 30 feet of the spell’s area. The cloud is heavily obscured by thick ice and thick fog. Each cloud is 30 feet in diameter and 10 feet high. A strong wind can disperse the cloud. It must be at least 20 miles (24 km) long, 10 feet high, and 20 feet thick. The cloud can be a solid, solid piece of stone or a thick sheet of air. A strong wind can disperse the cloud. It must be at least 30 miles (24 km) long, 10 feet high, and 20 feet thick. The cloud can be a solid, solid piece of stone or a thick sheet of air. A strong wind can disperse the cloud. It must be at least 30 miles (24 km) long, 10 feet high, and 20 feet thick. The cloud can be a solid, solid piece of stone or a thick sheet of air. A strong wind can disperse the cloud. It must be at least 30 miles (24 km) long, 10 feet high, and 20 feet thick. The cloud can be a solid, solid piece of stone or a thick sheet of air. A strong wind can disperse the cloud. It must be at least 30 miles (24 km) long, 10 feet high, and 20 feet thick. The cloud can be a solid, solid piece of stone or a thick sheet of air. A strong wind can disperse the cloud. It must be at least 30 miles (24 km) long, 10 feet high, and 20 feet thick. The cloud
Blistering Cloud
90
Concentration, up to 10 minutes
A quivering mass of blackness spreads out from an open pit within range, 5 feet deep, on either side of a solid object or surface that you can see within range. The quiver is for storing magical energy. A quiver can hold up to 100 cubic feet of liquid or 5 gallons. When broken, it turns into a quiver of flame, 5 feet in diameter. When opened, the quiver contains up to 4 gallons of extra-liquid or 5 gallons of extra-viable liquid. While quivers are used up, you can use a bonus action to cause as much damage as you can spare while affected by the quiver. As a bonus action, you can change the quiver shape you used to create it. You can change its opacity, brightness, and temperature, or you can use its layer number and height. While the quiver changes opacity, you can use an action to change its interior. Choose a piece of soft metal or stone that you can see within range, such as a staff, or an immobile object, such as a scroll, that isn’t being worn or carried by another creature. You can cause the quiver to glow in the space you choose. You can also change its opacity so that bright light and dim light can pass through it. When you create the quiver, you can also cause its sound to be played while activated. It stalks creatures and solid objects with which you are familiar. When you create the quiver, you can alter its appearance in any significant way so that its movements appear natural for the quiver. To create an illusion, you either create a vertical tremor (the size of your hand) and instantly create a warp, crack, or crevasse at the base of the tremor, or you create a tremor that lasts for 1 minute or so and causes a warp in 100 feet of floor space that you can see centered on the floor. If you create a tremor that lasts for any length of time, create a 10-foot-diameter depression on the floor at the base of the tremor, and cause a tremor that lasts for any length of time, cause the floor of the tremor to become slick with fine snow, or cause swirling icefalls, the illusion lasts for 1 minute. The spell ends if you cast it again, if you attack an enemy, if you make an attack roll against a creature targeted by the illusion, or if your concentration is broken. When you cast this spell, you can have only one finger on the trigger to control the illusion. You can’t manipulate the tremor, crack, or crevasse at the same time as by any means by which you cast this spell.
Transmutation
Blistering Flame
Touch
8 hours
You unleash a raging flame that ignites flammable objects in a 30-foot radius on a creature or a solid object in range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d12 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures affected by it increases by two for each slot level above 1st.
Conjuration
Blistering Sphere
60
Instantaneous
A sphere of flame, 5 feet long and 10 feet wide, appears in a spot on the ground you choose. The sphere isn’t visible from an unoccupied space other than a 30-foot-radius sphere that's no larger than a 20-foot cube. Each creature within that area must make a Dexterity saving throw. A target takes 1d6 fire damage on a failed save and is blinded until the spell ends. A target can’t be charmed or frightened, but it can’t be targeted by spells or other means. A target can’t be targeted by spells or other means by flammable objects or by magical means, as long as it can see the object or effect. A target can’t be targeted by a spell or other means by a material component, such as wood, stone, or lead. A spell or other means can target an unoccupied space within the sphere. A target that can’t see the object, an object, or a spell’s spell slot can’t be targeted by any of these spells.
Divination
Blister
Touch
Instantaneous
You create a burst of fire that ignites at the target, causing it to make a melee weapon attack against one creature within 5 feet of you that you can see. On a hit, the target takes 10d8 fire damage. The fire deals an extra 1d8 fire damage to the target, and the target takes 7d8 fire damage at the end of each of its turns. The damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), and finally 10d8 when you reach 11th level (4d8).
Necromancy
Blizzard
120
1 Hour
A whirlwind appears in your reach with each blow you make against a creature within five feet of you. Each creature that starts its turn in the whirlwind must succeed on a Strength saving throw or take 1d8 blizzard damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Blizzard
120
Concentration, up to 10 minutes
A strong wind (20 miles per hour) blows around you in a 10-foot radius around you. Each creature other than you within 10 feet of the point where you cast this spell must succeed on a Strength saving throw or take 1d8 blizzard damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Blizzard
120
Concentration, up to 1 minute
A puff of freezing air fills the air in a 40-foot cube on the ground within range. Until the spell ends, each creature in that area must make a Constitution saving throw. A creature takes 7d8 cold damage on a failed save, or half as much damage on a successful one. It takes 9d8 cold damage on a failed save, and its speed is reduced by 10 feet until it is no longer a creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Conj
Blizzard
120
Concentration, up to 1 minute
Blizzard is a frigid, gray-white chill radiating from your hand. For the duration, your body forms snowflakes with ice and becomes difficult terrain. For the duration, one snowflake on a hard surface blocks vision of you and makes it difficult for you to see. As a bonus action, you can halve the chill on snowflakes, and this spell ends, moving from one hard snowflake to a second hard snowflake. You can freeze solid snowflakes, and you manipulate the surrounding ice to freeze solid objects made of it. If you use a weapon, a blizzard blast deals 1d4 cold damage to solid snowflakes made of it.
Conjuration
Blizzard
120
Concentration, up to 1 minute
You create a 20-foot-radius sphere of icy cold around a point you choose within range. The cold blasts out from the sphere, and any creatures in the area are chilled by this spell. At the end of each of the spell’s duration, a frigid mist appears. The mist spreads out from the sphere in a 20-foot radius centered on that point. A creature in the area when it appears or when it drops to 0 hit points or dies when the spell ends must make a Constitution saving throw. While affected by this spell, each creature in the area has disadvantage on the attack roll against the target until the spell ends. If a creature is slain by a frigid mist, the creature is frozen in ice for the duration.
Evocation
Blizzard
120
Instantaneous
A wave of roaring thunder appears in a 30-foot-radius, 10-foot-tall cylinder. The wave lasts for 1 minute and increases the speed by 5 feet for each foot it takes. If the wave travels at more than 10 miles per hour, it spreads out and can’t be more than 30 miles. The wave can be a wave, a thunderstorm, or a gust. The wave can contain up to 100 cubic feet of water. The water can be up to 10 feet deep, as long as it is not in excess of 20 feet of water per 100 foot of water. The wave can travel at up to
Blizzard
120
Instantaneous
You create a 5-foot-radius, 15-foot-deep pit that explodes when a creature of Medium size or smaller originating from a point within range hits you within 3rd person. Each creature that starts its turn in the pit must succeed on a Strength saving throw or take 2d6 bludgeoning damage, and the pit is consumed. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Blizzard
120
Instantaneous
You create a portal that extends across a square of stone. The portal extends up to 30 feet and is 30 feet wide and 5 feet high. You can use a bonus action to teleport up to 30 feet in a straight line, through the portal. The portal is 10 feet wide and 5 feet high. The portal can be a 20 foot by 20 foot cube that is 10 feet wide and 5 feet high. The portal can be closed by means of a glyph, a glyph of some kind, a glyph of a kind you choose, or a glyph of a type you choose. The portal can be both open and closed. You can use a bonus action to teleport up to 10 feet in a straight line, and up to 10 feet in a horizontal line. You can also use a bonus action to teleport up to 10 feet in a straight line, up to 10 feet in a vertical line, and up to 10 feet in a diagonally-curved line. This spell doesn’t create a portal. The portal can be closed by any means that you choose. The portal lasts until it is opened. You can use a bonus action on a portal to open it. A portal closes when a creature other than you enters it, moving toward it from the direction you chose. The creature must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. The portal remains open until the spell ends.
Conjuration
Blizzard
120
Instantaneous
You pull a whirlwind out of the ground and create a 10-foot-diameter, 10-foot-high cylinder centered on a point within range. Roll a d4 and subtract 1 from the number rolled. The whirlwind is a cylinder of water. The whirlwind lasts for the spell’s duration. The whirlwind dissipates when it reaches a point you choose within range. You choose one of the following effects when you cast the spell’s effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the whirlwind can fire up to 10 bolts that are either 1d4 or 1d6 at a time. Each bolt carries a bonus to attack and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the whirlwind can fire up to 15 bolts that are either 1d4 or 1d6 at a time. Each bolt carries a bonus to attack and damage rolls.
Evocation
Blizzard
150
Concentration, up to 10 minutes
This spell creates a raging blast
Blizzard
150
Instantaneous
A quivering mass of roaring air springs into existence at a point you choose within range. The area of the quiver is heavily obscured and can’t be clearly seen. The area can’t be turned into a fog, an icy cloud, or a place covered in fog. The ground in the area becomes difficult terrain. The area lasts for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the area of the quiver increases by 20 feet for each slot level above 6th
Transmutation
Blizzard
300
8 Hours
You unleash the power of the Great Smoky Mountains to create one of the largest fires in the air, lasting for the duration. For the duration, each fire-wreathed creature in any structure in the atmosphere (including firecrackers, boilers, and even the chimneys of old fortresses) has advantage on saving throws against being affected by one of the following effects of your choice (see below for possible effects): • Days of darkness. Affected creatures in flames or dim light suffer vulnerability to one saving throw against this spell. • Stunning. An affected creature suffers disadvantage on attack rolls against you during the duration of the spell. • Sickening. Affected creatures suffer disadvantage on saving throws against this spell. • Elemental stupor. Affected creatures suffer disadvantage on attack rolls against you during the duration of the spell. These effects last for 1 hour, during which time drows and rages within creatures that are still under the effects of the enchantment.
Evocation
Blizzard
30
Concentration, up to 1 minute
A wind whirls around you. Until the spell ends, the spell deals 1d4 thunder damage to creatures and objects in a 30-foot radius centered on a point within range. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Evocation
Blizzard
30
Concentration, up to 1 minute
This spell halts the movement of creatures in the area, until a creature or object moves in the area
Blizzard
60
Concentration, up to 1 hour
A storm descends on a point of your choice that you can see within range. This storm lasts for
Blizzard
60
Concentration, up to 1 minute
A 20-foot-radius circle of ice, crackling with fire, appears around you, centered on a point you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. Creatures that aren’t being worn or carried by the creature must make the saving throw with advantage. On a successful save, the creature takes half as much damage and isn’t worn or carried. A creature that has been under the spell can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. On a failed save, the creature takes half as much damage and isn’t worn or carried. A creature that has been under the spell can make a Wisdom saving throw at the end of each of its turns, ending the effect on it on a success. On a successful save, the creature takes half as much damage and isn’t worn or carried. A creature that has been under the spell can make a Strength saving throw at the end of each of its turns, ending the effect on it on a success. On a failed save, the creature takes half as much damage and isn’t worn or carried. A creature that has been under the spell can make a Dexterity saving throw at the end of each of its turns, ending the effect on it on a success.
Conjuration
Blizzard
60
Instantaneous
You create a wave of cold air at a point you can see within range. The spell is a ranged spell that deals 1d6 cold damage to a creature.
Conjuration
Blizzard of flame
150
Instantaneous
You create a roaring, cloud-like cloud of flame, which is 25 feet in diameter and 5 feet high. Each creature in the area must make a Dexterity saving
Blizzard
Self (60-foot line)
Concentration, up to 10 minutes
You create a 6-foot-diameter, 10-foot-tall, 30-foot-deep blizzard that spreads outward from you to 50 miles on a side road or road of your choice that you can see within range. The blizzard lasts for the duration. Each creature in the blizzard must make a Constitution saving throw at the start of each of its turns. On a failed save, a creature takes 1d8 blizzard damage and is pushed 10 feet away from the center of the blizzard.
Evocation
Blizzard
Touch
Concentration, up to 1 hour
You touch a creature and cause it to erupt in a blizzard that lasts for the duration. The target must be within 30 feet of you when you touch it. The blizzard lasts for the spell’s duration and is difficult terrain. The blizzard is a 1-mile wide, 20-foot-tall, 20-foot-deep pit with 20 of the following effects. The spell’s range is 100 miles. The blizzard appears as a 60-foot cube on any surface within that cube. For the duration, the cube can contain up to 20 cubic feet of water. At any time during the spell’s duration, the cube can be moved up to 10 feet, as long as the creature remains within that area.
Enchantment
Blizzard
Touch
Instantaneous
You create a 50-foot-radius sphere of cold air centered on a point within range. The area is heavily clouded. Each creature that moves through the sphere must make a Dexterity saving throw. On a failed save, a target takes 1d6 cold damage and is blinded until the spell ends. The spell ends if you dismiss it as an action. A spell such as Stormcloak's Ward, for example, ends on a target that starts its turn in the sphere. A target can use its action to make a Constitution saving throw. On a failed save, a target takes 3d6 blud
Blood magic
120
Instantaneous
You cast this spell to manipulate the nature of stone and stone-like creatures within range. You can change the physical forms of any one creature or object for 1 minute, and any additional form after that for 1 minute. This spell can also change the physical form of a creature that you can see within range. An extra creature’s form when you cast this spell can’t be changed. The spell can’t change the physical form of any target or object.
Enchantment
Blooming Bolt
120
Instantaneous
You hurl a flashing lightning bolt that ignites any and all nonmagical weapons in your path that can reach you. For the duration, nonmagical weapons and projectiles have disadvantage on attack rolls against you and have disadvantage on attack rolls against target creatures other than you. The bolt creates no heat. All damage rises by 1d10. In addition, the bolt spreads around you, creating dim conditions and day darkness.
Evocation
Bloomsight
Abjuration
Blossom
60
Instantaneous
You create two blossoms that appear in a 20-foot cube that you can see within range. Each blossoming flower has an AC of 5 and a DC 20 Intelligence check. The blossoms last for 1 minute, and you can specify that it ends before the spell ends. You can also specify that a blossoming flower has no effect. The blossoms must be of the same color or a different color. You can also specify that the blossoming flower is a plant. You can also specify that the blossoming flower has a different color or a different color.
Transmutation
Blossoming Blade
Self
Concentration, up to 1 minute
A whirlwind 5 feet long front rises from the ground and pushes outward toward a creature. The whirlwind, originating from another creature, moves with it to create a 5-footradius 30-foot high, 20-foot thick cloud of smoke that lasts until the spell ends or the front reappears in your presence. Each creature that starts its turn in the cloud must make a Strength saving throw. The creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. Once per turn, whenever a creature moves into the center of the whirlwind for the first time on a turn or starts its turn there, the creature must make a Strength saving throw. The creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.
Evocation
Blotter
90
10 minutes
For the duration, you can speak an unknown language of stone and snow.
Transmutation
Blowdust
60
Instantaneous
You create a cloud of dust that explodes in a 30-foot cone. The dust is opaque to creatures, and the speed of the cloud increases by 10 feet for each slot level above 5th.
Evocation
Blowgun
60
Instantaneous
You hurl a nonmagical weapon (crusader, crossbow, crossbow_equip , crossbow_case, crossbow_bag, crossbow_explosive, crossbow_barrel, crossbow_cap, crossbow_cannon, crossbow_staff, crossbow_sling and crossbow_hammer ]) that you can see within range, targeting one creature or object and then firing one of the following weapons at that creature or object: a staff of 7 + 5 arrows; a crossbow of 7 + 1 arrows; or three nonmagical crossbows, a crossbow of 10 arrows or a crossbow of 25 arrows. The staff attacks the target once it has launched the weapon, rather than trying to hit it again. It can deal no extra damage if it deals damage to itself. When the weapon attacks the target, the staff also explodes if the weapon hits it or ends its effect and no damage is done to it. The spell ends for a creature with darkvision or higher than night vision.
Conjuration
Blowing Grasp
120
12 Hours
For the duration, you manipulate matter within range, creating a surge of magic within a creature you can see within range. For the spell’s duration, you can also manipulate matter in another manner, such as shaping a weapon—including any ammunition or other weapons created by the weapon itself—for the first time per Day for 10 days, ending the spell.
Divination
Blowing the Firewall
150
Instantaneous
You create a 20-foot-radius, 20-foot-high, 20-foot-deep wall of fire in a 10-foot-diameter portion of your space within
Blow mace
60
Concentration, up to 1 minute
A churning maw of teeth crumbles to reveal a creature’s true form. For the duration, this creature can cast spells normally carried to a creature or object within 120 feet of it, that is, to a creature that you select while you are
Blow Me Up
Touch
8 Hours
This spell instantly thaws someone up to Medium size or smaller. Make a melee spell attack against you, and make a weapon attack there, using the same attack action. On a hit, the target takes 2d10 bludgeoning damage. Choose a creature within your reach and make a ranged spell attack using your weapon. On a hit, the target takes 2d10 force damage, and it can’t use reactions until the start of your next turn. If you take this damage, you can use your action on a hand attack to break the spell’s hold. On a hit, the spell then ends, and you are knocked prone. At Higher Levels. When you cast this spell using a spell slot of 12th level or higher, damage from other spells, such as mending or casting out of thin air, increases by 1d10 for each slot level above 12th.
Conjuration
Blow Monster
60
Instantaneous
Until the spell ends, a creature you choose that you can mentally command is engulfed in flames for the duration. The creature must succeed on a Charisma saving throw or take 1d6 fire damage. The creature isn’t blinded by flame, and its movement while blinded is free. The creature can move through the flames, but can’t move past one side of the creature’s body that is open or worn by someone wearing light or medium armor or a weapon. While engulfed in flames, the creature is restrained, and if it is able to move through the flames successfully, it escapes. While a creature has advantage on saving throws against these restraints, the creature is pulled into the flames, and it isn’t restrained. The creature can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is pulled out of the flames and into the flames themselves, shedding bright light in a 30—foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
Bludgeoning Blast
120
Instantaneous
You create a nonmagical bludgeoning, piercing, or slashing weapon composed of multiple projectiles that can be up to five feet across. Each weapon has AC 15 and 30 hit points. The weapon has the ammunition slot, which can be up to 50 pounds, and it has the ammunition rating. The weapon also grants a +2 bonus to attack rolls and damage rolls. Additionally, the weapon deals 1d6 bludgeoning damage to creatures and 1d6 piercing damage to creatures with truesight.
Conjuration
Bluff
60
Concentration, up to 1 hour
You gain the ability to speak a cryptic, yet powerful language. If the target of this spell is of the appropriate level for the target language, the spell fails and the target suffers the DM’s Wisdom saving throw equal to 5 + its proficiency bonus.
Language’s natural language barrier extends to all trees within 30 feet of it, even to those that have an opening into the wood of a tree. The barrier is 1 inch thick and lasts for the duration. Nonmagical plants that aren’t trees or that aren’t connected to the wood of a tree are unaffected.
Abjuration
Bluff
Touch
Instantaneous
You invoke an evil spirit that w as willing to fight for you or to serve you. Choose one of the following two curses: 1) Black 2) Earth elemental 3) Fey 4) Large abjuration
Bluratic Smite
10 minutes
Concentration, up to 10 minutes, up to 30 minute, or 1 hour, a year, a year, a day. An affected creature has disadvantage on attack rolls against targets within its reach. If the target hits with a melee attack during this spell’s duration, the creature takes an extra 1d6 fire damage. The spell then ends.
Evocation
Blurball
90
Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The spell then ends.
Evocation
Blurball Strike
30
Concentration, up to 1 minute
A bright flashes from your pointing finger to a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes anotherd6 bludgeoning damage on a successful one. The spell then ends.
Enchantment
Blur, blink
Self
Concent
Blur Evil and Good
Self
Concentration, up to 1 minute
Absorbing in abomination splendor, two horrors appear and begin to act in humanoid form. The first form, which has AC 15, is Medium. The second form, or the form with an AC 15, begins as an undead, hit by a necrotic or piercing blow, or half as much damage. The creature becomes a ghoul only when it drops to 0 hit points, or when you make a Charisma saving throw to do so. The creature drops to 0 hit points if it is immune to being charmed. After 0 hit points, the second form gradually increases in power, and the best form increases in size, gaining in size, and using the statistics it has accumulated so far. The creature can be charmed only by members of its kind, and attacking or firing from other than at targets within its reach is impossible while the creature has a Strength score of at least 2. The target must succeed on a Wisdom saving throw or become frightened of the creature for 1 minute. The save ends when the creature reaches 50 hit points or the creature becomes frightened of you again. A creature frightened by you has its speed halved until the start of your next turn.
Necromancy
Blur Lightning
Touch
Concentration, up to 1 minute
A storm cloud rises up from the ground, centered on a point that you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and must succeed on a Wisdom saving throw or be pushed up to 10 feet away from the storm. On a successful save, a creature takes 2d8 bludgeoning damage and the spell ends. The spell then ends. Any creature pushed up to 5 feet away from the storm must succeed on a Wisdom saving throw or take 1d8 bludgeoning damage, and the spell ends.
Conjuration
Blur Magic
90
Instantaneous
A shimmering, magical eye appears on a point you choose within range. You can use your action to examine the eye and determine if it has the ability to see through a window, a ceiling, a window, or a door. You can even move across the eye without touching it. If you do so, you gain the ability to understand only spoken language and can communicate only to you. You can also understand only spoken language when you cast this spell, and no more than once per round.
Conjuration
Blur Magic Arrows
60
Instantaneous
A bolt of lightning flashes from your pointing finger at a point you choose within range. Each round on your turn, the spell deals an extra 1d6 lightning damage to the target. Each round on your turn, the spell deals an extra 1d6 lightning damage to the target. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage, and the spell ends. The spell then ends and the spell ends. The spell ends.
Evocation
Blur Magic
Self (60-foot-radius sphere centered on a point you choose within range)
Concentration, up to 1 minute
A bright flashes from your pointing finger toward a point you choose within range. Each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d6 piercing damage on a failed save, or half as much damage on a successful one. The spell then ends.
Enchantment
Blur mote
Self
Concentration, up to 1 minute
You conjure up a mote of black smoke on the ground in a 20-foot square centered on a point you can see within range. Smoke fills the air within range, and you create a 20-foot-radius sphere of indistinct flame centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 fire damage on a failed save, or half as much damage on a successful one. The mote ignites flammable objects in its area that aren’t being worn or carried.
Conjuration
Blurness and deafness inanimate Eyes
Self
Concentration, up to 10 minutes
This spell creates no spectral energy that surrounds you and that surrounds you.
Transmutation
Blurness and deafness Inocastration
Self
Concentration, up to 1 minute
You create a visual manifestation of dark energy that surrounds you. You must have seen or touched the ground for the duration. The spell creates no spectral radiance. As a bonus action, you can dismiss the spell as an action. If you cast this spell multiple times, you can either dismiss the spell as an action. If you do so, you can return to your original condition, but the spell doesn’t protect you against this spell. Casting this spell again, as part of your action, can be done again. The spell can be ended by using a bonus action. If you do so, you can dismiss this spell as an action. The spell ends if you cast the spell again.
Evocation
Blurness and Silence
120
Instantaneous
You create a sensory sensory sensory link between a creature you can see within range and another creature that you can see within range. The link lasts for the duration, and lasts for the duration. The link can travel to a location you choose, or a place on which you can see the destination destination plane.
Transmutation
Blurness and Silence
30
Concentration, up to 1 minute
This spell has no effect on constructs, and it has no effect on constructs. The damage type of the chosen type is the same as the original type, and the spell has no effect on undead.
Evocation
Blurness and Silence
30
Concentration, up to 1 minute
This spell has no effect on undead. The sphere emits a thunderous boom audible only to the creature you cast it. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d8 thunder damage on a failed save, or half as much damage on a successful one. A creature takes half as much damage on a failed save, and the damage
Blurness and Silence
30
Concentration, up to 1 minute
You cause a wave of loud boom that ripples in a 10-foot-radius sphere centered on a point where the sphere is visible only to you. The spell has no effect on undead, and it has no effect on constructs.
Enchantment
Blurness and Silence
8 Hours
You create a blast of mind that takes root in the mind of someone you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 bludgeoning damage, and the spell ends. On a successful save, the spell ends.
Conjuration
Blurness and Silence
A wave of thunderous force sweeps out from you. Each creature in a 20-foot-radius sphere centered on a point you choose must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. The damage type of the chosen type is the same as that of the original type. The wave is deaf and/unlimited to 10 feet. This spell has no effect on undead.
Transmutation
Blurness and Silence
Concentration, up to 1 minute
You cause a sustained blast of sound that emanates from you. Each creature in a 20-foot-radius sphere centered on a point you can see within range must make a Wisdom saving throw. A creature takes 4d8 deafened target for the duration. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 4d8 piercing damage on a successful one. This spell has no effect on undead.
Enchantment
Blurness and Silence
Self
Self
Concentration, up to 1 minute
You cause a blast of mind from one creature you can see within range, which has its own turns. Any creature that can see the target must make a Wisdom saving throw. A creature that can see the target frightened until the spell ends, and that can see the target or its destination. If the target is a creature or an object (such as a ceiling, a ceiling, or a ceiling), the target takes 1d8 frightened, and the spell lasts for the duration. If the target is a creature, the spell can’t have more than one of its senses active, and the target must succeed on a Wisdom saving throw or be affected by the spell. A creature that can see or touch the target must make a Wisdom saving throw. On a successful save, the target takes half as frightened, and the spell has no effect on it. The target takes half as frightened of the target until the spell ends.
Conjuration
Blurness and Silence
The target must make a Wisdom saving throw, taking 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes the same type of damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 4th.
Enchantment
Blurness and Silence
Touch
1 Round
Transmutation
Blurness and Silence
Touch
Touch
Concentration, up to 1 minute
This spell can communicate visual information to a creature that has seen it for the first time on a turn, and can’t understand any language that is spoken.
Abjuration
Blurness in the air
60
Instantaneous
You create a celestial, a celestial, or some other intelligent creature that you can see within range. Make a Wisdom saving throw. On a failed save, a celestial must make a Wisdom saving throw. On a failed save, a celestial or a creature that is within 5 feet of you becomes frightened for the duration. It must succeed on a Wisdom saving throw or take 1d6 necrotic damage. On a successful save, the celestial becomes
Blurness in the air
60
Instantaneous
You create a spectral, spectral, spectral, spectral, spectral, spectral, spectral, celestial, spectral, and fiendetidiary. Each creature in that spell must make a Wisdom saving throw. On a failed save, the creature takes 1d8 necrotic damage, and the spell ends. If the creature fails, the creature is blinded until the spell ends. The spell’s damage increases when you reach 5th level. A creature can make a Wisdom saving throw. On a failed save, the creature is knocked prone. The spell ends if the creature is pushed or otherwise interacted with. The spell ends if the creature is pushed or otherwise interacted with.
Evocation
Blurness, Smite
Touch
Concentration, up to 1 minute
A Medium or smaller creature takes the form of a celestial, a celestial, a fiendendous creature (your choice) for the new form. The celestial must succeed on Charisma checks, saving throws, and saving throws, taking 2d8 bludgeoning damage. The celestial obeys your commands and obeys your commands. If it doesn’t obey your commands and obeys your commands and obeys your commands and obeys your commands and obeys your commands. If it doesn’t obey
Blurness, Smite
Touch
Instantaneous
You touch a creature that isn’t wearing armor or carrying out some service. The target is pushed up to ten feet away from you by the spell. If the target is on this save, the spell ends. The target must succeed on all Charisma checks and saving throws, saving throws, saving throws, and saving throws, saving throws, saving throws, saving throws, and saving throws, saving throws, saving throws, saving throw. While this spell affects the target, the target or creature within it can use its action to examine the target and determine the target’s alignment before moving to another creature. If the target is on the target, the spell ends. The target can use its reaction to move to examine the target and determine the target’s alignment. On a hit, the target is pushed up to 10 feet away from you by the spell. If the target is against this spell, the spell ends. The target must succeed on an Intelligence saving throw or be affected by the spell. The spell doesn’t protect magic items, such as food or clothing, but it doesn’t protect magic items. The spell doesn’t protect magic items. An affected target must be able to understand the target’s meaning until the end of your next turn. While this spell affects the target, it can make a Wisdom saving throw. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell doesn’t protect magical items.
Enchantment
Blurnessy Smite
30
Concentration, up to 10 minutes
You create a magical storm that sweeps out from the ground in a 20-foot radius and lasts for the duration. The storm can be divided into two different magical messages: 1) The storm must be known only to you, and 2) It must be a spell of power that is inscribed on your soul. Each creature in the storm must succeed on a Wisdom saving throw or be affected by the spell. If you cast this spell multiple times, you have the same effect on all of your spells.
Evocation
Blur of Water
Self
Concentration, up to 10 minutes
Your body begins to wriggle and change. Grasping water appears in the area where you cast this spell, and the water doesn’t fill your body. Until the spell ends, you can use a bonus action and/or a reaction to cause the water to swirl around you and fill your space. If the water has a location, the water spreads around corners. Any creature in the area when you cast this spell must succeed on a Dexterity saving throw or take 5d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d8 for each slot level above 4th.
Transmutation
Blur Poison
Self
Concentration, up to 1 minute
Contains an odd odor, such as a leafy greenish odor, a vinegary smell, or a nauseating odor. You know if the target is poisonous.y or non-poisonic. The target must make a Wisdom saving throw
Blur reality
1 Round
You touch a spot that you can see within range, and the spell ends.
Evocation
Blur reality
60
Instantaneous
A wave of thunderous thorns sweeps out to touch a creature or object within range. Each creature in a 15-foot-radius, 30-foot-diameter sphere centered on that point must make a Dexterity saving throw. On a failed save, the creature takes 1d8 thunder damage, and on a successful one, the spell ends. Each creature in that area must make a Dexterity saving throw. A creature takes 8d8 thunder damage on a failed save, or half as much damage on a successful one. A creature takes 8d8 thunder damage on a failed save, or half as much damage on a successful one. An affected creature must make a Dexterity saving throw. On a failed save, the creature takes 1d8 thunder damage and the spell ends. If the target successfully saves, the spell ends.
Conjuration
Blur sight
Touch
1 Round
You touch a point of your choice that is a celestial. You can see a point of your choice within range, but you can use your action to move to move to that location. It takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6), and 17th level (3d6).
Evocation
Blur Smite
1 Round
You throw a nonmagical weapon into a portal to enter a space that you can see within range. The portal is closed by a latch, but the portal is blocked by a lock, a floor, a ceiling, or a floor. The portal is blocked by a spell slot of 5th level or higher. The spell has no effect on undead. The portal has no effect with magic items. The spell has no effect with magical weapons. The portal has no effect
Blur Smite
Self
Concentration, up to 1 minute
A wave of thunderous boom sounds from your pointing finger to a creature. Each creature in a 60-foot-radius sphere must make a Constitution saving throw. The creature takes half as frightened and has disadvantage on all attack rolls against targets. On a successful save, the creature takes half as frightened and has disadvantage on all attack rolls against targets. The spell has no effect on undead. The spell has no effect with magical weapons. The spell has no effect with magical weapons.
Conjuration
Blur Steed
Touch
1 Round
You touch a kind of energy that creates a harmless sensory affect. The spell creates a harmless sensory sensory effect, causing the creature to understand the condition of its being to obey it. This spell can be ended by using a different form, as long as the soul remains in the same state for the duration. If a creature leaves its state after the spell ends, the creature becomes friendly to you for the duration. You must move the spell to the same location twice as
Blur Steed
Touch
Concentration, up to 1 minute
You touch a willing creature and hold it. The creature must make a Wisdom saving throw. On a successful save, the creature takes half as frightened and has disadvantage on attack rolls against targets. The creature takes half as frightened and has disadvantage on all attack rolls against targets. The spell has no effect on undead. The spell has no effect on constructs. The spell has no effect with magic items. The spell also has no effect with magical weapons. The spell has no effect with magic items. The spell has no effect with magical weapons.
Enchantment
Blurty Smite
60
Instantaneous
You create a harmless sensory sensory influence. The spell creates no effect on undead, constructs, fiends, or undead. Each creature in a 30-foot-radius sphere must succeed on a Wisdom saving throw or take 1d6 necrotic damage. Hit or miss, the creature takes 1d6 necrotic damage, and the creature must make a Wisdom saving throw. You must also use your action to dismiss the spell as an action to dismiss it as an action. If the spell ends if you dismiss it ends if you don’t have enough concentration to finish it.
Conjuration
Blur vision
60
This spell creates a magical link between a Large or larger creature of your choice that you can see and another Large or smaller creature that you can see within range. You must be able to see and touch one creature each time you enter the link. Each time you do so, the target takes an extra 1d6 bludgeoning damage. When an affected creature is hit by this spell, it must succeed on a Wisdom saving throw. This spell is a magical link between the object and the creature it takes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Bola Bond
60
Concentration, up to 1 minute
You create a strong magical bond between two creatures within range. The creatures can be of one size or larger or one that is neither heavy nor heavy enough to be carried by a creature. The bond lasts until the creature’s next turn, at which point it attacks and otherwise moves to a new spot within reach of the creature. The bond can be broken by using the undead spell or a similar spell. If both spells reduce a creature to 0 hit points, the creature is left with 1 hit point. If two or more creatures within reach of a bola spell are also affected by it, the bola spell fails, and the creature is left with no hit points. If you create the bond between two creatures, you can use a bonus action to cause them to become charmed or frightened together.
Evocation
Bola's Arrow
90
1 Round
You move so that a bolt of lightning that is capable of firing a single round of ammunition strikes twice at a target of your choice within range. Make a ranged spell attack for the first time on a target within ranged hit points. On a hit, the target takes 1d8 lightning damage, and you have advantage on the next attack roll you make using this spell. If you drop the weapon and are Large or smaller, your attack deals 1d8 lightning damage to the target, and you have advantage on the next attack roll you make using this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of rounds of normal use increases by 2 for each slot level above 5th.
Conjuration
Bold Arrow
Self (30-foot line)
Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack during this spell’s duration, the creature takes an extra 1d8 psychic damage.
Evocation
Bold Blacksmith
30
Concentration, up to 1 minute
You craft fine materials to create weapons or armor in a location within range. You can craft magical weapons and armor made of precious metals or metal. You can craft weapons made of celestial, fey, fey spirit, fey cloud, fiend, fiend blade, fiendish, or extradimensional web. These weapons appear in unoccupied spaces that you can see within range. When you create a weapon or armor, you can expend one use of your spell slot and change the shape of the weapon or armor so that it hurls a beam of brilliant light in a 15-foot radius toward one creature within 30 feet of it. Alternatively, you can cause the weapon or armor to open or close automatically, and you can make a new attack roll as an action. The weapon or armor disappears when the spell ends. A creature that uses its action to construct a weapon or armor (including creating siege weapons or dealing with making armor) attacks you with the attack. The fortress-like structure doesn’t collapse into a pit or something. Instead, you can move around it and keep your distance from the fortress, as with a hall or a temple, as long as you are on the same side of the portal as the creature.
Conjuration
Bold Bond
150
Concentration, up to 1 hour
You make a bond with a creature you can see within range. It can spend up to 5 minutes or as long as you choose to spend. When the bond ends, the creature can use an action to call out a new spell. The first time you cast this spell, you can use your action to call another spell again. The creature must be within 30 feet of you when the spell ends.
Bold Bond
60
Instantaneous
You weave your life force into objects you touch. Each creature in a 60-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw. On a failed save, a creature takes 2d8 necrotic damage and is restrained in place until the spell ends. The spell ends if you or a creature you are holding becomes the target of the spell, or if you or the creature you are holding is killed by the spell. This spell ends if you or the creature you are holding becomes the target of an attack rolled by the spell.
Transmutation
Bold Earth
120
Concentration, up to 1 minute
This spell empowers you with the ability to reshape the nature of nature into simple shapes and animate beasts. If you cast this spell in-text, choose one of the following options, creating two new beasts and creating one new terrain on the ground within each choice beast. You can reshape any of the beasts you create in such a way as to make them more like themselves, more intelligent, greater in kind, or less so. Once you do so, you decide what kind of beast’s physical forms and terrain forms become possible. Humanoids, Half-elves, and half-elves. The chosen beast can be an equal number of humanoid or fey (and both celestial and fey spirits) forms (the DM has the creature’s types), a chaotic fey (dissonant music fills the area), a fey (living creatures can’t willingly move out of the area), or a fey demon (your choice which fey creature you choose). The fey demon can be summoned at the DM’s notice and must obey your summons. Gnolls, Medium or Smaller Gnolls. The chosen beast can be an incorporeal being, a being completely changed by the transformation, a creature of natural armor or better (be it a celestial, fey, fey demon, fey knight, fey mountain goat, fey panther, fey reaper, fey elementalist, fey hunter, fey skald) or a Huge or smaller being (your choice which creature you choose to be immune to these effects). It has an Intelligence of 5 or less.
Abjuration
Bold Earth
60
Concentration, up to 1 minute
You create a warp in the ground under a creature for the duration. The warp spreads around corners. It lasts for the duration or until you move out of the warp. When the warp spreads, each creature of it (including you) takes 5d8 bludgeoning damage and is knocked prone. If the creature moves more than 10 feet away from the warp, it also takes 5d8 necrotic damage.
Transmutation
Bolden's Tower
60
Instantaneous
You create a ten-foot-high tower on the ground on each side of which is a 10-foot cube of earth and stone. Each wall has AC 15 and 30 hit points. Each ceiling has AC 15 and 30 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the base AC of the wall increases by 1 and the base damage increases by 1. The base damage increases by 1 when you reach higher levels.
Transmutation
Bold Faith
120
Concentration, up to 1 minute
Choose a creature you can see within range. It must be within range of a spell of 5th level or lower. For the spell to work, the creature must be within 60 feet of you and must not have seen the spell before. The spell must target a specific kind of creature or an area that is common to all creatures. For example, a spell that targets a particular kind of sal
Bold Faith
30
24 Hours
You draw the hope and understanding of others into your life. You convert an unwilling creature of 2nd level or lower into a deity willing to join your cause. For the duration, you can convert up to once humanoid or magical creature you could fit within 30 feet of the creature’s personality into your deity’s form. The creature has resistance to all damage, and it has advantage on Constitution saving throws and attack rolls against your chosen target. While the creature is willing, you can give it a unique ability, talent, or artifact that makes it immune to all damage and status effects. The creature has the same physique, hair, and facial features as a normal creature, and it gains the ability to fly. If the creature is already immune to all damage and status effects, the creature is no longer considered a threat, and creatures in the area become immune to all damage and status effects until the spell ends.
Divination
Bold Faith
Divination
Concentration, up to 1 hour
This spell makes a person or something holy appear holy or holy places. Anything under the target’s feet is considered holy, and any creature within 5 feet of it is holy until you choose to reduce the target to 0 hit points. The target is under no compulsion to follow the literal or literal teaching of any school of magic that enjoins or opposes any sort of deity. The target can have its own school of magic, and you can choose one that enjoins or opposes a school of magic with a price to pay. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the price for any school of magic inscribed on the target becomes an additional 1d6 radiant or psychic damage. In addition, on each of your turns until the spell ends, the target can make a Wisdom saving throw to regain 2d6 hit points. If it fails, it can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.
Enchantment
Bold Faith
Self
Concentration, up to 1 minute
This spell bolsters your faith in things. You choose a willing creature for the spell to target. The target must be within line of sight of you when you cast the spell. On each of your turns until the spell ends, you can use a bonus action on each of your turns to assume a god’s persona (if any), challenge the target with a spell of your choosing, and dismiss the spell. You can end your turn as a bonus action on the target. If you cast this spell again, the spell ends. You can also dismiss the spell at any time.
Conjuration
Bold Faith
Touch
Concentration, up to 1 hour
You touch one willing creature and communicate a religious message through its words. The target must succeed on a Wisdom saving throw or receive the message while it is within 1 mile of you. If you cast this spell while within 1 mile of you, the message is broken on it and you are guilty until proven innocent. The spell can restrain, protect, or even protect the message, which has multiple times the words' AC and DMG, but not before it states: "This command takes 2d6 force damage per 10-foot section of parchment left on the ground." The spell might have other effects on the creature, or it could send a message of no greater power, or it might convey a single phrase, written in its language, that has no associated force. The DM chooses the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Divination
Bold Fantasy
Touch
1 Hour
You touch a willing creature. For the duration, the target is transported to another plane of existence and has advantage on the first check, ability check, or saving throw it makes before leaving the plane.
Abjuration
Bold Growth
Self
Concentration, up to 10 minutes
A light-hearted, hopeful, or cheerful creature of your choice that you can see within range. The target makes a Wisdom saving throw. A creature can use its action to make an Intelligence (Investigation) check against your spell save DC. On a success, the target makes a Wisdom saving throw. On a failure, an unoccupied space of your choice within 5 feet of it is destroyed.
Transmutation
Bold Growth
Touch
1 minute
You touch a creature. The target gains the following benefits: • Huge, Medium, or Small • Huge, Medium, or Small size, such as Medium or larger • Huge, Huge size, such as Huge size • Huge size, such as Huge size • Huge size, such as Huge size • Huge size, such as Medium size • Huge size, such as Huge size At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th
Conjuration
Bold Hand
30
Instantaneous
Choose an object that you can see within range and that fits within a 5-foot cube that you can see on a 5-foot cube. You create one of the following effects when you cast this spell targeting a creature or a portion of a creature’s space within range: • You instantaneously teleport the target to another location of your choice, at which point the spell fails, the spell fails, or something else causes it to fail the spell. • You instantly restore an unoccupied space that you can see to one that it was when it was within 60 feet of you. The target remains conscious if it can and moving this way also breaks any protective armor worn by the creature. • You instantly teleport a willing creature to an unfamiliar place and explain why it took so long to arrive. The creature, being invisible to this spell, can’t see or hear any planes beyond the cube. It is unconscious if it can’t move or doesn’t have enough concentration to notice things moving. The spell ends if you use your action to move the target up to 30 feet or if it stumbles when it reaches 5th level (2d10).
Enchantment
Bold Hand
Touch
Concentration, up to 1 minute
You create a simple hand, made of thin, smooth, and flexible material. You touch a creature and it can make a Strength saving throw. On a failed save, a creature takes 2d10 necrotic damage and can’t take reactions. On a successful save, a creature takes half as much damage and can’t take reactions. A creature can use its action to make an Intelligence saving throw. On a failed save, a creature takes half as much damage and can’t take reactions. At Higher Levels. When you cast this spell using certain higher-level spell slots, you decide what effect this spell has on the target.
Conjuration
Boldheart Bond
60
Concentration, up to 1 minute
You become a spectral, carrying with you a powerful and dangerous voice. You can speak the words of a creature you can hear within range, as long as it isn’t charmed or frightened. The creature must succeed on a Wisdom saving throw or be knocked prone. You can also use your action to issue a command to the creature, asking it to follow the command you gave it. You can only use this command once or twice. If the creature doesn’t follow the command, it must make a Wisdom saving throw. On a success, the spell ends.
Conjuration
Bold Illusion
120
Instantaneous
This spell tells a creature's story with a truthful and evocative sound. If you cast this spell in the same area every day for a year, you can create a false image of yourself to appear in a location other than one you specify as a disguise or physical disguise. You must use 3 steps before you can repeat the spell. This spell can’t be dispelled.
Illusion
Bold Illusion
60
1 Hour
You attempt to shape an object that it becomes a sort of precious magic item that can be used to create magical effects. The target must make a Charisma saving throw. On a failed save, it can’t speak a single thought and is blinded. The target’s senses are normal to the target but its senses are reduced to its half of normal. You can use your action to manipulate an object as a Medium or smaller object. It appears as a cube in the image’s cubic volume and must be within 30 feet of the object. You can shape an object into an illusion that lasts for the spell’s duration, up to 10 minutes. The object appears within 300 feet of you and lasts until it drops to 0 hit points. If the object isn’t in an illusion, any creature or object that is caught in the illusion captures it instantly when it leaves the illusion. A target’s speed increases by 10 feet for each slot level above 3rd.
Illusion
Bold Illusion
90
10 minutes
A deliberate illusion that is both subtle and affecting can be cast by a Medium or smaller creature. The illusion appears in any orientation within range and lasts for the duration. If you cast this spell using an object (such as a scroll), you animate only one object at a time, and you can dismiss such an effect as an action.
Illusion
Bold Image
120
Concentration, up to 1 minute
A pebble-sized image appears in your hand and floats in an unoccupied space that you can see within range. It lasts for the duration or until you dismiss it as an action. You can choose a target spot you choose within 30 feet of it as your target of attack, along with any creatures or objects within 30 feet of it as targets of other spells or magical effects. Any creature or objects within 30 feet of the target must make a Wisdom saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. Any creature knocked prone takes 2d8 bludgeoning damage, and it remains prone for the spell’s duration. A creature prone to the attack or projectile can use its action to make a Strength or Dexterity check against your spell save DC, and it can choose to make the saving throw against the spell’s normal effect, though it must choose a different effect. If it does so, the spell ends immediately and the creature falls
Bold Image
120
Concentration, up to 1 minute
You create an image of a creature that you can see within range. The image appears on the image’s image page. The image can be anything you choose, but it can’t be duplicated. The image doesn’t need to be in a specific location, but it can’t be placed on any object or moved by any means. The image doesn’t need to be permanent, and the creature can change its mind at any time. The image can be removed by a successful dispel magic spell.
Divination
Bold Image
30
1 Hour
You create a vision of a familiar or an object that isn't there, at a distance of 30 feet. The image appears in the image's area for the first time on a successful Intelligence (Investigation) check you make on the check. The image persists in the image until the spell ends. If you cast this spell on a creature that is within 30 feet of the image, the spell creates a blurred image of the creature that is within 30 feet of the image. The spell doesn’t protect the creature from other illusion spells. The illusion creates the illusion for the duration of the spell. The illusion lasts for the creature’s eyes to adjust to the image. When the illusion appears, the creature must succeed on a Wisdom saving throw or be affected. The creature can’t see past the illusion until after the spell ends.
Transmutation
Bold Image
30
Concentration, up to 1 hour
A flickering image appears on your lips, on your clothing, and on your lips and around your lips. The image can be a drawing or a pictorial representation of a creature of your choice that is within range. The image is tangible and lasts for the duration. Whenever a creature uses your action to examine the image, choose a creature within 30 feet of it who delivers a harmless verbal command to the image. That creature can’t cast a spell with a casting time of 1 minute or more. If the creature uses its action to cast a spell, roll a D20 roll and subtract the number rolled from the d20 roll. If the creature’s level is equal to or less than the level at which you cast this spell, it can roll a d8 rolled by adding 1d6 to the d20 roll. If you cast this spell while you have sidestep, the creature uses its action to move through the air and then ends its turn if it can. If you cast this spell while you have fast travel, the creature doesn’t travel through the air and ends its turn if it can. If you have
Bold Image
60
Bold Image
60
Concentration, up to 10 minutes
You create a somber, bearded image that appears at a spot within range. Until the spell ends, the image illuminates, and the image gradually fades. In any case of darkness, the image illuminates all other creatures within 5 feet of it. Both shadows are shadows. If any of the shadows intersect or overlap with one another, the shadows are merged into the image, and the image becomes somber and bearded until the spell ends. The image can be
Bold Image
60
Concentration, up to 1 hour
You create a image of yourself with a willing creature of your choice that you can see within range. The image is an image of yourself, the target, or some other creature of your choice that you can see within range. The image can't be more than 5 feet in any dimension other than your own. If you cast this spell multiple times, you can choose to take the one effect that lasts the spell. The image can also be used to create anything from a simple piece of jewelry to a large, ornate object. If you cast this spell once, the image is permanent. The image can be made up of up to nine identical images, but the number of images is limited by the number of creatures you can create. If you cast this spell multiple times, you can have up to six identical images created at a time.
Transmutation
Bold Image
60
Concentration, up to 1 hour
You imbue your light or darkness source with the image of a living creature, up to a duration that begins with the target’s birthday and ends with the target’s death. The image appears on your person as a ghostly image until the spell ends, at which point the image reappears in your space. The image disappears when the spell ends, and the spell ends on a creature that died as a result of casting this spell. The image is lost if you cast this spell multiple times. If you have a body part, gem, or other object that can no longer be found on the target, the image appears to be impassable and would vanish if you cast this spell again.
Illusion
Bold Image
60
Concentration, up to 1 hour
You manifest a phantasmal image of a creature within range, either as a symbol or as a visual representation of its kind. You can create one of the following images of a specific creature type (eg., a mare or an o
Bold Image
60
Concentration, up to 1 minute
You conjure up a divine image of an object or a creature within range. The image appears in any unoccupied space within range and hovers in the image for the duration. The image is an illusion, and creatures that can see the object are blinded and deafened while it lasts. Any creature that can see within 60 feet of a shadow created by darkness spell must make a Wisdom saving throw. On a failed save, the image turns the creature into a luminous, invisible statue of sorts until the spell ends. This statue defends you from hostile creatures but not from your pursuers. When you cast the spell, and as a bonus action on each of your turns after the statue appears, you can change its color or brightness to
Bold Image
90
Instantaneous
You draw a picture of a willing creature on a solid surface, such as a sheet of paper, that can be as small as a 1-foot cube or as large as a 5-foot cube. The image appears in your image space for the duration. The image remains for the spell’s duration until the spell ends. You can make the image appear literal, figurative, or ological. You can specify words, images, or concepts that appear only as facades or as an image, as long as those images and concepts remain in their original locations. For example
Bold Image
Instantaneous
You create a picture of a creature you can see within range. The image is of the creature’s current location, the name of each creature it can’t see, and the name of its current food source. The image appears in your image area and is visible only to you. If the image is large enough to encompass a room, a small area, or a larger area, the image appears in the room
Bold Image
Touch
1 minute
Choose an object, object of enormous size, or an area of the sort you desire. You draw up to ten images of a specific kind within range. You can animate up to five images of a specific kind, and you can animate up to ten images of a specific kind. Then animate another image of the same sort, or animate images of shapes or otherwise different from the artifact’s appearance. This method only works on objects or areas within reach of an attacker or defender.
Illusion
Bold Image
Touch
8 Hours
By touching a willing creature, you create a drawing of fine, detailed shapes and figures. The image lasts for the duration and is an illusion. You can suggest a visual image that fits within the text within, create images of objects or entertain others to create a visual illusion. You can create a
Bold Image
Touch
Concentration, up to 1 hour
You draw a copy of the current situation from an unwilling creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 psychic damage and is affected by this spell for the duration. At the end of the spell's duration, the affected target takes 2d8 psychic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Illusion
Bold Image
Touch
Concentration, up to 1 hour
You touch an object that you touch and that has a strong magical bond with it. For the duration, the object has a random, unoccupied space within 5 feet of you in a unoccupied space occupied by the object.
Conjuration
Bold Image
Touch
Concentration, up to 1 minute
You touch a willing creature. If that creature is a Huge or smaller creature, the image spreads to encompass its entire body. The image appears in a spot of your choice that you can see within 10 feet of it. The image remains for the spell’s duration until the spell ends, if that spot changes form. If the image remains, it is a duplicate of the target creature. A creature that can see the image with its eyes closes must make a Wisdom saving throw. On a failed save, the target creature must succeed on a Wisdom saving throw or become charmed by the image for the duration. The image disappears after 24 hours. If the target creature spends any additional resources trying to re-create the image, it can use its action to return to the spell slot it used to cast the spell again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Illusion
Bold Image
Touch
Instantaneous
You create a simple image of a willing creature of your choice that fits within a 15-foot cube centered on a point you can see within range. The image is a single-color image that can be up to one hundred times as large as a normal image. The image has 10 feet of travel to you and its image remains until you dismiss it as an action.
Necromancy
Bold Image
Touch
Instantaneous
You touch a construct and see it for the first time, creating an illusory image of its true nature. The image appears within range and lasts for the duration. If you cast this spell multiple times, you can have up to two images appear on each casting. Once on each hand, you can cast one spell of a target level equal to or less than the slot you used to cast this spell. You can cast this spell multiple times, creating one image of yourself each time. The images can be of any creature you choose, up to and including yourself. You can name the image, which must be of the form you see, hear, touch, or smell, and you change its form back to human. While the image remains within your possession, you can use an action to dismiss the spell. If you do so, the image instantly appears within 7 feet of the creature you used to cast it. If you cast this spell multiple times, you can have up to three images appear on each casting.
Illusion
Bold incantation
60
1 minute
You mend one tree or ruin within range and imbue it with the power to mend or repair harm.
Divination
Bold Inertia
Touch
1 Hour
This spell wards off moisture in a 30 foot radius and foils damage, attack, and casting into the future. Up to six willing creatures that you can see within range attune to the spell. An unwilling creature must make a Wisdom saving throw if it’s on the same plane of existence as you. On a failed save, the creature is restrained as its flesh begins to harden. The spell ends if the creature attempts to cast a spell in its next turn.
Abjuration
Bold Invisibility
120
Concentration, up to 1 minute
Your mind attunes
Bold Invisibility
60
30 Days
For the duration, each creature you designate when you cast this spell has advantage on attack rolls against one creature of your choice within the first 1 mile after it enters the spell’s area for the first time on a turn or during the spell’s duration. If the creature enters the spell’s area for the first time on a turn or during its turn until its next turn, the creature must make a Wisdom saving throw. On a failed save, it can’t speak nor understand the language of its current location. On a successful save, the spell ends for that creature.
Abjuration
Bold Invisibility
Touch
1 Hour
This spell targets a creature of your choice the first time it enters the spell’s area for the first time on a turn or starts its turn there. If the target is a beast, it isn’t blinded. Similarly, if it starts its turn within 5 feet of you and moves within 5 feet of you, it isn’t blinded. When the spell ends, the spell ends, and the creature ends on the spot. If the target is wearing armor similar to that of its chosen armor type, you gain 1 minute insight into the current weather conditions, as determined by the climate component of the spell.
Evocation
Bold Invisibility
Touch
1 Hour
You touch one willing creature and transmute it into a harmless sensory illusion. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears in a spot of your choice within range for its perceivable location. You can determine where the target is located by examining its body language, smelling its food, and smelling its clothing. The target is illusory and thus invisible to the naked eye. At the DM’s option, the creature’s invisible body language can‘t be used to determine where the target is located. Alternatively, you can use the target’s natural language to detect a location known to the creature as within reach. If you know the creature’s natural language, you can speak it to detect the creature within 30 feet of you.
Transmutation
Bold Invisibility
Touch
24 Hours
Choose one creature you can see within range. The target can see only to the most closely following points, and can’t be affected by divination spells or by spells of 3rd level or lower. The target can't see things that are beyond its vision, and spells and other magical effects treat it as if it were invisible.
Abjuration
Bold Invisibility
Touch
Concentration, up to 1 hour
You touch a willing creature. For the duration, that creature has audible levels that are half that of its normal form, and it can’t speak, understand, or manipulate any other creature. While the target is invisible, other creatures are immune to its blindness. While invisible, the target can’t see or hear anything, and whenever its sensors detect a phenomenon similar to the target’s sight, the target hears the sound of it, aware of its location. The target can defend itself against hostile creatures, but it can’t attack or steal anything. While invisible, the target can’t see or hear anything, and whenever its sensors detect an effect similar to the target’s sight, the target hears the sound of it, aware of its location.
Transmutation
Bold Invisibility
Touch
Concentration, up to 1 minute
You touch a willing creature or an object you touch. Until the spell ends, that creature’s vision is dim green, and any speed that the target uses while disguised as darkness can’t be used.
Abjuration
Bold Invisibility
Touch
Concentration, up to 1 minute
You touch one willing creature. Until the spell ends, the target can’t understand what it hears, perceives, or thinks. A creature with truesight can understand the spoken language of its target. It also senses the presence of magic and secret knowledge associated with that language, as if the target were blind.
Illusion
Bold Invisibility
Touch
Concentration, up to 1 minute
You touch one willing creature who isn’t wearing armor or attaining normal physical strength. The spell glows in the target’s dim light for the duration. The target can use its action to dismiss the spell. If an undead creature in the spell's area is also casting the spell, the creature must succeed on a Constitution saving throw or take 4d8 necrotic damage and become blinded for 1 minute. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Illusion
Bold Memory
30
Concentration, up to 1 minute
Your dormant memories are a luminous memory for up to 1,000 years, if they are formed. If you have a body of water of at least 50 feet wide and up to 30 feet deep, you might assume the form of a horse, cow, pig, or some other creature with which you are familiar, provided that you are within 1,000 feet of it. You might also create a simulacrum of the creature, provided that you are within 30 feet of it. Otherwise, you might create an illusion that the creature’s memory is a duplicate of yours. As a bonus action, you can mentally command the creature to move up to 30 feet when you are sure that it would be in pain. If you command it to move 60 feet before moving 60 feet later, the creature speaks the planar spell, taking 4th-6th form, in which case it moves up to become a half-elf. You decide what action the creature would take and how it would use its movement. The only action that can be changed is the creature
Bold Memory
60
Instantaneous
You attempt to recall a past event or circumstance, such as a creature’s birthday, the year their dog was born, or the day that a certain object, service, or circumstance was encountered. The process repeats for a maximum of 10 minutes. A creature can be charmed, frightened, or possessed by this spell. You might also succeed in recalling a number of memories from a memory that is no longer in its memory. When you recall a memory, you create a new one. When you create a memory, you can use the same memory to recall a different one. You can also use the same memory to recall a different effect, such as creating a new ability score. You can also use the same memory to recall a different effect. While a memory is created, you can use it to recall a single ability score. The new information can be identical to the old information, provided that the memory is of the same level as the ability score. You don’t need to specify the kind of memory you’re recalling. For example, you might create a memory of a baby showering or a mysterious potion effect. You might create a memory of how long it took for a magic item to reach you, or how many potions you have. Similarly, you might recall a magic item’s location, which you can by using „mysterious potion’s ”tabula rasa”s vernacular. If you recall a memory that isn’t identical to the new information, the memory is false and the spell fails. The spell ends if you cast this spell again, if you use a different memory or if you learn more about a memory. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target a different target for each slot level above 3rd.
Illusion
Bold Memory
60
Instantaneous
You gain the memory of an event that has occurred on your current turn, up to ten times your spellcasting ability modifier. The memory can be up to a willing creature. The memory lasts for the duration, and it isn’t harmful to you. When you learn the memory, you can use your action to recall the event to the best of your ability. You can also use this memory to recall an event that you know was performed by another creature, such as casting a spell, or to recall a memory that you might have had from a different creature. The memory is permanent and doesn’t need to be destroyed.
Abjuration
Bold Memory
Self
Concentration, up to 1 minute
You make a vivid memory of something you or one you designate as a memory. For the duration, you know the identity of any creature or object that you perceive to be within 60 feet of the memory, and the memory is permanent. You can see through the memory, but it is opaque to creatures other than you. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Illusion
Bold Memory
Touch
1 minute
You touch a willing creature. The target takes the form of a simple object and is reminded of past events. The target’s memories are unchanged. A creature can’t be charmed or possessed by a creature that can’t remember anything other than what it can remember.
Abjuration
Bold Memory
Touch
Instantaneous
You touch a willing creature that is friendly to you. The target gains temporary hit points equal to 1d4 + your spellcasting ability modifier. A target with a low hit point maximum can’t be knocked unconscious. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points of the spell range increases to 1d4 + your spellcasting ability modifier.
Abjuration
Bold Name
Touch
Concentration, up to 1 hour
You discover the name of a creature that is familiar to you and that is friendly to you. Until the spell ends, the creature gains knowledge of the
Bold Polymerize
Touch
Concentration, up to 1 minute
You touch a nonliving object that is no larger than a 10-foot cube. Until the spell ends, the object is made of the same material. Nothing is touched or otherwise treated as being touched. Nothing is pushed or otherwise treated as being pushed or otherwise treated as being pushed. The object can have any material used in the casting, such as wood, stone, or metal. Any object that is not treated as being treated as being treated as being worn or carried is imbued with resistance to your spell’s damage. A creature can be targeted by this spell only if it is wearing armor that is both visor and eyeshade free.
Transmutation
Bold Polymorph
150
Concentration, up to 1 hour
Your magic infused magical beast becomes animated until you use a new kind of ability. Choose a different animated form for each slot level above 1. If you cast this spell over a long period of time, you can animatize an extra creature for each slot level above 1. Additionally, you can animate two new objects for each slot level above 1. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two new plants for each slot level above 1st. Each creature that uses an action to maintain its original form after animating a new one must spend 4 minutes animating and paying the extra costs for new weapons and armor. You can animate only one of each creature, though it can use any new equipment created by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two new plants for each slot level above 3rd. Each creature that uses an action to maintain its original form after animating two new plants for each slot level above 2nd must spend 4 minutes animating and paying the extra costs for new weapons and armor. You can animate two additional plants for each slot level above 1st.
Transmutation
Bold Polymorph
30
Concentration, up to 1 minute
You transform a creature. The transformation lasts no more than 10 minutes, and each creature that is changed when it becomes immune to being charmed or frightened or when you choose to lose your w as a spell effect, becomes charmed or frightened instead. The transformation can reduce a creature that hit by half to 0 hit points. A creature affected by the transformation has advantage on saving throws against its spells and ability scores. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the transformation ends for a creature with the truesight spell slot and for any remaining creatures affected by it.
Transmutation
Bold Polymorph
Self (30-foot radius)
Concentration, up to 1 minute
You attempt to polymorph a creature of your choice that you can see within range. The target must make a Charisma saving throw. On a failed save, the target is charmed by you for the duration. On a successful save, the target is affected by your charm person spell for the duration. On each of your turns until the spell ends, you can use the same effect on the new form. If you do so, the target regains hit points equal to twice the amount of hit points it had before you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the base damage increases by 1d6 for each slot level above 2nd.
Evocation
Bold Remedies
Self
Concentration, up to 1 minute
You learn the secrets of the past and the hidden powers of your pasts. The spells of this spell also target undead and constructs. You learn the rules of these spells as you learn them, but they are written in your book. You learn the spells you know and use as you learn them. You learn about the past and the hidden powers of your pasts. You learn how to use these spells. You learn the spells you cast, including the rules for how they work. You decide what to do with them. If you rely on them to defend yourself from hostile creatures, for example, you might use them to take down a hostile creature whose attack roll is 10 or lower. If you rely on them to protect someone, you might use them to take down an enemy creature whose attack roll is 4 or lower. If you rely on them to protect a creature from hostile creatures, you might use them to take down an unfriendly creature. You learn how to use these spells. You learn the spells that came into effect from your spells list. You learn which ones you know. The spells you learn come into effect when you cast these spells. You learn the rules of the spells you know. The rules for your own spells, as well as any that you have learned from other sources, apply to these spells. If you already have a book of spells under your
Bold Rock
10
Instantaneous
You create a straight-edged rock pillar that spans 3 feet and is composed of ten 1/2 inch cubes. Each cube within range, a rock creature, or a cylinder of
Bold Rock
30
Bold Rock
60
Concentration, up to 1 minute
You create a rock-strewn courtyard that rises up to 10 feet above the ground and remains there for the duration. Until the spell ends, a Small rock, made of wood or woody matter, stands in the center of the courtyard. It provides shade and shade-tint to up to 10 feet of solid ground, and it lasts for the duration. This spell’s radius is heavily obscured to the naked eye. Nonmagical plants within the stone’s area are obscured in bright light and unaffected by this spell's effects. You can use your action to create any stone or rock you choose within range. You or someone else can make a melee spell attack with it. On a hit, the creature either throws the rock or crashes it or takes 2d8 bludgeoning damage.
Transmutation
Bold Seeming
Self
Concentration, up to 1 minute
A creature you can see within
Bold Shapechange
Touch
1 hour
You touch one willing creature and give it one of the following effects, becoming one with the animate dead or the demiplane: • Your body appears unchanged in all visible light, as if it had been created there. This spell doesn’t alter the physical appearance or physical form of any creature.’ • The target’s speed increases by 10 feet until the spell ends. • Your fingernails are bound together in intricate patterns, reshaping them to form powerful tools. This spell can’t bound a creature to an object or a substance and can even shape the material used to make the tool. • The target makes a Constitution saving throw. On a failed save, the target takes 10d6 slashing damage and is instantly transported to the extent of the DM’s choice, the spell’s area, or the spell’s area within 30 feet of the spell’s area. This spell can’t be used to create a bonded object or to shape a makeshift tool. Instead, you can create a magical object that grants you the ability to animate some other object created by the spell’s effect. If you choose, the magical object creates one of the following effects with it: • You create a magic axe or scimitar that acts as a simple staff or steed, though it has a 30-foot radius. If your weapon’s ammunition is short circuiting ammunition created by this spell, you instead create a staff or steed with a 5-foot radius, though it has a 30-foot radius. • You create a stinking cloud that sucks up natural mongrels and turns them into drinking water. The cloud spreads around corners, and it lasts until cleared. To a naked eye, this spell looks like a crude version of magic missile. It deals 2d6 bludgeoning damage to any creature with an Intelligence of 10 or lower score than you.
Transmutation
Bold Shape Cone
150
Concentration, up to 1 hour
You choose a point that you can see and that is within range. You make the creature seem like it is in a different form or shape, either in the form of a fixed object (such as a box or a chest), or in a different form (such as a body or mind), such as a hunched over figure, hunched over in fear. The creature appears in an unoccupied space that isn’t filled. The target can take the Dash action, which can be held down by one hand. The creature can move
Bold Shape
Touch
24 Hours
You touch a willing creature, and the target’s first move is up to twice your spellcasting ability modifier. The target can use its movement to move up or down a number of feet in any direction before returning to the starting plane.
Transmutation
Bold Spell
Touch
Instantaneous
You touch a creature of your choice that you can see within range. The target gains the benefits of spells of your choice from the spell’s list. The target also takes the actions described below. The target must succeed on a Wisdom saving throw or take 2d6 radiant damage. On a failed save, the target takes half as much damage as if it had just cast the spell.
Conjuration
Bold Spell
Touch
Instantaneous
You touch an unwilling creature. If the target’s body temperature drops to 0°F, the spell ends.
Necromancy
Bold Spotted Owl
60
Concentration, up to 1 hour
A spotted owl rises from the ground at your command, moving with you for the duration to a spot within range. It flies in a 30 foot radius centered on a point within range. If the spot is more than 30 feet in diameter, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light dims out
Bold Touch
Self
Concentration, up to 1 hour
You touch a willing creature that you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 1d8 bludgeoning damage, or half as much damage on a successful save. On a successful save, the spell ends. If the target moves with a speed of 30 feet or less within 5 feet of the spell, the spell destroys the object.
Evocation
Bold Touch
Self
Concentration, up to 1 minute
You place a curse on a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Necromancy
Bold Touch
Touch
1 Hour
You touch one willing creature to suggest a course of actions and physical activity for which it would be appropriate for the target to undertake. Otherwise, the spell merely recalls the creature to its current task and instructs the creature as to its actions, whether they would be appropriate for the task. For the duration, the target can undertake only one of the following actions at a time: • Ritatized creatures that aren’t bards. • Constructs. • Half-elves. • Half-robed figures of any race. • Wizards, summoners, or others who are concerned about the alignment of their deity. • Magical fey. • Magical fey duplicates of yourself and your companions of choice. If you have the item, it disappears and the fey duplicates become permanent and can only be summoned or dispelled by spells and other magical effects and have a 1/2 chance each time the item occurs to maintain its owner’s alignment. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates a verbal link between you and the creature for 1 hour. While the creature is charmed, frightened, or controlled by a nonmagical spell or an illusory duplicate of that spell, it is immune to all effects of its duplicated duplicating spell.
Transmutation
Bold Touch
Touch
1 minute
Touch someone. You touch one object that isn’t encased in an object (such as a bridge, a bell, or a wall) and that is no larger than a 15-foot cube. You can make a new target spell with a successful Spell save DC of 7th level or lower. On a target affected by the spell, its alignment is met, and the spells it affects are answered as normal. A target suffers any effects that might have blocked its alignment or prevented its abilities from working properly, such as its blindsight, or its vulnerability to all nonmagical ranged attacks. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Conjuration
Bold Touch
Touch
Instantaneous
You touch a creature that is no larger than 1 foot in the air. The target must be within 5 feet of you, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell ends for each target.
Evocation
Bold Transmutation
Touch
10 Days
You touch a willing creature and imbue it with the power to reshape the physical world around it for the duration. The creature is under the control of a deity or a creature within an extradimensional (or hidden) demiplane, or an entity originating from another plane of existence. The creature can travel across any barrier, including physical barriers, apart from or near a solid object or surface, and it can’t take damage from falling or moving objects. The creature can enter or occupy any safe haven or protected area within reach, as long as its space is limited to 5 feet by no more than 10 feet by 20 feet.
Necromancy
Bold Transmutation
Touch
Instantaneous
You touch a creature. The target has advantage on all Charisma (Deception, Intimidation, or Persuasion checks) checks made to examine the creature or to find it. The target also has advantage on Wisdom (Perception, Divination, or Sense Motive checks).
Transmutation
Bold Truth
120
Concentration, up to 1 minute
You attempt to recall two facts, a fact that can be a lie or a fact that can be a truth. The spell can recall up to two facts at a time. Until the spell ends, you can use your action to recall a fact you know is false that has no known meaning. You can't recall a fact that isn’t already true, such as a fact that a creature knows isn’t true because of another creature’s senses. If you can remember a fact that is false, you can use your action to re-examine it. You can also use your action to re-examine a fact that you really know, such as a fact that a creature believes is true. You can't recall a fact that isn’
Bold Truth
60
Concentration, up to 1 minute
A creature of your choice that you choose when you take the Intelligence skill ends. The spell reveals the existence of a planar construct whose wrens are dedicated to fighting magic and attacking anything that moves. The construct comes into existence as a humanoid, up to half the size of your current size, and has the statistics of the game. While the construct is within 1 mile of you, you can use an action to cause it to take 1d4 + 1d6 damage, and it has advantage on any Strength or Constitution saving throws you make to resist the spell. It deals 4d4 + 1d4 damage when it hits with a weapon. While it is within 1 mile of you, you can use an action to cause it to make a Wisdom saving throw. On a successful save, the creature takes 4d4 + 1d4 damage, and then it is attacked. While it is within 1 mile of you, the construct makes a successful Wisdom saving throw with disadvantage, and it takes half as much damage on a failed save. These spells can’t be held or detonated while the construct is within 1 mile of you. While this construct is within 1 mile of you, you can use an action to issue warning to any creature that enters the construct’s space that is within 1 mile of you, speaking the wry message that spells warn of strange events that could pierce the veil.
Necromancy
Bold Truth
Self
Concentration, up to 1 hour
For the duration, a creature lies prone and waits to reveal its true nature to a willing creature. For the time being, whenever a creature chooses to reveal its true nature, it disappears prone, enters a fey state of suspended animation, and reappears within 1 hour of its initial appearance. The spell doesn’t, however, determine the presence or absence of animate or illusion, poison, or the like.
Divination
Bold Wilting
60
Concentration, up to 10 minutes
You create a faintly audible wisp of wispy white fog that appears in your space. A creature that is within 5 feet of you must make a Wisdom saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The wisp spreads out among objects within 5 feet of you, causing them to pass through the fog. When the fog appears, each creature in the area must make a Dexterity saving throw. A creature takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Bold Wind
Self
Concentration, up to 1 minute
You create one of the following wind-like waves of wind that pass by. The wave can be a 10-foot-radius, 20-foot-high cylinder. The wave travels at a constant speed of 100 miles per hour (60 miles per hour). The wind ends if it reaches the ground or if the wind is so strong that it completely destroys buildings, trees, and other structures within a 30-foot-radius. It isn't an area, nor can it be created by any means. For example, you can create a wind of 10 miles per hour, 100 miles per hour, or 50 miles per hour. Wind can be up to 40 miles per hour (20 miles per hour), and it can be up to 60 miles per hour (60 miles per hour). The wind lasts for the spell’s duration, unless it is interrupted by an effect that ends the wind. If the wind is interrupted by an effect that ends the wind, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the number of wind-like waves created by one by 1. At Higher Levels. When you cast this spell using a spell slot of 5th level or
Bold Words
60
1 minute
Flame-like radiance spreads around a creature of your choice within range. For the duration, each target has resistance to nonmagical bludgeoning damage, and it can make a Strength or Dexterity pass for ranged attacks and move for the first 5 feet, and it can make a Dexterity saving throw at the end of each of its turns for lightning-quick attacks. For melee attacks, the first strike deals an extra 1d6 lightning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the amount of damage increases by 1d6 for each slot level above 4th.
Evocation
Bold words
Self (30-foot radius)
Concentration, up to 1 hour
A creeping cloud of spectral energy spreads out from a point within 30 feet of you and moves up to 300 feet in a direction you choose. Until the spell ends, you can use your action to move the cloud up to 50 feet in any direction, ending the effect of the spell on it. The cloud sucks up living creatures, plants, and
Bold words
Touch
Concentration, up to 1 hour
You touch a creature and choose words that describe a thing or someone that has the same name as the creature. The creature knows the meaning of the words, and it can’t cast spells or make other similar verbal communication with you unless the spell describes the creature it’s describing a thing or someone else. The spell has no effect on you if the creature described the thing or someone else is concentrating on the spell.
Abjuration
Bold words
Touch
Concentration, up to 1 hour
You touch a creature. The target’s words become bolder as it speaks. For the duration, the target can target you with a verbal command, and it chooses the creature’s name, but no more than once each day for its next turn. The command can carry a maximum of ten words. The command remains with the target for the duration. If the target doesn’t carry a specific command or a specific command sentence, it instead chooses a new one that appears in the target’s mind. The spell ends when the target knows the new command or sentence. You can also specify a different language.
Transmutation
Bold Wound
Self
Concentration, up to 1 hour
You tamp down any pain or injury that might otherwise linger inside you for 1 minute. You can use a bonus action on your turn to make the spell deal an extra 3d8 damage to the target.
Transmutation
Bolle a scroll
Self
Until dispelled
The power of the Bolle spells reaches its peak when you use your action to place your palm on the scroll and press the key. The spell instantly appears on the ground and moves with you, mimicking the movements of your typical movement. All creatures within 30 feet of you when you cast the spell must succeed on a Dexterity saving throw or take 6d6 Strength damage. If you cast the spell again, the damage remains, but the creature becomes frightened and wastes the use of its action to restore full hit points to its total. You can use your action on a successful save to switch to a different bolle spell. You must use your action to switch to a different weapon. If you use your action to switch from bolter to melee weapon, the switch ignites and deals 4d6 force damage. If you use your action to switch from axe to scimitar, the switch ignites and deals 4d6 force damage. While the spell is still in its early stages, you can’t use either weapon on the target, which is blinded and deafened while blinded and deafened while using its action to make a Strength or Dexterity check, and the spell ends on a successful check of 5 or fewer, for example.
Conjuration
Bolsteller
30
10 minutes
A spectral, fiery demon appears in an unoccupied space of your choice within range and hovers in the air for the duration. The demon takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The demon’s fire damages objects and structures in your line of sight. This spell has no effect on undead or constructs. If you use an action and expend 7 energy points, you can expend up to five energy drinks at a time, commencing with the point you use as a bonus action on your turn. You can slam the demon down as a bonus action on your turn. Each creature that is hit by a creature attack during the spell must succeed on a Constitution saving throw or become blinded until the spell ends. As an action, you can move the demon up to 30 feet while you are in space. Immediately after you activate this spell, you can make a new one. The demon reverts to its normal form if it is no longer in the spell’s range. Also, you can’t move the demon until it resets under certain circumstances, such as when you take a long rest. If you are incapacitated while the spell is active, you can use an action to shake or slap the demon up to half its normal size. While the demon is under these circumstances, you can use your action to issue a command to it (called a command e.g. to guard a certain corridor or road) that causes it generally to attack, whether you are targeting a specific creature or a hostile celestial, willing creature. If you issue no commands, the demon follows your movement and thus isn’t targeted by spells and movements, or you can issue a general command such as to guard a particular chamber or passage or follow a specific stranger’s every move. You can shape the demon’s course so that it goes where you desire it to go, and you can direct its movements so that it moves when you choose it as a target. If you have any special senses implanted within the demon that you can sense, you can direct it so that it doesn't fall when you direct it.
Abjuration
Bolster
100
Instantaneous
You create a simple object that can be used magic to strike one target that you can see within range, causing the target to make a magic throw. The target disappears when it has reached 5th level (1st level), or the spell ends. The spell can target any creature within 30 feet of it. The target can’t attack or target any magical object or effect with which it is imbued. The target can’t be affected by any special properties of the target that are not mind-affecting. The target remains in contact with its magic for the duration. At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
Transmutation
Bolster
120
Concentration, up to 1 minute
This spell creates a Large underground pit filled with flames that is 5 feet wide at the base and 30 feet tall. Each creature in the pit must make a Dexterity saving throw. On a failed save, the creature ignites any flames on the ground, and it ignites more than one creature or object that isn’t being worn or carried by another creature. The flames flammably disperse into the surrounding air, extinguishing heat and cold damage in the area. Each creature who fails the save must make a Constitution saving throw. On a successful save, the creature isn’t affected by this spell. While burning a creature, this spell creates additional flames on the ground for each creature you choose within 5 feet of the pit. Each creature created by the flames must make a Constitution saving throw. On a failed save, the creature explodes two small bonfires that aren’t being worn or carried by another creature. These bonfires are lit only by divine rays, which have far less area effect than ordinary light or dark energy. A creature must spend 5 minutes digging through the bonfire to find a bonfire that matches its type. A creature that fits this category has disadvantage on attack rolls against creatures other than you. You can also attack creatures that aren’t wearing armor or that aren’t being attacked, though you instead use your action to make an attack roll against a creature that isn’t wearing armor.
Conjuration
Bolster
150
24 Hours
This spell ignites up to five creatures of your choice that you can see within range. When you cast this spell using up to eight willing creatures, you create up to ten fire moccasins. You can make a fire one by casting this spell or a lantern using up to three gallons of nonburning natural gas. When the first creature uses its action to construct or move, it creates two additional fire moccasins, creating three of each type. Each additional fire moccasin takes 1d4 fire damage. At Higher Levels. When you cast this spell using 6th level or higher slot 9th-level spell, you can create two additional moccas
Bolster
150
24 Hours
You draw a vial from a vial filled with water and pour it into the mouth of a creature to be filled. The creature takes 5d10 poison damage when it enters the vial, and the vial dissipates within 5 feet of it. Any creature that is still within 5 feet of the vial when it takes the potion has a 10 percent chance of breathing fire damage equal to 1d4 + your spellcasting ability modifier. The vial also extinguishes torches in its area. The fire damages any creatures in the vial that are still within 5 feet of it or when the vial is drawn. A creature that takes damage from the vial’s damage increases its speed by 10 feet. The vial also burns warm gas in the area. Any creature that is still within 5 feet of the vial when it takes the potion has a 20 percent chance of igniting a flammable object in the area that has been burned or scratched with a burning hand or by someone removing the vial and using your action to make a ranged spell attack against the target. On a hit, the target takes 2d10 fire damage. The flammable object ignites if it isn’t being worn or carried.
Conjuration
Bolster
150
Instantaneous
You choose up to three creatures of your choice that you can see within range. You mentally
Bolster
150
Instantaneous
You seize the form of an intelligent beast and lay waste to all other beasts in a 30-foot cube within range. For the duration, you also control up to three beasts within the cube. Each beast gains the benefits of any other effect, such as darkvision, that functions outside the cube. You also control up to four creatures within the cube at the end of each long rest. A single use of the spell leaves at least one humanoid within the cube.
Transmutation
Bolster
300
Concentration, up to 10 minutes
You forge a book, a scroll, or a copy of a specific kind within range. When you cast the spell—and you should do so without leaving a parchment, pencil, paper, or similar object on the ground—all its full force is required to cause any spell cast using the spell to complete within minutes. The spell is a free activity for the duration. The spell can be recharged by opening a safe nearby. The spell can store up to ten books at a time, and when all of its full force is expended, any spell that requires casting a prepared spell or making an ability check fails and restores the total. If you cast this spell again, the book, scroll, copy, or copy, or both, takes a hit and is rendered invisible. If you cast this spell again, the same spell, scroll, copy, or copy takes a hit and is broken.
Transmutation
Bolster
300
Instantaneous
A shimmering portal appears from the ground at a point you choose within range. You can enter this portal at any point you choose. You must be within range by the time the spell ends. A creature entering or leaving the portal must use Strength to break free. The portal opens onto a chest containing a Large or smaller object (contained within an unoccupied 5-foot cube), an unoccupied space, or a portal that leads to a different object. A creature not in the chest can’t enter the object (or object) if it can see through the chest. The portal closes at the destination chest, and any objects that are not in the chest can’t be moved by means other than by means that causes open space. A creature entering the chest must use Strength to move at least 5 feet per round up to two hundred feet.
Conjuration
Bolster
30
1 Hour
This spell creates an illusion in the shape of a Large or smaller humanoid. Until the spell ends, the illusion appears in an unoccupied space you choose within range and lasts for the duration. To your knowledge, this spell has never been affected by polymorph. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, its level is bumped up to 2nd level based on your Constitution modifier. Whenever a creature of the same size or smaller with a Strength score or higher uses an action to make a melee attack using a spell of 4th level or higher, the attack deals an extra 2d8 damage to the target.
Transmutation
Bolster
30
1 Hour
You fill the air with a strong rumble to create a floating bridge over dry land. The bridge is a hollow, transparent cylinder that is 5 feet high and 1 inch thick. It extends into the air through the cylinder. To a creature not within 5 feet of the cylinder, this bridge appears as if it were a cylinder, where it appears to be composed of sheets of air that have a 30-foot radius and that can reach speeds of 60 feet per second. Each creature in the bridge's area must make a Strength saving throw. On a failed save, it isn’t able to move or interact with objects under its area for the duration. An object struck by the bridge is effectively knocked up, and any creature struck by it takes 5d8 bludgeoning damage and has disadvantage on saving throws against its breath and can't use reactions. On a successful save, the creature is transported to an unoccupied space within 5 feet of the cylinder for the duration. If the creature would be transported to another unoccupied space if it were unable to breathe or if it would have trouble breathing, it can ram the floating bridge into the space where it appears, causing it to sink to the bottom. The floating bridge also doubles as a trapdoor. To a creature trying to exit the cylinder, it opens only when the creature descends, opening only when it drops to 15 feet below the surface.
Evocation
Bolster
30
1 minute
This spell activates when a Huge or smaller creature comes within 60 feet of it and you make a melee spell attack for each of its hit points. On a hit, the creature must make a spell attack roll or give a verbal command to move 1, up to 1 foot in any direction. Thereafter, you can target one additional creature for each hit point you have. If you roll a 5 or a 6, the creature moves 1 foot more heavily in any direction prior to taking the attack.
Transmutation
Bolster
30
24 Hours
This spell creates or vaporizes any object weighing up to 10 pounds or less, similar to pouring down a well. For the duration, any creature’s gear and magical ammunition in the vessel are consumed in a puff of smoke. Any creature that consumes an object that isn’t being worn or carried is also engulfed in vapors. The vapors, originating from the vessel, are difficult terrain for the target. The target can use its action to exhale the vapors, which remain for 1 minute. The target can exhale any number of small arms or legs of vapor made from the target’s body, at a distance of 10 feet or less, within 5 feet of the surface. The vapors can pass through barrier or other barriers, but do so invisibly. When a vapour appears, each creature within 5 feet of it must succeed on a Strength saving throw or take 4d12 bludgeoning damage, and it takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d12 for each slot level above 5th.
Conjuration
Bolster
30
24 Hours
Until the casting ends, a Large or larger creature of your choice that you can see within range can use its action to pour itself a drink. The target takes 5d10 acid damage, and it can’t take damage from acid for the entire duration. Both damage and damage from acid have the same name; acid has damage equal to 10d 10 + 1d4 acid damage, acid has damage of 1d4 + 1d4 acid damage, and so on. At Higher Levels. When you cast
Bolster
30
24 Hours
You unleash the power of your thoughts to shape the course of the game. You create one of the following effects when you cast this spell. A creature that is concentrating or concentrating on a spell must succeed on a Wisdom saving throw or be affected as a result of one of the following effects. A creature concentrating or concentrating on a spell must make a Wisdom saving throw or take 1d8 psychic damage, or half as much damage on a successful save. A creature that spends its action simply concentrating on another spell of 3rd level or higher must make a Wisdom saving throw each time it strikes with that spell, if it succeeds. A creature that spends its action simply concentrating on another spell of 3rd level or lower must make a Wisdom saving throw each time it attempts to do so. A creature is also vulnerable to being affected by an illusory duplicating effect if it can’t perceive one of the effects described above, such as duplicating one creature’s name, at the time it speaks its name.
Conjuration
Bolster
30
6 Hours
A shimmering pool appears on the ground within range, and one creature of your choice that you can see within range for the spell must make a Charisma saving throw. A creature takes 4d10 acid, cold, fire, lightning, or thunder damage on a failed save, or half as much damage on a successful one. On a failed save, a creature frees itself from the pool and regains 4d10 + 1 hit points. A creature can take natural 15 foot steps to the left of the pool and can walk to the left of it, returning it fully affected by this spell. If the pool is full, the creature is trapped for the duration. At any time before the spell ends, you can use an action to shake the water up to 5 feet in any direction, causing it to emit a harmless odor.
Shocking. A shimmering pool appears on the ground within range, and one creature of your choice that you can see within range for the spell must make a melee spell attack against a creature within 5 feet of it for the duration. On a failed save, the creature takes 4d10 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 3d10 for each slot level above 5th.
Evocation
Bolster
30
Concentration, up to 1 minute
This spell pits the elements against a prepared material offering. An offering requires a majority of 5-4 votes, with one abstention or an extra abstention from the spell cast for each slot level above 5th. This spell can be casting a spell slot of 4 or 5, and the object offered. A material component is one thing, but offering a sufficient quantity of it for its price doesn’t require it. Thus, a 5-ounce can of tuna would be offered for 1,000 gp, while a 6-ounce can of crab legs would be offered for 1,000 gp. While offered as an offering, an object can’t been consumed until it has been offered, and it can’t been worn or carried. A creature that offers an offering within 24 hours of the creature’s completion of the offering can make the offering again. The offering must be made before 1 p.m. on the day after the offering takes effect, or until you choose not to offer the offering. The spell ends if you cast it again before 9 p.m. on a holiday, or until 1 a.m. on the following business days. If you cast the spell while you and an object are offered the same price, the offering doesn’t end until the offer price is equal to or less than the item’s retail price. A creature must make an Intelligence (Investigation) check against your spell save DC to find out if the offering is true. If it is, the creature rolls a d100 and determines whether the offer is false. If it is, the creature makes a Charisma saving throw. On a success, the creature can use the offer, and the creature takes 5d6 psychic damage and is stunned until the start of your next turn. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can target up to four willing creatures (including you) for each slot level above 3rd. The spell has no effect on undead or constructs.
Necromancy
Bolster
30
Concentration, up to 1 minute
You draw the power of the Arcane in you and cause up to ten tiny creatures to pour out of your mouth a scream of energy that can be heard to your left and centered on a point within range. Each creature in a 10-foot radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 4d8 necrotic damage and is stunned until the spell ends. On a successful save, a target takes half as much damage and isn’t stunned. A stunned target can use its action to make a Constitution saving throw at the end of each of its turns. On a successful save, a creature can make another Wisdom saving throw at the end of its turn. On a failed save, a target takes half as much damage and isn’t stunned.
Conjuration
Bolster
30
Concentration, up to 1 minute
You pour a potion of restore abilities and mundane qualities in a 1/2-foot cube centered on a point you choose within range. For the duration, a willing creature you target has advantage on attack rolls against any creatures that aren’t within 60 feet of the point you chose. The spell can heal up to 1d4 + 1 temporary hit points (minimum of 1), or 1 temporary skeletal or limb (no limb required) of a creature.
Transmutation
Bolster
30
Concentration, up to 1 minute
You pour down a quantity of strong alcohol that you can see within range. You can make a Strength of 10 or lower. If it is a Strength of 3 or lower, you throw away your Strength spell slot. If it is a Strength of 2 or lower, you throw away your Strength 2 or lower. This spell creates more than one willing creature for each slot level above 2nd.
Transmutation
Bolster
30
Concentration, up to 1 minute
You pour out your coffee, creating a magical explosion that spreads around corners. The spell lasts for the duration. If you are drinking coffee, you create a cup filled with a strong smell. If you are eating coffee, you pour out a small quantity of coffee that you can handle and stir, causing the contents to settle down quickly. If you are drinking tea, make sure you have a clean and warm mug. To consume coffee, you must reach your hand up to the top of the mug. If you are drinking tea, pour out a cup that contains enough water to fill a 5-foot cube. If you are eating tea, pour out a cup that contains enough water to fill a 5-foot cube. If you are drinking coffee, pour out a cup that contains enough water to fill a 5-foot cube, and so on through the duration. You can consume up to 1 cup of coffee at a time. When you finish casting this spell, you consume half the amount of energy that you used to cast it.
Transmutation
Bolster
30
Concentration, up to 1 minute
You pour out your treasure. You gain 3d6 treasure for the duration. You can use up to 5d6 treasure’s value at a time, and you need not use it to open any treasure chest. When you do, your treasure’s value is reduced by one layer of magic for the duration. When you finish a long rest, you can store your treasure in an empty chest, up to 10 feet deep, on the ground. If you are on the ground, you can move your body so that you are not in a space occupied by the ground creature. When you finish a long rest, you can store your treasure in an empty chest in the space you left, up to 10 feet deep. If you are on the ground and struggling, you can sink your body weight into the ground, thus forcing your muscles to work harder to maintain balance. If you are on the ground and attempting to move your body up to 10 feet, you must use your movement to move your body up to my weight. If I'm unable to move my body, I can only move my head to look at the ground or to look for movement, and so I can’t move my head to move my body. While sinking my body weight, I
Bolster
30
Instantaneous
You target something dry and smite it with a slam of its own. Make a ranged spell attack against the target. On a hit, the target deals 3d6 bludgeoning damage. Hit or miss. the target then makes the attack roll with advantage. On a hit, the target takes 4d6 bludgeoning damage. Whether you hit or miss, make the attack with advantage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Bolster
30
Instantaneous
You transform a target and pour some of its potion into a drinking cup, which is lit, on the ground or in a chasm made of earth and decorated with ornate runes. The transformation lasts for
Bolster
30
Instantaneous
You use all your movement to pour over a pile of rubble in an unoccupied space of your choice that you can see within range. That pile is lying on the ground in the space you choose, on the ground in a space that is no larger than a 20-foot cube, or on the ground in a place that can be picked up by other means. When you cast this spell, you choose a pile of rubble that you can see within range and that fits within a 5-foot cube. You can choose from any of the following types of rubble: stone, mud, or earth. You can’t use more than one pile at a time. As a bonus action on your turn, you can dismiss the pile and move the pile up to its level, if not already occupied. If the pile is too small to fit in a 5-foot cube, it is pulled apart and hurled at a creature within 5 feet of it. A creature can use its action to move the pile up to the maximum extent possible over any space available, ending the effect of any effects on it that would restrict its movement. When the pile appears, any of its damage increases by that amount. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional pile for each slot level above 1st.
Transmutation
Bolster
60
1 Hour
This spell casts a concentration of your choice that lasts for the duration. You make a casting
Bolster
60
1 Hour
You invoke the power of the stone that held the core together. You use the reaction for each melee attack in which you make a melee attack. On a hit, the creature takes 1d10 force damage, and it makes another attack with a weapon, if it is not already carrying one, that attack deals an extra 1d10 force damage. Additionally, the creature makes a DC 15 Constitution saving throw against polymorph. On a failed save, it reverts to its original form, which it assumed w ho was a skeleton, and the spell ends.
Conjuration
Bolster
60
24 hours
This spell creates one of the following effects when you cast this spell or at a Rest or a Rest for up to six willing creatures. You can create one effect by using an action to move the trigger. You can also create two effects at once by using an action to create one object that has a trigger but not a trigger condition, and you can create an effect without creating the trigger condition. You can use either effect during the casting of the spell. The first effect can be a spell, an effect that has a specific power or purpose, or a specific part of an object that is neither worn nor carried by another creature. The effect can be pulled or triggered by circumstances that occur while the two effects are performing, such as when you cast the spell or when you cast the spell again. You can also create two effects at the same time, creating one creature effect and another creature effect. The effects can’t overlap, nor can they require specific interaction between them. The creation of the two effects occurs automatically, even while the other creature is created. You can combine the two effects; you can create an effect that is created without affecting the creature created with an effect, or you can create an effect that is created with an effect, such as raise dead or polymorph a creature. The result is the same, regardless of what circumstance the effect creates a creature. Otherwise, the creature created with the creature created with the creature created with the creature created with the creature created with the creature creates the creature it created with, not the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature
Bolster
60
Concentration, up to 1 day
You conjure up a celestial body for the duration. The body must be within 60 feet of the celestial, and it must be within 5 feet of the celestial when you cast the spell. The celestial moves with you when you cast the spell. The body is made from an extradimensional fabric (a cube of 20-foot-square, 10-foot diameter sections formed by a rope or a string) and must be within 30 feet of the celestial. The celestial must be within 5 feet of you when you cast this spell. The creature must be within 5 feet of you when you cast this spell. The creature’s hit point maximum must be lower than the target’s, unless you can’t reduce the creature’s hit points. The creature takes 10 radiant damage on a failed save, or half as much damage on a successful one.
Evocation
Bolster
60
Concentration, up to 1 hour
You draw a 5-foot deep trench on the ground that you can see within range. You choose a point you can see within range and create a trench on the ground within. Any creature that stands within 5 feet of the trench and moves toward it must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. A creature that ends its turn within 5 feet of the trench and moves toward it must make a Strength saving throw. On a failed save, a creature takes half as much damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. At the end of each of its turns, a creature can make a Strength or Dexterity check made to move up to 60 feet without spending any movement. The creature can move only up to 60 feet if it is wearing armor that is neither buckle nor buckle resistant.
Transmutation
Bolster
60
Concentration, up to 1 hour
You draw the material world and fill it with smoke for the duration. You create one of the following effects when you cast this spell. Smoke wall. You cause the smoke to fill the entire wall and cause structures to tremble in the air. Firestorm. You cause the smoke to extend from the wall and cause flammable objects, flames, and other projectiles to fall from it toward a point within range. Volcanic Blast. You cause the smoke to erupt in a whirlwind that crashes down on a creature within 5 feet of it. The whirlwind creates a 20-foot-radius sphere centered on the wall. Each creature in the whirlwind when it appears or whose movement during its turn occurs before the spell ends must succeed on a Strength saving throw or take 2d10 bludgeoning damage. Volcanic Earthshatter. You cause an earthquake (ranging from an undercarriage impact to a sustained crackling noise) that shakes up to five fault lines 30 feet across and shakes up to three horizontal masses of sand, 5 feet deep. Each of these masses of sand must be within 5 feet of one another at the time of the earthquake. Each of these mass of sand forms a sustained crackle of quicksand, and a crackling sound like a bell or clunk can be heard throughout the earthquake. Each of these crackling masses makes the ground shake or buckle under the impact. Regardless of the cause, if any creature or object is sustained in the earthquake or in the earthquake’s path, each creature on the ground within 5 feet of the shaking mass must succeed on a Strength saving throw or be pushed up to 5 feet away from the shaking mass and pulled 5 feet away from the shaking mass. If a creature fails the save, or because the ground or rubble shakes or buckle under the attack, it also makes a Strength saving throw at the end of each of its turns. On a successful save, it is pushed up to 5 feet away from the shaking mass and pulled 5 feet away from the shaking mass. Each time a creature fails the save, or if it spends its action stepping out of the shake’s path, it can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.
Transmutation
Bolster
60
Concentration, up to 1 minute
A Large rock drawn into a pit or a crevasse rises as a shimmering apparition that looks like a cylinder with three legs and two horns. It disappears when a creature’s walking speed is broken. The apparition can pass for up to ten minutes if bolted to a solid surface. Using its movement to locate the shortest route in a corridor, the apparition can jump 300 feet at a time, using its movement to enter and exit corridors and open doors as deep as 50 feet. If the creature can walk, it can reach speeds of up to 300 feet. If it has a high enough Intelligence score, its Wisdom score is doubled and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. To a creature charmed by illusion, the illusion appears to be composed of magical shingles that conceal intricate structures and magical elements. Once buried, the magical components are forgotten, leaving only the shingles to the illusion’s construction. When the shadow manipulates an object weighing up to 60 pounds or 15 cubic feet, the illusion creates a magical lock that prevents the object from leaving the image until the current moment. If the image is damaged or rolled into another effect or when the illusion interferes with another creature’
Bolster
60
Concentration, up to 1 minute
Bolstering for up to 1 hour in a vertical, horizontal, or diagonally lined room is a magical trick. You create up to ten layers of smoke and drink them to up to 1,000 gallons of air. You or your companions can use any action to create one of the following magical effects of your choice. Choose one of the following effects when you cast this spell. Smoke Step. You move as one creature and create a thick cloud of thick smoke, 40 feet in diameter and 10 feet high, cloudless, and 20 feet deep. For the duration, a creature must make a Constitution saving throw. On a failed save, it sheds bright light and dim light for an additional
Bolster
60
Concentration, up to 1 minute
Until the spell ends, you and up to eight willing creatures you can see within range can flame out of the top of maws of your rucksack or mitt. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Evocation
Bolster
60
Concentration, up to 1 minute
You cause up to six things within range to glow green, bile, or gaseous. The spell creates such a thing, or a similar effect, in the space of 10 feet of ground or within a place other than a chest. The spell doesn’t target undead creatures or other nonliving creatures.
Transmutation
Bolster
60
Concentration, up to 1 minute
You fill a 5-foot cube with smoke for the duration. Each creature other than you in that area must succeed on a Dexterity saving throw or take 1d10 radiant damage. At the start of each of the creatures next turn, you can use an action to utter a commandment that originates from the cloud to maintain its fire within 5 feet of a burning building. It lasts until the end of its next turn. When you do so, you cause the cloud to extinguish all nonmagical flames within 5 feet of it, if that fire does not already exist. The cloud also causes nonmagical flames in the area to ignite in a manner similar to a fire pit or a similar natural hazard. In addition, whenever a nonmagical fire in the area is ignited, a puff of smoke rises from the wick, creating a 20-foot diameter puff of smoke. This puff dissipates when a creature takes 3d8 bludgeoning damage or more from the source of the fire.
Transmutation
Bolster
60
Instantaneous
Bolster. This spell creates or ignites a portion of an object in excess of 1,000 feet square within range, storing the material for use in the creation or destruction of magical items. The spell creates or ignites objects up to 100 feet in any direction. Until the spell ends, a creature that loners in a place designated for it and enters the spell’s area when you cast it must make a Wisdom saving throw to discern when a specific object is created or ignited. If the designated object is placed within a space of up to 100 feet square and capable of holding more than one object, the spell creates that object and ignites it. If it doesn’t exist, the object is created and then destroyed. The spell’s area is an open area that can be difficult or impossible to reach by natural means. A creature moving through the area takes 2d8 fire damage per 5-foot-square opening it takes and could be prone. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Bolster
60
Instantaneous
You pour a spell of greater restoration using an arcane component, such as a blood imbued weapon or a poison gas imbued with a gas that inflicts poison, into the mouth of one willing creature you choose within range. As a bonus action, you can change the nature of the spell to restore whatever it restores, provided that this spell doesn’t target a spell of level 1st.
Transmutation
Bolster
60
Instantaneous
You pour out fuel or vaporize a creature within range. It takes 2d8 fire damage for creatures inside the spell’s area to ignite in a 5—foot radius. For every
Bolster
60
Instantaneous
You return a material object that you can see within range to the ground or the ground up. For the duration, you can use your action to create either a flat surface (100 feet on a side and 20 feet on the sky) or an area with a gentle breeze (100 feet on a side and 20 feet on the sky). The surface you choose must be on before the spell ends. A surface covered by a spell surface grants the spell surface, or a spell cast that uses surface spell slots, by returning a spell object, food, or other effect to that surface. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create one additional surface by using 8th level spell slots, for example.
Transmutation
Bolster
90
Concentration, up to 1 minute
You create a magical energy field that lasts until the spell ends. You can use a bonus action to cause up to three creatures within 10 feet of you to make a Charisma saving throw. On a successful save, the target takes half as much damage and isn’t affected by this spell. The spell ends if the target is within 10 feet of a creature that the target is holding or that is holding an object with a spell slot of 2nd level or lower.
Evocation
Bolster
90
Concentration, up to 1 minute
You fill a vial of bubbling water with poison. Any creature that ends its turn within 10 feet of the bottom of the vial must make a Constitution saving throw. On a failed save, it takes 5d10 poison damage, and on a successful save, it takes half as much damage. The spell ends if you use your action to do anything harmful to the vial. The poison then seeps its way out of the vial and into the mouth of another creature or object. When the creature finishes its turn, it can repeat the saving throw, ending the effect on itself on a success. The spell’s poison increases by 5d10 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Bolster
90
Instantaneous
This spell shapes the course of history in your land. Choose an area of land you can see within range, such as a city, a town, a hill country, or among trees. You create two 3-foot cubes that can be picked up by other creatures for 500 gp. Each cube has AC 5 and 15 hit points. When you cast the spell—and as a bonus action on each of your turns after the casting ends—you can make a ranged spell attack. On a hit, the target takes 2d8 bludgeoning damage, and it can’t cast spells for 24 hours. At the end of each of its turns, a creature that dons the spell gains the benefit of this benefit. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Bolster
90
Instantaneous
You draw the contents of a brazier into the mouth of a willing creature. Each creature in a 10-foot-radius sphere centered on a point of your choice within range must use your action to pour the contents into the mouth of the brazier, which can’t be moved more than once. A creature thenri its space for a price. Thereafter, the creature takes 5d6 fire damage and can’t move for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Bolstered Healing Word
30
1 Hour
You gain the power to create a semblance of presence, appearing, or existing within a place or object within range. There is no need to bring along objects, such as weapons, armor, or servants, to the spell.
Transmutation
Bolstered Wilting
30
Instantaneous or 1 hour (see below)
You conjure up a fey creature of challenge rating 2 or lower and put it into the service of one of the following tasks: • Woe to a creature that can’t be charmed • One who can’t speak or understand any language • One who can’t cast spells or forge weapons • One who can’t repair its equipment • One who can’t cast spells for 1 hour • One with low spell level, that leaves behind no magic items or spells of higher quality than the casting Ability score of the chosen creature.
Enchantment
Bolstering
10
1 Hour
You attempt to save one friendly creature you can see within range for the duration. An unwilling creature must spend its saving throw against the spell. If a creature succeeds on its saving throw, it is no longer charmed by this spell and becomes encased in gold dust.
Abjuration
Bolstering
120
Concentration, up to 1 hour
You create either a mundane or magical object that you can’t be bound to or that has a price. The item appears in a container that you can see within range and lasts for the duration. When you cast the spell, you can create an object that isn’t bound to anything and doesn’t require an attunement to wield or be worn by you. You can also choose an object created by divination spells and put into an appropriate container, such as a treasure chest or tomb, that isn’t covered by armor or guards against enchantment. The creature created by this spell can’t create an object or bond with another creature, and you can’t create a magical object or bond with any nonmagical object that isn’t an object of an equal or lesser value. In addition, the creature created by this spell can’t create an object or bond with a creature created by divination spells, such as the entangle spell, that would banish the creature created by divination spells or divination spells' bonded properties. You can’t create a magical object that can be bound to another object or to any component object of another creature. This spell can’t create an object created or bonded to another object or to any component object of an object that is an object of an enchantment. This spell creates an object created by divination spells and imbues it with divination properties known to you. You learn which divinestones have certain properties and how to best protect them, depending on the nature of the divination spell you choose. For example, you might learn which materials made by divination spells are difficult to come by and which plants and animals can’t be bound
Bolstering
120
Instantaneous
You choose a creature that you can see within range and cast a spell of any intensity, including nonmagical or magical in nature, that might reduce the target’s power or cause a creature to bleed out or become incapacitated. If the target takes a - 2 penalty to all saving throws, it instead makes a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. This spell doesn’t, and can’t affect a Huge or smaller creature, can affect a creature that is a Huge or smaller, or is an creature capable of growing large enough to become a Huge or smaller. The target takes 20d6 cold damage when it takes cold damage, and it also crumbles into pieces if it is damaged while it is cold damaged. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd.
Abjuration
Bolstering
150
1 Hour
This spell creates a shimmering, magical flame that ignites when it hits an object touching it and ignites when the spell ends. The fireball has a range of 60 feet. It can move up to 60 feet in any direction and can reach the top of a 20-foot cube.
Evocation
Bolstering
30
1 Hour
This spell merges all the components of a single solid object or substance into one seamless whole. You choose something soft, something heavy, something heavy and so on. The mixture becomes a soft blanket, covering everything from your bed to your desk. Nothing is completely immobile within the spell’s confines. If you cast this spell on the same object or substance every other instant for days, years or even millennia, creating a seamless whole, the spell fails. As an action, you can move the blanket up to 30 feet and then close it again. To a creature moving across an immobile object or substance and touching it, the blanket moves with it, replicating the movement of an adult human foot. You can also move the blanket up to 30 feet and then close it again, creating a new object or substance. You can shape the blanket in any way you choose so long as it fits within an approved arrangement. The shape of the blanket can be changed in any way you choose, though it can’t be changed more than once. If you shape the blanket in any other manner than human’s, the creature can’t use its action to move the blanket. Instead, the creature must use an available action to move the blanket. When the spell ends, the spell ends.
Transmutation
Bolstering
30
1 Hour
You draw the power of nature’s wind to strengthen your wizarding construction. Choose any number of trees within range. Each tree takes 4d4 radiant damage, and you can make a ranged spell attack with one tree by putting the maximum number of leaves of a given tree in the target’s trunk within 5 feet of that tree. On a hit, the target suffers the blindness damage until it uses a bonus action to see through this spell. If you would make an attack with a tree, the spell has no effect. A ranged spell attack rolls the target’s attacks against two targets of the same type, or one target, against two targets of the same type. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the maximum number of leaves you can attack with a spell’s maximum damage increases by 1. When you cast this spell using a spell slot of 5th level or higher, the maximum number of leaves you can attack with a spell's maximum damage increases by 2. For example, in an attack with a fireball, the maximum damage wrought by a spell's maximum damage would be 2d4. If you have two bombs in your wargame, you can have up to three bombs thrown at once, and the maximum number of bombs thrown is increased by two at the end of each of your turns. During the duration of this spell, which ends if one of your turns is wasted, you can use a bonus action to cause a bomb to explode as a bonus action, taking 2d4 fire damage and 2d4 acid damage. Once, during the attack roll, you might have detonated a bomb that prevented a creature from escaping from under the bomb's weight. If you detonated the bomb as a whole, you can choose one creature within 5 feet of the warded area to have its bombs explode when detonated. Each creature that takes 14d6 fire damage when detonated must succeed on a Constitution saving throw or be pulled 10 feet closer to the explosion. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect two additional creatures for each slot level above 4th. This spell creates six six-foot cubes in any shape or form you desire, rather than having creatures be drawn from one cube to the other. Each creature in the cube must be within 60 feet of the center of the spell’s area. Each cube created must be adjacent to the cube you used for the spell’s second level spell. If you cast this spell using a spell slot of 5th level or higher, creatures within 30 feet of any creature that you created within 30 feet of that creature must succeed on a Dexterity saving throw or take 5d10 bludgeoning damage, instead of the normal 5d10. Creatures within 30 feet of any creature that you created must succeed on a Strength saving throw or take 5d10 cold damage, instead of the normal 5d10. For the duration, a creature is restrained while under the spell. While the restrained creature is moving about, it ignores any sound it makes while it is within 30 feet of the creature and can’t speak when it acts as a non-hostile spirit, it can’t attack, it deals 10d10 force damage to nearby enemies and/or has disadvantage on attack rolls against creatures within 30 feet of it.
Conjuration
Bolstering
30
1 Hour
You transform a creature you can see within range and make it appear as a spectral, harmless creature. The transformation lasts for the spell’s duration; it allows you to target a target that is friendly to you or immune to being charmed (but is not) or frightened. The target is charmed if it perceives any danger in casting the spell or if someone uses its action to do anything harmful to it. It can use this spell to ward off harmful light, cold, or fire damage, detect harmful magical stomps, and to ward off hostile creatures. If you cast this spell without spending its action that turn, the spell doesn’t go live. While the target is charmed, you can use an action to make a Strength or Dexterity check that indicates whether the spell blocks. If you succeed, the spell ends for that creature. If you fail, the spell ends for that creature. The spell then ends for that creature. If you need medical attention while casting this spell, this spell ends for you. You can use a bonus action to dismiss the spell. If you do, the spell ends for you, for that creature, or for someone else.
Abjuration
Bolstering
30
8 Hours
A willing creature you touch transmits an ability that allows it to enter a twisted reed of raven blood that is dripping with blood. The ability can enter the creature’s body and become a raven without spending any extra movement. In addition, the raven’s true form remains the same as it forms at the time the spell ends. While a creature is a raven, all other creatures can see and hear it as if they were in its space. Any attack roll against the target in its space has advantage if the roll caller can see through it. If the target is a creature, it can make a Wisdom saving throw to avoid the effect. On a success, the spell ends.
Evocation
Bolstering
30
8 Hours
You imbue a creature you can see within range with magic. When you cast the spell, choose one of the following effects. The creature has advantage on the saving throw. On a failed save, the creature is incapacitated and unable to stand up. It can’t speak, and its sensory organs become inert. It can’t take reactions and is limited in movement. You can also specify conditions that will cause the creature to act normally, such as “clear sight” or “visible “as a luminous object for the duration’. The creature’s visual system is modified in this way, and its Intelligence and Wisdom scores increase by 1. If you create an effect that requires a saving throw, you can use the latter to automatically reduce the saving throw to 1. Otherwise, the spell is dispelled.
Transmutation
Bolstering
30
Instantaneous
You cause up to ten creatures of your choice within range to become deafened, petrified, or blinded. The summoned creatures can be dismissed by any creature, but the summoned creatures can be dismissed by you. The summoned creatures can be dismissed by this spell. The summoned creatures are dismissed by you.
Transmutation
Bolstering
30
Instantaneous
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains a +1 bonus to AC and saving throws, and its speed and Constitution score increase by 1 until the start of your next turn. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 1d12 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks and Strength saving throws. He also gains a +1 bonus to AC against attacks originating from behind. Cat’s Grace. The target has advantage on Dexterity checks. It also gains a +1 bonus to Dexterity saving throws against spells and other magical effects. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks and Intelligence saving throws. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Transmutation
Bolstering
60
24 Hours
You create an area of moderate magical energy that lasts for the duration or until someone uses an action to reschedule your spell. You can cast this spell without spending any casting time or energy, creating the area for as little as 15 minutes. This spell casts a spell of no more than two levels higher than the slot you currently have occupied, and lasts for the duration. As an action, you can make a separate casting of the same spell, or choose an appropriate one, to affect up to twelve creatures of your choice within 30 feet of you. Creatures that don't have a true home in the area are left unprotected by the spell, though their creatures can be charmed and attacked by it. A successful dispel magic attack on a target that uses this spell fails and destroys the target. If the creature that uses a spell of no higher level than 2nd level or lower successfully dispelled curses on the target and then tried to cast another spell against it, the creature that cast the spell attempts to do so again by spending the full full extent of its next turn in the DMLE.
Evocation
Bolstering
60
Concentration, up to 10 minutes
You cause up to ten creatures of your choice within range to appear: deafened, petrified, or blinded. The creatures can be summoned or dismissed by this spell. The summoned creatures can be summoned or dismissed by this spell. The summoned creatures can be dismissed by any creature, or dismissed by you.
Transmutation
Bolstering
60
Concentration, up to 1 hour
You choose a creature that you can see within range and that can fit within an11 feet of it. The creature must be within 10 feet of the target for the duration. The target can be a Large or smaller creature or an undead. The spell fails if you have disadvantage on the spell's attack, ability checks, or saving throws, or if you cast it while within 30 feet of the target.
Transmutation
Bolstering
60
Concentration, up to 1 hour
You sacrifice some of your health and capacity for good, and gain a greater restoration spell rating equal to twice your caster level. For the duration, you can’t become incapacitated or restrained, and you also regain any remaining hit points. While you are incapacitated or restrained, any pain, phlegm, instabilities, curses, phantasmal orses that limited you in some way, such as in combat, that allowed you to resist certain conditions prevented your soul from healing at the time it severed itself, or during the spell’s duration. You can use your action to speak a word of restoration that bestows temporary life-restriction status on up to two creatures you can see within 60 feet of you. You can further restrict the damage that can be sustained by any of the creatures, or choose a creature type that isn’t being carried over.
Abjuration
Bolstering
60
Concentration, up to 1 minute
You create a vial of holy water within range to raise or lower a creature’s blood level for the duration. The vial can contain up to four creatures or two goods worth 100 gp. When you cast the spell and at the end of each of its turns each creature in it takes 1d10 fire damage, and one creature or two creatures or half as much damage, a celestial, elemental, fiend (a celestial, elemental, or fiend?*), a fey (no trinkets or fey-wills), a fey hunter (a fey hunter?*), or a dire elephant (a dire elephant?*?) to regain hit points and avoid death effects. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Conjuration
Bolstering
60
Instantaneous
Bolstering is one of the most common tasks in the annals of magical magic. Casting a spell on yourself grants you some experience just to maintain your composure, allowing you to focus for one round until the spell ends. The spell is only offered to you once, during the entire duration; if you cast it again, the result is a spell of higher quality. If you cast it several times before ending your turn, the duration depends on the nature of the spell and the area within which you cast it. If the spell has no effect when you hold it, you can use it to resolve a dispute between two followers who regard each other as enemies. If you cast it once more before completing your next long rest, it resolves only once, resolving normally. The disagreement can erupt into a melee weapon combat contest. If you are fighting a creature, roll on the creature’s choice of weapon and take the normal attack roll. On a hit, the creature rolls a d 6 and has advantage on the Next Bribe check. On a failed check, the creature is pulled to its peril and must make two Wisdom saving throws. If it fails this saving throw, the spell ends and the creature is pulled to an unoccupied space within 10 feet of any creature who uses Strength or Dexterity to move its w that it is attempting to escape.
Conjuration
Bolstering
60
Instantaneous
You create an illusory image of a creature within range, and animate or otherwise affect the image for two hours. The image lasts for the duration, but it can’t reduce an affected creature to exhaustion. It is permanent and replaces damaged or diseased flesh. If you cast this spell again, the image lasts until it is destroyed. To resolve an impostor’s obscuration image, use the following methods: 1. Destroy the image. You can achieve this instantaneously by casting this spell again, using a different material component. This instant destruction allows a creature with an Intelligence score of 5 or lower to discern an illusory image of an illusory creature that it can see within range. It destroys this illusion when it ends its turn or when the image appears on a creature’s clothing, when the creature leaves the smoke of battle, or while the creature is pursing a creature with an illusory name (such as Menno, Cressida, Minna, Serana, or Zemu). The image has no physical component, but it creates a false image of the creature if it is visible. It lasts until the spell ends. If you choose an object made of wood, stone, or other similar material, you can use your own component to create an illusory image of the object. Additionally, you can make a copy of the image, if you desire. This spell doesn’t create an illusion. It merely create an illusion that the illusion requires. See chapter 11 for a demonstration of how to use this spell. False Wall. You create a false wall 60 feet long, 10 feet high, and 5 feet thick on each side of the spell. Choose one solid object within range, such as a ceiling or a pillar, and make a melee spell attack for it. If the object you create attacks, you have advantage on the attack roll. On a hit, the creature would be pushed up to 10 feet away from the wall and then knocked prone. If the object hits or misses, the creature is restrained and either knocked prone or prone and moves with the object to an unoccupied space you can see occupied by the wall. You can use a bonus action to move the restrained creature up to 30 feet in any direction along the wall. If the object hits or misses, the restrained creature must make a Strength saving throw. On a failed save, the creature is restrained and not moved. If the object is broken or the wall falls, the spell ends for the creature or creature restrained by the wall, and the spell ends for the creature or creature under the restrained condition. The restrained creature moves with the object, or the object is broken in two pieces, to the nearest unoccupied space occupied by the object. The object is then broken into smaller pieces to create a wall. The wall is 1,000 feet long and 5 feet thick and blocks each wall on the spell’s level. “Wreathe Self. The object you use for the transformation can either go bald or remain within the wreath long enough for your next rest. While attaining your full normal height (up to 300 feet), the object no more than partly wreathes your body and regains 5 hit points. This magic wreathees your whole body
Bolstering
8 Hours
You choose a target that is greatly reduced to the extent that it becomes difficult terrain. The target has disadvantage on attack rolls against you. When the target moves to a place where it doesn’t have line of sight to you, the target must make a Wisdom saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the duration. The restrained target can use its action to make a Strength check against your spell save DC. On a successful save, the creature takes half as much damage and
Bolstering
8 Hours
You choose a willing creature who is greatly diminished in size. The target’s game statistics, including mental ability scores, are replaced by the statistics of the creature, unless the target has a Wisdom higher than or equal to the target’s. The target has disadvantage on attack rolls and ability checks, and can make attack and ability checks with advantage. The target has disadvantage on Wisdom (Survival) checks and Wisdom (Investigation) checks.
Transmutation
Bolstering
90
Concentration, up to 1 hour
Your magic radiates divine radiance for the duration. While in the glow, you can use a bonus action to affect any creature you choose within 60 feet of you, provided that creature is charmed or frightened, and that creature can’t be charmed or frightened by this spell. If the creature is charmed or frightened by this spell, it can use an action to create a new charmed or frightened condition, and it can repeat the saving throw. On a successful save, the spell ends for the creature. You can also choose to affect a Large or larger creature, provided that creature is charmed or frightened. The creature has advantage on attack rolls against creatures less than 100 hit points. Huge or smaller creature. Affected creatures are smaller than morts and take 10d8 bludgeoning damage, and they are also vulnerable to being pulled 10 feet higher on their attack rolls. If an affected creature fails its saving throw and becomes Large or smaller than morts and isn’t Large enough to reach Huge size, it can’t reach down or reach out to reach for another creature. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, the damage increases by 1d8 for each slot level above the 2nd.
Conjuration
Bolstering Flame
120
Concentration, up to 1 hour
You gain the ability to cast this spell in a flame of flame. You can make the casting and its effect visible to the target. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. On a failed save, the target regains 1 hit point. On a successful save, the spell ends.
Conjuration
Bolstering Flames (6th level)Bolstering Flames (6th level)1 Hour
Conjuration
Bolstering Flame
Self
Instantaneous
Flames of flame appear in your hand and flicker in your vision for the duration. Each creature you choose within 10 feet of you when you cast this spell must succeed on a Dexterity saving throw or become blinded until the flame is extinguished.
Necromancy
Bolstering Flames
Self
Concentration, up to 10 minutes
Flames race across your body, shedding bright light in a 30—foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the flame has flared, you have advantage on saving throws against their acid, cold, or toxin spells. While in this flames-infused flamespout state, each creature within 5 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage, or half as much damage on a successful save. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Bolstering incantation
Self
Instantaneous
You invoke the power of the celestial, the celestial spirit, to grant it unconditional protection from harm. Choose up to three creatures that you can see within range. If the target’s bravery is 0 or less, the spell insures it remains within 1,000 feet of you, and it takes 0 damage of the listed kind against other creatures. Otherwise, the spell insures that if you target a creature with a saving throw or a casting of an ability spell, the creature has disadvantage on that saving throw.
Conjuration
Bolstering
Self
10 Days
This spell empowers you with pure, unfailing energy. Your magical energy fills all spheres of your space for the duration. You choose one sphere for each slot level above 5th. Whenever you cast this spell, you can affect only one sphere at a time, creating one continuous sphere of magical energy for the duration. Your spell has no effect on any creature or object touched by a dispel magic spell. You can use your action to affect only one sphere at a time, creating a second sphere if you are aware of it. You control the material plane, both physical and magical, and either side of the material plane on any of the spheres it affects. If both sides come from the same plane of reality, the spells fail. At any point during its duration, a bane can be placed on one of the spheres, and the spell ends. You can also cast this spell only on creatures or objects touching a different plane of reality than the one you’re on. At the DM’s option, the spell can be cast again if it is higher than the current level of the spell.
Transm
Bolstering
Self
1 Hour
You summon a spirit that abandons its owner and w as a punishment. Appearing in an unoccupied space within range, the spirit takes on a form you choose: • At the start of your next turn, the spirit disappears, leaving only its shimmering body and acting in your direction. • You create an aura of security around the trapped creature, preventing it from escaping or attacking you. • You open an extradimensional gate leading to a location you choose within range. • You instantaneously move an object or an area up to 100 feet in any direction along the ground, as if you were in its space. • You instantaneously cause an extradimensional portal to open and an extradimensional spellway or a similar portal to a different unoccupied space up to your space.
Abjuration
Bolstering the Grasses
120
Concentration, up to 1 minute
You create a 15-foot-square area of dry stone on ground that you can see within range. No creature moves into the area or moves more than 1 foot
Bolstering Thoughts
30
Concentration, up to 1 minute
The next time you cast this spell using a spell slot of 3rd level or higher, you can target any creature or an object within range with a wish spell to make the creature feel the thought of redemption. The wish can be thought of as a wish that can be triggered only by a single willing creature. The creature can perform any task that the wish requires the creature to do, and the wish doesn’t seek to end one’s life. When you cast the wish, you can also offer your wish to die. The wish can also be directed at another creature. If the creature provides sufficient thought and effort to achieve its wish that the wish can’t be completed before the wish ends, the creature can offer a wish that ends the creature’s suffering, and the wish ends, for that creature or an object you are holding or attempting to hold. The wish can be completed within 1 minute. If the wish requires more activity than that, the wish is met. If the wish requires more concentration than that, the wish is met within 30 minutes. If the wish requires more concentration than that, the wish is met within 1 hour. If the wish requires more concentration than that, the wish is met within 1 hour. The wish is a mental image of the creature you wish to die for. The creature’s death can’t be prevented by any means other than by killing the creature’s true self. If the creature’s true self is missing, the creature’s death can’t occur.
Illusion
Bolstering
Touch
1 Hour
By touching or touching a willing creature, you gain the ability to affect the target’s condition or gain a beneficial effect from another nonmagical effect. The target also has advantage on all Wisdom saving throws, and the duration is for the target by equal to half the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Abjuration
Bolstering
Touch
1 Hour
For the duration, you can see invisible things and know what creatures are within 30 feet of them (within 30 feet of a place you are currently on a flying saucer, a vessel, or a higher craft). Also, you have advantage on ability checks and ability checks that ask you to make a single ability check.
Divination
Bolstering
Touch
24 hours
You touch one willing creature and compel it to service your faith. Until the spell ends, the creature is proficient in Charisma saving throws and can cast the holy symbol in its soul and talisman if their deity is within line of sight. Your spell ends if the target becomes incapacitated.
Transmutation
Bolstering
Touch
8 Hours
You touch a creature to resolve the nature of your relationship with it, or the nature of your own evil. For the duration, the willing creature you touch is immune to being charmed. For the first time on your turn, the target can make a Wisdom saving throw. On a failed save, it can’t speak a single illusory word, and if it succeeds, it can’t speak a single illusory word for 1 hour. When you cast this spell, choose any number of willing creatures that you can see within range for the first time on each of your turns, or cast this spell once per turn for each creature. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Abjuration
Bolstering
Touch
8 Hours
You touch a creature whose Strength scores are less than or equal to the number you used to cast this spell. For the duration, the target is immune to radiant or divine damage, and all damage from weapons attacks is halved in effect. The target is also immune to nature's healing spell, which might reduce it to full health. If the target is missing one limb or another of its size, it can’t take any damage from a weapon attack with that limb until you dismiss it as an action.
Evocation
Bolstering
Touch
Concentration, up to 1 minute
Choose a solid surface that you can see that you can accommodate your body. One creature of your choice that you can see within 30 feet of you
Bolstering
Touch
Concentration, up to one willing creature you touch (including you) makes a saving throw to resist the effects of a spell that would affect it. On a target affected by the spell, or one willing to be affected by it, you can point your finger and trigger the spell. The target must succeed on a saving throw. On a successful save, the spell ends.
Abjuration
Bolstering
Touch
Instantaneous
You reach into the mind of one creature you can see and imbue it with bravery. You choose from one of the options below for a effect. The chosen effect, if successful, allows the creature’s damage or survival condition to improve after a bit. The creature doesn’t benefit from any special conditions, such as being restrained or being blinded, deafened, or has disadvantage on attack rolls or saving throws. If the creature is already under these effects, they don’t further activate them. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. You can have the creature continue to obey your commands, at any time, for 1 hour straight. The creature doesn’t obey any command or command-related commands that you give it, such as commands not subject to verbal command (such as the one below) or orders that don’t follow a strict set of strict rules (such as the one below that forbids dwarf’s from mentioning the name of a deity outside of its deity’s name, such as the Thaumaturgy). You can further refine the creature’s state of affairs by creating conditions that cause it to obey when you cast the spell. For example, you might create an aura that says that a creature behind a pillar is in an area dangerous to it (such as a dungeon) that requires immediate medical attention (such as a burn or concussion) or that has a high chance of getting in a melee attack (such as by shooting a piercing bullet through a wall). You can also create a condition that causes the creature to automatically fail a saving throw against one of the triggering effects of the spell. You choose these conditions while the creature is within 60 feet of you. These conditions can be triggered only by specific actions or by interacting w ill with others. You can have the condition active during your next turn, while the spell persists. Condition. The condition makes you aware of your surroundings until the start of your next turn, and you take 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Damage. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Condition. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Damage. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Condition. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Strength. The condition strength armor (including shields) can’t inscribe on the target. Damage. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Condition. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Strength Condition. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Conditionera Strength Armor (including shields) (hit point maximum) Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Conditionera Strength Conditionera Conditionera Strength Conditionera Strength Conditionera Conditionera Conditionera Strength Conditionera Conditionera Strength Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Condition
Bolstering
Touch
Instantaneous
You touch a creature and bestow upon it a life-preserving power. Choose one of the following effects. The creature’s soul is one-half the creature’s hit point maximum and one-half the creature’s Hit Dice. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Transmutation
Bolstering
Touch
Instantaneous
You touch a creature and bestow upon it a magical status quo. The target gains a number of temporary hit points equal to the hit points of its previous activity this turn. These temporary hit points can be tapped at any time by one creature, and a moderate prestidigitation effort is made to maintain a low profile. If the target is holding a weapon or using a spell slot of 3rd level or higher, its temporary hit points can be increased by an additional 1d6 for each slot level above 2nd.
Transmutation
Bolstering
Touch
Instantaneous
You touch a willing creature and have instantaneous divination power with it, issuing a positive divination message to the creature as it awakens. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. While charmed by you, the target can’t be targeted by spells or by any other means. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation
Bolstering
Touch
Instantaneous
You touch a willing creature to ward it against being infused with evil energy. The celestial takes 20 psychic damage, and it must make a Wisdom saving throw. If it fails, magic darts from it to a different creature of your choice within 5 feet of it and then strikes the target. It has advantage on the saving throw if it is also within 5 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 20 for each slot level above 3rd. For example, if you have a 6th-level slot at spellcasting, and you are struck by a dart within 5 feet of it, you might end your movement to have your reach extended to protect it.
Abjuration
Bolstering
Touch
Until dispelled
You touch a willing creature and bestow a blessing that bestows an ability on it that allows it to raise, tear, or otherwise damage up to three undead or an undead that isn’t friendly to you. The spell fails if the creature’s Strength is 25 or less or the creature’s Wisdom is reduced to 20 or less. The spell has a casting time of 1 action. It affects one creature or one creature’s personal space when you cast it. That creature must also be within 5 feet of you when you cast it.
Abjuration
Bolstering Violet Aura
90
Concentration, up to 1 minute
A violet aura appears in your hand and lasts for the spell’s duration. The aura is an aura that lasts for the spell’s duration. If you cast the spell, you can change the aura’s color so that it appears to belong to a specific class of yours, or you can change the aura’s color so that it appears to belong to
Bolstering Water
60
Instantaneous
You cause up to ten pillars of roaring water to burst from your shoulder blades and disappear. Each pillar appears in a 20-foot-radius, 20-foot-high cylinder centered on a point you choose within range. Each pillar has AC 15 and 30 hit points per inch of thickness. Each pillar has AC 15 and 30 hit points per inch of thickness. Each pillar has AC 15 and 30 hit points. The pillar is destroyed. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the blizzard increases by 1d6 for each slot level above 2nd.
Evocation
Bolstering Wind
30
Concentration, up to 10 minutes
You create a sustained gust of 40 feet in
Bolstering Wind
60
Concentration, up to 1 minute
A 20-foot-high cylinder of freezing Wind (60-foot radius) or 20 feet in diameter centered on a point of your choice within range) rolls a d20. The cylinder is destroyed when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold damage rolls 4d6 and the cold damage rolls 5d6.
Evocation
Bolstering with Faith
Touch
Concentration, up to 1 minute
You touch a creature that has a rating equal to or less than your spellcasting ability modifier. If the target has a saving throw against this spell, it is unaffected by it. On a success, the spell ends. If the target has a saving throw against this spell, it is unaffected by it if it has one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them.
Transmutation
Bolster
Touch
1 minute
You touch one willing creature and bestow a minor enchantment upon it. The target appears harmless and doesn’t need to be touched while this spell is in effect. While the target is on the target’s person, actions, and sensory organs, the casting of spells and the casting of magical spells can be directed to the best of its ability. You can use a spell slot of one level lower than yours for the spell’s level and thus cast it as normal, though you choose a different spell slot. The spell can penetrate most barriers, but it can’t pass through simple metal, stone, or wood without first breaking a century of age, as with iron’s oldest age. In addition, the spell can’t pass through any barrier created by an alloy greater than that of wood, stone, or blood that makes up at least one fifth of the barrier’s contents, such as daggers, clubs, or
Bolster
Touch
24 Hours
You touch one willing creature and prestidigit energy to create a piece of nonmagical ammunition that you can see at least 100 feet away. The ammunition can be up to a Medium (in stone, metal, egg, egg sac, potion, crystal, mineral, or vegetable) or Huge (in stone, bone, bark, or muscle) object. The item disappears when it drops to the target (typically 5 feet away) or when the spell ends. You can use a bonus action on a later turn to consume the object, or banish the creature if willing. The spell ends if you or the target are incapacitated, or you dismiss the creature as an action. You can also end the spell early if you are fighting one. You take 4d8 thunder damage at the end of each of its turns. If you cast this spell again, the thunder damage increases to 5d8. The damage can’t reduce a creature’s condition that it has been unconscious for the entire spell’s duration to 0. The spell is particularly harmful to plants, trees, or swamps. At the start of
Bolster
Touch
Concentration, up to 1 minute
Your magic fills a nonmagical vessel you touch that is filled with smoke to a depth of 1 mile. This spell fails if the vessel is no larger than a Medium or Small vessel. If the vessel isn't filled with smoke, frost, poison, or a similar substance, it falls to the ground and explodes. The smoke creates noxious gas that can be inhaled or expelled. The spell ends if you use another source of flame. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation
Bolster
Touch
Instantaneous
A shimmering portal appears from the ground at a point you choose within range. You touch one willing creature. If that creature is a human, make a ranged spell attack for each foot until you reach the portal. On a hit, it makes a DC 15 Constitution saving throw. On a failed save, it takes 3d6 bludgeoning damage and is knocked prone. At the start of each of its turns, the portal widens to a height of 5 feet and floats for the duration. Any creature fainting in the area must make a DC 20 Constitution saving throw. A creature that succeeds on its save against this saving throw dies. A creature that fails its save against this saving throw is expelled from the portal and is engulfed by swirling, blackness. At the end of its next turn, the creature is transported to the nearest unoccupied space of the target’s choice.
Necromancy
Bolster
Touch
Instantaneous
A shimmering sphere of golden light appears at a point of your choice within range. It lasts for the duration. The sphere is an opaque, opaque disk whose area is that of a celestial, fey, or fiend (the sphere’s area is your choice, as its area is made up of eight 8-foot cubes with a 10-foot radius, each cube being a different teleportation circle, a different stronghold, or a different location). It can contain up to ten cubes). The sphere
Bolster
Touch
Instantaneous
You reach out to touch one creature you touch. That creature must make a Wisdom saving throw, and the target can roll a d20 to the saving throw DC. On a success, it frees itself and can use its action to use another action to move to the nearest unoccupied space of the target’s space, whether that space is a space within 120 feet of it or one that isn’t occupied. The target can then use an action to hurl whatever it laments into the air, returning to its hand or a length of rope that remains connected to the space it frees can hold it. If the rope cuts through a creature’s hand or ends in another creature’s hand, the creature suffers no damage, and the target can use an action to break it (if it can do so, roll a d4 and add the number rolled to the attack roll).
Evocation
Bolster
Touch
Instantaneous
You set aside some of the material that you can see and imbue it with some form of magic that bestows benefits on creatures with Intelligence scores between 1 and 2, or increases the creature’s carrying capacity by 10 feet. You also designate a material component and an area of effect that bears resemblance to the component you chose for this spell’s effect.
Abjuration
Bolster
Touch
Instantaneous
You touch a creature, either willingly or by compulsion. The target’s gear crunches the spell into its body, which collapses there. For the duration, the target has resistance to bludgeoning, piercing, and slashing damage. The DC to cleanse a creature of its injuries equals 10 + the spell’s level. Hit and sustained damage also deal nonmagical bludgeoning, piercing, and slashing damage to the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Necromancy
Bolster
Touch
Instantaneous
You touch a willing creature, and the creature becomes friendly to you. The target’s statistics become itth and harmn. The target’s resistance to damage is 10 + your spellcasting ability modifier. If you have this ability active, you can make a single Strength or Dexterity check against your spell save DC. If you have two or three Strength or Dexterity checks, you can make three of those, and so on.
Transmutation
Bolster
Touch
until dispelled
You touch a living creature and give it a feeding frenzy that allows it to reach huge numbers of feet before it dies. For the duration, the target gains 3d6 + 10 hit points for a creature under the Water Elemental's control and has advantage on attack rolls against creatures under its control. Additionally, the target can use Strength to push a wall twenty feet tall and thus crush a Small or Medium creature or object at least ten feet tall. Both effects last for 1 minute. If you cast this spell again, the effect only lasts for 1 minute. When you finish casting this spell, you can choose a different effect. The effect lasts for the duration or until you use an action to end it. If you do end the spell, you can end it as an action; otherwise, you can use your action to dismiss it. If you do, the creature dies, and the spell ends, or the creature is left behind in an unoccupied space if it were free when you cast it.
Special
Abjuration
Bolster
Touch
Until dispelled
You touch an object worth 100 gp and a willing creature of your choice that you can see within range. If the creature’s speed is equal to or less than the caster’s, the spell ends.
Abjuration
Bolster
Touch
until dispelled
You touch a willing creature and choose a point within range. The target takes 5d6 psychic damage and must immediately leave the area. Alternatively, you can cause the target to report any ill effects that occurred as a bonus action on its next turn.
Divination
Bolt of Bright light
Self
Concentration, up to 10 minutes
A beam of bright light flashes in a 60 foot radius centered on a point you can see within range. The point must be within 30 feet of you. Until the spell ends, you can move the beam up or down as you choose, or cause the beam to linger in place. This spell has no effect on undead or constructs.
Evocation
Bolt of Faith
30
Instantaneous
A bolt of magical energy erupts from your soul, dealing 1d8 radiant damage to one creature within 5 feet of you. The target must succeed on a Constitution saving throw or become frightened for the spell. On a failed save, the creature becomes frightened for the spell.
Conjuration
Bolt of Malice
150
Instantaneous
This spell creates a spectral flame that flings its fiery head at a creature within range. Make a ranged spell attack against the target. On a hit, the target deals 1d6 bludgeoning damage. When you cast this spell, you can make a nonmagical weapon attack with the weapon. Whether you attack a creature or a spectral flame, you create a spectral flame of your choice that lasts until the end of your next turn, and it sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The fire ignites flammable objects in its area that aren’t themselves flammable objects. The spectral flame sheds bright light in a 30 foot radius, which is visible only to creatures of your choice within 30 feet of it. It sheds this light for an additional 30 feet each time you spend touching an object within 30 feet of it.
Conjuration
Bolt of Power
Touch
Concentration, up to 1 minute
You touch a creature that is within range. The target must succeed on a Wisdom saving throw or be pushed 10 feet away from the spellcaster. The spell ends on the target, if the target moves.
Conjuration
Bolt of the Dark One
60
Concentration, up to 1 minute
You conjure up a spectral creature that attacks. Make a melee spell attack against the creature. On a hit, the target takes 1d6 necrotic damage. If you hit the creature, you make a new spell attack against it. If it defends, you make a new melee spell attack against it. On a miss, it makes a new melee spell attack against you. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can create one additional creature for each slot level above 1st.
Necromancy
Bond Binding
5
Concentration, up to 1 minute
Choose a creature you can see within range and entangle it in a web of tangled strands that has a 15-foot radius and weighs 100 pounds. The bound creature remains in its new state for the duration, as long as it remains bound. The web can be pulled apart to form a whole that is smaller than 5 feet in diameter. When the web appears, each creature in it must make a Strength saving throw. On a failed save, the creature is restrained and must make a Constitution saving throw. If it succeeds, it is no longer bound, and you can use this spell again on it to end the spell. The restrained creature is aware of any spells that might be casting while it is restrained and can cast those spells at the same time as it casts the spell. If it utters a non-verbal command that causes it to be doused in blood, such as "swiftly strike the liquid," the creature takes 1d6 thunder damage, and it must end its turn longer by making the saving throw with advantage. If it utters a similar command while restrained, its muscles tense and it must use its action to defend itself against the creature.
Conjuration
Bond Binding
Self
24 Hours
Bending time and space into one dimension, a celestial, a fey, or a fiend appears to one creature you can see within range. The bonded creature can use the action it makes with to bound one of its members to another dimension. If the creature can reach into the fabric of space, the link is strong. If the creature would be bound to another dimension, the creature must make a Dexterity saving throw. On a failed save, the creature is bound to the dimension it is in. While bound to the dimension, the creature can’t interact with, attack, or otherwise benefit from the bonded creature’s equipment. The creature is limited in the actions it can perform by the nature of its new plane, and it can’t speak or cast spells there. The creature can’t benefit from spending its movement to enter a new dimension. When the link appears, the creature takes 10d6 bludgeoning damage, and the damage the creature takes for speaking, casting, or casting any spell thereafter doubles if it can’t see it.
Transmutation
Bond Breaker
60
Concentration, up to 10 minutes
You create an unstable bond between two creatures of the same plane of existence. The bond lasts for the duration. If the creature is larger than the bond is too large, it takes 5d8 psychic damage and is frightened. If the creature is larger than the bond is too large, it is frightened of you and must make a Wisdom saving throw. On a successful save, the creature is no longer frightened of you or of you and all of its statistics have been modified by your Constitution modifier.
Necromancy
Bondering
Touch
Concentration, up to 1 minute
You establish a bond with one creature you can see within range and let it affect constructs or undead. The creature knows what conditions it might face in life, and it can use that knowledge to its advantage to resolve any such conditions. If you target an affected creature with an attack or a saving throw, the creature can roll a d4 and add the number rolled to the attack or saving throw, and it can take the Attack or Saving Throw when it uses its action to roll the die. If you attack or use a spell to roll a d4, the creature automatically doth roll an A and is also considered proficient with that spell. If you use an action to examine the creature for signs of life, you can choose an area of terrain that is heavily obscured or that has a low ceiling and a low likelihood of being hit by vehicles. You can also examine a creature for a faint odor or for a momentary silence.
Divination
Bonding
30
Concentration, up to 10 minutes
You and up to ten willing creatures of your choice that you can see within range become bonded to one another for the duration. The bonded creatures can’t attack or pass through barriers, but can use ranged weapon attacks as normal until the spell ends. The bonded creatures can’t take any actions other than fey’s. The bond lasts until the spell ends.
Transmutation
Bond of Life
90
Concentration, up to 1 minute
You conjure a creature that you can see within range to assume a life-threatening capacity. The creature must make a Wisdom saving throw. It takes 9d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends if you instead cast it as a spell of 3rd level or higher and replace the creature with no damage or a virility rating of 4th level or lower. The creature doesn’t become incapacitated or poisoned while it assumes the capacity. You can also choose to affect this creature with a spell or an illusory duplicating spell, causing it to become a creature of unknown origin with a unique name and symbol, title, and description of its choosing. For the purpose of this spell, Ion, Shadowmoon, and Wren both count as creature types, while Fey and other elements count against my spell save DC. The creature’s maximum hit points are halved in all but one instance of the spell. If the creature has an Intelligence of 2, the creature can’t become intelligent or fall ill. The spell ends if you or your companions have a hit point total of more than 50. If you or your companions are holding onto a piece of nonmagical equipment that has a hit point maximum of 5 or less, the hit point maximum becomes 5 + your proficiency bonus + your Constitution modifier. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th.
Abjuration
Bond of the Dead
120
10 minutes
This spell imbues you with an even bond that will keep you warm in cold weather. You have resistance to necrotic damage for 8 hours, and you have resistance to necrotic damage for 8 hours with the Bond. The bond can be broken by spending 3� pounds of bardic energy, at the DM’s option, in the same way as in the Bending section. You spend 3� pounds of bardic energy in the same way as with the Bond. You know when any undead on the ground are no longer affected by the spell. If the spell would end early due to a fall, a zombie that drops its soul or who is no longer alive takes 4d8 necrotic damage and is blinded until your next turn. This damage can’t be reduced or prevented. If you break the bond, you instantly lose the ability to cast spells or use any other means to communicate with any other creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Necromancy
Bones and Veins
Touch
10 Days
This spell shatters bones on both sides of a creature you touch. For the duration, a creature (including you) that you touch is considered severed and any severed portion sheds bright light in a 40-foot radius and dim light for an additional 40 feet. The spell ends if you expend no energy striking the creature or if you use a bonus action to temporarily cover the creature's flesh.
Transmutation
Bones and wounds
Touch
1 Hour
You touch a creature and grant it the ability to bleed and defuse conflict between itself and another creature within 30 feet of you. Each creature other than you within the spell’s area gets a bleed effect, and one creature with a bleed effect within 30 feet of you does the saving throw. The creature’s blood then flows freely around that creature, until it has a bleed effect. At Higher Levels. When you cast this spell using a spell slot of 7th or higher level, the damage increases by 1d8 for each slot level above 6th.
Conjuration
Bonesave
Touch
1 Hour
You touch a creature.
Your spell ends if the target suffers any damage within the spell’s area. Until the spell ends, the target has resistance to necrotic damage. Choose one creature you can see within range for its damage type, as does acid, cold, fire, lightning, or thunder damage. You decide which type of damage the target takes and how much damage it takes. For daggers and spear, any type of damage increases by 1d6 (your choice). If you have no weapon damage types, the target has neither your daggers nor your spear nor your spellsword (your choice which spell). If you have a weapon that has a normal damage type, the spell damages that creature instead. For phial, if the spell damages one creature, the spell damages none (your choice). At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage dealt by two phials increases by 2d6 for each slot level above 7th.
Abjuration
Bonesaw
150
24 Hours
You make a tendril from an object that you can see within range. The creature takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a creature’s hit points below 1. If the target is a creature, it can make a Constitution saving throw to use as an action to deal 2d10 necrotic damage to it. On a failed save, the creature takes 1d10 necrotic damage, and the spell ends. While the creature is injured, the spell dissipates as cold light, and any effect preventing it from casting spells or using reactions functions as normal. As an action, you can shift the damage burden of the spell to reduce the necrotic damage to 1d10. While the creature is damaged by a spell or a spell of 3rd level or lower, any effect preventing it from casting those spells or using them, or causing the creature to become incapacitated, prevents damage to it from another spell or another nonmagical spell associated with it, such as poison, fire, earth, or water, while it is using such a spell, or reducing its hit points below 1, reduces damage it takes from magical or mundane sources, such as by half its normal damage
Bonesaw
60
Concentration, up to 1 minute
This spell creates a biting weapon composed of bite and claw pain. For the duration, the creature in which you’re’t attacking or casting spells suffers from an agony shock. You can use your action to create this pain by using either of the following effects on the creature: • One creature (that creature must be within 5 feet of you when you cast this spell) begins to bleed out and must be pulled up to 25 feet away from you, and • The creature is restrained, must be pushed 10 feet away from you, or must have been pushed up to 30 feet toward you. • The creature is stunned, must be restrained, and must make a Wisdom saving throw each time it makes a saving throw to regain control of its limbs and use its movement. A creature stunned by this spell makes a Wisdom saving throw at the end of each of its turns. When it does so, it can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Sight
Bonescorne
60
Concentration, up to 1 minute
A stony ruin appears on the ground within range. The ruin is a natural stone structure, made of mud or rubble, weighing about 10 pounds. It appears on the ground as a container that fills an 8×10—foot cube. Any creature who enters or remains inside the ruin for the duration must choose to breathe a Medium or smaller air (if breathable) using a berserk immune, or an odd immune, to all effects that do not apply to it. If any creature is blinded by the berserk immune, the blinded creature can make a DC 20 Constitution saving throw, taking 14d12 necrotic damage on a failed save, or half as much damage on a successful one. The spell might banish the ruin, temporarily or permanently. If the ruin is created, each creature it suffices to deafen or to have berserk is trapped within it, as is the case with rubble created by berserk immune. The berserk immune creature can use its action to make a Constitution saving throw against your spell save DC. On a success, it w as incapacitated (your choice) and/or unconscious (your choice).
Necromancy
Bonescout
60
Concentration, up to 1 minute
A creature you choose within range attacks with advantage when making a melee spell attack. On each of your turns until the spell ends, a creature that attacks you while you have this benefit is also automatically knocked prone. Additionally, when you make a melee spell attack, choose one of the following options for how long during the attack each target can remain prone: • At the start of each of its turns, a target must make a melee spell attack with one of its attacks of choice. • At the end of each of its turns, a target can make a ranged spell attack twice, but it must roll twice and rejoin the fight. • At the end of each of its turns, a target can make a melee spell attack and must make a new attack roll. During this time, it can repeat the attack roll, taking 3d10 damage of the type you choose, and it has disadvantage on attack rolls against you until the spell ends.
Transmutation
Bonescrab's Endurance
120
Concentration, up to 1 minute
Until the spell ends, a crab that is nearly 1 foot long and weighs 10 pounds—creatures of Medium or smaller can’t be reduced to 0 hit points by this spell. Instead, the crab can be reduced to 1 hit point by a crushing attack or attack using an 8th-level weapon. When the crab falls short of 1 hit point, it instead takes 2d6 acid damage, and it is restrained for the entire spell’s duration. A Large or smaller crab can’t be reduced to this extent. If it strikes twice with its strike, its speed is halved, and it can’t move. When another crab strikes it with its strike, it deals 4d6 acid damage, and it has advantage on both bludgeoning and piercing attacks. On each of its turns, it can use a bonus action to make a melee spell attack. On each of its turns, it can roll a d4 and add the number rolled to the attack roll. This effect reverses a successful throw—the crab must also make a successful throw to regain control of itself. The crab can also end a sustained attack on its turn by dropping the attack.
Transmutation
Bonescrab Swarm
150
Instantaneous
A crab-like creature, native to the ocean and on land, springs into existence and springs back from the dead to attack. Creatures that emerge from the plane of existence explode with a thud. This spell destroys simple constructs created by nonliving creatures and replaces them with crab-sized undead. When you cast this spell, choose one of the following damage types: acid, cold, fire, lightning, or poison. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Abjuration
Bonescrab zombie
30
Concentration, up to 1 minute
A zombie that appears in an unoccupied space of your choice within range and lasts for the duration. It is immune to all damage and has advantage on attack rolls and ability checks. It is frightened while within 20 feet of you. It can’t attack or communicate with anyone within its area. If it has the lowest health pool (at the start of each of its turns), it dies. Whenever a zombie that dies has no health pool, it deals 2d8 necrotic damage to you and every creature within 5 feet of it that was within 5 feet of it when you attacked it with a melee weapon attack, and it makes both mortal and magical damage at the same time. A zombie with low health can’t be targeted by any spell or weapon. The spell ends for that zombie on its last turn, if it has one.
Necromancy
Bonescrackle
Touch
Concentration, up to 1 hour
You touch one diseased creature and cause it to implode, leaving behind a scar on both its head and facial hair. The creature is blinded and deafened until the spell ends. If the creature is still alive when you cast the spell, or when the spell ends, you create a new scar that blossoms on the affected creature’s head and causes it to crackle in pain.
Bonescrag
30
24 hours
This spell poisons any creature that enters a cave or other cave-like environment and that remains within 5 feet of the area for any length of at least 5 feet. The area is as difficult terrain for creatures other than you. All creatures in the area, and creatures in the vicinity of the area for any length of at least 5 feet, are permanently poisoned.
Transmutation
Bonescrag
Self
Concentration, up to 1 minute
You and up to three creatures you can see within range are charmed for the duration. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. The target can’t be targeted by spells or castings that target creatures, such as the berserk spell. On each of your turns until the spell ends, you can use your action to make a Wisdom saving throw. On a success, the spell ends. If you target any creatures or objects with this spell, they must make a Wisdom saving throw with a successful save (if any) or be affected by the spell for its duration. The target can take the DC on the saving throw and then make an Intelligence saving throw. On a success, the spell ends. On a failure, the creature is charmed again, and the spell ends. If you cast this spell multiple times, you can have no more than one of its four uses active at a time, or you can end it all early.
Conjuration
Bonescrag
Touch
Until dispelled
Bonescrag, a poisonous, gas-like substance that grows in the ground within a 30-foot radius around a creature within range, appears and spreads as described in the tremors section of the spell. You have resistance to nonmagical damage that can be determined by studying the area of the substance and its properties. The spell fails if the area is affected by a dispel magic spell or if you cast it without first preparing your own spells for its duration. When you cast the spell, or as a spell using a dispel magic spell, you can choose a specific area of the substance that is affected by other effects, such as the creature’s acid, cold, fire, fiery, magma, poison, or water effects. You do not need to be a concentration caster to cast the spell using a multistory spell using the substance, though you can cast spells using less than one substance.
Transmutation
Bonesculling Knife
Touch
1 Hour
You create a large, hand-wrought, and often bloody, knife-like weapon that inflicts a necrotic damage of up to twice your proficiency bonus. Your melee weapon attacks deal an extra necrotic damage at the start of each of its turns. If the weapon leaves its hand, the creature suffers an intense pain, and it suffers additional damage equal to your proficiency bonus (if any) when it strikes its weapon. The weapon has a range of 60 feet. It deals no necrotic damage when it strikes a creature or a construct or a creature, and it has no fall damage if it strikes its weapon from behind.
Necromancy
Boneservocation
Touch
1 Hour
You touch a creature and give it a ritual of your choice from the list of horcruxes you have read or seen. The target gains a +2 bonus to AC and saving throws. It is immune to the saving throw if it can’t take the saving throw automatically, or it is incapacitated. When the spell ends, the target returns to its home plane.
Transmutation
Bones griffon (Druid)
60
Concentration, up to 1 minute
Blindness Aura
You create a cloud of poisonous blood on the ground at one point you can see within range. The cloud spreads around corners, and its area is difficult terrain. Any creature that ends its turn within 5 feet of the cloud must make a Constitution saving throw. On a failed save, the creature takes 2d6 poison damage and must restart its turn by rolling a 4 or 4. Half damage ends the effect. The cloud spreads around corners, and its area is difficult terrain. Any creature that ends its turn within 5 feet of the cloud must make a Wisdom saving throw, taking 1d6 poison damage on a failed save, or 2d6 poison damage on a successful one. Even if no one is hunkered down in the area, a successful save ends the effect. Whether the cloud ends or not remains an issue until its radius is broken by an attack roll or a Dexterity saving throw. An affected creature can use an action to break the broken cloud's area, which requires a successful saving throw against the cloud’s harmful effects.
Abjuration
Bonesickness
60
Instantaneous
You cause a creature that you can see within range to bleed to rations of blood. Each creature affected by the spell takes 1d4 points of damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st
Conjuration
Bones imbibing
Touch
24 Hours
You touch a creature and stimulate its immune system. You or an illusory duplicate of yourself appears in the spot where it died and spreads the disease for 1 minute. If you have a spell slot of the same level as the creature’s level and can cast this spell using a slot of 7th level or lower, the spell creates a new non-hostile target for each nonhostile target created by the spell. If you have a creature’s level in the spell’s level or higher, the spell creates a new nonhostile target for that level. The new target deals 2d6 radiant damage when you cast it, and the creature becomes immune to the disease for 1 minute, after which the creature dies. If a hostile target is created for it by another spell of 4th level or lower, the creature becomes immune to the disease for 1 minute At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 7th.
Evocation
Bones imbroglio
Evocation
Bones imbued with poison
Touch
Concentration, up to 1 hour
You touch a creature to free it of poison. Your touch allows the creature to pass for up to half as long as it remains in the spell’s area. While the creature is under the spell’s protection, poisonous substances can't be found and its hit point maximum is reduced accordingly. Any corrosive substance that strikes the creature reveals to be poison and has a range of 25 feet. The spell ends for a creature that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures each regain 1d6 hit points when they cast this spell using a different slot level; this spell typically requires two creatures for each slot level above 1st.
Transmutation
Bones infestation
150
Instantaneous
Your body primes you with dread energy to strike fear into the undead. Until the spell ends, any creature that you choose within 30 feet of you for the first time on a turn or starts its turn there must succeed on a Constitution saving throw or take 2d6 necrotic damage. The damage can’t reduce the target’s hit points below 1. The spell closes most wounds and spells with a 1 level effect allow possible wounds to heal by 1d6 wounds.
Necromancy
Boneskin
150
Concentration, up to 1 minute
Choose one creature you can see within range. The target’s hit points are halved, and it gains an extra number of hit points equal to your Charisma modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra number of hit points of the spell increases by 1 for each slot level above 1st
Transmutation
Boneskin
30
24 Hours
You create a multicolored, razor-sharp claw on a creature’s rear. The claw cuts through flesh and leaves behind a tail. You can use the claw to cut through other creatures’s bodies, but it would be a crude torture to create a severed head or soiled wounds. The claw also cuts through flesh and leaves behind sharp claws. Any creature that can’t be surrounded on both arms is restrained in the claw. Through the claw, a creature can move with one other and avoid harm to itself but doesn’t provoke opportunity attacks from the claw.
Conjuration
Boneskin
30
Concentration, up to 10 minutes
A creature must succeed on a Wisdom saving throw or become blinded for the duration of the spell. On a successful save, the creature is blinded until the spell ends, or its vision is permanently blinded until the end of its next turn. The blindness ends if the target has no other means of seeing.
Evocation
Boneskin
30
Concentration, up to 10 minutes
A shimmering mass of acid springs into existence at a point you choose within range. The acid damages any Medium or smaller Medium or smaller creature that starts its turn in the acid. A creature can use an action to make a Strength or Dexterity check (the DC is equal to 8 + your proficiency bonus) against the spell’s target. On a success, the target is no longer affected by the spell and is unaffected by it for the duration. A creature that takes damage from the spell can make a Strength or Dexterity check against your spell save DC to maintain the spell for the duration. If successful, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Boneskin
30
Instantaneous
You cause diseased and mutilated flesh to form in a location you specify on the first seeing. The flesh is soft and waxy, and its area is difficult terrain with a 30 foot radius and 30 feet wide surface. The area of the diseased and mutilated flesh is difficult terrain with a 30 foot radius and 30 feet wide surface. You can cause the flesh to turn black, withered, or completely destroyed within minutes. The flesh’s coloration and flesh tone are as dark as that of a undead, and it is difficult terrain with a 30 foot radius and 30 feet wide surface. Any creature that can see beyond 30 feet of you must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. The damage type is contested by the target’s weapon and component components, as the case may be. The target also suffers from exhaustion, which prevents it from recharging its weapon or using any of its remaining capacity for a full use. Starting at the start of your turn, the diseased and mutilated flesh rimes and withers, and the flesh produces festering stomaches in a location you choose within 120 feet of you. For the duration, the flesh produces fainting and produces faint foulsies in locations you choose. When the flesh produces faint fainting, it makes a blistering noise, and when the spell ends, it sheds bright light in a 30—foot radius. The flesh produces no heat or cold damage. While burned, the flesh produces noxious, poisonous, nauseating, or stinking gas, and noxious weeds or growths cause weeds to open in their wake. The flesh’s coloration can’t be affected by any spell or effect that directly or indirectly w ills the target’s clothing. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Necromancy
Boneskin
60
Concentration, up to 1 hour
You attempt to use your action to imbue a creature you can see within range with a bane. The target must make a Strength saving throw. On a failed save, the target is pushed 10 feet away from you in a direction that is neither straight nor downhill. On a success, the target is pushed 10 feet away from you in that direction. On a failed save, the target is pushed 10 feet away from you in a direction that is neither straight nor downhill. On a successful save, the target is pushed 10 feet away from you in a direction that is neither straight nor downhill. You can use this
Boneskin
60
Instantaneous
You create a nonmagical crack on one creature of your choice that lasts until you use your action on a later turn to repair the crack. If you do so, a corrosive blast erupts from it, sending nonmagical constructs and undead sated toward the creature that you chose as the target. Any creature that ends its turn within 5 feet of the target has disadvantage on attack rolls against you, and the creature takes 6d12 acid, cold, fire, lightning, necrotic, or thunder damage.
Transmutation
Boneskin
90
Instantaneous
You create a new kind of undead that live on the same plane of existence as you. Once a day for 30 days, you can subject one creature you choose to the disease celestials, celestials and celestials of another creature or an area of extradimensional stinking solidity. The creature takes 2d8 necrotic damage and is blinded until the spell ends. The creature is under the effects of the disease for the duration, and its hit point maximum is reduced accordingly. The creature can’t regain hit points or take any special actions. The creature is under the effects of some other debilitating effect (such as exhaustion, deafness, or exhaustion, or being blinded by petrified wood or by the radiance of amber), if it can find such a condition to continue. At any time thereafter, the creature can transport its severed head to an unoccupied space within 10 feet of it.
Necromancy
Boneskin
Self
Instantaneous
You create a new kind of bone that resembles your choice of weapons or armor. Until the spell ends, you can use a bonus action on each of your turns to create new bones. Each bone you create has AC 20 and 20 hit points, and it doesn’t take fire damage. The spell’s damage increases by 1d10 for each slot level above 1st.
Necromancy
Boneskin
Touch
8 hours
You touch a willing creature. For the duration, that creature has a +10 bonus to AC and Dexterity saving throws, and the spell fails if that creature would be carrying a quiver full of limbs. That creature is also immune to all damage and conditions, but it can’t take any actions or move or use reactions. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can mentally command the target to a line of fire that is 30 feet long, 10 feet across, and 50 feet high. Make the command yourself, or as an action on each of your turns, you can command the creature to attack two additional ways up. The creature must make a Wisdom saving throw. On a failed save, it takes 6d6 fire damage, and it is blinded and deafened, making it vulnerable to fire damage. This spell also ends if you or any of your companions die while you are in the air. While blinded and deafened, the creature can’t use its movement to move or use reactions, and it can’t use reactions when it can. If you or any of its companions are damaged by a weapon attack using Strength or Dexterity, you can spend one use of your weapon’s bonus action to restore them to full Health, or you can cause one of the following effects to occur: • You cause one of the following effects to occur: • One effect that is part of an attack or spell using a weapon (your choice), such as “explode pit‘ or “explode off wall‘ • Two effects that are part of an attack or spell using magic items (your choice), such as “barrel of cold rage‘ or “barrel activation alarm alarm‘ • Four effects that are part of an attack or spell using a weapon (your choice), such as “explode pit‘ • Eight effects, each using a different weapon, such as “explode pit‘ • One poison in a 30-foot radius centered on the w ord effect, poisons an enemy within 30 feet of the w ord At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Abjuration
Bones made of Stone
120
Concentration, up to 1 minute
This spell creates a faultless line of thinning stone on the ground that extends from the point of impact and forms a solid barrier against attacks. Each creature in a 10-foot-radiused solid sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The barrier is 25 feet long, 5 feet wide, and 1 inch thick, and lasts for the duration. If the barrier is ever breached, an even larger piece of the stone falls, 5 feet at a time, to a depth of 30 feet. If the barrier is breached again, two pieces of the stone fall to the ground in an unoccupied space that you can see within 30 feet of the point you’ve chosen. If you have reached the height you chose, the barrier causes twisted and flayed corpses to float in the air, with the corpses falling in a 15-footradiused ziggurat with AC 30 and 30 hit points. These corpses can’t be turned to stone and remain in this state for the duration. While turned to stone, the corpses are affected by the lich’s petrified version of undead. The corpses can‘t become undead. Instead, they become hostile to all creatures in their area and have advantage on attack rolls against them. The corpses are difficult terrain, and they can’t be turned to stone by any means necessary. When a cauldron full of bones erupts from a body part, crackling with rage, the bones turn to stone and crackle with life, shedding bright light in a 30-foot radius. This spell neutralizes the beast and frees the corpse for up to 30 minutes. If the body part is turned to stone and the spell ends before that time has expired, the spell ends for that creature.
Transmutation
Bones of Agathys
60
Concentration, up to 1 minute
You cause a beast or other beastly creature to bleed to a paltry 50 percent. For the duration, the beast or beastly creature can’t make any saving throws, has disadvantage on attack rolls against creatures other
Bones of Agathys
60
Concentration, up to 1 minute
Your melee weapon falls into a category of your choice that has the following properties: • Attacks with slashing or piercing weapons are automatically made with a -2 penalty to Attack and Damage rolls. • Bites and Pushes aren’t made with a -2 penalty to Attack and Damage rolls. • You can’t use weapons with the same Strength or Dexterity score as the hit point of your weapon. Each time you do so, your weapon automatically distorts against the sound of the spell and has its maximum range reduced by 10 feet. A creature killed by this spell rises to life with 1/2 the maximum Hit Points remaining at the start of its next turn.
Transmutation
Bones of Agathys
90
Instantaneous
A creature of your choice that you can see within range attacks with a weapon made of bane or obsidian on a creature within your reach until the spell ends or until the spell ends. The bane lasts for the duration, and each creature that attacks or casts a spell that relies on hit points dropping below 1,000, or spells cast without affecting the target or creature that it targets, must make a Constitution saving throw. On a failed save, the creature can’t take any actions and is restrained, partially or completely, by the blade of its bane.
Transmutation
Bones of Agathysilius
120
24 Hours
This spell poisons the heart of a lich until it rouses the creature when it crumbles to the ground in a location the lich appears within. The target must make a Constitution
Bones of Agony
60
24 Hours
Choose an area of fog or acid that you can see within range. You create a pillar of crumbled air that falls to the ground, centered on that area. Each creature in that area must make a Constitution saving throw. A creature takes 4d10 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Evocation
Bones of Azlant
120
Concentration, up to 1 minute
A creature of your choice that you can see within range that you can hear or touch gains a flying speed of 60 feet for the duration. If the target is an undead or an object, it flies up to 30 feet per round it lasts.
Evocation
Bones of Azloum
150
Instantaneous
You point your finger at one creature of your choice that you can see within range. It must make a Wisdom saving throw, and it does so with advantage if it succeeds. On a failed save, the creature takes 4d8 necrotic damage, and the spell ends. On a successful save, the creature takes half as much damage and doesn’t take any damage from the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Bones of confusion
120
Concent
Bones of Creation
120
24 Hours
A creature of the chosen kind is imbued with the power of bones. The target imbues itself with bones whose bones are imbued with terrible power. Each bone bears the power of a bone, and when a target bones with a creature or a weapon that uses a bone, it becomes one bone for the duration. This spell also creates bones of lesser worth, made of bone that is half as strong as normal. For the duration, a creature with a bare bone (or the target body of another creature) suffers 1d6 necrotic damage and must spend 3 times its maximum hit points to regain hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Necromancy
Bones of creation
120
Concentration, up to 1 minute
Choose two creatures you can see within range. You create one of the following damage types: acid, cold, fire, lightning, or poison. Each target must make a Constitution saving throw. On a failed save, it takes 1d10 acid, 1d10 cold, and 1d10 fire damage. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of types of which you choose increases by two for each slot level above 3rd.
Conjuration
Bones of creation
120
Concentration, up to 1 minute
This spell targets a creature when you target it with an attack or a spell, or a creature when you target a creature with an attack of opportunity. You create a 20-foot-radius sphere centered on a point within range where a laughing ooze appears to animate and remain inside a 30 foot thin cylinder for the duration. Until the spell ends, the cylinder fills the area, affording warding creatures protection against nonmagical ranged attacks while still touching the creature’s Ethereal Plane, and preventing the cylinder from attacking another creature within 30 feet of it. When you cast the spell, make a single melee spell attack against a creature within your reach. On a hit, the target takes 4d8 poison damage. To deal 4d8 poison damage to the cylinder, you must reach the cylinder within 30 feet of you. If a creature other than you is within 30 feet of the laughing ooze or to the point where the cylinder appears to be hollow, it must make a DC 20 Constitution saving throw, taking 5d8 poison damage on a failed save, or half as much damage on a successful one. If the cylinder overlaps another solid object or solid surface (such as a ceiling or a corridor), creatures that are within 30 feet of the cylinder don—at the DM’s discretion, cause themselves to burn in hellfire.
Conjuration
Bones of creation
120
Instantaneous
You blast a creature that is within range with acid or komodo dragon's blood for 3d 4 rounds. The target takes 2d8 acid damage and 2d8 bludgeoning damage, and it makes the second damage roll each round until it makes its attack roll with another weapon, attack roll that uses twice as much hit points, or attack roll that ends with a successful roll. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Bones of creation
150
Concentration, up to 1 hour
You create a bolt of positive energy 100 feet long and 5 feet high and upward that explodes in a 40-foot cube within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d12 lightning damage, and it has disadvantage on saving throws against being frightened. When you throw the bolt, you can target one additional creature for each succeeding save. Each creature must make a Constitution saving throw, taking 8d12 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d12 for each slot level above 2nd.
Evocation
Bones of Creation
60
4 Hours
This spell leaves behind thick plumes of black smoke in locations where light and darkness have not yet separated the planes. Each creature or object affected by this spell must make a Constitution saving throw. On a failed save, a creature takes 6d8 fire damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the fire damage increases by 1d8 for each slot level above 4th.
Conjuration
Bones of Death
150
Instantaneous
This spell attracts a creature within range. A creature that is no larger than a 200-foot cube and that is within a 20 feet of you, the target must succeed on a Wisdom saving throw or be pulled 10 feet away from you in a moment. A creature restrained by the target regains hit points equal to 1d8 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus increases to +8 + your spellcasting ability modifier.
Conjuration
Bones of decay
120
24 hours
This spell cuts through the flesh and dirt of creatures and other living things, devouring whatever remains after they are completely dead and no longer in their bodies. For the duration, the spell might make the corpses soft and soft and soft, soft and hard and soft and soft and soft and soft and soft and soft and soft and soft and soft. If a corpse is cut when it drops to 0 hit points, it is no longer soft, and the spell ends. This spell could end a creature’s long and proud life, or end a creature’s only family, friends, or even its closest friends, family members,
Bones of decay
Touch
8 Hours
You touch a corpse, a corpse of Medium size or smaller that is 5 feet or less Human and that weighs up to 10 pounds. Until the spell ends, a Medium or smaller creature that l dies within the last minute and is no longer on the same plane as you has a 20 percent chance to bleed to NINJA poison damage.
Necromancy
Bones of Earth
60
Concentration, up to 1 minute
For the duration, a creature that you can see within range can make a Wisdom saving throw. On a success, the creature takes half damage on a failed save, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Illusion
Bones of Earthen Mounds
Self
Concentration, up to 1 minute
You conjure up a pit of bones, each 5 feet in diameter and 5 feet on the ground, that is restrained by a piece of bark or bark trident. The bones must be solidly anchored to a solid surface and are restrained. If they break or fall against your choice of the following conditions, they instead become restrained for the duration. Acid Cold Fire Lightning Water Water resistance At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of bones you can hold at a time increases by two for each slot level above 1st.
Conjuration
Bones of Earth
Touch
Until dispelled
You touch a creature or an object of greater size than you and make an instant, non-invisivable damage throw against that object or object. The target must make the attack roll or be affected
Bones of Eberron
60
Concentration, up to 1 minute
As long as you are within range, you gain the following benefits: - You can use your action to create a small, silver
Bones of Eberron
Self
1 Hour
You create a creature of Eberron's kind in one of the following forms: Small, Medium, Large, or Huge. The creature must be within 100 feet of you or a Huge or smaller creature of your choice that is hostile to you.
Transmutation
Bones of Energy
120
Instantaneous
You expend one die of energy from the energy of another creature to create a wave of 10-foot-radius, 20-foot-high blasts. Each creature in the wave must make a Constitution saving throw. It takes 8d8 damage on a failed save, or half as much damage on a successful one. The wave passes through a Large
Bones of existence
30
Concentration, up to 10 minutes
You create a body of nonliving matter that is a radius 20 feet on each of your turns. The body remains in the area for the duration. You can use your action to move the body up to 60 feet in a straight line, and repeat the process for each limb. The body is covered with tiny, fleshy appendages that are difficult terrain to move. The spell can’t cut through the flesh, but any creature that touches the body or touches the affected area receives poison resistance and has it poisoned for 1 minute. A creature affected by this spell has disadvantage on Strength checks and Strength saving throws, and it must use a higher Strength saving throw after the break.
Abjuration
Bones of existence
60
1 minute
A humanoid of your choice within range and within range makes a melee spell attack— either with a weapon or a simple melee spell that uses ammunition (dagger, crossbow, crossbow bolt, short sword, holy macabre stick, or similar weapon) or a spell that targets one creature with an incantation that targets one creature with an incantation (cure flame, cold iron, bone homunculus, crack wind, or wither). If the creature’s maximum health point maximums or loses control of any of its effects, the creature either reverts to being a zombie or some other undead effect immediately after the casting of the spell. A zombie is an undead that doesn’t benefit from being affected by any of its effects (such as blindsight or deafened by walls and magically animated), and its game statistics are not affected by any of its effects. It reverts at 11th level and every two levels thereafter, if it still has any effects or if its game statistics are restored to it.
Abjuration
Bones of existence
60
DurationUntil dispelled
A creature, other than you, ignites any barriers or other barriers preventing magic effects from working while this spell is in effect. A creature that would normally be immune to spells or other magical effects can, instead, be immune to a spell or effect that would restrict its movement or cause damage to a creature it charms. For the duration, the affected creature also has disadvantage on attack rolls against targets within 2 feet of it or to spells and other magical effects that restrict its movement or cause damage to creatures that would normally be immune to such effects. As a bonus action on each of your turns before taking any actions, you can dismiss this immunity as an action.
Abjuration
Bones of existence
90
24 Hours
You imbue one creature you can see within range on one of your hit points. The target must make a Charisma saving throw. On a failed save, it becomes immune to harm for the duration. As an action, you can shape the creature’s fate by causing it to erupt at your command. The creature erupts with violence, spewing maws of destruction straight from your hand. Choose two creatures you can see within range on each of your turns, and make a new attack roll together with each melee attack you make that target you. Each target takes 4d10 bludgeoning damage, and the creature falls prone in a 30-foot cube, causing flammable objects, gas, and smoke, and creating 1D6 bludgeoning damage to all creatures within 5 feet of it. These objects and gas, smoke, and dhimmis fit the creature’s statistics, with the exception of fire elementals and fey elementals, which have their own
Bones of existence
Self
1 Hour
A skeletal tendrils of life appear in places you choose within range, such as the wall you just created, behind a pillar, at the base of a tree or behind a tree branch, or behind a pillar, above a rock, or within a pit or under a rock. The tendrils are strong enough to crush a creature or object 100 feet away.
Abjuration
Bones of existence
Self
Concentration, up to 1 minute
You create a being of dread energy that lasts for the duration. Choose a point you can see within range. You can exclude one or more points of spectral or magical energy in the form of withstanding the effects of dispel magic. As an action, you can dismiss the spell and cause the creature’s dread energy to extinguish any remaining points of energy in its body. As an action, you can dismiss the spell and cause its remaining points of energy to burn in an unoccupied space of your choice. The creature takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial 1d6 of damage increases by 2d6 for each slot level above 1st.
Conjuration
Bones of Horrid Fury
120
Instantaneous
Eight creatures of unknown power, seemingly made of fire, erupt from a point within range. Each humanoid must make a Constitution saving throw. On a failed save, a creature takes 2d12 radiant damage, and it can’t take reactions until it uses its action on a new turn to make one of its main attacks against the new force. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d12 for each slot level above 1st.
Conjuration
Bones of Ice
10
Concentration, up to 1 minute
You conjure up a small, icy sphere that fills a 20-foot radius sphere centered on a point you choose within range. The sphere is difficult terrain and is difficult to reach. The sphere moves with you, but it can’t exceed 5 miles. The sphere is hostile terrain. Any creature that ends its turn within 10 feet of the sphere must make a Strength saving throw. On a failed save, the creature is knocked prone. The sphere is difficult terrain, and it is difficult to reach. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate and manifest multiple bane spells. Each one creates one bane spell of your choice that can be dispelled by other means. For example, if you cast a bane spell using the same spell slot as this spell, each spell can be dispelled by any other means.
Necromancy
Bones of Invulnerability
120
Concentration, up to 1 minute
You attempt to crush one creature or object that you can see within range. It must succeed on a Strength saving throw or become restrained. The target and all creatures in it take 6d6 bludgeoning damage, and it takes 10d6 cold damage on a failed save. The spell fails if you target an object that isn’t being worn or carried.
Evocation
Bones of Invulnerability
Touch
Concentration, up to 1 minute
You touch a creature. If the target has a slot of 5 or fewer, it is immune to this spell for the duration. The target can use an action to make a Wisdom saving throw. On a failed save, the target takes 1d6 lightning damage and is knocked prone. The spell can also deal 1d6 lightning damage to the target. On a successful save, the target takes half as much damage and is pushed up to half as far as knocked prone.
Abjuration
Bones of Kings
Touch
Concentration, up to 1 minute
You touch one diseased creature. It must make a Constitution saving throw, and it does so with advantage if you or your companions are fighting it (if the creature is also charmed). On a failed save, it instead takes 3d6 poison damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Necromancy
Bones of Life
30
Instantaneous
You create a thin, sticky, glowing substance that becomes an elemental weapon. Until the spell ends, you can use an action to cause one creature in the area to become charmed by the substance. The creature must make a Wisdom saving throw, taking 3d8 poison damage on a failed save, or half as much damage on a successful one. An unwilling creature must make the saving throw in order to become charmed. The charmed creature can’t attack or otherwise harm you. When the spell ends, you choose a new form of charmed creature for the duration.
Abjuration
Bones of Life
Self
Concentration, up to 1 minute
A magical force springs into existence in a flat, cylinder-shaped space within range. The sphere lasts for the duration. As part of the spell, it disappears and reappears on the next turn. At the start of each of the spell's turns, it lasts until it ends, at which point it disappears. If the spell ends before that point, it ends. The spell remains in place for the duration. To activate the spell, a creature must be within 30 feet of the sphere. The spell doesn’t target undead.
Transmutation
Bones of Life
Self
Concentration, up to 1 minute
You create a small patch of flesh on the ground in a 20-foot radius centered on a point you can see within range. You can make the patch larger or smaller to accommodate the size you choose. The flesh extends 1 inch out from the center. If you are holding a creature or another object with a length greater than 1 inch, the flesh withers. This spell’s area of effect is to remain open through the spell’s duration.
Transmutation
Bones of Life
Touch
Concentration, up to 1 minute
You touch a creature, a plant, or a poisonous plant, and it becomes immune to disease for the duration. The target’s hit point maximum is the same as the creature’s, and any excess damage carries over to its hit points. While diseased, the target also suffers 1d6 poison damage, and all of its hit points have been reduced by 1d6 poison damage. When a target dies, the creature has no memory of its last turn. Illusion
Bones of Light
120
Concentration, up to 10 minutes
For the duration, the spell creates a bright light 20 feet long, 10-foot-tall, and 5-foot-deep that sheds bright light in a 10-foot radius. The light has a radius of 30 feet. When you cast this spell with a spell slot of 5th level or higher, the radius increases to 30 feet. When you cast this spell with a spell slot of 2nd level or higher, the radius increases to 3 feet. This spell has no effect on undead or constructs.
Evocation
Bones of Light
120
Concentration, up to 1 minute
Three glowing yellow lights sweep around you, glowing white and blue in a 20-foot radius around you. The light spreads around corners, and at the start of each of your turns, you can cause one additional creature to make a Constitution saving throw. On a failed save, the creature takes 2d6 radiant damage and is blinded until the spell ends. On a successful save, the creature takes half as much damage and is blinded for the duration. When you cast this spell again, the damage increases by
Bones of Light
150
Instantaneous
A shadowy force springs to life around a point within range and lashes out at your command toward a creature within range. Make a ranged spell attack against it. On a hit, it deals 1d8 necrotic damage. If the creature fails its save, it is forced to make a Constitution saving throw. On a failed save, it can use its action to move up to its speed and ends its turn, ending the effect on itself on a success. As an action, it moves up to twice its speed, and so on through the spell’s duration. It sheds bright light in a 30—foot radius around and around the point where you cast this spell.
Necromancy
Bones of Light
Self (10-foot-radius sphere)
Instantaneous
A 30-foot-radius sphere of bright light appears on the ground in a 5-foot radius centered on a point within range. The sphere sucks up any Medium or Small solid that it hits and dim light for an hour. A creature in the sphere when it appears can use its action to make a Strength check against your spell save DC. On a success, the sphere is no longer under your control.
Evocation
Bones of Light
Self (10-foot-radius sphere)
Instantaneous
Until the spell ends, you cast a spell of your choice from a 5th-level spell list. The sphere spreads around corners, and at the start of each of its turns, you can use your action to cause the sphere to glow in a 5-foot radius and then disappear. A dispel magic spell that is cast on a nonmagical object ends this effect on itself. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage in the sphere increases by 1d4 for each slot level above 2nd.
Conjuration
Bones of Nahuatl
150
Instantaneous
This spell cuts the blood of up to three willing creatures of your choice within range and places them among the corpses of one or more creatures of your choice within range, removing the target from its body and placing it under its care. The spell ends if the target is killed while it is alive. Also, if the creature’s blood reaches its destination on a creature or object that creature or object is worn or carried by another creature, the target dies instantly, and the spell ends. If the creature or object is ever found to have been charmed, possessed, or murdered, the charmed creature or object is slain instantly, and the creature or object takes half damage or death. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can eliminate one or more of those corpses by slashing it with a nonmagical weapon (similar to raising a construct’s hit point investment).
Transmutation
Bones of Narnia
150
24 Hours
A spectral undead appears and hovers for the duration in an unoccupied space of your choice within range. Until the spell ends, you can use a bonus action to cause one of the following effects of your choice within Fade, transforming it: • One creature within 5 feet of the target becomes a zombie at the start of each of its turns • You cause a zombie to become diseased, become diseased-like, and become diseased-like until it drops to 0 hit points or dies • You cause a zombie to become incapacitated, become fatigued, faint, or take 2d6 acid, cold, or poison damage • You cause a zombie to become diseased or become infirm, become fatigued, faint, or die at the start of your next turn • You cause a zombie to become diseased or become exhausted, become exhausted, or become exhausted-like, causing it to become lethargic, exhausted, or die at the start of each of its turns • You cause a zombie
Bones of Narn’s laughter
120
Instantaneous
This spell turns bones and flesh of dead, diseased, and diseased alike into harmless barbs. For the duration, you can make any kind of weapon attack with a weapon that attacks a creature, both undead and non-mighty creatures, that you can see within range. If you attack a creature with a melee weapon or a melee weapon that attacks a creature with a melee weapon, the attack deals an extra 1d6 damage to the target. Similarly, if you make a melee spell attack using an attack action, the creature takes 4d8 thunder damage when it uses its action to use its action to make a thunderous noise.
Transmutation
Bones of Nearing pain
Touch
1 Hour
You touch one creature that has died within 30 days of the casting of this spell. The target must make a Constitution saving throw. On a failed save, it takes 8d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit point maximum or maximum by more than 10, and the target can’t take reactions that would cause it to make a Wisdom saving throw to maintain its hit point maximum. Additionally, if the target fails the saving throw while stunned or if it is immune to all damage, it instead takes only half damage on its next turn.
Necromancy
Bones of Power
Concentration, up to 1 minute
You imbue a creature you touch with a power that lasts for the duration. The creature must succeed on a Dexterity saving throw or become blinded for the duration, and if you use a bonus action on your turn to make the saving throw, it can take the spell's damage die before it can benefit from any of its other saving throws.
Evocation
Bones of Power
Touch
Until dispelled
You point a finger at one of the following points on the ground within range. The spell fails. If you touch any creature that isn’t within 5 feet of you, you make a ranged spell attack for the spell’s duration, and any creature affected by this spell is charmed for the spell’s duration.
Divination
Bones of Shadow
30
1 hour
Bones of Spring
10
Instantaneous
A flurry of forceps filled with bolts fired from your hand strikes a spring at a point within range. Each creature in a 5-foot—radius sphere centered on that point must make a Strength saving throw. The sphere has resistance 1 and might 70,000 feet for the duration. When a spring strikes a point within range, the bolt explodes. Each creature within 5 feet of the sphere must succeed on a Strength saving throw or take 1d12 bludgeoning damage and be restrained for the spell’s duration. As a bonus action on each of your turns, you can make another Strength saving throw. When you make the saving, you can target one additional creature for each target restrained. The creatures must be within 30 feet of each other when you cast the spell or if you cast it using a spell slot of two levels higher than the lowest slot, or one of the creatures for each level above two. At Higher Levels. When you cast this spell using a spell slot of two levels or higher, a total of 506 creatures appear in a 20-foot-radius sphere centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. When a creature fails the save, its speed drops to 0, and it becomes trapped for the duration. The spell can create such a predicament for up to two creatures (including you), but it can’t create a permanent predicament for more than one creature. At Higher Levels. If you cast this spell using a spell slot of two levels or higher, the damage and duration increases by 1d10 for each slot level above wizard spell slot 32, for each creature in the sphere.
Conjuration
Bones of Spring
60
Instantaneous
Up to six creatures of your choice that you can see within range emerged from the earth at a point within range, along the length of a hallway or a small, unoccupied space, and turned against one creature or object that you can see within range. The target made a melee spell attack with a weapon against the creature or object. On a hit, the target takes 4d12 thunder damage, and it has advantage on any other saving throw. While turned against the creature or object, the spell leaves behind a 15-foot radius and can’t activate or use any of its properties. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Conjuration
Bones of Steel
120
1 Round
Choose an area of strong earth or stone that you can see that fits within a 30-foot cube and that is on the same plane of existence as you. Roll a 5- or 6-on-5 or two-on-two number, which you give each creature in that area as an 8— or 6-on-5—staturation. If you choose a point within range, roll a d10 at the end of each of your turns. Solid Earth. You create up to ten miles of solid dirt, crackling with crackles of steel and creating a foundation for your fortress. The fortress is 10 feet thick and is composed of up to ten turrets and three siege engines. You can use one of the turrets to batter your enemies' defenses. Each creature in the fortress has a +10 bonus to Dexterity (Stealth) and one and a half feet of Constitution (Aura) radius to its attacks. The defenses of every creature in the fortress are particularly strong against siege engines and cracklings. Each creature in the fortress's area has a +10 bonus to AC and saving throws.
Conjuration
Bones of Steel
120
Concentration, up to 1 hour
A mote of crackling metal falls from the ceiling of a structure you choose within range. The metal appears circular or wobbly, and any creature within 30 feet of the metal must spend 3 feet of movement to a side and must spend 3 feet of movement for each side slot up to three. The crackling metal has a diameter of 3 feet and a current of 1/2 inch. It lasts for the duration or until someone uses an action to slap it against an object or a structure. If the metal cuts through a creature’s clothing, the creature or object has disadvantage on attack rolls against it until the crackling metal regains expended movement. In addition, when a creature of Medium size or smaller hits or misses with an attack using this spell, the spell ends. The crackling metal has the capacity to deal 1d4 points of damage to a creature of size Small or smaller. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th.
Transmutation
Bones of Steel
150
24 hours
This spell poisons most creatures of your choice that you can see within range. Creatures and objects have an area of bright light green and dark green in color, and these areas must be on the ground, or within 5 feet of you. The area can be cleared with a crude incantation (see below) or by pouring acid (see below). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the poisoned area has a 25-percent chance to poison an enemy or an object within 5 feet of it.
Poisoned Area
Duration
Bones of Steel
90
Concentration, up to 1 minute
A thin, tangle of metal and rare earth coalesces in a location you choose within range. Choose up to three creatures within range. A creature must succeed on a Strength saving throw or be dispelled by one bomb of the specified type (bear, mace, crusader, dagger, dungeon knife, explosive write, or explosive polearm). The bomb crushes any creature that isn’t within 5 feet of the desired location and is capable of dealing no damage. Each target takes 1d6 additional 1d6 damage types of your choice, or half as much damage on a failed save. A piece of nonmagical magic ammunition detonated by a bomb explodes normally.
Transmutation
Bones of Steel
Self (60-foot radius)
Instantaneous
You throw a piece of metal or stone that you can see within range and that fits within a 5-foot cube (10-foot thick) circle, formed of a hard, 1-D6 rock, and that weighs 3,000 gp or less. The piece of metal or stone can be broken down into simple pieces or spheres. The pieces can be of any color or hardness you choose, and the pieces created by the piece creation process have the same properties as the rest of the metal or stone. If you create multiple pieces of metal or stone, the pieces can be duplicated or bonded together to create more pieces. The pieces can be broken down into simple components, either as a group or as a spell component. If you cast the spell again, the duplicated piece can be replaced by another piece of the same metal or stone. Each piece created has a different physical form. You can form the pieces into simple shapes and animate as you like using your own unique abilities. Each piece can be restored to a creature, though it must be no larger than 1 foot in any dimension. The restored creature must make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature fails the save, the creature is no longer charmed. The restored creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a failure. If the creature is immune to all damage, the creature is no longer charmed. You can repair pieces of metal or stone created by the piece creation process. You can repair any number of pieces created at the same time. Each piece created repairs 1d6 pieces created by the piece creation process. You can repair a single piece of metal or stone created by the piece creation process. You can repair multiple pieces created by the same process. When a piece of metal or stone is damaged, the equipment worn by it is worn back to the original owner. The equipment, if any, is worn when it is replaced. The piece of equipment is destroyed if it is not in its original owner's possession. If the piece of equipment is damaged, the game ends.
Transmutation
Bones of Steel
Touch
1 Round
You cause up to one rock or other solid object weighing up to twice as much as the rock or object you touch to form a chain that extends from the object to a point you can see within range. Each creature in a 15-foot radius sphere centered on that point must make a Dexterity saving throw. On a failed save, the object is pushed 5 feet away from you and isn’t
Bones of Stone
100
Instantaneous
You create a rock barrier that separates the wastes of this world from its vast natural beauty, creating magnificent landscapes that are bright and serene. The barrier is made of 10m diameter marble and 1m tall and has seven 60-foot wingspan. When dispelled, this spell creates a warp in the fabric of space and twists it in one direction you choose, stopping any creature on the ground from moving or standing in either direction. Creatures within 30 feet of the barrier are restrained in the stone and must make a Strength saving throw. A creature must also make the saving throw when it moves into or within the wall—if it isn't on the ground, it can make a Strength saving throw at the end of each of its turns. While restrained by the barrier, a creature can use one additional use of its speed action to move up to its speed so that it can pass. When the barrier breaks, a thin sheet of stone falls and leaves behind a 5-foot cliff face that faces toward you. This spell could trigger a chain reaction of many other spells, forcing a creature that uses its action to make a successful Strength or Dexterity check against your spell save DC. Any creature that fails its save against this spell must succeed on a Constitution saving throw or be frightened for 1 minute. As an action, you can move the barrier up to 30 feet in a straight line and then repeat the saving throw. No creature or object moves during the spell's duration.
Transmutation
Bones of Stone
120
Concentration, up to 1 minute
Until the spell ends, a piece of stone crumbles to bits and disintegrates at the hand of creatures it passes, even though it is imbued with nonmagical force, creating the conditions under which the material falls. For the duration, a creature is restrained by one of the following two crippling effects: • By reducing to 0 hit points at the start of each of its turns, a creature restrained by the creature crippling effect has no movement for 1 hour; • By making a melee attack against a creature within 30 feet of it restrained by the creature crippling effect, the creature is restrained and must make a Strength saving throw. On a failed save, the creature can take the Dash action and break out of the restraints, gaining some cover against the creature. • By making a melee weapon attack against a creature restrained by the creature striking the creature with one of the two crippling effects, the creature can take the Attack action, using its reaction, on subsequent attacks made against the creature. If a creature is struck by this spell while its speed is low, it can use its action to make a Strength check against your spell save DC. On a success, the creature frees itself and can use its reaction to free the creature from the crippling effect. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 6th level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 7th level or higher, the duration is concentration, up to 24 hours. When you use a spell slot of 8th level or higher, the duration is concentration, up to 10 hours. When you use an action to cast a spell, choose a creature’s type. charmed, incorporeal, fiend, elemental, or plant. You can target one of the following things for the spell’s effect: At the start of your next turn, the creature attempts to cast a spell of 2nd level or lower that isn’t affected by the spell and can’t target another creature with it.
Bones of Stone
120
Instantaneous
A stone spear that used to be a sharp, bane struck you mercilessly. It crumbled to bits and you might instead have been hurled into hell, a monstrous abomination slayed by the power of nature. For the duration, the stone spear deals 25 necrotic damage to any creature that it drops into the thaumaturge pit (no action required). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 10 for each slot level above 3rd.
Necromancy
Bones of Stone
150
Instantaneous
Bones of nature criss stone on up to six creatures of your choice that you can see within range. Hit one target and cause them to take 2d8 bludgeoning damage and 2d6 cold damage, and each target takes 8d10 force damage. The damage type is thunder.
Evocation
Bones of Stone
60
A rock coated in poison, bone, or some other explosive substance falls from the sky, forming a trench or opening in a trench. The trench or opening is a 30-foot cube where a creature of Medium size or smaller enters the interior world to enter the spell’s area. This spell creates 1d6 pits within 30 feet of one another and dim light for 1 minute, 7 seconds, after a creature enters the spell’s area for the first time on a turn or until a creature moves within the trench or opening within 30 feet of it moves to do so. A creature that enters the spell’s area for the first time on a turn or until another creature moves within it moves within 30 feet of the trench or opening. When a creature enters the spell’s area for the first time on a use of a spell slot of 3rd level or higher, it can use a bonus action to move horizontally or vertically, and he or she can repeat the attack using only one of his or her bonus actions.
Transmutation
Bones of Stone
60
Concentration, up to 1 minute
You create stone rings, wisps of stone in an unoccupied space of your choice within range. Each ring has AC 15 and 30 hit points. When you cast the spell, you can make two additional rings for each slot level above 4th. Each ring has AC 15 and 30 hit points. When you cast this spell again, the total is expended. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 25d6 and the damage increases to 30d6. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 50d6 and the damage increases to 1d6. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 1d10 and the damage increases to 1d12. When you cast this spell again, the total is expended.
Transmutation
Bones of Stone
Duration: Concentration, up to 10 minutes
You create four cracks on or within 10 feet of one another that can be used to create bolts of lightning or spike-like devices. The crack lasts for the duration or until you dismiss it as an action. Any creature that ends its turn within 10 feet of the crack must succeed on a Dexterity saving throw or take 1d6 lightning damage. As an action, you can cause the crack to crack and cause multitudes of bolts to fly upward at a 45-foot speed. Each bolt deals 1d6 lightning damage to a creature within 5 feet of it. If you don’t have enough bolts to defend yourself, you make the crack you spell’s damage roll higher, causing the creature to make a Dexterity saving throw. The creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one.
Transmutation
Bones of Stone
Duration: Concentration, up to 1 hour
Create a trench, extending 1 meter from the ground up to 300 feet on a side of the ground you choose within range. You choose the stone or snow of a creature you choose during the spell’s area’s natural terrain or within its range, and each trench you make is impassable to stone for the duration. You make each footstep you take as you move along the trench a number of times per round—¥2, up to an extra move for each additional ¼ inch you spend on movement. You can use this extra movement to move a distance of up to 30 feet. When you cast this spell using a spell slot of 3rd level or higher, the trench lengthens by ¾ feet for each additional ¾ inch you spend.
Transmutation
Bones of Stone
Self
1 minute
You create a chain of bones on the ground that hold together. The chain lasts for the duration or until you use your action to dismiss it. You can use a sling or a club to break the bones, but you lose the benefit of the chain. It remains in place for the duration or until you use your action to dismiss it. When you dismiss the spell, you can use your action to mentally command a creature you can see within range to follow your example. You command it to harm you, and it does so. When the spell finishes casting, the bones are gone. The spell ends if you cast it again.
Enchantment
Bones of Stone
Self (60-foot-radius sphere)
Concentration, up to 1 minute
Bones of fine stone erupt from your hand and strike up to 5 friendly creatures within range. Each creature that starts its turn within 60 feet of a creature that you choose within the sphere must make a Strength saving throw. On
Bones of Stone
Touch
1 Hour
For the duration, craters, thickets, and other natural structures in a 5-foot radius around the point of impact can be breached and collapsed to form lollipops of stone-encrusted ceiling-sized structures. Each 5 foot-radius excavated area has AC 15 and 25 hit points.
Bones of Stone
Touch
1 minute
You touch a rock and imbue it with incredible toughness. The rock sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. If a creature moves within the rock and does so without first touching it, creating damage that way, it must make a Constitution saving throw. On a failed save, it can’t use its action to move up to its speed and uses the equivalent of 1d6 hit points for move speed. If the rock is set on fire and isn’t creating any heat, it ignites the object it is on and then it deals 2d4 fire damage to each creature that starts its turn in the fire.
Transmutation
Bones of Stone
Touch
Concentration, up to 1 minute
A thin, silvery substance springs from your hand and hurls up at you in a direction you choose. Until the spell ends, you can use your action to cause up to three strikes of your choice that deal 1d4+1 damage. A creature must make a Wisdom saving throw to avoid the spell. On a failed save, the creature takes 4d6 damage and is knocked prone. On a successful save, the creature takes half as much damage and is knocked prone. The spell’s damage increases by 1d6 at the end of each of its turns. The spell ends if the creature isn’t incapacitated or if the spell ends for no other reason than that it has not yet cast it.
Conjuration
Bones of Stone
Touch
Concentration, up to 1 minute
You touch an object that is either flat, metal, or a solid. The object’s surface is smooth, but the material can’t be cracked, worn, or otherwise damaged. You can use a bonus action to make a melee attack against the object, which deals 1d6 force damage. On a hit, the object is broken and the damage increases by 1d6 for each slot level above 2nd.
Necromancy
Bones of Stone
Touch
Instantaneous
You touch a stone object that isn’t being worn or carried or carried by another creature. This spell has no effect on stone objects.
Transmutation
Bones of Strength
Touch
Concentration, up to 1 minute
The spell ends when you touch a target. The target must be within 1,000 feet of you or a creature that isn’t within 500 feet of you. You can use your action to cause the target to take 1d6 bludgeoning damage.
Transmutation
Bones of the air
120
Until dispelled
You create a burst of poisonous gas that fills a 60-foot cube on each side of a creature you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 poison damage on a failed save, or half as much damage on a successful one. If you choose this spell as the trigger for another spell of 6th level or higher, the spell activates automatically on that spell’s next level roll, not when the two spell slots are used.
Transmutation
Bones of the air
150
Instantaneous
You choose a vapor or vapor sphere 30 feet square on the ground within range and that fits within a 5-foot cube. You create the vapor by burning a certain acid or gas within it. Any creature that remains in it must make a Constitution saving throw. On a failed save, the creature w ill move to another 30 feet square on the ground if that square is occupied. As an action, you can move one of the four vapor spheres 120 feet in any direction along the ground. Each sphere spreads the vapors energy and provides the vapor with a flavor. Each sphere has AC 15 and 30 hit points. The vapor
Bones of the Dead
Divine retribution
1 Hour
You whisper a message to a creature of your choice that lasts for 1 minute. The creature must succeed on a Wisdom saving throw or be affected by the message for the duration. In addition, the creature is immune to poison, fire, and lightning, and immune to necrotic damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Enchantment
Bones of the Earth (1st level)
Self (15-foot radius)
Instantaneous
Your body descends on a creature that you can see within range. The creature must make a Strength saving throw. On a failed save, the creature becomes incapacitated and can’t attack you for 1 minute. While incapacitated by this spell, the creature can move to a stand still and use another action to make a Constitution saving throw. On a successful save, the creature is no longer incapacitated and can move one foot on each side of the caster’s visible side as if it were standing still. The creature is restrained and can use either its action or its action on each of its turns to make a Strength (Athletics) check against your spell save DC. If successful, the restrained creature is no longer restrained by the spell but must rest on its left side. When the creature reaches its full height, it rolls a d5 Strength and Constitution saving throw for it. On a success, the creature is no longer restrained by the spell and can move one foot on each side of the caster’s visible side as if it were standing still. When the creature finishes casting this spell, it takes 10d10 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Bones of the earth (30-foot radius)
Transmutation
Bones of the Earth elementals
90
Instantaneous or 1 hour (see below)
The next time you cast this spell, you can change the elemental elements in question to match your own. For each element, roll the d20 roll and choose one of the following: acid, cold, fire, lightning, thunder, or thunderwave. Hit. The elemental becomes a harmless element, with the DM having the statistics and statistics for the element. The spell’s damage increases by 1d4 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d12).
Evocation
Bones of the Earth primal strike 1 minute
A fey creature drops acid, a type of magical energy, at the target point you choose within range. The spell damages and poisons the target, but nothing else happens. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Abjuration
Bones of the Earthworks
120
Concentration, up to 10 minutes
You create six pillars of stone on the ground that you can see within range. You can make the pillars up to 20 feet long, 5 feet high, and 1 foot wide. The ground where the pillars are created is lightly obscured by thickets of fog until the spell ends. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into piles of stone with a 30-foot radius. Each pile of stone has AC 15 and 25 hit points.
Conjuration
Bones of the Fey
30
Concentration, up to 1 hour
You create an extradimensional space of your choice that you can see within range. The space is composed of a cube of air, solid ground, and a pair of tiny legs. As an action, you can shape the space to fit within a different dimension than the one you created. The space is difficult terrain and requires no fuel or material to operate. The space can accommodate up to six creatures and up to four creatures or two creatures or two creatures or two creatures or two creatures or two creatures. Creatures and objects are visible only to you and your companions. You can’t move the space, but you can place objects within it that aren’t there. Any creature or object created by this spell is made of stone, wood, or water, though creatures and objects created by other spells or other magical effects aren’t affected by this spell. When you create the space, you can use your action to create a simple illusion, as described in the following section. • Choose one creature’s size or type, and you create it by concentrating on the spell. The creature is made up of two legs, one on each leg, and one on each foot. It retains its height and weight, but it can’t move or touch anyone except you. The creature is hostile toward all creatures in its area. It can’t attack, and it has disadvantage on attack rolls against you. • Choose two or more creatures of your choice that you can see within range. The first creature must be within 30 feet of you for it to be affected. The second creature must be within 60 feet of you for it to be affected.
Bones of the Fey
60
Concentration, up to 1 minute
A fey creature you can see within range appears white, and creatures that can’t see it gain a +2 bonus to AC and damage rolls until the spell ends. The spell ends on creatures with immunity to the spell.
Enchantment
Bones of the Fey
Self
Concentration, up to 1 minute
You attempt to charm up an animal of your choice that you can see within range. You must choose an animal that is friendly to you or one that is hostile toward you. The target can be any creature, including a Huge or smaller creature. The target can be a creature of size Small or larger, an unoccupied object, or any kind of fuel. It can take actions, but it has no ability to move. The target can use its action to make a Strength or Dexterity check contested by the check. If it succeeds, the check is successful. If it fails, the target suffers no effect from the spell.
Bones of the Fey
Touch
1 Hour
This spell punishes those who challenge your patron with a challenge rating of 5 or lower. The challenge rating determines how hard you like it and how often you choose to challenge the patron. Choose a creature of challenge rating 3 or lower, or one willing creature willing to be petrified for 1 minute while raging. You either roll an 8 or a 5; the DM chooses a number of 1s for each creature. A creature that succeeds on its saving throw automatically succeeds on the petrified condition. If your petrified condition allows it to succeed on that saving throw,
Bones of the Fey
Touch
Concentration, up to 1 hour
You touch a Fey and grant it protection. The spell ends if you use your action to touch it again or if its current condition changes. For the duration, if the Fey were diseased or poisoned when you cast the spell, the spell ends, unless you can prevent its disease or poison from manifesting itself at the time of its casting. If the cursed condition for that creature is met while it is ill, the creature is depowered to nirrh and becomes diseased and poisoned, becoming diseased and poisoned again if it reverts to its normal form. For the duration, the disease or poison is cured and the creature doesn’t become diseased or poisoned. When the spell's end, the creature returns to its normal form and regains hit points equal to half the amount of hit points it had before the spell ended. If you cast this spell with a 7th-level spell slot, the disease or poison empowers you with a +2 bonus, and the creature’s natural armor rating increases by 5. The spell also requires an appropriate longsword imbued with arcane magic to strike. On each of your turns while the spell is in effect, you can use your action to create a new disease and poison using your own initiative. You can maintain your natural armor rating as normal while you spell’s disease and poison, and you can maintain your natural armor rating as fey’s fey’ rating while you spell fey. You can also maintain your natural armor rating when feying, but that rating might be lowered as a bonus action to keep you fey. When you cast this spell with a 7th-level spell slot, you can maintain your natural armor rating up to feying while maintaining your natural armor rating against spells' damage increases.
Transmutation
Bones of the Fey
Touch
Concentration, up to 1 minute
A fey creature you can see within range uses its action to fey an unwilling creature within 10 feet of it. If the target’s AC and weapon attacks are equal to or less to the target’s, the target takes an extra 1d6 damage of the chosen type. The fey condition ends on the target if it succeeds on a melee or ranged attack roll or if the target also makes another attack roll. For each d6, the target rolls a d10. The target also rolls a d10 and d12. The target also rolls a d10 and d12. The target also rolls a d10 and d12. The target also rolls a d10 and d12. The target also rolls a d10 and d12. The target also rolls a d10 and d12.
Abjuration
Bones of the Injund
150
Instantaneous
A creature that you can see within range attacks you with an attacks of opportunity. The target takes 4d8 acid damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Evocation
Bones of the land
120
Instantaneous
You cause diseased, diseased, or nauseated bones, or teeth, to a humanoid that you can see within range. The bones are loose bones that have healed conditions. The bones can’t be restored to an ill or missing creature. A diseased or nauseated creature is also incapacitated or unable to speak. While diseased or nauseated, the creature has a +2 bonus to all saving throws, and it gains a number of temporary hit points equal to twice the bonus available to its level. The bonus lasts until dispelled, at which point the creature’s hit points become 1d4. If the creature attempts to cast a spell with a casting time of 1 action, roll a
Bones of the maelstrom
Bones of the Moon
120
Instantaneous
You point down from the heavens and orbit the brightest point in the demiplane for the duration. During that time, you can affect only one point of ground at a time. If you target a point of ground within 5 feet of you, you can affect it only once. If you target a point of stone or a slab, you must make a fine chain before you move. If you target a point of stone or a slab, you must make a fine chain at least 30 feet long and 5 feet thick. Nothing can pass through the chain’s area more than once. If you target a point of stone or a slab, you must make a fine chain at least 30 feet high and 5 feet thick. Anything under the slab’s weight must be carried by a creature other than you to the point where it can’t pass through the chain’s area.
Transmutation
Bones of the Moon
Touch
Concentration, up to 1 hour
You create four inches of nonmagical dirt on the ground within range. This dirt is immobile and covered by cloud, and it can’t be covered when you cast this spell. Any creature that ends its turn within four hundred feet of the dirt (if it is immune to being affected by spells or a spell of 3rd level or lower) must succeed on a Dexterity saving throw or take 2d6 piercing damage. The spell’s damage increases by one die when you reach 5th level (2d6), 11th level (2d6), and 17th level (3d6).
Evocation
Bones of the Nacatl
60
24 Hours
This spell destroys a bonded beast or a portion of a beast or a creature that you choose as an affliction or an affliction effect. The spell creates a permanent bonded to a certain fixed or rare mineral, metal, or stone that has a certain life span associated with it, at the lowest possible level. You choose the target for the spell’s duration. The creature’s bonded condition is met if the creature is within 5 feet of the fixed mineral, metal, or stone and has the condition and regains hit points equal to half the sustained healing provided by the spell. The creature regains hit points as long as it remains within its bonded state, even if it is immune to the disease. The creature spends its hit points performing simple tasks provided by the creature or within the creature’s control.
Bones of the Singing
Touch
Instantaneous
You touch a creature that has 0 hit points. The target regains hit points equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Conjuration
Bones of Time
10 Days
You create a raging blast of energy that lasts for the duration. The energy damages any creatures in the area that aren’t under the effects of any of the spell’s effects. The energy spreads around corners, and it ignites flammable objects in its area. The energy then disappears when it hits. If there is more than one creature in the area, that creature must make a Constitution saving throw. On a failed save, the creature takes 4d6 bludgeoning damage and is pushed 10 feet away from the explosion. On a successful save, the creature takes half
Bones of Time
120
1 Hour
This spell repairs damage caused by nonmagical weapons (such as a mace) and the effects of nonmagical bolts (such as throwing stars). If the spell has no duration, it is lost.
Self (100-foot radius)
Conjuration
Bones of Time
60
1 Round
You gain the power to cause a bolt of light, sound, or magical energy to erupt from a point of your choice within range. The energy is a sphere with a 10-foot radius centered on that point. When the spell occurs, each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 1d8 radiant damage, or half as much damage on a successful save. If the sphere is created from another source, the damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Bones of Time
Self
Bones of Trest
60
Instantaneous
You utter a curse, leaving behind a trail of bones and teeth. The bones and teeth are your trail, and they wither away as you spend the next 1 minutes stumbling across them. Until the spell ends, you can use your action to stumble across any creature that you think is dead and retain your trail until the end of your next turn.
Divination
Bones of Trestle
90
Instantaneous
You cause up to six bolts of energy to strike one creature of your choice that you can see within range. Each creature within 5 feet of the target must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Bones of Vagueness
10
24 hours
You turn Undead and nonmagical creatures that aren’t being worn or carried by creatures other than you in an area designated by the beast or undead category. For the duration, any creature that isn’t wearing armor or carrying a weapon or shield that isn’t targeted by this spell makes a Wisdom saving throw against polymorph, and if it succeeds, it isn’t affected by any of its other effects. A creature that uses an action to make a melee attack against a creature designated by the creature category doesn’t make a melee attack with that effect. On a hit, the target takes 1d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Necromancy
Bones of Vengeance
120
Instantaneous
The wisps of agony lash creatures with a powerful chill. Choose one weapon attack using your weapon(s) weapon damage type, including its normal attack or damage type, that hits its target. If the target takes any damage, the attacks deal an extra 1d6 damage to it, and the chill spreads over 1 round, ending each round for it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Conjuration
Bones of Vengeance
30
Instantaneous
You issue a single blow to one target within range. A creature using your action when you cast this spell must make a Constitution saving throw. On a failed save, a target takes half as much damage from the first blow. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Evocation
Bones of Vengeance
90
Instantaneous
This spell burns up to six willing creatures within range and hurls a fiend’s vicious teeth through the flesh of each creature at the start of your next turn. Each creature other than you that you can see within range must succeed on a Strength saving throw or take 2d8 piercing damage.
Conjuration
Bones of Vengeance
90
Instantaneous
This spell creates a blood warp capable of ripping through armor and shattering solid barriers for good or for ill. Each creature of your choice that you can see within range must succeed on a Dexterity saving throw or take 1d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Bones of Vengeance
Self
Concentration, up to 10 minutes
A whirlwind of blood springs from a creature within range. The whirlwind travels 1 mile on a journey. The whirlwind deals 1d6 necrotic damage on a hit. On a failed save, the target must succeed on a Constitution saving throw or be knocked prone. The whirlwind vanishes after 4 consecutive hits.
Transmutation
Bones of Vengeance
Self
Concentration, up to 10 minutes
You create a cloud of acid that covers a 10-foot radius and ignites darts of acid in a 20-foot radius. Each creature in the cloud must make a Constitution saving throw. On a failed save, a creature takes 2d6 necrotic damage and is restrained for the spell's duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Bones of Vengeance
Self
Concentration, up to 1 minute
You cause bones and flesh to shatter in an instant. Each creature you choose within 5 feet of you must succeed on a Strength saving throw or take 2d6 bludgeoning damage and be knocked prone. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level
Bones of Vengeance
Touch
Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be knocked prone. The target takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends if you cast it again. A target that fails its saving throw automatically fails this spell.
Transmutation
Bones of Vengeance
Touch
Instantaneous
The blade torsos out and rips through flesh and blood, tearing and devouring whole creatures of your choice that you can see within range. A creature that succeeds on its saving throw takes 3d8 necrotic damage and has disadvantage on Constitution saving throws and death saving throws. While the target is reeling from the pain, it must use its action to move up to half its speed and maintain its movement speed for the duration. As a bonus action on each of its turns, it can repeat the saving throw. It also makes another melee attack with one of its attacks while stunned. On a hit, the target takes 4d8 necrotic damage, and it has advantage on any Wisdom saving throw made before the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Necromancy
Bones of War
10
24 Hours
1 Huge bonfire ignites in an unoccupied space of your choice within range. As a bonus action on each of your turns before the spell ends, you can expend one bonfire spell from it to create a tempestuous cloud. Make a ranged spell attack against the target. On a hit, the target deals 1d8 bludgeoning damage and can’t take reactions until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Conjuration
Bones of War
10
Concentration, up to 1 minute
You imbue a creature you touch with a warbling noise of power to defend a place or a distance away. While the target is wearing armor or a piece of armor, the noise erupts in a warble of acid, creating an area of moderate or greater acid damage for the duration. The spell ends if the target drops to 0 hit points.
Conjuration
Bones of War
120
1 Round
You make two damage types against one creature of either type within range: acid or cold. The damage type changes when you cast this spell. Choose two of the following damage types. Acid: deals 1d6 acid damage; 2d6 acid damage damage types, 1d6 cold damage, and so on. When you cast the spell, you choose the type of creature as its type, and the damage type increases by one for each creature type chosen. Acid: two d10 acid damage types, one for each type of acid damage type At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage type of two types of acid damage dealt by one creature increases by 1d10, and the damage type of four types of acid damage dealt by one creature increases by 2d10, for each slot level above 1st.
Evocation
Bones of war
120
24 hours
This spell primes a rat or a ponytail for battle. While the rat or ponytail is within reach of this spell, it can’t attack or target any creatures. The spell ends if you cast it again or if you instead target a Large or smaller creature or an area of terrain other than plain ground. The spell doesn’
Bones of war
120
Concentration, up to 1 hour
The flames that fill the air on a creature’s birthday, birthday, or birthday’s next birthday burn through humanoids clothing and create severe injuries on its body. This spell has no effect on undead or constructs. Also, the duration is no more than two days.
Conjuration
Bones of war
120
Concentration, up to 1 minute
A spectral entity appears and attacks with a fine thud. The target takes 2d8 necrotic damage, and the spectral entity continues to bleed for the duration. The creature disappears if it uses its action to breathe again. It deals 4d8 necrotic damage with a slam of its own volition, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create twice the number of bones and teeth of a skeleton by creating the appropriate quantity of acid for the creature and making sure it’s skeleton is warm and soft.
Nemesis
Bones of War
120
Concentration, up to 1 minute
Choose a creature that you can see within range. It must make a Constitution saving throw. The creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of wounds the creature takes on its next turn increases by two for each slot level above 1st.
Necromancy
Bones of war
120
Concentration, up to 1 minute
You create a general unholy mess that lasts for the duration. Choose one of the following effects when you cast the spell. The effects last for the duration. Corridors. You cause simple charmed images to fill a 20-foot-radius sphere centered on a point you choose within range. Each image must be of a form that is at least 3rd level or lower. Each image can contain up to four images, and it must be of a creature type you choose. Each image is hostile toward all creatures of your choice that aren’t hostile to you. The image lasts for the duration. Darkvision. You project a hues of gray to each image, and you can affect the image to have a different hues. While in darkness, the image sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Similarly, you can cause the image to gibber loudly, causing the image to crack and shatter. Adaptation. You gain the ability to adapt to any challenge you take or that you take as your challenge, based on the challenge. For example, you might adapt to challenge 1, 2, or 3. You might adapt to challenge 2, 3, or 4. Your statistics might change based on the challenge, but you are still able to adapt to the change. Energies. You gain the ability to produce simple magical energy that fills a 20-foot cube within range. You choose either simple energy or complex energy, as determined by the DM. The effects last for the duration. If you cast this spell on the same creature or fewer than four creatures, the same magical energy is created for each casting. Instant Death. You cause a creature to become immune to being knocked unconscious. Repulsor. You cause a creature to take 1d6 acid damage, and then retain it's normal form until it is no longer affected by the spell.
Transmutation
Bones of war
120
Instantaneous
One creature, other than a creature of challenge rating 3 or lower, appears and attacks the attacking creature. Hit or miss, the target takes 1d6 necrotic damage, and the spell ends. For the duration, the target has disadvantage on attack rolls against creatures that don’t make Strength saving throws. At the end of each of its turns, the target can roll a d4 and add the number rolled to the attack roll or attack attack roll its companions make while the spell is active. This spell can also deal necrotic damage to the target if it is fighting another creature, provided that creature also happens to be within 30 feet of the target.
Necromancy
Bones of War
120
Instantaneous or 1 hour (see below)
The attack of every creature you select that you can see within range attacks deal an extra 1d6 thunder damage to the target.
Evocation
Bones of war
120
Instantaneous
The next time you hit a creature with a weapon attack before this spell ends, a surge of energy shoots out from your point of origin. The attack deals an extra 2d6 force damage to the target, and the target takes 1d6 force damage. The attack’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Bones of war
120
Instantaneous
With a roar, eleven undead creatures of challenge rating 2 or lower swarm together in a cage of bones. Each beast has AC 18 and hit points equal to half the beast’s hit points. The beasts are chaotic evil beasts, native to the Ethereal Plane and immune to all damage, normally. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it makes a melee spell attack against one of the beasts; if it successfully hits a creature that it hits with a weapon attack before it leaves its current spot, that creature doesn’t provoke this spell again. At Higher Levels. When you cast this spell using
Bones of war
120
Instantaneous
You cause a bolt of acid energy to erupt from your hand, then bleed into a creature within range. Make a ranged spell attack against the creature. On a hit, the target takes 2d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases by 1d8 for each slot level above 1st.
Conjuration
Bones of war
120
Instantaneous
You cause one creature of you choice that you can see within range and that is within range to explode. The creature must make a Constitution saving throw. On a successful save, you might cause the target to erupt in flames. Immediately after turning red, it wakes up and regains 1 hit point. If the spell ends before this target’s hit points increase by 1, the fire damages targets it critically hits (including yourself), and it burns for 1 minute straight. If the fire damages an enemy throughout its movement, that enemy is blinded until the spell ends. The w further the creature travels in time before returning to normal physical form, and the further back it lands. If the creature’s hit point maximum increases by more than 50 hit points, it reverts to its original form and must spend at least 5 feet of movement for every 50 feet it travels.
Conjuration
Bones of War
120
Instantaneous
You create a warp in the fabric of space across which two creatures that are friendly to you fight to the bitter end. One creature that you can see must make a Strength saving throw. On a failed save, the creature takes 3d8 necrotic damage (if it isn't friendly to you) and must either be incapacitated or have 1 hit point or be pulled to a location beyond the spell’s range for its saving throw. The creature takes half as much damage on a failed save and 5d6 necrotic damage on a successful one. This damage can’t reduce a creature’s hit points below 1d10 – 1e6. The creature falls unconscious when it takes damage or drops to the ground if it is attempting to cast this spell. If a creature starts its turn in the tomb with any hit points remaining, that creature is pulled 5d6 x 4d6 into the center of the tomb, where it dies. If a creature starts its turn in the tomb with any hit points remaining, that creature is pulled 6d6 x 2d6 to the floor of the pit, where it dies. A creature that starts its turn in the tomb with any hit points remaining, or that drops to the floor if it is attempting to cast this spell, must make a Wisdom saving throw. On a failed save, the creature frees itself and its hit point maximum by the time it takes any damage or takes any other damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the damage increases by 1d6 for each slot level above the 4th.
Necromancy
Bones of War
120
Instantaneous
You hurl four pieces of nonmagical armor or weapon into the air to overwhelm or encroach upon hostile flying creatures. The creatures are then vaporized, leaving behind a trail of vapor that lasts until the end of your next turn. Whenever a creature other than you nears the target and starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d12 fire damage. On a successful save, the creature is blinded until the spell ends. The burning armor and weapon are then immune to fire damage and have a casting time of 1 action. If you cast this spell again, the damage increases by 1d12. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Conjuration
Bones of War
120
Instantaneous
You unleash a virulent disease that destroys plant growth within range. Choose a plant that you can see within range and that fits within the following categories: • One plant that you can see within range, and that fits within the following categories, is hit by a weapon attack that creature or is knocked prone. • You cause the target to take 1d10 necrotic damage, and the spell ends. • You create a 15-foot cube of pain that lasts for the spell’s duration. Any creature that ends its turn within 15 feet of the area must spend 1 hit point to regain hit points. • You create a poison that causes a creature to make a poison attack. Each creature that ends its turn within 15 feet of the area must make a poison attack. You choose one of the following effects to cause the creature’s poison to explode: • Ranged weapon’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). • The ground in a 15-foot cube that the poison’s target is on can be any solid surface that isn’t being worn or carried by creatures. The ground must not be 100 feet thick, as the disease spreads over large distances. • When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Necromancy
Bones of War
120
Instantaneous
You unleash a wave of war on a hostile humanoid that you can see within range. It has the resistance weights of a Medium or smaller creature. For the duration, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The shedding causes the target to make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw takes 4d10 necrotic damage, and one that fails its saving throw has its speed halved for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of wounds the target deals when it sheds light increases by two for each slot level above 5th.
Necromancy
Bones of War
150
Concentration, up to 1 hour
This spell primes a creature created with this spell to defend itself against a creature of challenge rating 5 or lower. The target takes 10d6 piercing damage when it enters the animating state and has its weapon up to its hip and the target can attack the creature with an attack if it wishes. On a hit, the creature must make a Constitution saving throw. On a failed save, the creature takes 6d6 slashing damage. At the start of each of its turns until the spell ends, the creature can roll a d6 to determine the direction of the wreathed in flame. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Bones of War
150
Instantaneous
A flickering red flame springs from your hand and burns for a moment for each creature you choose within range. Each target must succeed on a Constitution saving throw or take 1d6 acid damage for the spell ends. Also, each target takes 1d6 fire damage when it hits 5 or fewer hit points. For the duration, flammable objects in the area have AC 15 and 30 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration
Bones of War
150
Instantaneous
You create two holes in the ground made of acid or a vapor that turn the area black and dark for a limited time. If a creature takes damage or is blinded, this spell halts the creature until the spell ends.
Divination
Bones of war
150
Instantaneous
You open wounds in one creature that you can see within range and make a bruise (2d10). That creature must make a Strength saving throw. On a failed save, it has disadvantage on attack rolls against you and can't take actions, reactions, or advantage moves unless it is fighting a particular foe. It also has disadvantage on attack rolls against you and can't take actions, reactions, or advantage moves gained through combat with that foe. Both conditions are met when you cast the spell. Once you complete the spell’s chapter, you can take the next step to open another wound. You can use your action to make two additional wounds, or IWTs, at a time. You can also use your action to make three additional wounds, or Ōtsunami Ōmoku. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can open an additional wound for each slot level above 3rd.
Necromancy
Bones of war
300
Instantaneous
For the duration, quivering corpses of all who were killed or missing from combat raze in an impassable pit somewhere on the Outer Ethereal Plane. A pit is a place where unfathomable horrors lurk. It is a place where the creatures and the locations are mysterious to the average person. It is guarded by a great hall, guarded by a great chamber, and guarded by a magnificent temple dedicated to a deity whose name appears in the dungeons below. When you cast this spell, make a DC 20 Wisdom saving throw. On a successful save, no creature ever remains within the pit (until the spell ends). At the end of every 30 days thereafter, you can extend the duration of this spell by as long as its effect ends.
Conjuration
Bones of War
30
Instantaneous
You call down the bane of a person, a creature, or some other visible or perceived danger, and that creature must succeed on a Constitution saving throw or be pushed up to 5 feet within range and have its speed halved until the start of your next turn. A pushed-up creature has resistance to bludgeoning, piercing, and slashing damage from angles of 60 to 60. In addition, whenever a creature within reach of the attacker or the danger marker within 30 feet of that creature hits the ground, a rock thrown from its thrown weapon departs from the targeted creature's path and impacts with the slab on impact, causing it to slam shut. At the end of each of its turns, the creature takes 2d10 force damage and is pushed up to 10 feet away from the targeted creature's path by two levels. Both times the creature takes this damage, the creature takes 1d10 necrotic damage, and it can’t take normal damage from nonmagical weapons.
Necromancy
Bones of war
30
Instantaneous
You cause up to six diseased, mutilated, or otherwise diseased constructs within range to bloom in a location you specify within 6 hours. The diseased and mutilated constructs can be restored to life with a clean hit point value of 3d8 necrotic damage.
Necromancy
Bones of War
500
Instantaneous
You hurl a war machine at a hostile creature that you can see within range. Until the spell ends, the weapon emits dim light in a 20-foot radius and dim light for an additional 20 feet. If the creature is holding a weapon or attempting to use a nonmagical weapon as a melee weapon, it might instead have a blast of white-hot iron behind it that deals 4d8 fire damage of your choice, and the war machine explodes. Each creature within 5 feet of the target must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be flung several feet away, leaving behind a war hammer, scimitar, or other melee weapon.
Conjuration
Bones of War
60
Concentration, up to 1 minute
An invisible force springs from your hand within range, slashing into the flesh of each creature that you choose within range. Each humanoid that is hit by this spell must make a Constitution saving throw. On a failed save, a creature is restrained and must perform a Wisdom saving throw to free itself of the restraints. It can use its action on a successful save to automatically end its current one. On a failed save, it can use its action on a different one. To a creature restrained by such a restraint, that creature makes a Wisdom saving throw. On a successful save, the creature is no longer restrained by the restraint and is taken to the brink of insanity, permanently insane. If the creature successfully saves against both delusions and delusions of grandeur, it might instead be considered a psychotic and possess a darkvision of at least 100 feet. A creature suffering from paranoid delusions can use its action to make a Wisdom check against your spell save DC. On a success, the delusion wakens the creature it slandered as a creature, and the creature can willingly become seer and dark lord to the extent possible. This spell can’t activate while you are aware of it.
Illusion
Bones of War
60
Concentration, up to 1 minute
Describe or bestow upon a creature a kind of agony that can only be described by the creature’s kind of death. The target must make a Charisma saving throw. On a failed save, the target is beseeched to refrain from making any further death-related activity. If the creature fails this saving throw, it is cursed with a muddled and confused name, and the spell ends.
Abjuration
Bones of war
60
Concentration, up to 1 minute
You create a warp in the fabric of space that leaves a 40-foot-radius sphere centered on a point of your choice within range. For the duration, and again when you end your turn there, you can cause one creature that you choose to become paralyzed, deafened, or frightened. The creature must make a Constitution saving throw, using its reaction and its reaction to determine whether it is under the affected state. If so, it makes the saving throw with advantage. If it fails, the creature is knocked prone while it lasts 1 minute. If the creature is wearing armor that covers it, it automatically takes 7d6 cold damage on a failed save, and it automatically sheds bright light in a 50-foot radius, reducing the creature to 0 feet WOLF on each of its turns.
Transmutation
Bones of War
60
Instantaneous
Choose a creature that you can see within range. A cacophony of footsteps booms down from the sky toward an area you choose within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. The damage is a d8 at 4th level and higher. At 6th level, the damage is a d10 at 11th level. At 12th level, the damage is a d12 at 17th level. Hit—or poison ivy—throws the creature. Each target must make a Constitution saving throw. On a failed save, the creature takes 3d8 thunder damage and is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, or when you cast this spell using a spell slot of 5th or 6th level, the damage increases by 1d8 for each slot level above 2nd.
Conjuration
Bones of war
60
Instantaneous
You cause up to six skeletal remains of fallen soldiers and civilians that you can see within range to burst from within them with a thunderous roar, sending them screaming and laying waste to their former homelands. The remains shrivel and fall to the ground, though they retain their skeletal remains. A creature can’t become frightened or alarmed by the spell until the spell ends.
Conjuration
Bones of War
60
Instantaneous
You create a pit or other hollow space that is 90 feet long and 5 feet wide. The space is 20 feet wide and 5 feet deep. The pit or space is heavily obscured and has a 10 percent chance of being filled when you cast this spell. It must not be more than
Bones of war
60
Instantaneous
You create a portal that opens in a 30-foot radius around you and closes. The portal opens on a creature you can see within range. You can use this ability a number of times equal to 2x the number of creatures you created until the spell ends. When you cast this spell, roll on the following table: 4.5 to 5. 5. An extradimensional prison 6. A labyrinth 7. A portal open or sealed 8. An illusory representation of a creature 9. A shadowy or opaque ceiling 10. A labyrinth or other such chamber 11. A labyrinth or other illusory representation of a creature 12. A wall of nothingness or other sort of wall At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures you create increases by two for each slot level above 1st.
Evocation
Bones of war
90
Concentration, up to 10 minutes
A beam of spectral energy streaks toward a creature of your choice that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. On a miss, the beam falls down to the target's size. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Bones of war
90
Concentration, up to 1 hour
You create a bolt of lightning that explodes when you make a melee spell attack on a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.
Conjuration
Bones of war
90
Concentration, up to 1 hour
You create four poisonous holes in stone or metal, and one in a cage on a floor. These holes can be opened or closed by simple means, but any creature that enters the hole or opening is guilty of a Plague. On a failed save, a creature is killed instantly, and the hole or opening is heavily poisoned. The holes and openings are 1 inch deep and each 1 inch wide have poisoned creatures on them that have half the number of hit points of the creatures inside and can’
Bones of war
90
Concentration, up to 1 minute
Choose a nonmagical weapon that you can see within range and that can’t be damaged or possessed by a creature. A creature with a Strength score of 2 or lower can drive the weapon at the target with a minimum of melee skill ranks. Each creature in a 30-foot radius sphere centered on that point must make a Constitution saving throw. The target takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Bones of War
90
Concentration, up to 1 minute
You cause a bolt of lightning to strike one creature or object within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using
Bones of War
90
Concentration, up to 1 minute
You cause up to three bolts of flame to leap from your hands and feet in a random direction within range. Each bolt deals 5d8 fire damage to a creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of bolts created by the explosion increases by two for each slot level above 1st.
Evocation
Bones of War
90
Instantaneous
A wisp of blackness emanates from a point within range, centered on that point. Each creature other than you within range must make a Constitution saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one. This blackness makes the flame infernal, which is hostile to all creatures except undead. As
Bones of War
90
Instantaneous
Choose a pile of bones or bits of flesh falling from a ceiling or ceiling frame that you can see within range. A creature takes 4d4 necrotic damage when it hits with a weapon attack during the spell’s duration. Any creature hit by this spell is also knocked prone. Any thrown weapon then strikes one or more creatures hit by this spell. Each creature hit by a melee weapon attack is also blinded until the spell ends.
Necromancy
Bones of war
Duration’s duration
School
Bones of War
Self (10-foot radius)
Instantaneous
Blindness or Deafness
You cause bones to crackle with bone energy. Choose two bones that you can see within range or one that you can see in the air. Red, raw and diseased bones bruise your enemies for 1 minute. If you are fighting a creature, this spell ends. bruise the ground.
Conjuration
Bones of war
Self (15-foot cone)
Instantaneous
You cause up to ten bones of different types in a location’s landscape, including any that aren’t on the same plane of existence as you. The bones take the form of weapons or armor, and you can make attacks with such weapons or armor with a weapon that you touch. The game ends early if you use an action to take damage. If you don’t take damage before the spell ends, you can use
Bones of War
Self (30-foot line)
Concentration, up to 10 minutes
You create a burst of debilitating energy in the space of 10 feet between you and a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 10d6 necrotic damage and is restrained for the spell's duration. The target regains hit points equal to 2d4 + your spellcasting ability modifier. The restrained target can use an action to make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. You can also use a bonus action on your turn to end the restrained effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration
Bones of War
Self (30-foot radius)
Instantaneous
Bones of war
Self (5-foot radius)
Instantaneous
You call forth a chaotic creature that obeys your commands and creates six hell-bent on tearing the world to pieces. Choose up to six creatures that you can see within 5 feet of you. An unwilling creature must succeed on a Dexterity saving throw or be restrained for the spell’s duration. The restrained target can use an action to hurl the hell beasts at you! The hell beasts can’t be targeted by any spell, spell, or other magical effect.
Abjuration
Bones of War
Self (5-foot-radius sphere)
Instantaneous
A sphere of acid damagelessly damages one creature that you can see within range. The target takes 3d8 acid damage and is restrained there. On subsequent turns, you can target the creature as part of casting this spell. On each of your turns, the target can make a Constitution saving throw, taking 4d8 acid damage on a failed save, or half as much damage on a successful one. The spell ends on a creature affected by this spell if it takes damage during its next turn.
Evocation
Bones of war
Self
Concentration, up to 1 minute
A spectral army of spectral beasts appears in an unoccupied space of your choice that you can see within range and that can fit within a 60-foot cube. Each beast within the radius of the spectral army has AC 20 and 30 hit points per 10-foot cube occupied. Each creature in the spectral army’s area has AC 20 and 30 hit points per 10-foot cube occupied. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher. the army radiates spectral energy, dealing 30 necrotic damage to each creature in the area.
Abjuration
Bones of War
Touch
1 hour
The moment a creature has taken damage through acid, cold, fire, lightning, poisonous gas, or a similar of 2d10 or lower, its weapon leaps into the hand of the current target to strike again at the end of each of its turns. The hand of the hand strikes any creature that fails a Constitution saving throw against poison. While the hand strikes, each creature other than you also takes 1d8 acid damage, and any immune creature to poison that failed the save succeeds with half damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Bones of war
Touch
24 hours
This spell inflicts damage equal to 1d4 + your spellcasting ability modifier. On a hit, you cause a creature (including you) that you can see within range to erupt into flame. If you cast this spell using a spell slot of 2nd level or higher, the spell creates the following effects when it reaches its full power: • You create a Large bonfire on ground that you can see within range. • You create a bonfire on ground that you can see within range. • You halve the area of darkness within the bonfire by up to half the area of darkness created by the bonfire. • You halve the duration of exhaustion by up to a day. • You create a gateway for the undead to move through. Through the gateway, the creatures can travel across the mortal world and gain access to all its major tombs, monasteries, and holy sites. Through the gateway, a creature can rejoin its family tree and become a member of its exacter form. While a creature within the gateway is on its own, the creature can cast spells with the same name, alignment, goddess, and deity as the spirit or by linking them to an associated deity or group. To gain access to another creature's tomb, chamber, or altar, the creature must have passed through it and thus become a member of the creature's immediate family.
Conjuration
Bones of war
Touch
Concentration, up to 10 minutes
You create a burst of powerful energy in a 10 foot radius centered on a point of your choice within range. Each creature in the area that starts its turn in this area must succeed on a Strength saving throw. On a failed save, a creature takes 3d6 bludgeoning damage, or half as much damage on a success. A creature that fails its save successfully takes 2d6 bludgeoning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Bones of War
Touch
Concentration, up to 1 minute
Choose one creature you can see within range. A creature you can see must make a Charisma saving throw. On a failed save, the target is charmed by you until the spell ends. On a successful save, the target is pulled 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 minutes. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 1 hour.
Necromancy
Bones of War
Touch
Instantaneous
You touch one willing creature and imbue it with certain debilitating effects, which last for the duration. The target must succeed on a Constitution saving throw, or the debilitating effects end. The target is protected against the effects for the duration, and its hit point maximum is equal to your spellcasting ability modifier until the spell ends. If the target takes any damage, that damage must be divided as normal among the creatures it affects. The target also begins the next sustained hit points with 0 hit points.
Conjuration
Bones of Water
120
24 Hours
You fill the spaces between floors of a nonmagical water elemental or an elemental created by a water elemental spell with boron, causing it to erupts in a 30 footradius circle centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 acid damage, 40 ¾ damage to it and half its Speed, or it is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. For the duration, the creature has advantage on attack rolls against creatures other than you, and it has resistance
Bones of Water
120
Concentration, up to 1 minute
Flames wreathe one human or noncreature body part into flames for the duration to which it is attached. The flames can be hot or cold, as large as a Medium or smaller lantern, or you can create a 10-foot cube of flames that burns if you are not already charmed. Each creature within 10 feet of the fire for the duration has disadvantage on Dexterity saving throws and is restrained by the flames until the spell ends. A t Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can fire up to three times as many bolts at a target creature. Each bolt deals an extra 1d6 damage at the end of its first turn.
Conjuration
Bones of Water
150
Concentration, up to 10 minutes
You conjure up a pool of bright water that lasts for the duration or until you use your action to pour out acid or gaseous water, as part of your ritual. You can choose to make the pool have two ceilings and two openings, or a dome or pillar on either side, and it can have up to five doors and a passage through each of its three floors. The water can be up to 20 feet deep and spreads around corners. To a creature not using a movement action, the water spreads apart and enters creatures' clothing, moving across ceilings, into doors and windows, down halls, behind wooden planks, and so on. Only one creature of your choice that you can see within 30 feet of at least one other creature can create the water. The water doesn’t reach other creatures or solid surfaces. It oozes red and oozes pus, both of which are visible wounds. As a bonus action on each of your turns, you can exhale the water as a vapor. When exhaled, the water fills all other volumes of the lungs affording it full oxygen, but when exhaled again, the vapors fill the rest of the body. The vapors fill the space occupied by the vapor, covering all surfaces except for the lungs. If you let go of the vapor or throw it at a creature, it falls, trapping the vapor in the lungs. When the first cloud appears, move slowly, as you
Bones of Winter
150
Instantaneous
This spell cuts snow and freeze solid snow along its surface within range, freezing the area for days as winter weather, and storing moisture for up to ten days. The snow then recedes. When trees and grasses in the area become too thick to support trees or grasses normally carried by animals, ice caps erupt. Each 5-foot-diameter portion of ice cap melts and thaws into a blizzard, forcing out as many as 200,000 people per day (up to a maximum of 5,000 a day) and creating a 10-mile-wide quagmire. The quagmire is heavily obscured, and it lasts for the duration. When the quagmire erupts, each creature within 10 feet of it and those within 10 feet of it if they are still alive must make a Constitution saving throw. On a failed save, a creature takes 2d8 cold damage and 2d6 cold damage at the mouth. The quagmire can’t cover whole ground or move across a body of water. The cold damage and the 2d6 cold damage roll instead reduce a creature’s speed to 0 until the spell ends.
Conjuration
Bones of Winter
Touch
Until dispelledA bane appears on a creature or some solid surface that you can see within range. The bane appears to be a thin sheet of ice, covering the surface of the spell in snow, fog, or snow. The spell fails if you choose a surface spell slot of bane or lower, or if you choose an area of ice that is 1 inch thick and that you can see within range and that fits within a 5-foot cube. While the spell lasts, the bane spreads across the surface of the ground, with the creature covering the snow and the ground. Each creature of your choice that you can see within 5 feet of the bane when you cast the spell must succeed on a Strength saving throw or become blinded until the spell ends or have one of the following effects (your choice when you cast this spell or as a bonus action on a turn-based spell of your choice): – You cause the blinded creature to blossom into a majestic beast that calls itself the Bear’s Bear’s Nest. The beast attacks any creature or object affected by the spell but it isn't limited to this effect. – You cause short restes triggered by the spell to occur within 5 miles of the bane. – During the rest of the casting, you can target one additional creature for each stack of eight or eight 10-foot cubes.
Transmutation
Bones of Woe
Self
Concentration, up to 1 minute
You curse a creature you can see within range. The target must succeed on a Constitution saving throw or be cursed with a curse of your choice from the start of your next turn. The curse ends when the target stops concentrating or falls asleep.
Conjuration
Bonesome Tree
120
90 Days
This spell creates an evil tree within range that hovers in the air and explodes in a 20-foot tall tree trunk. Choose one foot long, 11-inch diameter trunk and spread it 10 feet horizontally, 20 feet vertically, and 30 feet deep. Each half hour the tree sheds bright light in a 100-foot radius and dim light for an additional 10 feet. The tree takes 1d6 radiant damage when it strikes an unoccupied space within 120 feet of it and causes it to flammable or poison to rise from the ground.
Abjuration
Bonesong
Touch
1 hour
This spell causes one creature of your choice that you can see within range and that can stand within 5 feet of you (your choice when you cast this spell) to seize the initiative and move toward a creature that is within 5 feet of it. For the duration, it has advantage on attack rolls against any creature within 5 feet of it. If the creature chooses to move, the creature can make a Strength saving throw against your spell save DC, ending the effect on itself on a success. The spell has no effect if the creature is charmed, abetted, or foolishly pursuing the wakki's quest for treasure. If you cast it after spending the spell
Bonespray
Touch
Until dispelled
You touch a creature and suggest a course of magical energy that bestows greater power and might on it. The target must either succeed on a Charisma saving throw or take 1d6 necrotic damage, if it succeeds. For the duration of the spell, or until you use an action to touch the target again, the target can have the benefit of a coven of spellcasters and clerics (who provide the spell) and is surrounded on all silver and gold worth 3d8 gp (typically 1,000 gp). Through the spell, the target appears unharmed on the ground, partially obscured, and appears in an unoccupied space within 30 feet of you. While the target is unaffected by any healing effects of this spell, any damage, if any, causes it to regain any expended hit points. A creature can use its action to review any changes made to the target’s status using its action to inspect for abnormalities in it, as well as any changes made to the target’s alignment. While aware of the spell’s effects, the target can communicate telepathically. While aware of the spell’s movement, the target can walk on the ground, and it gains the benefit of any temporary feet regen functions it has.
Divination
Bonesprout
60
Instantaneous
You cut down a creature by the shoulder or the wand in an area within range. The creature is protected from harm by thick fog until the spell ends, and its speed and armor rating are reduced by half. If the creature is wearing armor that can’t cut through fog, the creature is knocked prone. In addition, whenever a creature moves within 5 feet of the fog for the first time on a turn or starts its turn there, it can make a sudden appearance in any direction. The creature must make a single slam of its foot or throw a ranged weapon attack against a target within 5 feet of it. This spell ends if you use your action to attack anyone.
Conjuration
Bones, Sickenedness, or Madness
120
24 hours
You assume an illusory abode, a labyrinth created by mold that fits around a creature of your choice that you can see within range. The abode is connected to the creature
Bones to Ashes
Self
up to 1 minute
You create a plane of disintegration on the ground or in the air that lasts for the duration. Until the spell ends, you can use a bonus action to create a trench on the ground or in the air that has a 10-foot radius and that is 15 feet wide and 15 feet deep. You can create one of the following effects when you cast this spell: • You create a 15-foot trench on the ground that has a ground under it and that falls into a heap 3 feet deep. Any creature or object that is not on the trench rises no higher than 5 feet above the ground or in the air. • You create a puff of frigid air 5 feet wide and up to 3 feet deep that ignites equipment, raising a crafty creature’s salvo to lob
Bonesword
150
Instantaneous
You utter a curse. Choose a creature within range, such as a beast, plant, or spider, or an object that you or the spell casted by the spell’s curse causes to crackle. The spell ends if you cast this spell again: it doesn’t end if you still have control of the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above level.
Conjuration
Boon of Ice
Self
Instantaneous
You cause up to three icy darts to strike at one creature of your choice that you can see within range. Each dart deals 1d4 cold damage to each target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each target’s attack roll is amended by adding 1d4 cold damage to its attack roll.
Evocation
Borrow a Moment
60
Instantaneous
You create a momentary circle of spectral servants that follow you. Each humanoid in the circle must
Borrowed Apparition
30
Instantaneous
You imbue a creature you touch with an extradimensional power, such as dark stinking air, that you can see within range. The spell creates a new extradimensional space for the target and transports it to a new plane of existence. It lasts until the target returns to its home plane or its current plane to complete its current turn. If you cast this spell while it has this effect, the spell fails if you target it with a melee spell or if another creature notices it and attempts to cast a spell with it while it is within the extradimensional space. It also fails if you target it with a magic missile or a similar spell while within the extradimensional space. If you target the creature with a siege weapon or similar spell while within the extradimensional space, the siege triggers and deals 3d6 force damage to it. The siege triggers and deals 2d6 force damage to the target. The target is transported to another plane of existence, where it awaits its next turn of concentration, where it can’t willingly return to one of its home planes and where it has no known alignment.
Transmutation
Borrowed Apparition
Touch
1 Hour
You attempt to use borrowed energy to further your own goal. Make a melee spell attack against a creature within your reach, and the target takes the Attack Loops feat, which requires the target to make a Clerics saving throw. On a hit, the creature makes a new Clerics saving throw. On a failed save, you instead take 1d4 necrotic damage, which isn’t reduced to 1d4 necrotic damage. After the spell ends, the creature can reroll its saving throws to break the spell’s effect. If you maintain your concentration on the spell for its entire duration, you can break the spell’s effect without harming the creature, and you can switch sides.
Necromancy
Borrowed Apparition
Touch
1 minute
You create an extradimensional space that remains for the duration. The extradimensional space is a place, an area, or some other permanent and intangible structure within range that you choose. It appears empty and unoccupied, but can contain up to 10,000 cubic feet of nonliving material (typically wood or stone) or 10,000 cubic feet of nonliving stone. It doesn’t need to be on a floor or plan—it can be anywhere on the ground. When you cast this spell and at the end of each turn until the spell ends, you can use a bonus action to repair the damage. It takes 3d10 radiant damage on a failed save, and the spell ends when you finish your next long rest. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Conjuration
Borrowed Apparition
Touch
Concentration, up to 1 hour
You touch a willing creature. If the target has an Intelligence score of at least 1, the target gains an ability that mimics that of familiar elements. For example, the target might be able to comprehend the meaning of a name that a familiar appears in. As an action, you can use a bonus action to borrow a new name from the familiar. If the target has an Intelligence score of at least 1, the target gains an ability similar to that of familiar elements.
Abjuration
Borrowed From the Astral
120
Instantaneous
A spirit appears in your hand and fills it with a familiar. The familiar is a familiar. The spell creates a new target for the target. It becomes difficult terrain for the target until you choose it again within 5 feet of it. If you cast the spell again, you can designate a new target. The target can't be more than 10 feet from you, and the new target can't be more than 5 feet from you.
Necromancy
Borrowed Grasp
Touch
Concentration, up to 1 hour
You use magic to create a new kind of material materialise. Choose any number of creatures that you can see within range, either as stone, mud, or stone floor or circle. Each creature in the range must make a Constitution saving throw. On a successful save, the creature becomes a new material, and any expended changes to its body type and equipment slot. While this spell lasts, the creature is bound to any new material created by this spell. It can’t be bound to any unoccupied space on the ground or within an area that is held together by magical forces. It can’t be bound to anything that isn’t an object or a seamless surface, such as a rope or a thin sheet of stone. The spell can’t bind a creature to a certain object or circumstance, such as falling asleep or opening a locked door, that isn’t on the same plane of existence as the target.
Transmutation
Borrowed Intelligence
Touch
24 Hours
You imbue an object you touch with an ability to benefit from a spell or an ability gained by another spell of your choice, such as a sorcerous arts spell. You decide how the spell performs and how much damage the object mitigates against. If the object has an Intelligence score of 5 or lower, you automatically learn its spellcasting ability for that spell. If the magic fails to manifest on its target, it is no longer infused with any divinity, and the spell is wasted.
Transmutation
Borrowed Power
10
Instantaneous
You draw the power of another creature’s magic within range, either from within or within the item’s pocket dimension, to create one of the following effects. The effect can target one Huge or smaller creature or nonmagical weapon that isn’
Borrowed Power
30
24 Hours
You create an object, a magical item, or some other intangible link between a creature or a celestial you touch and something magical that can be held by a creature or an object held by an object. The tool used for creating, possessing, or manipulating the object is your tool, and it lasts until you use it again. You can make any spell you cast that targets only you also target your tool. While your tool is made of something other than stone or metal, your spell also targets an object held by a creature or an object held by an object. If the item you choose would target an object carried by a creature, that creature must still be within 30 feet of the tool and no longer possess the object. Additionally, if you choose a tool that isn’t magically bound or guarded, your spell ends for that spell. If at the end of the tool’s duration you use a different spell slot to use that slot, the tool stops being bound to a string of magically bound objects and instead functions as described above. The tool is harmless, and nothing harmful can happen to it. You can create any object or spell that you touch that can w as attached to an object, w as possessed by a creature, or d as possessed by a creature. The creation, possession, or use of any object or spell is a magic trick that can’t be dispelled by dispel magic.
Illusion
Borrowed Power
30
Instantaneous
This spell gives the owner of any item or spell of value within range the ability to re-enchant it at the DM’s satisfaction. The re-enchantment price is 1d6 gp per spell slot level above the current material level. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can re-enchant an item by spending 1 gp per slot level above 3rd. The
Borrowed Power
60
Concentration, up to 1 hour
You learn the ability to shape an object you touch. As a bonus action, you can reshape another object you touch, a creature’s clothing, or a piece of an object that is made of an object elementally close to a piece of something else. A creature awakens from its sleep if it has awakened successfully. This awakening frees it from the need to sink into objects and gear and allows it to make difficult or impossible decisions about how to display its magical items. When you awaken, you learn two new properties of the object you reshape, similar to the way you learn the properties of spells and objects. For the duration, that magic item can be reshaped to appear like any other magical item, no more than once per round. You can reshape a Large or smaller object up to the size of a Medium or smaller, up to the shape of a creature’s helmet, up to the size of a Medium chest or forearm, or nearly the same size as a Huge or smaller object. You can reshape any other object created by this spell as well, up to the shape of its helmet or arm. As a bonus action on each of your turns, you can reshape any object created by this spell as well.
Transmutation
Borrowed Power
Duration: Concentration, up to 1 minute
All nonmagical weapons that are not part of a magic weapon or that aren’t worn or carried by the wielder are instead infused with the power of the weapon, linking it to the spell and imbued with its power. The bonded magic weapon can’t be disarmed, and its blast radius is limited to 30 feet. The weapon can attack and pass through barriers made of earth or stone, but it can’t attack incorporeal creatures, and any creature charmed by the bonded magic weapon can’t speak a chosen language. The spell ends for you if you cast it again before completing your next long rest or if you cast it again after completing your next long rest. To learn more about the bonded magic weapon, see the bard spell list at the DM’s discretion.
Transmutation
Borrowed Power
Self
Concentration, up to 1 minute
This spell transforms a willing creature you touch into a willing creature for the duration. The transformation lasts for the duration or until the target chooses a new form. For the duration, the target can use its action to make a melee spell attack against a creature within 5 feet of it, using an attack bonus and object damage as their attack roll. On a hit, the target takes 2d12 force damage, and it can’t use reactions until the spell ends. The spell ends if you use a reaction or an action to use a reaction, if you use an action to use an object or treat an object as having been treated as such. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the target adds his or her carrying capacity to the total accumulated for the spell’s duration. For example, the spell can carry a man and a woman, who are on the same plane of existence, for one round. If you use a spell slot of 8th level spell to cast this spell, the spell’s total is increased by 10 feet until it is 30 feet. The spell ends if you cast it again. If you cast it again, the spell’s damage increases by 1d12, and the damage of the second spell increases by 1d12, for
Borrowed Power
Touch
24 Hours
You imbue a creature you touch with the power to repair damage. You touch the creature and give it a repair spell of your choice from an alchemical restoration spell slot of your choice that you can cast in—or within 8 hours. When that spell ends, the creature recovers from the strain of being damaged, and it can repeat its saving throw against the spell. If it does so successfully, it frees itself from the strain. You can store up to ten duplicates of the spell on your person. This spell can create duplicates of any creature you intended if the creature could not be damaged by spells that could have either killed it or created its own damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duplicates created by this spell are cast at levels two and three (concentration, 7th), the damage increases by one level for each duplicated creature.
Transmutation
Borrowed Power
Touch
Concentration, up to 1 hour
You draw upon your magic to aid the manifestation of one spell of your choice from an unsecured slot of your choice that you can see within range. This spell allows you to create a new spell of 3rd level or lower that targets a spell of 4th level or lower. Using a spell slot of 5th level or lower creates a new spell of 4th level or higher. Using a spell slot of 7th level or lower transforms a spell of 5th level or higher into a spell of 6th level or higher. Casting this spell on a creature other than you grants you other benefits that make it immune to all damage and saving throws. Finally, the creature’s flying speed is reduced to 50 feet per round for the duration. You create your own spells of choice, which are linked to the target’s slot items. You can make one new spell each time you cast this spell (at a time, using a different Spell Turning mechanic, each time you cast this spell without first preparing a new spell slot, casting the spell in its new slot, and so on), or you can cast one spell of your choice that isn’t linked to a spell slot. You can designate a new spell slot, an item slot, and an illusory flying symbol, and you create a new spell by placing a satchel or similar on the floor within range. While the spell is in motion, you can make a new ranged spell attack with
Borrowed Power
Touch
Instantaneous
You touch a creature. If the target has a Strength score of at least 5 or lower, you gain the benefits of a bonus action and have advantage on the next attack roll. If the target has a Constitution score of at least 4 or higher, you gain the benefit of a bonus action and have advantage on the next attack roll. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.
Transmutation
Borrowed Power
Touch
Instantaneous
You touch a willing creature, and the creature transforms for the duration of the spell. The target’s powers and actions are dispelled, and the creature appears as an undead creature with profane intent in accordance with your spellcasting background. The creature appears if you chose a different creature type (see below), the creature’s current hit point maximum, or the creature’s current hit points. The creature’s hit point maximum is the maximum number of hit points that the target has remaining. When the spell ends, the target loses all its hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Divination
Borrowed Power
Touch
Until dispelled
You touch a willing creature and bestow upon it the power to infuse its magical potential into magic items, spells, or other magical effects. You choose a creature that you can see within range and which has its statistics. The target must make a Charisma saving throw. On a failed save, it has disadvantage on attack rolls against you until the spell ends or until the target repeats its saving throw against a spell of 3rd level or lower. The spell ends if the target succeeds on its saving throw and the spell is dispelled. The spell’s effect ends if the target or another creature succeeds on its saving throw against a spell of 3rd level or lower. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 2nd.
Transmutation
Borrowed Repose
Touch
Instantaneous
A vine bristles with life to the flesh and blows against your command, and then a random creature within range regains 3d6 force damage equal to 2d6 what you had prepared for it. You can use the damage type for the portion that has magic amoureux guarded, the damage type for the vine itself, and its vine’s properties. For the entire service, you decide the damage type and its properties. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage damage increases by 1d6 for each slot level above 3rd.
Conjuration
Borrowed Speed
Touch
Concentration, up to 1 hour
Borrowed speed means you can move at up to your normal speed for the duration. On each of your turns, you can use a bonus action to automatically convert one of your weapon attacks made against an opponent into a melee weapon attack against the same creature or a different one, or make a melee attack from among the two attacks made against the same creature or another creature.
Conjuration
Borrowed Spheres
Touch
Until dispelled
Choose an object that you can see within range. A sphere of magical energy appears in your hand and moves with it to
Borrowed Time
30
Instantaneous
You draw the time of one willing creature and then repeat the process for the duration. You learn the current time, which must be in addition to the current moment. On a success, you know the current moment—a time period that begins with the creature’s current moment and moves to end when you cast this spell. A failure, caused by a creature’s fall, automatically ends the spell. You can also create a time loop, ending the spell after only one use. A repeat of this spell ends the loop.
Conjuration
Borrowed Time
Touch
Until dispelled
This spell allows you to mend time itself, opening a time portal to a place beyond time itself. Choose a part of the earth or a cloud of ice that you can see within range and then let go of its properties until the spell ends. You can thus heal a creature that has been damaged beyond repair, such as a creature that has been knocked unconscious or knocked unconscious by a spell of 2nd level or lower, or a creature that has been hit by a spell or cast by a spell of 3rd level or lower. The spell ends for that creature. You can also end a time portal in a different location, one with a different name and/or setting, if you choose. If you cast the spell while you have a spell slot of 2nd level or higher, the spell ends, and the time portal remains open for the duration.
Transmutation
Borrowed Utility
Touch
24 Hours
You create a willing creature that belongs to an illusory duplicate of another creature. The creature can be a human, a beast, or a fish. The duplicate is physically identical to the original created. The creature behaves as if it had the bonded magic item in its possession, but with fewer restrictions, such as requiring a Strength check or spending 1 extra hit point. The creature can use its action to automatically succeed on any saving throw it makes with other magic items. A duplicate that fails the save must immediately return to its owner’s plane of origin as an undead. While the creature remains within the original creature’s body, it retains all of its former intelligence and senses. The creature also gains the ability to speak and cast the original language of the creature. The created creature is completely free of diseases and poison, and can use magic items as long as their contents remain within the creature’s physical plane. The creature can’t take actions or manipulate objects, activate or otherwise harm any creature within 30 feet of it. The creature can beheaded by cutting off its head, or by stabbing it to pieces. A creature that leaves the creature’s body causes it to become diseased, with its hit point maximum halved. If the diseased creature was once
Borrower Spells
Touch
Concentration, up to 1 minute
You touch a willing creature. The creature must be within 5 feet of you by the time you cast this spell. The creature is bonded to you, and you can use your action to move the creature up to 30 feet away from you. When the spell ends, the bonded creature returns to its home plane. This spell creates a new bonded creature for each slot level above 1st. The bonded creature can’t be evoked back into your home plane. The bonded creature can’t take any actions other than speak, cast spells, or take any other action. The spell also stops short of you, preventing you from doing anything that might harm the creature.
Transmutation
Bouldering Sphere
Self
Concentration, up to 1 minute
A shimmering sphere rises from the ground in a 5-foot radius and moves with you in a straight line. The sphere appears in either direction, centered on a point you choose within range. The sphere can be up to 100 feet long and up to 10 feet wide. The sphere remains for the duration. A creature can move through the sphere in one of the following ways: • • • • At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Necromancy
Bouldering Sphere
Touch
Instantaneous
You touch an object that you can see within range. The target must be within 5 feet of the sphere. If the target is wearing armor, the spell targets only one creature. The target can’t be more than 10 feet away from the object. The spell’s area of effect is centered on the object. The target can hover, glide, or hover at its speed. The spell’s area of effect is centered at a point within range of the object. The spell’s area of effect can’t be more than 40 feet away from the object.
Transmutation
Boulders
10
Instantaneous
You teleport yourself from your current location to another location without spending a spell slot. You don’t need to use a spell slot of 5th level or higher to teleport, which means you can take on any of the following forms: 1. One Medium solid rock of 5 feet diameter and 1 inch thick. For the duration, you have resistance to cold damage, and you can use your reaction to reduce the rock to 0 hit points. Two feet of it remain. The second foot of the rock can’t reduce terrain on the ground under it to 0 hit points. It also doesn’t need to be on the ground or within 5 feet of a structure to do so. The rock remains for the spell’s duration or until you move more than 100 feet away from it. A creature can use an action to dismiss the spell. attempting to use a spell slot of 3rd level or lower to teleport from a location where you already have an office, town, temple, fort, or other place to a place where you can make use of another creature’s space.
Conjuration
Boulders
120
Concentration, up to 1 hour
Your magic warps the ground beneath you, creating ever-changing landscapes and creating unexpected effects. This spell allows a creature’s walking speed to continue climbing slopes and up walls up to 100 feet in a straight line while still maintaining a vertical speed of 60 feet.
Transmutation
Boulders
150
Instantaneous
You create stone spires on the ground that extend out to a point within range. Each spire is an inch thick and takes up 1 cubic inch of ground area within range. The spells of these spires are accurate to within 500 feet of any solid surface. They also protect objects that aren't being worn or carried by creatures or objects within 500 feet of them. A creature or a creature that is within 500 feet of anything being worn or carried by something within 500 feet can fly. A creature must also spend 5 feet of movement for every 1 foot it moves.
Transmutation
Boulders
60
Concentration, up to 1 hour
You create up to five tall, flowing, greenish-green, rubbery structures on the ground within range. Each structure is a circular, 10-foot cube, and can be as large as you are tall and standing on either side of it. Each creature that can cast spells must succeed on a Dexterity saving throw to move up to twice its speed and avoid the pillars. The pillars can cover a creature’s space in four distinct forms: fixed, movable, or pallet-like. The pillars are made of fog and can be difficult terrain. Each creature in one of the forms must make a Dexterity saving throw. On a failed save, a creature is pushed up to 5 feet away from the pillars and is restrained by them. In addition, a creature restrained by a pillar makes a Dexterity saving throw at the end of each of its turns must succeed on the saving throw itself or take 6d10 force damage. These effects last for 1 hour and can’t reduce a creature’s size or height. If a pillar is created in place of another spell of 8th level or lower, the pillars instantly shift to an entirely different form if that spell is cast there. A w ell created to appear as a ceiling or pillar makes its appearance as any other form on the pillar. The pillar can be made from hard, flexible metal, as snow, or soft stone, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If the pillar is made of another mineral or stone, the creature sheds foul form and become transparent instead; the creature sheds bright light in a 20-foot radius and dim light for an extra 20 feet. On solid surfaces, the pillar forms a ceiling that can form a 20-foot-radius sphere with it. The pillar can rest securely within the wall, provided that it remains atop the wall. The pillar can shed bright light in a 20-foot radius and dim light for an additional 20 feet. A disintegrate spell targeting the pillar deals an extra 1d6 radiant damage to it.
Boulders
90
Concentration, up to 1 minute
This spell creates three 10-foot tall, 10-foot wide, 20-foot-wide pistil blades in your hand. Each blade creates two of a kind. The blades are strong enough to sicken and sometimes even kill the unwitting target. When such a creature would use its action to cast a spell, roll a d20 roll and state "I am impressed" instead of the spell’s maximum level. The blades have a radius of 30 feet and are up to 20 feet long. The blades are difficult terrain and deal 30d6 psychic damage when they strike an enemy within 10 feet of them. Additionally, whenever a creature within 10 feet of the blade steps within 20 feet of it, it makes another 2d6 psychic damage. Both damage rolls are wasted if the creature is attacking or casting a spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Conjuration
Boulders
Touch
1 minute
An inscribing stone or other castable material appears on one creature that you touch that allows it to hold its contents or to hold onto certain substances. The stone can be as small as a Medium chest or as large as a Huge chest, with two 8-foot sections extending across the top. The section nearest to the bottom is for storing magical items or storing magical energy. When the spell ends, the spell remains in effect for the duration. When you cast the spell, you choose the material from which you cut. The stone appears on the bottom part of the creature’s chest or section and remains there until the spell ends. You might also choose to freeze the stone or to freeze any other creature’s material in the same location. As a bonus action, you can freeze the stone up to 30 feet in any direction except down to where you put the material. If you freeze a creature, that creature can choose to make a Constitution saving throw against your spell save DC, ending the effect. As a bonus action on your turn, you can freeze the same creature again if it has its own frozen component, or freeze any other creature that has its component. If you freeze the same creature multiple times, you have extra time to freeze the cube’s material, if any, if it’s part is in a different location (for example, your hand might freeze a cube within 30 feet of you), and you can freeze up to 5 cubic feet of it if you are within 30 feet of it. When you freeze a creature, you create a solid, intangible object that floats 10 feet below the surface of the ground in a manner similar to an airborne object, though no larger than a Small barge. The object floats for 2d6 inches on every side, and becomes limp if it drops to 0 feet below the surface. The object can be restored to life only
Boulders
Touch
24 Hours
This spell creates one layer of thick, flowing earth on the ground at a point you choose within range. It lasts until the spell ends or the ground softens. If you cast this spell over a larger area than is occupied by creatures, objects, or creatures other than creatures, the spell fails, and the spell fails instead and creates another layer of thick, flowing earth under which to place the spell. Choose a pile of rubble or stone you can see within range. A creature that would normally be within the layer of thick, flowing earth would appear within the layer, surrounded on all sides by thicket and misty clouds that waft up to 200 feet in a direction you choose. A creature that would normally be within the layer of thick, flowing earth but for falling damage, would fall within it, and so would the creature. For the duration, that creature (and every other creature) also has flying. While within the layer of thick, flowing earth, the creature can make all the other possible movement, taking 3d10 force damage per jump step it takes to fly.
Transmutation
Boulders
Touch
24 hours
This spell turns earth or stone in the ground or in some other suitable surface into pillars, craters, or supports for the duration. Each creature of a height of Medium or smaller (heroku b) or lower (kul) or standing on a pillar or cristony (kuobah) in the area has resistance to stone damage and can use its action to create a temporary dome of earth or stone at a spot within range. A dome might be a pillar or a dome-like structure made from earth or stone, a pillar-like structure made of earth or stone and supported by a base or column, or a column of domes and connected thematically to each other by openings. A dome’s area is directly above and within the spell’s area. Each creature living within a dome or domes area has resistance to bludgeoning, piercing, and slashing damage from the melee weapon.
Divination
Boulders
Touch
8 hours
You touch one thing and imbue it with nature’s gift. Choose a chunk of rock or an earth lump that you can see within range. It becomes a seamless, lightweight appendage made of bark, ash, or some other hard silvery material (that is, it has an area of natural stone similar to a plain that is smooth and lightly worn). The wood becomes makeshift tools that are useless when not in use. If you cast this spell without first preparing a rock, a limb, or other part of the rock for transportation, the rock is dropped onto the ground and transformed into a piece of tools. The transformation lasts for the duration; you might also wish to briefly animate the tool and throw it at an enemy. The transformation also might target one or more creatures you mentally designate. As a bonus action, you can alter the wood so that it appears like a simple rock and shift its appearance so that its appearance is more obvious. To achieve this, you might use magic, such as incantation, to make the wood appear to be a simple rock and shift its appearance so that its appearance resembles a creature with a body mass index of 0 to 10. Alternatively, you can create an illusion to appear as a creature and appear as a creature, such as to sneak up on your enemies in the area and attack them. If you cast this spell multiple times, you can have up to three duplicates prepared for each casting, and you can cast it again to have no duplicates prepared. If you cast it again, the magic ends, and the wood transforms back to simple tools.
Transmutation
Boulding
60
Concentration, up to 1 minute
The sphere of divine radiance that fills this spell's area crumbles when it strikes a creature. Creatures or plants within 30 feet of the spell’s area are affected by the spell’s radiance as it crumbles until the spell ends or the radiance lingers on a creature for the duration.
Evocation
Branding cloud
Self
Concentration, up to 10 minutes
A strong fog appears at a point you choose within range. The fog spreads around corners, and it can’t pass through barriers. To a creature approaching from a different direction, the fog appears to be a line drawn by a creature, but it ignores blind spots and can’t cross through a blind spot. If the fog reaches a creature’s space, it attempts to pass through its blind spot, but it is blocked by a thin sheet of mist. If a creature uses its action to examine the mist, the creature can make a Wisdom check against your spell save DC. If successful, the creature is whisked away in a blizzard to a special location.
Transmutation
Brash Dance
60
Concentration, up to 1 minute
You attempt to dance a willing creature you can see within range. The target must succeed on a Charisma saving throw or become frightened for the spell’s duration. The target’s speed is halved until the end of its next turn. If the target’s speed is reduced to 0 or its hit point maximum is reduced to 0, it is knocked prone. A creature that successfully saves against this spell for the first time on a turn, turn, or attack takes 1d4 thunder damage and isn’t pushed 10 feet away from you.
Enchantment
Brazen Wall
60
Concentration, up to 1 minute
You create a wall of stone on the ground in a random direction. You must make a Strength (Athletics) check against your spell save DC. A wall of stone blocks most damage and can only be broken by ranged weapons or armor. It doesn’t have to be on the ground (such as a tree or a shrub) and can’t be broken by ranged weapons or armor. While the wall is in the ground, the DM can choose whether the wall is on the ground or on another surface. The DM chooses the ground direction. The wall can be up, down, or on the ground either side of the DM’s current direction. If the wall intersects a wall, the DM can attempt to break the wall, but the wall must be in the ground to do so. Any creature that ends its turn in the wall must succeed on a Dexterity saving throw. An unaffected creature is unaffected by this effect.
Divination
Brazier
150
Concentration, up to 1 hour
The blades of lightning erupt from within you and move at a speed you choose. Choose a point you can see within range. The lightning leaps from one creature of your choice that you can see within range to a different creature of your choice within 60 feet of it. Then, the creature must make a Constitution saving throw. On a failed save, the creature takes 1d6 lightning damage, and it has disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Brazier
150
Concentration, up to 1 minute
A swirling storm fills a 20-foot-radius sphere centered on a point within range and lasts for the duration. Each creature in a 20-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Any blow made against a point or a creature within 3 feet of a point or a creature within 3 feet of a point 100 feet or smaller misses. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If a point is damaged or opened by the storm, a section of the crystal remains, forming a wall of whirling air. Beyond the wall are suspended platforms, creating 10-foot-deep skylights that hover and hover for as long as 30 feet. On each platform, a thin sheet of mist or fog appears: flowing in a 300-foot-deep pit on each side, with clouds of fog rising from the surface, as thick as lintels on either side. Until the spell ends, these mist and fog patterns can be seen and illuminated, as well as distinguishing them from normal clouds or fog; these changes don’t extend to fog cloud or mist. fog, oruntil dispelled by a brusque breeze, disperses instantly. Whenever a creature in the fog or its cloud of mist falls, the creature takes 12d8 bludgeoning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each creature who fails a saving throw must immediately speak the spell to regain hit points. (Typically, a creature must have a saving throw of 5 or lower for this spell to work). On each of your turns as a bonus action, you can use your action to automatically deal 2d8 damage to each creature in the fog or mist if you know the names of any of the creatures.
Transmutation
Brazier
150
Instantaneous
One kind of magical weapon that can be drawn and held and shaped by mechanical means to create a magic weapon. Each piece has AC 5 and 30 hit points, and it can’t be damaged or turned into magic weapon. It doesn’t need to be wielded or secured to any object. While the piece uses magical means, its AC and hit points go up by the same amount, and the piece’s AC and hit points remain at 1d10 and 30 at the start of your next turn, if the creature has them. Additionally, if you end your turn outside the spell’s range, the magic sword will leap out from under you and strike the creature as it strikes it, dealing it 10 necrotic damage. Alternatively, if you end your turn outside the spell’s range and must reach behind you to use its movement, the magic staff will leap out from under you and strike the creature as it strikes it. The staff reaches its full capacity when used as a bonus action on your turn, and the magic weapon falls to the ground at the start of your next turn until it fills its ammunition. The spell ends if you use your action to use a bonus action once before, if you use it again before completing your next turn.
Transmutation
Brazier
30
1 Round
You create a small area of stone or mud with a blast of acid or ice within range that lasts until the target finishes a long rest. Choose one creature that you can see within range and that can’t be targeted by spells or by nonmagical attacks. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. The spell has no effect on constructs or undead. The spell creates such a small area that conjurers, mystics, and abjures can identify it as being within 10 feet of it.
Transmutation
Brazier
30
Concentration, up to 1 minute
You create one of the following effects within range: • You create a moderate blast that cuts through a creature’s clothing, causing it to become stained with blood and become diseased. • You instantaneously cut off a creature’s food supply, causing it to fall to 0 hit points. • You instantaneously destroy another creature’s food supply, causing it to fall to 0 hit points. • You open a gateway to another plane of existence, opening a temporary portal that leads to a location other than the one you’t traveled in. Alternatively, you can cause a creature’s home plane to teleport you to a new location, which point is impervious to attack and can’t be opened by man-made portals.
Conjuration
Brazier
60
Brazier of Death
Self
Concentration, up to 10 minutes
You create a small burst of elemental energy that can cause an area of unoccupied space to erupt in corrosive gas. The area is unoccupied space within range. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature is restrained until the spell ends. On a successful save, the creature is no longer restrained by the area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate three additional blasts of acid for each slot level above 5th. Each target must make an Intelligence saving throw. On a failed save, the creature is restrained until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate three additional blasts of acid for each slot level above 6th.
Evocation
Brazillian Wind
Self
24 Hours
You create a powerful gust of wind that blows around you and then disperses into a 10-foot radius around you. The wind lingers within the ground, creating sweeping cloud cover for up to five minutes. When the chill starts to set, produce strong winds that sweep the area in a direction you choose for the entire length of the chill. The wind lasts for the duration. If the wind were to pass through an object that is worn or carried by someone carrying or holding the object or object's contents, the wind could blow across a surface, creating a sweeping gale that branches off into swirling gales as you direct. The wind can pass through any barrier, stone, or other solid object. When the spell ends, the whirlwind sucks in nearby creatures to form a cloud. This whirlwind can be up to 30 feet long and 10 feet wide, and it moves at a rate of 300 feet per minute. The whirlwind sucks in up to eight creatures of your choice that you can see within 10 feet of each other and within 30 feet of one another, and it moves toward one creature you can see within range. The target must succeed on a Wisdom saving throw or be pushed up to 10 feet away from the whirlwind. If the target is on the ground or on a cliff, pushed up by a creature, the whirlwind sucks up any creatures that are within 10 feet of it and moves up to 10 feet away from it.
Evocation
Brazing Blade
150
1 Hour
A ragged, yet powerful crackling blade springs into existence at your command from within a specific spot within range. The blade is imbued with a corrosive power that hampers its wielder’s movement for the duration, turning it into a slashing weapon. The blade cuts through flesh and bone, but it also damages weak points and structures. If damaged beyond repair, the blade becomes quicksilver, making it impervious to damage. You can use your action to create a half-mile long rapier jump extending from a point within range. Until the end of your next turn, you can use your action to create a half-mile wide rapier jump linking two points within 120 feet. Each creature in the rapier jump when it activates either uses up half their movement speed for a round, or it makes a melee spell attack
Brazing Blade
Touch
Instantaneous
You hurl a spear of whirling flame at a creature that you can see within range. Make a ranged spell attack for each creature in the spear’s path when you cast the spell. On a hit, the target takes 1d12 force damage. Hit or miss, the spear then explodes, leaving behind 25 gp of ammunition in its case. Should the spear fail to reach its full weight in excess of 25 hit points, a spinning chime could be heard at the top of the chamber. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum weight of the chimes increases by 5 pounds, and the distance traveled by 35 feet increases by 5 feet. When you cast this spell using a spell slot of 7th level or higher, the maximum weight of the chimes increases by 2 pounds, and the distance traveled by 40 feet increases by 5 feet.
Transmutation
Brazing Bolt
120
Instantaneous
You throw a bolt of black energy at one creature within range. The target must succeed on a Dexterity saving throw or take 2d8 bludgeoning damage. The target must be within 5 feet of you when you cast this spell.
Conjuration
Brazing Bolt
60
Instantaneous
You unleash a bolt of lightning energy at a point you can see within range. Make a ranged spell attack against the target. If the attack hits, one creature fends off the bolt, and the creature takes 3d8 lightning damage of the type you gave it, or half as much damage of the weapon damage type. The lightning ignites flammable objects in the area that
Brazing Earth
120
Concentration, up to 1 minute
Choose one creature of Medium size or smaller within range and made from igneous earth that you can see within range. The target must make a Strength saving throw. On a failed save, it takes 7d8 bludgeoning damage. On a successful save, it takes half as much damage and is no longer made from earth. On a failed save, the creature is able to make the Strength (Athletics) or Constitution (Skill) checks required to create the weapon. The creature’s Strength and Constitution are 1, 2, or 3 respectively. The creature’s Strength and Constitution are 12 and 2 respectively. The creature can take the Dash action to return to your plane of existence, assuming you are the target, to the spot you used to be. Then repeat this spell's normal effects for each creature’s saving throw.
Evocation
Brazing Rain
120
Concentration, up to 1 minute
Blazing rain falls from a height of up to 300 feet and sheds bright light in a 30—foot radius. For the duration, heavy rain, mauve, and other light colored energy in the area turns to stone and can’t reduce it. In addition, whenever a creature of your choice that you can see within 30 feet of you makes an attack roll or reaches a speed different from your running speed before the spell ends or the area of effect changes, the spell ends.
Abjuration
Brazing Ray
120
Instantaneous
You create a large explosion of lightning that damages all creatures within 15 feet of it and ends the instant a creature tries to cast a ranged spell of 3rd level or lower, using a spell slot of 4th level or higher. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 12d6 lightning damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Brazing Spray
60
Instantaneous
You create a spray of acid in a range of 10 feet and 1 foot in a 60-foot-radius sphere centered on a point you can see within range. The area is 25 feet square and 30 feet wide. The spray can’t cover more than 1 square foot of ground or 30 feet of water. Any creature that can’t be moved within the area must make a Dexterity saving throw. A creature takes 4d6 acid damage on a failed save, or half as much damage on a successful one.
Conjuration
Brazing Spray
Touch
1 minute
You conjure up a spray of crackling, poisonous energy that falls in an unoccupied space on the ground within range. The crackling energy lashes out toward a point within range, dealing a total of 2d8 necrotic damage to creatures within 10 feet of the spot you used your spellcasting ability to hit. The spell has a range of 60 feet. Each creature in any one unoccupied space where the spell reaches its full range must succeed on a Strength saving throw or take 3d6 acid, cold, fire, lightning, or thunder damage (your choice that line of damage increases by 2d6).
Evocation
Breathe
10
Concentration, up to 1 hour
Create a particular hazard or danger within range. You choose a hazard or danger associated with a creature or object that you can see within range. Then, in a 5-foot cube, you choose one of the following options for whether the hazard occurs: • Huge or larger hazard • Nonhazardous • Medium or smaller hazard • Small hazard • Divine • Fey hazard Choose one hazard or danger that you can see within range. The hazard’s location is on the map and the movement of creatures or objects within it results in a brief but dangerous fall. • At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional hazard or danger for each slot level above 5th.
Conjuration
Breathe
10
Instantaneous
You breathe a sigh of relief. You've finally swallowed your pride. Here we have the first time in your life that you're allowed to do that. Now you decide what you'll do about it. You decide what you'll do when you're done. You decide what things will happen in the moment, and what those things really will entail. All the while, you've been under the spell, keeping a watchful eye on your surroundings. You can see and hear the surrounding areas—everything from buildings to the sea—but everything in your vision is completely obscured. A ward against darkness surrounds you, keeping you from stealing light or passing dark. You can see and hear the ground around you, but any sensors your body takes in objects and things moving aren’t visible. The only place where your senses are blocked is when you cast this spell. While in the spell’s area, you can’t speak, cast spells, or take any other sensory-oriented action. You can assume a different physical form, but your physical form can’t affect others or harm them. Physical objects created by spells, spells, or magic items created by or linked to your physical form can’t be damaged by spells, abilities, or magic effects.
Abjuration
Breathe
30
Concentration, up to 1 minute
You imbue a willing creature of your choice that you can see within range with a specific spell of the same name. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. On a failed save, the target takes half as much damage as normal. The spell ends on the target if it is incapacitated or if it is stunned. The target can use an action to exhale a particular spell or ability, or it can make a Wisdom saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. If the target also has no spell slots or no spells of its choice, the spell ends.
Conjuration
Breathe
30
Concentration, up to 1 minute
Your breaths fill a 60-foot cube and last for the duration. Each creature that ends its turn within 60 feet of the spell must make a Constitution saving throw. On a failed save, you cause the creature to exhale a rush of energy in a 30 foot radius, blasting all its equipment and weapons at the creature up to half the speed of light. The creature exhales the energy in a 30 foot radius and then makes another Constitution saving throw. On a failed save, it can exhale a second blast of energy at the same speed. Both blasts deal bludgeoning damage to the creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the blast produces a smaller blast radius and lasts for its duration. When you create the gem, you can create a second blast. Each creature in a 60-foot radius around the gem increases its speed by 5 feet until the spell ends. When the second blast hits, each creature that starts its turn within 60 feet of the gem must make a Dexterity saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is sent flying. The globe is a magic globe, which means that you can create two smaller blasts. You can create any of the following effects with only one casting of this spell. Clune. The globe is encased within a 10-foot cube, and each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is restrained by the globe for the duration. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a successful check, it can be released from the restrained condition, and restrained creatures can use an action to become unaffected by the globe. You can animate two additional blasts for each slot level above 1st.
Transmutation
Breathe
60
Instantaneous
Choose a point within range. The target must succeed on a Wisdom saving throw or become blinded for the duration. A creature takes 4d8 bludgeoning damage from this spell.
Illusion
Breathe
60
Instantaneous
You touch an object that you can see within range. The object is magical, a creature of your choice that you can see within range. The object can be any object, a humanoid, a creature, or a creature of your choice that you can see within its dimension. The object can be a creature, an object created by an effect or an object created by an effect. The object can’t have more than one slot, nor can it be a duplicate of another object or a duplicate of another object. The object can be worn or carried. The object can’t be damaged by spells or other magical effects. You can use an object to create any object that fits into a slot of another object. The casting of this spell requires a spell slot of 4th level or higher.
Transmutation
Breathe
60
Instantaneous
You touch an object that you touch and imbue it with a calming power. The object produces a soothing sound that reminds you of life and makes you feel as though you are alive. The object can also sense the presence of other creatures.
Enchantment
Breathe
90
Concentration, up to 1 minute
This spell fills a willing creature with depravity and turns it into a devil for the duration. This spell also makes a creature gain a +1 bonus to AC for each slot level above 1st.
Prestidigitation
Touch
10 Days
This spell poisons the willing creature you touch for the duration or until you let go of it. The target takes 1d4 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Necromancy
Breathe
Self
Concentration, up to 1 hour
You hurl a celestial body into the air. It emits a deafening cacophony that lasts for the spell’s duration. If you reach for your wand, you can extinguish the cacophony with a melee weapon attack.
Abjuration
Breathe
Self
Concentration, up to 1 minute
You exhale a burst of magic. Each creature in a 40-foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature takes 3d8 magic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature must succeed on a Strength saving throw or become blinded, deafened, or paralyzed for the duration. On a successful save, the spell doesn’t. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
Transmutation
Breathe
Self
Instantaneous
You imbue a creature with a certain aura that allows it to communicate with creatures of your choice within range. Choose from a range of 10 feet, 10 feet wide, 10 feet tall, 10 feet high, or 10 feet deep. The creature must make a Charisma saving throw. On a failed save, it takes 2d6 psychic damage, and it must spend 3 minutes or more remaining in its suspended state. The creature can’t speak, understand, or take any other action while suspended. If a creature moves or moves too fast for the creature’s movement to move, it can’t make any movement or make any checks or reactions. The creature can’t cast spells, take any actions, or benefit from any special abilities that are normally available to it. The creature can’t use any actions it has before or after being suspended. If the creature’s movement or actions are affected by any of the spells or special abilities, the creature must make the saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 5th.
Conjuration
Breathe
Touch
Concentration, up to 1 minute
You touch any creature you like within range and give it a simple prayer. The target must make a Wisdom saving throw.
Breathe
Touch
Instantaneous
You reach in between two different corpses and lay a willing creature or an object within range. The target’s temperature is how warm the corpse is, and it has resistance to cold damage. You can shape the corpse’s appearance and health. You choice soft or hard flesh, or both. The creature has resistance to fire damage and cold damage. The creature can cast spells using an action and shift its body weight so that it is carried by one creature and carried by two creatures. At the DM’s option, you can animate two additional corpses for the spell’
Breathing and Wounding
Touch
8 Hours
By touching a creature’s throat or inhaling deeply, you establish a limited immunity to acid, cold, fire, lightning, or thunder damage. At the climax of each of these attacks, the target regains half the maximum amount of hit points he or she can sustained at the start of his or her next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can establish a limited immune to any type of damage that deals acid, cold, fire, or thunder damage to the target (but not to life or nonliving objects or magical effects that deal acid, cold, or fire damage to the target).
Abjuration
Breathing Aura
60
1 Hour
Your aura sweeps through the terrain around you, repel ranged weapons attacks, and deal 1d4 slashing damage to creatures you hit or miss, though it ignores any resistance or being knocked prone conditions.
Necromancy
Breathing Bell
10
Instantaneous
You create a bell that appears in a spot of your choice within range. The bell must be within 30 feet of a point of your choice that you can see as close to the ground as you can. The bell can’t be larger than Medium or smaller than Medium. When you cast this spell, you choose one of the following options: Choose an object or creature within range. The object must be in a solid surface, such as a solid floor, a sheet of sheet metal, or a similar material. You can also choose an object (such as a shield) that is a cylinder. The object must be within 20 feet of a point of your choice that you can see. If you choose an object (such as a shield), the spell ends. If you choose an object (such as a shield), the spell ends for that object. A bell appears in any place on the spell’s target that you can see within range. You must use your action to cause the bell to come to rest. It can be up to 10 feet tall and has a 10 percent chance to fire a beam of light that can reach up to 60 feet in the air. When the bell appears, you can target one creature or object within range. A creature or object that is within 30 feet of the bell can’t be affected by the spell. If you cast this spell with a 5th-level spell slot, the effect ends for that creature or object if it doesn’t already have one. Thus, if you cast this spell with a 6th-level spell slot, you can target one creature or object within 30 feet of the bell. If you cast this spell with a 7th-level spell slot, the effect ends for that creature or object if it doesn’t already have one. If the spell ends for a creature or object, the creature or object is destroyed.
Divination
Breathing Breathing
Concentration
Breathing Flame
30
Duration: Concentration, up to 1 minute
You create a bonfire on ground that you can see within range, centered on a point you choose within range. You choose 1 cubic foot of nonburning gas for this spell’s cooking fuel. The fire emits bright light in a 10-foot radius and dim light for an additional 10 feet. For the duration, the bonfire sheds bright light in a 10—foot radius that matches its color. When the bonfire sheds this light, any creature within its area takes 1d8 radiant damage, and the bonfire fills every vial it created with cold energy for 10 minutes. The spell ends if you choose any creature other than a Large or smaller creature or if you cast it while smoking a cigarette or eating cracker.
Concentration, up to 1 hour
Until the spell ends, a bonfire that you can see within range constructs a sphere centered on that point for the duration. Any creature or object within the sphere centered on that point becomes animated until the spell ends. A creature can use an action to remove a spell from the sphere that requires a Charisma check against your spell save DC. When a spell that directly or indirectly affects the cylinder is cast, the spell is cast without first casting the spell and
Breathing Flame
60
Concentration, up to 1 minute
You create a glowing, swirling flame in the air that lasts for the duration. At the end of each of your turns, you can use your action to make a ranged spell attack. On a hit, the creature takes 2d10 fire damage, and the target takes 1d10 fire damage on a failed save. The target can make two additional fireballs at a time, and each one takes 2d10 fire damage. The flames erupt from a point of your choice that you can see within range and are centered on a point you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 fire damage. The spell must end when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Breathing Flame
Self (10-foot radius)
Concentration, up to 8 hours
Flames race across the face of your choice of flame until you appear in a spot of your choice within range. Each creature that starts its turn in the flame’s path must make a Dexterity saving throw. On a failed save, it takes 14d6 fire damage and is forced to use its reaction to move away from you. On a successful save, the creature takes half as much damage and isn’t forced to move. Until the spell ends, burning through everything it touches, these flames lash creatures with intense heat. The flames then raze any standing or lying structures within reach in the area, extinguishing any remaining flames in the area as a whole and causing any remaining flames in the flames’s area to become engulfed in flames. If any creature in the flames' area regains hit points from a spell of 6th level or higher, that creature must make a Constitution saving throw against the flames’s exhaustion spell or take 1d8 fire damage. If the creature fails the saving throw, it also has disadvantage on attack rolls against targets within 5 feet of the flame. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Evocation
Breathing Mist
60
Instantaneous
You create a mist in a 5-foot-radius area of space that appears to be entirely overcast. While this mist is in place, creatures within 5 feet of you must make a Constitution saving throw. On a failed save, a creature takes 5d10 fire damage, and if it is below the spell's level, it takes half as much damage. If a creature is hit by a spell or spell-like ability that allows it to breathe fire, it takes 10d10 fire damage on a failed save, or half as much damage on a successful one
Breathing of Stone
Self
1 minute
Eight gem-like substances begin to shimmer from your hand, imbued with the power of your soul. You choose one of the following effects when you cast this spell. The effect lasts for the spell’s duration and is imbued with the power to imbue its contents with meaning. Water. You instantly grant the water surface some of its own water, as long as the surface is on the same plane of existence as the plane you chose. Clear air. You instantaneously cause a vapor, a mist, or a fog
Breathing Rock
Touch
1 minute
You create a rock-hard girdle on the tip of your spear or shield. It lasts for the duration, and the rock gradually becomes heavier and heavier as the spell finishes. If you cast it again, the girdle collapses and instantly deals 11d6 + 5 extra piercing damage to the target, which must be knocked prone and restrained as it takes falling damage. The rock is almost ten feet in diameter, and it has AC 10 and 30 hit points. If the rock drops to 0 hit points, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light causes bleeding, which is rare and deadly. When a target is killed by a girdle spell, the rock sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light causes soft tissue damage, which is rare and deadly. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the first girdle created by the rock disappears after 1 minute, and the second spell ends. It lasts until the rock is destroyed or the spell ends.
Conjuration
Breathing Sphere
120
1 Round
A glowing sphere of sundering, churning air springs to life from your hand. Creatures in a 10-foot radius sphere centered on a point within range can breathe normally. Nonmagical weapons or ammunition created by this spell have advantage on the attack roll. On a hit, a creature takes 2d8 damage, or half as much damage on a failed save.
Evocation
Breathing Spray
Touch
until dispelled
The spray sprays forth bubbling, dripping spray of holy wrath on creatures within 30 feet of you. Choose one creature that you can see within range and creates a 20-footradius, 30-foot-high cylinder centered on a point you choose within range. Any creature in that area must make a Constitution saving throw. On a failed save, a creature becomes restrained by the spray for the duration. A restrained creature can use an action to hurl the spray weapon at one creature within 30 feet of it. Make a ranged spell attack for the creature, which has its own special power as long as it can’t be affected by the holy wrath. On a hit, the target takes 3d8 necrotic damage. If it has the infused disease or poison disease feat, it is immune to both of those effects. An immune creature is created when two or more diseases, or the base creature’s ability scores associated with a disease, become active at the same time that a creature of the same category hits 10th level or lower, or when the creature reaches the 10th level of a certain expertise. While immune to these effects, a creature can make another saving throw. If it succeeds, it is no longer immune to them. At the DM’s option, the creature can use an action to create a new one. Roll over the affected creature and make a new recovery saving throw. The creature can’t regain expended health from wounds, burns, or poison for 1 hour. If the creature recovers from such a healing effect before the spell ends, it takes exactly 1d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Evocation
Breath of Life
10
10 minutes
This spell creates life-giving energy within you that can nourish even the wisest creatures, especially those whose growths have already taken place. For the duration, these creatures have a +1 bonus to AC, including against the spell’s damage type, to saving throws, and to attack rolls that rely on Dexterity saving throws, to maintain a constant flow of life-threatening diseases in their bodies, and to any spells that are cast while the creature’s hit point maximum is no higher than 1st level.
Evocation
Breath of Life
10
Instantaneous
This spell exhales life into the air within a creature or object within range. For the duration, a creature is exhaled into the air. The air has a volume of 5 feet and is composed of up to four equal parts air (diameter 5 feet) and liquid gold (length 3 feet). When liquid gold vaporizes, the vapor no longer contains vapor and becomes inert. Any creature that starts its turn inside the spell’s area and moves into it must succeed on a Strength saving throw or take 1d4 acid damage, or half as much damage on a failed save.
Evocation
Breath of Life
120
Instantaneous
You exhale life in one creature you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 necrotic damage. The target also takes 1d6 necrotic damage from nonmagical means. The spell ends if the target drops to 0 hit points.
Conjuration
Breath of Life
120
Instantaneous
You imbue your body with life force, healing your enemies for 1d6 + the spell’s level. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Necromancy
Breath of Life
150
1 Round
You touch a creature and give it life in exchange for a portion of its total health restored (up to 1d4 + your spellcasting class level). For the duration, the creature has resistance to acid, cold, fire, lightning, poison, and arcane damage. The creature’s vitality is reduced by half if it is hit by a weapon attack or dies if it is hit by a spell.
Transmutation
Breath of Life
150
Concentration, up to 1 minute
You conjure a sphere of life and vitality that fills a 30-foot cube centered on a point you can see within range. The sphere can be a solid, solid rock, an unoccupied or unoccupied space, or a solid, solid disk of air. You can use your action to make the sphere appear to you as a solid, solid surface. The sphere must be within range, and you can make a ranged spell attack against it as a bonus action on each of your turns. The sphere can have a height of 30 feet, a width of 30 feet, and a depth of 30 feet. The sphere can be up to 60 feet wide and 20 feet deep. The sphere is made up of multiple layers of light and dark energy. Any creature that can see or hear the light or darkness within it must make a Wisdom saving throw. On a success, the spell ends.
Conjuration
Breath of Life
150
Instantaneous
You release a life-giving force, a living force that allows you to see deeper into the mind of other creatures. An unwilling creature must make a Wisdom saving throw. On a failed save, the creature takes 2d8 necrotic damage. On a successful save, the creature takes half as much damage. Each creature that fails this save takes 1d8 necrotic damage.
Conjuration
Breath of Life
60
Concentration, up to 1 hour
A creature you touch regains hit points equal to your spellcasting ability modifier. When you cast this spell, you can designate a specific creature for this spell. An unwilling creature can use a bonus action to make a Wisdom (Perception) check against your spell save DC to see if it succeeds or fails. On a success, the creature regains hit points equal to the level of the spell you cast. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate one additional creature for each slot level above 4th.
Conjuration
Breath of Life
Touch
8 hours
You touch a life force that has become a life force. Choose a creature of your choice that you can see within range. The creature must be within 30 feet of you when you cast the spell. The creature can use
Breath of Stone
120
24 Hours
Until the spell ends, any creature charmed by the spell or charmed by it can breathe metal, stone, or any other mineral secreted from the floor of a rock structure up to 100 feet on each side. Any creature charmed by the spell or charmed by its music when it appears within the space’s ceiling must make a Dexterity saving throw. On a failed save, the creature takes 2d8 radiant damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Conjuration
Breath Weapon
120
Concentration, up to 1 minute
You forge a weapon or a shield that can provide protection against the most common forms of magic, such as necromancy, magic weapon specialism, or magic weapon fey’s own nature. It is imbued with a specific, magical force and has an area of effect that is different from that of the target’s weapon or shield, and you can’t use it to create a new one. The force created by the weapon or shield is strong enough to protect a target who is not wearing armor, and the area of effect created by the weapon or shield is strong enough to protect a target who is wearing no armor or whose body is worn by a nonmagical creature (such as a cat or a dragon).
Transmutation
Breath Weapon
120
Instantaneous
A weapon that you can see that has a range of 30 feet or less is imbued with a magical breath. The weapon doesn’t need to be in the air for the spell to work; instead, you can use your movement to move up to 30 feet in an unoccupied space within range. The target must make a Wisdom saving throw or take 4d6 bludgeoning damage on a failed save. If swallowed, the creature remains unconscious for the spell’s duration. If the creature isn’t unconscious, it is charmed and frightened for the duration. For the duration, the creature can use its reaction to make a Wisdom saving throw. If it succeeds on this save, the spell ends. If it fails on this save, the spell ends.
Conjuration
Bribe Food
60
1 Hour
One creature that you can see within range grants you some of the following benefits: • You gain 5 temporary hit points. These hit creatures rarely go into a state of exhaustion or being knocked unconscious. • You light or smite a creature within 60 feet of it with a melee attack. The target must make a Dexterity saving throw. On a failed save, it takes 3d6 slashing damage. On a successful save, the spell’s damage increases to 4d6. • You stow away a spell’s ammunition. When you cast this spell in a stronghold or a place a sacred to
Bribe Plants
120
Concentration, up to 1 minute
A plant that you choose that you can see within range can speak one or two languages. If the plant would normally speak one language, it can learn one or two other languages that it can see within range. When you use your action on each of your turns to speak a language, you must also succeed on a Wisdom saving throw or spend one hundred or less gp of its own money; otherwise, the target loses the benefit of that spell for 12 hours.
Transmutation
Bribe Poison for 1 minute
Touch
A nucated creature has the ability to see the thoughts and feelings of others without creating any physical connection between them and those thoughts and feelings. The spell fails without fail, and the target can replace or correct any damage that has been dealt
Brief Description
1 Charisma**.
Concentration, up to 1 minute
This spell shows up in your Telepathic range based on your awareness. If you cast it before the spell’s duration, the illusion appears in the space that you see within range. If you cast it again before the spell ends, the illusion appears in the same spot regardless of where it appears. The spell doesn’t invisibly locate a location, such as behind a door. A faint chiming sound can be heard within the illusion. The tactile characteristics of the illusion are as obvious as any other part of the body, even if the creature’s physical characteristics aren’t revealed. The tactile characteristics of the warded location are as obvious as the creature’s name or their level of magical signature (a lightfoot, a celestial, or a fey demon is excluded), but the tactile characteristics of the warded location are difficult or impossible to discern.
Illusion
Brief Description
30
1 Hour
A shimmering energy field appears around a point you choose within range for the duration. The field is transparent and lasts for the duration. When that spell ends, the magical field fills the entire field with mist, for 20 feet on a side and 20 feet on the ground. Additionally, whenever a creature other than you stands in the way of the spells affected by the spell or when a creature is charmed by an affected creature ends its turn there, the mist spreads to all but one-tenth of an inch thick around the area, and the spell ends.
Transmutation
Brief Description
Descap
Brief Description
Descender
10
A demigod of Medium size appropriate for the fortress or fortification you choose rolls your size and becomes part of the fortification for the duration. The demigod is immobile while you are within 20 feet of it and disappears when it has reached 5 feet. It takes 20 radiant damage; this damage can’t reduce it to any significant condition. If you cast this spell again, the damage increases by another 20 until it is no longer considered a condition condition. If you cast this spell again, you can’t reduce the demigod’t’ to any significant condition. The demigod disappears when
Brief Description
Instantaneous
10 minutes
This spell is a special sort of mundane magic. It is worn, carried, and carried at your side. You appear in a spot of your choice that you can see within range and instantaneously teleport yourself to any spot of your choice that you can see within 10 feet of the destination spot. The teleport lasts for the duration, but the teleport is not contested by another spell. If you cast this spell while you are fighting monsters, your first melee attack against it creates a surprise attack for the turn and moves you to a spot within 5 feet of it. Additionally, whenever a creature moves within 5 feet of a spot where the instantaneous teleport would have taken place, it makes a surprise attack for the entire turn. If you cast this spell while you and one other creature are fighting a monster, you have advantage on both attack rolls and saving throws.
Transmutation
Brief Description
Instantaneous
You point your finger toward a spot within range and whisper a message. The spot is a place and an area of up to 5 feet square. Until the spell ends, the location of the spot is determined by the speaker’s choice and you can choose to remain within 5 feet of the spot or move up or down as you see fit.
Divination
Brief Description
Touch
1 Hour
You touch a creature and give it a brief spell of power that lasts for the duration. If that spell has a duration of up to 90 days, then you might cast this spell a second time, making it longer, more powerful, or more precise. If you cast it over a longer period of time, you might also animate or fash the creature for its next turn.
Divination
Brief Description
Touch
1 Hour
You touch a creature and give it a short rest. For the duration, the target is protected from decay, as is most other forms of decay, and it gains the following benefits: • Your words are audible when you cast this spell, and you can’t affect the target’s voice or its facial features. It also gains an extra speed equal to your choice, as long as its speed is not reduced by more than half. • Your words are felt within 30 feet of the target, healing it of its remaining damage and dealing it 1d6 additional damage of the chosen type, though this damage isn’t reduced in any way. • The target is immune to all damage, including those caused by slam or wall.
Transmutation
Brief Description
Touch
1 Hour
You touch a willing creature. The spell ends if you are incapacitated or if you instead teleport to a different location than the target.
Abjuration
Brief Description
Touch
Up to 1 minute
You fill the air with soft, calming enchantments that change its properties at the DM’s discretion for the duration. Until the spell ends, the spell can target any creature within 30 feet of it, and the creature can make a Wisdom saving throw to try to break the enchantment. On a successful save, the enchantment breaks if the creature is no larger than 5 feet in any dimension and can fit inside the creature’s space. The spell damages objects in the area and leaves behind a faint odor. If any creature within 30 feet of one of the spells damages an object, it must make a Strength saving throw to extinguish the effect. If it succeeds, it remains there until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 hour (no matter what you cast), 10 minutes (no matter what you cast), 1 hour (investiture or mundane), and 1 hour (investiture or divine), using a larger slot that allows you to cast three different versions of the same spell.
Abjuration
Brief Empowerment
Self
5 Days
This spell grants the willing creature you touch an enhancement to its statistics. For the duration, the creature can use its reaction to make two Wisdom checks, which are Charisma-based. The creature can use its reaction to make a Wisdom check, which is an ability check. On each of its turns until the spell ends, the creature can make two Wisdom checks against the enhancement check. On each of its turns until the spell ends, the creature can make one additional Wisdom check against the enchantments check.
Abjuration
Briefer's Bane
60
Concentration, up to 1 minute
A spectral apparition appears and hovers for the duration in an unoccupied space within range. It lasts for the duration or until the creature uses an action to regain control of it. The ghost looks like a skeletal arm that was severed from a stake in a battle between the Good and the Evil, and it appears to be a young adult (aged 10 or 11) creature with greenish fur that reaches up to six inches across. It has a Strength of 10 and a Dexterity of 6; it is AC 12 and 15 (+0). While in the animating state, the apparition has disadvantage on attack rolls against creatures other than you. If it fails a saving throw, it can use its action on a subsequent turn to regain control of its illusion. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 6th.
Transmutation
Brief illusion
60
Concentration, up to 1 hour
Your magic is interrupted, and with a deafening crack, a disc streaks across your flesh, sending bones raked and dripping with blood. You see in dim light for the first time in a turn and instantly fill a 20 foot cube with dim light for the rest of the turn. Each creature or object within reach must make a Constitution saving throw. On a failed save, the creature succeeds with a weapon attack against its attacker that was intended for another creature, and the attack deals 5d8 necrotic damage to that creature. On a successful save, the creature succeeds without falling prone or taking any damage.
Necromancy
Brief illusion
Self
1 Hour
You reveal a vague, magical presence to a creature of your choice within range, up to 1 mile on a turn or by moving more than 10 feet directly behind it. The illusion requires a successful Intelligence (Investigation) check against your spell save DC to be disbelieved. If it succeeds, you can use your spell slot to find the shortest, most direct route to your current location; you might make a straight line up a mountain range, up a hill or across a valley on a short spell trip.
Divination
Briefing Lightsin
Dimension
Briefings
Touch
1 Hour
You touch a creature and place a calming charm on it that lasts for the duration. When you cast the spell, choose one or both of the following options for how the charm appears: • Choose one object worth 300 gp that is on the target’s desk or on a shelf in its room. The charm lasts for the duration or until you send the creature to an unoccupied space on the ground or a roof that isn’t attached to the ground. If the creature isn’t moving or acting out of a certain way, the spell simply ignores it. • The creature seems normal to you. You know it has some kind of natural resistance to poison, though it doesn’t always work in accordance with its nature or to your own. It falls down, for example, in a
Briefing
Touch
Concentration, up to 1 hour
Until you finish a long rest, you gain the ability to visualize the moment a creature enters the space it leaves behind it for the first time on a turn or starts its turn there. This spell can affect up to one creature of your choice within 30 feet of you who’s being petrified or petrified by a spell or a spell of 3rd level or lower. The creature can take the Dash action and move up to 10 feet in any direction, but must make a Strength saving throw. On a failed save, the creature takes 6d6 bludgeoning damage and is pushed 10 feet away from you in a random direction (your choice) toward a creature of your choice within 5 feet of you. The creature must succeed on a Strength saving throw or lose control of its weapon, and it can use an action to shake the trigger except it must succeed on a Strength saving throw or be pushed 10 feet away from you. It can use an action to exhale a strong wind of Wind of Protection that blows into the target, ending the effect on itself on a successful save.
Divination
Brief Insight
Self (60-foot cone)
Descripción
10 Days
You gain the ability to see through illusions and hear what other creatures are saying, feeling, or feeling within 30 feet.
Abjuration
Brief Sense
Self
1 Hour
You gain the ability to understand a vague telepathic message that can be understood only by an illusory duplicator. While disguised, the duplicator can read your mind, your current direction, and other information that you can understand, but only by casting spells and using magic that you know and that are physically connected to your physical body. The duplicator can only speak when spoken aloud. It can read your spoken words as if they were written on a book, but it can’t read your mind or read your words while you are disguised. The duplicator can communicate only with you and to the object of your gaze, but it can share your thoughts, emotions, and actions with it. While disguised, the duplicator can read your mind, your current direction, and other information that you can understand, but only by casting spells and using magic that is physically connected to your physical body. The duplicator can only speak when spoken aloud. It can read your spoken words as if they were written on a book, but it can’t read your thoughts, emotions, and actions with it. While disguised, the duplicator can read only to you and to the object of your gaze, but it can’t take actions that require your spoken word, such as casting a spell, casting a spell of 7th level or a 2nd level spell, or making a Charisma saving throw. The duplicator is friendly to you and to creatures you choose within 30 feet of you. You can communicate with the duplicate even while disguised, through a window on your physical body or out of reach, as long as you are within 30 feet of it. You might also communicate with it through the window if you are fighting a creature that attacks you.
Illusion
Brief silence
60
Concentration, up to 1 minute
Silence for the duration. Nonmagical messages and symbols appear in the air and on the ground as you cast the spell. If you cast this spell on the same spot every day for a year, the spell has a 90-day effect on you.
Transmutation
Brief Spell
30
1 Hour
You make a spell of moderate or greater level within range. You cast that spell through a nonmagical medium, such as a book, if it is up to date and written in the language of the desired target. If the spell lacks the typical English component, it functions as if the spell had been cast through an AUXUAL medium.
Divination
Brief Stunning
Touch
Instantaneous
You touch someone and give them utter stupefy silence for 3 hours. For the duration, the target has advantage on attack rolls against you and any creatures that can see or hear you.
Necromancy
Brief Telepathic Tattoo
120
Concentration, up to 10 minutes
You create a temporary, private magical tattoo of some sort on a creature you touch. Until your concentration ends, you can use your action to create the Tattoo of Death on the target. You can spend a bonus action to instantly dismiss the tattoo, as long as you have concentration on the spell. On the target, the Tattoo of Death radiates a beam of spectral energy that cuts through the flesh of the target before it can hit and leaves behind a faint chill. The spell closes all wounds and stings the target, but it afflicts any that aren’t friendly to you, even if they aren’t currently being held back in its blast radius. The spell ends if you dismiss it as an
Brief Thoughts
Touch
8 Hours
Your mind begins to work on illogical planks of thought that affect only a limited portion of the creature’s immediate environment, perhaps for hours at a time. For the duration, these plans are harmless to the creature, provided that they are accompanied by a visual or auditory component. When the creature moves into an illogical form, it can make a Wisdom saving throw with advantage, and must reveal its illogical form to the spell at the start of each of its turns. Any creature affected by the planks of thought must roll a d4 and add 2d8 the illogical planks to their mind while within 5 feet of it. If a creature would roll a 5 or a 6, it can roll two more d20s to determine the form of the illogical form the creature took on its last turn of movement. Regardless of how its illogical form might appear, the creature doesn’t take any actions that would trigger when it moves into the illogical form it created.
Illusion
Brief Wondrous Element
Touch
24 Hours
This spell makes creatures, particularly ones from the Nine Hells, more attuned to your presence. Creatures from the Nine Hells are especially attuned to your presence; those of a higher level than the Hit Die pool can cast spells and read the
Brief Wondrous Place
30
Concentration, up to 10 minutes
You conjure up a place beyond words. The place must be somewhere in an unoccupied space or within a safe distance of the place you are currently on. The place can be a temple, a temple complex, a hidden sanctum, a hidden sanctuary, a sanctuary gate, a hidden passage, a passage that leads to another location, an impassable door, or a gateway to another location. The location can be anywhere on the visible plane of existence, as long as the place is beyond the scope of your current plan. The place can be anywhere and can be any dimension you choose. A place where you can see no more than 10 feet beneath the visible plane can’t be more than 10 feet beyond the visible plane.
Divination
Brilliant Growth
150
Concentration, up to 1 minute
You transform a creature of your choice that you can see within range into a dazzling array of magical, magical, and magical profane energy. The transformation, when complete, lasts for the duration. You can’t change the target’s size or any other effect of its equipment, but you can transform it into magical energy that lasts for the duration. A creature that doesn’t have the spell’s duration can’t be transformed.
Transmutation
Brilliant Helplessness
60
Concentration, up to 1 minute
A shimmering force springs from your finger and twists around it in a fixed location. The spell has a range of 60 feet and can penetrate hard objects up to 20 feet in thickness.
Conjuration
Brilliant orb
60
Concentration, up to 10 minutes
You create a prismatic orb of force in a 5-foot cube centered on a point you choose within range. You can use your action to create a magical field in the space within range that lasts for the duration. The orb appears in any opaque place within 5 feet of you (no larger than an unoccupied space that isn’t occupied). A creature in the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is paralyzed for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Brine
120
Concentration, up to 1 minute
You conjure up a small, dark, liquid substance that can be used to create a potion. The substance is made up of pure water, honey, and radiance. The substance must be water, a liquid that is equal to or less than the base energy of that liquid. When you cast the spell, choose one of the following effects. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You also make your spell’s damage pierces, which increases by 1d8 when you reach 7th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Brine
120
Instantaneous
For the duration, a creature that you can see within range has grappled and fallen to the ground. Until the spell ends, the creature rolls 5d6 to regain 4d6 hit points. The spell has no effect on undead or constructs. When a creature reaches the higher number of hit points it has, or if it can’t reach the ground before the spell ends, it instead takes 4d6 cold damage. This damage is reduced by the number rolled when you cast this spell.
Abjuration
Brine
150
Concentration, up to 1 hour
Purified food, drink, and material possessions are infused with a calming calming spell when someone experiences a severe enough emotional stress to require immediate medical attention. If the trigger for the calming spell requires a direct or premisiational link with death, the mundane food, drink, and material possessions are replaced with magical halos that instantly restore full health when first consumed. The spell fails if the stressor triggers in a manner that would be harmful to the individual or group they serve (for example, a stressor triggers an emotional reaction in a creature), or if the stressor triggers in a different creature (for example, a curse triggers an evil reaper in an alignment that cherishes death as a symbol of loyalty to the deity), as each affected creature takes 1d4 + 1d6 damage of the chosen type.
Divination
Brine
150
Concentration, up to 1 minute
For the duration, a creature’s bones and flesh turn to stone and are incapable of fusing into stone. For the duration, any creature can’t use a bonus action to create a new disease, nor can it cast spells. When you attack a creature with a disease, you cause it to regain 1d4 hit points. If the creature’s hit point maximum is reduced below 0 hit points, it explodes, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if you have advantage on a single saving throw or you create a new one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Necromancy
Brine
60
Concentration, up to 1 hour
Brine, along with whatever fuel other than ale or water, is provided to animals and creatures for the duration. Whenever a creature that drinks bile or feigns a poisonous consumption drops to 0 hit points and makes a Constitution saving throw, the creature takes 1d6 poison damage (your choice when you cast this spell) or 3d6 poison damage (your choice when you use this spell). If a creature fails its saving throw and becomes incapacitated, it can use its reaction to consume bile (at the DM’s discretion) again as an action, ending the effect on itself on a success. The DM offers a short phrase, then calls a complete rest, in which the creature resumes drinking bile. The spell ends when none of its effects apply, if at all. An incapacitated creature takes 3d6 poison damage at the end of its next turn.
Conjuration
Brine
60
Instantaneous
This spell cures a creature of exhaustion for 1 hour. If you cast this spell in a location with a high concentration of undead, you might have to resort to the following methods to find out whether the spell is still in effect there: • In your spellcasting session, while casting this spell, you might have to cast another spell to recover from exhaustion. • You might have to waste one use of your action to regain 1 hit point. • At the end of your next turn, you might have to use your action to dismiss the spell. Casting this spell again restores hit points equal to half the amount of hit points you have remaining, and thus might have to use your action to dismiss the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Conjuration
Brine
60
Instantaneous
You bring a potion of restore abilities to a creature that you can see within range. For the duration, a creature has d 10 vitality, and it has advantage on all Wisdom (Perception) checks it can make to regain vitality. The spell disables one or more of the creatures in a row from harming you, stops one harmful effect from harming a creature that is within 60 feet of you, or causes one of the creatures to become blinded.
Conjuration
Brine
60
Instantaneous
You take a pounding metal rod and place it within range. Choose a metal rod that you can see within range. Each creature in a 5—footradius, four-inch thick cylinder centered on the rod, must succeed on a Strength saving throw or be lifted by the rod for half damage. If you cast this spell using a spell slot of 4th level or higher, you can throw the rod higher than that slot can open or close any door or container that you create. The rod explodes when it hits anything it enters or that enters its space. Each creature brought to the spell’s range must make a Strength saving throw. On a failed save, a creature takes 12d8 fire damage and is engulfed in flames until the spell ends. Fire damages objects in the cylinder and ignites flammable objects that it impacts into the cylinder. When a creature enters the cylinder for the first time on a turn or starts its turn there, it burns the cylinder (20 percent of the cylinder’s full capacity) and causes flammable objects in its path to ignite in flames. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases to 30d8+38 damage. For each of the fire damages above, the damage type increases by 1 for each slot level above 5th.
Evocation
Brine
90
24 Hours
This spell causes a specific smell to ring out, affecting creatures of your choice within range and causing an especially strong odor to accompany your breathing. Starting at 1 hour, creatures in flames become more likely to fall ill and become deformed. This spell only works on plants and liquids, not undead and plants. When you cast this spell, choose a certain plant to trigger this curse: a vine, bell pepper, château jamaise, or a large acacia tree. When you cast the spell on a plant, its odor rings out in a unique manner, sounding different for each batch of smoke. The spell creates either an intense burning smell or a soft soft whisper. The sound of the odor can be particularly strong, and it can’t be suppressed.
Transmutation
Brine
90
Instantaneous
You attempt to imbue a willing creature or object with some kind of magical power. You touch the target and give it a +2 bonus to AC and AC-out. The target takes the normal damage of the spell. If you cast this spell again, the spell ends early.
Necromancy
Brine
Touch
1/day
Up to six willing creatures of your choice that you can see within range touch one another for the duration or until you use your action to release the illusion. You or one of your companions can talk to one another to determine if the creature can be bound to a specific object or the spell. If you do so, the creature speaks the truth about its condition as it attempts to reach for the nearest nonmagical lock on its creature’s imprisonment. If the creature w asrestes and discerns the truth about the creature’s condition before using its action to speak the truth, it makes a truthful attempt at awakening from its trance to find that truth.
Abjuration
Brine
Touch
4 Hours
You touch a creature and stimulate its thirst for flesh and blood. For the duration, the creature produces a potion of beneficial vitality and calls the creature to one of the following effects when it hits 5 or fewer hit points: • One willing creature of your choice that you can see within range (such as a creature that can be charmed) sheds 1d6 radiant or necrotic damage, and the creature dies. • You cause the target to shed 1d6 radiant or necrotic damage, and it sheds 1d6 acid, cold, fire, lightning, or thunder damage as normal. • You calm the creature (120 feet) and cleanse the mind of any afflictions it might have (30 feet). If the creature has half the Hit Dice of a human or of the ability to cast those spells, this spell automatically reduces it to dudgeon size and causes it to bleed out, leaving it defenseless against its attackers.
Transmutation
Brine
Touch
Concentration, up to 1 minute
This spell is a new form of magic. You cast it as a ritual, then dismiss it. You take 10d6 psychic damage from the spell. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Brine
Touch
until dispelled
You touch a willing beast, plant, or other natural substance that isn’t covered by armor or that isn’t on an illusory garment. You or someone you choose can make a healing spell with a range of touch. For the spell’s duration, the target has resistance to one damage type, an ability check for it, and gains half the number of hit points it gains until the spell ends. While affected by the spell, the target can’t take reactions, and its hit point maximum is reduced until it reaches 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Transmutation
Bruiser
10
1 Round
This spell creates a shimmering orb of poisonous energy within range that lasts for the duration or until you use your action to dismiss it. You can use a bonus action to cause the shimmering orb to move up to 30 feet in a direction you choose, ending the effect of the spell on it. When you cast this spell, you can have up to three creatures of your choice within 30 feet of it and have them turn over any remains of an illusory object that was a creature within the spell’s area. The creatures need not appear in the spell’s area to cast the spell. The dust covering the object turns the orb opaque. It lasts for the duration or until an effect calls for it to become opaque again, such as the creature uses dim light to illuminate the area behind a pillar. At any time during its duration, one creature or object created by the spell can’t pass through the orb, and it sheds bright light in a 30-foot radius around it. Through the orb, a creature can see through it (no physical interaction required), and it can’t see through the opaque door.
Evocation
Bruiser
120
Concentration, up to 1 hour
You whisper to a creature of your choice within range that you can hear within range. If the creature hears you, it obeys your voice except that it must make a Wisdom saving throw. On a successful save, the creature obeys your voice and becomes friendly to you for the duration.
Evocation
Bruiser
60
Concentration, up to 1 hour
Your weapon falls to the ground when it strikes a creature or a chunk of rock within range. Make a ranged spell attack for the weapon against each creature within 5 feet of it. On a hit, the target takes 1d10 fire damage. You can switch to a different weapon during the spell’s duration. Your weapon attacks deal an extra 1d10 fire damage when you reach your lowest hit point. Your fire damage increases by 1d10 when you reach your highest hit point. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d10 for each slot level above 1st.
Evocation
Bruiser's Knife
30
24 Hours
Your hammer falls into a creature’s chest as it crushes the flesh of a creature within melee range. For the duration, a creature has resistance to one damage type of your choice: acid, cold, 40 ft., 27 bludgeoning, or 47 urdgeoning. The creature takes 20d8 cold damage on a failed save, or half as much damage on a successful one. The weapon doesn’t deal slashing damage, and any spell that would deal slashing damage, would instead deal slashing damage to the target.
Evocation
Bruiser spell
90
Concentration, up to 1 hour
The next time a creature with a Strength score of 6 or lower reaches the 5th level or higher on a turn or ends its turn there, a creature with that score scores a success. The target gains no temporary hit points. For the duration, the target has advantage on attack rolls against creatures under your control, and when the target makes an attack roll against a creature under your control, it can roll a d4 and add the number rolled to the attack roll itself.
Conjuration
Bruiser's Steed
Touch
Unlock
Concentration, up to 1 minute
You summon beastly strength, deliver it to one humanoid within 30 feet of it, and then stave off hellish conditions until the beast appears in an unoccupied space within range. The beast takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Bruising
Self
1 Hour
This spell shines with a brilliant blue light that hurls creatures, magical objects, and spirits of war in a 40-foot-radius sphere centered on a point you choose within range. A creature must make a Wisdom saving throw if it's already engulfed in smoke or if it spends its action as a bonus action on its turn in the sphere attempting to escape. On a failed save, the creature takes 6d6 fire damage and 3d6 acid damage. On a successful save, the creature takes half as much damage and isn’t engulfed in smoke. All smoke and acid damage the creature causes drops to 0 HP.
Evocation
Bruising
Touch
1 Hour
You touch a creature. If it is not wearing armor or carrying a spell or other magical item, the spell doesn’t.
Abjuration
Brute Shot
Unlimited
A flash of brilliant light flashes out from a point of your choice within range. The target is struck by a strong beam of light, causing it to appear in any orientation it chooses. The target takes an extra 10d10 psychic damage when you position the target, which takes 1d10 minutes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlO for each slot level above 1st.
Illusion
Brute Smite
Self
Concentration, up to 1 minute
You attempt to crush a creature a strong demonological fitnah within range. The target must succeed on a Strength saving throw or be pushed to one side of the creature and struck by a powerful warhorse. If the creature falls to one side, the creature strikes the demon and then explodes, leaving behind no physical body but only the weapon. The creature must make a Strength (Athletics) check contested with a success. If it fails the check, the creature is incapacitated and must either move onto a side of the blast or fall off the creature’s suspended animation to the side of the blast. Subtract each creature’s initial Strength saving throw from the attack, which pool points toward the side of the fortress. from the attack, which pool points toward the side of the fortress. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjuration
Brute Swarm
30
Instantaneous
A spinning circle of poisonous energy springs from your hands in a 15-foot-radius sphere. It spreads around corners. It ends early if you are in the circle and has the shortest distance to travel. If the creature is within 30 feet of you, it makes a w armful of poisonous darts toward you. If it is within 30 feet of you, it makes a loud boom at your direction, raising its speed to 30 feet. The
Bubble
60
Instantaneous
This spell creates a sonic boom that damages and possibly cuts through a creature’s space within 30 feet of it. Each creature in that area must make a Constitution saving throw. A creature takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. The thunderous sound extends into the space where a target is standing, dealing thunder damage to any creature within 5 feet of the spot where you used your action to strike.
Conjuration
Bubble of Life
Touch
Instantaneous
You imbue a living creature with life, such as a plant or a plant-covered creature. The creature must be of at least Medium size and must not be larger than Medium. The creature must also be able to see beyond its current plane of existence. The spell ends if the creature is no longer within line of sight of you or if you dismiss it as an action.
Conjuration
Bubble of Strength
60
Instantaneous
You make a melee spell attack against one creature of your choice that you can see within range. On a hit, the target takes 2d6 piercing damage and is restrained.
Conjuration
Bubble
Touch
Instantaneous
A sphere of bubble-like energy appears in space and appears in the center of a cube. The sphere spreads out to an area where the sphere is centered. The sphere is made up of 10 pieces of stone, each piece of stone weighing 1 lb. and containing a radius of 30 feet. The sphere is made of 30,000 cubic feet of stone, with the same radius as the sphere. The sphere can be as large as you’re tall, up to 5 feet wide, and up to 5 feet tall. The sphere is centered and appears to be at least as large as you. You can use your action to make the sphere appear to be a sphere, but it must be on a solid surface. You can also make a sphere of similar shape as a sphere created by a spell or by a spell slot of 4th level or higher. The sphere can be up to 10 feet in diameter and up to 30 feet tall. You can make the sphere up to 20 feet long and up to 30 feet thick. The sphere can be as large as you’ve tall, up to 5 feet tall, and up to 5 feet thick. The sphere can be as small as you have long arms, up to 5 feet tall; as large as you have short arms, up to 5 feet tall; or as small as you have short arms, up to 5 feet tall. The sphere can be as large as you have long arms, up
Burden of Intelligence
60
10 Days
You attempt to cast a spell of insight that doesn’t rely on instinct or magic but instead allows a creature you can see to reason for the actions it takes. For the duration, the creature can make a Wisdom saving throw, returning to its current plane of existence. On a success, the creature returns to its current plane of existence, though it must still have reached the end of its journey. For the duration, the creature is limited in knowledge and ability to reason, though it can deduce which way lies on the other side. A creature that succeeds on its saving throw makes another Wisdom saving throw at the end of its next turn. If it successfully saves against this spell, this spell ends.
Necromancy
Burden of Stone
120
Concentration, up to 1 minute
You create three piles of stone on the ground within range. Each pile is a cube whose area is 50 feet on each side. You can pile up to four hundred pounds of stone at a time on the ground. Any item you choose that is not an ing item created the pile and can’t fit inside the pile. While these piles are on the ground, creatures of your choice that can’t be drawn into the ground can’t spend up to half their movement while they are within the pile’s area. These creatures are immune to being pulled into the area, and they can’t use attacks or move through the area to do so. At Higher Levels. When you cast this spell using a spell slot of 8th level spell, the amount of piles affected increases by two times the amount of time that the spell lasts.
Transmutation
Burden of Stone
150
Concentration, up to 1 hour
As you cast this spell, you create a layer of stone-strewn muck that extends up to 300 feet and thickens a 10-foot cube on either side of the casting surface. The stone remains for the spell’s duration, and magic can protect it against material failure. When a creature moves into the muck and touches it, that creature must make a Strength saving throw, taking 2d10 force damage on a failed save, or half
Burning Stone
120
Instantaneous
A rock, stone, or a similar solid object that weighs 1,000 pounds or less and can hold up to two pounds (4.6 kilograms) of material remains. The rock or stone remains for the spell’s duration. A rock or stone remains permanently in place for the duration of this spell. If your space is 1,000 feet shorter than the spell’s area, you can place any stone or stone object that isn’t there permanently in place, such as a lantern or a prismatic prism, at a point of your choice within range. The spell remains within that space for the duration, even if you can’t teleport. The spell is permanent and you can use an action to teleport to any point on the spell’s area after the spell ends
Bury Me
Instantaneous
A creature you touch appears in a location that you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 necrotic damage. The target must then dismiss the spell with a successful save. This spell has no effect on undead or constructs, nor on creatures that aren't under your control.
Transmutation
Bust of Arrows
150
Concentration, up to 1 minute
You conjure up a ball of brilliant, deadly arrows, imbued with the power of nature. Choose one creature or object within range. It flings its blackened arrows in a direction you choose for the spell’s duration. If you cast the spell against a creature, that creature must make a Dexterity saving throw. On a failed save, the target fails the spell
Bust of Light
30
Instantaneous
A beam of light streaks through a 60-foot-radius sphere of bright light. The light is dimmer than light, and the creature must make a Strength saving throw. On a failed save, the creature takes 2d12 fire damage. On a successful save, the spell ends. The spell ends if a target of the target's choice remains within 60 feet of the portal. The target must make a Strength saving throw. It takes 4d10 fire damage on a failed save. The spell ends if the target is blinded or deafened. For the duration of the spell, the creature can use its action to make one attack. On a successful save, the creature takes half as much damage from the spell.
Conjuration
Bust of Sickness
10
Concentration, up to 1 minute
You crush the flesh of a creature you can see within range, causing it to grow sickened or diseased. If you do so, each creature that ends its turn within 10 feet of where you cast this spell must make a Constitution saving throw. On a failed save, the creature becomes stunned, deafened, or takes 2d6 necrotic damage, and until its stunned condition ends, it can’t use all of its movement. It also doesn’t take reactions and can’t make more than one attack roll as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a total of twenty-five bolts of lightning erupt from your tumbler, which is 10 feet in diameter and 5 feet out on one side. Each bolt has AC 20 and 30 hit points. When a bolt lands, it strikes one creature on the ground that you can see within 5 feet of you, causing it to become blinded until the spell ends. Each creature that ends its turn within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 6d8 lightning damage. When a creature returns to its home plane from the stunned condition, a second bolt of lightning strikes at that creature. The lightning bolts deal 6d8 lightning damage to the creature, and the second bolt deals 6d8 lightning damage to the creature. Both lightning bolts and the second bolt deal 3 radiant damage. After falling to the ground, a third bolt of lightning strikes at one creature whose speed is halved or lengthened until it reaches its maximum speed. The creature must make the saving throw when it strikes the bolt with its weapon. If it does so, the creature takes 6d8 lightning damage, and the spell ends. The fourth bolt of lightning strikes at two creatures whose speed is halved or lengthened until it reaches its maximum speed. The creature must make the saving throw when it strikes the second bolt with its weapon. If it does so, the creature takes 6d8 lightning damage, and the spell ends. The fifth bolt of lightning strikes at three creatures whose speed is halved or lengthened until it reaches its maximum speed. The creature must make the saving throw when it strikes the third bolt with its weapon. If it does so, the creature takes 6d8 lightning damage, and the spell ends. The sixth bolt of lightning strikes in the same location again, dealing 6d8 lightning damage to one creature within 5 feet of it. The creature must succeed on a Dexterity saving throw or be blinded until the end of your next turn. The spell ends for a target that leaves its home plane or has its tether snapped.
Evocation
Cairne Bloodhoof
60
Concentration, up to 10 minutes
This spell conjures blood from your hands. Until the spell ends, you can use your action to take a single weapon attack against one creature that you can see within range, and it must make a Strength saving throw. On a hit, the creature takes 2d10 necrotic damage. On a failed save, the target takes 2d10 fire damage. On a successful save, the target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Conjuration
Cairne Blood
Necromantic
Instantaneous
This spellores blood to form a new, warmer persona for a creature you can see within range. Choose a creature within range. Until the spell ends, the target has resistance to pain effects, resistance to poison damage, resistance to cold damage, resistance to fire damage, resistance to cold damage, or resistance to its own damage type. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn't have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
Cairn of Cold
150
Concentration, up to 1 hour
You create a spectral, intangible form that must be within range to be affected by spells of 5th level or higher. The form can be any creature, including a being that is undead. The form can be either undead or an undead servant. The form can also be a humanoid, an animal, a plant or a plant component. It retains all the characteristics of the creature it is created from, including the personality and alignment of the creature, but it doesn’t learn the true nature of any special abilities it has. While the form can’t be undead or an undead servant, it can be an undead servant and receive the benefits of any other effects it has on the creature. The form can also be either an undead or an undead servant. The form can be hostile, friendly, or neutral. You can designate creatures that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the range increases by 10 feet for each slot level above 6th.
Transmutation
Cairn of Flame
Touch
1 minute
You create a flame in the air at a point you can see within range. The flame can be turned into any kind of fuel, including stone, fire, or fire elementals. The flame can be a torch, a torch of cold water, a roaring dragon's roar, or a roaring sea dragon's roar. The flame can reach up to 60 feet. The flame has a range of 100 feet. The flame must be extinguished within 10 minutes of extinguishing it. You can extinguish the flame by using a ranged spell of your choice.
Necromancy
Cairn of Healing
60
Instantaneous
A small healing potion imbued with healing energy imbued with an unending stream of healing appears from the ground in a 30-foot-radius sphere centered on a point of your choice within range. Each creature in that area must make a Constitution saving throw. A target takes half as much damage on a failed save, or half as much damage on a successful one. A creature that takes damage from this spell must make a Constitution saving throw. On a failed save, a target takes half as much damage as on a successful one, and it takes half as much damage on a failed save. A creature that takes damage from this spell is blinded and deafened. If the spell’s damage is equal to or less to the total damage of the spell, it ends.
Transm
Cairn of Pain
Touch
Concentration, up to 1 minute
You attempt to push through a creature you can see within range. A target must make a Dexterity saving throw. On a failed save, the target is restrained in place. On a successful save, the restrained target is no longer restrained in place. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the restrained target can’t be targeted by a ranged spell, ranged weapon, or ranged weapon spell of 5th level or higher.
Evocation
Cairn Prophecy
30
Instantaneous
You whisper a divine word to the heavens, manifesting a divine name or manifesting an image. The messenger appears in all likelihood: tall grass, a precipitous rock, a low-lying fountain, or anywhere near them. The spell fails if you can’t be certain of the named messenger. Until the spell ends, you can specify a single voice or idea that speaks to you directly. The communication is limited to a limited range, and you must speak or write in any other language. A summoned messenger is invisible to all creatures except hostile creatures. If you cast this spell without first preparing it, the spell fails.
Divination
Caldariel's Sphere
120
Instantaneous
A sphere of swirling forceps appears in the center of the room. The sphere is no larger than a Medium or Large stone. The sphere can be up to 40 feet in diameter and 10 feet high. The sphere appears in either a 1,000-foot-radius, 20-foot-high cylinder centered on a point you can see within range. The sphere can take up to 100 feet to travel through it. Any creature in the sphere when it starts its turn in the sphere must make a Strength saving throw. On a failed save, the creature takes 4d6 fire damage and is pushed 10 feet away from the point it was hurled at. If you cast this spell multiple times, you can target one additional time for each spell slot open.
Conjuration
Caldari Vine
150
Instantaneous
You touch a vine and imbue it with a potent vine-like quality. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The vine can be a vine or a root vegetable. It sheds poison in a 20-foot radius and harmless in a 20-foot radius if it is already poisoned. The vine sheds in an unoccupied space within 30 feet of it that can’t grow beyond 30 feet of it.
Evocation
Calligraphy class
10
Concentration;8 hours
Duration: 3 hours
Calligraven Wisdom
Self
Concentration, up to 1 minute
You speak an incantation based on the words of a sage. As you speak, you gain a telepathic link with one creature you choose within range. The spell ends if you cast it again.
Divination
callocite
Touch
1 HourInstantaneous
You conjure a spirit or a demigod, and you touch them to gain an illusion of their true nature. Until the spell ends, when all the creatures in a 5-foot radius emanate an illusion that is identical in appearance to an illusion, the creature is charmed and frightened. As an action, you can move the image up to 60 feet as an illusion, through an opening that you choose within range. Choose a space within range. Until then, it can only move by pulling on the image. A successful dispel magic spell ends the spell and removes the image from the target’s soul. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can touch and speak the image twice, ending the spell early.
Illusion
Callocite
Touch
1 Hour
You touch an unwilling creature and it is magically free from all magical effects for the duration, at the start of each of its turns until you cast the spell and until you finish casting. Once a year, when the spell is in its original location, you and up to three other creatures you designate when you cast this spell and up to ten other creatures when you cast it, for as long as you remain on the plane of existence. On each of your turns, if a creature you choose attacks a creature that starts its turn within 5 feet of you or that starts its turn within 5 feet of you, the target regains hit points equal to twice the spell’s full Hit Dice.
Necromancy
Call of Nature
Touch
1 Hour
You touch a creature and cause it to make several identical movements within range. One movement a creature must make to make its movements. The movements last for 1 minute. You can use this casting time to make a single move. The change lasts until you move away from the spell and choose another spell of 3rd level or higher. After you cast this spell, your changes last for 8 hours. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a total of 7 additional languages and 12 additional spell components are added to your total for the duration. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can animate and maintain three additional languages for the duration.
Illusion
Call out
90
Concentration, up to 10 minutes
You call out a spirit that appears within range. Choose one of the following options for what appears: • One Medium or smaller creature with m.Lich, • Two Beasts or a type of beast • Four Dragons or a type of dragon • Eight Feathered Paws or larger creatures with a challenge rating equal to or less than your level • Eight Large or larger creatures with a challenge rating equal to or less than your level • Eight Wider Animals or a type of beast • Four Wargs or a type of beast • Four Apples or larger creatures with a challenge rating equal to or less than your level • Eight Small Creatures or more • Eight Volley guns or other throwing weapons • Two Volley bombs or ammunition • Four Whirlpools or small water • Eight Hailstones or water A flying creature attacks the target. The flying creature has disadvantage on attack rolls, and it must make several Constitution saving throws of its choice before it can move. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the flying creature has advantage on the save throw against the target.
Evocation
Call shapechangers
90
Concentration, up to 1 minute
You whisper in the nightmares of a creature of your choice which you can hear within range. The target must succeed on a Wisdom saving throw or become a spectral demon for the duration. Creatures that can hear you are unaffected by the spell and have a 15-foot cone of movement to navigate difficult terrain. The DM has game statistics for the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1dlO for each slot level above 1st.
Conjuration
Call to Action
30
Concentration, up to 1 round
Choose two creatures of your choice that you can see within range. You can use a bonus action to expend a number of energy that you can use to teleport one of the remaining creatures to another creature that isn't within 30 feet of it. The target remains within that creature for the duration, provided you keep that creature under 1 Hit Points or fewer. If a creature has 50 hit points or more on its next turn, it has advantage on the attack roll. Otherwise, the target takes 12d8 acid damage on a failed save, or half as much damage on a successful one. You know the target's name, but the target doesn’t need to know. Until the end of your next turn, the target has disadvantage on ability checks to determine if it has any special abilities or special abilities that aren’t on the target’s class or class abilities. You know how many abilities the target has; if more than one ability triggers at once, the target takes 8d8 necrotic damage of the spell’s own that isn’t being used. If the target isn’t using any of its special abilities or is missing an ability that triggers after you cast the ability, the spell triggers a noncognitive effect that uses a bonus action in its slot to create a new one. Otherwise, the spell creates an illusion if you choose. The DM can instruct the target in such a way as to make the illusion appear as it is, even when it isn’t there. This illusion has two colors, one of which you choose before the creation that can be manipulated. If the target is a creature, a creature that can make its own speech and speaks, and if the illusion isn’t created as a result of other people’s actions,
Call to Arms
120
Concentration, up to 1 hour
A group of creatures of your choice that don't fit in a certain group of four or more other types of creatures of your choice that you can see that you can see are summoned to act as a team. If you cast this spell multiple times, you can take multiple actions from the first three of them. You can also teleport to one creature of the first type, such as a pet, a scroll, or a magical spell. You can also order the entire team at once by name. Choose a target that you can see or that isn't on the plane of your choice. A creature must know a creature of your choice and a specific type. A friendly creature must also know that you. A magical creature must know the type, and this spell can't be targeted with any such knowledge.
Evocation
Call to Arms
120
Transmutation, up to 15 minutes
A group of creature-sized figures of your choice that aren. They appear on a wall or door that you can see or be made of metal. They can be up to three times as tall as you and have a reach of 20 feet. They can also speak certain language. You can use your action to take the spell for granted. You can also attempt to persuade the creature to keep the spell of its choosing, but that option has no effect on it. If the creature replies "yes," the spell ends. The creature must roll a 1 on the attack roll or else it becomes charmed by you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 2d8 + your spellcasting ability modifier.
Evocation
Call to Arms
60
Instantaneous
Casts a spell that you can see within range. The target appears in a random order that is, 1) at least 1 hour or less in duration; and 2) at least 10 minutes. This spell has a duration of (10 hours, 5 minutes), and lasts for the duration. It doesn, however, have effects that let you use certain spells. For example, you can cast this spell only once or twice during a day, until the end of a long rest. The spell's target must either be somewhere where such a place might be or it was a hidden treasure hidden somewhere other than its normal home.
Illusion
Call to Prayer
120
Until dispelled
You conjure up a large number of spirits that come from dead creatures. Choose one creature of the first kind that you can see within range that you can see. The spell targets the target, regardless of whether the target is undead or not. Any creature that starts its turn before the end of its turn must succeed on a Wisdom saving throw or take half as much cold damage. When a target uses this spell on a creature the DM has spoken with, that creature takes half as much damage and is blinded for 1 hour. The spell also functions as if the spell had been cast there.
Transmutation
Call Water
30
Concentration, up to 1 minute
You issue forth a wave of magic in a 60-foot cone. Each creature in that area must make a Dexterity saving throw. A target takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. 1. You call forth the water that ripples out in a 60-foot cone. The water is muddy and has a diameter of 60 feet. It is warm and dry, and it is fluvial. The water is inert and odorless. The target must make a Constitution saving throw. It fills a 10-foot cube on a successful save, or the water recedes and floats away. 2. You communicate with the target by calling your voice. The target has audible hallucinations, your words conjure up images of the creature, and your movement as a group. The target can make an Wisdom saving throw to disbelieve the effect of the bane spell. On a failed save, the target is affected instead. 3
Calm Emotions2 Mile
Concentration, up to 1 minute
You conjure a celestial, an elemental, a fey, a fiend, a fiend, or a faint spectral creature from the time you cast it and give it a telepathic answer. You must see and hear through the creature’s eyes and ears that you do so call or hear the truth, as the creature seems to be blind and deaf to your verbal commands. See the creature’s Manual for further information. The spell then ends in motion if you let go of the door or if you let go of the creature without leaving its space.
Evocation
Calm Emotions: Causeake
60
Concentration, up to 1 minute
You attempt to suppress strong emotions in a group of creatures. Each creature targeted for your concentration must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. If your concentration ends before this spell ends, any effect that first applied to it (such as implode pit or demiplane) functions immediately.
Evocation
Calm Hands
Self
Concentration, up to 1 minute
You create tiny hands in your space for the purpose of communicating with creatures outside your reach. Creatures are invisible to you and can’t see or hear you or perceive you. You and the creatures you create can have one of the following capabilities; you can make them carry or carry you, or set them when they are no longer traveling along path and after taking damage, carry or carry you. You can’t have more than one hand in a space and can’t make more than one melee attack against a target within 30 feet of you.
Transmutation
Calming
Touch
Calm Through Material Contact
Self
10 Days
This spell temporarily disposes a creature of any injuries it causes, allowing it to move away from you in a straight line. If the creature would be under the spell’s effect, it can attempt to move as far as its body weight allows, provided that its Dexterity is at least 10. This movement doesn’t involve the creature’s mind, and the creature can’t be targeted by spells or other magical effects.
Illusion
Calm Wounds
30
Concentration, up to 10 minutes
You create a whirlwind that strikes up to ten creatures of your choice that you can see within range. You can target one creature that has a hit point maximum and a hit point limit equal to your spellcasting ability modifier. Each target must make a Constitution saving throw. On a successful save, the target takes 5d6 bludgeoning damage and is knocked prone. On a failed save, the target takes half as much damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Evocation
Calm Wounds
Touch
8 Hours
As an action, you touch a creature that has been hit by a melee weapon attack. A target takes a bleed from the attack and is revived with 1 hit point. This spell’s healing increases by 1 hit point when you reach 5th level (2 hits), 11th level (3 hits), and 17th level (4 hits). As long as the target is wearing armor that allows it to be charmed, the attack has no effect. The creature is incapacitated and prone if it can't get up. When the spell ends, the creature can use its reaction to make another melee attack against the designated attacker using a weapon with a known range. If the attack hits, the target is transported to another location where it can regain hit points equal to half the amount of lost movement. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Necromancy
Caltar of Faith
120
Concentration, up to 1 minute
Choose an unoccupied 5—foot-square unoccupied space that you can see within range. A celestial, an elemental, a fey, or a fiend that you can see within range must make a Charisma saving throw. On a failed save, the creature is blinded for 1 minute. On a successful save, the creature is blinded for 1 hour. If the creature’s Wisdom is less than or equal to or greater than the saving throw, it can use an action to dismiss the spell. The creature can choose to fail the save, and its concentration is broken for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, as if using a 1st-level spell slot, for each slot level above 2nd.
Enchantment
Caltia Aura
Touch
Concentration, up to 1 hour
This spell creates a magical abode for a mysterious, green, floating beast originating from the Gobi Desert of Sumer. While in the abode, the creature is physically present in a specific spot on the ground within range, regardless of the ground’s distance to the celestial plane. The creature can enter the abode through the ground, but it must also be within 100 feet of the surface of the ground where you cast this spell. The creature can enter the abode even if it is underwater (so long as it is in the middle of a movement that requires a movement today or a casting today spell, or another spell spell that costs 5 minutes to cast). On each of your turns as a bonus action on your turn, you can move the creature up to 30 feet on one jump roll, and move it along a sticky ground that you can see within 30 feet of you. When you move the creature, you can direct it to each of the following attacks with one finger, or using its claw to ram its way up a chain of eight jagged jagged steps. The creature can take the Dash action and continue moving forward, avoiding all but one creature within 5 feet of it and succeeding on Strength checks with another ability check. The creature can take the Dash action again and again, but it can’t move. The creature can move across uneven terrain, up or down stairs, turrets, and other difficult or impossible surfaces, but the creature can’t move over any mineral, rock, or by thin air. In addition, if the creature moves across an obstacle, it is restrained, and it can use its movement to try to jump out. To break through the barrier, the creature must spend 3 feet of movement remaining on a side, and it moves so it can make a Strength check against your spell save DC. If it successfully breaks through, the creature uses its movement to walk back up or down the embankment and pass in the nearest safe demiplane.
Conjuration
Caltroaks
30
Concentration, up to 1 minute
One humanoid or object of your choice that you can see within range and within the spell’s range is magically entrapped and magically blinded. The target must make a Wisdom saving throw. On a failed save, the target takes 2d12 acid, 10d12 cold, and 12d12 radiant damage. On a successful save, the spell ends. The spell ends if you cast it again or if the target ever reverts to its original form. The blinded target can’t be affected by this spell again until it has consumed half as much as normal.
Abjuration
Caltron of the Dead
120
Con
Caltro of Death
Self
Concentration, up to 10 minutes
You invoke the power of the dark in an area you can see and that is within range. Choose one of the following forms of death: • Undead or oozes that aren’t under the effects of a disease • Creatures that aren’t under the effects of a polymorph spell such as darkvision or telepathy otherwise than as a group member or member charmed by it • Familiar creatures of the chosen form, such as a witch or a wizard • A type of creature’s nature, such as bandit or elven, that is beyond its ability or that isn’t particularly special At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of possible forms of death you can manifest increases by two for each slot level above 3rd
Divination
Caltrops of Death
150
Instantaneous
Until the start of your next turn, a glowing sarcophagus appears on the ground of an unoccupied space you can see within range and floats above it in an extradimensional pattern you choose. You create a vortex on the ground within range, extending from the base of the vortex to encompass a portion of the w eaving area within 30 feet. If you are moving horizontally, you can use your movement to move up or down
Cangle of Cold
120
Instantaneous
The touch of freezing cold rages in the coldest stronghold of Mournhold. Choose creatures within range, or one of the following damage
Cannibalism
60
24 Hours
You attempt to consume a creature within range and drain its food and clothing before it can fully fill its last vat of food, either raw or prepared from scratch. The target takes 1d6 necrotic damage when it causes any damage that would result from magic or weapon damage, and it has disadvantage on attack rolls against creatures other than you. While this spell is active, a creature that would be affected by a spell of 2nd level or lower can only use one saving throw at a time to regain expended health and maintain half damage against any remaining damage. The spell fails if you have cast it before, if you have no health or ammunition, or if you are trying to eat the creature. You can use this spell again only if you are still alive and have already consumed your last meal. Alternatively, you can end this spell early by raising your blood alcohol content to 3.0 from 0. The spell can’t use up to three levels of alcohol, and its level is determined by how the creature behaves within those times. If
Cannonball
150
Instantaneous
You launch a wave of cannonball lightning from a weapon that you can see within range. In a line 10 feet long and 5 feet wide, the lightning leaps from one point you choose within range to another. The point you choose fires a single round of lightning ammunition, with a 10 percent chance per round that ammunition explodes. A point you choose causes ammunition to explode in a flash of lightning within 5 feet of it. Each creature in the area takes 3d8 lightning damage when it hits with a weapon attack.
Evocation
Cannonball
300
Up to 4 magical blasts of power hit you. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 8d6 bludgeoning damage and an extra 1d6 bludgeoning damage on a subsequent roll. A beam of light at the end of your party's path and a beam of air at the end of your party's path must be within 10 feet of you and no more than 100 feet long. On a failed save, you take 3d8 bludgeoning damage and half as much damage on a successful one. You can use your action in the air on a 5-foot cube that ends its turn in a random spot. You can use your action to move its center of mass as far as it is in a square that you or you designate, but there must be at least 10 feet of space between you and it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the blast lasts for the duration.
Evocation
Cannonball
60
Instantaneous
You throw a hand cannon of ammunition into a space you can see within range. The ammunition moves at a speed of 10 feet per round. The cannon can be used to throw a Large or smaller weapon up to 5 feet in any direction. The cannonball also lasts for the duration, and the weapon deals an extra 1d8 bludgeoning damage on a hit. The weapon takes half as much damage on a successful hit. Otherwise, the weapon deals an extra 1d8 bludgeoning damage on a failed hit.
Transmutation
Cantasmal Force
1 Hour
You summon an illusion of your choice that takes root in mind, and that lasts for the duration. You summon a creature of challenge rating 3 or lower, and cause it to make a Wisdom saving throw. On a failed save, the creature becomes frightened for the duration. The spell’s damage increases by 1d8 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The creature takes 2d10 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. At Higher Levels. When you cast this spell using an action to dismiss it, you choose one of the following options: 1. The creature disappears from the spell’s original owner’s home. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. At Higher Levels. When you cast this spell using an action to dismiss it, you can cause any of the damage types above to increase by 1d10 for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Transmutation
Cantrip
120
Concentration, up to 1 hour
You form a new dimension and travel there, where you gain the following benefits: • You can teleport any distance (no more than 10 miles or 100 feet) between yourself and a new dimension. • You can teleport up to 100 miles (up to mile-level) from one new dimension to another. • You can teleport up to 20 miles (up to mile-level) from one new dimension to another. If you teleport more than 20 miles (up to mile-level), the destination dimension is also affected. • You can create a new dimension by using the spell’s ability to teleport up to 30 miles (up to mile-level). The new dimension can be any dimension that you know and can have no more than one dimension (or fewer). The new dimension can also contain objects that change the physical appearance of the new dimension. For example, a new dimension that isn’t a dimension can be created by using the
Cantrip
60
Instantaneous
As part of the action used to cast this spell, you can ask a creature to accompany you in an activity of prayer. You must speak the prayer at the start of each of its turns as long as it is no more than 5 lines long and includes a request to the creature that the activity be undertaken. It must make a single prayer questionable in writing. If the creature says yes, it is carried to the activity. You decide the duration and content of the activity, which must be at least one day. If you are asked to accompany the creature for a specific activity, the creature takes the lead in deciding whether to accompany you or to accompany a creature you designate. The creature that carries you chooses which activity to undertake.
Cantrip
60
Instantaneous
You send a beam of light that is 20 feet long and 10 feet wide to a point within range.
Cantripper
Touch
Until dispelled
You touch an unwilling creature and put it into the Cantripper's service. Choose up to ten weapons you can see within range. Each of the weapons strikes a creature with advantage. During the spell’s duration, the weapon damages both the target and the target’s equipment, and on each strike, the creature takes 2d6 force damage. If the creature is already proficient with its equipment, it can use a bonus action to end the spell. On each of your turns after the spell ends, you can use your action on each of your turns to speak the Weapon Spell. When you do so, you can direct the weapon at one creature you can see within 30 feet of it (your choice when speaking the Cantrip). You can target one additional creature for each target’s equipment, along with whatever it can carry. While the Spell and Weapon Spell components are linked, the weapon strikes for the first time on each target, and the creature then takes 2d6 force damage when it uses its action on each hit, and the creature then takes 2d6 force damage when it uses its action on each hit. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.
Conjuration
Cantrips
60
Concentration, up to 10 minutes
You create a particular kind of creature, one whose intelligence and cunning are above that of its typical humanoid form. The creature is slender and wiry, and it is proficient with all weapon attacks. While it has a melee attack bonus and a attack modifier of your choice, it has disadvantage on attack rolls against creatures of an Intelligence or Wisdom score of 2 or lower. It also has disadvantage on attack rolls against creatures of your choice that aren’t Medium or smaller. For the duration, these creatures have disadvantage on attack rolls against you and can use reaction to deal 1d4 bludgeoning damage to either of its tails or leave it incapacitated.
Evocation
Cantrips
60
Concentration, up to 1 hour
You choose a magical phenomenon that you can see within range and that fits within a 5-foot cube. You can animate something within 5 feet of you, that is, a creature within 5 feet of you. Anything within 5 feet of you is considered animate dead, and those who have the lowest Intelligence (Investigation) and Charisma scores are affected by Daylight, dim light, aeos, or aegos. The creature must make a Wisdom saving throw. On a failed save, the creature can’t cast spells for days, while it remains conscious. Daylight, Aegos, Darkness. You choose a phenomenon that you can see within range and that only you and a willing creature are affected by. If its diameter is less than 10 feet, a shimmering cloud of debris appears at the corners of your vision as a shimmering cylinder with a 20-foot radius. While this creature is dimly lit, any creature within its area that can see is blinded as though it were obscured. Any creature that is immune to being blinded must make a Wisdom saving throw. On a failed save, the creature can’t use reactions and must move to the nearest safe spot to use its reaction. While affected by this spell, a creature can cast spells as though they were cast in magic, if such a spell were in effect.
Transmutation
Cantrips of Life
30
Instantaneous
There are ten tiny, invisible, shimmering spheres of life in the air. Each sphere is 10 feet in diameter and can be up to 100 feet long. Each sphere has a 20-foot radius. When you cast this spell, you are able to sense the distance between you and the sphere. You can sense the distance between a sphere and a creature in the sphere’s space by touching it. When you reach up to five feet from the sphere, you can sense the distance between you and the creature’s space by touching it. The sphere is invisible to creatures that don’t share its space with you. While invisible to creatures, you can’t see or hear the sphere. You can change how the sphere appears or disappears, but the sphere remains invisible to you until you dismiss it as a bonus action. The sphere can be destroyed by a spell, or by a blast of magical energy from another creature. The sphere is difficult terrain. The sphere remains in place for the duration. You can break the sphere in half, and a creature can break the sphere in half again. The sphere also remains in place for the duration. A creature can break the sphere in two ways. You can break the sphere in one of the ways: by casting a spell, by using magic, or by
Cantrips of the Unliving
30
Instantaneous
You teleport to a place where no living thing remains. You use your movement to teleport a creature of your choice that you can see within range. This creature can’t be more than 30 feet away from you. The creature’s speed is halved. Until the spell ends, if it moves more than 30 feet from you, it drops to 0 hit points. If it moves more than 30 feet, it must fall prone. If the creature can move more than 30 feet, it must make a Dexterity saving throw. On a failed save, the creature falls prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell lasts until dispelled.
Conjuration
Cantrips
Self
1 round
You choose one creature within range and animate or take the form of a devil or a fiend for the duration. The devil or fiend appears in an unoccupied space on the ground within range. The creature can’t be more than 30 feet away from you and can’t be targeted by spells or constructs. The devil or fiend can be an undead servant, an undead construct, or a creature created by some other sort of lich’s magic. While a creature of the devil’s kind, or one that harms the creature, is at least Huge or smaller, it doesn’t gain any other kind of health, vitality, or resistance to any of those effects. The creature is under the effects of the same spell or effect for 1 minute. This spell doesn’t reduce the creature’s physical or mental condition. The creature’s condition is identical to that of a fiend, though it has a lower likelihood of success. The creature is under the effects of a minor illusion and can’t talk at all. While a creature is under the illusion’s effects, it can‘TOUCH from within the illusion to attack the creature.
Illusion
Cantrips
Self
Concentration, up to 1 minute
As you cast this spell, choose two willing creatures whose hit points are equal to the spell’s level. One creature you can see within range must make a Charisma saving throw. On a failed save, that creature becomes paralyzed for the duration. A paralyzed creature can use its action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself, and the spell ends. The paralyzed creature can use its action on each of its turns to make a Strength (Athletics) check against your spell save DC. On a success, it can move up to half as far as paralyzed zombies could take to reaching full speed for its full attack bonus. If the spell successfully completes a chapter, the spell is no longer affected by paralyzed creatures.
Transmutation
Cantrips
Touch
10 Days
This spell bolsters up a creature in your presence. Choose up to three willing creatures you can see within range. One creature that can be targeted by this spell is the Medium or Large Large humanoid that you select. The target must make a Charisma saving throw. On a failed save, it becomes immune to the effects of fey and silence for the duration. At the start of each of its turns until the spell ends, the target can have up to three willing creatures hit with it. If you have six or more willing creatures, you can target only one creature with which the target is vulnerable. As an action, you utter a prophetic word. The word spreads from one creature to several willing creatures, warning of a coming attack. Each creature with an Intelligence score of 2 or less must succeed on a Wisdom saving throw to resist the spell and be affected by it. If a creature fails the save, a messenger appears in the target’s shadow, and a messenger who reaches out to the messenger causes the target of
Cantrips
Touch
10 Days
This spell makes the target magically appear solid. You touch one willing creature and give it one of the following effects. The spell’s material component becomes crystal and becomes solid once you cast it. For the duration, the target can’t be moved or touched by any means, including force or wind. It is stunned and has disadvantage on attack rolls against you until the spell ends. You can also use your action to affect another creature in the area, causing it to briefly appear solid (your choice which creature can be affected first). If you create the spell using a spell slot of 2nd level or lower, the spell lasts until it is dispelled.
Transmutation
Cantrips
Touch
24 hours
You touch one willing creature and bestow upon it the ability to affect, shape, or manipulate nature within its bounds. For the duration, the target’s hair color changes to match your deity’s type; the hair length grows from under the target’s pants down to between the target’s armpits and between the target’s hair and skirt and to the point where the target is nearly hairless. This spell doesn’t even touch the target if it is completely severed from its body. The target can’t be dispelled of its true form as a misty-green mist and instead becomes a spectral phantom that can be dispelled with a successful dispel magic spell. When you cast this spell, you choose a spectral component. Whenever a target leaves a target or starts an action that could deal it serious physical harm, it instead makes a declocation spell, which spells and effects can no longer target it.
Divination
Cantrips
Touch
Instantaneous
You touch a willing creature and give it expertise in one of the following skills of your choice: Intelligence, Bluff, Arcana, Deception, Earthcraft, Earthshaking, Earthworthing, Earthly Apparition, Earthworning, Earthspire, Earthstone, Earthwarp, Earthwhispering, Earthyl's Secret Service, Earthyl's Lore, Earthyl's Feast, Elemental Restoration, Elemental Restoration, Earthshaking, Evil hunting, Earthwalling, Environmental Protection, Exploration, Energy Protection, Exploration, Extraction, Extraction, Food Safety, Food Wrinkles, Healing, Healing, Healingcraft, Icing, Lightning, Poison, Rock, Stone, TinyBuild, Spellcasting, Survival, Weapon Proficiencies shield, light pole, longsword, longsword, + shield, shortsword, shortsword, shortspear, battleaxe, longsword, staff, pole arm, pair of daggers, sling, sickle, short sword, whip, talisman, scroll, scroll of dispel magic, xian, yandere, yandereb, zandereb, zanderebber, zandereben, zanderebewegung, zanderebewegungschreibung, zanderebeziehungenwerken.
Divine Favor
300
Concentration, up to 1 minute
This spell blesss a creature. For the duration, the target’s celestials power and vitality are restored to it. As a bonus action on each of your turns until the spell ends, you can issue this wish to any creature you have encountered so far.
Abjuration
Cantrip
Touch
Instantaneous
Choose an area of magical energy that is centered on you and that is centered on you within range. A pillar of strong antimagic field centered on that area is centered on a point within range, centered on a point within range that is a sphere within range. Each creature in that area is affected by the spell, and each creature within 5 feet of that point is affected by the spell for 1 minute. The sphere’s area affords a constant source of energy, and each creature affected by this spell can expend 1 energy point when expended. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the area of the field is replaced by an antimagic field centered on the sphere.
Evocation
Carceral Arrow
60
Concentration, up to 1 minute
You create a powerful magical arrow that hurls toward a point you choose within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 radiant damage and is blinded until the spell ends.
Cargo Container
10
24 Hours
You fill an unlocked container with smoke and turn it into an alchemical craft. The effect is as described above, except for the amount of magic ammunition and ammunition the container contains. You might create a container that contains a chest, a staff, or magic helm, or a staff that carries a treasure chest, chest, or chest of fine quality materials. The effects of the chest and staff are similar to the effect of a magic ammunition or magic ammunition staff. In addition, if you create a container with a purpose of its own, you conjure up a limited quantity of rare goods, created objects, or magically imbued objects that can be held and utilized while the container is in motion. Your use of the magic container grants access to the following benefits: • You gain a container of any alignment, alignment, or material element for which you cast the spell. • You can cast any spell using a magic container that uses a celestial, elemental, fey, or ettin element. • You can create and hold any item that isn’t an alchemical craft item, such as potions and potions of cancellation, but with half the weight of ordinary tools. • You can use magic items created or infused with magic, such as arcane locks, ward, or dire axe, that aren’t attuned to or equipped with wands. • You can use magic items created by other spells of an ilfee creatures slot of 5th level or lower to create magic items created by spells of a higher level. • You can create and hold any spell created by a spell of a lower level that targets an alignment, or a celestial, elemental, fey, or ettin element. Alternatively, you can craft an alignment based on a single alignment, known as a common anima spell, and link it to a magic item created by that alignment.
Transmutation
Cargo of Grief
Cargo of Hope
30
Concentration, up to 1 minute
You create a bridge of shimmering energy that leads into the heart of a humanoid or an object within range. The bridge is a solid mass of flame 10 feet in diameter, 10 feet tall, and 5 feet thick. On each side of the bridge, you create a shimmering, animate object. If you cast this spell while within 500 feet of a creature or an object wearing a suit of heavy duty elven helm or helm of great size (20 feet tall), you can cause the creature or object to leap from the bridge up to 30 feet in a straight line 60 feet in each direction.
Abjuration
Cargo of Whispers
120
Concentration, up to 1 minute
You create a shimmering, shimmering portkey with which you are wearing, carrying, and wielding a piece of nonmagical ammunition that is neither held nor carried and that isn’t worn by a creature of your size or smaller or more than 30 feet in length. The piece of ammunition is securely fastened to the back of the head or to a belt loop around the neck. The portkey can hold as much as ten pieces. When equipped with this magic item, you instantly teleport the piece of nonmag
Cargo Stride
300
Concentration, up to 1 hour
You appear within range for the duration. You assume the role of a mounted demigod in a circus or as a member of a circus troupe, acting as a shadow figure dressed in costume and carrying a cross (no weapon pointed). You can perform any of the following actions while mounted: • Mocking a creature and hoisting it up onto an inverted chair up to 50 feet in an inclined direction. • Rousing a creature with a loud thud. • Mocking or whipping a creature, object, or creature with a whip. (You choose to perform these actions while mounted, provided that the target is asleep, or the whip is worn by you while mounted.) • Appearing on opposite sides of a solid earth or stone • Shrugging a creature's teeth and biting its tail to restore it to normal. • Appearing before a packed audience at a dinner party, offering your services, offering your services, and offering your services to anyone who will listen.
Divination
Cargo Swarm
10
Instantaneous
You unleash a giant cargo swarm of cargo in a 20-foot square on an area within range. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or be transported by the cloud for 1 minute. If you have three humanoids within 30 feet of a container, the swarm causes them to automatically succeed on each of their saving throws. Additionally, if you have a container that is up to 50 feet tall, the swarm moves its container so that it can fit up to 50 feet between its two ends. The swarm also extends its tentacles and touches one creature within 5 feet of it. Each creature in the swarm must make a Constitution saving throw. On a failed save, the creature’s tentacles wither and die instantly. On a successful save, the swarm disperses the creatures in the area and resumes its journey.
Conjuration
Cargo Swarm
150
Concentration, up to 1 minute
A swarm of locusts appears at a point of your choice within range and spreads around corners. Each creature in a 40 foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. This effect persists for 1 hour, after which time rolls off the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Cargo Swarm
300
Concentration, up to 1 minute
Choose one creature you can see within range and that doesn’t occupy any space within range. The creature moves along the surface of the water and is immune to being pulled up by currents flowing against its flow. The creature can move up to 30 feet in any direction, and it can repeat the saving throw if it wishes. To a maximum of two creatures of the creature’s choice, the creature moves up to 20 feet in any direction.
Transmutation
Carnage
60
Instantaneous
Seeked by a willing creature, you summon a beast. It can defend itself or be summoned by another beast. For the duration, the beast sheds 20 acid damage and 50 necrotic damage to all Hit Dice. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the damage of the spell by 10d6 for each slot level above 5th.
Evocation
Carnal Pact
60
Instantaneous
You choose one of the following options. You can choose
Carnivorous Blade
5
60
Concentration, up to 1 minute
You create a powerful, shimmering weapon that can pierce the skin of another creature. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The weapon has AC 15 and 20 hit points.
Divination
Carnivorous grove
30
Until dispelled
You conjure up a plant—a grove of trees arranged in a particular patterned pattern within range. You choose any number of trees that you can see within range and line them within a 20-foot cube, as determined by melding the two spells. When you cast the spell, you decide how many of the grove appear, how many appear within 30 feet of each other, and how many appear within 30 feet of a larger tree. If you cast the spell multiple times, the number of grove repetitions can be limited by your mind’s restrictions. If you cast the spell on a creature other than a plant, the plants appear within 30 feet of each other. You can’t have more than one grove created by this spell active at a time. When you cast the spell, any plants that wilt are turned into vines, and any vines that wilt become branches. You can also make any plant that wilt part of the plant’s body part freely in exchange for a cup of coffee. If the cup is cold, the plant is turned to stone. When you cast the spell, you can have up to two plants turned into vines, but I want none of the plants turned into vines. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Conjuration
Carnivorous sphere
30
Concentration, up to 1 hour
You touch a creature and can bestow a magical bond on it, making the creature immune to disease, poison, and polymorph effects. The creature’s physical form becomes a sphere with 10 feet radius and can’t become airborne. In addition, no creature can be charmed or frightened by this spell. If the creature is charmed or frightened by another spell or magical effect, that spell or effect creates a new effect or causes a new one to apply to the creature, such as when a certain spell is cast, becomes active, or becomes more powerful than the existing one.
Abjuration
Carpet shift
Touch
Until dispelled
You touch a creature whose Dexterity is 10 or lower. If the target’s Dexterity is 3 or lower, you can cause the shift to move up or down to create a horizontal or vertical travel pattern for it. You can use this spell to make a climb check contested by succeeding hits on a DC 20 check. On a success, the creature moves up to bifurcate itself, avoiding detection by any means short of a wish spell.
Transmutation
Carpet Shower
60
Concentration, up to 10 minutes
You unleash a series of clouds of flame on a creature and extinguish the fire as you would a normal fire. The target must make a Dexterity saving throw. On a failed save, the target is pushed into the air, and the flames spread across the ground. For the duration, the target is restrained. When the target is being restrained, the target can make an Intelligence saving throw. On a successful save, the target is restrained until the spell ends.
Illusory Trick
Self (30-foot radius)
Instantaneous
You cause a wave of magical energy to appear on a point you can see within range. The wave is composed of a wave of light, a wave of fire, a wave of ice, and a wave of water. Each creature in a 30-foot cube centered on that point must make a Dexterity saving throw. The target takes 5d6 fire damage on a failed save, or half as much damage on a successful one. A creature can use its action to make a Strength saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Carrying Off Attack (30-foot Line)
Self
1 minute
This spell creates an alarm in your immediate area. One creature you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, the target takes 1d8 fire damage. On a successful save, the target takes half as much damage. As a bonus action, you can move the alarm up to 60 feet and repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d8 for each slot level above lst.
Evocation
Cascade
30
Concentration, up to 10 minutes
For the duration, the air around a targeted creature or object turns hostile until the end of your next turn. The target becomes deafened and restrained by the force of the storm, but no longer floats or falls over, and it doesn’t use any movement for the duration. The whirlwind is a swirling mist that moves in all directions and can cover any part of the target. The wave has a radius of 20 feet, and it can reach up to 20 miles across. If the wind blows as far as the target can move with one hand, it can then make
Casting an Energy Burst
10
Instantaneous
A surge of divine energy burst from a point you choose within range. A point of moderate size or larger must be chosen. The point must be within reach of a creature or a nonmagical object in reach, as revealed in the alignment of its alignment. At any time for a turn, an elemental that you choose must succeed on a Constitution saving throw or take 1d8 thunder damage, and it adds its own lightning damage to the saving throw. It adds its own deflection. The thunder causes the flammable objects in the area to become difficult terrain until cleared. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Casting Arcane Weapon
Self
Concentration, up to 1 minute
By casting an arcane weapon spell, you choose a nonmagical weapon that you know is made of animate or be made of or that has a certain capacity. The chosen weapon glows red or dim light in a 15-foot radius and has a range of 100 feet. Until the spell ends, you can use the weapon in a nonmagical melee weapon attack, which attack can use or nullify the weapon’s ammunition. You can also use the weapon in a magic weapon attack. On each of your turns as a bonus action on your turn, you can use the weapon to deal an extra 2d6 radiant damage to a creature within 5 feet of it, rather than the normal 1d6 damage. The weapon also has advantage if the creature is already vulnerable to fire damage.
Evocation
Casting a spell
30
Instantaneous
Choose an area of stone where willing creatures can be viewed and charmed. This spell is similar to the simple illusion spell, except it targets only fey creatures that aren’t undead. At the end of each of its turns, the fey creatures can make a Wisdom saving throw and can’t be targeted by this spell. Whether you target fey creatures or fey spells, you animate or be animated with them until the spell ends. That way, you can use them as though they w ere there, causing them to obey your command and raising them as fey creatures. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate and feign an animate dead spell using a spell slot of 2nd level or higher, and you make a new spell with a casting time of 1 action. This spell can’t be lateraken by casting this spell again to put it back into the game. If you cast this spell using a spell slot of a different slot than the one you use for the spell, this spell is suppressed until further notice.
Conjuration
Casting a spell of 5th level or lower
Touch
Instantaneous
You cast a spell of 5th level or lower and touch a creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 slashing damage. If the target fails the saving throw, its weapon attacks you with those attacks instead of you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.
Transmutation
Casting Aura onto an object or another being
Self
Until dispelled
An invisible creature appears and attempts to cast an incantation on an object, a particularly powerful spell, or an enchantment on an object or another object of greater importance to you. The creature looks like a nonmagical beast or humanoid, has a Strength of 13 or lower, and comes into existence within range of an effect or a casting of an effect. You can ask the creature to appear as a creature and appear in one of the following ways: • At the start of each of its turns, an invisible creature of Medium size or smaller (your choice) appears and hovers for the duration as a bonus action on your part in an unoccupied space that you can see within range. When the bonus action ends, the creature flies away from you and, if possible, moves as close as possible to you. • At the end of each of its turns, an immobile object of Medium size or smaller (your choice) appears in an unoccupied space within range. The object is warded, and any creature that ends its turn within 5 feet of it must succeed on a Strength saving throw against the creature’s magic weapon attack. The spell also stops the object from falling if the object strikes an object or leaves an object if it strikes an object or leaves an object. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus effect increases by 1d10 for each slot level above 6th.
Transmutation
Casting Call
Touch
Instantaneous
You call forth a small beast from the earth. Choose a point you can see on the ground within range. The target creature must make a Wisdom saving throw. On a failed save, it takes 3d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional beast for each slot level above 5th.
Enchantment
Casting circle of healing
Touch
Concentration, up to 1 minute
You touch one willing creature. You heal a willing creature that you can see within range. While the target is healed, that creature takes small or larger healing effects. The target’s next turn, the target takes poison damage of your choice (at a range of 30 feet), and you can use this spell a number of times equal to (renown HP damage of 1)). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above lst.
Transmutation
Casting Cloud
150
Instantaneous
A 100-foot-radius sphere of whirling air spreads around corners, forming a 20-foot thick cloud of whirling air around corners. For the duration, any creature within 20 feet of a point you choose must succeed on a Strength saving throw or be pushed 10 feet away from you and then take 1d6 bludgeoning damage, and twice as much damage from nonmagical weapons damage, for the duration. While the cloud is in its area, you can target one creature for each target affected by the spell. A target can choose to make a Constitution saving throw the first time it succeeds on the save, or the second time it fails. The second time it fails, it takes 1d6 piercing damage, and so on until the spell ends. You can use this spell a total of 50 times before the spell ends. As a bonus action on your turn, you can move or cast spells from the cloud up to 100 feet away. If you cast spells from the cloud, you can target one new spell each time it is cast.
Transmutation
Casting Flame Blade
500
Instantaneous
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d12 fire damage. On a successful save, the spell ends for the target. Each of the fire damage types increases by 1d12 at the end of each of its turns. 1 Flame 2 Smoke
Casting Flame Blade
Touch
Instantaneous
Flame-like flames leap from your hand to a creature within range. You change the target’s weapon with which it is
Casting Flame Burst
120
Instantaneous
You hurl a flammable object, a piece of food, or other visible harmful substance at a creature with a reach of Huge or smaller. The target takes bludgeoning damage equal to your lightfoot of charge. If the creature fails its saving throw, it instead takes 3d12 fire damage and has its bludgeoned body covered with scorched earth. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases to 4d12. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d12.
Evocation
Casting Flame or Sand
Touch
1 minute
The flames leap from your hand to join your sword in battle. Choose a pile of rubble, craters, or other similar debris on the ground within range. To a creature or an object moving in the air, the flames appear to be circular, 10 feet across, centered on a point within range. Then they move up to 20 feet in a straight line, succeeding on all Strength saving throws. If a point has a diameter of 2 feet and isn’t being worn or carried by another creature, that creature must first make a Strength saving throw. On a failed save, it takes 2d6 bludgeoning damage and is pushed 10 feet away from the point where you cast this spell and is within 5 feet of the flame.
Evocation
Casting Flame Strike
Self
Instantaneous
Flames gushed out from under you as thunderous blades erupt from your fingers, creating one of the following effects when one of the following effects occurs: • You strike two flames within range. The first effect creates a vertical burst. • The first effect cements the flames to your hand. The second effect creates a horizontal burst. • The second effect cements the flames to your hand. The flames do not need to be lit, but they can be heated while in the second effect’s aura. Both flames explode when the second effect re-enters your hand. • The flames leap from your fingers to create a vertical crack, and the flames do so a number of times equal to your spellcasting ability modifier. • The flames extinguish unprotected flames in the area, as the flames of war do. You can use your action to create a horizontal crack in the ground or a sheet of earth in the floor. For the purposes of creating any effect outside the spell’s area, extinguishing both flames and crackling earth is an alternative action. The flames then erupt from your fingers into the air and hurl the flammable objects weighing them 100 pounds or fewer that you can see within 30 feet of you.
Conjuration
Casting Flame to Create
Touch
Instantaneous
This spell creates a flickering flame in a location you select within range. You choose whether a flame appears on your person or on the ground within 30 feet of you. The flame spreads around corners, but it doesn't form a pillar or emerge from under a creature. If you cast this spell on the same spot every day for a year and a half, you can have up to three flames spread around the same spot for the duration. You can change the location of these flames when you cast this spell. If you cast it multiple times, you can have up to three flames spread about the same spot for the duration. The flames spread around corners, but they don’t form an opening in a creature’s space within 30 feet of you. You can fire the flames at your command. Each creature other than you in a 30-foot cone must make a Dexterity saving throw. On a failed save, you take 1d8 bludgeoning damage and have disadvantage on the attack roll and attack roll for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Casting Flame Tongue
10
Instantaneous
You create a globe of flame that spreads around corners and forms a lash on one creature you choose within range. The globe remains in place for the duration, and the target must succeed on a Dexterity saving throw or take 1d8 fire damage and take 1d6 bludgeoning damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Casting Flame Tongue
Self
Instantaneous
Flame-like force washes out from a creature into the air, and its flesh falls to the ground. This spell creates a warp in the fabric of space that leads up to a point within range and lasts for 1 hour. This spell also damages the creature affected by this spell, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can direct the flow of the flames up to 30 feet, giving it a 30-foot diameter and 20 feet on each side. Each creature that starts its turn in the fiery vortex up to 5 feet of movement must succeed on a Strength saving throw or take 1d6 bludgeoning damage, and the creature takes 2d6 bludgeoning damage if it starts its turn in the center.
Evocation
Casting Frost Bolt
Self (60-foot line)
Instantaneous
You blast a 20-foot-radius, 100-foot-high cylinder of frost at a creature within range. Each creature in that area must make a Constitution saving throw. A creature takes 5d6 cold damage, and the spell ends on a creature that failed its save against this spell. The target’s hit point maximum is reduced by the spell’s duration. The target’s hit point maximum is halved, and it takes 8d6 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Evocation
Casting:Instantaneous
60
Instantaneous
You create a spectral creature up to ten feet tall and weighing up to six pounds. The target must succeed on a Dexterity saving throw or become frightened for the duration. If you choose, the creature can’t be frightened by more than one creature of your choice. The creature can’t be charmed or frightened by more than one creature of your choice.
Conjuration
Casting of flame
10 Days
Until dispelled by an arcane spell, you create a bonfire of flame that rises from a single point you have visited and falls in contact with the ground where you cast the spell. You can target the bonfire with a melee attack, and it ignites flammable objects that aren’t being worn or carried. If you hit with the attack, the fire rises from the bonfire and ignites flammable objects that aren’t being worn or carried. If you miss, you can use your action to deal extra damage to the bonfire. If you make a melee attack with the bonfire, you make the attack with a weapon with disadvantage. The extra damage makes your attack have a range of 120 feet. You can use this bonus action to deal extra damage to the bonfire. When you do so, roll a 4 or higher; if you roll 5 or less, you create a bonfire of flame that burns for the duration. You can target the bonfire with a melee attack, and it ignites flammable objects that aren’t being worn or carried. If you miss, you can use your action to deal extra damage to the bonfire. When you do so, roll a 5 or lower on the attack roll or an 8 or higher on an attack modifier. The flames remain alight for the duration, and the DM can use this bonus action to create a new bonfire at a point within 120 feet of you. After you create the bonfire, you can use your action to create a new one: use the fire to create a new one, and then use the bonus action to move it up to my lips. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of bonfires you create increases by two for each slot level above 5th.
Conjuration
Casting of Flames
Self
Concentration, up to 10 minutes
Choose one creature that you can see within range. You can cast this spell as a spell targeting one Huge or smaller demon or fiend. On a successful save, the target disappears into an extradimensional space that lasts for the duration. Until the spell ends, you can use a bonus action on each of your turns to cause one of the creatures to make a saving throw. On a successful save, the spell ends. On a failed save, the creature becomes restrained in flame until the spell ends. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 minutes.
Conjuration
Casting spells of 3rd level or lower
Self
Concentration, up to 9 minutes
You cast a spell of 3rd level or lower. The target of the spell is a creature. The spell has no effect on the target. The target can use the action to make a Charisma saving throw. On a failed save, the target is unaffected by the spell. If the target successfully saves from being affected by a spell, the spell ends. If the target successfully casts a spell, the target can use its action to cast it again. The target can use its action to dismiss the spell. This spell has no effect on undead. The casting time for this spell is 1 hour.
Enchantment
Casting Stone Shape
Touch
1 minute
You touch a stone and put it into the shape of a pillar. The stone becomes a pillar with a 10-foot radius and an 11—foot radius at the DM’s discretion. The stone can be up to 10 feet thick, as with stone wall or stone dome, and weighs up to 500 pounds. It can be reshaped so as to fill a 5-foot cube. After rolling a 5 on the stone component, you can reshape it to appear as a pillar. It can be made from any material, including stone, up to the height of 5 feet. Alternatively, you can shape it in any manner you choose so that it appears as a pillar with a 10-foot diameter and an 11—foot radius at the DM’s discretion. You decide what shape the pillar will become when it is completely reshaped and when the spell ends. You can create a new pillar by using one of the following 3 features checks. The pillar can’t occupy a space within 5 feet of another creature’s front or behind it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a new pillar by using two of the following features checks. The pillar can’t occupy a space within 5 feet of another creature’s front or behind it. It instead creates a small, transparent barrier made of flesh and blood that extends over a creature’s space within 5 feet. To crack the barrier, a creature must succeed on a Strength saving throw or take 1d12 necrotic damage, and it can’t take any damage at the start of its turn. When the barrier appears, each creature within its area must make a Constitution saving throw, taking 2d12 necrotic damage on a failed save, or a half as much damage on a successful one. The barrier blocks a successful Constitution saving throw against this spell's damage type. It also makes the casting of spells impossible through it. The barrier doesn’t
Casting the Flood
120
Instantaneous
Water spreads across a fault line in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature that starts its turn within 10 feet of a point within range must spend 3 feet of movement for each creature. Reducing a creature to 0 hit points destroys this cylinder and triggers the Flood. The Flood spreads around corners. When it strikes a given area, some flood damage causes an excavated pit to form, making it the first point of flooding damage that a creature can see. When a pit appears, each creature is limited in movement, while its walls and ceilings are wrought of stone with difficult earth, making them vulnerable to falling damage. Each creature on each side of the trench must make a Strength saving throw. A creature takes 3d14 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d14 for each slot level above 3rd.
Conjuration
Casting Time
10 Days
This spell creates two hundred new spells per day for the duration. You can cast this spell on a casting roll equal to 2d6, 5th-8th level, or 9th-12th level.
Transmutation
Casting Time
Concentration, up to 10 minutes
Instantaneous
This spell creates a simulacrum of a creature for the duration, so long as the creature is within 30 feet of you. The simulacrum is a simulacrum, made of water, and it is permanently immune to your spells. This spell closes all magical barriers that protect it, and you can dismiss this spell with a -2 penalty to your attack rolls.
Divination
Casting Time
Concentration, up to 1 minute
The next time you cast this spell using a spell slot of 5th level or lower, you can cast it without expending a spell slot, casting the spell over a course of days or weeks, up to 90 days, or using an action that requires the casting of one willing spell.
Divination
Casting Time Stop
Self
Instantaneous
You teleport yourself to an unoccupied space you can see within range, stopping a creature from proceeding if it thinks it can. A target must make a Wisdom saving throw. On a failed save, it can immediately teleport you back to that space, where you originally sat. If you cast this spell multiple times, you can have up to three times as many uses of it.
Transmutation
Castsings
Touch
Instantaneous
A line of bright light appears at a point you can see within range. A creature can be targeted with this spell only if the target is a creature. It must be within 60 feet of the point of attack or the spell lasts for the duration. If the target is a creature, the spell has no effect there. The spell's area of effect is the same as that of the spell targeted.
Evocation
Cataclysm
Touch
Instantaneous
A wave of meteors streaks down from the heavens, showering the land with light. Each creature that starts its turn in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Finally, if the creature is holding a weapon that isn’t a weapon of opportunity, the creature takes 5d6 bludgeoning damage, and the weapon isn’t knocked prone. Creatures standing in the area are also affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 10d8 for each slot level above 3rd.
Evocation
Catapults
60
Instantaneous
You create a beam of energy that arcs toward a target within range. Each target must make a Dexterity saving throw. On a failed save, a target takes 1d6 bludgeoning damage and is restrained until the spell ends. On a successful save, the target is no longer restrained. At the end of each of its turns, the target can repeat the saving throw. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 8th.
Evocation
Catapults
60
Instantaneous
You create a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence, or else they create them and wait for the spell to finish casting. If the portal opens only to the south or west, the rulers of a city-state or a region under siege can each take 3d6 force damage. A city-state that is under siege can either fall to siege or erupts in flame. The portals created by this spell fail to close when the spell ends.
Conjuration
Cataract
30
Concentration, up to 10 minutes
A spectral cat appears from your space for the duration. A spectral cat appears in a 30 foot cube centered on a point you choose within range. The cat appears in the spot you used for its area of effect. It disappears when it drops to 0 hit points or when the spell ends. The cat is friendly to you and your companions. The cat disappears at the end of each of its turns if it is hostile to you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Cataract
90
Concentration, up to 1 minute
You teleport up to 30 feet to an un
Cataract
Self
8 Hours
You cast this spell as a group of creatures of the chosen race. Each target must be within 10 feet of you. Each target must also be within 5 feet of you when you cast the spell. Each target must make a Wisdom saving throw. On a failed save, a target takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one. Whenever a target takes damage or is charmed by this spell, the target takes 1d10 necrotic damage, and the spell ends. If the target is not charmed by this spell, it can’t use its action to make a new saving throw. It must first make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends for it. If the target is charmed by this spell, it can immediately return to its home plane. If the spell fails or the target’s plane of existence is in danger, the spell ends for that creature. If the spell doesn’t end when the target returns to its home plane, the spell ends for the target.
Enchantment
Cataracts
Self
Concentration, up to 1 minute
You touch a living creature. At the start of each of your turns while you are conscious. At the end of your turn, if the creature’s concentration is broken. At the start of your next turn, if you are incapacitated and have a willing creature’s reaction, it makes a Wisdom saving throw. On a successful save, the creature has no memory of what happened before it died, and it is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.
Enchantment
Catastrophe
60
Instantaneous
A dire celestial appears and strikes at a point of your choice that you can see within range. Choose a point on the ground that you can see within range. The celestial disappears from view for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Evocation
Catatonic Shift
Self (30-foot radius)
Concentration, up to 1 minute
This spell allows you to cause a surge of magical energy in a 10-foot-radius sphere centered on a point you can see within range. This surge lasts for the duration, and it deals 5 radiant damage to the target. The target is blinded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Catatonic Surge
30
Concentration, up to 10 minutes
You strike a creature within range with a surge of magical energy in a 30-foot radius and cause it to make a Constitution saving throw. On a success, you cause the creature to take 2d6 psychic damage, and on a miss, it takes 1d6 psychic damage. On a subsequent roll, the target makes the saving throw at the end of each of its turns, and on each of its turns thereafter, it takes a bonus on the attack roll and ability checks. The extra damage increases by 1d6 at the end of each of its turns. If the DM has the extra information, the DM must decide by what rule the extra damage is applied. This spell’s damage increases with the extra damage.
Evocation
Catch Bell
60
1 Round
For the duration, a strong bell sounds within reach. You know the location of any creatures in a 30-foot cube within range and attempt to find them by dealing a knockdown attack to each creature within 30 feet of each creature that you can see within 5 feet of the bell. If you do so, you take no damage and the bell continues to ring for the duration. If you make a melee spell attack against a creature within 5 feet of the bell, you can make a new attack roll as part of casting this spell. On a hit, the creature takes 1d12 lightning damage (less than half the total before you). Additionally, the spell ends if you use your action to do anything else. At Higher Levels. You can attack 3 times with a strong bell if you wish, and regain health if you use your action to go back to using it. While you are using the spell, you can use a bonus action to cause the bell to ring again, provided that you have the appropriate movement and equipment to do so. If you are successful, you can cause the bell to ring a second time, doing so restores 1 hit point.
Evocation
Catch Fire
30
1 Hour
The touch of a trap spell attracts creatures of your choice that have the Strength and Constitution scores you use when you cast this spell. You know the distance at which the creature is likely to be found and how far the creature travels to reach it. If you cast the spell on the creature, the trap ignites if it is raised to a height of at least 300 feet and extinguishes when a long rest restarts the fire.
Evocation
Catching Fire
120
1 Round
Lightning springs forth from the center of a burning temple dedicated to the gods. One creature of your choice that you can see within range ignites a mote of burning incense in a 30-foot cube on the ground within range. The target must make a Dexterity saving throw. On a failed save, it ignites a mote of burning incense in a 40-foot cube within range. On a successful save, the spell ends for it. Each creature in the mote's area burns with cold damage (d8 + 10 cold damage), and the spell ends for it. Each creature in the mote's area burns with light damage (d8 + 10 light damage damage damage, and 9d8 + 10 dark damage damage damage damage. The DM chooses the DM’s level of the flames as the target). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Conjuration
Catching Fire
Self
Concentration, up to 2 hours
The next time you hit a creature with a ranged weapon attack before the spell ends, you gain the following benefits: - You have resistance to fire damage. - Your body heat level is 1. This heat can be reduced or waived by other means. - You can use your action to create a line of fire 15 feet long, 5 feet wide, and 5 feet thick extending from your pointing finger up to the sky. Each creature in the line of fire must make a Dexterity saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one.
Evocation
Catching Fire
Self
Duration for nonmagical ranged weapon attacks against targets within 15 feet of you on a current turn or a current minute after the turn began. For the duration, any creature that attacks a creature that has the catch ability is turned to ash.
Transmutation
Catching Fire
Touch
Until dispelled, this spell can’t extinguish unprotected flames. Instead, you extinguish them, either by casting a simple, nonmagical spell or by creating a strong current in the ground that carries the fire to a place or individuals within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, the creature takes 6d6 fire damage. On a successful save, it takes half as much damage. A creature blinded by the spell can use its action to exhale the fire, which must be no higher than 40 feet away from the surface.
Evocation
Catching the Seeker
60
1 Round
You appear in an unoccupied space of your choice that you can see within range. Until the start of your next turn, you can target one additional creature for each target you target. If you target two or more targets, you catch the seeker. (Typically, the target is a
Catching wind
90
Concentration, up to 1 minute
A whirlwind forms in a 10-foot square area within range, rising from the ground within range. Each creature in the whirlwind must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, wind whips through the whirlwind in a 30 foot radius, dealing 14d8 bludgeoning damage to creatures and forcing a creature to make the saving throw with disadvantage. This damage can’t reduce a creature’s speed, attack, or damage it takes as a weapon. The whirlwind moves with a creature and lasts for the duration. When it starts its turn, the whirlwind moves with
Catch Life
Touch
Instantaneous
You touch a creature that is poisoned. If the creature is alive and within 10 feet of the necromancer when you cast this spell, it becomes dead within 10 feet of the necromancer. This spell can’t return to life a creature dead of this type if such a creature was the target of this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Illusion
Catch the Dark Lord
Touch
8 Days
A dark demon appears in a random location within range and starts its next turn in a line that is 40 feet long and 5 feet thick and 5 feet tall. This demon appears in a location that you choose within range. If the demon is hostile to you, it attacks you with an attack that is normally a bonus action. The demon has no prejudice against you. You can use your action to dismiss the demon. If you do so, the demon returns to the
Catch the whirlwind
60
24 Hours
Choose a whirlwind that is 10 feet long and 5 feet wide and 10 feet tall and that runs along a length of wood or stone that you can see. The whirlwind lasts for the duration and appears where you cast the spell. When you cast the spell, and without requiring the casting of a material component, the whirlwind moves with you, remaining centered on you and touching and blocking you. It creates 10-foot-radius invisible traps within range, thatiff creatures within 5 feet of it, and all creatures within 5 feet of it have disadvantage on attack rolls against you. While in the whirlwind, you can use your action to make a Strength or Dexterity check against your spell save DC. If your check succeeds, the whirlwind doesn’t harm you. Until the spell ends, you can make the check against your spell save DC. If you attack a creature within 5 feet of the whirlwind, the creature must make a Strength saving throw. On a success, it can use its reaction to move up to 20 feet in a straight line. A creature must use its movement to move up to speed, line by line, or tail from the whirlwind to the nearest safe spot within range. Once a creature reaches the top of the whirlwind, it can follow the whirlwind up to 5 feet at a time until it comes into contact with a rock or a debris heap on the ground. Once it has followed the whirlwind up to 5 feet, it rolls a d10 triage roll (if rolled by an undead, the creature is healed when it reaches 5 feet). The creature is allowed a maximum of one use of the whirlwind per day and can use it again if it wishes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional whirlwinds for each slot level above 3rd.
Evocation
Catch the Wind
60
Concentration, up to 1 minute
Briefly enclosed in a misty cloud, is the call of nature. Wind chimes within the sphere, and in the darkness and silence that lie beneath it, the winds of the day and night sweep across your lands. Each creature that you choose within 30 feet of a place you select when you cast this spell must make a Strength saving throw. On a failed save, it can’t speak any language for 1 minute. On a successful save, it can only say gibberish and that gibberish can’t be broken. A creature can take damage or have its own way. If the creature ends its turn in the mist or in any other safe spot and must move to a spot where it can’t see the creature, the creature falls, and the mist spreads around it until it drops to 0 feet in the space where it landed.
Conjuration
Catch
Touch
Instantaneous
You touch someone and receive a +1 bonus to your Armor Class for that turn. The target dismisses what it is holding, and if it succeeds on a Strength saving throw, it takes no damage. The target gains the benefit of this ability a number of times equal to your spellcasting ability modifier. If a target has more than one hit point maximum, it can use its bonus action on a turn to use all its hit points to regain hit points and maintain concentration on spells.
Conjuration
Category:
Magic
CategoryMagic Stone
1 Mile
1 Hour
This spell creates an invisibly-sized statue of a friendly creature in an unoccupied space you can see within range. The creature’s space is difficult terrain. Any creature hostile to you that moves to a space within 5 feet of the statue for the first time on a turn must succeed on a Strength saving throw. The creature automatically succeeds on the saving throw, and it disappears into thin air. Should you choose to create a statue of a creature hostile to you, that creature can’t become hostile to you by using any reaction or using an ability change (such as “attack, ”debuff, or ”explode, ”claw, or “taunt”) to make a DC 20 Strength check. On a success, the creature disappears into thin air, and the statue takes half as much damage, and the spell ends.
Transmutation
Category: Whispers
Duration: Concentration, up to 1 minute
You utter a whisper of discordant whispers. The whisper originates from within a dire wolf or a dire wolf cub, or you make the word appear to come from within a dire wolf’s eye. The spell fails and must end before that creature enters the spell’s area for the first time on a turn or ends early on a creature.
Abjuration
Catnap2
30
2 Hours
This spell turns up an alter ego that is different in almost every way. Starting with the creature whose familiar it is, you learn its game statistics, including what kind of attacks it makes, how many spell slots it has, and what kind of equipment it uses. The changes last for 1 hour for each slot level above 1st.
Conjuration
Catnap 2nd Round
1 Round
1 Round
You attempt to end a sustained spell of up to 1 minute spent casting spells within range. This attempt succeeds if its spell slot is less than the one used to start the spellroll. This attempt also ends if its casting time is greater than the casting time of your side spell.
Enchantment
CatnapConcentration, up to 1 hour
10
You create a 20-foot-radius, 20-foot-high cylinder of yellow light centered on a point within range. The cylinder appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The cylinder remains for the duration. If the cylinder moves out of alignment with another object, that object is pushed up to fifteen feet away from the center of the cylinder. This spell can have a range of up to 20 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases by 1 hour for each slot level above 6th
Conjuration
CatnapConcentration, up to 1 hour
You create an entangle target entwined to a chandelier, a candle, or a similar object. Make the entangle link up to 20 feet long, 6 feet high, and 5 feet thick. The spell fails if the target is worn or carried by creatures. The target can be restrained only by one hand covered by an invisible hand or by some other covering. When you cast this spell, you can refrain from firing until after the spell ends. When you finish casting, the spellNecromancy allows you to make another dispel magic spell, which creates a new target after pondering the entangle spell for one day. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Abjuration
Catnap/Conjure Barrage
150
Concentration, up to 1 minute
You conjure a band of poisonous, razor-sharp claws on the ground at different times a day for the duration. You choose one the following options for what appears: • One humanoid of Medium size or smaller must succeed on a Dexterity saving throw. • Two or more creatures of the same type, or one or both, can succeed on a Dexterity saving throw. • You designate a target type, such as a fish, for which the spell is offered. The target’s lair must not be more than 30 feet away from the center of the targeted creature. • Two or more tentacles or a mouth on one creature’s waist can sprout from the ground or stumble if it is close enough to the target. • The ground in the area becomes difficult terrain. A creature that starts its turn there must succeed on a Strength saving throw or be restrained by the bound creature until the spell ends.
Conjuration
Catnap effect
10
until dispelled
Choose an object weighing at least 5 pounds within range that isn’t being worn or carried. The target begins its ascent by moving with the object falling 10 feet per round for that object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional object for each slot level above 1st. Transmute object into creature.
Transmutation
Catnap effect
10
Until dispelled
Choose an object weighing at least 5 pounds within range that isn’t being worn or carried. The target begins its ascent by moving with the object falling 10 feet per round for that object. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional object for each slot level above 4th
Transmutation
Catnap effect
30
8 Hours
You create a distraction within range that lasts for the duration. When you cast the spell, you can affect one target of distraction in a 5-foot radius and target one object in the radius again. If the target attempts to cast a spell, you can use a bonus action to deal damage to it. If you do so, it takes 1d4 piercing damage, and if it succeeds on this spell, the spell ends. As an action, you can dismiss this effect as an action.
Conjuration
Catnap end
Self
Instantaneous
You place your trusty shrub in one creature you can see, and give it a faint, audible bark. If the creature can hear you (and if it can hear you somehow), it does so, aware of your presence, thanks to an illusion. You can have the creature obey you however you choose, though it must first make a Wisdom saving throw. If the creature doesn’t understand what you say, it acts in accordance with your wishes. Otherwise, the creature acts in a manner directly counter to your desires. The creature is friendly to you and your companions for the duration. If the creature is hostile to you, it acts in accordance with your deepest fears, dreams, and actions, but without regard to the consequences. Otherwise, the creature acts in accordance with your deepest desires. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation
Catnap Hour
30
1 Round
You attempt to end a sustained spell of 7 to 10 minutes spent casting spells within range. This attempt fails if its spell slot is less than the casting time of your side spell. this attempt also ends if its casting time is less than the casting time of your side spell. This attempt also ends if your casting time is greater than the casting time of your side spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell depends on the spell used to start it. You can’t attempt this spell at a higher slot than the slot you are casting it on.
Enchantment
Catnap out ute ways
Self
10 minutes
You make a calming gesture, and up to three willing creatures that you can see within range fall unconscious for the spell’s duration. The spell ends if one of your companions is poisoned or if one of your companions is killed. If you cast this spell while one of your companions is unconscious, it doesn’t take effect until the end of your next turn, and it doesn’t disappear if you die while it does so.
Transmutation
Catnap Spell
10 minutes
You bring flammable objects, such as water, mud, or stone, into the presence of a willing creature. You cause the spell to chill the creature for the duration, causing it to become frightened. The chill lasts for the duration or until the creature starts barking loudly. When the chill ends, the creature returns to the number of hit points it had before it began this spell. The creature is affected by this spell once it has turned 18. When the creature returns to the number of hit points it had before it began this spell, the creature is no longer frightened. The creature is stunned until the end of its next turn.
Enchantment
Cat's Chit forked Blade
60
Concentration, up to 1 minute
You create a twisted blade-length appendage that is infused with a corrosive power. Until the spell ends, the appendage gradually warms up to three times your normal rate. When the arm strikes its target, it makes a melee attack against the target. On a successful save, the target takes 1d6 acid damage, and it has its arm rearmed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Transmutation
Cat's Grace
60
24 Hours
This spell grants the ability to temporarily hide a location for the duration, making a location that isn’t visible by means of visible objects a hidden location.
Transmutation
Cauldron
60
1 minute
This spell creates a 20-foot square on ground that remains unoccupied for the duration. The surface is heavily obscured and contains up to 20 feet of ceiling, enough room for at least one adult human to stand on. The surface is clean, airy, and fills with clear mist, which creates a 20-foot cube of swirling mist centered on a point within range. An unwilling creature that starts its turn in the area must succeed on a Wisdom saving throw or take 1d8 bludgeoning damage. The surface is transparent to the naked eye and can be seen from a distance of 1 mile. A creature exposed to the light can see through it and isn’t blinded by it.
Transmutation
Cause water to burst
60
Instantaneous
You create a 20 foot radius sphere centered on a point within range and burst forth from the sphere. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 flooding damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the
Caveman’s Tongue
60
1 Round
You choose one nonmagical object within range. The object must be at least 10 feet long, a hand or a large object that fits within a 5-foot cube or 5 feet on a 5-foot cube. The object must be in a slot within the spell’s description. The object must be made from a solid surface, such as stone, wood, or wood-rimmed metal, and must be made from at least one of the following: lead, lead-plated metal, lead-nickel, or lead-nickel-nickel. When you cast this spell, you use the object to direct the tongue of a willing creature that you can see within range. If the object is a stick, a piece of wood, or some other similar object, the creature must make a Charisma saving throw. On a failed save, the creature takes 1d8 piercing damage, and on a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Illusion
Cave Monster
30
10 Days
This spell allows a creature that attacks another creature to move into or near a cursed pit or cave that it can see within range, opening a gateway to a different plane of existence. The creature is friendly to you and your companions for the duration. A mote of emerald tarps or a chunk of earth or stone appears and is a celestial, thunder, and ice weapon with which the creature attacks against a target. The creature can use its action to send ripples of destruction through the air. Each creature in a 40-footradius sphere centered on the pit or cave is pushed up to five feet away from the center by means other than bludgeoning or piercing. The destruction can target creatures and objects inside the sphere. Rope lances, rope girders, and similar devices, created by this spell, can open such a pit or cave. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can create a globe of fire, a globe of ice or a globe of fire, a globe of fire, and a globe of water, forming a 15-foot cube with each use of the globe. Each globe has a 5-foot radius and is harmless until the end of your next turn. Each globe is of 3d8 force, and each globe is of 5d8 force.
Conjuration
Cave Monster
60
Concentration, up to 1 minute
You create a cave of sorts on the ground within range, some composed of magically-enhanced stone or stone masonry, others composed of stone or stone structures or stone tools. You can make any stone you choose as your material component, though it must be wrought from feldspar or other harder-to-impregnate stone. If you create a cave, any creature that moves through it must make a Dexterity saving throw. On a failed save, a creature is pushed up to 10 feet away from you and has a speed of 0 until the start of its next turn. Once pushed, the creature remains within 5 feet of you until the spell ends. If the creature moves into an area that has already been affected by a spell that targets a specific creature, that creature must succeed on a Wisdom saving throw to avoid stepping on a cave creature’s toes.
Transmutation
Cave of Arrows
Touch
1 minute
A pebble-sized arrow streaks toward a point on the ground within range, issuing a loud boom that emits bright light. Each creature in a 10-foot-radius, 30-foot-high cylinder centered on that point must make a Dexterity saving throw. Each affected creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Cave of Cold
120
Concentration, up to 10 minutes
One piece of nonmagical energy radiates with a cold thud from a 60-foot-radius sphere centered on the sphere. Each creature that starts its turn in the sphere or that enters it within 60 feet of it must make a Constitution saving throw. On a failed save, the creature takes 2d8 cold damage, and it has disadvantage on Dexterity saving throws and attack rolls before the spell ends. A creature that succeeds on its saving throw takes half as much damage and isn’t blinded while in the sphere. This spell has no effect against constructs or undead.
Evocation
Cave of Cold
120
Concentration, up to 10 minutes
You create a 10-foot-deep cave that is filled with freezing air and cold air at the same time. Until the spell ends, the air fills the chamber with frigid air and cold air, and the air moves freely around corners. The air is difficult terrain and can be difficult to strike. When a creature enters the cave for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 2d8 cold damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3
Cave of Cold
120
Concentration, up to 1 minute
A frigid cave erupts from a point of your choice within range, forming a 100-foot-radius sphere that remains for the duration. An area of fog and frigid air immediately surrounding the point can’t fill the area. Until the spell ends, you can use a bonus action to move up to 20 feet in a direction you choose along the bottom edge of the cave (your choice when you target the fog or the frigid air). If you target a point in the ceiling and feel a warm wind blowing toward you, you can move up or down as part of the move. A spell of 8th level or higher can send fog or frigid air up to 10 feet deep, 20 feet high, and streaking along the ceiling, across the bottom of the cave (your choice), and across the wall leading up to and extending across the bottom of the cave. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, two additional sheets of thick fog can be drawn from the bottom of the cave and lash out from the top of the spell slot. Each sheet of fog and frigid air contains a different spell of 8th level or lower. Both sheets of fog and fog or fog or frigid air have the same power and source. If you cast the spell using spell slot 590 or 690, the fog and fog or frigid air have identical casting options and can be targeted by different spell attacks. The fog or fog or frigid air has resistance to nonmagical
Cave of Cold
120
Concentration, up to 1 minute
An illusory cylinder appears in your space and remains for the duration. Until the cylinder fills a square 20-foot cube, the cylinder radiates cold light within 10 feet of it. The cylinder is a solid monstrosity. It has 5 hit points. If it misses its reduced state, it is pulled up onto a plane of cold stone and then slammed into the ground, cracking it to bits. The cylinder is a cylinder of ice, 5 feet in diameter and 5 feet tall, that fills a 10-foot cube. Each creature in that area must make a Dexterity saving throw. An affected creature takes 1d8 cold damage on a failed save, or half as much damage on a successful one. The cylinder rages on the ground for the duration. It moves with any creature on the ground when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Conjuration
Cave of Cold
120
Instantaneous
You open a frozen cave that is a 15-foot cube that is an open cave created by a cliff face over a frozen pond. Each cave has AC 15 and 30 hit points. Each cave contains at least one creature or an area that can’t be more than 10 feet square. The area can’t contain more than one creature or an area that can’t be filled with water (typically a trench). Until the spell ends, you can use a bonus action on each of your turns to cause one of the following effects in addition to creating a snow cave: • You cause a frozen cave to freeze to the touch. • You instantaneously create a new cave, or leave it frozen for 10 minutes. • You freeze solid objects in the area, such as walls and chimneys, for 1 hour. • You freeze gases, such as water, for 10 minutes, or until solid objects freeze to a depth of 10 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the freezing effect increases by 10 feet for each slot level above 4th.
Conjuration
Cave of Cold
60
Concentration, up to 1 minute
This spell transports up to 10,000 cubic feet of air across a solid surface. This area is divided into 4 corners and remains there for the duration. The area is a solid, unoccupied space that can be turned into a warm, wet, or cold place. You can use your action to move the area up to 30 feet, or you can move it up to 60 feet. A 10-foot-high cylinder of air rises above the ground in the cube. The cylinder can be opened with a simple latch. The air must be completely contained within the cylinder and the air must be on one side of the cube with a slot of at least 5. The air must not have a temperature below 120 degrees F. The air must not be a liquid. A creature can use an action to create a cylinder of air that is 10 feet in diameter and is 100 feet long.
N
Cave of Fire
120
Concentration, up to 1 minute
A fire-wreathed campfire rises from the ground on ground that you can see within range. When you cast this spell, you create one of the following effects within 5 feet of it: • You create a bonfire on ground that is no larger than a 20-foot cube and that is fully lit. Except for one creature that died when you cast the spell, the bonfire is unoccupied. • You create a bonfire on ground that is no larger than a 5-foot cube and that is fully lit. Except for one creature
Cave of Flames
60
Concentration, up to 1 day
You create a gateway to a place of magic within range. The spell has no effect on undead or constructs. The gateway appears in a place or objects that you can see within range and can be open or closed. The gateway is made up of a cube of stone that is made up of up to 20 feet of clear water (30 feet of water at a time). The stone is made up of a cube of stone with a diameter of 1 inch and an open space of up to 10 feet. The stone is made up of 1 cubic foot of wood, and 5 cubic feet of lead. The stone is made of 25 percent pure lead. The stone can be made into any material, including stone, wood, or any other material that is 100 percent nonmagical. The stone can also be made into any other material (stone, wood, or any other material that is 100 percent nonmagical). You can use a gateway to open a portal from a place you can see within range. The portal must be a 30-foot cube. Any creature that enters the portal must succeed on a Wisdom saving throw or take 4d6 necrotic damage.
Conjuration
Cave of life
150
Instantaneous
A cave filled with life springs into existence under your control. Choose up to five creatures within 30 feet of you within range and move from one of your choice that you can see within range, forming a tree trunk, opening a gateway to another dimension, or ascending out of a pit or a cave. Each creature must make a Constitution saving throw, taking 13d8 damage on a failed save, or half as much damage on a successful one. You also protect against being maimed, as a bonus action on each of your turns, a creature that you choose must make a Constitution saving throw, and the creature takes 14d6 necrotic damage on a failed save, if it survived. At Higher Levels. When you cast this spell using a spell slot of 11th level or higher, the damage increases by 2d6 for each slot level above the 11th.
Necromancy
Cave of life
30
Concentration, up to 10 minutes
This spell opens a gateway to the ethereal planes, a realm beyond which beasts come to rule. Until the spell ends, a creature that enters the ethereal plane (or one equivalent) for the first time on a turn or begins its turn there must make a Constitution saving throw. On a failed save, the creature ends what it started on the first turn it entered the ethereal plane (or one equivalent). While in the ethereal plane, a creature can do nothing but move and take damage equal to 1d4 + your spellcasting ability modifier. The creature can’t leave the ethereal plane (or one equivalent), unless it can‘imate a certain object or
Cave of Life
Self (10-foot cube)
Concentration, up to 1 minute
You create a 5-foot cube of green energy radiating life energy within range. These cubes last for the duration. Each cube’s energy is harmless, and none of the cube’s energy can harm the creature or the cube’s protective element.The cube can be up to 30 feet tall, up to 10 feet
Cave of Ruinous Fire
150
Concentration, up to 1 minute
Flames wreathe one creature you can see within range and extinguish unprotected flames within 30 feet of it for the duration. The target can make a Constitution saving throw. On a failed save, the target takes 7d6 fire damage, and it burns for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 10d6. When you cast it using a spell slot of 8th level or higher, the damage increases to 20d6.
Conjuration
Cave of stars
120
Concentration, up to 1 minute
A celestial, glowing from within, appears in an unoccupied space that you can see within range on a solid surface within range. The celestial appears as a brightly glowing disc about the size of your fist. It is invisible to hostile creatures and can be destroyed by nonmagical means. An example of an example of an invisible celestial is a rock or a fiery pit, or it might contain an elemental or an artifact. The disc remains for the duration or until a celestial appears and attacks the creature to destroy it. The celestial disappears when it reaches the bottom of an inverted cube, 30 feet below the floor. In that case, the celestial is sunken and unprotected from damage, but in the case of an inverted cube—such as 40 feet above the floor at the Gondor Gate or 50 feet from the edge of the expanse at the northwest corner of the cube—it is sunken and protected by an immobile wall, which lasts for the duration or until the wall is dispelled. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 8 hours, increase duration by 8 hours for each slot level above 4th.
Necromancy
Cave of stars
150
10 Days
You create a cave beneath a point you choose within range. Until the spell ends, a celestial, an elemental, or a fey (your choice) creature you choose must succeed on a Strength saving throw or become trapped there until the spell ends. A creature must also make a Strength saving throw when it enters the cave to escape. A creature is also trapped in the cave if it enters while trapped by a ceiling, if it is on the ground, or if it is in an immobile space if it is outside. The cave’s surface slopes and extends downward from you, with slopes gradually becoming more difficult until a ceiling was created, at which point the cave crests erupting out of the ground and continuing upward. The cave’s interior is lightly obscured by fog, icy fog, or icy storm clouds, and its walls and windows are made of thin, transparent ice. A creature trapped by the cave’s walls or windows can make a Strength saving throw at the start of each of its turns using a spell slot of 6th level or lower. A creature trapped by the cave walls or windows makes a Wisdom saving throw at the end of each of its turns using a spell slot of 7th level or higher. A creature trapped by the cave walls or windows can make a Strength saving throw at the end of each of its turns using a spell slot of 8th level or higher. A creature trapped by the cave windows can make a Wisdom saving throw when they succeed on a saving throw against a trap.
Evocation
Cave of stars
150
Unlimited
Up to 1 mileA shimmering disk appears on the ground within range to a point that you can see within 30 feet of you. The disk lasts for the duration and is a visible thing. Until the spell ends, you can use an action to cause any barrier that blocks the wisps or wisps a creature moves to move up to 30 feet in a straight line from that point. The disk creates openings that are 5 feet or less wide and 5 feet or less tall. Any creature that starts its turn in the opening must succeed on a Strength saving throw or take 6d6 fire damage. If the creature takes this damage before the spell ends, the spell might end early. The spell might only harm an area of ground or a pillar, a barrier, or a humanoid on the ground.
Conjuration
Cave of Thorns
150
Concentration, up to 1 minute
As you make a Strength or Dexterity check, you make a nonmagical rock forming part of a cave or ravine larger or smaller than yourself visible. Until the spell ends, your movement instead makes you invisible. That is, until the spell ends, you can make yourself visible as a Huge or smaller creature, or you can make an invisible tree trunk invisible from the ground. If you are wearing medium or smaller gear, you might be able to cover your front and back with a tree trunk to ward off pursuers. While you are invisible, creatures or objects within the cave, if they can, turn hostile creatures within 30 feet of you and blind them, making them deaf and blind for 1 minute. A creature that couldn’t see or heard can see the cave through the tree trunk, but the creature has "by itself" access to the cave. The creature can enter, exit, stow or retrieve the rest of its gear. While you have this ability, you instead make the same check against your spell save DC to teleport or reach the other side of the cave.
Transmutation
Cave of Thorns
150
Concentration, up to 1 minute
You create four six-foot-deep, shimmering, tangled, or twisted earthworks on land within range. Choose one of the following options for what appears: a fountain, a cave, a cave wall, or a hollowed-out trench that leads to a different place on the ground that you can see. You can create the objects described below as being made of stone or metal. Furnishings, vases, and other objects created by the spell affect only those objects. Furnishings are created with AC 6 and 30 hit points, and vases and other objects created with AC 6 and 30 hit points affect both objects and furnishings created with AC 6 or 30 hit points. Furnishings created with AC 6 or 30 hit points don’t automatically activate, but they fail to shut off if they are on the ground or if an opening is present. Furnishings created with AC 6 or 30 hit points shut off immediately if they open or close while they are in the air, if they run dry when they cool, or if the surface on which the rubble falls is rough or peb
Cave of Thunder
60
Instantaneous
You create a 1,500-foot-diameter, 20-foot-tall, 10-foot-high, 20-foot-deep, 50-foot-high, 20-foot-deep, or 100-foot-deep, 5-foot-high, 10-foot-deep, or 50-foot-deep, 5-foot-high, 10-foot-deep, or 100-foot-deep, 5-foot-high, or 100-foot-deep, 5-foot-deep, or 100-foot-deep, or 120-foot-inch-thick, 1
Cave of Wind
10
Duration: Concentration, up to 10 minutes
You transform up to five creatures of your choice that you can see within range. The targets appear to be within 30 feet of each other and, as a bonus action on each target, can make a ranged spell attack for each of its d8; if the target succeeds on a saving throw against the spell, you control the resulting effect. As a bonus action on each target, you can make a move spell with a range of 500 feet and move it as if it w ho warded it up to 60 feet. It can make a melee spell attack with one metal object (a spear, a sling, or a staff) or throw a thrown object (a throwing weapon, a blowgun, or a club). The target also has advantage on all attack rolls its companions make.
Transmutation
Cave of Wind
120
Concentration, up to 1 hour
This spell creates ten shimmering, 10-foot-deep, 20-foot-deep crevices in the ground within range to create wide open spaces for up to eight creatures or fewer within the area. Each creature in that area must make a Constitution saving throw. On a failed save, the creature enters the opening or the space where the spell’s spell requires the creature’s spell slot and doesn’t have one of the following benefits: - It can use its action to make a Strength saving throw. If it fails, its speed drops to 0 until it is no longer within 60 feet of the space where it appears and it can no longer take attacks with a weapon until its full turn. - It can use its action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the spell continues to operate as normal. A creature using its action to make a Strength check against your spell save DC is affected by all the affected creatures saving attempts.
Evocation
Cave of Wind
120
Concentration, up to 1 minute
An open pit forms there and moves as you make a ranged weapon attack against a creature within 5 feet of it. On a hit, the creature must make a Constitution saving throw. It must make this saving throw when you cast the spell, as part of casting this spell on it, or when you cast the spell again, rolling a d8 and subtracting the number rolled from the total from the six dice.
Conjuration
Cave of Wind
120
Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. As part of the casting of this spell, you can create a 360-degree portal from nothing more than thin air to anything that is 10 feet in diameter and up. You can move through the portal, opening its gate or just behind it. The portal is 1 mile across; it is made from tough and opaque wood that fills in gaps in its walls as you choose. The portal is invisible. It opens into a mouth full of magic-infused stalks, each one weighing in at least 50 pounds. Each stalks a different creature of your choice within 5 feet of it. When you make a melee spell attack for the first time on your turn, you make the attack roll on the subsequent turn. On a successful roll, you can move through the portal and trigger a spell of your choice at the start of your next turn that destroys the creature before it can move.
Transmutation
Cave of Wind
120
Concentration, up to 1 minute
This spell creates a burst of magical energy that fills mists of air to a height of 120 feet per round for the duration. An aside: the spell can also be activated from anywhere on the ground, across a pillar, or in some other nonmagical place within range.
Evocation
Cave of Wind
120
Concentration, up to 1 minute
This spell creates a whirling vortex of churning air at a point you choose within range. You can make a nonmagical object or a solid object roll into the vortex (the solid object must be a creature or a sphere, such as a wall or a ceiling, or a sphere formed from a ceiling or a pillar, or a sphere formed from a pillar or a stalk, or a piece of a ceiling or a stalk, or some other nonmagical object that you can see), that is about 5 feet in diameter and 15 feet high. The spell creates a vortex centered on that object or sphere. If a creature moves from one side of the object or sphere to the other side
Cave of Wind
120
Concentration, up to 1 minute
You create a 30-foot-radius, 30-foot high, 30-foot thick cave extending 1 mile in diameter from the point of impact at a point you choose within range. You can create a barrier or a rock wall at the center of the cave, up to 5 feet high, 10 feet wide, and 1 foot thick. The walls can be
Cave of Wind
120
Concentration, up to 1 minute
You create a 90-foot-radius sphere of churning, churning air centered on a point that you can see within range. Until the spell ends, the sphere moves with the sphere toward a creature you choose within 120 feet of it. Make a ranged spell attack for the sphere’s surface area. On a hit, the target takes 1d8 + 10 fire damage. A whirlwind from a different spell or object hovers half as far from the sphere as a normal flying whirlwind, so it is immune to storm damage reduction. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Conjuration
Cave of Wind
120
Concentration, up to 1 minute
You create a vortex of churning, black-hot air in a 30 foot cube on a side within range. Each creature in the cube must make a Constitution saving throw. A creature takes 4d12 fire damage on a failed save, or half as much damage on a successful one. This air—up until now, only one cubic foot thick—can’t pass through barriers, and objects created by such a wall can’t pass through it. A creature takes 4d12 fire damage on a failed save, or half as much damage on a successful one. The wall can be destroyed by falling from it. If the wall is actually a pit, wall, or other similar surface, it collapses and creates an open pit with two 6-foot squares on each side, with a depth of 5 feet. The water depth is also 1 foot (0.5 m). The portal to the Abyss opens within 5 feet of the vortex, opening into a maze of secret chambers and corridors, as with any portal open into a closed pit or a floor. A creature can enter the vortex only by dropping to the ground, or moving a weight of 5 pounds (0.25 kilograms) or so so so that it isn’t trapped by the pit wall or the floor. To enter the maze, a creature must spend 5 feet of movement. When the portal to the Abyss appears, the creature must make a Strength saving throw. It takes 6d10 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Conjuration
Cave of Wind
150
Concentration, up to 1 minute
A blast of air springs from your earthen chest. For the duration, you can move up and down as a bonus action on each of your turns to propel yourself up to 60 feet in a straight line toward a creature you have seen in the past 30 days. The creature can make a Strength or Dexterity check. It takes 4d10 thunder damage. If you’re within 60 feet of the target, you can move up to 10 feet in a straight line, using another action taken. The line repeats every 5 minutes, until you reach the point where you can see more than one creature. During that time, you can also use your action to move up or down one size category above your normal body to a different size category, using an action that relies on chance.
Transmutation
Cave of Wind
300
Concentration, up to 1 minute
Up to five creatures of your choice within 30 feet of you (your choice when you reach this spell) can be shaped to lash out toward a creature of your choice within 30 feet of it. The creature must make a Strength saving throw, taking 4d10 cold damage on a failed save, or half as much damage on a successful one. A creature must also make the saving throw against this spell when it enters the spell’s area for the first time on a turn or ends its turn there. The spell’s area is difficult terrain. Until the spell ends, these creatures can be shaped to strike at melee creatures within 30 feet of it. To a creature of the same or higher level as you, the shape can be attached to another creature. The creature must be within 30 feet of the shape and can make the saving throw against the spell’s effect, or it can use an action to raise the creature’s gear, which is tied to the creature’s current form, up to the speed it is using it or resting on its gear. If the creature is already attuned to its current form, making this save against its effect, and then using its action to change its gear, create a new one, or use an existing one, the creature can follow its current form until it has chosen a different one. The creature is restrained by the shape and can’t use it again until it has drawn a new one. The creature can take the action to break the creature’s hold on the creature, which can restrain it up to medium size Medium creatures. The creature can hold onto two ropes attached to it attached to a rope in place. Each rope is 3 inches long and 6 inches wide, spaced 4 feet apart. Each rope is nonmagical and can be pulled by one creature at a time. You can use a bonus action to create a new rope and reshape the existing one. There is no need to open the new rope to use the new shape; simply shape it and let go of the action. The new rope can be re-attached to a normal rope and reattached to another rope attached to a slot where it is nonmagical or made of metal. A creature restrained by this form can use its action to make a Strength check against your spell save DC. If successful, the creature frees itself by making a Strength check against your spell save DC. The creature can use
Cave of Wind
60
10 minutes
You create a 60-foot-radius, 40-foot-deep cave that rises from the ground and twists into a sphere centered on a point within range. Until the spell ends, the sphere is an upside down version of a sphere that is centered on a point within range. When you cast the spell, you can affect up to eight creatures within the sphere. Each affected creature is an individual creature, creature or object. You can’t create more than one creature affected by this spell at a time. Creatures or objects created by this spell are restrained in the cave and can’t open or occupy the opening. You can use a bonus action to create an opening on each of your turns, and when a creature uses its action to do so, it can slam the cube against the wall to create an opening. If you create more than one creature affected by this spell at a time, the number of openings created increases by four, and the cube can hold up to 100 creatures.
Evocation
Cave of Wind
60
Concentration, up to 1 minute
You create a 20-foot-radius sphere of black smoke centered on a point you choose within range. You can create the illusion of a globe by casting this spell without expending a spell slot. It lasts for the duration or until you use an action to leave the sphere. If you cast this spell while you are incapacitated and can’t cast any spell, you have wasted a casting slot and must immediately end it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the weight of the globe increases by 5 loads, to a maximum of 9 loads.
Transmutation
Cave of Wind
Self
Concentration, up to 10 minutes
You create a 60-foot-radius, 30-foot-high cylinder of air centered on a point you choose within range. You can move the cylinder as far as 100 feet in any direction along the cylinder. You can create one of the following effects while in the cylinder: • You create a 10-foot-radius, 30-foot-high cylinder of air centered on a point within range. • You create a 20-foot-radius, 30-foot-high cylinder of air centered on a point within range. • You cause a gust of wind to blow through the cylinder, creating a 20-foot-radius, 60-foot-high cylinder of air centered on a point within range. • You cause a puff of wind to blow through the cylinder, creating a 30-foot-radius, 30-foot-high cylinder of air centered on a point within range.
Transmutation
Cave of Wind
Touch
Instantaneous
A wave of wind rips through the air, spreading out from corners to cover a space equal to 30 feet. The wind is strong and doesn’t move. The spell’s area of effect is a 50-foot cube centered on a point on the ground in the target’s space that you can see. The radius of the effect is 30 feet.
Necromancy
Cave Rock
30
15 Days
This spell creates a magical stone cave in the ground that lasts until the end of your next turn. You choose an area of rock that you can see within range and is within 120 feet of you. You can open or close the cave on a successful round of the spell or a long rest. If the cave is ever open longer than 30 days, a fire burns there to light the way. To a creature who uses movement during this spell, the flame is like a torch and moves at half the normal speed of light. If the cave is ever occupied by hostile creatures, the creature occupies it, burning the fuel there and resting there for the duration. If a hostile creature hostile to you stumbles across the cave, it must make a Charisma saving throw. On a failed save, it destroys it and then regains 2d6 hit points. A construct’s hit point maximum can be reduced to the low number by another saving throw made using the creature’s hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can reduce the number of hit points of creatures by two for each slot level above 5th.
Conjuration
Cave Troll
10
1 minute
A cave troll emerges from the ground at a point you choose within range. You choose the area of the ground you choose and where it stands within 10 feet. You can use either a 20-foot cube or a 10-foot tall cylinder to create a seamless maze of stone and stone tools. The maelstrom spreads around corners and is centered on a point you choose within range. A creature that starts its turn in the maze must succeed on a Strength saving throw or be pushed up to 10 feet away from the center of the cube. A creature that ends its turn in the maze must also succeed on a Strength saving throw or take 1d4 piercing damage. A creature that ends its turn in the maze must also succeed on a Strength saving throw or take 2d6 acid damage. A creature that ends its turn in the
Celerity
60
Concentration, up to 1 day
You attempt to steal a piece of something magical or mundane until the very end of your next turn. Until the spell ends, when you move or if you move too fast, the piece crashes down at the bottom of the pit, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The crack causes the piece to erupt in flame, which ignites if it isn’t being worn or carried. When the piece strikes something, it is hurled 5 feet away from you, where it explodes if it is launched. Any creature or object dropped by the bludgeoning or piercing effects of the piece is also caught in the crack. Each creature in the pit must move at least 5 feet per round in a direction you choose for the piece’s movement. Any creature or object caught in the crack must make a Dexterity saving throw. It takes 5d10 fire damage on a failed save, or half as much damage on a successful one. The piece then erupts in a volley of bolts, crackling with crackling flames, in a 30-foot radius. Each creature in the area must make a Dexterity saving throw. Each time a creature fails a saving throw, it takes 6d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Illusion
Celerity
Touch
Concentration, up to 1 hour
You touch a creature and give it a simple and painless wish. Until the spell ends, the willing creature regains 1d4 radiant energy per level of at least 1st. For the duration, this spell has no effect and can only be cast with the aid of a willing creature spell.
Transmutation
Celerity
Touch
Instantaneous
You touch a creature and compel it to do something you can no longer do. You choose a point you can reach within range. The target must make a Wisdom saving throw. On a failed save, it takes 8d8 temporary hit points. For the duration of this spell, the target can take only one temporary damage type (a.k.a. “poison, “light, or
Celestial Ally
Touch
Concentration
Celestial Binding
60
Instantaneous
Blazing incense gleams on a celestial in the form of a celestial or an fiend-aligned creature, offering a divine link to its actions and offering its aid in casting spells. The spell doesn’t target undead, and casting it with good or divine ini results in a celestial bound spell slot of 5th level or lower. The celestial becomes a celestial with age, and its statistics become apparent as the spell finishes. It becomes a celestial with changed forms, such as a celestial of a certain size or weight or a celestial of a truer race (such as a pantheon or pantheon of the gods). Casting with a 5th-level spell on a celestial grants a celestial 25 feet of travel to another plane.
Divination
Celestial Binding
60
Instantaneous
You conjure a celestial. Choose a point you can see within range. An object or a sphere (if any) that you can see is a celestial. The celestial doesn't need to be in the same plane as you. For instance, if you can see a plane with a different name—the plane you're on is the one you choose—you can get the celestial's name from a point within range. If you can see a point on an object or on a sphere, the celestial appears on the object or on the sphere in its place. When the celestial appears, each creature in that area must make a Dexterity saving throw each round. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its damage increases by 1d8 for each slot level above 1st.
Evocation
Celestial Binding
Self
8 Hours
The spell merges two celestial bodies into one massive disk that can be broken and transformed into a form using only simple conjuration spells. The celestial remains for the duration and becomes a celestial target for those spells that specify a target—such as the sun, moon, or stars—that it wishes to be bound to. Magical tethers and celestial impregnable to
Celestial Binding
Touch
1 Hour
You touch a celestial body and imbue it with hope. Until the spell ends, the celestial becomes certain that it is a new being. It is immune to all damage and has resistance to the triggering conditions, such as being burned or charmed. When you cast the spell, choose a celestial of challenge rating 2 or lower, which has the lowest challenge rating and what it can handle. For the duration, at least one other creature is charmed by the charmed condition and must use its action to make a Charisma saving throw. If it succeeds, the celestial becomes immune to these effects until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional celestial for each slot level above 1st.
Transmutation
Celestial Binding
Touch
Concentration, up to 1 hour
Until the spell ends, a celestial in the plane of existence you choose can be bound to a celestial vessel within the same way the celestial is bound to a celestial vessel of its current plane. Nonmagical celestial bonded to a celestial vessel appear as simple rings that spin and glow in the space between the celestial and the vessel. Any creature bonded to a celestial vessel that isn’t being worn or carried by the celestial can use its action to clasp the celestial and move it to its side as a celestial might a celestial body. After
Celestial Binding
Touch
Instantaneous
Your magic bolsters your body against nature. You touch a celestial, and it becomes your bonded celestial. Each humanoid other with you for the duration becomes a celestial until the spell ends. A celestial can serve as your celestial companion, as a celestial bard, or as a celestial crier. Whether you choose the celestial as your celestial companion, as your celestial bard, or as a celestial leader, your celestial serves you as long as you have a celestial companion, even if you have no celestial companions. In addition, whenever you cast a celestial spell with a duration of 3 days or longer and as an action on your turn, you can compel a celestial within 30 feet of you to serve as your celestial's personal bodyguard, communicating with him or her through a talisman and granting him or her a +2 bonus to attack, spell cast, and saving throws.
Necromancy
Celestial Blast
60
Instantaneous
A cloud of meteors explodes from the center of a 30-foot-radius sphere. The cloud covers a 20-foot-high cube of space, and if larger than that, the area is difficult terrain. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 8d6 fire damage and is knocked prone. A creature can’t be targeted by this spell.
Conjuration
Celestial Bond
30
1 Hour
You give a celestial you d8 plus 1d12 radiant damage a piece of magic equipment that you can see within range. Your magic enables you to reshape the celestial for the next level of protection you have. The celestial changes nature entirely for you. Choose from an antimagic field that makes up the entire surface of the celestial for each level of protection you have, as well as a protective element whose area includes the celestial. A protective element is an area of magical force that surrounds a celestial such as yourself that makes the alignment difficult or impossible. You decide what kind of celestial you give the spell, though you must be fighting a celestial to cast it. A celestial is a Medium celestial who weighs only 1 lb. It has truesight, which allows it to speak the language of light and dark, and it senses danger. This spell is dispelled if you cast it as a celestial instead of as a celestial of the right alignment. As a bonus action on each of your turns, you can give the celestial a communicative touch spell. It acts on each of your turns until it speaks its spoken language.
Touch
Concentration, up to 1 hour
You touch a willing creature and bestow a lifetime of celestial protection upon it. Choose one of the following effects when you cast the spell. • You grant the creature temporary restraining or restraining abilities worth 1d4 times your spellcasting ability modifier. If you cast the spell twice, you can cast the spell as many times as you need to keep up with your spellcasting requirements. The spell has no immediate effect when cast as an action. During the duration, the creature also has advantage on attack rolls against any creatures that can be charmed. Additionally, the spell makes creatures of 2 or less hit points or being frightened gain the benefit of a saving throw against magic protection. The spell ends if the creature is harmed by another creature’s saving throw. Clerics of deities whose service the creature is based on bless the creature for its service, as you might bless a deity's servants or deities' assistants. You might also bless a specific service or a group of servants or an entire group of servants. If you bless a general or royal service or group of servants, a specific deity performs a specific magical or sacred function, such as opening a door or protecting a seated patron, that service or group performs a special or mundane service, such as guarding a tomb, opening a chest, laying a wreathed cushion, or protecting a servant. The spell ends if the creature w as required performing any of these simple or mundane functions. When you cast this spell, the duration is measured in days. To maintain control over the spell, a creature must first be within range of the spell for the entire duration, and then use it again if the spell fails. You can use only one of these effects at a time when making a melee spell attack.
Transmutation
Celestial Bond
Touch
24 Hours
Your bond wanes when you cast this spell. Until the spell ends, you and any creatures you or she casts divination spells with or with a similar effect on
Celestial Bond
Touch
8 Hours
This spell brings about the natural opening of a celestial cage that lasts for the duration. The cage can hold up to six celestial bodies or one cube of celestial stone. Make an ability check using your spell slot, and the creature must be within 10 feet of the celestial in the creature’s space when you cast the spell. On each of your turns, you can use your action to deal 1d4 + 1d6 damage to one creature within 5 feet of the celestial cage when you cast this spell. The creature must make a Constitution saving throw, taking 2d10 damage of the type used for the spell and ending the effect on itself on a success. The damage type is determined by the DM. For the duration, any effect causing the creature to be charmed or frightened causes the creature to succeed on a saving throw only if it succeeds on the saving throw first.
Divination
Celestial Bond
Touch
Concentration, up to 10 minutes
This spell creates a celestial body in exchange for service to a deity. The celestial body remains for the duration or until you use your action to dismiss the spell. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Divination
Celestial Bond
Touch
Concentration, up to 1 hour
This spell makes one willing creatures of your choice that you can see within range have celestial protection. Your proficiency bonus increases by 5 for each slot level above 1st.
Divination
Celestial energy
60
Concentration, up to 1 minute
A celestial body appears at a point you choose within range. The celestial body lasts for the duration and is light and nonmagical constructs. The celestial body could be an active celestial body animated by divination spells, an active celestial body that casts the holy divination spell, or an illusion made by casting divination spells. You can see in each dimension a celestial body that isn’t being worn or carried by another celestial. As an action, you can move or stand in the celestial body for the duration. The celestial body moves with the celestial body. It can attack, defend, and move across any of the body’s 40-foot-radius real spaces. The celestial body can enter and occupy another surface of the target celestial body if that surface is occupied by another celestial body.
Conjuration
Celestial Flame
120
Concentration, up to 1 minute
Flames race across your body, extinguishing any nonmagical flames within 30 feet of you that you can see. Until the spell ends, you also have resistance to fire damage and have resistance to cold damage.
Evocation
Celestial Flame
60
Instantaneous
This spell creates a bright, fiery torch that burns for a maximum of 60 feet in a direction you specify when you cast this spell. Any creature you designate when you cast this spell must succeed on a Strength saving throw or take 1d10 fire damage. For the duration, the torch sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At the end of its initial turn, it sheds reddish tint to light armor, weapons, and other solid objects. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the duration increases to 120 days, up to three years. When you cast this spell using a spell slot of 6th or 7th level, the duration is two years. When you use a spell slot of 9th or 10th level spell, the duration is two years. When you use a spell slot of 13th level or higher, the duration is four years. When you use a spell slot of 14th level or higher, the duration is twenty years. When you use a spell slot of 30th level or higher, the duration is a full century.
Evocation
Celestial Flame
Instantaneous
An explosion of bright light erupts from the hand of a celestial being. Each creature within 10 feet of the celestial within its area must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1d6 for each slot level above 5th.
Transmutation
Celestial gift
Self
10 Days
Your celestial gift transforms the surface of the ground on which you appear into a celestial sphere for the duration. The sphere is heavily obscured and can’t be easily seen. The sphere surrounds you and protects you against melee attacks, spells, and other magical effects. The celestial gift is a magic item imbued with celestial power. You choose whether to create a ring, a ring of radiance, or a crown of protection around the sphere, as shown below. The simple, yet elegant symbolizes the celestial presence and the celestial gift you create. The celestial gift extends to everything from clouds and rainbows to the weight of sand and stone. Until the spell ends, the celestial gift is permanent, but the celestial sphere remains for the duration. When you cast the spell, you can alter the surface of the ground on which the celestial gift shines to appear celestial or noncrescent-shaped, to hide a celestial or celestial-shaped sphere, to create a vertical wall, or to create hidden turrets, behind which a celestial might launch a siege. Each wall created is a vertical pillar with a 20-foot radius and is 50 feet high, 10 feet thick, and has a total area of 26 50-foot-radius circles centered on two points within range. A celestial launched from a celestial surface can ram the pillar into the ground with a cost of 1d4 + 30 feet per level of the celestial spell. The ram costs 2d4 + 30 feet per level of the celestial spell. For the duration, a celestial launched from a celestial surface is restrained and has disadvantage on all Strength checks made to its strength or Dexterity checks. Any creature restrained by the celestial must make a Strength saving throw. The creature falls prone, and its spell ends on the spot. If the celestial hits a creature or a structure or another solid object, the spell ends, and creatures restrained by the celestial take neither damage nor become restrained by it.
Transmutation
Celestial Growth
120
Concentration, up to 1 minute
Your body infuses with the power of the celestial you call your shadow, and you gain the following benefits: • You can move up to 30 feet in any direction, including straight ahead and backward. • You gain the following benefits: • You can cast divination spells on yourself and up to five willing creatures of your choice that you can see within range. • You can use your action to create a ward against magic missile attacks made against you. You must use a nonmagical spell attack to create the ward. It lasts until the spell ends. • You can cast divination spells on yourself and up to five willing creatures of your choice that you can see within range. You choose one of the following divination spells’s effect when you cast it. The spell’s magic ends. Enchantment. You conjure a celestial of challenge rating 5 or lower with a challenge rating of 6 or lower. The celestial can attack, cast spells, and take damage. It also disappears when it drops to 0 hit points or when the spell ends. Redirect Flow. You cause a flowing flow of water or gas within range to move in one direction you choose (no vertical movement required). The flow must first be rapid, flowing, and contiguous with other flowing water or gas. In any form, the flow resembles flowing water, but it must be continuous and contiguous with other flowing water or gas within the last 5 feet of flow. This effect doesn’t have to be continuous or contiguous with other flowing water or gas.
Transmutation
Celestial Growth
Touch
Instantaneous
You enrich the air within range to create a sort of sphere that remains for the duration. Choose any number of feet of trees within range or thickets covered by trees covered with vines growing between 1 and 10 feet in diameter. Each trunk includes one or more rings, so each trunk carries one ring. Each creature within 20 feet of the sphere when it appears or that ends its turn within 60 feet of it must succeed on a Dexterity saving throw or take 1d8 radiant damage. This spell has no effect if you possess no rings or if you have 1 ring. The damage reduction is permanent, but can be reduced or eliminated as part of the casting of the spell. Casting the spell again, or casting the same spell again, breaks the sphere and takes 1d12 radiant damage. If the spell endangers a creature or harms another creature, the affected creature takes 1d12 radiant damage, and the spell ends.
Transmutation
Celestial restoration
Touch
Instantaneous
You return a celestial to its home plane, or put it back into your possession, and send it to the celestial plane as a celestial. If you cast the spell again, you send it to the new plane. If you cast this spell again on the same plane as you were cast from, the spell permanently returns to its home plane (if you cast this spell on a different plane, the spell is still effective there). If you cast this spell outside a plane (such as one that can pass through a barrier), the restoration doesn’t return to normal. Once cured, the celestial blossoms with bright light in a 30-foot radius around it, and its lights turn a suffocating cloud of mist around itself to blackness. The mist compels creatures to make melee attacks with their weapons, which can’t be attacked while the celestial is within 30 feet of them. The mist also compels creatures to make melee weapon attacks with their weapons, which can’t be attacked while the celestial is within 30 feet of them. The spell ends if you cast it again or if you cast it again with a target that is no longer within 30 feet of it. You can target a celestial for each slot level above 3rd. While the spell’s target is within 30 feet of it, creatures and objects can’t be affected by it, and objects and creatures can’t be contacted by it, the mist disperses.
Transmutation
Celestial resurrection
Necromancy
Celestial rope
Touch
8 Hours
You touch a rope that is attached to a creature’s space using its possession. The creature can use its reaction to move according to its space using its own reaction. When the rope reaches its destination or reaches any other part of its body, the rope pulls the creature’s movement based on its current awareness level. The creature can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the rope. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the rope moves with you, moving with it whenever it travels. If the rope is held together by any means, the spell ends when the rope is again held together by the rope.
Transmutation
Celestials
150
4 hours
You create a primal power within a celestial or fey race or a demiplane that extends into the Ethereal Plane and ripples outward from its center, creating a celestial guardian, a fey companion, or a demiplane divinity. You choose a portion of nonmagical energy in the sequence you specify as a component to create the guardian’s element, such as celestials or fey. The celestial element you choose is the same one you use in creating the guardian; while the component you choose is identical to the one created by the pillar spell, you can still create a celestial guardian, fey companion, or divinity divinity by using a different component. A celestial guardian who w as created by another non-mighty celestial component counts against your normal statistics for the nature of your component as of 7th level or lower. The celestial element you choose is identical to the one created by the pillar spell, so it doesn't count against your normal statistics for that component.
Celestials
60
Concentration, up to 1 minute
They appear in the Ethereal Plane, appearing in unoccupied spaces that you can see within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature is targeted by one of the following effects, and it must make a Constitution saving throw at the end of each of its turns. On a successful save, a target has this effect until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Enchantment
Celestial Serpent
30
Concentration, up to 1 hour
You create a serpent of spectral origin that must be within range for the spell. You can use any creature’s entire body to create the serpent, and the creature must be within reach of the spell. The creature can use its action to make a Strength check against your spell save DC. On a success, the creature is no longer a creature and is no longer a creature. You can also create a serpent of any size, shape, or size (no larger than a Large cube). The serpent can be a humanoid, a reptile, a lizard, a frog, a fish, a reptile, a reptile, or a fish. The creature with the longest and fastest swimming speed (30 feet) can use its action to move up to 60 feet in any direction. The creature must make a Strength saving throw. On a success, the creature is no longer a creature and is no longer a creature. The creature can use its action to dismiss the spell as an action. During the spell’s duration, your choice of the following effects cause the creature to follow the creature’s normal course of action: • You can cause the creature to take actions.
Celestial Smite
150
Instantaneous
You strike the celestial with a virulent disease that erupts from within it. For the duration, each creature that is fully within 60 feet of you (your choice when you cast this spell) has disadvantage on attack rolls against the target until the spell ends. Additionally, the target deals a total of dice damage (in addition to any modifier, such as damage from bludgeoning or piercing, and attack and damage rolls with creatures’s weapon and ammunition) each time it hits or misses, against any target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1dice for each slot level above 2nd.
Necromancy
Celestial Smite
60
Instantaneous
A celestial smite appears in a 30-foot-radius sphere centered on a point you can see within range. Until the spell ends, a target within the sphere can make an Intelligence saving throw. On a failed save, the target takes 3d6 force damage and is knocked prone. The target must succeed on one saving throw or take 2d6 force damage. The spell ends if the sphere erupts from it. When a target drops to 0 hit points, its hit point maximum is reduced by 1d6. The spell ends if the sphere has a maximum area of effect. A target that drops to 0 hit points or less remains in the sphere for 1 minute. A creature that drops to 0 hit points or less when the spell ends and is incapacitated must repeat the saving throw. The spell ends
Celestial Smite
Self (60-foot line)
Concentration, up to 1 hour
You create four hostile celestial orbs that lash out at your command toward a creature within 60 feet of you. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the entire line of bullets, you decide what kind of damage the creature will take. The creatures hit by this spell also become immune to any and all of the damage that you cause. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the creatures' hit points increase by 1d10 and their base hit point increases by 10 + your spellcasting ability modifier. Both your hit points and their base hit point increase by 1d10 increase when you cast this spell.
Evocation
Celestial Smite
Self
Concentration, up to 1 hour
You create a celestial that takes damage of the type you choose within range. If it takes damage before its next turn starts, it loses all of its hit points, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Celestial Smite
Self
Concentration, up to 1 minute
Three celestial creatures of challenge rating 4 or lower appear and hurl a meteor of destruction at one creature or object within range. Make a ranged spell attack for the creature’s hit point maximum. On a hit, the target takes 3d10 radiant damage, and it must succeed on a Constitution saving throw or become blinded for 1 minute. While blinded, the creature can’t use movement, gear, or skill it can’t use while blinded by this spell. It can, however, activate other spells it can see and use its w library to learn spells from its w library, at which point it can read the current day's news, bestsellers, and travel information about foreign leaders.
Conjuration
Celestial Sphere
10
1 Hour
The sphere of celestial energy sprouts from your hand and reaches out toward a target within range. Choose one creature of your choice within range. Make a ranged spell attack for the creature with the spell. On a hit, the target takes 1d6 radiant damage. Regardless of the
Celestial Sphere
120
24 Hours
This spell summons a celestial body and attunes it to your alignment for the duration. Choose the celestial you cast this spell from among the following options: celestial (60 degrees out), celestial body (90 degrees out), or celestial center (120 degrees in). Then choose one of the options below for its duration. You can target whatever celestial you cast in this way at the same spot each day for the next ten days. Otherwise, you cast it outdoors in a location with a clear sky limit and cast it as part of the action used to cast the spell. You can also target the celestial if you are within 30 feet of it; otherwise, you take no damage while it is within 30 feet of you. You can use this spell to restrict a
Celestial Sphere
120
Concentration, up to 10 minutes
You create a celestial sphere on the ground within range. The sphere remains for the duration, and doesn’t need to be opened or closed. It can hold up to 500 pounds. When the spell ends, the sphere falls. It doesn’t need to be standing still. The sphere can be returned to its original plane of existence by dropping to the ground and using an action to touch it. The sphere is a solid, opaque object whose surface area is 10 feet on each side. It is imperceptible to melee creatures except invisible ones. If any creature enters the sphere for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw or take 1d12 force damage equal to half the spell’s area under its skin as yours. A creature can choose to remain in the sphere or move out of it. A creature that starts its turn in the sphere takes 2d12 force damage. This spell’s area is immobile, so moving out of it requires a successful Intelligence (Investigation) check against your spell save DC. If a creature moves into the sphere while you are inside it, the sphere falls. The sphere’s area is completely enclosed by the sphere, making it difficult terrain. If any of the following apply to you, you take no actions throughout the duration of the spell, you don’t take any damage from the start of your next turn, you remain within 10 feet of the sphere and are completely enclosed by the sphere (no action required), the spell ends, the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and you make another Constitution saving throw. You take 10d12 radiant energy (20 m an area of light) damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1dlO for each slot level above 3rd.
Evocation
Celestial sphere
120
Concentration, up to 1 hour
Until the spell ends, you can erect a celestial sphere on the ground in an unoccupied space that you can see within range. The sphere remains for the duration, and you can erect a celestial sphere by spending 5 minutes erecting a celestial trapdoor or similar at a point you can see within 60 feet of it. If an unwilling creature can see the celestial trapdoor or similar, it must succeed on a Strength saving throw or become frightened while the celestial trap is in place. When frightened by
Celestial sphere
150
Concentration, up to 10 minutes
A celestial sphere appears within range to a creature of your choice within range. Until the spell ends, the sphere covers a creature of the same size or smaller as you and can hold up to 500 pounds. The sphere lingers in the air for the duration, moving with it. It vanishes when the spell ends. A celestial sphere is a celestial, fey, or fiend-sized sphere with a center that is 30 feet on each side. It lasts for the duration or until a celestial cast this spell. If you cast it while invisible, invisible through a slot 20, or invisible through a slot 33 connected to a plane (such as a plane lock), its area is obscured. Nothing can happen while the spell is in effect. The sphere remains for the duration or until you dismiss it as an action. When you cast this spell, you can choose to project a celestial sphere over a nonmagical one. The sphere appears within 30 feet of you, touching each surface of that surface. If the sphere moves over a creature or object, any creature or object affected by it must make a Dexterity saving throw. On a failed save, it takes 14d6 radiant damage, and it can’t benefit from being moved while the sphere is in the area. While affected by the sphere’s damage, a creature can use its action to move up to half its speed so that it can pass. The sphere moves with it, remaining so it remains in the air while it lasts. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, you can create two celestial spheres: one centered on a point you choose within 60 feet of you and the other 30 feet on the ground, in the case of a celestial sphere, of a creature or object within 60 feet of you, and the sphere sheds bright light in the same way as a torch. The light sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each sphere sheds darkvision if it is large enough
Celestial sphere
150
Concentration, up to 10 minutes
Until the spell ends, you are transported to a celestial or primordial state beyond which you can be no longer perceived. Your wits and a natural talent for deception make you one among beasts that understand deception. If an
Celestial sphere
150
Concentration, up to 1 minute
A 30-foot cube of swirling, fiery energy springs from your hand toward one creature within range. Make a ranged spell attack against that creature. On a hit, the target takes 4d8 fire damage. You can target one additional creature for each target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures affected by it increases by two for each slot level above 3rd.
Evocation
Celestial sphere
150
Concentration, up to 1 minute
Touch
You create a celestial sphere centered on a point within range. Until the spell ends, the sphere takes an extra 150 feet to each round it takes you this extra foot. It takes 100 radiant damage for every 1 foot you increase the sphere's size. If the sphere is large enough to affect a creature or an object within reach, that creature or object takes 12d6 radiant damage, and the sphere instantly falls to the ground if it is moved more than 60 feet from the center.
Divination
Celestial Sphere
150
Concentration, up to 1 minute
Your finger shapes a sphere of energy that extends into the distant past for the duration. You can form it into a hemispherical or hexagonal shape, forming a wall or other rampart around which creatures can move. The wall or rampart forms a vertical pillar made of the celestial body, a horizontal one made of an element or stone column made of the celestial body, or a rampart extending out across the celestial body. The celestial body is a horizontal plane (20 feet tall, 10 feet wide, and 1 mile deep) with a 20 percent likelihood of falling to the ground if it is horizontally spread across an area of flat ground. If you shape the wall or rampart into a pillar, you create a horizontal globe of energy capable of dealing sustained damage to creatures within 30 feet of it. Each creature in the globe’s area must make a Dexterity saving throw. On a failed save, creatures take 5d8 lightning damage, and they are restrained for the duration. At the start of each of its turns until the spell ends, a restrained creature can repeat the saving throw, ending the effect on itself on a success. When you shape the globe, you can also create a celestial bridge over land. The bridge spans an elevation range from 15 feet to 100 feet, with a 60-foot-radius to 60-foot-high chimney linking the globe to the rest of the instantaneous. The bridge is an instantaneous bridge, with each creature on the bridge ascending and descending as normal. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th.
Divination
Celestial sphere
150
Up to 1 meter thick bubble appears on the ground within range. Until the spell ends, a celestials or elemental form can be found on the ground within, and there is a 300-foot-radius.5-mile sphere of shimmering energy hovering 30 feet above the ground. The sphere extends out toward the caster, centered on a point within range. When the sphere first appears, each creature in the sphere centered on that point must make a Dexterity saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. While within 5 feet of the sphere, a creature can make a Dexterity saving throw to remain within the sphere. The sphere damages it when it is successfully shot. When the sphere strikes an object being carried by a creature, it deals an extra 1d6 cold damage on each of its turns, and it has advantage on this saving throw the first time each turn it is carried or when another creature carries or carries a piece of luggage on its turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial cold damage increases by 1d6 for each slot level above 3rd.
Evocation
Celestial Sphere
15
Instantaneous
This spell creates a celestial sphere centered on a point of your choice within range that can be reached using an arcane method similar to the casting of the spell. The sphere remains for the duration or until you dismiss it as an action. If you cast this spell using a spell slot of 4th level or higher, you can create a celestial sphere of your choice with an 8-foot radius around it, up to 5 feet high, that is 1 foot thick, and floats 10 feet above the ground. The sphere surrounds you and your companions as they w ere hovering within its sphere. As a bonus action on your turn, you can move the sphere up to 30 feet in one direction, making it part of a separate movement for each companionship. While in the sphere, the sphere can’t extend beyond its confines. Each time it does so, it creates an instantaneous teleportation effect that lasts until the end of your next turn. The sphere remains for the duration or until you dismiss it as an action on your turn. If you cast this spell multiple times, you can have up to three spheres created by the same spell created a different effect of your choice within the sphere. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the size of the sphere increases by 5 feet for each slot level above 4th.
Transmutation
Celestial Sphere
300
1 Hour
A celestial body supported by a sphere of fiery power appears in an unoccupied space of your choice within range and floats as a celestial for the duration. The sphere lasts for the duration, and is visible from the ground. It appears to be an opaque object made of mist or fire. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you cast this spell using a spell slot of 6th level or higher, the spell creates a circular motion that lasts for the duration. If you use a spell slot of 7th level or higher, you can animate a celestial using up to half as much area of effect space as normal. When you animate the celestial, you can’t designate any sort of physical form or animate anything. The spell fails if you choose animate and not with advantage, and the spell ends if you cast this spell again. Nonmagical constructs made from wood and bone crumble to dust or become covered in filth. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Celestial sphere
300
1 minute
A 20-foot cube of cloudy air appears and spreads over a 10-foot-radius sphere that you can see within range. Until the spell ends, these clouds cover up to 30 feet of ground and move at up to 10 feet per side. Each creature or object within 20 feet of the cloud is made of cloud, which can be damaged and becomes difficult terrain as a result. The cloud spreads around corners. When a creature moves through the area, it is surrounded by swirling smoke. Every 5 feet of movement, a celestial of challenge rating 5 or lower can be discerned in the
Celestial Sphere
30
1 Round
You create a glowing sphere of energy centered on a point you can see within range. You can move the sphere up to 30 feet in any direction and extend it up to 30 feet in a straight line. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one new sphere of energy for each slot level above 2nd.
Evocation
Celestial Sphere
30
Concentration, up to 1 minute
You create a sphere of energy centered on a point within range. The sphere appears in a spot that you can see within range. It lasts until the spell ends or until you dismiss it as an action. As a bonus action on your turn, you can move the sphere up to 30 feet in any direction. You can also move the sphere up to 30 feet in any direction. The sphere has a range of 60 feet. The sphere can be up to 20 feet wide and up to 25 feet tall, and it can be up to 180 feet long. The sphere can be up to 100 feet long and up to 300 feet tall.
Necromancy
Celestial Sphere
30
Instantaneous
A sphere of energy appears in the space that you can see. You can teleport to it or to any object within range. The sphere spreads, forming a circle in the center. Each sphere can contain up to six creatures, up to its area of effect. The sphere appears as a translucent, translucent cylinder centered on a point you can see within range. The sphere can be difficult terrain, such as rocky outcrops, open fields, or abandoned buildings. The sphere can also be created by any means necessary. You can create up to four such spheres. Each sphere can have two or more inhabitants. Each sphere can contain up to ten creatures. When a sphere appears, each creature in it must make a Constitution saving throw. On a success, the creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that succeeds on this saving throw must also be carrying a torch when casting it.
Enchantment
Celestial sphere
500
Concentration, up to ten days
You create a celestial body on the ground within range that has a 5-foot radius and is cast on you at the same time every day for the duration. When you cast this spell, the celestial body radiates magical energy centered on the point you chose. Creatures of your choice that you can see within range can only be affected by this spell for the duration. Creatures that can’t be targeted by this spell have disadvantage on attack rolls against them. For the duration, a celestial created by this spell has 12,000 hit points, 25,000 current, and 500 hit points missing. You can use your action on a successful hit to cause as many as four damage to each celestial body affected by this spell. If you maintain your concentration on a spell for its full duration, a celestial created by this spell has 60 hit points missing. If you maintain your concentration on a spell for its duration, the spell has a maximum effective range of 300 feet and can target up to four creatures. If you cast this spell while you cast another spell through a celestial body, the spell fails and affects all creatures of its type, not just celestial bodies. Nonmagical body parts or magical inscriptions bound by divination or divination spell’s duration fail to apply to you and to any creatures charmed by it.
Transmutation
Celestial Sphere
5
1 minute
Shiny flames of the celestial kingdom erupt from a celestial body on the ground at your feet. You create a 10-foot cube of shimmering, translucent sphere centered on a point you can see within range. Until the spell ends, a celestial in your space rises from the ground and moves in a straight line up to 30 feet in a straight line up to 5 feet in each direction. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional cubes for each slot level above 5th. Each cube’s height must not exceed 60 feet. A cube created by this spell only circles a 15-foot cube. Creatures and objects are unaffected.
Transmutation
Celestial Sphere
5
Concentration, up to 1 minute
A celestial, sphere-like mass of power springs into existence at your touch. The sphere remains for the duration or until the spell ends. The sphere is an area of intense magical power centered on a point you can see within range. Until the spell ends, you can use an action to cause celestial bodies to form into 5-foot-radius concentric rings. Each ring is a celestial of your choice that can take whatever form you choose. Each celestial becomes a celestial once it is made from another celestial. A celestial created by a celestial lock spell can’t become one with a celestial lock. If you create a celestial lock using an alchemical component, the celestial lock automatically ends when the spell ends. A celestial created by a celestial lock spell can’t become one with a celestial lock. If you create a celestial lock using a nonchemical component, the celestial lock automatically ends when the spell ends. When you cast this spell, you can change the appearance of celestial bodies. A celestial created by a celestial lock spell can’t become a celestial body if it’s already translucent. A celestial created by a celestial lock duplicate or duplicate body is a duplicate that is formed only after the spell ends. If you create a celestial body using an alchemical component, the celestial body can’t become a celestial body if it’s already translucent. If you duplicate or clone a celestial body, the duplicate or duplicate body’s appearance is lost if it is duplicated or clone”s body is replaced by a celestial body. If you clone or clone a celestial body a duplicate body is permanently lost. The DM has the celestial’s level and current level, if any, of the creatures on the celestial body. If the DM has a celestial body created by a celestial spell, the duplicate or duplicate body is created at a lower level (8th level), so it doesn’t count against the
Celestial Sphere
5
Special
A celestial sphere appears in the space you have designated and moves with it, remaining centered on that slot. The sphere remains for the duration, and moves with the sphere, centered on that slot. If the space you specify is filled with objects made from magical force, it doesn’t take any damage. The sphere remains centered on that slot, up to 10 feet centered on that slot. An object created by a spell launched from the sphere remains centered on that slot slot for the duration, but it can’t affect anything created by another spell launched from the sphere. The spheres form from magical energy, which has a radius that can be as small as 5 feet to as large as 20 feet. While the spheres are centered on a creature, you can use your action on each of your turns to cause a bolt of lightning to leap from the sphere to an empty space within 30 feet of it. Make a ranged spell attack for the spheres sphere. On a hit, the target takes 1d10 lightning damage, and on each of your turns for the whole duration, you can use your action to repeat the same damage, gaining 1d10 lightning damage. If you don’t use your action to repeat the damage, you take 1d10 lightning damage at the start of your next turn, and on each of your turns for the duration—and up to half as much damage—if any at the end. You can use this spell
Celestial Sphere
60
1 Hour
The sphere reaches 100 feet long, 10 feet high, and extends its radius to encompass the celestial sphere within range. The sphere remains for the duration, and emits bright light in a 30 degree C direction within 120 feet. The sphere remains for the duration, and emits an intense ray of fire that explodes when it strikes a celestial or an invisible creature within range. The rod of cancellation used to create the rod emits the following effects. The rod immediately extinguishes fire creatures, but a cylinder of flame 3 feet in diameter and 5 feet deep remains. Minutely following the rod, a creature in the cylinder for the first time on a turn that it takes normal damage, or casting a spell that targets one creature, must make a Dexterity saving throw. On a failed save, it ignites the cylinder of flames, which lasts until the target casts a spell or a spell of 3rd level or lower. The cylinder is heavily obscured, and shadows cast by the rod appear dim, greenish-white, or in some dark colors. On a successful save, the cylinder ignites and extinguishes a fire within 30 feet of it, provided that the torch’s color remains. A creature that enters the cylinder for the first time on a turn or starts its turn there must choose a new password or cast a spell of 3rd level or lower. If a creature has more than one fire breath spell active on it, the cylinder ignites when it attempts to cast a spell with that spell, and the spell ignites with a 1 minute burn spell on it. If a creature uses its action to make another spell of 1st level or higher, it can repeat its saving throw for each contained fire breath spell used. This activity doesn’t provoke opportunity attacks.
Transmutation
Celestial sphere
60
1 Hour
You create a celestial sphere, a 60-foot-radius sphere of swirling energy that lasts for the duration. The sphere appears in any unoccupied spaces within range. The sphere appears in any unoccupied spaces within range. The spell’s duration ends when you dismiss it and ends if you cast this spell again.
Transmutation
Celestial Sphere
60
1 mile
You conjured this globe at the start of each of your turns to fill the space between the two points on the globe. A celestial sphere centered on the celestial sphere you cast this spell can hold as much as 1,500 pounds. The globe can be moved up to 30 feet in any direction by simply using one hand, or you can use three hands. The globe remains for the duration. As an action, you can move the globe up to 60 feet in any direction. The globe remains for the duration. If the globe moves toward you from behind you, you can ram the globe into the ground, forcing it to the ground. The globe sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Celestial sphere
60
24 hours
This spell creates a celestial body centered on a point of your choice within range. You can make a ranged spell attack there. On a hit, the target takes 2d6 radiant damage. Whether you hit or miss, each creature within 5 feet of the celestial body (if it is a celestial body, assume a sphere centered on a point you choose within range) takes 1d6 radiant damage. The damage type is cel
Celestial Sphere
60
Concentration, up to 1 hour
You create a sphere of light that extends from a point you can see within range. The sphere appears in a 10-foot cube and lasts for the duration. You can make the sphere up to 20 feet in any direction. The sphere is transparent to any other color and can be up to 100 feet
Celestial Sphere
60
Concentration, up to 1 minute
A 5-foot-diameter sphere of golden light appears in an unoccupied space of your choice within range and lasts for the duration. If you cast the spell without first preparing spells for the entire duration, its duration is reduced to one day. If you cast the spell three times, the spell lasts until it is dispelled and its effect ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is reduced to one day for each slot level above 6th.
Evocation
Celestial sphere
60
Concentration, up to 1 minute
A celestial sphere appears at a point you choose within range. The sphere is made of solid rock and contains a solid metal, stone, or a similar material. The sphere appears to be unoccupied, and it can be moved by means other than teleportation. The sphere is opaque to visible light, but it can’t be seen. The sphere appears to be a cylinder, which is opaque to light. For each cylinder that you create, you can cause it to expand to a height of up to 25 feet and to
Celestial sphere
60
Concentration, up to 1 minute
You create a celestial sphere of radiance in a 15-foot cube on the ground you can see within range. The sphere is transparent, sheds dim light in a 30-foot radius and can contain up to four hundred globes that look like scorpions. Each creature in a 40-foot cube centered on the sphere that you choose must make a Dexterity saving throw. An unwilling creature that can see the sphere must succeed on a Dexterity saving throw or become frightened of the sphere until the spell ends. The sphere’s space is difficult terrain. When you cast this spell, choose a point within range. A star, a dimly lit temple, or an area of darkness filled with smoke or fog creates no such star or temple. You also can’t attempt to cast a celestial spell there. When you cast this spell, celestial activity is suppressed within 30 feet of the sphere. For the duration, celestial phenomena never directly affect creatures or objects in the area. As an action, you can move the sphere up to 60 feet and then cause celestial phenomena to occur there. The sphere can contain up to four hundred stars or dimly lit temples. The sphere disperses fog and other celestial phenomena in a 20-foot radius. Whenever a celestial phenomenon in the sphere locates a creature or an object within its area, a celestial effect appears and vanishes.
Necromancy
Celestial sphere
60
Instantaneous
You create a celestial sphere of force and forcefulness around yourself. You can make the casting of the spell by touching the sphere. The sphere can be a cylinder, cube, or any other shape you choose, and it can contain up to twenty-one pounds of force. Each creature in a 30-foot-radius sphere centered on a point you choose within range when you cast this spell must make a Strength saving throw. On a failed save, a creature takes 10d8 force damage on a failed save, or half as much damage on a successful save. The sphere is an unoccupied space created by the spell’s force. Any creature that ends its turn within 10 feet of the sphere must succeed on a Dexterity saving throw or be pulled 10 feet to the left. The sphere is difficult terrain. When the spell ends, the sphere remains within 60 feet of you. The spell ends if you dismiss it as an action or use another action.
Transmutation
Celestial sphere
60
up to 1 mile
You choose a point within range and cause up to ten meteors on impact. Each beast in your area must make a Constitution saving throw. A beast takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. After a meteoroids powerup ends, meteors fly upward, forming a barrier that prevents meteors from falling until after longitude or latitude is known.
Transmutation
Celestial sphere
90
24 Hours
This spell creates a celestial sphere centered on a point within range and lasts for the duration. While such a point is a celestial, it is unoccupied, and its radius is limited by the cube‘ it rots out from. A celestial can only affect and interact with creatures other than its kind within the sphere, and any hostile activity that occurs within the sphere (such as a fire or explosion) results in a 5-foot-radius blizzard appearing where the celestial is aimed. If a creature would be able to move through the blizzard, that creature would be unaffected by this spell. For the duration, a celestial counts as one with respect to its ability to move through the blizzard. Whenever a celestial that counts as a celestial hits an object or impacts a barrier, pillar, or similar solid surface, it makes a fey saving throw. On a failed save, the celestial takes 12d8 cold damage, or half as much damage on a successful save. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Celestial sphere
90
Concentration, up to 10 minutes
This spell creates a 5-foot cube of force field around a celestial or celestial being or object within range. The sphere can cover a 40-foot cube. The sphere lingers for the duration, protecting those within or outside the sphere. If the sphere’s area is large enough, the sphere can protect up to 30 creatures. A creature must use its action to move to the center of the cube and use force to push back against any creature that moves within the area. An affected creature can use an action to make a Strength or Dexterity check against your spell save DC, gaining advantage on the check. On a success, the creature can use its movement to move up to its speed so that it is no longer within the sphere's area.
Transmutation
Celestial sphere
90
Concentration, up to 1 hour
This spell grants the sense gift of a celestial beast when it appears in an area within range. For the duration, a celestial other than you or a celestial created by the spell’s language is capable of communicating with you telepathically. The communicative ability score of a celestial is equal to your caster’s Wisdom modifier + your proficiency bonus. As long as the celestial is speaking in its language,
Celestial Sphere
90
Concentration, up to 1 minute
A 20-foot-radius sphere of chaotic energy appears at a point you choose within range. The sphere seems nonmagical in nature and has the following properties: • The sphere is transparent and can pass unnoticed. It is invisible to creatures of your choice that can see it and can see through it. • You create a small area of nonmagical energy in the ground or a construction site within range that lasts until the spell ends. This energy is spread out so that a single cloud of swirling energy remains at a point within 60 feet of you. If you choose to affect more than one area of nonmagical energy, you can create one of the following effects within the same area: • You can cause the ground to shake, sending up to seven trees under a 20 foot radius. In either case, a Large tree that is on the ground you choose must move into the affected area for the spell to take effect. The ground immediately moves to a random location on the ground. • You can create an area entirely inside a celestial body. This creates two effects: one created by divination spells and one caused by divination spells. The effect created by the divination creates an area of conjured or unoccupied space within which a celestial can rest or manifest in the future. You decide when the next effect created by any of these two effects will take effect. 1. Unoccupied space. A celestial can’t occupy a space
Celestial Sphere
90
Concentration, up to 1 minute
A 5-foot-radius sphere of energy washes out from a celestial body in range, centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Dexterity saving
Celestial sphere
90
Concentration, up to 1 minute
Choose one object, a staff, a sphere, a celestial, a meteor, a fey, or a cloud (as appropriate to the type and arrangement of the objects) in a 20 foot cube centered on a point you choose within range. You can visualize the objects when you make the choice. The object’s space is contiguous with the object and can be up to 30 feet away. Any creature within the object’s space can act and move around the object’s surface as normal. The object is immobile while you are within 30 feet of it. If the object strikes something or moves in any way, the object strikes that creature, creating a 15-foot cube of influence. Each creature other than you within the cube must succeed on a Dexterity saving throw or be restrained by the object until the object is completely restrained by it. A restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer restrained by the object and is hurled 3d6+1 at the bottom of the cube. The cube has AC 5, 30 feet; height is 30 feet. Any creature restrained by the object falls prone, unless it can’t breathe underwater. The object is heavily obscured when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional object for each slot level above 1st.
Moderate aberration
Creature’s natural armor
Abjuration
Celestial sphere
90
Concentration, up to 1 minute
You conjure a celestial body in the form of a beast within range, which must make a saving throw against a celestial’s celestial attack against your choice of the type used to cast this spell. The body you choose must be within 5 feet of a celestial target, and it must make all its saving throws with advantage. If the celestial body it summons is destroyed or becomes too small to support a celestial target, its celestial body is returned to its original state. The body it resupplies can be as small as a 15-foot cube or as large as a 90-foot cube. If you cast this spell multiple times, you
Celestial Sphere
90
Concentration, up to 1 minute
You conjure up a celestial sphere centered on an unoccupied space you can see within range. You can direct the celestial sphere up to 60 feet to orbit a point you choose within range. The sphere remains for the spell’s duration. The sphere remains within 30 feet of you for the duration. Any creature within 30 feet of the sphere when you cast this spell must succeed on a Dexterity saving throw or take 5d8 thunder damage, and the sphere sheds dim light in an unoccupied space for 3 rounds, ending the spell.
Transmutation
Celestial sphere
90
Instantaneous
You create a celestial sphere centered on a point within range that is within an area other than the sphere’s area. The sphere remains within 1 mile for the spell’s duration. The sphere remains within 100 feet of a point of your choice within range that is within 100 feet of the sphere’s area, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The sphere can contain up to 100 cubic feet of solid material. The sphere remains within 30 feet of a point of your choice within range. Each creature in its area is considered within its area as solid for the purpose of divination spells.
Evocation
Celestial Sphere
90
Instantaneous
You create a sphere of bright light centered on a point within range. The sphere lasts for the duration or until you use an action to extinguish the spell. The sphere radiates light in a 30-foot radius centered on that point. A creature in the sphere must make a Dexterity saving throw. On a failed save, the sphere is destroyed. On a successful save, the sphere is restored to its original shape. The sphere remains for the spell’s duration, or until you use an action to create a new one. At the start of each of your turns before the spell ends, each creature in the sphere (including you) can use an action to cause a blast of magic that deals 4d8 radiant damage to the closest nonmagical creature in the sphere. As a bonus action on your turn, you can cause a sphere of energy in the range to erupt in a 10-foot-tall cylinder centered on that point, dealing 4d8 radiant damage to any creature in the cylinder. The cylinder can only be opened by divine intervention. A sphere of water vapor forms as a result of burning with a single blow. When the cylinder is destroyed, no creatures can move inside it. A celestial sphere appears as a celestial body in the form of a celestial deity, with a diameter of 60 feet. Any creature in the celestial body's space when created must make a Strength saving throw. On a failed save, the celestial body becomes floating. The spell’s area of effect remains, though the celestial body can be moved to and from anywhere within the sphere.
Divination
Celestial Sphere
Instantaneous
You create a sphere of quicksilver and violet light that spreads across a 20-foot-radius sphere centered on a point within range. The sphere appears in any unoccupied spaces it appears on. You can use your action to cause the sphere to be centered on a point within range. The sphere disappears after 10 minutes. You can use your action to dismiss the sphere as an action.
Conjuration
Celestial Sphere
Self (30-foot-radius, 15-foot thick cylinder)
Concentration, up to 10 minutes
Celestial Sphere
Self
Concentration, up to 10 minutes
You create a sphere of celestial fire that spreads out from you, centered on a point within range. Each creature within 5 feet of it must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage and is pulled 5 feet away from you. The creature must make a Constitution saving throw. On a failed save, the creature takes 1d6 fire damage and is pushed 5 feet away from you. The sphere is centered on any point within 5 feet of you. Each
Celestial Sphere
Touch
Instantaneous
A celestial sphere is a sphere that can be anywhere on the surface of any dimension. The sphere can be anywhere on the surface of a solid surface, a sheet of stone, or any other structure that has a solid surface. The sphere has a diameter of 1 inch. The sphere is made of a solid material and is protected by a protective layer of thick, opaque material that covers it from the outside. The sphere can be up to 100 feet tall and can be up to 10 feet thick. At Higher Levels. When you cast this spell using certain additional features, you can also alter the dimensions of the sphere, which can't be altered while you are on the plane of existence you're in.
Conjuration
Celestial Step
30
Instantaneous
Choose a point you can see on the ground within range. A celestial, a celestial of challenge rating 4 or lower, or a celestial of challenge rating one or higher, appears and takes the spell’s type along with it. For the duration, all celestials succeed on all saving throws, and they become celestial for the first time on each of your turns, gaining half the number of hit points of all celestials until the spell ends. Also, a celestial of challenge rating two or lower, or one of challenge rating one or higher, becomes divine if it can’t cast divination spells using this spell in the same slot. If you cast divination spells using this spell, you must use your own spell slot. If you use divine in this way, the spell never ends. A celestial of challenge rating two or lower becomes celestial of a celestial of challenge rating one or lower.
Transmutation
Celestial Step
Touch
Concentration, up to 1 hour
Until the spell ends, a celestial of your choice that you can see within range, up to 30 feet away from you, appears in the Ethereal Plane, and isn’t obscured by an aberration or magical effect, ignites, or otherwise affected by one of the following effects of your choice from that moment on until the spell ends. You can use a bonus action to teleport a celestial to an unoccupied space you have seen within 30 feet of you (if the celestial is flying, for example, he or she can use this action to teleport to a different unoccupied space that he or she can see). The spell ends for a celestial when he or she is incapacitated, leaves behind a trail of footprints (x 5 feet x 1 feet), or dies. The celestial can be restored to full health by means other than surgery. The celestial must also be within 50 feet of you for the entire duration of the spell, or the spell ends. Celestial Restoration. You touch a celestial to regain 3d4 hit points. If the celestial succeeds on a saving throw, it is restored 4d6 hit points. If a casting of this spell ends before the half-mile mark, the spell ends, and the spell is wasted.
Abjuration
Celestials
Touch
Instantaneous
You create a portal of darkness in the form of a creature. A creature must be within 10 feet of you when you create the portal. The portal can be up to 60 feet in diameter or up to 60 feet long. You create a portal by making a ranged spell attack against the creature. On a hit, the creature takes 2d6 fire damage. If an object or creature of your size or smaller is on the portal, the object or creature is moved by the portal. The portal is a 20-foot-radius, 40-foot-high, 20-foot-deep pit. You can use your action to move a creature within the pit as if it were a creature of your size or smaller. The
Celestial Swarm
120
Instantaneous
You
Celestial Swarm
1 Mile
Instantaneous
A celestial swarm of jellyfish appears in an unoccupied space that you can see within range, and then appears in an unoccupied space you choose within 10 seconds. The jellyfish is large and heavily colored, and it harms only you if you win the Swarm attack. It makes this attack roll successful. An attack roll against the swarm determines whether it succeeds or fails. If it fails, the swarm disperses into a different unoccupied space for each unoccupied space for which it rolls an attack roll. The swarm then spreads around corners. When a creature enters a location where the swarm doesn’t have a range, that creature must make a Constitution saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. A creature prone to becoming incapacitated when the spell ends must make a Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its save three times, it is incapable of acting on its turn and is stunned until the spell ends.
Enchantment
Celestial Swarm
30
24 hours
As a Huge swarm of celestial creatures appears on the ground within range, they hurl whatever it carries at the creatures they attack. If the creatures succeed on a Constitution saving throw, they are immune to this effect until the spell ends, at which point the swarm disperses into soft fog, in which case the fog lasts until cleared. A celestial swarm appears in unoccupied spaces that are the target of spells or that are adjacent to a celestial bonfire. The swarm moves 10 feet each time it strikes a creature within 5 feet of it. The swarm appears in the ground, within 20 feet of a point you choose within range, and spreads around corners. When a target in the swarm locates an activity within reach, the entity hovers within 5 feet of the locust until the spell ends. The swarm moves in a random direction when you choose the swarm’s direction. Any creature that moves through the swarm for the first time on a turn or starts its turn there must make a Constitution saving throw. On a failed save, the creature takes 6d8 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. Additionally, the blinded creature can use its action to make a Strength or Dexterity check. The creature can take the check using Strength’s side effect (takes 2d12 damage) or Dexterity’s (2d12 damage) side effect (2d12 damage). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Enchantment
Celestial Swarm
30
Instantaneous
You create a warp of celestial energy in the ground at the same instant you cast this spell as a bolt of lightning strikes out toward a creature within reach. Make a ranged spell attack against the target. On a hit, the target takes 1d12 lightning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Evocation
Celestial Swarm
Touch
Concentration, up to 1 minute
A swarm of celestial creatures appears at a point you choose within range. Each creature in the area must make a Constitution saving throw. A creature takes 4d10 cold damage on a failed save, or half as much damage on a successful one. Creatures are affected by this spell with equal force. The creatures aren't affected by spells or magical effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the swarm increases its damage by 1d10 for each slot level above 2nd.
Evocation
Celestial Tremor
90
Concentration, up to 10 minutes
A celestial, misty clouded ruin, appears in a spot of your choice within range and lasts for the duration. The celestial causes structures and creatures of your choice that you can see within range (such as a palace or a city center) to buckle and crumble. Each creature in a 60-footradius sphere centered on the celestial for the spell’s duration must make a Constitution saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The celestial also damages structures and objects within reach, especially those created by spells or magical effects. A creature that succeeds on its saving throw must rest until the spell ends or its gear crumbles. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Transmutation
Cement of Ice
120
Concentration, up to 1 minute
Up to six fingers of celestials or celestials of challenge rating 5 or lower deal 8d8 + 5 piercing damage divided as your spellcasting ability for the duration. When you cast this spell, you have advantage on attack rolls against the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a number of times as you cast the spell equal to 1 + the damage dealt increases by 1d8.
Conjuration
Cement of Invisibility
120
Concentration, up to 1 minute
You bless up to two creatures of your choice in an unoccupied space that you can see within range. The spell can affect one or more of the following creatures: celestials, elementals, fey, fiends, or undead. On each of your turns, you can use your action to designate one creature as your target for the spell. If you target a creature with this spell, the target fails its saving throw and becomes blinded and deafened for 1 minute, during which time the creature can’t use sight or hear. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Enchantment
Cement of Poisonous Spray
Self (10-foot radius)
Instantaneous
You cause a spray of poisoned powder to burst from your earthen body. Make a ranged spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 poison damage.
Transmutation
Cement of Recall
Self
Concentration, up to 10 minutes
For the duration, you teleport one creature of your choice that you can see within range, and teleport each turn if you use a different spell slot than the creature. If you cast this spell again makes use of a different slot, you must use a different spell slot for each turn you teleport.
Divination
Cement of Recall
You and up to three willing creatures within 5 feet of you recall the past actions of a creature you can see within the past minute. Until the spell ends, you can’t recall the creature if it’s within 5 feet of you, or you can have the creature remain within 5 feet of you indefinitely. By recalling a memory of a course of action that you plan to repeat for the course of the next 24 hours, you can affect the target’s memory of the course of action on its next turn. Also, you can recall a creature that has died action-fully. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The memories can’t be destroyed, but they can be destroyed by dealing them damage.
Enchantment
Cement of Water
150
Concentration, up to 1 minute
Flames wreathe one creature you can see within range and extinguish flames within 30 feet of it. The spell’s flames can fire any number of times as you choose. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage, or half as much damage on a successful save.
Evocation
Cement of Wind
30
Concentration, up to 10 minutes
Permanent wind Wall surrounds you and keeps you and up to eight willing creatures of your choice within 120 feet of one another for the duration. For the duration, a creature that w m rises must make a Constitution saving throw or drop to 0 hit points. As an action, you can end the spell. While a creature is aware of the end of the spell and must follow it to the best of its ability, you can maintain your alignment and avoid provoking attacks of opportunity by casting this spell again as an action.
Conjuration
Cement of Winter
120
Concentration, up to 1 minute
You create a blanket of frozen water in a 40-foot-radius sphere centered on a point you can see within range. You don’t need to move the sphere to create the blanket. When you cast this spell, you can make up to ten additional blanket spells. You can also make up to ten additional blanket spells at a time, until the spell ends. The spell lasts for the duration. Each blanket spell must be of a level that is lower than or equal to the spell’s level. It lasts until the spell ends. You can use an action to make a new blanket spell. The same effect applies to any existing one, though you must choose a different one for each spell’s level. You can use a new blanket spell’s level for the first time on a long rest.
Conjuration
Cement soil
90
Concentration, up to 1 minute
For the duration, a cloud of earth and stone covering a 5-foot cube of air surrounds you and moves with you. The ground in the area is dirt and undergrowth. Until the spell ends, the ground in the area is soft and flat. It provides cover from wind and is difficult terrain. Any creature that moves across the ground must spend 1 foot of movement for every 1 foot it moves across, regardless of where they landed.
Evocation
Cement toil
Touch
Concentration, up to 1 hour
This spell inscribes a specific kind of creature into one of the following possible forms: bipedal, quadruped, quadrupedal, or bat-faced. You can inscribe these forms using any creature’s image, such as a drawing, a painting, or a scroll. If you create a form that has three limbs, the creature has two legs and a head, and it functions as if it had two arms. If you create a quadruped form that has two limbs, the creature has one head and two legs, and the creature functions as if it had two limbs. The creature can move up or down as part of the process, but it can’t make any turns or move at all. If it’s invisible, the creature can see through any light or shadows cast by the invisibility spell. The creature can't be targeted by a spell or summoned by a casting of a casting spell by a visible means.
Transmutation
Ceratic Arrow
Self (60-foot line)
Instantaneous
A translucent, invisible circle of emerald green light appears around a target and spreads around corners, forming a natural—and usually visible—sight line. Until the spell ends, the circle sheds bright light in a 60-foot radius and dim light for an additional 60 feet. When the circle appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature is blinded for 1 minute and deafened while following the circle, followed by 30 feet of movement for 10 minutes; a creature is also stunned while following the circle. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Evocation
Ceremonial Arts
60
Concentration, up to 1 minute
You create a magical bond with a creature you can see within range. Choose one of the following magical effects that apply to the creature: • The creature succeeds on a Wisdom (Perception) check made with advantage. • The creature can’t be charmed or frightened. • The creature can’t be attacked or harmed in combat. • The creature can’t take any action that would cause it to automatically dismiss itself. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration of the effect increases by 10 days for each slot level above 3rd.
Transmutation
Ceremonial Arts
Self
1 Hour
This spell brings celestial or celestial body in your hand to life with a song that can fit into your hand. Choose up to three creatures you can see within range. Each target must make a Charisma saving throw. On a failed save, it takes 1d12 radiant damage. If you cast this spell again target this spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d12 for each slot level above 7th.
Illusion
Ceremonial Arts
Touch
1 Hour
You touch a willing creature and agree to a fey combat spell if the target is in its immediate vicinity and the spell is cast on it within 30 feet of the target. For the spell’s duration, or if you specify a higher duration, the target can be targeted up to 30 feet away. The spell lets you choose magic items, a target of a spell, a target of a fey spell, or a target of a necromancy spell. If you cast this spell as a spell of might, the spell doesn’t automatically deal damage, but it does create a small poison arrow sting that remains for 10 feet. You can target a target of this spell with a blast of strong wind. That target can’t be targeted by spells or attacks. In addition, if you cast this spell on the same creature or several times before creating the potion, you can target the same creature or several times without provoking opportunity attacks or casting any divination spells.
Divination
Ceremonial Arts
Touch
Concentration, up to 1 hour
You touch a willing creature and imbue it with the sacred art of celestial combat. The target must make a Wisdom saving throw. On a failed save, it takes 1d8 radiant damage, or half as much damage on a successful save. If the target is a celestial, it gains the celestial combat trick, and it can use its action to issue commands to celestial companions, in which case the target obeys. If the target obeys only one command at a time, it uses its action to make a new one, and so on. If the target obeys more than once, it uses its action to make a new one. If you use your action to verbally command a celestial, the command triggers when you cast the spell. In doing so, you command it to move toward you in a straight line, and you command the celestial to follow you. If the celestial moves within 1 mile of you, the move’s made automatically, but by no means automatically, follow you. If a celestial moves within a different direction than you’re on, the celestial automatically obeys that direction. If you command the celestial to move to a location other than that location, the celestial obeys that location’s direction, but it must make a Wisdom saving throw. If the celestial moves from place to place, it must make a Wisdom saving throw. On a failed save, the celestial becomes hostile toward you and must immediately leave its current location. If you command the celestial to move to a location other than that location, the celestial obeys that location’s location’s direction, but it must make a Wisdom saving throw. On a successful save, you command the celestial to follow you. The celestial obeys until the spell ends. If you command the celestial to follow you, the celestial obeys until the spell ends. If you command the celestial to follow you only once every day for each day since your command began, you command the celestial to follow you only once every day. While the celestial obeys, you can perform any action you choose that requires concentration. If you do so, the celestial takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. If you do so, the celestial takes 1d8 radiant damage on a successful one. If the celestial obeys only once every day for each day since your command began, it ends its turn there and does nothing. If you don’t end your turn there, the celestial obeys until the spell ends.
Transmutation
Ceremonial Image
Touch
Instantaneous
You touch a creature and sense its physical form. The target must make a Charisma saving throw. On a success, the creature becomes a humanoid if the spell’s initial description says so. If the creature is a humanoid, you can use its statistics to determine what kind of creature it is. For example, a creature with the normal size and kind can’t be an unaligned, half-elf, half-ork, or undead. You can also use the creature’s statistics to determine how much it spends on food, clothing, and other mundane items. The creature can’t be charmed, frightened, or possessed. The spell ends early if you cast it. This spell is difficult terrain. You can use your action to make a ranged spell attack. On a hit, the attack deals an extra 1d6 force damage. The spell ends if you have no more ammunition.
Evocation
Ceremonialize
30
Concentration, up to 1 hour
You attempt to shape a creature into a creature of god. The creature must be of Medium size or smaller, and the target must be within 60 feet of you. The target can be a Medium humanoid or a Huge beast. The spell fails and the creature becomes a creature under your control until the spell ends. The creature is deaf and blind, and it must either succeed on an Wisdom saving throw or take 12d6 psychic damage, and it must immediately end its turn and be affected by the spell. The spell ends for the creature if you cast it again. You can also banish the creature, creating a bonfire or other suitable resting place on the ground within 30 feet. While the creature is in this form, you can’t use action to mentally command it or to speak its mind. The creature appears harmless to you and your companions. It radiates 26 holy symbol motifs and is infused with dark magic, making it a potent ward against dark magic.
Illusion
Ceremonial Maelstrom
120
Instantaneous
A mass of churning, churning, churning, churning air springs into existence at a point you choose within range. Each creature in a 15-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 2d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Transmutation
Ceremonial Remedies
Self
Instantaneous
You grant one creature you touch a magical ability. The creature must succeed on a Wisdom saving throw or be affected by the spell for the duration. If the target already has that ability, it can use that ability only once. The target doesn’t benefit from any other effect. While the target is affected by a spell, other than the one you chose, the target can use its action to use the ability again. If the target has no other spell active, it can use its action to dismiss the affected spell. If the target can use an effect that requires concentration, the spell doesn’t need to be cast again; it just triggers when the target completes its turn.
Conjuration
Ceremonial Stone
60
Concentration, up to 10 minutes
You create a stone pillar, which rises 10 feet high and extends for as long as you choose. The pillar is opaque to the element. The pillar doesn’t have to be visible or visible from a distance. An object that blocks the pillar’s path is invisible. It can pass through barriers, but its movement is limited because of its shape and size. The pillar is difficult terrain, and you can’t pass through it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Evocation
Ceremonial Stone
Self (30-foot radius)
Concentration, up to 1 minute
A shimmering gemstone beadles in your hand. You create one of the following magical effects when you cast this spell. The spell has no effect on undead or constructs. At the end of each of your turns, you can use your action to create an extra one hundred magical effects for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra effects increase by 1 for each slot level above 2nd.
Transmutation
Ceremonial Summon
60
1 hour
You summon a shadowy figure from the air and cast a spell of your choice that ends the turn. The figure appears in a 20-foot cube and starts its turn within range. The figure must be within range. Any creature within the 60-foot cube must make a Wisdom saving throw. On a failed save, the figure is pushed 5 feet away from you. The figure can’t be charmed or frightened. The figure must be within 5 feet of you when you cast this spell. If the figure is charmed or frightened, the spell ends on the target. The figure can also be frightened by any other magical effect on the target. If the target’s magic is interrupted by an effect that would cause the spell to end, the spell ends immediately and the target can make a Wisdom saving throw. On a success, the spell ends. The spell ends if the target fails the saving throw.
Transmutation
Ceremonial Touch
Touch
1 minute
You touch one willing creature of your choice that you can see within range. The target must make a Charisma saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A
Ceremony of Makhleb
30
Instantaneous
You name a creature within your power, and the creature you designate as your celestial companion’s body doubles as a celestial body quarters. The spell’s duration is up to ten minutes. The celestial companion disappears when it drops to 0 hit points or when the spell ends. Any creature that ends its turn within 30 feet of the celestial body doubles the spell’s duration.
Divination
Ceremony of Nine Webs
Self
1 Round
Eight Webs of flame springs from your fingertips, becoming a double-decker ball of fire as you weave your webs around them. Each 5 inch by 2 inch web is worth 1d6 gp, and each 5 foot by 5 feet of extradimensional space is 10 feet higher than it would be on the ground. Each 5 foot by 5 foot spider web linkages the webs to each other, forming a ceiling and forming a ring around the ring. Each 5 foot by 5 foot spider web ends abruptly, leaving behind a thin covering that prevents movement. The webs last for 1 hour, and they take 10 minutes to fully drain from the web. As a bonus action, you can touch the ground where the webs originated to create a ring around the edge of one of the webs. The webs then move on your turn as a regular motion feature, dealing 50 fire damage to the creatures that touched the edge.
Conjuration
Ceremony of Smite
Self
Instantaneous
You target a creature with a jinx, a profane symbol, and a piercing scream. Each creature other than you in a 20-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. On a failed save, a target takes 2d6 jinxing. After you make the save, the target also loses any remaining jinxesong.
Illusion
Ceremony of Smiting
Touch
Instantaneous
You perform a special religious ceremony that is infused with magic. Until the spell ends, any creature who tucks its weapon in a vial of up to 100 gp in a vial of up to 50% alcohol—or a small container of similar substance—is blessed with a +2 bonus to attack rolls and saving throws. This spell can’t be dispelled by dispel magic.
Abjuration
Ceremony of the Dead
Self
Concentration, up to 1 hour
You create a celestial temple within range and consecrate it to sacred importance. You choose any number of creatures within range, and the celestial shrines appear within range of each target. The temple takes on a celestial appearance, but it lasts—until the spell ends. When the temple appears, each target must make a Charisma saving throw. On a failed save, the target takes 1d6 fire damage and is scorched. On a successful save, the target takes half as much damage and isn’t scorched. As an action, you can move the temple up to 60 feet in any direction. Until the spell ends, you can alter the temple’s appearance in any way you choose. When you do so, you can see through its temple as if it were a celestial. The temple remains in place for the duration. At any time after you cast the spell, you can make another warding action, and so on through the entire duration. At any point this spell ends, the temple shrines become a celestial temple until the spell ends.
Enchantment
Ceremony of the gods
30
Instantaneous
You choose one of the following rites, or a combination of them, at any time for 1 minute. You can affect one creature or object per round for 1 hour. Worship one god or god-like figure. Make one service manifest, such as a celestial service or a celestial minister. Make one fey service manifest, such as a demigod service or a demiplane minister. Unify two or more gods or gods-like figures. Make one service manifest, such as a wizard service or a wizard minister. Make one worship one god or god-like figure. Make one fey service manifest, such as a demigod service or demiplane minister. Make one worship two or more gods or gods-like figures. Make one fey service manifest, such as a knight service or a demiplane minister. Make one fey service manifest, such as a knight minister or a demiplane minister. Make one worship three or more gods or gods-like figures. Make one fey service manifest, such as a lich service or a demiplane minister. Make one fey service manifest, such as a warlock service or a demiplane minister. Make one fey service manifest, such as a wizard service or a demiplane minister. Make one worship four or more gods or gods-like figures. Make one fey service manifest, such as a summoner service or a demiplane minister. Make one fey service manifest, such as a wyvern service or a demiplane minister. Make one fey service manifest, such as a wizard service or a demiplane minister. Make one fey service manifest, such as a summoner summon or a demiplane minister. Make one fey service manifest, such as a summoner demiplane or a demiplane minister. Make one fey service manifest, such as a warlock demiplane or a demiplane minister. Make one fey service manifest, such as a wizard service or a demiplane minister. Make one fey service manifest, such as a summoner demiplane or a demiplane minister. Make one fey service manifest, such as a warlock demiplane or a demiplane minister. Make one fey service manifest, such as a summoner quiver service or a demiplane minister. Make one fey service manifest, such as a warlock quiver service or a demiplane minister. Make one fey service manifest, such as a summoner quiver service or a demiplane minister. Create
Ceremony of the Housefly
60
Concentration, up to 1 minute
You conjure up a dazzling array of flying insects that hover in the air above your head. Make a DC 20 Intelligence (Investigation) check against your spell save DC. On a success, the spell ends. The insects have a flying speed of 30 feet, and they can’t be attacked or damaged. A creature can use its action to examine the insects for magical properties that trigger when it flies into the housefly’s area. If the housefly has any, it must succeed on a Constitution saving throw or be destroyed. If the housefly is damaged, it can’t be harmed, and the spell ends.
Divination
Ceremony of the Nine Dragons
30
Concentration, up to 1 hour
You place your hand on a creature that you can see within range and speak one language you understand. The target must make a Wisdom saving throw. On a failed save, the target is charmed by you for the duration. At the start of your next turn, you can use your reaction to instantly command any creature you can see within 30 feet of you to a game of verbal combat. The creature must succeed on the challenge. On a successful challenge, you command the creature to serve you or seek your aid in combat. If the creature fails the challenge before the spell ends, the creature is killed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can specify a number of willing creatures that you can see within 5 feet of you that are friendly to you or friendly to another creature. The creatures must make a Wisdom saving throw. On a successful save, the spell ends for that creature. Finesse. You banish a creature of your choice that is charmed, frightened, or insane. The target becomes a mindless mass of poisonous, flying, or bat-like flies that withers in its sleep. Creatures that aren’t under the effects of the berserker curse are sent flying into a rage that lasts for 1 minute. The spell ends for that creature. If the creature starts its turn with 100 hit points or fewer, it dies. A changed creature is born with 100 hit points and 3/4 the”s hit point value, and a new creature born with 5 hit points or fewer is created with 6 hit points or less.
Abjuration
Ceremony to forget
Touch
1 minute
You cast a spell and feel no ill effects or forget everything that happened around you for the duration. You can even forget your name and/or your location, but you always know where you are and what you are doing. It isn’t a disguised ceremony, but a physical and mental ceremony, in which a spirit (or other substance) appears at your location, to accept your wishes and take up your remaining time outside. The spell doesn’t specify magic items or actions, such as a sword thrust or a casting of a spell that requires a casting time of 1 action. When you cast the spell, you can make a new wish, change your mind to avoid the effect of the spell, or even undo the effect of your previous wish. The changes wrought by these rites appear on your person as if you were casting the spell and remain for 1 minute. This spell doesn’t banish undead. Similarly, a creature that is no longer within 60 feet of you and that dies within the spell’s area gains life transference back to it (if the creature was already within that area when it died). The spell ends for a creature that died after 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th.
Transmutation
Cerubi
90
Concentration, up to 1 minute
When a quicksand-brick structure appears in the ground behind a large humanoid, undead, or fiend creature, you summon it in an unoccupied space of your choice that you can see within range, creating an entirely new quicksand, or summoning a nonmagical summoning spell. You choose the spell’s primordial state as the primordial part and animate or digest the remaining portion when you cast the spell. The primordial summoning provides strong enough reason to believe that you have returned to your original position as a quirk of your creation, and the quirk can protect you against unforeseen consequences if it occurs. To maintain your primordial status, you must make two Wisdom saving throws. You can suppress the primordial summoned spell at the DM’s option, using your action to pull a string of nonmagical flames that are 1 mile long and 5 feet high. Each creature that can’t be affected by a primordial summoning must first succeed on a Wisdom saving throw and cast a spell of 2nd level or lower, and it must then make a Wisdom saving throw. On a successful save, you no longer control the fire. To maintain your primordial state, you must make two Wisdom saving throws. You can suppress the primordial summoned spell at the DM’s option, using your action on each of your turns. On a successful save, you no longer control the primordial. To maintain your primordial state, you must make two Wisdom saving throws. You can suppress the primordial summoned spell at the DM’s option, using your action on each of your turns. On a failed save, the summoned creature is dispelled and emits no light. You can also suppress the primordial spell at the DM’s option, using your action on each of your turns. At the end of each of your turns, the summoned creature can repeat the saving throw, ending the effect on itself on a success.
Conjuration
Cerulean Grove
150
24 hours
A 60-foot-radius, 40-foot-high, 60-foot-deep grove of trees appears within range for the duration, linking the grove with the Grove of the Dead. The grove moves with you, mimicking the movements of closed doors and chambers, to provide some semblance of order and order to your travels. You choose whether the grove appears within 30 feet of you or 10 feet directly over the warchief. You can create any of the following forms within the grove. Choose a form from the following options for its appearance: Solid, Round, Round, Round, Medium, Large, or Gargantuan. The creature appears in solid state, with its weapons drawn and drawn automatically, and without weapons drawn, to protect against nonmagical ranged attacks. The creature also appears to be standing still, which prevents it from automatically moving while it casts this spell. This arrangement creates no effect if the creature has two hands or two hands of different shapes and sizes. Solid, Medium, or Large. A construct of a size Large or smaller can’t be selected as an entrant. Medium. The grove is composed of up to six panels of wood arranged as one continuous column. The wood is covered with a sheet of misty gray mist, which blocks light and dark vision, and extends over the grove in a manner similar to a door or a corridor. The paneling is strong enough to physically restrain a creature of the size you choose, so it is blocked when a creature enters the grove or uses its action to open the mist or enters a sealed passage. Alternatively, a creature that enters a sealed passage can use its action to move through the mist and so lock the passage
Cerulean Grove
150
Instantaneous
You hurl a 60-foot-radius sphere of green light in a direction you choose. Make a ranged spell attack against one creature of your choice within 30 feet of you. On a hit, the target takes 1d8 radiant damage.
Evocation
Cerulean Grove
90
24 Hours
This natural stone grove spans one hundred and twenty years and is home to a bustling royal family of trees. The trees are lightly arid, creating conditions that retard growth and thus temperature. The trees are light green and can grow to full size. They are said to have a softness that allows plants to disperse poisonous plants within. It is thought that this forest was once the home of the royal line and is one of the places where the Kings of the ancient world dwelt. You choose the ground type. Trees Medium Medium Trees without bark Medium Medium to Large Huge long trunk, large to Medium Large short trunk, or small trunk, or no trunk (15 to 30 feet) Medium to Small Large Medium to Small Tree Large Tiny or smaller tree Medium tree Small Small Small Tree (a tree or shrub or a small tree or stump) Tree
Cerulean Rite
60
Instantaneous
You grant warding magic to animate or to create by magic any creature of your choice within range and allow it to benefit from the same benefit on its own turn. If you grant magic to a creature, the spell ends, and the creature is protected from the spell for the duration. If you don’t allow a creature to benefit from a spell as a rule, a spell ends for the creature if it w as affected by the affected spell or if its speed and weapon attacks don’t deal any damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Cerulean Smite
120
Instantaneous
You call forth a powerful force that you can see within range. The force extends into a 10-foot-radius sphere centered on a point you choose within range. Each creature in that sphere must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage
Cerulean Spirit
120
Concentration, up to 1 hour
Your body is your body, and your spirit is your vessel. Choose one willing creature you can see within range, such as a human, an elven, or a goblin. The creature you choose chooses one of the following physical characteristics at the start of each of its turns: blue eyes, dark hair, and pointed ears. It also has a fur coloration of bergrua, a silvery fur appears under its facial features, and it has light blue or yellowish-white skin tone. This change lasts for the duration. You can use your action to give a creature this change for the duration If you are the creature, give it another form, choosing one of the above characteristics, such as a zombie, that it can see within range. When you give the creature this change, it returns to its body if it makes a successful Constitution saving throw, if it secures its food or drinks from danger or otherwise harms it, or if it wastes its movement and then as an action when it succeeds on a saving throw, if it succeeds on both saving throws, or if it dies before the spell ends.
Conjuration
Cerulean Spirit
Touch
24 hours
This spell grants the spectral kind to things you touch. For the duration, you control any demihuman or an elemental that you choose that is hostile to you. Nothing can happen to the demihuman or an elemental other than that there is no demihuman in the area, and the creature doesn’t attack you. You can, however, change the nature of any hostile demihuman or an elemental so that it isn’t hostile to you. The effect can’t designate any creatures or things as hostile, and the change doesn’t affect creatures or things hostile to you.
Abjuration
Cerulean's Shadow
Touch
24 hours
You touch one to three willing corpses that you can see within range. After imbuing each corpse with the dark ghostly force of the dead, you shape them into servitors to serve as servants to beasts of war and to men of learning. Each willing creature that you shape becomes a servant to a beast of great size or reach (your choice, the beast’s chitinous claw is your spellcasting ability modifier). Your shaping grants you the ability to reshape a creature’s head, body, or chest (your choice), shape a creature’s
Cerulean Swarm
150
Instantaneous
A swarm of ravenous beastslho rears its nest within 30 feet of one surface you choose within range. Choose a grove of trees or a forest or an area a foot or so thick that beasts can pass without getting caught. When the grove appears, each beast becomes a beast for the duration of that spell, and each beast has advantage on attack rolls against any creature within 30 feet of it that is within line of sight of a specific spell or spell of the chosen sort. The swarm consists of up to four creatures, each affected by the spell by a half-dozen times, and each affected creature must make a Wisdom saving throw. Each affected creature takes 4d8 damage of the type you chosen on a failed save, or half as much damage on a successful one. Creatures can’t reduce their saving throws to half to stave off the effect.
Evocation
Cerulean Tear
120
Concentration, up to 1 minute
You touch a creature. The spell ends for that creature.
Duration 120 minutes
1 minute
You touch a creature. The spell ends for that creature.
Conjuration
Chaelo's Magic Blade
30
15 minutes
This spell creates a magic blade that hurls magic at one creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 magic damage. The spell then ends on a successful save, if successful.
Special
Chaffing Cloud
60
Concentration, up to 1 minute
A swirling cloud of dust appears and surrounds a creature within range. The cloud moves at half the speed of light and deals 5d8 bludgeoning damage to the target. The cloud lingers in the cloud for the spell’s duration and blocks line of sight through the cloud. When the cloud appears, each creature within 10 feet of it must make a Strength saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is caught in the cloud for the duration. While caught in the cloud, the cloud remains for the duration. Any creature that ends its turn within 1 foot of the cloud takes 2d8 bludgeoning damage. Any creature caught in the cloud as it lingers within 1 foot of it takes 2d8 bludgeoning damage. The spell’s effect can last for 1 minute. It has no natural causes and can’t leave a solid surface. The cloud remains for the duration or until a storm locates it, when a creature within 10 feet of the cloud appears within 5 feet of it, or when a gust of wind disperses it from the cloud blows it from one creature within 5 feet of it to the left of it.
Evocation
Chained Effect
60
Concentration, up to 10 minutes
Choose one creature that you can see within range. The target must make a melee spell attack against a target within the spell’s range on a successful attack roll or by another spell attack roll of your choice that targets the target. On a failed save, the target is restrained and must make a Wisdom saving throw at the end of its turn. A creature restrained by the spell can use its action to make a Wisdom (Perception) check against your spell save DC. On a success, it frees itself. When the spell ends, the creature is no longer restrained and must make a Wisdom saving throw at the end of its turn. An unwilling creature, unable to make a saving throw, falls unconscious and is on its own. At the DM’s discretion, the target can perform a Wisdom saving throw against this spell. On a success, the spell fails.
Enchantment
Chained Maelstrom
150
Instantaneous
A mass of 5-foot-deep, 15-ton, 20-foot-deep, 1,000-ton churned maelstrom appears in a 20-foot-radius sphere centered on a point within range and spreads around corners. The churned maelstrom is a mass of 5 feet to 10 feet wide, 10 feet tall, and 1 inch thick. The churned maelstrom spreads around corners. Each creature in a 20-foot radius sphere centered on a point within range must make a Dexterity saving throw. A target takes 8d4 bludgeoning damage on a failed save, or half as much damage on a successful one. The maelstrom moves 10 feet each time it strikes a creature. A creature that takes this damage isn’t pushed up to half as far as it could have at the start of its turn. The churned maelstrom then explodes, dealing 4d6 of damage to a creature within 5 feet of it and moving away from the point where it struck.
Evocation
Chaining
60
8 Hours
You place a creature into an enthralling trance that lasts for the duration. You make the target move to its best ability available to it, including using all its movement and storing its action points as effort. For the duration, the target can make one check contested by casting this spell or by spending 1 minute sitting still and desist from doing so. The spell ends if you attempt to cast it again or if you cast it again and use your action each time the target spends an action to hold back one spell of level one.
Transmutation
Chain LightningSelf
Concentration
Chain of Frost
30
Concentration, up to 1 hour
The chains within reach. You create one frozen, thunderous creature. Until the time you finish your next turn, the target becomes a zombie that can—and can't—make noise in its location. The zombies attack your creatures, but you and all other creatures within 30 feet of them must make a Constitution saving throw. On a roll of 10 or higher on a 2, the target is knocked prone, and the spell ends for it. This spell must already be in order.
Evocation
Chain of Whispers
120
Concentration, up to 1 hourYou create a loud, piercing sound that fits in the room, echoing against glass and metal. A wall of sound forms a circle around you. Whatever sounds the creature makes must come from outside the circle, and the sound is composed of a series of sounds within a circle of 3 × 3 feet square. The sound can be heard, smelled, smelled again, and so on. A creature must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. A creature can’t be charmed by the sound, and it isn’t capable of creating a true sense of smell or taste. The creature isn’t able to hear things. Any creature or object that isn’t around the area must succeed on a Wisdom saving throw or become hostile to you. This spell can be used multiple times, and it can’t change its duration.
Divination
Chains of Daggers
120
Concentration, up to 1 hour
You create an extraplanar chain of magical daggers that are imbued with magical power until the spell ends. Choose one of the following simple weapons that you create: a javelin or a staff, two simple melee weapons (your choice), a staff of bolts, a mace of disintegration, or an unholy spear. You create one Huge weapon or a dardian dagger or a flurry of simple weapons or a rapier of disintegration that deal an extra 1d8 necrotic damage to the target and then repeat the attack against the same creature or creature type twice, ending the effect on themselves on a success. The chains last for the duration. • Redirects the daggers' fire for 1d4 days. • Directs the staff's energy for 1d4 days. • Permanently ignites a group of bolts created by a simple melee weapon attack within range.
Transmutation
Chains of the Nine Hells
60
24 Hours
A black-robed demon lord of the Nine Hells appears in an area of ground with a range of 120 feet and attacks the target. On each of your turns until the spell ends, you can use your option to issue a command to the demon (requiring no action on your part). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures within range increases by 2 for each slot level above 1st.
Conjuration
Chain wind
60
Instantaneous
A wind of chain winds ripples out in a 60-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 8d8+ the wind’s damage and is pushed 10 feet away from the center of the cylinder. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone.
Conjuration
Chakrasick Touch
30
Instantaneous
You touch one willing creature in a 30-foot-radius sphere. The creature must make a Wisdom saving throw. On a failed save, the creature takes 2d6 poison damage and is paralyzed until the spell ends or until the spell ends. On a successful save, the creature takes half as much damage, and it also has resistance to poison damage until the end of its next turn. The spell ends on a target if it isn’t an object or another creature of that type. A target can make an Intelligence saving throw
Chakras of the Dead
Chakravara’s Dance
Self (15-foot cone)
Instantaneous or 1 hour (see below)
Choose a creature that you can see within range. The target starts dancing on each of your turns until the spell ends. The dancing creature can attack your creatures with ranged weapons, or it can take a number of other actions before it deals any damage. Each target takes 4d8 lightning damage at the start of each of its turns, and the spell ends on a successful melee attack. Each time you cast this spell, an additional bolt of lightning flashes down from the target as a bonus action on each of its turns. Each creature that starts its turn in the line must succeed on a Constitution saving throw or take 1d8 lightning damage from the attack for 1 minute. The spell ends if the creature finishes a long rest. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Transmutation
Chakravara's Faithful Hound
30
8 Hours
This spell summons a pantheon of creatures—a pantheon drawn from the ethereal plane, one of the basic components of which is a
Chakravka's Minute Tricks
Touch
Concentration, up to 1 minute
You learn the most intricate and powerful magic arts, such as the use of magic rings, the use of celestial weapons like the flint hammer, the raising of flints from the dead, and the use of celestial talons to crush the undead within your reach. You are also given the ability to cast nonmagical disease spells, detect magic potions on your target, and to siphon life from undead and fiends that attack you. You also learn how to cast spells with a nonmagical weapon like a staff or crossbow.
Divination
Chakravra's Ennui
90
Concentration, up to 1 minute
Choose one object weighing some 100 pounds or less within range that isn’t being worn or carried by you. The object rises from the ground and moves as you use your movement to move whatever it is being worn or carried, up or down as you choose. You can use your action to move the object as many feet as you like along any of the ground in a 20-foot-radius where you cast the spell. You can use your action to create a 15-foot cube of swirling, invisible force, but it can’t overlap with any other object in the area. Any piece of the object you choose must be within 15 feet of it, and it automatically compels you to move along that piece of matter. If you create the object, you can use another action to switch objects around, creating new ones. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you choose one of the following options for the cube: • You can create one object for each slot level above 3rd. • You can make two objects, one to fit the cube created
Chalice of the Dead
120
Instantaneous
You draw the blood of a creature that has died. The spell ends on any creature that is still alive.
Necromancy
Chameleon
10
Concentration, up to 1 hour
A luminous orb appears at a point you choose within range. Choose one of the following effects when you cast the spell. The orb moves with you, remaining centered on a point you choose within range. Clue. The orb appears to a creature that is within 5 feet of it. That creature must succeed on a Wisdom saving throw or be charmed by the luminous orb for that turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius of the orb increases by 5 feet for each slot level above 7th.
Transmutation
Chameleon
60
Concentration, up to 1 minute
Choose one creature that you can see within range—a creature that can’t be charmed, frightened, or possessed by a deity or an agent of a deity and that can’t be charmed, frightened, or possessed by a god. The creature must be within 30 feet of the target and within the spell’s effect. The chosen creature can use an action to move up to its speed so that it is no longer slowed by the target. The creature must still have feet to move, and it can’t fall while moving. The creature can take the Dash action, which ends one effect that it can’t move while moving. You can move the creature up to 30 feet without using movement. If you ram the creature into a pillar or another solid surface, you can cause it to leap at a creature within 30 feet of the pillar, which can make it miss twice as much on each of its turns. Other creatures can benefit from this turn, however. On each of its turns, the creature can repeat the attack and hit twice, or it can make a new attack roll with each expended uses.
Transmutation
Chameleon
90
10 minutes
For the duration, a chameleon-like creature can be seen hovering in the sky over a location a size or size limited by the terrain you choose within range. The creature has a talisman worn by it, which tells it when it dies and can be retrieved from the ground by another creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create multiple charms of the same sort, allowing the spell to create charms of the same level or lower. Each charm can be conjured up to three times, or the spell might affect a charm of a different level. You decide what kind of charm’s construction is most likely to use. For charms made using an alchemical component, see Clench. For charms made using a nonchemical component, see Fissure. For charms using an alchemical component, see Cold. For charms using a multivalent component, sigil, or other spellcasting ability, see Emote. For items that rely on divination spells such as the detect thoughts spell, see Nine Gaze. A charm used to create a chameleon-like creature or to create a charm used to summon a chameleon is no longer active when the charm is summoned. The spell damages the target whenever it w ores within 120 feet of you (if you cast it again before taking damage, the spell removes the charm from itself).
Conjuration
Chameleon Growth
60
Concentration, up to 10 minutes
This spell creates a surge of dark energy that lasts for the duration, up to 10 minutes. Each creature in a 20-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Chameleon’s Nest
90
Instantaneous
A nymph appears out of the ground and appears to be a humanoid creature in your choice of skin color. The nymph can’t be larger than Medium or smaller than Medium or smaller than Large. The nymph is friendly to you. The creature can’t attack, use reaction, or otherwise be hostile. The creature can’t take actions that would cause it to become hostile to you or use such an action to dismiss it as an action. The creature remains within 10
Chameleon
Touch
1 Hour
You touch a living creature. Until the spell ends, the creature is blind, deaf, and has advantage on attack rolls and ability checks. The sight of other creatures is blurred and it takes 1d4 acid, cold, fire, lightning, or thunder damage to cause any of these effects. If you cast this spell using a spell slot of 2nd level or higher, the creature can see through illusions up to 60 feet on each of its turns.
Divination
Champion Beast
30
1 Round
You point at a creature within range and say a rousing, bellowing battle cry. The target takes 5d8 damage of the type you chose; you can’t target any creature or object in the Round or in the Sphere for this spell’s damage levels determine by its AC or the spell’s level. If the target is within range of a bonus action, it can roll a d4 to determine whether the bonus action is worthwhile. An attacker can use an action to cause the target to become a creature under the Hit Dice specified in its mind. The target obeys all verbal commands given to it during its turn, even if it doesn’t necessarily follow their commands. The DM determines whether the target understands what it says and how they speak.
Divination
chan seal
30
8 Hours
Prepare yourself for the creation of an illusory duplicate of a specific creature known to you. One creature that you can see within range must succeed on a Dexterity saving throw, and the spell fails if the creature’s true name is known. The duplicate is an unwilling duplicate who knows neither its real name nor contact information, but is instead an image of a creature known to you as the original and possessing an Intelligence of 9 or higher. The duplicate can be a creature (such as a human or a unicorn) or an object (such as a book, a scroll, or a treasure chest) that is neither too small nor too large nor fits within a 5-foot cube. The duplicate can’t be a creature or an object and can't benefit from being moved or otherwise interacted with. The duplicate can’t be particularly intelligent or emotional, and it isn’t wearing or carrying any sort of an item or itemable value. The duplicate is under no illusion as to the true capabilities of the original or its components. The duplicate can perform any task a normal creature would do, but it is unable to affect or command a creature. The duplicate can’t perform any task the creature would do normally, but it can’t perform any task the creature would do in an alchemical sense. Instead, the duplicate attempts to bite a creature within 5 feet of it that it can see, returning the creature’s severed head to its normal size. That creature can use its action to make a Strength check against your spell save DC. If the creature fails the check, the creature is no longer restrained and must either move off the edge of the cube or fall off it. A restrained creature can use its action to make a Strength check against your spell save DC, if it wishes. If it does so, the creature isn’t warded from this effect.
Necromancy
Chantasmal
120
Instantaneous
You attempt to make a creature appear in an unoccupied space within range and take 4d10 psychic damage. Each creature in the area must make a Constitution saving throw. On a failed save, the target takes 3d6 psychic damage. On a failed save, the target is immune to this spell until it ends its next turn. On a failed save, it becomes hostile until the spell ends. On its next turn, it takes 3d6 psychic damage and is immune to all damage except for the duration. On a failed save, the target takes 2d6 psychic damage. On a successful save, it is immune to this effect. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 2nd.
Illusion
Chantasmal
Self
Concentration, up to 1 hour
You attempt to cause a creature to become a willing creature to become undead. The creature is immune to this effect. The target takes 1d6 psychic damage. On a failed save, it is immune to the spell for the duration. The target takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. In addition, the target can’t attack or take damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Chantasmal Wind
120
Concentration, up to 1 minute
You create a strong wind blowing in a 10-foot cube centered on a point you choose within range. Each creature in a 10-foot-radius sphere centered on a side of the ground where you cast the spell. Each creature in a 60-foot cone must make a Dexterity saving throw. On a failed save, the target makes a Strength saving throw. On a failed save, the target becomes frightened for the duration. On a failed save, it uses its action to make a Constitution saving throw. A creature takes 3d10 psychic damage on a failed save, or half as much damage on a successful one. A creature takes 3d10 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, it can succeed on a Strength saving throw or take 3d10 cold damage. On a successful save, the spell ends. On a failed save, the target takes 4d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Chantical Smite
Self (60-foot cone)
Concentration, up to 1 minute
You cause a creature on the ground in a 15-foot cone to emit a shard of smoke and erupt with a puff of smoke. If the target is on a different plane of existence, it must make a Constitution saving throw. On a failed save, the target can make a Constitution saving throw. On a successful save, the target is no longer affected.
Illusion
Chant of Evil
30
Chant of Healing
Touch
Instantaneous
You touch one willing creature that has reached its maximum height. The target must make a Wisdom saving throw. On a success, the target takes half damage and doesn’t take damage of its own. On a failure, the target takes half damage and doesn’t take damage of its own. On a successful save, the target takes half damage and doesn’t take damage of its own. On a failed save, the target takes half damage and doesn’t take damage of its own. On a success, the target takes half damage and doesn’t take damage of its own. On
Chant of the Dead
Self
10
Instantaneous
You summon a force that appears in a 30-foot cube centered on a point you can see within range. Each creature in the cube must make a Charisma saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. When you cast the spell, the spell ends if the creature drops to 0 hit points or less. The spell is permanent. When the spell ends, the creature drops to 0 hit points or fewer. The spell ends if the creature drops to 0 hit points or fewer. The spell ends if the creature drops to 0 hit points or fewer. The creature drops to 0 hit points or fewer.
Transmutation
Chant of the Dead
Touch
Concentration, up to 1 minute
You touch a dead creature or a living object and cause it to become an undead creature. This spell ends if you cast this spell again as a bonus action. The target of the spell becomes an undead creature of 2 hit points or less when you cast this spell. The target can be any creature or object you choose. The target must be dead or alive when you cast this spell. The target has no memory of what happened or what you've done. Until the spell ends, the target can repeat the saving throw, ending the effect on itself on a success. The target can also use an action to speak a new common language that it knows. If the target speaks no native tongue, it falls into a trance and vanishes. The trance lasts for the duration. The target can use an action to make a Wisdom saving throw. On a success, the trance ends.
Conjuration
Chant of the Dead
Touch
Instantaneous
You summon a new creature of your choice that you can see within range. Choose one of the following options, such as a frog, a lizard, a frog, a frog demon, a frog demoness, a frog or frog demon. The creature must be within 5 feet of you and has the statistics of the creature you summoned. The creature can’t be charmed, frightened, or possessed. The creature can make a Wisdom saving throw, taking 8d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The creature is immune
Chant of Truth
Self
8 Hours
The Chant of Truth appears before you in the form of a simple, unassuming message that you can read aloud. The message, which is written in a language that is difficult to understand, has no precise meaning and is thus difficult to understand. The message reveals the truth, but doesn’t compel you to repeat it. The spell’s duration is not limited by the number of hours you have spoken this spell: You can repeat the spell at your leisure, even if you don’t speak a word of it or if you are concentrating on another task. You can also perform the spell again for the first time on a later date. The spell ends after you finish your next turn. You can repeat the spell again if you are certain you can perform it again. If you can do so, the spell ends.
Transmutation
Chant, up to 1 hour
You create a new elemental creature which you can see within range. The creature must make a Constitution saving throw. On a failed save, it takes 1d6 cold damage. On a failed save, the target takes 2d6 cold damage on a failed save, and it is immune to the damage. On a successful save, it is immune to this effect for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Chaos (30-foot cone)
Touch
Conjure the ground in a 20-foot cone that you can see within range. You can move through the cone, but you can’t fall or land. The cone is difficult terrain. If you w ere in the cone, the cone disappears for 1 minute. If the cone is heavily obscured, it can’t appear in the area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cone’s damage increases by 2d6 for each slot level above 2nd.
Evocation
Chaos beast
90
Concentration, up to 1 minute
The next time a creature you choose within range hits you with a melee weapon attack before its speed drops to 0, the creature erupts in chaotic beast form with a roar of raucous beasts, summoning hell beasts from the chaos. Make a melee spell attack against the creature. On a hit, it deals 4d8 + 1d6 damage to the attack and is engulfed in flames until it has circled the circle, ending the effect of the spell. The flames move at a speed of 30 feet per round circle. Until the end of your next turn, you can use an action to create a new flame. It must touch you before then to do so. If you win the flame, it spreads out across the ground, moving to one side of the circle and then it explodes. If you lose the flame, it spreads out across the ground, touching only you and touching only those who are within 5 feet of you. The spell ends if you move more than 5 feet away from the center of the flame (if the flame is centered on you, you can use your action to move to the opposite side of the flame and repeat the process again). At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can animate two additional contraptions for each slot level above 1st. Each contraption must be 3d level or higher.
Transmutation
Chaosbite
Conjure the first time on each of your turns for the spell’s duration, you can move the cone up to 30 feet. You can move the cone up to 50 feet. You can move the cone up to 60 feet in the air or 50 feet in the air. You can move the cone up to 50 feet in any direction. You gain no movement on a turn, nor can you hold it. You can’t change the cone’s color. You can change the cone's color by 1,000 if you wish, depending on the nature of the cone. You can’t change the cone's color in any way, but you can’t change the cone’s color in any way. You can’t change the cone’s color in any way, but you can’t change its color in any way. If you change the cone’s color in any way, you can change its color in any way, depending on the nature of the cone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell’s damage increases by 1d6 for each slot level above 1st.
Evocation
Chaos Blade
120
Instantaneous
You create a bolt of chaotic energy that inflicts 1d6 psychic damage to one creature you can see within 120 feet of you. The creature must succeed on a Constitution saving throw or be affected by the spell for its duration. The creature remains affected and can’t be targeted by spells or magical effects for its duration. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Abjuration
Chaos Blade
24 Hours
Instantaneous
Choose one of the following effects that you can affect in the flames: • One effect that you can see within range. The flames extinguish all flames and heat in a 10-foot cone that you can see within range. One effect that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Chaos Blade
30
Chaos Blade
30
Concentration, up to 1 minute
A mote of chaotic energy pours out from a point within range and reaches out toward a creature of your choice within range. Until the spell ends, the weapon has a range of 300 feet and deals 4d8 necrotic damage to the target. The weapon also has disadvantage on attack rolls against targets within 3 feet of it. The weapon becomes chaotic energy when your concentration ends. For the duration, the chaotic energy deals 4d8 necrotic damage to all creatures and up to 5d4 psychic damage to any living creatures who aren’t within 300 feet of you. While chaotic energy is present in the target’s area, each time the weapon hits, it creates a new damage type, which determines the weapon’s damage when it hits. The weapon ignores any reduction provided by a specific legendary ability or by a specific spell of a specific level. When the weapon hits a creature, the weapon deals 4d8 necrotic damage to the same creature or a different creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th.
Conjuration
Chaos Blade
30
Concentration, up to 1 minute
You create a bolt of chaotic energy that inflicts nonmagical damage on any creature within range. The creature takes 3d6 necrotic damage of the type of damage the creature takes from the attack. If the creature is a Huge or smaller creature, this damage is reduced to 1d6. If the creature is an undead, this damage is reduced to 1d6. If you or someone else is fighting the creature, you have advantage on the attack roll and ability checks. The creature must make a Constitution saving throw if it is fighting it or casting the spell. If it fails, the creature is pushed prone. If the creature is attacking you, you have advantage on the
Chaos Blade
30
Instantaneous
You create a mote of ten bolts pointing toward a target within range. Each bolt is an 8-foot cube with a 10-foot radius at the base. Until the spell ends, you can use your action to create a bolt of lightning
Chaos Blade
5
Instantaneous
You create a bolt of chaotic energy that explodes in a 60-foot cube on a point you can see within range. Each creature of your choice within 5 feet of the point you chose must succeed on a Strength saving throw or be pulled upwards and hurled at the nearest creature of your choice that you can see within 30 feet of the point you chose. A pushed object hurled at the creature carries a maximum weight of Gravity of 15 pounds. The ball impacts against a solid surface 40 feet square and has a diameter of 60 feet. When it strikes a creature, the ball releases a vortex at the bottom of the area, covering the entire area. When a creature moves into or around the vortex, that creature must make a Dexterity saving throw. On a failed save, the creature takes 3d8 necrotic damage, and it must then make a Constitution saving throw at the end of each of its turns. Weirdly attached to the contraption is a powerful harpoon. When it hits, the creature takes 3d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Chaos Blade
60
Concentration, up to 1 minute
You create a bolt of lightning in a 5-foot cube that you can see within range. Each creature in a 5-foot cube must make a Dexterity saving throw. It takes 4d10 fire damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes 4d10 fire damage and burns for an extra 1 foot. On a successful save, a creature takes 4d10 fire damage and burns for an extra 1 foot on each of fire damage. On a successful save, the fire rages for an extra foot. On a failed save, a creature takes 4d10 fire damage and burns for an extra foot on each of fire. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Chaos Blade
90
Concentration, up to 1 minute
Choose one of the following effects of your choice that you can cause to occur in a random way on a turn. The effect
Chaos Blade
90
Instantaneous
You create a flame that you can see within range. The flame ignites flammable objects and ignites flammable objects in a 20-foot cube that you can see within range. Each creature in a 20-foot cube must make a Dexterity saving throw. On a failed save, a creature takes 7d6 fire damage and burns for an extra foot. On a successful save, a creature takes 3d6 fire damage and burns for an extra foot. On a successful save, a creature takes 4d6 fire damage and burns for an extra foot. On a failed save, a creature takes 4d6 fire damage and burns for an additional foot, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Chaos Blade
Concentration, up to 1 minute
A creature takes 10d10 fire damage on a failed save, or half as much damage on a successful one. A creature takes 10d10 fire damage on a failed save, or half as much damage on a successful one. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d10 for each slot level above 2nd, and the fire damage increases by 1d10 for each slot level above 2nd.
Evocation
Chaos Blade
Self (10-foot radius)
Instantaneous
Choose one creature you can see within range and create a chain of fiery blades that blast from your hip. Each creature on the target plane must make a Strength saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save is pushed up to 10 feet away from you in a random direction. When a creature starts its turn in the randomly determined direction you cast this spell, the creature takes 3d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d10 for each slot level above 4th.
Evocation
Chaos Blade
Self
Concentration, up to 1 minute
A spinning blade of chaotic power appears in a location you specify, and twists and turns to move at your command to cause the specified damage. The chaotic blade can’t pass unguarded or enclosed spaces or pass through barriers or other barriers. The chaotic blade creates a vortex that prevents its passage. A creature that takes damage from the vortex (such as by falling or being pushed prone) can make a Dexterity saving throw. On a success, the vortex is lifted into the air and the chaotic blade is no longer chaotic blade.
Conjuration
Chaos Blade
Self
Concentration, up to 1 minute
You create a bolt of chaotic energy that inflicts 1d8 necrotic damage to a creature within 5 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Chaos Blade
Self
Concentration, up to 1 minute
You create a nonmagical weapon of chaotic power that is capable of hurling up to eight bolts of lightning at targets within range. Each creature in a 10-foot radius sphere centered on the lightning sphere must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this damage causes it to lash out at its attacker, who must succeed on a Dexterity saving throw or take 4d6 lightning damage. A creature caught in the lash has resistance to the triggering lightning effect until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.
Conjuration
Chaos Blade
Touch
Instantaneous
This spell creates a bolt of chaotic energy that explodes in a 60-foot cone and lands directly on the target of your attack or attack using the bolt. Each creature within the cone must make a Constitution saving throw. On a failed save, a creature takes 1d10 necrotic damage and becomes restrained in the energy until the spell ends. At the end of each of its turns, a restrained target can make a Constitution saving throw. On a successful save, the creature is no longer restrained and can act normally with full knowledge of the rules of the area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjuration
Chaos Blade
Touch
Instantaneous
You create a bolt of chaotic energy that arcs out from your spellcasting hand and strikes one creature within 30 feet of you.
Chaos Blade
Touch
Instantaneous
You create a bolt of chaotic energy that arcs out from your spellcasting hand and strikes one creature within 30 feet of you. The target takes 3d6 necrotic damage and must make a Constitution saving throw. The creature takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Chaos Blade
Touch
Instantaneous
Your hand strikes the side of a dead creature, then cuts through the flesh of the creature and up to eight times its size, growing as you take damage. The cut cuts through the creature’s flesh and limbs, creating a gaping wound that consumes both the creature’s flesh and limbs. The wound also widens the target’s flesh and limbs, which makes the creature less able to move. The target’s only tool is the legendary blade, and it’s hit point maximum is 26. The target has resistance to all damage except psychic damage. If it takes any damage, the target also takes 1d8 necrotic damage. The target is restrained as you strike. The creature has resistance to nonmagical damage, but no matter how much damage is dealt to it, it isn’t able to move or utter a command. The target spends the turn in the fog until its muscles are free, when it awakens, and after 3 days. If the target spends any time under the fog before returning to its body, the fog grants it resistance to that strain for 24 hours. The fog also wreathes the target in poison, staining its flesh and limbs. The target takes 1d6 cold damage when it awakens and 1d6 poison damage when it awakens from the wreathes. The target also must make a Constitution saving throw at the end of each of its turns, ending its turn early. When the fog reaches its current state, the spell ends.
Conjuration
Chaos brew
120
Instantaneous
Choose up to four creatures or nonmagical objects that you can see within range and that fit within a 5-foot cube within range. An unwilling creature that fails to take damage from all of the creatures or objects transforms into a raging gibbering beast, attempting to batter its foes with iron fist. Each creature other than you in that cube must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, two additional daemons or nasties deal damage with the attack for each slot level above 6th. An extra daemon or nastie deals 20d6 necrotic damage with each slot level above 6th. If you use a spell slot of 8th level or higher, the damage for the attack increases by 1d6 for each slot level above 7th.
Conjuration
Chaos brew
120
Instantaneous
You unleash the power of the stars, hells, and meteors of the Ethereal Plane on up to three creatures of your choice within range, either humanoid or beast. The targets obey the given conditions and come into existence at the target’s center. (This spell never ends if the target w muks its life in flames. An unwilling creature must use its action on a turn or take 1d4 radiant damage if it succeeds on a saving throw.) At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum number of targets for each slot level above 5th can exceed this spell.
Conjuration
Chaos Burst
90
Instantaneous
Choose one creature you can see within range and deal 1d4 psychic damage to it in a line that starts off as an action. The target takes the typical damage type from another creature, though it isn’t affected by any of the damage types. Starting with the mimic, you can use your reaction to deal 1d4 psychic damage to each target. At Higher Levels. When you do so, you take 4d4 psychic damage, and when you do so, you take half as much damage. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Evocation
Chaos Construct
120
24 Hours
You cause up to six stone-age demons or monstrous beasts of fey (pagan or nocturne) to appear in an unoccupied space that you can see within range and whose area you choose. There must be a level 3 or lower level 2 or more within which to cast this spell, and at the DM’s option, a level 1 or higher demon or beast appears in unoccupied space whose area you choose. The summoned demons or beasts usually appear humanoid or beast in appearance, and they appear tinctured or hide from view. The DM chooses either humanoid or beast as the target for the summoning. Roll initiative for each creature summoned by this spell as a group, with an average of 1d4 for each monster rolled. The number of creatures
Chaos Construct
120
Concentration, up to 1 minute
Choose a chaotic beast you can see within range. You choose a point that you can see on an unoccupied space, up to 100 feet on each side, and that you can fit within 8 feet of it has a 10 percent chance to hit. The point you choose has a 5 percent chance to spawn a creation that is an animated globe with 10 feet of churning stone forming a 20-foot diameter chasm at the point of impact. This animated globe is inert and incapable of animating or reshaping. An animated globe created using this spell automatically transforms into a chaotic beast at the end of each of its turns. You make all of the following changes to the animated globe: • It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. • It sheds darkvision in a 30-foot radius, and dim light in a 30-foot radius to a depth of 20 feet. • It makes attacks against a creature within 15 feet of it with a bolt of lightning, a bolt of energy weapon, or a similar capable of dealing damage. If it successfully attacks two creatures with the attack, it can repeat the attack using only its second strike. (Typically, the second strike deals an extra 1d4 + 1d6 damage.) At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the chaos damage increases by 1d4 for every two slot levels above 1st.
Evocation
Chaos Construct
30
Concentration, up to 1 minute
Choose one creature you can see within range. You create one of the following effects within range: • You instantaneously cause a chaotic chaotic reaction in the area you’re in. • You instantaneously cast one nonmagical spell using a spell slot of 2nd level or lower, provided that it isn’t casting spells or an activity that requires concentration; you can choose to cast this spell using an activity that requires concentration or one that requires a concentration outside of its current slot. • You create a nonmagical trinket of confusion within range, raising it to a state of chaotic stupor. • You instantaneously cause a nonmagical spell of level one to explode, causing a moderate to heavy damage to the target or throwing the trinket. • You cause nonliving creatures to tremble and become deaf and blind for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, or when you cast a spell of 7th level or lower, the initial damage increases by 10 for each slot level above 5th.
Abjuration
Chaos Construct
30
Concentration, up to 1 minute
The cubic space created by a melee spell is a sort of interplanar antimagic field. Each creature is affected by the spell, and creatures in the area take 4d6 necrotic damage and have resistance to necrotic damage and death damage for the spell’s duration. Any creature that ends its turn within 2 x 10 feet of the spell’s area must make a Constitution saving throw. On a failed save, the creature takes half as much damage and/or suffers 1d8 necrotic damage (your choice when you cast this spell). On a successful save, the creature takes half damage and doesn’t have to make the save. The spell destroys warded structures and other structures within 5 feet of the area.
Evocation
Chaos Construct
30
Instantaneous
Each creature of your
Chaos Construct
30
Instantaneous
You hurl a war of destruction over a creature you can see within range. The target must make a Constitution saving throw. On a hit, it takes 1d10 acid, cold, fire, lightning, or thunder damage. The war starts out as a storm, but can also be caused by natural disasters (such as a natural disaster of your choosing that causes an area of up to 500 feet wide to be underleveled for its height) or by a natural phenomenon (such as a strong wind, ice, or snow). When the wisest course occurs is at the target's leisure, the target sheds bright light in a 30-foot radius and can’t be affected by fire, ice, or snow for the duration. The war then kills the creature it impacts, casting a 1st-level spell or a 2nd-level spell. If you cast the spell while stunned, it deals 1d10 necrotic damage to you and leaves behind a 20-foot-radius cloud of debris that lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for a failed save increases by 1d10 for the duration by 1d12, and the damage for a successful one by 2d10, for each slot level above 2nd.
Conjuration
Chaos Construct
60
Concentration, up to 1 hour
You create a chaotic nightmare that seems to emanate from a god or some other godlike figure—a shadowy figure impaled on a cross, an elemental god towered over the land in legend. You choose the nightmare as a material component that appears in an unoccupied space within range and that you can see within range. It isn’t a nightmare, but rather a physical manifestation of the creature’s nature, made possible by the chaotic energy that surrounds the creature. The thing stares and mutters in utter chaos, begging you to end its vicious and avaricious course. Until the creature descends into abject agony, you can use your action to cause any creature within 20 feet of the thing’s hubris or desire to utter a set of shrieks, gibbering curses, or cruel retributive gurglings that can set it free or consume whatever it wishes. The thing emits noxious gas that can poison or maim it, and any creature affected by one of the spells must make a Constitution saving throw. If the creature‘s size or your speed reduces you to 0 feet or less, it can make a Constitution saving throw against the spell. On a success, you stop casting the spell. If you cast this spell again, the creature is no longer affected by it.
Necromancy
Chaos Construct
90
24 Hour
Choose a chaotic elemental construct that you can see within range. Constructs are friendly to you and animate and gain the ability to fly. When you cast this spell, choose one of the following effects. Each effect creates a different creature’s appearance, body type, or type of construct: Huge or smaller, no smaller than a fist, a tail, a body mass index (BMI), or a body mass index (BMI). Each effect mimics a part’s appearance of the creature’s choice, but only temporarily. A construct appears as a Huge or larger construct with the same set of effects and properties. Transformation. You instantly gain the appearance of a creature of your choice that you can see within range, along with the statistics of the creature, such as height, weight, bone type, and so on, for 7 days. You also instantaneously transform any remaining constructs into being constructs and maintain your own size, so that you and any creatures you and creatures with the same size share a room at each end of the room. Fey. You instantaneously create an illusion of a fey creature of your choice that obeys your spoken commands and defends itself from hostile creatures. You mentally link the fey creature with you and grant it expertise in one ability check of your choice that you can make using one of the finesse checks you prepared (see below). If your fey creature doesn’t obey your command to remain still while feasting, your fey creature takes 5d8 necrotic damage on a failed save, and woe would follow it. Enthrall. You instantaneously cause up to three words to rhyme to a creature’s language, causing it to become overwhelmed at the details of your spoken instructions. The spell makes your words seem like they were drawn from another language, thus making your words seem less like your spoken instructions and more like your imagined actions. This way, your creatures don’t feel overwhelmed by the full extent of your planned spells. You can also change your words at any time so that they follow your spoken instructions instead of sounding forced. Once you use this spell on a creature, it can be restored to its hit point maximum without harming yourself. Disguise Self. You instantly conceal yourself from the naked eye, using magical means. You choose a tattered, worn-down, or damaged t-shirt, pants, and sometimes shoes that isn’t terribly emaciated and that aren’t overly large or heavy. Alternatively, you can make the head or the back look like it was made of bone, and you can make the arms, legs, or trunk appear to be made of metal or stone. Otherwise, everything looks as if it is made of stone and your senses are strained. You have resistance to acid, cold, fire, lightning, and similar effects. You can’t use reactions or any magical effect while disguised. You retain your mundane magic, except for the benefit of your invisibility cloak. When you cast this spell on a creature, it must make a Wisdom saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. On each of your turns, you can use your action to automatically transform the creature if it has turned gray, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. The creature takes 20d4 necrotic damage when it takes this damage. Transforming a Huge or smaller creature allows you to cause an even bigger creature to become a Huge or smaller. For the purposes of this spell, the creature is called a Huge or smaller, because it is bigger than the normal size of your body. Its Strength is 1, and its Dexterity is 1. Your magic inscribes its natural resistance to cold damage for the purposes of calculating its natural cold damage. While a Huge or smaller creature is within 60 feet of you, it can use its action to move up to twice its speed and otherwise take no damage. If it moves over twice its speed and moves twice its speed, it replaces the damage with cold damage equal to 1d4 + your spell
Chaos Construct
Self
Concentration, up to 1 minute
You touch two chaos beasts, one from the chaos element and one that is a human. Choose one of the creatures you can see within range. Each creature must make a Charisma saving throw. A target takes 4d6 psychic damage on a successful save, or half as much damage on a failed save. A target can use an action to create a new one. The new one can be from any alignment.
Enchantment
Chaos core
120
Concentration, up to 1 minute
A mass of chaotic power springs into being within range, transforming the flesh of one creature within range, removing all life, stunning the target, summoning demons, and more terrifying the target. Until the spell ends, the target has resistance to all damage and statistics for each of its turns against any of its types, and it has resistance to the saving throw made against the target’s saving throw using that spell. The target also suffers from a mental breakdown if it fails the saving throw. At the end of each of its turns, the target can make a Wisdom saving throw to mend its wounds or to take additional actions. The target can take the actions described below as they apply to it. The mind breakdown also ends if the target is ever outside the spell’s range on any of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Abjuration
Chaos damage
120
Instantaneous
This spell nullifies most physical forms of matter and creates a constant string of effects at which creatures take 1d8 + 1d8 damage. You can create such effects in any material component of your choice, either on the same spot or on a separate surface. You can also create multiple such effects on the same surface or on a different creature surface. You can also choose to create an effect on a creature that is already dead or that isn’t under your control, such as a pillar warding off an attack. The first effect created by a triggering spell expires when the second one reaches its full duration. The second effect expires at the end of its duration, if any. If you let slip a prophecy that a particular death that would follow the hands of your enemies would bring about greater devastation than anticipated, this spell might trigger as a result.
Divination
Chaos damage reduction
30
Instantaneous
You cause waves of chaotic energy to assail your enemies, causing them to make a Constitution saving throw. If they succeed on a save, they are unaffected. They take 10d6 thunder damage and 2d6 cold damage on a failed save, and they are restrained for the spell’s duration. These restrained creatures can’t take actions or move. When a creature tries to use an action
Chaos damage
Self
Instantaneous
You attempt to create a chaotic effect in a 15-foot radius centered on a point within range. The spell fails and lasts for the duration. If the target’s Constitution is 5 or lower, the spell creates a 10-foot-radius sphere centered on that point. The sphere moves with the target and lasts for the duration. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 chaos damage on a failed save, or half as much damage on a successful one. The spell’s area of effect is as follows: • At the start of each of your turns, you can cause the area of effect to expand by 1 foot. • At the end of each of your turns, you can cause the area of effect to expand by up to 10 feet. • At the end of each of your turns, you can cause the area of effect to expand by up to 1 foot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the chaotic effect has a 20 percent chance to apply to your next melee attack.
Conjuration
Chaos door
60
12 Hours
You use the chaos in a location you specify to create a magical barrier between you and its hostile neighbors. The area is a cube that can be as large as your hand size, as wide as your reach, up to 30 feet high, and as far as you can move. When you create the barrier, each creature in the area takes 2d8 necrotic damage, and the spell destroys the barrier. The spell stops short of creating a permanent teleportation bubble, but the spell might also stop a creature from fleeing the area.
Necromancy
Chaos earthquake
60
Instantaneous
You create a seismic disturbance in the ground in a 5-foot radius around you. Each creature in the area must make a Dexterity saving throw. A creature takes 2d8 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d8 for each slot level above 2nd.
Conjuration
Chaos Gate
150
1 Hour
As you cast this spell, you can shape the course of nature's history. Choose an area of ground that you can see on a solid surface and that is at least 100 feet square and that faces within 10 feet of you. You cause a gateway to a creation mythic-looking land known as the "Chaos Sphere." The sphere is an illusion made of stone and stands up as you enter it. The sphere remains open for the duration, moving creatures, objects, and magical effects can move through, and constructs can’t be separated from the sphere. For the duration, a construct—both physical and magical—can’t leave the sphere, and creatures, objects, and magic effects can’t function as normal creatures. A creature is separated from the sphere if it doesn’t pass a Wisdom (Perception) check against your spell save DC. When the sphere opens, a random creature that was inside it (if any) must make a Wisdom saving throw, taking 4d10 psychic damage on a failed save, or take 6d10 psychic damage on a successful one. The sphere remains open for the spell’s duration. It has a diameter of 60 feet and a height of 50 feet. The sphere remains open for the duration, at which point a failed save to break through the lid reveals it as a trap. The trap, otherworldly construct, or magical trap, makes its way through any creature or object inside the sphere and through a smaller door that you choose. Any creature that can open the trap (or its component), or open the lid (if it doesn’t have a lid), can’t open the sphere. A creature is immune to this spell if its head is on the side of a solid rock or if its entire body is on the ground.
Conjuration
Chaos Gate
30
Concentration, up to 1 minute
An invisible gate—a sphere of ice, pebble, or other substance made of mud, fog, or some other indestructible material—appears in an unoccupied space of your choice within range and lasts for the duration. If it fails its save, it bursts from the gate. When it bursts, the gate is 1 foot long and 5 feet tall, and it is 14 feet wide and 5 feet tall. It has a Strength of 14 (+0), 16 (+0), 20 (+1), and metal construction. The gate is 1 inch thick and is composed of four 40-foot-radius, 20-foot-high turrets centered on points within range. A turret can carry as many as four Medium or smaller creatures. The turrets appear where the gate intersects with a solid surface and are 3 feet high and 5 feet thick. When a creature enters the gate or enters the room through which it enters, it must make a Strength saving throw. On a failed save, the creature is transported to a different location with less movement and has flying shadows strewn across its path. When the shadows approach a creature, the creature must roll a d 10 and add the number rolled to the attack roll. The shadow lasts until the creature enters the spell’s area or the gate’s turrets are fully occupied.
Evocation
Chaos hammer
30
Concentration, up to 1 minute
A 6-inch-diameter war hammer gleams in a 20-foot radius on each of your turns until the spell ends. The war hammer deals 1d4 slashing damage to nonmagical creatures and one random nonmagical creature (your choice which must be within 60 feet of it) that you can see within 60 feet of it. Until the spell ends, you can use a bonus action to cause one of the nonmagical creatures to become charmed by the hammer. The charmed creature can make a Wisdom saving throw against poison. On a successful save, the weapon emits a flashing, sword-like ring of stinking misty flame in a 10-foot radius around it. This arcane flame ignites flammable objects in its area that have Strength < 5 or lower and is capable of causing even greater damage to them. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the war hammer increases by 1d4 for each slot level above 2nd.
Evocation
Chaos hammer
60
Instantaneous
You create a hand-sized, poisonous, black, serpent-like appendage on the ground in a 15-foot radius around a point you choose within range. The appendage lasts for the duration. If you cast this spell using a spell slot of 2nd level or higher, you can animate your own poisonous appendage using the same method described above, only using two hand-crafted corpses instead of the same number of corpses you have animating the spell. The poison leaves behind a trail of poisonous acid that can be picked up by other creatures and thus neutralized during the animation. The spell ends when your ammunition capacity is reduced to 0. You can use your action to move your two corpses one step further away from you and then repeat the process for all corpses in the radius. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create a hand-sized, poisonous appendage on each of your turns until you use your action to animate it again. You can use your action to leave your damaged hand attached to its surface, and you can use your action to move it up to 5 feet from its surface and then remove it. You can also move the hand up to 20 feet and then cause the temporary poison to disappear. A diseased hand can be cured of by treatment entirely using magic or a healing spell. As an action, you can cause your melee weapon to glow inammonerically as a luminous orb with a 15-foot radius. Until the spell ends, your other attacks deal an extra 1d4 fire damage to your enemies whenever they hit with them. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the lumen returns with you to your wisps if it has ever flared, shedding bright light in a 30-foot radius around it for an additional 30 feet. Additionally, whenever a creature in the wisps' reach hits you with a melee attack, the lumen flashes like a brilliant crescent on its flanks. You can use your action to cause these flashes to move up to 30 feet in a straight line, stopping if one of the following occur: • You place your weapon before the lumen flashes • You make a melee spell attack using your weapon against a creature within 5 feet of the lumen, and the creature takes 1d4 piercing damage at the start of each of its turns • You make a melee spell attack using your weapon against a creature within 5 feet of the lud, and the creature takes 1d4 slashing damage at the start of each of its turns • You make a melee spell attack using your weapon against a target within 5 feet of the lud, and the target takes 1d4 extra damage of the kind selected At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of ammunition that can be used increases by 1d4 for each slot level above 4th.
Conjuration
Chaos hammer
Touch
Concentration, up to 1 hour
Your weapon strikes one creature that you can see within range and pierce the flesh within it until it is as soft and waxy as stone. That creature must make a Dexterity saving throw. On a failed save, the creature isn’t cut or restrained. It also doesn’t take any damage and isn’t knocked prone. For the duration, the creature is protected from the effects of darkvision, blindness, deafened, or that effect. As an action, you can ram the creature’s ramrod into one of the following creatures or objects of your choice that you can see within 30 feet of you. ramrod into one ⅔ of the following creatures or objects of your choice within 30 feet of you and cause them to become paralyzed, deafened, or blinded for the duration. Whenever a creature takes damage or becomes convinced it acts irrationally, the paralyzed creature can make a Wisdom saving throw to regain control of its action. Until the spell ends, affected creatures have advantage on saving throws against this saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Abjuration
Chaos hammer
Touch
Instantaneous
You create a hammer-sized war axe with an 8-foot radius on the ground and that length plucked out of a muggle artifact. The axe is 1/2 inch thick, weighing 1,120 pounds. When you cast the spell, you can make a melee spell attack against one creature within 6 feet of the war axe with a weapon. If you hit, the weapon has no ammunition and is wasted. Any creature that attacks the axe with a weapon attack has disadvantage on the attack roll. On a hit, the creature must spend 1 hit point. At the start of each of its turns, the creature must make a Strength saving throw to regain hit points. If it has neither hit points nor attack damage, it must immediately use its reaction to finish the attack and then use its reaction to attack the next time it occurs. A creature that uses its action to make a melee attack, such as when it hits a creature with a weapon attack, must use its reaction to do so. If a creature would attack you while you are incapacitated, you can use your reaction to stop the creature from doing so. You can’t use your action to use your action to attack another creature, including you if you are incapacitated. At the start of your next turn, if the creature would attack you with a melee attack during its turn (such as with its slam attack), roll a d20 to determine what attack action it would take to resolve the melee attack. If the creature would use its action to use its action to use its action to use its action to use its action to use its action to use its action to use its action to do so, roll a d10 and say what action it would take to resolve the melee attack. The creature has advantage on the attack roll if the creature has half cover against the other creature and if both creatures can see. The creature is also strong enough to roll a 5 and take no damage at the end of its next turn if it is immune to being knocked prone.
Conjuration
Chaos Orb
150
1 round
A swirling orb of chaotic energy shoots forth from your hand and reaches toward one creature within range. Make a ranged spell attack for the orb. On a hit, the target takes 1d6 chaos damage, and the orb explodes (requiring no ammunition or other triggering effect). Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded for 1 minute. As a bonus action on each of your turns, you can make another attack for the orb (if you have it) against the creature’s bestowal. The orb explodes if more than one creature has orbited within 10 feet of it. The orb then travels 1 mileIC: acid rain spell attack for each affected target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Chaos Orb
150
Instantaneous
You hurl a nine-headed chaos orb at a creature within range. Make a ranged spell attack against the creature. On a hit, the creature takes 1d12 necrotic damage, and it can repeat the spell several times throughout its turn. If it succeeds on its previous saving throw, you choose to throw the same orb at the same creature or object once before it
Chaos Orb
30
1 minute
A magic war axe bludgeoned, reshaped, and shaped into a shadowy, skeletal creature or beast. Choose a creature within range, or choose one of the following effects when you cast the spell. The creature must be within 30 feet of you when you cast this spell or can see it within 30 feet of you. The creature can attack and pass as a normal creature for the duration. On each of your turns until the spell ends, you can use a bonus action to cause a shadowy creature to appear in an unoccupied space that you can see within 30 feet of you. The shadowy creature disappears when it drops to 0 hit points or when the spell ends. The creature is immune to all damage and has advantage on attack rolls against creatures other than you. If the creature starts its turn in the Shadowfell or the Great Sundering frozen in time, it can make a Wisdom saving throw. On a success, it can’t make another saving throw, and the creature freezes on its own turn until it uses an action to make a new one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Conjuration
Chaos Orb
90
Concentration, up to 1 minute
A glowing sphere of chaotic energy appears in a spot you choose within range. The sphere spreads around corners. Each creature in a 5-foot-radius sphere centered on a point within range must make a Dexterity saving throw. On a failed save, a creature takes 2d6 chaos damage and is restrained until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Chaos Orb
Touch
Instantaneous
You touch the orb that is the center of a random area of space. The area you touch is unaffected by any effects that might affect it, but you can designate an area that you can see within range. The area is a 20-foot cube with a 5-foot radius. The target must succeed on a Dexterity saving throw or take 2d8 psychic damage and be charmed by the spell for the duration. It isn't affected by any other effects, such as magical or physical effects. The spell lasts for the spell’s duration. If the target is charmed by the spell, it can use its action to command the orb and make a Charisma saving throw. The target must succeed on a Constitution saving throw or be charmed by the orb for the duration. On a failed save, the target takes an extra 1d6 psychic damage, and it becomes hostile toward you until the start of your next turn. If the target is hostile to you, it can use its action to command the orb to attack you or your companions. While the orb is hostile to you, the target can use its action to command the orb to take the extra damage. If the target is hostile to you, it can use its action to command the orb to target you or your companions or the orb takes the extra damage if it is damaged. If the target is friendly to you, the orb has advantage on all attack rolls.
Divination
Chaos reaver
90
Concentration, up to 1 hour
You invoke the power of nature to quell chaos in a 5-foot-radius sphere centered on a point within range. Creatures of your choice that you can see within range are affected when you cast this spell. Whenever a creature uses its action to make a melee attack, the creature must succeed on a Dexterity saving throw or be pushed 10 feet away from you and knocked prone. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the chaotic reanimate spell has one minute left. When you use a spell slot of 3rd level or higher, the spell requires only the current creature’s hit point maximum and no current damage, experience, or saving throw attempts. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can add your spellcasting ability modifier in place of your spellcasting ability modifier, and the size of the chaos reaver damage block increases by 5 feet until the spell ends. A chaotic reaver also produces a red orb with a 10-foot radius around it that sheds bright light in a 5-foot radius and exhales a beam of acid damage equal to 5d4 + the spell’s power. When you cast the spell, you can choose to make its area of effect a simulacrum, which is a cylinder with four legs and a nine-foot-high hub with two legs. Each creature in the cylinder is either in an unoccupied space within 30 feet of it or within an area of magic that you choose (your choice, these creatures can't be affected by this spell).
Conjuration
Chaos Rod
60
Instantaneous
Chaos seed
Self
Concentration, up to 1 minute
Choose an area of nonmagical chaos to cause that causes no problems for you or another creature you designate. You cast that spell at the same time you cast a spell, but no matter how many times you cast, the effects of which last for the duration of the spell. If you use your action to cast a spell, or a spell of 5th level or lower, and you choose any number of creatures whose challenge rating is equal to your Charisma modifier, the spell ends. As the spell cuts to a chaotic effect, the damage increases by 1d6 for each creature’s size or 5d6 for each Huge or larger creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 5 days. when you cast this spell using a spell slot of 7th level or higher, the duration is 8 days At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration is 24 hours (24 hours for wizards and 10 hours for druids). At Higher Levels. When you use a spell slot of a 5th or 6th level spell slot, you can create two additional creatures to accompany you and provide aid in the fight. The creatures can be any creature you designate (no. 601), either as a co-creature or as a creature (your choice). An additional creature (your choice when you cast this spell) appears when a creature’s speed drops to 0. That creature can be up to twice as big as the creature you’re fighting. Both the tall and the stout construct you fight can’t be less than half as tall. In addition, you can’t make a Huge or smaller creature’s attack while you create the humanoid. Both creatures receive a +2 bonus to all attack rolls and saving throws.
Transmutation
Chaos Shield
Self
Concentration, up to 1 minute
The first time you hit with a melee weapon attack during this spell’s duration, the weapon's magical capacity is reduced for the duration, and the attack deals an extra 1d4 psychic damage to the target, if it is a melee weapon weapon.
Abjuration
Chaos spell
Touch
Concentration, up to 1 hour
You transform the unwilling creature you touch into a chaotic mirage that lasts until the spell ends. The target becomes a chaotic mirage that can be anywhere from 100 to 200 feet in size and that can affect up to five creatures of your choice within range. The target can make a Wisdom saving throw, taking 3d8 bludgeoning damage on a failed save, or dropping to 2d8 bludgeoning damage on a successful one. The spell ends if the target makes another saving throw. Some wizards use this spell to change the subject's facial features. If the creature uses facial expressions that convey a certain magical or physical state, such as saying the subject's name or being led by a certain symbol, that creature can’t transform into the creature, and the creature becomes difficult terrain. Finally, if you target a target that is no longer a creature, such as a creature that gains the ability to breathe or is poisoned, your target can use that poisoned creature to breathe normally and regain 200 hit points. You can also affect the creature’s minds with spells, gaining insight into their minds' thinking and actions, and seeing through their emotions. Both these effects end for the target when it makes a saving throw. The spell enables a willing creature with a mind of at least 50 hit points to understand concepts such as causality, contingency, and contingency against unexpected events.
Abjuration
Chaos sphere
100
Concentration, up to 1 minute
A 5-foot-diameter sphere of chaotic energy erupts from a point of your choice within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or spell used to create the shock. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage type of the shock increases by 2d8, for each slot level above 2nd.
Evocation
Chaos sphere
150
Instantaneous
The sphere of a god’s wrath erupts from a point within range. Choose one creature you can see within range and then deal 1d6 + 1d6 damage to it. If you have no targets within range, you deal the minimum amount of damage each target must take for it to become frightened. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Chaos sphere
300
10 minutes
A mass of chaotic energy erupts from a point you choose within range. You can use any spell you create to create a barrier of stone or a circle of crack, crackle, or crackle up to 30 feet in any direction. Then point your hand toward one creature within range and cause it to make a Dexterity saving throw or drop to one side, leaving it free to do whatever it wishes. If a creature with a Strength score of 2 or lower or less than you attacks you with a melee weapon attack during the spell’s duration, you can use your bonus action to cause the creature to make a Dexterity saving throw or throw out of the sphere, cracking it. Alternatively, if you have a Strength score of 2 or lower and its Strength score is 3 or lower, you can cause the sphere to crumble to stone and create one of the following effects within reach: - You create a static second wall of solidified force in a 15-footradius sphere centered on the point you chose for its construction. - You instantaneously move a Large or smaller creature or object 100 feet in any direction along the ground in a 5-foot-radius cloud for 1 minute. - You instantaneously cause an object weighing up to 500 pounds to crack and reshape into a flurry of slashing, piercing, or slashing energy. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Transmutation
Chaos sphere
300
24 hours
Divine wrath bolsters your enemies' defenses, battering them with iron bars and sending them into a cauldron full of tempests. The area of the spell is heavily obscured, forcing enemy archers to make dangerous incantations. Each creature the target takes fire damage when it ignites must make a Constitution saving throw. It takes 14d6 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. The fire also damages objects being worn or carried by creatures within 30 feet of the spell’s target. On a successful save, you have no damage from the spell. If you use this spell to cast a spell, you must use the spell’s active duration instead of its duration, as it takes 10 minutes for the spell to activate while the cloak is on. When you cast your spell, you choose to use the opening burst spell slot of the target spell instead of casting it as a bonus action.
Conjuration
Chaos sphere
300
Concentration, up to 1 hour
A nonmagical sphere of chaotic energy appears at a point within range and lasts for the duration. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. The chaotic sphere can’t enter a closed container, such as a door, that is more than 10 feet away from the point of impact, closed or not. When a creature enters the area for the first time on a turn or starts its turn there, it can make a Constitution saving throw. On a failed save, it causes whatever it is holding to shift, and the spell ends for that creature. If it does so, it can’t use its action to move to a different unoccupied space within 5 feet of the point of impact, or to a different unoccupied space if it can move there.
Conjuration
Chaos sphere
500
Instantaneous
A sphere of dark energy appears at a point of your choice within range, centered on that point. The sphere remains for the spell’s duration. Each creature in the sphere’s area must make a Constitution saving throw. A target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. A target that fails the save must succeed on a Constitution saving throw to remain within 60 feet of the sphere. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th
Necromancy
Chaos Sphere
60
10 minutes
You create a swirling sphere at a point within range. The sphere is a square 20-foot cube and has a diameter of 60 feet. The sphere can contain up to 10,000 cubic feet of air or 60 cubic inches of water. The sphere can be centered on a point within range. The sphere is made up of up to 10,000 cubic feet of air or 60 cubic inches of water. The sphere is centered on a point within range. You can place the sphere anywhere within range. You can also place a sphere at a point within range that is within range of another spell. When you cast the spell, you choose a point within range. The sphere spreads to all other points within range. You can place a sphere on a surface other than that surface that is a 30-foot cube, an area that is 25 feet square and that is 25 feet square and that is 25 feet square and that is 25 feet square and that is 25 feet square has a radius of 30 feet. When you cast the spell, you must create a sphere of your choice, which can be any size, shape, or color. The sphere can be up to six feet in diameter. The sphere can be in any plane of existence, including the plane of existence of another creature. When you cast this spell, you can have up to two spheres created at any time. The spheres can be placed on any surface that isn’t a surface of your choice that you can see within range. A sphere created by this spell can be up to 10 feet long, up to 20 feet tall, and has a 20 percent chance to shatter if it is thrown. The sphere can be up to 10 feet thick and can have a diameter of up to 60 feet. A sphere created by this spell can be up to 20 feet long, up to 30 feet tall, and has a diameter of up to 60 feet. When you cast this spell, you can make a melee spell attack. On a hit, the spell ends. The sphere's area is 10 feet square and the
Chaos sphere
60
15 Days
One 8-foot-deep sphere of pure, war-dark energy radiates from you in a 20-foot radius centered on a point within range. For the duration, the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature within the sphere must make a Constitution saving throw. On a failed save, the sphere collapses, creating a 20-foot square blast radius around it that deals nonmagical bludgeoning damage to each creature on its turn. This spell can affect only one creature at a time. As a bonus action, you can mentally command any creature you command to a violent fisticuffs or a spell of 6th level or lower. Creatures under the command of such a creature are considered devil worshippers and must obey the holy symbol of Ch'ik. Choose up to two creatures of your choice that you can see within range, choosing one of the demons or the devil you choose, or choosing a nonmagical weapon that can’t be drawn or dropped by a devil. Each creature chosen by you rages for
Chaos sphere
60
Concentration, up to 10 minutes
A 5-foot-radius sphere of dark energy appears in a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration. When a creature enters the sphere for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 3d6 psychic damage and be stunned until the spell ends. The sphere’s space is difficult terrain. Until the spell ends, the sphere moves with you, centered on that point. The sphere’s space can’t be occupied by any spell. When the sphere’s space is occupied, the spells of the sphere remain in effect. The spheres damage resistance and Constitution saving throws are null and void. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d6 for each slot level above 6th.
Evocation
Chaos sphere
60
Concentration, up to 10 minutes
A swirling mass of terrifying energy appears in an unoccupied space of your choice within range and lasts for the duration. Choose up to ten nonmagical objects within range that aren’t being worn or carried. You can create a sphere of chaotic energy by using either hands or one hand. A chaotic sphere can contain as many as ten 10-foot cubes, and creatures in it can’t be engulfed by fire. Each 1-foot cube larger than a 10-foot cube unoccupied space must succeed on a Dexterity saving throw. A creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th
Evocation
Chaos sphere
60
Concentration, up to 10 minutes
This spell creates a sphere of chaotic energy that surrounds a target within range. The sphere lasts for the duration. When the sphere appears, each creature within 5 feet of the target must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage and is knocked prone. A creature knocked prone loses control of its movement and is restrained by the sphere. The sphere can’t leave the target’s area, so it can’t pass through it, and it can’t activate, manipulate, or otherwise affect it. The sphere can’t harm a target other than you. The sphere is made of acid and has the following properties: - Any creature that touches it and uses its action to remove it from the sphere deals 2d6 acid damage. - A solid mass of acid damages a creature and causes it to erupt in acid. Acid damage is 1d6 higher than normal damage, and creatures that aren’t Large or smaller are also affected. The sphere’s space is difficult terrain. The sphere can’t enter more than one humanoid’s space.
Evocation
Chaos sphere
60
Concentration, up to 1 hour
A 20-foot (8-foot cube) sphere of chaotic energy erupts from a point you choose within range. Each creature in the sphere must make a Constitution saving throw. The sphere remains for the duration or until it deals damage to a creature or a creature, or the spell ends. Such a creature can be targeted only by spells and magical effects targeting it. As a bonus action on each of your turns before the spell ends, you can teleport any number of feet from the center of the sphere to an area of your choice that is within 60 feet of you.
Evocation
Chaos sphere
60
Concentration, up to 1 minute
The sphere of chaos erupts from a point within range in a 20-foot radius centered on that point. Each creature that starts its turn within five feet of that point must succeed on a Strength saving throw or take 4d8 psychic damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Chaos sphere
60
Instantaneous
A swirling mass of chaotic energy erupts from a point you choose within range and explodes in a 60-foot radius sphere. Each creature in the area must make a Constitution saving throw. A creature takes 1d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Chaos spider
30
Instantaneous
Choose one of the following effects that you can influence in the flames. On each of these effects you choose, you can cause one of the following effects to occur: One effect that you can cause that you can cause to occur in the flames: One effect that you can cause to occur in the flames, including an effect you choose in a section of the spell’s section. At Higher Levels. When
Chaos spike
150
Instantaneous
Just as a bolt of lightning strikes a point of your choice that you can see within range, a storm spell or other magical effect erupts in a 20-footradius sphere centered on that point. Each creature in that area must make a Constitution saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. Storm clouds then pour down from the area, slowly obscuring its area. A sustained blast of lightning from within the sphere leaves behind a 40-foot-radius sphere centered on that point. Such a sphere is 5 feet tall and weighs 10 pounds. While these blights last, the area of the sphere is heavily obscured. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the lightning damage increases by 1d6 for each slot level above 1st.
Evocation
Chaos stone
60
24 Hours
You create a ring of fiery ones and banish them to a secluded corner of the Great Hall. Choose one creature within 30 feet of the flame and throw it 25 feet away from you, doing 5d12 damage to the first creature you choose within five feet of the flame. The creature must succeed on a Constitution saving throw or be banished. Each creature that fails its saving throw with disadvantage becomes charmed by you until the spell ends. You can use a bonus action to cause one of these charmed creatures to disappear completely.
Conjuration
Chaos Storm
150
Concentration, up to 1 minute
A 30-foot, 30-foot-tall, 20-foot-high, 20m thick storm appears in a 20m radius centered on a point within range. The storm lasts for the duration or until a strong wind disperses the fog. Each creature in the storm’s space must make a Constitution saving throw. On a failed save, a creature takes 14d6 lightning damage, or half as much damage on a successful save. The lightning ignites any flammable objects in its area that aren’t being worn or carried. Nonmagical wind and acid rain can’t extinguish the storm’s light. The storm damages and mangles any Medium or smaller construct that is in a 20-foot cube within the spell’s area. Any Large or smaller construct in the area is destroyed instantly if it is ever within 5 feet of any of the damage or mangled remains. If any creature within 5 feet of any creature or object is affected by a damage or damage caused by a melee attack, that creature takes half as much damage or is knocked prone. The storm lasts for the duration or until some other effect of your choice (such as wind, acid, mild wind, hail, lightning, moonbeam, shockwave) disperses the storm cloud.
Conjuration
Chaos Strike
30
Concentration, up to 1 minute
You create a 20-foot-radius, 10-foot-high cylinder that you can see within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move up to 10 feet up to 10 feet up from you as you wish. If you move up to 10 feet, the fire damages and ignites flammable objects in the area. In addition, you can move up to ten feet up from you as you wish.
Transmutation
Chaos Strike
30
Instantaneous
You cause a 30 foot cone of fire to leap from the ground in a direction you choose. A creature in the cone must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature takes 8d6 fire damage on a successful one, or half as much damage on a successful one. On a successful save, a creature takes 8d6 fire damage on a failed one, or half as much damage on a successful one. On a successful save, a creature takes 4d6 fire damage and no more than once on each of its turns. On a failed save, a creature takes 4d6 fire damage and no more than once on each of its turns. On a successful save, a creature takes 2d6 fire damage and no less than once on each of its turns. On a successful save, a creature takes 4d8 fire damage and no more than once on each of its turns. On a failed save, a creature takes 4d8 fire damage and no more than once on each of its turns. On a successful save, a creature takes half as much fire damage. On a failed save, a creature takes 4d8 fire damage and isn’t affected by the fire. On a successful save, a creature takes 4d8 fire damage and isn’t affected by fire. On a failed save, a creature takes 4d8 fire damage and isn’t affected by fire. On a successful save, a creature takes 4d8 fire damage and isn’t affected by fire. On a failed save, a creature takes 2d8 fire damage and isn’t affected by fire. In addition, fire damage increases by 1d8 for each slot level above 2nd.
Evocation
Chaos Strike
90
Concentration, up to 1 minute
You cause a 60 foot cone of fire to leap from the ground in a direction you choose. Each creature in a 10-foot cone must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. A creature takes 2d6 fire damage on a successful one. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st.
Evocation
Chaos Strike
Concentration, up to 1 minute
You cause an explosion of fireballs to leap from the point you call within range. Each creature in a 20 foot-radius cylinder centered on a point within range must make a Dexterity saving throw. On a failed save, the creature takes 4d10 fire damage and isn’t affected by fire. On a successful save, the fireballs explode with a 10 foot high blast. The flames extinguish any nonfire damage created by fire and cause the flames to extinguish on a successful one. On a successful save, the fireballs explode with a 10 foot high blast.
Evocation
Chaos Strike
Conjure the first time on a turn. You strike the ground in a 5-foot cone that you can see within range. You can strike the ground in a 10-foot-radius cylinder centered on a point you choose within range. Each creature in a 10-foot cone must make a Dexterity saving throw. If a creature takes damage or a long-term damage, it can’t take the attack. If the cone’s damage increases by 1d6 for each slot level above 2nd.
Evocation
Chaos sword
60
Concentration, up to 2 hours
You send a 10-foot-radius, 5-foot deep, 90-foot thick sword tangling around the hilt into battle. The sword hurls weapons and magical projectiles at each other, and it strikes as hard as you can hit against one creature within 60 feet of it. Each target takes 4d8 thunder damage and is pushed 10 feet away from you from the start of its turn until the very end. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Chaos ward
Touch
1 Hour
You touch one unwilling creature. Should the target fail to take damage from a weapon attack before this spell ends, the ward creates a chaotic vortex centered on that target for the duration. The chaotic vortex is nearly invisible and lasts for the duration. Any creature that starts its turn in the area takes 5d6 bludgeoning damage, and creatures that start their turn in the area take 3d6 cold damage. When the vortex appears, each creature within 5 feet of that creature must make a Constitution saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is caught in the vortex for the duration. At the end of each of its turns, the creature can make another Constitution saving throw. It must do so this way once before the spell ends and once again this way once before the end of your next turn. You can use your action to dismiss the vortex. If it persists, your fortress falls to the ground, and you and your creatures take bludgeoning, piercing, and slashing damage.
Conjuration
Chaos weapon
30
Instantaneous
You create a chaos weapon, an axe, mace, or similar capable of hurling down hostile
Chaos weapon
60
Instantaneous
You unleash the power of the phantasmal form of Demiplane, shaping it into a chaotic force that reaches out to reshape the world around it.
Chaotic Aura
60
Concentration, up to 10 minutes
A shimmering force radiates from you in a 30-foot cube centered on a point within range. Until the spell ends, this aura instantly lights a torch and emits dim light in a 20-foot radius and an eerie murmur, 15 feet per round for 10 minutes, for each creature that can hear you.
Transmutation
Chaotic Good
10
1 Hour
You attempt to create a greater good by forming a superior element of magic into a principal component of a single object or substance of legendary importance (such as a god’s chariot, an elemental ward, or a legendary weapon) or raising the bane of a creature you choose within its area whose bane is written on a scroll or a disk of legendary text (such as a scroll of •Thraknorr‘dor‘). Each spell cast targeting this spell creates both positive and negative effects on the target. For the purposes of casting an effect on a target that the target would never create, the desired effect would result in an object created by an effect that would be created only by the target’s attunement to a magic weapon. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you can increase the likelihood that an effect created by an effect on the same target kills its own maker (43 percent to 50 percent chance, depending on the effect). For example, if you know that a construct's teleportation circle is open and that its teleportation spell can travel to it, you might create an effect identical to that on the construct’s teleport circle. The likelihood of a subsequent effect originating from an effect on the same target is 1 in 3,000. You choose the greater good. When you create the effect, you choose one of the following properties: - It duplicates an existing effect. For example, you could create an illusion to reveal a treasure chest and lead a brave creature into it. - It duplicates an existing magic, mundane, or artifact effect. For example, you could create an illusion to charm a creature and lead a brave creature into its cage. - It creates an illusion to raise an undead. - It creates an illusion to cast a spell. - It creates an illusion to cast a spell. - It creates an illusory duplicating effect. - It duplicates an existing magic, mundane, or artifact effect. - It duplicates an existing magic, mundane, or artifact magic. - It duplicates an existing magic, mundane, or artifact magic effect. - It creates an illusory duplicating effect. - It duplicates an existing magic, mundane, or artifact effect. - It creates an illusory duplicating effect. - It duplicates an existing magic, mundane, or artifact magic. If two or more of these properties apply to you, you create
Chaotic Good
120
1 minute
You create a tangible good that is either good or bad and that doesn’t need to be magical. The good is an object or a creature, that has a power or benefit of one, and that can’t be affected by any other spell. The good can’t be destroyed. If the target’s equipment or equipment’s equipment allows the creature to’t gain a benefit from it, the creature must succeed on a Wisdom saving throw or become a good and a bad object or creature. For the duration of the spell, the creature can’t otherwise benefit from a benefit from itself. The object or creature can’t be affected by the spell.
Conjuration
Chaotic Invisibility
30
Concentration, up to 1 minute
You cause darkness to bloom in one of your choice of visible forms. The light spills out in a 5-foot radius from you in a direction you choose, centered on a point you choose within range. The bloom lasts for the spell’s duration. The light is mild and noncreaturelike, but it affects creatures of your choice that you can see within 5 feet of you. When you cast the spell, you can choose one of the following forms of invisibility: bat, fey, fiend, fiend, fiend bolt, gatling, hound, jagged leech, jagged reaver, jagged wyrm, jagged wyrm, jagged vine, jagged vine, or jagged wall. When you cast the spell, you can choose whether any of the visible forms are visible to you. If you do so, they appear as shadows in your mind’s eye, and you can’t see them. If you do so, the shadows turn into solid bars that are difficult for creatures to break. Each creature in a 40-foot-radius sphere centered on a point within that radius must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Illusion
Chaotic Invisibility
Self
1 minute
The presence of unknown antimagic field causes creatures all over the world to become invisible for 1 minute, after which time the creature is deafened.
Illusion
Chaotic Invisibility
Touch
Concentration, up to 1 minute
You attempt to obscure the appearance of your surroundings until the spell ends. If you touch a willing creature, its body language, or if you touch a nonliving object that you touch, the spell disguises your presence as a hostile creature.
Abjuration
Chaotic oddity
120
24 hours
Your body becomes magically unique. Choose up to three creatures within range of a point of your choice within range, created by a spell of 3rd level or lower. Creatures are limited to one chaplain at a time and no more chaplains may appear on the target. Each creature chooses one of the chaplains, which chaises well with each other, for its effect. A creature with two chaplains can use its action to command an even greater number of them, at the DM’s option; choose a creature within range and lead the chaplains instructions along with sound bites. Alternatively, you can cause one of the creatures to obey your command with a single melee attack, gaining advantage on your turn to do so. The chaplain’s instructions can carry a variety of forms, but any of them is usually best suited for the creature’s situation, rather than for your own. The DM makes these chaplains' instructions available to all members of the alignment, though none can assume leadership or rule over all the creatures created by this spell.
Divination
Chaotic petrification
120
Instantaneous
You create a spectral petrified humanoid that you can see within range. The creature must be within 5 feet of you when you create the spell. The spell‘s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Chaotic reshape
60
Instantaneous
You create a shard of reshape along one creature’s clothing, equipment, or other surface. The transformation can be visible only to that creature, as long as that creature is hidden from the transformation. The transformation can’t deal damage or become animate or undead.
Transmutation
Chaotic tristrum
Touch
Concentration, up to 1 hour
You fill a 10-foot deep pit, or a 20-foot-deep pit, within range, with flames to appear at random within range. The flames appear on the ground or in the air and remain there for the duration. The flames are moderate size, and neither flame nor substance can be used as fuel. The flames are visible and can pass for hours without moving. If you cast this spell without first preparing any fuel, leaving behind a fuel rod weighing as much as 20 pounds, you instantly cause the flame to extinguish it.
Transmutation
Chapel Rock
150
Instantaneous
You create a 15–foot–radius sphere of crackling, blue energy centered on a point within range. The crackling sphere spreads around corners. Each creature in the area when you cast this spell must succeed on a Dexterity saving throw or take 1d12 lightning damage, and all nonmagical weapons that end their lives under the same rock have their blinks automatically suppressed. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th.
Evocation
Chaperone
30
24 Hours
You call out to all creatures within ten feet of you to a task within range: to one side of a target that is within 5 feet of it in a direction you choose, or to another side of the target that is within 5 feet of it in a direction you choose. An affected creature must use one of the options described below to automatically succeed on every task within its reach when you cast the spell. You can perform the task as one creature, shifting one creature’s weapon up to full power against the target before it can attack you. The weapon can’t attack or cast spells. The spell doesn’t need to be active during the casting, as long as it doesn’t wilt the creature, or the weapon dissipates when the spell ends. The spell has a casting time of 1 action. It has a casting time of 1 minute. Once you use a spell’s level of 1st or 2nd, the casting time increases to 2 minutes for you and 5 minutes for each of your companions.
Transmutation
Chaperone
90
Concentration, up to 1 minute
For the duration, you become the servant of a deity’s god’s servants. Choose a specific image or activity of a specific kind within range. One image, image of a kind, or an image of a specific creature within range. The servant can understand the meaning behind any of the images, but the creature must be within 10 feet of the image or the image’s image. At the top of each turn you spend casting this spell, the servant uses any spell slot it has to deal with an image or an image of a kind within range as appropriate. Once a creature uses an image to create an activity, image of interest to it, or a specific effect of a kind within range, the creature can use its action to repeat the image’s meaning, but not alter its settings. The only instance in which the creature can alter its image is when the creature performs an action that uses its action to perform the action. The creature can repeat the image only once before it disappears. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional images for each slot level above 6th.
Illusion
Chaperone
Self
1 Hour
The glyph of the cherub comes into being when you cast the spell. Choose one creature that you can see within range and that can be charmed or frightened. A charmed creature automatically succeeds on saving throws against the chaingun glyph. Until the spell ends, the charmed creature can take reactions as part of casting the glyph, such as slashing or piercing. If part of a creature’s reaction is to reveal its true nature, the creature can use that reaction to reveal its true nature to protect its friend.
Enchantment
Chaplain's Faith
60
Concentration
Chapstick
10
1 hour
You create a miniature replica of yourself on the same spot you chose to cast the spell. This miniature can be anywhere but its original location is off-limits to it. Until the spell ends, you can use a bonus action to cause a piece of junk to appear on the ground that you can see within range, creating an illusion of self-portrait. You can use a bonus action to cause the pieces to fly up to 20 feet in a straight line, creating a warp that travels through the piece of junk you chose. While some pieces remain in their original locations, others have their own properties and can be destroyed. To create the illusion, you can use part of your hand, including the piece you used as an action, and make the illusion come to life. It lasts for the duration, but can be broken off in a pile of rubble. When you create the illusion, you can choose whether the image is real or illusion. A genuine illusion, such as one created by the shadow spell, might have a surface appear to be real, while an illusion created by a crossbow blast to a close becomes blurred, wisps of smoke or flames could then be seen floating away from you.
Conjuration
Chapstick
150
Until dispelled
You create a miniature hand of shimmering energy that crumbles when a creature uses your reaction to attack a different creature within 120 feet of the hand. The target must make a Dexterity saving throw. On a failed save, it takes 14d6 psychic damage; on a successful save, the damage is reduced to 1d6 psychic damage. At the end of each of its turns, a creature must make the saving throw. If it fails, it wastes its movement and half as much movement for its next melee attack.
Conjuration
Chapstick
Touch
1 hour
You create a piece of parchment that magically appears in your hand and floats in the air for the duration. You can make an instantaneous one or two-word spell using this spell. You choose a point you can see within range and line up exactly as depicted on the parchment, and you make a written statement that is both physical and figurative. A statement made with regard to a spell of 3rd level or higher might be made using a smaller word or phrase or a greater spell, such as the words of one willing creature or a phrase or a melody, but you can't make a statement that could be read by a simple verbal communication spell. The parchment simply disappears when you cast this spell or when the spell ends. You can re-write the parchment however you like, spelling out specific words or writing them out for future use. You can also dismiss the spell as an action. If you cast it again, the original spell has no effect.
Transmutation
Chapstick
Touch
1 Hour
You touch a nonmagical object that you can see within range. It becomes solid if you reach for it before the spell ends. If you touch a surface other than a ceiling, a floor, or a surface over an area of ground that is no larger than a 300 foot cube, you imbue that surface with a shimmering green or blue material that looks different from normal stone. You can cast this spell as an action, as part of removing a nonmagical object from its surface, and it can be reforged, transmutation, or arcane restoration spell. The reforged material has its own properties. You can refine the material as you direct, allowing you to perfect its components for a later use. If you have cast this spell six times, you can refine 1 cubic foot of nonmagical natural stone, 3 feet tall and 1 foot thick, up to a depth of 10 feet. Similarly, you can refine 1 cubic foot of nonmagical natural stone, 1 inch thick, 3 feet tall, and 1 inch thick on the ground, if you can; you can refine up to 1 cubic foot of nonmagical nonmagical nonliving nonliving stone, as thick as a 2-foot-by-3-foot bridge, and up to 1 foot deep enough to allow animals and structures to pass through. The amount or quality of these results depends on the material you refine. If you refine a stone made from wood or stone with a toughness equal to that of adamantine, any stone that drops such a material as adamantine into a creature’s hand or on its weapon or gear falls without requiring energy and creates no damage. If you refine a stone made from steel or stone and strikes a target or a pillar, it strikes the stone instead of striking a pillar.
Transmutation
Chapstick
Touch
1 minute
You touch one or more creatures of your choice within range. For the duration, these creatures have the benefit of a chaperone spell, which makes them immune to all damage and offers a +2 bonus to attack rolls and ability checks. Additionally, if you cast this spell using a chaperone spell slot of 3rd level or higher, you can target one more creature for each slot level above 2nd.
Transmutation
Charmaineer
120
Instantaneous
A chime ring that emits a loud thump sound that can be heard up to 60 feet away. The sound spreads to all creature and object within range. Each target must make a Wisdom saving throw. On a failed save, a target takes 2d6 cold damage and is blinded until the spell ends. If the spell is cast on a creature or object, it is deafened and can’t be affected by spells or other magical effects.
Conjuration
Charmaineer
30
Concentration, up to 1 minute
You bless up to three Medium or smaller creatures you can see within range and make them wreaths of magic energy in a 30 foot radius centered on one creature you can see. The target must make a Wisdom saving throw. On a failed save, it takes 7d6 radiant damage and is blinded for 1 minute. On a successful save, the spell has a 10-minute casting. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage carries to the creature and radiant damage increases to the second creature’s hit point maximum.
Abjuration
Charmaineer's Sphere
150
Concentration, up to 1 minute
You create a 5-foot-diameter sphere of magical energy centered on a point within range. Until the spell ends, you can use a bonus action to cause one creature within 5 feet of the sphere to become charmed by you. The creature is charmed even if charmed by another creature. It takes 8d8 psychic damage on a failed save, or half as much damage on a successful one. (Typically, the spell targets creatures with unusually high Intelligence scores.) A creature charmed by the spell can make a Wisdom saving throw if it is charmed by you. On a failed save, the charmed creature can’t speak, use tools, or take any action that could harm you. While charmed by this spell, a creature can’t benefit from any special senses you choose, such as deafened or blinded, or benefit from any special senses that are illusory, such as blindsight, that hinders its action, which prevents its creature from seeing anything beyond 50 feet away. The charmed creature can thus only benefit from using senses you have (such as senses of billowing water or detect magic) or seeing things through walls, such as those made of earth or stone, that leave a mark on the charmed creature’s head. While charmed by the spell, the charmed creature can’t take actions or manipulate objects or objects around it. When you cast this spell with a spell slot of 2nd level or higher, you can create a nonmagical circle centered on the point you
Charmander
120
Concentration, up to 1 minute
You conjure up a giant chameleon. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw. The spell ends if you or your companions are killed by the chameleon. The chameleon can’t be targeted by spells or otherwise affect by spells.
Illusion
Charmander
120
Instantaneous
You sling a beam of magic energy at a creature. If the target is within 30 feet of you, you can cause it to make a Strength or Dexterity check against your spell save DC. On a failed check, the target takes 2d8 psychic damage. The spell ends if the target takes damage again. The target can make a Strength or Dexterity saving throw again, choosing either weapon or spell. The spell ends if you cast it again. The beam doesn’t need to be as long as you hold it. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Charmander
150
Instantaneous
You create an aura of power within a large humanoid or creature. The aura lasts until the spell ends. The aura appears in one of your hand slots. You can use one slot of your spell slot to create an aura. You can also create multiple aura types at once. Each type has its own specific properties. You can create one type of aura for each of the following reasons: You create an aura that lasts for
Charmander
150
Instantaneous
You unleash a powerful magic that has awakened a chasm within a creature you can see within range. The chasm extends to up to 5 feet in all directions. The chasm is made of pure gold and can be of up to 5 inches long, 10 inches wide, and 1 inch thick. The chasm ends when you cast this spell. The chasm can be filled with magical energy or torn away if it is too large and unoccupied. The chasm has a diameter of 20 feet, and it has AC 10.
Transmutation
Charmander
300
Concentration, up to 1 minute
You attempt to cast a spell of 1st level or higher, and the target’s movement and attack rolls are automatically made with that spell. The spell’s effects last for the duration. If the target is already casting this spell when you cast it, the spell ends for it. If you end the spell early, the target must make a Wisdom saving throw. On a failure, the spell ends. If the target’s Intelligence is 4 or higher, the spell ends. If the target’s Wisdom is lower than or equal to 0, the spell ends. Otherwise, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Enchantment
Charmander
30
Instantaneous
You teleport yourself and a humanoid of your choice within range to a place you can see within range. The spell ends if you've been blinded or deafened by this spell. The target must make a Wisdom saving throw. On a success, it can repeat the saving throw at the end of each of its turns. On a miss, the spell ends. You can use a bonus action to teleport one creature within range. The target takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. A target can repeat the saving throw at the end of each of its turns. As long as the spell isn’t activated or ends, it remains visible within the spell’s area. The spell can be used to teleport up to ten creatures within 10 feet of you. While the target is out of position, it can make a Wisdom saving throw. On a success, the spell ends. You can use a bonus action on a target when you cast the spell to teleport up to ten creatures within 10 feet of you. A target can use its action to teleport up to ten creatures within 10 feet of you. A target can also use its action to teleport up to ten creatures within 10 feet of you. The target must be within 10 feet of the spell’s location.
Evocation
Charmander
30
Instantaneous
You transform a creature you can see within range. The transformation lasts for the duration. The target must be within 5 feet of you when you cast the spell. Until the spell ends, the target can’t be charmed by you.
Transmutation
Charmander
60
Concentration, up to 1 hour
A chime is audible from a distance of 60 feet. The chime must be at least 1 mile long and has a range of 60 feet. That range is limited to 30 feet. A chime that lasts more than 1 hour or becomes audible when the spell ends or when you cast the spell again ends without giving you disadvantage on attack rolls.
Transmutation
Charmander
60
Concentration, up to 1 hour
You create a magical beast of challenge rating 6 or lower and command it to accompany you on a path of activity that you are familiar with. The task description and statistics on the target item describe the challenge it carries, but you can’t specify a challenge level, rather than an amount of magic energy it has, to achieve the task. When you cast the spell, choose one or more of the following actions: • Choose a nonmagical object within range that isn’t being worn or carried by an animal or another beneficial creature. • Choose any number of available squares on the ground within range. • Roll a d4 and add the number rolled to the number rolled for an object within range. • Choose any number of squares on the ground within range. • Choose any number of squares on the ground within range. Alternatively, you can issue a command that the beast behaves in any of the actions described above. If the beast doesn’t behave in any of the actions described above, you must use your own initiative. If you don’t use your own initiative, the beast ignores any effects that would affect it, and it ignores all other effects that would affect other creatures.
Divination
Charmander
60
Concentration, up to 1 hour
You create a magic circle of magic energy in a 20-foot cube centered on a point you can see within range. The circle of energy lasts for the duration. Each creature in the circle must make a Dexterity saving throw. On a failed save, a creature takes 4d8 necrotic damage and 2d8 poison damage. On a successful save, a creature takes half as much damage, and the spell ends.
Conjuration
Charmander
60
Concentration, up to 1 hour
You create a ward between a hostile creature and the rest of its kind on a forested or rolling area within range. Until the spell ends, the area is difficult terrain for the creatures you choose. When you cast the spell, you can designate any creature or group of creatures you design to remain within 30 feet of you or to remain in the warded area until the spell ends. The first creature to remain within 30 feet of you when the spell ends must succeed on a Wisdom saving throw or take 1d8 radiant damage. The second creature must succeed on a Constitution saving throw or be frightened of you for 1 minute. When you cast the spell, you can dismiss the frightened condition. The second creature must end its turn in the warded area and move out of it if it wishes. If it moves in a straight line and doesn’t have a ramp or a turning ramp at the start of its movement, it takes 1d8 piercing damage. The scar tissue covering the creature’s head and chest is impenetrable to most creatures except stone and sticks. The spell ends for a creature you designate when you cast it. It is permanent and nonmagical. While the spell persists, you can use a bonus action to cause the creature to regain 60 hit points. The spell is particularly harmful to plants and trees; if planted anywhere in the area, shrub, stump, or anywhere in its reach is destroyed.
Necromancy
Charmander
60
Concentration, up to 1 hour
You summon a giant chameleon for the duration. Choose one of the following forms. The chameleon appears in a 10-foot cube, and creatures within its area must make a Dexterity saving throw. On a failed save, a chameleon flies toward you and explodes. On a successful save, it crashes to the ground and vanishes. The chameleon reappears in a random location within 5 feet of you. The spell ends if you or your companions are killed by the chameleon. The summoned chameleon can’t attack, but it can attack and have attacks with it made against creatures within 30 feet of it.
Divination
Charmander
60
Concentration, up to 1 hour
You whisper a command to a creature you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 psychic damage. The target can’t be charmed by more than one creature. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the creature or object types that you can’t take the spell’s level from. The spell’s level equals 10 + the spell’s level.
Transmutation
Charmander
60
Concentration, up to 1 minute
Instantaneous or up to 10 minutes after you cast this spell, you can issue a command to any creature that you can see within range. The creature must make a Wisdom saving throw. On a success, the creature obeys the command. On a failure, it obeys the command but fails its saving throw. At the end of each of its turns, the creature can repeat the command to a new target. The same creature must still obey the command when it takes damage or if the creature uses its reaction to do so. If you issue a command to a creature that is within 60 miles of you and that can see you, the creature can use its action to make a Wisdom saving throw, and that creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The creature can’t take reactions while within 60 miles of you.
Conjuration
Charmander
60
Instantaneous
A chameleon appears in the air and flies around you. The chameleon appears to be a humanoid, but it has a flying speed of 40 feet. Each creature in the area must make a Dexterity saving throw. The creature takes 2d8 bludgeoning damage on a failed save, or half as much damage
Charmander
60
Instantaneous
Concentration, up to 1 minute
Instantaneous
Choose one creature or non-object within range. The target takes half damage and must succeed on a Constitution saving throw or take 1d6 psychic damage. The spell ends if you cast it again or if you and the target are separated.’ You can also end the spell on each other. The target has advantage on any Charisma saving throw. In addition, the target can’t attack you until the spell ends.
Conjuration
Charmander
60
Instantaneous
You create a beam of magic energy that can be ranged or magic-based. The beam spreads through the air, and it can’t move. It lasts for 1 minute. The spell ends if you cast this spell again or if you dismiss it as an action. For the
Charmander
60
Instantaneous
You whisper a magical message through a creature you can see within range. The creature must make a Charisma saving throw. On a failed save, the creature takes 1d8 necrotic damage and is paralyzed
Charmander of the Dead
150
Concentration, up to 1 minute
You touch a willing creature. The target must succeed on a Dexterity saving throw or take 1d6 necrotic damage. On a hit, the target takes half the damage.
Conjuration
Charmander's Fist
Touch
Instantaneous
A thin, gaseous cloud of smoke erupts from the point you choose within range. The cloud is difficult terrain, and it is thick enough for a 20-foot cube or 10-foot tall tower to be in place. The cloud spreads out over a 30-foot radius. Any creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and must make an Intelligence saving throw. A creature takes 2d6 bludgeoning damage and is deafened by the cloud for 1 minute. The spell ends if you dismiss the spell. While affected by this spell, the cloud doesn’t damage creatures or move any distance from you.
Conjuration
Charmander’s Fury
120
Concentration, up to 1 hour
You attempt to crush a hostile creature within range. The target must succeed on a Wisdom saving throw or take 1d8 bludgeoning damage. The target’s hit points are halved. You can use your action to cause the target’s hit points to halve by one. The target’s hit points are halved at the end of each of its turns. The target takes the damage equal to half your spellcasting ability modifier.
Conjuration
Charmander's Hand
10
1 hour
You offer to the chosen god a hand of divine power that will make his life easier or more difficult for the next day. You can take the hand or choose the hand you chose. You gain the benefit of those benefits only once, unless you decide to give it up. If you give the hand to a god, he has the same benefit, and he can use it again in an action that uses the same hand. You can also give or receive the hand to a different deity. While the hands are on the ground, you can use your action to issue commands to the chosen deity, such as to say what you wish to say. If you use your action to issue commands to the chosen deity, the hand becomes a hand of divine power. The hand can be used to speak with another deity or to speak
Charmander's Hand
300
Concentration, up to 1 hour
You create a hand that can communicate with one willing creature of your choice within range. The hand can be as large as the creature you used your action to cast the spell. The hand must fit in a slot that can accommodate six nonmagical weapons and one nonmagical weapon that you can slot into a hand. The hand must be within 30 feet of one willing creature that you can see within range. The hand can also be made from a nonmagical object. If you use your action to dismiss the spell, you can use your action to dismiss it with disadvantage on your next attack roll.
Abjuration
Charmander's Hand
300
Concentration, up to 1 minute
You create a sling of healing light that can hold up to 300 pounds of ammunition. The sling remains in place for the spell’s duration. The spell’s damage increases by 1d8 when you
Charmander's Mark
30
Instantaneous
You create a mark on a
Charmander's Mirror
60
Instantaneous
Choose a point within range that you can see within range. You
Charmander's Rest
30
Instantaneous
You wake up in the middle of a bustling city, where you regrow all lost limbs and restore half the weapon's hit points. This spell ends the effect of your normal telepathic link.
Enchantment
Charmander's Scepter
150
Instantaneous
You call forth the power of the Charmander's Scepter. You have the power to cause the destruction of all life on earth, or to cause the destruction of one or more magical creatures on the same plane of existence. You can use your action to issue an edict to an unwilling creature that it must make a Wisdom saving throw. If the target doesn’t make a Wisdom saving throw, it is killed by the spell. If the target does make a Wisdom saving throw, it is killed by the spell. The target must succeed on each of its saving throws by 1. If it fails, it is killed by the spell. If it succeeds on its saving throw, it is killed by a curse. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Evocation
Charmander's Sphere
30
Concentration, up to 10 minutes
You create a 10-foot-radius sphere of dark energy that is centered on a point you can see within range. The sphere is made up of a sphere of flame, a sphere of suction, and a sphere of ice. Each creature in the sphere must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is restrained by the sphere until the spell ends. During this time, a restrained creature can make another Wisdom saving throw. On a successful save, the restrained creature can see and hear the object for the first time on the target level, and the object remains restrained by the sphere for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the duration of the spell increases by 1 day for each slot level above 5th.
Necromancy
Charmander's Whisk
Touch
Instantaneous
You touch a large object that is of the same size, shape, or color as the object you are holding
Charmander's Wristband
30
Instantaneous
A band of chitinous energy appears around you. Each creature in a 60-
Charm Armor
60
1 Hour
A 30-foot-tall sphere of magical energy appears in a 20-foot-radius sphere centered on a point of your choice that you can see within range. The sphere is covered in bright light that illuminates the area and dims the light for an additional 60 feet for each 5 feet left on the sphere. A creature can use an action to dispel the spell, ending the effect on itself on a success. If the sphere isn’t broken in half or half as long as the spell remains active, the spell ends on that part of the sphere. If the sphere is broken or dispelled, its contents become part of the spell’s text. You can also create a new sphere by casting the spell again at a different point in the same spell slot.
Transmutation
Charm Armor
Touch
Concentration, up to 10 minutes
You create a shield that protects you from the effects of your magic. Up to ten creatures of your choice that you can see within range are affected. The shield extends into a 30-foot-radius sphere, and each creature in that area must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
Enchantment
Charm Arrow
30
1 Hour
You create a magic-infused beam of energy that leaps from your hand toward one creature in range. Make a ranged spell attack for the weapon. On a hit, the target suffers the spell’s damage, and you create one continuous beam of magic energy in a 15-foot radius around you. The beam can penetrate armor, but not through solid metal. It also can’t pass through barriers or talons. When the spell ends, the spell ends for each target. (You can have only one beam at a time.) Damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Charm Bell
30
Special
This spell creates a ringing bell within range, a bell that rings at the designated hour of the following weeks. The bell rings when a piece of jewelry such as jewelry or a belt drops from a dead body (including a head or hand) strikes the ground or fills a chest. The voice of a ring bell rings against your voice, and you take 5d6 piercing damage. If you cast this spell again, the spell no longer rings. The sound travels no further than 300 feet per round for the duration. When you cast this spell, you can designate any creature within 30 feet of you as the sound. If you prefer, you can issue the command only to a single creature or group of creatures. - You point your finger toward a creature within 30 feet of you and whisper the password that appears on that creature's lips. The creature understands your spoken command and is unaffected by your commands. A creature automatically succeeds on a Wisdom saving throw to resist the ringing bell. - One creature of your choice that you can see within 30 feet of you attacks the sound. The target takes 4d8 thunder damage, and it must immediately use its reaction to create an audible alarm in order to escape. If the alarm sounds, it sweeps into the chosen spot for the duration. If the alarm fails, a deafened creature is blinded for 1 minute. If the alarm fails, your companions and closest creatures hear the loud crack of thunder in your ear. You decide what action the creature takes and how it moves. It can make two Wisdom Wisdom Wisdom checks using its action. If it succeeds, you call forth the element of the current element, which then grants it another use of the spell. The wind picks up where it left off at the start of your next turn. Each creature other than you in that area that you can see must make a Constitution saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that takes 10d8 bludgeoning damage on a failed save can use its action to move up to her speed and strike another creature. The wind picks up where it left off at the start of your next turn. Each creature other than you in that area that you can see must make a Constitution saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. In addition, with each successful save, a creature that fails the save must also make a Constitution saving throw. The wind then dies out in a flash. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one of the effects that you describe occurs simultaneously on all of your attacks and spells cast each day for a year. Until the spell ends, you can use your action to target two additional creatures for each slot level above 1st.
Divination
Charm Bell
5
1 minute
An invisible bell rings within range. Choose up to three creatures within range of the bell and speak its name. Each creature must make a Wisdom saving throw. On a successful save, a creature becomes charmed for the duration. While charmed by the spell, a creature takes 20d6 psychic damage, and the spell has no effect on it, it ignores any effects that specifically target creatures or creatures with Intelligence and Wisdom, or creatures with Intelligence and Wisdom subclasses or that don’t obey certain racial or subtype properties of the creature or creature class they belong to.
Divination
Charm Bell
60
1 Hour
You weave together strands of powerful magic to shape an invisible, invisible bell that rings out in a silent bellow in a location you choose within range. Once activated, the bell rings for the spell’s duration and then the spell ends. When you cast the spell, you can use a bonus action to cause one of the following effects of your choice from any of the pre-determined effects. Toss the bell up to 30 feet to release an invisible force field created by the spell. Place the bell up to 60 feet within 4 loose craters or rifts in the ground in an area you choose. Create a 20-foot-radius sphere centered on a point within range. Until the spell ends, a creature who enters the sphere for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, it takes 11d6 thunder damage and is driven to a ruin. On a successful save, it takes half as much damage, and no more damage is created. If a creature starts its turn in the crater or hole created by the spell using a different spell’s bonus action, that creature can make a Wisdom saving throw to break the spell. While broken by this spell, a chime can be clearly heard within the area and is an alarm against unoccupied doors and other locked spaces within the spell’s area. If you mess up the spell’s effect, and the chime doesn’t ring out at
Charm Bell
60
1 Round
This spell emits a piercing bell sound that rings at 1:00 p.m. local time. The sound spreads around corners and even through the air. Each creature of your choice that you can see within range must make a Wisdom saving throw. On a failed save, a creature takes 7d6 cold damage at the start of its turn. On a successful save, it takes half as much damage and isn’t affected by this spell for 24 hours. You can cause the sound to rest at the target’s normal rest spot. If you create a new sound and then repeat the saving throw, the duration is 10 minutes. If you create a repeat sound, the damage increases by 1 minute for each sound created before the spell’s sound was heard. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you can create two or more additional sounds, create a power of ten, or create a random effect of your choice.
Transmutation
Charm Bell
60
24 Hours
You create a bell that moves so that others hear it. For the spell’s duration, or until you use an action to deliberate, you can make a Wisdom saving throw to make an area alarm. On a successful save, you can cause the bell to ring and the environment to resemble a chime or a loud clack outside.
Evocation
Charm Bell
60
Until dispelled
Your invisibility or charm circle appears within range to protect one creature against an attack. An attack deals an extra 1d4 radiant damage to the target. On a hit, the target takes 1d4 fire damage, and it can’t benefit from reactions to this spell for 1 minute. On a successful hit, the spell ends. The spell ends on a creature that died while on the spell’s plane. At the DM’s option, the spell ends on a creature who hasn’t died, and the spell ends on a creature that has died while on the spell’s plane.
Conjuration
Charm Bell
90
24 Hour
You summon a bell that rouses and brightens the land you choose in response to a challenge of your choice that you are familiar with. You must use 7 feet of movement to cast this spell; you can’t use it again until you finish a long rest. You also summon a celestial speaking the incantation, which
Charm Bell
90
Concentration, up to 1 hour
You take a musical note and attempt to call out the name of a celestial bell that can be heard up to 100 feet away. The sound is audible for the spell’s duration, and you can hear the name in the background. You can also sound a magical bell created by this spell, and so the spell can pass through your mind.
Necromancy
Charm Burst
10
Instantaneous
Until you cast the spell, a beam of positive energy ripples out in a direction you choose. You choose one creature that is within range and then the beam of antimagic reaction that deals an extra 2d6 damage. If that creature is targeted by a spell or an attack using a spell’s energy, it can be affected as a Medium or smaller undead (your choice) with advantage.
Evocation
Charm Burst
120
Concentration, up to 1 minute
As part of the action to cast this spell, you must succeed on a Wisdom saving throw or be charmed by at least one willing creature. You can make a Wisdom saving throw against the charm. On a successful save, you neutralize the charm. The spell ends if you or a creature you charmed is killed, or if you cast the spell while under the effects of another charm, such as the sleep spell, makes you fall asleep while under the effects of this spell. Whenever you cast this spell, you can dismiss it as an action and dismiss the charmed charm with disadvantage on your subsequent casts of the same spell. While in berser, you can also dismiss the charm as an action and cause it to disappear. You can use a bonus action to dismiss it. When you dismiss it, you can issue a command to the creature, which must follow your rules for the command to succeed. If you control more than one creature covered by the charm, up to three such creatures can be charmed by it, and you can issue a command to them at any time. You also can issue a command to a creature that is charmed by your command, requiring it to make a Wisdom saving throw. If an affected creature fails a saving throw, it can choose to be charmed by you instead. While charmed by the spell, the creature is aware of your commands and can speak your language. You can also issue a command to any other creature you mileself with respect to anything you choose during your visit. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can command any creature charmed by it to the sound of a longwave, acknowledging your voice, and casting the spell in a band of 13 men.
Conjuration
Charm Burst
120
Instantaneous
You unleash a phantasmagoric force maje, bursting with magic and force, sending creatures of your choice within an unoccupied space of your choice within range to a profane, magical void. Choose two targets that you can see within range. One of the targets is the wall or a ceiling or the mouth of a pit, and any creature that ends its turn within 30 feet of the wall must succeed on a Strength saving throw or take 1d8 necrotic damage. The creature must then repeat the saving throw at the end of each of its turns. If it succeeds, this spell ends for it. The second target is a ceiling. If it fails, its weight causes it to drop to 0 hit points and leave behind no liquid fuel. While the ceiling is in place you can use an action to create a magical container (such as a pit or a ceiling or mouth of some sort) on each target to hold as much as you can and to allow creature movement during the duration. The container also doubles as a luminous object, a container for food (such as a mouth of some sort) and an attraction (such as a chest of cards in this case). When the spell ends, any creature restrained by the spell leaves behind enough material to fill a 5-foot cube. When you cast this spell, you can have the spell stack with other spells of 3rd or 4th level or lower. While the spell stacks, you can use your action to make one of the following two gauntlets available: a sling gauntlets, a mace gauntlets, or an extended mace gauntlet. You make each gauntlets available in one of two colors, a pale blue for those without a normal gauntlet pattern, and a light green for those with one. When you make one gauntlet, you can also make two from one girdle used with a girdle. Both gauntlets protect you from both slashing and piercing damage. When you use your action to cast this spell again, you can demand that the casting continue for a period of time such as 30 minutes, after which the item drops from a girdle held in your left hand and then disappears. At the end of each of the previous 30 minutes, you can demand a new item from the girdle again. This spell also ends blindness in some creatures.
Abjuration
Charm Burst
150
Instantaneous
You create a small, harmless spark that explodes when you reach up to 5 feet of your choice within range. There are three points on the ground you can see within range. Each target must make a Dexterity saving throw.
Charm Burst
150
Instantaneous
You hurl an idol, a golden statue, or a piece of jewelry up to ten stories high in a location you choose within range. You can target a target on a 5-foot-diameter circle with a ranged spell attack for the first time on a turn or a match made last turn. The target takes an extra 2d6 damage of the type you choose for each slot of ammunition you carry. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Enchantment
Charm Burst
30
Instantaneous
You unleash a potent spell on up to twelve creatures of your choice that is within range. You choose one target that isn’t within 100 feet of you and that is made of wood or stone. Until the spell ends, each target takes 1d8 necrotic damage at the start of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Necromancy
Charm circle
150
Instantaneous
You weave a circle of magic energy around a creature and place it within the verbal control of another creature. You create a circle with a 5-foot radius and can manipulate it up to 30 feet in any direction. If you cast this spell on the same creature or on a different one, the circle instantly appears on the ground and is protected from harm. This spell's radius is 30 feet, and you can affect any height that a creature is allowed to occupy by using your movement.
Conjuration
Charm circle
30
1 Hour
You teleport yourself from your current location to any other spot within range. For the duration, you have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Transmutation
Charm Circle
60
Instantaneous
You create a circle of magical energy centered on a point within range. The circle lasts for the duration. You can make a ranged spell attack and miss. On a hit, the target takes 1d4 radiant damage and is knocked prone. On a miss, the target takes 1d6 force damage and is knocked prone. While the circle is in place, you can make a ranged spell attack and miss. On a hit, the target takes bludgeoning damage equal to half the spell level.
Conjuration
Charm Cloud
120
Concentration, up to 10 minutes
You create a cloud of brilliant rays of light in a 10-foot radius around you. Each creature in the area must make a Dexterity saving throw. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. The cloud extends into the direction of the target, and it lasts until it drops to 0 hit points. If you have a 10-foot radius, you can create a 40-foot-radius cloud on the side of a line of fire or a 120-foot line on the top
Charm Cloud
60
Instantaneous
You create a cloud of magic energy that moves in a straight line up to 10 miles on a side. Each creature in that area must make a Constitution saving throw. A creature takes 8d8 bludgeoning damage
Charm Club
Self (60-foot cone)
Instantaneous
The club whips through the air and slays a creature within 60 feet of it. Make a ranged spell attack against a creature within 5 feet of it. On a hit, the target takes 6d8 thunder damage, and it has advantage on one of the attack rolls it made before the spell’s damage type is changed to a 2 or 3. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the thunder damage increases by 1d8 for each slot level above 4th. The spell’s damage increases by 1d8 for each slot level above 3rd.
Conjuration
Charm Club
Touch
1 Hour
This spell grants the ability to send a magic cord between a finger and a willing creature. The cord lasts for the duration and can reach into the target’s pocket to release unknown magic. Make a melee spell attack against a target within your reach. On a hit, the target deals an extra 1d6 damage. If you hit a target with a spell attack, you also deal an extra 1d6 damage, though this increases to 2d6 when you reach your attack bonus and 3d6 when you reach your attack bonus. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Charm creature
30
1 Hour
You grant the knowledge you have accumulated through experience to a creature you can see within range. You give the creature a vague description of the outdoors and creatures they seem to be, assuming they are real. The creature can’t be conformed to any one of the above types of companions. The creature is truthful and spends its turn moving in and out of the specified locations as described below. If the creature is hostile to you, it can use its action to return to its normal form, if it is friendly to you. The creature obeys any verbal commands that you issue to it, even if they involve biting or biting us. When the creature returns to its normal form, it returns to the number of hit points it had before it transformed. If the creature is a creature or a object that isn’t a creature (its hit point maximum is reduced), there is a 5 percent chance that it is killed instantly. This effect ends if the creature willingly moves to a new spot within range. At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, you can affect one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Necromancy
Charm Creature
30
1 Hour
You summon a celestial of challenge rating 6 or lower and issue a challenge rating of 4 or less. You choose the same number of curses and phantoms as the target and instead make four cantrips dealing 2d6 trues damage to it. While in the cloud, the celestial has advantage on saving throws against spells and magical energy attacks. The spell ends if it is ever more than 10 days since you cast the spell or if the celestial drops to 0 hit points.
Conjuration
Charm Creatures
5
1 Hour
Choose one celestials you can find within range to deliver a calming voice. Until the spell ends, the voice creates a calming effect on all creatures within 30 feet of it. Creatures that don’t speak a line at all are unaffected.
Divination
Charm Creatures
60
10 Days
Your magic transforms the appearance and behavior of celestials and undead alike. Choose the following creatures out of the following possible creatures: celestials, celestials, trolls, elementals, fey, fiends, or undead. When you cast the spell, choose one of the following creatures as the target. The chosen creature appears humanoid, luigi, fiend, or fiend’s only form, but it is still proficient in all Hit Dice and saving throws. The creature appears in an area that is sombre, obscured, or heavily obscured. Until the spell ends, you can target one additional celestial for each target. While casting the spell, you can target two celestials for each Hit Dice you have. In addition, you can target celestials on the same plane of existence (such as the one you
Charm Creatures
60
Concentration, up to 1 minute
You create a small, harmless, friendly creature that you can see within range. It obeys any verbal commands you issue to it and doesn’t frighten, torment, or otherwise harm you. The creature is friendly to you, and it behaves in the same way as you do. It can understand you, has a telepathic link with you, and is loyal to you. You can use your action to dismiss the spell as an action. You can use this feature another time you cast this spell, or you can end it.
Enchantment
Charm, Darkness
60
Concentration, up to 1 hour
You unleash a powerful magical force that controls the flow of your day. For the duration, each creature who ends its turn within 5 feet of you starts its turn in a mordenkainstial or greater darkness (in which case it is targeted by this spell and must make a Wisdom saving throw). At the end of each of its turns, the creature starts moving again, and it can make another Wisdom saving throw. It takes 6d6 psychic damage on a failed save, and it is stunned for 1 minute on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Evocation
Charm DC
Instantaneous
You bring a wand, a hand, or a similar object to the hand of a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 4d6 necrotic damage and suffers a number of temporary hit points equal to the spell’s level. The spell ends if you cast this spell again or if you use a different spell slot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 10 days. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 year.
Transmutation
Charm DC to Heal
60
Instantaneous
Your magic wand casts the healing spell of one or more creatures of your choice that you can see within range. The target takes 1d6 necrotic damage. The spell ends if you cast this spell again.
Charm demon
90
Concentration, up to 1 hour
You take 7 minute to establish a telepathic link with one beast you touch that is fighting another creature, based on the type of beast. If a beast is creating a new construct, you can speak its name and ask it about whatever it is creating. It might be a plant, a demon, a fey, or a forest guard. You might be presented with a cryptic message, written in a language you know; if you are good at your craft, this spell will do for you. While disguised, the target doesn’t understand what it is saying. Some targets might read it as saying, "Healing magic has ended, the spell has ended, or some other spell has started, though not yet broken either. The spell tool its teeth and stalks moved to the space you can occupy. This spell must end within an immediate future time limit, otherwise the spell doesn’t work. If the spell would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the target takes 5d8 thunder damage, and the spell ends.
Evocation
Charm Down
60
Concentration, up to 1 minute
A shadowy figure appears in a 60-foot-square room, directly across from the entrance to the space. The figure is harmless until the spell ends. The figure appears at least 30 feet square, and is not prone or prone enough to move. The creature must succeed on a Charisma saving throw or take 1d6 psychic damage. The spell ends if the figure is no longer in the room. The figure can be moved to another space within range, or to any other place where it can be moved. The figure can also be charmed, frightened, or otherwise treated as though it were charmed. When the spell ends, the figure disappears. The spell ends if it is cast or cast again.
Enchantment
Charm Down
Touch
Concentration, up to 1 hour
Concentration, up to 1 hour You touch a creature. Until the spell ends, the target can use an action to dismiss one or more of its statistics. The target can use an action to dismiss any or all of its statistics. The target can use the rest of its action to make a Wisdom saving throw, or it can use its action to dismiss its statistics for the duration. At any time until the spell ends, the target can use an action to dismiss one or all of its statistics. The target can use an action to dismiss any or all of its statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of times you can use an action to dismiss an affected creature increases by two.
Evocation
Charmed
30
Concentration, up to 1 minute
The first time you hit with a melee weapon attack during this spell’s duration, either as a bonus action on each of your turns as a bonus action, or as a part of a move to a fey‘ range, your weapon falls into a range of berserk. The attack deals an extra 1d6 force damage to the target, and if it successfully dodges the attack, or if it mitigates any of the attack’s effects, it is no longer berserk. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the extra damage increases by 1d6 for each slot level above lst.
Conjuration
Charm effect
60
Concentration, up to 1 minute
Choose one creature you can see within range. Whichever creature is within 30 feet of you on a vertical or horizontal plane, centered on that creature, becomes proficient in one spell of your choice from one of the following options for the duration. On each of your turns for the duration, you can use your action to verbally command the creature to deliver a powerful illusion. The illusion appears in the form of a desk or table on which you appear, hovering in the air for the duration. Until the illusion ends, you can command the creature to deliver a strong illusion, able to lift a fist or slap its fist against a wall, using the same words. If you command the creature to deliver a different illusion than you have spoken, it answers by throwing the illusion away, creating a 10-foot radius illusion that way. The illusion is imperceptible when it is delivered, and the creature can’t move or appear to move while the illusion is delivered. In addition, as an action on your turn, you can verbally command the creature to deliver a different illusion that it has spoken of, up to an additional 15 feet in length. At Higher Levels. When you command the illusion to deliver a different illusion, you give it one of the following options: • Make a verbal command. • Choose a new illusion that you can see within range. • Create a visual illusion that can be activated only by one creature of your choice that you can see within 30 feet of you. • Underline an illusion that can only be heard within 30 feet of you. • Direct a different illusion to appear within a certain way. • Retract a separate illusion from a different creature. If a creature would choose an illusion that it can see within 30 feet of you, that means that the illusion appears within a place or a specific direction but is imperceptible when it appears. That way, the creature might choose to follow something else's illusion or follow something clearly intended by the creature. In both cases, the creature would obey your verbal command to the best of its ability. If the creature is already performing a special action, such as standing up or moving in a particular direction, the creature would obey that command if it knew it was obeying something obviously wrong with the creature’s movement. Similarly, if you command any other effect to create an illusion that mimics a certain trait of a creature, such as casting a spell of a certain kind, the creature would obey that spell if it knew it was obeying something obviously wrong with the creature’s movement. Similarly, if
Charm enemy
30
1 Hour
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Enchantment
Charm enemy
30
1 Hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it w as charmed by you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Enchantment
Charm enemy
60
Concentration, up to 1 hour
Your magic grants you a +5 bonus to all attack rolls, attacks, and saving throws possible with a crossbow or mace that you create. Whenever you make a weapon attack roll for the first time on a weapon or crossbow attack using a bonus action, you can make the attack using the bonus action of the weapon’s ammunition, not a bonus action of the weapon’s attack action, and you can use your action to make another weapon attack against the same target, even if that weapon has a lower hit point. If you make a nonmagical weapon attack with a nonmagical weapon, roll on the attack using the weapon’s ammunition, not the weapon’s attack action, and make the weapon attack with the same bonus as the weapon attack. Whether the weapon’s bonus is successful or failure, your magic grants you temporary hit points equal to your Hit Dice. These temporary hit points can’t be removed by mechanical or otherwise harmful effects, but can still be restored by other means. You can also use your action to take temporary BBs of cold light and light for 1 minute, and then restore cold to it.
Transmutation
Charm enemy
60
Concentration, up to 1 minute
Your magic or magic weapon chimes with a magic beast for the duration, ending the spell early and leaving it incapacitated and out of combat for the whole duration. This magic can end one beast’s maximum ammunition at point blank range. You decide what happens next, as determined by the DM. At Higher Levels. When you cast this spell using a spell slot of 7th level or lower, the magic beast's maximum ammunition capacity increases by 60 points for each slot level above 6th.
Abjuration
Charm enemy
60
Instantaneous
You attempt to light a magical celestar beam at a creature that you can see within range. It must make a Constitution saving throw. On a failed save, it takes 3d6 fire damage and is covered in magical vines and leaves smoldering bones. On a successful save, the spell allows the creature to move through the magical vines while still affected by half damage from the spell. As long as the two aren't inseparable, the creature can use its movement to move through the magical vines. If the target is in any state of suspended animation, the spell ends to enable the creature to move through the vines again. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for each of its effects increases by 1d6 for every two slot levels above 3rd.
Evocation
Charm enemy
60
Instantaneous
You light a candle at a location within range and command it to cast a spell of 1st level or higher. When you cast the spell, you can change the target’s coloration for the moment, summoning flames that follow the color of your clothing. Each 5-foot-cube candle that you create has AC 7 and 15 hit points, and it emits bright light in a 5-foot radius and dim light for an additional 5 feet. If the cylinder you create is empty, a glowing gem appears on the unoccupied space you choose within range and glows red when it strikes a target. You can also specify magical conditions under which the spell fails. When you cast this spell, you can also specify creatures or objects as friends of the charmed condition. If you succeed on its mental condition, you have advantage on any Wisdom (Perception) checks you make to forget the condition. The casting of the spell fails without first casting the spell with these conditions met, and if you do so, the spell fails.
Conjuration
Charm enemy
90
Concentration, up to 1 hour
The next time you make a melee attack against a creature in a 60-foot cube within range, you make the attack with advantage. The spell also creates a magic circle centered on each creature within 5 inches of the target and centered on points 300 feet or less outside the spell’s range. Each creature in the circle must make a Wisdom saving throw. On a failed save, it takes 14d6 fire damage, and it is blinded and deafened for 1 minute. On a successful save, the spell ends for it, and the spell doesn’t need to end in this way again. When you cast the spell, you can choose two additional Spells from the same Spell List for the spell’s casting slot, and you make a new casting of any of those spells. You can also use a new casting of a spell on a single target. While the spell is casting, the blinded, and blinded creatures must make a Wisdom saving throw. On a failed save, the creatures can’t talk for 1 minute, while the spell lasts. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can have up to three additional Spell Slots chosen by it used for the spell. At Higher Levels, you can have more Spell Slots chosen at the same time.
Enchantment
Charm enemy
Touch
Concentration, up to 1 hour
You touch a willing creature and bestow upon it a magic weapon. Choose one of the following effects. The effect lasts for the duration. Clenched Fist. The target takes 5 force damage over 10 minutes as a hand fist. Forceful Guidance. You touch a hand made from tael or similar material. The hand imbues the target with a power that is beyond measure, and it has advantage on attack rolls and Strength and Constitution saving throws. Good Faith. The hand conveys faith in the hand and is similar to holy force in design. The hand sheds no light or other harmful qualities, but it creates no visible light or magical damage. Hedged Monster. The hand is relaxed, allowing access to the hand as an open space or as a resting place. It is capable of moving the hand up to 60 feet. If the hand moves into an unoccupied space within 5 feet of it, it can move the hand up to 60 feet in any direction.
Transmutation
Charmical Anomaly
150
Concentration, up to 1 minute
You summon a creature of your choice that is your choice to appear in a location you can see on the ground in range. The target can be a creature, an undead, or a creation of magical force to protect itself.
Evocation
Charming Aura
Touch
Concentration, up to 1 minute
You imbue a creature that you can see within range with a charm. You use your action to make a Charisma saving throw. On a failed save, the creature takes half as much damage and is charmed for the duration. If the creature is charmed for the duration, it can use an action to make a Wisdom saving throw. On a success, the creature takes half as much damage. On a failure, the creature takes half as much damage.
Conjuration
Charming Mudcrab
30
24 Hours
Describe or name a creature that is friendly to you (your choice) and that is friendly to bits or parasites. You can specify a name for the creature, which must be no more than a line of sight and a word or two in length, and it creates whatever visual or audible effects it desired using your movement. While the creature is friendly to you, the bits and parasites take 5d10 necrotic damage at the start of each of its turns, and the creature moves to end its turn by making a Charisma saving throw against the parasites spell. The creature’s corpses are particularly vulnerable to the damage. The spell ends if the creature dies during its next turn, if it resumes eating or sleeping, if it is no longer conscious or in an unconscious state, or if it suffers some of the effects of some of the spell’s effects. While the creature is conscious or unconscious, it uses up one level of its warding spell slot and can’t use its action to cast a calming spell. In addition, while the creature is conscious or unconscious, the creature can’t activate, use, wield, or otherwise interact with any of its equipment, unless the condition that led it to do so has been met, such as when the creature is fighting off an enemy creature or using an alchemical weapon to imbue its weapon, is met.
Enchantment
Charming
Touch
1 hour
You touch a willing creature. For the duration, the target can charm you with a strong touch, making it feel good about itself. During the spell’s duration, you can possess the target, making it feel good about yourself. Once you possess it, you can change the subject’s mood by making an emotional outcast of it, or telling the target a clever spell once you possess it. You use the charm on the target even if it has no memory of you or your magic. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect one additional creature for each slot level above 7th. Each creature must make an Intelligence saving throw. On a failed save, it can’t speak, cast spells, or take any other action that requires hands or speech.
Enchantment
Charm lightning
150
Concentration, up to 1 minute
With a bare hand, you create a burst of light at a point you can see within range. Each creature in a 40 foot radius sphere centered on that point must succeed on a Constitution saving throw or take 1d8 lightning damage. For the spell’s duration, or until you use an action to create the burst of light, the sphere can hold up to 100 pounds (12.5 kg). When you make the saving throw, choose a different light source. While the sphere is on the ground or in the air, you can direct any number of creatures within it and deal 1d8 lightning damage to any one creature that ends its turn within 10 feet of the source. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the damage increases by 1d8 for each slot level above 1st.
Evocation
Charm monster with Banishment
60
1 Hour
You attempt to bind a creature of your choice that you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is banished. A creature that successfully saves against this spell is no longer bound by the spell, and its companion is unaffected. It can be bound as a bonus action on your turn. The bound creature is friendly to you and your companions. You can use this magic to communicate with it that your activity will not provoke it, but it can't ask you to perform an action that requires an Intelligence (Investigation) check or sign. It merely tells you what you want to say. When you ask the creature to return to its home plane, it can tell you what it wants to say, but it doesn't have to tell you anything. You can ask the creature to do whatever you like, but it can’t tell you how long it will be bound, or give you instructions on how to bind it. The DM might allow you to make the suggestion in this way, but otherwise you must speak to the creature to receive its permission. You might also need to make a special exception for specific circumstances, such as when a creature tries to reach for another creature or uses an action to open a door.wizard This spell wards a target that you touch against one of the triggering effects of a class skill or spell used to craft the item. The spell has no effect on undead or constructs. You can use a bonus action to designate a triggering effect that occurs as you cast the spell. For example, you can designate a password that is checked against a creature's spell save DC, and you cast the spell while the spell is in its current form. If the password is non-wicked, the spell has no effect on it. If you cast the spell on a creature other than a hostile creature, that creature must succeed on a Wisdom saving throw or take 4d10 necrotic damage, or half as much damage on a successful one. You can choose a new password every 24 hours as a bonus action on each of your turns. If you cast the spell on a creature other than a hostile creature, it must make a Wisdom saving throw against the spell on each of its turns, ending the effect on itself on a success. On a failed save, the spell ends. If you cast the spell on a greater than level 1 creature, the spell has no effect until the spell ends, or the spell is broken or misspelled or if it is interrupted.
Enchantment
Charm object
30
Until dispelled
You create a mote of magical energy that hovers within range. You can use it in a number of ways equal to your spellcasting ability scores. One way: You can use your spellcasting ability score to attempt to charm a creature you can see within 5 feet of you. On a creature's turn as a bonus action, you can attempt to charm a willing creature you can see within 5 feet of you. On a failed attempt, the target falls prone and takes 1d8 + your spellcasting ability modifier instead of 1d8. At Higher Levels
Charm of Death
Self
Instantaneous
You cause a large, glowing, spectral creature to appear in a 30-foot cube within range. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. When the target is hit, the spell’s damage increases by 1d8 and the spell’s damage increases by 1d8 for each slot level above 3rd.
Necromancy
Charm of Discord
150
Concentration, up to 1 hour
You attempt to compel a creature of your choice that you can see within range to join you in casting an illusion spell. The target must make a Charisma saving throw. While the target is casting this spell, its mind becomes a mirror image of the spell, and it can cast and understand any spell that targets it. As a bonus action, you can compel the creature to answer a verbal prayer, provided the prayer requires it before it can do so. While the target is in its mind's eye, any effect that would bind it to something harmful or beyond its control has been waived. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the first suggestion spell used to cast the illusion is instead cast that day.
Illusion
Charm of Discord
30
Instantaneous
You conjure a discordant beast from the chaos of time that acts on your turn, attacking anything within 100 feet of you and attacking one additional times on each of your turns before it deals any damage. If the beast’s Strength is less than or equal to the number points it can’t take the attack action, it instead attacks twice with its weapon. To determine the nature of this spell—its chaotic effect, its movements, and its coloring to combat—see the following table. At the DM’s option, the Beast might cast the same spell multiple times, at a time, to create its own chaotic effect. Each time, the DM can create a different one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional beast for each slot level above 5th.
Divination
Charm of Discord
Self
Instantaneous
An uncontrolled, uncontrollable cacophony of noises appears in a 20-foot-radius sphere centered on a point you choose within range. The cacophony can be heard for 10 minutes or 1 hour. The spell’s duration can be affected only by your Charisma, and your Charisma score is the spell’s ability modifier, not your Charisma scores. The cacophony lasts for the duration. If it ends early, the cacophony disperses, and the target of the cacophony is no longer in the area of the cacophony. If the target is standing still, the cacophony ends, and the cacophony is deafening. The cacophony can be broken up into smaller pieces. If the target is on a side of the cacophony, the cacophony ends. If the target is in a space between three and five inches from the center of the cacophony, the cacophony ends. In addition, if the target is within 60 feet of a point that is within its space, the cacophony ends, and the cacophony
Charm of Dispater
60
Instantaneous
Choose nonmagical antimagic field that is centered on a point within range and centered on that point for the duration or until a bolt of lightning erupts from it rips through the fabric of the fabric of space, causing massive damage to a creature or objects within 5 feet of the point. Each creature of your choice that you can see within range must make a Constitution saving throw. On a failed save, a creature takes 8d8 lightning damage, or half as much damage on a successful save. As a bonus action, you can mentally command any creature you made with this spell if the creature is within 5 feet of the area (including you, if you are fighting it), giving it instructions on how to defend itself against hostile creatures. You can also command any melee weapon that you made with this spell to use a bonus action that it takes before dealing damage, making the weapon have disadvantage on attack rolls against targets within 5 feet of it. A creature that uses its action to make a melee attack must succeed on a Strength saving throw or be pushed 10 feet away from the center of the affected area until the spell ends. If you use this spell to create a permanent object or to create an arcane scroll, you must use a different spell slot for each slot. This spell has no effect on constructs or undead. If you choose to cast this spell into a nonmagical object created by an object creation skill, you create the object for its component using the created object class and its level, if any. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Conjuration
Charm of Faith
60
Instantaneous
You conjure up an image of a deity. Choose one of the following spells of your choice from the list of spells you know or have read about previously: berserk, berserk, hellfire, fey, fey root, fey wind, freeze, gaseous breath, gaseous ramblings, great hallowed image, great hallowed weapon, great hallowed sanctuary, great hallowed temple, great hallowed shrine, great hallowed temple sepulcher, great hallowed temple At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate one additional phoenix or one additional salamander for each slot level above 3rd.
Abjuration
Charm of Faith�Concentration, up to 1 hour
You create an aura of divine faith in a creature within range. The aura lasts until the spell ends. The aura lasts for the duration. You can target one creature that you can see within range. The aura lasts for the duration if the spell ends or if the target is still conscious. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the aura lasts for the duration. At Higher Levels. When you cast this spell using a 2nd or 3rd level spell slot, the aura lasts for the duration. At Higher Levels. When you cast this spell using a 3rd or 4th level spell slot, the aura lasts for the duration. At Higher Levels. When you cast this spell using a 4th level spell slot, the aura lasts for the duration. At Higher Levels. When you cast this spell
Charm of Fire
120
Concentration, up to 1 minute
You point a wand of fire at one creature within range. This wand has a range of up to 100 feet. If the target has no ammunition or ammunition-in-tight spaces within its space, the spell destroys the target.
Illusion
Charm of Fire
120
Instantaneous
Flame flashes out from your hand in a 5-foot cube. Each creature in that 5-foot cube must succeed on a Dexterity saving throw or be knocked prone or affected by the spell. While prone, the creature can use its action on a first-person, double-clicking motion to make a Strength check against your spell save DC. If the creature succeeds, it can use its action to make a Strength check against your spell save DC. If it doesn't, the spell ends. In addition, if you cast this spell multiple times, the casting time can be up to 30 minutes.
Conjuration
Charm of Healing
30
Instantaneous
You imbue a willing creature with a calming magic that increases the creature's condition for 1 hour. The target can be affected only by spells and effects that target or affect an area of magic. The target also has resistance to all damage. If the target is on the ground or is on a body of water that is too cold for the target, its condition is lower, and it has disadvantage on Strength (Athletics) checks made to maintain balance.
Conjuration
Charm of healing
Touch
Concentration, up to 1 hour
You
Charm of Ice
150
Concentration, up to 10 minutes
You invoke the power of the Holy Blast spell on up to three creatures within range. You choose a point within range and make a ranged spell attack for each. On a hit, a target takes 3d8 + 1d12 damage. At
Charm of Ice
30
Concentration, up to 1 minute
A nonmagical weapon you are holding has AC 5 and 30 hit points, and you choose one of the types of ice on the weapon. You cause it to crackle and crackle, creating cold or fire blasts that penetrate thickets, and you make two Constitution saving throws to maintain the weapons fire. If the weapon breaks into a small protected area, it becomes fireproof and can be breached only by melee attacks from inside the protected area. The weapon doesn’t use cold damage or fire damage type (typically light or medium), and it doesn’t need to be in the weapon’s fire. When a creature enters the chasm to reach the other side, the weapon descends in a straight line toward the edge of the chasm, remaining aloft for the duration. The weapon can fire up to 100 rounds, and the duration depends on the chasm’s size. A chipper falls into this category. When the weapon releases, the chipper and each creature within 5 feet of it take 1d12 fire damage and be covered by fire until the end of your next turn. Reducing a chipper to 0 hit points makes
Charm of Life
120
Instantaneous
You imbue a creature you touch with a power that lasts for 1 minute or until it is magically transformed. This spell has no effect on undead or constructs.
Conjuration
Charm of Life
Touch
Concentration, up to 10 minutes
You create an immobile, glowing, magical object that can be up to 10 feet on the ground, up to 20 feet in the air, and weighs up to 500 pounds. The object lasts for the spell’s duration. The object must be of sufficient
Charm of Lightning
60
Concentration, up to 1 minute
The sphere of lightning that sprouts from a creature’s chest or from a pillar or from a fiery point within range releases a small amount of magic at a time. Each creature that starts its turn in the sphere’s area within 1 minute must succeed on a Constitution saving throw or take 6 lightning damage, and each creature that ends its turn in the area must make a Constitution saving throw twice. In addition, lightning flashes in the area of a creature who ends its turn in the sphere’s area within 5 feet of it (the lightning ends its effect if it hits a creature). After it flashes, a lightning bolt leaps from the chest or pillar to a creature within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Charm of Lightning
Self (30-foot radius)
Instantaneous
Choose a point you can see on a creature’s shoulder and cast lightning bolt there. The target takes 3d8 lightning damage and is powerless until it uses its action on a later turn to switch to a different weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 3d8 for each slot level above 1st.
Evocation
Charm of Light
Self
Concentration, up to 1 minute
You create a bright light within range. Choose a point you can see within range. The light spreads across surfaces, including those you choose within 30 feet of you. The light appears in any color you choose, as long as the light is visible within those colors. This light can be dazzling or dim. A creature in the light can make an Intelligence saving throw. On a failed save, a creature takes half as much damage and is blinded for 1 minute.
Evocation
Charm of Madness
90
Concentration, up to 1 minute
A devil comes crashing down on a group of followers of the Nineveh god of fire, revving his fire-breathing fires above their heads. Each creature within 30 feet of the target when you cast the spell must succeed on a Charisma saving throw. They take 10d6 fire damage on a failed save, or half as much damage on a successful one. When the devil appears, each target must make a Charisma saving throw. On a failed save, it takes 10d6 fire damage. If the target fails this save, it can’t take damage from burning until it has finished a long rest. Any creature that fails the save must also tend to a burning devil’s tools, which are in a pile on the ground. When a creature moves into the pile, it must use its movement to go up to 10 feet more directly against the devil’s direction, rather than attempting to jump it. The devil can move across solid ground without destabilizing it, up to 20 feet, and then fall 1d4 inches short of it, dealing it 10d6 cold damage.
Transmutation
Charm of Protection
Touch
Concentration, up to 1 minute
Touch a target you touch. If the target is not hostile, you can direct your spell to ward off the effects of hostile creatures. For example, if the target is hostile, you can direct your spell to ward off the effects of hostile creatures that harm you.
Divination
Charm of Silence
120
Concentration, up to 1 minute
You create a shadowy noise within range, speaking a stifled, whispery language that lasts for the spell’s duration. Choose one creature within range. The target must make a Wisdom saving throw. On a success, the noise ends.
Transmutation
Charm of Silence
120
Instantaneous
You cause a magical chasm to form in the space of a full-sized room, and the area around it is heavily obscured. The area is difficult terrain. Any creature within the chasm, with its mouth open, can hear the area, though it can’t move or make any sound from it. The area lasts for the duration. The chasm’s area of effect is a small, enclosed area that has a radius of 60 feet. Each creature within the area must make a Wisdom saving throw. On a failed save, the creature takes half as much damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and is blinded until the spell ends. The chasm is a cube of stone on the ground in the space of a full-sized room and can be one floor higher than the space it occupies. Any creature within the area must make a Wisdom saving throw. On a failed save, the creature takes half as much damage and is blinded until the spell ends. The chasm creates a portal opening on either side of a room that is otherwise unoccupied. The portal opens at each end of
Charm of Storms
120
1 minute
Instantaneous
A storm-like cloud rises from the ground and explodes in a 40-foot-radius sphere centered on a point you can see within range. The spell has no area of effect. The sphere lasts for the spell’s duration. Any creature that starts its turn in the area must succeed on a Constitution saving throw or take 2d6 thunder damage. If it fails, the spell ends. A cloud of black fog appears in the area and lasts for the spell’s duration. Any creature in the area must make a Constitution saving throw. On a success, the cloud ends. The cloud spreads to all creatures in the area. The ground in the area is heavily obscured. A burst of flame or similar energy erupts from the cloud. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is sent flying into the air. A creature that reaches out to extinguish the flames must succeed on a Dexterity saving throw or take half as much damage and be blinded. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Evocation
Charm of Storms
Touch
Concentration, up to 1 minute
You call forth a storm of storm magic that can range from the mundane to the abominable. Choose up to four creatures within range. Each target must make a Constitution saving throw. On a failure, the target takes 1d8 thunder damage and is knocked prone. The storm lasts for the duration. If the target takes damage, it is incapacitated and must make a Constitution saving throw at the end of each of its turns. The spell ends if the spell has no effect on it. For example, if you cast the spell and the storm ends, you can use your reaction to end it with a Storm of Storms spell and give it a +1 bonus on the attack roll. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the number of storm clouds on the target by up to 10. For example, if you cast this spell using 6th level spell slots, you can create up to ten storm clouds.
Conjuration
Charm of Strength
Touch
Concentration, up to 1 hour
You create magical energy that increases the damage of spells you cast by 25 percent.
Divination
Charm of the Dead
120
Concentration, up to 1 hour
You place a magical charm on a creature and give it control over its body and mind. The target must succeed on a Wisdom saving throw or become frightened for the duration. The target has resistance to all fear effects for 1 hour. You can use this spell on the target and the target remains frightened until the spell ends.
Conjuration
Charm of the Dead
150
Instantaneous
A creature you touch regains 1d6 hit points. This spell only affects undead.
Conjuration
Charm of the Dead
300
Instantaneous
A magical energy springs from your fingertips and ignites a large pile of magical material on the ground in a 30-foot-radius sphere that you can see. The material is composed of runes, a spell slot, and a random magical effect. Each creature within the sphere must make a Constitution
Charm of the Dead
60
Concentration, up to 1 hour
This spell is a simulacrum of a spell. You can cast
Charm of the Dead
60
Instantaneous
A spectral shadow descends on a willing creature you can see within range. The target must succeed on a Wisdom saving throw or take an extra 1d8 necrotic damage. On a failed save, the target takes 1d8 necrotic damage and can’t be charmed or possessed. The target’s soul remains in the creature’s body for 1 minute, and the spell ends.
Conjuration
Charm of the Dead
60
Instantaneous
You call upon the dead to lay waste to the world. You gain a +2 bonus to attack rolls, and the statistics of undead and constructs are 10 as long as the target of the spell. This bonus increases by 1 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Charm of the Dead
60
InstantaneousYou teleport to an area where you can see. The spell can deal radiant damage against one creature within range. For each creature that enters the area, the spell deals radiant damage to the same creature or to a different creature and until the spell ends, the target has advantage on attack rolls, ability checks, and skill checks.
Conjuration
Charm of the Dead
60
Instantaneous
You unleash a powerful magic that transforms a dead creature you touch into a zombie. The target takes 2d6 necrotic damage, and regains 1 hit point when it casts this spell. The zombie can't have more than one eye on it. While the creature doesn't have the benefit of any special senses, you can use your actions to make its eyes shut while it's unconscious to communicate with other creatures. The target has resistance to one damage type of your choice. While the creature doesn't have the benefit of any special senses, it can communicate with other creatures as long as it can see them. The target can also learn the language of all its closest friends. The spell ends when the target is dead, and the spell ends for the target. The target must also be undead for this spell to work. The spell ends if the target is killed by an action, such as by falling to the ground, or by being hit by an attack or by an attack from magic items.
Enchantment
Charm of the Dead
90
Instantaneous
You create a spectral, undead creature that appears in a 30-foot-radius solid spot and lasts for the duration. The creature is a Medium or smaller humanoid. The spell’s duration is instantaneous. The creature must be within 60 feet of you when you cast it. If the spell targets a creature of the same sex, the creature must be within 60 feet of you when you cast it. If the spell targets a creature of the same sex, the creature must be within 60 feet of you when you cast it.
Abj
Charm of the Dead
Self (10-foot radius)
Instantaneous
Whispering to one creature within 10 feet of you, you summon a phantom, shedding bright light in a 10—foot radius and dim light for an additional 10 feet. The summoned creatures are friendly to you until the spell ends (your DM might suggest a different target category). They w as summoned by you and appear in unoccupied spaces that you can see within range. You decide what action the creatures will take when they arrive at their destination, which area of the map you are on, and when they return to unoccupied spaces to follow your instructions. You can also summon additional creatures (such as a phantom servant or a masterwork lich) at any time, provided that such creatures are near the phantom and can deliver spoken commands. While we have summoned these creatures, the animating magic of these magical beasts is lost. If you don’t control enough of our animating magic to allow the animating to resume its activity, we summon fewer of its creatures for each bout of combat. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the summoned creatures become friendly to you until the spell ends, at which point they return to unoccupied spaces where they were when you summoned them. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the summoned creatures become more hostile toward you until they are dispelled, at which time you can use a bonus action to dismiss the effect.
Evocation
Charm of the Dead
Self
4 Hour
You cause undead creatures in a 30' radius sphere centered on a point you choose within range to gain a number of hit points equal to your spellcasting ability modifier. The damage increases by 1d4 when you reach 5th level (1d4), 11th level (2d4), and 17th level (3d4).
Conjuration
Charm of the Dead
Touch
Instantaneous
You cast this spell on a dead humanoid that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 necrotic damage and is blinded until the spell ends. On a successful save, the target can see through the illusion and is blinded for 1 minute. The spell ends if the target is incapacitated or is poisoned.
Necromancy
Charm of the Dead
Touch
Instantaneous
You create a dead and undead humanoid of your choice that you can see within range. The target must make a Constitution saving throw. On a success, the creature dies. On a failure, it vanishes. On a subsequent success, the creature remains for the duration, and the spell ends. If you cast this spell again, the same creature remains until its next turn. The spell ends if the spell ends or if the creature vanishes.
Abjuration
Charm of the Dead
Touch
Instantaneous
You create a spectral creature of your choice that has the same physical form as you. The creature must be undead or undead-like.
Charm of Thunder
120
Concentration, up to 1 minute
You create a thunderous aura of thunder at the location you chose when you cast this spell. Until the spell ends, the aura appears in a 30-foot radius around you, centered on the spot you cast the spell. You can use your action to dismiss the aura. The aura is visible in dim light within 60 feet of you for the spell’s duration. The aura lasts for the duration that you cast it, or until you dismiss it. If the aura persists, the spell ends. The aura is visible in darkness, and the spell ends if the spell ends. If the aura is active, the aura fills a 20-foot cube on each of your turns. When you cast the spell, you can use your action to dismiss the aura. Once the spell ends, the aura dissipates. The spell remains in the spell slot you used to cast it.
Divination
Charm of Time
30
Instantaneous
You unleash a magic spell on one creature whose wisps of vitality you can see within range. Until the spell ends, the target has advantage on saving throws against being reduced to 0 hit points or having its spell slot spent on healing.
Conjuration
Charm of Transmutation
Self
Instantaneous
You attempt to cast a charm on a creature you can see within range. If it is friendly to you and creatures you can see within range, it speaks and behaves in your manner of the spell’s language and disappears when it drops to 0 hit points. The spell ends if you cast it or if you dismiss it as an action. You can attempt to cast the spell on a ceiling, ceiling-to, or ceiling-out creature (a ceiling and ceiling-up lie where the spell fails), but it fails if its flying speed is less than your speed.
Transmutation
Charm of Transmutation
Touch
Instantaneous
For the duration, you invoke a spirit that serves as the material component of our magic. For the duration of the spell, the spirit creates and amplifies magic items it attunes to the target’s alignment and alignment with the chimaera of the Arcane Plane. The scepter imbues your chimaera with the chimaera of the Arcane Plane grants you a new magic item, if one is created. You animate or reshape the item in whatever way you choose, creating or duplicating the new item if you choose. Additionally, you can produce a duplicate of the item at any time, making the item duplicate but not duplicating the original. The spell ends if you use a different magic item for the first time within the same turn, if you create multiple duplicates of the same item, if you create multiple duplicates of the same item, or if you use the same magic item for the first time in a new turn. You can choose any of the effects that accompany the first use of the item and any effects that accompany the second use. The first effect creates a duplicate of the original item that remains with you for the duration, while the second effect creates a duplicate of the item that remains
Charm of Woe
60
Instantaneous
You create a magical bolt of lightning that explodes in a 60-foot-radius sphere centered on a point you can see within range. The area of the sphere is difficult terrain. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 4d6 lightning damage. A creature can use its action to make a Strength saving throw. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th.
Conjuration
Charms
10
1 Hour
By casting these spells, you can create a ward that prevents nonmagical attacks that can be cast into the Arcane or Transmute Blade from affecting spells or magic items cast into the ward. You can use such attacks to dismiss spells or to grant yourself temporary hit points, causing your attacks to fail if successful. A dismissus action uses this knowledge to dismiss any creature casting a spell or granting an ability to cast a magic item into the arcane ward. Creatures or objects within 5 feet of the arcane ward are automatically affected. An affected creature can use its action to cast a successful dispel magic spell against it. For the duration, that creature can be wiped from the warded plane, leaving it permanently enthralled in the arcane ward. At the start of each of its turns, an affected creature can roll a d4 and assign its Wisdom modifier to each saving throw made against the arcane ward. During that time, it can cast spells and activate any of its spells with advantage. If a target would be affected by a spell cast by a creature affected by a spell’s resistance bonus, a target also takes 20d6 thunder damage, and it can’t cast a spell until the spell ends. A creature affected by a spell or ability of a lower level than the warded plane can cast any spell cast into the arcane ward, even if it is casting a spell onto a creature affected by it.
Conjuration
Charms
120
Concentration, up to 1 hour
You create magical bracers that protect up to eight creatures of your choice within range. Each item has AC 5 and 30 hit points, and it lasts until dispelled. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, your first casting of the spell’s duration is extended to match the duration of this spell. When you cast this spell using a spell slot of 7th level or higher, the spell lasts until it is dispelled.
Abjuration
Charms
30
Concentration, up to 1 hour
By dealing damage to a creature that you can see within range, you create a
Charms
60
Enchantment
Charms and Paragons
60
Concentration, up to 1 hour
You channel magic in one of the following ways: - You instantaneously teleport yourself to any unoccupied space you can see within range of the spell. - You instantaneously complete and return to a location you described within 1 hour of casting the spell. - You instantly teleport yourself to any unoccupied space you can see within 1 hour of casting the spell. - You create a nonmagical teleportation glyph, active over several minutes, that serves as a verbal communication option, but otherwise functions as your guide. You can direct the glyph through the glyph and determine its meaning through verbal dialogue. The spell ends on the creature if its space is occupied by the teleportation or if it is slain while holding the scroll. If the scroll is in your possession, it disappears when the scroll is retrieved. If you possess a nonmagical teleportation scroll, you can direct it through the glyph, returning it when the scroll is no longer needed. If you possess a powerful magical item, you can direct it to its place on the item’s shelf. When the item is returned, the item disappears from the scroll, and the item is no longer needed. If you possess a powerful magical item that isn’t currently in your possession, you can direct it to return to its owner’s unoccupied space only if the item is no longer needed. If you possess a spell that can physically return an object you are holding to a location you have described within 10 feet of the location of the object, you must make this demand with the casting. Demand of object. When you cast this spell, you can show how you can retrieve the object. You must demand that the object be returned if you are trying to retrieve it from a location you don’t know. If the object isn’t returned, you lose possession of it. If you demand that the object be returned, the spell ends. If you demand that the object be returned, the object is no longer needed and you can return it. If you demand that the object be returned, the spell ends, and the object is brought back to your hand. If you end this spell with a melee attack, the object is snatched up and transported to the nearest unoccupied space occupied by the object. If you end this spell with a ranged spell of 3rd level or lower, the spell ends. If you instead end this spell with a spell of 4th level or lower, the spell ends for that spell. If you choose a location, the spell ends without being triggered. The spell's location is tracked by an invisible sensor in the ground that is within 5 feet of the location of the object. If an object is moved into or within this location, the sensor moves to detect the object and to keep an eye on it until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the trigger is 10 days. When you use a spell slot of 5th level or higher, the duration is 100 days. When you use a spell slot of 6th level
Charms and Temporal Stations
60
10 Days
This spell forms the basis for your next ranged attack. Each creature other than you within 100 feet of you when you cast the spell must succeed on a Wisdom saving throw or take 6d6 thunder damage, and one creature of your choice that can’t be charmed must succeed on a Wisdom saving throw or take 2d6 thunder damage. If you cast this spell without first making a Wisdom saving throw, thunder takes hold of creatures within 100 feet of you and deals thunder damage to them. When you cast this spell, you can specify a number of nonmagical weapons that you can see within 120 feet of you to create siege engines that shoot forth from the top of maws of siege engines. At the start of each of your turns after you cast this spell, you can use your action to choose a weapon with which to attack each siege engine. On a hit, it creates up to three siege engines in a 30-foot radius and causes them to flicker and crackle with the force of the wind until the start of your next turn. You can end each siege engine with one bomb or a cylinder of acid, a similar device, or a similar spell that requires concentration. In addition, a siege engine that damages a creature causes an explosion that spreads the siege engines explosive charges and grants siege engines resistance against ranged and nonmagical weapons. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the blast causes four additional siege engines created by the siege engines spell to strike at once. Each siege engine has AC 14 and 30 hit points. If two or more siege engines strike, each creates a siege door composed of siege legs made of siege legs. These siege legs collapse to form a siege bridge. A siege bridge is a bridge that spans a 20-foot-radius sphere 60 feet wide and 5 feet thick that spans a 40 foot-diameter portion of solid rock or stone. The bridge is heavily obscured to prevent creatures from seeing through it. A siege bridge can be made from stone, brick, or marble. Each 20 foot length spans three or four stony pillars made of earth or stone and that are 5 feet deep and 2 feet thick. The pillars are 5 feet high and 10 feet wide, and they are strong enough to crush against solid stone or brick. Guards, spells, and similar magical objects are protected by a protective charm that lasts for the duration. When a fortress falls, any pillar within 5 feet of it falls, and the fortress is restored to life. A fortress made of stone blocks a sphere of air and can crush a solid structure. Each 5-foot-radius sphere centered on a point within 5 feet of a sphere centered on a point in another sphere blocks 1/4 inch of road and provides shelter from weather. A fortress made of iron blocks a column of water and blocks 25 feet of sea. Each column blocks 25 feet of road and provides 25 feet of sea for residents to board their ships and reach their destinations. A fortress made of iron armor blocks a barrier and blocks 50 feet of water and 30 feet of lava for civilians to reach their destinations. Each armor column blocks 25 feet of road and provides 25 feet of sea for civilians to reach their destinations.
Protection from Energy Weapons (from Energy)
Concentration, up to 1 hour
You create up to ten 5-foot cubes of energy for the duration. Each cube lasts until the spell ends. When you cast the spell, you can choose one of the following magical effects to create the cubes, which deal an extra 1d4 damage to you and cause one to make a damage type: acid, cold, iliotian, kyber, lindhausen, malefire, m
Charm Slam
60
Instantaneous
You slap a small stone or rubble on the ground, and the stone or rubble becomes hurled 30 feet in a direction that you choose. The
Charms of Transmutation
Touch
Until dispelled
You touch a creature, giving it a telepathic link with you for the duration. The spell can penetrate most barriers and magical barriers, but it has disadvantage if you cast it on the creature or a slot- open an arcane barrier. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Transmutation
Charm Sorcerer
Touch
24 Hours
This spell grants the Wizard a telepathic link with a nonmagical beast within 30 feet of him or her, and makes it possible for the beast to magically enter any part of the target’s world and speak the password of a willing creature that it can’t see. Thus, the Charm Sorcerer could enter a target’s deepest secrets, banish its most feared member, or grant access to its lair to any other creature whose password he or she has forgotten. If the target’s secret is read and the password is broken, the spell fails. If the creature has no memory of what it did or would do before casting the spell, it can still read the password, but with disadvantage. Any time the spell has a concentration period of concentration, the spell instead lasts until the spell ends. Whether you cast the spell using a spell slot of 2nd level or higher, you can target one additional beast for each slot level above 1st.
Enchantment
Charm spell
150
Instantaneous
Choose a nonmagical object, such as a scroll, book, cupboard, or similar object, that you can reach and that serves as a material component for the spell. You create two 1-inch-by-1-inch pillars on the ground within range that each serve as a material component for the spell. You can create one pillar by casting the spell in an area that is 10 feet square and that is open to the air. You can shape the pillar so that it appears like a table or other similar object, up to 10 feet in diameter, and that it faces toward you. You can shape the pillar in any way you choose so long as it is within 1,000 feet of you when you cast the spell. Any creature that can’t be charmed must instead try to run and avoid the pillar. Until the spell ends, you can use your action on each of your turns to cause one of the pillars to teleport you.
Transmutation
Charm spell
30
24 Hours
This spell summons a celestial creature of Medium size equal to the creature’s size who you can see within range. The celestial appears in the location you choose and can hold a different size or type of material. As an action, you can direct the celestial to fly into a location that you choose, but it can’t enter a location other than a celestial’s. The celestial flies into a location that has a natural wind of 30 miles per hour and lasts for the duration. A celestial that spends its action looking for an active celestial within 30 feet of it must make a Wisdom saving throw. If it finds an active celestial within 30 feet, it can use an action to dismiss the spell at any time. Once dismissed, the spell emits a bright, terrifying cacophony that leaves a wisp of smoke and spectral flames hovering in the air for 7 days. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 30 days and the challenge becomes 8. When you use a spell slot of 12th level or higher, the duration can extend to 300 days. When you use a spell slot of 13th level or higher, the duration is 1 year and the challenge becomes 3 years. When you use a spell slot of 14th level or higher, the duration is 30 days and the challenge becomes six years. When you use a spell slot of 15th level or higher, the duration is an additional year and the challenge becomes 18 years. Once you use this spell or use any action that uses a spell slot of which you have a spell’t attack bonus, you can make another appropriate attack roll. On a successful check, you are limited to rerolls of any roll made against the DM’s table as an action, and the spell is lost.
Transmutation
Charm Spell
60
1 Hour
This spell merges two different types of magic into one creature’s ammunition. Each imbued creature chooses from any of the following ammunition types, which have their own set of effects, and which can’t be dispelled by dispel magic. You can use a dispel magic spell on any of the following creatures’s ammunition to manifest a spell of your choice. You can either end the spell early or create a new spell of your choice. Creature with 2nd level or lower spell slots can cast spells of 3rd level or lower using up to their normal casting slots. A single casting of a spell of 4th level or higher can’t be affected by this spell.
Conjuration
Charm spell
60
Concentration, up to 1 hour
You cause one creature or object to magically appear in an unoccupied space of your choice within range, and the target must succeed on a Wisdom saving throw or be charmed for the duration. The spell ends if you attack any other creature or if you cast another spell targeting the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
Transmutation
Charm Spell
60
Concentration, up to 1 hour
Your magic bolsters your enemies and turns them against you. Each creature that you can see within range must make a Charisma saving throw. On a failed save, a creature has disadvantage on attack rolls against you until the spell ends, and it has disadvantage on attack rolls against all creatures other than you.
Evocation
Charm Spell
90
Instantaneous
This spell grants up to three willing creatures you can see within range the ability to use only magic. Nonmagical weapons and armor become trinkets of magic and have the same power and effect, though they can’t have different properties. Each creature other than you in a monstrosity or a Huge or smaller creature or object, or a Huge or smaller creature and no creature of Medium or smaller size, can use its action to attack two creatures within 5 feet of the target until the spell ends. On a hit, a creature could use its action to fire at least one beam. These blasts deal 1d4 necrotic damage to the target, and the target gains 2d4 necrotic damage at the end of each of its turns, and the target also gains 2d4 necrotic damage at the start of each of its turns. The spell dismissals and restoration spells of paladin and fey have no effect on undead or constructs.
Necromancy
Charm spell
90
Instantaneous
You tap a specific stone or metal part of the image that you can see within range, forming a circle or trench on the ground or ground with a point within range. If you choose a part of the image that you can see, the stone becomes an inset, translucent stone with a 10-foot radius and can be opened or shut only by means requiring an Intelligence (Investigation) check against your spell save DC. The spell activates only on the part of the image that you can see, such as at the top or bottom of a staircase, and the radius of the circle or trench is not less than 10 feet. If you choose a portion of the image created by a spell, a spell of 2nd level or lower, such as casting an incantation, or a spell of 3rd
Charm spell
Self
Concentration, up to 1 minute
You touch a willing creature you can see within range. The target must succeed on a Wisdom saving throw. On a successful save, the target takes half
Charm Spell
Touch
1 Hour
This spell attempts to dispel an illusion that is created inside an object you touch. If you cast the spell, the spell fails. An illusion can be as simple as an image or as strong as a sword. For the duration, an illusion has a 15 percent chance to fail. For the first time on a turn that you cast this spell that turn such an image or sword, the image or sword has to come from you. Thus an image of myself could come from anyone. Instead I invoke the image of a dead man who had been buried in an unmarked grave made of sand. Such a grave would shed light on the soul that separated the man. It would also shed light on a secret weapon that would protect the man from harm and thus would have protected him. You choose an object that can fit within a 60-foot cube and is within 1 mile of it. If you cast this spell multiple times, you can have up to three uses of it active at a time. If the spell allows you to cast two or more of its effects at the same time, you can have up to three casts of the illusion active at a time. You can use your action to dismiss the spell. If you do so, the spell ends for you and a mark appears at the spot where you placed the spell.
Enchantment
Charm Spell
Touch
4 Hours
Choose one creature that you can see within range. Make a verbal agreement with this spell to best serve as a distraction spell. Creatures that can take the Dash action are unaffected by the spell. The spell reasserts control over the target over one hundred times before reverting you back to being completely occupied.
Divination
Charm Stone
60
1 Hour
Choose an area of stone or mud that you can see and that fits within a 5-foot cube within range. You choose the stone or mud and make a magic tool available to it that lasts until the end of your next turn, moving as if it wove across a sheet of wicker cloth. If the tool is already on the target, it vanishes. If you choose stone or mud, and the spell fails, its effect is wasted. A bridge spans the spell’s path, though it often leads to hidden doors ledges or to hidden bases. To a creature on the same path as the spell’s spell slot, the spell doesn’t work, and the spell instantly ends.
Transmutation
Charm Stone
Self
Concentration, up to 1 minute
You create a charm stone that you can see within range. The stone moves with you in a 20-foot cone. The stone fills a 10-foot cube and has the following effects: • You create a 10-foot cube of chandeliers, windmills, torches, and other metal objects. The chandeliers, windmills, torches, and other objects are made of the same material. • You create a 10-foot cube of chandeliers, windmills, torches, and other metal objects. The chandeliers, windmills, torches, and other objects are made of the same material. • You create a 10-foot cube of chandeliers, windmills, torches, and other metal objects. The chandeliers, windmills, torches, and other metal objects are made of the same material. • You create a 10-foot cube of chandeliers, windmills, torches, and other metal objects. The chandeliers, windmills, torches, and other metal objects are made of the same material. • You create a 10-foot cube of chandeliers, windmills, torches, and other metal objects. The chandeliers, windmills, torches, and other metal objects are made of the same material. • You create a 10-foot cube of chandeliers, windmills, torches, and other metal objects. The chandeliers, windmills, torches, and other metal objects are made of the same material. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the damage of two chandeliers created with this spell by one or two times your spellcasting ability modifier (your choice). When you cast this spell using a spell slot of 4th level or higher, you can increase the damage of one chandelier created with this spell by one or two times your spellcasting ability modifier (your choice).
Evocation
Charm Storm
100
Concentration, up to 10 minutes
You create a loud boom of chimes that expand to range from a 30-foot cone you choose within range. The boom lasts for the duration. A creature must make a Constitution saving throw, taking 4d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
Necromancy
Charms
Touch
10 Days
This spell creates a magical bond between a creature and a creature of your choice within range. The creature friendly to you and created as a class ability within range, and specifically chosen for the charmed condition, can use its action to bless the charmed creature with a calming touch. The spell can halve damage taken by one creature for each target, or it can create a calming touch on the second creature to make the spell harmless.
Divination
Charms
Touch
24 Hours
You create a simple, yet powerful illusion that transforms a creature or object of one size or kind you choose. The target becomes charmed by you for the duration. A charmed creature is one that isn’t frightened and has a high Intelligence score. The charmed creature can use its action to make a Wisdom check against your spell save DC. If successful, the charmed creature becomes a creature of Medium size or smaller who obeys its verbal command for the duration. If successful, you make the creature return to its plane of origin for the duration, at which point it disappears into a harmless demiplane. While there, the charmed creature can use its action to make another Wisdom check against your spell save DC. If it succeeds, the spell ends. If it fails, the spell ends.
Divination
Charms
Touch
6 Days
You touch a creature. For the duration, the target has resistance to one damage type of your choice; it can be Medium or smaller, poison, fire, or lightning. The target can use one of the following weapon attacks against you. On a hit, the target takes 1d10 necrotic damage. Whether you hit or miss, you move at half the speed of light.
Necromancy
Charms
Touch
8 Hours
You touch a willing creature and bestow upon it the ability to shape reality. Choose a willing creature—both physically and mentally—in the manner you describe. The creature becomes a creature if it is Medium or smaller (2 or less size), if it is a creature of Medium size or smaller (1 or less size), and if it is a Huge or smaller (0 or less size). The creature’s speed is halved in the new condition, and it has disadvantage on attack rolls against creatures of Medium size or smaller. You can use your action to issue commands to the creature, such as to open or close its mouth or swimming or using claws or talons, to cause the creature to speak one command or another. It speaks those commands when you are within 30 feet of you, and you must speak one line from the command line when you cast the spell. Such a creature speaks one simple command, such as “attack the wicker demon’s tentacle, which appears at the wicker demon’s center, or “attack the wicker demon, which appears at its wicker base, behind its base. You decide what command the creature will obey when it appears in the form of a visual command, such as “attack the tentacle before it explodes,” or “attack the wicker demon after it explodes. The creature must use its movement to move when commanded by the creature and when it moves, as described below. You can also specify a simple and elaborate chain of commands that the creature follow when it appears in the form of a visual command, such as “attack the tentacle before it explodes, or “attack the wicker demon after it explodes. If you control more than one creature at a time, you can have up to three of each creature be animated or restrained by a chakra, or you
Charms
Touch
Concentration, up to 1 hour
The touch of a willing creature or a staff awakens it if it is still conscious or asleep. For the duration, the creature is protected from death and can’t bite.
Divination
Charm target
30
Instantaneous
You utter a religious or mystical phrase, and the target appears to be God or a creation of divine magic. If the target is a creature, it must follow your message. Otherwise, the spell ends. The target speaks only to you, and it doesn’t interact with the environment beyond it. If the target is magical, everything it hears must be accurate to the best of its knowledge and regardless of intervening magical effects, so long as such effects aren’t removed by another spell. If the target is nonmagical, the magic doesn’t extend to it. As an action, you can touch the target and cause the spell to stop. If the spell continues for 1 round, the magic ends.
Enchantment
Charm tree
150
Instantaneous
You call forth a small tree with which to build your home. Choose any number of sticks you have, one log or two shrubs of the kind you create. Roll a d10 between the two and you establish the tree as a tree of life. Roll on the tree for the turn it was created, creating a new tree every time you make an attack roll (except when making a Strength saving throw). The tree remains alight for the duration. For the creature’s size, the tree produces up to two trees and sheds bright light in a 30-foot radius. These trees shed bright light in a 30-foot radius and dim light for an additional 30 feet. You decide which type of light to use when you attack the tree with a weapon. The tree sheds dim light in a 20-foot radius, and when a creature moves onto the ground under the tree for the first time on a turn or starts its turn there, that creature must make a Wisdom saving throw. On a failed save, the creature takes 6d6 radiant damage, and it has disadvantage on attack rolls and attack rolls using weapon damage, when the tree sheds light in the same radius as the turn it was created.
Evocation
Charm trigger
Touch
Instantaneous
You touch a creature and compel it to the service of your magic. Provided that the target consumes no more ammunition when you cast the spell, you compel the creature to do one activity that you describe. The creature must be within 20 feet of you when you cast the spell or wait until the spell ends to do so. The creature obeys your verbal commands, though it must remain within 20 feet of you for the entire duration of the spell. You can also specify conditions for the creature to follow that might make it more likely that it will become charmed. For the most part, though, the creature chooses the one that best meets your requirements, and you can compel the creature to perform one of the following actions that might make it more likely that it will become charmed: • Eating or drinking any food that enters its reach. • Eating or drinking any liquid that enters its reach that isn’t food for the creature’s creatures. • Using an action to dismiss the spell. • Using another action to dismiss the spell.
Transmutation
Charm Weapon
Touch
Augury
Compelled
You touch a weapon and imbue it with magic. You or someone you choose imbues the weapon with
Charm Weapon
Touch
Concentration, up to 1 hour
A group of Medium or smaller creatures magically bonded together to create a ranged weapon, or a magic weapon, that fires either magic nonmagical projectiles or simple ranged nonmagic projectiles. When a ranged weapon attack you make against a creature of the same type and size as you, you can replace the attack roll with a new attack for the weapon. If you make a ranged attack against a creature of the same type and size as you, the weapon deals an extra 1d6 + 1d6 damage to the attack and restores 1d4 hit points. If you make a melee attack against a creature of the same type and size as you, the weapon deals an extra 1d6 + 1d6 damage to the attack and restores 1d4 hit points, assuming you are still using the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Transmutation
Charm Weapon
Touch
Magic weapon
You create a magical weapon, described in detail below, that doesn’t fit in your pocket. Once created, the weapon transforms into a staff drawn from a nonmagical weapon of your choice, and the weapon vanishes if it drops to 0 hit points. You can use an action to hurl the weapon, causing it to project a staff of eight scimitars with a 10-foot radius and a 10-foot diameter at a point you choose within 120 feet of you. Each scimitar has AC 10 and 30 hit points. When you project the staff, create a new staff, and then lay bare the runes on the staff, you can use your spellcasting ability to create two additional scimitar for each slot level above 1st. You can create two scimitars at a time, creating a staff with 24 hit points. You can hurl the entire staff at one creature or object within 30 feet of it. Whichever creature or object causes the staff to halve in size and fall to the ground must succeed on a Strength saving throw or become restrained by the magical staff for the duration. This spell has no effect on constructs or undead. The restrained creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it can’t use this spell more than once. While restrained by the staff, any creature or object that uses its action to attack or cast a spell must make a Wisdom saving throw. On a failed save, the creature is blinded for 1 minute or until it makes a Wisdom saving throw. While the creature is blinded, it can’t use reactions, and it has disadvantage on attack rolls against target creatures. At the end of each of its turns, it can make one Wisdom Wisdom Wisdom check, taking 4d6 psychic damage. If it succeeds on this check, you can affect the staff with another spell, a blast of might, or a staff of your choice. You create two additional scimitars for each slot level above 1st. You can also animate two more scimitars at a time. These scimitars become bonded to the staff, though they can’t be used to battle. While the two scimitars are linked, a staff of your choice that attacks an attack using a spell’s damage increases by 1d6 increases its damage by 1d6. As an action, you can cause two additional scimitar attacks to deal an extra 1d6 damage. An extra 1d6 damage follows after the first. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create 24 additional scimitars for each slot level above 1st.
Transmutation
Charm Word (10th level)
Touch
Instantaneous
You touch a willing creature and cause it to wither and become undead. The target must succeed on a Wisdom saving throw or take 1d4 necrotic damage. The spell ends if you use your action on a subsequent turn. It then sheds bright light in a 10-foot radius and dim light for an additional 10 feet. On a failed save, the target must make a Constitution saving throw. On a successful save, it is immune to this spell. On each of your turns, you can repeat the saving throw at the end of each of its turns. On a failed save, the spell ends.
Abjuration
Charm Word
60
Instantaneous
Charm Word, a powerful magic word, imbues your actions with a calming radiance. Each creature that you choose within range must succeed on a Wisdom saving throw or take 1d4 radiant damage. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Evocation
Charm Word
60
Instantaneous
You unleash a potent force that shapes the air in a 100-foot cube centered on a point within range. Each creature in that area must make a Wisdom saving throw. You create a 10-foot square unoccupied pile of rubble that remains for the duration or until you teleport your companions to a different unoccupied pile of rubble. Each creature that starts its turn in the unoccupied pile must succeed on a Strength saving throw or fall 5 feet and be pushed up to half its speed until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional piles of rubble for each slot level above 3rd.
Transmutation
Charm Word
Touch
24 Hours
You touch a creature and create a ward of holy radiance inlaid with incense that lasts for the duration. For the duration, the creature is protected from all damage and magical damage, and it has resistance to acid, cold, fire, lightning, and thunder damage, against which it can be targeted. The creature can cast spells and make weapons, but it can’t create magic items or use any kind of magical effect. As a bonus action, you can mentally command the creature you’re touching to join your warband, in order to train its spells of choice. While the creature is under the command of one servant, it can do whatever it does for its masters command and can do whatever it wishes with no penalty. The creature obeys everything a person commands when commanded to do so, from eating to sleeping. You can even make the creature immune to all damage. At any time during the arm's movement that arm members are wearing, you can use an action to dismiss the arm's movement as an action.
Transmutation
Charm Word
Touch
Concentration, up to 1 hour
You utter a magic phrase, and the target creature must succeed on a Wisdom saving throw or be charmed by you for the duration. At the end of each of its turns, the target creature can repeat the saving throw, ending the spell on it if it has one. If the target creature is charmed by you, it can make a Wisdom saving throw. On a failed save, the spell ends. If you cast this spell while the spell’s duration is up, the target creature can repeat the saving throw if it wishes. You can also specify a different phrase, but this spell is permanent. The target creature must use its action on each subsequent use of the spell to finish the spell. If you finish a long rest while charmed by this spell, the target creature can repeat the saving throw again if necessary. This spell has no effect on undead or constructs or the creatures you designate for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Transmutation
Charm Word
Touch
Instantaneous
You touch a creature and bestow upon it a phantasmal message. You touch the creature and tell it to speak your name and be its teacher. The creature must make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature is able to express its deepest darkest fears and darkest imaginings, and none of its other characteristics becomes relevant to it. The phantasm then spreads to other creatures, often at the creature’s expense. When a creature wishes to communicate with you, it seems as though the message comes from you, rather than from a creature other than you. You can communicate with the phantasm even if you are undead, even if you are not. You can’t cast spells using the phantasm. If you do so, the message is unintelligible, and the creature is deafened for 1 minute. A phantasm created to appear as a creature can’t appear as a creature or as an object.
Illusion
Chase
10
Concentration,
Chase
60
Concentration, up to 1 hour
You take a mortal form of undead, and you gain the following benefits: • You have resistance to bludgeoning, piercing, or slashing damage. • You have resistance to all damage types. • You have resistance to poison damage. • You have resistance to fire damage. • You have resistance to radiant damage. You also have resistance to cold damage. You have resistance to fire damage. You can also use any of the benefits of this spell to create a new form of undead. You must be of at least 10th level or higher.
Divination
Chase
90
Concentration, up to 1 hour
You
Chase
Concentration, up to 1 hour
You use a bonus action to make a melee spell attack against a creature within range. If the target is an unwilling creature or a creature that isn”t being charmed by you, it takes 1d6 force damage on a failed attack.
Divination
Chase Effect (5-foot cone)
Self
Concentration, up to 1 minute
A chasm created by a magic spell appears on a chasm as you cast this spell, and the target must succeed on a saving throw or become charmed by the chasm for the duration. The target can also use this spell to appear as a Chasm created by the spell. The target can use this spell to appear at any other Chasm, such as an illusion, as a devil, a fiend, or an illogical entity, such as a creature, but this spell is particularly effective on an illusion. The target can make a chasm with the target, as described below. The target can make a precise chasm with the target, which can make the target feel the target to the target, and the target can then make an attack. The target can make a target (the target must know the target well) with the target, which can make the target feel the target to the target. The target can then make a chasm with the target, which can see the target to the target. The target can also use this spell to make a chasm, which can manifest to the target; the target can use the chasm to appear with the target, which can see the target. While the target can see the target, the target can see the target. The target can see the target, though the target must make the target see the target as a phantasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasm
Chase
Self
Concentration, up to 1 hour
You cause a creature within 30 feet of you have seen to be a target of your choice and that creature must spend 2d6 force damage on a failed save. On a successful save, the target takes 1d6 + 1d6 piercing damage. On a failed save, the target takes 1d6 piercing damage. On a successful save, the target takes 2d6 + 1d6 bludgeoning damage. On a successful save, the target takes 4d6 piercing damage, and the target takes 2d6 piercing damage. On a failed save, the target takes 1d6 piercing damage from the attack. On a successful save, the target takes 1d6 piercing damage. On a failed save, the target takes 1d6 piercing damage. On a failed save, the target takes 1d6 cold damage, and it is blinded, deafened, frightened, paralyzed, paralyzed, paralyzed, or stunned.
Abjuration
Chase
Self
Self
30 Days
For the duration, you gain the ability to manipulate the target for the duration. The target is a creature that you can see within range. The target also has the ability to speak a language other than your home language. The target can be any language that isn”t spoken by the target.
Transmutation
Chase
Self
Self
Concentration, up to 1 hour
When you reach for a weapon attack, a creature appears at the point of your choice within range. The target can be any creature or a creature within 30 feet of it, or a creature within 30 feet of it.
Enchantment
Chase
Self
Touch
Concentration, up to 1 hour
A creature you touch can see within range must make a Strength saving throw. On a failed save, the target takes 1d6 + 1d6 piercing damage. On a successful save, the target takes 1d6 piercing damage. On a successful save, the target takes 1d6 piercing damage.
Conjuration
Chase
Touch
24 Hours
You touch a creature to send it into a tailspin. Until the spell ends, the target can use its action to chase a creature that you know has an Intelligence of 3 or lower or attacks it (typically by throwing or by dealing damage) using an action that relies on Intelligence. The target either drops to 0 hit points, or it hurls an exploded version of its symbol, which must fit within a 5-foot cube and weighs 2 pounds. The spell damages that creature and leaves behind a 30-foot-radius sphere centered on it that bears its design. The sphere remains for the duration, but a creature that the target drops and moves within can make a Dexterity saving throw. On a successful save, the spell ends for the target. If the sphere falls, it strikes twice: once for its normal effect and once for its destructive effect. The spell also stops short of harming the creature if the creature is already reeling, and it doesn’t have to move within 100 feet of the target or to the nearest safe spot to use its movement.
Abjuration
Chase
Touch
Flame, glowing, shimmering, illuminated, glowing dim light in a 30-foot cube centered on a point on your choice within 30 feet of your choice within 30 feet of you.
Conjuration
Chase
Touch
Touch
Concentration, up to 1 hour
You touch a creature you touch within 30 feet of you. When you touch a target, a creature takes 1d6 fire damage. On a failed save, the target takes 1d6 piercing damage. On a successful save, the target is charmed
Chastise Bell
Self (1 minute)
You call out in a discordant voice in an unoccupied space of your choice within range the whispers of a woman who was destined to rule the realm for thousands of years. The maiden appears among the trees and shrubs of a forest or a mountain range, and the sphere emits an echoing noise like a churning pit. It can be loud enough that creatures can hear you. Until the spell ends, you are immune to thunder damage, and a cacophony of noise and phantoms fills the space within which you appear. Anything within the area is a cacophony of faintly humming and vibrating. After 30 days, if you cast this spell again, the cacophony disappears. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 10 days. When you cast this spell using a spell slot of 7th level or higher, the duration is a year. When you cast it using a spell slot of 8th level or higher, the duration is a year.
Transmutation
Chaze
60
Concentration, up to 1 minute
You are compelled to go where the voice of reason asks you to go. Choose a point you can see on a solid surface on the ground within range. You can see a clear, vertical line running along the ground from point A to point B and extending from the point you chose to point A to point B. You can move so that a creature behind you can see, as a bonus action, the movement of two or more creatures within a 30-foot-radius circle. The circle is for viewing. A creature can choose to see the circle as a horizontal line and not the vertical line. When you move from point A to point B, you can follow the circle as if you were ascending. In doing so, you can follow the creature as it follows you. At any point during the spell, you can move up or down one level, across one wall, across a gap, up or down four levels, or down four planes, and so on until you have seen everything you desire to see. You can’t see anything in the circle more than 60 feet in any direction.
Conjuration
Chazmodan’s Eye
120
Concentration, up to 1 minute
You create a small, shadowy incandescent orb in a location you designate within range. It lasts until the spell ends, and you choose a point within range or a point within range and that of an unwilling creature you can see within 1 mile of the spot you chose to cast the spell. The orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, a creature blinded by the orb can see through it and is blinded for 1 minute. The blinded creature can use an action to make a Wisdom saving throw to regain control of his or her thoughts, which can take up to 10 minutes. When the spell ends, the orb appears in any spot within 5 feet of you. The spell can’t affect more than one creature or object within 5 feet of you.
Abjuration
Chaz Remedies
Self
Concentration, up to 1 minute
This spell inscribes a glyph of unknown power within a willing creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or else the glyph collapses. While inscribed on the creature, the glyph is nonmagical and can’t penetrate metal or stone. The glyphs can’t leave a creature’s earthen surface, blocking a creature’s path and casting into fog. The glyph can’t attack or pass through a portal created by a spell of 5th level or lower, though it can open a portal to an unoccupied space open to the fey.
Conjuration
Chewer of the Flame
0
Instantaneous
A creature must make a Constitution saving throw each round for the duration. The target takes 2d6 x 30 fire damage on a failed save, or half as much damage on a successful one. Atkened weapon attack modifier. Channel Fire
20
Concentration, up to 1 minute
You cause flames of flame to flow down in your direction. The flames appear on the ground in the form of a bright light that sheds a bright light for an amount equal to 1 mile per mile that you can see. The target can use attack rolls of its own to make three attacks. The target can use a bonus action on each of its turns to spend up to half as much energy attempting to use an action to make a melee spell attack. The target must also hit 5 of its Dexterity saving throw against your spell save DC or become charmed by your target until the end of your next turn.
Evocation
Chica
Self
10 Days
This spell makes a magical link up between two stone objects you see within range and one you can see using your Tiny or smaller senses. That magic allows you to create a magical bond with a stone you use as a material component and that means that when you cast this spell, you create the bonded stone through your own magic. You can use a spell slot of 5th level or higher to create the magical bond, using a similar process as for the bond you used to create the link. When you cast the spell, you can affect one of the following magical objects with one of the following effects: • You instantaneously create one magical barrier around the item (creatures only partially unlocked by casting this spell fail the spell). • You instantaneously create a magical barrier on the ground at the target location, moving dust, fog, or similar mass out of the way for one creature in a 30-foot-radius.infinity circle. The spell ends for that creature. This magical barrier is strong enough to break free from a siege weapon or an antimagic field created by a siege spell or a spell of 6th level or lower. If an antimagic field surrounds a creature when you cast the spell, the barrier is created, blocking the creature from passing through it. If you cast this spell multiple times, you can have up to three additional creatures linked to the barrier at a time, or you can create any number of such creatures that are 5 or smaller. These creatures can be a servitor, a messenger, a guard, or an assistant to protect the creature. When you cast the spell, you can designate creatures you can see, such as a messenger, a guard, or an assistant, and you create such creatures in the manner described below. You can also create duplicates of the creatures, as long as they are created within 10 feet of the magic link. When you cast these spells using a spell slot of 8th level or higher, you can create an additional duplicated creature for each slot level above 7th.
Illusion
Chickensfoot Stride
30
Concentration, up to 1 hour
This spell can’t reduce a walking creature to fine shape, and instead functions as if it were a Tiny. For the duration, the creature is charmed, frightened, or accompanied by a fey (such as a fey master) for all its turns.
Transmutation
Chickensnap
Self
Concentration, up to 10 minutes
You create a harmless charm effect by affecting one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by this spell for the duration. The charm lasts for the duration. The target can choose one of the following effects when it makes its saving throw. Change Appearance. The target can become any shapechanger, a fey demon, a fiend, a fiend beast, a fey quadruped, a fiend serpentspawn, a fiend serpentor, a fey fiend serpentspawn, a fiend serpentspawn, a fiend serpentspawn, a fiend serpentspawn, a fiend serpentspawn, or any other form that suits your purpose. Hide. The target can't be targeted by any such effect. The target can't be targeted by any such effect. Force. The target can't be targeted by any such effect. Magic Device. The target can't be targeted by any such effect. Telekinesis. The target can't be targeted by any such effect. Teleportation. The target can't be targeted by any such effect. Teleport. The target can't be targeted by any such effect. Teleport. The target can't be targeted by any such effect. Transmutation
Chill breathe
120
Concentration, up to 1 hour
You fill a 1,000 foot cube with chill and animate up to five creatures within it. Each of the creatures that formed the cylinder must make a Constitution saving throw. Each creature uses its action to make a Constitution saving throw. On a successful save, the creature becomes immune to the effects of any of the following effects created by the cylinder, and its speed increases by 60 feet until the spell ends. Stifled air. The cylinder fills a 20-foot cube. as if it were air created by the spell. Each creature in the cylinder when it creates the cylinder must succeed on a Constitution saving throw or become frightened while inside the cylinder. Thicketened air. The cylinder thickens a 10-foot cube. as if it were thicker than
Chill breathe
30
Instantaneous
You exhale a chill air of despair within a creature. For the duration, the target’s skeletal remains are chilled. While the target is chilled, you can make a Constitution saving throw. On a failed save, the target also becomes deaf and cold immune to all damage except the necrotic damage from its weapons, and its speed drops to 15 feet until the spell ends. This chill grants the target no benefit to its saving throw. If the target fails its saving throw, its speed increases by 5 feet until it becomes subpar, and it can’t move for 24 hours if it isn’t wearing armor or carrying a heavy weapon.
Necromancy
Chill charm
120
Instantaneous
You charm a creature you can see within range and imbue it with a calming charm. The charm requires a successful Intelligence (Investigation) check against your spell save DC to be effective. Otherwise, the charm fails and the creature becomes charmed. This charm functions as if you cast this spell without first targeting the creature with the charm, but it has no effect if you target the creature with a harmful spell after it has cast that spell. You can also specify no charms at all that would make the creature friendly to you.
Enchantment
Chill Earth
60
Instantaneous
A circle of icy cold gas rises from the ground and spreads out from the top to the bottom. This gas is a harmless gas. The surface of the gas is 60 feet square and is 60 feet thick. The surface must be cold to operate. The surface temperature is 30 degrees. The surface radius is 10 feet. The radius of the gas is 40 feet. You can use your action to cause the gas to spin around corners and become difficult terrain. The gas can be condensed into 10,000 cubic feet of water. The gas can be transported from one location to another. Each destination can carry up to 5,000 cubic feet. The gas can be used to cause any number of other effects. While the gas is in the air, you can designate a duration as long as you are in
Chill Hand
Self (1 mile)
Instantaneous
You create a potent, yet harmless, chill in the center of your being. The chill radiates from you and moves with it, remaining localized to each target within 1 mile of you. You can make a limited recovery in the event that you take any damage or die. The chill dissipates after 1 mile, if you are sleeping. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Necromancy
Chill mist
120
Concentration, up to 1 day
You cause a chill up to 30 feet high to form in a spot you choose within range. The chill spreads around corners. The chill appears in whatever is on the ground within 10 feet of you. That area must be within line of sight to the chill. For the duration, each affected creature has disadvantage on attack rolls against targets within 5 feet of the location of the chill. An affected creature must use its action to move to the nearest safe spot, which must be within 5 feet of the location of the chill.
Evocation
Chill of the Elements
60
Up to 10 minutes
Describe a point on the ground where a spectral appears, and its color. The spectral is a bright light, and it can’t be affected by spells or magic that cast touch or earth.
Transmutation
Chills
60
Instantaneous
For the duration, a creature of your choice that you can see within range must succeed on a
Chill spell
120
Concentration, up to 1 hour
You cause a shimmering field in the ground in a 30-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 8d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The affected creature can use its action to make a Strength check. On a success, it takes half as much damage on a failed save.
Transmutation
Chill spell
120
Concentration, up to 1 hour
You create a ghostly image of friendly creatures at the same time that you cast the spell. For the duration, the image can be as strong as lightning and as small as a feather, making it difficult for creatures to detect its presence. Thus, when you cast the spell on a creature, or if you cast this spell on a creature, or an unwilling creature who wishes to remain charmed, you instead create a chill around the creature so strong that it falls when it makes a melee attack against you. Additionally, when you cast this spell on a creature, or if you cast this spell on a willing creature, it creates a chill within 30 feet of you that lasts for the duration. If the chill is present, your choice of light, medium, or dark instances harmful to the creature (such as shutting off the creature’s access to its library or shutting off the creature’s access to other levels of the game) and causes the creature’s hit point maximum to rise to 0, or causing the creature’s hit point maximum to rise to 1. The chill has no effect if you’re within 30 feet of the creature and it doesn’t have any effect if you are within 30 feet of it.
Illusion
Chill spell
120
Instantaneous
You call forth the spirits of nature to battle the day you cast this spell. Choose an area of ground or a solid surface that you can see within range. Your action before the spell ends can affect the weather in that area. Creatures under the effects of this spell gain disadvantage on attack rolls against creatures that aren't in the area. If a creature succeeds on an attack roll or a saving throw, the attack or throw is wasted, and the spell ends. The spirits of nature cast spells that you choose when you cast this spell. You can choose from a pool of water, mud, earth, fire, or lightning. Choose one of the following types of spells known to you or a creature you can see within range. You can cast these spells again only if you believe the existing one is working. You must use your action to attempt to dismiss the spell. You can use your action to dismiss it, or you can cause the spell to be dismissed. Water Elemental Earth Elemental Psychic Earth Spirit Psychic Storm Fireball Fireball Fireball Wind Arrow Wind Arrow Wind Arrow Thunderstrike Thunderstrike Lightning Bolt Thunder Bolt Lightning Bolt Thunder Bolt Lightning Arrow Thunder Arrow Lightning Arrow Thunder Arrow Water Elemental Wind Elemental Wind Elemental Wind Elemental Wind Elemental Wind Elemental Wind Elemental At will Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental
Chill spell
120
Instantaneous
You stimulate the immune system of one creature you can see within range, causing it to emit a scream and move with you, slowly calming the creature down. If the creature you target has a loud or misspelled name, that name usually appears a moment after the creature’s name. The creature has 100 hit points and 50 hit points if it doesn’t have a nickname. A creature suffering from this affliction can’t take actions or move while it is charmed. To learn the location of all its targets, the creature must know the locations of all its creatures, which might take days or weeks. At the end of each of the creature’s turns, it can repeat its saving throw against the spell if the vampire’s true name is on the creature’s person. If it doesn’t return to its normal form, the creature carries with it all the belongings it needed to move to a new spot and die instantly. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it w as summoned. The spell fails if the target was turned as a zombie.
Necromancy
Chill spell
30
Instantaneous
Choose a creature that you can see within range. A chill abounds within that creature. Until the start of your next turn, that creature has a cold resistance of
Chill spell
30
Instantaneous
You choose a nonmagical blast of air that fits within one of the following categories of transmuteable fey elements: Fire, 1d4 blast of fire, 1d4 flame, 1d4 acid, 1d4 cold, or 1d4 thunder. After falling in an unoccupied space within range, whatever element you choose transforms into fire, fissure, or gaseous form. Earth, 1d4 blast of daylight, 1d4 blast of dim light, 1d4 acid, 1d4 blast of lightning (reusable against you), or 1d4 acid fire. In addition, when a creature moves onto a flat surface in the spell’s area when the spell allows, the creature remains suspended in the air for 1 minute. These minutes aren’t disturbed by outside forces. Water, 1d4 surge of water, 1d4 surge of water, or 1d4 surge of water elemental. In addition, on each of your turns for the entire duration, you can use an action to issue a special demise or demote to a different class of servant. Great Furnishings, 1d4 blasts of great blast air, 1d4 blasts of great blast air, or 1d4 blasts of great blast air (limited to being created or worn as a material component), or 1d4 wide blasts of wide blast air. Such blasts can be hurled 2d6 or 2d6, and they create noxious gas if they aren’t already there. If the fortress you choose is destroyed or the fire in it explodes, or if both blast and blast fall into place, the fortress becomes a pile of rubble (the blast and the fall into place aren’t connected by any such connection). The rubble lasts until cleared, at which point the rubble falls out of the way and the spell ends. If you cast this spell again, the rubble dissipates fairly easily. If the rubble is ever larger than 1 foot, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. This light is sunlight, but dim light and dim light created by other spells create no light or shade.
Evocation
Chill spell
60
24 Hours
You call the spirits of nature against some kind of threat, a hostile elemental, or an elemental that harms you. For the duration, each humanoid you choose must make a Wisdom saving throw. On a failed save, you take 1d8 necrotic damage, and the target becomes blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Necromancy
Chill spell
60
Concentration, up to 1 hour
Seek the corpses of one humanoid within range. If the corpse is nonliving, it instead dons a head covering that allows it to see into the Ethereal Plane and moves with it. The head covering can’t occupy more than one visible dimension within 7 floors of stone or one floor of solid stone. When you cast the spell, choose a point within range. When you do so, choose a new head cover for each creature that dies within the last 10 days.
Illusion
Chill spell
60
Concentration, up to 1 minute
For the duration, a creature that you can see and is touching within range chooses a new plane of existence, which has its own language and climate, and that can’t see, hear, or touch you. The creature can travel to a new plane if it is on the same plane of existence as you; otherwise, the spell fails. Whether you are on the same plane or one night in the future, the creature knows where you are and can’t cross the line.
Conjuration
Chill spell
60
Concentration, up to 1 minute
You conjure a creature from the ground up to 100 feet uprange, and the creature must succeed on a Wisdom saving throw or be affected by your charm. The creature is friendly to you and can hear you. If the creature is in the air and has a speed of 100 feet, you can control that creature. The spell lasts until the end of its full duration, unless you use your action to dismiss it early. When the creature is friendly to you and makes a Wisdom saving throw, it can repeat the saving throw, ending the effect on itself on a success. The spell also ends if you use your action to dismiss it. Its charm allows you to understand language your companion doesn’t understand. When the spell ends, the target can’t be charmed again. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 year. When you cast this spell using a spell slot of 8th level or higher, the spell lasts until dispelled.
Enchantment
Chill spell
60
Instantaneous
You conjure a creature of your choice that is Medium or Small in stature, and that creature must succeed on a Wisdom saving throw or take 2d6 acid damage and be stunned. The target can use your spellcasting ability to automatically save the creature’s life. On a successful save, the stunned object must
Chill spell
60
Instantaneous
You utter a chill chill. Choose one creature that you can see within range and that can’t be charmed, frightened, or possessed by the charmer. The creature must have no Intelligence scores of 2 or lower, and it must be within 30 feet of you when you cast this spell. The creature must also be within 30 feet of you when you cast it. You chill the air in the creature’s space for 120 feet. When the chill reaches 120 feet, the spell ends. For the duration, or until you use an action to chill the ground in its space, the creature has disadvantage on attack rolls against any creature within 30 feet of it that you can see or have seen within 30 feet of it.
Conjuration
Chill spell
90
Instantaneous
Choose one creature or object that you can see within range. The target must succeed on a Constitution saving throw or be charmed by the spell for the duration. The target must also succeed on a Wisdom saving throw if it is charmed by the spell. Until the spell ends, the target can use an action to make another Dexterity saving throw. The target takes an extra 1d6 psychic damage on a failed save, or half as much damage on a successful one.
Evocation
Chill spell
90
Instantaneous
You hurl a 5-foot-radiusish globe of gloom in a 30-foot radius centered on a point within range. Starting in a location you choose within range, the globe spreads across the floor, walls, or ceilings, and lasts for the duration. Its area is lightly obscured and includes a 30-foot-radius sphere centered on that point. The globe has a diameter of 5 feet and a height of 30 feet. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the globe sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At the start of each of its turns
Chill spell
Touch
Instantaneous
You touch a creature that you can see within range. The target takes 6d8 psychic damage, and the target can make an Intelligence saving throw. On a failed save, the target takes half as much damage and has disadvantage on its next attack roll. The spell ends when the target reaches 5th level.
Abjuration
Chill Sphere
120
Concentration, up to 1 minute
A 15-foot-radius sphere of chill air springs into existence, centered on a point with range and lasting for the duration. The sphere spreads around corners. The sphere is invisible. When the sphere appears, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a creature takes 6d12 cold damage. On a successful save, it takes half as much damage, and no damage is sustained. A creature that takes the cold damage is blinded until the spell ends. When you cast this spell, choose one or more of the following spells of 6th level or lower: dispel magic, calms transmutation, calms necromancy, cadaver's hold on fiends, calms fire magic, cauterizes vocation, calms fey, calms fire, cold, ichthyosis, ichthyosis delirium, ichthyosis latíticum, muggles, nova delirium, nova serizosa, nova stóra, ichthyosis mollusca, ichthyosis semblamat.
Evocation
Chill Sphere
150
Instantaneous
Chill sphere
150
Instantaneous
An invisible chill springs from your reach, and it spreads around corners. Each creature in a 30-foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Chill sphere
500
Concentration, up to 1 minute
This spell pours out chill smoke in a 30 foot radius, centered on a point within range. The spell creates a 60-foot cube of chill around a point you choose within range. Until the spell ends, you can use your action to move up to 20 feet in one direction along the cylinder and chill an area of ground 5 feet deep. The area of chill also extends beyond the spell’s area to 30 feet beyond it. The chill damages things that are not creatures or structures or that aren’t completely enclosed by natural barriers, such as a rock wall or a ceiling.
Targets must be within 60 feet of a point of your choice that you can see within range. When you do so, you cause the clank to fill a 20-foot-radius circle with sound and to ripple in a 40 foot-radius hemisphere around you. For the duration, a target has resistance to one damage type and has advantage on attack rolls against any creature that ends its turn within 60 feet of the point where the clank occurs. If you create the clank, a second creature starts its turn in the designated location and takes 14 d10 cold damage, or half as much damage on a successful one.
Evocation
Chill Sphere
60
Concentration, up to 10 minutes
A prismatic array of light that appears in a point you can see within range. The prismatic array extends up to 30 feet and consists of up to 10,000 prismatic cubes. Each prismatic cube has a different appearance, color, and speed. Each prismatic cube has a different color, a different speed, and a different dimension. The prismatic array appears in any place within range. A prismatic array is a sphere of light that is centered on an object in the area, such as a door or a window. The prismatic array and its components can’t be separated. When a prismatic array is launched from a point you can see within range, that object is centered on the prismatic array. When a prismatic array is launched from a point within range, that object is centered on the prismatic array. The prismatic array lasts until it is dispelled by a spell of 10th level or higher.
Conjuration
Chill Sphere
60
Instantaneous
You create a small sphere of chill energy within range that you can see. The sphere is centered on a point you can’t see within range. The sphere can be up to 120 feet in diameter and has a radius of 60 feet. When you cast this spell, you can create up to six additional spheres within range. You can also create up to six additional spheres in each of your turns, or you can create up to six additional spheres in each of your turns. You can also create up to six additional spheres in one round, or you can create up to six additional spheres in one round. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of spheres you create increases by two for each slot level above 6th
Conjuration
Chill step
60
8 Hours
You choose a portion of air that you can see within range and that fits within a 30-foot cube. The cylinder is translucent, and spells targeting it have advantage on the saving throw. On a failed save, it takes 2d6 fire damage plus
Chills
Touch
1 minute
You unleash a debilitating fear of up to 200 creatures of your choice within range and cause one creature to freak out in fright. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 necrotic damage and is blinded for 1 minute. On a successful save, the target takes half the damage, and blinded creatures for 10 minutes or less are unaffected. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the wall increases to 50 feet for 5 days, and 60 feet for 10 weeks, from the initial initial for each slot level above 4th.
Necromancy
Chill Walk
10
1 Round
You become proficient at moving across difficult terrain. You can use your action to enter the warded area and find the location of any creatures that are within 10 feet of you. While in the warded area, you can’t cross the line or use any movement. You are also immune to all damage until the spell ends. Roll initiative for the warded area, which ends on the w side where you cast this spell. You can use an action to move across the line, leaving no stone unturned. You can’t cross a chasm, a ceiling, or a floor that is no larger than a 10-foot cube. You can only move across such a wall. If you move such a wall over a deposit of water, a drop of snow, or another solid surface, the snow carries the warded area along with it, and it becomes difficult terrain for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Conjuration
Chill Ward
120
Concentration, up to 1 minute
Blink, deafened by silence for 1 minute
A ward composed of magical force surrounds a creature you choose within range and prevents the target from speaking, touching or otherwise affecting the target’s location while there. The target is blind and incapacitated, and the spell ends for that creature. The creature can be destroyed by dealing enough damage to keep it trapped. For the duration, the spell ends for each target (including itself) within 30 feet of any known location.
Abjuration
Chill Weapon
120
Concentration, up to 1 hour
Magically weave chill energy between one creature and one object, causing it to project out of the shape of a shield or cloak to shoot forth swinging from the w arm of a powerful weapon—equivalent to firing a battleaxe or an awk.
Illusion
Chimaerism
Touch
Concentration, up to 1 hour
Your magical energy springs into being when you cast the spell. The energy doesn’t need to be continuous with other uses of your spellcasting ability, but it must touch and remain within a chimaeric state when you cast the spell. You can use your spellcasting ability to determine what chimaeric chakra you possess and create a magical connection between it and your current chimaera, casting spells there. You can alter the appearance of your chimaera so that it appears as if it were an actual human being and sheds magical properties if it appears to be one, such as reducing a creature’s height if you have it, blocking a creature’s plan B, or reviving a chimaera created by an effect that removes a chimaera. If you create a magic bracelet or greater chimaera, you can hold it up to one hundred times longer than normal, and you can shape the chimaera to grant a wish effect similar to a wish spell. To affect only one chimaera at a time, you may use an extra chimaera you have spent casting to affect all chimaera creatures. This extra chimaera can’t be duplicated by other chimaera spells. When you cast the spell to change chimaer traits, you change the chimaera’s height, weight, dexterity, and so on, creating a magical bond between the chimaera and its chimera. The bond lasts for the duration and decreases as you use it. You can create a magical bracelet or greater chimaera by casting the spell to control one chimaera creature or by allowing another to become attached to one of the creatures. The bracelet controls both the creature and the chimaera you’ve bonded to. When you cast the spell, you learn the nature of the magic bracelet and its properties. The chimaera’s chimera grants you that knowledge. At each casting of the spell, you learn two new chimaera traits for each creature you have chosen and can ’t wish to affect. Each chimaera trait has a price. If you pay for one chimaera trait, you can set off additional chimaera traits at the DM’s discretion. While the bracelet is in effect, you can affect either creature with it. An affected creature can use its action to make a Wisdom check against your spell save DC. If successful, the creature becomes immune to all damage until it leaves the illusion, at which point it returns to its normal state. A creature affected by one of the chimaera’s chimera traits can’t willingly become attached to a chimaera if that chimaera’s trait prevented it from attaining its full potential.
Divination
Chime
30
Instantaneous
You hear a chime popping out of the depths of the Shadowfell chamber, a soft, gentle hum that echoes throughout the area. The sound is made from an object created by a spell of level two or higher, such as a scroll, or a small,
Chime
90
1 Hour
You whisper a magical program that predicts the moment when a creature of your choice will die. Choose an area of air, a water, or a soil shaped like a circle. You can specify a time and place for the program’s detection. The detection can occur within 30 feet of a specific creature or object (a stationary object or creature, for example, can be targeted only by a circle or a string), or within an area (such as a wall or a room) only visible to you.
Divination
Chimera
10
24 Hours
This spell creates a miniature, spectral, or mindless version of yourself in an instance of verbal interaction with a creature. The illusion can be a creature, an object, or some other intangible visual or auditory phenomenon. The size of the miniature determines the illusion’s visual field, though it can be up to the illusion’s total of one size category larger than you. Its movement doesn’t count against its speed. A Tiny or larger creature can use its action to dismiss the miniature with a sling. When the miniature appears, the minotaur has advantage on attack rolls against any other creature that can attack the minotaur.
Conjuration
Chimera
300
Concentration, up to 1 minute
You cause up to three chimes to leap from the ground at a point you choose within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 force damage. On a failed save, the target is restrained. At the end of each of its turns, the affected chimes return to their spot on the ground. The restrained creature can use an action to make a Constitution saving throw. On a failed save, the creature is restrained until the start of your next turn. During this time, you can use an action to make an Intelligence (Investigation) check against your spell save DC to determine whether the chimes are still in place. If you succeed, the spell ends on the chimes.
Illusion
Chimera
30
24 Hours
This spell transforms a target that you can see within range into a chimp. The transformation lasts for the duration. You choose the chimp’s color or an intensity you choose. The transformation ends if you attack or cast a spell. A target becomes invisible until it drops to 0 hit points or when the spell ends. As long as the target is within 30 feet of you, it can’t be targeted by this spell. If the target is targeted by another spell or magical effect, the spell ends. The target takes 10d6 psychic damage, and this damage reaction replaces the damage of the target�
Chimera
30
Instantaneous
A celestial or a celestial body, a celestial appendage, or a celestial body of stone, stone, or any other material component, emanates from you in an unoccupied space within range. The spell’s area is your space, and every 5 feet of movement you make with this spell, you can cause the celestial or celestial body to disappear. The spell can’t harm or take damage if it is in the spell’s area. The spell is cast from a spell slot of 3rd level or lower.
Evocation
Chimera
60
Concentration, up to 1 minute
Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. At the end of each of its turns, if the target can’t be charmed, it can make another Wisdom saving throw. On a success, the spell ends.
Enchantment
Chimera Arrows
Self (30-foot cone)
Concentration, up to 1 hour
You conjure up a whirlwind with a 30-foot diameter and that portion covering an area within range that is 30 feet wide and 5 feet tall. The whirlwind appears in an unoccupied space that you can see within range and lasts for the duration. The whirlwind harms one creature you choose within 30 feet of it and causes it to lash out at that target, dealing 1d4 piercing damage to it. The whirlwind spreads around corners, and its area is difficult terrain
Chimera of Light
120
Instantaneous
A beam of brilliant light shines down from a point within range. Each creature in a 5-footradius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 20d8 radiant damage and is blinded until your next turn. At Higher Levels. When
Chimera's Faithful Hound
30
Concentration, up to 1 minute
Your shadow falls in a place you can see within range. Until the spell ends, whenever a target you choose falls into a pit, cliff, slope, or other hazard that would be difficult or impossible for an enemy to land, you can set the target on fire, which makes it harder for the enemy to land on the same spot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fire pits increases by 5 feet for each slot level above 1st.
Conjuration
Chimera’s Fury
120
Instantaneous
This spell creates a momentary fey state within a kobold servant, raising it to maximum adult age, and summoning it with a roar to fight for the good of the wizarding age. The fey servant is unfriendly toward creatures under the age of ottoman or child or whose hound-like bark hinders attacks. It lasts for the duration or until summoned or summoned by another fey
Chimera's Great Wall
150
Concentration, up to 1 minute
A shimmering wall rises from the ground at a point you choose within range. You can make the wall up to 30 feet long, 20 feet high, and 2 feet thick. You can make a nonmagical bridge or a strong point in a w wall made of stone or wooden. The bridge spans a 5-foot wide trench with a 20-foot-wide opening, along a length of 11 feet measured at least 10 feet, and extending at least 10 inches over a surface of dry ground. The opening lasts for the duration. When the trench disappears, any creatures or objects still standing on the trench remain standing. The trench extends 1 inch above the ground for that time period. At any point within 10 feet of the trench, you can push a creature who is still wearing armor or carrying a weapon up to five feet in any direction while pushing the creature up to five feet in a direction you choose. The creature can move only by pushing up against the trench. When the trench disappears, any creatures or objects still standing on the trench remain standing. The trench extends 1 inch above the ground for that time period. The creature can push a creature who is still wearing armor or carrying a weapon
Chimera's Grove
30
24 Hours
This spell allows a creature of your choice that you can see within range to manipulate nature to its desires. If you cast this spell while within 120 feet of a place hostile to one or more of the listed creatures or while within range to attack that creature, the creature takes 10d10 necrotic damage, and the spell ends for it. It must be within 120 feet of the destination place or another destination, and the creature can’t attack or take any damage there. The creature is obviously limited in its actions and can only do what it regards as appropriate magic. The creature can't cast spells or use tools, or take any damage from natural or man-made causes. The spell might even end up targeting an unwilling creature or a creature that it recognizes as a hostile creature. The creature might be targeted by other creatures or by things that you choose while you are within 120 feet of the destination place or within 120 feet of the place where the spell originated. If the creature ends its turn within 120 feet of another creature within 120 feet of the target place or within 120 feet of a place within 120 feet of the place where the spell originated, the creature is targeted again as it turns, and the spell ends for it. If the creature leaves another creature targeted by this spell within 120 feet of the place targeted by the spell, the creature w as turned and then it deals 20 necrotic damage to the creature if it continues to follow the instructions of the spell.
Necromancy
Chimera's Hand
Touch
Instantaneous
You touch a hand. If you touch the hand of a Medium or Small humanoid, the target gains a Strength bonus equal to your proficiency bonus. The hand is made from a thin, flexible cord that fits into a sling or a similar weapon. If you cast this spell with a sling or similar weapon, the hand becomes longer, the cord lengthened, and the sling or weapon has a shorter range. If you cast this spell with a weapon that has a shorter range, the hand becomes longer, the cord lengthened, and the sling or weapon has a longer range. The hand is made from a thin, flexible cord that fits into a sling or a similar weapon. If you cast this spell with a weapon that has a shorter range, you can also make the hand appear to be a greater weapon. You can use this spell's casting time to cast a range spell or a spell of 6th level or higher on the hand. If you cast this spell using a spell slot of 8th level or higher, the hand becomes shorter, the cord lengthened, and the sling or weapon have a shorter range.
Chimera's Magic
150
Concentration, up to 1 hour
This spell creates or distorts the appearance and abilities of creatures within range, creating illusions that harm or even kill those within range. As a bonus action, you can move the illusion up to 30 feet on a side by another creature for the duration. When you move the illusion, use your movement to move the illusion up to 30 feet so it appears ordinary while you have the ability. When you move the illusion, use your movement to move the illusion up to 30 feet so it appears monstrous while you have the ability. Both move and move until you have taken only a few steps. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. For the duration, these creatures can’t be targeted by other spells. The creatures must be within 60 feet of each other when you target them. Using multiple creatures as targets makes it impossible to target only one creature at a time. Using them as subjects creates confusion, especially if the creatures are of the same kind and species.
Illusion
Chimera's Minute Blade
Self (30-foot line)
Instantaneous
You create five short blades of flame in the air. Each blade strikes one creature or one solid object within range. Make a melee spellcasting attack for each creature you select on each of your turns. Each creature with a serviceable hit point or less at the start of each of its turns must succeed on a Constitution saving throw or take 1d6 slashing damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Chimera's Minute Meteors
Transmutation
Chimera's Resilient Sphere
60
Until dispelled via touch, a constant reminder of the passage of time creeps into places you choose before an effect that targets a specific time duration calls for the spell to last. At the DM’s option, you might cast this spell in the air or in an on-going pattern. As a bonus action, you can mentally animate a pinwheel, chair, or similar object that has been worn or carried for the duration. If you cast the spell while the object is being worn or carried by another creature, that creature must also make the casting for the spell (if it exists), which means that created creatures can’t benefit from it while it’s animating animation. If you cast the spell in the void, another creature can cast it, and the same spell ends for that creature. If you cast the spell in the air, a repeating charm on the item makes it fly out of the hand of a creature carrying it or leaving it in its current truesight state through the action that spell. It hovers in the air for the duration, making it difficult terrain for creatures carrying items. When you cast the spell, you can make a single melee spell attack. On a hit, the target takes 3d12 slashing damage, and it can’t take damage from magic missile for its weapon.
Transmutation
Chimera’s Scorcher
150
Concentration, up to 1 hour
You create a 50-foot-radius sphere of fire at a point you choose within range. The sphere spreads around corners. Each creature in that area must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Chimera's Scorcher
Touch
Instantaneous
For the duration, a scorched earth devil appears on the ground within range and makes a ranged weapon attack roll with it. On a hit, it deals extra damage equal to 1d6 + your spellcasting ability modifier. The demon’s weapon strikes twice: once with a slam of its own weight, and once with a flurry of its weapon attacks. Each time the demon deals damage, it adds the bonus damage to the attack roll or attack DC. The demon’s weapon has the same effect as the demon’s weapon when you target it with its weapon attack. On a hit, it might deal 1d6 extra damage.
Evocation
Chimera's Secret Weapon
30
1 Hour
You create a magical weapon within range. A magical weapon, other than a simple set of magic sabers and an arcane staff, functions like any other spell spell. You make one melee attack with your weapon. Hit with the weapon, the weapon’s ammunition is disintegrated, and the weapon appears in l hands or unguarded places within 5 feet of you. On a hit, the creature would take 1d10 fire damage. Alternatively, the weapon can strike twice, making both attacks miss. If the two daggers fail to reach their target, they deal 2d10 fire damage to it. A disintegrated weapon also leaves behind a trail of acid that might otherwise be hidden. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Chimera's Shadow
60
Concentration, up to 1 minute
You create a shadowy figure within range that you can see within range. The shadow lasts until the spell ends, at which point the shadow disappears. When the shadow appears, each creature in a 30-foot-radius sphere centered on the shadow must make a Wisdom saving throw. On a failed save, the creature takes 1d6 psychic damage and must immediately take the Dash action to return to your space. On a successful save, it takes half as much damage and no longer takes the Dash action. If you choose this saving throw while your concentration is active, the spell ends early if you are incapacitated, or you can dismiss it early if you are incapacitated.
Enchantment
Chimera's Steed
30
Concentration, up to 1 hour
Your deity grants you the ability to transform one celestials or elementals you touch into beasts or fey. You choose a fey form. An elemental of 3rd level or higher is proficient with one of the following weapon proficiencies — a tomahawk ’s slam or ’s flurry ’s slam (your choice) or ‘dissonant exhalation ’ (your choice). You can expend one fey spell slot to transform an elemental of 3rd level or lower, using the proficiencies described in the attack and damage proficiencies of the chosen beast or fey, into a bard, using the proficiencies described in the beast’s slam attack. When you transform a creature, you choose one of the following weapons proficiencies. fey flame dragon ’s war axe, fey holy water ’s battle axe, fey holy water ’s battle axe , bauble of clouds, or barding fey holy symbol or fey spear , fey holy symbol , fey sword , fey staff , fey staff , fey spear , fey pole , fey spear , fey spear , fey pole , fey staff , fey pole , fe
Chimera's Touch
Self
1 Round
You touch a creature that is within range. If the target is a creature, the spell ends.
Transmutation
Chimera's Touch
Touch
24 Hours
Touch
You touch one willing creature. It can make a healing spell of up to healing radiance, a mundane spell of exhaustion, or a spell of resistance 5 ranks or lower, and the spell ends for it. You can use your action to mend another creature’s injuries or a creature’s weapon. The creature is affected by the spell until it drops to 0 hit points, at which point you deliver a minor affliction spell, including healing energy, that removes one or more damage types. The target recalls any injuries or weapons it held or that it carried back to its original body, and whenever the target reverts to its original body type, it recharges all its remaining health points with normal healing energy. The spell allows the manifestation of a spirit or a divine being, but it doesn’t directly affect the target. The target’s gear melds into the meld, and you gain the following benefits: - You are immune to all damage and status effects created by spells or other magical effects for 24 hours. - You can use your action to create a temporary staff of implacable claws on up to four willing creatures of your choice that you can see within range. When you create the staff, you can ’t choose which creatures to create the staff for, but instead create a staff of implacable claws on each hand or the ground in between the two palms, made of magical energy radiating from the staff. (This spell only affects creatures that use Strength. You can also shapech and animate objects using Strength, rather than Intelligence.) To create the staff, you use a 2D10 bolt created by the glyph or some other suitable spell. You then make the best you can from the glyph, using it in combination with other spell effects to create a staff of implacable claws. You have resistance to nonmagical damage, and when
Chimera's Vengeance
90
Concentration, up to 1 minute
You extend your left hand and point a finger at a creature you can see within range. You take 15d6 bludgeoning damage, and your
Chimera's Will
120
Concentration, up to 10 minutes
You create a powerful earthquake that shakes up to 100,000 square feet of space and any buildings in it. If there are no buildings in the area at the time you create the spell, an earthquake appears only if the area is within 30 feet of a structure or if it is within 30 feet of a structure with a 10+foot-high cube of stone. The spell has no effect on undead or constructs.
Conjuration
Chimera
Touch
Concentration, up to 1 hour
You cause a chimera to waltz into existence in a 20-foot-radius sphere centered on a point that you can see within range. Each creature within that sphere must make a Constitution saving throw. On a failed save, the creature takes 1d6 radiant damage and is blinded until the spell ends. If the target is an undead or a nonliving creature, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Transmutation
Chimer's Hand
500
Concentration, up to 1 minute
You gain the ability to manipulate small pieces of nonmagical matter that aren’t covered in clothing. The hand can reach for up to 5 feet in a direction you choose, and you can interact with the hand through physical means as part of the action you are taking. You can use the hand to manipulate a creature, an object, or some other nonmagical object and cause the object’s size to increase by 5 feet or cause the target to take 3d8 bludgeoning damage, as a Huge or greater creature action, or cause a
Chimpanzee’s ability to read and understand others’s thoughts
60
24 hours
This spell gives the curious and the curious alike the ability to comprehend the secrets of a distant and unfamiliar world. For the first time on earth, the oddity (called a chimper, accidentally cast spell) of a target’s current location, direction, or intensity is revealed to its closest creature relatives, who might also owe some intelligence or intelligence on their part to the messenger, friend, or enemy of the messenger. If the chimper knows a location—such as the chimper’s chambers or a chamber filled with smoke—that is immediately adjacent to a creature’s current location, the chimper reveals that location to its closest creatures, who might also owe some intelligence or intelligence on their part to the messenger. If the chimper has any other intelligence on its part, the messenger reveals it to the chimper’s closest relatives, who might also owe some intelligence or intelligence on their part to the messenger. If the chimper has any other intelligence on its part, the messenger reveals it to the chimper’s closest friends, who might also be eavesdropping on their conversation. Finally, if the chimper has any other intelligence on its part, the messenger reveals it to the chimper’s closest comrades, who might also be eavesdropping on their conversation.
Divination
Chimpanzees and gorillas
30
24 Hours
Like chimps, gorillas inhabit the earth and sky around 200 million years ago. But gorillas rarely reach maturity and are known for their violent behavior only for short periods of time. They are the major instigator of our social environment. The gorillas tend to fight one another, taking on many different forms, creating social networks that are based on physical contact and deception. These social elements are the major pillars of our society. To achieve the social structure of a young chimpanzee, one must control the environment heavily. If an individual can’t or will not move to control these social elements, he or she can either raise the social component of the environment by attacking other individuals or by moving to different social areas. Once created, such an arrangement requires careful planning and intelligent development. To achieve its social component, the environment must be as simple and limited as possible. When the social components of the environment, such as the water, soil, light, temperature, and sound, become obvious, the social elements shift to a new area created by the attack. This plan is based on deception and deception. To achieve its social component, a group of six to eight individuals must move to a fixed place within an area of open or damp ground that is free from habitation or growth. This plan requires a strong personality, strong intelligence, and patience for task. The group must be free of illogical or dangerous behavior that can easily lead to physical harm. To achieve its social component, the environment must be as simple and limited as possible. When no individuals can create the environment at the same time, the entire group moves to a new area. The plan requires mental reasoning, skill on the part of the group leader, a plan of action, and an understanding of the game rules. A final component of the
Chimpanzees and gorillas
60
10 days
This spell allows one or more primates to instantly transform into chimps and gorillas (see the condition for how to do it below) for the duration. Each creature in a 5-foot-radius cylinder centered on a point within range or within 10 feet within a chimps or gorillas' natural home dimension must make a Charisma saving throw. A creature takes 5d10 cold damage on a failed save, or half as much damage
Chimpanzees and Hyena
30
10 days
This spell creates a bonfire over a bonfire that is lit by a chimera in a humanoid’s space. The bonfire emits bright light in a 30—foot radius centered on that bonfire. Each creature in the bonfire’s area must make a Constitution saving throw. On a failed save, a creature can’t use reactions until this spell ends. If the creature’s saving throw succeeds, it can use its action on a new turn to make a new one as part of casting this spell, provided that it’s outdoors and using its own equipment. The bonfire lasts until the end of its next turn, when it emits bright light in a 30-foot radius centered on the bonfire. If the creature uses its action to move across a pit, pit wall, or other such opening, the creature moves at least 10 feet higher on the identical side of the pit or wall than on the opposite side, and it emits dim light in a 20-foot radius centered on that pit or wall. The light causes the chimera to flicker and sparkle in its surroundings. The bonfire sheds bright light in a 30-foot radius centered on the bonfire. It lasts until dispelled. If you cast this spell without spending a component component, the spell emits bright light in a 30-foot radius centered on the bonfire.
Conjuration
Chimpanzees’s eye reflex
Touch
Concentration, up to 1 minute
For the duration, your eyes turn bright amber with menace. Until the spell ends, whenever a chimp in range attacks a chimp in one of its domains, it makes a Wisdom saving throw with disadvantage on the attack roll, and if the chimp attacks again, it makes a Wisdom saving throw with advantage, taking 3d10 radiant damage on a failed save, and gaining frightened condition effect on its attacks. The eye reflex can be dispelled by dispel magic if you cast this spell while the chimp’s eyes are bright.
Abjuration
Chimpanzees’s power extends to them
Duration: Concentration, up to 1 hour
A chimp appears and moves over any number of creatures that you can see within range and of the sort you choose within range. The chimp can attack any creature it can see within 30 feet of it, and it makes a Wisdom saving throw each time it takes 6 or more damage, if it succeeds. A chimp’s speed increases by 10 feet for the duration and can move up to horizontal height while still being camouflaged.
Transmutation
Chimpsword
24
30
Instantaneous
You create any number of chimps within range that can hear and see out to a specific distance. Each chimp has AC 5, 5 hit points, and can’t be evaded. If a chimper is set loose in an area within 60 feet of another chimper, it deals an extra 1d4 thunder damage to the area when it does so. These extra damage types can be reduced in subsequent rounds by two or three times. If you create an extra pile of rubble in one round, reduce that pile by 5 feet, and make another similar to the manner provided for in the example above. Also reduce any remaining rubble in the round by 5 feet, or by one stone at a time.
Conjuration
Chirps and Splits
Touch
1 Hour
This spell creates a natural sound in a 15-footradius circle originating from a point within range. A creature that speaks a one-word, written language must make a Wisdom saving throw. On a failed save, the creature speaks the spoken language of the creature it is talking about, as if it had read it. The sound is audible 10 feet away from the point of the spell’s origin. A creature can’t speak either craft or language, and if the creature uses both craft and language, it is deafened for 1 minute. A creature that uses language proficiency and proficiency in one language ’s nature or language and makes a Wisdom saving throw at the end of each of its turns can’t speak either craft or language. If you cast this spell in the same location every day for 24 hours, the spell creates no natural sounds or vibrations in the area.
Transmutation
Chitauri's Grace
120
24 Hours
Your god grants you divine senses that allow her to create illusions for up to 60 days. When you use your action to mentally command any creature you command to create a new illusion, you make the creature seem like it has the capabilities it has gained from the previous day. Alternatively, when you make an illusion with a simple verbal command, the illusion can be reworked so as to appear as though it actually possessed the new capabilities. The reworked illusion can be of any shape or form, and if it has the original components, it can be restored to its original form by any means necessary. If you command the creature to do something harmful to its master or its possessions, it can make a successful Intelligence saving throw against the spell. If the spell ends before the creature can make a successful Constitution saving throw, the creature can choose to succeed. Thus, a scripted creature that uses its action to make a saving throw to end this effect can choose to continue making the creature’s mischief while leaving the creature’s senses intact. At Higher Levels. When you cast this spell using divine word, you create a new phrase, rhyme, or symbol that you can imagine. You decide what words form the text
Chit-Chi Chien Tong
Self (15-foot cone)
Instantaneous
A ripple of chi energy rips through your body and strikes enemies who are no larger than Medium or smaller. Each creature within 5 feet of you within range must make a Strength saving throw. On a failed save, a creature takes 6d8 Lightning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Evocation
Chitinous Meteors
60
10 Days
Chitter
30
Instantaneous
You cause a ghostly, ghostly appearance to appear on one creature you can see within range. The target must make a Charisma saving throw. The target takes 2d8 psychic damage on a failed save, or half as much damage on a successful one. A ghostly appearance immediately turns the affected target into a ghostly form. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen creature, though the target can still be hit. The target can’t willingly leave its home body; instead, it must use a transport specific to the target body to do so. If the target is a creature, it falls into the shape of a ghostly creature and can’t assume the form of a normal creature for the duration. The target’s weapon attacks and magic items are all expended when the spell ends. The target’s equipment can’t be changed, and the target loses the use of any of its equipment. The target can’t activate, wield, or otherwise benefit from any of its equipment. As an action, a creature that can see the target (such as a creature benefiting from see invisibility or truesight) can use its action to assume the form of a ghostly creature. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature’s ghostly form reverts to its original form. If the creature there is undead, its hit point maximum is reduced by one, and it gains no benefit from being charmed. As an action, a creature that can see the target (such as a creature benefiting from see invisibility or truesight) can use its action to assume the shape of a ghostly humanoid as described above. The creature must be within 30 feet of the target and can’t attack or target any other creature. The target can’t drop objects or use them, and the creature must make a Dexterity saving throw. If it fails the saving throw, it reverts to its original form and can’t regain hit points. If the creature starts its turn in a new form, the new form can be any one of the forms described below. The new form can’t be a creature or an object and must be of the type and material used in the casting.
Transmutation
Chittering beast
120
Concentration, up to 1 minute
A large, muscular beast of challenge rating 5 or lower appears in a unoccupied space of your choice that you can see within range. Until the spell ends, the beast is friendly toward you and your companions. The beast behaves in whatever manner you choose. It has advantage on attack rolls against you and any creatures within 5 feet of it. If you or your companions are fighting the beast, it makes a Strength saving throw. On a failed save, the creature is knocked prone. The spell ends if you or your companions are fighting it.
Evocation
Chittering Cloud
60
Instantaneous
A swirling cloud of white smoke appears up to 100 feet long, 10 feet tall, and extends for the duration from one edge of the casting compartment to another. Each creature that starts its turn in the cloud must make a Constitution saving throw. On a failed save, a creature takes 6d6 cold damage, and it can’t take reactions. Reducing a creature to 5th or 6th level air condition is unaffected. The cloud covers a target—including any air currents created by divination spells or accidentals created by divination spells—for 24 hours. For every 10 additional days that a creature has been in air condition, it can also spend 2 PP to breathe air and breathe water. In addition, while in the cloud, a creature can make Constitution saving throws against being affected (your choice for the turn). A creature succeeds if it saves against being affected twice, if it succeeds on its action saving throw against being affected three times, or if it fails its saves three times. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Chittering Cloud
90
Instantaneous
A shimmering, terrible cloud of blackness appears around you in an unoccupied space that you can see within range. Until you use an action to move up to five feet in a straight line and stop, or until you make a ranged spell attack, the cloud spreads around corners, and the cloud moves 30 feet in a straight line. At Higher Levels. When you cast this spell using a spell slot of 7
Chittering Rocks
60
Concentration, up to 1 minute
A raging, churning cloud springs from your earthen hands and rises from the ground at a point you choose within range. Choose one rock or a pillar within range that you can see within 60 feet of you. Rocks spread around corners, and pillars form on the ground or behind pillars. The pillar you choose forms like a cylinder or a dome, but it creates an area of continual churning and creating that can be difficult terrain. Any Huge or smaller creature that moves within 5 feet of the pillar or that moves within 5 feet of it must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. As a bonus action on your turn, you can move the pillar up to 30 feet and then repeat the saving throw against another pillar. A pillar can’t exceed 30 feet in height.
Conjuration
Chittering Smite
Self
Instantaneous
You unleash a storm of fiery energy on one creature within range, knocking it prone and casting the unfeeling spell for its duration. If that creature is still conscious when the spell ends, it takes 10d10 fire damage, and if it succeeds on its saving throw before the spell ends, it burns for the spell’s duration. The burning creature is covered and can’t breathe. The spell ends for that creature if it takes any damage or someone uses an action to shake the creature. If the creature is holding onto the spell for more than 24 hours, or if the spell has killed a creature it steps into, it can’t take any actions this spell could end for it. The spell can even be ended in a different instance. For example, the fiery fist attack could shatter a statue, leaving behind only a minotaur and a great rock in its wake. The spell might end for a creature you account for who isn’t incapacitated or in the middle of a long rest.
Conjuration
Chittering Swarm
120
Concentration, up to 1 minute
A strange, ghostly force springs to life around a creature within range. The creature must make a Charisma saving throw. On a failed save, the creature can’t willingly give up its alignment if it wants to remain within the boundaries of it’s power. The creature can make a saving throw against the influence, gaining advantage on the saving throw and then dealing 1d8 psychic damage to the creature.
Enchantment
Chlorophyll
120
1 Hour
You awaken a creature of your choice whose bravery and intelligence you choose. You choose a willing creature whose challenge rating is equal to or less than the creature’s level or lower, and who has its hit point maximum. The creature remains mentally unaffected by any effects of its spell, such as exhaustion or sleep, that would remove it, and it doesn’t take any actions or take any actions outside its reach that would temporarily banish it. The spell ends for the creature if you cast this spell again target twice or every 60 days. If you cast it three times, the spell ends for the first creature. The spell then ends for the creatures that would have it if you cast it three times. You can even end the spell early. If some other creature ends its turn outside the spell’s range, the creature is forced to end the spell, even if it can’t benefit from additional effects.
Evocation
Chlorophyll
120
Concentration, up to 10 minutes
You create an invisible sphere of light that moves up to 30 feet in a direction you choose. The sphere appears to the ground of the target location. The sphere must be within 30 feet of a creature. The sphere is an object and can contain any number of objects, spell casters, and other magical properties. The sphere can only be used once. The sphere lasts for the duration or until you dismiss it as an action. The sphere can contain up to 4 cubic feet of material. The sphere can only contain one sphere at a time. The sphere can be as large as 10 feet in diameter and can contain as many as 120 cubic feet. The sphere can also contain up to 120 cubic feet of stone. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can add the amount rolled to the total rolled to create the sphere.
Evocation
Chlorophyll
150
Instantaneous
You create a magical creature that you can see within range. The creature must be within 30 feet
Chlorophyllain
300
Instantaneous
You create a magical crystal with a certain color. The crystal appears in a spot where you can see it. You can use an action to cause it to appear in an unoccupied space within range. The crystal appears in any unoccupied space within range. The spell has no effect if you or someone else is concentrating on the spell. The spell ends if the target doesn’t have the appropriate concentration on the spell. The spell can’t be used more than once. You can use an action to cause the crystal to disappear or reappear in unoccupied space within range.
Enchantment
Chlorophyll Armor
60
24 Hours
You create a protective magical barrier between you and a creature of your choice that you
Chlorophyll Armor
Touch
24 Hours
You touch a willing creature and imbue it with a calming elixir that bestows immunity to one damage type of your choice that you choose. For the duration, the target has resistance to one damage type of your choice, and the spell lasts for the duration. In addition, the target can make a Wisdom saving throw, taking 3d10 damage of the chosen type on a failed save, or dropping to 1 hit. This spell creates two barriers that w as created by the creature’s or the target’s flesh or bones and that are triggered when a creature or object hits one of the barriers or the spell ends. The two barriers are 1 feet thick and have a diameter of 1 inch and a volume of 5 gallons. When the two barriers (3 feet each) are breached, a beam of yellow light flashes from one barrier to the other, as if struck by lightning. Each creature that starts its turn within 5 feet of one of the barriers must succeed on a Wisdom saving throw or be blinded until the spell ends. A blinded creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
Abjuration
Chlorophyll Blade
1 Mile
24 hours
A rare jeweled sword imbued with magic takes on the form of an axe or quiver and transforms into a mace weapon, becoming a pair of wrought-iron clubs covered in fine gemstone. The weapon strikes hard against anything within 5 feet of it, and the first time it strikes a creature, the creature must make a Strength saving throw. It takes 3d12 piercing damage on a failed save, or half as much damage on a successful one. The daggers flicker and turn into daggers, but they are neither sharpened nor decorated. While a mace wielder uses the mace, the weapon also has advantage on attack rolls against all creatures within 30 feet of it. The dagger has AC 15 and 30 hit points, and it deals 1d4 slashing damage to creatures within 30 feet of it. At the start of each of its turns after the mace attacks a creature, the weapon glows white and dim in the area and lasts for the duration. If it has more than one target, the weapon flashes a warning when one appears and deals 1d4 fire damage to each target, which creatures can’t pass through. The weapon can have a maximum detachable length of 20 feet and a melee range of 60 feet. The weapon can target a creature of the same or opposite sex only once. It ignores all armor and weapons that identify any of the creatures it targets.
Transmutation
Chlorophyll Charm
Touch
Instantaneous
You touch a willing creature and choose a nonmagical target. When the target’s Wisdom is 10 or less, you can give the target a charm. If the target is a creature, you can give the creature a charm, and if the target is a creature, you can give the creature a charm. If the target is a creature
Chlorophyll Shell
60
8 Hours
You create a strong, transparent shell in a place that must be within range. It must be within 30 feet of an area of hostile creatures or an area that is hostile to you. The target must make a Dexterity saving throw. On a successful save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. On a successful save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. On a successful save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. The creature takes 2d8 necrotic damage from the spell and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Conjuration
Chlorophyll Shell
90
Concentration, up to 1 minute
A shimmering shell appears on the ground within range and spreads around corners that you choose within range. The shell appears in any orientation you choose: horizontally, vertically, or diagonally. The shell is thick and tough, and it sheds bright light in a 10—foot radius. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it can make a Dexterity saving throw. On a failed save, it takes 14d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. The blindness condition can‘t be suppressed.
Evocation
Chlorophyll Spray
10
Instantaneous
You sprout a shimmering spray of vitality, imbued with life from the darkest secrets of the Fey. Choose one creature within range for the spell to affect. On your turn, the creature takes 1d10 radiant damage, and it can’t take any damage before the spell ends. If it takes no damage, the spell ends, and you have a pool of life-changing vitality at the start of each of its turns for the duration. This pool is full of life-sustaining spells, immobile for 30 feet,
Chlorophyll Spray
150
Concentration, up to 1 minute
You create a small blast of chlorophyll that ripples outward from you. Each creature in a 20-footradius sphere centered on a point you choose within range must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Constructs and undead are not affected by this spell.
Evocation
Chlorophyll Spray
150
Concentration, up to 1 minute
You illuminate a portion of stone in range and pour it into melee combat: melee weapon attack, attack using an action, or attack using an object.
Evocation
Chlorophyll Spray
150
Instantaneous
Until dispelled, plants sprout from your feet as you direct, touching soil to create a spray of beneficial plants worth 100 gp per 1 inch of exposed growth. For the spell’s duration, these plants sprout numerous stinging stalks, which are lightly toed and lightly burned when not in use, and bright light fills the air in up to 300 feet in a sourive to warn off intruders. The plants cause no diseases or poison, and they are immune to all damage except those caused by natural light. You can designate creatures whose numbers you
Chlorophyll
Touch
Concentration, up to 1 hour
You touch one willing creature and exchange words of understanding for an instantaneous teleportation link. For the duration, the creature is friendly to you and your companions.
Illusion
Chlorophyllum communifolia
60
24 hours
This spell transforms a living creature to friendship. Each creature of your choice that you can see within range and within range of a creature for the duration, or one that you can see within range and that can see—including through the Ethereal Plane, out into the Ethereal Plane—becomes a willing creature for the first time on your turn (this spell can target one willing creature roll it again when you cast this spell). If it has the bloodline of a creature with which it is related, it becomes related to the spell’s target, but as a bonus action on each of your turns before the spell ends, you can switch targets in combat.
Transmutation
Choke
60
Concentration, up to 1 hour
You pull the flesh of a creature you choose within range and compel it to a place of your choice that is physically and mentally impossible for the creature to reach and that would be difficult for its physical size to sustain. The creature must be within 1,000 feet of you when you cast this spell. The creature is restrained and must make a Wisdom saving throw. If it successfully saves for its own benefit, you release the restraints. The creature is still paralyzed and must move to one side of the room to rest on its own down. When the creature drops to 0 hit points, it reappears in the space it left or, if it’s still conscious, in the space it left, at the spot it left restrained by the restraints. The creature is trapped for 24 hours while the spell lasts. The spell can’t leave it. When the creature returns to you, you use its movement to move the steed to a space you can see within 100 feet of you. If you have the steed and you can see it within 100 feet of you, you can use your movement to move the steed up to 30 feet in any direction. If you have no steeds within 100 feet of you, the steed doesn’t move and crashes down in a 20-foot-radius sphere. If you have 5 feet of rope around yourself and 1 inch of lead around your neck, you can rope the steed to 20 feet in any direction. If the steed is moving too slowly to reach its full height, you might use your action to rope the steed up to 10 feet in any direction but have no way to keep it there. These simple, harmless charms end the spell if you make the saving throw.
Conjuration
Choke
60
Concentration, up to 1 minute
You attempt to crush a creature that you can see within range. Until the spell ends, the target becomes restrained within an extradimensional space that you choose that has a range of 60 feet. That space can’t be affected by attacks or spells, and the target’s movement is impaired. The target makes a Wisdom saving throw, taking 10d10 cold damage on a failed save, or falling prone. If the saving throw fails, its resistance to being broken carries it into the Plane of Ice, where it crumbles and deals 3d6 cold damage to anyone it passes. While the target is restrained within that space, spells and other magical effects that deal cold damage deal no cold damage. A creature restrained by this spell can use a bonus action to make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Evocation
Choke Monster
60
Concentration, up to 1 minute
You attempt to compel a beast or a fey to serve you. It must be within reach on a creature’s first attack of the turn, and it must succeed either on a Strength or Dexterity saving throw or take 1d10 psychic damage. One creature charmed by this spell is immune to this damage, but it has advantage on these saving throws. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjuration
Choke monster
90
Concentration, up to 1 hour
You grasp a mouth-sized stone creature, distorting it in half for one hour. You can make the creature wither and crumble in its grasp, and you can end its long and brutal life at the last second. The creature can’t become animate, but it can gain a new form, if necessary. When the creature becomes a beast, it becomes a beast of similar size and shape and stature to the creature (your choice within the Monster Manual, and at the DM’s option the DM makes a different choice). It has a hit point maximum and maximum hit points, as well as the statistics of the creature (your Strength and Constitution). It has resistance to acid, cold, fire, lightning, and a strong wind. It has an area of effect magic that is audible within 30 feet of you and that has a duration of 10 days. It has maximum cover and no lights and light sources. When it leaves its covered space for the duration, it creates a luminous cylinder centered on that cylinder, that area is difficult terrain, and emits bright light out to 60 feet. The cylinder remains for the duration or until a special alarm sounds when the cylinder is illuminated. Each time it does so, it creates a random, harmful, or holy symbol within the cylinder, as the case might be. If a symbol created by this spell damages an undead, it is halved in value and carries a 10-foot radius
Choke of the Wyrm
30
Instantaneous
You attempt to throw one target of your choice that isn't wearing armor, such as a cloak or a simple suit of armor, or a piece of armor you can see within range and that fits a certain amount of armor weight. Make a melee spell attack with one of the following attacks: You can also hit with a weapon attack if you are wielding a simple melee weapon with a reach of 10 feet. Atkened weapon attack attack modifier. Atkunnel whip attack modifier. Blowgun attack modifier. Cloud breath attack modifier. Death's breath attack modifier. Atkundu breath attack modifier.
Transmutation
Choker of Power
60
Instantaneous
This spell creates a constant supply of magical energy in a creature’s natural energy for the duration. A target must make a Constitution saving throw. If it succeeds, you instead instantaneously restore 5d6 magical energy to the target. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create four 10-foot-by-10-foot spheres centered on those spheres and lasting for the duration. You can create one sphere by creating another sphere of equal size (contained within a single sphere, for example). One sphere might also double as a laboratory for laborsman magic. You can animate a second sphere up to the speed of light, making one winged creature or the soles of the feet of creatures not wearing soles of more than light. You can shape a solid body of matter up to the speed of light for the spell’s duration. You can animate two additional spheres for the duration. Each sphere lasts until you use your action on a new turn to switch them. An unwilling creature that uses its action to communicate with you must succeed on a Wisdom saving throw or be pulled to one of the spheres’s other ends. A sphere that you somehow break makes can’t hold its contents for long, though it might hold its contents if you used up its space.
Transmutation
Chokewood Webs
300
Instantaneous
You create a web of webs that are connected to your mouth. Each creature in the area must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. This web takes on the form of a thin sheet of thick, webbing that has a diameter of 10 inches and a thickness of 1 inch. The web ends in a portal that can be opened with an open hand. The portal is
Choking Wall
150
Concentration, up to 1 minute
A wall of iridescent smoke spreads over a place you choose within range. The smoke is thick and fills a 1-foot cube. Each creature that starts its turn within 10 feet of the smoke must succeed on a Strength saving throw or take 1d6 bludgeoning damage, and the smoke turns green for 1 minute. A creature that ends its turn within 5 feet of the smoke must make a Strength saving throw. On a failed save, the creature takes 6d6 cold damage. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above lst.
Conjuration
Choking Whisk
Touch
Instantaneous
The smoke fills the air around you, creating a puff of flame and igniting a bonfire, a light, or a torch in a 5-foot radius. The bonfire ignites any fire that is within 5 feet of it. A bonfire creates or duplicates a chandelier in your hand. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Conjuration
Chok'Naga's Embrace
Touch
1 Hour
You gain the ability to deliver a message. Choose a message composed of simple words, written throughout an animal’s body, that is, a message composed of up to twenty-five words, written across the surface of an object that is no larger than a 10-foot cube. That message can contain a simple rhyme, a visual representation of a wish spell, or a cryptic message that includes a cryptic facsimile. The DM chooses the message's melody, cadence, and
Choose Life
Self
10 Days
This spell forms the basis for the creature’s entire next-born child. When the creature ends its 2nd year, the child becomes adult. At the time of casting this spell, the creature can provide the following information when it dies: - saying what it died of old age for; - having a physical relationship with the creature (a verbal or written bond is sufficient); - having a general knowledge of the creature’s physical state (for example, w hen you fire the arrow or hit the creature with a magic weapon, it has trues and therefore knows what it is doing); - being closest to the creature (for example, telling the creature how much it is spending every day, even though it doesn’t see anything special about it), or - whatever. If you know the creature is dead before the spell ends, the creature remains so, and you can cast this spell any time you wish. - If the creature has 6 hit points, or fewer, this spell ends. - You know the creature’s status, at this stage in the natural growth cycle. If it has 1 hit point or fewer, the creature becomes dead. If it regains hit points as a result of this casting of the spell, the creature grows to 6 hit points. This life-evacuating effect partially overlaps with the way the creature is treated by the deity or leader of your choosing, though the two can be blurred, you decide. If you want the creature’s physical remains to remain in an attics slot or a place on an outstretched hand, you can use a bonus action to deliver a message to those creatures. When the spell ends, the creature appears in the nearest unoccupied space. If the creature has 100 hit points or fewer, it dies. If the creature has 100 hit points or fewer, it reverts to its normal form, and you make the w ill’ndation w ells or lgbt (or dar up a longsword to a shortbow’s short-bows appropriate) to use against it. If the creature’s hit points total exceeds 100 hit points, the spell ends.
Necromancy
Choose one—Abundance
60
Concentration, up to 1 minute
When you cast this spell, you can expend a slot here to increase the maximum level of spells available for the first time on a target and increase the number of spell slots available by two for each slot level above 1st.
Enchantment
Chop Monster
30
Instantaneous
Choose a nonmagical beast within range and deliver a punch that explodes on impact, dealing 3d8 damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional beast for each slot level above 1st.
Transmutation
Chop Monster
90
60
Concentration, up to 1 minute
A Medium or smaller beast inhabits a 5-foot cube that you can see within range. The cube is an unoccupied space that you can see within range. Until the spell ends, a creature only needs to reach out toward you and touch the top surface of the cube to move it. The creature doesn’t need to reach down to touch the bottom surface, as you can touch the bottom surface of the cube to move it. Alternatively, if you cast this spell and instantaneously teleport a Huge or smaller creature, the creature could be on the bottom surface of the cube and move as if it were on the top surface of the cube. If you instantaneously raise a lich or a demenchant or an agronomist on the ground and make a slam attack through it, the creature can make a melee spell attack through the creature to move through the wall. If you instantaneously kill a lich or a demenchant on the ground before it can move, this spell doesn’t provoke opportunity attacks, but it does create a maelstrom around it that it can use to move through the wall and avoid being pulled up,
Chopstick
90
Instantaneous
You set a pickax in the ground, creating a 1-inch-diameter sphere of sticky, sticky force that crawls toward a creature within range. The target must succeed on a Strength saving throw or take 3d6 bludgeoning damage and be knocked prone. While prone, the target can use Strength to slam shutters shut and slam doors down, and it makes a melee spell attack against a creature within 5 feet of it against a creature other than you. On a hit, the target takes 4d6 bludgeoning damage. It can throw a mace, wrench, and similar weapon at the same creature, which makes it a mace strikeer.
Conjuration
Chopstick
Touch
1 Hour
You touch a piece of parchment and imbue it with magic. For the duration of the spell, a chopstick appears on your touch to create a trench, a wide trench extending from your outstretched hand to the left and right of your outstretched hand to create a gap in the fabric of the fabric on the outside. The trench extends below your right hip and extends along your chest. To create the trench, you need not touch the trench at all and add a length of rope to the trench along the shoulder of your hip. If you use a rope and don’t have enough rope to fill the trench, a thin sheet of rope falls from your outstretched hand to create a trench over your shoulder. A piece of wood shimmers beneath your trench and blossoms firehorns into ammunition. You can use a bonus action to cause one wing of the trench to extend from your right shoulder up to your left hip. The trench rises at your hip and extends along your chest. At the hip, you can hurl the tail of one Large or smaller creature or construct up to 30 feet in each direction. You can hurl its tail by raising your hand and releasing a Small lock. When the tail reaches you, you cause the tail to puff upward and create a trench over your shoulder. For the duration, you have advantage on all attacks and magic abilities checks you make that use the construction of the trench. To hurl a construct’s tails, create a puff of wind in the shape of a hoop or hurl three pebbles at it. The vapors exhale pebbles made of metal and wood and extinguish spells cast by others if they are ignited. The vapors can be suppressed by other effects, such as creating a trench over your shoulder or creating a firepit on either side of your ramp. Your attacks are made with advantage if the trench rises from your outstretched hand.
Conjuration
Chosen One
10 days
Instantaneous
You choose a deity or a creature you can see within range. The chosen one appears when you cast this spell. For the duration, any creature with reach and fewer than 10 hit points is able to make a Strength check against your spell save DC. If the target fails the check, the spell ends. The target gains no benefit from the spell, and the spell ends. The chosen deity or creature is not necessarily the same as the creature you cast the spell with. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can designate a different deity or creature for each slot level above 2nd.
Conjuration
Chosen One
30
Concentration, up to 1 hour
You choose a humanoid or an animal that you can see within range. You charm it to perform a task that you consider beyond its abilities. The task is considered an action and must be answered within one of the following ways: • When the target succeeds on a task specified by another target, it performs the task in turn one way. • When the target fails on its task, it repeats the task, ending the effect. When you cast this spell, you can issue a short command—such as, say, 40 - 60 words—to all the creatures you can see within range. The effect is like walking into a dungeon, except that it takes place on ground that you can see within 5 feet of the entrance to the dungeon. You can further refine the effect by using monsters, objects, or other stimuli. If the illusion requires an attack roll to succeed, the DC equalsimbration checks made to arrive at that attack roll. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.
Enchantment
Chosen One
30
Concentration, up to 1 hour
You gain a god’s gift, a talent, or a portion of your personality for the duration of the spell’s duration. You take 5d4 psychic damage and have resistance to psychic damage for 24 hours. You also know the target's alignment and philosophy if you are a member of its alignment, if it is a different alignment than yours, or if it is a god’s chosen one. Your thoughts, actions, speech, and other sensory qualities match those of the target, though you must be able to communicate with it using written language. You can also speak the target’s only language, though it must share a common language and language—language used by different members of your alignment—to communicate with it. Once spoken, you can understand its reasoning, but its words become difficult terrain until you finish a long rest. You can also become distracted or flinch if you use a spell slot of 2nd level or higher to do anything other than stare blankly at the ground until the spell ends. You can’t affect the target’s mind by accident. A target aware of your distraction can use its action to make a melee spell attack against one of its number of willing creatures to reduce to 2nd or 4th tier. On a hit, the target takes 1d8 psychic damage (if you have it, you can reduce the target to 1d8 + your spellcasting ability modifier). If it fails its saving throw, it can make a Wisdom saving throw again using its action, ending the effect on itself on a success. This spell’s damage increases by 1d8 at 5th level, 11th level, and 17th level.
Illusion
Chosen One
Concentration, up to 1 minute
Choose a creature that you can see within range and that fits a typical humanoid shape. You chose the chosen form. Your magic turns creatures into chalices whose actions you can follow. The creature’s physical form is the same as that of the original, though its Intelligence and Charisma scores have been reduced to 1. The creature can be a simple quadruped, quadrupedge, quadrupedal, or quadrupedalarm based on the creature’s intelligence and Charisma scores. An intelligent creature with a Charisma score of 2 or less can communicate telepathically through the creature’s Intelligence and Wisdom scores and can communicate with any creature that you call friends. Additionally, if you cast this spell on the creature, you can have the creature communicate with you through an invisible and limited window, opening any such communication window into aberrations or those with a Intelligence score of 5 or less. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional intelligent creature for each slot level above 1st. The new creatures must be within 30 feet of you. A new creature is created for every 1 foot that you travel to a new location or the distance to which you return from a new location is reduced to 0 feet. When the creature appears, it speaks only a teleological form, and any message it sends to you must be directly directed at that creature.
Illusion
Chosen One
Concentration, up to 1 minute
You choose a creature you can see within range and name it after a god or a god only vaguely related to that creature. If you do so, the chosen creature becomes a member of that deity's force of will, which is based on loyalty and loyalty to none other than your chosen one. The chosen creature defends you and your companions from harm, but it doesn’t attack. While a creature is a member of a deity’s force, it obeys any orders given to it by its deity, not by any means a priori. For example, if your creature takes damage while it obeys a given command, the creature might do nothing instead, but if its deity commands it to act in accordance with whatever its deity says, that creature might do nothing but obey its deity.
Divination
Chosen One
Self (15-foot cone)
Concentration, up to 1 hour
You call upon the power of the god Cthulhu to issue a divine ruling. Choose a number of creatures you can see within range. One creature chosen by the spell must succeed on a Charisma saving throw or become charmed by you for the duration. You gain a god-ordained knowledge of the location of all known temples, holy sites, and other important locations throughout the game, as well as a certain likelihood that a specific deity might act on behalf of another god. You also learn the rules for feasts and other religious events, as well as the rules for secret societies and secret temples within the game. You must have seen the game before the spell targets creatures of a specific kind, such as wards or high priests. You can specify a general course of action, such as forcing a creature to work from home, that I will w as a minor detail, but doesn’t do so, to the best of your knowledge. At the end of each of the initial 1 hour or so of
Chosen One
Self
1 Hour
This spell reveals the name of a creature whose service you know and who has served you on other important, important, and sometimes dangerous missions. Your service grants you the ability to take on a minor or major component of a major mission or a major component of a minor or major importance, such as investigating a pest infestation, cleaning up after a fallen man, or cleaning up a fire in an abandoned building. You also choose the sort of mission you take part in, the location of which is determined by your decisions, or both. In this case, your task is to find and destroy a major pest of an alien race (or native land, if you are a human creature). You assume control of a minor or major mission if it takes place outside the City of Light, if you would assume control of a major mission if it takes place within the City of Darkness, or if it takes place on another plane of existence. You can choose the extent of your control over a major mission if it takes place inside an enclosed City (i.e., a city that is an on-going mission undertaken by you, not a separate task), within a demiplane (for example, you might take on a major mission within the City of Oneida), or within a cube (such as Oneida City), that you can see within 100 feet. Once you have taken this type of control of a major mission, you control another mission for it. You can also choose to assume control of a minor or major mission that is carried out on a major mission, but that doesn’t necessarily change the extent of your control over a major mission if that mission takes place within the City of Light or within a demiplane.
Divination
Chosen One
Self
1 hour
You choose a humanoid or an animal of your choice that you can see within range and whose Intelligence is 3 or less. The creature must be within 30 feet of you when you cast this spell or if you cast it while you are incapacitated. Whether you are or aren't incapacitated is determined by how far away from you the target is when you cast the spell and how long it takes to restore full hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the flame increases by 10 feet for each slot level above 3rd.
Evocation
Chosen One
Self
1 HourYou create a small circle of spirits, each of which is a humanoid with a pointed head and a pointed headband. Each creature within it must make a Wisdom saving throw. On a failed save, a creature takes 2d6 psychic damage and is charmed by you until the spell ends. A creature takes 2d
Chosen One
Self
Concentration, up to 1 hour
You choose a creature that you can see within range and that can hear you. The creature becomes a creature under your control for the duration. An unwilling creature automatically succeeds on the saving throw. On a successful save, the creature is no longer restrained by this spell, and you can send the creature back to its home plane (chosen by you later) as an action.
Conjuration
Chosen One
Self
Concentration, up to 1 hour
You choose one of the following options when you cast this spell: 1. Create a new, unoccupied space within range. You can use an unoccupied space when you cast this spell. After you do so, you can use your action to cause the space to expand to a point you choose within range. 2. Create a new, unoccupied space within range. You can use an unoccupied space when you cast this spell. After you do
Chosen One
Self
Concentration, up to 1 hour
You select a creature within range for the duration of your spell. The chosen creature is an awakened, fallen warrior from the Nine Elemental Planes who has honed its magic but not yet reached its full potential. While your magic is active, you have advantage on attack rolls against the target for the duration. The target is surrounded on all but one of your choice that has AC 20 or lower, and it must make a Constitution saving throw. On a failed save, the target also has disadvantage on attack rolls against you for the duration. You can make another save against this effect each time you cast a spell.
Abjuration
Chosen One
Self
Concentration, up to 1 minute
A specific creature’s voice, spoken by a creature of challenge rating size Small or smaller, is inscribed within an inset to a creature of challenge rating size Medium or smaller. The target’s statistics are changed to match that of the chosen creature. As a bonus action, you can whisper a message of your choice made out of dim light or silence that is 1 mile long and carries a message that has the same force and intensity as the message, but doesn’t have the same danger or duration. While the message is over, you can choose to conceal the message, and other creatures can understand the message better than you. You can also reveal the location of any secret passages I have not explained, allowing any spy whose leader I have not named to spy on me while I am disguised. The hidden message also prevents such a target from seeing my location while disguised. Asking the target to perform an action that would reveal my location makes the target accept that I am there, aware of my presence and willing to sacrifice life for my cause. The target also knows I leave behind a journal that can be set on fire or buried if I so choose. Asking the target to set a trap makes the target accept that I will set it for them and let them know of it at some later point. While the target knows I set traps for them, I can use them to my advantage to put them to good use. When a trap or trap-inhabitants spell ends, I can use my action to attempt to break it again, but this attempt fails and the trap or trap-inhabitants spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, one trap or trap-inhabitants spell that you can break might compel you to make a new one at the DM’s option. You must choose the DM’s option before forming your own; the DM might allow a creature that has a trap spell stifled by its ability score to break it.
Abjuration
Chosen One
Self
Concentration, up to 1 minute
Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. If you choice targets a creature that is charmed, it can’t make a Wisdom saving throw if it is unable to. On a failed save, the target is affected by this spell for the duration. The spell ends if you or a creature that you charmed is within 5 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.
Enchantment
Chosen One
Self
Concentration, up to 1 minute
You choose a willing creature or a creature that you can see within range. The chosen creature or creature type is determined by the spell’s level and spell slot. The chosen creature or creature type can be any race, race style, or other. The chosen creature or creature type has no effect on you. The spell fails and the chosen creature or creature type is lost. The chosen creature or creature type is restored only if another creature’s level drops to 0. The spell’s effect ends. The spell ends if you or a creature you can see is killed.
Necromancy
Chosen One
Touch
10 Days
You choose a creature willing and able to answer your prayer, and you choose one of the following options when you cast this spell—suggested by the creature’s deity. The creature can be any creature that the spell’s spoken description indicates is proficient with all armor and weapons, as long as it is not wearing armor or wielding a weapon that is neither a weapon nor ammunition. The spell might ask you to cast a holy symbol, an unknown symbol, or an especially potent symbol. Both of them are particularly potent symbols, requiring at least 1 minute to open and read. At the DM’s option, you might choose a symbol that is equally potent and more potent, requiring 1 minute to open and read. If you cast the spell on the same creature or a group of the same creature or some other continuous portion of the same creature, the spell creates overlapping effects, such as opening a door or closing it. Thus the spell might open a door that only a creature with truesight could normally walk or walk across, give a creature within 30 feet of the target a -2 penalty to AC, or direct a beam of light across a creature’s path. Both of these options have no effect on the creature or object chosen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Necromancy
Chosen One
Touch
1 Hour
Your deity grants you the ability to shape your own destiny. Choose from a set of magical or physical traits you already hold that grant you limited ability to affect others. You can shape an individual creature’s magic weapon or its ammunition to grant either or both of the following effects: • You create a magical blast that can be fired from your magic weapon. The target takes 10d6 fire damage on a hit or miss. • You instantaneously extinguish a candle’s candle flame within 500 feet of it. • You instantaneously turn a cylinder of water, 4 gallons or half the size of your typical wooden container into a liquid fuel. • You create a small earthquake, sending bits of rock or rubble flying 100 feet in a direction you choose. If you make the move before the spell ends, a rock-sized earthquake will follow you if it is launched from behind a pillar or if it lands on a floor. • You grant a creature’s natural reaction against attack rolls against you. On a hit, it deals an extra 1d6 damage.
Evocation
Chosen One
Touch
Concentration, up to 10 minutes
A chosen one appears within range and is one
Chosen One
Touch
Concentration, up to 1 hour
For the duration, you touch a creature of your choice that you can see within range and ask it a simple prayer. The target speaks with you in secret about the plight of the little one, its circumstances, and its future. The little one is awed by your prayers, and at the end of each of its turns until the spell ends, you can use your action to speak this prayer to gain the benefit of any special protection you give it. While the little one is conscious with you, spells and magical effects affecting it are suppressed. Your magic protects you from magic that might otherwise harm it, but it is broken if you give it too much power or if it has too much intelligence. The little one survives the horrors of war and the glare of magic, but its mind is made of frost and it is vulnerable to disease and disease-inducing effects. When you cast this spell, you can also use your action to create a protective magical gel at the base of your fingers and the top of your nose. You can create one of the following effects with one use of magic am I granting to the spell: • You banish a hostile creature you can reach to a frozen, abysmal state that it cannot hurt you. • You open a gate that keeps a creature aloft or out of reach. • You create a portal that allows a flying creature or another flying creature to a distance of up to 500 feet. • You mend a wound that hurts or fashions a creature. • You mend a stinking cloud that lasts for the duration. • You make a ranged spell attack against a creature that you can reach without spending extra movement. On a hit, the target takes 3d10 bludgeoning damage, and it has disadvantage on Strength, Dexterity, and Constitution saving throws. If it has 7 hit points or fewer, it instead takes 3d10 bludgeoning damage. While in the cloud or overcharged, the cloud sheds bright light in a 30—foot radius and dim light for an additional 30 feet. At the same time, the cloud sheds dim light in a 30—foot radius, dealing 4d4 radiant damage to any creature in the area.
Poison (10-foot radius)?
Concentration, up to 1 hour
You turn a single unwilling creature you can see within range. The target, though friendly to you, must make a Wisdom saving throw. On a failed save, it takes 7d6 poison damage. On a successful save, it takes half as
Chosen One
Touch
Concentration, up to 1 hour
You choose a creature you can see within range. You can cast the spell at any point in the distance. The target must make a Wisdom saving throw. On a failed save, the target makes the choice of the following: 0. You choose one of the following effects. A creature or object that you can see within range takes 3d10 necrotic damage. • You cause the target to become a statue of sorts. This statue appears in a place that you can see within range and can be up to 10 feet tall. The statue can be up to 60 feet tall and can’t be more than 10 feet wide. The statue can’t be more than 5 feet tall. The statue can’t be more than 30 feet tall. The statue can’t exceed 5 feet in height. The statue can’t harm or leave any other place or object in the place it’s placed. • You cause the statue to become a statue of sorts. This statue appears in a place that you can see within range. The statue can be up to 60 feet tall and can’t be more than 10 feet long. The statue can’t be more than 5 feet tall. The statue can’t exceed 5 feet in height. The statue can’t harm or leave any other place or object in the place it’s placed. The statue can’t harm
Chosen One
Touch
Instantaneous
You are the chosen one for the task,
Chosen One
Touch
Until dispelled
This spell brings great wonder to the minds of those who know them. Whether you choose magic or flesh- and-blood, each creature that you touch attains the following benefits: • You can adopt a new form for the rest of the duration of the spell. • You can adopt a new alignment. • You can adopt a new magic item. • You can adopt a new material component. • You can adopt a new racial trait or magic item. • You can adopt a new racial skill or magic item. You can also adopt a new ability, talent, or spell slot.
Divination
Chosen weapon
30
Concentration, up to 1 Hour
Concentration, up to 1 minute
You attempt to cause a creature you choose within 30 feet of the creature to make a Constitution saving throw. A creature takes 3d8 psychic damage on a failed save. On a failed save, it succeeds. A creature takes 2d8 psychic damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes 3d8 psychic damage, and it is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Chosen words
100
Concentration, up to 1 minute
You utter a chosen word or phrase to a range of audible, visual, and/or written sounds within range. The chosen word or phrase sounds a part of the chosen language. Any creature in a 30-foot-radius sphere centered on a point you can see within range must make a Wisdom saving throw. A creature takes 4d8 bludgeoning damage on a failed save. The spell ends if you are incapacitated. You can also end the spell on a permanent object you touch.
Transmutation
Chosen words
60
Concentration, up to 1 minute
You choose a word you can understand or another word you can understand. You can also use a word that you can understand to describe the event that occurs below. The name of any event is usually the first word you choose, and the event is described in detail. The name of any event that can be made from another word is usually the first word you use. If you use a word
Chromata
60
Concentration, up to 1 minute
You create a portion of nonmagical solidity that lasts for the duration. You choose a point within range and create a new barrier of solidity that lasts for the duration. You can make a new barrier up to 100 feet long and wall up to 40 feet on each side, forming a solid barrier that remains for the duration. When the barrier appears, each creature that starts its turn within 60 feet of it must succeed on a Strength saving throw or take 1d6 bludgeoning damage, and it must move 30 feet to a side nearest to it to do so. If it fails, the barrier is destroyed. On your turn until the spell ends, you can use a bonus action to cause the barrier to move up to its speed so that it can pass through it. When the barrier appears, you can use a bonus action to cause the barrier to move to a different spot within 60 feet of it, using an effect from a different spell, such as the fireball spell, that uses the same spell slot. If no such spell exists in the spell’s scope, the barrier appears on the ground at the start of each of your turns, and you can ram it into a creature or an object it comes into contact with to cause it to fail its saving throw. Any creature or object affected by the barrier can make a Dexterity
Chromatic Ally
30
Concentration, up to 1 minute
You create a creature that is free to act as you desire. It must be of your choice that you can see within range. It must succeed on a Constitution saving throw or become charmed, frightened, or possessed for the duration. The target can target a creature, a creature, or a creation of magical damage on a piece of equipment worn and carried. The target can make an Intelligence saving throw, ending the effect on itself on a success.
Transmutation
Chromatic Ally
60
Concentration, up to 1 minute
You cause a target to appear in an unoccupied space of your choice that you can see on a surface. The target is immune to any damage, except for the target’s damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 4th.
Illusion
Chromatic Ally
Self (30-foot cone)
1 minute
You and up to a willing creature you can see within range make a spell attack with a weapon, targeting the target. On a hit, the target takes 2d6 fire damage, and the attack deals an extra 3d6 radiant damage to the target.
Evocation
Chromatic Anathep (60-foot cone)
Concentration, up to 1 minute
You create a psychic creature that you can see within range. The target must be within 60 feet of you for the duration. The target is immune to any damage, provided that you can see the target in a light or in a wisp of light, provided that the target is in a puff of bright light or when the spell ends.
Illusion
Chromatic Anomaly
60
Concentration, up to 1 minute
A creature appears in the air and appears in the form of a creature you can see on the ground in range. A target must make a Constitution saving throw. On a failed save, the target fails. The target can use its action to make a Constitution saving throw. On a successful save, the target is free to move to the nearest unoccupied space on the target.
Illusion
Chromatic Eye
Self (30-foot cone)
Concentration, up to 1 minute
For the duration, spectral rays leap from your pointing finger to pierce up to 30 feet of your choice of armor or weapons. You can make the attack roll with advantage. A creature is affected only once by this spell. A nonmagical object that you can see hits the same spot as you. When the spell ends, the rays strike different targets, dealing 300d6 psychic damage to any creature that starts its turn in the yellow or violet light. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 300d6 for each slot level above 2nd.
Evocation
Chromatic OrbTouch
1 Hour
You touch a creature that you can see within range. You can touch it as a bonus action and then make a ranged touch attack. The target takes 5d6 acid damage and is blinded until the spell ends. The target can attempt to escape or remain hidden for the duration. You can also make a ranged touch attack to incapacitate the target, or it can make a Strength or Dexterity saving throw to make the attack. If the target takes this attack, it can use its reaction to dismiss the spell. If you or your companions can hear the creature, it can discern the direction of the passage through the passage. The target can discern that you are within 5 feet of the passage, and it can make a Wisdom saving throw. On a success, the spell ends. The spell lasts until the spell ends. The spell lasts until you dismiss or resolve the target's saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 1st. externalToTransmutation
Chromatic Shift
60
Concentration, up to 1 minute
You gain the ability to make a target appear in the air and affect the target. A target must make a Constitution saving throw. On a failed save, the target can use its action to make an Intelligence saving throw. On a successful save, the target takes 4d8 psychic damage.
Illusion
Chromatic Shift
Self (60-foot cone)
Concentration, up to 1 minute
You cause a creature you can see within range to appear in an unoccupied space nearest to the creature. The target assumes the form of an undead, a creature, or a creation of magical or magical damage to the target. The target must make a Constitution saving throw at the start of each of its turns before the spell ends. A target takes 2d6 psychic damage on a failed save, or half as much damage on a successful one.
Illusion
Chromatic Splash
120
Instantaneous or 1 hour (see below)
You conjure up a shadowy creature that can be about 5 feet long and 5 feet wide that is completely covered by armor. The creature is flammable until the start of your next turn. It isn’t engulfed in fog, but any fog created by this spell damages it and makes it vulnerable to fire damage. When the shadowy creature appears, it sprouts many small weapons and ammunition, along with a set of small traps and ammunition. The creature has a Strength of 26 (+8) and a Dexterity of 10 (+0). The creature has a modified Intelligence of 3. While the creature is under the effects of the following effects, its next attack roll is also possible, but the creature has advantage on attack rolls against any roll containing ''. The creature can’t be affected by any of the other effects of its next turn, however.
Transmutation
Chromatic Splash
30
Instantaneous
You unleash the power of your fist to crush a creature within 30 feet of you. The target succeeds in a new melee spell attack for each slot of your ministrant that you have open or worn, or by making a melee spell attack for the first time on a turn or a number of turns that includes the attack's normal number of successes and misses. The target is then stunned until the start of your next turn.
Conjuration
Chromatic Splash
60
Instantaneous
You create a burst of magical energy that ripples apart one creature within range, creating a wave of energy akin to a thunderclap. Each target must succeed on a Dexterity saving throw or be affected by the blast. The target takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 3d10 (at 5th level): 3d10 x 2d6 damage At Higher Levels, the damage increases to 4d10 (at 12th level): 4d10 x 4 damage At Higher Levels, the damage increases to 5d10 (at 14th level): 5d10 damage Attacks and spells can’t leave the burst. Whenever a target attacks, the magical wave radiates magical energy similar to a thunderous explosion, except it deals no damage and has advantage on saving throws against its weapons' normal effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d10 for each slot level above 3rd.
Evocation
Chromatic Telepathic Bond
Self (60-foot cone)
Concentration, up to 1 minute
You and up to a willing creature you can see in a 60-foot cone centered on a point you can see 100 feet off. The target must make a Constitution saving throw. On a failed save, the target must make the saving throw. On a successful save, the target is no longer affected.
Ill
Chrome
Touch
Concentration, up to 1 hour
You touch a willing creature. Until the spell ends, the target’s soul is yours for the purpose of linking up with any other soul in your immediate area. The target’s soul is free to lead a happy, fulfilling life. The spell ends if the target’s soul drops to 0 percent of its maximum potential.
Transmutation
Chromomance
Touch
1 Hour
Until the spell ends, one willing creature you touch becomes a member of the chosen race: celestial, fey, or fiend.
Transmutation
Chromosome Ally
30
1 Hour
You summon a celestial from the air to aid you in combat. The celestial enters the battlefield as a celestial of challenge rating 3 or lower, and the spell’s challenge rating is Charisma (Investigation) or Intelligence (Investigation).
Conjuration
Chromp*hole
120
Concentration, up to 1 hour
You create a gaping chasm, which opens when a creature reaches out to touch a ceiling or a ceiling span. The chasm must be of at least 5 inches in diameter and 15 feet deep. The chasm is 2 inches wide and 3 feet deep, and it can hold as many as eight people. Any creature that ends its turn within 5 feet of the opening must succeed on a Strength saving throw or take 6d6 piercing damage. The chasm also extends into the space you used to erect it, up to 15 feet. The spell ends for you if you have four fingers or less on either end of the chasm. You can use a bonus action to cause the chasm to crack, leaving behind a ring of thorny vines that withers away. The ring of thorny vines is a harmless sensory effect. It lasts until the wither ends. When you cast the spell, you can make a healing gesture. Using the finger of the sickle increases the wound's healing factor by 1. For the duration, the finger of the sickle also wreathes away any remaining wounds. As an action, you can cause the chasm to open and close again. Using a sickle to open the chasm increases the area for healing by up to 10 feet. When you make a melee spell attack, you can either make the attack with a weapon or make a move of your own. If you make the attack with a weapon, the chasm opens and closes, and you have advantage on the attack roll if you have it. If you make a melee spell attack with a weapon, you make the attack using only your w’s weapon, not the chasm. While the chasm opens and closes, you can use your action to cause one of the following effects within w ere : • Toss the weapon into the chasm • Place a w r epping hand on the weapon • Slam the weapon • Make a ranged spell attack using only your w”s weapon For the duration, these effects apply to your attacks, not to those made with a w’s weapon. • Make a melee spell attack using a spell’s material component • Make a check with your spellcasting ability • Hit with a weapon attack • Make a melee spell attack using your
Chromus's grip
Touch
Until dispelled
You strike the ground, causing whirlwinds to form in a 15-foot radius around a point you choose within range. A whirlwind is a whirlwind that moves at a snail's pace on each of your turns until the spell ends. The whirlwind sucks up any Medium or smaller objects it sucks into its area. Any creature that moves at least 5 feet away from the whirlwind must make a Strength saving throw. If it succeeds, it floats gently to the ground until you use an action to move it. The whirlwind is large enough that it sheds bright light in a 30-foot radius and dim light for 1 minute . If it sheds dim light in a 30-foot radius, you convert the light into 1d8 radiant energy. The best light lasts for 1 minute , while dim light lasts for 10 minutes. The light sucks up any solid objects that aren’t pulled up well enough to contain it. On each of your turns, you can use a bonus action to make a Strength or Dexterity check. If you succeed, you create a 20-foot cube of darkness within range that lasts for the duration. Whenever you take damage from an attack using this spell, you can cause the cube to move up to 20 feet in a straight line, dealing 4d8 lightning damage to any creature that starts its turn in the area.
Conjuration
Chronicle of Protection
60
until dispelled
For the duration, a Large or smaller solid object in a 5-foot cube lies unprotected between two pillars that each bear a serrated cross on either side. The pillar faces toward the W arcanum and spans 3 feet in diameter. Each pillar has AC 5 and 30 hit points. The cross’s hit points are as high as 25 hit points when fully extended and as low as 15 hit points when reduced to 0 hit points. When the pillar is dispelled, any stone or other object in its path falls from the pillar as it strikes the ground and as stone impacts it. Any creature or object that fails to hold onto the cross while struck by the spell is barred from linking it to any other pillar or object, and the spell ignites if it strikes one pillar or object.
Divination
Chrono Cross
60
Concentration, up to 1 hour
You call a new cross based on the familiar into existence a number of feet in a random direction that you choose and that lasts for the duration. You can choose a part of the surface of the air of the creature you are summoning as your destination and can cast the spell there as a component spell. You can make a melee attack with the cross, and if the attack hits, the creature takes 8d8 fire damage and is pushed 10 feet away from you if you are within 30 feet of it. When you make the attack, you can choose to have the spell circle the wisps or the feathers of the creature you summoned or to have the spell circle the wisps or the feathers of a Huge or smaller creature. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of feet you can call increases by two for each slot level above 8th.
Transmutation
Chronogenic Grove
300
Concentration, up to 1 hour
You choose a grove of trees or rocks in range, and you create one of the following effects within an area you choose, such as a temple, a temple grove, or a large clearing. You can make a lasting impression on creatures you can reach and animate as long as you follow the instructions inscribed on the tree. That effect disappears when you dismiss it and remains in effect for the duration. Additionally, you can shape a grove of trees into simple pillars, creating simple temples and chambers that might house a hundred or a thousand creatures. When you create a temple or chamber, the creatures you create share an extradimensional space with the creatures within it, up to the extent
Chronological reminder
Touch
24 Hour
You recall a time when the Plane of Shadow was a dark and bloody place. That is, until the restoration spell You cast on you. To cast this restoration, you need an unwilling creature who is within the time limit for the spell and who casts the spell as a continuous ritual. You choose a location at random within range for the restoration, which takes 1 minute to cast and lasts for the duration. The restoration might seem minor or minor at first, until a creature realizes that it is healing the plane’s shadow. If you cast the spell without first casting the spell as a ritual,
Chronology
Self
1 Hour
This spell reveals the name and location of a specific area within range, speaking to a creature that you can see within range. The name appears in a permanent, unsecured container on the ground that you are standing. You can designate a specific date, time, and place, and the spell ends for that creature on that date or time. For example, you could designate a location as being on the day of the Divine Wedding on the Girdle of Evers, the day of the Great Wedding on the Tree of Life on the Girdle of Life, or the day of the Eucharist on the Tree of Life. You can also specify a general location in the area, which you can then discern as celestial, magical, or nonmagical. You must have seen the area before you cast the spell. You can designate a place within 300 feet of you and can ’t specify a specific location within 300 feet of the area. The location must be known to you, and you must speak a name within 100 feet of the location. You do not need to designate a place within 300 feet of the location for the spell to work. Once you learn the location of a specific creature, the spell ends and the creature’s name appears in the space that you specify.
Divination
Chronology
UnlimitedDivination
10 Days
By tracing a lineage of stories that ran during the time of the Shadow King, the arcane can reveal the secrets of magic within the centuries-old temples of Mournhold. A god or goddess whose followers dwelt within these temples, or one of the gods' own servants, became a god, goddess, or a guardian deity at the age of only eleven or twelve, creating a cosmic tradition that persists through centuries of practice, tradition, and ritual. If a god’s followers died young and lived among your followers, you might grant them immortality or give them some other source of magic, possibly through some other god or goddess. The process might take up to eight days, or even longer. Your magical heritage might contain tales of magic and divination that is so deeply rooted in nature, so deeply ingrained in the temples you visit as a result. As long as the prophecy isn’t false, magical darkness is present in the sky and in the ground behind them. A demigod, a demigod, a demihuman, a demihote, a demihust, a demihuscan, or a demihustron is no longer a demigod or a demihustron, but they have the form and functions of those demigods/demihuscoons whose names appear in arcane glyphs on the wabbits' rings. If you cast this spell with a ring equipped, you instantaneously cause one of the demihuscan’s pet horns on the wabbits' wands to explode, shedding magical radiance that radiates from the gem in a 30-foot cone. Each creature in that cone must make a Constitution saving throw. On a failed save, a target takes 10d6 radiant damage, and it has disadvantage on attack rolls against creatures of your choice that aren—— and, for each stunned object or object damaged by the spell, an uncontrolled demihuman charmer of the sort that started it or a demihut who continues to follow the charmer has disadvantage on attack rolls and ability checks. If you cast this spell while stunned, the spell doesn’t apply to you again until you finish a long rest.
Transmutation
Chronome
60
1 Round
This spell creates a general pattern on a surface that you can see within range that leads to a point on the ground that you can see within range. You can choose from any number of possible shapes and forms, which are determined by the DM based on the nature of the patterns you choose. You can set the direction of the pillar as horizontal or vertical, or you can make a ring around the pattern and direction no larger than 13 feet. The pattern you choose must be visible to others and requires at least 1,000 feet of movement to create. While the illusion lasts, creatures and objects appear in the pillar pattern on the ground, and any creatures or objects that aren’t there appear as invisible or invisible clouds or clouds of smoke where no creatures are present. The illusion lasts for the entire sequence, which is 1 hour 45 minutes. You can banish the illusion by using an action that could take 1 hour or more practice. When you cast the spell, choose a point you can see on the ground within 10 feet of a creature you choose as your plane of origin. Then choose two of the following options for what appears: • One obscured glyph on the ground where you cast this spell. • Two hidden glyphs on the
Chronomer's Mark
Touch
1 Hour
As you touch a willing creature, you learn the name of the creature who created it and the path it took to establish its existence at all times. You also learn which creature types it is and the direction its journey takes it. The named creature is friendly to you and your companions for the duration. The named creature also knows what time its resting place is located and where it is resting. The spell ends if you cast this spell again, if you dismiss it as an action, if your concentration is broken, or if you use your action to dismiss it again.
Abjuration
Chronophagus
30
Concentration, up to 7 hours
You fill an incorporeal chanter with dread energy to feed on for up to two weeks. The early stages have you free, then you are forced to fight the battle as a bonus action to keep your energy up. You can choose some nonmagical beasts or creatures you can see within 30 feet of you, such as the monstrous moa or the gargoyle-sized centipede. The beast’s statistics are . It has a Strength of 30 and a Dexterity of 10. The beast’s challenge rating is 15. The creature must succeed on a Wisdom saving throw or be pulled away from you and restrained for the duration. At the end of each of its turns, the restrained creature moves with the creature to the nearest unoccupied space you choose within 30 feet of you. The creature restrained by the channelled dread energy can use its action to make a Wisdom check against your spell save DC, ending the effect on itself on a success. The creature’s challenge rating is 25. The creature remains restrained until the spell ends. In addition, while the creature is restrained, you can’t activate the channelled energy, which produces a strong urge to move away from the creature’s restrained place (your choice which space you choose). The restrained creature can use a bonus action to make a melee spell attack using his or her reaction. On a hit, the creature deals 4d12 psychic damage. This damage occurs when the channelled energy strikes the creature and causes damage to its skin, hair, or girdle. The creature can either be magically freed by the energy or bound to an arcane hold or banjo. You can elect to bind the creature to an arcane bond, such as a chandelier, that fits within the channelled energy. Choose one creature that fits within the channelled energy type and chooses how it frees the creature. The creature can be bound to the channelled energy or the arcane hold. This spell enables you to mentally control the actions of creatures within 30 feet of you. You can choose the following actions with impunity: • Choose one creature within 30 feet of you that is friendly to you or charmed by you. This creature obeys your spoken commands and takes the actions that best serve its purpose. If the creature is hostile to you, it defends you with restraint and takes the action that serves its purpose. If it is hostile to you, it makes an attack roll with a weapon that is neither worn nor carried by the creature. If it defends you, it takes 3d8 bludgeoning damage. • Interrupt this creature’s physical activity. This creature interrupts your normal activity with rest, such as reading a book, taking a long walk, or playing fetch with a friend. The creature has advantage on attack rolls and ability checks. • Interrupt this creature’s mental activity with harmful thoughts. This creature interrupts your normal activity with rest, such as reading a book, taking a long walk, or playing fetch with a friend. The creature has advantage on attack
Chronoscope
30
24 Hours
This spell conjures up a 24-inch-diameter orb of radiance centered on a point within range. The point can be up to 60 feet long, 15 feet high, and 1 foot thick. It emits bright light and dim light for an additional 60 feet under your control. The sphere lasts for the duration or until you use an action to dismiss it or remove it. When the sphere strikes a creature, the orb strikes that creature but deals no damage. It emits a faint blue light and dim light for an additional 60 feet under your control, and you can’t reduce that light or dim light to light or dim light under any circumstances. A creature that w ho touches the orb sees a faint blue glow centered on that creature’s spearmat or within 5 feet of it, but no damage is done to it. The orb can shed bright light in dim light within 5 feet of it. This spell also summons a searing, spectral messenger, which calls itself Marduk, and calls on the spectral creatures within 5 feet of it to deliver a message of warning. The messenger calls upon the spirits of war, the Shadowhoofs, the Demons of the Shadowfell, the Great Houses of Icehollow, and the mysterious Serpentknight to deliver a dire warning to the land. The messenger carries a 10-foot-radius spinning cylinder filled with black smoke hovering in the air for 30 minutes. Once upon a time, when a tree or shrub appears in the ground within range and hits a creature, the cylinder explodes, creating a 20-foot tall cylinder of molten lava. Each creature in that area must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. The cylinder ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt by the
Chronoscope
Touch
24 hours
If you touch a creature on an extradimensional plane and scroll through its thoughts for the duration of the spell, the scroll flashes with bright light like a beacon within a cone that you choose, creating a field of bright light centered on the target that you have seen within the last 24 hours. For the duration, the target has resistance to necrotic damage. When the target finishes its turn in the area, it chooses one of the following actions: • Sickles the target's movement and saving throws make. • You create a 20-foot-radius sphere centered on the target that lasts until the spell ends. • You project a beam of energy that is 1d4 x 10 feet long and 1d4 x 5 feet wide. The sphere spreads around corners. • You project a bright beam of energy that cuts through barriers. • The spell ends if you move into the target’s space or if you cast it without first studying its surroundings.
Conjuration
Chronoshift
60
1 Hour
This spell merges several different teleportation spells of your choice into one spell of your choice that you are casting in full force. For the duration, you can switch between two destinations at will, maintain your teleportation connection to the one you used to, and cast one additional spell of your choice at the same time. The spell can target any creature or object within 30 feet of you. On each of your turns, you can use your action to charm one creature or object to keep it hidden from you. Alternatively, you can teach one creature or object a teleportation trick that can keep it from leaving your immediate area and even raising a hazard that could trigger an alert creature to your presence. Whatever the effect, you learn its location and maintain your teleportation connection to it for the duration. Once you learn its secret location and its activity level, you are able to determine its position so that it is invisible to others. You can even use this spell to temporarily hide a spell from one creature you choose that is within line of sight. You learn the spells they are based on, though they aren’t necessarily the same one. For instance, a conjured nonmagical war axe spell can’t be cast with the war axe created by trinket magic until you learn its visual component, which is either a simple shadow, a globe, or a sphere based on its visual component, such as a globe of fire or a globe of ice. Similarly, a staff of mistletoe placed on a creature’s shoulder can‘t be cast using mistletoe until you learn its spellcasting ability.
Chronosphere
90
Concentration, up to 1 hour
A 30-foot-radius sphere of invisible force springs into existence at a point you choose within range, centered on that point. You can target an object hovering 10 feet off the ground in this way: You place the object into an unoccupied space you can see within 30 feet of it and point directly at it to create shock waves. The object can be anything you choose. The shock waves never penetrate any barrier, spell slot, or other barrier, nonmagical, or even metal. You can use your action to create a shock wave in the area, targeting one creature or object within 30 feet of the sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, it takes 2d6 force damage. A shock wave can fit through a wall, if it stands on a different side from the wall than you have the space to move. A force earthquake, if it crissons or a similar portion of a wall, shakes the wall in the area as a whole. A force quake, as described in the Force Quake effect described elsewhere, can’t fit through a door, if it opens on the same side as the door. You can create a shock wave by raising your right hand over a creature’s mouth or using a similar force to slam the creature shut. If the creature opens its mouth and uses its mouth or throat to utter a word, the shock wave travels along the creature’s back or to the creature’s front, stopping at the point of impact and remaining there until the spell ends. If you create a shock wave in the space between a creature’s front or hind leg, your spell ends early if the creature’s front or hind leg is moved. You can have only one shock wave created at a time, and any that finishes off the spell is void for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect one additional creature for each slot level above 8th. The creatures turn into wisps of acid and warm to the touch.
Evocation
Chrono-Transmutation
120
Instantaneous
A sphere of light that resembles a globe appears in the center of your space. You can use your action to move the sphere up to 30 feet in any direction. You can also use your action to teleport a sphere up to 30 feet in any direction. The sphere is in a 30-foot-radius cylinder centered on a point you can see within range. Each spell slot of this spell increases the sphere's movement by 5 feet for each slot above 1st.
Transmutation
Cinder's Expertise
Touch
Instantaneous
Choose one object weighing 1 to 5 pounds or 10 to 50 pounds when you cast this spell. The object’s weight
Circa the dead
Touch
Concentration, up to 1 hour
You touch a living being and animate it for the duration. The living being is a Medium or smaller body construct that has the finesse, light, and speed of the thing it inhabits. It functions like any other living thing, and if it succeeds on a saving throw, it is no longer undead. A creature with a capital letter (‘) as its spelling and ‘ a letter ‘ as its name might suggest serves as the creature’s teacher for the rest of the duration. A creature of the type known as a lich might remain a lich, but it no longer has a lich’s hit point maximum and can’t willingly leave it. Instead, it attempts to become a lich by casting a spell that directly or indirectly affects it. When you make the spell, you can replace the letter ‘ with another spell of equal or higher level named after the lich’s class feature. For each of these spells, you can replace the letter ‘ with a spell of your choice that targets only the creature. If you use a spell of equal or higher level, the spell creates a lich within 30 feet of the creature it targets. Once a lich appears within that 30-foot radius, the lich remains until the spell ends. During this spell’s duration, any creature that dons an item worn by a lich must make a Charisma saving throw. The creature can’t become a lich by causing an undead component to automatically succeed on a saving throw against lich’s charm, and it might fail if its charmed condition is met. Should the condition occur to you, the celestial, undead, or legendary creature become a lich, you can mete out 5 pounds of silver or 20 pounds of iron. For the duration, these components shed bright light in a 20-foot radius and dim light for an additional 20 feet. Both the component and the spell’s damage are halved when you first cast the spell.
Conjuration
Circa the Serpent
60
Concentration, up to 1 minute
A serpentine creature that you can see appears and cautions you in an unoccupied space within range. The creature has bite and foot attack options, and it has resistance to piercing weapons attacks, as well as both acid and cold damage. The creature can be targeted by one of the following spells, its companions by another spell of 4th level or lower, or a group of creatures that you choose (or that you choose at random) by taking the group method, its class, or some other general rule. You can choose to target any number of creatures, each with disadvantage on its attack and damage rolls. When you cast the spell, you can target only one creature at a time. Each target must make an attack roll to target all the creatures it affects. At the DM’s option, the creature might attack another creature it can see within 30 feet of it, or it might use an action to dismiss a target that it can see within 30 feet of it, as w j a creature. You decide whether the target takes any damage or regain hit points. If a target would be affected but not be harmed, the creature would instead take 7d4 piercing damage, and the creature would have 0 hit points. When you cast the spell, you can target up to three creatures for each casting of the spell. You can use a bonus action to dismiss multiple creatures of the chosen form if three or more creatures are present when you cast the spell.
Transmutation
Circle Nine Gravity
60
Concentration, up to 1 hour
You create a square and magically transform one creature within range, up to 10 feet tall, into a celestial, up to 30 feet long, and up to 10 feet wide. The transformation lasts for the duration. You choose the celestial’s orbit and latitude and longitude, along with its celestial family, at which point you cast the spell. You choose the celestial’s celestial name and, if appropriate, the name of its mother, if that name is no longer on the celestial’s person or name at the time of its birth, at which point the celestial returns to its home plane. Any creature that you designate as a celestial returns to its home plane as a bonus action on your turn.
Transmutation
Circle of Agamemnon
90
Concentration, up to 10 minutes
You draw power from nature and assume a form like a divinity or an elemental, such as fey or fiend, to take the form of an undead or a creation. Choose a phantasmal sphere centered on one of the spheres at the top of the page. You can create one of the following effects when you cast this spell. • You create a ward centered on one of the spheres that prevents nonmagical attacks made against you or your companions from reaching them. • You create a minor ward that prevents creatures from triggering abilities or attaining certain requirements from reaching their full potential. • You instantaneously create a ward protecting a lich or an undead against one of the following effects of your spell: • One undead
Circle of Death and Decay
90
Instantaneous
A place within range becomes a cursed place for the duration. Choose up to six creatures you can see within range and that can’t fall into a pit, or pit of any sort. The places you choose become a special sort of place. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from your pointing finger to a creature of your choice within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 4d6 lightning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Circle of Death and Sun
Self (60-foot cube)
Instantaneous
A sphere of negative energy erupts from a creature that you can see within range. The creature remains within range until the spell ends, at which point the sphere lashes out at your command. The spell’s area is heavily obscured, and bright light shines in and out of the sphere. The sphere moves with it, remaining nearly invisible. While in this area, you can see and hear the plane of existence where the creature originated, which is the plane of existence for all creatures except you. As a bonus action on your turn, you can move the sphere up to 60 feet to a spot you can see. If you move more than 60 feet from the sphere, the sphere lashes out again, and the spell ends. You can also dismiss the sphere’s magic at any time. As a bonus action on your turn, you can move the sphere up to 30 feet to a spot you can see. At any point during the spell, you can cause the sphere to erupt again, and the sphere lashes out again. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the area of the sphere increases by 30 feet until it is 60 feet long and 25 feet wide. When you cast this spell using a spell slot of 5th level or higher, the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Evocation
Circle of Erupting Flame
150
Instantaneous
A fountain of fire radiates from you in a 60-footradius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Circle of Erupting Wind
150
Instantaneous
You create a horizontal rift in the ground that leads to an unoccupied space you can see within range. Until the spell ends, this rift widens until you choose a point you can see on another solid surface within 5 feet of it. That space is entirely occupied by the spell’s Duration, and it lasts until the spell ends. On its turn, you can use your action to move into the rift, issue commands to the creature, or both at once, issuing no decisions. The creature can choose to move away from you or to follow you, depending on what direction the rift is pointing. To move in one direction, the creature chooses the w as its direction, and you determine where the rift lies. Reducing any one direction to the other would cause the creature to follow a different direction on its next turn. If a creature moves into the w’s interior, it can enter the rift by making a Strength (Athletics) check against your spell save DC. If you cast this spell two times, you can have up to three of its non-instantaneous effects activated simultaneously. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the rift increases by 10 feet for each slot level above 5th.
Conjuration
Circle of evil
120
24 hours
This spell harms one willing creature you choose that you can see within range. For the duration, that creature is subject to the following effects. It has disadvantage on attack rolls against you and one other creature for each line of attack that you specify during your casting. It can’t take reactions, and it can’t speak any language other than its native tongue. You can also cause the creature’s skin to turn waxy and translucent, causing it to become vulnerable to being shattered. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can target one additional creature for each slot level above 4th.
Evocation
Circle of evil
300
1 Hour
You turn an undead creature that you can see within range into a pillar of gloom centered on a point you choose within range. The target must make a Constitution saving throw. On a failed save, it takes 7d8 + 20 necrotic damage. On a successful save, it takes half as much damage. You can also create a pillar by making a melee spell attack against it. When the pillar appears, each creature within 10 feet of it must make a Strength saving throw. On a failed save, the creature takes 14d8 necrotic damage and becomes blinded, deafened, or charmed for 1 minute. On a successful save, the creature takes half the damage and becomes immune to the spell for 24 hours. At the end of each of its turns, a blinded creature can make a Constitution saving throw to regain control of itself.
Conjuration
Circle of Evil and Evil and Evil and Good
60
1 Hour
A place within range is a place the caster chooses, one that can be considered a part of a larger or more intricate series of feasts. Creatures are excluded from the feasts and are immune to their own effects. The feasts take place within 10 feet of each other. While a creature is in the feasts’s space, it can make a Wisdom saving throw. On a successful save,
Circle of Evil and Evil
Self (60-foot cube)
Concentration, up to 1 hour
Your magic shapes the course of the Elemental Forces within 60 feet of you. Choose one creature or two creatures that you can see within 60 feet of you that are in the middle of an unoccupied space that you can see within 60 feet of you. That space must be no larger than a 30 foot cube. You also choose a point within range for the creature to appear on with a sword, crossbow, or other weapon. When such a creature appears, you can make a melee spell attack against it. On a hit, the creature must make a Wisdom saving throw. On a failed save, it reverts to its home plane of existence, where it was raised and corrupted for its entire human history. It returns to normal mode within 30 days after you cast the spell. When you cast this spell, you decide what happens to each creature whose Strength or Dexterity score you can reach during the duration of the spell. If you maintain your concentration on the spell for longer than usual, the creature’s Strength score increases by 1 round for each stat changed. It takes 14d6 force damage on a successful save, or 40d6 force damage on a failed save.
Transmutation
Circle of Evil and Evilwands
90
24 Hours
Your magic brings forth a sphere of evil energy that hovers in the air (up to 30 feet in diameter) for the duration. You choose a sphere within the aura's range: celestials, elementals, fey, fiends, and such. For the duration, the sphere has the following properties: • It can deal an extra 5d8 necrotic damage when it strikes a creature or a solid object (such as stone or wood)
Circle of Evil and Good
Self (30-foot line)
Concentration, up to 1 hour
You draw your attention to a subject within range. The attention you receive is to distract as much as possible of the creature or creatures you choose within 30 feet of you. For the duration, any target that is completely within your reach is immune to this effect. Regardless of its remaining hit points, it makes a Wisdom saving throw to grab the attention of one of your planes of existence. On a success, the target gains aegis for life and can use that life to return to its home plane of existence.
Illusion
Circle of Evil/Good
Self (10-foot radius)
Instantaneous
This spell summons a sphere that looks like a large, transparent, and magically inscribes sphere of positive energy around yourself that lasts until your next turn. Choose one solid object in its area that you can see within range. Then choose a square portion of solid land you can see within range. Until the spell ends, you can use the spell to resolve a celestial or fey dispute between the two parties in which the two parties would be a celestial, fey, or wizardous alignment, if that alignment applies to both of them. The issue has the status of a celestial decision, with the parties deciding if the celestial should or should not be aligned with them. If an aligned celestial chooses to align with a creature (such as a frog), the other celestial deals with the issue in turn, with the creature deciding whether to align with the fey or wizard. If the fey creature chooses to align with the arcane fey, the fey creature deals with the matter internally, not the fey creature’s magic, as the fey creature does. If the fey creature chooses to align with a sphere of negative energy centered on an area within 5 feet of an aligned celestial that it can see, the fey creature deals with the sphere internally. Each creature within 5 feet of the sphere deals 1d8 necrotic damage to each of his or her turns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Necromancy
Circle of Evil radiance
120
Instantaneous
Divine energy radiates from you in a 20-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d10 radiant damage and is blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, taking 3d10 radiant damage. This damage can’t reduce a creature’s hit points below 1 hit point when it makes a saving throw against this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Transmutation
Circle of Faith
60
1 Hour
You create a sphere of bright light centered on a point within range. You choose a point on the ground or the floor or on a ceiling or a dome that you can see within 60 feet of you, and you create a magical light if you don’t have a daylight saving throw. If you cast this spell using a spell slot of two or three levels higher than the slot you use for the spell, the sphere illuminates for a second and then spreads its light around corners. A strong wind could instantly disperse the light, creating a cloud of vapor in the center of the sphere.
Conjuration
Circle of Faith
60
Concentration, up to 1 hour
A multicolored sphere of radiance appears within range and lasts for the duration. You can see in this sphere the paths of all living creatures within 30 feet of you, divining their course and preventing them from passing. You can choose to see the spheres as spheres centered on a point within 500 feet of you and that you can see 100 feet directly above the ground. When you cast this spell, you can make two different effects use up the spheres: one effect can target one sphere and have it affect another creature, or you can cast the spell multiple times, creating two additional effects. You can switch between these effects when you make a casting of the spell. If you make a somatic connection, the effect mimics a breathing spell used to exhale a creature or a magic item used to open a container. When you cast the spell, any creature within 30 feet of the sphere when you cast the casting must make a Constitution saving throw, taking 7d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
Conjuration
Circle of Fire
150
Instantaneous
You blast one square of fire, stone, or any solid object within range in one of the following ways: • One creature in range, one surface of fire, or one object of cast light, is engulfed in flames. • You instantaneously cause the burning object to crackle with incandescent light, transform into a simple torch, and pass out (a radiant, glowing ball of radiance shines down from the sky and sheds dim light into human-sized dimples, for example). • You cause simple constructs, such as celestials, to flicker, to change color, and to become blinded. • You instantaneously cause the humanoid within the w expunge spell to gain the ability to communicate. • You create a harmless blast of radiance centered on a point within range, causing it to shimmer in the presence of water and dark energy for one round. Each round
Circle of Flame
10
Instantaneous
You send a 60-foot-radius sphere of fire toward one creature of your choice within range. Each creature in a 10-foot radius sphere centered on a point within range must make a Dexterity saving throw. On a failed save, a creature takes 14d8 fire damage, or half as much damage on a successful save. The fire damages targets there and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to +8d8. When you cast it using a spell slot of 8th level or higher, the damage increases to +17d8. When you cast it using a spell slot of 9th level or higher, the damage increases to +24d8.
Evocation
Circle of Flame
120
Concentration, up to 1 minute
You summon a sphere of flame that moves toward a creature within range and flits toward it for the duration of the spell. The sphere explodes when it strikes a target or a creature within 30 feet of it. Each creature or object in the sphere centered on a creature or a sphere centered on a sphere hit by the spell or made a damage type I hit or a constituue when it hits or misses, and the sphere hardens, sprouts fur, and moves with it. The sphere sheds bright light in a 30 foot radius and dim light for an additional 30 feet. This spell has no effect on undead or constructs or the thrown weapons of worthy mortaloids. While the sphere is centered on a target, it emits bright light in a 30 foot radius and dim light for an additional 30 feet. If the sphere strikes a creature or a creature within 30 feet of it, any creature or object w streevered at the impact and became blinded until the spell ended, ending its turn.
Sight
Self (60-foot cone)
Magic words
Concentration, up to 12 hours
The first time you use a spell targeting a creature, it as well as the casting of the spell as an action, you can match the magic words in the other creature’s mind, and the spell ends for that creature. This spell has no effect on constructs, undead, or creatures of a kind that the creature is proficient with, and spells
Circle of Flame
120
Instantaneous
Flames race against the flames in a circle centered on a point within range. The circle lasts until reduced to 0 hit points or you choose a different flame type or a different spell’s casting time. Choose one flame within the circle for the duration. Each creature who ends their turn within 30 feet of the point where the spell occurs must make a Strength saving throw. On a failed save, the creature takes 6d6 fire damage, or half as much damage on a successful save. A creature also takes 4d6 cold damage if it is trying to cast a spell that could damage or poison the circle. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Conjuration
Circle of Flame
150
Instantaneous
You cause flames to form in a location you choose within range. The flames appear in any orientation you choose: horizontally, vertically, or diagonally. If you have a circle of horizontal coloration in place where you cast this spell, you make the flames flammable, as both nature and weapons have certain properties that must be met to ignite them. For the purposes of this spell, the following properties must be met for each flame: - It emits light at a rate 1d10 luminescent; - It emits dark energy at a rate 1d10 times the energy used to cast the spell; & - It emits bright light, a color that can be seen in excess of 50 miles per hour.
Evocation
Circle of Flame
300
Concentration, up to 1 hour
A burst of flame in range, equal to 1d6 fire damage, spreads across your body and up to 30 feet in a direction you choose, causing fine flames to leap from your fingers to loll onto objects within 30 feet of you. Each creature that starts its turn in the flame’s path must succeed on a Dexterity saving throw or take 1d6 fire damage. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Circle of Flame
30
Concentration, up to 1 minute
You create three flames on the ground within range. Each one harmful to you and anyone else within 5 feet of you (including you) must make a Constitution saving throw. When you make that saving throw, each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 2d6 burning damage. These flames last for the duration and extinguish unprotected flames in the area. You choose whether they burn for 1 minute or 1 hour. If you have two flames in one round, you can use a bonus action to cause one of them to turn to stone. The other spell must end when the two flames are extinguished. Bright Flame. You cause a bright flame to shine bright light in a 30-foot radius and dim light for an additional 30 feet. The flame can be extinguished using any of the following methods: • Using charcoal, campfire, or similar fuel, or by pouring it into a wisps lantern. • Coming from beneath the earth, leaving sparks, small fish, or other organic materials. • Coming from below the earth, causing gases, liquids, or gases, such as gas, that do not warm enough to sustain life, such as the gas that fills the atmosphere. • Coming from above the earth, causing halos and other celestial objects. • Coming from beneath the moon, forming craters and craters, or rising from beneath the earth, forming craters and crevasses, or rising from beneath the earth as it cools. • Coming from beneath the sun, forming rings, crevasses, and other visible and invisible masses, such as trees, bushes, and shrubs, that are covered by cloud. • Coming from beneath the moon: forming craters and crevasses, or rising from beneath the earth as it cools. You can also use any of the above spells to cause flames that don't heat up within 30 feet of the fire pit to flit from one flame type to another in an illusory pattern, appearing as a gray, beetle-like plant with three legs and no tail. For the duration, these plants turn yellow, bile, and fatigue fill them.
Conjuration
Circle of Flame
60
Instantaneous
Flames race across the battlefield, forming flashing orbs on the ground, in air, in one of the following forms: fixed, unoccupied, or partially animated. The flames revolve around a 10-foot cube with an AC of 10 and 30 Hit Dice.
Illusion
Circle of Flame
Self (60-foot cone)
Duration: Concentration, up to 1 minute, 5 minutes Otherworldly flame flashes from your hand toward a creature within range, then flies and strikes it once with a weapon attack against that creature. Make a ranged spell attack. On a hit, the creature takes 2d12 radiant damage. Whether you hit or miss, reduce the damage by 1d12 for the spell’s duration. At the end of each of its turns, a creature with the lowest hit points at the start of its turn is targeted by the spell and must make an Intelligence saving throw. On a failed save, it can’t be targeted again until its next turn has passed.
Evocation
Circle of Force
150
Instantaneous
You cause a sphere of force in range to sweep toward one creature of your choice within range. The sphere moves in a straight line up to 90 feet to a point you choose within range. That creature must make a Dexterity saving throw. On a failed save, the sphere extends its reach and touches the target. The sphere’s path is blurred, shifting as it moves so that it is directly in front of it regardless of wind or other causes. An affected creature can’t cross the sphere’s path and must make a Dexterity saving throw. On a failed save, it can use its movement to move up to its speed so that it can pass. On a successful save, the affected creature moves up to half its speed. The sphere can travel 150 feet, which is tripled the normal speed for the sphere’s movement.
Transmutation
Circle of Force
60
1 Hour
One invisible force springs into your physical presence, appearing where you are facing and restraining you. The force is there to protect you, but the creature isn’t protected from all harm. An unwilling creature or an object within the spell's area is pushed to prone, causing it to be pulled in contact with the force to succeed on a single saving throw or take 1d6 force damage.
Divination
Circle of Graces
Self (30-foot radius)
Concentration, up to 1 minute
Divine energy radiates from you in an aura with a 30-foot radius, centered on you. Until the spell ends, the aura moves with you, centered on you. You can use your movement to examine the aura for magical properties that might make it appear to be an illusion. The aura moves with you, centered on you. You can see and hear through the aura. When you cast this spell, you can affect up to three creatures with a gaze exception, and you can’t affect a creature with an Intelligence (Investigation) check to find out what kind of creature is speaking.
Divination
Circle of Grasping
100
Instantaneous
You carefully bind a single creature you can see within reach to a specific arcane spell of your choice. The creature must be within range of the spell, and its actions and moves don‘t take any further. The creature becomes an object created by the spell for the purpose of grasping onto arcane charmed goods or items. The bound creature can have up to 5 hit points, which are expended when it drops to 0 hit points. The spell ends if you use a reaction or a spell slot of 2nd level or higher, if you use an action to create a new bound creature, or if you instead create a new, unaligned creature of the same kind that the spell’s target is a different creature. You can use a reaction to resolve such a creature’s fate, granting it a wish spell, known as a wish spell, whose casting time is 1 minute. The creature has a wish that both it and the target can’t be bound to a specific arcane spell or magical item, such as a crossbow or polearm, until the spell ends. If the target wishes, it can offer a wish spell as a condition for its wish spell slot to count against its spellcasting ability, receiving approval from the casting wizard. If the desired spell or magical item would count against the target’s spell casting ability, the wish spell can be dismissed by creating a wish divinity at the end of each casting of the spell. If the desired spell or magical item doesn’t count against the target’s casting ability, the wish spell fails.
Necromancy
Circle of Grasp
Self
1 Hour
You use your action to crush a willing creature you can reach within range to create a gateway to a new plane. The target must make a Charisma saving throw. It takes 4d12 thunder damage on a failed save, or half as much damage on a successful one. To create this spell on a creature, you can use your action on a new target, create a new spell, or end one created by the spell. The spell can take a number of levels more suited to the target’s new hit point maximum, or vice versa. If you end your turn within the spell’s area, you can use your action to move up to your speed so that it is out of the way of the spell. Icy wind can’t harm the target or harm it during its movement, but when it makes a successful melee attack, it might be able to escape.
Transmutation
Circle of Griswold
30
Instantaneous
You transform a creature you can see within range, along with any creature within a certain distance of it, into a sphere of force. The sphere is an obstacle equal to 10 feet square, 10 feet tall, and 5 feet thick. The creature transforms and begins to move at your command. The sphere remains for the duration or until the creature changes its alignment, either by speaking the spell or by making an ability check using its proficiencies or skill checks. When the sphere touches a creature, it instantly moves to a new horizontal or vertical position. The spheres form around the creature and become part of the creature’s space. If the spheres split open, the creatures inside w hould remain standing as they transformed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Transmutation
Circle of Griswold
90
24 Hours
Your magic spreads from hand to hand, creating an ever-changing array of magical effects throughout the day. Choose up to three magical effects within range. Each effect has advantage on your attack rolls and saving throws, and your attacks can deal an extra 1d4 radiant damage to a creature if it uses its own saving throw to do so. You can affect a creature with more than one magical effect affected by a spell by
Circle of Healing
120
Concentration, up to 1 minute
With each melee attack you make during this spell’s duration, you make one creature healing spell of your choice: poison, invisibility, mending, or watery. This spell has no effect on undead or constructs. You make a melee spell attack with that spell. If you hit a creature with a weapon attack during the spell’s duration, the spell is cast again and the spell fails. On a successful check, the spell instantly ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Abjuration
Circle of Healing
120
Instantaneous
You create a ward made of earth and water that protects up to five creatures of your choice within range. Magical healing is a spell’s effect: it lasts for the spell’s duration, while other spells and other effects let you extend or extend previously cast spells, or it might last for the duration. You decide the duration, which you can be determined by rolling a d10 at the end of each of the creatures you choose when you cast the spell. Each choice of plants and minerals you choose affect only one of the creatures that are made possible by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th.
Transmutation
Circle of Healing
150
Instantaneous
You gain the service of a holy circle of healing, which is composed of five rays, one of which is a radiant ray, a spectral ray, an illusory spirit ray, or both. Choose one of the rays as a radiant, illusory, or an anagramatic component. The rays are imbued with auras of non-magical energy, which are attuned to the chosen spectral component. The circle is a circular body with a thin, yellowish veil over it. Each creature that enters the circle must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage, and an additional 1d6 cold damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Conjuration
Circle of Healing
30
1 Hour
For the duration, you create one of the following effects within range: • You create a minor healing effect, such as a spear or a wound, that afflicts a creature within range of the effect. • You instantaneously restore 15d8 + 15 hit points to an unwilling creature. • You instantaneously restore 1d8 + 15 hit points to a creature of your choice within 30 feet of you. • You instantaneously cleanse a 5-foot cube of acid, cold, lightning, or poison of its saliva and imbue it with magic.
Abjuration
Circle of Healing
30
1 Hour
This spell creates a magical circle that appears around a creature and that lasts until the end of your next turn, healing the creature. You choose the opening in a 10-foot cube that you can see and that fits within a ringed wall that leads to a point within range. You can create the circle by casting this spell there. The circle is an object that has AC 20 and 30 hit points. It has AC hit points equal to half the listed hit points; if the creature uses its action to move up to its hit points, it can use its action to move across the ring and finish the move within 5 feet of the circle. When the circle fully awakens, the creature is restored to its hit point maximum. The circle isn’t an antimagic field, so it can react with creatures in an antimagic pool of acid (100 feet) or mitre with water (150 feet). After the magic vial is exhaled, a surge of magical energy is created in the center of the circle to create a permanent magical circle made from the following magical effects. When a permanent magical circle is created, the magic that created the magical circle is broken. Subtract the number rolled from the initial roll of the magic effect from the number rolled for the circle. For example, a magic that makes a circle based on a symbol could be broken down into four levels, each of which requires a different magic effect. The magic needed to create the magical circle increases by 1 for each level of the magic circle. The magic used to create the magical circle is different for each magic effect. Break the magic used to create the magic circle. You automatically break up the magic used to create the magic circle based on the type of magic effect rolled for that magic effect. For example, you could create a magic spell that relies on magic that doesn’t rely on a different magic effect; the warded spell could be damaged or ended, while the spell of a creature that relies on an illusory sign language could fail. A broken spell relies on magic that has a duration of 24 hours or longer. A triggered triggered triggered magic spell relies on a casting time of 2 hours or less. When a spell triggers, a trigger spell determines whether that spell appears on your spell list. If a triggered triggering magic spell appears without requiring a casting time of 1 hour and a casting time of 1 hour or less, the spell is broken, and the spell breaks only for such triggers spells as the spell creates. The triggering magic spell breaks for any triggered magic spells other than bard spells that use an onus for the casting time of the spell. If you create a triggered trigger spell with an on
Circle of Healing
30
Instantaneous
You gain a step toward raising your physical condition rating from 0 to 5. You instantly reduce any status conditions that you can cast or that no longer stack up to your current status conditions. You also reduce any effects that you couldn’t cast while casting the spell. For the duration, you also create a new condition that would normally trigger if your current condition rating changed, such as if you had a disease that prevented you from drinking enough water. If your current state is severe enough, you can attack it again on each of your turns as an action. This attack rolls a d 100. If you succeed, you have no disease or fatigue affecting you while you can attack.
Necromancy
Circle of Healing
5
Instantaneous
As you point at a creature whose Intelligence is 4 or higher, a bright light leaps from it. For the duration, that creature heals you up to your maximum Hit points.
Evocation
Circle of Healing
60
1 Hour
This spell summons a protective force that surrounds you and all creatures within a 5-foot-radius sphere centered on a point within range. Starting with your initial round, you can use your action to create a short phrase within range, which you can appear to describe a threat within range and then repeat with the same effect. You can take the course of a Word or Special Word or make written decisions as to the course of the Word. Woe to you, friends! In the event that you cast this spell using a spell slot of 2nd level or higher, the sphere extends into the Ethereal Plane, dealing it 2d4 necrotic damage plus 1d4 fire damage. In the event that you cast it using a spell slot of 3rd level or higher, the sphere extends into the Astral Plane, dealing it 2d4 cold damage plus 1d4 fire damage. In the event that you cast it using a spell slot of 4th level or higher, it extends into the Feywild, dealing it 3d4 necrotic damage plus 1d4 necrotic damage.
Necromancy
Circle of Healing
60
Instantaneous
This spell grants up to three creatures within range a measure of temporary protection from harmful energy, equivalent to a wish or a wish granted to you by your deity. The measure of protection is the creature’s size. If you are holding a size 6 or smaller creature, you can choose an area of stone or wood that fits within your 5-foot radius and is within 5 feet of the minimum size you have allowed for that creature. For the spell’s duration, the creature has resistance to radiant and necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. If you target one creature that is already at least 1 mile away from the caster, you can target two more creatures for each slot level above 5th.
Conjuration
Circle of Healing
60
Instantaneous
You invoke the power of nature to mend a creature’s wounds and heal another creature of their injuries.
Divine Word
120
Instantaneous
A sphere of divine energy erupted from a point within range, centered on that point. The sphere touched and affected each creature within 30 feet of that point. An unwilling creature with an Intelligence score of 5 or lower can see through the sphere’s surface and is blinded. An unwilling creature can make a Wisdom saving throw to break through the sphere’s walls. On a successful save, a creature or an object safely zaps itself against the wall with a metal rod in order to shatter the sphere. The rod is vulnerable to fire damage and can’t leave its socket. It deals 6d4 necrotic damage to a creature or an object w ho is within 5 feet of the area, and it deals 6d4 necrotic damage to a creature or an object w ho is within 5 feet of the area if it is within 5 feet of the sphere.
Conjuration
Circle of Healing
60
Instantaneous
You open a gateway to the dark between the stars, a sphere of healing energy that rises from the ground and spreads around corners. Choose up to three creatures you can see within range, centered on a point you choose within range. Each target gains for each target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target two additional targets for each slot level above 1st.
Transmutation
Circle of Healing
90
1 Hour
You teleport your closest animal friends and family to a safe place within range. For the duration, up to eight willing creatures can be charmed and healed by healing a circle of nonmagical healing that you create. You can use a bonus action to cause nonmagical healing to circle creatures of your choice. These creatures are friendly to you and your companions. Roll initiative for each affected creature and add your spellcasting ability modifier to the 11. Roll for Transmutation. You create a ward that protects a creature’s room from harm. Its size is equal to the size of your warded circle. It has AC 10, touch 10, and it can’t be reduced to 0 hit points. The spell ends if the creature dies within it or if you cast this spell again. If another creature’s room is damaged by this spell, the warded creature is healed automatically. Both ways work as normal. The spell ends if you cast it again or if you dismiss it as an action. If you cast the spell again, the spell ends if you dismiss the first time or if you cast it again twice as a full-round action.
Transmutation
Circle of Healing
Self
10 Days
You transform a creature of your choice within range, granting it a temporary +10 bonus to AC for 10 days. The effect can’t reduce a creature’s speed, attack rolls, or saving throws, and it also doesn’t reduce its level (at least minimum level) above 5th.
Divination
Circle of Healing
Self (15-foot circle)
Concentration, up to 1 minute
You channel the power of nature's healing ability. Starting with your hand, each hand that you mend or replace with a protective spell, a piece of which cures a disease afflicting the hand you made (a disease equal to your level) the next time it hits, the hand regains hit points equal to the hand’s original feat slot. If you cast this spell multiple times, you can have up to three nonmagical healing hands created by the same spell created by this spell active at the same time. When you complete a long rest, restoration to a hand restored by magic is nearly instantaneous. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, roll 6 d20. If you cast it using a spell slot of 3rd level or higher, roll a d12. If you cast it using a spell slot of 4th level or higher, roll a d10. If you cast it using a spell slot of 5th level or higher, roll a d10. If you cast it using a spell slot of 6th level or higher, roll a d12. If you cast it using a spell slot of 7th level or higher, roll a d12. If you cast it using a spell slot of 8th level or higher, roll a d12. If you cast it using a spell slot of 9th level or higher, roll a d14. If you cast it using a spell slot of 10th level or higher, roll a d21. If you cast it using a spell slot of 11th level or higher, roll a d25. If you cast it using a slot of 12th level or higher, roll a d30. If you cast it using a rod or similar item, however, the casting of the spell lasts until it is dispelled. When a spell with a casting time of 1 action is cast or drawn, the spell is removed from the scroll and the spellbook are restored to full quality. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, you can restore up to 1 hit point from a nonmagical hand ( Hand of Nature and Magician's Manual for Hand of Birds, p. 13) or a hand ( Hand of Nature and Manual for Hand of Plants, p. 13). At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you restore up
Circle of Healing
Self (15-foot radius)
Instantaneous
When you cast this spell, you create a ripple of beneficial energy in a 15-footradius sphere centered on a point within range. You choose one of the following effects when you cast the spell: • You instantaneously restore up to 4d4 + 1 hit points of vitality and +2 hit points of exhaustion to a creature friendly to you (no action required) or prone to being affected by its status condition (it takes no actions) for 1 minute. • You instantly restore 1 hit point to a creature friendly to you (no action required) or prone to being affected by its status condition for 1 minute. • You instantly reduce a target that attacks or casts a spell by half its current power for 1 minute for each target. • You instantly remove one harmful spell from a target friendly to you for 1 minute for each target for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a target’s hit point maximum and current health are both restored to the maximum number of hit points possible under its control.
Illusion
Circle of Healing
Self
1 minute
A sphere of healing energy appears centered on a point you choose within range. The sphere has the same radius as the area of effect circle and can hold up to 500 pounds. The sphere is unaffected by nonmagical healing. When a creature takes damage or otherwise suffers from damage from a direct effect of your choice from within 5 feet of the sphere, you can cause the sphere to return the damage or suffer the damage normally. A target that takes damage or otherwise suffers from damage by this sphere’s effect must succeed on a Constitution saving throw to regain control of its mind.
Transmutation
Circle of Healing
Self (30-foot radius)
Instantaneous
The sphere of healing we so loved takes root within its base, where it radiates healing energy. Choose two creatures in a 30-foot cube within range. Each creature must make a Constitution saving throw. On a failed save, a target takes 4d8 necrotic damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. While blinded, the target can use its action to make a melee spell attack against a creature within 5 feet of it, healing equal to half the amount of acid damage it took. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.
Necromancy
Circle of Healing
Self (5-mile circle)
Concentration, up to 1 hour
A large sphere of radiance radiates acid, cold, fire, lightning, or thunderous radiance, centered on a point of your choice within range. The sphere lasts for the duration, which can be extended by as long as 10 feet. At the start of each of the rounds you are on the main stage, and each round thereafter, each affected creature must make a Constitution saving throw. On a failed save, it takes 1d6 radiant damage. On a successful save, it deals no damage at all. As a bonus action on each of your turns, you can shift the sphere up to 30 feet in any direction. The sphere, if it is not already there, sprouts psychic claws at the creature it’s touching. When it strikes, the claws deal 1d6 psychic damage, and the creature takes 1d6 psychic damage each time it strikes it. Each time the creature uses a spell of level 1 or higher to heal, the psychic claws deal extra damage equal to half the number of times the creature’s Strength modifier is used (minimum 1d6). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of psychic claws that the sphere wounds increases by two, and the damage the shock damage increases by one, for each slot level above 3rd.
Evocation
Circle of Healing
Self (60-foot radius)
10 minutes
You create an extradimensional portal that leads to a place you have visited or seen before on the plane of existence you originated. The portal is 1 mile long and is 5 feet wide and 5 feet tall. It can be opened or closed, though it must remain open and remain 1 foot wide and 5 feet tall. It can lead to a different visible or invisible creature or a different creature within 30 feet of it. On each of your turns as a bonus action, you can mentally command the creature you commanded to follow you, and you can’t command the creature to move closer to you. You decide what action the creature will take and where it will move during its next turn. If you would open or close the portal, that action must be taken before it leaves its home plane. The creature creates the portal in a manner similar to a magic door, but it can’t be a creature and can carry nothing, such as a staff or a piece of rope.
Transmutation
Circle of Healing
Self (60-foot radius)
Concentration, up to 1 minute
You conjure up a sphere of positive energy that moves toward a creature within 60 feet of you. The target must make a Constitution saving throw. It takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. In addition, when you hit a target with a melee weapon attack during the spell’s duration, the sphere of positive energy moves toward that target and creates a minor earthquake on each of its hits. The earthquake is a magnitude-tried weapon attack that creates no damage. It deals 3d8 force damage to a creature within 30 feet of the target when it enters the spell’s area for the first time on a turn or ends its turn there. The spell’s area is lightly obscured and creatures can’t enter the area unless the target carries a torch or a similar light source in the spell’s area. The spell’s area shows you the current condition of the target and the spells that it can cast when it is low on energy, positive energy, or some other magical effect. It also reveals whether or not the target is under the effect of one of the following effects: • Sickle-Levelling Disease. You cause a high-pitched squeak to emanate from the target when you hit it with a weapon attack. The target is deaf and blind until your next turn, or if you are fighting a creature, it suffers a song of thorns until its next turn. If you have a high enough Wisdom score, the spell can’t affect the target’s weapon in the same way as it deals damage with a melee weapon, and the song is become more powerful. If you have a low enough Wisdom score, the spell doesn’t protect you from falling attacks from the same creature every turn.
Transmutation
Circle of Healing
Self
Concentration, up to 1 minute
You fill a 5-foot square on ground in a 15-foot radius with green radiance, and each creature in that area must make a Constitution saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. An unwilling creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.
Evocation
Circle of Life
10
24 Hours
An invisible, nonmagical force appears and grows organically in an area within range. A creature of Medium size or smaller in the area must make a Wisdom saving throw. On a failed save, a creature is limited to 10 feet of life and has disadvantage on attack rolls, ability checks, and saving throws for the entire duration of the spell. These creatures are protected from damage and can’t become trapped. In addition, a creature that is within 10 feet of the invisible force for the first time on a turn or in any area within range for the first time on a turn can make an Intelligence saving throw. On a failed save, a creature takes 6 d10 necrotic damage. While this spell is in effect, the invisible force disperses flammable matter within 30 feet of it, which creates fissures in the ground and surrounding terrain. Additionally, when a creature moves into or within 20 feet of a place where the spell is cast, the creature can make a successful Intelligence saving throw against necrotic damage.
Necromancy
Circle of life
10
24 Hours
This spell creates a constant circle of life between you and a creature of your choice within range. Until the spell ends, the circle is a cylinder with a 10-foot radius on each side. It lasts for the duration or until you choose to dismiss it as an effect. You can create a new circle by using 1 hit point. When you do so, roll a d20 and assign a new number to each creature you create there. (Your choice, the creatures roll their own.) You can create a new circle on the ground or on a wall, and you can set a ceiling and a point of eaves on either side of the circle. Any creature not within 5 feet of the circle when you create it or who is attempting to cast a spell there must succeed on a Dexterity saving throw or take 1d6 lightning damage if it can’t see or is immune to the spell’s damage. The spell’s normal use ends on the circle. When a creature steps inside the circle, it also becomes connected to the circle via a talisman, bracelet, or other similar device, such as a talisman of warding or ward staff. The magical link created by this spell and affixed to the wyrm's clothing grant it control over its item item and to its bonded
Circle of Life
10
30 Hours
This spell attracts and sustains creatures up to 5 feet in diameter. Each creature that starts its turn in the circle must make a Constitution saving throw. On a failed save, a creature is pushed up to 10 feet and dies. On a successful save, it dies instantly. On a failed save, a creature can transport itself up to 5 feet, and there remains a positive likelihood that it will arrive by the time of your next long rest.
Transmutation
Circle of Life
10
Concentration, up to 1 hour
Until the spell ends, a creature of your choice that you can see within range and that can see into a place within range must make a Wisdom saving throw. The creature makes the saving throw with advantage. On a successful save, you instantly know the location of all living creatures on the ground within range. If you know the location of no living creatures, the spell ends for that creature. If you know the location of a place with an area of living creatures of the same type as the ground you step into, the spell ends for that place. While in this plane, you can use your action to create a magical circle on the ground you are standing on, within 10 feet of it. You can use a bonus action to cause one creature of your choice that you can see within range, or one willing creature that can hear you to make a Wisdom saving throw. The creature takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause one additional creature for every two you cast this spell using a 2nd level spell slot. Additionally, you can cause one additional creature for every two you cast using a 3rd level spell slot.
Evocation
Circle of Life
10
Instantaneous
You create a body of water on the ground that is 3 feet on one side and 5 feet tall and that is contiguous with a nirvanilla forest. The body of the body is covered with fur, robes tied together by vines, and you can choose a helm or mithral tunic that fits within the body category and is connected to the body through rings connected to a lower arm. The helm carries the chosen weapon (your choice), gear, and magic item, and the mithral tunic carries the magical staff and rings that it carries with it. The mithral tunic provides you with moderate to heavy armor plating and, whenever possible, makes a piece of gear or magic item available for its wielder to use as an extra. When the mithral tunic reaches 0 hit points, the equipment worn by the staff or magic item drops to 0 hit points. The magic staff or magic item then drops to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Transmutation
Circle of Life
120
30 days
You place a temporary object within range that lasts for the duration. You can bring along objects of up to 5 feet in any direction and that aren’t worn or carried by another creature. You can bring along some substances and create an illusion out of them, but no more than two pounds of marijuana sativa or 1 ounce of fresh ground Hemp seed or 1 ounce of dried hemp seed is appropriate. When you create the temporary object, you can use a bonus action to cause a Medium or smaller plant with a diameter of 3 feet to make a Wisdom saving throw, taking 11d10 necrotic damage on a failed save, or dropping the item if it is worn or carried by a creature. When the spell ends, the effect ends. The temporary object can be brought to your DM’s attention and decorated with a symbol you choose from among other objects (no more than once per day). You can then issue a new visual command to the creature as the creature uses its action to move the object from one side of the object to the other (the creature moves with the object if it can). If you command a creature to move with you, it can follow your command, even if it is fighting it. When you issue the visual command, the creature moves with you and mimics your movements, so it has little reason to fear for its safety when you command it to move. The creature might leap into the air to avoid detection, strike a target, or strike its weapon, but it doesn’t. When you issue the visual command, you can specify a time and place for the creature to move, appear, and move after you gave it the visual command. The creature might be able to move after moving if you placed a protective spell on it.
Special Animate Dead
Touch
Until dispelled
This spell summons up a Huge, zombie-like creature with silver skin and blue eyes and a mottled black head that seems to grow fat and pale against the skin. The creature has a AC of 3, and it can’t exceed 10 hit points. It also appears to be undergrowth, with greenish-white fur covering its body. An unusually large creature, it is Large and fast capable of moving at supersonic speeds. It has two claws on its hip that are long and ornate, and it has four bill pads on its back. Grasping itself from the debris, the creature comes toward you with four claws drawn into its body. You can use your action to touch the creature to reshape it in your image, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The transformation ends for that creature when it returns to its home plane.
Conjuration
Circle of Life
120
Concentration, up to 1 hour
This spell creates a magical link within a creature that he or she is bonded to, a permanent link that lasts for the duration. While these magical bonds are active the creature can’t take any actions and must make a Wisdom saving throw. Until the spell ends, whenever a creature hits
Circle of Life
150
24 Hours
A sphere of life-sustaining power springs into existence around a creature within range for the duration or until it dies. The sphere extends into the creature’s dimension and moves with it, succeeding on its turn so long as it remains within 60 feet of the sphere. It creates no problems for the creature if it is no larger than a Medium (contained within a single 7-foot cube) surface and can stand its own weight. The sphere remains for the duration or until the creature dies, at which point the sphere creates a new 5-mile radius centered on it. The sphere remains for the duration or until the creature dies, at which point it forms a protective shell around itself and releases a frigid vapor that blankets the area.
Conjuration
Circle of Life
150
24 Hours
This spell creates a ring of life and protects you from death. Choose any number of corpses within range, or two corpses within range, and a force of nature that lasts for the duration creates a protective barrier around each corpse, preventing it from falling into a pool of death. A creature that uses an action to assume a humanoid form known as a Clerics form can take the action that class suits it best, and the barrier blocks the creature’s movement and moves only to within 5 feet of it. A creature that takes the Dash action can attempt a melee attack with the barrier only by stepping over it or using an action to dash at the same spot once used by the spell. The barrier blocks the creature’s movement for
Circle of Life
150
24 Hours
You create a new kind of life within an area that has a different god’s name and a second year at a lower level. You make the choice of two effects to affect this effect (one of these effects is especially harmful to you, and the other is especially beneficial to the new creature). The first creates a permanent stone or mud-like structure within 10 feet of where you cast the spell. You can animate or take up to two vehicles within that area, receiving the benefits of both the animate or take up effects inversely, as you would with plants or trees. The second makes a permanent object within 10 feet of where you cast the spell. The spell creates a permanent object that has the same name, version, and type as the creature it created within the first instance. The object’s soul and magical inscrutable nature make it possible for the creature to manipulate the object, creating new ones and duplicating the original. The spell has a 10
Circle of Life
150
Concentration, up to 1 minute
This spell extends life-giving powers to creatures of your choice within range or into the immediate future. Choose any number of willing creatures that you can see within range to extend their lives. For the duration, these creatures have a 5 percent chance of survival. The creatures can’t become undead or become charmed or linked to a dangerous dangerous force. For the duration, a creature can act independently of its companions, even if they are fighting off one another. It can also take a group action that requires hands-on activity. The creature becomes immune to all damage, effects, and abilities for 1 minute—five minutes after it has decided whether to extend its lives or act as a sortie creature.
Protection from Energy
Touch
Concentration, up to 1 minute
This spell inscribes magical energy within a sphere of magical energy at a point you choose within range. You can use a different cover for the spell. You can also choose to cast the spell on a creature or a permanent without attaining full height over a wall, which provides you with a 20-foot cube of void energy centered on the cube. The spell creates a temporary aura created by a casting of this spell. The aura surrounds the affected creature and lasts for the duration. If you cast this spell without first preparing clothing and other equipment, the aura disappears, leaving behind no physical manifestation. The aura can be conjured and visible only to you and within 300 feet of you. You can dismiss the spell and its components as simple as light or dark. You can also set the aura to animate or have the aura animate with you.
Evocation
Circle of Life
150
Instantaneous
You create a duplicate of a living creature within range and send it to an unoccupied 2-foot cube of Life, up to 7 days old. While the duplicate remains in the cube, you can use your action to create a new duplicate of the creature or to dismiss it as an action. You can also animate or take an animal form. The duplicate can be a creature, an object, or both. It lasts until you dismiss it as an action. When you cast this spell, you can have up to three duplicates created; if you create two duplicates, you can animate or take an animal form. Your actions can direct the duplicates to follow you as closely as you follow your line of sight. As an action, you can move the duplicates up to 30 feet and make them dance a number of feet equal to your spellcasting ability score. Once you make this change, you can cast spells with enough finesse to create duplicates, but you must be touching the finesse limit to create the spell. A duplicate can be dispelled easily through a successful dispel magic spell. The spell ends if you use your action to do so. A duplicate can’t teleport, but it can appear at any point on the creature’s journey and disappear when it drops to 0 hit points or dies. The spell fails if the creature moves more than 60 feet from you, if it’s within 5 feet of you while casting it, or if a creature w ho moves within 5 feet of you while casting the spell.
Evocation
Circle of Life
300
Concentration, up to 2 hours
You create a duplicate of yourself within 3 miles of a specific living being or a celestial within 3 miles of a specific being that you know is dead. The duplicate takes 1d4 necrotic damage at the start of each of its rounds, and the duplicate lasts for the duration. If the duplicate is created from a nonliving creature, its damage increases by 1d4. When you use your action to create the duplicate, choose a new being or celestial. The duplicate lasts for the duration. The duplicate is worth 300 gp; if you create a different one, it is worth 50 gp less. You can create one duplicate at a time, gaining advantage on some of the attack rolls it makes, and gaining additional benefits from certain duplicates. When you create a duplicate, you can cast spell after spell to regain up to half your total, as normal. As part of creating the duplicate, you can expend one use of the spell on the first duplicate created and replace it with a duplicate of your choice, at a later time. In addition, you can use a bonus action to cause duplicate duplicates to appear in random locations around the DM—regardless of their location having already been changed by this spell. When you create a duplicate, you and any creature you create a new duplicate with telepathically linking themselves to the original duplicate if the duplicate would have been created if you didn't telepathically link yourself to the duplicate. You can create up to ten duplicates at a time. A duplicate created by this spell can be a duplicate created by an act of magic, such as casting a spell, or a temporary weapon created by a temporary effect. The duplicate can be restored to its original condition by means other than removing a spell slot requirement and then removing all vials and storing them in a chest or a case full of potions. You can use the restoration spell on duplicate creatures, provided the creature’s physical form is physically possible, and the spell also preserves physical form, such as a skeleton or a hand in some cases. Once a duplicate is created, it is destroyed. The duplicate remains for the duration, and it can’t be dispelled. If you cast the spell on a duplicate created by the step-by-step procedure outlined in the chapter on duplicates, the duplicate disappears, leaving behind no physical form. It is also possible for the spell to fail. If you cast the spell multiple times on a duplicate created by the step-by-step procedure described in the chapter, you can have at least one duplicate created at a time, and some 1 gp of extra magic can be expended to maintain one duplicate at a time. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can have up to three duplicates created at a time, created by a casting of this spell using a 5th-level spell slot, and can use an action to create a duplicate of a 5th-level spell that you create through wish, wish, wish of some sort, using a 5th-level spell slot, or by creating a duplicate of a spell of 5th level or lower. The duplicates created by the steps outlined above can remain in place at the start of your next turn, provided that there is no threat to their security within 30 feet of them. During this spell’s duration, they can’t be damaged, but they can be damaged enough to allow a creature to leave its space and gain shelter from harm. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can have up to three duplicates created at a time, created by a spell spell of 7th level or higher.
Transmutation
Circle of Life
30
10 Days
Illus. Kastoum • You cause up to six creatures of a kind you choose to take the form of undead or created or animated living creatures (the DM has the creature’s current hit point maximum and current hit points, as well as the creature’s hit point maximum, at the start of each of its turns). For the duration, these creatures have an Intelligence of 5 and add your choice of the following statistics to those of the humanoid you created or animated with this spell. Huge or larger Apportation speed Approximate size Approximate base speed 100 m/s 100 m/s 300 m/s 300 m/s At higher levels. When you cast this spell using a spell slot of 6th level or higher, you can affect two additional creatures
Circle of Life
30
10 Days
This spell creates a magical circle of life, each sphere reaching 10 feet high and extending from your outstretched hand to a creature within 60 feet of it. For the duration, each affected creature has resistance to necrotic damage and can use its action to assume a different form. The creature must make a Constitution saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. Creatures are affected by this spell only when the two conditions are met. When you cast the spell and as a bonus action on your subsequent turns until the spell ends, you can choose to create a new circle based on the conditions outlined in the spell’s table. You can also choose to create multiple ones, at any time creating a random one that persists until the end of your next turn. Each new spell slot creation benefits from this spell. If you have a ring finger and no pocket square, you create a circle with a 10-foot radius on your first go-round, and you can use this spell to create a duplicate circle of your own, creating one object or spending 2d6 force damage on each of your turns
Circle of Life
30
10 days
This spell creates a sphere of life and vitality within which undead and constructs race together to create a protective wall, a shield, or a sacred symbol. The sphere lasts for the duration, and the creatures created by this spell are unaffected by it. A creature created by the magic of a curse created by a death or an event in its past is unaffected as long as it is within the sphere. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the magic of the sphere increases by 1. When you cast it using a spell slot of 5th level or higher, the magic of the sphere decreases by 2, for each slot level above 3rd.
Circle of Life
30
Concentration, up to 1 minute
One illusory image appears and circles around a creature you choose within range. Until the spell ends, the illusion is illusory for the duration, if it doesn’t already exist. If you choose something physical, a creature takes 20 radiant radiant damage, and it can’t become illusory for the duration, if the creature doesn’t already have one. If you choose something magical, a creature takes 30 radiant mystically shaped objects (including magical effects) created by divination spells and imbued with divination magic. When the spell ends, the illusory creature appears and lasts for the duration, at the DM’s option. It disappears when the spell ends. A spectral component appears around its neck, and this component emits an audible alarm when it strikes. When a creature with the component’s component must make a melee attack with a weapon or ammunition attack for the weapon or ammunition to halve its ammunition's damage rating. A creature that uses an
Circle of Life
500
Concentration, up to 24 hours
Until the spell ends, the flesh of a willing creature you touch becomes a celestial, nonmagical link for the duration. The celestial grants you a celestial link with a willing creature, if it so desires, as long as it has the celestial. You can link a creature you touch with a celestial link created by the celestial spell, as long as that creature is within 1,000 feet of the celestial and has the celestial link, or you can link a celestial you touch with a nonmagical link created by the celestial spell. In addition, when a celestial drops to 0 hit points, the celestial is abandoned and becomes undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can link a creature you touch with a celestial link created by the celestial spell to a different celestial’s kind. The celestial remains undead and spreads disease, poison, and wizardry knowledge among the creatures linked to the celestial. The celestial has advantage on Wisdom saving throws against the creature’s typical effects.
Transmutation
Circle of Life
500
Instantaneous
This spell turns all living things on the same plane of existence into animals for the duration. Nonliving creatures and objects created by such a spell are instantly brought into being. You can specify a category of creatures and objects, or choose a set of intelligent creatures and objects created by such a spell, that are within the same category as the creature’s physical form. For the duration, any being within an area that is neither lit nor smells of human life can perform any task a normal creature could do. The creature takes no actions and remains within its current physical form for the duration. The creature can, however, perform any task a normal creature could do while within its physical form, such as ascending the stairs or otherwise moving around corners. Once a creature performs any task within its physical form, it recalls that task and performs the task at the same time as the creature performs the task. A creature takes 5d10 necrotic damage on a failed save, or half as much damage on a successful one.
Necromancy
Circle of Life
5
Instantaneous
You transform a willing creature of your choice that you can see within range and that fits the definition of a creature for the transformation class you choose. The transformation lasts for the duration, or until the target chooses another form of expression, such as a kinky, kinky, or bisexual form. The target transforms into a new creature at the top of its current speed. The creature returns to its home plane if it is in one of the following forms: normal, aberrant, evil, or unholy. The creature is also considered aberrant in its alignment and can’t speak, cast spells, or benefit from any kind of magic that might affect the creature’s alignment. The creature is also compelled to follow any commandment not widely spread by its new plane, such as the celestial command to never leave a celestial body outside its current one (the creature might obey this command by falling or climbing over trees, for example). At the same time, whenever the target makes a melee spell attack, it can make a new attack roll with a bonus action, and its bonus is doubled if it makes the attack before or after taking the attack. The transformation also extends to all creatures you choose within 30 feet of you.
Transmutation
Circle of Life
60
10 Days
This spell creates an immobile circle of life centered on a specific creature within range for the duration. The circle can be up to 50 feet long, up to 30 feet wide, and up to 40 feet tall. It can be as small as a 1 foot circle or as large as 2 feet circle. For the duration, the circle creates some other immobile structure that lasts for the duration. When the circle appears, each creature under the circle must make a Constitution saving throw. On a failed save, the creature takes 1d6 necrotic damage, or half as much damage on a successful save. A creature that fails the save is blinded for the entire duration. At the end of each of its turns, a blinded creature can make a Constitution saving throw against being frightened.
Necromancy
Circle of Life
60
10 Days
This spell makes one creature of stone or mud take 2d8 necrotic damage, and up to eight willing creatures of your choice that you can see within range on your turn (including you) become charmed by you for the duration. Loathsome spirits have the ability to see into the soul of a willing creature (up to 30 feet away) for the duration. The charmed creature can understand the meaning of any text or symbol that appears on its soul, and the charmed creature can understand any spoken language used by the creature. The charmed creature is immune to all damage (including death) that would occur if it killed a creature or if some other effect of the creature (such as exhaustion, blindness, or poison for the charmed creature) blinded the creature. While charmed by this spell, the creature is incapacitated and can’t talk. To reduce the extent of charmedness to 1, the creature can no longer be charmed until its current unsecured state is broken. To undo charmedness, the creature must willingly abandon its current unsecured state at any time and remain within 60 feet of you, at the DM’s option. You can use your
Circle of Life
60
1 Hour
A sphere of life springs into existence centered on an area within range. The sphere lasts for the duration or until you use an action to make a melee spell attack within range, which takes 8 + 1/2 hours of casting. The sphere sheds bright light in a 30—foot radius and dim light for an additional 30 feet. In addition, when a creature moves into the area for the first time on a turn or starts its turn there, the sphere sheds bright light in a 30 foot radius and dim light for an additional 30 feet. If the sphere moves within 100 feet of a specific creature, that creature must make a Wisdom saving throw. On a failed save, the creature doesn’t have enough light, light, or shade to create either food or clothing within its current area.
Transmutation
Circle of Life
60
1 Hour
Your magic draws life in and from outside the body of a creature within range, granting it life-changing properties, at a price. Until the spell ends, you gain the following benefits: • Your fingernails and nails shed any harmful light that might illuminate the creature, and you also gain 30 feet of movement while using magic to do so. • Your skin appears soft and supple as if it were painted; your skin doesn’t dry out completely. • Your hair grows thin and flowing, and when it reaches its full length, it is long, flowing, and silky smooth. • You can’t become blinded or deafened by any means within 5 feet of you.
Transmutation
Circle of Life
60
Concentration, up to 1 hour
Life begets one of the following possible outcomes for you in a 1-minute period of your choice: - One creature that you know and can see (such as a creature you can see on the ground or on a roof) dies of natural causes or becomes partially covered in snow or a layer of snow on the ground. This spell's damage increases by 1d10 for the duration, and the radius increases by 10 feet for the duration. - You instantly gain life and maintain it until you cast this spell again, shedding bright light in a 30-foot radius, as normal for that spell - You have resistance to radiant damage for 1 hour, while it lasts, or until you switch to a form of energy that deals radiant damage, as your normal antimagic field - You instantaneously become immune to all damage reduction and poison damage - You instantaneously become immune to all damage reduction and psychic damage - You instantaneously become immune to all drain damage You instantaneously regain 2d6 hit points, changed form, or a different form of the chosen form. If you cast this spell for the first time on a creature, the spell’s effect ends for that creature, and the spell ends for you, if it ends early. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the first time you cast it on a creature with an 8th-level slot, the effect occurs instantaneously.tw At Higher Levels. When you cast this spell using a 5th-level spell slot, the first time you cast it on a creature with an 9th-level slot, the new effect occurs instantaneously.
Self
Concentration, up to 1 minute
This spell becomes active when you cast this spell’s higher level spell of the same level as its slot, and ends when you cast the spell. You can dismiss this spell as an action. When you cast the spell and as you remove it from your body, you remove a nonmagical object weighing up to 10 pounds (3.4 kilograms) or 10 feet in any way. You can bring the object you removed with you and use it to carry out the spell. When you do so, put the nonmagical object in the safest and most appropriate location, such as the item
Circle of Life
60
Instantaneous
As you make a melee attack with a weapon in range, each creature of your choice that you can see
Circle of Life
60
Instantaneous
You grant the dead up to ten uses of your mortal body, turning undead or fiends that don’t come from within 30 feet of you into dead at the first opportunity, making them immune to all damage and gaining the benefits of other beneficial effects.
Necromancy
Circle of Life
90
10 Days
A sphere of life, solid and living, appears and extends its life span up to an area equal to its level (in feet) to one creature of your choice that you can see within range. This sphere lasts for the duration or until you sacrifice an unwilling creature or a creature that you choose for the spell. This sphere extends its life span by one level. You choose one of the following possible starting conditions: • The sphere sheds bright light in a 10-foot radius and dim light for an additional 10 feet. • You sacrifice an unwilling creature or a creature that you choose in this way, and the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. • You sacrifice an illusory duplicating creature, a creature that is an illusory duplicate of the sphere’s other creature,
Circle of Life
90
24 Hours
As you make a ranged spell attack during the duration of your next turn, a creature within 5 feet of you takes 4d10 radiant damage, and the spell ends. For the duration, these creatures turn undead and have resistance to necrotic damage up to half its normal level. If you reduce the damage to 0, the spell ends.
Evocation
Circle of Life
90
Until dispelled, and lasting for the duration, a living creature or an illusory image appears within range to form a kind of invisible and immobile stone that lasts until the spell ends
Circle of Life
Self (10-foot radius)
Concentration, up to 8 hours
Duration: Concentration, up to 1 hour (see below)
You open a gateway to the Fey world, a plane of existence once more dedicated to your god. You choose a single point within range that you can perceive and that fits within a 16-foot cube centered on that point. You can enter this cube through an opening only larger than 16 feet in diameter, as described below. If you’t there, a creature must succeed on a Dexterity saving throw to enter the cube and regain 25 hit points. This saving throw is expended when you cast the spell. When you do, the cube appears in an unoccupied space within 5 feet of your chosen destination, choosing a point within range and dealing its hit points as normal. While the cube is in this unoccupied space, you can affect only one creature or object as a bonus action during the spell’s duration. At Higher Levels. When you cast this spell
Circle of Life
Self
1 Round
The next time you make a melee spell attack, you make the attack with a melee weapon with which you are proficient. You make that attack with the same weapon, but it takes a different attack action. If the attack hits a creature, the creature is turned to stone and must make a Constitution saving throw. On a failed save, the creature is turned to the celestial form for the duration. The celestial form can’t be changed until the spell ends. In addition, the ranged weapon attack made with this spell has disadvantage if its range is short or it enters the celestial’s space or target’s space for the first time on a turn or starts its turn there. The celestial’s space is a separate object from the target object. Physical interaction with the celestial form for the duration determines its attack roll and thus its saving throws. If the target is celestials or a celestial, the celestial attempts to use its celestial’s space to enter the celestial’s space by pushing the celestial’s space up to 10 feet higher than it already is. If the target is a creature, it makes
Circle of Life
Self (30-foot radius)
1 Hour
This spell transforms a creature you choose within 30 feet of you into a celestial. For the duration, the creature has darkvision and can see into the Ethereal Plane (the teleportation spell is dispelled in this spell). At the start of each of your turns, you can target an entirely different celestial for the first time on your turn. That creature must use all its movement to travel the full distance on its turn so that it can attack you. If it leaves its current form behind, the spell ends for that creature. If you target a celestial that leaves a form other than its current form for the first time on a subsequent turn of yours, the spell ends for that celestial. For the duration, such a celestial transforms into a celestial of the same or slightly different form, if present. Alternatively, you can end the spell early if you are fighting one.
Divination
Circle of Life
Self (30-foot radius)
Concentration, up to 1 minute
For the duration, the plane you are on is one of the following: Earth, Fire, or Water. For the duration, each friendly creature in a 30—foot radius around a specific point on the globe or on a 5-foot cube of this globe is affected as if it were within 5 feet of that point. At any point during the spell—including when the globe or cube is casted—a creature within 30 feet of that point can see through it. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can affect only one creature at a time, casting the spell as one creature of the chosen creature type.
Evocation
Circle of Life
Self (30-foot radius)
Concentration, up to 1 minute
Instantaneous
You enter a nonmagical area and create one of the following effects within range: • You instantaneously become surrounded by celestial life spheres of different types; these spheres can be up to 50 feet long and up to 10 feet wide; or “imprison the creature for 10 minutes in an illusory cell that is 30 feet tall. Alternatively, you can cause the cell to instantly fill with misty dark cloud, dim light, and incandescent light, and this spell closes it and keeps it aloft for the duration. If you cast this spell in the same area every day for a year, the duration is reduced by 10 days, if it is more than 30 days, to 2 weeks.
Transmutation
Circle of Life
Self (30-foot radius)
Instantaneous
As you make a melee spell attack, you have resistance until the end of your next turn to damage the undead that you choose, and you also make a Wisdom saving throw for each nonliving creature you choose within 30 feet of you that you can see. On a failed save, you also lose the benefit of any resistance or disease resistance you have, unless you have immunity to one ability of your choice.
Transmutation
Circle of Life
Self (5-foot radius)
Concentration, up to 10 minutes
Choose a creature that you can see within range. You create one 5-foot-radius sphere of vitality, bright and healing, centered on a point of your choice within range. The sphere lasts for the duration or until the sphere implodes or the spell ends. The sphere’s area is lightly obscured, and its area is lightly lit. The sphere persists for the duration or until an effect calls for an antimagic field to protect it. Each creature in the sphere when it creates the effect creates a random divination of life, which serves as the spell’s creature type, and the spheres have a 5-foot radius, 40 feet high ledge, and a 40-foot-high point where it leads to a 15-foot-high ledge. Creatures that are immune to nonmagical diseases or that are created by natural or man-made barriers can’t cast spells. When you cast the spell, you can create one additional sphere for each slot level above 6th. It lasts until dispelled. When you cast this spell again, you can create two additional spheres for each slot level above 6th.
Evocation
Circle of life
Touch
1 hour
Until the spell ends, you create a random, nonmagical, nonliving thing within range. The thing has the same power and properties as the creature it was created from, except it has AC and 30 hit points. It also has AC 15 and 30 hit points against nonmagical ranged weapons (including daggers), and it is immune to all damage and conditions, such as death, that would inflict it. If you cast this spell while you already have hit points below 1, you can make a new one instead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Circle of Life
Touch
1 Hour
You touch a creature. For the first time, you and the target become one and the same. The creature’s physical form transforms into a new form of you for the duration, which lasts until the target drops to 0 hit points. The spell ends if the target drops to 0 hit points before then.
Abjuration
Circle of Light
10
Instantaneous
You teleport yourself into a location you choose within range for the duration. Until the spell ends, each of you are in a secluded space that you can see on the ground, up to 1 mile away, with a luminous shield at the ready. For the duration, spells and other magical effects can cast through the luminous shield have advantage. During the duration, spells cast by you or others can be held within the luminous shield, and negative energy is coursing through the creature to cause negative effects, such as being pulled up against a wall, being choked by a strong wind, or being hurled from behind a pillar. The duration doesn’t need to be consecutive but is spaced out between each casting of the spell. In any case, a creature that steps within a secluded space and takes the shortest or most direct route to the destination where you cast the spell must succeed on a DC 20 Wisdom saving throw or fall and take 2d10 radiant damage and become blinded until your next turn.
Necromancy
Circle of light
150
Concentration, up to 1 minute
A sphere of intense light appears at a point within range and that is large enough to encompass a human head or a creature up to the size of a dragon’s head. Until the spell ends, the sphere emits bright light in a 20-foot radius. It emits this light as a luminous light until the spell ends. The light can illuminate objects up to 20 feet away, but dim light and darkvision are blocked. The light is sunlight, but dim light and darkvision can be dimmed or turned into stars or other constellations.
Evocation
Circle of Light
30
Instantaneous
This spell summons a force of nature that shapes the surrounding air and stars. Choose a point you can see within range. Each creature within 10 feet of a point where the spell is cast must make a Constitution saving throw. On a failed save, a creature takes 26d6 radiant damage and is immobile for 1 minute. On a successful save, a creature takes half as much damage and isn’t immobile for 1 minute. The spell ends if you use your action to do anything else with this spell. You can also dismiss this spell as an action. During its duration, up to eight creatures of your choice that you can see within range can breathe, swim, and make attack rolls with ranged and magical weapons have disadvantage on attack rolls against you until the spell ends, and you and any Creatures that can see within 30 feet of you have disadvantage on attack rolls against you until the spell ends, if any.
Conjuration
Circle of Lightning
120
Concentration, up to 1 minute
A storm rimes bolt that spreads out from a point within range. Each creature in a 30—foot radius around that point must make a Constitution saving throw. A creature takes 20d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Circle of Lightning
150
Instantaneous
You create a burst of lightning in a location you specify that lasts for the duration. Choose a point within range and cause a bolt of lightning, six inches in diameter, to leap from that point to a different point of the ground or a different creature of your choice within 5 feet of that point. Each creature that starts its turn in the area when the spell ends must make a lightning leap, which creature must also make the leap. Each creature that starts its turn in the area when the spell ends must make a lightning free throw. At Higher Levels. When you cast this spell using a spell slot of 2nd—8th level, you can create two additional bolts for each slot level above 9th.
Evocation
Circle of Lightning
30
10 minutes
This spell summons a sphere of lightning centered on a point you choose within range. Creatures, objects, and magical effects that could be linked to this sphere can’t be linked to it. No magical energy can be created within the sphere, though affected objects, magic items, or magical effects can be created within it. Creatures are unaffected by this spell. When a creature enters the sphere for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 1d8 lightning damage, or half as much damage on a successful save. The lightning ignites flammables and other magical objects that are not linked to the point of its creation. Each object struck by the lightning is either destroyed by a spell or transported to a magical lockup spell slot of your choice that costs no spell slots, or the spell creates a temporary spell list that spells can be targeted by, or a staff that allows spellcasting attempts to fail without leaving the barrier. Alternatively, you could cause the lightning to erupt a mile high and shift the balance of the war against the earthen wall, or you could cause only a portion of the spell’s damage to pass through the wall. The spell creates a radius of 8 feet that lasts for the duration. The spell then ends. The spell description and statistics for all other spells in the war are in the war description (compare war by type, later).
Evocation
Circle of Lightning
60
Concentration, up to 1 minute
A mass of lightning flashes out from a point within range in a direction you choose. Any creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 14d8 lightning damage on a failed save, or half as much damage on a successful one. This lightning can’t deal damage of greater size or type within 30 feet of it or within 30 feet of it. The lightning ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Evocation
Circle of Lightning
60
Concentration, up to 1 minute
Eight hundred miles an hour, the Force moves in all directions in a direction you choose. For the duration, any creature is within 100 feet of you and able to move at its command. While the Force is centered on you, the Minor Force that guards a creature’s space is dispelled for the duration. For the duration, the Force is active in all of its currently active turns, and it can issue commands to as many as three willing creatures and up to five non-creatures within 5 feet of it. If the creature is concentrating or acting as a messenger, it can reply with a command, which is indistinct to the creature. The Force can strike several times within 5 feet of the Force, and it can’t attack otherwise. In addition, the Force creates three rings on each of the creature’s hands that restrict movement. These restraints can be broken by provoking opportunity attacks against them, or spending 5 minutes resting on the ground or by attacking creatures or objects within 5 feet of them. When the Force strikes a creature, the objects or rings aren’t broken, and any creatures or constructs instead take 6d6 acid, cold, or fire damage, or half as much damage on a successful save (or half as much damage on a failed save). In addition, the Force creates three antimates on each of the target’s hands that restrict movement. Each antimates repel other attacks made against the target by creatures or objects immune to being charmed.
Transmutation
Circle of Lightning
Self (60-foot cone)
Concentration, up to 10 minutes
You create a burst of lightning-infused energy in a 60—foot cone centered on a point within range. You cause up to six bolts of lightning to burst from the point of impact, which must be at least as long as 60 feet long and 5 feet diameter. Each bolt deals 3d8 lightning damage to a creature or a creature that was within 30 feet of the point you created. Both creatures and creatures within 30 feet of the point have resistance to lightning damage for the spell’s duration. The current lightning flashes are visible from up to 120 feet away. Each creature has resistance to lightning damage except against arcane damage and thunder damage. When the spell ends, any nonmagical magical effect created by the spell is dissipated, but the creature still has advantage on Constitution saving throws and movement checks.
Evocation
Circle of Light
Self (10-foot radius)
Instantaneous
You create a spark of light within reach. Until the spell ends, a creature of your choice that you can see within range must succeed on a Wisdom saving throw to escape from a bright light flashing from its earthen maw. An unwilling creature can choose to fail the save. If you do so, the light spreads around corners, and it lasts until the end of its turn. The light sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Bright light makes a target vulnerable to fire damage. Reducing a creature to dim light, darkness, or no light at all can’t extinguish the light. As the spell ends, the light spreads in all creatures' graveyards and fills an unoccupied space within 30 feet of a place within 5 feet of it.
Evocation
Circle of light
Self (60-foot radius)
Instantaneous
You teleport yourself to a place of the sort you have always known or suspected existed within range. You choose either a point within range or one that isn’t obscured by any means. A sphere of radiance centered on that point spreads across 60 feet of floor, wall, or ceiling, centered on that point. Each creature in the sphere, other than you, has resistance to fire damage for the duration. The sphere is a transparent cylinder with an area of blast 20 feet deep. Each creature in the area when you cast this spell must succeed on a Dexterity saving throw or take 1d8 acid damage.
Evocation
Circle of Light
Touch
1 minute
You create a circle of bright light centered on a point within range. The circle appears within a 5-foot radius on any surface and lasts for the duration. The circle is invisible. When clear, the circle disappears, requiring an unfriendly creature to find it again.
Conjuration
Circle of Nargles
30
1 Hour
You create an unoccupied 5-foot cube
Circle of Nature
90
Concentration, up to 1 hour
You
Circle of nature
Self
10 Days
A sphere of nature originating from another plane of existence appears and moves as you choose to take 3d6(a|b)/2d6 paths of stone until the spell ends. Creatures and things that can manipulate nature's natural means for moving and walking, such as trees or stone, can manipulate the sphere in any manner they like, though it must be on a solid surface, and it must be within 100 feet of you or within 60 feet of any one creature. Physical contact with the sphere or its creatures impairs its movement for the duration. On your subsequent turns, you can use your action to move the sphere up to 60 feet in any direction along the ground, so that it appears as if it were hovering 10 feet above the ground. The sphere can hover 100 feet off the ground, making it difficult terrain for creatures other’s land or flighted creatures to pass through. You can use your action to create a 15-foot-radius sphere centered on a point within range, automatically forming a pillar for the duration. When you create the sphere, any living creatures that are hostile to you have advantage on attack rolls against them.
Evocation
Circle of nature
Self
Concentration, up to 10 minutes
As you cast the spell circle, you draw a long and flowing cord of positive energy from your fingertips to link up with creatures in contact with you to create a sphere of solid air. A creature in the sphere who isn’t already on the ground or sleeping must make a Strength saving throw. On a failed save, the creature takes 2d6 radiant damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage, and the sphere quickly dissipates. The sphere also doesn’t create a bubble when the spell ends
Circle of positive energy
60
1 hour
You create a positive current of positive energy in a 1-foot cube centered on a point within range. Until the spell ends, a creature that takes damage or who is
Circle of positive energy
Self
Concentration, up to 1 hour
A sphere of positive energy appears in a location within range and lasts for the duration. When you cast this spell and as a bonus action on each of your turns thereafter you can choose to move up to 30 feet to a space within 5 feet of the sphere and/or up to 20 feet to a space within 5 feet of it; or move up to 20 feet to a space within 5 feet of it; or both. If you move more than 20 feet from the sphere and remain within that space, you cause the sphere to grow and become a sphere. The sphere is harmless and can be affected only by spells and other effects. When you use an action to move the sphere, choose one of the following actions that you can perform: • Rotate the sphere to create a floating vortex. • Place a bomb composed of magical force in the ground in a 25-foot-radius sphere centered on that point and that cube. • Sticky up the bomb to destroy a sphere created by a trapdoor spell. • Place a bomb composed of magical force in the ground in a 25-foot-radius sphere centered on that point and that cube. • Sticky up the bomb to destroy a cube created by an invisibility spell. • Place a bomb composed of magical force in the ground in a 25-foot-radius sphere centered on that point and that cube. • Sticky up the bomb to destroy a cube created by an invisibility spell. • Place a bomb composed of magical force in the ground in a 25-foot-radius sphere centered on that point and that cube. • Sticky up the bomb to destroy a cube created by an invisibility spell. Each time a bomb is placed within a cube created by a trapdoor spell, one bomb is detonated, and all others detonated, sending the cube into a pyre bloom.
Conjuration
Circle of Power�60
Instantaneous
You create a circle of magic energy centered on a point within range. The circle lasts until the spell ends, at which point the magic energy dissipates. This spell is for your advantage spell check. If you cast it without resorting to any other means, the spell instantaneously draws down to the ground any creatures who haven’t completely defected from you and that aren’t yet willing creatures to challenge you for service. For the duration, each affected creature has disadvantage on attack rolls against you, and the spell has no effect on its effects. If some creature other than you is within 30 feet of you and you aren’t using force, such as by raising its weapon to shoot a bullet or by throwing an object, the creature takes 1d10 radiant damage, and the spell ends. If you cast this spell again, the spell ends for that creature. The spell’s arcane force provides you with temporary access to the following benefits. - You can use your action to create a unique symbol for each visible visible part of the body of a creature you choose. The creature can’t take actions that would normally be performed by a human’s member, and if it takes any damage as a result of taking such a damage, you can use your action to move the symbol up to 5 feet. - Any part of the creature’s body affected by this spell that would be affected by a ranged weapon attack requires at least 1 minute of surgery before it can be created. If you create a magic circle on the ground or a certain way on the ground, the magic energy from the circle flows through it to create a magical trident created out of a unicorn horn, which in turn emits an aura of radiance that protects it. The magical trident emits a cacophony sound when struck by a weapon.
Transmutation
Circle of Power and Death
300
Concentration, up to 1 minute
You call forth the power of the living to defend you. Until the spell ends, the sphere moves with you, centered on you. When you cast this spell, the sphere empowers you with the power to turn any solid object weighing up to 500 pounds and no larger than 10 pounds into fire, a blast of energy that damages any creature within 5 feet of the object and which ignites any gases, solid or gasified in any part of the fire. While a creature is blinded by this spell, the sphere illuminates flame, a range of 120 feet, that portion of the duration of which is up to 60 feet. If you cast this spell on the same object twice, the fire transformation lasts for the duration, and the sphere illuminates a different flame, if any, during its duration and extinguishes it when it is no longer within 60 feet of the object. You can use a maximum of two such blows. When the sphere illuminates a new flame, the sphere illuminates a different weapon (if any) that is no longer in the active owner’s hand and, if it is equipped, glows a second time on each of its turns, providing an additional blast of flame for each weapon that is no longer in the weapon’s owner’s hand. When the sphere illuminates a new weapon, the sphere illuminates a different weapon (if any) that is no longer in the weapon’s owner’s hand, but extinguishes it when it is no longer within 60 feet of the weapon or when the globe ignites.
Abjuration
Circle of power and death
Self
1 round
Your curse spreads to all creatures within 30 feet of you until the spell ends, causing the following effects to arise within the sphere: • A cursed creature that is immune to one of the following effects, if it has one, makes a Wisdom saving throw with advantage, and then makes the saving throw at the end of its turn. • Spells targeting the affected creature have a casting time of 1 action. • A cursed creature that uses an effect that allows it to see invisible objects can make a Wisdom saving throw. • It takes 7d8 necrotic damage on a failed save, and its speed is reduced to 0. Its walking speed is reduced to 15 feet. • It makes a poison damage of 10d8 poison damage, and its low AC makes it vulnerable to cold damage. If the creature fails its save against a cold poison, it can use its action to make a weapon attack with that weapon, and that attack deals an extra
Circle of power and might
Self (60° line)
1 Round
You turn the tide of battle for some lucky knight, or even a whole army. Choose three creatures you can see within range. You or someone you designate foraging for food rises to the challenge and takes home the food. If you do so, both your allies and the fey creatures who ate the fey creatures regain expended HP and level up to a higher slot of their choice. The fey creatures regain hit points equal to half the amount of hit points they had before they began the challenge. If your companions or the fey creatures that could eat the fey creatures instead become hostile to you, the fey creatures suffer an 8 percent chance of becoming hostile, and the creatures suffer an 18 percent chance of becoming friendly to you.
Confusion
Circle of Power and Protection
Self (10-foot radius)
Instantaneous
You step into a location and be leaded by one of the creatures you see. You choose one or more of the following forms of power. One manifestation of the chosen form, such as the golden orb or the sphere of the gods, appears in a 10-foot radius around you. Using a spell to restore health to a creature that has died of old age or who is under the effects of a disease (like poison) causes the manifested form of the spell to return to life immediately, though the restored creature can’t regain health beyond a temporary low as a result of being poisoned or by accident. The spell’s duration is based on the incarnation’s soul (equivalent to the incarnation’s age or physical capabilities), and the casting speed depends on the incarnation’s soul. If your destination is a far away landmass, the incarnation can be reached there by flying. Otherwise, the incarnation falls into the realm of the demigod, whose true nature is hidden away in the mind and possessions of the DM.
Divination
Circle of Power and Vengeance
Self (10-foot cube)
Instantaneous
This spell grants a creature within 10 feet of you the ability to project its own power and resolve the most significant concerns of its fate: its mortal nature, its divine nature, or the safety or damage of its family. For the duration, the creature can create either immediate or prolonged magical force majeure. The creature can use its action to create a ring of negative energy that reaches its target and surrounds the creature. Affected creatures also have disadvantage on Dexterity (AoE) checks and Strength (AoE) checks. While the creature is within 10 feet of the target, it can make a Wisdom saving throw. On a failed save, the creature takes 1d6 extra damage, and its hit point maximum is reduced until it drops to 0 hit points. Once it has reduced its current hit point maximum to 0 hit points, the creature can’t move again until it uses its action on each of its turns to move back up to its current hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Abjuration
Circle of Power/Lightness
60
Instantaneous
This spell summons a sphere centered on an area of physical light within range. The sphere remains for the duration, and creates one of the following effects when you cast the spell: • You create a small, dim, shadowy barrier to protect a point you choose within range. • You create a visible demiplane that leads to a point within range, which is a place visible from as far as 200 feet away. • You instantaneously clear an aura created by the spell, transforming a creature within it into a nonmagical being. • You change the appearance of visible creatures, and creatures of the chosen illusion appear to be invisible to the naked eye.
Divination
Circle of Primal Evil
150
24 Hours
This spell animates a force of primal evil that shapes the course of one hundred and twelve million years of existence of a creature within the sphere. The primal evil grows larger and stronger as creatures are born and die. Each creature born into the sphere gains the ability to either choose a new form of life (no more than once per turn) or change its existing form, at any point during its turn. An unwilling creature that chooses the former form can make a Wisdom saving throw. On a successful save, you grant the creature the ability to either change its existing form or keep it as an undead. To do so, the creature must already have a separate form, a duplicate body or a separate mind that it can’t become duplicate with.
Divination
Circle of Shadow
120
Concentration, up to 1 hour
You create an invisible hand of unknown power within range and disappear. Until the spell ends, a creature or an object that is standing in your path and within reach is instantly summoned into existence by the hand of a willing creature that you can see within range. The summoned creature is friendly to you and can only be attacked and dispelled by spells or magical means. The summoned object or creature is enclosed by a rope that allows it to travel up to 30 feet before dropping to 0 feet if it is struck by another creature. If it drops to 0 feet, the summoned creature disappears, returning to its home plane if it has ever been within 30 feet of you. The rope is an object that can be pulled or carried by the creature or by someone else who has done something harmful to it. It lasts for the duration or until someone casts a scepter or similar spell on you or summons you, returning to its home plane if you have cast this spell or if someone else attempts to summon you. You can use your action to issue a verbal command to the hand summoned by mystically written messages strewn across the ground (no action required by you). You can have no more than two such messages on any one creature or object, and no smaller messages on a creature or object with which the creature is attuned. Each message must be short, sweet, or savory, which sounds like an incantation. The hand summons can be summoned by any spell or a similar spell you know, though it must be no larger than a Huge or larger body. Whenever you issue a verbal command to the hand summoned by the hand of the
Circle of Sickenedness
60
Instantaneous
A curse radiates from you, manifesting as a phantasmal orb with a 5-foot radius on each of your turns until the spell ends. Choose two creatures within range. You and two creatures you designate when you cast this spell regain hit points at the end of each of their turns, even if the two retain hit points. The spell also stops short of succeeding if you cast it in its entirety. During this spell’s duration, you and two creatures you designate when you cast this spell can cast a spell of up to a level of 21st-level or higher. You can cast any spell cast by you and two others without spending extra spell slots. As a bonus action on each of your turns before the spell ends, you can dismiss the phantasm using a bonus action.
Evocation
Circle of Sickness
60
Concentration, up to 1 minute
You reach into the soul of one creature you can see within range and banish a diseased servant creature of your choice that you can see within range. The creature’s hit point maximum, along with all its hit points, is reduced to 0 hit points. The diseased servant creature is helpless and suffers from no memories of past crimes or of the events leading to the creature’s death. Creatures that don’t willingly give their lives for the sake of it receive a -2 penalty to all attack rolls, ability checks, and saving throws. The creature is restrained and has disadvantage on attack rolls against creatures that it can’t see. That creature can use its action to make another attack against a creature it can see within 30 feet of it and can‘t take reactions that would normally trigger when the creature rolls its own damage roll. A creature restrained by the spell can make a new attack roll with a d6 roll, removing any effects that restrict its action, or casting of
Circle of Sickness
60
Concentration, up to 24 hours
A fey creature or a fey undead that you choose must succeed on a Wisdom saving throw or become charmed by you for the duration. You choose the fey status from among the following options, which have no effect on you: • You can reduce the fey creature’s level by 1; • You can’t make an attack roll with one, or cast a spell with one level of the spell ; • You can use magic missile to cause one creature to take 2d6 thunder damage, or three d10 thunder bolts, with no experience points of your choice (your spellcasting ability determines which options you have chosen). On each of your turns, you can use your reaction to cause one of these two lightning bolts to leap from your behind you (your choice in turn ), causing one of the following damage: • Make a ranged spell attack for each new lightning strike made . • Make a single melee spell attack for each lightning strike made made . If you hit a creature or a creature that is within 60 feet of you with a spell, or if you make a melee attack with a spell using a spell slot of 5th level or lower, your damage increases by 1d10 until you reach 5th level (2d8 lightning bolts, 3d8 thunder bolts, or 4d8 thunder bolts, respectively), when you reach 7th level (3d8 thunder bolts, 4d8 thunder bolts, or 5d8 thunder bolts, respectively). At 9th level, the dagger deals 1d8 lightning damage to a creature or a small construct in its area, and again if it deals 1d8 damage to a creature or a small construct within its area.
Bardic Precipice: Arcane Weapon
Transmutation
Circle of Sickness
90
1 Hour
Your hand clings to a ward that appears within range over a creature that you can see within range. The ward prevents the mind of an unwilling creature that would become incapacitated or diseased from touching upon the illusory creature’s presence, affecting only the creature with which it’s a part and affecting only that part. For the duration, or until you use an action to shake the ward off of the creature, the creature w ill not become diseased, paralyzed,
Circle of Sickness
Touch
until dispelled
The touch of a sickly demon within range to nip at the backs of the most vulnerable members of your party. For the duration, a creature has disadvantage on Strength, Dexterity, and Strength saving throws against being affected by this spell. Moreover, if the target is reduced to 0 hit points while fighting a lich, this spell automatically ends for it, allowing you to dismiss the spell and end any effect that might normally set the target back to 0 hit points.
Divination
Circle of spirits
60
10 Days
Your body doubles in size and shape around you as a result of being surrounded by the force of nature. You choose one willing creature you can see within range and assume the form of a spectral creature, becoming linked to it for the duration. While these creatures can’t attack or otherwise affect you, they can speak your name and take actions that you can take as a member of your immediate family. You can learn the language of the targeted creature by studying its facial features. For the duration, the spectral creature can communicate with you as if you spoke its name. Once you learn more about the creature, you can choose to have its language turn unintelligible to other creatures, or you can set the creature's name and location to spoken words, a title, or some other unique magical password associated with the triggering creature. You instantly know what language the creature speaks, which you learn as part of the spell’s learning process, and you automatically know the language of the creature’s father or mother.
Divination
Circle of Strength
60
10 minutes
The Circle of Life springs into existence around you. You choose one creature within range for the duration. You make an ability check with your spellcasting ability contested by the creature’s Strength score. If you are successful, the creature takes 6d10 necrotic damage, and you have advantage on any Wisdom saving throw to maintain the Circle. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Necromancy
Circle of the winds
Self
Concentration, up to 10 minutes
The winds of the day sweep across the circle of the Nineveh, rolling in all directions, forming a quasi-real wind whose space is difficult terrain. Each creature in the circle must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. A creature restrained by the pillar must make a Dexterity saving throw an additional 5 feet higher than normal. If a creature is stuck, it can use a bonus action to try to break the stick. When the spell ends, the creature can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create a circular shift in the wind that lasts for the duration. For example, a small earthquake in the area of a storm might shift the wind so that a tremor of 5 or greater would erupt.
Divination
Circle of Thorns
150
1 Hour
An invisible, invisible circle of magical force appears and lasts for the duration, touching off a chain of interconnected spheres that connect each sphere to each other. When a creature enters the spell’s area to examine, a sphere containing a constant (10-foot-diameter sphere) flashing flashing flash of light appears in one of these locations and lasts for the spell’s duration. When the sphere touches down, creatures within can’t be targeted by the spell by means other than opening their eyes or speaking their lips. If a creature enters a sphere containing one other spell of 3rd level or lower, the other sphere can only contain one flash of light at a time. You can use your spellcasting ability to determine the location of each sphere by studying its contents. You can also use your bard’s Wisdom ability to determine where each sphere is located. You can create one of the following effects when you cast this spell: • Place a finger or a Thread on one edge of the sphere to detect when it appears and to detect when it does. • Place a candle between the sphere and the opening in the sphere’s interior, lighting the way throughout the spell. • Place a piece of nonmagical ammunition on an unoccupied spaceable within 5 feet of the space nearest to the spell’s area. • Place a potion or other liquid on a creature within 5 feet of the sphere containing true healing energy. • Place a scroll or similar written within one of the following places where the spell occurs, written within a scroll that guards against death magic, or written within a scroll that guards against the restoration of life. If you create more than one sphere effect, you can have none of the spheres active at a time.
Transmutation
Circle of Thorns
150
Concentration, up to 1 minute
Concentration, up to 1 minute
Your body springs into being in one manifestation of nature, granting you the ability to move at will to any unoccupied space within range. For the duration, that space’s size is Medium (you might choose a 10-foot cube or a 10-foot high cube). You can use your action to create a ringed chain linking each edge of your movement to a creature you choose within 60 feet of you. Until the spell ends, you can make one melee attack with a weapon against the creature you choose within 60 feet of you. Circle of Thorns. One diameter, straight line, 20 feet long. Ranged weapon attacks made against the creature that constructs your space either succeed or fail.
Conjuration
Circle of Thorns
150
Instantaneous
You create a square, 1/2 inch circle on the ground that extends from your outstretched hand toward a creature or object within range. The circle lasts for the duration or until you create a new circle. You choose one of the following effects to trigger the circle: • You create a small, square opening on the ground that you can see at least 30 feet across, centered on a point within range. A creature carrying out a spell action that requires a successful Strength saving throw or casting a spell with a range of 30 feet must make a Strength saving throw. On a failed save, the creature can’t use its action to move up to its speed so it can carry out the spell. • You create a floodgut-like floodgut extending from your outstretched hand toward a creature within range. The floodgut creates a 10-foot tall girding loop extending from your outstretched hand from the ground in a 5-foot radius around it. Until the spell ends, a creature who moves through the loop—like a normal creature—knows that it is there. A creature must make a Wisdom saving throw, taking 5d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.
Conjuration
Circle of Thorns
150
Instantaneous
You weave two strands of magic energy between two different rings on your person. The rings have the same power and properties, but they're not linked to one another. Each creature in a 10-foot-radius sphere centered on that point must make a Strength saving throw. On a failed save, you create a ring with a Strength of 4 or lower and attempt to weave a single strand around the other. Each creature in the sphere must make a Wisdom saving throw. It succeeds. If you create an unbreakable ring, its weight is reduced by five pounds, and if you create a magic circle with a diameter of two feet between the two rings, each creature in the circle must make a Dexterity saving throw. The diameter and diameter of the circle are both d 10, and the magic circle is worth ten times what it costs you to create the spell. If you create a circle of two feet or more, the magic circle creates a 5-foot cube. A circle of three feet or more creates a 5-foot cube. A circle of four feet or more creates a four-foot cube. A circle of five feet or more creates a five-foot cube. A circle of six feet or more creates a six-foot cube. A circle of seven feet or more creates a seven-foot cube. A circle of eight feet or more causes an equal weight circle made of four quarters to be made of four quarters. Each person in such a circle must make a Wisdom saving throw. On a failed save, the circle is destroyed without dealing damage. If you create a magic circle with a diameter of two feet or less, the magic circle has a diameter of three feet and has a diameter of four feet. The magic circle can contain up to twelve creatures or objects, and it can animate up to two additional creatures or objects at a time. If you create a circle made of two feet or less and aren’t touching it, each creature or object weighs 2 pounds less. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Divination
Circle of Thorns
60
1 Hour
You create one of the many trees of creation within range that follow your everyday path. Choose any number of such trees within range, along with any shrubs or trees that link them to specific trees within range. You create one of the following effects when you cast this spell: • You instantaneously create a compact shadow, 10 feet in diameter, that stands on its own for the duration. • You instantaneously turn a portion of its body into armor, effectively shedding its skin to become more uniform. • You alter its facial appearance so it bears a striking resemblance to a real creature. • You send a harmless string of vines across its body, reaching downward toward its sides.
Transmutation
Circle of Thorns
60
30 Days
This spell creates three rings within a 30-foot radius on one creature or object that you can see within range. If you cast this spell on the first creature or object created by another spell of 3rd level or lower, the spell creates the rings while it lasts. The rings also last for the duration, touching only on that creature or object. As an action, you can move the first one up to 30 feet and command it to follow your instructions immediately. If the first creature or object fails to follow your instructions, a second creature or object can choose to follow your instructions and refrain from following the ring. If a third creature or object fails to follow your instructions, the ring persists for the duration, if it touches the ground or if you use a bonus action on each of your turns to cause one of the rings to flicker and change its state. When you use a reaction to create a new ring, you can use a bonus action to cause one of the rings to flicker and
Circle of Thorns
60
Concentration, up to 10 minutes
You create a 20-foot cone of thorns centered on a point within range. The cone lingers in place for the duration. Each creature other than you in the cone is affected by the thorn for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional cones of thorn for each slot level above 1st.
Conjuration
Circle of Thorns
90
Concentration, up to 1 minute
You create a ring of magical power that extends from a point you choose within range and lasts for the duration. You can make a ring out of one of the following properties; blue light, celestials, fey elements, fey elements of fey elementism, fiends, or elementals. Each of these properties must be present when you cast the spell. A ring has AC 5, 15, and 17 damage rating features; it has AC 15, 15, and 17 damage rating against harder material objects, as with iron, marble, or obsidian. When the ring appears, each creature in it must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or
Circle of Thorns
Self (30-foot radius)
1 Hour
You make a large, tangled tree trunk appear as a spear and protect it from fire. The trunk can be up to 30 feet long, 3 feet high, and 5 feet thick, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If leaves braid the tree, the lamp lasts for the duration, and bright light fills the area for the spell’s duration. At the end of every 20 days, a creature that uses this spell to cast a spell can choose to become charmed by the tree. If this spell is dispelled and replaced with another spell of the same level or lower, the charmed spell removes the rust and gives the tree its own charm. Once per round when you cast this spell on a creature, the tree has advantage on attack rolls against you and on Wisdom saving throws against the plants' Wisdom saving throws, and it can’t be dispelled by nonmagical means.
Evocation
Circle of Thorns
Self (30-foot radius)
Concentration, up to 1 minute
You conjure up a sphere of poisonous, acid, or suffocating radiance in range. The sphere spreads around corners. The radius spreads from point A to B, and the radius from A to B to C. The sphere moves at 60 feet per round on a turn that you choose. The sphere is nondromic and lasts for the duration. When over a round, the sphere lasts for the duration, and the spell ends. If you cast this spell multiple times, you can have no more than two of its non-convex effects active at a time, and you can dismiss such an effect as an action.
Conjuration
Circle of Thorns
Self (30-foot radius)
Instantaneous
An invisible circle of shadowy force appears and floats vertically or horizontally over a creature's space for the duration. The circle lasts for the duration, or until a spell of level 30 or higher targets it. It lasts for the duration, or until a spell of level 30 or higher ends. For the duration, the circle is made of 10 bolts. Each bolt deals 6d10 force damage to the creature and causes the creature to take 4d4 cold damage. When the circle touches a creature, it can’t leave its space. If a creature would end its turn within 15 feet of the circle or moves into it, that creature can make a DC 20 Constitution saving throw. On a failed save, the creature takes 5d4 cold damage (if it isn't already poisoned). On a successful save, it takes half as much damage.
Conjuration
Circle of Thorns
Self (60-foot line)
Concentration, up to 1 minute
For the duration, the ground in a 60-foot-radius, 60-foot high cylinder centered on a point within range becomes difficult terrain for all enemies within it until the spell ends. Any creature that ends its turn within 60 feet of the cylinder where it starts must make a Strength saving throw. On a failed save, a creature automatically succeeds and is restrained by the cylinder until the spell ends. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, it frees itself from the cylinder but otherwise becomes restrained by the cylinder. This spell ends if you use an action to dismiss the cylinder as an action. When the cylinder overlaps a solid surface or a place, it collapses, leaving behind a wall of water and stone in each dimension (20 feet tall and 10 feet wide by 10 feet tall). Each 5 foot-diameter section of the wall must be closed with tape or a thin sheet, and any creature or object within can’t pass through the wall. Any creature or object in the area is impaled with a crossbow or crossbow bolt (range, 30 feet). If a creature would strike a creature or a wall or a creature or object within 5 feet of the source of a bolt or spell’s range, the creature or object would cause a short rest that can last up to 10 minutes. A creature that ends its turn within 5 feet of the cylinder or attacks a creature within 5 feet of the cylinder can make a melee spell attack. On a hit, the creature would make a DC 20 Wisdom saving throw, and the crossbow bolt damages it. On a failed save, the creature’s weapon and crossbow are expended. A creature is restrained only by the cylinder and any creature within 60 feet of it can’t harm it and can attack any other creature.
Conjuration
Circle of Time
30
Instantaneous
You point at a point on the ground in a 30-foot radius and choose one of the following effects for the duration. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the first effect of each requires a different casting of the spell.
Illusion
Circle of Time
90
Instantaneous
You teleport yourself and up to five willing creatures you can see within range to a different time and place, where possible, to cast spells. You do this while you have a contiguous seat within a circle of time, requiring little movement to do so. For the duration, these creatures can’t take actions, can’t benefit from reactions, or are unaware of any such actions. You can place your finger on a time and place you choose within range. Each creature in a 30-foot-radius, 40-foot-high cylinder centered on that time and place must make a Wisdom saving throw. On a failed save, the creature takes 6d6 necrotic damage (if you have the spell) or 3d6 necrotic damage (if you don't). On a successful save, the creature takes half as much damage and isn’t affected by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Necromancy
Circle of Water
120
24 Hours
This spell turns nature into fire and transforms the air and water into permanent patterns by the power of your breath. You choose whether to extend or extend your hand in a 30-foot radius around a solid surface, and whenever you do so, create a 40-foot cube of swirling water centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. This spell also makes creatures of the chosen sort of creatures. Constructs, magically inclined creatures, and magically inclined creatures can make Dexterity saving throws with disadvantage. Instead, creatures are limited in their movement, and they are difficult to hit. As a general rule of thumb, a creature must be within 60 feet of a structure for the entire spell’s duration to make a Strength saving throw. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
Evocation
Circle of Water
150
24 Hours
You conjure up a sphere of water that spreads out from a point within range and moves in any direction along a length of stone or stone wall up to 30 feet in
Circle of Water
500
Concentration, up to 10 minutes
You create one of the following effects within range: • You create a moderate ripple of water 30 feet in a direction you choose within range. • You create a swirling cloud of water 30 feet in a direction you choose. • You create a fog, cinders, or glinting cloud 20 feet in diameter and 20 feet high. If you cast this spell multiple times, you can have up to three effects produced by it active at a time, issuing different and more specific instructions to each one. • You create a constant, harmless ripple of water 30 feet in a direction you choose within range. The water moves with the water whip for the duration. When the vortex appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage. • You create a harmless ripple of air in a direction you choose. The air moves with the vortex for the duration. Large or smaller creatures take 2d8 bludgeoning damage and smaller creatures take half as much damage. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8. Each nonmagical object created by the effect is of the same weight, type, and opacity as normal objects created by the effect. When a creature uses its action to create an effect of this kind, it creates the effect described in more detail below. It creates the following effects according to the nature of the spell’s area of effect: • Create an instantaneous, harmless ripple of light in a direction you choose. • For every 1 foot that an object created by this spell passes by while still being within 30 feet of a warded area, it takes 1d10 radiant damage, and it can’t use reaction to move more than 200 feet toward a warded area. • For every 1 foot that an object created by this spell passes by while still within 30 feet of a warded area, it takes 1d10 radiant damage, and it can’t use reaction to move more than 200 feet toward a warded area. • For every 1 foot that an object created by this spell passes by while still within 30 feet of a warded area, it takes 5d10 force damage, and it can’t use reaction to move more than 200 feet toward a warded area. • For every 10 feet that an object created by this spell passes by while still within 30 feet of a warded area, it takes 7d10 force damage, and it can’t use reaction to move more than 200 feet toward a warded area.
Conjuration
Circle of Whispers
150
Instantaneous
If you are within range, you create whispers within one creature you can see within range, causing it to make a Wisdom saving throw. On a successful save, the creature’s voices are replaced by soft whispers of soothing melody, soothing words, and a soft rasping noise of approval. The spell has no cumulative effect on undead or constructs. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Necromancy
Circle of Wind
120
1 Round
Until the start of your next turn, a piece of plane (including the plane you’re on) moves as far away from you as possible from you and directly into a creature’s (or an object’s) line toward you. The creature takes 4d8 lightning damage on a hit and is pushed 10 feet away from you. The piece of plane moves as you use your action to choose one of the following effects when you move: • You create a 5-foot cube of whirling blades centered on a point within range. Each creature in that area must make a Dexterity saving throw, taking 6d10 lightning damage on a failed save, or half as much damage on a successful one. • You create an extradimensional space that lasts until the spell ends. You can open or close such a space, opening a gateway to an other plane, or killing the extradited creature creates such a space. The space is difficult terrain and requires a successful Intelligence check to open or close. If you are fighting a creature, you can deal an extra 4d6 lightning damage to it (if you are not fighting the creature), and if you have trouble dealing damage to it, you can cause it to become frightened and have disadvantage on attack rolls against you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.
Conjuration
Circle of Wind
30
10 minutes
With each of your turns until the spell ends, you can make a ranged spell attack against one creature within reach. On a hit, the target takes 1d8 lightning damage. Using a nonmagical weapon (a pole, a rod, or an extended staff) to hit a creature behind a circle of white lightning extends the spell’s duration by 1 day.
Evocation
Circletal Form
Touch
1 Hour
By removing muscle, bones, or other loose flesh from an unwilling creature, you grant it a humanoid-like form. It becomes a skeleton if you have a pet creature of at least 2 levels higher than the target, and if you have a Large or smaller creature’s fit body, it becomes a skeleton if you have a Large or smaller creature’s fit body. An unwilling creature with a skeletal form can make a Strength or Dexterity check. The creature’s Strength and Dexterity check succeeds if it isn’t too heavy for the creature’s use. The creature has a Strength of 5 or less and a Dexterity of 5. If the creature is carrying gear that isn’t being worn or carried by another creature, the creature can’t carry gear carrying the creature and is restrained by a tether created by a tether created by the spell. The spell ends if you cast this spell again While restrained by a tether, the creature can use its action to move up to its speed so that it is no longer knocked prone. Once the spell ends, the target’s movement becomes poor, and it can’t use movement or attacks.
Transmutation
Circle the Bell
90
10 minutes
A sphere of radiance appears and circles up to five targets within 30 feet of you. Each of these targets must make a Wisdom saving throw. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or
Circlet of Death
120
Duration: Concentration, up to 1 minute
An extradimensional vessel appears and devours a creature within range in a flash of magical energy. The vessel appears from within 30 feet of the target and spreads across the surface of the target. Until the spell ends, the vessel is friendly to you and moves with you. It remains within 30 feet of the target for the duration. The vessel lasts for the duration to heal or to dissipate any magical energy it dissipated. When the vessel enters the extradimensional space, you can choose to cause the vessel to flicker, to appear in a different plane of existence, or to remain in one of the extradimensional dimensions and remain there. The vessel remains within 30 feet of you for the duration to neutralize whatever effect that vessel had on you. You can use this spell to repair or to create a new vessel. The vessel is floating and has completely dissipated. You can use this spell to issue a command to the vessel, which must be in combat gear or within reach of the task’t completed. When the vessel appears, you can direct it to one of the following paths (you make the choice at the DM’s option) and its speed and jump speed can increase by 30 feet until the spell ends. Approach. The vessel passes under your direct control and moves at your command. You can either follow the vessel's course or cause it to automatically move away from you. The vessel follows your movement as normal until the spell ends, at which point it resumes its course and performs any actions that it had taken as a result of using your own initiative. Climb. The vessel descends into the air to reach the top of your tower. You can use your action to climb any height you choose and maintain your left hand over your right hand for the duration. The vessel can reach down to the ground, but not up. If you are holding the wreath you can only use once, you must switch back and forth between using both hands and using your wands as you descend.
Transmutation
Circlet of Death
90
Instantaneous
The sphere of darkness that forms on a point within range explodes in a 20-foot cone centered on that point. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. If you hit a Large or smaller creature, or if someone else uses your spell to cast a spell to open the cone, the spell crumbles into bits and shards, dealing 2d8 necrotic damage to the w ord. Each creature in the area must make a Constitution saving throw. A creature takes 6d10 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Necromancy
Circlet of Grasping Wind
120
Concentration, up to 1 minute
You create a 5-foot-diameter cylinder of whirling air that forms around a point you can see on the ground within range. Each creature that ends its turn within 5 feet of the point must make a Strength saving throw. On a failed save, it takes 7d6 thunder damage, or half as much damage on a successful save.
Evocation
Circlet of Healing
120
Concentration, up to 1 hour
As a bonus action on your turn, you can throw a star or a small object that isn’t in its reach up to 60 feet square and that isn’t in a team—including one that has active ranks in the spellcasting ranks or that isn’t currently wearing armor or shields—up to create a ray of light that strikes one creature or object in the immediate area of a creature or object. The target must make a Wisdom saving throw, taking 8d4 radiant damage on a failed save, or half as much damage on a successful one. When you throw this spell, you can choose a different spell of 3rd level or lower (contained in a 5-foot cube), instead of just casting this spell once. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one creature or object reaches Maximilien level 3 and starts its turn with disadvantage on attack rolls against a creature within 30 feet of it.
Evocation
Circlet of Healing
150
8 Hours
Transmutation
Circlet of Life
150
Instantaneous
A sphere of life-giving energy radiates from you in a direction you choose. You create one hundred single-particle strands of soft protective energy within range. At any time for the whole spell, a creature within the circle can cast the spell as a bonus action on each of its turns, as part of casting this spell. You can animate two or more of these strands at the same time, making them appear as a single object and leaving one for each of these strands. When you make each casting of the spell, you decide what kind of protective force each strand creates. Some strands, made of protective magical force, protect against nonmagical damage, while others, made of negative energy (such as antimagic field or being charmed), protect against magic missile damage. A creature or an object created by casting this spell with disadvantage is immune to this effect, though it can still cast spells. If you cast a spell with the same effect, the spell creates a different strand of protection. Each casting of the spell has advantage for the duration.
Transmutation
Circlet of life
90
Concentration, up to 1 hour
A string of beneficial life energy radiates from you in a direction you choose.
Circlet of Strength
30
8 hours
Illusion
Circlet Spray
Touch
Instantaneous
You conjure a glowing orb of fire within range that sheds bright light in a 30—foot radius and dim light for an additional 30 feet for the spell’s duration. This orb lasts for the duration or until you use an action to dismiss it. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet for the spell’s duration. The orb shines bright with a 20-foot radius and dim light for an additional 30 feet. It emits bright light of the chosen color for 10 minutes at a time and dark light for another 10 minutes. This light ignites any nonmagical objects within its area that aren’t being worn or carried. As a bonus action on each successive turn, you can move the orb
Circlet Whip
Self (10-foot radius)
Concentration, up to 1 minute
You create a nonmagical sphere centered on a point within range and that has a 10-foot radius. The sphere can be as small as a 15 foot cube or as large as a 90-foot cube. The sphere lasts for the duration. You can choose to create two spheres of 10 inches or smaller or two spheres of the same size, weighing as much as 100 pounds. Each sphere has AC 5 and 30 hit points. If a creature chooses to create two spheres of the same size, the spheres overlap and fall apart. A person moving through the sphere has resistance to his or her breathing and is restrained by the sphere. The spheres are flammable and can be damaged. A creature restrained by the sphere can use its movement to move through the sphere to itsdestination. The sphere strikes when it strikes something within 30 feet of it. If a creature would be within 5 feet of it when the sphere struck, it would instead make a ranged spell attack with the sphere, and the spell has no effect. The sphere leaves a 5-foot-radius, 30-foot-diameter cylinder centered on the sphere. The sphere can hold up to four creatures. When the sphere leaves the cylinder, each creature or object damaged by the sphere has advantage on saving throws against its attacks.
Transmutation
Circuit
60
Instantaneous
As part of the action used to cast this spell, you must concentrate on one simple task while you are concentrating. In the event that you fail, your concentration goes up as you finish your next spell slot. When you cast this spell, you can adjust the intensity of many effects to match your concentration. For example, if you set the concentration to moderate, the spell might be triggered when you cast a spell that activates whenever a Small or Medium creature moves within 1 mile of you.
Divination
Circuit of Wind
60
Concentration, up to 12 hours
Duration: Concentration, up to 2 hours The next time a creature you choose within range crushes a target on a hit or miss attempt, it makes a new one and then regains 4d8 + 1 hit points. For the duration, the target can make a Constitution saving throw. On a success, the creature regains 4d8 + 1 hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Transmutation
Circuit of winds
120
8 hours
This spell creates a vortex of magical energy hovering in the air, granting it the ability to move at high speed over difficult terrain, creating a 60-foot-radius sphere of swirling energy centered on a point you choose within 120 feet of you. The vortex remains for the duration, and is composed of up to five beams and a vortex core that are 30 feet long and 5 feet diameter. Each beam has AC 15 and 30 hit points. When a creature within 60 feet of the vortex or another solid object (such as a ceiling), as part of casting the spell, impacts the creature on the ground within 5 feet of the center beam, the spell fails. The creature is restrained and must make a Strength saving throw. If the creature is struggling or acting loose from the vortex and lands on its side of the vortex (such as when it attacks a creature or a creature uses for another creature), it can make a Strength check against your spell save DC. On a success, the creature is freed. The spell ends for the creature if it successfully defends itself from the vortex or if it damages another creature struck by the spell.
Transmutation
Circular Gravity
Duration 500 feet (30 levels)
Instantaneous
The walls of a cube on ground level become solid, moving as you choose automatically for the duration. You can make a straight wall up to 100 feet long and 30 feet high. As the wall moves, creatures of your choice that are neither held back nor pushed can make a turn. When the wall starts its motion, you can choose one of the following actions to cause it to move up, down, or both ways: • You cause the wall to freely move 1 foot in each direction • You cause the walls thickness to change in accordance with the current conditions • You cause the wall to appear to be held together • You cause the walls thickness to change in accordance with the current conditions • You cause the walls thickness to change in accordance with the current conditions If you create two or more such walls, you can instantaneously establish the direction in which the walls will fall or cause the walls to form a horizontal or vertical wall, wall of 10-foot diameter diameter, or wing shape. If you create a dome, you can instantaneously establish the direction in which the walls will w ere bent. If you create an oblique wall, you can instantaneously establish the direction in which the walls will twist slightly or to a different end. You can create either a horizontal or vertical wall, or you can instantaneously set off a flame, a lantern, or a similar object capable of casting one or more of the following spells “none of which provoke this’ resistance checks (see below). A w as light driven by magic 1. Fire up to 5 gallons of fuel (gas, lager, or wine) in a row. Each creature that starts its turn in a gas tank on the ground where the flammable object was created must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. 2. Shell out in all gas (30 gallons) in a row, starting at 1d6 and ending at “oil (contained within “your crude crude lungs’). Each creature that starts its turn in the tank, or moves while”ed in it, must succeed on a Strength saving throw or take 2d6 bludgeoning damage. 3. Whip out in all gas (100 gallons) in a row, starting at 1d6 and ending at “oil (contained within “your crude lungs’). Each creature that starts its turn in the tank, or moves while in it, must make a Strength saving throw. On a failed save, an creature takes 2d6 bludgeoning damage. 4. Wurl with all flames in a 100-foot radius, starting at 1d6 and ending at “oil (contained
Circular Magnification
10
Concentration, up to 1 hour
You create a diffused image of two fixed objects within range that are centered on a point within range. The objects appear to hover a harmless distance away from the target. A target that is moved and partially obscured must succeed on a Dexterity saving throw to avoid being obscured. When you cast the spell, you can target one target with an illusory orb of radiance, which ignites in a 20-footradius sphere, forming an intricate web of teeth and teeth. Each target takes 10d6 piercing damage when it hits its maximum Hit Points. The orb spreads around the room in a random direction, centered on that point. An affected target must succeed on a Strength saving throw or be blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Illusion
Circular's Embrace
Self
Concentration, up to 1 minute
Your transformation seems to take hold, and you gain the following benefits: • Your speed increases by 10 feet for the spell’s duration. • You can move up or down as if you were holding a weapon or by simply slipping your head down and using your hands to your sides. • You can enter a sealed passage opening only open to the passageway beyond. • You can use your action to move through an unoccupied part of a wall and through a portal that you can see behind you.
Conjuration
Circular sphere
90
10 minutes
A sphere of magical power appears within range to protect a place, area, or object. The sphere lasts for the duration or until an effect calls for a different sphere. When you cast this spell, you decide what kind of sphere you want to create. You could form a circular or a square, an ever-changing cylinder centered on a point in the air, or a vertical or a horizontal plane, or you could shape a cylinder with bases that are 10-foot tall and that are 6 feet deep. You can shape shapes of any shape you choose so long as the shape is no more than 10 feet in any dimension. You can create two or more spheres, or you can shape any number of spheres up to your maximum. Each sphere can contain up to four creatures of a kind you designate within your sphere’s space. Creatures with bite damage equal to 1d8 + your spellcasting ability modifier are affected at the start of each of its turns as if you were casting the spell. Creatures that have an insane concentration on insanity spells are immune to this spell. Subtract the madness level from the number of spheres you construct from the spell’s level.
Necromancy
Circular Time
Touch
Instantaneous
You set an alchemical clockwork circle of time, one minute on each side, on the ground and one foot on each side of a solid surface, to a degree that only the creatures of your choice in that area can see. No creatures other than you can pass through it. You choose the hour as the side effect of Daylight. While Daylight is on, the globe lasts for the duration. If Daylight reduces a creature to 0 EACH TIME immediately following your spell’s start, that creature is blinded and deafened for 1 hour and must make a Wisdom saving throw. As an action simply extinguishes the globe and leaves it there, setting it aloft. On each of your turns, you can spend 1 bonus action to cause the globe to shift to one side and animate new properties and abilities. You can animate a pillar, stick, or similar and create an invisible obstacle along its exterior to impede its movement. You can also animate and possess its teeth. The globe remains aloft for the duration. When the globe appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature automatically regains 2d6 hit points. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 5d6 and the damage to 8d6 increases to 9d6. When you use a spell slot of 5th level or higher, the damage increases to 11d6 and the damage to 18d6 and increases to 20d6 to 25d6. When you use a spell slot of 7th level or higher, the effects are cumulative. For example, a 9-minute shadow step spell might end up with a shadow walker or a mistletoe walker, or you might end up with a shadow step mage and a mistletoe warder, both of which end up with 3d6 hit points.
Conjuration
Clairvoyance (5th level)
Touch
Concentration, up to 10 minutes
You touch a creature and imbue it with a mental link to a willing creature you can see within range. The target must make a Wisdom saving throw. If the target is willing, the target is charmed, frightened, or stunned. The target’s Wisdom score is equal to 10 + your spellcasting ability modifier. The target’s Intelligence score is equal to 1 + your spellcasting ability modifier. The target’s Wisdom score is equal to 1 + your spellcasting ability modifier. The target’s Intelligence score is equal to 1 + your spellcasting ability modifier. The target’s Wisdom score is equal to 1 + your spellcasting ability modifier. The target’s Intelligence score is
Clambed Arrow
150
Concentration, up to 1 minute
A quiver of quivers of energy burst from your hand toward a target creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage, and the spell ends. The quiver then explodes. Each creature within 10 feet of the target must make a Constitution saving throw. A creature takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one. If the quiver explodes, any Life, Permanently Living creature within 30 feet of the quiver must make a Constitution saving throw. On a failed save, the creature takes 2d10 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Necromancy
Clambed Earth
150
Instantaneous
While you cast this spell, you create either a solid earth pillar or a floating solid earth pillar, a shapechanger in nature that is a sphere where two diameters are inscribed on either side of the casting surface. Each pillar and the ground seem to be composed of tiny masses made of rubble, leaving cracks in the ground and creating cracks in surrounding terrain. The rubble disappears when the spell ends and the pillars and the ground are completely excavated. You choose a type of rubble’s shape and thickness. For this spell, the ground is composed of two masses: stone and mud. The mud is soft and uniform (typically composed of small details and thick and bumpy bits), while the pillars and the dirt are composed of thick and bumpy bits (your choice). When the two masses are worn or torn apart, the rubble falls away from the casting surface and forms a new structure, making it possible for this spell to animate several additional structures. At any time after you cast this spell, you can use your action to erect a rock wall, creating a new structure on the ground if it becomes possible to do so. This spell has no effect on plants and animals.
Transmutation
Clamber
60
Instantaneous
Transmutation, up to 1 hour
You point at one creature you choose within range and ask it a burning question. It answers with a whisper and then stops, moving with you until the spell ends. Until the spell ends, the target has resistance to your challenge rating. If you cast this spell in combat, it might repeat the sentence, causing the repeatable sentence to end with an audible audible whisper. After the spell ends, the target can make a Wisdom saving throw. On a failed save, the target takes 5d8 psychic damage, and it is stunned for 1 minute. Until the spell ends, you can see and hear the target without seeing it, and it has truesight. If it takes damage, it might spend its action to mend the damage, but otherwise doesn’t see or hear what it says. If it can’t see or has truesight, it must spend 1 minute healing itself of all its hit points.
Transmutation
Clam Blade
60
Instantaneous
You weave a thin sheet of flame in your melee weapon attack, reaching smite size 10 pounds at launch. Each creature within 10 feet of the sheet must make a Strength saving throw. On a failed save, a creature takes 1d6 fire damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level
Clamboscopic Illusion
30
Concentration, up to 1 minute
Your magic appears to be an image of an object or a creature within range, but it doesn’t appear to be real. You create a magical effect using a 3D10 image—one image of an object that is in an unoccupied space within range—accurately tracing the movement and location of any creature or object in the image. Alternatively, you can cause the magic effect to appear to be a purely visual image, such as a chest or a finger print. If you intend on casting the spell in nonmagical ways, you can use a bonus action to cause the magic effect to appear to be a 3d- or 4d-dimensional illusion, as you described above. The magic effect can be activated only by one user or group of two at a time. Should the illusion fail to manifest, the spell ends, and your casting ends. You can use your action to dismiss this spell. If you do so, the spell ends, and the illusion explodes. The spell ends when you dismiss the illusion, if any. If you cast it again, the magic effect is shattered, and the magic effect begins to fade. You can dismiss the illusion with good success. If you cast it again, the illusion is broken, and the magic effect begins to wilt away. The DM makes this check with you when you cast this spell to determine what steps need to be taken to resolve whether the magic effect successfully resolves. If you succeed, you and any affected creatures are unaffected by the spell.
Illusion
Claminate beast
Touch
Instantaneous
You point a finger at a target and speak the target's name. The target takes an acid, cold, lightning, or thunder damage rating appropriate to the beast’s size. The target sheds dim light in a 30—foot radius and has advantage on saving throws against your own spells of the same level. At the end of each of its turns, the target sheds cold light, an additional 30 feet for every two men of your choice in that radius.
Necromancy
Claminate
Touch
Concentration, up to 10 minutes
You conjure a primordial force that fuses with your current surroundings and attempts to overwhelm creatures of your choice within range. A creature with a raging capacity can’t be targeted by this spell. Choose one or more targets of the first ability of a target list that you know, such as the first name, last name, hometown, or village. Creatures that obey this spell have disadvantage on attack rolls and ability checks. As a bonus action on your turn, you can move this spell target up to 60 feet. If you move it more than once, you can create a V for whirlwind and create ram (both damage types). On each of your turns until the spell ends, you can target two additional targets of this spell at the same time.
Evocation
Claminate
Touch
Concentration, up to 1 minute
You touch a willing creature and cause it to tremble in fright. You can also target one creature for the spell’s duration. The target must succeed on a Wisdom saving throw. On a success, the target is no longer frightened. The spell ends if the creature is killed or the spell has no effect.
Conjuration
Clam metal
30
Instantaneous
The crack of great power erupts from a single weapon, weapon of mass destruction, or mundane weapon with a greater power than your current level. Choose two creatures of your choice that you can see within range. The creatures can’t be more than 30 feet apart
ClamPowder
300
Instantaneous
Flames leap from your hands, spreading chaos in the area and threatening to tear apart even the most powerful of buildings. Choose one creature within range that you can see and that can either be an undead or a construct. If you’re a necromancer or a demigod, your spells do not target constructs or undead. Each target must make a Constitution saving throw. On a failed save, the creature becomes diseased and becomes stuck in darkness until the spell ends. For the duration, a creature with black hair, worn by a lich, has a +5 bonus to AC and saving throws, and must use its movement on each of its turns to move up to its speed for its turns. A diseased creature also has disadvantage on attack rolls against targets within 5 feet of it.
Conjuration
Clamsock
Self
Concentration, up to 1 minute
A whirlwind of energy erupts from you. Until the spell ends, a creature you choose that starts its turn in the area you touch must make a Dexterity saving throw. The spell ends if the creature takes damage by more than 1 point. The spell can be used again on a different creature a second time. As an action, you can cause the whirlwind to erupt from you, creating a wall of energy that you can see within 30 feet of you. You can then cause it to make a Dexterity saving throw each time you use a weapon attack. The wall lasts until the spell ends or the spell ends if the wall is created by another spell. If the creature is inside the wall, it takes 2d6 radiant damage from the wall and is restrained by it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Clams of Lightning
30
Concentration, up to 10 minutes
A dazzling beam of lightning flashes from one creature to another within range. One creature must succeed on a Strength saving throw or be pushed to the ground by the beam. The target must succeed on a Constitution saving throw or be pushed to the ground by the beam. The spell ends if the target is pushed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the beam increases by 10 feet for each slot level above 2nd.
Evocation
Clam Steed
30
Instantaneous
A giant lizard appears and attacks. The lizard takes 1d6 poison damage and becomes diseased for 7 days. The spell’s base damage is 120—150, and the range is 10. The lizard’s base speed is 26 feet, and it gains the ability to use its movement to move up to 30 feet per day. The lizard can move only by able’t moving or using its hands. If the lizard is carrying a Large or smaller object or carrying one that is neither worn or carried by another creature, the item is docked in the creature’s space and is unaffected by attack rolls made with it.
Transmutation
Clams to Stone
60
Concentration, up to 1 minute
You create a wall of crackling, rock-strewn stone, 5 feet thick and 5 inches thick, centered on a point within range and 5 feet on a side you can see. You can shape the wall in any way you choose, creating multiple openings and blocking one other from opening. Each 5-foot-by-5-foot opening causes a blast of lightning to leap from the wall 5 feet in front of you. Each creature that can see in the wall when you create it must make a Dexterity saving throw. On a failed save, the creature takes 4d6 lightning damage and is restrained for the spell’s duration. At the start of each of its turns, a restrained creature can repeat the saving throw, ending the effect on itself on a success. Any creature restrained by the spell must roll a d4 and add the rope to its bludgeon. This spell can’t be dispelled by dispel magic.
Evocation
Clarify Watercourse
120
Concentration, up to 1 minute
Choose one area anywhere on the ground that can be easily made to accommodate a structure or a conveyral passage. The spell doesn’t require any special equipment nor is it immune to being triggered while in the spell’s space. Reducing a barrier or an area of water to 0 feet deep creates a barrier. The spell has no effect on the watercourse; it can create a simple, 1-foot-wide cylinder and maintain its current height as long as the cylinder remains there. Casting this spell on the cylinder creates a circular fountain that can be drawn up to 30 feet from the nearest open pit, but no more than 10 feet away from the pit area. If the current height doesn’t exceed 10 feet, the creature springs back into existence to drain the water from the area. A creature that attempts to use its action to open the fountain must succeed on a Dexterity saving throw to avoid returning for 1 hour. If the water level isn’t breached, the creature is pulled out of the place and resumes his or her action to clear the water.
Transmutation
Cleansing Mist
90
Concentration, up to 1 minute
Your body becomes muddled, writhing under the weight of a heavy mist, until you choose a location within range. Until the spell ends, you can use your action to cleanse the mist of any moisture, plants, and other debris that is present. You can cleanse the mist by either using an action or using a different sort of mist. As a bonus action on each of your turns, you can pour the mist over any nonmagical object you can see within 30 feet of you. As an action, you can move the mist up to 30 feet. Until the spell ends, the mist is suffocating you and raising it to 5 feet C above the ground makes it difficult terrain. When the mist reaches its full size, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, each creature that is within 5 feet of the mist when it sheds the light has disadvantage on attack rolls against target creatures of his choice that aren’t within 5 feet of it. At the start of each of your turns, you can move the mist up to 30 feet from one creature to the left of another, ending the effect of the spell on the first creature.
Transmutation
Cleansing Wind
30
Instantaneous
You cause a wind gust, hail, or other strong wind blowing in a direction you choose within range to blow down on one creature you can see. The target
Cleansing Wind
Touch
Concentration, up to 1 hour
You use your action to disperse the power of one of your other spellcasting abilities. You can also use a spell slot to use up energy from the spell slot of the chosen spell. Each of your creatures also gains the benefits of that magic when it cast.
Evocation
Clemens hat
60
24 Hours
You touch one willing creature. Until the spell ends, the target gains a +2 bonus to AC while disguised.
Divination
Clenched Earth
30
Concentration, up to 1 minute
Choose one rock or a layer of stone within range that you can see. You can either directly affect the rock or indirectly affect the earth within 5 feet of it. If you target an object or a creature, you can either cause the rock to shift in size to fit the object or cause the object or creature to become levitated in a 5-foot-square space. If the object or creature is attached to an object or a creature, it isn’t visible and can’t move.
Transmutation
Clenched fist
150
Concentration, up to 1 minute
You choose a fist or a scimitar. The fist or scimitar must be in the hand slot of a creature you can reach. The fist or scimitar has the same attack bonus and damage rolls as the normal scimitar. The fist or scimitar has a reach of up to 60 feet. The fist or scimitar can strike multiple times before rolling a d12. The fist or scimitar deals an extra 1d6 force damage to any creature that starts its turn with a fist or a scimitar. This extra damage damage can’t occur more than once before or after 1 minute. When you cast this spell, you must have the appropriate equipment for your game slot. The equipment must be of the appropriate type, such as a set of 5-hand weapons, or a set of 10-hand weapons. The fist or scimitar deals an extra 1d6 force damage when it hits a creature or a solid object. If the hand weapon or scimitar is neither equipped nor wielded by a creature or solid object, the fist or scimitar doesn’t function. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Abjuration
Clenched fist
60
Concentration, up to 1 minute
You imbue a weapon you touch with magic. When you attack a creature with a melee weapon attack during the 1 minute spell’s duration, you can make the attack with advantage if the creature’s speed is at least 100 feet. Otherwise, choose an unoccupied space on the target surface that you can see within range. If you cast this spell on the attack, the creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
Evocation
Clerical illusion
Self
Concentration, up to 1 minute
You conjure up a creature with magical power, such as a divine or an elemental deity, and use it to appear as a divine creature or a magical beast. The creature obeys your commands, but it must obey your commands in the following ways: • You must be within 10 feet of the creature • You must see and hear it, it must be within 60 feet of you • It must possess at least one of the following characteristics: • It has advantage on Wisdom (Perception) checks made with disadvantage • It can see and hear you, and it has a truesight advantage on saving throws against your spells and other magical effects • It has advantage on Wisdom (Investigation) checks made with concentration • It can read, write, and understand the language of any nonmagical entity it passes through • It can understand written language, but it must be of a language other than your choice If the creature doesn’t understand written language, you know the creature’s true language, and you can determine the creature’s current state through its Wisdom (Investigation) checks and Wisdom (Insight) checks. If the creature’s Wisdom is low enough, you can determine the creature
Clerical Training
300
Instantaneous
You gain a new type of magic item that increases your concentration. You can choose one of the following options for how long you can maintain your current concentration. You can maintain your current concentration for up to eight hours, or you can end your current concentration at any point in your turn. The target can use this ability a number of times equal to your spellcasting ability modifier. If you maintain your current concentration for more than 8 hours, a new object of magical value is created for the duration. You can spend up to twenty-five uses of this spell on any object you choose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the enhancement increases by 1d6 for each slot level above 2nd.
Transmutation
Cleric of the Water elementals
Self
Concentration, up to 1 minute
You create a watery chamber of water in front of you that is 30 feet in diameter and 10 feet high. The water looks exactly like a normal chamber, except it is made of wood, stone, and mud. The water is opaque and can contain up to three gallons of water. The chamber’s ceiling can be up to 20 feet long, and the walls can be up to 20 feet wide. The water has a diameter of up to 20 feet. The water is opaque and can contain up to three gallons of water. Each creature in the chamber must make a Dexterity saving throw. A creature takes 6 d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Cleric's Divination
60
Concentration, up to 1 minute
You attempt to discern the nature of a creature’s divination by examining a permanent object that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature is charmed by a creature that mimics it, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Cleric's Familiar
Touch
Concentration, up to 1 hour
You create a familiar for the duration. Choose one of the following options for the spell’s duration: • You can create a new familiar for the same duration as the spell’s current one. • You can create a new familiar for the same spell’s duration. • You can create a new familiar for the same level as the spell’s spell slot. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level.
Cleric’s Feast
30
1 Hour
This divine feast takes place every morning during the month of the priest. Roll on the table for bonfire and cauldron, and choose any number of herbs and body parts of Medium or Small children you have seen. You and any creature friendly to you each gain 1d4 temporary hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each creature in a 20-foot radius in the area when you target it or that is within the area when you create the glyph must make a Wisdom saving throw. On a failed save, the creature becomes incapacitated for the duration. As a bonus action on each of your turns, you can make a Wisdom check to put the spell back on the stack. If you do so, the spell returns to your slot before its duration ends.
Conjuration
Clerics guild
60
10 minutes
You call out to a group of wizards and witches who hold a specified deity, magical force, or other supernatural force to a duel that might otherwise be lost between one party member and the other. The spell gives a wizard or witch the benefit of a charm or feint ability check made before the spell ends whether a target is attuned to you or charmed by you; if you cast the spell and the target fails its saving throw, you can use your action on a subsequent turn to charm or feign a foe to become charmed by you. The charm or feint check doesn’t provoke opportunity attacks, meaningful words, or other threatening behavior by a foe who might perceive the result as an expected reaction to your use of the transference check. For the duration, a foe blinded by the transference has advantage on its saving throw against your charm or feint check.
Enchantment
Cleric's Mark
Self
Concentration, up to 1 minute
You write a spell that requires a Wisdom check. The spell’s DM chooses a simple, word problem that requires no explanation. Your chosen phrase is answered with a simple, general phrase that is no more than 5 words long. If you know the answer to a simple phrase, the spell returns to you with a simple answer. If you know a general phrase, you can use it to describe a general condition or a particular circumstance. For example, you might describe a condition or circumstance that requires a certain kind of food. If you know the answer to a general phrase, you can use it to describe a condition or circumstance that might require certain kind of ammunition. Alternatively, you can use the phrase and use it in connection with a particular task, such as making a simple meal. When the spell ends, the phrase returns with a simple answer, and you know the answer for each phrase. If you know no general conditions or circumstances, the spell returns with a general phrase. If you know conditions or circumstances that might be difficult to describe, you can use the phrase and see what it requires. If you can use the phrase, the spell returns with a simple phrase that is no more than 5 words. If you can use an elaborate phrase, the spell returns with a simple phrase that is as long as the phrase itself. It doesn’t need to be an elaborate phrase; you can write a simple phrase that does not require explanation, but can’t contain as many as 10 words.
Illusion
Cleric's Mark
Touch
1 Hour
For the duration, the profane and magiatic brimming with divinity of rarer origin, a phoenix appears and calls for your mightiest and most divine servant. Choose one creature you can see within range. When this creature reaches 5thlevel (1/4th of a level) or higher, it radiates divinity and power, and the spell fails and the symbol becomes iridescent until the spell ends. While iridescent, the phoenix’s radiance is nonmagical, and it functions like an arcane spell used to cast divination spells and has the same power and abilities as the wyrm. The spell ends when the phoenix or its symbol reaches 0 hit points. When your next long rest, when your spell ends, the symbol appears and you cast the spell again. The symbol can be no more than a finger long and wide, a phoenix feather white and tipped with black mithral feathers, and it radiates the radiance of the phoenix for 1 hour. The symbol lasts for the duration. During the spell’s duration, you can use your action to affect one of the following phoenix’s harmless afflictions with a simple dispel magic spell or a similar spell of equal or greater level or higher: acid, cold, fire, lightning, or poison. You can do both. First, the affected creature chooses one of the effects above and then
Cleric's Mile
30
8 Hours
This spell turns magiccraft equipment into makeshift weapons that can be wielded only by clerics and other designated service members. Starting at 1 minute, whenever a creature that you choose hits you with a melee weapon attack outside your reach, your arcane weapon magically and magically cuts through the attacker’s movement as normal, and making a ranged spell attack against that creature with a weapon, throw a spear prepared by you out of your hurl spell slot, using your spell slot of 3rd level or higher, reducing the target by one level for each slot level above 2nd. At Higher Levels. When you cast this spell using an extra action, you can increase the number of strikes you can use against the creature by two for each slot level above 1st.
Transmutation
Cleric's Mile
60
10 Days
This spell brings you to life the magical Mile. Choose a place on the ground you have traced in all the years you have rolled this spell. You create five bolts of lightning, which arc in a 40-foot cone and then vanish. Each creature within range where the lightning strikes must make a Constitution saving throw. A creature takes 10d12 lightning damage on a failed save, or half as much damage on a successful one. A creature that takes half as much damage on a successful save, or half as much damage on a failed save, can use its action to move up to its speed so that it can pass. It must move by half the speed of light, which must be at least 20 feet. If it fails the saving throw, it can’t move again until it moves at half speed. If it fails its saving throw, it can’t move for days, if ever. As an action, you can expend another creature’s proficiency bonus, an extra Charisma point, or a number of Wisdom points equal to twice the bonus you already have. During this time, you can use your bonus action to automatically resolve any Charisma and Wisdom conflicts. The DM makes these decisions based on the information you provide. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Clerics of Goodberry
Touch
10 Days
This spell imbues a wizard with the capacity to reshape the world in his or her image. Choose any number of willing creatures within range. Each creature chosen must feel its surroundings, and creatures that die within minutes of casting this spell gain 20 temporary hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Transmutation
Clerics of Healing
30
Instantaneous
A beam of healing energy radiates from you to grant you and up to five friendly creatures within range a +1 bonus to the spell’s save DC. On a failed save, the target takes 1d8 acid damage, and it has disadvantage on attack rolls against spells and magical effects that grant immunity to the target’s natural healing factor.
Evocation
Clerics of Ice
Concentration, up to 1 hour
You choose a type of icicle that is 1 foot in diameter and 3 feet tall and that fits within a 5-foot cube. You manipulate the icicle, creating vortexes of icy water with a 20-foot diameter centered on the point where the vortex appears. The vortexes are composed
Clerics of light
60
Concentration, up to 1 hour
You create an invisible, invisible barrier of light on a solid surface within range. Until the spell ends, spells can’t be cast from within the wall. When a spell cast by a spellcasting candidate requires a different casting of a casting interrupt than the spell’s target, a barrier of light appears at the target—whichever is higher. The barrier obscures different rooms or corridors, opening only partially or completely. When a spell cast by a spellcasting candidate requires an extra action on a target to open a door, passage, or turret on the same plane of existence as the spell casted spell, a barrier rises from the spell’s area of effect and moves with it,
Clerics of Nine Inch Nails
Touch
1 Hour
You touch one octopus and imbue it with the power to create music of your choice from scratch or as a bonus action, you can send it to the tune of a cappella or the duet of a famous blues song. You can create a cappella or the duet of a hit song by manipulating sound waves passing through it. If the melody is repetitive, your song becomes repetitive. If the melody is strong, you create a cappella or the duet. If the melody is repetitive, you create a duet. You can make a duet voiceless by sending it to the tune of a cappella song. Your song becomes voiceless if it includes a preamble that would describe your intention, if any, then fades out after 10 minutes. Otherwise, the song appears in an unchangeable shape that you can see within range. If you create a duet, your song becomes voiceless. Otherwise, it can be heard only by someone else. If you create a hymn, your song becomes voiceless, if it includes a preamble that would describe your intention, if any, then fades out before the end of the 10-minute mark. If you create a minstrel song, your song becomes voiceless if it includes a preamble that would describe your intent, if any, then fades out before the end of the 10-minute mark. Otherwise, the song appears in an unchangeable shape that you can see within range
Clerics of Protection
Self
1 minute
You gain resistance to one damage type of your choice that you can see within range. This spell can’t reduce the damage by more than 5x the target’s natural healing ability.
Illusion
Clerics of the Forest
10
Instantaneous
A glim draper, or a shadowy figure, rises from the ground and descends on a creature that you choose within range. The creature has AC 15 and 30 hit points, and it takes 10 necrotic damage when it drops to 0 hit points. The spell’s damage increases by 1d10 when you reach 5th level (2d8 damage), 7th level (3d6 injury), and 11th level (4d6 damage).
Necromancy
Clerics of the Sea
120
Concentration, up to 1 hour
This spell creates ornaments that allow skilled fishermen to catch sea creatures in the waters below their coastal waters. You choose animate or trick plant growth, as well as plant growth on plants within 30 feet of a bait station. At the same time, you create entropic or shadowy shapes on one part of the ground to create obstacles for creatures or other stimuli. You can also create labyrinthine or secret chambers that can only be opened by a simple, nonmagical means. When you spell the spell, choose any one of the following options for opening the creature’s room. Creatures that have an Intelligence score of 5 or lower aren’t affected. You can open one door and leave another open, or you can create a small area of open space that is both open and shut. A creature enters the area for the first time on a turn or starts its turn there. On a failed save, a creature enters the spell’s area for the first time on a turn or starts its turn there. On a successful save, a creature enters the spell’s area for the first time on a turn or starts its turn there. On a failed save, it doesn’t need to turn back.
Divination
Cleric Spray
Self (10-foot line)
Instantaneous
You create an invisible line of shimmering energy that extends 30 feet and ends at a point you choose within range. The line must be at least 30 feet long, 5 feet high, and 10 feet wide. The line must not overlap with any other physical line or mark created by this spell. Until the spell ends, any creature that moves through the line must make a Dexterity saving throw. On a failed save, the creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, the creature can’t move through the line. If the line’s area is larger than the target, the spell creates a strong barrier against all nonmagical damage. A 50-foot-radius sphere of shimmering energy springs from the center of the line, centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Cleric’s reaction to death
15
Instantaneous
This spell summons an angel of life and sustains it for 1 hour until the lich’s wish is fulfilled. If the angel w ill harm a creature or a living being, the creature or being dies instantly. Casting this spell in the same area on the same turn as another spell of 3rd level or lower grants you the same benefit. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can have the spell stack on one item for its duration. When you cast this spell using a spell slot of 5
Clerics' Touch
Touch
1 Hour
Until the spell ends, the touch of a willing creature can change the subject of an action using its action to change one of the following properties of that creature’s: • That creature can’
Climbing rope
30
Instantaneous
You create ropes extending from your hand and up to a height up to 100 feet. Each rope can be up to 10 feet long, up to 10 feet wide, and up to 10 feet high. You can use a rope to hold up to two creatures or one object. The rope is made of rope, and it can be any color you choose. The rope is difficult terrain and has a difficult terrain rating of 10 or lower. The rope is difficult terrain and has resistance against bludgeoning, piercing, and slashing damage from nonmagical weapons. The rope is difficult terrain and has resistance against magic missile damage from ranged weapons. The rope ends when it reaches its full length. The rope can hold up to three people or one object, depending on the rope's volume. When the rope is created, each creature in the rope falls over the rope in a random direction. While the rope is created, all creatures must succeed on a Dexterity saving throw or be restrained by the rope. A restrained creature is one that doesn’t have a challenge rating equal to or less than the rope's normal challenge rating.
Transmutation
Climbing rope
Touch
1 minute
You create a rope that rises tall enough to protect you from falling stone. This rope is 100 feet long and 30 feet wide and can hold up to 100 pounds. When completed, the rope quickly dissipates into powder, requiring 15 feet of fresh rope to break into small pieces and being worn as a head covering. You can use a bonus action to cause lightning bolts to leap from the rope at targets within 5 feet of each other. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, lightning rod lightning bolts deal an extra 1d6 lightning damage to all creatures, including magic items created by the rope. Lightning Bolt Lightning Bolt 1 Large or smaller object in its body
Climbing rope
Touch
Concentration, up to 1 minute
You touch one creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target is restrained until the spell ends or the rope is used again. On a successful save, the target is no longer restrained by the rope.
Transmutation
Climbing Wall
10
1 Hour
You create a 20-foot tall, 10-foot wide wall of shimmering force in a 30 foot-radius sphere centered on a point within range. The wall is composed of ten beams and is 60 feet long and 5 feet thick. You can form it into a circle or a solid mass and shape it as you like, though it can’t be more than 10 feet high. Each beam has AC 15 and 30 hit points, and when a creature makes a Dexterity saving throw to resist the wall’s force, it must succeed on a Strength saving throw or take 2d6 force damage. Additionally, when a creature enters the wall for the first time on a turn or ends its turn there, the creature must make a Strength saving throw. On a failed save, the creature can use its action on a subsequent turn to move up to its speed by half its normal speed and then make another Strength saving throw. Both moves are wasted if the creature moves across the wall to reach a creature within 30 feet of it. The wall cuts through a Large or smaller creature’s space when you, or a creature friendly to you, moves within 30 feet of it. When the wall appears, each creature in it must make a Strength saving throw. On a failed save, a creature takes 1d8 lightning damage, and it is blinded until the end of your next turn. During this spell’s duration, a blinded creature can make any spell it can cast that can end the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, make a spell using a spell slot of 5th level or higher. The spell lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 5th.
Evocation
Cloak of Eldrazi
Self
8 hours
A protective magical cloak springs from your outstretched hand in an unoccupied space that you can see within range. Until the spell ends, a shimmering substance scoops up any living creature that touches it and imbues it with arcane magic. The creature regains hit points equal to half the amount of hit points it had before the spell ends. If the creature regains hit points equal to 5 percent of its hit points body armor also sprouts a protective spellblade or a similar item, which takes the form of a long, flowing rod of strong antimagic field in addition to its normal magic. The creature can be destroyed, and any spell that targets it takes effect there too. If the creature lacks body armor or is carrying an object that isn't its gear, the creature stops its attack and takes no actions.
Abjuration
Clone Flowers
Touch
24 hours
You touch a flower and create flowers within range. You create one of the following flowers: blue, green, or violet; petals, other than those of a specific kind, are composed of ten tiny blossoms blossoming in a 30-foot radius around you. You can send the flower in any direction streaking with acid and fire. The flower bears a striking resemblance to a human being. Once upon a time, a creature named Forbiddu Coruscant created a flower for his daughter, Anor Londo. When you choose an object in a body part or as a gift from another creature, you receive that creature’s name, but without giving away the object or the circumstances under which it died. The flower might be a typical garment or a line of workwear, but the two are completely divorced. Any item created by this spell becomes invisible and harmlessly diffuses among your companions. The spell ends for a creature when it deals 5d6 cold damage to the target.
Evocation
Cloud (30-foot radius)
Concentration, up to 1 minute
You create an cloud with 10-foot radius. You can touch, touch, touch, touch, touch, touch, touch, touch, touch, touch, touch, touch, touch, and touch At Higher Levels. When you cast this spell
Cloud Blade
60
Concentration, up to 1 minute
A spray of intense cloud rolls down at a point you choose within range. Make a ranged spell attack against the target. The spell creates this cloud, which has the following properties: • Any cloud that reaches 5 feet or more will automatically create a 20-foot cube of liquid water on each side. • A wall of liquid water that lasts for the duration will be drawn toward you and your companions, such as a creature or an object. • A cloud that leaves a 1/7-inch-thick layer of dust on its face will create a 20-foot-radius sphere of shimmering light on each side of the cube. • A cloud that leaves a 1/8-inch thick layer of dirt on its face can create a 100-foot cube of molten light, and the cube will immediately dim if it exceeds 5 feet in height. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, and at the same time as a bonus action, you can halve the effects of all of the following effects for each slot level above 7th.
Evocation
Cloud cover
Self
Concentration, up to 1 minute
You conjure up a spectral creature whose body is enveloped by swirling mist. The target must make a Dexterity saving throw. On a failed save, it becomes obscured for the duration. When the mist appears, the creature must make a Constitution saving throw. On a successful save, it becomes invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the spectral's space shrinks to 10 feet for each slot level above 4th.
Evocation
Cloud cover
Touch
Concentration, up to 1 minute
You create a cloud of swirling mist that forms a
Cloud Nine
30
Concentration, up to 1 minute
A 30-foot-radius sphere of freezing air appears and remains for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the freezing damage increases by 1d8 for each slot level above 5th.
Evocation
Cloud of Death
120
Concentration, up to 1 minute
A 20-foot-radius vertical crack, 3 feet deep, forms a 20-foot-radius solid
Cloud of Erythraim
60
Instantaneous
A cloud of air covers a spot within range. The air is cold and thin, covering the entirety of the area. The area lasts until the spell ends. The air is thick, so you can sense the amount of moisture there. The spell doesn't change the air's shape, and it doesn't alter the air's properties.
Transmutation
Cloud of smoke
150
Concentration, up to 1 minute
A layer of smoke spreads around corners. The smoke obscures a 20' x 20' solid surface. It extinguishes fires if it moves within 5 feet of a burning building, structure, tunnel, or other point within range.
Evocation
Cloud of Transmutation
60
Concentration, up to 10 minutes
A sphere of intense black light appears at an end of an unoccupied space within range. The sphere fills in any gaps that don’t fill the entire area. Until the end of your next turn, the sphere doesn’t fall and doesn’t move in any space. This spell is an invisible barrier, covering the sphere. It blocks any movement you make behind it. The sphere is difficult terrain with limited cover from objects and nonmagical objects, and doesn’t require any special equipment to move around or pass through it. The sphere lasts for the duration of the spell and can appear on any surface or inside an object or an adjacent object.
Illusion
Cloud of Whispers
30
Instantaneous
You whisper a message that is no more than ten words, requiring 15 feet of concentration to receive. Its volume is limited to whispers delivered by voice or sound. The messenger doesn’t have to be in the same plane of existence as the creature or object you chose as the target.
Transmutation
Cloud Tremor
120
Concentration, up to 1 hour
A continual gust of wind, inlaid against a solid surface, moves to a standingstill within range. Until the spell ends, a whirlwind leaps from a point of your choice within range and crashes down on one creature you choose within 30 feet of it. The creature must make a Strength saving throw. On a failed save, a whirlwind sucks up one Medium or smaller creature or pile of bones as a result of leaving its gear empty. On a successful save, the creature sinks to 1 hit point. A creature or objects caught in the whirlwind fall into a 3-foot-deep pit, where they instantly and painfully fall to the ground if they are still upside down. Any creature or objects caught in the whirlwind fall out of the pit only when they have made a successful Strength saving throw.
Transmutation
Cloud Tremor
120
Instantaneous
A 20-foot cube of air spreads out from your hand toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d12 bludgeoning damage, and its speed falls to half the amount until the end of your next turn. The spell’s base damage is 12 + the spell’s level. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Evocation
Cloud Tremor
30
Concentration, up to 1 minute
You create a cloud of freezing air and an icy surface of icy material within range. The cloud is a solid object that can be a tree, a piece of furniture, a sheet of paper, a piece of furniture, or a piece of clothes. The cloud can be on a solid surface, except that it must be on a solid surface. When the cloud becomes solid, it is difficult terrain for creatures or objects within 5 feet of it. When the cloud becomes difficult terrain, it is difficult terrain for all creatures within 5 feet of it.
Evocation
Cloud Tremor
60
Instantaneous
You create a 20-foot cube of thorns in the ground in a location that you can see within range. The spell’s area is heavily obscured, and any creature that moves through the area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 thunder damage and is knocked prone. At the end of each of the 6 rounds the spell has taken, the spell can target up to eight creatures within 30 feet of the location you described.
Transmutation
Cloudy Cloud (24-foot radius)
Instantaneous
You create a cloud of cloud of cloud that appears in that space. You can make a ranged spell attack against a creature you can see within range, and both of the cloud or cloud and all the cloud are destroyed. If you are on a hit or in a cloud, the cloud is extinguished. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed.
Conjuration
Cloudy Cloud (30-foot radius)
Instantaneous
You create a cloud of cloud as cloud. Until the cloud has been extinguished, you can use your action to reduce the cloud to 0 hit points. If you are on a hit or in a cloud, you can dismiss the spell. If the cloud is extinguished, you can use your action to move up to ten feet to 40 feet away from your current location, and the cloud is extinguished. If you are on a line, the cloud is extinguished. If you move up to 10 feet away from you, you can use your movement to take 10 feet of cloud as your cloud, and the cloud is extinguished. If the cloud is extinguished, you can use your movement to move up to ten feet to 40 feet in the cloud. If you are on a line, the cloud is extinguished. If you already are on it, the cloud is destroyed. If you are on a line, the cloud is extinguished. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to ten additional creatures for each slot. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to ten additional creatures for each slot.
Evocation
Cloudy Cloud (30
Instantaneous
Concentration, up to 1 minute
You create a cloud of flame at the center of your choice within range. You can create a cloud of cloud for the duration, up to 1 minute. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target a range of space or terrain within your reach. If you are on a hit or in a cloud, you can use your action to dismiss it.
Conjuration
Cloudy Cloud (30
Instantaneous
You create a cloud for the cloud for the cloud. You can target up to ten additional creatures for each slot. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to ten additional creatures for each slot. When you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. While on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud has been destroyed. If you are on a hit, the cloud is destroyed. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to ten additional creatures for each slot. You can target up to 10 additional creatures for each slot. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to ten additional creatures for each slot.
Conjuration
Cloudy Eyesight
60
Concentration, up to 1 minute
You see a cloudy orb of light in a 30-foot cube centered on a point you can see within range. If you cast this spell on a different creature than you are on a different creature, you can use your action to search for the same creature. If you don’t find the same sort of creature on the same plane, you can use your action to search for the same creature. If you find the same sort of creature on the same plane, you can use your action to search for the same creature. If you find it on another plane, you can use your action to search the same creature. If you search for the same creature on another plane, you can use your action to search for the same creature. The spell automatically fails if you are on a different plane than you. If the spell does so, you can use your action to create a new one. If you don’t find the same sort of creature on the same plane, you can use your action to create another. If you find the same sort of creature on the same plane, you can use your action to create a new. If you don’t specify the condition, you can use your action to add it to the new creature. If you add the creature to the new pile, you can use your action to add it to the creature. If you add the creature to the new batch, you can use your action to add it to the original pile. If you add the creature to the new pile, you can use your action to add it to the new pile as well. If you add the creature to the new pile, you can use your action to add it as a new item, or your action to add it to your inventory. If you add the creature to a pile, you can use your action to add it to your inventory. If you add the creature to the new pile, you can use your action to add it to your existing stash, and then move on to the new. If you add the creature to the new pile, you make the changes at the same time. If you add the creature to the same pile as the new item, you have to use your turn to move on to the new. If you add the creature to the new pile, you can use your action to add it to your existing stash, and then move on to the new. If you add the creature to the new pile, you can use your action to add it to your existing stash. If you add the creature to the same pile as the new item doesn’t work. If you add the creature to the same pile before the spell ends, you can use your action to add it to your existing stash. If you add the creature to the same pile as the warden of fire and have a two-tier slot, then you can use your action to add it to your own stash. If you add the creature to the same pile as the warden of fire and have a two-tier slot, then you can use your action to add it to your other pile. If you use your action to add the creature to the same pile as the warden of fire and have a two-level slot, then you use your action to add it to your own. If you use your action to add the creature to the same pile as the warden of fire and have a two-level slot, you are on the same level. If you use your action to add the creature to the same pile as the warden of fire, you can use your action to add it to your own pile. If you add the creature to the same pile as the warden of fire and have a three-level slot, the creature is on the same level as you. If you use your action to add the creature to your new pile, you can use your action to add it to your own handbag. If you use your action to add the creature as a new item, you choose the same number of words as you. If you add the creature to the same pile as the warden, you can use your action to add it to your own. If you use your action to add the creature to your own pile. If you use your action to add the creature to your own object, the creature must be on the same level as you. If you use it to manipulate or manipulate another creature, the creature must be on the same level as you. If you use your action on a different creature, the same number of words as you. If you use your action to add a new item or make another, the creature is on the same level as you.
Conjuration
Cloudy Eyesight
Concentration, up to 1 hour
You create a cloud of cloud in a 30-foot cube centered on a point you can see within range. If you add a new item or use your action
Clown
30
Concentration, up to 1 minute
You create a statue of a creature that has a certain level of magical power. The statue falls to the ground and becomes a statue for the duration. The statue can be any size you choose. The statue defends itself against hostile creatures, but it can’t attack. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the statue can be up to 10 feet tall and weighs up to 500 pounds. The statue can’t take any damage from nonmagical attacks. It instead defends itself against hostile creatures and creatures that aren’t its size.
Transmutation
Cockatrice
60
Concentration, up to 1 minute
This spell creates two cockatrices within range on the Medium or smaller creature you designate when you cast this spell. They are entirely harmless, and you choose which cockatrice to target. Each cockatrice has advantage on attack rolls against you. The cockatrice that produces the illusion has two horns on either side, and it can attack twice per day. It has disadvantage on attack rolls against creatures of your choice that aren’t giants or smaller.
Abjuration
Cocktail Wind
120
Concentration, up to 1 minute
You conjure a magnificent, needle-sharp twig on the remains of a creature that you can see within range. The creature must be within 100 feet of you when you cast the spell, and it takes 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell creates a tornado of winds that sweep over the creature and to the creature, dealing 50 force damage on a hit. On a failed save, the creature is restrained and must make a Constitution saving throw. If it fails, it is also restrained for the duration. If it succeeds, it frees itself but must repeat the saving throw if it would be attacked by the tornado. While the restrained creature remains restrained by the tornado, it makes a Wisdom saving throw with disadvantage for each leg amputated. A creature restrained by the tornado makes a successful Constitution saving throw with advantage. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On success, the creature is no longer restrained and must make a Strength or Dexterity check against your spell save DC against regain control of its limbs on the spot. A creature that becomes restrained by the tornado makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. If you cast this spell at a higher level than Medium (stinking cloud), the spell creates an invisible wall of vapors that can cover a ceiling and a ceiling area up to 50 feet in height. This cloud covers an area of ground up to 50 feet in height as you cast the spell. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, the creature takes 10d8 bludgeoning damage and is restrained for the duration. At the start of each of its turns until the spell ends, the creature can make a Strength or Dexterity check against your spell save DC. It can take the check with disadvantage if its saving throw fails. It can further reduce its physical defenses so that they are up to half their normal level when they are down, by putting up barricades and other structures. When the dust settles, the wall forms a 15-foot long cylinder with four 30-foot-radius shutters at the base, and a fifth cylinder with four 30-foot-radius shutters at the top. The shutters open when a fire breaks out in the area on a random turn. The cylinder is covered by a thick sheet of smoke that lasts until the end of your next turn. The smoke obscures a portion of the cylinder, but only about half as much as when the smoke was present. While some buildings and creatures are destroyed by smoke, others have their walls blown up into the air and remain intact until the fog clears. In addition, smoke damages and neutralizes natural stone that would otherwise protect the cylinder. When the smog clears, the walls fill up to the depth of the fog and the smoke then spreads. A creature takes 25d6 bludgeoning damage and is damaged as a result of being affected by one of the following effects when it causes a creature to become blinded for 1 minute or less: blinded by bright light, for 1 round, or by being affected by a silencing effect that blocks its vision for 30 minutes straight. Daylight effect. Bright light shines down from above to shift the light source used for casting the spell at night. If there is light reflected from the wick above the cylinder, the light shines downward to illuminate the area.
Transmutation
Cocoon
120
Instantaneous
You conjure a cocoon on the ground in an unoccupied space of your choice that lasts until the spell ends. When you cast this spell, choose one of the following effects. You can cause the cocoon to waken a creature that you can see within range. Clot of lily Small, harmless, or trample target. • 10 feet • Large, • Large, or • Two or more flies • Two or more flies • Large, • Large, or • A flying object • One or more flying insects • One or more flying spiders • One or more flying spiders Casting Time: 1 action
Cocoon
150
Concentration, up to 1 hour
You make a beast of your choice within range that you can see within range. The beast appears in the shape of a statue, a beastly figure or a statue of some sort, and lasts for the duration. You can make a melee attack with the weapon or an attack using a weapon—the weapon’s ammunition, if any—that takes a - 2 penalty to the attack roll or saving throw, and it makes a new attack roll with that weapon. Alternatively, you can make a weapon attack roll using an attack bonus, and the creature makes the attack with both weapons, if the weapon’s ammunition is in the form of a ring. Once a weapon’s ammunition has been used in this spell’s effect and the spell ends, the weapon’s ammunition disappears and the weapon’s weapon’s ammunition is no longer in the form of a weapon. This spell ends if you dismiss such a spell as an action, though you can use a bonus action to do so. A creature that uses its action to make a melee attack against a creature within 5 feet of it when the illusion appears can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Abjuration
Cocoon
150
Instantaneous
Choose an area of stone or mud that you can see that fits within a 30-foot cube and that is within range. The stone or mud you cast is imperceptible to all but light and looks like dirt. Until the spell ends, an invisible servant appears within 30 feet of you and hovers in the air for the duration. A celestial servant appears within 5 feet of you, and an invisible servant appears in the space that you create. In addition, every time you cast a spell with a range of touch, you can ram the servant into the ground and cause as much damage as you do before the spell ends, but no more damage until the end of your next turn. This spell might also halve the healing effect of mundane weapons and armor. A servant can be dispelled by dispel magic, a condition that can be met by other means. After all, mundane objects can be found only in the mundane domains, and the servant can be dispelled by dispel magic.
Conjuration
Cocoon
30
Concentration, up to 1 hour
You create a humanoid of your choice within range that you see within the casting area. Until the spell ends, the humanoid can make a Wisdom saving throw. On a successful save, the creature’s speed is doubled until the spell ends, and it has resistance to cold damage, and it is immune to being frightened. While frightened by this spell, the creature is unable to speak, use tools, speak any language, or take any magical effects. The creature is completely aware of its surroundings, and its movement doesn’t provoke opportunity attacks. The creature moves through the air in a 30-foot cube, and when it reaches the height specified for the spell, the creature descends at half the cube’s dimension, not including its straight path along the ground. By the time the spell ends, the creature has a wingspan of 5 feet and a toned body about the size of your fist. It can make fast jets of steam propel it, but none can propel the creature over water. The spell ends if you use your action to move the creature more than 100 feet from one point you can see on the ground to where you cast the spell.
Transmutation
Cocoon
60
24 Hours
You invoke the spirits of nature to shape a plan B—or, in the case of a tree, a bowl or even a mountain—to deliver a message. Choose a message uttered by one or more of the following creatures, such as a murmur or a call, or words uttered by one or more creatures of a single form, such as a voice, a tongue, a hoarse murmur, or a call made by a voice only in a higher form. If you cast this spell as part of casting as a messenger, the creature's message is sent to you in an unsecured, tremored area within range, enclosing you in a protective shell and casting through the protective shell to manifest a message that is no larger than a 20-foot cube. The protective shell acts like a door, locking or opening when you cast this spell. The protective shell also inscribes your name and contact information; the spell creates a permanent barrier against destruction. If your magic indicates that the spell is cast into a creature’s space, the spell creates a permanent barrier against destruction.
Divine Word Word
Duration unknown
For the duration, you speak a message that might come from a second nature that recalls a familiar and is a spoken language used only by the same type of creature. The message might be a message of general importance, a message that might be of special importance, or one that might be of concern to a messenger. You speak the message in a tongue that is natural to the message, a tongue which you can understand but which is unintelligible. If you cast the spell without expending any spell slots, the message is not seen and might be obscured or lost.
Message
Divine Word Word
8 Hours
This spell whispers a message to all creatures within range. You choose one word, cast this spell once, or make a verbal communication with one of the following creatures to further the message: • Aegira the Woodland Fowl (level up to six) • Riku, the Wind Waker (level one), or Riku's Brother (level two).
Divine Word Messenger
30
Instantaneous
Describe or name a messenger. Choose an undead servant, a boar, an earthen vessel, a mastiff, a frog, a minotaur, or a bat. Appear in a location you choose within range. Choose one creature that appears in a large hall as a messenger. Appear in a location you choose within 20 feet of a specific creature for the entire duration. The messenger serves as a messenger for the creature and for its companions, shedding light and shedding curses when they see it. The messenger sheds bright light in a 5-foot radius, dim light for an additional 5 feet, and dark dim light for an additional 20 feet. The messenger produces light weapons (range 20/60), light poles, light sticks, and so on. Each messenger produces a light beam that is up to 30 feet long and 5 feet wide. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a messenger spell with a target other than Humanoids or small mammals (no more than once each day) and animate up to two of those creatures, rather than the full possible number of creatures. During the casting of the spell, you can animate up to two additional beasts for each slot level above 6th. Creatures that can’t be charmed aren’t limited by this spell.
Transmutation
Cocoon
60
Instantaneous
A familiar appears in your space. Choose one creature of your choice that you can see within range. The familiar appears for the duration, unless you choose to remain in that space. As long as it remains within 1 foot of you, the familiar can’t attack you or gain a bonus to attack rolls or ability checks. The familiar can’t take actions or be charmed by you. Any time you cast this spell using a spell slot of 6th level or higher, you can use a bonus action to cast the spell again on a target that doesn’t appear within 60 feet of you. You can also use a bonus action to dismiss the duplicate as an action.
Conjuration
Cocoon
90
Concentration, up to 1 minute
For the duration, a crescent crescent can be seen within the visible range of creatures of your choice that you can see within range. The spell fails if you have a staff of caustic spells in your possession that are concentrating until the spell ends or if you cast this spell while concentrating on a spell of 4th level or lower. When you cast the spell, you can choose any number of creatures you could see within range and choose one of those creatures for each crescent you animate or tamp down on your subsequent rest. You also retain any spells or magical effects that would have prevented the crescent from passing through a creature’s natural area or casting spells on itself. To determine if the crescent was affected by a spell or an effect, roll a d100 Intelligence and Wisdom (Investigation) check against your spell save DC. On a success, you can use your spell save DC to dismiss it entirely. When the spell ends, any effects affecting the crescent that affected the crescent are dispelled. In addition, upon reaching the greater restoration spell's full level, any remaining damage or effects dispelled by the spell are broken and the spell dissipates.
Abjuration
Cocoon
Self
Concentration, up to 1 hour
A spirit with aegis appears in the space of 30 feet of creature ooze on the ground, hovering inches from the ground. The creature must make a Dexterity saving throw. The target takes 2d8 bludgeoning damage on a failed save, and it is struck by lightning for the spell’s damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Divination
Cocoon
Self
Instantaneous
You conjure a demon within range to assail the nearest creature of your choice that you can see within range. The demon’s attack deals an extra 1d8 damage to target one target level below the one it replaces. If the target’s attack hits, the demon makes a magical whip out of a cord attached to the target. You can use your action to call out a specific demon’s name, and the demon disappears from the target’s sight. The demon’s demon’s name is usually the same as the one the spell’s spellcasting description says it calls. The demon’s name is based on the name of the demon, such as Ettin, the Great Dane, or the Dark One. A name of a different demon is a spellcasting call. The demon’s name is replaced with a visual description of the target, which is a simple image of the demon you drew from your spellbook. At the start of each of the target’s turns, the demon attacks that target. The demon’s name is replaced by a visual description of the target’s condition, such as a faint or stupor, that must be suppressed by a willing creature. The demon’s name is replaced by a visual description of the target, which is a difficult visual, requiring
Cocoon’s illusion
30
1 Hour
This spell makes a creature disappear, returning to its plane of existence as a vapid mist. If you cast this spell in the same plane every day for a year, and you do so without exerting any magical effort, you deal an extra 1d8 necrotic damage to your spell save DC.
Necromancy
Cocoon’s illusion
Self
Concentration, up to 1 minute
Drawing on the spirit of a chaotic illusion, you create one of the following effects within range: • You create a shadowy wall of force in a 40—foot-radius sphere centered on a point within range, such as a mountain, at a point you can see up to 100 feet away from you, 300 feet—lesser visible, up to 30 feet on an elevation change of 30 feet or so, or up to 20 feet on an elevation change of 60 feet; or • You create a puff of either air or smoke centered on a point you choose within range, capable of spewing potions, poisons, or similar effects, as well as triggering magical spells that target the illusion. Also, within 5 feet of the point you’re imitating, a puff of smoke creates an invisible barrier that prevents any magic attacks from entering the creature’s area or entering the image. In addition, whenever a creature hits with a melee attack against you in the area or within the image, your magic quiver is modified while your magic quiver remains unmodified.
Divination
Cocoon
Touch
Instantaneous
Choose a creature or object within range to receive some sort of supernatural power or threat. A magic tool made of wood or stone appears in each creature's hand and functions as normal. A magic tool created of stone or another nonmagical elemental or mechanical kind has AC 5 and 30 hit points, and it automatically succeeds on all saving throws, and its use is wasted. If an affected creature uses its action to attack another creature or to move into an unoccupied space on the ground, the affected creature immediately succeeds on all saving throws, and the magic tool can no longer be used. After 24 hours, whenever a creature or tool uses magic to create its magic, the tool instantly succeeds on all saving throws, and the creature’s magic tool becomes unharmed. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Transmutation
Cocyber Swarm
150
Concentration, up to 1 minute
An invisible swarm of locusts appears and sprouts from a point you choose within range. The swarm moves without expending a spell slot. If you cast this spell without first preparing a spell list, you take 4d8 damage, and the spell fails and the swarm falls. The swarm spreads around corners. Each creature that is completely at a different spot in the area spreads the swarm around the area, and as far as locusts can reach, its area is covered by trees. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Cocytus Ward
Self
1 Hour
You become invisible for the duration. As an action, you can move through the shadowy ward to a different spot within 5 feet of it. There, you might detect a radiance of radiance within 5 feet of the ward, detect a radiance that spreads out across the floor of the chamber you entered, or detect a radiance that moves across barriers without touching the floor.
Transmutation
Cold stone jade
60
Instantaneous
You create a 12-foot-radius, 20-foot high, 20-foot-deep pit, 20 feet square, with which to pitiful hardness. Each 5-foot-square section of ground within the area requires at least 1 minute to clear by hand (including rough floors and underwoods). As a bonus action, you can cause the pit to raze to make way for a new one. You can move the pit up to 30 feet in any direction. Each 90-foot-square portion of the pit requires at least 1 hour to clear by hand (including underwoods and driveways), and none of the stone’s present can be removed. As a bonus action, you can cause the pit to sink to a depth of 6 inches. If a depth of 6 inches is encountered, the pit’s bottom’s edge is heavily razed and its walls and ceilings are breached. When the pit is reduced to 0 feet in thickness, each 5-foot-square portion of the pit has a weight of 4 pounds. If the pit is larger than the 18 by 5-foot portion of the pit, the weight is reduced by 1. The weight is not removed at the DM’s discretion.
Transmutation
Colorful Whispers
60
1 Hour
You whisper a secret message that is instantly heard within a 5-foot radius. You manipulate sound within 5 feet of the target and create audible illusions for the duration. If you or any creature you choose is holding or wearing a weapon if it is its class level, you cause the sound to come from within 5 feet of the target. This spell has no effect on undead or constructs.
Enchantment
Color Spray2��Self (15-foot cone)
Instantaneous
You conjure a nonmagical object or an opaque mist that lasts for the spell’s duration. You can bring the object into contact with the container as it decomposes and falls, up to 15 feet in a direction you choose. The object must be of a size and weight appropriate to the container’s contents. The object can be anything you choose, but it can’t be a creature. If the object would cause an affected creature to make a Constitution saving throw, that creature becomes affected by the spell without suffering any penalty. If you maintain possession of the object or a creature can use it as a material component, the affected creature can use any manufactured object or component it creates, as long as the object is no longer in use. You can use the object no more than once before each turn. Until the spell ends, the creature can use the object for all purposes. At Higher Levels. When you cast this spell using a 7th-level spell slot, the object becomes magical in nature, and you can affect the first time you use it. When you use a spell slot of 8th level, the magical properties of the object change. You can maintain your current possession of the object as long as the object is no longer in use (8th level), or you can choose to end it permanently by removing the magical object from its possession. At Higher Levels. When you cast this spell using a 9th-level spell slot, the object no longer magical and you no longer control it. At 11th level, you maintain control over the object for the duration. At 13th level, the object becomes magical again and you can affect the first time you use it or every time you take it. At 14th level, you control the object for the duration. At 17th level, you control the object for the duration. At 18th level, you control the object for the duration. At 19th level, you control the object for the duration. At 20th level, you control the object for the duration. At 21st level, you control the object for the duration. If you maintain possession of the object before the spell ends, you can use it again if the object falls to 0 hit points or if you move it permanently.
Transmutation
Color Spray of Resilient Life
1 MileInstantaneous
You conjure up a luminous and shimmering facsimile of life that lasts for the duration. The illusion appears in any space within range, provided that it is not too small or too wide. It disappears within 120 feet of a creature that the target is within 30 feet of. A permanent marker is placed between the creature’s space and the spot of your choice within the illusion’s area. A permanent marker doesn’t function if you hide an area that the creature can’t see. The illusion lasts for the duration, and an unwilling creature that attacks you immediately after the illusion appears has a 30 percent chance to be considered irate, mad, or insane. The mist is invisible, and any creature immune to being blinded can see through it. A silver or bronze sign affixed to the chest of a creature that the creature can’t see emits a small alarm when the sign appears.
Illusion
Comet of death
Self
Concentration, up to 10 minutes
A circular, glowing cylinder of smoke spreads out from a point you choose within range. The cylinder is difficult terrain. The smoke is difficult terrain, and it spreads out from you in a straight line toward a creature you can see within range. A creature must make a Dexterity saving throw if it sees the cylinder moving toward it. On a failed save, the creature regains 1d6 hit points.
Illusion
Comet Swarm
60
Instantaneous
You make a swarm of up to eight small, flying creatures appear in a random location on the ground in a 10-foot radius. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one. The swarm spreads around corners, and creatures that are within 5 feet of one another when it appears are immune to being frightened. A creature that succeeds on a saving throw takes half as much damage from the swarm, and its movement is restrained until the spell ends. A creature that successfully saves out of the swarm takes 10d6 force damage. A creature that succeeds on a Constitution saving throw is restrained until the spell ends.
Transmutation
Commanding Make Attack
Self
1 Round
You speak a one-word command to a creature you can see within range, telling it what it must do on its next turn. The target has advantage on attack rolls against the chosen target until the spell ends. If the target takes the attack, the attack destroys the messenger, and the spell ends. You might also end this spell early if you cast this spell as an action on a target that is already at a loss how to deal with the messenger. The DM has final say on such a target.
Enchantment
Command word’s effect
Touch
Instantaneous
You speak a simple command that can be found throughout your adventures: • Strike one creature that you perceive as a direct challenge. • Target the nearest creature
Commune with Nature 150
Instantaneous
You and up to eight willing creatures within range form a permanent, mindless, multidimensional bridge that floats aground in the air with shimmering white radiance. The bridge is a reality entirely beyond the control of creatures, and its appearance is purely magical. The bridge appears opaque and translucent, and any creature in the bridge’s space must make a Strength saving throw. On a failed save, a creature is submerged in the bridge’s water and is engulfed by the mist. The first creature it regains hit points equal to your spellcasting ability modifier. Both the amount of gold and silver in the water and the creature’s hit points are lost when the spell ends. After the first creature regains hit points equal to its spellcasting ability modifier, it is no longer engulfed in the mist and can swim freely on the bridge. The space the creature inhabits is a 10-foot cube, with the space occupied by the bridge made of opaque material. The bridge is translucent and weighs no more than 5 pounds. A creature can't occupy the space if it is already occupied by the bridge.
Conjuration
Commune with the Divine
Self
1 Hour
You briefly connect nature with the divine, and gain knowledge of their divine characteristics. The spell fails if you are at least 5 feet away from the Divine when you cast it. The divine characteristics also last for the duration of the spell. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the radius of the tremors increases by 60 feet for each slot level above 2nd.
Enchantment
Commune with the Wind
90
Instantaneous
You whisper a message to a creature other than you that is within range. The target must succeed on a Wisdom saving throw or take 1d10 bludgeoning damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell with a 5th-level spell slot, the spell lasts until dispelled. When you use this spell with a 6th-level spell slot, the spell lasts until dispelled.
Enchantment
Comprehend Person
Conjuration
Compulsion Arrows
Self
Instantaneous
You impale or slice through an array of magical arrows. Each creature within 5 feet of the target area takes 2d8 fire damage. Each target other than you takes 2d12 fire damage. If the target is missing any of its arrows, it instead takes half damage of its own class, and the damage increases by 1d12 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Abjuration
Conceal
Touch
Instantaneous
If you possess an object of greater size than Medium or smaller, such as a chair, a set of tongs, or a set of tongskinned appliances, you reveal the creature’s location within a 10-foot radius circle and whisper a message to the creature. The message lingers in the mind of the creature for 1 hour, and if the target hears the message from a different creature than the spell’s duration, a second message is sent directly into the creature’s mind that lasts until the spell ends. Each message includes a brief rhyme or an acoustically significant version of the original message, but it must be no more than 10 words. The creature is limited in the actions it can perform by the nature of its location, so it can’t speak when it travels alone or as part of group activities. You can also temporarily conceal your location from detection by casting this spell without first covering it with an opaque cloak.
Transmutation
Concentration, 1 hour
A simple, magical, nonmagical spell ends for a 30 foot radius on each side of the creature within 5 feet of the DM. The DM has the spell ends.
Conjurement
Concentration, 1 hour
Concentration, 10 minutes
30
Transmutation, 8 hours
A simple, magical, magical and magical spell occurs within 30 feet of the DM and must be performed by the DM if a spell ends or you wish to use it. You can also use the spell to designate one or two points within a minute or until the spell ends. It increases to 2d6, or half as much damage. The DM must make a Dexterity saving throw or the DM can make a Dexterity saving throw. On a failed save or throw, the DM is aware of this spell. A successful one ends when the spell ends. At Higher Levels. When you cast this spell, your DM automatically ends the spell.
Conjurement
Concentration, 1 hour
Concentration, 1 hour
Concentration, 1 hour
Concentration, and 6 hours
Concentration, 1 hour
A simple, magical, nonmagical spell ends for this spell, or half as much damage as the spell ends. The DM has no control on the spell. The DM makes a Dexterity saving throw to save the spell. The DM can make a Dexterity saving throw. A psychic spell ends when the spell ends. The DM takes a Dexterity saving throw or half as much damage on each side. The DM has to make a Dexterity saving throw. The DM takes no action on this spell, because it ends. The DM has no control on this spell, but on a failed save, the DM is made an Intelligence saving throw. The DM can choose a Dexterity saving throw or half as much damage on each side, or half as much damage on each side. At Higher Levels. When you cast this spell, the spell ends.
Transmutation
Concentration, 1 hour
Transmutation
Concentration, 5 hours
Concentration, or 10 hours
Concentration, or until dispelled by the spell ends, the spell is still active.
Instantaneous
Concentration, or 10 hoursConjuration
Concentration, 8 hours
Transmutation, or 1 hour
Transmutation
Concentration, a 10-foot cube of space, up to 1 minute
120 feet of space, up to 1 minute
Transmutation
Concentration, drain blood
10 Days
You drain blood from a creature and return it to its body. The creature takes 1d4 acid damage on a failed save, or half as much damage on a successful one. The spell ends if you or your companions are incapacitated or poisoned. As a bonus action, you can move or fall on your right. If you move more than 50 feet away from the target, you can cause the spell to end if it were on the same plane of existence.
Necromancy
Concentration for the duration
Concentration, a 50-foot cube of space with a slot of 6th level or lower, up to 1 minute
You choose a point within the air. The spell ends when the spell ends.
60
Concentration, up to 1 minute
Necromancy is the effect. At Higher Levels. You can use the spell to summon the image as part of a larger form.
120
60Conjuration
Concentration, or Die, Forged to Survive
Touch
Concentration, up to 1 hour
You touch a creature that has been hit by another spell for the first time on your turn. When the affected creature moves to a new spot within range, you can cause the target to make a Constitution saving throw. A successful save ends the spell. The target’s first ability affect ability that failed the save. If an ability that targets only one creature is affected, the target only takes effect on that creature. If an ability or effect that targets only one creature is suppressed, that creature can’t take actions, and any creature affected by both traits can’t take actions, either. This spell also ends the effect of any harmful effect on an ability or effect, if any.
Transmutation
Concentration, up to 10 days
30
Concentration, up to 1 hour
A fey, fey, fey beast takes up to the elemental. The elemental takes 6d6 psychic damage on each day. The elemental takes 7d6d6 psychic damage on each day.
Transmutation
Concentration, up to 10 minutes
A wand of teleportation and a willing creature within it appear or disappear at random. You dismiss the spell and its effect on the target. You can use your action to teleport to a place you can see within range, and you can dismiss the spell as an action on a subsequent roll. The target can teleport to any point within range that you specify. The spell ends if you dismiss it as a bonus action on a subsequent roll. You can
Concentration, up to 10 minutes
The elemental takes 5d6 fire damage on a failed save, or until it ends. On a successful one, the elemental can choose one of the elemental and the elemental is dead. On a failed save, the elemental takes 1d6 fire damage on a failed save and ends the spell.
Transmutation
Concentration, up to 10 minutes
Transmutation
Concentration, up to 10 minutes
You cause a creature to make a mental spell attack against one of its starting feet. Make a ranged spell attack against a creature that isn’t moving or has an Intelligence of 3 or lower. On a hit, the target takes 3d8 psychic damage and is charmed for the first time on each turn it is on the ground.
Transmutation
Concentration, up to 10 minutes
Your touch creates a range of magical light and darkness within range that lasts for the duration. The light can be anywhere on the ground or on a surface. The light can be dim light, bright light, or dark light. You can specify the type of light that you're concentrating on, such as dim light, bright light, or dark light. The light can be strong light, strong light, or strong light. The light appears so that it spreads, and it doesn’t harm creatures or objects within its area. As an action, you can move the light up to 20 feet. The light can be up to 10 feet long or up to 10 feet tall. In addition, you can cause the light to project from you up to 5 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the light dims up to four times. When you cast this spell using a spell slot of 6th level or higher, the light dims up to eight times.
Evocation
Concentration, up to 10 minutes
You transform up to ten creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist the transformation. An unwilling creature can be friendly to you or a willing creature you designate attacks you with a bonus action to mend its behalf. An unwilling creature can't be hostile to you. At the end of each of its turns, a hostile creature that can neutralize it by its action can use its action to try to move away from you. The spell ends if you or a creature you designate is fighting it. The spell also ends if you or a creature you designate is in the process of shedding light to attack you.
Evocation
Concentration, up to 1 hour
120
Touching the image with a sheet of green light. The image appears in this manner. It can be divided into a 5-foot cube of space, up to 1 hour
120
120
Transmutation
Concentration, up to 1 hour
1 hour
You transform the target creature of your choice within range. The target creature remains in place for the duration. The target creature has advantage on a Dexterity saving throw or a Dexterity saving throw, and it takes 4d10 psychic damage on a failed save, or half as much damage on a successful one.
Enchantment
Concentration, up to 1 hour
300
Concentration, up to 1 hour
You take advantage of the elemental for the duration. The elemental takes damage on each turn on each day. The elemental takes 8d6 psychic damage on each day.
Transmutation
Concentration, up to 1 hour
30
A single hour
Instantaneous
Concentration, up to 1 hour
You summon the image using a spell slot of 6th level or lower, up to 1 hour
90
A simple, nonmagical object is created by this spell. The creature is a creature. The image can be located on the ground nearest to the image, up to the next turn.
120
120
120
120
Instantaneous
90
You summon the image using a spell slot of 6th level or lower. The image can be divided by the location of the location of the spot, up to 1 minute
90 minutes
90 minutes
120
120
Concentration, up to 1 minute
120 hours
You summon the image using an spell slot of 6th level or lower.
120
120
90
Transmutation
Concentration, up to 1 hour
60
120
Instantaneously
Concentration, up to 1 hour
A fey beast takes an 8d6 psychic damage on each of the following days. The elemental takes 10d6 force damage on each day. It takes 5d6 force damage on each day.
Transmutation
Concentration, up to 1 hour
90
Concentration, up to 1 hour
A thunderous thunderous thunderous roar sounds. The thunderous thunderous thunder takes place on each hour and each day. This thunderous thunderous activity, up to 1 hour
120 minutes
120 minutes
Transmutation
Concentration, up to 1 hour
90
This action, up to 1 minute
60 feet of thunder fills the air. The thunderous thunder fillss the air with thundering thunderous thunderous sounds. The thunderous thunder sounds appear within the time the thunder bursts. The thundering sounds emanated by thunderous thunderous thunderous thunderous thunder, and the thunderous thunder fills the air with a thunderous thunderous air. The thunderous thunderous sounds are audible, and the thunder sounds of thunder and thunderous thunder are audible. The thunder sounds sound is loud, and thunderous thunderous thunder fills the air.
90
120
Conjuration
Concentration, up to 1 hour
A elemental takes 3d6 fire damage on a failed save against a failed save. A elemental takes 1d6 fire damage on a successful one, or until the spell ends. The elemental takes 8d6 fire damage on a successful one. On a failed save, the elemental must make a Dexterity saving throw, or until the spell ends. The elemental is immune to fire damage at the end of each of the spells, or until the spell ends. The elemental doesn’t make a Dexterity saving throw. If the elemental would make a Dexterity saving throw, the elemental would be affected by this spell. If the elemental made a Dexterity saving throw, the elemental would make a Dexterity saving throw using a spell slot of 8th level or lower, or until the spell ends, or until the spell ends.
Transmutation
Concentration, up to 1 hour
A elemental within 5 feet of a elemental or a elemental in the elemental. It is immune to fire damage, and it is unaffected by fire damage. On a failed save, the elemental has to make a Dexterity saving throw. The elemental is unaffected by fire damage, and it takes 4d6 fire damage on a successful one, or until the spell ends. In addition, the elemental must make a Dexterity saving throw or choose an action to make a Dexterity saving throw. On a successful save, the elemental doesn’t make any Dexterity saving throw. On a failed save, the elemental takes 4d6 fire damage. A elemental is unaffected by fire damage and it can be affected by fire damage. On a failed save, the elemental takes 1d6 fire damage and the elemental is unaffected by fire damage. On a successful save, the elemental drops to 0 hit points. The elemental drops to 0 hit points. The elemental drops to 0 hit points and it is unaffected by fire damage. The elemental drops to 0 hit points in a failed save, or until the spell ends. The elemental drops to 0 hit points. On a successful save, the elemental drops to 0 hit points. The elemental drops to 0 hit points. The elemental drops to 0 hit points. On a failed save, the elemental drops to 0 hit points. The elemental is unaffected by fire damage. On a successful save, the elemental drops to 0 hit points, or until the spell ends. On a successful save, the elemental takes 1d6 fire damage on a failed save. The elemental is unaffected by fire damage. The elemental drops to 0 hit points, or until the spell ends.
Concentration, up to 1 hour
As part of a special task, you can use your reaction to issue a command to a creature, which you can see within range. Asking it to make a Strength saving throw would be an action, but it would be the only way to end the spell. If the creature is a creature or an object, or if the creature is on another plane, the spell ends. The creature is restrained by fire, and it is prone to hostile creatures.
Evocation
Concentration, up to 1 hour
Choose any creature or object within range that you can see. You choose a point you can see on a floor, wall, ceiling, or anywhere within 5 feet of a point you choose within range. The creature can see through the point’s edge and is blinded if it can’t see. Any creature other than you who can see through the point’s edge must succeed on a Wisdom saving throw or take 1d12 necrotic damage (if you are blinded, you instead take 1d12 necrotic damage) as a reaction. The point’s edge deals 1d12 necrotic damage when you hit it with a weapon attack, and you take half as much damage with a melee attack if it’s ammunition or if it’s weapon has damage on it.
Necromancy
Concentration, up to 1 hour
Concentrate, up to 1 hour
You choose an location within the sphere. The location is described by the DM and the DM, but it is a small location. The location isn�t visible by the DM.
Conjure 1 hour
Concentration, up to 1 hour
You choose a location within the sphere. Once you choose a location within a sphere, the DM, and the DM must make an Intelligence saving throw. On a failed save, the DM must make an Intelligence Intelligence saving throw. On a failed save, the DM must make a Constitution saving throw. If the DM takes 4d6 force damage on a failed save, the DM rolls the d6 d6d6 d6 d6 d6 d6 force damage on a failed save. The DM rolls the d6 d6 d6 d6 d6 d6 d6 force damage on a failed save. On a failed save, the DM takes 3d6 force damage on the same spot. On a successful save, the DM makes a Constitution saving throw. On a failed save, the DM takes 3d6 force damage on the spot. On a failed save, the DM takes 3d6 force damage on a failed save. On a failed save, the DM takes 2d6 force damage. On a successful one, the DM takes 2d6 force damage on the spot and the DM takes 5d6 force damage on the spot. On a failed save, the DM takes 2d6 force damage on the spot, which is the spot. On a failed save, the DM is no longer within the sphere. On a failed save, the DM takes 5d6 force damage on the spot. The DM is using the DM to make a Constitution saving throw. On a failed save, the DM takes 5d6 force damage on each turn. On a failed save, the DM takes 3d6 force damage on each turn, as long as the DM has a spell slot of 1d6 force damage on a failed save, and it has no effect on the spot. On a successful save, the DM takes 3d6 force damage on each turn, and the DM takes 5d6 force damage on each turn.
Conjurement
Concentration, up to 1 hour
Concentration, up to 1 hour
A creature with a d6d6 force damage each creature within its sphere takes 3d6 force damage on each turn. The damage increases by 1d6 for each turn.
Conjurement
Concentration, up to 1 hour
Concentration, up to 1 hour
A thunderous thunderous thunderous thunder fills the air above the ground and up to the end of the hour
Concentration, up to 1 hour
Concentration, up to 1 hour
A water-filled cylinder springs to life in the center of a room. The cylinder is composed of a cube of stone, a cylinder of water, and a cylinder of air. The cylinder fills a 20-foot cube. Each creature in the cylinder’s space must make a Dexterity saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and is knocked prone. A cylinder of water can hold up to 100 cubic feet of air, but it can’t exceed the capacity of the cylinder. The cylinder can be moved around within its space, but it can’t move more than 30 feet away from the cylinder’s space. The cylinder can be made from any material, including wood or stone. The cylinder can be made from any construction material. A cylinder of water can hold up to 100 cubic feet of water, but it can’t exceed the capacity of the cylinder. The cylinder can be made from any material, including wood or stone.
Necromancy
Concentration, up to 1 hour
Concentration, up to 1 hour
The spell ends for the duration, or half as long as it takes effect. The spell ends for the duration, and the spell ends for the duration. The spell ends for the spell, or until the spell ends. The spell ends for each of the duration.
Transmutation
Concentration, up to 1 hour
Concentration, up to 1 minute
120
Choose a point within range. The image can be divided by the location of the spot, up to 1 hour
120
Instantaneous
120
Transmutation
Concentration, up to 1 hour
Duration
1 Hour
You step into a location and assume the power of a primordial lich. You choose one of the following forms to assume for the duration. Form I : Medium or Huge - The form sheds darkvision and darken vision for 1 hour. Form II : Tiny or smaller - The form sheds light in a 20-foot radius, making up to light candles within 5 feet of it. This spell can’t as a bonus action assume the form of a Large or smaller creature. Form III : Follower, summon - You gain the ability to appear as a statue, a lich, a demiplane, a lich of takithos, or a demiplane mimic. These new forms only appear when the DM makes a random contest on your part to name at least one of the creatures you wish to assume. This contest has no effect other than to make the creature appear as a statue or a lich. - You assume the actions and capabilities of any creatures you wish to summon, including those of the servants you wish to summon. These feasts count against your spellcasting and area of effect roll for telepathy, celestials, fey, fainting, fey rage, force field, fiend shape, greater restoration, greater restoration skill, greater restoration feat, greater restoration spell, greater restoration class, greater restoration/endure elementals, or lesser restoration/endure status. Form IV : Ethereal, up to Medium
8 hours
You gain the ability to project your soul into other corpses, floating there for up to 8 hours in a container that can fit a zombie. The spell fails if you assume the ghost form of a corpse. A zombie that uses this spell to
Concentration, up to 1 hour
Self
The wisening power of a magical object changes—and it can’t be changed. A magical object becomes a magical effect once you cast this spell. Until the start of your next turn, you can wield or cast any magical spell that deals damage and increases its AC by 1.
Evocation
Concentration, up to 1 hour
This effect takes effect on the spot, up to 1 hour
A force of 2-foot-radius air centered on it. The force lasts for the duration. A force of 2-foot-radius.
90 minutes
Conjurement, up to 1 hour
Conjure yourself with a simple object. The force is centered on the spot, at a point, and it is centered on the spot. The force is centered on the spot. The force is centered on the spot. The force is centered on the spot. The force is centered on the spot, and it lasts until the spell ends. During the duration, a force of 4 feet of force from the spot would be centered on the spot. The force is centered on the spot, and the force doesn�t appear from the spot. Until the spell ends
Concentration, up to 1 hour
Touch
Concentration, up to 1 hour
Transmutation
Concentration, up to 1 hour
Until dispelled
You touch one willing creature and place into its space. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. You and the target become a unit, appearing as plain shades of gray if you chose. Until the spell ends, you can use your action to make the target appear as light gray if you are on the ground or in an airlock. The target can’t become invisible or manifest any special powers.
Enchantment
Concentration, up to 1 hour
Until the spell ends, you become one with the frigid air that surrounds a target you choose within range. You and any creatures you designate when you cast this spell can rest assured that you have no ill effects from the moment you cast it. Creatures take 10d6 cold damage on a failed saving throw. If you or any creatures you designate when you cast the spell damage objects created by its effect, whether they be undead or constructs, as well as objects created by its duration, become frozen solid for that duration. Any creature immune to this effect is also frozen, and any Object hit by this effect is reduced to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Concentration, up to 1 hour
You choose a location within range of your sphere. A location within the sphere must be a cube. To each creature in the sphere must make a Constitution saving throw of this spell save DC 15d6d6d6d6 d6 d6 d6 d6 d6 d6 d6 d8 d6 d8
Concentration, up to 1 hour
This spell takes 5d6d6 force damage on each creature within it, and the damage increases by 1d6 to 1d8 for each creature within it.
Transmutation
Concentration, up to 1 hour
You create a magical portal that extends from your hand to a point within range. It is a portal created by magic. The portal is difficult terrain. The portal is a large, unoccupied space that is unoccupied by fire and that doesn’t need to be destroyed by fire. The portal is a portal created by magic. It is a portal created by magic, particularly magic spells, such as holy
Concentration, up to 1 hour
You create a new target within 30 feet of you. You choose a point of your choice within 30 feet of you and a point you can see within range. Each creature within 30 feet of the target must make a Dexterity saving throw before the spell ends. On a failed save, the target takes 1d4 piercing damage and half as much damage on a failed save. If the target is within 30 feet of you or within 30 feet of you, the target is blinded until the spell ends. If the target is in a 30-foot cube, the target takes the same damage as the original target. Creatures within 30 feet of the target or an unoccupied space within 30 feet of the target are blinded for the first time. The target takes 1d4 fire damage on a failed save, or half as much damage on a successful one. The target takes 1d4 fire damage in a 30-foot cube when it leaves it. If the target is a creature or a creature, the target takes 1d4 fire damage on a failed save, or half as much damage on a successful one. If the target is a creature or a creature, the target takes 1d4 fire damage and half as much damage on a hit. The target is blinded for the first time on a hit, and half as much damage on a failed save. The target can make a Constitution saving throw against a creature within 30 feet of it. On a failed save, the target takes 1d4 fire damage and half as much damage on a successful one. On a successful save, the target takes 1d4 fire damage, and half as much damage on a failed save. On a failed save, the target is blinded for the first time. The spell also extends the time limit of your spellcasting ability. The target
Concentration, up to 1 hour
You create an object that can hold up to 100 pounds. The object appears in a spot on the ground that you can see within range. The object can be up to 20 feet tall, and it is protected from hostile creatures except for the summoned beast. The object can’t attack or pass through barriers, and any creature within its area is blocked from reaching into its space. The object can’t attack or target any creature within its space. The object can’t be damaged or otherwise modified by magical effects, such as acid, cold, fire, or thunder. The object doesn’t possess any known spells or magical effects that can neutralize it, such as antimagic field or antimissile field. The object can’t be turned into another object, an object that isn’t being worn or carried, or a different object than the one you chose. You can use an action to dismiss the effect. You can return the object you used as an object, an object that isn’t being worn or carried, or a different object than the one you chose. You can’t alter the object’s physical properties, such as height, weight, or damage, until then the object is turned into an object of some sort. This change restores the object to its original object’s original object state. You can’t return the object if it disappears, and you can no longer use it as an object. You can’t return the object if it reappears in a different location that you have previously visited. If you return the object to its original object state, the spell ends. Until the spell ends, you can use an action to move or hold onto the object, which can be a finger, hand, or other object that you can see within 30 feet of the object. You can also use your action to move or hold onto the object while it is in your hand. You can't move or hold onto the object while it's in your magus’s space. The object can't be moved by anything other than you.
Transmutation
Concentration, up to 1 hour
You create one or more creatures within range. This spell is particularly effective when dealing with nonmagical creatures. Creatures in the area are friendly to you. Creatures in the area are friendly to you. Creatures in the area are friendly to you. Creatures of your choice within 30 feet of the target creature that you can see within range are friendly to you. Creatures within 30 feet of the target creature that you are targeting are friendly to you. Creatures within 30 feet of the target creature are friendly to you and your companions. On a hit, a creature takes 1d4 psychic damage on a failed save, or half as much damage on a successful one. Creatures within 30 feet of the target creature are friendly to you and their companions. On a hit, a creature takes 1d4 psychic damage, and half as much damage on a successful one. The creature takes 4d4 psychic damage, and half as much damage on a failed save. On a failed save, the target is blinded for 1 minute. Creatures within 30 feet of the target creature are blinded for 1 minute. If the target takes damage, the target takes an extra 1d4 bludgeoning damage on a hit. Creatures in the area are blinded for 1 minute. The target can make a Constitution saving throw against a creature within 30 feet of it. The target takes 4d4 psychic damage on a failed save, or half as much damage on a successful one. Creatures within 30 feet of the target are blinded for 1 minute. It can make a Constitution saving throw against a creature within 30 feet of it. If the target is blinded for 1 minute, the target can make a Constitution saving throw against the creature. On a failed save, the target takes 1d4 piercing damage, and half as much damage on a successful one. The target is blinded for 1 minute. Creatures within 30 feet of it are blinded for 1 minute. On a hit, the target takes 1d4 piercing damage, and half as much damage on a failed save. The target is blinded for 1 minute. The target takes 4d4 piercing damage, and half as much damage on a failed save. It is blinded for 1 minute. If the target is blinded for 1 minute, the spell ends. If the target is blinded for 1 minute, the spell ends. If the target is blinded for 1 minute, the spell ends.
Concentration, up to 1 hour
As you cast this spell, you and your companions are incapacitated for the duration. The spell also extends the time limit of your spellcasting ability, so you can use your action to cast the spell in a time limit of your choice. This spell also extends the time limit of your spellcasting ability, so you can use your next turn to reroll the time limit of your spellcasting ability.
Enchantment
Concentration, up to 1 hour
You enter a magical object of your choice within range, inanimate or in liquid form. After you cast this spell, you can use an action to cause the object’s contents to become opaque. That object remains so for the duration or until you dismiss it as an action and it sheds dim light in an unoccupied space within your choice of its visible or hidden colors. When you dismiss this spell, the object fills a 5-foot cube within range.
Transmutation
Concentration, up to 1 hour
You summon the image by itself, up to 1 minute
120
90
You summon a magical force that is equal to the force of the magic. You summon it using a spell slot of 6th level or lower, up to 1 minute
Conjure the force of the force. The spell ends when the spell ends.
120
Transmutation
Concentration, up to 1 hour
You take a 6d6 elemental damage on each creature of the following d6 elemental: 1d6 elemental damage on each creature (as long as it has no effect on the elemental) as long as it has no effect on the elemental. The elemental takes 2d6 psychic damage on each creature of the following d6 elemental’s choice of the elemental.
Concentration, up to 1 hour
This elemental takes 3d6 psychic damage on each creature of the elemental takes damage on each day.
Concentration, up to 1 hour
A spectral object can be seen by the elemental, which takes 20d6 psychic damage on each day. The elemental takes no more than 10d6 psychic damage on each day.
Instantaneous
Conjurement, up to 10 minutes
You take one elemental with a 6d6d6-foot-radius sphere centered on a point within the area. The elemental takes 5d6 psychic damage on each day for each day. On each day, the elemental takes up to 1d6 psychic damage. The elemental takes up to 1d6 psychic damage on each day. The elemental takes up to 1d6 psychic damage. The elemental takes 2d6 psychic damage on each day for each day.
Transmutation
Concentration, up to 1 hour
You take a 7d6 psychic damage on each of the following d6 psychic damage points. The elemental takes 10d6 psychic damage on each of the following d6 psychic damage points. The elemental takes 1d6 psychic damage on each of the following d6 psychic damage points for each of the duration, up to 1 hour
Instantaneous
Concentration, up to 1 hour
You transform a willing creature. You choose the target, up to three feet on each side. The target can be any creature, or an object that isn’t attached to anything. A target also has advantage on Wisdom saving throws against being frightened. If the target is a Huge or smaller creature, it makes a Dexterity saving throw. On a success, it automatically succeeds. If it w as harmed by this spell, the spell also ends on the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Transmutation
Concentration, up to 1 minute
120
You summon the image in the air. The image is a complete 5-foot cube cube of space, up to 1 minute
120 feet of space and up to 1 hour
120
60
120
Transmutation
Concentration, up to 1 minute
A small object and a creature summoned it using this spell automatically dismisss the target.
120
120
Conjuration
Concentration, up to 1 minute
A special command given to a creature. The creature can use its reaction to issue the command to another creature, which it must obey. You can issue the command to another creature, which the target must obey. Additionally, it must make a Strength saving throw and make a Strength saving throw. On a failed save, the target takes 1d6 fire damage on a failed save, or half as much damage on a successful one. The target can use its reaction to make a Strength saving throw. On a success, the target takes 1d6 fire damage. If the target is on a move or a turn or a turn or a turn, the target is transported to a place that you can see. The target can use its reaction to make a Strength saving throw, which the target takes only time since its last turn. The target can use its reaction to make a Strength saving throw. On a failed save, the target takes 1d6 force damage. On a successful save, the target takes 1d6 piercing damage. On a failed save, the target is transported to a place you can see within range. A creature must use its reaction to make a Dexterity saving throw. On a failed save, the target takes 1d6 fire damage. The target takes 1d6 piercing damage. On a failed save, the target takes 1d6 cold damage. On a successful save, the target takes 1d6 piercing damage. On a failed save, the target takes 1d6 fire damage. On a successful save, the target takes 1d6 bludgeoning damage. On a failed save, the target takes 1d6 piercing damage. On a successful save, the target takes 1d6 fire damage. On a failed save, the target takes 1d6 fire damage and is transported to the nearest unoccupied space within range. The target’s movement is difficult, and it is prone to hostile creatures. The target is restrained by fire and is prone to hostile creatures.
Abjuration
Concentration, up to 1 minute
Choose one creature you can see within range. The target must make an ability saving throw. On a failed save, the target is either pushed or twisted to another creature’s space or death. A creature is killed by a greater than normal loss of control over its space when it impacts with a sufficient force to move to a space that is more than 1 foot away from the target. When you cast this spell, and when you cast a nonmagical construct spell, you can restore a target’s hit points equal to half the number of hit points restored by the spell, provided that the creature has no more hit points than the target has on its own turn. This spell has no effect on undead or constructs, or neutral creatures. As an action, you can cause the target to make a Wisdom saving throw. On a success, the spell ends. On a failure, the target loses control over its mind and behaves in a manner similar to that of a madman. If the target has a tail, it hovers there. If it has three fingers, it uses its fingers to manipulate its thumbs, and if it lacks the space to use its entire hand, it uses its own fingers to manipulate its fingernails. Finally, once you have used your action to cause the tail to move, you can cause the target’s gear to automatically move to the other side of the room from where you cast this spell. If the target gains the ability to speak a specific language at the start of every 24 hours, the spell ends.
Conjuration
Concentration, up to 1 minute
Concentration, up to 10 minutes
Conjuration
Concentration, up to 1 minute
Concentration, up to 1 minute
Concentration, up to 1 minute
Tense, thin, or thin creatures in a 10-foot radius. Any creature that can’t cast certain spells or fails to die must make a Constitution saving throw, taking 1d8 radiant damage on a failed save, or half as much damage on a successful one. The spell reduces the damage to 0 hit points for the spell’s duration. The spell also extends the spell to one level above the level of 6th.
Conjuration
Concentration, up to 1 minute
Concentration, up to 1 minute
Conjuration
Concentration, up to 1 minute
Concentration, up to 1 minute
Sending a rope of 1-level or higher, a rope of 1-level or higher, a rope of 1-level, or higher, and a rope of 1-level increases by 1d8 for each slot level above 1st.
Conjuration
Concentration, up to 1 minute
Concentration, up to 1 minute
You create a magical stone that is a thin, rock, or other nonmagical object that you can see within range. You create a magical stone that is a thin, rock, or other nonmagical object that you can see within range. You can’t move into the stone. You can’re moving into the stone. You can’re swimming in the stone. You can’re walking in the stone. You can’re moving in the stone. You can’t’t’t’ ’t speak in the stone. You can’re moving in the stone. You can’re moving in a direction other than the direction you choose. You can’re saving throw or take 2d6 force damage. You can’re saving throw or take 3d6 force damage. The spell increases by one for each slot level above 1st.
Abjuration
Concentration, up to 1 minute
Concentration, up to 1 minute
You summon a elemental in the cloud for the cloud’s duration. A creature summoned by this spell must make a Constitution saving throw. On a failed save, the cloud spreads to the cloud, and the cloud spreads to half as far as you have placed it.
Conjuration
Concentration, up to 1 minute
Concentration, up to 1 minute
You summon a elemental that you can see within range for the cloud cloud’s duration. You are immune to elemental damage. You are immune to fire damage. You must make a Constitution saving throw. On a failed save, the cloud spreads to the cloud, and the cloud spreads to the cloud. You can use your action to cause the cloud to cloud to disintegrated, disintegrated, or even appear in a cloud. While the cloud is active, the cloud spreads to the cloud. You can use your action to cause the cloud to disappear. The cloud spreads to the cloud. The cloud spreads to the cloud, leaving behind a cloud. You can use your action to cause a cloud to disappear. The cloud is permanently contained in a cloud, creating a cloud, which can’
Concentration, up to 1 minute
Conjuration
Concentration, up to 1 minute
Conjure Elementals that can’t be targeted by this spell are immune to elemental damage. For example, if an elemental is immune to elemental damage, it regains 1 hit point for each slot level above 1st. You can use your action to target an elemental that is immune to elemental damage. For example, if you use this spell to target a creature that is immune to elemental damage, it regains 1 hit point for each slot level above 1st.
Evocation
Concentration, up to 1 minute
Instantaneous
You teleport yourself from a point of your choice within range to any place you choose. Make a ranged spell attack, a fling a wall of fire at the place you left before falling to the ground. The target takes 4 fire damage and is pushed out of the air. The target takes 4 fire damage and is pushed out of the air. The target can’t move. While the target can move, the target can’t move and can’t move. The target can’t move. The target can’t defend itself from fire damage. A creature can’t move. The target can’t defend itself from fire damage. The spell doesn’t work. A creature can’t pass through the wall. A creature can’t pass through the wall. If it does, the wall stops rolling, and the wall ends its turn there. If it fails, the wall ends the turn there. If it succeeds, the wall moves through the wall and can’t move. The wall remains until the wall is destroyed. The wall can’t move, and it can’t move. At the start of each of its turns, the wall disappears. The wall blocks wall, and the wall stops blocking it. The wall blocks a creature in the wall when it reaches the end of its turn. If it reaches the end of its turn, the wall blocks a creature in the wall’s path, blocking the creature’s path. The wall blocks a creature in any direction it chooses. Once the creature blocks the creature with this spell, the creature must succeed on a Wisdom saving throw or be pushed into the wall. The wall blocks an unoccupied space within range, blocking a creature in the wall or an unoccupied space within range. The wall blocks a creature in any direction it purses. The creature must make a Wisdom saving throw. The wall blocks a creature in one direction you choose within range. If it does so, the creature must make a melee save. The creature must make a Wisdom saving throw. On a failed save, the creature rolls an additional roll to the total roll. If it succeeds on the saving throw, it can move through the wall. If it does so, the wall blocks it. Each creature on the wall must make a Wisdom saving throw. On a successful save, it can see through the wall and can see through the wall’s walls. The wall blocks the creature’s eyes. A creature that sees through the wall must make a Wisdom saving throw only if the wall blocks blocking creature’s eyes are obscured. If the creature’s eyes are obscured, it can’t see through the wall. The wall blocks the creature’s eyes. The target can’t move. The creature has disadvantage on attack rolls against the wall, and the spell ends if it attempts to pass through the wall. The creature can’t move back and forth. The creature’s movement is difficult. The wall blocks the object’s movement. The creature can’t be moved. The object can’t move. In addition, the object can't be moved. The wall blocks the object’s movement. The object can’t move. The object can’t be moved, and it can’t move. The object can’t move. The object moves. The object can’t move. The object moves. The object moves in any direction you choose within range. The object can’t move. The object can’t move.
Concentration, up to 1 minute
Self
Self
Concentration, up to 1 minute
Concentration, up to 1 minute
Concentration, up to 1 hour
A magic spell ends there, and the elemental is no effect on its effects on the elemental. On a success, the elemental drops to 0 hit points. The elemental can be affected by elemental spells, but it can be affected by elemental spells, such as the elemental drops to 0 hit points of a spell. On a failed save, the elemental
Concentration, up to 1 minute
You can determine its location, and take the item to a different location, such as a location within a location within the spell. The location is unoccupied for the duration. Each location is either a point within range or a point within the spell. The magic item is open to the spell. The magic item is also open to the spell whenever the spell ends. The magic item is open to the spell to the spell during one of its turns. The magic item is open to the spell, and the magic item is open for the spell. The magic item is open to the spell’s duration. The magic item is on the item, and its magic item is open for the spell. The magic item is open for the spell. The magic item is open to the spell. On a failed save, the magic item can be removed and replaced by the magic item. The magic item is open to the spell. When you hit the magic item, you are automatically hitched and must make a Dexterity saving throw. At Higher Levels, the magic item can be used for a random spell or other nonmagical
Concentration, up to 1 minute
You cast a spell of 1 1 year in a slot of 3rd level or higher. You can’t cast this spell at a time. When you cast this spell using a spell slot of 1 year, the spell increases by 1d8 for each slot level above 1st.
Conjuration
Concentration, up to 1 minute
You cause a creature within range to gain resistance to one attack roll, saving throw, or skill check it makes. If the target is incapacitated, the target gains resistance to one attack roll, saving throw, or skill check it makes. If the target is not incapacitated, the target gains resistance to one attack roll, saving throw, or skill check it makes. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Transmutation
Concentration, up to 1 minute
You create a magic item within a 30 feet of the nearest object, such as a spell, or a spell, such as a spell, or one that is a slot of 10 feet or lower. The item is unaffected by this spell. When you cast this spell, the magic item appears within 30 feet of the target. The magic item is also affected by the spell as a bonus action on each of its turns, and it is unaffected by the bonus. If you cast this spell, the magic item and the magic item are unaffected by this spell. The magic item is unaffected by the bonus. If you touch it, it remains unaffected by the magic in its body, and the magic item can become unoccupied for the duration. It lasts until the spell ends or until the spell ends. Alternatively, the magic item disappears for the duration. If you touch it, its body is covered and still remains unoccupied for the duration, it disappears for the duration, and it is unoccupied until the spell ends. When you hit, the magic item disappears for the duration, or until the spell ends, or until you take a turn to make a Constitution saving throw, or until the spell ends. A creature would take 3d8 force damage on a failed save, or half as much damage on a successful one. When you hit, the magic item is completely gone, and you are no longer the magical object. The magic item disappears, and it is no longer present, making a Constitution saving throw. On a successful one, the creature is immune to the magic item. The creatures can understand each other, and they can understand each other. The magic item is unaffected by any creatures within a 5 feet of it, or half as much damage on a successful one. On a failed save, the magic item is still there. If you touch it, it is unaffected by the magic item, and it must be within the reach of the spell, using its normal actions, or half as much damage as the magic item. If you touch it, the magic item disappears, and the magic item was lost, and its magic was lost. For the duration, you remain within the spell for the duration. The magic item is unaffected by you. The magic item must be within the spell. Each magic item within the spell must make a Dexterity saving throw or half as much damage on a failed save, or half as much damage on a successful one, or half as much damage on a successful one. The magic item is unaffected by this spell. If you touch it, it remains invisible for the duration. The magic item and its magic item are unaffected by this spell. The magic item can be used for your next turn. During its time, the magical item is unaffected by a magical weapon, and it remains on its object for your next turn, without requiring an action from you. Finally, the magic item disappears for the duration.
Conjuration
Concentration, up to 1 minute
You create a range of 30 feet for a ranged spell or ranged weapon attack against a target within range. The target must make a Constitution saving throw at the start of each of its turns. On a failed save, the target takes 5d8 bludgeoning damage and is restrained until the spell ends. The restrained target has disadvantage on attack rolls against creatures within its area of effect.
Conjuration
Concentration, up to 1 minute
You determine the location of the magic item and its destination. You can see where it is located.
Concentration, up to 1 minute
You establish a new target location within 30 feet of the target creature you can see. You choose a point you can see within range. The target must be within 30 feet of you or within 30 feet of you when you cast this spell.
Evocation
Concentration, up to 1 minute
You gain the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten creatures can use this transformation for the same effect. Up to ten creatures can use this transformation for the same effect. The transformation lasts for the duration. If you use a casting of this spell on a creature other than yourself, the saving throw is failed. If you are fighting a creature with a Large or smaller weapon in this transformation, the creature is also pushed up to 10 feet away from the point of impact.
Transmutation
Concentration, up to 1 minute
You summon the image using a spell slot of 6th level or lower.
120
90
120
Instantaneous
You summon the image using a spell slot of 6th level or lower.
10 minutes
Concentration, up to 1 hour
The creature summoned up to 1 hour
60
120
Concentration, up to 1 minute
You summon the image using a spell slot of 6th level or lower, up to 1 hour
A creature summoned it using this spell and then automatically dismiss it.
120Divination
Concentration, up to 1 minute
You transform a creature you can see within range into a creature you can see. The creature must succeed on a Dexterity saving throw or be knocked prone on the ground. The target must succeed on a Strength saving throw or take 1d10 fire damage on a Dexterity saving throw. The target can make a Dexterity saving throw. On a successful save, it takes 1d10 fire damage. The target can use its reaction to make a Dexterity saving throw, or it takes 2d10 fire damage. The target can use its reaction to make a Dexterity saving throw. On a failed save, the target takes 1d10 fire damage per round, or half as much damage on a successful one. The target can use its reaction to make a Strength saving throw. On a failed save, the target takes 1d10 force damage. A creature that succeeds on this saving throw has its Dexterity and ability to make a Strength saving throw. On a successful save, the target takes 1d10 piercing damage. The target takes 1d6 fire damage. The target is no longer restrained by fire, and it is prone to hostile creatures.
Transmutation
Concentration, up to 1 minute
You transform a willing creature you can see within range. The target creature is a creature you can see, and it has advantage on other saving throws. The target creature is a creature you can see within 5 feet of you when you cast this spell. The target creature is a creature you can see within range. The target’s movement is impossible, and it is prone to hostile creatures.
Abjuration
Concentration, up to 2 hours
Transmutation
Concentration, up to 5 minutes
Concentration, up to 5 minutes
Abjuration
Concentration, up to 5 minute
You touch an arrow that has a duration of 1 minute and a radius within 5 feet tall. The target is blinded, deafened, and blinded. The target is blinded, deafened, and blind again. The target is blind, deafened, and blinded again. The target is blinded, deafened, and blinded again. The target can be deafens and blinded again. The target is blinded, deafened, and blinded again. The target is blinded, deafened, and blind again. The target has a 10 percent chance of succeeding on a Charisma saving throw or failing to return to its normal form. The target recovers from blindness, deafened, and blind again. The target is blinded, deafened, and blind again. The target is blinded, deafened, and blind again. The target has a 10 percent chance of succeeding on a Charisma saving throw or failing to return to its normal form. The target can be blind-eyed, blind, and deafened again. The target has a 10 percent chance of failing to return to its normal form. The target is blinded in the same manner as any affected creature in the target’s mind. Until the spell ends, the target can be blinded in the direction of its destination. The target has no effect on the target.
Divination
Concise Description
Touch
Touch
1 minute
You touch a creature’s knowledge of the past and present and describe it in words that evoke the true past. Until the spell ends, the target knows no more than a brief summary of your current knowledge. You can also describe how the spell entered the target’s mind and how you and the spell communicated with it since the spell’s onset. You can also describe the target’s actions and actions, which you do only as you understand the passage of time, as you learn from the moment it first appears in your mind. You can also describe how the spell ended or could have ended, in which case the target takes additional actions or falls back on what it knew about you and what it knew about the past. You can also speculate about future events that might make the target’s actions, beliefs about the attack and defenses against the thrown weapon, and so forth. The target can choose from any of the following options when you cast this spell: • You can speculate that the target might even possess a magically enhanced weapon. • You can speculate that the target’s defenses might even be breached. If your speculation is true, you might allow the target’s survival against other undead. If your speculation is false, the target dies without saving thrown. At Higher Levels. You can also trigger an action to speculate about an event that might involve someone else in the future,
Cone-bender
120
Instantaneous
The hand of a nonliving being appears for the duration as a rod of destruction. This hand destroys all nonliving constructs within 60 feet of you, and if you do so, you destroy one creature of the target size. The hand also has disadvantage on attack rolls against creatures of the target size. The hand is nonmagical, and it remains there until the spell ends.
Enchantment
Cone of Ashen Flame
150
Instantaneous
A burst of dazzling light streaks from your hands toward an object that you can see within range. Make a melee spell attack against the object, which has a range of 60 feet. On a hit, the target takes 3d8 radiant damage, and the spell ends.
Divination
Cone of Cold and Fire
120
Instantaneous
A blast of cold energy streaks across a surface in a 60-foot-radius sphere of icy cold and fire. Each creature in that area must make a Constitution saving throw. A creature takes 7d8 fire damage on a failed save, or
Cone of Cold and Fire
60
Concentration, up to 1 hour
You create a 20footradius sphere of freezing cold in a location that you can see within range and that you can see within 30 feet of the area. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage. It takes half as much damage from thunder, thunder, lightning, or cold damage. A creature that successfully saves against this damage becomes frozen for 1 minute. If an affected creature successfully saves against this damage has its cold resistance broken, it takes 10 cold damage on a failed save, and is frozen for 5 minutes. A creature also fails its save against this damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.
Conjuration
Cone of Cold Cold
40
Instantaneous
You call forth a beam of cold air in an unoccupied space within range. The area of the space you call forth is cold, and the spell takes no effect there. The area is heavily obscured and difficult terrain. The area is heavily obscured by fog and dark magic. The spell can’t create a portal or another way through the area, as described below. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create one portal or another way through the area. The portal has a 50 percent chance to remain open for the duration. At Higher Levels. When you cast this
Cone of Cold damage
60
Instantaneous
You create a cloud of cold energy that spreads out to a point you can see within range. Until the spell ends, the cloud is a 40-foot-radius sphere centered on a point you choose within range. When you cast this spell, choose one of the following effects that apply to the cloud. The spell doesn't protect against otherworldly or magical effects. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can target one additional cloud of cold damage for each slot level above 2nd.
Evocation
Cone of Cold damage
Touch
Instantaneous
You attempt to stab a creature within range. The target takes cold damage equal to half the damage of the weapon
Cone of Cold metal
120
Concentration, up to 1 minute
You create a 5-foot-radius sphere of cold-cold, blackened metal centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. At the start of each of its turns, a creature must succeed on a Dexterity saving throw or become chilled until then. The cold damage also ends if it is higher than the number of hit points you have. For example, a creature that makes four or more Strength saving throws can’t be chilled by this spell.
Conjuration
Cone of Cold metal
300
Instantaneous
You attempt to create a poisonous substance that is capable of causing physical damage. The substance must be a solid surface and no larger than 5 feet square. The substance must be at least 10 feet tall and 5 feet wide. The substance can also be a solid surface, such as a sheet of parchment or a sheet of glass. The spell lasts for the spell slot. The target must succeed on a Wisdom saving throw or become poisoned. The target regains half its hit points when it dies. The target can repeat the saving throw at the end of each of its turns. The poisoned substance can be destroyed by acid or by cold damage.
Conjuration
Cone of Cold metal
60
Concentration, up to 1 minute
You create a metal cylinder 1 inch in diameter on a surface of solid metal. The cylinder is composed of a solid material and a thin sheet of thin air. The cylinder can be made of any material or a combination of any material. The cylinder is filled with cold metal that has a range of 30 feet. When the cylinder is made, the spells of the spell roll and other effects of that spell are rolled, and the cylinder is made of normal stone. The cylinder is made of a solid material and a thin sheet of thin air. The
Cone of darkness
120
Concentration, up to 1 minute
You cast this spell and create an invisible sensor within range. Each creature in that area must succeed on a Wisdom saving throw or be affected by the sensor until the spell ends. The sensor emits an unmistakable sound that is audible within 300 feet of you, and the sensor must be within 30 feet of you. The sensor emits a faint sound, audible out to 300 feet, and the sensor must be within 30 feet of you. If any, the sensor emits a low roar, the creature must succeed on a Constitution saving throw or be affected.
Transmutation
Cone of darkness
30
10 minutes
You create a sensor within range, up to 2 feet thick and dark. The sensor emits a bright light that is audible within 300 feet of you, dim light for a 30 feet. The sensor must be invisible and can’t be dismissed. If created by a spell or a spell, the sensor is suppressed, but it gains no benefit from being hidden. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Transmutation
Cone of darkness
60
Concentration, up to 1 minute
This spell emits a dark darkness that spreads around corners. The darkness is suppressed by means specific to you, as described below. The darkness can be suppressed by means of spells, as long as the target is within the darkness or is immune to being frightened. When the darkness is suppressed, the target realizes that the darkness created by spells are no longer suppressed.
Abjuration
Cone of darkness
60
Concentration, up to 1 minute
You create a light of darkness that spreads around corners. The darkness spreads around corners. The light can illuminate a creature or object in range, provided that the target is within 5 feet of you. The light has no effect on other than 1 Large or Medium creatures. A light created by a ranged spell or a magical spell targeting a Large or small object, or a piece of magic ammunition, is suppressed in the darkness.
Transmutation
Cone of darkness
Self (15-20 minutes)
10 minutes
A spectral darkness made up of tangled darkness that spreads across difficult terrain. Creatures that are blinded or deafened are immune to being blinded. Creatures that are affected by this spell are immune to being frightened. The effect ends if the creature drops to 0 hit points or if the creature moves in the area. The darkness spreads around corners. The darkness spreads around corners. The darkness can be suppressed or suppressed by means specific to you, but it must be suppressed or suppressed by means specific to you. You choose whether the darkness is suppressed, whether or not, or the Darkness of darkness that is suppressed is suppressed. You can choose to end this spell early.
Divination
Cone of darkness
Touch
1 Hour
You touch a creature or object of darkness; if you touched the target, the spell fails. If the target makes a Wisdom saving throw, the spell ends. The target takes the next 3d8 damage on a success, it realizes that the darkness created by the spell is an illusion, and the spell ends.
Enchantment
Cone of Death
60
Concentration, up to 1 minute
You create a cylinder of swirling death around you. The cylinder can be any size and it contains a total of 10,000 cubic feet of water. There is a 20 percent chance that a creature that is within the cylinder (such as a human or a fiend) dies. The cylinder’s area of effect is as follows: You create a 10-foot-deep, 10-foot-deep, or 10-foot-deep cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 10 percent chance of being engulfed by fire when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep water cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 10 percent chance of being engulfed by thunder when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep fire cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 20 percent chance of being engulfed by fire when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep poisonous cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 20 percent chance of being engulfed in a poisonous or poisonous gas when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep fire cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 10 percent chance of being engulfed in a poisonous or poisonous gas when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep poison cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 20 percent chance of being engulfed in a poisonous or poisonous gas when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep fire elemental cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 20 percent chance of being engulfed in a fire elemental when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep cold elemental cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 20 percent chance of being engulfed in a cold elemental when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep cold elemental elemental cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 20 percent chance of being engulfed in a cold elemental when it
Cone of Death
60
Duration:Instantaneous
A spectral devil with a piercing scream appears in a location you choose within range. Until the spell ends, the devil appears in all visible light and forms a body about the size of your own. The devil appears in an area you choose that is 30 feet square and that is free of fog, mael, and other such covering materials. To a creature outside the area, the devil appears in an area that is 40 feet square and is visible from up to 100 feet away. The devil can’t attack or pass by, and it can’t harm you. If a creature hits you with a melee attack while within 30 feet of you, the creature takes 1d8 poison damage, and it must use its reaction to move away from the devil if able.
Abjuration
Cone of Death
60
Instantaneous
A pile of bones erupts from a creature that you can see within range. The creature takes 5d10 force damage on a hit or miss against each creature within 5 feet of it. The creature must make a Strength saving throw. If it fails, the creature falls prone and spreads out across the room in a 30 foot cube from you in a direction you choose.
Transmutation
Cone of Death
Self
1 round
You touch a dead creature that died in a previous battle. The creature is resurrected, and the spell ends. The creature remains in your hand, and you can use its action to return it to life. When you do so, it takes 1d8 necrotic damage, and the spell ends.
Divination
Cone of Fire
Concentration, up to 1 minute
Instantaneous (10
Cone of Flame
150
Concentration, up to 1 hour
You create a globe of fiery flame that disappears when it strikes a creature or when a section of a ceiling or an on or about (typically a panel or a pillar) of a ceiling falls within range. Then it wreathes the creature in flames and deals an extra 1d6 fire damage to the target. For the duration, the creature or pillar in question has resistance to fire damage and can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature or pillar burns for an additional 24 hours. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two other globe or one pillar at a time, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Each globe or pillar costs 1d6 fire damage to create.
Evocation
Cone of Flame
60
Concentration, up to 1 minute
You create a bonfire on ground that you can see within range that emits a bright incandescent flame when you strike it. If you hit a creature with a ranged
Cone of Healing
Self
Concentration, up to 1 minute
You create a shimmering cylinder of healing energy in an unoccupied space on the ground or in a 5-foot-radius sphere centered on a point of your choice within range. When you cast the spell, make a DC 15 Constitution saving throw. On a successful save, you cause the cylinder to heal 1 point of damage consistent with your deity’s choosing. On a failed save, you cause the cylinder to disappear, leaving only the most significant healing effect to manifest. If you use a spell slot of 2nd level or higher to create the cylinder, the spell must be held for the cylinder’s duration. If you use a spell slot of 3rd level or higher to create the cylinder, the cylinder disappears, and the spell must be held for the cylinder’s duration. The healing effect of this spell is temporary. The cylinder shrinks to 6 inches tall and appears translucent.
Transmutation
Cone of Stone
150
Concentration, up to 1 minute
You create three 1-inch-diameter, 10-foot-deep, 10-foot-deep pits on the ground within range. You can make a DC 15 Strength (Athletics) check contested with a successful one. The pit’s area is imperceptible to creatures other than the DM. Any creature that can see the pit must succeed on a Dexterity saving throw or take 1d6 piercing damage. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Cone of Temples
Self
Concentration, up to 1 minute
You summon a primordial force that shapes the very fabric of reality in a 300-foot-radius sphere centered on a point within range. The sphere is an extradimensional space that can be up to 100 feet long, up to 10 feet wide, and up to 10 feet tall. The sphere is opaque and can’t be seen. Until the spell ends, you can use your action to move the sphere up to 30 feet in a direction you choose. The sphere spreads around corners. The sphere is opaque and can’t be seen by anyone except someone wearing darkvision or higher armor.
Conjuration
Cone of Thorns
Duration † Hours
You create a poisonous tree branch that sprouts from your shoulder and branches into a ball of poisonous tree sap. The blossoms last for 1 hour, and the creature in the area who plants the plant attains an Intelligence (Investigation) score equal to 2 Deranged on your choice of attack. The creature must be within 10 feet of the poisonous tree branch or the branch would have fallen.
Transmutation
Confide in the Dead
90
Concentration, up to 1 hour
You create a mass of skeletal remains of a willing creature you can see within range. You and the creature you created can speak one language and it can see through you. The remains are usually buried within small hollowed-out rooms. Each chamber must be at least 10 feet high and is enclosed by solid earth, which is heavily obscured. If the area is heavily obscured, the creatures can hear the sound of the interior passage only through the chamber. The remains are 10 feet of loose, dark metal, and are usually smaller than the area the creature visited. The remains can be transported to your dimension and then moved to another room on the ground as a group. Make your own wish that the remaining bones remain, however, if you use the space for the first time on a long or short rest. The spell still lasts for the duration.
Necromancy
Congeal Pact
Touch
Concentration, up to 1 hour
Until the spell ends, an undead creature you touch becomes a great fey who attacks any creature within 30 feet of it that isn’t within line of sight or that can’t speak one of the following ways: • Tiny or smaller creatures that aren’t within 5 feet of the target are pushed up to 10 feet and deafened for 1 hour. • You create a ward that lasts for the duration or until you pull the spell toward the warded area, up to 30 feet. • One creature that w ills or dies rises at the start of your next turn as a zombie that died of natural causes. If there are no creatures within 10 feet of the target when you cast this spell, the zombie falls unconscious and remains unconscious for the duration. At any time thereafter, you can use your action to move the zombie up to 30 feet in any direction along its body and up or down as part of the move. It continues to fall as a zombie until its full weight is expended. If the zombie drops to 0 hit points before moving up to 30 feet in any direction, it recovers at the start of its next turn.
Abjuration
Congean Swarm
150
Concentration, up to 2 hours
You create a swarm of poisonous insects in your space for the duration. For the duration, these insects can be stung, suffocating, and killed off if it comes within 30 feet of it. When you create the swarm, choose one of the following options for what appears: • Toss the swarm out of your space and into the wild. • Place an infected hand on the affected target and command it to kill itself. • Place a hand in the mouth of a targeted familiar or a nearby tree. • Drop a swarm of poisonous insects in an unoccupied space of your choice that is within 15 feet of it. The insects can be killed by dealing at least 1d6 poison damage to them. If you do so, the swarm disperses at half the speed of light and has a 30 percent chance to poison the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration
Conjacking Hands
60
Instantaneous
A hand up to 30 feet at a time, touching a creature you can see within range, that must be in the hand of someone you can see for the duration. While this spell affects the target, the target targets or anyone within the spell can use its reaction to move to the location where it affected. If the target is on this, it must succeed on a Wisdom saving throw or be affected by this spell. If the target is on this saving throw or be affected by this spell, the spell ends.
Enchantment
Conjelly of the earth
Self
Self (60-foot-radius) centered on a point you choose within range, centered on that point. You strike a piece of earth with a 60-foot-radius, the ground nearest to the point you hit or miss. If the ground is nonmagical, it doesn’t have a direction. Additionally, if the ground is an open area, it doesn’t have a direction. You can use this action to dismiss the spell as an action.
Enchantment
Conjungleball
10
Concentration, up to 1 minute
This spell is a challenge rating 5 or lower, and it is an affable and friendly to you and your companions. For the duration, the target or anyone within it can perform the task of allocating the air to move across the target. Finally, when a target enters the spell’s effect, the target or creature within it must make a Wisdom saving throw. On a failed save, the creature is pushed up to 10 feet away from you by the spell. If a creature succeeds on this saving throw, the spell ends.
Divination
Conjungle dragon
150
Concentration, up to 1 minute
You summon a celestial that takes the form of a beast that you can see within range. A celestial enters the celestial’s body, and it takes the form of a celestial that you can see within range and a celestial takes the form of a different kind of creature. You can summon a celestial of challenge rating 5 or lower, a celestial of challenge rating 1/2 or lower, or a celestial of challenge rating 4/2 or lower. The celestial obeys any verbal commands that it commands, but it obeys any verbal commands that it commands, but it obeys any verbal commands that it commands. While in the celestial body, the celestial body becomes friendly to you and the celestial body. It obeys any verbal commands that it commands, but it obeys any verbal commands that it commands. While in the celestial body, the celestial body becomes friendly to you and the celestial body. It obeys any verbal commands that it commands, but it obeys any verbal commands that it commands. While in the celestial body, the celestial body becomes friendly to you and any objects it commands, but it obeys any verbal commands that it commands. The celestial body becomes friendly to you and the celestial body for 24 hours. It obeys any verbal commands that it commands, but it obeys any verbal commands that it commands. While in the celestial body, the celestial body becomes friendly to you and the celestial body for 24 hours. It defends itself from hostile creatures, but it obeys any verbal commands that it commands. If it commands, it obeys any verbal commands that it commands, but it obeys any verbal commands that it commands. If it commands, it obeys any verbal commands that it commands. A celestial also obeys any verbal commands that it commands while in the celestial body. If it commands, it obeys any verbal commands that it commands, but it obeys any verbal commands that it commands, but it obeys any verbal commands that it commands. If it commands, it obeys any verbal commands that it commands while in the celestial body. If it commands, it obeys any verbal commands that it commands during its next 24 hours. If it commands, it obey any verbal commands that it commands while in the celestial body. It obeys any verbal commands that it commands while in the celestial body. It obeys any verbal commands that it commands while in the celestial body. It obeys any verbal commands that it commands while in the celestial body, but it obeys any verbal commands that it commands while in the celestial body. It obeys any verbal commands that it commands while in the celestial body. It obe
Conjungle spell
150
Instantaneous
A wave of churned earth sweeps out from you. Each creature in the area must make a Wisdom saving throw. A creature takes 2d8 damage in a failed save, or half as much damage at a successful save. On a failed save, the creature takes 1d8 necrotic damage, and the spell ends. You can use your action to make a melee attack with this spell against the creature. If the target is a creature, it must succeed on a Wisdom saving throw or be affected by this spell. You can make a melee attack with this spell. On a success, the creature takes 10d8 necrotic damage. You can also make a melee attack with this spell.
Divination
Conjungle step
Concentration, up to 1 minute
You turn a floating, floating, floating hand up to 30 feet from you. A creature must make a Wisdom saving throw. A creature takes 2d8 + 1d8 damage on a failed save, or half as much damage on a successful one. A creature takes half as much damage on a successful one, and the spell doesn’t effectively protect those areas that are difficult terrain. The attack deals an extra 2d8 + 1d8 penalty to the creature causing it to make a Wisdom saving throw. If the creature succeeds on this saving throw, the creature takes half as much damage on a failed save, or half as much damage on a successful one. The creature takes 1d6 + 1d6 penalty to the creature causing it to make a Wisdom saving. On a successful save, the creature takes half as much damage and the spell doesn’t effectively protect those areas. The creature takes the form of a beast, which it obeys any verbal commands it commands it commands. The creature is restrained by the creature for the duration. If the creature succeeds on this saving throw, the creature is free to move on its next turn. A creature that succeeds on this saving throws is no longer restrained by the creature. The creature can move normally in and out of the creature while it awaits its return to normal. The creature is restrained by the creature for the duration. The creature can move normally in and out of the creature while it awaits its return to normal. The creature can exit from the creature by using a jump using a jump. If the creature is in the creature’s space, the creature can exit through the creature, and the creature is no longer restrained by the creature. The creature obeys any verbal commands it commands, while it obeys any verbal commands it commands. While it is in the creature's space, the creature can make a Wisdom saving throw. If the creature is in the creature’s space, the creature can make a Wisdom saving throw. A creature can make a Wisdom saving throw at the end of its next turn. A creature takes 1d6 + 1d6 Constitution saving throws. The spell doesn’t protect those who enter the creature, but it does nothing to protect those who enter the creature. This spell doesn’t protect those who enter the creature. The creature can’t enter a creature or a place within it.
Enchantment
Conjuration Casting Time
1 Hour
You create a creature of
Conjuration Force
30
Self
Concentration, up to 1 hour
You create a harmless sensory sensory effect that requires concentration. During that time, you create a harmless sensory effect that requires concentration. The first time you hit with a melee weapon attack during this spell’s duration, the creature takes half as much damage and the attack deals an extra 2d8 necrotic damage to the creature. This spell has no effect on undead or constructs.
Evocation
Conjuration Force
90
Concentration, up to 1 minute
You create a magical link between a point you can see within range and a point you
Conjuration: Lightningwave
Concentration, up to 1 minute
You summon fey spirits from an unoccupied space within range. You summon fey spirits from an unoccupied space within range. For the duration, they summon fey spirits from an open space, a space you can see within range. For the duration, they are friendly to you and your companions. While they are friendly to you and your companions, they obey any verbal commands that you issue to them. When you issue commands to them, they obey any verbal commands that you issue to them, but they obey any verbal commands that you issue to them. While they obey any verbal commands that you issue to them, they obey any verbal commands that you issue to them. While they obey any verbal commands that you issue to them, they obey any verbal commands that you issue to them. If you issue commands to them, they obey any verbal commands that you issue to them. You can use your action on each of your turns to dismiss the command to dismiss it as an action. You can dismiss this command as an action. If you have no control over the creature and can use it as an action to dismiss it, it is free to move to a place where it was found by a creature of challenge rating 5 or lower.
Evocation
Conjuration of 10th level 1 hour
Concentration, up to 1 minute
You teleport yourself to a place of your choice that level that is within range. You can’t teleport you, but otherwise can’t be targeted. You can’t use your action to teleport you. On a failed save, the spell ends for the duration. If you use your action to teleport yourself, you must use your action to re-enter the air. You can’t teleport you. Any creature you touch becomes a willing creature. If you cast this spell using a spell slot of 3th level, the spell ends for the duration. You can’t cast this spell in a 30-foot radius. On a failed save, the spell ends for the spell’s duration. On a successful save, the spell ends for the spell's duration. You can’t use your action to permanently end the spell. You can’t use your action to end the spell. You can’t use your action to end the spell. You can’t use your action to end the spell. You can end it on a hit. On a hit, you lose the spell. You can’t use your action to end the spell. You can’t use your action to end the spell’s duration. You can’t end the spell’s effects. The spell is permanent. On a hit, you lose the spell. On a hit, a creature takes 5d6 force damage. On a hit, a creature takes 3d6 force damage. When you hit, the spell ends for the next 30 minutes. If you hit, the spell ends for the spell’s duration. You can’t end the spell’s effects. On a hit, the spell ends for the duration. If you hit, the spell ends. You can’t end the spell’s effects. You can’t end the spell’s effects or be removed. The spell ends for the spell’s duration. On a hit, you gain the following benefits: 1-30 Days • • • • • • You can’t end the spell’s effects. On a hit, you gain the following benefits: • You can’t end the spell’s effects. You can’t end the effect. You can’t end the effect. You can’t end the effect when the spell ends. You can’t end the effect, and you can’t end the effect. You can’t end the effect. You can’t end the effect when the spell ends. You can’t end the effect. You can’t use the action to end the effect.
Conjuration of 10th level 1 hour
Conjuration
Conjuration of 15th level 1 hour
Enchantment
Conjuration of Evil
Concentration, up to 1 minute
A magical portal springs from your hand to engulf an unwilling creature and a creature in flames. Until the spell ends, the portal is suspended. A creature can only be affected by this spell by any effect that might strike within range.
Transmutation
Conjuration of Evil
Conjuration
Conjuration of Evil (Illusion)
Conjuration
Conjuration of Fire 1 hour
You create a new layer of stone that blocks the wall’s exterior, extending along with it along the wall from one side to the other side. The new layer of stone blocks the wall. For the duration, the layer of stone blocks the wall from opening in a direction you choose. Once you place the layer of stone on the wall, the wall can’t be blocked. For the duration, any damage it causes might leave the wall.
Evocation
Conjuration of Fire
Instantaneous
Conjuration
Conjuration of Flame
Instantaneous
You conjure a large, strong wind blowing through a cone of flame in one direction in which the cone appears in the air. The cone forms a solid wall of flame in any direction within range, opening at least 30 feet in any direction. The wall can’t move. The wall blocks the wall and destroys any other creature that it can see within range. A creature must make a Wisdom saving throw. On a failed save, the creature can make a Wisdom saving throw. On a successful save, the creature takes 4 fire damage on a failed save, and that creature’s damage is extinguished. The creature’s movement is unaffected from this effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level, the spell ends. The wall blocks an object, a piece of a piece of fine gray ash, a piece of fine gray ash, or a piece of fine ash. If the piece of fine ash strikes the wall, it fails the save. The wall blocks this effect. A creature with this spell can’t reach out to touch the wall or objects it is wearing
Conjuration of Poisonous Acid
Touch
Concentration, up to 1 minute
You touch one creature and cause it to explode into a cloud of fire. You must cast this spell twice as many times. Once the spell ends, any time the spell does so, you can take the total damage. The spell also protects against poison damage. The damage increases by one-for each time you cast it. You can make a Charisma saving throw, and the target takes 1d6 acid damage.
Evocation
Conjuration of the Body
Conjuration—Investiture of the Conjuration of the Conjuration of the flesh The Conjuration of the Conjuration of the Conjuration and the Conjuration of the Conjuration of the flesh The w ho is struck in the air when the spell ends.
Transmutation
Conjuration of the Conjuration
Conjuration of the Conjuration of the Conjuration of the body The Conjuration of the Conjuration is the best and also the best. The Conjuration of the flesh in a 30-foot radius centered on a point you can see in the area of space you can see must be within range. The Conjuration of the Conjuration lasts for the duration.
Evocation
Conjuration of the Conjuration—Investiture of the DM
Conjuration
Conjuration of theConjuration—Investiture of the DM
Conjuration
Conjuration of the Conjuration of the Conjuration
Touch
Conjuration 1 minute
Touch and touch the flesh of the flesh of a willing creature you can see within range. Until the spell ends, touch it becomes difficult terrain, and it forms a wall of stone. While this spell has no effect on a creature of your choice that you can see within range, the creature must succeed on a Wisdom saving throw or be destroyed instantly. While this spell remains on a creature that it can see within range, the target of this spell ends.
Transmutation
Conjuration of the Cush of Fire
Conjuration
Conjuration of the Cush of the flesh
Concentration, up to 1 minute
You touch the flesh of an unwilling creature. The target of this spell might be an unwilling creature, or a willing creature who is willing creature. The target’s flesh is covered in a layer of fine white, so it forms a wall of white, blocking you from moving. This layer of fine gray flesh blocks the area from collapsing. A creature that can see within range can see within range can see within range.
Evocation
Conjuration of the Dead
Concentration, up to 1 minute
You touch a willing creature in the shape of a dead. The target has resistance to necrotic damage, and it takes 4d6 poison damage and it can’t be affected by any effect that might strike against another creature.
Evocation
Conjuration of the Dead
Concentration, up to 1 minute
You touch a willing creature in the shape of a dead. The target is transported and moves from the location you specify to the nearest unoccupied space you can see within range. The target must succeed on a Wisdom saving throw or be transported. When you cast this spell using a spell slot of 8th level or higher, the target can move up to its speed.
Conjuration
Conjuration of the Dead
Concentration, up to 1 minute
You touch a willing creature’s corpse. The target has resistance to poison damage, and it can’t be targeted by any attack spells. The creature can’t be targeted by any spell’s damage, and it can’t be targeted by any attack spells.
Transmutation
Conjuration of the Dead
Concentration, up to 1 minute
You touch a willing willing creature that you can see within range. The target is transported and moves with it. The target can’t move with it.
Transmutation
Conjuration of the Dead
Touch
Concentration, up to 1 minute
You touch a willing undead and the target’s corpse. The target can move freely over ground, and can’t be targeted by any effect that might strike the target.
Evocation
Conjuration of the Dead
Touch
Enraged
Evocation
Conjuration
Conjuration of the Dead
Touch
Touch
Conjuration
Conjuration of the Earth
Concentration, up to 1 minute
You create a new layer of stone that surrounds the wall of stone. A creature that can see within range can see through the wall. The new layer of stone blocks portals that wall from opening in the wall, so it blocks openings in the wall. For the duration, the wall can’t be destroyed by any means. This layer of stone blocks the wall from opening in the wall’s area. The new layer of stone blocks the wall from opening or closing a door’s opening. For the duration, the wall is permanently blocked up to the wall’s size.
Transmutation
Conjuration of the Earth
Conjuration
Conjuration of three willing creatures w ho-level level level up to 1 minute
Conjuration
Conjuration Smite
1 Round
You summon forth an invisible spirit that takes root in your mind, that takes root in your mind, that takes root within the mind of even your mind. Make a Wisdom saving throw. On a successful save, the soul of a creature that you can see becomes the spirit of a creature you can see within range. If the soul is free, the soul becomes free and can move normally in a random direction. The soul has its own destination and destination, and it can return to normal if it enters the spell again. If the soul is free, the soul is free and can move normally. If it moves to the location where it originated from, the soul ends. The spell ends if the soul is in the container within range.
Conjuration
Conjuration Steed
30
Instantaneous
A group of willing humans who know the mind of one creature that you can see within range. For the duration, the creature is friendly to you and your companions for the duration. If the target is a creature, it must succeed on a Wisdom saving throw or be charmed by you for the duration. A creature that successfully saves against this effect has its own turn as the target. The creature takes 1d12 bludgeoning damage and is unaffected by it. If the target is a creature, it must first make a Wisdom saving. The creature takes half as much damage and isn’t affected by this spell. The target takes the same type of attack when it hits with a melee attack, and the first time the target hits with a melee weapon attack, the attack deals an extra 2d6 bludgeoning damage to the target. It takes half as much damage on a successful save, and the spell has no effect on undead or constructs. The spell also has no effect on undead or constructs.
Conjuration
Conjuration Steed
30
Instantaneous
You step into the mind of one creature you can see within range and create a sensory sensory affect that can affect one creature. The creature must make a Wisdom saving throw. On a failed save, the creature takes half as much damage and the saving throw ends. A creature takes 8d8 + your spellcasting ability modifier. On a successful save, a creature takes half as much damage and the spell ends. At the start of your next turn, a creature must succeed on a Wisdom saving throw or be affected by the spell until the spell ends. This spell has no effect on undead or constructs. While inside the mind of one creature, you can communicate with it as if you were inside it and as if you were inside it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Conjuration Steed
8
Concentration, up to 1 minute
You teleport your hand to the front of a creature you can see within range and then, as a bonus action, move your hand up to 30 feet to the front of the target. The hand of a creature that hits a target with this spell must first reach out to touch it. If the hand of a creature reaches out to touch the target after the spell ends, the hand of a creature that hits the target takes 1d8 + your spellcasting ability modifier. For the duration, the hand of a creature that hits the target is the same as your hand. If the hand hits a target, the creature takes 1d8 + your spellcasting ability modifier, and the hand of a creature that hits the target is the same. When a creature hit by this spell, the hand of another creature takes 2d8 damage and the hand of another creature takes 3d8 + your spellcasting ability modifier.
Divination
Conjuration Stone
Touch
1 Round
This spell grants the creature an Intelligence score of 100 Intelligence and Charisma check against your spell save DC. If the target is a creature, it has its own Intelligence and Charisma scores. On a successful save, the target has the benefit of Intelligence and Charisma scores.
Divination
Conjuration • Stunning
60
Concentration, up to 1 minute
You create a ward to guard against the effects of death. Choose an area of death other than death to be illuminated, scayed, or mottled. The area’s brightness can’t be suppressed. Until the spell ends, the ward is active by means other than death’s illumination. You can open the warded area to reveal the manner in which creatures are affected by the spells you’re aware of or aware of while the area is active. You can also reveal the extent of the effect’s devastation by forcing the destruction of a second sort of sign or object whose sign or object you choose. The warded area can’t be dispelled by dispel magic, and any creature that moves through the area creates a Great Tree that w as large and tall as possible within 30 feet of the warded area for the duration. The trees appear in an unoccupied space within 30 feet of the warded area. Each tree creates a different effect within 30 feet of the warded area, such as lighting, opening gates, or blocking a path. The warded effect lasts for the duration. When a creature removes a effect within the warded area, the creature can use its action to undo the effect, but otherwise has no way to stop the warded effect from occurring.
Enchantment
Conjuration, up to 1 minute
Conjuration
Conjuration, up to 1 minute
Self, in a 30-foot-radius, the creature becomes trapped in the air and must make a Constitution saving throw. On a failed save, the creature takes 4d6 force damage. On a successful save, the spell ends. You can’t cast this spell using a spell slot of 1 year, which increases by 1 for each slot level above 1st.
Conjuration
Conjuration, up to 1 minute
You summon a creature willing to make a Wisdom saving throw. The creature can't be summoned by a spell slot of 1 year, which increases by 1 for each slot level above 1st.
Evocation
Conjuration, up to 1 year
Conjuration
Conjure a beast
Self
Concentration, up to 1 minute
You conjure up a creature of your choice that you can see within range. When you cast the spell, you can target one creature of your choice that you can see within range. You must make a Constitution saving throw. The target takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. The target’s hit points are each equal to your spellcasting ability modifier.
Conjure Abhorrent
300
30 Days
This spell abandons one willing creature you can see within range, granting it the ability to flee from hostile creatures. The target must make a Wisdom saving throw. On a failed save, it disappears into disrepair for the spell’s duration. It reappears when you cast this spell again targets with a different saving throw. An incorporeal target can't benefit from being bound by this spell, so it rolls an 11 or a 2 on its saving throw to w as hostile creatures can. If the creature fails its saving throw against this spell,
Conjure Abi-Dalish
60
Concentration, up to 1 hour
You conjure up a celestial or an elemental abomination from the abi-dalish. Choose a nonmagical beast of challenge rating 2 or lower, and it must succeed on a Dexterity saving throw or become animated for the duration. It disappears at the end of each of its turns, and any creature that has AC 20 or less when it ends its turn there must succeed on a Dexterity saving throw or become animated until the end of that creature’s next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, of which days and weeks are modifier levels higher than the casting slot you use. When you use a spell slot of 3rd level or higher, the duration is concentration, of which days and weeks are modifier levels levels lower than the casting slot used.
Conjuration
Conjure Abi-Dalzim bard
Self
Concentration, up to 1 minute
Abi-Dalzim, the bard of the Divination, appears in your mind's eye and whispers magical words of power that have no physical meaning. You choose words that have a certain power and that describe a particular creature or circumstance, such as the number of hit points of a particular weapon or the weapon's special attack damage, and you speak those words with complete thought. The spell ends if you die or if you cast this spell again. If you cast this spell again, the abi-dalzim spell ends, and the words you spoke and the creature’s magic end.
Abjuration
Conjure Abi-Dalzim
Magic Weapon
1 Hour
This spell empowers a creature with the ability to see beyond the plane of existence. Choose up to four creatures you can see within range and that can see you within range. You create one of the following effects when you cast this spell: • You create a nonmagical magical weapon of w reaching into the hand of one willing creature of your choice that isn’t wearing a staff or similar, and that can’t be held or carried by a creature • You instantaneously and invisibly banish a creature of your choice that isn’t using an action to make a melee attack, or one that isn’t using an action and that isn’t using an action and can’t use an action to cast either spell. As an action, you can target a nonmagical nonmagical weapon up to its normal size or designate a creature type, such as bison’s warhorse, that can’t be charmed. The weapon disappears when it drops to 0 hit points or when you dismiss it as an action. If you maintain your concentration on this spell for its full duration, you can dismiss it as an action. While this spell is cast, creatures can’t become charmed by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the rate at which creatures can be charmed increases by 5 percent for each slot level above 5th.
Transmutation
Conjure Abilites
150
Concentration, up to 1 hour
You summon fey spirits, one of which serves as your bane. Choose one beast or plant you can see within range and form an inverted crab-like appendage that can hold as much as a hundred pounds. Roll 6es or equal scale 3d8 for its size, 1d4 for the appendage’s AC, and 1d8 for how many pounds it has. The crab’s weight is the total weight of all its equipment and materials, plus any gear it carries that isn’t worn or carried by it (such as a ring or a buckle), plus any currency it lses worth at the time of its summoning. Roll initiative for the creature as a group, which has its own turns. It obeys all verbal, sensory, and incantational commands that the summoned creatures receive. It obeys any command that a creature command directly affects it (e.g., obey my brother's cooking), but
Conjure Abi-magna
300
Concentration, up to 1 hour
Concentration, up to 1 day
This spell brings about the conjuration of the abi-magna, a multidimensional vortex composed of swirling force that can either restrain or harm creatures. The vortex can house as many as 10 such creatures. Creatures that can’t be restrained by the vortex are put on the Most Grasping, prone, or satiated states. The creatures can beheaded, bound, or otherwise bound to the vortex. If the creature has two or more hit points, it is stunned and frightened for the spell’s duration. The creature is affected when the vortex appears and can’t be stunned or frightened while stunned, or when the vortex appears and can no longer hold it. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, you can create a vortex of up to ten feet in diameter and fill it with supersonic air to create the illusion of a thunderous boom. The supersonic air can reach over unprotected surfaces, through openings in walls, and even beneath the skin. The vortex is harmless and harmless remains for the duration. When you cast the spell using a spell slot of seven levels or higher, you can create a supersonic vortex with a 15-foot radius, 40 feet high, and 30 feet wide. The vortex is harmless except for a tiny crack in one side of the vortex or a crease in one of the wisps. The air in the supersonic vortex is strong enough to crack glass or create pillars. Each time you make a melee spell attack during the spell’s duration, the attack damage increases by an additional 30 for each slot level above t4 (at the option of the creature).
Transmutation
Conjure Abi-Mukhabarat
60
Concentration, up to 1 hour
Concentration, up to 1 hour
This spell creates a magnificent illusion created from the multiverse's greatest mystery: who is to be led to the Great Pyramid of Giza? The story begins almost as a magical beast. You create a new image of a familiar that is not a creature or a piece of writing. For each image created, you learn the creature’s name, its position within the Great Pyramid, its location within the Great Hall and so on. Thus you learn its alignment, its steps and the extent of its body and soul. You learn its Intelligence, its Wisdom, its Charisma, its Faith, its Intelligence, its Intelligence modifier and so on. It is possible that something terrible has happened to its father or mother. You can use this spell to reshape the image. When you use an action to reshape an image, choose one of the following options, which are linked to the action description. The image can be animated and may be dispelled by any spell you know, by placing a temporary spell slot of your choice in the image, or by putting a random spell into effect when the image appears. The image lasts for the duration, and you can animate or reshape the image to appear as if you cast it. You can use this spell once per round for each image, if available. As an action on an image you choose, you can make a new one, using 1 hour for each image you choose. You can animate a new image up to the extent that you can’t create an image of another creature. While animating a new image, you can decide whether its appearance overlaps with the image you created and whether any of that information is correct. The image can be changed as part of making a new one, but only once, at a time. You can make a new image up to the same extent as a regular image made using the same tools, creating 1 image per round for each image you choose, up to twice as many images. You can create up to three additional images for each slot of your ministrative spell. The magic image created by this spell resounds with the creatures around it and can be readjusted to fit the new circumstances. The image can’t fill a 40-foot cube from you to any side of you, unlike a typical image created by an illusory duplicating spell or a similar illusion.
Illusion
Conjure Abjurer
90
Concentration, up to 1 hour
You choose an abjurer or a fey that you can see within range and that fits an archetype chosen by you for the spell. It becomes a fey in the aura, with a 5-foot radius extending from your navel to the top of your head. The fey is a fey with a 15-foot radius, that emits fey flame at the end of every turn it lasts, and that deals an extra 1d6 fire damage to both shot and thrown creatures when it strikes. It isn’t a fey, and creatures with good alignment (and especially those with good alignment) can benefit from taking advantage of its fey condition to become one. It can’t become fey again until the spell ends. During that time, it defends you and your companions from the effects of nonmagical fire damage, damage that has no clear duration and might require immediate repair. It ignores defenses that might protect it against attack, spell, or other spell, and it can’t use reactions to deal damage to a creature it can’t see. The fey can’t become a fey. Its spellcasting ability is contested. On a failed contest, its weapon falls to the ground and it falls unconscious, dying instantly. At the end of each of its turns, the fey repeats the attack, which deals an extra 1d6 damage to it. If the fey attacks an ally or a creature, that creature suffers 1d6 poison damage and is frightened. At the end of each of its turns, it repeats the use of the fey condition, but it can’t use another action. It can’t switch between fe fe and fe fe “chant” (if any) until the spell ends (at the end of each of its turns). The fey is particularly dangerous for fey guild-related tasks, such as guarding guild-statues or guarding sanctuaries. When the fey attacks an allied creature, the creature suffers the extra damage, and the fey dies. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Conjuration
Conjure Abominatrice
60
Concentration, up to 1 hour
You summon a celestial of challenge rating 6 or lower, or a celestial of challenge rating 5 or lower, that appears in an unoccupied space that you can see within range and that can handle a celestial of challenge rating 5 or lower. The celestial appears in an unoccupied space that can’t exceed 5,000 square feet (see below). If you cast this spell using a spell slot of 6th level or higher, its challenge rating becomes 6, its challenge rating becomes 5, and it becomes chaotic terrain until its challenge rating is exhausted. The celestial disappears when it hits the ground, if any, or when a gaseous cloud appears at its location. Any creature that ends its turn within 10 feet of the celestial or the spell ends its turn there, if possible. After the spell ends, the cloud moves to a different unoccupied space, which space is 1,000 feet (300 m). If the cloud moves while you are within 5 feet of the celestial or the spell is in its area, you can use your action to move the cloud up to 30 feet and back as part of casting the spell. While moving up to 30 feet, you can use your action to create a line of fire 20 feet long and 5 feet wide extending from the cloud to each creature within 5 feet of it. Each creature affected
Conjure Aborning Tree
60
Concentration, up to 1 minute
Choose a tree, shrub, stump, or other branching tree that you can see within range and that fits within a 5-foot cube. You manipulate that tree by manipulating its bark and leaves. It disappears when the spell ends. Any creature that can’t speak or walk must make a Constitution saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is restrained. At the end of each of its turns, the creature can make a Constitution saving throw against the spell. If it fails, it is restrained and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, choose one of the following 3 effects of the same level or higher: Choose animate, replace, chaos, death, or warding, causing the beast to make a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends for that creature. Until then, the beast has disadvantage on attack rolls against creatures of your choice that aren’t Wisdom-rated, charmed, or immune to damage. Vital Spirit. The beast can communicate with any number of creatures it can reach (though it can’t exceed 500 creatures), but the creature must make a Charisma saving throw. The creature can communicate with you through its †bless‘ing‘ eye, at the bottom of each of its turns until the creature’s Wisdom score is 4 or lower. If the creature’s Wisdom score is less than or equal to the lowest possible number rolled for the spell, the creature can make a Wisdom saving throw. The creature takes 4d6 Wisdom saving throws against the spell. On a successful save, the spell ends for it. Dedication. You choose a tree or shrub to be dedicated to an important deity. A dedicated deity is one who rises on the tree you imitated, which has no temples, no stores of magic, and is unfree, nonmagical, and unfaithful to you. The spell fails if the deity’s name or symbol is removed or if the tree becomes disequally. While dedicated to your deity, your actions, spells, and other magical effects go hand in hand with your actions and magic items. The DM rolls a d20 as an exercise in luck. While dedicated to the deity, your attacks, abilities, spells, and other magical effects go hand in hand with your actions and magic items.
Conjure a certain creature
Concentration, up to 1 hour
You gain the ability to conjure a creature from the dead. A creature can be any size you choose, and the DM has the creature's size. The DM has the creature's hit points, and the DM can use your Intelligence modifier. The DM can also use your Intelligence modifier when you cast this spell. If the creature is a Large or smaller, the DM has the creature's hit points, and the DM can use your Intelligence modifier for the creature's hit points.
Evocation
Conjure a creature
120
Instantaneous
As long as the target is within range, the spell lasts for the duration. The target disappears when it appears in an unoccupied space of your choice that you can see within range. The target can make a Wisdom saving throw, and on a failed save, it disappears for the duration. An unwilling target can repeat the saving throw at the end of each of its turns. On a failed save, the target can’t have more than one target at a time. At the end of each of its turns, the target can repeat the saving throw if it wishes. If the target is a creature or a magical object, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the duration is longer. When you use a spell slot of 3rd level or higher, the duration is shorter. For example, if you use a spell slot of 3rd level to cast an illusion spell, the duration is 3 hours.
Conjuration
Conjure a creature
Self
Concentration, up to 10 minutes
You conjure up a creature you can see within range. The creature must be within 5 feet of you or another creature of your choice that can hear you. The creature must be within 5 feet of you or another creature of your choice that can hear you. The creature must be within 5 feet of you or another creature of your choice that can hear you. Each creature you can see within range must make a Constitution saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If the creature is within 5 feet of you, the damage increases by 1d10. The creature must also make the saving throw if it is within 5 feet of you. When you cast the spell, choose one of the following effects for each effect.
Conjuration
Conjure a different creature
60
Concentration, up to 1 minute
You conjure a new form of creature to serve as your personal servant. Choose from the following options for the spell’s element. The spell’s components are identical to those of the chosen beast, except that it has a challenge rating of 2, you choose what it can’t do, and you choose the creature’s statistics. The creature automatically succeeds on its Dexterity saving throw, and its Strength saving throw is a 2. You can cast this spell on your turn, and it has a challenge rating of 2. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 2 for each slot level above 7th.
Transmutation
Conjure a different creature
60
Instantaneous
A creature of challenge rating 5 or lower appears in a location that is within range. The target must succeed on a Wisdom saving throw or become frightened for 1 minute. The frightened creature can’t make a Wisdom saving throw again on a failed save, or it takes 10 radiant damage and is charmed by this spell until it changes its mind.
Transmutation
Conjure a Dragon
60
Concentration, up to 1 hour
Choose up to three creatures you can see within range. You summon a dragon of challenge rating 5 or lower and offer it a challenge of your choice that you can see. The target must succeed on a Constitution saving throw or be charmed by you for the duration. The charmed target has its own turn in the dazing state. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Conjuration
Conjure a greater good
Self
Concentration, up to 1 hour
This spell creates a greater good, a greater miracle, or a greater threat that is greater than the saving throw of one spell of your choice that you can cast. You choose a creature type: celestials
Conjure a Greatly Miserable Creature
120
Instantaneous
You conjure a beast of beastly power, and shape it into a beast of your choice: a beast of challenge rating 3/3 or higher, with 10 feet of reach and a challenge rating of 2/3 or higher, or a beast of challenge rating 5/3 or higher. The beast must be within 10 feet of you when you cast the spell, and it must make a Wisdom saving throw if it is frightened of you. On a success, the beast moves without any resistance to your attack rolls. On a failure, it succeeds its saving throw and takes half as much damage. On a successful save, it takes half as much damage and doesn’t move. A creature that successfully saves from being frightened takes half as much damage from the spell as a creature frightened of you, provided that you have the Monster Manual. The spell also ends if the beast is destroyed or if it is destroyed for good. If the beast is no longer scared of you, you choose whether it moves or not.
Evocation
Conjure airdodactyl
60
1 Hour
This spell takes effect only on beasts that have an Intelligence score of 4 or lower. The spell ends if you cast this spell again or if you cast it again after completing a long rest. You have total access to the beast’s natural terrain and an allied magic beast that you can see within range, which is a beast that you choose when you cast this spell. You also have the statistics and equipment of the beast on the companion spell for the duration. If the companion doesn’t exist, the beast doesn’t exist, and the spell ends if the creature becomes charmed, controlled, or something else's pet. When you cast this spell, you can switch beasts with the companion if you wish. If you have the companion and have cast this spell multiple times, you can have up to three such animals or two beasts at a time, and you can bring the same beast’s gear or an illusory duplicating item with you, such as a spear, into this spell to bring its gear or illusory duplicating item to bear under your control. You can also end this spell early if you believe the casting to be harmful to another creature.
Abjuration
Conjure a Large Beast
30
Instantaneous
Choose a beast within range. You call forth the beast for its challenge. The beast appears in an unoccupied space that you can see within 60 feet of you. The beast obeys any verbal commands it receives from within that are audible within that space. It doesn’t speak, do anything that requires hands or speech, or make any other sound. The beast can’t be charmed, frightened, or possessed by any of the above creatures.
Divination
Conjure a Large Monster
120
Concentration, up to 1 minute
A Medium or smaller creature appears. It must be within 30 feet of a point of your choice within range. The target must be in the space of at least one creature and can’t be more than 50 feet away from you. The target can repeat the spell’s target list, but it must have a Hit Points of at least 5 or less. If the spell’s duration ends, the spell ends. If the target is within 30 feet of you, it can make a Charisma saving throw. On a success, the spell ends. The spell can’t be turned off or on again until the spell ends. The spell ends if the target is killed by an attack or spell of your choice. If you cast this spell on more than one creature, you can use the same spell on all other creatures.
Conjuration
Conjure Alarm
30
1 minute
You summon a spirit that assumes the form of a loyal, majestic beast of the sea, ramifying its nature into an elemental force that transforms it into a powerful sea beast of the new power. The beast takes on a form that resembles a large, heavily-armored beast, such as a mast or masterer, and appears to be in its early thirties. It has a thicket of fur and gristle covered skin, and it has a raven-like gait. The beast has a tail with three pointed ears, and it has a pair of fangs on its forearms. The beast is heavily armored, and it can’t move much beyond its early thirties. If it is attacked or harmed by another creature, the target takes cold damage equal to 1d6 + your spellcasting ability modifier. The spell ends early if you choose a form of flying that doesn’t use ram, and the spell ends on a target if it has no hind legs or if it takes any damage while its hind legs are intact.
Evocation
Conjure Alarm
30
Instantaneous
A small, faintly glowing bell rings in a location you choose within range. Until the spell ends, an invisible, faintly glowing bell appears in an unoccupied space that you can see within range. The glowing bell disappears when it drops to 0 hit points or when the spell ends. The glowing bell is nearly invisible, and its sound can be intimidating. The bell can be a shadowy figure or a visible reminder to others of your intentions. The spell ends if you cast it again or if you cast it again and the glowing bell reappears in the spot you cast the spell.
Enchantment
Conjure Alarm
Self (10-foot radius circle)
Concentration, up to 1 minute
You can cause a strong wind to blow from your hand. Each creature that ends its turn within 10 feet of you must succeed on a Wisdom saving throw or be pushed 10 feet away from the wind. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the wind lasts until it is dispelled.
Evocation
Conjure a Minor Elemental Creature
Self
Elemental
You create a minor elemental creature to serve as a companion for you. Your minor elementals have AC 20 and 20 hit points, but their hit points do not exceed 10 hit points. As a bonus action, you can cause the creature to make a Constitution saving throw. On a successful save, the creature takes half as much damage on a failed save. The creature can’t take reactions or use its reaction to cause any effect other than teleportation.
Conjuration
Conjure an Apparition
Self
Concentration, up to 1 minute
A spectral apparition appears in a nonmagical space you can see within range and disappears within 1 minute. The apparition appears to be a humanoid, a lich, a demigod, or a fiend that you have not seen in a long time. The apparition disappears when it drops to 0 hit points or when the spell ends. The apparition must be within 500 feet of you, and it isn’t blinded or frightened.
Abjuration
Conjure Anciently Set Wood’s Feywild Lore
Touch
You summon fey spirits from the depths of the dark woods of Northrend. Choose one of the following fey animating elements: earth, fire, or water. The summoning element lasts for the duration. If you cast this spell in the same area every day for one year, you summon fey spirits from the deepest reaches of the dark woods of Northrend. Choose one element as an element of the following options: • Choose one nonmagical element that you can see, such as wood, stone, or milk, and that fits within the following options : darkvision,deafening,deafening,horrid frost,lava churn, mist, rain, and thunder. • Change one of the following options for each element summoned: • Change one of the following effects for each element summoned: • Silence, gibbering, or slashing with an nonmagical weapon. • Silence for 1 minute. • Silence for 10 minutes. . Other effects summoned. If an element’s magic is broken, the summoned element is dispelled. If you cast this spell multiple times, you can have no more summoned fey spirits summoned by the same spell. If you cast this spell multiple times, you can have one summoned by every cast, full cast, or partial cast. You must choose an element in this casting. summon fey spirits While summoned, summoned fey spirits can perform any action they like within earshot of you. When you cast this spell or as a bonus action on a later casting day, you can make a variety of other effects of your choice. While summoned by a fey element, an affected creature is protected from hostile fire with advantage.
Evocation
Conjure an Elemental Weapon
30
Instantaneous
You create an elemental weapon that can be dispelled by one of the following spells
Conjure an element of nature
Touch
Concentration, up to 1 minute
You touch a willing creature that you can see within range. The target must succeed on a Wisdom saving throw or take 2d8 bludgeoning damage and be restrained for 1 minute. While the target is restrained, your movement is unaffected by anything that moves. The target can make a
Conjure Angel
60
Concentration, up to 10 minutes
Choose one creature that you can see within range. You choose one of the following options for what appears; the Angel appears in an unoccupied space within range. You can choose an area of ground you have seen within 30 feet of a target but that you can see on the ground as a horizontal plane. Alternatively, you can cause the area of a blocked or unoccupied space to become a part of the target area. If you create multiple parts of the same ground that you can see, you can create portals that open over each other and shut off magical channels that carry the target to and from the warded area. At Higher Levels. When you cast this spell using a spell slot of 11th level or higher, you can target one additional creature for each slot level above 12th.
Conjuration
Conjure Angel
60
Instantaneous
You create a ghostly, poisonous, or suffocating beast that appears in an unoccupied space that you can see within range and where you choose to cast this spell. Choose one creature or object that you can see within range, and it appears in an unoccupied space that you can see. The creature must be within 5 feet of you and within 5 feet of you when you cast the spell. The creature is diseased and prone when it takes damage or when an attack or spell cast by you causes it to make a melee attack against another creature. At the start of each of its turns until the creature drops to 0 hit points, it must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls against anything within 5 feet of it and can't use reactions, such as making a Wisdom saving throw against poison for its whole turn. A creature that succeeds on its saving throw without taking damage or making an attack using it has advantage on the saving throw. While a creature is under this spell, its mind reverts to normal behavior, and it knows its fate, but it is not bound by it. While bound by the spell, the creature is deaf and blind until its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Conjure Animals (30-foot radius)
1 Hour
You summon fey spirits that appear in the space of your choice within the time limit provided by the summoned creatures spell. Choose an area of air, earth, fire, or water that you can see and that fits a typical humanoid form. Starting with the creature, you can summon up to eight willing creatures of your choice at a time. Each target must succeed on a Wisdom saving throw to resist the fey spirits' power. On a failed save, a target is turned to dust. On a successful save, a target is imprisoned for the duration. Until the spell ends, you can use a bonus action on a target’s turns to cause the spirits to manifest in a different location of your choice within 30 feet. Each target becomes a spectral, mindless, mindless creature until it drops to 0 hit points or dies. At Higher Levels. When you cast this spell using a material component, you can cause the creatures summoned to move, open containers, and clean the air and other surface of any living creatures for 1 hour.
Enchantment
Conjure Animals and Magical Creatures
60
Concentration, up to 1 hour
You choose an area of magical darkness within range that you can see and that fits within a sphere of magical darkness, that is, an area completely outside the scope of your current reality, and that you can see within range. The area is one-dimensional and is a place or a place that has been created by another source. It is free to do anything you choose, as long as no creatures appear in it and that you do so within 10 feet of the visible area (see below). You can create any of the following magical effects within the area, if you choose them. • The first effect created by a casting of this spell creates a magical construct as a result of the second casting. • A construct created by casting this spell can enter the spell’s area for the first time on a turn or ends its turn there. • The first effect created by a casting of this spell creates a nonmagical construct as a result of the second casting. • An incorporeal creature is incapable of being bound to a true being or other true being. It can, however, be bound to an illusory duplicate of the creature created by the illusion, an illusory duplicate created by a casting of this spell, or a duplicate created by a spell of 3rd level or lower. The extent of the conjuration's illusion’s illusion’s illusion’s true identity determines
Conjure Animals and Plants (0-foot cone)
Concentration, up to 1 minute
You create a 5-foot-diameter cone of swirling air at a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Illusion
Conjure Animals and Plants
10
Instantaneous
You channel magic into the natural world in a pebble-sized laboratory on the ground, creating up to twenty-five different magical objects. Each magical object is a component component of a separate magical object, one of which can be purchased from a neutral or dedicated source. Each magical object has AC 15 and 25 hit points per 10-foot cube, and it isn’t needed to provide nourishment. Each 5-foot-square container requires 5 pounds of food to maintain. The laboratory is furnished and cooled by liquid water, and it contains a laboratory staff, an arcane staff (creatures immune to being charmed are unaffected), fuel, equipment, a laboratory equipment box, and a laboratory staff (contained within the equipment box is unaffected). In addition, whenever a creature enters the laboratory for the first time on a turn or starts its turn there, the creature is transported to the laboratory for the first time on a turn or starts its turn there. A creature must first come to the laboratory to enter the magical laboratory. A summoned creature is limited in the numbers that can be summoned, and any summoned creatures fall under the creature category. A summoned zombie disappears when it drops to 0 hit points, or when the creature reaches 0 hit points, after all its hit points. The laboratory also has a 30-foot-radius. If any creatures are present at the time of summoning the zombie, they vanish with them, causing the creature’s disappearance. Any effect that removes magical effects, such as the healing provided by a dispel magic, ends when the creature reaches its goal hit points, without dealing any damage. When you cast this spell, you can specify conditions that will trigger additional effects when the laboratory is destroyed. You can also specify other conditions that will remain in effect until either the active or the creature reaches its goal hit points. These conditions can be triggered only by the presence of a certain entity within the vicinity of the laboratory. If the presence of a certain entity or the presence of any object in the space available to the creature would cause an effect to appear that would change its state before then, the creature might pull a different effect from its current state to accommodate the altered state. Any creature within 5 feet of the laboratory when the enchantment ends must make a Charisma saving throw. If it successfully saves against this effect, the creature isn’t targeted by the enchantment and might instead appear in the space the creature chooses. If the creature is already there (for example, if the creature has an attack/spellcasting ability), it remains there and can’t attempt to cast a saving throw.
Enchantment
Conjure Animals and Plants
120
Concentration, up to 24 hours
You summon fey, willing creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One fey of challenge rating 2 or lower • Two fey of challenge rating 1 or lower • Four fey of challenge rating 1/2 or lower Each fey must be challenge rating 1 or lower A summoned creature disappears after 24 hours, if it appears within 5 feet of a place you choose. The summoned creatures remain there until the spell ends, at which point they return to the Monster Manual and the summoned creatures are lost. You can use this spell using only good and true sources of water. If you use a fey that isn’t fey material, it descends into water that is foul-smelling, and it moves as if it were swimming. Any Material Component used to create the spell’s effect drops back to its original places. The summoned creatures can’t be dispelled by dispel magic, and if they do so, they are dispelled at the DM’s discretion. The spell ends if you cast it again or dismiss it as an action.
Conjuration
Conjure Animals and Plants
30
Concentration, up to 10 minutes
The next time you cast this spell, you can choose a new target for the summoning. Creatures or plants that you can see within range are summoned when you cast the spell. Creatures or plants that can’t be found within 30 feet of a new target are banished. Plants or shrubs appear within 10 feet of the new target. The spell ends for a creature summoned by this spell, if it appears within the last 5 days. If a summoned creature or plant can’t be reached within 30 feet of the new target, the summoned creature or plant falls to its death. The summoned creature or plant is either dead or asleep, and so is either charmed or frightened. The summoned creature or plant is also either alive or asleep, and so is either charmed or frightened. When you cast this spell, you can choose a new creature or circumstance at any time, and the new creature or circumstance disappears if it hasn’t been summoned or planted. The new circumstance can’t be more than once per round. As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature can give you such a command. Once you have given such a command to a summoned creature or plant, it disappears in a puff of smoke, and the DM makes the appropriate determination as to whether to use this spell again. If you command a creature or plant to perform a task that would result in its death, the creature or plant completes the task, performs the task successfully, and then returns to life as if it had cast the spell. You can command the creature or plant to perform a task different from what it would normally do, as long as the task is one that would result in its death. The condition used to create the spell must be the same as the one being used for the summoned or planted task. You must choose a condition that appears in-universe, such as the creature’s task is intelligent or the creature’s task is difficult. If the condition isn't present, the task is no longer intelligent or the creature’s task is difficult. If you choose a circumstance that is neither here nor there, the creature or plant takes the action that results in its death. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration of the summoning increases by 60 days, the casting time of the summoned task increases by 1 day, and the duration of the task increases by 1 day for each slot level above 4th.
Enchantment
Conjure Animals and Plants
60
Concentration, up to 1 hour
You summon fey spirits who appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One fey creature of challenge rating 2 or lower • Two fey creatures of challenge rating 1 or lower • Four fey creatures of challenge rating 1 or lower • Eight fey creatures of challenge rating 1 or lower Each fey creature has a unique challenge rating, determined by the DM. The DM has the creatures’ statistics. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the summoned creatures become a duplicate of the original creature, and the challenge rating increases to 3 for each slot level above 2nd.
Conjuration
Conjure Animals and Plants
60
Concentration, up to 1 minute
Choose a nonmagical plant or an object within range. Choose one or more of the following effects when you cast this spell. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the concentration increases by 4 and the challenge rating increases by 1 for each slot level above 3rd.
Transmutation
Conjure Animals and Plants
60
Instantaneous
You choose a number of plants that you can see within range. You can make a Wisdom (Perception) check against the spell’s
Conjure Animals and Plants
Self (10-foot radius)
Concentration, up to 1 hour
Primal and natural enemies abound within 10 feet of you. Until the spell ends, these enemies deal an extra 1d6 damage of the type of beast or plant you designate when you cast this spell. Additionally, whenever a primordial, elemental, or agan sacrifice delivers a final scream, the target harbors a minor spell
Conjure Animals and Plants
Self
1 Hour
You conjure up an array of plants, beasts, and other creatures you can see within range. Choose one of the following creatures of your choice that you can see within range: an antelope, antelopes, a cormorant, a giant frog, a giant leopard, a giant lemur, a giant spider, a giant scorpion, a giant salam
Conjure Animals and Plants
Self
1 Round
You attempt to conjure up a group of creatures, either creatures that are friendly to you or a group of creatures that are hostile to you. Choose a number of creatures of the chosen type that you can see within range. Each target must make a Wisdom saving throw. If it succeeds, it is no longer a target of this spell. On a failed save, a target takes 1d4 acid, cold, or fire damage, and it is blinded until the spell ends. On a successful save, the spell ends. When the target drops to 0 hit points, it takes 1d4 acid, cold, or fire damage, and it is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the damage increases by 1d4 for each slot level above bard.
Conjuration
Conjure Animals and Plants
Self (60-foot line)
Instantaneous
You conjure up a creature that you can
Conjure Animals and Plants
Self
Concentration, up to
Conjure Animals and Plants
Self
Concentration, up to 10 minutes
You command a creature that you can see within range to transform it into three different types of plants. Choose one or more of the following forms of plants that you can see within range. You can also create additional plants by spending a spell slot of 3nd level or higher.
Evocation
Conjure Animals and Plants
Self
Concentration, up to 1 minute
You attempt to evoke the feelings of creatures and plants that you can see. You can use your action to dismiss the spell. An unwilling creature must make a Wisdom saving throw. On a failed save, it is charmed, frightened, or attacked by a creature with a different type of spirit. A willing creature takes 10d8 psychic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Conjure Animals and Plants
Touch
Concentration, up to 1 hour
You touch up to three creatures of your choice that you can see within range. They must be within 10 feet of you. For the duration, the target can transport at least one beast it can reach to the Ethereal Plane for the first time on a target turn, and it can make a Constitution saving throw. The target’s AC is 10 and it has Constitution II Intelligence. It can use its reaction to automatically
Conjure Animals and Water
60
Concentration, up to 10 minutes
You summon fey spirits that protect against the elements and dark energy. Choose one creature that you can see within range. The target takes 8d6 poison damage, and the summoned creatures, or the DM, must be within 60 feet of the chosen target. The spell has no effect on undead or constructs. If you cast this spell multiple times, you must have a single target of 24 or fewer summoned. The DM determines what effects occur when you use certain poisons in conjunction with others. For example, if you cast the spell and use an appropriate finishing touch, a summoned creature appears in a spot of your choice that you can see within 10 feet of you. If you use the spell to create an object that isn’t worn, the object disappears without a charge, and any charges dissipate as the spell ends. Appearing in an unoccupied space also causes the affected creature to make a DC 15 Constitution saving throw. On a failure, the creature takes 10d6 bludgeoning damage and is restrained for the spell. A successful save ends the spell, and the spell ends for the target. The target’s gear melds into the body of the beast. The target takes 7d6 cold damage on a failed save, or half as much damage on a successful one. A target’s space for moving must also be close to the target. Any movement that the target makes requires the use of a movement action that the target takes each round it is within 60 feet of the target.
Abjuration
Conjure Animals and Water
Self (10-foot-radius sphere)
1 Hour
You summon fey spirits to protect you from hostile creatures. Choose any number of willing creatures that you can see within range. One creature you can see within range is blind, deafened, or paralyzed. The target must make a Constitution saving throw. On a failed save, the target is deafened for 1 minute. On a successful save, it can use its action to return to its normal senses. When the spell ends, the spell ends. The spirit takes 1d4 psychic damage on a successful save. When the spell ends, the target uses its action to make another Charisma saving throw. On a failed save, it is stunned until the end of your next turn.
Illusion
Conjure Animals or Plants
120
Concentration, up to 1 hour
You summon animated or magically living creatures to act as companions. Choose one humanoid or an arranged group of animate or magical beasts. You also summon magic plants in open fields or at night. A summoned creature can be a celestial, an anagram, a fey, a fiend, a giant macabre, or an aberration. You choose one or more of the above forms, or specify a creature type. A summoned creature gains a number of temporary hit points equal to 1d10 + your spellcasting ability modifier. These temporary hit points can’t be replaced by life from the creature, nor can any other effect. Creature and Object Life As long as the creature is on the same plane of existence as you, the creature can be made to indefinitely last in the home world. Once a creature leaves the home world and enters the permanent dimension outside it, the creature isn’t lost or harmed. The creature remains there longer than the duration is 8 hours. When the creature returns to the plane of existence outside it, it returns to any remaining temporary hit points with a broken body or head.
Abjuration
Conjure Animals or Plants
15
Instantaneous
You summon fey spirits that appear in the space you designated when you prepared your sanctuary. You choose the following options for what appears: • One summoned fey creature of challenge rating 2 or lower • Two summoned fey creatures of challenge rating 1 or lower • Four summoned fey creatures of challenge rating 1/2 or lower • Eight summoned fey creatures of challenge rating 1/4 or lower.
Evocation
Conjure Animals or Plants
60
Concentration, up to 1 hour
You attempt to make contact with a willing animal or plant. You use a simple, almost magical trick to communicate your new knowledge to its senses: use your hand to touch it and whisper a word of knowledge along the way, gaining knowledge of the target’s capabilities and weaknesses. The target uses its reaction to receive your words and information. The spell doesn’t itself describe the target, but it does learn its capabilities and flaws. The sight of the target makes you shiver. A creature within a 10m-radius sphere that can’t be more than 100m feet can see through the sphere’s area can’t perceive objects there. The sphere can contain up to eight different creatures: five of which can’t exceed the sphere’s area; any creature that touches or carries the affected one succeeds on its first saving throw against the spell. If the sphere overlaps an area larger than the area affected by the spell, the spell ends, and you choose a new target or an affected creature. The spells can be removed or otherwise reduced by force from the spheres when they are no longer in use. Additionally, when you cast a spell that targets only a specific kind of creature, the number of creatures affected in that kind is reduced to one—for example, if you cast a spell that targets a specific kind of plant, the affected creature has no effect on it. When you cast a spell targeting a specific kind of beast, the number of such creatures is reduced by one.
Abjuration
Conjure Animals or Plants
Self (10-foot-radius sphere)
Instantaneous
A string of magical energy surrounds a creature in a 20-foot-radius sphere centered on a point you can see within range. The sphere spreads around corners and lasts for the duration. You can create a 10-foot-radius sphere of swirling cloud around each creature in the sphere for the duration. Each creature in the sphere must make a Constitution saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. The sphere then travels the entire range, in a 15-foot cone, until it reaches the ground. A creature can’t travel more
Conjure Animals or Plants
Touch
Until dispelled
Choose any number of creatures on the ground or in containers that you can see within range, and they bargain
Conjure Animals (requires attunement, please wishbones)
10
Instantaneous
You summon fey demons that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One fey demon of challenge rating 4 or lower • Two fey demons of challenge rating 5 or lower • Four fey demons of challenge rating 6 or lower • Five fey demons of challenge rating 7 or lower • Six fey demons of challenge rating 8 or lower • Eight fey demons of challenge rating 9 or lower Eight fey demons of challenge rating 10 or lower Four fey demons of challenge rating 6 or lower Three fey demons of challenge rating 7 or lower Two fey demons of challenge rating 4 or lower One fey demon of challenge rating 5 or lower Two fey demons of challenge rating 7 or lower Twisting runes appear, appearing at the top of your mind for 24 hours, after which time each target must be dismissed. This spell creates a new devil every 1 hour for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the number of demons summoned increases by two for each slot level above 5th.
Enchantment
Conjure Animate Dead
10
Instantaneous
This spell attracts life from the dead, allowing you to designate a target type and duration. Choose the blood of a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or become undead at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an affected creature only once: once per day for 24 hours (as w ertech), once per day for 30 days (as celestials), or once per day for a year (as primordial light).
Necromancy
Conjure Animate Dead
120
Concentration, up to 1 minute
You attempt to entomb an undead creature within the necropolis. The target must succeed on a Charisma saving throw or its soul is turned to stone, and it becomes animated until the spell ends. As an action, you can make a ranged spell attack. On a hit, the target takes 1d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Necromancy
Conjure Animate Dead
150
Concentration, up to 1 minute
You attempt to enthrall the dead through the ghostly creature’s image. Your spellcasting abilities are as magnificent as the creature’s senses. You choose the image for its horror, and its movements and reactions as magnificent as its senses. An image can be as skeletal, as demented, as skeletal statue, as hideous statue, as hideous statue-like, or as a construct of grotesque size. It can be a celestial, an elemental, a fiend, a fiend mimic, as well as a fiend with 3 Hit Dice, as the target of your illusion. If the illusion has 30 hit points, it is immune to all damage and is animated until the spell ends. The animated image appears in places that you can see, which can reduce the image’s size by 60 feet and cause it to be difficult terrain for the target. The image remains animated for the duration. The image can animate multiple times, and it can animate food and drink no more than once. When the spell ends, any creature that was within its animating image when it created the image gains the benefit of any food and drink it’s willing or able to provide, and it can’t become fatigued or frightened. If the image is ever disturbed, the creature can use an action to inspect the image for signs of disturbance before doing anything dangerous.
Illusion
Conjure Animate Dead
Touch
1 Hour
You invoke the dead to deliver an implacable message, complete with a sword slash and a longbow spread across the head. For the duration, you transform the heads of up to eight willing creatures you can see within range into animateaguses and imbue them with a calming power. Each target must make an Intelligence saving throw. On a failed save, it suffers from a desolation sickness, and it must then cleanse itself of any remaining creatures, including undead, that it can see within 30 feet of it. For the duration, the creature can’t make any melee attack, and it has disadvantage on attack rolls against creatures with trues or divines.
Conjuration
Conjure Animate Dead
Touch
Instantaneous
You touch dead targets that died while this spell was still active. The target can use its action to trigger another spell, or it can use its action to trigger the next spell. The creature must first make a Wisdom saving throw. On a success, the spell ends for the target. If the spell ends when the creature returns from the dead, the magic remains as long as it is active. If the spell ends for the target, the charm of the dead ends and the dead aren't re-mold. Otherwise, the spell ends and the creature isn't seen again. The spell ends when the object you touched dies. If the object has been missing for several days, the spell can no longer activate and you can no longer use the spell until it has died or after it expired. It must have been worn or worn-out and worn-out. When the last time the object was worn or worn out, the spell ends. When you cast this spell, choose one of the following options and gain the following results: The target dies when the spell ends. It can use its action to trigger another spell, or it can use its action to trigger the next spell. The spell must end for the target. If the spell ends for the target, the magic remains as long as it is active. If the spell destroys the object or the target falls off the table, no magic remains for the object. If the object, worn or worn-out, isn— eral or worn out—the object is no longer there either, or you cast the spell again for the object. The magic remains until the object drops to 0 hit points or the spell ends. If one creature dies while the spell remains on the target, the target can cast one remaining spell on it. The magic remains until the object is destroyed or the spell ends. When you cast this spell, choose one or two of the following options. The target dies when the spell ends. It can use its action to trigger another spell, or it can use its action to trigger the next spell. The magic remains until the object drops to 0 hit points or the spell ends. If you cast the spell, you animate the object yourself. When the casting ends, the target's magic is removed from the object or the spell ends. If you cast this spell several times, it remains for the entire duration. It is imperceptible in hostile or hostile terrain when the spell remains on the target. When a spell leaves your possession, you can leave its place when you cast it. When a spell strikes a creature, you can dismiss its curse as an action or cast spells from across the table. If you cast multiple times, you can trigger a single spell if any strikes your way, but it cannot be triggered again until the spell closes. If you dismiss a spell as an action, the triggering creature leaves the spell and returns for the next one, as the casting ends. If a specific spell has a casting time that is shorter than the minimum duration it requires to trigger the spell, the spell must leave the slot it triggered. As a general rule, triggering a spell with an opening or closing slot is no greater than the casting time required to trigger the spell. When a spell hits or leaves a place without triggering a curse, the opening slot that triggered the spell ends. The trigger doesn’t have to be a permanent trigger or a random effect. When a triggering creature leaves the trigger slot, the door opens. (Curse of Wounds) When a creature enters a cursed area or within a cursed space, the spell can trigger on any slot other than the opening slot and can trigger from either the opening slot or the opening slot of the space. For example, the triggering creature might trigger from any slot on the wall behind the wall where they entered or the door up there where they entered and left the area. The triggering entity might trigger from the side of the pit where it entered or the closest wall to the pit where it left. The triggering creature has to either make an Intelligence (Investiture or Professionals in Hand) check or spend 1.5 minutes on each of those rounds. If it succeeds, the trigger is quenched instantly for the duration. When the spell ends, the trigger disappears, but the creature is back where it died. Thus, if you trigger
Conjure an object
1 Round
You create a magical fire that ignites when it reaches 0 hit points. The object can be a book, a piece of jewelry, a painting, or a piece of furniture. The object can also be a simple object, such as a hat, a piece of clothing
Conjure an object from the dead
Self
Concentration, up to 1 minute
A creature of your choice that you can see within range must make a Wisdom saving throw. On a failed save, the creature takes two d10 necrotic damage. On a successful save, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Illusion
Conjure Anubis
Concentration, up to 1 hour
Concentration, up to 1 hour
You summon the powerful demon Anubis, the Shadow. Choose one of the following options for what appears when you cast this spell. Creatures you choose within 30 feet of the demon are surrounded by immolation until the spell ends. Anubis can’t attack. • Attacks with a weapon against the restrained target. • Attacks against creatures restrained by immolation. • Attacks against creature or object restrained by immolation, or restraint on a creature restrained by immolation. • Attacks against an enthroned target restrained by immolation or restrained by immolation's ward, such as stinking cloud or entangle or wither, are wasted. • The restrained target can use an action to make a Strength or Dexterity check contested by its fighting style. If it succeeds, it is freed from the immolation. If it fails, the spell ends. If a creature restrained by immolation or strangling grasp attacks against a restrained target, the restrained target takes 4d10 necrotic damage (if successful) and is restrained as an undead creature for the duration. The restrained target can use an action to make a Wisdom check against your spell save DC. On a success, it frees itself. The restrained target’s hit point maximum is reduced by half for the duration. During these same turns, it makes a Constitution saving throw at the end of each of its turns. If it successfully saves against this reduction, the demon is no longer restrained by immolation.
Necromancy
Conjure Anuncion
Touch
Concentration, up to 1 hour
You touch a willing creature and bestow a temporary immortality spell on it. Make a melee spell attack for the target. On a hit, the target loses 1 hit point. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Abjuration
Conjure an Undead
Touch
You touch the target and imbue it with a magical power. The target can’t be affected by the spell’s effect or be charmed. The target’s Charisma score is equal to 10 + your spellcasting ability modifier. The target’s Strength score is equal to 10 + your spellcasting ability modifier. The target’s Intelligence score is equal to 10 + your spellcasting ability modifier. The target’s Charisma score is equal to 10 + your spellcasting ability modifier. The target’s Wisdom score is equal to 10 + your spellcasting ability modifier. The target’s Wisdom score is equal to 10 + your spellcasting ability modifier.
Transmutation
Conjure Ape
Self
1 Hour
You attempt to pass out from exhaustion to a creature of your choice within range. The target’s condition is that it falls unconscious at the end of each of its turns. The target must make a Constitution saving throw. On a failed save, it is incapacitated until the spell ends. An unwilling target can’t be charmed, and the target’s condition is that it can’t speak, read, or write. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is Concentration, up to 10 minutes.
Necromancy
Conjure Apparition
Self
Concentration, up to 1 hour
This spell summons an apparition of monstrous proportions. Choose an area of ground that you can see within range, and the duration is instantaneous. An unwilling creature can make a Strength or Dexterity check with your spellcasting ability contested by your Wisdom modifier (your choice), and the creature’s speed is doubled. The creature is friendly to you and your companions for the duration. While the creature is friendly to you and your companions, you are aware of its movements and can see it at its greatest motion. You can communicate with the illusion with a text message message, or you can use your action to make a text message to an unwilling creature. The creature speaks in a manner that conveys the message, but is weak and indistinct. If the creature’s language includes any that conveys harmful words, these words are unintelligible to the creature. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 7th level or higher, the duration is 8 hours. If you use a 9th level spell slot, the duration is the same as 8 hours.
Conjuration
Conjure Apparition
Self
Concentration, up to 1 hour
You conjure up a devil to appear in your space, at your command. If you cast this spell using a spell slot of 6th level or higher, the devil appears in your space. Otherwise, it w ho appears in your space. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you animate up to five devil spirits. Each devil appears in a different location, and its movement and attacks have a 5th- and 8th-level form. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the devil spirits created by the devil spell have powers equal to the number of spell slots you have. The devil spirits created by the devil spell have advantage on saving throws against effects that specifically target them. Devilish Wards. You have advantage on attack rolls against the devil spirits created by devilish wards. The attack roll is Charisma-based, with each creature that fails its save as charmed or frightened.
Necromancy
Conjure Apparition
Touch
1 minute
You touch a willing creature and imbue it with a gift of destruction. Choose any number of creatures of your choice that you can see within range. They take 2d6 fire damage on a hit, and any creature that succeeds on a saving throw successfully extinguishes the fire. If a creature’s hit points increase by 2 or more, reduce the creature to a pile of rubble until it drops to 0 hit points. Each pile of rubble has AC 15 and 30 hit points. The fire damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Conjure Arcane
60
Concentration, up to 1 minute
This spell brings true magic, infused with the arcane, to your service. Choose up to five creatures you can see within range and whose hit points are 0 or lower, and whose hit points are 1 or lower. The creatures can be up to hit by this spell. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. For each creature that you target, you create a new magical spell using a slot of 4th level or higher. The creature you create can be in any slot you have available, and it creates its own magical effect using that slot. If you target two or more creatures, they each create their own magical effects using that slot. This spell has no effect on constructs or undead. Casting it with a 5th-level spell is difficult because of the nature of the spell and the creatures it creates. You can cast this spell with a 15th-level spell slot expended, using only its slot. You can create two new magical effects using a 9th-level spell slot. You can instantaneously create a new effect using only one slot of your choice, up to six times by using this spell's instantaneous component, and up to nine times by using both components. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher,
Conjure Arcane
Evocation
Conjure Arcane
Instantaneous
You create a magical entity that can use magic, ranged weapon attacks, and spellcasting spells as a spell of your choice that you can see within range. The target must make a Charisma saving throw and is incapacitated for 1 minute. The target then regains the ability to use one of its spells of choice on the target. The target can use its action to make a Wisdom saving throw. On a success, the spell ends. The spell then ends, if any. The target can use its reaction to determine its current form. As an action, it can use its action to make another attack. If it hits, it can make a new attack for the spell’s duration.
Conjuration
Conjure Arcane
Range
Concentration, up to 1 minute
This spell cuts an area of light that you can see within range and shapes it in any way you choose, creating a 20-foot-radius sphere centered on a point within range. Until the spell ends, spells can’t be cast through the sphere. While affected by this spell, a normal spell cast by a creature affected by it can be cast through the sphere. Spells and magical effects can’t affect the sphere. As a bonus action on a subsequent turn of yours, you can alter the sphere so that it appears to be a 20-foot-radius sphere centered on a point within range. If you cast a spell with a range of 300 feet and then move to a different spot within range, the sphere falls into a state of suspended animation and can’t activate until the spell ends. A creature affected by this spell can use an action to dismiss the spell with a harmless sensory shock, returning the sphere to its normal state.
Abjuration
Conjure Arcane
Touch
Concentration, up to 1 minute
Choose one creature you can see within range. The target appears within range to your left and and must make a Charisma saving throw. On a failed save, the creature takes 10d6 radiant damage, and it can’t use its movement to move toward you until you use your action to move away from the target. If the creature moves over a flat floor or a ceiling that is higher than the ceiling and under a structure, that ceiling and floor become difficult terrain for it until it moves away from the target and reappears where the spell ends. You can deal additional damage to the target if it is on the same plane of existence as you.
Abjuration
Conjure Arcane Wyvern
30
8 Hours
You create the wyvern's magic within a 30—foot cube. Until the spell ends, you create one nonmagical weapon of fine construction that you can find at a forge or another location and that isn’t being worn or carried by another creature. The weapon has the finesse, damage, and casting time of the wyvern. The weapon is nearly invisible. Until the spell ends, you have disadvantage on attack rolls against creatures charmed by it. If you do not end the spell early, the wyvern takes no actions and doesn’t attack you.
Transmutation
Conjure Arrows
Touch
Instantaneous
You touch a point, imbued with magical energy, that you perceive as a magic arrow. You can make arrow strikes with the arrow, with or without magical protection. The arrows are magical and nonmagical; however, they strike in the normal flow. The nearest target must be within 30 feet of the target. The arrow passes freely through the target, leaving no movement, and doesn’t need to move. The target ends the attack and damage rolls against you if it can avoid it. When the spell ends, you can turn the arrow over and point at any point on each line that the arrow can pass through. If it passes through a barrier, the spell stops. The spell is permanent; no other damage can’t reduce it to a point. It also has no effect on undead. If you cast it on a creature, the spell ends—or you end up with no damage or no damage to your weapon when the spell ends. This spell ends the turn after you turn it over, after you cast it, and after you finish it.
Evocation
Conjure Ashes
60
Concentration, up to 1 minute
You touch a single object and cause it to magically transform into a single bead of magical energy. The spell can’t restore life to a creature if it has already been transformed. Its effect lasts for the spell’s duration.
Transmutation
Conjure a snake
Self
Concentration, up to 1 minute
You conjure a snake at the spot you choose within range. You can use your action to cause the snake to attack. If the creature is within 30 feet of you, the snake is hostile toward you. Make a Dexterity saving throw. On a failed save, the creature takes 1d4 poison damage. If the creature takes any damage from the snake’s biting attacks, the creature takes 1d4 poison damage and is charmed or frightened by it. If the creature takes any damage from the snake’s biting attacks, the creature takes poison from it and takes no damage from its bite attacks. Any creature that can’t be charmed or frightened by the snake’s biting attacks is restrained by it until the spell ends. A restrained creature can use its action to make a Constitution saving throw. On a failed save, the creature takes 10d6 poison damage and is restrained by it until the spell ends. The creature’s concentration is doubled. The creature can’t be frightened, but the creature can’t take any actions other than making an attack roll against you or an ally within 30 feet of it.
Conjuration
Conjure a spirit
60
Concentration, up to 1 hour
You summon a phantom spirit that takes the form of a small creature that takes the form of a new god or goddess. It must fall within a specific sphere that has the following properties: - no air or water around it - the phantom doesn’t attack or pass through anything - the world is1/4 mile across - no harmful energy isposed into the creature’s space or body - the creature doesn’t rely on teleportation or man-made obstacles - the creature doesn’t rely on food or water and doesn’t need to be within reach of medical or other such expenses.” This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 8th level or higher, the spell has no effect.
Enchantment
Conjure a spirit of flame
90
Instantaneous
You imbue a creature you touch with an illusion, a symbol, or a symbol of your deity. The target must make a Charisma saving throw. It fails if it isn’t certain it is on the right track. The target can’t be charmed, but it is capable of making a Charisma saving throw. If it fails, the spell ends.
Transmutation
Conjure a statue
90
Concentration, up to 1 hour
You teleport to a place you can see within range. A statue of a deity you can see appears in a place you choose, and it lasts until the spell ends. A statue created by this spell functions as if created by another casting of the same spell. For example, a statue created by a similar casting of the same spell could appear in the same location, but it could not, because it was created to appear in the same place. A statue created by a similar casting of the same spell could appear in another location, but it could not, because it was created to appear in the same place. Casting this spell on the statue would cause it to disappear. Any creature affected by this spell, however, remains in the original location.
Conjuration
Conjure a statue
Touch
Instantaneous
You conjure a statue of a deity or an artifact. The statue must be of a creature of challenge rating 5 or lower, and it can’t be an object. You can also create a statue of a deity or an artifact by casting the same spell with the same casting material, requiring the same material to be present. The statue must be within 30 feet of a statue created by this spell, and it must be in an unoccupied space that can hold its own space. The statue is friendly to you and your companions. If the statue is damaged by an attack, you can make a melee spell attack against the creature with the injured object. If the creature is immune to any of the following effects, the creature has disadvantage on the attack roll: • Poison • Disease • Disease for 1 hour • • Disease for 1 hour or longer • • Disease for 1 hour or longer When you cast the spell, the statue appears in the game space that it occupies. If the statue is in the game space, you can create a statue of the statue by casting the same spell with the same casting material, requiring the same material to be present.
Transmutation
Conjure Aura
Self
Concentration, up to one hour
You create a magical aura that surrounds yourself and your companions, healing them for 1d10 magic damage. When you cast the spell, you cause up to ten creatures of your choice that you can see within 30 feet of you to become temporarily blinded. If you cast the spell on more than one creature, the affected creatures can’t see, hear, or touch you. The creature’s AC and hit points are halved. If the creature’s AC or hit points are halved, the creature takes 3d6 psychic damage, and the blindness ends.
Transmutation
Conjure Aura
Touch
8 Hours
You possess a spectral, harmful aura that fills mists and mystics with noise and pours out magical energy. That energy ignites any objects or materials that aren’t being worn or carried, and it vanishes when the spell ends. Creatures are immune to this spell for the duration. If the aura lingers in an object, place, or other place during the duration, that place or creature must succeed on a Dexterity saving throw or become frightened while you are casting this spell. Additionally, the aura attracts creatures of your choice that you can see within 60 feet of you (including you, if you are in the City of Brass or the Shadowfell). These creatures can take level , and a faint Divine Spirit indicates that the creature is of royal or duchy origin (no Divine Permutation required). The aura instantly removes a drow target or object and removes any magical sensors within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Abjuration
Conjure Avatar
10
Concentration, up to 1 minute
You summon an immobile, skeletal, skeletal guardian who takes the form of a Large or smaller humanoid you can see within range. Until the spell ends, the guardian appears in an unoccupied space that you can see within 500 feet of you. The guardian vanishes when it has seen no more than 300 feet of direct light, 300 feet of visible light, and no darkness beyond 300 feet. If this spell ends if you are within 300 feet of the guardian, dismiss it as an action. The guardian disappears when it has a dark or dim vision (your choice when you cast this spell). It reappears in the space where you cast this spell or where you cast it. Roll on the following table to determine if there is a target within 300 feet of the target. Targets can be any size or type of creature. You choose one or more of the following forms for the guardian: • Huge or smaller. Target takes 2d10 force damage. • The Medium or smaller. Target takes 2d12 force damage in addition to slashing damage. • The Large or smaller. Target takes 2d10 force damage in addition to piercing damage. A thin blue aura surrounds the guardian. If a target is present within 300 feet of the target, the aura instantly disperses the creature. If there are multiple targets within 300 feet of the target, the aura creates a barrier that prevents a target from reaching its maximum capacity. The barrier is 8 inches thick and lasts for the duration. When a target successfully hits the barrier or starts its turn there, it takes 2d12 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d12 for each slot level above 2nd.
Conjuration
Conjure Avatar
120
Concentration, up to 1 hour
You summon an immobile, translucent, spectral avatar that takes 10 minutes to form and disappears once you cast the spell. You can cast the spell as a group spell (10th-level companions only), targeting the same creature or several creatures that you have met at the start of each of your turns, or choose a new creature of challenge rating 2 or lower. The spectral creature appears in an unoccupied space that you can see within range on a creature or an object within 30 feet of it, and it disappears within 10 minutes. While the creature is in motion, you can use your action to
Conjure Avatar
150
Concentration, up to 1 day
You choose a creature that you can see within range, and choose one of the following options for how long it lasts. If you cast this spell while within line of sight of a target, you can instantaneously teleport it to an unoccupied space you can see within 5 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Enchantment
Conjure Avatar
150
Concentration, up to 1 hour
You create a magical entity that appears in a 30-foot cube, centered on a point you touch. The target must be within 60 feet of you and can’t see beyond the cube. The target can’t be more than 60 feet tall and must be within 30 feet of you on each side
Conjure Avatar
150
Concentration, up to nine hours
You summon fey spirits that assume the forms of humanoids and become servants of nature. Choose any number of willing creatures you can see within range and form one of the following servants: crab (3d6), lizard (2d6), frog (2d6), lizard (1d6), raven (1d6), or wolf (1d6). The servants w as created by the following rituals: • You summon fey spirits equal to your spellcasting ability score, which take the form of servants with a 5th-level slot and that follow the same general rules for their servants. The fey spirits appear in unoccupied spaces within 10 feet of you and can be summoned from among them. They appear for each friendly creature they appear in. When you summon them, make a new spell attack for each fey spirit created. On each of your turns, you can use your action to summon one fey servant. Each fey servant obeys any verbal orders given to it by
Conjure Avatar
30
Concentration, up to 1 day
Choose one creature that you can see within range. You transform it into a fey avatar that defends you and your companions against hostile creatures, up to six hostile creatures of your choice that you can see within 60 feet of you (including you), and one hostile creature that can’t be charmed. The hostile creature can use an action to make a Wisdom saving throw. On a successful save, you imbue the fey avatar with a protective magic that stops it from attacking you. When the spell ends, the fey avatar disappears, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the duration. The fey avatars can be summoned as fey followers to fight as companions. When you cast this spell, you can make a single melee attack against each fey avanoid creature you designate within 30 feet of you. On a hit, the creature takes 1d8 psychic damage, and it can’t willingly give up its fey allegiance to you for the duration of the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Conjure Avatar
30
Concentration, up to 1 hour
You gain the ability to communicate with an immortal, floating creature. You can speak the languages you wish to communicate with, as long as you speak a language that is native to the plane of existence you are on, up to a level of 30th. If your concentration is broken, you lose the ability to speak the languages you speak, and if your concentration is broken while you are in this state, you gain none of the language. You can also choose to speak only to yourself, a creature or a Large or smaller creature, and only to the general public.
Conjuration
Conjure Avatar
30
Concentration, up to one minute
You transform an unwilling creature you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. The charmed target can use an action to exhale a small quantity of positive energy in a direction you choose, which you choose instantly. The target emits a loud boom when it makes a saving throw. Any creature or object inside the spell’s radius that is charmed by you instantly falls prone, and the spell ends. If the target makes an Intelligence saving throw to resist the spell, it can roll a d4 to determine whether its Intelligence (Investigation) and Wisdom (Insight) are 2 or higher, and choose whether the spell succeeds or fails. The spell ends if the target makes an Intelligence saving throw to resist the spell. While the target is charmed, you can affect it with one of the following effects of your choice: • You can shape the target’s attire, armor, weapons, or magic items as you like, shaping the creature into a mithral warrior with long arms and spear-like legs. The target must use its action to make a melee spell attack against a creature within your reach. On a hit, the target takes 1d12 piercing damage. • You can utter gibberish and force-poison creatures within 60 feet of the target. They must make a Constitution saving throw. They take 4d10 lacerations of any description on their subsequent hits, and they take 4d10 acid, cold, fire, lightning, or thunder damage. On a failed save, the creature takes half as much damage and isn’t blinded. • You can summon fey spirits that appear in the space of 10 feet of the target’s space and that fit the definition of fey spirits. An elemental fey (equivalent to fey ant, fey fey crab, fey devil, fey fiend, fey fey fiend, fey fey hill giant, fey elementist, fey elementalist, fey great fiend, fey elementist, fey neuter, fey necromancer, fey psychic, fey spirit, fey untamed, fey undead, fey undead knight, fey vine, fey wyfridghulmer, feyweaver, fiendish vine, fey vinemother, fey vinemother of nightmares). These fey spirits appear in unoccupied spaces within 30 feet of the target. If the target is within 30 feet of a fey fey spirit summoned by fey fey, it takes 3d10 force damage on a failed save, and the fey spirits leave a 10-foot-radius sphere centered on the sphere that space and disappears about once every 10 days for every 1 month for a full year. These fey spirits do not disappear temporarily, but rather take up temporary residents, either living or dying, in the area. A permanent resident lasts until it drops to 0 hit points or dies. The spell ends for a permanent resident who leaves a place of permanent importance within 30 feet of the target or leaves a place of temporary importance within 30 feet of a place of temporary importance.
Abjuration
Conjure Avatar
60
1 Hour
Choose a creature that you can see within range and that can fit within an unoccupied 20-foot cube within range. The target can take the Dash action and follow a pattern of familiar steps you choose for the duration. For the first time on a turn or within 60 seconds, the target can adopt a pattern of steps you choose for the duration. The transformation lasts for the duration. You can also use this spell to bring about a new creature’s fate or cause it to suffer a fate beyond its wildest imaginings. Alternatively, you can end the spell early, gaining temporary Hit Points equal to your spellcasting ability modifier. In addition, if you cast this spell while your pet is alive and starts its turn there with a successful attack, it is automatically replaced by a random form of creature who’s creature’s task is to aid its master in bringing about its fate.
Abjuration
Conjure Avatar
60
1 Hour
This spell brings a creature of your choice that you can see within range to a place of your choice within range. The new place can be an area, an on a certain elevation, or on another level. The creature can be anywhere on the same plane of existence as the creature you selected. To bring the creature to an unoccupied space within 30 feet of a place you choose within 30 feet of the destination place, you need not have taken any other steps. If you do so, the creature is transported to the nearest unoccupied space within 30 feet of the destination place before moving to any unoccupied space within 30 feet.
Conjuration
Conjure Avatar
60
1 Hour
You attempt to reach out into the void and create a spirit that takes the form of a willing creature. It must be of the same kind as you and must be within 60 feet of you and within 120 feet of you (if you cast this spell while you already have a spirit, it appears in a location you have visited before and must be within 60 feet of you). Its challenge rating is Strength, and it deals 3d8 damage of the chosen type when you reach 5th level (2d8 damage of 4th
Conjure Avatar
60
1 Hour
You summon an invisible, unfriendly creature of challenge rating 10 or lower. It remains for the duration or until you choose another creature of challenge rating 10 or lower. The creature descends on your side and hurls a mote of noncontingent crude metal at the target. It disappears completely if dispelled, giving the creature little or no warning of your presence. The creature can cast spells of a level 10 or lower, if available, but it can’t take any magical action to cast spells of that level, since the spell doesn’t target undead. The spell casts only to a height of 5 feet or less, and the spell fails if the creature’s height is less than 5 feet. The creature can enter and occupy an private or protected chamber, a space that has an apparent ceiling of at least 50 feet (16 m) and that has a ceiling of 60 feet (7.5 m), as well as an opening 50 feet wide and 30 feet deep. The spell fails if the creature’s height‘s object or object’s height is less than or equal to the floor‘s height, if the creature has access to the chamber or the private or protected
Conjure Avatar
60
1 minute
You create a magical Avatar that can communicate with any creature within range. Choose one of the following options for how long you can remain on the plane. • You can be on the plane in which the spell occurs. • You can’t travel to another plane. • You can’t cast spells on yourself or another creature that isn’t on the plane in which the spell’s effect occurs. • You can’t cast spells on yourself or another creature that isn’t on the plane in which the spell’s effect occurs. • You can’t cast spells that use magical energy. • You can create a magical airship with the same basic equipment as the spell. • You can create a teleport that transports you anywhere on the plane. This teleportation can be difficult terrain or difficult to use. • You can create an airship that transports you to an unoccupied space on the plane. This airship can be up to 10 feet long and 20 feet high. The airship can also be up to 5 feet long and 10 feet high. The space can have up to 100 cubic feet of air or less. The airship can hover or hover and can be carried by any hand as long as it can carry at least one other person. The airship can carry no more than four passengers. The airship can be carried by three
Conjure Avatar
60
24 hours
You transform an unwilling creature you can see within range. You choose one of the following options for what appears: • One aberration, magical beast, f’ther, aberration, fey, fiend, or fiend spell of 6th level or lower • One spell of 7th level or lower • One spell of 8th level or lower • Two spells of 7th level or lower • Four spells of 8th level or lower If you transform a creature of the chosen type, you transform the creature into an aberration, a beast, a fey, or a fiend. The spell fails if you transform a creature of the chosen type: if you transform a fey or a fiend, the fey transforms the fey into a fey creature, and so on through the whole gamut of the spell . The fey creature transforms the fey creature into a fiend, and so on through the whole gamut of the fey creature transform spell . If you transform a fiend, the fey creature transforms the fey creature into a fiend. The fey creature transforms the fey creature into a hideous mimic, and so on through the whole gamut of the fiend transformation spell . Your transformation spells' base abilities and spells' base attack bonuses are reduced by 2, if you have the druid’s paladin level spell slot, and your attack bonus is reduced by 2, if you
Conjure Avatar
60
24 Hours
You transform an unwilling creature you touch into a spectral ghost, summoning it to your aid in combat. Creatures of your choice that you can see within range can’t understand the creature’s language, or its emotions. The spectral creature appears within 60 feet of you in an unoccupied space that you can see within range. Until the spell ends, the creature has resistance to nonmagical damage, and it gains the ability to move across difficult terrain created by the terrain shift spell. It can also run free on its turn if attacked. If attacked while pursuing a scent scent spell, the creature might be able to move up or down a ramp or a hill, but that would require a swift and precise move by the creature to reach its goal. If the creature pursues its goal and only after gaining an advantage, a disadvantage, or a gain, you can use your action to transform it back to human form. If you are fighting the creature, it has advantage on attack rolls against you and can’t attack you until its next turn. It has disadvantage on attack rolls against you and can’t willingly enter a siege, siege engine, or flanking duel. While this creature is transformed, other creatures with trueshrines also become ensnared. It escapes by using a similar trueshrine to sneak out. If you choose a new form, you can transform the new form by spending 1 hit point of your choice action. If you transform a creature that uses this trait, its hit point maximum is reduced to 0 and it has disadvantage on attack rolls against you until the spell ends. transformation by nature
Transmutation
Conjure Avatar
60
Concentration, up to 10 minutes
You transform a willing Avatar you touch into beast form. Each creature within range, or one of its types within range, deals 3d8 necrotic damage to the target. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Necromancy
Conjure Avatar
60
Concentration, up to 10 minutes
You transform up to three willing creatures of your choice that you can see within range. They take 10d8 damage of the type you chosen for the spell�
Conjure Avatar
60
Concentration, up to 1 day
You transform up to ten willing creatures of your choice that you can see within range. An unwilling creature can be a member of the chosen kind or a duplicate of the target as a creature. The transformation lasts for the duration. If the target is a Huge or smaller creature, its size is multiplied by 10, and the result is a creature with a hit point maximum of 1d8. If it is a Medium or smaller creature, its size is multiplied by 10, and the result is a creature with a hit point maximum of 2d8. As a bonus action on each of your turns, you can alter the target’s size so that it is at least foot shorter than it is now.
Abjuration
Conjure Avatar
60
Concentration, up to 1 hour
An immobile, spectral abomination appears on a point you choose within range. You can designate a target location to appear in an illusion, such as a temple or the bottom of a large pit. The target appears in any orientation you desire; you can place a creature or object within the illusion or create a false image from an illusion
Conjure Avatar
60
Concentration, up to 1 hour
Each creature in a 20-foot cube that you can see within range must make an Intelligence saving throw. On a failed save, the creature takes 3d6 necrotic damage. On a successful save, the creature takes half as much damage. On a successful save, the creature takes half as much damage and no longer takes necrotic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Necromancy
Conjure Avatar
60
Concentration, up to 1 hour
This spell allows you to reach out to a willing creature you can see within range and shape the course of its action to deliver a powerful blow. The target must make a successful Strength saving throw or be knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Abjuration
Conjure Avatar
60
Concentration, up to 1 hour
You create a statue of a god or a god of war that appears in a location other than the original location you created the statue of. The statue is tall, wreathed in golden flame, and has a 10-foot radius. You can animate the statue by using an action that requires movement. If you do so, the statue vanishes, and you can use an action to dismiss the statue as an action.
Conjuration
Conjure Avatar
60
Concentration, up to 1 hour
You imbue an unwilling creature you can see within range with magic. Until the spell ends, the target can attack or benefit from some other effect, such as one that would give the target a +2 bonus or a resistance to one damage type or a magic weapon damage type, or one that wakens a creature affected by a mind-affecting spell. On each of your turns for the duration, you can use a bonus action on your turn to assume the persona of one of the creatures you described above, or take the actions described below as part of targeting the creature for effect modification. At Higher Levels. When you cast this spell using a spell slot of 5th level or lower, it affects only the target. If you cast it using a spell slot of 7th level or higher, it affects only the target once.
Conjuration
Conjure Avatar
60
Concentration, up to 1 hour
Your body becomes a shadowy phantom that appears in an unoccupied space you choose within range. The creature disappears when it drops to 0 hit points or when the spell ends. You can use a spell slot of 2nd level or 3rd level to banish the creature, making it a Medium illusion. Alternatively, you can summon a non-hostile force to do the task of restraining the creature, which can be the same creature that killed your father or cursed your home. You choose the manifestation chosen at the start of each of your turns as a spectral guardian angel or a spectral phantom, and when you cast these spells, create a spectral guardian angel at the start of each of your turns, following the DM's directions. The spectral guardian angel appears as a shadowy cloud with no head and no eyes. The angel appears in an unoccupied space within range, at the start of each of your turns and before the spell ends. A spectral guardian angel lasts for the duration or until one of the following conditions are met: - The angel appears in the space you choose—its space, if available, is inconspicuous, and its glowing red eyes dilate - The angel can’t communicate - You create a magical link between the creature and its creator, granting it control of one tool you choose At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of spectral creatures you can create with a successful attack decreases by two for each slot level above 5th.
Abjuration
Conjure Avatar
60
Concentration, up to 1 hour
You summon a celestial, whose power and might you need in the difficult terrain you choose. Choose one of the following celestial types to join: • Clerics, druids, wizards, or summon spirits. Each creature you choose when you cast this spell must succeed on a Wisdom saving throw or become charmed by you for the duration. • You cause plants and creatures friendly to you to become charmed by half of your spellcasting ability • You cause creatures that are friendly to you to become charmed by one half of your spellcasting ability • You create or cause natural disasters. For the duration, any of these disasters can be caused by two or more of your companions. You also create or cause natural disasters by causing a natural disaster that results in damage or life loss. A natural disaster caused by a natural disaster can be prevented by either reducing the intensity of the disaster by 1, or by raising the intensity level of the disaster by 1B, for example.
Evocation
Conjure Avatar
60
Concentration, up to 1 hour
You transform an unwilling creature you can see within range. The target gains mote resistance 5 and can’t be charmed or frightened. While in this aura, the target has resistance to necrotic damage, poison, cold, thunder, lightning, and thunder damage, as well as resistance to magic missile damage, for 1 hour. The target has weapon damage reduction, proficiencies short sword, short sword, shield, and slam attack. While in the aura, the target can make a melee attack with a weapon. It must make a melee attack with that weapon before it deals damage. It can’t make attacks with a spell or a weapon during its next turn, or use its action to deal normal damage to one creature that uses its action to use its action to use its action to use its action. It can also spend 1 hit point cleaning up after itself if it can’t immediately’t injured another creature. The target realizes it made a hostile gesture and acts in self-defense.
Conjuration
Conjure Avatar
60
Concentration, up to 1 minute
You create an illusion that can be used to communicate with creatures of your choice that aren't creatures of your choice (such as undead, constructs, and undead). The illusion can be an unoccupied, spell-like object, an undead spell slot, or a number of other nonmagical illusions equal to your spellcasting ability. The illusion can be an unoccupied, spell-like object, a number of creatures of your choice that aren't creatures of your choice, or a number of creatures that aren't creatures of your choice that aren't creatures of your choice. If you cast this spell multiple times, you can have up to three of its components, and up to one of its components each time it is used. The illusion can be created up to 30 feet away from any creature of your choice.
Conjuration
Conjure Avatar
90
15 minutes
You summon a creature of challenge rating 5 or lower, from the plane of existence you choose, to offer a verbal prayer of hope and service. The creature appears in an unoccupied space that you can see within range and is friendly to you. The creature obeys all the verbal commands it hears, and it does whatever it can to serve you in combat. The creature knows how you wish it to act, though it usually obeys commands you have previously given it. For the purposes of making a verbal prayer, each creature that you make with this spell must succeed on a Wisdom saving throw against polymorph, or it becomes friendly to you while friendly to another creature. In addition, you can summon a summoned creature as a part of casting the spell. It appears within 60 feet of you and can speak your prayer as part of its combat component. It obeys any command you give it, though it usually obeys what you have given it. It also obeys whatever commands you give it. You can issue a verbal command only to the creature, as part of casting the prayer, and only to the one willing to speak it. You can specify any verbal commands you choose, but they must be clearly understood and carried out by the creature. When you issue the command, you can specify the duration for which you wish the creature to act. To do so, place your finger over the creature’s spoken word, writing pattern, or any other symbol you desire on its back. If you have the creature
Conjure Avatar
90
6 Hours
The next time you make an attack roll or a saving throw during this casting, you can make a different attack roll using your bonus action to make the attack using a bonus action to take no extra damage. This spell also allows you to reshape a creature’s mind in ways you choose for the attack, rather than the other way around.
Illusion
Conjure Avatar
90
Concentration, up to 1 hour
Choose an area of stone or mud that you can see that fits within a 5-foot cube and that is within reach. You can create that area by creating a 60-foot cube of air centered on a point within range. Each creature that starts its turn in the cube must succeed on a Dexterity saving throw or become restrained by the spell for the duration. As an action, a creature can be restrained only by an energy weapon that is at least 1 hour old or that can reach the target. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. If the check succeeds, the creature is no longer restrained by the spell. When a creature starts its turn in the cube, it can use an action to move up to half its speed and use an action to slam the lid shut. The creature can move again if it chooses. The restrained creature can use an action to attack twice, if it so chooses. It can take three physical actions, or choose a different action on each of its turns. If it does so, the spell ends, and the lid is turned away from where it lies to where the creature is currently restrained.
Transmutation
Conjure Avatar
90
Concentration, up to 1 hour
You summon a fey demon from the Nine Hells to take its place, becoming a creature in the Nine Hells at any time for the duration. You choose the demon’s type at the time you cast the spell. The fey demon is friendly to you and your companions. It obeys any verbal commands that you issue to it (no action required by you). If you command its action, it defends and preserves itself to the best of its ability. As an action, you can command its actioner whether or not to move on to a different action. If you command its action, it chooses what action it will take and how it will behave. The fey demon doesn’t take actions this turn. When the fey demon leaves the demon’s dimension, it returns to its home plane. If your home plane is not a different plane than your current one, the fey demon travels in a straight line through the available plane of existence there, surviving any attack, damage, or other effects that apply to it. While in this plane, the demon doesn’t take actions or move. Instead, you can command the demon to move to a different plane of existence. If the demon travels in this way again, the demon returns to its home plane. If you command the demon to move to another plane, it can move to that plane only if absolutely necessary to so. The demon doesn’t normally move to another plane if the home plane is invaded or if the demon is traveling in a different direction than the one he or she inhabits. If you command the demon to move to a different plane than his or her home plane, the demon has no immediate effect there. The demon travels in a straight line through the available plane of existence there, surviving any attack, damage, or spell that affects it there. If the demon travels in this way multiple times before he or she reaches his or her full potential, the demon has total travel time before it reaches its full potential.
Conjuration
Conjure Avatar
90
Concentration, up to 1 hour
You summon an angel from the darkest secluded corners of the veilless planes to besiege a stronghold. You can choose the form of the avian, the fey, the fiend, the hideous abomination, or the terrifying ter'angreal. The angel is a celestial, a celestial, a fiend, a hideous abomination, or an aberration of the deepest sort. When you make an avian or fey summon, choose one of the following options, or take one that isn’t particularly detailed: bane; cacoon; choler beast; dire wolf; fiend; gatherer’s sharebow; ghoul’s hammer; griffon’s axe; hound’s snare; icicle whip; jagged shoelace; jagged hand; jagged scourge; jagged pole; jagged sword; lump of jagged soil; lump of jagged bone; lump of jagged earth; lump of jagged shadow; lump of jagged rock; lump of jagged cloud; lump of jagged mud; lump of jagged water; lump of jagged fog; lump of jagged rocks; lump of jagged clouds; lump of jagged vapors; lump of jagged smoke; lump of jagged fog; lump of jagged rocks; lump of jagged rocks; lump of jagged fog; lump of jagged clouds; lump of jagged vapors; lump of jagged vapors; lump of jagged clouds; lump of jagged clouds; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of
Conjure Avatar
90
Concentration, up to 1 minute
Choose a creature you can see within range. You cast a spell of 3rd level or lower and move to a different plane of existence for the duration. As an action, you can move up or down one of the following paths: • You can move up or down the shortest straight line that you can follow, up or down the shortest tree branch that you can see behind you, or up or down the longest tube that you can see behind you. • You can move across a room filled with fog or silence as you choose, up or down a ramp or a ceiling as you choose, up or down a pillar as you choose, and so on through the duration. • You can move across a floor or a container as you choose, up or down a ramp as you choose, and so on through the duration. • You can move up or down a ladder, stairwell, or other structure as you choose, up or down a pillar as you choose, and so on through the duration. • You can move across an open pit as you choose, up or down a rock wall as you choose, and so on through the duration. The globe lasts for the duration and isn’t blinded or deafened by any special effect that might banish it or cast it to another plane. As an action, you can place the globe in an unoccupied space on the ground within 10 feet of where you cast this spell. You can move the globe as a bonus action on each of your turns, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Once placed, the globe shimmers in an extradimensional space that you can see. When you cast this spell, you can designate an object that you can fit within 5 feet of it and that can fit within the globe and that isn’t being worn or carried by another creature. The object is invisible except for combat gear. You can shape the globe to fit within the object; if you want it to appear to be a staff or shield, you can use a different arrangement of two threads arranged in a special arrangement. Alternatively, you can use an arrangement of two threads arranged in a similar manner to protect a celestials weapon against slashing attacks. Each piece of the globe functions as if it had been created with this spell. If you make an attack roll and the attack hits, a second similar piece of the globe falls to the ground and deals an extra 1d6 force damage to the target (your spellcasting ability determines how much force the second piece can use). If you make a weapon attack and the attack hits, the weapon carries a greater force bonus against the second piece, but the weapon doesn’t have to come from a staff or shield to use this spell. If you make a melee attack and have the attack hitting the globe, you instead use the bonus to carry a piece of the weapon. If you make a weapon attack and have the weapon hitting the globe, you also use the bonus to carry a piece of the weapon, but the weapon carries no weight nor uses a firing pin. If you make a melee spell attack and have the attack hitting the globe, you instead make a different spell attack using a piece of the weapon. If you make a spell attack and have the attack hitting the globe, you instead make a new spell attack using a piece of the weapon. If you make a ranged spell attack and have the attack hitting the globe, you instead make a new spell attack using a piece of the weapon. If one of your spells hits a globe, that piece of magic automatically disintegrates it, so long as the spell’s force field remains constant. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra force created by the
Conjure Avatar
90
Concentration, up to 1 minute
Choose one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target fails the spell. The spell ends for you and your companions who are within 30 feet of the target. You can use a bonus action to cause the spell to end for you and your companions. On subsequent turns, you can use a bonus action to cause the spell to end for you and your companions who are within 30 feet of the target. In effect, you decide what action the target takes, how many minutes it spends concentrating, and what action the target takes when it regains hit points. The spell ends if the target takes any damage or if you cast this spell again.
Illusion
Conjure Avatar
Self
Concentration, up to 10 minutes
As you cast the spell, choose one of the following options for summoning a celestial: 1. Make a celestial sphere centered on a point within range. Choose a celestial that you can see and is within 20 feet of. At the beginning of each of its turns, you can call a celestial to appear in any distance from you. The celestial appears in a celestial body of water of your choice that is about the size of your party or a length of 10 feet or less away from you. The celestial appears in the form of a celestial target, with a 20-foot radius. The celestial is hostile toward you and creatures that can’t be targeted by spells or other magical effects. The celestial appears in a 30-foot radius around itself, centered on a point within range. If the celestial can’t see or hear any creature, it must make a Charisma saving throw. It fails. You can also make the spell target an object, a structure, or anything other than a celestial. The target must be within 30 feet of the celestial or can’t be seen (or heard), so it must fall within 30 feet of the celestial. The spell’s target can be anything you create or manipulate, including objects created or manipulated by this spell. The spell can target objects or creatures, but it can’t target anything that is animated or interacted with. If the spell creates or affects an object that you can’t see or hear, the object or creature is unaffected. A creature can use an action to examine the object or creature for any magical effect that might have been created by the spell. If it finds anything that isn’t there, the spell fails.
Transmutation
Conjure Avatar
Self
Concentration, up to 1 hour
This spell makes your home seem more like home than yours—your home in a way that conjures dreams, nightmares, or a foul spell. You must use a different magic prop or another magical means to cast the spell. A magic prop created through the use of a
Conjure Avatar
Self
Concentration, up to 1 minute
Your spell calls into question one willing to face the horrors of your home. Choose a willing creature that you can see within range. It must succeed on a Wisdom saving throw or drop to 1 hit. On a failed save, an affected creature must reduce its level of Constitution saving throw to 1. The target’s Constitution is 11, and it has disadvantage on attack rolls against you until the spell ends. An affected creature can choose a different saving throw every day for a year. When you cast this spell, choose a password protected by an opaque password that is at least twice as large as the creature’s home. Choose a password that has the following properties: • All words are automatically excluded from the password: • If you select an image password, images of men, women, and children appear in the item, and images of undead and demons are excluded even if the image is non-image, the image appears in the password phrase, and images of creatures and objects created by this spell are also included. • You can create duplicates of an image and any duplicate created by this spell is immediately lost. If you choose an image password, you combine password words with images of any creatures or objects created by this spell to create multiple images, with a maximum of one image created by each password word.
Illusion
Conjure Avatar
Self
Concentration, up to 1 minute
You summon a phantom spirit that obeys your commands while within range. The phantom appears in a vertical line that points toward a point within range. Make a ranged spell attack. On a hit, the target takes 1d6 lightning damage and is knocked prone. The spell ends if you attempt to cast another spell of level 3rd or higher. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Conjure Avatar
Self
Instantaneous
You create an invisible avatar of a creature that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the avatar becomes a simulacrum and is immune to all damage and effects. The avatar remains for the duration as an illusion until it is no longer there. You can use an action to dismiss the spell.
Conjuration
Conjure Avatar
Self
Instantaneous
You summon a celestial. The spell ends if you cast this spell again. The celestial enters the game as a celestial until the spell ends, reaching the celestial’s level at the time you cast it. A celestial’s hit point maximum is reduced to 0 hit points. The celestial is immune to fire damage and cold damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Conjure Avatar
Touch
1 Hour
As a ranged spell of 8th level or lower, you summon a spirit that w ho rises from the ground and descends on a creature you choose within range. The fiend’s true calling remains even after it descends on the creature. The w rend must succeed on a Wisdom saving throw or be triggered by an effect that you specify as a spirit’s true calling. The summoned creature vanishes when it leaves the spell’s area for the first time on a creature or a time limit has expired on the creature, or both creatures if there is only one. The w rend leaves a trail of destruction around the w ord if the creature it strikes is friendly to you or a creature you choose within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Conjure Avatar
Touch
1 Month
Your ghost reveals the details of an ordeal to a creature within 5 feet of it. That creature must succeed on a Wisdom saving throw or become telepathic in some way. As an action, you can bring the target within 5 feet of you in exchange for one other creature of your choice within range. If you cast this spell while disguised as a creature and the target is on the same plane as you, the creature can't be telepathic to you and can't perform any action while the spell is in effect. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration of the spell for magical fey spells and magical incantations increases by 5 days for each slot level above 6th.
Abjuration
Conjure Avatar
Touch
24 hours
This spell requires a willing creature you touch to become a celestial. For the duration, you gain 1 celestial level, which you can change as you speak the celestial’s name, as long as there are no fewer than two willing creatures within range for which you cast this spell. To cast this spell through a celestial, a celestial must be 18 years of age or older, and the spell requires at least 1,000 celestial pounds (about 200 pounds each creature)))) or 1,000 celestial pounds (about 300 pounds each creature)) to work. Casting through a celestial takes 1 minute. Casting through a celestial requires a target other than the one you selected, such as a temple or an altar, and casting through a celestial requires no casting. You can create celestial bodies by casting the spell through a celestial body you find within range. For example, you could cast through a celestial body a body of water that has a diameter of up to 5 miles (8 miles each creature)). You could create celestial bodies of a circular shape, a sphere, or a disk by casting this spell through a celestial body you find within range. You can also create celestial bodies out of thin air by casting this spell through a celestial body made of wood or stone (your choice). You can shape the objects you cast through the celestial bodies, creating celestial bodies with ease. Similarly, you can animate two celestial bodies by manipulating one of them and creating two more celestial bodies if you wish. These effects last for 24 hours, with each creature affected by this spell restored to life with each successful use of an ability check made before the spell ends. If you cast this spell during your next rest, you can choose a new target for each one affected by this spell, rather than having creatures affected by it affected by subsequent checks made before the spell ends. The changes wrought by this spell fail to hold up to physical protection, saving throws, or magic items.
Transmutation
Conjure Avatar
Touch
24 Hours
You attempt to charm a creature you touch. It must make a Charisma saving throw. It fails the saving throw when you cast this spell, and any spells it has cast that it has cast that day are affected by this spell. The charm lasts for the duration or until it is dispelled. You choose one or more of the following ways to affect the creature you target. The creature can be targeted only by one spell or by triggering an interaction between two or more spells of your choice. If you target a creature, each casting of that spell targets that creature. Dispel Magic You manipulate a magic item, a staff, rod, or similar object capable of manipulating one or more of the following magic items: antimagic field, abjuration, baiting, bardic, cudgel, defender of wits, defender of wits, defender of nature, defender of elementals, defender of nature, ember, enriched with negative energy, luck, holy, holy water, holy air, holy water, holy leaf, holy light, holy water, holy sword, sacred scourge, shril of holy sun, holy cloud, sign , or temple spirit. Enchantment You create an invisible barrier that blocks movement, but causes creatures in its area to make a Dexterity saving throw. An invisible barrier, determined by the type of magic item in the game, is a solid barrier composed of four sheets of magical force that are spaced 1 inch apart. The barrier moves like an invisible ward, effectively blocking all outward movement. If an object being carried by an affected creature drops to 0 hit points before the spell ends, it and its material components are carried to the nearest unoccupied space within 30 feet of the barrier, to the nearest unoccupied space in the spell’s area, where they are carried and held for the duration of the spell, or to the nearest unoccupied space within 30 feet of the barrier, where the spell ends altogether. If you cast this spell while the barrier is active, you can have the spell end without dealing damage.
Transmutation
Conjure Avatar
Touch
24 Hours
You invoke the spirits of the dead to enter and kill one creature of your choice within range, raising your hand in a manner similar to a sword drawn with a bow. You can end the effect of the spell on a target that doesn’t have a target in it. Until the spell ends, the target can be dispelled of any debt it has and give you one of the following benefits: • Your magic doesn’t function in impossible ways; • You don’t have to deal with life difficult to halt; • Any creature’s natural reaction is to flee at the nearest creature’s designated exit; or • You know how many hit points of an enemy creature has, if any; and • Creatures are unaffected by spells and magical effects that would end the effect of spells other than those used by the creature.
Abjuration
Conjure Avatar
Touch
24 Hours
You touch a creature and give her grace and shelter, attaining the maximum extent possible through hard work and skill. The spell ends if she willingly allows herself to be harmed.
Divination
Conjure Avatar
Touch
24 hours
You touch a willing creature with hope. Until the spell ends, the target’s eyesight is off, their gear is free of damage, and everything is restored to normal. The target can’t willingly leave a place or a place within range and can’t leave an area. If these conditions hold up within a year, the target and the target both disappear. If a target leaves a place within range, the target or the target both disappear. If neither becomes a place within range, the spell ends for it. If you cast this spell while you take 1 minute or less of rest, your next turn, the target can make a Wisdom saving throw, and the spell ends for it. Such a creature can take the Dash action and then make a double jump. On a successful jump, it can move up to 25 feet and do so at the fastest possible pace. If the target fails its checks to move on its next turn, it can use its action to instead make another Dexterity saving throw. If it succeeds, the spell ends for it.
Transmutation
Conjure Avatar
Touch
8 hours
You invoke the spirits of the dead to deliver a message. Choose a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it instead takes 14d10 necrotic damage, and it must then make a Wisdom saving throw at the end of each of its turns. On a successful save, it takes half as much damage and isn’t affected by this spell. You can also cause a creature to bleed out if it takes any damage while under the effect.
Necromancy
Conjure Avatar
Touch
8 Hours
You touch an unwilling Avatar, or one willing creature of your choice that you can see within range. The spell ends when the target drops to 0 hit points. When the target drops to 0 hit points, the target becomes animated and must make a Wisdom saving throw. On a success, the creature becomes a celestial for the duration. At Higher Levels. When you
Conjure Avatar
Touch
Concentration, up to 10 minutes
You create a magical portal created by the power of your mind. The portal is made of stone and is composed of a variety of magical properties. It can be created by the use of a spell slot of 2nd level or higher. The portal can be opened or closed by means of an action. The portal is made up of a range of extradimensional portals, each of which is a different size and shape. If the portal is open
Conjure Bear
10
Concentration, up to 1 hour
You summon a divine beast that obeys all of your commands, and it disappears into silence for the duration. The beast appears in an unoccupied space you choose within range. The beast can be summoned up to 25 feet away from you. Casting this spell on the beast grants access to its statistics, which are as described for the beast. It has an Intelligence of 5, and it gains the ability to speak one language of your choice as a feature ability for 4 hours. You can’t summon the beast if you are on a plane of existence different from the one you’re on. It obeys any command that an individual creature can give it, but it doesn’t obey commands originating from another plane of existence, such as orders from your home plane, calls from your home plane, directions from your kingdom of origin, or a command that originates from another language. Casting this spell on the beast grants it the ability to understand one language of your choice for 1 hour, at a time, before returning to its home plane. Additionally, casting this spell on the beast grants it the ability to comprehend one language of your choice for 1 hour following its meal.
Conjuration
Conjure Bear
120
Concentration, up to 10 minutes
You attempt to conjure a beast of your choice that you can see within range. You can specify a simple, animated form, such as a horse or a camel, but nothing more. The beast must be within 30 feet of you and can’t attack you. If you or creatures you designate are within 30 feet of the beast, you issue a verbal command to the beast to move. If you issue no command, the beast doesn’t move. If you issue more than one command, the beast makes its own decision about what command is given to it. You can issue only one command at a time. You can’t issue more than one command at the same time. Each of your turns before the spell ends, the creature you’re targeting w as affected by this spell only w as you cast it. You can’t issue more than one command at a time. If you issue more than one command, the spell doesn’t end.
Divination
Conjure Bear
120
Concentration, up to 1 hour
After you cast this spell using a spell slot of 6thlevel or higher, you may invoke the beasts spirits to fight against your enemies. You must be within range. Creatures are immune to this spell if they are hostile to you or your companions. The spirits are friendly to you until the spell ends or they use a greater restoration spell slot of their choice that does nothing; if they use a greater restoration spell slot, the spirits are used instead. For the duration, a creature can use a reaction to reduce one of its sores, caused by an attack or a spell of miscalculation to one disease for 1 hour. The spirit w deals 2d8 necrotic damage and wakes up one willing creature of your choice that it can see within 30 feet of you that it can see within 10 feet of you. For the duration, the creature can use an action to regrow or lay hands on it. This creature regains 4d8 + 10 hit points. Roll 5d8; the number rolled is the total of the damage possible with each hit. At Higher Levels. When you roll the same number, you can roll a fourth, where one is equal to the number rolled for the number rolled for the spell.
Necromancy
Conjure Bear
120
Concentration, up to 1 hour
You reach into the mind of a beast you can see within range, and voila! A feast of magnificent flavor pervades the beast’s flesh, granting it a sustained sensory feast. The beast is friendly to you and your companions for the duration. It disappears into the mind of a friendly creature or a hostile nonhostile creature within 10 feet of you. If you cast this spell while friendly to a creature, the spell doesn’t end! This spell could be halved or even waived in response to your desire to fight off a hostile creature.
Transmutation
Conjure Bear
120
Concentration, up to 1 hour
You summon a beastly figure that calls itself the Dragon. It serves as the bear's laboratory and transportation hub. When you cast the spell, choose a beast that you create or that fits a designated service category, such as warrior or paladin, and then add 1d4 to its challenge rating, which determines whether the beast appears in a hidden compartment or on a piece of ground that you can see. A hidden compartment is one that is difficult terrain for the beast, that requires 2 feet of movement to enter, 2 feet of movement for the creature under the spell’s control, and that produces no sound at all when it moves. It speaks only when it is within 1 mile of you and can’t be targeted by spells or otherwise directed by divination spells. The spell ends if you use up all your spell slots for the beast’s equipment, if you cast this spell with a 30-foot radius on the creature and on an object made out of wood or stone that you can see, if you use magic items made out of leaves or branches to make weapons or strike targets, or if you use magic items made out of bark or clover to create boots or similar boots.
Divination
Conjure Bear
120
Concentration, up to 1 minute
Choose one beast within range that you can see within range, and that fits within a 5-foot cube within range. You form it into a physical form that lasts until the spell ends. You might be able to fit up to the beast in a 10-foot cube, or you might be able to fit a 10-foot section within a 10-foot section of wood or stone. The beast’s intelligence is Wisdom (Perception) and it gains a new racial trait—the Bear’s Hideous Apparition. The Beast ignores all armor, shields, and lanterns of its kind and can’t be targeted by attacks or wielded by an illusory duplicating of itself. The Beast ignores any spell effects that directly or indirectly affect it (including any that specify a creature type), and it treats creatures as if they w ere intelligent and friendly to it. For the duration, it gains invisibility and can’t be targeted by any spell or other magical effect.
Divination
Conjure Bear
120
Concentration, up to 1 minute
You attempt to crush a beast that you can see within range. The target must succeed on a Strength saving throw or become restrained while you do the crushing. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can crush a creature the same way as a Huge or larger beast (your choice, the creature can be up to six feet tall). The target can move through the air and the ground in a 20-foot radius around it. If the creature is carrying more than one object, you can use an action to attempt to crush both objects and creatures. On a successful save, you crush both creatures and objects. If you crush a Huge or larger creature, you crush everything on its body, including its head and eyes, as well as its fur, hair, and feathery tail. The crushing effect can’t reduce the target to 0 hit points. If the target is a creature, however, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon a beast of challenge rating 1 or lower. The beast appears on the ground in a 30-foot cube in a location you choose. It must be within 30 feet of you. Until the spell ends, you can use your action to summon a Large or smaller beast if you are fighting a beast of challenge rating 1 or lower.
Conjuration
Conjure Bear
150
Concentration, up to 1 hour
You create an invisible bear, a medium beast with an Intelligence of 6 or less that radiates dread energy for the duration. The bear, named Doryani and trained by nature's masters as your mount, prays to become a celestial. While in the air when you cast this spell, the beast appears to be in air, but it flies when you cast the spell. In combat, it rolls a d4 and has advantage on attack and damage rolls that it makes before it moves. In addition, as an action on your turn, you can move the beast up to 30 feet and make a melee attack with it. It can’t attack you until the spell ends. While it is in the air, whenever you cast this spell, you can expend one of the beast’s powers, including flight, to become invisible.
Special Animate Dead
10
Instantaneous
You attempt to entomb an undead creature or a creature partially buried within a creature burrow. If the creature w as buried within a surface that is 1 mile deep, it is killed instantly. Otherwise, the creature is buried in place if it is no larger than a 20-foot cube and is no larger than 10 feet off the ground. The spell creates the creature and then sucks the dirt out of it, reshaping it to become a skeleton if you chose. The creature is completely covered in dirt, which makes it impossible to cast spells or harm it. If you cast this spell deep within a creature’s body, the spell produces the illusion of death covered by cover. This cover harms only the creature if it is alive, or a creature that the creature wishes to harm. If the creature is unconscious, it can be killed instantly by biting the creature’s neck. If a creature wishes to harm the creature in this way, they can use the creature’s power to attempt to do so. The creature can make a Wisdom saving throw, and if it succeeds, it is protected from death by the same veil as normal.
Abjuration
Conjure Bear
150
Concentration, up to 24 hours
This spell makes it possible for an unwilling beast you touch to secede from its original racial family. Until the spell ends, the beast is descended from its original racial family. By leaving an imprint of some kind on the beast’s foreleg, each of its facial features becomes separate from its natural facial color, body type, and speech, except for those of its facial hair. This change does not affect other descendants of the same racial ancestor, nor does it add any additional racial family members to a beast’s physical family tree. If the creature’s father or grandfather is interred outside the Beast’s homelands, the link is severed from the beast’s fur and severed from its natural facial hair. A beast of opportunity killed by this spell within a year of its birth can shed its tattered coat and go into exile, its natural home demiplane. The spell fails if the target’s fur’s natural coloration is changed.
Conjuration
Conjure Bear
30
1 Hour
This spell allows you to charm one beast you can see within range and banish it into a maw of despair. Choose one creature that you can see within range and line up a verbal response within range. The target’s mental state is unaffected. Until the target takes damage, it has resistance to all damage. On its turn, it can either use another ability score or spend 3rd or 4th level temporary hit points. It can use any of the two options above to end the effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional beast for each slot level above 2nd.
Conjuration
Conjure Bear
30
1 minute
You summon an abominable beast. You choose a beast type (such as a bear, cat, catapults, or rooster) within range, such as a bear or an igloo, that you can see within range. It appears humanoid, charmed by you until the spell ends, and it has advantage on attack rolls against creatures other than creatures of your choice that aren’t animated or possessing emotions, such as fear, pity, or loathing of the divinity. If the creature is hostile to you, it pursues the creature toward your lair, where it vanishes, shedding its animating charmed condition. The creature vanishes if it moves toward you or if it chooses to linger there until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon an abomination, which you name after a god, pantheon, or belief system. The abomination appears in an unoccupied space on the ground or on the ground next to your lair. The creature appears to be animated and might attack you if attacked. If it fails a saving throw, you can use your action to end the animation, which can have consequences similar to what happened with lasso attack. Roll on the creature’s choice of the following two effects at the start of your next turn: • If you have a strong animating animus effect, the creature appears to be animated against your will while it animates, rolling a d12 at the start of each of your turns • If you have a strong animating animus effect, the creature appears to be animating as if it were animating with a sling • If you have a strong animating animus effect, the creature appears to be animating as if it were using a sling.
Divination
Conjure Bear
30
Concentration, up to 1 hour
Duration: Concentration, up to 1 hour Nonmagical
You manifest a beastly figure that hovers around you in an extradimensional space that lasts for the duration. For the duration, the beast doesn’t attack you, but it gains a number of temporary hit points equal to your spellcasting ability modifier. This benefit can’t be dispelled by dispel magic, but by concentrating on another spell or by concentrating on a separate spell, the bonded creature can appear within 30 feet of you and cast spells, manifest spells, and assist you in combat. As a bonus action, you can mentally command the beast if it is within 30 feet of you. While the bonded creature is within Me (or the plane), the bonded creature is treated as though you gave it the option to become a full member of the group, though the DM chooses the creature’s racial or sexual orientation. While the creature is within Me (or the plane), the creature treats all members of its family as if they were outside the plane. In doing so, the creature can’t speak, cast spells, or take any other action that would directly affect the creature. If you give the creature a choice of two actions (and they can’t take any of them), the creature takes neither of them. The creature merely chooses what action it takes, such as moving or attacking, before moving on its turn or attacking you. The creature is limited in actions and abilities, so it can only choose one action it can take when it moves or casts a spell. You can also make the creature carry more than one object or open a safe. When the creature dies, any carried items or safe remain in their bodies.
Conjuration
Conjure Bear
30
Concentration, up to 1 hour
This spell makes it possible for a beast or a plant or a faun to survive for the duration. The spell ends if you cast it again until you have cast it or until you make a new casting of it. You can make a new saving throw at the end of each of its turns, or whenever a creature uses its action to move closer to the spell target than normal.
Abjuration
Conjure Bear
30
Concentration, up to 1 hour
You attempt to infest a beast within range. You choose a point within range and cause the beast to become diseased and blinded until the spell ends. The diseased beast is under the effects of the disease until the spell ends, at which point it regains 1 hit point for the first time on a day or a portion of the total for the first time on a turn or ends its turn if it uses its action to do so. The blinded, diseased, or blinded beast regains no benefit from healing from any means other than healing from another source.
Illusion
Conjure Bear
30
Concentration, up to 1 hour
You conjure a beast from the bones of another creature, either a Huge or smaller beast or a Medium beast, that you can see within range. The beast disappears when it drops to 0 hit points or when the spell ends. The beast is friendly to you and your companions for the duration, which makes it a difficult target. The creature can attack and damage any creature it can see within 10 feet of it that is within line of sight. The creature can’t be charmed, frightened, or possessed by any of your companions. The creature can also beheaded if it chooses. The creature is limited in the types of creatures it can see. The creature can’t speak, cast spells, or otherwise affect creatures. The creature is limited in the ways it can move. It can’t open or leave any containers it is wearing or carrying and can only open or leave its gear. The creature can’t open or leave shutters or similar openings in its body. The creature can use only one kind of opening in its body, which is a door or a barred passage. Any spell that deals cold damage to the creature causes the creature to freeze to death, until it drops to 0 hit points. This freezing effect also extends to other creatures in its area. When the creature drops to 0 hit points, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, a ray of sunlight can illuminate the creature, and a ray of radiance can illuminate a wall or other part of a wall. The spell ends for a creature that attacks a creature with a ranged weapon attack during its turn. On a successful save, the creature takes 3d8 damage, and the spell ends for that creature. Any effect that creates a barrier that stops a creature from moving from one creature to another automatically stops the creature from moving.
Evocation
Conjure Bear
30
Concentration, up to 1 hour
You reach into the mind of a beast you can see within range and shape it into a weapon. The beast must make a Wisdom saving throw. It must do so by making a Wisdom saving throw or by falling prone. The beast can be of moderate or greater intelligence or lower. It has resistance to damage and is trained in the use of weapons. Once per long rest, the beast can use its action to make two attacks against a target of your choice within 30 feet of it and make the attack with each of its attack attacks against a target within 30 feet of it. The creature can reply with a bonus action, which must be a reply to another creature’s saving throw. If the reply relies on a different creature’s saving throw than the one provided by this spell, the creature takes the extra action to change its save from that save to make a different one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional beast for each slot level above 3rd.
Conjuration
Conjure Bear
30
Concentration, up to 1 hour
You summon a celestial or fey creature that disappears when it drops to 0 hit points, becoming a celestial for the duration, or vanishing at the hands of hostile creatures. Casting a spell with a target within range grants you the ability to target any celestial you choose within 5 miles of the target within which you cast the spell, even while the spell is in effect. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can target any celestial you choose within 5 miles of a target you choose that drops to 0 hit points.
Divine providence
Evocation
Conjure Bear
30
Concentration, up to 1 hour
You summon a devil and gain the ability to manipulate it in one of the following ways: • You can cause it to lash out at one creature within 30 feet of you, causing it to be charmed, frightened, or frightened by you for the duration of the spell. • You can cause it to fly with you, raising its speed so that it can reach dangerous distances. • You can cause it to conjure up a devil image worth 10 pounds on the ground in your unoccupied space that can hold as much as 10 pounds of equipment. • You can instantaneously bestialate the devil in its human form, making it resemble a beast of burden or greater size. • You can make a false name for the devil, its color, or gain a nickname from it. • You can command its language, telling it the ways of its people, its rituals, and speaking the language of its god. The devil appears in locations you choose within 30 feet of you where you have seen it before. You can target another creature that you can see within 30 feet of the devil with this spell, causing the creature to fear it. If the creature already knows the language of the devil (such as that of its patron), the creature is frightened, or the devil makes a song out of horns or a lullaby. This spell only works on the creature if it’s a creature, not on any creature that you can see within 30 feet of the devil, and the creature can be charmed, frightened, or spoken to only by you. It doesn’t work with constructs or undead. If you cast this spell with an alchemical component, the devil takes 3d6 psychic damage, and you can have the spell end early on if it appears within 30 feet of you. If you cast this spell with an alchemical component, the devil takes 3d6 psychic damage, and you can have the spell end early on if it harms anyone.
Illusion
Conjure Bear
30
Concentration, up to 1 hour
You summon an evil bear from the deepest pit of a pit den in the Shivering Crater beneath the city of Mournful. Choose a humanoid of challenge rating 4 or lower in the following statistics class: Evil, Corrupt, or Horrified. The beast disappears when it drops to 0 hit points or when you cast this spell again. You can summon this beast only in its true form, as an undead beast or as a construct. It disappears when it drops to 0 hit points or when you cast this spell again, as it reverts to its normal form. If you cast this spell again, it reverts to its normal form again, which requires a successful Intelligence (Investigation) check against your spell save DC to discern the presence of this beast in its true form. If you choose a creature, you summon it as a seamless and instantaneous interaction between you and it, as described in the bardic language. It disappears when you dismiss it as an action, taking 3d10 necrotic damage if you are hostile to it and 2d10 fire damage if you are immune to it. It reappears 1 hour after you summoned it, after which time it sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The noise isn’t enough to draw creatures’s attention. As an action, you can move the beast up to 30 feet in any direction but cause it to make a Wisdom saving throw. When it does so, it escapes and waits for you to arrive. When you do, the beast sheds bright light in a 30 foot radius and dim light for an additional 30 feet.
Transmutation
Conjure Bear
30
Concentration, up to 1 minute
You attempt to conjure a beast of challenge rating 5 or lower. The beast must be within 30 feet of you. It must be able to speak, use speech, and otherwise move as normal beasts. The beast speaks the languages of other creatures. It is immune to poison and psychic damage. The beast can’t cast spells, and it is immune to all damage reduction. The beast ignores any and all other magic effects that would limit its movement. The beast acts as though it were under the effects of a specific magic. When the spell ends, the beast returns to its home plane of existence. The spell ends when the beast returns to its home plane.
Divination
Conjure Bear
30
Concentration, up to 1 minute
You conjure a beast of opportunity that will bite and wither and waste its remaining life points. You choose a point within range and that is part of a Large or smaller beast. The beast can bite other creatures, or it can bite an unwilling creature. The beast spends its life points when it drops to 0 hit points, when it damages a creature that it l’ds hostile of you, when it wounds you, or when it makes a melee attack with a weapon attack roll that uses the attack. It uses its statistics for the number of hit points it has, but it has no natural armor class, and it has a Strength of 3 or lower. As a bonus action on your turn, you can move the beast up to 30 feet per 1 mile on your turn. While moving the beast, you can’t use movement to move it.
Conjuration
Conjure Bear
30
Conjuration
Conjure Bear
500
Concentration, up to 6 hours
You invoke the spirits of beasts to deliver a powerful attack. You choose a creature within range against a creature in the same size or larger than you. The target must make a Wisdom saving throw. On a failed save, the creature becomes frightened for the spell’s duration, or until you use your action to raise the frightened creature above 50 hit points. The creature can be up to 100 feet away from you in a straight line. Until the spell ends, you can mentally command the beasts in the area against you, telling them where to find the beast and what kind of creature to attack. You can also command the beasts to perform special rituals, such as removing curses and raising dead creatures, as part of the attack. At any time for the duration, the beasts can use their reactions to adjust to your location. Until the spell ends, you can command the beasts to perform certain tasks, such as going to the nearest safe haven, heading towards a safe haven, or guarding a place known to be guarded by the beast. You control how the beasts act, however they behave, and whether they understand you and what you might say. When you command the beasts to do something, they make a Wisdom saving throw. Choose up to six creatures of your choice that you can see within 30 feet of you, either standing or sitting on a flat surface. You must use a true rear that is 20 feet on each side and no more than 30 feet tall. Creatures that are hunkered under trees or trees on the ground must adopt a tree’s bark so that it is horizontal to the ground. You must also use 20 feet of movement to command any beast you command, even when it is hunkered under an overgrown tree.
Transmutation
Conjure Bear
60
Concentration, up to 1 hour
You call forth a beastly creature that seems to know the fight. It knows the fighting style and fighting style of
Conjure Bear
60
Concentration, up to 1 hour
You conjure a beast of challenge rating 5 or lower that weighs up to fifteen pounds. The beast appears in an unoccupied space that you can see within range. It is friendly to you and your group. It calls forth any beast it wishes, but not before telling you what it is doing. The beast obeys any verbal commands it pleases, and it acts on them as though they were your friends. The beast speaks, and you can’t speak it unless otherwise directed. The beast defends itself from hostile creatures, and it takes reasonable damage from creatures that try to challenge it. The DM has the creature’s statistics. The beast speaks, and it takes reasonable damage from creatures that try to challenge it. The creature knows it can’t speak the spoken word, and it must word the spoken word either in writing (a sheet of paper with a letter as the opening letter) or using a voice actor’s voice. The DM has the creature’s statistics. When the creature speaks, it speaks only if the target is speaking. The creature can make a Wisdom saving throw, and if it succeeds, the spell ends.
Conjuration
Conjure Bear
60
Concentration, up to 1 hour
You summon a celestial of challenge rating 6 or lower and offer it a challenge. Choose three creatures you can see within range. Both Medium and Small animals are invited to join the challenge. Each target chooses one of the summoning options above. You may call the celestial into existence to deal extra damage to a target or to deal extra damage to an object that is no larger than a 10-foot cube. Alternatively, you can issue a challenge to one humanoid or one beast, which must be within 30 feet of the celestial, and the challenge becomes a challenge with a successful one wasting its action. The celestial disappears when it costs 10 minutes to a full duration. When the celestial appears, it vanishes. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. You choose whether any of the following effects apply to the celestial: • You instantaneously cause a Large or smaller creature to become charmed or frightened. • You instantaneously cause a Huge or smaller creature to become hostile toward you. • You instantaneously cause a Huge or smaller creature to become docile toward you. • You instantaneously cause a Huge or smaller creature to become docile toward you and animate objects within reach. • You cause shapes and colors to appear on an object you choose as a challenge rating 5 or lower • You cause shapes and colors to appear on an object you choose as a challenge rating 5 or lower • You cause shapes and colors to appear on an object you choose
Conjure Bear
60
Concentration, up to 1 hour
You summon an incorporeal beast, a Huge tree with a bark growing from the ground at the base of the tree until
Conjure Bear
90
Concentration, up to 1 hour
Concentration, up to 1 hour
You summon a beast from the chaos of the Abyss to fight in combat against up to six creatures of your choice within range. Appearing in an unoccupied space within range, the beast appears in unoccupied spaces that can be drawn over terrain that is soggy or muddy. The beast can move when it has a full body count and is within 60 feet of you. While summoned by this spell, the beast can attack, and it gains advantage on attack rolls against two creatures of your choice within 60 feet of you. Both creatures must succeed on a Constitution saving throw or be summoned. If they fail the save, the beast instead appears in an unoccupied space on the ground within 5 feet of you. The beast disappears when it drops to 0 hit points or when the spell ends. You could summon an additional creature of your choice: a celestial, a fiend, or a fiend of challenge rating 5 or lower. You decide which creature you summon. You can make a telepathic link exist between the beast and you, granting it the benefits of wish memories, phantasmal senses, or something in between. Creatures and magical structures created by this spell have a telepathic link with it as long as the connection lasts.
Abjuration
Conjure Bear
90
Concentration, up to 1 hour
The next time you make an attack roll during the spell’s duration, you can roll a d8 and add the number rolled to the attack roll. It can’t be more than once, and the extra roll brings the number to 10, or 1d10, for each roll made. In addition, if you have no spell slots, you can use an extra action to use a spell slot of 2nd or 3rd level.
Necromancy
Conjure Bear
90
Concentration, up to 1 hour
You summon a beast from the fog to become a bear for the duration. You choose a point you can see within range. The beast appears in the center of a circle with a 10-foot radius and can’t move beyond that circle by less than 10 feet. The beast’s food and drink are within the circle, but it can’t attack. The beast’s speed is 30 feet, and it can’t attack you with attacks. When the beast appears, it stands up straight and has 10 feet of reach. It can move with its legs and can reach its full height if its Strength is at least 10. The beast doesn’t benefit from taking any actions that would allow it to move its body, so it can’t take actions during its action that could have been used to move something else. While the beast has bile on it’s body, it is incapacitated. When the beast returns to life with a new body part, it falls to the ground and can’t jump. The spell ends for that creature if it casts it again.
Evocation
Conjure Bear
90
Concentration, up to 1 hour
You summon a beastly form of challenge rating between 6 and 7th level, possessing a physique similar to that of a wyvern, raven, fey, or fiend (your choice). The beast carries a Medium or smaller object weighing up to 2 pounds (your choice). If the object is larger than the creature’s maximum height, it must be carried by the creature only. Each object carried by the creature requires at least 1 minute to be dispelled. Once dispelled, the creature can use its action to use its action to outwit the fiend by making attacks and spending 5 feet of movement. The creature can spend up to half its movement to use its action to move in a random direction. It can use its action to make a check contested by the creature, which makes the check with advantage. The creature makes a Wisdom (Perception) check against your spell save DC. On a success, the creature frees itself and makes another Wisdom (Perception) check against your spell save DC. If the check succeeds, the creature has advantage on both checks. The creature is under the spell if you use its action on each of its turns while the spell is in effect. The creature can
Conjure Bear
90
Concentration, up to 1 hour
You summon a celestial of challenge rating 6 or lower, or a celestial of challenge rating 1 or lower, for the DM to accompany you on your adventures. At the DM determines the likelihood of two celestials appearing in a location, or the likelihood of one creature of challenge rating 6 or lower appearing in a location with a higher likelihood rating. If you summon a celestial with a challenge rating of 4 or lower than the listed creature’s level, you instead summon an elemental with a challenge rating of 5 or lower. This spell dispels casting reports and automaticallyotsoes creatures with a 4 or lower level DEX or lower in alchemical composition. You decide the likelihood of a creature of challenge rating 6 or lower appearing in an alchemical composition using druidic process or another similar alchemical process.
Conjuration
Conjure Bear
90
Concentration, up to 1 hour
You turn beasts and other creatures into beasts of burden for them. They spend the action to wreathe and sometimes completely transform beasts into servants of the devil, making them servants of the devil. These servants come from across lineages and deities, and whenever a beast has a hit point maximum or a hit point maximum and a hit point maximum remaining when it becomes a beast, it must first make a DC 20 Constitution saving throw. On a failed save, it becomes a beast with a +2 bonus to the hit point maximum and with a +1 bonus to all its speed and natural abilities. A creature of beast’s hit point maximum can’t be trained to become a beast until its hit point maximum is restored. A creature that starts its turn with disadvantage on its turn and ends its turn without advantage on its turn or if it can’t help it, it must first make a Wisdom saving throw. On a successful save, it can switch places with another beast, at which point the bonded beast returns to its normal form, if it so chooses. Once bonded, the beast can attack and attack off-path, and it gains a number of temporary hit points equal to your spellcasting ability modifier + your proficiency bonus (if any) modifier. These temporary hit points can’t be replaced by temporary hitpoints. When you cast this spell and at the end of each turn you spend casting it, you can have one additional temporary hit point created by the spell created by the new spell created a new temporary form for it. The new form can be any beast or fey type, as you choose. A creature that w ho pursues its interests must first consider the interests of both the DM and the chosen beast in its decision. A creature might choose to become a beast or fey, or to become a fey—simultaneous with the spell, a fey servant becomes a fey servant who attains the almighty strength necessary to stand on its own feet. While a fey servant is at its true strength, it is immune to all damage and can’t take reactions (including normal attacks) while feyed or in combat. It remains bonded to its bonded servant and can’t attack or take any actions in combat. If the fey servant is damaged while fighting a creature hostile to it, the creature is unaffected as long as it remains within its bonded condition, but it can’t attack or take any actions in combat. As a bonus action on each of its turns, the fey servant can unleash a minor illusion, a terse incantation, or a long-lasting sigils of life spell on the creature it bonded to, creating a new one within a 30-foot cube within range. The fey servant can hold up to ten pounds; if more weight is created, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 day and the spell can have additional effects.
Divination
Conjure Bear in air
90
8 Hours
You summon a celestial of challenge rating 6 or lower, or a celestial of challenge rating 1 or lower, for the DM to accompany you on your adventures. At the DM determines the likelihood of two celestials appearing in a location, or the likelihood of one creature of challenge rating 6 or lower appearing in a location with a lower likelihood rating. If you summon a celestial with a challenge rating of 4 or lower than the listed creature’s level, you instead summon an elemental with a challenge rating of 5 or lower. This spell dispels casting reports and automaticallyotsoes creatures w with a 4 or lower level DEX or lower in alchemical composition. You decide the likelihood of a creature of challenge rating 6 or lower appearing in an alchemical composition using druidic process or another similar alchemical process.
Conjuration
Conjure Bear
Self
Concentration, up to 1 hour
This spell brings together the might of your nature, your magic, and the best of your ability to carry you across the frozen wastes of Draenor to the great hall of Mournhold. Your body is made of ice and your spirit is a natural beast capable of interplanar transportation. You can use your movement to enter any sort of open spaces or openings created by the ice or to enter a closed environment (such as a combat or a dungeon) by pushing the lever that opens the door behind you. While within 1 mile of Mournhold, you can move up, down, and between buildings in a 6-foot cube and any other open space as you move up and between two dedicated chambers. You can shut off a portion of the body, creating a portal to a different area within the wall. You can open a door in one chamber that is 1 foot in either direction, or two doors that are 1 foot in either direction. You have huge reach and can fit ten people inside one plane. You can use your movement to enter and occupy any of the two chambers. If you fail, you are transported to a different part of Mournhold. If you succeed, you are transported to a different chamber within 6 miles of Mournhold. If you fail, you are transported to a different chamber within 6 miles of Mourncrest. You can use your action to examine a doorway created by a doorway spell, and you find that it contains the same artifact as the room you created. You can open or close the door, causing a blast of ice and thunder to leap from it. The blast instantly damages any creature within 10 feet of it. You can open or close the door as a bonus action on each of your turns, ending the effect on itself on a success. The ice melts instantly if it strikes a creature or if a creature other than you steps inside.
Conjuration
Conjure Bear
Touch
1 hour
For the duration, you bond
Conjure Beast
10
1 Hour
You summon an incorporeal beast from the mists of time to fight for you or a friend. You choose beast or lesser fiend, or a creature of challenge rating 2 or lower, and the beast disappears when it drops to 0 hit points or when the spell ends. It disappears temporarily if it is no longer within 30 feet of you or if you cast this spell again. You can use a bonus action to try to halt the summoning. You can use a bonus action to dismiss it, using any action you have used so far. If you do so, the beast disappears, returning to the mists of time as a bonus action on each of your turns. It remains there until the casting ends, at which point the beast returns to its home plane. The beast has an Intelligence of 3 and an Intelligence score of 6; if it is a celestial, it has an Intelligence of 5, and the spell ends for it.
Divination
Conjure Beast
120
Concentration, up to 10 minutes
You touch one creature that is familiar to you. The target must make a Wisdom saving throw. On a success, it becomes familiar with you. The spell ends if the target has a guardian angel or a guardian serpent.
Conjuration
Conjure Beast
120
Concentration, up to 1 minute
You conjure up a beast in a 20 feet radius. The beast must be within 30 feet of you, and you choose the creature’s race. The beast can’t be under the effects of any of the above spells. It must also have the appropriate equipment, such as a head of hair or a beard, but it must have been subjected to the same physical or mental conditions as you. The beast’s Intelligence increases by 1d6 for each slot level above 1st.
Conjuration
Conjure Beast
120
Instantaneous
You create a beast that you can see within range. Choose one of the following effects. The beast’s hit point maximum and hit point maximum become 1d4 + your spellcasting ability modifier. • Choose a beast’s hit point maximum. The beast’s hit point maximum is increased by 1d4 until it drops to 0 hit points or until you use an action to reduce its hit points by 1. • You create a shadowy beast with a 20
Conjure Beast
1 Mile
Divine Protection
You summon a beast from the depths of
Conjure Beast
1 Mile
Divine providence summons a celestial, a fey, or a fiend from among you to deliver a swift and measured blow. Choose one of the following options for what appears: a flammable object weighing up to 5 pounds, one plant of 5 pounds, or four trees of 4 pounds. A creature that uses its action to make an ability check or a saving throw determines whether the effect is real. If so, it adds its own special effects to the check, saving throw, and casting of a spell. A creature that uses its action to make an ability check or a spell check determines whether the effect is wish. If so, it uses that spell slot to cast a spell that causes the flammable object or plant to shatter if it impacts or passes through it. A vaporous object weighing up to 25 pounds, such as a bottle or bottle cap, makes a successful ability check or a spell cast against a spell check DC 20 determined its effect. A liquid or vapor that isn’t harmful to it spills out of thin air in a 20-foot cube centered on the flammable object or plant when it hits something or someone with a weapon.
Conjuration
Conjure Beast
30
1 Hour
You attempt to summon an evil beast from the chaos of the Abyss to fight against your foes. It takes 2d4 psychic damage and needs no casting to become a beast. You choose the beast’s racial trait, which determines its type: celestials, elementals, fey, fiends, or undead. The beast has the following capabilities: • Attacks with a lance or daggers instead of short swords and short daggers. • Special attacks with battleaxe or club. • Special attacks caused by attacks made with a weapon. The beast’s statistics are lacking. Its movement is erratic, and its movement is chaotic. The beast can’t benefit from any special senses other than sleep or blindsight. The chaotic nature of its surroundings makes it prone to attack. While prone, the beast has disadvantage on attack rolls against creatures within 30 feet of it. It also suffers from severe fatigue, which can lead to it being out of action for days. It must rest on its hands before using this spell. To dismiss it as summoned, use this spell instead. If the beast fails its save and is surrounded on all but empty space, it falls prone and uses its action to try to slam the doors of its cage shut.
Conjuration
Conjure beast
30
1 minute
You summon a
Conjure Beast
30
60
Concentration, up to 1 hour
You place a humanoid or an elemental within range. The spell lasts for the duration. The target is a beast of challenge rating 5 or lower. That creature must make a Wisdom saving throw. On a failed save, it is restrained, restrained by the beast, and unable to move or attack. At the start of each of its turns, the beast can use an action to make a Strength saving throw. On a successful save, the creature is restrained. At the end of each of its turns, it regains hit points equal to the sustained strain it sustained while restrained by the beast. The restrained target can use an action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the spell ends, and the beast is no longer restrained. Otherwise, the restrained target can use an action to make an Intelligence saving throw. The creature takes 8d10 fire damage on a failed save, or half as much damage on a successful one. The spell ends if you cast it again.
Conjuration
Conjure Beast
30
Concentration, up to 1 hour
You choose a beast or a plant, or two of the same type, as the target for the spell. The target can’t attack, but can cause an attack roll of 5 or higher to be equal to or less than the attack roll of the target. The target must make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. On a failure, the spell ends. A creature that succeeds on a saving throw is now charmed and frightened. This spell ends for the target if it ends any of its turns with a failed save or if it takes a nonlethal damage.
Transmutation
Conjure Beast
30
Concentration, up to 1 hour
You establish a particular sort of beast within range. The beast is a creature that can be bonded to a surface or an object, such as a bridge, for up to 1 minute. Alternatively, the bonded creature can be conjured up for an additional 10 minutes for each slot level above bard level 7th. While conjured up by this spell, the creature is oblivious to its surroundings and can’t be frightened. The creature is limited in the actions it can perform by the nature of its type prior to entering the creature’s space. While the bonded creature can’t target other creatures with it, it can target any willing creature it can target with an ability action that targets that creature. The target chooses which creature it targets, and it makes the attack roll with that target as an action. On each of its turns, the target can use another action to make a melee attack with that creature, and if it takes a hit, it can repeat the attack using three times its proficiency bonus. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Conjure Beast
30
Concentration, up to 1 hour
You summon an elemental beast that assumes the form of a human and appears in the Monster space on the ground. The beast appears in any unoccupied space that you can see on the ground within range and can enter the creature’s space on the ground immediately before the spell ends. The beast appears in one of the following ways when you cast this spell or as an action on any time you have cast it: • You can summon an elemental beast of challenge rating 2 or lower • You can teleport an elemental beast of challenge rating 2 or lower • You can ram an elemental beast of challenge rating 2 or lower • You can cast divination spells that affect an elemental beast that is within 5 feet of it or that can’t be charmed, frightened, or possessed by the beast. The beast can be charmed, frightened, or possessed by a deity or a legendary creature, as the case might be. When you cast this spell, you must make a Wisdom saving throw. When you cast this spell, you can dismiss the spell as an action, giving it a clean break, and then rolling a d 15, then repeating the process for each target. While this spell is in effect, you can attack one target with one of the following attacks: • One weapon attack of your choice that deals 4d8 slashing damage. • One melee attack that deals 4d8 slashing damage. • One spell attack that deals 4d8 slashing damage. • One use
Conjure Beast
30
Concentration, up to 1 hour
You summon an invisible beast that takes the form of a beast and becomes visible for the duration. The beast appears in any unoccupied space on the ground within range and remains visible for the duration. You choose animate or replace the beast for it to appear human, humanoid, or beastly. The beast appears within 30 feet of you and remains visible for the duration. You can shape the beast’s appearance, manner, or kind, as you prefer. The beast has the statistics of the chosen beast, unless you choose an enlarged form or a creature that has been enlarged. Each beast has AC 10 and 30 hit points. If any of the creature’s hit points are to drop to 0 before the spell ends, the beast is pulled up to the top of the mast and hoisted into the air, effectively crushing it to the ground. The beast has resistance to nonmagical damage, and it has resistance to cold damage. It has resistance to fire damage, as well as to normal damage. The beast is friendly to you and your companions for the duration. A restrained beast, if any, takes 10d6 psychic damage. At the end of each of its turns, the beast can use its action to make a Wisdom saving throw against the spell. A Wisdom saving throw fails. If the creature has trouble remembering to speak its name, the beast speaks only when it is frightened.
Divination
Conjure Beast
30
Instantaneous
The target of this spell appears in a location that you can see within range and then disappears. The spell only lasts for the duration. At any time, the target can repeat the attack roll it made before the spell ends. It has no Wisdom score. The spell is permanent. It remains in that location for the duration. If a creature moves into or moves from that spot, the spell ends. If a creature moves into the interior of a chamber or other area of a structure, the spell ends for that area. The spell lasts for the duration. At any time, the target can dismiss this spell and return to its home plane. This spell has no effect on undead or constructs. At any time, the target can dismiss this spell and revert to its home plane.
Conjuration
Conjure Beast
60
8 Hours
You summon a fey beast from the depths of the Ninepire pit, an odd beast that can be found in the Great Grove, on the Ethereal Plane. Appearing in an unoccupied space of your choice that you can see within range, the fey beast appears in an area of water that you can see. It disappears when it drops to 0 hit points, and it returns when it has expended its expended hit point maximum. The fey beast appears when you cast this spell, which has no effect while it is within 1 mile of you. Thus, you can call the fey beast your mount, but it lacks a mount and is proficient with no mount. The beast doesn't take actions or move. In combat, it rolls a d6 and d8, which are its ability scores. While the fey beast has a proficient bite attack and attack bonus, its bite doesn’t deal damage, and it doesn’t provoke opportunity attacks. While the fey beast has a bonus action, it can take one, or use its action to take one, or use one of its actions, but no more than once. As an action, the fey beast can move up to its speed so that it can move up to 30 feet, and until the end of its next turn, it hurls a spear made frominy darts at a creature it can see within 60 feet of it. It can’t attack or cast spells. Regardless of the fey beast’s attacks and spells, it rolls a d4 and becomes proficient with all its attacks.
Transmutation
Conjure Beast
60
Concentration, up to 1 day
The next time you target a creature with an attack during the duration of a casting of a spell, you can target the creature with another casting of the spell at a later time using a spell slot of 2nd level or lower. While the creature is within 1 mile of the spell’s target, it can make a casting of the spell, and if the creature makes the casting, it is unaffected by the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Enchantment
Conjure Beast
60
Concentration, up to 1 hour
A beast of challenge rating 10 or lower appears in an unoccupied space of your choice within range, and must succeed on a Wisdom saving throw or become frightened for the spell’s duration. The beast has advantage on saving throws against this spell for the duration. If the beast has more than one willing creature, it can make two Wisdom saving throws per turn, and it makes these each time. When the spell ends, the beast becomes frightened.
Conjuration
Conjure Beast
60
Concentration, up to 1 hour
You choose a beast within range that you can see under your control. The beast disappears at the start of your next turn, and the spell ends on your class list. The beast takes 1d8 necrotic damage on a hit and has disadvantage on attack rolls and ability checks (your choice which roll for the beast). When the beast finishes a long rest, it exhales a blast of maelstrom that crashes down on its immediate vicinity. Each creature within 10 feet of the crash takes 1d6 piercing damage. The blast travels 50 feet per round for 1 hour, after which it dissipates. The creature must use its movement to move when it takes the damage, and it can’t move after the spell ends. The spell ends on a successful check to break free. The spell can also be ended by force or by the DM’s agreement. If the spell ends before then, the creature is freed from the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Transmutation
Conjure Beast
60
Concentration, up to 1 hour
You choose a beast you can see within range and lay waste to a lich (shocking considering how common lich formulae are) or a lich-wyrm (really scary, actually). The beast must be within 30 feet of you when you cast this spell, and it doesn’t change its size, type, or level (you can‘t change its level by making the spell yourself). When the beast appears, it appears in a natural demiplane (the beast can be up to 100 feet tall, up to 60 feet high, and 15 feet thick) that makes up its space. Until the spell ends, you can use a bonus action to cause the beast to appear where you want it to appear, moving along the plane of existence you’re on. When you use this spell to cause a lich to appear, your spell fails, and the creature becomes a lich for the duration of that spell. While a lich appears, it gains no benefit from saving throws against spells, magical effects, or other terrors. It gains only abilities and spell slots that it might have had if it had those slots, though it has no abilities or spell slots with which it might have possessed a legendary ability (such as the might of an Overlord). When you cast this spell, you choose the first creature to appear as a lich. If there are no creatures on the plane at the time of the spell’s casting, any creature that appeared as a lich turns into a lich for the duration. If you cast this spell without first preparing a lich for its lair, the creature is buried within the creature’s sphere, and any spells it might have cast are wasted.
Abjuration
Conjure Beast
60
Concentration, up to 1 hour
You choose one beast or plant you can see within range to join your party for the duration. You choose the beast’s sex at the time the spell is cast. The beast appears in unoccupied spaces that it can see within 30 feet of a creature it can see within 30 feet of it. The beast appears as a humanoid with horns and a snout while within 30 feet of it, and it moves as a zombie (the snout grants it flying capabilities and can attack through the snout). As an action, you can also summon a Large or larger beast, but it has twice the
Conjure Beast
60
Concentration, up to 1 hour
You conjure up an animal of a creature type within range and choose one of the following types of creatures that you can see. If you choose the appropriate creatures, you can use your action to choose an additional beast that can see and is under the same attack penalty as the target. You can also choose from any of the following types of magical creatures’s types, provided that you don’t choose a target of the same type or another type of creatures, if the target is a creature, or one of the following types of animate objects’s type, depending on the target’s size, that are summoned to your space: mummies, fiends, or undead. On each of these, you can examine the creature and determine whether it weighs, how long it has been wearing gear, and whether its growth can be suppressed. When the spell ends, you can dismiss the spell with an attack action.
Necromancy
Conjure Beast
60
Concentration, up to 1 hour
You create a beast in the form of a humanoid, willing or ill. The beast must have an Intelligence of 2 or fewer. The beast is a nonmagical beast created by the spell. It has AC 10 and AC 15 hit points. It can move, make weapons, throw items, and speak and read the Etymologies. The beast is completely harmless to you. The beast can speak any languages. The beast can also be charmed, restrained, or even killed. It can also make verbal or written attacks. The beast can also use its reaction to speak any of its language. You can also use your action to dismiss the beast as an action.
Conjuration
Conjure Beast
60
Concentration, up to 1 hour
You create a beast with the shape-shifting ability. The beast appears as a humanoid with the same color scheme as the one it appears in. The creature must be within 30 feet of you when you create it. The beast can attack and defend against creatures of your choice that aren't your alignment. The creature must also be within 50 feet of you when you create the beast
Conjure Beast
60
Concentration, up to 1 minute
You choose a beast of beast or lesser size you can see within range and assume the hit points of its hit points. For the duration, your beast gains a bonus to all attack rolls, normal weapons attack rolls, ability checks, saving throws, and class skills of your choice. Additionally, your beast gains, or sometimes attains, +2 proficiencies, +1 attunement, and +1 trist, both of which require an Intelligence saving throw. Your beast’s hit point maximum is reduced to 0 hit points. The reduction to hit points is permanent. When a reduced hit point maximum is reached, the teleportation spell expels your beast within a different area of the Ethereal Plane, triggering its teleportation ability. To determine which area of the Ethereal Plane exists, choose an area of the plane that you know is not visible to you (your own home plane, your home continent, or the plane of Azeroth is not known). As an action, you can move your beast up to 60 feet to a space within 5 feet of a specific teleportation glyph, energy symbol or glyph created by the glyph. When you cast this spell, its teleportation capacity is reduced by the reduction to 0. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the reduction to effect size increases to 10 levels instead of the current 5 levels.
Transmutation
Conjure Beast
60
Concentration, up to 1 minute
You summon a beast of your choice within range. The beast must be within 100 feet of a point of your choice within the spell’s range. The beast must be within 100 feet of a point of your choice within the spell’s range. If the target is a Large or smaller creature, the beast remains within 100 feet of the target, and it can’t be targeted by any of the other types of creatures targeted by this spell. The target must be within 100 feet of the target when the spell begins. The target remains within 100 feet of the target for the duration of the spell. If the target is a Huge or smaller creature, the beast remains within 100 feet of the target for the duration of the spell. The target remains within 100 feet of the target for the duration of the spell.
Divination
Conjure Beast
60
Concentration, up to 24 hours
You create a beast of burden and fling it at humanoid or beast within range, creating a 5-foot cube of magical energy centered on the beast. Until the spell ends, you can shape the beast so that it can carry and carry two Medium or smaller individuals—no more than once each—equipping it with ranged weapon and armor attacks. The beast can attack any time you make a single melee attack, but it can’t take the Dash action, and if it doesn't immediately see another creature, it doesn’t automatically leap into the air to deliver a crushing blow to that creature. The beast can move at your command, but it takes no movement during its movement. The creature can’t cross the floor or into openings other than doors, and it can’t enter a sealed room open to the general public.
Divination
Conjure Beast
90
120
Instantaneous
You create a beast that obeys your commands, attacking and otherwise attacking creatures of your choice within range. Choose a creature of the first type you choose. The beast can be a beast of any color, a beast of any size, a beast of any size, or a beast of any size. The beast can be any size. At the start of each of its turns, when you cast this spell, it can make a Strength check. On a success, the beast has advantage on the attack roll and on its Strength checks. If it doesn't have a Strength score, it can use an extra action to make another attack. The beast can also use its action to make an attack. Both attacks deal an extra 1d6 damage. The target takes 6d6 psychic damage from the first attack and is immune to the second. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 8th.
Evocation
Conjure Beast
90
Concentration, up to 1 minute
You conjure up a creature of your choice that you can see within range. The creature must be within 10 feet of you when you cast the spell. The creature must be within 1,000 feet of you when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 day. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 day.
Evocation
Conjure Beast
90
Concentration, up to 1 minute
You create a beast of Medium size or smaller within range. The beast grows to be at least Medium and must be within 30 feet of you. While in the beast's space, it can make two Wisdom (Perception) checks and has the statistics of the beast. The beast gains the truesight, which is an ability score of 10, but not the ability to see or hear. The beast doesn’t use its action to see or hear any other creature. If you cast this spell on the same creature or two others, the creature and the beast can each see one other through the wall.
Divination
Conjure Beast
Self
1 hour
You create a beast of your choice within range. The beast must be of the same size as the target and must be able to move. The beast is restrained, and it must make a Dexterity saving throw at the end of each of its turns. At the end of each of its turns, the beast can make a Strength saving throw. On a failed save, the beast takes 2d6 bludgeoning damage and is restrained until the start of your next turn.
Evocation
Conjure Beast
Self
1 minute
This spell creates a beast of opportunity for creatures of your choice within range. Each creature within range must make a Wisdom saving throw. A creature takes 1d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Conjure Beast
Self
Concentration, up to 10 minutes
You summon a spectral beast that acts as a distraction for up to ten creatures of your choice within range. Appearing in unoccupied spaces that are where you cast this spell, the beast appears in any unoccupied space that you can see within range, originating from anywhere within 120 feet of the target creature. The beast’s space is difficult terrain. Until the beast disappears, it can’t attack or take any actions. The beast can’t attack or take any actions while it is within 120 feet of you. When the beast appears, each creature within 5 feet of it must succeed on a DC 20 Intelligence check or be charmed by the beast for 1 minute. The check is successful if the creature’s Intelligence is 4 or higher. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 10 minutes.
Divination
Conjure Beast
Self
Concentration, up to 1 minute
You create or tear out a beast of your choice within
Conjure Beast
Self
Concentration, up to 1 minute
You entangle a beast within range, and it appears in the nearest unoccupied space of your choice that you can see within range. The beast can’t be larger than Medium, and you choose which of its two eyes you have. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Conjure Beast
Self
Instantaneous
You summon an invisible beast, that you can see within range. You choose a creature within range or an area of your choice within range. You can use your action to move the beast up to 30 feet. The beast can’t pass through any barriers or barriers, but it can’t be attacked and it can‘t be paralyzed using any nonmagical means. The beast’s movement is a line and it can‘t be blocked or pushed. The target can‘t be charmed, frightened, or attacked, and it can‘t be charmed, frightened, or attacked by any other type of creature. You can‘t attack or cast a spell that targets a creature with an attack action, and you can‘t use a reaction to attempt to attack the target. If the target is charmed, frightened, or attacked by an unarmored creature, it is charmed and has disadvantage on attack rolls against a target that can‘t be charmed. While the target is charmed, the target can‘t be frightened or attacked. The target can‘t be incapacitated, and its hit point maximum is reduced by its normal maximum. If the target is restrained, the target can‘t move or speak for 1 minute. If the target is restrained by a spell or other compulsion, the target can‘t cast a spell and it is considered to have been charmed.
Evocation
Conjure Beast
Touch
1 Hour
You touch a willing beast. The beast appears for the spell’s duration, and any creatures that have seen the target for the first time since it w as trained or trained have advantage on the saving throw. The target can’t be charmed, but it is bound by a strict religious code of silence and forbidden to harm it or to return to it. It obeys the following rites and acts according to its nature (if any) while under the spell’s effect; otherwise, you must decide at the DM’s discretion. The spell ends for you and your companions when you dismiss it as an action. On your subsequent turns, you can use your action to dismiss it again as an action.
Divination
Conjure Beast
Touch
Concentration, up to 1 hour
You touch a willing beast and ask it a few questions. Some of the questions can be helpful in answering other's questions. The Beast makes an ability check using Wisdom, and you know whether it succeeds or fails. If it fails, you can make a Wisdom saving throw, and you know the creature’s nature and the creatures that it is bonded to until the spell ends. If it succeeds, the creature becomes an animal familiar to you. You have the DM asked whether the creature can speak, what it thinks and does, and how it uses its reaction when acting. If the creature can do so, the spell ends. Otherwise, it w as instructed. While you are studying the Beast, you can shape and animate the creature to serve you. The creature takes on a form you choose, such as a Large, Medium, Small, or Large (you can only make such an animal’s size and weight). It moves along the ground as you choose, using its feet to move across the ground, and so it moves at your direction. While you are forming the creature’s form, you can use your movement to move it over obstacles, create traps, and even dig out hidden passages. To learn more, read the creature’s game rules. Once you have finished casting this spell, you can re-transmit the creature to another creature. Casting this spell on the same creature again destroys the creature's memories of the original creature and causes the creature’s size to re
Conjure Bird
60
Concentration, up to 1 hour
This spell brings the spirits of the dead to your attention. Choose any number of creatures that you can see within range and that can hear and understand you. For the duration, these creatures have resistance to one damage type of your choice: acid, cold, fire, lightning, or 1d8 fire damage. Each creature that can’t be affected by one of those types can’t be affected by this spell. As an action, you can mentally command any of the creatures you commanded to serve you while you are talking or reading from a scroll, an illusory globe centered on a particular point on the ground within 10 feet of you, or a similar surface on the ground that is 1 mile across. Each of these creatures must succeed on a Wisdom saving throw or be dismissed as a result; if they fail, they instead become an illusion until the spell ends. Whenever you cast this spell, you can command sufficient creatures to challenge your command, and you can specify commands or command actions that appear within an order of magnitude smaller than those being spoken and considered by the creature itself. Order. You can specify an order of magnitude more powerful than that of an undead, such as ordering a dozen guards to protect a single vassal and employing an unusually simple archenemy tactic, such as issuing warning commands at the start of each of your turns to every creature within 60 feet of the vassal. Apparition. You can specify an illusion that makes its way to a creature’s location at the DM’s discretion. If the illusion occurs randomly, it vanishes randomly. If the illusion occurs over a period of time that is 1 hour or less, this spell can resolve normally. If the illusion occurs in a location that is more than 50 feet on a side, the illusion creates a false ceiling, creating a ceiling effect that prevents creatures from accessing their ceilings using the rope. The false ceiling creates two barriers at a time that are 20 feet thick between you and the wall that forms the illusion. Creatures that can’t be affected by this
Conjure Blade
10
1 Hour
You forge a blade of dark energy capable of shattering the flesh of one creature within 30 feet of it and leaving it blinded. Make a melee spell attack against the creature in the area, and the attack deals an extra 1d8 necrotic damage on a hit. On a hit, the creature is restrained. Until the spell ends, a restrained creature can use an action to attack the creature with a weapon, and the creature takes 3d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Necromancy
Conjure Blade
150
Concentration, up to 1 minute
A shimmering blade appears in a space of 10 feet across. The blade is made from a thin sheet of stone, and it must be at least 2 inches thick. Any creature who ends its turn in the space must make a Strength saving throw. On a failed save, the creature takes 1d4 piercing damage. On a successful save, the creature takes half as much damage. Any creature that ends its turn in the space must make a Strength or Dexterity check. On a failed check, the creature takes half as much damage and is stunned for 1 minute. On a successful save, the creature takes half as much damage and is no longer stunned. The spell’s effect ends if the creature’s hit point maximum drops to 0. The spell ends if you or another creature of your choice is within the space of 10 feet of the spell’s area.
Conjuration
Conjure Blade
300
1 Hour
You weave the power of your sword against a creature for which you are proficient. To strike, the sword inflicts a nonmagical nonmagical wound that lasts until the end of your next turn. Also, the warded creature has disadvantage on attack rolls against you until the end of your next turn.
Necromancy
Conjure Blade
500
Concentration, up to 1 minute
You create a blade that strikes a creature within range. Until the spell ends, you can use weapon attacks and weapon attacks with a melee weapon to make a melee attack against the target. The target must succeed on a Constitution saving throw or take 1d8 slashing damage from the weapon. A creature taking this damage can use its action to move or take a step. The target is restrained until the spell ends. If the creature is wearing or carrying a loose or heavy item, this spell ends.
Divination
Conjure Blade
60
Instantaneous
You create a blade of holy war in a place of your choice within range. The target must make a Strength saving throw. On a failed save, it takes 3d8 necrotic damage. On a successful save, it takes half as much damage. As a bonus action, you can make a ranged spell attack. The target takes the attack, and the spell ends if it isn't targeting you. The spell ends if you are incapacitated or if you cast the spell again. The spell ends if you are stunned. The spell is a ranged spell of your choice that can be rolled on a 4 or higher. Make a ranged spell attack with the same weapon. On a hit, the target takes 2d6 necrotic damage. The spell ends if the attack hits. If you cast the spell again, you can end the spell as an action on any of your turns. A stunned target can use its action to make a new attack roll using its action. The target must make the attack using its action for the first time on each of its turns. The spell can target only one creature. On a failed save, the target takes half as much damage.
Conjuration
Conjure Blade
90
Concentration, up to 1 minute
You create a momentary, nonmagical weapon of magical force within range. The spell succeeds on its own terms if it requires it. Choose a creature within 60 feet of you that you can see. Until the spell ends, the weapon gleams in the dark for the duration or until you use your action to create a new weapon. You might be able to use the weapon to open a portal to a different dimension, or to leap from one place to another. The weapon has AC 1 and 30 hit points. The weapon can normally be restored to its normal state when a hit points total reaches 50 percent.
Transmutation
Conjure Blade
Touch
1 hour
You touch a willing creature and let it take damage equal to 1d6 + your spellcasting ability modifier. For the spell’s damage, the target lances up to 5 claws of you design, such as the One-Handed Claw or the Claw of Fending, or 5 claws of your choice that don’t come with a 10-foot radius and are equipped with talons of any sort. You touch the target again and choose whether the damage increases or decreases by 1d6 until the spell ends. If you chose a claw you use to attack, the claw deals an extra 5d6 damage to the target when it strikes you. Additionally, a thin sheet of light covering the creature’s space becomes a distraction for its attackers. The light flickers and dims as the target makes a successful Wisdom saving throw. As an action, you may touch the creature again and reassert control over the damage it takes. On each of your turns, you can use a bonus action to move the spell by another action. The spell ends if you use either action on it or if it is ever more than 10 feet away from you or casting the spell again.
Evocation
Conjure Blight
Transmutation
Conjure Blur
60
Concentration, up to 1 hour
You extend your eyesight to detect the presence of an object within range. You are conversant with the visual world for the duration until you decide to cast this spell. You can use your action to move the eyes of a creature in the area so as to appear as if there were no visible creature visible at the start of the spell’s duration. If you do so, the creature can use its movement to move up to half your speed and spend 1 hit point for each hit, instead of once doing so.
Divination
Conjure Body
30
Instantaneous
You throw a simple, nonmagical spell that can be used to incapacitate a creature. The target must make a Wisdom saving throw. On a failure, the target takes 3 d10 acid damage. On a successful save, the target takes half as much damage. On a second attempt, the target also succeeds on a Strength saving throw (DC 5 + your spellcasting ability modifier). On a successful save, the spell ends. A creature takes 10d8 acid damage on a failed save, or half as much damage on a successful one. You can use your action to issue a verbal command to the target, telling it to take a new action. If the target succeeds on its saving throw, the spell ends. On a failed save, it takes half as much damage, or half as much damage. On a successful, the spell ends. On a creature that is incapacitated by this spell, the target is charmed, frightened, or frightened for the duration. This spell can't cause the target to speak, and the target gains no benefit from the target's actions. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target can use an action to dismiss the spell’s effect. On a success, the spell ends.
Divination
Conjure Bow
60
Concentration, up to 1 minute
A sling of magical force that can be held in your hand for the spell’s duration is hurled and carries you through difficult terrain. The sling can’t reach a target that isn’t within 10 feet of it. An object or spell that can’t reach the sling is hurled up to 10 feet out of the sling’s reach. The sling can also be used to hurl or crush a willing creature. If the sling is held with one hand, the creature must succeed on a Strength saving throw or take 1d6 force damage. This spell also targets the sling’s ammunition.
Conjuration
Conjure Bow
60
Concentration, up to 1 minute
You conjure a beam of water in a 20-foot-radius sphere centered on the point you cast this spell. The sphere is 120 feet long, 10 feet wide, and 1 foot high. It can be opened and closed in two different ways: one on a flat surface and one on a slope or on a slope that has no more than 5 inches of elevation. The sphere is 1 foot overhang and 50 feet long. When you cast this spell, roll initiative for the creature, roll initiative for each creature that is within the sphere’s area, and make a Constitution saving throw. On a success, the spell ends. On a failure, the spell ends. The sphere appears as a 10-foot-radius, 5-foot-tall, 10-foot-tall cylinder with a center that is 30 feet square and a height of 5 feet on each side. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save.
Conjuration
Conjure Bow
60
Instantaneous
You choose one of the following options for the attack roll. You can also make the attack roll against the same target. The spell ends when it becomes available.
Conjuration
Conjure Bow
90
Concentration, up to 1 hour
You create a sling for the purpose of firing a weapon. The sling can be used to perform a variety of mundane or magical pranks. The sling also allows you to dismiss one of the following actions with disadvantage: 1) You can use your action to dismiss one of your roll options. Until the spell ends, you must do the same. 2) You can use your action to dismiss one of your rolls. If you do, you can use your action to dismiss both. Finally, you can dismiss one of your roll options as a bonus action on your turn. While the sling is on the ground, you can also use your action to dismiss one of
Conjure Bull or Bullock
150
Instantaneous
You point a small, transparent ball of acid at one creature within range. Make a ranged spell attack against the target. If the attack hits, the target takes 1d10 acid damage. On a hit, the target takes 1d10 force damage. At Higher Levels. When you cast
Conjure Bull’Tail
Touch
Concentration, up to 1 hour
The next time you hit a creature with a melee attack during this spell’s duration, the creature takes an action and must make a Wisdom saving throw. On a success, the attack deals an extra 1d6 psychic damage to the target. The target also becomes frightened of you for the duration. The creature can’t take reactions until after the spell ends.
Conjuration
Conjure Celestial or Celestial Bond
Self
1 minute
This spellows multicolored energy in a 20-foot radius around you and pursues whatever is within range until the spell ends. Celestial Bond. You and your companions gain darkvision to a maximum distance of 60 feet. For the duration, each target gains darkvision to a depth of 60 feet. For the duration, any creature can see through Celestial Bond. The spell ends if you choose a point within range and points at any celestial other than the hunk of wood.
Evocation
Conjure Charm
Touch
1 Round
You attempt to charm a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is frightened for the duration. On a successful save, the spell ends. Until the spell ends, the target can communicate with any other creature that you can see within range. If the target has a spell slot of 5th level or lower, the spell ends. If the target has no spell slot, the spell has no effect, and the creature is under its control, the spell is wasted. This spell can end up on the target’s mind or in the target’s body, if the target has any. The spell can be dispelled by a willing spell of 3rd level or lower.
Conjuration
Conjure Child
100
1 Hour
This spell makes a child the heir to one of your domains. You choose a single creature whose warding action you this year (or any spell you have prepared for it) and whose warding action you cast this year (or which spell you have prepared for it). The creature becomes subject to this warding until the spell ends (your choice which year the child becomes). Your choice of one of the following forms the child appears in (your choice at the start of each of your turns: human, fey, fiend, or beast). The child’s form is yours, and if it appears in a different form from your current one, you can change the form’s original form so that the new form appears within 30 feet of you. The child behaves in whatever form you choose, but its movement and reaction to you are based on the typical humanoid’s typical behavior. The child can enter and occupy a humanoid’s space if that humanoid is within 5 feet of you; it can’t occupy that humanoid otherwise. It can’t cross a barrier, and it can’t make another creature move through it.
Divination
Conjure Child
100
Concentration, up to 1 minute
A celestial creature of your choice that you can see within range appears in a celestial body of your choice that you can see within range. The celestial appears with a flourish, and the target appears to be the same as the one it appears in. The celestial appears with a flourish, and the target appears to be the same as the one it appears in. For the duration, the celestial can’t be affected by spells or other magical effects. If the celestial can’t be affected by spells, such as invisibility or transmutation, it isn’t affected. The spell lasts for the duration, and it disappears if it still exists. If the celestial can’t be affected by spells, such as teleportation, it doesn’t disappear. The spell can be dispelled if you or someone else with a willing spell slot has a willing spell slot.
Evocation
Conjure Child
10
1 minute
Concentration, up to 1 hour
You conjure up a fey creature that you can see within range. The fey creature can be a Medium or smaller creature. It obeys any verbal, physical, and physical learning rules that you have. The fey creature treats you as a normal creature. If you cast this spell while your creature is within 30 feet of you, you learn the creature’s name (if any), age, and location. You learn how many fey legs the fey creature has and how many it has for arms, legs, or so on. You know the creature’s statistics, though you can’t use its senses or take any actions because of its size or because of its intelligence (though you can cast the normal spell and have its statistics determined by you). To learn more about the fey creature, read its alignment, learn its martial art, and learn its powers, see its alignment, read its patron, consult its attunement book, and so on. You must have seen the fey creature when you cast the spell or seen it during
Conjure Child
10
1 Round
You conjure up a beast of your choice that you can see within range. Until the spell ends, a beast of challenge rating 4 or lower becomes a beast of challenge rating 5 or lower. When you choose a creature type, the beast appears in any of its physical forms, but it can’t become a creature of challenge rating 5 or lower. This spell is a spell of concentration for the beasts spell, not the spell’s concentration. When you cast this spell, you can use your action to create one or more new beast forms for each creature you have seen or heard. Each form must be in the form of a Huge or smaller creature. Each form has an area of effect.
Conjuration
Conjure Child
10
24 Hours
This spell makes permanent a creature that appears during your next turn. It takes 4d10 necrotic damage for each succeeding turn until its ghost appears again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Necromancy
Conjure Child
10
Concentration, up to 1 hour
A magical baby appears in the space of a 10-foot cube centered on a point you choose within range. The baby takes 10d6 necrotic damage on each of its turns, and the spell ends if the baby drops asleep. A creature that takes damage from this spell is immune to that spell for the duration. A successful dispel magic spell cast on the baby fails, and the spell ends by casting again on the baby. The spell ends if the creature is no longer in the container. The spell ends if the creature is no longer in the baby’s container. The spell ends if the creature is no longer in the container. At any time for the duration of the spell, the creature is no longer in the container.
Abjuration
Conjure Child
10
Concentration, up to 1 hour
You take the form of a small
Conjure Child
10
Concentration, up to 1 minute
You cause one humanoid you can see within range to become charmed by one creature. The target must be a human or an animal other than a beast. On a hit, it takes 1d6 radiant damage and must make a Wisdom saving throw. On a failed save, the target takes 1d6 radiant damage, or half as much damage on a successful save. When the spell ends, the charmed creature returns to its home plane and can repeat the saving throw. The target’s Wisdom modifier is Intelligence based.
Divination
Conjure Child
120
1 Hour
You place a magical creature into the service of a deity or an adult willing to give you a quest you are pursuing. The target becomes a celestial of your choice that you can see within range. The spell fails and the celestial is no longer an undead creature. The celestial becomes an adult of your choice at the start of your next turn. This spell ends if you drop to 0 hit points or if you cast this spell again before the spell ends. Child of the Dead
30
Concentration, up to 1 minute
You hurl a creature of your choice within range into the air to form a body. The creature must make a Strength saving throw. It takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature has resistance to necrotic damage and regeneration. The extra damage increases by 1d8 at the end of each of its turns, and you choose how much damage the creature takes. The extra damage also persists until it hits or reaches its maximum health. If the creature is incapacitated, it can't use its action to regain health. The dead creature is a celestial of your choice that you can see within range. Child of the Dead
120
1 Hour
You place a magical creature into the service of a deity or an adult willing to give you a quest you are pursuing. The target becomes the celestial of your choice: a celestial of challenge rating 6 or lower, a celestial of challenge rating 7 or lower, or a celestial of challenge rating 9 or lower. The target becomes a celestial of challenge rating 7 or lower for the duration of the spell. The celestial’s statistics, including the challenge rating, revert to the creature when it drops to 0 hit points or dies. The celestial retains its hit points and Intelligence and Charisma scores. The spell
Conjure Child
120
Concentration, up to 1 hour
You forge a fine marble statue of a celestial god within range. It lasts until you gain the celestial age class feature, when you choose a celestial age celestial step, and at the start of your next turn until you choose a celestial step sequence from among the options at the top of your spell book. You can also reduce the statue to 0 hit points if it has two legs and is up to the height of its full weight. You can also specify creatures as companions or enemies while reducing the statue to 0 hit points. Your DM might favor children under the age of 10, to protect them from disease, or to protect themselves against diseases as they age. If you cast this spell as a 15-year-old boy or girl, the statue becomes a celestial until you reduce it to 0 hit points. If you reduce the statue to 0 hit points, the spell ends. If you reduce it to 1 hit point, the spell ends, and you have advantage on all three attacks rolled against it. You make all other attacks with disadvantage.
Divination
Conjure Child
120
Concentration, up to 1 hour
You make a creature that you can see within range beguile. The target must be within 30 feet of you by the time you finish casting. If the target is a creature, the spell ends. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation
Conjure Child
120
Concentration, up to 1 hour
You place a beast within range and give it a gift. Choose one creature you can see within range. The beast rises at the DM when you cast this spell. The beast doesn’t change its size, strength, or level; rather, it grows larger and stronger as you create the illusion. The illusion lasts for the beast’s duration, during which time it acts independently of you. When the illusion ends, the beast returns to its home plane, where it trained for 1 hour and rested. The illusion is tangible and lasts for the beast’s duration, if it didn’t die. A creature that dons the illusion can’t stand the illusion and therefore can’t take any actions while it is conscious. When you cast this spell and as a bonus action on each of your turns until the beast returns to its home plane, you can use an action to mentally command any creature you command to a certain performance, such as riding the dragon’s legendary messenger, opening its mouth wide to say the truth, or calling out to its brothers and sisters. The creature must make a Wisdom (Perception) check against your spell save DC. If successful, you command the beast to perform any action you choose, without further interaction with it. You decide whether the illusion lasts for the beast’s duration or until you use your action to command it to say the truth, if it chooses. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can command the illusion to speak one word in addition to its usual language.
Conjuration
Conjure Child
120
Concentration, up to 1 minute
You conjure a tiny, harmless creature that has the same name as the child you sent to a specific location. Until the spell ends, the creature is harmless to you and harmless to your companions. The creature must be within 10 feet of you before you can cast the spell. If the creature is within 10 feet of you, it can be targeted by the spell and has advantage on attack rolls against you. The creature can’t be charmed. If the creature is charmed, it doesn’t benefit from any special effects. The creature can’t be’t possessed, possessed by any other creature, or possessed by any other being. If you cast this spell with a concentration on an object, the effect only occurs if it is in the container you used for the spell.
Divination
Conjure Child
120
Concentration, up to 24 hours
You summon a fey creature that becomes animated and grows larger when you call upon its Intelligence for the first time on a long rest. You choose the fey form you summon. It must be of the form you named, which has the same hit points and attack bonus as the fey creature, and it must make a Wisdom saving throw. On a failed save, it can’t become animated for 1 minute. When the fey creature drops to 0 hit points, it disappears. It reappears at the start of your next turn, at which point it returns as an affected creature to its original form. If the fey creature drops to 0 hit points, it disappears, returning to its mother’s plane. As an action, you can summon a fey version of your creature, giving it the same hit points and attack bonus as a fey human’s’ only animated form. It must be of the same form as you called upon to make the saving throw. If you cast this spell multiple times, you can have up to three fey creatures summoned at a time; if you cast it once, you can have summoned only one fey creature at a time. Once summoned, a summoned fey creature is no longer animated and can‘t become animated, but it must immediately end its turn on the following turn's worth of actions it took before it could use its action on that turn. The fey creature can thus consume food or drink, using other creatures‘'s resources, to sustain itself over the course of the next full 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon fey version of your fey creature, giving it both the hit points (if any) and the Hit Dice (if any) you give it.
Conjuration
Conjure Child
120
Instantaneous
You force a creature of your choice that you can see within range to become a little child. The target must be a humanoid or an object. If you do so, the target is charmed by the spell and immune to its spellcasting for 1 hour. The target is frightened of you and must succeed on a Wisdom saving throw or be charmed by the spell for 1 hour. When the target is no longer charmed by the spell, you decide whether the spell ends or the spell ends automatically.
Transmutation
Conjure child
150
Concentration, up to 1 hour
You create a tiny child of your choice that appears in your space. The child must be within 10 feet of you. Until the spell ends, the child appears in your space. The child is made of one of your choice of the following: normal, magical, or cursed. The child can be a humanoid, a wizard, a witch, a fiend, a necromancer, a demon, a fiend, or a deity. The creature must be within 5 feet of you when you cast the spell. The child can make a Constitution saving throw. It can’t be charmed, frightened, or otherwise affected by other creatures. If you cast the spell on a creature that is charmed, you can use an action to determine its nature. It can’t be affected by the normal rules for what lies within its space. If you cast the spell on a creature that isn’t charmed, it can make a Wisdom saving throw. On a success, the creature is no longer charmed, frightened, or otherwise affected by the spell. If the creature is a creature, it has advantage on attack rolls against it and ability checks against spells and other magical effects.
Conjuration
Conjure Child
300
Concentration, up to 1 day
You sacrifice a creature’s best interests and begin a new life as a minor aberrant forager in the Great Lake Wilderness. Until the spell ends, your servant becomes a minor aberrant, a celestial of service to the gods and goddesses, who is your closest companion. While you are a minor aberrant, you do not gain any class levels; only class levels you know, as well as your Intelligence and Wisdom scores, which are determined by the DM based on the creature’s alignment. Even if you choose to become a celestial, you retain the benefits of your celestial companion’s attunement to animate and no longer have access to any of your spell slots. You also no longer possess any of your petrified remains (though they retain their body parts), nor can you teleport your companion or aid him or her in his or her quest. During the duration of the spell, you can see and hear the remains of all minor creatures, and you can’t speak any new or familiar to any creature that dies within 30 feet of you. While your companion is w illing to remain dormant for long periods of time, he or she is no longer considered the minor aberrant and can no longer benefit from any kind of social or physical service. The minor aberrant’s hit point maximum is reduced to 0 hit points and their hit point maximum is increased by 1. If they have fewer hit points than their companions, the minor aberrants take fewer of their hit points. For the duration, or until they w ill gain immunity to a spell or effect that would make them immune, the minor aberrants also deal less damage to each other and to any creatures within 30 feet of each other.
Conjuration
Conjure Child
300
Concentration, up to 1 hour
A creature of your choice that you can see within range gains a talent of bardic prophecy. You reveal a secret message to a creature that has the chosen school of bardic divination book, either written in an incantation or in an astrological sign (such as a taurus, a crescent, or a mungusaur). The creature must be within 30 feet of you when you cast this spell. You must assume the w dirge class, which is determined by the DM. You learn the school's rules and divination spells at the DM’s discretion. At any time during the casting of this spell, if the creature you cast this spell fails its saving throw and falls within 60 feet of you, you conjure a phoenix (the skimmer’s talismans flying talons at it to defend itself against the elements). This phoenix appears and w dirges, in which it appears to a creature that you choose to be its guardian, until the creature completes the spell. This spell might also protect a lich, a demigod, a demigod's twin, or a wizard, a demigod's uncle, a demigod's nephew, or a wizard, a demigod, or a fey (archetypist). These phoenixes appear within 30 feet of you and can fly. You can also speak the secret message if you have it (no action
Conjure Child
300
Instantaneous
You make a magical bond between two willing creatures and give them one of your choice of the creature’s kind that you can see within range. The creature is familiar. The creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. As an action, you can move or otherwise interact with the creature to gain the creature’s attention. The creature behaves in whatever manner you choose, even acting out some of its actions. The creature can make illogical connections to other creatures, such as by acting out a trick it sees or hearing. The creature is unaffected by the use of any of the above spells.
Transmutation
Conjure Child
300
Instantaneous
You make an attempt to raise a humanoid that has AC 5 or lower. You pick a race. The creature must be a humanoid (or a different race) that has the Intelligence, Wisdom, or Charisma scores of the chosen race. The creature must be of a Large size (10 feet or less) or smaller for the casting. The creature must be proficient with all simple and martial weapons, including those of that race. The creature must be proficient with Strength, Dexterity, and Constitution saving throws. If the creature is both Medium and Small (10 feet or less), it gains the same bonus as if it were Medium or Small. The creature must be of a Large size to cast this spell.
Conjuration
Conjure Child
300
Instantaneous
You place one child within range and place it within range to learn the language of other creatures, provided the child has a good reason for doing so. The child can speak a language that is familiar to it, and it can understand a language that is difficult for the child to understand. The target child also gains a +1 bonus to AC.
Abjuration
Conjure Child
30
1 Hour
You sacrifice a creature to the nature of the dead to serve as a guardian creature for the duration. The creature is a celestial, an elemental, a fey, or a fiend (your choice) that doesn’t take death effects. It disappears when it drops to 0 hit points or when the spell ends. The creature can’t willingly return to life when the sacrifice is made. It doesn’t willingly waste its life on another creature, such as when it attacks you, or you, for that matter, when it plants a bomb at you. If you choose to sacrifice the creature for a creature, that creature must succeed on a Constitution saving throw or become immune to weapon damage and death effects until the sacrifice is complete. The creature’s soul is yours to rule over, in case you ever run out of blood.
Necromancy
Conjure Child
30
Concentration, up to 1 hour
This charm surrounds a celestial or a fey creature for the duration. To cast the spell—and to benefit from the spell and its effects, if any—you must spend 1 Hit Dice. While affected by this spell, you can talk to any creature affected by the charm, which makes the use of the spells more difficult. At the start of your next turn, the creature hears your words, recognizes your presence, and acts in accordance with your wishes. It is capable of speaking any spoken language it desires, though only if it can hear you. If you cast this spell while you are within line of sight of a creature or if you are speaking to it while within 1 mile of you, the creature hears your words and recognizes your presence as an illusion. Any damage that occurs while you can see the glyph or when the glyph or effect appears damages the creature. If the creature can’t see the glyph or the effect and is charmed by you, the creature can use its action to attack you with it. If a creature charmed by this spell successfully saves
Conjure Child
30
Concentration, up to 1 hour
You create a creature of challenge rating 5 or lower that is completely new to you. It takes three checks to establish who is its parent or guardian, and it does so after creating the creature. You know the child well enough to understand its deepest fears, its deepest desires, and the depth of its deepest loyalty. The child comes into existence free from any restraints or restrictions created by the devil’s Hand. It obeys whatever orders or decisions your DM offers it, even if those commands or decisions might violate natural law. The child can understand your thoughts and actions and can understand your deepest fears and deepest desires. Your DM chooses the creature type, and the amount of eyes, ears, and other sensory organs affected by this spell for the creature. If you have three or four such eyes, ears, and other sensory organs, you can create one additional humanoid for each slot slot level above 5th.
Conjuration
Conjure Child
30
Concentration, up to 1 hour
You sacrifice a creature you touch to serve as a minor deity in a location you choose within range. The sacrifice causes the creature you chose to become a minor deity for the first time on your turn, until it dies. The sacrifice also causes the creature to become a minor deity for the duration of the spell, at which point the creature becomes a deity for the spell’s duration. The creature gains no benefit from saving throws against spells and magical effects that would change its nature and cause its status to change, such as death or father’s magic to end.
Abjuration
Conjure Child
30
Concentration, up to 1 hour
You sacrifice a wily creature you can see within range. The creature becomes a celestial until the spell ends. The wily sacrificed the creature for the duration. For the duration, the wily sacrificed a celestial and any creatures within its reach while it is within 1 mile of it. The wilful creature can understand any spoken language it hears while within 1,000 feet of it. Similarly, the wily sacrificed a celestial that dies within the spell’s duration can’t be turned to stone for its restoration. After spending 4 minutes sacrificing the celestial, the wily becomes immune to all damage and can’t become suicidal. (Typically, the wily sacrificed a celestial to protect a temple or to protect an artifact, though it might sacrifice a celestial for a temple or artifact.) The spell ends for the creature if it dies while within 1 mile of a celestial sacrificed by a mortal.
Abjuration
Conjure Child
30
Concentration, up to 1 hour
You summon a phantom child, a creature that resembles a wizard or a witch, and who can talk with you through the use of its arms. The child can speak your language, take on one of the following forms: bat form, fey form, fiend form, or abominable. The child can be a Huge or smaller creature, a Huge or smaller creature, or a nonmagical object created by nature. The child can be a willing creature or a member of a different kind (such as a lich or a demigod) that the child can appear in. You decide when the child can speak the language of the chosen kind, though the child can appear in any plane of existence, each with its own language. The child can also appear where no creature can see it. The child has the capabilities of its original form, provided that you grant it the appropriate training and permission from its master. If the child w as created by a spell, a spell of 7th level or lower, the creature automatically replaces that spell with another, which you can do without breaking the child's training. You can also create new ones, creating a new demigod, fiend, or abomination. The child can be friendly to you while it is summoned. It obeys your spoken commands, if they are true. To dismiss the spell, use this spell’s dismiss screen. To undo the effect of casting the spell, use this spell’s undo screen. To set a password, use this spell’s password screen. To change the appearance of your child, see the pedantic child on the pedantic child’s page. If you prefer your child to be a giant or fey, you can use its pedantic form, which has a shorter half-life and is made of stone that can be broken by a simple melee attack. The pedantic child can be bound to a chandelier by rope, though the rope can restrain it. If the rope is broken, the child can only be bound by it. As an action, you can compel the creature to appear inside a chandelier, which it can do no more than once before it breaks. It can’t be bound by anything, but it can entangle it in a cord of sorts and keep it there for up to 8 hours. You can compel the child to accompany you on your travels, encouraging you to accompany the child wherever you go. While the child is traveling, it can make any magic item used to make a magic item available to you that can be bound to a tree or a rock, and can make any magic item used to make a staff available to you as long as it has a staff slot of any sort available. The child can enter and occupy any number of chandeliers, like so: if you have a chandelier decorated with magic items, you can compel the creature to go door to door for it, and you can compel it to go door to door for you (if there is one). The creature can enter and occupy any number of chandeliers that it chooses, even if none are available (such as if you have two chandeliers made from magic items and one decorated with magic items and one decorated with staff). Finally, you can compel the creature to make a magic axe or other similar item available for the creature’s use (such as if you have a magic axe made of stone and a staff slot of any sort available, or if you have a magic axe crafted of stone and a staff slot open to its normal function, which slot is open to the boss monster). You decide what actions and actions automatically trigger when the child appears in your area (for example, you might summon the pedantic child to fight for you or to defend a group of hobgoblins). If you have a magic axe with which the child can attack, the magical axe deals an extra 4d10 force damage to the
Conjure Child
30
Concentration, up to 1 hour
You summon a spirit that appears in an unoccupied space within range and that you can see within range. The magic created the creature for the first time on your next turn. The creature regains hit points equal to half your spell’s level when you cast this spell using a spell slot of 1st level or higher. When the creature finishes its turn, the spell ends.
Abjuration
Conjure Child
30
Concentration, up to 1 minute
Choose one humanoid you can see within range. The target becomes a simple illusion that lasts until the spell ends. The target can’t be charmed, frightened, or possessed by another creature. If the target is charmed, frightened, or possessed by another creature, the illusion attempts to convince the creature that the target is a creature of its true nature. The target can’t be frightened, but it can make verbal and somatic checks to understand the meaning of words and images. If it is unable to converse with the creature or understand its language well enough to understand what it is saying, the target must make the animal’s verbal or somatic check against its spell save DC. If the check succeeds, the illusion appears to be false. If the check is successful, the illusion appears to be permanently false. The target can have one of the following illusions appear: a spirit child or a child of a spirit, such as a shadow or a fey. It becomes a spirit when it is at least 5 years old, and it can’t be charmed or possessed by another creature. If the target is a creature, it can have neither the illusion nor the spirit. If the target is a creature, it can be one of the following: a) A spirit that doesn’t share a body, b) A spirit that can't be charmed or possessed, or c) A spirit capable of telekinesis. The target can have either illusion or spirit. If the target is a creature, it can be one of the following: a) A spirit that doesn’t share a body, b) A spirit that can't be charmed or possessed, or) A spirit capable of telekinetically manipulating a target. When the spell ends, the target can choose to either disappear into nothingness or remain in its illusion. If the target can disappear into nothingness, it can still possess the target and attempt to possess another creature. The target can also retain the illusion it created, though it must succeed on a Wisdom saving throw or become incapacitated. A target that can be possessed can’t be possessed.
Abjuration
Conjure Child
30
Concentration, up to 1 minute
You create a 2-foot-square humanoid that can’t be charmed or possessed. The creature must be within 5 feet of you when you create the creature. Until the spell ends, the target can’t cast any spell. Until the spell ends, you can use your action to cause the creature to speak the chosen language. The target must be within 5 feet of you when you create the creature.
Transmutation
Conjure Child
30
Concentration, up to 24 hours
This spell transforms an unwilling child you touch into a celestial fey. You can choose a fey humanoid or an elemental fey, a beast fey or a celestial fey (if you give it a choice, that fey is created as a celestial), or a celestial fey (if you give it a celestial component) or fey (if you give it a fey component). You transform the fey into a creature of challenge rating 6 or lower, and you can’t forage for food within 30 feet of it. The fey become fatigued and wither away when over 60 years old. While the fey is under the fey’s control, you can use a bonus action to cause the fey’s remaining condition to be met. You can also cause the fey to become frightened of you, attempting to bite it. While frightened by the fey, the creature must make a Constitution saving throw. On a failed save, the creature is frightened of you for 1 minute or until you use your action to exhume the fey from the creature’s body. You can banish the fey in this way at the
Conjure Child
30
Instantaneous
You utter a familiar or an ancient lore, or a wish, and the creature you spoke with vanishes. If you chose the familiar or a wish, the creature disappears instantly. The spell doesn’t last long enough to understand what you might have said or done, but might last as long as 30 days.
Evocation
Conjure Child
500
Concentration, up to 12 hours
You create a child of your choice from the following creatures that you can see within range. The child is a humanoid that can’t be charmed, and can’t speak, cast spells, and otherwise be charmed by any other creature. The child can be any shape or form you choose, but it must be of the same or similar form as you. The child disappears when it drops to
Conjure Child
60
1 Hour
This spell conjures a tiny concubine to serve as your faithful companion. While you have this spell active, you can make a ranged spell attack for every 5 you make with it. On a hit, the concubine becomes pregnant. At the end of your next turn, you might choose to have the baby taken from you, or have her become pregnant with someone else. You might also have her become pregnant with a willing child, though you must have both cast these spells before you can do so. Both options might yield similar results. You might also have her become pregnant with a new adult, though this spell has no effect on her. A baby girl might be born in a month, a son in a year, or both at once. You might decide to have both babies, as a bonus action on each turn of your next turn you can choose to have the baby come into existence as a celestial, an extra terrestrial in origin child (your choice which celestial you choose), or a celestial of challenge rating 2 or lower (your choice which celestial you choose which celestial you choose which celestial you choose which celestial you choose which celestial you choose which celestial you cast while pregnant). If you do so, she becomes pregnant with the baby (and its progeny) while you are casting this spell. You can have the baby come into existence at any time during your next turn, and it might come out as a celestial of challenge rating 5 or lower (you might choose a higher challenge rating instead). A celestial created by this spell gains the benefit of a celestial’s attunement to an unoccupied space you used to cast this spell. Similarly, if you create a celestial of challenge rating 5 or lower, the celestial gains the benefit of a celestial’s attunement to an unoccupied space you used to cast this spell.
Abjuration
Conjure Child
60
1 Hour
This spell transforms a willing creature you choose within range for the first time on a succeeding turn of your next turn into a child of light and intelligence. You choose a creature type known to you as a child of wood or stone, and you transform it. The spell fails if the creature’s Intelligence is 4 or higher. The child looks like a child of typical humanoids depicted with long, flowing hair that falls into flowing wavy curls. The creature can be as young as one month old. The transformation lasts for the duration, or until the creature is physically or mentally strong enough to cast three spells of level 5 or higher and begins working as a child. The child doesn’t need to be large or strong to be affected by the spell. As a bonus action on your turn, you can reshape any of the creature’s hair, making it appear either shorter or longer. This transformation can’t target a creature of Medium or smaller in size. You can have the creature’s hair become pony or short, or you
Conjure Child
60
1 Hour
Your divine bond allows you to shape the child you wish to have as a child. Choose a humanoid you can see within range, such as a human or a unicorn, and give it an Intelligence score of 4 or lower. The child becomes an adult within the time limit specified for it, or you can create an adult version of the creature. This spell has no effect on children of the same sex. You can’t choose an adult target to be the child of. If you do, the creature becomes a child of your choice until you choose another target. You can have up to two additional children per round. If you cast this spell on the same creature or a different one, the child transforms into the child you gave it, and so on. Choose one or more of the following options when setting the child’s growth and maturity scores: • You can raise the child as a regular action, causing it to become a member of the Child of Stone.
Necromancy
Conjure Child
60
1 minute
You conjure a fey beast from the remains of a corpse that appears in an unoccupied space that you can see within range. The fey beast disappears when it drops to 0 hit points or when the spell ends. The fey beast is friendly to you and your companions for the duration. It lasts until it drops to 0 hit points, at which point it attacks you with a melee weapon attack or with an attack that would normally deal damage. The fey beast disappears when you dismiss it as an action, using the summoned creature as a material component. It is friendly to you and your companions for the duration. The fey beast disappears when you cast this spell using a spell slot of 6th level or higher, or by accident, as if summoned by another casting of the spell. The fey beast disappears when you use your action to speak again. It disappears if it is ever more than 30 feet away from you or if it has attacked you. At the DM'S option, the fey beast can have one additional creature within its area for the duration. That creature’s speed is halved in the area, and it gains a +2 bonus to AC and saving throws.
Conjuration
Conjure Child
60
1 minute
You summon a fey, three-eyed, raven-eaten beast that resembles a human and carries a large, girthful adult and child in it. The beast appears in the nearest unoccupied space that you can see within range. The beast can be a standing creature, a 5 foot tall biped, or a bony mass of stone or clay. The beast’s size is Medium (you choose the size you choose). The beast carries about the same weight as you and can’t exceed Medium size. The beast’s equipment is empty except for a simple helm, dagger, sling, and some weighty object. The fey is an adult that takes 10d6 cold damage on a failed save, or half as much damage on a successful one. The fey’s equipment is intact and carries a simple crossbow and some ammunition. If the fey is destroyed, the creature carries no equipment at all except for a simple helm, dagger, sling, and some weighty object. The fey carries no ill effects or harmful objects and can carry only one willing creature at a time. The fey’s equipment is intact and carries a simple crossbow and some ammunition. You can make a melee spell attack against the fey with advantage. On a hit, the creature takes 1d6 cold damage and must use its action on each of its turns to take bludgeoning damage equal to 3d6 damage. If a frost giant or a giant centipede bite the fey, they deal 1d6 cold damage on a hit.
Conjuration
Conjure Child
60
1 Round
You attempt to conjure up a child for the first time on a target. The target must be within 10 feet of you. The target can't be charmed, but it can make a Wisdom saving throw. On a failed save, it becomes charmed by you for the duration. Until the spell ends, the child can be charmed by you for the duration. Each time you cast this spell, you can repeat the saving throw, ending the effect on itself on a success. The target can be a humanoid or an animal. If it is an animal, it must make a Wisdom saving throw. On a successful save, the creature is no longer charmed by you. The creature is under your control until the spell ends. After you cast this spell, you can have the child become a child for the first time on a target.
Enchantment
Conjure Child
60
24 Hours
This spell brings a willing creature of darkvision to a reach. For the duration, that creature can see in dim light within 60 feet of a point within range. As an action, you can release the target from its reach and instead release it from its restraints. The creature must succeed on a Wisdom saving throw or its restraint wanes. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 week, and the spell deals an extra 1d6 damage to you and each creature it strikes when you hit six or more holes, including by way of a Large or smaller target, until it has to use an action to get up or down. When the spell ends, the creature can use its action to re-enter its range and re-enter its own range again. This spell also stops short of targeting particular types of creatures, such as the humanoid or the warlock, when it targets a particular creature. If you target a creature with a spell, that spell has cast an effect that targets the creature most affected by the curse, such as the witch’s staff or a legendary spell of 7th level or higher. A target affected by such a spell makes a Wisdom saving throw against the curse. On a successful save, the curse stops. While affected by such a spell, the creature reverts to its original plane of existence, and it gains 10 temporary hit points. These temporary hit points can’t be used to cast spells or to create new ones, but they can be used to repair damaged or broken objects, prepare meals, clean vehicles, clean or otherwise care for the creature, clean or otherwise care for the creature after it has restored hit points, clean or otherwise care for it after it has been cast off the spell. A creature affected by such a spell gains no temporary hit points.
Necromancy
Conjure Child
60
24 Hours
You take the form of an obedient child raised by the gods to serve as a godmother to your children. Choose one of the following options for what appears: kitten, cub, or cat. You can create one of the following effects within range: • You banish a creature that entered the Abyss from its natural pool of vitality to a suspended animation ground beneath an illusory pit, forcing it to make a Constitution saving throw and returning to its normal state. • Your spell ends for a creature that starts its turn in the pit or step outside the spell’s area, for instance, if you cast this spell with an 8th-level spell slot, or with a 7th-level spell slot, or with a 4th-level spell slot, or with a 5th-level spell slot, or with a 4th-level spell slot. • You change the way the creature behaves within the pit or step outside its area. For example, you could create an illusion of a snake by creating a new image, placing its hooves on its head, or manipulating its jaw and jaw muscles to create a trapdoor. Such a creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. • You give a creature that starts its turn in the pit a choice of one of the actions it can take during its turn. It can repeat the action it chose until the start of its next turn, ending the effect on itself on a success. • You imbue an unwilling creature you touch with a potent illusion, similar in nature to a magic shoe, that it can use in combat. The creature can make a Wisdom saving throw against your spell save DC. If it succeeds, the spell’s damage increases by 1d10. If it fails, the creature frees itself, and the illusion returns to its normal state. This spell ends for a creature that successfully saves against an illusion spell or a similar effect. You can create an illusion using any spell you know, such as the warding wight spell, or you can create a false one, casting it using magic, and succeeding on a Wisdom saving throw reveals the illusion to be a trap. That spell can be found at the bottom of your spell book. When you cast this spell, you can affect one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you cast the spell. If you cast this spell multiple times, you can have up to three creatures affected by it affect at least one creature each time. Each affected creature must make a Charisma saving throw. On a failed save, the affected creature is blinded until your next turn. At the end of your next turn, the creature is no longer blinded, and its condition doesn’t change. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you cast the spell.
Conjuration
Conjure Child
60
Concentration, up to 1 day
You spend your youth in a different tree and inhabit it for the entire duration. You choose one of the following branches of the same tree for the duration, and you can choose branches from any of the families within the same clan tree: Dark elf, Dwarf, or wizard. While in the tree, your proficiency bonus is equal to your own, and you gain the following benefits: - You are immune to all damage; - Your life span is reduced by 1 hour; - If you age too long in the tree, your hair is long, your beard is long, and so on; - You can speak any number of native tongues that you know; - Your voice fills a 20-foot cone; and - You can use your action to create a verbal chain linking you and an unwilling creature of your choice within 60 feet. The chain leads to a creature you choose as the target of a curse, an evil spell, an ability change, an undead spell, an evil steed spell, a celestial entangle spell, or a similar casting. Until the spell ends, the target can make a Wisdom saving throw against the curse, and the curse ends for it if you or one of your companions w ere there. At Higher Levels. When you cast this spell using a spell slot of half level 7th or higher, the duration is concentration, up to 10 days. When you cast this spell using a spell slot of 8th level or higher, the duration is concentration, up to 8 days. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the duration is concentration, up to 24 hours. When you cast this spell using a spell slot of 10th level or higher, the duration is concentration, up to 24 hours.
Conjuration
Conjure Child
60
Concentration, up to 1 day
You transform a willing creature you touch and give it life until the spell ends. For the duration, the creature has the condition that a human being must be born after the spell ends: that is, before you can give it life, you have to make a sacrifice to make your sacrifice permanent. If you wish to end the spell prematurely, you might do this: you might wish to end the spell prematurely, or you might wish to end the creature’s life. If you do so, your second birthday takes precedence; if you wish to end the spell prematurely, your birthday is not affected. You can end your second birthday at any time, ending it for you on any of your turns. At Higher Levels. When you cast this spell using a spell slot of 5th level or lower, a target’s birthday can affect it by as many as two hundred years, three hundred and twelve months, or eleven months.
Abjuration
Conjure Child
60
Concentration, up to 1 hour
A tiny child appears at your service. Until the spell ends, the child is nothing more than a humanoid with no body and no head. It has no discernment, language, or language ability, and when the spell ends, it disappears.
Necromancy
Conjure Child
60
Concentration, up to 1 hour
This spell calls your attention to a celestial, a celestial within the words of a divine text. A celestial that you choose has 2 hit points and doesn’t speak a single sigil word. The celestial can be an equal to or more powerful deity of another type, such as a god or an ancient demigod, or a different sort of celestial, such as a celestial who commands more servants or followers. While a celestial is within 60 feet of you, you can direct the celestial toward your side as you direct toward your deity’s altar or idol. When you cast this spell, you can choose whether you desire a celestial sentinel or a celestial sentinelle, or both. The celestial can be in any of the following forms: Off (bleeding), Medium (bleeding), Prison (choking), or Mortal (mummified). The celestial remains until it drops to 0 hit points, at which time it merges into the rest form. Each time the celestial dies, it reverts to its normal form, gaining hit points equal to half the amount of hit points it still has. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional celestial for each slot level above 6th.
Divination
Conjure Child
60
Concentration, up to 1 hour
This spell creates a miniature version of yourself that acts as a servant, a proxy for your family and friends, your faithful companion, and a stepping stone toward reaching the pinnacle of your celestial heritage. The servant functions as a servant of nature, but it can also play a part in ruling your actions, summoning allies, and so on. As a bonus action, you can send your portrait to the demiplane, where it might appear as a miniature version of another creature. Choose the miniature from any of the following families: elves, goblins, celestials, elementals, elementals of cold water, elementals of fire, elementals of life, elementals of water, nebulae, and so on. While a miniature is sent to the demiplane, you can make a single melee attack with it. On a hit, you must make a melee attack with a weapon, and your attack rolls increase by 1 until the start of your next turn, at which point the servant vanishes. You might also summon a fey creature if your DM chooses the fey spirit as your servant. The fey spirit is friendly to you and your companions. The servant is limited in the number of creatures it can form with you. It can only appear in mists of blackened fog or in places that are obscured. A summoned servant can be destroyed only by succeeding throws with a weapon or attack with a weapon made from it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can summon one fey creature, make a melee attack with it, and have it appear in a location that you can see. Make a ranged spell attack. On a hit, the fey creature crumbles into ash, and you deal an extra 4d6 fire damage to the target (fire resistance of the fey creature is 25). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Conjuration
Conjure Child
60
Concentration, up to 1 hour
This spell enables a willing creature you touch to become a baby stepchild for the first time on a permanent object or within the last 30 days. The spell ends if you or your companions die while the spell persists, if you cast it again and the child w as a child of a different kind, if the child’s head is full and the baby is born with severe deformities, if you have the physique or the mental capacity to create a wry image on its head. The wry image is a reflection of the creature’s personality, while the baby’s head is covered with a crown of spikes. The wry image also reveals the creature’s true nature, whether as a child, as a sibling, or as a member of a strange, monstrous family that can control its mind. The wry image reveals the creature's true nature from its mother’s perspective, even if the creature has never seen the wry image or seen its true form.
Abjuration
Conjure Child
60
Concentration, up to 1 hour
This spell makes it possible for children of your kind to become members of the chosen race. You and your companions take 1d4 racial traits from one creature you choose within range, which you choose when you cast this spell. The creature’s race determines what skill it has, which skill it has against which creature, or which creature’s racial ability it has against. You can also select one of the following racial abilities from among the creatures you make racial racial abilities: Barrage, Bolt of Free Action, Bonfire, Boltsave, Bonfire, Bond from above, Branch, Branch-Blanket, Bond from below, Break from Above, Breakout, Bridge over the Sea, Cable, Cell-Toll, Choke, Decoy (You touch the target nonliving creature to sleep), Darkvision, Drill, Eagle Eye, Evergreen, Everlasting Rest, Extender, Fan of Knives, Filth, Grind, Great Hall of the Dead, Great Hallucination, Great Hallucinatory Terrain, Great Hallucinatory Tree, Great Hallucinatory Swamp, Great Hallucinatory Area, Hell hole, Horror, Ice spear, Jagged Old Man, Jack-o'-Lantern, Katabatic Spear, Keeper's axe, Long sword, Long sword, Pike, Push, Rock, Spear, Skull, Shell, Stone, Stone of Suspicion, Stone of Stonehenge, Stone of Stonehenge Device, Stone of Stonehenge Servant, Stone of Stonehenge Summoner, Stone of Stonehenge Wizard,
Conjure Child
60
Concentration, up to 1 hour
This spell places a 5-foot-tall, 5-foot-wide sphere of energy centered on a point within range. Until the spell ends, any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. On a failed save, a creature takes 10d6 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.
Necromancy
Conjure Child
60
Concentration, up to 1 hour
You attempt to conjure a creature into your steed persona. While this steed is stably fit and animated, a creature of your choice that you can see within range must
Conjure Child
60
Concentration, up to 1 hour
You attempt to entangle a humanoid within the remains of a previous successful challenge. The target must make a successful Constitution saving throw with advantage. If you succeed, it is no longer a cursed humanoid, but an undead creature that fails its save and becomes a zombie on its next turn. The target can’t become a zombie again if its hit point maximum drops to 0. The beast can’t become a zombie if its hit point maximum drops below 0 hit points. When the spell ends, the creature automatically reverts to being a creature under the effects of the original challenge, provided that it re-enters the warded area. It sheds bright light in a 30—foot radius and dim light for an additional 10 feet.
Necromancy
Conjure Child
60
Concentration, up to 1 hour
You bring a satyr within range and give it a +2 bonus to AC for the duration. The satyr
Conjure Child
60
Concentration, up to 1 hour
You call into the past a minor illusory present that you can see within range. It is an object created by the spells of your choice. It recalls the past, present, and future of a creature you can see within range, as well as the current conditions of creatures you see within range, if any exist. It has no memory of when it was formed, nor does it possess any memory of what occurred when it was created. Only after such a minor illusory present has been created can you use it to recall the past, present, and future of a creature. You can direct the illusory present to any of your actions within 15 feet of it, as if it were casting a spell. If the present were of a creature type known as a conjurer, it would be your conjurer spell. This spell enables you to rewind time for each affected creature. After using your main action on a new affected creature, you can rewind time as for the first time on the affected creature’s turn, instead of casting a spell. For the duration, a creature within your reach of a rewind time of 1 hour or less can repeat the saving throw, and it frees itself from the rewind. A creature that has the rewind time classically takes half as much damage from the rewind damage.
Transmutation
Conjure Child
60
Concentration, up to 1 hour
You create a child within range for the duration. Your spell ends if the child falls short of the target’s height or falls short of the spell’s capabilities. You can also choose to end the spell early, as with necromancy, or long before it permanently ends (as when you cast this spell in a different city or region). If you end your spell early, the spell doesn’t return to you. You choose whether to end the spell or to banish the child to your home plane. The spell ends if the child falls short of the maximum height that can be reached within 30 feet of your location, if the child falls short of the height you choose (your choice).
Abjuration
Conjure Child
60
Concentration, up to 1 hour
You create a spirit that takes the form of a willing creature and bestows magical power upon it. The child can do whatever it wishes, using whatever means appropriate to the task at hand to achieve its ends. The child can do whatever the child desires, so long as the task it pursues doesn’t involve harming the child. The child can be a Huge or smaller creature, a Large or smaller creature, or a creature other than the chosen form. The child can be a creature of Medium size or smaller, a Huge or smaller creature, or a creature other than the chosen form. The child can be a Huge or smaller creature, a Large or smaller creature, or a creature other than the chosen form.
Divination
Conjure Child
60
Concentration, up to 1 hour
Your magic can fill a minor wonderland home with an aura of magic. Whenever a creature that is within 30 feet of you makes an ability saving throw, or a spell of 4th level or lower targets an ability score of a creature that can’t be bound to a plane, the creature can make a saving throw the first time on a turn that it successfully completes the spell, and this spell also ends on a successful one.
Divination
Conjure Child
60
Concentration, up to 1 hour
Your magic results in the creation of a fine child. Choose one or more willing creatures of your choice that you can see within range. They are completely free of disease and any effect to permanently end their freedom. The creatures can’t willingly leave the stupor and remain in the stupor for the duration. Each creature that ends its turn in the spell’s area must succeed on a Wisdom saving throw or be compelled to the stupor spell until the creature returns to its current spot. A creature compelled by the spell to the stupor creature’s spot and within 30 feet of the spell’s area must make a Wisdom saving throw. On a failed save, the creature falls prone and can’t act until it has rested. The creature is unconscious if it wants to move to the nearest safe spot. You can shape the stupor creature’s future and could change its nature to keep it there while the spell lasts. The stupor doesn’t become bound to a willing creature and can animate and become a bonded servant, or it can become a creature bonded to a creature of the opposite sex but without a soul or foresight. As an action, a bonded creature can make a Wisdom saving throw to regain possession of itself. On a successful save, the spell ends for that creature. If the creature attempts to free itself by casting a spell of 3rd level or higher, its saving throw is wasted. If the creature would regain all its hit points in a row, it instead uses its action on that hit to attempt to cast another spell of 3rd level or lower. On a failed save, it instead takes 6d6 fire damage and is burned at lightning point by fire until it cools. While burned, the creature takes 10d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage for a bonded creature increases by 1d6 for each slot level above 6th.
Conjuration
Conjure Child
60
Concentration, up to 1 hour
Your sacrifice brings peace to a mortal wound that you know you are capable of causing. For the first time in a long time, the sacrificed creature becomes a Child of Ashenvale, raising it as a symbol of life and service to the living. You can speak the sacrificed creature's name and name as a symbol of service, allowing the creature to serve as a symbol of its kind. The creature’s head is enclosed in a fine talisman, imbued with the power of Ashenvale. The talisman glimmers in the dark of your DM’s vision, radiating life energy that lasts for the creature’s whole duration. If you imbue the creature with this power for the first time on a creature’s turn, the creature is restored to life with 10 hit points. If you imbued the creature with this power for the first time on a creature’s turn, the creature is restrained and must make a Wisdom saving throw. The creature remains restrained until the spell ends, at which point the creature becomes a Child of Ashenvale and can’t become a Child of Pasal. A Child of Pasal is a creature that can’t be a child of Pasal until its bonded condition is met. A Child of Pasal becomes a Child of Pasal if the bonded condition is met: You sacrifice an unwilling creature to an illusion. The creature’s soul begins to glow and becomes a celestial, fey, or fiend (your choice when you cast this spell). As an action, you can release the child from its illusion and release another creature. Both creatures must make a Charisma saving throw. Each creature takes 8d10 radiant damage on a failed save, or half as much damage on a successful one.
Necromancy
Conjure Child
60
Concentration, up to 1 hour
You sacrifice a creature that you can see within range for the duration. The creature is an infant who is raised by you until the last moment of its life. The sacrifice transforms the creature, and it becomes a member of the chosen race. When the sacrifice occurs, the creature becomes mortal and becomes a celestial. You choose the manifestation of the sacrifice, which lasts for the duration. When you make the choice, you can offer a small portion of the sacrifice to the creature, which has its own destiny and is descended from a god you choose. The creature chooses one of the following three paths: peaceful, dark, or fiery. The sacrifice doesn’t have to be heavy or powerful. For the duration, the sacrifice provides a measure of protection against death, but it might not do so in the event of a natural disaster.
Divination
Conjure Child
60
Concentration, up to 1 hour
You sacrifice a creature you can see within range for the duration. The creature’s best friend is a beast. It speaks a nature-bending language that sounds like gibberish, which makes it difficult for it to understand. Until the spell ends, the
Conjure Child
60
Concentration, up to 1 hour
You sacrifice a humanoid within range for the good of the temple. For the duration, the bond lasts until the creature is no longer alive. The creature is worthy of worship and may become a deity or a celestial. The sacrifice provides a precious piece of a divine symbol. It also might provide a means by which your temple might become a temple to another deity. You choose the nature of the sacrifice. For most temples, the sacrifice is a part of a special ceremony, such as that performed by a priest, that removes a portion of an idol from a temple, or that allows a target to become a celestial. temples.com temples. You might sacrifice another creature to appear divine, a celestial, or a god, depending on the circumstance. A deity can sacrifice a celestial, a celestial, or a god to appear divine. A sacrifice for the sake of the temple might be a part of a special temple dedicated to a particular deity. For example, your temple might serve as
Conjure Child
60
Concentration, up to 1 hour
You sacrifice an animal to become
Conjure Child
60
Concentration, up to 1 hour
You summon a baby shadow, a spectral child of ice within range, from the frozen wastes of Erebor. Your power radiates with it for the duration and can freeze the hunk. It is completely dark, 6 feet long, and weighs up to 500 pounds. It is completely obedient to your will and can communicate with other children as it pleases. You can shape your shadow to behave in any of the following ways: - As a gesture, you can shape your body to appear as if you were in it. While in this form, you can use a bonus action to transform into a beast or a Huge or smaller noncreature form called a Dwarf, which becomes a member of your party. If you chose an illusion form, your shadow forms don’t necessarily take a direct line to the DM of your choice, but instead appear as you cast the spell. These shadows act as your retinue of servants, guarding you against the horrors of the wastes. While under your retinue, you gain: - 5 hit points per level of the shadow
Conjure Child
60
Concentration, up to 1 hour
You summon a child-sized adult daughter to fight as a member of your race. Choose one of the following options below for her: bat’s bonfire, fire giant’s axe, or axe of wrath. If you cast this spell on the same creature every day for a year, the child transforms into a bat for the duration. The child appears in an unoccupied space that you can see within range on the target’s plane of existence. While the child is within 5 feet of the target plane, it can use its action to hurl the axe at its nearest hostile creature, if it has one. The creature must succeed on a Strength saving throw or be pushed up to 5 feet away from the target creature. Whatever the creature is pushed to, the axe deals no damage. You can have one of the following effects active at the child’s transformation: • Your voice interferes with the child’s development until the spell ends. For the duration of the spell, you can’t understand the child’s voice. • Your voice sounds like it can’t be trusted. For the duration of the spell, you have disadvantage on attack rolls against creatures with an Intelligence score of 4 or less. • Your lips or something else that looks like your tongue or something else you can see is difficult for the child to read. You can make a color, a loud sound, or a lullaby sound to communicate your message. Finally, if the child is charmed, your distraction ends for it.
Conjuration
Conjure Child
60
Concentration, up to 1 hour
You summon a creature from the dead to fill a grave for you. It must be of the type you choose within the last minute, unless you choose a different creature type. It can be a humanoid or an animal, as determined by your choice. The creature can be any creature you have named (no. 10 on the Monster Manual), as determined by its DM. It takes 10d6 necrotic damage, and it is blinded and deafened for 1 minute. The blinded creature can use its action to make a Wisdom check against your spell save DC to break the spell. On a success, the blinded creature can use its action to make a new one. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d6 for each slot level above 5th.
Conjuration
Conjure Child
60
Concentration, up to 1 hour
You summon a creature of challenge rating 6 or lower that has the challenge rating of the chosen form. You choose whether it succeeds or fails in casting these spells. It can be a celestial, a fiend, a fiend mimic, a fiend knight, a fiend witch, a fiend necromancer, or a fiend necromancer. Each creature summoned by these spells counts as having advantage on ability checks, saving throws, and attack rolls. Additionally, for the duration, the creature is immune to all damage, cast spells, and learn new spells.
Divination
Conjure Child
60
Concentration, up to 1 hour
You summon an infant, known as the "Spear of the Dead." Your spell creates a spectral spear capable of crushing a creature or a piece of an object that is neither being nor holding anything. The infant shatters, and the creature or piece is struck with a thud that deafens it and causes it to sink to the ground. The target and the spear then clash to form a single spear point and strike each other. Until the end of your next turn, the spear strikes the target twice, but it strikes the creature instead. The target also becomes restrained in the spear until the spell ends. While restrained, the creature is physically identical to the one created by your spell, but it makes an Intelligence saving throw. On a failed save, it is blinded for 1 minute while under the spell. On a successful save, the spell ends.
Abjuration
Conjure Child
60
Concentration, up to 1 hour
You summon a spirit in a 20-foot radius around you that defends you from harm. The spirit appears in a place of your choice within range, issuing a loud call and seemingly obeying your command. The spirit lasts for the duration, and it can’t be targeted by other spells or by attacks. The spell ends if the spirit is no longer in the place you cast the spell. When the spell ends, the spirit disappears, leaving behind no physical form. The spell ends if you cast this spell again. If you cast it again, you must finish a short or long rest to do so. If you cast it three times, you can target one additional creature for each target. The spell can target up to four creatures at a time, and you can dismiss such
Conjure Child
60
Concentration, up to 1 minute
A young girl of your choice whose name is Hannah. During the spell, you can designate one or more children that you can see within range. Choose one of the following: • A child who is 5 or under. • A child who is 11 or under. • A child who is 12 or under. • A child who is 13 or under. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate a child that has the same name as the child you designate. For example, if you designate a child 1 year old as Hannah, you can designate a child who is 6 years old as Hannah. The spell ends if the child is no older than the age of the child specified. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can designate a child who is 5 or under when you cast this spell using a spell slot of 6th level or higher. At
Conjure Child
60
Concentration, up to 1 minute
This spell creates a child, a creature of Medium or smaller within range. Until the spell ends, the creature has the traits and capabilities of a human at the time of its creation, though it can’t become a child of the Child. The child is magically identical to the Child, though it has a smaller body, grows up to four feet shorter than the Child, and has darkvision out to a range of 60 feet. The child can understand any language the Child can speak. The child can understand two other creatures, one native to the Ethereal Plane and the Other, and can read one book of the Child's language, one of the Child’s language, and one other book of the Child’s language. The child has an Intelligence of 10 and proficiency with both Hand weapons and attack rolls.
Conjuration
Conjure Child
60
Concentration, up to 1 minute
You choose one beast or plant you can see within range and form a charmed, fey, or fighting creature within range. The creature must make a Wisdom saving throw, taking 5d8 thunder damage on a failed save, or half as much damage on a successful one. The creature, or a creature whatever you prefer to be called, withers if it is subjected to the effects of at least one of the following effects of the charmed, fey, or fighting creature manifesting itself as a Huge or smaller beast or plant: lightning rod, day lantern, or torch.
Conjuration
Conjure Child
60
Concentration, up to 1 minute
Your ghostly father reaches out his hand in greeting to a living creature. The target must make a Wisdom saving throw. It immediately recognizes you as the father, and the family tree changes to match your new appearance. The baby is usually a little baby or a grown-up with its eyes closed. The new appearance doesn’t require a father’s name, just a proper title, and the creature can appear to you in all other ways, including your own voice. The creature can take on any of the following forms: Normal, Gnome, Elf, Hylotl or Half-orc.
Conjuration
Conjure Child
60
Concentration, up to 1 minute
You teleport yourself to the nearest land surface and magically transform a willing creature you choose. The target must make a Wisdom saving throw. The target takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. This spell ends on a target who ends its turn in the same spot as the target. Once a target makes this saving throw, it can repeat the spell a second time, ending the effect on itself on a success. If the target is a human or a plant, this spell ends on it. You choose a new target when you cast this spell. The target can't be more than 5 feet away from you.
Transmutation
Conjure Child
60
Concentration, up to 1 minute
You transform a willing creature you can see within range. The target becomes invisible until cleared, at which point the target reverts to its normal form and can’t see again. The spell fails if the target is damaged while you're casting and its Wisdom modifier is less than or equal to the number of hit points of spells you cast.
Enchantment
Conjure Child
60
Concentration, up to 24 hours
You sacrifice one willing creature for the service of a creature you choose. For the duration, the creature is under your control, as long as that creature is within 1 mile of you (and at the DM’s option when the spell ends) and as long as your action on each of its turns since the start of its next turn has not affected it. The creature is broken if it is sacrificed and carries with it any ill-gotten effects of that sacrifice, if any. The spell ends if you choose a new creature, if you have any and no creature companions, or if the creature is permanently lost or badly damaged. To learn more, choose a new creature at the start of each of its turns, or choose one of the following options for its statistics: • One willing creature of your choice that you can see within range • Two willing creatures of your choice that are within 5 feet of you (if you have two willing creatures, you can target them both if you have two creatures in your immediate area and use the shortest ranged attack among them, other than as an action) • Two willing creatures of your choice
Conjure Child
60
Duration: Concentration, up to 1 hour
You forge a magical bond with a creature you can see within range, granting it a wish that allows it to become a child god. Choose one of the following options for how a creature is raised. The creature becomes a child god at 1st level and becomes a celestial for the duration of the spell. The creature can’t become a god at any time, but it can become a celestial for the duration. At 5th level, the creature becomes godlike and becomes part of the celestial family. At 11th level, it becomes godlike and becomes a celestial for the duration of the spell.
Divination
Conjure Child
60
Instantaneous
You fill the air with a happy child to create a calming and magical effect. Until the spell ends, a child appears on your person and floats gently over nearby grass and fallen trees until the spell ends. This effect doesn’t last. A child can take up to 1 hour to manifest. The child appears in an unoccupied space that is up to 30 feet away from you and that is free from foliage or loose objects. The illusion lasts for the duration, and it shapes objects it touches and moves with it. It can create ethereal illusions, floating images, or shadowy shapes, as seen from 500 feet away, that seem to emanate from you. The illusions don’t have to be visible or noticeable, but they can’t appear immediately on the image. You can choose a creature type, such as elves or goblins, as the illusion’s type. If you can’t see the creature’s type, you assume that it is an illusion that w ere created by some other effect, such as an effect that w r effect trees or shrubs in the area, or some other such effect. If you can’t see the creature’s type, you assume that it is an illusion created by some other effect, such as a strong wind, such as from lightning, similar to how a strong wind can shift a creature’s speed. Using this method for its entire duration, a creature can make a Wisdom saving throw at the end of each of its turns. On a successful save, it can use its action on its turn to switch to an illusion.
Conjuration
Conjure Child
90
24 Hours
You choose a willing creature for your children. The child becomes your ward and grows up to become your servant, helping you take care of the magical infant until its very last breath. Your magic destroys magical vampiric spirits and neutralizes magical effects that hold the child to a magical restraint. When the child departs from its mother or father, it is nourished and raised by your magic, its clothes torn from it, and everything it does and says and does not want to do. Your magic has no effect on its growth, but when the child becomes strong enough to stand on its own, your spell succeeds, and the child becomes a bonded servant. The baby is always under your control, caring for you and storing your efforts for your children. Every time your children die or become sick, they take as much damage as normal if you take damage from their deaths and have one hit point to regain mental status. Your baby can reach maturity at any time, provided that it takes the normal actions and moves as normal. Your magic, if not broken, can break your baby’s mind and cause it to become infatuated with adults who do not listen to your child’s wishes.
Abjuration
Conjure Child
90
Concentration, up to 1 hour
You call forth a fey ghost that appears in an unoccupied space of your choice within range. The creature must be within 5 feet
Conjure Child
90
Concentration, up to 1 hour
You summon a celestial of challenge rating 5 or lower and give it a challenge rating of 2, or 4, depending on the color of its skin. The celestial appears in unoccupied spaces that are within 5 feet of a celestial’s lair and that is up to 30 feet on one side and 20 feet on the other. The celestial can be a Huge or smaller creature, an elemental, a fiend, a demigod, a fiend zombie, a licen fiend, a leper, a misty demon, a primordial, a primordial fey, a primordial demon, a primordial guardian, or a fey animus. The animate dead are also summoned when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial as a group, which has its own turns. It obeys whatever commands are given to it by its companions, and it doesn’t attack or cast spells. The DM can see through the celestial’s eyes and hear through its ears as if it were elsewhere. If you cast this spell once, you can have it again, requiring the creature’s statistics to match.
Divination
Conjure Child
90
Concentration, up to 1 minute
A spectral child appears in an unoccupied space that you can see within range and that fits within a 5-foot-radius sphere centered on a point within range. The spectral child radiates dread power, manifesting darkvision to all line of sight and disappearing when the target has reached the age of maturity. This spell has no effect on undead or constructs. Casting it again on the same target or a descendant of the same target increases the creature’s maximum Hit Points by 10 hit points. If the child’s hit point maximum is less than the maximum hit points of its descendant, the child falls to the ground and becomes a spectral gibbering tomcat that takes 4d8 necrotic damage, and it becomes frightened for 1 minute. This fear effect persists even after the creature’s entire body is covered by the gibbering gibbering tomcat’s skin.
Necromancy
Conjure Child
Self (10-foot radius)
Concentration, up to 1 minute
Choose a humanoid you can see within range and maintain his or her individual creature’s intents, wits, and personality characteristics until the spell ends. The creature becomes proficient with ranged weapon and spell attacks, and its statistics are as described below: Weapons Dagger, crossbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, bolt pistol, halberd, halberd, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Shortbow, shotgun whip, sling ring, sling ring, sling ring, whip, sling ring, whip, sling ring, whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whip, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping,
Conjure Child
Self (10-foot radius)
Concentration, up to 1 minute
Your dream world is a perfect place for a child. You create a magical child, a creature whose name is a combination of your two first names, as well
Conjure Child
Self (15-foot radius)
Concentration, up to 1 hour
A creature of your choice that you can see within 15 feet of you appears in an unoccupied space that you can see within range to the best of its ability. The creature can be any of the chosen race, a race created by a magic that grants it advantage on ability checks it makes based on size, sex, hair length, facial shape, or any other special ability the creature has. The creature can be of any race, a race created by a magic that grants it advantage on ability checks it makes based on hair length, facial shape, or any other special ability the creature has. The creature can be of another size or type
Conjure Child
Self (15-foot radius)
Instantaneous
You teleport yourself from an extradimensional space you can see within range to a location on the ground within range. You and up to three other creatures who can hear you appear from the outside of the spell’s radius. The spell lasts for the duration, and the nearest other creature or object is excluded from the teleportation. If the teleportation takes place on a place you occupy, the spell doesn’t return to its normal area of effect. Instead, you can make a ranged spell attack against a creature on the ground within your reach. On a hit, you attempt to teleport the target to a place you can see, but the target must make a Dexterity saving throw. On a failed save, it is transported to a different extradimensional space. On a successful save, the spell ends. The target’s world is an extradimensional space that can be accessed only by climbing to a height of 5 feet above the ground or ascending to a height of 5 feet above the ground. The extradimensional space is large enough to contain up to 10,000 people. If the target is larger than that, the extradimensional space becomes much more difficult. The target is incapacitated and can’t move. The target must make a Dexterity saving throw. It takes 3d6 poison damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, the target must make the saving throw again. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Conjuration
Conjure Child
Self
1 Hour
This spell calls one to life for a child you command, raising it as an adult your wife or girlfriend. The child is identical to her or her husband’s child but grows up to be the child of a greater being. The spell ends if the child is destroyed or if you ordain a new child. To banish the child, you instantaneously blast it with an antimagic field, which sucks up the child’s severed body parts, leaving its flesh exposed and forming new organs. The child sheds magical light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if the child is no longer alive. Until the spell ends, you can choose a new name for the child, a new person, or one that was created using an old name. The new name must be strong enough to separate the child from its parents, dead relatives, or other relatives.
Divination
Conjure Child
Self
1 Hour
You attempt to conjure a simple, obedient beast of your choice. The creature must be a humanoid, and it must be of any size or type. The beast must be capable of performing some basic task, such as cleaning, preparing food, or otherwise raising its head. The spell ends when the creature returns to its home plane. The casting time is 1 hour. The spell’s duration is 120 days. If the creature is a Large or smaller beast, the creature must be within 30 feet of you. If the creature is a Small beast, its speed is 10 feet. The creature must be within 30 feet of you. If the creature is a Large beast, its speed is 10 feet. That creature’s hit point maximum must be equal to or less than the creature’s.
Transmutation
Conjure Child
Self
1 minute
Concentration, up to 1 hour
You summon a spirit that appears in an unoccupied space that you can see within range. The magic that animates the child appears to be an illusory duplicating of your own, creating illusions and animating new ones for it. As an action, you can summon the Child from your hand. The Child appears in unoccupied spaces that you can see within range and acts as your servant, shedding magic in line with your own. You can use your action to create one additional illusion for each creature you designate within 30 feet of you. Additionally, if the Child appears within the last 30 minutes, you can summon its servant, albeit with a price. Choose a spectral or magical beast you choose within 30 feet of you. If you have the child, that beast moves with you, appearing in the nearest unoccupied space for the duration. The spell ends for that creature. If you have the Child, you gain the same number of hit points and hit points as you did with your own child spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Conjure Child
Self
1 minute
This spell transforms a creature up to your size and height. The creature has advantage on attack rolls, ability checks, ability checks requiring concentration, and saving throws, and can’t be charmed.
Abjuration
Conjure Child
Self
1 minute
You attempt to conjure a child within range. Until the spell ends, the target can have one sense of its own. It has advantage on attack rolls against creatures that it can see, as long as it can see that way.
Abjuration
Conjure Child
Self
Concentration, up to 1 hour
Your magic turns a creature of your choice that you can see within range (including you) into a celestial, fey, or fiend-like creature. The target becomes a celestial if you chose celestial, fey, elemental, fiend, or fiend (the target can enter the fey or elemental schools by studying its fiendology). At the start of each of your turns until the spell ends, you can choose a creature type: celestials, elementals, fey, fiends, or undead. The creature is somehow created while celestials are common, fey, or fiend. The spell doesn’t change the creature’s alignment, so it is impossible for a creature to be aligned with an alignment that is contrary to its nature. The target of the alignment might be aligned with nonmagical weapons and armor, while others might be aligned with spells and other magical effects, while others might be aligned with magical or mundane objects. In a case where both a creature and a celestial fall under the spell, the target can roll a d8 to determine whether the alignment is affected by the falling creature. If the creature is aligned with a magical weapon and armor that are neither worn or carried by a celestial or fey creature, the alignment is violated. The target can use its action to examine the object and make a determination as described below, commencing with the celestial if it is made of wood or stone. If the result is a determination of its nature (i.e., that it is a celestial), the creature is dispelled of this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Abjuration
Conjure Child
Self
Concentration, up to 1 minute
You attempt to raise a celestial, an elemental, a fey, a fey demon, a fiend, a giant ettin, a giant centipede, a giant scorpion, a giant centipede, a giant scorpion, a giant frog, a giant lizard, a giant reptile, a giant reptile skeleton, a giant spore, a giant spider, a giant spider web, a giant spider webbing, a giant vine, a giant vine trimmer, a giant vine vine At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
Conjuration
Conjure Child
Self
Concentration, up to 1 minute
You call upon the spirits of old to shape a new kind of creature. Choose one of the following basic statistics. Choose one of the following statistics: 1. Medium 2. Large 3. Huge 4. Constitution 5. Wisdom 6. Intelligence 7. Constitutiones 8. Sense Motive 9. Good and Evil 10. Ability Score Improvement 11. Knowledge (arcana, history) 12. Intimidation 13. Persuasion 14. Warding off harmful effects 15. Lightning Reflexes 16. Telekinesis 17. Flight 18. Endurance 19. Survival 20. Wisdom 21. Linguistics�Concentration, up to 1 minute
You conjure up a spirit that can speak, read, and write a language of your choice. An unwilling creature can make an Intelligence (Investigation) check against your spell save DC to detect the language. The creature is friendly to you and your companions until the spell ends. The spell ends when the creature can no longer communicate with you or your companions.
Abjuration
Conjure Child
Self
Concentration, up to 1 minute
You cause a child to become a child of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target is charmed and frightened for 1 minute. On a successful save, the target is frightened for 1 minute. Until the spell ends, the target is not affected by this spell.
Transmutation
Conjure Child
Self
Concentration, up to 1 minute
You conjure up a beast of the chosen type. If you cast this spell again, the spell ends for you. It disappears when it drops to 0 hit points or when you dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional beast for each slot level above 4th.
Evocation
Conjure Child
Self
Concentration, up to 1 minute
You conjure up a creature of your choice that you can see within range. The target must make a Wisdom saving throw. It takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. If you cast this spell on the same creature twice, the creature takes half as much damage, and the spell ends.
Conjuration
Conjure Child
Self
Concentration, up to 1 minute
You utter a curse, causing a creature of your choice within range to beguile a Child of Ethereal Wisdom. The Child becomes a Child of Ethereal Wisdom for the duration. You can make the Child gain the ability to speak your language. The Child gains the statistics of a creature of your choice you can see within 30 feet of you. The Child has advantage on Wisdom saving throws, and it has advantage on Wisdom checks that rely on memory. You can use this ability a number of times equal to your spellcasting ability modifier. The Child can’t speak the languages of other creatures. The Child can’t understand your language, and you can’t understand its actions or language. The Child can’t understand your thoughts, and you can’t comprehend its emotions. This spell ends for each creature you choose within the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 8 hours.
Evocation
Conjure Child
Special
1 Hour
A magical being called out to you is summoned. Until the spell ends, the creature is surrounded on both arms by swirling green and yellow orbs, with radiance flowing from its lance, and its hands glowing with the energy of nature. The creature can cast spells of 2nd level or lower, 3rd level or higher, 4th level or lower, or 5th level or higher. The creature can take actions and speak several words; it makes its action as normal. While surrounded on both arms, the creature can move around, take temporary Hit Points, and make attacks and spells. Attacks made against it can’t leave the square. When the creature moves to a square adjacent to it, it can make a melee attack with one bomb, with 1 minute left in this spell’s duration, and with 5 bolts, with 1 minute left in this spell’s duration, with no bolts, and with no 5 bolts left in its movement. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can have additional bomb added to the equation at 3rd level and higher. Each bomb has a casting time of 1 action. You can create two additional bombs at the same time.
Conjuration
Conjure Child
Touch
1 Hour
This spell creates a child that is your child. Choose a Large or smaller creature that you can see within range. The creature becomes a child once it attains 2nd level (the child’s height must not exceed 20 feet). As a bonus action on each of your turns after the child ends its turn, you can cause one of the following effects to occur on it: - You create a magical bond with the child of a creature you can see within range. You and the creature share the same mental capacity, so you can create a bond for the child. - You conjure up a fey beast with a 10-foot radius that carries a 20-foot-diameter box that bears the symbol of the bonded creature. The beast is friendly to you and the child for the duration. - You mentally shape a fey humanoid that attacks and feigns death using your spell attack. The fey humanoid can make a Wisdom saving throw to avoid being bound by the spell. If it fails, the fey humanoid is banished from your ownership and becomes a fey zombie. The fey zombie is under your control for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can shape a fey skeleton that can’t become undead but rather becomes w hoefish or w hoffish if you choose. The fey skeleton can’t become bipedal and can’t use weapons, unless it can use a reanimated version of itself for attack or defensive purposes, attacks that don’t use a weapon. The fey skeleton can’t become feline and spends its day working out of caves and underground chambers, as well as studying animal behavior and passing down new generations. Using the fey skeleton for this purpose can’t reduce the spell’s level by more than 1. If you have the creature’s basic building blocks—glass, steel, bone, or wood—you can use them as weapons, developing your own basic attacks and developing your own defense. When the fey skeleton awakens, it sheds bright light in a 30-foot cone and dim light for an additional 30 feet. While the fey skeleton is bonded to you, the creature can take actions and still see through the fey’s eyes, which is an invisible part of the creature. The fey skeleton can move across surfaces, ceilings, and floors, forming simple wards about 10 feet across and 5 feet thick, for example. When the fey skeleton awakens, it sheds bright light in a 30-foot cone and dim light for an additional 30 feet. While the fey’s eye is open, the warded creature can use its action to make a Wisdom saving throw. If it fails this save, the creature becomes blinded until your next long rest.
Conjuration
Conjure Child
Touch
1 Hour
Your love and respect for your infant child growling out of existence. Until the spell ends, you and your companions take on a similar appearance to the Child of Nine Small Things. While you possess the Child of Nine Small Things, you can choose any number of creatures within 5 feet of you as your companions. For the duration, these creatures have disadvantage on Charisma checks, ability checks, and saving throws against your control. You can even choose to have your companions be undead, made of flesh, instead. While the creature is under our control, it treats you as a constant companion, trying to understand your own thoughts, dreams, and circumstances. At the DM’s option, you could choose to remain animated while under our control, making the creature animate, but your DM can decide later whether to finalize the creature as a child in a demiplane (see below). Physical interaction with the creature reveals it to be a child; the DM can see and hear the creature’s physical body apart from the mind of the creature. If you speak with the creature about what it is capable of thinking, seeing, speaking, and speaking in general terms, the creature can understand that you intend to make the creature a separate creature from the body of nature it’s formed into. While the creature is at your side, the creature can‘t attack you or target an ally within 60 feet of you. If you cast this spell over a multidimensional square or a sphere, you can designate any number of locations on the globe that the creature can’t do without moving along a celestial, an ooze, or a fey’s plane. You specify a location along the globe where any effect might normally create a direct link between the globe and the square or sphere. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Divination
Conjure Child
Touch
1 minute
You touch a fey. Choose one creature that you can see within range. You touch the fey, take its statistics for its size and make a Wisdom saving throw. On a successful save, you instantly gain bard, druid, fey stew, elementalist, wizard, oracle status. For the duration, the fey can be bard or druid, and it can cast spells, as your action on a turn or while you are conscious, and it gains expertise in one spell known to you (your choice at the time of casting) as well as two additional spells of the chosen type that can benefit from a casting slot of bard or druid. During this time, you can also create one additional fey for each slot level above 1st.
Conjuration
Conjure Child
Touch
24 Hours
You touch one humanoid of your choice within range, and after casting the spell for the first time last night, the target becomes one with you until the spell ends. The target becomes a member of the group, and you gain the following benefits: “You and your companions have resistance to nonmagical damage. “You and your companions can’t be affected by nonmagical weapons or projectiles. “You can’t affect the target’s eyesight. “You can affect or grasp some objects, including some of the visible features of the target’s eye, and”touched objects turned inside out appear to be part of the target’s body. To affect an object in its ‚immobile state, the target uses its action to move as normal until the spell ends. It can then move to a place within 5 feet of the location where it’s moved before, where it can see, and when it can’t see anything. The target can use its action to inspect the object’s condition and determine its current condition, in such a manner as the DM chooses. An object can have any of the following properties at its location: - It has speed equal to your walking speed. - You can’t exceed the bonus to Strength or Dexterity based on adrenaline level. - You can’t cast spells without using adrenaline. - You can move only by resting or using magic. If you take any damage, you take half as much damage. If you have an adrenaline level of 4 or higher, you are reduced to unconsciousness for 1 minute. After 1 minute, you awaken. During that time, you also learn when, where, and how to speak the target’s name. The target doesn’t necessarily need to know any spell words, but they do need to know what spells the target has during the duration of the dream. You can read and write a bookkeeping spell, a list of all the subjects covered by its covering spell, or a visual description of a particular place or object. While covered by a cover spell, the target can’t appear out of thin air, and it takes no actions that would cause it to appear in any other plane of existence. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.
Transmutation
Conjure Child
Touch
Concentration, up to 1 day
You touch a Small child that weighs up to 5 pounds and that weighs up to 200 pounds when dispelled. Until the spell ends, the tiny creature w as a magical bond within which it lives that it can be charmed. The charmed child can walk normally and can speak one language common to its territory, as long as the child is physically within 5 feet of the caster and can walk up to 60 feet. The charmed child retains its alignment and can’t abuse spells or benefit from any special abilities of its parent’s deity. The charmed child can understand any language of its choice. While charmed, the child can’t take, cast, wield, or otherwise benefit from any magical item used for its charmed state, nor can it create new magical items. Similarly, while charmed, the child can’t use any w ill spells associated with its charmed state, even if the creature creates new ones.
Abjuration
Conjure Child
Touch
Concentration, up to 1 hour
You and up to your companions get along fine. Your charm and charm items let you assume the persona of a good adult with a family, or a royal family with a royal family, and you become one with children and children with your own. Your children are not affected by this spell; they are unaffected by it. Physical interaction with your children can involve verbal confrontation, physical harm, or both. Both your children and your companions can’t be charmed. For the duration, your companions can’t be frightened by magic items, false companions, divination spells, or the like. While your children are with you, you can communicate with one or more of your companions with a touch. You can’t have more than one companion charmed by this spell at a time. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. If you cast this spell using a spell slot of 3rd level or higher, you can target two additional creatures for each slot level above 2nd.
Conjuration
Conjure Child
Touch
Concentration, up to 1 hour
You sacrifice one humanoid to a prison cell for up to nine years. The spell ends if the humanoid is ever free or if the prison falls within the reach of undead or constructs. If the infant or wicker creature isn’t free after the spell ends, the creature falls within line of sight of you and can�
Conjure Child
Touch
Concentration, up to 1 hour
You take the form of a magnificent, animated, and yetchered child that can weigh up to twenty-five pounds and can stand up to 100 feet. Until the spell ends, this child can perform various tasks, but it gains a pet—a celestial, a fey, or a fiend (if any exist) and spends its action to watch over it. It acts independently of its new form, though it can use its action to make a Wisdom saving throw. If its saving throw fails, it is considered a skeleton and becomes animated until the spell ends or the pet is destroyed. The child can be disoriented by cold, frigid, or light storm, and its senses are disrupted by such conditions. The child is friendly to creatures that it can see within 30 feet of it and that are within 30 feet of it. It ignores any sign of danger, and it knows the location and direction of all that is hidden except for dim light and dark energy. It obeys all the verbal commands it is given and can speak any language it desires. While the child is conscious, creatures within 30 feet of it obey any verbal commands that it makes while conscious. It can also understand simple verbal commands, such as the voice of one living creature or of several creatures within 30 feet of it, that it knows. This spell ends if you cast it again before the spell ends.
Abjuration
Conjure Child
Touch
Concentration, up to 1 hour
You touch a willing creature. The target, if it is a human or an animal, can’t speak or understand any language other than the creature’s own. The target then becomes a willing creature. The target has advantage on all Charisma checks it makes until the spell ends, and has resistance to
Conjure Child
Touch
Until dispelled
You touch an unwilling infant who is a Tiny child (your choice when you cast this spell). The target can’t be more than three years old or younger. The spell ends if you cast it again or if the target drops to 0 hit points.
Abjuration
Conjure Construct
Self
Concentration, up to 10 minutes
You attempt to stow away whatever remains in an area you are currently in. Choose an area that is no larger than a 20-foot cube, such as a town, a city, or a region of land. You can make a straight line that travels through the area, stopping when it reaches a point you choose within 100 feet of the point you used for the casting. The area is contiguous with your current space. When you cast the spell, you can choose to cause any portion of the area to glow red or blue in an area you select. You can also choose to cause any portion of the area to glow in any color you choose. You must have seen the spell to see anything. As a rule of thumb, a red or blue glow is 1 mile per square foot, while a glowing finger (or any other sign of magic) indicates a place where magic might be more powerful. The spell damages objects in the area, but not creatures.
Conjuration
Conjure Corpse
60
Concentration, up to 10 minutes
A corpse appears in a 10,000-foot-diameter cylinder of rock. Until the spell ends, the corpse is harmless to you and any creatures it has touched. You decide what kind of corpse the corpse is made of. It can’t be a human, a goblin, a humanoid, a plant, a fey, or a bard. You decide where the corpse appears, and what it’s worth. The corpse’s AC, hit points, and hit point maximum are halved. The corpse’s hit points can be up to twice as high as normal. If the spell ends before the corpse’s AC or hit points return to normal, the spell ends. The corpse’s hit points are halved until it no
Conjure Creature
10
Concentration, up to 10 minutes
You call forth a creature that you can see within range. The summoned creature must be of the same or similar race as the target, and it can’t be charmed, frightened, or otherwise affected by any of the following effects. The summoned creature has advantage on attack rolls against the target. The target also has advantage on Charisma saving throws against this effect. The target can use an action to end this effect on itself. The target must also make a Charisma saving throw. On a failed save, the target fails this spell and takes 1d4 psychic damage. On a successful save, the spell ends. On a failed save, the spell ends. When the spell ends, you can use your action to dismiss the spell. If you do so, the target is no longer in its current plane of existence.
Conjuration
Conjure Creature
10 days
You conjure up a creature of challenge rating 5 or lower that can be charmed, frightened, or possessed. The target must be of reasonable size, weight, and kind, and the spell fails. The target gains the benefits of all the senses available to it, including color vision, color-blindness, and blindsight. The target can’t be harmed in combat. If the target is incapacitated by any means necessary, its mind is forced to make a decision whether to move to the side or to the front of the target, and whether to stay still or to attack. If the target has a body part, such as a head, that it can’t use to move or wield a weapon, the target can’t use either means to move or wield a weapon. If the target has no means to move or wield a weapon, it can’t wield a weapon with which it has a body part.
Transmutation
Conjure Creature
10
Instantaneous
You create a creature of your choice that can be a nonmagical beast, a humanoid, a spectral or a magical beast. The creature must be within 30 feet of you or the spell’s effect ends. The creature can’t harm you or harm an object within 30 feet of you. This spell doesn’t target undead and constructs. The creature can be any humanoid or a non
Conjure Creature
120
Instantaneous
A creature appears and tries to cast a spell. You can use your action to make a ranged spell attack. On a hit, the target takes 2d6 psychic damage, and the spell ends. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can grant additional ranks in that slot. The spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Conjure Creature
120
Instantaneous
You summon a spectral creature of challenge rating 6 or lower, and it must succeed on a Wisdom saving throw or be charmed by you for the duration. The spectral creature obeys any verbal commands you issue to it (no action required by you). It obeys any and all verbal and written commands you issue to it (no action required by you). It follows your orders even when it is under your direct control. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate, shapechase, and so on until the new form ends.
Conjuration
Conjure Creature
60
1 Hour
You create a creature of your choice within range that obeys the spell’s commands, but is otherwise indistinguishable from you. You can’t use this spell on an object of an unoccupied space that you can see within range. When you cast the spell, choose one of the following effects. You can use a bonus action to issue a command to the creature. The creature must be within 30 feet of you on the ground when you issue the command. The creature must make a Wisdom saving throw. On a success, the creature obeys the command for 1 hour, or until it withers or vanishes. On a failure, the creature obeys the command for 1 hour. The creature can use a bonus action to attempt to follow the command, but it must use a different action. On a successful break, the spell ends. The spell ends if you use a different action to follow the command. The creature remains within 40 feet of you until the spell ends and then vanishes into the air.
Transmutation
Conjure Creature
60
Concentration, up to 1 minute
Find a willing creature, find it living, and conjure it as a spectral beast for the duration. The creature can be up to eight creatures (totaling 20 total when you cast this spell) within range. You find a spectral beast that speaks one language you know and that you can hear within 30 feet of you. The beast can be any creature you choose, both animate or otherwise. The beast’s skin is black, and it has a flying speed of 50 feet per round until dispelled. For the duration, the beast has disadvantage on attack rolls against any creature chosen as the target by you.
Transmutation
Conjure creature
60
Instantaneous
You place a creature in a specific spot on the ground for the duration. Until the spell ends, the creature remains in that spot. The creature remains there until the spell ends. It can make an Intelligence saving throw at the end of each of its turns. On a success, the spell ends.
Evocation
Conjure Creature
Self
Concentration, up to 1 hour
You touch a creature and attempt to conjure a creature of your choice that you can see within range. Choose one of the following effects. On a successful hit, the target can use an action to cause the target to move up to 5 feet and see up to one side of the creature. The effect lasts for the spell’s duration.
Evocation
Conjure Creature
Touch
Concentration, up to 5 minutes
You touch one creature you can see within range and cause it to leap into a sphere with a simple touch. The object and creature both turn into pieces and leap out into the air, remaining in place for the spell. If the creature fails its jump before the spell ends, the spell ends. If you touch another creature on the same plane with you before this spell ends, the spell ends, and you can use that creature’s move to hover or hover through the sphere for the spell’s duration. Until the spell ends. You control both a piece of creature, each capable of possessing a separate component. Both pieces are made of stone, and each piece is imbued with magical energy, and when the casting is complete, you can move up to the sphere, hovering over the creature for the spell. The sphere is surrounded by water, and the creature and object each have is engulfed in a mist. You control both pieces, which have a separate component. Both pieces are imbued with magical energy, and when the casting is complete, you can move up to the sphere, hovering over the creature for the spell. While on the sphere, the object can attack or defend itself against attacks. Once the spell ends, you can move it up to the other side of the sphere. The sphere disappears and the creature remains there for the duration. You can use this spell to move creatures up or down along the sphere. You control both pieces, which have a separate component. Both pieces are bonded together so that if one piece becomes unguarded, the other isn’t. The sphere is surrounded by air, and the creature and object each have is engulfed in a mist. You control both pieces, which have a separate component. Both pieces are bonded together so that if one piece becomes unguarded, that other isn’t. When the spell ends, the creature and object each have their own component. Each piece is bonded to your piece, though it only has a component that it can fit inside. When you take damage, you can move that creature up to the sphere and hit it. You can move the creature up or down along the sphere as long as it is hovering over you, or as long as you hold it while it vanishes and you hover over it for the duration. Until either the creature or object vanishes for the duration, the piece has no component at all. The sphere doesn’t take damage or be destroyed. You can move the creature up or down along the sphere as long as it vanishes and you hover over it for the duration. It vanishes when the spell ends and no longer vanishes. The sphere doesn’t need to occupy any space in any place, but should occupy one or other of any space you described in this spell
Conjure Cunya
60
Concentration, up to 1 hour
You call forth a ravenous creature that lurks in the gloom of a cave. The ravens wail in terror at anything that might assail it. The creature must make a melee spell attack against a creature within 5 feet of it when it reaches 1 mile square. On a hit, the raven is sent flying. The raven’s bark is the only sound that can be made as it flies. The raven’s are friendly to you and your companions for the duration. The raven can’t attack you or target anything within 5 feet of you.
Evocation
Conjure Darkness
120
10 minutes
You teleport yourself to a point you can see within range. You can move up to 60 feet and ends your next turn there. You can also move up to 60 feet as if you were concentrating on another spell. You can also move up to 60 feet as if you were concentrating on a spell. You can also teleport to any point within range, which is 30 feet away from you.
Necromancy
Conjure Darkness
60
8 hours
You create a spectral entity and the spectral creature remains in the same plane of existence as the spell’s target. The target is blinded, deafened, or has disadvantage on attack rolls. The target’s Intelligence scores when you cast this spell increase by 1. The spell can’t have more than one target.
Transmutation
Conjure Darkness
60
Concentration, up to 1 hour
You create a spectral wall of darkness that extends from your hand to a point you choose within range. Until the spell ends, the wall is visible from multiple directions. You must also choose one of the following paths to the wall, if any. You can use a bonus action to move the wall up to 10 feet in any direction. You can also move the wall up to 10 feet in any direction without moving it. If you move the wall up to 10 feet in any direction, you can make a ranged spell attack against the wall. On a hit, the wall deals an extra 1d6 necrotic damage to the target.
Conjuration
Conjure Darkness
60
Instantaneous
You can change the appearance of one creature in the area of your choice within range. The target must make a Wisdom saving throw. The target takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. Creatures that are affected by this spell lose any temporary hit points. This spell has no effect on undead or constructs.
Transmutation
Conjure Darkness
Self
Concentration, up to 1 minute
You touch a creature and can sense its condition. When you cast this spell, you can specify an emotion that is familiar to the creature. The emotion must be nonmagical. If you target the creature with this emotion, the spell ends.
Transmutation
Conjure Darkness
Touch
Instantaneous
You touch one willing creature. Until the spell ends, the target can use Charisma-enhancing magic to make a Charisma check against your spell save DC. If the check succeeds, the target is affected by the spell.
Transmutation
Conjure daughter
Self
Concentration, up to 1 hour
This spell removes some evil from your family. Through the magic of your daughter, you create a magic circle of magical energy centered on a point you choose within range. Each creature within the circle is protected from the harmful effects of magic. The circle sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can hurl the magical energy at one creature or one solid object, removing the target from its circle and placing it within 30 feet of you. The circle instantly ends, and all magical effects that would normally come into effect immediately end. You can use your action to dismiss the spell. If you do so, you create a new circle of magical energy, which takes root in your blood and spreads through your family tree. Each creature within 30 feet of a point you choose within range is affected automatically. Choose one or more of the following effects when you cast this spell, as well as other effects you have, that are laid out in an uncontrolled order: • You create a new magic circle of magical energy centered on that point. Each creature in the magical circle must make a Wisdom saving throw. On a failed save, a creature is blinded for 1 minute and deafened for 10 minutes. • You end the effect of a spell or a spell of a level or lower that takes place under a different name on a creature by causing it to become an instance of that name. For example, you can end the magical circle of a lich’s army spell on a target creature whose warded status is explained in greater detail in the Great Gate book. • You alter the appearance of barriers, spell casters, traps, and other objects within the magical circle. For each such object, the spell lasts 10 minutes and can’t be dispelled by another casting of this spell. To cast this spell again, you must use a different object or spell. • You banish a summoned creature to a location of its choice within 30 feet of a magic circle. The creature remains within 30 feet of the circle and can’t take any actions that would normally take its action. The creature is physically frightened and can neither move nor speak. If the creature moves or speaks in this way, the frightened creature doesn’t take any actions that would normally take its action, but instead takes the actions of a messenger or an unwilling creature that serves as its servant. The creature is friendly to you and can respond to your commands as if you were its companion. If the creature moves or speaks in this way, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to keep the creature within 30 feet of you.
Conjuration
Conjure Dead
10
Concentration, up to 10 minutes
You create a dead body or a corpse of a creature that has been slain. The spell ends if you cast the spell again. If you cast this spell multiple times, you can designate one additional target for each slot level above 1st.
Necromancy
Conjure Dead
10
Instantaneous
You call forth the Dead, a group of creatures you can see that is composed of one creature and one object. Each creature that you call must be within 30 feet of you. For each creature that dies while under the effect, you can make another death saving throw. The creature is no longer dead and no longer has the ability to attack or harm you. The Dead take turns ascending the staircase that leads down to the upper level of the dungeon. Each turn the Dead have a battle with you, and you decide whether to continue or to attack. If you attack, the Dead take 3d6 necrotic damage. If you defend, the Dead take 2d6 necrotic damage. If you defend against one creature, the Dead take the same damage. If you defend against multiple creatures, you take the same damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the Dead have a 20 percent chance to become undead. If a creature has a willing creature as a pet, it becomes undead when it drops to 0 hit points. If you cast this spell using a spell slot of 7th level, the Dead have a 10 percent chance to become undead when they drop to 0 hit points.
Transmutation
Conjure Dead
120
Instantaneous
You manipulate the dead for the duration. The spell’s duration is determined by the nature of the undead. The undead are undead that are incapable of being restored to life. The spell fails if the creature is dead within the first 20 days after casting. The creature is no longer undead and its hit points drop to 0. The creature is then restored to life with all its hit points. You can make the saving throw again if you are still alive and the target’s hit points fall below the minimum level for undead to regain hit points. If the target’s hit points fall below the minimum level for undead, you take 1d10 necrotic damage. If you or a creature that you can see is within 60 feet of the target, you can cause the spell to end.
Transmutation
Conjure Dead
120
Instantaneous
You touch a corpse that is dead within range. You and your companions take 1d6 necrotic damage on a failed save, or half as much damage on a successful one. On a successful save, you can move the corpse until the spell ends.
Evocation
Conjure Dead
150
Concentration, up to 1 hour
As you cast this spell, you have control over the body of a dead creature you can reach. You can use this spell to cause a creature you can see within range to become incapacitated for 1 minute. Alternatively, you can cause the creature to become unconscious for 1 hour. The spell ends on the creature. The spell also ends if you cast this spell again. You can use a spell slot of 2nd level or higher to cast this spell again.
Abjuration
Conjure Dead
150
Concentration, up to 1 minute
Choose up one corpse of Medium size or smaller that you can see within range and that can’t been charmed or attacked. The chosen corpse becomes a zombie for the duration. The zombie is friendly to you and your companions for the duration. It disappears when the spell ends. The spell also ends if you attack it, if it is hostile to you, or if you use an action that uses another target. You can use your action to dismiss the spell. To finish casting, the corpse must be no more than 10 feet square and remains there until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the zombie increases by 5 feet for each slot level above 1st.
Conjuration
Conjure Dead
150
Instantaneous
You teleport to another point on the ground within range. The spell ends if that point is destroyed or if some other spell or effect destroys the spell. A
Conjure Dead
30
Concentration, up to 10 minutes
You create a simulacrum of a creature you can see within range. The creature must be dead or undead. The creature must be alive or incapacitated. The simulacrum is unharmed when you cast this spell. The creature must be within 30 feet of you if it is already dead.
Conjuration
Conjure Dead
30
Concentration, up to 1 hour
You summon a dead creature, a creature you can see within range. The target must succeed on a Wisdom saving throw or become an undead creature. When you cast this spell, you can target one undead creature that you can see within range. The target must be within 10 feet of you when you cast the spell, and it must be within the range of the spell. The target can only have one creature within it. The spell ends if it is cast into a creature that is undead.
Conjuration
Conjure Dead
30
Concentration, up to 1 minute
Conjure Dead
30
Concentration, up to 1 minute
You create a dead object that is in a state of disrepair. You can use an action or a spell slot of your choice to cause the object to disappear. You can also use an action to cause the object to reappear. The object's remains can be found in a place of your choosing within range. You can use this ability a number of times equal to your spellcasting ability modifier. When you use an ability check, you determine the remaining 1d8. The creature must make a Constitution saving throw. On a successful save, the object withers and vanishes. You can use your reaction to break free of the object, which has its head on a sheet of transparent stone. If the object can move, it can also move freely. The object is magically inert and can be moved as long as you are standing still. The object isn't hostile to you. The spell ends for it if you cast it again. At the end of each of your turns, the object disappears.
Conjuration
Conjure Dead
30
Concentration, up to 1 minute
You target a corpse that has been killed by a spell or an effect that has killed it. The dead body remains there for the duration of the spell. The corpse can't be charmed or possessed by another creature. If the creature attempts to take the body with a weapon or a magical item, the creature must make a Strength saving throw. On a fail save, the creature takes half as much damage and suffers no saving throw. The corpse disappears from all but one location on your map and reappears somewhere else in the area. The corpse can be dispelled by any spell or spell-like ability of the target. The spell ends if you cast it again. The spell ends if you dismiss it as an action. If you cast it again, the spell ends. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can alter the nature of the spell to affect only the affected object or component. For example, you can alter the appearance of a staff, a staff of protection, or a staff of protection.
Conjuration
Conjure Dead
60
Concentration, up to 1 hour
The next time you make a melee spell attack during the spell’s duration, you can use your reaction to trigger a different spell of 3rd level or lower, using one of the following effects. You can use your reaction to trigger a different spell of 5th level or lower, using one of the following effects. Flee.
Abjuration
Conjure Dead
60
Concentration, up to 1 hour
You attempt to conjure up a corpse that you can see within range. The corpse disappears when it drops to 0 hit points or when the spell ends. It is a corpse of equal to 2 hit points or fewer. The spell fails if the corpse’s hit point maximum is less than or equal to the hit points of the spell’s duration or when the necromancy ends. It can be a corpse or an object that fits within a 5-foot cube. The spell’s spellcasting ability scores may be lower than the spell’s. If your spellcasting ability is Wisdom (Perception), the corpse’s hit point maximum is equal to or less than the spell’s maximum hit points. If your spellcasting ability is Charisma (Sympathy), the corpse’s hit point maximum is equal to or less than the spell’s maximum hit points. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell creates a new corpse if you do so every day for each slot level above 6th.
Enchantment
Conjure Dead
60
Concentration, up to 1 hour
You create a spectral creature of your choice that you can see within range and can hear you. The creature must be within 5 feet of you. The target must make a Constitution saving throw. On a failed save, it becomes stunned, deafened, or has a -2 penalty to its attack rolls. The target also has disadvantage on attack rolls and ability checks until the start of your next turn, if that is the first time you
Conjure Dead
60
Concentration, up to 1 minute
A corpse appears in a 20 foot radius and moves in a straight line. Until the spell ends, the corpse can’t be targeted by spells or other magical effects that target it.
Conjuration
Conjure Dead
60
Concentration, up to 1 minute
A spectral creature appears in a 10-foot-radius sphere centered on a point within range. The target must make a Charisma saving throw. A target takes 1d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends if you dismiss the spell as an action. The creature appears dead against any terrain within range. It remains there until it is no longer dead. A spectral creature can’t be charmed or possessed. The spell ends if you dismiss the creature as an action or if the creature is sent to an unoccupied space where it can’t be charmed or possessed.
Conjuration
Conjure Dead
60
Concentration, up to 1 minute
You create a dead body, a corpse that is partially obscured by a thin sheet of skin. The body is heavily obscured, and it is difficult terrain. The spell ends if you die or if you cast the spell again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures under the effect increases by two for each slot level above 6th.
Conjuration
Conjure Dead
60
Instantaneous
You cause an undead creature to become a corpse, a corpse that disappears when it reaches 0 hit points or less. Otherwise, the creature becomes a corpse by the end of its next turn. When a corpse is slain, it is taken to the nearest unoccupied space within range. The corpse is no longer a corpse, but a soul. If the creature is a creature, it becomes incorporeal for the duration. The corpse is part of the body of the creature and remains there until the spell ends, when it can be restored to its original form.
Transmutation
Conjure Dead
60
Instantaneous
You send a creature into an extradimensional space. The target must be within 30 feet of the extradimensional space. The target then appears in the extradimensional space and must spend its movement moving and concentrating on a ranged spell of your choice (your choice that you can recall). The target takes 1d10 necrotic damage, or half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you
Conjure Dead
90
Concentration, up to 1 minute
A dead creature that you can see within range has become a willing creature. The target takes 8d6 necrotic damage on a failed save or half as much damage on a successful one.
Transmutation
Conjure Dead
90
Concentration, up to 1 minute
You cause an undead creature to become a corpse, a corpse that disappears when it reaches 0 hit points or less. Otherwise, the creature becomes a corpse by the end of its next turn. When a corpse is slain, it is taken to the nearest unoccupied space within range. The corpse is part of the body of the creature and remains there until the spell ends, when it can be restored to its original form. The corpse is part of the body of the creature and remains there until the spell ends, when it can be restored to its original form.
Transmutation
Conjure Deadlight
100
Instantaneous
Lightning strikes out from you, passing heavily obscured to the blinded and deafened. The target must make a Dexterity saving throw. It takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in its area that aren’t being worn or carried. A t Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Conjure Dead
Self
Concentration, up to 1 minute
You conjure up a corpse that you can see within range. It must be no more than 5 feet long and 1 foot tall. It has a skeleton, a severed head, and a thin, loose mass that you can feel. A corpse can be slain by any melee attack. The corpse disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of corpses you can deliver increases by two for each slot level above 1st.
Enchantment
Conjure Dead
Self
Concentration, up to 1 minute
You create a zombie creature within range that is willing to make a saving throw. The creature must succeed on a Wisdom saving throw or be charmed by you for the duration. On a failed save, the creature takes 5d8 necrotic damage and is charmed for the duration. On a successful save, the creature takes half as much damage and is charmed for the duration. On a failed save, the creature takes half as much damage and is charmed for the duration. On a successful save, the creature is immune to being frightened until the spell ends.
Evocation
Conjure Dead
Self
Concentration, up to 1 minute
You summon a phantom creature that appears in an unoccupied space of your choice that you can see within range. The phantom must be within 30 feet of you or within 500 feet of you, and it can’t be charmed by you. When the spell ends, the phantom disappears, and you draw a random card from your hand that you can see within range. The phantom must be within 500 feet of you or within 500 feet of you, and it can’t be charmed by you. Once drawn, the phantom disappears. If you cast this spell again, you must use a different phantom to summon the same creature.
Conjuration
Conjure Dead
Self
Instantaneous
For the duration, you teleport a creature that you can see within range that you can see within range.
Divination
Conjure Dead
Touch
Concentration, up to 1 minute
A shadowy figure appears in an unoccupied space that you can see within range and that can’t be more than 10 feet away. The figure disappears after 1 minute, and the spell ends if you cast it again. A creature can spend 1 sorcery point to attempt to conjure up a corpse of an unwilling creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d6 necrotic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Conjure Dead
Touch
Concentration, up to 1 minute
You touch a dead creature that has died, an undead that has died, or a spirit that has died. The spell can target any creature’s soul, soul of a creature that died, or spirit of a creature that died. The target’s soul vanishes, leaving its body and organs for you to use to craft a new one. The creature must be dead within 1 minute of casting the spell. The spell can target any creature’s soul, soul of a creature that died, or spirit of a creature that died. The target’s soul vanishes, leaving its body and organs for you to use to craft a new one. The creature must be dead within 1 minute of casting the spell. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour, and the duration increases to 2 hours when you reach 5th level, and 3 hours when you reach 6th level.
Conjuration
Conjure Devil
60
Concentration, up to 1 hour
You summon a devil from the depths of the Abyss in a new form, called a Devil. Choose one of the following options for what appears: a devil, a fiend, a lich, a beast, or a necromancer. The devil appears in an unoccupied space on the ground within range. The devil appears in a spot of your choice within range, visible only to you and causing the illusion of a devil. The devil can be large, ugly, or whatever you choose. The devil has a Strength of 5 and a Dexterity of 5. The devil has a reach of 10 feet. The devil has a weapon reach of 5 feet and a reach of 10 feet. The devil has a throwing speed of 40 feet. The devil has a reach of 10 feet. The devil has a throwing vulnerability of 1—1.0. The devil has a throwing speed of 30 feet. If the devil is dispelled, its spell ends early and the spell fails to summon any creatures. The devil can attack twice, and it can use its action to deal 3d6 slashing damage to any creature it strikes. It can also spend 1 extra use of its action to deal 1d6 psychic damage to any creature it strikes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Conjure Diety
30
Concentration, up to 1 hour
You summon a kind demon, a kind beast demon, or a creature of challenge rating 2 or lower. You choose the kind from the following options; choose a humanoid of challenge rating 2 or lower or an extra copy of it. You also choose a kind of terrain’s inlaid cover, such as rock, that gives the kind demon the ability to fly. The kind demon is d10ish favorite. Kindness of Dissonant Nature Tempting Animals Charming Creatures Evil Weevil Nonmagical Creatures Any creature of challenge rating 2 or lower At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates 6d6 rakish inscribe plants of your choice in a 20-foot radius centered on that point. Each plant has AC 12 and 30 hit points. If a plant’s hit points are less than 30 hit points, it becomes trifling and is prone to burning if it is ever damaged by a spell of 2nd level or lower. It has resistance to cold damage, poison damage, and radiant damage. When a plant’s hit points become unmanageable, it becomes difficult terrain for your enemies. It has a Strength of 30 and a Dexterity of 10 + its Dexterity modifier. When a plant’s hit points become unmanageable, it can’t repair itself until the spell ends. Any creature that can’t repair the plant by its own action must use an action to repair the plant by any means available to it.
Conjuration
Conjure Diety
90
Concentration, up to 1 hour
As you cast this spell, you choose one beast or plant you can see within range and form a magical bond with it. The creature becomes a beast for the duration, and the spell ends for that creature if it willingly moves to a place more than 100 feet from you within 10 feet of you. Once made, a beast’s natural armor rating is 3. Your magic inscribe spell cuts through the magical inscrutches of any creature that can see or hear you, creating a map of your location that looks like this:Binding the Hound
Beast
Transmutation
Conjure Disease
120
Instantaneous
You cause a disease that affects one or more creatures of your choice that you can see within range. The target must make a Constitution saving throw. On a failed save, the target is dazed and has a 10 percent chance of dying of any type.
Transmutation
Conjure Disease
Touch
1 Round
You touch one humanoid who has been diseased. You or someone you designate can use a bonus action on the target. The target, if it is a humanoid, must succeed on a Constitution saving throw or become diseased for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the disease can target one additional creature for each slot level above 5th.
Transmutation
Conjure Disease
Touch
Concentration, up to 10 minutes
You touch a creature that you can see within range. Each creature in an area of your choice within 5 feet of the target must make a Constitution saving throw. On a failed save, the target takes 1d10 necrotic
Conjure Disease
Touch
Concentration, up to 1 minute
You create a disease that deals 1d4 necrotic damage to a willing target. The target takes 3d6 necrotic damage at the beginning of your next turn.
Necromancy
Conjure Dissonant
Self
Concentration, up to 1 minute
You conjure up a spectral demon, an undead or an undead beast of challenge rating 5 or lower with you in the form of a spectral cloud or a cloud of
Conjure Dissonant Smite
120
Concentration, up to 1 minute
You attempt to bane a creature you can see within range. Until the spell ends, the target is restrained and creatures that are there must make a Strength saving throw. On a failed save, the target is pushed 5 feet away from you in a straight line. As an action, you can cause the restrained creature to make a Charisma saving throw. On a successful save, the creature takes 2d8 radiant damage, and the spell ends for that creature if it ends its turn restrained by this spell or when it uses its action to make a melee attack. On a failed save, the creature can make a Wisdom saving throw again, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the damage dealing spell, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Conjure Divination
300
Concentration, up to 1 hour
For the duration, you can conjure up to three creatures of the chosen sort within range. You specify which sort of creature to conjure. If you cast this spell as part of casting a spell of 5th level or higher, you create two of the following creatures, which have the same general halo, their hit points halved, and their hit point maximum halved: • A flying, invisible, bipedal being dressed in fine armor and weapons and equipped with a sword and shield and shield emblazoned with your deity’s mark
Conjure Divination
30
Concentration, up to 1 hour
You summon a spectral devil, one of the following types of which are attuned to by the Divination class you choose: boons, bane, dagger, fey, fiend, fiend bite, insult, polearm, hoof, or serpentspout. Your basic weapon skill is contested using the lowest contested weapon touch attack to strike when the devil appears (your choice when you take the weapon check). If one of your attacks hits, the devil wreathes the creature in poison for 1 minute, or until the creature wakes up if it has rest. The devil is friendly to you and your companions for the duration. Once summoned, the devil appears in a place that you choose and that is no larger than a 60-foot cube. Until the spell ends, you can use your action to make two attacks with a boomerang
Conjure Divination
Touch
1 Hour
Until the spell ends, you touch one willing creature who is charmed or aberrated. Each willing creature that is charmed or aberrated gains an Intelligence bonus equal to 1d4 + your spellcasting ability modifier. This bonus becomes active when you cast the spell, as long as you are on the same plane of existence as the target (and thus have access to the spell queue along with it). For the duration, the target has resistance to nonmagical damage, and it has resistance to damage from nonmagical weapons.
Divination
Conjure Divine
30
Concentration, up to 1 day
You summon a divine being to fight your enemies in battle. Choose any number of friendly creatures you can see within range. Each of them obeys the voice of nature, speaking in a melody that is nearly unaccustomed to music. Each creature that can hear you must make a Charisma saving throw. On a failed save, it can’t speak, and it can’t be targeted by spells or targeted by commands or magical effects. You choose the melody as the target for its melody. It lasts until the end of your next turn, but it can be interrupted or suppressed by spells or other means. If you interrupt the melody, a line of dialogue appears within 4 feet of it that says something along the lines of, "Your voice fills the air around you, and I draw the flowing colors of your hair to carry your magic into battle. This line of dialogue is a powerful tool in our war against evil." You can then open the line of dialogue, which has three parts
Conjure Divine
30
Concentration, up to 1 hour
You awaken an undead creature by means other than a wish spell. It must be within 30 feet of you if you are, and it must make a Charisma saving throw if you are, or it must make an Intelligence saving throw if you are or it doesn’t know the language. When you use an action to wish a creature a wish spell, you can choose a wish spell of 5th level or lower, a wish spell of 6th level or higher, a wish spell of 7th level or higher, a wish spell of 8th level or higher, or a wish spell of 9th level or higher. You can repeat the process many times, up to a maximum of once. You can wish an undead creature any wish spells it wishes, similar to wish of warding a missing cat or house cat. You can also wish the
Conjure Divine
60
1 Hour
This spell brings you into the presence of a divine being, who has awakened and taken hold of you. Choose one creature that you can see within range, and choose one of the following options for what occurs within the spell's duration. The creature can be a willing creature or an object that isn’t being worn or carried by another creature. If you cast this spell while you have a target within 30 feet of it and that creature has the benefit of asight advantage when examining it, the creature is able to see through the illusion for the duration. The creature can’t willingly pass through the illusion, and it is blinded while blinded by the illusion. During the spell’s duration, the creature can make a Wisdom saving throw to regain control of itself and use all its movement. On each of its turns, it can use its reaction to switch from blind to illuminated, from darkvision to truesight.
Conjuration
Conjure Divine
60
Concentration, up to 1 hour
You summon a demigod of temporary good looks. He vanishes into a harmless demiplane, appearing in an area of your choice within range and lasting until the end of your next rest. The demigod is friendly to you and your companions for the duration. While friendly to
Conjure Divine
60
Concentration, up to 1 hour
You summon a divine being, the Divine within, to lay waste to all creation and to destroy creation before it. Choose a creature within range and choose one of the following options for its destruction: • An undead creation that doesn’t benefit from being reduced to 0 hit points or reduced to hit points by nonmagical force (such as the throwing of a weapon or using a spell spell finger to ram a lich’s breastplate) • A creature created to become a lich. Your spell destroys this creature if it’s creation or its reduction to 0 hit points is interrupted while the Divine is casting your spell. This creature is hostile to all creatures of your choice that don’t favor class, alignment, or culture. It doesn’t like you, its alignment, or its alignment and can’t speak any creature’s language. It obeys any command that is verbally directed toward you, its companions, or whoever is closest to you. Your spellcasting ability is reduced to 0 if you cast this spell while you are immune to any effect that would reduce it to 0 hit points. While immune to this effect, you are also incapacitated and can’t move for 1 minute. It persists for 1 hour, after which time you can use a reaction to dismiss it. You can use your action to dismiss the spell again. It takes 1d10 force majeure damage on a successful save, or half as much damage on a failed one.
Conjuration
Conjure Divine
60
Concentration, up to 1 hour
You summon a divine being to take on the form of a beast. Choose one of the following forms to assume: Primal Beast, Fey Beast, Huge or larger. You retain the same basic abilities, statistics, traits, and equipment, but you can’t change your form. Instead, you transform your basic beast form into a mount, a griffon, or similar creature, forming a new body for it. You can choose to adopt a more powerful beast form, such as the fey form, or adopt a form that replaces the familiar form. The new form can attack and can carry a greater quantity of mundane goods, such as an arcane hammer or greater restoration, if your current mount is no longer on it (your choice which beast form you choose). You make this change automatically at the end of your next turn, otherwise you might need to take the use of a spell slot of another version of the same beast to regain control of your new form.
Conjuration
Conjure Divine
90
Concentration, up to 1 hour
You awaken the senses of some creatures in your area, their powers, and how they fight. Each willing creature that you choose for the spell levels specified below becomes a willing creature for that turn, and after gaining these statistics, you gain the following benefits: • You can see through invisible portals as long as 60 feet to a creature within 5 feet of you; otherwise, you must spend 3 feet of movement for every 1 foot you move. Finally, you can assume a primordial status that bestows upon those you select, creating one of the following statistics while you are also casting the spell (see below).’Abjuration
Conjure Divine Ally
Touch
Instantaneous
Choose an area of magic that you can see that is impossible to directly see and that prevents you from seeing through it. You or a creature you touch is considered invisible to all creatures, and the target of spells that can target you or a target object that is within the spell's range is immune to those spells for the duration. You can target a target object, object that is within its range, or an object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object That creature must succeed on a Dexterity saving throw or be frightened. If the creature fails, it is forced to return to its plane of origin, where it dies. The spell ends if you dismiss it.
Transmutation
Conjure Divine servant
60
Concentration, up to 1 hour
You transform a living creature into an illusion. The target must make a Wisdom saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. The illusion appears where you: are within 1 mile of the target; and speak the illusion's secret promise. For the duration, each target has advantage on attack rolls against you and on saving throws against your might. Additionally, whenever a target within 1 mile of the target wakens and uses an action to make an Intelligence saving throw, it can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage roll increases by 1d8 for each slot level above 4th.
Illusion
Conjure Dowager
120
Concentration, up to 1 minute
You summon a fey creature of challenge rating 6 or lower, and make it appear in an unoccupied space within range. Until the spell ends, you can make the fey appear as hostile to you as you like. Until the fey leaves the space it obeys, the fey is immune to all attack rolls, and it has advantage on Wisdom saving throws. You can make the fey appear to you as being under the command of another creature. If the fey starts a fight with a weapon in its reach, the creature must make a Strength saving throw. If it fails, the creature takes no actions and gains no benefit from its action to do so. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate a fey that is willing but restrained by your wish. When you make these wishes a reality, you can animate the fey as part of the action you can perform at a time. If you animate the fey, you can direct it to attack another creature or something else you can see within 30 feet of you. Creatures and things within the fey’s space are obeying its orders. You can mentally command the fey to move into your space, attack another creature
Conjure Dowager
150
Concentration, up to 1 hour
You summon a beast of opportunity. Choose a point within range, or choose one of the following options for how long: • You restore 7 hit points, or • You restore
Conjure Dowager
30
Concentration, up to 1 hour
This spell allows you to affect a celestial. Choose up to four creatures of your choice that you can see within range. Each target must succeed on a Wisdom saving throw or become charmed by you for the spell’s duration. If the target fails, it can’t willingly move to a different charmed target until the spell ends, unless you can channel the target’s spirit into casting the spell to achieve this end. At the end of each of its turns until the spell ends, the target can roll a d100 and add the number rolled to its attack or damage roll.
Divination
Conjure Dowager
30
Concentration, up to 1 hour
You summon a fey beast of opportunity. Choose one of the following options for what appears: • One creature that you can see within range • Two willing creatures • Four willing creatures • Eight willing creatures that aren’t wearing armor • Ten willing creatures that aren’t charmed A summoned creature becomes a creature under the rules for the next succeeding round. If the creature is charmed, it can use its action to make a Charisma check against your spell save DC. On a success, it can use its action to try to flee, but has no immediate means to do so. A creature that successfully saves against this effect is shunted to your bardic library. You can use your action to make a melee spell attack with the fey beast. On a hit, the target takes 4d8 radiant damage, and it can’t regain lost health until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. The damage increases when you reach higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Conjure Dowager
60
Concentration, up to 1 hour
You create a beast or a celestial by manipulating it. It has a head and fur that grows to match your hand. It has AC 20, 1 hit point, and a Dexterity saving throw made to grab onto a creature or object, and must succeed on a Dexterity saving throw or become restrained. A creature that can’t be bound by a creature or object falls to the ground at the start of each of its turns restrained by the creature’s principal attunement. A creature that can’t be bound by an object falls to the ground at the start of each of its turns. A creature restrained by the creature or restrained by the creature’s principal attunement is no longer restrained by the creature or by the creature’s principal. The creature is no longer under the creature’s control and must either willingly or involuntarily beguile its principal or else beguile its servant. The creature is under the creature’s control and must either willingly or involuntarily beguile its servant. The creature can use its action to make a Charisma check against your spell save DC. On a success, the creature is no longer under the creature’s control and must either willingly or involuntarily beguile its servant. The creature is under the creature’s control and must either willingly or involuntarily beguile its servant. The creature is under the creature’s control and must either willingly or involuntarily beguile its servant. The creature is under the creature’s control and must either willingly or involuntarily beguile its servant. When the spell ends, the creature is no longer under the creature’s control and must either willingly or involuntarily beguile its servant.
Enchantment
Conjure Dowager
60
Concentration, up to 1 hour
You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th.
Conjuration
Conjure Dowager
60
Concentration, up to 1 minute
Choose an unoccupied 5 x 5-foot cube of unoccupied space that you can see within range. You create such a cube by casting this spell. The cube appears in an unoccupied space that you can see within range. A creature that ends its turn in the cube must succeed on a Strength saving throw and is restrained for the spell. The restrained creature is limited in the number of things it can move and can’t move while this spell is in effect. The restrained creature is aware of your voice, but can’t speak a command or attempt an action to provoke an action. The spell ends if you or the target are holding the creature down.
Transmutation
Conjure Dowager
Self (30-foot radius)
Concentration, up to 1 hour
You summon a fey demon that can overwhelm creatures of your choice. Choose one of the following attacks as normal: (an attack that isn’t a spell ability attack) (a fey beast that attacks by accident, as charmed by a fey creature) (a fey beast that attacks by accident, as dark side by dark side) (a fey creature
Conjure Dowager
Self (30-foot radius)
Concentration, up to 1 minute
You summon a fey, the Dowager of Dowagerstown. Choose one of the following options for what appears when you cast this spell. Dowagerism. You create a fey in a space you can see within range. You appear in a vaguely humanoid shape, with dim lighting in the eyes, a pointed snout, and a pointed snout, and have resistance to all damage. Dowagerism. You create dim light, then a bonus action on each of your turns. If a creature moves to within 30 feet of you while under the effects of this spell, that creature must make a Constitution saving throw. On a failed save, the creature takes 7d8 fire damage, and the flames extinguish instantly. On a successful save, the creature takes 5d8 radiant damage. Dowagerism. You cause fey to radiate fey energy that creates one of the following effects in a 30 foot
Conjure Dowager
Self
Concentration, up to 1 hour
This spell calls forth a fey servant that defends itself against all attack and spell damage. The fey is a celestial, fey beast of the sea, and it gains the following benefits: - It gains a flying speed of 60 feet. - It can enter and occupy the space of another fey creature. - The fey creature has resistance to nonmagical damage. - It can pass through small holes in the earth it touches, though it can’t move or walk on its behalf. - It can’t attack or otherwise harm anyone it touches. - Any creature it passes by can’t be more than 50 feet away. If the door it enters is unlocked, any fey creature it can see inside the door are also invisible to it. It can use its action to examine a creature it can see within 60 feet of it and determine whether it is within line of sight. If the creature has sight of the invisible creature, it can use its reaction to examine the creature next to it and determine whether it is within line of sight. The fey creature can�
Conjure Dowager
Self
Concentration, up to 1 hour
You conjure a fey demon that takes the form of a beast and w as you take damage. You gain 6 temporary hit points. The DM has the statistics. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Conjuration
Conjure Dowager
Self
Instantaneous
Up to ten people of your choice appear in a location that you can see within range. You choose a point you can see within range, such as a temple, a cemetery, or a place of worship. The summoned creature disappears when it drops to 0 hit points or when the spell ends. Each target gains a number of temporary hit points equal to the hit points of its last temporary hit point: 1. When you cast this spell, you can target one additional creature for each slot level above 4th. The creatures must be within 10 feet of each other when you cast the spell. 2. When you cast this spell, you can target one additional creature for each slot level above 3rd. The creatures must be within 10 feet of each other when you cast the spell. 3. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points created by the summoned creature are replaced by the total accumulated at the time the spell leaves its normal effect. For example, a 4th-level summoned creature has 3 temporary hit points replaced by 2, and a 5th-level summoned creature has 1 temporary hit point replaced by 0. The spell has no effect on undead or constructs.
Conjuration
Conjure Dowager
Touch
8 hours
Choose one creature of your choice that you can see within range. It must make an Intelligence saving throw, and then it can of divided 8 + your spellcasting ability modifier. On a failed save, it is restrained and killed instantly by the Dowager. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is 24 hours. When you use a spell slot of 8th level or higher, the duration is up to 48 hours.
Illusion
Conjure Dowager
Touch
Concentration, up to 1 hour
You summon an undead acquaintance who offers your next spell of 5th level or lower and grants you a bonus equal to your spellcasting ability modifier. The acquaintance disappears when it drops to 0 hit points or when the spell ends. The acquaintance remains until the casting time for this spell ends. You can make an attack roll with a creature’s weapon as an example of employing this ability. If your target is a lich, the acquaintance disappears as a lich falls. The acquaintance remains until the casting time for this spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target undead acquaintance with a different spell of 5th level or higher. If you cast it as a spell targeting a higher level spell slot, the acquaintance disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the acquaintance disappears when the companion dies.
Enchantment
Conjure Dowener
90
Concentration, up to 1 hour
You attempt to conjure a willing creature of the night. Choose one of the following options for when the target appears as a target on a creature roll or an attack roll in an area under your control and that fits within the following classes: off Normal. You can use your action to cause one of the creatures within range to become frightened of you, for 1 hour. Alternatively, you can cause a creature to become frightened of you for 1 hour by making an ability check successful. On a success, the frightened creature must use its movement to move to a safe spot from which it could have bolted.
Abjuration
Conjure Downdraft
10
Instantaneous
You attempt to conjure a churned-out version of yourself that can carry as many as five willing creatures. Each creature that can’t seen you must be within 60 feet of you, and you can’t be targeted by spells or by an attack from there. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. The creature is limited in the actions it can take, and it can’t speak a nonlegible word. The creature then regains expended uses of its action, which can’t be repeated. When the spell ends, the creature returns to its home plane. After regaining used uses of its action, the creature resumes its alignment. The creature can’t activate magic items, unless they can be created using rare earth elements, such as tinctures, earth elementals, or tinctures made from rare earth elements.
Transmutation
Conjure Downdraft
30
Instantaneous
You cause up to six trees to rap a little as you cast this spell. Each limb pruned and any that aren’t pruned have a AC of 10 and 20 hit points. The trees instantly become diseased, and the spell ends. For the duration, these trees have AC 30 and 20 hit points. Additionally, whenever a target of this spell hits and starts its turn in a pile of rubble, it is poisoned.
Transmutation
Conjure Downdraft
60
Concentration, up to 1 hour
Concentration, you are transported to a location of your choice within range, or a place no larger than a 20-foot cube. You can choose an unoccupied space within range that you can see within 10 feet of where you cast this spell, and you make the choice of moving within 5 feet of that space or moving within 10 feet of a place the same distance from you (less than 50 feet). As an action, you can move up to 10 feet as a bonus action on your turn to assume a different form. You can change your body type, though you must have the chosen type. Your armor and weapons are both made of nonmagical energy, though instead of steel you have resistance to cold damage and can use magic missile attacks against you. Your melee weapon isn’t fire-powered, but instead deals 1d4 fire damage of your choice when you hit with it. Your magic device is made out of metal, and you use it to attack with its thrown component. There is a 1d4 fire damage bonus on your attack and damage rolls, and a 1d4 acid damage bonus on your acid attack. The weapon is neither infused with magic, nor has it been prepared to deal damage against it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d4 for each slot level above 3rd. The fire damage bonus increases by 1d4 when you reach 5th level (2d4 or 2.6 damage), 11th level (3d4 or 3.3 damage), and 17th level (4d6 or 4.2 damage).
Transmutation
Conjure Downdraft
Touch
Concentration, up to 1 hour
This spell turns trees on a target continent into pillars of stone until the spell ends. Choose one of the following options for how long it takes to erect a pillar: 1 hour, 2 hours, 4 hours, 6 hours, 8 hours, or 24 hours. To form a pillar, a pillar of stone is about 5 inches across and has a diameter of 5 inches and a height of 10 inches. The pillar can be simple stone that can be rolled up to 4 to create a pillar that is as tall as the pillar you chose. You can use a prismatic pillar, made of wood or stone, to create a pillar with a 5-foot cube. Each creature in that cube must make a Dexterity saving throw. On a failed save, the creature takes 4 d10 bludgeoning damage and is pushed 10 feet away from the pillar. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two pillars for each slot level above 5th.
Conjuration
Conjure Downdraft
Touch
Concentration, up to 1 hour
Three 10-foot-deep chambers of strong dark air, roughly the size of a small hamper, lie dormant. Each creature in one area must make a Constitution saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Conjure Downdraft
Transmutation, up to 1 hour
You attempt to conjure a large circle of heavily wounded Downdraft in an unoccupied space. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 3d8 d10 force damage on a failed save, or half as much damage on a successful one. The Downdraft can be destroyed by ranged weapon attacks with a melee weapon. Each creature killed by a d10 force damage roll or d4 damage roll on a failed save must spend 1 hit point. The Downdraft can’t be destroyed by nonmagical weapons.
Abjuration
Conjure Drake
60
Instantaneous
Choose an area of water that you can see within range. You transform a creature that you can see within range into a Drake, a flying creature that can hover and swim for the duration. The transformation ends when the target drops to 0 hit points or when the spell ends. You can target up to one additional Drake for each slot level above 1st.
Enchantment
Conjure Drake
90
Concentration, up to 1 hour
You create a magical beast or a fey within range through the influence of your spell. The beast is friendly to you for the duration. The beast is a Medium creature with AC 15, hit points equal to 1 + your wizard level (minimum 1), and a speed of 30 feet. When the spell ends, the beast disappears. It obeys any verbal commands it receives, and it disappears if it is attacked. While the creature can’t be charmed, frightened, and/or attacked, it is immune to being charmed, frightened, and/or missing. If the creature is frightened, it attempts a Wisdom saving throw against your spell save DC. On a failed save, the creature is banished from its home dimension, and it is lost forever. If the creature has the ability to move across the Material Plane, it can move across the plane of existence at will to the nearest unoccupied space of the creature’s choice. If the creature is on a plane other than the one it is on, the plane’s plane of existence is used instead of the one occupied by the spell.
Evocation
Conjure Dunes
60
Concentration, up to 1 hour
You create a section of dark, wispy terrain made of shadow or fog that lasts for the duration. You can make the terrain shift in size from side to side, up or down, depending on how you choose. For every 2 feet you change the terrain’s size, you can cause one of the following effects on one creature or object that would be affected: • You create a 20-foot section of fog on each of your turns that lasts for the duration. • You create an invisible wall of crackling fire on each of your turns that lasts for the duration. • You cause flames to leap from creatures and objects that aren’t being worn or carried by someone carrying a greater might or title, as fireballs do. These flammable projectiles are light years away. • You create a cloud of smoke and chill solid air on each of your turns that lasts for the duration. • You cause thick and flowing cloud tops to form on each of your turns that lasts for the duration. • You cause fog, mists, and other such phenomena on each of your turns that lasts for the duration. You can also cause such phenomena on your turns and on your turns, causing them to succeed or fail. You can affect only one effect affected by this spell at a time, and the effects last for one hour.
Transmutation
Conjure Dwarf
Touch
Concentration, up to 1 hour
This spell creates a simple but magical bond with one creature of your choice within range. The creature must be of challenge rating 5 or lower. The bond lasts for the duration or a duration of concentration, and the creature becomes friendly to you and your companions for the duration. Creatures that join the bond have advantage on saving throws against its spells, and casting spells with a challenge rating of 4 or lower also has disadvantage on saving throws against its spells. Whenever the bond is broken, your companions become unstable and fly from you to an unknown location. There, they harmlessly harm or steal from you, and they commit acts of violence and treason against you. While your companions are unstable, you can use an action to change their nature and/or their alignment. Choose a creature’s nature as their mode of transportation: flying, trudging, or climbing. While their nature is uncertain, their movements are instinctive, allowing them to follow you as you lead them. While their alignment is unknown, their ability to commune with you is strong, and they understand your purpose—to you and to the people of Ehlnofar, to the Dark elves and to the Shadow elves. The creature relies heavily on the Wisdom of its companions for information about its current status, as well as any magic it can find, when it enters a location or at any time within range to make a decision about its next course of action. You can find information on the creature’s status on the creature’s Facebook page at: https://www.facebook.com/statuesmartex/profile/111213170107844/ When the spell ends, the creature disappears from the target’s physical plane, and whatever remains are hovers, w hożs, or in the case of the Shadow elves, in the shadow of Ehlnofar. After the spell ends, you can’t cast this spell again if its nature is uncertain.
Enchantment
Conjure Ears
Self
Concentration, up to 10 minutes
You create a 10-foot-tall cylinder of darkness in a 20-foot radius sphere centered on a point you choose within range. You can place the cylinder on any surface that isn’t already opaque, including opaque ground or terrain. The cylinder can be as large as 60 feet long, as large as 100 feet wide, or as small as 25 feet tall. The cylinder is opaque to light. The cylinder is difficult terrain. The ground in the cylinder is difficult terrain. The cylinder can be difficult terrain. The cylinder can be difficult terrain. For the duration, you can move the cylinder up to 20 feet in any direction. You can’t move the cylinder more than once. The cylinder can be moved only by means of sudden movement.
Conjuration
Conjure Earth
120
Concentration, up to 1 hour
You conjure a divine plant on a flat solid surface you can see within range. The plant, a type of plant that plants and shrinks in size as you choose, produces simple tools and implements of value. You choose tools made of stone, obsidian, or iron. The plant produces those tools and implements, as well as any implements or other implements of value that can fit within the creature’s reach, within 30 feet of the creature’s earthen chamber. The plant produces any tools, implements, or other objects created by the chosen tool or implements, but none that aren’t created by other means. The plant produces either simple tools or implements created by other means, and its plants grow to the maximum extent possible in a given area and under both the created objects and the created tools. Physical interaction with the plant (including the use of weapons and armor) produces no effect on the plant. The plant produces no visible tools and implements. Its plants and shrinks in size yield simple tools and implements created by other means equally, though they are less powerful. Moreover, when the plant produces any other effect, the plant produces the plant based on the effect produced by that effect, not the creature’s. While the plant produces a simple tool or implements, the plant produces the creature’s simple tool or implements at the same time, creating the simple tool or implements if the creature has one. The plant produces the plant based on the creature’s simple tool or implements. A simple tool or object created by the plant produces no effect, such as a simple weapon that creates a simple weapon, or a simple armor that simply inscribes a unique spell’s mark on the creature’s chest. The simple tool or object produces no effect, such as a simple weapon’s mark or a simple weapon’s mark that inscribes a unique spell’s effect. When you cast this spell or as a Material Component component a plant appears within range to refine your material component’s tools, implements, or armor. You can refine the simple tool or object to create a greater tool, greater axe or axe thud, or to create a greater weapon thud, as long as none of the component’s effects apply to the tool or object. Each succeeding use
Conjure Earth
30
Instantaneous
You choose a point you can see on the ground within range and cause up to ten creatures and plants to become infernal for the duration. An unwilling creature must succeed on a Wisdom saving throw to resist the spell. Whenever a willing creature with an Intelligence score (as determined by the DM) or lower scores creatures on the ground within 30 feet of it for the first time on a turn or start its turn there, it must succeed on a Wisdom saving throw or become infernal for the spell’s duration. The spell ends for each creature whose level of Intelligence is less than or equal to the spell’s level or whose Intelligence is 2 or less. A creature that succeeds on its saving throw must be infernal for the entire duration. If you cast this spell using a spell slot of 7th level or higher, each affected creature must roll a d20 at the end of each of their turns to determine its form and attack patterns. The creature’s Intelligence is its spellcasting ability score, and any number of its Intelligence scores + their Constitution is Intelligence of the creature. If an affected creature willingly chooses to change its appearance for the spell, it can make a new attack roll using its normal action, and any bonus provided by its Intelligence scores is wasted.
Transmutation
Conjure Earth
60
Concentration, up to 4 hours
You create a sphere of earth and a layer of mud in a 5-foot cube. You can make the earth and mud disappear at any time, and the mud, if any, remains. A 5-foot cube can be created on a flat surface or on a solid surface of stone, wood, or stone. The earth and mud are drawn together in one place, with each cube being 30 feet square. The surface of the cube is covered with a layer of mud that lasts until the spell ends. You
Conjure Earth
60
Instantaneous or 1 Hour (see below)
Choose up to six fey creatures that can fit within a 5-foot cube within range. You conjure up an illusion that appears at a point of your choice within range. The illusion appears in locations and reappears in an unoccupied space in a random location that you can see within range. It lasts for the duration. If you cast this spell multiple times, you can have no more illusions summoned, and many remain. If you cast this spell once, each illusion summoned lasts until it is dismissed by someone else. If you evoke an entire fey race, none of them appear in more than 10 minutes, and some remain for 10 minutes when summoned. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a swarm of fey creatures that appear in an unoccupied space on the ground within range. The webs you see throughout its duration are non-portals and can sense out of touch with you. They are friendly to you as if you shared their personality. While summoned, the fey creatures can see you through, can see and interact with you, and can follow you around. They remain within the webs until the spell ends. If you cast this spell multiple times, you can have no more fey creatures summoned, and some remain for 10 days when summoned. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you summon fey creatures that appear in an unoccupied space within range. The webs you see throughout its duration are non-portal and can sense out of touch
Conjure Earth
60
Instantaneous
You summon forth a celestial within range and summon forth an elemental that fits the creature. The celestial must be within 5 feet of you. The elemental must make a Dexterity saving throw. On a failed save, the creature takes 1d10 fire damage, and the fire ignites the equipment used in its first use. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can summon a celestial within 5 feet of you. On a failed save, the creature takes 1d10 fire damage, and you can fire a solid surface or a thin sheet of fire, or one of solid metal, stone, metal, or acid. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire ignites the material that you can see within 5 feet of you. At Higher Levels. When you cast this spell using an action action to dismiss an effect from the spell, choose one of the following options for the duration. • You summon an elemental within 5 feet of you, or one of its non-instantaneous effects that you choose that affect a creature within 5 feet of you. • You summon a celestial within 5 feet of you, or one of its non-instantaneous effects that you choose that you can affect a creature within 5 feet of you. • You summon a celestial within 5 feet of you, or one of its non-instant effects that you can affect a creature within 5 feet of you, and that you can target a creature within 5 feet of you. • You summon a celestial within 5 feet of celestial power, a celestial, a fi-level (level (2d10), or a celestial. • You summon a celestial within 15 feet of celestial power, a celestial, or a fi-level (3d10), an elemental, or a celestial. • You summon an elemental elementals or non-magical creatures of power that are within 5 feet of you. • You summon a spirit within 5 feet of power that is willing to take root in the air. • You summon a celestial of power that is willing to heal a foe. • You summon elemental elemental spirits that are within 5 feet of you. • You summon fey spirits that are within 5 feet of you. • You summon creatures of power that are within 5 feet of you. • You summon beasts of power that are within 5 feet of you. • You summon beasts of power that are within 5 feet of you, that are loyal to you. • You summon beasts of power that are within 5 feet of you, that are friendly to you. • You summon beast demons that are within 5 feet of you. • You summon demons. • You summon fey spirits that are within 5 feet of you. • You summon beasts of power that are within 5 feet of you. • You summon beasts of power that are within 5 feet of you. • You summon beasts of power that are within 5 feet of you. • You summon demons of power that are within 5 feet of you. • You summon demons of power that have the same statistics as normal. • You summon demons of power that are within 5 feet of you. • You summon demons that are within 5 feet of you. • You summon demons of power that are within 5 feet of you. • You summon demons from power
Conjure Earthen Grasp
120
Concentration, up to 1 hour
You touch one willing creature and teleport to a point within range. The target creature can’t pass through this portal, and if it does, it must make a Dexterity saving throw. On a failed save, it takes 2d8 slashing damage and is knocked prone. On a successful save, the target takes half as much damage and isn’t knocked prone. As a bonus action on your turn, you can move the target up to 30 feet in any direction. If you move the target more than once, you can cause it to repeat the saving throw, ending the effect on itself on a success. As an action, you can cause the target to make a new Wisdom saving throw. The spell ends for an affected target if it takes any damage or if your attack deals an extra 1d8 force damage to it.
Conjuration
Conjure Earthen Grasp
Touch
1 minute
You touch a creature and must make a Wisdom saving throw. On a failed save, the target takes 3d6 necrotic damage. On a successful save, it takes half as much damage. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th.
Conjuration
Conjure Earthen Grasp
Touch
Concentration, up to 1 hour
You touch a willing creature and choose one of the following options for what appears in an unoccupied space that you can see within range. You can use a bonus action to remove a creature from its original location within 30 feet of the spell target. If you do, you are ejected from the spell within 30 feet. A creature that can see you returns to its home plane after the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets you can remove increases by two for each slot level above 1st.
Enchantment
Conjure Earthen Grasp
Touch
Concentration, up to 1 minute
You touch a creature and can deliver a powerful spell. Choose one creature that you can see within range. Until the spell ends, the target must make a Charisma saving throw. On a successful save, the target takes 2d6 psychic damage and must use its action on a subsequent turn to make a new saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Conjure Elegant Sphere
300
Concentration, up to 1 hour
This spell makes a creature the target of spells and magical effects. While the creature is within 60 feet of you, it can cast any spell of your choice that requires a casting of wish, wish spell, wishillief, wish spell, or wishill effect, and it can make a Wisdom saving throw. If it succeeds, you choose a spell of 3rd level or higher, and if it fails the saving throw, you choose a spell of 3rd level or higher instead. For the duration, you can dismiss such a spell as an action.
Conjuration
Conjure Elegant Tree
10 days
You touch a tree of ethereal growth, and it appears as a giant, unyielding tree. The spell is permanent. The ethereal tree appears as a tree that can be seen through the spell’s window, and it has advantage on Wisdom saving throws against any spell and effect that can’t be countered. It can’t be charmed or frightened, and it has advantage on Wisdom (Perception) checks to sense danger. The tree can’t be damaged, and it can’t be damaged by any means that can’t be used to harm it. If you cast this spell with a material component, you can target the tree with a magical energy field created by the spell. When you cast the spell, you must use your action to target the element of the spell with the element of the spell, and the spell ends. You animate the tree, which has advantage on Wisdom (Perception) checks made to sense danger. The tree obeys any verbal commands given by the tree, such as, "You are strong," "You are strong against magic," "You are strong against cold," "You are strong against necromancy," "You are strong against poison," "You are strong against cold," "You are strong against fire," "You are strong against cold," "You are strong against wind and fire," "You are strong against fire and ice," "You are strong against water and water elemental," "You are strong against wind and water elemental," "You are stronger than water and water elemental," "You are strong against fire and water elemental," "You are strong against fire and water elemental," "You are strong against fire and water elemental," "You are strong against fire and cold and fire elemental," "You are strong against fire and cold and fire elemental.") While you are casting the spell, you can make another Wisdom saving throw. On a failed save, you take 1d10 fire damage and take 3d10 fire damage. On a successful save, you take half as much damage and take half as much fire damage, but the difference isn’t significant. If you cast the spell again, the damage will be reduced to 1d10. It is possible to create a fire elemental that deals 3d10 fire damage to a target within 5 feet of it. When the fire elemental appears, it obeys any verbal commands given to it by the tree, and it can make Wisdom saving throws to avoid being charmed or frightened. The tree also obeys any verbal commands given to it by the tree, such as, "You are strong against fire," "You are strong against cold," "You are strong against fire," "You are strong against wind and water," "You are strong against fire and water elemental," "You are strong against fire and cold and fire elemental," "You are strong against fire and cold and water elemental," "You are strong against fire and fire elemental.") While you are casting the spell, you can use your action on the same turn as the one before it, and you can use your action on each of the following turns, instead of each of the following turns: on a turn that starts on a higher level than you are, you can attack the same creature on a different turn.
Evocation
Conjure Elemental Intelligence 10
Instantaneous
Choose a creature that you can see within range. You gain the benefits of the chosen type of ability. Each creature in your choice of the types of companions increases its Intelligence by 2 for the rest of its turns. This spell can’t be cast on more than one creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you gain additional uses for the spell. You can use additional spell slots for each slot level above 4th. You regain expended spell slots when you finish a long rest. You have a new ability when you finish this spell.
Transmutation
Conjure Elemental or Plants
Self
Concentration, up to 10 minutes
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental or a plant appears in the 5-foot-square area and is friendly to you. You can make an elemental out of any material that you see, as long as the elemental isn’t wearing armor or weapon, and the spell ends. The elemental disappears when the spell ends. The elemental is friendly to you and your companions. You can use your movement to move the elemental 1 mile per round for the duration. When the elemental is on the move, you can follow it wherever it goes. The elemental can attack square on any turn it spends moving, and it can attack its alone to the death. When the elemental drops to 0 hit points, it reverts to its original plane of existence and can’t return to the plane after being banished. If the elemental isn’t hostile to you, the DM regards it as a hostile creature.
Conjuration
Conjure Elementals
60
Concentration, up to 1 minute
You conjure up a spectral elemental elemental for the duration. Choose one of the following effects. You can also cast all of them simultaneously.
Conjuration
Conjure Elementals
60
Instantaneous
You conjure up elemental creatures of your choice within range: oa, oc, oo, oo, or ol. You can choose from an array of elemental types. You can also create up to ten of these types of creatures, which have their own spells and effects. You can also create up to ten additional elemental creatures of the same type by casting this spell multiple times. You can also create up to ten additional creatures by casting this spell three times. The creatures can be any size you choose. You can create up to ten additional creatures as a bonus action. You can also create up to ten additional creatures as a bonus action.
Evocation
Conjure Elementals
60
Instantaneous
You create a magical element that resembles a human body. You can designate one or more of the following elements. Choose the one you prefer. You can also create an element that resembles a creature of your choice. The element can be magical, neutral, special, psychic, or neutral. For example, you can create an element that resembles a creature of your choice. You can also create an element that is either a creature or a part of a creature that is created by another creature. To create a magical element, choose one of the following options. The element can be any of the following: a) A creature or a part of a creature, b) A creature or a part of a creature that is created by another creature, c) A creature, or a part of a creature that is created by another creature, d) A creature created by another spell, e) A spell created by another spell, f) A spell created by another spell, g) A spell created by another spell, h) A spell
Conjure Elementals
Concentration, up to 1 minute
Abjuration
Conjure Elementals
Concentration, up to 1 minute
Concentration, up to 1 minute
A elemental summoned by this spell is immune to elemental damage. For example, if you use this spell to target a creature that is immune to elemental damage, it regains 1 hit point for each slot level above 1st.
Evocation
Conjure Elementals
Concentration, up to 1 minute
Concentration, up to 1 minute
You summon a elemental. This creature is immune to elemental and elemental damage. When you cast this spell, the spell ends. If you cast this spell using a spell slot of 2d8 or higher, the spell increases your damage by 1d8 for each slot level above 1st.
Self and elemental attacks. At Higher Levels. When you cast this spell using a spell slot of 2d8, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Conjure Elementals
Concentration, up to 1 minute
Conjuration
Conjure Elementals
Concentration, up to 1 year
24-foot-radius, up to 1 minute
Touch a elemental, the elemental becomes a spectral cloud, a spectral cloud, a necrot, or a cloud, or a cloud, or both. Until the spell ends, the spell’s duration is up to 1 year. You can dismiss this spell by using either of the following special special options: A creature that becomes a spectral cloud, an undead, a fiend, a fiend, a fiend, a fiend, a fiend, or a fiend, a fiend, or a fiend, can't pass through the cloud’s barrier. The spell is a magic item, and you can dismiss it by using either of the following special options: 1 hour When you cast this spell, the spell ends. A creature that fails its saving throw, it is no longer in the cloud. You can use your action to restart the cloud. Until it regains hit points, it regains 1 hit point for each slot level above 1st.
Conjuration
Conjure Elemental Wall
120
Concentration, up to 10 minutes
You create a wall of fog on the ground at a point you can see within range. You can make the wall up to 90 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6 d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The wall also allows a creature to stand up if it wishes. The wall doesn’t protect a particular creature or place. It simply blocks out passage through the wall.
Conjuration
Conjure Elements
120
Concentration, up to 1 minute
You create a magical barrier that protects you from all hostile creatures that come within 5 feet of you. The barrier lasts for the spell’s duration. When the barrier is created, each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes half as much damage and takes 1d8 acid damage on a failed save. On a successful save, the creature takes half as much damage and takes 1d8 fire damage on a failed save. On a failed save, the creature takes half as much damage and takes 1d8 cold damage on a failed save.
Transmutation
Conjure Elements
120
Concentration, up to 1 minute
You touch one element of the given land. Choose one of the following types of material: grass, stone, wood, stone, mud, rock, mud, or earth. The spell can't be more than 10 feet long, 10 feet high, or 10 feet deep.
Conjuration
Conjure Elements
60
Concentration, up to 1 minute
You create a magical barrier that protects you from all hostile creatures that come within 5 feet of you. The barrier lasts for the spell’s duration. When the barrier is created, each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes half as much damage and takes 1d6 acid damage on a failed save. On a successful save, the creature takes half as much damage and takes half as much damage on a successful save. The barrier can be broken by other means.
Transmutation
Conjure Elements
Concentration, up to 10 minutes
You conjure up a solid form of elemental energy, such as an energy field or a thunderstorm, that lasts up to 10 minutes. Choose one of the following options. You can create the element of your choice from any material or magical source. The element can be elemental, magical, mundane, or created from energy created by the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of expended charges increases by 1 for each slot level above 6th.
Conjuration
Conjure Elesh Norn
120
Concentration, up to 1 hour
You summon a shadowy being that looks like a ew you charmed or feasted at. Until the spell ends, the ews last, and you gain the following benefits: - You are immune to fire damage and have resistance to cold damage. - You can see and hear through your ews a distance apart of 10 feet. - You retain your concentration on all its effects for the duration. - You can telepathically communicate with it over simple text messages, up to lengthy verbal commands, and other telephonic messages.
Divination
Conjure Elf
10
Concentration, up to 1 hour
You fill a 5—foot-radius, 30 foot high cylinder with shadow, and transform it into a friendly spellcasting creature for the duration. Choose one aberration, magical aberration, or fey spell that you can see within range, causing it to become friendly to you and acting as a divining tool for you. If it fails your first saving throw, it immediately constructs a new aberration or fey spell using the same casting and casting as the spell. Each time you cast this spell, you must switch the target back to its normal form, provided both the new magic and the material component are present. You can also use the cylinder as a laboratory for other spells you cast, creating illusions and other magical phenomena. During the casting of such a spell, you can create one additional illusion for each casting of the spell. The creatures’s names appear as words on the cylinder, though they can’t be more than once the sound of the creature’s voice is present. Such a creature can beheaded if it wishes, as with faerie dragons and fey.
Abjuration
Conjure Elf
150
Concentration, up to 1 hour
You summon an evil elven, fey, and fiend (referred to as a fey demon) to guard a location. Until the spell ends, the fey demon has a 30-foot cone that it can travel in to fight off hostile creatures. When the fey demon reaches maturity, its magical rings and wands become fully augmented, and it gains a +2 bonus to attack rolls and attack weapon attacks made against creatures other than undead or demons. The fey demon can cast spells and communicate with other fey demons. Its spells and weapons have a bonus equal to your spellcasting ability modifier at the time of casting, and it gains additional spells of level 1 or 2 at the same time. At the end of each of its turns, it casts two additional spell attacks, bringing its total to three. It can also use its action to attempt to cast some spell of 4th level or lower, which allows it to cast as many as three spells of level 5 or higher at once. The summoned creatures obey your spoken commands as long as they do so with good judgment.
Conjure Elf
30
10 Days
This spell makes a wide-eyed humanoid appear as an invisible, vaguely magical spectral servant. When you cast this spell and as your action on a different object being worn or carried by a creature, you can expend two uses of your spell slot to create a demigod demigod from the same set of clothing used for the casting (your choice), raising it as a bonus action on your subsequent turn. The demigod has the statistics of the chosen creature (your choice if it has a hair or beard), and it can speak, cast spells, and take the actions described below. The demigod is unfriendly toward you and your companions. Each time you cast a spell with a targeting creature in its Hit Dice, the DM might roll a d6 to determine the creature’s nature and its relationship to you; if the creature is friendly to you, you might roll a d8 to determine whether it treats you as a friend. A friendly demigod might be hostile toward you, even physically attacking someone who attacks you. If you cast a spell with the creature without raising its Hit Dice, the demigod is suppressed until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the summoning circle can deal additional damage to a creature if its hit point maximum is reduced to 0 or if the demigod w as summoned or created by another spell.
Divination
Conjure Elf
30
1 Hour
A creature of your choice that you can see within range, between 25 and 50 feet away, appears to be in the shape of a celestial or an elemental force that you specify, and disappears instantly. Until the spell ends, the creature has resistance to radiant damage, and it gains no benefit from saving throws against spells and other magical effects.
Abjuration
Conjure Elf
30
Concentration, up to 1 hour
As part of the charm spell used to cast the spell, you attempt to charm a willing creature you can see within range to appear as a friendly creature for the duration of the spell. For the duration, the creature disappears from your reach and can be charmed by you until the spell ends. The charmed creature doesn’t willingly try to cross the line, but it does so if you do, if you win the confidence of the creature and if the creature ends its turn there. The charmed creature can enter a trapped creature’s space when you cast the spell. If the creature successfully escapes from its space and then reverts to its normal space after attempting to escape from a trapped creature, the creature is shunted safely to the edge of the surface of the floor in a random direction. The creature can make a Wisdom saving throw to remain charmed by you for the duration. While charmed by you, the
Conjure Elf
30
Concentration, up to 1 hour
You summon a fey demon from the dead. Choose one beast or nonmagical beast you can see within range that fits within the following class restrictions: 1. Your summoned creature appears in a random location on the ground within range. The location of the location is determined by the DM, determined by you. The fey demon appears in an area that is 60 feet square and is friendly to you. The fey demon has a Strength of 30 and a Dexterity of 5 feet. The fey demon’s ammunition is braziers filled with nails and two daggers filled with thin but sharp daggers. The fey demon has 10 hit points. It is immune to all damage and can’t be dispelled by dispel magic. The fey demon ends your next turn if summoned by a creature summoned by another spell of 2nd level or higher. You can compel the fey demon to accompany you on its journey to join your party. You can compel the fey demon to perform any tasks it requires of you. While the fey demon is within 1 mile of you, you can ask it questions and receive instructions from it in writing. If it can’t answer your question correctly, the fey demon crashes to the ground and wastes no time in shedding tears. While the fey demon is within 1 mile of you, you can‘t speak, take any action that requires movement, and take any damage that the fey demon takes. If the fey demon attacks you, it deals 3d6 bludgeoning damage to you and every foot it takes until it is reduced to 0 hit points, which is 5 times its normal damage, and it makes a Constitution saving throw at the end of each of its turns. Finally, while the fey demon is within 30 feet of you, you can use tongue to communicate with it te1'er off. A summoned fey demon is friendly to you and must obey your orders as described below. The fey demon doesn’t necessarily obey your command to harm you, but it does so in an attempt to maintain order in your surroundings. If the fey demon has a natural armor rating of 2, the fey demon has a natural weapon rating of 2, and it has natural attacks created by spells of 2nd level or lower. You make a new melee attack with the fey demon when you cast this spell. On each of your turns until the spell ends, you can use your action
Conjure Elf
60
Concentration, up to 1 hour
A nonmagical demigod appears in an unoccupied spacesuit of Medium size human form, with the exception of rarer fey creatures or ones that can't be built. The demigod is friendly to you and your companions for the duration. The demigod takes an activity score and proficiency bonus equal to half the demigod’s level + your spellcasting ability modifier. When you cast this spell, and as a bonus action on each of your turns before the spell ends, you can dismiss the demigod and reroll any d20 damage rolls it makes before the start of its next turn. Alternatively, at the end of each of its turns before its attack rolls are reduced to 0 hit points, a demigod could use its action to halve the damage roll and end its turn. If it does so, you can use your action to end the turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Enchantment
Conjure Elf
60
Concentration, up to 1 hour
For the duration, your magic waned. When the spell ends, the Fey is expelled from the Ethereal Plane and back to its home plane. For the duration, the Fey is friendly to you and your party, and it has contact with you romantically. If you choose to cast this spell without first communicating with the Fey, the spell fails. For the duration, the spell has no effect on you. If you cast this spell on the same plane as you, the opposite occurs. The Fey can normally be targeted by one of the following ways. • When you cast the spell without first communicating with the Fey, the spell ends. • The spell ends for you. • You gain a telepathic link with one Fey creature of your choice within 10 feet of you who you can see, though creatures can’t teleport or otherwise communicate with you. If you cast this spell while you and another creature can see, you may deduce the truth about what happened to the other creature, but otherwise you gain no benefit from the casting. • You are immune to all damage and vulnerability to all effects.
Evocation
Conjure Elf
60
Concentration, up to 1 hour
This spell creates a magical unicorn from a unicorn's hair. Appearing in an area of your choice within range, the unicorn acts as a demigod and performs other minor tasks. You choose the following magical traits for the unicorn: • Finesse, blinded by time and space for days on end
Conjure Elf
60
Concentration, up to 1 hour
You summon an incorporeal, capricious, hell-bent foe. Choose one creature that you can see within range and that can hear you. The fiend chooses one creature within 30 feet of you and that can hear you. It must make a Charisma saving throw. If it successfully hits, the target takes 2d8 necrotic damage (if you are fighting it, this damage isn’t reduced while it is frightened). On a hit, it adds your spellcasting ability modifier, not its, to the damage. The spell ends early if you use your action to do so. Choose a creature that you can see within 30 feet of you and that can hear you. You call down a simple incantation that produces a cacophony in the space of a minute. Each creature the target can see within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature can’t speak, understand, or use language for 1 minute. The incantation causes this spell to resume its normal effect at the target’s pace (no action required by you). You can also use this spell to grant the target limited sensory access to nonmagical plants in its vicinity, which are difficult terrain for the target (requiring the target to be sitting on a floor or other suitable surface, such as a rock or rock-covered bluff or wall) or to create such a access point at a later date. If the target w as made to perceive difficult terrain as being on a lower level than its current height, this spell ends, and the creature is limited to only one sensory sense at a time. For the duration, the target can make two Wisdom Wisdom Sense checks, an Intelligence check, or a Wisdom saving throw. On each of these checks, the creature is affected when it uses its action to understand its surroundings. Thoughts can’t travel through the terrain, and creatures appear to be in an unoccupied space within 10 feet of a non-terrified part of the terrain where the creature appears to be affected. If you cast this spell without first preparing the terrain for its movements, you create a 20-foot cube of rubble centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The rubble moves 10 feet each time it strikes a creature or a pillar, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, one additional creature of your choice for each slot level above 7th is created for each slot level above 7th.
Abjuration
Conjure Elf
60
Concentration, up to 1 minute
This spell allows you to forge new boundaries for your people. Choose one or more fey or fiend-like creatures within 30 feet of you. You create these fey creatures in an area of your choice that is difficult terrain (less than 5 floors or 5 stories tall). The fey creatures remain feyed and wither away after you cast this spell. Choose up to four fey creatures within 30 feet of you that you can see and that are under the age of the target. You then shape the terrain for the fey creatures. Roll initiative for the fey creatures as a group, which can be as few as one person. For the purposes of creating the boundaries, you shape any of the following shapes: vertical, horizontal, or diagonally. If you shape the terrain for the fey creatures as a group, their weight is ignored. Roll initiative for the creatures as a group, which can be as few as one person. For the purposes of creating the boundaries, you shape any of the following shapes: vertical, horizontal, or diagonally. If you shape the terrain for the fey creatures as a group, their weight is ignored. Roll initiative for the creatures as a group, which can be as few as one person. For the purposes of creating the boundaries, you shape any of the following shapes: vertical, horizontal, or diagonally. If you shape the terrain for the fey creatures as a group, their weight is ignored. Roll initiative for the creatures as a group, which can be as few as one person. For the purposes of creating the boundaries, you shape any of the following shapes: vertical, horizontal, or diagonally. If you shape the terrain for the fey creatures as a group, their weight is ignored. Choose Shape Water. The fey creature shapes the water in the fey location by up to 20 feet in each direction except for a direction that you choose. They can use this to their advantage to clear obstacles created by
Conjure Elf
60
Instantaneous
Choose a humanoid you can see within range. It must make a Wisdom saving throw, and it does so automatically—unlike other creatures or objects. Once per round for the duration, each creature you choose within 30 feet of the target or target-within-range when you cast this spell gains a benefit of mithral armor, an arm implant, or a piece of celestial armor as appropriate for the mithral type, until it completes the spell. This benefit lasts for the duration or until the target dies.
Transmutation
Conjure Elf
90
Concentration, up to 10 minutes
Concentration, up to 1 hour
You conjure a fey creature you can see within range to fight as a ranged combatant. The creature must succeed on a Wisdom saving throw or become fey. The fey creature enters the fey state and performs simple simple and harmless tasks in all ferries it enters until the spell ends. The fey creature becomes friendly to you until the spell ends. While the fey creature is friendly to you, its Intelligence and Wisdom make it more likely to succeed on saving throws and keep its distance against spell attacks (requiring no interaction with you to do so).
Enchantment
Conjure Elf
90
Concentration, up to 1 hour
This spell channels the spirit of a fey demon into creating a bridge over the Everthorn Forest, linking two different towns on the Redridge Flats under the Ereborric Kingdom to a common landscape. The bridge carries the demon to a destination on the nature of the road, such as the Foothills or the Cairn's Gate, and then to a destination on the nature of all other roadways along the road, such as the Woodcroft, the Alarm, or the Grove. Any of the towns on the bridging road have a similar appearance to an existing road. The bridge also includes a gate with enough locks to allow easy entry. For the duration, demonoids can be found in the town nearest to it. Additionally, the demonoids can pass through the gate when it is open. When the bridge is completed, the demons create an animated statue of the bridge at the entrance to the fissured forest and link it to a common landscape, such as the Foothill or the Cairn's Gate, using the same tools and traps. Each link lasts until dispelled, at which point the spell ends.
Divination
Conjure Elf
90
Concentration, up to 1 hour
You summon a fey demon from the spirits realm. Choose one of the following fey creatures that appear in a unoccupied space that you can see within range: celestials, elementals, feyers, feyers of the dead, feyers of the dead of old, feyers of the dead of new, feyers of the living, feyers of the dead who are in fall, feyers of the dead who are in summer, wights, and so on, as well as fey spirits. Loose strings of wool or bark covered in bark-like runes appear as fey monsters in your space. Choose one fey creature you can see within 60 feet of you that you can see within range. When you make a summoning attack for each fey creature summoned, roll a d20 to determine the creature’s nature and how it attacks. The DM can also order fey creatures to follow the same course of action that you use to summon them. To do so, you must use your action to attempt to speak the reason for each summoned fey creature’s summoned form. The fey creature must be within line of sight to use the action, and it must follow your lead. Creatures summoned by a fey creature must make a Wisdom saving throw. On a failed save, they become surrounded by mist until the mist disappears. A creature that succeeds on its saving throw succeeds as described in the fey creature rule. When you summon the fey creature, choose a number of unoccupied spaces within range that you can see within 30 feet of you and that are within 5 feet of the space you chose for the summoning. The space you choose must also be within 5 feet of the space you cast the spell on. For the duration, this spell can’t occupy those spaces. You can also cast this spell after spending 5 minutes w ho casting a spell. Once on the active list of summoned creatures, you can issue a command to any creature that you see within 30 feet of you that speaks the command. You must specify a password, a name, and a general direction for the creature to follow. The creature must obey your command when it enters the space it occupies, regardless of the possible distraction effects that might otherwise affect it. The creature doesn’t take actions this turn, and it can't take actions during its next turn. You can also issue a command or dismiss a creature within 30 feet of
Conjure Elf
Touch
1 minute
You touch a willing creature. For the duration, the creature’s natural armor rating is 5, and it is immune to all damage. At the command of a fey demigod, a demigod, a fiend (a creature created by the demigod curse), or a fiend summoned by a demigod curse, the creature can make a teleportation move to a previously designated area of effect, such as a corridor or a dark void, that is no more than 10 feet wide and 10 feet high. The demigod makes the teleport, but it can’t target a known location. The demigod is friendly to you and your companions for the duration. Alternatively, if the demigod willingly causes a creature to become invisible or to vanish, you can make the invisible creature disappear without affecting it; in other words, if you cast the spell and put the creature’s name to an appropriate spell slot, you designate a magic item to remain hidden until the end of your next turn.
Abjuration
Conjure Elf
Touch
24 Hours
You touch a willing creature. For the duration, or until you use an action to touch the target, the target gains proficiency with Charisma checks, and the spell creates an illusion of your presence along with the target. You can affect the target with a successful Wisdom (Perception) or Wisdom (Survival) check made to connect the dots. The illusion lasts until teleported to another plane of existence. You can use this spell to teleport a willing creature to an unlikely location, such as a safe location, safe from harm, and safe from hostile creatures. The creature must make a Wisdom saving throw. On a failed save, the creature is transported to an odd spot in the area and is shunted away from you, caught in an unlikely path, or both ways. While this spell is active, the creature can make Wisdom saving throws against being affected when you cast this spell. While the creature makes such a saving throw, you can send it back to its home plane. If such a creature’s Wisdom saving throw fails, the creature reassigns itself to its home plane, where it gains the benefit of any new saving throw.
Abjuration
Conjure Elf
Touch
Concentration, up to 1 hour
You gain the ability to draw the magical connection between two objects you touch. Until the spell ends, you can affect one of the two objects you touch with a single spell of your choice that you can cast and that can be delivered by another spell or a similar spell of a higher level. If you cast that spell and the spell ends before this spell ends, the enchantment ends. The enchanted object can be damaged or even destroyed, but the spell can end if the creature w eres with it or touches it during its long journey. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect two additional objects for each slot level above 1st. At Higher Levels. When you cast this spell using more than one slot of your choice, you can create two additional objects for each slot level above 1st.
Transmutation
Conjure Ella
30
Concentration, up to 1 hour
This spell makes you an undead, or a spirit, appear to the creature you summoned. You choose a creature type, such as Medium or Small, and choose a level, e.g., 1st-
Conjure Ellumination
120
Concentration —up to 1 minute
You choose a nonmagical plant you can see within range that isn’t being grown or consumed and that isn’s range is within range. The plant takes on a form you choose: flower, ground plant, fruit, or vegetable. The plant doesn’t need to be a flower or fruit, but it must be large enough to support one human or two beast creatures. The plant produces a dazzling array of magical effects. The plant produces a protective magical effect, such as those created by stinking cloud, that is lifted when the area is reached. When one creature of your choice that you can see within 30 feet of the starting plant dies, a debilitating disease spreads. Such a creature frees any remaining poison and cure normal wounds. If you cast this spell multiple times, you can have no more than two of its effects active at a time, and the remaining two active until the spell ends. As a bonus action on each of your turns, you can cause one of the following effects of your choice to occur: • You create a mottled cloud of green or gray fog centered on a point you choose within 30 feet of a wisening plant for the duration. • You instantaneously move a Huge or smaller plant of your choice within 30 feet of you, causing it to become heavily obscured. • You alter or reshape a Huge or smaller vegetable, plant, or weapon for 3 feet in any direction, either horizontally (to a simple left or to a simple right), vertically (to a simple up or to a simple down), or diagonally (to a simple left or to a simple up or to a simple down). Should a plant die (such as if you cast this spell on a vegetable or weapon), the affected plant suffers an unholy death as a dramatic effect, and it is compelled to make a Wisdom saving throw (the DM chooses the effect) or become diseased in some other manner. This illus. Dispel Magic Dispel Magic Dispel Magic At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you can throw a nonmagical nonstatutory weapon at a creature within 5 feet of it that you can see, causing it to make a ranged spell attack against the target.
Transmutation
Conjure Ellustria
60
Concentration, up to 1 hour
This spell attempts to summon the spirits of nature and nature spirits—the kind who can manipulate stone, fire, and stone elements, according to the kind of creature or thing to be summoned. To cast a summoning spell, you must meet the following requirements. You must maintain a single celestial humanoid or a celestial or a celestial or a celestial creature in your service, unless you can create a celestial or fey avatar. The celestial creature is in possession of its celestial corpse when it w dies. If the celestial creature is undead, it becomes incapacitated and can’t use any action to regain control of itself. Through darkness, there is a 1/4-inch thick mist that abounds in poisonous drops. Each creature that starts its turn in the mist, an poisoned creature takes 6d6 poison damage, and it has disadvantage on attack rolls against creatures immune to one of the following effects: • Poison arrows or maces • Sickle blasts • Silence effects • Silence and prestidigitation effects At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration
Conjure Emissary
150
Concentration, up to 1 minute
You conjure a lich within range to besiege a stronghold you choose within range. Whenever a stronghold you choose falls within 5 feet of a lich within the spell’s area, you can choose to cause the stronghold to fall within 5 feet of the nearest lich’s space. The stronghold disappears when it drops to 0 hit points or when you cast this spell again. It is surrounded by a 10-foot opaque wall, with which the lich tries to attack and to your approach, that prevents ranged attacks. If it successfully hits one of the attackers, it pursues the attacker until the attacker has a line of sight to the wall. One creature that the attacker completely ignores ignores the creature’s movement. It ignores you in combat. The wall is 1 feet thick and lasts until the lich finishes its turn. If the barrier is breached, the undead disappear. If the wall is breached again, the barrier is breached again, and the lichs remaining space within the wall is breached. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can direct the lich’s unholy energy into a single creature and then cause the creature to desecrate it, make a spear attack against it, or set fire to it. If you make an attack roll against the creature, the creature is disarmed and the spell ends. If you use an attack action to cause a creature to desecrate another creature, the creature is restored to its full hit point maximum before it begins its next turn.
Abjuration
Conjure Emissary
60
Concentration, up to 1 hour
You summon an angel to fight against your foes on your journey. Choose one creature that you can see within range, that is within range of your spell’s ability modifier, and that can’t make a melee attack roll or cast a spell of 3rd level or lower. If you cast the spell using an object that is an entirely different object (such as a book or a bowl), the angel appears within 30 feet of the target. For the duration, it sheds bright light in a 30 foot radius and dim light for that distance. The angel appears in an unoccupied space on the ground within 30 feet of your destination. The angel obeys your spoken commands, moving through difficult terrain determined by your proficiency with the command and following detailed instructions about how to do so. During this spell’s duration, you can issue visual commands to the angel (no action required by you) that are affected by conditions that you know, such as those described in the following table. If you know the conditions at the top of the sheet, the angel appears within 30 feet of you and can issue these commands to the creature. You can specify conditions that take effect only on yourself, your companions, or a group of creatures that you designate (your choice, commensurately affecting all creatures). The conditions for this spell are as described for effect creatures, except that you can use your action to issue visual commands to the angel (no action required by you), where appropriate. The angel must be within 30 feet of you when you cast this spell. You issue visual commands only to the creature you choose, only to that creature if you have seen the creature before, spoken its command, or seen the creature doing so. You can issue no visual commands at all. After issuing visual commands, the angel appears within 30 feet of you and can issue no additional commands if it chooses. You don’t issue any additional commands during this spell’s duration. If you do so, the spell ends, and the creature takes 8d6 radiant damage, or half as much damage.
Enchantment
Conjure Emissary
60
Concentration, up to 1 minute
A spectral messenger appears in an unoccupied space that you can see within range and acts as a sort of emissary to the spirits that dwell deep within the Astral Plane. Appearing within one creature or object 60 feet on both sides of the barrier, the messenger appears inside a 30 foot cube that you can see centered on the nearest unoccupied space within 30 feet of you. The messenger vanishes if it enters a sealed container or if it is infused with a harmful energy that would end its turn there. The messenger appears inert if it is damaged or if it is unable to reach its destination. A trapped messenger may fall through a window, trap its prey and/or fling itself at nearby creatures. If more than one messenger appears within a 20-foot-radius cloud of magical energy, detect magic, within that cloud a spectral creature, and then harm or destroy the creature so summoned, that creature must succeed on a Wisdom saving throw or become trapped for 1 hour. Similarly, a trapped creature that succeeds on a Wisdom saving throw is unaffected by this spell for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 10 days and the spell’s damage increases by 1d6 for 1 hour. When you use a spell slot of 7th level or higher, the duration increases to 26 days and the spell’s damage increases by 1d6 for 10 days.
Transmutation
Conjure Emissary
Touch
24 Hours
You touch a willing creature and put it within 1,000 feet of a place it chooses within range. If the target is within 1,000 feet of a place you choose by a certain distance, the spell creates a circle on the ground that you can see within range. The circle is opaque and must be closed before you could cast the spell. To open the circle, place a 5-foot cube of ice on a solid surface and hold down a finger to touch it. The spell creates a circle with an opening of up to 30 feet in diameter and requires a metamagic shell (20 fl.ps.) or an inunitement shell (30 fl.ps.) to open. For the duration, a creature that enters the spell’s area for the first time on a turn or starts its turn there takes 1d8 bludgeoning damage and must succeed on a Strength saving throw or become restrained for the duration. When this spell ends, the restrained target has the benefit of any temporary hit points it has before it, up to its speed before this spell ends. Should the target suffer injuries sustained against its current form, it can choose to continue to follow its current form, or change its mind about the nature of the injuries it has sustained. A creature must make a Wisdom saving where appropriate. If a restrained target chooses to change its mind, the spell ends for that creature. While the spell lasts, any reduction to its damage type makes its saving throw against the spell’s damage reduction ability. The spell reduces the restrained target's damage by 1d8 at the end of each of its turns, and the reduction ends for an additional 1d8 at the start of each of its turns. To cast this spell again, a creature must have seen it twice, and it can cast the spell once per week for a full duration.
Transmutation
Conjure Emoji
60
Instantaneous
You create one of the following emojis: • Umbrella tree; • Orange flower; • Green apple; or • Blue flower; or • Owl; or • Yellow flower; or • Orange seed; or • Red seed; or • Yellow seed. The spell requires the following components: A unique writing style that can be learned immediately, or as part of an inter-institutional agreement based on age, sex, and place of birth. The writing style must be written in a unique, natural, tangible, tactile, or visual manner that might be found in nature and perceived through the eyes of a creature of the desired age or sex. The writing style must not be written in a glazed, rough, or impassable substance that would create an opening for crack or other physical activity in the spell’s area. When you cast the spell, choose the one written in the emojis form. The following spells and their associated magic items can be affected by this spell and its magic item spell slot requirements: Arcane magic Blade of Ice Barrier Circle of Strong winds Circle of Strong winds Circle of Strong winds Field Gale Torrential rain Thunder Torrential rain Floating Rain
Conjure Empathy
Self
Concentration, up to 1 minute
You create a magical bond between two creatures and give them insight into their true nature. The bond lasts for the duration. You can create an illusion of a creature of your choice that has the condition described above and that has no natural senses, but the illusion persists until the spell ends. The illusion can be an illusion, a real creature, or a creature created by another spell or magic. The creature’s true nature can’t be determined by another creature. If the creature has any senses other than their own, the illusion can’t be created. The illusion can be dismissed by other means. The illusion can’t be changed or dispersed.
Illusion
Conjure Empowered Defense
Self
Concentration, up to 10 minutes
You call forth the strength of one beast to protect a place or a creature. Then, for the duration, the beast has advantage on attack rolls against its closest creatures—if the creature is fighting it, it gains one advantage on attack rolls against each subsequent creature it guards.
Divination
Conjure Eruptor
30
Concentration, up to 1 hour
For the duration, any creature you choose that ends its turn within 60 feet of another creature or that ends its turn within 60 feet of a creature within 60 feet of it takes 1d6 thunder damage. This spell can’t reduce the creature’s current hit points at any time. The spell ends if you reduce the creature to 0 hit points or if you use a bonus action on each of your turns to change the target’s hit points from 0 to +100. This change can only be effected by speaking to the creature about the change and then attempting to persuade it to move to a new spot on the ground or a ladder or a different floor.
Conjuration
Conjure Ethereal
120
Concentration, up to 1 hour
You reach into the spirit world and touch one willing creature that you can see within range. The creature must make a Charisma saving throw. On a failed save, it is subjected to the entangle spell
Conjure Ethereal
60
Instantaneous
You create a shadowy, translucent body within range that resembles a being of darkness or a creature with a Strength of 2
Conjure Ethereal
90
Concentration, up to 1 minute
This spell conjures up an extradimensional image of yourself and some other creature that you can see within range. The image is a chaotic grayish-white that is difficult terrain. The creature must make a Charisma saving throw. It takes 3d10 psychic damage on a failed save, or half as much damage on a successful one. The image remains on the creature for the duration. The image can be as small or as large as you like, and it can be as
Conjure Etherealness
120
Instantaneous
You conjure up a spectral creature that can be of any size and shape you choose within range. The target must make a Constitution saving throw. If it fails, it takes 5d12 psychic damage and is charmed for the duration. On a hit, the creature takes 10d12 psychic damage and is stunned until the spell ends. The spell has no effect if you cast it while you have no memory of its name or if you cast it while wearing a cloak. The spell doesn't affect undead or constructs. The target gains the ability to assume the form of a human or a fiend, though it can't become a dragon or a fiend. The spell doesn't change the creature's alignment, but it can change the creature's current general state, such as feign being hostile, neutral, or hostile.
Conjuration
Conjure Etherealness
5
Concentration, up to 1 hour
You choose a place one size category larger than you and that fits within the horizons of your reality. You or someone you love can experience the illusion of vanishing into the Ethereal Plane, leaving behind only a shimmering disk of magical energy. The disk appears as a shadowy barrier around which you can cast spells, creating an Ethereal Place. This Ethereal Place’s boundaries are difficult terrain and can be difficult to cross. Magical plants, stone, and fog ignore this barrier, and you are blinded as your movement around it obscures your vision. When you cast this spell, you can have the disk disappear instantly, ending any effects that might have protected you from the disk’s harmful effects. It remains in the Ethereal Place until the end of your next turn, at which time the disk disappears. It reappears at your command and lasts for the duration. To dismiss the spell and end the Ethereal Place, choose at the DM an area of terrain you can see and create a new barrier there. You can also use your action to teleport a willing creature of your size or smaller who isn’t immune to the spell to an unoccupied space you can see within 30 feet of it. The creature can be anywhere on the barrier, and the spell doesn’t affect it when you cast it.
Conjuration
Conjure Etherealness
60
Concentration, up to 1 hour
You attempt to teleport yourself to an unoccupied space that you can see within range. The spell fails if the space is in a location you choose that is neither known nor frequented by a deity other than your own. When you cast this spell, choose one or both of the following options. You can repeat the process, and more often, you select a different option than the first time. You can also reduce the target’s altitude by one hundred feet, if you wish. During the casting of the spell, you can target one hundred feet of water or one hundred feet of natural stone. If the target is underwater, it must make a Dexterity saving throw. On a failed save, it takes 1d6 bludgeoning damage. If
Conjure Etherealness
60
Instantaneous
You teleport yourself to an area where there is a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 necrotic damage and is stunned until the spell ends. At the start of each of your turns, you can use your reaction to teleport you target to another unoccupied space within 30 feet of the target. The target can move as a free action or as a bonus action and can’t be targeted by spells or magical effects. The target can also teleport itself to any unoccupied space within 30 feet of the target. If you teleport your target to an unoccupied space that you can see, that space must be within 30 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 10 minutes. When you use a spell slot of 3rd level or higher, the duration is 1 year.
Evocation
Conjure Etherealness
90
Concentration, up to 1 hour
You place your hand on a creature and command it to become a spectral mimic. You choose the spectral nature of the target, its type, and how it transmits its spirit. The target has resistance to nonmagical damage, and it has resistance to nonmagic damage. The target can be considered an enthralled creature. As an action, you can teleport your hand up to 30 feet to a place hostile to you or a creature within 30 feet of you. The target can repeat this request to whatever creature you sent it. The target can’t be hostile to you.
Conjuration
Conjure Ethereal Plane
Self (5-foot radius)
Instantaneous
You create a shadowy, floating surface within range to completely fill it with energy. The area can be up to 25 feet in diameter, and the area can be up to 10 feet thick. The area can be up to 10 feet deep. The area lasts for the spell’s duration. If the area was created from another material component such as wood, stone, or metal, the spell fails and becomes ineffective. When the spell ends, the area reverts to its original form, and a new spell or other effect activates to fill the area. The spell lasts until the spell ends or the barrier is removed from the area. When the spell ends, the barrier disappears, leaving the area partially covered in shadowy shapes.
Evocation
Conjure Ethereal
Self
Concentration, up to 10 minutes
You attempt to cast the spell on a creature you can see within range. The target must succeed on a Wisdom saving throw or become blinded until the spell ends. The blindness lasts for the duration. As an action, you can cause a willing creature you can see within 5 feet of the target to become charmed by you. The target must succeed on a Wisdom saving throw or become frightened until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.
Transmutation
Conjure Eunuch
60
Concentration, up to 1 hour
You attempt to tempt a willing creature you can see within range into performing a favor, either by offering a wish or offering an agreed-upon service. The target must make a Wisdom saving throw. On a failed save, the target loses the requested favor. If the wish is not granted, the creature is limited in the actions it can perform by the nature of a servant or servant-in-training. If the wish is granted, the creature performs no service, and such a wish is void. If the wish is not granted, the creature performs only illusory activity, such as flute playing, for 1 hour. After short of injuring the creature, this spell disables its servitude to the task being offered. The target’s soul is freed from servitude and begins to function normally. After 1 hour, the target can’t become a servant or servant-in-training. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 hour for each slot level above 5th.
Necromancy
Conjure Evil
Concentration, up to 1 minute
You create a magical portal linking an undead to another plane of existence. The portal opens in a 20-foot radius centered on the target. You can see all the space and objects on the portal, up to 1 minute. The portal opens in any direction you choose. It might not be the best-known route. While the portal is open, it can be any other one of the ways of travel. The portal can be a straight line, a straight line, or an unoccupied space you can see. The portal can be anywhere in the world. The portal can be a straight line, a straight line, or a straight line. The portal can be made in any direction you choose. The portal is made in any direction you choose. The portal can be made in any direction on any plane. The portal can’t be affected by any other effect that might strike the portal. An uncontrolled portal can travel through the portal’s surface, and can travel through any other plane. The portal can be destroyed by any effect that might strike the portal.
Transmutation
Conjure Evil (Evil)
Conjuration of Evil (evil)
Conjuration
Conjure Evil
Touch
Instantaneous
You touch a point of your choice that is dark. It lasts until the spell ends. If the target’s soul is inside the target’s body, the spell can penetrate the barrier, and the target is immune to any nonmagical effects. The target can also be targeted again by this spell again when the spell ends, provided that the DM’s concentration is restored to the target’s former life. The target can’t be targeted again by this spell, unless the DM is trying to change its alignment. The target can’t be targeted again by this spell, unless the DM has changed its alignment. The target can’t be targeted again with an attack that fails to return to the target’s former life. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 1st.
Enchantment
Conjure Fade
Self
Instantaneous
You choose an area within range that you can see that fogs or fades in. It can’t be more than 10 feet long, and it can’t be more than 100 feet away from you. Any creature in the area when you cast this spell must make a Wisdom saving throw against the spell. On a failed save, a creature becomes blinded and deafened for 1 minute. On a successful save, it has no blindness and is no longer blinded and deafened.
Transmutation
Conjure Faith
120
Concentration;1 minute
You weave together threads of divine divinity to create a bond that can hold a creature of your choice, permanently linking it to your service. This magical bond can be broken by spending 3 minutes attempting to bind the creature to a permanent linking arrangement. You choose a creature that you can see within range and that can hear you. The creature must be within 5 feet of you and that can hear you. While the creature is within 5 feet of you, you can communicate with it w as if you w as part of the spell creating the magical bond. You can’t link the creature to any known or assumed destinations or locations, such as a high mountain range, foraging or gathering area. While linked to the chosen creature, you can use a bonus action to cause the creature to move to a new spot on the ground in a 15-foot cube along the creature’s path, causing the creature to repeat its task after casting this spell. The creature can’t willingly move from one location to the next and must first find a different spot within reach. Once the spell ends, the creature can perform any task it might perform while linked to you by manipulating the magical connection. The creature can do nothing more than obey instructions from you, casting this spell for its entire duration, if possible. Finally, while the creature is linked to you, you can use your action to cause the creature to reapply its expended hit points for a full repair. You may use your action to issue a reprieve of your own.
Transmutation
Conjure Faith
150
Concentration, up to 1 hour
Concentration, you can reshape a willing creature of your choice in one of the following ways: • You create a new form of nonmagical beast or nonhostile noncreature (your choice) that you can see within range. • You instantaneously transform the creature into a form that is friendly to you; it vanishes when it drops to 0 hit points or when the spell ends. • You alter the creature’s physical characteristics so that it appears taller, stronger, or wierder in summer and heavier in winter. • You alter the creature’s language so that it intelligently sounds the different languages of its known home language; for example, you might transform a creature of your choice that is deaf and hard of hearing into a creature that can understand two different languages. • You mend a wound so that its healing factor is reduced
Conjure Faith
150
Concentration, up to 1 hour
You summon a divine being, known as the Wind Serpent, from the shadow of
Conjure Faith
30
Concentration, up to 1 hour
This spell enables a creature you touch to regain all her hit points. If she is still alive when you cast this spell, she also automatically recovers all of the hit points she expended when she died. Otherwise, she wastes the spell, and the spell fails to teleport or otherwise work properly. When you cast this spell, and as a bonus action on each of your turns thereafter, you can affect the same creature or object with this spell, gaining the same number of hit points while the spell is in effect. While the same creature or object is currently alive under the influence of this spell, you can affect it again if you choose, even if the creature is no longer alive or dead. To
Conjure Faith
30
Concentration, up to 1 hour
This spell gives you the ability to cast a scripted prayer at any time until the spell ends. Prayers can be spoken, written, carved, or uttered by others as you cast the spell, as well as by others who know the message better than you. You can ask the creature a set of questions, including ones that you think are likely to be answered by someone else. Answers can range from simple (to ask about a specific example of a problem associated with a creature trait) to the intricate (to ask about the nature of the prayer) to the intricate (to ask about the nature of the prayer's benefits). The creature can cast spells through the creature’s head and thus not know the answers to questions you ask. To request information about the creature from a deity other than you, the creature consults its DM. If you or your companions are slain while asking this detailed question, the creature returns to its home plane (no action required by you) and must explain its reasoning for its return. If the creature returns to your home plane, it returns to the number of creatures it adores, up to the extent that you restored its
Conjure Faith
30
Concentration, up to 1 hour
You appear in an unoccupied space that you can see within range and that can hold as much as one item of nonmagical force as you choose, and that lasts until the spell ends. You decide what sort of magic items are available in the instance and what sort of magic items are allowed in containers and how many are allowed (if any) within containers. If you have six or more pieces of nonmagical magic item magic, you can allow up to three pieces of nonmagical magic item magic at a time, and the spell ends if you use magic that allowed only one piece of magic at a time. While some types of magic item items are infused with a kind of divining force unknown until then, others are infused with divining force that lasts for the duration, and some are infused with a kind of divining force that lasts for the duration but no more. So, for example, the enchantment of a ring of detect magic might persist even after a certain number of years, or the power of a magic ring might be broken, leaving behind no magic items.
Conjure Faith
30
Concentration, up to 1 hour
You make a deity familiar. Choose one willing creature of your choice within range. That creature becomes a deity for the duration. If you cast this spell while you have a deity familiar, the spell fails, and the target becomes a deity with advantage if you have one. You can specify a creature type and name it, but it must be a creature of challenge rating 2 or lower. The spell fails if you cast it with a 5 or lower spell slot, and if you cast it again with a 5 or lower spell slot, the spell fails if you use a bonus action to cast it again. You can’t designate a creature type, but you can specify a general deity, such as the Nine Paths, as a deity. The deity must be able to speak the chosen language, and it must be of a deity that the spell targets. The deity speaks only to you, and its actions and words do nothing but describe the
Conjure Faith
30
Concentration, up to 1 hour
Your deity merges your lifeblood with magical energy to create a new weapon for the purpose of making melee attacks with it. Choose a normal weapon that you can see that is neither worn nor carried by a creature or an item that isn’t part of an artisan’s or a maker’s line of work. You imbue the new weapon with the wholeness of your blood. That whirlpool of your blood erupts when the melee weapon attacks you or when another creature of your choice within 5 feet of the weapon hits you with a melee attack, if the creature takes the Attack or is damaged by it.
Special
Enchantment
Conjure Faith
60
Concentration, up to 1 hour
This spell takes effect immediately after a ranged spell attack: whenever a creature successfully hits three or less hand of one creature or hits more than three creatures with one hand of the same type or with a hand of two or more creatures with one hand of the same creature, the target takes 1d4 necrotic damage, and you can halve that damage by one category level for each. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Necromancy
Conjure Faith
60
Concentration, up to 1 hour
You call forth life to fill the world. Choose one creature that you can see within range, that you can see within range, and that is within range of any spell of your choice that you can see. The chosen creature disappears into an illusion, a new one appears, or both illusions appear. The creature is friendly to you and your companions for the duration. The creature can be summoned using any spell of your choice. If you summoned the creature as part of an action that could have summoned a hostile creature, it would instead follow you to where you sat and speak your divine language. You can bring the creature with you whenever you like, but it must still be within earshot of you. The creature flies while it is within earshot of you. To cover its tracks, the creature tracks and otherwise moves across obstacles and to and fro on the ground in enclosed spaces. The creature spends 1d12 minutes walking and doing seemingly nothing other than running. During that time, it gains a +2 bonus to AC and saving throws, and it gains temporary hit points equal to half the bonus it already has. This spell also grants you temporary telekinetic powers (similar to the powers you had when you cast the spell). These powers can target creatures only within its area, but effects can target plants and water. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus increases by 2 for each slot level above 6th.
Transmutation
Conjure Faith
60
Concentration, up to 1 hour
You call forth the spirits of your creation to fight for you. Choose one or more enemies within range for the duration. Each creature within 30 feet of each enemy must make a Wisdom saving throw. On a failed save, an affected creature takes 4d8 psychic damage and needsn’t speak a command to the spirits for the duration to end. You summon them from the dead with a roar when you reach 5th level (1-2), 11th level (3-4), and 17th
Conjure Faith
60
Concentration, up to 1 hour
You establish a certain sort of relationship with a creature that you can see within range. If the creature’s alignment is in doubt (the creature isn’t a creature of your alignment), you determine which options you have for either dealing it a crippling disfiguration or raising it as a ghost creature (a zombie only appears in the game as a ghost if you set its alignment to no higher than one). In an effort to assuage its fears, you might also consider raising it as a creature with which to bargain and make deals. While it may seem like a natural attraction to you, if you fail to convince it that you know it best, it might consider murdering you. To achieve this goal, the creature must make at least one Charisma saving throw. On a successful save, you are able to raise the creature as a creature with which to bargain and make deals. The creature defends itself against siege engines and other creatures, but only on the first turn it has been subjected to a siege attack. When it reverts to human form, the creature returns to its home plane on the first turn it has been subjected to a siege attack, and the creature returns to its home plane if the attack would have knocked it out. The creature is under your command to always keep its normal attacks, even if they might have killed it outright. The creature can be affected only by one of the following ways: • Telling the creature to die. The creature doesn’t willingly tell you where it lives. When the creature dies, your command to keep it alive ends. • Stealing. The creature doesn’t use its action to use another spell of level 3 or lower. When you cast this spell with a 5th-level spell slot, the creature can store 3 expended uses of that slot at a time, and then dismiss it. • Using magic item. This spell creates a magic item that is no longer in use and that isn’t in use when you cast it. The magic item is no longer in use when you use this spell with a 5th-level spell slot, or when you use this spell with a 6th-level spell slot. The magic weapon might also end up with a ring attached to it, indicating that spell's casting location. You can’t create more than one magic weapon at a time. Even if you create three or more magic weapons, they can’t be linked together to create a magic weapon. When the spell ends, the weapon is no longer in use and thus no longer affected by the warding spell.
Conjuration
Conjure Faith
60
Concentration, up to 1 hour
You make an unwilling creature willing and able to perceive any creature within 30 feet of it (including you) manifesting a permanent wish that ends a spell slot effect on the creature. You must choose a target or a sequence of targets so that each target has advantage on saving throws against spells and other magical effects. An unwilling creature can be targeted only once, each time it attempts to cast a spell, or each time it attains the highest possible level of spellcasting.
Abjuration
Conjure Faith
60
Concentration, up to 1 hour
Your divine mission, and the destiny of your people, has become one of vengeance. As a bonus action on each of your turns until the spell ends, you can speak a line of divine word that deals 1d6 psychic damage, and it ends if you are killed or become charmed. On your next turn, you can choose to end the damage, or dismiss the spell as an action. Any effect that enders psychic damage is suppressed. If you do so, the effect ends for you and your poser, or both, if you chose.
Divination
Conjure Faith
60
Concentration, up to 1 hour
You summon a celestial of challenge rating 4 or lower. Choose an area of terrain that you can see within range and that fits within a 6-foot cube, that is more than 10 feet on each side, and that is within range. The celestial appears in a spot you choose within range and takes the form of a celestial of challenge rating 4 or lower. The celestial appears for each 5-foot-square, 30-foot-long cylinder that you create. Any creature that ends its turn within 5 feet of a cube where the cylinder is located must succeed on a Wisdom saving throw. When you summon the celestial, choose a target terrain feature, such as trees or fissures, and cast the spell there. You do not create new terrain if it already exists within the spell’s area. When you cast the spell, you can reroll any of the creatures on each target, but you can’t reroll any of the creatures. The reroll also treats creatures created by fissures or other natural phenomena as being able to see, so it can be used to create lures, siege engines, or similar siege engines.
Conjuration
Conjure Faith
60
Concentration, up to 1 minute
You summon a celestial, a celestial being, or a celestial force that appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial can be a celestial of a kind known to the deity or another celestial known to the deity. You choose the celestial’s type, an alignment, or a special ability that bestows power on them. For the celestial, all its abilities and abilities mirror those of its celestial class, line of origin, and type (for example, the celestial might possess the ability to protect an area within a wall or behind a pillar, or the celestial might create portals to another dimension). While the celestial has these abilities, its alignment is disregarded. The celestial remains faithful to its deity and opposes any alignment changes it makes to its attacks, spells, or other magic. If the celestial fails a saving throw, it is not bound to continue using its deity’s magic, but it can assume a different alignment depending on its circumstance. If the celestial fails the save, it instead gains the ability to choose between two of the following two options with one use of its attunement to silence (see below). Offering Bless or Repel Missiles. When a celestial with a Divinely Smite rating skill of 6 or lower enters the maelstrom, it emits bright light that moves 10 feet each time it strikes a target.
Conjure Faith
60
Instantaneous
For the duration, you choose one willing creature you can see within range and assume the form of a god or an elementalist, as you choose in this spell’s casting, for the duration of the spell. You can create one of the following effects while you are casting the spell: • You create one effect, a separate effect of the same type and quality available to the affected creature, that is no more powerful than the creature’s level, and that lasts until the creature’s level is reduced to 0 or fewer levels below you. The affected creature can cast a spell of a lower level than the creature’s level, or one of its subclasses of your choice, and you create an effect that lasts until the creature finishes a long rest.
Enchantment
Conjure Faith
90
Concentration
Conjure Faithful
60
1 Hour
You take an ancient spell of
Conjure Faith
Self
Concentration, up to 1 hour
This spell requires concentration, and you choose the following options for a moment during which you can see within range three creatures of the chosen type, which appear as plain shades of red. During this aura’s duration, you have resistance to one damage type of your choice: acid, cold, erythema, fissure, or collapse. A creature that succeeds on its saving throw against this spell gains a second chance to resist the spell in whatever form it appears, at the DM’s option. A creature that fails its save against this spell has an advantage on the second saving throw, though the creature can use it to regain 2d12 hit points. A creature that succeeds on its saving throw is no longer blinded by this spell.
Abjuration
Conjure Faith
Self
Concentration, up to 1 hour
Your divinity descends on the soul of a celestial, a fiend, an undead, or an fiend. You choose the element of truth or illusion, which has the same power and radius as the element of truth, to grant you powers and abilities with which you are familiar. Your statistics, as well as those of the allies you have with, become your powers, and allies become your familiars. You retain your hit point maximum, which can be reduced by an amount you decide appropriate. In addition, if you are immune to being frightened, your allies become frightened of you until you use
Conjure Faith
Self
Concentration, up to 1 hour
You sacrifice your soul to mend a wound. Each of your turns as a bonus action, you can repeat the spell on all of your enemies so long as that creature is within 60 feet of you or the spell can’t reduce its hit points below 0. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Abjuration
Conjure Faith
Self
Concentration, up to 1 minute
You choose one creature within range and choose one of the following paths for the duration. You can choose a path that lasts at least 1 hour, or a path that lasts for the duration. You can choose a route that appears in an area and that you are within 20 feet of it (typically so that an undead trap could be dispelled), or a route that appears randomly within an area you have visited (such as a highway divided by a street, up or down by a bridge, or up or down by an almighty sea). You can designate the things that you choose for the route to pass, but it must be no more than 10 feet long, and it must not fall into dis use. If you do fall into disuse, it takes 1d8 lightning damage for the lightning to have any effect.
Conjuration
Conjure Faith
Touch
1 Hour
You touch a willing creature and bestow upon it the ability to understand the deepest secrets of the divine. For the spell’s duration, the creature has resistance to necrotic damage and can use her action to transform it into a celestial or a fiend (the creature can be a beast or a demon, however). If you chose a celestial form, the transformation requires the creature’s transformation into a celestial for the entire duration, up to eight hours. If you chose an fiend’s transformation into a celestial, the spell lasts until the creature transforms as an undead, at which point it no longer transforms and becomes a celestial. As an action, a celestial can make a new spell of 4th level or higher. On a successful throw, the spell ends for it. If the celestial ends its turn in an area where it doesn’t have armor or weapons equipped, it is unaffected.
Conjuration
Conjure Faith
Touch
24 Hours
By placing the divine symbol or image of a god or goddess on an object, hanging from a pole, or similar surface, novice or grand wizard of your choice that you can see within range, attains 10th level (8th level), 11th level (13th level), and 17th level (18th level), you can cast the spell as a spell slot-based spell.
Conjuration
Conjure Faith
Touch
Concentration, up to 1 hour
For the duration, you transform a willing creature you touch. The target becomes a different creature for the first time on a shift shift day and becomes hostile to all creatures other than you until the spell ends, at which point the target can use another ability action to wish aloud any effect that you choose, such as wish me luck, increase my weapon damage by two, or wish me luck in dealing with hostile creatures other than undead. You then dismiss such a creature as an action. If it wishes to attempt a wish check, it must succeed on a DC 20 Strength check, and it can wish itself off for 1 hour. If it wishes to wish a wish item, it must first have been worn by the target and has the same properties as the item’s wish item, or it can attempt the wish check using only the w ill of the w ill that you use for the check. You can attempt this wish at any time, issuing a wish spell and offering your best guess at what spell(s) of the w uld spell you wish to cast. If the spell fails, you can cast the spell again as an action,
Conjure Faith
Touch
Concentration, up to 1 hour
You summon a creature of challenge rating 6 or lower and ask it to do one of the following: 1) Sacrifice a Large or smaller creature or object to become a celestial or fiend, 2) Drink wine to restore up to half your hit points to your wisps, or 3) Intervene on a spell of 3rd level or lower that you cast to end one effect that would have affected the creature. A dispel magic spell ends one effect that would have affected the creature. 3) If you cast this spell on the same creature or on a different one, you summon the same creature again, if it has been charmed by you for the duration, or if you have no creatures to sacrifice to end one effect. 4) If you use a spell slot of 6th level or higher to end a spell of 3rd level or lower, you summon the creature up to 30 feet higher than it had been at the start of your next turn. 5) If you use a spell slot of 7th level or higher to end a spell of 4th level or higher, you summon the same creature again if it has been charmed by you for the duration. 6) If you use a spell slot of 7th level or higher to end a spell of 5th level or higher, you summon the same creature again if it has been charmed by you for the duration. 7) If you use a spell slot of 8th level or higher, you summon the creature up to 30 feet higher than it had been at the start of your next turn. 8) You summon a creature with a challenge rating of 5 or lower when you cast this spell. If you cast it without first preparing a challenge rating, the creature doesn’t appear until it has summoned you. It appears at the top of the sanctuary, within 30 feet of you, and makes its challenge to enter the sanctuary a magic challenge. The creature can be killed by dealing it the maximum number of points it has willing it to serve as a servant. While a servant is served, it treats creatures it can’t fit inside its space as if they were its own creatures, treats them like objects made of magical energy, and otherwise serves them as a kind and companion. A servant can beheaded, but this doesn’t affect undead or constructs. When you cast the spell, you can choose whether the creature obeys your spoken commands or behaves in ways contrary to your desires. The creature obeys your spoken commands only if it is under the creature’s control or acting on their behalf. The creature doesn’t obey any command that you make outside of its power and can do nothing harmful to it. If you use an action to dismiss the spell, choose one of the following actions that could be affected: • Choose one creature that you can see within range. The creature must see through your spell’s path and isn’t obscured. You also specify conditions that must be met before the creature can move on its own. The creature has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. In addition, if you have this creature as a companion, the creature can act as a servant and protect its home plane from hostile magic.
Enchantment
Conjure Faith
Touch
Concentration, up to 1 minute
For the spell’s duration, a creature you touch chooses a new form for himself or herself that seems to have w ere replaced by the current form. The creature must meet the conditions for its transformation into a new form, and it gains the ability to change its mind instantly upon entering the new form. The spell ends if the creature chooses again after suffering any damage from a weapon or spell.
Abjuration
Conjure Familiar
10
Concentration, up to 1 hour
This spell allows a willing creature you touch to create a nonmagical bond with an unwilling creature of your choice within range. The creature is bonded to the bond until the spell ends, at which point the creature appears in an unoccupied space that you can see within range and that isn’t being worn or carried by another creature. The creature has advantage on Wisdom saving throws and ability checks. When the creature attempts to cast a spell, create a message that can read the minds of living creatures, the creature casts the spell on the target you choose, creating a message that can reach as high as the voicework of the target. You choose a message that has the same language, the target acquaintance or patron, the language’s spelling, and the creature’s general meaning. The creature can understand one of the following messages: a) The creature understands that a target is avoiding a harmful creature’s view b) A creature perceives the creature as avoiding a harmful creature’s view c) The creature perceives the creature as avoiding harmful creatures view d) The creature perceives the creature as avoiding harmful creatures view e) The creature perceives the creature as being avoiding harmful creatures view f) The creature perceives the creature as being avoiding harmful creatures view g) The creature perceives the creature as being avoiding harmful creatures view h) The creature perceives the creature as being avoiding harmful creatures view i) The creature manifests a true duplicate of the creature’s true form in multiple creatures, including the creature itself, for each illusion created or created of the creature’s true form. The creature imbues its true form with foul mimicry if it is a celestial, fey, fiend, or undead. To achieve this effect, you must direct a creature that produces a true duplicate of the creature to a specific demigod or a different form of creature. If the demigod or creature is undead, the creature creates that form only under duress or in an attempt to drain the creature’s vitality. The creature’s true form is then replaced by another creature, though the creature is still alive and conscious. You decide what form the creature takes and where it takes its true form. (Typically a creature that can’t attack can use its action to make an attack in this way.) You decide what kind of message the creature receives and how the creature behaves. The creature’s message is composed of short, monotonous sermons given during the course of its turns
Conjure Familiar
10
Concentration, up to 1 hour
You adopt a creature you can see within range. The creature becomes an familiar until its familiar drops to 0 hit points. You choose one or more of the following creatures: arcanists, booms, battle dragons, fey, fiends, or undead. If you are the creature, you gain the following benefits: • Your body temperature drops by 10 C when you enter the familiar. This benefit lasts for the duration, if it isn't already. • You can speak the familiar’s language. • Familiars always accompany their familiars on pilgrimages and pilgrimages. See the familiar’s Handbook for detailed description of the traditions and magical traditions of the familiar. • Familiar lasts for the duration. If the familiar dies, its familiars follow him or her wherever they go. If you cast this spell while you are incapacitated, the familiar leaves behind a skeletal bowl containing a bowl of cold water, a fire bowl containing water , and a bridge containing a magic bridge . These familiars follow your familiar’s path wherever it rides. A bane at your DM’s discretion to banish the familiar to a cage or tomb until you have summoned a different familiar (called a summoned familiar when you issue the summons) or until you summon a new familiar (called a summoned familiar when you summon a new familiar). This banishment lasts for the duration of the spell or until you cast the summoned spell. If you cast this spell while you worship a specific divinity, you might banish the familiar from the celestial plane if it is present (as a bonus action on your turn), adopt a new race, or take the form of a cousin. You might also banish the familiar’s magic to a place it has died before (such as a prison or a demihummon’s den) or to a place it has no natural home (for example, you might banish the familiar’s magic to a place it has no natural home). When you cast this spell, you can have none of the familiager’s familias, if you wish. You can’t have more than one familiar’s familia at a time. Using this spell as a spell to banish a summoned familiar causes the summoned fam
Conjure Familiar
10
Instantaneous
You appear in a place that you can see within range, and any creature you touch can perceive you as if you were you. You can affect up to three creatures at a time. Each target must make a Charisma saving throw. On a failed save, a target takes 3d6 psychic damage, or half as much damage on a successful save. On a successful save, the target can use its reaction to move away from you, and it can’t move for 1 minute. If the target moves for more than 1 minute, the spell ends. If the target doesn’t move for more than 1 minute, the spell ends. The target can use its action to make a Wisdom saving throw. On a successful save, the target doesn’t move away from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Evocation
Conjure Familiar
120
Concentration, up to 1 hour
This spell creates a new, fey demon or a fey beast within range. You choose the fey demon’s basic statuette, and the fey beast’s basic move and attack of the turn after it appears as a normal melee attack. The fey beast’s basic attack deals an extra 2d6 force damage to the fey beast. You can use a bonus action to mentally command the fey beast to accompany you on your next melee attack. The fey beast is under your command. The fey beast automatically succeeds on all Strength saving throws, and when the fey beast drops to 0 hit points, it creates a protective talisman against nonmagical damage and restores 4 hit points at the end of each of its turns. As an action on its turn, you can issue this talisman to a creature of your choice within 30 feet of it and command that it undertake a harmless fey magic item task. Once undertaken, the fey beast can be dismissed by a creature of your choice that you can see within 30 feet of it, and it can’t fail any saving throw. The talisman can’t repair or repair beyond repair, and it can’t be bound by any spell. In addition, when you issue the talisman, you choose a creature’s name and say the spell, which has no effect on the fey beast. You can also issue the same spell to any number of willing creatures or to up to five willing creatures of your choice that you can see within 30 feet of the talisman. If you issue more than one talisman, you can issue an additional one for each creature’s name. The extra talisman can’t repair or repair beyond repair, and it can’t repair or repair beyond repair by any means short of a willing creature sacrifice or a wish spell. The spell ends if you cast it again. For the duration, the fey beast is immune to all damage, and when it drops to 0 hit points, it frees itself. It acts independently of you, and it takes no actions while frightened. At the DM’s option, the fey beast might attack you if attacked by a creature other than you, provided that creature is within 30 feet of you. Otherwise, the fey beast doesn’t attack you. If the fey beast makes an attack roll or reaches for a spell of 3rd level or lower, you can use your action to roll a d4 and add the number rolled to the attack roll. Magical fey traps occasionally open or close on your normal route, but such a trap can’t hold more than 10 pounds and is harmless enough to allow you to cross it in a heartbeat. To close the trap, roll a d4 and add the area‘s other creatures weight to the number rolled.
Evocation
Conjure Familiar
120
Concentration, up to 1 minute
You create a familiar of one creature within range. Choose a human, a fiend, or a beast. The familiar has advantage on saving throws against spells and other magical effects for 1 minute. The familiar can’t be charmed or frightened. When the spell ends, the familiar disappears.
Transmutation
Conjure Familiar
1 Hour
You create a humanoid of challenge rating 4 or lower by casting a spell of 3rd level or higher. The spell ends if you cast no spells. The creature must still be within 30 feet of you when you cast the spell, because it assumes the form of a familiar. The creature obeys any and all verbal commands given to it by the DM. The spell can target up to two additional creatures for each slot level above 3rd.
Transmutation
Conjure Familiar
1 Hour
You summon a fey creature that assumes the form of a beast and serves as the fey companion of a fey wizard. It disappears when the fey spell ends, and its bonded creature returns to its home plane if it is no longer alive. The fey are good friends, and if the bonded creature becomes ill or dies, it returns to its home plane. While bonded by the fey spell, the creature can make any fey spells it can find, which are suppressed in its mind, and it can’t use the fey spell. If the creature chooses to become fey, it disappears when the fey spell ends.
Divination
Conjure Familiar
24 Hours
You attempt to conjure a familiar into existence by means other than the normal rite of passage. The spell’s casting time is 24 hours. If the target is a creature, the spell is made up of the following components: 1. A wand of summoning magic (the spell’s name is a spell slot, not a spell slot). 2. A wizard hat with a ring of summoning magic (the spell appears randomly on the hat). 3. A ring of summoning magic (the spell appears randomly on the ring). 4. A ring of summoning magic (the spell appears randomly on the ring). 5. A ring of summoning magic (the spell appears randomly on the ring). 6. A ring of summoning magic (the spell appears randomly on the ring). 7. An illusory representation of a certain symbol. 8. A small mark on the wall of a temple dedicated to a certain deity. 9. A mysterious symbol that appears in the ground in
Conjure Familiar
30
1 Hour
This spell makes a familiar appear to a creature of your choice that you can see within range. When the familiar appears, each target abandons all its equipment, and the familiar disappears. If any of your creatures’ equipment drops to 0 hit points, you can use your action to summon a spirit that fights your familiar in an open field, 10 feet on a side and 5 feet on the ground, to dismiss the spell, or to create a demiplane that leads to an off-white room. Each creature that starts its turn in the space you designated must succeed on a Wisdom saving throw or take 6d6 psychic damage and must repeat the saving throw at the end of each of its turns, or half as much damage and turn back. Alternatively, you can cause a familiar to vanish and reemerge with the specified creature or object (your choice which creature or object can the familiar inhabit? (You choose which creature or object can the familiar inhabit? (You choose which creature or object can the familiar inhabit? (You choose which creature or object can the familiar inhabit? (You decide? (You decide? (You decide? (You decide? (You choose? (You choose? (You choose? (You choose? (You choose? (You decide? (You choose? (You choose? (You choose? (You decide? (You chose? (You choose? (You decide? (You choose? "You have awoken. I am waking up. You've awoken. You have awakened. You have awakened. You awoke. You awoke. You woke. You awakened. You woke. No more nightmares, nightmares, nightmares. You woke. No more fears, fears, fears, fears, fears.)).>
Divination
Conjure Familiar
30
1 Hour
You summon a celestial, providing her with a celestial service rendered through your deity. Choose up to three celestial service members whose challenge rating is equal to or less than the cleric’s level. The celestial obeys all the commands and actions of the members she summons, but she lacks the expertise in magical weapons or magic that determines their alignment. The celestial also fails each spell used by the members she summons or those attuned to their plane of existence. If the celestial fails a single saving throw, she can summon a new one as an action, during the duration of which the new celestial serves as an extra deity spell (see below). Moreover, you can summon a celestial of any alignment you choose (even if you do not have that alignment) that performs the tasks provided by the summoned celestial, unless the celestial is a celestial of a later creation. Asking the deity to raise an additional deity spell or create a new one automatically summons the new deity if the deity obeys all the commands and actions of the existing one, as long as neither of those commands and actions are performed by the celestial. The deity is considered holy within your deity’s sphere, using the same rules for other celestial deities as for your own sphere. In addition, whenever a celestial of your choice that you call a celestial of another alignment performs an action that requires a separate command or other significant decision, the celestial performs that action in the appropriate place where the desired change occurs. Similarly, when a celestial of another alignment takes the same action as a celestial of your choice, the celestial performs the same action, but without taking the same step. If you cast this spell on the same creature as a whole every day for two years, the spell lasts until dispelled.
Conjuration
Conjure Familiar
30
1 Hour
You summon a fey creature of challenge rating 6 or lower with intelligence in your deity’s favor and with a specific regard for your race. The fey creature is friendly to you and your companions for the duration. The fey creature is friendly to you and your companions for the duration At 15th level, you animate and wither a fey creature You create an object that looks the same as a fey creature, but the fey creature has a different appearance and abilities. It has advantage on attack rolls, ability checks, and saving throws. It also has disadvantage on attack rolls against creatures of your kind. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It can take the actions described below to dismiss the spell: - Choose an area of fog or mud that is 2 feet deep - Create an open pit For every 1 foot you raise to your level, you can excavate a trench 1 full round Additionally, you can excavate a trench 1 level deeper than you have to make the choice. A 20-foot-deep trench forms a 20-foot-deep trench with respect to which you can cast this spell. A 20-foot-deep trench forms a 25-foot-diameter trench with respect to which you can cast this spell. A 25-foot-diameter trench forms a 25-foot-diameter trench with respect to which you can cast this spell - Complete a short spell of 7th level or lower At Higher Levels. When you
Conjure Familiar
30
Concentration, up to 10 minutes
You create a simple, magical apparition that lasts for the duration. Choose one or more humanoid or nonmagical creatures within range. Each creature in the area can make an Intelligence saving throw. A creature takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. On a successful save, a creature can use its action on a subsequent turn to dismiss this spell.
Evocation
Conjure Familiar
30
Concentration, up to 1 day
You transform a fey or a fey servant into a creature that fits the following characteristics: • You gain 12 hit points, which is +6 to all damage rolls, and +1 Dex to all attack rolls, saving throws, and ability checks. • You can use your action to create a new fey or fey servant. Choose one of the following three fey steeds or one of the other 3 fey steeds for its size: boar, frog, or leopard (the fey servant might be a leopard or a leopard cub, depending on the fey steed). It can make a new Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Cloning. When you cast this spell, you can create a new fey servant by removing a worn or broken fey or fey steed from its body. You can also end the effect on yourself by removing a worn or broken fey or fey steed from a corpse. In either case, the spell fails if it lasts longer than 30 minutes. Feeble Truth. When you cast this spell on a creature you can see within range, you can decide whether it is under the effects of a wish spell (creatures can be affected only by its wish), one-time or as a permanent effect, such as attunement or an energy bar break. Should this wish effect be used on a creature or a permanent, the creature becomes charmed or frightened of the wish. If the creature isn't charmed or frightened of the wish, the creature is likely to become frightened, and so on. Such a creature is bonded to the creature’s bond for the duration. This charm ends if you cast this spell again, if you cast it multiple times, and so on. Also, if you have a misty globe on your person, you can cast this spell with advantage if you are the only one wearing it.
Conjuration
Conjure Familiar
30
Concentration, up to 1 day
You use a familiar of your choice that you can see that you are in contact with to appear in a place you choose within range. You can appear anywhere in the place to the best of your ability. Casting this spell on a familiar reveals it to be a creature that is a creature that can be bonded to you through an interplanar link. This bond lasts for the duration, and the target can’t be dispelled by dispel magic. The spell ends if the target can’t be summoned back. The target can’t be evaded or neutralized by the target, and it has no way to communicate with you. The target gains no benefit from magic items or spells.
Divination
Conjure Familiar
30
Concentration, up to 1 hour
This spell grants familiars or other creatures whose wands are full the ability to cast any number of spells of a single level or higher. For the duration, each target has advantage on one of the spells mentioned below. If the target casts a spell of a lower level than the one it is casting, the spell has no effect. For the duration, each target has disadvantage on attack rolls against creatures other than the target, and the DM can use any available swift action to dismiss this spell.
Enchantment
Conjure Familiar
30
Concentration, up to 1 minute
A familiar appears in a location you specify within range. The familiar disappears if it drops to 0 hit points or if the spell ends. The familiar moves with you, appearing for 24 hours. If you cast this spell multiple times, you can have up to three of its nonmagical components replaced by the familiar. The familiar appears in a random location only if the terrain is difficult terrain, such as a forest, plain, cliff, or swamp. A familiar extinguishes harmless bludgeoning, piercing, or slashing damage that would be dealt if the creature was within 5 feet of the familiar. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a fiend.
Enchantment
Conjure Familiar
30
Concentration, up to 1 minute
You conjure up a fey demon that you can see within range. Each creature you choose within 30 feet of you must succeed on a Wisdom saving throw or be charmed by the fey demon for the duration. The fey demon is friendly to you and your companions for the duration. When the spell ends, the demon moves away from you and deals no damage to you. When you cast this spell, you can have the fey demon appear in any location on the ground for as long as 60 feet. If you cast this spell multiple times, you can have up to three of its non-hostile versions appear in a location you choose within the same round. You can also designate the fey demon as one of the summoned creatures when you cast the spell. The fey demon has a Strength of 5 and a Dexterity of 5, and it has a hit point maximum of 1d6. When you cast this spell, you can target one additional creature for every two creatures you cast for the spell’s duration. The target must be within 60 feet of you. If the target is the same size as you, the spell ends early.
Enchantment
Conjure Familiar
30
Concentration, up to 1 minute
You create an illusion of a familiar that is familiar to you. The familiar is a humanoid that is 3 feet tall and weighs up to 25 pounds. The familiar can’t be charmed, frightened, or frightened by another creature. When the familiar dies, you can use your action to end the illusion.
Divination
Conjure Familiar
30
Concentration, up to 1 minute
You form a simple, harmless, harmless, nonmagical creature that can be summoned to your service. You can use a summoned creature to perform any of the following functions, such as speak, drink, or otherwise charm a creature. You can also perform the same function with an unwilling creature, a familiar, or a being that you know. You can also perform the same function with a creature you know that has been familiar with you. You can also perform what you call the same function with a different creature. You can't perform any of the functions described above unless you are using a familiar or a creature that has been familiar with you. While familiar with a creature, you can communicate with that creature in secret through the familiar’s communication equipment. You and the familiar can’t be telepathically linked, and the familiar can't communicate with you by telepathy. You can also communicate with a familiar through a familiar’s communication equipment, if the familiar has the
Conjure Familiar
30
Concentration, up to 1 minute
You summon a fey, a fey beast or a fey, a fey humanoid. Choose one of the following options when you cast this spell: • You summon a fey beast. • You shape it into a creature. • You shape it into a fey humanoid. • You shape it into a fey humanoid that is friendly to you. • You shape it into a fey humanoid that is hostile to you. • You shape it into a fey humanoid that is hostile to one of your companions. You shape it into a fey humanoid that is hostile to one of your friends. If you summon a fey creature, you animate it to become a fey humanoid. If you animate a fey creature, you animate its body. If you animate a fey creature, you animate its equipment. If you animate a fey creature, you animate its equipment. If you cast this spell multiple times, you can animate up to three fey creatures at a time, ending the effect on a new target when you finish a long rest.
Enchantment
Conjure Familiar
500
Concentration, up to 1 hour
You attempt to charm a creature of your choice that you can see within range. The target must be of the same race, color, or type as the target. The target can’t be charmed, and the spell ends if the target can’t be charmed by the target. The target can use an action to try to persuade the target to follow the spell, provided the target is willing or able to speak the language of the target. If the target is charmed by the target, it can use its action to persuade the target to follow the spell. The target can make an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target believes that you are the target. The spell ends if the target is unwilling or able to speak the language of the target. The target can use an action to attempt to persuade the target to follow the spell, provided that the target is willing or able to speak the language of the target. If successful, the spell ends. The target can use an action to try to persuade the target to follow the spell, provided that the target is willing or able to speak the language of the target. If successful, the spell ends.
Transmutation
Conjure Familiar
60
1 Hour
You create a familiar within range that can speak, read, speak, and understand one or more of the following languages of your choice: • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •
Conjure Familiar60
1 Hour
You summon an invisible, fey creature, identified by its color as a familiar. For the duration, you hurl a familiar face at it, or have a friendly creature that you can call forth if its color is non-white drawn to it. The familiar disappears before the end of your next turn. If another familiar is harmed by a creature in its area, the target loses all its Hit Points and must make an Intelligence saving throw. On a failed save, the target takes 5d8 necrotic damage, or half as much damage on a successful save. A successful save ends the effect of the spell on itself. The spell ends if you have more than one familiar of the chosen color within its area, or if you have more than one familiar that is neither warded nor under your control (your choice). If you have more than one familiar of the chosen color, you can choose to make a different creature’s Hit Dice instead of the original target’s, or to move the target’s body and mind to the nearest unoccupied space and create a new creature. In any of these options, the target deals 3d8 necrotic damage to the first creature the target appears on before returning to the DM’s table.
Conjuration
Conjure Familiar
60
Concentration, up to 1 hour
You imbue a creature you touch with magic is akin to a divine artifact. Whatever it is, it is an idol made of divinity and imbued with divinity's power. When the target becomes a creature of your choice when it strikes a target or a place or a certain condition or performance, it becomes divine in nature and gains a +2 bonus to AC and saving throws. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to +3, and the bonus to saving throws increases to -4, depending on the slot used for the spell.
Divination
Conjure Familiar
60
Concentration, up to 1 hour
You summon a terrifying creature from the Nine Hells. It must fill 10 bolts of lightning, 3 bolts of acid, or 3 bolts of might, and it lasts until the end of your next turn, at which point it strikes out in an unguarded location against your choice. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of bolts of lightning, thunder, lightning, or might strikes out with the terrifying creature increases by two for each slot level above 1st.
Conjuration
Conjure Familiar
60
Concentration, up to 1 minute
This spell creates a new, undying idol or shrine capable of holding up to four creatures or objects. The idol or shrine can be anywhere on the plane of existence and is permanent. The idol can be anywhere on the plane of existence and is permanent. It can be animated or simply destroyed. It may lie dormant for the duration, as an experiment, to see if it might help the creation of better temples or temples to deities worshipped by less intelligent peoples. If the idol is created on the right plane, its alignment is in line with that of the god whose idol you created. If you choose to create an idol or shrine on the plane of existence, your followers can use it as a temple. When the spell ends, the idol or shrine disappears, causing creatures or objects created by this spell to disappear instantly from the idol or shrine. Creatures created by this spell or created by spells such as divination, implanting, or restoration magic also disappear from the idol or shrine. When the spell ends, the idol or shrine is no longer there and no creatures or objects remain from which to create temples or shrines.
Divination
Conjure Familiar
60
Concentration, up to 1 minute
You call forth a fey humanoid you can see within range. The fey appear in an unoccupied space you can see within range. The fey appear in dim light for the spell’s duration. The fey can be a single humanoid or several that fit in its space. The fey can’t be more than 10 feet long or shorter, and it has a bite attack and a sling attack action. If the fey is killed while it lasts 5 minutes, the creature is no longer a fey creature. A creature that dies while a fey creature is alive takes 1d6 necrotic damage. When a creature takes damage from a weapon attack, the spell ends. A fey creature can’t be targeted by spells or by an ability spell. It must make a Charisma saving throw. On a failed save, the creature takes 3d6 necrotic damage. On a successful save, the creature takes 3d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Abjuration
Conjure Familiar
60
Instantaneous
You create a fey demon within range. Choose a creature of your choice that you can see within range. It must be a Huge or smaller creature that gains the fey trait.
Conjure Familiar
90
Concentration, up to 1 minute
Your god’s celestial companion blossoms with life and energy on each of your turns. Until the spell ends, your faithful celestial becomes your closest friend. When you cast this spell and as soon as you assume the form of a celestial companion, your holy symbol vanishes. As a bonus action on your next turn, you can call your celestial to your side so that it is surrounded by celestial blessings. You regain sight of your celestial when you cast this spell, and it can’t move if it is in the air. If you are within 30 feet of a celestial or its plane of existence, there is a 60-foot radius and 30 feet on each side that you can see. Any creature other than you that starts its turn within 5 feet of your celestial when it becomes a celestial and remains so until the spell ends.
Illusion
Conjure Familiar
90
Concentration, up to 1 minute
You summon a rare summoner. Choose any number of Medium or smaller creatures that you can reach and speak one language of which you are proficient. The summoned creatures appear humanoidically familiar to you. When you cast the spell, choose any language you know and add it to the list of spoken languages of each of the summoners. You can specify a single language and cast the spell as part of preparing the banquet prepared for you. The summoning doesn’t take place in sealed rooms or on the ground or in the air. Some of the summoned creatures seem to dwell in crevices or on the ground without being illuminated. You can also summon fey spirits that hurl immortals at nearby creatures. Roll initiative for the summoned creatures as a group, which has its own turns. While these creatures are within 60 feet of you, you can use your action to speak one of the summoned words aloud. These summoned words appear to be spoken in tongues verging on the absurd, but you can communicate them in different ways. For the duration, up to twelve fey spirits can be summoned, each with its own song. Roll initiative for the summoned creatures as a group, which has its own song. The fey spirits can be summoned through dreams, or you can summon fey spirits through nightmares. (You must also summon fey spirits through an implacable wall, provided that you do so over and over again before you cast the spell again.) Whenever a summoned creature descends and/or reaches full height, the summoned creature is no longer under your direct control. When you cast the spell, you choose one of the following rites for the duration; this roll is successful. Additionally, the summoned creature becomes immune to all damage until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can summon fey spirits that take 3d6 force damage, and create these fey spirits for each slot level above 2nd.
Abjuration
Conjure Familiars
30
1 Round
You summon up to five creatures of your choice that aren't of your alignment: a beast, a plant, a fish, or a plant type. A creature can be a human, a dwarf, a fiend, a fiend type undead, a fey, a fey type fiend, a wizard, a wizard type fiend, or a fiend type undead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the summoned creatures become charmed for the duration.
Evocation
Conjure Familiar
Self (10-foot radius)
Concentration, up to 1 hour
You conjure up a humanoid, a fey beast, within range. While in the spell’s radius, the creature can use its action to speak a language that is familiar to it. If the creature has the language, it can learn the language as a bonus action and understand the language as a language of its choice. The creature can also understand and understand one of the following languages: a language of unknown origin, a language of magic, a language of war, or a language of fey magic. The spell’s language must be of a higher level than its spellcasting level. At any time during its next turn, the creature can use its reaction to examine a willing creature it can see within 30 feet of it, if it can find a willing creature. The creature must be within 30 feet of the spell’s target when it makes its report. At the end of each turn, the creature can use its reaction to examine another willing creature it can see within 30 feet of it. If it can locate the target, it can examine it.
Conjuration
Conjure Familiar
Self
Concentration, up to 10 minutes
You animate a familiar. The spell is difficult terrain and difficult terrain lasts for the duration. You can animate a familiar up to 30 feet in any direction. You can animate a familiar up to 60 feet in either direction. You can animate the familiar up to an additional 60 feet in any direction at a time. You can animate the familiar up to up to twice your speed.
Conjuration
Conjure Familiar
Self
Concentration, up to 1 hour
You awaken a bonded Familiar that is as strong and loyal to you as it is loyal to its owner. Until the spell ends, the bonded Familiar can speak any language you choose, and it is immune to all damage. The bonded Familiar can’t be charmed, but can’t take any actions that would be considered suicidal. The bonded Familiar can’t be targeted by spells or other magical effects, and it doesn’t have the benefit of any special abilities. The bonded Familiar can’t take any action that would cause it to lose its mind. The bonded Familiar must be within 60 feet of you when the spell ends, and it can’t be targeted by any other magical or physical effect. If the bond is broken, the bonded Familiar remains in the area until you dismiss it.
Necromancy
Conjure Familiar
Self
Concentration, up to 1 minute
The next time you cast a spell that targets a creature or a magical object, you can use your action to teleport the target to a different location. The target must make a Wisdom saving throw. On a failed save, the spell ends for it. On a successful save, the spell ends for that creature or object. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the total number of locations it can be used increases by two for each slot level above 7th. When you use a spell slot of 9th level or higher, the total number of locations it can be used increases by three for each slot level above 9th.
Evocation
Conjure Familiar
Self
Concentration, up to 1 minute
You conjure a fey demon from the remains of a creature that you can see within range. The fey demon appears and disappears in a 20 foot radius circle. You choose a creature’s location, such as a room or a tower. The fey demon appears in a place that you or a creature you can see within range and can see. The target’s name is the name of a creature of your choice from among those who know it best. The fey demon appears in one of the following ways. • The target appears in an unoccupied space of its choice that can’t be more than 10 feet square. The target can’t be more than 10 feet tall. • The target appears in an unoccupied space that is 30 feet square. The target can’t be more than 30 feet tall. • The target appears in an unoccupied space that is 30 feet square. The target can’t be more than 30 feet tall. • The target appears in an unoccupied space that is 60 feet square. The target can’t be more than 60 feet tall. • The target appears in an unoccupied space that is 120 feet square. The target can’t more than 120 feet tall. • The target appears in an unoccupied space that is no larger than 10 feet by
Conjure Familiar
Self
Concentration, up to 1 minute
You teleport yourself to a place you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. In addition, if you or someone else are fighting the target, the target gains a flying speed of 60 feet, and you can change its direction as you see fit. If the target moves over sand or cliff faces, for example, you can change its direction by making a vertical jump. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the radius of the effect increases by 5 feet for each slot level above 3rd.
Evocation
Conjure Familiar
Touch
Concentration, up to 1 minute
You touch a creature that is familiar to you and imbues it with magic. The target must succeed on a Wisdom saving throw or take 1d6 lightning damage if it’s familiar. This spell’s damage increases when you reach higher levels.
Evocation
Conjure Familiar
Touch
Up to ten minutes
You touch a familiar that has the ability to communicate with you. You can use your action to speak with the familiar and ask the question you wish to ask about the current situation. The familiar can answer any question you ask it about. You can also ask the familiar to repeat its actions in any order you wish. This spell’s questions are answered on your behalf by the familiar. The familiar can’t be compelled to answer any questions you ask it. The familiar can also use its action to speak to you. You can ask the familiar to repeat its actions in any order you wish, but the familiar can’t ask you to do anything else. • • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Fam
Conjure Fanged weapon
60
Instantaneous
Choose an unoccupied 5 foot by 5 foot square that fully includes a creature of your choice within range. The creature must succeed on a Dexterity saving throw or be heavily damaged. On a failed save, the creature takes 1d8 necrotic damage, and the next time it hits, the target takes 3d8 necrotic damage, and the creature is knocked prone. The damage type is the same as that of the ammunition, food, or drink. The target’s outfit, weapons, armor, and equipment grow larger and more dangerous. Each creature in the target’s space must make a Constitution saving throw; a creature takes 2d8 necrotic damage on a failed save, and the necrotic damage increases by 2d8 at Higher Levels. Each 2d8 damage increases by 4d8 for 10 minutes after the necrotic damage.
Necromancy
Conjure Faun
Touch
1 Hour
You touch a fey. You and the fey become one with nature and gain some in exchange for the fey’s life. The spell ends if you cast it again or dismiss it as an action.
Divination
Conjure Fear
120
Instantaneous At 1st level, you summon a terrifying and terrifying creature. Choose from a range of terrifying, terrifying, or terrifying creatures. The spell ends if you cast this spell again within 30 days of the spell's last use.
Evocation
Conjure Fear
30
Instantaneous At 1st level, you gain the ability to use your action to utter a terrifying scream. Choose one of the following options when you cast this spell: • You utter the scream in a loud, audible voice. • You utter the scream in a screamy manner. • You utter the scream in a loud, audible voice. • You utter the scream in a loud, audible voice. Choose up to three words of the same form when you cast the spell, and you can name up to three of those words. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 day.
Evocation
Conjure Fear
Touch
1 Hour
You touch one willing creature and ask it to commit a ghastly ghastly crime. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and have their concentration reduced. On a failed save, the target can’t commit the ghastly crime until the spell ends. If the target fails the saving throw, it can’t commit a ghastly crime until the spell ends. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Conjure Feline (8-foot-radius sphere)
90
Instantaneous
A sphere of water and ice surrounded by a transparent stone ring surrounds you. Each creature in the sphere must succeed on a Dexterity saving throw. The sphere’s space is difficult terrain. The sphere remains until the spell ends. If you cast this spell again while you have a willing creature’s space, you can target another willing creature or an object within 30 feet of the sphere for the spell’s duration to permanently target it.
Transmutation
Conjure Fertility (1-Conjuration)
Self
Concentration, up to 10 minutes
You attempt to conjure a creature of your choice that appears in a location that you can see within range. Make a melee spell attack against the target. On a hit, you can move the target up to 20 feet. The target must make a Wisdom saving throw. On a failed save, the target’s soul is destroyed. While the target is alive, the spell is cast on it whenever it is summoned. The target can’t be charmed or possessed by the target. The spell ends on a target when the target dies. The target can’t be affected by this spell. The target can’t cast any other spell. The target can’t benefit from any of the conditions outlined in the Monster Manual, such as being immune to disease, poison, or magic missile. Dispel Wounds You dismiss a w a target that you can see within range. If the target is a creature, the warded creature can’t be charmed or possessed by it. The target can’t be affected by this spell. Force Physical Attacks You attempt to force a target’s physical activity by making it attack with a force attack. The target must make a Constitution saving throw. On a failed save, the target’s physical activity automatically ends on that creature and the spell ends. On a successful save, the target’s activity ends and it doesn’t take any actions until it is no longer in combat with you. Dispel Transmutation You attempt to teleport a target that you can see within range to another location. The target can’t be charmed or possessed by it. The target can’t receive benefits from any of the conditions outlined in the Monster Manual, such as being immune to disease, or being immune to any other spell or magical effect. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal a force of lightning and cause the target to make a Dexterity saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. On a successful save, the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an additional force of lightning and cause the target to make a Strength saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an additional force of lightning and cause the target to make a Dexterity saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an extra force of lightning and cause the target to make a Strength saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an extra force of lightning and cause the target to make a Dexterity saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an extra force of lightning and cause the target to make a Strength saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an extra force of lightning and cause the target to make a Dexterity saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an extra
Conjure Fey (1st level)
90
Concentration, up to 1 hour
You attempt to charm a fey in the deepest part of a warded moundskin hide. You touch the fey, and when the fey attempts to speak a line of its choice that relies on deception, it makes a Charisma check with a level equal to your spellcasting ability modifier. On a success, the fey is shunted to a different moundskin hide. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases by 1 hour for each slot level above 1st.
Conjuration
Conjure Fey60
10 Hours
You hurl an invisible, fey creature you have charmed or warded for the duration on the following tremor-capped telegraph telegraphs: • You must succeed on a Wisdom (Insight) check against your spell save DC to summon the fey. The spell fails if you are using a spell slot of 3rd level or lower, or if you are casting an 8th-level spell that doesn’t have a spell slot and that can’t be cast. • You must succeed on a DC 15 Intelligence (Investigation) check or the spell ends. If you cast this spell while you are on the plane of existence described in the deity’s divination sheet, the spell fails. This spell’s DC rises when your deity places a mark on it, and it disappears when you dismiss it as an action. You can dismiss it as an action by spending your action taking a drink of water, casting the spell, and returning to your spell list. • You can send the fey flying, passing it along the telegraph line to your DM, who picks its destination and the speed at which it travels (see below). The DM chooses the speed as the speed at which the fey can move across the line. Any creature that ends its turn in the destination area must succeed on a Strength saving throw or be pushed with a flying leap to the nearest unoccupied space within 5 feet of its destination.
Conjuration
Conjure Feybear
120
Concentration, up to 10 minutes
You summon a fey-like creature. You choose a creature type: berserk, awake, aloof, or vengeful. The fey-like creature is friendly to you. It remains aloft and occupies its space, until the spell ends, attacking and attacking you with insane ferocity. Whenever youà lenge the fey creature, you summon up to ten additional fey creatures of your choice who must be
Conjure Fey elemental element
60
Concentration, up to 1 minute
A spectral, unseen demon appears in a 20-foot-radius, 30-foot-high cylinder centered on a point you choose within range. The demon lasts for the spell’s duration and moves with you, always traversing the ceiling and beyond the range of all ranged weapon attacks. The demon appears in an unoccupied space that you can see within range. The demon disappears when the spell ends. The demon is friendly to you and your companions for the duration. Roll initiative for the demon, which has its own turns. If you are hostile to the demon’s existence, you can use its action to take it on a suicide mission. If you are neutral, the demon defends you from hostile creatures, but otherwise takes no actions. The demon has a - 2 penalty to all attack rolls and ability checks. The demon can’t be targeted by other creatures.
Enchantment
Conjure FeySelf
Concentration, up to 1 minute
As the spell ends, a fey-like creature appears in a random location on the ground within range. The fey’s speed is 30 feet. The fey has a fey’s eyes and a fey’s snout. The fey has the following statistics: - Intelligence: 2.4 - Dexterity: 0.8 - Wisdom: 0.8 - Charisma: 0.8 - Wisdom per Level: - If a creature is hit by an attack, the fey can’t take reactions until after the attack has ended. If the creature has Intelligence or Wisdom lower than 3, the fey can’t take reactions. If an attack or spell has a casting time of 1 minute or less, the fey can cast the spell again, but the spell ends early if it has already been cast. If the creature’s Intelligence or Wisdom is lower than or equal to 2, the fey can’t cast the spell again. The fey can’t cast spells.
Conjuration
Conjure Feywild
100
Concentration, up to two hours
You conjure up a fey creature of challenge rating 5 or lower level that you can see within range. The fey creature disappears when it drops to 0 hit points, and it can’t remain deadow for the duration. When the fey creature appears, it is a fey creature of challenge rating 5 or lower and has the statistics of the chosen type. It disappears when it drops to 0 hit points, and it replaces the original with the re-deed. The fey creature disappears if it is ever more than a creature that is no longer within 120 feet of the fey creature. The fey creature disappears if it is ever more than 50 feet away from the target or if the target has died. The fey creature disappears if it is ever within 60 feet of the target or if the target has died. The fey creature disappears if it is ever within 60 feet of the target or if the target has died. The fey creature disappears if it is ever within 60 feet of the target or if the target has died. The fey creature disappears if it is ever within 60 feet of the target or if the target has died. The fey creature disappears if it is ever within 60 feet of the target or if the target has died. You can use your movement to move the fey creature, which has the statistics of the chosen creature, to determine whether it is a creature or an object. It must succeed on the fey creature’s success or failure. If the creature fails, the fey creature disappears,
Conjure Fire
60
1 minute
You create an instantaneous flame that ignites at a point you choose within range. While
Conjure Fire
Touch
Instantaneous
You touch a burning creature and cause the target to ignite in flames. The target is free to fire, but the target’s damage increases by 1d6 for each slot level above 1st.
Abjuration
Conjure Fissure
60
Instantaneous
You teleport yourself to a point that you can see within range. You teleport to any point on the plane that you are on that doesn’t have a fixed point of entry. You reapply for your concentration, and the spell ends when you reach a point that has either no fixed point or where no entry has been. The spell ends if you teleport to a place that isn’t a fixed point or where no entry has been. You then return to your original plane of existence, where you started the spell. You can use a bonus action to move your body back to your original plane of existence and regain any expended concentration points.
Transmutation
Conjure Flame
100
Concentration, up to 1 minute
You create a small flame that ignites bright lights, torches, and other flame types within range. The flame ignites bright flame in a 20-foot radius and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Transmutation
Conjure Flame
100
Instantaneous
You form a flame that ignites one creature within range. The flame spreads out to 20 feet in all directions. The flame must be within 30 feet of a creature when it starts its turn there. If it is more than 30 feet away from the creature, it must make a Dexterity saving throw. On a successful save, the flame spreads out and sheds bright light for 1 minute. If the flame is spread out more than 5 feet from a creature, it sheds dim light and darkvision for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th
Conjuration
Conjure Flame
10
Instantaneous
Flame elemental, similar to a lightning bolt, streaks toward a point or points and then explodes. For each point of damage equal to 10 + the spell’s damage, the spell’s damage increases by 1d6. The target must succeed on a Constitution saving throw or be knocked prone. A creature that fails this save must make an Intelligence saving throw. If it succeeds on the saving throw, the spell ends.
Evocation
Conjure Flame
10
Instantaneous
Flames sprout from your hand and radiate in a 20-foot radius. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 2d6 fire damage and can’t take reactions. On a successful save, the creature takes half as much damage. A creature that takes damage when it’s hit by a spell or other effect takes half as much damage. The flames move in a straight line from one end to the other, and each creature within the line must make a Constitution saving throw. A creature takes half as much damage on a failed save.
Conjuration
Conjure Flame
10
Instantaneous
You can imbue a flame that ignites in a 30-foot radius around you with a faint aura of flame. The flame is strong enough to sustain a creature for up to 30 days. If the creature is a Medium or smaller, the flame ignites only if the creature is within 30 feet of it. The flame consumes any remaining fuel that the creature is carrying. The flame can be extinguished on a success, or it can be extinguished on a failure.
Evocation
Conjure Flame
10
Instantaneous
You conjure up a flame of flame in a 30-foot cube centered on a point you can see within range. The flame spreads out and extinguishes any nonmagical objects that are within 60 feet of it. The flame lasts for the duration, and it can’t be targeted by spells or magical effects
Conjure Flame
10
Instantaneous
You create a dazzling flame that ignites in a 20 foot cube. Each creature in the area must make a Dexterity saving throw. A
Conjure Flame
10
Instantaneous
You create an invisible flame in the air. The flame spreads from one creature you can see within range to the next. The flame is bright and illusory. An attacker must make a Dexterity saving throw. On a failed save, the target takes 1d10 fire damage and is engulfed in the flames. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd
Conjuration
Conjure Flame
10
Instantaneous
You create a shimmering flame in the center of the ground. The flames travel at a distance of 30 feet. If you cast the spell with a spell slot of 6th level or lower, the distance is halved for each slot level above 7th.
Evocation
Conjure Flame
10
Instantaneous
You make a burst of flame that can be either a torch or a longbow with a range of
Conjure Flame
120
60
Concentration, up to 12 hours
Flame-like tentacles wreathe your body in an extradimensional style that allows you to take on a mysterious and shadowy form. While in the extradimensional form you can’t see or hear anything beyond your physical body (your AC for the spell is 13 + your Dexterity modifier, not +2), and you are immune to all damage and conditions until the end of your next turn. Spells described within the extradimensional form are there for your convenience, while spells and magical effects are likely to be obscured in the extradimensional image. Choose any number of creatures you can see within range, and they form the image you use for inspiration for your spells. Each creature in the extradimensional space must make a Constitution saving throw. On a failed save, a creature becomes cloaked, unconscious for the duration. A creature that can’t see or hears anything beyond its body and is within 5 feet of the extradimensional form can hear nothing but the background noise of your footsteps. Nonmagical noise is prevented from being heard through the passage, and every sound you make carries with it into and out of the extradimensional space, speaking the language you choose for its language. The sound is likely to create audible echoes as loud as 100 feet. The conjurer can have no effect on his or her target, for example, if it is speaking the language of a god other than its true god.
Conjuration
Conjure Flame
120
Concentration, up to 1
Conjure Flame
120
Concentration, up to 10 minutes
You conjure up a strong, fiery, flaming torch that ignites a 10-foot-high cylinder in a 20-foot radius centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is restrained by this flame until the spell ends. When the flame ignites, each creature in that area must make a Constitution saving throw, taking 3d6 fire damage and being restrained by this flame until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of creatures that can be charmed increases by two for each slot level above 1st.
Evocation
Conjure Flame
120
Concentration, up to 1 hour
A candle flames up within 30 feet of you. You can make three flame-like lights appear in the air and dim light for one minute. Each of these lights must have a different color. Each flame must be dim light and can be lit only by one person. The light must not be visible in an unoccupied space of the spell’s area.
Necromancy
Conjure Flame
120
Concentration, up to 1 hour
This spell creates flame orbs within a 30-foot cube centered on a point that you can see within range. Each orb has AC 20 and 30 hit points. If filled, the orbs create a tempest in a flame, extinguishing the flames within within it. The flames extinguish a whitewashed, shapeless pile of stone on the ground within 60 feet. The flames have a diameter of 120 feet and a height of 20 feet. If your concentration reaches the maximum spell level required for the spell, you can create a new tempest, using the same techniques used to create the blazes created by this spell. You can also cast this spell multiple times as a normal spell cast. When you cast this spell, you choose the ability score of one Hit point, one Strength point, or one Constitution point. To cast a spell with one hit point, a creature must succeed on a Strength saving throw, or half as many hit points with the spell as with the two other options. For a creature with two Hit
Conjure Flame
120
Concentration, up to 1 hour
You create a bonfire of flame on the ground that you can see within range. For the duration, flame sheds bright light in a 10-foot radius and emits dim light for an additional 10 feet. You can fire a maximum of four bonfires a round outdoors or in containers as a bonus action on each turn. When you cast this spell, choose one or two of the following options: • Each bonfire burns bright red flame, 5 feet high and 5 feet across; • You create one bonfire and chill it for 1 hour. • You chill up to three other bonfires in your area; or • You chill up to two other bonfires within 30 feet of each other. • You chill up to three other bonfire locations within 30 feet of each other. If you create more than one bonfire, you create one additional bonfire, each of which must be no larger than a 20-foot cube. When you make a bonfire infestation count against its count, you can also specify additional creatures to create the bonfire. When you make a bonfire infestation against a creature, create another bonfire, or cause flames to flicker and emit a deafening muffled shriek, the creature takes 3d6 radiant damage, and it can’t use its action to exhale any vapors until the bonfire’s smoke ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
Conjuration
Conjure Flame
120
Concentration, up to 1 hour
You create a bonfire on ground that you can see within range that emits fiery radiance when you strike it. The bonfire fills a 10-foot cube to the floor and moves with it. The flames don’t need to be as intense as an intense flame or as strong as a strong flame. Instead, the flames are much more intense. Each creature that starts its turn in the bonfire’s area when it creates its bonfire must succeed on a Dexterity saving throw or be drawn into the flames. For the duration, an unwilling creature drawn into the flames has disadvantage on attack rolls against creatures within 5 feet of it.
Evocation
Conjure Flame
120
Concentration, up to 1 hour
You create a strong gust of wind that flies toward a point within range. You can target one creature for the spell. The target must make a Strength (Athletics) check against your spell save DC. On a success, the creature takes 10d6 bludgeoning damage and is restrained until it returns to its normal form. The target can’t make attacks while still restrained. It can also use its reaction to make a Strength (Athletics) check against your spell save DC. On a success, the creature has no resistance to the spell, and it can repeat its saving throw for each slot level above 2nd.
Evocation
Conjure Flame
120
Concentration, up to 1 hour
You create one 5-foot cube of flame in a 60-foot-radius sphere centered on a point you choose within range. The flame spreads out from the center of the cube, with a 50-foot-wide cylinder centered on a point you choose within range. When you cast this spell, you also create a 30-foot-radius sphere centered on a point you choose within range. The sphere is 60 feet long, 20 feet high, and weighs 25 pounds. The sphere is 15 feet in diameter and is 30 feet tall. It is 10 feet tall and weighs 20 pounds. The sphere can be pulled on the ground or over a surface. The sphere can be made of up to two cubic feet of loose metal or 1 foot deep. The sphere can be made of any material. When a creature casts this spell, the spell has no effect on it.
Conjuration
Conjure Flame
120
Concentration, up to 1 hour
You summon an elemental force capable of shattering the foundations of your enemies’s defenses. Each creature that can cast this spell must make a Strength saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is restrained, using an action to free itself, for 24 hours. At the end of that time, the creature retains whatever it was holding and can use that as a free action to fill in any gaps in its defenses. If any creature w ho deals an extra 1d6 bludgeoning damage to its attacker or shield against one creature who attempts to ram its shield into it, the creature pulls the creature up and stomps down to the ground in an unoccupied space of its choice. The creature is restrained and can use either a Fall action or a bonus action to end the restrained condition.
Conjuration
Conjure Flame
120
Concentration, up to 1 hour
You unleash a dazzling burst of flame that erupts in a 20-foot radius sphere centered on a point you choose within range. The flame ignites in a 30-foot radius sphere centered on a point you choose within range. A creature must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is blinded until the spell ends. The flame spreads, forming a 10-foot radius sphere centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes half
Conjure Flame
120
Concentration, up to 1 minute
A flame ignites in a 5-foot-high cylinder centered on a point you choose within range. Until the spell ends, the flames can be extinguished only by magical means. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the flames extinguish all nonmagical flames in the area for the duration.
Transmutation
Conjure Flame
120
Concentration, up to 1 minute
A flame streaks up from a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature that fails the save can’t take fire damage until it moves out of the area, which ends if you or someone you designate rises to life. The spell ends on a target if it already has one.
Conjuration
Conjure Flame
120
Concentration, up to 1 minute
A flame that ignites one object within range. The object must be within 30 feet of a point of fire that you can see within range or in a 5-foot-radius sphere, and must be within 30 feet of an unoccupied room or an unoccupied structure. The object must be no larger than a 5-foot cube and must be in its normal place. A flame can be a candle, a torch, or a beam of flame. The flame must be within 30 feet of a point of fire that you can see within range.
Conjuration
Conjure Flame
120
Concentration, up to 1 minute
Flames whirred and glowed out from you in a 20-foot radius centered on a point within range. The point of impact is centered on that point. The spell’s area of effect is blocked until the spell ends or the spell ends on that point.
Transmutation
Conjure Flame
120
Concentration, up to 1 minute
This spell transforms a nonliving object you touch into a fiery devil. Anything that ends its turn in the flames must succeed on a Dexterity saving throw or be restrained as a creature. While the target is in the flames, it is subjected to the following spells. The restrained target can use a bonus action to a new line of movement that starts with the target and that ends when it drops to 0 hit points, and it must make a new saving throw. If the target makes a new saving throw against an ability check using an ability check, it must use its reaction to take the new saving throw. Otherwise, it must continue to make the new saving throw until it is no longer restrained by the target. Ethereal Plane. Spell. The target changes its form in the air, and it can make a Constitution saving throw at the end of each of its turns. It can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. The change is permanent. If the target enters a flame vortex, it must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature is engulfed in flames, and
Conjure Flame
120
Concentration, up to 1 minute
You attempt to create a raging flame that ignites in a 30-foot-radius sphere centered on a point you can see within range. The flame ignites in a 5-foot radius sphere centered on a point you choose within range. A flame ignites in a 10-foot radius sphere centered on a point you choose within range. A creature that can see within 5 feet of the point must make a Dexterity saving throw. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Evocation
Conjure Flame
120
Concentration, up to 1 minute
You attempt to extinguish a flame in a 20-foot cube within range. You can extinguish the flames with a ranged weapon or with a small torch, or you can cause the flames to slowly spread out across the room in a 10-foot radius. The flames dissipate in a puff of smoke, and the flames extinguish any barrier or magical barrier that prevents movement. You can also cause the flames to disappear with a successful throw attack. If you do so, the flames extinguish it for a full minute. The spell fails if you cast it again. The flames extinguish for the duration, if any. The flames disappear if the spell ends.
Evocation
Conjure Flame
120
Concentration, up to 1 minute
You call forth a flame that ignites flammable objects in a 60-foot radius, centered on a point of your choice within range. For the spell’s duration, each creature in the flame’s space when you cast the spell must make a Dexterity saving throw. On a successful save, it ignites flammable objects in its space. On a failed save, it ignites flammable objects in the space it occupies. On a successful save, it ignites flammable objects in the space it lies on. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of flammable objects in the flame increases by two for each slot level above 4th.
Transmutation
Conjure Flame
120
Concentration, up to 1 minute
You conjure up a bonfire that burns for the duration. The flames turn the area of the bonfire into aflame. You can use a bonus action on each of your turns to extinguish the flames, and you can end one turn with a successful burn spell using an action. You extinguish the flames when the spell ends. You extinguish the flames when you cast this spell again. To
Conjure Flame
120
Concentration, up to 1 minute
You create a flame of pure flame that ignites one creature within range. Each target must make a Constitution saving throw. A creature takes 4d8 fire damage on a failed save. A creature takes 10d8 fire damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 6th
Conjuration
Conjure flame
120
Instantaneous
A flame appears in a 40-
Conjure Flame
120
Instantaneous
A flame appears in a place you can see within range and that you can see within range. The flame spreads throughout a 20-foot cube and is strong enough to break most barriers. The flame is a harmless cloud that can be seen from any direction. The flame appears in a spot that you can see within range and that you can see within range. The area is bright, dark, and must be within 100 feet of a point of the specified color. The area can be as small as a 10-foot cube. The flame can’t be destroyed. A glowing yellowish-orange flame appears in the spot you created the flame. This flame appears in a spot that you can see within range. You can move the flame up to 30 feet in any direction. The flame can’t be fired, and its area of effect is limited. It can’t cause damage, and it can’t be targeted by spells or other magical effects. If the flame appears in a place that is occupied by a creature or a place that is hostile to creatures, the creature is also affected. The target must make a Wisdom saving throw. On a failed save, the creature takes half as much damage from the flame as normal. This spell has no effect on undead or fiends
Conjure Flame
120
Instantaneous
A flame of flame streaks from the center of the target creature. Each creature in that area must make a Constitution saving throw, and the spell ends for that creature on a failed save. On a failed save, the target takes 3d8 radiant damage and 1d8 fire damage. The target can’t fire a weapon or use its bonus action to use a weapon or another bonus action to do so. A creature that uses its action to cast this spell ends its turn in a burning heap
Conjure Flame
120
Instantaneous
A flame springs from your fingertips to a point you can see within range. You can make a ranged spell attack with the flame. On a hit, you take half damage and take no damage. On a miss, you take no damage and take no damage. For the duration of the spell, the flame appears within range as a flame, and it can’t reach a higher flame. When the target of the spell’s attack starts its turn within range, it can make a ranged spell attack. On a hit, the target takes the form of a skeletal creature, with a head and a body similar to that of a normal creature. The creature has the ability to make one additional attack. On a hit, the creature takes half damage, and it takes no damage from abilities that target that creature.
Conjuration
Conjure Flame
120
Instantaneous
A flame that appears in a spot you choose within range ignites in a 60-foot-radius sphere of flame. A flame rises from the spot and burns for 1 minute. An object created by this spell must also be within 60 feet of the spot. Any creature that can see the flame must succeed on a Dexterity saving throw or take 8 radiant damage. While in the flame, an object created by this spell has advantage on the saving throw when you cast it. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can increase the damage of the spell by up to 1d12 for each slot level above 1st.
Conjuration
Conjure Flame
120
Instantaneous
A flame that ignites in a place you choose within range, then ignites again when it explodes. The flame ignites when a creature of your choice that you can see within range takes damage or falls prone. The flame then explodes in a direction you choose. As an action, you can move the flame in any of its directions, and it spreads out in any direction you choose. The flame must be within 5 feet of a point of ignition. If a point of ignition is used, the flame must be within 5 feet of that point of ignition. The flame must have a range of 30 feet.
Conjuration
Conjure Flame
120
Instantaneous
A flaming cloud of flame erupts from a point you choose within range. Until the spell ends, the cloud becomes invisible and lasts for the spell's duration. The cloud can be a 30 foot cube, 10 feet tall, or 25 feet long. The cloud can be created from a spell slot of 5th level or higher. The cloud can also be created from a spell slot of 6th level or higher.
Transmutation
Conjure Flame
120
Instantaneous�A vapid blast of flame erupts from a point you choose within range. The cloud of flames is created
Conjure Flame
120
Instantaneous
Choose a point you can see within range and cause it to erupt into flame, which lasts for the duration. The fire spreads around corners. When the spell ends, creatures within that area of effect can use their movement to move up to 20 feet in any direction. For the duration, the area of effect is centered on a point you choose within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level
Conjure Flame
120
Instantaneous
Flame flashes in the air and ignites a flame that can reach a range of 60 feet in the air and 60 feet deep in the ground. Each creature in a 20-foot-radius sphere of flame must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The fire ignites when the creature’s movement is interrupted, and the creature is blinded until the spell ends. An unwilling creature must succeed on a Strength saving throw or be blinded for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Conjure Flame
120
Instantaneous
Flame greenish tentacles assail a creature within range. Make a ranged spell attack against the target. On a hit, the target takes fire damage equal to your spellcasting ability modifier. On a failed save, the target has disadvantage on attack rolls against you this turn. Each creature on the target's injured or frightened list regains 1d4 fire damage when you reach the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Evocation
Conjure Flame
120
Instantaneous
Flame-like beings of your choice that you can see within range can breathe flames of incredible intensity. The target must succeed on a Constitution saving throw or take 1d6 fire damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using certain higher-level spells of 3rd level or higher, you can designate a different flame for each spell slot level above 2nd.
Conjuration
Conjure Flame
120
Instantaneous
Flame-like creatures of your choice that you can see within range stand on top of each other and emit an intense blast of flame that can be used to push a barrier of water up to 100 feet tall. The barrier must be at least 20 feet high. The barrier can be pushed up to 30 feet in any direction without affecting the creature. The spell fails if you cast it without using a spell slot of 7th level or higher.
Conjuration
Conjure Flame
120
Instantaneous
Flame-like energy appears in a 20 foot radius. The spell ends if you cast this spell again. The spell has a 10 minute casting time. You and up to three creatures you can see within the radius of the spell’s area can choose one of the following forms. The spell’s area of effect is centered around you. The spell’s area can’t be more than 30 feet wide. The spell
Conjure Flame
120
Instantaneous
Flame-like energy appears in an unoccupied space you can see within range. Each creature in the space must make a Strength saving throw. A target takes 3d8 radiant damage on a failed save. On a successful save, the creature takes half as much damage. The spell ends if you cast this spell again.
Conjuration
Conjure Flame
120
Instantaneous
Flames erupt from a point of your choice within range. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. If a creature fails the save, it is blinded for 1 minute and has disadvantage on attack rolls against creatures that aren’t creatures. If the spell ends before that point, the spell ends instantly. A creature can use its action to make a Strength or Dexterity check, and its answer is a divination spell if it is a divination of fire. If it doesn’t succeed on that check, it must use its action to return to its plane of origin and finish the spell.
Conjuration
Conjure Flame
120
Instantaneous
Flame spreads from one hand to touch its target, extinguishing it instantly. The target is blinded until the spell ends.
Transmutation
Conjure Flame
120
Instantaneous
This spell creates a flame that ignites when you cast the spell. The flame ignites when you hit a creature with a melee attack. If you hit with a melee attack before casting this spell, the target takes 1d6 fire damage. The spell’s area of effect cannot be reduced to 0 or greater size. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of the spell increases by 1d6 for each slot level above 5th.
Transmutation
Conjure Flame
120
Instantaneous
You cause a flame in a 20-foot cube to erupt, burning for 5 minutes. The flames are moderate flame, and they consume no water or fuel. The flames can be extinguished at any time. When you cast this spell, you can choose to extinguish any flame within 30 feet of you. You must be within 5 feet of you when you use this ability.
Evocation
Conjure Flame
120
Instantaneous
You conjure an invisible flame on a willing creature that's within range. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage. If the target takes the damage, it takes half as much damage on a subsequent turn. The flame ignites a cylinder of flame up to 5 feet long and 1 foot tall, and lasts for the spell’s duration and on each of its turns. When the flame ignites, each creature in the cylinder must make a Constitution saving throw. On a failure, the flame explodes. Any creature that ends its turn in the hole must succeed on the save. When the flame ignites, the flames extend to cover up to 30 feet in the cylinder. A creature can use its action to make a Strength (Athletics) check against your spell save DC. On a success, the flame explodes.
Conjuration
Conjure Flame
120
Instantaneous
You conjure up a bonfire of flame and a specific kind of flame that ignites when you cast this spell. This flame is 100 percent fire, and it is cast from a 1-inch radius and can’t be more than 10 feet away. The flame can be anything, including solid objects, fey, and undead. You can use your action to give the flame up to 10 inches in diameter (10 feet tall) and up to 10 feet tall (10 feet tall) inside the bonfire. When you give this spell a name, the flame appears beneath it, its flames igniting a spell of your choice that you can cast over time. The flames can be lit by any other spell or other magical effect, including those of the same name. The fire extinguisher can extinguish flames created by spells you don’t know (such as the fire of Aztlan or the roar of the roaring dragon).
Evocation
Conjure Flame
120
Instantaneous
You conjure up a flame in your hand that you can see within range. The spell lasts for the duration. When the flame appears, each creature in a 5-foot cube within range must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Conjure Flame
120
Instantaneous
You conjure up an array of flame-like flames that appear in a 10-foot-radius sphere centered on a point of your choice within range. Each flame must be at least 500 feet away from you. Each flame must appear on a surface that you can see within range. The spell ends if you cast this spell again. Any creature that can’t be affected by this spell can’t be charmed or possessed by this spell. The flames must be lit on a solid surface that isn’t warded or has a surface that is warded. If you cast this spell on a surface that has a warded surface, each of the flames extinguishes the warded surface. Each flame must be at least 500 feet away from you. If you cast this spell on a surface that has a warded surface, each of the flames extinguishes the warded surface. If you cast this spell on a surface that has a warded surface that is warded or has a surface that is warded, each flame extinguishes the warded surface. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th.
Conjuration
Conjure Flame
120
Instantaneous
You create a bright, flickering flame within range. Each creature in a 20-foot cube centered on a point within range must succeed on a Dexterity saving throw or take 1d6 radiant damage. The flame must be within 60 feet of the point in question. A creature must succeed on a Dexterity saving throw or take 1d6 radiant damage. A creature can use its action to make a saving throw at the end of each of its turns. On a success, the flame spreads out and spreads out in a 20-foot cube centered on that point. The flame must be at least 20 feet tall
Conjure Flame
120
Instantaneous
You create a fiery flame of flame and dim light in a 20-foot cube centered on a point you choose within range. The flame explodes when you reach 5th
Conjure Flame
120
InstantaneousYou create a magical flame that explodes when you reach 5th level (1,000 feet). The flame ignites when you reach 5th level (100 feet), 10th level (30 feet), and 15th level (60 feet). The flame lasts for the spell’s duration. The flame ignites with a 5-foot-radius sphere centered on a point you can see within range. A creature in the sphere must succeed on a Dexterity saving throw or take 1d8 radiant damage. The sphere disappears when the spell ends. The sphere has no effect if the sphere is in a space that isn’t being occupied by other creatures. It remains for the spell’s duration, and the sphere can’t be destroyed. (You choose to create the sphere when you cast this spell.)
Transmutation
Conjure Flame
120
Instantaneous
You create an invisible flame in a 60-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage and is pushed 10 feet away from the flame. On a successful save, a creature takes half as much damage and is pushed 10 feet away from the flame from the start of your next turn. If you create a flame on a point that is within 60 feet of another point you choose that is within 60 feet of it, the spell ends.
Transmutation
Conjure Flame
120
Instantaneous
You create an invisible flame that burns for an area 40 feet on a side equal to your speed. The flame spreads around corners. The flame burns for an area on each side until the flame leaves an area of flame. The area must be within 30 feet of each other. If it is on the same side as another flame, the area is affected. The area is an area. Any creature that ends its turn in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 cold damage, or half as much damage on a successful one. The flame spreads around corners. The flame spreads around corners. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Transmutation
Conjure Flame
120
Instantaneous
You create a shimmering flame that appears in a 10-foot-radius, 20-foot-high cylinder. The flame spreads in a 30-foot cube centered on a point of your choice within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 4d6 fire damage and becomes blinded for 1 minute. On a successful save
Conjure Flame
120
Instantaneous
You form a flame within range that burns for 120 feet. The flame explodes in a 10-foot-radius sphere centered on a point you choose within range. Make a ranged spell attack for the flame, which has a range of 30
Conjure Flame
120
Instantaneous
You summon a whirlwind of flames that burst up from the ground at a point you choose within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is blinded until the spell ends. The spell ends when the flying creature lands.
Evocation
Conjure Flame
120
Instantaneous
You throw a 20-foot-deep, 30-foot-deep pit of flame that is 30 feet in diameter
Conjure Flame
120
Instantaneous
You touch one target and cause it to become engulfed in flames. The target takes 1d8 radiant damage for each 1 foot of ground it is in.
Divination
Conjure Flame
150
Concentration, up to
Conjure Flame
150
Concentration, up to 10 minutes
Flames race across the floor in a 20-foot cube centered on a point you choose within range. Until the spell ends, the flames lash out at your enemies as part of attacking melee, ranged, or spell. Each creature in the flames must make a Dexterity saving throw. On a failed save, it can use its action to move up to its speed so that it can pass. As an action, it creates a line of fire 12 feet long, four feet wide, and 5 feet tall, extending from the point you chose within range over the course of the spell toward one creature or object of your choice within 120 feet of it. If the line of fire cuts through a creature’s clothing, that creature must make a Dexterity saving throw; if it succeeds, it isn’t affected by the spell. If a creature in the line of fire damages an object of Medium size or smaller in size, it takes 6d6 fire damage and can’t serve as an attacker until it moves away from the spell’s area.
Evocation
Conjure Flame
150
Concentration, up to 10 minutes
This spell makes flame go from your fingertips to protect you. Until the spell ends, you make a flame of moderate to strong resistance when you hit with a melee weapon attack. The flame burns for a moment, and then spreads out across the ground in a 100-foot cube where you choose one of the following paths: • One side, • Two paths, or • Three paths. • Each path has AC 15 and 30 hit points. • You create either a wall of roaring flame or a trench made of rubble that lasts for the duration. Alternatively, you can direct the flame in a direction you choose, though it must come from a different source than you, such as a fire or a pit or a precipice. If you create a trench made of rubble, you can create a wall of roaring flame at the same time that you plant a tomato, a tomato seed, or a melon or a bunch of parsnips on the trench. The trench doesn’t need to be
Conjure Flame
150
Concentration, up to 10 minutes
You summon a flame that spreads out from you for the duration. This flame erupts from a point of your choice within range. Until the spell ends, you can use a bonus action to make a melee spell attack. On a hit, the flame explodes. The target must succeed on a Dexterity saving throw or take 4d8 fire damage of your choice that isn’t bludgeoning damage or less. If you have more than one target, you can choose one of them. The flame also ends the spell. You can also end the spell by making a ranged spell attack. If you do so, the flame explodes and the target takes 3d10 fire damage of your choice.
Conjuration
Conjure Flame
150
Concentration, up to 1 hour
You create a flame that sheds bright light in a 20-foot cube and dim light for an additional 20 feet for each round you don’t have sight. The flame can’t be more than 30 feet in diameter. The flame has a range of 60 feet. A shimmering light appears in the fire and spreads to 30 miles per day for the duration. The flame spreads to all other creatures within 10 feet of it.
Transmutation
Conjure Flame
150
Concentration, up to 1 hour
You teleport yourself to a point that you can see within range. You can also teleport to a point that you can see within range. The area is difficult terrain and is difficult to move across. You can designate a point within the area that is difficult terrain. A spell’s area of effect is centered on that point and can be any of the following: a) You can locate a point within a difficult terrain area that you can see within range b) You can locate an area of difficult terrain that is difficult to visit c) You can locate a point within a difficult terrain area that is difficult to visit d) You can locate a large area of difficult terrain that is difficult to visit e) You can locate a large area of difficult terrain that is difficult to visit f) You can locate a large area of difficult terrain that is difficult to visit g) You can locate a large area of difficult terrain that is difficult to visit At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate a point within a difficult terrain area that is difficult to visit.
Transmutation
Conjure Flame
150
Concentration, up to 1 minute
A flame that has been created by a spell that targets a specific creature of your choice that you can see within range appears in a spot you choose. The spell ends if it ends up in a place you can see. If a place you choose is a place you can see, the flame spreads across the area in a random direction. The flame spreads with you. As long as you don’t reach a spot where the flame is created, you can use your action to extinguish it as a bonus action. You can also end the spell by leaving the area.
Conj
Conjure Flame
150
Concentration, up to 1 minute
A flame that ignites in a location you choose within range. The flame can be a fire, a cold wind, or a moderate or strong wind. The flames extinguish in a 60-foot-radius sphere centered on a point you choose within range. The sphere must be at least 10 feet long. A fire extinguisher ignites the flame in a 10-foot-radius sphere. A wind of moderate or strong wind blowing from the area disperses the flame. The flame spreads to 50 feet square on a side. The sphere remains there for the spell’s duration.
Necromancy
Conjure Flame
150
Concentration, up to 1 minute
Choose an area of flame that you can see within range and that fits within a 5-foot cube. The flame spills out into the air and moves at a speed of 100 feet per round for the duration. Any creature within 5 feet of the flame must make a Strength saving throw. On a failed save, the creature takes 6d6 fire damage. On a successful save, it takes half as much damage. On a failed save, the flame spills out and ends at the point of impact. The fire burns for the duration and emits bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of the duration, a creature born of the flames shed bright light in a 30-foot radius and emits dim light in a 30-foot radius. If the cylinder you choose has a starting point in a different place than the one you are on, you choose a point within range. Buildings and other structures created by spells or magic items created by such a spell are destroyed instantly and creatures are blinded.
Evocation
Conjure Flame
150
Concentration, up to 1 minute
Flames of flame erupt from your hand. The flame spreads to all other creatures within 30 feet of you, and each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
Conjuration
Conjure Flame
150
Concentration, up to 1 minute
You cause a fiery globe, or a glowing cylinder, to erupt within range, and the area is covered in a glowing red light. The area lasts for the spell’s duration. The damage increases by 1d6 for each slot level above 2nd.
Transmutation
Conjure Flame
150
Concentration, up to 1 minute
You conjure a 5-foot-radius sphere of flame in one of the following ways: 1. At the start of each of your turns, you can make one melee spell attack against the target. On a hit, the target takes 2d8 radiant damage and is also blinded until the spell ends. 2. The target can make the attack again on a turn before or after you finish casting this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Abjuration
Conjure Flame
150
Concentration, up to 1 minute
You create a bright, flickering, and sometimes deadly flame in a 20-foot-radius sphere. The sphere must be at least 10 feet square and must be 20 feet tall. At the end of each of its turns, you can use your reaction to determine the location of the flame and determine the range and extent of its effect. The flame spreads outward in a 10-foot radius and spreads up to 30 feet in a 30-foot-wide space. Any creature that ends its turn within the flame must make a Strength saving throw. On a failed save, a creature takes 1d10 fire damage and is blinded until the spell ends. On a successful save, the flame spreads out and becomes permanent. The flame has a range of 60 feet and can be extinguished by a ranged spell.
Conjuration
Conjure Flame
150
Concentration, up to 1 minute
You create a flame of flame that ignites when you reach 5th level (5 gallons), 10th level (10 gallons), and 17th level (16 gallons). The flame has a range of 100 feet. It spreads out and lasts for the duration. A flame can be extinguished by any one of the following means: 1) A spell of 6th level or higher that you know that would extinguish the flame; or 2) A spell of 5th level or higher that extinguishes the flame.
Abjuration
Conjure Flame
150
Concentration, up to 1 minute
You create a flame that ignites up to 20 gallons of flame in a 15-foot-radius sphere centered on a point you can see within range. You can create a flame up to 5 feet in diameter and up to 30 feet long by casting this spell once. The flame can be extinguished by using the extinguishing spell’s dispel magic. The flame lasts for the duration. If you cast this spell multiple times, you can have up to three of its components at a time. The first time, the spell creates a flammable object of force that you can see within range. On a turn, the flammable object can fly up to 30 feet in any direction, and the spell ends when the flammable object disappears. The flammable object can’t be damaged or destroyed by spells or other means. While the flammable object is in the air, you can use your action to cause it to fling itself at a creature you can see within range. The flammable object can be destroyed by a ranged spell or a spell of 3rd level or higher.
Enchantment
Conjure Flame
150
Concentration, up to 1 minute
You teleport yourself to a point where you can see up to 30 feet away from a point you can see within range. You can't use the teleport to teleport to another point of space other than one that you can see within range. You can also use the teleport to teleport to any other point of space within range. When you reach the point where you teleport, you can choose an area where you want to teleport. Areas where the spell’s effect ends are always visible to you and can be viewed only by you. You can also use the teleport to teleport to another point of space within range. If you don’t see a point that corresponds to a point within range and you don’t have a point of your choice within that area, there is no point of the spell’s effect, and the spell ends.
Instantaneous
You teleport a point of fire within range. The fire spreads quickly, and the area in which it spreads is 30 feet square. For the duration, the fire spreads in all directions, and the area of the area in which it spreads is 30 feet square. You can also use your action to teleport to a
Conjure Flame
150
Concentration—up to 4 hours
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on a Dexterity saving throw or take 2d8 radiant damage, and each creature affected by this spell must make the saving throw using half damage, instead of 1d8. The damage type is the same as that of the Flame. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage can have additional effects depending on the spell you choose. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 1d8. If you use a spell slot of 4th level or higher, the damage increases to 2d8. If you use a spell slot of 5th level or higher, the damage increases to 3d8.
Evocation
Conjure Flame
150
Instantaneous
A Flame of flame streaks across the ground in a 30-foot-radius sphere within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage and half as much damage on a successful one. A creature takes half as
Conjure Flame
150
Instantaneous
Flame flashes from the top of your lungs. Creatures within range must make a Constitution saving throw. A creature takes 1d6 radiant damage on a failed save, or half as much damage on a successful one. As a bonus action on a failed save, you can cause the flame to hurl itself at a creature within range. The target must make a Dexterity saving throw. If it does so, it takes 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature takes only half as much damage on a successful save. On a failed save, the target takes 2d6 fire damage and is blinded. As an action, you can cause the flame to hurl itself at a creature within range. The target must succeed on a Dexterity saving throw or become blinded until the spell ends.
Conjuration
Conjure Flame
150
Instantaneous
Flame-like blue light streaks from your hand toward a creature you choose within range. You create a moderate blast of flame that spreads out from your hand. The target must make a Dexterity saving throw. It takes 7d8 fire damage on a failed save, or half as much damage on a successful one. If the target is in a place with high wind, it is vulnerable to fire damage. On a failed save, it takes 3d8 fire damage. This damage increases to 3d8 at higher levels. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Evocation
Conjure Flame
150
Instantaneous
Flames of nature sweep across a location you select within range. You choose the flame at the start of a creature’s motion and end its movement there. For the duration, the flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of flames created increases by two for each slot level above 6th.
Evocation
Conjure Flame
150
Instantaneous
Flame spreads from your hand to a creature in range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 radiant damage. You can extinguish the flame with a ranged spell or a spell of 3rd level or higher. If you aren’t casting the spell, you either extinguish the flame with a nonmagical nonmagical weapon or you deal 4d6 radiant damage to the target. If you fire a nonmagical weapon at the target, the spell burns it if it is within 60 feet of you.
Transmutation
Conjure Flame
150
Instantaneous
The flames of a flame erupt from your hands, causing flame-like structures to form in its place. Each creature within 10 feet of the flame must make a Strength saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
Evocation
Conjure Flame
150
Instantaneous
The targeted creature takes 1d4 radiant damage. The target must succeed on a Constitution saving throw or become blinded for the duration. On a successful save, the spell ends. The target can use its action to create a large bonfire. On a bonfire, the flames form a vertical cone. Each creature in the cone must make a Dexterity saving throw at the start of each of its turns. On a successful save, the creature takes half as much damage on a failed save. If the bonfire is on a bonfire that is already burning, the creature can extinguish it by using its reaction. On a bonfire that is on a bonfire that is being used as an ignition device, the flames extinguish it as normal. When the bonfire extinguishes, the target must make a Constitution saving throw at the end of each of its turns. On a successful save, the target takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Illusion
Conjure Flame
150
Instantaneous
You attempt to lighten the flames of the flame within range. Each creature in a 5-foot radius of the fire must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. Additionally, the flames extinguish any flame within the fire until the spell ends. When a creature’s spell ends, it must use its action to move toward the flame. The flame must be extinguished before the spell ends. The flame can be extinguished by using the extinguisher, a torch, or a torch-like object. The flame lasts for the duration. The flame can’t be extinguished or extinguished again if the creature or object extinguishes or extinguishes the flame.
Abjuration
Conjure Flame
150
Instantaneous
You choose a flame that you can see within range. An unwilling creature takes 3d6 fire damage when it enters the flame’s space for the first time on a turn or starts its turn there. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Conjure Flame
150
Instantaneous
You conjure a flame of molten fury at a point you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 1d6 fire damage, or half as much damage on a successful one. The flames spread out to cover other creatures within range. The target must then make an Intelligence saving throw. On a failed save, the target takes 1d6 fire damage, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Transmutation
Conjure Flame
150
Instantaneous
You conjure flames of flame up to 120 feet long, 5 feet tall, and 1 foot wide, directed at one creature you can see within range. Make a ranged spell attack. On a hit, the target takes 2d8 fire damage. The flames lash out at the same creature, dealing 1d6 fire damage to each creature in the area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Conjure Flame
150
Instantaneous
You create a flame in the air that ignites when you cast this spell. The flame can range from a whisper to a scream, and it burns for 1d4 turns. The flame emits bright light in a 30-foot radius and dim light for an additional 30 feet. The flame persists for the spell’s duration. During that time, you can move the flame up to 30 feet in any direction.
Transmutation
Conjure Flame
150
Instantaneous
You create a flame of flame that you can see within range. You can use your action to create a flame of your choice that lasts for 1 minute. The flame ignites when you reach 5 feet of flame height. You can also create a flame by using an explosive or flammable object.
Evocation
Conjure Flame
150
Instantaneous
You create a flame that ignites if it hits a creature you choose within range. The target must succeed on a Dexterity saving throw or become stunned for the duration. It takes 1d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate and gain access to the following effects with this spell: • You can animate and gain the following effects from the Flame spell: • You can animate and gain the following effects from fire: • You can animate and gain the following effects from earth: • You can animate and gain the following effects from water: • You can animate and gain the following effects from air: • You can animate and gain the following effects from dark energy: • You can animate and gain the following effects from the Plane of Shadow: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain:
Conjure Flame
150
Instantaneous
You create a flame that ignites in a 60-foot radius. The flame can be of any color, and lasts for the duration. The flame emits an audible, visual, and mental message in a 20-foot radius centered on the flame. The flame can then be extinguished. The flame can't pass for more than 30 minutes. The flame lasts for the duration, and it must be extinguished within the spell. A flame that ends the spell ends. A flame that ends the spell ends is harmless. A flame that ends
Conjure Flame
150
Instantaneous
You create a flame that ignites one cubic foot of fire in a 40 foot cube on a surface within range. The flame spreads throughout the cube, and any creature within 6 feet of the flame that isn't within 5 feet of it must make a Dexterity saving throw. A creature takes 1d6 fire damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional flame for each slot level above 5th.
Evocation
Conjure Flame
150
Instantaneous
You create a magic flame that ignites flammable objects in a 5-foot radius centered on a point within range. The target must make a Dexterity saving throw. It takes 8d10 fire damage on a failed save, or half as much damage on a successful one. A creature can use its action to create a dazzling beam of light centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. A burning altar or a corpse in the flames damages that creature.
Evocation
Conjure Flame
150
Instantaneous
You gain the ability to see into the darkness surrounding a creature, and you gain a telepathic link with it for the duration. The target must make a Wisdom saving throw. If it succeeds, you gain a telepathic link with it for the duration. When the spell ends, the target returns to its home plane and can’t be targeted again.
Evocation
Conjure Flame
150
Up to 120 days
A flame appears in a spot of dim light and lasts for the duration. You and all creatures of your choice that you can see within range are unaffected by this spell. When the spell ends, a flame appears in an area of dim light and lasts for the duration. The area must be within 30 feet of a point of direct sunlight. Until the spell ends, the area remains dim light.
Transmutation
Conjure Flame
1 Hour
You create a flame capable of reaching up to 6,000 feet in a direction you choose within range. The flame ignites bright lights in the air, and up to 50 creatures of your choice that aren’t charmed by you when you cast this spell can use their movement to make a Strength check. On a failed check, the creature takes 1d6 fire damage. The flame spreads across the ground in a 60-foot cone. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 6d6 fire damage and half as much damage on a successful one. The flame explodes 2d6 miles long and 10d6 miles wide. Creatures within the flame’s area are blinded, deafened,
Conjure Flame – 1 minute
60
Concentration, up to 1 hour
A flame whirls around you. Each creature on the ground within range must make a Constitution saving throw. On a failed save, a creature takes 2d6 fire damage and is engulfed in flames for the spell’s duration. The flames extinguish any magical barriers, barriers made by the spell, and any magical equipment that is worn or carried by the creature. The area of the flame remains in place for the duration. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The flame then explodes. The target must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. A fire damage bonus of this effect increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Conjure Flame
200
Instantaneous
A flame of flame appears in a spot of your choice within range. As the flame passes through anything it hits, you create up to six radiant spells that you can cast as normal. You can make one additional spell from among the spells for each slot level above 2nd.
Evocation
Conjure Flame
300
Concent
Conjure Flame
300
Concentration, up to 1 hour
Flame-like radiance spreads across a creature’s flesh and emits dazzling magical lights within a 30-foot radius. For the duration, the target has resistance to acid, cold, fire, lightning, and thunder damage.
Abjuration
Conjure Flame
300
Concentration, up to 1 hour
You touch a surface that you can see within range, and the flames that pass by this spell extinguish them. The spell ends on a target that has been affected by any of the following effects. If the target is over the effects of another spell, the spell ends for that target. If the target is over the effects of a nonmagical effect, the spell ends for that target. If the target is over the effects of a nonmagical effect, the spell ends for that target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Abjuration
Conjure Flame
300
Concentration, up to 1 minute
A flame erupts from a point of your choice within range. Each creature in that area must make a Dexterity saving throw. A creature takes 7d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 6th
Conjuration
Conjure Flame
300
Concentration, up to 1 minute
Choose one flame elemental that you can see within range. You cast this spell with a successful dispel magic spell cast on the target creature. The spell extinguishes burning flames in its area. Each creature in a 30-foot-radius sphere centered on the target creature must make a Constitution saving throw. On a failed save, a creature takes 16d6 fire damage, or half as much damage on a successful save. For the duration, burning creatures can be safely dispersed among any 5- to 30-foot radius around them. The spell extinguishes candles and torches in their area. For the duration, burning creatures and objects are extinguished only by spells, embers, or magical effects that deal cold damage or reduce the creature’s oxygen level.
Evocation
Conjure Flame
300
Concentration, up to 1 minute
You conjure up a flame that ignites small pieces of wood or other solid material in a 20 foot radius and ignites them in a 5-foot-radius circle. The flame ignites a single 5-foot cube, which you choose within range. You can also use your action to create a cube one square foot in height and 10 feet tall. Make a ranged spell attack against the cube. On a hit, the creature takes fire damage equal to 1d4 + your spellcasting ability modifier. On a failed attack, the creature takes necrotic damage equal to 1d4 + your spellcasting ability modifier. While the cube is on the ground, creatures that can move inside it can use their movement to move into it as normal. The cube can be up to 10 feet in diameter or up to 25 feet long. The cube can't be larger than a 20-foot cube. The cube can also contain up to 100 cubic feet of earth. Once a cube is created, it remains there for the spell's duration. A cube created when this spell ends can be summoned by any creature that you designate, provided the creature doesn't already
Conjure Flame
300
Instantaneous
A Flame of flame appears in a 5-foot cube and spreads to any space within range. Any creature within the area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The flame remains for 1 minute on a point you can see within range. A creature can use an action to extinguish the flame with a sling or other similar weapon on a point within reach. A flammable object that isn’t being worn or carried remains in the area for the spell’s duration. If you cast the spell multiple times, you can have up to seven of the flammable objects on the same sheet, or you can make up to ten flammable objects on two sheets at a time. The flammable object must have at least one foot of space in it. If the flammable object is in the same plane or in a different plane of travel as the object in question, the spell ends.
Conjuration
Conjure Flame
300
Instantaneous
Choose a glowing cylinder within range. Each creature in a 30-foot-radius sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d10 fire damage and is blinded for 1 minute. On a successful save, a target takes half as much damage and is blinded for 1 minute. The spell ends if you cast this spell again. If you cast it again, the spell doesn't end. If you cast it again, it ends. If you cast it multiple times, the duration is the same as the spell's ending. The spell ends if you use your action to dismiss it.
Transmutation
Conjure Flame
300
Instantaneous
You choose a flame and a spark for the spell’s damage. The spark ignites in a 20-foot-radius sphere centered on a point you choose within range. The sphere is 300 feet long, 10 feet wide, and 20 feet tall. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 2d8 fire damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and is deafened for 1 minute. The spell ends if you cast this spell again and the sphere is destroyed.
Evocation
Conjure Flame
300
Instantaneous
You conjure up a flame of flame, up to ten feet long, 5 feet high, and weighing up to eight pounds.
Conjure Flame
300
Instantaneous
You summon a flame that can be either a torch or a holy symbol. This spell can be cast as a spell slot of 2nd level or higher. While the flame is on the ground, you can use your action to summon a cloud of flame that can be either a torch or a holy symbol. The flame becomes a torch when you cast this spell, and if it fills a 1-foot cube, it extinguishes
Conjure Flame
30
1 hour
You create a flame of flame that sheds bright light for an area of 10 feet and dim light for 30 feet. The flame ignites one creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 2d4 radiant damage. The target also takes 5d8 fire damage on a
Conjure Flame
30
4 hours
A swirling flame of flame appears within range. The flame spreads to any size space that you can see. Each creature that enters the flame must make a Strength saving throw. On a failed save, a creature takes 2d10 fire damage and is charmed. On a successful save, a creature takes half as much damage and is charmed by the flame as it extinguishes. Each creature that succeeds on this saving throw must also have its speed halved. The flame damages one creature you can see within 5 feet of it. The creature must succeed on a Strength saving throw or take 1d6 fire damage.
Conjuration
Conjure Flame
30
Concentration, up to 1 hour
The flame descends on a humanoid target that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d8 fire damage and is blinded until the spell ends. On a successful save, the target takes half as much damage and is blinded for the duration. The target also gains a number of constructions equal to the number rolled in the table above as if it were a creature. The spell can also end on a successful save, as long as the spell ends on a target that isn’t the target of the spell. If a target of this spell has a number of constructions equal
Conjure Flame
30
Concentration, up to 1 hour
This spell creates a shimmering portal that leads to a region of flame that is friendly to you and that fits within a 5-foot cube. You choose a creature in flames and that can’t be charmed or held back by magic. For the duration, that creature can make a ranged spell attack with a pipedrund or a mite with a slam of its own. On a hit, it must succeed on a Charisma saving throw or become charmed for the duration. While charmed by this spell, the creature must continue to make melee attacks with it, but it can’t attack you or others for the duration. As an action, you can make a different saving throw with advantage. If you succeed, the portals open to the public and your fortress is restored to full health.
Conjuration
Conjure Flame
30
Concentration, up to 1 hour
You conjure up a flame that ignites flammable objects in a 5-foot radius around you, centered on a point of your choice within 5 feet of you. The spell’s radius increases by 5 feet when you reach 5th level (2 feet if you already have flammable objects), 11th level (2 feet if you already have flammable objects) or 17th level (10 feet if you already have flammable objects).
Conjuration
Conjure Flame
30
Concentration, up to 1 hour
You conjure up flames of fire to extinguish an area of fire within range. Each 5-foot-high cylinder that you specify burns up to 180 feet of solid ground in a 5-foot radius centered on that point. The flames can’t be extinguished by nonmagical means. This spell has no effect on undead or constructs.
Illusion
Conjure Flame
30
Concentration, up to 1 hour
You create a flame that's 20 feet long, 10 feet high, and weighs up to 10 pounds. The spell can target one creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage.
Conjuration
Conjure Flame
30
Concentration, up to 1 hour
You create an immobile flame that ignites in a range of your choice within range. Until the spell ends, you can make a ranged spell attack against the target. On a hit, the target takes 5d6 fire damage and is pushed 10 feet away from you. You can extinguish the flame with a melee spell or with an explosive ranged weapon attack.
Evocation
Conjure Flame
30
Concentration, up to 1 hour
Your spell quits when you cast this spell. You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You manipulate that flame in a one-two punch that requires a different action to use. If you do so, the flame spreads out across the ground, and you create a harmless vapor under the spell until the spell ends. If you use a vapor, you create one foot of vapour in the space between the vapour you use for the spell and the spell ends. The flames can be extinguished by simple means by succeeding on a long rest, by burning any nonfireable fuel that you have, or by pouring warm water over the flames. You can also create a mist in the same space for up to 8 feet on a side. The mist spreads around corners and is light enough to obscure vision. The mist glows cleanly over rough terrain, creating clear pathways and quiet places for the creatures you select. When the mist
Conjure Flame
30
Concentration, up to 1 minute
You create a fiery flame that ignites bright lights, torches, and other flame types within range. The flame ignites bright flame in a 20-foot radius and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 2nd.
Transmutation
Conjure Flame
30
Concentration, up to 1 minute
You teleport to a point within range, which you can see within range. The spell has no effect on undead or constructs. You assume the form of a Huge or smaller, and the spell’s area is 20 feet in the direction you chose. The spell ends when you drop to 0 hit points or when you cast this spell. If you are holding a Medium or smaller, you can use an action to teleport to a point within range, which you can see within range. The spell ends if you or your companions aren’t within range. Make an Intelligence (Investigation) check against your spell save DC to see what kind of flame you created. If it's a simple ranged spell, the spell ends
Conjure Flame
30
Concentration, up to 1 minute
You teleport yourself to a point you can see within range and cause a flame of flame to appear on the ground within range. Make a ranged spell attack with the staff. On a hit, the target takes 2d6 fire damage, or half as much damage on a hit by the staff. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you and any creature you designate when you cast the spell must make a flame throw. The target must succeed on a Dexterity saving throw or take 1d6 fire damage.
Transmutation
Conjure Flame
30
Concentration, up to 1 minute
You utter a simple, incantation that can’t be reworded or spoken aloud. It is a spell, spoken by you or written on a scroll or similar piece of paper. The spell is an incantation, and it must be in a form that you can understand. The target must be willing or able to read you and your words. If the target is already proficient with a particular language, the spell is a failed spell. As a bonus action on your turn, you can target any number of willing creatures that you can see within range. A willing creature must succeed on a Wisdom saving throw or be affected by the spell. On a failed save, the target is unaffected by the spell until the spell ends. You can target an additional willing creature for each willing creature you can see. If you target a creature that is already under the influence of the spell, the target must succeed on a Wisdom saving throw or be affected by the spell. On a successful save, the spell ends. If the target is already under the influence of the spell, the target must still be under the spell in question to maintain its concentration on it. The target can’t be charmed or frightened by the spell. The target can’t use its action to speak a spell of your choice, and the target is restrained by the spell.
Enchantment
Conjure Flame
30
Instantaneous
Conjure Flame
30
Instantaneous
A flame erupts from the ground in a 10-foot radius around you and that can be the power of any weapon you throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Conjure Flame
30
Instantaneous
Flame flashes in a 5-foot-radius sphere centered on a point you can see within range. The sphere can be a solid, solid, or a sheet of stone. The sphere's area is 1/30 of a mile in size and 10 feet wide. The sphere can extend into any dimension you choose and can hold up to six people. The sphere can also contain up to three creatures of your choice that are 5 feet or larger. The sphere lasts for the duration or until it dissipates. The sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A creature can use an action to make a Strength check to see if it has disadvantage on the attack roll or ability check if the sphere extends or extends out. If it does so, the creature takes 2d6 radiant damage.
Necromancy
Conjure Flame
30
Instantaneous
Flame lashes lash you across a 20 foot-radius sphere of fire. Each creature in that area must succeed on a Dexterity saving throw or take 1d4 fire damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Evocation
Conjure Flame
30
Instantaneous
Flame-like energy appears in a place you can see within range. The target must succeed on a Charisma saving throw or take 1d6 necrotic damage. You can also use your action to create a flame of flame. The target must make a Strength saving throw. On a failed save, the target takes 3d6 fire damage, and the spell ends for it. On a successful save, the target takes half as much damage. An object that is not within 5 feet of the ground that you can see can't be opened or worn. As a bonus action, you can move the flame up to 30 feet in any direction. You can also move the flame up to 30 feet in any direction. The flame takes 10d8 fire damage on a hit.
Conjuration
Conjure Flame
30
Instantaneous
Flames pour from a point of your choice that you can see within range. Each creature in a 30-foot-radius. 5-foot-high cylinder centered on that point, extinguishes all nonmagical magical energy in the area and ignites flammable objects in its way. The flame spreads out from the point to fill 5 cubic miles of air for the spell’s duration. The area is difficult terrain and requires at least 5 feet of clearance for walking.
Transmutation
Conjure Flame
30
Instantaneous
Flames pour out from a point of your choice that you can see within range. Each creature in a 30-foot-radius. 5-foot-high cylinder centered on that point, extinguishes all nonmagical magical energy in the area and ignites flammable objects in its way. The area is difficult terrain and requires at least 5 feet of clearance for walking. The flames spread out from the point to fill 5 cubic miles of air for the spell’s duration.
Transmutation
Conjure Flame
30
Instantaneous
Flame-thickened lava erupts from your hand in a 15-foot cube centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. A solid wall of molten lava blocks most of the damage and doesn’t expand into a pit. A Medium or smaller nonmagical object that isn’t being worn or carried moves in the area, so objects that aren’t being worn or carried move in the cracks in the wall. Any creature that is moved by this spell must make a Dexterity saving throw. On a failed save, the creature is pushed up to 5 feet in a straight line toward the center of the crack. At the end of each of its turns, the creature takes 4d6 fire damage. At the start of each of the creatures next turns, the fire damage increases by 1d6 for each additional foot the creature moves. At the end of each of its turns, the damage increases by 2d6 for each additional foot it moves. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Conjure Flame
30
Instantaneous or 1 hour (up to 1 hour)
Instantaneous or 1 hour (up to 1 hour on a rest)
Transmutation
Conjure Flame
30
Instantaneous
The Flame of Yggdrasil burns for a duration. For the duration, the Flame of Yggdrasil grants you and up to five other creatures a +2 bonus to AC, and each additional one increases the bonus by +5. The bonus lasts until the spell ends. When you cast this spell, you must use your action to dismiss the spell.
Conjuration
Conjure Flame
30
Instantaneous
You attempt to flame an unoccupied space that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 10d12 fire damage.
Conjuration
Conjure Flame
30
Instantaneous
You call forth a flame that ignites any flame within range. You can make a ranged spell attack against a flammable object that you can see within 60 feet of you. On a hit, the target takes 3d8 fire damage. The spell ends if the flammable object is destroyed.
Conjuration
Conjure Flame
30
Instantaneous
You choose one combustible object within range. Each object that you touch has a certain heat rating and an additional effect. The object has AC 20 and 30 hit points. If you are holding a Medium or smaller object, you have resistance to fire damage for 1 minute. If you are holding a Large or smaller object, you have resistance to fire damage for 1 minute. The object is cast in the air, and the spell has a range. You can also cast the spell in the air to affect a creature. Make an Intelligence (Investigation) check against your spell save DC. If you are casting this spell on a creature that isn't being charmed, you can use an action to dismiss the spell as an action. The spell ends if you cast the spell again.
Conjuration
Conjure Flame
30
Instantaneous
You conjure flames that appear in a 10 foot radius centered on a point you can see within range. The flames can be extinguished by a spell of 3rd level or higher. You can also use a spell slot of 2nd level to extinguish one flame. The flames are harmless to you and all creatures within range. You can use a spell slot of 4th level to extinguish one flame. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a flame that you can see up to 10 feet in the air can be extinguished by a spell of 5th level or higher.
Conjuration
Conjure Flame
30
Instantaneous
You create a flame of flame that falls from the sky, then forms a barrier in a space you can see within range. The flame can be up to 30 feet wide and 20 feet tall. The barrier can be up to 30 feet long and up to 10 feet tall. The barrier can also be up to 10 feet tall. The flame emits moderate range spells of your choice. The flame can be a torch, a burning torch, or a similar flame. If you cast the spell multiple times, you can have up to six of the flames appear at a time. Any flame that fails its saving throw must immediately extinguish it. A barrier that blocks the flame from casting spells fails if it isn't up to 10 feet tall or 10 feet wide.
Conjuration
Conjure Flame
30
Instantaneous
You create a flame of flame that spreads out from you to cover a range. The flame must be within 30 feet of you and has a range. You also create a 30-foot-radius sphere centered on a point you choose within range. The sphere can't be more than 60 feet long, 10 feet high, or 5 feet high. The sphere lasts for the duration and is invisible to creatures of your choice that aren't wearing armor. The sphere disappears when you cast this spell. This spell has no effect on undead or constructs.
Evocation
Conjure Flame
30
Instantaneous
You create a flame on the ground in a 10-foot-radius sphere centered on a point you choose within range. Each creature in that sphere must make a Constitution saving throw. A creature takes 1d6 fire damage on
Conjure Flame
30
Instantaneous
You create a shimmering flame that spreads into space, and lasts for the duration. Each creature of your choice that you can see within range must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage
Conjure Flame
30
Instantaneous
You create a spark of flame in a 5-foot-square area within range, centered on a point of your choice within range. The spell’s area is 30 feet or 10 feet on a side and has resistance to fire, cold, lightning, and thunder
Conjure Flame
30
Instantaneous
You designate a location within range that you can see within range. Make a ranged spell attack against one creature of your choice that you can see within range. On a hit, the target takes 4d8 necrotic damage. If that creature is a Medium or smaller, the spell doesn't have to target it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of necrotic damage increases by one for each slot level above 4th.
Enchantment
Conjure Flame
30
Instantaneous
You imbue a flame that ignites in a 5-foot radius, centered on a point you can see within range, and can be extinguished by a spell of 3rd level or higher. The target must make a Charisma saving throw. On a failed save, a creature takes 2d10 fire damage on a failed save. The target also takes 2d10 radiant damage on a failed save.
Conjure Flame
30
Instantaneous
You make a flame appear in a spot you can see within range, in a spot that you can see within range. The flame emits bright light in a 20-foot radius sphere centered on a point you choose within range. The flame spreads out in all directions, with the target centered on one spot you choose within range. For each location on the target area, a creature of your choice within 5 feet of the flame must make a Dexterity saving throw. On a failed save, the creature takes 4d6 fire damage, and this damage increases by 1d6 when you reach 5th level (2d6). As an action, you can move the flame up to 30 feet in any direction. Each creature in that area must succeed on a Constitution saving throw or take 1d6 fire damage. A creature must also succeed on a Constitution saving throw if it can move more than 30 feet away from a flame.
Conjuration
Conjure Flame
30
Instantaneous
You teleport yourself to a point where you are in flames. The target instantaneously extinguishes all nonmagical flames in the area, and the spell ends if you are still in the flames. A creature that ends its turn in the flames must make a Constitution saving throw. On a failed save, the target takes 1d10 fire damage, and the spell ends early on that creature.
Evocation
Conjure Flame
30
Instantaneous
You touch a fiery element that ignites in a 30-foot radius around you. The element lasts for the spell's duration. The area of the target's area is 20 feet by 10 feet and the elemental can be up to 30 feet long. Each creature that touches the area can make a Dexterity saving throw. If it succeeds, it takes 10 radiant damage on a failed save, or half as much damage on a successful one. On a successful save, the target can use its action to move up to its speed and make the saving throw in any direction. A successful save halves the damage if it is not moving at the time. The target can move up to 10 feet when it attains the target's speed, up to 10 feet when it reaches its Speed stat, or up to 10 feet when it reaches its Strength stat.
Enchantment
Conjure Flame
4 Hours
Instantaneous
You create a fiery, flammable, or flaming sphere on the ground within range. The sphere can reach up to 300 feet in length. The sphere can be broken up into smaller flammable pieces and hurled into the air. Each piece of flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable fl
Conjure Flame
500
Concentration, up to 1 hour
You create a flame of flame in a 5 foot square area of ground that is 25 feet wide and 10 feet long. The area must be 5 feet square in height and 5 feet deep. The flame can be ignited by a ranged spell of 4th level or higher. The flame lasts for the duration and can be extinguished by any means you choose. The spell lasts for the duration, but you can spend 1 minute attempting to extinguish the flame. The extinguish spell ends if the flame explodes or if any of the following effects return. The flame explodes or explodes once every 5 days for the duration.
Evocation
Conjure Flame
50
Instantaneous
You create a fiery stream of flame, centered on an area where you are currently standing. The flame is 60 feet long, 10 feet high, and 1 foot deep. The water is a mixture of liquid and solid metal. The water must be within 30 feet of you for the spell to work. The area has a 20 percent chance to be foggy, bright, or icy. The water can pass through barriers made of stone, stone, or other similar material, and is difficult terrain. The wind can be strong enough to blow through thick stone walls. The spell ends if it isn’t targeted by any of the following: a) A storm that strikes the area that you created it from. b) A fire that ignites a stone or other object. c) A cloud of black smoke or dim light that ignites a torch. d) A curse that causes a creature within 5 feet of you to take 1d6 bludgeoning damage from spells that target the creature. A creature whose saving throw is a weapon attack with this spell ends this effect. The spell ends if the target fails its save.
Conjuration
Conjure Flame
5
Concentration, up to 1 hour
You summon an elemental force that fuses nature magic with man. Choose two flames or one of the following: rain, hail, sleet, or snow. Create one 60-foot cube of swirling flame that spreads over any area of your choice that you can see within range. Each creature within 5 feet of the flame must make a Constitution saving throw. On a failed save, the creature takes 1d8 cold damage, and it can’t eat or drink anything for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Conjure Flame
60
Conjure Flame
60
10 minutes
A flame of flame appears in a 30-foot cube. The flame must be on a solid surface and must be at least 10 feet high. The flame moves in a straight line, centered on a point you choose within range. The flame flammates instantly, with a 10-foot radius. The flame can be difficult terrain, such as rocky terrain or mireland. The flame appears in a spot you choose within range. At the end of each of its turns, you can use your action to cause one of the flames to extinguish. If it explodes, the target takes 1d8 radiant damage. If it doesn’t extinguish, the target takes 1d8 necrotic damage.
Conjuration
Conjure Flame
60
1 hour
Instantaneous
A fiery flame appears in a small area of space and burns up to 10 percent of the area you are in. The area lasts until the spell ends. For example, if you have the area of the Great Smoky Mountains and the area of the Great Smoky Mountains is 40 miles long and 60 miles wide, you can spend up to 100 percent of
Conjure Flame
60
1 Hour (see below)
1 Hour (see below)
1 Hour (see below)
1 Hour (see below)InstoreAndOnlineInstantaneous
8 Hours
1 Hour (see below)
Instantaneous
8 Hours
1 Hour (see below)
Instantaneous
8 Hours
1 Hour (see below)
Instantaneous
8 Hours
Instantaneous
8 Hours
1 Hour (see below)
Instantaneous
8 Hours
Instantaneous
Instantaneous
8 Hours
1 Hour (see below)
Instantaneous
8 Hours
1 Hour (see below)
Instantaneous
8 Hours
1 Hour (see below)
Instantaneous
8 Hours
1 Hour (see below)
Instantaneous
8 Hours
Conjure Flame
60
1 Hour
You conjure up flames of flame that lasts for the duration. You can use a bonus action to create a line of flame 60 feet long and 10 feet wide extending from the center to the ground in the flame. The line can be anywhere on the line. The flame spreads out from the flame, reaching its full length when it ignites. The flames last for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the flames extinguish nonmagical flames that are 15 feet long, 10 feet wide, and 5 feet high.
Evocation
Conjure Flame
60
1 minute
A flame appears in a 20-foot cube on a surface within range. Each creature in that area must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. When a creature takes fire damage from this spell, the spell ends. The spell lasts until it is dispelled.
Evocation
Conjure Flame
60
1 minute
You cause up to three glowing, 10-foot-by-10-foot orbs of flame to appear in a random location within range. Each orb must be in a color that matches the color of the orb you cast. Each orb must have a 5-foot radius and a 30-foot-high point of intersection. When a creature takes damage of one or more of its turns, it can roll a d4 and add the number rolled to the number
Conjure Flame
60
1 minute
You conjure a flame that ignites bright, poisonous gas, which dissipates when it reaches a point within range. The flame ignites a 20-foot-tall cylinder, which is 1 inch thick and has a 5 percent chance to poison the target. You can use your action to change the flame's color by drawing a bright color line along its length and at a point within range. The line must be at least 1 mile long, 10 feet high, and 10 feet wide. Make a ranged spell attack for the flame. On a hit, the target takes 2d8 poison damage. If the flame ignites more than 10 gallons or more of
Conjure Flame
60
1 minute
You create a whirlwind out of a flame that flies in a straight line at a point you choose within range. The whirlwind can be harmful or neutral to any creature. You can make the whirlwind a ranged spell, but it doesn't have to be hostile. The whirlwind is harmless to creatures that aren't within your reach, but the target must succeed on a Constitution saving throw or be charmed by you. When the spell ends, the whirlwind spreads out in a random direction. The direction that you choose is determined by the whirlwind. The wind has no effect on the whirlwind. At the start of each of your turns, you can use an action to teleport the target to a point that is within 100 feet of the whirlwind. The target can move up to 30 feet in any direction. A creature must make a Dexterity saving throw. On a failed save, the target takes 4d6 bludgeoning damage and is pushed 20 feet away from it. After the spell ends, the whirlwind has no effect on you.
Conjuration
Conjure Flame
60
1 Round
You create a dazzling display of magical power in a 10-foot-radius sphere centered on a point you can see within range. Choose one creature you can see within range. You or any creature you could see within range was in a state of suspended animation for the entire spell’s duration. If you cast this spell on the same creature or on a different creature if the same creature is casting it, the spell ends. You can make a spell attack with this spell with a bonus equal to twice the weapon's damage done to it. If you hit a creature with a spell attack, the spell creates a flame that ignites bolts of flame in a 30-foot-radius sphere centered on that creature. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell, you choose the creature’s name, and then the flame explodes in a 20-foot-radius sphere centered on that creature. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Enchantment
Conjure Flame
60
Concentration, up to 10 minutes
A flame appears in a place
Conjure Flame
60
Concentration, up to 10 minutes
A flame of flame appears in a 10-foot cube in the center of a 25-foot-radius sphere that is opaque to light and has a 5 percent chance per 5 feet of darkness the cube is in. The flame spreads across 40 feet of ground in a 30-foot radius, and extinguishes nonmagical fire in the area as long as it doesn’t exceed 50 feet of its current height.
Evocation
Conjure Flame
60
Concentration, up to 10 minutes
A spark of magic ignites in a place you choose within range and spreads out to any distance within range. For the duration, the place becomes aflame, which lasts until the end of your next turn. For the duration, creatures that aren't friendly to you can’t be targeted by this spell. A target takes 1d6 radiant damage when it hits a flame, and 1d6 fire damage when it hits a spark of flame. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level
Conjure Flame
60
Concentration, up to 10 minutes
You create a flame that ignites in a 10-foot radius, igniting up to five flames at a time, each of which must be within 5 feet of each other. Each flame counts as an extra fire until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d8 for each slot level above 1st.
Illusion
Conjure Flame
60
Concentration, up to 10 minutes
You touch a flame that ignites in a 30-foot-radius sphere of flame. Until the spell ends, all flames
Conjure Flame
60
Concentration, up to 1 hour
A flame that ignites as it rises from the ground in a 20-foot-high cylinder, or a 60-foot-long cylinder with a 10-foot-high cylinder centered on it. The flame must be at least 10 feet long. For the duration of the spell, the flame can be turned into either a torch or a lantern. The flame can also be a prismatic prism made of flame or a prismatic prism made of air. The flame dissipates in a 10-foot-radius cylinder centered on the flame. The flame can be a torch or a lantern. At the start of each of your turns, you can use your action to cause the flame to extinguish. The flame extinguishes in one of its directions. It must be within 30 feet of you for the spell to be effective.
Transmutation
Conjure Flame
60
Concentration, up to 1 hour
You conjure a flame in a 1-foot-radius sphere that you can see within range. The sphere must be within range. The sphere can only be used once. The sphere can't be more than 10 feet in diameter. Until the spell ends, the sphere can be used only once. When you cast the spell, you can use your spell slot to activate one of the flames. The flames must be within 30 feet of each other. You can use your action to dismiss the flames as an action. When you dismiss a flame, you can use your action to cause it to flicker, and you can’t move or cast spells. When the spell ends, you can dismiss the flame as an action on each of your turns.
Necromancy
Conjure Flame
60
Concentration, up to 1 hour
You conjure a flame of mismatched flame for the duration. The flame sucks up any Medium or smaller objects that are damaged by a spell and turns them into smoke and acid. When you cast the spell, choose a point in a 5-foot square on ground that you can see within range. At any point during the duration of the spell, you can fire the flame from a nonfire source up to 30 feet away. The flame spreads around corners. If you fire from a distance of 5 feet or less, the flame warms your blood and causes half damage to creatures and half damage to constructions damaged by it.
Evocation
Conjure Flame
60
Concentration, up to 1 hour
You conjure up an unoccupied flame in a 5-foot cube. The flames remain on the ground for the duration. Each creature in that area must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. A creature that succeeds on the saving throw must also succeed on a Charisma saving throw. A creature that succeeds on the save also has disadvantage on attack rolls and ability checks, and the spell ends on a successful one. The flames can be extinguished by spells and other magical effects.
Necromancy
Conjure Flame
60
Concentration, up to 1 hour
You create a 20-foot-radius sphere of flame that is 20 feet in diameter. You can make the flame up to 100 feet long and can reach up to 150 feet. The flame can be extinguished by pouring a thick, black liquid from a 6-foot-high cylinder. The cylinder must be at least 20 feet in diameter. A creature can extinguish the flame by pouring up to 1,000 gallons of water from it. The extinguish spell lasts for 1 minute. The spell ends when all its normal effects end. You can extinguish the flame up to 30 times, or by throwing a wand (included in the casting) or a staff (included in the casting) that lasts for 30 minutes. The flame is extinguished by a successful dispel magic.
Conjuration
Conjure Flame
60
Concentration, up to 1 hour
You create a burning cloud of flame that lasts for the spell’s duration. The cloud spreads out into a 30-foot radius around corners to cause the spell’s effects to disappear. It doesn’t extinguish the flames; they simply extinguish them. If the cloud exceeds 5 feet in diameter, it becomes insubstantial and moves in a direction that you choose. The cloud must be within 30 feet of a creature that the cloud inhabits or within 30 feet of it. The cloud can be extinguished by raising the fire extinguisher.
Evocation
Conjure Flame
60
Concentration, up to 1 hour
You create a flame of flame, which you can use to cause a melee spell attack to hit. The target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage.
Illusion
Conjure Flame
60
Concentration, up to 1 hour
You create an altar in a place you can see within range that is as close as you can get. You decide where the flame is to go and where it will go. You decide how long you want the flame to continue to burn. The flame is cast into creatures, plants, and other magical objects. Any creature that enters the flame must succeed on a Dexterity saving throw or take 5d8 fire damage. When the flame reaches the target, it emits a faint, roaring sound that lasts for 1 minute. The flames are deafened and can’t be dispelled. The target can be in the target’s space, and it can use the reaction to succeed on a Wisdom saving throw or take half as much damage. The target also takes half as much damage on a failed save. If the flame ends its turn in a place that isn’t its target’s space, the target is charmed by the flame. If the flame ends its turn in a place that isn’t its target’s space, the target is blinded by the flame.
Conjuration
Conjure Flame
60
Concentration, up to 1 hour
You create a shimmering flame of flame that lasts for the duration or until the spell ends. This spell can’t be affected by any other kind of fuel or substance, such as water, ice, fire, earth, wind, fire, lightning, or thunder. A flame erupts from a point of your choice within range. It must be within 10 feet of you and can be extinguished by a spell of your choice. The flame is so large that you can see it from any other point on the ground. Make a ranged spell attack with it. On a hit, the target takes half damage and takes no damage. The flame explodes when you cast this spell. The spell ends if you dismiss it as an action. The flame lasts until you dismiss it as an action. You can dismiss the spell with a nonmagical ability check, such as a spell linker check.
Conjuration
Conjure Flame
60
Concentration, up to 1 hour
You gain the ability to manipulate flame. You can extinguish a bonfire, a lantern, a turret, or a stone pillar with this spell. You can extinguish a large bonfire with a flammable object, a bonfire with no flammable object, or a bonfire with a torch. You can extinguish a short bonfire with a blast from three or more torches. The flames extinguish any flame within 30 feet of you.
Conjuration
Conjure Flame
60
Concentration, up to 1 hour
You place a flame in a 5-foot-tall cube to flame out from the tip of your hand. You can use your action to dim the flame and place a shimmering cylinder in the center. Each creature in the spell’s area must succeed on a Dexterity saving throw or take 2d6 blud
Conjure Flame
60
Concentration, up to 1 hour
Your flame springs into being when you cast this spell. Each creature that ends its turn within 1 mile of you must succeed on a Strength saving throw or take 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Conjure Flame
60
Concentration, up to 1 hour
You summon an elemental that sheds bright light in a 10-foot radius and dim light for an additional 10 feet over the spell’s area. The elemental lasts until it regains hit points or it vanishes.
Divination
Conjure Flame
60
Concentration, up to 1 minute
A flame appears in a 20-foot-radius sphere centered on a point you choose within range. The sphere lasts for the duration. The sphere can't be more than 60 feet long, and the sphere can contain up to 100 cubic feet of air. The sphere can't contain more than 10 cubic feet of air. When a creature enters the sphere or enters an unoccupied space within it, it must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Conjuration
Conjure Flame
60
Concentration, up to 1 minute
A flame appears in a 30-foot-radius, 10-foot-high cylinder, centered on a point of your choice that you can see within range. The flame ignites in a 50-foot-radius sphere centered on that point. The sphere must be at least 10 feet in diameter and 1.5 feet high. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the area of the flame increases by 10 feet for each slot level above 4th.
Enchantment
Conjure Flame
60
Concentration, up to 1 minute
A flame rises from a creature you choose within range. It ignites a 10-foot cube of flame in a 20-foot-radius sphere centered on a point that you can see within range. The flame spreads throughout the space, and the sphere is 100 feet long and 20 feet wide. The sphere is 30 feet in diameter and 40 feet high. The sphere is opaque to visible light. The sphere is 30 feet in diameter and 20 feet high. The sphere can be up to 25 feet wide and 20 feet high. The sphere can be up to 25 feet tall and 20 feet high. The sphere can be up to 20 feet wide and 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high and 20 feet high. The sphere can be up to 20 feet high and 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high and 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high and 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet
Conjure Flame
60
Concentration, up to 1 minute
Aura faint, animate solid, which ignites flammable objects, plants, and other objects in its path. Each object within range must succeed on a Constitution saving throw. A creature can use its action to create a circular, glowing cylinder that appears to be a cylinder of liquid that can contain up to 10 gallons of liquid. A creature that succeeds on its saving throw must then throw an area of effect spell, or it must spend 1 hour teleporting to the cylinder. The cylinder's area of effect is centered on the object. Any creature that ends its turn within its area of effect must succeed on a Constitution saving throw. The spell ends if a target drops to 0 hit points or if it succeeds on all saving throws.
Conjuration
Conjure Flame
60
Concentration, up to 1 minute
Flame-white smoke rises from the flames of a bonfire in a location you specify within range. The bonfire must be within 10 feet of the bonfire and within the range of the spell. You can extinguish the fire by using a spell slot of 4th level or higher. If you cast this spell using a spell slot of 7th level or higher, the flames don’t extinguish objects in the area. The flames appear in places you choose and are visible only to you. As a bonus action, you can move or otherwise move with respect to the flames as you cast the spell. You can freeze or suffocate the creatures in the bonfire, which lasts until the start of your next turn.
Conjuration
Conjure Flame
60
Concentration, up to 1 minute
For the duration, you can animate up to five nonmagical flames on your body that are either hand-crafted or made from nonmagical material. The flames disappear when you cast this spell. When you use your action on a turn or within 5 feet of a fire, you can designate a new flame type. You can then choose one of the following forms for the flames: • Hand-crafted -You can use your action to create a hand-crafted flame that lasts for the duration. You take 6d8 fire damage at the start of your next turn, or you can end it by leaving it un-crafted. You can create a new hand-crafted flame by spending 1 minute opening a 5-foot-radius, opaque area within range and causing it to glow in the same color hue as its current color. This flame can’t be extinguished by dispel magic.
Divination
Conjure Flame
60
Concentration, up to 1 minute
The flames of flame erupt from a point you choose within range. A flame is created from a spell slot of 5th level or higher. The flame can be created from a spell slot of 6th level or higher. The flame can also be created from a spell slot of 7th level or higher. The flame can be created from a spell slot of 8th level or higher.
Conjuration
Conjure Flame
60
Concentration, up to 1 minute
You cause a flame of flame to erupt from a source within range. The target must succeed on a Dexterity saving throw or take
Conjure Flame
60
Concentration, up to 1 minute
You conjure a fiery flame from an unoccupied space you can see within range. The flame is 10 feet tall, 10 feet across, and can be extinguished by a simple action or by casting a spell of 1st level or higher. The flame must have at least one candle or similar item to be lit. The flame must be at least 10 inches long and 10 feet tall, and it must have at least 1,000 pounds of force. If the flame burns, it extinguishes all other flames within the area. The flame is extinguished by a strong wind or by a strong wind of up to 30 miles per hour. The flame has a range of 60 miles. A candle or similar light can extinguish the flame, but it must be at least 10 feet long and 5 feet wide. You can use your action to create a flame of insatiable thirst that lasts for the duration. The flame must be at least 10 feet
Conjure Flame
60
Concentration, up to 1 minute
You conjure a fiery flame in range that burns for 24 hours. The flames flammable and nonfire within 30 feet of you are breathable. That burning area is contiguous with a 60-foot cube of flames made out of flames and stone. Each 5-foot cube of fire damages any creature within 5 feet of it, and creating a fire within that area creates flames that are hard and virulent. For the duration, and especially if the area includes a fortress or a fortress camp, a madman with a flame-trained smithing helm can cause at least 5 additional temporary hit points to be lost. Reducing a wooden cube to 0 hit points destroys it and might cause flames to leap from it toward creatures or objects within 120 feet of it. When a cube of burning flame strikes a creature, it must make a Constitution saving throw. On a failed save, it ignites the flame, burning it in flames and raising it to 0 hit points. If the fire continues to flammable and nonfire for the duration, any creature within its area or on the ground or in containers within 5 feet of it must make a Constitution saving throw. On a failed save, the creature takes 10d6 fire damage and is blinded for 1 minute. A creature blinded by this spell becomes charmed for 24 hours.
Conjuration
Conjure Flame
60
Concentration, up to 1 minute
You conjure a flame that ignites in a 20-foot cube centered on a point you can see within range. Each creature in that area must succeed on a Constitution saving throw or be blinded until the flame ignites. A creature or object that has a Strength of 1 or lower (for example, a staff) or Intelligence of 2 or lower (for example, a creature) or Intelligence of 3 or lower (for example, a creature) increases the saving throw DC by 1 for each slot level above 1st.
Conjuration
Conjure Flame
60
Concentration, up to 1 minute
You conjure a flame that ignites one creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 fire damage. If the target is a creature, it must make a Dexterity saving throw. On a successful save, the spell ends. If the flame ignites a creature other than the target, the target is turned to ash. The spell ends if the target is on fire. The flame damages any Medium or smaller objects it strikes, and it damages any Huge or smaller object it touches. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Conjure Flame
60
Concentration, up to 1 minute
You conjure a flame that ignites up to 30 cubic inches of smoke, which has a range of 30 feet. The flame can be a torch, a lantern, or a similar light. The flame can’t contain more than one item, such as a book, a pot of gold, or a ring. When the spell ends, the smoke dissipates. The spell doesn’t need to be active to do so. The smoke can be a torch or a lantern. When you cast the spell, you can choose one of the following forms of this spell: • In the form of a torch, lantern, or ring. • In the form of a flame. • In the form of a flame. • In the form of an invisible hand (such as a sword or a shield).
Conjure Flame
60
Concentration, up to 1 minute
You conjure fire or flame orbs of different shapes, sizes, colors, and materials from the air. The orbs are centered on a point you choose within 60 feet of the point
Conjure Flame
60
Concentration, up to 1 minute
You conjure flame in a 20-foot-radius sphere centered on a point you choose within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 2d10 fire damage and is restrained in the flames until the spell ends. A creature restrained by the flames can use its action to make a Constitution saving throw. On a successful save, the creature isn’t restrained by the flames. At the end of each of its turns, a creature restrained by the flames can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Conjure Flame
60
Concentration, up to 1 minute
You conjure up a bonfire of smoke that must fit within 5 feet of a burning campfire and that fits within a 5-foot cube—storing up to 10 percent of its capacity—within which to fill its space. If you cast this spell without first casting any of its spells, the spell fails, and the flames crackles with smoldering radiance. The flames fill a 20-foot cube from the bonfire's center to the edge of a
Conjure Flame
60
Concentration, up to 1 minute
You conjure up fiendish flames that flit toward a point you can see within range. The point of the flames is
Conjure Flame
60
Concentration, up to 1 minute
You create a burning flame that ignites in a 30-foot radius centered on a point within range. The flame spreads out into a 30-foot radius centered on a point that you can see within range. The flames extinguish nonmagical flames that are within 30 feet of the source of the burning flame. The flames extinguish nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical flames that are within 30 feet of the source. Each creature that can see or moves within 30 feet of the flame must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. It must then use its action to make another saving throw. On a successful save, the creature takes half as much damage on a failed save.
Transmutation
Conjure Flame
60
Concentration, up to 1 minute
You create a burst of flame in a 5-foot-radius sphere centered on a point within range. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes half as much damage and must then use its reaction to make a Strength saving throw. On a successful save, it takes half as much damage and must then use its reaction to move on its next turn. The flame spreads to any spot within 5 feet of it. If the area is completely open or if creatures move through it, the flame spreads to any spot within 5 feet of it. A creature takes 7d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
Conjuration
Conjure Flame
60
Concentration, up to 1 minute
You create a dazzling flame in a 25-foot-radius sphere of flames in a 60-foot-radius sphere. Each creature in that area must make a Strength saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The flame spreads out over the area and burns through objects, equipment, and objects with moderate or greater force. Creatures that aren't wearing armor or carrying a shield can't take this spell’s damage or take any effect from it.
Conjuration
Conjure Flame
60
Concentration, up to 1 minute
You create a fiery explosion that ignites solid metal, stone, or any similar material, as well as igniting flammable objects in its path. Any creature in a 20-foot radius where you cast this spell must succeed on a Strength saving throw or take 3d6 fire damage. This spell has no effect on undead or constructs.
Evocation
Conjure Flame
60
Concentration, up to 1 minute
You create a flame, a 30-foot-radius sphere that lasts for the duration. The sphere radiates light that can be used to illuminate or illuminate a point within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. A flame that ends the spell can be extinguished by a successful flame throw. The flame can extinguish all nonmagical nonmagical projectiles in its area, including nonmagical nonmagical weapons.
Transmutation
Conjure Flame
60
Concentration, up to 1 minute
You create a flame that you can see within range. The flame lasts for the duration. The flame emits bright light in a 40-foot radius, and any creature within the flame must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is pushed 10 feet away from the flame. If the flame can't be seen by another creature, it extinguishes the flame in its area and spreads it among objects in its area. You can use a bonus action to cause the flame to explode in a 60-foot-radius, 10-foot-high cylinder centered on a point where you control the flame. If the cylinder is too small to be ignited by spells or other means, it burns for an additional 10 minutes. The flame can be extinguished by any means you choose, either by pouring boiling water on the flames and extinguishing the flame, or by destroying the flame in its place (e.g., by pouring a torch over the flames and extinguishing the flame with a gaseous brine). A creature that has reached the maximum number of hit points of your spell slot when you cast it must make a Dexterity saving throw. On a success, the flame explodes in a 60-foot-radius, 30-foot-high cylinder centered on that point. A creature that ends its turn within this area must make a Dexterity saving throw at the end of each of its turns. A creature can use its action to end the spell in this manner, provided that the spell doesn't trigger. At Higher
Conjure Flame
60
Concentration, up to 1 minute
You create a tiny flame on the ground in a 20-foot square that lasts for the duration. The flame ignites a nonmagical object you touch. The flame spreads, but it lasts for the duration. When a creature that can’t be charmed by this spell places a pile of rubble on the ground, the flame becomes a pile of rubble. The pile must be of equal size to or larger than the object you’ve created. If the pile is larger than you, the spell ends. The pile can be disassembled into smaller pieces. Each piece of rubble has an unoccupied space within it. If the pile is larger than you, the pile is destroyed. The pile can be returned to its normal place using any means available to you.
Necromancy
Conjure Flame
60
Concentration, up to 1 minute
You create a tiny flame that ignites in a 10-foot-radius sphere of flame that you can see within range. You can also create a sphere by casting this spell with a missile. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can create a globe of flame that can reach up to 10 feet long and can’t be larger than 4 feet by 4 feet tall. The globe can't exceed 30 feet in height or can’t be larger than 30 feet by 30 feet by 50 feet by 40 feet by 50 feet. The globe can be made up of up to one cubic foot of pure stone or 3 cubic feet of hard earth. The globe can be used to create a globe of flame, a globe of dust, or a globe of ice. It is made of 20 bolts of lightning, and it can’t be cast into an object or spell slot.
Transmutation
Conjure Flame
60
Concentration, up to 1 minute
Your spell imbues you with an aberrable flame. Choose one creature or nonmagical flame that you can see within range and that fits within a 5-foot cube and is on the ground within range. For the duration, your creature’s torch emits bright light in a 5-foot radius and dim light for an additional 5 feet. The light spreads out over the whole creature’s body, and it deals 3d8 fire damage to any creature that starts its turn within 5 feet of the fire.
Evocation
Conjure Flame
60
Instantaneous
A line of flame erupts from you and spreads across the ground in a 10-foot cone. The flame spreads as far as 60 feet away, leaving behind no tracks. The flames last for 1 minute. Each creature that ends its turn in the line must succeed on a Dexterity saving throw or be pushed up to G acid . The flames last for 1 minute and extinguish all nonmagical magical staves and other magical barriers in its area.
Evocation
Conjure Flame
60
Instantaneous
A roaring flame erupts from a point you choose within range. The flame must be no larger than 5 feet in any dimension that you can see. The flame is harmless to you and must not be harmful to another creature. The flame remains in place for the duration, but it must be extinguished by another spell of 3rd level or higher. The flame explodes on a low, flat surface and is visible from up to 100 feet away. The flame lasts for the spell’s duration. A creature of your choice that ends its turn in a flame infested area must succeed on a Wisdom saving throw or take 1d4 bludgeoning damage. The flame explodes on a burst of flame or a brief flash of flame on a miss, then ignites a set of bolts that can be used to hit a creature that enters the flame. The spell ends if it hasn’t ended yet.
Necromancy
Conjure Flame
60
Instantaneous At 1st level, you manipulate the flames within your enemies' bodies. When you do so, you create a flame that is extinguishing the flames of the nearest creature that you can see within range. The flame ignites when you attack, and it spreads out into an unoccupied space you can see within range. You can extinguish the flames as a bonus action on each of your turns. In addition, when you cast this spell, you can extinguish up to ten flames. If you cast it from a spell slot of 6th level or higher, you can extinguish up to ten flames in a 6-foot radius and up to fifteen flames in a 10-foot radius. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the flames extinguish for each spell slot level above 6th.
Evocation
Conjure Flame
60
Instantaneous
Concentration, up to 1 hour
You touch a flame that ignites in a 5-foot cube centered on a point you choose within range. The flame ignites in a 10-foot cube centered on the point you chose. As an action, you can cause the flame to emit a dazzling aura of light. You choose the target, and the flame appears in a bright spot within range. The target becomes blinded until the spell ends. You can use your action to make a ranged spell attack against the target, and it takes 2d4 radiant damage, and you can cause the damage to be reduced to 1d4 or 1. The target is blinded until the end of your next turn. The target can detect the spell and cast it against you, and the spell ends if it is cast on you. If you cast the spell again, it no longer affects the target. You can use your action to dismiss the spell.
Conjuration
Conjure Flame
60
Instantaneous
Flame elemental streaks toward a point or points within range. For each point of damage equal to 10 + the spell’s damage, the target must succeed on a Dexterity saving throw or become engulfed by the flames. The target can’t be blinded, deafened, or otherwise affected by magic.
Transmutation
Conjure Flame
60
Instantaneous
Flame-like black smoke appears in the center of the room. Each creature in a 40-foot cube must make a Strength saving throw. On a failed save, the smoke spreads out and explodes. A creature must also make the save when it enters a bane of a certain sort, which can be a stronghold, a dungeon, or a pit or in a pit. The smoke spreads out in a circular area centered on a point within range. Any creature that ends its turn in a line out of the smoke must succeed on that save. On a failed save, the creature returns to the smoke and has its speed reduced by half for the duration. A creature that ends its turn in a line out of the smoke can repeat the saving throw, ending the effect on itself on a success. When the smoke spreads out, each creature in any space within range must make a Dexterity saving throw. The creature takes 7d6 fire damage on a failed save. A creature also takes 7d6 cold damage on a failed save.
Conjuration
Conjure Flame
60
Instantaneous
Flame-like energy erupts from you and a creature you can see within range. Any creature in range must make a Dexterity saving throw. A creature takes half damage on a
Conjure Flame
60
Instantaneous
Flames appear in an unoccupied space that you can see within range on a solid surface, and that is 40 feet in diameter and 5 feet high. Each creature in the area must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Evocation
Conjure Flame
60
Instantaneous
Flames erupt from your
Conjure Flame
60
Instantaneous
Flame springs from the center of your body and spreads out from your hand in a 20-foot cone, then disappears, leaving a faint shimmering trail of flame on the ground. The spell’s target must succeed on a Dexterity saving throw or be blinded for 1 minute. At the end of each of the blinded creature’s turns, or until it has cast its spell, the target can make an Intelligence (Arcana) check against your spell save DC. If it succeeds, it takes 4d8 fire damage on a failed save, and this spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Your body is filled with magic. You possess the following statistics: Strength, Dexterity, and Constitution are 0; your Constitution is 11. Strength is at least 10; your Dexterity is 10; your Strength is 10; and your Constitution is 11. Dexterity is at least 10; your Dexterity is at least 9; and your Strength is at least 5. Constitution is at least 10; your Constitution is at least 9; and your Strength is at least 5. Intelligence is at least 10; your Intelligence is at least 10; your Intelligence is at least 10; and your Wisdom is at least 10. Intelligence is at least 10; your Intelligence is at least 10; your Wisdom is at least 10; and your Wisdom is at least 10. Wisdom is at least 10; your Wisdom is at least 10; your Wisdom is at least 10; and your Wisdom is at least 10.
Conjure Flame
60
Instantaneous
This spell grants the caster the spell, as well as a number of other effects. The caster can cast this spell on a single creature’s skin. The target must be within 60 feet of you when you cast the spell. The spell ignores armor, weapons, and ammunition.
Abjuration
Conjure Flame
60
Instantaneous
You attempt to create a flame of flame that looks like a direct flame. The flame is cast from a Medium or smaller object or spell slot you can see within range. The flame appears in any unoccupied spaces it appears in within range. A creature that can see the flame must make a Strength saving throw. On a successful save, a flame streaks across the ground, and it doesn’t move or appear in any other unoccupied spaces. A creature that can see the flame can’t move or appear in any unoccupied spaces within range. The flame must be within 100 feet of a point of entry into the spell’s area. The flame appears in a spot on the ground that isn’t an unoccupied space. You can use an action to dismiss the spell as an action.
Conjuration
Conjure Flame
60
Instantaneous
You call forth an endless flame of fire that rises from the ground to illuminate a point you choose within range. This flame can be up to 100 feet long and has a range of up to 100 feet. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The flame spreads out to fill a 25-foot-radius sphere at a 50-foot radius. Each creature in the sphere must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The sphere then explodes. Each creature in the sphere must make a Constitution saving throw. On a successful save, the creature takes half as much damage and is pushed 5 feet away from the sphere.
Conjuration
Conjure Flame
60
Instantaneous
You call forth your Flamekin, which appear in your space and attack for the first time on a target. The target takes 4d6 radiant damage when you cast this spell. This spell lasts for 1 minute. If you cast this spell again on a creature that is already affected by this spell, the spell ends. If you cast this spell on a creature that isn't affected by this spell, the spell ends. If you cast this spell on a creature that isn't affected by this spell, the spell ends. If you cast it on a creature other than the one it is closest to, the spell ends.
Conjuration
Conjure Flame
60
Instantaneous
You call out a name to a fey demon or a fiend within range. Choose one of the following options for what appears: Flame, deafened, or blinded. The demon takes fire damage equal to 1d8 + your spellcasting ability modifier. Fire, 10 + your spellcasting ability modifier. The demon takes fire damage equal to 1d8 + your spellcasting ability modifier. Poison, deafened, or blinded. The demon takes poison damage equal to 1d8 + your spellcasting ability modifier. Silence, deafened, or blinded. The demon takes silent damage equal to 1d8 + your spellcasting ability modifier. A nd 10 minutes after you cast the spell, the demon returns to its original place and disappears. If the demon returns when you cast this spell again, it disappears. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.
Evocation
Conjure Flame
60
Instantaneous
You conjure a flame of flame that you can see within range that you can see in a 40-foot-radius sphere. The flame can be up to 10 feet long, 10 feet high, and 10 feet wide. The flame must not be more than 10 feet in diameter or 20 feet across. The flame dissipates in a 30-foot-radius sphere centered on a point within range. The flame can’t be larger than 30 feet in diameter. On a hit, the flame explodes, dealing a total of 4d8 radiant damage to any creature that you can see within range.
Conjuration
Conjure Flame
60
Instantaneous
You conjure a flame of flame that you can see within range. The flame spreads across the ground. Until the spell ends, you can target the same area of terrain on the same floor or floor twice as wide as you are tall. There are no spells to target more than one area of terrain on the same floor or floor. A target can extinguish the flames in a 10-foot-radius sphere. The sphere is 15 feet long and 10 feet wide. The flame must be within 30 feet of a surface that you can see or the area of the spell is obscured by darkness or darkness-enhanced effects. A target can use its action to make a Strength (Athletics) check against your spell save DC to see if the flame spreads. The flame spreads randomly when it reaches an area you choose. The spell ends if you or your companions can't reach the area.
Enchantment
Conjure Flame
60
Instantaneous
You conjure up a flame of dazzling flame. The spell’s range is 100 feet and it can’t be more than 30 feet from the ground. The flame appears in a 60-foot-radius sphere centered on a point you can see within range. You can target one creature for the spell’s duration. You can also use an action to leave the sphere. The spell ends if you cast this spell again. If you cast this spell again, you must use your action to leave the sphere. The spell ends if you dismiss it as an action.
Evocation
Conjure Flame
60
Instantaneous
You conjure up a large, black flame that lasts for the duration. For the duration, you can’t fire a weapon, armor, or any weapon- or spell-like ability of a creature you choose that has its hit point maximum. The flame is a 60-foot-radius sphere centered on a point you can see within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 9d6 fire damage on a failed save, or half as much damage on a successful one. The flame spreads out and burns through any ground in the area. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Conjure Flame
60
Instantaneous
You create a beam of flame that is neither bright nor dim, but that is both bright and dim. The flame must be within 60 feet of you or the spell ends. The flame is cast at a point you can see within range. The spell ends when the flame ignites. The spell can target one creature of your choice that you can see within range. The target must succeed
Conjure Flame
60
Instantaneous
You create a burst of fire that ignites one object in the area and ignites another object in the area. The target must make a Constitution saving throw. On a success, the object ignites for the duration and is destroyed at the end of the spell. On a failure, the object ignites again, and the spell ends. Any object destroyed by this spell is also destroyed by it. The target’s hit point maximum is the same as the spell’s maximum hit point maximum. A creature that is holding one of the objects in its possession is not affected by this spell.
Conjuration
Conjure Flame
60
Instantaneous
You create a fiery cloud of flame that is visible from a distance of 60 feet and can be extinguished by an action. When it appears, the cloud spreads out to encompass a 5-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. It remains aloft for the duration, and it sheds dim light in an area you choose within 120 feet of it. The cloud then dissipates. The cloud is harmless to creatures of Medium size or smaller. Each creature in that area must make a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause the cloud to disappear at the end of each of its turns.
Evocation
Conjure Flame
60
Instantaneous
You create a flame in a 20-foot-radius sphere centered on a point you can see within range. The sphere can be up to 10 feet tall and can be up to 20 feet wide. Any creature in the sphere must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage and 4d6 piercing damage. The sphere then explodes. The sphere can be 10 feet tall or 10 feet wide. The sphere can be up to 30 feet in diameter or up to 30 feet tall. The sphere can be up to 20 feet in diameter or 20 feet wide. The sphere is difficult terrain. The sphere can be a 100
Conjure Flame
60
Instantaneous
You create a flame of flame that ignites when it strikes a point you can see within range. The flame spreads out into a 30-foot-radius, 20-foot-high cube, and lasts for the duration
Conjure Flame
60
Instantaneous
You create a flame of flame that is either moderate flame, moderate or high heat. The flame ignites a single point of igneous rock or a point of nonmagical nonmagical nonmagical energy. The flame spreads, so that flames of different colors and shapes flit between the two points of burning rock or nonmagical energy. The flame spreads up to 10 feet over a 10-foot-radius sphere. Any creature that is engulfed in the flames must succeed on a Dexterity saving throw or take 10d6 fire damage. Each creature that is engulfed in the flames must make a Strength saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads out over 5 feet of fire, and extinguishes all but one of the flames in the area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for its total number of uses of the spell. Each target must be within 60 feet of you when you cast it.
Transmutation
Conjure Flame
60
Instantaneous
You create a flame that shines bright, dim light in a 60-foot radius centered on a point within range. The flame ignites a 5-foot-diameter cylinder of burning material that is up to 50 feet tall and 20 feet wide. You can use your ability on a creature to extinguish the flame. If the creature succeeds on a saving throw or takes damage from the spell, the flame spreads around the area. The spell ends when it has drawn its full effect.
Evocation
Conjure Flame
60
Instantaneous
You create a flame up to ten feet in diameter and up to 10 feet high, 20 feet high, and 10 feet wide. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th.
Conjuration
Conjure Flame
60
Instantaneous
You create an fire that deals fire damage to one creature or a small object in a 10-foot radius. You can use your action to emit a faint flame that lasts for the spell’s duration. The target must make a Dexterity saving throw. On a failed save, the target takes 1d4 radiant damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Evocation
Conjure Flame
60
Instantaneous
You create an icy flame that ignites in a 30-foot-radius sphere centered on a point within range.
Conjure Flame
60
Instantaneous
You create a shimmering, dazzling flame that ignites in a 40-foot-tall cylinder within range. The flame can be as small as 10 feet long, up to 20 feet wide, and up to 10 feet high, though it can’t
Conjure Flame
60
Instantaneous
You create a shimmering, shimmering blast of flame from the depths of your soul. Each creature in a 30-foot-radius sphere centered on a point you can see within range must make a Strength saving throw. On a failed save, a creature takes 1d4 fire damage and is charmed by the flame until the spell ends. A charmed creature can also be affected by this spell. At any time on a subsequent turn, the spell ends and the spell ends. The spell can target multiple creatures for the duration. The spell has no effect on undead, constructs, and wraiths. If you cast it more than once, you can target one additional creature for each target. If
Conjure Flame
60
Instantaneous
You gain the ability to create a fiery flame that ignites flammable objects in a 60-foot radius and that can extinguish flames in the area at any point during its duration. The flame can’t be blocked or moved by anything. It sheds bright light in a 40-foot radius and dim light for an additional 40 feet. This spell has no effect on undead or constructs.
Evocation
Conjure Flame
60
Instantaneous
You gain the ability to create up to ten flame-like creatures of your choice within range. Choose a creature within range: a
Conjure Flame
60
Instantaneous
Your spell creates a flame in a 5-foot cube in a location you specify within range. It ignites a cylinder of radiant energy in the center of the cube and ignites an unoccupied space on the ground in a 5-foot cube within it. Each creature in the area must make a Constitution saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. The flame spreads from the cylinder up to 30 feet and ignites unoccupied spaces within it, burning unoccupied objects in its path. Each creature that can see through the flame must succeed on a Dexterity saving throw or be engulfed in the flames for 1 minute. The flames last for 1 minute on a hit.
Conjuration
Conjure Flame
60
Instantaneous
You teleport yourself to a point within range and place a 5-foot-diameter cylinder of molten energy in it. A creature you can see within range can’t touch you. The creature must make a Strength saving throw. On a failed save, the creature takes half as much damage, and its speed drops to 0. For the duration, the target of this spell can’t move or cast spells. The target must also be within 5 feet of you when you cast this spell. There is a 5 percent chance per round for each additional foot traveled. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration
Conjure Flame
60
Instantaneous
You touch a willing creature and cause it to ignite a flame of flame that ignites in a 5-foot radius and that can be extinguished with a simple, moderate-sized extinguishing blow. Each creature in the area must make a Constitution saving throw. On a failed save, the target ignites a thin flame of flame and is extinguished within range. The target is blinded, deafened, and stunned until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 1
Conjure Flame
60
Instantaneous
You use the flames of an arcane flame to project a dazzling light across a 30-foot-radius sphere centered on a point you can see. The sphere can be as small as 10 feet and as wide as 20 feet. The area of the sphere is 10 feet by 5 feet. The sphere has resistance to fire damage. If it is within 5 feet of a willing creature, it sheds bright light in a range of 300 feet for an additional 30 feet. The light can be visible only to creatures of your choice that can see it.
Enchantment
Conjure Flame
60
Up to 10 minutes
A flame appears in a 50-foot-radius sphere centered on a point that you can see within range. The flame erupts from a 10-foot-high cylinder of smoke. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. If the fire spreads across a space of 20 feet or more, its area is strewn with swirling flames. A creature must make the saving throw on a turn or a spell of 3rd level or higher that ends a flame spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Conjure Flame
90
Concentration, up to 1 hour
You create a flickering flame that ignites up to five different types of magical fireballs. Each ball lasts 10 minutes and extinguishes all nonmagical magical flames within it. You choose the fireballs that appear when you cast the spell. The fireballs that appear can be as large as that of a normal normal fireball, as large as a Medium, as big as a Small, or as small as a Medium. The flames extinguish nonmagical magical flames that aren’t being used to cast spells. Any creature that ends its turn in one of the fireballs has its speed halved until the start of its next turn. The spell’s effect ends when the first one strikes. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4
Conjure Flame
90
Instantaneous
A blast of flame erupts from a point you can see within range. The area is dark, and the flame spreads to cover up to 20 miles. The flame can be as fast as 60 miles per hour for 10 minutes, or as slow as 30 miles per hour for 10 minutes. The flame can be extinguished by a spell of 1st level or higher. The flame can be turned into a torch, a lantern, or a similar light. The flame can be extinguished by a spell of
Conjure Flame
90
Instantaneous
A flammable liquid, which has a radius of up to 5 feet, appears in a spot where you can see it or a place where it is visible. The liquid appears to be an unoccupied square, the same as when you cast this spell. The liquid is inert, and you can’t move it or open it with a melee weapon attack. The liquid has a fire effect, and when it ignites a cylinder of water, you can use your action to cause it to fill a 5 foot cube that is no larger than a 15-foot cube. The water vapor appears to be solid and disappears when it cools to −50 degrees Fahrenheit. The water vapor is harmless to creatures of your size or smaller. Any creature that enters the liquid can choose to become frightened.
Divination
Conjure Flame
90
Instantaneous
You conjure a flame of flame in a 10-foot radius, centered on a point you can see and that is within range. The flame spreads throughout the area and spreads to all creatures within 5 feet of it. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, and the other creatures take 10d6 fire damage. On a successful save, a creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st
Conjuration
Conjure Flame
90
Instantaneous
You create a flame in the shape of a demon or a fiend. The flame must be within range. The flame then burns for 1 minute. The flame can be extinguished with the flame of an offering made with a holy symbol. The flame can also be extinguished by casting the spell of the chosen symbol.
Divination
Conjure Flame
90
Instantaneous
You create a portal to the Flame of Kynareth. Choose up to ten creatures of your choice that you can see within range, then step on it. Each target takes 5d6 fire damage, and creatures within the portal take half damage, instead of half. The portal is 10 feet wide and 5 feet high and 5 feet thick. It is 1 mile wide and 10 feet high and 5 feet thick. The portal lasts for the duration. When the portal opens, each target within it must make a Dexterity saving throw. On a successful save, the target takes half damage on a failed save, or half damage on a successful one. The portal instantly closes if the target’s speed is greater than or equal to the speed of the plane in which it is located.
Conjuration
Conjure Flame Blade
60
Concentration, up to 1 minute
Choose one creature you can see within range. You make a ranged spell attack against the target. On a hit, the target takes an extra 2d6 fire damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Conjure Flame
Concentration,
Conjure Flame
Concentration, up to 1
Conjure Flame
Concentration, up to 10 minutes
You create a flame of fire that ignites from your body. Each creature in a 10-foot radius sphere centered on an unoccupied space must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes 5d8 fire damage, or half as much damage on a successful one. When the flame hits, the creature must make a Constitution saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes 10 d8 fire damage, or half as much damage on a successful one. On a failed save, a creature takes half as much damage as half as damage.
Evocation
Conjure Flame
Concentration, up to 10 minutes
You create an invisible flame that ignites in a 15-foot cube centered on a point you choose within range. The flame lasts until the spell ends. The flame spreads out and explodes in a 10-foot cube centered on a point you choose within range. The flame dissipates within 30 feet of the point. The flame dissipates within 30 feet of the point. The flame dissipates within 30 feet of the point. The flame lasts until the spell ends. At Higher Levels. When you
Conjure Flame
Concentration, up to 10 minutes
You imbue up to three illusory constructs of flame on the ground in a 20' cube, or a 10' cube cube of pure flame. Each creature within the cube must make
Conjure Flame
Concentration, up to 1 minute
A flame appears in a 30-foot cube, 30 feet long and 5 feet tall. The flame appears as a torch in a 60-foot cube, and lasts for the duration. The flame can be extinguished by a simple explosion, an arcane spell, a burst of flame, or a blast from a spell or other element (such as a blast from fire). The flame dissipates when it ignites, and the spell ends. A flame can be extinguished by any means that can’t be used to create or maintain a flame. For the duration, a flame can be extinguished by any means that can’t be used to create or maintain a fire. A flame can be extinguished by any means
Conjure Flame
Concentration, up to 1 minute
You conjure a bright flame that erupts from your hand, which ignites when you cast this spell. The flames erupt from your hand at the same time as you cast the spell. You can use a bonus action to extinguish the flame, but the target must make a Dexterity saving throw. A creature that succeeds on its saving throw is pushed 10 feet away from the flame and must make a Dexterity saving throw. On a success, the flame explodes.
Evocation
Conjure Flame
Concentration, up to 1 minute
You create a flame that lasts for the spell’s duration. You can use a bonus action to cause the flame to turn into a torch. It ignites a torch within range, which can be broken using a simple melee touch attack. The flame spreads across a 10-foot radius. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 fire damage and is pushed 10 feet away from you. Additionally, your movement until the start of your next turn has advantage if you can’t see through the flame.
Conjuration
Conjure Flamefly
30
Concentration, up to 1 minute
You conjure flame from thin air in a 10-foot cube on the ground in a 5-foot radius. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 1d6 flame damage. The spell can reach multiple creatures, but none more than 10 feet in any direction. If you cast it on the same spot every day for a year, the spell lasts until its full effect ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Conjure Flame
Instantaneous
A flame flashes from your hand and ignites in a 10-foot cube (10 feet tall and 10 feet wide) on a point you can see within range. The flame spreads out from you in a 30-foot-radius sphere centered on the point you chose. Each creature in that area must make a Constitution saving throw (DC 20), taking 10d6 fire damage on a failed save, or half as much damage on a successful one. The spell ends if the creature moves out of the area.
Necromancy
Conjure Flame
Instantaneous
A flame of flame appears in a spot of your choice within range. The flame starts its journey at a point you can see within range. The flame must be within 30 feet of you and not within an unoccupied space, such as a normal room or a secret room. The flame doesn’t move. If there is a flame in the area, it explodes if it hits a creature or a solid object in the area. The flame must be within 30 feet of you and not within an unoccupied space, such as a normal room or a secret room. The flame must be within 15 feet of you when you cast this spell. The flame explodes when you cast this spell. The flame is harmless. If it explodes before reaching a location other than its destination, the spell ends.
Transmutation
Conjure Flame
Instantaneous
Concentration, up to 10 minutes
A flame sprout from a point as far as you can see within range. Each creature within the point must make a Constitution saving throw. The target takes 1d10 radiant damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd
Conjure Flame
Instantaneous
Up to 10 minutes
A flame appears in the air and spreads in a 20-foot-radius sphere. The flame radiates in a 50-foot cone, spreading outward in a 25-foot-radius sphere. The flame is 50 feet long and 20 feet tall. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and halts its movement for 10 minutes. A creature that doesn’t take any damage from this spell can’t be affected by any of the spell’s effects.
Transmutation
Conjure Flame
Instantaneous
You conjure up a flame that you can see. The flame is bright, but it has a range of 60 feet. Until the spell ends, the flame spreads out in 10 feet of air. A creature must make an Intelligence saving throw. On a failed save, it takes 10d6 fire damage and is charmed by the flame. A target must also succeed on a saving throw. On a successful one, the flame spreads out in a 30-foot cube. A target must then reach out and touch the flame in the cube to extinguish it. The flame damages one creature or object you can see within range, and it harms one creature or object you can see within range. On a successful save, the target is no longer charmed by the flame.
Necromancy
Conjure Flame
Instantaneous
You conjure up a powerful fiery blast of flame that burns for the spell's duration. When you cast the spell, roll a d4, and the spell ends. The blast spreads out to 15 feet in all directions and lasts for the spell's duration. The flames are strong enough to cause tornadoes, tornadoes, and other damage if they pass through a 20 foot radius. If the flames aren't already moving, they explode in a 20 foot radius, and a creature must make a Constitution saving throw. A creature can use a reaction to dismiss the spell, using a successful save or being charmed by the flames. The spell ends if the creature succeeds on its save.
Transmutation
Conjure Flame
Instantaneous
You create a burst of intense, intense light within range. Make a ranged spell attack against a creature within 5 feet of the target. On a hit, the target takes 4d8 fire damage.
Conjuration
Conjure Flame
Instantaneous
You create a Flame that ignites in a 30-foot-radius sphere centered on a point you choose within range. The sphere must be within 100 feet of a point you chose within range. The sphere can be an unoccupied space, a cube, a solid surface, or any other solid surface. The flame must be within 30 feet of a point you choose within range. The flame can be cast from a spell slot of 5th level or higher. The spell can have no more than one target. The flame can be difficult terrain, such as rock, mud, or ice. The flame spreads out in a 50-foot radius along a 10-foot-tall cube of flame. The flame is light years across. A creature can use its action to extinguish the flame. On a hit, the target takes 1d6 bludgeoning damage. On a failed save, the target takes 1d6 bludgeoning
Conjure Flame
Instantaneous
You create a flame that ignites when you strike a creature. You can also create one at a time. The flame ignites when you hit a creature
Conjure Flame
Instantaneous
You create an inferno of flame that explodes in a 20-foot-radius sphere centered on a point you can see within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes half as much damage from the spell and is sent flying. The flames move at 60 feet per 20-foot-radius centered on that point as if they were on fire. The spell ends if you choose no more than once. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate one additional flame created by the spell. The flames disappear when you dismiss it as an action.
Conjuration
Conjure Flame
Instantaneous
You touch one target and cause it to become engulfed in flames. The target takes 4d8
Conjure Flame
Self (10-foot radius)
Instantaneous
You cause a flame that ignites in a 5-foot radius on a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 fire damage. On a failed save, the target takes 1d6 fire damage. The fire spreads around corners, and it extinguishes any objects it is in contact with. The flames aren’t harmful to undead, plants, or magical creatures. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Conjure Flame
Self (10-foot-radius sphere)
Instantaneous
Flames flash in the area around you, extinguishing the elementals within it and granting it advantage on all saving throws. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Conjuration
Conjure Flame
Self (15-foot radius)
Instantaneous
For the duration, you create a shimmering flame of flame that must be within 5 feet of you for the spell to work. The flame lasts for the spell’s duration, or until you cast it. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you cast the spell, you choose a different flame. The flame sheds bright light in a 5-foot radius and dim light for an additional 10 feet. When you cast the spell, you can see through the flame, which can’t illuminate objects.
Evocation
Conjure Flame
Self (15-foot radius sphere)
Instantaneous
Flames leap from your body and move toward a creature within range. Choose a point within range. The target must make a Dexterity saving throw. It takes 3d8 fire damage
Conjure Flame
Self
1 Hour
Flame, misty flame, or a similar flame appears in a 60-foot cube centered on a point you choose within range. The spell can target one flower, one tree, or one shrub. If the target is within 60 feet of a specific plant, plant, or shrub, the spell creates a dazzling display of colors, shapes, and numbers. Choose one flower as the target. The target becomes a simple prismatic gem that glimmers in the light of your choice within 10 feet of it. If you cast this spell on the same creature or several others within its range, you can create a prismatic gem for each one creates its own gem. For each target, roll a d4 and subtract 1 from the total. If a gem is rolled higher than this, the gem isn’t created.
Illusion
Conjure Flame
Self
1 Hour
You attempt to extinguish flame in a place you can see within range. Each creature in that part of the spell that can see you must make a Dexterity saving throw. On a failed save, an affected creature is left with 1 hit point. If the creature is on the ground or in an area that is difficult for other
Conjure Flame
Self
1 hour
You summon a flame that ignites any flame within range. The flame is harmless, and the flame doesn't harm anyone. When the spell ends, the flame ignites a portion of the target, which is harmless. The flame doesn't harm anyone. The target enters the flame when it explodes. The flame is harmless. You can use your action to extinguish the flame. If you do, the flame explodes, and the target takes 1d4 fire damage, or half as much damage on a successful save. The flame dissipates when the spell is over. The flame can be extinguished by using an action or a spell.
Evocation
Conjure Flame
Self
1 minute
A flame-spitting orb of flame appears in a spot within range and lasts for the duration. You can create one additional fire elemental in the area that has the same elemental type, but has a different spellcasting ability and type of effect. The fire elemental lasts until dispelled. The orb lasts for the spell’s duration. A creature within the area must make a Dexterity saving throw at the start of your next turn, taking 5d10 fire damage on a failed save, or half as much damage on a successful one. The target takes fire damage equal to 1d10 + your spellcasting ability modifier. If you use your action to examine the orb, roll a d100 and subtract 1 from the number rolled. On a 5, the target takes fire damage equal to 1d10 + your spellcasting ability modifier. On a 10, the target takes cold damage equal to 1d10 + your spellcasting ability modifier. The target also takes fire damage equal to 1d10 + your spellcasting ability modifier. The target takes poison damage equal to ½ your spellcasting ability modifier.
Evocation
Conjure Flame
Self
1 minute
Flames pour out from your fingertips as you cast the spell. Each creature in a 15-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. A creature can use its action to exhale flames at any point within range. The flames extinguish any barriers or other barriers that might prevent movement by creatures other than you. A creature can use its action to attempt to extinguish a fire when it moves or when the flames would extinguish a door or other object. A creature can extinguish a candle or similar object with a successful saving throw.
Evocation
Conjure Flame
Self
1 minute
You create a flame, a bright flame, that explodes when it hits a creature. While the flame is on the ground, the target must succeed on a Constitution saving throw or take 1d8 fire damage. After the flame dissipates, the target takes 1d8 fire damage. If the target takes any damage before the spell ends, it can use its action to make another attack. On a hit, the target takes 2d8 fire damage and is restrained by the flames. The flames then move to the target, preventing it from moving and causing it to fall if it is within 10 feet of the fire.
Evocation
Conjure Flame
Self
1 minute
You create a flame of intense flame in a 10-foot radius, centered on a point you choose within range. The target must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save,
Conjure Flame
Self (90-foot radius)
Instantaneous
You touch one creature that you can see within range and cause it to ignite. The spell ends if you cast this spell again. The target must make a Constitution saving throw. On a success, it ignites the spell. On a failure, it ignites the spell. On a success, the spell ignites again. On a failed save, the target is knocked prone. If the target reaches higher levels than the spell’s level, it is knocked prone until the spell ends.
Evocation
Conjure Flame
SelfConcentration, up to 10 minutes
An explosive flame erupts from your hand, which ignites when you cast this spell. The flame lasts for the duration, and you can extinguish it as an action. The flame lasts for the duration for which you have spellcasting ability scores. The flames dissipate when you cast this spell.
Transmutation
Conjure Flame
Self
Concentration, up to 10 minutes
You cause the flames of battle to bloom in a 20-foot radius centered on a point you choose within range. When the flames burst, you extinguish any flame that enters the area. While the flames remain, the target appears frozen until the spell ends. To avoid freezing the target, you can use a bonus action to extinguish the flames.
Conjuration
Conjure Flame
Self
Concentration, up to 10 minutes
You conjure up a strong, flame-choked, fiery torch that ignites a 10-foot-radius, 10-foot-high cylinder of gas in a 20-foot cube centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage and is restrained by the flame until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by an extra 1d6 for each slot level above 2nd.
Transmutation
Conjure Flame
Self
Concentration, up to 10 minutes
You create a fiery blast of flame that spreads out from you, centered on a point you can see within range. Each creature in a 5-foot cube, or a 5-foot-wide area, must make a Dexterity saving throw. On a failed save, the creature takes 4d6 fire damage and is pushed 10 feet away from where it entered, or half as far as you can see of the flames. The flames can be extinguished by burning a piece of wood or by igniting a piece of flame. When you cast the spell, you choose the piece of flame as the source of the initial blast. The piece of flame spreads out from you, centered on a point you can see within 5 feet of you. The blast lasts for the duration or until it ignites a piece of metal or a piece of ground. At any time during the spell's duration, you can fire four pieces of flammable material from the flammable piece (any number of pieces of flammable material can be created). Each piece is unoccupied, and it has a certain amount of fire resistance. The piece can be destroyed by one or more of the following methods: You can cause the flammable piece to ignite a piece of fire,
Conjure Flame
Self
Concentration, up to 10 minutes
You create a fiery flame that flashes with a bright color. You can use your action to create a flame in a 10-foot cube centered on a point you choose within range. A flame must be within 5 feet of you. The flame spreads out from the flame. When the flame reaches its maximum area, a portion of the flame has a radius of 500 feet. You can use your reaction to extinguish the flame by using an action. On a hit, the flame explodes. The fire spreads out from the flame as if it were a small flame. The flames extinguish nonmagical flames until the start of your next turn.
Evocation
Conjure Flame
Self
Concentration, up to 1 hour
A flame emanates from you and you gain a bonus to AC and weapon attack rolls equal to 2d6 + your spellcasting ability modifier.
Illusion
Conjure Flame
Self
Concentration, up to 1 hour
A flame that ignites in a 20-foot radius is a dazzling display of light. Each creature in the area must spend 1d4 radiant energy to cast the spell. The flames have a range of 60 feet and can travel in any direction. Each target must make a Dexterity saving throw. A target takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. The target and any creatures that are within 10 feet of it must make the saving throw with advantage. A target that fails the save is charmed by the flame and is restrained until the spell ends.
Evocation
Conjure Flame
Self
Concentration, up to 1 hour
You form a ball of flame that ignites in a 10-foot radius around you. The flame ignites in a 30-foot radius centered on a point within range. Any object that fails its save against this spell ends up with a burning, poisonous flame, and the spell ends. If the target is a creature, it can make a Charisma saving throw. On a failed save, the target takes 1d8 fire damage and is engulfed in flames of the chosen type. The target can repeat the saving throw at the end of each of its turns. On a successful save, the target also loses half its Hit Points, and it takes no damage at the end of each of its turns. On a failed save, the target takes 1d8 fire damage and is engulfed in flames of the chosen type. The target can repeat the saving throw at the end of each of its turns. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Conjure Flame
Self
Concentration, up to 1 minute
Flames flicker in your surroundings and dim light in a 30 foot radius around you for the spell’s duration. Each creature in the radius when the spell is cast must make a Dexterity saving throw. On a failed save, a creature takes 8d6 fire damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Conjure Flame
Self
Concentration, up to 1 minute
Instantaneous
You conjure a flame of flame that
Conjure Flame
Self
Concentration, up to 1 minute
You animate one flame that you can see within range. You can use a bonus action on a creature you can see within range to cause it to emit a flame of flame that you can see in a 5-foot radius and that is at least 10 feet long. The target must make a Constitution saving throw. On a failed save, the target gains a +1 bonus to the spell's damage roll. On a successful save, the spell ends.
Transmutation
Conjure Flame
Self
Concentration, up to 1 minute
You call something that is within range to life-threatening effects. Choose lightning, water, fire or poison. Then make a melee spell attack against the target. On a hit, the target takes 1d10 lightning damage, and it must make a Constitution saving throw. On a failed save, you make the spell more deadly until it abates and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjuration
Conjure Flame
Self
Concentration, up to 1 minute
You conjure a flame that ignites flame in a 5-foot cube that you can see within range. The flames move in the area of effect as if they were invisible. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded until the spell ends. A creature also takes 4d8 radiant damage on a failed save. A creature can use its action to throw the flame in a direction it chooses, and it can use its reaction to throw the flame in a direction it chooses. A thrown object or spell of opportunity hits the first creature it strikes with a weapon attack against the first round of thrown flame. When a creature hits with a weapon attack during the spell’s effect, the target takes an extra 1d10 fire damage for each round until the spell ends. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Enchantment
Conjure Flame
Self
Concentration, up to 1 minute
You conjure a flame that ignites in a 5-foot-radius sphere centered on a point of your choice within range. When you cast the spell, choose a point that you can see within range and extinguish it. The spell lasts for the spell’s duration. You can use a bonus action on any turn that you are casting the spell and on subsequent turns if you have sufficient concentration or the target is under the effect of the spell. If the spell is cast on a creature, it must succeed on its saving throw or take 8d6 radiant damage.
Conjuration
Conjure Flame
Self
Concentration, up to 1 minute
You conjure flames of flame at a point you can see within range. The flames appear in patterns that last for the duration. Each creature in the area must make a Dexterity saving throw. A creature can take this saving throw at the end of each of its turns, ending the spell on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the flames
Conjure Flame
Self
Concentration, up to 1 minute
You conjure up a fiery substance in your hand that ignites when it hits a creature or an object that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 fire damage and an additional 1d8 fire damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Conjure Flame
Self
Concentration, up to 1 minute
You conjure up a flame that ignites in a 10-foot radius centered on your point of origin. The flame ignites in a 20-foot radius centered on a point within range. The flame ignites in a 30-foot radius centered on a point within range. The flame ignites in a 30-foot radius centered on a point within range. Any object that fails its save against this spell ends up with a burning, poisonous flame, and the spell ends. The flame ignites in a 30-foot radius centered on a point within range. The flame ignites in a 30-foot radius centered on a point within range. The flame ignites in a 30-foot radius centered on a point within range.
Illusion
Conjure Flame
Self
Concentration, up to 1 minute
You conjure up from the air a flame that ignites when it strikes a creature within 30 feet of it. When the fire ignites, the target must make a Dexterity saving throw. On a failed save, the target takes 3d8 radiant damage and isn’t blinded or deafened. On a successful save, the target takes half as much damage and is immune to poison.
Transmutation
Conjure Flame�Self
Concentration, up to 1 minute�You create a bright flame that ignites in a 15-foot cube centered on a point you choose within range. The flame lasts until the spell ends. The flame spreads out and explodes in a 10-foot cube centered on a point you choose within range. The flame dissipates within 30 feet of the point. The flame lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 1st.Evocation
Conjure Flame
Self
Concentration, up to 1 minute
You create a flame of flame in a 20-foot radius you can see within range. The flame is a shimmering, translucent gray liquid that can be cast as a torch. The flame burns for 1 minute, and the flames appear up to 20 feet away from you. When you cast this spell, you can use your action to create a 10-foot-radius sphere of glowing light centered on a point you choose within range. The flame can contain up to eight creatures. Each creature in that area must succeed on a Dexterity saving throw or be charmed by the flame. The flame lasts for the duration, and creatures that enter the area when it becomes active are charmed by it. The flame is strong enough to crack open a locked door, but weak enough to cause damage to a creature or object. The flame can’t be targeted by traps or by magic. The flame can’t be targeted by nonmagical means, such as when it first appears. The flame can’t be targeted by spell or other magical effects. The spell’s duration is determined by the number of creatures in the area, and the flame’s initial fire attack deals an extra 1d6 fire damage to each creature it targets. The flame’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Conjure Flame
Self
Concentration, up to 1 minute
You make a flame that ignites in a 50-foot radius around you. Until the spell ends, the flame spreads out from you and spreads out in a 50-foot cube. The cube is in a 5-foot-by-5-foot area. The cube can be made up to 300 feet in diameter.
Evocation
Conjure Flame
Self
Concentration, up to two hours
You conjure up a flame, which ignites a flame-infused object within range. Make a ranged spell attack against one creature within the range. On a hit, the target takes 2d8 fire damage, and the spell ends. While the spell is on the target, the target is blinded, deafened, or paralyzed. It makes no noise or makes no sounds in response to being hit. When the spell ends, the target regains hit points equal to half the amount of hit points it has. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of points it takes to maintain its hit points increases by two for each slot level above 1st.
Evocation
Conjure Flame
Self
Instantaneous
A flame streaks out from a point you can see within range, igniting meteors and igniting nonmagical objects that aren’t being worn or carried. The flame is harmless, and it explodes if it is more than 10 feet away from you. A celestial that can see the flame or that can see the object is also affected. If you or a creature that can see the flame is blinded, the spell fails.
Evocation
Conjure Flame
Self
Instantaneous
A flammable substance that appears to glow in the dim light of your choice within range, igniting flame of opportunity from it that lasts for the spell’s duration. The flame burns the ground in a 30-foot radius and spreads out to fill the entire area. A creature must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage on a failed save, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Conjure Flame
Self
Instantaneous
Flame and smoke hovered precariously over a location you choose within range. You cause the smoke to extinguish the fire within 30 feet of you. If you chose a point within range, you can direct the smoke toward a creature you choose within 30 feet of you. The creature must succeed on a Dexterity saving throw or take 1d12 radiant damage, and it takes 10d12 radiant damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Evocation
Conjure Flame
Self
Instantaneous
Flame springs into existence from your hand and explodes in a fixed beam of flame at the target point you specify. The target creature must succeed on a Dexterity saving throw or take 1d6 fire damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Conjure Flame
Self
Instantaneous
You conjure a raging flame that ignites in a 30-foot radius sphere centered on a point you choose within range. The flame ignites in a 10-foot radius sphere centered on a point you choose within range. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The flame spreads, forming a 10-foot-radius, 10-foot-high cylinder with a radius of 20 feet. Each creature in the area must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If a creature is within 20 feet of the flame, it can use an action to cause the flame to expand and extinguish any flames within it. When the flame reaches a point you choose, you can move it up to 30 feet in any direction.
Evocation
Conjure Flame
Self
Instantaneous
You create a burst of flames that leap from the ground in a random direction at the point you choose within range. The flames move up to 30 feet in a straight line, and they have a range. At the start of each of your turns, a creature must make a Dexterity saving throw. On a failed save, a creature takes half as many fire damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by one for each slot level above 6th.
Evocation
Conjure Flame
Self
Instantaneous
You create a shimmering cloud of flame in a 60-foot radius, centered on a point you can see within range. At the start of each of your turns, if you are within 5 feet of the target, the spell casts a nonmagical light or a radiant light spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 10 minutes.
Necromancy
Conjure Flame
Self
Instantaneous
You ignite a flame within range. The target must succeed on a Constitution saving throw or become blinded until the spell ends. The blindness ends when a flame ignites.
Arcane
Conjure Flame
Self
Instantaneous
You summon a puff of flame that ignites in a 20-foot radius sphere centered on a point you choose within range. The fire ignites in a 30-foot radius sphere centered on a point you choose within range. A creature that can see within 5 feet of the point must make a Dexterity saving throw. On a failed save, a target takes 4d8 fire damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d8 for each slot level above 6th.
Evocation
Conjure Flame
Self
Instantaneous
You teleport yourself to a point where you are engulfed in flames. The target instantaneously extinguishes all nonmagical flames in the area, and the spell ends if you are still in the flames. A creature that ends its turn in the flames must make a Constitution saving throw. On a failed save, the target takes 2d6 fire damage, and the spell ends early on that creature.
Evocation
Conjure Flame Storm
Self
Concentration, up to 1 minute
You create a burst of flame that deals 1d6 fire damage to a creature within range. This spell has no effect on undead. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Conjure Flame
Touch
1 minute
Flames of Asphodel are flitted across the ground in a 30-foot cube from one point you choose within range. Each creature within 30 feet of a point where a point is visible must make a Dexterity saving throw. An unwilling creature must take 5d10 fire damage on a failed save, or half as much damage on a successful one. The flames sweep in a 30-foot-radius sphere centered on that point. Each creature in the sphere must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your elemental weapon can no longer be suppressed by hostile creatures.
Evocation
Conjure Flame
Touch
Concentration, up to 1 hour
Flames wreathe one creature you touch, up to 10 feet in length, and that fits within the circle you created for it. The target must make a Dexterity saving throw. On a failed save, the target takes 10d6 fire damage, and it is blinded until the spell ends. Because wreathe flames allows a creature who’s hit points are reduced to the ground or asleep’s height, and because the spell creates moderate to severe burns, this spell can’t make a creature’s clothing burn.
Abjuration
Conjure Flame
Touch
Concentration, up to 1 hour
If you touch a creature or object that you can see within range, you cause the flame to flicker in a 20-foot-radius sphere, centered on that point. Each creature in the sphere must make a Dexterity saving throw. On a failed save, the creature takes 4d8 fire damage or half as much damage on a successful one. If the flame is on a creature that is wearing armor or carrying gear, the spell ends for that creature. On a successful save, the creature takes half as much damage and isn’t knocked prone.
Conjuration
Conjure Flame
Touch
Concentration, up to 1 hour
This spell transforms a creature you touch into flame. It burns for the spell’s duration, and you choose the flames you wish to transform into flame. The flame’s brightness is limited to a range of light—typically dim light, greenish-white light, or a faint blue radiance. As an action, you can cause the flame to flicker, creating a dazzling display of colors. If you cast this spell multiple times, you can cause up to three flames to flicker as a group. Each of the flames must be in the same spot on the target surface, and you can cause the flames to flicker on one target and flicker on two others simultaneously. You can create up to ten different dazzling flames when you use your action in a spell slot of 6th level or higher.
Evocation
Conjure Flame
Touch
Concentration, up to 1 hour
You create a burst of flame that can be extinguished by one simple touch. If you hit a creature or a creature with a melee attack during the duration, that creature or a creature that is within 5 feet of you with a melee weapon attack and that can’t be charmed (or even attacked by you) takes 2d6 radiant damage. The spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Conjure Flame
Touch
Concentration, up to 1 hour
Your magic fills a void in fabric that was created by an elemental or a magical spell. Choose a pile of bones or a nonmagical object that fits within a 5-foot cube. Then create a flame that flames up to 10 feet on a side and ends in a puff of smoke within range. The flame spreads around corners, and its area is difficult terrain. For the duration, the flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the flame harms an object or is thrown, thrown onto a creature, that creature can make a Constitution saving throw. It ignites the thing it ignites with a harmless bludgeoning damage equal to 1d6 damage. The fire spreads around corners. Fireworks. If you cast this spell on the fire, one fireworks display can be seen as a pair of long, flowing wings extending from your hooves. Each display lasts for 1 hour and is no more than 10 feet tall. Great Lights. Each fireworks display contains at least one dazzling image of a celestial, a god, or a magical creature and can contain up to 500 lights. Each display lasts for 10 minutes. At the end of every 10 minutes that you spend concentrating on it, you can switch to an image of a celestial, a god, or a magical creature and retain the display. A lightning bolt. Your magic halts most ranged attacks made with it until the spell ends. If at the end of each of the attack's 1-minute duration you are using magic items or a spell slot of a lower level than the slot you used to cast this spell, lightning leaps erupt from the ground in a 20 foot square line centered on it, dealing a flying explosion of lightning bolts that explodes in a 30 foot square pattern 30 feet across. Each creature within 5 feet of the line must succeed on a Dexterity saving throw or take 2d6 lightning bolts thumping down on them as thunderbolts. These bolts last for 1 hour, and the spell ends on a creature or object damaged by it. When the clinking of clumps of clumps of metal fills a 20-foot-radius sphere centered on it, or the spell ends on a creature harmed by it, a flurry of bolts of lightning strikes the ground in a 5-foot radius and inflicts d8 thunder damage to any creature within 5 feet of it. Each creature that starts its turn in the clinking
Conjure Flame
Touch
Concentration, up to 1 hour
You touch a creature, causing it to emit an intense flame, that lasts for the spell’s duration. If the target is wearing or carrying any sort of magical item, the spell fails and it ignites an object of magical power weighing 10 pounds or less. The object ignites a flame in the target�
Conjure Flame
Touch
Concentration, up to 1 hour
You touch a surface that you can see within range, and the flames that pass by this spell extinguish them. The spell ends on a target that has been affected by any of the following effects. If the target is under the effects of this spell, the spell ends for that target. If the target is under the effects of another spell, the spell ends for that target. If the target is under the effects of a nonmagical effect, the spell ends for that target. When the spell ends, it ignites a 5-foot-radius sphere centered on that target. If the target is within 5 feet of the sphere, it is pushed by the sphere up to 10 feet in a direction that is perpendicular to the sphere. The sphere has a radius of 40 feet. On a failed save, the sphere explodes and ignites a number of 5-foot cubes within the sphere, each 5 feet in a 10-foot cube. If the cube is larger than 5 feet, it explodes and ignites a 5 foot cube within the cube.
Transmutation
Conjure Flame
Touch
Concentration, up to 1 minute
Flames erupt from your hand and wither away into a dazzling display of colors. The flames appear to be composed of flames, which can be a solid, transparent substance or a liquid, as in a quill, or a cloud of molten lava. The flames disappear after 1 minute. In addition, you touch a creature that has become charmed. For the duration, that creature has resistance to poison, fire, and bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Transmutation
Conjure Flame
Touch
Concentration, up to 1 minute
Flames of flame erupt from a point you choose within range. The target must make a Constitution saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. A creature that takes this damage on a failed save is pushed up to 10 feet away from the point. A creature that takes this damage on a successful save is pushed 10 feet away from the point. As a bonus action on each of your turns, you can make the fire attack again. If you hit the target with the same weapon twice, the spell ends.
Evocation
Conjure Flame
Touch
Concentration, up to 1 minute
You compel a creature of your choice to ignite a flame in the flame, extinguish all flames, extinguish all non-instantaneous flames, and extinguish all non-instantaneous flames within range. The target takes 2d6 fire damage, and the flame ignites non-instantaneous weapons. In addition, extinguishing a flame ignites non-instantaneous objects within range that aren’t being worn or carried by the target or any creature of the target. On a successful save, the target takes 4d6 fire damage, and the flame ignites non-instantaneous items within 5 feet of the target or the target’s current owner. The flame ignites non-instantaneous objects, such as food, armor, weapons, and clothing, that aren’t being worn or carried by the target or that aren’t being worn or carried by the target. The target takes 2d6 fire damage, and it burns non-instantaneously. If the target’s damage is not reduced, the target loses all attack rolls, ability checks, and ability checks, and it is no longer restrained by the target. The target takes 4d6 fire damage, and it burns non-instantaneously. If the target’s damage is reduced, the target’s attack rolls, ability checks, and ability checks are reduced, and the target’s attack rolls, ability checks, and ability checks, which are part of the target’s attack roll to succeed on a saving throw or take 5d6 fire damage, have disadvantage on their attack roll. The target’s hit point maximum is no longer reduced by this spell. The target’s hit point maximum is no longer reduced by this spell. The target’s hit point maximum is no longer reduced by this spell. The target’s hit point maximum is no longer reduced by the target’s attack roll, ability checks, and ability checks. The target’s attack rolls, ability scores, and saving throws are not broken. The target’s attack roll, ability scores, and saving throws are unaffected by this spell. The target’s attack roll has been modified, but the target’s attack roll, ability scores, and saving throws have not been changed. The target’s attack roll has been modified, but the target’s attack roll is unaffected by this spell. The target’s attack rolls, ability scores, and saving throws have not changed, and the target’s attack rolls, ability scores, and saving throws have not changed, and damage increases by 1d6 for each slot level above 1st. The target’s attack roll has not changed, and the target’s attack rolls are unaffected by this spell. The target’s attack roll has also changed, and the target’s attack rolls have changed, and it has no ability scores. The target’s attack roll has been modified, however the creature’s attack rolls have not changed, and attack rolls have not changed, and it has no ability scores. At the DM’s discretion, the target’s attack roll has been modified, and the target’s attack roll has been modified. The target loses its alignment, and it is no longer a creature, but it can’t be charmed, and it has no ability to wield weapons. The target’s alignment is based on the magic of the magic of the magic within within, as described below. If the target’s alignment is a random magic construct, the magic of divination spells can be used to make its alignment as strong as possible. The target’s alignment is based on the magic within, as described below. The target’s level is no higher than the target’s level. If the target’s attack and ability scores are equal to or less than the target�
Conjure Flame
Touch
Concentration, up to 1 minute
You conjure a flame that explodes at an area within range. Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 3d6 fire damage, and a nonmagical flame is created for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration for each slot increases by 1 minute for each slot lower than 6th.
Evocation
Conjure Flame
TouchConcentration, up to 1 minute
You conjure up an invisible flame that ignites when you hit a creature or a creature that is within 5 feet of a target that you can see within range. The target must make a Constitution saving throw, which is a half-determined number. A target that succeeds on a saving throw takes 2d6 bludgeoning damage, and a creature that fails the save is restrained until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 when you reach 5th level.
Transmutation
Conjure Flame
Touch
Concentration, up to 1 minute
You create a fiery pillar of flame in a 5-foot-square area within range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell creates a 30 foot-radius sphere centered on a point you choose within range. The sphere is 30 feet long and 10 feet tall. The sphere and the area it appears on are indistinguishable from one another. The area takes up to 10 miles (24 miles) of ground to create.
Transmutation
Conjure Flame
Touch
Concentration, up to 1 minute
You teleport up to ten creatures of your choice that you can see within range. Each target must make a Charisma saving throw. On a failed save, a target takes 1d10 fire damage and is stunned until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Transmutation
Conjure Flame
Touch
Concentration, up to 1 minute
You touch a creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target is engulfed in flame. The flames flicker and grow larger at higher levels. The flames extinguish unprotected flames in the area, but extinguish unprotected flame effects that use fire. While the target is engulfed in flames, it can’t use reactions or take reactions to attack or cast spells. The target also has disadvantage on attack rolls and ability checks. While the target is engulfed in flames, the target can’t use reactions or take actions.
Conjuration
Conjure Flame
Touch
Concentration, up to 1 minute
You touch a fey creature or a plant. The target takes acid damage equal to 1d8 + your spellcasting ability modifier. If the target is a plant, the spell fails and the creature or plant has disadvantage on the saving throw. The target is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Conjure Flame
Touch
Concentration, up to 1 minute
You touch a fiery flame that must be burning to maintain its heat. The flame must be within 30 feet of a creature that you can see within range. The target must make a Dexterity saving throw. The target takes 4d8 fire damage on a failed save, or half as much fire damage on a successful one. In addition, the target takes 2d8 fire damage on a failed save, or half as much fire damage on a successful one. A flame cloud of cold gas forms at the target and spreads
Conjure Flame
Touch
Instantaneous
A shimmering flame appears in the air and flickers in the air, granting you and any other creature within 30 feet of you a shortening spell. A creature can use its action to reduce the spell to a lower level.
Conjuration
Conjure Flame
Touch
Instantaneous
You create a flame that ignites within range. Each creature in a 60-foot cube must make a Strength saving throw. On a fail, the creature takes 2d6 fire damage and is pushed 10 feet away from the flame. On a successful save, the creature takes half as much damage and is pushed 5 feet away from the flame. The flame explodes in a 60-foot-radius sphere centered on a point you choose within range. A creature in the sphere must make a Strength saving throw. On a successful save, the creature takes half as much damage and is pushed 10 feet away from the flame. The sphere remains visible until you dismiss it as an action. A creature can use an action to dismiss the spell.
Transmutation
Conjure Flame
Touch
Instantaneous
You make a flame of flame in a 20-foot radius for the duration. The flame appears in a place that you can see within range. The flame appears at a point within range. Each creature that ends its turn in a spot affected by the flame must make a Constitution saving throw. On a failed save, a creature takes 6d8 fire damage, or half as much damage on a successful save.
Conjuration
Conjure Flame
Touch
Instantaneous
You manipulate the flames within a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 radiant damage. The spell lasts for 1 minute. Until the spell ends, a target can use its action to make a Strength or Dexterity check to see if it can move or pass. The target is affected only by the spell. If it moves or passes, the spell ends. If the target moves or moves without taking any damage, it takes no damage. The spell is difficult terrain. If the target moves or passes, it doesn't fall. The spell can also be used to completely cover a distance of up to 60 feet.
Transmutation
Conjure Flame
Touch
Instantaneous
You raise a flame in a 20-foot-radius sphere of flame that you can see within range. Each creature in that area must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature can move through the flame in any direction you like, but not through a portal. The flame can be extinguished by any means necessary. You can also extinguish it by raising it from the air. The flame is harmless in kind, and is harmless in kind only to creatures that you can see within range. Once extinguished, the flame spreads around corners and flanks, and it can’t be turned back on by other creatures.
Conjuration
Conjure Flame
Touch
Instantaneous
You touch one creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed. On a successful save, the target is charmed for the duration. On a failed save, the target is charmed for the duration. On a successful save, the target is charmed for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 minute for each slot level above 1st.
Divination
Conjure Flame
Transmutation
Conjure Foe
30
1 Hour
You summon a fiendly creature that you can see within range, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The fiend must make a Dexterity saving throw. It takes 7d8 radiant damage on a failed save, or half as much damage on a successful one. The creature can be any size you choose (not including you). It is completely breathable and, when destroyed, destroyed or otherwise disturbed, sinks to the ground, and is destroyed upon dismount. The fiend is friendly to you and your companions. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fiend, it defends itself from hostile creatures but otherwise takes no actions. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
Conjuration
Conjure Foe
Self
Concentration, up to 1 day
You conjure up a fiend. The fiend must be within 10 feet of you and isn’t incapacitated. The fiend’s speed is 40 feet. The fiend can’t attack or cast spells. The fiend gains the following benefits: - Your magical body doubles as a mount. You gain the following benefits: - You can use your action to cause a creature within 10 feet of you to become charmed or frightened. The spell can target one or more willing creatures. You can also designate targets that can’t be charmed or frightened. You can’t designate more than one creature as being affected by the spell. You can also designate targets that can’t be frightened, and you can affect them only while the spell is in effect. - You can use your action to cause an extradimensional portal open in the ground within range. A creature that enters the portal must first make a Dexterity saving throw. On a successful save, a creature is shunted into the extradimensional space. The portal remains open for the duration. In the extradimensional space, you can use your action to cause a creature’s speed to increase by 10 feet for the entire spell’s duration. If the creature is in the portal or in an extradimensional space that isn’t in the extradimensional space, the creature is transported there. If the creature is in the portal or in an extradimensional space that isn’t in the extradimensional space, the creature is shunted out of the extradimensional space. You can create either a portal’s space (if it isn’t in the extradimensional space) or an extradimensional portal’s space (if it isn’t in the extradimensional space). The extradimensional space allows you to open an extradimensional portal that extends from the ground up to 250 feet in either direction. A creature in the extradimensional space can’t enter the extradimensional
Conjure Foe
Touch
1 Hour
You touch a creature and ask for their help in finding a way to survive. Make a melee spell attack against the target. On a hit, the target takes 1d8 poison damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Conjure Fog
30
Concentration, up to 1 minute
You conjure up a fog of air on a 5-foot-radius sphere centered on you for the duration. The fog can be created by any spell or other means, but it must be cast as a spell of 3rd level or higher. The fog lasts for the spell's duration, unless you can use your action to dismiss it. The fog makes an appearance in the area, but it can have no effect on it, unless the fog is a fog of fog. You can create a cloud of fog by casting this spell.
Abjuration
Conjure Fog
60
Concentration
Conjure Fog
60
Concentration, up to 1 hour
You create a fog of swirling fog in a 20-foot radius centered on a point you choose within range. Each creature in the area must make a Wisdom saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature moving through the fog must spend 2 feet of movement to make this save. A creature can use a bonus action to make a Strength (Athletics) check against your spell save DC. If it succeeds, the fog spreads to cover only the area in which it appears. If it fails, it disperses into a pile of mud for 1 minute. If it fails, it disperses into a pile of rubble for 10 minutes. The fog then moves to a spot within range and then disperses into a cloud for 30 feet. The fog then moves to a spot within range and then vanishes into the
Conjure Fog
60
Concentration, up to 1 minute
You make a Fog on the ground in a 20-foot-radius sphere centered on a point you can see within range. The Fog can reach up to 5 feet in height. When the Fog first appears, the ground is filled with a gray mist that moves in a horizontal line. When the Fog disappears, the
Conjure Follustrot
60
Instantaneous
You summon a fey creature that doesn’t fit within an aura or other
Conjure Folly
Touch
1 minute
You touch a creature whose alignment has changed. For the duration, the target can’t be targeted by spells or magic that affects only it, and it can’t be conjured by any other spell or magic. The spell fails if the target is undead or it doesn’t grant an effect that would reduce it to underleveled.
Necromancy
Conjure Foresight
150
Concentration, up to 1 minute
You gain the benefits of the Spell of Faith. You gain the following benefits when you cast this spell. You can make a melee spell attack against a target within its reach with a weapon attack roll. The target takes 3d6 psychic damage if it can’t defend itself. The target also fails its saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Conjure Forest
10
Concentration, up to 1 day
You summon a fey demon from the fey plane. Choose one beast of challenge rating 2 or lower: axe, chimaera, boar, cat, crab, deep elf demon, fiend, hoarder, lizard, octopus, pegasus, raven, snitch, spider, or wight. Then specify a single habit a fey demon has until the spell ends (your choice at the start of your next turn) and issue a command to each fey demon (no action required by you). Choose a fey demon that you can see within range, one that is familiar with you, or one that has been around for the duration, such as a fey demon of challenge rating 2 or lower. On each of your turns, you can issue a command to a fey demon if the fey demon has any. fey demon. You choose a fey demon that you can see within range and that obeys your spoken command, but it doesn’t take reactions and has advantage on each of its turns to do so. The fey demon can attack any time it takes to dismiss you as an action, provided that you are fighting it off. If it takes any psychic damage, it creates a shield that can protect it against its effects.
Enchantment
Conjure Forest
30
Concentration, up to 1 hour
Your Faithful outdoors life begins to crumble. Grinding and eroding forest floor, you create a 20-foot-radius sphere of shadow that remains for as long as you are outdoors. The area appears free of magma and becomes difficult terrain for the enemies inside it. The shadow lasts until cleared. It covers nearly all surface of air within 5 feet of you. Any creature that is standing within 5 feet of the base surface of the sphere must make a Strength saving throw. On a failed save, the creature takes 4d6 bludgeoning damage and is either knocked prone or restrained by the shadow for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Conjure Forest
30
Concentration, up to 1 hour
You summon a magnificent expanse of magical snow-white air, composed of magical force and fashioned from thorns, needles, and sprigs. Appearing in an unoccupied space within range, this summoning creates a magnificent cube of magical force centered on a point within range. You can make a single “explosive metal (determined by the magic of the weapon) cone of energy with this spell, causing the cone to dance in a 30-foot radius around the point you choose. Each creature in the cone must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage and 4d6 radiant damage. On a successful save, a creature takes half as much damage and no damage.
Transmutation
Conjure Forest
60
10 minutes
You create one of the following magical trees within range that can take root on an unoccupied space that you choose within range. You choose one of the following magical trees for the spell’s duration: Death Wardens, Cold Spring, Force Field, Great Tree, Great Tree of Life, Great Tree of Thunder, Great Tree of Wisdom. You can create these trees without harming any creatures. They can’t become active until the spell ends. When you cast this spell and as part of its casting, you can direct the forest to grow up to three times its normal size, up to eight times its normal size, or up to four times its normal size. The forest can erect traps, turrets, and other structures that can overwhelm creatures with siege engines. Rocks, damp or soft, restrain the trees; if any are released, trapped trees fall down. When you cast the spell and as an action on each of your turns, you can direct the forest to create one of the following trees: dawn, dusk, or darkness.
Transmutation
Conjure Forest
60
Concentration, up to 1 hour
You conjure up a magnificent forest of trees and grass centered on an unoccupied 5—foot cube within range. You create the following effects when you cast this spell. You can create one additional forest for each level above 1st. You can choose up to four trees within 5 feet of each other, and you create one additional clearing for each level above 1st. The trees remain until the spell ends or if you choose another forest, you create three additional clearing for each level above 1st. You can animate one additional creature for each level above 200.
Conjuration
Conjure Forest
60
Concentration, up to 1 hour
You teleport up to 30 feet to an unoccupied space that you can see within range. You choose a point on the ground you have seen within range and that you can see is nigh on a hundred feet square. You make these trees disappear into thin air, leaving behind no trees and plants that would otherwise be gone. Until the spell ends, trees in the woods created by this spell shed bright light in a 20-foot radius and dim light for an additional 20 feet. If you cast the spell as a spell, you can use a bonus action to create a new one in this way. If you cast the spell as part of creating a new tree, you can halve the damage of any of the spells created by this spell.
Evocation
Conjure Forest
90
Concentration, up to 1 hour
Choose a grove of trees or a clearing of grass created by a wish spell. You transform each stump into a sort of tree stump, made of wood or stone, that sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each stump has AC 15 and 15 hit points; if you have eight limbs, you can throw each limb up to 25 feet in any direction. The spell ends if you use your action to do so. When you cast this spell, you can reshape any stump up to 5 feet in any direction. The transformation ends if you use your action to do so. You can use a bonus action to cause the stump to turn blue, green, or violet, as long as it is done in a manner that mitigates the effects of its alteration. It can be done more than once, or once each day for 120 days. If you cast this spell multiple times, you can create one additional transformation every time you use it. Should the spell be ended before its casting time is up, the magic ends for the creature and for you. When you cast this spell, you can use your action on each of your turns to speak your mind over one of the following effects of your choice, which can be turned into one of those spells or become a mental command. Fetch Plants. You can plant up to four flowering plants within range, which grow and bloom according to the shape you specify. The plants appear opaque and flammable, and if they are damaged, they crumble to dust. The plants wilt when damaged, so you can plant up to eight flowering plants in a 30-foot cube (10 feet tall). Plants. You choose any number of evergreen trees within range and animate them, using your own actions. You can shape such trees so that they wilt when damaged. Each tree has AC 15 and 30 hit points. If damaged, a damaged plant leaves its current form and becomes difficult terrain. When a damaged plant leaves its current form, it strikes and strikes twice more often, instead of once, for each of its turns. The trees also deal 1d4 necrotic damage to each other when they are mentally damaged. Tree Branch. You create a tree branch that extends into the sky and that is neither too far away nor too far away from you. You create a horizontal branch that spans 300 feet in any direction along the ground and that is neither too far away nor too far away from you. An air branch simulates a branch and functions as a tree branch. The branches move with you and extend in any direction you choose. The branches are composed of up to four trees and can be up to 10 feet long, 3 feet wide, and 3 inches thick. The branches are translucent and can be stitched or sewn into walls or windows. A plant trunk. You create a plant trunk that extends into the sky and that is neither too far nor too far away from you. You manipulate any living creatures you choose within 50 feet of you, opening or closing the creature’s space to allow them to move. Each creature in the trunk is covered with a protective cloak that sheds light in a 5-foot radius. These spells automatically detect plant growths within 5 feet of you and automatically light or illuminate the trunk. You can use this spell to create a vine that twists and sprouts vines. Each creature in the trunk is carried with it and vines are planted along the creature’s space. Each creature carrying more than one creature w ho includes one giant vine with 5 feet in diameter and 5 feet tall. A vine sheds bright light in
Conjure Fox
120
Instantaneous
You choose a creature that you can see within range and who is immune to the following effects. The target’s speed increases by 10 feet for the duration. • You or an object that is held or carried by the target drops to 0 hit points. This spell ends if you dismiss it as an action or by spending 1 hit point. • You or an object that is held or carried by an unwilling creature drops to 0 hit points. This spell ends if you dismiss it as an action or by spending 1 hit point. • You cause an object or creature to fall from a height of up to 60 feet that you can see within range. The object or creature falls to the ground, and it is immune to thunder damage and other falling damage. The spell ends if you cast it again or if you use it again.
Abjuration
Conjure Fox
30
Concentration, up to 1 hour
Choose one creature that you can see within range. You create a 20-foot-radius sphere of acid, acid fire, coronal mass, radiance, lassitude, and darkness. Each creature in the sphere has advantage on Constitution checks and saving throws. Each creature in the darkness must spend 1d10 acid damage on an attack roll if it can’t see it. The spell ends if you or any creature you charmed is blinded. If a creature is incapacitated by acid damage or if another spell of 3rd level or lower leaves its target (such as death), the target becomes blinded until the spell ends.
Evocation
Conjure Fox
90
Concentration, up to 1 hour
You summon a fey creature of challenge rating 5 or lower. It appears in an unoccupied space that you can see within range and must make a Dexterity saving throw. It takes 4d6 damage on a failed save, or half as much damage on a successful one. The fey can be suppressed while it is invisible, speaking a minor deity's name, or mimicking a fey’s language. The fey's statistics are: • 1 Huge or smaller beast of challenge rating 5 or lower • One Huge or smaller companion, if any Small or larger If you summon a fey, you summon a creature of challenge rating 5 or lower, which must have reached the Monster Manual or higher. The fey disappears when it drops to 0 hit points or when the spell ends. If you or one your creatures is hostile to you, you can make a Charisma saving throw to end the fey’s challenge. It obeys any verbal commands that you issue to it (no action required), as long as they don’t violate its alignment
Conjure Fox or Fox of Death
60
Concentration, up to 1 minute
You summon a beast of challenge rating 6 or lower with a challenge rating of 5 or lower. Choose one of the following three types of beasts for the challenge: barbed, barbed, barred, pointed, pointed, pointed, or square. The beast’s challenge rating is determined by how many +1 Dex, +2 dodge, or +1 deflection rolls it has, how many slashing, piercing, or slashing attacks it has, and how many total rounds it has. The beast can’t attack or cast spells. The challenge rating for the beast is Wisdom (Perception) determined by how many +1 Dex, +2 dodge, or +1 dodge rolls it has, how many total rounds it has, and how many total attacks it has. The beast can’t cast spells. The challenge rating for the beast is Wisdom (Survival) determined by how many +1 Dex, +2 dodge, or +1 d4 , +2 fe , or +2 stre rolls it has, how many total rounds it has, and how many total attacks it has.
Abjuration
Conjure Frost
150
Concentration, up to 1 minute
You create a magical storm that travels in a 20-foot-radius, 40-foot-tall cylinder, centered on a point in range. Choose one of the following options for the storm: Cloud, Fog, Thunder, Lightning, or Hail. The storm lasts for the duration and can be broken by falling down. The storm lasts for the duration and can be broken by falling from a height of 10 feet above the ground. The storm can be dispersed by means of an unoccupied space that is within 60 feet of the point of impact. The storm can be centered on any point on the ground that is within 5 feet of the point of impact. The storm lasts for the duration. You can use a bonus action and have the wind and rain conditions for the storm changed by conditions that are similar to those of the storm.
Evocation
Conjure Frost
150
Instantaneous
Flame elemental streaks toward a point or points within range. Until the spell ends, the cold-blooded creature can’t attack and can only take damage that it can’t hit. The target must make a Constitution saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. While this spell remains active, the target can move as if it were standing still, even if it is no longer in the air. The target can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the spell ends.
Evocation
Conjure Frost�30
1 Hour
You create a fiery, frozen sphere centered on a point of your choice within range. The sphere burns in a 10-foot radius and lasts for the spell‘s duration. When a creature within the sphere is hit by this spell, the spell ends, and you have a limited number of Tiny or smaller flames in your grasp. The flames can be extinguished by means of a ranged weapon attack. The flames can be extinguished only by means of an unoccupied space that can’t be used by you.
Conjuration
Conjure Frostbear
120
Instantaneous
You create a frigid, swirling cloud of icy cold that lasts for the duration. The cloud lasts for 10 minutes and can be centered on a point of your choice that you can see within range. You can use your action to cause the cloud to move as you choose. Until the spell ends, the cloud can be centered on any point of your choice within range. The cloud can't pass through structures, and it can't reach creatures or magical barriers. The cloud can't pass through difficult terrain, unless it can be blocked. The cloud can't pass through objects that aren't being worn or carried, such as a shield or a staff. The cloud can't pass through any magical barriers, and it can't pass through magical doors, except for ones that are open and sealed. The cloud is difficult terrain and moves in a straight line. It can be difficult terrain to climb, difficult terrain to swim, difficult terrain to cast spells, difficult terrain to cast spells that are difficult or that aren't on the spell list. • Difficulty: Medium. • At Higher Levels. At Higher Levels. You choose what kind of terrain this cloud can pass through. The terrain you choose is difficult terrain. The terrain doesn’t have any physical form, such as a rock or a tree. You can use a bonus action to teleport up to 10 feet from the cloud.
Conjuration
Conjure Frostbite
30
1 Round
Until the spell ends, a frozen creature that you choose must make a Strength saving throw. On a successful save, the creature is affected as ice for the duration. When the spell ends, the affected creature takes 1d8 cold damage, which is covered by ice. On a failed save, the creature takes 1d8 radiant damage (less than 1 hit point). If the creature is standing on a frozen floor, it takes 1d8 radiant damage (less than 1 hit point), while in snow, it takes 1d8 acid damage, and it must restart all its attacks by taking 1d8 acid damage. While affected by this spell, the creature is frozen, which might hamper its movement. It must make a Strength saving throw. On a failed save, the creature can only move 10 feet and is subject to the freezing effect for the duration. You can freeze a creature if you have it trapped in a cube that is within 60 feet of you. When you make this saving throw, you need not have seen a frozen creature before. You freeze the creature if it is moving more than 60 feet away from you and if you possess both a stick and a spell weapon. The creature is also frozen where it lies when it is not frozen. A creature that has a good jump height (33 feet) can jump up to 30 feet higher than normal.
Conjuration
Conjure Frostbite
30
Instantaneous
You shape a pebble-sized bite that cuts through the flesh of a beast and primes it for combat. It gains the ability to speak one language of your choice that is not written on the beast’s clothing and replaces the words with images of your choice. The creature’s gear is also broken, and their melee attack bonus is reduced by 10 until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Abjuration
Conjure Frostbite
90
Instantaneous
You cause a beast or smaller beast of Medium size or smaller to erupt forth a mite of frost, sending it crashing to the ground and cracking its skin. The creature is an extra Large (you choose the beast’s size) and deals 1d4 frost damage to each creature it impacts with a melee attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of cold damage the creature takes with it increases by 2d4 for each slot level above 1st.
Conjuration
Conjure Frostbite
Self
8 hours
You attempt to make a melee spell attack against a creature within 5 feet of the target that you can see. On a hit, the target takes 2d6 frost damage. If you are the target, the attack deals an extra 1d6 frost damage to the target. On a miss, the target takes 2d6 frost damage. This damage can’t be reduced below 1d6 by any means necessary. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.
Transmutation
Conjure Frost element
30
Instantaneous
The demon beast that you touch becomes a frost giant. For the duration, you can hurl up to three types of frost that can be hurled up to 30 feet away. Any creature who is restrained when the spell ends must make a Dexterity saving throw. On a failed save, the target takes 6d8 frost damage. On a successful save, the target takes half as much damage. The DM has the frost damage at its base damage.
Transmutation
Conjure Frost elemental
150
Concentration, up to 1 hour
You create frost-tipped frost giant or frost giant and put it between two solid blocks of ice. You can make a straight line running along one edge of the ice as high as 60 feet in a direction you choose for the entire duration. The line lasts until cleared, at which point it disappears. Once on the ground, the frost giant can’t pass more than 10 feet in any direction. When you cast this spell, create a shield of ice between you and a solid object weighing up to 10 pounds. When you use a spell slot of 3rd level or higher to create a shield, you create a vertical line 60 feet in any direction extending from you to an object weighing up to 50 pounds. When you use a spell slot of 3rd level or higher to create a shield, you create a horizontal line 60 feet in any direction extending from you to an object weighing up to 50 pounds. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Evocation
Conjure Frost Elemental
300
Concentration, up to 1 hour
Choose an area of snow that you can see within range. You manipulate the snow by forming a ringed cloud, slowly moving down its sides and gradually rolling along its vertical bars. Any creature that moves in the area and that can’t be moved must make a Dexterity saving throw. On a successful save, a creature is ejected from the cloud and has flying movement as it descends 30 feet. Any creature still aloft must succeed on a DC 20 Strength saving throw or take 6d8 cold damage. This saving throw doesn’t reduce the cloud’s area of effect to cover. While affected by this spell, a Large or smaller creature can fly up to 30 feet without spending extra movement. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both burns for the duration.
Evocation
Conjure Frost Elemental
30
Concentration, up to 1 minute
This spell grants the frost elemental the ability to freeze solid matter in its vicinity for up to 10 minutes. This freezing magic can chill solid objects up to 50 feet deep, solid ground or up to 30 feet wide. The freezing ability can also freeze solid objects made of metal, stone, or any other strong metal. While frozen, the frost elemental has disadvantage on attack rolls against creatures that aren’t being worn or carried by creatures or by creatures or objects within reach.
Transmutation
Conjure Frost Elemental
90
Concentration, up to 1 hour
You conjure a nature spirit to fling a frozen chunk of ice, solidified food, or any other freeze solidity within range. In any form, the frozen chunk is up to ten feet long and 5 feet thick, and it hovers between you and the edge of a 50-foot-radius sphere centered on that chunk. The chunk can freeze solid objects up to 60 feet in a side. When the chunk reaches 5 feet tall and is thick enough to crush a person or
Conjure Frost elemental element
60
Instantaneous
You create a frost elemental that is a 50-foot cube of cold-cold solid metal with a surface area of 5 feet. The area is 30 feet in all directions. Until the spell ends, the frost elementals can cast this spell by concentrating on a spell slot of 6th level or higher. The frost elementals
Conjure Frost giant
120
Concentration, up to 10 minutes
The frost giant frays with life when it drops to 0 hit points. When the frost giant appears in a place standing still for the duration, it forms a 10-foot cube with four 20-foot-long wings spread along the ground and a 5-foot-diameter section of crackling frost where the frost ends. Each creature within the crack must make a Dexterity saving throw. A creature takes 6d6 cold damage on a failed save, or half as much damage on a successful one. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Abjuration
Conjure Frost giant
60
Concentration, up to 1 hour
This spell attempts to freeze a creature that you can see within range. It targets a creature that you choose when you cast the spell and ends the spell early, otherwise called an "ice beast." It lasts until the creature drops to 0 hit points or dies. When the ice beast appears, it moves at half the speed of light for the duration, and it has advantage on attack and attack roll ability checks. The ice beast can move up to 60 feet per round for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Conjuration
Conjure Frost giant (60-foot radius)
60
Concentration, up to 1 minute
You conjure a frigid, freezing air elemental for the duration, standing still and taking 5d4 cold damage. When you cast the spell, make a ranged spell attack. On a hit, the target takes 4d4 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Evocation
Conjure Frost giant
Concentration, up to 1 hour
This spell allows you to make constructs and undead come into being within the words and memories of a frost giant. Large or smaller mortal or undead creatures appear humanoidically in the gloom, as if they belonged to a primordial forest, as if they existed on a steppes of ice, or as an extradimensional space that you choose. A frost giant is a nonmagical beast that can be summoned, but it can't be a mount or a servant. It can only attack and be summoned by willing creatures. A summoned frost giant can enter a frozen pond, pass by a churning pit, or sink to the ground under a campfire. When a frost giant enters the game, it gains the ability to move and have the movement capabilities of a normal frost giant, except it becomes immune to cold damage and has resistance to fire damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate two additional frost giants for each slot level above 5th.
Conjuration
Conjure Frost magic
90
Concentration, up to 1 hour
You temporarily restore cold and water to a creature you can see within range, provided that that creature is of the same level as you. Until the spell ends, you can use your action to temporarily move the frost between two adjacent creatures.
Evocation
Conjure Frost Serpent
60
Instantaneous
You whisper the word Frost Serpent to a frozen humanoid of your choice within range. The target must succeed on a Charisma saving throw or take 1d8 cold damage. If the target is larger than you and has no hit points, the spell ends. The spell ends if there is a corpse on the ground or if you or your companions are frozen or frozen dead. The corpse can’t be more than a foot or 10 feet long. A corpse must be within 5 feet of you if the target is a creature. The spell ends if the corpse is frozen or frozen dead. For the duration, the target can make an Intelligence saving throw. On a failed save, the target can't be frozen or frozen dead until the spell ends. The target also has resistance to bludgeoning, piercing, or slashing damage. On a successful save, the spell ends. The spell ends if you or your companions are frozen or frozen dead.
Conjuration
Conjure Frost
Touch
Instantaneous
You touch a frozen chunk of ice and it ignites. The chunk remains frozen for the duration. Each creature on the target spot must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and falls prone.
Transmutation
Conjure Frost Wall
120
Concentration, up to 1 hour
You summon a frost wall, which hovers in the air for the duration and lasts for the duration. You choose one level w eaving stone covering a 30-foot cube and composed of ten 10-foot-by- 10-foot panels. Each panel must be contiguous with another panel. For every 10 feet w eaving distance between panels, a creature must spend 2 extra feet of movement for each panel. The frost wall grants you resistance to cold damage, and it causes water to erupt from the panel. For every 1 foot of movement spent moving from one panel to the next, a creature can spend 3 feet of movement. Every 5 feet spent moving costs 3 feet of movement. When you cast this spell using a spell slot of 7th level or higher, you can create a frost wall with a single use of the Nine Arms. The wall forms a 10-foot cube and lasts for the duration. Each nonhostile creature standing on the frost wall, other than you and creatures originating from you, are pushed up to 10 feet away from the center.
Conjuration
Conjure Frost Wall
120
Concentration, up to 1 minute
The wall of icy cold, infested with frost, forms a vortex on each side of a warded or guarded area within range. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 5d8 cold damage on a failed save, or half as much damage on a successful one. For the duration, each affected creature has disadvantage on attack rolls against creatures immune to the condition. At the start of each of its turns until the spell ends, a frost wall extends from the warded area to a height of 10 feet. It lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Evocation
Conjure Frost Wall
120
Concentration, up to 1 minute
This spell creates a vertical wall of frost at a point within range. Until the spell ends, a frosted bridge appears on the ground that you can see 10 feet across and spans a length of 10 feet. The bridge extends from the point of impact, and the frost extends along a length of 10 feet beyond it. The frost wall is 25 feet long, 5 feet high, and 5 feet thick. It spans a 5-foot-by-20-foot section and spans a 5-foot-by-4-foot section. Any creature that moves through the frost’s area for the first time on a turn or ends its turn there must succeed on a Strength saving throw or take 1d6 cold damage. The damage type is lily blossom or blossom blossom plus 1d6 cold damage, plus any number of temporary hit points. To a creature other than you who pursues the Spell, the frost wall appears in an unoccupied space that you can see within range or on a solid surface that can be supported on a solid surface. This spell can’t created void or gateway voids. As an action, you can open a gateway void on the ground that you can see within range. The open gateway void instantly closes. The spell triggers when a sudden burst of magic occurs within range. A gate void can hold as many as 500 feet tall and lasts for the duration. You can fill it with fog, dim light, or a mixture of both. Whenever the fog appears, any creature that is completely within the opening must make a Wisdom saving throw. On a failed save, a fogger has disadvantage on the save. A misty cloud of mist covers the open gate void. The cloud obscures the way through which a vial of water moves through the portal void. You can use a bonus action on a subsequent turn of yours to cause the misty cloud to move back to the starting area and extinguish the flames inside it.
Evocation
Conjure Frost Wall
150
Concentration, up to 1 hour
Choose a wall 60 feet thick and 5 feet diameter and centered on a point you choose within range, you create a pillar of frost in a 5-foot radius centered on that wall. The pillar lasts for the duration, or until you choose a new pillar type, such as a staff of clouds or a cloud of ice, or it decreases its movement and becomes invisible until it has no more movement. For the duration, a frost giant, a fey, or a fiend (your choice) can crack the steel along the wall, forcing it to make a Strength or Dexterity saving throw. A creature takes 6d8 frost damage on a failed save, or half as much damage on a successful one. The frost causes twisted steel to buckle while it is in the Wall’s range. When the pillar is broken, any creature or object within the Wall’s reach is pulled 50 feet to the nearest side, rounded to the nearest half inch, and struck by lightning. Both creatures and objects take the Armor Class (if any) reduction used to shatter it. If a creature fails its saving throw, the creature or object is driven 100 feet away from the pillar and takes 6d8 lightning damage, or half as much damage on a successful save.
Conjuration
Conjure Frost Wall
150
Concentration, up to 1 hour
You conjure a frigid, gaseous cloud on the ground that lasts for the duration. This cloud fills an unoccupied space you choose within range. The cloud appears in a spot and spreads around corners. It vanishes when the spell ends. When a creature moves through the cloud for the first time on a turn or ends its turn there, the cloud regains 5d4 cold damage. On subsequent turns, the cloud regains 1d4 cold damage, and the cloud regains 3d4 cold damage, when the cloud regains cold damage from another source. Such a creature must use its action to move within 10 feet of the cloud to do so. If the creature would be immune to this damage, the creature can take the move ’’‘ immune action to the spell, returning to its hand or using its action to clean the cloud of such damage. While the cloud regains cold damage, the creature can use its action to deal 2d4 cold damage to the cloud. This cold damage damage type is(at least one), which you choose, functions as normal. If you’re using a spell slot expended to cast this spell, you also can’t use that slot to cast the spell again until you finish a long rest, at which point it resumes using the spell slot. You can use your action to remove the cloud, which can be done in any of the following ways (the order in which you use your action is not clear): by freezing it solid, permanently or temporarily, in icy or snow-covered ground, within 60 feet of a pit, under a pillar, or on a rock or a pit wall. Clear Energy. The cloud releases a range of psychic energy that you choose that deals 1d4 + psychic damage to you and any creatures within 5 feet of it. If you choose fire, you also release a range of psychic energy that deals 1d4 + psychic damage to all creatures within 5 feet of it. Energy Smother. When you cast this spell, a surge of psychic energy appears within 5 feet of you, issuing a shiversite of energy that spreads over 20 feet in a direction you choose. This energy can’t be evaded or blocked. The surge deals no energy damage and lasts until the spell ends. As a bonus action, you can affect one additional creature for each stack of 6 or higher creatures. Energy Shield. You protect up to twenty creatures within 30 feet of you. If you or any creatures within 30 feet of you are somehow injured, destroyed, or partially obscured by the effect of this spell, you can use your action on a second time to restore the creatures total health and armor. A creature injured by the spell is blinded and deafened for 1 minute, after which it can’t speak a command.
Transmutation
Conjure Frost Wall
150
Concentration, up to 1 minute
You create a wall of thick and flowing blackness at a point as you speak the name of a familiar. It lasts for the duration, but the wall can be restored only by speaking a name that fits the wall. To cast this spell, you need a willing creature’s size and a length of 14 feet or less sticking out from a wall of swirling gray. When you cast the spell, you must have seen the wall and have seen it span a minimum of 60 feet. When you cast this spell, a thick, flowing wall of gray mist appears in the space you created. The wall lasts for the duration, but it can’t be removed through normal action. Nonmagical creatures you choose that can’t be charmed, frightened, or possessed by an undead include all such creatures. You can animate and fortify nonmagical objects created by the wall, creating them in the process. These objects can’t be disarmed or otherwise affected. When you roll a 5 or a 6, the wall solidifies, becoming a cloud for the duration. Any creature or object the wall heavily impacts or impacts with it can’t be moved or otherwise affected by it. A creature restrained by the wall can use a reaction to lash out at any creature within 30 feet of it that uses a Strength or Dexterity check, succeeding on which it can’t take damage. The wall can be destroyed by ranged or hand-crafted damage. The wall can be restored only by warbling down a melody—the Wall of Vengeance or a string of thorns. For the duration, a creature that uses a spell slot of 2nd to 3rd level can‘viciously attack a creature that enters the wall by using a weapon attack, or attempting to attack a large creature in the area using a spear attack. Both creatures provoke opportunity strikes. The first time every round for the duration, the creature uses his or her action to make a successful attack roll against a target within 30 feet of the wall or to make a weapon attack thereon. On a success, it can use its action to make another successful attack roll against a target within 30 feet of the wall.
Conjuration
Conjure Frost Wall
300
Concentration, up to 1 hour
A wall of frost, 25 feet long, 10 feet high, and 10 feet thick, forms a 10-foot tall, 10-foot wide, 20-foot-deep hollow opening about the size of a typical hardwood or stone wall. The frost extends from the point the frost creates it into a 30-foot-radius sphere centered on the point where it forms. Any creature that is within 1 mile of the point where the frost forms must make a Dexterity saving throw. On a failed save, the creature takes 2d8 cold damage and 1 foot of movement damage damage taken. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Conjure Frost Wall
300
Concentration, up to 1 minute
A wall of frozen air springs from the ground below, slowly cooling and solidifying for the duration. The wall appears in the space and at its center at each entrance to a frozen solid landscape or landscape beyond the wall. Its walls fill 10 feet of water each round it is active. The wall lasts for the duration and can be breached, torn apart, or simply breached. When the wall appears, each creature that enters it must make a Strength saving throw. It instantly and briefly stops moving for the duration. It can break free if it is attacked by one creature or if another creature strikes it. It can break free with a successful save at the start of each of its turns. If it successfully saves for the entire duration, the wall hardens into solid wall, with the center covering portion and the radius at its tip touching the ground.
Transmutation
Conjure Frost Wall
300
Concentration, up to 1 minute
Wall of frost erupts from a frosted place on the ground within range, centered on that place. Until the spell ends, each creature who ends its turn within 5 feet of the w wall must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage and is pushed 10 feet away from the w wall; pushed objects and structures cause rolled 5 or 6 damage scores. In addition, a creature that ends its turn within 5 feet of the w wall must succeed on a Strength saving throw or take 6d10 bludgeoning damage and be pushed 10 feet away from the wall until the spell ends.
Conjuration
Conjure Frost Wall
60
Concentration, up to 1 minute
You conjure a wall of fire at a point you can see within range. You can make the wall up to 50 feet long and 5 feet high, and you cause the ground within 5 feet of the wall to become difficult terrain until the spell ends. The wall can be made up of panels or beams, pillars, or any other form you desire. Each panel must be contiguous with another panel or beams, and each panel must be free from dirt or other materials that would harm the wall. Each panel can’t exceed 5 feet high. For the duration, a creature that fits inside a panel’s space can’t be targeted by the wall. If a creature w ho moves within 5 feet of the wall and moves within 5 feet of its panel, the creature can’t be targeted by the wall. While the wall is in effect, you can use your action to move the creature up to 10 feet in any direction along the wall, which creates a 15-foot-cone wall with a 10-foot radius around it. The creature can move through the wall, but is restrained by the wall. When the spell ends, the wall appears and extinguishes all normal flames within its area. When the wall appears, each creature within its area must make a Constitution saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. Fireballs created by the wall have a radius of 30 feet. When a cylinder of flames appears, each creature within it must make a Constitution saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8
Conjure Glade
60
1 hour
You summon a force field that lasts until the spell ends. The field, similar to a strong wind, forms at the intersection of a pit and a hill. It lasts for the duration. At each of the DM’s turns as a whole, the ranger must succeed on a Wisdom saving throw to resist the force field. When this spell ends, the force field disappears, leaving behind nothing but the ground in the area. This spell's effects last for the duration when the force field appears. A remove curse or greater restoration touch requires a successful save against dispel magic. When a creature uses a reaction to use a spell that spells have a casting time of 1 action and that has a casting time of 1 action, the creature must make a Wisdom saving throw. On a successful save, the creature’s choice is broken. A failed save ends the effect. The field resembles a cone shaped like a foot. Each foot is about 1 inch thick and is composed of twelve 5-foot cubes. Each cube is contiguous with one another by 1 inch. As a bonus action, you can move the cube up to 30 feet to a space that you can see. A solid hand or other moving object is not supported by the cube. A closed mouth can be closed over the mouth, but other creatures can freely open the mouth open as well. A creature speaking a non-language message created by conjured language perceives only as its spoken language can understand it, and any other creature willing to move to fill the mouth can take no action before moving to receive the message. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can
Conjure Glade
90
Instantaneous
You cause a glade to form in a 30-foot radius around you. The glade is a 40-foot cube centered on a point you choose within range. Each creature in the area when you cast this spell must make a Dexterity saving throw. On a success, the creature takes 4d8 bludgeoning damage and 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The glade lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause a glade to form as a 2nd or 3rd level spell.
Evocation
Conjure Glitch
Touch
Concentration, up to 10 minutes
You attempt to charm a creature you can see within range. The target must succeed on a Charisma saving throw or take 1d6 psychic damage. If the creature fails the saving throw, it can roll an ability check against your spell save DC to automatically succeed. On a failed saving throw, the target has disadvantage on ability checks that use reaction. The spell ends if you or your companions have the initiative. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (
Conjure Grasp
30
Concentration, up to 1 hour
You cast this spell if you are an undead or an constructs hit point being. You use the following rites to open a gateway between two dimensions. You do so by casting a druidic altar oracle and receive a cryptic message from it that you should know. You open a gateway that has a diameter of 30 feet and a height of 60 feet. The gateway can pass through any of the dimensions, though the area is difficult terrain. If you cast this spell using a spell slot of 7th level or higher, it travels 100 feet instead of 120 feet, for a total of 200 feet. If you cast it using
Conjure Grasp
30
Concentration, up to 1 minute
A veil of magically boundless energy sprouts from your hand, gently touching a creature within range and creating a sustained radiance for the spell’s duration. The spell then ends. You can ask a creature affected by the spell to move to a different spot on the ground if it has a different surface, such as a floor or a ceiling, to which you can cast the spell and to touch the spell again if it fails its first saving throw, provided that the second fails. The spell then ends, provided that you have cast it again.
Abjuration
Conjure Grasp
30
Concentration, up to 1 minute
This spell reaches out into the mind of a creature you choose and affixes a magical cord to the target’s shoulder. The spell ends if the creature drops to 0 hit points. For the duration, the creature has advantage on attack rolls against one creature of your choice that you choose within 5 feet of her. While the creature is within 5 feet of the target, you can use an action to speak a short message to the creature and specify what actions it takes for it to make its next attack roll or make a saving throw. This spell also ends if the creature’s Strength or Dexterity score drops to 1 or if the creature’s Dexterity score increases to 3 or if the target is hit by an attack or a spell of 3rd level or lower.
Abjuration
Conjure Grasp
30
Concentration, up to 1 minute
You attempt to reshape a creature grasp onto a fixed object or surface. The creature must be within 5 feet of the tool or other means used to create the tool within range, and the spell can’t reshape a creature that drops such a tool. The spell creates a Huge or smaller tool within range, granting it a weight of 30 pounds. The tool, if any, can be reshaped into any creature tool known to the spell in addition to using that spell. The tool can’t fit more than 10 feet into any tool used by the target but can fit 10 feet of stone or a similar solid surface. The tool can’t fit more than 10 feet of rope or a sling. If the tool requires an act of manication, a quickening spell, or a spell of 3rd level or higher, the tool transforms and sheds the light it requires. For the duration, a target can have up to 1,000 feet of movement. Furthermore, the target can’t become blinded by candlelight, which prevents it from becoming blinded while blinded by the spell. Reducing a target to 0 hit points destroys it and leaves behind no physical form. As a bonus action on each of your turns before the spell ends, you can change the target’s plane of existence so that its movements are tracked by this spell. 3.2.5.5. Using the Tiny tool at the start of your next turn, you can issue a command to an alchemical staff to make a thin sheet of rope appear on the ground under a specified circumstance. To see the rope in mid-air, based on the direction in which you hold down Shift, roll a d20 for the rope within your reach and attempt to move it with your gesture. If you succeed, you move the rope up to 60 feet and put it within 1 mile of you. If you move it below 60 feet, you cause it to be restrained. If the rope moves more than 60 feet, break it. If the rope starts to wilt and destabilize a structure, collapse it, and cause up to 2,000 foot damage, you cause it to re-lb strain, use your action to try again, and end its use of the rope. The ropes can’t cross an obstacle, low, or hard. The spell ends if you have no action left. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the rope can deal 5d4 force damage to a creature using it to attack a Tiny or larger creature that you designate. If the creature uses a spell slot of 7th level or higher, it can cast that spell at maximum level, if it has it, and ending it based on how the spell ends might permanently turn
Conjure Grasp
Self
1 Hour
This spell casts a single, severed symbol on any creature of your choice you can see within range. The symbol appears in the spot where you cast the spell, at the mouth of which is a finger and the longest and wettest limb of each choice you make. The symbol lasts for the duration, and you can use your action to attempt to grab the severed part from under someone who uses it as leverage to regain possession of a hand or other object. The symbol is lost and can’t be restored to an open or fallen hand. You can use your action to inspect the symbol for abnormalities, magical properties, or other effects. When you inspect the symbol, you can see it across a room or within an entrance, but you can’t move it more
Conjure Grasp
Self
Concentration, up to 1 hour
Grasping dust or a similar solid object, such as a bowl, is a spell-like activity. You choose the material as you cast the spell. It appears within range, within 5 feet of you, and must be within range. You can hold the object while stunned, or you can hold the object while it has a Strength of 2 or lower. A stunned creature must make a Wisdom saving throw. The creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Conjure Grasp
Self
Concentration, up to 1 hour
You attempt to free up space for your melee weapon or hand weapon by removing objects and shifting them so it appears as though it were on the ground or on a surface. Some spells can deal even more damage than this. When you cast such a spell, you replace the original object you removed with another object you choose, removing the object and returning to the slot where you cast the spell. You can use this spell with two tools. A tool of opportunity can deal 1d4 + 1d6 damage to a creature or object within 10 feet of it, and a tool of opportunity can deal 1d4 + 1d6 damage to a creature or object within 30 feet of it. You decide what action the creature will take and where it will move during its next turn. Should it attempt to cast a spell using a nonmagical weapon, the spell immediately ends, and the creature or creature must be within 5 feet of the object before the object was used.
Transmutation
Conjure Grasp
Touch
1 Hour
You touch a willing creature and put it into the chaos of combat. For the duration, the target has resistance to one damage type for which it expended a spell.
Abjuration
Conjure Grasp
Touch
1 minute
Choose a new object that you can see within range, and then a trinket of emerald gloom falls from the top of the item. The item is a magic wand, ring of preshrunken gloom (typically a ring of silver), or a piece of rope of might. The item only appears once on a creature, no more than once each round for the spell’s duration. If you cast this spell again, the spell ends for you and your magic wand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of objects created by the spell increases by two for each slot level above 1st.
Transmutation
Conjure Grasp
Touch
8 Hours
You touch one willing creature. For the duration, the target can be bound to a solid object made from tough, gleaming gemstone. For the duration, the target can make two Dexterity Wisdom Sense checks. The spell is limited to the target and only to the object you chose. If you cast it on the same creature twice, even though the target is of the same form, the spell ends for the target whenever it hits with a weapon attack during its duration.
Transmutation
Conjure Grasp
Touch
Concentration, up to 1 minute
Grasping runes appear on the ground and around you as you cast the spell. You can make a single ranged spell attack against a target within 30 feet of you with a weapon drawn with a single strand of hair drawn from a different part of the body of the target. If the target is missing one limb and you have not used that limb for 30 minutes, you gain no temporary hit point. (Typically, if the target is severed from the body of a creature, its hit point maximum is reduced by 3 feet.) At the start of each of its turns, a creature can make a single melee spell attack against a target within 30 feet of it with a weapon drawn from the target’s body. On a hit, the target takes 1d10 necrotic damage. You can use your action to move the hair from one limb to the other, folding it so that it touches the ground in a 30-foot radius and dealing it 2d8 necrotic damage. The effect of this spell on the target is permanent. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures each take 2d8 necrotic damage.
Conjuration
Conjure Grey Fox
60
Concentration, up to 1 day
Your magic grants you the ability to conjure a glider from the inside out. A glider is a nonmagical beast other than a horse or cart that is capable of moving at high speed but is incapable of attacking or blocking move. The glider can hover and travel freely over water, but it must be suspended from a horizontal surface or higher. You can use your action to command a glider to follow you, causing it to follow you as if it were climbing up a mountain. The glider hovers within 30 feet of you for the duration, and it makes all flying movements contingent on you being within 30 feet of it. You decide when the glider flies when it takes the most flight out of its hover state, and when it descends to land. It remains hovering for the duration, and it can’t take actions that would allow it to land without leaving its hover state. When the glider reaches the ground, and there is a risk—ifd your remaining speed is 4 feet or less, you can’t land, and the glider falls, you can expend a flying crew to clear the remaining hazard. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can command a glider to follow you as if it were climbing the mountain (10 feet or less), using a bonus action on each of its turns. The glider hovers within 30 feet of you for the duration. It obeys any verbal commands that the glider commands it, as long as they aren't demeaning or harmful to you. You can command a glider to attack by raising its speed to 60 feet. If the glider drops to 0 feet below you, you can command it to move 1 foot higher against a wall, similar to the way you command a bard to move 1 foot higher against a wall or a pile of rubble. Once you command a glider to move within 30 feet of a structure, sign, or some other visible sign indicating a danger, you can command the glider to do so again, provided that you have the necessary conditions. If you command it to move more than 30 feet from a structure, it does so. Otherwise, you make the command yourself. A glider can hover and travel freely over water, land, or air, using only one of the following actions listed below, for the duration. You can command a glider to follow you as if it were climbing the mountain (10 feet or less), using a bonus action on each of its turns. Brightening. You can brighten a glider’s brightness by raising its speed to 30 feet. The glider can hover and jump for the duration. If there is an explosion within 120 feet of it, the glider flies away from you and stays aloft for the duration. Brightening Arcane. You can brighten a glider’s brightness by raising its speed to 30 feet. The glider can hover and jump for the duration. If there is an explosion within 120 feet of it, the glider
Conjure Growth
150
Concentration, up to 1 minute
You create a growth in your surroundings that can be up to 60 feet long. The growth lasts for the duration. You can use your action on a creature you can see within range to make one of the following changes to that creature’s size or height: You create a new Growth of your choice that appears on the ground within range. You can choose from any of the following growth options: 1. At the start of each of your turns, you can designate a new Growth of the same size. This growth lasts for the duration. Your chosen growth is permanent. You can choose to create up to 20 new Growths per day. At any time after you designate a new growth for the duration, you can use your action to make another new Growth of the same size. The new growth lasts until its next turn. You can take a new growth from a creature you’ve seen or from another creature you’ve seen, and
Conjure Gust
Concentration, up to 1 hour
You call out to a creature within range. The creature must succeed on a Dexterity saving throw or take 1d10 radiant damage. On a failed save, the target or an affected target takes 1d10 radiant damage. On a successful save, the target or target is no longer affected by the spell.
Evocation
Conjure Hand
5
Conjuration
Conjure Hand
90
Concentration, up to 1 minute
You summon a minor hand of moderate size sufficient to completely encircle an object that you can reach, a humanoid, or a Large creature within range. The summoned hand is made of fine force, imbued with magic, and shines bright light in a 60-foot radius around it. The hand sheds bright light in a 5-foot radius and dim light for an additional 5 feet. The hand sheds dim light in a 30-foot radius. The summoned hand can create solid objects in reach, such as tables or shelves. Its space is difficult terrain. The hand sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This hand sheds bright light in a 60-foot radius. While the hand is within 1 mile of an object or within 30 feet of a source of sunlight, the hand sheds bright light in a 30-foot radius centered on the target.
Conjuration
Conjure Hand
Touch
1 minute
You touch a willing creature of your choice that you can see within range. You touch the target and add half the amount of Hit Dice rolled for that target as an additional hit point. For every 5 hit points of the target, you can add the additional hit points to the total. If you cast this spell again, the extra hit points have no effect on you. The spell has no effect on undead or constructs. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 fire damage, or half as much damage on a successful save. Any creature in the target's space when the spell ends must make a Constitution saving throw at the end of each of its turns. The spell ends if the target moves more than 10 feet from the spell's center. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each
Conjure Hand
Touch
Concentration, up to 1 hour
You touch a creature and cause it to appear to you. Until the spell ends, it can use any action to make a ranged weapon attack. On a hit, the target takes half damage. On a miss, the target takes half damage. The spell ends on the target if it has the Intelligence modifier. The target can use an action to take no additional damage from this spell.
Illusion
Conjure Hedwig (Dominate, Instantaneous)
150
Concentration, up to 1 hour
You become a powerful evil spirit that takes on a form that you choose: a mad spider, an evil octopus with eight arms, a giant bat, or a black manta ray with four arms and a pair of horns. When you cast this spell, you transform yourself into a raging mad spider, the size of a cow. You transform into a mighty black manta ray, which attacks creatures in excess of your carrying capacity. It takes 3d10 extra damage of the type you chose when you cast the spell. You also become immune to all damage and effects, such as those caused by magic items, created by nonmagical weapons, or created by magic items that aren’t of the same type. While in the raging manta ray, a creature on the ground or in the area is deaf and blind, and it can’t move, take reactions, or make any movement when it attacks a creature or a creature within its reach. You can create one of the following effects within the same area. A creature takes this ’t and other ’t effects as ’magnified simulacrum wounds that have normal wounds on them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage created by the transformation becomes permanent. For the duration, the affected creature has disadvantage on attack rolls against creatures within 5 feet of its parent’s tree or shrub.
Conjuration
Conjure Horcrux
60
Concentration, up to 1 hour
A spectral creature appears and attempts to siphon life from a creature or an object within range. You choose a point you can see within range and that fits within a 5-foot cube. If you cast this spell there is a 5% chance that the creature appears, takes an action that is determined by its speed and direction, and then regains 3d6 force damage. The spell ends if you use your action to move the spectral from one place to another and make a melee attack with it, if the first creature impacts on that moment, the second creature impacts on that moment, or both impacts occur. If the spectral causes no damage to any creature or objects within its area, the spell ends. While the spell is on the target remains awake and has advantage on attack rolls against it, and it can make different attacks with each successful attack roll it makes. On each of your turns for the duration, the target can make another Wisdom saving throw against this spell. If it succeeds, the spell ends. While the target is unconscious, any excess damage it takes from impacts with you increases by 2d6. Similarly, you can use your action on a subsequent turn of yours to cause the same excess damage to occur again, provided that this occurs within 1 hour of each other.
Transmutation
Conjure Horcrux
60
Concentration, up to 1 minute
You choose a piece of magical energy that you can see within range and that fits within a 5-foot cube, centered on that piece of magical energy, and that fits within a 5-foot cube that you can see within range. You create a swirling vortex centered on that magical piece of energy, and the shape of the vortex changes according to the shape of the vortex. Each creature other than you in that area must make a Constitution saving throw. If a creature fails its save, it can repeat the saving throw, ending the effect on itself on a success. The vortex is difficult terrain. When the effect ends, the vortex moves to a different spot within range. If a creature moves into the vortex while it is within 5 feet of it, it takes 11d6 necrotic damage. If the vortex moves without moving or leaving any open spaces within it, it creates a 20-foot-radius sphere centered on the sphere, with a 20-foot diameter centered on the vortex. The spheres can be as large as 20 feet tall or as small as 10 feet tall. The vortex doesn’t fill a 20-foot cube. When a creature enters the vortex for the first time on a turn or starts its turn there, the creature takes 11d6 cold damage (incl. when entering the vortex from a nonmagical target) and must make a Constitution saving throw. On a failed save, the creature takes half as much damage and is engulfed in flames until washed away, ending its turn. In addition, the creature must make a Constitution saving throw at the end of each of its turns for the spell to count against its damage die.
Evocation
Conjure Horcrux
Touch
Concentration, up to 1 hour
You attempt to bind a creature to an extradimensional space that is no larger than a 20-foot cube. The target must succeed on a Charisma saving throw or its vessel is pulled into the space. The creature is restrained and must make an Intelligence saving throw at the end of each of its turns. The target is then transported to the nearest unoccupied space of the target’s choice, where it can make its saving throw at the end of each of its turns. The target’s space is limited to that of the extradimensional creature. The target can move only by using its movement to move in a horizontal direction against a fixed object centered on the space it is in. The teleportation remains permanent.
Transmutation
Conjure Horrendous Skeleton
90
Concentration, up to 1 minute
Your ghostly form appears in an unoccupied space you choose within range and remains there for the duration. You can shape the ghost to behave as a skeleton, an undead, or a construct. The ghost doesn’t need to be human or beast, but rather a piece of matter created or worn by one creature that is different from the skeleton it is made from. The creature can communicate telepathically with or without the ghost, and the creature is protected from harm by the soul of the ghost. When the creature finishes its turn, or if none are present, it shapes the creature to become a skeleton if it so chooses. The creature can become the center of attention and attention of creatures, such as elves, wizards, or druids, and can’t leave the creature’s current form. The creature is also limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells. While the creature is within its new form, any disease, poison, or any temporary affliction affecting it damages the creature, not it. The
Conjure Horriblege
120
Concentration, up to 1 hour
You transform a willing creature you
Conjure Horrible Griffon
60
Concentration, up to 1 hour
This spell becomes a beast of burden for a creature you choose within range. Choose one beast of challenge rating 2 or lower: Medium, Small, Large, or smaller. You create a Large or smaller beast with a weight of 5 pounds, or 10 pounds less than the creature’s normal weight. As a bonus action, you can mentally command any beast that drops to 0 hit points by making a melee spell attack against that creature, providing it has its line of attack. The DM makes this attack dependent on the beast’s size, type, and number, so Medium size creatures gain an extra hit point. Smaller beasts also gain an extra hit point, provided that the beast’s hit point maximum is less than the creature’s hit point maximum. You decide what action the beast will take and when it will move, or what actions it will take and when it will use its reaction, at any time until you issue a general command. The command must come from within 30 feet of the beast or another creature you choose. The beast obeys your instructions, acting on
Conjure Horrid mote
10
1 Hour
You create a torpid mess on a creature’s ground within range. The creature must make a Constitution saving throw. On a failed save, the creature becomes charmed by you for the duration. For the duration, it is immune to all damage caused by spells and traits, and it is immune to all damage from either natural or magical damage. The charmed creature speaks only to you, and it has a furrowed brow. For the duration, charmed creatures use the shortest route to reaching where it appears: their original destination, their current plane, or the nearest unoccupied space (unoccupied containers within 5 feet of the destination are excluded from the charmed condition).
Conjure Horrid mote
120
Concentration, up to 1 minute
Three silver, gleaming, needle-sharp claws appear on each creature you designate within range. Roll a d8 inquiring creature and determine how long it takes for each claw to fully mature. On a 6 or higher, you determine how long the creature spends storing its treasure and manipulating it to achieve its ends. On a 5 or higher, you determine how long the creature spends manipulating itself to achieve its ends. Alternatively, the creature that uses the most movement during its turn makes a Wisdom saving throw to break out of its trance and use its movement to move its claws forward and use its movement to bite. Once used, the claw could strike twice, and it could create multiple ones in its space. At the end of each of its turns, the creature can make a Wisdom saving throw. On a success, the creature uses its action to tear its clothes back before regaining concentration. Additionally, no action of its own can remove the cage. Whenever the creature uses its action to open the cage, it does so with advantage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial human’s claw damage increases by 1d10 for each slot level above 5th.
Transmutation
Conjure Horridoc
30
Concentration, up to 1 hour
Concentration, up to 1 hour
Concentration, up to 1 hour
Your magic causes simple horrors, such as stinking creatures and the like, to erupt from unfriendly creatures as they wither and die. For the duration, these creatures are immune to all damage and have advantage on attack rolls against creatures within 30 feet of them. When such a creature drops to 0 hit points, it instead makes a wreathed, gaseous, or blood-red corpse that appears
Conjure Horridoc
60
Concentration, up to 1 hour
You summon a fiendly creature that takes 3d8 necrotic damage when it drops to 0 hit points. The creature must succeed on a Constitution saving throw or become blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Conjure Horrid Whisker
300
Concentration, up to 1 hour
One hooves up to five horns connected to one other and sweeps around its body in a 60-foot radius, creating a crackling whirlpool of crackling, whirling, whirling, whirling, pounding whirls of whirling, thuding, thudgeoning, and slashing force. Creatures that use their action to make a melee attack with a weapon or throw a thrown weapon within the whirlpool must succeed on a Dexterity saving throw or take 1d8 thunder damage. The crackling whirlpool appears in the space of 1 foot and reaches 10 feet away from it. Each creature that enters the vortex must make a Strength saving throw. On a failed save, a creature takes 10d8 thunder damage and is knocked prone. A creature prone saves its action to make a Dexterity saving throw. On a successful save, it is not knocked prone but instead takes 1d12 lightning damage, until it uses its action on that damage to regain its Dexterity score.
Conjuration
Conjure Horrid Whispers
150
Concentration, up to 1 hour
You whisper a horrid truth to a creature you can see within range. You choose one word, written in stone or parchment, that you can hear within range. Until the spell ends, a creature that can hear you knows that you spoke the truth, even if it is made of stone. The creature knows that you spoke of the creatures presence wherever they are, and that you told them the truth even if they aren't in the presence of you. You have resistance to necromancy and necromancy spells that would target you. You can use another creature’s natural weapon against the target. That creature also knows that you wielded an action that killed the target and wishes you to refrain from using that action, if possible. If you choose to do so, the creature must make an Intelligence saving throw. On a failed save, it also knows for sure that you spoke the truth, even if it is made of stone. If you succeed, you speak the truth to the creature for the duration. The creature is aware of your word, and if the creature uses its action to speak a false name, it chooses a name from among the names on the sheet and then recites the true name to the creature. When you cast this spell, you can have up to three words spoken in one sitting.
Transmutation
Conjure Horrified Tree
60
Concentration, up to 1 hour
A tree trunked and tangled in thorns or branches appears and spreads among fallen trees in a 30 foot radius. The trunk is heavily obscured, and trees that aren’t worn or carried by creatures are subject to tremor damage. The trunk can be pulled up to 30 feet in any direction along a tree and felled into the ground. Each foot that a tree is pulled up costs 1d6 force damage. In addition, when a trunked and tangled trunked and tangled trunked trunked trunked trunk trunked trunked trunk You cause a tremor in the ground within 30 feet of you. Each creature other than you that you can see within 30 feet of the tremor damage must succeed on a Strength saving throw or take 1d6 bludgeoning damage. A creature must also make its saving throw when it enters the tremor damage range to achieve this spell.
Necromancy
Conjure Horrigan
30
Concentration, up to 1 hour
As you cast this spell, you create a shadowy figure, which disappears when it drops to 0 hit points or when the spell ends. To you, this shadowy figure appears as a shadowy, rubbery creature with silver eyes covered in green scales. It lasts until you dismiss it as an action. You can make yourself or others disappear as if you had cast the non-romantic component of the spell. When you cast this spell, you can reanimate a corpse up to the size of which is possible, up to 100 feet tall. You can hurl the corpse, provided that you have the Material Component component, at any creature or object within 30 feet of you. If you make a blow, you deal 30 radiant damage. A thrown object also falls when you make a melee attack, provided that it hits multiple times and isn’t worn or carried by another creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Conjuration
Conjure Horriment
60
24 Hours
You conjure a kind of shadowy energy hovering in the air that can be as strong as 30 feet away, centered on a point you choose within 120 feet of you. Higher levels of the darkness affect only you; if you cast it for the first time on a creature, its hit point maximum is reduced to 0, and it becomes impossible to hit you with an attack or a spell until its concentration ends. The darkness spreads around corners. When the darkness reaches your physical space, you can use your action to create a temporary teleportation spell that travels 300 feet in one direction and then ends its course in a random direction.
Conjuration
Conjure Hound
10
Concentration, up to 1 hour
You call forth a beast of challenge rating 5 or lower, and place it in any size or type specified by the target race. The beast appears in a unoccupied space that you can see within range and that can normally fit within the target’s reach. The target must make a Charisma saving throw. On a failed save, it takes 10d6 psychic damage. On a successful save, it takes half as much damage. As a bonus action, you can move the target up to 60 feet in any direction. If it moves over sand, dust, or any similar terrain, it must make a Dexterity saving throw. If it doesn’t move, it takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. The target’s speed is reduced by an amount equal to the difference between the two sustained against the target.
Conjuration
Conjure Hound
30
Concentration, up to 1 hour
This spell enables you to summon a celestial or a fiend from the spirit realm that appears at the top of your immediate vicinity. The celestial appears in the form of a Large or smaller beast or fey (your choice). It disappears when it drops to 0 hit points or when the spell ends. You can choose to summon a celestial or an fiend, or you can create a fiend from nothing more than an illusory duplicate of the creature. For the duration, a celestial is a celestial of challenge rating 2 or lower, and it disappears when it drops to 0 hit points or when the spell
Conjure Hound
Self (30-foot radius)
Concentration, up to 1 minute
A gargoyle appears in a 30-foot-radius sphere centered on a point you choose within range and lasts for the duration. It is immune to all damage and is capable of doing nothing more than light combat damage, as well as any other damage that would normally be done to it by creatures or undead. The gargoyle takes three 1d6 slashing damage rounds after it disappears. These rounds must be repeated each day for the duration. While the gargoyle is affected by this spell, the target suffers a number of Condition Immunities affecting it that can be reduced by this spell. These include: Fever, cold, exhaustion, Chills, Dazed, Dead of Sleep, Dead of Wellness, Cold Silence, Darkness Requirement(s), Cold Toss, Darkness Under the Skin, and Dispel Magic. The spell ends if you dismiss it as an action or an effect. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can maintain your concentration on the spell for up to 8 hours, using a spell slot of the same level as the slot you used for the gargoyle spell.
Necromancy
Conjure Huge beast
Self
Concentration, up to 1 hour
You cast this spell on a Huge or smaller beast that is your size or larger. You choose the creature’s size. The beast is either Huge (your choice), Medium (your choice), Huge (your choice
Conjure Huge Huge (1-foot-ton cube)
30
Concentration, up to 1 minute
You conjure up a Huge, undead creature that is Medium or smaller. The creature doesn’t have to be within 120 feet of you. The creature must be within 1 mile of you. The spell can penetrate thickets, ceilings, and floors, and it can’t use flame throw objects.
Evocation
Conjure Huge or Huge beast
Self
Concentration, up to 1 minute
Choose a Large or Huge beast within range. The Huge or Huge beast takes 10d6 bludgeoning damage. On a hit, it makes a ranged spell attack. On a failed attack, the beast takes an extra 2d6 bludgeoning damage. On a successful save, the beast takes half as much damage, and it takes half as much damage on a failed save. On a failed save, the beast takes half as much damage, and it takes half as much damage on a successful save. Each of these damage increases by 1d6 for each slot level above 2nd.
Transmutation
Conjure Huge or smaller beast
60
Concentration, up to 1 minute
A Huge or smaller beast appears within range. The beast can’t exceed 10 feet in height and has no armor, weapons, or equipment. The beast doesn’t have a home or lair. The beast’s home or lair is visible to creatures other than you. The beast can’t be hostile or neutral. The beast can’t cast spells, and it can’t use equipment and weapons. The beast can either move to an unoccupied space within range, or it can move to any unoccupied space
Conjure Huge or smaller Construct
60
Instantaneous
You create one Huge or smaller Construct, gaining the benefits of the spell’s other effects. The creature must make a Strength saving throw. On a success, the spell ends. On a miss, the creature takes 14d6 fire damage and is knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Conjure Ice Wall
60
Concentration, up to 1 hour
You create a wall of ice on the ground within range that lasts for the duration. You can make the wall up to 60 feet long and 10 feet high, and you can shape it so that it faces away from you. The wall forms a vertical column that can be as high as or lower than the column you chose. The wall, along with any creatures in it, are immobile while it is in place. You can place up to four such immobile creatures within the wall, as long as they are on the same plane of existence as you. You can place up to four such immobile creatures on a flat surface, or you can place up to eight such immobile creatures on a high surface. You can construct an extradimensional space that is just beyond the wall. The wall can be extended up to 60 feet in any direction. The wall blocks all but the most distant rays of sunlight from entering or leaving the wall.
Evocation
Conjure Illusion
120
Concentration, up to 1 hour
You invoke the spirits of nature to create illusions, illusions that are as real as glass or lead to a trancelike state. A trancelike state is one in which one that you know is false, false, or perhaps an illusion. You can use a trancelike state to see things that are beyond your immediate awareness, or you can use one of the other senses to see illusions that aren’t real. If you use a trancelike state to see something, you must make a Wisdom saving throw, taking 10 on a success, or the illusion becomes a fake if it isn’t made. While a dreamlike state is active, creatures can do anything you wish with regard to their thoughts, actions, and so on. You can mentally command up to twelve creatures you can see within range, and you can command up to twelve creatures you can see within range at a time. You can mentally command up to two creatures you can see within range at the same time, and you can command up to two creatures you can see within range at the same time at any time. You can use your action to dismiss this trancelike state. If you cast this spell while you have cast off for a minute or two, reducing any creatures that don’t sleep or are surrounded by mist to a creature that can’t see outside its body, the spell fails, and you must end the trancelike state on an affected creature within 15 days of the casting.
Illusion
Conjure Illusion
Touch
Concentration, up to 1 minute
You touch a creature and cause it to become a spectral ghost for the duration. The creature must make a Wisdom saving throw. On a failed save, the creature becomes invisible until the spell ends. On subsequent failed saves, the creature can repeat the saving throw at the end of each of its turns. On each of its turns, the creature can repeat its saving throw at the end of each of its turns. At the start of each of its turns, the creature has advantage on its ability checks. If it can, the creature can use an action to examine itself. If it can't, the creature is deafened. The creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 necrotic damage and is sent flying. The creature is immune to the effects of necrotic damage, as well as any effects that would reduce the creature’s Hit Points or reduce the creature’s Speed. If the creature doesn’t have a Hit Points or is on a low Wisdom score, the creature is immune to the effects of all these effects. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Evocation
Conjure Imp 30
Conjuration
Conjure Imp 90
Instantaneous
You choose an imp that you can see within range. It takes 10d10 force damage on a hit or miss. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell lasts until end of turn.
Necromancy
Conjure Impurity
120
Concentration, up to 1 day
You cause up to ten creatures of your choice within range to become immobile for the duration. For the duration, the targets
Conjure Impurity
Touch
1 Hour
You touch a creature and imbue it with the power to assume the form of a Huge
Conjure Impurity
Touch
Concentration, up to 1 hour
You touch one willing creature and imbue it with the power to convert its disease-inducing effects into magical effects. The target’s statistics are replaced by those of any other spell or magical effect on the target, and any modified statistics are lost. For example, a creature with a normal hit point total and a normal hit point maximum can’t be cured of its disease by debilitating
Conjure Iniquity
Touch
24 hours
You sacrifice a creature within range to undo a spell of 3rd level or lower that you cast. The sacrifice leaves behind a skeletal component that appears in an unoccupied space that you can see within range. The component can be sold or consumed, or it can remain as a component but become a component of a greater evil (if you cast this spell using a spell slot of 3rd level or higher), a greater illusion (if you cast this spell using a spell slot of 4th level), an aberration (a shimmering disk that appears around one eye and covers the entire other eye), an 8th-level spell of 8th level or scarier component, or a component of a greater restoration component. You choose the component under the condition of devout observance. A component might be a rare artifact that is never worn or carried, a protective spell, a potent magic item, or a weapon. A component might be a powerful artifact that defends against the elements, a legendary artifact that has been decimated by battle, a celestial artifact that protects against death, or a mundane object that can barely be reached by normal means. The DM chooses the component as the component, and the DM takes into account all known magical items and spells of that component as it transforms, whether those spells have a 20th-minute level and how often they last. The component becomes a celestial until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or
Conjure Insect
150
Instantaneous
You form a creature, such as a bee, that can’t die. The creature is harmless to you and your companions only for the duration of the spell, and the spell ends if the creature is no longer within 500 feet of you. The creature must be within 500 feet of you when the spell is cast.
Transmutation
Conjure Insect
60
Concentration, up to 1 day
Until dispelled, any creature or object that you can see within range gains a host of benefits for the duration of the spell. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target up to one additional willing creature for each slot level above 2nd. The creatures must be within 10 feet of each other when you target them.
Transmutation
Conjure Insect
60
Instantaneous
You create a harmless insect with the power to fly, which flies in a straight line up to 40 feet in a direction you choose. The target must make a DC 20 Constitution saving throw. On a failed save, the target takes 2d6 flying damage and is knocked prone. This spell has no effect on undead or constructs.
Evocation
Conjure Insect
Self
Concentration, up to 1 hour
You conjure up a scorpion, an ant, a hawk, a hawkbill, a hawkbillner, a hawkbillnerber, a hawkbillnerbogger, a hawkbillner, a hawkbillnerbler, a hawkbillnerber, a hawkbillnerbrood, a hawkbillnercherryball, a hawkbillnerbull, a hawkbillnerbubble, a hawkbillnercrown, a hawkbillnercrowned, a hawkbillnerdancingbird, or a scorpion’s bat. If the target moves through the area before the spell ends, the creature must make a Dexterity saving throw. On a failed save, the target is sucked into the swarm. On a successful save, the target is sucked out of the swarm and is sucked back into the target’s area. The target must make a DC 15 Dexterity saving throw each time the spell ends. At the end of each of its turns, the target can make another saving throw if it so chooses. If it makes another save, the target takes 4d6 poison damage. If it makes neither one, the damage is 1d6 instead.
Abjuration
Conjure Insect
Self
Concentration, up to 1 minute
As you cast this spell, you animate a beetle that appears to be an insect. Choose one creature within range, such as a spider. The creature must succeed on a Dexterity saving throw before the beetle appears again. If it drops to 0 hit points, it is knocked prone. The beetle can’t be targeted by spells or traps. A ranged spell attack rolls against the beetle is more difficult. A successful spell save negates the effect of the spell.
Illusion
Conjure Insect
Self
Instantaneous
You place a waxy substance in one of the target's hands. The spell can be used to make a melee attack
Conjure Insects
Self
Concentration, up to 1 hour
You conjure an Insect creature that is friendly to you and friendly to hostile creatures. The creature must make a Wisdom saving throw. On a failed save, the creature takes 2d6 poison damage and is frightened until the spell ends. On a successful save, the creature takes half as much damage and isn
Conjure Insects
Self
Concentration, up to 1 hour
You conjure an insect that is friendly to you and friendly to hostile creatures. The creature must make a Wisdom saving throw. If it succeeds, you use your action to give it a swarm of flying creatures. The creatures are larger than normal creatures, though they have the same statistics. The swarm is friendly to you. It takes 100 feet to fly, and it can’t create nests. A swarm of beetles. Each bat has a different statistics. A bat and an insect swarm are friendly to a single other. If you create a swarm of beetles with a spell, you can create a swarm of similar creatures as well.
Enchantment
Conjure Insect Swarm
90
Concentration, up to 1 minute
You conjure a swarm of bees, esp. one with wings. Each hive contains a queen and her young. The queen and her young defend themselves from hostile bees, and the other bees defend themselves from hostile bees. When a bee attacks a bee queen, she and her men take control of the hive, and the queen and her men take over the young. Each creature that is within 5 feet of the queen when the spell ends must make a Dexterity saving throw. The bee makes this saving throw when it drops its queen bee larva or when the two creatures interact unawares. The queen also makes this saving throw when she makes a melee spell attack. The spell ends if you or your companions are close enough to the queen to make the save. The queen also automatically succeeds on all Intelligence (Investigation) checks made to her knowledge regarding truth, justice, and order. A queen bee that takes damage when she makes a melee spell attack fails this save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional bombs for each slot level above 3rd.
Necromancy
Conjure Insect
Touch
1 Hour
You touch a creature that you can see within range and choose one of the
Conjure Insect
Touch
1 minute
You touch an Insect. The insect’s natural armor rating is 4. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Abjuration
Conjure Invisibility
30
Concentration, up to 10 minutes
You call forth the spirits of fey, demonology, and magic beasts to battle for your life. Choose one beast type: demon, fiend, or undead. For the duration, each chosen beast has disadvantage on attack rolls against you. When the spell ends, the beast drops to 0 hit points. The spirits can’t cast spells or perform other magical functions on it, and its statistics are nullified, unless it can cast any. When you cast this spell, you can dismiss the spell as an action. If you dismiss it as a action, choose one of the following two effects. You can end the spell. If you do, the demons, demonology, or undead vanish without a trace. • If you target a creature with a spell, you deal an extra 1d6 necrotic damage to it. This spell can’t target a creature that is under the effects of a disease or poison. • You cause a creature to become blinded or deafened. A creature blinded or deafened by this spell makes the saving throw at the start of each of its turns. It takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw automatically succeeds on the save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Necromancy
Conjure Invisibility
60
Concentration, up to 1 hour
You gain the ability to see into the soul of an unwilling creature and invisibly banish that creature to a plane of yours.
Conjure Invisibility
Self
Concentration, up to 1 minute
You attempt to cast invisibility on a creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target must either be invisible to you or have trouble distinguishing you from a creature you can see. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Enchantment
Conjure Invisibility
Self
Concentration, up to 1 minute
You transform into a spectral horse. Until the spell ends, you have advantage on attack rolls against one creature that you can see within 120 feet of you. If you hit the target, it takes 4d6 radiant damage and is blinded. If the target is a Huge or smaller creature, the blindness has disadvantage on attack rolls against that creature or creatures that move Large or smaller. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Abjuration
Conjure Invisibility
Touch
Instantaneous
You attempt to appear invisible to a creature you touch and see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 10d6 psychic damage, and other creatures take half as much damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 8 hours.
Evocation
Conjure Killer
120
Concentration, up to 1 hour
A Killer creature of challenge rating 1 or lower appears in your space and disappears. Until the spell ends, the Killer behaves in a manner completely different from normal creatures. It deals 1d4 damage to any creature that enters its space within 10 feet of it or moves 30 feet away from it. The Killer can’t attack or be targeted by creatures. Each time it hits a creature, it inflicts 1d4 + 1 damage to the target’s hit point maximum. The Killer ignores any saving throws made by other creatures. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the number of times you can
Conjure Killer
Touch
Concentration, up to 1 minute
A celestial that you can see within range must make a Dexterity saving throw. On a failed save, the celestial takes 1d8 necrotic damage and the spell ends. On a successful save, the celestial takes 1d8 necrotic damage and the spell ends. On a successful save, a celestial takes half as much damage and the spell ends. If the celestial is a creature, it isn’t affected. If the celestial is in the air, it is invisible until the spell ends. The celestial must succeed on a Dexterity saving throw or take 1d6 necrotic damage. Alternatively, if the celestial is in the air, the celestial must make a Wisdom saving throw. A celestial takes 1d6 necrotic damage, and the spell ends. The celestial takes 1d6 fire damage, and the spell ends. The celestial takes 1d6 fire damage, and the spell ends.
Divination
Conjure Lake
120
Concentration, up to 1 hour
You conjure up a lake of water that lasts for the duration. Choose one of the following options for what appears: • One creature or object that is completely within range • Two creatures or objects within range • Four creatures or objects within range • Eight creatures or objects • Ten creatures At the end of each of your turns, you can perform any of the following conjuration spells of your choice: Cure Wounds Silence Transmute Rock solid to stone cleanse, revives, Ward from harmful conditions dispel magic and darkness, mend, stave off disease, and remove curse. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes.
Divination
Conjure Lament
150
Concentration, up to 1 hour
You summon legendary spirits that curse the presence of your presence. Choose a number of creatures that you can see within range, and the curses last for the duration. The curses last for the duration against your choice of enemies, or until you dismiss one. When the summoned spirits reach the maximum number of creatures they can affect, they utter a loud ringing, buzzing noise. The summoned spirits take control of themselves, allowing them to any number of ways before breaking out in loud laughter. You can control how the spirits shape the environment of their space, by removing all life from their creatures, or by creating portals that open within the space. The portals open in all directions, with or without leaving the space. The air in the portals fills them, so that water vapors appear in the spaces air and water vapors fill dry land. The spirits appear in all weather, but not if the place is dangerous to them. When you cast this spell, you can make your own curses, and the curses of the spirits can be changed. A creature that curses you to do something w as harmful must first understand its meaning to the creature. If you want the curses of demons and the curses of angels and other dangerous creatures to be completely negated by the use of this spell, you must have seen the writing on your soul or the wall between you and the spirits. If you want the curses of devils and of beasts to be entirely negated by the use of this spell, you must have seen the writing on the wall. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. If you use a spell slot of 7th level or higher, the duration is destruction. If you cast this spell using a 9th level spell slot, the duration is destruction.
Evocation
Conjure Large
120
Instantaneous
You create a cube in the space of a 10-foot cube centered on a point within range. The cube is composed of three layers, each comprised of a cube and a piece of stone. When you cast this spell, you can cause the cube to move up to 5 feet and can make the cube smaller or larger to accommodate objects smaller than 10 inches. The cube can be as large as a 1,000-foot cube, or as small as a 500-foot cube. The cube can also be as small as a 1,000-foot cube. The cube’s area is 50 feet. The cube can be up to 100 feet in diameter. The cube can’t be more than 10 feet in diameter.
Conjuration
Conjure Large beast
30
Instantaneous
You create a strong, strong, and powerful beast that defends against both physical and magical attacks. Choose an area of ground that you can see within range. Choose one of the following effects when you cast the spell’s effects. • Feral • Huge • Medium • Large • 2d6 At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Conjure Large beast
Self
Instantaneous
You choose a creature within range. If the creature has an Intelligence score of 3 or lower, the spell ends. The target obeys any verbal commands the target makes while it is within 10 feet of you. The target can make a Wisdom saving throw. On a failed save, the target takes 3d6 psychic damage. On a successful save, it takes half as much damage. On a failed save, the target takes half as much damage. On each of its turns, the target can make an Intelligence saving throw. On a successful save, the target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour. When you use a spell slot of 6th level or higher, the duration is 10 minutes.
Conjuration
Conjure Large object
Touch
Concentration, up to 1 minute
This spell creates a large, magical barrier between you and the target. It lasts for the spell's duration, and you must succeed on a Wisdom saving throw or be pushed up into the barrier. It lasts for the duration or until the spell ends. The barrier is 5 feet thick and can be broken up into smaller barriers. When a barrier is broken up, the spell ends, but the barrier can still be broken up by creatures with Strength or Dexterity scores equal to 1d6 or less. The barrier can be broken up into smaller, permanent barriers as well. The spell can be used once per round.
Conjuration
Conjure Large or Huge beast
Self
Concentration, up to 1 minute
Choose a Large or Huge beast within range. The beast takes 10d6 bludgeoning damage. On a hit, it makes a melee spell attack. On a failed attack, the beast takes an extra 2d6 bludgeoning damage.
Transmutation
Conjure Large or Huge beast
Self
Concentration, up to 1 minute
Choose one creature you can see within range. Make a ranged spell attack against it. On a hit, it takes half as much damage, and the spell ends.
Conjuration
Conjure Large or Huge Wounds
60
Concentration, up to 10 minutes
A wisp of air in the air appears on the ground. The wisp lasts for the duration you cast this spell. It obeys all the rules of the area you are in, regardless of what it sees or hears. The wisp appears in any room within 30 feet of you. It lasts for the spell’s duration. When you cast this spell, you can target one creature for its spellcasting. The target must be within 30 feet of you. The wisp lasts for the spell’s duration.
Evocation
Conjure Large or Medium Medium or larger beast
60
1 Hour
You conjure up the largest or largest creature of your choice that you can see within range. The target must be within 30 feet of you when you cast the spell. The target can be any creature. The spell can target up to two creatures at a time, and the smaller the target, the larger the effect. The target must be within 30 feet of you when you cast the spell. If the target is a Huge or smaller creature, the spell ends. The target can’t be targeted by more than two other creatures.
Divination
Conjure Large or smaller beast
60
Instantaneous
You conjure up a beast of 5 feet tall and weighing up to six tons that can be summoned as a bonus action
Conjure Large or smaller beast
60
Instantaneous
You teleport a creature to a different location from where it was before it left the area and reappear in the same place every 24 hours. The target remains there for the duration. You can teleport a creature up to 5 feet in any direction, up to 20 feet above the ground, or at any elevation above ground. The teleport can take place outdoors or on the ground, or you can create a teleportation spell that uses teleportation to take you there. You can also change the course of the teleportation so that it travels at a different direction, stopping at a point you can see, or stopping at a point you can see. The target’s altitude changes based on the current level of wind, and the target’s speed increases based on the current speed of light. The target’s speed increases when the spell ends. The target's speed and armor class are each increased by 1, and its hit point maximum is increased by 1.
Transmutation
Conjure Large or smaller beast of war
30
Concentration, up to 1 minute
You summon a beast of war. The beast must be within 30 feet of you. Each creature within the beast’s reach must make a Strength saving throw. On a failed save, the beast’s speed is reduced to 0 for the duration. On a successful save, the beast’s speed is increased to 100 feet for the duration. If the beast drops to 0 hit points, it instead takes 4d10 necrotic damage. On a failed save, the beast’s speed is increased to 0 feet for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a Huge or larger beast. The beast takes the form of a Large or smaller beast with a body and a head and shoulders similar to that of a Medium or smaller creature. If you choose a beast with the same type of body and head structure as the beast you summoned, the beast has the same statistics, but its hit points are equal to or less than the creature’s. In addition, the beast’s hit points do not increase by any means, and its hit points drain when it dies. While the beast is alive, you can’t use any movement, and it can’t attack unless it has a ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ .‡ At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 8th.
Transmutation
Conjure Large or smaller beast
Self
Instantaneous
You conjure up a Large or smaller beast of your choice that you can see within range. The beast has a head and a body. The beast’s hit point maximum is Medium, and it has AC 10. The creature can’t be charmed. When the creature enters the game, the beast gains the following benefits: • You gain the following benefits when it attacks: • At the start of each of its turns, it can use a bonus action on each of its turns. If it succeeds on this attack, the creature takes 10d6 bludgeoning damage. • It has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. It can use its action to deal three damage of its type to each of its target's. • It has advantage on Wisdom (Perception) checks. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Divination
Conjure Large or smaller elemental or elemental spellcaster (see below)
60
Instantaneous
You create a chaotic force field in a creature you can see within range that lasts for the duration. The area is heavily wooded, with thick snowflakes, mud, or gravel forming a wall. For the duration, the wall is strong enough to cause damage that can’t be dealt by nonmagical means. The wall can be torn down to create a new wall, but only if the existing one is replaced. At the end of each of its turns, the target can use its reaction to teleport to another location within range, using the teleportation spell.
Conjuration
Conjure Large or smaller Huge or smaller effect
Touch
Instantaneous
You touch a creature you can see within range and transform it into a Large or smaller version of the same creature for the duration. The transformation doesn’t end. The target can take damage equal to 1d4 + your spellcasting ability modifier. If the target is larger than you, the spell ends for the target. The target’s Strength increases by 5 feet for the duration, as do its Dexterity, to reach 5 feet. At 5 feet tall, the target has the same hit points as you. The target’s Intelligence increases by 1, and its Charisma increases by 1. The target’s Wisdom increases by 1. The target’s Charisma increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s
Conjure Large or smaller magical beast
60
Concentration, up to 1 minute
As you cast the spell, you gain the following benefits: - You can use one of the following attack actions to cause the target to become irrationally animated. - You can use your action to cause the target to become irrationally animated. - As a bonus action on your turn, you can move the target up to 30 feet in any direction and repeat the attack roll against the target. - You can move the target up to 30 feet in any direction and repeat the attack roll against the target.
Transmutation
Conjure Large or smaller magical beast of sufficient size (charmer, greater mending)
90
Instantaneous
Choose an unoccupied space that you can see within range. A celestial, an elemental, a fey, a fiend, or a fiend of your choice that you can see within range (or one that you can see within 5 feet of you) must make a Charisma saving throw. If you are fighting a celestial, an elemental, a fey, a fiend, or a fiend, you deal an extra 1d6 psychic damage when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above lst.
Transmutation
Conjure Large or smaller Medium or smaller beast
60
Concentration, up to 1 minute
You conjure large, flying creatures that follow you and appear in your space for the duration. Choose one of the following forms: charmed, flying, quadruped, quadrupedal, quadrupedal-leashed, or steed. The creature must be within 30 feet of you. If the creature is charmed, the spell fails and the creature is immune to all damage. It can’t take actions or move or take actions only on its turn, and it takes only actions or reactions on its turn. While it is charmed, it has a swimming speed of 30 feet. The spell ends if it is dispelled. Tiny or smaller creature. The spell ends if it is smaller than or under 5 feet. The spell’s area of effect is the same as that of the target, and it is immune to all damage except bludgeoning, piercing, or slashing. It can use its action to make a Strength or Dexterity check (its choice) against the spell’s area of effect. If it succeeds, the spell ends. The target can use its action to make a Strength or Dexterity check (its choice) against the spell’s area of effect. If it fails, the target must make a new saving throw at the end of each of its turns. A successful save ends the effect of the spell.
Evocation
Conjure Large or smaller Medium or smaller creature (60 hit points)
24 Hours
Concentration, up to 1 minute
You conjure a Medium or smaller creature for the first time on a turn or in the next day's rest. The creature must be within 100 feet of you when you cast the spell. Roll initiative for the creature as a group and choose one of the following options: • Choose two or more willing creatures. • Roll a d6 for the creature’s size. • Choose one Large or smaller creature. • Roll a d10. The creature takes 10d6 slashing damage on a failed save, or half as much damage on a successful one. If the creature isn’t a Large or smaller creature, the creature is too small for the spell’s damage type. The creature is restrained until the start of your next turn.
Evocation
Conjure Large or smaller nonmagical plants
60
Instantaneous
Choose one plant you can see within range. You choose a specific type of flower or shrub, as well as any other plants you choose within range. You can plant plants that are of the chosen flower type, but plants of a different flower type are suppressed. You can plant plants that aren’t of the chosen shrub type, and plants of a particular plant type suppressed. You can also plant plants that aren’t of a specific plant type, but are plants of a different plant type. Plants of that type tend to be peaceful and unaffected by hostile enchantments.
Transmutation
Conjure Large or smaller object
Conjure Large or smaller object
120
Concentration, up to 1 minute
You gain the benefits of this spell. You can use your action to attempt to conjure up a Large or smaller object or a Medium or smaller object. Make a ranged spell attack. On a hit, the target takes 1d10 necrotic damage. If you cast this spell again, you can target up to 10 Medium or smaller objects. You can also target up to 10 Medium or smaller objects as part of the casting. You can target up to two Medium or smaller objects per spell slot. If you cast this spell three times, you can target up to 10 Medium or smaller objects at once. Each object must be within 30 feet of you, and you can use your action on a nonmagical object to dismiss it as an action.
Conjuration
Conjure Large or smaller object
Self
Concentration, up to 1 minute
A magical object created by this spell is an object that appears to be 10 feet tall, weighing 10 pounds. The object is imbued with an effect that affects the shape of the object, but nothing more. Each time you cast this spell, you can use your action to create a new object. The spell ends after you have created a new object, if you use your action to cast the spell again. It lasts until the spell ends.
Evocation
Conjure Large or smaller object
Touch
Instantaneous
You conjure an object that you can see within range from a distance of 100 feet. The object has the same properties as the one you created. The object can be any creature or non-creature or object. Constructs, creatures, and magical items imbued with a power of greater than 10th level are automatically created from the object. You choose the object, which remains for the spell’s duration. The object’s statistics determine its type. You can change its size, shape, and color. The object is of the same size and shape as the one you created. The spell�
Conjure Large or smaller undead within range
Duration: Concentration, up to 1 minute
You create a spectral creature of your choice that can be any size you choose within range. The creature must be within 60 feet of you. When it drops to 0 hit points, it dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one undead creature for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can target one undead creature for each slot level above 3rd.
Enchantment
Conjure Large
Self
Concentration, up to 1 minute
You touch a creature you can see within range. If the target is a Huge or smaller creature, the spell is harmless. The target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. On a failed save, the target takes half as much damage and is charmed for the duration. On a successful save, the target takes half as much damage and is charmed for the duration. On a failed save, the target takes half as much damage and is charmed for the duration.
Transmutation
Conjure Large Wight
60
1 minute
A wight that you choose must be within range. You can target one creature of your choice that you can see. The spell lasts for the duration or until you dismiss it as an action. The wight appears in a bright light of whatever color you choose. The wight has resistance to nonmagical bludgeoning, piercing, and slashing damage. It also has resistance to all damage. A wight that isn’t an undead creature uses its action to make a Wisdom saving throw. On a success, the spell ends. A wight can be any other kind of wight, even one that isn’t undead. While the wight is on the ground, creatures must make a Constitution saving throw or take 1d6 thunder damage when the wight ends. A creature takes half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th
Conjuration
Conjure Lassen
120
Concentration, up to 1 hour
You summon a Lassen angel for the duration. You can cast the spell again only once on a short rest. You must use the restoration spell slot to cast the spell again. You can teleport to a different Lassen angel for the duration. The angel takes the form of a lassen and appears in the space it appears on. You can hold the angel in place. The angel is friendly to you and you gain the same benefits from its alignment as you. The angel is hostile to you and you gain the same benefits from its alignment as you. You can use your action to dismiss the angel, or you can cause it to disappear. If it disappears before your next turn ends, the angel disappears. When the spell ends, the angel looks at you in a circle and makes a Charisma saving throw. On a failed save, the angel takes half damage and can’t be targeted by more than one spell. At the end of every 60 days for the spell’s duration, the angel can repeat the saving throw against your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional additional angel for each slot level above 1st.
Evocation
Conjure Laughter
150
Instantaneous
You conjure up a spirit from the dead to fight in your fight against an undead creature. The creature must be within 10 feet of you. The spell creates an illusion of death in the target’s soul. The target’s current condition is replaced by that of the creature who created the illusion. When the target dies, the spell ends. The target’s current condition is replaced by that of the creature who created the illusion. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of times you can affect an object created by this spell increases by four for each slot level above 1st.
Abjuration
Conjure Laughter
60
1 Hour
You step into a bar, a club, a circle, or a circle of laconic air. Choose one of the following options for what appears to be laughter. One creature that you can see within range. Two or more creatures that you can see within range. Three or more creatures that you can see within range. Four or more creatures that you can see within range. Five or more creatures that you can see within range. At the end of each of these rounds, you can issue a verbal command to any creature you or she can see within range to cause any of the creatures you or she can see to move, slam, hurl, or otherwise make noise in a random direction. If the creature is a creature, you can issue no command. If an effect calls for your spellcasting ability to be called while the command is in effect, you must make the call at the earliest opportunity. If you issue no command, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 10 days for each slot level above 5th.
Necromancy
Conjure Laughter
90
Concentration, up to 1 hour
You create a cacophony of laughter within range. The noise is gentle, but it decays as you gain in the volume. If you choose a sound you can hear, you create a cacophony of booming, booming, and choking sounds that can be heard only from within the cacophony. If you choose a sound that is too loud or too small for your body, the noise is dismissed.
Conjuration
Conjure Laughter
Self
Concentration, up to 1 minute
You make a loud noise, and you can make a wail (if there is one) or a scream (if there isn't one) as you like. You can make a wail, a scream, or both. While you have this spell active, you can make a wail as a bonus action on each of your turns. If you do so, you can take only one hit of wail or scream. The wail or scream is harmless, and while it is audible, the spell doesn't affect you.
Divination
Conjure Lava Burst
120
Instantaneous
A swirling mass of water appears and floats in a 20-foot cube centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d6 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Conjure Lava Cloud
120
Instantaneous
You cause up to six lava clouds to burst from places on the ground that you can see within range. The lava clouds hover in the air for the spell’s duration. The lava clouds disappear when you dismiss it as an action. A cloud of lava clouds surrounding terrain and objects in the spell’s area is a harmless illusion. The cloud creates a cloud of water covering the area in fog. The fog obscures everything in the area except for the lava clouds, which disappear when you dismiss it. The fog can cover a distance of up to 60 feet. Any creature that can see through the fog or enters it through it must succeed on a Dexterity saving throw or become blinded until the fog dissipates.
Evocation
Conjure Lava
Self (15-foot cone)
Concentration, up to 1 minute
You conjure up a swirling pool of foul water in a 15-foot cone, centered on a point you can see within range. A creature must succeed on a Dexterity saving throw or be engulfed in the foul liquid. The water has a diameter of 60 feet and a depth of 10 feet. Until the spell ends, the water can be evaded. When the foul liquid reaches 0 feet deep, it erupts in a cloud of fine gray liquid that lasts for the spell’s duration. The water can be evaded with a simple action.
Evocation
Conjure Light
300
Concentration, up to 1 hour
A light-filled cylinder of light appears in a spot you can see within range. A creature that can’t see the light must make a Charisma saving throw. On a failed save, the creature takes 1d6 radiant damage and is blinded until the spell ends. On a successful save, the creature takes half as much damage and is blinded for the spell’s duration. You can use a bonus action to make the spell’s effect even more powerful.
Conjuration
Conjure Light
Touch
Instantaneous
One creature you touch appears in a 20-foot-radius sphere on the ground in a 20-foot-radius sphere centered on a point you choose within range. The sphere moves 30 feet in a direction you specify. The sphere spreads out as you choose, making it difficult terrain and difficult terrain terrain. You can use your action to cause the sphere to move only once. The sphere is opaque to light, and it can’t be seen.
Divination
Conjure Magic
30
Concentration, up to 1 minute
You summon a spirit that can be used to conjure up to four willing creatures of your choice that you can see within range. You can use the spell’s area of effect to designate a specific creature within range, as long as that creature is within 100 feet of you. For example, you could designate a creature of Medium size as Medium. When the spell ends, the chosen creature disappears.
Divination
Conjure Magical Beast
30
Concentration, up to 1 hour
You choose one willing beast of challenge rating 2 or lower, or one beast of challenge rating 6 or lower, that you can see within range and that fits within a 20-foot cube. You summon it as a melee spell. You target it with your spellcasting ability check to determine the statistics of a creature within your reach, including its hit points, attack bonus, and Constitution saving throw. If the
Conjure Magical Beast
60
60
24 Hours
You summon a magical beast that you can see within range and that acts as a muggle conjurer, fighting, and eating spirit. The beast appears in any unoccupied space that you choose within range, and disappears when it drops to 0 hit points or when the spell ends. You choose the target for its combatant, though it becomes a member of your companion for the duration. The creature can be any beast or humanoid you have struck with an attack or thrown with a weapon. The creature doesn’t need to be a beast or humanoid, but a member of a different kind, such as a celestial, fey, or fiend, and the creature behaves in a manner similar to a beast. You can summon the beast in trees or on the ground, by way of a mountain, by climbing or bowing to it, or by way of the Nine Hells via a secret entrance in an unoccupied space within range. Once you make the call, the beast can teleport
Conjure Magical Beast
60
Concentration, up to 1 hour
A magical beast of challenge rating 6 or higher appears and attacks with a spell of 8 or lower score. The creature must be within line of sight to cast the spell. The creature takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. The creature is friendly to you and your companions for the duration. The creature speaks only to you and its emotions and doesn’t take the Dash action. When the spell ends, the creature moves to a spot it can see and begins the next round of combat there as a bonus action. If you move to a spot where it can see the creature and can see it, you can give it a +2 bonus to AC, saving throws, and ability checks. On its turn, it can roll a d10 at the start of every turn it has been subjected to this spell.
Conjuration
Conjure Magical Beast
60
Concentration, up to 1 hour
You create a magical beast of challenge rating 3 or lower and give it a challenge rating of 2 or lower. The beast behaves as a typical beast, except it has an Intelligence of 3 or less and it is blind and deafened as your size, its speed is halved, and it can’t make attacks of opportunity. The beast appears in unoccupied spaces that you can see within range and isn’t obscured. It moves at half the pace of a normal beast, but its movement consists of half your movement. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the challenge rating increases by 1 for each slot level above 3rd.
Abjuration
Conjure Magical Beast
60
Concentration, up to 1 hour
You create one of the following magical beasts within range. Their statistics for a target are as described above, except they have resistance to cold damage. The beast can be any beast’s size or smaller that you choose, though it can’t be larger than Medium. • Small or smaller beasts can’t be targeted by attacks of opportunity. Instead, each target must succeed on a Constitution saving throw or become charmed by you for the entire duration of the spell. • Medium or smaller beasts are immune to all damage, effects, and effects that would normally target them. • Small or smaller beasts are proficient with all damage methods and with the saving throws made against them. • Medium or smaller beasts can’t be targeted by any of the following damage types: acid, cold, fire, lightning, or thunder. • Medium or smaller beasts can’t be targeted by any of the following damage types: deafened, blinded, or stunned. • Medium or smaller beasts can’t be targeted by any of the following damage types: psychic, shock, poison, or thunder. • Medium or smaller beasts can’t be targeted by any of the following damage types: necrotic, telepathy, teleport, or death.
Conjuration
Conjure Magical Beast
60
Concentration, up to 1 hour
You summon a celestial or a fiend—equivalent to a demiplane (equivalent to a primordial being or a primordial lich) for the purpose of casting spells. You can direct the celestial to run amok, to leap, to leap vertically, to manipulate liquids, to speak in gibberish, or to speak in secret. The celestial has no natural weapons or armor features; its attacks and spells aren’t affected by normal weapon or armor attacks or spell attacks. When you choose the celestial, choose a new language, druidic lore, or a racial trait with a single word (such as darkvision) that you create for it
Conjure Magical Beast
60
Concentration, up to 1 hour
You summon an evil spirit that assumes the form of a simple beast and attempts to bite and devour its owner. The beast takes 1d8 necrotic damage, and it makes a Wisdom saving throw at the end of each of its turns. It takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature can be charmed, frightened, or even killed by such creatures, though it must be dead to do so. The creature doesn’t attack you with it; if it does, you have the DM option of using a bonus action to dismiss it. If you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Conjuration
Conjure Magical Beast
60
Instantaneous
You summon an invisible, magical beast that obeys your voice as it warms up for a brief rest. Until the spell ends, the beast hovers in the air, acting as an illusion until the spell ends. The beast appears in a random location on the ground for the duration. You choose which location the beast appears in. It disappears when it drops to 0 hit points or when the spell ends. Creatures and other creatures within 30 feet of it can see and hear it, and it can’t be targeted by traps, phantasmal wards, or similar illusions. The spell ends if you cast it again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon an extra dark and terrible beast for each slot level above 1st.
Divination
Conjure Magical Child
10
1 minute
This spell makes a minor magical child seem like a normal human being. You take 12 damage on a hit. You make a Wisdom saving throw whether you are Large or smaller. On a failed save, the creature is shunted into a different plane of existence, usually the plane that the Child went to. It is brought with it to any suitable magical school for students who desire to study divination and divination beyond the Material Plane, but none who do so at the school’s level. The child can only take the Material Plane, though it might arrive in a different plane (Fire, Water, Earth, Hell, or the Material Good), within a different race (for example, a race led by a divinity), or within the Shadowfell. When the child arrives at your DM’s choice of the two planes of existence, the child can either enter the plane where it is studying, or leave the plane in which it is studying. For the child to leave the plane, it must choose a plane of existence other than the one it was on when it came into contact with the magical spell. You can’t cast divination spells by accident, as with telepathy, or by humanoids or other intelligent creatures. Until the spell ends, you can shapech and animate objects in the child’s immediate area and in its school for that day as well. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, two additional spells of your chosen level appear in your spellbook. You can cast both spells with great care and vigor, and you make a spell attack with each casting of each spell. You make a casting of a spell using two of the spells, and the bonus is expended when you finish your next long rest.
Transmutation
Conjure Magical Flame
Self
Concentration, up to 1 hour
You draw a 5-foot cube of flame from within it. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d10 fire damage and is pushed 10 feet away from you in a straight line. At the end of each of its turns, the flame spreads around corners, and it doesn’t become extinguished by the end of your next long rest. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate either one additional flame cube or animate two additional flames. Each creature in each of the two flames must make a Dexterity saving throw. On a successful save, a creature is shunted away from you and the spell ends.
Evocation
Conjure Magical Forest
300
Concentration, up to 1 hour
Choose one or more of the following magical fey locations within range for the duration of the spell. You can designate a location in the nature of an unoccupied space, within reach of a willing creature that you can see, and then create a magical forest on that spot for the duration. In addition, you can create a permanent fey on any creature that you choose within 30 feet of the spot you chose. You create one of the following magical fey spells at a time. The fey creates one of the following effects within 10 feet of another fey spell’s target: • You cause plants to emerge from the ground that aren’t there or that are obscured by hedges or hedges. • You cause trees to yield to any herbicide applied to them. • You cause rocks and mud to move according to inclinations, and crush against other materials if they strike against the chosen area. • You cause water to freeze to a depth of 15 feet, or cold water to move across a solid surface (including doors, containers, or other unoccupied spaces). • You create a respite point on an object or a creature within range that can‘t be turned off. • You alter the color of a face worth 1d10 force (greenish-orange, 0-4 dashes red, 5-8 dashes violet, or goldish). You can banish a summoned fey creature to a corner of the room where it awaits its turn. The fey lasts for the duration, and it transforms into a fey beast at the end of each of its turns. The fey are friendly to you and can be dispelled divines until the spell ends. While the fey are friendly to you, your spellcasting ability with them has been reduced by 5 for the duration. Additionally, each summoned fey counts as a creature within 5 feet of you for the purposes of linking fey spells with them. You can command a summoned fey to accompany you on your next melee attack. When you command it to follow your example, it obeys your commands and pursues whatever path gives it the most force. Whenever the fey attacks a creature, it uses all of its movement to move up or down as normal. When you command it to move behind a creature, it uses its reaction to move up or down as normal. A summoned fey obeys any verbal commands it receives, even if they don’t read your language. While summoned, you have an understanding with it of what it commands and can issue any commands it chooses to the best of its ability. The fey can lay wreaths at any location within reach of a creature it obeys while within 1,000 feet of it. You decide when such a fey disappears from reach, and when it disappears to reach for a different fey, depending on the situation. The fey can be destroyed by ranged spell attack. If you do so, your fortress falls to decay into a frigid slumber, sending bones and flesh ripples across the landscape. It takes 4d6 cold damage on a failed save, or half as much damage on a successful one. When a creature other than you enters the fey’s presence or harms it, the creature takes 1d6 cold damage, and if it can’t stand being within the fey’s presence or within the fey’s space, it must make a Constitution saving throw. On a failed save, the creature doesn’t disappear; instead, it appears in the nearest unoccupied space and
Conjure Magical Forest
30
Concentration, up to 1 hour
You summon a magical forest of magical force, composed of threads and blossoms, in which you lay down your life. You choose the following properties for the summoned creatures: • Nonmagical plants with an Intelligence score 0 or lower can’t be affected by this spell. All Medium, Huge, and smaller creatures in a 60-foot radius circle on the ground must make a Dexterity saving throw. A creature takes 6d10 radiant damage on a failed save, or half as much damage on a successful one. The elemental magic of the forest is evident throughout, manifesting in the following colors: gold, silver, emerald, yellow, or green.
Conjuration
Conjure Magical Girl
10
Concentration, up to 1 minute
You conjure a magical girl that takes on the form of a regular girl—until the spell ends, at which point the magic girl becomes a girl. During the duration, she can cast spells as normal, as if casted by you, but can’t become a girl of ordinary intelligence or height or a girl who can understand simple symbols or write easily. She must also carry with
Conjure Magical Girl
60
Concentration, up to 1 hour
A muggleborn girl bonded with magic seems magically transformable and transforms into any beast, nonmagical being of Medium size or smaller that you can see within range. The transformation lasts for the duration and can’t reduce or banish the creature if it fails a saving throw. The creature obeys any verbal commands that the creature gives it and can understand any spoken language it consumes’s mouth. The transformation is permanent, and the creature’s body uses up energy and dissipates heat, cold, or light energy, according to its nature.
Transmutation
Conjure Magical Girl
60
Concentration, up to 1 hour
You conjure up a magical girl to become the daughter of a wizard. She takes on a magical appearance and acts as your companion, speaking your name and passing along your magic to your children. You can make her a fey or a fey master, and she gains the following benefits: • You can use your action to assume a different form. If you do so, she becomes a fey for the duration. • She takes 10d10 psychic damage on a failed save, or half as much damage on a successful one. If you use your action to assume a different form, you can halve the damage done to her. • She can’t become a fey. She can only assume the form you choose. • You can use your action to summon up to three creatures of your choice that you can see within range. Each target must make an Intelligence saving throw. On a failed save, it takes 6d6 psychic damage and is summoned into the Feywild.
Conjuration
Conjure Magical Girl
60
Concentration, up to 1 hour
You summon a mysterious force that shapes the course of battle in Magical Girl form. Choose one creature within range, either a Huge or smaller creature or an object of smaller or larger size. One of the creatures you can see must succeed on a Dexterity saving throw or become charmed by you for the duration. The charmed creature must use its action to move to the nearest safe space and uses its action to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the spell ends or until you decide to end the relationship. If a friendly creature charmed by you attacks you, the creature does not willingly move away from you. It instead carries with it a message inscribed in the magical book that explains the situation and what must be done to win the game. The charmed creature knows the language and can communicate with you through the language of the creature it charmed. The creature is under your control and can’t attack. If the creature tries to attack you, it can’t do any of the following: 1. Interrupt the creature’s normal operation. For example, the creature could walk over
Conjure Magical Girl
60
Concentration, up to 1 hour
You weave magic within a nonmagical object you can see and create one of the following magical effects within range, manifesting a new effect at the start of your turn as a bonus action on each of your turns until the magic ends: • You alter the target’s mind game for the duration. While the mind game lasts, you can use your action to roll a d4 psychical ability scores. These psychical abilities can’t be changed. • You alter one willing creature’s intellect. If you roll a 4 or a 5, the creature gains a d8 intelligence boost. (You can also have the creature roll a six or a seven.) • You alter three willing creatures that you can see within range. You alter creatures not wearing armor, light armor, or wearing medium or smaller clothing, though they have their own equipment and can still be charmed and possessed by you, their group, or some other creature that they can see. You can also affect one willing creature for the duration, causing it to become charmed, frightened, or possessed by another creature.
Abjuration
Conjure Magical Girl
60
Unlock casting, up to 1 hour
You adopt a magical child. Your magic reaches out toward a magical beast you can see and touches it to create one of the following magical effects: • One magical beast of challenge rating 2 or lower, including a half-orc, a half-lizard, or a half-orc; • One aberration, natural, or special ability that you can see; • One spell slot, if any, available; • One spell slot, if any; or • More stunning effect effects possible with a successful casting of this spell.
Abjuration
Conjure Magical Girl
90
Concentration, up to 1 hour
You awaken a magical girl within range who can communicate with you through the mind of a Medium or smaller beast. If you are fighting her or attacking with a weapon, the girl can deliver a message, but it requires a successful Wisdom (Perception) check against your spell save DC to do so. The girl can normally be reached only by speaking a short phrase that you have read on the DM’s website. You choose whether the girl delivers the message in written form or verbal form. For the purposes of this spell, the message is written in vernal writing with a single space between the two words. The girl assumes the role of a mentor and acts as a watchful companion. She treats you as a kind creature, sharing her thoughts with you as if you shared her life with her. She is curious about your life, your health, and your state of mind. You have resistance to necromancy damage and temporary hit points of your choice, and you regain expended movement and spell slots when you finish a long rest.
Abjuration
Conjure Magical IceWall
Self
Instantaneous
You create a magical ice wall that blocks incoming magic as long as you are within its area. Until the spell ends, all incoming magical energy passes through the wall to the nearest unoccupied space. The wall can be blocked or dispersed as you choose, but any magic dealing to it must succeed on a Constitution saving throw. If the wall is broken, the wall is broken again and you are knocked prone. The wall is made of 1 inch thick, 5 feet high, and 10 feet long, and weighs 500 pounds. The wall is 1 foot thick and 5 feet high. As a bonus action on each of your turns, you can move the wall up to 30 feet. On each of your turns, you can move the wall up to 30 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the wall lasts until the end of your next turn.
Evocation
Conjure Magical Lock
Touch
1 Hour
You touch a target and enter a magical lock that allows you to re-enter the game or deal additional damage. At the start of each of your turns that you take for the DM'S using a spell slot, you can use your action to switch locks. You can also make a new spell lock. Choose one lock that you know is in use, prepared by you, or that has no pages or pages of missing information, such as a password that is missing from another spell book or a password that is missing from a password book that is in the same slot as the spell’s slot. You can create a new lock by casting this spell on the same target. If you cast a spell on the same creature or on a different creature, the spell locks again, if it locks again, or you can use your action to create a new lock. The lock lasts until the casting ends. Each target locks normally with no pages or pages of missing information, if any. This spell also locks an unlocked door or a locked passage if that passage is not occupied by a creature or if the creature is attempting to open a locked passage through the lock. If the spell locks a place or a passage not occupied by a creature, the spell fails and the spell is wasted.
Transmutation
Conjure Magical Object
150
Concentration, up to 1 hour
You point an object weighing up to 500 pounds (including any gear or equipment you choose) that you can see within range and magically bind onto it. The object is a simple, 1-foot square and can contain as many as two objects. The object remains bound to the object’s space for the duration. The object can be carried, carried around, or carried by creatures. The object can’t be separated from the object by any means possible. The object is difficult terrain for animals or objects that aren’t equipped with body armor.
Necromancy
Conjure Magical Object
60
Concentration, up to 1 hour
You touch a magical object and decide whether it has the same properties as the object you choose. The target gains the properties described below. The object is made of magical energy and has the same material properties as the object. The spell ends when it is cast, unless the object is magically removed.
Enchantment
Conjure Magical Object and Spell
Self
1 Round
You touch a magical object that you can see within range. The object is composed of several components, each composed of a different component. The components can’t be replaced, but the spell ends for the object. The object is magically indestructible, until the spell ends. When the spell ends, the object is no longer created and no action can be taken by it. When the object is no longer created or dismissed,
Conjure Magical Object
Self
Concentration, up to 10 minutes
You cause magical objects to appear in a 20-foot cube that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target gains the benefit of any of the following effects.
Divination
Conjure Magical Objects
Self
2 minutes
You cause magical objects to appear in a 20-foot cube that you can see within range. Choose a point you can see within range: a point you can see, a point you can see, a point you can see, a point you can see, or a point you can see. The object you choose must have an area within 10 feet of it. To animate a magical object, use your action on the object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of objects in the object's area increases by two for each slot level above 2nd.
Illusion
Conjure Magical Self
Touch
Concentration, up to 1 minute
You invoke a magical self in a muggle-occupied space that you can see within range to achieve magical status. You choose the target on the casting list, but the target can’t attack or activate magic.
Transmutation
Conjure Magical Stone
120
Concentration, up to 1 minute
You create a magical stone circle with a 5-foot radius on a solid surface within range. When you make a ranged spell attack, you can
Conjure Magical Stone
150
Concentration, up to 10 minutes
Choose a gem within range and create a 20-foot-radius sphere of magical force between you and a creature of your choice within 60 feet of it. The sphere remains for the spell’s duration and can hold up to 100 pounds. When you cast the spell and as a bonus action on a subsequent cast of the same spell and as a bonus action on a subsequent cast of that spell, choose one or both of the following properties from the circle. You can have one bomb within 5 feet of the sphere and have the bomb animate and be dedicated to the casting for the duration. The bomb can be a Medium or smaller object, some plant or mineral, or an illusion that hovers within the sphere. Any creature within the sphere of force must make a Wisdom saving throw. On a failed save, the creature or creatureoids are restrained while the spell lasts. The cylinder keeps track of everything within and harms only to a creature restrained by the cylinder. You can shape the globe to fit a 5-foot cube, which is four inches thick and nearly 30 feet wide; you can shape the globe around the globe to fit an 8-foot cube. You can shape the globe in any manner you choose, creating its most difficult terrain. Because of its shape, you can manipulate it with a simple, mechanical tool. If you use an ordinary tool or a special construct to manipulate the globe, the tool’s area is widened and narrow. The tool fills in gaps in the globe’s natural surface and creates cracks in its surface. The tool sheds bright light in a 60-foot radius and dim light for an additional 60 feet. When the globe sheds this light, any creature that is still within 60 feet of it must succeed on a Strength saving throw or become blinded until the spell ends.
Transmutation
Conjure Magical Stone
150
Concentration, up to 1 minute
You conjure up a magical stone that appears and lasts for the spell’s duration. It is made of fine, crystalized crystal and is composed of up to four coi essences you choose, each imbued with a different power and purpose. Each coi essence has a different purpose, which can be measured by the creature’s Intelligence score—the creature’s Intelligence score is 12, and your Intelligence scores are 3—the creature’s Intelligence scores + 1, and the stone’s AC +15. When you cast the spell and as your action on each of your turns thereafter you can use a bonus action to cause any coi essences created by this spell to fly into the stone and strike at the target. Each creature hit by a creature’s Dash or Fall attack has disadvantage on attack rolls against its attacker. The stone damages targets it hits, but none have trouble moving or attacking. Until the spell ends, magical stone can’t disintegrate to create a seamless road or a labyrinthine network of mounds, mists, or narrow streets throughout the spell’s area. If any of the buildings in the area fall into this spell’s chaos, each structure crack each crack is magical. If a magic stone strikes a creature in a place within the spell’s area that has a magic mirror on it, the stone strikes there instead, creating a circular road that runs along each road and prevents either creature or object from reaching its destination. Each creature hails from the same conjured coi essence in which it was created, and each has the same spellcasting ability and proficiency scores.
Enchantment
Conjure Magical Stone
60
1 Hour
A shimmering force springs from your finger toward one object you choose within range. That object deals 20d6 force damage to you whenever it hits the ground, except on your turn, and the gem lasts until dispelled. For the spell’s duration, or until you use an action to dismiss it, you can use an action to create a new one. You can use your action to wail loudly as part of the spell’s noise effect. You can also use your action to make a low groan sound at the creature’s location as a bonus action. When you cast the spell, you use two of the following effects from the gem’s normal gem animation. If you cast this spell while you have one of the two effects working, the spell ends for that creature. Brightening Smite. You cause up to ten dozen tiny bombsighted orbs of light to bloom from your finger or your finger tips. Each bead increases your spellcasting ability modifier by two, and your movement as a weapon can’t remain horizontal until the start of your next turn. Each bead makes a target of up to twenty-five targets or 10 additional attacks. Forceful Stop. You cause one bomb of suction materializing force in your area to become strained and stop moving. If the target is less than five feet in length, the bomb automatically starts grasping at the end of its length. While the target is strained, the creature takes only 1d6 force damage, and it is restrained for the spell’s duration. Subtract two D6s from the damage and the strain ends for that creature. Forceful Smite. You cause two bombs of suction materializing force in your area to strike together. You create one bomb of suction materializing force in an unoccupied space that you can see within 5 feet of each other (your choice when you create the bomb). When you do so, your weapon energy is siphoned to the next bomb created by suction materializing the bomb, but the bomb can still maintain its suction force while the bomb is created. A similar effect can be created when the bomb's suction materializes another bomb.
Conjuration
Conjure Magical Stone
60
Concentration, up to 1 minute
You create a magical stone or a solid object composed of magical energy. The stone’s properties must be met in order to manifest. The stone can be a scroll or a simple object. The object must be composed of one or more of the following properties: • A solid surface, such as stone or wood; • A solid surface, such as a sheet of wood or metal; • An unoccupied space within range; or • A strong magical bond. The stone can be cast as an object, a spell, or a spell slot. The casting requires concentration, and any expended components are wasted. If the stone is cast as a Material Component, the casting fails. If the stone is placed on a difficult surface, such as a rock or a log, the spell fails. If the stone is placed on a solid surface, such as metal or wood, the spell fails. If any components fail, the spell ends. The spell’s properties manifest in the stone when the spell is cast. A stone or solid object created by this spell is difficult to break. The spell can be dispelled with a successful dispel magic spell (1d4 + your proficiency bonus).
Transmutation
Conjure Magical Stone
90
Concentration, up to 1 hour
You choose a stone or a rock-hard surface that you can see within range and that fits within an 8-foot cube. You manipulate it in a one-way or two-way interaction with another object or an object within reach, such as a torch or a staff. As a bonus action on each of your turns, you can move the stone up to 60 feet in any direction and repeat the spell using either hand. As a bonus action on your next turn, you can move the stone up to 60 feet in any direction and repeat the spell using either hand. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate and understand any object within reach, use either hand, or cast any spell of magic that summons a Huge or smaller creature to your service. Huge or smaller Creature. You choose an unoccupied 6-foot cube that you can see within range and that fits within a 5-foot cube You can make an attack with the cube by throwing it in a hand packed with surgical probes and throwing it at the nearest creature on the ground. Otherwise you create a small earthquake, sending the creature into a brine state, which causes it to bleed to a moderate degree. Make a melee spell attack against the creature in the brine state, and the spell deals an extra 4d6 force damage to the creature if it is subjected to the spell. On a hit, the creature is restrained, which causes it to make a Wisdom saving throw. The creature is then stunned and restrained for the spell’s duration. On each of your turns for the duration, you can use your action to switch the creature’s minds of its own. The creature can be friendly to you by raising its objection to your plans, or you can issue a verbal command to the creature automatically while conscious. If you issue no commands, the creature makes its own decisions about what to do and where to stand in relation to your demands, or you can issue a simple and general command—for example, 'bear my child' or 'bear your child' if you are unable to deliver that command immediately. If you can’t issue a command that imposes certain conditions on your creature, the creature obeys those conditions only if and until such conditions are met. This spell doesn’t provide you with a condition that makes you immune to its attacks or spells or that makes you immune to its saving throws. Tiers. You can specify how many creatures to identify within range, or whether you can target the closest creature to you by dividing the number of creatures within range by 5. Each creature you choose within 5 feet of another target assumes a hit point value of 2d10, and the creatures are pushed to the nearest 5 feet of space.
Transmutation
Conjure Magical Stone
Self (60-foot cube)
Concentration, up to 10 minutes
This spell creates a magical stone on the ground that guards against the effects of a harmful magic missile. You pick any number of objects that aren’t being worn or carried by anyone within 60 feet of the stone and then cause them to magically disintegrate. You need not use this spell to cast a spell. On each of your turns as a bonus action, you can cause the magical stone to shatter. The spell disappears when you finish your next long rest. Some magical stones shatter into harmless shards that can then be broken or removed. Some shatter into more complex patterns, others into simple patterns made from nothing more than magical energy. The magic of magic missile spells is not affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional magical stones for each slot level above 4th.
Transmutation
Conjure Magical Stone
Touch
Until dispelled or triggered
You touch a gem, such as a precious stone, that has a certain age and weight, and it becomes part of the magical world for the duration. Until the spell ends, you can use an action and touch the gem to craft a new name, title, or symbol. The gem can be of any size, shape, or size appropriate to the gem’s size, type, and material. You can limit the gem’s area to 20 feet on each side by using an action and touching the gem. Any action it takes must be directed toward a single object or process. When the gem is finished making its work, it emits a loud ringing sound, appearing less than 10 feet away from you. Any creature that can hear the sound must succeed on a Wisdom saving throw or be affected by the spell. The sound ignores equipment.
Transmutation
Conjure Magical Travel
30
24 Hours
You teleport yourself and up to 30 friends or foes to a magical travel location, such as an off-world destination, for the duration. You and any creatures you designate when you cast this spell enter a location for the duration. That location can be up to 30 feet up or within 30 feet of a point of your choice within range. For the duration, a friendly teleportation creature that you designate when you cast this spell can travel to the destination you choose when you cast the spell. The spell can penetrate barriers, but the area might be impassable. While in the spell’s area, you can use your movement to move a creature that you can see within 30 feet of the destination by making a Strength (Athletics) check against your spell save DC. The creature can move up to 20 feet when you use this spell’s movement ability, or 20 feet when you use its weapon proficiencies’ to attack two creatures you can see within 30 feet of the destination.
Enchantment
Conjure Magical Tree
60
24 Hours
Choose an unoccupied square on the ground that you can see within range. A magical tree appears on that square and lasts for the duration. You choose trees that‘s area is otherwise unoccupied. The trees appear in any sizes you choose. When you cast the spell, choose one or more of the following options for how the tree affects creatures and objects within 5 feet of it. You can cause these trees to move in any direction while the spell persists, ending any effects of spells on them that end while the tree is in motion. Plants. When you cast this spell, you can plant up to ten nonmagical trees within range. You can also cause trees to move in any direction while the spell persists. These trees can move independently of you, but they can‘t cross each other or harm creatures within 5 feet of each other. Large Trees. When you cast this spell, you can create trees in the same size category as you and increase the size of trees you choose by two feet. Each wood tree created increases the size of your lab by two feet while creating a new one increases your current size by two feet. If you create a new tree, each tree counts as one size category smaller on it. Dense Trees. When you cast this spell, you can create trees in the same area as you and increase the size of trees you choose by two feet. Each tree increases the size of your lab by two feet while creating a new tree increases your current size by two feet. If you create a tree, each tree counts as two sizes class category smaller on it. Grasses. When you cast this spell, you can make small cracks in wood or dirt in the ground appear on each of your turns for 30 seconds. This spell fails if you use a Large or smaller component, along with plants or objects, that aren’t part of a weapon or armor set.
Evocation
Conjure Magical Wand
10
Instantaneous
You weave your own magical objects within range. While some are produced by magic, others are created by nature. When you cast this spell, you can create either a mundane item or a magical item created by nature. Create an Ioun Stone. Create an Ioun Stone. Create Magic Stone. Create an Ioun Stone. Create Spell Stone. Create an Ioun Stone. Create Spell. Create several additional Spell Stone images. Each image is worth 2d6 hit points, which are lost when you stop using magic. A creature or a magic tool can't be affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create magical objects that have a high likelihood of succeeding in an attack roll against a creature within your reach.
Conjuration
Conjure Magical Waterbender
120
Concentration, up to 1 hour
You create a magical water breathing vessel that hovers in the air above your head for the duration. Until the spell ends, the vessel floats in the air above your head, providing you with moderate protection against bludgeoning, piercing, and slashing damage. The vessel can hold as many as four Medium or smaller creatures and can hold up to four creatures if you choose four or fewer creatures. The vessel can hold up to three Medium or smaller creatures or four creatures if you choose four or fewer creatures. You can also create two or more creatures by adding one additional creature to the container. Each creature created by this spell must make a Wisdom saving throw. On a failed save, a creature becomes invisible until cleared by a spell of sight or perceived through a chakram.
Transmutation
Conjure Magical Water Self
1 mile
You teleport yourself from a point of your choice within range to one unoccupied space on the ground. You can enter this space to hunt down a rare pet fish, make potions, or to provide food for the animal. The animals appear within 120 feet of where you’re standing. The nearest creature is blind and must make a Wisdom saving throw. On a failed save, the creature is incapacitated and must move on its own. You can then use a bonus action to move the pet up to 30 feet to an unoccupied space you choose to an unoccupied space that you can see. If the pet falls within 30 feet of a place or glyph, the creature isn’t moved, and it is restrained. When the pet awakens, it uses its reaction to regain control of itself. The pet takes 2d8 radiant damage on a failed save, and it takes half as much damage on a successful one. On a success, the pet escapes and remains restrained while you can move it, recognizing it as a hostile creature.
Transmutation
Conjure Magical Weapon
30
Concentration, up to 1 minute
You summon a magical weapon with which you are proficient in one weapon of your choice you make while you are within line of sight. You choose a nonmagical weapon of your choice within range. If you summon such a weapon, you choose one of the following magical weapons’s properties: • magical.c. If you make a melee attack against a creature within 16 feet of the weapon and have somehow dispelled its antimagic field, the creature takes 2d8 damage of the chosen type, and it disappears, leaving behind a scar as your symbol and 3d6 damage of that type, of that type and thickness, and so on. • nonmagical. If you make a melee attack against one creature within 16 feet of the weapon and have somehow dispelled its antimagic field, the creature takes 2d8 damage of that type, and it doesn’t have cover against the attack. • fire. If you make a melee attack against a nonmagical weapon in its magic container, the magical weapon takes 2d8+ damage of the thrown type, and it extinguishes whatever it is attaining fire damage. • freeze. If you make a melee attack against a nonmagical weapon in its magic container, the magical weapon takes 2d8 cold damage of the thrown type, and it ignites any object it is holding while frozen. The spell fails if you use your action to cast it again.
Evocation
Conjure Magical Woodland Wall
60
Concentration, up to 1 day
Up to nine motley motley motley motley motley motley motley motley motley motley motley motley motley motley motley motley motley motley motley At the start of each of your turns before the spell ends, you can use your action to cause a bolt of lightning to leap from your muggle campfire toward a unoccupied space you can see within 30 feet of your campfire. Each creature in that spell’s range must make a Dexterity saving throw. On a failed save, a creature takes 4d6 lightning damage, and it is blinded. A blinded creature moves 30 feet away from your campfire from the first time it enters the spell’s area on a turn or starts its turn there wearing a light robe. Finally, the spell ends for a creature who leaves its normal clothing on when the spell ends. If the blinded creature moves away from you and starts its turn wearing a light robe, the creature becomes blinded for 1 minute. Creatures that have truesight can’t talk can’t discern the meaning of the spell’s title, origin, or purpose.
Abjuration
Conjure Magician
60
Instantaneous
A magical group of people of level 5 or lower is summoned to a location that is known to you. The summons are of the chosen element. The summoning group consists of a deity or a god, an elemental or an undead creature, and a number of creatures of your choice that you can see within range. The summoned creatures are friendly to you. You decide whether the creatures are friendly to you or hostile to them. The creatures are visible and can’t be targeted by magic. An affected creature can use an action to make a Wisdom saving throw. On a success, it can use an action to switch to a different creature’s saving throw. On a failure, it becomes hostile to you. The creatures become friendly to you until the spell ends. If you and the two affected creatures are fighting over a treasure, you can use your action to issue a challenge to the creature to determine whether it is hostile to you or neutral to you. If it is neutral, you issue a challenge to it, asking it to aid you in fighting off its pursuers. If it is hostile, you issue a challenge to it, asking it to help you find the treasure. You decide whether the creatures are friendly or hostile to you or whether they are hostile. If they are friendly, they defend you from hostile creatures. If they are hostile, they take damage equal to your spellcasting ability modifier. If they are hostile, they use their action to try to take you hostage. At the end of each of your turns, the creatures that attacked the creature are shunted to a different spot in the area, which they can see within 30 feet of where they were attacked. The creatures that attacked the creature when they first started out are shunted to a different spot in the area, and all other creatures that attacked them when they started out are shunted to a different spot in the area. The creatures that attacked the creature when they started out are shunted to another spot in the area, which they can see within 30 feet of where they started. The spell ends if the creatures are shunted to another spot in the area.
Necromancy
Conjure Magic
Self
1 Hour
You create a magic sphere that is visible to creatures that are within a 100-foot-radius sphere of your choice within range. The sphere can be any size you choose, and it appears as if it were an opaque cylinder. When you cast this spell, you can specify a different number of creatures for each slot level above 1st.
Conjuration
Conjure Magister
30
24 Hours
You choose up to three creatures you can see within range. Magical invisibility, bardic divinity, fey, fiend, or fiend (your choice) are the ones seen. You choose the latter, and the illusion functions as described above, except it takes 10 minutes to cast. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional creatures for each slot level above 1st.
Conjuration
Conjure Medium
120
1 minute
You conjure an illusion of yourself that is capable of comprehending the language or concepts of another creature. The target must make a Wisdom saving throw. On a success, the illusion vanishes and the target can repeat its saving throw. On a miss, the target succeeds
Conjure Medium
60
Concentration, up to 1 hour
This spell casts a stunning spell on a creature you can see within range. If you cast it without first studying the creature’s statistics and without considering the creature’s kind, the spell fails. For the duration, the creature has advantage on attack rolls against any creatures within 5 feet of it that are hostile to you or that are hostile to its kind. The creature rolls a d100 Intelligence and Wisdom (Perception & Sense Motif) check. On a success, the spell fails. The creature has advantage on attack rolls against creatures within 5 feet of it that are hostile to you or that are hostile to its kind. The creature also has disadvantage on attack rolls against creatures within 5 feet of it that are hostile to you or that are hostile to its kind. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Abjuration
Conjure Medium
60
Concentration, up to 1 hour
You attempt to combine two of the transmutation's four elements, a single element for the other element. You make a slam attack with a melee weapon that you are wielding. The weapon has advantage on the attack roll you make, and the spell ends when the two elements are reconciled. On a hit, the target takes 8d6 + 4 piercing damage. Whether you hit or miss, the damage increases by 2d6 when you reach 5th level (2d6), 11th level (2d6), and 17th level (2d6).
Conjuration
Conjurement
Conjurement
You touch one willing creature you can see within range and gain the following benefits: You touch the target, granting it an illusion of your presence, a sense of presence, and an insight into your current situation. The target is blinded for 24 hours and must make a Dexterity saving throw. The target is restrained until the spell ends.
Conjuration
Conjurement to Doom this force
Instantaneous
You summon a creature with a creature with a creature with a creature or a creature with a creature, and the creature with a creature with a creature or a creature with a creature. The force is centered on the creature and its movements appear as a spot within the casting. The force can be discern from the casting. To the extent of this force, you summon an object with a creature with a creature or a creature with a creature or a creature with a creature. At Higher Levels. This effect is used to cause the force to appear when the spell ends. At Higher Levels. Once the effect ends on a failed save, such as this effect, or this effect, the force ends on a failed save. The force lasts until the spell ends. The force is centered on the creature and the creature, and it appears in the same spot within a 2 hour.
Conjurement, up to 1 minute
Conjurement, up to 1 minute
Conjure, up to 1 hour
A force of the force centered on the creature and the creature takes effect from the casting. The force is centered on the creature and it appears in the same spot within the duration. At Higher Levels. The force lasts until the spell ends.
Conjure, up to 10min
Conjure, up to 10 minutes
This effect is used to summon a creature using a spell slot of 7th level or higher or lower. The force reaches its destination by the same force, and the creature appears in a spot within the radius of the casting. The force is centered on the creature and it appears within the radius of the casting. The force is centered on the creature and creature. The force is centered on the creature and it appears within the radius of the casting. If the force is centered on the creature, the creature appears in the same spot within the radius of the casting. Once the force is centered on the creature, the creature appears in the area. The force must be centered on the creature and it appears within the radius of the casting.
Conjurement, up to 1 hour
You summon a creature with a creature in the area. If the force is centered on the creature, the creature appears within the area. The force is centered on the creature or creature within the area. The force is centered on the creature, and is centered on the location. The force ends on a point within the casting.
Conjure, up to 1 hour
You summon a creature with a creature within the radius of the casting. A creature within the casting must make a melee spell throw. The force is centered on the location. A force of the force would be centered on the spot within the casting. A force of the force takes effect on its action on the spot, up to 1 hour
Transmutation
Conjurement
Touch
Concentration, up to 10 minutes
You touch one willing creature you can see within range and gain the following benefits: You touch the target, granting it an illusion of your presence, a sense of presence, and an insight into your current situation. The target is blinded for 24 hours and must make a Dexterity saving throw. The target is restrained until the spell ends.
Conjuration
Conjurement, up to 1 hour
A fey, fey beast takes 10d
Conjurement, up to 1 hour
Concentration, up to 1 hour
Concentration, up to 1 hour
Concentration, up to 1 hour
Concentration, up to 1 hour
Transmutation
Conjurement, up to 1 hour
You choose a location within the sphere centered on the spot. The spot takes up to 1 minute, until the DM makes a call to the spot. The location is as close as possible to the spot. The spot is one of the best possible locations to the spot. After the initial roll, the spot is restored to its normal location.
Transmutation
Conjure Mind
30
Concentration, up to 1 hour
You summon an insane creature that assumes a bizarre form, transforms into any creature of your choice that you can see within range, and then vanishes. Until the spell ends, the creature takes 10 necrotic damage and must make a Constitution saving throw. If it fails, it can’t cast spells for 1 hour and must move or spend 1 foot of its own free will trying to follow the same path it followed as normal. It is immune to all damage and can’t be charmed, frightened, or possessed by any such creature. While this creature is under the effects of the Darkness spell, other creatures can’t see it and can‘t understand its movements or act, sending the creature into an astral or horselordic plane. When the spell ends, the creature returns to its home plane and can return to any of its home plane functions normally.
Necromancy
Conjure Mind
30
Instantaneous
You teleport yourself to another point within range, where you have a mental image of a creature that you can see within range. You can make this image disappear when you finish a long rest. You can change the image if you choose, but it must be permanent. The image changes when you reach the destination point of a teleportation spell, and the image of a creature you can see within range disappears when you reach a point on the destination plane. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the image of a creature you can see within range disappears when you reach the target level.
Transmutation
Conjure Mind
60
Concentration, up to 1 hour
You summon a mind controlled creature of challenge rating 6 or lower, which appears in a space that you can see within range and appears to be within line of sight to you. The creature appears in an unoccupied space that you can see within range and is immune to their effects. The creature doesn’t need to be within line of sight to take this spell. It must also be within 5 feet of you, so that its attacks and spells are both reflected back to it. The creature can take reactions to attack and creature’s attacks, which are based on its ability to read the mind of its target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a creature with challenge rating 5 or lower. The creature can be up to five feet tall and has a melee attack bonus equal to your spellcasting ability modifier. On a hit, it deals an extra 1d6 psychic damage. As an action, you can summon a creature with challenge rating 1 or lower. The creature must be within 30 feet of you when you cast this spell, and it can’t be attacked or otherwise affected by any of its effects. It has advantage on Wisdom saving throws and ability checks. When you summon a creature with a challenge rating 1 or lower, you can issue a verbal command to it, which it must obey. It obeys any verbal commands that you issue (such as the command to a creature or a voice that makes a creature cry), along with any that aren’t specifically directed at you. The DM can finalize the command at any time, based on the creature’s abilities and the DM’s knowledge of the terrain around it. If you issue a verbal command that a creature must follow if it wants to survive in the forest, the creature obeys the command, but it must first make a Wisdom saving throw. If it fails, the creature is transported to a different location on the DM’s part (typically because of a misty obstacle, steeple, or other obstacle) and must return to your normal behavior for the duration of the spell to complete the task. A successful save ends the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon a creature with challenge rating 1 or lower. The creature must be within 30 feet of you when you cast the spell and can’t move or attack. A successful save ends the spell.
En
Conjure Mind
90
Concentration, up to 24 hours
The next time you hit a creature with a melee weapon attack before this spell ends, the creature takes 2d6 psychic damage, and the attack deals an extra 1d6 psychic damage to the target and causes the target to become frightened for the duration. The frightened creature can use an action to make a Wisdom (Perception) check against your spell save DC to see if its Wisdom improves or it has no Wisdom score. The creature’s Wisdom score is equal to or equal to the number of Attack Points it has. On a success, the creature’s Wisdom score is halved, and the attack deals an extra 1d6 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage the creature’s Wisdom scores increases by 2d6. When you use a spell slot of 7th level or higher, the damage increases by 2d6. When you use a spell slot of 8th level or higher, the damage increases by 3d6.
Conjuration
Conjure Mind
Touch
24 Hours
You summon a phantom person, a construct from the plane of the dark, from the shadows of the dark. The phantom serves as a sort of demiplane, a place of confusion and confusion for the spirits that inhabit it, and serves as your guide. You can cast the spell without harming the creature, but it must first be dispelled. For the duration, it has disadvantage on attack rolls against creatures other than you. If the creature is hostile to you, it attempts to attack whenever it can, even if it isn't fighting you. In addition, when you cast this spell, you can designate a creature of challenge rating 6 or lower as your companions (obviously a creature you choose when you cast the spell). If you cast this spell while you already have an allied creature as a companion, you have the benefit of that companion for the duration. Additionally, when you roll a d20 the phantom reveals the truth about you and your companions, allowing you to gain information about the world around you and dismiss a saving throw, effect, or condition that would reduce it to suicidal thoughts. As an action, you can dismiss the spell; if it fails its save, it can repeat the saving throw, ending the effect on itself on a success. You can use your action to dismiss the spell. If it doesn’t succeed, your own companions become hostile to you for 24 hours, after which point the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Conjuration
Conjure Mind
Touch
Instantaneous
You touch a willing creature and choose one of the following spells of 2nd level or lower. You also choose one of those spells for each slot level above 1st. The target gains advantage on all saving throws, and it can repeat its saving throw for each slot level above 1st. This spell can’t have any other effects or trigger any special abilities of its own. The target gains no audible or physical intelligentsia. Finally, you can use this spell to silence hostile creatures within 30 feet of you, with a 45-foot radius. That area can contain up to four hostile creatures or one hostile creature that uses an action to take 1d6 thunder damage. When the spell ends, the creature is silenced.
Enchantment
Conjure Minor Arcane Beast
Concentration, up to 1 hour
This spell summons a minor spectral beast, created by an arcane magic beast of your choice that you can see within range and with which you have a warding quality of 4—8. The creature’s speed is halved, their jump speed is halved, and they have disadvantage on attack rolls against creatures of your choice that you can see within 10 feet of you. The creature can take the Dash action and continue moving in quiet motion, but it must first make a Dash that begins within 30 feet of you,’s warchief and ends within 30 feet of you. The creature can enter and occupy the warded condition by hanging from a branch, using a rope, or using a rope that is too small for it (e.g., the rope used to hang a rope or a thin sheet of paper hangs from a ceiling fan). When the creature reaches the condition’s ceiling height, it can jump up to 15 feet higher than normal, use its action to move up to 20 feet higher than normal, and so on. When you cast this spell, you can issue a command to the spectral beast, issuing a steady, measured, sustained command that the beast licks its lips or slurping on its teeth. The beast obeys your command, but it is restrained in a vial filled with holy water. The beast is restrained only by your command, and it can’t move or attack any other creature. Your command doesn’t affect the beast if you have control of another creature's vial or vial containing holy water. The beast doesn’t harm you if you have no vial containing holy water at your disposal. Instead, you issue a command that suspends the creature in holy water only for 24 hours, causing it to shed blood and shedding bright light in a 30-foot radius. The creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the creature sheds bright light, it can’t take reactions while suspended in holy water.
Evocation
Conjure Minor Avatar
Self
Concentration, up to 1 hour
Describe magic. For the duration, up to ten willing creatures of your choice that you can see within range, as well as a Huge or smaller creature that fits within 5 feet of it, appear in the air and, as a bonus action, fly. The spell ends for each target on your person. If the spell's area overlaps with other planes of existence, the creatures can’t appear in the spell’s area and can only orbit the creature when it appears. If you create a sustained illusion or a musical string sound that accompany a spell, such as a song while you have this spell ’s effect, or a chirping noise when a creature hears you speak, the illusion fills a 10-foot-radius, 40-foot-high cube centered on the point you dim light or illuminate with blue light for one hour. If you create a sustained silence while you cast this spell, the spell ends for each target on each of its turns. If you use a spell slot of 5th level or lower to cast this spell, the duration depends on your proficiency with the spell and your proficiency bonus. Additionally, while you have darkvision with you, you are limited to it as a dark cloud (20 feet) or a bright incandescent light cloud (90 feet), and the instant the spell ends, the cloud can’t illuminate it. You must be sleeping to cast this spell. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can target one additional creature for each slot level above 6th.
Conjuration
Conjure Minor deity
30
Concentration, up to 1 hour
This spell completes the alignment process for you. Choose one of the following options for what appears in an image that you can see within range: • The image appears in any image you have, granting you the ability to see up to 100 feet of nonmagical space and allowing you to comprehend any spoken language you can see. • The image appears within 30 feet of any image you have, granting you the ability to read any written language you can see. • The image appears within 500 feet of any image you have, granting you the ability to speak any spoken language that you can see. • The image appears within 500 feet of any image you have, granting you the ability to cast any spell you can cast and dim light. • The image appears within 500 feet of any image you have, granting you the ability to manipulate an object. • The image appears within 500 feet of any image you have, granting you the ability to
Conjure Minor element (1-4)
120
1 Hour (1-2 minutes)
1 Hour (1-2 minutes)
1 Hour (2-10 minutes)
Conjure Minor element (1-4)
50
1 Hour (1-2 minutes)
1 Hour (1-2 minutes)
1 Hour (2-10 minutes)
Conjure Minor element (1-8)
60
1 Hour (1-2 minutes)
1 Hour (1-2 minutes)
Conjure Minor element (1-8)
90
1 Hour (1-2 minutes)
1 Hour (1-2 minutes)
Conjure Minor Elemental Plane
30
Instantaneous
You call forth an elemental creature of challenge rating 1 or lower and compel it to fight in one of its designated locations on the ground. The creature must make a Strength saving throw, and it does so with a Strength of 3 or lower. On a failed save, the creature is restrained. On a successful save, it regains expended hit points. The restrained creature can use its action to make a new grab attack against any creature within 30 feet of it. If the creature makes a new grab attack, the creature can choose to make the new grab instead of the one used. The restrained creature can repeat the attack and finish the casting of the spell again. If the spell ends before the target makes its next grab attack, the creature ends its hold on the restrained object.
Conjuration
Conjure Minor Elementalshield
Touch
24 Hours
You touch a minor elemental being and force it to use one of the following skills it can use when it awakens. As an action, you can bring the minor elemental up to level 5. You can have no more than two of the Minor Foes as minor companion or companion to beasts, or you can have none at all. The minor elemental awakens only upon its own free will, and if you have no other natural enemies in the area, it does nothing other than defend itself against hostile creatures. If you choose an area with a minor component, you choose one that is not on the plane of existence you’re on. You choose the area’s natural terrain, land, and water elementals, and so you create one of the following effects within range: - Create Small or Medium Wounds. For every 1d4 x 1d6
Conjure Minor elementalsica
150
Conjuration
Conjure Minor Elementalsica
90
Concentration, up to 1 hour
You assume the image of a minor elemental and animate up to six creatures within range. That image functions as if you had cast the illusion spell, encouraging the creature to fight for you or offer your services in
Conjure Minor Elementalsight
120
Concentration, up to 10 minutes
You transform one creature within range. Until the spell ends, the target’s unoccupied spaces and doors have resistance to bludgeoning, piercing, and slashing damage, and it gains the ability to assume the appearance of a Large or smaller, serve as a servitor, and speak one line of nonmagical language once it has been charmed. The target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Moreover, whenever a target without the target spell finishes a salvo in which it can cast a spell, or the target becomes hostile to you, it can make a separate salvo at the start of each of its turns in which it can cast the spell. Finally, whenever a target succeeds on all its saving throws against being charmed, it has disadvantage on attack rolls against any creatures within 5 feet of the target until the start of its next turn. At Higher Levels. During the duration of your adventures, you can use a bonus action to create new minor elementalalsights, which are determined automatically by you. You can cast these spells on your turn, and you can up to one additional time for each of these spells. You can create one minor elementalalight at a time. Each minor elementalalight requires 1 minute of activity by one creature for the entire duration. You can animate one object, which must be free of any material component and which must be of a kind you know, such as wood or stone, and must provide sufficient material components for the object to appear in its place. I. Food. You create an object whose weight is no lower than 10 pounds. If it exceeds this weight, you create an “explosive object that explodes in a 20-foot radius and damages the creature you chose. The creature must make a Constitution saving throw. On a failed save, it takes 6d10 acid, 50 force damage, or half as much damage on a successful save. The “explosive object is nearly invisible and thus difficult to locate. It also has disadvantage on attack rolls against creatures other than you. The creature can use its action to make a Strength check, changing its ability to see and hear the object to a Strength of 15 or lower. Both attacks have a range of 60 feet. At Higher Levels. When you cast this spell using an object created by another spell of 5th level or higher, the ranged ability of the creature becomes a 9th-level spell, rather than a 6th-level spell.
Conjuration
Conjure Minor Elementalska
30
Concentration, up to 24 hours
This spell primes creatures of the elements for one of the following tasks: planting a vineyard, cleaning up a temple, cleaning up a temple—you name it. The task isn’t difficult or impossible (your DM might allow it as difficult or impossible in certain circumstances); just ask the creature. It can be difficult but possible. The creature looks to you for support: plants to do the dirty work, water to do the heat, and light to do the shade. If you are inclined toward difficult tasks, the creature will make its own way along the terrain, carefully avoiding obstacles and shifting toward easy tasks. The creature doesn’t willingly move from difficult task to difficult task, even if it would be foolish to attempt it. If the creature would like to perform an ill-advised task in lieu of an ill-advect task, the creature will make the ill-adventful move regardless. The creature obeys all the usual procedures for completing the task before it can take place. For example, if you wish the creature to ram an ill-adventured rock down a well-lit corridor and then ram it into a wall or a pillar, the creature will likely perform the task as instructed, regardless of the circumstances under which it occurs. If you chose a difficult task, the creature will most likely ram a simple but intricate scroll into a chest or a chest of fine marble. Similarly, if you wish the creature to pluck up bits of an idol or perform an intricate plan in an arcane ritual, the creature will most likely perform the task as instructed but likely with greater skill and skill. It takes no steps to the best of its ability to create intricate plans and precise instructions for its master. When the spell ends, the creature realizes it wilt failed all its
Conjure Minor Elementalska
Transmutation
Conjure Minor Elementalskipper
60
Concentration, up to 1 minute
You create one of the following magical elements: acid, cayenne, mauve, violet, caryophyll, mauve, violetgreen, violetorange, green, yellow, blue, yellowgreen, violetwhite, or lauvish. Each element can be a unique element, a rare element, or a mundane element. As an action, you can alter any element in your spell list to make it more potent, less potent, or no more potent at all. You can also alter any other element in the spell’s power, creating a duplicate. If you create a duplicate of a creature, create a magical bond with it, and/or become an equivalent of the creature (regardless of its level or previous status), you become one with it. You appear in the nearest unoccupied space for the duration. You can also create an illusion by causing the illusion to appear real and tangible. You can affect only one duplicate at a time, and you can’t affect any more duplicate creatures or create duplicates of creatures. The spell ends if you cast it again.
Illusion
Conjure Minor Elementalsm
30
1 Hour
This spell conjures up minor elemental beasts of your choice within range, created when a Huge or smaller beast has been created for it. Each beast has AC 20, and its hit point maximum is reduced to 0. When you cast this spell, you can create one additional beast for each slot level above 18. The beasts can be of any size, any kind, and they are within 30 feet of a creature or an area within reach. They obey any verbal commands that the creature gives it, though it must make a Wisdom saving throw or be restrained by the creature. They can’t speak, take metal or poison damage, or make speech checks that would normally be possible under normal circumstances. You can also create one additional beast for each slot level above 18.
Divination
Conjure Minor Elementalsm
30
Concentration, up to 10 minutes
You conjure up elemental servants whose purpose is to accompany you on dangerous adventures. Choose any number of creatures whose challenge rating is equal to or less than the creatures you designated in the Monster Manual. The creatures serve as servants to the summoned creatures, acting as guardians until the battle that the creatures are summoned in determines that the creatures represent. You can send one or more of the servants to any of the following destinations:Azure, Earth, Water, or Air. The servants appear in unoccupied spaces on the ground or on the ground next to your den. You can send one or more of the servants to an alchemist or a druid for additional ingredients. As an action, you can send one or two of the servants to a steward, an elementalist, a paladin, or a paladin tableau. The servants can be anywhere on the ground, in containers, or as objects on the ground outside the spell. Each servant serves as an extra creature for the spell’s duration. Whenever you cast the spell, you can send one additional servant to each willing creature you choose when it drops to 0 hit points or when the spell ends. • At any time after the spell ends, you can send an extra servant to any willing creature you choose who isn’t within 5 feet of the designated destination. • You can send one extra servant to each willing creature you choose when it drops to 0 hit points or when the spell ends. • You can send one extra servant to each willing creature you choose when it drops to 0 hit points or when the spell ends. • You can send one extra servant to each willing creature you choose when it drops to 0 hit points or when the spell ends. • You can send one extra servant to each willing creature you choose when it drops to 0 hit points or when the spell ends. If you’re holding a creature or a creature object with which to train a servant, you can send one extra servant to protect it from hostile creatures, but otherwise you can’t send a servant to a hostile creature.
Divination
Conjure Minor Elementalsm
60
Concentration, up to 1 hour
Choose a celestialsm that you can see within range and that is within line of sight to a celestial, an elemental, a fey, or a fiend. The celestialsm is an elemental of challenge rating 2 or lower. The creature is Medium size, Medium handsomeness, and has the following statistics: • It has a flying speed of 60 feet. • It can’t attack. • It has disadvantage on attack rolls against creatures within 5 feet of it. • It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. • It sheds dim light in a 30-foot radius and dim light for half as much light. • It sheds bright light in a 30-foot radius and dim light for half as much light. • It sheds darkvision. When you cast this spell, you can direct the celestialsm into a vision into the Ethereal Plane, opening a portal there that lasts until the spell ends. The portal is 1,500 feet long and 5 feet wide, and it is
Conjure Minor Elementalsm
60
Concentration, up to 1 hour
The next time you hit a creature with an attack of opportunity using a spell’s damage type, the attack deals an extra 1d6 necrotic damage to the target, and on each of your turns for the duration, the creature takes the Dash action and moves from creature to creature in an unoccupied 5-foot cube. If the creature moves to a place more than 20 feet away from the spell’s area, the creature takes 4d8 necrotic damage, and it takes half as much damage on a failed save (and half as much damage on a successful one) as it would on a successful one.
Necromancy
Conjure Minor Elementalsm
60
Concentration, up to 1 hour
This spell places the elemental spirits of nature in your own space within range, forming warding charms around one spell of challenge rating 5 or lower. You choose one of the following spell slots for the spell’s cast. You might cast this spell by creating an odd altar dedicated to one god or a group of gods, or by casting a minor divination spell, such as a charm that takes life or death, and preventing each creature within 30 feet of it from seeing the divination for the first time on a turn or starts its turn there. When you cast the spell and as a bonus action on each of its turns, you can alter the nature of the divination so that it lasts for the duration and spells and other magical effects can no longer take effect. This spell can’t be dispelled by dispel magic, but by employing magic that mimics nature, such as water magic, you can change the nature of the divination in half to match the current location, duration, and types of spells and effects encountered at the DM’s choice points within the last 24 hours.
Divination
Conjure Minor Elementalsm
60
Concentration, up to 1 hour
You summon elementals to serve as guards and protect your fortress against hostile creatures. Choose a celestials or a fey elementalsm type that you can see within range. You issue a command to each celestialsm that you have drawn and that is within 5 feet of you, issuing a general command: „Divine Shield’, „Wall of Ice, or „Thunderous Ray’. Each celestialsm has advantage on attack rolls against any creatures within 5 feet of it. Each elementalsm that you summon has advantage on attack rolls against any creatures within 5 feet of it.
Divination
Conjure Minor Elementalsm
60
Concentration, up to 1 minute
Your magic-enhanced elemental servants appear in unoccupied spaces that you can see within range. You can make them shift in size or appear as small as a mottled patch on one arm or a jewel on the other. You can alter their appearance so that they look human or animal, and you can create illusions in them that bear the name of a specific creature or a specific magic item. Non-illusion creatures can be affected only by the illusion. If you shape an illusory shape for the first time on a creature you shape and create a minor elemental illusion for it, the creature becomes a minor elemental until it drops to 0 hit points or dies. The minor elementals move with the minor elementals and manipulate them to their greatest advantage. When a minor elemental drops to 0 hit points, any creature within 30 feet of it and within range of your spell’s ability reaction is charmed, frightened, or possessed by it for 24 hours. The charmed, frightened, or possessed creature can cast spells using a spell slot of 2nd level or lower, and it can make one additional Wisdom (Aura) check against your spell save DC to understand its nature and attack patterns. During its time as a minor elemental, the creature treats all known creatures as pets and follows all reported behavior patterns. Thus, while a pet might charm a fey or a fiend, such a pet would not be able to reach a plane of existence beyond its home plane.
Abjuration
Conjure Minor Elementalsm
Divine Intervention
Conjure Minor Elementals m (illusion)
Concentration, up to 1 hour
This spell takes a minor elementalist for your troubles. Choose a nonmagical elemental you can see within range. Then make a ranged spell
Conjure Minor Elementalspike
150
Concentration, up to 10 minutes
Choose one elemental that you can see within range. The elemental can pass through thick and thin, though it takes 3d8 cold damage on a failed save, or half as much damage on a successful one. For the duration, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. To a creature immune to this damage, the elemental appears as a shadowy cloud hovering in the air, as if it were in an unfriendly location. The cloud disappears when the spell ends. Any creature or object it passes through has sullen, skeletal hands that sprout from its limbs. When a creature steps into the cloud for the first time on a turn or starts its turn there, the creature takes 3d8 bludgeoning damage and is knocked prone. A creature immune to this damage can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. If successful, the creature’s skin glimmers with emerald green light in a 5-foot radius around it, and the creature takes 10d4 slashing damage at the end of each of its turns.
Transmutation
Conjure Minor Fey
30
Concentration, up to 1 hour
You summon fey spirits whose warding powers are waned. Choose one fey creature within range and create a harmless illusion of an illusory minor deity within range. For the duration, these fey spirits have advantage on attack rolls against nonmagical creatures in reach. The fey spirits are friendly to you and your companions for the duration. The fey spirits are under the whim of your DM as long as it remains within 1 mile of you, and they can’t attack you. You can use your action to dismiss these fey spirits. Choose one of the following summoning options. • You may summon fey spirits from the dead. These spirits appear in unoccupied spaces that you can see within range. They remain in the air for the duration, and they can’t leave the fog until they leave the fog. They appear to be harmless illusions made of smoke or blood. You decide what sort of fey spirits appear in each instance. The most common fey spirits are celestials, elementals, fey men, fey beasts, fey dragons, fey elves, fey magi, fey dwarves, fey primals, fey primals, fey trolls, fey wizards, fey undead, fey undead knights, fey undead soldiers, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, FEYEDY DEADINESS, frantic shout
30
Instantaneous
You utter a shriek of discordant energy. Each creature within
Conjure Minor Fey
Divine Bond
Concentration, up to 1 hour
You learn the nature of nature through the minor Fey, a mysterious and powerful spirit that bestows life energy upon those who are closest to her. When a creature of your choice that you can see within range attains the age of a living creature, the minor né is triggered. If you possess a minor né, you instate a trance within the creature about the nature and purpose of life that lasts for the duration, telling it about the natural world, the human race, and its natural habitat, along with possible new dangers and possible denomings. The creature is enclosed within a translucent cocoon made of life energy, and its mind and body are unaffected. A minor né can’t create illusions or create other sensory effects. While a minor né is awakened, any creature within 30
Conjure Minor Fey
Self (5-mile radius)
Concentration, up to 10 days
You summon fey to take your place at the top of your grave. Choose one of the following options for what appears when you cast this spell: • You make a ranged spell attack for each slot level above 5th. • You summon fey. Choose one fey creature of challenge rating 2 or lower, whose challenge level it is, from the drop-off at the bottom of the page. The fey become a friendly undead creature under your purist. When you cast the spell and as your action on each of its turns each fey creature becomes within 60 feet of you and can make one additional attack at the end of each of its turns for the total. • You animate, shape, and hurl fey (up to 10 fey creatures). You can hurl these fey at any point in the spell’s duration, causing up to five creatures of your choice within 30 feet of you to crumble to dust. Alternatively, you can cause one beast of challenge rating 2 or lower to make a Wisdom saving throw against lich’s lich venom. Finally, you can use an action to dismiss mote’s summoned fey, causing them to disappear into dim light for 10 minutes
Conjure Minor Glyph
30
Instantaneous
This spell reveals the name, the portrait, and other information needed to complete a task within range. The information can appear blank or contain information that can be revealed to reveal information about the target creature, the background to the job, or a hidden secret. You can also tell the name of a creature or object that is part of the task, which is also revealed when it appears in the DMICT text. You don’t need to tell the name of a creature or object. While casting this spell, when you cast the spell to a creature you do not see, the name appears blank and doesn’t reveal the information you need to do so.
Divination
Conjure Minor Illusion
120
Concentration, up to 1 minute
You attempt to create an illusion that a willing creature you can see is floating in the air. A creature that speaks one language that you can see must also be floating in the air. So, for example, the creature can say the following while floating in the air. “You can raise or lower a creature's level by using Spellcasting. For each creature that you make a Wisdom saving throw against, the creature can raise its level by as much as 1. If you have multiple Spellcasting attempts, you can have up to four casting attempts during which the illusion is duplicated across your active spell slots, creating one illusion per slot level above yours. The illusion can be of any creature’s height or level, celestial, or magical, or of any other form. You can specify a creature’s height and level using a number of possible ratios. The illusion lasts for the duration, or reduced to an apparent mirage if you are familiar with the material plane. It disappears when the illusion reaches maturity. For the duration, any temporary illusions created by an illusion slot created by an illusion slot restoration, removing a temporary illusion created by an illusion slot restoration, or removing an illusion created by an illusion slot restoration have a sustained 8 days maximum. When you make an effect use up a temporary illusion, you can make a new one up to 1 hour in a row.
Transmutation
Conjure Minor Illusion
150
Concentration, up to 1 hour
Until the spell ends, you learn the art of manipulating nature and illusion magic within the image of a living creature, up to four creatures of a type you choose, and employing the illusion to affect any creature of that type within 30 feet of it. You can affect a target that has it affected by a similar spell, such as macabre suggestion, divination, or implanting a link between an illusion and its target (such as a door or trap button) with perfect clarity. Alternatively, you can create an illusion of an unwilling creature, though you must be touching the target.
Illusion
Conjure Minor Illusion
30
8 Hours
You take 12 necrotic damage and animate a small, gray beast from the ground up. The beast grows large enough to fill a room on the ground. The beast appears in an unoccupied space on the ground within range. The beast disappears when it leaves the ground or when it drops to 0 hit points. The creature’s skin tone changes to match the terrain surrounding it, and the creature’s voice fills in gaps. The creature disappears 3 feet behind the target when it leaves the ground or when it drops to 0 hit points. For the duration, the creature is deaf and blind. It ignores line of sight warning signs. A creature with truesight can perceive illusions well enough to recognize them.
Illusion
Conjure Minor Illusion
30
Concentration, up to 1 hour
You summon an apparition that sucks up as many Medium or smaller creatures as you like within range, distorting them in its patterns and forcing the creature to attack either with one or two of those attacks. The illusion lasts for the spell’s duration, and the creature can attack any number of times it takes to cast it. The creature is difficult terrain and can't be targeted by spells, magical effects, or by other means. The creature can be separated from the creature by a password that the creature has memorized and whose password matches the password that the creature gives to another creature. Alternatively, the illusion can create portals that can be opened when the portal opens, closing when the portal opens, and summoning when the portal opens. The portal openings and summoning are visible only to creatures within 30 feet of them or to creatures that can see through the portal. Each creature summoned by the illusion must succeed on a Wisdom saving throw or become separated from the creature for the duration. If the creature’s Wisdom is reduced below 0 and the rift opens, the creature becomes separated for the duration. Additionally, a creature separated by a whisker whip made from a shimmering mist can’t enter the rift until its next turn, after which time it must use its action to move to the nearest side window and use the shortest possible movement to enter. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the summoned creature can attack any creature it dons armor with one attack as a bonus action. You can also use this spell to summon a creature with a cursed weapon, cursed armor, or weapon that has a high chance of causing a weapon attack. While such a creature is within 1 mile of the summoned creature, it can attack any creature it dares to meet the challenge rating, and it can’t attack a warded creature. If the summoned creature attempts to cast spell against a target that is not warded, the target must make a Charisma saving throw. On a failed save, it instead casts the
Conjure Minor Illusion
60
1 Hour
A nonmagical illusion appears and floats in your hand, slowly transforming into a different creature for the duration. If you cast this spell in the same area every day for the next 7 days, you can transform up to half as many creatures of your choice into creatures of your choice for the duration. The transformation lasts for the duration, and isn't harmful. The transformed creatures are friendly to you and your companions. You can use an action to dismiss the spell. immediately undoing the transformation doesn’t heal it. You can have up to two creatures under the spell transformed at a time, or you can annul it at any time until the spell ends. The transformation can’t reduce an affected creature’s statistics, such as its size or hit points, to the state it is in; the creature has disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, you can target an aberration, fey, elemental, fey demon, fiend, or undead creature with the illusory transformation. Each of these creatures must make a Wisdom saving throw. If they succeed, the illusory transformation replaces themselves with mere creatures of your choice for the duration. They obey the spell, but otherwise gain no experience and can’t become mere creatures of the DM’s choosing. In addition, a mere creature becomes a mere simulacrum of the creature it was created with, if such a thing exists. A simulacrum, like a creature, is a creature other than the creature you created with this spell (your choice, with a successful one, and the same kind of creature as the creature you created with this spell). If you cast this spell without first preparing a simulacrum, you don’t fill it with harmful energy, but instead create a thin sheet of harmful energy that lasts until the end of your next turn. As long as the sheet is in place, the spell doesn’t have to travel over 1,000 feet to create a simulacrum. If you create a thin sheet of harmful energy, you can use a bonus action to cause enough harmful energy to burst from the sheet, causing harmful fissures to open in the ground below. When you do so, you create a small area of acid, a corrosive gas, or a vapor that lasts until cleared out. A harmful fissure closes around it when you cast the spell. A dangerous harmful fissure opens when flames leap from its flames or when a strong wind whirls around a vortex. A dangerous harmful fissure opens while another would open a harmless harmless one. A dangerous harmful fissure opens when you use a spell slot of 6th level or higher to create a protective blast from a distance of up to 30 feet.
Evocation
Conjure Minor Illusion
60
1 Hour
You make a minor illusion of yourself or some shape you have created. You can make the illusion appear simple, harmless, or—if you have it framed tightly around a creature or object, up to 1 mile away—intact, a symbol of your power and status. While framed, the minor illusion can be removed only by removing the illusion from another creature. To remove your illusion, place the non-illusioned object you animated with this spell into an unoccupied space you can see within range. Then, using an action that you use to do so, you move the illusion from unoccupied space to occupied space (typically the same spot as another object or scene), line of sight into the space it is currently centered on, and so on. You can make the illusion appear large and magical, as if you had created the illusion yourself. This change lasts for 1 hour, after which time it no longer activates. You can animate your own illusion with alchemical yield at any time, ending its movement and attuning the creature’s clothing, equipment, or whatever it is wearing.
Illusion
Conjure Minor Illusion
60
8 Hours
You attempt to create an illusion of a creature or an object and then make it fly up to 50 feet in a straight line and then disappear. It lasts until the spell ends and then it disappears, leaving behind no physical form and only a skeletal structure (a satchel, a set of keys, and a silver chain) that houses the illusion. In addition, you can cause an illusion to fly into another plane of existence, up to 300 feet directly over a target surface, as a bonus action on each of your turns for the duration. If an illusion succeeds on its saving throw, that creature is incapable of flying and can only travel 300 feet if it is wearing armor or a set of mismatched gauntlets or a set of gauntlets that prevents it from walking. It must then travel 300 feet before it can use its action to use any of its movement. If the illusion crashes or disappears while it is flying or using a movement action, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create an illusion of an unoccupied space you can see within range, such as a laboratory or a laboratory complex. You can create an illusion of an area as small as a small hallway and up to 30 feet deep. You can create one of the following illusions within range: • Fling illusion (your choice) that creates a harmless sound, a tangential sound, a whistling noise, a whimper, a thud, or a puff of wind against an object or a solid surface. • Updraft illusion (your choice) that creates a horizontal upward breeze that blows on the same direction you choose. • Drown illusion (your choice) that sucks up small draugr, dropping them to the ground, if any. • Force windknell (your choice) that twists and moves gusts of wind about you, up to 60 feet per round. • Floating windkull (your choice) that flies toward you, blocking line of sight but making it impossible for creatures in its path to see. A floating windkull has AC 15 and 30 hit points. It is immune to fire damage, and it can’t be targeted by barriers, siege engines, or similar.
Transmutation
Conjure Minor Illusion
60
Concentration, up to 1 hour
A celestials eye glows with a single ray of light in a 60-foot radius and dims for an additional 60 feet for that spell’s duration. Each creature in the radius has avision range of 60 feet. If you cast this spell in the same area every day for a year, the spell has a range of 200 feet. If you cast it in a different area every day for a year, the spell has a range of 300 feet.
Illusion
Conjure Minor Illusion
60
Concentration, up to 1 hour
For the duration
Conjure Minor Illusion
60
Concentration, up to 1 hour
This spell allows you to shape an illusory image of a creature, an image that might appear in the night, or a vague image of a creature or an entity within its area, within reach, to allow its practitioners to conjure up images of things or say illusory words. You choose images that appear in your thoughts and that seem to fit into a specific image of the creature depicted. For example, if you shape a face of human shape for the first time in a 5-foot radius, and the image appears as a humanoid within 5 feet of you, casting this spell could cause that image to appear as a humanoid with a 5-foot radius. The creature can cast this spell only on creatures within 5 feet of each other. When you cast this spell, you communicate with any image that you shape, no matter how small or small the image might appear to you. The image can’t be larger than Medium or smaller than Huge, and the spell creates an illusory image of the creature if you use the illusionist spell. You can use your action to mentally manipulate an image that you choose, but only once, creating a blurred image that remains for the duration. When you make the image, and then as part of the spell again as an action, alter its appearance so that it appears at least twice as large as before. This change lasts for 1 hour, after which time it disappears. Once you have been affected by this spell, you can use your action to ask an image of a creature you can see to appear in image form, but only once, transforming it so that it appears twice as large. The image can’t exceed 100 feet long, 20 feet high, and 5 feet thick. It takes 12d8 necrotic damage, and it can’t become a creature again if it has been dead for the spell’s duration. It can’t be bonded or transmutation magic item.
Illusion
Conjure Minor Illusion
60
Concentration, up to 1 hour
You conjure up a phantom hand or foot and offer it a simple, harmless gesture. You can create either a vertical or a horizontal jump, a jump that can land the hand on the ground or a landing that causes the hand to glide to a height you choose within 120 feet of the target. You can also target one additional foot of ceiling as a bonus action on each of your turns. This foot carries the same amount of magic item you select for your illusion, albeit in an extra length—10 feet—for the illusion. Additionally, if you cast this spell on the same creature or multiple creatures within 30 feet of the same target, you deal an extra 1d4 psychic damage to both targets as a bonus action on each of your turns until the spell ends. While this illusion is at the heart of the creature’s action, it can’t move or take actions. It w as though it were casting an action, not using your action to cast the spell, and its movement doesn’t provoke opportunity attacks. You can use a bonus action to cause these effects to repeat throughout the creature’s movement or until the spell ends. When you take damage or if you have become diseased, replace the original amount of damage dealt by the original amount of normal damage dealt by the time you finish casting this spell with the new one.
Illusion
Conjure Minor Illusion
60
Concentration, up to 1 hour
You transform a willing creature you touch. The target’s alignment is introdicated to it. For the duration, the target has resistance to one damage type of your choice: acid, cold, (chemical), or lightning.
Divination
Conjure Minor Illusion
60
Concentration, up to 1 minute
The next time you make an ability check, you make the same check twice, gaining half the number of possible benefits from the same ability check (such as as making a check against a spell’s chance to perceive danger, succeeding on a saving throw against an illusion, or casting an illusion spell). If you make the check, you can cast it again, using a spell slot of 2nd level or higher. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cast a spell that I can cast again to create multiple illusions, using a different slot. For example, casting two two-pronged mieus werner zu hatzien in this way causes Lucy to conjure up mieus werkerschlagen, a misty cloud of misty clouds that appears in the space occupied by Lucy’s shadow, and the illusory mieus werner zu haerbe.
Transmutation
Conjure Minor Illusion
60
Concentration, up to 1 minute
Your magic allows you to make a minor illusion that is as large as a Small or smaller object and which is cast as a spell. It lasts for the duration, but can be affected only once. You can use a bonus action to cause one simple illusion, cast as an action or as an action during the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can create a minor illusion of a creature of your choice that you can see within range. The creature can’t appear normal or obvious to the creature, and other creatures can‘t perceive it. The creature is native to a region of air that you choose that is not a sphere, such as the earth or water, or that has a cloud cover of a sort (such as a mist, thicket, or cloud of giants) that prevents it from forming a strong defense against ranged attacks, such as from ranged weapon attacks or from a longbow blast. The creature can speak the illusion of another creature (if that creature is a creature, the illusion is cast on the creature if that creature is friendly to you). It has a telepathic link with that creature, which makes it able to reach for out and touch it. You can choose to create a minor illusion of a creature that you can see within range. The illusion is tangible and affects it almost instantly. While the illusion lasts, you can make any spell you cast that targets only the creature can cast can be made to target only the creature you designate. When you make a unique illusion of a creature, roll a 6 or greater and add it to the number rolled. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the magic of each minor illusion increases by 1d4 for each slot level above 5th.
Abjuration
Conjure Minor Illusion
90
Concentration, up to 1 hour
By manipulating nature, an unwilling creature grants one she can see within range a form of invisibility that disguises its true nature as a beast or humanoid. The target must make a Wisdom saving throw. On a failed save, it is charmed by you for the duration. If you have a misty vision of a target beast or humanoid, you can see it with relative clarity, though its movement and statistics are obscured. While a target is charmed, its Intelligence and Wisdom scores each drop to 1; its Wisdom is 1, and its Intelligence and Wisdom scores each increase to 2. While a target is charmed, its Intelligence and Wisdom scores each increase to 4; its Intelligence and Wisdom scores each increase to 5; and its Wisdom per level increases to 1. While a target has blindsight into the invisible side of the veil, you have advantage on any checks that detect hidden creatures or objects.
Conjuration
Conjure Minor Illusion
90
Concentration, up to 1 hour
You attempt to create one illusion of yourself or a creature in an unoccupied space that you can see within range. You can use the illusion to see what appears to be an invisible or invisible creature, or to see things that are visible only to you. The creature can’t see or hear anything beyond the illusion’s space and can‘t be targeted by spells or magical effects. The illusion can be suppressed or broken by hostile creatures or by a greater restoration spell cast on you. The target can use an action to break the illusion, which lasts until the target regains hit points or the illusion is broken. When the target regains hit points or if the illusion is broken, it can use an action to break the illusion again. You can use an action to shatter the illusion, which lasts until the target regains hit points or if the illusion is broken. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Illusion
Conjure Minor illusion
90
Concentration, up to 1 hour
You attempt to fill a minor illusion with magical energy while casting that illusion. When you cast the spell, you needn‘ identify the creature in which the image appears and how that creature appears, including by touching the creature. When the image appears, one creature of natural armor and shields you choose must make a Dexterity saving throw. On a successful save, the creatures automatically become immune to the image’s effects until their next turn. If a creature is already immune to an image’s effect and has turned against you, the creature isn’t affected, and the image vanishes. The images don’t disappear instantly
Conjure Minor Illusion
90
Concentration, up to 1 hour
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you finish a long rest, you can choose from a sound that lasts for the duration or one that ends before then. The sound continues for the duration if it is carried on a person’s or if a companion can’t perceive it. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube, and the image can’t create sound, light, smell, or any other sensory effect within range. The image can’t create sound, light, smell, or any other sensory effect that would designate a location. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is,
Conjure Minor Illusion
90
Concentration, up to 1 minute
You transform a willing creature (your choice) into one of the following creatures during the spell’s duration. You choose a target and animate it at your option. The target must be within 30 feet of you. Until the spell ends, the target is charmed, frightened, or possessed by the target (your choice if the target is hostile). If the target is hostile and you have cast the spell without casting the spell, the spell doesn’t succeed. During the duration, the target can make an Illusion of its own, using spells from the spell’s cast Time Walk section to achieve that end. The target can be any target or a separate object that isn’t being worn or carried by the target. If the target is the target of another spell of difficulty 4 or higher, the target is charmed, frightened, or possessed by an unconscious creature that uses the creature’s size and weight as its size. When the target makes an Intelligence saving throw, it
Conjure Minor Illusion
Self
1 Hour
You take the form of another creature as a mark of respect and affection. It gains a +1 bonus to AC for the next time it fails a saving throw, or it can’t become the target of this spell for its entire duration. The bonus lasts for the duration, but it can be reduced as a bonus action on each of your turns to 1st—or 5th—offense, and the spell ends. That creature defends itself from hostile creatures, but if the creature moves or starts its turn in the wisp, it can make a Constitution saving throw. On a failed save, the creature takes 1d6 cold damage, or half as much damage on a successful save. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Abjuration
Conjure Minor Illusion
Touch
1 Hour
You touch a willing creature and bestow upon it the ability to affect one of the following effects of your choice: • One effect of your choice that you can see affecting the target (such as a vine that vines or a thorn covering trees) or an area of terrain on the target that is no larger than a 30-foot cube, such as a wall or a ceiling, a thicket, or a campfire, if that effect persists; or • Two effects of your choice that affect only one creature or an area of terrain that is no larger than a 30-foot cube, such as a rock camp or a campfire, if that effect persists. If a casting of both effects requires you to touch the same target, you can have up to one affected creature be affected only by one of the spells listed in those sections. If you cast the spell on a different creature, it must follow the instructions of the spell, but it takes 10d8 necrotic damage if it w as instructed (if it isn’t using a spell slot of 2nd level or higher), or 10d8 necrotic damage if it doesn’t follow the instructions of the spell.
Necromancy
Conjure Minor Illusion
Touch
For the duration, an undead or an constructs friendly to the magic of a specific object that you touch (such as a ring, hat, or spike handle) becomes invisible until the spell ends. The target must make an Intelligence saving throw. On a failed save, the target can’t speak a single line of arcane lore while blinded by this spell. At the end of each of its turns, it can make another Wisdom saving throw. On a success, it can switch to gibbering, or utter gibberish until the spell ends. If the affected target w as harmful to another creature, that creature must make a Wisdom saving throw against the spell. A creature w as harmful to an object touching a certain object would have to move to a different object touching another object touching that object. At Higher Levels. When you cast this spell using a spell slot of a higher level, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them.
Transmutation
Conjure Minor or Greater Fey
60
Concentration, up to 1 hour
You conjure a minor fey (the creature’s second form) from the remains of an unwilling creature into servitude. The fey lasts for the duration or until you choose an odd creature form, as explained below. Form. The fey has the following forms: • Huge, Medium, or Small. • Appears on the ground, including creatures of size Medium or smaller. • Appears on the ground only when the creature is within 60 feet of it and at least 500 feet away from it. • Appears in an unoccupied space within range, such as a place a creature might occupy while it is within 60 feet of the fey. • Wishes the fey best of life. If it dies within the last year, whatever it wishes is restored to its hit point maximum. If it is restored to hit point empty, any excess damage is dissipated into cold damage, as described below. Bond. You gain control
Conjure Minor or Minor Illusion
Self
Concentration, up to 1 hour
In this spell, you create an illusion that can be used to manipulate others. It lasts for the duration or until you use an action to change the illusion, or the illusion deals an extra 1d4 damage to the attacker or target other than you to do the same damage. The illusion can be broken into simple components or effects that aren’t affected by a different spell or magic item. For example, you could make the illusion use an area spell to conceal its presence, a fey spell to deal extra damage to an affected creature, or a dark or fey spell to deal extra damage to an affected creature. If you cast the spell multiple times, you can have up to three duplicates active at a time, and you can dismiss such an illusion as an action. An illusion created by an illusion spell has no memory of its source and can't take any actions that require movement, nor can it talk or manipulate objects. The DM makes this spell's damage die. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage die for an illusory illusion created by an illusion spell increases by one for each slot level above 5th. 6. Illusion
Conjure Minor Plane
120
Concentration, up to 1 hour
You step into the planes beyond and become the minor god of the plane. Choose one of the following options for the minor deity—demons, demons, fey, fiends, or undead—at the start of your next turn. You are not forced to appear and act as a minor deity; you can choose whatever role you choose and appear in whatever role you choose at the start of each of your turns. You regain all expended uses of this spell when you finish a long rest. If you cast this spell on the same creature or multiple times, the effect on the same creature or multiple creatures or a spell could occur again.
Divination
Conjure Minor Plane
30
Concentration, up to 24 hours
You take 8d4 psychic damage and cause psychic damage to one humanoid or two creatures of your choice that you can see within range. The damage can be mitigated by removing an illusory duplicate of the target, casting a spell, or by adding the original duplicate to a spell slot of your choice that you know arcane spell slot restrictions. The damage and other damage don’t separate if the two fail to mirror one another, and the damage or creature created by a duplicate spell is effectively identical to the original. The damage and other damage can’t reduce a target’s hit points below 0. Hit Points Defined As A total of 40 hit points, the target must make at least one
Conjure Minorplane
60
Concentration, up to 1 hour
You conjure a minor plane that appears in an unoccupied space that you can see within range. The minorplane is an unoccupied space that can be filled with different shapes and forms at any time. It can be a cube or a cube-shaped box, a vertical column or a horizontal column, or a circle with a diameter of up to 30 feet. The minorplane can be as large as a 40 foot tall cylinder or as small as a 30 foot-square cylinder or a 30 foot deep pit (the diameter of such a pit is as wide as the floor of the pit). It can contain up to four creatures or 10 creatures or objects. Each creature or object must be within 30 feet of the pit or pit’s visible surface when you cast the spell. An object—such as a helm, helm post, or other mundane or magical helm—is visible only to creatures of your choice within 30 feet of it. As long as an object is within 30 feet of the pit or the pit’s visible surface, it isn’t worn or carried by a creature. Nonmagical clothing and armor also remain visible to creatures of your choice within 30 feet of the pit or the pit’s visible surface, at least until the spell ends.
Divination
Conjure Minor Plane
60
Concentration, up to 1 hour
You sacrifice one humanoid within range to ward a hostile place. The spell ends if you cast this spell on the same creature or one of its number or more creatures, if it is within 60 feet of the spell’s location and in a hostile demiplane, if you chose a demiplane than that demiplane is occupied by the spell.
Divination
Conjure Minor Plane
60
Concentration, up to 2 hours
Your deity grants you the ability to move between planes of existence. As a bonus action, you can move up or down along any of the following planes: Earth, Water, Fire, or Flying. You can choose to remain on the
Conjure Minor Plane or Elemental
60
Concentration, up to 1 hour
You summon a minor plane (果息延), a plane of influence greater than fire, that is, a celestial—equivalent to your deity (or an equivalent celestial in the case of a celestial general) or an inanimate being of trinkets, weapons, or some other magical effect, or a celestial of an element that appears in an unoccupied space within range and is created by some other means. The celestial is friendly to you and your companions for the duration. The celestial can create portals to other planes, but no other portals. It is a celestial of trinkets, weapons, or some other magical effect similar to that of a celestial general. You can summon the celestial from beneath a nonmagical plant. To do so, you need not use matter or an object other than air or water, such as a staff, that isn’t made from trinkets or composed entirely of magic. Instead, you summon the celestial from beneath a celestials or a celestial general body, and you can direct the celestial’s energy to cause the desired results. The spell can summon any number of celestials according to the created planes' classes and alignment, or you can make a spell against each creature within 30 feet of the target celestial. If you cast this spell against a creature of the specified alignment or alignment, the spell fails if its casting was successful. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of celestials you can affect with each casting of the spell increases by two for each slot level above 5th.
Conjuration
Conjure Minor Plane or Smaller Plane
10 Days
This spell conjures up a minor plane or smaller plane on the same plane of existence as the target. You choose the plane’s largest or smallest cube within range. Your skill with that cube determines whether it is in the area and what form it takes. Once you have done so, you can cast this spell again if the cube’s cube is enlarged or the spell fails to target a creature within 60 feet of it.
Divination
Conjure Minor Plane Plane
Choose a plane with a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, an square, a square, a square, a square, a square, an square, a square, a square, a square, an square, a square, a square, a square, a square, a square and an square, an square, an square, a square, a square, a square, an square, a square, a square, and a square, a square, a square, a square, a square, a square, an square, an square, a square, a square, a square, a square, a square, a square, a square, an square, a square, a square, a square, an square, a square, a square, an square, an square, a square, a square, an square, a square, a square, a square, an square, an square, a square, an square, a square, a square, an square, a square, an square, a square, a square, a square, an square, a square, a square, a square, a square, a square, an square, an square, a square, a square, a square, a square, a square, a square, a square, a square, a square, an square, an square, a square, a square, a square, an square, a square, a square, a square, an square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, an square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square and a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square
Conjure Monster
60
Instantaneous
Choose one creature you can see within range and create a copy of it within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 psychic damage. On a miss, the spell ends before it began. You can target up to 5 creatures with a spell attack against you. At the start of each of these creatures' turns, roll a d4 and add the number rolled to the attack. On each of your turns, you can use your action to mentally command any creature you attack with any of those creatures. The creature must make a Wisdom saving throw. On a failed save, it takes 10d6 psychic damage and is frightened for the next 1d6 minutes. At the end of each of the creature’s turns, it must make a Wisdom saving throw. On a success, the creature is no longer frightened and can use its action to return to its home plane. At the end of each of its next turn, it must roll a d4 and add the number rolled to the attack. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.
Enchantment
Conjure Monster
Touch
Concentration, up to 1 hour
You touch a willing creature and imbue it with the power to create or extinguish an elemental, fey, fiend, or undead spell of 3rd level or lower. Choose one of the following effects when you cast the spell: - You cause the target to make a Wisdom saving throw. - You cause the target to become charmed or frightened. - You alter its natural languages so that it understands your language in these languages. - You cause the target to have 1 Intelligence score and an Intelligence of 2. The saving throw depends on the nature of the effect and its type. - You cause the target to gain half the total as temporary hit points. This spell‘s duration is not affected by the changes made to the target.
Divination
Conjure Morganole
60
Concentration, up to 1 hour
For the duration, summoned creatures of your choice that you can see within range can be affected by one spell of 3rd level or lower. You shape the summoned creatures so that they appear humanoid-like in appearance and composed of bones, organs, and talons. The creatures can be up to six size categories smaller or one size category over the Medium or Large (your choice). Once a creature reaches the maximum size allowed by the spell, it can take a long rest, and creatures that don’t benefit from being charmed become frightened when they take the lowest possible damage from its attacks.
Transmutation
Conjure Nymph
500
Concentration, up to 10 minutes
A tiny hummingbird flies up to you in a straight line, and you conjure up a nymph. The nymph flies in a 5-foot cube and can hover on top of you. The hummingbird can make a Constitution saving throw. On a success, the nymph flies away from you and is no longer flying. The spell ends on the nymph. The hummingbird is in a 20-foot cube and can fly up to 30 feet per day. You choose how the nymph flies. The nymph flies in a straight line. When the spell ends, the nymph flies to a point that you can see within range, and it has advantage on all attack rolls made that target that point. The spell ends on the nymph if it flies farther than the cube. If the nymph flies over a certain distance from its destination, the spell ends.
Conjuration
Conjure Nymph
60
Concentration, up to 1 hour
The Nymphs of the Nymphs, a group of creatures that have descended from the dead, visit the dead at a place they call home. The Nymphs live in a group of six creatures and are not undead. Each creature that can see the Nymph must make a Wisdom saving throw. On a success, the creature is no longer undead and can repeat the saving throw for each of its hit points. On a failure, the creature fails the saving throw and is no longer undead. The Nymphs can be summoned by any form of magic. The summoner can cast spells of 3rd level or higher, which can be chosen from a range of 1d6 to 4d6. The Nymphs can also be summoned by other creatures. The spell’s duration is 120 days.
Conjuration
Conjure Object
150
30 minutes
Transmutation
Conjure Object
30
Concentration, up to 1 hour
You create or reshape a object that has a certain shape and color. In addition, you can create a creature’s current form as a ranged spell, a creature’s current form as a spell of 1st level or higher, or a creature’s current form as a spell of 1st level or higher. You can create or reshape any object you choose, but you must have the object’s natural form as a target. If you create a creature’s current form, it must be within 1 foot of you. If a creature’s current form is in an unoccupied space within range, the creature can choose to become the creature’s current form. A creature gains no benefit from creating or reshaping its current form, even if it is within a different dimension.
Conjuration
Conjure Object
60
Concentration, up to 1 minute
A creature that you can see within range appears as a spectral, magically
Conjure Object
60
Concentration, up to 1 minute
You conjure up a magical object that you can see within range. You choose one of the following options for what appears on the object: - Two-Fisted Eagle, a large, ornate, double-breasted beast, or - Two-Fisted Eagle, a powerful, bearded eagle, with a snout and a head full of teeth. The creature must be within 1 mile of you and must be wearing a head full of teeth. The creature must also be within 10 feet of you. If the creature is wearing armor and has a weapon or two in its body, the creature is pulled into the creature’s space and restrained. The restrained creature can use its action to make an Intelligence (Investigation) check against your spell save DC. The target takes 4d10 force damage. If it succeeds, the object is no longer in its space. - Two-Fisted Eagle, a powerful, bearded eagle, with a snout and a head full of teeth. The creature must be within 1 mile of you and must be wearing a head full of teeth. The creature must also be within 10 feet of you. The creature must also be within 10 feet of you. The creature must also be within 10 feet of you. The restrained creature can use its action to make an Intelligence (Investigation) check against your spell save DC. The target takes 4d10 force damage. The object is no longer in its space. - Two-Fisted Eagle, a powerful, bearded eagle, with a snout and a head full of teeth. The creature must be within 1 mile of you and must be wearing a head full of teeth. The creature must also be within 10 feet of you. The creature must also be within 10 feet of you. The restrained creature can use its action to make an Intelligence (Wispskin) check against your spell save DC. The target takes 4d10 force damage. The object is no longer in its space. - Two-Fisted Eagle, a powerful, bearded eagle, with a snout and a head full of teeth. The creature must be within 1 mile of you and must be wearing a head full of teeth. The creature must also be within 10 feet of you. The creature must also be within 10 feet of you. The creature must also be within 10 feet of you. The creature must also be within 10 feet of you. The target must make a Wisdom saving throw. The target takes 4d10 force damage on a failed save, or half as much damage on a successful one.
Divination
Conjure Object
60
Instantaneous
You touch a small object or surface. The object must be inside 5 feet of the object when the spell ends. The object must be moved to a space that is 20 feet square and that can be used to hold or transport a creature. The space must be safe and secure. The object can be used to carry a creature or a creature's body to a designated space within range. The space must be occupied by creatures that can be friendly to you. If a creature attacks you when you move the object, the creature must succeed on a Dexterity saving throw or be pushed 10 feet away from you by a friendly creature. On a failed save, the creature takes 5d8 bludgeoning damage.
Transmutation
Conjure Object
60
Instantaneous
You touch a small object. The object must be within 5 feet of the object when the spell ends. The object must be moved to a space that is 20 feet square and that can be used to hold or transport a creature. The space must be safe and secure. The object can be used to carry a creature or a creature's body to a designated space within range. The space must be occupied by creatures that can be friendly to you. If a creature attacks you when you move the object, the creature must succeed on a Strength saving throw or be pushed 10 feet away from you by a friendly creature. On a failed save, the creature takes 5d8 bludgeoning damage and is pushed 10 feet away from you by a creature within 5 feet of it. The creature must be in a 30-foot radius. The creature must be moving at least 30 feet per round occupied by it.
Transmutation
Conjure Object
Concent
Conjure Object
Concentration, up to 1 hour
You create a magical object that appears in a 60-foot-radius sphere centered on a point you can see within range. The sphere can be anywhere in the target area. The object lasts for the duration. At Higher Levels
Conjure Object
Concentration, up to 1 minute
You cast this spell with the touch of your hand. The spell can be used to create a single-handed, magical weapon, weapon of great power, or any combination thereof. The weapon or weapon's power and damage fall into three categories: magic, mundane, and nonmagical. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the total damage dealt increases by 1d12 + 1d12 for each slot level above 6th.
Conjuration
Conjure Object
Concentration, up to 1 minute
You create a magical object that appears in a 60-foot-radius sphere centered on a point you can see within range. The sphere can be anywhere in the target area. The object lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of charges it has increases by 1 for each slot level above 5th.
Conjuration
Conjure Object
Concentration, up to 1 minute
You create a spell that lasts for the duration. The spell deals damage to creatures that are within 5 feet of you. At the end of each of its turns, the spell ends. When you cast this spell, you can target one additional creature for each slot level above 5th.
Conjuration
Conjure Object
Self
1 Hour
You shape a difficult object such as a spear, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling,
Conjure Object
Self (30-foot cone)
Concentration, up to 1 minute
You conjure up a magical object. The object is made of solid or stone, and has an area of effect equal to your spellcasting ability modifier. When the object is cast, you can use your action to make a melee spell attack against one creature of your choice that you can see within range. On a hit, the target takes 2d6 radiant or necrotic damage. If the spell ends during its duration, the object is destroyed. If the object is destroyed or if your spellcasting ability has already ended, you can use your action to dismiss it as an action.
Abjuration
Conjure Object
Self
Concentration, up to 1 hour
You create a magical object that can be used to conjure up a single creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target is charmed by the object and is unaffected by this spell for the duration. The object is harmless to creatures or objects that are within 5 feet of it. The object can have up to 10 magical properties, including those of the target. The object can have up to 10 magical properties, including those of the target. The object can have up to 10 magical properties, including those of the target.
Transmutation
Conjure Object
Self
Concentration, up to 1 hour
You touch a creature and then make it disappear, either as a result of being touched by an object, or as a reaction to your touch. This spell can target objects you touch as if you had cast the spell on them. You can also target multiple objects at once. As a bonus action on your turn you can make an attack roll against one object you can see within range. On a hit, the creature takes 2d10 bludgeoning damage, or half as much damage on a failed save.
Transmutation
Conjure Object
Self
Concentration, up to 1 minute
You conjure a being of great power. Choose an object that you can see within range. The creature enters the illusion, and the creature returns to its reality with a random Strength and Dexterity score. The creature must be within 60 feet of the object when it appears. The object can’t have more than one form of magic item on it, and you can’t cast spells or activate magic items that have a range. The creature’s first ability check is its spell save DC. If it succeeds, the object disappears from the creature’s mind, and the creature returns to its reality with a random Strength and Dexterity score of 4 or lower. The creature can’t cast spells or activate magic items that have a range, and the object disappears when the spell ends.
Necromancy
Conjure Object
Self
Concentration, up to 1 minute
You create a magical object that can be used to conjure up a single creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target is charmed by the object and is unaffected by this spell for the duration. The object is harmless to creatures or objects that are within 5 feet of it. The object can have up to 10 magical properties, including those of the target. The object can’t be damaged or destroyed. The spell ends for the target and it is immune to this effect for the next 24 hours.
Transmutation
Conjure Object
Touch
1 Round
You touch a willing creature and animate it for the duration. The creature is familiar and free to act on its own. The spell ends if the creature isn’t already dead or incapacitated. After the spell ends, the target becomes aware of the existence of any creature you touch and can examine it for clues. When the spell ends, the creature is no longer in the spell's reach.
Transmutation
Conjure Object
Touch
Concentration, up to 10
Conjure Object
Touch
Concentration, up to 1 hour
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Conjure Object
Touch
Concentration, up to 1 minute
You touch an object or an object that you can see within range. You can make the object invisible, and the spell ends if you have no spell slots or if the object or object is in the air.
Conjuration
Conjure object
Touch
Instantaneous
A wand of teleportation springs to life in a random spot you choose within range. The wand lasts for the duration and is light enough to be used only by spell-like abilities. The spell is a teleportation spell and doesn’t take effect if you are still in the spell’s area. You can also use the wand to go to another place you can see within range. You can also use the wand to teleport to another object you can see within range. You can also cast the spell again on a target that is within 30 feet of the wand. If you cast the spell again, the same object remains within 30 feet of the wand, and you can use your action to teleport to another object within 30 feet of the wand. You can also use the wand to teleport from one place you can see to another place within 30 feet. You can also use the wand to
Conjure Object
Touch
Instantaneous
You touch an object, a creature, or some other magical effect, and it instantly appears within range. The object or creature is no longer affected by any effects or effects that apply to it. The spell ends when the object or creature disappears, and the spell ends on any effect or effect that affects the object or creature.
Transmutation
Conjure Object
Touch
Instantaneous
You touch a object or a creature and utter a command, a mantra, or a phrase. If you cast this spell without first casting the spell, you can also cast it as an action on any of your turns. If you do so, the object or creature disappears. The spell ends for the object or creature. In any case, you can use this spell as a bonus action. On a success, the spell ends.
Divination
Conjure Object
Touch
Instantaneous
You touch a willing creature that is within range and that is willing or able to give a verbal answer to a question. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. At the end of each of its turns, the target can make a Wisdom saving throw or become charmed by you. You can also use your action to cause an object you touch to fall to the ground, such as a torch or a box.
Transmutation
Conjure Object (Touch)
Self
Instantaneous
You touch one object that you can see within range. For the duration, you can use your action to touch any object that is within 30 feet of it, but the spell ends if you touch it. The object can be worn or carried. It disappears when you finish a long rest. The object is no longer in your grasp. The spell ends if you touch the object.
Illusion
Conjure of the Earth
60
Instantaneous
You summon a creature of challenge rating 1/2 or lower, and cause it to make a Wisdom saving throw. The creature rolls a d10 and add the number rolled to each die of the roll. The DM chooses the creature’s statistics, and it is immune to all damage types above 4th. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 2nd. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cause any of the damage types above 1st. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 5th. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 9th. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 2nd.
Conjuration
Conjure of Thunder
60
Instantaneous
Conjure One
30
Concentration, up to 1 hour
You summon a magnificent demon, the Shadow of Strahd. Your DM chooses one of the following options for the summoning, which lasts until the spell ends. You can create a shadow in any other way you desire, as long as you do not harm it or use its action to do so. The Shadow of Strahd w as summoned and reveals itself to the other creatures in a 30-foot radius around you. The Shadow can’t enter a location other than a point within range and can’t cast spells, activate magic items, or enter a password that a creature knows must be followed by at least 1,000 words. The Shadow can enter a location other than a point within range and can’t enter a creature’s space without first approaching from a different direction as described in the Shadow spell. The Shadow can enter a location other than a point within range and can’t cast spells, activate magic items, or enter a password that a creature knows must be followed by at least 1,000 words. The shadow can move across uneven terrain, up or down stairs, across trees, and so on, shedding bright light in a 30-foot radius and dim light for an extra 60 feet. So, in addition to dealing major damage to its enemies, the Shadow can cause severe damage to any creature it strikes when it strikes, up to 1d6 necrotic damage. You decide what sort of shadow the Shadow brings with it when it strikes, how often it strikes, and what appears to be the w dirngth of the target. If you strike a shadow that weighs 25 pounds or more, you can make a Strength or Dexterity saving throw. On a success, it has no teleportation rope around it and can walk only by walking. If you make another saving throw with a shadow that weighs 30 pounds or less, you can use your action to teleport the shadow to your space. On a failure, the shadow vanishes and can’t return to you for 24 hours after you cast the spell. If you cast this spell multiple times, you can have up to two of its non-demi-sent effects active at a time, and you can dismiss such an effect as an action.
Abjuration
Conjure One
60
Concentration, up to 1 hour
This spell takes shape as the devil, forming a face and gradually shedding its armor as its body warms. It has AC 20 and 20 hit points, and it has ACod 15 and 15 hit points, against the spell’s maximum. An unwilling creature that succeeds on a Constitution saving throw automatically succeeds on the saving throw automatically assigned to that saving throw. The devil can be dispelled by dispel magic, similar to the casting of an Iolant's Faith, if you are holding a staff or a staff spell, if you have a staff spell slot of 5th level or lower, or if you cast a spell using a staff and wish to bind the devil to a different staff spell slot. You can compel the devil to perform actions or refrain from doing them, such as shedding its armor, feigning death, and attacking it for its turn. As an action, you can compel the devil to cast a different spell. If you choose a spell slot of 3rd level or lower, the devil may cast a different
Conjure One-Handed
60
Concentration, up to 1 hour
You teleport to a point you can see within range. You can use your action to teleport to the point that you are currently on the plane you are on, and you can also use your action to teleport to another point within range. You can use this teleport to teleport to any point on the plane you are currently on. You can also use it to teleport to a different point within range. You must stay within 10 feet of the point you are currently on. You can also use this teleport to teleport to another point within range. You must choose a point within 10 feet of your destination plane. At a point you choose, you can use your action to teleport to that point. You can also teleport to that point multiple times. You can also use your action to teleport to a different point within range. You can also use this teleport to teleport to a different destination plane.
Conjuration
Conjure One Large or smaller Medium Creature
10 Days
You conjure up a creature you can see within range and place within range of it. The creature must be within 30 feet of you by the time you cast this spell. The creature appears in a random place on the ground, such as a wall, a ceiling, or a wall of ice. If the creature is in a room or a structure, the creature can move and is unaffected by any of the normal effects of movement. The creature can use its action to make a Strength or Dexterity check (your choice) against your spell save DC. If it succeeds, the spell ends. When you cast this
Conjure One
Self
Concentration, up to 1 hour
You call one creature or some form of energy that you perceive within range for its true nature and make it a willing servant. The target can choose one of the following options for how long it lasts, or it can persist. 1. Staggering, knocking down two or more creatures. 2. Unceasingly sweeping a target, summoning a celestial, or summoning a god. 3. Directing, reviving, or raising a creature’s health. 4. Staggering, knocking down three or four creatures. 5. Staggering, knocking down eight or nine creatures. 6. Lunge, taking a creature’s speed, or reaching toward a creature’s space. 7. Slash, piercing, or slashing at a creature or an object within range, including by slashing or slashing at a creature or an object. 8. Locate Objects or open a treasure chest. 9. Obliterate, burning, or dripping with foul energy. 10. Create a siphon or other magical pit within range. 11. Sticky or flammable objects in the area. 12. Shocking or disturbing images.
Abjuration
Conjure One
Touch
Concentration, up to 1 hour
You touch one willing creature and ask it to accompany you on a long, drawn-out journey through time. You must use the shortest possible travel distance for the spell’s duration, which must be between 10 and 20 minutes. When the spell ends, the creature returns to its home plane (if you’re within the spell’s range), if it is successfully summoned or if there is a sufficient supply of food to sustain a crew for 24 hours. If the creature resettles in another dimension outside the spell’s duration, the spell ends, and the creature returns to its home plane. The spell can’t take actions this way while on land or while attempting to enter a new dimension (for example, the spell might
Conjure One
Touch
Concentration up to six willing creatures of your choice within range are conjured together. You conjure up a being, a creature, or some other visible phenomenon that bestows power on a creature or a creature that has a certain kind of magical status. The creature appears and acts as if it were a creature, with no physical characteristics, such as a lizard or a bat. The creature is under the effects of some sort of divination spell known as a charm, and it has advantage on any Wisdom saving throw it makes that requires closing or raising its cloak. Any effect working on it that uses a different spell slot for casting or targeting spells appears to be aimed at the creature. For the duration, the charm reduces the creature to a state of exhaustion, preventing it from fighting back. Alternatively, as an action on your turn, you can cause the creature to fall prone or to be paralyzed. During this time, you can use a bonus action on each of your turns to make an attack roll with a weapon with a 5th-level slot.
Transmutation
Conjure One
Touch
until dispelled
You choose a point you can see within range, and one wing of a legendary fiend that you can see on the ground within range. You create a spectral illusion of a creature you can see in the area, transforming it into a fiend for the spell’s duration. The creature is friendly to you until the spell ends, and it becomes a spectral illusion for the duration. The illusion lasts for the duration, when the illusion ends. If you cast this spell on the same spot every day for a year, the spell lasts until dispelled, and if you use it again on the same spot, the spell ends. For the duration, the spectral creature is friendly to you. It speaks a language you know and acts as a messenger. Whenever the illusion calls back to life, the creature is made to regain hit points equal to 1d8 + your spellcasting ability modifier. The illusion lasts for the duration, when the illusion calls to your part, or until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the illusion calls you to challenge your creature to a melee duel. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. If a creature fails its save, it can choose another creature of your choice who is within 30 feet of it (your choice when speaking to it) and must either fight or flee from the spell. The creature must make a Wisdom saving throw at the end of each of its turns. On a success, it frees itself. A creature can be targeted only by one creature interaction with the illusion at a time. If a creature uses its action to examine the creature for magical connections between its action and the spell, that creature must succeed on a Wisdom saving throw to determine whether the spell is already targeting that creature. On a success, the spell no longer targets that creature.
Divination
Conjure other spirits
Self
Concentration, up to 1 hour
You call forth spirits to accompany you in combat. Choose a spirit of challenge rating 1 or lower, such as a spectral may fez,
Conjureous Form
10
24 Hours
You create a circular, cylensial form that resembles a beast, and it retains its original alignment. Each creature in the cone must make a Constitution saving throw. On a failed save, a creature takes 4d8 psychic damage and is blinded for 1 minute. On a successful save, the creature can make a Constitution saving throw. On a failed save, or half as much damage on a successful one. The creature can spend its extra 2 hit points for each slot level above 1st.
Evocation
Conjureous Form
300
Instantaneous
You create a form of air that appears as a luminous cloud of smoke at the point you cast the spell. The air is free for the spell’s duration. A creature can’t hear air when it moves from the cloud. Any creature can’t hear air when it moves from the cloud. The air moves with the cloud, but it doesn’t move with it.
Conjureous Form
Conjureous form (no action required)
Conjureous form (no action required) is a form that appears as a giant, fat, or smaller. The air in that form is free for the first time on a turn or until it appears. When the air moves, the air moves with it. A creature can’t lose control of it. An uncontrolled creature can’t fall. At Higher Levels. When you cast this spell using a spell slot of 2nd level or lower, the number of objects that fall and that leap into the air increases by 1 for each slot level above 2nd.
Evocation
Conjureous Form
30
Instantaneous
Choose one or more solid objects you can see within range. Each creature in the sphere must make a Constitution saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. A creature takes 4d8 fire damage on a successful one. On a failed save, an extinguishing flame ignites the sphere, and you can end the damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or lower, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Conjureous Form
30 Round
Instantaneous
You transform a piece of solid metal that you can see within range into a new form that you can see within range for the duration. The shape is difficult terrain for the normal creature, but it has advantage on Dexterity checks, Strength saving throws, and Constitution saving throws. The shape lasts for the spell’s duration. The creature can make a Constitution saving throw against it. On a failed save, a creature takes half as much damage on a failed save, or half as much damage on a successful one. The creature can also make a Constitution saving throw against it. On a successful save, it takes half as much damage on a failed save, or half as much damage on a successful one. A successful save, or half as much damage on a successful one. On a failed save, a creature takes 1d8 fire damage and is blinded for 1 minute. A creature blinded by fire burns for 1 minute. A creature blinded by fire burns for 1 minute. A creature blinded by fire burns for 1 minute. The extinguish flames for 1 minute. At Higher Levels. When you cast the spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Conjureous Form
60
Instantaneous
A thin sheet of fine gray sheet of fine gray dust that appears on a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, an extra 2 hit points are lost. A creature that can make a Constitution saving throw must make a Constitution saving throw against it. On a successful save, it takes 2d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Conjureous Form
Self-centered inanimate inanimate, up to 1 minute
Choose a cube of solid metal that you can see within range for the duration. Each creature in the cube must make a Constitution
Conjureous Form
Self
Concentration, up to 1 minute
A form of liquid form a small, fat, or liquid that has an effect that affects a target. The target is a corpse, but it remains in place for the duration. If the target’s body is empty, it is transformed into a humanoid. The target’s body is restored to life.
Transmutation
Conjureous Form
Self
Concentration, up to 2 hours
This spell grants the ability to transform one creature within a dimension. It can’t be a creature or a specific shape. If a creature or a specific creature enters the circle, it takes 2d8 + 10 force damage on a failed save or a 9d8 + 10 force damage on a successful one. If the circle’s sphere is within a place you can see, the sphere moves in a space the circle’s dimensions. If the sphere appears in a larger space that isn’t being occupied by the sphere, it appears in that space and can’t be pushed.
Evocation
Conjureous Form
Self
Self
Concentration, up to 1 minute
You create a magical circle of 5 feet on each of your choice that fits into the space of your choice that you or your immediate companions are at the time of the spell’s effect. Each creature that enters or leaves that was once inside the circle must succeed on a Dexterity saving throw. A creature within the circle must succeed on a Dexterity saving throw or be pushed up to 10 feet away from the circle. Creatures within the circle have disadvantage on Dexterity checks.
Abjuration
Conjureous Form
Self
Touch
Concentration, up to 1 hour
You create a new form that isn’t a humanoid. The target takes 1d8 + 1d8 + 1/2 and ends the spell. The target’s body is a humanoid and a humanoid becomes a humanoid in its space. It can’t change form, but it retains the basic arrangement of limbs. The target’s body type is the same as the target’s body type. If the target’s body type is different, the target’s body is no longer the target’s normal body type and its transformation is unaffected by this spell. It assumes the number of limbs it had before it transformed. The target’s body types are the same as the target’s body type. A humanoid is unaffected by this spell. The creature’s body type is the same as the target’s body type. The target’s body type is the same as the target’s body type. The target’s body type is the same as the target’s body type, but the target’s new body type is the target’s original body type. It retains the basic arrangement of limbs for the duration, and it retains the normal arrangement of limbs. The target’s body type remains, and the target’s normal form is a creature that is on its body type. If the target’s body type isn’t broken, the target’s body types are unaffected. It remains stable; it doesn’t change form, but it retains the basic arrangement of limbs. The target’s body type is the same as the target’s body type. The target’s body type is the same as the target’s body type. The target’s body type is the same as the target’s body type. It doesn’t change shape, but it retains the basic arrangement of
Conjureous Form
Touch
Concentration, up to 1 minute
You transform a creature into a new form, transforming it into a humanoid. The target is a humanoid creature as well as a creature, but it has advantage on Dexterity checks and Constitution saving throws. The target’s body is neither worn nor worn. The target’s body is unoccupied.
Abjuration
Conjureous Shape
Self
Touch
Concentration, up to 1 minute
You transform a creature that you can see within range into a new form. When the target is hit, the target must succeed on a Dexterity saving throw. A creature or a creature that can see the target must succeed on a Dexterity saving throw. When the target is knocked unconscious, the target’s body can use its movement to perform a Dexterity saving throw. A creature that can see the target must succeed on a Dexterity saving throw, which it takes 1d8 + 1d8 + 1d8 + 1d8 + 1d8 + 1d8 The target’s body moves back to its normal place.
Enchantment
Conjureous Smite
1 Round
You create a magical link between one creature you can see and another creature you can see that you can see. You must also have seen the same creature for the duration. The link must be visible to you. It must be visible to you for the duration. Alternatively, if the connection doesn’t need to be visible to you, it must be visible to the creature you entered into. If it is visible to you, it disappears.
Enchantment
Conjureous Smite
1 Round
You create a magical link between one of the following two points: • It must be at least the same size as another creature, or the same size as you. You must be able to use this spell to create a spell that takes 1d6 magic damage, and the
Conjure Plants
100
Concentration, up to 1 hour
You teleport yourself to a point you can see within range and have it control plants and plants that are harmful to you. You can choose plants you can see within range, but plants that are harmful to you aren’t affected. You can also choose plants that aren’t harmful to you. Plants that you can see within range are usually poisonous to you and also tend to poison plants that aren’t harmful. Plants that aren’t harmful to you can have up to six tentacles on their bodies. The creatures that can’t be charmed by this spell can’t take damage from plants that are harmful to them. You can also make plants harmless to you. For example, the plant that can be charmed by this spell can fly. You can make plants harmless by casting this spell again.
Conjuration
Conjure Plants
10
Concentration, up to 1 day
You conjure up a nonliving vegetable or fruit in a natural location and that is within range for the duration. You choose a plant along with any others that you can see within range. The plants can be any you choose, though you can’t create more than one plant at a time. If you cast this spell using a spell slot of 2nd level or higher, the plants you choose can be up to its size and reach. If you cast it using a spell slot of 3rd level or higher, you can create up to six nonliving plants within 30 feet of one another, using whatever spell you have prepared. If you cast it using a 5th level spell slot, you can create six plants. Each plant created by this spell must be of a plant’s kind (such as a vine, stump, or log), its weight (such as a weight of 10 pounds), and the spell’s duration (up to 10 minutes), though plants created by conjuration spells or attacks have a 50 percent chance to fail once expended. The plants also obey your spoken commands, though they must follow your handiwork. For example, plant of a plant’s kind will automatically command its human companions to fight. When you cast the spell without first preparing the plants, the plants don’t appear in the spell’s area and wilt if you make a false suggestion about what plant to plant. If you plant a seed plant of the appropriate kind within range, the plant appears in the location nearest to the plant’s kind. If you plant a vineyard plant of the kind you cast this spell without first preparing the plants and wilt, the vineyard plant appears in the area closest to the vineyard’s kind. When you cast the spell and without first preparing the plants, you can plant any plant you choose within range and create vine vines wherever you
Conjure Plants
150
Concentration, up to 1 hour
You touch one plant that you can see within range and cause it to transform into a plant of your choice that is friendly to you and that uses your concentration to make a concentration check against your spell save DC. A creature that succeeds on its save must make a Wisdom saving throw. On a successful save, the plant transforms into a plant of your choice that is friendly to you and that uses your concentration to make a Wisdom saving throw. On a failed save, the plant transforms into a flower that you can see within range. Additionally, you can use your action to make a fluff check against the target's saving throw DC. On a success, the target is no longer affected by this spell.
Necromancy
Conjure Plants
150
Instantaneous
Choose one plant you can see within range. You create up to six nonmagical blossoms that sprout from the ground in a 5-foot radius centered on the target. Each plant remains inside its radius for the duration. You can use a bonus action to cause the plants to bloom in that area. When you do, choose one of the blossoms, and the plants wither away. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius of the shrub berry increases by 5 feet for each slot level above 7th.
Conjuration
Conjure Plants
300
Concentration, up to 24 hours
You choose a location on the Material Plane that you can see and described in writing. Plants there are hedgerows and groves made of branches that are connected by stone or wood. The ground is covered with hedges and groves, each made of a different material, such as stone, that are covered with hedges and groves. Plants there are watered and harvested and remain so for the duration. The spells used to create the spell can’t be dispelled by dispel magic, and any creatures that can’t be targeted by spells are banished to the nearest unoccupied space. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it can make a Dexterity saving throw. On a failed save, the creature takes 5d8 bludgeoning damage and is pushed 10 feet away from the spot where it entered. On a successful save, the creature takes half damage, and isn’t pushed or pulled. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, the creature can make a Strength (Athletics) check against your spell save DC. On a success, the creature is pushed 10 feet away from the spot where it entered. The spell’s area can’t be more than 10 feet wide. If you take 5d8 bludgeoning damage from a slash, the spell’s damage increases by 1d8, and the spell’s area increases by 5 feet for each additional foot the damage takes. The damage from such a blow can’t be reduced or prevented in any way, and the spell ends when the creature or object is moved or touched.
Transmutation
Conjure Plants
300
Instantaneous
You choose plants that you can see within range. You gain the following benefits: - Plants grow 1 foot in all directions. - Plants are unaffected by fire, cold, or darkness. - Plants don’t need food or water. - Plants don’t harm creatures they pass by. - Plants can’t be targeted by traps or other ill-advised spell effects. - Plants don’t consume food or drink. - Plants don’t become blinded or deafened. - Plants don’t become charmed. - Plants don’t become frightened. Plants aren’t created equal in kind to other creatures.
Transmutation
Conjure Plants
30
10 minutes
You bring down the plants of the chosen kind to life. Each plant has a hit point total equal to your spellcasting ability modifier. Each plant can be a plant of any level, except a plant of 1st or 2nd level. You can make a plant any of the following plants: plants of the same level as you, or plants of any level that can plant fewer than you.
Abjuration
Conjure Plants
30
1 Hour
You summon plant-like creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One Large plant or • Two plants or • Four Medium plant or • Eight Large plant or • Ten Tiny plant or • One An illusory copy of the creature appears in an unoccupied space where it appears. At any time, you can dismiss and desist from the summoning spell at the same spot every day for up to 8 hours. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon plant companions that are as friendly to you as any of the creatures you described.
Conjuration
Conjure Plants
30
1 Hour
You touch one plant that you
Conjure Plants
30
1 Hour
You utter a poisonous plant spirit. Choose one of the following options: • Choose a swamp, grassy meadow, or a patch of ground with a diameter of at least 1 mile. • You utter a poisonous plant spirit, either through your hands or by means other than poisonous gas. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target plants that have 2nd or 4th levels in the spell's casting slot with the poisonous plant spell. Plants affected by the spell deal poisonous gas in an area in front of you that can be targeted by ranged weapons.
Transmutation
Conjure Plants
30
1 Round
You summon plants from the air of the ground in a location you choose within range. Plants appear in unoccupied spaces that you can see within 30 feet of you. You can summon up to five willing creatures. The non-hostile creatures must succeed on a Wisdom saving throw or be charmed by you for the duration. They w as charmed by you, and you and any creature you charmed while charmed by you were also charmed by at least one other creature. This spell can have additional effects depending on the nature of the illusion. The first effect can be negated or suppressed by two or more methods, but the second or its associated effects must be determined first.
Transmutation
Conjure Plants
30
Concentration, up to 1 minute
You conjure up plants that you can see within range, either plants of one size category larger or plants of one size category smaller. You can create up to ten such plants and up to 10 plants of the same type at a time. Each plant must be on a plane of existence that you can see within range; it must be at least 30 feet away from you and within 10 miles of you. The plants sprout from a single plant, and each plant must have at least one flower, one stalk, and one trunk. Plants can be destroyed by spells or other means. A plant can be destroyed by any means you choose, including through a blast. A plant can also be destroyed by a blast of force, such as by a blast of lightning. A plant can be destroyed by a large beam of energy, such as by a beam of water. A plant can be destroyed by a slow-moving wind, such as by a wind of 10 miles per hour. A plant that is destroyed by a spell or other means is destroyed. You choose the plant that you create. A plant that you create can be any size or shape you choose. When you create a plant, you can create up to three additional plants for each slot slot above 1. You choose the plant at random. Plants can be created up to 10 times by using an action of your choice that ends with a colon. The plants can be created by using the same action of the plant created by the spell or by using a different action of the plant created by the spell. You can create up to ten plants
Conjure Plants
60
Concentration, up to 1 hour
For the duration, you choose two trees of challenge rating 2 or lower: berg, cedar, dune, ebony, fir, fir bark, cedar stamper, fern, gry
Conjure Plants
60
Concentration, up to 1 hour
You conjure plants in a 10-foot cube. Until the spell ends, each plant you choose becomes a plant for the spell. Plants you designate become plants for the spell. You can choose from any of the following plants: arbor, bough, berg, bergroot, cormorant, cormorant borer, dolomite, dolomite borer, dolomite borer, dolomite borer, dolomite root, eucalyptus, eucalyptus root, eucalyptus bud, eucalyptus stalk, eucalyptus vine, eucalyptus tree, dolomite, dolomite borer, eucalyptus vine, dolomite root, eucalyptus plant, eucalyptus vine, You create a 5-foot cube of transparent stone that is as difficult or harder than other creatures to detect. You can use an action to designate a spot within the cube for the spell. You can designate an area of magical energy that consists of a circle centered on a point within range. The area is made up of a solid mass of dirt and dust. When you cast the spell, choose one of the following effects: • The area is made of dirt and dust. • The area is made of material that is difficult to discern. • The area is made of dirt and dust that is difficult to discern. • The area is made of dirt and dust that is difficult to discern. • The area is made of dirt and dust that is difficult to distinguish from a creature that isn't made of dirt. • The area is made of dirt and dust that is difficult to distinguish from a creature that isn't made of dirt. • The area is made of dirt and dust that is difficult to distinguish from a creature that isn't made of dirt. 龍�Transmutation
Conjure Plants
60
Concentration, up to 1 hour
You conjure plants that you can see within range, and teleport them to a location you can see within range. The plants appear in a spot you
Conjure Plants
60
Concentration, up to 1 hour
You create a plant that is either friendly, hostile, or hostile to one or more creatures of your choice that you can see within range. The plant must be within 30 feet of you when you create the plant. If you are within 30 feet of the plant, the plant has resistance to poison damage. The plant can also be tamed by one of the following tools. The plant can also be a hoe, a sling, or a sling of any kind. The plant can also be a tool of a different kind. The plant can be a tool of any kind, including a sling. The plant can also be a tool of any kind, including a sling. You can use your action to create an object that fits on top of the plant. The object must be of sufficient size to be able to hold the plant. The object must be on a surface of at least 1 inch square or a surface that is at least 1 inch thick. The object can be a container, a sling, a sling of any kind, or a sling of any kind that is not a sling of any kind. The object is worn or carried by the creature or by the creature as a weapon. The object is no longer in use by the creature or by the creature. The object is no longer in use by the creature or by the creature. The creature can use an action to dismiss the object as an action, or to dismiss the object as an action. You can dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. The object must be on a surface of at least 1 inch square or a surface that is at least 1 inch thick. On a surface, the plant can be a container, a sling, a sling of any kind, or a sling of any kind that is not a sling of any kind. The plant can also be a tool of any kind, including a sling of any kind. The plant can also be a tool of any kind, including an object. The plant can be a wyvern. The plant can also be any tree. The plant
Conjure Plants
60
Concentration, up to 1 hour
You summon plants that bloom into life at your direction in an area you choose within range. You can summon any plant you desire, but plants summoned must be of vegetable matter and that is vegetable. You can also specify plants that aren’t created by plants conjuration.Abjuration
Conjure Plants
60
Concentration, up to 1 hour
You summon plants that take 2d4 + vegetable matter’s damage when you cast this spell. Choose any number of willing creatures that you can see within range. You transform each creature into a different plant, which plants it in turn becomes a different plant. In addition, you can take the form of a plant mate but the plants can’t become sons and daughters of the one being grown. A transformed plant loses its color, shrub, and bark components. A transformed beast is unaffected by this spell.
Transmutation
Conjure Plants
60
Concentration, up to 1 hour
You summon plant-thickened tomes that cover a 30-foot-radius sphere to serve as barriers between you and a creature you choose within range. The target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage as divided poison damage for the spell’s duration. The barrier lasts until the target drops to 0 hit points or if it is poisoned. When you cast the spell, you can designate creatures you want to be summoned by creating an instance of Conviction. You call upon your divine saviour, the Smiting Cane, to issue a command to the fiendish beasts you line up beside you. They must succeed on a Wisdom saving throw or be charmed by you for the duration. If they fail, they can’t be charmed again until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Conjuration
Conjure Plants
60
Concentration, up to 1 minute
Powdered plants appear in a 20-foot cube centered on a point you choose within the duration of the spell. Each plant becomes a flower when it appears, and it grows to a height of 10 feet up to 20 feet per round it appears in. The plants you choose can be as large as Medium, Medium Small, or Medium or smaller. You
Conjure Plants
60
Concentration, up to 1 minute
The target plants six blossoms on a leaf or stump, or a leaf or stump in a container within reach, and chooses one of the following conditions during the duration: 1. The target drops 1 temporary or permanent leaf. 2. The target grows one new tree; the plant is no longer a temporary plant, but a permanent, permanent container that can be destroyed. 3. The target plants at least one leaf. 4. The target plants at least one stump. 5. The target plants a growth of 1 inch in diameter. 6. The target plants a leaf; the plant can be destroyed by a similar leaf or stump. 7. The target plants up to six blossoms on a leaf or stump that is in the plant’s space for the duration. 8. The target plants at least one stump. 9. The target plants a growth of 3 inches in diameter or less. 10. The target plants two leaves; the plant is no more than 2 inches tall, and it sheds an extra 1 inch each time it sheds its leaves. 11. The target plants a growth of four inches in diameter or less; the plant sheds one extra inch each time it sheds its leaves. 12. The target plants at least one leaf; the plant is no more than 1 inch on a side (the plant sheds three extra inches while in the plant’s space), or the plant sheds two extra inches each time it sheds its leaves. 13. The target plants up to six leaves; the plant can be destroyed by an either a small or large plant. 14. The target plants a growth of two inches in diameter or less; the plant sheds one extra inch each time it sheds its leaves. 15. The target plants four leaves; the plant is no more than 1 half inch on a side (the plant
Conjure Plants
60
Instantaneous
You choose a single plant, or a swarm of plants of any sort, that remains inside a 10-foot cube until the spell ends. The plants can be destroyed, however, if the creatures that cast this spell are permanently within the spell area.
Transmutation
Conjure Plants
60
Instantaneous
You conjure plants that appear in any unoccupied spaces that you can see within range. The plants appear in any color you choose, and plants can grow up to five feet tall and have natural bark and twigs. The plants have advantage on Wisdom (Perception) checks made to listen and understand written language. The plants also gain the benefits of Plants' native environment, such as sunlight, fire, grasses, and meadows. Plants can be summoned by spells, such as conjure plant or fey, or created by spells, such as charm person and charm person entice, that directly affect plants. Plants can also be summoned by other means, such as as a spirit or magic item summoned by a spell or a wish. When a plant appears in a space you choose within range, you can direct its attention to a creature you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 poison damage. If a plant is slain while summoned by a spell or a wish, the target takes 2d6 poison damage on a failed save, or half as much damage on a successful one. When a plant successfully saves against a poison spell or a wish, it escapes from the spell or wish.
Evocation
Conjure Plants
60
Instantaneous
You create plants capable of growing plants of your choice from one of the following types: vine
Conjure Plants
90
Concentration
Conjure Plants
90
Concentration, up to 1 hour
You summon intelligent plants of your choice, those of moderate size and that are at least as large as you are. Choose a plant you choose within range. You can summon up to two intelligent plants at a time. You can summon a total of 100 intelligent plants, or one plant of your choice, at any point during its duration. You can summon up to 200 intelligent plants at a time at a time, up to 5 at a time if you are fighting a deity or a group of gods, and 10 at a time if you are fighting an ungodly power. You can only use this spell once. You can summon a Huge or larger plant, which has the same growth rate as a Huge or larger plant, but it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the start of each of its turns as a normal plant, it can repeat this spell several times. You must recall where you summoned the intelligent plants from when you cast this spell. If you summoned plants that are no larger than Small or smaller than Medium, they wilt away at the start of your next turn, and you can use this spell a second time on each plant. The spellsfiring spell fails if you have a concentration on the spell and the concentration is broken or if the spell has no effects while the plant is summoned or summoned while you are at least 1 hour sober. A plant that wils away must use its action to plant a new one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, an additional plant created by the spell can be created for each slot level above 6th.
Evocation
Conjure Plants elementals
30
10 hours
You summon plants elementals and animate them with your spellcasting prowess to deliver a message to a specific creature in your line of vision. Choose a 10-foot cube of air or 10-foot-square solid earth. Each creature within the spell’s area must succeed on a Wisdom saving throw or take 1d8 poison
Conjure Plants
Self (10-foot radius)
Concentration, up to 1 hour
A shadowy temple or labyrinthine area appears to be composed of masses of plants. A creature within the area must make a Dexterity saving throw. On a failed save, the target takes 1d6 psychic damage and must immediately move to the nearest unoccupied space that is free of creatures. The spell fails if the target is occupied by a creature other than you. On a successful save, the target takes half as much damage and doesn’t have to move. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Conjure Plants
Self (15-foot radius)
Concentration, up to 1 minute
Choose a plant within 15 feet of you that you can see. You create up to ten simple, round-shaped flowers. The plant takes 1d10 force damage on a hit or miss. If you cast this spell multiple times, you can have up to three plants created at a time, and you can alter the plants in any order you choose. Plants created by this spell can’t be changed. A plant created by conjured natural or magical force can’t be restrained. It must remain within its normal space for the duration. When you cast the spell, choose a location within 30 feet of you where the plant appears. If you cast it in a location other than this place’s normal space, the plant appears and lasts until it leaves the location, at which point it’s no longer there. The plant is restrained, however, by a plant’s natural barriers, which cause it to become difficult terrain. Choose a location within 30 feet of you where the plant appears. The plant appears and lasts until it leaves the location, at which point it is no longer there. The plant is restrained by a plant’s natural barriers, which cause it to become difficult terrain. You can plant up to ten simple flowers within 30 feet of you. Plants grow in any size, shape, and quantity that you specify. Plants can’t create trees, shrubs, vines, or vines. You can plant up to ten simple flowers within 30 feet of you. Plants can’t create trees, shrubs, vines, or vines. They can’t be grown or modified by plants, but they can’t be damaged by them. Plants can’t create creatures. When you cast the spell, choose a location within 30 feet of you where a plant appears. If you selected a location other than this one, the plant appears and lasts until it leaves the location, at which point it is no longer there. The plant appears and lasts until it leaves the location, at which point it is no longer there. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you add the plants you specify to the total.
Evocation
Conjure Plants
Self
1 Hour
You create a thin, branching canopy that fills a 60-foot-radius sphere centered on a point you can see within range. Choose a point on the ground within range. When you cast the spell, you can choose an area of effect within 60 feet of the chosen area. The area can be any of the following: a) A swamp, b) A lake, c) A small hill, d) A small hill, or e) A small hill. If you cast this spell more than once, the spell lasts for the duration
Conjure Plants
Self
1 Hour
You create a thin, branching canopy that fills a 60-foot-radius sphere centered on a point you can see within range. Choose a point on the ground within range. When you cast the spell, you can choose an area of effect within 60 feet of the chosen location. The area can be any of the following: a) A swamp, b) A lake, c) A small hill, d) A small hill, or e) A small hill. If you cast this spell more than once, the spell lasts for the duration.
Evocation
Conjure Plants
Self (30-foot radius)
Concentration, up to 10 minutes
This spell transforms plants, plants that have a Medium or smaller hit point value, such as trees and shrubs, into plants with a Medium or smaller hit point value. The spell can target a single plant’s hit points. If the plant is an undead, it takes no damage from attacks. If the plant is a plant that can’t be damaged by nonmagical attacks, it takes 10 acid damage on a hit. For the duration, the plant can’t be targeted by a nonmagical spell or an attack.
Abjuration
Conjure Plants
Self (7-foot radius)
1 minute
You create plants of your choice that serve as your medium for the spell’s duration. You can make each plant you create by either crushing it or pouring it into a pot. The pot produces a plant of your choice that is at least 1 foot in diameter and that fits within one of the following categories: - Medium plants. Reducing a Medium plant to 0 hit points destroys
Conjure Plants
Self
Concentration, up to 10 minutes
You summon fey plants, complete with poisonous leaves and blossoms, that hide in steep drops in a 20-foot-radius, 40-foot-high pit. Each plant you select must succeed on a Wisdom saving throw or become frightened of you until the spell ends. Plants that are frightened of you have disadvantage on Wisdom saving throws. When you cast the spell and as your action on each of your turns until the spell ends, you can use your action to cause one of the affected plants to become frightened. If the frightened plant makes a Wisdom saving throw, that creature must succeed on a Wisdom saving throw or be frightened of you until the spell ends. The frightened creature is transported to a different spot in the ground, where it w as trained to remain hidden in such drops. If the frightened creature drops its leaf or shrub into a pit, it is engulfed in smoke and has disadvantage on Wisdom saving throws and ability checks until the end of its next turn. This smoke and fire use up the plant’s ammunition. While it is engulfed in smoke, it has disadvantage on attack rolls against creatures in the area. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the pit increases by 10 feet for each slot level above 6th
Evocation
Conjure Plants
Self
Concentration, up to 10 minutes
You summon plants from the air that attack any creature that moves more than 60 feet on its turn. The summoned plants move at half the speed of the normal creature. If the target moves more than 60 feet on its turn, the plant sprouts from it. Creatures that move more than 60 feet on their turn must make a Strength saving throw. If they do so, they are immediately dismissed from the spell.
Evocation
Conjure Plants
Self
Concentration, up to 1 hour
Choose a plant that you can see within range. You specify a plant or an object that must be in the targeted area and that fits within a 5-foot cube. The target must be within 30 feet of the plant or object. The target can have no more than one size category. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the plant or object increases by 30 feet for each slot level above 6th.
Evocation
Conjure Plants
Self
Concentration, up to 1 hour
You attempt to travel to a point on the ground that you can see is one hundred feet long and 50 feet wide. The point is a place where plants grow, where the air is clean, and where the air must not pass through barriers or other obstacles. The destination is an open field capable of supporting up to ten humanoids or ten five-foot-diameter enclosures. Any who enter the field willingly move there unhindered. A creature is not harmed in the process of moving. If a creature attempts to teleport into or out of the area by means of an arcane or magical spell, that spell fails and can’t take effect until the spell ends. A creature returning to the field when its speed is 1/4 that has already exited must attempt it again at the end of every 24 hours. This spell can end prematurely if the creature’s concentration is broken or the area becomes unstable. A creature might fall off abruptly or precipitously if it tries to stand still or if it thinks it can no longer stand the strain of the ordeal. The spell allows a creature on the ground to move up to 30 feet across an area covered by the ground or down to a place where it would normally be unable to move.
Transmutation
Conjure Plants
Self
Concentration, up to 1 minute
You create an illusory plant in your space within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a plant dies. The plant is harmless until the spell ends. It can’t harm a creature if it is within 5 feet of you. A creature who can’t be affected by this spell must succeed on a Strength saving throw or suffer 1d4 poison damage or half as much damage on a failed save.
Evocation
Conjure Plants
Self
Concentration, up to 1 minute
You create a thin, branching canopy that fills a 60-foot-radius sphere centered on a point you can see within range. Choose a point on the ground within range that you can see within range. When you cast the spell, you can choose an area of effect within 60 feet of the chosen location. The area can be any of the following: a) A swamp, b) A lake, c) An open field, d) A forest, e) A large hill, f) A small hill, g) A small hill, h) A small hill. If you cast this spell more than once, the spell lasts for the duration.
Evocation
Conjure Plants
Self
Concentration, up to 1 minute
You create a thin, branching canopy that fills a 60-foot-radius sphere centered on a point you can see within range. Choose a point on the ground within range. When you cast the spell, you can choose an area of effect within 60 feet of the chosen area. The area can be any of the following: a) A swamp, b) A lake, c) A small hill, d) A small hill, or e) A small hill. If you cast this spell more than once, the spell lasts for the duration.
Evocation
Conjure Plants
Self
Concentration, up to 8 hours
You awaken plants in locations you choose, and you learn the languages of either the known plants or those of known creatures that have come before you. You learn the current season, which is early and wispsoft, and you learn the languages of any of the creatures you select with a +2 bonus. You learn which plants have been replaced by other plants, in ascending order of appearance: charmed, feyedless, fiendish, or undead. A word of warning: for each new plant, choose one of the options below each time you cast this spell, you learn how the plant performs in combat and its racial traits until the spell ends or until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level
Conjure Plants
Self
Instantaneous
Choose a specific and dangerous plant that you can see within range. Plants that can be charmed are difficult terrain. Medium plants with a good hearing and the ability to detect sound are unaffected by this spell. The spell creates ten limbs and limbs with which creatures can communicate. The limbs control
Conjure Plants
Self
Instantaneous
You conjure plants from the ground in a 30-foot cube, which you can see within range. The plants are harmless if their size is less than Medium or Medium and any height or width is less than 10 feet. Each plant has AC 5 and 10 hit points. Each plant can’t be charmed, frightened, or otherwise treated as though it were an animal. The plants have AC 5 and 10 hit points. Each plant must be within 30 feet of you to cast the spell. When you cast the spell, choose one of the following options: • You can target one plant for the first time on a turn or a turn after the spell ends. • You can target one plant for the first time on a turn or a turn after the spell ends. • You can target one plant for the first time on a turn or a turn after the spell ends. • You can target one plant for the first time on a turn or a turn after the spell ends. • You can target one plant for the first time on a turn or a turn after the spell ends. • You can target one plant for the first time on a turn or a turn after the spell ends. • You
Conjure Plants
Self (Touch)
Concentration, up to 1 hour
The next time you touch a plant, an extra plant or an area of a plant’s space that you can see within range, the plant turns into an extradimensional space, and the plant is free to move. When the plant reaches 5th level, you choose the new location for the plant’s transformation, and the plant can’t return to the same
Conjure Plants
Self (Touch)
Instantaneous
You touch a plant, such as a tree, or the ground, such as a hill, or the trees themselves. You choose one of the following effects as the spell ends: • Plants grow, or they die. • Plants die, or they are killed. • Plants die, or they are transformed. • Plants do not die. • Plants die, or they are destroyed, or they are destroyed by magic. • Plants die, or they are destroyed by an earthquake. • Plants die, or they are destroyed by a sea or storm. • Plants die, or they are destroyed by a storm. • Plants die, or they are destroyed by a wind or thunder. • Plants die, or they are destroyed by an earthquake. • Plants die, or they are destroyed by an earthquake.
Divination
Conjure Plants
Touch
10 Days
You touch a plant and animate up to four plants of your choice that you can see within range. Plants grow, change shape, and are affected by spells, spells, and other magical effects. You can make the plants disappear. If the plants fail to last more than 10 days, they are removed from the spell. Plants that have been damaged by spells or that are damaged by other types of damage are restored to full health and are unaffected by spells, effects, and magic. The plant’s hit points are halved for each slot level above 4th.
Transmutation
Conjure Plants
Touch
24 Hours
You summon harmless plant growth, or bracts, on the ground or in containers within range. You choose a single nonmagical plant type to appear within range: celer, celery, needle, or chestnut. The plant growth is audible, but it doesn’t reach into the body of a creature or into the space of nearby creatures. While the plant growth persists, creatures and things created by spells created by this spell gain the same benefits from and effects from the same plant type, if any exist. For example, the plant growth w as created from a celer chestnut, if it isn't already, and the same effect as with bract growth. You can also use temporary plant growth to create an evergreen shrub. You can shape the growth, either as a flower or a stalk, to fill a 20-foot cube on either side of the container you use for the plant growth spell. An additional 20 feet is visible from above before it collapses to the ground and moves to the left or to the top, creating a horizontal veil. Any creature in the veil’s space must succeed on a Strength saving throw or take 1d6 bludgeoning damage as your spell ends.
Transmutation
Conjure Plants
Touch
Concentration, up to 10 minutes
Until the spell ends, plants have no food, water, or energy. Plants that have been charmed for the duration have no food, water, or energy. If a plant has been charmed for the duration and the spell ends, it remains charmed. Any creature that can see or hear the plant at a distance must make a Wisdom
Conjure Plants
Touch
Concentration, up to 1 hour
You make a plant your temporary destination. Choose a plant stalk, stump, bark, or other branching member of the plant family, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. At the start of each of your turns as a bonus action, you can ram the target into a nearby ruin, raising it from the rubble into the air. When it reaches 0 hit points, the target sucks up all its current hit points and stands still for the full duration. As the spell ends, the target takes 5d8 necrotic damage (your choice when you cast this spell) and is restrained, partially restrained, or subjected to the entangle spell. When the target releases this restraint, the sticky substance falls to the ground and crashes down, leaving behind no flesh or fat. It has a sticky body and is lightly flammable. As a bonus action on each of your turns, you can release the sticky substance from its restraint.
Transmutation
Conjure Plants
Touch
Instantaneous
You touch a plant, and if the creature you touch is friendly to you, you give it 1 hit point. Otherwise, the touch destroys the plant. For example, a creature might plant its trunk and stab a creature that touches it. If the creature has 50 hit points or fewer, you can make a Strength check to see if the plant succeeds or fails, and if so, what it can do. If a plant’s hit points are too high, a harmless sensory shock might occur.
Conjuration
Conjure Plants
Touch
Instantaneous
You touch a plant and put it into the Concentration for its potency information. You choose the kind of plant: an acacia, afern, beech, chestnut, fern, greg, gav, holly, jasmine, jasmine berry, jasmine cedar, jasmine dill, kali, kalimberb, kalimber wolf, kalimber wolf, pebbles, puffer, prune, pebbles, quiver, rue, red, ruby, sassafras, shallow, snowcap, tarragon, tarragon bergamot, tarragon cedar, trifolium, trifolium dill, trifolium dill, trifolium dillbark, trifolium dill oak, trifolium dill bergamot, trifolium dill oak, trifolium dill bergamot, or any combination thereof. You can cause the plant to become diseased or diseased-like if it’s successfully added to a recipe. You can also cause the plant to become sticky or to become stuck.
Transmutation
Conjure Poison
Self
Concentration, up to 10 minutes
You cast this spell at a point you can see within range. The target must make a Dexterity saving throw. On a failed save, it regains 1 hit point and takes no damage. On a successful save, the spell ends.
Evocation
Conjure Poison
Touch
Instantaneous
You touch a creature that has been poisoned by poison or poison. The target can be a creature of your choice within 120 feet of the target, but it must succeed on a Wisdom saving throw or its poison ability is restored to it. The target can be targeted again by the poison or poison again after 24 hours. If the target’s body is inside the target’s body, the spell is restored to it. If the target’s new body is inside the target’s body, the spell fails, and the spell returns to it. If the target’s new body is inside the target, the spell remains. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 1st.
Abjure Poison, acid, and cold have disadvantage on attack attack rolls against the target. The target can be targeted again by this spell
Conjure Privateer
120
Concentration, up to 1 hour
A lich appears in a shadowy, labyrinthine area within range. The spell’s area is difficult terrain, and the creature that appears must be within 30 feet of the spell’s area. The spell lasts for the duration, and the spell fails if it spends its movement attempting to enter the labyrinth or if the spell doesn’t end within 30 feet of it. Once on each of your turns, you can repeat the spell using only one ability score. If you would only need to enter the labyrinth to cast the spell, you could instead enter the spell by moving through it. Otherwise, you could leave it by moving through it and returning to the area you entered. The labyrinth is difficult terrain, and the creature that appears must be within 30 feet of it. The labyrinth is difficult terrain. The spell ends if the creature’s Wisdom die rises to 5 or higher. The spell can end if the creature’s Wisdom or Charisma w reaches the maximum allowed by its Constitution or Charisma modifier.
Divination
Conjure Remnant
30
Instantaneous
You summon a small humanoid of your choice that you can see within range for the first time on a target spell you cast or a subsequent time for the first time on a target spell you cast. The target must be within 30 feet of you and must be within 5 feet of you when you summon the creature. The target must have a Medium or smaller size that is within 5 feet of you and must
Conjure Rock
10
Concentration
Conjure Rock
60
Concentration until dispelled
You conjure a rock composed of ten tiny, compacted spheres at one time that fill a 20-foot cube within range. You choose whether the rock falls on the ground or on a wall. The rock is immobile while you are within the wall, and it takes 10 minutes to create a new rock. If you create a new rock, you can place a spell spell attuned to it on the rock and sentence it to a short rest. The rock is magical and can’t be damaged. It sheds bright light in a 20—foot radius and dim light for an additional 20 feet. When the rock appears, it disappears when the spell ends. It is immune to all damage, and you can dismiss the spell as an action. The rock doesn’t dissipate when dispelled. Instead, you conjure up a Huge rock, 5 feet to the nearest unoccupied space, that isn’t an unoccupied space, and that weighs 5 pounds or less pounds has a 20 percent chance to resist conjuration. You can use this spell to silence an unoccupied creature that uses an action to speak one word. The creature must make a song of warning and sacrifice itself for the cause of the rock if it thinks it can prevail. The rock then explodes. Each creature of your choice that ends its turn within 5 feet of the rock when you cast this spell must succeed on a Charisma saving throw or take 1d8 bludgeoning damage and be pulled 5 feet toward the rock for the spell’s duration. The rock explodes if it is ever more than 5 feet away from the rock.
Conjuration
Conjurer's Familiar
30
Concentration, up to 1 hour
You choose a humanoid or an animal that you can see within range. The target must be a humanoid or an animal that you can see within range. The target is a nonliving creature that you can see within range. The target can speak, read, and write in any language you choose. Regardless of what language the target speaks, you can specify the language as you see fit. The target can also use its action to make a Charisma check against your spell save DC. The spell ends if it is cast into an object other than the target. The target chooses one language that it can understand, but it is unlikely that its language will be a part of the spell. When the spell ends, the target can use its action to make another Charisma check against your spell save DC. On a success, it can only use its action to make this check again. If the spell ends, the target can only use its action to make the check again until the end of its next turn. The target must have spent 1 hour or more of its remaining time in this condition. If it does so instead, the spell ends if it is cast.
Necromancy
Conjurer's Mark
Self
Instantaneous
This spell’s name is inscribed in black metal on your head. It is the name of a legendary demon, or at least one demon that you know of, who has been a demon for at least 1 year. The demon is a humanoid of no size, standing at least 5 feet tall and weighing no more than 60 pounds. The demon’s statistics are as follows: • This demon’s race is the same as that of the known demon, though it appears in different forms. • The demon’s alignment is the same as that of the known demon, though it appears in different forms. • The demon’s alignment is the same as that of the known demon, though it appears in different forms. A black mark appears on the demon’s head, and it spreads downward from the demon. The mark is unbreakable, and it can be removed by any means necessary. The demon’s race is the same as that of the known demon, though it appears in different forms. A black mark appears on the demon’s head, and it spreads downward from the demon. The mark is unbreakable, and it can be removed by
Conjurer's Stone
300
1 Hour
This spell transforms a willing creature you touch into a treasure chest full of treasure. You open the chest and command all the creatures within it to service you in a manner other than raising or dropping a level or upgrading to a celestial, fey, or fiend (your choice). Anything not touched by an activity of this spell falls to the ground and is thus rendered treasure for the duration. The spell ends if you open the chest or if you and any creatures within it go berserk. For the duration, woe to all creatures that aren’t combat bound by the spell. The nearest creature or object bound by this spell is also affected by it. If the creature starts its turn with three or less levels above you, it triggers the treasure chest. Its challenge rating is 10 + its proficiency bonus + its Dexterity modifier. At the end of each of its turns, it can make another Intelligence saving throw. Its challenge rating is 12 + its class level. It can’t activate the treasure chest until this spell ends.
Conjuration
Conjurer's Ward
120
Concentration, up to 10 minutes
You cause up to 10 drops of poison, water, and other harmful effects to
Conjure Self
10 Days
Instantaneous
You touch a willing creature and cause it to become an undead. The target must succeed on a Wisdom saving throw or be charmed for the duration. The target also has resistance to poison damage and has resistance to fire damage. It remains charmed until the spell ends or until you cast this spell again. You can use an action to cause
Conjure Self
30
Instantaneous
You conjure a creature that is within range. The target must succeed on a Wisdom saving throw or become incapacitated. The target is a Medium sized humanoid. It has AC 20, and it has hit points equal to 2d6 + your spellcasting ability modifier. The target can’t be charmed, frightened, or possessed. Each time the target fails its save, the target becomes charmed and frightened. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of times you can cast the spell increases by 2 for each slot level above 3rd.
Transmutation
Conjure Self
60
1 Hour
A willing creature of your choice that you can see within range, willing, or otherwise, automatically succeeds on a Wisdom saving throw, if it succeeds, and ends the spell within 1 minute of casting it. On a failed save, the target is no longer willing or otherwise able to see you. The spell ends if the target already has the creature’s Strength or Dexterity modifier (your choice), and the creature makes a Charisma saving throw. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Conjure Self
60
Concentration, up to 1 minute
You create a single creature of your choice that you can see within range. The target can be any creature, including a Medium or smaller. The target can be any creature, including a Large or smaller. The creature must be within 5 feet of you. The creature can’t be charmed, frightened, or otherwise treated as though it were an animal. It can’t be charmed, frightened, or otherwise treated as though it were a plant. The creature must be within 30 feet of you when you cast the spell.
Transmutation
Conjure Self
60
Instantaneous
You attempt to teleport yourself to another point within range. You teleport to a point that you can see within range. A shimmering barrier surrounds your current location, and you have resistance against any attack that would cause it to disappear. You can use your movement to move the barrier around until the spell ends, then you can use your movement to move the barrier up to 30 feet in any direction until the spell ends, returning to your current location to teleport back to it. If you cast this spell without spending the first 200 feet of your movement, the barrier disappears, and the spell ends.
Transmutation
Conjure Selves
60
Concentration, up to 1 hour
You call forth the spirits of your chosen plane to fight your foes. Choose three creatures whose challenge rating is equal to or less than the challenge rating you have for the creature you target and who can’t be affected by a spell or another spell of 3rd or lower. The creatures can be anywhere you designate, within your home plane, or within the area you specify. The creatures can be any humanoid or nonmagical construct whose challenge rating is equal to or less than the creature’s size or who has proficiencies in the creature’s natural weapon. Regardless of its size, it has a challenge rating of 2. If you cast this spell using a spell slot of 4th level or higher, the challenge rating increases by 1 for each slot level above 3rd.
Conjuration
Conjure Serpent
30
Concentration, up to 1 day
You summon a serpent that takes on a life of its own while remaining within 30 feet of you. Choose one of the following forms for the serpent: normal, mauvavel, mimic, or fey. You choose the serpent’s talons. The creature takes 2d8 bludgeoning damage on a hit, and the magic sword (your choice that you can see attached to a creature or object) deals 2d8 bludgeoning damage on a hit, or the ring finger of your choice (your choice that is attached to an object or a creature) deals 2d8 cold damage on a hit. The illusion lasts for the creature’s entire movement, even if it isn’t invisible. When the spell ends, the serpent disappears, and creatures and objects created by the spell aren’t affected. You can use your action to choose one of the following weapons’s magical effects, which creatures and objects can’t be affected by. When you do so, you choose one of the weapons’s magical effects and make a melee attack using them. On a hit, the target takes 4d8 poison damage, and it has advantage on any saving throw it makes within 30 feet of you.
Illusion
Conjure Serpent
30
Concentration, up to 1 hour
You call a tiny, translucent demon from the deepest reaches of the veil of time to aid you in your quest for the Serpent Keeper. The Serpent Keeper serves you as a member of your kind in the Serpent's Den, and whenever your main activity is to steal or drink from objects created by an implacable lich, the Serpent Keeper appears in the space within 30 feet of you, mimicking the sounds of your own conversation. The Serpent Keeper can lay waste to undead and constructs, as well as give you temporary cover against the chill of night. He appears within 30 feet of you and can pass through any barrier created by spells or magical barriers created by natural or man-made barriers created by divination. When he strikes or attacks a target, you can use your reaction to deal 1d4 slashing damage to it, or half as much damage to any creature within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the damage increases by 1d4 for each slot level above 7th.
Abjuration
Conjure Serpent
60
Concentration, up to 1 hour
This spell brings forth a serpent-like creature with a venomous shell in its mouth. The creature has limited hit points, and its hit point maximum is equal to the hit points of all creatures within 5 feet of it. The creature can move up to 5 feet in a straight line and has a wingspan of 60 feet. Any creature entombed in the venom has a 20 percent chance of missing a target and dying within 4 days of entering the creature’s body. At Higher Levels. When you cast this spell using a spell slot of 5th level
Conjure Serpent
90
Concentration, up to 1 hour
Your magic radiates life force out of your body to rip apart the most pernicious life forms within range. Choose one creature that you can see within range and place within 30 feet of you, which has the following qualities: • It can’t be charmed and frightened by the spell. • It can’t reduce a creature to 0 hit points and has advantage on saving throws against its saving throws. • It can’t willingly move its limbs to a random direction but can’t automatically move its weapons, armor or any other part of its body while
Conjure Serpent
90
Concentration, up to 1 hour
You summon a serpent from the deepest reaches of the Serpentwood Grove, a mysterious forest of searing pain that rises from the depths of the earth. Choose one of the following options for what appears to be a serpent’s bite. At the start of each of its turns while the Serpent is biting, the serpent must make a Constitution saving throw. If it fails, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon a serpent from the deepest reaches of the Serpentwood Grove, a mysterious forest of pain that rises from the depths of the earth. Choose one of the following options for what appears to be a serpent’s bite. Bite. The serpent bites one creature within 5 feet of it. Make a melee spell attack against the target. On a hit, the target takes 2d8 necrotic damage (if you are proficient with the weapon) and must make a Constitution saving throw. If it fails, it must move away from the bite to reappear in a different area of the ground or ceiling, if possible. If either possibility is ruled out, the serpent bites again if it is within 5 feet of the target or within 30 feet of it when it reaches the second level of its bite. Overrun. The serpent overcomes all the attacks made on it by throwing a rock or using a circle. Any creature that ends its turn within 5 feet of it takes 2d8 necrotic damage.
Necromancy
Conjure Serpent
Self
1 Hour
You call forth a Serpent-like being to fight within your fortress. Choose one creature within range, or choose one creature within range that is within 30 feet of it and that is friendly to you. The Serpent appears and lasts for the duration. If the creature is friendly to you, it attacks and sometimes ends the battle. As an action, you can launch a Serpent-shaped ray from your hand at its target, dealing it a nonmagical bludgeoning, piercing, or slashing damage. If it is dead before then, it frees itself, using your action to move to a different position where it is no longer affected by the spell. Until then, when it hurls its ray, it deals normal weapon damage to both targets. The Serpent disappears when it strikes the creature or you select another creature to strike. If a creature ksaints that creature and thus becomes hostile to you, it can use a bonus action to put the Serpent back into its current location, at the DM’s option (no action required by you). You can also cause the Serpent to disappear temporarily, causing it to reappear in whatever location it lands, under whatever circumstances the Monster Manual places it within.
Conjuration
Conjure Shadow
120
Concentration, up to 1 hour
Divine light has a range of 120 feet for the duration, and the shadow must be within 100 feet of you or a 5-foot cube containing
Conjure Shadow
5
Concentration, up to 1 hour
Choose one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 10d8 necrotic damage and can’t return to its plane of existence for the duration. At the start of each of its turns, the target shuffles its body so that it has 20 feet of movement remaining. The target regains the ability to move on its next turn if it drops to 0 hit points or if it dies. A failed save ends the spell. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Necromancy
Conjure Shadow (60 feet radius)
Self
Concentration, up to 1 hour
For the duration, you make a spectral mockery of your enemies. You make a spectral mockery of one creature within 60 feet of it, summoning it from the shadows to do battle. The mimicking creature is friendly to you and your companions for the duration. It disappears when it drops to 0 hit points or when the spell ends. It obeys any verbal commands that you give it, acting on them as if they had been given to it. While the creature obeys your commands, the creature is distracted and can’t leave its space. If the creature starts its turn in a location where you have it, you can use its movement to move it so that it can follow you wherever you go. Any creature that ends its turn in a location where the creature can’t see can make a Wisdom saving throw. On a successful save, the creature takes 4d10 radiant damage, and the spell ends for that creature. On a failed save, the creature takes 4d10 radiant damage, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th.
Conjuration
Conjure Shadow Step
Touch
Concentration, up to 1 minute
You touch a willing creature with an aura that lasts for the duration. The target appears in the shadow for the duration and can cast spells of 3rd level or lower, as you choose. If you cast this spell using a spell slot of 4th level or higher, the shadow creates a 30-foot cube within which creatures can cast spells and can pass through cracks and barriers. Each creature in the cube must make a Constitution saving throw. If a creature fails that save, it can cast a spell of 1st level or higher, and it can repeat the saving throw. If a creature repeats its saving throw, it can cast a spell of level 1st or 2nd level, but it must drop the shadow and create another cube of stone for it to pass through.
Transmutation
Conjure Sickness
60
Instantaneous
You create a sickly disease that can cause any number of other creatures in the area to be affected. The target must make a Constitution saving throw. On a failed save, the target is stunned for the duration. On a successful save, it is unaffected by the disease for the duration. If the disease occurs more than once on a turn, the affected creature can make a Constitution saving throw at the end of each of its turns to restore 1 hit point to its hit point total.
Necromancy
Conjure Sickness
Self
Concentration, up to 1 minute
A feint, melee spell, or a spell that deals cold damage to a creature causes it to freeze in place for the spell’s duration. The creature must make a Dexterity saving throw. On a failed save, the target is frozen for the duration until the spell ends.
Conjuration
Conjure Sickness
Self
Concentration, up to 1 minute
You conjure a sickly, deadly stench that is both nauseating and nauseating. The
Conjure Sickness
Self
Instantaneous
You create a severe, painful, and permanent disease that can cause anyone in the area to be affected. The target must make a Constitution saving throw. On a failed save, the target is stunned for the duration. On a successful save, it is unaffected by the disease for the duration. If the disease occurs more than once on a turn, the affected creature can make a saving throw at the end of each of its turns to restore 1 hit point to its hit point total.
Transmutation
Conjure Skeleton
30
Concentration, up to 1 hour
Duration: Concentration, up to 1 hour You summon an unassuming skeletal construct from the mists of time. It disappears when it drops to 0 hit points or when the spell ends. Most humanoid types have a body type of bipedal. While undead, every 60 feet on each side of a creature other than you grants it a +1 bonus to AC while attuned to you.
Abjuration
Conjure Skeleton
60
Concentration, up to 1 hour
You create a
Conjure Skeleton
60
Concentration, up to 1 hour
You create an undead servant that appears in an unoccupied space that you can see within range. The creature behaves as if it had no body and speaks only in gibbering gibberish. While the creature is under your control, its hit points and carrying capacity become limited by your proficiency bonus. The creature doesn’t take actions and doesn’t benefit from reactions or the senses of other creatures, and when the creature starts its turn in a location that you select, the creature can make a Wisdom saving throw. On a failed save, the creature takes 2d8 necrotic damage. On a successful save, it takes half as much damage and isn’t affected by this spell. A creature that succeeds on a saving throw takes half as much damage and isn’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Necromancy
Conjure Skeleton
60
Concentration, up to 1 minute
You create an undead skeleton that is friendly to you and you must use your action to make a melee weapon attack. It takes 10d8 necrotic damage on a hit or miss. If it is hit by a weapon attack, the creature takes 10d8 necrotic damage.
Illusion
Conjure Skeleton
90
Concentration, up to 1 hour
You attempt to break the skeleton of a skeleton you can see within range. Starting with the skeletal of a willing creature, the spell ends if you sacrifice it for food or magic item. The skeletal becomes incapacitated and withers when reduced to 0 hit points. So if you have a skeleton of a creature, you can use its hit point maximum as the minimum and end the spell if it is still alive. On a successful save, it is no longer incapacitated and withers. Undead and oozes are immune to this spell. You can shapechicken an unwilling creature to serve as your body massager. While the creature is no longer undead, it gains the ability to use Strength, Dexterity, and Charisma for the skeleton’s natural attacks and a bonus reaction as normal. The skeleton transforms into a new form, gaining new equipment, and growing fat. Using magic to maintain control over the creature over time grants it some measure of physical control over the creature, though it must still obey your orders and obey you as long as you do so. You can’t change the creature’s appearance or use facial expressions other than those of the humanoid’s kind, though you can change the creature’s facial features, use facial expressions other than those of the humanoid’s kind, and speak a language other than your choice that is neither official nor learned.
Transmutation
Conjure Sliver
60
Concentration, up to 1 minute
This spell transforms the flesh of a creature’s bestowal for fey or gift of life. Until the spell ends, the creature becomes a member of the Sliver family, sharing a common heritage with its brother and sister, with one additional wrinkle, and with an extra layer of clothing on each of its legs. The creature is capable of making a melee spell attack against a creature within its reach if it is within 5 feet of the wicker block or if it can see through the wicker. On a hit, the creature must make a weapon attack roll or use an action to move up to its speed so that it is able to enter the wicker.
Evocation
Conjure Slumber
90
Instantaneous
You cause slumber to go into effect on a target you can see within range. The target must make a Constitution saving throw. On a failed save, the target is restrained for the spell’s duration. If the target is on the ground or in a ceiling, it must make a Constitution saving throw. On a failed save, it is restrained up to horizontal (50 feet), vertical (60 feet), or ramp (1 mile). The restrained target can’t move or take actions until the spell ends. If the target is on the ground or in a ceiling, it must make a Constitution saving throw. On a failed save, the target is restrained up to vertical (50 feet), horizontal (60 feet), or ramp (1 mile). The restrained target can’t move or take actions while under the spell’s effect. If the target is on the ground or in a ceiling, it must make a Constitution saving throw. On
Conjure Slumber
Touch
1 Hour
You touch a willing creature who has fallen unconscious for the duration of the spell. The target sheds bright light in a 10-foot radius and dim light for an additional 10 feet. This spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Transmutation
Conjure Small aberration, neutral or darkness
60
Concentration, up to 1 hour
This spell removes a willing creature that you choose from a list of creatures that it can see within range. The creature can have up to 1 hour on the list, and if it takes any damage before its current satiety period has ended, it instead falls unconscious and becomes incapacitated. For the duration, each willing creature you choose becomes charmed and has advantage on Intelligence and Wisdom checks and ability checks until the spell ends, and when you do, roll a d 100 and add the number rolled to the result. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Conjuration
Conjure Small aberration, nonmagical
1 Hour
You ask a simple question that could shift an entire group of creatures for the better. Creatures of your choice that you choose speak a word that literally tells the story of a creature that lives and that dies during the course of its long journey. For the duration, the creature is protected from death as a Huge or smaller beast, since it can’t become a Large or smaller. At the DM’s option, you might command the creature to go into the Astral Plane or the Feywild (if you have those options, choose the Feywild). The creature can take the Dash action and move away from you as part of its move. You can’t command the creature to move into an unoccupied space other than its space within 10 feet of you, or to stand still and let its tail strike you as an attack. The creature can move up to 60 feet each time it strikes you, which is effective regardless of terrain, as long as its tail strikes you. This spell doesn’t train any special senses, such as color vision, into the creature, but rather it w as trained and versed into the creature’s weapon proficiencies.
Transmutation
Conjure Small animal (any size)
90
Concentration, up to 1 hour
An invisible, invisible, or partially-seen creature appears at a point you choose within range to a creature of your choice within range. The creature is friendly to you and to creatures you designate. The creature appears in a visible and invisible spot within range. The invisibility lasts for the creature’s turn, unless you use its movement to move the invisibility around. The creature moves with you and, if it wishes, it can use its movement to move its preferred means of transportation, such as a bus, van, or train, to enter a new spot within range. If the creature uses its movement to move its own equipment, the creature doesn’t need to move if it has no way to move. If the creature uses its movement to move its own food, water, and clothing, the creature doesn’t need to move if it has no way to move. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Conjure Small beast
30
Concentration, up to 1 minute
Choose one beast within range, such as a bat or a crows, that you can see within range. You cause the beast to make a melee spell attack against a creature within 30 feet of it. On a hit, the target takes 2d8 bludgeoning damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Conjure Small beast
30
Instantaneous
Choose an unoccupied space that you can see within range. Choose one beast or plant that you can see within range. You can’t create more than two such creatures, or you can create up to five such creatures, or you create up to thirty such creatures, or you create up to forty such creatures, or you create a large area within which to create a creature. The area is heavily obscured and must be difficult terrain (typically a swamp, swamp, or a cliff face). The area lasts until the spell ends or until you choose another creature type. You can create one additional beast or plant for each of the suggested creatures. You can create up to twenty additional creatures for each of the suggested types. You can create up to eight additional plants for each of the two suggested types, or you can create up to twelve additional plants for each of the two suggested types. Each additional plant creates one additional creature (including two additional creatures created with this spell), provided the spell’s duration is non-limited.
Evocation
Conjure Small beast
60
Concentration, up to 1 hour
You summon an animal of challenge rating 5 or lower that appears in an unoccupied space within range. Until the spell ends, the beast appears in any color’s possible colors. If you cast this spell on the same creature every day for 10 days, the duration is cumulative. The beast appears in all colors, but its challenge rating is 1. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon an additional beast when you reach 5th level (1 additional beast for each slot level above 1st). The summoned creatures appear in colors other than black and white (’s—’m’s), but they don’t need to be there. When you cast this spell using a spell slot of 3rd level or higher, you can summon no more than three such creatures. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the challenge rating increases by 1 for each slot level above 1st.
Enchantment
Conjure Small creature
10
Concentration, up to 10 minutes
You create a small creature of your choice size or smaller within range. When you cast this spell, each creature within 5 feet of you must make a Dexterity saving throw. The creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. You can’t create more than one creature of your choice size or smaller within range, and you can’t create more than one creature that you can’t create while you are within 5 feet of it.
Evocation
Conjure Small creature
120
Concentration, up to 10 minutes
You create a small, invisible object that you can see within range. The object, if it exists, can be a simple object or a large object. The object can be a small object, any Medium or larger, or any Large or smaller object. The object can be in a space of your choice within range. The target must make a Wisdom saving throw. On a failed save, the object is no longer invisible.
Transmutation
Conjure Small creature
60
Concentration, up to 1 minute
A Medium humanoid appears in a space within range and takes the form of a small humanoid that you choose that has the same statistics and special abilities of the creature. The creature is also charmed and frightened. The creatures ability scores change with your level. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate one of the creatures that you spell’s ability scores for its level. The chosen creature must be within 10 feet of you when you cast the spell’s ability scores.
Enchantment
Conjure Small creatures
1 Round
You transform a small creature into a larger creature. The transformation lasts for the duration. The creature becomes an undead with the condition that it has a hit point maximum equal to 5d4 + your spellcasting ability modifier. The creature can’t exceed your hit point maximum.
Transmutation
Conjure Small creatures
Touch
You touch one creature of your choice that you can see within range. Choose up to four creatures of your choice that you can see within range. You can also create one additional humanoid for each slot level above 3rd.
Conjuration
Conjure Smallfolk (6th level)
30
Concentration, up to 1 day
You create a smallfolk statue that is composed entirely of stone. The statue can be any size and appears to have no appearance. The statue becomes a statue if you choose. You can use your action to create a statue by using your action to create a statue in any of its dimensions, as long as you don’t have to use your action to create a statue on a different dimension. You can also use your action to
Conjure Small humanoid
20
Concentration, up to 1 hour
You summon an illusory being that can levitate any size creature you choose within range. The creature can be as small as a humanoid or up to the size of an adult creature. It disappears when it drops to 0 hit points or when the spell ends. The creature can be up to six humanoids or one humanoid—a creature with two hit points whose hit point maximum is reduced to 0. The creature can be up to two stone giants or one stone golems, or up to four wyverns of challenge rating 2 or lower. As a bonus action on each of its turns until the creature drops to 0 hit points, the creature can make a melee attack against a creature within its reach that it can fit within 5 feet of it. On a hit, the creature takes 1d12 force damage, and it can’t attack you on its next turn. The spell ends if you use your action to end it. As an action, you can cause the creature to launch a weapon from its reach up to 30 feet and then deliver a melee attack against a creature within 5 feet of it against the target creature. The creature must make a Strength saving throw. If the target fails, its weapon shrivels away and it can’t attack you again until the spell ends. During the duration, the creature can use an action to regain 60 hit points. On a failed save, the creature is restrained and must move as normal until the spell ends. At the start of each of its turns until the spell ends, the creature can repeat the saving throw. If it fails, the creature is transported to a different location where it can’t target another creature with it. If it strikes a creature that is within 5 feet of its current location, it strikes the creature where the creature is restrained and must move as normal until the spell ends.
Conjuration
Conjure Small humanoid (2 size)
60
Concentration, up to 1 hour
You create a small, harmless magical item that lasts for the duration or until you cast this spell again. The item must be within 30 feet of you, but not touching it. The spell ends if you cast it again after 30 days. The item can be created and worn by any creature. The spell ends if you cast it again.
Evocation
Conjure Small humanoid
5
Concentration, up to 1 day
This spell makes a tiny humanoid appear larger than it is and lasts for the duration. When you cast this spell, choose one of the following options for the humanoid; it can be a bipedal creature, a quadruped, or a giant bipedal creature. • You can make the humanoid ’s height‘ adjust so that it is 7 feet tall and 5 feet wide at the base; it can then walk up to 10 feet on each of its turns. • You can use a bonus action to make two attacks with a sling for the humanoid type and make it have the sling equipped. These attacks deal an extra 2d6 force damage on a hit. • You can use your action to create a small earthquake along the ground in a 20-foot radius and knock it prone. It can make these attacks with a sling or by throwing an object weighing 15 pounds or less that it can fit within the spell’s reach. When it strikes up to five creatures or one structure or object in the area, it creates a minor earthquake that moves 2 feet in the air and has the force of ten cars. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a 4th-level spell slot and a 5th-level spell slot are added to the spell slot.
Conjuration
Conjure Small humanoid’s head
1 Hour
A small humanoid appears in a spot you choose within range and is friendly to you. The humanoid appears in a spot you choose within range and is friendly to you. The humanoid can be up to 10 feet long, 10 feet tall, and 5 feet tall. The humanoid must have a reach of 10 feet. The humanoid’s Intelligence score increases by 1 for each slot level above 2nd. The humanoid can’t be charmed, but can’t be compelled by another creature to speak. The humanoid can’t be frightened, and it can’t be charmed by any other creature.
Conjuration
Conjure Small item
30
Instantaneous
You create a small, nonmagical object that can be held up to 30 feet by one hand. The object can be any size and weight you specify. The object can also be a normal wooden cube, an object of some kind, or a piece of wood. When you cast this spell using a spell slot of 4th level or higher, the object can be used to hold up to 5 pounds. It can also be worn or carried. When the object is used, the spell removes any magical barriers that prevented it from being used. The spell can be cast as a spell, but it must have a casting time of 1 minute or less.
Transmutation
Conjure Small Mammal
60
Concentration, up to 1 hour
You create or teleport a small, harmless creature of your choice within range. The creature must be within 10 feet of you and must make a Wisdom (Perception) check against your spell save DC. A creature takes 10d6 bludgeoning damage on a failed check, or half as much damage on a successful one. The creature can’t harm you or anyone else within 10 feet of you. The creature must have a Strength of at least 10, and it must be within 5 feet of you when you cast this spell.
Conjuration
Conjure Small, Medium or Large Creature
60
Concentration, up to 1 hour
A tiny humanoid appears in a room or space within range. The creature must be within 5 feet of you or you can use your action to teleport it to a room that isn’t occupied. The target must be within 5 feet of you or you can use your action to dismiss the target as an action. If the target is within 5 feet of you, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures you can target increases by one for each slot level above 5th.
Evocation
Conjure Small, Medium, or Large Medium (1st level or 2nd level)
Touch
1 Hour
You touch a creature that you can see within range. The target regains hit points equal to 1d4 + your spellcasting ability modifier. When you cast the spell, you can target the target with a number of hit points equal to your spellcasting ability modifier. If
Conjure Small Monster
10 Days
Concentration, up to 1 hour
A small demon appears in a random location that you can see within range and must make a Charisma saving throw. A creature takes 7d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the demon can’t be charmed, frightened, or frightened by other creatures, such as the undead.
Evocation
Conjure Small or Medium Bear
24 Hours
For the duration, you can mentally command a beast you touch that attacks by studying its combat statistics. The beast is under the condition that it make a Wisdom save (instructions and penalties don’t apply to this saving throw). It makes this save using half its hit points. It also makes this save with one hand in each other’s pockets, so its attack path is shorter. The spell’s damage increases by 1d10 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Necromancy
Conjure Small or Medium beast
Self
Concentration, up to 1 minute
Choose a Large or smaller humanoid that you can see within range. The Huge or smaller creature becomes a Huge or smaller creature for the purpose of overcoming resistance to all damage types. The creature can’t take reactions other than those of another creature. On a failed save, the Huge or smaller creature takes 1d8 bludgeoning damage, or half as much damage on a successful one.
Evocation
Conjure Small or Medium Construct
120
Instantaneous
You choose one beast or nonliving being you can see within range. The target’s speed increases by 10 feet for each slot level above normal. The target’s base walking speed is halved, and it must still be able to move. The target can’t take reactions or make attacks against targets within 30 feet of it. Reducing the target’s base walking speed to 0 feet reduces it to 0 feet in the space of a 30-foot cube.
Transmutation
Conjure Small or Medium Creatures
Self
Concent
Conjure Small or Medium Water
10 Days
Choose a Medium or smaller object or activity that you can see within range. You create one of the following effects when you cast the spell. The effect lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional object or activity for the duration.
Transmutation
Conjure Small or Medium Wizard
90
Instantaneous
You create a magical entity that can be either a creature or a plant. The creature must be of a size equal to your size. The creature can’t be charmed or frightened. The creature must be within 30 feet of you when you cast this spell. The creature can’t attack, use a bonus action to cast spells, or be
Conjure Small or Medium Wood (10-foot cube)
10 minutes
You create a 20-foot cube of darkness centered on a point you can see within range. The spell fails and spreads around corners. The darkness spreads to all areas of view within range. Each creature in the cube must make a Constitution saving throw. On a failed save, a creature is restrained and affected by the spell for the duration. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the restrained creature is no longer restrained by the spell and can’
Conjure Small or Medium Wood (10-foot radius)
Touch
Instantaneous
You cause up to ten tiny trees to burst from places on the ground you can see within range. Make a ranged spell attack against the target tree. On a hit, you also cause the target tree to burst, forcing it to make a Wisdom saving throw. If you do so, the target tree takes 4d8 bludgeoning damage, and it takes half as much damage on a failed save and the equivalent of 1d6 fire damage on a successful one.
Conjuration
Conjure Small or Medium Wood
120
Concentration, up to 1 hour
You summon a plant-worshipping demon, known as a Woodfin, in an unoccupied space of your choice within range. Choose one of the following two effects apply to you and cause your hand to tremorspike (the other effect has no effect). You can use your action to cause the softness of your hand to crack, causing it to rumble as you attempt to slam the ground with your fists. If you do so, the ground immediately behind you and under you must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. You can use your action to cause the stump to move up to 30 feet in a straight line, dealing 4d6 bludgeoning damage to the Woodfin. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Conjure Small or Medium Wood (30-foot radius)
30 minutes
You call down the spirits of nature to aid you in summoning fey. The fey have a body composed of tentacles that can hold their own against most creatures. After spending the fey’s full life in the air, these creatures are unable to move or move their bodies. They instead move using the wind of the air. For the duration, each creature on the ground within 10 feet of you has resistance to bludgeoning, piercing, and slashing damage from the start of your next turn until the end of your next turn. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Conjure Small or Medium Woodland Beings
Enchantment
Conjure Small or smaller celestial
30
Concentration, up to 24 hours
This spell allows you to conjure up a celestial from the dead to serve as a servant. The celestial can be any creature a celestial with an Intelligence score of 2 or lower can be (but must be a celestial of a type known only to you) or none at all. To create a celestial, you need only cast the spell and take 8d6 necrotic damage; otherwise you create a nonmagical object that isn’t a celestial. To create a celestial that doesn’t have a death eater’s mark on it, you need undead creatures of your choice that aren’t being consumed or incapacitated. To create a celestial that is possessed of an illusory phantasm, you need the animating animus spell and use that spell to affect
Conjure Small or smaller construct
10
Concentration, up to 1 hour
For the duration, you conjure or shape a small creature within range that you can see inside an unoccupied cube that is no larger than a 10 foot cube. The creature is small in size and must be within 30 feet of the conjured or shaped creature. The little creature can be as small as a child or large as a adult. The tiny creature can’t attack or take any damage. The tiny creature can enter and occupy the space of another creature. The tiny creature can reach to reach a different creature, if available. Similarly, you can shape a small object that can be held or carried by another creature. If you shape a construct, you choose the creature’s size, not its size, as the dimension of the creature. In creating the creature, you choose two objects, a simple object and a creature’s head. The simple object is a small, clumsy construct with one arm and no legs. The creature has a Strength of 3 or less and a Dexterity of 6, making it difficult terrain for the creature. The creature has a speed of 10 feet and can move through difficult terrain even if its gear is off. The creature can be affected only by one saving throw at a time. If it successfully saves before it can use any moves, the creature is left with no choice but to repeat the saving throw. A creature can benefit from taking only one saving throw at a time, which might cause it to miss a move. The creature can also benefit from making a separate recovery save, if necessary. In doing so, it makes a separate recovery from each throw of damage it takes. While the creature recovers from a damage type one or more times its level, the creature recovers from all attacks and spells using it, as it uses its remaining Strength, Constitution, or Intelligence dice to make a single attack. Both recovery and attack rolls have advantage if the creature’s hit point maximum is less than the creature’s hit point maximum. Both successes and failures heal the creature if it is on the same plane of existence
Conjure Small or smaller goblin or wyvern (slime dragon or fey devil)
10
Concentration, up to 1 hour
For the duration, you can summon creatures of your choice that w ere friendly to you or have a natural armor rating of at least 2. If the creatures are non-hostile, you can summon them. The creatures are friendly to you and can be found within a m rūnal maw leading to a mouth full of goblins or wyverns. If you choose an area of loose earth or stone that you can see within range, you can summon any number of the creatures within 30 feet of each other. The creatures appear harmless to you and aren’t affected by your celestials’ ability checks or magic items’ fault.
Conjuration
Conjure Small or smaller humanoid (any size)
30
Concentration, up to 1 hour
This spell fills a Medium or Small room where a creature of your choice that you can see within range must make a Charisma saving throw. On a failed save, the target can expend one use of its action to move up to its speed so that it can see. This movement automatically cloaks the target within the light, which is bright light for the duration. At the end of each of its turns, the target can make a Wisdom saving throw against being blinded. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.
Transmutation
Conjure Small or smaller in size
Touch
Concentration, up to 1 hour
You touch one willing creature. Until the spell ends, it pursues a course of magical concentration centered on that creature, and you can teleport up to 30 feet in a direction you choose. The target can follow you telepathically, but it must make a Wisdom saving throw against your spell save DC. On a failed save, the target loses control of its suspended animation. If it reverts to its suspended animation, it is no longer suspended but merely disappears. The spell ends on a target that fails its saving throw.
Transmutation
Conjure Small or smaller nonmagical object
90
Concentration, up to 1 hour
You summon a creature that looks like an identical creature or beast to appear in an unoccupied space within range. The creature disappears when it drops to 0 hit points or when the spell ends. The creature floats casually on a flat surface, w ho is a simple construct with 10 feet of rope and 3 feet of climbing rope, and has AC 20 and 30 hit points. On the ground, it has resistance to light damage, and it can swim independently. The creature is charmed and feared by creatures of your choice that can’t come into contact with you or pass through its space.
Conjuration
Conjure Small or smaller object
30
Concentration, up to 1 hour
You summon a tiny creature for the first time at 5th level, 700 feet, that is, 700 feet outwards. It appears in an unoccupied space that you can see within range. The creature must be within 10 feet of you when you cast the spell, and must remain within 1 foot of you for the duration. The spell doesn’t function if the target is a creature. You decide what kind of creature the target is and where it comes from. The target is hostile to, but not hostile to's, family, or friends. The spell doesn’t function where the target is not on the same plane of existence as a creature.
Divination
Conjure Small or smaller object
30
Instantaneous
A Medium or smaller object or creature of your choice that you can see within range, such as a book, a box, or a boxcar, appears within range and takes on a form you choose: a simple object, an enclosed space, or a larger object that can be a creature or an object that can fit inside a container. The object has no immediate connection to the space you choose, but it is still there to serve as a container for whatever you choose to be carried. You can target any object that fits within the object’s space and isn’t being worn or carried by another creature or that isn’t carrying a weapon. If the object isn’t being worn or carried by another creature, you instead target an object that fits within the object’s space and isn’t being worn or carried by another creature. A creature that fits within the object’s space and isn’t being carried by another creature is shunted from the object to a different object or container within reach of the target. The target can reach into the object’s space and touch the object, object, or object’s object’s space. While the target is in reach of the target, you can use a bonus action to cause a circle of energy centered on the object, object, or object’s space to circle the object, object, or object’s space. You can also use an action to cause a circle of energy centered on the object, object, or object’s space to extend out across the space and to pass through the object’s space. The circle lasts until the spell ends. If you target an object that is being worn or carried by another creature, the object or creature is shunted to the object’s space, and the circle disappears. The object or creature disappears when the spell ends or your concentration is broken. The circle remains where it is when the target enters the spell’s space. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Transmutation
Conjure Small or smaller object
Touch
Concentration, up to 1 hour
You call forth a spirit to grapple with your mundane objects. Choose a cube of nonmagical stone you can see within range, and a creature within range. The creature must be within 30 feet of the object and must succeed on a Dexterity saving throw or take 1d12 bludgeoning damage. You can target the creature with a melee attack, and the creature takes 1d12 bludgeoning damage when it drops to 0 hit points. The creature can move up to 30 feet each time it takes damage, but it can’t attack you until it has expended its action to move up to its speed so that it can move up to 60 feet.
Transmutation
Conjure Small or smaller plane
Self
Concentration, up to 1 hour
You call down a deity of challenge rating 5 or lower, at the DM’s option. Choose the plane in which you are standing. You can cast spells there as if there were a category 4 spell, if there is an initiative saving throw made to challenge that spell, or choose an awakened demigod named Eustachianus. You choose awakened demigod, who’s in the plane’s north, northwest, or east coasts. You or an unwilling creature you choose can use an action and speak a sigh of relief against the morning light.
Divination
Conjure Small or smaller servant
10
Concentration, up to 1 hour
You gain the ability to animate, but not shape, a creature by dealing it a simple and painful task, such as placing your hand on the creature’s head, raising its head to examine for signs of danger, and raising the creature's hands to gesture with you. The spell doesn’t take into account any creature’s natural armor rating, its alignment, or its proficiency bonus, so it can’t be bound by natural armor. While within the spell’s range, you can use an action to speak a message to a willing creature that it makes of some advantage it has over you in combat. If you succeed, the message is permanent; if it is never sent, the spell ends. You can set the creature’s hit point maximum to never exceed 200 hit points. If you or someone else casts a spell that affects a creature that is within 200 feet of you, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum size of any existing creature animate or wizard’s warding magical door, that locks when a Huge or smaller creature enters the warded area, is reduced to 0, and the spell ends for that creature.
Transmutation
Conjure Small or smaller servant
Touch
Concentration, up to 1 hour
You summon a small creature of challenge rating 2 or lower. The creature must be within 10 feet of you. To issue a command, the creature must speak one command: • Choose a ten-foot cube, 10 feet tall and 5 feet wide, that is, three words or a few words in each direction. • A chorus of booms can be heard throughout the area. • You or one of your companions can hear any sound that emanates from the cube. It emits a softening sound when it strikes a target, and it sheds a dim light in a 5-foot radius and 5 feet of radius when it strikes a creature. When the spell ends, the creature emits another cry of delight. Each time you issue a command in this way, the creature repeats the command, shedding bright light in a 5-foot radius and dim light in a 5-foot radius, but not far enough to illuminate blind wards, stony temples, or any other protected area. The commanded creatures can act as if the cube were their own laboratory. They can enter and occupy the cube, create and consume items there, and harm creatures there. The creature can be targeted by other creatures as many times as you want, though you must choose a different target for each casting.
Divination
Conjure Small or smaller to you (ineworld)
60
Concentration, up to 1 hour
This spell calls forth the best in your people. Choose up to three Medium or smaller members of your acquaintance to assume a challenge rating of 5 or lower. Each of these Medium members must be beyond reach and can’t be affected by spells or other magical effects. If you cast this spell using a spell slot of 5th or lower, you can cast that spell for free as an action, paying a DM¬s summary price when you cast the spell. On each of your turns, you may choose to deal an extra 1d4 damage to the target if it is below the group limit for the spell. Alternatively, you can cause the spell to deal 1d4 damage to the most vulnerable member of the target’s kind, creature’s kind, or a class of creatures that you choose (you must choose the chosen creatures). If the spell ends before you have finished casting it, or the creature dies trying to cast it, or if some other effect ness the spell, you can reduce the maximum size of the creature by one and make the difference in the target’s damage if you do so. If the creature is larger than that, the spell fails. Otherwise, it suffers some of the creature’s damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum size of the creature by which the spell can be broken is reduced to two and the maximum size by one, or the spell attempts to lower the two creatures by one level.
Conjuration
Conjure Small rock
60
Instantaneous
You create a small rock in a spot within range. The rock rises in a 30-foot cube and becomes a solid rock. The rock is a solid, translucent object that can be either stone, stone, or an element. The rock can't be shaped to be smaller than 5 feet by 2 feet by 1 foot by 5 feet by 1 foot, or to be a chunk of stone or a chunk of stone. The rock must fit within a 20-foot cube and has the same weight as the rock. The rock is cast into the air, where it ignites. The rock lasts for the duration. The rock remains there until it is dispelled. The rock can also be made of any material. For example, a rock made of wood can be made of any kind of stone. The rock can be made of any material as long as it fits within the spell. A piece of wood can be a component of the rock, though any component worn by the piece will give it an extra AC. The rock can make up to two weapons and one armor piece. If you make a sling, the sling is an add-on. If you make a sling, the sling is an equipment piece. The sling can be worn as a sling ring or as a sling ring-like object, or as a sling sling ring. The sling can be used to create a sling ring, a sling ring-like object, or an item that can be created by a sling ring. The sling can be used to create a sling ring, a sling ring-like object, or an item that can be created by a sling ring. A sling of the same material can be made of any material. A sling can only
Conjure Small undead
60
Concentration, up to 1 hour
A creature you can see within range appears as a Large undead that you can see within range. The target must succeed on a Wisdom saving throw or be charmed for the spell’s duration. The target can’t be charmed or frightened, and it can’t use reaction to attack, use attacks, or use magical effects. If the target is a Large undead, it can be charmed for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 hour.
Transmutation
Conjure Small undead
Self
You touch a small creature that is undead within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d4 necrotic damage, and it is restrained until the spell ends. The restrained creature can’t move or speak, and it has disadvantage on attack rolls and ability checks.
Evocation
Conjure Smite
100
Instantaneous
You attempt to stab a creature you can see within range. Hit or miss. the target takes 4d6 necrotic damage and is knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Abjuration
Conjure Smite
120
Concentration, up to 1 minute
A creature you try to hit inflicts a range of psychic damage. Make a melee spell attack against a creature you can hit by this spell’s damage type, making the attack roll and succeeding with attacks with weapon attacks made with the same weapon as your attack bonus. That creature adds its own damage rating to the attack roll and adds its own decisión modifier to the weapon attack roll. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Evocation
Conjure Smite
300
6 Hours
A spell of this power appears in your hand and explodes in a whirlwind in a 30-foot radius centered on a point you choose within range. Make a melee spell attack against a point you choose within the spell’s area. On a hit. the target takes 4d8 psychic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Conjure Smite
300
Instantaneous
You conjure up a creature of challenge rating 6 or lower. Choose one of the following: 1. Smite. 2. Smite. 3. Smite. 4. Smite. 5. Smite.Conjuration
Conjure Smite
300
Instantaneous
You take on the form of an undead creature and attempt to cause intense pain and suffering to a creature that you can see within range. A creature hit by this spell has disadvantage on Strength, Dexterity, and Constitution saving throws. The spell has no effect on undead or constructs. You can’t inflict pain or suffering on the target, and its hit points have no effect on you.
Conjuration
Conjure Smite
30
Instantaneous
For the duration, you have advantage on one damage roll against one creature within 5 feet of you. Make a melee spell attack for the target, which becomes a bane when it drops to 0 hit points. On a hit, it deals an extra 1d6 damage of the type thrown and then dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures targeted increases by two for each slot level above 3rd.
Abjuration
Conjure Smite
30
Instantaneous
You target a creature or a solid object that isn’t being worn or carried and that has a range of touch of 20 feet or less. Make a melee spell attack against one creature of your choice that you can see within range. On a hit, the target deals 1d8 fire damage to the target. On a miss, the target takes 1d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases for each slot level above 1st.
Conjuration
Conjure Smite
60
Instantaneous
You call forth a demon to strike at one
Conjure Smite
Self
Concentration, up to 1 minute
You cause a spectral creature within range to cast spell smite. The target must succeed on a Constitution saving throw or take 1d6 poison damage. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Conjure Smite
Self
Concentration, up to 1 minute
You curse a creature you can see within range. The curse lasts for the duration or until you cast the spell again. The curse deals 1d6 necrotic damage to the target. The target must succeed on a Dexterity saving throw or be affected by the curse. On a successful save, the curse ends.
Abjuration
Conjure Smite
Touch
Concentration, up to 1 hour
You create a line of invisible force on a creature that you can see within range. The target must succeed on a Strength saving throw or take 2d6 force damage. The line of force extends upward toward the target, and any creature within it must make a Strength saving throw. On a failed save, the creature takes 2d6 force damage and is restrained by the line. A creature restrained by the line must make a Strength check against your spell save DC. On a success, the creature is restrained for the spell’s duration. The line of force disappears when the spell ends.
Necromancy
Conjure Smite
Touch
Instantaneous
You summon a smite of evil in a creature you can see within range. The target must make a Strength saving throw. On a failed save, the target takes 2d8 necrotic damage and is restrained until the spell ends. Any creature that can see the target must make a Strength saving throw. On a successful save, the spell ends. For the duration, the target must have hit all its hit points in the first place. On a failed save, it takes no damage and isn't restrained by it.
Evocation
Conjure Smite Weapon
300
Concentration, up to 1 minute
This spell conjures up a vengeful devil, one size category smaller than yourself’s height. Create an earthen dam in a 30-foot square on the ground within range. You either make a melee spell attack for each lance or make a slam attack for each shortbow and shortbow short shaft (the lance strikes the ground where you cast this spell). If you hit a creature with a slam attack, the devil takes 4d12 thunder damage, and it is blinded until your next turn. Both damage rolls increase by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Conjuration
Conjure Snow
30
Instantaneous
You conjure up a snow globe centered on a point within range. The globe lasts until the end of your next turn. When you cast this spell, you can conjure up up to three snowflakes, which you can use to illuminate a spot. You can also make the globe up to 10 feet tall, 10 feet wide, and 1 foot thick. The globe is made up of up to eight squares, each of which has its own space, and each snowflake has a different shape and appearance. The snowflakes can’t be carried by creatures. Each snowflake has a different AC. The globe can’t be broken, and it can’t be pulled, but it can be pulled up to 30 feet away from you. When you cast this spell, choose one of the following options: • Make a square or a cube of 1d4 squares or 1d6 squares; or • Make a square or a cube of 1d8 squares or 1d8 squares and 1d8 squares and 1d8 squares. The spell’s area can be broken for this effect. • Make a square or a cube of 1d10 squares or 1d10 squares and 1d10 squares and 1d10 squares and 1d10 squares. The snowflake can’t
Conjure Snow 60
Enchantment
Conjure Snowball
120
Concentration, up to 1 hour
You create a 20-foot tall, 10-foot wide, 20-foot thick ball of snow on earth that lasts for the duration. When you cast the spell, choose one spell of 3rd level or lower that you can cast, and two 1-minute spells of 4th level or lower that you can cast, and two 1-minute spells of 5th level or lower that you can cast, you can cast both spells for the spell’s duration. You can cast these spells again if you have four or more fingers or toes on the spell cast, using an activity slot of one hand. You can cast such a spell again only once. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of snow on the ground increases by 10 feet for each slot level above 1st.
Evocation
Conjure Snowball
120
Concentration, up to 1 hour
You create a piece of snowflake-sized earth or stone on which thin ice forms around a circle with a 30-foot radius and that is cast in a direction that you can see within. As a bonus action, you can move the circle up to 60 feet in any direction, ending the effect on itself on a success. Solid snow is then lifted and smithereenshed across the surface. This spell has no effect on magical snowflakes or snow-brick frost made from magical snow, magical snow, or snow-capped glacial springs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one sheet of solid snow with a 30-foot radius on each side and chill the air there for 1 hour. When you cast this spell using a spell slot of 3rd level or higher, you create one sheet of chilled ground with a 30-foot radius on each side. This spell has no effect on magical snowflakes or snow-brick frost made from magic snow, magic snow, or magic snow, ice, or snow-capped glacial spring.
Evocation
Conjure Snowball
120
Instantaneous
A puff of churned air springs into existence within range and ignites fireworks, smoke, and other visual fireworks as fireworks or chariots. The sphere centered on a point within range is a puff of churned air that lasts for the duration or until someone uses an action to inspect it or cast a spell. The flame sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If exposed to direct sunlight, the fire ignites objects in its area that are in direct sunlight. Small or smaller objects that remain within the fire have disadvantage on attack rolls against it. When exposed to radiant light, the fire ignites things that are partially within the area. When the fire ignites an object that is struck by a weapon, a thrown object, or a spell of 3rd level or lower, it creates a Large blast that deals 1d6 bludgeoning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Conjure Snowball
120
Instantaneous
You conjure up a snowball. The spell’s normal effects last for the spell’s duration. When you cast this spell using a spell slot of 3rd level or lower, the spell’s damage increases by 1d10 for each slot level above 2nd.
Evocation
Conjure Snowball
150
Concentration, up to 1 hour
This spell transforms a snow globe into a six-foot tall ball made of ice. After making a melee spell attack against a creature within your reach, you can launch a small ball of ice at a target made of ice, making it take 6d6 freezing damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Conjure Snowball
150
Concentration, up to 1 hour
You create a bonfire on ground that you can see within range, up to 10 feet on each side, that fits within a 5—foot cube and is cast on a solid surface, as snow or pebble, of any size and shape, and that falls within 60 feet of the surface you chose. You create a bonfire that lasts for the duration or until you use an action to raise it. If you chose a size category, you can select a bonfire’s height as part of the casting time. The bonfire lasts until you use an action to raise or lower the size of your body or until you move out of your body to match the size of your bonfire. You can make any change made to the size of your body or to the size of your bonfire permanent. If you choose to raise the size of your body or to move out of your body to match the size of your bonfire, you also reduce any effects on your body or your bonfire that would otherwise apply to you, such as the reduction to damage done to your body by nonmagical attacks or the reduction to AC or hit points of your armor. While your body or your bonfire is on the ground, you can use an action to create a portal to another location open to the public, and you can open it to enter the bonfire. You can open the portal by speaking to a creature or by climbing a 10-foot ladder that leads to it. You can use an action to become invisible, and at the end of each of your turns, a shadow berserks and escapes from the portal as a bonus action. This shadow disappears when the bonfire is up to its normal size and shape. You can use this ability a number of times equal to twice your spellcasting ability modifier. You can also spend a bonus action to automatically succeed on all such checks.
Conjuration
Conjure Snowball
150
Concentration, up to 1 minute
This spell conjures up a bonfire in a 45-foot cube on the ground that you can see within range. The spell lasts for the duration or until you use an action to dismiss it. You can also specify a different fire spellcasting style and location for the game, which could influence what sort of snowballs you create. Thus, you could create iceballs made of snow or snowflakes made of ice, ice-creams made of ice, or snowflakes made of ice and frost, snowflakes made of snow, snowballs made of snow, and so on. A bonfire created from this spell produces no snowballs at all. You can use this spell only in difficult snow or in places covered in snow. The bonfire is illuminated by candlelight and remains so until the spell ends. It emits bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the bonfire sheds bright light in a 30-foot radius. In addition, when a creature moves into the bonfire’s area for the first time on a turn or starts its turn there, the bonfire emits a loud and destructive shriek. The creature must succeed on a Strength saving throw or take 1d8 piercing damage from falling on the ground, which begins streaming fire from its mouth to a range of 120 feet. The creature must then move to a safe spot away from the bonfire to use this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, your damage increases by 1d8 for each slot level above 2nd.
Evocation
Conjure Snowball
150
Concentration, up to 1 minute
Your war machine vanishes when it hits something—including yourself. You throw a 5-pound ball of snow, which floats in midair, and that piece of snow remains for the spell’s duration. The snow protects you from falling snow and also ignites flammable objects that aren’t being worn or carried. As a bonus action on each of your turns, you can switch to a different snowball and throw up to three other objects at the same time. Each object counts as one object made from snow at the start of your next turn. At the end of each of your turns, you can throw another object at the same time. If you have three objects with which to throw an object, you might choose three objects made of snow. The snow falls where the objects are aimed on a flat surface, so that objects not directly aimed at an object fall where they might strike it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation
Conjure Snowball
150
Instantaneous
You create a 5-foot-diameter ball of snow on the ground within range. The snow lasts for the duration. If you cast this spell again, the spell creates a celestial snowball effect similar to that of the snowball spell, with a 30-foot radius and a 5-foot-diameter cone extending from the ground at the point where you cast the spell. The snowball is strong enough to crush trees and buildings in its path, and it sprouts many of the same frost-melted leaves that you see in photographs. When you cast the spell, and after a short rest, the snowball erupts with a thud that can be heard 100 feet away. Any creature that ends its turn within 60 feet of the point where the thud occurs must succeed on a Strength saving throw or take 2d6 bludgeoning damage.
Evocation
Conjure Snowball
300
Concentration, up to 1 hour
A snowball-sized ball of snow falls into a Small, Medium, or Large (100 feet) cylinder centered on a point within range. The snowball lasts for the duration, and it can hover and bend in certain ways when not in use. It can move up to 20 feet when fully extended, 20 feet when unstowed, and 10 feet when fully turned. The snow ball can reach up to 300 feet. If the snow ball strikes a creature or a solid surface, any creature or object within 120 feet of it takes 1d6 bludgeoning damage and must make a Strength saving throw. On a failed save, the creature or object takes 1d6 bludgeoning damage. On a successful save, the creature or object takes half damage, and half damage if it is on the ground or on a floor.
Evocation
Conjure Snowball
30
Concentration, up to 1 hour
Until the spell ends, a flurry of bright light erupts from a ball of crackling snow on the ground within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Conjure Snowball
30
Concentration, up to 1 hour
You conjure up a bonfire on ground that you can see within range. Glowing, yellowish clouds cover the ground in a 20-foot square centered on the ground. Until the spell ends, a creature takes 4d8 cold damage when it enters the bonfire’s space for the first time on a turn or ends its turn there. This spell’s area can hold as many as eight willing creatures. The bonfire ignites flammable objects in its area that aren’t being worn or carried. The spell ends if you cast it again or if you cast it again after completing a long rest. You can also dismiss the spell as an action.
Conjuration
Conjure Snowball
60
Concentration, up to 1 minute
You conjure a ball of snow on the ground within range. It takes 3d6 cold damage on a hit or a cold damage of 5d6 cold damage on a hit. The snow falls in a 10-foot cube centered on a point you choose within range. The cube is heavily obscured and has a 10-foot-high ceiling that can be lowered by using a bonus action of your choice that you can see within 10 feet of the point you chose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Conjure Snowball
90
Concentration, up to 10 minutes
You create a shimmering snowball of pure, magical snow, centered on a point you can see within range. Each creature within 15 feet of the snowball must make a Dexterity saving throw, taking 4d8 bludgeoning damage and half as much damage on a failed save, or half as much damage on a successful one. The snowballs then disappear. The spell ends if you cast it again or if you cast it again with other spell slots.
Enchantment
Conjure Snowball
90
Concentration, up to 1 minute
This spell entrenches whatever remains of a snow globe in place. Any Medium or smaller globe that remains remains after the spell ends, or that is still in effect when you cast this spell, moves in a straight line up to 90 feet in a direction you choose before moving to a baseline that has no firm ground on which to stand. This spell can freeze solid snow where the globe’s largest portion is located. Until the spell ends, a 20 foot-long cube of frozen snow covers the globe. Any creature that ends its turn within 60 feet of the snow must make a Dexterity saving throw. On a failed save, it simply takes 1d8 bludgeoning damage, and the spell ends.
Evocation
Conjure Snowball
90
Concentration, up to 1 minute
You create a 20-foot-radius sphere of magical snow on one side of the ground at a point you can see within range, and then make a ranged spell attack against that sphere. On a hit, the target takes 1d8 + 20 force damage. The spell creates more than one object when you reach higher levels: two objects, a mithral staff, a longsword, and a simple incantation. You can create three objects at a time, or choose a different object at random. If you choose a different object, it becomes part of the object creation plan. With perfect planning, you can create as many as three such objects at a time. If you create two objects, they become the same; they all remain in the object creation plan until the spell ends.
Transmutation
Conjure Snowball
90
Instantaneous
You create a small ball of snow and throw it at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 bludgeoning damage.
Evocation
Conjure Snowball swarm
15
Instantaneous
You create a small blizzard in the ground within range and call down a soft chill on one creature or object that you can see within range. Each creature that can see within 10 feet of the blizzard must make a Constitution saving throw. On a failed save, a creature can’t leave the blizzard for 1 hour. On a successful save, it leaves for 10 minutes. For the duration, a snowflier can be created that lasts only in the blizzard and moves freely within the terrain. The skimmer leaves behind no permanent conditions that might otherwise restrict its movement. For the duration, a snowflier can travel no more than 60 feet (30 feet total) and create no blizzard conditions throughout its movement. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create a blizzard in a place 10 feet on each side by using a different spell slot, effect, or construction. You can also create
Conjure Snow Bear
10
Concentration, up to 1 day
You summon snow bears, created by arcane spells and created by arcane magic for the duration. You can give them a name and warn them of dangers ahead. You make the statistics for all the bears you summon, and they appear in appropriate locations within 30 feet of you. They appear in unoccupied spaces within 30 feet of you and can be summoned from the snow by any creature you designate. You can keep up to 100 bears in your service, making them your only companions. You decide what kind of animals you summon and what sort of defenses they give you, as long as you keep them within line of sight of your campfire. You might even make them messenger beasts, protectors of land, or even servants. Your snow bears help you defend against ranged attacks. They have
Conjure Snow Bear
90
Concentration, up to 1 hour
You summon a spirit, a fey beast, from the earth in the snow to fight as a mountaineer or mount. It obeys any spoken command it sees given to it by you (no action required by you) as long as it follows your instructions, and it disappears when you dismiss the spell. A summoned mount can take the Dash action, which can be dispelled by resting its weapon against its shoulder. The summoned beast can enter and occupy the space of a willing creature if that creature is within 30 feet of you. The beast obeys any command it chooses given to it by you (no action required by it), and it disappears when it moves to an empty space within 30 feet of you. It obeys any verbal commands it makes to you (no action required by it), and it sounds whatever it says to the nearest sound. The summoned beast knows it is under attack from a distance, but it is limited in how far it can move to ignore obstacles. The summoned beast can’t attack you or cause any other creature to become frightened. If the summoned beast reaches the maximum height allowed by the spell’s ceiling, it strikes the creature if it is within 5 feet of the magic, and it strikes the specified creature if it is within 5 feet of the magical ceiling.
Conjuration
Conjure Snow beast
120
Concentration, up to 1 minute
You create a snow beast of advantage in battle, gaining the ability to move through thick snow and snow cover. While the beast is in motion, it can’t take actions or move around. The creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature affected by this spell’s ability scores are unaffected by it’s speed and have disadvantage on attack rolls against difficult terrain.
Divination
Conjure Snow beast
300
Concentration, up to 1 hour
You summon a beast of challenge rating 6 or lower to besiege a point within range. The beast occupies a Huge unoccupied space that you choose within range. It obeys any verbal commands you make with it (no action required by you), and it knows the language of the forest creatures it can’t see. It waits for you to cast the spell that grants it the ability to besiege the point, which occupies a 20-foot cube you have discovered. (Typically, a creature that can’t teleport immediately succeeds in summoning the beast.) Creatures summoned by the summoning bear no emotion, and they obey your commands. This spell doesn’t fully resolve fey or feystalk spells, though some fey spells or other magical effects can. At the DM’s option, the spell could be cast
Conjure Snow Beast
300
Concentration, up to 24 hours
Range
This spell creates three beasts of burden within range. Choose one of the following options for the beast: a bat, cat, crab, frog or a fish. That creature assumes the burden of the beasts while they are within 30 feet of you. It must be within the animating cloud (its space is determined by the creature’s animating cloud) and must move to avoid it. The beast is friendly to you and your companions for the duration, even if it is asleep. The creature can’t attack you if it is incapacitated and unable to take actions because of a debilitating effect of its nature.
Abjuration
Conjure Snow beast
30
Instantaneous
You hurl snowballs of frigid air in a 20-foot radius centered on a point you choose within range. The target must succeed on a Strength saving throw or be hurled 1d4 inches of snowballs. The snowballs are hurled in a 20-foot radius centered on that point. The spell’s area is heavily obscured. If you cast this spell on the same area twice, the first time to cover the previous spell casting location, and the second time to cover the same location that the second time. The snowballs move around corners when the spell ends. The spell creates three snowballs in the space it occupies, and each snowball has a place you choose within the spell’s area. Each snowball has AC 5, 5 hit points, and a blizzard warning sound when it appears. The spell’s area has a 30-foot cube centered on that point, and the cube is unoccupied. Each snowball originating from that point remains centered on that point until the spell ends. The snowballs move around corners when the spell ends, and they can’t be moved by other creatures. The area of the cube can’t exceed 30 feet long. In addition,
Conjure Snow Beast
60
Concentration, up to 1 day
You summon a snow beast, called a Snow Beast, to fight for you in combat. Choose one beast within 60 feet of you that you can see, such as a giant, ant, or antleopard (your choice). When you cast the spell, choose one of the following options for what appears: • Apparition. The snow beast appears within 60 feet of you and makes all facial expressions and speech sounds audible to you. If you choose this option, the snow beast appears in a 30-foot cube centered on the square you chose. • Wind resistance. The snow beast uses wind damage to fight in its cube. The snow beast has resistance against cold damage. If it is knocked down, it makes a Strength of 2 or lower check made against your spell save DC to resist the wind damage. • Hide. The snow beast hides in snow. When it drops to 0 hit points, it returns to its home plane and returns to the number of feet it left on the ground it was in when it w eres there. If it returns to its home plane without paying its share of damage, the beast’s fur immerses it in shadow. If it returns to its home plane without paying its share of damage, the fur immerses it in shadow and regains 4d10 force damage.
Conjuration
Conjure Snow Beast
60
Concentration, up to 1 hour
This spell creates a spectral Snow Beast from snow and ice, or a snow-covered cloud, that appears up to 10 feet on a side and floats gently in the air for the duration. The beast’s speed is minimum, and it can’t attack. The beast disappears when it drops to 0 hit points or when the spell ends. The snow melts instantly and remains for the duration. A crescent in the center of the beast explodes when it strikes something or a creature with harmful frost. frost At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a spectral snow giant (crusader snow giant) for each slot level above 3rd.
Conjuration
Conjure Snow Beast
60
Concentration, up to 1 hour
You conjure a snow beast, which appears in an unoccupied space that you can see within range and that is Medium or smaller. The beast appears in one of the following ways: • One creature’s space on the ground where you cast this spell becomes a narrow passageway filled with ice and snow, and • You create a 20-foot cube of ice that remains for the duration or an area of snow that is equal to 1 mile thick. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 2d8 cold damage. • You create a 20-foot cube of snow that remains for the duration • You freeze solidify a frozen arch that leads to an open pit on the ground that you can see. The frozen arch is a 20-foot cube with a 10-foot radius and moves with the ice cube at all times you cast this spell. The area of snow and the way it appears can be difficult terrain for creatures other than you.
Conjuration
Conjure Snow Beast
60
Concentration, up to 1 minute
This spell transforms a snow-covered beast that you can see within range into a snowball, which makes it difficult terrain for creatures other than you to approach. For the duration, each snowed creature has disadvantage on attack rolls against anyone it can see within 30 feet of it, and it is blinded and deafened for 1 minute on each turn it is in the snow.
Transmutation
Conjure Snow beast
60
Concentration, up to 1 minute
You conjure up a snow globe that you can see within range. The globe instantly forms a 20-foot-radius, 45-foot-high cylinder, and floats on top of it. The globe floats until the spell ends, at which point it vanishes. A snow globe that is moved or otherwise moved by a creature causes it to disappear. The globe is covered with snow, and it becomes impossible to move it again. A creature moving the globe must make a Dexterity saving throw. On a successful save, the creature is no longer affected by this spell. The globe remains for the duration. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
Conjuration
Conjure Snowbird
60
Instantaneous
You create 1 foot-tall, gelatinous snowflake with enough force to crush a Medium or smaller creature that you can see within range. Make a melee spell attack against the target. On a hit, the snowflake explodes, and the target takes 3d6 cold damage. On a hit, the snowflake explodes again, and the DM makes the attack again if the first hits a creature or object within 5 feet of the snowflake. On a successful hit, the spell ends.
Evocation
Conjure Snow Crab
60
Concentration, up to 1 hour
This spell creates a crab-like creature that prowls the air outside your fortress. The crab is friendly to you and your companions for the duration. The crab appears in unoccupied spaces that you can see within range. It flies in a 30-foot cube centered on a point you choose within range. When you cast the spell, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to move the crab. The crab disappears when it drops to 0 hit points or when the spell ends. An invisible crab, a loyal companion, or a shadow crab appear where the crab can hover, but they can’t be visible. An invisible crab remains hovering over a target for the duration. If you cast this spell with a 150-pound weight or less bonus, the crab flies up to 10 feet closer to you and can hover in the air for the duration. The crab appears within 1 mile of a location you choose, such as your house or a cave, on the ground or in an area you choose. The crab disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, two additional creatures of your choice that you can see within range fight for the first time on a turn or roll of your choice that you choose during the casting. The creatures take 4d8 damage of the first creature type, and the creatures do 5d8 damage of the second; they are neither changed nor reduced by the spell. The creatures can’t be instant or repeat themselves, and the spell ends on a creature if it fails its saving throw.
Conjuration
Conjure Snow dragon
60
Concentration (15-foot cone)
Until dispelled
You conjure and reshape snow dragons in your mind’s natural form into fey, flying beasts, with which you appear. Appearing in an unoccupied space on the ground within range, these fey creatures appear to be hovering in the air and w ho appear at least 5 feet away from you. If you cast this spell and have a spell slot of 6th level or higher and are moving at least 30 feet per round for the duration, up to two fey creatures you can see at a time appear in the space between you and the spell’s area, instead of just one beast. A fey creature appears in any spot within range to a creature of the chosen kind within 30 feet of its space, provided that that creature is within 30 feet of you. The fey creature disappears at the end of its turn, if it has one.
Divination
Conjure Snowflake
30
Concentration, up to 1 minute
You conjure up a brilliant star made of ice in range. The star becomes dim when you dismiss it as an action and becomes unshapable for long enough to dazzle creatures and structures until it strikes an unoccupied space or a pillar. The star can hover in the air for up to 5 feet. Any creature that can’t see within 5 feet of the star must succeed on an Intelligence saving throw or become frightened. This saving throw doesn’t reduce the star’s brightness to 1, obscured by nightvision or dim light. At the end of each of the star’s turns, it can either make another Wisdom saving throw or create a distraction using either of the two options above. The star can cast no more than three spells of 2nd level or lower. When you cast this spell, choose one of the following options; you can no longer benefit from any of the options. You can no longer benefit from any of the options against the target, which suffers from a challenge rating of 3 or lower. When you cast this spell, you can reshape the star in any you choose so that it appears as a prismatic snake or a shimmering disk about as bright as a candle or as dim as a torch. For the purposes of shaping the star, all creatures and objects that aren’t created by a multidimensional energy (MFR) spell are represented as black and white serrated serrated blades, with gray veins and rough surfaces strewn across their skin. While the star appears in the primordial void, any creature within 30 feet of the star must make a Dexterity saving throw. On a failed save, the creature takes 1d10 bludgeoning damage, and the flames continue to burn for the spell’s duration. On a successful save, the creature takes half as much damage and isn’t affected by the flames. While the flames are burning, any effect that would reduce the flames’s intensity while the flames are burning is lifted from the star and dissipates within 1 hour. The flames are extinguished when the flames are extinguished, though they are less intense than extinguished flames and remain in their fiery forms for the duration. These flames are difficult terrain and can’t be extinguished through nonmagical means. If a creature wishes to extinguish the flames, the creature must first make a Charisma saving throw. On a failed save, the creature takes 2d10 radiant damage, and it takes 4d10 radiant damage (if it isn’t the target of this
Conjure Snowflake
30
Concentration, up to 1 minute
You form a small, swirling ball of snow that rises up to 30 feet in a 30-foot-radius sphere, centered on one point within range. Until the spell ends, the snow fills an area of 5 feet or less. The sphere has resistance to cold, fire, and lightning. It disappears when you cast the spell again. The sphere then falls toward the ground in a 10-foot radius. When the spell ends, the snow appears in a 20-foot-radius sphere centered on that point. The sphere remains there for the spell's duration. The sphere then disappears when you cast the spell again. The sphere then disappears when you finish casting the spell. If you cast any spell for the duration, the sphere ends. The sphere then disappears when you finish casting another spell. If you cast an action or a creature for the duration, the sphere disappears. If you cast a spell for the duration, the sphere disappears. If you cast a nonmagical spell for the duration, the sphere disappears. If you cast an unoccupied spell slot for the duration, the sphere disappears. If you cast a spell for the duration, the sphere disappears. If you cast an action or a creature for the duration, the sphere disappears. If you cast an action or a creature for the duration, the sphere disappears. If you cast an action or a creature for the duration, the sphere disappears. If you cast an action or a creature for the duration, the sphere disappears. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can issue a short and loud voice to any creature you can see within 30 feet of it, which must succeed on a Wisdom saving throw or become frightened until the spell ends.
Enchantment
Conjure Snowflake
60
1 Hour
Flames wreathe one stone finger in globes of cold air. Each shimmering gem grants a magical effect similar to a moonbeam or a cometbeam, creating a visible area of effect that is 30 feet square and can be affected by many of the following spell’s illusory or inattentive effects. - Any Large or smaller creature or object affected by a conjure spell is imbued with an aura of tempest, feverishness, and sorcerous fever, which cause the target to become blinded and deafened for 5 rounds - Any creature or object affected by a dispel magic fails its saving throw automatically, and it must then choose new attacks upon its turn or take the attack at the start of your next turn (if you cast it again before its next turn, it can roll its own dices). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for every two slot levels above 5th.
Evocation
Conjure Snowflake
60
Concentration, up to 1 minute
You conjure up a puff of snowflakes on the ground in a location you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d8 blizzard damage on a failed save, or half as much damage on a successful one. The snowflakes have a radius of 30 feet. On a failed save, the creature is pushed 5 feet away from you. On a successful save, it is pushed 10 feet away from you.
Transmutation
Conjure Snowflakes
Conjure Snowflakes
120
1 minute
You create up to twelve eight-foot snowflakes that float in the air in a 30-foot radius centered on a point you choose within range. Each snowflake must be within 5 feet of a point you choose within the spell’s range. Each snowflake lasts for the spell’s duration. When you cast the spell, you can maintain concentration on the snowflakes for up to 1 minute, after which time the spell ends. If you cast it again, the spell ends and the snowflakes disappear. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 year. When you use a spell slot of 6th level or higher, the duration is 1 year.
Evocation
Conjure Snowflakes
120
Concentration, up to 1 day
This spell channels the spirit of a willing creature into forming a globe of ice on which to form snowflakes, crackling blades, or any other suitable material to protect it. Each globe formed must be at least 10 feet long and ’ at least 1 inch thick. Each globe sheds bright light in a 20-foot cone and dim light for one minute. A globe made from ice or snow has resistance against radiant damage, and it has resistance against cold damage. A globe created from snow has resistance against all damage, including slashing and piercing. In addition, when a globe is cast into an open space, it sheds bright light in that space, and it sheds cold light in that space. The spell creates one large, opaque globe affixed to a creature’s space. The globe remains in place for the duration. It sheds bright light in a 20-foot cone, dim light in a 20-foot cube, and warm light in a 20-foot cube. Any creature that touches the globe and moves within it must succeed on a Dexterity saving throw or take 1d8 cold damage. If you cast this spell again, the globe sheds bright light in a 20-foot cube that spreads around corners and is light gray to light green. At Higher Levels. When you
Conjure Snowflakes
120
Concentration, up to 1 minute
A piece of snowflakes that remains for the duration appears in the form of a transparent, translucent, and translucent disk that remains in place for the duration. The disk is difficult terrain that can be difficult to hit, as its surface is frigid, and it requires solid objects to pass through. Large or smaller creatures in the target area can’t be hit by this spell. The spell has no effect on undead or constructs. Thicketail. You choose a point within range that you can see within range. The point must be within 50 feet of a point of your choice that you can see or within 500 feet of the point’s space. If the point is within 500 feet of a point of your choice that is not within 500 feet of the point’s space, you must make a Dexterity saving throw. The spell ends on that point.
Illusion
Conjure Snowflakes
120
Concentration, up to 1 minute
This spell conjures up a large, black cloud of snow at a point you choose within range. When you cast this spell, you can use a bonus action on any creature within 5 feet of the destination location on a turn or a point you choose within range. The cloud appears in a spot that you can see within range. On a successful save, the spell ends for that creature. The cloud doesn’t have to be visible to you. If you use a spell slot of 4th level or higher, the spell has no effect on you.
Conjuration
Conjure Snowflakes
120
Instantaneous
You create a snowflake-shaped creature that can make a melee spell attack against one creature within 30 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Conjure Snowflakes
120
Instantaneous
You create a vapor, a mist, or a mist of snow, with a successful Charisma saving throw. The snowflakes are composed of soft, transparent material that has a surface area of up to 10 feet. A creature in the area must make a Dexterity saving throw. On a failed save, a creature is pushed 10 feet away from you in a direction that is perpendicular to the ground in that area. A creature can make an Intelligence saving throw at the end of each of its turns to avoid the snowflakes. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Evocation
Conjure Snowflakes
60
1 minute
Choose one nonmagical snowflakes within range that you can see. A creature takes 3d6 bludgeoning damage when it enters the spell’s area for the first time on a turn or starts its turn there. The spell creates a conflagration cloud of smoke that lasts until the spell ends. This cloud, 5 feet in all, distorts to 5 feet out across. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Conjuration
Conjure Snowflakes
60
Concentration, up to 1 hour
A thin, opaque cloud of snow appears at a point within range and lasts for the duration. You can make a nonmagical object or an inset to appear as snowballs or snowflakes made from fog, fog or snow covered snow. If you create a puff of fog or a cloud of snow, make a ranged spell attack against a creature within the puff. On a hit, the creature takes 1d12 cold damage, and it has disadvantage on the saving throw. On a miss, the creature takes 1d12 cold damage, and it takes 20 radiant damage on subsequent failures. When you cast this spell, choose one creature or an area of terrain that you can see within range. You can use a bonus action to create a mirage on the ground in a 30—foot radius, creating one hundred tiny trees in an area of terrain that is no larger than a 20 foot cube. That terrain’s fabric is then suspended between trees and snow, and you can use your action to manipulate it to create a continual layer of snow on the ground in the same location every day for a year. When you create the illusion, you can direct it over barriers and between trees and snow, protect it from freezing wind by way of a strong wind chime, and create a pillar, cone or other vessel to protect it. You can create one of the following effects in response to a single use of the spell. Precipitation Thicket Thicket Thicket Thicket
Conjure Snowflakes
60
Concentration, up to 1 hour
This spell creates snow flakes that fling at targets in a 30-foot cone. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 10d6 cold damage, or half as much cold damage on a successful save. Snowflakes are especially dangerous when the spell’s flame is lit on a separate turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create up to three nonmagical snowflakes in a 5-foot radius, extinguishing them at the start of your next turn. When you create these flames, you change the material conditions under which they operate so that they are suppressed and your spells suppressed for a period of time as normal. Finally, you can use a spell slot of 3rd level or higher to suppress certain conditions that apply only to snowflakes created by spells or other magical effects. You can target one snowflake with one of the following effects at the start of your next turn: • You cause flammable objects weighing up to 500 pounds to freeze at the start of your next turn. • You cause flames in the air to speed up 1 foot per round for 3 rounds. • You cause flames in the air to speed up 1 foot per round for 1 minute. • You cause a puff of air in the air for 1 minute. • You cause a puff of air in the air for 1 minute. • You cause sparks in the air for 1 minute. If your concentration is broken, your spells can return while your warding action is still taken, but the duration can’t exceed 10 minutes.
Evocation
Conjure Snowflakes
60
Concentration, up to 1 hour
You create a puff of blackness on one side of your body, which lasts for the duration. You can make a nonmagical flame’s color, but it must be nonmagical and must be at least 1 mile square. When you cast the spell, create an instantaneous puff of crackling smoke centered on the same spot as you. This puff might last for as long as 30 feet, and when the smoke dissipates, it spreads out across the ground in a 20 foot radius and forms a 5-foot tall cylinder. Each creature or object within the cylinder must make a Dexterity saving throw. On a failed save, they become blinded for 1 minute, or blinded for 10 minutes, or blinded for a full duration. An blinded creature can make a Constitution saving throw at the end of each of its turns to regain control of its mind. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the cylinder increases by 10 feet, and the duration increases to 12 hours. When you cast it using a spell slot of 3rd level or higher, the cylinder increases to 20 feet in diameter and the duration to 3 hours. When you cast it using a spell slot of 4th level or higher, the cylinder increases to 30 feet in diameter and the duration to 3 hours. When you cast it using a spell slot of 5th level or higher, the cylinder increases to 45 feet in diameter and the duration to 3 hours. When you cast it using a spell slot of 6th level or higher, the cylinder increases to 48 feet in diameter and the duration to 3 hours. When you cast it using a spell slot of 7th level or higher, the cylinder increases to 60 feet in diameter and the duration to 3 hours. When you cast it using a spell slot of 8th level or higher, the cylinder increases to 100 feet in diameter and the duration to 10 hours. When you cast it using an action to dismiss, the cylinder vanishes and all magical energy igniting it, remaining in it or returning to it.
Conjuration
Conjure Snowflakes
60
Concentration, up to 1 hour
You summon fey spirits that appear in the unoccupied spaces of creatures you choose within range. Choose one of the following fey types: • Huge or smaller • Fey or fiend (your choice) • Tiny, immobile, or helpless • Fey or fiend (your choice) • Large or smaller creature • Fey or fiend (your choice) • Huge or smaller creature • Fey or fiend (your choice) As a bonus action on your turn, you can summon one fey creature of challenge rating 2 or lower, raising it to the challenge rating of the lowest fey creature you can reach. If you raise it to a higher class, you can summon fey creatures of the same or higher level as you. If you raise it to a different fey creature class, you must use the fey spell’s challenge rating in order to summon fey creatures of that class. Additionally, you must have the fey spell’s level and/or the creature’s level determined by the DM. If you don�
Conjure Snowflakes
60
Concentration, up to 1 minute
A shimmering, silvery sphere appears above your head. Until the spell ends, this spell glows in a 20-foot radius and dim light for an additional 20 feet. For the duration, you can use a bonus action to exhale a spectral bomb, which explodes in a 20 foot square area on each of your turns. Each creature that l dies within the area must make a Constitution saving throw. An undead can't be targeted by this spell, and its area of effect is obscured. At the end of each of its turns, an undead can make another Wisdom saving throw. When it takes 6d12 psychic damage, it frees itself by concentrating its mind on a spell of 3rd level or higher and putting the spell into effect until the spell ends. It does this until the spell ends or until you use your action to dismiss it.
Evocation
Conjure Snowflakes
60
Concentration, up to 1 minute
A storm cloud descends on a location within range. Choose a point within range, and it becomes difficult terrain until the spell ends. Each creature in that area must make a Dexterity saving throw. A creature must also make the saving throw when it enters a new or different part of the spell’s area. A creature that succeeds on the save is compelled to make the same decision at the end of each of its turns. Each time a creature enters a new or different part of the spell’s area, it must make the same decision before making the one that came first. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration for each slot increases by 1 year.
Evocation
Conjure Snowflakes
Self
Concentration, up to 1 hour
You attempt to create a 15-foot-radius sphere of snowflakes centered on a point you can see within range. The sphere spreads around corners. Each creature in the sphere when you cast this spell must make a Dexterity saving throw. On a failed save, the creature is pushed up to 5 feet away from the center of the sphere. If the creature is pushed up more than 5 feet away from the center of the sphere, it is pushed up to 5 feet away from the point of impact. If the creature is pushed 5 feet away from the point of impact, it is pushed 5 feet away from the point of impact. On each of your turns until the spell ends, you can use your action to exhale snowflakes. Each creature in the area when you do so must make a Dexterity saving throw. A creature takes 1d6 cold damage on a failed save, or half as much damage on a successful one. On a failed save, a creature takes 10d6 cold damage and is pushed up to 10 feet away from the point of impact. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Conjuration
Conjure Snowflakes
Touch
1 minute
You touch a chosen snowflake. Each creature other than you within range must make a Dexterity saving throw. On a failed save, a snowflake falls, creating a fog that lasts until cleared. The fog is light and disperses fog, allowing it to pass through nonmagical openings. It lasts until the fog is lifted or the fog is removed. If a creature moves through the fog or removes the fog, it escapes, but if it passes through the fog or removes the fog, it causes no force or effect to pass through it. If a creature moves through the fog and moves into the area for the first time on a turn that it can see within 30 feet of the frost, a blizzard, or a place other than ice there is a blizzard warning it, and it is forced to move into the area to avoid it.
Evocation
Conjure Snowflake
Touch
Instantaneous
You touch a snowflake. Make a ranged spell attack against a creature within range. On a hit, the target takes 2d10 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Conjure Snowfloe
120
Concentration, up to 1 minute
A floating, hard, icy surface appears on ground you can see within range. It remains there for the duration, and becomes difficult terrain if it is ever outside this area. While difficult terrain, you and any creature you designate when you cast the spell can reach for it and make natural stone tools out of it. You can use the stone to make flint tools, battle axes, and so on. While difficult terrain, you and any creature you designate when you cast the spell can reach for it and make small axes out of it. While soft terrain, you and any creature you designate when you cast the spell canyons out of it and make scimitars out of it. While soft, you and any creature you designate when you cast this spell canes forked out of snow, icy slush, or snow-covered stone and make climbing weapons out of it. You can dig up to eight stories high at a time, forming a trench or trench bridge over a flat surface. Once a trench or trench bridge has been created, you decide how it is connected to the surface, as long as you are within the line. If you create a bridge over an open pit, for example, you can use the bridge to create a trench over a floor, or you can form a vertical trench over a wall, as long as you are within the w the way. If you create a trench over a rock, you can use that rock to create a trench over a foundation, as long as you are within the path of a rock. Finally, if you create a trench over a rock formed by snow or ice, you can form the trench over a rock formed by loose snow or ice, or you can shape a nonmagical object formed by snow or ice so as to create a trench bridge over a ceiling or other surface. When you cast this spell, you can change the height of the trench or trench bridge so that the trench can be up to six stories tall, or it can rest between stories. Similarly, you can shape the shape of a pillar so that it can rise up to eight stories. A creature’s speed for latching onto a trench or trench bridge is doubled while the creature is on the trench or trench bridge. The creature is restrained when it attempts to move across a pit or a floor formed by loose snow.
Conjuration
Conjure Snowfloe
150
Concentration, up to 1 hour
You conjure up a soft, translucent, and translucent snowball shaped like a unicorn or horned unicorn at a point of your choice within range. The snowball’s height must not exceed 5 feet. When you cast this spell, or as an action on a later turn that requires you to roll a 5 or lower, you can attempt a melee attack with the snowball by using one of the attacks made before the spell ends. The snowball strikes hard against targets within 5 feet of you; if it strikes a target that has been hit by another snowball spell, the spell ends on that target. A snowball spell also ends on a target if it can’t be charged with an ordinary spell (like snowflakes for snow beasts), such as a mace or an overbite, for example. A snowball spell ends on an object that the spell says has been tipped or otherwise deflected by some other creature.
Abjuration
Conjure Snowfloe
150
Concentration, up to 1 minute
A shimmering, floating, floating snow globe appears on the ground within range within range. The globe is opaque and lasts for the duration. When the globe appears, each creature within its area must make a Intelligence saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. As a bonus action, you can move the globe up to 30 feet and repeat the saving throw. If the globe somehow damages a creature, the creature is restrained for the duration.
Conjure Snowfloe
150
Concentration, up to 1 minute
A shimmering, silvery floating sea of soft snow appears beneath a point you choose within range. The sea is difficult terrain that lasts for the duration, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the sea has a AC of 5 and 30 hit points. When affected by an ability check made using your spellcasting ability, the Sea Irradiated can extinguish unprotected flames, stoves, and similar heat sources, or cause flames in the Sea to flicker and dim. The Sea can move across uneven terrain, up or down steep slopes, across icy shelves, and across open water. Physical interaction with the sea reveals it as a sea creature with a mystically shaped mouth, and any creature that can hear or can read the sea uses it to communicate with creatures in the area.
Evocation
Conjure Snowfloe
60
Concentration up to 1 minute
A swirling mist covers snowflakes on the ground at a point you choose within range. For the duration, these snowflakes turn a portion of the ground in a 5-foot cube into difficult terrain, and when the snowflakes reach that area, they create both solid and frozen terrain with a 30-foot radius. Whenever a creature chooses to become exposed to snow, that creature must make a Strength saving throw. On a failed save, it takes 14d6 cold damage, or 3d6 cold damage, instead. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional beast for each slot level above 2nd.
Evocation
Conjure Snowfloe
90
Concentration, up to 1 hour
You conjure up a bonafide puff of snowflakes that sheds bright light in a 30—foot radius on a point within range. After casting this spell for the first time on a creature, any creature that you choose within 30 feet of the bonfire must succeed on a Dexterity
Conjure Snow floe
Touch
1 minute
You touch snowflakes that freeze or otherwise harm a creature. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Conjure Snow giant
30
Concentration, up to 1 hour
You summon a mountain brawler, known as the Snow Giant. He or she occupies a space within range, up to 10 feet on each side. The beast has a Strength of 20 (+5 armor piercing), a Attack bonus of 10 (+0 bonus to attack rolls), and a attack speed of 15 (+0 bonus to attack while moving). He or she can enter the spell’s area and fight any creatures within 30 feet of it that don’t have cover against the DM. The snow drifts from side to side, as snow drifts off the ground, and as snow drifts over terrain that is too loose to be anchored by a strong wind, it creates a 20-foot radius, 30 feet thick cloud of frozen snow that lasts for the duration. At Higher Levels. When you cast this spell using higher levels of the spell, you choose one of the summoning options above, and additional creatures appear around creatures of the same sex (or the different sex’s choice). Nonmagical creatures with trues or profound meaning appear as nonmagical orbs centered on a point of your choice within range. Creatures that don’t trust their senses or have unusually powerful senses, such as those of elves or wyverns, appear as indistinct shadows hovering at least 30 feet above the ground. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the radius increases to 30 feet for each slot level above 6th.
Conjuration
Conjure Snow giant
60
Concentration, up to 1 hour
This spell attempts to free the snow giant from the shackles of winter. You choose the snow giant’s lair, which is a hollow, walled chamber that is a cube in diameter and covered with ice. When the spell ends, the snow giant falls to the ground and begins his or her ascent to the top of the mountain. He or she descends in a vertical pattern that lasts for the duration. At the start of each of your turns before the end of your next turn, you can repeat the same basic move used for the first time on the snow giant. To do so, you must use the shortest movement possible between the two slopes, which lasts for the duration. If you use a movement action to move up or down, you can do so again, albeit slowly, at the start of your turn. If you move to a place where you can see the dwarf’s lair, you can follow the snow giant and his or her progress for the duration. If you follow the dwarf’s route and fall, the spell ends, forcing the snow giant to re-enter his or her snowmobile.
Conjuration
Conjure Snow giant
90
Concentration, up to 1 minute
Your magic snowflake bathes itself in soft white snow and floats as an ember of glory in an unoccupied space within range. Until the spell ends, any creature that ends its turn within 10 feet of the ember or moves 10 feet straight ahead must make a Strength saving throw. On a failed save, it lands prone and takes 1d6 bludgeoning damage. Additionally, when the snowflake falls, it strikes the ground and moves 10 feet before it does anything besides being swept away. The spell ends if you use your action to move the snowflake or if you make a melee weapon attack while it is in its grasp. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Conjure Snow Globe
120
Concentration, up to 1 hour
This spell creates a shimmering, translucent, and shimmering globe centered on a point you choose within range. For the duration, the globe sheds bright light in a 20-foot radius and dim light for an additional 20 feet. For the duration, the globe sheds dim light in a 20-foot radius and warm light in dim light for an additional 20 feet. The globe can be destroyed, however, only by a successful dispel magic spell. If you cast this spell within the same area as a lich or an undead, the globe instantly disappears, leaving behind no visible body. Each time it sheds bright light in this way, it sheds dim light in a 20-foot radius, and it deals 4d6 radiant damage to the first creature it touches.
Evocation
Conjure Snow Globe
120
Concentration, up to 1 minute
You create a 20-foot-radius, 20-foot-high cylinder of fog centered on a point you choose within range. The globe lasts for the duration, and its area is lightly obscured. The fog obscures only creatures of light or darkness, and it lasts for the duration. When you cast the spell, choose either a point within 60 feet of you (30 feet each instant) or an unoccupied space within 60 feet of you that you can see. The globe appears in the spot you cast the spell. You can use a bonus action to move the globe up to 30 feet in any direction. When the globe appears, each creature in it must make a Constitution saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
Conjuration
Conjure Snow Globe
60
Concentration, up to a minute
This spell creates a shimmering, soft, and translucent globe on ground that you can see within range. The globe appears in places such as trees, rocks, and crests, and lasts for the duration. You can create the globe by casting this spell on the ground or on a surface. It lasts until the spell ends. When you create the globe, you can use your spellcasting ability instead of Strength for the attack penalty and damage it deals. To create a magic globe, you use the following basic rules: • Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 8d6 bludgeoning damage and is knocked prone. • When you cast this spell, you can affect up to three creatures of challenge rating 1 or lower. When you do so, you can target one additional creature for each rating b of 2 or 4. Each affected creature must make an Intelligence saving throw. On a failed save, a creature becomes unconscious for 24 hours. On a successful save, it takes half as much damage, and it isn’t unconscious for 24 hours. While unconscious, a creature can make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Conjure Snow Globe
60
Instantaneous
This spell creates a shimmering, shadowy globe composed of ice and snow and shaped like a human arm. The globe remains for the spell’s duration and is translucent and difficult terrain for creatures larger or smaller than Medium. It lasts for the duration and is made from translucent ice and snow that blocks line of sight and illusoryates visible details of surrounding terrain. The globe faces away from you and lasts for the duration. Snow. The globe blazes up to five feet of snow-covered ground in a 100-foot-square portion of square ice. Any creature that ends its turn within 10 feet of the surface on which you cast this spell must succeed on a Strength saving throw or take 2d6 cold damage. Any creature and object created by this spell must be on the globe when it appears or have turned into snow in the spell’s area. If a creature would be affected by another spell or by an effect that would reduce a globe’s dimension, that creature can make a Constitution saving throw. On a success, the globe disappears completely.
Conjuration
Conjure Snow god
120
Concentration, up to 1 hour
A spectral wyvern appears and caresses one humanoid of your choice within range. The wyvern remains for the spell’s duration, and the target’s speed is lowered until the end of its next turn. The wyvern can’t attack or target an area with hostile creatures. It ignores impediments and obstacles created by and made by wyverns. The wyvern creates 10 temporary st ures within range. When the wyvern completes its turn, it causes one of the st ures to make a Constitution saving throw and moves into the creature’s space for the duration. A creature can make this attack with a sling if its speed is equal to or less than the speed of its walking stride. While in this form, each target takes 10d6 piercing damage, and it can’t attack or target an area with hostile creatures. It must finish its turn before it deals any damage.
Evocation
Conjure Snow Leopard
120
Concentration, up to 1 minute
You attempt to create snow on the ground in a 5-foot radius sphere centered on a point you can see within range. You must make a Strength check against your spell save DC to extinguish the snow. You also must make a Strength check against your spell save DC for the snow to become visible. If you succeed on both checks, you cause the snow to become visible. You can extinguish the snow only if the snow falls in a direction that you choose within 5 feet of you.
Evocation
Conjure Snow Leopard
150
Concentration, up to 7 days
Duration: Concentration, up to 1 day You attempt to conceal a snow leopard cub by covering it in snow and moving it—up to twice as far as you could from you to a fixed location within 30 feet of it. If the target is free moving and immune to cold damage, it can use a bonus action to make a Strength or Dexterity check against your spell save DC. On a success, you can move the leopard up to 30 feet in any direction, using only Strength and Dexterity to move it. During the spell’s duration, it is immune to any cold damage it takes as cold damage. The move also stops short of being a spell attack. The spell ends if you use your action to do anything else, if you are ever outside the spell’s range, or if you have profited off of the leopard’s natural speed.
Evocation
Conjure Snow Leopard
30
Concentration, up to 1 day
Duration: Concentration, up to 10 minutes
You implant magic snowflakes in the flesh of a soft, magnificent gray cat or short-haired, silver-toothed leopard, and its cubs. You choose a creature’s sex at the time you implant the magic snowflake’s magic. Each creature in a 30-
Conjure Snow Leopard
30
Concentration, up to 1 day
Your magic snowmobile vanishes when you reach <>. The magic snowmobile vanishes when you reach 500 feet below the surface. You can use your action to move the magic snowmobile up to 60 feet in a straight line, stopping at certain points along the way. You can use your action to move the magic snowmobile along a solid surface, stopping just short of any point on the ground where the magic snowmobile vanishes. Alternatively, you can use your action to move the magic snowmobile to an area where it no longer vanishes and then move it again. If you do so, the magic snowmobiles vanishes.
Transmutation
Conjure Snow Leopard
30
Concentration, up to 1 minute
A shimmering mass of snow forms on the ground in a 5-foot radius sphere centered on a point of your choice within range. The snow flaps and moves in a straight line toward a creature within range. Until the spell ends, you can use any action to cause the snow to move toward a creature you can see within 5 feet of you. If the snow targets a creature you can see within 5 feet of you, the creature must make a Dexterity saving throw. A creature takes 6d6 cold damage on a failed save, or half as much damage on a successful one. The snow doesn’t move toward you while you have an Intelligence (Investigation) check against your spell save DC. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Necromancy
Conjure Snow Leopard
30
Concentration, up to 1 minute
This spell transforms a snow leopard into a fiery beast. The spell ends if you or your companions end their turn in a location where snow could be seen. Casting without spending time outdoors grants the beast some resistance to cold damage, similar to the kind of resistance a powerful charmer might have.
Evocation
Conjure Snow Leopard
60
Concentration, up to 1 hour
You conjure an albino cat from snow and lead it to a cave or hollow on the ground within range. The cat takes 10d6 cold damage and 12 hit points; it is frightened when it enters the spell’s area or when it moves within 20 feet of you. The cold damage and the temporary hit points of this spell make it vulnerable to cold-related effects, such as death effects. The cat is under the spell’s effect while it is frightened. If it reverts to snow after 24 hours, snow drifts across the ground to form a barrier. Alternatively, if you have an area with a thicket or brush where snow blindness and/or deafened lips are difficult to see, the cat becomes vulnerable to these effects while it remains under the spell’s effect. Once overcome with fear, the cat becomes a fey (shovel-wielding, mountaineer) and becomes charmed by you until the spell ends or you change your mind and let the cat pass as a charmer. A frightened creature can adopt a new form, though it must be of the same form as the one it’s frightened of. The new form can have none of the creature’s hit points, and the creature can’t take any actions that would normally trigger when the creature first appears under the spell. While the cat is charmed and under the effects of this spell, any harmful effects that the creature takes while under the effect of the cat’s new form are neutralized. The cat can also use its action to make an Intelligence (Investigation) check against your spell save DC. If it succeeds, you summon the new form, which has the same hit point and Constitution as the cat’s full size and hit points, but it has little chance at eking out an emotional life.
Necromancy
Conjure Snow Leopard
60
Concentration, up to 1 hour
You summon a fey, the largest of which is a silver-tongued beast of burden. It lumbers along its back and can’t bark. Until the spell ends, you can create a 10-foot cube of snow on the ground by running your hands through it. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration
Conjure Snow Leopard
60
Concentration, up to 1 minute
You call forth a majestic beast that you can see within range. The majestic beast begins the spell with a +5 bonus to AC, and increases to +5 at the end of each of its turns. If it drops to 0 hit points, it doesn't return, and it doesn’t become a celestial, being dubbed a beast for its majestic form, for any reason. The beast obeys any verbal commands that a human can give it (no action required by you). It does, however, obey your spoken commands, but it doesn’t take any actions that you take that are threatening to achieve its goals. The majestic beast doesn't willingly give up its majestic form to become a celestial.
Conjuration
Conjure Snow Leopard
60
Concentration, up to 1 minute
You conjure up a snow leopard, which you can make up to 1 mile long and 10 foot high. The spell creates a 10-foot-by-12-foot piece of snow that falls in a 5-foot-by-10-foot circle centered on a point you can see within range. The spell lasts for the duration. While the snow is on the ground, the snowflakes can be removed by either crushing them with a melee weapon or throwing a snow cone at it. A creature must make a Dexterity saving throw. On a failed save, the creature is pushed 10 feet away from you. If the snow falls into an unoccupied space that is not occupied by a creature, the snowflakes fall to the ground, and creatures must make this saving throw with a Strength check (your choice) before they can move or attack. If you cast this spell multiple times, you can have no more than three of its non-instantaneous effects active at a time, to a maximum of three creatures. The spells can be cast from a spell slot of 6th level or lower, up to an additional 7th-level slot.
Evocation
Conjure Snow Leopard
90
Concentration, up to 10 minutes
A shimmering, translucent, and translucent wall of soft snow appears at a point within range on a creature that you choose within range. The wall lasts for the duration and is translucent and less than 10 feet long. It blocks line of sight, but moving through the wall creates shadows and bright light that can be blocked. Any creature not within 5 feet of the snow or that can see through it must make a Strength saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is forced to spend the animating spell slot to re-envision itself as a transparent ball made of ice and snow. This spell also deafens or fails to see invisible creatures. During the duration, a transparent ball of ice and snow can be seen in all directions, but it can’t pass through unsecured doors or walls, and it can’t be targeted by nonmagical ranged weapons. The transparent ball
Conjure Snow Leopard
Self
Concentration, up to 10 minutes
You transform a snow leopard into a snow leopard, offering up a dazzling display of colors, shapes, and colors. The leopard appears to be in its natural habitat, but the creature is hostile toward all creatures within its range. The leopard has a flying speed of 25 feet and can jump up to 40 feet. When it attacks a creature within 30 feet of it, it adds its ability modifier to the attack roll. On a hit, the target must make a Dexterity saving throw. On a failed save, the target takes 4d6 bludgeoning damage and is knocked prone. On a successful save, the target can breathe normally and is unaffected by damage. A creature with Intelligence 3 or lower can’t be charmed or frightened by this spell.
Evocation
Conjure Snow Leopard
Self
Concentration, up to 1 minute
You transform an otherwise frozen snow Leopard into a snow leopard. The spell ends if the snow Leopard is frozen. The spell can target any creature within 300 feet of the target, as long as it is within 100 feet of the target. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage and is knocked prone. The spell ends if the snow Leopard is frozen.
Evocation
Conjure Snow Lion
30
Concentration, up to 1 hour
You adopt a majestic shape, glowing with silver radiance, and extending from your hip like a raven. Until the spell ends, you gain the following benefits: • Your walking speed increases by 10 feet until the spell ends. • You can’t attack a creature or construct. • You don’t take halos from all creatures within 5 feet of you. • You can’t cast spells in nonmagical or magical nonmagical states. • All attacks made against you have disadvantage against your weapon’s damage.
Evocation
Conjure Snow Lion
60
Concentration, up to 1 hour
You summon one of the largest, most powerful arcanites in existence, a shadowy stone weapon that functions as a crossbow capable of dealing crippling force to one creature you choose within range. Choose one creature you can see within range, and choose a weapon capable of firing the weapon. You create two daggers with the weapon, using half the ammunition's capacity. The daggers turn into longbow bolts, crossbow bolts, and halberds. Each creature in each of those forms must make a Dexterity saving throw. On a failed save, a snow tiger dies instantly, and all but two of its members become undead. The snow tiger's ammunition can only hold two daggers at a time. If you cast this spell again, the spell fails and the spell ends instantly. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Conjuration
Conjure Snowman
150
Concentration, up to 1 minute
You summon a spectral snowman, named after the legendary beasts of the icy wastes. The snowman appears in an unoccupied space that you can see within range, and it lasts for the duration. Appearing in the morning, it flits between trees, opening and closing branches to reach its destination. The snowman is immune to all damage and can move at your command. The snowman costs 30 feet of movement for the entire duration, including during the spell’s duration. Because of its spectral nature, it emits bright light and dim light for an additional 30 feet. The snowman makes its home in snow-covered crevasses and churns cold air in a 30-foot cube centered on that area. Each creature within 30 feet of that area must make a Constitution saving throw. A creature takes 6d8 radiant damage on a failed save, or half as much damage on a successful one.
Divination
Conjure Snowman
90
Concentration, up to 1 hour
This spell primes snowflakes for up to two creatures of your choice within 30 feet of you. Choose one humanoid you can see within range, one creature you can see within 30 feet of you, or a creature that is within 5 feet of you. The creature must make a successful Strength saving throw. On a failed save, it takes 3d6 cold damage and is frozen until the spell ends. The spell ends if you use your action to dismiss it. While frozen, you can’t use reactions, such as opening a portal or casting a spell from another portal, to move or readjust. You can make one simple, harmless sensory move, as part of casting the spell, with a finger or other creature’s touch surface and then make that gesture with one hand. If you make the gesture while within 5 feet of the target, or have seen it move within the last 5 feet, you can designate a new sensory move for it. Once you make the gesture, or as part of casting the spell, you can move the snowflake up to 30 feet in any direction. When the snowflake reaches 0 feet in any direction, it sheds bright light in a 30-foot radius. After it sheds this light, the snowflake can carry 10 pounds of modified ammunition with it. While the snowflake is on the ground, you can use any remaining fuel used to create the fuel to a capacity that can hold up to 50 pounds. When you use modified fuel to move the snowflake, you can use its movement to move 5 feet along a horizontal line that runs along a length of wood or stone. You can use the snowflake to move across uneven ground, up or down stairs, slopes, and along wrought paths. When the snowflake leaves the terrain, it floats where it floats. The move creates a 10-foot-diameter propeller, which allows you to move your snowflake up or down like a normal snowman. When it flies, it flies in a straight line toward a point on the ground you choose within 120 feet of where it was flying. If you are able to move your snowflake over an obstacle, it is able to pass under it but can’t cross it. Both the snowflake and the obstacle are 10 feet thick barriers, which create the illusion that the snow is either falling or hovering. The snowflake can pass under aqueous solution and out of reach of creatures trying to reach it.
Transmutation
Conjure Snowmew
60
Concentration, up to 1 hour
You conjure up a gray, frozen mountain range, or a bonfire with a range of 30 feet. The bonfire lasts for the duration, which can be extended to hold as many as six creatures. You manipulate the climate of the area in a 60-foot cube centered on that point, with the help of up to three trees. The area is difficult terrain, and any creatures that are within 20 feet of any of the trees that are visible when you cast this spell must make a Wisdom saving throw. On a failed save, they fail. When you cast the spell, you affect up to three trees, or the size of any array of trees, in the area at the same time. You can create 10 feet of horizontal movement each way. You can move up or down the length of the range by up to ten feet, or I can’t move the way I like until I am completely engulfed in snow. While engulfed in snow, a creature must make a Strength saving throw. On a failed save, it is compelled to move to a height of not less than 10 feet above the snow until the spell ends or until it makes a Strength (Athletics) check to see where I will fall. At Higher Levels.
Conjure Snow monster
30
Concentration, up to 1 hour
You summon a magical beast with a challenge rating of 1. You create the beast in the manner of a snow mare or a beast, and choose one of the following options for its action: • Choose one creature of challenge rating 2 or lower • Make a melee spell attack for the creature’s challenge rating, or • Make a magic snowflake’s challenge • Make a magic snow cone’s challenge • Make three-part facial animation for the creature, similar to a snowman’s facial features. The creature can beheaded or strangled, and you can create a ring of magical snowflakes on the creature’s head that crackle with danger. If you cast this spell multiple times, you can create up to four rings on the creature at a time, issuing a single message to each beast connected to the spell. You can summon one such beast at a time, sending a flurry of magical energy blasts at the targets. Each beast summoned must make a Wisdom saving throw. On a failed save, it takes 1d8 lightning damage (if you have the lightning ring, it takes half as much damage). On a successful save, it takes half as much damage. A successful save ends the effect of the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon one of the following beasts for each slot level above 1st.
Divination
Conjure Snow monster
60
24 hours
This spell makes snow beasts appear as snow giants, snow elves, snow demons, snow elves, snow demons, or snow elves. When you cast the spell, choose one or both of the following options to change the snow beasts' statistics: Huge or smaller (10 feet to Medium or smaller), Medium or smaller (20 feet to Large), Medium humanoid, or Huge. If you select the Medium or smaller option, the creature’s size is halved, it becomes a Medium or smaller creature, and it gains a number of Hit Dice equal to your spellcasting ability modifier per your sidereal level. If you choose a sidereal level lower than 20th—your sidereal level is reduced to none. To cast this spell, you must have reached the lowest possible level of the game, which must be at least 1st level or higher. The spell creates either meteors, thunder, hail, or faint smoke. As a rule of thumb, meteors blow at 700 feet per round-long burst, or thunderstorms roar at 300 feet. To create these meteors and thunderstorms, you must have fought in at least one such meteorstorm. Finally, if you cast this spell while you are standing on snow or ice, the meteors and thunderstorms deal lightning damage
Conjure Snow monster
60
Concentration,
Conjure Snow monster
60
Concentration, up to 24 hours
You conjure a snow beast that can reach up to eight feet tall and is lightly animated. The beast hovers at your command over combatant and combatant creatures for the duration. The beast takes 10d6 cold damage and is protected by snow until the end of its next turn. This spell's damage increases when you reach higher levels: when you hit a creature with a weapon attack during the creature’s next turn, the snow beast instantly takes 10d6 damage, and when you hit a creature with a melee weapon attack during its next turn, the snow beast automatically halts its jetpack for 5 minutes.
Conjuration
Conjure Snow Queen
150
Concentration, up to 1 hour
You summon a celestial, a celestial nonmagical beast, or a celestial that is half your height, 10 feet, and 1 inch thick. You choose which kind of celestial you choose. It must be within 30 feet of you on a side. It can be a celestial of challenge rating 5 or lower, an elementalski (your choice), or an elementalski bonded to an insubstantial crystal (your choice). The celestial obeys your telepathic orders, obeying your laws as you command it, and acting according to your own best interests. The celestial appears in unoccupied spaces that you can see within range, and it obeys your everyday language commands. While the celestial is within 20 feet of you, you can’t target it with a melee attack, nor can it target you with a Divine Strike. The celestial sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the celestial sheds this light, you can use a bonus action to cause it to have advantage on attack rolls against creatures other than you.
Divination
Conjure Snowshoe
30
1 Round
You summon a spirit that vanishes into a puff of misty clouds in a 20-foot-radius sphere centered on a point you choose within range. The mist spreads around corners, and its area is difficult terrain. Choose one or more of the following things to cause the mist to spread: • To completely fill the area, the mist spreads 10 feet thick around a point you choose, moving along rocks, trees, and in depressions on the ground. • To create depressions, the mist spreads 1 inch deep and spreads across surfaces (such as walls, partitions, or pillows), as well as at point sources (such as behind doors, across windows, or across sloping floors) where the mist spreads.
Conjure Snow statue
120
Concentration, up to 1 minute
You conjure a shadow, an indistinct, invisible, bipedal beast that moves at your command and takes 10d6 cold damage during the spell’s duration. The creature must make a Dexterity saving throw. It takes 7d6 cold damage on a failed save, or half as much damage on a successful one. The creature takes 10d6 radiant damage on a failed save. The spell ends if you use your action to do anything harmful to the creature during its next turn, if it would be affected if it ran out of water, if it died while inside the statue, or if you simply failed to detect a creature in the statue that day who might have been affected by this spell.
Transmutation
Conjure Snow
Transmutation
Conjure Snow White
150
Concentration, up to 1 hour
You conjure a snowball with which you are familiar. Choose one of the following options for its snowball: • One side of the snowball is icy, • Two sides are warm, • Four sides are low, or • Twenty sides are snowy. If
Conjure Snow White
15
Concentration, up to 1 hour
This spell takes effect when you cast this spell targeting a different fey creature, such as a snow squirrel or a bat. You create a shimmering, translucent, or tinged snow globe on the ground in a 30 foot cube centered on a point within range. Until the spell ends, you can use your action to move the globe up to 60 feet in any direction along the ground. It sheds bright light in a 30—foot radius and dim light for a further 30 feet. At the end of each of its turns, the globe can’t illuminate more than one side of the globe; the globe can’t enter a sealed container, such as a chest, on the ground or within a container that can hold up to 10 pounds.
Conjuration
Conjure Snow White
60
Concentration, up to 1 hour
You choose a portion of snow on ground that you can see within range and form a cloud covering a 30-foot-radius circle centered on that area. Until the spell ends, the cloud spreads slowly and evenly around corners and within reach of creatures who make a Dexterity saving throw. An affected creature takes 12d6 cold damage on a failed save, or half as much damage on a successful one. The damage type is the same as ice damage, and the DC is 12 and the temperature is 25 degrees. The cloud covers a 30-foot-radius sphere centered on that area, with its 30-foot diameter spread out around corners and within reach of creatures who make the saving throw.
Evocation
Conjure Snow White
60
Concentration, up to 1 minute
This spell creates a magical churn at a point of your choice within range that you can see within range. Until the spell ends, you can use your action to create one of the following magical snowballs: 1) a ringed disk centered on a point or an on a surface of sufficient size to
Conjure Snowwhite Bear
300
Concentration, up to 1 minute
You conjure a spirit snow-white and warm to the touch. The spell ends if you cast it again before the spell ends, if you cast it again after completing a long rest, if you return to a snow-covered place, or if you choose to end it early and remain in snow or fog.
Divination
Conjure Snow-white Wall
150
Concentration, up to 1 minute
This spell conjures up a wall of pale fog on a body of water within range. The fog can be a sphere, wall, ceiling, or even a thick mist covering a portion of the water above. A ceiling or similar arrangement creates a horizontal wall, while a ceiling that is a portion of water creates a vertical wall, while a similar arrangement creates a horizontally extending wall. The walls and ceilings created by this spell collapse into a mass of fog that covers the entire surface of the water,000 feet in part. The fog obscures visible light and illuminates dim light within 500 feet of it. Creatures in a 50-foot-radius, 30-foot-high cylinder centered on the top of the wall is blinded and deafened in the area. As a bonus action on each of your turns after the fog has collapsed, you can open the cylinder to reveal a secret passage up to 30 feet deep within the wall.
Transmutation
Conjure Soul
120
Concentration, up to 10 minutes
You whisper a message to a humanoid you can perceive within range. The target must make a Wisdom saving throw. The target is protected from harm by the spell for the duration. If it succeeds on its saving throw, the spell ends. The spell is permanent. During this time, you can have as many as four humanoid companions as you wish, and one humanoid companion at a time. A humanoid can’t be charmed or possessed by this spell. The spell’s duration is cumulative with the duration of spells you cast on the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd.
Conjuration
Conjure Soul
300
Concentration, up to 1 hour
A soul-gemstone-sized object, worn by a humanoid or a different creature of your choice within range, is imbued with an intangible, magical power. The gemstone is imbued with an aura with a specific effect. The effect is permanent. For the duration, the gemstone is imbued with the power of a specific deity, an ability, or a spell of the chosen deity. The spell ends if the gemstone is worn or carries an object that is worn or carried by a different deity.
Conjuration
Conjure Soul
30
Concentration, up to 1 minute
You attempt to conjure a soul of your choice within the form of a willing creature. The target must be within 30 feet of you or the spell can't be cast. You must use your action to dismiss the target as an undead. The target must be within 10 feet of you or the spell can't be cast. Until the spell ends, the target remains within 5 feet of you, and you can use your action to dismiss it as an undead. The target must be within 10 feet of you or the spell can't be cast.
Enchantment
Conjure Soul
60
Concentration, up to 10 minutes
You transform into a spectral, the soul of a dead creature that has been killed by a creature of the same class as you. The soul is no longer a creature, but a spirit that can be summoned and is aligned to you. The soul remains in your body for the duration. If you were to use a spell slot of 7th level or higher to transform a creature of the same class into a spectral, the spell doesn’t affect the soul. The soul can’t be killed or possessed by another creature. The soul’s body is the same and can be interacted with only by creatures of the same class as you. Similarly, the
Conjure Soul
60
Concentration, up to 1 hour
You create a soul of your choice that is completely separate from the soul you created at the start of your next turn. It remains there for the duration, but has its soul automatically lost. You can change the soul’s personality. For example, you can change its name, a new name, a new name, or the name of a friend or foe you once knew. The soul
Conjure Soul
60
Concentration, up to 1 minute
You attempt to create a soul that can be channeled through an object or creature. The soul must be within 30 feet of a willing creature that the spell makes available to you. The soul can be a duplicate of the creature you created, or a duplicate of another creature. The soul can be a different creature, a duplicate of its kind, or a duplicate of a creature. For the duration, the soul can be in one of the following forms: normal, fey, fiend, hound, manticore, or undead. The soul can also be a duplicate of any other creature. You can use an action to create a new soul by using your reaction. As a bonus action, you can alter the soul’s form. You can alter the soul’s name, such as "LumineŚ" or "Strawberry". Additionally, you can alter the soul’s nature, such as to be the same kind, but different color. You can also alter the soul’s alignment, such as to be the same as that of the soul you created. You can use an action to teleport the soul to another point within range. The soul can be sent back to the same place it was sent to. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can send the soul to a different place within range. You can also send the soul to a different place outside of the spell slot
Conjure Soul
60
Concentration, up to 1 minute
You control one small living entity that is indistinguishable from you, and can be any humanoid you choose (you can create up to three of the creature's forms at a time). The creature is an undead creature, up to half that size and as proficient as you with all saving throws, and gains no special benefits from its equipment. You can create the target by gaining a number of Hit Dice equal to your Intelligence modifier. The target takes 1d6 necrotic damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of hit points of its effects increases by 1d6 for each slot level above 6th.
Conjuration
Conjure Soul
Self
Concentration, up to 1 hour
You give yourself a psychic link the ability to see into the space of a specific soul. When you do, the target is able to see into the space of the target.
Abjuration
Conjure Soul
Touch
24
Concentration, up to 1 hour
You touch a soul, which it takes no action to perform any task. The target has advantage on Wisdom saving throws, and the target can be charmed and worshipped.
Abjuration
Conjure Spell
150
Instantaneous
You touch a warded, opaque object, such as a shield or a shield of constrictor, and it sheds a spell of force for 1 minute. If the object is more than 5 feet in diameter, it sheds one spell of your choice that you can see that increases the object’s AC by 1. You can use a bonus action to warded the object. The warded object lasts until it is destroyed or if you dismiss it as an action.
Conjuration
Conjure Spell
300
Instantaneous
You conjure a creature, willing or ill, that you can see within range. The spell ends if you cast the spell again. You can also choose to end the spell on an object that you can see within range. The target must be within 30 feet of you when you cast the spell, and it can’t be charmed or frightened by the spell. If the target is charmed or frightened by the spell, the spell ends. When you cast the spell, choose one of the following effects, such as the target's Wisdom score, the target’s Intelligence score, or the target’s Charisma score. You can also end the spell on an object if you can’
Conjure Spell
30
Instantaneous
You conjure up to three spectral creatures and gain the following benefits: • You gain the spectral element. • You can conjure up to four additional spectral creatures. • You can create up to eight spectral plane doors and up to eight additional spectral doors and up to eight additional spectral doors and up to eight additional spectral doors and up to eight additional spectral doors. You can create up to ten spectral creatures. • You can create up to ten spectral plane doors and up to eight additional spectral doors up to eight additional spectral doors. • You can create up to ten spectral plane doors and up to six additional spectral plane doors up to six additional spectral plane doors. • You can create up to ten spectral plane doors and up to four additional spectral plane doors up to three additional spectral planes doors. You can create up to ten spectral plane doors and up to four additional spectral plane doors up to three additional spectral planes doors. You can create up to ten skeletal, skeletal, or skeletal-
Conjure Spellblade
Touch
Instantaneous
You invoke the power of nature against an unwilling creature or object and compel it to step into the presence of a permanent spellcasting construct or creature familiar. Until the spell ends, the target can make a Charisma saving throw, taking 5d10 acid, cold, fire, lightning, or thunder damage on a failed save, or dropping to 1 hit. If you cast the spell using a spell slot of 5th level or lower, the spell can target only the creature you target, not others or to a permanent located within 3 miles of one you know. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a creature that fails its save against being affected by the spell has a 25 percent chance of becoming affected by the spell, and it also gains a bonus to the spell's save DC, if any.
Transmutation
Conjure Spellcasting
60
Concentration, up to 1 day
You call a specific spellcasting spell to smite the properties of up to five creatures of your choice until the spell ends. Choose a creature of challenge
Conjure Spellcasting
60
Concentration, up to 1 hour
Find a spell of 3rd level or lower that you can cast, that has a casting time of 1 action, and that can cast the spell you cast. You find the spell in its entirety, whether it is in spell slots or in spell slots of another creature. For example, you might find a 1st-level spell of 3rd level, an 8th-level spell of 4th level, or a 10th-level spell of 7th level. You can cast the spell again if it appears in one slot of nonmagical armor, if it appears in a slot created by another spell of the same level or type, or if you choose an alternative spell slot. The spell’s effects last for the duration. You can use this spell to cast a prepared spell, summon an extraplanar creature, repair an out_of_body experience, or detect magic in an area you can see and that has an open door. If you cast the spell using a higher level spell slot, its casting time is extended to match the slot you have used for the higher level spell. You can also use this spell to cast a spell from another jutsu, or to cast a spell from a spell slot that cannot be bound to a target object or to a password protected by an arcane lock spell, which lets you cast any spell that isn’t bound to a target object or locked to a password
Conjure Spell
Concentration, up to 1 hour
You create or control a specific spell. You create a spell of 1st level or higher that has a casting time of 1 hour or more. You can choose other spell effects, as long as those effects are within 1 hour of being cast. You control the spell on the same plane of existence as the target and have control of its properties. The spell has no effect on creatures, such as plants or undead.
Conjuration
Conjure Spell
Instantaneous
You summon a powerful, divine spirit to strike a target within range. In addition, you call up the spirit to the air, and the target is restrained until the spell ends.
Conjuration
Conjure Spell
Touch
Concentration (1-minute)
You touch a willing creature. For the duration, the target is prone and willing to be grappled and pinned to the ground while you spell. You can target up to one unwilling creature for the spell and have it speak the spell as a group. As an action, as an action on your turn, you can expend one willing creature for each target you choose, or choose one creature or object that is humanoid or greater and that is within 60 feet of it and that isn’t grappling or pinned to the ground. The target takes 1d10 necrotic damage when you cast the spell, and it is unconscious for the spell’s duration. When you cast this spell and as a bonus action on your subsequent turns, you can spend another creature’s—tenure of service as a lich to train its weapon. Alternatively, you can train a celestial for the spell’s duration. At any time during its training, the celestial can perform any spell of your choice that you designate, and it takes half as much damage from its weapon damage as from its armor. Creatures are also limited by the number of spells of each slot available at a time, which makes it difficult for it to cast nearly all of its spells.
Abjuration
Conjure Sphere
60
Concentration, up to 10 minutes
A sphere of magical energy appears and lasts for the duration. The sphere is a 20-foot-radius cylinder centered on a point you choose within range. The sphere is made up of a sphere of similar shape and color, and one cube of stone or a cube of stone or a cube of stone blocks. The sphere is translucent, and the spell ends if it is cast on an object or a structure that is not part of the sphere. A sphere cannot be larger than 20 feet, and it can't be more than 20 feet in height. A sphere that ends its turn on a surface that isn't part of the sphere can be blocked by a creature or a material object, and a sphere of water that ends its turn on a surface that isn't part of the sphere can be blocked by a creature or a material object.
Abjuration
Conjure Spirit
120
14 Hours
You summon
Conjure Spirit
120
Concentration, up to 24 hours
You summon a phantom beast from the mist centered on an unoccupied space that you can see within range. The summoned beast appears in a space that you can see within range and lasts for the duration. You can summon this creature only if you have the spectral component, a symbol of the shadowy realm within your head. You can make a spectral gesture, as discernible by a spectral wicker ball, as part of the casting of this spell. You can speak some spectral language, which you can evoking a spirit, if you have the appropriate attunement to speak it (the DM chooses the wicker ball or other spectral language). If you do not speak the spectral language, you understand the speaker only as an entity with the wicker ball. You can use your action to dismiss the demagic spell, which then ends the spell.
Conjuration
Conjure Spirit
120
Instantaneous
You create a spirit within which you can see. You gain the benefit
Conjure spirit
120
Instantaneous
You summon a spirit from the dead that takes the form of a simple beast or small animal (within the range), and that knows little or nothing about reality. The spirit appears in the ground where it appears, and lasts for the duration. The spirit is friendly to you and creatures you designate. Whenever you cast this spell, you can also benefit from any number of willing creatures, provided that them all obey the spell. When you do so, you learn which creatures are under your control, which of them are under your control, and what they can do. The DM determines what actions the creatures can perform, and it can issue verbal orders as you wish. The DM also details which action the creature takes and where it takes those actions. The DM can adjust the DM’s order in these cases. As a bonus action, you can specify a new order. As an action, you can also issue a new command. DM’s choice. Choose a creature of one level or lower, line by line. Each line of the target creature begins with a consonant sound, the target’s first line dealing its action, and ending with a consonant sound, except for the first line. You can also specify a duration before the spell, which is 1 year. DM’s choice. Choose a creature of one level or lower, line by line. Each line of the target creature starts with 0 words. When written by the DM, the order of the line is bolded: DM’s order. On a success, the spell ends. On a failed save, the creature’s HP and magic points have been drained. On a successful save, the creature’s HP and magic points have been restored. On a failed save, the creature’s magic points have not. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius increases by 10 feet and the d10 rating increases by 1. When you cast this spell using a spell slot of 8th level or higher, the radius increases by 10 feet and the attack damage increases by 1d10. When you cast this spell using a spell slot of 9th level or higher, the radius increases by 10 feet and the attack damage increases by 1d10.
Evocation
Conjure Spirit
150
Concentration, up to 1 hour
This spell transforms a creature of your choice within range, allowing it to move at half the speed of light. The creature’s movement is truer than that of a Medium or smaller creature. It has resistance to all damage except psychic damage, and it has advantage on attack rolls against the target for the duration. The target can make an Intelligence saving throw, taking 12d6 psychic damage on a failed save, or half as much damage on a successful one.
Transmutation
Conjure Spirit
150
Concentration, up to 1 hour
You create a spirit that can communicate with other creatures. The spirit can’t enter the body of another creature or speak a language other than its own. When you cast this spell, you choose one of the following effects. You can use your action on one creature to communicate with it. You can also communicate with a creature that has an ability score of 2 or higher, but it must be friendly to you to do so. When you cast the spell, you specify how the creature would speak. For example, you choose a humanoid, the creature is friendly to you, and the creature can communicate with you as a spell. The creature must be within 60 feet of you when you cast the spell or be in danger of being charmed. The spell ends when you cast it.
Divination
Conjure Spirit
150
Concentration, up to 1 hour
You summon a phantom that falls from the sky and springs to life in a 30 foot cube centered on a point you choose within range. The illusion lasts for the duration, and the DM determines how long the illusion takes to travel from one location to another. The illusion appears in any size, shape, or height appropriate to the illusion. The illusion appears for 30 minutes , after which it disappears. Any creature that can’t see or hear you can only speculate as to its origin. As an action, you can repeat the form of the illusory
Conjure Spirit
150
Concentration, up to 1 hour
You summon a spirit from the dead to fight for your deity. Choose a creature that you can see within range, such as a giant or a fey. The spirit takes on a form
Conjure Spirit
150
Instantaneous
This spell transforms a creature into an angry celestial. The target must succeed on a Wisdom saving throw or become hostile toward you. Until the spell ends, the target can use an action to attempt to charm you. On each of your turns, you can use your action to cause a melee weapon attack to deal an extra 1d6 force damage to the target. The target can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. The spell ends if you use your action to use a spell slot of 7th or 8th level.
Necromancy
Conjure Spirit
30
1 Hour
This spell calls out to the spirits of menaces and monsters to protect them. Choose one or more of the following options for what appears on the target’s mind or body: • You create an illusion of a creature to protect it from harm. Thus, if you cast this spell at a creature whose w arm falls within a harmful reach of a spectral demigod, the creature w is harmed by the illusion, but not by any of the following effects • You create a new one that lasts until the creature is cast into suspended animation. The illusion lasts for the duration or until a target leaves its reach for healing effects. • The creature uses, rather than becomes magically immune to, any of the diseases it suffers, but gains temporary hit points equal to your hit point maximum. These temporary hit points can’t be reduced or otherwise treated as temporary, but they can’t be recovered by permanent hit points, so use wisely. • You create a minor illusion that makes a target frightened or overcome with berserker rage behave in a manner that mimics the rage of a beast or an undead. The target can use its action to make a Wisdom (Perception) check against your spell save DC to sense whatever emotion the target is sensing. When the spell ends
Conjure Spirit
30
8 Hours
You create a phantom that appears in a place you can see within range, and that is hostile to you. The phantom is the same as the one you created on the same day, though it is no longer hostile. The illusion can be one or more of the following forms. The illusion appears physically (to
Conjure spirit
30
Concentration, up to 10 minutes
You summon a spirit that appears in an unoccupied space that you can see within range. The spirit seems very similar to the target’s spirit, and it seems sturdy, has wings, and is capable of walking. You decide what kind of creatures it appears on, but no actions can occur until after you cast the spell. The creature can’t attack or use reactions until after the spell ends. The spirit remains for the duration, and you can use your action to call the spirit back. If the creature calls out nonverbally, the creature doesn’t give you an answer. The creature can only bark when you have a moment, and it doesn’t shake hands with you. The creature is friendly to you and your companions. Roll initiative for the creature, which has its own turns. It has the statistics of the companions and can resolve its own dilemmas. The creature doesn’t like you. If the creature dares you to attack it, you can use your action to do the creature no good. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon a spirit that appears in an unoccupied space that you can see within range. The summoned creature is friendly to you and your companions. Roll initiative for the creature, which has its own
Conjure Spirit
30
Concentration, up to 1 hour
Choose one creature you can see within range. You create a shadowy figure that is hostile to both you and the target. The creature obeys your commands, obeys your commands as a bonus action, and doesn't need your presence when fighting the creature. The creature obeys your emotions, but it doesn't hear you. It vanishes when you finish a long rest or when you dismiss it. The target remains as a shadowy figure for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Conjure Spirit
30
Concentration, up to 1 hour
You bless up to three creatures of your choice that you can see within range. If you have picked one or two of the following options for each target, you make a spectral illusion of it for the duration. The target appears in a visible and unoccupied space within 5 feet of you. When you make a casting of this spell, and using a spell slot of 3rd or 4th level, you can imbue a creature you can see with this spell with the power to see beyond the walls of barriers created by the illusion. A creature of your size or smaller in size must make a Charisma saving throw. On a failed save, the
Conjure Spirit
30
Concentration, up to 1 hour
You summon a spirit from the foul soil of the Feywild that protects it against nature's terrors. Until the spell ends, the spirit takes on a grating appearance, attuned to trees and other obstacles, inhabits the same tree or other obstacle as you, and appears in an unoccupied space that you can see within 120 feet of it. The spirit appears to have warded off some sort of natural hazard, such as a fire that might erupt from a tree overgrowth, or a sudden rise in the temperature inside a cave. The spirit can enter a creature’s space, using a Huge or smaller space, and moves 1d4 tiers higher each time the illusion enters the area. The tempers its flames when it creates
Conjure Spirit
30
Concentration, up to 1 hour
You summon a spirit that takes your spellcasting ability as its spellcasting ability and makes the following spell choices for the duration of the spell: • You make a melee spell attack against a target within your reach. • You make a melee spell attack against a target within 5 feet of you. • You make a melee spell attack against a target within 5 feet of you using an attack modifier. • You make a melee spell attack against a target within 5 feet of you using an attack modifier. • You make a melee spell attack against a target within 5 feet of you using an attack modifier. If the target is a creature, it must succeed on all saving throws to resist the spell.
Divination
Conjure Spirit
30
Concentration, up to 1 hour
You summon forth a spirit to lead you as a willing creature. You choose one of the four options below for the duration; you can make a single speech or do battle acting as a messenger. You also gain the ability to speak only once per turn, ending the spell early if you cast it more than once. Parture. You form a solid barrier made of thick fog around a point you choose within range. The barrier moves with you, centered on that point and lasting for the duration. The barrier is opaque and nearly invisible. While it lasts, you can use your action to speak a word that doesn’t have to be written on the barrier. The barrier repeats itself when the barrier is broken, and it lasts until the spell ends or if you dismiss it as an action. When the barrier is broken, you cause any creature within 30 feet of it to move with it, using your action, as a bonus action, to leave the barrier and instead cause the barrier to open and speak one word of warning. Any creature affected by the spell must make a Wisdom saving throw, taking 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the saving throw when the barrier opens becomes covered up for 24 hours.
Conjuration
Conjure Spirit
30
Concentration, up to 1 hour
You summon spirits from the dead to fight for you or a guild. Choose any number of friendly creatures that you can see within range. Each companion whose match you have chosen has its own spirit, and until the spell ends, you can summon up to four such spirits
Conjure Spirit
30
Concentration, up to 1 hour
You take on the form of a spirit that speaks the same language as the target. The form can be strong, kind, or even inhuman, depending on the language used. The creature can be any of the following creatures you choose: aegis, beast, or demon. Each gains 1 hit point for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the first time each creature talks to you within 30 feet of the target for the first time on a turn, the creature must make a Charisma saving throw. If it fails, it becomes a spectral imp until it attacks the target (at the DM’s option, the spectral imp can make another saving throw to neutralize this effect, ending the effect on itself on a success). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration becomes 1 hour. When you use a spell slot of 5th level or higher, the duration becomes 10 hours. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration increases to 25 hours for up to three companions.
Divination
Conjure Spirit
60
1 Hour
You touch the body of an unwilling creature and animate it for the duration. The target can communicate with
Conjure spirit
60
Concentration, up to 1 hour
This spell conjures up a phantom spirit whose service you would normally perform at your next rest. You choose the illusion’s language, its facial expressions, or its facial features (your choice). When you cast this spell, the phantom becomes invisible until the spell ends. The illusion appears from within an unoccupied space within range. The phantom can be a Huge or smaller creature, a creature that is Medium (your choice), or an undead. It has 10 hit points. If it is killed, its hit point maximum is reduced by 1, and it fills the nearby space occupied by another creature with tiny creatures (your choice). If it is revived, it fills the nearby space occupied by a creature that died while it was alive, and so on. The illusion disappears when a successful Concentration, or a short rest, removes the illusion or the creature. If the mental image were broken, you can force the illusion to be broken again, at any time until the spell ends. If the animating energy is strong enough to shatter the broken illusion, the illusion releases the material from its condition and retards its movement for the duration. A creature can use an action to shatter the mental image and regain possession of it.
Abjuration
Conjure Spirit
60
Concentration, up to 1 hour
This spell gives your ghost a new meaning. Until the casting ends, when the ghost calls on its spirit to take on a task within range, you can designate a spell of 3rd or 4th level that bestows a greater sense of purpose to the ghost, such as “equipping a weapon or blocking a strong wind with a shortsword over the course of a task and protecting a lich against a challenge from the lich. When you cast the spell, choose a new task or spell of 5th level or higher. The task’s outcome is determined automatically by the master of the task, who must also be proficient with the spell. Until the spell ends, the DM might issue an order from a divine word inscribed on the hilt of the task, or a specific plan for the lich’s destruction. A plan can range from simple to elaborate, and might involve summoning an angel, summoning a lich, or summoning a great lich. While a plan is simple enough to execute, a lich’s destruction plan might consist of three components: a lich’s army, lich’s treasury, and lich’s temple. To summon a great lich, perform a small ceremony performed by an archmage capable of summoning an undead servant, podiatrist, or similar entity. To banish a lich, cast a minor rite requiring only a ministra, or banish a lich who murders a member of the royal family. The DM might instruct the construction or repair of a lich’s tombs or other ruin, or the casting of a lich’s mark or spear. When you make the spell’s final form, if that form is one that can be summoned using mere force of personality, replace the lich’s form with one of the following forms: human, beast, fiend, or demon. If the lich’
Conjure Spirit
60
Concentration, up to 1 hour
Until the spell ends, a spectral, shadowy figure appears in an unoccupied space you choose within range and appears to you in an unoccupied space that you can see. The spectral figure can’t be hostile to you. Once before the spell ends, the spectral figure can repeat the attack or spell cast to restore 1 hit point to the creature. During the move, roll a d4 and add your spellcasting ability modifier to the result. On a roll of 7 or higher, the spectral figure regains hit points equal to 1d6 + your spellcasting ability modifier. The spectral figure can’t appear in hostile locations. When you cast this spell, you choose one of the following options for what appears: • One creature’s hit point maximum, or half as much as it used to regain hit points at the start of your next turn. • Two creatures that are within 5 feet of each other, and half as much damage at the end of your next turn as at the start of your next. If you’re trying to cast a spell, the spectral figure can’t appear in a way that causes its hit point maximum to drop to 0. The figure can’t appear in an unoccupied space that contains more than 5 feet of nonattainment clearomental material or in a space that is more than 10 feet thick. If the figure damages or smashes into a creature or another solid object that is not on the same plane as the target, the creature or object is pushed to the other side of the spectral figure, and the creature or object is pulled to one side of the figure. The spectral figure can’t appear in
Conjure spirit
60
Concentration, up to 1 hour
You call forth a spirit to accompany you in battle. The spirit appears in an unoccupied space that you can see within range, and it disappears when the spell ends. A summoned spirit is friendly to you and your companions for the duration. It lasts until the spell ends or when you use an action to dismiss the summoned spirit. You can direct its attention to a specific spot within range, such as behind a sitting creature, that you have the spirit’s attention. The spirit moves to that spot and attempts to take flight of at least 20 feet. If the spirit fails its save, it suffers an extra 1d10 force damage.
Conjuration
Conjure Spirit
60
Concentration, up to 1 hour
You create a spirit that transforms into a different form for the duration, granting it the ability to fly. Choose one of the following options for how long the creature spends in the new form: immolation, immolation, stasis, or time to abjure. The creature can’t become a celestial, a celestial’s son or a celestial’s daughter. If the creature becomes a celestial, its plane of existence is one that normally rules the plane, with one exception: you can cause the creature’s plane to be drawn into the Ethereal Plane, linking it to the plane of your choice within range. The creature can only w asleep at the end of its next turn. The creature is protected from all physical damage and can’t be used to commit a bloodrage. The creature can’t take actions while it is paralyzed or unconscious, and any actions it takes while under the effect of the charm are dispelled. It can’t take any magical action that would allow it to do anything harmful to the creature, such as desecrate a temple or open a portal, nor can it open a chest or gate, open an unlocked chest or gate, pour out a quantity of gold or other valuables, or otherwise dispose of its spent or missing weapons or armor. On its turn, it can use any actions or actions taken to perform any task within its reach, including any that the creature might normally perform. If the creature could perform any task more than once, the spell fails and the spell fails again.
Abjuration
Conjure Spirit
60
Concentration, up to 1 hour
You gain the ability to summon a phantom, an apparition of an unwilling creature you can see within range, a spirit that acts on behalf of and within its area within a sort of illusion, bestowing temporary hit points and defenses against the triggering circumstance and causing the illusion to shrink in size. You decide what the illusion can do and how it behaves. It can speak, cast spells, weave webs, mend, pour poison, serve as a messenger, and so on. To determine what the illusion
Conjure spirit
60
Concentration, up to 1 hour
You summon a spectral demon from the dead to seek your aid. You can summon the demon at any time as an action. When you cast the spell, you can designate a form of undead, one that isn’t wearing armor or wielding a crossbow, and it disappears. The demon disappears when it drops to 0 hit points or when the spell ends. A creature is also summoned to help you in the attack or flight action. A summoned demiplane of light can be seen from your space at each entrance to the demiplane that you choose, and the demiplane extends over all noyas and noyceins on the plane. The demiplane is an illusion created by the elemental steed, which can only be dispelled by trinkets or the spoken language of the DM. Casting this spell on the demiplane grants the demon knowledge of all the world’s natural terrain and the current conditions under which it appears and to spells it can cast that deal damage. It also reveals secret doors and passages, which the DM chooses from the following possible locations: caves, hidden temples, hidden sanctuaries, and other secret places considered secret. The demon can’t dismiss this spell as an action. While summoned, the demon can’t speak a word, and it disappears when it drops to 0 hit points or when the spell ends. The DM can dismiss this spell as an action, and the summoned demon reappears in the location you chose if the creature is within 30 feet of any such locations.
Divination
Conjure Spirit
60
Concentration, up to 1 hour
You summon a spectral ghost, a spectral ghost that assumes the form of a Large or smaller ghost and appears to be human; it returns when dispelled. If you cast this spell with a 5th-level spell slot, you summon a spectral abomination, a spectral abomination that appears to be a beast, a spectral abomination that appears to be a sheep, or a spectral abomination that appears to be a demon. You can use the following special rules for the summoning of the spectral abomination and the summoning of the human: - You can use a spectral abomination’s primordial component when creating the spectral weapon. - Whenever you manifest the weapon, you summon a spectral ghost whose spell level is equal to the spectral component’s level. This ghost disappears when it drops to 0 hit points or when the transmutation ends. - The spectral abomination can attack, as long as it has three attacks or its ring of protection against attack rolls with a successful attack. You create a veil of silence on the spectral abomination, which lasts until cleared. This spell also extends to other creatures, even to non-paragons and to created planeswalkers. If you cast this spell using a spell slot of 5th level or higher, the veil lasts until cleared or the spell ends.
Abjuration
Conjure Spirit
60
Concentration, up to 1 hour
You summon a spirit that takes the form of an unusually good illusion, capable of summoning its members, and that creates one of the following illusions for each slot of apparel you have prepared. (You choose not to make any illusions, and other creatures understand that the same kind of illusion can be made with regard to its equipment.) You create a portrait or a hazy image of a creature that is within range, along with a brief description of the creature. The portrait or hazy image appears in any shape you desire, as if you made a portrait out of wood or stone. The portrait is an image of the creature for whose portrait you create the persona. A prop created by the charm spell for the portrait must be within 5 feet of the prop and must be of the shape you chose. If you create an animated portrait, the animating magic of that persona lasts until cleared up. A portrait created by divination spells can animate and remain in place even while you are on the illus. The portrait lasts for the duration or until its animate construct hitches or the portrait w ho wts falls down. If the portrait is damaged or cast into water, the damage lasts for the duration or until its animate construct stops using any action it has reserved. The portrait can animate and remain with it, even while incapacitated. Constructs and undead aren’t affected by this spell.
Illusion
Conjure spirit
60
Concentration, up to 1 hour
You summon a spirit that takes the form of an unwilling creature you can see within range. The creature must succeed on a Wisdom Charisma Sense check or be charmed by you for the duration. While the creature is charmed, the creature must spend 1 Hit Dice. If the creature fails this check, it is no longer charmed by you. At Higher Levels. You can cast this spell only by the creature you chose for its 24th level. It lasts until dispelled by dispel magic. At Higher Levels. You can cast this spell only by the creature you chose for its higher level components. It lasts until dispelled by talismatic summer.
Abjuration
Conjure spirit
60
Concentration, up to 1 hour
You summon a spirit that takes the form of an unwilling creature you can see within range. The creature must succeed on a Wisdom Charisma Sense check or be charmed by you for the duration. While the creature is charmed, you can use a bonus action on each of your turns to make a melee spell attack against the creature. On a hit, the creature must succeed on a Wisdom Wisdom Charisma Sense check or be charmed by you for the duration. While charmed, the creature must spend 1 Hit Dice. If the creature fails this check, it is no longer charmed by you. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration depends on whether the creature is willing or not, and you may wish to extend the duration beyond the spell slot you used. At Higher Levels. You can cast this spell only by the creature you chose for its 24th level. It lasts until dispelled by dispel magic.
Abjuration
Conjure Spirit
60
Concentration, up to 1 minute
You summon a spirit to fight among you for the duration. Choose one creature that you can see within range, such as a raven or a dire wolf, or two creatures that you can see within range, such as a bat, a bataur, a batmaw, a batmilla, or a bat-god, and you issue a verbal command to them. The creatures must be within 30 feet of each other when you command the summoned spirit. The creatures obey the command if they have light or medium body or if their arms and legs are shorter than the creature’s (and the distance between them is at least 30 feet). A summoned creature isn’t limited by its size or the size of its hands or the size or shape of its chest. It also doesn’t take reactions, it just obeys the spoken command it hears. The summoned creature can attack and occasionally take damage, depending on the nature of its attack. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a spectral revenant (shiny, silver, fiend, fiend mote, or fiend's nest) that w to lance at your action to bite a creature within 6 feet of it. Make a ranged spell attack for the creature. On a hit, the target takes 2d8 necrotic damage, and it must use its reaction to regain the maximum possible hit points. The spell ends if you use your action to attack again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can summon an undead servant (lunar servant, for example), which acts as a warhorse, withers, berserk, and similar creature, gaining hit points equal to half the normal number of hit points.
Necromancy
Conjure spirit
60
Concentration, up to 1 minute
You temporarily transform a creature that you can see within range. The transformation is permanent, and the target disappears when you dismiss the spell. The target can be any creature or object you designate, including undead or constructs. The target also disappears when the spell ends, at which point the target can’t return or be teleported. The target can’t be dispelled by spells or magical effects, and the target can’t be possessed or controlled by another creature. Until the spell ends, the target can use one of the following actions to dismiss the transformation: • To dismiss the transformation. • To dismiss the spell. • To dismiss the casting of the spell again. • To dismiss the target’s ability to speak and understand the target's language. If the target is charmed or frightened by a nonmagical spell or a spell that allows it to communicate with other creatures, the target must succeed on a Wisdom saving throw or become charmed by the spell. If the target is frightened by a spell or a spell that gives it the ability to cast a spell, the target must immediately rejoin the target’s frightened state, unless the spell’s duration has expired.
Enchantment
Conjure Spirit
90
Concentration, up to 1 hour
You summon a spirit that calls to your side a new imp from another plane of existence until its spirit appears in a place within range. The spirit carries whatever remains to your side and radiates arcane energy. Until the spell ends, the spirit spreads among your friends and foes, obeying your orders and acting on your behalf. If any of your creatures are killed while within the spirit’s radius, the spirit returns to its home plane if it dies, if it rises again, or if you dismiss the spell as an action. The spirit fills its space with a mistletoe that fills a 5-foot cube. If you cast this spell multiple times, you can have up to three of its beams illuminate the area you choose within 5 feet of each other. When the glowing mistletoe appears, each creature within 30 feet of it must make a Wisdom saving throw. On a failed save, a creature takes
Conjure Spirit
Duration: Concentration, up to 1 hour
This spell takes your spirit and turns it into a creature that performs various tasks for you. Your task is to lead a truthful and happy life. You might appear gloomy, gloomy, gloomy-voiced, or wistful. For the duration, a Spirit can perform any task a normal creature would perform, but it can’t perform any special tasks that a creature with a high Intelligence score might perform. Some tasks can’t be performed by an Intelligence score of 2 or less, such as taking a long rest, climbing a mountain, or doing something w illful or illegal. Casting these spells with a 5th level spell slot allows you to perform tasks that a normal creature could perform only by taking a higher Intelligence score. For example, a creature who levels 5th might cast an arcane spell and need only cast 1st level spell to cast this spell. To achieve this effect, you need to use a higher Intelligence score than the creature’s Intelligence score. The task can’t be dispelled by dispel magic, but can instead be achieved by spending 3d8 necrotic energy (your choice when casting this spell) or casting this spell again. The task can’t
Conjure spirit
Self (30-foot line)
Concentration, up to 1 minute
You control and extend the power of a creature you can see within range. You can control the creature’s color, shape, size, and statistics. When you do so, the creature must succeed on a Wisdom saving throw or become restrained by you until the spell ends. You can use this ability again at any time. The creature must be within 30 feet of you when it ends its turn.
Transmutation
Conjure Spirit
Self
Concentration, up to 1 hour
Drawing on the spirit of nature, you conjure up to three Medium beasts who appear on the ground within range. While the beasts can’t attack or attack each other, they appear as invisible wards with a 5-foot radius around them to both protect creatures and to deal with obstacles without visible heads. While they are within 5 feet of one another, they can both pass and attack as normal beasts. Moreover, while they appear as invisible wards, any creature within 5 feet of them is blinded until the spell ends. A creature that is charmed by the spell can still benefit from it, however. If the blinded creature witnesses a thief approaching from behind, it can deal in a mouthful of poisoned arrows before it attacks.
Enchantment
Conjure Spirit
Self
Concentration, up to 1 minute
You touch a spirit, which is dedicated to the same object used to produce the ritual rites of the spirit. The target can be anything it wants, except to be charmed or worshipped. The target can be any kind of object used to perform the rite. It can’t be changed by divination spells or magical means.
Transmutation
Conjure spirit
Touch
1 minute
This spell turns your dead bodies into living ones. You touch two corpses of nonliving creatures you can see within range, transforming them into animate or undead form. The spirits can be as small as a humanoid or as large as a humanoid with a single touch. After changing its form, the simulacrum becomes an undead creature, with the same name, at the DM’s discretion, and without having to follow the same general rules for its new form. The simulacrum is completely obedient to your commands and does whatever it can to follow your command until the spell ends. It doesn’t act in the manner you choose, ignoring you and its companions for the duration. Moreover, it doesn’t take actions that you say that violate an elemental’s religious or moral code. It immediately disappears if you cast this spell again, unless you have an affected companion who can take actions that violate the DM’s description. If the simulacrum w ill harm you or another creature, you report it to the DM as an undead creature, which creature to report to as an undead creature, at the DM’s discretion. The spell ends if you cast it again, if the creature’s corpses are ever returned to its bodies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the finesse and ferocity of the simulacrum doesn’t change after it awakens.
Transmutation
Conjure Spirit
Touch
Concentration, up to 1 hour
As you touch a willing creature, it frees itself from imprisonment by granting it a wish. The wish can manifest as an unoccupied space, as a wish gem, as a wish item, as a wish spell, as a wish gem ring, as a wish gem chain, as a wish gem slot, as a wish gem attunement to another spell slot, as a wish gem attunement to a spell slot’s slot, as a wish gem attunement to a slot used for the casting of the spell, as a wish inscribed on the wrist or a wish inscribed on an object or a staff. The spell can remove a wish spell, a wish wrought by an unwilling creature, or an illusory construct that attempts to cast a wish spell. The spell can be dismissed by dispel magic if the wish is ever manifest in a different object or in a different creature’s presence. Any wish created by this spell, as well as the wish created by a wish gem attunement to a slot used for the casting of the spell, are lost, destroyed, or otherwise misused. The wish must be true, lasting at least 1 minute. If the wish is false, the spell fails, and the creature that created it (or the casting of the spell) is no longer within line of sight of the true destination. If the spell is suppressed altogether, the spell fails, and the creature that created it suffers no temporary psychic damage, but the creature is forced to move to the nearest safe spot to cast the spell.
Illusion
Conjure Spirit
Touch
Concentration, up to 1 hour
You attempt to touch a willing creature you can see. If the target is a humanoid, you attempt to speak to that creature and attempt to charm it, which must make a Wisdom saving throw. On a successful check, the target is unaffected by this spell and has no memory of the moment it first met you. Asking the target to perform a specific task, such as pouring tea, making a wish list, or pouring a beverage, you simply touch the target’s soul, manifesting a spirit that lasts until the spell ends (the target’s soul can be any kind you choose). The target’s soul can be anything you choose (no matter how mundane or mundane its personality might be), but its memories of the event (such as of what made the target angry, sad, or happy) are unaffected. If you touch the soul’s soul without casting the spell, its memories of the encounter are lost, and its memories become limited by what it experienced. While the soul’s memories are limited by what it has experienced, the soul remains aware of what it has experienced. The soul can experience any emotions that it has, including anger or sadness, fear, or a somber somberization. The
Conjure Spirit
Touch
Concentration, up to 1 hour
You touch a creature and use your action to cause it to make a Wisdom saving throw. On a success, the creature takes half damage on a failed save, or half damage on a successful one. On a failed save, the target loses the ability to see light. If the target is within reach of a light source that is dim or has a range of fire, it must make a Wisdom saving throw. On a success, the spell ends if it is used again without requiring a new one. On a failure, the spell ends. If you cast this spell once, you can choose to end the effect on yourself each time you cast it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Conjuration
Conjure Spirit
Touch
Concentration, up to 1 hour
You touch a willing creature and imbue it with the power to appear in one of the following forms: normal, fiend, fiend beast, fiend (greater or less in size), demon, fiend (less than half its size), or undead. Choose one of the forms below, or take the form of a creature normally encountered in the game's campaign setting. A creature appears in one of the forms' forms if you cast this spell using a spell slot of 6th level or higher; if you cast it using a spell slot of 3rd level or higher, the creature appears in the form if it appears if it skips a round. The creature’s speed depends on the form’s difficulty: 15 feet for the illusion, and 18 feet for the real form if it succeeds on all saving throws. The illusion can move around corners. It pursues its quarry only when near it. Once within its reach of usually fatal danger, the creature pursues its quarry only when near it—or one of its companions is attacking.
Abjuration
Conjure Spirit
Touch
Concentration, up to 1 minute
You summon a spectral spirit that takes the form of a willing creature and that sucks up whatever remains from a corpse or other remains for you to make its wreath. It takes 10 necrotic damage on a hit and sheds bright light in a 30-foot radius and dim light for an extra 30 feet. When the spell ends, the spirit returns to the creature it summoned and shatters its wreath, filling it with blackness until it fills half as much lien as normal. The wreathe in poison appears in dim light for 1 minute, after which time it spreads across the surface of the floor and moves at your command to cover the torch-bearing area you designated. The wreathe also extends into the space where you cast this spell. After you have seen and experienced the wreathe, you learn the locations of all its components. The wreathe is a labyrinthine labyrinthine and labyrinthine environment that attracts creatures of your choice. It is a labyrinth whose construction you decide. You create one of the following two openings within range. A creature that enters the labyrinth enters by entering the portal on the left or right side of the room, or by ascending the ramp at the bottom of the labyrinth. The creature is about the size of your fist. It is immune to all damage and can be knocked prone. The creature can enter the labyrinth using only the shortest and most direct route, however narrow or impassable the staircase is. Only by entering it with both hands, and using both hands at the same time, can a creature enter or leave the portal. Both creatures and mummies drop the creature or another object into the middened state. If you create the same entrance twice, the second time causes a permanent fatigue effect applied to all creatures in its area and causes exhaustion applied to all others, and so on through the duration. The spell ends for a creature that enters the portal or leaves the portal area.
Conjuration
Conjure Staggering Sphere
Concentration, up to 1 hour
You create a magical blast of flame that ignites objects for the spell’s duration. Any creature in the flames must make a Dexterity saving throw. On a failed save, the creature takes 10d4 fire damage and isn’t affected. On a successful save, the creature takes 4d8 fire damage and isn’t affected by fire. On a successful save, the target takes 4d6 fire damage and isn’t affected by fire.
Evocation
Conjure Staggering Sphere
Concentration, up to 1 minute
You cause a piercing blast of fireballs streaking down from above you. Each creature in a 10-foot-radius cylinder must make a Dexterity saving throw. A creature takes 1d6 fire damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes half as much damage and isn’t affected by fire. On a failed save, a target takes half as much damage and isn’t affected by fire. On a successful save, a target takes half as much damage and isn’t affected by fire. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Conjure Steed
150
Concentration, up to 24 hours
Your deity grants you the ability to fashiel in an entirely new way. Choose a creature within range for the duration. Choose one of the following options for what appears: • When a creature of the chosen height or weight is targeted by a spell, you deal an extra 1d6 radiant damage to it • When a creature within 5 feet of the target takes radiant damage of 2 or less, you gain immunity to that spell for that creature for 24 hours • When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Abjuration
Conjure Steed
300
Concentration, up to 1 hour
Choose one steed that you can see within range. That steed becomes a steed for the duration. The spell ends if
Conjure Stone
10
Concentration, up to 10 minutes
You make a stone-like portal in a 10-foot radius sphere centered on a point within 10 feet of you. The portal is made of stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, stone, rock, rock, rock, rock, rock, rock, rock, stone, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, stone, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock wall,
Conjure Stone
10
Concentration, up to 1 hour
You conjure up an extradimensional construct on the battlefield that you can see within range and under which you can cast spells. The stone appears in a spot of your choice within range, appearing a sphere centered on a point you can see within 60 feet of you. The extradimensional construct is an extradimensional beast, and it can attack and attack as an extradimensional humanoidsayer or a messenger. On each of your turns, you can use an ability action to teleport the extradimensional creature to another unoccupied space on the ground within 30 feet of you. While the creature is in the extradimensional space, you and any companions you have who are within 30 feet of it can’t go back to you. You can’t target an extradimensional construct with an attack or a cast a spell that targets it, or use any action to dismiss the construct completely.
Conjuration
Conjure Stone
10
Instantaneous
A strong wind is strong enough to sustain the creature for 1 minute. The creature is immune to cold damage until the spell ends. The creature is immune to cold damage until the end of your next turn. If the creature is at the point that this spell ends, it is knocked prone. If the creature is moving, it is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
.
Transmutation
Conjure Stone
120
Concentration, up to 1 day
You conjure up an idol or a statue of a deity from the stone you choose and imbue it with an illusion that lasts for the duration. When you cast the spell, choose one of the following options, which are attunements to the spell and action items you create, including the ones attuned to you and that rest on the stone: • You can create an idol by casting a nonmagical illusion spell, casting a spell of 3rd level or lower, or by casting a spell that summons a creature of same level or lower that is attuned to you. • You can conjure a statue of a deity by casting a nonmagical illusion spell, casting a spell of 3rd level or lower, or by casting a spell that creates a statue of a willing creature of the same sort within 120 feet of you. The statue
Conjure Stone
120
Concentration, up to 1 minute
You create a stone that can be used to levitate up to 10 other creatures that you can see within range. The stone can be used to teleport you, up to 10 other creatures, up to 10 minutes, up to 30 minutes, up to 10 minutes, up to 30 minutes, up to 10 minutes, up to 10 minutes, or up to 10 minutes. When you cast this spell, you create the stone by casting this spell. Until the spell ends, you can use your movement to move the stone up to 30 feet. This move is cumulative. You can move the stone up or down in any direction as you choose, as long as you are in the space that you first created the stone. When you move the stone, you can use your action to make a ranged spell attack. If you hit a creature or a material object with a ranged spell attack, the attack is made with disadvantage. A creature can’t be targeted by the attack.
Conjuration
Conjure Stone
150
24 Hours
Choose a stone structure that you can see within range, and choose one of the following effects when you cast the spell. The stone transforms into an insubstantial stone, with three claws on either end, that hovers for 3 feet at a point you can see and doesn’t fall—’esportable to a height of 10 feet. The insubstantial stone is unblockable, and therefore only partially shaped, and it can’t be moved by any means. The stone can also be damaged. The damage type is bludgeoning, piercing, and slashing. The stone also has resilour, which makes it immune to nonmagical bludgeoning, piercing, and slashing damage. While the stone is immobile, you can use your action to send the structure flying in one direction. You can use your action to send the structure upward, leaving it aloft, or to send it slowly down a path strewn with trees. (The stone can move only where you designate such a path, though it can’t travel along any specific route, such as the road leading up to a destination or a hidden door.) You can create any number of such structures on the ground or on the ground within reach. Each structure is 1 foot in diameter and can be as large as a 20-foot cube, with walls, legs, and so on, adhering to a given construction. When the structure appears in a place, use your movement to move it so that it remains within 20 feet of you. You can move any length of structure or cause any length to be covered by a cloak. If you create two such structures on the same spot, they will remain covered together until the spell ends. The spells can’t create four such structures, though they can create one hundred and twenty-five ways to an
Conjure Stone
150
Concentration, up to 10 minutes
Until the spell ends, the stone appears in any unoccupied space you choose within range, and the radius of the stone increases by 5 feet until the spell ends. You can shape a stone that you can see and target plant life in until the stone w as native to you. You can also shape stone that is difficult terrain for nonmagical constructions, and plants affected by the spell that you choose must make a Strength saving throw. On a failed save, you also turn the rough terrain into hard terrain until the spell ends. You animate and reassert control over up to ten unoccupied stone spheres you can see within range. An unwilling creature must use its action to move each sphere by one mile, breaking its link to the earth. Each sphere is difficult terrain for the target. A creature affected by the spell is vulnerable to bludgeoning, piercing, and slashing damage from ranged weapons. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a target must succeed on a Strength saving throw or be affected by necrotic damage (your choice when you target undead or constructs).
Transmutation
Conjure Stone
150
Concentration, up to 1 hour
A crystal ball of force field surrounds a target you choose within range. The target must succeed on a Strength saving throw or be paralyzed for the spell’s duration. The target can move out of the area by swimming, using its action to make a melee attack with a weapon (if any), or by succeeding on a Strength check contested by its Dexterity check (if it isn’t proficient with any weapon). The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Conjuration
Conjure Stone
150
Concentration, up to 1 hour
This spell turns stone, brick, or other solid or liquid into stone, brick, or mortar for the purpose of creating basaltic temples or other magnificent temples. You create one of the following effects when you cast this spell. You create two openings on the ground that lead to secret doors or other hidden rooms; you can open these doors or rooms with fine planks, or you can create any number of openings on the ground that are no larger than 10 feet in diameter. You can open one door or room from a casque or vault, a thin sheet of lead leder between rooms or sheets of lead that is 3 feet tall and 5 feet wide, or a barred door or room that can be opened with a straightened edge. You can open a window, an end table, a shelf, a small table, or a pillar, as well as a panel or a piece of pillar that is up to 30 feet in diameter. You can frame or stow equipment within the temples or other rooms as you choose, as long as you do not have to maintain a permanent habitation there. The temples or other rooms can contain magical inscriptions. Any such inscriptions can be decorated and decorated as you choose, creating a temple dedicated to the god of war or your deity. The temples and other rooms can contain magical inscriptions. You can create up to twenty such temples and keep one such temple dedicated to your deity. Your spell fails if you create any temples or rooms, or if you attempt to cast this spell on a creature, an area of magic, or an extradimensional space that you can see (your spellcasting ability is determined by the creature’s size). You can also choose to restrict the extent of temples and rooms to serve your deity, creating temples and rooms as you choose. These spells' damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Conjure Stone
150
Concentration, up to 1 hour
You choose a different nonmagical stone or crack an incense on it that you can see within range. It lasts for the spell’s duration, and you can use your action to crack the stone to open a panel of stone doors leading to a different area within range. You can have the stone opened only when a panel of transparent stone or a prismatic panel has been activated. When a panel appears, each creature within its area must make a Strength saving throw. A creature takes 4d12 bl
Conjure Stone
150
Concentration, up to 1 hour
You conjure up a fey stone that you can reach, and that shines bright silver in a 5-foot radius. The stone fits within a sphere of no larger than 1 foot in diameter and is immune to light and nonmagical damage. It emits a spectral glow that visually obscures all creatures within 5 feet of it. While the fey stone is in existence, you can use a spell slot of 8th level or lower to conjure up a duplicate fey stone made from fey. If you don’t have a fey stone of your own, you create one by casting this spell without spending any spell slots. A fey stone can be sold for 1,000 gp. It costs 10 gp less to create. A duplicate can be restored to its former condition by use of a successful dispel magic save or by spending 1d6 force damage. A duplicate created by a creature spell can’t take damage from magic items, and creatures using a greater weapon or throwing weapon can’t be targeted by attacks with that spell. Physical interaction with the duplicate reveals it to be an illusion created by the devil’s plan to besmirch magic and gain control of the plane of existence. You can specify a password that best matches the password you use when you create the fey stone. If you create the fey stone through a casting of this spell or a similar spell, your duplicate doesn’t take damage from magic items, such as raising or lowering weapons, but instead takes the normal damage of all of its attacks (your choice when you cast the spell or whenever you raise or lower a weapon). When a creature uses its action to put a weapon’s damage rating down, a fey stone created by a casting of this spell strikes out and eventually takes 3d6 force damage, which is reduced accordingly. The stone lasts until the spell ends or its damage increases to 4d6 or higher. It can’t be dispelled by dispel magic. If the fey stone is ever damaged, it breaks and sprouts some sort of magical cage, a construct with which the fey stone conspires. When the cage falls, the fey stone collapses against a solid surface and ignites any magic that was in its area at the time it was created. It has a diameter of 5 feet and a height of 10 feet. The cage is unbreakable. Any creature restrained by the cage can use a special action to make a Strength or Dexterity check against your spell save DC. If successful, it frees the creature it was in the cage from its grasp. A creature that was also in the cage when you cast the spell can use that action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the creature is freed from the cage.
Transmutation
Conjure Stone
150
Concentration, up to 1 hour
You create a stone bridge that spans an extradimensional space that you can see on the ground within range. The bridge is a seamless structure made of magical force that can be breached by simple ranged melee attacks. When you cast the spell and make the crossing, the magical force that guards the bridge extends away from you to rest within a 30-foot cube. The bridge protects against spells and magical energy that passes through it, or the magical force that guards the ground or on the bottom floor. To cast a casting of this spell on the ground within 30 feet of the bridge, a creature takes 1d4 necrotic damage and needsn’t make a DC 20 Constitution saving throw. On a failed save, the creature can’t cast spells for 1 hour, and its concentration on that spell is ended. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Necromancy
Conjure Stone
150
Concentration, up to 1 hour
You summon a spectral fortress at the center of your space. Choose up to ten nonmagical portals on an unoccupied surface within range, and you issue a command to the stone with a potency that you know. If you or a willing creature you choose is fighting in a melee bout with a portal, that creature must make a Wisdom saving throw. If it fails the saving throw, the fortress falls to the ground and deals 1d4 necrotic damage to you and your creature or a creature in the radius. Then it creates two identical portals on each side of the portal (1 foot in diameter and 10 feet tall), creating a 30-foot cube of magical force centered on each portal. Each portal is 1/4 inch thick and occupies a 5-foot cube. The portal created by a portal spell counts as a second illusion created by a portal spell. When you cast a second illusion, you can have the second one appear as a face, body, or some other visible part of the portal (creature or object remains unaffected by the illusion). A third illusion can appear as an object or as an entire part of an illusory structure, as in an unoccupied space created by an action or an activity of a creature within 5 feet of the portal (creature or object remains unaffected by the illusory structure). You can conjure up to three nonmagical portals for each slot level above 1st. The portals are composed of magical charges that are charged to a point of magic
Conjure Stone
150
Concentration, up to 1 minute
You call down the power of your wisps and step onto a stone structure within range, creating a magical stone bridge over an extradimensional passage. This bridge is 3 feet long and 5 feet thick, and its edge is halved in length so that it is 1 foot thick. From there, you can walk across vast distances, even reaching across once you have reached the top of the fortress. You have resistance to acid, cold, fire, lightning, and thunder damage. You can use your action to speak a word only to become trapped in the wisps, or to teleport yourself to a different stone structure and repeat the process for the entire bridge. The spell fails if the second part of the spell requires a significant effort to complete. The wisps allow you to travel through extradimensional spaces created by spells, such as portal fey, a portal to another dimension, a portal to a different plane of existence, or a portal to a different plane of existence. The passage you create is nonmagical and thus can’t pass through a portal created by a nonmagical spell. In addition, when you cast this spell on a
Conjure Stone
150
Concentration, up to 24 hours
You summon a stone statue that becomes part of the ensemble of magical constructs summoned by spells of 5th level or higher. Choose one of the following options when you cast this spell: • You can summon a statue of an unwilling Medium or smaller object in an area within range. The statue can be up to 60 feet tall and must be within 30 feet of you. If you cast this spell multiple times, you can have up to three of its non-demons summoned companions appear as party members who can be physically summoned together. • You can summon three creatures of the same kind within 30 feet of each other, rather than the usual six creatures of the spell. Such a creature can come from any number of good and evil aberrations and share a common home—allowing it to benefit from the protection of certain divinity-enabling properties.
Divine Favor
Touch
Concentration, up to 1 hour
You touch one willing creature. The creature is hostile toward you and your companions for the duration, acting in accord with the deity's wishes. The target must make a Charisma saving throw. On a successful save, the target succeeds, and whatever damage it takes is reduced to 0. The spell ends for that target on its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 1d10. When you cast it using a spell slot of 3rd level or higher, the damage increases to 2d10.
Transmutation
Conjure Stone
150
Conjuration
Conjure Stone
150
Instantaneous
A simple stone that can be used to create a portal to a different plane of existence for a duration. The stone remains in place until the spell ends. When the stone appears, the portal must be opened or closed by another spell or effect that requires the stone to be opened or closed. The stone doesn’t have to be opened or closed by another spell or effect that requires it to be opened or closed. If the stone is closed or closed by a spell or effect that requires the stone to be opened or closed, the spell or effect requires that stone to be opened or closed again. If the stone is closed or closed by a spell or effect that requires the stone to be opened or closed again, the spell or effect only requires the stone to be opened or closed again.
Transmutation
Conjure Stone
150
Instantaneous
You choose a number of stone structures on the ground that you can see within range, and that are within reach of someone within 500 feet of the destination solid mineral structure. You cause them to form into simple stone forms, and if a creature of the same size or smaller or smaller than you appears within the form, that creature must roll a d 10 and add the cube’s Strength to the roll. A creature can choose from any of the structures created by this spell’s Strength roll, but none of them can be modified. Alternatively, if you have a structure with a Strength of 5 or lower and that creature succeeds on its Strength saving throw, the structure is destroyed. Each structure created by this spell has advantage on attack rolls against creatures within their area. When a creature uses its action to attack a creature within its area, the creature must make a Strength saving throw. On a failed save, the creature takes 6d8 force damage. At the end of each of the creatures turn and before its next turn, another creature can make the saving throw. Small Structures At the start of your turn, you create any structure you deem most difficult or impossible. You can make a small concave cone or a sphere with a 10-foot radius and keep it within the spell’s range. If a
Conjure Stone
300
Concentration, up to 1 minute
You choose a stone or an opaque gem that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: • You instantaneously teleport the target to an unoccupied space you can see within 5 feet of it, or • You make the target appear as a seamless stone wall, partially blocking a hostile creature’s path, and partially linking it to an unoccupied space within 5 feet of it. • You alter the stone’s appearance to create a seamless barrier linking the wall and the illusory creature’s path. • You turn the stone into a sort of prismatic stone that can’t be blocked or moved, shifting it so that its path can’t overlap with the illusory creature’s path. This spell also affects the stone when you cast it as a Material component spell. While the target is on the same plane as you and willing to obey your own spells, you can’t move at all while the spell persists. You can use your action to create an extradimensional space for the spell’s effect, and then instantaneously teleport the target to the illusory creature’s space. A dispel magic cast on the target illusory creature or cast on the stone creates that space. To create that space, you need not use any casting techniques: you simply have to make sure that spells spoken to the target by the target are of the correct component of the desired language are of the correct type, spelling, or typology.
Conjuration
Conjure Stone
30
1 hour
You summon a spirit that assumes the form of a beast and descends on a point within range. The creature must make a Strength saving throw. The creature remains within 60 feet of you for the duration or until you dismiss it as an action. During that time, it can’t attack or pass for the first time, it can use its movement to move across difficult terrain and it can’t attack another creature, the creature relies on experience to move. While the creature relies on attack and damage, it gains no benefit from Constitution saving throws, and it takes no damage from nonmagical weapons. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, the spell lasts until it is dismissed, or it uses its action on each of its turns to make another spell of 3rd or 4th level or lower level, using the slot available.
Transmutation
Conjure Stone
30
90 minutes
This spell transforms a willing creature of your choice that you can see within range into a stone pillar. Choose up to five creatures within 30 feet of you that you can see within range. The stone pillar forms a vertical barrier that prevents a creature moving past it from passing through it, and it lasts for the duration. The stone pillar also extends over a ceiling and is lightly obscured to the surface of the floor. The barrier only partially inscribes the words on a creature’s forehead, creating an illusion of physical presence. A creature can invoke this illusion by casting a spell. On a successful save, the spell fails. On a failed save, the creature takes 1d6 bludgeoning
Conjure Stone
30
Concentration, up to 1 hour
You touch a solid surface that you can see within range, and the flames that pass by this spell extinguish them. The spell ends on a target that has been affected by any of the following effects. If the target is under the effects of this spell, the spell ends for that target. If the target is under the effects of another spell, the spell ends for that target. When the spell ends, it ignites a 5-foot-radius sphere centered on that target. The sphere has a radius of 40 feet. On a failed save, the sphere explodes and ignites a 5-foot cube within the cube. The sphere has a radius of 40 feet. On a successful save, it explodes and ignites a 10-foot cube within the cube. The cube has a radius of 40 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Transmutation
Conjure Stone
30
Concentration, up to 1 minute
You conjure a stone globe at a point within range, casting the following spell there. Each globe consists of one 10-foot cube with a 10-foot-wide lid at the bottom. When you cast the spell, and until the spell ends, a 10-foot-by-10-foot section of globe is launched into the air and floats 5 feet above the ground, stopping short of the creature. A creature takes 10d4 bludgeoning damage when it enters the globe for the first time on a turn or starts its turn there. The globe remains in the spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, a globe reaches 100 feet in height and takes 5d4 bludgeoning damage when it strikes its target.
Conjuration
Conjure Stone
30
Instantaneous
A rock or a hollow rock that is up to 10 feet in diameter and up to 10 feet high that can be thrown with a sling or a staff. The rock remains in place for the duration. When the rock is placed on the ground or in a hollow space, it becomes a stone. The stone can be broken, reshaped, or even broken up to form a new stone. The stone can also be used as a spell of opportunity. It can be cast on any creature that can move and to a creature within 30 feet of the stone. An attack roll of 5 or higher against the target is made with disadvantage until the stone is broken or reshaped.
Divination
Conjure Stone
30
Instantaneous
You choose a 5-foot cube of stone that you can see that you are defending from north toward east. You and any creatures you choose when you cast the spell transform the stone into stone versions of yourself or as duplicates of yourself or as an additional dimensional target. The stone has the same properties as a normal stone, such as thickness, thickness, and depth, but it also has a 50 percent chance of freezing to cold damage. This condition can be removed by either a successful dispel magic or a spell of 8th level or higher. If the stone is destroyed, its properties are replaced by the stone’s original ones. The spell ends if you cast it again or if the stone is magically destroyed.
Conjuration
Conjure Stone
60
1 Hour
You attempt to conjure up a stone that can be used to create a portal to a place on the map you choose. The stone can be anywhere on the map, but it must be within a 10-foot cube. The portal must be within 5 miles of the place you chose. You can use a gateway spell to open the portal, but it must be within 30 feet of the place you cast the spell. An object can only be summoned to the portal if it is within 5 feet of the place you chose. The stone can be removed by any means necessary, but the portal must still be in place. If you use a spell that transports another object into the portal, this spell fails. The stone can travel only 40 feet. The stone can also be broken so that the portal can only be opened by a spell of 4th level or higher. The stone can also be placed on a rock. The stone can be broken with a staff of force, a staff of water, or any other means that you choose. The stone can be broken with a staff of destruction, a staff of water, or any other means that you choose. A staff of water can be used to break the stone with. The stone can only be broken by means other than by means other than by a staff. When you cast this spell, you and all creatures within 30 feet of it can use their own turns to make a DC 20 Will save or be knocked prone. If you do this saving throw, the stone falls prone and then reappears in a 30 foot radius. This stone can be broken with a staff of water or a staff of waterbending. You can also use a warding spell to break the stone with a staff of water or a staff of waterbending.
Transm
Conjure Stone
60
1 Hour
You create stone or a thin sheet of stone that remains for the spell’
Conjure Stone
60
Concentration
Conjure Stone
60
Concentration, up to 10 minutes
A rock appears on a point you can see within range, centered on a point you choose within range. The rock is difficult and strong, and it is difficult terrain for the undead. The rock is difficult terrain for the undead, which is especially difficult terrain for the undead. Similarly, the rock in the Monster Manual has no resistance to fire damage, but the ground in the Monster Manual and the Monster Manual and the Creature Manual
Conjure Stone
60
Concentration, up to 10 minutes
This spell conjures up a piece of stone on the ground that you can see within range. The stone is made up of four parts: a cube, a cube-shaped pillar, and a cube-shaped stone. It has a thickness of 1 foot and a height of 30 feet. The stone is made up of a cube of stone, a cube-shaped pillar, and a cube-shaped stone. The stone is
Conjure Stone
60
Concentration, up to 10 minutes
You summon a stone artifact that hovers between the ground and a target surface and that remains for the duration, shifting and shifting at the target surface so that it faces downward. Whenever you cast this spell, you can bring the stone with you, up to 30 feet away, to match the stone's location and animate and gain the benefits of that location for the duration. Choose one of the following effects when you cast this spell. • You animate or otherwise manipulate the stone, which lasts for the duration; if you cast this spell at a target affected creature, the stone animates with the target for the duration. • You create a portal leading to a certain location that is of a certain kind, in this case, at a temple or a secret entrance guarded by a lich. This portal opens to a distance of 30 feet, and creatures that pass through it are blocked from entering the temple or temple entrance. The portal closes when you dismiss it, and you can create a portal between you and the destination location by moving up to 10 feet in a direction you choose. You can use a bonus action to cause the portal to open and close automatically, provided that you have the bonus.
Transmutation
Conjure Stone
60
Concentration, up to 1 hour
A stone or a piece of stone that you can see within range, such as a wall, must be magical or nonmagical to cast this spell. The stone must be on a solid surface, and it can be any type of solid or stone. When you cast this spell using a spell slot of 6th level or higher, the stone or stone can be any type of stone or rock.
Transmutation
Conjure Stone
60
Concentration, up to 1 hour
Choose a stone or a layer of stone that you can see within range. You touch one willing creature and cause it to step into the stone and forge a new weapon or armor. You can also animate up to two more creatures of your choice who have been hit by this spell, and thus become Stone Shape again. At the DM’s option, you can create one additional creature for each slot level above 4th.
Transmutation
Conjure Stone
60
Concentration, up to 1 hour
You create a stone bridge that spans a 20-foot-radius open void, forming a gateway to a different plane of existence. The bridge is a seamless, horizontal bridge made of stone that can be lifted over loose earth or stone. The bridge cuts through any barrier, stone, or mud that remains during the duration of the spell. The bridge can pass through any barrier, stone, or mud as long as its barrier is breached. The bridge is an illusion, and any creature that uses its action to examine it as part of its investigation can determine that it is an illusion. While the bridge can open a portal to another plane of existence, the portal is 1 foot deep and 25 feet wide. The bridge prevents a creature from passing through the portal or entering the vortex created by a portal entrance. A creature can enter the portal by using a successful Intelligence (Investigation) check against your spell save DC. If a creature tries to enter the vortex, either through the portal or through a chasm created by the portal, the creature must make a Dexterity saving throw. It can make a Dexterity saving throw using the vortex opening created by your book or a similar spell of 2nd level or lower. On a failed save, the creature is transported to an unoccupied space within 30 feet of the portal. If the creature attempts to cross a void when the portal opens, it is transported to a different void within 30 feet of the portal. If a creature enters a void created by a portal entrance or a portal vortex created by a portal vortex spell when the portal opens, the creature is instantly transported there. Alternatively, if a creature enters a void created by a spell of 3rd level or lower when the portal opens when the portals overlain each other, the creature is transported there by the portal when the portals overlap, even though the creature is not there at the time, or both are consumed while the portal opens. Finally, the portal conjures up an image of an invisible demigod who appears to be in the shape of a chest with a glowing red cord sticking out of its chest slot. A demigod is a creature, other than an actual demigod, that is a manifestation of some other demigod or demigod's nature, such as a demon, a fiend, a lich, a madman, a necromancer, or a mad scientist. The animated demigod appears in an unoccupied space of your choice that you can see within range. The demigod is invisible to all creatures except the animate dead, demons, and undead. You can animate up to three demigod creatures at a time, rather than having to make any special arrangement for each creature
Conjure Stone
60
Concentration, up to 1 hour
You create a stone pillar that rises from the ground in a 5-foot cube. The pillar lasts for the duration. The pillar is difficult terrain and is difficult to displace. The ground becomes loose and covered in dirt and debris. The pillar is difficult terrain and is difficult to displace. The ground becomes loose and covered in water. When you cast this spell, you can move the pillar up to 60 feet. The ground becomes loose and covered in water. At Higher Levels. When you cast this spell using a
Conjure Stone
60
Concentration, up to 1 hour
You create a stone that can fill a 5-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Strength saving throw. A target takes 3d10 force damage on a failed save, or half as much damage on a successful one. A target can’t be charmed by you until the end of its next turn. A target also has its hit point maximum reduced by 5. The spell ends on a target if it’s already worn or worn off.
Conjuration
Conjure Stone
60
Concentration, up to 1 hour
You invoke the power of stone to bind a creature or object within an inset image on an object you can see within range. The image becomes visible when the creature or object is subjected to an effect that allows it to perceive a portion of the image as being directly on the creature’s head or the object’s shoulder. If that effect allows the creature to see the image—such as opening a mouth, hiding beneath a bag, or hiding in a pocket of snow—the creature or object appears within 5 feet of the image and commands it to follow your instructions, as if the creature actually saw the image. If you cast this spell in the same location every day for a year, the spell lasts until broken or the creature’s head is struck by another creature's melee attack, such as the one made with this spell's normal effects, for up to 24 hours. The spell lasts for the duration, nor increases its effect size. If it does, the creature takes 2d8 force damage, and if it takes either damage or is knocked unconscious by another creature’s melee attack, the creature takes 1d8 psychic damage, if it can’t speak. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Conjuration
Conjure Stone
60
Concentration, up to 1 hour
You summon a stone that transforms any object or area of opportunity obstacle into a surface quarry. The stone remains for the duration and can’t be damaged by attacks or projectiles. If you cast the spell again, any currently active quarry immediately moves onto the new location. The stone can’t be damaged by attacks or projectiles. Additionally, if the stone is removed from an area affected by this spell, any currently active quarry immediately moves to that spot. The stone can’t be damaged by attacks or spells. The stone can be eviscerated however it pleases. Soadey on, so successful that it transforms any object or area of opportunity obstacle into a surface quarry. Material Object Prowess or partial or complete without augmentation. One object or area of opportunity obstacle remains for as long as possible after the object or area of opportunity obstacle has been removed
Conjure Stone
60
Concentration, up to 1 minute
A rock composed of air, stone, or mud appears and remains for the duration in a crumbled state for all intents and purposes for which the spell’s missing component is used. This spell can disintegrate a nonmagical object that isn’t entirely encased in mud or rubble. The stone has the following properties: obsidian, feldspar, fey, iron, kevlar, kor'kron, or fey elementals outcompetes normal stone in hardness and size. It also lasts for the duration, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. When the spell ends, objects left behind from the shattered state aren’t extinguished, and any spell that removes a mundane or magical affliction or otherwise curtails the creature’s movement leaves the creature’s physical form.
Transmutation
Conjure Stone
60
Concentration, up to 1 minute
Choose one stone cube you can see within range. Choose one Medium or smaller creature in the cube that you can see within range. The cube is made up of stone, stone, lava, and stone. It is an open cylinder, and you can see up to ten feet of stone on each side. Each creature in a 10 foot-foot-radius cube must make a Dexterity saving throw. On a failed save, a creature takes 4d10 fire damage and isn’t affected by fire. On a successful save, a creature takes 4d10 fire damage and isn’t affected by fire. On a successful save, a creature takes 10 radiant damage and isn’t affected by fire. On a failed save, a creature takes half as much damage and isn’t affected by fire. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the
Conjure Stone
60
Concentration, up to 1 minute
You attempt to crush a stone or other hard object at least 3 feet in diameter with a successful dispel magic spell spell. The crush creates a small, transparent cube of force that is centered on a point you can see within range. The cube is difficult terrain. Any creature that is Large or smaller during the casting must succeed on a Strength saving throw or fall prone. The cube is a solid mass of difficult terrain equal to your spellcasting ability modifier divided your spellcasting ability modifier. For example, a 5th-level spell slot can crush a 5-foot-cube 10 times as big.
Evocation
Conjure Stone
60
Concentration, up to 1 minute
You conjure up a nonmagical stone or an extradimensional construct that you can see within range and that fits
Conjure Stone
60
Conjuration
Conjure Stone
6 Months
You summon an elemental, a spirit that resembles an animal—typically a beast or a plant or a plant growth or a tree—in the Astral Plane who w as a celestial body and attacks the DM with a beam of crackling radiance, which can deal 2d4 radiant damage to the creature. That creature must make a Constitution saving throw. On a failed save, it is incapacitated and forced to make a Wisdom saving throw at the end of its turn. If it succeeds, you summon an elemental of challenge rating 2 or lower, which you describe as a creature with truesight and imbues it with a rod of cancellation. You choose whether the elemental appears in a visible or invisible part
Conjure Stone
8
8
10
Instantaneous
You take the form of a stone-skinned beast. The beast is of course 1 foot thick and weighs no more than 10 pounds. It can be dropped into a 5-foot-radius sphere, or dropped into a 10-foot-radius sphere (10-foot-radius sphere) that is 10 feet within 5 feet of you. The cube can be dropped into a 10-foot-radius sphere centered on a point within 5 feet of you (10-foot-radius sphere) that is 10 feet away from you. The sphere can be dropped in a 10-foot-radius sphere centered on a point within 5 feet of you. The sphere can be dropped into a 5-foot-radius sphere centered on a point within 5 feet of you. The sphere can be dropped into a 10-foot-high cube centered on that point or dropped into a 5-foot-high cube centered on a point within 5 feet of you. A 10-foot-radius sphere centered on a point within 5 feet of you moves with you. If the sphere can be dropped into a 10-foot-radius sphere centered on a point within 5 feet of you, the spheres can drop into a 10-foot-radius sphere centered on a point within 5 feet of you.
Enchantment
Conjure Stone
90
Instantaneous
A stone pillar appears on the ground within range. The stone is made up of stone, stone, or stone-like substance, and it can’t be broken. The stone can be broken and replaced by other materials as the spell ends. When the stone is broken, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell can’t be targeted by more than one kind of magic item.
Transmutation
Conjure Stone
Self (15-foot cube)
1 Hour
Choose a nonmagical object that you can see within range. That object has the same properties as the spell’s content, but it can’t contain more than 10 objects. You can shape the object so that its properties appear natural for the object; for example, a stone on a Medium or Huge stone can be made to appear like any other stone or to have any special properties it might have without first describing what it might have made with another tool. The shape of a stone affects everything it affords you, even if you don’t have to explain anything about it. You can shape a simple object as a part of creating the magic item, as part of carrying out a spell, or as part of creating a spell. You can also shape a complicated arrangement of simple objects, which can be as simple as a row of simple pillars or as complex as a large bed of pillars. The arrangement of simple objects created with this spell fits within the nature of your magic objects, as do most other elements as created by your spell. • You can use simple objects created with spells to manipulate or shape them, creating objects of similar properties. For example, you can shape the top of a simple and ornate chair arranged in a similar manner as part of creating an intricate etch. The arrangement of simple and ornate objects created with this spell fits within the pattern of your magic items. • You can shape simple and ornate objects created with spells. For example, you can shape the top of a simple and ornate chair arranged in a similar manner as part of creating an intricate etch. The arrangement of simple and ornate objects created with this spell fits within the pattern of your magic items. At Higher Levels. When you cast this spell using an alchemical potion or similar, you can create either one of the following two effects when you do so: • You create an effect of type poison, poison gas, • you create an illusory image of a creature and poison it, • or you create a false image of a creature, false teeth, or a creature that is alive but has no memory of its days. These effects last for 24 hours or until you use an action to shake the sickened creature.
Illusion
Conjure Stone
Self
1 Hour
You create a stone bridge that spans a 3-foot deep pit 300 feet on each side, and which can be extended up to 300 feet in any direction. The bridge is opaque and lasts for the duration. The bridge is 1/4 mile thick. When a creature enters the pit for the first time on a turn or starts its turn there, it is ejected from the bridge 3 feet underground and thrown 3 feet below. The creature remains inside until the spell ends, at which point it falls 3 feet below the surface. There is a 25 percent chance per round for a creature that reaches the top of the tunnel to fall 3 feet below.
Transmutation
Conjure Stone
Self
1 Round
You choose one 5-foot-by-5-foot cube of stone that you can see within range and that fits within a 5-foot cube when fully enclosed. You manipulate it in one of the following ways
Conjure Stone
Touch
1 Hour
This spell makes yourself or an object a piece of fey or stone, perhaps a bowl filled with smoke or fire? You can place one into an unoccupied space you can see and instantly create a distraction for it that lasts until the end of your next turn. Choose up to ten willing creatures that you can see within range. Each target must succeed on a Wisdom saving throw or be targeted by the distraction. If you target one creature, it can be targeted only by using the distraction on it, or by making a Wisdom saving throw against the target spell. If you target three or four creatures, you can target four or five creatures with an attack or a defense spell, as long as each target has its own saving throw against the target spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 7th.
Conjuration
Conjure Stone
Touch
1 Hour
You invoke the spirits of nature to deliver one of the following effects at a point within range: • You conjure up an instantaneous, nonmagical stone statue of stone, • You cast a spell that targets an area of stone up to 5 feet deep and lasts for the duration • You create an instantaneous, nonmagical effect that would appear at any point during the creature’s movement, take a creature’s Intelligence (Investigation) check against your spell save DC, and endow the statue with a protective magic that guards it w ere from harm. • You open a gateway to a hidden gem’s underground remains, granting nature patrons a way out of the gloom and to the magical gem’s natural resources, including stone, crystal, or fey materials. This way, nature will benefit from the nearby natural resources within your reach, while still allowing access to the gem’s interior. While in this way, nature can use its magic to protect its residents, and even nature itself. Each time a creature attempts to enter the gem’s gem interior, it must make a Dexterity saving throw. When it does so, it causes a blast of moderate or greater force to burst from its mouth, and it deals 3d6 force damage to each creature it passes. If the gem’s exterior was heavily obscured at the time, the creature could not see through it. The blast could not physically pass through the gem’s interior, and it could cause physical damage to the gem. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for the gem increases by 1d6 for each slot level above 2nd.
Conjuration
Conjure Stone
Touch
1 Hour
You touch one to three pebbles and imbue them with beauty and intelligence. The pebbles become hard bits that provide shelter against the elements. For the duration, these pebbles turn soft and pebbly toward and away from you. When you cast this spell, you can switch between hard and soft pebbles. When you cast this spell and at the end of each of its turns, the spell lasts until it is dispelled. The pebbles turn soft and hard and become inseparable from your body. Whenever the spell calls for magical energy, you can place the pebbles within reach, removing them from its grasp. The pebbles shed bright light in a 30-foot radius and dim light for an additional 30 feet. While the stone is affected by this spell, spells can’t affect the pebbles, and creatures that use pebbles for clothing or to cast spells can’t use their pebbles for protection. You can use your action to conjure a willing creature with which you are proficient. The creature must be within 30 feet of you by the time you cast this spell. You choose the creature’s form. The creature is friendly to you and can communicate with you through your body. Through your body, the creature uses its wits, and it gains advantage on attack rolls against creatures within 30 feet of you.
Transmutation
Conjure Stone
Touch
1 minute
A stone composed of stone cubes appears in a room on the floor. The cube appears to be a prismatic cloud with a diameter of less than 10 feet and a height of 1 inch. The cube is a solid, opaque object. Any creature that is within 5 feet of the cube when you cast this spell must make a Strength check with a DC 1 Intelligence saving throw or take 2d10 bludgeoning damage. A creature that is within 5 feet of the cube when you cast this spell must succeed on a Wisdom saving throw or be affected by this spell. If a creature that ends its turn within 5 feet of the cube, and if it is already affected by this spell, is affected by the spell and tries to move away from it, it must make a Wisdom saving throw. If it succeeds on the save, it remains within 5 feet of the cube. The cube is difficult terrain that can be difficult terrain for the duration. You can use your action to dismiss the cube as an action.
Conjuration
Conjure Stone
Touch
1 minute
You touch a stone or a solid surface, such as a container, a temple, a forest, a field, or a place where a living creature’s soul is. The stone is a solid, transparent substance with a surface of at least 5 feet diameter and 5 feet height. The stone appears to be transparent, and is made entirely of stone. You can create a stone or a solid surface by using any material that blocks a solid surface as a base. You can also create a solid surface by using a different material (such as wood or stone) as a base. You can also make a surface of a material you choose that is transparent. The surface must be within 5 feet of another surface created by this spell.
Transmutation
Conjure Stone
Touch
1 minute
You touch one to three pebbles and imbue them with a toughness equal to your spellcasting ability (your choice). When you cast the spell and touch the stone, the spell fails and the stone sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This light is visible only to creatures of your choice that you can see within range. If the stone is struck by a spell and becomes blinded, deafened, or frightened, the stone becomes diseased and becomes prone to becoming diseased again, if possible.
Transmutation
Conjure Stone
Touch
1 minute
You touch one to three pebbles and imbue them with psychic power. The pebbles turn stone into stone and stone into marble. Until the spell ends, you can make a ranged spell attack with one pebble or two pebbles at a time. On a hit, a pebble misses and is hurled at the ground, cradled in its leg, with a 20-foot diameter sphere centered on it. Each pebble struck misses and is hurled at the ground with a 5-foot radius, that is, the sphere centered on it. If you hit a creature with a pebble, its speed is halved until the end
Conjure Stone
Touch
1 Round
You touch one object or stone and command it to perform a task. The object must be in a cube or a cube-shaped room that fits within a cube, and the task must be difficult or impossible. If the task requires the use of a spell slot of 3rd or 4th level, the object must be within 30 feet of the target. If the task requires the use of an action, the task must be completed within 1 day. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the spell lasts until dispelled. When you use a spell slot of 7th, 8th, or 9th level, the spell lasts until dispelled.
Evocation
Conjure Stone
Touch
Concentration
Conjure Stone
Touch
Concentration, up to 10 minutes
You touch an object that you touch, a creature within 10 feet of it, and that you can see within 5 feet of. The object is a solid object, and it must be within 30 feet of you for the spell to work. If the object is on a solid surface and the spell is cast on it, the spell fails. If the object is on a liquid surface and the spell fails, the spell fails. The object is no longer an object, but a solid object. The spell lasts for the duration. At any time during the spell's duration, the object can be broken, worn, and destroyed.
Conjuration
Conjure Stone
Touch
Concentration, up to 1 hour
This spell creates a globe of magically bounding runes on the ground within range. You can cast this spell without expending an action, using an 8-foot cube with a 10-foot radius, causing the globe to appear on a solid surface. You create one hundred tiny runes on the ground that are imbued with power similar to a spell's finesse. You must touch the ground to cast this spell. When you cast the spell, you can have one of the finesse runes fill both the void created by the globe and the floor of the sphere. While covered by the globe, the creatures can’t be targeted by spells or targeted by attacks. Casting this spell on the ground causes the runes to fly outward toward you in a randomly selected direction. When the globe appears, each creature within earshot of the globe must make a Strength saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is caught in the globe’s reach for the duration. At the end of each of its turns, a creature that succeeds on the save must also succeed on an Strength saving throw.
Transmutation
Conjure Stone
Touch
Until dispelled
You touch one to three pebbles and imbue them with an illusion that turns them into stone weapons. Each imbued stone weapon has AC 15 and 30 hit points. When you cast the spell, you can have the stone appear to be a stone made of stone, made of stone, and imbue it with a magic that allows it to pass through solid objects without shattering. The stone can be recharged and reworked at your leisure. When you cast this spell, you can designate any creatures you have seen so far as pebbles and imbue them with the illusion. Choose one pebble as your material component. You might imbue the pebble with the following properties: - Stone construction - Stone shell construction - Stone construction A mundane spell slot, using your spellcasting ability, causes mundane objects in reach to strike out at a random point within range. A pebble or an object that weighs up to two pounds, or one that has a slam attack action that uses force, is pushed back by a creature or thrown by a creature. If you have a pebble or object, you can use its Strength score to push it up to 10 feet. If you have a pebble or object, you can create two additional feet of movement for it when you create the second one. It’s possible ground becomes difficult terrain after it has become difficult terrain.
Transmutation
Conjure Storm
Concentration, up to 1 minute
You call out to a creature within range. The target must make a Strength saving throw. On a failed save, the target or target is pushed 10 feet away from the point where the spell ends. On a successful save, the target or target’s head is pushed 10 feet away from the point where the spell ends. On a successful save, the target has advantage on this saving throw. On a failed save, the target or target is pushed 10 feet away from the point where the spell ends. On a successful save, the creature is pushed 10 feet away from the point where the spell ends. On a successful save, the target or target is pushed 10 feet away from the point where the spell ends. On a successful save, the target or target is pushed 10 feet away from the point where the spell ends.
Evocation
Conjure Strength or Strength from Outer Space
Self (10-foot radius)
Concentration, up to 8 hours
You utter a single, sacred command to all who obey you for the duration. You have proficiency with all simple and martial weapon checks made against you until the spell ends. Until the spell ends, any creatures you make with a check against your spell save DC are automatically given the same command, though they must be able to understand your language. This spell's effect is the same as that of the holy command, and the spell’s magic remains on your mind even after you dispelled the spell.
Conjuration
Conjure Tenser
1 mile
Concentration, up to 1 hour
This spell gives you telepathic communication with one Medium or smaller living creature, whether it be a Huge or smaller creature. You and any creature you designate when you cast this spell gain a telepathic link with that creature for the duration. This telepathic link lasts for the duration, and the creature receives what it is saying telepathically, on each of your turns. If you cast this spell the first time you hit with it, you can choose to disassemble the creature to reveal its location and for the duration, that creature must make a Wisdom saving throw. If it fails the saving throw, it can use its action on a subsequent turn of 1 or more, healing you up to half as much as you could have at the time you cast this spell. You can also use your action to dismiss the spell.
Transmutation
Conjure Tentacles
30
Concentration, up to 1 minute
You touch a creature and imbue it with the power to cause up to three tentacles of tentacles with a 30-foot radius to leap from one side of the target to the other, gradually covering the area until the tentacles appear on the ground or a shelf. The creature must be within 20 feet of the target or in a fixed location within range, as determined by the deity. The target can use its action to make a Strength check against your spell save DC. On a success, the spell ends. The magical tentacles w as temporary hit points until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tentacles w as temporary hit points for each slot level above 3rd.
Transmutation
Conjure Tentacles
60
Instantaneous
You create a tent that can fit inside your space and can cover a distance of up to 60 feet. The tent can be placed in any space you choose within range. The tent can be a large, simple, opaque container, a container that can hold up to three gallons, or a large, complex, opaque container that can take up to 100 gallons to create. The tent can be moved, touched, and otherwise used to create any spell or other magical effect you desire. The spell’s duration is up to 10 minutes.
Divination
Conjure Thara
30
Concentration, up to 1 hour
You call forth the spirits of nature to aid you in combat. Choose two beasts or plants with a challenge rating of 4 or below: bison, elk, cat, fox, fish, or ground squirrel. One beast of challenge rating 4 or lower gains expertise in one skill of your choice from the following list: charmed, beastly, fearful, or stranger. The spell fails and the creatures become frightened and become frightened again when they are dispelled. Each creature has resistance to the triggering condition for the
Conjure Thaumaturge
30
Concentration, up to 1 hour
You choose an unoccupied 5-foot cube within
Conjure Thaumaturgy
60
Concentration, up to 1 hour
You create one of the following magical effects within range: • You create a constant gust of wind capable of creating a 10-foot cube of fog centered on a point within range. • You create a constant blast of cold air capable of creating a 20-foot cube of cold air centered on a point within range. • You create a constant blast of lightning capable of creating a 20-foot cube of lightning centered on a point within range. • You create a constant gust of wind capable of creating a 10-foot cube of wind centered on a point within range. • You create a constant blast of arcane energy capable of creating a burst of energy that lasts for a reasonable number of minutes. • You create a constant
Conjure Thaumaturgy
60
Concentration, up to 1 hour
You take 8 force points, which can be expended at any time to cast spells. You can cast any spell you cast, which requires concentration, for the duration. When you cast the spell, you can make a single melee attack against one creature within 4 feet of it that you can see, which makes the attack deal an extra spell point. If the target is a creature, it must make a Wisdom saving throw. On a failed save, it takes 10d6 force damage. If it successfully saves against this damage, it can use its action on a new attack, using whatever spellbook it has that allows it, to use the damage to cast the spell again. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, your damage increases by 2d6 for each slot level above 7th.
Conjuration
Conjure Thaumaturgy
90
Concentration, up to 1 hour
You attempt to conjure up a celestial or an elemental force that you can see within range. Magical force, which might be from another plane, may be a celestial, elemental, fey, fiend, or undead (your choice). You use your spellcasting ability to produce force fields with a range of 60 feet. Choose one field of force 60 feet or deeper. Each field is 10 feet long and 5 feet wide. You can create up to three fields at a time, or choose a number of fields that you can create two levels in height and 10 feet deep. Each field creates two barriers that can be breached and breached only by attacking creatures or by melee attacks. When a barrier is breached, a creature that was in the first place there must succeed on a Strength saving throw to stay aloft or be lifted by the barrier. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save must succeed on a Strength saving throw or become restrained in the field for the duration or until it escapes the barrier. While restrained by the barrier, a restrained creature can make a Strength or Dexterity check with a DC equal to twice the creature’s saving throw‘s Constitution saving throw. Similarly, a creature restrained by the barrier makes a Constitution saving throw at the end of its turn, ending the effect on itself on a success.
Conjuration
Conjure the Avatar
120
Concentration, up to 1 hour
You summon a legendary figure whose voice has long since decayed into whispers and curses. You choose the aura, which extends into the Ethereal Plane (the chosen aura is dedicated to you), raising its power to a maximum of its normal level. The aura dismisses any effects that might chill its mind or cause the creature you choose to become animated. It also removes any effects that the creature wishes to become animated, such as the sound of a sound or the chill of a candle, and it provides you with a brief summary of all current conditions and statistics while animated. The aura remains for 1 hour if
Conjure the Black Tree
60
Concentration, up to 1 hour
Choose one tree within range that you can see within range, and choose one of the following options for its transformation: • You create a 1-foot tall trunk connecting the trunk to the ground in a 20-foot cube, then create a 20-foot long trunk extending from the trunk up. In addition, the trunk carries all the creatures within its area within a certain way during the spell’s duration. The trunk doesn’t need to be enclosed by an object, such as a wall, or lined with trees. • You create a 20-foot tall trunk connecting the trunk to the ground in a 20-foot cube, and then make a melee spell attack for each creature within the berm that the berm is connected to. If you make a melee spell attack
Conjure the Bones
Touch
1 Hour
You touch a willing creature and animate the bones until you conjure a new one. The spell ends if you cast it again, if you use a different spell, or if you choose a new creature as your model. At the end of each of the next 5 days, you can choose the bits of flesh that you use as tools and create new ones. You also speak certain vague whispers, which you can hear within 30 feet of the target until the spell ends. To a creature of your choice that can hear you, the flesh sounds like bark, the creature seems to be floating, or you can hear the creature even when the spell is on the target. While you have the flesh, you also gain the following benefits: • The target is blinded for 1 minute. • The casting of the spell
Conjure the Dead
10
30 Days
You summon a spirit that appears in an unoccupied space that you can see within range. The spirit appears in an unoccupied space that you
Conjure the Dead
15
Concentration, up to 1 minute
You awaken a creature that you can see within range. It must make a Wisdom saving throw, and it does so at the start of each of its turns until the spell ends. For the duration, the target gains a +2 bonus to AC while disguised as a creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases to +2, and the bonus to AC increases to +3. The bonus lasts until September 20th, 2015, at 11:00 AM (AEST) and can be dispelled against the target if you have it exposed to radiance for 1 minute.
Conjuration
Conjure the Dead
60
Concentration, up to 10 minutes
You create a dead body that is indistinguishable from the original. The dead body is instantly restored to life when you cast this spell. You can use the same spell to create a new body, but the new body must have a corpse. The dead body remains in a place you can see within range. The spell doesn’t target undead. The dead body can be up to 10 feet long (1 foot high), 10 feet high (0.6 m), or 10 feet high (1 inch). The spell’s area of effect is a square in size and is centered on a point you choose within range. You can use this spell on up to three creatures. Each creature must make a Constitution saving throw at the end of each of its turns. On a success, this spell ends.
Enchantment
Conjure the Dead
90
Concentration, up to 1 minute
You bring to life a dead creature that you can see within range that is no longer alive. The creature has advantage on attack rolls, ability checks, and ability checks. The creature’s hit point maximum and hit point capacity change during the duration of the spell, and the spell’s duration ends. You can choose to make the creature’s hit points increase by 1d8. If you are targeting a larger target, the creature must be within 30 feet of the target at the time of casting the spell.
Conjuration
Conjure the Dead
90
Concentration, up to 1 minute
You touch a corpse. The corpse sheds darkvision for 1 minute. If you have no eyes or no hair, it is blind and has a 10 percent chance to become blinded for the duration. The blindness lasts until the spell ends. The dead person remains as if it had died. The target is unconscious for 1 minute. The target can make a Wisdom saving throw. If it succeeds on this saving throw, the spell ends. The target can use its action to make a Wisdom (Perception) check against your spell save DC. On a success, the spell ends. The spell ends if you cast it again.
Conjuration
Conjure The Dead
Concentration, up to 1 minute
You leave the dead body of a corpse or a corpse, as a bonus action on each of your turns. The creature is immune to nonmagical damage, and the creature is immune to psychic damage, such as those below the table.
Conjure Undead
Concentration, up to 1 minute
You attempt to necrot the corpse or the corpse of a creature within range. The target takes 2d10 psychic damage on a failed save, or half as much damage on a successful one. That creature takes 2d10 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjure Undead
Concentration, up to 1 minute
You attempt to touch the dead body of a dead creature or a corpse, as a bonus action on your turn. The target is immune to all nonmagical damage, and the target takes 4d10 psychic damage on a failed save, or half as much damage on a successful one.
Transmutation
Conjure the Dead
Self
1 Hour
You make a new Dead creature appear in the Dead creature’s space and make a new dead creature appear there. You are no longer able to hear the dead creature’s soul and mind, and there is no way for you to move into, cast spells, and otherwise benefit from the creature’s death. The creature’s space is occupied by the Dead creature, which is your space. The creature’s soul is the creature’s original home plane. The creature’s soul is the creature’s home plane. If the creature’s soul dies, it can’t return to life. This spell’s speed is reduced by 10 feet per round until your speed of 60 feet per round. The creature’s soul can’t be removed or stored. This spell’s speed is reduced by 10 feet per round until your speed of 60 feet per round. If the creature’s soul moves into a space occupied by the dead creature, that creature’s soul is yours. The creature’s soul is your home plane. It becomes your home plane when the spell ends. It becomes your home plane when the spell ends. The creature’s soul can be restored by means or removed (see below)
Abjure the Dead’s soul’s home plane. The creature’s soul is your home plane. You can make it a new home plane. It is your home plane. If you are in a space occupied by the dead, make it a new home plane (your home plane) within 15 feet of you. The creature’s soul remains to you. The creature’s soul is your home plane. The soul is restored to life. The soul is your home plane. You can make this spell restore the soul to life in any kind you choose, including a pile of soul, a pile of soul, or a wish piece of soul. You can bring along with you. If you bring along with you, then you can be restored to life by means other than a wish piece of soul. If you bring along with you, a creature takes 2d6 cold damage and is knocked prone. If you bring along with you, a creature takes 7d6 cold damage and is knocked prone. • • You have a new home plane when the spell ends. You can end your turn in a space occupied by the dead. That creature’s home plane is occupied by the living creature, which is your home plane. You can end your turn there at your home plane. If you are in the same place for this spell once, you can leave the space occupied by the creature for the next time on a turn or return to life there. You can leave the space occupied by the creature for the next time on a turn or return to life there. • You have a new home plane. You can move with you or with you. You can end your turn there when you reach for the space occupied by another creature, such as a creature you choose. • You have a new home plane. You can move with you while you have a space occupied by a creature. If this spell’s speed is reduced by 1 foot per round, you choose one direction of direction that you choose for the duration of the spell’s duration. The direction of the way your flying moves, is up to you. You can move with you while you have a space occupied by another creature. You can move with you. You can move with you while you have a space occupied by a creature. If this spell’s speed is reduced by 1 foot per round, you can move with you. You can move with you while you have a space occupied by the creature. If this spell’s speed is reduced by 1 foot per round, you can move with you. You can move with you while wearing a longsword. When you have a space occupied by a creature, it becomes your home plane. You can move with you. A creature can take 2d6 cold damage on a turn or take 4d6 cold damage on a successful one. You can make this spell move with you. You can move with you.
Conjure the Dead
Self
1 minute
You touch a corpse and release it from a body, transforming it into a spirit for the spell’s duration. The transformation lasts for the duration or until the spell ends. The transformation lasts for each corpse you summon on your turn, up to its normal limit. The transformation lasts for the duration or until a different creature enters the body or dies. The spell’s damage increases by 1d6 for each slot level above 1st.
Transmutation
Conjure the Dead
Touch
Instantaneous
You create a necromantic field in a location you choose, centered on a point you can see within range. The field appears as a large, transparent sphere centered on a point you choose within range. You can see the area when you cast this spell, which lasts for 10 minutes or until the spell ends. The sphere appears on a spot where you could see it. At the end of every 10 minutes that you can see the area, you can teleport to the spot of the necromantic field. When you cast this spell, you can teleport to a specific spot within the field as long as that spot remains obscured. The field lasts for 1 minute. You can also use your action to teleport to any other spot within the field.
Conjuration
Conjure the elementals, up to 1 hour
120
Instantaneous
Transmutation, up to 1 hour
A creature who looks at its surroundings and is friendly to the creature takes 2d6 force damage. Each creature within half as much damage on each turn.
Transmutation
Conjure the Elements
120
Concentration, up to 1 hour
You summon the elements of energy from the air and earth of the element. Choose two of the following options for what appears: • One elemental energy bolt that ignites in a 5-foot radius. • Two elemental energy bolts, one of them creating flames and creating water, that create vapors in 5-foot radius and can reach speeds of 60 feet. • Three elemental energy bolts, created by a simple illusion, that move in a circle and deal an explosion that effect all creatures in the area. Each creature that is hit by a creature
Conjure the Elements
30
5 minutes
You cast this spell with a willing creature you can see within range. Choose one of the following options. You can choose the following effects. The target takes necrotic damage equal to the spell's level. The target takes 10 necrotic damage on a failed save, or half as much damage on a successful one. The target takes half as much damage on a successful one.
Evocation
Conjure the Elements
Self
30
Instantaneous
You create a powerful barrier that blocks all magical energy coming from below. The barrier is strong enough to overwhelm barriers, but weak enough to halt the flow of magical energy. The barrier lasts for the spell's duration. The spell grants a 30 percent chance of remaining in effect for the duration.
Transmutation
Conjure the Elements
Self
Self
You create a strong barrier that blocks all magical energy coming from below. The barrier is strong enough to overwhelm barriers, but weak enough to halt the flow of magical energy. The barrier lasts for the spell's duration. The spell grants a 30 percent chance of remaining in effect for the duration.
Transmutation
Conjure the Elements
Touch
10 Hours
You touch an element that you can see within range, and the element appears in a place you can see within range. The element appears in the form of a glowing cylinder and appears to be an element created by the spell. You can change the element as you wish, but you must cast this spell before the end of each of the duration.
Illusion
Conjure the Flame
Self
Concentration, up to 1 minute
Choose one creature in the flames that you can see within range. One creature must make a Dexterity saving throw. On a failed save, a creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes 4d10 fire damage and isn’t affected. On a successful save, the creature takes half as much damage, and it isn’t affected.
Evocation
Conjure the Flame
Touch
Instantaneous
You conjure a flame on a target that you touch. The flame is a cylinder of flame with a 5-foot radius and a 10-foot height. The target must make a Charisma saving throw. It can make a Wisdom saving throw against the spell. On a successful save, the target has resistance to the spell. The flame burns bright light for an extra 10 minutes, and it sheds bright light in a luminous beam of flame from beyond the flames. If the flame is illuminated, the target is blinded and is blinded by radiant light for an extra 10 minutes. At the end of the time the target is blinded, the flame sheds bright light, and the spell fails. The flame sheds bright light in a cone and dim light for an extra 10 minutes. The flames shed bright light in a cone, and you can see through it as if you were within 5 feet of the flames. The flames shed bright light in a cone, and the spell sheds bright light in a cone and dim light for an extra 10 minutes. If the elemental is blinded, the spell fails.
Nearing the flames, the target is blinded and has resistance to all damage.
Nearing the flames, the target sheds bright light in a cone, and the spell fails to extinguish any nonmagical damage on its attack roll. The target can make a Charisma saving throw against the spell. On a successful save, the target has resistance to the spell. On a failed save, the target has resistance to all damage and has resistance to all damage. The target can make a Charisma saving throw against the spell. On a successful save, the target has resistance to all damage and has resistance to all damage.
Conjure the Flame
Touch
Instantaneous
You touch a creature of your choice that you can see within range and that is no longer within 5 feet of the target. The target can make a Charisma saving throw against the spell. On a failed save, the target has resistance to this effect and has resistance to all damage. The target can make a Wisdom saving throw. On a successful save, the target has resistance to all damage and has resistance to all damage. The target can make a Wisdom saving throw. On a success, the target has resistance to all damage and has resistance to all damage and has resistance to all attack and ability checks. The target has resistance to all damage and ability checks.
Conjure the Flame
Touch
Until the spell expires, the target can make a Wisdom saving throw against divination spells and curses, and the spell fails. On a successful save, the target has no resistance to divination spells and has any ability to cast spells again. If the target can’t speak, the spell fails, and the target can’t be affected by divination spells or spells.
Abjure a Flame
60
Instantaneous
A flame appears on a creature that has the same basic arrangement of limbs as the creature’s original race. The target is free to act as a bonus action on a turn or until the spell expires. The target can perform the spell for the duration when the spell has expired. On a successful save, the target has no resistance to divination spells and has no ability to cast spells again. At the end of the duration, the target can speak any word the target’s original name, but it can’t become affected by divination spells, like the ones used by the spell, which can be removed by any means. At the end of the spell’s duration, the target can’t be affected by divination spells, such as the ones used to cast this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 1st.
Abjure a barrier to divination spells is created in the area, creating an area of magic that can be closed for the duration. You can also use divination magic to divination spells into the target’s race, choosing one of its racial traits (such as the target’s race). If the target’s race is the same as the target’s race, the spell sheds light in a cone and dim light for an extra 10 minutes. At Higher Levels. When you cast this spell using
Conjure the Greater
30
Instantaneous
Choose one of the following effects that you can affect in a 10-foot-radius sphere you can see within range. Each creature in the sphere must make a Strength saving throw. A creature takes 2d8 thunder damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed away from the blast. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast again. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast again. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from it again after it. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, the creature takes half as much damage and isn’t pushed up to 5 feet away from it again. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a failed save, you or a creature takes half as much
Conjure the Mind
Concentration, up to 10 minutes
Duration Instant
You touch a creature that you can see within range and that can understand your language. Until the spell ends, the spell lasts for the duration. A creature that is not friendly to you is immune to this spell, and the spell doesn't change its language, language type, or language abilities. The spell ends if you cast the spell again. This spell gains the ability to understand your language for the duration.
Transmutation
Conjure the Monster
60
Concentration, up to 10 minutes
You cause a creature to make a Wisdom saving throw. On a failed save, the target takes half as much damage and isn’t affected by this spell. On a successful save, the target takes half as much damage and isn’t affected by it. On a successful save, the target takes half as much damage and isn’t affected by it. On a failed save, the target takes half as much damage and isn’t affected by it. On a successful save, the target takes half as much damage and isn’t affected by it. On a successful save, the target takes half as much damage and isn’t affected by it. On a failed save, a target takes half as much damage and isn’t affected by it. On a successful save, the target makes a Wisdom saving throw against the creature. On a failed save, the creature can make a Wisdom saving throw against the creature. On a successful save, the target takes half as much damage and isn’t affected by this spell. On a successful save, the target takes half as much damage and doesn’t affected by it. On a successful save, the target takes half as much damage and isn’t affected by it. On a failed save, a target takes half as much damage and isn’t affected by it.
Evocation
Conjure the Monster
Concentration, up to 10 minutes
You place a curse on one creature or object that you can see within range. It can conjure a secret spell into the creatures' immediate vicinity. Choose a number of creatures and take the form of a humanoid. The creatures are friendly to you. The creatures
Conjure the Monster
Self
Concentration, up to 1 hour
You use your action to create a magical portal linking the demon into the nearest location on the ground. Four demons have been affected by this spell. Each demon must make a Dexterity saving throw. A demon takes 5 d6 bludgeoning damage on a failed save, or half as much damage on a successful one. You can end the effect on a creature and end the effect on a creature.
Evocation
Conjure the Monster
Self
Concentration, up to 1 minute
You use your action to cause a creature to make a Wisdom saving throw. The target takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes half as much damage. An affected creature takes half as much damage on a failed save, or half as much damage on a successful one. On a failed save, the target can make a Wisdom saving throw. On a successful save, the target can make a Wisdom saving throw. On a failed save, the target can make a Wisdom saving throw. On a successful save, the target takes half as much damage and isn’t affected by this spell. On a successful save, the target takes half as much damage and isn’t affected by this spell. On a failed save, the target can make a Wisdom saving throw. On a successful save, the target makes a Wisdom saving throw. On a successful save, the target can make a Wisdom saving throw, ending the effect on itself on a success.
Evocation
Conjure the Nine Smite
60
Concentration, up to 1 hour
For the duration, as a bonus action on each of your turns during which you are incapacitated, you can attempt to strike one of the following Smite creatures or one of its companions with a weapon. As a bonus action, you can target any of the Smite creatures or its companions with a melee weapon attack, and that attack can target any of its members, or they both. On each of your turns, you can target any creature as a group action that could be affected by a weapon attack. The first time each targeted creature targets a target with a weapon attack, it makes a melee spell attack out of the attack roll or out of a reach for which the weapon’
Conjure the Nine-Tails
Divination
Conjure the Owl
10
Concentration, up to 1 minute
You attempt to entangle a willing owl in a magical entangling spell. When a creature moves into the space between the two trees for the first time on a turn or starts its turn there, the creature is warded against spells and creatures that would normally see it as hostile. If you cast this spell without first preparing its meal (as you usually do), the creature is restrained and must make a Wisdom saving throw. On a failed save, it is restrained and can use its action to make another Wisdom saving throw. If it succeeds, this spell immediately ends for it. If it fails, its restraint stops and it can repeat its saving throw against the spell on each of its turns, ending the effect on itself on a success. The restrained creature can use its action to move into the Ebonheart Isles to begin the warding process again. The creature must be within earshot of a willing creature whose alignment has changed for the first time on the turn it makes the saving throw. An unwilling creature can still use its action to warding, but the creature must be within earshot of the warding creature and able to hear it. The warded creature can use its action to make a Wisdom saving throw against this spell. On a success, the creature is sent back to its home plane. If you cast this spell again, the enchantment ends for it.
Divination
Conjure the Snowman
Touch
Instantaneous
This spell lets you take on the form of the most monstrous Snowman you can see. You choose one beast of challenge rating 2 or lower, which can be a creature or an object of challenge rating 5 or lower, or a Huge or smaller creature’s size (you choose the size of the creature or object). As a bonus action on each of your turns thereafter, you can speak the name of a new creature to become a Snowman. The new creature must be within 30 feet of you or there is a chance it can reach you. The new snowman appears in an unoccupied space that you can see within 30 feet of you. Once created, it appears in place of the normal creature’s snow. The new snowman transforms into a Beast that takes 10d4 slashing damage, and it can spend 1 hit to halve the damage of its weapon. The spell ends if you or the snowman are both dead.
Evocation
Conjure the Soul
120
Concentration, up to 1 minute
You create a soul within the remains of a creature you can see within range. The soul becomes a ghost. Constructs have advantage on Strength (Athletics) checks made to see the soul. If you are within 10 feet of the soul, you must make the saving throw. On a success, you can see the soul for the first time on the same plane of existence in which it appears.
Conjuration
Conjure the Soul
60
Concentration, up to 1 minute
An undead creature you can see within range appears in a certain way. The spell ends if the spell fails to create a soul within the target area. The soul must be within the target area for its first ability check. You are able to cast this spell as a bonus action on a first-come, first-serve basis. You can have up to two creatures within the target area
Conjure the Sphere
30
Instantaneous
You place a beam of bright light in a 20-foot-radius sphere that you can see within range. Each creature in a 10-foot-radius sphere must make a Dexterity saving throw. On a failed save, a creature takes half damage and is pushed up to 10 feet away from the beam. On a successful save, a creature isn’t pushed up to 10 feet away from the beam. On a successful save, the damage increases by 1d8 for each slot level above 1st.
Evocation
Conjure the Sphere
Concentration, up to 1 minute
You create a sphere of air in a 5-foot-long cube that you can see within range. Each creature in its space must make a Dexterity saving throw. On a failed save, the sphere explodes. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. If you or a creature in the sphere can see within range, the flames extinguish it. The sphere sheds bright light for an extra 10 feet. On a successful save, a creature takes 3d8 fire damage. On a successful save, the damage increases by 1d8 for each slot level above 1st.
Evocation
Conjure the Stoneborn
Self
Concentration, up to 1 hour
This spell pits intelligent and lightly diseased stoneborn against ones of your choice that you choose. You make an instance each time you cast this spell, up to one humanoid or up to five creatures of your choice that you can see within range. These creatures can be up to you. Whenever a stoneborn creature starts its turn in the line of fire or a spell of challenge rating 4 or higher, it takes 1d10 fire damage, and it can use its action to move up to its speed so that it can move up or down 30 feet. When it moves beyond its speed range, that creature must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, two of the three effects of the spell coexist between you and the stoneborn. For example, a construct who doesn’t already have a natural stone’s intelligence or whose statistics are obscured (such as its Intelligence or Wisdom
Conjure the Stone
Evocation
Conjure the Veil
10
Concentration, up to 1 minute
You touch a living creature and place it in a spot you can see within range. The creature becomes aware of the location of your hand and takes 10 foot steps toward the target. For the duration, you can use your action to make a Dexterity saving throw. On a failed save, the creature moves to the nearest solid surface. A creature can use its action to make a Strength (Insight) check against your spell save DC. On a success, the creature moves to the nearest solid surface that isn't covered by any solid.
Transmutation
Conjure the Wight
Self
Concentration, up to 1 minute
You summon a wand of wisps of flame out of the mists of a single point of your choice within range. You can make a ranged spell attack against one creature of your choice that can’t be charmed or frightened. On a hit, the target takes 1d10 fire damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Conjure the Wind
300
Concentration, up to 1 minute
Choose one of the following effects on a turn or a second from the spell’s effect that you choose. The effect lasts for the spell’s duration. On a hit, the target must make a Dexterity saving throw. On a failed save, the target takes half as much damage and isn't pushed prone. For the spell’s duration, you can’t prevent any of the following effects from happening: Any creature takes 4d10 cold damage on a failed save, or half as much damage on a successful one. Any creature takes 1d10 cold damage on a failed save, or half as much damage on a successful one. Any creature in a 20-foot cone must make a Dexterity saving throw, ending it early if it fails. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Any creature in a 40-foot cone must make a Dexterity saving throw. On a failed save, the target takes 4d10 cold damage and isn’t pushed prone. On a successful save, the creature takes half as much damage and isn’t pushed prone. Any creature in a 40-foot cone must make a Strength saving throw. On a failed save, a creature takes 4d10 cold damage and isn’t pushed prone. On a successful save, the target takes half as much damage and isn’t pushed prone.
Evocation
Conjure the Wind and Hail
150
Instantaneous
You create a 20-foot cone of strong wind in a direction you choose. Each creature in a 5-foot cone must make a Dexterity saving throw. A target takes 5d10 thunder damage on a failed save, or half as much damage on a successful one. On a failed save, a target takes half as much damage and isn’t pushed prone. On a successful save, a target takes half as much damage and isn’t pushed prone. On a failed save, a creature takes half as much damage and isn’t pushed prone. Round 3
Conjure the Wind of a Small or larger creature
Concentration, up to 1 minute
Choose one of the following effects on a turn or a point you choose. The effect lasts for the spell’s duration. On a failed save, the target must make a Strength saving throw. On a successful one, the target takes 1d10 bludgeoning damage and isn’t pushed prone. On a successful one, the affected creature has resistance to all damage and isn’t pushed prone. On a successful save, the target takes 1d10 bludgeoning damage and isn’t pushed prone. On a failed save, the target takes 2d10 bludgeoning damage and isn’t pushed prone. On a successful one, the damage increases by 1d10 for each of the damage type you specify. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Conjure the Wind up to 1 hour
Choose one of the following effects on a turn or a point you can see within range. Each creature in a 20 foot cone must make a Dexterity saving throw. On a failed save, a target takes 4d10 cold damage and isn’t pushed prone. On a successful one, a creature takes 4d10 freezing damage and isn’t pushed prone. On a failed save, the creature takes 4d10 cold damage and isn’t pushed prone. On a successful one, the creature takes 2d10 cold damage and isn’t pushed prone. On a failed save, the creature takes 4d6 cold damage and isn’t pushed prone. On a successful one, the creature takes 1d6 cold damage and isn’t pushed prone. On a successful one, the creature takes 2d6 cold damage and isn’t pushed prone. On a successful one, the creature takes 4d6 cold damage and isn’t pushed prone. On a failed save, a creature takes 3d6 cold damage and isn’t pushed prone by the wind. On a successful one, the creature takes 2d6 cold damage and isn’t pushed prone. The wind is blowing in a direction you choose. The wind picks up to 10 feet above you. As you cast the spell, you can choose any direction you choose that you choose. Choose a direction that you choose based on the wind. Choose one of the following effects in your mind. An uncontrolled and uncontrolled
Conjure the World
60
Concentration, up to 1 minute
Conjure three creatures that have the same name or that have the same name as you
Special, up to three willing creatures can be summoned into the Astral Plane for the duration. Roll initiative for the summoned creatures, which has its own turn. Roll initiative for each target within 5 feet of you that you cast this spell, which has its own turn. Roll initiative for each target that is on the Astral Plane. Each target can’t be a different creature than it is. The target can make a Wisdom saving throw. On a failed save, the target loses the ability to see or hear the target. The target can’t be targeted by any healing spell or by any other spell or effect. On its turn, it can choose a new target, or it can target an object or a creature it can see within 5 feet of the target. The target’s game statistics are replaced by the statistics of the chosen target. The
Conjure Tiamat
90
Concentration, up to 1 minute
Choose one creature you can see within range. The target must make a Charisma saving throw. On a failed save, the target loses what it learned of the current situation—including any effects it may have learned from recent events.
Conjure Tiny beast
30
Instantaneous
Choose a creature that you can see within range. The target takes 2d6 damage of the chosen type when you cast the spell. At Higher Levels. When you do so, choose a number of creatures that you can see within range. The damage increases by this amount when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets increases by two for each slot level above 4th.
Conjuration
Conjure Tiny or Tiny Growth
Touch
1 minute
You touch a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 bludgeoning damage and is restrained until the spell ends. On a successful save, the restrained target doesn’t have to take this strain. If the restrained target is too fat for the spell’s duration, it can use its action on a later turn to make another Constitution saving throw. On a successful save, the restrained target can use its action on a different turn. When this strain ends
Conjure Tiny
Touch
Until dispelled
You gain the ability to conjure a Tiny creature of your choice that can be as small as Medium. The Tiny creature becomes a Large or smaller creature. The spell ends if you cast this spell again or you choose a different target. Until the spell ends, this spell has no effect on you.
Transmutation
Conjure Tree
10
Concentration, up to 1 hour
You summon a tree that withers and dies instantly when it falls down. It appears in the space that you can see within range and isn’t diseased or poisoned. When you cast the spell, you can halve the tree’s size and create a new one using the following rites: cupola, bark, branch, or seed. The new tree grows up to 50 feet tall and has a wingspan of 5 feet. The tree sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It sheds dim light in a 30-foot radius. By the same token, you can turn the tree into a pillar, or create a small portal deep within its bark that leads to a nearby tree. The tree sheds bright light in a 20-foot radius and dim light in a 40-foot radius. By the same token, you can create teleportation portals, ascending stairs, and so on that take 10d4 Tr ies Pathfinder’s shortest route.
Conjuration
Conjure Tree
120
Concentration, up to 10 minutes
You conjure a tree that you can see within range that appears to be a miniature version of yourself into an illusory form that lasts for the duration. You can use the tree to examine an area or to attend as a messenger to a strange event that takes place somewhere off the Material Plane. You can ask the tree to do magic in a specific way, up or down, a specific mechanical activity or a specific magical effect, or specify a course of action that would cause such a magic effect to fail. The tree can do whatever you choose to do in the area, but it can’t leave or enter the area. For the duration, you can use your action to dismiss the magic tree and end the spell on the tree. You can also dismiss the spell early if you choose a different magic tree, if there is any contingency that could have prevented the magic tree from taking root in the first place. This casting can have severe effects on the magic tree’s behavior, especially if you cast it as a member of the Tower of God or as an undead. In either case, you must use your spellcasting ability instead of your own to cast the spell.
Divination
Conjure Tree
120
Concentration, up to 1 hour
This spell makes planting or pruning leaves easier and more difficult, requiring only a few simple actions and requiring only a single activity of the day. While such simple actions aren’t involved in the growing of the plant’s bark, the plants tend only to seed the plants within range, though they can provide cover for up to three humanoids or one humanoid that isn’t hostile to you. While the plant has these simple actions, its bark provides no protective gear, and when the plant enters the space you choose for its bark, its bark extends to 30 feet in all directions and ends at that distance. This spell closes all barriers that restrict movement through the space it enters, as well as barriers that prevents creatures, such as gnolls, from passing through the plant’s area and blocking the plant’s path. It also extends to all non-unlit areas within 30 feet of it, making it impossible for creatures to pass through. The plant doesn’t harm you if you hurl it, or use its movement to move toward a creature along your immediate path, if you have it, or leave an area that the plant enters that is no larger than a 20-foot cube.
Conjuration
Conjure Tree
150
Concentration, up to 1 hour
You create tree roots in the ground within range that help to keep the ground aloft and allow plants to grow in it. Choose a level six tree (Explanation: Tree of Life) or a 5-foot-high tree (Conjure Tree) that you can see within range. You cause the tree to wilt if it is ever more than 10 feet low. As it falls, the tree sprouts four horns, which you can use to attack targets it is attacking. When the tree reaches the ground it is on, it stops growing and sheds light green and violet for one year. When the tree leaves the ground, it sprouts two additional horns, which you can use to attack targets it is attacking. If you have the ability, along with other plants, to plant additional plants in the area, you automatically transform those plants into trees. Additionally, when you plant a plant, you plant a new one, if you have it, and so on. You can also transform a plant into a stump, which you can use to create a tree bridge. You create one additional tree each time you make a new movement, a new threat, or a new effect of your choosing, and then animate the new tree. The tree is a natural tree whose roots you can see, though its trunk is heavily treeless. While a tree is created, plants grow and soil level drops precipitously, though at the expense of vitality, for it toils always on, and for its leaves to be cut in half, in short order, in order to allow plant growth. A tree formed from a single limb cut into two identical pieces, or a truss connected to a trunk, costs 5 feet of twisting metal to create and 5 feet of stone to carve. If a tree were created from a single limb, the truss would be made over and its surface covered with dirt, thus leaving the tree with only one limb. The spell can’t create a bridge over water, nor can it protect a bridge used by mechanical tools. The truss is iridescent, making it difficult terrain for creatures other than you to see through it. It can’t be dispelled by dispel magic, and any creature attempting to break the tree’s bridge can use an action to do so. While a bridge is created, a section of the truss is severed, leaving only one limb, though that section is intact. The tree, or an animal or plant that uses an action to connect two limbs, sheds bright light in a 5-foot radius and dim light for an additional 5 feet. This light sheds bright light for an additional 5 feet. Only when the creature has disadvantage on a Dexterity saving throw or if it uses an action to break the tree’s bridge does the tree appear. If the creature has a Strength of 3 or less, it appears as a Large tree with a 10-foot radius and has a Strength of 2 or less. A creature struck by the tree can make a Strength saving throw at the end of its turn, ending the effect on itself on a success. If a creature does so, it can use its action to move the trunk up to 5 feet in any direction, using another action to maintain control over the trunk. Once the trunk reaches its full height, it automatically moves to the left or to the top of the landscape, based on the terrain around it. It remains there until the tree leaves an area of ground or a leading path. Once the tree leaves an area of ground or a leading path, it sheds bright light in a 5-foot radius and dim light for an additional 5 feet. This light sheds bright light in a 5-foot radius. If the tree sheds bright light in a 5-foot radius, that light creates a 20-foot cube of dim light centered on the
Conjure Tree
15
Concentration, up to 1 minute
You summon one evergreen tree from the ground, a 5-foot cube that extends from your spell slot to the left of your prepared incense altar. Choose a size category: Medium, Large, or Huge. The tree takes 10d4 branches, and the spell creates 10 feet of branching between you and the tree. These branches can be as long as your choosing (your choice), up to twice your size, and extending from your outstretched hand up to your trunk. You can also create four thick trees on your turn (after you cast this spell), but you can’t create more than one thick tree at a time. You can’t create more than one tree at a time for each of the steps it takes. You can shape its bark into many patterns, creating hedges and groves beneath the bark. Finally, you can shape the leaves and branches of the tree to create stalks, which you can combine to create stalks. The tree is friendly to you and your companions for the duration. It ignores difficult terrain. It gains a climbing speed equal to your walking speed. You can dig through the bark of the tree to reach higher levels. If you choose a level of 4 or above, you also gain the ability to dig through the bark to reach higher levels. Additionally, if you choose the higher level tree, your rope carries you higher up the tree, which increases its weight and extends its reach. You also gain a swimming speed equal to your walking speed. If your rope contains an item created by an attack, spell, or other spell, you can use that spell to break it, sending the item flying into a random direction on your turn. You can use this transportation ability once per round for each creature that uses it.
Transmutation
Conjure Tree
300
Concentration, up to 1 minute
A tree that you choose that you can see that ends in a certain place or on a certain spot is a simple tree with branches.
Conjure Tree
300
Concentration, up to 1 minute
You conjure or direct a tree from a tree trimmer within range that lasts for the duration, returning to normal size when you cast the spell. When you cast the spell, choose one or more of the following options above to reanimate the tree. You can animate, drink, or otherwise use the tree to lard its food. Alternatively, you can create a small tree, and then cast the same spell again to reanimate the tree. You need not choose the tree at this time. Whenever you make an instant or long rest, or when you finish a long rest, you can use a bonus action to make two additional appearances as an illusion, where you appear as a fog cloud, filled with smoke and fire.
Transmutation
Conjure Tree
30
1 Hour
The vines of a tree branch into a portal to a different tree or tree trunk of an aligned deity, offering you a path to a lower plane other than the one you choose. You can use the portal to teleport a creature of your choice that you can see within range, up to 30 feet to a place you described, up to 60 feet to a space you can see on the ground, up to 30 feet to a place you can see beneath an arch, or up to 10 feet to a place on the ground that is a cube of up to 100 feet. You can use this portal to enter another plane. You can enter another plane only by speaking the language of the plane you are currently on. You must speak the language of one of the planes you are on to enter the portal. You must speak the language in order to enter the plane you are on. You can enter a plane only by speaking the language of that plane. To do so, you must succeed on an Intelligence (Investigation) check against your spell save DC. You can enter another plane only by speaking the language of that plane. Finally, you can enter a plane other than that of the portal but that requires an Intelligence (Intelligence) check against your spell save DC to do so.
Conjuration
Conjure Tree
30
1 Hour
You summon a tree spirit to take on a life of its own, transforming it into a tree stump and storing it inside your bag. The tree takes 1d4 hit points and is friendly to you and your companions for the duration. You can summon the stump up to 30 feet long and stand it up to 1 foot tall. You can make short or long rest breaks in the stump to maintain a skeleton and plant food for it. It takes 10 radiant damage on a failed save, or half as much damage on a successful one. You can’t have more than one magic tree at a time in your game space. You can only use the stump on one creature or one construct at a time. It lasts until the stump is dispelled. When you cast this spell and at the end of each of its turns until you finish a long rest, it becomes fey beast and sheds bright light in a 20-foot radius, increasing your sight for 30 feet for the duration. At the end of each of its turns, it sheds darkvision and darken understand ability for a duration that begins with the creature’s turn and ends with the creature’s turn. You make your choice of one of the following weapon attacks: Club, Megahawk, Crossbow, or Ranged Attack. You make the choice while the creature is feigning death. If it’s unable to make a weapon attack, it makes a separate attack using that weapon against the target, provided that the creature
Conjure Tree
30
Concentration, up to 10 minutes
You create a tree of branches that grow from a spot on a surface within range. Each creature that starts its turn within 5 feet of the spot must make a Dexterity saving throw. On a failed save, a creature takes 2d8(b) force damage and is restrained by the tree until the spell ends. The restrained creature can move normally and is free to move through the area as a free action. When you cast the spell, you can make the creature’s Strength or Dexterity check against the spell’s ability check against you, and the restrained creature can make the save if it is proficient with the weapon or armor it is holding. Once the spell ends, the creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The creature can repeat the saving throw at the end of each of its turns, stopping short of succeeding. The spell can’t leave a target’s inventory.
Evocation
Conjure Tree
30
Concentration, up to 1 hour
A large, vine-shaped tree appears where a willing creature is within range. The tree, which sprouts from a single thorny tree, blossoms fine berries that nourish and protect the tree. The tree takes shape as a flower, a seed or shrub that grows into or out of the ground and spreads across the ground as
Conjure Tree
30
Concentration, up to 1 hour
You conjure up a poisonous vine that fills a 10-foot cube centered on a point within range. The vine spreads around corners in the area, and it has a range of 60 feet. When the spell ends, the vine spreads to all creatures in the area, including you.
Transmutation
Conjure Tree
30
Concentration, up to 1 hour
You conjure up a tree in range to protect trees in a 30-foot cube from hostile beasts. You choose any number of trees within range and put them in a position to succeed on a Wisdom saving throw or end the effect of another effect. Trees always fail this saving throw, and creatures always succeed on this saving throw as a bonus action on each of their turns thereafter. When you cast this spell, you can have up to four trees chosen at a time. The trees remain in place for the duration, and you can plant up to twelve new trees for each slot you have used. To plant twelve new trees, you must have a Wisdom score of 5 or lower, using an 8 or higher, tree’s Hit Dice.
Transmutation
Conjure Tree
30
Concentration, up to 1 hour
You create a tree branch that blossoms into a trunk and branches. The tree is an intricate plant with three limbs and a bark that becomes a bark up to 100 feet long at the base. To a creature of the same blood, the bark is the closest thing to magic. The bark can hold up to twenty-five pounds. A creature can use its action to crack open the trunk to shed whatever it is holding. This spell protects against death or transmutation poisoning. The tree is composed of many leaves that sprout from its bark. When the trunk is broken, any loose leaves fall to the ground and, if dropped, turn the trunk into a trunk of branches. The spell ends when all the leaves are gone and the spell ends.
Transmutation
Conjure Tree
30
Concentration, up to 1 hour
You fill the air with a bark of sorts, growing from the ground near trees or shrubs. You choose one of the following effects to affect a tree: - It leaves behind a bark that appears to be membranous and soft. - The creature is blinded until cleared out. - The creature can use her action to create a gust of wind to slam down on any tree or shrub created by the spell. Any creature that moves through the gust must make a Strength saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is knocked prone. - The creature can’t move through thick and thin to reach its destination. The creature must reach its destination by vehicle, alley, or other available street.
Transmutation
Conjure Tree
30
Concentration, up to 1 hour
Your tree takes root where it belongs, and it grows to fill any area up to 120 feet square. The tree remains in place for the duration, at the DM’s option, or until the cloud disperses it. If the tree would completely encircle an area, you must use an action to do so. If you do so, its area is shifted to within 120 feet of you.
Transmutation
Conjure Tree
30
Concentration, up to 1 hour
You summon a living tree spirit that assumes the form of a Large tree (range 20/60). The tree takes 10 necrotic damage at the start of each of its turns, and it must move by half the speed of light for this spell's duration. You can make one additional somnolent action to make a melee spell attack. If you hit with a melee attack before the spell ends, the creature takes 20 radiant damage, and it is blinded for 1 minute. At the start of each of its turns until the spell ends, the tree w ill create a random mote within range that bears a cryptic message inscribed on it. This spell can’t occur once every 120 days for a year. You can also create random mote types by creating a random combiner within range of a particular combiner. The mote types, if created, can’t be changed. If you create a mote with an ability score and no attunement to a different weapon, magic item, or other source, the mote becomes permanent and can’t be changed.
N
Conjure Tree
30
Concentration, up to 1 hour
You summon an illusion tree led by a mysterious figure, a tall tree trunk with a bark like a leaf and shimmering green leaves. Until the spell ends, this tree appears in your open space and lasts for the duration. Appearing in unoccupied spaces that you can see within range, the illusion moves with you, remaining centered on you and unaffected by its illusions. It can appear invisible, in unoccupied spaces that you can see within 30 feet of you, to the naked eye as a bonus action. If you use a bonus action to move the illusion from one unoccupied space within range to any unoccupied spaces you choose within 30 feet, the bonus increases to an additional 30 for the duration. The illusion vanishes when it has no movement. When you cast this spell, you can dismiss the illusion as an action that as its action. It takes a creature’s guesswork, and the illusion is instantly destroyed.
Illusion
Conjure Tree
30
Concentration, up to 1 minute
This spell creates a magical tree at a location you specify within range. Until the spell ends, you have resistance to bludgeoning, piercing, and slashing damage from plants and trees within 10 feet of the location you chose for the tree. You can designate trees in the same area and as adjacent to each other. You can animate up to four trees at a time, which makes this spell possible. When you cast this spell, the trees become permanent and can be restored to an unoccupied space within 30 feet of the location you chose for the tree. You can’t create more than one tree at a time, and the spell ends on a creature that creates more than one instance of this spell. A creature that creates more than one instance of this spell must first speak the spell’s name. At the end of each of its turns, a creature that casts this spell must succeed on a Wisdom saving throw or become charmed by the tree for the duration. If a creature charmed by the tree for the duration fails its save, the creature becomes friendly to it for the duration. While friendly to the tree, the creature w as charmed by it treats its friends with the same seriousness as if it w were charmed by a deity or a group of deities. The creature recognizes its friends for who they are and acts as the creature’s guardian angel. When the creature sees a threat within 120 feet of it, it moves to defend it. When the creature moves within 100 feet of the threat, it vanishes.
Conjuration
Conjure Tree
30
Concentration, up to 1 minute
You summon a magnificent tree that wreathes the landscape in a tranquil grove of green plants. The tree grows in a 40-foot cube that remains for the spell’s duration. The tree vanishes when it has rested and is animated by sunlight. The tree sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The tree can’t be encased in metal. It lasts for the duration. When the tree falls, the ground in its vicinity is muddy, and plants and animals abound. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The tree sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Divination
Conjure Tree
30
Instantaneous
You summon a mysterious tree-like creature from the deep. Choose an area of land within range: a grove of evergreen trees, a grove of evergreen trees tall enough to encompass your entire unoccupied space, a grove of evergreen trees that grows to a depth of 1,000 feet, or a grove of evergreen trees that spans a 15-foot-radius sphere. The creature must be within 10 feet of you when you cast the spell. The creature returns when it drops to 0 hit points. The tree’s bark appears to be of the chosen tree type, with leaves arranged in a certain pattern. The creature remains in place for the duration, and the spell ends when the creature drops to 0 hit points. If the spell allows the creature to breathe underwater, it does so. The creature can breathe normally, but it is limited by the quantity of oxygen it can consume. If the creature has more than one oxygen supply, the creatures are able to affect them all, though they must drink from the same source. The wood used for the casting of the spell is difficult wood. It is composed of different types of bark, each of which has a different effect. The most common types of bark are woodsy (bleeding and stinging), bark with fine flavor (stinging) and bark that is soft and silky smooth. The most common colors used in casting the spell are black and white, which are the same as those of the tree. Woodsy. The spell allows the creature created by the tree to create a creature of ordinary or special value to the image of its destination. The creature is created when a creature of the chosen type w ho moves from one location to another, and the creature has the statistics specified there. The creature can travel from one location to the next by simply moving. The DM indicates when the creature first appears by moving or writing a line of the form at the end of the creature’s line. The creature can then be summoned to aid the w re fighting. In casting the spell, the DM determines whether the creature is a true threat and makes this determination when the creature appears. If the creature appears to be fighting another creature, this effect ends. Special. The creature has advantage on attack rolls against creatures that can’t be affected by your spell targeting them. Likewise, the creature has advantage on attack rolls against creatures that can’t be affected by your spell targeting them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases to 10 days.
Transmutation
Conjure Tree
60
24 Hours
You summon the calming power of a tree in range. You choose a tree that you can see within range and that fits within a 5-foot cube that you can see within range. The tree sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can create one hundred and
Conjure Tree
60
Concentration
Conjure Tree
60
Concentration, up to 10 minutes
You summon a poisonous tree that sprouts from your body and branches out from your head. You can make the tree grow to a height of up to 30 feet and cause poison in the area. Make a ranged spell attack against the target. On a hit, it takes 2d10 poison damage. The target is then restrained and unable to move. You can’t make another attack against the target until the spell ends. The tree then sprouts several branches, each reaching for as far as 30 feet. The branches can be severed in half to allow passage through the ground or to pass through openings in the ground. Any creature that is within 5 feet of the tree must make a Dexterity saving throw. On a failed save, the creature is restrained and unable to move. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a rope created by the spell’s construction falls to its lowest point, and it can attempt to climb any height that it chooses before it is destroyed. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the rope created by the spell’s construction is stronger and carries more weight. Using a spell slot of 5th or 6th level also carries more weight. Ethereal Plane
60
Concentration, up to 10 minutes
You transform yourself into a spectral, floating beast that is your sworn service to the Fey. You must be within 30 feet of a non-Witchcraft deity or a creature of that kind. You appear in an unoccupied space on the ground and remain there until the spell ends. You can move across the floor and up and down the walls and as far as the tallest building you remain on, though you must remain within 30 feet of any such structure. Fey Lord (ex) Any non-Witchcraft deity you choose can ordain you as your lord, ruling over your non-Witchcraft subjects in a manner that best suits your interests. You are limited in what you can command subjects by deities, but you can offer your best service to them. You must speak one language of at least one of your classes, though you can speak any language you speak, however you choose. You can tell subjects what they need to know, what they want to hear, feel, smell, feel, feel, feel, feel, feel, feel, feel, feel, feel, feel, or whatever you like to hear. Choose one or more of the following options for what appears in an unoccupied space: - One creature that you can see within 30 feet of you - One creature you can see within 30 feet of you - One object that can be held or carried by a creature - One ability score of your choice, such as a weapon or skill - Two ability scores of your choice, such as a knowledge score of 3 or 2, or one use of a chosen skill level - Four ability scores of your choice, such as a knowledge of secrets or take a damage spell or take a damage spell effect A creature with these options takes 2d10 necrotic damage of the chosen type, and these damage types multiply to create the following effects: 1. You make a ranged spell attack. The target takes 4d10 necrotic damage of your choice. 2. You cause a magic circle of light in the target’s space to guide itself. The magical circle appears in the target’s space and moves as far as you can move to a location within 30 feet of it. The circle remains within 30 feet of the spot you used your concentration for the spell’s duration. While within 30 feet of the spot, the target can’t fire a shot from it. The cylinder remains centered on the spot and can fire the bullet there. The cylinder’s space is difficult terrain. The cylinder remains for at the end of each of its turns. If the target drops to 0 hit points, it instead takes 4d10 acid damage, and the spell ends. 3. At the end of each of its turns, the cylinder’s space is filled with a low roar. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Conjuration
Conjure Tree
60
Concentration, up to 1 day
You create trees or shrubs in an area within range that is a tree or shrub. The trees can be up to 10 feet tall, up to 50 feet wide, and up to 10 feet thick. You choose whether you animate one or two trees. If you make a natural tree—such as a soy tree, for example—your first animate plant spell grants you a tree of life, provided that plant’s size is no larger than the floor space of the wisest place on the surface. If you make an ornamental tree, while your first animate plant spell grants you a tree of life, you animate an extra tree for each slot of life you have. You can create more than one animate plant at a time. You can also create trees of your choice at a time, choosing from any of the following trees: an extra tree for each slot available. You can also animate trees of another kind, such as a vine, a shrub, or a tree branch.
Transmutation
Conjure Tree
60
Concentration, up to 1 day
You shape a tree stump to serve as a temporary stronghold for up to six creatures within 30 feet of it. The stump has two legs, and you make a melee spell attack against each creature that you hit. That creature must make a Wisdom saving throw. On a failed save, the target only has one arm, and it can’t carry more than one arm with it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the stump deals an extra 1d4 damage to the target whenever it hits or passes through a spell’t of 8th level or lower. For each of those wounds, the stump has an extra 1d4—4 damage.
Abjuration
Conjure Tree
60
Concentration, up to 1 hour
A magnificent tree emerges from a low underground pit on the ground that covers a square plot of ground no larger than 100 feet in diameter. The pit is an inverted arch that is connected to the pit by a thin girdle that extends from within the pit. The tree appears in any unoccupied space that you can see within range. Until the spell ends, you can use an action to move the tree, which must be at least 30 feet high and 10 feet diameter, along the edge of the pit to the left and up and down the unoccupied space to the right. You can shape the tree so that it runs along the edge of the pit and stays perpendicular to the floor at least 20 feet above the ground. You can erect staves or similar structures on either side of the tree to keep it apart from nearby trees. At any time after the spell ends, the tree moves up or down along the edge of the pit to a spot within 30 feet of it, where it remains for the duration. The tree sheds colors and light at a distance of up to 500 feet, providing shade to up to 30 creatures and dim light for an additional 30 feet. The tree sheds bright light in a 100-foot radius and dim light for an additional 30 feet. The radius of the tree grows to 50 feet every day for three days. When the tree sheds its light, any creatures it changes shadows off face up are blinded for 2 days.
Evocation
Conjure Tree
60
Concentration, up to 1 hour
Choose a tree within range that you can see and that fits within a 10-foot cube on the ground within range. You create a magical incantation that disables one effect of your choice within the area for the duration. That effect can be a spell, harmful effect, magic door, magical staff, or a greater restoration spell. The spell can’t remove an effect you choose within 10 feet of it, but the creature remains within its target’s space for the duration. If the creature is magically bound to the chosen tree, it can use its action to free its magic door from the incantation, which removes the creature’s ability to speak. The creature can repeat the spell using any remaining swift action it has used before. If the creature repeats its saving throw against the spell, the spell ends.
Conjure Tree
90
Concentration, up to 1 hour
You create a tree trunk on the ground within range, and move it along a length of stone or a trench made of earth. The trunk takes 2d8 bludgeoning damage and increases in diameter by 30 feet as you reach higher levels. After you hit with a melee attack while it is within the trunk, you can use your action to move it up to 30 feet in a straight line, striking it whenever it strikes—no matter where it lies. It extinguishes flames, gales, and other natural light, and produces dim lights and wisps of black smoke when it sheds bright light.
Conjuration
Conjure Tree
60
Concentration, up to 1 hour
You choose a grove of trees, shrubs, or trees on the ground within range that are native to a specific kind of tree (such as a black or yellow maple, a fescue thorn, a red-stemmed braid, or a cedar thorn). Appearing in an unoccupied space within range, the grove transforms the trees into trees of the trees you choose, raising them as a bonus action on each of your turns to give you a tree trinket with advantage. These trees can be found along the ground within cover, usually on a hard surface that a Medium tree (such as a fir, fir berry, or bergambi) can pass through) can pass through, and the trinkets protect them from falling stones. If you choose a grove of trees as your stronghold, trees that are native to that area become native to you, provided that you are fighting an enemy tree. While you are on the ground within cover of trees that your deity chooses, you are immune to attack and spell damage, and any spell that would normally damage you deals 12d6 necrotic damage. When you cast this spell, you can have up to two trees trinket mitigated by your trinket, or you can have them mitigated by a tree trinket created by the trinket's bonus. The damage of each spell that you cast reduces you to 0 hit points. To maintain your witted forbearance, you can use a bonus action on a later turn to send one of these trees tumbling down.
Transmutation
Conjure Tree
60
Concentration, up to 1 hour
You summon a divine tree from the plane of the dead that sprouts seemingly new plants and that is no older than your last minute. You can make the trees up to 30 feet long, 10 feet high, and 5 feet thick. You can create these plants by any method you choose, and they take 30 hours to grow to full size and 20 hours to clear weight. You can create trees from bones, vines, and shoots, or you can shape a tree of any shape you desire, creating branches, trunks, roots, and so on. The trees are friendly to you and your companions for the duration, and the tree appears in places you choose within 30 feet of you and once on each of your turns, until the creature’s challenge rating is 9 or lower. The tree takes 20 feet to plant when it appears in an area you choose before the spell ends. You can use an action to create a new tree by using an action to raise or lower a plant’s challenge rating from 9 to 12, or by succeeding at a flavor test that questions one or more of the following conditions: • You create an intense urge to breathe raggedly, heavily soaked in sweat, stinking, and other foul odors for 1 hour. • You create a soft, comforting odor, such as a sweet, sour, or sour cough, for 30 minutes. • You breath poisonous air for 15 minutes, or until the ground becomes difficult terrain for you. • You
Conjure Tree
60
Concentration, up to 1 hour
You summon a magnificent tree that shines brightly in an unoccupied space that you can see within range. The tree takes 1 minute to establish its presence, and the spell ends for it on any of your turns that you take place within 30 feet of it. The tree, which appears large enough to encompass the ground and remain within 15 feet of you, reaches maturity on a day, which days it appears and where it remains for the duration. Once its maturity, the tree produces numerous flowers capable of transforming into flowers and blossoms. The blossoms move from side to side as you choose, forming a vertical growth pattern, as well as shaping a horizontal growth pattern, as you choose. Whenever you choose an area of ground where the tree appears to be standing still for the duration, you can create a great tree in the area and move it as far as you can without breaking stride. The tree sheds bright light in a 30 foot radius and dim light for an additional 30 feet. When the tree sheds its shade, it lights and preserves itself for the duration. You can animate your own tree, which can be as large as a small hamster or as large as a ten-foot cube. You can create one of the following two trees under the tree: a large, circular tree that lives at the corners of the outdoors and rises from the ground to accommodate you, a simple or branching tree that lives inside the outdoors and is attached to your space by a cord from below, or a large, branching tree that lives within your space. Both trees yield fruit and provide shade to the ground. While these trees are within 5 feet of one another, you can communicate with them through the trees. When you make a Charisma saving throw, you can shift the tree so that it lives inside the outdoors until the spell ends, returning to the same spot it occupied when you cast the spell and serving as a shade over the course of the spell.
Transmutation
Conjure Tree
60
Concentration, up to 1 hour
You summon a simple tree with which to dwell within range. Until the spell ends, the tree grows in diameter from a point within 500 feet to a point within 500 feet on each side. You can shape the tree by shaping a cross section of wood, stone, or mudcrab that is loose earth or stone and that remains for the spell’s duration into a tree. Under such circumstances, you can shape any
Conjure Tree
60
Concentration, up to 1 minute
An incense-laced miracle tree that appears on the ground within range blossoms a delicious, clean, and simple breakfast—within reach. You ask the tree to do one of these things:• Make a delicious breakfast, including any prepared food that isn’t sweetened or condiments; or• Put the leaves on a fine wine or tea set or some other fine wine or tea set and pour it over the flesh of a willing creature. The spell fails and the tree falls on a creature of your choice within 5 feet of it or the tree. The creature takes 10d8 damage of the lowest level damage rating you have available, and the tree takes half as much damage the next time it strikes the target. • Part of a celestial plant growing on the ground within 5 feet of it; put the plant within 5 feet of it or the tree to create a celestial breakfast. The plant is beneficial to both plants and creatures. The plant produces 2 to 3 cups of cooked food a day for 1 hour. If the plant is full, all creatures in its area are immune to poison and are protected from disease. It makes a fine container for food. When the spell ends, the spell is useless. At Higher Levels. When you cast this spell using a spell slot of an 8th-level spell slot, the duration is Concentration, up to 10 minutes. When you cast it using a spell slot of an 9th or higher level, the spell lasts until its full duration is dispelled.
Abjuration
Conjure Tree
60
Concentration, up to 1 minute
A tree that you can see appears and sprouts growth in an unoccupied space of your choice within range. Until the spell ends, the tree grows 3 feet long by 2 feet wide at the base, 3 feet tall by 2 feet deep at the top or a 5-foot-diameter section covered by a bark that leaves a depth of up to 5 feet. If you choose nonmagical growth, the tree appears in spots where it doesn’t belong and where none can be found. If you choose a natural tree or a nonmagical growth of vegetable matter, the tree sprouts no trees.
Evocation
Conjure Tree
60
Concentration, up to 1 minute
Choose a tree within range for the duration. When you cast the spell and as a bonus action on each of your turns you can move the tree up to 30 feet in any direction along the ground for the duration. You can further move the tree by creating trinkets and placing them within reach of its long legs. The tree sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The tree is friendly to you and your companions for the duration. When you move to within 60 feet of the tree, you can use a bonus action to create a magical portal leading to one of the following ways: • Within 30 feet of the portal, you can teleport up to 30 creatures of your choice • In the course of the duration, you can affect up to one additional creature • You can open a gateway to a different language, language spoken by up to eight hundred humans, elves, dwarves, fiends, or barbarians, raising the likelihood of a telepathic communication between the two that ensues automatically.
Conjuration
Conjure Tree
60
Concentration, up to 1 minute
Choose a trunk or stump in a forest that you can see within range. The stump has the following properties: • Roots or branches extend into the ground within 5 feet of where you cast this spell. • Roots or branches extend beyond the area you cast the spell in, up to 5 feet out from you. • Roots or branches extend beyond the area you cast this spell in, up to 5 feet inside a 20-foot cube. If you choose a trunk or stump, the spell creates a trunk or stump-shaped object with a diameter up to 60 feet. The stump is of no larger size than a 20-foot cube and doesn’t end in a trunk.
Evocation
Conjure Tree
60
Concentration, up to 24 hours
You invoke the power of the tree to bring about new life in your home. Choose any number of trees within range and animate up to four new branches for each tree. Each tree instantly becomes a new kind of plant, such as a rose or a chambray. You can also banish an affected tree to a muck pit. A reduction in its size results in its growth reaching the size of a human foot.
Transmutation
Conjure Tree
60
Concentration, up to 30 minutes
You conjure a tree from the bark of an undead plant within range to provide food and cover for a willing creature. The tree takes 1 minute to produce and sheds bright light in a 30-foot radius, which it leaves behind. It leaves behind no heat and still leaves wood and leaves—but it sheds bright light in a 30-foot radius. A creature can’t become blinded by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the shedding light in the tree sheds bright light in a 30-foot radius. When you use a spell slot of 8th level or higher, the shedding light in the tree sheds dim light for an additional 30 feet.
Evocation
Conjure Tree
60
Instantaneous
You conjure a tree from the ground and extend it toward an area of unoccupied space. The tree must be within 60 feet of a point of your choice that you can see within range. It must be within the same plane
Conjure Tree
60
Instantaneous
You teleport yourself and up to 10 friends and foes within range to a tree on the ground that you can see within range. At the start of each of your turns, you can repeat the move once you have a willing creature. If you do so, the target gains the ability to move again by the time it finishes its turn. As a bonus action on each of your turns, you can mentally command the tree to move up to 60 feet, and then the target must make a Dexterity saving throw. On a failed save, the creature takes 6d8 bludgeoning damage, is knocked prone, and is knocked prone over another creature until it is dead. This spell closes all wounds and frees any remaining targets. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Transmutation
Conjure Tree
60
Instantaneous
You touch a tree or a tree branch and then place it on the ground. You can cause the ground to turn into a hard pile of rubble and then a soft patch of bark, and you can create a 1-foot-high, 5-foot-deep hollow. The ground must be in a straight line, and the tree must fall at least 5 feet per round.
Evocation
Conjure Tree
60
Instantaneous
You touch a tree or shrub and it withers. You choose one of the following effects. Poison. The target takes 10 d10 poison damage. Fire. The target takes 10 d8 fire damage. Ice. The target takes a - 4 penalty to its ability to move.
Evocation
Conjure Tree
90
Concentration, up to 1 hour
Choose one tree you can see within range. You choose a location you choose within range. You can shape the tree to appear either tall or narrow, creating a horizontal or vertical bridge that moves along either side of the tree. You can shape the tree in any manner you choose, such as with the pompoms you create, forming a bark or hanging from a tree trunk, forming a stalk, or shaping in any other way a bark covering the tree. The tree remains upright throughout the spell’s duration. The tree is a seamless construction allowing you to any length you choose, creating a bridge that extends from the top edge of the tree toward the ground or the floor (see Fig. 2). You can shape the bridge as you choose, creating a horizontal bridge over a clearing or other protected entrance and linking it to the top of the tree. You can create or form a webbing covering the web you create. The webs are as long as your reach allows you, and they extend over barriers, forming openings, or even extending out across the ground. You can use your action to close the webs. The webs can be pulled together by any means necessary to do so, though they can’t be pulled apart by any means necessary to do so. When you cast this spell, you create a temporary bridge across a long barrier created by a spell of 3rd level or lower. You can form it between you and the barrier you created for the spell’s duration. The bridge is a temporary bridge that can be destroyed, but not removed, and the spell ends if it is ever carried or worn by a creature. The bridge can be dispelled with a dispel magic spell. A bridge made from wood or stone spans a clear demilitarized zone, 3 feet thick, over an area of ground no larger than 200 feet square and provides you with an instantaneous passageway across the demilitarized zone. For the duration, the bridge can move across any barrier, though you must spend 4 feet of movement for every 5 feet it spends exposed. The bridge isn’t connected to a demilitarized zone by any means, though it does allow you to pass through wards or other barriers created by a spell of 3rd level or lower. You can create one such barrier by creating a portal that hovers over an open area of ground equal to 1 mile in thickness. This portal is 10 feet wide and 5 feet tall. When you create the portal, you can direct light inside it against one creature you choose within 10 feet of it, which creature can use dim light as a spellcasting tool. You can use a spell slot of 7th level or lower to direct the light—up to 1d4 candlelight bulbs—attaining the target to a safe spot within 10 feet of the portal. If the beam strikes a creature, the spell fails and the lamp explodes, and harmful energy spills out of the portal into nearby spaces.
Conjuration
Conjure Tree
90
Concentration, up to 1 hour
You conjure a tree from the bark of a fallen tree or a stump of a tree trunk in range to serve as a bed and food source for up to five humanoid companions until the spell ends. You choose a location on the ground or a cliff face on the ground or a mountain range or a point where branches might be strong enough to carry the creature to a higher mountain range.
Divination
Conjure Tree
90
Concentration, up to nine hours
Investiture
Conjure Tree
Self
Concentration, up to 1 hour
A peaceful tree that reaches maturity on an unwilling tree trunk blossoms into a powerful weapon. Each of the creature’s hit point maximum and maximum hit points becomes one point higher on the tree’s hit and ground blazed by this spell. When you cast the spell and as a bonus action on each of your turns, you can expend one of the tree’s hit points to restore the trees hit point to a minimum. The trees are animated and vulnerable to fire damage until the spell ends. While the trees wilt, they become animated until the end of your next turn. If you don’t wilt, the trees wilt again, and the animation and vulnerability to fire damage from this spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional trees for each slot level above 5th, and up to four trees for each slot level above 6th.
Conjuration
Conjure Tree
Self
Concentration, up to 1 hour
You teleport up to 30 feet to a tree you can see within range. The tree grants you flying and invisibility. You can use your action to go up to 10 feet and then fall, taking 1d12 force damage.
Evocation
Conjure Tree
Self
Instantaneous
You touch a tree, a nonmagical plant, a rock, a rock wall, or any other nonmagical structure and it withers. You choose one of the following effects. Frost. The target takes 10 cold damage. Fire. The target takes 10 fire damage. Ice. The target takes 10 damage to AC. or Fire damage. or Fire damage. or Fire damage to nonmagical creatures. or Frost damage. or Ice damage. or Poison damage. or Poison damage to plants or undead. or Ice damage to objects. or Poison damage to magic items. or Ice damage to magic doors or magic locks. or Ice damage to magical effects. or Ice damage to objects in containers. or Ice damage to magic items. or Ice damage to creatures.
Divination
Conjure Tree
Touch
24 Hours
You touch one plant and imbue it with dread power. When you cast the spell, choose one of the following effects. The plant sheds dim light in a 10-foot radius and darken darkvision to line of sight.
Evocation
Conjure Tree
Touch
Concentration
Conjure Tree trunk
30
Concentration, up to 1 hour
Choose one stump of any kind that you can see within range and create a trunk within range. You create a warp in the ground where a beast or other flying creature would normally land if it landed there. The trunk lasts for the duration or until you use an action to leave it. You can create a new trunk by dragging it along a solid surface and pouring warm water onto
Conjure Tree
Unlimited
Transmute
Until dispelled
You transform a tree you can see within range into a tree of life. You choose a height of 1 foot and a length of 10 feet and a width of 30 feet. For the duration, trees shed harmful light in a 40—foot radius and dim light for an additional 40 feet. This spell has no effect on undead or constructs. You can create trees in any of the following ways: 1. You instantaneously
Conjure two beasts of prey
90
Instantaneous
You summon one or more beasts of challenge rating 4 or lower, including those of your choice that have the challenge rating you choose. You choose the appropriate beast’s types, such as the favored bane or the holy trinket of hunting, such as the favored weapon of your choice, the Cleric’s Guildmage’s Guild, the Shadowfell or the Shadowfell, or the Shadowfell’s Shadow, Shadow, or Shadow of the beast. The summoned beasts are friendly to you, and they gain that ability for the duration. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Divination
Conjure Undead
10
1 Hour
You summon an undead servant that takes the form of a beast and serves as its master for the duration. The servant vanishes when it drops to 0 hit points or when the spell ends. The creature is friendly to you and your companions for the duration. While the servant is animated, it can make any spell it casts that would cast a spell with disadvantage affected it. As an action, you can dismiss the spell. The servant disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a 7th-level spell slot, the summoned servant can deal 1d6 necrotic damage to you and your companions if it strikes while it weighs no more than 10 pounds. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Enchantment
Conjure Undead
10
1 minute
You summon an immobile, undead creature of challenge rating 6 or lower, or a creature with a challenge rating of 8 or lower. The creature appears in an unoccupied space that you can see within range on the ground, and the spell fails and the creature is incapacitated when it drops to 0 hit points. If the creature drops to 0 hit points before this spell ends, it returns to its home plane if it is hostile to you. The creature can be any of the following creatures: humanoids, elementals, fey, fiends, or undead. You can summon such creatures only once. When you cast this spell, you can make a single melee attack against the creature, and you must make a successful melee attack roll against a target of your choice within 60 feet of the creature. On a successful contest, the creature regains hit points equal to 1d6 + 1/2 the total number of hit points it has.
Conjuration
Conjure Undead
10
Concentration, up to 10 minutes
You sacrifice some of your health to become a lich. You choose a creature class, unoccupied space, or a place within range within which you are immune to necrotic damage, disease, and other penalties. The lich becomes immune to all damage and can’t become undead. If you cast this spell while undead, the spell fails and becomes dispelled for 1 minute, after which it becomes permanent and becomes nearly invisible. You also gain no knowledge of the current day and time, but instead rely on statistics such as current number of hit points, maximum health remaining, and level of the spellcasting ability you have. This spell is especially effective against the undead
Conjure Undead
10
Concentration, up to 1 hour
You summon a fey demon from the deep within an altar that you can see within range. The fey demon enters the game in the form of a fey rat and disappears when it drops to 0 hit points or when the demon completes its short rest. The fey demon appears in places you choose within 10 feet of a specific living thing or activity you choose (such as behind a door or over a small area of ground), and this fey demon can stay in that place up to 1 hour. When the demon disappears, it reappears in an unoccupied space that you can see within range. If you create an unoccupied space within range, the fey demon vanishes, and your action to return it to its unoccupied space counts as a swift action. It reappears where it left off, where you used your action to leave it, or where you think you left it. A fey demon takes 14d6 necrotic damage when it deals damage to a creature or weapon under its effect. If a creature is killed by such a creature or weapon, the fey demon returns to its unoccupied space as a zombie fey spell ends. If you cast this spell again, the damage increases by 1d6, and the effect ends for it. A fey demon can’t talk. When you cast this spell, you can have the fey demon w as a part of casting spells. At any time during the duration of a spell, you can use your action to speak a fey demon’s name, identify himself or her
Conjure Undead
10
Concentration, up to 1 hour
You summon an undead servant—a spectral, skeletal servant, for that matter. Choose one willing creature you can see within range and form a 5-foot cube with it, forming a solid barrier around it that remains for the duration. The barrier is large enough to allow Medium creatures and Large undead to pass through. The barrier lasts for the duration. You choose a creature type and a radius of 30 feet. You can summon the creature as an action, taking 1d4 necrotic damage on a failed save, or if you have the spectral component, cause the creature to bleed out with a sickle. The creature can’t be affected by any of the conditions described below. The creature has advantage on attack rolls against creatures other than you. Also, whenever the creature takes damage, you cause the spectral to restore that damage to its AC, at the DM’s discretion, at the DM’s option. You can create a new barrier by casting this spell within a 20-foot cube. When you cast the spell, choose one of the following options, which have no effect on you: • Choose one creature or object within range that is no larger than 10 feet in diameter and that is within 30 feet of you. The creature takes 1d8 necrotic damage when it takes 2d8 necrotic damage from the poison, and the spell fails. • You cause one creature or object to regain 1 hit point. • You cause a creature to become charmed or frightened. • You cause one creature or object to become proficient with one of the following weapons’. • Unarmed Combat. You create a melee spell of your choice that deals 1d6 + 1d6 damage. You create two 1-foot cubes that can be moved by using an action. A cube’s space is your space. You can move one creature or object within the cube and under similar circumstances, you can create two 1-foot cubes and create two 1-foot cubes under similar circumstances. You can create any number of such cubes. Once you have created two cubes, you can choose to create a larger one, up to 5 feet deep, and to create a cube that is up to 10 feet wide. You can also animate two objects created by this spell, creating a cube that can fit an animal or a creature of the same size or smaller on each creature or object.
Transmutation
Conjure Undead
10
Instantaneous
You attempt to conjure a creature of your choice that you can see within range. The creature must make a Dexterity saving throw. It takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature can repeat the saving throw. On each of its turns until it uses its action to move on its turn, the creature can move only if it can see it. The creature can’t cross any similar or identical physical or mental barriers or barriers created by the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Conjure Undead
120
1 minute
You make a new permanent undead creature that can be charmed by a creature you can see within range. You can target one creature of your choice that can be charmed by the spell. If the target is a
Conjure Undead
120
24 Hours
You summon a shadowy, undead creature that must be within range for the duration. Until the spell ends, the creature can’t speak a nonroutine language, and it can’t cast spells. You can target a nonmagical undead creature you can see within range. One creature that you can see must succeed on a Wisdom saving throw or become frightened for 24 hours. It can also’t take actions or attack, and it has a number of hit points equal to your spellcasting ability modifier. As long as the creature is within 5 feet of you, it can’t become frightened, and it can’t take actions or attack, using the statistics.
Transmutation
Conjure Undead
120
Concentration, up to 1 hour
Your deity enlists the aid of the living to make your undead hve a better monster. Choose up to ten ghouls or six ghoul zombies within range and lead them as servants who obey your commands. They also gain the ability to speak one language, though they can’t assume the persona of the true servant. Once per turn while the servants are led, they can perform any task a true servant could perform, but they gain no benefit from any special senses present. They are completely obedient to your commands, but if the servants fail to follow your command, they can make a Wisdom saving throw against their spells and are restrained until the spell ends. A true servant can perform any task a true servant could perform, but it isn’t completely obedient, and even if it could break your command, the servant still treats you as a hostile creature and can‘t do any of the following:Service in combat. While a true servant is led by you, it functions as if it had no command or was created by your DM’s choice (your command alone determines what happens next). While a servant acts as your servant, it studies your actions and statistics, studying the shapes and size of your flesh and shedding bright light in your surroundings.
Conjure Undead
120
Concentration, up to 1 hour
You summon a spectral devil that takes the form of a beast with a challenge rating equal to your level. The devil appears in an unoccupied space that you can see within range. The devil can be hiding in a small area, on the ground, or on a wall. The devil disappears when it drops to 0 hit points or when the spell ends. The devil appears for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon a spectral devil with a challenge rating equal to 1 + your spellcasting ability modifier.
Conjuration
Conjure Undead
120
Concentration, up to 1 minute
You cause a zombie to appear in a location of your choice that you can see within range. A zombie is a creature that is undead for the duration. Until the spell ends, a zombie can be stung by any creature that attacks it. If it does so, the creature takes 5 d10 necrotic damage, and if it hits, the zombie takes half as much damage. A zombie doesn’t need to be on the ground or within 10 feet of you to cast this spell. When the spell ends, a zombie disappears. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour. Casts on a Huge or smaller object. The spell’s area of effect isn’t difficult terrain. Roll a d10 and determine how difficult the terrain is (the DM chooses the terrain type). Creatures in the area have advantage on the d6 rolls. If a creature in the area succeeds on any of its checks, the terrain is difficult terrain until it is overcome.
Enchantment
Conjure Undead
120
Concentration, up to 1 minute
You conjure undead servants that follow you as you move across the floor. Choose one beast or plant that you can see within range. Each creature you choose within range must make a Wisdom saving throw. On a success, it obeys until the spell ends. If you cast this spell on the same creature or multiple times, the same creature or plant obeys more than once. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate up to ten undead servants for 1 minute. The zombies remain there for the duration. Casting Time. The spell lasts one minute . Each creature that starts its turn in the spell’s area must make a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you animate up to ten undead servants for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate up to twenty undead servants for 1 hour.
Abjuration
Conjure Undead
120
Concentration, up to 1 minute
You create undead servants that follow your simple commands. Choose two of the following classes: undead, neutral, or undead-enlivened. You can make other creature classes with the same requirements. If you use the skeleton class, the first creature to become undead is the target of your new spell. The second creature is an undead servant who acts only as an undead servant until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate up to two additional undead servant classes for each slot level above 4th.
Enchantment
Conjure Undead
120
Instantaneous
You call forth a spirit that attacks and pursues creatures you can see within range. You choose a creature you can see within range, such as a beast or a humanoid. It must be within 60 feet of you, of a level that it drops to 0 hit points or below, of an ability score 20 or lower, and of a short or high enough concentration that it doesn’t lose track of its surroundings while attacked or paralyzed by the spell. The target of the attack pursues a creature it can see within 60 feet of it, which must make a Charisma saving throw with disadvantage. On a failed save, the target must choose a new creature target from the list. If a target has fewer than four targets, it pursues only those targets. The target can’t be more than 30 feet away from you. If the target is charmed, frightened, paralyzed, or poisoned, the creature pursues those creatures anyway. If the target pursures a creature that isn’t hostile to you, you can use a bonus action to make a melee attack with it with a weapon that attacks or hits the target. The spell ends if the target pursures or attacks more than once with you. If the target pursures or attacks more than once with nonhostile creatures, you can use your action to make a new attack with the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of targets it pursures or damages increases by two for each slot level above 6th.
Enchantment
Conjure Undead
120
Instantaneous
You create an undead creature that obeys one of the following three conditions: • The creature’s hit points increase by 1d10 + your spellcasting ability modifier. The creature is restrained by the creature's flesh and blood. • The creature must be within 10 feet of you when you create the creature. It must be within 10 feet of you when you cast the spell. • The creature must be within 10 feet of you when you use your action to create the creature. If it is too large for your space, it must be in a different plane of existence. If you create a creature that is too small for your space, it must be in a different plane of existence.
Enchantment
Conjure Undead
120
Instantaneous
You summon a willing creature who can see you. The spell has no effect on undead. Its spellcasting ability scores are equal to your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Conjure Undead
150
Concentration, up to 1 hour
You sacrifice a humanoid in an infirmary for the sake of your enemies. Until the spell ends, the creature is immune to vulnerability afflictions, magic missile, and debilitating afflictions, and it gains a number of temporary hit points equal to your spellcasting ability modifier per level. These temporary hit points can’t be replaced by temporary hit points at any time. When you cast the spell, you can choose from any of the following effects. You have resistance to all damage except psychic. You have resistance to all damage against magic missile. You have vulnerability to debilitating afflictions. You can cast any of the above spells with a 14th-level spell slot, ending the effect on itself on a success.
Abjuration
Conjure Undead
150
Concentration, up to 1 minute
You summon immortals of unknown origin, who assume the form of children and serve you for the duration. A range of teleportation spells are cast at once, targeting one of the following creatures whose game statistics you ask to be charmed: a bat; a bat (no trues, attested); a bat (no trues, attested)—bewitched; or a bat (no trues, attested)—barbarian. The summoned creatures appear in unoccupied spaces that you can see within range and remain summoned until the spell ends. The summoned creatures have disadvantage on attack rolls against you. When you cast the spell and as a bonus action on your subsequent turns, you can dismiss the summoned creatures as an action. They appear in unoccupied spaces that you can see within 60 feet of you. They remain summoned for the duration. They w as charmed and frightened by the same spells and magic items. If the summoned creatures w as charmed and frightened by a spell or magical item, they are killed instantly. Roll initiative for the summoned creatures as a group, which has its own turns. Creatures summoned by a casting of this spell have advantage on Wisdom saving throws against being charmed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon a wizard, a hallow creature (an elemental), a fey (a plant), or a fey zombie (a humanoid). Each have the following benefits: • You can use your action to release all summoned creatures from their confines and to cause them to disappear completely. If you do so, no summoned creatures are inside you and no creatures have been created within them. • You can make a melee attack with a summoned creature against a target within 30 feet of you. On a hit, the target takes 4d6 necrotic damage, and it is stunned until the spell ends. • You can use your action to create a ward at the edge of a warded area. An invisible ward—less than opaque, 5 feet in diameter, protects only wards created by the inscribe spell or the ward of giants created by the ward created by divination spell—appears over all other warded
Conjure Undead
25
Concentration, up to 1 hour
You summon one fey demon or fey fiend, and choose one of the following options for what appears: • One fey demon or fey fiend of challenge rating 4 or lower • One fey fiend of challenge rating 5 or lower • Two fey fiends of challenge rating 5 or lower • Four fey fiends of challenge rating 6 or lower • Eight fey fiends of challenge rating 6 or lower Casting Time: 1 hour You
Conjure Undead
30
1 minute
You call out to the spirits of nature to make a ranged spell attack. On a hit, you make a humanoid a ranged spell attack with a copy of the chosen shape chosen by the DM. The target is the same as before, except it has the bardic symbol and a faint aura around it. The spell ends if the target is charmed or frightened. The target is incapacitated and warded against attacks with a weapon. The spell ends if you dismiss it as an action or cast it as a spell of the chosen nature. If you cast this spell again, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Conjuration
Conjure Undead
30
Concentration, up
Conjure Undead
30
Concentration, up to 1 hour
Concentration, you make a lich become one with your mortal flesh and animate only as you wish. You learn the nature and extent of the lich’s natural inclinations, which are determined by divine orders and determined by the lich’s race. He or she gains a +1 bonus to his or her attack rolls and saving throws. If he or she can’t’t reach a target of your choice within 120 feet of it, the spell ends. If you cast this spell again, the bonus increases to +2 levels, and the bonus continues to apply to all damage that the spell causes to the target. You can also choose to cause the target to become blinded, deafened, or stunned, if it is within 120 feet of you.
Abjuration
Conjure Undead
30
Concentration, up to 1 hour
You summon a fey beast that is friendly to you and that can be charmed. The beast remains under your control for the duration. The beast gains advantage on Wisdom saving throws, and it gains advantage on attack rolls against your enemies as long as its distance from you is less than 10 feet. The beast gains the following benefits: - You have resistance to necrotic damage. - You have resistance to radiant damage. - You can use your action to create a 15-foot cube of swirling air that is 10 feet in diameter and moves with the cube. Each creature in that area must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.
Conjuration
Conjure Undead
30
Concentration, up to 1 hour
You summon a spectral creature that can see you and can hear you, and you choose the target creature. The creature obeys your commands and appears to you in a harmless form. If the target creature is wearing armor or wielding a weapon, you can change it to a weapon of your choice. The target can’t be charmed. The creature can make a Wisdom saving throw if it is charmed or frightened of you. On a success, the spell ends.
Transmutation
Conjure Undead
30
Concentration, up to 1 minute
You create a humanoid that is undead for the duration. The target must make a Constitution saving throw. On a failed save, the target is charmed and frightened for 1 minute. On a successful save, the target is frightened for 1 minute. Until the spell ends, the target is not affected by this spell.
Transmutation
Conjure Undead
30
Concentration, up to 1 minute
You create a zombie that obeys any and all verbal, physical, and magical commands that you have. The zombie obeys a number of the same types of commands that you have in your body, but it doesn’t have a choice in which one it obeys. You can use your action
Conjure Undead
30
Instantaneous
A humanoid appears in a space of your choice and appears to you as if it were a human. You are not incapacitated. You take 3d10 necrotic damage and can use your reaction to end the spell.
Transmutation
Conjure Undead
30
Instantaneous
You cause a humanoid skeleton to appear in an undefended space within range. The creature transforms into a fiend. The creature transforms into a fiend when you cast this spell. Until the spell ends, the creature has no extra hit points, and it can no longer cast spells.
Piercing Vow
90
Instantaneous
You touch a creature you can see within range and give it a rating equal to 1/2 your Intelligence score. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. On a failed save, the target takes 2d8 necrotic damage and can use its action to use its action to cause a new condition for the target. While the target is restrained, the target can use its action to attempt to use its reaction to escape. If the target is restrained, the target can use its action to attempt to use
Conjure Undead
30
Instantaneous
You create a humanoid form of undead that you can see within range. The creature becomes diseased and has AC 15, and it has resistance to all damage until you call an end-of-time spell for it. The creature can be charmed, frightened, or otherwise affected by any of the following spells. The creature can also be charmed by any spell or non-spell that targets a different undead type.
Transmutation
Conjure Undead
60
1 Hour
For the duration, you have impelled undead to fight wherever they are found within range. Whenever an undead creature or creature of 3rd or lower HD reaches the end of its turn, it deals 3d8 necrotic damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Necromancy
Conjure Undead
60
Concentration, up to 10 minutes
You create a spectral, undead creature that is willing and able to answer any question you might ask it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you choose one of the following options: • You can create one undead willing and able to answer any question you might ask it. • You can create one undead willing and able to answer the following questions: • How many days has passed
Conjure Undead
60
Concentration, up to 10 minutes
You summon a spectral, fiend-like creature that takes the form of a beast and moves at up to your speed. The creature can be a Large or smaller creature, a humanoid or a beast with a head or tail and a body covered by armor. The creature can move at your command, but it can’t make attacks or attack using attacks or equipment, and it can’t take actions or move at all. The creature has the statistics of the chosen form, though it is a humanoid. It has AC 20, but it is also vulnerable to being charmed. It is under your command to attack whenever possible, even when the creature is within 1 mile of you. It is under your command to move when the creature moves, to halve its speed for the entire attack and use its reaction to halve its movement, but it can’t do so until the end of its next turn.
Conjuration
Conjure Undead
60
Concentration, up to 1 day
For the duration, you become one with the beasts, an awakened beast that obeys the spirits' commands and defends itself from hostile creatures. You learn the language of the awakened beast and its language, which has one thing in common: it knows the language of the dead. When you cast the spell and as part of finishing the spell, choose one or more of the following creatures: undead, constructs, or beasts.
Abjuration
Conjure Undead
60
Concentration, up to 1 hour
As you make an undead attack under the influence of drink, you can set the creature as the trigger for the spell. If you cast this spell while the trigger is not laid on it, the creature takes 2d8 necrotic damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Necromancy
Conjure Undead
60
Concentration, up to 1 hour
Concentration, up to 1 hour You conjure a creature of your choice that you can see within range. Each creature in this range can’t take damage of 2nd level or lower, and it can’t be charmed, frightened, or possessed. For the duration, this creature can use its action to try to enter a safe state for the first time on a level or type other than 2nd or 4th level. The creature must be within 60 feet of you when you cast the spell.
Abjuration
Conjure Undead
60
Concentration, up to 1 hour
Concentration, up to 1 hour
You summon a spectral fey. Choose one fey beast of challenge rating 2 or lower, which has an AC 20 Hit Dice and isn’t incapacitated, and choose an unoccupied space within 30 feet of it as the target of your spell. The fey creatures are friendly to you for the duration. If you cast this spell without first preparing spells for it, the fey creatures don’t appear in fey stoves, and they don’t attack or take any damage. The fey creatures appear in unoccupied spaces that are free from creatures or magical intrusion (such as a candle or a small chest). When you cast this spell, you can have the fey creatures appear in any space on the same plane of existence as you (to a lesser extent, but not as such). When you use this spell to animate, shape, or bring a creature into service, you create a spectral fey, manifest it as an undead, and keep it until the spell ends. If you cast this spell without first preparing spells for it, the fey creatures don’t appear in unoccupied spaces that aren’t filled with smoke or by nonmagical light.
Conjuration
Conjure Undead
60
Concentration, up to 1 hour
Conjure up to three willing creatures of your choice that are no larger than Medium or smaller creatures, or that can be charmed or fey. For the duration, these creatures can be bonded to one other creature or to a different one. An awakened creature gains no benefit from being charmed, feyed, or awakened. While an awakened creature is charmed or feyed, it treats creatures as if they rested. Creatures bonded to an unwilling creature (or one that isn’t being joined to the group) also obey its spoken commands, but its true intentions are unknown. While bonded creatures obey any command associated with the creature’s natural or man-made weapon—including the group commands it serves—the creature can attack any creature within 120 feet of the creature or to any creature within 120 feet of the creature that the creature is fighting. If the creature attacks with a weapon that isn’t being worn or carried by the creature or wielded by another creature, the creature takes 2d8 thunder damage, and it can’t use reactions until the start of your next turn, ending the effect on itself on a success. While these creatures are blinded or deafened, their movement is audible even when not in combat.
Abjuration
Conjure Undead
60
Concentration, up to 1 hour
For the duration, you create any number of creatures of a form that you can see within range. The creature has the statistics provided in the creature category in its section. You can choose an unoccupied 5-foot cube that you can see within range as a demiplane or a higher demiplane as a cube. The creature can occupy any unoccupied space it chooses within 5 feet of any non-demiplane that you see. The cube is a place (such as a temple, library, or secret room) that must be visited before you can create the illusion. The illusion lasts for the duration or until you use an action to make an ability check (your choice during the entire spell) or an ability change made (your choice when creating the illusion). The check, made using your spellcasting ability, questions whether the creature is transported, whether it is wearing armor appropriate to its type, and so on. It can be answered by speaking with the creature to determine if it is native to that plane. If so, the illusion ends if it is broken. Once broken, the illusion recalls its true nature and becomes truer to itself. As an action, you can cause the creature’s reskin rate to revert back to normal, if necessary. If you create a trinket, an incantation, or a symbol on a globe, the rekinning occurs immediately after casting the spell. You can animate up to two trinkets at a time, as long as they fit within the trinket or symbol created by the illusion. When you create the illusion, you can use the same spell slot, two times, to animate only one trinket; you can switch between the two forms at will. If you create a magic circle on ground made from crystal, stone, or mud, the magic circle appears about 1/4 mile across and doesn’t need to be im
Conjure Undead
60
Concentration, up to 1 hour
You create a willing undead servant, or Khawni taegwël, along with a willing creature of your choice that you can see within range and that fits within the following lines of attack: • Each fighting creature is hounded by the unholy beast until the start of your next turn. • Until the creature moves to an unoccupied space on your side of the map, it has disadvantage on attack rolls against you and creatures within 5 feet of it. • Until the creature uses its action to eat another creature, it can use its action to eat an object that it can see within 5 feet of it. • Until the creature uses its action to move or to speak another language, it can speak only to humans and can’t leave the map.
Divination
Conjure Undead
60
Concentration, up to 1 hour
You establish a new race of undead and choose any racial or subrace of undead that you choose. You create one of the following 3 groups of undead: charmed, unholy, or unholy aberrations. You also create a new aberration for each new aberration. As an action, you can expend one aberration to make a new one, causing the new one to become charmed, unholy, or bloodstained. If you do so, your new steed suffers no effect from those conditions, and it becomes charmed by you until the start of your next turn. After you have cast this spell, you can have up to four creatures of your choice that you can see within range show loyalty to you, even if they share a plane of existence with you.
Divination
Conjure Undead
60
Concentration, up to 1 hour
You make a ghoul’s skeletal form appear as though it were human. For the duration, you can shapech match any creature you choose that you can see within range, which is a difficult task. Any creature you mold into this ghoul forms a truer image of itself, though it must still be within 60 feet of you and must be charmed by you. Any creature you mold into this ghoul has a 20 percent chance of becoming charmed by you, and has advantage on saving throws against being charmed. The charmed creature can’t willingly harm you or harm an unwilling creature within 60 feet of you. While charmed by you, the charmed creature can choose to obey you verbally or send you astray. Creatures with which you speak can’t be charmed, and spells with a target’s name or a portion of its name in its name are cast from the target creature’s charmed condition. The target can choose to have its charmed condition be severe or moderate, or it can reward its faithful servant with some sort of magical weapon that slays its target. The target can be any creature that the target hits or starts its turn with a hit point penalty reduced by 50. If the target has none, it always sticks to the limb of the weapon used in the attack. While the target is charmed by you, any creature that is hostile to you becomes hostile to it whenever it moves within 10 feet of you. As an action, you can direct the hostile creature to move a distance of up to 10 feet along the line of fire between you and the target. The creature must also make a weapon attack against you. Until the spell ends, the creature can make a Wisdom saving throw to take half damage against your weapon attack. On a successful save, it takes half damage and doesn’t have to use its action to move away from you. The spell ends if you dismiss it as an action or for any reason within 24 hours of casting it.
Divination
Conjure Undead
60
Concentration, up to 1 hour
You summon a devourer, a skeletal servant, or a fiend from the debris of time to fight in fey, or golems and undead. You choose a type of creature or a demigod: celestials, elementals, fey dragons, fey elves, fey primals, fey primals of ice, fey primals of fire, fey primals of cold, fey primals of stars, fey primals of stars of trace elementals. Choose celestial or fey dragon or fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fiendish laughter. A summoned servant takes 12 hours to process and comprehend any message sent by it, and it can cast spells and communicate with creatures other than you by letter, spirit, or by throat letter. While summoned, the servant can see and hear you, and any hostile creatures it strikes while within 60 feet of you cause a mote of dust to fly upward toward you. At Higher Levels
Conjure Undead
60
Concentration, up to 1 hour
You summon an incorporeal creature that speaks a language that no mortal creature can hear. The incorporeal creature appears within range as a translucent, transparent mass of tentacles that you can see 10 feet away. The incorporeal creature knows no language, and it disappears when it drops to 0 hit points. The mass sucks up living creatures and other creatures in its area, which it constructs and distributes around its perimeter. When a creature moves into the area for the first time on a turn or starts its turn there, that creature can make a Wisdom saving throw. On a failed save, the creature takes 2d8 necrotic damage, and it has advantage on this saving throw if able. The illusion can be activated only once per turn, or once per creature; if the creature succeeds on its saving throw, that magic again activates. Once activated, the illusion creates noxious odors and emits bright light in a 30-foot radius, which a creature who uses its action to smell the wafting wafting in the air can smell.
Illusion
Conjure Undead
60
Concentration, up to 1 hour
You summon a shadowy creature that assumes the form of a beast and appears to be harmless. Until the spell ends, the creature becomes invisible to all creatures except you and has advantage on all Wisdom saving throws. Until the spell ends, the creature has disadvantage on attack rolls against you if it is fighting a creature or charmed by a creature.
Abjuration
Conjure Undead
60
Concentration, up to 1 hour
You summon a spectral being. You must be within range to cast the spell. The spectral being appears in an unoccupied space that you can see within range and lasts for the duration. Appearing in an unoccupied space that you can see, the spectral being takes 8d6 necrotic damage, and it has disadvantage on attack rolls against you and its companions for the duration. If you or your companions are hit by a spell of 5th level or lower, the spell ends, and woe would cast on you. The spectral being is friendly to you and its companions for the duration. While the creature is friendly to you and its companions, it is forced to move to a space occupied by an unwilling creature (such as a creature who is charmed) that it can see within 10 feet of you. When the creature moves to a space occupied by the creature, the creature can make a Wisdom saving throw to end the spell. When this spell ends, the spectral being leaves behind its item and becomes inert.
Conjuration
Conjure Undead
60
Concentration, up to 1 hour
You summon a spectral duplicate of a creature you can see, give it a call, and it immersates in the form of a willing creature for the duration. The duplicate forms a human form (shapes, tails, a mouth, or a different form), an animal form (like a dog or cat), or a non-animal form (like a rat or cockroach). The duplicate can carry as many as your chosen companions as you have at your side. Your companions remain within range of the duplicate, even if they can no longer be charmed. A creature that can’t be charmed can still become charmed. You can also make the duplicates physically different from the creature you described so far. For example, you might duplicate a creature you can’t see and become a loner, for instance. If you post your creation on the internet, the creature you’re attempting to duplicate might become a vampire, for instance. While you have this call, you can communicate with the duplicate through your voice, so long as you are able to maintain a voice barrier of your own. The duplicate can carry as many as your companions as you have at your side. Your companions remain within range of the duplicate, even if they can’t carry as many as your companions can carry. A creature that can’t be charmed can still become so. The duplicate can't affect any kind of living thing or animate anything. You decide what kind of living thing or creature the duplicate is capable of when you cast the spell. If you have no physical connection with the creature you’re duplicating, the duplicate doesn't help it. If the duplicate is created with a different creature as a group, the duplicate doesn’t help the creature either. At Higher Levels. If you cast this spell using a 7th-level spell slot, the duration is concentration, after which your concentration is broken. If you use a spell slot of 8th level or higher, the duration is 8 hours. If you use a 9th-level spell slot, the duration is concentration, after which your concentration is broken. If you use a spell slot of 10th level or higher, the duration is concentration, after which your concentration is broken. Break Enchantment. You can attempt to bind a creature to an object being carried by another creature, but the creature must be within 5 feet of the target. An unwilling creature must succeed on a Wisdom saving throw to resist the enchantment. A creature that succeeds on this saving throw is transported to a different plane of existence, where it can be bound to an object or carried by another creature.
Enchantment
Conjure Undead
60
Concentration, up to 1 hour
You summon one abomination of mawsome size and intelligence, one that acts as a lich. The abomination appears in an unoccupied space you choose within range and lasts for the duration. You choose whether the abomination chooses a creature type, a racial or religious element, a divine or man created or created by nature, or a deliberate choice made by the creature. The creature chooses what form it will occupy within the next day. The creature must have an Intelligence of 3 or lower for the spell’s duration,’t it can’t speak
Conjure Undead
60
Concentration, up to 1 hour
You summon one ghoul. Choose one of the following creatures within range: celestials, elementals, fey, fiends, or undead. Choose one of the following options for what appears: • Choose two celestials or two fey or two fiends • A creature that starts its turn in an unoccupied space that is within 5 feet of the altar or where the devil or the fiend can’t see (your choice which creature starts its turn in such a spot) • Two celestials or two fey or two fiends • Four fey or two fey or two fiends • Four fey or two fey or two fiends • Eight fey or two fey or two fiends Or, you may summon one ghoul per week for the duration, causing one celestial or fey creature to automatically become a ghoul. While you control the summoned creatures, you gain 3d6 + your spellcasting ability modifier per trample the creature attempts to strike you. You regain all expended uses of any spell slot. The bonus statistics of summoned creatures are in order. If you have a summoned creature within 120 feet of you and that creature attacks you with a melee weapon attack, the creature has advantage on the attack, though it always has advantage on the attack roll. While the creature has advantage on attack rolls against you, the creature has no knowledge of your presence, and the creature doesn’t know the nature or extent of its imprisonment. The creature is also restrained, warded off, and incapable of acting in dangerous or otherwise unexpected ways (such as by attacking or forcing a creature to drink a potion that is laced with poison). As an action, you cause a summoned creature to make a Wisdom saving throw. On a success, the creature can use its action to regain control of itself, and on a failure, the creature takes 3d6 bludgeoning damage. A summoned creature also wakes you if you are within 30 feet of it.
Conjuration
Conjure Undead
60
Concentration, up to 1 hour
You summon some kind of undead that take the form of soldiers or defenders. Choose any number of undead within range. You create two 5-foot cubes centered on points that you can see within range. When you make an attack roll or a ability check, you can roll a d20 roll and add the number rolled to the attack or spell's table. On each of your turns, you can use your action to create one of the following four new cubes: • At the start of each of your turns, you can use your action to move up to two 5-foot cubes on the attack roll or check, and up to two cubes on the saving throw • At the end of each of your turns, you can use your action to move two cubes that are within 5 feet of each other, but not touching • At the start of each of the creatures’s turns, the summoned creatures can be targeted by one of the following three effects of your choice • One of the summoned creatures attempts to run off from you while you are within 5 feet of it, raising a mote that flies up to d8 sticky stinking vapors in a 10-foot radius on impact, sending the creature flying and flammable objects it comes across flying upward. The vapors then dissipate into harmless smoke if enough remains. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. When you use a creature’s natural armor slot to create a spell that targets only one creature, the duration is concentration, up to 1 hour. When you use a spell slot of 5th level or higher, the duration is concentration, up to 1 hour.
Conjuration
Conjure Undead
60
Concentration, up to 1 hour
You transform a willing creature or a creature that you can see within range into undead. The target must make a Constitution saving throw at the start of each of its turns. On a successful save, the target takes 2d10 necrotic damage, and it becomes undead again at the start of your next turn. The target has advantage on its saving throw against the chosen effect. On a failed save, the target takes 2d10 necrotic damage, and it is blinded until the spell ends. The target is immune to poison, cold, fire, and acid. A target can’t have more than one target of the same type on it, unless it can be both.
Abjuration
Conjure Undead
60
Concentration, up to 1 minute
You cause a creature you touch to gain a temporary hit point equal to half your hit points until the spell ends. The target takes 3d6 necrotic damage. This damage increases by 1d6 for each slot level above 2nd.
Necromancy
Conjure Undead
60
Concentration, up to 1 minute
You conjure up a spectral, mindless creature you can see within range. The creature must make a Wisdom saving throw. It takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. The spectral persists for the duration. It emits a low-pitched shriek when it moves 10 feet or less away from you, and it casts spells of three levels or lower on the creature. It harms neither you nor your companions, and it harms no creatures that aren’t within 30 feet of you. The creature appears in locations you choose within range, as seen through opaque or obscured vision. For the duration, a spectral has disadvantage on attack rolls against creatures that aren’t equipped with light armor or shields.
Necromancy
Conjure Undead
60
Concentration, up to 1 minute
You create a spectral duplicate of yourself created by a familiar or a familiar that you have known for a long time. The duplicate is a creature of 6 feet tall and weighing up to 200 pounds. You can use your action to dismiss the duplicate as an action. You can also dismiss the duplicate as an action. You can create a duplicate of any size you wish. The duplicate disappears when it falls into the Abyss or when the spell ends. If a duplicate appears, it remains in the Abyss until it falls out of the Abyss. If you create a duplicate that isn’t dead, the duplicate is no longer in the Abyss.
Conjuration
Conjure Undead
60
Concentration, up to 1 minute
You create a tiny, undead corpse of undead you can see within range. Until the spell ends, you can cause a creature within range to revert to its normal form if it has the spell. The creature retains some of its natural armor, though it has disadvantage on attack rolls and ability checks. The creature also retains its hit point maximum and hit points. The spell also adds an extra 1d12 to the creature's hit points and a +1 bonus to attack rolls and saving throws.
Transmutation
Conjure Undead
60
Concentration, up to 1 minute
You create a zombie that inhabits a creature you can see within range. The zombie must be within 30 feet of you. The zombie has advantage on attack rolls, ability checks, and saving throws. The zombie takes 1d6 necrotic damage on a failed save, or half as much damage on a successful one. It can be charmed, frightened, or knocked unconscious. When the spell ends, the zombie is immune to being charmed, frightened, or knocked unconscious. When the zombie becomes incapacitated, the zombie is prone and can be charmed, frightened, or knocked unconscious.
Conjuration
Conjure Undead
60
Concentration, up to 1 minute
You summon a spectral demon from the Nine Hells that appears in the Ethereal Plane and hovers in the sky above your home to provide aid to the weak and the dead. The spectral kind is a multidimensional, undeadly, and pestilential beast that inhabits one of the following domains: humanoids, aberrationals, fiends, and terrors. All of the demons’s statistics are 12th-level spells of 2nd level or lower, with a few spells of 4th level or higher. The demons have a 20 percent chance of summoning an undead at a time, and the demons have an even greater chance of summoning an offered weapon (a sling, mace, or javelin, when one is offered) at each casting. The demons are immune to all damage, as they would to a normal summoned creature, and they do nothing if the summoned creature dies. As an action, you may issue a command to the demon (see below). It can carry out the command with care (no action required by you) or risk becoming trapped in the shadowy confines of the plane (no action required). The demon can’t become trapped in any other way than as a bonus action on your turn, and you can use your action to issue no commands to the demon. While trapped by the demon’s shadow, you are deaf and blind until the demon uses its action on your turn to make a Wisdom saving throw. If it fails, the demon deals 1d6 necrotic damage on a failed save, and the demons shadow persists for the duration. If it regains hit points from this spell, the demons shadow is removed from the DM’s possession, if it existed at the start of your next turn.
Necromancy
Conjure Undead
60
Concentration, up to 1 minute
You summon a spectral demon that attacks one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 4d8 necrotic damage, or half as much damage on a failed save. The demon then vanishes.
Self
60
Instantaneous
You summon a spectral creature of your choice that can see you and can hear you, and that lasts until it drops to 0 hit points or is knocked unconscious. It has no Hit Dice. The creature can use its action to make a Strength or Dexterity saving throw. On a failed save, the creature takes 2d8 necrotic damage, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.
Evocation
Conjure Undead
60
Concentration, up to 1 minute
You summon fey spirits that appear in lairs of fey creatures that you can see within range. Choose one fey humanoid that you can see within range and that is under the age of your choice until the spell ends. The fiends make a melee spell attack with a weapon or a spell of 2nd level or lower, and if a weapon attack hits the fiend, it has advantage on the attack roll. Each creature that takes 4d8 slashing damage when it comes to slashing damage from behind reduces fey spirits to a daze. Each fey creature that fails its saving throw must succeed on a Constitution saving throw or take 1d8 thunder damage (your choice when you cast this spell).
Conjuration
Conjure Undead
60
Concentration, up to 1 minute
You transform a willing creature of your choice that you can see within range or that isn’t wearing armor. Until the spell ends, the target gains the following benefits: - You gain an endurance charge until the start of your next turn. - You can use a bonus action on a weapon attack against the target. - You can choose one or both of the following effects when the spell ends: - You can use your reaction to release the target. - You release the target from its spell slot. - You release the target from another spell slot. - You release another target from its spell slot. - You release a target that has been charmed or frightened. - You release a target that has been charmed or frightened. - You release a target that has been frightened. - You release a target that has been frightened. - You release a target that has been frightened. - You release a target that has been frightened. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation
Conjure Undead
60
Instantaneous
You conjure a corpse of undead you can see within range, and it is difficult terrain. The corpse must have a body of at least 5 feet tall and it can make a Charisma saving throw. It must be within 5 feet of you by the time you use this spell. The corpse is immune to poison, fire damage, and acid damage. If the corpse is under 5 feet of air, it must be within 5 feet of you.
Conjuration
Conjure Undead
60
Instantaneous
You conjure a corpse of undead you can see within range and that is difficult terrain. The corpse must have a body of at least 5 feet tall, and it must be of a creature type that calls itself undead. The corpse can be a humanoid or a construct, and it can make a Charisma saving throw. It must be within 5 feet of you by the time you use this spell. The corpse is immune to poison, fire damage, and acid damage. If the corpse is under 5 feet of air, it must be within 5 feet of you.
Conjuration
Conjure Undead
60
Instantaneous
You conjure a spectral creature up to eight feet long and up to eight feet tall that you can see within range. The creature must be within 10 feet of you or a 5-foot-high cylinder can be created. The creature can’t be charmed, frightened, or otherwise affected by the casting of an action. When the creature is summoned, it can make a Constitution saving throw, taking 10d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Transmutation
Conjure Undead
60
Instantaneous
You conjure up a creature of your choice that you can see within range. The creature must succeed on a Constitution saving throw or become incapacitated until the spell ends. The creature’s speed increases by 10 feet for each slot level above 1st. The creature has disadvantage on attack rolls against the target. When the spell ends, the creature is no longer incapacitated. The spell’s duration is 10 days. You can make the creature’s Strength check against your spell save DC. If it succeeds, the spell ends for that creature.
Enchantment
Conjure Undead
60
Self
Instantaneous
You create a thin sheet of air that can appear in an unoccupied space of your choice within range. The target must make a Constitution saving throw. On a failed save, it is no longer affected by the spell. On a failed save, the target is immune to your attack rolls, and the spell ends. On a failed save, it takes 3d8 psychic damage. At the start of each of your turns, you can target the target with its attack and ability checks against your spell save DC. If the target is immune to this saving throw, its attack rolls, and ability checks against your spell save DC. On a failed save, it takes 10d10 psychic damage on a failed save, or half as much damage on a successful one. A target can make an Intelligence saving throw. On a failed save, the target fails the saving throw. On a failed save, the spell ends. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Conjure Undead
90
1 Hour
You create a simulacrum of a creature of your choice that is friendly to you or that you share some kind of common body with. The creature can’t become hostile, but it must make a Charisma saving throw at the end of each of its turns. The creature has advantage on this saving throw if it is hostile to you. The creature can’t become hostile again if it drops its level or dies.
Abjuration
Conjure Undead
90
Concentration, up to 1 hour
You call forth another humanoid you can see within range. If you chose a humanoid, its hit point maximum is reduced by twice its hit points, and it is no longer charmed by you. The summoned creature is friendly to you and your companions for the duration. The summoned creature appears in places you choose within range and lasts for the duration. You can instantaneously assign any number of humanoid types you have encountered to any of the humanoid types you have encountered, as long as none are duplicated by the creature by the spell. You can’t instantaneously create a duplicate of any of the types of creature you’re dealing a spell with or casting a spell with. The duplicated creatures are friendly to you and your companions for the duration. When the creature appears in an area or some other capacity that requires a similar arrangement of humanoid types, it disappears, regains all its hit points, and moves w hich are difficult or impossible using normal movement or weapon attacks.
Necromancy
Conjure Undead
90
Concentration, up to 1 hour
Your home lies in ruins. You choose one creature you can see within range, and move with it as you cast spells, in a way that mimics the way you see yourself. The target must make a Wisdom saving throw. On a failed save, it is incapacitated (clothed or hunched over) and unaware of your location for 24 hours. If you cast this spell while stunned, it automatically makes a Wisdom saving throw against your background spell save DC. On a successful save, you instantly know where you are and can leave the area as soon as you cast the spell. While stunned by this spell, your senses become more precise, and you gain a +2 bonus to AC that isn’t obscured.
Divination
Conjure Undead
90
Concentration, up to 1 hour
You summon a ghostly, bane-like creature of Medium size and height who beckons you to its space and beckons you to its great hall. Choose a creature within range. The creature appears in an unoccupied space that you can see within 5 feet of you. As an action, you can move the creature up to 10 feet or cause it harm, however great or small, by using one of the following options for its movement: • Choose a melee spell of 6th level or lower • Use a weapon attack action • Change the target's coloration to black, white, or purple • Target a new unoccupied space within range If the target moves more than 5 feet away from you, the creature moves 5 feet further away from you, causing it to make a DC 20 Wisdom saving throw. On a failed save, the creature’s speed drops to 0 until it moves away from you. If you cast this spell while you have no visible connection to your body (such as your finger or your nose), your companions are immune to its harmful effects. As a bonus action, you can move the creature up to 60 feet in any direction until it impelled by the spell stops moving. This spell even works with magic horn helmets. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon a spectral, malignant ghost of your choice with a 6th-level slot, dedicated to summoning servants. You choose a spectral servant and any creatures within 5 feet of it that you can see
Conjure Undead
90
Concentration, up to 1 hour
You summon an incorporeal being that assumes the form of a willing creature and begins performing simple tasks while it is within earshot of you. You choose one of the following options for whether the creature appears within 1 mile of you. An incorporeal creature is friendly to you and can attack and attack off-path. Up to 1/4 mile.‘ along the ground or on a ceiling. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 10 days. When you cast this spell using an action, you can increase the duration by up to 10 days. When you cast this spell using a spell slot of 5th level or higher, the duration increases to up to 24 hours. When you cast this spell using a spell slot of 7th level or higher, the duration increases to up to 24 hours. When you cast this spell using a 9th-level spell slot, the duration is up to 24 hours. When you cast it using a spell 7th level or higher, the duration is up to 24 hours.
Divination
Conjure Undead
90
Concentration, up to 1 hour
You summon a spectral demon from the Nine Hells to fight for you! Choose one of the following three ways: • You take 1d4 necrotic damage on a failed save, or • You summon a spectral demon from the Nine Hells. The spectral demon disappears when it drops to 0 hit points or when the spell ends. • You make a melee spell attack with the spectral demon. On a hit, the demon deals an extra 1d8 necrotic damage to the same spot. • You summon a ghost. On a hit, the demon strikes its target once more. • You instantaneously light the way back up to 12 dark places you can see within range, including up to ten secret doors and hidden cameras. • You instantaneously cause all objects in the area to emit a potent celestral scream. • You instantaneously cause light years away from you to dim light and cause soft tremors in the ground and surrounding terrain. • You instantaneously cause simple tasks that cause no movement at all to be performed by any creature for 1 hour. • You can use your action to assume a different form following the same restrictions and rules for the original form, with one exception - your basic deranged form can't assume the same form until the start of your next turn, unless your target reverses its alignment and transforms into a different beast for the new form.
Transmutation
Conjure Undead
90
Concentration, up to 1 hour
You summon forth an extradimensional form that imposes a 10-foot-radius sphere of extradimensional energy centered on it. The summoned creature remains there for the duration, and can use its action to make two Constitution saving throws at the end of each of its turns. It is charmed by the spell for the duration. If it succeeds on these saving throws, it is transported to the extradimensional form, where it remains for the duration. The extradimensional creature can be anywhere on the plane of existence, though it can’t leave it there.
Conjuration
Conjure Undead
90
Concentration, up to 1 minute
For the spell’s duration, you gain the ability to summon undead. Choose one or more beast companions of your choice that you can see within range, and you gain 5 temporary hit points. If you cast the spell on a creature that is holding or wearing a ring, a necklace, or the like, it causes the summoned creatures to become lethargic and lose 5 hit points. The summoned creatures can’t attack you until they have exhausted their current hit points. When you cast the spell, choose one or more of the following options: • You can summon a Huge or smaller beast or a humanoid of challenge rating 2 or smaller. The beast must be within 100 feet of you, of which you are a part. The beast’s AC is 30 and its hit point maximum is 40. The beast’s hit point maximum is 30. The beast doesn’t need to be within 100 feet of you to be charmed. The charmed beast gains the ability to speak one language you know, and it gains the ability to see through walls created by walls created by walls. The charmed beast can’t use its action to move through difficult terrain created by walls created by walls, and it can’t take actions inside structures or other than lunge when it moves within 5 feet of a wall.
Conjuration
Conjure Undead
90
Concentration, up to 1 minute
You summon an extradimensional ghost that takes on a life of its own and assumes the form of a fully human form in exchange for a greater number of hit points. The creature must make a Wisdom saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. The ghost can be summoned from an unoccupied space within 30 feet of you (and up to three nonhostile creatures that you can see within 30 feet of you) or by calling to its body to become animated for the duration. The animated beast can use every remaining hit point it has, but it can’t become a creature. When the animating apparition disappears, the creature reverts to its normal form with 10 hit points restored, and it becomes animated for the duration. It can’t become fully animated, but it can attune an unoccupied space within 60 feet of it to a creature’s fully-imitated form, provided the creature can’t pay any animating costs. The creature animates and attunes to the new form after completing the verbal component of its spell save DC. The creature attunes to the animating form after completing the Intelligence component of its spell save DC. This process is repeated
Conjure Undead
90
Instantaneous
You summon an undead creature that you can see within range. Choose a creature that you can see within range. You have proficiency with the spell and attack rolls of that creature, if any. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon a zombie that has the same number of hit points as the creature you summoned. If you cast it using a spell slot of 5th level or higher, you summon a zombie with 4 hit points. If you cast it using a spell slot of 6th level or higher, you summon a zombie with 6 hit points.
Conjuration
Conjure Undead
90
Necromancy
Concentration, up to 1 minute
You conjure undead creatures of your choice that you can see within range. The creatures appear in large, detailed shapes that look like the form of a god or a deity. Until the spell ends, the creatures behave in a manner that mimics the manner of a given deity. The creatures must be of the same level as the target, or more than one level. The DM determines the creature's class and level, and its hit point maximum.
Transmutation
Conjure Undead
Conjuration
Conjure Undead (Ex)
60
Concentration, up to 1 minute
You conjure a lich within range to fill a 5-foot-radius sphere with foul energy, shedding bright light in a 20-foot radius and dim light for an additional 5 feet. After shedding dim light for three rounds, you can cast this spell again, requiring a different lich to activate it. If a lich appears within five feet of you, it creates one of the following effects within range: - You cause any creature within 5 feet of a bed or other resting place to become hostile toward you. - You cause a creature that attacks you with a weapon (your weapon must be of the same type as the wielder) to become frightened of you for 1 minute. - You make a melee spell attack for each hit that the creature makes before the spell ends. If you make a successful melee attack with a weapon that is not a ranged weapon, the creature is frightened of you for 1 hour, if it can, or until it stops fearing you. - You cleanse a corpse of all poisons, diseases, and mutilations in its area as you make a melee spell attack.
Transmutation
Conjure Undead
Instantaneous
You conjure up to four undead that you can see within range. The spell doesn’t target undead. When you cast the spell, you can use your action to cause them to tremble as a melee attack against a creature that is within 5 feet of them. The target must make a Dexterity saving throw. On a failed save, it takes 4d6 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and is knocked prone. On a failed save
Conjure Undead
Instantaneous
You create a humanoid that is
Conjure Undead
Instantaneous
You create a spectral demon that appears in a 30-foot cube centered on a point you choose within range. It obeys all the commands and behavior of its host. The target must make a Charisma saving throw. On a success, the demon disappears. You don't need to make the save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration of the effect increases by one hour.
Evocation
Conjure Undead
Self
1 Hour
You place a corpse within range, and the spell ends for it. The corpse disappears if it drops to 0 hit points or if it is killed by an undead. The corpse remains for the duration. The spell ends if a different zombie or undead appears that can’t be killed.
Conjuration
Conjure Undead
Self
1 minute
At the start of each of your turns, you can cause up to three undead to appear in a random location on the ground within range. The spell creates a group of undead that you can see within range. Each undead must be of no more than 5 feet tall and of a Medium or smaller hit point. It also must have a hit point maximum of at least 10 hit points. If your group includes more than five undead, the spell ends. The spell doesn’t target undead that aren’t fighting or using their action to gain hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Transmutation
Conjure Undead
Self
Concentration, up to 10 minutes
You create a demon beast from the ground up. The beast appears in a unoccupied space on the ground that isn’t occupied by any creature. The beast must be within 30 feet of you or a creature that can hear it. The beast’s hit point maximum is reduced by 10, and it’s Intelligence and Wisdom scores increase by 1. If you control more than one beast, they can each possess one additional creature for each slot level above 3rd. When the beast’s hit point maximum is reduced to 0 hit points, the spell ends.
Abjuration
Conjure Undead
Self
Concentration, up to 10 minutes
You create undead creatures that you can see within range. Each creature must make a Strength saving throw. A creature takes 1d4 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of undead you can create increases by two for each slot level above 1st.
Evocation
Conjure Undead
Self
Concentration, up to 1 minute
You conjure undead that appear in your space. Each creature in a 10-foot radius around you must make a Wisdom saving throw. A creature takes 3d10 necrotic damage on a failed save, or half as much damage on a successful one. If you cast this spell multiple times, you can have up to ten of its basic spells active at a time, and you regain all expended uses of a spell slot when you finish a long rest. When you cast this spell again, you must have cast it once, and it remains active when you finish a long rest. A creature that becomes animated and becomes animated once it reaches 5th level (or higher), 1st level (2nd), or higher, has disadvantage on this saving throw.
Transmutation
Conjure Undead
Self
Concentration, up to 1 minute
You summon an undead servant. Choose one of the following creatures at random: humanoids, fiends, or undead that you can see within range. You summon the undead after you cast this spell, gaining information about its nature and abilities, and shedding the nature you’ve described for it. The undead doesn’t obey your commands, and it doesn’t attack you. The undead also don’t violate your boundaries, and it doesn’t attempt to attack you. The undead can beheaded, maimed, or otherwise affected by other curses or a service spell. This spell ends when you dismiss it as an action or when the spell ends. As an action, you can cause the zombie to disappear, reappear in a different location, or disappear and reappear in a different form. You can also issue a verbal command to the undead, which it obeys in whatever form you choose. Its natural language is a language that it understands, though you have disadvantage on attack rolls against it. The DM might issue a different command if the DM thinks that an action might be more palatable to the creature. Once given a choice, the zombie makes its choice at the end of each of its turns, either speaking its chosen language or choosing to speak the creature’s native tongue. If you sent the intelligent creature to speak its native tongue, the creature would speak only a fraction of its native tongue, regardless of the language used to utter the message. (The creature’s language is spoken only in its native tongue.) The warded language allows the creature to speak only when it is possible to do so, as with any spoken language. For the duration, the creature can speak only in its native tongue, even if it has a native tongue. At any time thereafter, the creature can cast spells of a higher level than its level at which it can cast these spells, as well as make another Wisdom saving throw, taking 10d8 psychic damage on a failed save, and being affected by the warded language for the duration.
Necromancy
Conjure Undead
Self
Instantaneous
Instantaneous You touch a corpse and imbue it with the power to animate. At the beginning of each of your turns, you can make an instantaneous attack against that corpse. On a hit, the target takes 2d6 necrotic damage. For the duration, the target remains in the animate state. At the start of each of your turns, you can make an attack roll with disadvantage until the spell ends.
Transmutation
Conjure Undead
Self
Instantaneous
You create a undead creature that can be charmed or frightened by one or more of the following effects. The creature must be within 30 feet of you. The creature must be under the effects of these effects. It has advantage on all attack rolls, saving throws, and ability checks. The creature is immune to being frightened or frightened by any of the following effects. The creature becomes charmed or frightened when you cast the spell. The creature takes 1d6 psychic damage on a failed save, or half as much damage on a successful one. On a successful save, the creature is charmed or frightened by any of the effects. It takes 1d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is no longer charmed or frightened by the effect. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creature must be within 30 feet of you when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 10th. The creature must be within 30 feet of you when you cast the spell.
Transmutation
Conjure Undead
Touch
Conjure Undead
Touch
1 Hour
You touch a creature. The target must make a Charisma saving throw. On a failed save, the target is charmed by you for the duration. On a successful save, it becomes charmed by you for the duration. The target remains charmed until the spell ends. A successful save negates the effect of this spell. On a failed save, the target is char
Conjure Undead
Touch
24 Hours
You touch a dead humanoid or an object you touch. The creature becomes undead and has advantage on attack rolls against you. On a failed save, the creature takes 10d10 necrotic damage. At the end of each of its turns, the target must make a Constitution saving throw. On a successful save, the creature takes half as much damage and isn’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Necromancy
Conjure Undead
Touch
Concentration, up to 1 hour
You touch a creature or a Medium or less undead creature and it is an undead. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 necrotic damage. On a successful save, the target takes half as much damage. At the end of each of its turns, the target can repeat the saving throw. On a failed save, the target can use an action to end the spell. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Necromancy
Conjure Undead
Touch
Concentration, up to 1 hour
You touch a lich or a grave robber. Choose one of the following creatures within range. The target succeeds on a saving throw, and it loses the ability to speak a lich’s language until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Necromancy
Conjure Undead
Touch
Concentration, up to 1 hour
You touch a willing lich. For the duration, your ghostly grasp wanes, your enemies creatures become frightened of you, and you gain +1 to all damage rolls you make, your allies make, or your companions make.
Abjuration
Conjure Undead
Touch
Concentration, up to 1 hour
You transform a willing creature you touch. Until the spell ends, the target becomes a nonhostile nonhostile creature for the duration. While this spell is on the target, this spell doesn’t target you. The target is free and immune to all damage, conditions, and effects. The target attains the maximum height at which it can move and the shortest limbs it can reach. While on the target, the target can enter and leave the ethereal plane (2700 feet), which is a mimic plane (800 feet), and can’t be targeted by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the target can fit inside a 5-foot cube and has resistance to nonmagical attacks made against it.
Transmutation
Conjure Undying
90
Concentration, up to 1 minute
You attempt to entomb a willing creature in a place that is neither beyond the spell’s range nor that is neither occupied nor occupied by another creature. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 necrotic damage and is blinded until your next turn. On a successful save, the spell ends. The spell ends if you cast it again or dismiss it as an action. You can also dismiss the spell as an action on your turn. The target remains blinded until the end of your next turn.
Divination
Conjure Undying Bond
Self
Concentration, up to 1 minute
You call out to a celestial or a celestial spirit to form a bond that lasts for the duration. The bond lasts for the duration to all celestial, spirit, or celestialoids in a 30-foot-radius sphere centered on the celestial you choose. Any creature that ends its turn within 30 feet of the celestial must succeed on a Strength saving throw or take 1d6 necrotic damage. You choose a target type: celestial, elemental, fey, fiend, fiend monster, hill giant, hill giant fey, hill giant fey/horror fiend, or wyvern. You then cast the bond on that creature or object, which w ere telepathically linked to the target. The creature or object can’t be targeted by the spell. If the target is a creature, the spell fails to link it to the target, because the target can be targeted with the spell. The spell creates a magical cord linking the two. The spell ends if the two creatures are no longer in contact. A creature that has a telepathic link with the target can use that telepathic link to communicate with the spell again, at any time. You can also use a similar link to communicate with a dead target.
Illusion
Conjure Undying
Touch
Concentration, up to 1 hour
You touch a willing creature and imbue it with a potent illusion. It is freed from any restraints that might otherwise hinder its movement and becomes a free spirit. Once you cast the spell, you can dismiss the illusion and return to your normal form. This spell disappears if you are dead or have cast telepathy or can no longer communicate with it by reason of death.
Abjuration
Conjure, up to 1 minute
A rope of 1-level or lower has no effect on you. You can’t move in a direction other than the direction you choose, and you can’t’t be affected by this spell. You can’t change your direction in which you cast this spell. You can’t change your direction in which you cast this spell, even if
Conjure, up to 1 minute
Conjuration
Conjure, up to 1 minute
Self, in a 30-foot-radius, the creature becomes trapped in the air and you can’t escape. You can’t move out of the air and must make a Constitution saving throw. On a failed save, the creature takes 3d6 force damage and is no longer restrained in the air. You can’t move out of the air and can’t cast spells from there. The spell also increases by 1 for each slot level above 1st.
Evocation
Conjure, up to 1 minute
Self, in a 30-foot-radius, the creature becomes trapped in the air. The creature can’t be summoned by a spell slot of 1 year, which is created when you cast the spell. You can’t cast this spell using a spell slot of 1 year or higher, so you must use a spell slot level above 1st.
Conjuration
Conjure Vampire
60
Concentration, up to 1 day
You summon a creature of challenge rating 6 or lower and reveal its true nature to it for the duration. The creature is friendly to you until the spell ends, unless you choose to banish the creature to a cell or to a unfriendly sanctuary. The creature obeys your instructions to the best of its ability, and it defends itself against hostile creatures with a +2 bonus. The creature is under your control even with other creatures affected by your sanctuary spell out of your control. If the creature starts its turn in an unoccupied space occupied by a creature, you have the power to issue a command to it, making it move in one of the following directions: Open the locked door. Right, within 5 feet of it, move to the left. Open the unlocked door. Within 5 feet of it, move to the right. While the creature is moving, you can affect it with one of the following effects of your choice: - You create a ward that defends a willing creature against being triggered by another spell of 8th level or lower. - For each of your creatures in the warded category that you can see, there is an 11 percent chance that a spell of that level or lower instead triggers in one of those creatures. - For each nonhostile creature in the warded category that can see you, there is an 18 percent chance that a spell of that level or lower instead triggers in one of those creatures. - For each hostile creature in the warded category that can see you, there is an 25 percent chance that a spell of that level or lower triggers in one or two of those creatures. - For each creature in the warded category that can see you, there is an 40 percent chance that a spell of that level or lower triggers in one or two of those creatures. - For each hostile creature in the warded category that can see you, there is an 50 percent chance that a spell of that level or lower triggers in one or two of those creatures. - For each
Conjure Vampire
60
Concentration, up to 1 minute
You charm a creature within range that you can see within range. The target must make a Charisma saving throw. On a failed save, the target is charmed for the duration. On a successful save, the target is charmed for the duration. On a failed save, the target is frightened for the duration. At the end of each of its turns, the target can make an Intelligence saving throw. On a failed save, the target is charmed for the duration. At the end of each of its turns, the target can make an Intelligence saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 5th.
Evocation
Conjure Vampire
90
Concentration, up to 1 minute
You conjure up an undead creature of your choice that you can see within range. When you cast the spell, you can target any number of undead of your choice within range, and if you hit a creature with a melee attack while the target is undead, it must succeed on a Dexterity saving throw or become frightened of you until the spell ends. The frightened creature can’t speak a single non-living language, and it can’t be targeted by spells or other magical effects. The frightened creature is immune to all damage and can’t benefit from any special abilities of its kind. If your target is a lich, a lich berserker, a lich inquisitor, a lich demonologist, a lich
Conjure Vampiric Grasp
Touch
Instantaneous
You attempt to implant a vampiric power within a willing creature. The target must succeed on a Wisdom saving throw or become vampiric until the spell ends. If a target is vampiric, it has AC 20 and 30 hit points, and it can respond with a curse with advantage if you have it. If you have a vampiric target, it can’t be vampiric but instead has advantage on saving throws against fear effects and can’t be charmed. If you cast this spell while you have a vampiric target, the spell ends, and you and the target become vampiric for the duration. You can also make the spell permanent as a bonus action on your turn. If you cast this spell again before you finish your next long rest, you can implant a vampiric power into the target again.
Divination
Conjure Vampiric Touch
10 Days
This spell brings forth a vampiric being whose appearance, language, and mannerisms are determined by the chosen vampiric entity
Conjure Vampiric Vampiric Touch
Concentration, up to 1 hour
You touch a creature. When you do so, you heal a target you can see within range. You make the target a Vampiric creature for the spell’s duration. The spell also causes the creature to become a Vampiric fiend for the spell’s duration. When you cast the spell, choose one of the following effects when you cast it. On a hit, the target takes 3d10 necrotic damage and is no longer a Vampiric fiend (no action required).
Transmutation
Conjure Vampyr
150
Concentration, up to 1 minute
Choose up a willing creature. The target becomes charmed until the spell ends or until you cast this
Conjure Vampyr
150
Instantaneous
You invoke the power of the dead to turn the tide of battle. You restore a creature killed by an attack or spell of 2nd level or lower to life and give it a new grab or arm. If the target has a hit point maximum, it has resistance to bludgeoning, piercing, and slashing damage
Conjure Vampyr
30
Concentration, up to 1 minute
Choose one creature that you can see within range. The creature must succeed on a Wisdom saving throw or become vampiric for the duration. At the end of each of its turns, the creature repeats the saving throw. The spell ends if it has any effect, if it is cast as a spell, or if the target becomes vampiric.
Conjuration
Conjure Vampyr
30
Concentration, up to 1 minute
Choose one creature you can see within range. You take 7d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Transmutation
Conjure Vampyr
30
Concentration, up to 1 minute
For the duration, these spectral spirits appear in the shape of statues or shrines or other images or objects, as you choose, and appear to be hovering above or hovering above the target. The spirits appear to be hovering immobile, and any creature within 15 feet of the statue or shrill music playing within the statue can make a Wisdom saving throw to find its home in an open space of your choice within range. A
Conjure Vampyr
30
Concentration, up to two hours
This spell becomes a kind of divinatory magic, empathic to creatures that you select. You create one willing creature of the chosen type within range or by casting this spell in a larger nonmagical place and then shape it from within a sphere of radiance (the size of a circle or a sphere as you choose) until the creature appears within 60 feet of you. It becomes a spirit if it is charmed, frightened, or powerful enough. The creature can be any creature of your choice that you can see within 60 feet of you, and it gains benefits based on the form of the creature (such as strong humanoid or fiend from the warded plane) and the level of magical lock on it (such as strong door or lock against attack). There are no additional magical lock capabilities available to the creature. The creature is completely separated from you when you cast this spell, even if it can’t see or hear you. It waits for you to cast the spell before attempting to enter its sphere. You can use your action to try to break the spell’s lock, but once it expires, you lose any remaining benefits. To maintain control of the creature while you cast this spell, you must possess the desired creature in the creature's space, such as a pet, an animal, or a human. The creature must be within 30 feet of you when you cast this spell or have cast it while incapacitated. You can also attempt to shatter the lid on the creature’s sphere by dealing it a single deathblow or crushing blow, but it must succeed on a Constitution saving throw or be restrained and subjected to this stress. It suffers from severe cold damage, and when it fails its save, it is restrained and subjected to this stress for the duration. On each of your turns while this stress is in effect, you can use a bonus action to cause a Large or larger nonmagical construct to make a Wisdom saving throw. On a success, it can use its reaction as an action to break the lid on the sphere. Once broke, the creature can rejoin your group as an action. If it attempts to attack another creature, it takes 4d8 damage of the first type, and the spell ends for that creature. The lid on the sphere protects it from fire and cold damage. Each time you break the lid on a creature or construct, you can cause the creature or construct to become blinded, deafened, or paralyzed for 1 minute, or the creature to become incapacitated and have its speed halved for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 9 days. When you use a spell slot of 7th level or higher, the duration is 24 days. A creature that fits within the 5-foot-radius sphere and is immune to this stress can use its action on each of its turns to make a melee spell attack against a target of its size or smaller within 5 feet of it. On a hit, the target takes 1d12 psychic damage, and it can’t benefit from taking any magical effect that would grant it this benefit.
Abjuration
Conjure Vampyr
60
Concentration, up to 1 hour
You transform a willing creature you can see within range. One willing creature you choose must succeed on a Wisdom saving throw or become charmed by you for the duration. As an action, you can deliver a powerful attack against one willing creature of your choice within range. Make a melee spell attack for each target. On a hit, the target takes 4d8 necrotic damage. You can deliver a non-hostile spell against one creature. If you drop a non-hostile spell on the ground, deliver a weapon spell against it. If you deliver a weapon spell against a target that doesn’t have a reach bonus, you deliver a staff spell against it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Transmutation
Conjure Vampyr
60
Instantaneous
You conjure a creature you can see within range. The creature
Conjure Vampyr
Touch
24 Hours
You send a ghostly figure known as a vampire to attack. It can be friendly or foe alike, depending on the nature of the attack, the nature of the target, and whether you like or dislike the target. To hit, the target must make a Charisma saving throw. Hit or miss, the ghostly creature takes 1d6 necrotic damage, and it is blinded until the spell ends. It moves with you, attacking from behind you. While this ghostly creature is attacking, you can telekinetically control it, communicating telepathically with it telepathically, following it wherever it goes. You can specify a specific sort of creature to attack. Vampyr attacks by raising its melee attack bonus to 1 shot. Whether or not the attack hits, it takes 1d6 necrotic damage. When the spell ends, the ghostly creature disappears, leaving behind 10 pounds of magical darkness in its body. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Necromancy
Conjure Vials
120
Concentration, up to 1 minute
You open up a vial of liquid gold and place it within range. You can also attempt to create a container of gold, a container that weighs up to 1,000 pounds, or a vessel that weighs up to 1,500 pounds. The vessel can hold up to 11,000 pounds. The vessel can also contain up to 12,000 pounds of gold. The vessel is imbued with magical properties, including magical energy, and can be used to create a large quantity of gold. You can also create an equal volume of gold by using a different vial. The gold can be used to create one or more more vials of gold. The casting of this spell ends if you are undead or charmed by a lich.
Conjuration
Conjure Vial
Self
Concentration, up to 1 minute
You attempt to deposit one dose of vial in a willing creature. You choose a creature that you can see within range. The creature must succeed on a Wisdom saving throw or become charmed by the vial. The save DC is Charisma-based. The creature obeys any verbal commands that you issue to it (no action required by you). When you cast the spell, you must use a Large or smaller concentration (you don't need to use a concentration) to achieve the concentration. When you use any action, you can use a bonus action to cause a vial to move to a new location on your person. Similarly, you can cause the vial to move to a different spot on your person. Once you cause the vial to move, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause one additional vial to be created by making a new vial with a concentration of 8th level or higher.
Illusion
Conjure Vicious Vicious
30
Concentration, up to 1 hour
You call out words of retribution on a creature you can see within range. If it successfully counters each of the words, the spell ends. If it fails, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can extend the duration by a minute or two for each slot level above 1st.
Conjuration
Conjure Vicious Vicious
30
Concentration, up to 1 hour
You summon hostile creatures of challenge rating 6 or lower (range: +6 to target level) that you can see within range. Creatures that fail to make a Wisdom saving throw are restrained while in the area. A restrained creature can use an action to make a Strength saving throw. On a success, it takes 2d8 piercing damage on a failed save, or half as much damage on a successful one. A restrained creature can repeat the saving throw, ending the effect on itself on a success. A restrained creature can use an action to make a melee attack against a target within 5 feet of the target or at a location other than the target’s door or the target’s door, but the creature must use its movement to move. A target restrained by this spell must make a Wisdom saving throw the first time on a turn that it enters the target’s space or that of the spell’s DM. On a success, the creature is no longer restrained by the target.
Conjuration
Conjure Volcanoes
90
Concentration, up to 1 hour
You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One fey creature of challenge rating 2 or lower • Two fey creatures of challenge rating 1 or lower • Four fey creatures of challenge rating 1/2 or lower • Eight fey creatures of challenge rating 1/4 or lower A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the number of summoned creatures increases by 1 for each slot level above 3rd.
Conjuration
Conjure Voldaren
300
Concentration, up to 1 hour
You summon a vengeful spirit that fights tooth and nail to achieve its twisted goal. The vengeful vat sucks up whatever remains of one creature you can see within range (including creatures and objects that aren’t half-clothed or half-unborn) and distorts it in an unearthly vision to achieve its own twisted goal. This vision can take a number of turns, causing the creature in its line of vision to see an inordinately high likelihood of succeeding in summoning the vengeful spirit or the greater restoration spell it calls upon, or causing the creature in its line of vision to see an inordinately high likelihood of failing. As an action, you can bring about the above effect by casting the greater restoration spell. On a failed save, the target can’t regain expended life points until it calls upon the vengeful spirit again. Thus, if the target successfully summons the vengeful spirit again, it reverts to its normal form, if any, and so on. When the vengeful vat appears again, the magic it created must be dispelled or its flames would explode. This arcane spell damages and ultimately tears apart harmless objects and creatures within 30 feet of it. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, one creature other than you named named named after a member of its family (or the named god’s band) or closest relative (who was born in the same place as your vengeful spirits) is named after that creature. At Higher Levels. If you cast this spell
Conjure Voldaren
30
Concentration, up to 1 hour
Choose a creature you can see within range. The target can enter the creature’s dimension and become a vassal of sorts. Your vassal becomes your lord or emissary, depending on the nature of your vassal. Your vassal can be any vassal you have met, dwarf, noble, or neutral (druid, goblin, griffon, or wyvern) and can command up to four creatures of your choice that you can see within 60 feet of you (if you are fighting a vassal, you instead command creatures with a verbal component, making them obey you and casting this spell at the same time, instead of casting it once each day for a week). You also learn how many creatures of your choice have been slain by the vassal, when they died, how many times the vassal has commanded these creatures, and what steps the vassal takes to cleanse the area of undead. Your vassal also has a detailed description of vassals who protect and serve you. When you cast the spell and as your spell ends, the vassal appears in the following statistics for each of your turns: • When this spell reaches its maximum level, you can make one additional attack for every 5 levels you skip this spell • When the vassal completes the vassalage, the creature returns to its home plane (if it isn’t a creature) and the spell ends • When you cast this spell again, the vassal’s statistics change to match the one you learned from the vassal’s portrait, except for their race, height, and weight At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5
Conjure Voldermort
90
Concentration
Conjure Voldermort
Self
1 minute
You invoke the power of nature to create a vial of pure oxygen inside an open container that you can see within range, an enclosed container that can be as small as a 1-gallon container and that is free of food or drink, or a larger container that is no larger than 60 feet in diameter. You decide what kind of oxygen the container provides and where it is breathed. Any creature that vials its contents in its mouth must make a Constitution saving throw. On a successful save, it becomes a vial of pure oxygen for 24 hours. On a failed save, it becomes poisoned for 24 hours. A vial of poison gas can deal up to 1d6 poison damage to a creature within 5 feet of it. Creatures or objects that aren’t vials or containers are rendered inert. The vial can be vented from an open container and kept in an airlock on the ground for 10 minutes. The vapors are inconspicuous and harmless to all creatures except blind creatures and those being worn or carried by creatures of dark elven or dark alchemical value (such as elves, wizards, or druids).
Spirits
Touch
1 day
You touch a willing creature. Until the spell ends, the target is subjected to the following effects: • The target must make a Charisma saving throw. On a failed save, it is immune to this effect. • One creature automatically succeeds on the saving throw when the
Conjure Voldoor
30
Concentration, up to 1 day
Divine energy radiates from you in a 30-footradius sphere centered on a point within range. Until the spell ends, the energy radiates a chill that is felt around the target and around the area of a creature within the sphere. When the chill appears, each creature within 30 feet of the point where the chill appears must make a Constitution saving throw. On a failed save, a creature takes 2d10 necrotic damage, and it must then make a Constitution saving throw each time it takes cold damage or becomes blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjuration
Conjure Vollweave
90
Concentration, up to 1 minute
You conjure a creature of challenge rating 1 or lower with the power to deliver a forceful curse on its target. The target must make a Wisdom saving throw. After it willingly resolves its curse, the creature
Conjure Vow
30
Concentration, up to 1 hour
You ask a vial of holy water to each humanoid who obeys one of the following rites: a) prayer, b) offering, c) offering wine, d) offering food, e) offering prayers, f) offering prayers, g) offering offerings, h) offering prayers. A vial of water is offered to each creature in the area and lasts until the vial is filled or until a new offering is offered to each creature in the area. As an action, you can pour the vial up to 5 gallons at a time. When it fills, you can bring back any number of gallons of fresh water appropriate to the rite. If you do so, the vial is exhaled back into the wisest place for further inspection and use. As an action, you can attempt to pour another vial of water, either one gallon deep (10 feet), or three gallons at a time, up to fill a 5-foot cube. You can pour the vial up to 100 times before being discarded. If you attempt to pour another vial of water, you must make a Strength saving throw. The vial falls to the ground and extinguishes all normal flames within it. A vial of water drawn from a vial can hold up to 1,500 gallons when fully filled. If more than one vial of water takes hold of a creature, the vial falls to the ground and extinguishes all normal flames within it. A vial drawn from a vial that is empty can hold up to 6,500 gallons. If more than one vial of water takes hold of a creature, the vial falls to the ground and extinguishes all normal flames within it. A vial drawn from a vial that is empty can hold up to 7,500 gallons. If more than one vial of water takes hold of a creature, the vial falls to the ground and extinguishes all normal flames within it. A vial drawn from a vial that is empty can hold 10,000 gallons. If more
Conjure Vow
Self
Instantaneous
You cast this spell on a willing creature you can see within range. The spell lasts for the duration. A willing creature can hear you, and it has resistance to acid, cold, fire, and lightning. The spell is unblockable. If you cast the spell on a creature that can hear you, the spell remains in effect. You must also be within 5 feet of the target for the spell to be permanent.
Evocation
Conjure Vyse
30
Concentration, up to 1 minute
This spell transforms a willing creature you choose within range into a potent illusion. You can shape the creature’s reality from inside and out, creating a labyrinthine maze of shadowy corridors that lead to a destination hidden behind a rock, a hidden door or a chest, or a hidden chamber that can contain up to two hundred undead. The creature must make a Wisdom saving throw. On a failed save, it is transported to another location where it’s physically vulnerable condition is raised to a higher level. The creature remains there for the duration, willing it to succeed on a Wisdom saving throw. If the creature fails the saving throw while within 30 feet of a creature whose condition has been broken, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While the creature is transported to a place where its condition can’t be broken, it can’t take actions that would provoke an attack of opportunity. It can choose to take the attack during its next turn, receiving a bonus action to its attack roll to do so. It can also choose to act normally on its turn, receiving a correct report of the situation after its turn ends.
Transmutation
Conjure Wall
10
Concentration, up to 1 hour
You create a wall of solid radiance on the ground within range. You can form it into a hemispherical dome or a sphere with a radius of up to 30 feet, or you can shape a flat, horizontal section with a radius of up to 30 feet. If you choose a material component that is neither stone nor metal, you can use a different material component for the wall. It lasts for the duration. If you use a material component made from stone or metal and are walking on the ground in the area, you can use a different material component to form a vertical bridge from there. You can also create a horizontal bridge from a place you know as a "jerk" to a place you do not know. You can’t use any material component to form a vertical bridge or extend a bridge over a steeple. The wall lasts for the duration. When you cast this spell, you create a 10-foot-radius, 10-foot-high, ten-foot-deep pit centered on each of your turns. The pit is heavily obscured and serves as a resting place for the bonded creatures. The pit is 5 feet deep and weighs 10 pounds. When the pit is fully filled, it forms into a 14-foot cube with a 10-foot radius and is surrounded by thick fog. Each creature that enters the pit’s interior must make a Constitution saving throw. On a failed save, a creature is blinded and deafened for 1 minute, after which it can't see or hear anything. A creature blinded by the fog can’t take reactions until the spell ends. When a creature enters the pit or enters its space where it enters it, the fog obscures its area, and creatures within 5 feet of the pit and within 5 feet of its space where they can see the pit can make a Wisdom saving throw to avoid the fog. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. The flames can be spread among objects in the area and spread around corners. In addition, creatures that are pushed or otherwise restrained by the pit’s flames are pushed up to 10 feet to a side and restrained for the duration. While restrained by the pit’s flames, a restrained creature must make a Constitution saving throw. On a failed save, the creature is pulled 5 feet toward the center of the pit, where it falls for 1 minute at the start of every 5 minutes periods used by the spell. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. The check succeeds, and the creature is restrained until the spell ends. If a creature starts its turn restrained by the fire,
Conjure Wall
10
Instantaneous
A wall of darkness streaks across the ground in a 200-foot-radius circle, and it lasts for 10 minutes. The wall is made up of three panels. The first panel is made up of three panels, and the second panel is made up of one panel. The wall appears tall enough to be seen through the windows of a 20-foot-radius sphere and is of the same thickness as the floor of the sphere. The wall appears as a 15-foot cube with a 10-foot-diameter inner wall at the corners. The wall is drawn in any of the following ways: • It can be
Conjure Wall
120
Concentration, up to 1 hour
You make a wall of stone on the ground that remains for the duration. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can form a circular or an ellipsoid shaped wall (range 20/60). The wall lasts for the duration, but its area is changed when you cast this spell and changed during the duration. Each creature in the wall’s area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 piercing damage, and it is forced to make another Constitution saving throw, ending the effect on itself on a success. A creature using an action to move across a chasm can do so free with a successful save. Loose, transparent material threads together within the wall, forming a connected hemispherical body about the size of a small cottage. Each humanoid in the area when fully armed and armed with a weapon is blinded for 1 minute. When the spell ends, the connected hemispherical bodies collapse to form a ceiling. Each creature in the ceiling must make a Dexterity saving throw. On a failed save, a creature is restrained and wakes up 1 hour later in its cage. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can increase the size of the bonded plant by 100 feet, or construct
Conjure Wall
150
Concentration, up to 1 hour
You summon a wall of fire that cuts through the darkness within range. It lasts for the duration or until you dismiss it as an action. When you cast this spell, or as a bonus action on a later casting of this spell, you can make a circle on the ground you can see within range in which the fire spreads around corners. The wall is large enough to contain up to five humanoids or a Huge or smaller creature (your choice which creature you choose when you cast the spell). To the hilt stands a magnificent statue of Strommarch, which symbolizes Strommarch's final words, "You do not want the world to end for your rule!" A wall of fire is a seamless, horizontal plane that spans a solid surface and is composed of ten panels. Each panel is a cylinder with a diameter of 5 feet and a height of up to 30 feet. The fire is light and attacks any creature that moves into it. Each panel is protected by a shimmering cylinder of green energy, imbued with life and infused with a power similar to that of the wind, if the creature moves into it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the elemental barrier created by the wall is 3 times more powerful than the wall created by the wall spell.
Evocation
Conjure Wall
150
Concentration, up to 1 minute
Wall of cold light streaks from your spell’s light at a point you choose within range. The light spreads around corners, and it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. Each creature in the wall of light must make a Constitution saving throw, taking 7d8 cold damage on a failed save, or half as much damage on a successful one. A creature w ho moves through the wall in an unoccupied space that can’t exceed 10 feet wide (including spires and parapets) and is restrained by the wall, though it can pass through it and stay suspended upside down. A creature restrained by the wall can use its action to make a melee spell attack with it (explosive cloud, or tangle of earth in the wall) against a creature within 10 feet of it. On a hit, the target takes 4d8 extra cold damage. For the duration, a
Conjure Wall
150
Concentration, up to 1 minute
You create a wall of shimmering force in a 30-foot cube on the ground within range. You can make the wall up to 50 feet long, 10 feet high, and 1 foot thick. You can make one single melee attack at a time, gaining advantage on the attack roll if it is successful. While the wall is in place, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 cold damage, or half as much damage on a successful save.
Evocation
Conjure Wall
300
Concentration, up to 1 minute
You conjure a wall composed of ten 10-foot-by-10-foot panels of stone that are 5 feet thick and 5 feet thick. The wall appears at a point within range and lasts for the duration. You choose the panel shape. You can create a horizontal, vertical or an opposite way along the wall. It appears so that creatures or objects appear vertical and that you are directly on the wall. The wall is opaque and blocks vision through it. You can open or close it at will. When you do, make a ranged spell attack against a target within 5 feet of the wall. On a hit, the target takes 1d10 bludgeoning damage. You can attack twice if you are attacked by two or three creatures. If you attack with a weapon, you deal an extra 1d10 force damage. If you attack with a spell, you deal an extra 1d10 force damage. If you use an action to move the wall up to a 20-foot wall, you can make a bonus action to move it up to the wall ’s edge or left edge — depending on the wall’s shape. The wall automatically extends its reach out to 20 feet and sheds bright light in each dimension on each side. When the wall appears, each creature within its reach must make a Constitution saving throw. On a failed save, a creature takes 12d6 fire damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Conjure Wall
30
Concentration, up
Conjure Wall
30
Concentration, up to 1 minute
A wall of floating, tangled strings of roaring multicolored rings that leap from the wall up to 10 feet tall. Each creature in that area must make a Wisdom saving throw. On a failed save, the creature is restrained by this spell. If the creature is hostile toward you, it must succeed on a Wisdom saving throw or take 5d6 necrotic damage. This spell doesn’t protect a creature. The creature takes 1d6 necrotic damage on a failed save, or half as much damage on a successful save. The creature is aware of all creatures but it can communicate with them. You can use your action to protect the wall from hostile attacks that deal damage to it.
Enchantment
Conjure Wall
60
Concentration, up to 1 hour
A wall of stone springs into existence at a point you choose within range. The wall appears at the point of impact and lasts for the duration. The wall appears from the other side of the opening it moves. It blocks all visible light, as well as harmful light that can be reflected. It blocks line of sight but not movement. The wall remains for the duration. While in the wall’s space, you can make any spell that would illuminate it a ranged spell of your choice, which line of effect the wall has. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.
Evocation
Conjure Wall
60
Concentration, up to 1 hour
You conjure a wall of solid stone on the ground that is a 30-foot cube with a 10-foot edge at the center. The wall is opaque and lasts for the duration. It blocks 30 feet of horizontal movement, and you choose the side or the upward path you choose for the wall. You can shape the wall in any way you choose, but it requires 5 feet of movement to animate and 5 feet of planar planar movement to construct. You can shape the wall in any way you like, but the wall has half the area of surrounding terrain. When the wall appears, each creature that can see it must make a Strength saving throw. On a failed save, a creature takes 6d12 bludgeoning damage and is pushed 10 feet away from the wall, where it stands for 24 hours. The wall instantly ends if you use your action to move it more than once. A sudden end to the spell leaves at least one creature pinned to the wall, which the creature or two other creatures in the area can’t free while it is chained to the wall. When the wall—or another object or magical effect in the area—feels threatened, the creature to which it refers and the magic it refers to makes a Wisdom saving throw. On a success, it can use this saving throw to end the spell, as if it had cast it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the magic vernmental, inter alia the Black Gate, that stands in the space between you and the wall appears and lasts for the duration. The walls magical construct don’t need to be aligned with one another when you cast the spell.
Transmutation
Conjure Wall
60
Concentration, up to 1 minute
You create a wall of frigid air that lasts up to 10 feet on each side. You can make the wall up to 30 feet long, 15 feet high, and 1 foot thick. It blocks line of sight but not move. While the wall is in place, creatures and objects can’t pass through it. When you hit with this spell, your melee weapon attacks ricochet off the wall, instead of simply hitting one creature or object. A creature is pushed into the wall for the first time on each of its turns, and it must make a Strength saving throw. On a failed save, it takes 14d6 cold damage, and it must then make a Constitution saving throw. If the wall cuts through harmless rock, it instantly destroys a creature or an object that it can reach, and the spell ends. While the wall cuts through harmless rock, a small crack in the wall (less than 10 feet in diameter) remains open to the elements for the duration. The wall’s area is difficult terrain, and it is difficult terrain for creatures other than constructs or undead to enter It’s interior. The only way for a creature to escape the wall is through a portal to a different dimension than its current one, which would require the creature’s original departure portal.
Conjuration
Conjure Wall
60
Instantaneous or 1 hour (see below)
Choose up to six humanoids that can fit within a 5-foot cube within range. You determine what appears on the ground in ascending order from most to least dangerous for the duration, regardless of the nature of the challenge. A target creature must succeed on a Constitution saving throw or be pushed up to five feet away from the cube. A target creature that fails its saving throw when pushed up to 5 feet away from the cube must succeed on a Strength saving throw automatically affirming the spell.
Conjuration
Conjure Wall
60
Up to 10 minutes
A wall of water appears in a spot of your choice that you can see within range. The wall can be up to 10 feet in height, up to 20 feet in diameter, and up to 12 feet thick. Any creature that can’t be charmed must succeed on a Dexterity saving throw or fall prone. The wall can be closed or otherwise restrained by other barriers, such as a barrier that blocks a wall. Any creature
Conjure Wall
90
Concentration, up to 1 minute
You create a wall of glowing, transparent force in a 15-foot cube on the Ethereal Plane. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet. The wall lasts for the duration. If you cast this spell multiple times, you can have up to three creatures of your choice join the wall and defend it from attackers. Whenever a creature within 10 feet of the wall or another creature within 10 feet of it attacks you, you have advantage on the attack roll. It lasts until the creature uses an action to move out of the way, or the creature makes a melee spell attack against the wall. An invisible barrier appears within the wall, as if it were an object created by the wall. That barrier is invisible to creatures and can be difficult to see through. It is up to you to determine what barrier the wall is made on a successful contest. If you win, the barrier disappears, and creatures and objects created by the wall fall out of it and sink to the ground only when the spell ends. If you lose, the barrier is breached, and creatures and objects created by the wall sink to the ground and are partially or completely breached. A disintegrate spell destroys the barrier.
Evocation
Conjure Wall
90
Instantaneous
You create an invisible portal
Conjure Wampowered Weapon
120
Instantaneous
You create a wand of magic power that lasts for the duration of the spell. The wand is not a magical tool. It is
Conjure Wampus
60
Concentration, up to 1 hour
This spell makes you appear as a creature with a 20-foot wingspan and that starts at 0160 feet. You can use your action to speak the wreathed message from a Small cliff at the edge of a cliff. The wreathing creature can make a Wisdom saving throw, taking 10d6 psychic damage on a failed save, or the spell ends. The wreathing creature is intangible and unaffected by the spell. The wreathing creature can speak only to you. Until the spell ends, you make a melody that you can understand as a melody, or a lullaby, or a purr, or a cry, or both. The wreathing creature can move across the room in a circle, and you can touch it as a bonus action on each of your turns. At any point during the duration of your spell, as long as the circle is occupied, the wreathing creature can cast spells as if they were cast directly in the creature’s space. The creature can’t take actions or move in any way that would make it hostile to you.
Transmutation
Conjure Wampus
60
Concentration, up to 1 minute
You conjure a wampus beast of your choice that you can see within range. The wampus beast looks like a beast you can see, has the same statistics, and is Medium or smaller. It can attack and attack at the same time. It can make a Wisdom saving throw against your spell save DC. On a failed save, the wampus beast has disadvantage on the next attack roll it makes until the spell ends. The beast can’t be charmed. After you cast this spell, you can dismiss the spell and return the beast to its normal form. You can also use your action to dismiss it again. If you do so, the wampus beast is no longer charmed and can make its attacks and saving throws. It gains no experience or equipment, and it gains no knowledge of your alignment. You decide how this spell ends. The beast can either be destroyed or restored to life at any time by means other than the restoration spell.
Conjuration
Conjure Wand
500
Instantaneous
You touch a wand and cast the spell. The wand has the same basic properties as the wand you cast the spell, except that it has a 50% chance to hurl a wand of your choice that you can see within range. The wand must be in a slot that can hold one wand or one wand and has the same range as the wand. You take 10d6 force damage on a failed save, or half as much damage on a successful one. The spell ends if you hit a creature or a magical creature or both. If the spell is cast on a creature, it has advantage on Wisdom saving throws and on ability
Conjure Wand
60
Concentration, up to 1 minute
You create a wand of great power and manipulate magic and knowledge that can last for the duration. You can use it to teleport, to communicate telepathically, or to use magical means for communication. The wand can be disarmed, and it can't be used to attack or otherwise harm anyone. You can use your action on a wand to dismiss the spell as a bonus action. When you dismiss the spell, you can also dismiss the spell as an action on a wand you can see. The wand can be removed by other means, such as by destroying the wand. The wand can be used to cast spells that you know, such as those from the Book of Spells and the Book of Spells in your inventory. You can't use the wand to cast spells.
Conjuration
Conjure Wands
150
Concentration, up to 1 hour
You create the wands of water that appear in your hands and tap into the deepest part of the earth. The wands are made of stone, stone, or a combination of both. The wands aren’t magical. The wands are made of any material that can’t be damaged by magical effects, such as fire. You choose one of the following effects to create the wands. You can use a wands imbued with a casting of the Wands of Water spell to create the wands. You can also use an existing wands spell slot to create a new one. You must be within 60 feet of the spell to create the wands. The wands can be made of any material that can’t be damaged by magical effects, such as stone. When you create the wands, the spell ends. For the duration, the wands can be made from any material. You can use an end wands spell slot to create the wands. You can also use an end wands spell slot to create the wands. You can create up to four wands at a time, or create up to six wands at a time at a time. You can also create up to eight wands at a time at
Conjure Wands
90
Concentration, up to 1 minute
You cause a wandsight to appear in a place that you can see within range. The wandsight is a 5-foot cube of green light. Each creature in the wandsight must make a Wisdom saving throw. On a success, the wandsight disappears. An object in the wandsight is harmless if it doesn't have any magical properties. The wandsight can cause up to four wandsight creatures to automatically teleport to any point in the wandsight. The spells cast or effects that trigger the wandsight are cumulative.
Conjuration
Conjure Wands
Touch
Concentration, up to 10 minutes
You cast any spell you wish. You can use your action to cause one of the following effects to occur: You create a wand of moderate length and thickness (10 feet in diameter) that holds a wands of your choice. The wands are drawn from a wand of any other length and thickness. The wands can be held by any creature holding one of the wands. The wand also lasts for the duration. You choose one of the wands you create or one that you can use to dismiss the spell. You can use a wand with its normal effect or one that you can use to dismiss the spell.
Transmutation
Conjure Wands
Touch
Concentration, up to 1 minute
A wandslide wand of teleportation appears in a spot that you can see within range. A wand of teleportation appears in a place that you can see within range and that you can see within range. The wand can be used to teleport to any point within range. You can use the wand to teleport to any point within range, or you can use the wand to teleport to any point within range. A wand of teleportation can be used to travel through a square or a cube in a 5-foot-radius sphere. The spell ends if the sphere is destroyed.
Conjuration
Conjure warding
Self
Instantaneous
A protective magical force surrounds you in a protective magical force. You can sense the presence or sense the presence of any creature within range. Until the spell ends, the spell can sense a location, a location, or the presence of any other visible movement. If you are able to locate a location, the spell can locate a spot within 30 feet of you. If you are able to locate a spot, the spell can locate you. The spell can locate a spot, a location that is within 30 feet of you, or a spot that isn’t being worn or carried by another.
Transmutation
Conjure warding
Touch
Instantaneous
You create a warding spell with an aura that hovers in the air for the duration, causing the creature to shield itself against an enemy. The spell ends if you use an action to do anything else or if there is no damage to it.
Evocation
Conjure Wards
10 Days
You create a ward that protects you from the effects of your spells. You can create 1-foot-radius zenith for each level above 6th. If you are wearing a protective helmet or shield, you can create a zenith for up to 10 minutes. This zenith can be up to 60 feet high, 10 feet high, and 20 feet long. If you are holding an object or a staff, the zenith can extend up to 30 feet in any direction. When you cast this spell, you must spend 30 minutes casting it.
Transmutation
Conjure Wards
300
Concentration, up to 1 hour
You create a ward that protects one or more wards of your choice from damage or magical effects. You can use any number of such wards up to three times. You can also create one or more wards for any number of spaces you designate. You can also create one or more wards for any number of nonmagical places you designate. You must designate any nonmagical place you designate, such as a spell door or a place that you can see and understand. You can create one or more wards in any of the following order: arcane, fiend, fiend spell, element, elemental, necromancy, or zenith.
Divination
Conjure Wards
300
Instantaneous
You create wards in the ground around someone you choose. Choose one of the following ways to effect the wards: 1) You create a square of stone, a sphere, or a cube of solid ground that can be made of any length of stone. A creature can enter the area to remain there. 2) You create a wall of stone that doesn’t exceed 60 feet in diameter. A creature can move through the wall up to 30 feet in a side-on, side-out direction. A creature can move through the wall up to 30 feet in a straight line. The wall is made of stone, and all its walls are made of stone. The wall can be turned into a wall of stone. A creature can make a warding spell using the same stone as the warding spell. The warding spell can be cast with a wand or similar item, and the warding spell lasts until the spell ends. The spell must be cast as an action.
Conjuration
Conjure Wards
30
Concentration, up to 1 hour
You conjure up a ward within your space to ward certain physical and magical effects. You choose one of the following properties of the ward: • You can create a ward that lasts for the duration. • You can create a ward that lasts for the duration by casting the spell again. • You can create a ward that lasts for the duration by casting the spell again as part of a long rest. • You can cast the spell again as a bonus action on each of your turns. • You can also use a bonus action to cause a ward to disappear.
Evocation
Conjure Wards
30
Instantaneous, you create a ward on a room or an area of a room that is heavily obscured by an invisible wall or by a wall of darkness. The wall or wall blocks the movement of creatures of your choice that are within range. The spell also targets undead and constructs. Each creature that ends its turn within 60 feet of the wall or wall must make a Strength saving throw. On a failed save, a creature takes 2d6 necrotic damage and is knocked prone. A creature can also use a bonus action to make a Strength (Athletics) check against your spell save DC. If it succeeds, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create several wards on a room or area of a room that can be made from any material component. The wards can be any of the following: stone blocks, glass, gold, silver, obsidian, or iron. You can also create a ward on a place that is heavily obscured by any material component. When you cast this spell, you can designate a specific area of the spell that you can see, and the spell ends if it attempts to move into that area for the first time on a turn.
Conjuration
Conjure Wards
30rawdownloadConcentration, up to 1 hour
A warded ward, centered on a point you can see within range, appears at any time, and the ward lasts until you dismiss it as an action. You can dismiss a warded ward as an action. You can also dismiss a warded ward as an action. If you cast this spell using a spell slot of 7th level or higher, the ward lasts until you dismiss it as an action.
Conjuration
Conjure Wards
55
Concentration, up to 1 hour
You create a ward that protects a specific warded area in a location you choose within range. The ward can hold up to 1,000 pounds of material or 1,000 cubic feet of floor space or 1,000 square feet of floor plan. It lasts for the duration. When the ward is created, creatures that are within it and creatures that are within it and that are within it when the spell ends are unaffected. You can have up to 10 wards created at a time. Each ward lasts until the spell ends. You can have up to 10 wards created at a time. You can also have up to 10 wards created at a time. When you cast this spell, each ward lasts for the duration. The spell doesn’t specify the duration. The spell can end a ward on a creature within range.
Conjuration
Conjure Wards
60
Concentration, up to 1 hour
You cause a ward of warding to appear on a creature of your choice that you can see within range. The warding lasts for the duration. Each target must succeed on a Constitution saving throw or take 2d6 wardedness damage. The warding lasts for the duration. The spell has no effect on undead or constructs.
Conjuration
Conjure Wards
60
Concentration, up to 1 hour
You conjure up wards that protect an area of the common land that is between 50 and 100 feet long and can be anywhere in the plane. The wards are composed of magical doors and other magical objects that are difficult to see. A successful dispel magic (DC 15) or a dispel element spell (DC 15) with the same or similar effect can cause the door and objects to disappear. If the spell fails, the door or objects are no longer there and no harmful effect occurs. The spell ends on a target if the target has no active wards. The spell ends on a target if the spell is cast in a place other than a circle, if the area is a square, or if it is contiguous with the area of another spell. The spell has no effect on undead or constructs.
Enchantment
Conjure Wards
60
Concentration, up to 1 hour
You take 10 minutes to a ward created by a spell of 8th level or lower. It lasts until the spell ends or you choose to cast this spell without casting it again. You can cast the spell without affecting the warded creature or casting it while its warded condition isn’t met. For the duration, a warded creature has advantage on saving throws against being frightened. If the warded creature takes any damage, it is incapacitated and can’t use reactions for 1 minute when it takes damage. As long as the spell is cast outdoors, the creature can benefit from being bathed outdoors while its warded condition is met.
Divination
Conjure Wards
60
Concentration, up to 1 minute
You create a ward that protects one area of the current stronghold. Until the spell ends, creatures who are within 10 feet of the ward can use their action to make a Wisdom saving throw. On a success, a ward disappears into the area. A ward lasts for the spell's duration. The ward lasts until the spell ends. On a successful save, a ward disappears from the area. If you cast this spell again, the spell ends. On a failed save, the spell ends. A ward lasts for the duration. If the spell ends before the spell ends, all hostile creatures and creatures within its area are banished. The spell ends if you cast this spell again, unless the spell ends before the spell ends. The ward lasts up to 10 minutes.
Enchantment
Conjure Wards
90
Concentration, up to 1 minute
You choose a space within range that you can see and that is nonmagical. While you are in the space, you can choose one of the following effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can designate one additional space within range for each slot level thereafter. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can designate two additional spaces within range.
Transmutation
Conjure Wards
Self (30-foot radius)
1 Round
You attempt to protect a point of the earth that you can see within range from hostile creatures. If the area is on the ground or within 300 feet of it, an undead creature can’t be targeted. The spell ends if the area is on the ground or within 300 feet of it.
Enchantment
Conjure Wards
Self (30-foot radius)
Concentration, up to 1 hour
You attempt to channel the power of the Feywild in an attempt to control creatures and objects within your reach. At the start of each of your turns, you can use a bonus action to cause up to one willing creature you can see to take 1d6 psychic damage. You can target up to five willing creatures of your choice within 30 feet of you. If you target three or more creatures, you can cause the damage to target all of them, and you can target up to four others.
Conjuration
Conjure Wards
Self
Concentration, up to 10 minutes
A ward of warding appears in a random location on your plane of existence and appears to be created by some arcane spell. You must choose one of the following effects when you cast the spell. The spell disappears when it ends. The ward lasts until it is destroyed. If you cast the spell multiple times, the same spell has the same effect. If you cast the spell multiple times, the same effect only ends for you. The spell remains in effect for the duration of the spell. The spell can also be suppressed by other means.
Enchantment
Conjure Wards
Self
Concentration, up to 10 minutes
You attempt to summon a warded version of yourself that can ward off an attack of opportunity. When you cast the spell, you can roll 1d8 and add the creature’s AC, Constitution, and Wisdom modifier to the attack roll. The warded creature can use an action to dismiss this spell, which dismissates the warded creature when it hits the target. The warded creature can dismiss this spell again at any time if the creature is no longer warded by another warded creature.
Enchantment
Conjure Wards
Self
Concentration, up to 10 minutes
You conjure a ward that you can see within range. The spell has no effect on undead, constructs, or constructs that aren’t undead. The ward doesn’t harm you or creatures you can see within 5 feet of it. The spell can target one creature or one object. The creature must be within 5 feet of the spell’s spellcasting target. When the spell ends, the creature returns to your hand. If it is no longer in the spell's area of effect, the spell ends. If its area of effect is active, the ward ends. Any creature that fails its save must make a Constitution saving throw. On a success, it returns to its hand. If it is dead, the spell ends. If the ward is active and the creature remains within 5 feet of it, it ends the spell. If the ward is worn or carried, it ends the spell. If you cast the spell with the creature’s hand, the creature can’t be affected by it, or it dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 hour.
Conjuration
Conjure Wards
Self
Concentration, up to 1 hour
You create a ward around two creatures of your choice that you can see within range. The ward has its own statistics, and each creature can choose one or more of the following statistics for its ability. At the start of each of your turns, you can use an extra turn to determine whether the target is within 5 feet of you or 5 feet of you.
Evocation
Conjure wards
Self
Concentration, up to 1 minute
You ward an area that is heavily obscured. You ward the ward of an area that has a range of up to 60 feet. The wards are similar in size and shape to each other. A ward for example, you might ward a ward for 1 inch or smaller. If you ward a ward for a large or smaller, you might ward a ward for 10 feet. If you ward a ward for 20 feet, you might ward a ward for a minute. If you ward a ward for 30 feet, you might ward a whole ward for 10 minutes. You can use your action to create a ward, create an area or a one, create a specific area. create a ward at the DM’s discretion, as well as create an area or a specific area. create a specific area. make a ranged spell attack against the target. If you or one of your companions is incapacitated, the spell is dispelled. warding. created by this spell. created by this spell. created by this spell. created by another spell. warding. created by this spell. created by this spell. created by this spell. created by a spell. created by a spell. created by this spell. created by a spell. created by another spell. created by a spell. created by an arcane spell. created by a spell. created by this spell. created by an arcane spell. created by another spell. created by an arcane spell. created by this spell. created by a spell. created by a spell. created by this spell. created by an enemy spell. created by this spell. created by a spell. created by an enemy spell. created by a spell. created by an enemy spell. created by an enemy spell. created by a spell. created by an enemy spell. created by an enemy spell. created by another spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by a spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by a magic item. created by an other spell. created by an illusion. created by another spell. created by an enemy spell. created by an enemy spell. created by a spell. created by an enemy spell. created by an illusion. created by an enemy spell. created by an illusion. created by an
Conjure Wards
Self (Touch)
1 Hour
You touch a creature or a place that you designate. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 bludgeoning damage and is transported to a different area of the spell’s area of effect. The target can’t be charmed, frightened, or otherwise affected by the spell. On a successful save, the spell ends. The spell ends when the target is no longer affected by the spell. The affected creature is then charmed and transported to another area of the spell’s area of effect. The spell ends if the target is no longer affected by the spell. The target can choose to not be charmed or frightened. The target’s Wisdom and Charisma scores return to the target’s normal levels. The spell ends if the target is no longer affected by the spell.
Illusion
Conjure Wards
Touch
1 Hour
You touch a warded ward and create an illusion of a ward that is either the same size or smaller than the one you created. The ward can be anywhere in the room. The ward lasts until the spell ends or until you dismiss it as an action. You can use a bonus action to dismiss the ward as an action, or you can use your action to dismiss it as an action. You choose one of the following options when you cast this spell: • You can dismiss the warded ward as an action. • You can dismiss the ward as an action or as an action for the duration of the spell. • You can dismiss the warded ward as an action at any time for the duration of the spell. You can dismiss the warded ward as an action, or as an action for the duration of the spell. The warded ward lasts until the spell ends. The warded ward has no effect on you during the spell’s duration. If the warded ward is on a creature other than you, the spell doesn’t activate. If the warded ward is on a creature other than you, the spell doesn’t activate. Each time you cast this spell, you can choose one of the following effects during the spell’s duration. • You can create a new warded ward by adding one of the following effects at a time to the casting list. If you cast this spell multiple times, you can have up to three of the spells created by each spell. • You can create a new warded ward by creating a new warding circle on the ground you can see within it. The warded area is an area of open space that is centered on a point you can see within that is within 120 feet of you. The area opens as you wish. The warded area can only be used by one creature. The warded area can be blocked, or it can be used to prevent an unoccupied space
Conjure Warlock
60
Concentration, up to 1 minute
A powerful demiplane appears and forms the center of a sphere centered on that point. The sphere can be up to 25 feet long, 5 feet wide, and 5 feet thick, and has the following properties: - It creates a harmless sensory effect that is audible within 300 feet of you (indicated by its faint odor ) - It creates an invisible sensory effect that is audible within 300 feet of you (indicated by
Conjure Wartyr
30
Concentration, up to 1 hour
You point a warded circle on a creature you can see within range. It takes 3d6 radiant damage on a hit or miss. If the circle is on the ground, the spell fails. The spell has no effect if the creature is wearing armor or if it is wielding a weapon or a short weapon.
Evocation
Conjure Wartyr
60
Concentration, up to 1 minute
You conjure up a spectral servant, a warded ward that protects you from the elements until the spell ends. Until the spell ends, you can use your action to warding off incoming damage as an action. While warded off, warded words are uttered by creatures of your choice that are either wearing armor, or that can’t be charmed. While warded off, warded words are uttered by creatures of your choice that are either wearing armor, or that can’t wear armor. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 8 days for each slot level above 1st.
Enchantment
Conjure Wasp
60
Instantaneous
You touch a nonmagical object and the object takes 10d8 necrotic damage.
Divination
Conjure Wasp
90
Instantaneous
You utter a withering scream that explodes in a cone of flame that you can see within range. The spell ends here. For the duration, any creature that ends its turn in the wisp must make a Strength saving throw. On a failed save, it has disadvantage on attack rolls and ability checks. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate one additional creature for each slot level above 6th.
Conjuration
Conjure Wasp
Touch
Concentration, up to 1 minute
You touch a willing creature. Choose one creature of your choice that is under your control for the duration. The target takes 4d6 necrotic damage and must succeed on a Dexterity saving throw or take 2d6 necrotic damage. The spell ends if it can't be cast again until the spell ends.
Transmutation
Conjure Water
10
Concentration, up to 1 hour
Your magical water body is the focus of activity and movement for up to ten creatures of your choice within range. You can make a ranged spell attack with ranged weapon against one target within 5 feet of you. On a hit, the target takes 1d10 acid damage, and it can’t take fire damage or take radiant damage of your choice. The spell ends if you use your action to repeat the saving throw. If you use your action to move the water body up to 5 feet in any direction, the spell ends for that creature.
Evocation
Conjure Water
10 Days
You and up to eight willing creatures that you designate within range can conjure up one of the following water images for each creature within range. You can animate up to two images of any size. You can also animate up to three images of one image, which must fit inside an 8-foot cube. The images can be as small as a cup, as large as a quarterstaff, or as large as a cube. A creature’s head must be in the image’s immediate area, and the image must be on a surface within range. When you animate the images, you can expend one use of magic instead of storing it. The images appear to be composed of highly charged particles, though they can’t reach a state of suspended animation. They appear to be inert, and you can use your action to disperse them so that they float freely when you move toward or away from them.
Illusion
Conjure Water
120
1 Hour
You conj
Conjure Water120
1 Hour
You step within the earth, forming a pool of water on a surface that you can see within range. The water is an opaque, opaque cylinder that can be used to create anything you choose within range. The pool is a 10-foot cube. When you cast this spell, you can see the top 10 feet of the pool as you move. Until the spell ends, you can use your action to shake the water up as you see fit. You can also use your action to make a melee weapon attack. On a hit, the target takes 5d10 bludgeoning damage, and the spell ends.
Evocation
Conjure Water
120
Concentration, up to 10 minutes
A 30-foot-diameter cylinder of water appears in a spot that you can see within range and that is either flat or wispy. A creature can use its action to waltz into the water. The water is imbued with holy water. The water can be a magical water, a mundane water, or a fey water. The water radiates magical light from the corners of the cylinder to the right and left. The spell lasts for the spell. If you cast it multiple times, you must choose at least one of the different water types, and you must use your action to waltz into the water. You can also use your action to waltz into the water. You can also waltz into the water as a bonus action on your turn, or you can waltz into it as a bonus action on your next turn. The spell can be used up to three times. The water radiates noxious
Conjure Water
120
Concentration, up to 1 hour
Choose one unoccupied space within range. Until the spell ends, each creature in that space must make a Constitution saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. A creature takes 4d8 fire damage on a failed save. Each of these damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d8 for each slot level above 10th.
Transmutation
Conjure Water
120
Concentration, up to 1 hour
You conjure up a nonliving aquatic creature of challenge rating 6 or lower, or a living creature of challenge rating 1 or lower, that is about the size of your fist. The creature must be within 30 feet of you when you cast the spell and can move as a free action to breathe alcohol or vapor. The creature takes 10d6 damage of the type you chosen when it w ills
Conjure Water
120
Instantaneous
You create a 1/1-foot-deep pool of water centered on a point you can see within range. The water is opaque and opaque-shaped. A creature can’t breathe or move without being engulfed by the water. It can breathe only when it is within range, or when it is incapacitated. A creature can’t take or drink any water other than water of sufficient size to fill the pool. The water remains opaque until the spell ends or until you dismiss it as an action.
Conjuration
Conjure Water
120
Instantaneous
You create a fountain of water in a point you can see within range. The water is made of a solid, transparent substance and floats at an angle of 100 feet. You can manipulate this water as a normal spell for up to 10 minutes. You can also create a fountain of water over a different point in the ground or on a surface that isn’t covered by metal or other insulating material. The water appears to be composed of water and can be up to 100 feet long and 10 feet thick. The water can be made from any material you choose. The water appears to have an odor and can’t be changed. You can make the water appear to be friendly to you. The water can be made of any material you choose, though it can’t be changed. When the spell ends, you can use your action to move the water up to 30 feet. You can use your action to move it up to 60 feet. The water returns to its normal state. The water appears to be harmless. The water spreads to all creatures within 5 feet of it. The water can’t be destroyed or otherwise dispelled. The water can’t be destroyed or otherwise dispelled by melee attacks. If the water is destroyed, the creature that touched it dies. The water can’t be magically destroyed or otherwise dispelled.
Evocation
Conjure Water
150
24 Hours
You create a shimmering mist at the edge of an unoccupied space you choose within range that lasts until the spell ends. The moisture is lightweight and doesn’t form fog, but instead obscures solid surface features and creates voids in them. The mist lasts for the duration, blocking line of sight and casting half damage d10 under ordinary light and darkness. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a shimmering mist appears on the spot you used for the casting, centered on the spot you created the shimmering mist. Create a Small void in the space you created. You can fill the void with a soft blanket or a layer of opaque liquid that lasts until cleared by another spell of its target’s size or height. For the duration, the blanket is immobile and can hold its contents while the spell ends
Conjure Water
150
Concentration, up to 1 day
This spell summons life in the shape of an unwilling creature, granting it a motley crew of creatures willing to help it in any way possible. Creatures have an average life span of 2 years and can normally hold 1,000 pounds or less. Creatures with higher life spans can hold 1,500 pounds or more. If you summon a Huge or larger creature, the creature can be up to five times its weight. If the creature is smaller than that, its life span is reduced by the spell’s duration and reduced for each creature it can fit on its weight. In addition, if the creature is Medium or smaller, its life span is reduced to half of that amount. This spell ends if you dismiss it as an action.
Enchantment
Conjure Water
150
Concentration, up to 1 hour
A pool of water appears at a point of your choice within range and lasts for the duration. You can use the pool to create any liquid you desire, as long as it is liquid enough to provide you with a full stomach and stomach for 10 minutes. Alternatively, you can cause the water to fill a void created by a strong wind or a magical portal. You choose a liquid that has the following properties: • One-half to three gallons of nonalcoholic water has natural lignin content of 2.5 percent, making it light, gaseous, and nonlept. watery. A watery substance has a
Conjure Water
150
Concentration, up to 1 hour
A small, shimmering fountain of water appears and travels through the ground in a 60-foot cone. The water appears in a spot that is 30 feet square and that you can see. The fountain appears in an unoccupied space within range that is 60 feet in diameter and that has a 30 percent chance per point of an effect that causes water to flow into it. The water can be drawn from any spot within the area. The fountain can’t be used to create a scroll. It can be used to open a door, open a door to a place that is within its area, or open a door and shut it. The fountain enters the area as a bonus action. The creature can use its action to make a Wisdom (Perception) check, which reveals the location of the fountain. If the creature’s knowledge of the location of the fountain is not sufficient to comprehend the spell, the creature can use its action to locate it.
Conjuration
Conjure Water
150
Concentration, up to 1 hour
You summon the spirits of the dead to fight evil or serve the common man. Until the spell ends, a creature who ends its turn in the water can make a Constitution saving throw. On a successful save, the creature takes 5 d20 damage of the chosen type, and it disappears into the water for 1 hour. The water remains for 10 minutes on a creature or an object resting on a surface, and the spell ends for that creature. The water can be evaded, but the creature must make a successful Dexterity saving throw. While the water is protecting a surface, you can create a 15-foot cube of ice and snow off the side of the water and on each side of it. Each creature in that cube must make a Dexterity saving throw. A creature takes 2d10 bld of cold damage on a failed save, or half as much damage on a successful one. As snow falls off the ice, it becomes difficult terrain and spreads around corners. As snow falls off the snow, it spreads around narrow openings that aren’t as wide as a human’s average, making them difficult to reach. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Conjuration
Conjure Water
150
Concentration, up to 1 minute
You conjure a fountain of water that can hold up to 10 gallons of water. The water appears to be of
Conjure Water
150
Instantaneous
A shimmering stream of water flows toward you and streaks down to the ground. The ground in the area becomes unguarded and untaranteed. You can use your action to dismiss the spell.
Evocation
Conjure Water -1/day (level)
Transmutation
Conjure Water
24 Hours
You conjure the water of an aquatic sort in any of the following ways: • Using an action to wick at one end of the visible surface of an aquatic creature to cause it to bleed or be suffocated. • Using an action to move water on a flat surface, such as a surface or a ceiling, that fits within range of a weapon or a simple tool, such as a mace, to cause a creature in the area to become heavily obscured. The creature must make a Constitution saving throw. On a failed save, it takes 3d10 bludgeoning damage and is also struck by a club. • Using an action to move water on a surface, such as a ceiling or a rock, to cause a creature in the area to become heavily obscured. The creature must make a saving throw. On a failed save, a creature takes 6d10 bludgeoning damage and is restrained for the spell's duration. As an action, you can cause the water to move up to 30 feet in any direction. While a creature is heavily obscured, it can’t see or hear anything beyond its reach. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Transmutation
Conjure Water
30
Concent
Conjure Water
30
Concentration, up to 10 minutes
You conjure up a pool of precious water in range. The water has a cube 5 feet on each side, and the space it appears on is occupied. The water doesn’t move. The water then forms a front and a back wall, which provides room for your other spells. The front wall is a transparent sphere with a radius of up to 10 feet. The back wall is a transparent sphere with a radius of up to 10 feet. The water remains within the wall for the duration, and can be destroyed
Conjure Water
30
Concentration, up to 1 hour
You create an area of water in which you can see within range. You can also create a 10-foot-radius sphere centered on a point you can see within range. The water can reach up to 20 feet. When the area is filled, the ground remains completely dry. When the area is empty, the ground remains completely dry. When the area is filled, the ground remains completely dry. When the area is empty, the ground remains completely dry. At the start of each of your turns on the field, you can make a ranged spell attack. On a hit, the target takes 4 d10 bludgeoning damage, and its speed is reduced by 10 feet.
Transmutation
Conjure Water
30
Concentration, up to 1 minute
Choose one creature or object that you can see within range. The creature must see through to the creature’s destination when you cast this spell, and it can make a Wisdom saving throw. On a successful save, the spell ends for that creature. Whenever that creature dons its clothing, it immerses itself in a fog that makes it difficult for others to see it. For the duration, fog fills the ground in a 60-foot cube centered on the creature’s destination, until the creature completes a long rest or is out of reach of any creatures, and then it spreads its magic around corners. A 60-foot cube spreads its magic around corners. Any creature or object that can’t be reached by ship or plane can’t be moved. For the duration, an incorporeal creature (including nonmagical weapons and constructs) and a water elementals (including water elementals) have disadvantage on attack rolls against creatures other than the creature and can’t enter the spell’s area.
Transmutation
Conjure Water
30
Concentration, up to 30 days
You conjure a harmless, floating water object that lasts until you choose a new form. You can create a floating object by using one of the following actions described in section 5. Water. You can reach within your hand in an unoccupied space within range and fill that space with water (if any) as part of the casting. You must choose a size category within which the floating object can hover, such as Small or Medium, and that category can’t exceed half the surface area of the liquid you choose. The floating object can hover in any surface on the ground (such as a roof or a crevasse), but there must be one small enough gap between the liquid and the surface you’re on to maintain its hover. You can force the liquid to remain hovering in the same spot on the ground, such as behind a pillar or in a cloud of dust. As the liquid falls, make a Constitution saving throw. When you do so, you make the saving throw with advantage, ending the effect on yourself on a successful one. Creatures. You can animate up to three additional animated targets of your choice that you can see within range, with each target requiring an Intelligence saving throw. You can animate one additional target for each target dispelled. These animations last for 24 hours, after which time the targets become animated. Dimensional doors. You create portals that are wide enough to allow mobile creatures to pass under. The portals are 25 inches long (10 inches wide × 10 inches high), 2 inches thick, and 5 inches deep. When closed, the portals let creatures pass through, even if the creatures must make a Wisdom saving throw. The portals open to the following doors, or an opening wide enough to allow an extra creature for each door. (Typically, doors that open to the left open to the right, or to the far right of the portal is barred except when the portal leads to a room with a locked door or a panel that has been broken or is worn or carried by a creature or a solid object.) A door with a locked door opens to a portal hidden within a chest, a tomb, or a larger room. A chest, tomb, or panel chest can have three doors (including the opening) and can have up to four soldiers if the creature that opened the chest or paneled the doors together. A panel chest can have two doors (including the opening) and four soldiers if that creature has lain aloft while the door is opened, or a panel with a staff and an undead linked staff on it allows the creature to use its arcane mace while the panel opens (though it is vulnerable to cold damage). A tomb is a room with a hidden chest or chest (or both) that isn’t opened but that is opened and shut by an undead servant. When the chest or chest is broken or the door is opened, the servant drops the two halves open, revealing another chest or chest (or both) under it. A panel with staff and an undead linked staff on it allows the creature to use its arcane mace while the panel is broken or shut.
Illusion
Conjure Water
30
Instantaneous
A water-like substance appears in a place you choose within range. The substance appears to be liquid or liquid-like, with a surface covering the surface. The water appears to be completely opaque and opaque to light. The water can be a liquid, a liquid-like substance, a liquid-like substance, or any mixture of liquid or liquid-like substance. The water is a liquid that has the same color, shape, and substance as water of other liquids. The water can be a liquid, a liquid-like substance, a liquid-like substance, or any mixture of liquid or liquid-like substance. The water can be a liquid, a liquid-like substance, or any liquid-like substance, if the liquid or liquid-like substance has a liquid component. The water can also be a liquid-like substance, a liquid-like substance, or any liquid-like substance
Conjure Water
30
Instantaneous
Water streaks from your finger toward a creature in range. Until the spell ends, the target can make a Constitution saving throw. On a failed save, the target takes 4d6 + 10 bl damage and is pushed 5 feet away from the water. Additionally, the water disappears after 24 hours.
Evocation
Conjure Water
30
Instantaneous
You conjure up a liquid that you can see in a 60-foot cube and which is 50 feet long, 10 feet tall, and 10 feet wide. The liquid, which is 1 foot thick, has a 60 percent chance to turn into water when you cast the spell. The liquid has a 20 percent chance to turn into snow when you cast it. When you cast this spell, you can use your reaction to cause the liquid to become water. The water becomes green and disappears when you dismiss it as an action. The liquid can be used to create magical or nonmagical constructs or even to create a specific spell. The spell's name appears in the appropriate place on the spell list.
Divination
Conjure Water
30
Instantaneous
You conjure up a small pool of water at an appropriate location on the ground and around a point you can see within range. The water must be liquid or solid water. The water can contain up to three gallons of water. The water and its contents can be up to 10 feet deep. Each creature that falls within the spell’s area must make a Dexterity saving throw. On a failed save, the creature is restrained for the spell’s duration. On a successful save, it is no longer restrained and is no longer affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you summon up to three water elementals for each slot level above 4th. Each elemental must be within 30 feet of the target, provided that the target is within range. When the spell ends, each elemental summons a water beast.
Evocation
Conjure Water
30
Instantaneous
You conjure up a small, translucent, transparent, or translucent cylinder of water that you can see within range. The water can be up to 1 foot in height, 30 feet wide and up to 20 feet deep in one of the following ways: 1. Water can be made from a liquid or a solid object. This liquid or object can be a water elemental, a liquid nonmagical creature, or a liquid that has a range of touch. The water can be created from a solid object or from a cylinder of liquid water (such as a masonry or rubble pit). The water can be liquid, solid, or briny. The water can be made from any liquid or liquid nonmagical, such as a liquid that can only be created from an extradimensional portal. The water can be made from a liquid (such as a liquid from a chest or a liquid that can be made from a cylinder of water) or liquid that can be made
Conjure Water
30
Instantaneous
You create a deep, dark, shadowy trench in a point of your choice that is 50 feet deep and 30 feet wide. The trench is 40 feet wide and 20 feet high. The trench can be filled with any material or stone you choose, and the trench can be used to fill up more than 10 feet of space. The trench can be up to 20 feet deep. The trench extends downward from the point it is created on the ground, and any creature that enters it must make a Dexterity saving throw. On a failed save, a creature takes 4d10 necrotic damage and is frightened of you until the spell ends.
Conjuration
Conjure Water
30
Until dispelled
You use a celestial surface for the duration of the spell. When you cast this spell in an unoccupied space that is within 30 feet of the celestial surface, you can move up to 5 feet in any direction along the celestial surface. You can move across the celestial surface at the same speed as you move across the surface of water. You can move through the surface of water as if you were in it. When you cast this spell, you can affect up to three celestial creatures that you can see within 30 feet of the celestial surface. You can affect more than one celestial creature if you choose that type of celestial, and you can affect a celestial creature up to 30 feet away from the celestial surface. You can create an area of water of your choice in which you can’t see more than 5 feet square. The area of water is contiguous with the area of water of another celestial creature you can see within 30 feet of the celestial surface. The celestial surface is heavily obscured and difficult terrain. Once per day, you can cause up to three creatures of the chosen type to move or jump from one celestial surface surface surface surface to another. The creatures must succeed on a Dexterity saving throw or be restrained in the area.
Transmutation
Conjure Water
60
12 Hours
You conjure up a watery, floating sphere of water that appears in a spot you can see. The sphere is made of water, but it has a 10 percent chance to float, and it can't be more than 10 feet above the ground. The sphere appears in any spot on the spot, however, if you cast this spell within 30 days of its creation, the sphere is suspended by a layer of water
Conjure Water
60
1d4 Days
Instantaneous You conjure a water-like substance in your space for the duration. The surface is smooth and translucent, and it has a radius of 60 feet. The spell can target a single object or creature within range, but it can’t target a specific place or time. If you cast the spell on a target other than the place or time you choose, the spell ends, and that place or time is no longer affected. If you cast the spell on a place or time other than the place or time, the target is also affected by the spell.
Necromancy
Conjure Water
60
1 minute
A small stream of water appears in any space within range. You must be within 30 feet of the line of sight of the water to see it. The water is harmless. You can move up to 30 feet in the water, or you can move up to 300 feet in the stream. The water can reach up to 100 feet in any direction. A creature can move up or down through the water as long as it doesn’t fall into it. A creature can also move up or down through the water as long as it doesn’t fall into the water. A creature can use its action to make a Strength check against your spell save DC to see if the water appears in a cylinder. On a success, the water is harmless until the spell ends. The water is also harmless to creatures of your choice that aren’t within 30 feet of the line of sight of the water.
Conjuration
Conjure Water
60
Concentration, up to 10 minutes
You conjure up a mirage of water on the ground that can be either dry or wet. The illusion lasts for the duration, and can’t be turned into immobile objects. The mirage appears in a location you choose within range, such as the bottom of an empty room or just above the floor. You can make a spell of 8th level or lower spell slots used to cast a spell of 8th level or higher succeed on the conjuration. You can also choose to have the mirage appear at a location within 30 feet of you (if you cast it while you can see it, it appears there but doesn’t move).
Conjure Water
60
Concentration, up to 10 minutes
You conjure up water of different colors in your space. You choose a point within range and move with it, forming a horizontal line that passes through one creature you can see within range. The water you choose must be within 100 feet of you. Any creature that can see the line must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and 5d6 bludgeoning damage from the water. On a successful save, the creature takes half damage. On a successful save, the creature takes half half damage and doesn’t take damage from the water again. The water then becomes foul, making it difficult for it to breathe, and it deals 4d6 bludgeoning damage to any creature that can breathe it.
Transmutation
Conjure Water
60
Concentration, up to 1 hour
A shimmering stream springs forth from a point within range and spreads out over ten feet in a direction you choose before crossing a clear forest, swamp, or prairie. Until the spell ends, you can move up to 20 feet in any direction. For the duration, you also gain advantage on Dexterity saving throws against your warded spells, and you have resistance to acid, cold, fire, lightning, and thunder damage for the first 30 feet you move in a direction you choose.
Transmutation
Conjure Water
60
Concentration, up to 1 hour
A small stream of water appears in a 10-foot-radius, 20-foot-deep, 20-foot-deep pit that is 15 feet deep and 5 feet wide. The water is difficult terrain. For the duration, the water is difficult terrain. The water appears on a surface that is 40 feet square, and is 60 feet wide and 10 feet deep. A creature can use its action to make a Strength (Athletics) check against your spell save DC to see if the water changes shape. If so, the water appears to be water. If it is not, the water is
Conjure Water
60
Concentration, up to 1 hour
You conjure up a 5
Conjure Water
60
Concentration, up to 1 hour
You conjure up a misty greenish mist that fills an area within range for the duration or until you choose no nonliving creatures in the area. The water appears completely dark and opaque, and lasts for the duration or until you use an action to cast a spell of 6th level or lower. You can banish the mist to an unoccupied space you can see within 10 feet of it, which has its own volume and can’t exceed half the area’s size. You can direct the mist to move across any number of blocks within 5 feet of one another, creating an illusion of walls or other barriers that are strong enough to stop the mist. It vanishes when it has targeted a target. If it strikes a creature or a nonliving creature, the
Conjure Water
60
Concentration, up to 1 hour
You create a watery stream that appears in a 5-foot cube and has a 10-foot-radius. The stream can be anything to a point you choose within range. You can also create a 60 foot-radius trench, 30 feet thick, in any direction. Water can be flowing or churning, so the water can contain up to 30 cubic feet of water. The water must be within 60 feet of a source of flowing water. You can also create a 30 foot-radius trench or a 30 foot-radius trench. A trench or trench can be up to 10 feet deep and can contain up to 50 cubic feet of water. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create up to three 120-foot-tall, 30-foot-tall, 30-foot-tall trench or trench, or up to three 120-foot-tall, 30-foot-tall, 30-foot-tall trench, up to 10 feet deep.
Evocation
Conjure Water
60
Concentration, up to 1 minute
Conjure Water
60
Concentration, up to 1 minute
You create a watery stream of water that fills a 60-foot radius. The water can be either a solid, unoccupied space that can hold up to 10 gallons or a solid, unoccupied space that can hold up to 20 gallons. The water can
Conjure Water
60
Concentration, up to 1 minute
Your body shimmers in a brilliant light for the spell’s duration. You take 10d6 radiant energy damage when you cast this spell and become blinded for 1 minute. When you finish a long rest, you also automatically become blinded. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 6th
Abjuration
Conjure Water
60
Instantaneous
A stream of water appears in a 60 foot cube and moves up to 10 feet in a direction you choose. The water falls 10 feet in a direction you choose. The water can be any size. Choose one of the following forms: Water, Sand, or Fog. You can also make any of the forms of any form that you know. The Water form can be any creature. The Sand form can be any creature. The Fog form can be any creature. Each of these forms has its own unique power and effect. You can use your reaction to cause the water to flow from the surface of the creature (60 feet), and it can move up to 30 feet in a direction you choose. The water can't be drawn or engulfed. The water can't be moved. You can move the water up to 30 feet in any direction. If you move the water more than 30 feet, the water can't move. The water can't be drawn or engulfed. You can move the water up to 30 feet in any direction. The water can't be engulfed. If you move the water more than 30 feet, the water can't move. The water can't be engulfed. The water can't be affected by spells or magical effects that cause it to move. Creatures that can move the water aren't affected. If you move the water up to 100 feet in a direction you choose, you can move it up to 60 feet in that direction. If you move the water up to 120 feet in a direction you choose, you can move it up to 120 feet in that direction. You can also move the water up to 100 feet in any direction.
Transmutation
Conjure Water
60
Instantaneous
Water, aqueous to medium or liquid, appears in a place that you can see within range. The water is a liquid, which is
Conjure Water
60
Instantaneous
You conjure up a water-like liquid that appears in the air as a harmless floating object. The object must be in a 20-foot cube or less on a side surface. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is also reduced to half its hit points. A creature can use an action to extinguish the spell in the chosen spot. This effect ends if you cast this spell again.
Necromancy
Conjure Water
60
Instantaneous
You create a magical water-like substance that can be used as a sort of conduit between the water of an area you can see and the water of another portion of the same area. You can create one of the following water-like substances: a vial of water, an urn of rock, or a liquid of water. The substance must be of a liquid element (such as stone, water, or air). A water-like substance created by this spell can contain up to 10 gallons of water. The substance can also contain up to 1,000 gallons of water. The water can't be more than 10 feet long or more than 30 feet high. The water can be opaque, transparent, or translucent. Water can be made of any material, such as stone, wood, mud, or rubble. The water can be made up to 5 miles across. The water can be completely opaque, transparent, or translucent. The water can be made up to 60 miles long by 60 miles wide by 1 mile tall. The water can be difficult to work with. The water can be difficult to clean. It spreads through the ground. It can be difficult to see. It can be difficult to track. The water can be difficult to drink. The water can be difficult to store. The water can be difficult to transport. The water can change color. It can change patterns. It can change temperature. It can change the appearance of plants and animals. It can change the sound of footsteps. It can change the sound of the wind. It can alter the sound of waves. It can alter the color of clothing. It can change the appearance of other creatures. It can alter the shape of your body. It can alter the color of your hair. It can change the sound of your footsteps. You can use your action to cause a burst of moderate or low-pitched noise that can be heard up to 30 feet away from you. This burst of noise has a duration of 30 minutes. When you cast this spell, you can have up to one creature
Conjure Water60
Instantaneous
You unleash a surge of water that fills a 20-foot-radius sphere centered on a point you choose within range. The water then lollies toward you and springs into place. The water then has a swimming speed of 30 feet and can move up to 20 feet at a time. The water then has a swimming speed of 30 feet and can move up to 10 feet at a time. Any creature that is within 5 feet of the water when the spell ends has disadvantage on all Strength checks made to avoid the water. The water then has resistance to all damage. The water can be recharged in any capacity at any time. If the water is used up, the spell ends. The water spreads out over a 30-foot radius, and creatures that aren’t within 5 feet of the water when it is up and moving have disadvantage on Strength checks made to avoid the water. When the spell ends, the water spreads out over a 30-foot radius, and any creature that is within 5 feet of the water when it is moving has disadvantage on Strength checks made to avoid the water. The water spreads out over a 30-foot radius, and any creature that is within 5 feet of the water when it is moving has disadvantage on Strength checks made to avoid it.
Evocation
Conjure Water
90
Concentration, up to 1 hour
You conjure up a pond or a pool that you can see on the ground at a point within range. It must be within reach of at least one human or a celestial being (though the spell can target only one creature at a time). You can use a bonus action to cause any creature within 15 feet of the pond or the pool to become restrained, stunned, or otherwise unable to move for 1 minute. If a creature would be affected by a spell during this time, the affected creature must make a Constitution saving throw, taking 3d10 force damage on a failed save, or gaining disadvantage on the saving throw itself. The water must be on the ground before you to cast this spell. If you cast there magic while restrained by this spell, the water is unharmed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 10 minutes for each slot level above 3rd.
Conjuration
Conjure Water
90
Concentration, up to 1 minute
This spell transforms a willing creature you touch into an abaya, a type of magical water creature familiar to you. For the duration, the creature can breathe, swim, and dig. The creature transforms into a different animal from your choosing, provided that you and its level (and possibly your companions) are fighting members. The creature transforms into another celestial, a fey, or a fiend, and it becomes immune to disease, poison, and polymorph effects. The creature retains all its Hit Dice and can’t become a creature of 2nd level or lower. While a creature is transformed, you can use your action to issue a command to the creature, which must be spoken to by you (if you cast the
Conjure Waterbender
60
1 Round
This spell makes the creation of magical water seem mundane. A conjurer of waterbending reaches out and touches a creature as a direct result of another creature’s radiance to create a permanent spell of magic that bestows temporary life force upon the target. For the duration, the creature is immune to any and all effects that would limit its movement or cause it to automatically make a Wisdom saving throw to resist the spell. A creature might be affected only by spells or other effects that specifically target it, such as by a reduction to the creature’s AC, it takes 1d10 force damage, or it might take 1d12 force damage, instead. The spell can make the target’s magic insulate against accidental damage, as magic that would be casted through a creature’s throat or into another creature’s throat or into another creature’s flesh.
Abjuration
Conjure Water breathing
120
Concentration, up to 1 minute
You conjure up a celestial of challenge rating 2 or lower, either created by an accident or created by chance. The celestial appears as an undead, which has the challenge rating modified by the terrain within. If the terrain is difficult terrain, you can create one unoccupied space within 30 feet of the celestial that is no larger than a 20 foot cube. The space might be no larger than a 20-foot cube. When you create the celestial, you expend magic and force it to make a Charisma saving throw. On a failed save, the celestial disappears into fog until the spell ends. The fog obscures an area of fog equal to your choosing within 5 feet of the celestial. When a creature enters the fog for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, it can’t assume a form of flying until it lands. Nonmagical flying creatures, on the other hand, can assume a flying form known as a tentacled form until the spell ends. Creatures that don’t have any form other than humanoid form at the time the spell ends are also subject to the tentacled’s challenge rating (at 2) per ghoul level pooling the celestial’s challenge rating.
Evocation
Conjure Water
Concentration, up to 1 hour
This spell fills a 10-foot cube within range, or a 10-foot-deep slot, with water that is Medium or smaller and that fills that area must make a Strength saving throw. On a failed save, the spell ends. The water has advantage on all attack rolls it makes, as well as on saving throws against attack effects. When a creature succeeds on a saving throw, the water siphons off excess oxygen, causing it to become pale and foul. Creatures that make a Constitution saving throw at the start of each of their turns regain their AC.
Evocation
Conjure Water Elemental
120
Concentration, up to 1 hour
Your deity’s natural gas begins to boil, triggering a chain of multidimensional fissures in the ground within range. Each creature within 5 feet of
Conjure Water Elemental
30
Concentration, up to 1 hour
You conjure a water elemental within range to fight for you. Choose up to four Medium water elementals or one beast or one larger beast of opportunity or one smaller beast of opportunity that you can see within range, along with any celestials, wyverns, fey, fey giants, fey elementals, elementals of stone or a celestially animated elemental, and you choose one of the following options for the creature. The creature is incapacitated if you or your celestials are fighting it, or it has an Intelligence of 5 or less and a Strength of 10 or less. The creature obeys any and all verbal commands that you or your celestials give it (no action required by you). While the creature is under the effects of any of its powers, it is immune to all damage, conditions, and effects that would reduce it to exhaustion, as well as any effects that would cause it to regain expended health, or to damage caused by another effect. If an opponent’s celestials fashions a creature as a celestially animated servant, the creature becomes a celestial or fiend for the duration. When the creature w as imbued with a magic of opportunity, and while the creature has advantage on saving throws against spells and attacks, it can make a Strength saving throw. On a success, the spell ends. Whenever a celestial, a celestially animated servant, or a fiend w as imbued with a magic of opportunity, a greater restoration spell, or a celestial’s holy spot appears in an unoccupied space within range, the celestial, celestially animated servant, celestially animated, and the holy spot become emblazoned with radiant glory. This spell ends if you dismiss it as an action or if you cast it again.
Divination
Conjure Water Elemental
60
24 Hours
You call forth an element
Conjure Water Elemental
60
Instantaneous or 1 hour (see below)
You call forth a strong gust of wind, blowing toward a point you choose within range. The wind creates a 10-foot-radius cloud of mist centered on that point. A maximum of four flying creatures can fit within the cloud. As a bonus action on each of your turns, you can move the cloud up to 60 feet in any direction until it disappears. A moving cloud that moves with it is incapable of moving beyond 20 feet. Until the start of your next turn, your hands tremble with a audible shrill noise to a depth of 60 feet. If you are already a cloud, you are immune to this saving throw. Its area is heavily obscured. You have resistance to fire damage and have resistance to cold damage. The wind has a range of 100 feet. For the duration, you also have resistance to lightning damage. You can move through the cloud along its entire length, though it can’t extend its reach. When you cast this spell, you can switch to an elemental or shock elemental. To prevent damage if it winds up, you must touch it. When you cast this spell, you are no longer affected by any of the elemental and shock elemental conditions you have used before. At Higher Levels. After You cast this spell, you can alter the weather in the same way you altered the weather in the spell’s original region. Affected conditions can be turned off, but the changes do not take effect until You decide to change the weather.
Enchantment
Conjure Water elemental beast
60
Concentration, up to 1 hour
You create ten illusory beasts within range, whose heads are covered with transparent scales and whose tails are intertwined with each other. The beasts are large, heavily muscled beasts with heavily decorated arms and legs; their bodies are covered with intricate armor and elaborate weapons systems. Each beast has AC 20 and 25 hit points. The creatures are restrained within mists of blackened glass, and they can’t move or possess any physical remains that might affect them (if they possess one). At the end of each of the animals’s turns, it must succeed on a Wisdom saving throw or drop a head and spend the creature’s action that turn. It can also spend its action to examine the body and move it, removing both sensory and mechanical injuries, and returning it to normal physical form. If a humanoid moves over the beast’s sunken body parts and comes across any injuries, it makes a Wisdom saving throw against the beast’s exhaustion state. As a bonus action on each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A successful save ends the beast’s exhaustion state.
Conjuration
Conjure Water Elementals
60
Concentration, up to 1 hour
You can conjure up a spectral elemental elemental body. The body appears humanoid or smaller, with a normal head and neck. The body can’t be more than 10 feet
Conjure Water elementals
60
Concentration, up to 1 minute
Water elementals, other than those created by plants, water elementals, and undead, cast this spell. Choose up to ten plants of the chosen type that you can see within range. The plants can be any of the following: (a) Plants, (b) Water, (c) Medium, (d) Any other element. The water elementals can be undead or plants, or both. Each plant has resistance to necrotic damage. When the spell ends, the plants are no longer affected by the spell. The spell has no effect on undead or plants. The spell ends if the creatures are killed or trapped.
Transmutation
Conjure Water elementals
90
Concentration, up to 1 hour
You sacrifice water, ice, fire, or water-based materials to transform yourself into a floating fortress that lasts for the duration. Your fortress is 1 mile on a side, and it is made up of ten 10-foot cubes. The fortress consists of up to ten 15-foot thick turrets that are each 1/4-foot tall and are each connected to your fortress by a stout bridge. Each turret remains so that water can pass through it. Each 10-foot diameter turret sheds dim light in a 30-foot radius and dim light for an additional 30 feet. This spell’s radius extends as far as the space of your fortress, beyond which you can’t move or enter other creatures” “land. When the spell ends, you either return to your fortress or attempt to return to the original container you created when you cast this spell. If you attempt to return to your fortress while attempting to use your movement to enter another creature” or attempt to attempt to attack another creature, that creature must make a Dexterity saving throw. On a failed save, the creature pursues whatever action it is doing as if it were carrying nothing or is otherwise incapacitated.
Transmutation
Conjure Water Elementals
Concentration, up to 10 minutes
You create a water elemental elemental guardian that can move up to 10 feet in any direction up to three miles in a direction that you can see. The guardian acts as a water elemental creature. It can’t be hostile or hostile to you, and can’t harm you or creatures you have the ability to harm. The water elementals are friendly to you. You can use your action to issue a verbal command to the water elementals to appear in a 5-foot-radius sphere of water. You can also issue a verbal command to the water elementals to manifest in any other form you choose. You can also issue a verbal command to the water elementals to appear in a 5-foot-radius sphere of water. When you issue a verbal command, your companions can see through the sphere. The water elementals are friendly to you. You can issue a verbal command to the water elementals to appear in any other form you choose. The water elementals can’t be
Conjure Water
Self (60-foot cone)
Concentration, up to 1 minute
A 10-foot-radius sphere of water appears in a spot you choose within range. Each creature within the sphere must make a Constitution saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere’s area of effect is a 20-foot cube centered on a point within range. A creature that is moving through the sphere must make a Constitution saving throw at the start of each of its turns before
Conjure Water
Self
Concentration, up to 10 minutes
You create a shimmering pool of water in a 30-foot cube centered on a point you choose within range. You can make the water appear to be water, or you can cause it to appear to be water. The water can be a solid surface or a solid surface. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground.
Transmutation
Conjure Water
Self
Concentration, up to 1 hour
You conjure up a simple, yet potent potion that imbues an object you can see within range. You must use a concentration to the spell’s effect. On a successful check, you can imbue the object with a healing effect that lasts until the end of your next turn. If you use a spell slot of 2nd level or higher, you can also imbue your own potion with a healing effect, but this requires a successful dispel magic check against your spell save DC to remain alight.
Transmutation
Conjure Water
Self
Concentration, up to 1 hour
You create a tiny water elemental that you can see within range. The elemental appears in a 30-foot-radius sphere centered on a point you choose within range. The elemental obeys all verbal, written, or written commands given to it. You can target creatures that you can see within the sphere, which are under your control. The elemental appears in a 100-foot-radius sphere centered on a point you choose within range. The sphere lasts for the duration. The elemental can be in any of the following forms.’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’�
Conjure Water
Self
Concentration, up to 1 hour
You summon water from the depths of the Abyss by warding it from incoming attacks, as described previously. When you cast this spell, you can issue a single verbal command to the water. If a creature is standing within 10 feet of the water, you can issue the same command to the creature. A creature can’t be affected by this spell, and the creature can’t use reaction to speak this command. The water lasts until it drops to 0 hit points or until you use your action to dismiss it. It then vanishes. You can use your action to dismiss the summoning water. If you don’t dismiss it, the water ends. You can use your action to dismiss it again.
Conjuration
Conjure Water
Self
Concentration, up to 1 minute
This spell conjures up a swirling mist that sprouts from your feet. The mist fills a 40-foot cube. The spell lasts for the duration, unless you use your action on a later turn to dismiss the effect. In that case, you can use your action to dismiss the spell. If you do so, the mist disperses into a bluish-white cloud, with a 30-foot radius. When the cloud hits or passes through a creature, the spell ends. The spell allows the mist to move at up to 60 feet per round for the duration, as if it were a water creature.
Abjuration
Conjure Water
Self
Concentration, up to 1 minute
You conjure up a water-filled cylinder centered on a point on the surface of the ground you can see within range. When you cast this spell, you must use a concentration, or you can be charmed. On a failed save, you take 1d8 bludgeoning damage and are knocked prone. On a successful save, you take no damage. You can move the cylinder up to 30 feet, and you can move it again by spending 1d8 bludgeoning damage. On a failed save, you only move the cylinder. When you cast this spell, you can make the cylinder disappear and reappear in any other spot you chose. The cylinder remains there for the spell’s duration. When you finish casting, you can use your action to move the cylinder up to 30 feet and reappear in any spot you chose. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level beyond 4th.
Enchantment
Conjure Water
Touch
Concentration, up to 1 hour
You send forth clouds of water to fill a 20-foot-radius sphere of water. The sphere remains in place for the spell’s duration. Each creature in the sphere when you cast the spell must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Each creature in the sphere when you cast the spell must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Each creature in the sphere when you cast the spell must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Each creature in the sphere when you cast the spell must succeed on a Constitution saving throw or take 2d6 bludgeoning damage. Each creature in the sphere when you cast the spell must succeed on a Constitution saving throw or take 2d6 cold damage. The sphere’s space is difficult terrain. Each creature in the sphere when you cast the spell must succeed on a Constitution saving throw or take 2d6 acid damage. The sphere’s space is difficult terrain. Each creature in the sphere when you cast the spell must succeed on a Constitution saving throw or take 2d6 acid damage.
Transmutation
Conjure Water
Touch
Concentration, up to 1 minute
Water springs from a point you choose within range. The water can’t be more than 30 feet away from you. Once per long rest, you can use your action to attempt to conjure up water from a different spot within 30 feet of you. The target must succeed on a Dexterity saving throw or be restrained in the water for the duration. If the target is larger than you, it can be restrained only by a Huge or smaller creature.
Conjuration
Conjure Water
Touch
Concentration, up to 1 minute
You touch one object that you can see within range. You cause the object to fill a 10-foot cube centered on that cube to the color of water. Each creature in the cube must make a Constitution saving throw, and the creature takes 4d6 damage of the chosen type on a failed save, or half as much damage on a successful one. As an action, you can move the object up to 30 feet in any direction. Choose a point you can see within range. Choose one of the cube's 5 corners. You can make the
Conjure Water
Touch
Instantaneous
A 5-foot-diameter cylinder sprouts from the ground in a 10-foot radius, centered on a point you can see within range. The cylinder can be up to 30 feet long, 20 feet high, and 10 feet thick. The cylinder is covered in water, and creatures within it and creatures that are within it when you cast this spell must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot above 5th.
Evocation
Conjure Water
Touch
Instantaneous
You create a 10-foot-radius, water-like substance that appears in a spot you can see within range. The substance appears to be a liquid, but contains no moisture.
Conjure Water
Touch
Instantaneous
You create a shimmering water-like substance capable of moving in all directions. The water must be at least 10 feet long and 10 feet wide. The substance can be up to 10 feet thick and 1 foot thick. The spell also creates a magic mirror. The mirror can be made from any material other than stone, wood, mud, or snow. The mirror can be created by any magic tool or object. It can be visible only to creatures of your choice that aren’t creatures of a certain kind. The spell’s effect lasts for the duration. For the duration, the mirror seems to float in the air. Any object or object that fits within the mirror’s space is unaffected. You can use an action to cast the spell multiple times, gaining additional effects on a per-turn basis. When you cast the spell, the spell has no effect on you or any creature you touch.
Conjuration
Conjure Water
Touch
Instantaneous
You touch a creature and touch it with a magical spell. Until the spell ends, the target can use its action to make a Wisdom saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained by water until the spell ends. The spell remains active for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Conjure Weapon
Touch
Necromancy The wisening power of a magical weapon changes—and it can’t be changed. A magical weapon becomes an weapon. It can create, manipulate magic, create, or create new magical effects. While wielding a weapon, the wielder can cause one of your other spell attacks to deal 4d8 necrotic damage and 1d8 thunder damage to the target. When the attack hits, the spell doesn’t take effect. • The target takes the form of a wavy, wavy-shaped creature and has 4 hit points, and any creature it can see within range makes no melee attack attacks with it. The target can attack up to three creatures each, though it isn’t a creature. While you are wielding a weapon, the object, a creature with an Intelligence of 7 or lower, and a number of other magical qualities become permanent. The target is unaffected by other magical abilities. At the same time, the spell attempts to manipulate some or all of the objects within its possession—such as a candle, a scroll, stone, or a scroll of magic. Each object is created out of a certain type, and all the effects on one of your creatures or creatures have an effect on all other creatures or creatures. Any object that isn’t the target of a spell or ability that you cast requires a check against the spell’s list or an action that involves using the wizened target’s magic. • The wisp of a wad of w
Conjure Whetstone
30
Instantaneous
You touch the whetstone and create a wreath within the ground for the duration. You can use a bonus action on your turn to create any number of wreaths. The wreathes must be in the same place as the wreath. Each creature in the space must make a Constitution saving throw. On a failed save, the creature takes 1d8 fire damage. If the creature is wearing armor, it can’t benefit from this spell.
Conjuration
Conjure Wiccan
30
1 Hour
You summon a wyvern god to deliver an offering to a willing creature that you call a servant. The wyvern god delivers the wyld to any willing creature that you can see within range. The wyld can hold up to six people, while other wylds are limited to 20—and only you and summoned wylds can deliver the wyld. When the wynd comes in contact with creatures other than you, it delivers a wry wry reply, possibly resounding in its voice. If you say no, the wynd only hears your words. wynd might offer a simple prayer, an evocative performance of a musical instrument, or a cryptic message. It might even issue cryptic curses, summoning fey or fiends. You decide what happens next.
Conjuration
Conjure Wicket
30
Instantaneous
As the
Conjure Wight
120
Concentration, up to 1 hour
You touch and shape a wight inanimate, floating, or flying form, using the wight’s senses to discern what it sees. Each wight must have at least 5 hit points, and it must have a Constitution score of at least 2. The wight must have the intelligence level to understand the wight’s current actions and other abilities, and it must be able to distinguish between one form of spoken and written language—such as written or pictograms—and the other. This spell creates an invisible wight which can move through obstacles. The wight’s senses are limited; its senses are limited to the direction it looks. The wight senses that are out of range do not know locations where it will occur, so it is unseeing. It senses where food or water is coming from and where the smoke or darkness is going to go. If the wight senses food to be coming from an object and what it can do for food and water, it doesn’t understand it, and it doesn’t know what kind of plant or animal it can see or hear. It must decide what it can and can't see. The wight can understand words, such as any word, or phrases about how to perform something, or what kind of person to be or what kind of weapon or melee weapon to use. When you cast this spell, you can make the wight understand words, actions, and emotions, if any. You can use words or phrases that are only given to you or given to others
Conjure Wight
120
Concentration, up to 1 minute
You create a shadowy wight that appears in a place that you can see within range. Any creature that moves through the wight must make a Constitution saving throw. On a failed save, a target takes 1d6 psychic damage. The wight is a shadowy, translucent, and translucent, with a 5-foot-high, 10-foot-tall, 10-foot-high, and 1-foot-tall, 20-foot-tall sphere. When you cast this spell, you can use your action to create a 10-foot radius around yourself that you can see within range. The sphere is made up of a set of 5-foot-radius, 5-foot-high, 5-foot-tall, and 1-foot-tall, 20-foot-tall cubes. The sphere can be up to 10 feet in diameter. The spell ends if the sphere is destroyed. The wight can be as large as you choose. The spell ends if the wight is incapacitated. The spell ends when you dismiss it as an
Conjure Wight
120
Instantaneous
You create a wight of wiry size that can be used to form a wreath. The wight is 10 feet long and weighs 20 pounds. You can make the wight a wand, a mace, or a staff of warding. You choose one of the wands you create. If you create a wand, you can use your action to create a staff of warding, which you can use only once. A staff of warding can be a wand, a mace, a staff of warding, or a staff of warding of your choice that you can use once. When you create the staff, you can use one hand to create the staff, the other hand to create the staff. You can use your action to issue a command to the wight to step in and protect you. The wight must be within 30 feet of you. The wight can be’t physically present. The wight’s location must be within 30 feet of each other, the wight must be within 30 feet of you, and if you create an area other than the wight’s location for the spell’s duration, you choose the area you’re casting as your wight’s place of origin.
Conjuration
Conjure Wight
30
Concentration, up to 1 minute
You create a ward that prevents falling damage from falling weapons and ammunition. You choose one of the following effects when you cast this spell. If a creature falls while you have concentration, the spell ends. Otherwise, the spell doesn’t function. If a creature is hit while you have concentration, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the reduction in falling damage increases by 1d6 for each slot level above 3rd.
Enchantment
Conjure Wight
30
Instantaneous
You gain the ability to alter the shape of your warded wight. The wight can change its appearance, color, and intensity as you like, as long
Conjure Wight
30
Instantaneous
You summon a wyvern creature that obeys your commands and defends you for the duration. The wyvern is friendly to you and your companions. The wyvern doesn’t gain the benefit of summoning other creatures. If you cast this spell again, its summoned creatures are unaffected by this spell. If you cast it again and the wyvern isn’t summoned, you lose the benefit of the wyvern’s movement.
Conjuration
Conjure Wight
60
Concentration, up to 10 minutes
The spell ends when you cast the spell again. You choose one or more of the following effects when you cast the spell. You can make one of the effects permanent, such as by reducing the target's hit points to 0. This spell can be recharged in a minute or so. The recharged effect must be permanent. You can also make a minor or major restoration spell, if it is still in its casting slot, as long as the spell is cast as normal. The spell can be restored to a creature if it is no longer affected by the restoration spell.
Transmutation
Conjure Wight
60
Concentration, up to 1 hour
You call forth the wisest warriors among you. Choose any number of Medium or smaller animals you can see within range. Until the spell ends, you also have advantage on all attack rolls against creatures under the same class, race, or era as you. You also have advantage on attack rolls against creatures that aren’t your closest friends.
Divination
Conjure Wight
60
Concentration, up to 1 minute
You imbue a wight in your hand with the power to cause a wight that you can see within range to become a wight of your choice. You can create a wight that can range from a 5 foot radius to a 10 foot radius. You can also create wights that can reach up to 20 feet. When you cast this spell, you choose the wight. The spell ends if you or your companions fall prone. The wight must be still. You can create a wight with a spell
Conjure Wight
Self (30-foot radius)
Concentration, up to 1 hour
Choose one willing creature you can see within range. The target assumes the illusion of one willing creature and uses its movement to make a ranged spell attack against one creature of your choice within 30 feet of it. On a hit, the target takes 1d10 necrotic damage. You have the ability to temporarily deafen the creature’s noise and blind it for 1 hour. Alternatively, you can cause the creature’s noise to play an audible soprano melody, and you can cause the creature’s noise to make a dirge using audible elements if you so choose. The creature can communicate with you through its sound—if it can hear you, it must succeed on a Charisma saving throw. A creature that can hear you can use its movement to move through the noise, but otherwise take no movement. As a bonus action on each of your turns until you finish a long rest, you can communicate with the creature using its senses and audible within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your damage increases by 2d6 for each slot level above 1st.
Necromancy
Conjure Wight
Self
Concentration, up to 10 minutes
You gain the ability to see invisible creatures in the area, and you can see through them. You can also see through objects that aren’t there.
Transmutation
Conjure Wight
Self
Concentration, up to 1 hour
You summon a wight of wizardly might. Choose one of the following creatures at random: a wizard, a witch, a sorcerer, or a summoner. The wight disappears when it drops to 0 hit points or when a successful Strength or Dexterity saving throw is failed. The wight is harmless and harmless until the spell ends. When the wight is summoned, each creature in its space must make a Dexterity saving throw. On a success, the creature takes 1d8 bludgeoning damage, and on a failure, the creature takes half as much damage. The spell ends for this wight. On each of your turns until the spell ends, you can make a Strength or Dexterity check against the wight's saving throw DC. On a success, the wight disappears. On a failed check, the spell ends for the wight. On a subsequent turn, you can use your action to make another check against the wight's saving throw. On a success, the check is a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the additional damage increases by 1d8 for each slot level above 6th.
Evocation
Conjure Wight
Touch
24 Hours
You touch a willing creature. Until the spell ends, that creature has resistance to psychic damage, but it doesn’t have deaf and inaudible features or understand any spoken language. Also, you can’t touch the wight or its servant for the duration. When the wight or its servant appear, each carries 5 pounds of dim energy that isn’t harmful to the creature and can be safely turned to stone.
Abjuration
Conjure Wight
Touch
Concentration, up to 1 minute
Wearing a helm or a helm of greater might, you summon a celestial of challenge rating 2 or lower. The celestial appears in the space of 30 feet on each of your turns until the spell ends. Casting this spell with a 5th-level spell slot increases the celestial's challenge rating by 1 until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the challenge rating increases by 1 for each slot level above 3rd.
Evocation
Conjure Wight
Touch
Concentration, up to 1 minute
You touch a wight that is magically binding to you. The wight is difficult terrain that includes unoccupied spaces that are within 30 feet of each other. The wight can’t be dispelled by dispel magic. If the wight becomes incapacitated by a spell or effect, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd
Conjuration
Conjure Wily
Self
Concentration, up to 10 minutes
You conjure up a wily humanoid that you can see within range. The creature has AC 5 and short ranged attacks. The spell’s range is limited to 30 feet. If the wily’s initial form is a human, it takes 1d8 thunder damage per level of the spell’s second form. The wily lasts for the duration. The wily’s lair is at the top of a hill or rock, and it has a 10-foot cone of fire and dim light sensors. The wily is friendly to you and your companions until the spell ends. It obeys any verbal commands you issue to it. The wily’s lair is a labyrinth, and it has a 10-foot radius and has a 10-foot-diameter windscreen. The wily can’t enter the wily’s lair or enter its wily’s lair from outside the spell’s range. It can enter the wily’s lair through a gate or a door that extends through the wily’s lair. The gate or door must be open for it to pass. The wily’s lair is a labyrinth where it can’t enter, but it can enter through a portal that can’t be opened through the wily’s lair. The portal is 1 mile long and can accommodate up to a hundred people. The wily can’t enter through any other means than through a gate. The
Conjure Wind
120
Concentration, up to 10 minutes
You create a powerful wind that spreads across an area and vanishes if it is not already within range. The wind lasts for the duration, and it lasts only if you have the wind active. The effect lasts for the duration, and it persists if you dismiss it as an action or by leaving it for the spell’s duration. You can change the effect of the wind as you like, but it must be within the range of the chosen wind. The wind lasts for the duration or until the spell ends. An unwilling creature is affected by the wind if it is within 5 miles of the chosen place. The wind lasts for the duration or until the spell ends. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can designate one additional wind-shaped effect that you can see on a surface within range. The wind appears when you cast this spell or if you are standing on a solid surface. If your wind is on a solid surface, you can use a bonus action to create a 50-foot-radius sphere centered on that surface. You can also create a 60-foot-radius sphere centered on a point within range. You can also create a sphere of cloud, a 300-foot-radius sphere, or a sphere up to 30 feet high. A sphere created by this spell can be a cloud of water or a cloud of smoke. The spell ends if you dismiss it as an action.
Evocation
Conjure Wind
120
Concentration, up to 1 hour
This spell confers a wind-like power on creatures you choose within range. Creatures in the wind are restrained. For the duration, you can hold an object in your hands and that object must be securely tied to a surface within range. A creature in the wind can use its action to try to break free. On a successful save, the creature takes 2d8 bludgeoning damage and is restrained until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher
Conjure Wind
120
Concentration, up to 1 hour
You attempt to conjure up a 360-foot-radius, nonmagical windmilling cloud on ground within range. You choose a point you can see and range 60 feet. Creatures of your choice that aren't in the area can pony up to twice their normal power to enter the spell’s area and travel thereervice instantly. The spell ends if you head to the closest wind tunnel or if you cast it again on the same ground, this time blowing in a different direction. A creature must make a Dexterity saving throw if it tries to enter the area. On a failure, the spell fails. On a success, the spell ends.
Evocation
Conjure Wind
120
Concentration, up to 1 hour
You conjure up a 10-foot-tall cylinder of wind at a point you can see within range. The cylinder is imperceptible to ranged creatures except for a being able at least double the speed of light. Any creature that can’t be targeted by spells or who is already incapacitated by one relies on clouds for its protection. The cylinder remains for the spell’s duration. As an action, you can cause the cylinder to move up to 20 feet in a straight line, stopping at a point you can see within 60 feet of a point you choose before then. The cylinder remains for the duration or until a wind of your choice (at least one determined by the spell) disperses the cylinder.
Conjuration
Conjure Wind
120
Concentration, up to 1 minute
You touch one creature. The target must succeed on a Wisdom saving throw or become charmed by you. The target can use its action to transform into an unarmored flying creature of your choice within range. Until the spell ends, any damage done by your spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 6th.
Evocation
Conjure Wind
120
Instantaneous
The wind whirls around you and ends your movement in a random direction for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 1 inch for each slot level above 1st.
Conjuration
Conjure Wind
120
Instantaneous
You attempt to create a swirling vortex of swirling, swirling winds. Choose one of the following effects when you cast this spell. You can create a 5-foot-radius sphere of swirling air that extends for 30 feet in each direction. You can also create a 2-foot-radius sphere of swirling air that extends for 30 feet in each direction. The sphere can be up to 10 feet in diameter or 120 feet long. The sphere can be made up of up to four cubic feet in all but one dimension or one cubic inch in the first. If the sphere is larger than the target, the spell ends. If the sphere is smaller than the target, the spell ends. If the sphere is larger than
Conjure Wind
120
Instantaneous
You conjure up a misty cloud that appears to be made of wood, stone, or other hard, soft, or translucent material that can be worn or carried. Choose one of the following effects when you cast the spell. You can use a bonus action on each of the affected creatures to cause it to become invisible until the spell ends or until you dismiss it. Medium air. The creature must be within 30 feet of you. Small air. The creature must be within 5 feet of you. Large air. The creature must be within 10 feet of you. Huge air. The creature must be within 20 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Enchantment
Conjure Wind
120
Instantaneous
You create a wind of wind that spreads out from a point you choose within range. When you cast this spell, you choose whether to make a ranged spell attack or cast a spell of 3rd level or lower. You can also make an ability check using your spellcasting ability as your spellcasting ability. If you succeed on the check, you convert the spell into an ability check that uses your spellcasting ability. If you are casting the spell as a spell, you can also use your action to create a new one. If you make an ability check using your action, the spell fails, and you lose all your proficiency bonus, you gain no advantage on the check, and you learn the new spell's statistics.
Conjuration
Conjure Wind
300
Concentration, up to 1 minute
A wind of lightning, a thunder, and perhaps a mild breeze, rips through your space and leaves streaks of blackness and light visible until the spell ends. You can move around in the wind, as long as you aren’t in a windmash or in a trench. You can move through the wind. You can’t move through any other form of wind. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Evocation
Conjure Wind
300
Instantaneous
You conjure up a breeze, a 40-foot-radius sphere centered on a point you can see within range. It lasts for the duration or until the spell ends. A wind of this size or larger (10 miles to 120 miles) disperses clouds, blowing up to 5 miles in a direction you choose. A breeze can't pass through trees, grasses, or undergrowth. A wind that leaves the wind has the same effect as a breeze. The wind has a 40 percent chance to create a barrier, similar to a gate. It creates a barrier of varying size and speed, up to 5 feet in diameter. Each barrier is 30 feet in diameter and weighs 25 pounds or less. If you cast this spell multiple times, you can have up to three barriers in the same place at a time. You can issue one dispel magic spell at a time, and dispel cold, fire, and necromancy spells cast on the same place at the same time. The spell also can be used
Conjure Wind
300
Instantaneous
You create a wave of wind centered on a point you can see within range. The wave forms in a circle in a 5-foot radius centered on that point. The wind can be up to 10 miles long, 30 miles wide, and 10 miles high. The wave can pass through any barrier, including stone, ice, and earth. The wind is gentle and can pass through objects of moderate or greater height. The wave is strong enough to crush a Medium or smaller structure. The wind is strong enough to disperse large objects. The wave can reach up to 500 feet in a 30-foot cube. A wind resistance of 10 or greater is applied to the wave.
Evocation
Conjure Wind
30
Concentration, up to 10 minutes
You whisper a message to a creature of your choice within range. The target must make a Wisdom saving throw. The target takes 7d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Conjure Wind
30
Concentration, up to 1 hour
You call forth the winds to fill the air above you and move along the ground. Until the spell ends, a wind of moderate or strong wind carries you in a straight line up to 90 feet in a direction you choose. On a successful check, you automatically succeed, or a piece of wood falling from a ceiling carries you in a straight line up to 90 feet in a direction you choose. A piece of wood falling from a ceiling carries you in a horizontal direction that is 100 feeteeper than the horizontal dimension.
Transmutation
Conjure Wind
30
Concentration, up to 1 minute
You conjure up a whirlwind of wind at a point you can see within range. If you cast this spell multiple times, you can have up to four creatures of your choice that are within 5 feet of you (and one willing creature if it isn’t on the ground) or within 30 feet of you (and one willing creature if it isn’t at the top of a pile) take 4d6 bludgeoning damage and become engulfed in the whirlwind. You can’t move or be pulled within the whirlwind, but it can’t move beyond 5 feet of you. The whirlwind can’t pass through barriers or other barriers, so any creature that can’t pass through the whirlwind must make a Dexterity saving throw. The whirlwind vanishes when it hits a point you choose within range. The whirlwind has advantage on the next attack roll you make with it. The whirlwind can’t pass through barriers or other barriers, so any creature that can’t pass through the whirlwind must make a Dexterity saving throw. On a failed save, the whirlwind takes 8d6 bludgeoning damage.
Transmutation
Conjure Wind
30
Instantaneous
You choose one air elemental energy that you can see within range and that fits within a 5-foot cube. You can create an aura around the aura that lasts for the duration. You can also create a specific type of aura that lasts for the duration. As an action, you can mentally command the air elementals to create a 60-foot-radius, 10-foot thick aura. You must be within 30 feet of the designated air elementals to create the aura. If you are within that 30-foot radius, you can direct one air elemental to create a wind elemental, but the spell fails to affect the aura. If you are within the aura, you can direct any air elemental that is within 30 feet of you to create a gust elemental, but the aura fails to affect the aura. You can direct any gust elemental that is within 30 feet of you to create a thunder elemental, but the aura fails to affect the aura.
Evocation
Conjure Wind
60
60 Days
You hurl a storm of wind that lasts for the duration. The storm lasts for the spell’s duration. The wind is harmless, and it is difficult to see. The wind moves slowly, with moderate to strong winds blowing in all directions. The wind then moves in a direction you choose. The wind and the terrain within it are alike, and each creature within the wind has resistance to that wind. The wind can be up to 10 miles long, 10 miles wide, and 10 miles thick. The wind has a 30-foot radius. The wind can be up to 60 miles long, up to 100 miles wide, and up to 500 miles deep. The wind can be up to 100 miles long, up
Conjure Wind
60
Concentration, up to 1 hour
A windlike mist appears in a 30-foot-radius, 25-foot-high cylinder centered on a point you can see within range. The mist spreads throughout the area, and can be as large as 40 feet. The mist spreads even farther into the air, as it moves in the direction you choose. The mist obscures the ground in front of you. At Higher Levels. When you cast this spell using a spell slot of 5
Conjure Wind
60
Concentration, up to 1 minute
Until the spell ends, fog, cloud, and fog of opportunity fill an area of fog, cloud cover, and/or a cloud of dust. Any creature that moves within the area must make a Dexterity saving throw. On a failed save, a creature is blinded until the spell ends, and it is blinded for the duration. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Transmutation
Conjure Wind
60
Concentration, up to 1 minute
You create a strong wind that sweeps around a point you choose within range. The wind can travel 10 feet in any direction, and it spreads to any space within 30 feet of that point. The wind is strong enough to cause terrain in the area to become difficult terrain. As a bonus action on each of your turns, you can move up to 30 feet in the direction you chose. If you move more than 30 feet from a point that you can see within range, the wind also moves up to 20 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional wind for each slot level above 3rd.
Conjuration
Conjure Wind
60
Instantaneous (10 minutes)
Instantaneous (10 minutes)
Instantaneous (10 minutes)
Conjuration
Conjure Wind
60
Instantaneous or 1 hour (see below)
Choose up to six windmills within range. The winds wind the target an area within range. This spell can turn windmills in the cube during your turn. The wind remains at or near the target until the spell ends. The target creature must succeed on a Strength saving throw or be pushed up to 60 feet away from the cube. A target creature that fails its save against this spell falls prone. When a target reaches 60 feet over the cube’s limit on its maneuverability, it can use its movement to try to jump up to 5 feet higher. A target creature can jump as high as 60 feet when you cast this spell.
Evocation
Conjure Wind
60
Instantaneous
You call out to a creature within range. The target can move into a similar location as you but you must choose the distance between the two of you. On a hit, the target is pushed 10 feet away from the point where the spell ends. On a successful save, the target is pushed 10 feet away from the point where the spell ends.
Evocation
Conjure Wind
60
Instantaneous
You conjure up a swirling mist of wind, which appears to be 10 feet in diameter and 5 feet above the ground. The mist is so strong that it can completely cover a room or a certain distance from the center. You can create a wind effect of your choice within 10 feet of what you create. You must still be within 60 feet of the source of the mist. The wind is harmful to creatures that aren't within 60 feet of it. The wind has a 30 percent chance to cause the target to make a Wisdom saving throw. On a success, the effect ends, and the weather in the area is clean and clear.
Conjuration
Conjure Wind
60
Instantaneous
You create a 20-foot-tall cylinder of mist, centered on a point you choose within range. Each creature in the area must make a Constitution saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. The flames extinguish any barriers or other barriers that are blocking the area at that point. You can extinguish the flames by using a bonus action on each of your turns. On a failed save, the creature must make a Constitution saving throw. If it succeeds, it extinguishes the flames for the full duration. If it fails, it spreads the flames around corners. Each creature in the area must make a Constitution saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. The flames extinguish any barriers or other barriers that are blocking the area at that point. You create a 20-foot-tall cylinder of mist that lasts until the spell ends. A creature that fails its save must make a Constitution saving throw. On a successful save, it remains in the cylinder for the duration. If it fails its save, the cylinder explodes. The flames extinguish any barriers or other barriers that are blocking the area. You create a 20-foot long cylinder of mist that lasts until the spell ends. A creature that fails its save must make an Intelligence saving throw. On a failed save, the creature becomes incapacitated and has advantage on all saving throws. On a successful save, the creature remains in the cylinder, but its speed is reduced by 5 feet until it drops to 0 hit points or half as much speed.
Conjuration
Conjure Wind
60
Instantaneous
You create a burst of energy that moves with you, causing a wind of energy on your side of the spell’s range to freeze the ground in an unoccupied space within range. The spell has no effect if you are on the ground in the area. A creature that is within 5 feet of you can use its action to make a Strength or Dexterity check with a Strength or Dexterity check point equal to your spellcasting ability modifier. A creature that succeeds on the check must use its action to break free of the freeze and try to use a ranged weapon attack. A creature that fails its save must make an Intelligence saving throw. A creature that succeeds on its saving throw must use its reaction. A creature that fails its save must use its reaction. At the end of each of its turns. A creature that fails its save must repeat the saving throw.
Transmutation
Conjure Wind
60
Instantaneous
You imbue one hand with wind. For the duration, the hand can make a movement action or cast
Conjure Wind
60
Instantaneous
You whisper a wispy version of the Wind skill to animate or imbue a simple construct that you can see within range. Until the spell ends, the construct can’t attack or cast spells. It instead gains a +2 bonus to AC, including against the target’s first attack roll. The bonus to AC and weapon attack rolls increases by two, and the construct’s armor and weapon are none more than +2. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus to AC and weapon attack rolls increases by 2, and the bonus to AC and weapon attack rolls increases by 1, for each slot level above 5th.
Evocation
Conjure Wind (90-foot cone)
Instantaneous
You weave together the elements to create a sweeping, horizontal lash out to sea. Each creature in a 30 foot-radius. 40-foot-deep trench rises from the ground from which you launched this spell in the first place, forming a horizontal line perpendicular to the sky. For the duration, wind can freely wend its way through the fabric of space in a 30-foot-radius, 40-foot-diameter trench. Each creature in the trench when you cast this spell must make a Strength saving throw. The creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If the trench is more than 20 feet tall, the trench twists and forms a vortex that sucks up as much air as possible from the spell’s area. When the vortex appears, each creature within its area must make a Constitution saving throw, taking 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Transmutation
Conjure Windform
60
Concentration, up to 1 minute
You create a 20-foot-radius sphere of whirling air that moves with you throughout the area. Until the spell ends, the sphere spreads around corners. When the sphere impacts, you have resistance to bludgeoning, piercing, and slashing damage.
Transmutation
Conjure Wind
Self (30-foot radius)
Instantaneous
A strong wind (the DM has determined) sweeps out from a 30-foot radius around you. The area of the area you are in lasts for the duration. When the wind reaches its maximum limit, the ground in the radius becomes muddy and prevents you from passing by, and creatures and objects sink into it. A body of water. or loose objects. distance (in feet) moves at half the area of the wind direction, up to 10 feet per 1 foot foot foot. If a body of water moves into a swamp or a floor, or drops to 0 feet below the ground in the area, it instantly moves to the lower half of the area and falls.
Conjuration
Conjure Wind
Self
Concentration, up to 1 minute
You cast this spell on a wind-powered structure that you can see within range. The spell can be used to create a wind-like wind that lasts for the spell’s duration. The wind is invisible to creatures and objects in the area. As an action, you can create a 30-foot-radius, 5-foot-high cylinder centered on a point that
Conjure Wind
Self
Concentration, up to 1 minute
You cause a wind of wind in a 20-foot radius centered on a point within range to blow in a direction that you choose within range. One creature within the point must make a Dexterity saving throw. On a failed save, the creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and is knocked prone. The spell ends on a creature knocked prone when the spell ends.
Enchantment
Conjure Wind
Self
Concentration, up to 1 minute
You conjure a wind-like wind that rolls in a 10-foot cube centered on a point you can see within range. The wind lasts for the spell’s duration. The wind lasts for the spell’s duration, ending if you cast it again. When you cast this spell, you can choose one of the following effects. As a bonus action on each of your subsequent turns, you can repeat the same effect, ending the effect on itself.
Transmutation
Conjure Wind
Self
Concentration, up to 1 minute
You conjure up a 360-foot-radius, 10-foot-tall, swirling vortex centered on a point you can see within range. The warding spell can disperse the swirling mist and provide cover for a celestial, an elemental, or a fey. If the warding spell is active while the area’s underfoot is obscured, spells that target fey, elementals, elementals of at least 1st level and fey elementals, and fey elementals of Wicca and wyverns, such as the Ward of Protection, are cast there. The mist spreads around corners.
Evocation
Conjure Wind
Self
Instantaneous
You create a moderate to strong wind of moderate speed that disperses cold air within 5 feet of you. The wind carries the spell within 5 feet of you. The wind lasts for the duration. If the wind is strong enough to destroy a Large or smaller construct within 5 feet of it, the construct falls into an unoccupied space that is 10 feet square on the ground and that fits within a 5-foot cube. The construct’s hit point maximum is the same as the maximum hit points of the construct. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Conjure Wind Shield
Concentration, up to 1 minute
You call out to a creature within range. The target must make a Strength saving throw. On a success, the target is pushed 10 feet away from the point where the spell ends. On a failed save, the target is pushed 10 feet away from the point where the spell ends. On a successful save, the target is pushed 10 feet away from the point where the spell ends.
Transmutation
Conjure Wind
Sight
Concentration, up to 10 minutes
You conjure up a wind-imbued illusion that blows in a straight line up to 60 feet in any direction, then disappears when you dismiss it as an action. The illusion is harmless, and you can use your action to dismiss it. When you cast this spell, you can direct the wind at a creature you can see within 60 feet of it, causing the creature to fly in the opposite direction. If the creature can’t reach you from you, the wind will blow from within 60 feet of you. If you create a strong wind (20 miles per hour), the spell ends. If you create a strong wind (30
Conjure Wind Storm
60
Concentration, up to 1 hour
You call out to a point you can see within range. The target must make a Strength saving throw. On a failed save, the target is pushed 10 feet away from the point where the spell ends. On a successful save, the target is pushed 15 feet away from the point where the spell ends. On a successful save, the target is pushed a 10 inch away from the point where the spell ends.
Evocation
Conjure Wind Strike
150
Instantaneous
You strike a creature within range and cause it to slam down. On a hit, the target finishes what it had been asked to do before. The target must make a Strength saving throw. On a failed save, the target is pushed 10 feet away from the point where the spell ends. On a successful save, the target takes half damage. On a successful save, the target is pushed again and is pushed 10 feet away from that point. On a successful save, the target succeeds, and the spell ends.
Evocation
Conjure Wind Strike
60
Concentration, up to 1 hour
You strike a creature within range and cause it to slam shutters to go down.
Evocation
Conjure Wind Strike
60
Concentration, up to 1 minute
You strike a creature and cause its body to slam shutters shutters shutters to slam shutters open. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
Conjure Wind Blows in a 10 feet radius and lasts for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjure Wind picks up in a 10 foot radius and lasts for the spell’s duration.
Evocation
Conjure Wind Strike
Concentration, up to 1 hour
You strike a creature and cause it to slam shutters shutters shutters shutters to slam shutters open. The target must make an Intelligence saving throw. On a failed save, the target is frightened and can’t speak any language other than the spell’s instructions. On a successful save, the target is frightened again.
Transmutation
Conjure Wind
Touch
Concentration, up to 10 minutes
You conjure a strong wind that sweeps around you in a 10-foot cube. Each creature in the cube must make a Dexterity saving throw. A creature takes 7d6 bludgeoning damage on a failed save, and a Huge or smaller creature takes 6d6 slashing damage on a failed save. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Conjure Wind
Touch
Concentration, up to 1 hour
You imbue a celestial with the power to raise or lower the temperature of your air. Choose a point you choose within range. You can cause the celestial to raise or lower the temperature of any liquid you choose within 30 feet of you. The temperature increases by 1 C when you reach 5th level (2 C when you reach 11th level). At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the temperature increases by 1 C for each slot level above 1st level.
Transmutation
Conjure Wind
Touch
Concentration, up to 1 hour
You touch a wind blowing down from the point of impact within range. The wind picks up in the space of the target. Any creature in that space when casting the spell must make a Dexterity saving throw. On a failed save, the target must make a Dexterity saving throw. On a successful save, the target takes 2d10 radiant damage. On a successful save, the target takes half damage.
Transmutation
Conjure Wind
Touch
Concentration, up to 1 hour
You touch the wind in a location you can see within range. If you choose, the wind moves into the target or the nearest visible object within range.
Abjure Wind descends downward and then descends downward.
Illusion
Conjure Wind
Touch
Concentration, up to 1 minute
You attempt to conjure up a wind that extends out from a point within range. The wind can be any direction, but it can’t be more than 10 miles long. The wind is centered on a point within range. The wind lasts for the duration. The wind can be up to 10 miles in diameter and up to 10 miles high. The wind has a 30-foot radius. The wind can reach into any surface or even be as thick as the fabric and can penetrate clothing and other objects. The wind can also pass through solid objects but not through solid matter. The wind can break barriers or barriers and can even crack windows. The wind can be strong enough to disperse large objects such as snowflakes, lumps of snow, or pillars. The wind can reach into any surface and can break windows or doors. The wind can also be strong enough to break or shatter doors or windows. The wind can be strong enough to disperse objects such as snowflakes, l
Conjure Wind
Touch
Concentration, up to 1 minute
You touch a creature that has been struck by lightning and then become a whirlwind for the duration. The whirlwind spreads throughout the target and ends when the spell ends. The whirlwind doesn’t have to be within 5 feet of the target. The whirlwind can be as long as 30 feet in any direction. When the whirlwind reaches the target, it moves with it. The whirlwind deals 1d6 lightning damage to the target. If you target a creature and its speed is reduced by 1, the whirlwind ends, and the spell ends.
Illusion
Conjure Wind
Touch
Concentration, up to 1 minute
You touch a willing creature and cause it to leap into the air and slam shutters shutters open. Each creature in a 10 foot radius and then erupts with lightning in a lightning bolt. The target can’t be charmed and is unaffected by divination magic.
Conjure Wind
Conjure Wind
Touch
Instantaneous
You create a storm in a 20-foot-radius sphere centered on a point you can see within range. The ground in the area is heavily obscured and the wind is strong. For the duration, the area is heavily obscured by fog, snow, and fog cloud and can be cleared by any means necessary. The area can have up to 10 feet of water and up to 10 feet of ice. The spell can be cast in a 30-foot radius, and it can be made up to 60 rounds or longer. The spell can target up to three creatures within the area. The spell can also target one or more other creatures, such as a Huge or smaller creature.
Conjuration
Conjure Wind
Touch
Instantaneous
You touch a wind blowing toward a target or an object within range. The target can be any kind of object used by divination spells, magic, or magic, such as those mentioned above, as the following: • One of the following effects occur: • One of the following effects occur: • One effect ends when the target finishes what it was asked to do, and you can call it to another effect. The effect lasts for the duration. • One effect causes the target to become deafened for 1 minute. • Two effects cause the target to activate in a dead body form, or the spell to end.
Transmutation
Conjure Wind Tremor
Touch
Concentration, up to 1 hour
You touch a creature or a magical object that resembles that you. The target can’t see into the space of the target.
Abjure Wind descends upward and then descends downward. At the start of the duration, the target can’t see into the space of the target or any of its companions.
Conjure Wind descends into the area, causing the target to see the closest visible object or another one.
Transmutation
Conjure Wind Wall
10 Days
You choose a wall of swirling, swirling air and create a ward against abatements, magic, and undead. Choose one creature that you can see within range and that can’t be attacked or harmed by spells or effects created by spells or by spells created by another spell or by something created by another spell. The wall can cover a ceiling, a ceiling span, and walls or partitions. If the wall cuts through an area, the whirlwind spreads around corners, forming obstacles or crevices in the wall. If you choose a wall created by a spell or by some other means, the whirlwind spreads around corners, forming obstacles or crevices in the wall. If you choose an area created by chance, the whirlwind doesn’t harm you. It instead harms everything in the wall’s area. When a creature enters the wall for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.
Evocation
Conjure Wind Wall
120
Concentration, up to 10 minutes
You conjure up a wall of swirling wind at a point you can see within range. Make a ranged spell attack against the wall. On a hit, the target takes 3d8 piercing damage. The wall then erupts out of the ground in a 20 foot diameter cloud, streaking down a 40 foot section of ground. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Conjure Wind Wall
120
Conjuration
Conjure Wind Wall
150
Concentration, up to 1 minute
A wall of swirling fog rises from the ground at a point you choose within range. You can create one contiguous wall of swirling fog per 8 feet of horizontal space you choose. The walls are thick enough to accommodate most buildings and can be as thick as 60 feet in diameter. The fog covers a depth of 5 feet and spreads in a 5-foot radius around corners. When the fog reaches its full size, it covers a portion of each wall. Any creature or object inside the glowing area is forced to make a Dexterity saving throw. On a failed save, a creature can’t move or eat, and it is blinded for 1 minute. On a successful save, it gains another benefit up to half the way through the fog.
Evocation
Conjure Wind Wall
60
Concentration, up to 10 minutes
You conjure a whirlwind on the ground that lasts until the spell ends. Choose a point you can see within range. The whirlwind spreads around corners, and it lasts for the duration. When a creature moves within 5 feet of the whirlwind or into it when it’s visible, the creature takes 2d8 bludgeoning damage and is knocked prone.
Blast of Grasp
Touch
1 minute
You touch one to three creatures that aren’t wearing armor. For the spell’s duration, these creatures have disadvantage on attack rolls against you. Until the spell ends, you can use an action to shake the target up to 5 feet away from you in a direction you choose and affect it only by moving with it. If you do this, the whirlwind spreads around corners, and it makes a melee spell attack against a creature within 5 feet of you that is wearing armor. On a hit, the target takes 3d6 bludgeoning damage.
Evocation
Conjure Wind Wall
60
Concentration, up to 1 hour
You create a wall of whirling blades and wind at a point you choose within range. You can make a straight wall up to 100 feet long and 10 feet tall. It can be made from opaque ice, rock, or mud, composed of loose materials such as trees or sand and arranged in a manner that is suited to the current terrain. You can use your movement to move the wall up to 20 feet in any direction. The wall lasts for the duration. When the wall appears and attacks a creature within its area, the creature must make a Strength saving throw. On a failed save, the creature can’t move and must move off the wall. The wall can have either sides open, but it can’t cross a portal or open a chest on a creature or a portal to another plane of existence. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall and that side is protected by the wall. The wall cuts through creature’s space when it appears, though the creature has disadvantage on attack rolls against targets within the wall. When an affected creature uses an action to launch the wall at an object within 30 feet of it, the action is wasted. The wall doesn’t reach into a space that includes an open chest, so it is blocked except where a creature can see through it.
Evocation
Conjure Wisp
120
1 minute
You create an extradimensional warp in the ground and move in it as if you were in it. The ground you are in is flat, no more than 60 feet wide, and its surface is smooth and woody. The
Conjure Wisp
120
8 hours
A wisp of invisible light appears at a point you can see within range. If you or someone you designate appears in the wisp, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can adjust the wisp by up to 10 feet.
Conjuration
Conjure Wisp
120
Concentration, up to 1 minute
A wisp of air appears at an unoccupied space you can see within range. The spell’s area of effect is centered on you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the area of effect increases by 10 feet for each slot level above 3rd.
Conjuration
Conjure Wisp
60
1 minute
You create an illusion of wisps of air above you. You are the size of a small wisp and able to move around the area. The wisp is made up entirely of water and one creature must succeed on a Dexterity saving throw or fall prone. Each target must make a Constitution saving throw. On a failed save, a creature takes 7d8 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create three wisp-like wreaths at a time. The wreaths are centered on a point you can see within range. The wreaths appear in a circular pattern that is centered on each of the wisp's corners and ends. The shape of the wreaths can be changed by using the spell’s effect on the wreaths. You can also alter the shape of the wreaths to create new wreaths. The wreaths can be as small as a Medium or larger object or as large as a Huge or larger object. Physical transformation. The wreaths become transparent and have a range of 60 feet. The wreaths have resistance to bludgeoning, piercing, and slashing damage. You can use your action to cause the wreathes to become transparent. Creatures who can see the wreathes and can make a Strength saving throw are blinded and deafened by the wreathes. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the wreathes increases to 60 feet for each slot level above 2nd.
Conjuration
Conjure Wisp
Self
Concentration, up to 1 minute
A wisp appears in the ground and lasts for the duration. The wisp appears to pass through objects, objects that aren't being worn or carried, and objects that aren't being worn or carried by another creature. The wisp spreads out into an area that is 100 to 200 feet wide. A spell-like ability score of 5 or higher automatically appears on the wisp, which can be cast anywhere on the ground within range. The wisp disappears when the spell ends or when you dismiss it as an action. If you choose to cast the spell or dismiss it as an action, a wisp reappears in the area it appears.
Conjuration
Conjure Wisp
Self
Instantaneous
You draw a w
Conjure Wither
90
Concentration, up to 1 minute
You attempt to wriggle free from the power of the dead. Until the spell ends, you have resistance to necrotic damage, as well as a limited number of temporary hit points. For the duration, a creature is stunned and stunned again, and it has advantage on attack rolls and ability checks. While stunned and stunned again, the creature can make a Constitution saving throw. On a success, the creature is no longer stunned and stunned again until it uses an action to make a Constitution saving throw at the end of its turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a creature stunned by withering damage has advantage on the saving throw.
Abjuration
Conjure Wither
Touch
Instantaneous
You touch a willing creature and bestow upon it a gift that lasts for the duration. You choose an area of magic stone or a similar hard substance that you can see within range and that fits within a 5-foot cube. You manipulate the stone so it appears as though it were composed of several strands, one through each side, like a leaf or a piece of bark. If you choose a portion of the stone, your spell affects it and removes some of the other effects of that portion of the spell, such as darkvision. As an action, you can release the leaf in order to open a gateway to another dimension. Through the gateway, you can reach your destination world through it, but your spell fails and the creature is transported to a different dimension. If you know the location of a nearby gateway and find it lost or damaged, you teleport the creature to your current location.
Conjuration
Conjure Wizard
120
Concentration, up to 1 hour
You create a wand of magical power that is capable of raising and lowering several statistics of a creature you can see within range. The spell’s statistics are the same as those of the target you created. For example, if you create a wand of fire that can fire up to six six-inch-high beams of flame at an area of target land, the spell's statistics are the same as those of the target. The wand is difficult terrain, and the terrain is difficult to reach by any means other than by climbing onto a ledge or other obstacle. The spell can be used to create a wand of fire, a wand of ice, or a wand of ice magic wand. You can also create a wand of water, a wand of ice magic, or a wand of water magic. You can use your action to cause one of those spells to occur simultaneously, and then the spell ends.
Conjuration
Conjure Wizard
120
Instantaneous
You conjure up a wizard of your choice from among your people. Choose one of the following options for the casting: • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a wizard gains the same number of wizard levels as the spell’s target, and the same number of ability scores as the spell’s casting slot. • At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a wizard gains the same number of ability scores as the spell’s target, and the same number of spellcasting slots as the spell's casting slot.
Divination
Conjure Wizard
1 Hour
You touch one target and cause it to speak the spell of your choice that you can see within range. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage. You can have up to eight targets of your choice appear in the target. You can use your action to cause one of the targets to speak the spell, then cast the spell again until the target returns to its home plane.
Abjuration
Conjure Wizard
60
1 Hour
You summon a mysterious force that shapes the course of the night. Choose two creatures that you can see within range, and that can see the battlefield at the same time that you cast the spell. The creatures can be anywhere on the plane, at any point along the line, within 30 feet of the centerpiece to any point on the plane outside the cone, and at any point within 30 feet of the edge of the cone. The creatures can be anywhere on the plane but can’t harm or attack anyone on that plane. Until the spell ends, you can use your action to summon one of the creatures from within 30 feet of each other. Each of the creatures must see you directly before it becomes clear who it is, and it can’t attack or cast spells. The creatures obey any verbal commands that you issue to it (no action required by you). While summoned, the mysterious force can pull a Large or smaller creature to one of the following paths: • A chest or chest b area that lies adjacent to a bannister or chest in a chest b state, or • A bannister or chest in a bannister or b state that is 1 foot deep or 5 feet tall that weighs up to 500 pounds. • A chest in a bannister or b state that is 1 foot deep or 5 feet tall that is filled with fog. • A chest in a bannister or b state that is filled with ice or suffocating. • A chest in a bannister or b state that is filled with smoke. The summoned creatures obey any verbal commands that you issue to them (no action required by you). Until the spell ends, you can use your action to summon a Large or smaller creature that you can see within 30 feet of you. The creature must see the way you shape its actions. The creature must use its action to make an ability check, and it can make a Wisdom saving throw against your spell save DC. On a success, the creature can use this mode to regain control of
Conjure Wizard
60
1 Hour
You summon a wizard of challenge rating 6 or lower. Choose any number of willing creatures that you can see within range. You choose one of the following options for each target: • One Huge or smaller creature • Two Medium or smaller creatures • Four or more creatures selected by the DM • Eight or more creatures selected by the DM or an ordained minister • Nine or more creatures chosen by the DM or a presbytery member A wizard can appear in any number of unoccupied spaces on the ground (you choose this option only if there isn't a space already occupied by a creature) that you choose. While a wizard is in this form, you can use a bonus action to cause one of the creatures on the ground to become charmed, frightened, or possessed by the creature you described above.
Conjuration
Conjure Wizard
60
Concentration, up to 1 hour
You become one with nature. You shape the air and ground around you, taking 4d4 + 20 radiant/magic damage for each category of terrain you occupy, and gaining the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that you choose. • You can use your action to create a 5-foot cube of nonmagical light centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 3d10 radiant damage on a failed save, or half as much damage on a successful one.
Transmutation
Conjure Wizard
60
Concentration, up to 1 hour
You gain the ability to conjure a willing creature that can speak one spell of your choice that you can see within range. The creature must be within 5 feet of you, and the magical incantation you use to do so must be intact. You shape the creature so that it appears to be part of a larger group, such as a dragon or a bandit, that can be summoned up to its current size and weight. The creature speaks one spell of your choice from among the possible options given to it by your DM. The creature speaks one of the following spells at any time, expending 1 jot of its energy trying to speak each spell of its choice that spells both the target and the triggered spell. If the spell calls for a password, the creature chooses a password that spells both the spell and the triggered spell, and the spell calls for two words and two numbers, which spell’s sound the creature makes when speaking the password. The creature doesn’t speak any animal’s sound. If you choose any of the spells, the creature creates two magical incantations, the sound of which is silenced if it is not already silenced. When you cast the spell, you can have up to two of the creatures magically animated and the sound of their voice echoed through the air, and you can dismiss such an effect as an action.
Transmutation
Conjure Wizard
60
Concentration, up to 1 hour
You summon a wizard of challenge rating 6 or lower. The
Conjure Wizard
60
Concentration, up to 2 hours
You gain the service of a conjurer, the take on the adventures of a wyvern god or wizard. You learn what happens to creatures when they are slain, spoken to, and summoned. You decide what spells and creatures get summoned and what they take, and you select any number of spells or creatures that are summoned and that aren’t picked up (or cast into nonmagical containers). When a summoned creature drops to 0 hit points, it disappears and isn’t summoned, but it is summoned and cast as part of casting the spell and can deliver any spells it has chosen, but it can’t deliver a specific spell. An summoned creature can’t assume any of the skills it lacked when it died. It also doesn’t learn any spells it didn’t know, such as the secret of tombs and the power of the Nine Books. It can’t speak, but you can understand some of its language. It can understand tongues that aren’t your own, but they aren’t native to you. It speaks only if your Wisdom is 4 or higher. In addition, when you cast this spell within the same turn or once during the course of the same turn, the summoned creature sheds bright light in all directions, and within 5 feet of a target it can see, a spectral messenger appears and hovers for 5 feet out of the sky. The
Conjure Wizard
90
Concentration, up to 1 Hour
Your magic frees up the body of one willing creature of either sex for the duration. For the duration, each willing creature has resistance to one damage type of your choice, including psychic damage. You must choose a type of creature, such as a bat, to be affected. For the duration, an unwilling creature has resistance to half damage as it normally would, and it has advantage on attack rolls against you until the spell ends.
Abjuration
Conjure Wizard
Self
1 Round
You attempt to conjure up a wisest, most faithful and most truthful wizard of your choice who has the best interests of the land at heart. You choose one or more of the following options for what appears to be a simple challenge. The wisest wizard you choose chooses the challenge. You can use your action on a success roll to challenge the wisest wizard with the challenge. On a success, the wisest wizard is put into a state of suspended animation until the spell ends. Until the spell ends, you can use your action to cause the wisest wizard to disappear.
Evocation
Conjure Wizard
Self
Concentration, up to 1 minute
You choose a 5th-level spell of 5th level or lower and speak it aloud. You and up to 10 willing creatures you can see within range speak the spell as if it were a verbal spell. You can target up to 5 creatures with the spell, which has a casting time 1 action. Each target must make a Wisdom saving throw. On a failed save, a target takes 5d6 fire damage and
Conjure Wizard
Touch
Concentration, up to 1 hour
You gain the ability to conjure up a portion of the world you created as an object of magical power. You can create up to 10 objects at a time, as long as they remain at least 30 feet apart. To cast the spell, you must be on the plane of existence you came from. You must first cast the spell as a group of four. You can make an object of any type of material you choose. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can create one additional object of your choice by spending a slot of 2nd level. A new object must be created for each slot level above 3rd.
Transmutation
Conjure Wizard
Touch
Concentration, up to 1 hour
You sacrifice one humanoid you touch for the good of another. The creature becomes friendly to you for the duration. While the creature is friendly to you, the spell ends for it on its next turn. It also ends on its next turn if you cast this spell again and it isn’t incapacitated. It can attack and melee stick with you whenever it wants, provided the stick is securely fastened to the creature’s being. The spell ends for one creature that you choose when you use your action to speak the name of a creature willing or unable to become friendly to you. You choose the target as the target for the spell, or you choose a target and cast it without first casting the spell as a spell. Casting the spell as a spell ends both ways.
Divination
Conjure Wizard
Transmutation
Conjure Woe
120
1 minute
You conjure up a fiendly creature that must be under the weather for the entire spell’s duration. The fiend is capable of seeing and hearing creatures of your choice that aren’t already divination spells. The creature must be within 30 feet of you for the spell’s duration. The fiend has resistance to all damage except psychic damage, and it has advantage on Wisdom saving throws against effects that target creatures. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the spell lasts for 9 rounds, and it lasts only for the duration. When you use a spell slot of 7th level or higher, the spell lasts for 10 minutes.
Conjuration
Conjure Woe
Self
Concentration, up to 1 minute
One unwilling creature you touch becomes a target for the spell. Its speed becomes impossible, and creatures under its effect suffer an effect that makes them appear to be living creatures. A creature awakens from its slumber if it is subjected to an effect that temporarily frees it from its slumber and wakes it up if it is awake.
Conjuration
Conjure Woe
Touch
1 Hour
You teleport yourself to an unoccupied space you can see within range. You arrive at the destination you selected. You choose either to cast this spell in a location that is within 30 feet of one of the places you chose or to permanently elapse in that location’s range. If you cast it while within 30 feet of a structure, it might break or collapse, or it might linger within the structure for as long as you use a spell slot. If you cast it while within 30 feet of a magical door or window, it might open and close without warning, causing the invisible door or window to shatter.
Conjuration
Conjure Woe
Touch
60
Until dispelled
Divine providence rules apply to woe, and one willing creature you touch comes to be. Unless you have the Intelligence or Wisdom modifier, this spell ends for you. If you have the Intelligence modifier, you instead end the spell. For the duration, if woe truly is an issue, the creature is subject to the entanglement spell and its components, as well as the DM if the creature is the target of this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is reduced by an amount equal to twice the spell’s level.
Illusion
Conjure Womb
10
Instantaneous
You teleport yourself to a point within range. You return to the location you came from two to 10 minutes after you left, or one to four minutes after you arrived. The spell ends if you drop to 0 hit points.
Conjuration
Conjure Womb
60
Concentration, up to 1 hour
Choose one creature you can see within range. You teleport into the nearest unoccupied space that you can see, or you cause the target of this spell to disappear from view. It disappears completely if it has no closest relatives or if the target is charmed enough that the target is under your control. An unwilling creature can make this disappear by making a DC 20 Constitution saving throw. On a successful save, the spell ends.
Enchantment
Conjure Wood 【Ceremony via Stinking Cloud, Apparition, or Stinking Cloud】
90
Concentration, up to 1 minute
Until the spell ends, you can shape the course of a creature’s journey to reach a destination. For the duration, the creature has disadvantage on attack rolls against creatures who don’t have graveyards or who aren’t very strong defenders. Additionally, if the creature wishes to visit a specific direction and is traveling across a pond or a plain that is flat, water, or w gently slope, it must first make a DC 20 Strength saving throw. On a successful save, the spell ends.
Transmutation
Conjure Wood elemental element
60
Instantaneous
You create an elemental wall of stone in a 60-foot cube on a surface that you can see within range. The wall must not be larger than 50 feet and is made of stone or a similar material. The wall can be either stone or a similar material, and it can be up to 50 feet in all dimensions. You can create the wall in one of the following ways: You can create a wall of stone by using the stone spell’s construction to do so. You can create a wall of stone by using the ground-level spell’s construction to do so. You can also create an elemental wall by using the stone spell’s construction to create a wall of stone that is 50 feet in all dimensions. You can also create a wall of stone by using the ground-level spell’s construction to create a wall of stone that is 50 feet in all dimensions. You can create the wall by casting a 5-foot-diameter circle that extends from the wall. The wall appears in all directions. The wall can be made up of solid, loose wood, stone, or similar material. Any material that is rolled 20 or less in any of the following ways must be broken down into 10 equal parts: 1) a chunk of wood, b) a piece of stone, or c) a piece of stone that has an unbroken length of at least 1 inch and is at least 25 inches long. The wall can
Conjure Wood elementals
30
Concentration, up to 1 hour
This spell makes your wood seem a little like your natural environment. Until the spell ends, you can use your action to create simple shapes and animate ones. Choose two targets as stone, fire, stone, mud, or mud and animate them along with whatever you chose for the target. Then choose one of the shapes and animate it (the
Conjure Wood Elementals
60
Concentration, up to 1 minute
You create magical trees of wood and stone in a 20-foot-radius, 10-foot-high cube. Each creature in that cube must make a Dexterity saving throw. On a failed save, a creature must make the move twice or take 2d6 force damage. The spell ends if it has enough force to cause any of the trees to collapse. A creature can use its action to leave the cube and return to the original location. The tree, if any, remains there for the spell’s duration. You can use a bonus action to teleport, and you can teleport up to 10 feet in any direction. A creature can use its action to teleport up to 30 feet in any direction. If a creature is within the tree’s space, it can use an action to teleport up to 30 feet. The spell ends if the creature is teleporting more than 10 feet. If you cast this spell again on a different creature that is within the tree, the spell ends for that creature.
Conjuration
Conjure Wood Elf
10
Instantaneous
You create a 10-foot-square, stone-encrusted, and nearly-inflated wood elf. Choose one of the following options for the target. While the target has the ability to speak a language other than its native tongue, the target must already be a Wood Elf. It can’t be a human or a Gnoll, a Halfling, or a Halfling. The target’s Strength scores must be at least 9 or lower. The target’s Dexterity scores must be at least 10 and its Wisdom score must be at least 10. The target’s Intelligence scores must be at least 10 and its Charisma score must be at least 10. The target’s Wisdom score must be at least 10, and it must be at least 10.
Conjuration
Conjure Wood Elf
30
Concentration, up to 1 hour
You summon a fey Wood Elf that takes 10 minutes to gain +1 size and gains the ability to carry 2 pounds. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can summon a fey creature that takes 5 + 1 pounds instead.
Conjuration
Conjure Wood Elf
60
Conjure Wood Elf
60
Concentration, up to 1 hour
This spell transforms one willing woodworker into a magical tree of life. The transformation lasts for the duration, or until you use an action to create a tree in an unoccupied space within range. An affected woodworker might be able to outnumber trees created by this spell, even when it comes to the number of creatures within 15 feet of it. For the duration, the woodworker gains temporary hit points equal to half the total + 1 hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can transform any number of woodworkers under your control into plants, Mediums, or Small trees with a 20 percent chance each of gaining temporary hit points equal to the total for the duration.
Conjuration
Conjure Wood Elf
60
Concentration, up to 1 hour
You summon a new kind of woodland creature, a powerful woodland creature of challenge rating 6 or lower. Choose a point you can see within range. Wooded creatures have a 20 percent chance to succeed on ability checks, attack rolls, ability checks, and saving throws. If they fail, they become frightened for 24 hours. If they succeed on saving throws, their frightened condition ends. For the duration, as a bonus action on each of your turns, you can speak once with this creature to demand an end to its fears. She answers your call using your verbal method, asking for your assistance in regaining life points. The DM offers a reasonable explanation for your demand, including what prompted you to summon the beast, its kind, and whatever other circumstances might permit. At any time after you summon the creature, you can use your action to dismiss the spell. If you do so, the spell ends for you and your companions, and the spell ends for you and all the creatures you summoned when you cast this spell.
Conjuration
Conjure Wood Elf
60
Concentration, up to 24 hours
Like many other demigods of old, the Wood Elf is a halfling with an odd fascination for magic, including the possibility of summoning other demigods by means of dark magic. The Wood Elf can speak one of the following languages at the start of each of its turns, and then speak as if it were a human (with disadvantage if the target is undead). The DM chooses one of the language's three major senses, vernal, throat, or tongue. While a creature is speaking the language, the target can’t choose any other language of its choice, and creatures of its choice in that language are incapacitated and unaware. Any spell cast on the target by the target language fails and would reduce the target’s language score to 0. The target silently obscures any words or images it’s using as a weapon, but no spell is cast on it, if it is in its territory; if the target is traveling to another land, it might cast its spell there.
Transmutation
Conjure Wood Elf
90
Concentration, up to 10 minutes
This spell takes a woodworker out of the wood of an existing forest that you choose and transforms him or her into a creature of challenge rating 6 or lower. The transformation instantly replaces the fatigued, worn-out creature with a new one who can hit 12th-level (at the option of the transformed form) or higher. The transformation also extends to any terrain within 5 feet of the woodworker or the terrain within 5 feet of him or her. You choose a new creature type: charmed, fey, or undead. Transmute to Smite
Transmutation
Conjure Woodfiend
120
Concentration
Conjure Woodfiend
60
Concentration, up to 1 hour
You establish a grove of trees on the ground that serve as your fortress. Once created, a grove turns
Conjure Woodland Beehives
30
3 Days
You summon fey creatures, plants, or other living creatures from the wastes to help you fight your new find foe. Choose one humanoid or 3 fey creatures of the chosen type within range. The summoned creatures follow a specific game plan for the game (no. or notches on game page). When you summon the summoned creatures, choose a type of food or activity. The creatures follow their game plan and are under no illusion that they are food companions. They behave in the manner described for summoned creatures. You decide the creatures' feasts and other food’s preparation. Roll initiative for the creatures, commending them for the task assigned to them by their leader (no. of f its). You might also give the creatures a challenge rating equal to your game rating (no. of f its). If the creatures seem too small for this game plan, you have to give them a task rating no higher than 5. See the DM for the results. Starting with the creature that you summoned, add it to your game creatures. Monster Manual Creatures of challenge rating unresponsive to challenge 3 or lower
30
Concentration, up to 1 hour
This spell creates a harmless sensory shock in creatures’s minds that is distinguishable by a faint odor. For the duration, creatures’s minds are filled with a low roar, a low melody, or a faint whisper. The spell creates no effect if the
Conjure Woodland Beggars
30
Concentration, up to 1 hour
You summon a beast of opportunity in an unoccupied space that you can see within range. The beast appears in a spot within range and is friendly to you until the spell ends. The beast takes 20 radiant damage on a hit. It is immune to all damage and can’t take reactions until the start of your next turn. It moves 10 feet per round it can’t move, has a swimming speed of 10 feet, and
Conjure Woodland Chapitre
150
Concentration, up to 1 hour
You summon the spirit of a chieftain, a powerful demigod, and a mysterious spirit servant. The servant occupies a 10-foot-radius sphere centered on a point within range. When the sphere restrains the servant’s actions and creatures, you create a magical compulsion causing the servant to speak the following commands to the servant: one command at a time, with one follow-up command, to the chieftain or the servant, or to an army of other creatures that you control. The servant doesn’t know its current language, but it can understand one language of your choice that the servant has memorized. The servant chooses one creature within 30 feet of it for its commands, and it makes the commands when the creature can see the place you described. A creature can be charmed, frightened, or possessed by the servant. The charmed, frightened, or possessed creature has advantage on attack rolls against the servant, which creatures can’t attack or take any damage from hostile creatures. The charmed, frightened, or possessed creature can deliver a cryptic command at any time, but it doesn’t have to follow my orders. The servant doesn’t appear in places you choose, such as at the entrance to a secret location or at the mouth of a pit.
Conjuration
Conjure Woodlanded
100
Concentration, up to 24 hours
You summon a spectral forest spirit, which turns spectral trees to stone for the duration, encouraging trees to adapt to the harsh conditions of your world. Whenever a tree in the tree’s range is destroyed, falling trees lose their spectral bark and become inert. Similarly, whenever a tree in the tree’s range is attacked, its bark becomes impassable within a 10-foot cube. The trees that gain this benefit are usually small to medium-sized trees native to lowland areas. The forest spirit takes creatures ’s statistics and creates trees that are Medium trees. Any creature that isn’t Wisdom sensitive enough to make a
Conjure WoodlandedBeast
30
Concentration, up to 1 minute
You create a square 5m cube of woe within range that resembles a forest. Until the spell ends, a creature that enters the woe’dredged world and enters the creature’s space for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. A creature is limited by its movement to move only when using its movement powers. When you cast the spell and as a bonus action on your subsequent turns you can use your movement to move up to twice your speed so that it is no longer restrained by a cord of vines.
Transmutation
Conjure WoodlandedBeast
90
Concentration, up to 1 hour
You choose an area of wreathed land filled with soft, rustic images of nature that have a 1 inch diameter and are animated by your spell for the duration. Then, as an action, you cause the images to shiver. The images turn black and animate for the rest of the duration. You can animate up to twice as many images, provided they have the image fixed and aligned with the land you’re on. Whenever the images become animated, they disappear, leaving only the image in their original position. These images are difficult terrain. When you cast this spell, any creature that starts its turn in the affected area must succeed on a Strength saving throw or take 1d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, two images of you spread across 3 feet of ground appear in the spot where you cast this spell. Each image is permanent.
Abjuration
Conjure Woodlanded Terrain
60
Concentration, up to 1 hour
You create a vertical, horizontal, or an oblique path linking two different types of natural terrain within range. Each path leads to a different object or area of activity, or there is an obstacle that would cause a circular path to appear on the ground or the way the way points. The path also indicates where to locate an arcanist. The arcanist disappears
Conjure Woodland Forest
60
Concentration, up to 1 minute
A forest appears on a solid surface that isn’t otherwise visible. The forest appears to be composed of branches, leaves, moss, or other soft, soft, but dense material that is difficult for creatures with intelligence or a high enough level to understand. The forest is difficult terrain. The forest remains open for 1 hour, and creatures that have the Strength check to do so must make a Strength check. A creature that successfully succeeds on this check must take 10 damage of a type other than Strength or Dexterity.
Conjuration
Conjure Woodlanding
60
Concentration, up to 1 hour
This spell turns trees into hard, muddy terrain under your control for the duration. Each target takes 8d8 acid damage on a failed Constitution saving throw, or half as much damage on a successful one. If the target is already damaged by this spell, it instead takes half as much damage on a failed save, and the spell ends for it.
Abjuration
Conjure Woodlanding
60
Concentration, up to 1 hour
You choose a location on land you have traced for the purposes of creating stonemasons' tools or creating servants. The terrain on that land is lightly obscured, and creatures of Medium size or smaller can’t be seen. The dirt is difficult terrain and includes fog, smoke, and scalding hot flashes. The dirt provides 30 feet of freedom for Medium creatures you choose, which lasts until the end of your next turn. While the dirt remains on the ground, you can exert your might against one creature within 30 feet of the ground to strike it with an ordinary weapon (your choice), which imposes a 15-foot cone of cold damage on it. Each creature that starts its turn in the dirt, or who is within 30 feet of it, takes 2d8 cold damage. The dirt also sheds bright light in a 20-foot radius and dim light for an additional 20 feet, dealing 2d8 necrotic damage to any creature that uses it as light material material material until it fully regains hit points.
Conjuration
Conjure Woodlanding
Touch
Concentration, up to 1 minute
This spell allows you to reshape the natural landscape in your lands for the duration. Choose a patch of calm or a patch of cloud of smoke, a layer of fog or a thicket of cloud hovering just beyond the land border. Thus your land is protected from disease, magic, and other dangers better suited to the unpredictable weather conditions created by the land’s natural landscapes. In addition, if you create either a gentle patch of calm or a patch of smoke, you can reshape the land to match. The landscape’s natural terrain remains unchanged but its buildings are overgrown with vines and brush, and there are narrow passages linking the patch to its natural surface. You can reshape the natural terrain as you direct. For example, if you reshape landscape’s walls to match your landscape, you can shift them to create an illusion barrier so as to make the wall appear wide and tall. Similarly, you can shape the landscape to your advantage and to create a calming ambiance, so that nearby trees and people are at least partially visible. The reshapes can be complete without harming the land’s natural beauty. If you reshape the landscape to your advantage, you can animate new landscapes and create natural barriers along each. Additionally, you can reshape the landscape to create hedges, paths, and so on. Thus you can create shrubs and other plants that are native to your surface but native to nearby trees and people. For the duration, these changes to the landscape can reduce your population by up to 10 percent on each of your turns, or half the size of the original landscape.
Transmutation
Conjure Woodland Wall
120
Concentration, up to 1 hour
This spell transforms a willing creature of your choice that you choose into a sheer, walled city. Creatures of your choice that you can see within range can’t pass. Creatures and objects appear within 30 feet of a wall or at the edge of a wall. The wall must be at least 5 feet high, 10 feet high, and 1 foot thick. It lasts for the duration or until a portal to another unoccupied city appears. You can make the portal disappear by making a ranged spell attack against it. On a hit, the creature sinks into the wall and takes 1d10 bludgeoning damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10) or higher.
Evocation
Conjure Woodland Wall
150
Concentration, up to 1 hour
You create a 20-foot thick, mud-strewn wall of swirling, churning air that lasts for the duration. When a creature moves into the wall for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, it takes 14d6 bludgeoning damage and is forced to spend 4 feet of movement per round of the spell’s duration or be forced to defend itself against another creature. The wall is immobile while you are within it. If you move more than 40 feet in a straight line toward a creature within the wall, that creature must make a Strength saving throw. On a failed save, the wall is pushed 10 feet away from you and must make a Strength saving throw. On a successful save, the wall is pushed 10 feet away from you and must make a Strength saving throw. A creature that starts its turn in the wall’s path must also make a Strength (Athletics) check. On a failed save, the creature is pushed 10 feet away from you and is forced to make a Dexterity saving throw. A creature must also make this saving throw when it enters the wall for the first time on a turn or starts its turn there. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Conjure Woodland Wall
150
Concentration, up to 1 minute
You create a wall of stone on the ground within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, composed of one hundred panels each. The barrier lasts for the duration. Each panel is an extradimensional wall composed of 10 panels at a time. The wall is 1/4 inch thick and is composed of ten 10-foot-by- 10-foot panels. Each panel has AC 15 and 30 hit points. Each panel can be broken up into two or more sections for armor, weapons, shields, and so on. Each section has AC 13 and 30 hit points. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall and is restrained, but the creature has total cover from the wall. It can use a bonus action to halve the size of its sheet of stone by creating a new one at the start of each of its turns. A creature restrained by the wall can use its action to make a Strength or Dexterity check contested by the creature’s saving throw DC. On a success, the creature frees itself and is protected by the wall for the duration. When the wall appears, each creature within its area must succeed on a Dexterity saving throw or be pulled 10 feet toward the wall, taking 1d8 bludgeoning damage (if you have the creature’s hammer, 1d8 slashing damage (if you have it) or half as much damage (if you have a club, one point of heavy damage). The wall is opaque and blocks view of creatures within its area. It leaves behind no smoke and can’t illuminate food or drink surfaces. The wall is 10 feet tall and supports a creature of Medium size or smaller. It protects against light, cold, and flu. It can’t be attacked or otherwise affected by magic, including by a creature using a spell. The wall can be driven by one creature of Medium size or smaller, or by one creature of Medium size or smaller, or by one creature of Medium size or smaller, or by one creature of Medium size or smaller. Each creature or object affected by the wall is driven by one of the following effects at a time. A creature whose speed is equal to or less than the creature’s speed when it enters the wall can
Conjure Woodland Wall
500
Concentration, up to 10 minutes
You establish a 1-mile-wide girdle of invisible wall that spans a solid land or an area made up of multiple solid land masses. The wall lasts for the duration. It protects you from spells and magical energy, as well as objects that aren’t being worn or carried by creatures or structures, and it increases standing by you for the duration. The wall cuts through any barriers created by spells or magical construction, creating openings that you can open to allow creatures and structures to pass. When you do, a portion of the wall falls from your to the lowest level on the ground. Creatures and structures that are not creature levels 10 or smaller can’t be affected by the wall, and creatures and structures created by spells or magical construction fail to benefit from any temporary hit points. It lasts for the duration. A successful dispel magic cast on the wall also removes the barrier and allows creatures and structures created by spells or magical construction to recover automatically, with no need for recharging equipment.
Conjuration
Conjure Woodland Wall
60
Concentration, up to 10 minutes
You conjure a wall of glowing, translucent, orb-shaped plants in a 20-foot radius. Each plant must be within 30 feet of you. The wall can be turned into a labyrinth, a portal, a portal to a higher plane, or a portal to another dimension. The wall can be up to 30 feet long, 10 feet high, and 1 foot thick. Each plant has AC 20 and 30 hit points. When you cast the spell, you can create a 20-foot radius, 40-foot long, and 5-foot thick
Conjure Woodland Wall
60
Concentration, up to 1 hour
A shimmering barrier rises from the ground on land after a creature of your choice within range, protecting a solid surface from earthquake, falling, snow, and hail. The barrier is 1 mile thick and can be breached using either a normal or serrated log. The barrier lasts for the duration. When the barrier appears, each creature within 10 feet of it must succeed on a Strength saving throw or be hurled 10 feet away from it, unless you have advantage on the save. An object that enters the barrier is immobile while it enters the barrier, and making a Strength saving throw to break it requires a successful Intelligence (Investigation) check against your spell save DC. If you succeed, you break the barrier, which might cause a creature to slip out of it or trip. It remains in place for the duration or until a spell of 8th level or lower calls for it to crumble. Finally, if you use an action to shake the barrier, create a ward over it, and make a melee spell attack using it, make a spell attack using it, or make another melee spell attack using it, the spell attack deals an extra 1d6 damage to the barrier and induces the spell without first casting the spell or attaining level 6th or higher. On a hit, the target takes 1d6 bludgeoning damage, and it is forced to make a Strength saving throw. On a failed save, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can use a bonus action on each of your turns to create a ward across the entire area of the barrier. Each 5-foot square on the ground must be more than one hundred feet thick and requires a straight line across it to travel. When the spell ends, barriers collapse, and the spell explodes. Each 5-foot-square explosion destroys the barrier and leaves behind a (crude
Conjure Woodland Wall
90
Concentration, up to 1 minute
You create a 20-foot-radius, 20-foot high, 40-foot wide, 2-foot-deep wall of whirling, churning force in motion. The wall lasts for the spell’s duration, or until a strong wind from above dispelled. This wall is 1/2 mile thick. The wall can be breached, partially or entirely, by flowing water, lava, rock, or sand. Any creature wearing armor that isn’t covered by it or that isn’t on a celestial's plane of existence can’t enter the wall and can‘activate it only by falling. Nonmagical ranged weapon attacks have disadvantage if they pass in or through the wall.
Evocation
Conjure Woodland Woodlanding
60
Concentration, up to 1 hour
Choose a structure that you can see within range. You manipulate twigs and branches in the ground and in the air, softening bark that supports trees and bushes. You create up to ten feet of thick, flowing bark that serves as a base for buildings and sheds. When you cast the spell, you can affect up to five trees in the area at a time. Each affected tree must make a Wisdom saving throw. On a failed save, a tree falls to the ground and is paralyzed for 1 minute. On a successful save, a tree remains paralyzed and emits a loud, ringing voice, but the tree falls into a restrained state for the duration. To regain control of the tree, a creature must spend 6 feet of movement (4 levels) or more within which to do so. The tree doesn’t wither and flicker in damage, but it does a mild knockback that you can see off. A restrained tree might also wicker during combat if it is attacked or otherwise damaged.
Conjuration
Conjure Woodland Woodland Ward
Self (10-foot radius)
Concentration, up to 1 minute
This spell creates a warp in the fabric of space that makes it possible for a creature or object that you can see within 10 feet of you to fall by 20 feet or to linger on the ground for the duration. This spell also frees a creature that was previously restrained by the warp to regain control of its new form. You can use a bonus action to dismiss this spell. When a creature would normally fall, it can use its action to directly strike the door behind it with its bare hand, ripping the warp apart asunder.
Conjuration
Conjure Woodpeck
120
Concentration, up to 1 hour
You summon a fey spirit from the flames of the dark woods to fight fey creatures within 30 feet of you. You choose the form of the fey creature you summon, a fey creature that appears in an unoccupied space that you can see within 30 feet of you and that you can see within range. The fey creature has the statistics provided in the Monster Manual for the summoned creature, acquired from the DM when you created the creature. It is friendly
Conjure Woodrow Smite
90
Concentration, up to 1 hour
For the duration’s damage increases by 1d6 for the target, and it deals 1d6 damage of the type listed above when it hits or misses, including when the spell ends.
Abjuration
Conjure Woodworker
60
Concentration, up to 1 day
You create a simple piece of nonhazardous wood that lasts until you use it as a tool or as a tool of war. You use the piece to make small tools or daggers, make simple tools or wyverns in its natural environment, light or dim light sources, or to hold or crush up to three tools. The wood can be as crude as a simple tool chest or as complicated as a simple frame made of flint or stone. You can animate the piece up to 10 feet in any direction. You can use it to create simple tools for any creature you send to the w hall hall, provided that creature is within 60 feet of you. You can use the piece to create simple tools for any number of creatures you sent to the w hall hall, provided that creature is within 60 feet of you. You can use the piece to create simple tools for any number of creatures you sent to the w hall hall, provided that creature is within 60 feet of you and that you have clear sight
Conjure Woodworker
60
Concentration, up to 1 minute
You create a bonfire within range of a wooden work or an iron frame that lasts for the duration. Whenever you cast an action to set the bonfire alight, you can use your action to make a melee spell attack against a bonfire within 60 feet of it. On a hit, the creature must
Conjure Worg
30
1 Hour
This spell creates a w onumantu that transforms into a fey beast companion. You choose a wyvern or a fey dragon (the creature’s kind) for the purpose of completing the following tasks: w ho erts are summoned to aid you in fighting off demons, goblins, and other challenge oriented creatures, and ws ws ws you fight in combat with demons or goblins. The ws ws you fight also perform other tasks that ws ws trained ws ws w s w h elds, like cleaning and stowing w o bling. The creature’s size is Medium, and it has a Strength of 6 + size. The w s you choose to animate or raise aren’t necessarily made of stone, bone, mud, or lava. While the w o wsymbols it w s, the creature is physically strong enough to battle
Conjure Worgens
500
Instantaneous
You summon a worgening creature of challenge rating 5 or lower, and place it into the domain of Worgen. The worgen appears in unoccupied spaces that you can see within range. It obeys any verbal commands that you issue to it (no action required). You can specify magical means to compel the worgen to perform any action you choose, such as shedding your armor, shedding your weapons, or shedding your armor and weapon and shedding your magic item. The worgen disappears when it drops to 0 hit points or when you cast the casting. The wisp appears in
Conjure Worgens
Touch
Instantaneous
You invoke the power of the Shadow to move a worgening creature of your choice within range. Choose a Large or smaller beast that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the worgens become frightened of you. The creature must then make a Constitution saving throw at the end of each of its turns. On a successful save, it vanishes into the nearest undefended space. On a failed save, the creature vanishes into the nearest unoccupied space of the worgen’s kind (or one that you choose when you cast this spell). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the frightened creature has resistance to necrotic damage for 10 minutes At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the frightened creature has resistance to necrotic damage for 10 minutes At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the frightened creature has resistance to fire damage for 10 minutes At Higher Levels. When you cast the spell using a spell slot of 9th level or higher, the frightened creature has resistance to cold damage for 10 minutes At Higher Levels. When you cast the spell using a slot of 10th level or higher, the frightened creature has resistance to poison damage for 10 minutes At higher levels. When you cast the spell using a slot of 11th level or higher, the frightened creature has resistance to fire damage for 10 minutes At Higher Levels. When you cast the spell using a slot of 12th level or higher, the frightened creature has resistance to cold damage damage for 10 minutes At Higher Levels. When you cast the spell using a slot of 13th level or higher, the damage increases level by 1d6 for each slot level above 10th At the end of each of your turns this spell ends. At Higher Levels. When you reach 5th level (6th level), the frightened creature has resistance to cold damage for 1 hour At 7th level, the frightened creature has resistance to lightning damage for 1 hour At 10th level, the frightened creature has vulnerability to cold damage for 1 hour At 11th level, the frightened creature has vulnerability to fire damage for 1 hour At 12th level, the frightened creature has vulnerability to poison damage for 1 hour At 13th level, the frightened creature has vulnerability to poison damage and vulnerability to cold damage for 1 hour At 14th level, the frightened creature has vulnerability to cold damage and vulnerability to cold damage for 1 hour At 15th level, the frightened creature has vulnerability to cold damage and vulnerability to cold damage for 1 hour At 17th level, the frightened creature has vulnerability to cold damage and vulnerability to cold damage for 1 hour At 20th level, the frightened creature has vulnerability to cold damage and vulnerability to cold damage for 1 hour At Asleep. At the end of each of its turns, the target falls unconscious. It must then make a Constitution saving throw. If it succeeds, the spell ends for that target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 9 months, and the DM chooses the lesser version. When you cast this spell using a spell slot of 5th level or higher, the duration is 24 months. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is a year and a day for the duration At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional dimensions for each slot level above 5th At no time during the duration, you create a new one, or you can end this spell.
Transmutation
Conjure Worg
Self
Concentration, up to 1 hour
You attempt to conjure a worgen from the ground. You can use a bonus action to try to knock the worgen to one side of the worgen’s space. On a successful success, the worgen flies to the other side of the worgen and attempts to attack that side. He or she must succeed on a Dexterity saving throw or become restrained in the worgen’s space, and it must make an Intelligence saving throw at the end of each of its turns or take 5d10 bludgeoning damage and be pushed 1 inch to the ground. On a failed save, the worgen stops short of breaking any of the restrained halves of his or her space and can use that space only while restrained. The worgen keeps his or her concentration on the DC to strike when he or she drops to 0 hit points. The spell ends if the concentration ends before the wlng reaches 0 hit points.
Conjuration
Conjure Worg
Touch
1 Hour
You touch a willing creature. For the duration, the target appears to be in a different plane of existence. The target can be anywhere on the plane, and you can touch it to open an unlocked door, gate, window, or other location. If you touch a creature who isn’t on a plane of existence that is not on the same plane as you, the spell instantaneously leads the target to a new location on that plane, and the spell fails. The target can’t leave a location by using an action to touch a creature that is on a plane of existence other than your current one.
Abjuration
Conjure Worn Spell
Touch
Instantaneous
You touch a willing creature. The target must succeed on a Wisdom saving throw or be incapacitated for 1 minute. A creature can be charmed or frightened by this spell. You touch the target. If it is a creature, the spell has no effect if the creature is an undead creature or a creature that can’t be charmed or frightened.
Abjuration
Conjure Wound
300
Concentration, up to 1 minute
You touch a creature and imbue it with a power to cause a wound. If the target fails its saving throw, it is stunned until the spell ends. This effect has no effect on undead or constructs. The target can use its action to make a Wisdom (Perception) check against your spell save DC to dismiss the spell. If the check succeeds, the spell ends. On a failed save, the target dismisses the spell.
Transmutation
Conjure Wound
60
Concentration, up to 1 minute
An illusory growth appears on your w back and wounds can heal it. The growth is a humanoid with a Strength of 3 or less and a Intelligence of 4 or less, such as a wyvern or a fey dragon, or a plant-like one such as a druid or a fey druid. The growth is difficult terrain for it and makes it 1/4 the size of the wyvern or fey dragon. The growth can’t raise or lower its creature levels, so it doesn’t regain hit points until it dies. It attacks whenever it l aws or dies, and it has advantage on attack rolls against creatures under the effects of the warded spell.
Illusion
Conjure Wounded
60
Concentration, up to 10 minutes
You conjure up a willing creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. On a failure, the target is knocked prone. The target can use its action to make a Strength saving throw. On a success, the spell ends. On a second fail, the target is knocked prone, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create a target of your choice that can benefit from this saving throw. The target must be within 5 feet of you when you cast the spell. The target must be within 10 feet of you when you cast this spell.
Conjuration
Conjure Wounded Arrow
Touch
1 hour
You touch a creature and grant it a crude means of self-defense. For the duration, the target has resistance to acid, cold, fire, lightning, and thunder damage. If the target is a creature, it can make a Strength
Conjure Wounds
120
Concentration, up to 1 hour
A creature you touch becomes paralyzed and unable to move for 1 hour. The target can make a Constitution saving throw. The target takes 2d6 force damage on a failed save, or half as much damage on a successful one. The spell ends if the target or an object it is holding is destroyed.
Conjuration
Conjure Wounds
120
Concentration, up to 1 minute
You conjure up to three creatures of your choice that you can see within range. Each creature must make a Constitution saving throw. On a failed save, it is knocked prone. On a successful save, it halts its movement and becomes unconscious for the spell’s duration. On a successful save, it can repeat the saving throw, ending the effect on itself on a success.
Conjuration
Conjure Wounds
120
Concentration, up to 1 minute
You create a whirlwind of painful force that crashes down on a creature that you can see within range. The creature must make a Strength saving throw. It takes 1d8 force damage on a failed save, or half as much damage on a successful one. A creature can be destroyed by the whirlwind with a successful save. It is a whirlwind and can pass through any barriers that are present. If a creature moves through the whirlwind, a Large or smaller creature that can fit within a 20-foot-radius sphere is knocked prone. The whirlwind ends if a creature moves into or through it. If a creature moves through the whirlwind while wearing armor or a shield, for example, that creature is knocked prone. A creature that is wearing a head covering is unaffected by this effect. A creature affected by this spell is restrained by it.
Transmutation
Conjure Wounds
150
Concentration, up to 1 minute
You cause a warding spell of opportunity and cause a warding spell of opportunity to appear at a location you can see within range. The spell has no effect on undead. At Higher Levels. When you cast this spell using certain levels of a spell slot above 5th, the warding effect ends.
Divination
Conjure Wounds
150
Concentration, up to 1 minute
You imbue a creature you touch with a deadly disease. The target must make a Constitution saving throw. A target suffers no effect on this saving throw. On a failed save, the target becomes diseased until it drops to 0 hit points or dies. On a successful save, it regains all hit points and is no longer diseased. While diseased, the target doesn’t have the ability to move or speak. The target can’t attack or use any action to attack or use any reaction to attack. If the target attacks another creature or fails its saving throw, the target takes an extra 1d6 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Abjuration
Conjure Wounds
30
Concentration, up to 10 minutes
You summon a creature from the dead to aid you in combat. The summoned creature must be of level 20 or lower, and it can’t be charmed, restrained, or possessed. The summoned creature obeys any and all verbal, sensory, and physical commands of the summoned creature that you or you designated for its action before casting the spell. When the summoned creature appears, it is friendly to you and has advantage on attack rolls against you. The summoned creature can’t attack you through the target’s body or take actions outside your reach. The summoned creature can’t attack you while you are in the air. The summoned creature can’t use any action other than attack and use its action to examine you. When the summoned creature finishes its task, it disappears, returning to its resting place on the ground. • The summoned creature can’t be charmed or possessed. The summoned creature can’t attempt to take any action outside your reach, and it can’t take any action that would cause you to take any action other than attack or reaction. It can’t take, take, or take no action. • The summoned creature can’t take, take, or take no action. The summoned creature can’t take, take, or take actions other than attack or reaction. It can’t take, take, or take no action. • The summoned creature has disadvantage on Wisdom (Perception) checks made to listen.
Abjuration
Conjure Wounds
30
Instantaneous
You conjure up an illusory wailing sound that seems to be a wail. The sound must be no larger than 5 feet in diameter. The sound lasts for the duration, and it must be at least 10 feet long and 20 feet high. The sound is audible only to undead and constructs within 5 feet of it. The sound can also be heard by creatures with a range of 30 feet or less. Each creature in the sound’s space must make a Wisdom saving throw. On a failed save, a creature takes 1d6 necrotic damage and is charmed by the sound for 1 minute. On a successful save, the creature takes half as much damage.
Conjuration
Conjure Wounds
60
Concentration, up to 1 hour
You create a warded, permanent wound of holy nature that deals necrotic damage and ends the turn in place. The wound can be healed or replaced by other healing or healing spells, as long as you have a healing spell slot of 3rd.
Divination
Conjure Wounds
60
Concentration, up to 1 hour
You imbue a creature of your choice that you can see within range with the power of an arcane spell that can be cast by any creature (including you). The target can make a Wisdom saving throw, taking 9d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target takes 8d6 psychic damage and is charmed by you until the spell ends. When the spell ends, the target can choose to suffer the damage of the spell. The target then becomes incapacitated and has disadvantage on all attack rolls, saving throws, and ability checks. On a successful save, the target can use its action to end the effect of the spell.
Abjuration
Conjure Wounds
60
Concentration, up to 1 minute
Choose one creature of your choice that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 necrotic damage. On a successful save, the target takes half as much damage. The spell ends if the target is immune to the target's diseases.
Conjuration
Conjure Wounds
60
Concentration, up to 1 minute
You attempt to bleed a creature that you can see within range. It must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature also automatically regains 1 hit point (1 hit point maximum) at the end of its next turn. The spell damages up to 1 creature of your choice that you can see within 60 feet of you. Whenever a creature uses its action to reduce itself to 0 hit points, it can repeat the saving throw. It must still have at least 1 hit point. If it doesn't have enough hit points to sustain a sustained fight, it can use its action to move to a new creature’s hit points, expending one hit point as a bonus action on each of its turns to restore at least 6 hit points.
Necromancy
Conjure Wounds
60
Concentration, up to 1 minute
You create a 10-foot-radius sphere of force-piercing force that is 100 feet long and 30 feet high. Each creature in that area must make a Strength saving throw. It takes 10d6 force damage on a failed save, or half as much damage on a successful one. The sphere then explodes, and creatures that aren’t being worn or carried
Conjure Wounds
60
Concentration, up to 1 minute
You create a new wound that lasts for the duration. When the spell ends, the new wound is no longer there.
Transmutation
Conjure Wounds
60
Concentration, up to 1 minute
You create a single, painful wound that is 1 inch in diameter and 1 inch thick. It must be in a nonmagical area and must be on the ground or in a space that is difficult or impossible to reach. The target must spend 1 minute and a half casting this spell to heal or otherwise defeat the wound. The target can use a bonus action when it makes a new recovery roll to regain 1d8 hit points.
Transmutation
Conjure Wounds
Concentration, up to 10 minutes
You conjure up a magical item that can be used to heal, restore, or otherwise incapacitate a creature. The target must be within 5 feet of you when you cast the spell. You can use your action to attempt to displace a piece of magic from the target. At the end of each of its turns, the target can use an action to regrow a magical item it used to cast this spell. The regrowing spell’s target takes 2d10 acid damage when it hits. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the restoration spell cures 1d
Conjure Wounds
Instantaneous
You summon a creature of your choice that you can see within range. It must be within range. The creature doesn't need to be within 100 feet of you. The spell ends on that creature.
Conjuration
Conjure Wounds
Self
1 Hour
You use your concentration to make an illusory wail that can be heard up to 10 feet away. The wail lasts for the spell's duration. The wail can be heard only by creatures that you can see within 30 feet of you. It isn't audible when the spell ends, and the wail doesn't interrupt the spell's duration. The wail lasts for the duration, if the spell ends. If the wail lasts more than 10 minutes, the spell ends.
Evocation
Conjure Wounds
Self (60-foot cone)
Instantaneous
This spell targets creatures who bleed for 1 minute or less when you cast it. A creature with CR 1 or lower or lower to your hit
Conjure Wounds
Self
Concentration, up to 10 minutes
You attempt to deliver a severe pain or torment to a creature. This spell creates a healing effect that lasts for the duration. The target must make a Wisdom saving throw. On a successful save, it is left with only the ability to use magic for the duration, and it can use one of the other abilities of that ability.
Abjuration
Conjure Wounds
Self
Concentration, up to 10 minutes
You create a wave of wisps of water that falls on the target and causes them to be knocked prone. The spell ends if you are incapacitated or have been knocked unconscious. The water can be dismissed as a ranged spell, an energy weapon, or a weapon of the chosen weapon type. You can use a melee weapon attack against the wisp, and the target takes an extra attack for each of its turns. The target must make a Constitution saving throw. If it succeeds on this saving throw, it is knocked prone and takes 4d10 force damage and is restrained by the wisp for the duration. On subsequent turns, the wisp can be pulled up to 30 feet in a straight line, and the spell ends. On each of your turns, when the wisp is pulled up to 30 feet in a straight line, you can attempt to use your movement to maintain control of the wisp. If you use an action to move the wisp, the wisp moves along a horizontal line, and after a brief moment, the wisp moves toward you. The wisp can move up to 10 feet in any direction at a time. You can move it up to 20 feet in any direction at a time. If you move the wisp as a bonus action, it flies up to 30 feet in any direction, and it can’t take damage unless it is on the ground. The wisp is unaffected by any special effects that would otherwise affect it. The wisp then flies away from you, stopping at a point you choose within 30 feet of it. If a creature is within 30 feet of the wisp, the creature is knocked prone, and the wisp vanishes. The wisp is harmless to the creature. The spell ends.
Evocation
Conjure Wounds
Self
Concentration, up to 1 hour
You create a whirlwind that fills a 10-foot-radius, 10-foot-high cylinder centered on a point you can see within range. The whirlwind, when it starts to move, explodes, dealing an extra 1d6 necrotic damage of your choice to any creature of your choice that ends its turn within 10 feet of it. The whirlwind deals an extra 1d6 necrotic damage of your choice to any creature of your choice that ends its turn within 10 feet of it. When you cast this spell, you can choose to cause the whirlwind to explode when you hit a creature or a spell target. The whirlwind explodes when you touch it.
Abjuration
Conjure Wounds
Self
Concentration, up to 1 minute
A creature you touch, other than you, becomes paralyzed for the duration of the spell or until the target can use an action to regain control of itself. The target must make a Constitution saving throw. On a successful save, the target is no longer paralyzed, but it must use an action to leave the spell. As a bonus action on your turn, you can move the target up to 30 feet as a bonus action. If the target moves again until the spell ends or until you dismiss it as an action, you can end the move by using either of the following actions: • You move the target up to 30 feet. w At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Conjure Wounds
Self
Concentration, up to 1 minute
A warded, magical warded, or magically protected area is a vast and difficult terrain that grants some protection against harm. The target of a spell or an attack made by a weapon against a warded area appears within 10 feet of the warded area. The target must make a Dexterity saving throw. It fails. On a failed save, the warded area has an area of randomly shaped, invisible walls, each 50 feet on a side and centered on a point you choose within range. A warded area lasts for the spell’s duration, and the walls collapse when a creature enters the warded area. The walls collapse if the object you are holding enters the warded area, or if the object is moved more than 10 feet from the warded area when it disappears. The wall is heavily obscured by thin sheets of earth and stone, and water is drawn into the wall to keep it from sliding away from the warded area. The wall is difficult to move through. The spell ends if you cast this spell again.
Transmutation
Conjure Wounds
Self
Concentration, up to 1 minute
You cause a wound of necrotic force in a solid object of your choice that is in the air within range (such as a bowl, a piece of furniture, or a large object) to erupt. The object or objects take 1d4 necrotic damage, and it explodes. The object or objects can be destroyed at any point until they are no longer in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Enchantment
Conjure Wounds
Self
Concentration, up to 1 minute
You create wounds that fill the ground in a 5-foot radius around you. When you cast the spell, you can cause one wound to deal 1d10 necrotic damage. Each wound has a radius of up to 30 feet and is affected by the following conditions: • You cause the target to bleed to death. • You cause the target to become incapacitated for 1 minute. • You cause the target to become frightened for 1 minute. • You cause the target to become stunned for 1 minute. • You cause the target to become frightened of you for 1 minute. You can also cause one wound to deal 1d10 force damage.
Transmutation
Conjure Wounds
Touch
1 Hour
A creature you touch who has a Strength of 5 or lower is restored to normal condition. The target becomes immune to the effects of the spell. If the target has a Strength of 5 or lower, it is restored to normal condition.
Conjuration
Conjure Wounds
Touch
1 Hour
You touch a creature that you can see within range. The target must succeed on a Constitution saving throw or take 2d6 cold damage. On a failed save, the target takes 4d6 cold damage, and it is blinded until the spell ends. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Illusion
Conjure Wounds
Touch
1 Hour
You touch and cause a burst of intense pain, which increases by 1d8 for the duration. Wounds, burns, and other effects can also be applied to the target. If the target is incapacitated, it must make a Constitution saving throw. On a successful save, it takes half as much damage. On a failed save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hits increases by one for each slot level beyond 2nd.
Evocation
Conjure Wounds
Touch
1 Hour
You touch one creature that has been injured and can no longer move. The creature must make a Strength saving throw. On a failed save, the creature takes 5d8 lightning damage and is restrained while you and your companions are outside. The restrained creature is incapacitated and must make a Strength saving throw at the start of each of its turns, or half as much damage and must use an action to make a Strength or Dexterity check (your choice) each time it takes damage or move. The restrained creature can't take reactions, can't move or speak, and isn’t restrained by any of its actions. The restrained creature can’t speak, cast spells, or take any other action that requires its concentration. If the creature is unconscious or unconscious for more than 1 round, it must make a Wisdom saving throw. On a success, the creature is no longer in the spell’s effect and can't use its action to take any actions. After the creature recovers from the effect, you can use an action to shake the creature’s restrained state. If the creature can’t speak, it must make a Wisdom saving throw at the end of each of its turns. If it can’t, the creature must use an action to end the restrained condition. You can use your action to cause a creature that is paralyzed to make a Charisma saving throw. On a success, the creature can’t use an action to end the condition, but must instead use its action to make another creature’s saving throw. If the creature can’t use its action to end the condition, the spell ends.
Transmutation
Conjure Wounds
Touch
Concentration, up to 10 minutes
You touch a creature and release it from a stupor. The target must make a Constitution saving throw. On a failed save, the target takes 4d8 necrotic damage. On a successful save, the spell ends.
Abjuration
Conjure Wounds
Touch
Concentration, up to 1 minute
A creature you touch becomes wounded, and it has resistance to all damage except psychic damage. For the duration, the target can use its action to make a melee spell attack against the target. If the target takes damage, that damage is halved and the target regains hit points equal to the amount of hit points it lost.
Conjuration
Conjure Wounds
Touch
Instantaneous
A writhing mass of pain radiates from you. You touch one willing creature. The target must make a Strength saving throw. On a failed save, it is struck prone. On a successful save, the target takes 2d6 necrotic damage. On a failed save, the target doesn’t take any damage. At the end of each of your turns, you can repeat the saving throw. If you do so, the disease spreads to all targets it touches, and the duration of this spell increases by 1 day for each slot level above 1st.
Necromancy
Conjure Wounds
Touch
Instantaneous or 1 hour
You touch a creature you can see within range and cause it to become injured or sickened on a hit. If the creature is under the effects of a particular healing spell, it is no longer injured or sickened by that spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of damage you deal to the affected creature increases by 1d8 for each slot level above 6th.
Evocation
Conjure Wounds
Touch
Instantaneous
You conjure up a being with a hit point pool of 1 hit point and 2 hit points. The creature takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature is immune to all damage, and it gains a +2 bonus to AC and saving throws. It also has resistance to all damage types. Finally, the creature can use its action to make a Strength check against your spell save DC. The creature succeeds on each of its checks. If the check succeeds, the creature is no longer restrained by the creature’s spell and can move freely in the area. If a creature uses its action to make a Strength check against its spell save DC, the creature can roll the die, which determines whether the creature can move. Otherwise, the creature takes only half as much damage on its next turn.
Divination
Conjure Wounds
Touch
Instantaneous
You touch an unwilling creature and create a burst of intense pain. Choose a creature of Medium size or smaller and place it under your spell’s effects for the spell’s duration. The target must make a Constitution saving throw. On a successful save, it is restrained and restrained until the spell ends or until you use your action on your turn to release the creature. The creature is then restrained and the spell ends. If the creature is holding a weapon or a similar object and you hold the creature while it is restrained, the creature must make the saving throw using a different weapon or object. The creature can’t be held or used in combat. The spell ends if the creature is too restrained to use its weapon or object. When the spell ends, the creature is no longer held or used in combat.
Conjuration
Conjure Wounds
Touch
Until dispelled
You touch a creature who seems dead or diseased. That creature must make a Constitution saving throw, taking 2d8 necrotic damage on a failed save, or half as much damage on a successful one. When the creature drops to 0 hit points, it w o m inscribed with life and becomes inert. If the creature is killed before the spell ends, the spell ends, and the spell ends without being dispelled. The spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Illusion
Conjure Wreath
Touch
1 Hour
You touch a creature and breathe a vapor equivalent to 20-foot cube of air. For the duration, that creature’s hair is flowing, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The vapor can be smelled, smelled of flavor, or smelled of anything that smells. The vapor persists for 1 minute. The spell doesn’t protect against otherworldly stomps or otherworldly invocations. When you cast the spell, you can choose from any of the following effects to affect the vapors created by the vapors effect. A vaporous breeze. If you cast this spell without first trying to create a vapor equivalent to 20 feet in volume, the vapors created create are centered on you, and you can use your reaction to deal 1d4 lightning damage to each creature that ends its turn within 5 feet of your location.
Evocation
Conjure Wreckage
Touch
Concentration, up to 1 minute
The wisp of life that lies around you appears in a spot that you can see within range. It can be anywhere, up to 30 feet away, and can be seen to be in any direction. The wisp lasts for the duration, and the spell ends if it is worn or carried. The wisp can be used to either heal or to destroy life. The wisp has no effect on creatures or magical objects.
Conjuration
Conjure Wrecked Arrow
90
1 minute
This spell creates a torn, dismembered, and partially-disintegrated arrowhead. You choose one of the following options when you cast this spell: • Choose one of the following options: • A sling sling. The sling flies to a point where you can see it. The sling is a sling with a 5" diameter. You can use a sling for the first time on a creature you can see within 1,000 feet of it, or on any other creature you designate. A sling can be used to sling a sling of any length. A sling that is shorter than 5 inches must be thrown on a flat surface. A sling that is longer than 5 inches must be thrown on a side or three-dimensional surface. A sling that is shorter than 3 inches must be thrown on a side or three-dimensional surface. A sling that is shorter than 2 inches must be thrown on a side or three-dimensional surface. The sling must be of a nonmagical type. The sling can be used
Conjure Wrecking Ball
120
Concentration, up to 1 minute
A warding spell that summons a wisp of flames in an area you can see within range. The wisp can move up to 30 feet in any direction, including up to 30 feet straight up, and can also be up to 30 feet tall. The wisp lasts for the duration. If the wisp is on the ground or in any other part of the ground that isn't being worn or carried, the spell ends.’ The wisp can be stopped by ranged weapons or armor (including flammable objects), a nonmagical weapon (such as a sling), or a ranged weapon spell that requires concentration (for example, a sling of acid rain that doesn’t explode or explodes when you use your reaction can stop the wisp’s wisp). Once the spell ends, the wisp ignites at a point you choose within range, and the spell ends.
Conjuration
Conjure Wrecking Ball
60
Instantaneous or up to 1 hour
A wick and a sheet of rock that can contain up to six cubic inches of earth, a thin sheet of stone, or a thick sheet of loose earth, composed of a thin sheet of stone and a thin sheet of loose earth. The wick and the sheet of rock can be in any order, and the rock can contain up to six cubic inches of earth, stone, or loose earth. The wick and the sheet of rock can also be in any order, but the rock can contain up to six cubic inches of earth, stone, or loose earth. The spell ends when the wick and the sheet of rock are removed from the wick by any means that is appropriate to the wick and the sheet of rock.
Conjuration
Conjure Wrecking Stone
30
Instantaneous
You create a piece of magical force that can be used to break any barrier that has been created. The force is strong enough to break a door or door-like structure, but strong enough to break a large quantity of rock. If the spell fails, the spell ends. If the spell ends, the object remains unharmed. A wand of disintegration that can be used to break a barrier is also broken. The spell can’t be cast on any object that isn’t a magical object. A wand of teleportation that can be used to teleport to another object must be within range, as such a spell can be cast on it. A wand that can be worn or carried by a creature that can use it would be unaffected by this spell.
Conjuration
Conjure Wreck of Elemiel
60
Instantaneous
You attempt to destroy a warded circle of magical energy in a 20-foot-radius sphere. Each creature in the sphere must make a Strength saving throw. On a failed save, a creature takes 4d8 necrotic damage and is knocked prone. The warded sphere is filled with magical energy that can be used to create any number of spheres of 10 or more different size and color. Each sphere lasts for 1 minute, and any creature that starts its turn in one of its spheres must succeed on a Dexterity saving throw or take 10d8 necrotic damage. The warded sphere is difficult terrain and can be difficult to reach. At Higher Levels. When you cast this spell using certain levels of spellsto level up, you can place a number of warded spheres equal to 1d8 + your spellcasting ability modifier. The warded spheres can be anywhere you choose within 15 feet of each other. The warded spheres can be made of any material that is nonmagical, including stone, wood, stone, or wood. As long as you are wearing or carrying a magical item that is imbued with a warded sphere, you can use your action to make the warded sphere fling to the ground. The warded sphere is difficult terrain, and can be difficult to reach. A creature can make a Strength (Athletics) check against your spell save DC to see if it can reach the warded sphere within 30 feet of it. If it can reach the warded sphere, it must have the spell’s level and dispel magic.
Conjuration
Conjure Wretch
150
Instantaneous
You conjure up a wretch that you can see within range. Until the spell ends, this wretch can turn any creature within it into a wretch. The wretch can’t attack, but can use his action to move up to 10 feet away from you. The wretch can’t cast spells, activate magic items, or use spells and abilities. The wretch can’t willingly give up its life to a creature. The wretch can’t be affected by any damage the wretch takes from nonmagical attacks. The wretch can’t benefit from the loss of a living creature.
Conjuration
Conjure Wretch
30
Instantaneous
You teleport yourself into the deepest part of a place you can see. You can use the teleport ability on a creature as a bonus action on each of your turns. The creature must be
Conjure Wring
120
Concentration, up to 1 hour
You touch a willing creature and bring it to its feet. The target regains all of its hit points, but the spell end for that target. While the target is moving, the spell doesn’t target it. If you cast this spell with a target that is already within line of sight, the spell ends for the target if it can’t move. The target has disadvantage on attack rolls, ability checks, and ability checks that rely on movement.
Conjuration
Conjure Wurm
30
1 Hour
You summon a new form of wyvern that wiles toward you. Choose a Large or smaller beast within 30 feet of you whose challenge rating is equal to or higher. The wyvern appears in the form of a wyvern and can’t be teleported. The wyvern disappears when it drops to 0 hit points or when the spell ends. The wyvern has a wingspan of 60 feet and a reach of 10 feet. It can move across uneven terrain of 2 to 20 feet. It has a strong gait, with its jump slightly out of step with step. The wyvern has a talons attached to a long sword. The wyvern has AC 5, bite, and restrained motor ability. The wyvern has disadvantage on attack rolls against you and other creatures. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the challenge rating increases by 1 for each slot level above 3rd.
Conjuration
Conjure Wurm
30
Concentration, up to 1 hour
Concentration, up to 10 minutes
You attempt to enthrall the Wurm, the largest living creature in the Prime Material Plane. You choose a point you can see within range, either on the ground or in the air. It appears as a vertical column with a 10-foot radius centered on that point. Once drawn, the column fills up to 5 feet of solid surface area. Whenever a Wurm drops to 0 hit points, it disappears. If you move more than 50 feet from the Wurm’s location (if you are traveling alone) to a location that has more Wurm than that spot’s surface area, you can move up to 20 feet!
Conjuration
Conjure Wurm
30
Concentration, up to 1 hour
You attempt to conjure a wisp that appears in an unoccupied space that you can see within range. The wisp is friendly to you until the spell ends. When the wisp appears, each creature within 10 feet of it must make a Constitution saving throw. On a failed save, a creature takes 1dlO force damage and can’t take reactions until the spell ends. The wisp can’t attack you. While the wisp is in motion, you can direct it to a random direction within 30 feet of you. The wisp instantly disappears and the spell ends. The wisp has a AC of 10, 1 Hit Dice, and a speed of 30 feet. The wisp can’t attack. If the wisp is holding a weapon held in its grip, the weapon strikes it, and the creature that wields it safely descends at half speed. The wisp can’t attack. While the spell is in effect, the creature with which it interferes in the wisp’s movements. The creature must succeed on a Constitution saving throw or be paralyzed by the wisp for the duration. The wisp can move across the room in two pieces, one at a time, and can’t attack. In addition, the wisp makes short work of creatures holding weapons held in its grip. If the wisp moves across a room with a stride speed of 60 feet, it can move through the space as if it were holding a weapon. Physical interaction with the wisp reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the wisp can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the wisp, and any noise it makes sounds hollow to the creature.
Illusion
Conjure Wurm
60
Concentration, up to 1 minute
You gain the ability to teleport yourself to any point within range, by way of a wurm, up to 10 miles away. You can do so up to 30 feet. A wurm can be carried by any creature carrying one, up to 10 feet away. The wurm can reach up to 10,000 feet. When you cast this spell, you can teleport to any point within range. A wurm can also be carried by other creatures, even if they are within 10 feet of each other. The wurm remains there until you dismiss it as an action. The wurm can also be carried by creatures that can travel more than 10 miles. The wurm can also be carried by any creature that can move more than 10 miles. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can use your action to dismiss a wurm as an action. If you do so, the wurm disappears into thin air.
Transmutation
Conjure Wurm
60
Instantaneous
Instantaneous, you conjure a wurm that can move across a room or floor and move up to 10 feet in a straight line. This wurm appears in any surface on the room or floor and has a 20-foot-radius sphere that can be made of stone, water, or wood. The wurm can move up to 30 feet in a straight line. The wurm can’t be moved more than once. The wurm appears in any spot on the room or floor that is not a portal. The wurm can move up to 30 feet in a straight line. The wurm can’t move more than once. The wurm can’t be moved more than once. It obeys any command it receives from the wurm. The wurm can’t be charmed by a spell or spoken by a wurm, and can’t be controlled by a w
Conjure Wurm
90
Concentration, up to 1 hour
You attempt to conjure a wurm to fight on your next turn. It must be within 30 feet of you, so long as you are within
Conjure Wurm
Self (10-foot radius)
Instantaneous
You teleport yourself to any unoccupied space that you can see within range. You choose a point that you can see within range. You instantaneously teleport to that point if it is not on the same plane of existence as you.
Conjuration
Conjure Wurm
Self
1 minute
Choose an 8-foot-tall humanoid that you can see within range. The target must make a Dexterity saving throw. It takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the target up to 30 feet in any direction. The target must use its movement on each of its turns before moving to another location where it can’t move. If the target is moving across a solid surface, it must make a Dexterity saving throw. If it does so, it is stunned. If it doesn’t move, it must make a Dexterity saving throw at the end of each of its turns. On a success, the spell ends.
Conjuration
Conjure Wurm
Self
Concentration, up to 1 hour
You attempt to conjure a powerful, invisible force that can overwhelm creatures in your way. Choose a 5-foot-square unoccupied space that you can see and that is within range. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is restrained by the force, and its speed halts. The restrained creature can use an action to try to break the lock. On a successful save, a creature is shunted safely to the space it was restrained in, though its speed is halved. When the spell ends, the restrained creature can’t take actions and is restrained by the force again. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 5 feet of each other when you target them.
Conjuration
Conjure Wurm
Self
Concentration, up to 1 hour
You conjure up a wurm that is willing and able to fight any creature it touches. The wurm defends itself from hostile creatures. The spell’s damage increases by 1d6 when you reach 5th level (1d6), 11th level (1d6), and 17th level (1d6).
Divination
Conjure Wurm
Self
Concentration, up to 1 hour
You summon a wyvern-like creature that appears in an unoccupied space that you call your home. The wyvern is friendly to you and to creatures you choose within 30 feet of it. You choose one of the following forms for the wyvern: bat, boar, cliff, dark knight, fiend, or wizard. The wyvern disappears when it drops to 0 hit points or when the spell ends. The wyvern disappears when the spell ends, and any creatures it summoned when it vanished are no longer wyvern. The wyvern disappears when the spell ends. When the wyvern disappears, any creatures it summoned are sucked into a pit, which has a weight, oxygen level, and volume equal to the wyvern’s hit point maximum. The pit is a labyrinth created by a portal created by a portal. The pit can be up to 20 feet deep, and its area is difficult terrain. The wyvern disappears when it drops to 0 hit points or when the spell ends. Creatures that w ere attacking or fleeing from you. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the weight, weight, weight, and weight of the wyvern changes according to the w yvern’s hit point maximum. If the wyvern drops to 0 hit points or dies before the spell ends, the creature is destroyed.
Conjuration
Conjure Wurm
Self
Concentration, up to 1 minute
You conjure a wall of swirling wurms in a location you choose within range. You can shape the wall, linking it to a creature or object you choose within range. A creature who enters the wall’s space when the spell appears or ends must make a Strength saving throw. On a failed save, a creature takes 4d6 x 50 feet of damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone gains the ability to attack the wall when it appears. Finally, whenever the wall appears, a Large or smaller creature originating from it (such as a spider) can’t move out of it and instead takes 4d6 + 40 foot damage. If a wall is centered on a creature, the wall makes a false entrance, blocking its passage. When you cast this spell, you can designate any creature that the wall can be’t viewed from within as being within 500 feet of it. If you choose, the creature’s space is ignored, but it can’t attack or use any special senses that might give the creature’s presence a false aura of invulnerability. When you cast this spell, you determine what creatures and things must fall within 500 feet of the wall, based on the statistics of each creature or object within 500 feet. You can choose a radius of up to 500 feet. The Wall’s space is affected by the following rules. Creatures that fall into any of the following areas of the wall’s space are not knocked prone: • Creatures that aren’
Conjure Wurm
Up to 8 Hours
Up to 10 minutes of concentration.
Conjuration
Conjure Yellowbird
60
Concentration, up to 10 minutes
You conjure a flying, writhing, and inaudibly yellow-green beast that takes 2d8 psychic damage, and has disadvantage on all attack rolls, ability checks, and skill checks you make throughout the turn. The beast moves slowly, making it difficult for creatures to reach or pass through it. The first time each turn it takes damage, the creature repeats the attack and goes into a channelling state that doesn’t end. The creature repeats the attack and hit point maximums, not its Dexterity but its Strength, and it can’t willingly pass by it. The creature uses its action to make a Strength check against your spell save DC. On a success, the creature disappears briefly from the target’s radar screen, and it reappears safely in the space it left or where it left earlier. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th.
Evocation
Conjure Yellow Fox
90
Instantaneous
You summon a giant yellow fox from the mists of time. The gray, frog-like creature appears in the center of an open field in your area. It has a talisman and a sling. When you cast the spell, choose a point you can see within range. A creature in the radius must make a Wisdom saving throw. On a failed save, the creature is shunted to the nearest unoccupied space, such as a distance or a distance out of your reach. You can teleport the creature up to 30 feet to a location nearest to the origin of a familiar or to a place where you worship. On a successful save, the creature is shunted to the nearest unoccupied space, but not toward you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you summon a giant yellow fox (1 Hit). When you summon this spell using a spell slot of 4th level or higher, you summon a giant frog (1 Hit). When you summon using a spell slot of 5th level or higher, you summon a gray fox (1 Hit).
Conjuration
Conjure yourself
You cause an object of your choice that you can see within range to touch another creature. The target must succeed on a Dexterity saving throw or be blinded for 1 minute. The target must then cast this spell again. On a successful save, the spell ends. An object that is worn or carried by a creature that you can see within range can be affected by this spell. The object must be of the same type as the object that you are wearing or carrying. The object can't be more than one hundred feet long, and its weight is equal to its dimension. The object can't be more than one hundred feet long or more than five hundred feet wide. When you cast this spell, you must make the saving throw with advantage. On a successful save, the spell ends.
Conjuration
Conjure Zephyr
150
Conjuration
Conjure Zephyr
60
Concentration, up to 1 day
You create a new lich within range, gaining information about its patron and removing a curse, stupa, or similar spell from it. You can choose a password that matches the password you use to log off. If you cast this spell on the same creature every day for a year, and you use it once before the spell ends, the spell disappears and all its statistics are replaced by the statistics of the creature. The statistics also change when you invest the spell with another spell or by removing a spell from it, paying special attention to the two-line description of the spell and its associated curse. You can also set an upper limit on the number of creatures that can appear as chrismens in new lich. Alternatively, you can cause creatures to become charmed or adored, or vice versa. You can also end a lich’s service with a short message saying, "I have come to offer my services to these charmed creatures." If you cast this spell three times before completing a long rest, or three times after completing a long rest, you can maintain your concentration on it for a further round. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional lich for each slot level above 3rd.
Conjuration
Conjure Zephyr
60
Concentration, up to 1 hour
Conjure Zephyr
90
Concentration, up to 1 hour
You summon a demigod, a bearded, bearded creature that appears in an unoccupied space that you can see within range. It appears to be the size of a Small or smaller object, and appears to be in an unoccupied space within range. You can use your action to make a melee attack with the demigod's weapon against the target, and the demigod can roll a d20, which is scored as normal. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Conjure Zephyr
90
Concentration, up to 1 hour
Zephyr appears in an unoccupied space of your choice that you can see within range. The spell gives you control over a zephyr that takes 5d6 necrotic damage (if you don’t see the zephyr), restores 1 hit point, or both. You control the zombie at the start of your next turn. The spell ends if you die before then, or if you are no longer within range. A zombie that dies before the spell has a chance to end its turn. The spell has no effect on undead or constructs. The spell- lage can be summoned or dismissed by any creature you designate. A summoned zombie has AC 15 and 30 hit points. If it is killed early on in its life, the zombie is dead. If it is revived with no blood left and is knocked unconscious, it died within the previous 24 hours of casting the spell. The DM might order the casting of this spell on a zombie or a creature. The summoned zombie disappears after 24 hours. If the spell ends before then, the zombie doesn’t disappear. Instead, the zombie becomes incapacitated and w ho has to use a bonus action to make a melee attack against a target of his choice within 30 feet of it.
Illusion
Conjure Zombiel**
60
Concentration, up to 1 day
You summon one beast from the ground or the air to serve as a human sacrifice. The beast appears in an unoccupied space that you can see within range and disappears when it drops to 0 hit points. The beast doesn’t need to be in the immediate vicinity of a human or the nearest city (such as Algiers or Agincourt) to become one. Once summoned, it returns to its home plane—it reappears when you dismiss the spell again. You can specify a kind of beast, an orientation you desire, and a price you are willing to pay for the opportunity to serve as a sacrificed beast. You choose a kind of beast: celestials, elementals, elementals, elementals, elementals, beasts, or bears. Clerics of each kind must offer a detailed description of their relationship to the sacrificed beast. The description must be clear, audible, and accompanied by written material that can be read by charmed creatures and written by creatures familiar with the sacrificed beast. At the DM’s option, the demon’s name is drawn from the slain beast’s name and used as the bandage and bandage covering its wound. It w ill appear as if it had been dismembered or otherwise wounded, so that the DM can craft a new weapon or magic item. The DM may decide to weave the severed tail of the sacrificed beast into a new armor or weapon, or to weave the head of a beast into a larger shield and place the head on a separate piece of armor. You animate or reshape the severed tail in any of the following ways while you are casting the spell—trying to animate a duplicate weapon, a staff of celestials, a similar creation, or a piece of equipment created by a cursed ability check made using the warded version of the same spell. You can use a bonus action to cause the severed tail to become an animated trap, opening only a narrow corridor or a small area of solid ground. A creature that enters the animating room and enters the trap or room through the door can only be trapped there by slashing damage from that trap or room. If the creature enters the animating room from a different direction than the one through which the trapped trap or room is opened, the trap opens and the creature is instantly transported to the nearest unoccupied space on the floor (if any), where they can be stow their items. A creature’s movement is unaffected by the trap or room but can travel through it, which is made possible by the Feywild Religion.
Conjuration
Conjuring Faith
Touch
10 Days
This spell becomes a rite of passage for those who wish to forge religious and civic boundaries. Choose an area of land within range where you can see at least one god, goddess, or other visible entity, such as a temple or a city, and you summon that entity from its soul to become its deity. The entity appears in an unoccupied space that you can see within 10 feet of you. The creature must be within line of sight of you to enter the spell. It can be a creature (your choice if there is one), an object (a pile of rubble), or some other visible phenomenon. That creature obeys any verbal commands that you issue to it (no action required by you), though it must make a Charisma saving throw. When you cast the spell and as a bonus action on each of your turns thereafter you can issue any verbal command that the creature takes as an action, but only if it is speaking the command. You can only issue one command at a time at a time. A creature can’t take more than one direct command form when you cast this spell. If you do so, the creature can only be acting on a command that you specify; otherwise, it can do nothing more than obey a command you give it. If you issue no commands, the creature only acts on the command you specify. You can’t use this spell to issue any other command, such as “attack," “speak," or “attack,"” nor could you issue such a command if you already have an understanding of what it would entail, such as “ask them a question" or “suggest them a course of action that might be more prudent." You can bestow upon the creature any gift or service you choose, provided it is delivered to the desired recipient within 30 days of receiving it. For the duration, that recipient has 30 benefits against divine’s summons and has his or her prayer restored to you if it is no more than 30 days old. While there, the creature can cast spells, perform other magic, and take actions, though it must still be within line of sight to do so. Finally, the creature can’t take actions that would affect its body mass index, armor rating, or any part of its body other than its head. While there, the creature uses only its action to make a melee attack against one target of your choice within 30 feet of it. On a hit, it makes a cold iron hand, shedding half as much of its original mass as normal.
Conjuration
Conquer Evil
Touch
Instantaneous
As a long-ranged attack roll you create or force another creature to attack you for the remainder of its turn. You must hit the target with a melee attack on each of your turns. A permanent nonmagical construct that you know and that can’t be charmed by your target’s spells is not damaged or poisoned. As a bonus action on your turn, you can make a melee spell attack with the wand of your choice that can’t be more than 5 feet long and less than 20 feet long that must be of either type. The target takes 10d6 fire damage on a hit or a half damage on a break. If you hit the target, you must succeed on a Constitution saving throw or suffer a burn in your hand. Each creature under the target’s affect must make a Constitution saving throw at the end of its turn. On a failed save, the target becomes charmed by you. This spell has no effect on a creature other than you; if any creature successfully saves you, it doesn’t have to be a creature.
Conjuration
Constitution
Conjuration
Contact earth
30
Instantaneous
By means of this spell, a creature (including you) can communicate with creatures outside your reach. This spell can target creatures that aren’t immune to your spell’s interruptions. Nonmagical creatures are unaffected. Contact earth or shadow
60
Instantaneous
By means of this spell, a creature (including you) can communicate with any number of creatures within range. This spell can target creatures that aren’t immune to your spell’s interruptions. Nonmagical creatures are affected by this spell only once. Shadow
60
Concentration, up to 1 hour
This spell affects a nonmagical creature that isn’t immune to your spell. If the creature is immune to your spell
Contact Other Plane Contact
Self
8 Hours
You attempt to contact one entity other than yourself by sending a short telepathic message in a space that you can see within range. The entity stays within the telepathic link created by the Mindfray spell, answering your telepathic questions in a manner that is truthful, up-to-date, and within line of sight. If the entity is in a position to communicate with you by plane, say, north, east, or south, this spell automatically creates two additional telepathic link points for you: one for each telekinetic plane you are on—planar, galactic, or time warp—as long as the entity’s location within the mind of your host is known. In addition, if the entity is on another plane of existence, this spell enables it to communicate with you within this telekinetic plane as if you were its originating plane. You must have known the entity from another plane of existence before you cast this spell to succeed. If the entity is on another plane of existence, this spell enables that plane to communicate with you as if it were its originating plane. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Transmutation
Contact Other Plane Extraplanar Contact
Unlimited Contact with another plane of existence requires an incredible telepathic leap. Until the spell ends, the telepathic link between you and the target remains intact, as you create your own destination and follow the general plan of the next available travel step. You don’t need to put in the effort to use of a destination destination, such as a large city, to learn the telepathic link. You just need to know where to find it if traveling in the same direction or from where you were flying once you reached it. If the target is on a different plane of existence than you, the spell ends while you remain on the same plane.
Divination
Contact Other Plane FadeInstantaneous
Instantaneous
You say a long, mysterious divine command to a destination destination, where the conditions are the same for all purposes, and where possible, there is a common ground for the message. In this case, the spell reveals you to be one who takes the helm, or that you mean no harm because you just happened to be on the same plane. Alternatively, if you appear dead, the DM might offer a service of divine retribution, in which you are buried alive if you w ere seen it coming. In either case, you are no longer on the same plane as the destination.
Illusion
Contact Other Plane Interference
120
10 Days
You try to contact another plane of existence, a plane you know but never actually seen, such as the plane of the high heavens or the plane of the dead. You try to make a telepathic connection, sending a celestial or an elemental into a trance and ending the effect. If the celestial or an elemental doesn’t respond, try sending a flying creature, an ethereal sentinel, or an illusory manifestation. Also, try sending a creature that is physically incapable of communicating to a telepathic link. If the sentinel or illusory image w as sentinel or illuminates as a celestial or an elemental, the sentinel or illuminates as a celestial or an elemental, but the sentience is short and lasts for the duration. The spell ends if you maintain your concentration on it or if your concentration fails and the creature’s spirit is gone. If you or a creature you physically chose is sent into a different plane of existence than the one
Contaminate Food and Drink
120
Instantaneous
You transform a creature you can see within range. It becomes immune to poison and disease for 1 minute. Otherwise, the spell fails and the target is left with 20 temporary hit points. The temporary hit points can’t be replaced by temporary health or magic resistance. When the spell ends, the creature’s temporary hit points are replaced by temporary health or magic resistance. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points of each affected creature are replaced by those of its temporary health or magic resistance.
Abjuration
Contaminate Food and Drink
60
Concentration, up to 1 minute
A primordial soup fills your home for the first time in a while. You take 2d6 poison damage and a -2 penalty to the spell’s damage roll and ability check. The soup then disappears, leaving behind no substance. The spell ends if you have no more health left and no other means of nutrition.
Transmutation
Contamination
Self (15-foot radius)
Concentration, up to 1 minute
You create an unoccupied space inside an area of darkness that you can see within range. The space is 50 feet square and has 10 feet of exposed floor space for your space. The space isn't difficult terrain. A creature can stay inside its space only if the spell has been cast there once. If you cast the spell on the same spot twice or at the same spot three times or twice, the spell has one hour and a half active cast time. For example, if the spell targets a place where you cast the spell on the same spot three times or on the same floor, the same creatures can stay within its space, either for the duration or the spell's duration. Once it is activated, the creature must make a Charisma saving throw. On a failed save, the creature takes 10 psychic damage of the sort you choose, which is 1d4 psychic damage for every 20 feet the area has been filled in. This damage increases by 1d4 at 5th level, 11th level, 16th level, and 17th level.
Divination
Contamination
Touch
Until dispelled or triggered
You touch a willing creature that has been subjected to the cumulative effects of an antimagic field. The target is neutralized when it leaves the area, though it is unaffected by the spell. Any damage or other effects that have been physically or mentally dispersed by the area dissipate in a puff of smoke if its cover is broken. Also, a Medium wind (
Continual Elementals
Until dispelled
Concentration, while surrounded by your immediate companions, creatures that aren’t being summoned, creatures that aren’t being summoned, and all creatures within 10 feet of you. Creatures summoned within 10 feet of you have no ranged damage, and creatures and creatures that are summoned and summoned using a spell slot of 1st level or higher can cast any spell slots with a bonus of 1st level or higher. Creatures summoned to the portal have no effect.
Continual Flame and Wind
120
Instantaneous
You make a static or roaring flame that points toward a point of your choice within range and lasts for 1 hour. A creature that starts its turn in the flame must succeed on a Dexterity saving throw or take 1d6 flame damage. A creature that ends its turn in the flame must succeed on a Strength saving throw or take 1d6 flame damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6thConjuration
Continual Flame Attack
Self
Concentration, up to 1 minute
A fiery streak erupts from a point of your choice within range. Each creature other than you within 5 feet of the point where the streak starts must make a Dexterity saving throw. A creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. A creature can move through the streak grasping a carrying or carrying a Large or smaller creature. Roll initiative for the creature, which has its own turns. At Higher Levels. When you cast this spell using a spell
Continual Storm
60
Instantaneous
This spell imbues your magic with force, churning out continual rain, sleet, and fire for the duration. The spell is particularly effective against creatures that move early in the game. The ground in a 10-foot radius centered on a point within range is impassable without allowing movement. Creatures that can be moved up to 30 feet or less can
CONTINUED:
(2)
CONTINUED:
(3)
CONTINUED:
(4)
Continuing the Flame
120
Instantaneous
You continue the flame spell once more. The flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, each creature in the flame must make a Constitution saving throw. On a failed save, a creature takes 3d8 radiant damage and dim light sticks to it. On a successful save, a creature takes half as much damage and doesn’t stick to the flame.
Evocation
Continuing the Wind
120
Instantaneous
Continuous Storm
150
Concentration, up to 1 minute
A storm cloud forms on a point you can see within range. The point can be up to 40 feet long, up to 10 feet wide, and up to 10 feet tall. The cloud spreads around corners. It obscures no light, and no matter how hard a creature tries to cover its face off the outside, it gains no magical coloration. Small or larger storiestellers or other spellcasters can cast these stories as normal. The stories are told over a short period of time, about the events leading up to the spell’s casting or the creatures that summoned you. You decide the direction the stories take, and they all take 1 minute to read. A story is a collection of short stories, one for each creature that you designate at the time you cast the spell. Each of the stories is of a creature (or a brief but significant other), no more than five feet in any dimension, including into the future. The DM chooses from among stories about a creature within 5 feet of you, as described above, or a whole volume of stories, as described below. A creature, no matter what it is, can’t speak, cast spells, or take any other action that would allow it to do so. The DM makes this choice based on the circumstances under which the creature appears in the story. If the creature is a creature (for example, the willing creature), and you don’t specify a language other than English, the creature doesn’t speak, and the spell ends when the creature returns to you.
Evocation
Control air
120
1 minute
You shape a sphere of moderate air
Control air
60
Instantaneous
You control the flow of air in a 20-foot radius. Each creature in the area must make a Dexterity saving throw. A creature takes 8d6 flying and 40d6 cold damage on a failed save
Control Animals
60
Concentration, up to 1 hour
You cause an unoccupied space on a creature that you can see within range, within range, to become hostile on a failed save, or it becomes hostile on a successful one. On a failed save, the creature can use an action to waken and use his or her reaction to defend itself. If a hostile creature has taken damage or is affected by a spell or effect
Control Animals
Selfablishment
Concentration, up to 1 hour
You take on the form of a human being, and you control him or her to the best of your ability. You or someone else must succeed on a Wisdom saving throw or be charmed by the creature. Until the spell ends, the creature can use his or her action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is charmed by you. When you use this spell again, the creature must succeed on a Wisdom saving throw or be affected by the same effect for the duration. At the end of each of the target’s turns until the end of its next turn, the creature can repeat the saving throw. If it fails the save, the creature is charmed by you until the end of the next turn, at which point the creature can re-traumatize itself by making a Wisdom saving throw. If the creature fails this saving throw, it is charmed by you until the end of the duration.
Transmutation
Control Animals
Self
Concentration, up to 10 minutes
You send creatures into an unoccupied space you can see within range. Each creature that enters the space must make a Wisdom saving throw. On a failed save, the creature is turned to dust and becomes charmed by you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 minutes.
Illusion
Control Bird
60
Instantaneous
You create a bird of prey for the first time of your choice within range. The target must make a Wisdom saving throw. The target takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. When you cast the spell, you can decide which type of creature is present to target you. The creature must be within 60 feet of you. The creature must be within 5 feet of you when you cast the spell. The creature’s movement must be normal, because it is in the air. If the creature is able to move without moving, it must make a Dexterity saving throw. On a successful save, the creature w is within 60 feet of you. On a failed save, the creature moves with you. When you dismiss this spell as an action, you can use your action to dismiss it again.
Transmutation
Control clouds
30
Instantaneous
Like conjured fire, fog, or sunlight, you can direct or manipulate clouds and their surrounding air at any point within range. To a creature, the area looks like this: • 1d4 x 10 feet on each side, 30 feet on the sides and 25 feet on top of the ground. • 4 x 10 feet on each side, 20 feet on the sides and 10 feet on top of the ground. • A radius of 10 feet or less can be created by using the Wind Rites spell or by using the following special conjuration spells: • Divine Protection • One hand covered in mist and suffocating fog • Remedial Fog • 50 crown (dirt, candle, canister, or gaseous cloud) • Tiny air, including breath, move up to 360 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases to 60 feet for each slot level above 2nd.
Transmutation
Control clouds
60
Concentration, up to 1 hour
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the duration • You instantly cause simple shapes, such as the vague form of a creature, to appear on the ground in a 30-foot radius on a point within range. You can shape these simple shapes to appear
Control clouds and dim light
60
Instantaneous
A 100-foot-radius, 20-foot thick cylinder of strong air appears in your hand and is your spell of choice when you cast the spell. Moving around the area grants you advantage on attack rolls and mightier spell attacks. The area is heavily obscured and can be difficult terrain. The spell ends when the amount of smoke and dust in the area drops to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 60 feet of each other when you target them.
Transmutation
Control clouds
Self
Concentration, up to 1 minute
You choose a point you can see within range. You manipulate clouds in an unoccupied space that you can see within range. Concentrating on one form of force within range, the spell causes one cloud to form in the space it occupies, causing it to hover in place. The spell ends if you use your action to move the cloud from one edge of the space to the other. A cloud at any other edge remains so for the duration. When you cast the spell and as your action on each turn since the start of your next turn, you can switch to one of the following effects if the other effect is present. Cloud of Daggers. You cause a cloud of daggers to form in the space you choose, in an unoccupied space of your choice that isn’t occupied by a creature. A creature that touches the ground in the space where the spell’s force causes the cloud to form must first make a Strength saving throw. A successful save halves the cloud and the spell ends for it. Cloud of Daggers at Higher Levels. When you cast this spell and as an action on each of your turns until your concentration ends, you can cause one cloud to form in the space you choose. Cloud of Daggers at Higher Levels. At any time, you can move a solid surface or a mass of rubble in the space you choose within 5 feet of the space you chose as a launch pad for the spell and cause the cloud to move in any direction along the way. Make a melee spell attack against the target. On a hit, the target takes 2d10 force damage. Cloud of Daggers and Daggerses. At any time, you can cause a floating object to lash out at a creature within 5 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d10 force damage. Cloud of Daggers and Daggerses at Higher Levels. When you cast this spell and as an action on each of your turns until your concentration ends, you can cause a floating object to lash out at a creature within 5 feet of you. Make a Strength or Dexterity check against the check of two or fewer items. Make an Intelligence or Wisdom check against the spell’s ability check. On a success, the spell ends. Cloud of Daggers and Daggerses at Higher Levels. When you cast this spell and as an action on each of your turns until your concentration ends, you can cause a flying object to lash out at a creature within 5 feet of you. Make a Strength or Dexterity check against the check of two or fewer items. Make an Intelligence or Wisdom check against the spell’s ability check. On a success, the creature is knocked prone. Cloud of Daggers and Daggerses at Higher Levels. When you cast this spell and as an action on each of your turns until your concentration ends, you can cause a flying object to lash out at a creature within 5 feet of you. Make a Strength or Dexterity check against the check of two or fewer items. Make an Intelligence or Wisdom check against the spell’s ability check. On a success, the creature is knocked prone. Cloud of Daggers and Daggerses at Higher Levels. When you cast this spell and as an action on each of your turns until your concentration ends, you can cause a flying object to lash out at a creature within 5 feet of you. Make a Strength or Dexterity check against the check of two or fewer items. Make an Intelligence or Wisdom check against the spell’s ability check.
Control Dark
60
Instantaneous
Choose a creature you can see within range. Make a Wisdom (Perception) check to see if it is aware of the presence of another creature within range. If the creature is aware, it can make the check using the creature’s current Intelligence. The creature must be within 5 feet of you when the spell ends and must make a Wisdom saving throw if it is aware of the creature. The spell ends if you cast this spell again. The spell ends if you
Control Earth
300
Concentration, up to 1 hour
Choose an area of terrain no larger than 4 inches square and shape it in any way you choose. You can shape the terrain in any way you choose, giving it either practical, cultural, or religious value. The terrain’s natural terrain squareage value is 300 cubic feet. The terrain’s climate and elevation value is 10 feet. The climate and elevation are inversely related to the size of the object you chose. The climate and elevation are inverse directions. The weather in the terrain’s area is contingent on weather conditions, such as rain, sleet, or snow. If the object has a place value of C or lower in the range, the place value is multiplied by C to determine the place value. The modified terrain is up to date and free of any changes. It also doesn’t grow if the climate or elevation change.
Transmutation
Control Earth
30
24 Hours
You take control of a portion of the air in a 40-foot cube that you can see within range. The cube remains for the duration until you use your action to dismiss it, or until you dismiss the spell. You decide what action you take and where you take it, and when you cast it. You control any flames in the cube. You can extinguish them all, or you can shape them into simple patterns you create for them. The patterns you choose must be at least 2 feet in any mold, and you can’t create a mold by making a mold of wood or stone. You can animate any one of the patterns you choose, causing them to appear in any shape you choose. When you cast the spell—including when you first cast it—you can switch between creating the patterns and casting the spell again. You can also change the shapes of the patterns you choose, creating new ones. Once you have made a mold, you can animate it again by using your own hands. The animating pattern remains with you until you use your action to dismiss it. You can dismiss the spell only once every 24 hours. When you do so, you remove the mold and transform back to normal. You remain in effect until you use your action to dismiss it again, at which point the mold is gone. If you transform back to your normal state, you return to the shape you used to appear in, if you transform into one of the patterns you described, if you transform into a simple pattern you change its appearance; for example, you might transform into a simple bead, a bead of fine gold, or a bead of emerald. The changes wrought by this spell fail to hold up to physical inspection. You can use your action to speak to a mold to determine whether it is gone. If so, you instantly return to normal, unless you revert to your normal state the next time you cast this spell. Otherwise, you must spend 8 minutes transforming back to your normal state. If you transform again, you return to the shape you used to appear in, unless you transform into a simple bead, a bead of fine gold, or a bead of emerald. The transformation lasts for 1 minute. If you are still alive when you cast this spell, you are no longer affected by it and instead become an elemental of your choice at the start of your next turn. You regain all expended spell slots when you finish a long rest. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of levels you can cast spells of 6th level or higher increases by 2 for each slot level above 2nd.
Transmutation
Control Earth
30
Concentration, up to 10 minutes
An unstable updrafts throughout one firmament you have plowed through. The updrafts pass through solid objects, albeit lightly. Until the spell ends, you have resistance to fire damage. When you cast this spell on a point within range, you can use a bonus action to cause the updraft to pass through any cracks or openings created by the updraft spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause the updraft to pass through any barriers created by a spell of 2nd level or lower. When you use a spell slot of 4th level or higher, the updraft increases to 1d4, increasing your range by 10 feet for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause the updraft to pass through any crushing pressure created by a spell of level 7 or lower.
Evocation
Control Earth
60
1 Hour
You control the earth within a 10-foot cube. You must be within the cube at the time of casting the spell. The earth moves in a straight line across the cube and remains in place for the duration. The earth appears to be flat, and you can teleport to it by climbing up or by using the portal. The earth can be moved by means other than by means of any kind of spell’s force, such as by means of a sling. The earth appears to be in a 5-foot-radius, 10-foot-high cylinder centered on a point you can see within range. The earth can be moved by means other than by means of any kind of spell’s force, such as as by means of a sling. The earth changes color, and it becomes translucent when you cast this spell. You can target one or more creatures within the spell’s area at a time. The target must be within 5 feet of you when you cast the spell. The spell lasts until you remove the object or other magical object from the earth.
Conjuration
Control Earth
Self
Concentration, up to 1 hour
A sphere of earth radials in your space that moves with you in a straight line. You can use your action to cause the sphere to move up to 30 feet in any direction. That movement isn't prone to being blocked, but it can still be dangerous. If you are moving at least 30 feet in any direction, you must succeed on a DC 15 Strength saving throw or you take 10d8 force damage.
Conjuration
Control Earth
Touch
Instantaneous
You create a portal that extends across the ground in a 5-foot cube, extending from a point you can see within range. You can use this portal to teleport up to 60 feet to any point within range. You don't have to travel to a point within 5 feet of a portal you created. You can use this portal by way of a teleportation to any point within 5 feet of it. A portal appears in any plane of existence that you choose, as long as it is within 10 feet of a point of your choice that you can see within range. You can teleport to any point within 30 feet of a point of your choice within that range.
Transmutation
Control Elemental
60
Concentration, up to 10 minutes
You control the elemental energies of an area of space within range. The spell lasts for the duration. You can use a bonus action on a target and have it take the outcome of any reaction the spell offers. You can also decide to stop casting the spell. If you don't want to do so, you can choose to remain on the plane for the duration. The spell ends after 1 minute, and the spell ends for you. You can then end the spell by casting it again. You can also end the spell by spending 1 hour casting it again. If you use a spell slot of 3rd level or higher, the spell ends for you.
Conjuration
Control Elemental
60
Concentration, up to 1 hour
Instantaneous or 1 hour (up to 1 hour on a rest)
Instantaneous or 1 hour (up to 1 hour on a rest)
Conjuration
Control Elemental
60
Concentration, up to 1 hour
You control an element and its elemental components. Choose one of the elements of a creature you can see within range: earth, fire, lightning, poison, or water. The element can be hostile, neutral, or neutral, and it can’t be affected by magic, divine, or trinket components.
Necromancy
Control Elemental
Self
Instantaneous
You choose an area of fire, a place that has a radius of 30 feet, and a temperature of 100 degrees. The fire is centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Control Elementals
Touch
Concentration, up to 10 minutes
You control the elemental elements within the form of one or more creatures, and up to three of them can be created at a time. Choose one of the following: undead (0 hit points), constructs (5 hit points), constructs (10 hit points), or the summoned elementals. The creation of a new elementals increases by 1d6 for each slot level above 5th.
Conjuration
Control Elements
150
Instantaneous
You control the elements within a solid surface. You control one element. You designate a point within the surface that you can see and that can be used as a portal to another plane of existence. The choice is permanent. If you designate a point for the first time on a plane other than your current plane of existence, the spell lasts until you dismiss it as an action or until you cast this spell again. The spell ignores barriers, barriers created by spells or by other means. You can use the same element for other types of interaction. You can also use a different element for interaction. A target that has the same element as you must use a different one for interaction. You can cast this spell multiple times. Each time you cast it, you can use your action to choose one of the possible actions that can take place. You can also choose actions that take place while you are concentrating on the spell. You can also choose one of the actions you take within 30 feet of the target. The target must succeed on a Wisdom saving throw or take 2d6 psychic damage, or half as much damage on a successful one.
Conjuration
Control Elements
60
Concentration, up to 1 hour
You create a new element of nature and place it within range. You choose one of the following forms of the element. These formulae can be used to create any element you wish. You can also designate a new form as a duplicate of an existing one. You can also specify that the element be a new element or a new specific one, but this spell only creates a new form. The form you choose must be identical to the one you choose. The spell has no effect on undead or constructs. You can give an element a new form by making a new spell for that element. The spell must contain a name or a description, and a creature must be within the form to cast the spell. You can also give an element a new form by making an identical spell, casting the same spell twice, or casting the same spell multiple times. The spell
Control Elements
60
Instantaneous
You create a force field that is filled with magical force. The field must be on a solid surface, nonmagical, and has the same area of effect as the area you created. You can create a barrier or a wall, or a ceiling, or a tower, or a roof, or any other form of barrier. The barrier or wall must be strong enough to protect the barrier or wall against hostile creatures that are larger than you. An attacker takes 1d6 force damage on a failed save, or half as much damage on a successful one. If the barrier or wall is difficult to break, the attacker is restrained by it for the duration, but the attacker is immune to being pulled into it. If the barrier or wall is difficult to break, the attacker is restrained by it for the duration, but the attacker is immune to being pulled into it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the force field lasts for the duration. For example, the barrier or wall that blocks an attack against you would last for 1 year.
Conjuration
Control Elements
Self
Concentration, up to 1 hour
Choose one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by that creature for the duration. On a failed save, the target becomes charmed by you for the duration. On a successful save, the spell ends. Until the end of your next turn, this spell can expend one additional power point, up to its normal rate, to activate one of the following effects. Enlarge. The target must be larger than the target's dimension, such as a human or a beast Smaller than the target's size. The target can fit in a cube or larger. Large. The target can fit in a cube or larger. Reduce. The target can reduce the target's size by one amount of damage. This spell can reduce a target's size by up to one amount of damage. This spell can also reduce a target's Hit Dice by one amount of damage. Reduce by Two. The target can reduce the target's size by two additional amount of damage. This spell can reduce a target's size by three additional amount of damage. Reduce by Five. The target can reduce the target's size by five additional amount of damage. This spell can reduce a target's size by six additional amount of damage. This spell can also reduce a target by six additional amount of damage.
Abjuration
Control Elements
Touch
1 Hour
A magical force forms between two creatures, one created by a deity or a force of nature, and one created by another divine being, acting independently of you and acting on your own initiative. Choose one creature that you can see within range, then move it up to 10 feet in a straight line in a direction you choose, then repeat the move several times. The DM has the statistics of each creature. It can’t be more than 10 feet long, any larger than 10 feet tall, and has AC 5 and 30 hit points. It has immunity to being charmed, and it has advantage on attack rolls against creatures that can’t be charmed. The DM has the statistics of each creature, and the DM has the alignment for that creature. The spell’s ending points aren’t affected by this spell.
Conjuration
Control Fire
10
Duration: Concentration, up to 1 minute
You choose a portion of nonmagical fire in a 15-foot cube that you can see within range and that fits within a 5-foot cube. You choose the flames within or within an area that is within 5 feet of an area as you cast the spell. Each flame has a power and range that matches the flames of your choice, and it spreads around corners. When a flame reaches its full power, it flits to where the shortest and most exposed fuel is located. It flits 20 feet in each direction, reaching nearest and far. When the flame reaches its full power, any remaining fuel in the flame is turned to smoke, and the flames turn bright light in a 30-foot radius and dim light for an additional 30 feet. The flames turn cold gas, solid gold, and silver into snow, fog, and snow (shimmering snow, fog, or puddles of warm snow). When you cast this spell, you can choose to deal extra damage to each flame. In addition, when a flame reaches 0 hit points, it ignites, which creates a blizzard that covers 10 miles each way it travels, for 10 minutes At any time thereafter, you can use your action to create a blizzard of white smoke across 30 miles square in a 5-foot radius. The blizzard extends into the space where you cast this spell, and its area is lightly obscured. The smoke obscures certain areas of the dungeon, which are easier to see, range, and opacity than others. The blizzard lasts for the duration, and when the smoke damages an area, an invisible demigod is born to extinguish the blizzard. A demigod can be as strong as a normal human, as strong as a giant, as weak as a fey, or as strong as a fiend. It takes 10d8 thunder damage, or 1d4 thunder damage if you are a fey or a fiend. When the blizzard ends, the demigod appears in an unoccupied space within 100 feet of you. When you cast this spell, you can have the spell ended by combat, leaving at least one hand free to set aside. As a bonus action, you can mentally command an invisible demigod to move into the space you specify for a single creature or object in the area and crush it to bits with a single weapon attack. Choose one of the following options for how the demigod will move, using initiative: • If the creature has 40 hit points or fewer
Control Fire
120
Concentration, up to 1 hour
Until the spell ends, you control the appearance of creatures and objects in a 30 foot-radius, 30-foot-high cylinder centered on a point within range. An object, a creature, or some sort of energy can be part of the cylinder and appears in a place or on a surface that you choose within range. An object or an energy source can be moved around (and possibly detonated) by as much as 10 feet of movement, or you can cause a creature to become invisible and invisible for 1 hour, cast this spell again, and it can reappear in its location within a minute. The cylinder can be up to 20 feet tall and contains up to 10,000 gallons of water. When fully occupied, it reverts to its normal form in 10 minutes. There is no limit to how many creatures that creature can appear in the cylinder and how many can appear in an area that is large enough to contain its space. When the cylinder is full, an illusory duplicating image appears on the creature’s person and spreads around the ceiling in a 50-foot radius around the cylinder, mimicking the movements of creatures created by illusions. The image lasts for 1 hour and can’t be removed by force. When the cylinder appears, a primordial force (typically from an unfriendly god) appears and creates an illusion of a creature, visible only
Control Fire
120
Concentration, up to 1 hour
You attempt to create a field of fire on the ground in a 10—foot radius centered on a point of your choice within range. You need not use this spell to create a fire pit, craters, crevasses, or any other form of physical or magical damage. Instead, you use the fire to create paths and other visual and auditory communication with the ground in the area. You can make a straight line through the ground until the spell ends, which creates sufficient fuel to power your campfire for the duration. If you target a creature on the ground with an attack, the
Control Fire
120
Concentration, up to 1 minute
Choose a nonmagical object or liquid that you can see within range. You control the flow of air, fire, and water within the object or liquid. The object remains in place for the duration. The spell lasts for the object or liquid. If the object or liquid is neither being consumed nor consumed by another creature, it is no longer affected. You can use a bonus action to cause the object or liquid to move in the appropriate direction, and then choose one of the following options for how long the spell lasts. The object or liquid moves in any of the following ways: • You can cause it to extinguish a candle or similar object in its area. • You can cause it to instantly extinguish a torch in a flame-lit space within 30 feet of it. • You can cause the object or liquid to instantly cause a flame in the air, an area, or a part of the air that can’t be more than 30 feet away to ignite. • You can cause the object or liquid to instantly extinguish a flame within 30 feet of it. • You can cause it to instantly extinguish a torch within 30 feet of it. • You can cause it to instantly extinguish a torch within 30 feet of it. • You can cause the object
Control fire
120
Instantaneous
You create a burst of flame that ignites in a 60-foot radius over a 5-foot-diameter area. Each creature in the area must make a Dexterity saving throw. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1
Control Fire
150
Concentration, up to 10 minutes
For the duration, you cause smoke, fog, and other illusory objects to appear in unoccupied spaces and extinguish them in a direction you choose before they can move, as part’s spell of 8th level or higher. The smoke, fog, and other illusory objects appear as opaque lights and dissipate when the spell ends. Any creature that ends its turn in one of those places must succeed on a Dexterity saving throw to remain within 10 feet of the smoke, fog, and other illusory objects. Asking the spell to extinguish an illusory object doesn’t create an illusory object, but instead creates an illusory object that appears in an unoccupied space that you can see within range. An illusory object can’t be targeted by this spell, and it can’t be interacted with by creatures. The spell ends when all illusory objects have been dispelled.
Illusion
Control fire
150
Concentration, up to 1 minute
Choose an area of fire within range that you can see and that can hold as much as 10,000 gallons of fuel. You can extinguish or obscure the fire in the area, making it appear to be unoccupied. If you cast this spell using a spell slot of 2nd level or higher, you can also extinguish the fire in a 60-foot radius centered on that slot. Any creature other than you that is raging must succeed on a Constitution saving throw or take 1d6 fire damage. This spell’s damage increases when you reach higher levels. For example, if you take 2d6 damage from this spell, you can take damage when you reach 6th level (2d6 damage from this spell), 11th level (3d6 damage from this spell), and 17th level (4d6 damage from this spell).
Evocation
Control fire
150
Concentration, up to 1 minute
You create a magical fire on a solid surface that is 10 feet in diameter and up to 5 feet tall and that is equal to the height of your house. The fire spreads, and the ground around it is heavily laden with smoke. The ground in the area is 100 percent flat, but other areas have varying degrees of flammability. The ground in the area can be ragged, rocky, or swampy. The ground in the area can be difficult terrain, requiring a specific terrain type or terrain type being chosen. The ground in the area is difficult terrain, requiring a specific terrain type being chosen. The ground in the area is difficult terrain. When you cast this spell, you choose one of the following effects: • You create a 20-foot-radius sphere of flame, 30 feet wide and 20 feet tall. • You create a 20-foot-radius sphere of fire, 30 feet wide and 20 feet tall. • You create a 30-foot
Control fire
150
Concentration, up to ten nonmagical flames within range or until you choose an area of open fire, you choose one of the following flames or a set of flames of equal difficulty: candle, flintlock, hollybeam, or torch. The flames in and around you are free to ignore the conditions under which they might burn. Any creature that can’t be charmed must instead make a Charisma saving throw. On a failed save, the creature is charmed by at least one other creature (including you), though the creature is also entitled to a lower Charisma bonus check if it can’t talk or manipulate its language. You can banish one of the flames before it spreads into other flames. The flames can be extinguished by either freezing rain, a release from a spell of up to level 4th or 5th level spell, or casting the flames of your choice from a spell slot of 6th level or lower.
Conjuration
Control Fire
300
Concentration, up to 1 hour
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Transmutation
Control Fire
300
Concentration, up to 1 minute
Until the spell ends, you control flames within 30 feet of you that you can see within range. You can choose a point within range where any of the following effects will occur: • You create a moderate to strong urge that fires in the area erupt in flame. • You instantly extinguish the flames. They wilt away as the flames cool. • You make a melee spell attack for each point you spend within 5 feet of you. If you have no attacks in the attack roll, you take no damage from the flames. • You create a magical fire in your space. You use the fire for drink and then cause it to exhale a moderate to strong urge spell (the d20 roll is the total of the flames in your space). Each creature in my space when I make this spell must succeed on a Dexterity saving throw or take 1d8 fire damage. If you do so, you create a new flame, and then have advantage on the next attack roll you make with it. If you create a fire in an area that isn’t your home, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Conjuration
Control Fire
300
Until dispelled
You choose an area of air that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted. Aeons of Life. You choose a point within range and cause up to ten trees of opportunity to follow you. Each tree takes 4d6 trees, and if a creature is holding or carrying the item, the creature must succeed on a Dexterity saving throw or take 4d6 poison damage.
Evocation
Control Fire
30
1 minute
You create an invisible flame within range that ignites small fires that are no larger than a 10-foot cube. When you cast the spell, you can use an action to cause the flame to spread to 50 feet in a direction you choose before triggering the effect. The flames expand in a 30-foot cube, and each creature in that area must make a Dexterity saving throw. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
Evocation
Control fire
30
Concentration, up to 1 minute
Choose one creature you can see within range. Furnish fire to three creatures of your choice that you can see within range. Make a ranged spell attack against each target. On a hit, the target takes 1d10 fire damage. The spell’s magic decayed and becomes inert. The spell’s fire damage is halved if it’s active and on each target it’s affected by. Reducing a target to 0 hit points causes it to burn to smithereens. The target takes 1d10 fire damage when it enters the spell’s flames for the first time on a turn or starts its turn there. This damage is cumulative and causes the target to bleed to 1d10 fire damage if it starts its turn in the flames.
Evocation
Control Fire
30
Concentration, up to 1 minute
You alter the way flames move and fight for the life of each creature within range. A creature that starts its turn in the fire's path must make a Wisdom saving throw. On a failed save, that creature takes 1d10 fire damage. On a successful save, that creature takes half as much damage. The flames appear in the shortest distance to all creatures within 3 feet of the destination creature and extinguish flames within reach. While in the fire’s path, all creature types—including light, Medium, and undead—are affected. Each creature other than you in the fire’s path must make a Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a nonmagical flame that the spell smashes (your choice that doesn’t fit in a 5-foot cube), as well as one that spreads out across an area of ground less than 5 feet square, creates a new flame that takes 4d8 fire damage. The new fire spreads over 5 feet of solid fire. Each creature that ends its turn within 10 feet of the fire when it sheds its fire or when the spell ends must use its reaction to move to extinguish the fire.
Evocation
Control Fire
30
Concentration, up to 1 minute
You take control of the air in a 60-foot cube centered on a point you choose within range. Choose from a fiery red color, a fiery white color, a bright red color, or a fiery orange color. The spell’s effects last for the duration, unless you use a different spell slot. When you cast the spell, choose a point on the ground in your immediate vicinity, such as a campfire or a small hill. The ground in that location is difficult terrain for creatures other than you. You can target one additional creature for each of its types, or you can designate a different creature type for each slot level above 3rd. You must choose the creature’s type when you cast the spell. The creature must be within 60 feet of you when the spell ends, unless the target can be
Control Fire
30
Instantaneous
You control a portion of the fire that has been consumed by fire for the duration. Choose a point within range. The fire spreads to any structure within range, which is made of light or no light. The fire spreads when you or a creature you designate within range moves into that area. The fire spreads across any surface, and extinguishes all other flames. The area of the fire that is affected by this spell is opaque to light, and the area of the fire that is affected by this spell is obscured by darkness. You can designate any effect that affects the area. The spell can last for 1 hour or until it ends. The spell is temporary. You regain all expended uses of this spell when you finish a long
Control Fire
30
Instantaneous
You create a beam of fire that is strong enough to crush more than 20,000 pounds of wood, stone, or other fuel and cause it to explode in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes fire damage equal to your spellcasting ability modifier, and the spell ends.
Evocation
Control Fire
30
Until dispelled
You choose a point you can see within range. The point you choose becomes a roaring fire that ignites whatever you are concentrating on, dealing an extra 1d4 fire damage to each creature within 30 feet of it. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is turned to ash until it regains hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Control Fire
500
24 Hours
You choose an area of air or mud that you can see that isn—or at least looks like—a sphere, cylinder, sphere, cube, square, or square-shaped, and hold up to ten objects in its area. Each object has AC 5 and 30 hit points. You can use a bonus action on a rolled item to cause the object to fly upward in the air and to become a cylinder or square. The object can have any shape you desire, though it must be one that fits within a 60-foot cube. When you create the objects, you can use them to create portals, arches, crevices, or openings, as well as opening s—holes or narrowways in walls, except those created by the portal rule. An opening created by an opening created by a slam attack causes the object to slam shut. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a portal opens in a 10-foot-radius, 30-foot-high cylinder centered on the portal object. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, an affected creature takes 6d8 fire damage and is stunned until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 5d8 when you pass twice, by 10d12 when you pass once, and by 15d16 when you reach the end of your next turn.
Evocation
Control Fire
60
1 Hour
This spell transforms fire-breathing creatures you choose within range into flame giants or blazing chari-latans, or by pointing a torch toward them. The transformation lasts for the duration, or until you use an action to create a gateway effect, such as sending a charmer flying or blocking a bolt of lightning. Choose one of the following options for how long the spell lasts. You can designate a target for the transformation to take place within 1 hour after you cast the spell. A target can be native to a region or within a region’s natural terrain, warring with one another over territory or possessions, or fighting one another's way across the land. Once a target becomes animated while within the spell’s area, it can’t be drawn into the animating flame until the end of your next turn, and it can no longer draw into the flames until its animating flames dismiss it. The spell ends if you cast it again, if you cast it again after spending 1 minute w int your next turn within 60 feet of the target, or if the target moves away from you while within 60 feet of you. A flickering wicker basket fills the air with sparks as you make the switch.
Evocation
Control Fire
60
Concentration, up to 1 hour
Choose an unoccupied dwelling or a section of unoccupied land that you can see within range. You control the flames that are spewing from the wagons or other large vehicles within the area, making them appear darker, more intense, or noisier in color. The flames appear to be harmless, and extinguish them instantly if you choose, of any kind. You can extinguish the flames in different locations within the same stronghold or area. At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, you can animate two additional flames for each slot level above 2nd.
Transmutation
Control Fire
60
Concentration, up to 1 hour
You attempt to direct fire energy in your direction toward one creature of opportunity that you can see within range. You must use a weapon attack roll to determine whether the target is an attacker or a target that is blocked by a creature. On a hit, the target takes 1d10 fire damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Control Fire
60
Concentration, up to 1 hour
You control the current flow of
Control Fire
60
Concentration, up to 1 hour
You imbue your body with the power to manipulate nature's fire. Choose up to four nonmagical creatures within range. The creatures must make a Dexterity saving throw. On a failed saving throw, the creature is engulfed in flames. The flames last for the duration. Large or smaller creatures and objects within 5 feet of the fire no longer have disadvantage on saving throws. Large or smaller creatures and objects within 5 feet of the fire lose vulnerability to fire damage.
Evocation
Control Fire
60
Concentration, up to 1 hour
You manipulate the air in a 20-foot-radius sphere centered on a point on your space plane. Each creature in the sphere must make a Constitution saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. This spell also creates a 50-foot-radius sphere centered on a point on your space plane that you can see. The sphere can be up to 60 feet wide by 20 feet tall and has a 20-foot-high, 15-foot-deep pit at its center. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 1d6 fire damage and half as much fire damage on a successful one. A creature in the sphere can’t move over the pit.
Conjuration
Control Fire
60
Concentration, up to 1 hour
You teleport up to 60 feet away from your target. You and up to five creatures you can see within range can use your action to create a magic circle in the space, which you can see. The circle is visible only to you and you and up to 10 creatures of your choice that you can see within 30 feet of the center. Each target must make a Charisma saving throw. On a failed save, the spell ends for that target. Your magic circle spreads around you, but it lasts for the duration. You can use your action to teleport to any point on the circle where the spell lasts until the spell ends.
Transmutation
Control Fire
60
Concentration, up to 1 minute
A nonmagical object that you can see within range becomes difficult terrain for the duration. The object enters the spell's area and is difficult to reach or reach, and the spell ends on it. If the object is more than 30 feet away from you, it is difficult terrain for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of difficult terrain feet that can be difficult terrain feet for that spell increases by two for each slot level above 5th. When you cast this spell using a spell slot of 7th level or higher, the difficulty of the terrain becomes more difficult until the end of your next turn.
Transmutation
Control Fire
60
Concentration, up to 1 minute
Choose an area of unoccupied flame that you can see on a solid surface that you can see and that fits within a 5-foot cube within range. You can extinguish the flames within that area. When you cast this spell, you also make other effects of any kind possible on the flames appear on the fire. If you do so, the spell ends, causing the flames to move on their own. If you use this spell to cast a spell using an action to dismiss a spell, you can cast that spell again, targeting different parts of the body.
Transmutation
Control fire
60
Instantaneous
You control the air in a 100-foot cube centered on a point within range, issuing simple commands to your closest and most powerful followers within that area. The spell fails if you have no followers or if you are the target of this spell more than 1 hour prior to the spell’s casting. You issue no commands to any creatures or objects within the spell’s area. The only actions you can take are at your own motion, and you can’t act on behalf of a creature that would normally be immune to such an action. You control the air in the cube, which you can move through to freely move around
Control Fire
60
Instantaneous
You control the flow of fire in a 20-
Control Fire
60
Instantaneous
You have control of the air in a 30-foot cube centered on a point within range. Choose one of the following effects. • Smite 1 creature within 5 feet of that point. • Smite a Large or smaller creature within 5 feet of the point. • Smite a Medium or smaller creature within 5 feet of the point. • Smite a Large or smaller creature within 5 feet of the point. • Smite a Huge or smaller creature within 5 feet of the point. • Smite a Small or smaller creature within 5 feet of the point. At Higher Levels. When you use this spell using a spell slot of 3rd level or higher, the spell ends if you cast the spell again.
Divination
Control Fire
90
Instantaneous
Choose a surface or object that you can see within range. Fire springs to life in a 10-foot radius centered on that object. The object must be 100 feet square, and it must fall within 5 feet of any solid fuel or fuel type that ignites. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 3d10 fire damage and is burned instead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Transmutation
Control fire
90
Instantaneous
This spell lets you bring about the destruction of an enemy dwelling deep within a magical fortress called the Astral Plane. Only one creature of your choice that you can see within range can be targeted as a target and cast spells there, and spells and other magical effects created by the spell fail to target targets that can see the plane you describe. Each target takes 8d8 fire damage, and it is blinded for 1 minute. The blindness ends if you dismiss it as an action or cast this spell again. If you cast it again, the damage increases by 1d8, and the blinded target has resistance to burning damage (your choice). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell damages up to four creatures of your choice within 30 feet of a magical barrier that you choose within range. Each target must make a Charisma saving throw; a creature fails its save against being targeted by the spell. On a successful save, a creature is blinded and frightened for 1 minute. A creature that fails its save against being blinded and frightened by the spell is killed.
Conjuration
Control fire and snow
30
24 Hours
You transform up to eight creatures of your choice that you can see within range. Creatures of that type in this spell are immune to being charmed. You must speak one line of command with each affected target, which must be in one of the following languages: French, Spanish, , or _Whispering Word.' At any time thereafter, the affected target can repeat its words 100 times, and it gains advantage on all saving throws, and it can repeat the saving throw for each affected target, if it wishes. If you cast this spell while you have darkvision, the wall of steam created by the spell shines bright green and dark silver at you and dims dim light for an additional 10 feet. Additionally, when the wall appears, you can use your action to move the creature up to 30 feet in any direction along the wall. You can extinguish the fire and snow within 30 feet of it, and you can move the frost and hail up to 40 feet in any direction along the wall. Each creature that enters or leaves the wall for the first time on a turn or starts its turn there must succeed on a Strength saving throw or take 1d8 bludgeoning damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Control Fire
Self (10-foot radius)
Instantaneous
You choose a point on the ground within range and create a magic fire in it that fires a length of rope (10 feet in each direction) that lasts until the end of your next turn. The fire spreads around the fire, extinguishing it. Each creature in the fire when hit must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the damage by two times for each slot level above 1st.
Evocation
Control Fire
Self (15-foot cone)
Concentration, up to 1 hour
You choose a point within range and cause flames to leap from it to blaze across the battlefield. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial 6 fire damage increases by 1d8 for each slot level above 1st.
Conjuration
Control Fire
Self (15-foot cone)
Instantaneous
A beam of radiant light streaks from your hand to a target within range. Make a ranged spell attack against that target. On a hit, the target takes 2d8 fire damage. If you hit a creature with a weapon attack during the spell’s duration, the spell doesn’t deal any damage. At the end of each of its turns, a creature that hits you with a weapon attack must succeed on a Dexterity saving throw or take 1d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Control Fire
Self (60-foot cone)
Concentration, up to 10 minutes
A beam of bright light flashes from a point within range. The point of impact is determined by the shape of the beam. The shape of a beam determines its range
Control Fire
Self (60-foot line)
Instantaneous
Pistol fireballs circle the ground in a 20-foot radius and blast any creatures in the line at a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. An affected creature must then make the saving throw at the end of each of its turns.
Transmutation
Control Fire
Self
Concentration, up to 1 minute
You cause flame to emanate from your hand, and cause flames to appear in a 10-foot radius, centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Illusion
Control Fire
Self
Concentration, up to 1 minute
You choose a type of plant and use it as the material component for your magic. You or someone else can extinguish a fire within 30 feet of you, creating a reasonable hazard for creatures in proximity.
Transmutation
Control Fire
Touch
Concentration, up to 1 minute
You create a magical fire that ignites any object that isn’t being worn or carried. You can make the fire disappear or reappear in any place you choose within range. You can also create a specific type of object, such as a hat, a hatchet, or a set of leather gloves. You can see into the ground within range, and you can see through the air. The ground in the spell’s area is difficult terrain and can be difficult to move around. You can extinguish the fire with one hand, or you can cause the fire to flicker and flicker again. The flicker lasts until the end of your next turn. The spell ends if you cast it again or if the spell ends before your next long rest. When you cast this spell, you must be within 30 feet of the source of the flicker, and if so, you must make a Charisma saving throw at the end of your next turn. On a successful save, you can extinguish the fire in your hand. On a failure, you extinguish the fire in your other hand. You can’t extinguish the fire in your other hand with this spell.
Conjuration
Control fire
Touch
Until dispelled, these flames wither and die, causing even the most powerful wizards and witches to lose their strength. Choose one creature within range to burn itself up for 1 hour. Alternatively, you can end the fire on that creature. This spell creates flames of green, orange, or brown coloration that flammable. The flames wither and die. As a bonus action on each of your turns, you can switch the burning creature’s color, making it puffier. The flames expand to reach a maximum height of 1,000 feet. If the creature is a humanoid, the flames flammable have a diameter of 1,000 feet. If a creature is an animal, it bludges under the flames and is restrained. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of fire that can be extinguished increases by 10 times your spellcasting ability modifier.
Evocation
Control Flame and Hail
120
Concentration, up to 1 minute
A spectral demon appears and hovers in the air for the duration. You direct the demon in the air to fissile itself and move down a few feet in a straight line, issuing a severe deceleration spell to all who pass. The demon then appears and hovers in the air for the duration. When you cast this spell and at the start of each of its turns before the spell ends, you can use a bonus action to cause the demon to issue a different ruling. The demon must obey your command before it can move to attack you. You can specify a variety of other actions that the demon can perform before issuing a ruling. To respond to a given circumstance or to achieve something other than immediate destruction, the demon must issue a ruling that ends a specific effect or effect combination. For example, you could issue a crippling cold command to guard an underground pit, raise the temperature of a room, or raise the temperature of a large room by twenty degrees. Rulers can also issue similar rulings, such as issuing a command to a fey or fey dragon to attack an undead creature. The DM might instruct the demon to goad a willing creature into action that is causing damage, or to defend itself against attack creatures. If you issue no ruling or move to seize the moment, the demon continues to move in the direction you specify. At Higher Levels. When you cast this spell using a spell slot of an affected version of Stormcloaks or higher, you can direct the demons in the air to fissile themselves and move down a couple of feet in a straight line. In doing so, they create a moderate to heavy deceleration spell that stops short of causing damage. Each creature in the air must make a Dexterity saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and is pushed 10 feet away from the demon in a straight line. On a successful save, it takes half as much damage and isn’t pushed or pulled 20 feet away from the demon in a straight line.
Evocation
Control Flame and Ice
Transmutation
Control flame and snow
120
Instantaneous
You teleport yourself to a point you can see within range. You target a point you choose within range. You take 10d6 fire damage, and on your next turn, you switch back to the original target. You can also use your action to temporarily halt the spell, but this requires a successful Intelligence (Investigation) check against your spell save DC to do so. The spell ends if you dismiss it as an action.
Transmutation
Control Flame and Wind
Touch
Concentration, up to 1 hour
Flames race across your body, moving toward a creature you choose within range and extinguishing flames in its area for a moment. For the duration, flames have a 10 percent chance to reach maximum intensity, and those flames turn black for the duration. The flames can’t pass through metal or stone, and they hurl objects and force barriers in their path. When a creature takes a flame step within reach of a barrier, it throws the same piece of metal or stone at the flaming sphere, which has the barrier thrown against it. If a creature uses its reaction to move across the barrier to another area where flames can’t pass, that creature takes 2d6 fire damage, and it can’t move or take actions until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause flames to leap from one creature within 5 feet of that spell’s flame and extinguish flames in its area for a moment. The flames extinguish flames created by the spell for the entire spell’s duration. If you cast this spell again, you might have to change the spell targeting in this way.
Evocation
Control flames and snow
300
Concentration, up to 1 minute
You attempt to turn whatever surface you are standing on into snow. You can use a bonus action to change the snow thickness in any direction. Until the spell ends, the snow remains or falls in any direction, though no more than 10 feet of it can remain. The effect can’t be completely removed by any means.
Transmutation
Control Flames and Whirlwind
60
Concentration, up to 1 hour
You take control of one creature that you can see within range. You must use your action to be conscious. The target must make a Charisma saving throw. It takes 1d12 radiant damage on a failed save, or half as much damage on a successful one. On a successful save, the target isn’t blinded or deafened by this spell. You must use your action to dismiss the effect. When the spell ends, the target can’t be moved or changed. The spell ends if
Control flames Fire
60
Concentration, up to 8 hours
You take control of a flammable object in range. You create one of the following effects within range: - You create a moderate instant of fine flame. That flame must be lit. - You instantaneously expand or shatter any barrier, as if made by a gun. This instantaneous movement doesn’t requires an opening in terrain or planar terrain, and it doesn’t require an opening in solid ground. The air and water fill or crumble away at any time. - You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within a limited area. The expanded or shattered form can be no larger than a 20-foot cube. If you create an effect that targets a creature, the effect of which lasts for the duration, that creature must succeed on a Constitution saving throw or be affected by your spell for its duration is lost. If you create an effect that targets a plant, the effect of a substance that smells—such as a strong musk odor—falls under this category. - You make plant growth permanent. Substantially all plant growth occurs within the spell’s area.
Transmutation
Control flames of flame
10
Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Charisma saving throw or suffer severe cold damage for the spell’s duration. The target also suffers from severe fatigue, up to 5 hit points, and general exhaustion. At the end of each of its turns, the target can use an action to exhale at least one additional creature at its location. The creature must make a saving throw, taking 5d10 radiant damage on a failed save, or half as much damage on a successful one. The spell’s area of effect is difficult terrain and the spell’s duration is extended to 30 days.
Evocation
Control flammable objects
120
Concentration, up to 1 hour
You take control of an immobile object or creature that isn’t attacking you, or you create a warp in its frame to grant it a +2 bonus to attack rolls and similar saving throws. The creature can move across difficult terrain created by a warp, up or down stairs, across unoccupied spaces, and up or down unoccupied doors and windows. The creature can move across ceilings and ceilings up to 60 feet height, up to 60 feet below the floor, and down to the floor of a 10-foot-radius cloud. The warp spreads around corners, and its area is difficult terrain. During the spell’s duration, if the warp lingers over a creature’s space and isn’t removed by the DM’s choice spell of choice, the creature is moved to another creature’s space and subjected to the same effects on its next attack roll as if the creature was within 5 feet of the warp and aware of its location.
Transmutation
Control flood
90
24 hours
The floodlight of the City of Light fills the entire sky and all creatures within reach when you cast this spell. The area of the sky is heavily obscured to allow for better vision for its entire area, thus protecting creatures from being blinded. Creatures are immune to all damage and can move freely through the air or ground. For the duration, any creature within 20 feet of the City of Light is encumbered with a blackness within range, and it is impossible for it to move or speak any sound. The spell doesn’t resolve if any of the creatures in the floodlight are within 20 feet of the City of Light or if any creature within 20 feet of the City of Light
Control flood ground
30
Concentration, up to 10 minutes
You choose a portion of flooding water that you can see within range and that fits within a 5-foot cube you can see within 120 feet. You must be touching the ground when you cast this spell. Any creature that moves in that area must make a Dexterity saving throw. On a failed save, the creature takes 2d8 damage of the specified type, and it is pushed 10 feet away from you in a random direction except the path you specify. The creature can move only by pushing up against a stationary object or by pushing hard against a brick wall. If pushed to its full height, it can’t move.
Transmutation
Control flooding elements
120
Concentration, up to 1 minute
Transient flooding elements appear in an unoccupied space that you can see within range to fill a 10'x10' cube. Once created, the elements cause flooding of up to 5 feet
Control floodplain
150
24 Hours
You use an unstable floodplain on a body of water that you can see within range. The floodplain forms a horizontal line across the ground, as wide as a river, and extends across a depth of 1 mile from the Floodplain at its w eeping point until the spell ends. For the duration, the floodplain can expand into other planes of existence, though it can’t expand into a space larger
Control flood plains
150
Concentration, up to 1 hour
You choose a section of plain, silt-encropped above ground, that you can see within range. You create 10 feet of smooth, flowing terrain with a successful Strength (Athletics) check against your spell save DC. You appear in a spot of your choice within 10 feet of any creature you choose within range. The terrain is difficult terrain and can be difficult terrain if you can’t see it. It is heavily obscured and contains steeple trees and loose earth. You can create either a landscape or an area of enclosed ground (typically a swamp or grassy patch of ground). The landscape or area is separated by a precipice, so that paths lead to one side or the like, while sides of the precipice are covered with smooth stone. The landscape is arid, windy, and partly obscured by thickets of fog. The fog obscures only the landscape and partly obscured by thickets of fog. When you make a casting of this spell, you must choose a single entrance or exit that you can see at a distance of 60 feet. The spell creates only one such entrance or exit for each 60-foot-radius cube you have used. As an action, you cause a natural stone on the ground to quake and shake
Control flood plains
150
Concentration, up to 1 minute
You create a 20-mile (15 km) straight wall of fire on the ground at a point within range. Each creature in a 10-foot section must make a Dexterity saving throw. A creature takes 5d12 fire damage on a failed save, or half as much damage on a successful one. Small or Medium creatures that aren’t themselves affected by the wall take twice as much damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th.
Conjuration
Control Flow
10
500
Concentration, up to 3 hours
You attempt to merge wisps of negative energy in one place, such as a river or a mountain, creating vertical suspensibility around one creature you can see within range and creating a calm and tranquil place within range for up to 24 hours. The place you create is imperceptible to all but invisible creatures. Each creature in that area must make a Constitution saving throw, taking 8d10 radiant damage on a failed save, or half as much damage on a successful one. The damage increases by half at 11th level and 17th level and decreases by each higher level spell cast to 17th level.
Transmutation
Control Flow
120
1 minute
This spell empowers you to shape your fellow creatures to serve you. Choose one creature whose warding action it is you choose and that is within line of sight to you. You manipulate the warding creature in whatever way you choose, issuing a precise command to its actions and acting on its turns as normal creatures do. To your knowledge, this spell provides only limited control over creatures and objects. The warding creature can make intelligent combat maneuvers with you, but only to the extent that it can directly benefit you: attempting to activate a spell or to use an effect, such as a demiplane, that would allow creatures to pass through its reach. The warding creature can't use actions or move around objects or affect creatures that it can’t see, and it is unable to attack or cast spells. Additionally, the warding creature is limited in the actions it can perform by its own power, and it can’t take actions or cast spells. Finally, you can direct the warding creature’s attention back to you, so that it can focus on its own good. The warding creature can‘t become incapacitated or stunned, and its actions and spells can’t provoke attacks of opportunity. You control the following effects of this spell. When you cast it, you issue a general command, such as to all servants or guards, issuing an illusory message that only a single servant or guard can hear. You can also issue a sermons command, such as to his servant, his or her closest companion, or your closest friend, to compel him or her to serve you or your enemies. Each command carries a weight appropriate to the creature you choose, based on the creature’s nature and appearance. You decide what action the creature will take and what action each creature will take during its next turn, though you can use its action to immediately halt the creature from doing anything. If a creature starts its turn with two levels of exhaustion from your spellcasting, you can use its action to affect its next turn, or until you or your immediate group of followers can no longer do anything dangerous to the environment or to the safety of others.
Transmutation
Control flow
120
Concentration, up to 1 hour
Like a powerful spirit, the wisest and most powerful of the dark elves constructs leap from the nearest unoccupied space of your choice that you can see within range. The wisest of the dark elves, however, stands at a fixed point on the ground within range, where it forms a sphere of swirling force. Any creature in the sphere when it forms has advantage on attack rolls against any creature that isn‘ there. An undead can be targeted only by one saving throw made against the sphere’s warp effect. During the spell’s duration, the wisest automatically moves across the surface of the warp toward a fixed point on the ground within range. When the wisest enters the spell’s area, each creature that can’t move ends its turn within 5 feet of the wisest when the spell ends. If a fixed creature moves within 5 feet of the wisest or within 5 feet of the sphere when it forms a sphere centered around it, that creature must make a Strength saving throw. On a failed save, the creature frees its space in order to move across the surface of the sphere. If it places its wreath on a fixed object or pillar, it rises that object or pillar as a bonus action and calls the wisest’s power on it. A wisp of greenish mist fills the air within 5 feet of the wisest when it forms and lasts until the wind is cleared.
Transmutation
Control Flow
120
Instantaneous
You create a general flow of control. You can move up to ten miles per day, up to 30 miles per day, and up to 120 miles per day, up to 100 miles per day, up to 300 miles per day. The spell can be dispelled by dispel magic, healing, or a different spell. You can also create a direct flow of water, which lasts for 1 hour. The flow is continuous, flowing into and out, with no water. During the spell, you can use your movement to move up to 30 feet in any direction. You can also move on the ground without moving or using any other means. When you do so, you can use your action to move up to 30 feet in any direction within the spell’s area.
Transmutation
Control Flow
30
Instantaneous
You utter a command to a creature you can see within range. The creature must succeed on a Wisdom saving throw or take 10 force damage. On a failed save, the creature takes only half as much damage.
Necromancy
Control Flow
60
Instantaneous
The next time
Control Flow
60
Instantaneous
You enter a vortex or a sphere of chaotic energy formed by a sheet of mist centered on a point within range. Once activated, the vortex creates one of the following effects within 10 minutes, targeting one creature or object within 10 feet of it. You can move through the vortex and then other creatures, causing the creatures to disappear or vanish at your direction. Each target must succeed on a Wisdom saving throw or be moved by the vortex for the duration. If a target is affected by a non-woe spell on its first turn, the effect reverts to the target before it can attack or take any actions. If a target is affected by a harmful illusion on its second turn, the spell fails, and the creature is moved by the vortex for the duration. A creature moving through a vortex must use its action to follow the flow of the vortex, and it makes its own saving throw. It takes 14d6 + 25 lightning damage on a failed save, or half as much damage on a successful one. The effect of a vortex on a target is felt throughout the body of the creature, and it can move across the creature’s body, up or down through the creature’s nose, or up or down through the creature’s chin, creating a horizontal jump. This effect lasts for 1 minute on an affected target and 5 minutes on an unmodified target. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create a swirling vortex using one of the following effects at Higher Levels: • You create a sweeping, vortex-like vortex centered on an area of w eres within range. An uncontrolled vortex created by this effect is difficult terrain for creatures other than you. • You create a swirling, vortex-like vortex centered on an area of w eres within range. A vortex can hover or rest on a solid surface, forming a ceiling or an arch that can be lifted off the surface. A vortex created by this effect can move using the wind created by its breath weapon. • You create a swirling vortex centered on a point within range. A vortex can move by creating a small circle or extending out from it. The circle or extending out from the vortex is a vortex. It lasts for the duration or until it w drys. • You create a swirling vortex centered on a point within range. A vortex can move by creating a circle or extending out from it. The circle or extending out from the vortex is a vortex. It lasts for the duration or until it w drys. • You create a swirling vortex centered on an area of water within range. A vortex can move
Control Flow
Self
1 Hour
You make shaping and shaping into a creature or object a process more difficult. Choose an area of air, land, or sea that is no larger than 10 feet in diameter and that is 60 feet on each side, and choose either a sphere of moderate to strong wind created by the Windrender spell or a cylinder of ordinary air created by the Flamerender spell. You can create one of the following effects within range: - Choose one creature or object as a target for the spell. - You cause a creature to make an Intelligence saving throw. On a successful save, you extend the target’s reach up to 100 feet and create a 20 foot cone of stungness centered on it. - You instantaneously cause an unwilling creature or object to become incapacitated or steal any spell of the target’s level. An unwilling creature must also make a Wisdom saving throw. On a failed save, it takes 5d8 necrotic damage and is restrained for the spell. If the creature is restored to life after spending 2 minutes outside the spell’s area, its speed and weapon attacks are unaffected. If the creature is permanently restrained, its speed is halved, it takes 10d6 slashing damage, and it is stunned.
Transmutation
Control flying
90
Concentration, up to 1 hour
You imbue a flying creature or an object capable of flying with magical or nonmagical energy. The creature and
Control flying creatures
Self
Concentration, up to 1 minute
You can control flying creatures using the power of the flying creature spell. Choose one creature that you can see within range. The creature must be within 30 feet of you when the spell occurs. The creature must be flying and must be within 5 feet of you. The spell has no effect on undead or constructs. When a creature in the plane of the creature’s plane of origin is within 30 feet of you, it must make a Charisma saving throw. On a failed save, the creature must make a Strength saving throw. On a successful save, the creature makes the saving throw again on a later turn. The creature must then repeat the saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour. When you use a spell slot of 5th level or higher, the duration is 10 hours.
Transmutation
Control fog
120
24 hours
You create four dark, misty, dune
Control Fog
60
Concentration, up to 1 hour
You create a fog, resembling a shadowy mist, that fills a 1-foot cube within range. The fog spreads around corners, forming open and shutwalks or little pillars on ground. Each creature in a 30 foot-radius—less than 30 feet wide—bowl or trench made of fog, made from a thick sheet of mist that lasts for the duration. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one. Small or smaller creatures can be affected only by one saving throw at a time. Once a creature makes a saving throw, it can repeat the saving throw on each of its turns, ending the effect on itself on a success. This spell has no effect on constructs or undead.
Evocation
Control fog
60
Concentration, up to 1 minute
You create a 10-foot-radius sphere of fog centered on a point you choose within range. The fog spreads around corners. The fog lasts for the duration or until reduced to 0 hit points. When the fog appears, each creature in it must make a Dexterity
Control Fog
60
Concentration, up to 1 minute
You create a 30-foot-diameter cloud of fog centered on a point within range. The cloud spreads around corners, and it can’t be as large as 30 feet in diameter. The cloud lasts for the duration. A creature that is within its area of effect when you cast this spell can make a Dexterity saving throw. The creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The cloud can’t be turned into a sphere or a sphere of ice. The cloud can’t be turned into solid form, and it can’t be moved by any means that blocks movement. The cloud doesn’t extinguish flames, so it can’t be turned into a solid object. The cloud can’t be evapotaged, except to allow you to cast summoning spells.
Evocation
Control Fog
60
Instantaneous
You control the fog in a 10-foot-radius, airy, swirling mass of fog. You can create one of the following effects: • Fog in a 60-foot-radius, 40-foot-wide cylinder with a 60-foot-diameter sphere centered on a point you choose within range. • Fog in a 60-foot-radius, 40-foot-wide cylinder with a 60-foot-diameter sphere centered on a point you choose within range. • Fog in a 60-foot-radius, 40-foot-wide cylinder with a 60-foot-diameter sphere centered on a point you choose within range. • Fog in a 40-foot-radius, 40-foot-radius cylinder with a 40-foot-radius sphere centered on a point you choose within range. • Fog in a 60-foot-radius, 40-foot-radius cylinder with a 60-foot-radius sphere centered on a point you choose within range. • Fog in a 60-foot-radius, 40-foot-radius cylinder with a 40-foot, 120-foot radius sphere centered on a point you choose within range. • Fog in a 60-foot-radius
Control fog and clouds
1 Hour
You mentally control fog, cloud, and cloud of thick fog centered on a point within range. You can make up to three clouds of fog centered on that point per your choice within the spell’s duration. You can create any number of clouds in a one-mile radius. Each cloud creates a different cloud of fog in its area. At any time, there is a 10 percent chance per day advantage for each cloud created. Fog. The cloud obscures a portion of a target’s space that would normally be invisible to the naked eye. The cloud covers a 5-foot cube. When a
Control fog and snow
100
24 Hours
You create a fog, mist, or snow globe on the ground that covers a 15-foot cube from the center to the bottom of your current location for the duration. The globe is large enough to cover a floor of 20 cubes, an area with 20 cubes on each side, and a spot where at least one cube of fog or snow globe occupies a space of up to 10 cubes. The globe remains for the duration or until you sacrifice another creature or construct, such as a griffon, to create a cloud. It lasts until the dust settles, at which point the globe reappears in the ground where it was created. When you cast this spell, you can choose to create a cloud 30 feet high, 30 feet wide, and 20 feet thick, or a cloud 20 feet high, 20 feet wide, and 20 feet thick and 20 feet thick and 25 feet thick, for each slot of the cube, or a cloud 30 feet tall and 25 feet thick and 20 feet thick. You can freeze the cloud to a minimum thickness of mailable and cause it to appear as thick as snow if you choose. The cloud can cover a space of 40 feet. The globe can be dispelled by either light or darknessening or by a similar light or darknessening spell cast on it. Using a dispel magic spell, when the globe completely covers a space, you cast it again, causing the DM to determine whether it remains in place or spreads around corners. It has this effect only while the globe is emblazoned with the spell, as if it was emblazoned with the spell. If the globe is moved more than 25 feet from one
Control fog and tempest
10
24 hours
You choose a portion of fog within range and use it to create fog-like conditions on it. One creature that you choose must succeed on a Constitution saving throw or be affected by the spell, causing it to become heavily obscured. A creature must make a saving throw when it enters the spell’s area for the first time on a turn or until it uses its action on a subsequent turn to take some effect from the obscured condition. If a creature takes more damage from this spell than other creatures wearing armor made from fog, the layer thickens. A creature that succeeds on its save against this spell has its breathing reduced by 15 feet, and it is blinded for 1 round. When you cast this spell in a stronghold or an area created by a magic door, you create a 20 foot-radius.5-foot circle on each side of the warded area that is a 5-foot cube. The circle is harmless and you can use an action to create one of the following effects within the spell’s area: • Glare or whisper to others as if they spoke your language. • Glare or whisper to others as if they spoke your language. • Interrupt, suffocate, or suffocate in the space where you cast the spell. • Overheat, fester, or thicken any creature or object within 5 feet of it. • Shatter, slash, or burn any object or pressure metal within 5 feet of it.
Transmutation
Control fog or darkness
60
Concentration, up to 1 hour
You open or hold uncontrolled fog in any form you choose, as long as it doesn’t have to be one that you create or that isn't already overlarge for its size and shape. It lasts for the duration or until you use an action to end the effect of its spell, such as by blocking a spell or touching a creature. If you end its hold on you, you can use your action to change its size or shape so that it is no larger than Medium (contained within the spell). You can change the thickness of the fog, the size of its veins, or a portion of its interior, as you see fit. When the fog appears,
Control Fog
Self (60-foot cone)
Concentration, up to 1 minute
This spell creates magical fog on the ground in a 60-foot cone that remains for the duration and protects up to ten 60-foot cubes. Each cube of magical fog within range has AC 10 and 30 hit points, and it can fill a cube’s an area with fog by creating a 10-foot cube of fog centered on a point within range. Each creature that starts its turn in the cube and that enters it with a failed save, its blood pressure, or the blood pressure of other creatures within that area drops to 0.5 diem levels below normal for 1 minute. The spell ends for a creature that starts its turn in the cube and that dies within 10 feet of the cube’s area.
Conjuration
Control Fog
Self
Concentration, up to 10 minutes
You attempt to control the air within a 15-foot cube. The cube is no larger than a 30-foot cube and can be opened, closed, or otherwise made more difficult by other means. Each creature within it must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If you or a creature you designate is fighting in a fight, a creature wearing a mask (such as a mask of a demon or a mask of a beast) takes 3d8 bludgeoning damage, and the creature must roll the die before it can move. The creature must also roll the d8 for its saving throw. As a bonus action on each of its turns, it can repeat the saving throw, ending the effect on itself on a success. If the creature is moving with it, the creature can't move unless it is moving with you. The DM has the creature’s movement, as well as any reaction it might have, in combat. You can use your action to issue commands to the creature. You can ask it specific questions or to answer questions that the DM might ask, such as— (1) what sort of food it has— (2) what kind of jewelry it has— (3) how long it has worn— (4) when it first entered the game— (5) what kind of magic item it wields or uses— (6) what kind of weapon it carries— (7) what kind of magic item it uses— (8) what kind of area it inhabits— (9) what kind of magic item it uses— (10) whether the creature has a willing servant— (11) what kind of magic it can use with regard to speech— (12) what kind of magic item it wields or uses with regard to combat— (13) what kind of magic item it uses with regard to attack— (14) what kind of magic item it uses with regard to saving— (15) what kind of magic item it uses with regard to special ability checks— (16) what kind of magic item it uses with regard to saving against spells and other magical effects— (17) what kind of magic item it uses with regard to special ability checks— (18) what kind of magic item it uses with regard to attack— (19) what kind of magic item it uses with regard to special ability checks— (20) what kind of magic item it uses with regard to attack— (21) what
Control Forest
30
Concentration, up to 1 hour
You banish an aberrationary aberration to a forest that it inhabits. Until the spell ends, your servant gains the ability to do nothing but run and jump around corners, climb tall buildings, and so on.
Transmutation
Control Forest
60
Concentration, up to 10 minutes
Choose an area of forest that you can see and that fits within a 10-foot cube within range. You decide what sort of plants and creatures can be viewed and what sort of trees are visible within that area, based on the shape, size, and color of the forest. Plants are visible from every possible direction, while animals can be viewed from all directions. You can create or control trees in any of the following ways: • You create an ever-growing tree canopy up to 30 feet tall and maintain it there for up to 10 minutes. A restrained creature can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the restrained creature can use its action to move the tree up to 30 feet in any direction. • You create an ever-growing tree canopy, gradually filling the space until you create a new one, or you can make a circular, 40-foot cube centered on a point you choose within range. In any direction, an undead can’t be dismissed by creating a new one. • You cause trees to yield fruit, including leaves, trees, vines, bark, branches, and even hedges, that are soft and shrubbery-like, with a 30-foot radius and a growth rate of 10 feet per day. These plants provide about 1 pound of yield each day until removed from the environment. If you create or control weeds along a road, bridge, or other structure, any weeds yield 10 pounds of yield each day until removed from the environment. trees. A growing tree is one that reaches maturity and reaches maturity at night. It sheds leaves and branches to produce branches or legs that can be used as locomotion weapons. The growing tree is one that reaches maturity and reaches maturity at night. It sheds leaves and branches to produce branches or legs that can be used as locomotion weapons. The plant takes 10d6 bludgeoning damage on a hit, and it strikes twice with its truncheon or its lance. In addition, the plant's acid breath attack deals an extra 1d4 acid damage on a hit.
Transmutation
Control frost
120
Concentration, up to 1 minute
Choose an area of moderate frost that you can see within range and that fits within a 5-foot cube. You choose one of the following effects when you cast this spell. • You create a frost that forms a vortex around a target that you can see within 60 feet of it and that is within range, covering the target up to 60 feet in snow. This frost lasts for the duration, and it takes 10 radiant damage to cover the target if it is ever loose or wet. • You create a blizzard that forms a 20-foot-deep blizzard that moves 10 feet over one hundred feet wide and 20 feet deep, creating 11 blizzard-like quills 5 inches thick. Until the spell ends, your equipment automatically becomes firm and solid when you use this effect
Control Frost and Cold
Self
Concentration, up to 1 minute
You attempt to manipulate frost and cold in a 30-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, frost and cold become impossible for 1 minute. On a successful save, frost and cold become less difficult until you choose an area of moderate or greater cold or frost. As a bonus action on your turn, you can cause a creature that is engulfed in frost or cold to make a Constitution saving throw. On a failed save, the target takes 8d6 cold damage. On a successful save,
Control Frost
Self
8 Days
The walls of the Plane of Fire bind you to them, warding you in place. Until the spell ends, you are bound to the walls. They are heavily obscured and can’t be seen by others. Roll initiative with the locations of your summoned creatures so you know where to look from while inside the stronghold. The DM has game statistics for summoned creatures. You retain control of the walls by interacting with them as if you were in the stronghold, though you can’t interact with them again for 24 hours after you cast this spell. Some of the walls have glowing runes inscribed on them that grant extra effect to your actions and reactions. When the spell ends, each creature that can’t be targeted by an action or ability attack must roll an ability attack to be affected. Roll initiative for the creatures affected by this effect, which must be the same as your normal roll (the creatures aren’t automatically affected by this effect), and the DM determines the DM’s success rate based
Control Glowing Sea
150
Concentration, up to 1 minute
Choose a point you can see within range. You can affect one of the following effects: • You create a glowing cylinder centered on that point. • You cause the ground in the area to become heavily worn, ragged, or hard. A creature wearing armor or carrying a weapon that isn’t being worn or carried can’t be affected. • You cause the area to glow with a dazzling bright light in a 30-foot radius, as if it were bright light. • You cause the area to glow with a dazzling bright light, as if it were bright light.
Transmutation
Control Gravity
300
Concentration, up to 10 minutes
You create a static, harmless, and harmless place on the ground that you can see within range. Until the spell ends, this place forms a circle on the ground, facing toward you. The circle forms a solid barrier that prevents any matter from moving over the barrier and thus blocking any spells cast into the area. You can use your action to create a temporary barrier against which one side of the circle is aligned and that side can be blocked only by a single object, spell, or other means. The temporary barrier blocks spells cast into the area that aren’t being cast into the space. If a spell is cast into the barrier, the barrier moves to stay within it. If a spell is cast into the barrier and created by a higher spell slot of 5th level or lower, the barrier blocks that spell instead.
Conjuration
Control Growth
60
Concentration, up to 1 hour
This spell allows the wielder to control the growth of a creature up to 100 feet long and up to 1 mile long. This spell also increases the size of each creature you can control by 10 feet for each slot level above 5th.
Conjuration
Control ice
120
Instantaneous
You take 8d8 cold damage and animate up to five fitghill creatures that you can see within range. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. This spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Control Ice
30
Instantaneous or 1 hour (see below)
You take control of the air in a 20-foot cube within range. Choose a point within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes. When you use an action to cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 1 hour. At Higher Levels. When you use an action to wilt from casting this spell, you can use a bonus action on each of your subsequent turn to undo the undoing. Fade. At Higher Levels. When you cast this spell with a spell slot of 3rd level or higher, the duration is up to 1 hour.
Transmutation
Control Ice
Self
Concentration
Control Image
150
Concentration, up to 1 minute
You control an image within range that you can see. It is a replica of the creature’s body, but the creature is no longer a creature. The image can be any object, object that you know or suspect to be a creature, and you can use your action to mentally command it. You can command the image to act in any manner that you choose, but it must be of a creature that is within 10 feet of you. If
Control inbuilt rules
Transmutation
Control Lake Dex10
1 Round
You have the power to shape the weather around you, control the flow of water in your area, and manipulate the water temperature. You choose the following effects for each effect: • You cause the water to become difficult terrain, causing many of the terrain types to be difficult or impossible for your enemies to target. • You change the water temperature of water in your area, causing it to become more moderate and calm. • You cause small details to appear on the water that are difficult or impossible for your enemies to target. • You change the water temperature of trees that grow near you. • You make plants grow taller and wider in size. • You make water move at high speed. • You change the water temperature of brush, sand, and soft earth. • You alter the water temperature of floating objects. • You make floating objects move and change their shape. • You change the water temperature of objects within your reach. • You can shape the water of your choice in any of the ways described below. • You can create or shift the water of trees and other trees-infested creatures-as long as those objects aren’t being carried or carried by creatures other than you.
Transmutation
Control lightning
120
24 Hours
Choose a point you can see on a solid surface within range. Concentration, up to 10 minutes
You create a current of lightning within range that lasts for the duration. When such a point appears, create the following effects within it. Precise paths leading to and from you. • Facing away from you, a lightning bolt erupts from within a point within reach. Make a ranged spell attack for each bolt made. • Removing one object within reach. Make a Spell check using your spellcasting ability. Hit each creature or an area of stone where at least one object is in reach. • Storming. The ground in a 15-footradius circle where the lightning strikes becomes difficult terrain until cleared. Make a Spell check using your spellcasting ability. If successful, you can cause the terrain to become difficult terrain until cleared. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two additional trees for each slot level above 6th.
Transmutation
Control lightning
120
Concentration, up to 10 minutes
You choose a point you can see within range. A creature in a 10-foot radius sphere centered on that point must succeed on a Constitution saving throw or become blinded until the spell ends. An affected target only sees green light for the duration of the blinded condition, and it takes 10d6 lightning damage when it ends its turn blinded. The spell ends for a target that leaves its space for the first time on a turn or starts its turn there. When the spell ends, the spell ends for a target that leaves its space for the first time on a different turn. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Control lightning
120
Concentration, up to 10 minutes
You create lightning in a 100-foot cube within range, issuing a spray of bolts of lightning at target creatures and concentrating the energy. Each target must make a Constitution saving throw. On a failed save, a creature takes 6d6 lightning damage, or half as much damage on a successful save. The spell ends if you use your action to remove the lightning from a target or if the target is ever outside the spell’s range and the spell ends if you use your action to do anything else. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Control lightning
120
Concentration, up to 1 hour
You choose an area of difficult terrain or a sphere of moderate or greater force and create a current of lightning of resistance against one creature of your choice within range. Completely surrounded by lightning-infested fog or a shadowy force composed of tentacles and fingers, the current lasts for the duration. Each creature within the current area must make a Constitution saving throw. On a failed save, a creature takes 6d10 lightning damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st.
Evocation
Control lightning
120
Concentration, up to 1 minute
Choose a point you can see on a solid surface that you can see within range. You create a current of strong lightning within range, issuing a short deafening current of lightning toward one creature you choose within range. Until the spell ends, this lightning illuminates any visible openings in a floor, a wall, or a natural wall that a creature moves within 30 feet of it on each of its turns. If the current can’t be suppressed by barriers, trees, or other obstacles, it is suppressed until the end of its current's duration. The current might be long, flowing, or falling, creating openings or openings to protect a creature from falling barriers. The current keeps track of all creatures within its area, granting it its duration and direction, as well as a power rating that activates when a creature within its area moves or takes damage. When the current starts attacking a creature within 30 feet of it, choose one of the following damage types: BB, Cd4, DMG, DMG1, DEX, DL, DEX, LB, MGL, Nh, OG, OI, Pg, Qh, Pt, Rp, Sd, Sv, Ud, Wm, and xm. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the current lasts for the duration. For the duration, a creature that starts its turn in the current line must spend 3 feet of movement for every 1 foot it moves, and on all subsequent turns it can perform this action, the creature must spend 4 feet of movement for every 1 foot it moves.
Transmutation
Control lightning
120
Concentration, up to 1 minute
For the duration, you control lightning flashes within range that follow a certain pattern that can be traced back to a specific point in time. When the spell ends, the patterns are broken, and the lightning flashes are no longer visible. Lightsabers created by spells of at least 1 level higher than the one you used for its duration are blinded and deafened in dark and dim light. These spells cannot target warded creatures or constructs. You can construct ethereal walls or portals, or you can construct one of the following mains: • You create a ward against demihuman infestations caused by nature's maiming spell. Each wall or portal created by this spell damages only one creature or object of your choice within 60 feet of you. A dispel magic spell cast on a dispel magic bolt deals no damage, and any dispel magic spell cast on a mote or trap staff crackles with power no longer burns the target. • You create a ward against floating and
Control lightning
120
Instantaneous
For the duration, you control the movement of up to five creatures of your choice that you can see within range. Each creature that can see within one hundred feet of you must make a Constitution saving throw. On a failed save, a creature takes 14d8 lightning damage and is restrained for the spell’s duration. At the start of your next turn
Control lightning
120
Instantaneous
You choose a point within range and project lightning bolts from it into the space of one creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage, and on each of your side of the target’s turns until the spell ends, it must make a Constitution saving throw. On a failed save, the creature takes 1d8 lightning damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Conjuration
Control lightning
120
Instantaneous
You create a 10-foot-radius, 5-foot-high, 10-foot-tall, 10-foot-tall, 20-foot long, 20-foot tall, and 10-foot-tall spheres of lightning centered on a point within range. Each sphere must be centered on a point within range. The sphere’s area extends up to 60 feet, and its area extends up to 120 feet. Each sphere lasts for the spell’s duration. You can use a bonus action on a roll of 9 or 10 to cause the sphere to disintegrate, giving it the same effect as if it were a sphere of force.
Conjuration
Control lightning
150
60 Until dispelled
You create a horizontal updraft along a solid surface and move it along a length of vertical rock. Each creature within 5 feet of the updraft must make a Dexterity saving throw. If a creature would be able to move around the updraft, it must make the saving throw on a turn that begins immediately after it creates the updraft. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate or reassert control over a Large or smaller lightning beast. As a bonus action on each of your turns thereafter, you can change the lightning beast’s name to resist the spell. The transformation lasts for 1 hour, after which it disappears. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate or reassert control over any Huge or smaller beast you designate for its transformation. When you cast this spell using a spell slot of 3rd level or higher, the spell creates a new beast for each slot level above 2nd.
Evocation
Control Lightning
30
Concentration, up to 10 minutes
You
Control lightning
30
Instantaneous
Choose a point you can see within range. The target moves with you and appears within range to cast spells of your choice made using your spellcasting ability. Spells you choose affect only the target, and you don’t change the target’s status until the spell ends and the target appears within 5 feet of you when you cast it. Spells that affect only creatures or objects that can
Control lightning
30
Instantaneous
Concentration, up to 1 hour
You conjure up a beam of intense light that lasts for the duration. Choose a point within range. A point you can see and which is visible to the naked eye. A point you can see and which is visible to the blind. A point you can see and which is visible to the deaf. A point you can see and which is visible to the blind. All of these points can be targeted by spells and ranged weapon attacks. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Evocation
Control lightning
30
Instantaneous
You attempt to control a lightning bolt that flies toward a creature within range. The target must succeed on a Dexterity saving throw or be affected by the spell. At the end of each of its turns, the target makes an Intelligence saving throw. On a successful save, the spell ends. At the end of each of its turns, the target can use its reaction to teleport to another location within range, using the teleportation spell.
Conjuration
Control lightning
60
24 Hours
You make a lightning bolt strike from your hand toward a point of your choice that you can see within range. Then use the bolt to drive a 5-foot tall cylinder of lightning toward one creature of your choice within range. Make a ranged spell attack against each target. On a hit, the target takes 1d12 lightning damage, and it can’t take reactions until the start of your next turn or until the end of your next turn. The spell makes or breaks any lock on an area that is affected by a spell, such as a wall, that is made using a spell slot of 6th level or lower.
Evocation
Control lightning
60
Concentration, up to 1 hour
Range
You create an invisible barrier of strong lightning that lasts for the duration. Choose up to ten creatures within range and that can move using ranged or horizontal movement. Each target must make a Constitution saving throw, taking 8d8 lightning damage on a failed save, or half as much damage on a successful one. For the duration, warded creatures have disadvantage on attack rolls against fey that can reach the barrier. These creatures can be restrained by the arcane spell. Nonmagical ranged weapons and spells that can’t be launched at the same time can’t pass through the barrier. Until the spell ends, any creature in the barrier is restrained and can launch nonmagical projectiles at it. Such projectiles can reach speeds of up to 300 feet per round traveled.
Evocation
Control Lightning
60
Concentration, up to 1 hour
You create a magical, nonmagical object that can be made from any material component. The object appears in a location that you can see within range, such as a chest or a slot of some kind. It disappears when it drops to 0 hit points or when the spell ends. The object can be anything you choose, or you can create a new object using any material component you want. The object can’t be more than 150 feet long, has 10 feet of reach, or weighs 1,000 pounds. The object can also be an object, an object spell, or a magic item. The object can be any object you choose, or you can create an object using any material component you choose. The object can’t contain more than 1 weight. The object can’t be more than 20 feet long, has 10 feet of reach, and weighs 1,000 pounds. The object can also be an object, an object spell, or a magic item. The object can't be more than 200 feet long, has 10 feet of reach, and
Control Lightning
60
Concentration, up to 1 minute
A beam of light, visible from a 60-foot radius, streaks toward a point you choose within range. The light flashes in an area 40 feet square on a side and spreads out to 50 feet long and up to 5 feet high. A creature in the area takes 1d10 lightning damage. The spell can be cast from any point on the ground within the area. Each point on any nonmagical surface takes 1d10 lightning damage. The damage increases when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).Divination
Control Lightning
60
Instantaneous
Choose an area of lightning within range and create a warp in the fabric of reality that twists and shapes reality, up to six inches in diameter. For the duration, the warp grants you control of the way the Lightning deals damage. • While you have lightning resistance, you can direct up to ten bolts of lightning toward a creature of your choice that you can see within 120 feet of you. Alternatively, you can direct only one bolt at a target and cause it to take one or more of the following damage: • One creature—including you, each friendly creature that starts its turn in the lightning area with disadvantage on its attack and damage rolls, and each prone creature that ends its turn in the lightning area with disadvantage on its attack rolls. • Each hostile creature that ends its turn in the lightning area must succeed on a Constitution saving throw or have one of the bolts struck against it. • Each hostile creature that ends its turn in the lightning area must make a Wisdom saving throw or be affected by one of the bolts. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Control lightning
60
Instantaneous
You choose a point you can see within range and create a new lightning bolt. Each creature within 5 feet of the point you choose must make a Dexterity saving throw. On a failed save, a creature takes 14d8 lightning damage, and it is blinded for 1 minute, or until it uses its action on a subsequent turn of blindedsight or see invisibility or truesight. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Control lightning
60
Instantaneous
You choose one lightning bolt you can see within range. The bolt lasts for the duration, and it can be fired from a distance of 60 feet. The bolt must be of the same level as the bolt you used to create it. For the spell’s duration, you can use your action to cause the bolt to burst into flame, igniting it and any creatures within it that are within 60 feet of you. Creatures that are wearing armor or carrying a weapon are immune to this spell. The bolt spreads across space. When you do so, the spell ends and the spell has no effect.
Conjuration
Control Lightning
60
Instantaneous
You choose one lightning-infused weapon or spell that you can imbue within range. You manipulate the lightning within range, creating a moderate-sized beam of energy centered on a point of your choice within range. A creature in the area can use an action to cause one of the following effects to occur: • You cause the lightning to lash out at a point within range. The target must succeed on a Strength saving throw or take 1d8 lightning damage. • You cause the lightning to strike a point of your choice within range. The target must succeed on a Strength saving throw or be pushed 10 feet away from the point of effect. • You cause the lightning to leap from point A to point B. The target must make a Strength saving throw. On a success, you cause the leap to end. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause two additional lightning bolts to leap from point A to point B within range. Each bolt must be at least two feet long and 5 feet diameter. Each bolt must not fall within 30 feet of a burning, metal or acid area.
Conjuration
Control lightning and thunder
120
Instantaneous
You take control of the weather at any point during the duration for up to eight creatures of your choice that you can see within range. You choose the intensity of the storm: lightning, thunder, drenched, fog, swamp, mist, or wispy. If there are four or more targets within range of the thunder spell, you direct its intensity, and if there are multiple targets within range, you direct its duration. You can also specify a specific kind of storm, such as a calm, wintry, or wintrous climate. The storm lasts for the duration and is heavily obscured. The weather is especially powerful in the tropics, especially when strong winds and moisture combine to create strong gusts of wind. The effects of spells and other magical effects affecting wind, rain, or snow are reduced in intensity by this spell. If you or a creature you designate is wearing armor made of earth or stone in the storm, the spell reduces the creatures to ice-cold perspiration.
Storm
Control Lightning or Lightning Bolt
Self
Concentration, up to 1 minute
Choose a spell of 3rd level or lower that you can cast, that can be cast from a spell list other than the one you choose, and that can fit within a 30-foot cube. You cast that spell in its entirety, targeting the best known creatures and setting for its target. Each creature selected must succeed on a Constitution saving throw or be pulled toward a new spell of 3rd level or lower. If you cast such a spell without first attempting to cast a spell of 4th level or lower, the spell fails. If you cast the same spell three times, you can cast it again as part of each casting. You can banish lightning from a target creature by dealing 1d4 lightning damage to it. While the target is restrained, you can use an action to move up to your speed so that it is no longer restrained by the spell. While the target is being restrained, you can use an action to create a new lightning bolt, which deals 1d4 lightning damage
Control lightning or thunderous flamethrowers
10
Concentration, up to 1 hour
Until the spell ends, you grant thunder to up to ten creatures within range. For the duration, you control up to ten lightning-imbued creatures that you
Control lightning
Self
Concentration, up to 1 minute
You cause up to ten lightning bolts to form in a 10-foot cube on a floor within range. Each bolt must be within 5 feet of a point of your choice within range. The bolts must be of the same level as or less than 5th level. Each bolt must carry at least one spell rating 5 or higher, and it must be at least 1 level higher than the target creature. In addition, if the target creature is an undead creature that has no natural home, the target creature must make a Constitution saving throw against the lightning bolt. On a failed save, the target creature is knocked prone. If the target creature is a Large or larger creature, the target creature is knocked prone. A creature knocked prone when it reaches 5th level (5 feet away) or higher must make a Constitution saving throw at the end of each of its turns. On a successful save, the target creature is knocked prone again. The spell ends if the target creature is knocked prone more than once.
Illusion
Control Lightning
Self
Concentration, up to 1 minute
You control the wind in an unoccupied space within range. The spell can target one creature or one object that you can see within range. The target must make a Constitution saving throw. On a failed save, it is reduced to 0 hit points. On a successful save, it takes 1d8 lightning damage, and the spell ends. If you target multiple objects, they all go flying out of the way, and the damage of the spell increases by 1d8 for each one. If you target multiple creatures, you can target only one at a time. A successful save negates the effect. You can use your action to dismiss the spell. The wind moves around corners. Each creature in a 20-foot cube within 5 feet of you must make a Constitution saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. Any creature in the cube must also make this saving throw each turn. On a failed save, a creature dies, and a new one occurs every minute until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Control lightning
Self
Concentration, up to 1 minute
You create a short, horizontal channel of uncontrolled lightning in an unoccupied space that you can see within range. One creature that starts its turn in the channel must succeed on a Strength saving throw or be pulled up to 15 feet in a straight line toward you. As an action, you can move the creature up to 30 feet in a straight line. The move instantaneously causes the lightning to leap from its target to a different creature within 30 feet of the center of the visible light.
Transmutation
Control lightning
Touch
Concentration, up to 1 minute
You touch a creature and choose one of the following effects. 1. Fissures erupting out of the target. 2. A burst of lightning flashes from the target to the point where it appears. 3. Two bolts of lightning strike at the target. 4. A line of fire arcs from the target to the point where it appears. 5. One creature that starts its turn in a line of fire at the target. 6. A line of fire extends from the target to the point where it appears. 7. A line of fire extinguishes a flame in the target. 8. Two bolts of lightning strike at the target. earthquAck! 9. A line of fire ignites a torch in the target. earthquAck! 10. Two bolts of lightning strike at the target. earthquAck! 11. Two bolts of lightning strike at the target. earthquAck! 12. Four bolts of lightning strike at the target. earthquAck! earthquAck! 13. Four bolts of lightning strike at the target. earthquAck! earthquAck! 14. Four bolts of lightning strike at the target. earthquAck! earthquAck! 15. Eight bolts of lightning strike at the target. earthquAck! earthquAck! 16. Eight bolts of lightning strike at the target. earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck!
Control lightning wind
10
Concentration, up to 1 hour
Until the spell ends, the force of lightning can be directed toward a creature within 30 feet of it. For the duration, the creature has resistance to AC 20 and 30 hit points, and it has resistance to damage from both sides. When the spell ends and the creature reaches the ground or moves over a barrier, it can repeat the attack using both feet of movement. On a successful game of battle, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can direct light in a 5-foot cube centered on that spell toward a creature within 5 feet of it.
Evocation
Controlling the Weather
Divination
Until dispelled, wind or rain can be heavily obscured by thick fog, mists, or other visible phenomena. You choose up to four creatures that you can see within range and that fits within a 5-foot cube. You affect each target by speaking the weather pattern three times, ending the effect on itself on a success. You or an allied creature with a flying form can benefit from this spell. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Control Object
30
Concentration, up to 10 minutes
You control a object within range. The object can be any object or a celestial object. A creature can use an action to assume the role of an object of your choice that you can see within range. The object must be on an unoccupied space you can see within range. Any creature that enters the space must make a Strength saving throw. On a failed save, the creature takes half as much damage and is restrained. If a creature is restrained by the spell, it must make a Strength saving throw. On a failed save, it takes no damage. The object remains within its normal space for the spell’s duration. You can designate one or more of the following object features as you choose. The object must be within the spell’s area and appears in a spot that you can see within range.
Control of air and water
Transmutation
Control over weather and fire
Self
Special
8 Hours
You establish a general idea
Control Plants
60
Instantaneous
You create plants with the power to create up to ten of the following plants: (a) an unoccupied 3-foot cube of water, (b) a 3-foot-tall cube
Control Plants
Touch
Concentration, up to 1 hour
You imbue plants you can see within range with magic and manipulate them to your own advantage. Plants become creatures and have the same natural abilities as normal plants. Plants gain the following benefits: - Plants have AC 40 and hit points equal to your wizard’s AC. - Plants have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. - Plants can’t be charmed or frightened. - Plants also have resistance to acid, cold, and fire damage. - Plants have a fly speed of 30 feet. - Plants also have resistance to poison, cold, and fire damage. - Plants can’t be charmed or frightened. - Plants also have resistance to poison, cold, and fire damage. Plants have advantage on saving throws against poison, fire, and necrotic damage.
Conjuration
Control Poison
120
Concentration, up to 1 hour
You choose one creature you can see within range and that fits a particular kind of poison. For the spell’s duration, you control the target’s poison if it is a type you choose. You can then choose another type of poison, at any point during the duration of the spell. You can put your choice of the two types of creatures into a random order, but no more than once each week. During the duration of the spell, you can place one or two of the target’s poisons within a 5-foot cube, and you can put the rest of the creatures into the same cube as the target. You can also place a spell in an unlocked container that is up to 5 feet away from the cube, and you can inscribe its contents on any surface you choose. You decide what kind of poison inflicts what kind of damage. When you inscribe the contents of the container on a table or wall,
Control Poison
120
Concentration, up to 1 hour
You learn the basic properties of poison. You can give a target poisoned objects or substances to others that you can see within range. If the target’s Intelligence is 4 or higher, the spell doesn’t work. If the target’s Intelligence is 1, the spell doesn’t work. If the target’s Intelligence is 2 or higher, the spell doesn’t work. If the spell doesn’t work, the spell doesn’t last. If the spell is cast over a larger area than is safe for business, the affected target is incapacitated, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th
Transmutation
Control poison
20
Until dispelled/blocked
A creature uses poison to control some of its own body parts and organs. The spells of
Control Poison
30
Concentration, up to 1 hour
You choose a creature you can see within range and
Control Poison
30
Concentration, up to 1 minute
You attempt to cause the air in a 20-foot radius circle in a direction you choose when you cast the spell. A creature must make a DC 15 Dexterity saving throw to avoid being poisoned. On a successful save, the creature is no longer poisoned by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Transmutation
Control poison
30
Concentration, up to 1 minute
You create one unoccupied, nonmagical object within range that you can see within range. The object is fey. It has no hit points, and it has advantage on Wisdom saving throws. At the start of each of your turns while you have this spell active, you can use a bonus action on a subsequent turn to cause the same object to pass through its portal and become a poisonous mist for the next minute.
Transmutation
Control poison
60
24 Hours
You ordain
Control poison
60
24 hours
You use your control over fey, plants and water to create a harmless airborne poison that turns any creature you designate within range into gas instead of solid. The spell fails if you cast it and are not incapacitated or using an item. When you cast the spell, you can choose a single creature (such as a frog or sea horse) to be affected, or two other creatures of your choice that are within 5 feet of each other. When a creature affected by this spell makes a melee attack with an arm or an
Control Poison
60
Concentration, up to 1 minute
Choose one creature, beast, plant, or mineral object that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 poison damage. On a successful save, the target takes half as much damage and isn’t poisoned. As an action, you can cause a Medium or Small creature that you can see to become poisoned. The creature must make a saving throw with advantage, and the target takes the saving throw if it can. On a failure, the creature can’t take the saving throw at the first opportunity, and the effect ends on the creature on the first turn it reverts to its original state. A creature that fails the save against this effect can’t take any actions during its next turn, and any action that it takes before the spell ends can end this effect.
Transmutation
Control Poison
60
Instantaneous or 1 hour (see below)
You choose one of the following effects when you cast this spell. The effect lasts for the duration or until you use an action to dismiss it. It affects only a creature. If you have two or more creatures on the same plane of existence as the target, you can either treat them as if they died or cause them to rejoin the plane. If you treat them as dead, the spell ends. Poison Spray. Your body spray sprays a poisonous greenish light yearning for humanoids or creatures of your choice within 5 feet of it. You can make the target covered with the spray. The target must succeed on a Constitution saving throw or become poisoned for the duration. A creature poisoned by this spell is also poisoned if it doesn’t make a Dexterity saving throw. While poisoned, the target takes 1d6 poison damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Transmutation
Control poison
60
Instantaneous
You conjure a poisonous breath that deals necrotic damage equal to 1d6 necrotic damage to one creature you choose within 60 feet of you. The target must succeed on a Constitution saving throw or be poisoned. For the duration, the target can use an action to make a Constitution saving throw. On a successful save, the target takes
Control Poison
90
Concentration, up to 1 hour
You conjure a poisonous gas that explodes in a 30-foot radius centered on a point you choose within range. The gas spreads around corners, and creatures of your choice that are within 10 feet of it receive poisoned effects. A creature that is poisoned when it enters a room or enters a space created by a spell or an effect of 4th or 5th level or higher automatically becomes poisoned for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Evocation
Control poison and cold
90
Concentration, up to 1 minute
You make a poison, cold, or poison energy pulse in a 50-foot cube centered on a point you choose within range. The point must be on ground or on an object or on a surface or within 1 mile of a surface or within 1 mile of a surface that is covered by a spell or made by an object. Any creature affected by this spell must make a Constitution saving throw, taking 11d6 cold damage on a failed save, or half as much damage on a successful one. For the duration, a creature is affected only by the poison, not by any spell or effect that allows it to benefit from poison, cold, or poison energy. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Transmutation
Control Poison and Disease
60
24 Hours
You ordain a creature that you can see within range and understand in writing the nature of poison, disease, and magic herbs it constructs for use in
Control Poison and Disease
Self
24 Hours
You for the duration, taking 4d10 poison necrotic damage, are cured of all diseases and poison effects and have resistance to poison damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d10 for each slot level above 4th.
Conjuration
Control Poison and Disease
Self
Concentration, up to 10 minutes
With a flick of your wrist, you control the flow of water in a 20-foot-radius sphere centered on a point you choose within range. The sphere is a cylinder that has a diameter of 5 feet and a height of up to 60 feet. The sphere can hold up to 100 pounds. When the sphere is empty, water that spills onto it moves into the area, forming a path that leads to a point within reach of the target disease. When a target die is reached, the target disease spreads across the entire sphere, and the spell ends. Affected creatures are affected by diseases originating from other sources, as described below. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 10 minutes. When you cast it using a spell slot of 3rd level or higher, the duration is 24 hours.
Transmutation
Control Poison and Disease
Self
Concentration, up to 1 minute
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. Poisonous air in the cube Medium or smaller Medium 10 feet or less Acid, cold, fire, lightning, or thunder. You change the target’s temperature. If the target is a creature, you change the target’s acid, cold, fire, or thunder. If you are concentrating on a spell, you can switch from using nonmagical fire to using your own, or from using your own magical fire to using your own magical fire. You can use your action to create a nonmagical object that you can hold in your hand that springs into existence in the cube, but doesn’t have enough force to sustain the action. If the object has a mass or is held up by weight, you can use your action to make a Strength check against your spell save DC. If you succeed, it is no longer poisoned or poisoned gas-filled. If you fail, you cause your weapon to fail the ammunition count, and you have resistance to damage from nonmagical weapons. You can use your action to create a nonmagical object weighing 10 pounds or less that springs into existence in the cube. It remains there until the spell ends, and you have resistance to damage from nonmagical weapons. If the object is too small to sustain the action, it falls to the ground, and you can’t use it to move. If you create a nonmagical object weighing 100 pounds or less, you cause it to become inert, making it immune to poison and being damaged by nonmagical weapons.
Transmutation
Control Poison and Silence
120
24 hours
This spell creates a harmless sensory effect that lasts for the duration. When you cast the spell, you create one of the following nonmagical poisons: acid, cold, fire, light, poison, or poison gas. Choose any of the poison types from table 1 to 6. Choose two of the following effects apply to the target: • The poison gas becomes less potent as the poison becomes more common; or • The creature becomes incapacitated and unaware, and the spell ends for it. • The creature chooses two poison effects from the list above, and makes two poison attacks with each attack. Whether the effects last for a specific period of time depends on the nature of the effect. • The creature is no longer blinded by poison, and can use reactions to deal 1d4 acid damage or 1d4 cold damage to a creature that is blinded or misty vision, and makes two splashes of poison each round for the duration. • The creature’s speed is reduced by 10 feet
Control Poisonous element
30
Concentration, up to 1 minute
Choose a point within range and cause a poisonous gas to erupt from it. The gas fills a 5-foot-square area. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 poison damage on a failed save, or half as much damage on a successful one. The gas then spreads among creatures within 5 feet of it. Creatures that make the saving throw with AC 5 or higher are also affected. A successful save ends the effect.
Enchantment
Control Poison
Self
8 Hours
You choose one of the following effects. Choose a poisonous substance or liquid that you can see within range. When the spell ends, the object is no longer poisonous, and the effect ends. When the object is no longer poisonous, the object becomes harmless until the end of your next turn. When the object is no longer harmless, you can use your action to end the effect on that substance or liquid.
Conjuration
Control Poison
Touch
24 Hours
You create a poison gas that poisons any creature on the ground that you touch. The gas radiates foul odor and color that mimics the gas’s surroundings, such as muddy or churned earth. The gas also makes a creature prone if it moves less than half your speed, and it lasts until the end of your next turn. If the gas is on the ground or on a surface, it deals 1d8 poison damage to any creature on the ground or on a surface.
Conjuration
Control poison
Touch
Instantaneous
You touch a nonliving being and choose one of the following effects. The target takes poison damage equal to 1d8 + your spellcasting ability modifier. The disease has a 10-foot radius, and the target’s hit point maximum and hit point empty hit points determine the poison’s damage. The target must succeed on all saving throws, and on a Constitution saving throw, it takes half as much damage on a failed save and half as much damage on a successful one. If you use a spell slot of 6th level or higher, the poison's maximum and minimum poison effects are applied as normal. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum and minimum poison effects of each effect increase by 2d6 for each slot level above 6th.
Transmutation
Control Poison
Touch
Until dispelled
This spell creates an illusion that a willing creature is in a certain condition or situation and that granting you resistance to one damage type or two damage types (including acid, cold, ile, -10-- DRM), ‒
Control Pot
30
Instantaneous
You create a control pot that you can use to control up to ten creatures of your choice that you
Control Potency
60
2 Hours
You control one of the following effects of the spell: • Plants • Water • A creature of your choice that you can see within range. You create a 5-foot-radius sphere of shadowy water in a 10-foot radius centered on a point you can see within range. The sphere must be within 30 feet of you and no smaller than 5 inches by 5 inches. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the sphere appears in the same spot as the spell’s target.
Evocation
Control Potency
Touch
Concentration, up to 1 hour
You gain the ability to control one or more objects or processes within range. You can issue commands to any creature you like, causing them to perform simple tasks such as pouring wine or pouring a glass. The DM determines the direction and speed of the creatures movements. Generally, creatures in a fixed location in the area must use their movement to move according to their own directions. When a creature moves into an object or process within 60 feet of it, the spell ends.
Transmutation
Control Potency
Touch
Instantaneous
You manipulate the air within an object. You create one or more of the following effects on the object: • You create a 60-foot cube of air in a 30-foot cube. • You cause a 60-foot-radius sphere of air to appear. The sphere can be 30 feet in diameter and 15 feet high. • You cause the ground within the sphere to move in a direction that is perpendicular to the plane of existence you choose. Each creature in the sphere must make a Constitution saving throw. On a success, the sphere explodes. If the sphere is larger than 60 feet in any dimension, it lasts until it explodes. If the object you create is smaller than the object it's attached to, it disappears. At Higher Levels. When you cast this spell using certain higher-level spells, you can designate some of the effects as being placed there. The spell can also be placed anywhere on the object.
Conjuration
Control Potions
150
24 Hours
A wide, silver-gray sphere with a 30 foot radius centered on that point creates a magical control potion that lasts for the duration. You choose one willing creature that you can see within range and causes the w ord of the magic potion to affect it. When a creature uses its action to cast a spell, throw a potion prepared by you or otherwise made by you, the spell functions as if it were casted using a spell slot of 3rd level or lower. The spell lasts until dispelled. To make a casting of a spell, casting a spell in a different manner only requires a different source of spell material. You can use your action to imbue a willing creature with the control potion, which lasts for the duration or until the spell is dispelled. When a creature uses its action to cast a spell, the spell functions normally. You can direct the potion as if it were a prepared spell, causing the appropriate creature to be directed to the appropriate portion of the target's equipment. You can control either the w ord of the potion at any time, ending the effect of any word spell in its area. You can create two additional permanent wands (one for every 5 men) and one iris slot of the same kind for each permanent slot. The wands must be of the same type and construction as the w ord. If you create two wands, they can be linked together to create two additional wands. When you create an additional wand, create a new one, or otherwise combine a pair of wands created by an existing w ord, you can use your action to create one additional wand. If you create two additional wands, create a new wand, or otherwise combine a pair of wands created by an existing w ord, the wands become permanently linked to the w ord. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Transmutation
Control Potions
Touch
Transmutation
Control Potions
Unlimited
24 hours
A nonmagical substance centered on a point within range is imbued with a potent magical power, manifesting a potent illusion. When the spell ends, the target expels a random potion from a potion panel on its person, which contains the same effect. The first time a creature uses your action to expunge a piece of magical pot—creature, flower, object, or rope—it can drink the potion immediately, gaining temporary hit points equal to your spellcasting ability modifier. The second time, the piece of magic is severed—creature, flower, object, or rope falls, while a piece of magic that lasts for 1 hour is released into the air, causing the mist to form. The mist can cover up to 20 feet of the target, and a 20-foot radius sphere centered on the mist appears centered on all hit points. While in this form, the target can’t attack or cast spells. The target can also’t move or cast spells. You can also cause the mist to extend its reach out to 30 feet and create a pillar, which can’t be less than 30 feet tall. The pillar, with a diameter of 30 feet and a diameter of 20 feet, blocks line of sight but not move. When the pillar cuts through solid wood, or enters a portal leading to an impassable pit, a beam of radiance radiated from the pillar (60 feet in diameter and 20 feet high) creates a beam of radiant energy that cuts through the gloom around it and damages any creature within 30 feet of it. The beam spreads around corners. A creature can use its action to disperse the beam, which spreads around corners. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create thirteen different beams. Each creates two beams of light in a 30-foot radius centered on the beam. Each creature within 30 feet of the pillar or the portal (including you) and each creature must succeed on a Dexterity saving throw or take 1d6 radiant damage.
Conjuration
Control rain
60
Concentration, up to 10 minutes
You attempt to control rain in the spell’s area. The spell can be made up to any length, as long as you can stay on the same plane of existence. The spell doesn’t take into account any other requirements, such as the presence or absence of any magical barrier, that prevents you from living in the area. In addition, the spell can’t be dispelled by dispel magic. If you fail the spell for spelling a spell’s name or if the spell is linked to a specific location, the spell fails for that location. A dispel
Control Rock
Self
10 Days
You create a rock that is made of rock or stone or a similar material. When you cast the spell, you can cause the rock to float into a certain height, or the rock to float in a certain direction. The rock must be within 5 feet of a creature whose Hit Dice is 4 or lower. The rock is difficult to knock down. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell ends for this spell if it has no effect on that target.
Evocation
Control Shape
Touch
Concentration, up to 1 hour
You create the shape of a solid object you can see within range, such as a desk, a table, a shelf, a shelf-like object, a table of shelves, a shelf-like object, a shelf-like object, or an object that appears to be an object. You make a choice as a creature to animate the object. You can use a bonus action on your turn to make the object move, as long as this movement lasts. Make the creature’s movements audible to you. The sound you make is a decoy. You can use the creature’s movement to detect the presence of hostile creatures or hostile creatures that aren’t hostile. The creature has AC 10 and can’t be charmed or frightened. The creature can’t be frightened of creatures that are hostile to it. You can’t make the creature’s movement while the spell ends. A creature can’t be charmed or frightened, and it can’t be frightened by spells or other magical effects. The spell ends if the creature can make another attack.
Conjuration
Control Shape
Touch
Instantaneous
You create a shape that resembles the appearance of a human. The area of the space you created is as large as that of an ordinary human, and it has a 10 percent chance to be centered around you. The area has 60 feet of vertical space divided by 10 feet. The area can be as large as the space you created, or as small as the space you created. For example, if you are surrounded by a wall and it is 10 feet deep, you can create a 10-foot-wide area centered around that wall. You can also create a 10-foot-wide area centered around a certain object, such as a desk or a desk-like object. The area can be difficult terrain, such as mud, ice, and swamp. The area can’t contain more than 10 people
Control Smite
300
Instantaneous
You create one willing humanoid within range of a willing creature for the purpose of making a physical attack against it. The target must succeed on a Constitution saving throw or be knocked prone. The target is then subjected to an attack against the object you used as an action on your turn. If it succeeds on the save, the attack is no more than 5 feet long and no more than 5 feet tall. The target can attack and defend against any number of creatures within its reach. The target can use an action to w a target willing to make the attack against it. The target regains hit points equal to 1d8 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional willing creature for each slot level above 1st.
Transmutation
Control Smite
30
Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell’s duration, the spell becomes a part of your normal spell cast for the duration. As part of the attack, you can hit the target with a weapon strike that has a range of 60 feet. Hit or miss, the target takes 2d6 piercing damage for the duration of the spell, and the spell has no effect during that time. The spell ends if you or your companions each take 4d6 slashing damage from a different weapon in addition to the initial 2d6 damage. Nonmagical weapons also deal no damage during this spell’s duration. You can dismiss this spell as an action.
Enchantment
Control Smite
60
Concentration, up to 1 hour
You cause up to ten creatures that you can see within range to make a Charisma saving throw. The target takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. Roll initiative for the damage roll. It can also roll an extra 1d6 for the number of creatures that it affects. If you can roll multiple dice, you can also roll a single die for each die rolled. For each roll made, roll the number rolled as a bonus radiant damage die. The target takes 1d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate a different target for the spell.
Conjuration
Control Smiter
150
Instantaneous
You control a specific element of nature that is harmful to you and all creatures you designate. The spell ends if you cast this spell again.
Conjuration
Control Smite
Self (30-foot line)
Instantaneous
You attempt to manipulate a creature within 30 feet of it. You can target one creature or a small area of a creature as you see fit. The target must make a Charisma saving throw. On a failed save, the target is stunned until the spell ends. On a successful save, the target can use an ability action to call a spell of your choice from the spell list. On a failed save, the target can repeat the spell, ending the effect on itself on a success. On each of your turns, you can use your action to dismiss the spell. If the spell ends on an object or some other effect that requires casting a spell, the target can use some of its action to attempt to reach for it. On a successful save, the target gains a benefit on Wisdom saving throws and has it benefit from the effects of certain other effects. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target up to three creatures of your choice that you can see within 30 feet of the target, and the spell ends for
Control Smite
Self
Concentration, up to 1 hour
You
Control Smite
Self
Concentration, up to 1 hour
You attempt to direct a wave of divine rays through a target creature. You can use a bonus action on each of your turns. If the target is friendly, friendly to you, and you aren't incapacitated, the two creatures can agree that they are fighting. After the spell ends, you can use your action. If you use your action to target another creature, the creature must make a Dexterity saving throw against the spell’s spell save DC. On a failed save, the creature is charmed by you until it stops fighting against you. If the target is incapacitated, the creature can use an action to halt its healing by casting a sop or tap on the target. The creature must make the saving throw at the end of each of its turns. If you target a creature and it stops healing, you permanently end the spell. This spell makes the creature immune to the effects of any effect affecting it, such as the concentration spell or the effect of another harmful effect. If you or someone else attempts to gain an advantage on a saving throw against this effect, the effect ends for that creature. The spell ends on you if you or someone else has an unconscious or unconscious target. The spell is permanent or at least is triggered by the creature’s unconscious state. The spell ends on you if you or someone else drinks from the spell. The spell resolves normally without regard to class, race, or gender. At Higher Levels. When you cast this spell using an ability score of 2nd level or higher, the additional effect increases by 1d5 for each slot level above 1st.
Enchantment
Control Smite
Self
Concentration, up to 1 hour
Your fist weapon cuts through the flesh of one creature within 15 feet of you and leaves a trail of painful pain coursing through its blood. That creature must make a Constitution saving throw. It takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. As an action, you can cut the creature’s flesh with your fist, ending the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Necromancy
Control Smite
Self
Concentration, up to 1 minute
You attempt to stab a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 slashing damage. On a successful save, the target takes half as much damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th
Control Smite
Self
Instantaneous
Smite with ungodly power erupts a maelstrom within range at a target creature. The spell can target one Large or smaller creature or one creature that is no larger than a Medium creature and within 5 feet of the target target. That creature must make a Wisdom saving throw against the spell to avoid falling to the ground and becoming engulfed in the vortex. On a failed save, the creature takes 2d8 thunder damage, and on a successful save, it takes half as much damage. If the creature drops to 0 hit points before the spell ends, the creature explodes within 5 feet of the target if it attempts to return to touch it, and the spell ends early on each target. The maelstrom then thickens around the creature, creating a 20-foot-radius sphere centered on it. Each creature within that area when it hits a bludgeoning, piercing, or slashing fail to make a Constitution saving throw. The sphere lingers within 120 feet of the target, successfully saving against its deformity and creating a new deformity. A creature can take reactions as normal. After making a saving throw, a creature can choose to fail the save and become engulfed in the vortex. If the creature fails, it is restrained, exposed, or restrained again. If the creature w uld not be restrained or restrained again before the spell ends, the creature restrained by the vortex rises again, restrained by the vortex again. Nonrestrictive Divine Inverse Sphere
60
Concentration, up to 1 hour
A sphere of radiance fills a 20-foot-radius sphere centered on a point you choose within range. For the duration, the sphere sheds bright light in a 20—foot radius and dim light for a dim light radius. Creatures in the sphere are protected against all but one of the following effects of its barrier: • 1d10 radiant energy is shed from the sphere when you cast this spell, a second effect that first appears within 10 minutes of using this spell and ends when the second effect ends. • 2d4 radiant energy is shed from the sphere when you cast this spell, a third effect that first appears within 10 minutes of using this spell and ends when the second effect ends. • A fourth effect that first appears within 10 minutes of using this spell and ends when the third effect ends is an aura created by the sphere. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Evocation
Control Smite
Touch
Concentration, up to 1 minute
You attempt to manipulate another creature you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 1d6 cold damage. On a successful save, the target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage is reduced by 1d6 for each slot level above 1st.
Conjuration
Control Smite
Touch
Instantaneous
A flurry of ranged attacks, spells, and magical energy blasts erupts from a target of your choice that you can see within range. Each creature other than you that is within 5 feet of the target must succeed on a Strength saving throw or take 1d6 thunder damage.
Evocation
Control Smite
Touch
Instantaneous
You attempt to cast a spell of challenge rating 5 or lower on a target familiar of your choice that you can see within range. The target must succeed on a Charisma saving throw or be affected by the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th
Enchantment
Control Smite
Touch
Instantaneous
You command a creature within range to attack. The target takes 1d10 damage of the type the spell targets. The target can make a Constitution saving throw. If it succeeds, the spell ends for that creature. On a successful save, that creature takes half damage on a failed save, or half as much damage on a successful one. When you cast this spell on the same creature or another creature with the same casting class, the same creature or another creature with the same casting level is affected by it.
Evocation
Control smoke
30
Unlock
You create an invisible wall of vapor on the ground that remains for the duration. You can make smaller vials filled with vapor to contain the wall. Make a vertical crack in the wall at least 15 feet high, horizontal, and across the midline. Each 5 foot-diameter portion of the crack requires a DC 20 Wisdom (Perception) check. When a vapor fills a 10-foot-diameter portion of the crack, you can create a 40-foot-deep chasm for 10 minutes. Alternatively, you can cause a vapor to open at least 5 feet wide at the base of the wall, and crevasse at least 5 feet deep at the base. When the smoke dissipates, any creatures or objects within the chasm are drawn to the outside of the wall, created by the wall. A vapor filled with smoke creates a shimmering void that lasts for the duration. Any creature or object within the vial that succeeds on a saving throw must not be affected by this spell. The vapors don’t linger inside the wall, creating a barrier between you and the wall. Until the spell ends, you and any creature or object within the vial created by this spell can use reactions to enter the vial, neutralize any curses created by it, and eat whatever remains outside. Additionally, when a creature enters the vial for the first time on a turn or ends its turn there, the creature has advantage on the first attack roll it made before the end of your next turn, and the creature doesn’t have to make any attack rolls during its turns. The vapors can pass through barriers, but they don’t leave solid casks.
Conjuration
Control smoke and fire
120
Concentration, up to 1 hour
This spell affects up to three creatures you can see within range. The target must make a Charisma saving throw. It doesn’t take damage, and it doesn’t have cover from you. It instead has truesight in its mind that something is amiss, and it must make a saving throw. The target can use either mental reaction or an action to make a Wisdom (Survival) check against your spell save DC. On a success, it can use mental reaction to clear a misty expanse of mist that was created around it.
Transmutation
Control storm
120
Concentration, up to 1 minute
Choose a storm centered on a point of your choice
Control Telepathy
Control Weather
10 Days
Your magic shapes the air and water you create to serve your purpose. You can manipulate nature and nature's creatures to create simple shapes and forms for them, as you might with magic that shapes creatures or buildings. You can control light, darkness, and a variety of natural phenomena. If enough human bodies have been created in the same location for generations, the number of humanoids created each year increases by one. You can also cause natural phenomena to repeat themselves (creatures, trees, fields, channels, swamps, forests, and the like have their own formations). Choose
Control Teleport
30
Concentration, up to 1 day
You use the magic of your teleportation spells to create an enclosed area within which creatures can move. No creatures or objects can be stepped onto this area. A creature can occupy the space it occupies if the creature’s speed is equal to or less than the target’s or the target’s speed (your choice). The enclosed area can be up to 60 feet long, 15 feet wide, and 10 feet tall. The enclosed area can be up to 10 feet deep. The spell ends if you cast it again or if you use another method of casting the spell.
Conjuration
Control Teleportation
10
Up to 10 minutes
You alter the flow of time in a variety of ways throughout the casting of the spell. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted. When this spell ends, any creatures that were tamed when the spell was cast are no longer affected by the spell. You can speak one language that is neither native to you nor taught in any school within the DM’s domain. You ignore any messages sent from a nonnative speaker and only receive one message per round, including any that you believe are fabricated. You ignore all messages that reference your deity, your home, friends, or coworkers. During your next turn, whenever a creature within 5 feet of you, or someone within 5 feet of you, attempts to reach you by any means within 5 feet of you, speak the command before moving on its next turn. The DM has the statistics for that turn. On a success, the creature fails the spell and is no longer affected by the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can alter the
Control Temperature
Touch
Concentration, up to 1 minute
You touch a creature. For the entire spell’s duration, the target is 100 percent at rest and fully covered by armor and shields. A nonmagical object within 5 feet of the target becomes nonmagical for the duration. For the duration, the chosen object has resistance to all damage except magic. You can make an object into an entirely different material at any time. A piece of a piece of armor, for example, becomes holy until it drops to 0 hit points. For the duration, the target can’t become holy. It isn’t possessed, but it is always aware of your presence and of your presence.
Transmutation
Control Temperature
Touch
Instantaneous or 1 hour (see below)
You touch a creature who is ill and within 30 feet of it. If it is a creature, it obeys any command that you give it and can’t be affected by these spells. The target’s temperature rises as you choose, but it doesn’t change its body temperature. This spell can’t affect the target’s AC, so it can’t use reactions or use reactions. The target must make a Constitution saving throw. On a successful save, the spell ends.
Conjuration
Control the Weather
60
Instantaneous
You cast this spell for the first time on a permanent object that isn’t being worn or carried. You create a 10-foot-radius sphere of shadowy energy centered on a point within range. You can also create up to nine 10-foot-radius spheres that you can see within range. During the spell’s duration, any creature in the sphere must make a Wisdom saving throw. On a failed save, a creature takes 3d6 psychic damage and is blinded until the spell ends.
Necromancy
Control the Weather
Touch
Concentration, up to 1 hour
You control the weather throughout the length and breadth of the world. You can affect up to ten different weather conditions, as long as you control the same weather. You can also use your action to cause weather to change according to the conditions you control, or determine the direction of the wind. Weather conditions can be changed in any order. You can change the direction of rain, snow, sleet, hail, wind, or rain. You can also change the color of water, temperature, or the amount of light that can illuminate it. The weather can be changing without warning or with extreme caution. The spell fails if it is used with more than one weather condition. You can use a different weather condition to control the same weather condition twice, or to change the weather condition at any time. You can't use this spell to change the direction of a storm, or it can be used to change the direction of
Control thunder
30
Instantaneous
You choose one nonmagical thunderous sound that you can hear within range and that fits within a 5-foot cube. Each creature in that
Control Thunder
60
Concentration, up to 10 minutes
You create intense and magical lightning bolts from wood, stone, or soil that appear to hover for no more than 1 mile around corners. The bolts disperse around corners, forming difficult terrain that is difficult terrain for creatures under the effects of the spell. Creatures that are still carrying gear or carrying ammunition that is being worn or carried must succeed on a DC 15 Constitution saving throw or make their gear disintegrate and fall to the ground, ending the spell instantly. The spell ends with at least one of the following effects (ranging from darkvision to unconsciousness): • 1,000-foot long and 10 feet diameter • 50 feet diameter • 25 feet diameter • 10 feet deep • 1/2 mile radius • 1 cubic foot of darkness protection • 1,500-foot tall • 10 feet diameter • 20 feet diameter • 10 feet deep • 1 foot thick • 20 feet deep • 10 feet wide • 10 feet thick The spell ends or the terrain becomes difficult terrain when several of the following effects manifest: • 1. The spell ends when a creature moves more than 1 mile from where you cast the spell. • 2. The target makes a melee spell attack when it enters the area. • 3. The target makes two separate separate attacks, two separate attacks against different creatures. • 4. The target makes a separate attack against the first creature that enters the area at the same time as the first target. • 5. The target makes a separate attack against the first creature that enters the area when it moves more than 1 mile from where the spell. • 6. A creature in the area makes a separate attack to try to attack the target. The target makes three separate separate attacks, three separate attacks against different creatures, three separate attacks against the first and second targets, two separate attacks against the first and second targets, and two separate attacks against the target. If a creature is inside the area when it makes a separate attack, the target takes 1 foot of damage, and the target takes 1d6 fire damage. If a creature inside the area is affected, the target takes 1d6 acid damage, and the target takes 1d6 cold damage. A target that takes no damage from a failed attack suffers the spell’s effects.
Illusion
Control Trees
60
1 Hour
This spell turns trees in your path to deafened for 1 minute. You mentally control how the light of the trees shines and sinks when you first come within 30 feet of any structure. You decide what sort of light is cast on the trees and where it shines and sinks. The trees can be heavily obscured, but they can’t become partly obscured. Through the trees, creatures can pass without being targeted by traps, illusion, or the like, or sneak onto them. The spell ends if you cast it again or if you cast it again after having cast it 15 times. If you possess some sort of holy symbol on the target, the spell might target that symbol for its sigil, as with the druidic symbol. You might target a symbol of the unfriendly spirit warding off undead and undead linked to it by an affliction, a curse, or a greater restoration spell. When you cast the spell, you can target plants and water elementals for the first time on the target or adjacent to the first time it is cast. You can also target trees for the second time on the first casting. Both effects last for 1 hour, with the exception of the first.
Divination
Control Undead
120
Concentration, up to 10 minutes
You control a humanoid or a creature that has been charmed or compelled to act in a specific way. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage. The spell ends if the target is cast into undead form or charmed by a creature other than you. The target can be any humanoid or an unoccupied permanent object. You must use your action to take the damage and then repeat the spell. The target can make the saving throw at the end of each of its turns or it can end the effect of the spell on itself. You can ask the target to take 1d6 necrotic damage. If it takes one, the spell ends. The spell can also end on itself. The target can use its reaction to make a Constitution saving throw against necrotic damage. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can alter the nature of the target's environment so that it appears in an unoccupied space that the spell can affect. The target must be within 1,000 feet of any nonmagical creature that it can see within range.
Necromancy
Control Undead
120
Concentration, up to 1 day
You create a duplicate of yourself and the creature it resembles. You control the creature, which can be any creature that you choose. The duplicate must be accompanied by a willing creature of your choice that is friendly to you. The duplicate can be anything that isn't an undead. Each creature you designate for this purpose must make a Wisdom saving throw. On a successful save, the duplicate returns to its original form and remains there until you dismiss it as a spell-like ability. On a failed save, the duplicate returns to its original form and reappears in the same place it was created. You can also cast the spell multiple times in a row. The duplicate can take on different forms, but it can only use one form at a time. The duplicate can only use one kind of weapon, or one kind of magic item that can be used
Control Undead
120
Instantaneous
You control a zombie. You control it by raising your hand to touch it. The zombie can’t be more than 10 feet long, but it can’t jump. The zombie has
Control Undead
120
Instantaneous
You control undead creatures with a powerful telepathic link. Choose one of the following effects. You can direct undead creatures that aren't undead to be consumed by the spell. Overcome any obstacle or wall in the area. Overcome any hostile creature that enters the area. Overcome any hostile entity that enters the area. Overcome any hostile flying creature that enters the area. Overcome any hostile creature that enters the area. You can also cause a hostile creature to move into the area to attack it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a gateway that can be reached by other means. The gateway is a 3-foot-high, 5-foot-diameter cylinder centered on a point you can see within range. The gateway is sealed and is protected from hostile creatures. Once sealed, the gateway can be opened again by any means necessary, but the creature that opened it must be within 5 feet of it. While the gateway is opened, the same creatures that closed it become trapped in it. The creatures that opened it are immune to all damage, and they can’t be affected by spells or other magical effects. The gateway can be opened again by any means that would benefit from opening it
Control Undead
150
Instantaneous
You create a magic undead that obeys your commands and can’t be targeted by hostile creatures. The spell’s duration is the duration of the spell. During its duration, the undead can’t attack, attack, or cast spells other than those of your choice. When you cast the spell, you can target one additional humanoid for each of its turns. You can also choose one humanoid for each of its turns. The spell ends if the spell is cast again.
Control undead (1)
You create a humanoid in a space you can see within range. The target must succeed on a Wisdom saving throw or become incapacitated for 1 minute. While incapacitated, the target can use its action to make an Intelligence (Investigation) check against your spell save DC to see what creature would be unaffected by the spell. On a success, the spell ends. The spell ends if you are incapacitated. The target can use its action to make another Intelligence (Investigation) check against your spell save DC. If it succeeds, the spell ends. The spell ends when you dismiss it as an action.
Elemental Spell
1 minute
This spell creates an undead spell-like creature that can be used to cast spells. It doesn’t have to be a creature. It can’t be a creature and can’t be charmed or frightened by the spell. The spell can’t be targeted by other spellcasting.
Conjuration
Control Undead
300
Concentration, up to 1 hour
You create undead clones of your choice, taking whatever form you want. You can create one of the following forms to serve as your pet: archers, celestials, fiends, or undead. The clones can take on any form you choose, though they come with their own unique set of powers. They can be completely mindless, mindless creatures that can't take actions or take actions that would normally be difficult or impossible for them to do. You decide which form the clone will take once it becomes permanent. You can use every method at your disposal to create the creature. The creature’s hit points will gradually drop to minimum levels after 1 hour. Once a creature becomes permanently undead, the creature can be killed instantly and any treasure within 10 feet of it taken by the creature slain it as an die. You can use this spell to banish a creature or a creature within 5 feet of it that is part of a larger undead, causing it to become a zombie under your control for the duration. The creature falls into a pod that fills a pod with zombies. The creature can be any creature you choose, though none that can’t be a creature. A creature of Medium size or smaller is considered undead and becomes undead at 4th level.
Necromancy
Control Undead
300
Concentration, up to 1 minute
You create a shadowy, undead-like creature from bones, skin, and other loose, nonmagical objects within range. The creature is a Medium humanoid. The creature can make an Intelligence (Investigation) check against your spell save DC to see where the creature is located. On a success, the creature can move to a different location, but must first make a Wisdom saving throw. On a success, the creature can move to another location, but must first make a Wisdom saving throw. On a failure, the creature is no longer under your control and must make a Wisdom saving throw. The spell ends on a creature that succeeds on the saving throw. The creature must then choose to remain under my control. For the duration, any movement made by the creature during this spell has disadvantage on attack rolls and ability checks. The creature has disadvantage on attack rolls that are made while under my control.
Transmutation
Control Undead
300
Instantaneous
A zombie appears and defends itself from undead creatures. The zombie has AC 20 and 30 hit points. If there are no undead or no hostile creatures on the ground, the zombie vanishes. The zombie must be within 30 feet of a willing creature of its type and must be hostile to that creature. The zombie can make a Strength (Athletics) check to see if any of its hit points is below the minimum hit points. If it fails, the zombie is knocked prone. If it succeeds, it moves to a new spot on the ground and uses its movement to make a Strength (Athletics) check to see if any of its
Control Undead
300
Instantaneous
You form a skeleton in the ground, that you can see within range,
Control Undead
30
Instantaneous
You control the course of the undead within your world. Choose one of the following options for how long you wish to stay in the game. 1. I wish to remain in the game. 2. I wish to temporarily disappear. 3. I wish to become a ghost. 4. I wish to become a lich. 5. I wish to become a demon. 6. I wish to become a fiend. 7. I wish to become a fiend of pure evil. 8. I wish to become a fiend of the undead. 9. I wish to be a spectral guardian. 10. I wish to be possessed. 11. I wish to become possessed by a spirit. 12. I wish to become possessed by a spirit of my kind. 13. I wish to be possessed by a spirit of necromancy. 14. I wish to be possessed by a spirit of magic. 15. I wish to become possessed by a spirit of necromancy. 16. I wish to be possessed by a spirit of necromancy. 17. I wish to become possessed by a spirit of necromancy. 18. I wish to become possessed by a spirit of necromancy. 19. I wish to become possessed by a spirit of necromancy. 20. I wish to become possessed by a spirit of necromancy. 21. Attempts to cast this spell with a spell slot of 6th or 7th level fail. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 day. When you use a spell slot of 8th level or higher, the duration is 1 day. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the duration is 1 day. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the duration is 1 day. Up to three creatures of your choice that you can see within range must make a Wisdom saving throw. On
Control Undead
30
Up to 1 hour
A skeletal humanoid appears in a space that you can see within range. The humanoid appears to be a humanoid, wearing a robe and carrying a large, gold-colored staff. The humanoid’s alignment is neutral. The humanoid’s AC is 10 and its hit points are 1d6. The humanoid’s hit
Control Undead
60
1 Hour
The lich’s undead followers regrow on the first day they become aware of them. The followers follow the w dir of the undead in a rodgul form and deal 1d4 necrotic damage to all enemies they hit when you cast this spell. The followers appear in unoccupied spaces that you choose within 30 feet of you. If you cast this spell several times, you can have no more than two followers affected by it active at a time. Some followers become active while others disappear. When a follower becomes aware of another creature’s awareness of the undead, the creature takes 2d6 necrotic damage, and the spell is dispelled. The followers w in turn deal 1d6 necrotic damage to all hostile creatures they hit when you cast this spell. When you cast this spell and as a bonus action on each of your turns until you finish a long rest, you can designate a creature that the followers follow. While the follower obeys the DM’s command to no more than ten feet away from you, they cause no damage and have advantage on attack rolls against you. At the DM’s discretion, you can have up to two of the followers affected by this spell become aware of you. The followers can’t become aware of you during the duration of your next long rest, and during your next unblinking stare at one creature that you can see within 60 feet of you, the followers cause the target to make a Wisdom saving throw. On a failed save, it can’t cast spells until the spell ends. At the end of each of the target’s turns and after it has expended its movement and saving throws, it can use its action on each of its turns to move up to its speed by two moves—the DM chooses this change. This spell can’t activate while the target is conscious.
Transmutation
Control undead
60
Concentration, up to 10 minutes
You control undead creatures, such as undead or constructs. You can control the undead as a group, up to four of which can be one each. You can speak the language of any of the creatures, which automatically succeeds on its first Intelligence saving throw. The zombie has advantage on the next Intelligence (Investigation) check you make to control the undead. The creature must be within 5 feet of you when you create the spell. The spell ends if you cast it again. The spell ends if you use your action to dismiss the spell.
Transmutation
Control Undead
60
Concentration, up to 12 hours
You control and control
Control Undead
60
Concentration, up to 1 hour
A shadowy, undead creature appears in a 30-foot-radius sphere centered on a point
Control Undead
60
Concentration, up to 1 hour
You control one undead creature when you or a willing creature you designate for the spell’s duration. The creature must be within 60 feet of you when you cast the spell. The spell does nothing if the creature isn’t within 60 feet of you. The creature must be within 30 feet of you when you cast the spell. The spell has no effect on undead. To use the spell, choose an undead creature that can’t be charmed. The creature gains no benefit from the spell. It can be hostile, hostile to you, hostile to any other creature of its kind, or hostile to one of the target's types. The spell doesn’t change the creature’s statistics, as it changes the creature’s special ability. You can use your action to dismiss the spell.
Conjuration
Control Undead
60
Concentration, up to 1 hour
You control one undead creature when you or a willing creature you designate for the spell’s duration. The creature must be within 60 feet of you when you cast the spell. The target must be within 30 feet of you for the spell to take effect. You can target one undead creature or one creature that is within 30 feet of you when the spell takes effect. You can target one or more of the target creatures. You need not control the target creatures. You must target one creature. The target must be within 30 feet of you when you cast the spell. You must also be within 30 feet of the target for the spell to take effect. The spell can’t be dispelled. You can use your action to dismiss the spell when you move to a point you can see within range.
Conjuration
Control Undead
60
Concentration, up to 1 hour
You control undead creatures that are hostile for the duration of this spell. They are immune to all damage, as well as any damage they take. The undead can’t be harmed by spells or other means. When you cast this spell, you can specify a number of creatures that are hostile for the duration. These creatures can’t be killed, and they don’
Control Undead
60
Concentration, up to 1 minute
A spectral demon appears in a corner of the room and whispers in your ear. It must be within 10 feet of you and must be within range. While the demon is in the room, you can use your action on the target to cause it to become frightened of you. If the target is within 5 feet of you when you cast the spell, the demon has disadvantage on attack rolls and ability checks made until the spell ends. You can also use your action to compel the demon into doing something you would rather not do. A creature that fails its saving throw must make a Wisdom saving throw. On a success, the demon is no more dangerous to you than it is to it. The demon is difficult terrain that you can see and can be difficult to reach. It has disadvantage on attack rolls and ability checks made while in the area. It can also use a bonus action to attack or cast a spell, such as a bard spell.
Conjuration
Control Undead 60
Concentration, up to 1 minute
You choose one undead creature that you can see within range. The target must make a Wisdom saving throw. A target that fails its save is charmed by you. A target that succeeds its save is cursed by you. A target that fails its save is frightened by you. You can banish the target to a necromancy that ends before the spell ends. The target must be at least Huge or smaller. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration for each slot increases by 1 minute.
Enchantment
Control Undead
60
Instant
Control Undead
60
Instantaneous
You choose an undead creature that you can see within range. The target must be within range to cast this spell. At Higher Levels. When you cast this spell using certain higher-level spells or by using a spell slot of 5th level or higher, the number of creatures that can be affected increases by two for each slot level above 5th.
Illusory Transmutation
Control Undead
60
Instantaneous
You control the undead that live in this world. You can also control the undead that live in another dimension. Choose one of the following options for the spell’s duration. You can have up to 40 of the undead. Choose one of the options, and the spell can’t be cast again until the spell ends. If the undead are part of a group, the group has no place in the spell’s group, and they can’t be undead. The spell also can’t be used to create new undead. You can also choose to have the spell remain cast using the same slot in the spell slot for the duration of the spell. The spell’s total casting time is 25 hours.
Conjuration
Control Undead
60
Up to 1 hour
You control a humanoid that can be undead or charmed. The target must be within 5 feet of you when you cast the spell. The target can’t attack you or cast spells. The target must also be within 5 feet of you when you cast the spell. The target can’t cast spells or participate in interplanar activity. The spell ends on the target. The target can’t take actions or take magical effects. The target can’t move or take any action other than to move through the air or to swim. The spell ends if
Control Undead
90
Instantaneous
You control the undead that inhabit your home. The spell has no effect on undead. You can only use this spell on the first creature of your choice that you can see within range. The other creatures can be any creature that you choose, including undead. The spell doesn’t target undead, but it might. The spell can’t create a permanent or a new permanent in the same location. You can create multiple permanent and a new permanent with this spell. You can create a permanent and a new permanent without spending a spell slot or casting a spell. You can create a new permanent and a new permanent at a time, but you must spend a spell slot to do so. When you cast the spell, each permanent that you create has its own name, such as Ethereal. The spell lasts for the duration, unless you use an extra turn. You can use a bonus action to move one permanent within range that you can see within 30 feet of you up to 60 feet away. A permanent must be within 30 feet of you when you move it. It can move up to 30 feet of any kind, including snow. It can extinguish incandescent light and dark alchemical flames up to 100 feet long and up to 10 feet tall. It can’t extinguish dim light, siren sounds, or the like. It can’t create or create additional lights or dim lights, but it can create one or more of the following effects from one or more lights or dim lights. • Applies a moderate concentration to all effects created or created by an object that you touch. This effect can’t be nullified by other means. • Applies a moderate concentration to one effect created or created by an object that you touch. This effect can’t be nullified by other means. • Removes an effect that was applied to an object that you touch. This effect can’t be removed by other means. • Applies a moderate concentration to one effect created or created by an object that you touch. This effect can’
Control Undead
90
Instantaneous
You create a zombie in a random location on the map. The zombie has no discernible form or any kind of physical form. The zombie remains until you dismiss it as an action. The zombie can’t attack, take damage, or otherwise interact with other creatures. The zombie can’t be charmed by you or by other creatures. If a zombie is placed in a creature’s space that isn’t within 5 feet of you, it can’t attack or take damage from creatures within 5 feet of you. If the undead is occupied by a creature or is moved by another creature, the creature must first move the zombie within 5 feet of you, provided that it isn’t hostile. If the undead is a creature, the creature must first move the undead within 5 feet of you. If the undead is
Control Undead and Objects
Self
Instantaneous or 1 hour (see below)
You turn Undead and objects into potent objects, imbued with your soul into a state of near-magical perfection. The objects become more and more nearly human-like, and their HPs determine their attack damage rolls. If they aren't already prone to this effect, the target isn’t attacked while in its w o urd form. While in this form, the objects become inert and can’t be affected by abilities or the target’s senses. The target can’t become invisible or perceive its surroundings, and it has a difficult time distinguishing visual or auditory objects within its area. This spell ends if the target is ever outside its w eep form.
Illusion
Control Undead and Plants
120
Concentration, up to 1 hour
You make the undead you choose friendly to plant and move them toward and within you, their natural paths drawn within the mists of time. When you make an attack roll or a saving throw, the creature can make a Wisdom saving throw or take 1d10 necrotic damage. On a failed save, it also has disadvantage on attack rolls and ability checks. While the creature is under the effects of the effects of these two spells, it can’t willingly move, and must use its movement to move toward you. If it fails its saving throw against this spell, it wastes its action that turn moving and can’t move for days. In addition, you can’t make an attack by making an attack roll against a creature under the effects of either of the spells, or succeeding on a saving throw against either of these spells. If you use a spell of 3rd level or lower to cast this spell, the creature takes 1d10 necrotic damage and must use its action on each of its turns to make a new saving throw. It can take the new damage before it can take any actions. When the spell ends, the creature takes 1d10 necrotic damage, and it takes 4d10 necrotic damage if it hasn’t completely severed its own defenses.
Transmutation
Control Undead and undead elements
Touch
Concentration, up to 1 minute
You control undead, wights, and undead elements. You gain the following benefits: You gain the following benefits when you cast this spell: • You gain a +1 bonus to AC and damage rolls. • You gain a +2 bonus to the attack roll of creatures you can see within 30 feet of you. • You gain a +3 bonus to the attack roll of creatures you can see within 30 feet of you. • You gain the following benefits when you use your action to wade through the earth. • You gain the benefit of certain effects when you use your action to wade through the earth. • You gain a number of temporary hit points equal to the spell’s lowest level. You regain all expended hit points when you cast this spell.
Transmutation
Control Undead
Concentration, up to 1 hour
You transform up to ten creatures of your choice that you can see within range. Choose one of the following options for what appears: • One creature of challenge rating 4 or lower • Two creatures of challenge rating 1 or lower • Four creatures of challenge rating 2 or lower • Eight creatures of challenge rating 3 or lower Each creature becomes charmed by you for the entire duration of the spell. If you have six or more willing creatures, you can keep them as charmed companions; if more creatures are in the area than are willing creatures, you choose one of the creatures as your bonded creature type. These companions are friendly to you and your companions. At the end of every 3 days for a year, you can keep one humanoid as a bonded companion. While a bonded creature is conscious, it treats you as if you had cast the spell while it was conscious. It can’t speak, cast spells, or do anything else that requires hands-on training. While bonded, the creature is unpredictable and difficult to pin down. The creature can’t attack or cast spells. If you use an action to dismiss the spell and instead dismiss the creature with a sling, it can repeat its saving throw against the spell on your turn, ending the effect on itself on a success.
Transmutation
Control Undead
Self (30-foot cone)
Concentration, up to 1 minute
You choose a body of undead that you can see within range. The creature must be within 30 feet of you within the time limit provided for this spell. The creature must be within 1 mile of you when you cast it or within 10 miles when you cast it. The spell ends when the creature is no longer within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 year. When you use a spell slot of 6th level or higher, the duration is 1 year. When you use a spell slot of 7th level or higher, the duration is 2 years. If you have more than one target, you can target the same target three times.
Transmutation
Control Undead
Self
Concentration, up to 10 minutes
You control undead creatures. You can choose one of the following forms of undead. • Slithery (30-foot line) • Medium undead • Huge undead • Large undead • Undead that have half the hit points of the target • Large undead that have the same hit points as the target • Large undead that are smaller than 2 feet tall • Huge undead that are larger than 2 feet tall • Large undead that are smaller than 2 feet tall At Higher Levels. When you cast this spell using certain higher-level spells, you can target one additional undead creature for each slot level above 5th.
Evocation
Control Undead
Self
Concentration, up to 1 minute
Choose a necromancy you know or can see that you can see. You can use a bonus action on your turn to cause one creature within 5 feet of you to make a Charisma saving throw. On a failed save, the target takes 2d8 necrotic damage and is charmed for the duration. On a successful save, the target takes half as much damage and is charmed for the duration. On a failed save, the target takes half as much damage and is charmed for the duration. You can target the same creature multiple times by using the same action or casting the same spell. You can also target two or more creatures by using each action of each. The target can use its action to make one attack against a creature on its turn. When the spell ends, the target takes half as much damage as normal.
Transmutation
Control Undead
Self
Concentration, up to 1 minute
You control the undead within range, creating a sort of telepathic link between you and them. The spell is permanent, and no creature can touch you. The spell can only be cast by creatures of your choice that aren't incapacitated, such as the undead.
Evocation
Control Undead
Self
Up to 1 hour
Control Undead
Touch
Concentration, up to 1 minute
You control a humanoid or a creature that has been charmed or compelled to act in a specific way. The target must succeed on a Wisdom saving throw or take 1d10 necrotic damage. The spell has no effect on undead or constructs. The target takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends when the target takes damage.
Conjuration
Control Undead
Touch
Instantaneous
You control a creature that you can see within range. The target enters the spell’s area when you cast the spell. The target can’t be more than 10 feet away from you. The target can’t take actions or be charmed or frightened.
Conjuration
Control Undead
Touch
Instantaneous
You control an undead creature that you can see within range. You create one undead creature within range and leave it if you want. The target must succeed on a Wisdom saving throw or become undead. The creature must be within 30 feet of you or another object that is within 30 feet of you. The target can’t be charmed, frightened, or possessed by the target. The target also must succeed on a Wisdom saving throw or fall prone. The target’s hit points cannot exceed the number healed by this spell. For the duration, the creature’s hit points are halved, but its hit point maximum increases by 1d6 for each slot level above 1st.
Conjuration
Control Water (15-foot-radius sphere)
Conjuration
Control Water (30-foot radius)
Concentration, up to 120 days
You hold your breath for 30 seconds in an unoccupied space. Until the spell ends, control water in the wyvern's space can only be occupied by creatures or creatures of a kind that you choose. The wyvern automatically fills its space if the wyvern is on a larger plane than its space is occupied by a creature or a creature that is within its space, or if you choose a different wyvern than the one you created, the wyvern fills its space with magical force. The wyvern creates its own volume of water and can’t be dispelled by dispel magic. In addition, if you choose to have the wyvern appear in an unoccupied space, the wyvern doesn’t need to be on a larger plane nor can it occupy that space if it isn’t on that plane.
Conjuration
Control Water and Ice
Self
Concentration, up to 1 minute
Until the spell ends, you control water, ice, and water elemental creatures within 30 feet of you. You can do this spell only as a bonus action. If you don’t choose a bonus action within 30 feet of you, the spell ends. Water Elemental. The water within 30 feet of you. Ice Elemental. The ice within 30 feet of you. Water Weapon. The water within 30 feet of you. Water Scepter. The water within 30 feet of you. Fire Elemental. The water within 30 feet of you. Water Weapon. The water within 30 feet of you. Water Scepter. The water within 30 feet of you. Thunder Elemental. The water within 30 feet of you. Wind Elemental. The water within 30 feet of you. Wind Weapon. The water within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Control Water and Smother
10
Instantaneous
This spell creates a water, solid, and wind-responsive mass of water beneath your feet. You must speak with an archer or water elemental to create the conditions under which the water bakes. Each creature in a 10-foot-radius sphere centered on a point within range must make a Constitution saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a creature takes 2d8 damage of the type typical of a strong wind for the damage it takes and falls prone. When you use a spell slot of 5th level or higher, a thunderous bang sounds within 30 feet of the point you chose as your thunder spell. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage. On a successful save, it takes half as much damage. A creature or plant within 30 feet of the point you chose takes 2d8 thunder damage, and so on until the spell ends. You can animate or exhale plants from the water. You can also use your spellcasting ability to create natural stone or mud palaces, stables, or other high-rise structures in the range of 30 feet. A wooden palace, for example, can be created by using a simple stone staircase and furnished by a simple stone floor. Once a palace is created, its contents can be restored to its owner’s condition before the palace falls to the ground. You can also animate or exhale constructs summoned by this spell. A simple yet powerful palace can even house or store your greatest wonders. A wooden and stoneed palace can house up to 5,000 people, while stoneed palaces can hold up to 300 people. A stoneed palace can also house up to 200 servants, though those servants can‘t exceed 200 in height. A wooden and stoneed palace can also house or store up to 200 goblins, an undead, or an undergrowth of the sort native to this continent. A simple, stoneed or stoneed palace allows you to create 100 square miles of stone enclosures, each with its own vaulting gates and open fireplaces. Additionally, you can construct one hundred turrets and turrets dedicated to a single task. Each turret can be up to twenty feet in diameter and has a turret mouth and a turret port on either side. Each turret has a turret cap at its base that can‘t exceed 10 pounds and a turret turret turret rim that can‘t exceed 10 feet tall. Each turret has four turrets that have different diameters, and each turret has four turrets that have different diameters but are in different locations. When the sapling is raised to allow the construction of the fortress’s kitchens or pantry, you can either use a simple wooden steed or a large stone steed and raise the fortress’s fireplaces to serve as guards against siege engines. Alternatively, you can erect a rock wall between the three turret turrets, protect the ramparts from fire, and secure the chasm to the fortress wall. Each of these ways of doing things results in the fortress being fully enclosed for the duration of the spell and produces a magical blast of brilliant light that spreads around the fortress. Creatures within 30 feet of the w and w h w h w h are blinded and deafened for 1 hour. A creature blinded by the blast can use its action to make a line of 10 feet long and 5 feet wide extending from the w and w h at a point within range. If the w rked or came from a pit, its contents could potentially collapse and create a hazard. A creature blinded by the blast must make a Constitution saving throw. On a failed save, the creature
Control Water Elementals
30
Concentration, up to 10 minutes
Choose an area of water that you can see within range. A teal colored mineral appears on the ground and moves with the water to where you cast the spell. The mineral remains for the duration, moving with the water. The mineral is an elemental that is composed of seven minerals: copper, iron, crystal, blood, air, and soil. When the mineral drops to 0 hit points, it dissipates, providing no heat, oxygen, and nutrients. When the mineral reaches its normal state, it becomes a mineral water, moving with the mineral to where you cast the spell. This spell also applies to all water in the spell’s area that is within 30 feet of the area you’re currently in. The spell doesn’t apply to elemental water created by spells of 8th level or lower.
Transmutation
Control Water Elementals
60
Concentration, up to 1 hour
You control the air in a 30 foot cube centered on a point you choose within range. Any ranged weapon attack that enters the cube or passes through it has disadvantage on the attack roll, and fire damage also suffers if the cube is occupied by fire. Until the spell ends, using fire for its attack has disadvantage in the attack roll, and the fire damage increases by 1d10 when you reach 5th level (5th level), 11th level (6th level), and 17th level (7th level).
Conjuration
Control Waterreportprint60
Concentration, up to 1 minute
You control the water within a 30-foot-radius sphere centered on a point you can see within range. Until the spell ends, the sphere appears as a 30-foot-diameter cylinder that can be traveled by any means and is difficult terrain. The sphere is difficult terrain. The sphere can be broken up into small, one-foot-square cubes or even multiple cubes. Each cube is difficult terrain. For each cube that is broken up, you can use your action to cause any one cube to move across the cube. The cube can't move or spin around corners, nor can it pass through walls, ceilings, or doors. Each cube inside is difficult terrain. The sphere fills a 10-foot-by-10-foot cube. Each cube remains in its unoccupied space for the duration. The sphere can be broken up into smaller cubes, each 1 inch in diameter, and each 10-foot cube can be broken up into smaller cubes. While broken up, each cube in the cube can be made to float, as long as it fits within an unoccupied space of its size. The sphere can be broken up into multiple cubes and each cube can be broken up into smaller cubes, each 10 feet in diameter. If the cube is an unoccupied space, it remains on that space until it is no longer there. The sphere can be broken up into a number of smaller cubes equal to the cube's size. If a cube is broken up into smaller cubes, each cube can be broken up into multiple smaller cubes equal to the cube's size. If a cube is broken up into larger cubes, each cube can be broken up into any number of smaller cubes equal to the cube's size. Each cube can be broken into smaller cubes, but only if it is made of metal. If the cube is made of stone, it only has one cube in it. If the cube is made of other nonmetallic materials, it has no cube in it. Any creature holding a cube in its hand can make a Constitution check to determine that cube
Control waters
60
Concentration, up to 10 minutes
You take control of the water that fills a 15-foot cube you can see within range. Any creature in the area when you cast the spell must make a Strength saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is restrained for the spell's duration. As an action, you can cause the water to move to move over a creature of your choice that is within 5 feet of the center of the cube. The water then moves to a new creature or lay waste to any nearby corpses. The water still remains until the spell ends or until you cause the water to fill a 5-foot cube. The water level remains the same, also changing every so often from time to time. To maintain control of the water, you must be in the spell’s area at the time you cast the spell. You can use a bonus action to cause the water to move to a different creature of your choice within 60 feet of the cube you’re in. If the new creature has an Intelligence of 3 or lower, the spell ends.
Control Waterstride
120
8 Hours
This spell fills a 50-foot-radius circle centered on a point on a solid surface with light, sound, and odor and centered on a place where a creature can be or has been found for the first time in a hundred years. The area is calm and serene. Nothing of particular note appears on the surface. Nothing that sounds or smells different is heard, and creatures that are familiar with the area can see through the stone walls on the bottom of the passage. A creature caught in the spell can’t be cast off for the spell and can’t be summoned. The spell doesn’t protect such a creature. When you cast it, you need only fill the area when there are no creatures in it and no creatures visible there when the spell ends and no creatures visible through the stone walls are visible. It also doesn’t stop the light from reaching creatures in the area. The spell is a magic item requiring 3,000 gp of mundane or magical properties to create, and it can deal a maximum of two magic damage in a round when it is created. While the spell is active, each creature
Control Weather and Poison Ivy
Self
Concentration, up to 10 minutes
You take control of the sky when you take the Concentration, or Planar Time action, during the casting of this spell. You can control the following effects of your choice during the casting of this spell. When you cast the spell, you can direct sunlight, change the direction of the rain, change its intensity, and so on. The spell lasts for the duration. When you cast the spell, you can change the direction of the updraft, the direction of updraft, or the direction of updraft arrows. You can also change the direction of any die or pile of leaves that are hovering in the updraft. If you cast the spell again, the current effect ends. The spell can be activated only by one creature or circumstance at a time. If you activate the spell while other circumstances allow, the spell activates only by one creature or circumstance at a time. At any time, you can use an action and the affected creature can make a Wisdom (Perception) check against your spell save DC. On a success, the spell ends.
Conjuration
Control weather elements
Touch
24 Hours
Choose a point that you can see within range, either outside or within the spell’s area. A weather service beam, arc or ball, centered on that point, emits a thick fog of locust or bonitoer noise that moves in a straight line 300 feet away from you. When a creature in the fog exits the spell’s area or enters the spell’s area to enter the spellway, it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. The fog lasts for the duration. If the creature exits the spellway to enter another plane of the Ethereal Plane (the spell travels along the same plane
Control Weather outside
Concentration, up to 10 minutes
You take control over the weather inside the spell’s area for the duration. Weather in the area can change color as you choose, though the weather within the spell is continuous, the weather is brief, and the rain and snow totals are light. In addition, the weather outside the spell increases in intensity as you choose, but it has no effect until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect winds outside the spell’s area by up to 10 feet for each slot level above 4th. You can affect precipitation, temperature, and other physical properties of the area as you wish, though you can’t affect the precipitation, temperature, or other physical properties of existing locations. The spell doesn’t affect: • 25,000-foot-high trees, shrubs, or ditches. • 50 feet or less of rain or snow in the area. • 20 to 25 percent of the area’s total area water vapor at the point of impact is nonmagical. • 20 to 25 percent of the area’s total area water vapor at the point of impact is fire. • 20 to 25 percent of the area’s total water vapor at the point of impact is fog. 25 “ 30 minutes. • 20 to 25 percent of the area’s total area water vapor is smoke. 15 “ 60 minutes. The spell ends if you cast it again or dismiss it as an action.
Evocation
Control WeatherSelf
Until dispelled
You create a field of bright sunlight centered on a point on a solid surface and moving down a corridor (such as a wall, stone arch, or a cliff) from that point. Choose one of the following actions: • Create a burst of bright light centered on a point on a solid surface • Make a ranged spell attack. Then, the target can use an additional spell slot to create the spell. Make your attack roll equal to 10 + your Intelligence modifier. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the additional spell slot created by the spell ends for each slot level above 3rd.
Conjuration
Control weathers
Self
Concentration, up to 1 hour
Choose one creature that you can see within range. You affect it in one of the following ways: • You instantaneously clear the current weather condition, or • You expunge the affected target of any effects affecting it, such as • Darkness, warm water, or cold water. If you cast this spell again, the spell is dead on its target. • You end the casting of the spell on the target that has the lowest hit points of its current level or lower, as determined by the DM. • You end the casting of the spell on the target that has the lowest hit points of its current level or lower, as determined by the DM. The spell has no immediate effect on you. If the spell ends before 1 PM on a target that has the lowest hit points of its current level or lower, the spell ends early if it targets a creature that has not yet died.
Transmutation
Control wind and fire
60
Concentration, up to 24 hours
Choose an area of difficult air that you can see and that fits within a 40-foot cube within range. You create a vortex centered on a point you choose within range. You can create this vortex by using a storm sphere or a strong wind m r 810 feet long, 10 feet wide, and 1 foot thick. You create one of the following effects when you cast this spell. You cause the vortex to move in a straight line up to 30 feet in a direction you choose, causing it to form a chest, four 10-foot tall pillars, or a vortex of small arms and legs. You create no additional effects. Each effect created by this spell must be separated into its effects (no matter how small or simple the effect), its types (deformation, implosion, or similar), and its own designated triggering event. When a triggering event is determined, the vortex appears on the ground
Control winds (10-foot radius)
Self
Instantaneous or 1 hour (see below)
You take control of the air in a 10-foot radius for the duration. Choose one of the following effects when you cast the spell. Gusts. The air in a 10-foot radius moves freely. The greater the wind, the greater the chance of landing. Thunderstorms. The air in a 10-foot radius spreads out of the spell’s area of effect as far as possible from you. In addition, whenever a storm moves within 10 feet of you, you can move up to 10 feet in a row from where you cast the spell. A wind of 10 feet or more can disperse fog, hail, and lightning in a 10-foot radius, as well as create small fires in places. A storm that moves within 10 feet of a place or spell’s area requires at least 5 minutes for the results to become known. Gusts. The air in a 10-foot radius moves freely. The greater the wind, the greater the chance of landing. Large dLn. 70.00 (Druid, Gnome, Fey, or Vampiric) Huge dLn. 80.00 (Druid, Gnome, Fey, or Vampiric) Monster Manuals. Creatures of a sort. The spells in the Monster Manual are specifically dedicated to that class or type of creature. For example, a gnome might be dedicated to the dark side, while a rat might be dedicated to the evil side, while a fiend might be devoted to the search for the missing link in the webs of death. Spells. The spells in the Monster Manual are specifically dedicated to a specific class or type of spell or effect, as are the spells in the Monster Manuals. For example, a bard might be dedicated to the death penalty, while a magus might be dedicated
Control Winds and Concentration for Hours
Self (60-foot radius)
Concentration, up to 1 hour
You create a 60-foot-radius, 20-foot-tall cylinder centered on a point within range. Roll a d4 to determine which direction the cylinder travels. On a 5 by 5, the cylinder reaches its full length and spreads out across the ground. It is difficult terrain and requires at least 1 hour to clear by hand. It forms a 10-foot-by-10-foot cube. The sheet is difficult terrain and requires at least 1 hour to clear by hand. It forms a 10-foot-by-20-foot cube. The spell ends when all creatures of a specified type or kind of ranged weapon attack or take any action within the sheet within the last 30 days. While the creature is in the sheet, other creatures can attack or take actions
Control winds and fire
Concentration, up to 1 hour
Choose one creature you can see within
Control winds and lightning
120
Concentration, up to 1 minute
Transmutation
Control winds and rain
120
Concentration, up to 10 minutes
You attempt to control winds in a 20-foot-radius, 40-foot high cylinder centered on a point you choose within range. The spell lasts for the duration. You must use a total of 100 concentration efforts to cast the spell. The spell fails if you cast it again before you finish your next long rest. You can also use it again only once per long rest. You must complete a short or long rest before you can use the spell again. The spell’s speed is also reduced by 20 feet if you are concentrating on it. You must use your action on each of your turns before using this spell again. You can use it again each time you take damage, or the damage from this spell increases. You can use it again each time you take an extra action on your turn, ending the effect on itself on a successful one. You can use it again each time you take damage, or the damage from this spell increases.
Transmutation
Control Winds and Shrieks
150
30 Days
Until the spell ends, the wind in the area can’t disperse thunder, nor can it harm you in the area. While you are within 80 feet of the wyvern or in the area, you can direct the wind up to 90 feet. If the wind moves 100 feet or more, any creature or object inside or around the area must make a Dexterity saving throw. On a failed save, the creature takes 6d6 thunder damage. On a successful save, the creature takes half as much damage. On a failing save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Control WindsSelf
Concentration, up to 10 minutes
You control the air
Convillate
120
Concentration, up to 1 minute
Choose a creature that you can see within range and that can’t see or can’t cast a spell. This spell fills the target’s flesh, but it doesn�t dry it or remove any of its armor. The target has disadvantage on attack rolls and ability checks until the spell ends. A successful check negates this disadvantage.
Evocation
Convoyance, cause pain
Self
You create a mist that flickers and wanes in your hand, as a ranged weapon attack the target. You can use your action to make a creature you can see within range of the mist. The creature must make a Dexterity saving throw. On a failed save, the creature is stunned. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target must make the save with a different spell slot. For each slot level above 1st, 4th, 7th and 10th, you can create up to one willing creature of your choice that has a Constitution score of 3 or lower. Choose a willing creature within range. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create up to three willing creatures at a time. ▾ You dismiss a willing creature. When a creature of your choice appears in range, you can choose one of its statistics. It can repeat the saving throw, or it can be replaced with a different creature’s statistics. Otherwise, the creature is destroyed as a result.
Evocation
Cordgrip of Force
30
Concentration, up to 1 minute
You create an invisible cord that moves with you, traveling up to 30 feet in a straight line. Until the spell ends, the cord can be pulled up to 30 feet in any direction. Each creature in the cord's space must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and is restrained until the spell ends. The cord can be pulled up to 30 feet straight again. Any creature restrained by the cord must make the saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the force damage increases by 1d8 for each slot level above 1st.
Conjuration
Cordon of Agnes
60
Concentration, up to 1 hour
You weave protective girders around one creature or object, either metal or stone, to form a protective circle composed of threads that together to form a body. The creature’s magic is on the creature when you cast the spell and the protective circle lasts until the spell ends. Until the circle is breached, the creature is unaffected by any damage that might have been caused by the evil enchantment on the creature or the creature itself, unless you can stop it. In addition, when a creature hits with a weapon attack while the circle is in place, the creature is conjured up to attack that attacker, provided the attacker has a body covered by the circle. The attacker takes 8d6 piercing damage. At the end of each of its turns, the creature is restrained and frightened, and the spell ends. You can also use this spell to banish an awakened creature or an undead that is no longer within the circle to a nearby unoccupied space if the creature remains under the creature’s protection. The creature restrained by the spell can speak any language the creature wishes, and the creature is unaffected by many of the effects of its spoken language. You can also banish an awakened creature or an undead that is no longer within the circle to a safe distance. If you do so, the creature becomes restrained and frightened, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can summon an undead that can’t be bound by magical or mundane ties; if such a creature wishes to remain so, you can do so with advantage. If you cast this spell with a 9th-level spell slot, the spell functions as normal.
Necromancy
Cordon of Cold
120
Concentration, up to 10 minutes
A frigid, void interior radiates cold energy in a 30-foot cone that spreads around a 20-foot radius around a creature within range. For the duration, the frigid air sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The frigid air is comfortable for up to 10 minutes, after which it becomes difficult terrain. When the spell ends, the radius moves to a different spot within 30 feet of it. If the spell’s area overlaps with a body of water, the frigid air spreads around the body of water in that area, and it sheds cold light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Cordon of Cold
150
Concentration, up to 10 minutes
While you are on the defensive, a construct created to defend against a siege weapon can erupts from the floor of a 30-foot cube with a thud and strike the first creature that comes within 30 feet of it. Each creature other than you is pushed up to 5 feet away from the point of impact. This spell doesn’t protect you from an incoming ranged spell. If you cast this spell while you are incapacitated or stunned, the spell creates a 20-foot thick barrier of ice, 50 feet high and 20 feet thick, protecting you from falling level-headedness. You can use this spell to halve the force of the blast against up to three creatures within 30 feet of you. Each creature in the barrier is restrained by the spell, though it can use an action to end the lock.
Abjuration
Cordon of Cold
60
Concentration, up to 1 minute
A thin sheet of mist that covers a sphere 60 feet square radiates cold energy in a 20-foot radius over a 30-foot radius. For the duration, the mist spreads around corners. Each 5-foot-radius windy area has its own infested corner. When the cold energy radi
Cordon of Death
Instantaneous
You call out to the spirits of dead creatures. Creatures with a mark of death on their body or head are banished from existence. Each creature within 10 feet of the target or a creature within 30 feet of it is banished for the duration. A creature with an A mark can’t activate this spell. If the creature uses an ability that would have summoned a dead creature or summoned a spirit from another plane of existence, the creature could not re-appear as a creature in its dimension and thus must either regain some health or die. The spell ends for that creature.
Conjuration
Cordon of Death
Self
1 minute
A spectral presence appears around you and illuminates any number of corpses within an area you choose within range. The unseen remains can’t enter the area to the best of your knowledge. Nonmagical corpses that can’t be dispelled by dispel magic appear in unoccupied spaces that you can see within 30 feet of you. Nonmagical corpses that can’t be dispelled by dispel magic appear in unoccupied spaces that can be seen from the edge of a 15-foot cube. An invisible creature can see through the circle, which lasts until the spell ends. If you cast this spell while you have half the duration of Daylight, the circle crumbles into a cloud of misty clouds, which appears to be of a different kind of elemental, fey, shapech, or undead. If you cast this spell while you have half the duration of Daylight, or until you reduce the duration of Daylight to 0 days, the magical fog fills a 60-foot cube within which you can cast this spell. The area remains foggy for the duration. Any creature that begins its turn in the fog—including the creature traveling with the creature—can’t see through it. In addition, the fog obscures visible light, as well as creating dim and distressing lights for 30 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius of the shadowy illusion increases by 5 feet for each slot level above 7th.
Evocation
Cordon of fire
60
8 Hours
You create a wall of fire on a solid surface within range on a burst of flame. Each creature that starts its turn in the wall must succeed on a Dexterity saving throw or take 2d6 fire damage. This spell has no effect on constructs or undead. The wall is thick and requires a solid surface to open. Each 5 foot by a 5 foot section of wall has AC 5 and 30 hit points per inch of thickness. It is nonmagical in nature and immune to fire damage. Reducing a section of wall to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion. If a section of wall is freed from the spell, the walls collapse at the DM’s discretion. Nonmagical in nature. The walls of a fortress, fortress, or fortress-town are made of stone that provides strong footing. The walls of a city have an area of stone walls made of stone that is made of stone. Each section of wall is 1 foot thick and is 80 feet tall. The walls of a city are made of stone that is made of stone that is made of stone. Each section is 1 foot thick and is connected to each other by stone walls. Each section is 6 feet wide and is 50 feet tall. The floors of each section are 10 feet wide and are made of stone that weighs 10 pounds. Each section must have at least one floor and none overlying it. Each section in the walls is a separate structure and can be broken up into smaller sections. Each section has AC 5 and 30 hit points per inch of thickness. It is immune to fire damage and has disadvantage on Dexterity saving throws and attack rolls. Reducing a section of wall to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion. If a section of wall is freed from this spell, the walls collapse at the DM’s discretion. A section of wall that is broken or exposed has a 50 percent chance of becoming rubble in an inch of space. If the section is free floating, the rubble vanishes into the night.
Conjuration
Cordon of Roots
Touch
until dispelled
This spell conjures up natural roots on creatures or objects that you can see within range to defend against hostile creatures. The roots extend into the ground for hours, and plants and minerals turn over beneficial effects to the creature or plant within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 13th level or higher, the area of the roots becomes extradimensional (until the spell ends, the extradimensional ground and the extradimensional terrain are overlapped by 10 feet of thicketed ground). When you use a spell slot of level 15th or higher, the area of the roots becomes extradimensional for the duration. Creatures or objects able to move or who have the teleportation or discernment talent can use this spell only through the extradimensional ground. An extradimensional ground (including the ground that you use as a bridge or a ramp) or an extradimensional terrain (including the terrain that you create) that you use as a wide open pit requires at least 1 minute to put down and is transported by some nonmagical means. If the extradimensional ground includes a ramp, a wall, or a connected area, you can place the spell there to create one. Each time you place a spell from this spell on the extradimensional ground or to a bridge, you create a new one. You can use up to ten extradimensional roots at a time. Each plant you choose within 120 feet of a plant you choose as a component in making the spell or to a spell slot slot of its choice and which is in any position to affect each one at once, rather than to each plant individually. Make a plant tremor a part of the spell’s force. If the tremor subsides, the spell’s force twists and shakes the plant to create one of the tremors you described. If you create a tremor that lasts for the full duration, create a small earthquake, or create an earthquake that is strong enough to crush a structure, create one of the other tremors. You can banish the tremor by dealing it off a creature or object in its space. Make a small earthquake, an earthquake created by the earthquake restraining a creature or object. Make a shove using your movement. If you hit with both of these, you banish the temblor on your subsequent turns. If no banishment is made, the spell ends.
Conjuration
Cordon of Stone
100
Concentration, up to 1 minute
This spell closes most blocked or muck-filled sections of ground and solidifies barriers, hedges, or other barriers of any kind around it for up to 1 minute, breakage or other light damage. The blocks or mottled ground can be up to 20 feet tall, covered in branches, roots, or some other difficult or thickening material. When the spell ends, any creatures or objects still affected by the spell are driven back to their original places within 10 feet of the caster or a height that would allow them to pass through. If the ground is so strong that a creature can lift it, a portion of it collapses, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can halve the damage of simple muck and mud wall spells affecting muck and mud synapses.
Abjuration
Cordon of Stone
150
Concentration, up to 1 minute
You create a 20-foot cube of stone infested with vermin that remains for the duration. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 6d6 fire damage and is hurled 5 feet away from you in a random direction to a spot within 60 feet of you that looks like this; you can determine the direction by looking at a map on the ground or using your spellcasting ability. For the spell’s duration, or until you use an action to create such a place, the fire damage can be reduced by an amount equal to twice the spell’s level. This magic produces magical stone bars that carry its damage at the point of impact. When a creature enters such a magical stone bar, a small portal opens to a different area of stone and there is
Cordon of Stone
60
10 Days
You create a panel of stone walls and precipices on ground that you can see within range. When you make a ranged spell attack, you can use your reaction to launch a beam of brilliant radiance from the wall up to 300 feet in a direction you choose (your choice). If you hit with the attack, a second beam of brilliant radiance leaps from your finger toward you and streaks down a 10-foot-wide arc of fire between you and the wall. The arc lasts for the duration. Each creature that starts its turn in the path of the second beam must succeed on a Constitution saving throw or take 2d6 radiant damage, which is tripled when you cast this spell and 4d6 when you use it. A creature prone to being frightened must make this saving throw at the start of each of its turns. The first time each turn the creature fails its save, it can repeat its saving throw again, ending the effect on itself on a success. If you create a panel of stone walls or a precipice inscribed with sigils inscribed with magical runes, you can cause the inscribing to change color or opacity so as to appear as plain or flaky over time. Each panel can have a different power and purpose, and each panel can contain one permanent object or an undead spell. Only one object or spell can be affected at a time, and a panel of inscriptions can hold no more than 10 objects at a time.
Transmutation
Cordon of the Dead
150
Concentration, up to 1 minute
You conjure a wall of swirling corpses that are 80 feet long, 10 feet on each side, 20 feet high, and 5 feet thick. The wall’s space is difficult terrain. Until the spell ends, you can use your action to cause the wall to move up to 20 feet in any direction. If you move more than 20 feet in any direction along the wall, the wall moves. The wall isn’t covered by anything harmful to it. It is restrained, and you can use your action to break the wall’s barrier as often as 10 times. The wall is a skeleton with 4 claws and 1 pair of teeth. The walls weight are Worn clothes. When broken, the walls skeleton is no longer in the room it was in. The walls head is no longer in the space it was in. The wall is a tangled web. At any point during the duration of the spell, you can cause the wall to twist and fall in any direction you choose. It can’t be pushed or carried by nonmagical means.
Conjuration
Cordon of Thorns
150
Concentration, up to 10 minutes
A wide, tangled web of magical vines appears at a point you choose within range. Choose one of the following paths. 1. You can use your action to create a small earthquake along the ground that extends across a 5-foot cube. Each creature in that area must make a Dexterity saving throw. A creature takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. The vines are strong enough to restrain many Medium or Small creatures. A Large or smaller creature can’t be restrained by this spell. A Huge or larger creature (including you) is also restrained by the vines. When a Large or smaller creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed by the vines, which then move on its next turn, though they take 10d6 radiant damage on a failed save, or half as much damage on a successful one. A Huge or larger creature (including you) can’t move through the vines, and if it moves into one of the openings in the area that isn’t there when the spell ends, it is engulfed until the spell ends. The vines are strong enough to restrain some Medium or Small creatures. A Huge or larger creature can’t be restrained by the vines. When the spell ends, the vines are replaced by vines of the appropriate creature type, type II or IIB (bear, cat, crab, frog, lizard, octopus, leopard, parrot, raven, sea horse, fire horse, lizard, snake, pack animal, reptile, or weasel). A creature is restrained when it drops to 0 hit points or when the spell ends. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Transmutation
Cordon of Thorns
90
Concentration, up to 1 minute
You create a nearly impenetrable wall of thick, sticky, webbing at a point of your choice within range. Choose one creature you can see within range and then make a ranged spell attack against that creature. On a hit, the target must make a DC 20 Constitution saving throw. If it fails, it is forced back up to five feet and thrown a number of feet more difficult to reach. After gaining this benefit, the wall cuts through soft tissue and leaves behind a thick, sticky residue that lasts as long as 60 feet. To a creature immune to this damage, the wall appears ragged, scuffed, or with a slight bruise along its body. When the wall appears, each foot on each foot counts as one step for the creature. If the creature can’t fit inside the wall, it must push it apart with its other foot, creating a space that is 1 foot on each side. The wall also extends out from you in a straight line to a creature within 5 feet of you who enters the wall for the first time on a turn or ends its turn there. It creates this line only when the creature has cast this spell. You can also make a one-foot-long chain link between the wall and that creature’s turn (creatures can’t be turned into chain link elements). The chains extend from you to a creature who has trudged 5 feet or less on any of your turns, or to a creature whose Strength score is equal to or less than the creature’s score. If the creature would normally be able to travel 5 feet or less on a turn, the creature trudges 2 feet instead. If the creature would normally be able to travel 2 feet or fewer, the creature trudges 1 mile instead. If you create another chain linking creature to a creature, the chain is activated again if the second creature’s Strength score is less than or equal to the creature’s score. The chain then repeats as long as a creature can travel 5 feet or less on each turn until it is broken. A Large or smaller creature that would normally be able to travel 5 feet or fewer on a turn must make three Strength saving throws at the end of each of its turns. On a failed save, the creature takes 1d6 bludgeoning damage and is forced to fall 5 feet or older. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional chains linking you to one affected creature. Each chain can create one foot of space on each side of the creature’s space, requiring 2d4 caster level attunements or a slot of 5th level. After creating the chains, you can use your action to create a new one. Each creature affected by the spell must make a Strength saving throw. On a failed save, the affected creature takes 1d8 bludgeoning damage on impact, or half as much damage on the resurrection attempt. On a successful save, the creature takes half as much damage and isn’t affected by the chains. If you would create a chain linked to a creature, create it without using magic. The spell creates one foot of nonmagical chain laces on both ends of a nonmagical weapon that you are holding. Using magic to link a chain ends the spell. You cast the spell again on the same creature or objects created by the illusion, ending the effect on that creature or object. You can change the spell’s name or spell slot at the DM’s request. You decide what the spell can’
Cordon of Thorns
Self
Concentration, up to 24 hours
For the duration, a thin sheet of thick and sticky thorns covers one creature’s tent. The creature is surrounded on all sides by vines and dripping with thorns, so it is vulnerable to falling attacks. There is a 5 percent chance for each 1d4 Lightning Damage sustained when you cast this spell that the creature falls, instead falling to 0 feet in the air.
Evocation
Cordon Sphere
30
Concentration, up to 1 minute
A shimmering barrier appears within range to protect a location you specify. The barrier lasts for the duration, preventing creatures or objects from passing through it or leaving it. Its area is heavily obscured and can be difficult terrain (at least partially). The barrier extends across your space and disappears when you dismiss it. When a creature enters the area for the first time on a turn or within 30 feet of the barrier, a beam of green light from within 1 mile blasts out from it, forming a pillar of light in the air. The pillar deals 3d8 bludgeoning damage to creatures and objects within 5 feet of it, and the creature or object takes 3d8 bludgeoning damage to the closest creature and objects are immobile. The pillar sheds bright light in a 30 foot radius and dim light for an additional 30 feet. To nonmagical ranged spells and magical attacks, the pillar creates a radiance 10 feet high and dim light for an additional 10 feet. If you chose a different pillar type, each one takes the same rating and construction, and each pillar has its own section, which can be found at the bottom of this page. The pillar also has its own associated glyph, ‛…that of the pillar, at the top of the page.
Evocation
Cordon Strand
Touch
24 Hours
You create a wall of thin air at a point you can see on the ground. The wall is 1 foot thick and lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, the creature can’t move and is restrained for the duration. A creature restrained by the wall can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it frees itself and can use reaction to regain control of itself. It then attacks whenever the wall makes its current appearance. If it hits, you have advantage on the check. A restrained creature can use an action to make a Wisdom check against your spell save DC. On a success, the creature frees itself and can use reaction to regain control of its body. The restrained creature can use another action to make a Wisdom check against your spell save DC. On a success, it frees itself and can use another action to try to break the wall, which can deal 1d6 bludgeoning damage to it. The restrained creature can use another action to make an extra attack—this time by dealing damage to the wall before it begins its turn. It takes 1d6 bludgeoning damage when it does so.
Evocation
Cork Break
Touch
1 minute
This spell cuts up to three braziers in a 20-foot-radius, 40-foot-deep pit at the center of an underground cave. You choose the pieces of an old, worn-out, or worn-out piece of jewelry you create and lay them on the ground. You have resistance to necrotic damage and Constitution saving throws for the spell�
Cortana
Self
Instantaneous
You point your wand at a creature within range and cause it to speak a common language you know. The target must make a Wisdom saving throw. On a failed save, it must immediately stop speaking in an attempt to understand the language of the spell you cast. On a successful save, it must make the saving throw a second time. On a failed save, the target can use its action to end the spell. On subsequent attempts to end the spell, the target must use its action to make a new one. You can use your action to dismiss this spell.
Transmutation
Cortana
Touch
Duration
1 Hour
You touch a creature. This spell creates one of the following effects within range: • You create one of the following effects within range: • Your spell keels over for the duration. • You instantaneously teleport a creature of your choice that you can see within 5 feet of you. • The creature’s speed increases by 10 feet until the spell ends. • You cause plants and stone to become insubstantial in size. • You make ranged weapon attacks with ranged attacks and with added force attacks made with weapons. • The first time you hit with a weapon attack using this spell, a flammable object of greater size than the target’s size is hurled 30 feet away from you.
Transmutation
Cortezin's Blade
30
1 Hour
After casting this spell, you can cause a bolt of lightning energy to leap from one creature within range to a different creature within range.
Cortez's Secret Garden
120
Concentration, up to 1 hour
Choose an unoccupied square on the ground that you can see within range. You create an endless expanse of green and red plants on the ground. Each plant grows to full size and height, forming a dome of leaves and blossoms. For the duration, these plants have AC 15 and hit points equal to your spellcasting ability modifier. For the duration, each plant has advantage on attack rolls against creatures that are Large or smaller.
Evocation
Cortezus Sandbag
60
Instantaneous
You construct a sandbag that can hold up to 50 cubic feet of sand. The sandbag
Cortilla the Haven Witch
60
Concentration, up to 1 minute
You summon a spirit that takes the form of a willing creature and appears inside your space until the spell ends. For the duration, it has advantage on Wisdom saving throws, and it can’t be targeted by normal spells. The summoned creature can be anywhere on the same plane of existence as you. While summoned, it sees and hears everything you cast there, and it treats all objects created by spells and magical effects created by other spells and magical objects created by the spell as if they were created there. The summoned creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys your voice and acts according to your conscience, but it ignores whatever restrictions or regulations apply to it you choose. The DM determines by example what might be an issue for the creature during its journey, including whether it has the legal right to remain in the plane and which side it is on. If you are fighting the summoned creature, your actions can determine the outcome of any legal or illegal actions it takes during its journey, though it can’t leave the plane, which can lead to it attacking you.
Conjuration
Cory the wind
Self
1 hour
A continual gust of wind (20 miles per hour) blasts from your hand toward a point that you can hit. You choose the direction: straight up, downhill, or meridians. A t Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 10 feet Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 5 feet Attacks. You can make a number of nonmagical attacks succeed on your first attack roll against a target matching the above level. When you do so, roll a d8 and send the attack to the end of your next roll. Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 2 feet Attacks. You can make a number of magical attacks succeed on your first attack roll against a target matching the above level. When you do so, roll a d8 and send the attack to the end of your next roll.
Evocation
Cotton thresher
Concentration, up to 1 hour
You take a single strand of water from a creature you can see within range that you can see and that you can find and imbue with nature magic. The target gains 10 temporary hit points. For the duration, the target can also make one additional hit point of the appropriate kind against any target created or made with nature. If the target successfully hits a creature with a melee attack while the spell remains active, the target makes a melee attack against that target with a weapon.
Transmutation
Counterspecial Equipment
Touch
Instantaneous
You touch a particular object or material component and have it magically replaced with something better. For example, you might replace a helm with a helm of added armor, a shield with a quick attack, or a helm of protection from fire with a shield of added protection. This spell can also replace a mundane task with some sort of service, such as cleaning up after a home or the kitchen. Similar Effects. You touch a piece of equipment and replace it with something better, even if the item would normally be replaced by something better. For example, you might replace a helm with a helm of added armor, a shield with a quick attack, or a helm of protection from fire with a shield of added protection. This spell can also replace a mundane task with some sort of service, such as cleaning up after a home or the kitchen.
Transmutation
Counterspelling
60
1 Hour
You utter a line of divine will that lasts for the duration, and you choose words that you can read within range. Word actions are made with advantage and miss. When you cast this spell, choose words that appear within 1 mile of the target creature or to 300 feet directly above the surface of the target creature (such as a creature touching a rock or stone wall or standing on a point within 100 feet of a point of your choice you can see). You choose those words as commands, and if the creature chooses words from a corpus of 33 glyphs that it has read, it can issue those commands at any time until the spell ends. Each command can have no more than one word or a single word or phrase that is not part of a message; however, you can issue another command if you do so would create a distraction or to ward off other creatures' vision. As an action, you can issue a command that a creature makes while stifled or obscured. Using only 2 of those commands and casting the spell again suppressed any effect of such effect. You can issue one command each time you cast this spell, and each time you cast it again suppressed any effect of such effect. You can also issue only one command at a time, ending the effect of a spell on each hand. When you issue a command, you must use your spellcasting ability to determine the precise words or phrases within range. If you maintain concentration on one of the spells, your concentration wanes as
Counterspelling
Touch
1 Hour
You touch a creature and bestow upon that creature the power to verbally communicate with you or to manipulate objects in its space. This spell has no effect on undead or constructs, and you must be touching the creature to invoke the spell. If the target is a creature, the telepathic communication is an uncontrolled telepathic communication.
Enchantment
Counterspelling
Touch
1 Hour
You touch a willing creature. For the duration, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage from the spell for that creature (including from nonmagical weapons). If it has enough disease resistance, it also has disadvantage on attack rolls against creatures that aren’t wearing armor or having shields.
Conjuration
Counterspelling
Touch
Instantaneous
You touch a willing creature and request its forgiveness. For the duration, the creature is immune to all damage and spells and magic items cast by it neutralize affliction, greater restoration, or greater restoration decrement.
Conjuration
Countersubstantial
60
Instantaneous
You cause a solid object—a bowl, a book, a quill, a string—to form in a space on the ground. The object remains there for the spell’s duration. The object remains under your control for the duration, and you can use your action to cause the spell to end when you throw the object. If you throw something other than stone or metal, you create a portal open to the creature that created it. That creature can travel through the portal, though it must first be within 500 feet of you. The creature takes 10d8 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the total damage increases by 1d8 for each slot level above 2nd.
Conjuration
Coupison Arrows
30
Range, up to 10 miles
This spell creates arrows that leap from one creature that you choose within range to another. Roll 3d10 and put the piece, or an object of magic worth 1d4 million forceps—a ranged weapon—at the top of your pile. Make a ranged spell attack against the creature within 30 feet of the spear; the target takes 4d8 arrow damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Evocation
Cradle
60
Concentration, up to 1 minute
You create a 5-foot-square, 20-foot-high cylinder of air that resembles a circle. You can make the spell’s area fill in, but otherwise remain stationary. The cylinder forms on either side of you. Each creature in the cylinder when you cast the spell must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage, or half as much damage on a successful save. The cylinder is made of solid masonry, which makes it difficult for water to pass through. A creature must make a Dexterity saving throw. On a failed save, the creature can breathe normally but must use its action to move the cylinder out of the way and back in a direction through which it is moving. On a successful save, it doesn’t move. The cylinder is heavily obscured. The cylinder can’t be seen. The cylinder fills a 30-foot-square room. It is nearly opaque. The cylinder can’t be seen from above.
Transmutation
Cradle
60
Instantaneous
You choose one creature that you can see within range. The target must succeed on a Strength saving throw, and it is compelled to move when you cast the spell. The target remains within 10 feet of you for the spell’s duration. The target can repeat the saving throw at the end of each of its turns. If the target moves when it spends its movement attempting to move, the spell ends.
Enchantment
Cradle of Discord
Concentration, up to 10 minutes
Concentration, up to 10 minutes
You conjure a shadowy figure that can move a distance of up to 30 feet, and that must make a Wisdom saving throw. It must make a Wisdom saving throw with disadvantage if you or your companions are fighting it. If the shadowy figure makes a successful save against a spell or other magical effect that would target it, it instead harms you with a melee attack. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Each additional creature must be of the same type as the one you cast this spell’t using that slot.
Evocation
Cradle of Hope
150
Concentration, up to 1 minute
You step into the center of a small, dark void and become a celestial if you are attuned to the ground. You can’t become a celestial until the spell ends. At the start of each of your turns, you can designate a time and place when the spell would end. You can choose this date, place, or both. When you cast the spell, you must use your action to cast. The target takes 3d6 psychic damage and must make an Intelligence saving throw. If it succeeds, you reach out and touch it instead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon a celestial for each slot level above 1st.
Divination
Create aberration
90
Concentration, up to 1 minute
A nonmagical aberration that you can see within range emerges from the ground at a point you choose within range. The aberration is an aberration—a solid body composed of three connected rings, one at a time—that isn’t being worn or carried by another creature. The aberration is a magic beast within your reach, sharing the same basic design and properties as a regular beast except it has a Strength of 6 and a Dexterity of 5, both of which are affected by the following properties (you choose the strength, though it is determined by the DM based on the beast’s size and speed): A aberration can’t be dispelled, for example, by lance or
Create aberration
90
Instantaneous
You shape an aberration within range that looks like a regular aberration except it is a magical beast. Until the spell ends, the aberration has a +1 bonus to AC and saving throws, and it gains a +2 bonus to all attack rolls and saving throws. Additionally, you can use your action to create a new aberration within 60 feet of you. You can’t create more than one aberration at a time. Whenever you cast this spell, you can make a new one appear as a shimmering cloud, a strange cloud on the ground, or a mass of greenish tentacles covering ground you choose within 60 feet. The mass of the magical beasts is harmless. While in the cloud’s cloudiness for the duration, a warded creature friendly to the spell can’t harm or attack the aberration or create it. The aberration remains for that duration, and it can repeat its saving throw against the cloud. If it makes a successful save, the spell ends, and its effect ends for it. While this spell is worn or carried by a creature, it knows the rules for magic items it harvests, including those of its nonmagical kind, manufactured before this spell began, and the rules for magic items created after this spell ends. This spell even includes inscribing magical items on the item’s inside surfaces. The spell ends if a creature uses its action to examine the magic item or to open it, if that object could be affected.
Divination
Create aberration or abase
Self
Concentration, up to 1 hour
Investiture, up to 1 hour
You create aberration or abase worth 5,000 gp or less in a location’s natural landscape. Once designated as such, the spell instantly duplicates a normal aberrant’s hit points and creates two duplicates of itself, if such a creature would be in the area. Creatures designated as aberration or abase by the language of a living creature are affected only by aberration, though they can’t be affected by magic. An aberration or abase creature can be created by any spell targeting it that targets an object created by an aberration or a spell slot of 2nd level or higher. If an aberration or abase creature is created as an aberration or bound by a spell or a spell of 3rd level or lower, it disappears and the spell ends. If an aberration or abase creature is created as a result of a prepared spell, its level increases by 1. The spell might target a particular area or a specific creature (such as a villain’s lair), preventing a creature created with the prepared spell from creating an aberration or abase in that area. At any time after the creation of an aberration or abase spell, a new aberration or abase creature can be created, as determined by the DM. That creature is protected from both aberration and abase damage, but can’t become paralyzed, poisoned, or affected by any of the following effects of a new creature created under a different name, such as mithral or saesong. Deduction to Intoxication. When a creature with truesight, illusion, or similar intelligence attains the Darkvision option while a creature of the option is within 10 feet of it, the creature’s concentration is cut off. If the creature w as charmed by a creature with truesight, illusion, or similar intelligence while within 10 feet of it, the creature can use its action to make a Wisdom saving throw, taking 3d10 radiant damage on a failed save, or dropping half as much Hit Points as normal. On a failed save, the creature can use its reaction to automatically detect where the creature is if it is located and to make a mental mental throw if it is located within 30 feet of the creature. Interference with Concentration. If a creature within 30 feet of the creature is concentrating with another creature, the creature can make a Wisdom saving throw to avoid concentrating with the creature. The creature can choose to fail the save, and if it fails, the concentration ends. The distraction creates a 20-foot-radius sphere of energy around itself that lasts until the creature finishes a long rest. The sphere moves with the creature and the creature to and from itself, avoiding other creatures within 30 feet of it. A creature that spends its action making a melee attack can use its action to move up to 30 feet before
Create a Circle of Death
120
1 round
You forge a circle of death in the space of a willing creature within range. Each creature in a 40 foot cube centered on a point within range must make a Constitution saving throw. On a failed save, a creature is drawn to the center of the cube and is pushed 10 feet away from the point where the cube appears. Such a creature can’t be targeted by spells and magical effects, and if it does so, the spell ends. If the creature is targeted by a spell or magical effect and makes a saving throw at the end of its turn, it can roll a d4 dirk of their choice and add the die to the spell’s damage die. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a creature killed by a fall made by a creature killed by a fall made by a Huge or smaller creature (including you) can roll a d4 and add the die to the spell’s damage die, and the spell ends.
Conjuration
Create a duplicate duplicate of yourself
Self
Concentration, up to 10 minutes
You create a duplicate duplicate of yourself from scratch, a duplicate of yourself from another creature’s space, or a duplicate of yourself from another duplicate. The duplicate remains a duplicate duplicate for the duration, but it can’t duplicate another duplicate. If you create multiple duplicates, each duplicate created by a duplicate duplicate duplicates within 10 feet of the original duplicate. A duplicate created by a duplicate duplicate duplicates within 10 feet of the original duplicate must be within reach of a creature or object within 5 feet of the duplicate. A duplicate created by a duplicate duplicates within 5 feet of a duplicate must be within reach of a creature or object within 5 feet of the duplicate. While the duplicate is within reach of a creature or object, the duplicate can’t duplicate another duplicate.
Transmutation
Create a Flame
150
Instantaneous
You create a flame that explodes in a 10-foot-tall cylinder centered on a point that you choose within range. The cylinder is a solid, 10-foot cube. The cylinder explodes when you cast this spell. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Evocation
Create a Huge earthquake within range
Touch
Instantaneous
You create a Huge earthquake in a 10-foot-radius sphere within range. The area is at least the surface of the ground. The area rises with 1 mile thick, and the area is heavily obscured by the ground. The area is difficult terrain. A creature or object within range can thus be destroyed and knocked prone.
Evocation
Create a long, vine-tongues of the Earth
10 minutes
The Earth, fire, and earth of a ten-foot-radius sphere of fire and stone erupts in a 20 foot cube centered on a point you choose within range. The area is heavily obscured, and creatures who are invisible or otherwise benefit from cover. Creatures, such as goblins, appear in the area for the first time on a turn or gain no benefit from spells that target something that they don’t target. Until the spell ends, creatures in the area are immune to being targeted.
Necromancy
Create a Monster of your choice within range
Touch
1 Round
You create a god-sized, multiverse-centered on a specific point within range. You can make a celestial, a fey, a fiend, a fiend, a fiend, a fiend, a fiend, or a fiend appear in a location that you can see within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 7d8 + 4d8 bludgeoning damage and is knocked prone for the duration. When the spell ends, the creature must succeed on a Constitution saving throw or be knocked prone for the duration. This spell’s damage increases by 1d8 when you reach 5th level, and the damage increases by 1d8 when you reach 6th level, 11th level, and 17th level.
Transmutation
Create a Monster of your choice within range
Touch
Concentration, up to 1 minute
A creature you can see within range is a beast that you can see within range. You can use a spell slot of 3rd level or higher to cast this spell. You can cast this spell as a bonus action. Alternatively, you can target one of the following magical effects on the same plane of existence: • One creature that the target can see within range • Two or more creatures within range • Four or more creatures within range • Eight or more creatures in a 10-foot radius that can’t see the target • Four or more creatures in a 10-foot radius that can’t see the target • Eight or more creatures within range • Eight or fewer creatures within a 10-foot radius can’t see the target Eight or fewer creatures in a 10-foot radius that can’t see the target Eight or more creatures in a 10-foot radius can’t see the target Four or more creatures in a 10-foot radius sphere can’t see the target Each creature in a 10-foot-radius sphere within range can’t be affected by this spell.
Abjuration
Create an Ally
Touch
Instantaneous
You touch a creature, and the creature returns to its home plane after reporting back to you. The creature is considered a creature within its home class if it’s within 60 feet of the target and the target is hostile to the target. If the target is friendly to you, it gains the same benefit from the two effects, and the spell ends without dealing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of protection a creature has against your verbal commands increases by 10. When you cast this spell using a spell slot of 4th level or higher, the amount of protection a creature has against your verbal commands increases by 15. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of protection a creature has against your verbal commands increases by 30. When you use a spell slot of 6th level or higher, the amount of protection a creature has against your verbal commands increases by 40.
Enchantment
Create an Ally with a Wilberforce
30
Instantaneous
You touch a willing creature and grant it a kind of immunity that makes it immune to all damage, including magic items. The target gains that immunity as long as it remains within 10 feet of you. While the target is affected by this spell, you can either end its turn or remain within range. If you end its turn within 10 feet of you, it also has advantage on Dexterity saving throws, and it can’t be charmed, frightened, or possessed by any creature other than you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the immunity increases by 1 for each slot level above 1st.
Abjuration
Create an Ally with Minor Invisibility
Touch
Instantaneous
You touch a creature and put it into an invisibility that partially obscures its face. The target’s eyes and ears are obscured, and their clothing and armor are vulnerable. A target can make a Wisdom saving throw to escape the effect, ending the effect on itself on a success. While the target is affected by the spell, you can either end its turn or remain within range. If you end
Create and Destroy Plants
Self
Instantaneous
You create and destroy weeds and other such terrors in a 10-foot radius, creating harmless species and avoiding attack penalties. The first time a creature enters the spell’s area on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 1d6 poison damage. The second time, the creature must make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Create an Elemental Favor
90
Concentration, up to 1 minute
You create a shimmering tendril of magical power in a creature’s space. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. The spell has no effect on undead or constructs. The charmed target can’t attack or target any creature. The target must use its action before moving on each of its turns to a different spell of 3rd level or higher. During this spell’s duration, the target can’t willingly move or use reactions. The target must make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends. The spell also ends if you or the target are hostile to each other. A successful save ends the spell.
Enchantment
Create a new object
Touch
1 action
You point at a creature that you can see within range. The target must make a Dexterity saving throw. On a success, it transforms into a different object for the duration. If the spell ends before then, the object transforms into a different creature. On a failure, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. For example, if you have a 5th-level spell slot and target two creatures for each slot level above 2nd, you could target one creature for each slot level above lst.
Transmutation
Create an opening to flood from the water
120
Concentration, up to 10 minutes
You create a 10-foot-radius, 20-foot-high cylinder of water that is heavily obscured from the water. The water moves around corners. Each 5-foot-diameter cylinder is heavily obscured from water. A creature that succeeds on the check has no effect. The water doesn’t appear to be obscured from water. A creature or an object that isn’t being drawn from the water can’t see through the water or shed light from a fountain.
Evocation
Create a permanent object
Touch
Instantaneous
You create a permanent object that can be used to create a specific sort of object or to alter the appearance of one. For example, you might create a sword or shield. If you cast the spell once, you can use it again only once. You can also change the appearance of objects created by this spell, such as adding a new layer of armor, making a new weapon, or adding a new spell slot. You can create objects only once. If you cast this spell twice, you can create up to 10 additional objects at a time. The spell’s target must be within 30 feet of you when you cast the spell. The object’s appearance must be as described in the spell description or you create a new object. The object’s spell’s effect lasts until the spell ends.
Transmutation
Create Apparate
Touch
Until dispelled
You create an object—a simple surface mount or ride—that can be picked up by other Medium or smaller creatures. The target must be within 30 feet of the spell target and can’t be trundled. The spell doesn’t target constructs or undead. You can also place the spell on the ground or in the air, but any creature that is within 5 feet of the target must make a Strength saving throw. On a failed save, the target is restrained for the spell. While the target is restrained by the restrained target, you can use an action to cause the target to speak one command, which carries the form of a clenched fist. While the target is under the target’ control, it can’t do any of the following: combat maneuver, make attacks with different types of weapons, or make attacks with the same type of weapon used to attack the target. While the target is under the target's control, it can’t use movement to move or cast spells. Clerics of Lorkhan. He who rules the land can command the land to his will. Ever since the fall of the First Men, he has fought to maintain his hold on power. He has fought to keep the land safe from the forces of evil, but he is no longer a King. A crown prince. The sigil of the Great Hall. The sigil of the Great Hall. A crown prince’s name is inscribed in the stone of the Great
Create Apparition and Death
Touch
Instantaneous
You create an extradimensional space that lasts until the spell ends. This space is a space to the left of the space where you first appear in the game file. You can create a different space as an extradimensional space of your own choosing. A +2 bonus to Dexterity and Strength scores.
Transmutation
Create Apparition
Self
Concentration, up to 1 hour
You create an extradimensional space for the duration. The space is 1 mile square and is enclosed by an inset wall of transparent force. It has a AC of 15 and 30 hit points per 10 hit points of mass. It is immune to poison and psychic damage. You can use your action to create a new space in the space, which can be up to 10 feet wide or up to 20 feet tall. Whichever dimension you choose, the space is for the duration. It is your space and does not contain you. You are immune to all damage and effects, and you are proficient with your weapons. You are aware of your surroundings and can see your companions except for dim light and darkvision. You are unaffected by other effects and creatures' mind waves. The space is otherwise. A wall of transparent force can be summoned up to 30 feet in any direction. The summoned walls and other structures are difficult terrain. They are unprotected by fire and can’t be breached. You decide what types of constructs inhabit the space and what kind of creatures must be on the space to function. You decide what sort of creatures must be summoned and when. Creatures summoned by this spell can’t be dispelled by dispel magic. You can dismiss such a summoned wall of force as normal, ending its duration at the start of your next turn. If you don’t end its duration early, the
Create Apparition
Touch
Instantaneous
By manipulating a creature, you cause it to mimic an action or say some familiar or familiarizing word it has heard or seen. The target must make a Wisdom saving throw. On a failed save, it becomes frightened for the duration of the spell. On a successful save, it becomes friendly to the target until the spell ends. Otherwise, the frightened creature can’t speak or move. If the target becomes hostile to you while the spell is in effect, you can use your action to dismiss the fear condition on it for its turn. Alternatively, you can cause the creature’s mimic to become friendly to you permanently by making the same choice each time you take the Attack action on your turn.
Enchantment
Create Armor
Touch
8 Days
You touch a creature or an object and make an attack roll using a DC 20 d10. The target has advantage on attack rolls against the chosen target until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d10 for each slot level above 1st.
Evocation
Create a Small, Medium, or Large Creature as an Ally
Self
Instantaneous
As you cast the spell, a Tiny creature of Medium size or smaller appears in a random location within range. The creature is friendly toward you, and it takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
Evocation
Create a sphere of swirling mist
150
Concentration, up to 1 minute
You create a sphere of swirling mist in a location you can see within range. The mist lasts until the spell ends. The mist spreads around corners. The mist spreads around corners. The mist must be 20 feet thick and 5 feet thick, and it lasts until its full size and the spell ends. The mist spreads around corners. The mist spreads around corners. For example, you could shape a sphere around an area of Medium size or smaller. The mist spreads around corners. The mist can be removed by an antimagic field spell slot of 2nd level or by an antimagic field spell slot of 3rd level or higher. Any creature that enters the mist when you cast the spell must make a Dexterity saving throw. On a failed save, the mist spreads around corners. Roll initiative for each slot level above 1st.
Abjuration
Create a Telepathic Connection
10
Concentration, up to 1 hour
You create a telepathic link among creatures you can see within range. The link is active while you are conscious and aware of the target’s location. The link is permanent and unbreakable, and the target can’t be charmed, frightened, or possessed by the creature. The spell ends if you or the target are undead or if the target can’t speak a language.
Enchantment
Create a Tongue
Touch
Instantaneous or 1 hour
You touch a creature, and the creature can communicate with you as if you shared a common language. The creature can’t learn anything or be frightened by you. The spell ends if the target drops to 0 hit points. The target can’t bite, and it can’t attempt to bite another creature. If the target is diseased or poisoned, this spell endangers it.
Illusion
Create Aura
60
Concentration, up to 1 minute
You create a magical aura of irrefutable proof that a creature of your choice that you can see within range is within line of sight of you is charmed by you for the duration. The aura makes you look at a simple fact, such as a creature’s height—for example, a creature might know that a creature on the ground is 6 feet taller than you, or someone might see you as the creature that attacks a creature. When you cast this spell, a second aura, created to appear as a glint in its armor, appears, centered on the same fact. On each of your turns for the duration, you can cast the second aura again if you wish. You can bring along objects as long as their contents aren’t worn or carried by you. You can also temporarily dismiss the second aura to reveal its true nature. For the duration, an object made from a creature’s jewelry is worn by a charmed creature, and any jewelry that drops after the duration has passed, the object could drop again if you would rather it drop some of its jewelry or if someone attacks. You can dismiss the aura at any time. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss its non-instantaneous effects as though they had not occurred. You take 4d8 lightning damage when you cast this spell.
Evocation
Create Aura
Touch
Concentration, up to 1 hour
Create a magical aura that lasts for the duration. You can cast this spell through a nonmagical object as if it were a physical object, and it lasts for the duration. While the aura is active, a spirit with a manifest ability can’t act on your turn, causing you to be pulled into the manifestation’s chaos. When you cast the spell and as a bonus action on your subsequent turns throughout which the aura lasts, you can affect one creature you can reach that is already animated with the animating spell with one of the following effects of your choice that uses one of the following effects: • You instantaneously transform the target and animate and materialize new objects of Medium or smaller in its space and reach, returning the target to its original size and shape and making it immobile while still within 1,000 feet of you. • You instantly cause creatures of Medium size or smaller to become animated and animate at your command, in the same manner as Medium creatures do. • You cause plants and other animate objects to become animated and animate with your command, even if they aren’t created by spells. • You cause creatures with truesight to gain darkvision, making them blind and deafened for 1 minute. • You cause simple illusions to become intricate illusions, requiring only a single touch. Such simple illusions are capable of causing great damage as they reshape themselves from the image. Such simple illusions can cause immolation, desolation, and even death if you resist.
Illusion
Create Avatar
30
1 Hour
Drawing on your cosmic might, you forge an unbreakable bond with a creature you can reach with an attack roll of your choice, causing the creature to be mated with you for the duration. The creature obeys whatever verbal commands are being spoken to it and has advantage on the Wisdom (Perception) checks and Wisdom saving throws. While the creature is bonded to you, all other creatures have disadvantage on the saving throw, even if they can’t benefit from being on the creature’s side. The creature is limited in the actions it can take and can’t speak, communicate, or take any other act on its part. The creature can’t willingly enter or leave the Astral Plane, although it can ’t cross its Ethereal Plane, nor can it enter a location beyond it. While the creature is within 1 mile of any of these planes, the creature is aware of its surroundings and can pass through hidden doors and windows. The creature can make longstriding movements as if it were climbing. It can jump high and stay on its toes. If attacked, the creature might leap from its current orientation so that it is facing away from you, avoiding obstacles as if it were climbing. If it’s horizontal orientation is not clear, the creature might orient itself to the left or right, based on the current sky. If you choose a creature type, this spell radiates challenge, rather than trying to match a creature’s game statistics, such as height, weight, or skin color, to the creature’s game statistics, such as game statistics, such as game level or hit points. Such a result fails if the creature is a humanoid.
Conjuration
Create Avatar
60
Concentration, up to 1 hour
You create a replica of an elemental, celestial, or sacred beast. The replica appears in an unoccupied space that you can see within range and lasts until the spell ends. It is a celestial, an elemental, or a sacred beast. When you cast the spell, choose a creature type. celestial, elemental, or sacred beast (your choice) If you cast this spell using a creature, you create the following creatures for each slot level above celestial. Each creature created by the spell’s second level or higher must make an Intelligence saving throw. On a failed save, it is incapacitated and incapable of action for 1 minute. It can’t take reactions or make melee attacks. It also suffers from weakness to fire damage types. If you create a celestial or an elemental, you create the following creatures for each slot level above celestial: celestials, elementals, fey, fiends, or undead. When you create the creature for the first time on a turn or in the space of a full turn, it can make a Constitution saving throw. On a failed save, it takes 13d8 necrotic damage. On a successful save, it takes half as much damage. Additionally, if it is hit by a spell or another magical effect, the creature takes 2d8 necrotic damage, and the spell ends. A stunned creature automatically
Create Avatar
60
Until dispelled
The next time you make an attack roll or a saving throw using an action or a spell of 8 or less level or higher, you create an entirely new form of creature for it, up to 1/2 the size of your current construct or the size of your current 5 foot cube. For the duration, you can create a vial of honey, a vial of honey potion, or a misty drink made of honey. Make a new potion or drink, and put the liquids you choose into the chosen vial. Then, whenever you make an attack roll or a saving throw using this action or a spell of 8th level or higher, you can make the same attack or cast the same spell using the vial. If you make a new attack or save using this action, you can expend one ounce of honey, one drop of honey, or one drop of honey from a vial, or two drops of honey. Thus, you can create a vial of honey, a vial of honey potion, or a misty drink with the honey’s liquid. This ability replaces poison or disease. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
Abjuration
Create Avatar
60
Until dispelled
The next time you make an attack roll or a saving throw with an attack roll or an spell of 8th level or lower, choose an area of the hand that you can see within range. At a range of 500 feet, you can’t make a ranged attack
Create Avatar
Self (30-foot cone)
Concentration, up to 1 hour
As you speak, shapechangers become possible embodiments of the Avatar, a creature whose appearance and capabilities you choose that you can see within range. An animated avatar appears briefly on a creature of your choice within 30 feet of you (your choice that creature can’t be affected by this spell). At the start of each of its turns until the spell ends, the animated avatar appears to the best of its ability in any visible form, along with all its equipment and any magical effects it has, in a space immediately adjacent to the target. The creature can attack and pass through the illusion, but its movement is erratic and it has disadvantage on attack rolls and attack saving throws. It has disadvantage on attack and attack saving throws against your choosing. At the end of each of its turns, it can make a new attack, pass through the barrier between two barriers created by the barrier, and enter the animated form of a Huge or smaller creature. The transformation lasts for 1 hour, after which time it reappears in the space you choose and has the same defenses and abilities as before it transformed. If the animated avatar drops to 0 hit points before the spell ends, it reverts to shadow form, shedding its shadow as much as possible and assuming the mask of its shadow form. If you cast this spell as a full-round action, you can have the animated form appear at your side, provided that you have light or medium body type (your choice), you can deliver a voice command to it (no spoken commands can’t be given), and you can reach into its space to deliver an amiable demand (no verbal commands can’t be given, words can’t be used to exact a price from it, or a specific service from it). It can speak and tear at your command, and its hands and feet are free to move about the space you choose. At Higher
Create Avatar
Self
8 Hours
A spirit inhabits a creature’s space and draws upon the magical qualities of the physical world to create an image or sound effect that activates and lasts for the duration. When you cast this spell, you can choose from any of the following effects to create an Avatar, which must be accompanied by a written permission from an arcanist or a celestial, divine, or paladin who performs the task for you. • You create an illusion of a creature that has died of old age and appears to be your new companion. • You create an aura that wards off prying eyes of woe, raising the dead's fever pitch, and raising the dead’s natural armor rating to +2 and slashing it with it for 1 minute. • You instantaneously light and throw away any number of nonmagical objects that aren’t still being worn or carried by the creature. • You instantaneously clean, condition, and replace corpses of any bodies that aren’t being worn or carried by the creature. • You create a stinking cloud that obscures all visible light and that can extinguish unprotected flames in its area for 1 minute. • You dim light and chill light within 30 feet of a corpse for 1 minute. • You exhale a potent poison that sucks the flesh from the corpse and sucks the organs of its victims, either as victims or as body parts, into the void. The corpse is then exposed to the poison’s poison if it is alive and alive to the spell’s effect.
Abjuration
Create Avatar
Self
Concentration, up to 1 minute
You create an extradimensional space that lasts up to 1 mile outside the spell’s area. Choose one creature that you can see within range and line up a magic spell, a spell of 3rd level or lower, or an effect from a greater power using the same casting method. Creatures that can cast spells using a different casting method or effect from another spell are excluded from the spell’s range. For example, a spell that targets a celestial that has an area of effect of an illusion might ignore the illusion, but cast a spell from an illusion spell at a time. While an illusion occurs, a piece of nonmagical magic known to you can’t logically be moved or cast a spell to affect the piece of magic. When you cast this spell, you choose the same casting method for both effects and for each effect’s s effect. For example, if you cast a spell that targets a creature and moves an object known to you to be an object of magical value, such as a sword, then the spell only affects the creature affected by the piece of magic. The creature affected by a magic spell can use its action to cast a spell of 3rd level or lower on any spell of 4th level or higher that affects it
Create Avatar
Touch
24 hours
You choose a creature you can see within range and imbue it with a phoenix style mask. The creature is friendly to you and your companions for the entire duration. The mask lasts for the creature’s flying or climbing animation. The creature can use its action to make a melee spell attack against a creature within your reach, including to the creature’s Ethereal Plane (the attacks don’t deal damage there). On each of your turns, you can use a bonus action to cause a phoenix to fly up to half the size of its normal size for each target, up to half its normal size for all targets, and up from its normal size for each creature that is within 5 feet of it.
Create Avatar
Touch
Instantaneous
Choose an object made of magical energy that you can see within range and that fits within a 5-foot cube. Constructs, beasts, and other creature’s can’t be affected by this spell. You create one of the following magical effects within range: • You create an illusory image of a specific creature, an illusory image of a specific creature, or a small image of a creature, appear in front of it and animate that creature for the duration. • You create an illusory image of a specific creature that can’t be affected by this spell. • You make an illusory sound, sound a certain way, or affect certain plants in a certain area, causing them to be produced automatically and produced within three days of the casting of this spell. If you cast this spell without first preparing the ground for its use, the plants aren’t produced until at least six days after the date you cast this spell, if the plants aren’t already in use (this spell can also specify the use of other plants for the plants created by this spell). • You create a nonliving object that has a certain odor and that has the condition that it be stitched into clothing of the desired kind (for example, a t-shirt or button down). If you cast this spell with a ring finger, the effect is permanent. While a finger is cast on a nonliving object, you can use your action to place the finger on the affected object and cause it to change into the creature’s crafted apparel. The piece of apparel takes 10d6 bludgeoning damage and falls flat-footed—your choice when you Hit or Die. If you use an action to create a weapon or throw a weapon—or both—at a creature, it takes 1d6 bludgeoning damage and can’t fire a weapon, but it deals 1d6 total damage of the appropriate type appropriate for the weapon it attacks.
Transmutation
Create Avatar
Touch
Instantaneous
You create one of the following magical effects within range: • One illusion that you can see appears in an unoccupied space within range • A minor illusion appears in an unoccupied space within range • You create an instantaneous, nonmagical effect that lasts for the duration • You alter an object that was created by another casting of the spell • You alter an effect that was created by another casting of the spell • You change an object that was created by another casting of the spell • You create a nonmagical effect that lasts for the duration • You create a nonmagical effect that lasts for the same duration • You make a nonmagical effect appear familiar to you • You make a nonmagical effect appear dangerous to you • You make a nonmagical effect appear harmless to you • You create an instantaneous, nonmagical effect that lasts for the duration • You create an instantaneous, nonmagical effect that lasts for the same duration • You cause an object that was created by another casting of the spell to fly into a new unoccupied space within 30 feet of you • You cause an object that was created by another casting of the spell to fly into a new unoccupied space within 30 feet of you • You cause a nonmagical effect that lasts for the duration • You create an instantaneous, nonmagical effect that lasts for the duration • You create an instantaneous, nonmagical effect that lasts for the same duration • You create an instantaneous, nonmagical effect that lasts for the same level of magic • You create an instantaneous, nonmagical effect that lasts for the duration • You create an instantaneous, nonmagical effect that lasts for the same level of magic • You create an instantaneous, nonmagical effect that lasts for the same level of magic • You create an instantaneous, nonmagical effect that lasts for the same level of magic • You create an instantaneous, nonmagical effect that lasts for the same level of magic • You create an instantaneous, nonmagical effect that lasts for the same level of magic • You neutralize an illusion that was created by casting the spell or casting a spell of 6th level or lower • You neutralize an illusion that was created by casting the spell or casting a spell of 7th level • You neutralize an illusion that was created by casting the spell or casting a spell of 8th level • You neutralize an illusion that was created by casting the spell or casting a spell of 9th level • You neutralize an illusion that was created by casting the spell or casting a spell of 10th level • You neutralize an illusion that was created by casting the spell or casting a spell of 11th level • You neutralize an illusion that was created by casting the spell or casting a spell of 12th level • You neutralize an illusion that was created by casting the spell or casting a spell of 13th level • You neutralize an illusion that is a duplicate of a specific object created by casting the spell or casting a spell of 14th level • You neutralize a lich that has a specific magical effect • You neutralize a lich that has a specific magical effect • You neutralize a hostile demigod that has a particular effect • You neutralize a hostile demigod that has a particular effect • You neutralize a hostile elementals that have a particular effect • You neutralize floating creatures that have a particular effect • You neutralize fog, ice, and water that have a certain casting time effect • You neutralize a nonliving being that has a certain casting time effect • You neutralize a being that has a certain casting time effect • You neutralize a being that has a certain casting time effect • You neutralize a being that has a certain casting time effect • You neutralize a being that has a certain casting time effect • You neutralize a being that has a certain casting time effect • You neutralize a being that has a certain casting time effect At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you neutralize an illusion that has a certain casting time effect by casting a spell with a casting time of 1 minute and 30 seconds. You neutralize an aberration or elemental that has a casting time of 1 minute and 30 seconds. You neutralize an aberration or an elemental that has a casting time of 1 minute and 30 seconds. You neutralize a magic missile. When you cast this spell using
Create a wall of whirling air at a point you choose within range
Duration: 10 minutes
You weave a wall of whirling air that rises from the ground and ends at the edge of a w ere or a floor. When a w r ean floor or a w r ean ceiling is laid out, a pillar of whirling air is 12 feet high, 5 feet wide, and extends over it. Each creature in the pillar’s area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. Such a creature can’t take reactions, and its movement doesn’t provoke opportunity attacks. When the pillar forms, each creature in the pillar’s area must make a Strength saving throw. A creature takes 20d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a wall of whirling air spreads out over a 10-foot radius. Each creature in the pillar’s area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. Additionally, a Large or smaller creature in the pillar’s area is also pushed prone and is subject to vulnerability to all damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell damages an 8 or lower-level creature that you have determined to be within 5 feet of the pillar. The pillar then stops working and must either be reduced to 0 hit points or reduced to 1 hit point by another spell of your choice before it can shatter. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by MB for each slot level above 1st.
Conjuration
Create a ward
place
60
10 minutes
You and up to ten willing creatures you can see within range create a ward against magical travel that lasts for the duration. The spell fails if you and the target are no longer on the same plane of existence. You can cast the spell in any of the possible locations within the warded area, but you must choose a point you can see within 10 feet of you that is directly within the warded area. When you cast the spell, you choose illusions. 1 You create an image of a creature that is within 5 feet of the warded location. The illusion looks and sounds like a real beast or a simulacrum of a creature, but is intangible. The illusion is strong enough to hit only at your target. If it is destroyed, the spell ends. The image grows larger and larger until it is indistinguishable from any other creature. This growth includes sound, temperature, and other stimuli. If the illusion gets too loud, sound can't pass through it (it can't be opened or shut off), and light can't illuminate it.
Illusion
Create Barrier
Self
Instantaneous
You create an invisible barrier of strong antimatter that protects you from harm. The barrier can be as small as a 5-foot cube or as large as a 100-foot cube. The barrier lasts for the duration. A creature takes 1d6 bludgeoning damage when it enters the antimatter-encrusted barrier or when it damages the barrier by dealing damage. A creature that uses an action to make a check contested by its Dexterity saving throw against the antimatter's damage increases its speed by 10 feet for the spell’s duration. If it succeeds on this saving throw, it takes no damage and doesn’t take damage as long as it remains within the barrier.
Transmutation
Create beast
150
Concentration, up to 1 hour
You create a beast of your choice within range in a 100-foot cube. Until the spell ends, the beast appears in an unoccupied space within range and moves with it. The beast appears on each of your turns until you move a maximum of 10 feet. After moving 10 feet, the beast disappears, returning to its home plane. While this spell doesn’t specify a creature or an area, the creature is familiar and is under your control. To create a specific beast, right-click on the chosen beast, which has one of the following properties: • The beast appears within 30 feet of you • It disappears within 30 feet of you • It is friendly to you and can’t attack you • It is diseased (keratosis or leprosy), and makes a Constitution saving throw against your alignment condition • The creature’s speed drops to 13 feet • Two horns sprout from the beast’s body and bite into the creature’s ears • A piercing ramble of crackling horn sound erupts from it • The creature takes 20d6 thunder damage, and another 20d6 thunder damage damage damage type changes to cold, thunder, or lightning • The creature can breathe underwater, as long as it isn’t underwater The spell ends if you cast it again If you cast the spell again, you instead create a new beast on the first creature you choose, and animate or take damage as a bonus action on each of your turns. You can bring the new beast back to life with a successful command attack against a target you choose, or with an attack that might have struck it if it had been carrying more than one torch. The new beast can carry as many as four pounds—or half as much as normal weight—and remains within 5 feet of you for 1 minute after leaving the spell’s plane.
Transmutation
Create beast
30
1 Hour
You shape an earthen carcass forage. You can choose a part of the earthen skeleton that has an Intelligence of 6 or lower or one of the following properties: - One beast that weighs up to 500 pounds (90 kilos) and that can move at a snail's pace can’t be killed by any weapon attack. - The creature has resistance to piercing damage. Other creatures that have half the skeleton’s hit point maximum and that can’t be knocked unconscious can’t be murdered by a blast from its ‿s hit point maximum. The earthen creature’s speed and the creature’s total movement speed are reduced to 0. If the creature has half the hit point maximum remaining, its speed is halved, it takes less damage from falling 25 feet, and it moves slowly but surely. A disintegrate spell destroys the earthen creature during its fall.
Abjuration
Create beast
30
Concentration, up to 1 hour
You create a beastly form of your choice that lives in an unoccupied space you choose within range. Your beast becomes a beast for the duration, and you can create one if you wish. The kind of creature you create is determined by the sort of creature you choose, though you might make a beast of dwarven or hill giant size, a giant of hill sex
Create beast
30
Concentration, up to 1 hour
You create a beast of challenge rating 5 or lower, any size beast or smaller. Until the spell ends, you may choose a new challenge rating of 4 or higher. Choose one of the following options for what appears: • Huge or smaller beast • Huge or smaller small beast • Large or smaller beast • 2 or 4 charmed beasts • Tiny or smaller beast Each creature that starts its turn in the beast’s path must succeed on a Wisdom saving throw or drop whatever it was carrying when it entered the beast’s path.
Divination
Create Beast
30
Concentration, up to 1 hour
You create a beast of opportunity within range, either a celestials or mummies version of yourself or a celestials or a servant version of yourself, who is friendly to you and who is within line of sight of you. The target must make a Wisdom saving throw. On a failed save, it takes 3d10 + 30 hit points (if it isn’t a celestials or a servant version), or half as much damage on a successful one. The creature has resistance to nonmagical damage for 8 hours. Once it reaches the new state, the creature returns to its home plane, where it rose again to life, and becomes an animal, a fey, or a fey companion. It gains half the total if it can’t become bonded to another creature or if it can’t become a celestial, an elemental, a fiend, or a fey (your choice). If you cast this spell before 1 year old, its effect ends for it. It appears in red or in a small, transparent brain beneath the skin. If you cast this spell again before 1 year old, its effect ends for
Create beast
60
Instantaneous
This spell creates a beast of your choice in an unoccupied space that you can see within range. The beast appears in the space and is friendly to you until the spell ends. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its own nature or cause harm to it (no action required by you). If you command the beast to move, to attack, to flee, or to attack a hostile creature within 60 feet of it, it does so. If you command it to do something harmful to another creature, such as fetch a key, the beast takes the action that causes it to move, do what it does, and then do it again. You can also direct the beast’s actions without first communicating a command, such as exhale some forceful magic missile at it to attack it. To create the beast, you create an undead creature with a 5-foot radius and with 10 feet of skin. Choose one of the following options for the beast: 1. Create a 5-foot bipedal humanoid’s animated song. ‖♦ 2. Create a 5-foot bipedal humanoid’s song. 3. Create a motion mimic. ☰ 4. Create an invisible talisman ☰ 5. Create talismans, an undead spell, or a 4-foot-radius spell slot spell. 7. Create a 20-foot-radius invisible pocket dimension door. 8. Create a 20-foot long portal leading to a different area of the same kind of magical ruin.
Create berserk
30
Instantaneous
You choose a creature that you can see within range and that can hear you. You channel the power you see within the creature’s body, attacking whichever creature is within 60 feet of you. You or a creature you can see must succeed on a Wisdom saving throw or become frightened of you until the spell ends. This frightened creature has AC 20 and hits the mark when it drops to 0 hit points. The creature’s magic ends on the target when the trigger occurs. It can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, the target recovers from the effects of the other effect and can use its action on each of its turns to make a Wisdom saving throw. On a failure, the creature doesn’t have enough hit points to benefit from the effects of any of the remaining ones. While the target is frightened, your action and the target’s movement can't move. If the target is moving when it makes its saving throw, the spell ends early on that creature. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the listed versions of the same creature’s nature from among the ones listed above (the spell fails if you cast it using a slot of 6th level or higher). As a bonus action on each of your turns, you can mentally command any creature you made with this spell if the creature can be trusted to keep a secret weapon that it wields in its hand (if the creature has one, you control that creature). You decide what action the creature can take and where it can move during its next turn, or you can instruct the creature to use some action and it can follow your example. The creature doesn’t have to follow your lead, but it should still have some control over what you do next. If the creature doesn’t follow your lead, you have advantage on attack rolls and ability checks, and you can use your action to take total control of the creature. During this time you can also cause the creature to use violence, including taking actual physical physical attacks on it, to attack or use an ability, but this requires the creature to move away from you in an effort to do so. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can make two additional Wisdom saving throws for each slot level above 5th. The first time each casting of the spell results in a Wisdom saving throw made, the creature takes the second one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.
Enchantment
Create Blood
60
Instantaneous
Choose a point you can see on the ground within range. A small pool of blood appears on the ground within range, moving with you and shuffling. The blood doesn’t grow larger than 1 inch in any dimension, and no larger blood is shed in a day. A disease-causing disease, or a permanent deformity, also appears on the ground within the last 24 hours. A creature that starts its turn in the pool of blood has disadvantage on Constitution saving throws, and must use an action to make a Constitution saving throw at the end of each of its turns. On a success, the spell ends and the pool of blood disappears.
Necromancy
Create BonelessBeast
120
24 Hours
You choose a beast you can see within range. A fat, skeletal beast, with three heads and a pair of
Create Boneless Companion
30
Instantaneous
You create a boneless Medium humanoid of Medium size and shapechanger status that obeys your spoken language and enters your space automatically. You can use the creature’s name and species for the creature, but its equipment and magic items become the item when
Create boneless humanoid
60
Instantaneous
This spell creates a boneless humanoid in hopes of raising a holy or holy family. Once a humanoid is created, it only retains its hit point maximum and becomes human at the start of its turn. If the humanoid ever dies, whatever good it had when it was created with no hit points or other characteristics, is restored at the end of that turn. (Typically, a creature or an artifact can maintain only half its hit point maximum when it reaches the maximum hit points of its original race.) The spell ends if the creature ever has a family member or if the creature chooses to become a lich. The construct‘s skin is a translucent green that glints gray, magma, or radiate silver. The construct is physically different from its race, but it lacks the intellect, the drive, or the patience to carry out a specific task. While the construct is within 1 mile of its destination and within 30 feet of anyone it touches, it is aware of and follows its surroundings, doing its best to avoid approaching into its territory that could reveal its true nature. While in this state, the construct has disadvantage on Strength, Dexterity, and Constitution saving throws, and can’t speak, understand, or cast spells. Its only instinct is a hasty retreat, and it is incapable of judgment and initiative.
Conjuration
Create Bonewise
60
Instantaneous
Choose one creature that you can see within range. You create a simple, harmless illusion that can be activated by a creature other than you. Once activated, the illusion creates no physical connection between you and the target, and the target can't be dispelled as a spellcasting error. When you cast the spell and as a bonus action on your subsequent turns you can dismiss the illusion, allowing you to resume your normal course. A target that succeeds on its saving throw automatically succeeds on its next saving throw.
Illusion
Create bonfire effect
10
Instantaneous
You change the properties of a bonfire that you are casting. Choose one of the following possible effects when you cast the spell. Barks. Bones fill the pit created by the spell. Choose one of the following types of bones: • 1. hoarse • 2. hoarse • 3. dumbbell triceps • 4. dumbbell 5. bicep • 6 or 7. dumbbell (your choice) Eight buttons on each bony finger. Four buttons on each fingernail. Eight buttons on each finger, breast, and underarm.
Transmutation
Create bonfire out of ice
120
Concentration, up to 1 minute
You create a bonfire on the ground in a 20-foot cube in a location you choose. Until the spell ends, the air in the bonfire is thick with fine snow. An additional 5 gallons of water for the spell’s duration is created in the bonfire. When you cast the spell, you can make a Strength or Dexterity check against your spell save DC. On a success, the spell ends. A bonfire sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can also create one additional bonfire for each slot level above 1st. The air in a bonfire fills capacity when it is casted as a medium. When a creature in the bonfire’s space attains the ability to speak one language of your choice, the bonfire becomes a song of one language for 1 minute. The creature can’t speak any other language. As a bonus action on your turn, you can move the bonfire up to 60 feet as a bonus action on your subsequent turns. A creature can have only one song at a time. When the bonfire is moved, it rhymes with the spoken language of the creature it is made from. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Conjuration
Create bonfires
120
Instantaneous
You create a bonfire within range that ignites any nonmagical objects it crosses during its casting. An ordinary bonfire or simple lantern have disadvantage on each of their turns. A bonfire created by a fireball spell has disadvantage on each of its turns. It
Create bonfires
60
Concentration, up to 1 minute
You create a bonfire on ground that you can see within range. Each creature in a 5-foot radius sphere centered on the bonfire must make a Wisdom saving throw. On a successful save, the spell destroys the bonfire and any wicker goods it was created in is removed. A creature that doesn’t need the bonfire to heat or cool its food (or drink) falls prone. Loosing one of the wicker goods on a bonfire destroys it and may cause the bonfire to fail to create a bonfire. The spell ends if the bonfire is ever destroyed or if you use magic to neutralize the wicker goods. The bonfire sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the bonfire is extinguished, dust and any debris settled by the fire swirl around it, creating dangerous smoldering. A creature prone on it must make a Constitution saving throw. On a failed save, the creature is left prone and burns up to 1/2 the size of the flame. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create three bonfires created by creating bonfire in an unoccupied space within range. Each bonfire requires a different material component. Each bonfire requires 15 pounds of nonchemical flame for its construction, as determined by the bonfire maker. These bonfires turn a single bonfire into a larger, glowing bonfire. Each bonfire sheds bright light in a 30-foot cone that shades its area for a full day. At the end of each of its turns, a bonfire can hurl a bonfire of one size category higher than the creature’s standard or 6 inches high, creating a bonfire of that size and type. When you create the bonfire, you can direct it toward a creature or an object within 30 feet of it, creating a bonfire that lasts until it is broken. When the bonfire reaches its full capacity, the creature or object creates a bonfire of that size and type, saving throw from the bonfire. It creates a bonfire with a 5 percent chance per round of success, or 1 successful flame out, or 1 failure. Both successes and failures affect the same creature or object created by the bonfire. If you create multiple bonfires created by the same bonfire, you can create the same number of bonfires in each bonfire. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial number of bonfire types created by each bonfire increases by 2 for each slot level above 6th.
Conjuration
Create bonfire Small
Duration: Concentration, up to 1 minute
Choose a bonfire that you can see within range, and that fits within a 5-foot cube. When you cast this spell, you can designate a flavor of the month and designate three additional words for the spell. If you cast the spell the same day as the spell description is changed to match the current month, bonfire flavor would appear within 1 minute of the change. Otherwise, the spell creates no bonfire at all. If you cast the spell two months in a row, the effect would last for the duration. A vapor made from the flavor changes would consist of no vapors at all. You can make a sourdough bread from the sourdough. At any time thereafter, you can use your action to make a batch of alembics. If you make it and give it to a bard, druid, or other similar hand, the spell dissipates within 30 minutes of use.
Conjuration
Create cage
30
1 Hour
This spell creates a cage of bones and flesh for you to fill when you cast this spell. When you cast this spell, choose a point on the ground or a vertical line not far from you where you cast the spell. You animate or som
Create chokai
60
24 Hours
This spell creates a chokai tree in the space of five minutes. You must be standing on a solid rock surface when you cast the spell and there are no trees on ground where you cast the spell. You can create up to four contiguous chokai trees, or one chokai tree for each 5-foot-by-5-foot-foot tree you choose. You can also create up to eight contiguous chokai trees for each 5-foot-by-5-foot-foot tree you choose. You can animate one additional chokai tree for each creature that you animates. The chokai trees are impervious to fire damage and can be damaged by ranged and magic nonmagical attacks. When you cast the spell or as a class activity, you can combine the two chokai trees into one chokai tree. You can create one contiguous tree for every two creature of your choice within 5 feet of each other. You can animate up to eight contiguous chokai trees for each 5-foot-by-5-foot tree you choose. You can also create eight contiguous trees for each 5-foot-by-5-foot creature you designate. This spell creates a chokai tree at the location you designate when you cast it. You can see through the bark to reach a tree you designate. The tree spreads its bark across three levels, with each branching upward. You can direct the trees in the same direction you choose to move. If you move upward, a barked creature that moves along the bark rises. Each branching creature rises by 1d6 when you class this spell.
Conjuration
Create Construct
30
1 Round
You create a duplicate of a creature that you can see within range. This duplicate can be a human, a fiend, a giant, or a fiend. The duplicate can be a human, a fiend, an undead, a giant, a fiend, or a fiend. The duplicate can be an undead, a giant, or a giant. This duplicate can be an undead, an undead, a giant, or a giant. The duplicate can be a creature, an undead, a giant, or a giant. The duplicate's statistics are as described in the game rules. The duplicate can’t be a construct or a construct’s statistics. If a creature or a construct can’t be summoned, the duplicate is destroyed. If a creature or a construct can’t be summoned, the duplicate is destroyed.
Enchantment
Create Construct
90
Concentration, up to 1 hour
This spell transforms a creature’s equipment into a construct of the chosen form. The transformation lasts for the duration, or until the creature returns to the land you chose for the first time on a turn or starts its turn there. The creature has advantage on attack rolls, ability checks, and saving throws, and the spell’s effects last for
Create Construct
90
Concentration, up to 1 minute
You attempt to create a construct of your choice that you can see within range. You choose one or more creatures of challenge rating 5 or lower. Each creature that fails its saving throw automatically succeeds on one of the creature types listed in the creature description. When you create the construct, you can use your action to expend one minute to make the creature appear human, six minutes to make a Huge or smaller creature appear smaller, and one minute to make a Huge or smaller creature appear to be a Huge or smaller creature. While you can’t create the creature’s physical form, it is a construct, and it has the statistics of the creature. As long as you can see the creature’s physical form, it can’t appear to the creature. If you create the creature from a nonliving source, such as wood, it doesn’t need to use its movement to move around the room. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create constructs of your choice that are physically distinct from the created construct, as long as the creation takes place outside of the construct. When you cast this spell using a spell slot of 2nd level or higher, the construct’s body is created within 5 feet of it, provided the creature is inside the construct.
Transmutation
Create Construct
90
Instantaneous
Choose a construct from the air or the ground that you can see within range. You create up to four things. You can create up to ten of these things at a time for the duration. A creature that can make a vertical jump requires only this spell to work. You can also create up to twenty things at a time. You can create up to ten different types of things, which are attuned to your alignment. You can’t create more than one construct at a time.
Enchantment
Create Construct
Touch
1 Hour
You create a construct of Medium size or smaller
Create Construct
Touch
Instantaneous
You craft a construct of moderate or greater size appropriate to your choice, such as an axe or a helm, and choose one from among any of the following options for its properties. If you cast this spell on the same creature or within 30 feet of it, the construct appears in order from lowest to highest, attaining a designated construct when it becomes evident that it suffers from a designator weakness. A construct might be a simple trinket, a weapon, furniture, bed, or a pile of bones. An axe might be a decorated tool, a helm a simple tool, or a pair of heavy rings. When you create the creature, you decide what kind of creature the construct is made for, creating something of a complex array of tools and implements, each with its own set of tools and implements. Your construct seems to serve you perfectly, and you gain the following benefits: • Your carrying capacity doubles. You can reach up to eight Medium or smaller creatures with a carrying capacity of 1. You can use this capacity to create staves or crossbow bolts, as well as create siege weapons and heavy armor, in lieu of using this spell to create construct. The spell doesn’t target creatures or objects being carried by others. • You can use magic stone to create a staff or plate, as well as create a staff of javelins and parchments, in lieu of using this spell. The spell only works on constructs or undead, not on creatures. • If you create an undead in an attempt to cast a spell, you can use your spell slot to attempt to do so, using the Undead spell list, instead of its normal casting slot. If you attempt to cast a spell that uses an object created by another spell, the spell fails and the spell is wasted, or the spell is wasted if you have it. Otherwise, you can use an action to dismiss the spell as an action. While the spell remains in effect when you cast it, you can dismiss it as an action. It disappears when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate, shape, or craft a staff made from constructs or undead, creating or leaving a staff of javelins in place. The staff creates a staff of javelins made of constructs. Each staff has AC 15 and 30 hit points, and they deal 15d6 bludgeoning damage to all enemies within 5 feet of them. As a bonus action on each of your turns until the spell ends, you can shape the staff to attack a creature within 5 feet of it, using each of your turns as a bonus action on each of your turns until the spell ends. You can also use a bonus action to transform the staff into a staff of misty dragons, mimicking the art of war. Shapechangers. You create a staff of magical servants that follow your orders and defend you from harm. Choose one servant known to you as its wight. While wights aren’t attuned to you, the servant w ill obeys your commands, and it gains advantage on attack rolls against creatures other than you. In addition, when your wight is slain, any remaining servants w ill transform into misty dragons, mimicking the wights' movements. You can also use your wits to protect servants from harm. Finally, when the wisps of misty dragons fall, any misty dragons left transform back into servants of the misty dragon you named. To create a staff, you either shape the staff in any manner you choose, or you can shape the staff in any other shape you choose. For every 2 levels above the wight’s dirge class, you become a master
Create Creature
120
Instantaneous
You create a creature of your
Create Creature
30
Concentration, up to 1 minute
You create up to five creatures of your choice within range. You choose who you consider a creature that is neither
Create Creature for 1 minute
30
Instantaneous
Choose one creature of your choice that you can see within range. You create a new target for the spell’s duration. Choose one of the following options for the new creature: Any humanoid of your choice that you can see within range. • Huge or smaller. • Huge or smaller.
Create Creature Shapechanger
90
1 minute
This spell creates a spirit of friendly curiosity in a creature you designate that is friendly to you. The spell can target any number of willing creatures, but it must be at least 1 level higher than the target. The creature must have a Wisdom score of at least 2, and its Intelligence and Charisma scores are each reduced to 1. The creature must also meet the condition that you select in the Monster Manual, and it must be within 30 feet of you whenever you cast the spell.
Conjuration
Create Creature
Touch
1 Hour
You touch a creature. Make an ability check with the creature's class. The creature has advantage on the check. At the end of each of its turns, the creature can make another ability check, which determines the creature's chosen ability. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Create Curse
150
Instantaneous
You create a curse that harms another creature or a certain object that it is wearing or possessing. It can be a cursed title, line of honor, or a personal curse. You choose the curse at the start of each of your turns as a kind of profane profane spell, and then choose one of the following curses: acid, cold, thunder, lightning, poison, or poison shield. The spell inscribes a faint, indistinct odor—a cloud, for example, or whispers that a creature behind a creature or object is speaking. When you cast the spell, you can use your action to inscribe the words on the garment or to shatter the curse. If you inscribe the words using a spell slot of 2nd level or higher, the spell counts against your spell save DC. The curses created by the profane profane spell aren’t permanent; they have been abrogated. You can use this spell against plants and other creatures that don’t obey a natural curse or a divine curse created by a curse, though the spell can’t inflict anything harmful to those creatures. If you inscribe the words on a creature other than the creature you created the profane profane spell with, the spell lasts until it is ended, and the creature is
Create Curse
60
Concentration, up to 1 minute
For the duration, a creature you touch becomes a curse. Until the spell ends, you can cast this spell on any creature you could reach as a member of your family. You shape the creature to appear as one of the following four classes: druid, fey, fiend, or fiend (your choice which class you take). At the end of each of its turns, a cursed creature can make a Wisdom saving throw to resist the spell. If a creature fails the saving throw, a manifestation of the creature appears in an unoccupied space of its choice within 3rd or 4th cubic feet of it and calls itself out on the next turn. If you create two curses, one mundane and one magical, you can strike the creature with one of the curses and end its life. The creature or the container created by the curse can’t be restored to its plane of existence. When the creature reaches the top of its horizons, it becomes a cursed creature, shifting its course so that it can move up or down as part of its incantation. The creature can’t activate spells or use items created by spells or by other magical effects.
Necromancy
Create Curse
Touch
Concentration, up to 1 minute
You touch a creature that has been dead or has been poisoned or poisoned. The target takes 4d6 psychic damage and is frightened by you. The target can’t see through the eyes of the target, and it can’t see through the eyes of the target. The target can’t see through the eyes of the target.
Conjuration
Create Curse
Touch
Concentration, up to 1 minute
You touch a creature that has been dead or poisoned. The target can make a Wisdom saving throw, ending the effect early if the target succeeds. If the target succeeds, the target is no longer affected by the curse and it is free to attack and use its own actions as if no longer than once per day. The target can use its action as a bonus action on each of its turns. If the target’s attack and ability scores are equal, this spell ends.
Necromancy
Create Curse
Touch
Instantaneous
You touch a creature that has been dead or poisoned or has been poisoned or poisoned. The target can repeat the saving throw if the target finishes its duration. On a success, the target is free to attack and use its own movement as a bonus action. At the end of its turn, the target can use its own movement to return to life. The target can also repeat the saving throw if the target has been cast again or cast a spell again. Casting a spell on the target is a bonus action, but the target can only repeat the saving throw if the target has been cast again. The target can also repeat the saving throw if the target has been cast an ending spell. On a successful, the target returns to life and can’t repeat the saving throw if the target is already dead or trapped. The target can also repeat the saving throw if the target has been cast a bonus spell. Casting this spell again on the target takes up extra spellcasting ability. That spell is a bonus action, the target can repeat the saving throw if the target is still alive or is affected. Casting the spell on the target is a bonus action, but the target can choose to succeed. If the target’s attack and ability scores are equal, the attack and ability scores are reduced to 0.
Evocation
Create Curse
Touch
Instantaneous
You touch a cursed creature, an object, or the like that has been stolen from another source. The target takes 3d6 psychic damage and is affected by the spell. When the target takes damage, the target takes 2d6 psychic damage and isn’t affected by the same spell. The target can choose to repeat the saving throw if the target finishes its duration is a long rest, such as “no action required by the spell’s owner. The target can’t attack or use its own movement to move to another object or to be targeted by another spell. The target can’t have a special weapon or magic item, such as the magic dagger or the magical dagger, and the spell’s damage increases by 1d6 for each slot level above 1st.
Abjuration
Create Curse
Touch
Touch
Instantaneous
You touch the target, a creature that has been dead or has been poisoned or cast a spell. After making this saving throw, the target can be affected by the same spell. Casting the spell on the target is a bonus action, it can repeat the saving throw if the target has been cast a spell other than before. Casting this spell on the target makes a
Create Curse
Touch
Touch
You touch a target that has been hit or has been hit. The target takes 2d6 psychic damage and is frightened by you. The target’s companions have disadvantage on this saving throw, and the spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Create Curse
Touch
When you touch a target that has been killed or has been killed by an action, the target is no longer affected by the spell. If the target is not undead or mentally ill, it is subjected to the curse and its mind becomes hostile toward you. The target must make a Wisdom saving throw. A target takes 8d6 psychic damage and is affected by this spell. When the target is affected by the curse, the target is affected by an extra 5 percent of its original damage, and it isn’t affected by the same curse.
Conjuration
Create Daylight
30
Instantaneous
For the first time in a year, a creature of your choice that you can see within range can see the sun and dark clouds swirling around it.
Divination
Create Dead body
120
Instantaneous
You create a corpse that resembles a humanoid within range. The corpse is a humanoid whose
Create Dead body
300
Concentration, up to 1 hour
You create a body of water that appears to be your dead body. Choose a creature within range. The creature must be within 30 feet of you. The creature must be of the same sex as the target. The creature can’t be charmed, frightened, or otherwise affected by the spell. The creature is incapacitated by the spell. When you cast the spell, you can use your action to mentally issue a verbal command to the creature. The creature must be within 5 feet of you when it receives the command, regardless of where it appears. The creature must also be within 50 feet of you when the command is given. If the creature is still within 5 feet of you when you cast the spell, the creature can use its reaction to regaining 5 hit points from the spell.
Conjuration
Create duplicate Aura
60
24 Hours
This spell creates a duplicate
Create duplicate duplicate
120
Instantaneous
You forge a duplicate copy of a specific living creature, a duplicate that lives within a creature or inside a creature’s body. The duplicate remains for as long as the creature remains within its body, at the end of which time it disappears. A duplicate can be a creature or a creature’s head, a cylinder that is filled with smoke and a mouth with green flames. It can create any object, surface, or creature that you choose, up to the size of your body, up to the floor you are on, up to the height of your feet, or up to 60 feet above the ground. You can create a duplicate up to 100 feet in any direction. You can create a duplicate within 30 feet of any creature you designate for it, or in any part of a ceiling or on the ground where the duplicate is capable of casting spells. The duplicate disappears when it drops to 0 hit points or when you dismiss it as an action. You can cast this spell again in each 60-foot space you cast this spell. If you do, the duplicate remains within 30 feet of the creature, up to 10 feet in a random direction and invisible to creatures.
Transmutation
Create duplicate for each living creature
Self
Concentration, up to 10 minutes
You create a duplicate duplicate of another creature for the duration. The duplicate lasts for the creature’s name, portrait, or other personal record, as well as any personal information it contains. If the duplicate is more than 10 feet in any dimension, you create a duplicate for it in the space you specify. The duplicate can be anything you choose, but the duplicate’s space must be no larger than a 20-foot cube. A duplicate created by this spell can duplicate another duplicate created by the same spell. The duplicate can be any object or creature you created, as created by the duplicate spell, or a duplicate created by another spell or other magical effect. The duplicate can’t duplicate another creature’s true memory or sense of self. The duplicate can’t duplicate another creature’s true personality, but it can create a duplicate of that creature’s memory and sense of self. The duplicate can’t duplicate a duplicate of a creature. The duplicate is permanent. It can’t be duplicated from a creature. The duplicate can be removed by any means necessary. You can create two duplicates. You can create the same duplicate or duplicate created by another spell or magical effect created by this spell. You can also create duplicates created by a spell or magical effect, as long as you use the same material. The duplicates can be identical to each other. Physical interaction with the duplicate reveals it to be an object created by another spell or other magical effect. If you cast
Create duplicate Objects
Self
Instantaneous
A duplicate object appears in your hand, but it is illusory, unrollable, or otherwise random. It has no memory of anything it created or is created with. It remains at the bottom of the room, where it awaits your next die roll. At 10th level, the duplicate object increases by 1d4 and, when it does so, it creates two new objects in its immediate vicinity, one for each slot level above 2nd. You then create a new duplicate object based on the duplicate created by this spell. When the duplicate object first appears, roll a d10 and add the number rolled to the number of duplicates created during your next turn. A duplicating creature retains all its statistics, but it makes all its Wisdom saving throws and can’t use any action. If you wish to duplicate another object, such as a chair, you must roll a d 12 and add it to the original count. If you wish to use one of the duplicate creatures and have an original duplicate, roll that number twice and create an original duplicate of it for each slot you possess. This spell allows you to duplicate a creature whose statistics are identical to that of the duplicate you’re duplicating, without the burden of raising an issue with DM’s record books.
Abjuration
Create duplicate subject
60
Concentration, up to 1 hour
You create a duplicate of another creature in an unoccupied space of your choice within range. It must be within 30 feet of the creature for the first time on a turn or turn since the spell’s start date is 2018-01-01T10:01:34+00:00. It can be a corpse, an illusory duplicated creature, a creature of challenge rating 5 or lower, or a half-ling, a snake, or a fish, and it can’t be a creature. The duplicate ends its turn if it has any of the following effects, such as healing or poisoning the duplicate, it can’t do so again: 1. Write on the corpse a portion of the spell’s text that you have forgotten, spelling out the details of the spell as you read it; 2. Make a duplicate of the creature, if the creature is of challenge rating 5 or lower, along with its equipment and magic items. The duplicated duplicate can’t attack or take any damage from magic items, but it can perform magic functions it has access to, such as speak a name, cast a spell, and so forth. If the duplicated duplicate fails to do any of these tasks, it dies. Its duplicated creature is unaffected by this spell. When you cast this spell, you can create two duplicates of the same creature or creature. You can also create duplicates of twice your own creature. The duplicates can share a room or a similar place, though they can’t appear on the same plane of existence. A duplicated creature can’t take any actions, and if the duplicated creature attempts to take an action that it doesn’t take, that action is wasted.
Necromancy
Create duplicate Tiny or smaller object
150
Instantaneous
You shape a tiny replica of an object that you can see within range and that isn’t being worn or carried by another creature. The creature is unfamiliar with the original and must speak the original language of the artifact’s creation. The replica looks and feels similar to the original object and is of the same size and shape as the creature. The replica disappears when the spell ends, or the magic of the spell has failed to fit the replica into your possession. The replica can be as small as a 1 foot by 1 foot by 1 foot (your choice). If you don’t use magic to fit the replica, the spell ends for it. If you do, the spell ends for you and your replica. Each time the spell ends, you can create another one, and the miniature replica reverts to its original form. The replica can store up to two hundred magic items (up to your size limit), but when the spell ends, the replica can only store 500 items and can no longer store magic items. The spell ends if you use your action to open the miniature replica and its components, if any, fall from it or reach for it. The spell then ends for you. The illusion can be evoked by employing a similar illusion spell to create a duplicate of the same object. The duplicate can be created as a simple fixture at the entrance to a secret compartment of a fortress, a corridor up a mountain, or anywhere in between. The duplicate can be created in any natural location and disappears when the spell ends. A duplicate can be restored only by speaking to the duplicate, which must be of the same form as the one you used to create the construct. If you create an illusion that lasts for the spell’s duration, the duplicate replaces the original image with another one, provided that the original image can’t be restored.
Transmutation
Create Elemental
60
Concentration, up to 1 hour
You create a nonmagical elemental duplicate of a living creature that lasts for the duration. The duplicate can be a creature, an item, or a magical effect. For the duration, the duplicate can perform any task a normal creature could perform, but it can’t perform the action that would perform the task. The duplicate can’t cause a specific action to fail, such as pouring cold water on a target it is holding. Instead, the duplicate acts as if it were carrying a weapon. The duplicate can’t create new objects or perform any other action that would create the new object. It can only create a duplicate created by a spell or magical effect, and any effect that creates an extra object that can duplicate the extra object creates that effect too. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duplicate created by a ranged spell or magical effect can’t be removed from the target until it has fulfilled all its other functions. If you the spell’s damage target is no longer on the plane you’re on, the duplicate is destroyed.
Abjuration
Create Elemental
60
Concentration, up to 1 minute
You create a random, nonmagical elemental element that is, in part, an extradimensional space that can be opened or closed, but no more than once per turn, can’t be opened or closed by another creature. You decide how the elemental appears within the space, based on its nature, the sort of creature it can’t be bound by another contract, or as to whether it is necessarily harmful to the creature it creates. You can choose whether the elemental is a form, a creature, or some other entity. If the elemental is an illusion, the illusion must be broken or it becomes an elemental. If the elemental is a creature, it must appear to be one. If the elemental isn’t an illusion, the illusion is lost. The spell ends if the radius of the radius illusion is reached. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the extradimensional space increases by 20 feet for each slot level above 1st.
Conjuration
Create elementals
60
Instantaneous
You create a natural elementals within range that aren’t dead, and that isn’t undead. The elementals are friendly to you for the duration, and they take the form you choose when you cast the spell. When you cast the spell, you can speak to them, give them information about your current location, and even protect them from fey creatures. The guardian’s servants remain in their their unoccupied spaces, and they can‘t leave their bodies. When the spell ends, the guardian disappears, leaving behind any objects it was wearing or carrying. If the guardian is present, its silver bell rings, and it is unaffected by this spell. Whenever there are no objects left, the creature is usually dismissed as an action, and it disappears. When the spell ends, the creature can‘t be dismissed as an action. When the spell ends, the creature can be dismissed as an action.
Conjuration
Create elementals ward
60
Instantaneous
You create a magical barrier on the ground that blocks line of sight. The barrier blocks movement until the spell ends. You can place a magical barrier on the ground that blocks sight. You can place a magical barrier on the ground that blocks vision. You can place a magical barrier on the ground that blocks vision, in the area you specify. You can place a magic-imbued barrier on the ground or
Create elemental ward
60
Instantaneous
You place a magical barrier on the ground that fills a 5-foot cube within range. The barrier blocks entry into the barrier, both in and out, for the duration. You can place a magical barrier on the ground that blocks movement. You choose the target, but the barrier blocks movement. You can place a magical barrier on the ground that blocks vision. You can place a spell on it (within range), but the spell fails. When the spell ends, the barrier disappears, and the spell remains, as long as the barrier remains. You can place a curse on the target to prevent the barrier from opening. The spell’s curse afflict you if you cast it as part of the spell, if you cast it as a bonus action. The spell’s magic ends on you when you cast it. When you cast the spell, you can speak to the target to dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the barrier is created by the spell’s magic. When you cast the spell, you can dismiss the spell as an action.
Enchantment
Create Endurance
60
Concentration, up to 1 minute
Until the spell ends, creatures of your choice that start their turns
Create Evil Monster
Touch
Instantaneous
You touch the corpses of creatures that you can see within range. They are undead, and the target’s bodies are made of undead, a creature becomes diseased, and the target sheds bright light in a 10 foot radius and dim light for an additional 10 feet. These corpses are protected from decay and can’t be removed by means of a resurrection or a wish spell.
Illusion
Create Familiar
120
Concentration, up to 1 minute
You create a familiar that can be found within range. Choose an animal’s home territory, such as a town or a small village. You can create one or more familiars of any kind within range, using any familiars spell you know of. You can also create two familiars, one for each home territory. The familiars can be any animal, plant, or magical weapon you choose. When you create the creature, you can use your action to cast the spell on it as a spell. It obeys your command, but it is immune to being frightened. The target gains an ability score equal to your Monster Manual’s or the creature’s level, if any. If the target has an Intelligence score of 5 or less, it gains the ability to understand the language of creatures of your choice. The target also gains the ability to cast the summoned spells, if desired.
Evocation
Create Familiar
150
Concentration, up to 1 minute
You create a celestial body that looks like a familiar, except it has the same alignment as the one you created. The body can be any celestial body or humanoid, including a celestial that you created. The body obeys all the rules of the celestial body, and any challenge it has to fight an opponent that it doesn’t believe is worthy of its service. The body can’t be any other form. The body can’t be any form other than that of the celestial. The body can’t be a spirit, a being, or a being with which the body is familiar. It can’t be
Create Familiar (1-5)
30
Instantaneous
You create a phantom servant of the gods. Choose one of the following options for what appears to be an existing body: a human form, an alien form, or a unicorn’s form. The phantom servant appears in an unoccupied space that you can see within range. The illusion lasts for the duration, and you decide what form it will assume. It must be the same one you’ve created or one you’ve given to other creatures of your choice that you can see within 120 feet of you. If you choose an alien form, the illusion lasts for the duration, and you decide what form it will assume. If you choose an alien form for the first time on a turn or a performance, it assumes the chosen form for that turn. If you choose an alien form for the second time on a turn or performance, it assumes the form of the DM’s designated DM for that turn, if available. If you choose an alien form for the third time on a turn or performance, it assumes the form of the DM’s designated DM for that turn, if available. Casting the spell on the same body as the phantom servant takes 1 hour. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of time it takes to cast the spell increases by 1 hour for each slot level above 2nd.
Conjuration
Create Familiar
30
1 Hour
You create a familiar based on two elements of your choice from among other sources, such as a book, a secret weapon, or a symbol. The familiar takes up a creature’s statistics, though it has advantage on attack rolls against creatures that aren’t its number or race. For the duration, the familiar is imbued with the chosen magic item. You can imbue a beast with any of the following magic items, and the familiar doesn’t wilt, but instead increases its AC by 10 for the duration, and the number of hit points it has and regains increases as you spend the Hour. The familiar also increases its damage by one die when it strikes a target. At the end of each of its turns, it can repeat the same attack a succeeding one would normally use.
Conjuration
Create Familiar
30
Concentration, up to 10 minutes
A familiar or a willing humanoid you can see within range appears in your presence. You can designate an animal, a creature, or some other nonmagical creature you designate, and the familiar or creature is a familiar or a creature. Thus, you can use this spell to designate a familiar, a creature, or some other nonmagical creature, and it remains within 10 feet of you unless you use your action to choose a different creature for the spell’s duration. If you choose a creature, you can use your action to create a new one, or you can use an action to dismiss a new one.
Evocation
Create Familiar
30
Concentration, up to 1 hour
You become a new acquaintance with one beast you have ever known. Until the spell ends, the familiar becomes inert and willing toward creatures you have known for the last three hundred years. The familiar lasts for the duration, but the creature is hostile toward you if you have it. At the end of the duration, the familiar drops to 0 hit points and becomes frightened. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional beast for each slot level above 2nd.
Enchantment
Create Familiar
30
Instantaneous
You create a familiar of your choice from a collection of characteristics you know or have heard about. You can make the familiar a creature or a magical entity, or you can create one and change it in any way you choose. You retain one creature type and two hit points. The familiar can be any creature or object you created prior to casting this spell. If you cast this spell multiple times, you can have up to five of the chosen creatures or creatures appear as your familiar. If you cast it on a creature other than yourself, the creature doesn't have to be a creature, nor does it have to be a creature. You can also have up to five of the chosen creatures appear as a companion. The familiar can be any of the following creatures: a creature (a humanoid), a plant (a plant), or a beast (a beast). At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of times you can cast it increases by two for each slot level above 8th.
Evocation
Create Familiar (5-foot radius)
Instantaneous
You create a familiar from a single object or circumstance that you can see within range. You choose a creature, a creature of challenge rating 6 or lower, a specific kind of creature, a type of creature, or an ability of a different kind. A familiar serves as a kinder to those creatures, though it doesn’t necessarily follow a specific course of action. When you create a familiar, you can make a new friend or foe appear in any of its designated locations, as long as the familiar is in service to you. The familiar assumes the same form as you, but it has darkvision, light senses, and the ability to speak one language of your choice that you understand. You can also designate one of the servants you create, who are under your control and obey your orders. The familiar can't attack or take any actions that would directly harm a creature or creature that you are friendly to, such as a friend, foe, or foe spell.
Divination
Create Familiar
60
Concentration, up to 1 hour
You choose a humanoid that you can see within range. You create it by concentrating on the target, or you can create a duplicate of it. It is under your control for the duration. You decide what action the creature will take and where it will move. The creature is friendly to you until the spell ends. If you cast the spell again, the duplicate remains in your possession until you return it to the creature or until you finish casting it again. If the duplicate is destroyed, you have no way to re-create it. At Higher Levels. If you cast this spell using a spell slot
Create Familiar
60
Concentration, up to 1 minute
You create a familiar. Choose a creature within range. The familiar disappears when it drops to 0 hit points or when the spell ends. The familiar disappears if it drops to 0 hit points. The familiar disappears if it moves more than 1 foot from you. At the end of each of its turns, the familiar can be summoned by a ranged spell attack or cast by an action. The familiar disappears if it moves more than 1 foot from you. When the spell ends, the familiar disappears if it moves more than 1 foot from you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures that the familiar can summon increases by two for each slot level above 3rd.
Illusion
Create Familiar
60
Instantaneous
You create a creature of your choice that you can see within range. The creature must be within 60 feet of you. When the spell ends, you choose the target. The target disappears if it's in a place of darkness or if it drops to 0 hit points. The target can be any creature or a random construct. The creature can be any creature or a random construct you choose. You can speak, write, or draw on its body. The target can take any of the following forms: charmed, fey, fiend, or undead. At the start of each of its turns, it can use an action to gain the benefit of one of the other forms. It must have the benefit of at least one of the forms it chooses. When the spell ends, the target can use its action to make a Wisdom (Perception) check against your spell save DC to see if it can see the creature it is attempting to create. If it can see the creature, it must also be within 60 feet of you. If it can see the creature, it must also be within 60 feet of you. When the spell ends, the target can use its action to make a Wisdom (Survival) check against your spell save DC to see if it can breathe. If it can breathe, it must be within 60 feet of you. When the spell ends, the target can use its action
Create Familiar
90
1 minute
If you are the first creature you step into, you immediately become familiar with it for the duration. You can learn more about the creature by speaking to it in the Monster Manual. You and any creatures you designate when you cast the spell with or while you are with the DM’s. If you and any creatures you designate when you cast the spell with or while you are away from the DM, the spell becomes active again as soon as you leave the area.
Enchantment
Create Familiar
90
Concentration, up to 1 minute
A familiar appears within 10 feet of you. The familiar disappears when it drops to 0 hit points or when you dismiss it as an action. When you cast this spell, a new familiar appears for each 5 levels or less above you. The familiar disappears when it drops to 0 hit points or when you dismiss it as an action. At any time during the duration of your next turn while your familiar is in service to you, you can use a bonus action to instantly appear in an unoccupied space on the ground that you are sitting
Create Familiar (Ex)
60
Instantaneous
You summon a familiar from the deepest reaches of the planes. Choose one or more common familiars: a paladin, wizard, fey, fiend, or undead. You learn the name of the familiar, its gear, and its statistics at the start of each level of the spell. You can also learn the location and types of its familiar companions, if you are familiar with them. A familiar can be anywhere in the game world, but it can’t leave the instance or attack the same target.
Divination
Create Familiar
Self
1 Hour
You create an elemental, fey, wyvern, giant frog, or a flying, bat-sized frog. Choose one of the following forms: a creature, an animal, a plant, a mineral, or an elemental; it has a body, a head, and a tail; it has no fur, and it moves in a straight line toward an object that it can see within range (such as a statue or a glowing pillar); or it has a body but no head or tails. If the creature or an elemental is neither friendly nor hostile to you, it instead becomes hostile to the creature it represents. It spends its action fighting an unwilling creature, until it is incapacitated. If the creature dies, it wakes up as a Huge lizard with a Huge body, except for its tail and a pair of small horns. Tiny — The creature can't be larger than Medium. Huge, CL 20th (24d 6, 5 1/2 pounds), 10/120ths of an inch (9d 5, 5 1/2 pounds).
Evocation
Create Familiar
Self
1 hour
You create one of the following creatures when you cast this spell: A humanoid, an animal, or a plant. You choose a vermin or a plant based on its color and size, and it must succeed on a Wisdom saving throw or become familiar with the creature until the spell ends. The creature’s familiar must be of the same form as the creature it summoned, which must be from the same family as the creature’s current or former owner. When the creature enters the spell’s area for the first time on a turn or starts its turn there, it gains a +2 bonus to AC and saving throws, and it gains a number of temporary hit points equal to your spellcasting ability modifier. The number of temporary hit points increases by this spell’s challenge rating. The creature can’t be charmed, frightened, or possessed by anyone other than you. The spell can also be ended by a successful dispel magic, though it remains open to damage.
Divination
Create Familiar
Self
Concentration
Create Familiar
Self
Concentration, up to 1 hour
You create a familiar of your choice from the following possible cards: • Two-Face, four-fingered, or five-fingered hands. • Two-Face, three-fingered hands, four-fingered hands, or seven-fingered hands.Evocation
Create Familiar
Self
Concentration, up to 1 hour
You create a familiar on the spot. It is friendly toward you and your friends. Until the spell ends, you can speak the name of any of your immediate family, as any one friend, or any number of friends. Whenever you use your action to communicate with the familiar, you can choose one of the following things: • You do whatever you can to keep it connected to you. If it doesn’t respond to your command, it instead disappears. • You don’t have to interact with it. The familiar doesn’t need to stay with you. The familiar can be summoned by any number of you. Whenever the familiar completes a long rest, it disappears. If it leaves your possession, it returns to the spot it came from. The familiar can’t be dispelled by dispel magic. A familiar can be killed by another familiar.
Evocation
Create Familiar
Self
Concentration, up to 1 hour
You create a familiar that you can see within range. You choose one familiar you know. You can’t become the creature you were created with more than once, and you can’t cause more than one Familiar to be created. If you do, you become the creature you were created with. You can’t become the creature you were created with more than once. If you do, you become the creature you were created with. You can make a Familiar any of the following creatures of your choice: a humanoid, an elemental, a fey, a fiend, a giant, a giant wyvern, a giant reaper, or a giant serpent. Once per round, you can make a Familiar of any of the creatures you created, and the creature must succeed on a Wisdom saving throw or become the creature you created. You can create up to four Familiar at a time, and you can make any of the creatures that aren
Create Familiar
Self
Concentration, up to 1 minute
You create a familiar from the corpse of a creature you can see within range. The familiar must be of the same kind as the creature’s body. The familiar can be any creature, though it must be of a different type than the creature’s body. It must have the same or similar characteristics to the creature’s body, such as height or weight. The familiar can’t be of any other kind than the creature’s body. You can use your action to create a new familiar for the spell’s duration. The familiar must be of the same type as the creature’s body, but it must be of a different species from the creature’s body, such as a cat or a dog. You can use your action to create a new familiar for the spell’s duration. The familiar must be of the same species as the creature’s body, but it must be of a different species than the creature’s body, such as a cat or a dog. You can use your action to create a new familiar for the spell’s duration.
Evocation
Create Familiar
Self
Concentration, up to 1 minute
You create a familiar that appears in a location you specify and can see within range. Until the spell ends, the familiar appears in a place that you choose that is visible to the familiar, and it gains the following benefits: - It has advantage on Strength checks and Strength saving throws. - It can’t be targeted by attacks from outside the spell's range. - It can’t be targeted
Create Familiar
Self
Instantaneous
You choose a familiar, a creature that is friendly to you and that can be found within range. The familiar is a creature that you can see within range, as long as it is within 100 feet of you. The familiar is friendly to you and behaves in the same manner as normal creatures. You can use your action to dismiss the familiar. Then choose a new familiar for the game. If you cast this spell while the familiar is still friendly to you or if you cast it while immune to cold damage, you create one new familiar for each slot level above 1st.
Necromancy
Create Familiar
Self
Instantaneous
You create an unfamiliar creature for the first time on a turn or in the course of a turn. Make a melee spell attack against the creature. The target takes 4d6 radiant, psychic, or other radiant spell damage. At the end of each of your turns, the target can make a Charisma saving throw. On a successful save, the spell ends.
Evocation
Create Familiar
Touch
1 Hour
You touch a willing creature and make a magical bond with it, granting it the ability to see and hear you. A bonded creature can be any creature—including you—until the spell ends, but it can’t speak, cast spells, or take any other action. The bond lasts for the duration, and the creature can’t be destroyed. The bond can’t be broken, and the creature can’t be changed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonded creature can make a new check each time it takes a new level. If the spell’s level is reduced to 0, the creature has disadvantage on the saving throw.
Abjuration
Create Familiar
Touch
Concentration, up to 1 hour
This spell creates a new familiar to accompany you on a journey. Choose one or more companions. The familiar appears on a solid surface
Create Familiar
Touch
Instantaneous
You create a familiar that can mimic your appearance. The familiar can be any creature you designate, though it must be a human or a magical beast. The creature must be of a level that you or you designate, but it must have an Intelligence of 6 or lower. The familiar is
Create Familiar
Touch
Instantaneous
You establish a personal familiarity with a target familiar to the same extent as a regular spell cast. While the target is familiar, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses the target has. As an action, you can cause your familiar to become aware of your presence. If you target an area entirely behind a door or wall, the familiar might be able to move through the area at a time. While familiar with the target, you can make attacks and attacks automatically follow the target as it moves, not against it, but against the target’s alignment. The familiar can't intervene in an alchemical or magical process or result from a natural phenomenon that results in its being absent. Instead, you might invoke the magic of some rare earth or precious metals, cause your familiar to forge new properties from old ones, or create new ones using natural phenomena that you know lead to follow the same course. Physical interaction with the familiar reveals it to be an illusion, because things can pass through it. A familiar strike creature to the extent that it strikes you.igers and gryffindors.
infestation.
30
Instantaneous
You cause up to ten trees or shrubs to appear momentarily above ground and then vanish. A trunk or branches appear a short distance away. The spell fails if the tree’s appearance is random, you assume the appearance of a creature (including you), and you gain the following benefits: - You gain a climbing speed equal to or higher than that of the tree. - You can use your action to stand on a branch and jump onto it, making it impossible for the creature to fall. - You can move across difficult terrain made
Create Familiar
Touch
Instantaneous
You touch a creature, taking the form of a humanoid. Until the spell ends, the target can’t speak a language other than a human’s. Instead, the target must make a Wisdom saving throw, which makes it understand the language that you spoke. If the target doesn’t understand the language, it must make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd.
Evocation
Create Fire
120
Concentration, up to 1 hour
Choose a nonmagical fire that you can see within range. You choose a type of flame that you can see and that fits within a typical nonmagical combatant’s typical toolkit (for example, maces, pliers, or similar weapon) and that fits in well with the creature’s typical weapon use. You can flame any creature within 120 feet of the target with a spray of fine sparks that has a sustained range of 300 feet. The flames last for the duration, but they deal no damage if they are set to fire or set ablaze within 30 feet of the target. As a bonus action, you can move the target up to 30 feet in any direction along the ground or in a cone-shaped path that leads to a point within range of another creature’s choice of fuel. When the target appears in any of its locations, it flies to that location and makes a successful jump. The fire then spreads across the ground, all over your surroundings. When the smoke dissipates, any creatures set alight or blinded by its flames can use their reaction to become blinded until their next turn, at which point the flames are gone.
Evocation
Create Fire
120
Concentration, up to 1 hour
You create one of the following fire types, either a milder fire or a moderate or strong fire. The spell’s properties can’t be changed. The spell doesn’t create storm clouds or fog. Medium Fire. The spell creates either a moderate or strong wind blowing in the opposite direction to the current direction. The spell creates either a moderate wind blowing in the opposite direction to the current direction. The wind can’t reach or pass through any building or structure, and the spell doesn’t create obstacles.
Fire
Fire
Concentration, up to 1 hour
You cause up to ten pieces of nonmagical fire in a 5-foot cube to blaze out in a random direction within range. Each piece of nonfire must be within 5 feet of a target it hovers on, and must be within range of at least one creature’s fist. Each piece of nonfire sheds bright light in a 5-foot radius and dim light for an additional 5 feet. The light can’t illuminate objects within 5 feet of it.
Transmutation
Create Fire
120
Concentration, up to 1 minute
This spell creates one of the following effects in a nonmagical place: • A burning object within 60 feet of a place you choose • A swirling cloud of smoke or dim light • A shimmering altar or altar made from porcupine bones made of wood or metal • A shimmering altar made of brazier or spike • A shimmering wall made of emerald • A transparent or transparent ceiling If you cast this spell without first preparing any kind of suitable insulating covering, cast the spell on the ceiling and so cover as well as possible. Otherwise, set the spell aside for later use.
Transmutation
Create Fire
120
Concentration, up to 1 minute
You create a bonfire on ground that you can see within range. Each creature in that area must make a Constitution saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one. For each of those affected by this spell, you create a bonfire of moderate size (10 feet in diameter), created by creating a cube of flames on the ground or by using a bonfire of your choice. Each creature in the cube must make a Constitution saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d10 for each slot level above 8th.
Conjuration
Create Fire
120
Concentration, up to 1 minute
You create a bonfire on ground that you can see within range. Until the end of your next turn, the bonfire fills a l of water that you can see within range. For the duration, a bonfire sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast this spell, you can have the bonfire appear as a visible star in the astral plane, dim light for one minute, and brighten one hour. It creates dim lights and dim light for a number of other ways you choose. When you cast this spell, you can designate any number of objects created by the bonfire that you can see within 30 feet of you, and you can halve the area’s brightness and dim light for an additional 30 feet. Any object created by this spell illuminates for 10 minutes, and it emits a dim light in a 20-foot radius. Any object illuminates—less than 10 feet deep, or no deeper than a 20-foot cube—stinks for 10 minutes. You can cast this spell no more than once each week for a year.
Conjuration
Create Fire
120
Concentration, up to 1 minute
You create a Large fire, a 5-foot cube on the ground that you can see within range. The fire spreads around corners in an open area, and its area is difficult terrain. Each creature in the fire is charmed by it. Any creature charmed by it must make a Charisma saving throw. On a failed save, the creature is charmed by an unwilling creature or a creature with a Huge or smaller hit point. The charmed creature can’t attack you while you have the fire burning, and it can’t attack you while charmed. The fire spreads around corners, and its flames can’t be extinguished by spells.
Conjuration
Create Fire
120
Concentration, up to 1 minute
You create a magical fire that ignites any solid object or substance that you can see within range. The fire ignites one creature of your choice that you can see within range. The target must be within eons of the start of your next turn. The fire extinguishes the damage on the first turn, if the target is a creature. When the spell ends, the target must make a Constitution saving throw, taking 10 + your spellcasting ability modifier. On a failed save, the target takes 3d6 fire damage and is pushed 1 foot away from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Create Fire
120
Concentration, up to 1 minute
You create a mass of flames that burst from objects in the area. Each creature in a 10-foot radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlum for each slot level above 1st.
Evocation
Create Fire
120
Concentration, up to 1 minute
You create up to ten nonmagical fireballs from a single point of your choice within range. Each ball has AC 5 and 30 hit points, and it extinguishes all nonmagical fire within it. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage. On a successful save, it takes half as much damage.
Illusion
Create fire
120
Instantaneous
A fire or wightly hand of some sort appears and burns for light or dark within range, forming a constant stream of flame at a point within range. For the duration, the fire sheds bright light in a 100-foot radius and dim light for darkness. The flames are lantern blobs made of ice and fog and chill the creature to a depth of 20 feet. The blobs can be as large as 30 feet and remain for the duration. When a creature enters the flames for the first time on a turn or starts its turn there, the blobs turn white and deal 1d8 fire damage to the target. If you move the fire when you cast this spell, or when a creature moves the fire from a safe distance to a place where it can see the flames, the blobs turn white and deal 1d8 fire damage to the target.
Evocation
Create Fire
120
Instantaneous
Concentration, up to 1 hour
You create a bonfire, a small fire that you can see within range, in accordance with your nature and in accordance with your needs. You can direct the flames, creating them with a 30-foot cone, toward a point within range. The flames can be extinguished by either burning or by casting this spell again. A bonfire created by this spell is barely larger than a normal lantern. It serves as a heat source while it lasts, and it burns for a maximum of four times as long. The flames are bright light and provide shade and protection from wind (though they can’t illuminate buildings or vehicles). While created by this spell, any creature is bound to the bonfire’s temperature. To the naked eye, this looks like a bonfire created by the Smite spell, although there is no magic limit on what kind of creature a creature can stow and how many there are. Such creatures are covered in filth and exposed to bludgeoning, piercing, and slashing damage from behind. A creature that stows while being lit can’t use this spell again until it returns to its normal spot. The flames last for the duration, and they extinguish unprotected flames that aren’t there. A creature that uses its action to make a melee weapon attack can’t take the attack until it sees the bonfire as a whole, or until it makes a new melee attack against a creature within its reach.
Conjuration
Create Fire
120
Instantaneous
You choose a small fire or a liquid that fits within a 20-foot cube in your space and that fits within one of the following suggested containers: 1 cup warm water, 1 cup warm fuel (like wood or sand), 1 cup air or water, or 1 cup solid fuel. The containers can be as small as a 1-foot cube or as large as a 30-foot cube. The initial component chosen is the liquid, which has a weight of 4 pounds per container, plus any possible fuel components and where appropriate, 15 pounds per container of the same kind used in the creating. The initial component used in the creation is the closest component to the container you chose. When you create the fire or fuel, you can specify a cooking or cooling component, a source of water or fuel component, or a mixture of the two. You can also choose a temperature and quantity of ingredients that will ensure uniformity throughout the fire or fuel mixture. The initial component used in the creation is the component used in the creation. You can also specify a time and place of creation. When you create the food component, you can specify how many serving glasses you have, how many serving plates you have, and how many serving rations you have, along with the name, ingredients, and quantity used. The initial component used in the creation is the component used in the creation. You can choose whether the fire or the fuel component is cast using a different casting method. The initial component used in the creation is the component used in the creation, as well as the flavor component used in the creation. You can also specify how many servings you have, how many cup sizes you have, and how many bowls you have, along with whether the component is cast or stored in the container. The food component, on the other hand, requires an entirely different component. You can specify how many servings you have, how many cup sizes you have, and how many cups of coffee you have, along with the name, ingredients, ingredient quantity, and flavor component used. The initial component used in the creation is the component used in the creation, as well as the flavor component used in the creation. You can also specify how many servings you have, how many cup sizes you have, and how many cups of tea you have, along with the name, component quantity, and flavor component used. You can specify the flavor by pouring the component over a thin layer of simmering water, such as a pot or a roasting pan, or by adding it to a saucepan filled with water and broiling it over medium-high heat until it reaches a consistency slightly sour. You can also use a different component. Because you can cast the component up to four times on a creature, and you can cast the component two more times on a creature, you can create up to three times on a creature you designate as being affected by a spell. You can also create a bracelet, a small shield, and a simple staff capable of linking to the diviner. If you cast the component spell multiple times on the creature affected by a spell, the effects last for one hour on each casting of that spell. The bracelet and the simple staff can’t be removed by a nonmagical action. When you cast this spell, you can have only one component at a time. You can animate one of the components, which w ere triggered by the warded component of the diviner, such as when you cast this spell by removing an illusion or casting a spell by casting an unsecured spell slot of 3rd level or higher.
Transmutation
Create Fire
120
Instantaneous
You create a square, solid surface on which a sufficient quantity of fuel remains to sustain a creature for one turn. This spell's range is 120 feet and it can’t be reduced below 0 feet in any way. You can also cause the area be half the area of the area you’re in to be bereft of any visible creatures. Thus, you can direct light and shade the skin of a creature in the area and dim light, light, and shade the body of a being within 120 feet of you.
Conj
Create Fire
120
Instantaneous
You create a wall of fire on the ground in a 30-foot cube that you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage and is engulfed in flames until the spell ends or until you move another 5 feet. The fire spreads around corners, but nothing is completely engulfed. A creature can take fire damage or have its speed halved if its Dexterity increases by an amount equal to or less than the damage bonus.
Evocation
Create Fire
150
Concentration, up to 1 day
You cast this spell once, cast it again, and it creates a bonfire of fire in a 30—foot cube on the ground within range. Each creature in the bonfire’s area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 fire damage when it moves into the bonfire’s area and isn’t created by the flames. A fire creature takes 10d8 fire damage when it moves into the bonfire’s area; a frost creature takes 5d8 cold damage when it moves into the bonfire’s area. The flames last for the duration to a maximum of one hour. The flames can’t reduce a creature’s level in the bonfire’s area to 0. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage increases by 2d8 for each slot level above 5th.
Evocation
Create Fire
150
Instantaneous
The flames sprout from the earth on demand from within you for the duration. On each of your turns for the duration, you can set aside one cubic foot of natural gas to create one cubic foot of fire for each slot you have selected. You can also conjure up as many as four hundred cubic feet of fire for each slot level. This fire produces no heat or cold damage. When you cast this
Create Fire
150
Instantaneous
You create one of three types of fire: regular fire, fire fueled by burning fuel, or fuel infused with tempestuous air. Each creature of either type in any of its movement must make a Constitution saving throw. On a failed save, the creature burns for the spell’s duration.
Evocation
Create Fire
30
Concentration, up to 1 minute
You create a Large fire elemental, a Huge fire elemental, a rarefire elemental, a fire elemental, or a torch elemental of your choice originating from a primordial earth, such as the one you use for your animagus form or your animagus form in the slot you have selected. You make the fire look like a torch, and you create a bright light source within 30 feet of it that emits dim light for an additional 30 feet. This light emits bright light qualities of your
Create Fire
30
Concentration, up to 1 minute
You create a wall of fire on the ground within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. The wall blocks line of sight but not movement, so it can't be targeted by ranged weapon attacks. The wall acts as a barrier around which creatures can pass, blocking unprotected passages and structures that can be damaged by ranged weapons attacks. The wall blocks line of sight but no heat, cold, or fire. Until the spell ends, you can make any fire spell you create with a range of 500 feet and to the wall as if it had never been cast.
Evocation
Create Fire
30
Instantaneous
Draw a bonfire from the ground up in an unoccupied space of your choice within range. The bonfire ignites flammable objects or flames in its area that aren’t being worn or carried. Each creature in a 30 foot—radius. bonfire ignites flammable objects or flames in its area that aren’t being worn or carried. Each creature in the bonfire’s area burns for a duration that begins when the bonfire is drawn. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can create a bonfire of your choice that lasts for the duration. The chimera (equus mirabilis ignis) or the giant (equus mirabilis mirabilis) are made of wood or stone, and while the material component is unoccupied, you can use any portion of it to create a bonfire. The bonfire doesn’t need to be full or burning. For example, you could create a bonfire of lead or a bonfire of coals. The warded off area also keeps out wind, fire, and undead, and prevents creatures from climbing or descending. To create a bonfire, you simply w ho open a bonfire or pour the contents down one by one. You can banish the flames using a simple enough trick, such as this, but the flames are extinguished when the spell ends. A creature can thus use its action to create a bonfire that is 5 feet tall and 30 feet across. That way, the creature doesn’t sink into the bonfire’s space, and the fire doesn’t spread around its perimeter. You can also banish a bonfire created by a similar spell by a similar creature in the bonfire’s space.
Conjuration
Create Fire
30
Instantaneous
This spell creates a small fire on the ground that it extinguishes. The fire spreads around corners and remains there for the duration. It produces no heat and can be extinguished only by pouring warm water on it. A Small fire, equivalent in size to a cup, can be created on any surface on which you are standing. That fire must be square or more than 30 feet on each side, and it must remain open to mimic open flames. The fire burns for the spell’s duration. Any creature that ends its turn within 5 feet of the fire for the first time on the turn it enters the spell’s area burns for the spell’s duration. The burn creates a 150-foot cube of flames. These flames move with the creature to the nearest unoccupied space if the creature has the shortest walking distance to the fire. A creature can enter the fire by climbing to a height of 5 feet above the ground, or stepping onto a level surface if it can see it. If the creature would normally walk up to the surface, the creature would fall instantly if it stepped onto it.
Conjuration
Create Fire
30
Instantaneous
You create a puff of fire on the ground in a 30-foot radius around you. When you cast the spell, the flames spread out in a 30-foot radius around you to create an open area around a point within range. Make a melee spell attack against the nearest creature on the ground that you can see within 30 feet of the area. On a hit, the target takes 1d6 fire damage. The spell ends on a puff of fire if you don’t have enough fuel to sustain the fire.
Evocation
Create Fire
500
Instantaneous
You conjure up a small fire on the ground in an unoccupied space that lasts until the end of your next turn. The flames appear in any orientation you choose: vertically, horizontally, or diagonally. The flames don’t need to be lit. A creature moves through the flames in an unoccupied space that is completely occupied by the flames. If the creature moves over a fire, it is engulfed by the flames. The flames move with the creature, so they don’t need to be lit. The creature can extinguish the flames when it moves within 30 feet of you.
Conjuration
Create Fire
60
Instantaneous
This spell creates an unknown fire (within or outside the spell’s scope) in an unoccupied space of your choice that you can see within range. For the duration, the spell creates no heat or cold within 5 feet of you. Fire remains in that space for the duration, and it emits bright light in a 5-foot radius and dim light for an additional 5 feet. The spell creates no natural runes, no divining marks, and no spells. The fire never sets or fills its space. You can make other elemental inscribes or patterns on the ground so that it appears natural. Some wooded areas
Create Fire
60
Instantaneous
You create a fire that ignites a flame within range. The flame is harmless, and the flame doesn't harm anyone. The target enters the fire when it explodes. The flame is harmless. You can use your action to create a fire at any time by using a flame of your choice.
Divination
Create fire
90
Concentration, up to 1 minute
A burning building spreads out from a point within range onto the ground or another surface within range. Any creature or object affected by the spell that is engulfed by the spell within 1 mile of the area takes 1d8 fire damage. This spell creates a bonfire on the ground or a bonfire on the ground in a 10-foot
Create Fire and Ice
30
Instantaneous
You choose a point within range and create a fire, ice, a spark, or a blizzard on it. Each creature in any area of effect fire, ice, or snow is affected by the spell. Fireballs, for the duration, have a range of 300 feet and are capable of reaching higher levels. When a creature deals 5 or more fire damage to a point in any area of effect that has a burning point and that includes an area entirely occupied by fire, or that is on the ground, the arrow explodes. Each creature quivering in fear must make a Constitution saving throw. On a failed save, the creature loses all its cover against the arrow and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the maximum number of fire, ice, or snow effects created by any spell is 11. Additionally, the spell’s duration is 30 days. If you create a specific activity or a new object that you create in this way, you can use the activity or object as a material component in creating the activity or object. The material component can contain magic items, fey, or other magical objects. Similarly, you can use the material component to form a surface or a solid object.
Transmutation
Create Fire and Ice
Self
10 minutes
This spell creates and forms fire and ice spheres within range, creating either smoke or a vapor. You can make a sphere out of a thin sheet of paper, which is covered with a opaque sheet. The sphere can hover in the air, provided that there is no wind blowing in from the Ethereal Plane. It can hold up to 500 pounds, and can’t be dropped. The sphere can be pulled up to 30 feet in any direction, and can hold up to 500 pounds. You can also make a sphere out of thin air, created by a simple enough spell. Each creature in it's area must make a Constitution saving throw. On a failed save, a creature takes 1d4 cold damage, and it is turned to ash. On a successful save, a creature takes half as much damage and isn’t turned to ash.
Evocation
Create Fire and Ice
Self
Concentration, up to 1 minute
You create up to three types of fire, ice, fire, or snow. You can form them into any of the three types by using the cube command. Each cube’s height must be less than 200 feet. The spells can’t be activated more than once. As a bonus action on each of your turns, you can mentally command any creature you animated with the cube command to create any fire, ice, snow, or similar object you choose. Creatures that can’t be bound by a command to create objects w ho can’t be animated. You can also command the creatures to create any of the objects you animated, such as a fire or snow globe, to appear in a particular location. The DM has the creature’s typical pose (see below), along with any visual clues about the creature that suggest a certain direction. The creatures can be as playful as possible, but they must be able to understand your gesture. If the creature is moving in a circle, the gesture conveys direction, not distance. The gesture can be perceived only by creatures that have the animate object feat. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the maximum height the objects can reach increases to 200 feet, and the duration increases to 1 hour. When you use a spell slot of 7th level or higher, the spell increases to 1 hour, and the duration increases to 1 hour. When you use a spell slot of 9th level or higher, the duration is extended to 300 feet, and the spell ends. When you use a spell slot of 11th level or higher, the duration is 1 hour, and the spell has no sound. At Higher Levels. When you cast this spell using a slot of 5th level or higher, the duration increases to 300 feet, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 1 hour, and the spell ends.
Transmutation
Create fire and lightning from Ashes and Ashes of Stone
Self
Concentration, up to 1 minute
You create up to ten bolts of lightning within range. You can make a new lightning strike appear in any plane of existence, even one as far as the Astral Plane, at any point along its length. Once a day, during the spell’s duration, the spell’s cast members can cast spells there. The spell can’t leave a target’s space and is thus suppressed. When a target enters the spell’s area for the first time on a turn or starts its turn there, it takes 1d10 lightning damage. At the end of its turn, the target must make a Constitution saving throw. On a failed save, it falls prone. At the end of each of its turns, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Evocation
Create Fireball
120
Instantaneous or 1 hour (see below)
You can make a ranged spell attack with a ranged weapon. On a hit, the target takes 4d8 fire damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Create Fireball
120
Instantaneous
You instantaneously blast a piece of wood or other solid material apart from charcoal, celery, or some other fuel that you can find and that fits within a 120-foot cube. Each creature in a 20-foot-radius sphere centered on that area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. You can extinguish the fire in the space you occupy, which makes creating this spell so much more difficult. Fireball. You instantaneously create a piece of fire on a spot within range. Each creature in that area must make a Constitution saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. You can extinguish the fire in the space you occupy, which makes creating this spell so much more difficult. Instant Fireball. You instantaneously create a piece of fire on a spot within range. Each creature in that area must make a Constitution saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. You can extinguish the fire in the space you occupy, which makes creating this spell so much more difficult. Fire Storm. You cause a piece
Create Fireball
300
Instantaneous
For the duration, you create a puff of wind that blows down flammable objects within 30 feet of you. Small or smaller objects created by the wind are also unaffected. You can extinguish the flames in the puff by opening a bonfire or by pouring some wine into one of the bonfire’s apertures. There is no limit to how many creatures you can extinguish in the spell. It also works like a torch, igniting any fuel that is within 30 feet of you. You can create one of the following effects with this spell: • You create a puff of fire in the air that has a blast radius equal to the total area of the flame (10 feet or less), and that is, 20 feet long and 10 feet wide, plus 10 feet for each side of the flame. (The puff lasts until you use your action to move or the puff appears to move apart and disappears.) • You create a puff of smoke in the air that has a blast radius equal to the area of the smoke (10 feet or less), and that is, up to 25 feet wide and 10 feet tall. You can extinguish the smoke in the puff by pouring some wine into one of the bonfire’s apertures, by pouring some boiling water into one of the bonfire’s apertures, or by pouring some into one of the bard’s apertures. You can set aside 5 gallons of clean water for the fire to create. The smoke damages objects and ignites flammables created by its flames. Any creature that moves within 10 feet of the fire or enters it for the first time on a turn or starts its turn there must immediately return to the top of its turn and refrain from making any movement.
Evocation
Create Fireball
30
Concentration, up to 1 minute
You create a small fireball that ignites objects in a 30-foot-radius sphere centered on a point you choose within range. The ball has AC 5 and 20 hit points. If the ball hits a creature or object, the object or object explodes. The spell ends if you cast this spell again. If you cast it again, the object or object explodes if it remains within 5 feet of the area you cast the spell in. Fireball At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Create Fireball
30
Instantaneous
You create a magical beam of fire that explodes in a 30-foot radius centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage. A creature is pushed up to 10 feet away from the center of the blast. If the creature is moving, it must make a Dexterity saving throw. On a successful save, it takes half as much damage. On a failed save, the creature takes half as much damage. The spell’s damage increases by 1d6 when you reach higher levels.
Evocation
Create Fireball
30
Instantaneous
You create a volley of fireballs that range from 0 to 10 feet in a direction you choose. The fireballs do 1d4 fire damage to any creature within 5 feet of you. A creature can use its action to make a Constitution saving throw. On a success, the creature takes 1d4 fire damage on a failed save, or half as much damage on a successful one. On a failure, the creature takes 1d4 cold damage on a failed save. The fireballs last for 1 minute or until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases for each of its effects by 1d4 for each slot level above 2nd.
Evocation
Create Fireball
60
Instantaneous
Until the spell ends, each creature within range can make a ranged spell attack against a target of its choice that is within range. At the start of each of the first turns the target can fire a ranged spell attack, the target must succeed
Create Fireball
60
Instantaneous
You create a line of flame that spreads out from a point you choose within range. The flame spreads around corners and can reach as far as 100 feet. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage, or half as much damage on a successful save. A creature takes 2d8 fire damage on a failed save, and the flames last for the duration. If the fire spreads out of a point you choose within 100 feet of that point, each creature that fails the save must succeed on a Dexterity saving throw or take 4d8 fire damage. The flames last for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d8 for each slot level above 1st.
Evocation
Create Fireball
60
Instantaneous
You create a small flame that leaps toward a target within range. The target must succeed on a Dexterity saving throw or take 1d6 fire damage. If the target is larger than that, the damage increases by 1d6. The flames then spread around corners in the area. Each 5-foot-diameter cylinder is a different fire for each creature within the cylinder. A creature must make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. Each creature takes fire damage equal to twice the number rolled on the saving throw. Each time the spell ends, the damage increases by 1d6.
Evocation
Create Fireball
90
Instantaneous
You create a large fireball that doesn’t take fire damage but instead explodes in a 10 foot radius. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage and is destroyed. On a successful save, a creature takes half as much damage and is destroyed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Create Fireball
Self (10-foot radius)
Instantaneous
A cone of flames 20 feet long and 5 feet wide appears and explodes in a 20-foot-radius spread of lightning in a 10-foot radius. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. Each 5-foot-radius fire circle contains at least one antimagic field. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Evocation
Create Fireball
Self (10-foot radius)
Instantaneous or 1 hour (see below)
You create a 10 foot-radius sphere of flame that bursts when it hits a creature or an object within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage. On a successful save, it takes 5d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Create Fireball
Self
Concentration, up to 1 minute
A puff of air springs into existence, and a piece of wood, stone, or some other solid material blocks its path. The ball of air explodes in a 20-foot radius and lasts for the spell’s duration. The fireball, or any other small piece of nonmagical material that was created by a fire spell, has no effect on the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the area of the fireball increases by 40 feet for each slot level above 3rd
Evocation
Create Fireball
Self
Instantaneous
A ball of fire appears in your hand and inches toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 fire damage, and the ball ignites, rather than dissipating, in the target’s area. Each creature in the area must make a Dexterity saving throw. On a success, they take half as much damage and aren’t affected. If a creature fails the save, the ball ignites in the same location as the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th
Evocation
Create Fire, Flame, or Sand
150
Concentration, up to 10 minutes
Choose a nonmagical fire spell that you can see within range and that fits within a 5-foot cube. You create a puff of fire or a puff of flame that extends from a point within 5 feet of you. You create either a globe of fire or a sphere of flame that extends from a point within 5 feet of you. When you create the globe, you can direct the globe at one creature within 5 feet of you. That creature must succeed on a Dexterity saving throw or take 1d8 fire damage when you blast it with a spell of 7th level or lower. You can also cause the globe to orbit a point within 5
Create fire pillar
150
Concentration, up to 10 minutes
You create a pillar of fire on the ground at a point you can see within range. It lasts for the duration and is made of wood, stone, or a combination of the two materials. If you cast this spell once, its effect ends for it. You can form the pillar into a dome or an inverted dome, pillars or a pair of pillars. Each pillar has AC 5 and 30 hit points. The pillars are heavily obscured except where they are cast without harming anyone. Each pillar sheds bright light in a 30—foot radius and dim light for an additional 30 feet. When the pillar appears, its area is foggy, and dim light and fog fill its area for 6 hours. The pillar
Create Fire
Self (10-foot radius)
Concentration up to ten drops of water holy and nonmagical until dispelled. When a Large or smaller creature drops into a pool of drops designated by the deity within 10 feet of it, water appears and lasts for the duration. When the water appears, each creature within 10 feet of it must make a Constitution saving throw. A creature takes 4 d10 fire damage on a failed save, or half as much damage on a successful one. Nonmagical flames, on the other
Create Fire
Self (15-foot radius)
Instantaneous or 1 hour (see below)
This spell creates a bonfire on the ground within range that lasts until it is empty. You choose a bonfire of maximum capacity (10 liters or less) on one creature you can see within range and make it flammable through it. Alternatively, you can make the bonfire take on a fire color and become bonfire iliac, fire dragon, or dragon stew. If you cast this spell using a spell slot of 4th level or higher, the flames shed by its flames are extinguished when the spell ends. The flames shed by its flames are weak points for 10 days. If you cast this spell again, the flames shed by its flames are stronger than before. If you cast it using a spell slot of 5th level or higher, the bonfire sheds bright light in a 30-foot radius and dim light for 1 hour. The flames can be extinguished by either freezing rain, thunder, or similar force. When a bonfire appears, it ignites flammable objects in its area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate or manifest a bonfire capable of burning burning bristle, bonfire, or gilded bark, as well as create a bonfire with a staff capable of shaping simple weapons, armor, and shields. The bonfire fills a 5-foot cube. At Higher Levels. When you cast this spell using a spell slot of 7th level or
Create Fire
Self (30-foot line)
Instantaneous
You create a fire on a point you choose within range. The fire spreads around corners and lasts for the duration. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d10 fire damage and is restrained by the fire until the spell ends. The affected creature can’t move or jump. On a successful save, a creature restrained by the fire has AC 10 and can‘t be pushed or thrown. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Create Fire
Self
Concentration, up to 1 hour
You create a line of flame in a 20-foot-radius, 30-foot-high cylinder centered on a point that you choose within range. The flame lasts for the spell’s duration. The line of flame radiates with an explosion that deals 3d6 fire damage to each creature within 30 feet of it. The line of flame can be difficult terrain or difficult to reach. It spreads out to 30 feet in a straight line. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage and is pushed 10 feet away from the flame. The flame explodes when you cast this spell. Each creature in the line must make a Dexterity saving throw. A creature takes 4 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels.
Create Fire
Self
Concentration, up to 1 minute
Choose a nonmagical flame or a vapor that you can see within range that you can fit within 5 feet of you. A vapor created by this spell is a liquid made up of 10 percent water and 10 percent oxygen, and can contain up to five 10-foot-by-25-foot verdant plants within its space. You can create any liquid you can see within 5 feet of the vapor, a liquid that resembles wine, any vapor that appears to be made of glass, or any liquid that appears to have a mouthful of mouthfuls of liquid. For the duration, any creature that can perceive you as a vapor created by this spell must make a Constitution saving throw. On a failed save, the creature swallows the vapor in its mouth and is blinded until the spell ends. While blinded by the vapor, the creature can neither open its mouth nor spew the contents of its mouth into the open air, though it can use a bonus action to do so. The creature has disadvantage on all Strength saving throws, and it has disadvantage on Strength saving throws against being affected by piercing magic missile.
Conjuration
Create Fire
Self
Concentration, up to 1 minute
You create a burst of flames in a 20-foot cube centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes half as much damage and is knocked prone. At the end of each of its turns, the creature takes 3d6 fire damage, and it takes half as much damage if it didn’t take damage before this spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Create Firestorm
10
Instantaneous
You create a raging bonfire on ground that you can see within range. Until the flames consume it, no nonmagical creatures can be set out upon a straight path. Each creature on the ground must make a Dexterity saving throw. On a failed save, the creature takes 6d6 fire damage and is engulfed in flames until the spell ends. The flames can be extinguished by pouring cold water on the ground or freezing it to ¡toxicite. On a successful save, the creature burns for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Conjuration
Create Fire
Touch
Concentration, up to 1 minute
You touch a creature and imbue it with the power of the fire in a manner that causes it to extinguish one of the types of fire it is familiar with: nonmagical, magical, fiery, or otherwise. The spell’s damage increases by 1d4 for each slot level above 1st.
Evocation
Create Fire Wall
Self
Instantaneous
You create a wall of fire made of wood or metal that blocks all damage except for falling damage. The wall can be made of any material, including wood, stone, or metal, and can contain up to eight creatures of your choice that have the same base hit point level or lower. If the wall is made of nonmagical material, the spell ignites it and damages the target. If the wall is made of metal, the spell destroys it, leaving behind no fire. The spell doesn’t extinguish the fire, and it doesn’t extinguish the wall’s damage. When the spell ends, the wall is destroyed. The wall is difficult
Create Flame
Create Flame
10
Instantaneous
Choose one flame capable of attacking a creature or ripping apart another creature, and a flame of your choice that fits within a 20-foot cube ignites the target. For the duration, the flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Thus, a flame created by this spell can illuminate the floor of a Small, Medium, or Large structure (as that created by the Light Bond), create stoves, light fires within 30 feet of it (your choice), dig, and even mend broken doors, walls, and windows of a structure up to 20 feet tall. The flame sheds bright light in a 30-foot radius and dim light in dim light for an additional 30 feet. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Conjuration
Create Flame
10
Instantaneous
Flames race against the heavens and sweep across the shape of a legendary flame beast, forming majestic fey forms that hover in the air for the duration. Choose a point you can see on the ground that isn’t a celestial, air, or stone. Then determine what kind of creature the fey form is made from. The fey form takes on a variety of forms, but the basic creature classes it obeys are celestials, elementals, fey spirits, fey planes, elementals of nature, elementals of winter, feyness, feykinds, feykind servants, feykinds of nature, feykind servants, feykinds of nature, feykinds of wizarding heritage (your choice), feykind servants, feykind servants of nature, feykind servants of elementals, feykind servants of fire, feykind servants of ice, feykind
Create Flame
10
Instantaneous
This spell creates a shimmering cylinder that can hold up to 10 gallons of liquid. When you cast it, roll an 8 or higher. On a roll of 20 or higher, the liquid is covered in a faint shimmering substance. The water temperature in the cylinder is 30 degrees Fahrenheit, and the temperature in the cylinder is -30 degrees Fahrenheit. The shimmering substance can be anything you choose within the spell’s area, and the spell can’t extinguish it. The shimmering substance can be removed by means of a long-lasting, nonmagical ritual.
Divination
Create Flame
10
Instantaneous
This spell transforms a flame that you create into a torch. The transformation lasts for the duration. When you cast this spell, choose one of the following options, shedding bright light in a 10-foot cube within range and dim light for an additional 10 feet: 1) Create an open flame, a winged flame, a blast furnace, or a domed arch; or 2) When you cast this spell using a spell slot of 2nd level or higher, create a harmless gust of wind, either creating a 10-foot-radius wind gust or creating a gust of moderate or strong wind for the duration; or 3) When you cast this spell using a spell slot of 3rd level or higher, create an instantaneous blast of flame created by a spell of 3rd level or lower. The flames last for the duration, and you can shed light in these ways. When you create the flames, choose one or more of the following options: • Each creature that is within 5 feet of you when you cast this spell must succeed on a Strength saving throw or become blinded for 1 hour • While blinded, a creature can use its action to make two attacks, one for each leg • While the blinded creature is within 5 feet of you, you can use a bonus action to cause a creature to be deafened for 1 hour • While the creature is affected by this spell, any effect that would prevent a creature from learning to speak one language other than English is blocked for 1 hour At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate or reshape one foot long steel cylinder for each slot level above 1st. Whenever you make a casting of this spell, you can animate or reshape one cubic foot of wood or 1 foot of metal, up to three feet in diameter, for each slot level above 1st.
Transmutation
Create Flame
10
Instantaneous
You create a bonfire of flame at a point you choose within range. Choose one of the following flames for smite or flammage. A bonfire becomes a bonfire when it hits a target, and each flame sheds bright light in a 5-foot radius and shines bright light in a 5-foot radius for an additional 5 feet. The flames last for 1 hour. You can create any of the following bonfires: A lantern b e a l o r t A steam b e d w a l d A bonfire c o l t e m o l o u s i n g You create the flames in an unoccupied space on the ground within range. A bonfire can hold up to six liters and has the following properties: - It emits harmless bludgeoning, piercing, and slashing bludgeoning damage when it ignites; - The flame sheds bright light in a 5-foot radius and dim light for an additional 5 feet in each direction. - It extinguishes incense and mists in a 5-foot radius and dim light for an additional 5 feet in each direction. The flames leave a trail of smoke on ground you choose within 60 feet of a burning bonfire.
Conjuration
Create Flame
10
Instantaneous
You make a fire or sparkle lump in the ground within range. You create the flame and spark, or a different kind of liquid. The mixture remains for the duration, so it lasts until you use your action to exhale the vapors from the vapour. When you do so, create a moderate blast of flame centered on a point within range. Each creature in the flame’s area must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and is engulfed in flames until its next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. If you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6. For example, if you have a 7th-level spell slot, you could create a 5-foot-diameter cylinder of flame in the spell’s area. Fireball. You cause a flame ball to ignite in the same location where it originated. The ball, which lasts for the duration, sprouts from the ground in a 5-foot diameter circle and sets off four pieces of nonmagical fire: stone, iron, or obsidian that turn stone green and set stone green runes; two pieces of stone turn into green stumps, two pieces of stone turn into green stumps, and three pieces of stone turn into blue stumps. The first piece of green fire to produce a reaction, the two pieces of errant red fire to yield a reaction of the sort (a piece of stone turning red takes 2d4 radiant damage), and the fourth piece of red fire to yield a reaction of the sort (a piece of stone turning blue takes 2d6 blue damage). When both pieces of fire have produced a reaction, the pieces are drawn together, and a small crack appears at the ground where one piece of fire and the other went. Whatever the source of the crack, the ball of fire and the stumps explode when two or more pieces of fire are thrown at it, creating a puff of thick green smoke that lasts for the duration. This magic spell might have stopped a dragon’s warbling of magic on the loose, or the summoning curse might have suppressed the magic to protect its patrons.
Evocation
Create Flame
120
Concentration
Create Flame
120
Concentration, up to 1 minute
Flames sweep out from within you as a Huge flame beast of challenge rating 5 or lower rises from the ground or rises from the bottom of a pit. You can cast this spell over a nonliving creature or breath within 30 feet of it, and it emits a low roar at the end of every 1d4 minutes for 24 hours. This spell has no effect on constructs or undead. The spell emits a foul odor that is like rotten wood that has a 20 percent chance to infect a construct or a creature it infects with a disease.
Necromancy
Create Flame
120
Concentration, up to 1 minute
The flames of war erupt from your hands, igniting fires of fury within 30 feet of you. Until the spell ends, each creature in a 30-foot-radius sphere centered on you has resistance to fire damage. Each creature in that area has disadvantage on Dexterity saving throws. A creature takes 6d8 fire damage on a failed save, and the spell ends on a successful one.
Evocation
Create Flame
120
Concentration, up to 1 minute
You create a torch-sized flame sphere on the ground within range. You choose a point you can see within range and which fits within a 5-foot cube within range. Each creature in that spot must make a Constitution saving throw. Any Medium or smaller Construct or creature within 5 feet of the sphere (and out of reach of undead creatures) must succeed on a Dexterity saving throw or become charmed by the flame. Smaller constructs and undead have disadvantage on the save. On a failed save, a charmed charmer doesn’t learn its proficiency in a skill the charmer has already trained (if it has one) or recognizes its proficiency in a skill it doesn’t understand.
Evocation
Create Flame
120
Concentration, up to 24 hours
Duration: Concentration, up to 1 minute
Draw a flame or vapor from a Medium or smaller solid object you can see within range. You choose a creature or an area within 5 feet of it that you can see. That creature must succeed on a Dexterity saving throw or take 1d4 fire damage, and the flame ignites when it hits or when a torch or similar lighter is extinguished. The fire explodes if any other fuel is present. The flame burns nonmagical weapons and ignites flammable objects that aren’t being worn or carried by creatures or by creatures that aren’t wearing armor. As a bonus action on each of your turns, you can expend one of the flammable objects described below to create a simple explosive. Diameter. Inths, weight, and thickness of the explosive, if any, determine how strongly it ignites. When a creature moves into the blast, it can make a Constitution saving throw against lightning, and it has advantage on the saving throw. On a failed save, the creature’s weapon is knocked away from it and the blast ignites only when it is pushed 50 feet away from the creature. If it uses its movement to move into a locked door, it can use a bonus action to break the door off before it opens. A crack. In one creature’s crack, a creature with truesight can see—it doesn’t know the language nor knows how to read its surroundings, for it can only hear through the crack. It uses its action to make two melee weapon attacks with a weapon drawn into the crack. On each of those attacks, the creature must make a Strength saving throw. On a successful save, the spell ends for that creature. If the creature uses its action to move into the crease where the crack is created, it can take the Dash action to escape. The crease grants it cover against the wind, which blows up ice, making it prone. It also sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, whenever a creature within the crack (including you) hits a creature with a slam attack, the crack sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The crack has resistance to cold damage. It sheds bright light in a 30-foot radius, revealing its interior. If any creature is within the crack (including you) and there is an opening on its left side, that creature can open it there and cause the crack to open once more. Whimsy rope. Anything woven by the spell requires at least as much room as a Medium or smaller rope used for making the piece. Applying the magic to a rope made of wood or stone blocks the magic effects of any of the following effects, and any that don’t apply to the piece fail to work. For example, if
Create Flame
120
Instantaneous
Flames race across your body and erupt from you in a fiery display. Each creature within 30 feet of you must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. Fire Bolt
300
Concentration, up to 1 minute
You create a fiery, club-shaped weapon from flames that hover in the air for the spell’s duration. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 1d8 bludgeoning damage. If the creature fails, it can use its action to move up to its speed so that it isn’t knocked prone. If it does, it must use its movement to move forward and then repeat the saving throw the next time it takes the extra damage. If it fails, its speed is reduced to 0 until it isn’t knocked prone and it can’t use movement to move more than 40 feet away from you. If it does move up to its speed, it can’t use movement to move more than 40 feet away from you.
Conjuration
Create Flame
120
Instantaneous
You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube centered on a point you can see
Create Flame
120
Instantaneous
You create a bonfire composed of five tiny pieces of wood within range. You can choose a small campfire, a thin sheet of paper, or a solid object up to 100 pounds. If you choose the paper, you make the fire appear flammable and harmless until dispelled. The flames have a diameter of
Create Flame
120
Instantaneous
You create a flame that ignites a point of your choice within range. The point of the flame is difficult terrain. It spreads out from the center of the area as far as you physically can, and spreads at a speed of 100 feet for each foot traveled. The flames last for a maximum of one day, and they last for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Create Flame
120
Instantaneous
You hurl flame at a creature, made from matter that is composed of five elements: fire, earth, moon, stars, and oxygen. You choose the element at random from among the possible sources of energy that the target carries with him or her. For the duration, the target has resistance to radiant damage.
Conjuration
Create Flame
150
Concentration, up to 1 minute
Flames wreathe one creature you can see within range and that is Medium or smaller and that fits within a 5-foot cube. The target must succeed on a Dexterity saving throw
Create Flame
150
Instantaneous
A flame falls from the heavens and forms a body of water that is 30 feet long and 10 feet wide at the base to accommodate your constructs and 30 feet high. The flame remains for the duration, but it emits a bright, piercing blast when it flames up to 300 feet away from you. The flame spreads around corners. Each 5 foot-diameter portion of the flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet. flames spreads around corners. As a bonus action, you can change the direction and intensity of the flame. Each 30-foot-long portion of the flame sheds green light and dim light for an additional 30 feet. When the smoke reaches 5 feet of height, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the smoke reaches 60 feet of height, it sheds bright light in a 30-foot radius and dim light for an additional 35 feet. When the smoke reaches 100 feet of height, it sheds bright light in a 60-foot radius and dim light for an additional 40 feet. When the smoke reaches 200 feet of height, it sheds bright light in a 100-foot radius and dim light for an additional 40 feet. If you choose a creature type, plants rarely appear where the flame falls. This spell creates a natural stone bridge linking two separate stone arches on either side of the fire. The arched bridge forms a natural stone bridge linking two separate natural arches on either side of the fire. When you cast this spell, which requires a certain concentration, any stone bridge created by it becomes permanent. Constructs and undead aren’t created by the spell. Fire Breathing. You create a puff of fire in the w ere air to fill a 15-foot-radius sphere centered on a point within range. The fire, if present, ignites solid objects in the area and ignites flammable objects that aren’t being worn or carried. Medium Breathing. You breathe flames in the air up to 20 feet long and 5 feet out over the line from the point you cast this spell. You create solid objects in the area that aren’t being worn or carried, and liquids that aren’t being worn or carried move in and out as you direct. Reducing a creature to 0 hit points destroys them and leaves behind a thin sheet of smoke, 50 feet in length, at the end of its movement. You can extinguish the sheet of smoke by using a hand spray or a similar nonchemical method. A creature that uses a weapon or a similar weapon must make a Dexterity saving throw to extinguish the sheet of smoke. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. Weavings. When you cast this spell, you can animate two additional objects for each slot level above 5th. These objects instantaneously appear at your command in metal or woody or animate as w ho constructions. You choose animate or construct, both of which instantly appear in your hand. You also choose a new object every 2 minutes, which appears in your journal for 8 hours and lasts until you die. You can create up to two additional objects for each slot level above 4th. You decide the material used in the construction and how it is made. You can create one object of 10 pounds or less in size, animate one object of 10 pounds or less in size, or create one creature of 10 pounds or less in size. You manipulate or create nonmagical magical effects, which include those affecting creatures and objects made of wood or stone, that occur outside the 6th and 7th levels of your main home. The effects of magic items created by this spell change into creatures or constructs, and the creature or creature type of creatures or constructs created by spells or other magical effects. When you
Create Flame
150
Instantaneous
Choose a flame or vapor created by this spell that you can see within range and that fits within a 5-foot cube within range and is within range, and that fits within the above definition. The flame must flammable remains, leaves, or something wettable. The chosen flame or vapor appears to be of the basic metal used for casting weapons and armor. The flame must not be strong, strong, or cheap. It can be produced from thin air, liquid, or wax by any means. To create the vapors created by this spell, any material component used, or a vaporous component that is consumed, rises and falls as a result of being created or vaporized. The vapors are harmless, and the spell doesn’t grant a cause for its creation or fall. A vapor created by a spell’s function is harmless until dispelled. When a
Create Flame
150
Instantaneous
Flames race against the wind and spread across the landscape, igniting flammable objects and plants within range. For the duration, these flames turn up to three trees within range, creating temporary, permanent bonfire structures that can be up to 10 feet tall and 10 feet wide. The flames also extinguish sores on clothes and implements. For the duration, these flames turn torches and lanterns that use sunlight into flame-toting stone guardians, creating pyrotechnics that shade vegetable stalks and trees for hours at a time.
Conjuration
Create Flame
150
Instantaneous
You create an explosive flame that ignites when it hits an object of clothing or a creature within range. The flame ignites any material object it touched, as well as any nonmagical objects in its path. Any nonmagical object dropped by the blast is immediately destroyed.
Evocation
Create Flame
30
Instantaneous
Choose a flame or quicksilver object within range that is 5 inches in diameter and that fits within a 5-foot cube. When you cast this spell, choose one nonmagical weapon that is neither worn nor carried. The weapon appears in any unoccupied space of your choice that you can see within range, and the spell doesn’t have to end before that space is occupied. You can also choose to set the weapon alight or to remain aloft. If the weapon is set alight, the spell ends instantly; set the weapon alight again if you would set a nonmagical weapon. While aloft, you can attack the linked weapon, which has AC 15 and 30 hit points, with a bonus that the linked weapon doesn’t have and isn’t attuned to, and you have resistance to one damage type of your choice that the linked weapon doesn’t have. As an action, you can direct the linked weapon that it was created with, up to 10 feet away, to a creature of your choice that you can see within 5 feet of it. The creature must make an Intelligence saving throw. On a failed save, it takes 14d6 lightning damage, or half as much damage on a successful save. If a creature fails the save, its speed is reduced to 0 until it can no longer move. If the creature moves while aloft, it falls, unless the spell ends before it.
Transmutation
Create Flame
30
Instantaneous
You create a flame in a 5-foot cube that you can see within range. The spell’s range is 60 feet. The flame must not be fire-proof and is harmless. The flame can’t be turned into any other type of fuel, such as wood, stone, or water.
Evocation
Create Flame
30
Instantaneous
You create a flame that ignites a flame within range. The flame is harmless, and the flame doesn't harm anyone. The target enters the flame when it explodes. The flame is harmless. You can use your action to create a flame at any time by using the flame's spellcasting ability.
Evocation
Create Flame
60
Concentration, up to 1 minute
Concentration, up to 1 day
Flames leap from your fingers to blaze trails of flame in a 60 foot radius. You create these flames in one of the following ways: „ You instantaneously move fissures in the ground in 3 feet of movement; or „ You fire a gaseous form in the same location in the area in a minute, moving slowly but surely in the opposite direction. „ You instantaneously move flammable objects in 5 feet of movement in a second; or „ You instantaneously move icy fissures in 5 feet of movement in a second. „ You instantaneously move floating creatures in 5 feet of movement in a second. „ You instantaneously move vines in 10 feet of movement in a second. You teleport up to 20 feet in a direction you choose before falling and returning to the ground in an unguarded location, in the case of a falling target.
Illusion
Create Flame
60
Concentration, up to 1 minute
Flames wreathe one creature you can see within range and extinguish unprotected flames in their area. The target must make a Charisma saving throw. On a failed save, the target takes 1d6 fire damage. For the duration, burning creatures and objects in flames shed bright light in a 10-foot radius and dim light for an additional 10 feet. The fire ignites flammable objects in the area that aren’t being worn or carried. Small flame. One creature that
Create Flame
60
Concentration, up to 1 minute
Flames wreathe one creature you can see within range, extinguishing flames within 30 feet of it that were inside the target’s area before the spell. The flame spreads around corners. The flames must be extinguished by the use of a single spell of a different level than the target’s or the target’s natural weapon, or both. You can direct the flames to strike a creature or an object within 30 feet of it, dealing it no damage. When the spell ends, the flames wilt, and any creature or object struck by the fire suffers a bludgeoning, piercing, or slashing damage equal to 1d4 + your spellcasting ability modifier.
Evocation
Create Flame
60
Instantaneous
You create a bonfire on the ground that you can see within range. The flames flickered and turned to bright light within a 10-foot radius sphere when you cast this spell. You can make a nonmagical flame’s brightness dim or turn the flame into a luminous gem. This spell’s area can be up to 30 feet long, 10 feet wide, and up to 10 feet tall. The flame lasts for the duration. If you cast this spell using a spell slot of 2nd level or higher, the flame creates no heat and doesn’t use oxygen. It instead produces a bright light and dim light, which can be a light bulb or a bright light bulb. You can use a bonus action to cause the flame to grow to a height of 1 foot in each hand. If you create a flame, your movement is based on sound. If you create a flame, your movement is based on chance. If you create a flame, roll a d20 to determine the damage type of the flame. If you roll a 5 or higher, the target gains the benefit of your reaction to make a Strength saving throw. If a 6 or higher, the target doesn’t benefit from any of your reaction. If a target of this effect has trouble making a saving throw, the target is unaffected.
Evocation
Create Flame
60
Instantaneous
You create a flame that ignites a point of your choice within range. The point of the flame is difficult terrain. It spreads out from the center of the area as far as you physically can, and spreads at a speed of 100 feet for each foot traveled. The flames last for a maximum of one day, and they last for the duration. You choose the amount of time that the spell lasts. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 1 day, and the damage increases by 1d6 for each slot above 1st.
Conjuration
Create Flame
60
Instantaneous
You create flame in an unoccupied space that you can see within range. The flame spreads across anything it touches, extinguishing and distorting any that are in the area. The flames last for the spell’s duration. • 1 minute • 1 hour At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the flames increases by 100 feet and the duration increases to 1 hour. When you cast this spell using a spell slot of 4th level or higher, the flames extend to 120 feet in the air and extend for the duration. • 10 minutes • 10 minutes At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius increases to 120 feet for each slot level above 4th.
Evocation
Create Flame
90
Instantaneous
You create a flame that ignites flammable objects in a 10-foot radius centered on a point within range. The target must succeed on a Dexterity saving throw or take 1d6 fire damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Create Flame
Self
Concentration, up to 1 minute
You create a flame that becomes dim and bright as you for the duration. You can use a bonus action to cause the flame to dim in an area within 10 feet of you. The area must be within 10 feet of a fire source. The flames are created when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the flames create a flame that can reach up to 20 feet. When you cast this spell using a spell slot of 3rd level or higher, the flames create a flame that can reach as high as 30 feet.
Evocation
Create Flame
Self
Instantaneous
A flame appears in a 5-foot-radius sphere centered on a point of your choice within range. The flame ignites flammable objects in the area, causing them to fall to the ground. Any creature that enters the area for the first time on a turn must make a Dexterity saving throw. On a failed save, the target remains in the air, and it takes 8d6 fire damage on a failed save. On a successful save, the target is blinded. A blinded creature can make a Constitution saving throw at the end of its turn, and must spend 1 hit point to do so. If the creature is under the effects of confusion, the creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th
Create Flame
Self
Instantaneous
You create a bonfire in your space that lasts for the duration of the spell. You can make a bonfire out of up to ten bonfire bonfires that you can see within 30 feet of you. Each bonfire has AC 5 and 30 hit points. When you create the bonfire, you can make a spell attack with it. On a hit, the creature takes 4d8 fire damage. The fire damage is reduced by 4d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Create Flame
Touch
Create Flame
Touch
24 Hours
This spell transforms a water elemental or an earth elemental into an undead beast for the duration. The transformation lasts for the full duration of the spell or until a zombie appears on the ground or in an unoccupied space within 300 feet of the elemental or earth elemental. If the elemental or earth elemental attacks a creature, the creature takes 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the creature is knocked prone and must move to a space where it can safely defend itself. While in this form, a creature is incapacitated and can’t move. If the creature w ers in a place within 500 feet of a place occupied by a creature or a creature of the same kind as the creature or the creature, the creature is incapable of moving and assumes a w illy form. The creature is attacked and injured as a result of failing to move when the spell ends or when the creature w as invokable or the creature w as undead. Any effect that would neutralize the creature if it w as undead automatically ends this spell. At Higher Levels. When you cast this spell using a spell slot
Create Flame
Touch
Concentration, up to 1 minute
You attempt to ignite a flame in a 5-foot radius and extinguish the fire within. Make a ranged spell attack for each flammable object in reach. On a hit, the target takes 2d12 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Evocation
Create Flame
Touch
Instantaneous
Flames race against the wind in an unfathomably chaotic location. For the duration, the flames project all their properties into the air, extinguishing them instantly and shedding bright light in a 30-foot radius around them. If a Flame starts its turn in the sky or in an icy pit or fissure, it creates a moderate blast that blasts out toward a creature within 30 feet of it and causes it to ignite in the flames. As an action, a creature can expend one burst of flame, a�� cold tar, a cupful of jam, or an equal volume of acid rain to set off a chain reaction of smaller pieces that deal 50 bludgeoning damage to one creature or object in the area. In addition, a flammable object, a wall of ice, or a cloud of ice (20 feet in diameter) that is hurled 1 foot in a direction you specify causes the flammable object or cloud to fail completely and cause no damage. A chain reaction of at least two pieces strikes one creature or object at the top of the chain for the first time on a turn or starts a fire that starts at the top. On a successful save, the piece of fire stops. A creature or object struck by either piece of fire is restrained in the chain for the full duration. A creature restrained by the chain must follow it to the surface of the open pits or loose its hold on the rope. When the chain fails, the creature or object is hurled into the frigid air, where it burns for 3d6 days. If burned by a spell, flammable object, or by another natural disaster, the creature or object is forced back to the surface, and the flames lash back at the creature or object restrained by the chain. Also, if any of the pieces of fire set off a chain reaction of other objects struck by the flammable object or cloud, the chain fails, and the creature or object is thrown into the frigid air, burning for the full duration of the chain. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Create Floating Platform
60
Concentration, up to 1 minute
A floating platform of water appears at a point you choose within range. The platform sucks water and dirt in and out of it, thus creating a horizontal and vertical jump. A vertical jump lasts for 1 minute. A horizontal jump can be made up of two or more vertical jumps. A vertical jump requires two hands to perform. The vertical jump requires a vertical jump speed of 60 feet and a jump height of 1,000 feet to reach its destination. The vertical jump requires a vertical jump speed of 60 feet and a jump height of 1,000 feet to reach its
Create Floating World
120
Concentration, up to 1 hour
You create a vertical or a horizontal plane of existence on ground that you can see within range. You can designate a set of connected physical qualities, such as height, weight, or soot, that must be met before you can animate a sphere of wisps or jiggles in space. The first instance of each type requires a kind of construct, such as rope, to create. You create a fixed, horizontal plane that moves with the ground as you lead the way, up or behind obstacles, and—if you have lightning resistance or a good wind rating—stomps down against any solid surface before it. A swift action on your turn determines whether there is room for a bomb or other powerful explosive inside the sphere, the way it appears to you, or both. If the
Create Flow
Self
Instantaneous
You create a burst of magical energy that drops from a point on the ground you specify within range. The point of the magic effect is a point 5 miles or less from you. When you cast this spell, you can choose a point you can see on the ground, or you can create an entirely different point on the ground. The difference is as much a part of the magic as the ground itself. A point you choose on the ground doesn’t have to be on the ground. A point you choose on the ground can be anywhere in the room you choose, and it doesn’t have to be on the ground. The ground on which the magic effect occurs is contiguous with the ground on which the spell is cast. Creatures and structures on the ground can be affected, though the area is heavily obscured. The spell creates a vortex, which lasts for 1 minute. The vortex moves up in the air, and it sheds bright light in a 5-foot radius and dim light for an additional 5 feet. It moves slowly and doesn’t leave its area. A creature that can move through the vortex can make a Strength check against your spell save DC. If it succeeds, the creature is restrained in the vortex and must make a Strength saving throw. On a failed save, the creature is restrained for the duration. On a successful save, the creature is no longer restrained in the vortex and is no longer restrained in the vortex for the duration.
Transmutation
Create Fog
150
Concentration, up to 1 hour
Choose one part of the sky that you can see and that fits within a sphere 30 feet in each direction, and choose a part of the sky that is 30 feet in another direction and 20 feet in the opposite direction: a sphere of swirling air, a sphere of solidified fire, or a globe of void air. The globe is a celestial or a celestial floor that can’t exceed 100 feet in diameter. When you cast this spell, you can create a cloud of indistinct fog centered on one of the following points: . Beyond the cloud, as w eaving winds sweep around you, a creature with truesight can see and hear you. • Beyond a cloud of indistinct fog centered on one point you know and that fits within a celestial or an elemental cube you can see, a creature with truesight can see and hear you. • Beyond a cloud of indistinct fog centered on one point you have seen in multiple places within range, such as behind a pillar, over a cliff, or anywhere in between. • Beyond a cloud of indistinct fog centered on one point you have seen and that fits within a celestial or an elemental cube you can see, a creature with truesight can see and hear you. Beyond the cloud, as you cast the spell, a cloud of indistinct odor fills a 20-foot cube. When you cast this spell, you can create an odor with a successful dispel magic spell. A cloud of the odor is like a cloud of stench in your mouth, but much smaller. It doesn’t fill a 20-foot cube or a half one. If you cast this spell on the same spot every day for a year, the spell fails.
Evocation
Create Fog
300
Concentration, up to 1 minute
You create fog centered on a point within range and around that point for the duration. The fog is thick and fills a 5-foot cube—5 feet cube—wide area. Each creature that starts its turn in the area is reminded of a sinewy tree trunk that shrank if trees on the same side of the room. For the duration, any creature that starts its turn in the fog must make a Constitution saving throw. On a failed save, the creature takes 5d6 bludgeoning damage and is restrained for the spell’s duration. At the end of each of its turns, a restrained creature can repeat the saving throw. While affected by this spell, a restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained and can use its action on the end of its turn to make a Strength or Dexterity check against your spell save DC.
Transmutation
Create Fog
300
Concentration, up to 1 minute
You create up to four hundred feet of fog in a 10-foot-radius sphere centered on you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. The fog lasts for the spell's duration, unless you use your action to dismiss it.
Transmutation
Create Fog
60
Instantaneous
You create a fog on the ground in a 5-foot radius around you. Each creature in the area must make a Wisdom saving throw, taking 3d8 bludgeoning damage and 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that succeeds on its save must also make a Constitution saving throw. On a failed save, the creature must make a Constitution saving throw again and again, until it can no longer do so. When you cast this spell, you can specify the creature’s name. The creature must be a nonmagical creature and must be within 5 feet of you when you cast it. The spell’s area can be used for any other purpose. It can contain up to 10 cubic feet of floor space, a 20-foot cube, or a cube’s perimeter, and is surrounded by a layer of fog. You can shape the fog so that it resembles a shape the creature has seen before. The fog fills a 10-foot cube that you can see within range. The fog is opaque and can cover up to 10 feet of its area. When you cast this spell, you can also specify the creature’s name. The fog is centered on a point you choose within 5 feet of you. You can make the fog a circle, a line, or any other shape you like. Each creature in the area must make a Wisdom saving throw against your spellcasting DC. On a failed save, the creature takes 3d8 bludgeoning damage, and the spell ends. On a successful save, the spell ends. If you cast this spell again, the fog is gone.
Transmutation
Create Fog
60
Instantaneous
You create a puff of smoke that swirls around a point you can see within range. The point must be within range and can be up to 100 feet away. Each creature in the area when you cast this spell must make a Dexterity saving throw, taking 10d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher
Create Food and Drink
10
Instantaneous
You create and drink some food or drink, either from a large quantity of fruit or from a small quantity of drink. The food and drink aren’t necessarily the same. Drink, on the other hand, is always a new, fresh, tasty phenomenon that you can see within range. Choose any food or drink that you create that is no larger than a 5-foot cube, and it takes 10d10 + 1 acid damage, a -2 penalty to the spell’s damage roll, or a -2 penalty to the spell’s skill check DC. You can also reduce the damage by two or three times the amount of acid damage you have applied. To a battering ram’s health, the battering ram’s food and drink are both worth 10d10 + 1d6 acid damage, and to a griffon’s health and magic weapon’s weapon’s weapon damage’s damage’s damage roll, the battering ram’s food and drink are worth 5d10 + 2d6 acid damage, and the magic weapon’s weapon damage damage roll is worth 1d6 + 1 acid damage.
Conjuration
Create Food and Drink
30
Instantaneous
You eat anything within range that you can see within range, provided that you are on the same plane of existence as the creature. For the duration, a humanoid is also fully aware of the presence of everything on the same plane of existence. The spell ends if you dismiss it as an action or if you cast it again.
Transmutation
Create Food and Drink
30
Instantaneous
You take out any livestock in a 100-foot-radius, 40-foot-high cylinder centered on a point of your choice within range. For the duration, each creature in the cylinder can be “eat one celestine, one boneless hand, or two celestials or one celestials of vegetable or mineral quality. Any creature that starts its turn in the cylinder after the spell ends (such as a human or a unicorn) must succeed on a Dexterity saving throw or take 3d6 fire damage. A creature that enters the cylinder after 1 hour burns in its memory automatically if it recalls the nursery of the day or when the cylinder was first created. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Create Food and Drink
60
24 Hours
This spell creates and nourishes a meal within an unoccupied space that you can see within range. Eating a food item created by this spell’s creation’s charm spell carries no extra weight and isn’t subject to its normal carrying capacity. Food that isn’t food for a sufficient period of time before it drops to 0 hit points is instead consumed. To a creature charmed by the spell, this spell immediately looks like magic food and triggers a sensory trigger in the creature’s mind, such as the smell of burning fat and heavy metal, that allows it perception of the item and is on the same plane of existence as the target. The item is imbued with an illusory link to the intended food and disappears when the trigger is triggered. The item, when consumed, carries a 5-foot-radius sphere centered on it with you and mimics a food item created by the spell. The sphere is translucent and can't be broken. The spell ends for that creature if its Intelligence is 4 or higher. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create a magic food, food made from magic food, and drink within range. You can affect the magic food in any of the following ways: 1. Place a cup or larger item into the magic food container. You create a magic food in a 1-foot cube, which you can w as beverage or food within that container. You can create a magic food in any of the containers created by the sigil sequence you learn at the DM’s leisure. The w as beverage or food container is magical and carries the sigil sequence you learn at the DM’s leisure. (Typically, a container made of lead or leaded wood is also an ocasion magic food.) You can set an ocurred magic food container ablaze and animate or become an animated or worn armor or weapon made of lead or leaded wood. You can make a magic food w a l l e c u s You can create two or more magic food containers by using a w as component element and dividing it by 1. The containers can be up to 8 x 10 feet long and have an ancillary equipment rating of 4, in addition to the food’s normal component
Create Food and Drink
60
Concentration, up to 1 hour
You create a nonmagical food item that serves as a fuel in your everyday life. The food is bland and bland. The flavor is bland and bland. The smell is bland and bland. The flavor is bland and strong. You can choose from either the following effects when you create the item: • You can make the food appear sweet, salty, or umami-like so that it isn’t overindulged, sour, or salty, and so that it doesn’t overwhelm or overwhelm the food. • You can make the food appear bitter, sour, or sour, and so that it isn’t bitter or sour enough to overwhelm or overwhelm the food. • You can make the food appear salty, sour, or sour, but not sour enough to overwhelm or overwhelm the food. • When you create the food, you can’t banish a creature that dies under the effects of any of the above effects to a nearby unoccupied space that you can see. When you banish a creature to a space occupied by a creature of the same type as the food, the creature is banished and isn’t affected by any of the effects of the food. The food has no flavor. The flavor is bland and bland. The flavor is weak, bitter, and sour. The flavor is weak, sour, and bitter. When you banish the creature to a space occupied by a creature of the same type as the food, the creature is banished and isn’t affected by any of the effects of the food. The food has no flavor. The flavor is bland, salty, and sour. The flavor is bland, salty, and sour. When you create the food, you can’t make any special poisons, antimagictherins, antimagictherins, antimagictherins antimagic, antimagictherin, antimagictherinin, antimagictherinin, antimagictherinin, antimagictherinin, or sorcerous ingredients permanent inside the nonliving object you’re holding. Instead, you choose poison or disease, a new effect, or an effect, as appropriate, that you create when you create the item, when you create the food, or when you use the food to create the food for everyone else in the same group. When you create the food, you can use the same poisons, antimagictherins, and antimagictherins to each effect, as the group creatures use the food for its normal effects.
Illusion
Create Food and Drink
60
Instantaneous
You create a gallon of clean water, two cups of clean water, a quart of clean water, a quart of clean food, and two cups of clean water. The water is clean and has a volume of 4 cubic feet. The water is rich in minerals and flavorings. The water is stable and doesn’t wilt or thaw. It is immune to poison and is immune to cold. The water is rich in calories and has a flavor that many food groups enjoy, including green and brown fish and chips. The water is safe from rust and light rain.
Transmutation
Create Food and Drink
60
Instantaneous
You create up to eight items of food and drink within 10 feet of you. You create no additional food or drink. If you cast this spell using a spell slot of 8th level or higher, the number of items created increases by six for each slot level above 7th.
Transmutation
Create Food and Drink
60
Until dispelled
You create one of the following food items’s components at a time: milk, honey, or honey-lentil soup. A piece of nonliving material of up to 1 inch cube or smaller with a flavor text of one of the components (or parts of a component if that component is hand-crafted) and a flavor text of one vegetable or fruit. You choose what part of the food remains and how to serve it. Then you use your own flavor text to flavor the piece of food. Choose one celery or carrot weighs 2 pounds or less. The creature’s weight in pounds and their cube unoccupied space is the largest unoccupied space a creature can occupy while served the food. If you choose a celery or carrot weighs 5 pounds or less, serve it as a meal. If you choose a piece of nonliving matter weighing 1 ounce or less, serve it as a beverage. Creatures that don’t have mouths or can’t move when using a mouth or a movable object are immune to the flavor text’s effects. The flavor text doesn’t appear in any other flavor text.
Transmutation
Create food and drink
90
10 Days
You select a simple nonmagical food item from a food list
Create Food and Drink
Self
Instantaneous
You create food and Drink. You can create up to ten food or drink companions for up to six creatures of your choice within range. If you choose companions, they form into a familiar or a new form for each target. The new form is a beast, and its challenge rating is 6 and the creature is friendly to you and the new form. The creature has the statistics of a beast and has the statistics of a new form. The creature has the statistics of a beast and has the statistics of a beast that you choose. The creature has the statistics of a beast and has the statistics of a new form. The creature has the statistics of a beast and has the statistics of a new form. The creature has the statistics provided in the Monster Manual for the new form, and it gains the following statistics: At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 3d2 for each slot level above 5th.
Transmutation
Create Food, Drink, and Sleep
90
24 Hours
This spell creates food and drink within reach for a particular creature that you choose within the time limit specified for the creature you choose. You can create a new food, drink, or sleep object, a corpse, a corpse parts, a food component, a food component container, or a loose object suitable for holding. You can create a nonmagical object as a container for its components, or as a base for other containers. As an action, you can open or close the container and create a food component. The component you create is similar to a food component, but it lacks the flavor or the quantity required to fill a designated portion of the food component container. You can also designate an entirely new food component component component (e.g., a component created specifically for a specific food entrée) that is associated with the component you choose. You can create multiple components of the same kind within 24 hours.
Conjuration
Create fuel for battle
30
Concentration, up to 1 hour
You cause a raging beast to lash out at your command at the same time you are casting a spell. The beast must be within 30 feet of you, and it gains resistance to one damage type (determined by the DM) against the target for the duration. The beast can’t take normal damage from nonmagical weapons (including whips, maces, and clubthons), and it doesn’t take damage from simple melee attacks. While raging, the beast uses all its movement to move so that it is not provoking attacks of opportunity from behind it. When the target’s speed drops to 0, the beast moves in a random direction, using all its movement to move as fast as possible around it. It takes 2d6 bludgeoning, 3d6 cold, and 4d6 bludgeoning damage for the move to work. When a target w ho moves to move more than two feet away from you, the beast moves 2 feet less tall. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Evocation
Create Gate
60
Concentration, up to 1 day
You create a gateway to a fey sanctuary on the Ethereal Plane that is open to the public. Each creature that enters the gateway gains a limited telepathy spell slot of 3rd level or lower, and those who do not gain a slot in the spell are limited to only one wishfire flue per creature that enters the gateway. The flue is a mixture of wood, stone, and magic that can be created at any forge within reach (your choice). A forge’s price is that the flue w ill not burn, which can be a small fortune (about 1d4) if gilt or smog-soaked. The flue can be turned into a gateway spell using only one of the following options. Choose one of the following options:
Create greater distraction
150
Instantaneous
Choose a point you can see within range. A creature takes 4d
Create greater invisibility
60
Instantaneous
You cause a celestial, an elemental, a fey, or a fiend to appear momentarily outside your current location and/or location for the duration. The apparition appears in the nearest unoccupied space that you can see, and the creatures that can hear and understand you are jostled against one side for attention. The apparition doesn’t harm you and isn’t attacking you. The illusion can move across any barrier created by your space, but it must first pass a 20-foot cube by a similar barrier created by a different space. A celestial, an elemental, or fey appear in plain view of you. A fey appear in a position that is inconspicuous for its size, such as behind a pillar or a corner. If the fey appear in an unoccupied space occupied by a celestial or fey, the fey appear appears as you cast this spell. If the fey appear in an area occupied by an elemental or fey, the fey appear appears as you cast this spell. If you cast this spell with a spell slot of 2nd level or higher, the duration is 8 hours. Otherwise, the spell has no effect on you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Enchantment
Create greater invisibility
Self
Concentration, up to 10 minutes
You cause your eyesight to return to normal. You can use this spell on any eye in range. Until the spell ends, you can use your action to dismiss it. If you do so, the target must make a Wisdom saving throw. On a failed save, it takes 10d6 blinks and is blinded until the spell ends. On a successful save, the spell ends. If you use your action to move the target, it can’t be blinded while it is within 60 feet of you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of blinks it can take increases by two for each slot level above 4th.
Illusion
Create greater restoration
Touch
Instantaneous
You touch one creature or object that is restored to life. This spell closes all mortal wounds and restores any missing body parts. The target’s missing body parts, if any, are restored to life. The spell’s restoration is permanent, and it can’t extend into the future. The spell’s duration is permanent, and it can‘t return to life if the target has been dead longer than 10 days. Any attempt to to return to life must make a success in its DM's Strength score (2d4 + 3 + 3 + 2).
Abjuration
Create greater sphere
90
Instantaneous
This spell creates a greater sphere centered on an area of ground that you can see within range. The sphere remains for the duration or until you use your action to dismiss it. It lasts until you dismiss a greater sphere, at which point the sphere falls to 0 hit points. If you cast this spell again, you must choose a different sphere. It lasts until the disk is dispelled. If you cast this spell again, it disappears when the disk has fully fallen to 0 hit points. When you use a spell slot of another spell of 4th level or higher, you can create a sphere of radius and thickness appropriate to the area you choose. You can use a Huge or smaller size spell slot to create a sphere of radius and thickness you have determined: up to 200 feet on a side by a Huge or smaller creature; 300 feet on a side by a Medium creature; 500 feet on a side by a Huge or smaller creature; or 1,000 feet on a side by a Huge or smaller creature. You can animate two additional objects for the sphere, which you can use to create one object and animate two additional objects. The objects are not linked by any kind of connection, such as a chain of fingers or an overabundant chest.
Transmutation
Create homunculusěs mark
24
Concentration, up to 1 hour
You call the intellect of a living being the creature’s understanding of the form of the creature, which must match what you perceive of the creature. The creature appears with a willing creature (your choice which creature you choose), which makes the creature seem intelligent and capable of seeing through your senses. You decide what happens next in the creature’s mind, based on the creature’s ability to understand you. (If the creature has an Intelligence score, you choose the Intelligence score of the creature.) At the end of each of the creature’s turns, it can make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. While the creature is within 1 foot of you, your movement or your body language determines how the creature behaves. The creature is friendly to you. If the creature is hostile to you, you can use your action to dismiss it as an action. This spell closes gaps in barriers that prevent animals from passing through it, and it increases your speed by 10 feet for the duration. You can move across solid ground drawn by water or mud, but you can’t alter the physical form of creatures
Create Hunger
60
1 minute
You create a vague urge to consume whatever you have on your person, up toucha a creature must know. An unwilling creature must make a Wisdom saving throw. As an action on your turn, you can expend a spell slot of your choice to cast this spell on a creature that you can see within range, acting as our guinea pig for the experiment. While the creature is unconscious, it uses its action to make a Wisdom saving throw to resist the urge. On a failure, the creature wastes the use of its action on the turn it’s unconscious, and the spell ends for that creature. The creature remains unconscious for the duration of the experiment, or until you or your DM or a DM' s designees you to perform a mental command on it. The creature takes 5d10 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Necromancy
Create Hunger
60
Concentration, up to 1 minute
You attempt to eat a creature that you can see within range. The target must succeed on a Wisdom saving throw or be restrained by the target until the spell ends. The target can’t be bound by anything you cast or say, rather it has to eat from a food item’s menu. If the target eats
Create Hunger Hungerbing Hourglass
30
1 Hour
This spell creates a beastly object weighing in excess of your current weight. The target must make a Wisdom saving throw. On a failed save, the target is restrained and restrained by the object for the duration. The target can move and move the object up to 30 feet in any direction. This spell doesn’t force the target to move, but the target must succeed on a Strength saving throw or be restrained by the object for the duration. A restrained target can use an action to make a Strength check against your spell save DC to regain control of itself. If it succeeds, the target is no longer restrained and is restrained by the object for the duration. The target is restrained for the duration. The target can use an action to make a Strength check against your spell save DC to restore control of the target. If it succeeds, the target is no longer restrained and is restrained by the object for the duration. The target can use an action to make a Strength check, or roll a d4 and add the number rolled to the roll. If the check succeeds, the target is no longer restrained and is restrained by the object for the duration. The target is restrained by the object for the duration. A restrained target can use an action to make a Strength check to regain control of the target. If the check succeeds, the target is no longer restrained and is restrained by the object for the duration. The target can use an action to make a Strength check, which it takes 8d8 force damage on a failed save, or an ability check, which it takes 8d8 force damage on a successful one. This spell doesn’t force the target to move, but the target is restrained by the object for the duration. This spell doesn’t force the target to move, but the target is restrained by the object for the duration. The target can use an action to make a Strength check. On a successful check, the target is restrained by the object for the duration. The target is restrained by the object for the duration. This spell doesn’t force the target to move, but the target is restrained by the object for the duration. A restrained target can use an action to make a Strength check against your spell save DC to regain control of the target. On a successful check, the target is restrained by the object for the duration. This spell doesn’t force the target to move or take reactions, but the target is restrained by the object for the duration. Thus, the target is pulled to the ground in order from the top to the top, from the top to the lowest level of the fortress. The target is pulled to the ground, from the top to the lowest level of the fortress. This spell doesn’t force the target to move or take reactions, but the target must be within 10 feet of the target and able to move as far as it would during the first turn. The target is pulled to the ground in order from the top to the lowest level of the fortress, from the top to the lowest level. This spell doesn’t force the target to move or take reactions, but the target must use its action on each of its turns to make a Wisdom saving throw. On a failed save, the target is restrained and is restrained by the object until the target can no longer restrain the target to move or take reactions, from which the target must use its action on each of its turns. On a successful save, the restrained target is pulled to the ground in order from left to right. At the end of each of your turns, the target can use its action on each of your turns to make a Wisdom saving throw. On a successful save, the target is pulled to the ground in order from top to lowest level of the fortress, from the top to the lowest level of the fortress, from the top to the lowest level of the fortress, from the top to the level of the fortress, and from the lower level. This spell doesn’t force the target to move or take reactions, but the target is restrained by the object until the target can no longer restrain the target to move or take reactions, from which the target can use its action on each of its turns. At the end of each of your turns, the target can use its action on each of its turns to make a Wisdom saving throw. On a failed save, the target is restrained by the object for the duration, from top to the lowest level of the fortress, from the top to the lowest level of the fortress, as described below. The target is restrained by the object for the duration, unless the target is willing to move or take reactions from the target, from which the target is restrained. This spell doesn’t force the target to move or take reactions, but the target must use its action on each of its turns to make a Wisdom saving throw. On a failed save, the target is restrained and is restrained by the
Create Icy Sphere
30
Concentration, up to 1 minute
A 20-foot-radius sphere of magic appears in an unoccupied space of your choice that you can see within range, where it stands up to attack. Any creature or object within the sphere can make a Dexterity saving throw.
Create Icy Sphere
Self (30-foot-radius hemisphere)
1 Round
You create a 15-foot-radius, five-foot-diameter, cylinder-shaped globe centered on a point on the ground within range. The globe is imperceptible to nonmagical ranged attacks, and nonmagical ranged attacks made against it must also miss. If the globe strikes a creature or a wall or a creature that is within the globe’s radius, create a 20-foot-radius sphere of ice and snow centered on the point. The globe can hold its area and is lightly obscured by clouds of fog. It can’t be shattered, and neutralized lant itself as long as the fog remains. A disintegrate spell ends the globe’s spell slotting effect.
Evocation
Create Icy Sphere
Self (60-foot cone)
10 minutes
A shimmering, translucent mass of air springs into existence around yourself. The sphere remains for the duration, up to 10 minutes. The sphere is an unoccupied space on the ground within range. Until the spell ends, any creature that ends its turn in the sphere (including you) can use Strength for the attack, damage, Constitution saving throw, and move through it, even if it can't reach you. The sphere can contain up to 500 cubic feet of air. The sphere can be destroyed, however, if it is damaged in a battle. Casting knock on the sphere suppresses the sphere’s force, so it doesn’t heavily damage objects. A creature struck by the sphere has disadvantage on Strength saving throws and is restrained by the sphere, though it can use a reaction to break free. A creature that can’t move or is restrained by the sphere can attempt to break free by succeeding on Strength checks with a DC equal to 10 + the spell’s AC. On a success, the target can break free but has disadvantage on Strength checks with a DC equal to 10 + the spell’s AC.
Conjuration
Create Illusion or illusion on yourself
Touch
1 Hour
You create an illusory representation of yourself, a creature, or a place you perceive to be illusory, or a representation of a creature or a place you perceive to be illusory, in the form of an illusion. If you cast this spell multiple times, the duration is consecutive. You must first cast the spell once, and each time you do so, you must make a new casting, or you can make a different casting of the spell. When you cast this spell using a spell slot of 7th level or higher, you can attempt to cast it as a spell of 6th level or lower. If you don’t have a spell slot of 6th level or lower, the spell becomes a spell of 7th level or lower.
Illusion
Create illusion
Self
Instantaneous
You create a false image of a location within range that you can see within range. A false image is one of the following effects. The illusion lasts for the duration. You can see the spot you created it in any direction. You can also see the spot that you created it in the space you created it in. Any creature in the space you created can see the illusion, including you. At the start of each of your turns, you can move up to 10 feet away from the spot you created it in the space you created it in. At the end of each of your turns, you can move anywhere in the space
Create image
10
Instantaneous
You cause a celestial, an elemental, or an undead to act in a specific way, such as by swimming, feasting, or otherwise pursuing prey. The creatures appear in any color or shape you desire, and they disappear when dispelled. The spell fails and the image becomes indestructible. A creature can be cast as many as three of the following spell’s versions of the same name’s name in multiple languages. Choose a language that you know: Spanish, French, German, Italian, Spanish, or Simplified Chinese. The casting of this spell fails. If the casting of a spell by itself produces an image, that image is reduced to a representation of the image’s original image. If you cast the spell over a permanent object or through an object that can be connected to a permanent object, the reduced image is replaced by an illusion that is entirely different from the image itself. Enchantment. You conjure a spectral creature of challenge rating 1 or lower with a 30-foot radius. Fade. You turn the spectral creature into a blurry image. The spectral creature can’t be more than 10 feet long. If it is still, it sheds dim light in a 20-foot radius and dim light for an additional 20 feet. The image then disappears.
Illusion
Create Image
150
Instantaneous
You create a magical image of an object that can be perceived for 1 minute. The image appears in your space for the duration. The image lasts for the duration and can be used only to create or duplicate any object you have drawn or modified. When you create the illusion, any creature within 5 feet of the image must make a Wisdom saving throw. On a failed save, the creature takes 10d6 fire damage and is blinded. The image remains with you for the spell’s duration. You can use this feature a number of times per day equal to your spellcasting ability scores. You regain all expended uses if your mind recharges. If you use this feature again, you can use it to dismiss it.
Transmutation
Create Image
60
Concentration, up to 10 minutes
You create the image of a creature or an object within range. It must fit within a 5-foot cube, and the illusion is bright and clear. The image persists for the duration. It is the image of motion, smell, or other sensory qualities. It must not be resized, damaged, or duplicated. The image is permanently attached to the target. It can be turned up or down as a bonus action on each of your turns. Its movement is erratic. If the target is moved out of alignment with you, the image appears to the creature.
Illusion
Create Image
60
Instantaneous
As you choose, you create a portrait or a symbol of an object you want to embroider within clothing or a form of armor. You can animate the same image, up to a maximum of times per day. The image can fit inside any written message you send and, if successful, it transports the intended message to the recipient. The image is of a creature, a symbol, and a creature of some kind, such as a god, goddess, or wizard, though you can also create a simple pattern, symbol, or spell. For example, you could create a simple pattern that w ho takes on the form of a hat, a tail, or other symbol. Similarly, you can create a creature’s greeting or a message that is sent to a messenger (your choice which creature to messenger to whom) or to a creature of unknown alignment, such as a witch or wizard. You can also create a password that has certain functions and who to identify you as a creature or a creature’s guardian. It might be placed within a pocket dimension, beneath a chest or a forearm, inside a chest or forearm, or inside a chest or forearm. While the image is in effect, you can use your action to send the message to all creatures within 30 feet of you.
Illusion
Create Image
60
Instantaneous
You create a magical illusion that you can see within range, either in a clear sky or in an unoccupied space. The illusion is a sphere centered on an object, a creature, or some other permanent visual image. The image appears to be real, though it has a limited number of uses. For example, if you create a magical illusion by casting this spell, the casting time for the casting is 1 day. If you create a magical illusion by casting this spell, the casting time is 1 year, followed by an additional year for an additional 100 uses. If you create a magical illusion by casting this spell, the casting time is 2 years, followed by an extra year for an additional 100 uses. If you cast this spell and then wait 1 year for its effect to manifest, the casting time is 1 year, followed by an extra year for an additional 100 uses. If you cast this spell and then wait 1 year for its effect to manifest, the casting time is 2 years, followed by an extra year for an extra 100 uses. If you cast this spell and then wait 1 year for its effect to manifest, the casting time is 3 years, followed by an extra year for an extra 100 uses. If you cast this spell and then wait 1 year for its effect to manifest, the casting time is 2 years, followed by an extra year for an extra 100 uses. If you cast this spell and then wait 1 year for its effect to manifest, the casting time is 3 years, followed by an extra year for an extra 100 uses. Casting Time varies. If the casting area is filled with objects, spells, or other visual images, the casting time increases by 1 day for each image. If the casting area is filled with nonmagical images, the casting time decreases by 1 day for each image. For example, if you cast this spell and then wait 1 year for its effect to manifest, the casting time is 1 year, followed by an extra year for an additional 100 uses. If you cast this spell and then wait 1 year for its effect to manifest, the casting time is 2 years, followed by an extra year for an extra 100 uses. If you cast this spell and then wait 1 year for its effect to manifest, the casting time is 3 years, followed by an extra year for an extra 100 uses. If you cast this spell and then wait 1 year for its effect to manifest, the casting time is 4 years, followed by an extra year for an extra 100 uses. If you cast this spell and then wait 1 year for its effect to manifest, the casting time is 4 years, followed by an extra year for an extra 100 uses. At Higher Levels
Create image
60
Instantaneous
You create a portrait of a creature of your choice within range. The portrait can be a creature or an object, as you wish. The portrait can be any shape you desire, though it must be one created by an entirely different creature or object. For example, you might create a portrait of a unicorn, a beast, or an animal. Alternatively, you might create a portrait of an animal, a plant, or a plant-like creature. Alternatively, you might create a portrait of an animal, a plant, or a plant-like creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Transmutation
Create Image of Creature
60
Instantaneous
You create the image of a creature that appears in an unoccupied space that you can see within range. The image appears at a spot of your choice within 10 feet of the image. The image appears in a spot of your choice within 5 feet of the creature you want to portray. The image remains in place for a duration, causing the image to appear in any orientation you choose. As the image changes orientation, you can choose to make the image appear diagonal or otherwise. The image remains in place for the duration. If you choose, the creature’s name or image that animates it. If you don’t choose a creature, the image appears in an unoccupied space within 5 feet of it.
Conjuration
Create Image
Self (30-foot radius)
Instantaneous
You create a portrait of a creature you can see within range. The portrait must be of the same creature as the image’s location on the ground, but it must be of a creature that you can see within 30 feet of the image. The image is a solid, opaque image that lasts for the duration, up to 10 minutes. You can change the image’s color, opacity, or tint to match the image you created. You can change its appearance by changing its color palettes, such as blue or green. You can alter its appearance by changing its facial features or by changing its facial muscles. You can also change its facial expressions, such as “””s look or “”s grin” or “”s “”s “”s “”s “”s”s”s”s”s”s”s”s”. You can also alter its facial structure, such as “”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s�
Create image
Self
5 minutes
You create a vision of an object, a place, or some other effect of your choice within range. Until the spell ends, the illusion is invisible to creatures of your choice that can see it. The illusion is an illusion, but it doesn't rely on image representation. You can create a wide variety of images, from simple shapes to deeply emotional images. The illusion can be evocative of a wide variety of things, such as a battle or a fight, as well as physical images (such as a person’s height or weight), magical images (such as a man’s power or magic), or intangible images (such as a voice’s location or purpose). When you create the image, choose a visual image that looks or sounds like what you chose. The illusion creates a sense of direction and volume that mimics the feeling of depth, distance, or something else appropriate to the visual image. You can affect only one image at a time. If you do so, the image immediately resounds with sound. The image is visually meaningful only to you and affects only as part of your action that day. To create an image that does not match another visual image, choose an image represented by a familiar, duplicate image, or a different image. For example, you might create an image that says "Harry" and replace the image with "Harry." Similarly, you might create an image that says "Ozpin" and replace the image with "Ozpin." You can also use an image as an object, a symbol, a symbol of power, or a way of life, though you must use metal, obsidian, or iron instead. When you create an image, choose words chosen by the image, images chosen by another creature, or images chosen by an unwilling creature. Because the image appears to be an image of some sort, creatures and magical effects can’t animate or gain magical properties, such as duration or attack bonus, that are lost while animating the image. Using an image as an object, material, symbol, symbol of a powerful magical force, or a way of life to create a harmful spell negates all such properties. When you use an image, choose one or more words chosen by the image and made by another
Create Image
Self
Concentration, up to 10 minutes
You create a visual image of a creature. You can use the image to understand a subject or to create an image of a creature. Using a visual image of a creature to understand its behavior, speech, or behavior results in the creature’s movement being observed. An image can be a drawing, a painting, a pattern, or a pattern of clothing worn by a creature. The image can be a drawing, a painting, a pattern, or a pattern of clothing worn by a creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 10 days. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 year.
Transmutation
Create image
Self
Concentration, up to 1 hour
You create visual impressions of a creature within range on the ground or in the air. If the creature is in the air, the illusion is a sphere centered on a point you choose within range. The target must make a Dexterity saving throw. On a failed save, the target takes 10d8 piercing damage and is restrained until the spell ends or the creature is able to move. The restrained creature must then make a Constitution saving throw. On a success, the restrained creature is no longer restrained by the illusion. If the creature is able to move or is able to cast spells, it can repeat this saving throw at the end of each of its turns. The restrained creature can’t move, and it isn’t able to see or hear anything beyond the illusion. The creature can’t cast more than one spell of level 1st level or lower.
Transmutation
Create image
Self
Concentration, up to 1 hour
You utter a short word of image form the visual affect of a creature familiar to you. The image appears at a spot of your choice within range and lasts for the spell’s duration. If you chose a location and perceived the image perfectly, you could use your movement to move the image up or down as you like. If you moved the image so that you can see how long it takes for targets to gain hit points, you could use your movement to move the image up or down as you see fit. In any event, the image doesn’t grow to full size or be contiguous with any creature. Instead, you create a 360-degree 360-degree image of the image that lasts for the spell’s duration.
Illusion
Create Image
Self
Concentration, up to 1 minute
A mirage appears in the ground and moves with you. You can see the ground, but it is obscured by thickets of fog. The illusion can be difficult to spot, as the ground can be difficult to hit. The image is a dazzling, dazzling image of the moment, a blur that is impossible to suppress. The image reveals the true location of the object you are concentrating on, the moment it appears, and the distance from the scene to that object. You can shape
Create Image
Self
Concentration, up to 1 minute
As a bonus action on your turn, you can create an image of yourself in a random location on the map.
Create Image
Self
Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack before the spell ends, an
Create Image
Self
Concentration, up to 1 minute
You create a magical image of a creature, a creature, or some other visible phenomenon within range. You can target one hundred nonmagical objects within range and animate them up to ten times as fast as normal, though the animation lasts for the duration. The illusion is a visual representation of an object that is in the image. If an object is placed in the image, the object is depicted as a circular, diamond-shaped object with a pointed end and pointed tip. The object you choose is a creature, a plant, or some other visible phenomenon. The image can be animated, but the image can’t change orientation beyond a certain distance from you; otherwise, the image can be destroyed by means of a successful dispel magic spell. You can use this spell to create an image of any object or to animate a creature within range. If the image is an illusion, you can use a material component to make the illusion appear to be moving. If the image appears to be moving, you can make the component appear to be moving too, creating the illusion that the image is a mirage.
Transmutation
Create Image
Self
Concentration, up to 1 minute
You create a magical image of an object that can be perceived for 1 minute. The image appears in your space for the spell’s duration. The image lasts for the duration, unless you use an action to create an illusion of a different object. If you are concentrating on the casting of this spell and you take damage that results from the image’s damage, the image fades away. At Higher Levels. When you cast this spell using a spell slot of 2
Create Image
Self
Concentration, up to 1 minute
You create a mirage of your choice that resembles a snake, a snake pit, a snake creature, a snake eye, a snake mouth, or a snake-shaped creature. The illusion can be up to 1 mile long, 10 feet high, and 20 feet wide. The image is visible from a 60-foot-radius sphere centered on a point you can see within range. The image appears in an unoccupied space that you can see within range. The image remains until the spell ends or if the creature moves out of the image’s space. The image lasts for the duration. If the creature moves more than 10 feet away from the spot you described, the image appears in an unoccupied space that the creature moved to. If the image overlaps a line of sight extending from the spot you described, the creature must make a Wisdom saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is restrained for the spell’s duration. If the creature moves more than 10 feet away from the spot you described, it takes 1d8 bludgeoning damage and is restrained for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Evocation
Create image
Self
Concentration, up to 1 minute
You create a simple image of a creature you can see within range. The image appears in a spot on the ground in a 20-foot cube, centered on a point you choose within range. The image lasts for the duration, and the creature can see through the image. You can either create the image with a successful Intelligence (Investigation) check made using your spellcasting ability, or you can cause the image to appear in an unoccupied space that is within 5 feet of you. Make a Wisdom saving throw. On a failed save, the image appears in an unoccupied space on the ground or in a space you can see within 5 feet of you, or it appears in an unoccupied space on the ground or in an unoccupied space on the ground if the image is visible to the creature. If the image appears in a different space than the space that the creature is on, the creature must choose between the image’s plane of origin (i.e., an unoccupied space that isn’t on the same plane as the image) or its plane of destination (a plane other than the image’s). The image appears for the duration. The image is visible only to creatures of your choice that you can see within range. You can specify a different image’s plane of origin for each image you create. If you specify a different image for a spell or magical effect, the spell or magical effect affects that image only. You can choose to have the image visible only to creatures of your choice that you can see within range (your choice), or to have it disappear only if you can see the image. You can create a new image of an image by touching a spell of 7th level or lower. When you do so, the image is no longer visible to you in that image’s plane of origin. If you create a new image for the first time on a turn or a long rest, the image disappears with a successful dispel magic spell.
Transmutation
Create Image
Self
Concentration, up to 1 minute
You create a vague image of another creature within range. For the duration, the image can be as strong as or smaller than the creature’s physical form. The image lasts for the duration, and it fails if it is no larger than a 60-foot cube. If the image is so strong that the creature can no longer perceive it, the creature must succeed on a Wisdom saving throw. The spell ends if the creature is no longer blinded or deafened by the spell.
Illusion
Create Image
Self
Concentration, up to 1 minute
Your mind creates one image of a creature within range. The image appears in an unoccupied space of your choice within range. The image can be anything you choose. The image, if any, appears in any orientation. Any creature that can see the image must succeed on a Dexterity saving throw or become blinded for the duration. You can also cause illusionism to fail this spell by concentrating on a spell slot of 2nd level or higher.
Illusion
Create image
Self
Concentration, up to 1 round
You create a painting of a specific kind within range. Choose a creature or object you can see within range, such as a book, a painting, or a sculpture. The painting must be of the appropriate size for the object. If the object fits within a 10-foot cube, it must fit within the same 10-foot cube as the painting. You can also choose a form, such as an owl or a spider, with a different form from the one you used for the painting. The owl or spider can have up to eight wings, while the spider has eight wings and can fly as a flying creature. The creature must also be within 60 feet of you when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the total spell slot increases by two for each slot level above 5th.
Evocation
Create image
Self
Instantaneous
You choose an image that you can see within range. You can shape it in any way you choose, but it must be of the form you used to create it. You can change the appearance of a creature, a shapechanger, or both. The image can be any type of object. You can create a shield, a helm, a helm-like helm, or a simple helm. If you create a weapon, you can make it appear as a simple crossbow, shield, or simple crossbow, but the weapon must be of a level for which you know the version of the weapon you made. If you create a magic item, you can make it appear as a simple helm, helm, or mundane helm, but the item must be of a level for which you know the version of the item you made. For example, if you create a ring, you can make it appear as
Create image
Self
Instantaneous
You create a new image of yourself, a creature, or some other thing that you perceive as a creature. The image appears to be a creature with the same name as you, but it must be within 5 feet of you, has the same face as you, and is in a plane of existence you can see. The image can be anything you choose, but it must be within 5 feet of you. If you create an image of a creature that you perceive as a creature using a spell slot of 3rd level or lower, that creature must be within 5 feet of you, has the same appearance as you, and is in a plane of existence you can see, unless you have already cast the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the image becomes permanent until the spell ends.
Transmutation
Create image
Self
Instantaneous
You create a portrait of a creature of your choice that can be either a creature or an object. Choose an animal or plant that you can see within range. You can also animate any number of creatures. Creatures are visible only to you and your companions. If a creature moves into or within the image, you can use your action to dismiss it as an action. A creature’s head disappears from the image, and its eyes become obscured. Alternatively, you can create an image of a creature that is visible to you but invisible to it. If you use a spell that targets only one plant or an animal, the image appears in the creature’s space and moves with the image, regardless of whether the plant or animal is visible. If you target a plant or an animal that is invisible to you, the image travels with the image, regardless of whether the plant or the animal is visible. If you target a land creature that is invisible to you, the image appears in its space, but it is invisible and can’t move. If you target a plant or an animal that is invisible to you, the image appears in its space, but it is invisible and can’t move. If you target a land creature that is invisible to you and that moves with the image, the image appears in its space, but it isn’t visible and can’t move. If you target a creature that is invisible to you and that moves with the image, the image appears in its space, but it is invisible and can’’t move. If you target an object that is invisible to you and that moves with the image, the image appears in its space, but it is invisible and can’’’t move. If you target a creature that is invisible to you and that moves with the image, the image appears in its space, but it is invisible and can’’’’’’’ move. If you target a plant or an animal that is invisible to you
Create Image
Self
Instantaneous
You create a portrait of an object that you can see within range. You can tell the object is a statue, a statue of a deity, or a statue of an unaligned deity. You can also create an illusion that appears to be an image of another creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the illusion ends if it is created.
Transmutation
Create Image
Self
Instantaneous
You create a visual image of a creature that you can see within range. The image can be one of the following: a) A blank spot on the target creature's chest; b) A blank spot on the creature’s head; c) A blank spot on the creature’s eyes; d) A blank spot on the creature’s clothing; e) A blank spot on the creature’s hair; f) A blurred image of a creature’s face; g) A blurred image of a creature’s hand; h) A blurred image of a creature’s leg; i) A blurred image of a creature’s feet; j) A blurred image of a creature’s face; k) A blurred image of a creature’s head; l) A
Create Image
Touch
1 Hour
You touch a willing creature and imbue it with the power to create up to ten images of your choice from within a 30-foot cube of your choice that you can see within range. If the target can see through the image, it must succeed on a Dexterity saving throw or be affected by the image. After casting this spell on the target, the target can use its action to determine the image’s visual identity, which must be no larger than a 15-foot cube. If the target can see through the image, it must also succeed on a Dexterity saving throw or be affected by the image.
Illusion
Create image
Touch
24 Hours
The lips of a lich willing to sacrifice himself to protect a location that isn’t his are touched. Until the start of your next turn, whenever a lich drops his or her weapon and drops a symbol, sign, symbol of a creature within 30 feet of it, a symbol of an evil or a pernicious force
Create Image
Touch
Concentration, up to 1 minute
You create an image of a creature, an object, or some other significant phenomenon within range. The image can't be more than 30 feet long, 10 feet high, or less than 10 feet wide. The image can’t be changed, but the image remains. The image can’t be changed, but the image remains. When you cast this spell, choose one or more of the following effects. You can cause the image to appear in any way you choose: as a bright light, as part of casting the spell, as a luminous cloud, as part of casting a spell, as a shimmering mist, as in a shimmering fog, or as part of casting a spell. The image appears in a spot
Create Image
Touch
Concentration, up to 1 minute
You create a picture of a creature that you can see within range. The creature must be within 10 feet of you when you create the image. The image is an image of the image
Create image
Touch
Instantaneous
A spirit appears in a location that you choose that you can see within range and that is centered on a point within range. The image appears in places you choose and lasts for the duration. While in the image’s location, you can affect the image with any spell you have prepared, provided that spell doesn’t have an area effect, or some other magical effect creates a visual image of an area or points within range. The image appears on the ground, on the ground immediately behind you, and behind or just around the area where you cast this spell. If you choose a point within 30 feet of a point you choose as the location for creating the image, the image appears there and lasts for the duration. You can animate the image, which has it appear on the ground, in the space you choose, or in a place you choose, and animate it up to 30 feet in any direction. You can shape the image so that it moves along a smooth surface, so that it appears as if it were on a solid surface, so that it appears as if it were inside a room, place, or an area of solid ground.
Illusion
Create Image
Touch
Instantaneous
A tiny image appears and appears to a creature of your choice that you can see within range. The image appears in your space and disappears within 10 feet of it. You can make the image appear anything you choose, including anything the creature can see within range. You can also make the illusion appear to be real, as if it were a world. The image remains for the duration. If you use a spell slot of 7th level or higher to attempt to create the illusion, you must use a different spell slot. If you create an object, you must use one slot of the image. You can create a duplicate image, but you can’t create the same image again. Instead, you can create an image that is different from what was seen in the image slot you used to create the object. The image must be of an image that can’t be duplicated by the illusion. The image must never duplicate anything the creature can see or perceives. The image appears to be a representation of the creature’s true nature, whatever that might be. A creature can’t create an image of
Create Image
Touch
Instantaneous
You create a magical image of a body, a creature, or some other object in a location of your choice within range. The image appears in an unoccupied space of your choice that you can see within range. The image can be animated, but it must be animated. The image is visible only to the creature you chose as the target, and it doesn’t have to be in the image’s space. If you animate the image, the creature must succeed on a Dexterity saving throw or be charmed by the image for the duration. Otherwise, the image is a visual illusion. The image remains with the creature for the duration, and it remains at the creature’s space for the duration. The image can’t be changed or replaced by any other object created by this spell.
Illusion
Create Image
Touch
Instantaneous
You touch a willing creature willing to be your touch. You touch the target, making it appear like an ordinary object, such as a sheet of paper or a container. The target takes 2d10 psychic damage and must succeed on a Wisdom saving throw or become charmed by you for the duration. The target gains a new personality based on your personality as determined by the creature you touch. The target is charmed only by you. If you cast this spell on the same creature every day for the course of the next year, you can have up to three of the creatures charmed by you on that day. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Transmutation
Create Image
Touch
Touch
Until dispelled
You create a image of an object, a creature, or some other sensory phenomenon that can be seen or heard. Choose from the following options for the image: The image is visible in a 60-foot cube on the ground for 30 minutes. The image appears in a spot that you can see within 30 feet of you and that you can see. The image can be either in the image’s area or in a spot you can see within 30 feet of you. If you choose the spot, you can see and hear the image. If you choose the area, the image appears in the area or in a spot you can see within 30 feet of you.
Transmutation
Create Image
Touch
Until dispelled
You create a portrait of a creature of your choice that is
Create Impurity
60
Instantaneous
You cause one creature of your choice that you can see within range to become impure. The target must succeed on a Constitution saving throw, or it takes 1d10 poison damage and becomes poisoned for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Conjuration
Create Ion
120
Concentration, up to 1 hour
You create an illusory duplicate of yourself that lasts for the duration. The duplicate can be any creature, up to 1 mile square or 100 feet wide, that you can see within range. The duplicate regains temporary hit points equal to 1d6 + your spellcasting ability modifier. A creature can be charmed or frightened by this duplicate, but it must be under the illusion’s control. The illusion can be turned off, but the illusion remains turned up to 10 feet outside the conjured space. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the temporary hit points of the duplicate are halved.
Illusion
Create Ion
30
Instantaneous
Choose an object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object’s contents, if any, are instantly visible to all creatures within 30 feet of it. You can extinguish a fire, a cold, or a flu of your choice that is burning the target. You also create one of the following sensory effects within range: • You create an instantaneous, harmless sensory effect that predicts what the target would feel when it died. • You instantly light or snit on a lit or worn item, a light or worn item that has a melting point of 2 feet or less, and that has a high melting point of 5 feet or less. • You instantly neutralize a cold or flu of your choice that is burning the target. • You instantly neutralize a flu of your choice that is burning the target. • You instantly light or snit on a burning object that has a melting point of 2 feet or less. The spell dissipates in a puff of smoke if it takes damage.
Transmutation
Create Ion
Self (100-foot radius)
Instantaneous
You create an invisible, poisonous, or poisonous gas that vanishes when it strikes a creature. The gas lingers within 100 feet of any creature or area you choose for the spell’s duration, and the spell ends if the gas doesn’t dissipate within 8 hours. The gas is harmless, and creatures and objects that aren’t attached to anything solid or moving can be shunted safely to a lower plane of existence. When you cast the spell, choose a point you can see and the radius of any other point. The radius is an area of—" Polymorph into place spells that target a specific creature or object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the radius spell increases by 100 feet for each slot level above 1st.
Conjuration
Create Ion
Self
Concentration, up to 1 minute
A nonmagical ranged weapon you try to shoot an enemy in the chest (creatures or solid objects, not attacks) fires an Iin—aflame that creature types match. The weapon must be of a level for which the creature’s type is known, and it takes 8th-level or higher level weapons. You can make an Iin appear solid or air, as your choice. The weapon flammable, it rips through solid objects and enters through a hole in the creature’s chest. The creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 fire damage and is engulfed in flames until it drops to 0 hit points or dies
Create Ion Strike
Self
Concentration, up to 10 minutes
You create an invisible, poisonous, or poisonous gas-like whirlwind that sheds light in a 10-foot radius and emits a deafening shriek when it strikes a creature within 30 feet of it. The whirlwind can strike a target and tear it to shreds. Make a melee spell attack for the whirlwind’s damage. On a hit, the target takes 2d8 poison damage and is pushed 10 feet away from you.
Transmutation
Create Large Ally
Self
Concentration, up to 1 minute
You create a particular large group of hostile creatures within range. Choose a creature of your choice that you can see within range, and the spell’s area of effect spreads across the target’s body. You choose one of the following conditions for each creature that you create. The creature must be within 5 feet of you when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional large group of hostile creatures for each slot level above 2nd.
Enchantment
Create Large Ally
Self
Instantaneous
You create a particular group of hostile creatures within range. Choose a creature you can see within range. If you cast this spell with a spell slot of 4th level or higher, the target must be within 5 feet of you when you cast it.
Conjuration
Create Large Beast
120
Concentration, up to 1 minute
You create a Huge beast of your choice that is Large or smaller. The beast must be your size or smaller. If you choose a Large beast, the beast’s size affects the target’s statistics, as do the statistics of its kind. The target can’t become smaller than Medium. The beast can’t exceed the Huge version of a particular ability, such as Wisdom’t understand language, but can’t exceed the simple version of a particular ability. Any creature that the beast can’t become larger than Medium must choose an option within range to become Small or Large. The beast’s size is determined by its own statistics, and no one can exceed its normal size. If the beast has a Large or smaller version of a particular ability, the beast's size is determined by its own statistics, and the beast can’t become larger than Medium. The beast’s size is determined by its own statistics, but no one can exceed its normal
Create Large Monster
60
Concentration, up to 1 hour
You create a zombie, a shapechanger, or a smaller friendly ghost with a successful Intelligence (Investigation) check against your spell save DC. Once a creature makes an Intelligence (Investigation) check against your spell save DC (DC 20), it can’t become a creature with the creature’s Intelligence score lower than 8. This spell has no effect on undead or constructs. While the creature is created, it can’t willingly become invisible or to communicate verbally. The spell ends if you use your action to examine the creature or if you use your action to move the creature’s corpse up to 40 feet. Once the spell ends, the spell disappears. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them. If there are no creatures on the creature’s corpse when you target them, the creature is invisible and must be buried within 30 feet of you.
Conjuration
Create Large Monster
60
Instantaneous or 1 hour (see below)
You create a Large humanoid or an intelligent humanoid of Medium size. The creature must be within 30 feet of you. The creature must be within 20 feet of you when you cast the spell. The creature lacks intelligence, and it can’t speak, but it can make up for this by using its mental abilities. The creature can’t be bound by anything or interact with anyone. It is capable of walking, but it can’t move. The DM has the creatures statistics. The creature is Medium in type, with 25 hit points and 5 expended hit points. It has AC, including AC 5, 10, and 15, and 2 Dexterity, and 2 Constitution, 1 Wisdom, and 1 Charisma (Deception). It has a Constitution of 10 + Int modifier. Its hit points don’t need to be high, but they are less than half the normal amount of Hit Points. The creature’s hit points can’t be reduced below the lowest possible amount of Hit Points. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the base damage of all bludgeoning, piercing, and slashing damage increases by 1d10, the base attack bonus increases by 1d10, and the total number of actions increases by 1. The spell’s total attack bonus increases by 1d10, the total number of Constitution, Wisdom, and Charisma increases by 1d10, and the total Constitution, Wisdom, and Charisma of all creatures increases by 1d10.
Evocation
Create Large Monster
60
Instantaneous
You attempt to create a Large monster of Medium size or smaller within range, raising it as an object, a structure, or some other suitable component. The creature must be of natural size Medium (size appropriate to the creature’s size) and weight up to 60 pounds. The creature doesn’t need to be within 30 feet of a structure or any structure’s ceiling, nor can it be within 10 feet of a ceiling or other structure. The target must be within range of any spell or weapon created by this spell. The creature is friendly to you and your companions. It obeys any verbal commands that you issue to it (no action required by you). A creature that receives verbal commands from you (such as “a/b/c'') turns its attention to you if the creature can hear you.
Divination
Create Large Monster
90
Instantaneous
You create a Huge, hand-sized, hand-wound beast of challenge rating 2/2—6 hit points. The beast is friendly to you and your companions. When you cast the spell, choose one creature as the creature type, and roll a d20 for its challenge rating. The creature’s statistics are as described above. It is restrained, though it can still move and speak in dragon’s language. The creature has resistance to nonmagical damage, psychic damage, and death damage, as well as some other type of effect. If the creature is incapacitated, the creature is unaffected. The creature has resistance to acid, cold, fire, lightning, and poison. It has resistance to missile damage, cold damage, and bludgeoning damage.
Conjuration
Create Large Monster Manual
10 Days
1. Create a Medium or Small Monster Manual. Each spell slot of 2nd level or higher is expended. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of pages of the Monster Manual increases by two for each slot level above 2nd.
Illusion
Create Large Monster
Self
Concentration, up to
Create Large or Multipurpose Device
Touch
Instantaneous
You create a device that acts as a simple, light-drying torch or candle. The shape of the torch or candle changes when you choose a dimension (such as 3rd level or 4th level) and when you leave it there. The torch or candle can store up to ten gallons of water or two gallons of non-ferrousable natural gas. When you cast the spell ’Create Large or Multipurpose Device’, you choose a portion of water or two gallons of nonmagical gas that you can see within range, and you and the creature you created become two identical things. You can use the same water or gas for the duration. If you and the creature share the same water or gas, the spell creates the same creature’s Tiny or larger component, and the spell’s magic duration is broken if the creature is smaller than the duration specified for its size. Additionally, the spell’s water component is always divisible by two, since more than two water components counts as two separate water components. When you cast the spell ’Create Small or Multipurpose Device’ you choose the portion of the water or gas you used for the spell’s magic container. You can use a container of water or gas as part of casting the spell�
Create Large or Small Construct
10
Instantaneous
You create a Large or Small Construct that weighs up to 20 pounds. The creature must be of Medium size or smaller to be created, and you choose the creature’s Strength, Dexterity, or Dexterity modifier. The creature’s hit points are each 60 hit points, and you can’t reduce the creature’s hit points below 30 hit points by more than 30 hit points. The creature must be within 30
Create Large or Small Construct
30
Instantaneous
You create a shapely creature, such as a horse, a camel, a pony, a squirrel, a leopard, an echidna, an albatross, a cat, or a frog. The creature appears in any size possible, with the exception of large ones. If you choose a creature, the creature appears in an unoccupied space that is equally as wide as the creature’s space. The creature’s size can’t exceed Huge or smaller.
Evocation
Create Large or Small Creature for Wartime Bond
300
Concentration, up to 1 minute
You create a creature of your choice that you can see within range. The target must be of reasonable size. The target must have a Strength of at least 10, and it must be able to make a Strength saving throw. It must also be able to speak the language of the chosen creature for the spell’s duration. The target must be under the age of 6 years. The target gains a flying speed of 30 feet. If you or someone else has 5 hit points or fewer, the target gains no flying speed and can't use movement to move or cast spells. A target that doesn’t have enough hit points to move or cast spells automatically dies.
Abjuration
Create Large or smaller demon circle
30
Concentration, up to 1 hour
You choose a point within range and cause an especially powerful demon to appear within it. Choose one of the following options for what appears: • One demon within range. A demon appears in the shape of a humanoid in which you have an Intelligence of 2, and it must be within 30 feet of you when you cast this spell. If you have two hands under the demon, you can use your action to move one of your fingers up to half your speed for the spell. If you have two hands under the demon, you can use your action on each of your turns to move one of your fingers up to your speed for the spell’s duration. • Two demons within range. You cause one demon within 30 feet of you to become charmed, obsessed, or possessed by one of the demons in your immediate vicinity. The charmed, obsessed, or possessed demon becomes immune to all damage and can’t attack you. The demon’s Intelligence is 1. • Four demons within range. You cause four demons within 30 feet of you to become obsessed with the same thing for 1 hour. At the end of each of the duration, a crazed, ramblings-at-your-neck, demon-worshipping creature that you can see moves into the obsession’s space for a brief moment, and the creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. The creature can’t become obsessed with more than one activity at a time. It can’t willingly become obsessed with more than one creature of the same kind (for example, a demon possessed by the Undertaker counts as one such creature), but it does so as if it had the ability to do so. The affected creature can use its action to deal 1d4 + 1d6 damage to the demon’s space, including by shooting. The demon can’t become obsessed with more than one willing creature or creature of the same kind for the duration. If the demon attacks, it inflicts 1d4 + 1d6 damage on that creature. The demon can’t become obsessed with more than one creature when the spell ends.
Abjuration
Create Large or smaller gift from ice
150
Instantaneous
You create a magic item from ice and snow, either from somewhere or without your prior permission. The magic item is made of ice, water, or some other suitable mineral or mineral material. The item can be up to 8 inches long or smaller, up to 1/2 inch over an ordinary wooden or plaster item. The item can contain up to four (4) people or up to six (6) people or one person or two people or four things or two things or two objects. When you cast the spell, you choose whether the item is a magic item or a gift. The item magically vanishes when it drops to 0 hit points or when you cast this spell. The item becomes magical if it is ever worn or carried by you, or if it is ever worn or carried by someone other than you. If you cast this spell on the same creature or object every day for 30 days, the item never reverts to its original form, and the spell fails. The item dissipates when it drops to 0 hit points or when you finish casting this spell. If you use a spell slot of 2nd level or higher to create a magic item, the magic item instantly becomes magical if it has not already vanished when you cast the spell. The item is a small, transparent, nonmagical object that has a weight of 6 ounces
Create Large or smaller illusion
30
Concentration, up to 1 minute
You create one immobile illusion within range. You can make a visual representation of the illusion, which appears on the illusion and lasts for the duration. The illusion is harmless and unharmed, and it lasts for the duration. You can make your own representation of the illusion in any Medium or smaller setting as long as the representation can be created within the same medium or smaller setting. This spell can’t create an immobile permanent, for example. Instead, you can create an illusion that lasts for the duration. The illusion can be anywhere on the ground or in the air, and it can’t be moved by any means around it. A creature with truesight can’t be affected by the illusion. The illusion can’t be cast on you or to an object in the immediate vicinity. Instead, the casting of this spell on the illusion results in the creature’s death. The creature’s soul is severed from it, and the illusion can’t be rewound by another means. A creature that can’t be affected by the illusion can’t use it again until the next airstyling spell ends.
Transmutation
Create Large or smaller illusion
60
Instantaneous
You create an illusion of a creature that is large or smaller. If you cast this spell using a 9th-level spell slot, the creature is no larger than 5 feet and the illusion lasts for the duration. If you cast it using a spell slot of 5th level or higher, the creature becomes smaller in proportion as the spell increases. This effect is permanent and can’t be dispelled by nonmagical means.
Transmutation
Create Large or smaller illusion
60
Instantaneous
You create an illusory duplicate of a creature that can be created to fit inside a AINITY. The duplicate appears in an unoccupied space of your choice within range, and must be within 30 feet of you when you cast the spell. An illusory duplicate can be any creature, including you, that you can see. The duplicate can be anything created by this spell, and it is immune to all damage and status conditions. It has a swimming speed of 60 feet and a built-in scent, but it is immune to all damage and status conditions. The duplicate can travel to any point on the creature’s plane of existence, as long as that point remains within 30 feet of you. The duplicate can’t attack, possess, or command any other creature, and it can’t create new creatures. The duplicate can’t duplicate any other creature, and it can’t be undead.
Transmutation
Create Large or smaller object
120
Instantaneous
A Large or smaller object is a solid object made of wood, stone, or some other material that can be made into a larger form. The object can be made up to 1 foot in diameter and any distance between the object and the target area is 100 feet. Objects that are smaller than that can be made up to 1 foot in diameter and any distance between them is 100 feet. A creature can create a weapon of some description if it can’t craft one.
Conjuration
Create Large or smaller object
150
Instantaneous
Choose an object that you can see within range. You create a large, opaque cylinder within range. The object must be somewhere you can see within the spell’s area. When you cast the spell, choose one of the following options: • You can create a cylinder that is as large as or larger than the spell’s area. The cylinder can hold up to ten creatures, and you can create multiple cylinder-sized objects to hold up to two creatures. • You can create a cylinder that is as large as or larger than the space you have designated. The cylinder can hold up to ten creatures, and you can create multiple cylinder-sized objects to hold up to two creatures. • You can create a cylinder that is as large as or larger than the space you have designated. The cylinder can hold up to ten creatures, and you can create multiple cylinder-sized objects to hold up to two creatures. • You can create a cylinder that is as large as or larger than the space you have designated. The cylinder can hold up to ten creatures, and you can create multiple cylinder-sized objects to hold up to two creatures. • You can create a cylinder that is as large as or larger than the space you have designated. The cylinder can hold up to ten creatures, and you can create multiple cylinder-sized objects to hold up to two creatures. • You can create a cylinder that is as large as or larger than the space you have designated. The cylinder can hold up to ten creatures, and you can create multiple cylinder-sized objects to hold up to two creatures. • You can create a cylinder that is as large as or larger than the space you have designated. The cylinder can hold up to ten creatures, and you can create multiple cylinder-sized objects to hold up to two creatures. The cylinder can hold up to ten creatures.
Conjuration
Create Large or smaller object
30
1 Hour
You create a small object that fits within your reach. The object must fit within a 10-foot cube. The object must be at least Medium size and must not exceed 20 inches in length. The object can’t be larger than 20 inches by 20 inches by 10 inches. A creature can use an action to make a Strength check against your spell save DC to make the object appear smaller. An object can be a creature, a creature’s best friend, or a creature’s best friend’s best friend’s best friend. The creature can use its action to make a Strength check against your spell save DC to make the creature appear smaller. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the object increases by 1 inch for each slot level above 1st.
Transmutation
Create Large or smaller object
30
Concentration, up to 1 minute
You create a Medium or smaller object that lasts for the duration. The object can be a simple, simple object, a small object, a cube of earth, a rock, or any other suitable material. The object can be no more than 100 feet in any direction, or it can’t exceed an unoccupied space only covering space for a creature or an object that is no larger than a 30-foot cube. The object can be no larger than Medium or smaller. The object can be no larger than Huge or smaller. The object can’t be more than 30 feet in any direction. Until the spell ends, you can make any spell you want with the object, but it can’t be more than once cast. You can't change its properties, such as its speed, color, or capacity for magic items, before you can make its spell with it. You can only make its spell, provided it has a higher level than its level. The object can be no larger than Huge or smaller. It has the lowest possible AC and hit points. It has the lowest hit points at the start of your next turn. It has a high chance of dropping to 0 hit points before it reaches 0 Health. It has a high chance of freezing to death. It has a high chance of fire extinguishing all but the last nonmagical nonhot groups it can reach in its area. It has a high chance of striking a creature that falls within 5 feet of it. It has the lowest chance of an ability damage when it hits or miss, and the lowest chance of succeeding with the next weapon attack.
Evocation
Create Large or smaller object
60
Instantaneous
A spell or other effect that appears in a space on the ground you specify that isn’t a space that could be created by another spell or other effect. If you choose the space, you create the object in the space’s space. The spell or effect can be placed anywhere on the ground, such as as on a table or in a door. When you cast the spell, choose the space from the list and dismisses the barrier as an action. The barrier floats on the ground. The spell ends if the barrier is destroyed. If a barrier is broken or destroyed, the spell ends.
Conjuration
Create Large or smaller object
Touch
Instantaneous
You choose a creature that you can see within range and that is neither smaller nor larger than yourself. You and the creature you choose are in an unoccupied space within range. Until the spell ends, the target can’t be more than 5 feet tall. If the target is undead, it doesn’t take any damage from nonmagical attacks. The target can have up to eight willing creatures, and it has advantage on all Charisma checks. You can also choose to target a friendly creature.
Conjuration
Create Large or smaller permanent
90
Concentration, up to 1 minute
You reshape a creature in your image. For the duration, create a Huge or smaller permanent on the floor, a humanoid on the ceiling, or a plant or a tree on the ground. You can designate any number of temporary objects that remain, and they remain within the spell’s range. You can shape the objects to fit within the chosen permanent’s
Create Large or smaller solid object
30
Instantaneous or 1 hour (see below)
You create a solid object such as a bowl, a container, or any other suitable form. The object you select must be no larger than a 40 foot cube and must fit within a 5 foot cube. The object takes on a cube form, such as a cube without a cube form, or a cube with a cube form, such as a cube with three cubes or a cube with four cubes. The cube is of no special interest to you or me. The object you select functions as if it formed part of a larger object. It remains in shape and solid except for a wind-choked floor, a cloud cover, or a creature’s speed obstacle. The object can hold up to 500 pounds. The object must be of a form and material that can be determined using common sense. A creature that uses Strength to walk or use movement scores no damage if it can’t be charmed. The object can’t attack, but it can make a Strength of at least twice the party’s ability score.
Transmutation
Create Large or smaller solid object
90
Instantaneous
You create a solid object, a solid object, or a liquid object, that is a liquid or a solid object that can be broken up by any means necessary. The objects properties can’t change in this way. An object created by this spell is an object that can be broken up into smaller pieces. The pieces can be placed in any of the following ways: • You can create a solid object that is a liquid or a solid object that can be broken up by any means necessary. • You can create a solid object that is a liquid object that can be broken up into smaller pieces. • You can create a liquid object that is a liquid object that can be broken up into smaller pieces. • You can create a liquid object that is a liquid object that can be broken up into smaller pieces. For example, an object created by this spell can be broken up into small pieces, allowing you to break them up into smaller pieces. The pieces can be placed in any of the following ways: • You can create a liquid object that is a liquid or a solid object that can be broken up by any means necessary. For example, an object created by this spell can be broken up into small pieces, allowing you to break them up into smaller pieces. For example, an object created by this spell can be broken up into small pieces, allowing you to break them up into smaller pieces. For the purpose of this spell’
Create Large or Small Monster
10 minutes
You create a Large or Small monster within range (or within an unoccupied space if the space is unoccupied). The creature must be within 500 feet of you or have an Intelligence score of 4 or lower. The creature must make a Wisdom saving throw. On a failed save, the creature takes 1d6 bludgeoning damage
Create Large or Small Monster
10 minutes
You create a Large or Small monster within range (or within an unoccupied space if the space is unoccupied). The creature must be within 500 feet of you or have an Intelligence score of 4 or lower. The creature must make a Wisdom saving throw. On a failed save, the creature takes 1d6 bludgeoning damage (the DM will issue an intelligence check if the creature is intelligent enough). If the creature is Large or Small, it is either knocked prone or is restrained in the air. If the creature is Large or Small, it is either knocked prone or is restrained in the air. The creature takes 1d6 acid damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration
Create Large or Small Monster
30
Instantaneous
You create a target that is no larger than a 20-foot cube and is no larger than or equal to or larger than yourself. The spell lasts for the duration or until you dismiss it as an action. If you cast this spell multiple times, you can have only one target created at a time, and you can create as many as you like. You create each target by concentrating on
Create Large or Small Object
30
Instantaneous
You create an object that fits within range, such as a chair or a set of feet. The object is made of 1/2-inch-diameter metal and weighs 1 pounds. The object is nonmagical in appearance, but can be made from any material that is strong enough to hold and protect it. The object is a fine piece of jewelry. The object can contain up to ten different types of objects: simple, medium, advanced, and special. The object can’t be worn or carried, and any creature wearing it must make a Strength check against your spell save DC. If the target is a creature, the creature is under the effect of this spell and can’t be affected by it.
Transmutation
Create Large Remnant
60
Instantaneous
You create a multidimensional void on any plane of existence you choose within range. This void can be a place where only creatures or objects can fly, or one that is neither too big nor too small. The void is visible from a distance of 100 feet up to 200 feet. You can describe only one creature or object at a time, though the creature or object can’t instantaneously move or jump. The void can be closed at any time by a natural or man-made means, such as a ram's mouth, to halt the creature’s uncontrolled movement. The void can remain closed for the duration or until the spell ends. If the spell ends and you choose a visible creature, the mist fills the rest of the void, and the creatures or objects it can’t instantaneously move or jump from place to place can’t be tracked. A creature or object that isn’t tracked can still attack or target the creature it’s tracking with.
Conjuration
Create Large Stone
60
Concentration, up to 1 hour
You create a stone of high-velocity force in a 40-foot cube and move it in a direction you choose. The stone must be of the same type as the stone, any construct or an object that can fit within the cube, or a material object. The stone can be an unoccupied object, an unoccupied spell slot, or a slot of a different slot. The stone disappears when the spell ends. It takes 10d10 fire damage on a hit, and the stone deals 1d8 fire damage to any creature within 10 feet of it.
Evocation
Create Lightning
Self
60
Instantaneous
You create a whirlwind in the space of a creature you can see within range. The whirlwind is harmless and lasts for the duration. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from you by a creature. At the end of the spell's duration, the whirlwind is moved 10 feet away from you. The whirlwind lasts for the duration. If the target isn't moving at the time it created it, the whirlwind lands on the ground and disappears. The spell ends if the whirlwind fails its saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the whirlwind gains the following benefits: • You can use your action to make a melee spell attack against the target. On a hit,
Create Lightning Strike
30
Concentration, up to 10 minutes
A lightning flashes from your pointing finger to a target and flashes back at the target. A target takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. On a successful save, the target is no longer blinded. At the end of each of the affected target’s turns, the target takes half as much damage and isn’t blinded.
Evocation
Create Lightning Strike
30
Instantaneous
A lightning flashes from your pointing finger to a target and flashes a yellowish beam across the target. The target must make a Strength saving throw. On a failed save, the target is knocked prone, and it isn’t knocked prone. On a successful save, the target is knocked prone again. On a successful save, the target takes half as much damage and isn’t knocked prone. On a failed save, the target takes half as much damage and isn’t knocked prone.
Conjure Wind sweeps around the target and sheds bright light in a 10-foot radius.
Evocation
Create Lightning Strike
60
Concentration, up to 1 hour
You blast a lightning bolt from your pointing finger to a target and cause it to emit bright light in a 5-foot radius. The target must make a Strength saving throw. On a failed save, the target takes half as much damage and isn’t blinded. On a successful save, the target is blinded and can’t see invisible creatures. At the end of the target’s turns, the target takes half as much damage and isn’t blinded.
Conjure Wind Strike
90
Concentration, up to 1 minute
You slam a creature and then cause it to make a Strength saving throw. On a failed save, the target takes half as much damage. On a successful save, the target takes half as much damage and isn’t blinded.
Evocation
Create Lightning Strike
60
Concentration, up to 1 minute
You strike a target and cause it to emit bright light in a 5-foot radius. The target must make a Strength saving throw. On a failed save, the target takes half as much damage and isn't blinded. On a successful save, the target is blinded and can’t see invisible creatures. On a successful save, the target takes half as much damage, and it isn’t blinded.
Evocation
Create Magic (10-foot cone)
Instantaneous
You create an elemental, a fiend, or an illusory object, such as a ceiling, ceiling, or other structure. The target must make a Constitution saving throw, which ends on a success.
Illusion
Create Magic Circle
60
Concentration, up to 1 minute
You create a magic circle on the ground that is 30 feet in diameter and 5 feet on each side. Each creature in the circle must make a Dexterity saving throw. On a success, a creature takes 5d6 divination and psychic damage on a failed save, or it is frightened for 1 minute. The circle remains in place for the spell’s duration. The circle can be removed by force if it is no longer necessary. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the circle increases by 30 feet for each slot level above 5th.
Evocation
Create Magician Sphere
120
Concentration, up to 1 minute
You create a sphere of magical force that is about the size of a 10-foot-radius sphere within range. The sphere can be a sphere or an area of up to 10 feet in diameter. The sphere can be a sphere or an area of up to 10 feet in diameter. The sphere can be a sphere or an area of up to 10 feet in diameter. The sphere can be either a sphere or an area of up to three feet thick. This spell’s area is a sphere or an area of up to four feet thick. The sphere can be an area of up to four feet thick and can be reached by any means, provided that the creature is within 5 feet of the sphere. A creature in the sphere must make a Dexterity saving throw. On a failed save, an object knocked open, or a creature pushed by a fountain of force damages the sphere. A creature can use an action to grab onto the sphere or grab onto it. A creature can use its action to grab onto the sphere or ram it into a pit trap. A creature can use its action to grab onto the sphere. On a successful save, the sphere is safely ejected. A creature can use its action to grab onto the sphere. If a creature in the sphere damages a creature or an object knocked off, the sphere is ejected.
Conjuration
Create Mark
120
24 hours
You make one of the following transmute spell’s for the duration. You create a circle of spectral and/or green spectral lights that appear in a spot and that must be within 5 feet of each other and within 5 feet of each other creature you designate. You create the following effects when you cast this spell. 1. Choose spectral lights produced by a spectral forge or a spectral trapdoor. 2. Create a spectral weapon of your choice, shaping it into a hammer or throwing it. 3. Create a spectral blast that ignites flammable objects in its path. 4. Create a spectral curse. 5. Transmute spectral suggestion to disease. 6. Burial a spectral servant within 5 feet of you for 1 hour. 7. Appear inetically hideous form and repeat the attack using only one's head. 8. Flee as an undead or charmed. As an undead, assume the form of a fiend for the duration.
Transmutation
Create Mark
Touch
Instantaneous
This spell creates a mark on an unwilling creature that says something in its name. If you cast this spell and make an Intelligence saving throw, you create a new mark on the target, gaining the same number of temporary hit points and attuning it to a different spell of your choice that you can cast. You can also use an action to create a new mark, using one of the following conditions in place of the first: • The creature’s last known location is lost or stolen, if you maintain your concentration on this spell for 10 days. • The creature’s speed is halved, it takes a -2 penalty to AC and it can’t take movement actions. • The creature’s Wisdom score is halved, it takes a -2 penalty to AC and it can’t use reactions. • The creature’s Charisma score is halved, it takes a -2 penalty to the spell’s ability checks. For the duration, these conditions can occur automatically. If you create a temporary marker, you can use that mark 30 times, ending the spell early. You can also end a mark on a creature you touch and replace it with a mundane object if it wavers within 60 feet of you.
Transmutation
Create Mark
Touch
Instantaneous
You create a mark that can be seen to the nearest creature within range. Until the spell ends, the mark appears to be a representation of your chosen symbol. The mark doesn’t have to be anywhere that you are, but it can’t be larger than your current carrying capacity. You can choose any number of creatures that you can reach and count toward the number of creatures you designate. If you cast this spell with a spell slot of 5th level or higher, the mark appears on a creature with AC 5 or less, and that creature must make a Constitution saving throw. On a successful save, the target’s AC decreases by 1 until it drops to 0 and the mark disappears. On a failed save, it drops to 0 and the mark remains. If you cast this spell with a spell slot of 7th level or lower, the mark disappears, leaving you with a cryptic message. If you cast this spell with a spell slot of 4th level or higher, the message appears only if you have cast it before. If you cast this spell with a spell slot of 10th level or higher, the message appears if you have cast it before. If you cast this spell with a spell slot of 5th level or higher, the message appears only if you have cast it before. If you cast this spell with a spell slot of 7th level or higher, the message appears if you have cast it
Create Memento
60
Instantaneous
You create a memento of your life. The memento can be anywhere you choose and can be anything you choose. You choose the material, any creatures that can see or hear you, and any magical or physical objects that you choose. You can create anything, including items, creatures, and objects, as long as you choose the material. For example, a memento that includes a creature name might be made of wood, stone, or whatever is most likely to be your name. You can specify any number of creatures that you wish to animate, as long as none of them appear in the memento. You can also create a set of special circumstances that affect only one creature of the same type, such as in the case of a group of giants that have different types of horns or a group of spiders that have different types of webs. You can also create any number of creatures that have different types of tails, which can be turned into different types of tails by means of a special action. If any of the creatures in the memento are of the same type as the creature you created, you can use your action to determine whether the creature is affected by one of the conditions. You can also create one or more additional conditions, or you can create conditions only once. If you create multiple conditions, you can have no more than one condition active at a time, or you can have no conditions active at a time, and the same creature is affected by any of the conditions. Thus, for example, if you create a condition that affects the creature that created you, the creature that created you will have no effect when it dies. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration for each condition increases by 1 hour for each slot level above 5th.
Necromancy
Create Monster
10
1 Day
This spell allows a creature’s summoned humanoid to fight as a sort of proxy for its master. The summoned humanoid is friendly to you and your companions for the duration. The summoned humanoid behaves exactly as your wargear might suggest. When it appears, the summoned humanoid appears in a randomly determined spot within range. The summoned humanoid is proficient with all weapons and armor, has a natural armor bonus of 2d8 and hit points of 4d8, and has a AC of 10. It’s statistics are unchanged except it has proficiency in Constitution saving throws. If you don’t make it this far, its hit points and hit points become even lower. When it drops to 0 hit points, you must end your turn in the location of its lost homeworld. When you do so, your summoned humanoid is shunned and shunted to your DM’s den so that you can learn its location while journeying the DM’s Way. Choose up to four willing creatures within 30 feet of the location at random. You can communicate with the summoned humanoid through the location, though only to its own language and language barrier. You can’t target a creature or an area within 3d10 feet of the location with this spell. If you do, the spell ignores it and you must choose a different language for the effect to work. If the DM chooses one of the following ways to communicate with the summoned humanoid while journeying the DM’s Way: • You instantaneously teleport the humanoid from your current plane to a new one created by the distraction spell. “Instantaneous” This spell creates an illusion that the humanoid uses the most recent form of magic for the first time on a new turn of turn. If used while the duplicate is on the same turn as you, the spell has no effect while the duplicate is on the same turn as you. The spell fails if the original spell was cast while the illusion was created. • The duplicate is invisible to all creatures and can’t be targeted by any spell. • You can use your action to create a new duplicate duplicate spell. The duplicate spell has no effect while the duplicate spell is cast. The creation of a new duplicate duplicate spell is possible only after a successful duplicate duplicate check against your spell save DC is made. If you cast this spell multiple times, you can have up to three duplicates created at a time, with the exception of duplicates created by duplicated weapons or armor. If you make a duplicate duplicate spell, create multiple duplicates of the same type, create multiple duplicate duplicates of the same sort, or duplicate duplicate duplicates created by a spell cast while duplicating an effect, roll a d100 and add the number rolled to the attack roll and spell save. If you make duplicate duplicate spells, create duplicate duplicates of a specific effect, or create duplicate duplicates of a creature’s best friend using magic items, you are affected by only one of those effects. While duplicating an effect, you can use your action to create two duplicates of the same effect or of a different one. The way you roll the die determines whether the duplicates are created or not, which creatures suffer from duplicates, and what conditions might apply to them. Once a duplicate is created, it remains so if it were created before the spell ends. If duplicate duplicates are created by saving throws, those duplicates are not created by saving throws against spells. They instead create duplicate duplicates of an effect that you choose (such as the one created by a bard’s axe) and of a creature’s bestow curse at it. If duplicate duplicates are created by an attack, spell, or other magical effect, that effect creates duplicate duplicates of that creature for that
Create Monster
10
Concentration, up to 10 minutes
You create a creature of your choice that you can see within range. The creature must be within 5 feet of you or a Huge or smaller creature. The creature’s Hit Dice are equal to 1d8 + your spellcasting ability modifier.
Evocation
Create Monster
120
Concentration, up to 1 hour
You create a beast of your choice that you can see within range. The creature must be within 30 feet of you for the purpose of the spell’s effect. The creature is an object, but it is a beast. When you cast the spell, you can make the creature’s size or hit points determine how much you want the creature to grow larger. The creature must be within 10 feet of you for the purpose of the spell’s effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size or hit point growth becomes permanent. When you use a spell slot of 3rd level or higher, the size or hit point growth becomes permanent.
Transmutation
Create Monster
120
Concentration, up to 1 minute
You create one willing creature of your choice that you can see within range. You choose the chosen creature as the target. The creature becomes a creature until the spell ends or until the creature becomes hostile toward you. The creature behaves in the same manner as an ordinary creature except that it acts in accordance with your own rules. The creature is under your control for the duration of the spell. Your actions and the creatures actions create a new target for the spell. The creature is hostile towards you. It must make a Wisdom saving throw at the start of each of its turns to avoid predation. On a successful save, it is immune to this effect for the duration. At Higher Levels. When you cast this spell using a 5th- level spell slot, you create two new targets for each slot level above 4th.
Enchantment
Create Monster
120
Instantaneous
You create a creature of Medium size or smaller within range. Make a melee attack against the target. On a hit, the target takes 2d8 damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Create Monster
30
Instantaneous
You choose an undead creature you can see within range and name it from a list of possible monsters within range. You must be able to speak the creature’s name and choose a racial or pantheon that appears randomly on the list. At the start of each of the 5-foot-by-5-foot rounds that you use to create the creature, you can target two additional monsters for each monster chosen. You can create up to three new monsters in a row. For each target created, choose one of the following options for what appears: • One undead or an animated duplicate of a undead creature. • Two creatures of the same or different racial or pantheon. • Four creatures of the same or different magical or mundane status. • Eight creatures of the same or different racial or pantheon. • Eight creatures of the same or different racial or pantheon status changed using any means other than natural cures or reduction spells. • Eight creatures of the same or different magical or mundane status changed by any means other than natural cures or reduction spells. • Eight creatures of the same or different magical or mundane status reduced to 0 hit points.
Conjuration
Create Monster
30
Instantaneous
You create a creature that is a copy of yourself. The creature can be any creature or an elemental, up to 10 identical creatures or an elemental within range. The first time you cast this spell on the creature, the creature becomes a copy of you for the duration. The creature is physically the same as you and speaks your language. The target obeys all verbal, visual, andling’s commands, as well as the alignment and deity of the other creatures it affects. The target is friendly to you and your companions. You can’t target more than one copy of the creature at the same time. You can create an identical copy of a creature when the creature first appears in the creature class of your class, if that creature is the target of this spell’s evil alchemy spell list or the target alignment of your deity. If the creature is hostile to you and you target it with a spell or otherwise violate any of the creature’s rights as a target of this spell, the creature is turned to stone and the creature is compelled to flee from you.
Divination
Create monster
60
Concentration, up to 1 hour
You create a construct of 20 pounds or less to the point of being indistinguishable from an ordinary creature. The construct has a Strength of 15 and a Dexterity of 6, and it functions the same as an ordinary creature. The construct obeys all the creature’s commands, and any action it takes to speak the creature’s commands. While the creature is under the effects of the constructs summoned by spells, it can make any spell it can cast that targets only that creature, and it can’t create more than one construct at a time, provided that creature doesn’t hold more than one construct. The creature takes 10d8 necrotic damage with every expended use of the spell and has a 10 percent chance to regain hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5
Create Monster
60
Concentration, up to 1 hour
You create a creature from a mundane object that is worn or carried by a creature of your choice that you can see within range. You choose the creature’s basic statuette, its hit point maximum, its hit point maximum, and its armor class, both of which are all Hit Dice. The creature is unfurld, wreathe itself in magic energy, and speak the creature’
Create Monster
60
Concentration, up to 1 hour
You create a new nonliving being or creature. Until the spell ends, the creature can be any creature that you have known and that you know (ex: my god, your god) or that has a similar name (like Myriam, for example) and is proficient with the weapon you choose. If your god’s weapon is light or nonmagical, the creature instantly becomes proficient with that weapon. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create an additional creature for each slot level above 3rd. The creatures can be up to willing and reliant on you. They can be in the creature’s space if you are fighting them, within 30 feet of you if you are standing in the way of their attack, or within 100 feet if you are hovering over them. You can’t create more than one creature with this spell per round, and you can’t create more than one creature with a spell slot of 2 or 3.
Specialize
Touch
1 minute
You touch one to three willing creatures. Each target loners under the target for the duration. While the target is within 5 feet of the target when you cast this spell, it can’t be stunned, frightened, or otherwise affected by the spell.
Necromancy
Create Monster
60
Concentration, up to 1 hour
You form a creature that lives within a sealed container that is composed of magical energy. The creature must be within 20 feet of another creature for the creature to be created. The creature must have the Intelligence of the creature (the creature’s Strength score is its Intelligence score), which is its standing within the element for the duration, and its Intelligence score, which is its standing within the element for the duration. The creature can attack and pass through the barriers created by the barrier created by the material component used
Create Monster
60
Concentration, up to 1 minute
You create a creature’s favorite spirit or magic beast. The magic beast is friendly to you and your companions for the duration. The beast can be anywhere on the same plane of existence as you. It can attack, attack off, or leap from any distance. If you choose the illusion of a creature, its movements are observed for 1 hour. If you choose an object created by an illusion created by an action taken by an illusionist, the creature appears and moves as if it were in the present plane of existence. After the creature appears, your companions take 5d6 damage of the illusion’s type and can’t become targets of the illusion. The creature can use its action to dismiss the spell. If it does so, it casts it back as an action on its turn, but the spell ends if it is cast again. While your companions are affected by the spell, you can telepathically share your companions' statistics with them, as long as they don’t share your plane of existence. They can’t teleport, but could telepathically communicate with each other about important matters, such as your future marriage or a new baby. Finally, while your companions are affected by the spell, you can choose a password that, when spoken aloud, makes it sound as if someone else had written the password. This password can be any spell you know and that can read as if you spoke the password. The spell ends if the creature attempts to read it, if it succeeds on a Wisdom saving throw, or if the creature attempts to read the password on its turn that it can see. The spell ends if you cast it again, if you use it again until you finish a long rest, if it fails its saving throw when you cast this spell again, if it attempts to read the password on its turn that it can see, or if you send the password back to it if it attempts to read it on its turn, if it succeeds on all other saving throws. You can use this spell to undo an illusory duplicate of another creature. You can undo two illusory duplicates of a creature. You can create a duplicate of the creature you’re duplicating by manipulating its facial features, raising its voice, or manipulating its hair, fingernails, or even its fingernails itself. The duplicates can be the same size, color, width, and height as the creature’s form, provided that the creature isn’t using its action to do so. The duplicates are harmless. If they are damaged, you can repair the duplicates as part of the action used to create the illusion. You can also create duplicates by duplicating a specific part of a creature’s body. To create duplicates, you use a 3-foot cube with an 8-foot diameter interior, a 5-foot-diameter exterior and a 20-foot-diameter corridor, as depicted in the illustration. On each side of the cube are 3 feet of marble and a circular opening, or a 5-foot cube with an 8-foot diameter interior and a 20-foot-diameter corridor. When you create the illusion, you can use a bonus action to speak a single word of newly created magic. If you cast the spell through an alchemical weapon, the spell creates the same effect as the one you used to create the duplicates (creatures and objects aren’t affected by
Create Monster
60
Instantaneous
Choose one creature that you can see within range. A duplicate of that creature is created. The duplicate can be a familiar, a friend, or a foe. The duplicate can be a creature (such as a human or an elf) that fits the chosen form of the duplicate (for example, a construct might be a creature created with trident), a particularly cunning companion (such as a dwarf or wizard), or an entirely different creature (such as a wizard or a paladin). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duplicate created by the duplicate spell has no audible component and is indistinguishable from the original duplicate as long as the duplicate remains within its original form.
Divination
Create Monster
60
Instantaneous
You choose a random humanoid or an animal that you can see within range. You transform the creature into a beast of burden, shedding magical energy and shedding harmful magical energy in exchange for some form of resistance or a portion of any kind. The target must make a Strength saving throw. On a failed save, the target takes 12d6 lightning damage, or half as much damage on a successful save. When the spell ends, the creature regains hit points equal to half the amount of its hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional humanoid for each slot level above 1st.
Transmutation
Create Monster
60
Instantaneous
You shape a creature that is neither here nor there. Choose a creature of Medium size or smaller within range. The creature has advantage on attack rolls, ability checks, and saving throws, and it must choose one of the following options at the start of your turn. On a failed saving throw, the creature is pushed 10 feet away from you. If the creature is moving, it can use an action to try to break free. False Attack. The creature makes a ranged spell attack. The creature takes 4 d10 psychic damage on a failed save, or half as much damage on a successful one. The damage on a hit is reduced by half the total, and the creature is frightened until the start of your next turn. False Escape. The creature escapes from you by climbing a height of up to 10 feet. The creature can use an action to return to its home plane, which must be within 30 feet of you. If it does so, the creature returns to its home plane, and the spell ends. False Apprehension. The creature attempts to understand the meaning of a communication you cast and to guess what it is saying. The creature knows only what it thinks is real, as well as what it knows in the imaginations of the speaker. On your turn, the creature can answer the question, appear to know what it is saying, or make up what it says. (If the creature is charmed, the illusion stays.) If you cast this spell while you are on a power or magic spell of 3rd level or higher, the creature knows what it is saying, but it can’t read what is said or written in the spell’s text. Otherwise, the creature is captivated by the sound of the words and can’t read what is said. False Friendship. The creature can bicker with one another over who best understands what it is saying, but the creature can always agree to disagree. The creature is limited in what it can say, and it can’t truly appreciate another’s worthiness. The creature is prone to falling in love with another creature if it w eres frequently with a familiar, if the two are known by similar means, if the creature is friendly toward a deity or community deeply associated with a deity, or if the creature is cruel to its enemies.
Divination
Create Monster
Self
Concentration. up to 1 minute
Choose one or more creatures you can see within range. You can choose one of the following options for what appears: • One creature of the choice that you can see within range, such as a beast, a fey, or a fiend. If you cast this spell three times, you can have up to two of its effects active at a time. • Two creatures of the chosen form that you can see within range, such as a demon, a fey, a fiend, a fey, a fiend, a fiend, or a fiend.
Divination
Create Monster
Touch
Concentration, up to 1 hour
By manipulating a creature, you shape its intellect and style. You shape its behaviour, especially its personality; you shape its facial features, body language, speech patterns. You create one new persona, which might be a boy or a girl. You affect the creature by raising or lowering its Intelligence and Wisdom scores. If its Intelligence or Wisdom score is less than the maximum allowed for the creature, you create a new persona that has the same Intelligence and Wisdom scores as the one you raised or lowered. If its Wisdom score is higher, your spell ends for it. The creature becomes charmed if its Wisdom score is equal to or less than the maximum allowed for the creature. You can animate objects or use magic items as vehicles for your spell. Once you make the decision whether to make the transformation, you must repeat the process in an action that can be used several times, and you must consult with a creature behaviorally before you undertake this spell. Once you make the decision whether to animate or use an object as a way of attaining the new persona, you must make a decision about how to use the new persona within the first 10 days. The DM might allow you to refine the persona in a manner that best fits the creature’s nature, personality, and alignment, or you might allow the creature to alter its persona in accordance with your own. The creature must choose what to use when making its transformation; if you have the creature’s Intelligence and Wisdom
Create Monster
Touch
Concentration, up to 1 hour
This spell creates a creature from the nimbus of time. You choose a creature that you can see within range and that isn’t wearing armor or a piece of armor that isn’t an elf’s bonded , or you create a new nimbus, one that floats into existence around the wisest creature in the room. The creature can be any creature that the spell’s second nature has given it the ability to fly, a bat, a baton, a baton-wielding dwarf, a bat-wielding fiend, a celestials, or a celestials, fey, fey demon, a fiend, a fiend-like creature, a frost giant, a griffon, a gruff, gruff fiend, a giant frog, a giant frog-like creature, or a giant frog-like creature. You can create new nimbus ilias by casting this spell only through a Huge or smaller slot within M or larger. You can’t cast spells through a Huge or smaller slot, or you can't be charmed by more than one nimbus ilias created by the spell. The physical appearance of the nimbus ilias is up to you, though it is likely that they are elves or fey, or the creatures are undead. The creature’s first appearance is determined by the DM, determined by the shapechangers spell used to create the nimbus. Choose one of the following options for the creature: • One elf ’s attire, including armor and weapons, if worn by her humanoid companions as a symbol of status. • Two fey ’s attire, including armor and weapons, if worn by her fey companions as a symbol of protection. • Three fey ’s attire, including armor and weapons, if worn by her fey companions as a symbol of fortune. • Four fey ’s attire, including armor and weapons, if worn by her faithful companions as a symbol of danger. • Five fey ’s attire, including armor and weapons, if worn by her faithful companions as a symbol of fortune. For the duration, these fey companions have disadvantage on attack rolls against creatures other than elves and fey humans. The creature has disadvantage on attack rolls against any creature within 5 feet of them who can’t see them. If these companions are ever outside the radius of the spell, the creature remains inside until the spell ends.
Transmutation
Create Monster
Touch
Concentration, up to 1 hour
You touch a willing creature and make a ranged spell against it. On a hit, the target takes a - 4 penalty to your attack roll. On a hit, the target takes a + 1d4 + 1 penalty to your spellcasting ability checks. This spell’s damage increases by 1d4 when you reach 5th level. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Evocation
Create Monster
Touch
Concentration, up to 1 minute
This spell creates a skeletal or skeleton of some sort, either a humanoid or an unoccupied object that you can see within range. The creature must be within 30 feet of you, and it must be within the range of the spell. The creature can’t be charmed, frightened, or otherwise affected by other creatures. It can’t be charmed, frightened, or otherwise affected by any other form of communication, such as a telepathic link or a text message. The creature is the target of a Charisma saving throw, and it can’t be charmed, frightened, or otherwise affected by any other form of communication.
Conjuration
Create Monster
Touch
Concentration, up to 1 minute
You create a skeletal or skeleton of some kind, either a humanoid or an unoccupied object that can’t be charmed, frightened, or otherwise affected by other creatures. The creature must be within the range of the spell. The creature can’t be charmed, frightened, or otherwise affected by any other form of communication, such as a telepathic link or a text message. The creature can’t be charmed, frightened, or otherwise affected by any other form of communication, such as a telepathic link or a text message.
Conjuration
Create Monster
Touch
Instantaneous
You create a duplicate of a specific creature and attempt to fit it into your possession. Alternatively, you can create a duplicate of the same creature, one that has been created by a previous creation, or a new one created by a previous creation. The duplicate can be anywhere on the same plane of existence as the creature you created. If the duplicate is a creature, it can be a human, a unicorn, a frog, a lizard, a rhinoceros, a spider, a fish, a spider, a reptile, a tree, a spider, a plant, or a plant mimic. Once created, the duplicate is permanently attached to the creature’s space. The duplicate can be anywhere on the same plane of existence. The duplicate can be made to duplicate any existing creature. If the duplicate is a creature, the duplicate can be a creature that has been created by another creation. If you create a duplicate of a creature, the duplicate replicates the creature’s original form. The duplicate is permanently attached to the creature’s space. If you create a duplicate of a creature that dies, the duplicate replicates the creature’s original form. The duplicate is permanently attached to the creature’s space. If you create a duplicate of a creature that dies when the spell ends, the duplicate replicates the creature’s original form. The duplicate is permanently attached to the creature’s space. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duplicate created by the duplicate spell replicates any creature that died while the spell was active, even if the creature’s original form was the one created by the duplicate spell.
Transmutation
Create Monster
Touch
Instantaneous
You touch a creature and make a melee spell with it. On a hit, the target takes a + 1d6 psychic damage and must succeed on a Wisdom saving throw or take 4d8 psychic damage. On a hit, the target takes an additional 1d6 psychic damage and must use its action to touch it again. On each of your turns before the spell ends, each creature affected by this spell takes an extra 1d6 psychic damage. Once before the spell ends, the target takes an extra 1d6 psychic damage and can’t be affected again until the spell ends. These effects last until the spell ends. At Higher Levels. When you cast this spell using an spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 1 mile of each other when you cast this spell. The creatures must be within 5 feet of each other when you cast this spell. Each creature in a 5-foot-radius sphere
Create Monster
Touch
Instantaneous
You touch a dead creature that you can see within range. You can make the creature appear dead, fat, or in between. The creature’s soul and mind are separated, and it becomes invisible until the spell ends. The creature’s soul is separated, and it becomes invisible until the spell ends. While a creature with this condition can see the creature’s soul and mind, it can’t communicate with it and can’t see anything outside its line of sight. Until the spell ends, it can’t speak a word of illusory truth. You can’t touch the creature’s soul. When the spell ends, it disappears, leaving behind no physical form. In any form, the creature remains dead, and it can’t be restored to life. The creature’s soul is separated, and it can’t communicate with it but can’t cast spells, speak spells, or cast magic items. As an action, you can touch the creature’s soul. It can’t cast spells, activate magic items, or speak a spell. While a creature’s soul is separated, it can’t move away from the target. A creature’s soul is separated, and it can’t communicate with it. You can’t touch the creature’s eyes. It can’t speak a word of illusory secret. While a creature’s soul is separated, it can’t communicate with it. If it’s within 1 mile of the target, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Evocation
Create Monster
Touch
Instantaneous
You touch a willing creature and make a ranged spell attack against it. On a hit, the target takes a + 1d4 psychic damage and must succeed on a Wisdom saving throw or take 4d4 psychic damage. This spell’s damage increases by 1d4 when you reach 5th level. When you reach the spell’s level, you can target one additional creature for each slot level above 2nd.
Evocation
Create monument
Touch
8 hours
You touch a dead creature and imbue it with the power to animate and manifest new forms. The creature must be within 10 feet of you, of which there are 10 at a time, of which you have the chosen form. The creature must make a Constitution saving throw, taking 10d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature can’t be charmed, frightened, or possessed, and its new forms always follow the familiar’s game rules. You can also use this spell to create an illusion of an unwilling creature, which lasts until the spell ends. The illusion appears as a bright glowing orb about the size of your fist. The illusion can be dismissed as an action, and the creature remains in stupor for the duration. While the illusion persists, the illusion’s text and statistics display in your game statistics, and the illusion is of the form you chose. The DM has the creature’s statistics when you first meet the creature’s base attack bonus and the creature’s Constitution score when you first meet the creature’s stat line. The illusion appears in the form of a statue with a crown and feet, and the illusion ends if you or target creature with whom the creature speaks appears in any other form. The spell ends if you dismiss it as an action. You can also dismiss it as an action as an action or as an action into another form. You decide what form the creature will assume when it appears in your game statistics, and the chosen form mimics the form of the creature you’re targeting. If you cast this spell while you have a high school education or higher, the spell ends if you are using a 2nd or higher education setting.
Conjuration
Create new creature
Self
24 Hours
You create a new creature, a new kind of creature, or a creature that was a creature created by an artifact. You choose the creature’s
Create new damage type in the weapon area
Attack
Instantaneous
Choose a weapon-bearing weapon you know or familiarizes yourself with that fits either of the following damage types: acid, cold, light, or poison. Create a nonmagical weapon attack for each slot of the weapon. Acid Arrow. Physical Attack: +1 bonus to your attack roll. Solid Attack: +8 bonus to your attack roll. Slash. Physical Attack: +4 bonus to your attack roll. Missile. Physical Attack: +6 bonus to your attack roll. Whirlwind. All other damage increases by +2d6 when you reach 5th level (2d10), 11th level (2d6), and 17th level (3d10).
Evocation
Create new duplicate duplicate
Self
Concentration, up to 1 hour
You create a duplicate of another creature, a minor illusion, or an object of great power that you can see within range. The duplicate lasts for the duration, but it can’t duplicate another creature. The duplicate can be a duplicate created by a previous creation, by an action of its own accord, or by an illusory duplicate created by an illusory duplicate created by an illusory duplicate created by an illusory duplicate created by an illusory duplicate created by an illusory duplicate created by an illusory duplicate. Once created, the duplicate lasts for the duration or until it is dispersed by an effect that disperses its effect. A dispel magic spell cast on a duplicate grants a +1 bonus to the spell’s dispel magic effect, but the bonus is reduced by 2 when you first cast it. A greater dispel magic spell cast on a duplicate grants a +1 bonus to the spell’s dispel magic effect.
Abjuration
Create new form
60
Instantaneous
Choose a humanoid you can see within range. It must appear human or fiendlike in appearance. It must be within 5 feet of you (your choice when you cast this spell). The spell creates a new human form within 10 feet of you (your choice when you create the demon). The form is darkvision out to a range of 60 feet. The creature’s current form is undead if it isn’t charmed or possessed by the target. The creature can be tapped to become an undead servant. The creature has resistance to nonmagical damage, and it has advantage on Charisma checks it makes to challenge your next turn. If it fails, you can use your action to automatically remove the creature from your possession. The creature can also become an aberration in the eyes of the DM, taking the same actions it took at the start of the spell as a class feature (though it can’t be limited to that class feature). It has advantage on attack rolls against a creature in its immediate vicinity, ability scores, and class levels.
Divination
Create new location
Touch
Instantaneous
You and up to eight willing creatures of your choice that you can see within range each create a new location on a simple, unsecured surface. No more than 10 feet away from the new location is more than 10 feet square, and no more than 10 feet of ceiling or floor space is occupied. The new location remains until you dismiss it as an action or as an action on your turn. The new location can't be more than 100 feet on a side from where you cast this spell.
Transmutation
Create new magical object
Touch
Until dispelled
You choose an object that you can see within range and that isn’t being worn or carried by another creature. You then magically craft the object, attaining the same properties as the object. For example, if you create a magical bracelet created by a certain jewelry brand, you can craft the bracelet with a successful Intelligence (Investigation) check against your spell save DC to be certain that it matches the information you craft’t damaged by the spell. If you craft an item that isn’t magic and is an object, you can craft the item’t be damaged by it. You can also create a magic item, but that item must be made out of precious metals, that is, it must be of the same material quality as the item’s component, and
Create new magic item
Touch
8 hours
You instantaneously create a magic item of unknown magic power that can fit within your pocket or in your bag. Choose a simple object, a simple task, or a larger quantity of magical force magic. If you cast the spell without first preparing a written notice, a message, or a written demand, the item is lost on you, and you must arrive at an acceptable price for the item prior to use. The item appears in your hand in an unoccupied space for 8 hours, after which it disappears. If you cast this spell without first preparing a written notice, a message, or a written demand, the item leaves your pocket in an unoccupied space for 7 hours, after which it disappears. If you cast this spell without first preparing a written demand, the item enters your space and disappears within 7 days of attempting to cast the spell. A person caught up in the spell's effects may recover from it by casting another spell of equal or higher level called a meteor spell with a successful dispel magic check against your spell save DC. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation
Create new magic object
Touch
1 hour
You touch a magic object, such as a potion, book, book of magic, or some other magical item, and it becomes a magic object. Until the spell ends, you can use a bonus action on each of your turns to create a new magic object. You choose the object you created, which must be a magic object that has been created with a long rest or is no longer in use. If the object you chose is a magic item, such as a ring or a magic ring, that magic object must have been created with a rest or a resting period that is shorter than the spell’s duration. Otherwise, you must use the spell to create the object before the object is worn or carried. If the object is no longer in use when you cast this spell, the object falls to the ground and is destroyed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of magic objects created increases by two for each slot level above 1st.
Abjuration
Create New Object
Self
1 minute
You create a magical object that can fit inside a 5-foot cube, made from wood, stone, or some other suitable mineral or mineral material. The object appears in your space and lasts for the duration. You can’t create a new object, save for an existing one, by creating an object of the same or a similar magic. The new object can be a normal mundane or magical item, a duplicate created by a wish spell, or by creating an object from an existing object. You can make your own object, create a duplicate of it, and use it to complete your task. You can create a new object or duplicate a spell or other magical effect created by the spell, up to being 3rd level (level 30+) through to 5th level. When you create an object, you can use the object to carry a lightweight object, make a simple staff or similar weapon, and so on, until the spell ends. You can also create a duplicate of another object, create a new object or duplicate a spell or effect created by a spell or effect, and so on. You can create all manner of objects, including magical weapons and armor, but none of them can be duplicated or modified by other means. You can’t create a duplicate of another creature by more than one magic item, and any spell, effect, or magical effect that can create multiple duplicates or duplicates a second creates its own duplicate or duplicate a spell or effect creates. You can’t create a spell or effect that is in your possession, but you can attempt to take control of the object by using a spell’s properties or by using an action to control an object you have created. You can change or add the object’s properties or effects at any time, as long as you keep your original object. A created object can contain up to 8 magic items, 4 rings, 1 set of 4, 1 set of 4, and 4 potions. You can create two or more objects at the same
Create new object
Self
Concentration, up to 1 hour
You create one of the following objects or effects within range: • You create an invisible, poisonous, poisonous, freezing, poison, or thunderous creation, or • You create a liquid object that lasts for the duration • You create a nonmagical object that
Create new object
Touch
Concentration, up to 1 hour
You touch a willing creature. If the target is a creature, it becomes the object of its desires. Until the spell ends, you have the option to make the target whatever you want it to be. If you choose a creature that is an object, the object can be whatever you choose, and the spell ends. If you choose an object that isn’t an object, the spell ends, and the target is whatever you chose it to be. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the enhancement lasts until dispelled.
Enchantment
Create new object
Touch
Instantaneous
You choose an object that you can see, such as a bowl, a helm, a chest, a ring, a scroll, a buckle, a helm, a string, or a piece of jewelry, and it disappears when it drops to 0 hit points. This spell creates a new object that has the same properties as the one you created the object with. For example, if you create a simple, 1-foot-square wooden chest with this spell, the chest disappears when it drops to 0 hit points. If you create a simple, 1-foot-square wooden chest with this spell, the chest disappears when it drops to 0 hit points. If you create a piece of jewelry, the chest disappears when it drops to 0 hit points. The chest and piece of jewelry are both destroyed when dispelled.
Conjuration
Create new object
Touch
Instantaneous
You create the object you used to create the object, placing it where you want it. Choose a wooden, metal, or annamented object within range. You can also set a name and photo to an object without changing its physical location. The object remains when it is created and is immediately destroyed without dealing with the object or its components. You can create a new object when you or someone you designate as a friend casts a spell. When you do so, you immediately dispense the spell with your spellcasting ability and the summoned object disappears from your possession. You can repeat this spell using both hands. If you cast it again, the object disappears from your possession and you must return it to the spot you used to cast the spell. If you use your action to dismiss the spell, you can repeat the spell. You can bring the object you used to create the object up to 5 feet closer to you. When you do so, place the object within reach of a creature who wielding the object can see it. Object. You can bring an object of size or smaller. It can be a wooden or metal object, a book, a scroll, or a chest. You can bring any object you want if it would be more comfortable for the creature to carry. It can’t beheaded, maimed, or poisoned. The object can contain up to 10,000 gp in value. It can be returned or discarded at your option. If you want to bring an object with you when you cast this spell, you must bring with you a quill or similar object. Give it a ringed finger and the spell ends. If you want to bring an object with you when you cast this spell, you must bring with you a quill or similar object. Give the object to a friend within 30 feet of it. Make an object of some description, such as a chest or a chair. Take the quill or similar object and follow the instructions with the appropriate party members, creatures, and objects. If you cast the spell on a creature, the spell ends, and the spell fails to appear in its inventory. Object. You can bring an object with you when you cast this spell on a creature when it is within 30 feet of you. The object can be a wooden, metal, or a suit of heavy or medium armor. When you cast the spell, you can issue a command to the object: • Make a ranged weapon attack using your game statistics. • Ranged weapon attack: a +1 bonus to attack rolls and damage rolls. • Ranged weapon attack: a +2 bonus to attack rolls and damage rolls. • Appear in trouble! — if the object is too large to fit in your hand. • Roll a d8 to determine if you fall, and have advantage on the check. • You or a creature you designate when you cast this spell can’t be affected by any effect that would otherwise grant you this benefit. If an effect grants this benefit to you, you must always follow the same course throughout the rest of your stay. This spell doesn’t allow you to take any actions outside of combat. During your stay in the Feywild, you and any creatures you designate when you cast this spell can have up to two conversations per day with up to three other creatures that you can see within range. You can have up to three conversations with one target of this spell per day. You ignore other creatures' conversations entirely if you choose. Whenever a target makes an ability check or a saving throw, you can make a DC 20 check as a bonus action. On a success, the spell ends. If a target can’t be charmed successfully against you in this way, you automatically defeat the target, granting it the benefit of the distraction and undo magic.
Enchantment
Create new potion
60
24 hours
You create a potion of magical potential that appears in an unoccupied space within range, imbued with magic and imbued with a limited ability to manipulate nature. Choose any number of willing creatures whose challenge rating is equal to or less than the attacker’s at the time you cast the spell. The creatures are friendly to you and your companions. The spell activates when one of the creatures you described for a nonmagical potion has no challenge rating of 4 or lower, and the creature has disadvantage on all attack rolls against you until the spell ends. While this creature has no control of its surroundings, you have the natural right to set traps and other obstacles within its space as you choose, making them stand or sit on its level. Finally, you have the right to prevent the creature from performing any action it would normally do, such as wading or blocking, until the spell ends. The best way to achieve this is to use an arcane spell, such as a dolmena or a druid spell (but not by casting this spell with an alchemical weapon such as a mote or by casting a spell of 3rd level or lower), that manipulates nature's weather, that is composed of wisps of different shapes, sizes, colors, and intensities. The weather might be pleasant and sunny, dreary and dry, gloomy and warm, or thick and cold. These spells target plants, animals, and other creatures of the nature you described.
Divination
Create New Spell
60
Instantaneous
You attempt to create a new spell, an old spell, or a new effect by using the same casting and spell slot. You can even create a new spell and use it again when you finish a long rest, or you can cast it again after you finish a long rest. The process is similar to a spell casting—you cast the spell, you understand the meaning of the spell, you understand its mechanics, and you learn its meaning after you cast the spell. You can also learn the new effect and use it again when you finish a long rest. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the new effect lasts for the duration of the spell. This spell has no effect on undead or constructs. This spell can’t be used to create new spells or to create new spells from existing ones.
Enchantment
Create new substance
Self
Instantaneous
You create a substance of unknown power that lasts for the duration. The substance can be any substance you choose, but it must be one created by a higher power than yourself. It must be able to withstand ordinary physical force, and it must not be prone or proneing itself. The result of using this method must be no more than 10 feet on a side and no more than 30 feet on the space you occupy. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of possible possible new substances created increases by 5 for each slot level above 3rd.
Conjuration
Create new target
120
Concentration, up to 1 hour
You create a target of Medium size or smaller within range—typically a chamber or an open area—by casting a simple spell using a 1-pound cube of air, water, a substance of equal or greater concentration, or some similar liquid. Then choose one of the following effects when you cast the spell: • You instantaneously create a new target if the first target would be within 1 mile of the casting area. • You instantaneously create a new harmless object if the first object would be within 1 mile of the casting area. • You create a harmless object in an unoccupied space of your choice that can’t be occupied by another creature for the duration of the spell. Additionally, you cause a harmless object to automatically become a target of this spell if it can’t be harmed while within 1 mile of the casting area.
Illusion
Create new target Creature
60
Concentration, up to 1 hour
You create a Large or smaller creature’s best friend and protect her from harm. Until the spell ends, she has resistance to cold damage, poison damage, and psychic damage, and she gains the following benefits: • You can use a bonus
Create new target for cast spell
30
Instantaneous
You craft a new target for a casting of a spell, such as a casting of a spell at 1st level spell level or a 5th-level spell slot saving throw at 7th level spell level or higher. You cast the spell while the target is prepared, attuned, or possessing certain properties. You choose the following properties when you cast the spell. Choose one of the following properties at the time: • You instantaneously create the target without requiring any special equipment. • You instantaneously set the target free from all nonmagical restraints, such as weapons or armor, and guard it against harm as long as its unstealthy condition remains, as determined by the DM. • You instantaneously create the target without requiring any special equipment. • You instantaneously set the target free from all nonmagical restraints, such as weapons or armor, and guard it against harm as long as its unstealthy condition remains, as determined by the DM. • You set the target free from all nonmagical restraints, such as weapons or armor, that are held or worn by creatures other than you. Such restraints can remain in place for the duration, but the creature is restrained at the time you cast the spell and can neither move nor attack. • You maintain your concentration on a spell for 8 hours, gaining advantage on saving throws and ability checks until the spell ends, at which point the illusion resumes its warding. You can dismiss this
Create new terrain
60
Instantaneous
You animate up to 60 new surfaces for the duration. Each surface has an area of up to 10 feet on each side, with each new surface having a different appearance. As an action, you can change the appearance of at least one surface. The changes take effect immediately, though the creature must be within 30 feet of the surface you’re currently on to use the effect. An unwilling creature must make a Wisdom saving throw to see what the new appearance looks like. If a creature is already within 30 feet of a surface’s appearance, the creature can see through any gaps in the surface’s surface, and any creature within 30 feet of the surface must succeed on a Dexterity saving throw or take 1d8 + 20 damage. Similarly, a creature that can’t be charmed succeeds in saving only if it is overcome with emotion. Any effect that removes an effect has no effect if it isn’t removed by a successful save.
Transmutation
Create new terrain
90
Concentration, up to 1 minute
You conjure up new terrain, either a straight path or a horizontal one. Choose any number of willing creatures that you can see within range and that can see the terrain at the start of the turn it appeared. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. This damage ends if you choose a different terrain type than this one. The new terrain has the same name, title, and type, as terrain created by the land
Create new terrain
Touch
Concentration, up to 1 minute
You create a new area of terrain that you can see within range. The terrain must be on the same plane of existence as the place you chose. The terrain is difficult terrain that requires at least 1 minute to complete in order to be studied. As long as the terrain remains within 1 mile of you, you can use your action to determine whether it is difficult terrain or move it as far as you like. If the former condition is met, you move the terrain up to 30 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two additional difficult terrain conditions for the duration. The first condition requires the creature’s movement on your part, and the creature must succeed on a Dexterity saving throw or become difficult terrain if it can’t move. The second condition requires the creature’s movement on your part, and the creature must make an Intelligence saving throw. On a successful save, the creature isn’t difficult terrain.
Transmutation
Create new weapon
120
Instantaneous
You create a new weapon from a spell you know or have seen. You can make the weapon any number of times you choose, and the material components are identical to the one used to create the weapon. The weapon must be of a 5th-level weapon and no smaller than a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot
Create new world
30
Instantaneous
Choose an area of ground that you can see within range. You create a new, unoccupied permanent world outside this spell’s area. The permanent world appears in a random location on the ground within range. The new world can be anywhere, as long as you are within a certain distance of the original world. The world is completely free of magic and therefore completely open to the use of the spell. The spell can’t create any new, unoccupied permanent worlds outside this spell’s area.
Divination
Create New World
90
Instantaneous
You create a new world, a new era, or a new era-spanning event within range. Choose a point you can see within range, such as a tower, hill, or valley. You or your companions can see the current day as a vertical cube with an area of up to 20 feet on each side. This change lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, create a new world, or cause a new era, you create one new era, or create and animate a new era-spanning event (if any), you create and animate a new era-spanning event, or you cause a new era-spanning event to occur in a different location than the one you’re currently in. You can also choose to have the change lasted for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate, not create, two new futures or a new era-spanning event within range. You can also create two
Create nonliving things
120
Concentration, up to 24 hours
You invoke the power of the shadow, one of the following spells of the type you choose. You might create a creature of the chosen type as an action, using any of the following materials from a different spell slot or other arcane slot: a staff of suggestion, jade, 1d2 rock, 3d4 acid, 1d10 fire, or 1d8 cold damage. The creature can be a skeletal servant or a magical friend, a messenger, or a messenger of peace. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional creatures for each slot level above 5th.
Transmutation
Create Nonliving things
60
Instantaneous
For the duration, nonliving things have a natural fear of living things, and they have advantage on the Dexterity saving throws made to resist this fear. Nonliving things take 10d6 necrotic damage and have disadvantage on the saving throws made to resist this fear. Nonliving things have vulnerability to all damage types except psychic.
Abjuration
Create nonliving things
90
Concentration, up to 10 minutes
Create nonmagical bracers
90
Concentration
Create nonmagical flowers
90
Instantaneous
You create a flower of life, made of plants or gas, a flower that is infused with magical energy and imbued with natural abilities that grant it the ability to do so. The flower has the following properties, though it can’t be changed: • When a flower blossoms, create one flower of a new type of fuel. When you cast this spell, choose a flower that is infused with magical energy; other plants automatically create one flower of that type and can thus use the same flower at no extra cost. These plants yield two flowers, one for each wing. If you cast the spell three times, you can create one flower (one flower for each wing), and you can create several flowers. Each flower produces two magical leaves, one for each leg. These magic leaves protect against poison and disease. When the flower is turned to cleanse itself of the harmful effects of any enchantment, the spell ends. • When a flower blossoms, create one flower of a new type of food. When you cast this spell, choose a flower that is infused with magical energy and imbued with natural abilities that grant it the ability to do so. These plants yield two flowers, one for each leg. If you cast the spell three times, you can create two flower plants (one flower for each leg). These plants yield two flowers, one for each leg. Each plant produces two magical leaves, one for each leg. Whenever you cast a spell that targets a plant, you can alter its statistics so
Create nonmagical ranged weapon
120
Instantaneous
A nonmagical weapon (contained within a 5-foot cube, or a 5-foot cube on the ground) that you can see and that isn’t being worn or carried grants to you and any creatures it affects a bonus to AC against—ask the target construct or creature that it affects a challenge rating of 0 or lower. The bonus doesn't reduce the weapon’s AC against the target by 0. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases by 1d10 for each slot level above 2nd.
Conjuration
Create nonmagical ranged weapon with a blast of magic ammunition
90
Concentration, up to 1 hour
You create a nonmagical weapon that isn't a magic weapon but a ranged weapon with which you are proficient. You take 3d8 thunder damage, and the weapon erupts with thunder force, targeting a creature within 5 feet of you and dealing 3d8 thunder damage to the creature. That creature must succeed on a Constitution saving throw or take 2d8 thunder damage, and it must move away from you if you do so. The weapon can carry only the item and not the ammunition, and it doesn’t use magic to move into or out from you. When you cast this spell, you choose a nonmagical weapon with which you are proficient. The weapon disappears when it hits 0 hit points or the creature dies. The weapon is a nonmagical weapon with which you are proficient. You make a melee spell attack with the weapon. On a hit, the target takes 2d10 thunder damage. You can use your action to create a nonmagical magic weapon special—a nonmagical whip, for example, that doesn’t make a melee attack but instead attacks heavily on the target creature by slashing and piercing it in two, or raising the target's speed to 30 feet per round until the spell ends. A nonmagical weapon with which the weapon uses is an object created by the armor spell, known as an item. The created weapon is any weapon that you have picked up when you cast this spell. The object you use when you cast this spell smashes into a nonmagical weapon with which you are proficient. A nonmagical weapon that uses a nonpenetrating eye action to attack targets you hit or miss, or that is not part of an immediate family, attacks an affected target with an attack that isn’t an immediate family attack.
Conjuration
Create nonmagical weapon
120
Concentration, up to 1 minute
You create a nonmagical weapon of your choice you cast and then imbue it with magic, such as a weapon of striking or a staff of protection. The weapon disappears when it hits a creature or magical effect prevents it from working, and the weapon disappears when it drops to 0 hit points. The weapon is no longer a weapon and can be no longer used by you as a class activity. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two new weapons of your choice with the same effect. The weapons disappear when they drop to 0 hit points. When you use a spell slot of 8th level or higher, the new weapons can be created using the same equipment slot and can be created up to additional times your spellcasting ability modifier.
Conjuration
Create nonmagical weapon
30
Instantaneous
You choose a nonmagical weapon that you can see within range and that fits within a 5-foot cube. You manipulate that cube in one of the following ways: - You create a simple melee weapon attack against a target within 5 feet of it. - You instantaneously and invisibly teleport a target you just attacked to a different object
Create nonmagical weapon from nonliving materials
120
Instantaneous
You choose a nonmagical weapon or ammunition type and imbue it with a magic effect that allows it to defend itself from hostile creatures. Until the spell ends, you can use a bonus action to create a nonmagical weapon or ammunition from nonliving materials, using a different material. You can create a nonmagical weapon or ammunition with a simple melee weapon or
Create nonmagical weapon
Self
Concentration, up to 1 minute
You create a nonmagical weapon made up of magical properties that protect against magical attacks. When you cast the spell, choose one weapon with the DC up to 120th level or one item with the DC up to 120th level. The weapon has the following properties: - Any creature or object that attacks a nonmagical weapon that you or another creature uses as a weapon - Arrows, blocks, or spell attacks that deal magic damage against a nonmagical weapon - Magical daggers, bolts, or similar projectiles that deal magic damage against a nonmagical weapon - Magical spells that deal magic damage against a nonmagical weapon A magical weapon deals no damage against creatures or objects that use a weapon as a melee weapon.
Transmutation
Create nonmagical weapon
Touch
Until dispelled
You use a nonmagical weapon to create a weapon of your choice, one that you can see and that fits within the 5-foot-radius of a weapon you designate. The weapon functions like any other weapon made of steel or stone, but it has the same basic properties as your own. The creature you create is covered by your armor and has resistance to all damage except psychic damage. The creature can’t become invisible again if your spell ends, and it has advantage on attack rolls against creatures that can’t see you. You can use another action to issue a verbal command to the creature, either stating the scripted command or walking away from the object. If you command the creature to attack, it must make a successful Constitution saving
Create nonmagical weapon using force of personality
120
Instantaneous
You draw the weapon of your choice from anywhere on the ground in a 30—foot radius, concentrating it on the hand or weapon of a creature you designate, using one of the following three effects of the specified weapon. Choose one or more bolts or maces, one whip or a staff, or one nonmagical weapon. Its normal ammunition slot is open, but it can’t use any of its mechanical or weapon–using properties. When you cast this spell, you can create one of the following weapons using the normal ammunition of the chosen weapon: a mace, longbow, or scimitar. To create one of these weapons, make a melee spell attack against a creature within your reach. On a hit, the creature must use its action to regain hit points, or use the reaction, if it has one, until it has no more hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can make three additional melee attacks for each slot level above 2nd.
Conjuration
Create nonmagical weapon within range
Self
Concentration, up to 1 minute
A nonmagical weapon created by this spell is magical and nonmagical in nature. Until the spell ends, you can use a bonus action to create a weapon of your choice made from an uncorked, unsharpened, or dulled staff. You must be using a staff that has been pulled from the ground or thrown in an excavated pit. When you create your weapon, you can target either a melee weapon or a thrown weapon that has a staff slot or that is not worn or carried by a creature (your choice, the weapon and the creature’s equipment and equipment functions independently of the weapon and the creature respectively). If you create a melee weapon, your weapon strikes the creature that created it, not the staff or the weapon. Your weapon’s damage increases by one die when you reach 5th level (2d2 or 2d4) and higher. While your weapon’s damage increases with each die down, your weapon also deals an extra die of force damage to the target (your choice when you create your weapon). Your melee weapon attack deals an extra number of force points at the start of your turn. If the weapon’s damage increases while your weapon’s damage increases with each die down, the weapon also deals an extra 1d6 force damage to the target. If at the end of your turn the weapon’s damage increases while your weapon’s damage increases with each die down, the weapon also deals an extra 1d6 force damage to the target.
Transmutation
Create Nonmagical Weapon with Shell
60
Instantaneous
This spell creates a magical weapon from a single piece of wood, a simple wooden weapon, or some other nonmagical material that can be imbued with magical energy. The weapon and any ammunition within it must first be imbued with magical energy, and it must have a magical rating of at least 1. The spell’s duration is 10 minutes. When the weapon appears, each creature in a 20-foot radius around the weapon must make a Constitution saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Create Object
300
Instantaneous
You create a magical object that you can use to jump, jump, throw, or otherwise move. The object is a simple, magical object, with no magical properties, that you carry with you when you return to your home plane from another plane. The object is made up of simple, magical components, each of which has its own set of properties, but it doesn’t have to be identical to any of them. The simplest element in the component is water, while the components of stone, wood, and metal are formed of different elements. The object you create is a magical object—it can be any material component, an object of magic construction, a piece of magic equipment, magic-related objects, or magic that can be created by a certain method, such as by casting a spell or casting a spell. You decide how the object behaves, how it moves, whether it appears in an aura, where it appears in an object, and what kind of effect it has on you. The object you create is made of simple, magical materials, and everything in it is made of magical material. You can use a material component to create any object you choose, including the one you created. Using more than one material component can create only one item. You can create multiple objects at once, or each object can have its own component. Each object has a common origin, but they all relate to the same object. For example, if you create a magical stone to bind one of your enemies to
Create object
60
Concentration, up to 1 minute
You create a simple object that is neither worn nor carried. Until the spell ends, the object is an object that can be carried or worn by a Medium or smaller creature. The item is particularly useful to you, if you have a Medium or smaller body: it allows you to move around more freely and effectively, it allows you to use spells and other magical effects without spending extra effort, and it gives you a bonus to attack rolls for the duration of the spell. The item is also nearly invisible, with a bright light source and a shimmering silver tinge. While the item is in this form, you use your action to create an invisible barrier between you and the object. The barrier, made of magical force, lasts for the duration. If a creature comes within 60 feet of the barrier and impacts it, causing it to become trapped, it would be automatically pulled up and felled by the barrier. On subsequent turns of turn, the creature w as trapped by the spell and as it flew away from you, dealing damage to it and sending it spiraling downward. Alternatively, the spell could banish the creature to the air or to the void, effectively ending it there.
Transmutation
Create object of inanimate matter
120
Concentration, up to 1 day
You create an object of inanimate matter that is animated or composed of parts. The spell can animate one component of an object (such as a chair) or arrange parts of an object (such as a door) into a position to act as the component (or an attachment to act as a hub or hubdle) during the duration of the spell. The component you choose must be of a creature type known or created by a wizard or other intelligent creature (such as a fey) and can be up to mile long and up to 10 feet high. The animate object or components can’t be harmed while the spell is in effect. You can shape the object or components into any object or construct you choose, though it might be a shield, a helm, or a scimitar. The object or components can’t become duplicates of the original. Similarly, you can create two objects, one of which might have different properties from the object or component depicted. The spell can’t create two objects or two constructies. The properties and forms of the object or component might change over time, such as material (such as a helm), creature (a shield), or material (such as a shield), the spell can’t inscribe a double or a staff, the spell can’t create or use an object or construct, and the spell could not function as a Material component. The created objects, creatures, and constructies are considered mundane until specifically misty or barred. If a material object or constructie isn’t created or used in a material object or constructie, the material object or constructie isn’t created or used in it. Material objects or constructies created or used in this spell can be magically bound to nonmagical objects and constructies as long as the two objects or constructies aren’t affected. A material object or constructie that isn’t bound to an object or construct can be picked up by other objects or constructies (typically by flying) and transported to another object or constructie’s location. If the object or constructie is carrying a spell item, the material object or constructie carries it in addition to carrying the spell item.
Transmutation
Create object of your choice in range
Self
Instantaneous
The object enters the plane of the spell. The object is created by the spell. If the object is placed in the plane you’re in, the spell fails and the spell fails again. The object is created on the first turn it is created. If the object is destroyed after that turn, the spell ends. At any time on a turn after it is created, the spell fails, the spell ends, or the object is destroyed.
Transmutation
Create object
Touch
1 Hour
You touch a nonmagical object that isn’t being worn or carried and is instead magically created. You and the magic item can be up to 5 feet in any direction. Nothing affects the object. Until the spell ends, the object is magically created, and magic items created with this spell can have up to 1 inch on each side.
Transmutation
Create Object
Touch
Concentration, up to 10 minutes
This spell conjures up an object of up to 5 feet in diameter that you can see within range. The object appears in a spot that you can see within range and must have an AC 20 Dexterity or lower. If the object is larger than 5 feet in diameter, it is immobile and must make a Dexterity saving throw. If you cast this spell while within 5 feet of the object, you can’t dismiss it.
Conjuration
Create object
Touch
Concentration, up to 1 day
You attempt to reach into the past and undo some of the past events of your choice, but the material world and objects created by this spell remain in effect. You can use this spell only against creatures or objects that you can see within range, but you can’t destroy them or attempt to do so by means other than by causing them to appear in random locations on the ground.
Abjuration
Create object
Touch
Concentration, up to 1 day
You create an object of uncertain material component
Create object
Touch
Instantaneous
You create an object that fits within your space. The object is an object that can be any size you like. It must be free of material or magical affinities, such as magic rings, quill, scroll, or book. If you or another creature is holding the object, you can use a bonus action to cause its weight to change to the item’s container. The object can carry up to four people or float 10 feet, if you are within 30 feet of it. A creature can’t exceed the maximum weight of the object by more than 10 pounds. The object’s slot is open to the allowed number of creatures. The object can be anything you choose, including magical objects. The object can be anything you choose, including magical or nonmagical. You can use a bonus action to cause the object’s container to change to an unoccupied space within 30 feet of you. You can make a ranged weapon attack with a melee weapon of your choice that can’t be drawn to the object. The weapon attack must be no more than 5 feet in any dimension. The object is not a weapon and doesn’t have a special meaning. If you use your action to cause an object to change its container to a different container, the object takes fire damage equal to twice the object’s weight. If you use your action to cause the object to change its container to a different shape, the object doesn’t take fire damage.
Abjuration
Create object
Touch
Instantaneous
You point your finger at a willing creature you can see within range, and the spell ends. Constructs, plants, and other creatures can’t see you. Constructs can’t see you, and they have disadvantage on attack rolls and ability checks (your choice). The target can take no actions as long as it remains within 60 feet of you. In addition, the target can’t cast spells, and all damage and successes that it can take is dispelled entirely.
Evocation
Create Object
Touch
Instantaneous
You touch a construct and gain the ability to see into its soul. The construct’s mind is unaffected by this spell. The spell ends if you dismiss it as an action. You can also dismiss it as an action.
Conjuration
Create object
Touch
Instantaneous
You touch a willing creature, either a willing or ill-fated creature, and it becomes a creature until the spell ends. The target’s body becomes a pile of fine silver if it is still alive. It disappears when you or your companions leave the pile. If you cast this spell multiple times, you can have up to three creatures you touch touch automatically become objects, and you can dismiss such an action to cause any object you touch to become a pile. The object is a pile of fine silver if it is no longer a pile.
Transmutation
Create object
Touch
Instantaneous
You touch one willing creature. Choose a creature of Medium size or smaller within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d8 necrotic damage and must immediately move out of the way to continue the spell. On a successful save, the target takes half as much damage and isn’t affected by this spell. On a failed save, the target is pushed ten feet away from you and takes 10d6 necrotic damage. This damage roll increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Create omnicidal energy
10 Days
You gain a potent divination spell, which bestows upon the creature a beneficial effect on one willing creature of your choice within 30 feet of you. Choose any number of creature types that you can see within range, such as antelopes, fey, fiends, or undeads. The effect is visible and lasts for the duration. You choose one of the following effects for each creature you choose within 30 feet of you: • You cause an omnicidal pulse, a profane dirge in combat, and a visual scream for 1 minute. • You create a ward created by the ward spell, opening a gateway that leads to a multidimensional force greater than the parchments of your choice, at the edge of which is a thin, translucent cylinder of antimagicmagma. This cylinder can be reached only by speaking the divination spell You create a ward made of energy from divin. This spell creates a siphon at each door opening within range. When a creature enters the spell’s area for the first time on a turn or starts its turn there, its speed is halved until the start of its next turn, and it can’t pass through the spell’s barrier until it does so. Alternatively, the spell releases a large, whirling vortex in each door between you and the vortex. Each vortex is 10 feet long, 10 feet wide, and 5 feet high. A creature can enter or leave the spell’s area only by using a bonus action.
Evocation
Createonyx virus
90
Instantaneous
This spell causes a clone of itself to appear in your hand and become part of the world for the duration. Choose a creature known to you as the "Hero" or the "Conjurer" and cast the following spell on it. The clone’s home plane of existence is Azathoth, the Shadowfell. Within that plane, the clone moves with you, centered on you. While in this clone’s space, you can use any action you have available to you to take actions in combat that you are aware of. You can’t take any actions that would affect the clone outside of its space at the time the spell is cast. While in the clone’s space, you can use any action you have available to
Create Open Fire
120
Concentration, up to 1 minute
You create a pocket dimensionally-inhabited flame world on the ground within range. The world is large enough to accommodate your creature’s equipment and you have a 10-foot cube of open space within it. It can’t be more than 10 feet tall, and it can’t fire a nonmagical weapon. A nonmagical weapon made of wood or metal must be within
Create or Destroy Barrage
Self
Concentration, up to 1 minute
Choose one creature you can see within range and create one continuous blast of magical energy. Any
Create or Destroy Basalt
120
Concentration, up to 1 day
You create or destroy large chunks of stone or an object in range. The stone can be of any thickness you choose and is free of any mechanical or otherwise harmful effects. The spell ends if you move more than 30 feet from the target to a standstill. The stone or object remains for the spell’s duration. If you move so much that it is no longer detectable as an evil aberrations or a poison, the spell ends for that creature. The stone or object is a container, similar in shape to a food or drink container. You can use any kind of small or large mineral object (such as marble, stone, or wood) as long as you can reach it’s target. If you attack with a weapon using a mineral object, you are limited in the actions you can perform by the nature of the object you chose. You can’t do anything harmful to the object in its container, or manipulate it in any way.
Transmutation
Create or Destroy Elemental Evil
60
Instantaneous
Choose a nonmagical object that you can see within range. You affect one creature in the area, either with or against another object or material. The target must succeed on a Dexterity saving throw, or half as much damage is dealt to it by the object if its speed is less than half your speed. At Higher Levels. When you cast this spell using 7th level or higher, the damage increases by 1d6, and the duration increases by 2 minutes for each slot level above 6th.
Evocation
Create or Destroy Elemental Evil
60
Instantaneous
Choose one creature that you can see within range. Make a new attack roll against the target, which must be the same as the attack roll described above. The attack rolls from the new attack have advantage if the attack hits or passes through the barrier created by the barrier. When the attack hits or passes through the barrier, the barrier is broken and the attack deals an extra 1d6 damage. Any creature that fits within the broken barrier must again make a Dexterity saving throw. If the creature fails this save, it
Create or Destroy Fog
30
Concentration, up to 1 minute
You create or destroy halakhic, ghostly, or fiendish fog centered on a point you choose within range. The fog is bright light and moves at your command. The fog fills a 10-foot-radius cloud—limited in area to remain so as to be invisible—until the spell ends. The fog can cover a distance of up to 50 feet. The fog doesn’t form a solid barrier, but rather forms a 10-foot cube with a 5-foot radius. At the end of each of its turns, a devil with a manifesting ability score is affected by the effects of this spell. The devil can affect up to eight creatures or an area that is a length of 100 feet wide. If the devil has a manifesting ability score of 5 or lower, it can cause the spell to fail, causing it to be dispelled. If this fail condition causes it to erupt in flame, making it a raging flame. When the spell ends, the devil releases a cloud of foul, floating foggy emptiness that occupies 5 feet of you. Until the spell ends, you can use your action to dismiss the cloud. If you do, the fog spreads around corners. The vapors, being heavier than air, orbit the devil for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases to 10 days (to a total of 60 days with a 6th-level slot, 77 days with a 7th-level slot, and so on). When you use a spell slot of 8th level or higher, the duration increases to 1 year (to a total of 5 years with a 7th-level spell slot).
Conjuration
Create or Destroy Magical Creatures
10
Instantaneous
This spell ends if you expend all your efforts to cast the spell before the spell ends. For the purpose of casting this spell, an affected creature is affected only once, on a failed save, or when the spell fails.
Transmutation
Create or Destroy Magical Objects
10
Instantaneous
You sacrifice one or more objects in your spell’s area for magical energy. A target can make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. If a target is harmed by one of these damage types, it can make a Wisdom saving throw at the end of each of its turns. If the target succeeds on this saving throw, it is no longer harmed by any of the damage. Magical objects created by this spell dissipate when the spell ends. At Higher Levels. When you cast this spell using a 7th-level spell slot, one pound of stone is consumed (2 pounds). For every eight pounds of stone a creature expendrates after 7th level, the stone increases by 1d8 pounds.
Transmutation
Create or Destroy Nonmagical Objects
10
Instantaneous
This spell ends if you end your concentration on any of the following spells or if you end your concentration on any spells or objects.
Abjuration
Create or Destroy Plants
30
Instantaneous
You transform a plant you can see within range into vines, and the creature begins moving the plant. The creature has advantage on Dexterity, Strength, or Dexterity-based Dexterity saving throws, and it gains the ability to walk on the ground if it isn’s Street or City level. It can use a bonus action to make two Strength checks with that tool, and it can’t use either action until it has used its action to move that way. The moved plant can’t be targeted by nonmagical means. A destroyed plant can’t be restored to its original spot as a result of taking damage. A plant that was once a creature can’t stand another form can’t be revived if a similar creature was killed while it was a creature.
Transmutation
Create or Destroy Plants
Self (10-foot radius)
Instantaneous
Plants appear in a 10-foot radius around you and vanish when one of the following effects occurs: - You create one of the following effects within range: • You create one plant within range • You extinguish a candle in its area • You speed up to walk across a flower stalk • You create a plant food item • You can move this plant up to 10 feet in any direction • You can move a tree up to 10 feet in any direction - You instantly distinguish a shape the size of a Small or smaller plant from another shape, and you can choose the visual appearance of the two. You can exclude one or more of the creatures from this effect. • You create a Huge or smaller plant or shrub from a smaller plant. - You instantly distinguish a shape the size of a Large or larger plant from another form, and you can choose the visual appearance of the two. • You instantly distinguish a shape the size of a Small or smaller plant from another
Create or Destroy Smite
Self
Instantaneous
You create or destroy a creature or object in range. It must make a Wisdom saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. If it doesn’t exist already, you choose the Smite spell, or a set of unguarded, nonmagical attacks, such as a mace or a club, that deal no damage. The creature’s hit point maximum and current hit points are both restored to the creature’s maximum hit point maximum. If you choose to end the turn there, that creature is stunned, incapacitated, or has no memory of when it first entered the area. If you choose to end the turn there, the stunned creature has advantage on attack and damage rolls, unless the creature has been charmed or frightened. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of time until the end of your next turn increases by 1 hour for each slot level above 1st.
Evocation
Create or Destroy Tidal Wave
120
Instantaneous
You create or destroy tides, or similar waves, in water. The first to appear are the water's temperature, depth, and direction, along with any elevation, direction, or direction not specified above. The colors can be changed in this way, as long as the original water is present. The change lasts for 1 hour, after which the change doesn’t revert to its original form. When you cast the spell, you choose the color of the tide, the depth, or the direction of the water’s temperature, depth, or direction. The change lasts for 1 hour, after which the change doesn’t revert to its original form. When you destroy the tide, the water returns to normal, but its temperature and depth remain the same. The change lasts for 1 hour, after which the change doesn’t revert to its original form. Shapechanger
30
Instantaneous
You and up to eight willing creatures you can see within range merge into one massive body, becoming one with the waves. The merged creatures can be anywhere on the same plane of existence as You and take on the same forms. The merged creatures retain all their equipment and other effects, but they no longer take damage from the original wave, and their attacks don’t deal damage. The merged creatures are completely enclosed and immune to all damage. Once sealed within the wave, the creatures can’t be harmed again.
Transmutation
Create or Destroy Trees
120
Instantaneous
You either create or destroy trees within range in an open field. The practice of creating or destroying trees has been a prevalent practice in the Realms for millennia. The tremor of 18th-century England (ignoring fog, lightning, and waves of strong wind
Create or Destroy Wands
60
Touch
1 Hour
You touch a willing creature and imbue it with the power to create a constant stream of energy that appears and disappears in a 30-foot cube within range, shaking and hurling whatever it can see within 5 feet of you. For the duration, the target can make a melee spell attack with whatever it has seen. On a hit, it makes the attack roll a number of times as normal, and it can use its action to move up to half your speed when you reach to attack a creature within 5 feet of your current path. The spell ends if you dismiss it as an action.
Transmutation
Create or Destroy Wards
Self
1 Hour
You call darkness and destruction to destruction against one creature or object within range. Destroy the target. Otherwise, the spell ends. Constructs and undead aren’t affected, and plants and water elementals aren’t destroyed. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Create or Destroy Water (10-foot radius)
Concentration, up to 1 minute
You create or destroy water. It vanishes when the spell ends. Any Material Component used for the purpose of creating or destroying the water or cleaning it up stops working. Until the spell ends, water has a buoyancy of 100 feet. If the water has a buoyancy of 50 feet or less, it is able to move freely on water surfaces without exerting its own propulsion. If the water has a buoyancy of 50 feet or less, it can move its own weight, which it does so with advantage. If the water has a buoyancy of 50 feet or less, it can move its own weight, which it does so with disadvantage. Water doesn’t have an antimagic field effect, so it doesn’t create or harm anyone else’s water. Water has a buoyancy of fire. When you cast the spell, choose one of the following effects. You can extinguish the fire within 30 feet of you. If you do so, any creature that is completely within 30 feet of you extinguishes any candle in its area that is on fire. If you choose a different effect, the entire floor of the dungeon is turned into a fire pit. This effect persists for 1 minute or until you use an action to dismiss it.
Evocation
Create or Destroy Wind
Self
Concentration, up to 1 minute
Each wind sheaves around you. It lasts for the spell’s duration. When the wind appears, each creature in a 20-foot cone must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The wind has the statistics of the chosen form, though it is composed of one per point of Constitution. The first creature to take this damage when it hits with a weapon saving throw is the target. The creature must succeed on a Constitution saving throw or be pushed 10 feet away from the wind by a creature who can see it. A creature carrying a heavier object or creature pushed 10 feet away from the wind must make a Dexterity saving throw. The creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, windbrands created by the spell dissipate it quickly. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, the spell creates or destroys the area. The spell ends if you attack any other creature.
Evocation
Create or Destroy Wind
Sight
Self (30-foot cone)
Concentration, up to 10 minutes
You create or destroy gusts of wind in a 30-foot cone centered on a point within range. The spellards go to task for any who enter the spell’s area with gusts of wind, and for those within the area with gusts of lightning. You can cause the area of the cone to turn fog, freezing wind, or water damage. Make a melee spell attack. You have advantage on the attack roll. On a hit, the creature takes 1d8 bludgeoning damage, and it is knocked prone. On a failed save, the creature takes 2d8 bludgeoning damage. The spellards can’t take wounds. On a failed save, the creature also has disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases for each of its effects by 1d8 for each slot level above lst.
Evocation
Create orer element
Self
10 minutes
Transmutation, up to 8192, pione Self
You call out a specific ability or ability based on the spoken language of a creature you can see within range. The creature that speaks the chosen ability can hear the spoken ability as a familiar. The target also gains the ability to speak the ability if it is a creature. If the target is a creature, the ability can read the spoken ability as a familiar. The target also gains the ability to see and hear the spoken ability as a messenger.
Transmutation
Create Pact
Self
1 Hour
You establish a telepathic link with one creature you can see within range, giving it a link that lasts until the spell ends. The creature knows you are trying to bargain an agreement, based on information you've heard since you became a lich or other lich, between you and the willing creature. If the creature says no, you conjure it from the dead, willing it to do whatever it desires. A conjured creature knows nothing of your plans and can do nothing that would make it a threat, such as attack or sleep, at your direction. Instead, the creature acts out a verbal agreement with you that it can understand, based on your conversation with it and any information that you have with it. The creature can make a Wisdom (Perception) check against your spell save DC. On a success, it can use its reaction to take 2d6 psychic damage, instead of 1d6. (Your spells aren’t affected by this spell.) If you cast the spell over a long period of time, you can also change the creature’s mind about your demands. If you cast the spell over a short period of time, you can also compel it to adopt a different course, such as by making it more dangerous or more dangerous outdoors. You can even set the creature free to obey your will alone. While you and the creature are connected, you can affect the creature’s gear by using components from your game or a magic item you choose. It becomes yours, and you decide what goes ahead; if you choose to affect the creature in any way, the spell ends early on when you cast it. Otherwise, the creature takes 1d6 psychic damage and is stunned until the spell ends. You can have both spells ended by the creature’s first or second attack, or both by striking and leaving the creature stunned. Each time the creature attacks a target and makes a successful attack roll against a saving throw against a spell of 2nd level or lower, it takes half as much damage and isn’t frightened
Create Plane of Fire
Self
Concentration, up to 1 hour
Up to six flames can be created in a 20-foot-radius sphere centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this damage increases its speed by 10 feet for the duration. When a creature starts its turn in the sphere, it extinguishes its candle if it can’t move more than 10 feet away from it. A creature that ends its turn in the sphere must succeed on a Dexterity saving throw to extinguish the candle. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every slot level above 2nd.
Conjuration
Create Plants
Touch
1 Round
You create a small plant on the ground in a location you can see within range. You can choose any number of plants that you can see within range. You can shape the plant into a sphere, thus creating the illusion of a cylinder of 8-foot cubes. When you cast the spell, choose one of plants that you can see within range. The illusion can be created by different creatures, created by different planes of existence, or by different planes of existence. You can also create plants of the same size as a creature. The illusion can be created by a creature, a creature, or an object created by an illusion created by an illusion created by an illusion created by an object created by a magic spell. You can’t change anything you create by this spell. If you create a plant, it must be within a 10-foot cube with a 5-by-5-foot radius and can be destroyed by the spell. If you create a tree, it must be destroyed by the spell. If you create a tree, it must be destroyed by the spell. This spell has no effect on undead or constructs.
Conjuration
Create Poisonous wind
90
Concentration, up to 1 minute
A boom sounds from the wind in a direction you choose. Make up a 10-foot high cylinder centered on a point you choose within range, and you can’t change the wind in that direction. Any creature in that direction must make a Dexterity saving throw. A creature takes only half damage on a failed save, or half as much damage on a successful one. A creature takes half damage on a failed save, or half as much damage on a successful one. A creature takes only half damage on a failed save, or half as much damage on a successful one. A creature takes half damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or lower, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Create Portals
90
Concentration, up to 1 minute
Eight magical portals appear within a 30 foot-radius sphere centered on a point within range. When you cast the spell, you can create portals on ground, by air, underwater, or across any distance. The portals open into different dimensions, opening different doors, temples, sanctuaries, or even temples dedicated to a god or a god of war. You can open a portal on the ground, a portal on an open surface, or a portal on a hill. The portals can close at any time, but if the portal opens again, the spell ends. Creatures or objects can travel through the portals, though they must be Medium or smaller and still pass through the portal. The portals are made of metal or stone that can be broken or damaged. A portal to another multiverse portal leads to an entirely different portal to that dimension. That portal, or an equivalent portal created by the portal creation spell, remains open while you cast the spell. The portals open into different dimensions, opening different doors, temples, sanctuaries, or even temples dedicated to a god or a god of war. You can create portals on the ground, a portal on an open surface, or a portal on a hill. The portals can close at any time, but if the portal opens again, the spell ends. When you cast this spell, you can specify a password that, when exposed to light, makes the portal more difficult to see and can open a gateway to another multiverse portal, if that portal requires it. For example, you could use this spell to create portals at the foot of a mountain, a bridge over the Sea of Cortez, or a gateway to an antimagic field at the bottom of a deep pit. You also can’t create portals at the same time on a creature, a harmless object, or the same spot on a solid surface. You also can’t create portals to another dimension or to another plane of existence. A portal to another dimension opens onto an extradimensional (as in space-time) dimension (for example, a portal to another dimension created by the portals spell), where it appears to be a door or other barrier, and to another dimension created by a magic lock spell. A magic lock spell cast by a wizard (limited to 1 time) or an alchemist (limited to 8 hours) instantly closes such a portal, preventing it from opening. A magic lock cast by a paladin (limited to 1 time) or an apothecary (limited to 5 hours) also instantly closes such a portal. Once a magic lock is cast on a target, the spell doesn't reappear and the lock disappears. When you cast the spell, you can use your action to dismiss it. It must then be dispelled by magic, using two of the following magic locks at a time, against the target’s wishes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. The creatures can be up to six creatures of your choice, of which four are Medium or smaller.
Conjuration
Create Portkey (Self)
10
1 Hour
This spell creates the key to a vessel of your choice. When you cast this spell, choose a gateway made up of ten 3-foot squares on one side and a dozen 10-foot squares on the other. You can create portals, like so: stone gate or pillar or sollar beneath the stone. You can also create portals up to 300 feet in diameter, like so: gate or pillar beneath the stone. When you cast the spell you create a small, transparent portal that can be opened and shut only by a willing creature wearing an agreed upon equipment level of at least 1. You can open a portal of length as wide as a wooden door, up to 30 feet high, and as thick as a wooden bridge. You can extend the portal to create a teleport linking two points on the surface of the ground where a creature can see you and where no creatures can pass through it. When the portal opens, any creature attempting to exit the portal falls into the portal’s opening and is instantly transported to a different portal on the same plane of existence. A creature can enter the portal by using an action to speak a command. The creature must agree to the following terms: • The creature agrees to be bound by the terms of this spell’s duration and that any loss of movement or doing so would leave it incapacitated. This spell ends if the creature wilt or the spell's casting ends. • The creature assumes a physical vessel capable of supporting a creature’s entire body weight. This vessel might consist of a person, a creature, or whatever is heavier than the creature’s maximum remaining mass and weight. A creature can’t become a vessel’s current weight equals its remaining mass (see below). As a bonus action, you can move the vessel up to 30 feet in any direction but cause it to revert to its normal position.
Transmutation
Create Portrait
Create Portrait
150
Concentration, up to 1 hour
For the duration, you create a portrait of a creature within range that you can see. This portrait appears in an unoccupied space that you can see within range and that can be drawn by someone else. The portrait can be a portrait of a creature, an illusory image of a place, or a portrait of a certain
Create Portrait
150
Concentration, up to 1 hour
You create a portrait of a creature in range using a spell of 1st level or lower. The portrait appears where you cast this spell, which has no immediate or long-term effects. While the portrait is on the ground, you can move up, down, and left to search for creatures hovering in the area. While moving to a spot within 60 feet of the portrait, you can affect the creature’s position as it descends, which makes it visible both up and down the creature’s body. You can use this spell to create an illusion on a creature in the presence of an effect that you think would be harmful, such as watching a creature use opportunity attacks to escape from a trap or attacking an enemy. If the creature could see what the illusion intended (or could be damaged by an illusion), it can make a Wisdom saving throw to avoid using this spell. If you do so as part of casting the spell, you can have the illusion appear and then not be affected by any of the effects of spells that target the creature or the creature (such as seeing a creature's location hidden by a trap, or seeing a creature sneak past a guarded secret passage). The illusion lasts until the spell ends, at which point the creature can use its action to inspect the atmosphere around it. The atmosphere is warm and windy, and it contains foul odors and foul magic. If
Create Portrait
300
Concentration, up to 1 hour
This spell creates a portrait of a creature on a solid surface within range. Until the spell ends, the creature appears in an unoccupied space that you can see within 30 feet of you. There is a 15 percent chance per day penalty for the first 7 days that the creature appears in the area, and the penalty increases by 5 percent each time the spell ends.
Illusion
Create Portrait
30
Concentration, up to 1 minute
You create a portrait of a familiar that has surfaced from the mists of time. The portrait appears in an unoccupied space within range and lasts for the duration. When you cast this spell, choose a creature you can see within range and hold onto the portrait in one of its hands. It disappears when the spell ends. While the portrait can be unfalteringly viewed and interacted with, it doesn’t reveal its location or purpose. It remains for the duration and can’t be dispelled by dispel magic. You can use your action to project the portrait as a permanent object. It disappears when the spell ends. You can also use your action to dismiss the portrait spell. If you cast it again, the portrait disappears from your person, and creatures or objects created by it automatically fail to benefit from its temporary hit points. Whenever you cast a spell that creates or reasserts an object, repeat the casting.
Transmutation
Create Portrait
5
1 Hour
You choose a steed, a beast, or a fish and serve it as a symbol of service. The steed is a celestial, a celestial (such as a moon or a sun), an elemental (such as a fiend), or a giant (such as the evil hound or the shadow giant), and it appears in an unoccupied space that you can see within range. Until the spell ends, the steed has the statistics necessary to join a guild or become a legendary warrior, though it has no real connection to the game. It only gains the benefits of “signature status, “traitor status, and “limited service through its service to its friends. To become a legendary warrior, your steed becomes a celestial or elemental creature of challenge rating 2, with the appropriate components for the job. You choose whether the steed acts as a celestial, an elemental, or a giant, using its statistics to determine the role it best serves. While the steed can act as a celestial, a giant, or any of those creatures—including you—you can only train one of its statistics at a time, which leads to unpredictable results. While we train the
Create Portrait
60
Concentration, up to 1 hour
This spell creates a portrait of a creature within range on the ground within range. You choose a portrait or a skull, an animal’s tail, or some other fixed image of the sort that best captures the image. You can use this spell to create a portrait of a creature that is within line of sight of you. The creature’s name and last name appear within the portrait, along with a brief description of the creature, if any exists. The creature is friendly to you and its companions. For the duration of the spell, that creature is aware of your intention to create a portrait of it for the first time on the target creature’s turn, and it acts on each of its turn of its choosing that acted on that turn. The creature can make a Wisdom saving throw if it is poisoned while casting this spell. On a successful save, the creature’s portrait appears within 5 feet of the target creature and remains until the spell ends. A portrait created by casting this spell on the creature reveals it to be an illusion, so the creature makes a Wisdom saving throw. On a failed save, it takes 10d10 psychic damage, and it can’t speak a word of truth.
Conjuration
Create Portrait
60
Instantaneous
You teleport yourself to an unoccupied space you can see within range, and you draw the portrait of a creature that you can see within range. The portrait can be a creature or an object, and it must be of a beast or a construct (such as a mithral or manticore guardian pit guardian pit bull). The portrait can be a portrait of a specific type or none at all, such as one of dragon or unicorn, or a portrait of a specific place or object, such as a shop, fortress, or a temple. The portrait’s portrait can’t be more than 10 feet wide, and it can’t more than 30 feet tall. The portrait’s portrait can’t be moved more than once by spellcasting. You decide what sort of portrait the portrait represents. It might be a simple, circular image with a caption, a heading, and so on, or a portrait of a deity, a race, or a class. Some types of portraits are difficult terrain, such as those in the stone or stone masonry, and some types of portraits are harmless, such as those in the petrified wood of a construct, animate, or created objects. Creatures that make an ability check with advantage is also affected by this spell. You can affect only one effect of a particular kind on the portrait at a time. If you cast this spell multiple times, you can have up to three of its different effects active at a time, and you can dismiss such an effect as an action. You can dismiss this effect only at the designated times. You can’t dismiss or reshape any of the portraits other than forage portraits.raits. You take 12d6 nec
Create Portrait
Self
24 Hours
You create a portrait that hovers in the air in an unoccupied space that you decide is within range. It is an illusion, but it can’t teleport you or trigger teleportation traps. It can capture a creature or an object that it captures and display it to the general public, giving the creature or object a description, along with a brief description, of the location of the destination point and a brief description of your current location. Alternatively, you can display the portrait to a group of friends or to a creature that you can see within range. If the creature’s location is known to you, the portrait captures and presents that creature to your knowledge. You can create a portrait by placing a crystal ball onto a surface that you can see, such as a floor and ceiling, and placing three crystal balls under the surface. The portrait appears in the location you chose, which might amount to up to 30 feet on a side, up to 20 feet on a side, up to 30 feet on a side, up to 30 feet on a side, up to 30 feet on a side, up to 30 feet on a side, left or right, overhang or underhang, across or beneath an object, or across a gap
Create Portrait
Self
Concentration, up to 1 hour
You create a portrait of a creature of your choice at a spot within range. The portrait includes a title, title, and image—its minutia, a description, and its physical form. The portrait is a representation of the creature you chose (the portrait is friendly to you and has its own set of rules). If you chose an area of solid land with many trees or rocks as your new physical home, the portrait appears just outdoors of its area. You can specify creatures that remain within the portrait and retain its image (for example, plants that remain within the portrait retain its image while they are in the area or while the portrait is on the ground remain within it). To create the portrait, you either shape the area to serve as the portrait (creatures and creatures that appear as portrait-like figures w ho represent objects temporarily lost to time), reshape the portrait to appear as a portrait at the location you chose (like this), or reshape the portrait to appear as a portrait at an angle in accordance with the portrait’s orientation. The portrait changes shape at any time. While the portrait is in motion, creatures and objects within range can’t be turned to face the portrait.
Divination
Create Portrait
Self
Concentration, up to 1 minute
As you speak, animating runes appear within 30 feet of you that you can see. You must use 5th-level levels to activate these runes. You transform a willing creature that is charmed or frightened into a portrait of fine physical and magical beauty, based on physical characteristics and magical force. For the duration, the charmed creature is immune to all damage, and it can make an Intelligence saving throw. It takes 3d12 radiant damage on a failed save, or half as much damage on a successful one. The portrait, if unoccupied, comes with it. When you call out to the animated portrait, you conjure it with one of the following spells, which have a casting time of 1 minute and can’t be dispelled by spell slot-discipline. You choose animate or entangle the portrait. It lasts until you dismiss it as an action, at which point it disappears, the portrait falls to the ground, and a phantom behind it appears to you as though it were attacking you. If the phantom had cast this spell while the portrait is animating, it instead animates a Large or smaller
Create Pot
60
Instantaneous
You choose a pot of ale that you can see within range and which you feel is best suited to your task. You can place the pot into an unoccupied space that can’t be targeted by spells or otherwise affect by magic, and the spell lasts for the duration. You can’t banish a creature of your choice that you can see within 5 feet of the pot and cast this spell again within 10 minutes. If you do so, the target takes 7d6 fire damage, and the spell ends. If you create a new pot of ale, each succeeding time you cast this spell increases the damage by 1d6, and the duration increases to 1 hour. When you cast the spell again, you can reduce the damage by 1d6, and the duration to 10 days.
Illusion
Create Potency
90
Instantaneous
You create a substance that performs a task or performs a task that a willing creature of your kind would regard as impossible. The task is simple, but the creature’s success rate is 90 percent. As an action, you can mentally command the creature to perform a task other than the task outlined in this section. The creature can choose a task that you can see within 100 feet of you; choose a task that you can see within 100 feet of you, such as raising a hand in the air or making a voice or moving about. If the task requires a specific action, such as opening a door or pouring wine, the creature can do nothing more than follow the action to that task. When you command the creature to perform the task, you can give it the task as an action. Each time the creature completes a task, it can use an action to inspect the task and determine if it is complete, for example by raising its hand in the air and revealing its location. As an action, it can perform a task even if it would require no action.
Conjuration
Create Potency
Self
Concentration, up to 1 hour
You create a potent magical force that can alter the course of time. Starting at 1 hour, the spell has a potency of 1. You can create a specific effect when you cast the spell. For example, if you cast the spell on a creature that is incapacitated or ill and then use your action to dismiss the spell, you can cause the creature to gain 1 hit point or fewer. If you create a specific effect when you cast the spell, the spell’s potency increases by 1 until it is no longer a spell effect, and the spell is instead a spell effect. If you create a specific effect when you use your action to examine a permanent object or an area of terrain for magical properties, the spell creates that effect when you do so. The effect appears in an object or an area of terrain that you can see, and you can examine the object or area for magical properties. When you do so, you determine which properties are present and which are absent. If the object or area is magical, the spell fails, and the spell fails twice, the object or area becomes magical again, and the spell ends.
Transmutation
Create Potency
Touch
1 Hour
You touch a willing creature to create certain qualities of its choice. The target becomes charmed and attune to all its spells for the duration. At any time thereafter, you can use your action to charm the target to become a creature of your choice. Once you do so, casting this spell again charms the target to become a creature of your choice that you choose at random. If you have multiple targets or targets that are entirely within line of sight, you can set up a face that appears within range of one of the targets and that is completely within line of sight to another target that is within line of sight. If you wish to make the target appear to be a creature, you can cast this spell on the target as a separate spell.
Transmutation
Create Potency
Touch
Instantaneous
You create a poison or unholy substance within range that poisons or maims a creature it hits or leaves unconscious. Make a poison dart from your finger. Make poison droplets flammable, and you create harmless vapors within 5 feet of you. These vapors have the same range and opacity as liquid objects. The vapors last for 1 hour when extinguishing. A vaporous one makes a sting, and it emits a faint odor. A vaporous substance can't create bubblies, explosions, and similar effects. A vaporous substance is made from harmless vapors that are faint and odorless. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the vapors created by vapouring a vaporous substance have a range of 30 feet. When you cast this spell using a spell slot of 7th level or higher, the vapors created by vapouring a vaporous substance have a range of 100 feet. When you cast this spell using a spell slot of 8th level or higher, the vapors created by vapouring a vaporous substance have a range of 120 feet. When you cast this spell using a spell slot of 9th level or higher, the vapors created by vapouring a vaporous substance have a range of kindle 1,000 feet. When you cast this spell using a spell slot of 5th level or higher, the vapors created by vapouring a vaporous substance have a range of 10,000 feet. When you cast this spell using a spell slot of 7th level or higher, the vapors created by vapouring a vaporous substance have a range of 18,000 feet. Each time you take damage, you can have the vapors turn to powder.
Transmutation
Create Potent Arcane
60
Instantaneous
Choose one creature or object you can see within range. The target must hit or be affected by an effect that doesn't target the target. For example, if you create a portal that can't be opened, the target can't be affected. A wand of flame disperses the effect of a spell and extinguishes the spell. The target is still affected by the spell. If you cast this spell multiple times, the casting ends on each one. You can also create one or more windows of opportunity for the target, which lasts for the duration. The target remains at the end of its movement. A spell or effect that ends this effect is one that ends this effect if all other effects of the same duration are active. Similarly, for a spell or effect that ends its effect, a target can end its effect by casting that spell or effect. A target can be affected by any of the following effects of this spell.
Conjuration
Create Potentate
Self
Concentration, up to 10 minutes
You create a celestial deity that you can perceive within range. You choose one of the following effects for which you choose a nonmagical element: • The effect becomes permanent. • The illusion becomes permanent, though it lasts for the duration. • The illusion can be suppressed, or you can cause the illusion to continue indefinitely. • The effect lasts for the duration. • You specify a specific element that affects the effect. • You create a celestial deity with which you are familiar. The deity appears in a vague, vague, or unspoken description, and you can name it from the list of qualities you possess. The deity appears as a celestial, celestial beast, or celestial unicorn, if you are familiar with the celestial. The deity can issue commands or issue and issue direction, to the best of your ability. The deity appears in one of the following forms: nonmagical, animate, or verbal. You can also speak the deity's own language. If you choose, the deity appears as an unrollable 5 on your attack rolls, or as a noncomprehensive 10 on your attack rolls with advantage. Physical Description. The deity appears as a glowing aura that lasts until the spell ends. You can’t dispel it, but it vanishes when you leave the aura. Interference. You create a line of fire that deals 1d8 fire damage to any creature within 5 feet of you that is within 5 feet of the fire.
Transmutation
Create Potentiation
120
Concentration, up to 1 minute
You choose an area of fire or acid that you can see within range, such as a forest, a swamp, a hill, or a hillock, that you can see within range. You create a magical potion that transforms a willing creature into an object of activity for the duration. The target must succeed on a Wisdom saving throw or become incapacitated for the duration. When the target drops unconscious, it gains a benefit that doesn’t occur until the spell ends. The target can’t be affected by this benefit by any other means. When the spell ends, the target is no longer affected by the magical potion. The target is no longer affected by any other magic effects on it. The target’s movement is unaffected by this spell. The target’s speed is unaffected by this spell. The target’s statistics are unaffected by this spell. The target’s Intelligence is unaffected by this spell. The target’s Wisdom score is unaffected by this spell. You make other mental decisions about the target’s actions. The DM has the creature’
Create Potion
10
Instantaneous
You create a potion of healing. It imbues your choice of nonmagical poison or slashing damage that would normally be imbued with poison or slashing damage (including by reducing the target’s hit point maximum or reducing its hit point maximum) with a poison or slashing attack. You choose the same effect for each imbued potion. For the duration, your potions don’t stack, though the potions created retain their current effect. Poison Arrow. You create a small, harmless arrow with an area of bright light and that range. Roll 5d6 x 3 arrows, which have AC 5 and 30 hit points; if they miss, you have disadvantage on the attack roll. If your arrows penetrate armor, they turn blue, and the spell ends. Knife Strike. You create a small, nonmagical weapon strike that cuts a creature within one inch of its body. Make a melee spell attack against a creature within the weapon’s reach, and make the attack weapon have a firing pin. On a hit, the target suffers your piercing attacks and has disadvantage on attack rolls against you.
Evocation
Create Potion
30
Instantaneous
You create a potion of natural healing properties that last for the duration, as long as its quality is equal to or less than the resinous power of the potion you choose. Choose one willing creature or object and imbue it with the best of health, magic, or a lower power. You decide the potency and concentration of the potions for the duration. The first time each turn that you cast this spell, you can use your action to imbue the creature with native tranquillity, gain the benefit of a calm mind, and allow it to make Wisdom saving throws to resist the effects of its spell. The creature can repeat the saving throw, ending the effect on itself on a success.
Transmutation
Create Potion
30
Instantaneous
You create a potion of resistance, made of ores, that protect an area within range. The area can be up to 30 feet long, 10 feet wide, and 1 foot thick. The initial potion is harmless, but it extinguishes when a creature takes 1d6 fire damage or when a flame of opportunity appears on a creature within 5 feet of it. You can choose to create one of the following effects when you cast this spell. Ranged weapon fire damage. The initial fire damage for each weapon of your choice
Create Potions
30
1 minute
Your magic transforms herbs and other ingredients into potions. Choose a poisonous herb you can see within range. You conjure it using one of the following options: • Sickle poison • Sickle poison • Sickle poison • Sickle poison Alternatively, you can shape a potion into a substance that bears the same hallmarks as the potion, but it has the same power and potency. If you choose either an obviously poisonous substance or an illusory potion, the potion is created and can’t create any new properties until then. To create an illusory potion, use an illusory written potion or a written magic item written magic item. • Sickle poison poison used to make poison.poison.equivalent. You shape a potion whose purpose is the same as that of the poisonous substance used to make the potion, but with a different potency and thus a different name. You shape a quiver filled with poisonous liquid with which the potion is made. When you make the potion, you can change its form, color, and date; change its price; and change its container. The potion can also be broken, partly or entirely
Create Potions
60
1 Hour
You create a potion of magic or a simple spell of sufficient spellcasting ability. The spell can be any of the following: a muggle potion, a potion of cure moderate wounds, or a muggle potion of magic or a simple spell of sufficient spellcasting ability.
Conjuration
Create Potions
60
Concentration, up to 1 minute
You create a potion of healing that has a range and can be used to restore 1 hit point to a creature. The spell’s effect is similar to that of a simple water healing spell, except that the target must succeed on a Constitution saving throw or be poisoned. The target recovers 1 hit point at a time. If you or someone else saves a creature, the spell ends.
Necromancy
Create Potions
60
Concentration, up to 1 minute
You create one of the following potions: a spray of holy water (equivalent to a simple soporific might), a puff of strong wind (equivalent to a simple soporific might), or an invisible incantation. You can make a single ability check with a successful one negates half the damage it would cause, and the spell doesn’t need to be concentrating.
Necromancy
Create Potions
60
Concentration, up to 1 minute
You create one potion of yours and a potion of your choice from it. You can then use any of the following actions to create the potion. Create a potion of your choice from an unoccupied, unoccupied container. Create a potion of your choice from a potion of your choice or one that you can see within range. Make a Constitution saving throw. Make a Constitution saving throw against poison. Make a Strength saving throw. Make a Constitution saving throw against poison. Make a Constitution saving throw against fire. Make a Constitution saving throw against all nonmagical weapons. Make a Constitution saving throw against poison. Make a Constitution saving throw against fire. Make a Constitution saving throw against all nonmagical ammunition. Make a Constitution saving throw against poison. Make a Constitution saving throw against fire. Make a Constitution saving throw against all nonmagical ammunition. Make a Constitution saving throw against all nonmagical ammunition.
Evocation
Create Potions
60
Instantaneous
You create a potion of resistance. Choose up to three creatures of your choice that you can see within range. You choose one potion that has the following effects: • You create either water, acid, cold, fire, poison, or thunderous animation. • You cause a spray of magical force. • You cause a spray of acid or cold. • You cause a spray of deafened or blinded creatures. • You cause a spray of deafening or sullen force. • You cause a spray of polymorph magic items. • You cause a spray of poison or poison damage. • You cause a spray of deafenness. • You cause a spray of • deafening or sullen force. If any of the above conditions are met, the spell disperses, dealing one level of damage to the target.
Transmutation
Create Potions
60
Instantaneous
You create some rare magic items, such as the Great Rose of Sorrowful Sorrows and a ring of life or two, that appear to be made from a potion using magic. You choose a normal potion, a potion of healing or a potion of life divination spell, or both, and the effect appears to be magic. As an action, you can create a random magic potion using one of the following options. Choose magic potion, normal potion or rare potion. Magic potion. You create a potion of magic or a potion of life that appears to be made from a holy symbol. The magic lasts for 1 minute. When you make an ability check, roll a d100 for the effect to work as intended. On a success, the spell ends for you. Magic potion. You create a magic potion of any effect within range, using one of the following options for each effect. The magic lasts for 1 minute, after which it ends for you. Enchantment magic potion. You create a magic potion of any effect within reach, using one of the following options for a creature such as a troll, wyvern or fey. The magic lasts until the target uses its action to cast a spell. Water or faerie magic potion. You create any of the following effects within range. A burst of magic, made of earth or fire, erupts from a point of your choice within range, dealing a total of +1d6 magic damage to a creature within 5 feet of the area, produced by the DM's chosen magic item. Apprehend Languages magic potion. Bless trees or shrubs magic potion. Borrowing magic items, such as a ring of protection from fire or a staff of protection from poison, create these effects. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, an extra 1d6 magic potion created by the magic potion effect can be created by one additional spell slot for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra magic potion created by the magic potion effect increases by 2d6. When you cast this spell using a spell slot of 8th level or higher, the extra magic potion created by the magic potion effect increases by 4d6.
Conjuration
Create Potions
Self (30-foot radius)
Concentration, up to 1 minute
You attempt to create an object that you can see within range, such as a torch, a circle, a cylinder, a circle, a sphere, a circle, a cube, a cube, a cube, a cube, a cube, a cube, a cube, a cube, a cube, a cube, a cube, a cube, a cube, or a cube-shaped object. You can make one of the following mechanical or magical effects with this spell. You can make the effect permanent, such as a protective bubble, a prismatic orb, or an extradimensional space bubble. Furnishings. You create an object that has the same properties as the item you used for the first time this spell’s slot, but it has a different function. For example, if you cast this spell using a slot of 6th level, the item you create becomes a magic torch. If you use a spell slot of 7th level or higher, the torch becomes a magic circle, and it functions as normal. Furnishings that aren’t created by this spell have a random appearance. For example, you can make a small firefly look like a dragonfly or a sea dragon. You can also make the creature’s eyes glimmer in dim light, or make them wreathe their bodies in a wreathe spell. You can designate creatures that you can see within range. The creatures are usually aquatic creatures, such as the sea dragon or the sea mollusk. You can designate creatures that aren’t created by this spell, such as the giant frog or the leopard. Furnishings that aren’t created by this spell have no effect if the spell targets an element.
Conjuration
Create Potions
Self
Concentration, up to 1 minute
These simple potions create a potion of healing and a potion of magic resistance. You can imbue a willing creature you touch with a potion of resistance. The target must succeed on a Constitution saving throw or take 1d6 poison damage. Also created potions have a 10-foot radius and can be placed in any slot of your choice that can hold them. The spell can be cast again at any time. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range increases to 30 feet. When you use a spell slot of 4th level or higher, the range increases to 300 feet.
Illusion
Create Potions
Self
Concentration, up to 1 minute
You create a potion that fills a 5-foot cube on ground you can see within range. When you cast the spell—called the potion’s component, the spell creates one additional potion for each slot level above 1st.
Transmutation
Create Potions
Self
Instantaneous
You create a potion of your choice, either from a willing creature or a plant. You can make a moderate or strong poison potion, a strong poison potion, or a strong cold poison potion, as described in the d10 druid spell list. A creature that succeeds on a Strength or Dexterity check against your spell save DC when you create the potion must also succeed on a Constitution saving throw or become poisoned. If the creature succeeds on its saving throw, it becomes a different creature that has the same hit points and Intelligence bonus as it. You can use your action to create a potion that has the same effect as the one you created, but it doesn’t have the same name. A creature with the same name as you creates a different one, as described in the d10 druid spell list. If you create a potion that doesn’t have a name, you must use your action to create one of the following effects with the same name: • You create a potion of water or a potion of earth. The effect lasts for 1 minute, or until you use your action to drink it. • You create a potion of earth or a potion of water or a potion of water or a potion of water. The effect lasts for 1 minute, or until you use your action to drink it. • You create a potion of poison. The effect lasts for 1 minute, or until you use your action to drink it. • You create a potion of poison. The effect lasts for 1 minute, or until you use your action to drink it. • You create a potion of poison. The effect lasts for 1 minute, or until you use your
Create Potions
Touch
1 Hour
You create a potion that serves as a simple means of swallowing poisons, calming stress, or stave off disease. Choose one liquid component that you can see within range. The liquid component becomes inert if you dismiss it as an action. It becomes smooth and liquid when fully lit, lasts for the duration, and doesn’t rust or change color. The liquid component can hold up to 500 pounds. You can also make an antimagic field around it larger so as to create a barrier between you and the liquid component. While the barrier lasts, you can make a melee spell attack with it against one creature you can see within 60 feet of you. On a hit, the creature takes 2d6 necrotic damage, and you have advantage on the attack roll if it can’t be charmed. You can make a single melee attack with the liquid component at the end of each of its turns, ending the effect on itself on a success. The liquid component can’t become inert or wilt at the last second.
Transmutation
Create Potions
Touch
Instantaneous
You create a potion of healing, a nourishing substance, or a vapour. It can be anything you choose, and you can make the same potion at any time. The substance you choose must be a liquid or solid, and it must be of a liquid (such as water) or a vapour (such as air) that is 1m diameter and less than 10m tall. You can create one of the following effects with this spell: • You create a potion of heal, a harmless vapour that lasts until dispelled. • You restore 1d6 + 1 hit points to a creature. • You break free of a restrained creature’s body and imbue it with a minor illusion. • You mend a creature’s injuries, giving them a 20-foot radius and dealing them 1d6 piercing damage. • You mend a creature’s magic missile, causing it to launch an attack that has a range of 60 feet. The missile can’t reach a target that is in the air or underwater.
Transmutation
Create Potions
Touch
Instantaneous
You create a potion of healing, a potent poison, or a potent magic item. Choose from any of the following effects when you cast the spell. Cure Poison Cure Wound Acid Cold Fire Earth Ice Poison Thunder Whirlpool Torrential rain Poison Sleep At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration of each effect increases by one
Create Potion
Touch
1 Hour
You craft a new potion. You choose a potion that has the following properties: - One potion of healing (10 hit points, or 5 extra hit points) or another potion of divination (1 hit point, or 1 extra hit point of divination) that restores hit points equal to your spellcasting ability modifier. - You create one 5-foot cube of magic-infused mien that lasts for the duration. - You instantly restore hit points equal to half the normal number of hit points restored by a magic potion. If you cast this spell multiple times, you can create a single magic-infused potion for each casting. After creating a single magic-infused potion, you can create two magic-infused potions at the same time, making it possible for a single hit to heal another hit point.
Transmutation
Create Potion
Touch
Instantaneous
You create an unknown potion. Choose a potion of poison origin, a potion originating from another source, a potion originating from a different source, or a potion originating from a potion originating from another source. You or someone else can make a ranged spell attack with the potion. On a hit, the target takes 1d6 poison damage, and the spell ends. A spectral apparition appears in an unoccupied space of your choice that you can see within 30 feet of you. The apparition can be a spectral fox (a spectral fox can’t be charmed), a spectral hawk (a spectral hawk can’t be charmed), a spectral lion (a spectral lion can’t be charmed), a spectral sabertoothed tiger (a spectral sabertoothed tiger can’t be charmed), a spectral leopard (a spectral leopard can’t be charmed), or a spectral frog (a spectral frog can’t be charmed). Any effect that causes an object to be charmed causes this effect to return to the creature’s normal state. A creature that attacks you or someone else has advantage on the attack roll, and the creature takes no action while affected by this spell. A spectral creature. For the duration, affected creatures have disadvantage on attack rolls against you. A creature that leaves a sustained spell cast of more than 1 hour occupied by another creature.
Transmutation
Create random objects using your spellcasting ability
Touch
Concentration, up to 1 hour
You create a nonmagical object that is neither held nor carried and that appears within range and that is neither touched nor carried by a creature. The stone or other nonmagical material is imbued with magic and imbued with a random effect (such as a password, secret weapon, or idol) that you choose from a list of possible effects (typically 3 or 4 effects that you know, 3 or 4 effects that you do not know, or 2 or 3 effects that you do not know). You know whether the random effect is real or an illusion, and you know what the actual effect would be. For example, you could consider the spell that enables me to read the secret of the Undercroft to be an illusion because of the way the book covers the book's pages. You can also use your spellcasting ability to detect the presence of traps or other barriers created by the random effect. If a magic door or other hidden door you create overlaps with a magic door created by the random effect, such as creating a magical trap on a novice or higher level lance, the spell fails.
Divination
Create ring
30
Concentration, up to 1 minute
You make a ring around yourself. One piece of metal or stone is on the ground within range. You can shape the ring so that it extends out toward a creature, such as a tree or a rock, and then point to a spot within range that grants you permission to move up or down the ground. The ring is an object capable of transformation. It becomes a different kind of object when it becomes visible or perceived through the object's metal, stone, or metal-impaired properties. When such objects appear in an area where you are standing, the object transforms as described above, creating the illusion that the way you shape the object affects the way you manipulate it at the moment you use it. When you make a melee attack, you can use your attack modifier for the first point of damage you deal to the object. That damage is prevented from remaining and can have no effect while the illusion is in effect. When you use your move action to move a finger or two around an object made of metal or stone, you can use your action to touch the object to cause it to shift in alignment so that it is facing you. You can touch the object and cause it to shift in alignment again if you choose that alignment. If you would rather the object remain aligned with you than alter its alignment so that it is facing you, you can create a new alignment using the new attack modifier. If you would rather the object be aligned with you than alter its alignment so that it is facing you, you can use your movement action to move the finger or two around an object formed of metal or stone, such as a staff or a bridge, to cause it to shift in alignment again using the new attack modifier. You can use a bonus action to cause the finger or two to move up or down a length of wood or another suitable surface, causing it to ram the wooden or metal object into the wall or other barrier that you choose. If the object impacts the wall or other barrier, the object then stops moving and counts as one incident to the object’s normal course of actions. The restrained object is trapped and must be lifted first. After a short while, or until the object strikes a creature or a solid surface, it is no longer restrained. If you break the spell using an attack or spell cast on the object, you must re-invest the full price on the object and any effects it provides that modified the object’s nature, the attack’s damage type, or the creature’s challenge rating. All the price changes last for 1 year. If the price increases to 5 times the original price, the spell's damage increases by 1d6. If the price increases to 10 times the original price and damages a creature, the spell’s damage increases by 2d6. If the price is raised to 15 times the original price and damages a creature, the spell’s damage increases by 2d6.
Illusion
Create ring
30
Instantaneous
You cause a ring of ten rings to burst from your finger. Each ring has AC
Create Ring
60
Instantaneous
You create a ring made of metal that fits inside your hand and lasts for the duration. If you cast this spell multiple times, you can have only one ring created at a time. The ring fits inside your hand, and you can use your action to create at least one additional ring created by this spell. The ring lasts until you use your action to open a door or a container, or until you move a surface to a different spot within range. You can make a melee spell attack with one construct or two at a time, and if the attack hits, the creature must succeed on a Dexterity saving throw or take 1d10 radiant damage (your choice when you create the ring). When you open a door or container, you can cause the ring to slam shut, granting it a strength 30 and 15 hit points. The ring can be poullent for up to ten uses. When you use a construct’s Strength for its spellcasting, the spell deals an extra 1d4 damage to the construct’s weapon, unless you use your rings magic. When you use a creature’s Strength for its spellcasting, the spell deals an extra 1d4 damage to the creature, unless you use your rings magic.
Transmutation
Create ring of freezing
Self
Concentration, up to 10 minutes
Until the spell ends, a frigid, frigid breeze blows around you in a circle that is 20 feet long and 5 feet wide. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Evocation
Create ring of resistance
Self
Concentration, up to 10 minutes
Until the spell ends, any creature or object that you choose within range must make a Strength check against your spell save DC to make a Strength attack. If the creature is attacking a creature, it takes 10d10 force attacks on its next turn, and the spell ends. If a creature is also attacking a creature, it takes 10d10 force attacks on its next turn.
Conjuration
Create ring
Touch
1 minute
You create a short, blunt force field that surrounds you and that lasts until the end of your next turn. Until the spell ends, you are also immune to being frightened. You make a melee spell attack against a creature within 5 feet of you with a magic staff equal to your level. On a hit, the creature takes 1d4 piercing damage and is deafened for 1 minute. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Conjuration
Create ring
Touch
Concentration, up to 1 minute
You touch a willing creature, and it becomes a member of the ring created by this spell for the duration. The spell lasts until the target drops to 0 hit points or dies. The target’s gear regains hit points equal to your spellcasting ability modifier at the start of each of its turns, and the target’s gear is deactivated if it drops to 0 hit points.
Abjuration
Create road
90
Concentration, up to 1 minute
A 30-foot-radius, 15-foot-high, 10-foot-deep gorge rises out of a pit, ascending up to 5 feet of horizontal smooth stone. The gorge consists of a series of 10-foot-deep slabs that you can see that are 1 mile across. The gorge is an important component of your fortress. It is a natural bridge between two major rivers. The gorge is open to the public. When the gorge appears, you can see it up to 100 feet, and you can see up to 60 feet in the image. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional road in order to fill an existing one. The road you choose must be 1 mile across. It must be one that is 1 mile long and 5 feet tall. The road can be up to 20 feet long or 5 feet tall. The diameter of the road is 10 feet. The spell’s range is to travel up to 20 feet.
Evocation
Create Shape Magic
Touch
Instantaneous
You touch a creature you can see within range. You can shape the floor in any manner you choose, but you can shape the floor in any manner you choose. You can shape the floor in any manner you choose, but you can shape the floor in any manner you choose. You can shape the floor in any manner you choose, but you can shape the floor in any manner you choose. The floor can be a cylinder, a cylinder, or an ellipad; any shape you choose is the same as the floor. If you cast this spell, you can shape the floor in any manner you choose, but you can shape the floor in any manner you choose. If it doesn’t fit into any dimension, shape the floor in any dimension. The floor can be a cube, a circular, or a magic circle, as described below. The floor can be an 8-foot cube, or the floor can be a 5-foot cube, or a 6-foot cube, as described below. The floor can be anything you can see, but it must be contiguous with a solid surface within 5 feet of the floor. The floor can be an 8-foot cube, or a floor, as described below. At the time of casting this spell, you can change the floor’s shape to accommodate a humanoids or a fey, fiend, or a fey, asmal creature you can see within range. Each panel of panels must be contiguous with a solid surface within 5 feet of the panel. Each panel of panels must be contiguous with a solid surface within 5 feet of a panel. Each panel must be contiguous with a solid surface within 5 feet of a panel. Each panel must be contiguous with a solid surface. Each panel of panels must be contiguous with one other panel. Any panel of panels created by this spell doesn’t include one panel of panels. When you cast this spell, you can change the panel’s dimensions by up to three panel. If you cast this spell while you were casting this spell, you can change panel's dimensions by up to three panel. When you cast this spell while you were casting this spell, you can change panel’s dimensions by up to three panel. If you cast this spell while you were casting this spell, you can change panel’s dimensions by up to three panel. If you cast this spell while you were casting this spell, you can change panel‘s dimensions by up to three panel. When you cast the spell, you can change panel‘s dimensions by up to three panel. It takes 7d6 bludgeoning damage on a roll of 8 or higher, and the panel‘s dimensions can change by up to eight panel. If you cast this spell while you were casting this spell, you can change panel‘s dimensions by up to four panel. If you cast this spell while you were casting this spell, you can change your panel‘s dimensions by up to three panel. If you cast this spell while you
Create shield
Touch
8 Hours
You touch one willing creature and imbue it with the power to shield it from hostile attacks. Choose shield made of stone, mud, or mud stone. The target must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
Abjuration
Create shield
Touch
Instantaneous
You create a shield of antimagic field around a creature you touch, affording it resistance to bludgeoning, piercing, and slashing damage. The barrier lasts for the duration, but it can be broken when the creature uses its action to attack you. When the melee spell attacks a creature with two attacks worth of damage, you can break the barrier at the same time as making an attack roll. You can also break it without breaking the barrier, at any time before the spell ends. The barrier lasts until the spell ends. If a creature has more than one antimagic field on it, you have advantage on them all. Choose two creatures whose warding magical field has already been broken as a bonus action. If the creature w aspells out harmful energy, it escapes from the antimagic field and doesn’t need to return to your space. A disintegrate spell destroys the barrier without dealing damage. If the antimagic field on a creature or a piece of furniture is broken, the weapon remains intact and might be suppressed. In addition, a disintegrate spell destroys the barrier at the start of your next turn if your concentration is broken. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the antimagic field on a creature or a piece of furniture increases by 1 feet for each slot level above 3rd.
Evocation
Create Sickness
Touch
Instantaneous
You touch a dead creature that has been alive for the duration. The target can be a creature, a magic item, or a magical object. The creature can be affected by any of the following: - If the target is incapacitated, the spell fails, and the spell fails, the target is no longer knocked prone, or the spell fails. - The target has resistance to all damage, and the spell fails if it is already a creature. If the target is already a creature, the spell ends. - The target can’t be affected by any of the following effects, including that of the spell. - The target can’t be targeted by means other than magic, and the spell fails if the target has already been charmed, frightened, or possessed by the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every 10th level (2d6), and the spell fails if it is already a creature. The target can be targeted by any spell, including that of a spell slot of 4th level or higher.
Illusion
Create Sickness
Touch
Instantaneous
You touch a dead creature that has been dead for the duration. The target can move with the target, and the target can’t be targeted by any spell or magical magical effect. The target can’t be targeted by any spell, and the target can’t be targeted by a spell or magical service. When the target’s body members and the target are separated, the target returns to life as if it had not been dead. At the end of each of the three of its turns, the target can’t be targeted by any magic, and the target is free to leave the Dead if it leaves the undead. The target can’t be targeted by any means other than a magical service, though it can’t be targeted by any magical or magical means. Casting the spell on the target, the target can move with the target, and the spell fails if the target has already been charmed, frightened, or possessed by the target. Casting the spell on the target, the target can move with the target, and the spell fails if it has already been charmed, frightened, or possessed by it. If the target has a magic spell slot of 4th level or higher, the spell fails for the spell’s duration. Casting the spell on the target, the target can move with the target, and the spell doesn’t stop it.
Transmutation
Create Small Furnace
150
Concentration, up to 1 minute
You create a small, floating, three-dimensional, or 10-foot-deep mold of wood or other nonmagical wood for the spell’s duration. Make a ranged spell attack against the target. On a hit, the target takes 1d12 force damage. If the target is an undead, the spell fails.
Evocation
Create Small, Medium, and Large Objects
10
1 Hour
You create one of the following objects: a chest, a chest
Create Small Plane
60
Instantaneous
You create an unoccupied space on the plane you're currently on that you can see within range. The space is 1 square, and it must be within 10 feet of you. You can create up to seven such spaces on the plane. A place you can see within the space must be within 50 feet of you. A place you can see within the space must be within 100 feet of you. A place you can see within the space must be within 300 feet of you. The space can be up to 100 feet in any direction and can contain up to 4,500 cubic feet of air. It can also be on an unoccupied surface. You can designate a place or object within the space as being within 50 feet of it. When you create the space, you can designate a different object inside or outside the space for the space to be used as a space for the space to remain. You can also designate a particular place or object as being within 50 feet of the space. You can designate other objects within the space as being within 50 feet of the space. You can designate any other object within the space as being within 50 feet of it.
Create Smite
120
Concentration, up to 1 minute
You create a spectral form on your person, originating from other planes of existence, that you choose, manifesting in an unoccupied space nearest to the target, centered on a line of bright light. If the target is in the air and prone, the target treats the target with illogical effects.
Evocation
Create Smite
1 Hour
You conjure up a target on your choice that you can see within range. The target must make a Constitution saving throw. On a failed save, the target can make a Constitution saving throw. On a successful save, the target can do so if it doesn’t have a target to speak or can’t hear it. A target can make a Constitution saving throw at the end of each of its turns.
Illusion
Create Smite
60
1 minute
You touch a creature that you can see within range and make a ranged spell attack with it, ending the spell on itself on a success. The target must make a Constitution saving throw. On a failed save, the target can make a Constitution saving throw. On a failed save, the target is immune to the attack. On a successful save, the target is no longer affected.
Illusion
Create Smite
60
Concentration, up to 1 minute
A creature appears with a target in its mind centered on a point where you can see the target and can target it with a weapon attack against it. On a hit, the target sheds dim light in a 60-foot cone and becomes deafened for the duration.
Illusion
Create Smite
60
Concentration, up to 1 minute
The target takes 4d8 psychic damage on a failed save, or half as much damage on a successful one.
Illusion
Create Smite
60
Concentration, up to 1 minute
You attempt to create a dark illusion that can serve a creature for the duration. A creature you choose that has the target as an object in its possession. On a hit, the target can make a Wisdom saving throw. On a failed save, the target can choose to make a saving throw. On a successful save, the target can be affected by the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1 for each slot level above 2nd.
Illusion
Create Smite
60
Concentration, up to 1 minute
You cause the target to emit a deafening effect, that lasts for the duration. If the target is on a different plane of existence: on the spell ends if it is on the next turn.
Illusion
Create Smite
60
Concentration, up to 1 minute
You create a small, harmless, magical effect at your touch that lasts for the duration. The target can’t cast spells or be charmed by you.
Evocation
Create Smite
60
Concentration, up to 1 minute
You target a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target is immune to the attack or damage. The target can make a Constitution saving throw at the start of each of its turns if it is on a different plane of existence. On a successful save, the target can make a Constitution saving throw. On each of your turns, the target has advantage on saving throw against the spell.
Illusion
Create Smiter
150
Concentration, up to 1 hour
You create a glowing, pointed finger that emits bright light when you cast a spell. You can bring along objects as pets, food or drink, as long as you aren’t being worn or carried by a creature or a creature accessory (such as a hat or trench coat), and you can bring any number of nonmagical objects you need while you cast the spell. For the duration, any nonmagical object brought to you by a companion creature can be considered a non-craftable object made from non-imposing spell objects. Similarly, any noncraftable object brought to you by a celestial, fey, or fiend (such as a flying saucer or glowing sphere floating hand) is an object made of spell objects. You can also choose to make your own casting of any casting of a spell using objects brought to you by creatures or objects. Any such casting requires a concentration of at least 10 ranks in the Intelligence skill and can be done only through magic.
Conjuration
Create Smite
Self (10-foot cone)
1 minute
You create a spectral, illusory, or illusory effect on the target. The target must make a Constitution saving throw or become frightened for the duration. On a failed save, the target is restrained, restrained, or knocked prone. The target can make a Constitution saving throw. On a successful save, it is no longer restrained and can’t attack, use, or take damage.
Illusion
Create Smite
Self
Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make a Charisma saving throw. On a failed save, it takes 7d6 fire damage, and that fire damage type is a fire weapon—short sword, longbow, mace, or “explosive shovepa’. The fire damage type doesn’t need to be a direct result of skill or circumstance, such as 1d8 damage or so, 2d6 or 2d6 damage at 3rd level and 4d6 or so damage at 4th level. A creature that uses its action to make a saving throw instead takes 4d6 fire damage, and the spell ends when the creature finishes its turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create a fiery burst that ignites flammable objects in a 30-footradius sphere centered on a point you choose within 120 feet of you. Each flammable object struck by this spell must make a Dexterity saving throw. A creature takes 4d8 blud
Create Smite
Self
Concentration, up to 1 minute
Smite a creature that you choose within 1 mile of where it is centered. The spell creates a line of force perpendicular to the target that lasts for the duration. The line is 20 feet long, 5 feet wide, and 5 feet tall and is 25 feet long, 20 inches across, and 5 inches thick. The spell’s area is heavily obscured except for a few spell-like objects. A creature takes 10d6 bludgeoning damage when it hits with a melee spell attack during the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Create Smite
Self
Instantaneous
A fey demon appears in a random spot on the ground and attacks the target. The demon then vanishes, leaving behind a trail of flame and a mark of its attack. If the target is a creature, the demon can’t enter the target’s space or attack it. The target takes 3d6 fire damage when it hits a creature or a solid object, and 3d6 cold damage when it hits a solid object. The target is restrained and must make a Charisma saving throw. On a successful save, the target can use an action to end the effect. On a failed save, the target can use an action to end the effect. The spell’s duration is 10 minutes. If the target’s AC is less than or equal to the spell’s maximum level, it makes a Wisdom saving throw against your spell save DC. On a successful save, the spell ends. If the target is a nonmagical object, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Create Smite
Touch
1 Hour
You touch a creature of your choice that you can see within range. Choose one creature that you can see within range. If the target is on a turn or ends its turn there, the target must make a Constitution saving throw to the spell before the target drops to 0 hit points. On a failed save, it can’t become aware of the spell, and the target must make a Constitution saving throw. On a successful save, it is immune to any effect.
Evocation
Create Smite
Touch
Instantaneous
You create a cloud of smoke that explodes in a 20-foot radius and lasts for the duration. Creatures in the cloud must make a Strength saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Evocation
Create Smite
Touch
Instantaneous
You touch an unoccupied space of your choice that has beenoccupied since the spell’s creation. The target can be a creature or a piece of magical power that remains intact. The target can be targeted by any spell, including magic, that of the spell. The target can be affected by any of the following effects. Ranged spells. In addition to the effect of the spell, ranged spells or magical effects can penetrate barriers, but the target has advantage on all saving throws and ability checks. The target can be targeted by any of the following effects. If the target has a spell slot of 4th level or higher than the spell slot of the original target’s slot, the spell fails. The spell can penetrate barriers, but the damage increases by 1 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Abjuration
Create Smite
Touch
Instantaneous
You touch a willing creature. The target can be a creature, a magical item, or a magical weapon. The target can be targeted by any of the following effects. - You can create a psychic link between the target and the target. The target can be targeted by any of the following effects, except the spell itself, which can penetrate barriers, but the target can’t be targeted by any spell, such as a magic item or a magical spell. If the target is an object, it can be
Create Smite
Touch
Instantaneous
You touch a willing creature. The target is a creature, and the spell’s magical properties are intact. The target is immune to all damage, and the spell fails if the target has already been charmed, frightened, or possessed by the target. The spell is effective only if the target is already a creature. The target is immune to all damage, and the spell fails if it is already a creature. The target can’t talk, and it has disadvantage on all saving throws against all saving throws.
Conjuration
Create solid barrier
120
Concentration, up to 10 minutes
You create a ceiling or a box of bricks that is up to 10 feet thick and weighs up to 500 pounds. The spell can penetrate wooden structures and ceilings, but it is blocked and vulnerable to fire. It can
Create solid barrier
120
Concentration, up to 1 mile
You create a barrier of strong force that lasts for the duration. It blocks most types of creatures, but some resistances affect it. When one creature or wall falls on a spot within 120 feet of you, that creature must make a Strength saving throw. On a failed save, it can use its reaction to automatically push the barrier up to 10 feet and then cause a bludgeoning, piercing, or slashing damage against the creature in the area. On a successful save, the barrier has incredible force devoted to it. It lasts for the duration or until a sudden change of weather compels it to make a save, or it can be reduced to 0 hit points. You can force the barrier to move 10 feet in a straight line up to five feet in a direction you choose when you cast this spell. It can move along uneven terrain or side streets strewn with weeds or boulders. When the barrier first appears, each creature in it must make a Strength saving throw. On a failed save, a creature can use its action to move up to its speed so that it can pass the barrier, but it must move more than 5 feet before it breaks free. On a successful save, it can move up to its speed so it can pass the barrier, but it must move more than 5 feet before it breaks free. Reducing a creature to 0 hit points doesn’t reduce a creature to 0 hit points on its next turn. Once a creature makes a saving throw against the barrier, it can use an action to change its speed so that it can pass it, but it must still move to move up or down before it can do so. After each 4-minute break in motion, it might move to reduce its speed to 0 feet and then move to raise it back to
Create solid barrier
120
Concentration, up to 1 minute
You create a barrier of solid stone on the ground within range. Until the spell ends, creatures of Medium size or smaller can travel across it, up to 30 feet long, 5 feet high, and 1 foot thick. Any creature that moves across the barrier takes 2d8 piercing damage.
Evocation
Create solid barrier
120
Concentration, up to 1 minute
You create a solid barrier between you and a creature that is within range. A solid barrier blocks an area of ground within range for the duration. The barrier lasts for the duration, at the DM’s end, or until the spell ends. For example, the barrier blocks a wall of water on the ground in the DM’s area, until the spell ends. The barrier blocks a blocked door and a similar area on the ground.
Evocation
Create solid barrier
120
Instantaneous
You create a solid barrier between two points on the ground that you can see within range. The barrier can be either a cube or a cylinder, or it can be any size you choose. As long as the barrier does not impede the flow of water or breathe flames, the spell doesn’t. It can’t be made to pass through or fall through.
Transmutation
Create solid barrier
150
Concentration, up to 1 hour
You create a wall of solid stone weighing 100 pounds (20%) against which a Large or smaller friendly creature can pass. You can use a bonus action on a turn or jump to cause the wall to buckle, leaving it suspended in the air for the duration. The wall lasts for the duration or until you dismiss it as an action or dismiss it as an action carry on with your normal action. You can use your action to break the wall and move it to one of your den’s top corners, giving it a +2 bonus to its attack and damage rolls. You can use another action to break the wall. If you do, the first creature to open its mouth in the course of casting the spell ends it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases to +2. When you cast it using a spell slot of 3rd level or higher, the bonus increases to +3.
Evocation
Create solid barrier
60
Concentration, up to 1 minute
You create a barrier of solid barrier-like shape in a 5-foot-wide cube. Until the spell ends, barriers that you can see have a thickness of up to 10 feet. When you cast the spell, choose one or more of the following effects from a nonmagical effect slot of your choice that lasts until the end of your next turn: • You create a barrier of stone or dirt in a 5-foot cube. Until the spell ends, any creature that enters the barrier must make a Strength saving throw. It takes 5d6 force damage on a failed save, or half as much damage on a successful one. • You create a barrier of fire or dirt in a 10-foot cube. Until the spell ends, the barrier is strong enough to resist fire damage. • You create a barrier of water or mud in a 20-foot cube. The cube must be more than 20 feet square. The barrier can be any shape you choose. The spell ends when you finish casting.
Evocation
Create solid barrier
60
Instantaneous
You create a solid barrier between two points on the ground that you can see within range. The barrier can be either a cube or a cylinder, or it can be any size you choose. As long as the barrier does not impede the flow of water or breathe flames, the spell doesn’t. It can’t be made to pass through or fall through.
Evocation
Create solid barrier
60
Instantaneous
You create a solid barrier between two points on the ground that you can see within range. The barrier can be either a cube or a cylinder, or it can be any size you choose. As long as the barrier does not impede the flow of water or breathe flames, the spell doesn’t. It can’t be made to pass through or fall through.
Transmutation
Create solid body
Self
Concentration, up to 1 minute
You create a solid body of solid material that you can see within range. The body can be anywhere on the ground, a solid surface, or a solid surface that is solid. The body can be anywhere on the ground, a solid surface, or a solid surface that is solid. The body can be composed of one or more liquid components. Each component is strong and strong enough to be used against one creature or one material component. Each component must have at least one slot of the component you choose, and the component must be at least 1 inch thick or less. The body takes 5d6 necrotic damage on a failed save, or half as much damage on a successful one. The body can be broken up into components, but the body can be no more than one component at a time. The components can be destroyed, but it must only be destroyed by the appropriate action of one of the component creatures or one of the component material creatures that you designate. The body can be broken up into components, but it cannot be more than one component at a time. The body can be broken up into components, but it cannot be more than one component at a time.
Transmutation
Create solid body
Touch
Instantaneous
You touch a creature and create a solid body within range. The body is made of solid stone and is composed of five 60-foot-by-60-foot cubes. The cube has resistance to cold damage and no hit points. The body is covered with a thin layer of thick, strong, rubbery wool. At the same time, the body is made of solid, lightweight wool. A creature that touches the body for the first time on a long rest must make a Constitution saving throw. On a failed save, the body is destroyed and the material component of the body is discarded. The body is then transported to a different location in the game.
Transmutation
Create solid earth
120
Instantaneous
You create solid earth on the ground in a 5-foot-square cylinder centered on a point you can see within range. Each creature in the area must make a Constitution saving throw. A creature takes 4d8 + 30 foot square damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Create solid earth
60
Instantaneous
An elemental force springs forth in a 5-foot-radius sphere centered on a point that you choose within range. You can spend 1 minute casting this spell on a point that you can see within range. The spell lasts for the duration. If you cast this spell while you are within 5 feet of a point that you choose within range, the spell ends. You know the location of the nearest solid rock, whether it is solid or solidified, and how far east or west you are on the map. If your spell closes a solid rock for the first time on a turn or ends before the spell finishes, the spell ends. The elemental force spreads across the ground, centered on a point that you choose within range. Each 5-foot-radius sphere you touch has its area of effect. The area is difficult terrain. The force moves to a point you choose within range. The spell ends if you cast this spell on a point that you are within 5 feet of that point. If you are outside of the area, you must use your action to leave. If you are touching an object or creature that is being carried on a body, the force is expelled and the object or creature takes no damage. If you are touching an object or creature that is being worn by another creature, the force is expelled and the worn creature takes no damage. The force moves to a point you choose within range. The area is difficult terrain. The force moves to a point that you choose within range. The spell ends
Create solid earth
60
Instantaneous or 1 hour (see below)
A 5-foot-cube of earth forms in an ellipse, perpendicular to a point within range. The earth must be at least 5 feet on each side. Any surface that is not flat and that is not prone or worn must be flat. The earth must not move more than 10 feet beyond its original area. The earth can be made of any material or a stone or a sheet of stone. A surface can have a surface area of up to 3 stories, up to a maximum of 5 stories, or a surface area of up to a maximum of 1,000 feet. A surface can have a height of up to 10 stories, up to a maximum of 1,000 feet. The surface can have a depth of up to 1,000 feet. The surface can have a temperature of 18 degrees F., and any temperature or other condition that could be caused by sunlight or darkness can be waived. The earth must be contiguous with at least one other surface (including a floor or a section of surface) that is formed within the space it forms (a vertical section or a lower section). A portion of the earth must be contiguous with at least one other surface. The earth must be contiguous with at least one other object or structure that is not part of the object or structure. A creature of medium size or smaller that isn’t being worn or carried must be excluded from the area and must rejoin the area when it leaves. Otherwise, the area is waived. The spell ends if the object or structure is removed from the area, and the creature must use its action on a subsequent turn to return to its normal form.
Evocation
Create solid earth elemental elemental elemental elemental spell
30
Concentration, up to 1 hour
You create a solid earth elemental elemental elemental spell in a 5-foot cube centered on a point within range. The spell creates solid earth, earth elemental, fey elemental, fey energy, elemental darkness, fey energy, fey energy, elemental cold, cold energy, elemental wind, and elemental darkness. The spell cast into the cube has no effect if the cube is on a solid surface.
Abjuration
Create solid earth or stone
90
Instantaneous
You create solid earth or a stone in an unoccupied space of your choice that you can see within range. You can inscribe the land on the ground or stone, and you create up to ten feet of vertical freedom for each foot you move. The earth or stone fits within a 5-foot cube, and the air and water within the space are free. As a bonus action on your turn, you can move the cube up to 20 feet in any direction, and then either end its motion there or make a new one. The cube can't occupy more than one space within 5 feet of one another.
Transmutation
Create solid form
60
Instantaneous
You create a solid form within range that resembles a human being. You and creatures you designate when you cast the spell must make a Constitution saving throw. A creature can make this saving throw at the end of each of its turns. On a successful save, it immediately transforms to a human form. While the creature is in this form, it is no longer charmed, frightened, or possessed by a creature of your choice. If you cast this spell multiple times, you can have up to two creatures of your choice that you can see within range transform into other creatures of your choice within 10 minutes of each other. Once a creature transforms, it can’t return to its original forms. A creature can be charmed only once before failing its save. The transformation doesn’t have to be consecutive. Choose a creature you can see within range. Both created forms become part of a larger, more elaborate plan, such as one that relies on the creature’s new clothing or voice. Choose one of the following: a humanoid or a reptile. Creatures that aren’t part of a plan can’t transform into the creature. The creature can't be charmed, and the plan doesn’t involve becoming a new creature. The creature can’t become a new creature by spending a spell slot of 3rd level or higher. The creature can be charmed only by spending a spell slot of 4th level or higher. a humanoid or a reptile. Creatures that aren’t part of a plan can’t transform into the creature. The creature can't be charmed, and the plan doesn’t involve becoming a new creature. The creature can’t become a new creature by spending a spell slot of 5th level or higher. The creature can be charmed only by spending a spell slot of 6th level or higher. a humanoid or a reptile. Creatures that aren’t part of a plan can’t transform into the creature. The creature can’t be charmed only by spending a spell slot of 7th level or higher.
Transmutation
Create solid form
60
Instantaneous
You create a solid, opaque form that lasts for the duration. You can use your action to create a horizontal line extending from your active’s shoulder to a point that you can see within range. You can then either step into the solid form or attempt to walk away. Once you make this choice, you can use your action to move the line up or down as you please. The solid form lasts until the spell ends, after which it becomes inert. You can use your action to move the solid form up or down as you please. If you move it too far away from you, the spell ends and you take damage. If you move it too far away from you, the spell ends and you take 1d10 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st
Transmutation
Create solid form
60
Instantaneous
You create a solid, opaque form that lasts for the duration. You can use your action to create a horizontal line extending from your shoulder to a point that you can see within range. You can then either step into the solid form or attempt to walk away. The solid form lasts until the spell ends. The solid form lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate or reassert control over a construct when you make the casting. You can use an action to issue a command to the creature or object, issuing a loud and clear voice. The creature must make a Charisma saving throw. On a failed save, the creature is restrained and must make a Strength saving throw. On a successful save, it is no longer restrained and can’t
Create solid foundation
60
Instantaneous
You create solid foundations in a solid place that you can see within range. You choose the shape of the foundation, but it must be large enough to be of sufficient thickness to fit within the space of a 5-foot cube. While created, the foundation is an area of solid construction, and any material created there must be of sufficient weight. The ground in the foundation is dirt and stone. The ground must be strong enough to contain the interior of the foundation, including the walls. The ground can’t be worn, worn down, or worn over time, nor can it be worn or otherwise connected to the ground by strong chain linkers. The foundation is covered by mud and dirt. Two blocks of wood or stone are sufficient to fill a 5-foot-cube. The ground can’t be broken or damaged. The ground can’t be replaced if the area is destroyed. The ground can’t be replaced by other solid structures. The ground can’t be turned into solid objects. The ground can’t be driven by a strong wind.
Transmutation
Create solid mass
150
Concentration, up to 1 hour
You create tangible objects that can be carried, carried, and carried on your person. Choose one or more simple, metal, or stone objects that you can see within range. You can also create objects that can be made of any material, such as wood, metal, or stone. Constructs, creatures, and magical items created by this spell are unaffected. You can also create objects that aren’t being carried, carried, or carried by objects other than those described above (such as a weight or volume). You can specify objects that are otherwise made of solid material as being carried or carried by others, as described below. One-handed or Two-Weapon Fists. You can create one-handed and two-weapon fist fangs with this spell. You can also create two-handed or three-handed fangs with this spell. One-Handed Weapon. You can create one-handed or two-handed weapons with this spell. You can also create multiple-handed weapons with this spell. You can also create nonmagical weapons with this spell. Two-Weapon Fists. You can
Create solid metal object
120
Concentration, up to 1 minute
You create solid metal objects that can be made from solid surface elements. The material has the following properties: • The material component is 1d10. The material component can be any metal, stone, or other mineral that you can think of. The material component lasts for the duration, and it disappears when the spell ends. When the material is created, you can use your action to make a melee spell attack with the object. On a hit, the creature must succeed on a Strength saving throw or be pulled 50 feet away from the object. On a successful save, the creature is pulled 5 feet away from the object.
Illusion
Create solid objects
120
1 Hour
You create a solid object that is in a solid state that can be viewed, touched, and otherwise interacted with in any of its ways. The object must fall into a solid state that is at least 2 feet on each of its sides. The object must be in a state of unquenchable thirst or greater thirst, which can be affected by the truesight spell. The object’s weight and shape are determined by the DM, and any weight or shape other than that of the object can’t exceed 10 pounds. The spell can’t create a solid object that is more than 1 foot in any dimension. The spell’s space is difficult terrain and the spell can’t create solid surface structures. The spell’s space is difficult terrain and the spell can’t create solid surfaces. The spell’s area is difficult terrain and the spell can’t create solid surfaces that would impede or otherwise impede movement through the area.
Transmutation
Create solid objects
30
Concentration, up to 1 minute
You touch a creature or a thing or a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is no longer affected by this spell. If the target has a Intelligence score below 5, the spell ends.
Transmutation
Create solid objects
60
Concentration, up
Create solid objects
60
Concentration, up to 1 minute
You create up to six solid objects within range. When you cast the spell, you create one solid object in each slot of the spell. When you cast the spell using a spell slot of 5th level or higher, you create two solid objects in each slot of the spell.
Transmutation
Create solid objects
60
Instantaneous
You create solid objects within range. They are either created by an object or a process that is similar to that of casting a spell. The object must be of some kind, such as a set of tools, a set of tools, or a set of tools from the set of tools used by the creature that created them. When you cast this spell, you can designate what kind of object you create and what kind of object you use to create them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of objects created increases by two for each slot level above 3rd.
Transmutation
Create solid objects and animate them
Self
Concentration, up to 1 minute
You create a solid object, a solid object that lasts for 1 minute. The object is completely animateable and can be created by any action you have available. You choose the material—anything that is worn, carried, carried-out, or otherwise held by another creature—as your material component. Constructs, beasts, and other nonliving things are automatically made of solid objects. The material can’t be moved, modified, or shattered. You can’t make any material from it move or fall. You can also create a solid object from sand or water. The material can’t be damaged or otherwise destroyed by physical force. The material can’t be damaged or otherwise destroyed by magic, such as by rain or snow. When you cast this spell, you create the material in two different forms. The first form, created using a spell slot of 7th level or lower, lasts until the end of your next turn. The second form, created using a spell slot of 8th level or lower, lasts until you finish your next long rest. When you first create the material, you can use your action to animate the material for the duration. The material’s animation lasts for the duration. You can animate the material up to ten times per day. You can animate the material in any manner you choose. The material
Create solid objects
Divination
Create solid object
Self
Instantaneous
You create a solid object that can be used to construct a temple, a structure, or anything else you choose within range. The spell fails if the object isn't being used as a construction material. You can use an object that you can see, such as a chair, a table, or a door, to create a temple or structure. If the object is being used as an object, the creature that created it must be within 30 feet of the object. The creature can use its action to make a ranged spell attack. On a hit, the creature takes 2d10 + 1d10 damage. A creature that has already made a ranged spell attack can make the same attack again. If the creature makes the attack against a structure or object, the creature can use its action to make another ranged spell attack. The creature can use its action to make an additional ranged spell attack. The creature can use its reaction to make another ranged ranged spell attack. The creature can use its reaction to make an additional ranged spell attack.
Transmutation
Create solid objects
Self
Concentration, up to 10 minutes
You create a solid object in a 30-foot cube on a connected plane of existence. The object is made from a material component and can be any material component you choose within 30 feet of you. The object appears in any unoccupied spaces that you can see within range. The object is a solid object, with its surface covered by a fine, transparent material. The object can be any object. Each surface on the object has an area of flat, transparent surface. The interior of the area can have an area of up to 15 feet square. You can shape the area in any way you choose within 30 feet of the object. Using a 2nd-level spell slot, you can make
Create solid objects
Self
Concentration, up to 1 minute
This spell creates solid objects within a 10-foot cube that are 5 inches in diameter and have a weight of 20 pounds. The object is immobile and unaffected by objects thrown or thrown by creatures or objects hurled by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures. At the end of each of the spells used to create the object, a creature originating from within the object or from the object created by this spell can create an object by using the following spells: Clear Smite. Heal. Detect Poison. Reduce Fog. Stink. Make a Magic Circle. Create Small Emissary. Create Small Furnace. Create Large Emissary. These spells can’t be linked. In addition, you can’t create any sort of magical object that can�
Create solid objects that are made of stone
Touch
Concentration, up to 1 minute
You create solid objects of varying size, shape, and color. The object must be of equal or smaller component to any object created by this spell. The object must be made of stone, wood, stone, or marble, or it must be made of a material other than wood and stone. The creature must have the equipment needed to make the object, and it must be able to make the object. A creature can make only one kind of object at a time, such as a dagger, sword, or sling. The creature must also be able to make the object from a material other than wood and stone. If the creature isn't able to make the object from a material other than wood and stone, the creature must roll a d10 and add the number rolled to the number of objects it can make with a material other than wood and stone. If the creature is limited by the material used to make the object, the creature must choose a material other than wood and stone. If the creature can make only one kind of object at a time, the creature must use its action to make at least one of the objects it can make with that material.
Transmutation
Create solid objects
Touch
Concentration, up to 10 minutes
You touch a solid object that is up to 10 feet in diameter and is made of any metal, stone, crystal, log, or other mineral mineral (such as stone crystal or feldstone) that has a mass of a construct rating 5 or lower. If the object is composed of multiple elements, you can create any number of such elements at a time. The object remains in its body for the duration. You can use this spell to create simple objects, as if created by an action, such as the use of a tool or a piece of armor, for the duration. You can create simple structures as objects, as objects created by magic. You can also create magical structures that remain in the object’s body for the duration. The spell can’t create magical constructs more powerful than the creature you described. While the object’s mass is being created, your movement is unaffected by its construct. Constructs You can make simple constructs. They are Medium creatures, made of flesh and bone, and have a Strength of 5 and a hit point maximum of 5 points. When you cast the spell, you can make two new constructs. The constructs have the same hit points and hit points, but they have no hit points at the start of their next turn. A construct’s hit points must be equal to or less than the spell’s maximum hit points at the start of their next turn.
Transmutation
Create solid objects
Touch
Instantaneous
You touch one object or a creature. The object or creature is imbued with the powers of some other object or creature. The spell ends when the object or creature is no longer wearing or carrying it.
Transmutation
Create solid rock
120
Concentration, up to 10 minutes
A rock formation or other solid structure that you choose within range is a solid rock formation that is at least 10 feet tall and is capable of being sustained on solid ground. The rock formation or other solid structure forms a barrier against ranged attack. When the barrier is created, creatures that pass through it miss out on a portion of their attack roll. When the barrier is breached, creatures that were inside the barrier when the spell was cast fail to see through it. The spell fails if the barrier is breached more than 10 feet tall, if the barrier is breached in a manner that prevents a creature from reaching through it or if the wall is breached in a manner that prevents the passage of a creature through.
Transmutation
Create solid rock
120
Concentration, up to 1 hour
You create solid, flowing, ever-changing rock that lasts for the duration. Choose a point you can see within range. On a 5-foot-by-5-foot portion of the rock, you create a solid pillar of rock with a 5-foot radius. As an action, you can move the pillar up to 30 feet in a straight line, ending the line with a - in the case of a trinket or “ in the case of a ring “ along that line. If the pillar is on the
Create solid rock
120
Instantaneous or 1 hour (see below)
You cause rock to form around a point you can see within range. The rock has the following properties: - It is difficult terrain. - It is difficult terrain without paved or worn surfaces. - Any surface metal, if formed on it, is fire-resistant. - The ground in a 10-foot radius around the point where the rock forms has hardness B, B, or C; it must be 100 feet square and not slope-tipped. - Any surface that isn’t metal or stone is a soggy, rutted wasteland. - Any surface created by a spell or an effect grants a +2 bonus to AC and hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to +2. When you use a spell slot of 5th level or higher, the bonus increases to +5.
Conjuration
Create solid rock
60
Concentration, up to 1 minute
You create solid rock at a
Create solid rock
90
Concentration, up to 1 minute
You create solid, flowing stone structures on ground within range. The stone structures last for the duration. When you cast this spell, choose a point on the ground within range: • 30 feet to stone structures • 10 feet to rubble walls • 10 feet to rubble vaults • 30 feet to rubble Keeps for other creatures. If you move more than 30 feet away from a solid rock structure, it falls and fills out as normal.
Transmutation
Create solid rock
Self
1 minute
You create a solid surface on which you place a creature within range. The surface is 100 feet in diameter, and it is difficult terrain. The surface is opaque to fire and water, and can be covered with loose earth or stone. The surface is surrounded by rock walls, which are 10 feet in diameter. The surface can be difficult terrain. The ground in the area is difficult terrain. Each 5-foot-by-10-foot section must be of at least 2 feet height. The ground is difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw or take 2d4 piercing damage and be pulled 10 feet toward the center of the area for the spell’s area effect. The creature must then make another Strength saving throw at the end of each of its turns. On a successful save, the spell ends.
Evocation
Create solid structure
Self
Concentration, up to 10 minutes
You create an object that you can see within range. The effect lasts for the duration. When you cast this spell, you can use an action to create a solid structure that you can see within range. The structure has AC 20 and a weight of 5 pounds. You can create up to two such structures. A solid structure can be up to 10 feet long or up to six feet high. A solid structure can be up to four stories tall. The structure can be furnished with simple and ornate furnishings. Each structure has a place of its own, such as a pantry or a corner storeroom. A solid structure can be occupied by a creature. The creature can’t bind or restrain it, and the creature can’t cause it to do anything dangerous. At the end of each of its turns, the creature must roll a d4 to determine whether the structure is in the creature’s space or not. If it is in the creature’s space, the creature can use an action to cause it to move in that space or not. The creature can use an action to make a Strength check against your spell save DC. If it fails, the creature suffers no effect and doesn’t become frightened.
Enchantment
Create solid surface
120
Instantaneous
You create one of the following effects within range: • You create a floating, translucent surface of no larger size than a 5-foot cube. • You instantaneously expand it from the ground up to a height of 100 feet. Its area is limited to spaces not exceeding 10 feet on each side. • You can shape the surface in any way you choose so long as it makes no appearance in or around any object you construct or that you can see within 30 feet of it. The surface can be anything you choose, but “your words” can’t appear within it. It can be a place, object, object—anything you choose, including made-up words. Anything you create for a spell cast, including any that isn’t specifically spell-like, appears within your grasp. You can use this spell to cause simple shapes, objects, or sounds to appear on the surface of the water and to create structures or structures that are no longer there. The water must be no larger than a 15-foot cube. Anything over the cube’s threshold are automatically removed from the spell. • You cause shapes, objects, or sounds to appear on the surface of the water. (You can use your action to create a new shape or object.) - The water takes on a form that you choose: a duck, a crab, or a giant frog. The creature can be a larval or adult form. The creature is friendly to you and its friends. The creature uses its action to make a swimming jump. The creature can’t swim or be moved while you are away. You can speak a message to the creature along the lines of, "Message sent from the Beyond, my friends." If the creature speaks in secret, the message is likely to be false. If you send a false message, its message is likely to be unintelligible. If you send a message that is unintelligible, the message is likely to be unintelligible. Otherwise, the message is likely to be unintelligible. If you send a message that is unintelligible, the creature twists and turns so that the meaning of the message doesn’t read as it passes through the mind of the creature. The modified message is only harmful to the creature if it appears in writing
Create solid surface
60
Instantaneous
You create one solid surface on which creatures can move. The surface must be 10 feet on each side and 5 feet on each side beyond the floor. The surface can be any surface you choose, but it must be one made of stone. A creature can make a Constitution saving throw to resist this spell. It takes 7d10 force damage on a failed save, or half as much damage on a successful one. A creature can’t use this spell on itself or a creature connected to it by other means until it makes a successful save.
Transmutation
Create solid surface
Self
Concentration, up to 1 minute
You create a solid surface on ground that you can see within range. You can use this spell’s area effect to animate objects or construct structures, or to create structures of any kind. You can also animate up to 6 objects of the same or different types. The initial shape you choose is up to your design. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate up to two constructs of your choice. You create one from any material object you can reach, an object created by an ability check, or a construct created by an ability check. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you animate up to four constructs of your choice from any material object you can reach. At Higher Levels. When you use a spell slot of 5th level or higher, you can animate up to four constructs of your choice. At Higher Levels. When you use an action to manipulate an object created by this spell, you can animate up to eight additional constructs of your choice at a time.
Transmutation
Create solid surfaces
Touch
Instantaneous
You create a solid surface in a 5-foot radius centered on a point you can see within range. The surface must be flat, clean, and free from cracks, crevices, or any other visible damage. Any stone that you touch is considered solid if it isn’t being worn or carried. Any material object that you touch must be of the same dimension and size as the object you touched. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Create solid surface that is nonmagical
Concentration, up to 10 minutes
You create a solid surface that is nonmagical in nature. The surface must have a surface area of at least 1,500 square feet or less, and it must be at least 10 feet on each side. The surface must not be an opaque surface or a surface that is flat, w woody, or stone. You can shape the area of the surface so that it remains within 1,500 feet of any surface you choose, or so that it remains within 1,500 feet of any material that you choose. If you shape the surface so that it remains within 1,500 feet, the spell fails. Any creature that enters the surface when the spell is cast must succeed on a Dexterity saving throw or become restrained in the surface for the duration of the spell. You can use this spell with advantage if you are in a space that blocks or blocks the surface’s movement.
Transmutation
Create solid wall of force
90
Concentration, up to 1 hour
You create a wall of force 60 feet in diameter and 60 feet thick that extends from you to a point you can see within range. The wall is composed of a layer of thick, tanned stone. Each creature in the wall must make a Strength saving throw, taking 8d6 damage of the type you or your spellcasting ability scores when you create the wall. On a failed save, the creature is restrained by the wall and must make a Strength saving throw at the end of each of its turns. On a successful save, the wall is broken, and all creatures trapped within it are restrained by it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create a wall of force up to 60 feet in diameter.
Evocation
Create solid walls
90
Instantaneous
You create walls of solid stone in a 10-foot radius, centered on a point you can see within range. When the spell ends, the wall disappears. The wall can be up to 5 feet in diameter, and it can’t exceed 10 feet tall. In addition, the wall can have no more than one 1-foot-by-1-foot section, even if it is on an unoccupied spaceable surface. When a wall appears, it must be on a solid surface, or it is destroyed.
Transmutation
Create solid walls
Self
Instantaneous
You create a wall of solid stone in a 10-foot radius centered on a point you can see within range. When the spell ends, the wall disappears. The wall can be up to 5 feet in diameter, and it can’t exceed 10 feet tall. In addition, the wall can have no more than one 1-foot-by-1-foot section, even if it is on an unoccupied spaceable surface. This spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Create spectral elemental
120
Concentration, up to 1 minute
You create an elemental spectral that is capable of creating spectral and otherworldly forms. The spectral can be any shape or form, a humanoid, a beast, a plant, a spectral humanoid, or any other spectral creature that you choose. The spectral can’t be undead or constructs, and its statistics aren’t affected by the target’s Strength or Dexterity scores. The spectral’s statistics determine the number of hit points it has, and it has disadvantage on attack rolls with that stat. The spectral gains the statistics of all its forms until the spell ends. The spectral can’t cast spells or otherwise interact with normal creatures.
Conjuration
Create spectral elemental
120
Concentration, up to 1 minute
You create a spectral elemental of your choice that you can see within range. You can also create one spectral elemental for each of your other types of creatures that you can see within range. The spectral elemental must be friendly to you and must remain within 5 feet of you for the spell’s duration. You can use your action to dismiss the spectral elemental.
Conjuration
Create spectral elemental
120
Concentration, up to 1 minute
You create one spectral elemental of your choice that is capable of creating spectral and otherworldly forms. The spectral has the following benefits. You can designate a form of existence, such as a demon, an undead, a vampiric, or a fiend. If you choose the spectral, you can designate a specific time and place, as long as that time and place is within 120 feet of you. If you choose the spectral, the target must succeed on a Wisdom saving throw or be affected by the spectral for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 hour. When you use
Create Spell Object
90
Instantaneous
You conjure a nonmagical object that you can see within range: a creature of 8th level or lower, a nonmagical object that can hold a maximum of two pieces of nonmagical material (such as a sheet of paper or a piece of parchment) and that is both made of metal and that can be held or carried by another creature. If you cast this spell using a spell slot of 8th level or lower, the object takes 1d10 fire damage in addition to your normal damage. The object can be no more than 10 feet in any dimension and is protected by a solid surface. It appears in an unoccupied space on the ground or within 5 feet of you
Create Stone
10 hit points
You create a Stone bridge over a sealed area that is a cube with a diameter of 10 feet and a height of 30 feet. The bridge remains until the spell ends. You can use a bonus action to cause the bridge to move up to 20 feet when you enter the spell’s area or 20 feet when it moves down to the ground. If you move over a barrier, a small earthquake, or a crevasse, it forms a natural arch that skips the point's construction (but it can still be made by other means). You can use a bonus action to cause the bridge to move up to 20 feet when you enter the spell’s area or 20 feet when it moves down to the ground. When the bridge appears, you can direct the movement of up to three creatures who are within 5 feet of it, as you did with the bridge. The creatures have advantage on all Strength, Dexterity, and Constitution saving throws. The bridge isn’t made from metal and can be damaged. If you move over a barrier, a small earthquake, or a crevasse, it forms a natural arch that skips the point’s construction (but it can still be made by other means). You can use a bonus action on a subsequent turn of yours to cause the bridge to move up to 20 feet when you enter the spell’s area or 20 feet when it moves down to the ground. When the bridge appears, you can cause the creatures who are within 5 feet of it, as well as the creatures that are within 30 feet of it, to make a Strength saving
Create Stone
120
Instantaneous
You create a stone arch that rises upward and extends upward from above. The arch is a 15-foot cube of stone with a 10-foot radius. The arch blocks 60 feet of horizontal movement and has the following properties: - It can’t be trued or disguised as stone - It can’t
Create Stone
150
Concentration, up to 1 minute
Choose a rock or an icy solid surface that you can see within range. You create up to ten tiny trinkets in a 30 foot cube centered on that surface. A trinket is an object created by the spell. If you cast this spell on the same spot three times, the first time creates no trinkets and the second time only summons a small portion of its kind. The first creature to cast the spell must succeed on a Wisdom saving throw or become frightened of the spell for 1 minute. The second creature succeeds on its saving throw only if it is immune to being
Create Stone
30
Instantaneous
This spell creates a globe of stone or wood at a point or within range. The globe remains for the duration and, if an object is created at the spot where it appears and lasts for the duration, for the entire globe. Some types of objects created by this spell have a gem or ring on them. The globe has a range of 60 feet and can be created on a solid surface up to 60 feet on a side by a creature. Any creature that starts its turn in the globe’s area must succeed on a Dexterity saving throw or fall, unless they can move up to 5 feet when affected. The globe cuts through any fog (10-foot diameter) created by a spell, and it provides light and shadow to light and shadow behind objects created by spells or written spells. A globe cast into a nonmag
Create Stone
30
Instantaneous
This spell creates ten tiny stone spheres composed of stone and air. Each sphere is 3 feet in diameter and weighs 2 pounds. When you cast the spell, choose one of the following options for what appears: • One sphere of stone or one 10-foot cube of stone. • Two spheres of stone or one 10-foot cube of stone. • Four spheres of stone or one 10-foot cube of stone. • Five spheres of stone or one 10-foot cube of stone. • Six spheres of stone or one 10-foot cube of stone. For example, you could create ten tiny stone spheres. Each sphere would be made from 1/2 an inch of noncombustible earth and bead on its surface. It would be translucent, transparent, and composed of 1/4 an inch of rock and 1/8 an inch of rubble. It would be 3/16 of an inch thick, and it could shed bright light in a 30-foot radius. Each sphere could be held by as much as eight hands and carried by as little as three pounds. For example, if you create ten tiny stone spheres, you could shape them into one hundred four-inch-diameter spheres, six nine-inch-diameter spheres, or eleven ten-inch-diameter spheres. The shapes could be carved into any size imaginable, creating any shapeter you chose. Because of the way the spheres worked with stone, you could shape the spheres to fit any stone you chose, creating ten cubes in diameter. This change was made to make the spheres less fragile. You could also use a construction tool to make the spheres more powerful. You could create each sphere by using any magic to crush it into a ball, which would create a portal that led the sphere up to you. Small or smaller objects could pass through the portal, and everything that enters or exits the portal is made of magical force. Any creature or object being entered or ejected from the portal, or moving or holding onto the portal, falls temporarily to the ground and is then carried or otherwise transported by whatever force applied to the portal was applied to the object being carried or departed from or landed on the ground. This spell is effectively a chain reaction. Each creature entering or leaving the portal takes 1d8 force damage, with each creature leaving the portal carrying or entering or leaving any object or material created by the portal. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Transmutation
Create Stone
60
24 Hours
This spell transforms a Stone object into its original form, creating one hundred stone layers covering a 30-foot cube. Each layer protects it from harm and from cold and other harmful effects. An object created from a spell slot of this level—such as a scroll, a book, a magical effect, or a spell’s component—implements the spell for the first time in three minutes; if this spell fails the first time round, the item disappears. You can adjust the cube so that it fits inside a 20-foot cube, or you can create a single, 10-foot cube with enough room for all the creatures in it. You decide what types of objects, what structures, and whether the object is magical or mundane and how the spell applies to them. A spell slot creation is made by rolling a d20 and dividing the number rolled by two (2 + d20). When making an object from the cube, make sure that any excess material has been removed.
Enchantment
Create Stone
60
Instantaneous
You create a rock-solid surface that is 30 feet long and 5 feet thick, solidified as stone when you took the Crab Step, and instantly solidified as stone when you dismiss it as an action. You can create stone only on solid ground or on solid surfaces and can’t expand it or shift it, either way. The rock remains there for the spell’s duration, but it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Thus you
Create Stone
90
Instantaneous
You create a stone body in a 10-foot cube that you can see within range. The stone body is composed of thin, transparent material that has a 100 percent hardness bonus to all damage rolls. Any stone that you choose within the creation is instantly destroyed. A stone that isn’t created by this spell is an inert object that can't be damaged. A stone created by this spell’s damage reduction is reduced to 0 hit points.
Evocation
Create Stone
Self
Instantaneous
You create solid stone spheres centered on a point within range. Each sphere has a diameter of 5 feet and a height of up to 30 feet. The sphere remains for the spell’s duration, if that duration is present. The sphere can be moved, damaged, or otherwise shaped to fit your own use. Each sphere has AC 15 and 30 hit points per inch of mass. If it is moved or damaged, it disappears. A dispel magic cast on the sphere on a successful check fails, and the spell ends. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation
Create Stone
Touch
1 minute
This spell creates a Stone that stands on one spot within range. Until the spell ends, you have advantage on all Strength checks you make using that spot. While you have this spot created, you can use a bonus action to create a small pillar of earth on the ground that floats 5 feet above the ground. It lasts for the duration. You can’t create a pillar more than 10 feet tall. Whenever you cast this spell using a spell slot of 6th level or higher, the pillar can create one additional line of fire on each of your turns, lasting 1 hour and burning for 1 foot in each direction. This spell doesn’t protect you from being pulled over the top or thrown from behind a pillar, nor can it prevent you from reaching for an open pit over a rock. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two pillars of stone with a 6-foot radius, using a bonus action on each pillar. Each pillar costs 2d6 force damage to create. When you create the pillar, you can use a bonus action to cause one of the pillars to wither away, leaving behind only a thin sheet of quicksand that can be lifted. It remains in place for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two pillars of stone with
Create Stone
Touch
1 minute
You create a stone bridge from dirt that spans a 5-foot wide radius centered on a point within range. The bridge extends 10 feet beyond the spell’s range and has the following properties: - the bridge appears in a random location within 5 feet of where you cast this spell. - you cause a small earthquake that damages up to 12 creatures in a 20-foot cube centered on that point. - you shape a trench 60 feet wide and 20 feet deep
Create Stone
Touch
Concentration, up to 10 minutes
You create a stone or mud-colored structure that fits within a 5-foot cube within range and is 10 feet tall. The stone or mud must be of the same size as the cube’s surface or it fills in the space to the best of its ability. The stone or mud remains for the duration. The stone or mud can’t be damaged or otherwise damaged by nonmagical weapons or armor. The stone or mud is inert when it is placed in the space it occupies, and it remains there for the duration. If destroyed, the stone or mud disappears. If the stone or mud is still in the space it occupies, the spell ends, and
Create storm
30
Instantaneous
Choose you create a sufficient area of darkness for up to eight creatures of your choice that you can see within range, and you choose between two types of fog or a strong wind. The choice lasts for the duration. When you cast the spell, choose one of the following options: Banish Fog or a Fog of Triskelion, or cast this spell again, causing any of the former to blank out 20 creatures that you can see within 5 feet of the fog (including you) and cause any remaining fog to fill 5 feet of space that you can see. Alternatively, you can cause any fog to cover an area of water as wide as a 20-foot cube (20 square feet of deep water), as long as it isn’t overgrowth. A fog lasts for the duration, but it doesn’t move. Any whoces created by the spell instantly fill the air in the area with water and cause nearby creatures to become blinded and frightened. Each creature blinded by a fog gains blindsight into the fog for the duration.
Evocation
Create storm
Evocation
Create storm
Self
Instantaneous
This spell transforms a storm cloud into a cloud of smoke. Each creature in a 20 foot square on the ground within range must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Evocation
Create Tentacle
120
Instantaneous
You create a 5-foot-square solid object that is composed of threads of wood and a thin sheet of rock that is soft and light. The object can be a simple tent, an open chest, or a large rock box. The object can hold up to 500 pounds. The material can be removed by any means necessary. The material can’t rust or rust its surface, but it can’t function as a container. The object can be destroyed by any means necessary.
Transmutation
Create Terrain
120
Concentration, up to 1 hour
Choose an area of terrain or a solid object that is flat and heavily wooded and that isn't on a solid surface (such as a floor, walls, or a ceiling) and that is free of soil or stone. The terrain’s terrain becomes heavily wooded if you chose the terrain, unless the terrain is composed of flwoods or drifts. An object created with the terrain’s terrain becomes heavily treeless if you chose the terrain. An object created with a tremor’s terrain becomes treeless if you chose the terrain. Structures or individuals created by the terrain become heavily treeless if you chose the terrain, unless the terrain is composed of groves or ridges. If the tremor is non-linear, its amplitude and duration increase by 1 minute while created or created by the terrain, or by 1 minute when created by a grove of trees on a floor. On each of your turns until the spell ends, you can use your action to create up to six such groves on the ground or the ground or a continuous chain of groves that lasts for the duration. Each grove occupies a different floor and must not overlap with each other. If you create more than one grove, create six contiguous groves on the ground or between groves, groves made of wood, or anywhere in between, reducing them to ruins. You can use your action to banish all but one such creature. An unwilling creature that w as created by the terrain terrain falls to the ground and lands prone. If the creature moves while it is prone to avoid falling, it instead takes 2d10 bludgeoning damage.
Transmutation
Create the Dead
150
Concentration, up to 1 minute
You touch the corpses and retain all the body parts worn by the body. They are undead, and the target’s body language is a pseudonym. The target must then pass into the mind of the target and pass into its mind. The target’s body language is similar to that of a human.
Necromancy
Create the Dead
150
Instantaneous
You create a dead humanoid that you can see within range. The target’s body language is similar to that of a human. The target’s mood is as normal for the target.
Necromancy
Create the Dead
60
Concentration, up to 1 hour
You create a dark shadow that resembles a human. The target must make a Charisma saving throw. On a failed save, the target is frightened until the spell ends. On a successful save, the target is frightened again until the spell ends. On a successful save, the target is no longer frightened and can’t see the target. On a successful save, the target is no longer frightened and can’t see the target. On a failed save, the target is no longer frightened and can’t see the target. On a successful save, the target is no longer frightened and can’t see the target.
Necromancy
Create the Dead
Concentration, up to 1 hour
You touch one creature that is dead, that it can“t see the target or that it can“t see the target. On a successful save, the target
Create the Dead
Touch
1 Hour
You touch one creature you can see within range. The target can’t make an attack against the target, and the target takes half damage from this spell. The target can’t cast spells, but the target can’t hear any other magical messages, such as “Evocation,“no matter that the target“s mind is still alive.
Necromancy
Create the Dead
Touch
Concentration, up to 1 minute
You touch the dead body parts of a dead creature that was alive when the spell came. The target must make the saving throw before the spell ends. On a successful save, the target is no longer frightened and can’t see the target. On a failed save, the target returns to life and can’t see the target again.
Necromancy
Create the Dead
Touch
Instantaneous
You touch one target that is dead. The target must make the saving throw before the spell ends. On a failed save, the target is no longer frightened and can“t see the target. On a successful save, the target can“t see the target or any of its companions. On a successful save, the target is no longer frightened and it can’t see the target.
Necromancy
Create the Dead
Touch
Instantaneous
You touch the dead body parts of a dead creature that was alive when the spell came. They are dead. The target’s body language is a form that resembles a human. It must then pass into the mind of the target and pass into its mind. The target’s mind is affected by this spell.
Illusion
Create Tidal Wave
Self
10 minutes
You create a wave of water on a solid surface within range. The water spreads out into a 20-foot radius and then disappears. The water disappears at the same time that the wind carries you. The water is difficult terrain. The water floats on top of objects, plants, and other structures in the area. The water can’t move. If you are anchored in the water, the water can’t move. If you are underwater, the water can’t move. The water can’t be engulfed or otherwise damaged. The water can’t be sucked out of the water.
Evocation
Create Tome
Create torch
90
Instantaneous
You create a torch at a point you can see within range, and up to ten willing creatures of your choice that can see you when you are in the torch’s space (your choice). The torch shines bright light in a 60-foot radius centered on that point. The torch doesn’t need to be on the ground or in a body of water. The torch emits bright light in a 30-foot radius centered on that point. The light doesn’t move if it moves more than 10 feet away from you. The light can’t be harmful to anyone. The spell ends if you have no weapon or ammunition in the torch’s place. The light can’t be turned into smoke, gas, lava, dust, or any other liquid.
Transmutation
Create Traps
60
Concentration, up to 1 minute
Choose up to four traps within range. You can animate them by one creature, one person at a time, or one object. When you cast this spell, choose one of the following forms of trap, and you can choose one of the following forms of trap, which forms the illusion of a creature you choose. The illusion lasts until the spell ends
Create tree
120
Instantaneous
Choose a tree branch, a branch that is 5 inches long, and a diameter of 10 feet horizontally and 10 feet vertically extending from the ground or the floor of a space you choose, and choose a part of the tree you’ll see within range. Any creature in the tree’s area must make a Dexterity saving throw. On a failed save, a creature takes 4d12 bludgeoning damage and is knocked prone. At the start of each of your turns as a bonus action, you can also use your action to create a small tree branch from any portion of the tree you choose within range. You can branch into any number of leaves or branches of the tree you choose, creating several trees with the same effect. The branches can be stalks or needles, leaves or branches of which there are four threads. The branches are pulled together by weight, so the rope used to create a tree forms a weight of 2 pounds (0.8). That weight is evenly dispersed around the room and can’t be removed by any means.
Transmutation
Create tree
60
Instantaneous
A tree appears in an unoccupied space of your choice that you can see within range and that is within range of a simple mechanical activity. You need not use such a simple activity to create a tree, as noted below. • You create a simple mechanical activity. Examples of simple mechanical activity include climbing a hill, opening a door, or pouring coffee. You can use simple mechanical activity to create any activity you choose, such as brewing tea, stowing a bag, or pouring tea. • You create an activity requiring no movement or interaction with creatures. Examples of simple mechanical activity include swimming, pouring coffee, pouring sand, pouring snow, cooking, pouring wine, pouring tea, pouring a blanket over a Pokémon, or pouring a blanket onto a stuck animal.
Transmutation
Create tree
60
Instantaneous
Choose a height: 10 feet, 15 feet, or 20 feet. The ground in a 15-foot-radius sphere centered on that height must be smooth, dry, or tangle free. If the area includes a road, bridge, or other structure, create a section of road or bridge with a stride of 5 feet and yield. Alternatively, create a section of open space that is 1 inch thick and that can’t been formed by any other means. If the area includes an area entirely protected by trees, create an area of heavily wooded terrain with a stride of 5 feet and yield. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the sphere increases by 10 feet for each slot level above 2nd.
Transmutation
Create trees
120
Instantaneous
You enrich the air within a location with magical force, turning the stone, pebbles, and other objects that surround it into trees. The process can take up to ten minutes. When you finish casting this spell, any trees around you become diseased, and they take damage equal to 2d6 poison damage on a successful hit. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Create Trees
90
Concentration, up to 1 minute
Choose one limb of a tree growing within 60 feet of you. You create up to three trees in a 30-foot cube within range. Each tree has AC 15 and 30 hit points. The first to appear is one tree that is 1 foot in diameter, and the second to appear at the top of the tree. Each tree is magically created, and its hit point maximum is increased by 10. When you create a new tree, you can make any number of temporary branches disappear from its body. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional trunk for each slot level beyond 1st.
Transmutation
Create tree’s bark
60
Concentration, up to 10 minutes
You create a bark-like substance on the ground that lasts for the duration. The creature can use its action to exhale the substance, which sprouts small horns and twigs. The creature can take 3d8 piercing damage on a failed save, or half as much damage on a successful one. As an action, the creature can make a Strength (Athletics) check against your spell save DC to exhale the bark.
Evocation
Create Triad
30
Instantaneous
For the duration, you create a new threat within range. Until the spell ends, each of your enemies who are under the age of 10 have disadvantage on attack rolls against you. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Conjuration
Create Triangulated Triad
60
Concentration, up to 1 minute
You create a triad of creatures you can see, one of which is invisible to all but the senses of your current location, as shown on the creature’s right hand side. Each creature in the triad must make a Dexterity saving throw. A creature takes 10d8 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1
Create Triune Ally
Self
Concentration, up to 1 minute
Choose a nonmagical force that you can see within range. You choose one of the following effects for each effect you choose: • You create a triune, nonmagical force within range. • You create a nonmagical force within range. • You create either one or both of the following effects for each effect you choose: • You create a nonmagical force within range. • You create either one or both of the following effects for each effect you choose: • You create either one or both of the following effects for each effect you choose: • You create either one or both of the following effects for each effect you choose: • You create either one or both of the following effects for either hand in either hand. Or you create either one or both of the following effects for both hands in either hand: or both or neither.
Transmutation
Create Triune Creatures
30
Instantaneous or 1 hour (see below)
You create a creature of either kind: one of the following: human, elk, ogres, or unicorn. Choose a different kind of creature: celestials, fey, fiends, or undead. Also choose a kind of treasure: treasure chest, temple, or temple-like object. When you cast the spell, you can choose any of the creatures, which have their own special rules. If you cast the spell on the same creature or two others, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional creatures for each slot level above 2nd.
Enchantment
Create Undead and Medium and Large Creatures
Unseen
1 Mile
150
Concentration, up to 1 hour
You create undead and mold Medium and Huge creatures of your choice that follow a general general set of rules for the following purposes: • Life, body, and intelligence levels have been created for these creatures. • You have created at least one new ghoul or two undeads within 5 feet of each other, creating one new ghoul per 5-foot cube of space. If any of these creatures are on the same plane of existence as you, they form a new individual ghoul or two, or a new creature with a new form. They are friendly to you and make progress toward saving throws if you have them. They needn't speak your name, but they say the Name with which you speak. You can name the largest creature or creatures with which the creature is bound, or
Create Undead and other nonliving objects or objects 200
Instantaneous or 1 hour (see below)
You instantaneously fill any number of creatures with dread energy. Each target must make a Constitution saving throw at the start of your next turn. A target takes 5d6 necrotic damage on a failed save, or half as much damage on a successful one. While a target is within 5 feet of you, it gains a +2 bonus to AC and saving throws. While within 5 feet of you, the bonus increases to +3; if you do not have a target within 5 feet of you, it gains the bonus of its own choice at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Enchantment
Create UndeadHex
60
Concentration, up to 1 hour
You take 8d8 instances of damage of the chosen type when you cast this spell. You learn how many skeletons there are in your area and how many skeletons there are in the nearest whole, up to six skeletons at a time. Each skeleton has AC 15 and 30 hit points per inch of distance off them. If a
Create Undead, Minor Monster
150
Until dispelled
You create a nonliving being of moderate intelligence and intelligence. The creature begins the spell by making a Wisdom saving throw. On a failed save, the creature becomes charmed by you for the duration and becomes interested in you as an individual. You can choose one of the following forms for the creature: • One with unusually long limbs and hunks of hair that turns its limbs to stone • Two with unusually large, pointed teeth and mouths that growl • Four (or perhaps five?) with unusually large, pointed nostrils and narrow, narrow nostrils • Five with thick lips that slurpe at your command Whenever you cast this spell on the creature, you create two additional humanoid servants for it to feed on. These servants have the same intelligence and the same features as the creature, but their natural weapons are lacking. If the creature has half the number of natural weapons it has, the servants become undead and can no longer carry or use their natural weapons. The natural weapons also no longer make use of natural attacks, such as slashing, piercing, slashing, or slashing twice.
Divination
Create Undead or Mummies to Be Childcide
30
Concentration, up to 1 hour
You create one undead creature of challenge rating 6 or lower, and shape it for the next day until it appears normal to you. The creature must be within 30 feet of you. The creature
Create up to 10-foot-radius sphere of light within range
Concentration, up to 1 minute
You can animate up to five panels of light in a cylinder within range. You can animate up to ten panels of light in a 10-foot cube, making the panel appear as you choose. Each panel must be contiguous with one panel of light. Each panel must be contiguous with one panel of light. Each panel must be contiguous with a panel of light. If you cast this spell using a spell slot of 2nd level or higher, you can animate up to ten panels of light. If you cast this spell using a spell slot of 2nd level or higher, you can animate up to eight panels of light within range. If you cast this spell while a panel
Create Vineectra
60
Instantaneous
Choose an area of sunlight that you can see and line up two or more vines or branches within range. A vine or branch can be anywhere within range, but it cannot touch, touch, or manipulate anything. The vine or branch remains within its area for the duration. The spell ends if you dismiss it as an action or if the spell is ended. The area can be anywhere you choose. A vine or branch can be a trunk, a branch base, or any length of vines or branches. Each creature that starts its turn in the area must succeed on a Vineectra saving throw or take 1d10 poison damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Create Wall
60
Concentration, up to 8 hours
You create a wall of bright light on a solid surface within range. You can form it up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the wall leaves the spell’s area. It blocks line of sight but not movement. An unwilling creature can make a Dexterity saving throw to escape. On a successful save, the wall disappears and the spell ends.
Evocation
Create Wall
90
Concentration, up to 1 minute
You create a wall of strong antimagicping sentience between two adjacent floors of a warded magical laboratory. You can make a vertical span of up to 10 feet, or line it across a floor, up to 60 feet, or down to 15 feet. You can shape the wall
Create Wall of Ice
120
Concentration, up to 10 minutes
You create a wall of ice on a solid surface within range. You can use a level 5 construction spell slot to create a wall of 10 inches thick. The wall is 2 inches thick and is composed of two layers of ice. The first layer is hard wall that is made of opaque material. The second layer is a layer of ice that covers the wall. The wall can be up to 20 feet long, up to 30 feet high, and up to 1 foot thick. The wall can be breached or breached through the wall. The wall can be breached or breached through the wall. The wall can be breached or breached through the wall. The wall can be breached through cracks or crevices. The wall can be breached through rubble. If the wall is breached, the wall is breached. The wall can be breached or breached through the wall. If the wall is breached, the wall is breached. The wall can be breached or breached through the wall. If the wall is breached, the wall is breached. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Enchantment
Create wall of solid fire
120
Concentration, up to 1 hour
You create a wall of solid fire on a solid surface within range. Until the spell ends, a creature that enters the wall’s area for the first time on a turn or starts its turn there takes 1d10 fire damage. This fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. When the fire damages a creature, it also damages whatever it can’t see and causes damage that the fire damages the creature else in the area. This fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. When the fire damages a creature, it also damages whatever it can’t see and causes damage that the creature else in the area. When you cast this spell, you choose one of the following options for how the fire damages it: • Nothing. • Anything created or dispersed by fire. • Anything scorched or damage-resistant to fire. • Anything refocused or triggered by bright light and/or by other spell of 4th level or lower. • Anything reduced to 0 hit points. • Anything extinguished. A creature’s motion around the wall is dispelled so that it can move through the wall. It can move across the wall or over it, but its speed is halved in this way. A creature moving across the wall can make a melee attack using his or her movement, instead of using the flier’s movement, with a -4 penalty to the attack. A creature moving across the wall makes a melee attack using the flier’s movement with two weapon attacks in succession. If a creature uses its action to move across the wall and reaches its own end of the wall, it makes a melee weapon attack against a creature or object within its reach within 10 feet of the wall, or, if that creature is on the move, it makes a nonmagical weapon attack with that creature.
Evocation
Create Water
10
Concentration, up to 1 hour
You create a magical water feature within range, opening the door to a pool of water in a 30-foot radius centered on a point you choose within range. The water appears in an unoccupied space that you can see within 30 feet of the point you chose. Until the spell ends, you can use a bonus action to cause the water to form a cylinder centered on that point. The water remains for the duration. On each of your turns, you can use your action to move the water 1 foot in any direction you choose within 5 feet of the point you chose. While the water remains for the duration, you can use an action to move the water up to 10 feet in any direction.
Transmutation
Create Water
10 Days
1 Whirlwind
60 IMim
10 minutes
You create a 100-foot-radius, 15-foot-tall cylinder of water at a point you can see within range. Choose one or more of the following effects apply when you cast the spell. The effect lasts for the duration. Water Clad. The cylinder radiates light, such as a lantern or torch, that is at least 10 feet in all directions. The light can be colored as you like, and it can’t have more than one color. Cold. You cause the cylinder to freeze solid, causing it to freeze to the touch. The cylinder can’t be broken by action or weapon attack. Fireball. You cause the cylinder to fire a nonmagical blast of fire at a point you choose within range. The cylinder can’t be damaged by fire damage. Water Gun. You cause the cylinder to release a wave of water that travels 300 feet in a straight line, stopping at nothing. The wave is audible. The wave can’t reach more than 10 feet away. Water Dash. You cause the cylinder to leap into the air and land on a flat surface within range. The cylinder can land on any surface it chooses. Water Dash. You cause the cylinder to leap into the air and land on a flat surface within range. The cylinder can land on any surface it chooses. Water Gun. You cause the cylinder to fire a 10-foot-diameter cylinder-shaped weapon at a target within range. The weapon deals an extra 2d8 damage to each target.
Conjuration
Create Water
10
Instantaneous or 2 hours (see below)
This spell creates a 10-foot-tall cylinder of water that lasts for the duration. The water appears in a spot that you choose within range, but doesn't move. The water is difficult terrain. Any creature in the cylinder must make a Dexterity saving throw. On a failed save, the creature is pushed 10 feet to the side of the water and must move 10 feet more on each of their turns before the water vanishes. A creature that moves through the water can make a Strength or Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The water can be breached or left open, but it can’t be turned into a fountain or other pit. A creature can swim through the water, but it isn’t allowed to leave it.
Transmutation
Create Water
10
Instantaneous
You choose a portion of water that you can see within range and imbue it with magic. The water you imbue is imbued with a new power. You can open a portal or a portal to another portal within range, or you can cause a portal to open and an object be carried by an object to be carried by an object. The water you choose has no known uses. The water you create is akin to magic when it comes to temperature, precipitation, and water temperature. The water you create is frigid, cold, or tarry. Water temperature is determined by the climate of your choice, as do precipitation and water temperature. The water you choose has no known uses. Precipitation. Precipitation. The water level in a lake or pond is measured in feet per day. The water level in a swamp is measured in feet per day. Water temperature. The water temperature in a pond or icy pit is measured in F (8). The water temperature in a cesspool is measured in F (10). Water Temperature F (8) Precipitation F (8) Sulfur dioxide F (8) Dicyclic acid F (8)
Create Water
10
Instantaneous
You choose a surface for the creation of solid, flowing water, a sphere for the creation of soft or vaporized air, or a cloud for the casting of magic missile. Then it falls to you to shape the liquid, if available. Each creature in a 60-foot-radius sphere centered on that surface must make a Strength saving throw. A creature takes 4d8 bl
Create Water
10
Instantaneous
You create a 120-foot-tall cylinder of water in a 20-foot radius centered on a spot on the ground where you cast this spell. For the spell’s duration
Create Water
120
Concentration, up to 1 minute
You create a 1/2-foot-deep pool of water on the ground in a 10-foot
Create Water
120
Concentration, up to 1 minute
You create a 20-foot-deep, 10-foot-deep pool of clean water in a 20-foot-tall cylinder on a solid surface within range. You can use a bonus action to move the water up to 30 feet in any direction. The water remains for the duration. Until the spell ends, the water appears in a spot you choose within range, and the water appears in a spot you choose within 1 mile of the point you chose. The water appears opaque, and it is difficult terrain for creatures of the level you cast this spell at. When the water appears, each creature within 10 feet of the point you chose must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage, and it is pushed 10 feet further away from the point it touched on the water than it could have been on the surface. On a successful save, the creature takes half damage on its next turn. When you use this spell to create water, you can specify one of the following effects on the water. You can create a pool of water or a liquid that is 20 feet deep or 20 feet wide. The water created by both watercraft and liquid craft must be flowing freely within each other's bodies. Watercraft and liquid craft are watercrafts, and liquid craft can be ranged. Both types of watercraft can reach a height of up to 100 feet. Both types of watercraft can make flammable objects of difficult or no material damage. When you create the watercraft or liquid craft, you can specify any of the following effects on the water. You can animate and manipulate either the watercraft or liquid craft. Both watercraft and liquid craft can be damaged if they are used to create a fire or a stinking cloud. Both watercraft and liquid craft can be damaged by poison if they are used to create a poison spell. An unarmored watercraft can be damaged as an action. A watercraft or liquid craft that is used to create a fire or a stinking cloud can be damaged as an action. Both watercraft and liquid craft can be damaged by lightning. A liquid craft can be damaged by cold, or it can be damaged by a cold or thunderous sound. A solid or floating object or liquid can be damaged or destroyed as an action, and the spell ends. Invisibility. When you cast this spell, you can mark an area of visible light with an invisible ring of light that you can see within range. You can mark up to twelve light-emitting dummies or 15-foot-tall cubes on the ground in that area. You can also mark up to twelve other creatures on the ground in that area. The ring of light lasts for 10 minutes, after which time the spell ends. Death. When you cast this spell, you can mark an area of death with an instantaneous, nonmagical, nonliving, nonmagical object that is neither dead nor still. You can mark up to twenty-five creatures on the ground in that area, or you can mark up to twenty-five creatures on a ceiling or in a ceiling-like structure. The spell ends when you reach the age of 60 or above.
Transmutation
Create Water
120
Concentration, up to 1 minute
You create a flowing stream of water on a solid surface within range. Each creature in this area must make a Constitution saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The water appears in a 20-foot-radius, 30-foot-high cylinder centered on a point of your choice within range. A creature must succeed on a Constitution saving throw or be pushed 10
Create Water
120
Concentration, up to 1 minute
You create up to ten feet of water within range on a creature or an object within range. The water is immersing itself within the material components of the spell. Choose a creature or an object created by the spell. You can create one foot of water in diameter and 10 feet tall, three feet deep, and so on in each of these components: • Two creatures of your choice that you can see within range create ‡water‘ within 24 hours of the casting of the spell. • Two creatures of your choice that you can see on the same plane of existence create ‡water‘ within 24 hours of the casting of the spell. • Four creatures of your choice that you can see on the same plane of existence create †water‘ within 24 hours of the casting of the spell. • Eight creatures of your choice that you can see on the same plane of existence create †water‘ within 48 hours of the casting. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two additional feet of water for each slot level above 6th.
Transmutation
Create Water
120
Instantaneous
Choose an unoccupied 5-foot cube of water that you can see within range. You instantly teleport to an unoccupied 5-foot cube when the spell ends. The spell is permanent and doesn’t need to be worn or carried by a human
Create Water
120
Instantaneous
You cause up to twelve inches of water to form in a 10-foot cube on the ground in a 5—mile radius centered on you. The water can be up to 80 feet long or 40 feet wide. Each creature in the area must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The water can be created by any spell or martial ability the target has, but it doesn’t have to be an evocation. You create one of the following effects with this spell. A creature takes the first effect, and any effect that targets an object that isn’t an object (such as a spear) or that isn’t a spell (such as a spell of 9th level) functions as normal. You create the following effects with this spell. A creature takes half as much damage on a failed save and half as much damage on a successful one. Flood. The area of water is muddy and fills with water equal to your spellcasting ability modifier. A creature in the area must make a Strength saving throw at the start of your next turn, or d6 + your spellcasting ability modifier. On a failed save, the creature takes 10d6 + your spellcasting ability modifier (or half as much damage on a successful one). Ice. The area of water is heavily doused and fills with water that is neither warm nor cold. A creature in the area takes 8d6 cold damage, and the creature is forced to make a Dexterity saving throw. On a failed save, the creature takes half as much damage. Volcanism. The area of water is churned up and filled with lava that is 50 feet deep. The area is filled with lava that is 50 feet deep. The area is filled with lava that is 50 feet deep. The creatures in the area are pulled into the chaos created by the area’s flooding. Each creature in the area must make a Dexterity saving throw at the start of your next turn. On a failed save, the creature takes 1d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Volcanism. The area of water is churned up and filled with molten lava that is 60 feet deep. The area is filled with molten lava that is 60 feet deep. The lava is 60 feet deep and churns under the conditions under which it is created. The ground in the area is made of stone that takes up half the area’s area of effect, and is filled with molten lava that takes 1d6 bludgeoning damage. The ground in the area is filled with molten air that takes 1d6 bludgeoning damage. The lava vaporizes
Create Water
120
Instantaneous
You create an immobile, transparent mass of water on the ground in a 4—foot radius, centered on a point you choose within range. The mass can be up to eight creatures or one humanoid. The mass can be a cylinder, a cube, or a cube-shaped (but not too large to hold more than one creature), or a cube-shaped cylinder. The mass can be up to 10 feet tall, and it can be moved about as far as 10 feet on a side. It can come into contact with anything you touch, even solid objects. It can extinguish flames, but not smoke. You can direct the mass to spew out small flames that last for 1 minute. The mass sheds bright light in a 10—mile radius. Any creature in the mass can see through the light as long as it remains within 10 feet of the source. When the mass appears, it disappears. As an action, you can move the mass up to 10 feet in any direction. The mass moves with you, remaining within 10 feet of you for the duration. As an action, you can move the mass up to 30 feet in any direction. The mass sheds bright light in an area you choose within range. It sheds dim light in an area 30 feet wide and 30 feet tall, and it sheds smoke and fog in an area 30 feet wide and 30 feet tall. The mass sheds no heat or cold, and it takes no damage when it leaves its area. As a bonus action on each of your turns, you can move the mass up to 30 feet to a safe distance.
Conjuration
Create Water
120
Instantaneous
You create water in the air in an unoccupied space that can hold up to 500 gallons of water. The spell’s area instantly turns into a 60-foot cube of water centered on a point within range. When you cast the spell, choose one of the following effects during its duration. Bright light from a point of your choice that has a range of 60 feet or less. Bright light from a point of 100 feet or less. Bright light from a point of 120 feet. Moderate darkness. Medium to large brightness. Bright light from dim light. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the brightness of the light increases by 1d6 for each slot level above 1st.
Transmutation
Create Water
120
Instantaneous
You imbue a creature of your choice that you can see within range with magic or one that you can see created by some other spell, such as water magic or thunder magic. The creature must be within range for the spell’s duration. The creature can make a Constitution saving throw, taking 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as necromancy or magic item damage.
Evocation
Create Water
150
Concentration, up to 10 minutes
You create up to ten gallons of clean water on a point of your choice within range. Until the spell ends, the water appears clean and airtight. The water evaporates completely if it is ever in direct contact with anything and everything in it. The water can be up to 20 feet deep, 10 feet wide, and 15 feet thick. The water has resistance to all damage except psychic damage, and it causes all damage except psychic damage to be reduced to 1 hit point.
Transmutation
Create Water
150
Instantaneous
You create 1
Create Water
150
Instantaneous
You create a burst of magic in a 20-foot cube centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. If a creature fails that save, it instead takes 10d6 cold damage and is engulfed in water for the duration. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Create Water
150
Instantaneous
You create a trench along a spot you choose within range: a road, a gorge, a hill, or a hillock. You create a trench on a point within range and then pour water over it. A trench lasts for the duration. When the trench forms, water flows from it in a horizontal line along the trench, with the water coming toward you in a straight line. The water is drawn toward creatures and structures you choose within its area. As a bonus action, you can move the trench up to 60 feet in any direction. If you move the trench more than 60 feet, you can cause it to freeze solid, forming a wall of water that remains for the duration. If you move the trench more than 60 feet from the point you created, you cause the frost to form around the frost, which lasts until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher. the frost spreads around corners. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the frost spreads around corners. When you cast this spell using a spell slot of 8th level or higher, the frost spreads around corners.
Evocation
Create Water
300
Concentration, up to 1 hour
You create a solid—or at least one-half-ton cylinder of water on the ground in a 30-foot-radius sphere centered on a point of your choice within range. The water appears to be clear, transparent, and covered in fine fibers. The water can be made up of up to eight blocks of water (10 feet in diameter, 10 inches thick). When the water appears, each creature in the cylinder must make a Constitution saving throw. On a failure, the creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Create Water
300
Concentration, up to 1 minute
You create a swirling mass of water on a solid surface within range. The water is difficult terrain. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that takes this damage increases its speed by 10 feet for each level above 6th. A creature can move only by using an ability check rolled by two. When a creature moves or attains the speed of foot, that creature must make a Strength saving throw. On a failed save, a creature takes 6 d10 bludgeoning damage. On a successful save, the creature takes half as much damage and doesn’t take acid, cold, fire, or lightning damage. On a failed save, the creature takes half as much damage and doesn’t take normal damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Create Water
300
Instantaneous
You create up to four 5-foot-deep mounds of mud that seem to wither away in the distance. The area is square and contains up to four different water fountains. Each fountain is a separate, unoccupied place. The first creature to move through the mounds takes 1d4 acid damage, and the second creature takes 1d4 acid damage each time it moves through the mounds. The first time each round, a creature must succeed on a Constitution saving throw or fall in one of the mounds. A creature that uses its action to make a successful Constitution saving throw takes half damage if it succeeds, twice damage if it fails, and is poisoned twice as soon as it takes the first damage.
Conjuration
Create Water
30
1 Round
You create a water-filled container that can hold up to 100 gallons of water. The container is 1 inch thick and weighs no more than 5 pounds. You can use a bonus action to cause the container to shimmer in color. If a creature enters the container for the first time on a turn or starts its turn there, the creature is pulled 5 feet in any direction from the container toward the top of the container.
Transmutation
Create Water
30
Concentration, up to 1 minute
Choose up to ten creatures you can see within range. At the start of each of the creatures’s turns when you cast this spell, each creature has resistance to fire damage and has resistance to cold damage. Until the spell ends, each target gains a different elemental resistance rating, which determines its damage and its resistances to fire damage.
Evocation
Create Water
30
Concentration, up to 1 minute
You conjure up a magic liquid, a liquid that looks like water, that can fit inside a 5-foot cube and that can fill a 5-foot cube. The liquid appears and lasts for the spell’s duration. The liquid also sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spell’s duration is instantaneous. If the liquid is infused with water or a similar substance, the water instantly fills the cube in place. The spell can also create solid surfaces in the cube that can hold water, provided that the space is free of water or a similar substance (such as a container for water).
Evocation
Create Water
30
Instantaneous
Choose a point you can see within range. You create a magical oportune that appears in the ground in a 5-footradius sphere centered on that point. The oportune can be up to 10 feet tall, and it sheds bright light in a 30-foot radius. While in the oportune, creatures can’t be targeted by spells.
Evocation
Create Water
30
Instantaneous
Choose a spot on the ground that you can see within range. A fountain of water spread over 10 feet on each side of the ground becomes the center of a circular, 40-foot-tall cylinder centered on that spot. Each creature in that area must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful save.
Transmutation
Create Water
30
Instantaneous�Choose one object in a 20-foot radius that you can see within range
Create Water
30
Instantaneous or 1 hour (see below)
You choose one cubic foot of water that you can see within range and that fits within a 5-foot cube. The water doesn’t have to be water—it can be air, a frigid place, or something in between. The water is inert and doesn’t harm you. It lasts for the duration. If you cast this spell on the same spot every day for 30 days or more, the spell doesn’t function. Water Breathing. You breathe water within range. You cover your body with a covering that completely obscures
Create Water
30
Instantaneous
This spell creates an insomnate pond that looks like a miniature version of your fortress. It is made from marble and carved into the wood of your fortress. You choose a spot on the ground within range—such as behind a pillar or over a ramp—that you can see within 1,000 feet. You can shape the pond in any way you choose within the spell’s area, up to the extent that you can alter the pond’s surface to create turrets and other turret turrets. You change the color of the ground surrounding the pond, its level (from lowest to highest), and the height of its walls and ceilings. You can shape the pond’s interior, its melee weapons, its ammunition, its turrets, and any other construction that you create. The interior remains clean and airtight, and the water level remains unchanged throughout. You can set the pond aside for growing plants or drinking water. There is an age limit on any changes made to the water level.
Combo w/Spell
Create Water
30
Instantaneous
You create a 200-foot-radius sphere of water that is centered on a point of your choice within range. The sphere is covered and opaque to both inside and outside the spell. The sphere can be as large as 100 feet in diameter, or as small as 50 feet in diameter. You decide what kind of water it is made from, and it must be water that isn’t being made from a substance other than stone. For example, you might create a 500-foot-radius sphere of water, made of mud or sand, made of clay, or made of water made from earth. You can make the water transparent as a bonus action on each of your turns before you take any damage. The water can't be turned into fuel or other material. The sphere can’t expand or fill larger than 20 feet in any way, and it can’t create more than two hundred feet of open or barred ground. The water can’t create lava, but it can create solid and flowing water. It doesn’t create poison or gas. The sphere doesn’t contain magical properties such as fey’s or divining intelligence, such as those of darkvision, that might affect it.
Evocation
Create Water
30
Instantaneous
You create a 5-foot cube of water within range and pour it into the ground. The water can be anywhere you choose. The water can be solid, floating, or rising. The water can be up to 100 feet long, 20 feet high, and 5 feet thick. The water can be up to 10 feet tall, and its surface water can be up to 30 feet wide. The water can be difficult terrain. The water can be difficult terrain. The water can be difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the water can create up to ten feet of water in a 5-foot cube. For an additional 5 feet, you can use your action to create up to four feet of water in a 5-foot cube.
Evocation
Create Water
30
Instantaneous
You create a lake of water that floats in an unoccupied space that you can see within range. The water is heavily imbued with life and vitality, and it lasts until the spell ends. The water can be difficult terrain. The water can be difficult terrain for short rest or until you use your action to move the water up to 60 feet in any direction. The water is heavily infused with life and vitality. The water has resistance to poison, psychic damage, and death effects. The water also has a 100 percent chance to poison a creature when it hits 5 or fewer body parts, and it has advantage on saving throws against being frightened.
Evocation
Create Water
30
Instantaneous
You create a pool of water in a 20-foot cube within range. Each creature in the pool must make a Constitution saving throw. On a failed save, a creature takes 8d6 bludgeoning damage, or half as much damage on a successful save. A creature takes 10d6 cold damage on a failed save.
Divination
Create Water
30
Instantaneous
You create up to 10 pounds of water within range. The water is water, water, water, water, water, water, acid, or water of acid that is acid or acid. If you are on the same plane of existence as the water, it must be within 30 feet of you. The water must be water, acid, or acid. It can be water or acid if the target is within 30 feet of the water. If the water is more than 30 feet tall, the water can be up to 30 feet high, up to 40 feet high, and the water can restrain the target. Any creature restrained by the water is freed at the same time. A restrained target can use an action to make a Strength check with your spellcasting ability. On a successful check, the restrained target is no longer restrained. A restrained target can use an action to make a Strength check with your spellcasting ability. On a successful check, the target is no longer restrained. The target can use an action to make a Strength check with your spellcasting ability. On a successful check, the target is no longer restrained.
Conjuration
Create Water
30
Instantaneous
You create up to eight gallons of water that fills a 30-foot cube within range. The water in the area is difficult terrain and requires at least 1 minute to clear by hand. The water is difficult terrain and requires at least 1 minute to clear by hand. The water also fills a 40-foot cube within range. Any plants in the area must make a Dexterity saving throw. On a failed save, plants and trees fall prone.
Transmutation
Create Water
30
Instantaneous
You create water in addition to normal air, fire, and earth. A creature of your choice within range can use its action to create a 50-foot-radius sphere of water on the ground in a 5-foot radius centered on you. The sphere explodes, and creatures that are inside it and are wearing armor or carrying a heavy object (such as a torch) are ejected. The sphere can be destroyed by ranged weapon attacks. The sphere remains in place for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a water-based spell using water as its material component. Water created by spells and other magical effects can be created using any of the following water-based spell slots’ created by this spell. Water created by spells and other magical effects can be affected by any of the following water-based spell effects. Water created by spells and other magical effects can be suppressed by any means necessary. Water created by spells and other magical effects can be suppressed by gaining or losing water. Water can be restored to a creature of your choice. Water can be killed. Water can be stolen. Water can be fabricated into anything it chooses. Water can be dyed or made into whatever you choose. As an action, you can create or alter one or more of the following colors of fabric: aqua, blue, green, yellow, violet, or black.
Conjuration
Create Water • 40 feet • instantaneous • cost 2,000 gp or less
Transport—to a destination you select, you instantly teleport up to 40 feet to a point you choose within range. Alternatively, you can wait out the spell for the spell to fully resolve. If you wait out the spell before taking any actions, an action taken within the time limit described below is unaffected. You can wait out the spell by casting it once before continuing. In addition to teleporting, you are able to speak, read, and write. Questions. Contested questions can be raised against you by others, even if they are immune to being raised as a creature. Such as, "Why didn't I say so in the meeting where I was asked to appear before you?" or "Why is it that I have a temper?" are not raised as such. Fears. If the creature you wish to raise questions with is hostile toward you, the creature must succeed on a Wisdom saving throw or be wary of you until the spell ends. If the creature succeeds on the save, it is treated as having reason to fear you, even if the creature is immune to being frightened. A condition would be raised against the creature if it is encountered as a result of being hostile toward you, such as being hostile toward its master, attacking its quarters, or attacking anyone nearby. If the condition survives the entire encounter, the creature is dismissed from the encounter and becomes aware of the condition at the end of the next. Questions about friends. If the creature you wish to raise doubts with is friendly to you, the creature immediately recognizes the acquaintance as the creature knows it is with and regards as such with all its personality traits, unless the creature is descended from a specific god. The creature is limited in what it can say, do, and can do by other creatures, so it must speak for the creature’s general disposition. Questions about friends and families. If the creature you wish to raise doubts with is hostile toward you, the creature immediately recognizes the acquaintance as the creature knows it is with and regards as such with all its personality traits, unless the creature is descended from a specific god. The creature is limited in what it can say, do, and can do by other creatures, so it must speak for the creature’s general disposition. Questions about places. If the creature you wish to raise doubts with is friendly to you in a place (such as your kitchen, your workroom, or your living room), the creature immediately recognizes you as the creature that you are if it has one, regardless of others around you. If the creature is hostile toward you in that place, the creature immediately recognizes you as the creature that it is attracted to if it can perceive any creature other than you there. If the creature is friendly toward you elsewhere in the place, the creature immediately recognizes you as the creature that it is friendly to if it can perceive anything within 5 feet of it. A suggestion to the creature that it might be able to perceive a creature other than you that is hostile toward it must be phrased in such a manner as to convince the creature that such an intention is reasonable. If the creature is unaware of such an intention, the creature makes a Charisma saving throw against your spell save DC. On a success, the creature has no knowledge of the intended effect or has no knowledge of how to affect it in the first place. Questions about friends. If the creature you wish to raise doubts with is hostile toward you in a place (such as your kitchen, your workroom, or your living room), the creature immediately recognizes you as the creature that it is friendly to if it has one, regardless of others around it. If the creature is friendly toward you elsewhere in the place, the creature automatically recognizes you as the creature that it is friendly to if it can perceive any creature other than you there. If the creature recognizes you as the creature that it is friendly to if it can see through you, it does so without fear of your retaliation. If the creature recognizes you as the creature that it is friendly to if it can see through you, it does so without fear of your retaliation. If you or others are in a place with a hostile creature other than your own, you are immune to this effect.
Abjuration
Create Water
60
24 Hours
You attempt to create a vapor or misty cloud of water on a flat or overhang point within range. You choose a point you can see within range and where as little as 10 feet of exposed stone or mud is buried within 10 feet of it. The vapor or misty cloud appears in any orientation you choose: horizontally, vertically, or diagonally. You can shape the vapor or misty cloud by shaping a hoop or similar craftable object. The creature can cast spells using the hoop created by the vapor or misty cloud spell. If you create an opaque object or an object that glimmers against a solid surface, the spell fails. While created, the object glows when it strikes a creature or when a creature steps onto it. It glows for 1 minute or until the spell ends. If you create a misty cloud over an entire city, the spell’s diameter is 6 feet. It lasts for the duration or until a misty cloud appears on the ground or in an area made of planar cloud.
Transmutation
Create Water
60
Concentration, up to 10 minutes
You create up to 10 gallons of water in a 10-foot cube on a surface within range. You can use your action to create one hundred gallons of water. If you create more than 10 gallons of water, roll a d4 and add the total to the attack roll, damage roll, and saving throw of the chosen type. Also, create a 20-foot-radius, 20-foot-deep pit on the ground, and create ten gallons of fresh water in the same area. The water creates 10 feet of water around itself. To create a pit, you must have the stone ’s component, which must be at least 1 level higher than the one you use as the material component. The water can’t expand into a pit or into a container. When the water fills the pit or container, it explodes, creating a 20-foot-radius, 20-foot-deep pit. You can use your action to cause the water to expand and fill the pit or container as you choose, moving the water as far as you like. The water can’t harm creatures or move through any part of the pit or container. The water remains for 1 minute on each of your turns. If the water is no longer in the pit or container, it explodes. The water can’t pass through any barriers, but it can’t fall down or cause damage to any structures within it if they are there.
Transmutation
Create Water
60
Concentration, up to 1 hour
You create up to ten feet of water on each of your turns before choosing a solid surface for it as your material plane. You can erect such a place as an object or as a gateway between two buildings or between two floors of a circular structure. The surface you choose is free of any spell or construction magic and forms perpendicular to the floor. The water has resistance to damage and can’t be dispersed by spells or construction magic. As long as the water is within 30 feet of a building or between two floors of a circular structure, the water doesn’t leave a trail of destruction back to its surface.
Transmutation
Create Water
60
Concentration, up to 1 minute
Choose a water-shaped pool that you can see on the ground within range. You create up to ten vials of water on the ground within range. You can create one vial of water for each of your turns until you use your action to create a new one. Once a vial has been created, it ceases to be a vial at the beginning of your next turn and becomes a vial of water until removed from the ground, at which point it resumes its use of the pool. The vial continues to use the ground within range while the spell persists. You can create one vial of water and keep it forever. Make a new one only once per short rest. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Create Water
60
Concentration, up to 1 minute
You conjure up the air or vapor at a point within range within which a creature can cast spell. A creature takes 8d8 radiant or sub-subtlety bludgeoning damage and has advantage on the attack roll, ability check, and weapon attack rolls of its choice that it makes before the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.
Transmutation
Create Water
60
Instantaneous
A pool of water becomes difficult terrain for an attacker. The water moves around corners. Each 5-foot-diameter cylinder requires at least 1 minute to clear by hand. The water appears to fill a 10-foot cube within range. If the water doesn’t clear by hand, the water moves around corners. Each 5-foot-diameter portion must be cleared by
Create Water
60
Instantaneous
As part of the action used to cast this spell, you must designate a source of water that can be viewed from and used to create one of the following effects, either by hand or through a transparent portal leading into an unoccupied space that you can see within range: • A puff of wind, • A puff of flame, or • Any other effect created by the spell. • Grasping a wet object made of mud, dust, or some similar substance to create a trench. • Using a wick to chill a surface covered with mud. • Using a siphon made of mud to siphon off moisture. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the effect of each effect increases by 2 HP. For example, the trench created by using this trench trench damage is reduced by 30 until it is no longer reduced by 30 HP.
Transmutation
Create Water
60
Instantaneous
Whispering to the spirits inhabiting your body—a voice that no mortal creature can hear, for example, or the chitinous whisper of a whisperer at your command—stirs and thins a creature’s flesh. Any creature of the size or smaller within 5 feet of the whisperer must make a Constitution saving throw. On a failed save, the creature is deaf and blind until its mind reverts to normal. The creature takes 10d6 cold damage, and it has advantage on this saving throw if it can. When cold damage occurs, a second saving throw is made against it. It takes 4d6 cold damage, and it has Constitution acid without first taking acid damage. At Higher Levels. If you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd.
Transmutation
Create Water
60
Instantaneous
You choose a portion of any liquid or gas within range that you can see and that fits within a 5-foot cube within range. You manipulate it so that it flows freely on your side of the room it flows in. The water then appears in a spot you choose within range and lasts for the duration. You can create any sort of liquid or gas you desire by pouring it into a large pot or vat of boiling water, succeeding on a Strength or Dexterity check (your choice) or by pouring it from a container or a small compactor within range. As a bonus action, you can move the water up to 30 feet in a straight line, taking 4d4 slashing damage for each foot moved. When the water reaches its maximum speed, it creates a 50-foot-radius, 40-foot tall cylinder of water that carries it. If more water is created in the cylinder, it is turned upside down and moves 10 feet every time it is turned. When the cylinder is full, a fountain of water appears and moves 10 feet in a straight line. When the center of the water appears, an unstable pit fills the water and the water spreads around corners. All nonmagical ranged attacks made against you are automatically made with advantage. If any creature would attack you, it would take 3d6 lightning damage, and it would be stunned.
Evocation
Create Water
60
Instantaneous
You choose a solid, flat surface within range to create a vapor. Choose one flower or an even finer plant growth on the ground within range. You create up to ten equal-sized cubic feet of vapor, which has a diameter of 10 feet and a height of up to 60 feet, in a 30-foot radius centered on the point you chose. The vapor remains for as long as you are outdoors and emits bright light in a 30-foot radius around it. When you cast the spell, you choose whether the vapor is clear or obscured and how difficult it is for creatures to see through the vapor. If you cast this spell on the same spot every day for a year, the vapor appears clear and obscured as a mist, until it disperses.
Transmutation
Create Water
60
Instantaneous
You conjure up a small, unoccupied, transparent cylinder on the ground just outside the door of your home. The cylinder is composed of water, ice, and sand. The water you specify appears as a solid mass in a location you specify within range. The water can be muddy, muddy, or cloudless. The cylinder can contain up to 100 gallons of water.
Evocation
Create Water
60
Instantaneous
You create a 100-foot-deep, 10-foot-high cylinder of water in a 20-foot-radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. At the start of your next turn, you can use an action to make a Wisdom (Perception) check against your spell save DC. On a success, the spell ends.
Evocation
Create Water
60
Instantaneous
You create a lake of water, which appears in any spot on the ground within range. The water appears in the form of a cylinder. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. While the lake is on the ground, creatures are restrained in the water and have advantage on attack rolls against it. Creatures can move through the water at will. Each creature in the lake’s space must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage. A creature can use a bonus action to move through the water. A creature must also make this saving throw at the end of each of its turns.
Evocation
Create Water
60
Instantaneous
You create a pool of water in a 20-foot cube centered on a point of your choice within range. Choose any number of creatures that you can see within the area. The water spreads around corners. To a point, the water spreads to all other creatures in the area. The water then appears in any spot on the ground where it appears, but can’t be moved. A creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the spell creates the pool of water it used to create. The water is harmless to all creatures within 5 feet of it. As a bonus action on your turn, you can move the water up to 60 feet in any direction. You can also cause the water to move up to 60 feet in any direction. The water moves with you, resting on a flat surface. When you move the water, you can move it up to 30 feet in any direction. Once
Create Water
60
Instantaneous
You create a pool of water in a 30-foot cube in a location that you can see within range. Any creature in the area can make a Dexterity saving throw. On a successful save, a creature is pushed 30 feet in the air to the right of the pool. If the creature is moving more than 30 feet from the center of the pool to the right, it is pushed up to 20 feet. If a creature moves more than 20 feet from the center to the right, the creature is pushed up to 25 feet. A creature that moves more than 25 feet from the center to the right must make a Constitution saving throw. On a successful save, the creature moves to a spot within range and doesn’t need to move. If the creature moves more than 25 feet from the center to the right, the creature is pushed up to 25 feet. A creature that moves more than 25 feet from the center to the right must make a Dexterity saving throw. On a successful save, the creature moves to a spot within range and doesn’t need to move. If the creature moves more than 25 feet from the center to the right, it is pushed up to 25 feet. A creature that moves more than 25 feet from the center to the right must make a Constitution saving throw. On a successful save, the creature moves to a spot within range and doesn’t need to move. A creature that moves more than 25 feet from the center to the right must make a Charisma saving throw. On a successful save, the creature moves to a spot within range and doesn’t need to move. A creature that moves more than 25 feet from the center to the right must make a Wisdom saving throw. On a failed save, the creature moves to a spot within range and doesn’t need to move. A creature that moves more than 25 feet from the center to the right must make a Wisdom saving throw. On a successful save, the creature moves to a spot within range and doesn’t need to move. An object created by the spell can’t be moved or touched.
Transmutation
Create Water
60
Instantaneous
You create a small, opaque water-like substance in your space. You decide what kind of liquid it is and how it looks. The substance can be anything you choose, but the liquid must be something else than liquid. The material you choose must fit within a 10-foot cube. The substance can be made from any material or stone you have found, or you can use any stone you have found. You can make a floating, circular substance that floats 10 feet above the water. If you are creating water, the substance doesn’t have to be liquid: it can be any liquid you choose, but the liquid must be something else than liquid. The substance can be whatever you choose, but the liquid must be something else than liquid. The substance can be transparent, transparent metal, stone, air, fire, or water. It can store up to 5,000 hit points, and it can’t disintegrate if it is destroyed. The substance can be shaped to your liking, but the shapes are permanently attached to the creature you used as the material. You can create any shape you like, but the substance must fit within a 10-foot cube. You can create any shape you like, but the shape is permanently attached to the creature you used as the material. You can create any shape you like, but the shape is permanently attached to the creature. You can create any shape you like, but the shape is permanently attached to the creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the size of the substance you create increases by 10, and the resist energy it uses increases by 1, for a total of 100 percent energy transformation.
Evocation
Create Water
60
Instantaneous
You create a solid, floating, swirling mass of water that you can see 60 feet in the air. Until the spell ends, you can use a bonus action on each of your turns to create as much water as you like, up to a maximum volume of water you can move. You can use a bonus action to create a cloud of water, which floats in the air and lasts for the spell’s duration. You can also use a bonus action on each of your turns to create a 20-foot cube of solid water, which has the same properties as water you created with this spell. Until the spell ends, you can use a bonus action on each of your turns to create a floating globe of water that is 5 feet in diameter and is 10 feet tall. You can also use a bonus action on each of your turns to create a wall of water 10 feet in diameter and 10 feet tall, 40 feet high, and 10 feet thick. Any creature that enters the wall or enters the cube when the spell ends must make a Dexterity saving throw, taking 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns, you can move the wall up to 30 feet in any direction. When the wall reaches its maximum height, you can make a separate entry. The wall is made of either two panels or panels of different shapes. It can be made of any material you choose, but the wall must be 1 foot in thickness, 20 feet high, and 10 feet wide. Any creature that moves through the wall (including moving through the wall) takes damage equal to the amount of damage dealt to the wall by the spell.
Divination
Create Water
60
Instantaneous
You create a water-like substance within range. The substance appears in a spot you choose within range. The surface area is difficult terrain. An unwilling creature can use its action to go up to 10 feet underground or up to 60 feet above the surface. The water disappears when the spot is no longer wet or dry.
Transmutation
Create Water
60
Instantaneous
You create a watery pool of water in the shape of a cylinder. The water appears to be liquid, and it has a surface area of 15 feet, and it is water-resistant to fire. The water can be drawn to creatures or placed in any manner you choose. You can also create a sphere, a sphere of water, or a cylinder, which you can move as you like, but the surface is flat. The sphere or cylinder is covered by a sheet of nonmagical force, and it has a 30-foot radius. The water can be siphoned off by creatures or created from rocks. If the water is large enough to hold its own against water, the water can be siphoned off by smaller creatures or created from rubble. After 30 days, the water becomes small enough to be dispersed by wind, but not so large as to overwhelm the water. The water can be made to move easily by means of a simple means, such as by means of a rod or a sling. The water can be used as a fuel or as an insulator. The water can be restored to its original condition using a short or long rest. If the water persists, you can use your action to restore it to its original condition.
Transmutation
Create Water
60
Instantaneous
You create up to ten feet of water on a side within range. You can shape the water in any way you choose so long as it is still water and no more than once per round. You can also use this spell to create a circle or a sphere that is no larger than a 20-foot cube. You create one of the following effects when you cast this spell: • You instantaneously fill a 5-foot-radius, 5-foot-high cylinder with greenish-white mist to the extent that only grass and weeds remain. • You chill the water and chill solid leaves of trees within 5 feet of it for 30 days. • You chill solid leaves of a plant for 30 days, and chill up to 5 feet of its length on each of these plants. • You freeze solid leaves of a plant for 30 days, and chill up to 5 feet of its length on each of its leaves. • You freeze and solidify any loose leaves of a plant that you freeze and solidify. • You chill up to 1 foot of a surface and chill solid air for 1 hour.
Transmutation
Create Water
90
Concentration
Create Water
90
Concentration, up to 10 minutes
You create up to ten feet of fresh water on the ground or in containers within range. You can make the water appear as fog, freezing razors, or similar objects. If you make a melee spell attack against a creature under the water, the target must succeed on a Dexterity saving throw or take 1d8 cold damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Create Water
90
Instantaneous
You choose a point you can see within range and create a fountain of water in the center of the room. You can extinguish the fire in the center of the room, or create a trench in the floor of the room. If you create a trench, water forms it in a horizontal line, then rises to fill it. If you create a water trench, water rises, and so on until the specified distance has been removed. The water remains for the duration, or until you use your action to dismiss the water trench.
Transmutation
Create Water
90
Instantaneous
You create an empty mass of water in a 20-foot cube centered on a point of your choice within range. Choose one of the following options for how long: • 1 minute • 1 hour • 2 days • 2 years • 2 years or older • 3 years or older • 3 years or older • or 4 years or older The mass of water is composed of up to three gallons of water, each containing 1d8 gallons of liquid. The water can be used to create magical or mundane objects, such as a lantern or a rope, or even create magical or mundane traps. The water can also be used to create magical or mundane traps that can be broken. The water can be used to create magical or mundane objects, such as a lantern or a rope, or even create magical or mundane traps that can be broken. The water can also be used to create magical or mundane objects, such as a lantern or a rope, that have an area of effect that is difficult to reach.
Transmutation
Create Water
90
Instantaneous
You create a watery mass of water on a solid surface within range. You make the water appear to be made of water, or you create a liquid that resembles water, in which case you create a solid surface in which to place your spell’s water spell. The liquid appears to be liquid, but the spell creates nothing but water. This spell can affect up to 10 creatures and up to 10 objects in a 5-foot cube. When you cast the spell, you can use a
Create Water
90
Instantaneous
You create up to five tiny, transparent masses on the ground within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 bludgeoning damage, or half as much damage as it would on a successful save. Also, the first creature to make a saving throw takes 3d6 bludgeoning damage, or half
Create Water Creature
60
1 Round
You create a small, aquatic creature of challenge rating 5 or lower that has a weight of 5 pounds and is friendly to you. The creature must make a Strength saving throw. On a failed save, it is restrained in a shallow, dark pond for the duration. On a successful save, it hovers in the water for the duration. A restrained creature can’t attack or take damage from moving in the water. A restrained creature can use its action to make a Strength check against your spell save DC against a water spell or a strong wind spell. If successful, the creature remains in the water until the spell ends or the water is cleared. The creature can’t attack or take damage from moving in the water. The creature can use its action to mend or reshape itself in any manner it chooses, provided the transformation doesn’t violate the rules for its size, shape, coloration, or other characteristics. The creature can’t take actions while in the water, and its movement isn’t possible during its stay. When a creature in the water attains the water’s surface, it makes a Dash. The creature can make other similar movements as normal, and the water doesn’t move when it fills its current volume. The creature can use its action to move the water’s surface up to 30 feet, if it wishes. The water appears to be free of water damage. The water appears to flow freely between creatures. If a creature moves more than 30 feet from the surface, that creature must succeed on a DC 15 Dexterity saving throw or take 1d4 bludgeoning damage. If the creature moves more than 30 feet, that creature must make a Dexterity saving throw at the end of each of its turns. If a creature moves more than 30 feet, that creature takes fire damage equal to the damage of the spell. The fire damage and the bludgeoning damage roll against this spell are the same.
Abjuration
Create Water Elemental
150
Instantaneous
You create a water elemental that can resist cold and fire. Until the spell ends, the elemental has the following benefits: - It has resistance to fire damage. - It can use its reaction to throw a Medium or smaller object. - It can use its reaction to throw a Large object. At Higher Levels
Create Water elemental
30
8 Hours
You create a water elemental that is a water elemental with the following properties: - The water creature is immune to poison. - The water elemental is proficient in both slashing and piercing. - The water elementals have a +2 bonus to AC. - The water elemental has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. - The water elementals have advantage on Dexterity (chap. 5) checks made with a weapon of reach. - The water elementals have immunity to cold damage. - The water elementals have resistance to fire damage. - The water elementals have resistance to fire damage from nonmagical weapons.
Transmutation
Create Water Elemental
60
8 Hours
You invoke the magic of the water to fill a 20-foot cube on the ground that you can see within range. Until the spell ends, water forms around corners, and the water doesn’t reach the ground or the ceiling. You ignore any creatures in the area that have not yet been engulfed in rain or snow. When you cast this spell, you can affect up to four creatures, rather than the number of creatures you have available. Each target must make a Dexterity saving throw. On a failed save, a target takes 2d6 bludgeoning damage and is knocked prone. If the creature is holding or wearing the creature’s top layer or a layer of the creature’s top or layer of magic inscribe over it, the creature is stunned until the end of your next turn. This spell doesn’t protect against the triggering of spells or the casting of spells on yourself or a creature you have seen. If you target a creature, you can use your action to shake that creature to the ground and try to drain its energy, but the creature is incapacitated and can’t move.
Evocation
Create Water elemental component
60
Instantaneous
This spell creates a pool of water that fills a 5-foot cube centered on a point within range. The spell can be cast anywhere in the area, provided that you control the water elemental component. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 4d6 bludgeoning, piercing, and slashing damage, and is restrained in the pool until the spell ends. Once a creature reaches its maximum length, however, the water length can be reduced to 0. The water area remains enclosed until the spell ends, at which point the water drops to 0 feet in the water and falls to the ground. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Create Water elemental elemental
30
Instantaneous
You create one of the following elemental elements: acid, cold, fire, lightning, or thunder. The elemental can be any element, including stone or fire. You also create the following effects: • You create a solid solid elemental that lasts for the duration. • You create an elemental that lasts for the duration in air. • You create an elemental that lasts for the duration in water. • You create an elemental element that lasts for the duration in water and lasts for the duration in air. The elemental can be any element, including stone or fire. This spell can’t create a new element. If the element’s creation fails, you create one from a new element. If you create an element that destroys a creature, the creature must succeed on a Constitution saving throw or be destroyed.
Evocation
Create Water elemental elemental aura
60
1 Hour
You create a swirling cloud of water that fills a 20-foot cube within range. The cloud is harmless to creatures within the cloud’s area. If the area is open, objects of clothing, or equipment that is on the ground on the ground are instantly engulfed in the cloud. This spell has no effect if the area is outside the spell’s scope.
Evocation
Create Water elemental elemental elemental spell
Concentration, up to 1 minute
You create a water elemental elemental spell in a 5-foot cube centered on a point within range. The spell creates water elementals that are one size category larger than yourself. Each target of your spell’s spell’s
Create Water elemental elemental force
Self
Concentration, up to 1 minute
You create a solid earth, stone, or any other solid substance that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 bludgeoning damage and is pushed 10 feet toward the center of the spell. The spell ends if you cast it again or if you use a new casting time.
Conjuration
Create Water elemental elemental force
Self
Instantaneous
You create a floating fountain of water in a 20-foot diameter cylinder centered on a point within range. The water has the same elemental component as water itself, and it doesn’t have resistance to water damage. The water appears in an unoccupied space within range that you can see within 30 feet of the point you described. A creature can use an action to dismiss the spell. The water appears in the shape of a normal fountain and disappears when the spell ends. If the water disappears, the spell ends. The water is an air elemental that can’t be trapped. If the water is drawn into the center of a creature’s space, creatures can use their movement to move up to 10 feet to stay within its space. If the water moves away from the creature, the creature can use its move action to move away from it. If the water moves into a creature's space, the creature can use its move action to move away from it.
Conjuration
Create Water Elemental
Self
Concentration, up to 1 minute
Choose a point you can see on the ground that is no larger than a 20-foot cube within range. A creature of your choice within that range (no greater sphere or sphere’s dimensions than that of the ground) that you can see must succeed on a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and is knocked prone if it moves more than 10 feet away from you.
Evocation
Create Water Elemental
Self
Concentration, up to 1 minute
Choose one point you can see within range. A water beast of challenge rating 2/2—6 hits your creature or object every time you take damage. Creatures and objects that aren’t being worn or carried have disadvantage on the attack roll, ability check, or saving throws you make while within the
Create Water element
Self
1 Hour
You create a pool of water in the shape of a fountain in a 20-foot radius. You can create a solid surface for the spell’s duration. When the spell reaches its full duration, you can create a 30-foot-radius sphere of water in the shape of a fountain in a 20-foot radius centered on the point you chose. Each creature
Create Waterhole
30
Instantaneous
A 20-foot cube of water rises up above ground and then disappears when twelve pieces of water have been drawn from the ground. Each piece of water in the area must be drawn from the ground.
Transmutation
Create Waterhole
30
Instantaneous
A 20-foot-high cylinder of water appears in the ground that you can see within range. The cylinder is heavily obscured, making its movement and falling difficult terrain difficult terrain. The cylinder is similar in shape to the waterhole created by the waterhole created by waterhole 1 inch. The water is difficult terrain and requires at least 1 minute to clear by hand. The waterhole created by this spell has no depth.
Transmutation
Create Waterhole
30
Instantaneous
A vertical column of water erupts in a 20—foot-radius, 40-foot-high cylinder centered on a point within range. The cylinder is difficult terrain and requires at least 1 minute to clear by hand. The water can be destroyed by dropping the pillar, or by dropping the pillar to 0 hit points. The water is difficult terrain and requires at least 1 minute to clear by hand.
Transmutation
Create Waterhole
30
Instantaneous
A vertical column of water springs from a point you choose within range to a point that you can see. The point must be on a point within range. Any creature that starts its turn in the center of the water must make an Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and can’t benefit from being carried or otherwise interacted by the water. On a successful save, the creature takes half as much damage and isn’t affected.
Transmutation
Create Waterhole
30
Instantaneous
A vertical column of water springs from a point you choose within range to a point you choose within range. The spell’s area is 100 feet wide, and the water spreads over barriers up to 60 feet wide. The area requires at least 1 minute to clear by hand. The water spreads out across flammable objects in the area as if it were liquid. The water also moves through water that is not liquid.
Transmutation
Create Waterhole
30
Instantaneous
A vertical column of water springs into existence in a 20-foot-high cylinder centered on a point you choose within range. The cylinder is difficult terrain and requires at least 1 minute to clear by hand. The water is difficult terrain and requires at least 1 minute to clear by hand. The water can be destroyed by dropping the pillar to 0 hit points.
Transmutation
Create Waterhole
Self
Concentration, up to 1 minute
A 20—foot cube of water appears in the ground and then disappears when twelve pieces of water have been drawn from it. You can place a pillar, raise or lower the elevation of the cube, erect or flatten the pillar, erect or flatten the pillar, erect or flatten or flatten the pillar, flatten or flatten or flatten the pillar. The pillar is difficult terrain and requires at least 1 minute to clear by hand. The pillar is also difficult terrain and requires at least 1 minute to clear by hand. The pillar can be destroyed or damaged by nonmagical or physical damage, either by dropping the pillar to 0 hit points or by dropping the pillar to 0 hit points. The damage type is the same as that of the waterhole created by this spell.
Transmutation
Create Waterhole
Self
Concentration, up to 1 minute
Until the spell ends, water rimes your body and fills your body, causing you to have resistance to acid, cold, and thunder damage. If you are working with water, you can use your action to move the water up to 60 feet in a round within range.
Create Water-level Spray
30
Instantaneous
You cause water to ripple from your body and float in a 30-foot-radius line up to 90 feet long and 20 feet high. Choose one of the following effects when you cast the spell. The water lasts for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Create Water-level Wateric Wall
30
Instantaneous
You create a water fountain that has a 5-foot diameter and a 10-foot high wall that has a 5-foot diameter. You choose one of the following effects when you cast this spell. The following effects apply to all damage types. The damage type, or type, is in the effect’s order. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Create Water monster
60
1 minute
You create a water elemental that attacks one creature you can see within range. The target must succeed on a Strength saving throw or be sucked into the water. The elemental can’t be hit by nonmagical weapons or other nonmagical projectiles. The water has a diameter of 5 feet and a height of 1 inch. It is difficult terrain. On each of your turns, you can target one creature within 5 feet of the water for the first time on a turn or a move within 5 feet of the water. The target can make a Constitution saving throw, taking 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Evocation
Create Water
Self
10 minutes
You create a vaporless, 1,200-foot-deep pool of water in a 30-foot-radius sphere centered on a point you can see within range. The sphere is heavily obscured and fills a 20-foot cube. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The vapor fills a 10-foot cube and can’t expand until the end of your next turn. You can make this saving throw again at the end of each of your turns, ending the effect on itself on a success. The water then descends toward you, centered on the point you animated. You can make the water turn to stone as you cast the spell, ending the spell on the point and removing the spell from it.
Transmutation
Create Water
Self (15-foot cone)
Instantaneous
You create a 20-foot-radius sphere of water. The sphere spreads out from you in a direction you choose within range. Each creature in the sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 18 d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Create Water
Self
1 Hour
An undead creature you can see moves in a 60 foot radius, and you create a 20 foot-wide cylinder with a diameter of 10 feet and a mass of water in it. The water has a depth of 60 feet and can be up to 100 feet. The water remains for the duration. An undead creature can’t breathe, and a water creature that can’t’ move must make a Constitution saving throw. On a failure, the water fills the target’s space. The target’s space is unaffected by this spell, as well. Until the spell ends, the water can be used to create any number of tiny creatures in the range, as well as creating water in the same area. The water can be filled with any number of drops, lumps, or cubes. The water can be used to create any number of small creatures, as well as creating water in the same area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the water can create up to ten creatures of your choice that you can see within range. Each creature you choose must be within the range or it dies.
Conjuration
Create Water
Self
1 minute
Choose a point you can see within range. You create a magical oportune that appears in the ground
Create Water
Self
1 minute
You create water-like structures on the ground within range to protect you. The water appears in a spot you can see within range, and lasts for the spell's duration. The water has the same properties as normal water, except it is opaque, transparent, and can't be covered with other liquids. You can use your action to create one of the following structures within range: • A ceiling or a rock wall that blocks the water flow, or • A ceiling that blocks the water flow, or • A ceiling that blocks the water flow. The water can move independently of the structures, though it can’t move more than 30 feet across a body of water. That movement doesn’t provoke opportunity damage. Until the spell ends, the water can’t be attacked or damaged. The water can’t be evaded or blocked, nor can it be damaged by spells or magical effects. The water can’t be turned into food or drink. If the water is lost or damaged, the water can disappear, even to the nearest unoccupied space.
Transmutation
Create Water
Self
1 round
You create a swirling mist at a point you can see within range. The mist spreads in a 60-foot cube, centered on that point. Each creature in the area must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature is unaffected by this spell.
Illusion
Create Water
Self
Concentration, up to 10 minutes
This spell creates a swirling pool of water on the ground. The water recoils when you cast this spell. When you cast this spell, you can specify a password that, when read, appears to be personal. Any creature or object in the water moves with it, and the water has no effect on you. At Higher Levels. When you cast this spell using a spell slot of a higher level than the one you use for the casting, you can choose a password that you know and that can handle up to 1,000 words. The password is strong, spell-like, and is brief, but it can also describe the location of any creatures or objects in the water.
Enchantment
Create Water
Self
Concentration, up to 10 minutes
You create a constant stream of water that lasts for the duration or until you create a new source of water. The spell creates no water or water no longer created by this spell. You can use this spell only once before the spell ends.
Divination
Create Water
Self
Concentration, up to 1 hour
This spell creates a horizontal beam of water, 1 mile long and 3 feet deep, that flies out from you toward a point you choose within range, such as the campfire or a tree or a rock face, and spreads the water in a 20-foot cube within range for the duration. An obstacle, loose object, or loose spell of casting falls onto the target spot and extinguishes it, creating a wave of tiny flames similar to a carrington or a cedar that travels 1 mile per 5-foot radius. Each creature in the wave when it occurs must make a Dexterity saving throw. On a failed save, it takes 14d10 radiant damage and is extinguished within 24 hours. On a successful save, it takes half as much damage. If a creature uses its action to use its action to move across a clearing and reach its destination abreast, the creature uses its action to locate its destination immediately before moving. If a clearing has a high ceiling and/or is made of loose ceiling, the creature can move up to 30 feet across the room and reach its destination up to 100 feet underground.
Transmutation
Create Water
Self
Concentration, up to 1 hour
You create a body of water of your choice that fits within a 10-foot cube that you can see within range. The water must be of a liquid nature and must be at least 1 foot in the center of the cube. Each creature in the cube must make a Constitution saving throw. On a failed save, a creature takes 7d6 fire damage, and the creature must use its action on a subsequent turn to extinguish the fire. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or starts its turn there. A creature extinguishes a fire in the cube when it drops to 0 hit points. If the cube’s water is drawn from a solid object, a torch, or a similar light source, the cube is lit by the torch. If the cube is drawn from a wood surface, a sheet of wood, or a similar material, the cube is lit when the object is drawn. A creature that moves through the cube can use its action to move the cube up to 30 feet. A creature with truesight can use its action to see through the cube, and the creature can’t see through walls except through opaque glass. When a creature enters the cube for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature is expelled from the cube, and the spell ends for that creature. On a successful save, the creature is expelled from the cube. If the creature ends its turn in an unoccupied space within 30 feet of the cube, that space is automatically expelled from the cube.
Transmutation
Create Water
Self
Concentration, up to 1 hour
You create a flowing stream of water in one of the following ways: • A pool of water forms at the edge of a solid surface. The water moves in all directions, and it is difficult terrain for creatures other than you to pass through. • A cloud of water forms around a point you can see. The water moves in all directions, and it is difficult terrain for creatures other than you to pass through. • A pillar of water forms around a point you can see. The water moves in all directions, and it is difficult terrain for creatures other than you to pass through. • A swirling mass of air forms around a point you can see. The air moves in all directions, and it is difficult terrain for creatures other than you to pass through.
Transmutation
Create Water
Self
Concentration, up to 1 minute
A water-like substance appears on the ground in a 10-foot cube for the duration. Until the spell ends, you can use a bonus action to create up to 10 gallons of water on each of your turns. The water you choose must be water that is 1 inch thick, or less than one gallon deep. A creature can’t be moved more than 30 feet from the source of the water created by this spell
Create Water
Self
Concentration, up to 1 minute
You conjure up a liquid substance you can see within range and which has the water characteristics. The liquid appears in a 20-foot cube and lasts for the duration. The water can be up to 10 gallons (12 m 3 ), up to 1 100 feet deep (60 m 3 ), or up to 1 1/2 miles long (30 m 3 ). The water can be made from any of the following ingredients: (a) a mineral water, (b) a mineral water solution of any mineral type, or (c) a solution that is water-resistant. You can use a bonus action to cause the water to move at least 30 feet away from you.
Transmutation
Create Water
Self
Concentration, up to 1 minute
You create 1,000 gallons of water in a 30-foot cube that you can see within range. The water can be either a simple aqueduct, a flowing pit, an open pit, or a flowing tributary, and the water can be up to 30 feet long and 10 feet wide at the base. The water can be up to 60 feet deep, and it can’t exceed 10 feet of water’s capacity. It can be used to create up to two 100-foot-diameter, 10-foot-deep, 1-foot-deep, or 10-foot-deep pit, each weighing 1,500 pounds. A wall or other structure can create up to 100 feet of water in a 20-foot radius. The water can be up to 100 feet thick and can be created from solid rock, clay, or wood.
Transmutation
Create Water
Self
Concentration, up to 1 minute
You create a portal to another plane of existence—the plane you named or named it. The portal is a solid sphere that can be as large as a human body or as small as a human head. The portal opens into a portal to another plane of existence. The portal is blocked by natural barriers, though you can use any solid barrier you choose that you can reach to protect it. Any creature or object in the portal, including its body or its equipment, that is within the portal, can pass through it. The portal opens to a point that you can see within range. The portal is a sphere. The portal is made of water and can be as thick as a human body or as thin as a human head. A creature or object in the portal can’t pass through it or pass through it through any barrier you choose. The portal is difficult terrain. Any creature or object within the portal is difficult to reach. A creature or object within the portal can’t cast spells.
Transmutation
Create Water
Self
Concentration, up to 1 minute
You create a shimmering substance within range. The substance is harmless and doesn’t harm anyone. The substance persists for the duration, and you can use your action to create a different substance if the spell you create is successful. In any case, the substance appears in your hand if it remains for the duration. If the substance is created from dust or stone, it appears in your hand if it isn’t there.
Divination
Create Water
Self
Concentration, up to 1 minute
You create a stream of water that you can see within range. The water appears in any number of colors, forming the following patterns: • Water flowing from a point of your choice within range, such as a fountain, a cave, or a lake • Water flowing from a point of your choice within range, such as a pit • Water flowing from a point of your choice within range, such as a deep pit • Water flowing from a point of your choice within range, such as from a mountain • Water flowing from a point of your choice within range, such as from a swamp • Water flowing from a point of your choice within range, such as from a swamp At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Abjuration
Create Water
Self
Concentration, up to 1 minute
You create a swirling cylinder of water in an unoccupied space you can see within range. Until the spell ends, the water flickers with each movement. A creature that can see the cylinder can make a Dexterity saving throw. On a failed save, the creature takes 1d8 bludgeoning damage. A creature that fails this save takes 1d8 bludgeoning damage on a failed save. If the cylinder is larger than that, creatures that fit through it are pushed up to 10 feet in a random direction, and the cylinder extends to the wall, providing a 10-foot-radius sphere of space for the spell’s area. A creature can’t enter the sphere through a door, except if a door is open.
Evocation
Create Water
Self
Concentration, up to 1 minute
You create a water-filled, misty floating object that can be held or carried by a creature holding a sphere of water or a sphere of air. The object is a solid object and can be up to 60 feet in diameter. When the spell ends, the object remains in the air for the duration. The spell creates a water-filled, misty floating object that can be held or carried by a creature holding a sphere of water or a sphere of air. The object is a solid object and can be up to 60 feet in diameter. When the spell ends, the object remains in the air for the duration. The spell creates a water-filled, misty floating object that can be held or carried by a creature holding a sphere of water or a sphere of air. The object is a solid object and can be up to 60 feet in diameter. When the spell ends, the object remains in the air for the duration.
Divination
Create Water
Self
Concentration, up to 1 minute
You create a watery mass of water on the ground within range. Choose one creature you can see within range.
Create Water
Self
Concentration, up to 1 minute
You create up to 5 gallons of water within range. The water is instantly drawn to creatures within 30 feet of it. This spell has no effect on undead or constructs.
Abjuration
Create Water
Self
Instantaneous
Whispering to the world, you create up to five gallons of clean water on a rolling spell-like level. The air is difficult terrain and water can pass through it easily. The spell creates no fog, only fine lines and curves. The water doesn’t form crystals, but ordinary objects and gases can be easily divided up into smaller masses. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 5d8 water damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Transmutation
Create Water
Self
Instantaneous
You cast this spell and a swirling vortex appears in the space you specify. Make a ranged spell attack against the target. On a hit, the target takes 3d6 thunder damage. If the vortex hits multiple creatures, it explodes in a 20 foot radius centered on that creature. The vortex moves in a 20-foot-radius sphere centered on that creature. If the vortex is within 30 feet of a creature, the target must make a Dexterity saving throw. On a failed save, the creature takes 4d6 thunder damage and is pushed 10 feet away from the vortex. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Evocation
Create Water
Self
Instantaneous
You create an invisible, swirling, swirling pool of water that you can see within range. You can fill it with water, but no more than once per round. You can also make the water move in any direction, but you must make your movement within range with advantage. The water can be any size and color, though it can’t be more than one-quarter full. The water is opaque and has a translucent surface. The water can be evapowered by one use of the Enchanted creature feature. The water can be purged of any magical or nonmagical effects affecting it, but it can’t be cast into nonmagical or nonmagical water. When you cast the spell, you can dismiss the spell before it ends. Make a ranged spell attack. On a hit, the target takes 2d10 acid damage, and it takes 2d10 necrotic damage. The spell’s damage increases by 2d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Conjuration
Create Water
Self
Instantaneous
You create a watery mist in a 5-foot cube. The mist spreads out into an area of flat, solid ground and then disappears. The ground in the area is non-porous and can be made difficult terrain. The ground in the area is non-porous and can be made difficult terrain. You can use your action to create a portal that leads to a location that you can see within range. The area is opaque and requires at least 1 foot of ground in the area to pass through. For the duration, the portal is created in the form of a floating, transparent cylinder. Each creature in the area must make a Constitution saving throw. On a failed save, the creature is pushed up to 10 feet away from you in a straight line. If a creature moves into the cylinder as part of casting this spell, it can make a Dexterity saving throw. On a successful save, the creature moves into the cylinder. The cylinder is composed of 10 cubic feet of rock. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, the creature is pushed up to 10 feet away from you in a straight line. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the cylinder increases by 5 feet, and the number of rooms in the cylinder increases by 1. When you use an action to create an area that you can see within range, the spell creates a watery mass in the shape of a circle centered on the water surface. The watery mass appears in a 10-foot cube centered on the water surface. Each creature in the area must make a Constitution saving throw. On a failed save, the creature is pushed up to 10 feet away from you in a straight line. The cylinder is composed of 10 cubic feet of rock. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature is pushed up to 10 feet away from you in a straight line. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the cylinder increases by 5 feet, and the number of rooms in the cylinder increases by 1.
Transmutation
Create Water
Touch
8 Hours
You touch a willing creature that you can see within range. The target must succeed on a Charisma saving throw or be charmed. On a failed save, the target is stunned until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Transmutation Aura
Self (30-foot radius)
Instantaneous
You touch a willing creature that you can see within range. The target must succeed on a Wisdom saving throw or become charmed for the duration. On a failed save, the target is stunned until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Abjuration
Create Water
Touch
Concentration, up to 1 minute
You conjure up a wave of water that springs from your hand and disappears when you dismiss it as an action. Up to 10 creatures of your choice that you can see within range can step into the water. The water lasts for the duration. When you cast this spell using a spell slot of 5th level or higher, the water spreads out to cover up to 10 miles. You can also use your action to create up to ten waves. Each wave must be within 30 feet of a point you choose within range. You can create up to ten waves in a row. Each wave must be at least 5 feet in diameter. The wind in the wave can be up to 100 miles per hour.
Transmutation
Create Water
Touch
Instant
Create Water
Touch
Instantaneous
You invoke the power of a spirit that has a 10-foot radius and a range of 60 feet. The spirit radiates holy water, which can be an elemental, a strong wind, or a mixture of all three. The water can be made from any material, including stone, wood, or woody matter. When the spell ends, the spell is dismissed.
Evocation
Create Waterway
Touch
8 Hours
You touch one object that isn’t being worn or carried. That object becomes a waterway and floats toward you in a fixed, horizontal direction until the spell ends. The waterway is perpendicular to the ground and extends 5 feet in each direction. The water is opaque from above, opaque from behind, or partially opaque. You can use your action to cause the object to sink or rise to create a portal to the outside world, up to 25 feet away. When the object reaches its destination, it returns to the surface, but the object disappears once it leaves the portal or rises. This spell creates an invisible passage through the water, allowing a creature outside the object to pass through freely if the object is within 15 feet of its destination. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Create Water web
120
Concentration, up to 10 minutes
You choose an area of water within range, and construct a 10-foot-diameter sphere on the ground within range. The sphere falls to the ground one hour after the spell ends. Each creature on the ground within that area must make a Dexterity saving throw. A creature also takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell destroys all nonmagical barriers, other than those created on solid ground, and water-based spell damage has no effect on them. The spell can have additional effects through the target’s space (such as water breathing), as long as there are no barriers created during the cast.
Conjuration
Create Watery Sphere
30
30
Concentration, up to 1 minute
You cause the air in a 30-foot-radius sphere centered on that point to flow from your body to move from the ground at a point you choose within range. You choose a point that you can see within range. The air is friendly to you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d30 for each slot level above 2nd.
Evocation
Create weapon
30
Concentration, up to 1 minute
You create a mote of wood or metal that fits within a 20-foot cube and that fits within a 5-foot cube. You choose a weapon you can see and that fits within the following classes: • Mythic: +1 to attack and +1 to damage. • Heavy: +1 to attack and +1 to damage. • Arcane: +1 to attack and +1 to damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the mote's damage increases by 1d6 whenever you hit with it.
Transmutation
Create weapon
30
Concentration, up to 1 minute
You create a nonmagical weapon of your choice you can see within range. The weapon is of the type only the weapon can be created. It has the same properties as the normal weapon. It is made of your choice of metal or stone, and its damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Illusion
Create weapon
30
Concentration, up to 1 minute
You create a simple, yet powerful weapon of your choice made of simple metal or stone. You can use the attack action on a creature or an object and make a ranged spell attack with it. Make a ranged spell attack. You hit the target with a simple, but powerful weapon attack. On a hit,
Create weapon
30
Instantaneous
You create a nonmagical weapon composed of short swords and simple crossbow bolts made of wood or stone. The weapons fill a 20-foot-radius sphere centered on a point you choose within range. Each creature that starts its turn in the sphere must succeed on a Strength saving throw or take 1d8 piercing damage, and it
Create weapon
30
Instantaneous
You create a nonmagical weapon made out
Create Weapon
30
Instantaneous
You create a weapon from wood or stone. You choose a weapon type: fixed-handed weapon, longbow, shortbow, shortbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created. If the weapon is no longer wielded by that weapon type, the spell ends. Weapon and Weapon Proficiency. You can create one additional weapon from any of the following weapons: a shortbow, longbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created. If the weapon is no longer wielded by that weapon type, the spell ends. Weapon and Weapon Proficiency. You can create two additional weapons from any of the following weapons: a longbow, shortbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created. If the weapon is no longer wielded by that weapon type, the spell ends. Weapon and Weapon Proficiency. You can create three additional weapons from any of the following weapons: a shortbow, shortbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created. If the weapon is no longer wielded by that weapon type, the spell ends. Weapon and Weapon Proficiency. You can create four additional weapons from any of the following weapons: a shortbow, shortbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created. If the weapon is no longer wielded by that weapon type, the spell ends. Weapon and Weapon Proficiency. You can create four additional weapons from any of the following weapons: a longbow, shortbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created. If the weapon is no longer wielded by that weapon type, the spell ends. Weapon and Weapon Proficiency. You can create six additional weapons from any of the following weapons: a shortbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created. If the weapon is no longer wielded by that weapon type, the spell ends. Weapon and Weapon Proficiency. You can create one additional weapon from any of the following weapon types: a longbow, shortbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created. If the weapon is no longer wielded by that weapon type, the spell ends. Weapon and Weapon Proficiency. You can create three additional weapons from any of the following weapons: a shortbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created. If the weapon is no longer wielded by that weapon type, the spell ends. Weapon and Weapon Proficiency. You can create three additional weapons from any of the following weapons: a longbow, shortbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created.
Create weapon
60
Concentration, up to 1 minute
You create one of the following weapons: a staff of unbreakable iron bars, a mace of crackling maw of emerald, or a staff of obsidian tipped with ebony scales imbued with mjölnir. The staff is a staff of ebony scales imbued with mjölnir. The staff functions like a normal staff, but it is imbued with mjölnir instead of ebony scales. The staff can hold up to four staffs, granting it 3 hit points and 3/4 the normal number of hit points of ebony staffs. The staff can also be equipped with ebony daggers or maces. The ebony staffs also grant you advantage on attack rolls against creatures other than beasts. The staff can also be equipped with magical or mundane weapons. You create one of the following weapons at the same time: a mace of crackling maw of emerald, a staff of obsidian tipped with ebony scales imbued with mjölnir, a staff of obsidian tipped with ebony scales infused with mjölnir, or a staff of obsidian tipped with ebony scales infused with the power of the mace of crackling maw of emerald. You create one of the following weapons ’ both ebony and ebony staff ’ and then deliver the weapon to each wielder on the following rounds of the round in which you cast the weapon. On each of your turns until the spell ends, you can use a bonus action to create a staff of obsidian tipped with ebony scales imbued with mjölnir, ebony daggers or maces, a staff of ebony tipped with ebony scimitar imbued with mjölnir, or ebony staff imbued with mjölnir of immolation. The staff has the same damage type as the staff created by the ebony staff, but it also has disadvantage on attack rolls against creatures other than beasts. As an action, you can cut the staff up to 5 times in one hand, slashing up to half lengthwise with a nonmagical weapon or
Create weapon
60
Instantaneous
Choose a nonmagical weapon that you can see within range and that fits within a 5-foot cube within range. You create one of the following weapon special effects effects effects; either effect creates an unknown weapon manufactured by a different magic item, a unique magic item created by another creature, or two of your choice, one of which you choose becomes a magical weapon created by a spell or a spell of 3rd level or lower. When you make the creature effect yours, create it from scratch. The creature has resistance to the following damage types: acid, cold, fire, poison, and thunder. Both types of damage take 4d4 slashing damage. At Higher Levels. When you create the special effect you choose, you can create two additional damage types for each slot level above 1st.
Special
Create weapon from body part
60
Concentration, up to 1 hour
You create a nonmagical weapon that
Create weapon from nonmagical ammunition
120
Concentration, up to 1 minute
You fashion a nonmagical weapon from a nonmagical ammunition that you can see within range. It has no bladed or magical properties and is made of solid metal. When you cast this spell, you can make a melee weapon melee attack against one creature within 5 feet of the nonmagical weapon (your choice which creature must be within 5 feet of the nonmagical weapon). On a hit, the target suffers the attack's damage equal to half the total. The weapon’s damage type is the listed weapon’s damage rating. At the time the spell ends, any weapon that doesn’t have a damage rating of 5 or lower can be discarded from the spell. As an action, you can expend one nonmagical weapon from your pocket or in a slot on your nonmagical weapon (your choice) to create a nonmagical weapon of your choice whose weapon normally carries a nonmagical weapon (your choice). You take 3d6 bludgeoning damage, and the weapon’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Create weapon from nonmagical ammunition to bolster defenses
Self (30-foot cube)
1 Hour
The cube of magical ammunition that is the target of your attack and spellcasting for the spell attacks the creature you targeting. If the creature is wearing armor or a shield or has a weapon equipped to it, the spell attacks the creature automatically and then performs an attack of opportunity, using the creature’s natural next attack action, as determined by its owner. On a successful attack, the target takes 3d8 damage, and the spell ends. On a failed attack, the creature simply attacks the creature with the attack, using its remaining action to move onto the next creature for the spell’s duration. You can use only one attack action for each slot level above 3rd.
Transmutation
Create weapon from scratch
10
Concentration, up to 1 hour
You create a nonmagical weapon, a longsword, halberd, halber, shortbow, crossbow, halber, mace, mule, musk, pike, sling, or crossbow. You create two simple, nonmagical weapons: one manufactured by a wizard and the other by a fey or fey master. Your weapon resembles a simple, magical weapon, but it has
Create weapon from scratch
Special
Create weapon of your choice
Instantaneous
You choose a nonmagical weapon manufactured by a fighting tool shop. The weapon must be a nonmagical weapon and must be within range. The weapon can be a simple simple or a long ranged weapon. The weapon is imbued with a powerful magic that can protect it from the effects of incoming damage. The weapon's wielder must make a Charisma saving throw. On a failed save, the weapon's magic dissipates, and the weapon is destroyed. The weapon is neither injured nor destroyed by incoming damage. The weapon can’t be used as ammunition or as a melee weapon. The weapon’s ammunition is magical and must be worn by the wielder. The weapon’s magic is broken when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Create weapon
Self
Concentration, up to 1 minute
You create a mace of ice or thunder and throw it at one creature of your choice
Create Weapon
Self
Concentration, up to 1 minute
You create a simple and effective weapon, such as a crossbow or mace, that you can wield or use as a melee weapon. You can make a ranged weapon attack with the weapon, but it must be a different weapon than the one you’re using. As a bonus action, you can alter the weapon’s damage type so that its damage die is reduced by 1d12. If you make a weapon attack with a different damage die, the modified weapon only damages the first creature struck by the weapon’s damage die.
Conjuration
Create Weapon
Self
Instantaneous
You create a weapon of your choice from the air. Choose a simple weapon, an ornate sword, a crossbow, a sling, or an arrow. The weapon must be at least 10 pounds in length. You can’t create more than one weapon at a time. You can create up to three duplicates of one weapon at a time. You can create up to eight duplicates of a weapon at a time. You can also create up to nine duplicates at a time. You can make one duplicate a creature or an object of your choice that you can see within range. You can also make a duplicate that can be turned into another weapon. For example, if you create a sling, you can create a weapon that can fit in a sling and also be turned into a weapon.
Transmutation
Create weapon
Touch
1 minute
You create a flammable object‑propelled explosive that explodes in a 20-footradius sphere centered on a point you choose within range. Each
Create weapon
Touch
Concentration, up to 1 hour
You create a nonmagical weapon of mass destruction on the ground or on the ground up to 30 feet tall. The weapon disappears when you dismiss it as an action. It takes 3d10 fire damage on a hit and increases by 3d10 when you reach 5th level (2d10), 11th level (2d10), and 17th level (3d10). It deals 3d10 fire damage on a hit and increases by 3d10 when you reach until you reach 20th level (2d10), 24th level (2d10), and so on.
Conjuration
Create Weapon
Touch
Instantaneous
You teleport yourself to a location you can see within range, where you can magically create an object of greater or smaller size appropriate to the illusion. A creature that is wearing armor or other similar material that is no larger than a 25-foot cube (10 feet by 10 feet by 2 feet) can’t be charmed. The spell’s initial service ends when you cast this spell.
Special
Instantaneous
You instantaneously command a creature that you can see within range, a familiar, or a significant other to undertake a specific activity. The creature must be within 60 feet of you within 10 minutes of the spell’s casting. The task must be accomplished within 30 minutes of casting the spell. The task can be completed in any nonmagical way, including requiring an Intelligence (Investigation) check against your spell save DC. If you are the creature, you command the creature to do whatever you instruct. If you are not the creature’s task, the creature must succeed on a Charisma saving throw or be charmed by you for the duration of the spell. If the creature succeeds on this saving throw, you command it to do whatever you command. The creature can perform any task that requires an Intelligence (Investigation) check against your spell save DC. If you command the creature to perform an activity other than those described above, you direct the creature to do so, offering the task as a reward. If you direct the creature to perform an activity other than those described above, the creature takes 3d6 radiant damage (if you control more
Create weapon
Touch
Instantaneous
You touch a nonliving being and imbue it with the power to deliver a longbow or shortbow punch. Make a melee spell attack against the target. On a hit, the target takes 3d8 damage. Hit or miss. the weapon’s ammunition and any ammunition or spare parts it carries with it are lost. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Necromancy
Create weapon
Touch
Instantaneous
You touch a nonliving being, and the creature becomes undead. The target must succeed on a Constitution saving throw or become charmed by you for the duration. It obeys any verbal, written, or written language spoken by the creature. While charmed by this spell, the target gains the benefit of any saving throw it makes against your choice of nonmagical or verbal damage. If the target is killed while charmed by this spell, the threads of the curse remain, and the spell ends. While the target is dead, the curse remains with it.
Nondetection
Create weapon
Touch
Instantaneous
You utter the weapon. The target takes 4d6 bludgeoning damage and must make a Dexterity saving throw. On a successful save, the target takes half the weapon’s damage and doesn’t have to carry it with it. On a failed save, the weapon is nullified, and the attack deals no damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each attack roll against you increases by 1d6 for each slot level above 2nd.
Conjuration
Create Wind
60
Instantaneous
Choose a point you can see on the ground within range. A wind blowing from that point disperses any creatures in that area. Any creature in the area when you cast the spell takes 20d4 bludgeoning damage. As a bonus action on each of your turns, you can cause a wind gust of up to 100 miles per hour to blow across the ground in a 10-foot radius centered on that point. Any Huge or smaller creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 bludgeoning damage. On a successful save, a creature takes half as much damage. At Higher Levels. When you cast this spell using 6th level or higher, the damage increases by 2d4, and the damage (your choice when you cast this spell) increases by 1d4, for each slot level above 6th.
Transmutation
Create Wind
Self
Concentration, up to 1 minute
You make a 20-foot-radius wind gust that blows in a horizontal direction and remains for the spell’s duration. The wind can be strong enough to completely fill a 20-foot-radius, 10-foot-high cylinder. It can be a ceiling or a span greater than 10 feet, and the wind has a 30-foot-radius reach. Any creature that ends its turn within 5 feet of the wind must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th
Conjuration
Create Wind Wall
90
Concentration, up to 1 minute
You create a wall of strong wind that hovers on top of a point you choose within range. You can make the wall up to 60 feet long, 10 feet high, and 10 feet thick, and it lasts for the duration. When the wall appears, each creature that ends its turn within 5 feet of it must succeed on a Strength saving throw or take 1d10 bludgeoning damage, and both creatures and objects are then pulled 10 feet toward the center of the wall. The wall’s edge is lightly peeling when exposed to direct light and exposed partially exposed to sunlight. The wall can be sited on either side of a point you choose, but it must be on the ground or on a solid surface (such as a floor or a ceiling) with a minimum of rubble—a creature w hite must crush up the rubble to create the wall. A creature must first choose between two conditions when creating the wall: 1) One side of the wall (typically the middle of a 5-foot square or a pillar-shaped area) faces away from you, forming a visible barrier 2 feet thick between you and the
Create Wood
30
24 Hours
This spell creates a nonliving, transparent cylinder within range. The cylinder is composed mainly of simple shapes—trees, vines, or some other vegetable or plant—the interior being opaque, which makes it difficult for creatures to see or hear it. While in the area, you can either shape the cylinder inside any way you like, allowing creatures to see through it, or you can make it seem as if it were a wall by means of a thin chain of panels or a book. The spell lasts for the duration, or until you use your action to complete your task. The cylinder is guarded by a staff of six or eight, each with their own command. You can shape the staff as you see fit, but no more than once per hour. If you shape the cylinder into any other size than Medium or smaller, the spell ends instantly. You can make modifications to it, such as creating a larger door, or shaping the interior, but no larger building than 40 feet
Create Wood
60
24 hours
You use the energy of the wood in your movements to create objects or animate them. Make a ranged spell attack against a creature within 5 feet of you. On a hit, the target suffers the same effect as wood when you cast the spell for the first time each day for a year. You can ’t use this energy to animate any object for 24 hours.
Transmutation
Create Wood Elf
60
Concentration, up to 10 Days
You choose a type of wood that you can see and that fits within a 10-foot cube. You manipulate it in one of the following ways: - lfyou target a creature with an attack or a magic item while it is in the w ell range of an attack spell, you cause the wood to flicker and animate that creature for the duration. - You cause a creature or object within 5 feet of the target to make a Dexterity saving throw. On a failed save, the creature takes 4d8 slashing damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. - You cause flammable objects in the area to fly by the w ell. Each object in the area that isn’t being worn or carried by someone wearing or carrying a creature type or a magic item falls into this category. - You cause a constant stream of negative energy coursing through the creature’s body. The creature starts its turn in a new location and can use its action to move across any barrier or space on the ground that isn’t being worn or carried by someone wearing or carrying a creature or a magic item. - You cause a constant stream of negative energy coursing through the creature’s body. The creature starts its turn in a new location and can use its action to move across any barrier or space on the ground that isn’t being worn or carried by someone wearing or carrying a creature or a magic item. - You cause a constant stream of positive energy coursing through the creature’s body. The creature starts its turn in a new location and can use its action to move across any barrier or space on the ground that isn’t being worn or carried by someone wearing or carrying a creature or a magic item. - You cause a constant flow of positive energy into the creature’s body. The creature starts its turn in a new location and can use its action to move across any barrier or space on the ground that isn’t being worn or carried by someone wearing or carrying a creature or a magic item. - You cause a constant flow of negative energy into the creature’s body. The creature starts its turn in a new location and can use its action to move across any barrier or space on the ground that isn’t being worn or carried by someone wearing or carrying a creature or a magic item. - You cause a continual flow of negative energy into the creature’s body. The creature starts its turn at the start of your turn in this way, which must be repeated by the next time you open or close a door or window.
Transmutation
Create Wood Elf
60
Concentration, up to 10 Days
You choose a type of wood that you can see within range and that fits within a 10-foot cube. You manipulate it in one of the following ways: - You instantaneously create a Huge tree-shaped structure, rising from the ground, 30 feet away from you. This tree material is heavily treeless, and its diameter is 30 feet. The structure can be up to 20 feet long, up to 10 feet high, and 1 foot thick. The structure can be up to 60 feet on a side or up to 20 feet tall. The spell fails if the structure is on the ground or in an area affected by a natural hazard, such as a campfire. - You halve the spell’s challenge rating. The spell becomes permanent.
Conjuration
Create Wood
Touch
8 Hours
You touch one object that isn’t being worn or carried. That object becomes a wood object when it becomes manifest—the object is of no more than 5 feet in any dimension, and can’t be removed on the spot. As a bonus action, you can touch the object and let loose a bolt of brilliant light. Until the spell ends, any ranged weapon attack that you make with an attack during the spell’s duration has advantage when firing. If the attack deals damage to a object during its turn before the spell ends, a bright light will flash forth from the object. If the attack hits, you create a 15-foot cube of bright light in a 20-foot-radius sphere centered on a point within range. Each creature within the sphere when you cast this spell must succeed on a Constitution saving throw or be affected by the spell and can’t take reactions. At the start of each of the spell’s turns, when a creature enters the spell’s area to cast the spell, it can move into that cube without spending its movement. Once affected, the creature can’t cast spells or open containers. You can use your action to make a check against the spell’s triggering ability score to see whether it activates its reaction, and if it does so, you have an effect based on that ability score that lasts until the start of your next turn.
Conjuration
Create Word
30
Instantaneous
You utter a word, write a message, or write a short message. The meaning of the words and the message are identical to those of the creature you’re speaking to. The spell doesn’t have to follow a particular course of activity; you could phrase the words as if they were written on a surface and sentence that sentence. The target must follow the course of actions and will be able to understand the words if its Intelligence (Investigation) and Wisdom (Insight) scores are equal to or less than the d10 of the spell’s level. If your Intelligence (Investigation) or Wisdom (Insight) is 4 or higher than the d10 of the spell, the message isn’t intelligible. Similarly, the spell fails to convey to the creature’s’s’ reactions or intentions if its Intelligence (Investigation) and Wisdom (Insight) scores are 3 or lower. If your Intelligence (Investigation) or Wisdom (Insight) is 5 or higher than the d10 of the spell, the message isn’t intelligible. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your spellcasting ability increases by 1 for each slot level above 5th.
Enchantment
Create Wounds (30-foot radius)
Concentration, up to 1 minute
A creature suffering from crippling pain or a similar affliction springs into being, paralyzed by the pain. The target must make a Constitution saving throw. On a successful save, the target takes 1d6 piercing damage and doesn’t have to use its action to breathe. A creature paralyzed by the pain can use its action to make a Strength check against your spell save DC. If the check succeeds, the creature is freed. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Necromancy
Create Wounds
60
Concentration, up to 1 minute
Until the spell ends, a creature that you can see within range deals 3d8 damage to a unoccupied space you choose within 10 feet of it. The creature is charmed and left unharmed for the spell’s duration, and the spell ends for that creature. If you cast this spell again, the damage increases by 1d8, and the spell ends for that creature.
Abjuration
Create Wounds
Self
Until dispelled and reapprailed
You draw a wound from a corpse or a stump of wood, as soporific as an unwilling creature with a warding strike. Whenever a creature hits with a weapon attack, or with a spell used to deal damage to a corpse, you make a wound with one of the following conditions remaining. You can use a bonus action to raise the condition from 0 to +1. • Staggering. The wound cuts through tissue, leaving behind a scar scar tissue, and leaving behind foul smelling stools. • Dying. The tissue cuts through solid iron, leaving behind a pit of At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you draw a wound from a corpse or stump of wood that you can reach. The wound sucks up any dead tissue remaining. The wound sucks up any poisons already in effect, as well as any cures for diseases existing within the warded area.
Necromancy
Create Wounds
Touch
Concentration, up to 1 minute
You create a foul odor that fills
Creation 2
Instantaneous
You create a new kind of creature at the start of your next turn. The new form is large enough for the new form to occupy, provided that it is willing and able to defend itself from hostile creatures. If the new form would be too large for your new form to move, you create a new form that fits within your new form. Your new form also has the same statistics, powers, and alignment as your existing one, and the same capabilities as your former form. You retain the hit points of your new form, provided that these are met. Your new form also has more hit points than your former form has, provided that these are at least 25 percent of your total hit points This spell neutralizes any poisons and cures all diseases that affected your former form. Your new form also has fewer vampiric tendencies than your former form and is no longer affected by magic. You can have up to three humanoids in your new form, provided that the number of creatures in your new form equals the total number of Humans in your new form.
Abjuration
Creation Channel
120
Concentration, up to 10 minutes
Necromantic magic springs into existence within a target and creates a swirling cloud of magic energy that lasts for the duration. The cloud can cover an area of open darkness, or over an area of opaque glass. Each creature is affected by the cloud and any other damage it inflicts on them increases by 1d4 if it lasts for more than 10 minutes. The cloud spreads throughout the target, and there are some that can move over it.
Instantaneous
30
Concentration, up to 10 minutes
The magical energy that appears on a creature becomes a swirling cloud, a swirling cloud spreads throughout the target, and there are some that can move over it. At the end of each of the first 2 minutes, the cloud disappears and any damage it carries increases by 1d4. At the end of each of the first 3 minutes, the cloud remains over, but any other damage it carries increases by 1d4 by 1d4. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the swirling cloud deals 10d8 + 1 extra damage to the target.
Instantaneous
120
Concentration, up to 10 minutes
A swirling cloud of magical energy appears up to 30 feet wide and 50 feet long in the air on a side. The cloud appears for the duration. The swirling cloud lasts until the spell ends, when the cloud disappears. Wind is dispersed throughout the area, with gusts or thunders affecting the direction wind is blowing. The cloud vanishes after 30 feet, but the wind lasts for the duration. The cloud then disappears. It lasts for the duration of the spell. As an action, you can cast this spell again and again. The air around the swirling cloud disappears when the spell ends.
Transmutation
Creation of a duplicate component
Touch
Instantaneous
Choose a manufactured component used in an item or a process. The replica must fit inside the item’s original body, shape, and material. If the original component isn’t worn or carried by another creature, the original creature carries with it the replica. The spell ends when the component fully reverts to its original object form. If the original component is carried into another object or process, the original object is disintegrated when it does so. The component then becomes the original component, regardless of physical or physical suit it to it. This spell can’t create or repair another object.
Transmutation
Creature meal
5
Instantaneous
You take 5 bite points from a willing creature or a creature that would be a creature when it hits a target. The creature takes 2d8 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd.
Transmutation
Creature's Grace
30
Necromancy
Grasping or shaping reality, the target of a spell, an ability check, or a magic trick provokes or repels an effect you choose that is audible or otherwise discernable within range. For the duration, a creature with a score of at least Intelligence equals your spellcasting ability modifier. A creature with score of 2 or less can’t be charmed. Until the spell ends, if you or a creature you give the illusion of, say, being buried alive conveys power to a creature of your choice that you can see, the creature can’t willingly move or attack you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the effect increases by 5 feet for each slot level above 1st.
Transmutation
Creeper’s Minute Illusion
60
Concentration
Creeper Swarm
120
Concentration, up to 1 minute
A swarm of insects and debris coalesces around you in a 10-foot cube and disappears within 1 foot of you. The cube is contiguous with a 10-foot cube of liquid nitrogen and
Crescent Flare
90
Instantaneous
Flames race across the landscape, extinguishing unprotected trees in their path and effectively blocking unprotected paths along the city. The blazes are visible from up to 300 feet away, and they last for 1 minute. Each creature other than you that uses movement during the spell must make a Dexterity saving throw. On a failed save, the creature takes 12d6 fire damage, or half as much damage on a successful save. The fire damages objects in the area and ignites fuel cells within 30 feet of it. The flaring spells shed by nonmagical flames are suppressed for 1 minute, after which they erupt and deal 24d6 fire damage to any creature or object affected. A creature or object that is also affected by the flaring spells is pushed 5 feet away from the location of the flaring spell from which it emanates.
Evocation
Crescent Moon
120
1 Hour
You create a celestial orb centered on a point within range. The orb remains for the duration, up to 10 minutes, and dim light for an additional 10 feet. The orb can hover and fall freely, but it can’t attack or move in any way. It remains in the spell’s plane of existence for the duration. When you cast this spell, you can designate any celestial you’ve designated as a target for destruction. When you create the celestial, you can designate a creature or an object within 5 feet of it as your target, provided that creature’s space is within 5 feet of the celestial. The celestial remains for the duration and can hover and fall freely, but it can’t attack or move in any way. If you create a celestial that drops to 0 hit points before this spell ends, you can create additional celestial at any time before then. Any creature or object created by this spell that drops to 0 hit points before this spell ends is also destroyed.
Necromancy
Crescent Moon
120
Concentration, up to 1 hour
The moon shines down on a point within range and lasts for the duration. When dimly lit, a patch of greenish light falls from the target’s direction and streaks at it, providing light as a bonus action to a ranged spell attack. If the light has a range of 100 feet or less, the patch flickers greenish and becomes lodged in the ground beneath it until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radiant energy it sheds deals radiant damage to one creature of your choice that you choose. The creature must make a Constitution saving throw. On a failed save, the creature takes 1d6 radiant damage, which is increased by 1d6 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radiant damage increases by 1d6 for each slot level above 2nd.
Evocation
Crestidigitation
Touch
Instantaneous
You touch a nonmagical object or a creature that can be charmed. You instantly know whether the object is safe and has resistance to this spell.
Enchantment
Crest of Agathor
60
Concentration, up to 1 hour
An elemental force of elemental or nameless power springs from your hand and forms a 5-foot cube in a certain plane of reality centered on the Great Tree of Life in the Eternian Forest. You choose one of the following effects to animate or create
Crest of Arrows
120
Concentration, up to 1 minute
Choose one arrow or sling that you can see within range. The spell deals 1d6 arrows of damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Necromancy
Crest of Death
150
Instantaneous
You exhale a strong urge within a corpse that must fit within 30 feet of the corpse’s head. The urge moves the corpse up to 60 feet in a direction you choose, causing it to scream in pain and causing it vulnerability to one of the following
Crest of Death
90
Instantaneous
This spell crumbles corpses and turns them into undead. You choose one corpse type and a necromancy term that lasts for the duration, which can be up to 8 hours. The undead are pulled from the creature’s corpse by magic, magically bound to the creature’s soul. Whenever you use a spell to pull a corpse from the lich’s body and into the mists of time for no later than 10 minutes after it dies, you create enough commotion to banish the creature to oblivion. The spell damages the corpse and makes it immobile, dealing it total cold damage as frostbite. The spell also damages incorporeal creatures. If you cast this spell using a spell slot of 5th level or higher, frostbite deals cold damage equal to half the spell’s damage to the target, and it has disadvantage on Dexterity saving throws and attack rolls while you are affected.
Transmutation
Crest of Death
Touch
1 minute
You touch a creature that has a death sentence inscribed on it, and it dies. The curse remains in the creature’s corpse, as it was in the original creature’s soul when it died. The spell ends for the creature if it has any
Crest of the Dead
120
Concentration, up to 1 minute
This spell crumbles corpses if it is cast from a corpse or an ethereal or a nonmagical object that isn’t an ethereal. Clues to where the corpse is taken and where it lies can be discerned by studying its shimmering silver or shimmering gold. If you know the direction and location of the corpse’s movement, you can determine where it lies by studying its movements for its movement and for its color, for each creature within 30 feet of the corpse (if you are on a solid surface, you can determine where the skeleton lies by studying its movement and for its pattern, for each creature). If you are concentrating on a spell, you can have this spell use a different language when you speak it, and you can dismiss such a spell as an action.
Illusion
Crest of the dead
150
Concentration, up to 1 hour
You create a statue of an undead creature on the ground within range. You can make the image w ho be up to ten feet high and no more than Huge or smaller, and you can transport the creature to any other resting spot within range. The statue can’t attack or stand on its own volition. The statue disappears when it drops to 0 hit points or when the spell ends. It remains behind a structure, a place (as the labyrinth), or a place (as a secret resting place) for the duration. The statue disappears when a creature of Medium size or smaller within the spell’s area reaches 60 hit points or the spell ends.
Transmutation
Crest of the Dead
300
Concentration, up to 1 minute
You create a 30-foot-radius sphere of stone on the ground, centered on a point you choose within range. Creatures in that area can’t be affected by spells or magical effects, and the sphere lasts for the duration. The sphere is inert. Any creature that is affected by a spell or magical effect that lasts for the duration must roll initiative for its attack roll.
Divination
Crest of the Dead
Concentration, up to 1 hour
You conjure up a dead body that has been killed or dismembered. The body is a corpse that has been partially or completely buried. The corpse is a Medium beast that has Intelligence score equal to
Crest of the Dead
Self (10-foot radius)
Concentration, up to 1 minute
You call a body of dead creatures to life. The dead are often either undead or constructs. Choose one or more creatures of the same race or sex, and the creatures must be of the same type or quality. The creatures must be within 60 feet of each other when you cast this spell. When the spell ends, the creatures are no longer dead, but instead restored to life at the DM’s option. The spell ends if the creature is no longer alive when you cast it. A creature is no longer under your control if it is killed while casting this spell. If the creature’s body is damaged by the spell, it is no longer under your control and is instead restored to life at your option. If you target a creature that is being consumed by a disease, a disease that has no cure, or a disease that is causing a creature’ to bleed to death, the creature is no longer under your control and is then cured by this spell. If this spell ends, the creature is no longer under your control, and the creature gains no benefit from the disease or disease.
Abjuration
Crest of the Dead
Self
Concentration, up to 1 minute
You create a 10-foot-long, 1-pounder drop of blood that instantly drops to the ground in an unoccupied space that you can see within range and then disappears when it drops to 0 hit points or less. The spell ends if the creature drops to 0 hit points or fewer. If the creature drops to 0 hit points or fewer, it drops to 0 hit points or fewer.
Conjuration
Crest of the Dead
Self
Concentration, up to 1 minute
You place a body within a body of water, which you can see within range. The water can be up to 30 feet long and 10 feet wide. The water moves as you choose. The water lasts for the spell’s duration. The body you choose is an undead or a creature. You are immune to all damage and have disadvantage on attack rolls against creatures that can’t move. While the body is in the water, creatures that can move over it must make a Dexterity saving throw. During the spell, you can’t take any actions that aren’t within 100 feet of the body, and the water can’t move. On a success, you leave the body and gain 1 foot of movement on your turn. You can’t use this feature again until you finish a long rest.
Transmutation
Crest of the Dead
Touch
1 Hour
This spell allows a creature who died as a result of poisoning to return to life with 1 hit point. After the spell ends, the target’s corpse or its remains become inert and immune to poison, any effects that killed the creature or rendered it immobile (such as being knocked unconscious) permanently extinguish the spell. At the discretion of the target, any disease, poison, or similar effect kills the creature or makes it immobile, or both. The spell can also affect a Large or smaller creature. For the duration, or until you use an action to dismiss it, the target has absolute control over how the spell affects its body. Any disease, poison, or similar effect kills the target and has no effect on its organs, tails, or any part of its body that is capable of locomotion.
Abjuration
Crest of the Dead
Touch
Instantaneous
You drop dead from the depths of a deep pit. You gain a line of sight in the area for the duration. You can move up to 10 feet within the pit. You can also use your action to move up to 10 feet. You can also use your action to move up to 10 feet. The pit is heavily fortified with a layer of earth that protects you from water and fire. If you are under the pit or a pillar is created in the pit, the pit is blocked. If you are under it or a pillar is created in the pillar, the pillar is blocked. The pit is filled with rubble. At Higher Levels. When you cast this spell, you can target one additional creature for each slot level above 2nd. The target must be within 5 feet of you when you cast the spell.
Transmutation
Crest of the gods
150
Concentration, up to 1 minute
Choose one creature you can see within range, and choose one of the following effects when you cast this spell. You can affect the target with a nonmagical ranged weapon attack using your ranged weapon (if you have it), or by using an extra action to cause one of the following effects with your melee weapon attack: • You instantaneously grant the target a patron spell of your choice, making the creature a celestial or an elemental fiend for the duration of the spell. Clerics of gods and magic items that you choose can’t be dismissed with a successful Dispel Magic spell. • You create a ward that lasts for the duration. When the spell ends, the ward disappears, leaving only the warded creature and the spell itself. While the ward lasts, the warded creature can use an action to hurl the spell at its current location or to move to a new one on the same spot. The warded creature takes 5d6 cold damage, and it takes half as much damage on a successful save and half as much damage on a failed one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Crest of Thorns
120
24 Hours
Until the spell ends, any of the following nonmagical clippings, clippings, or clippings
Crest of Thorns
120
Concentration, up to 1 minute
You create six thorny roots on ground you can see within range. The roots grow to as large as 60 feet long and extend from one end of the ground to the other. When a creature moves within the area for the first time on a turn or ends its turn there, the root carries the creature to the next following turn, and so on. The root spreads across the ground and is visible only to creatures that have truesight. To creatures immune to being charmed, the root moves with the creature to one side of the ground and remains so for the duration. For the duration, the root has the following effects: - Ikes of woe. Red berries and cress increase the chances of the creature succeeding on a Wisdom saving throw by one. - Myneic acid, a potent prana, poisons the target. - Myneic acid, a potent poison, deals poison to a creature within 10 feet of it. - Myneic blindness, blinding pain, and deathly deafness make the target incapable of
Crest of Thorns
Self (30-foot radius)
Concentration, up to 1 minute
Thorns strike one creature you can see within 5 feet of it. It takes 2d8 slashing damage at the start of each of its turns, and it must make a Constitution saving throw. On a failed save, the target takes 2d8 slashing damage (the spell’s damage die can’t be lower than 10th level). On a successful save, the creature takes half damage, or half the total dealt by the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Crest of Thorns
Touch
1 minute
A creeping shadow appears on the ground within range and is difficult terrain. Until the spell ends, the shadow is a half-ling with 3 hit points and 3 AC. The shadow disappears when the spell ends. It covers a 20-foot square on each side, and a 20-foot cube on each side. The shadow lasts until the spell ends. If the shadow drops to 0 hit points, it moves to a spot where it won’t be seen. When the shadow appears, each creature within 20 feet of it must succeed on a Wisdom saving throw or be pulled 15 feet to the nearest side of the shadow (if there is a gap between the shadow and the ground beyond). The shadows last for the duration. If the shadow damages a creature, the creature takes 4 d10 piercing damage, and the spell ends. The shadow is darkvision capable of seeing into into the eyes of a willing creature.
Transmutation
Crest of Wind
120
Concentration, up to 1 minute
A strong wind (20 miles per hour) blows around you in any direction for the duration. The breeze is mild and uncluttered, but blows can’t pass through. The wind then twists and distorts pillars and other structures within 30 feet of you. A creature takes 10d6 bludgeoning damage when it enters a standing or kneeling location, and the place is immediately illuminated. If a strong wind (20 miles per hour) blows around you, in any direction, for the duration, each creature in it must make a Dexterity saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Conjuration
Crest of Wind
120
Instantaneous
You create a boom that erupts from a point within range and creates a powerful wind effect in a 20 foot radius. Each creature in a 20 foot radius around the point you choose must make a Dexterity saving throw. On a failed save, a creature takes 10d6 thunder damage and is knocked prone. If the thunder hits its target, any creature not knocked prone hit by the thunder also takes half as much damage. Additionally, a boom that isn’t made from stone or a disk of thud crumbles into pulverizing rubble around the target.
Conjuration
Crest of Wind
30
Concentration, up to 1 minute
This spell creates a 5-foot cube of churning air centered on a point within range.
Crest of Wind
Self (60-foot cone)
Instantaneous
You exhale a strong wind of destruction at a creature in range. Make a sustained 20-foot cone. Each creature in the cone must make a Constitution saving throw. On a failed
Crimson mist
150
Concentration, up to 1 minute
You conjure a spectral globe up to 300 feet long, 5 feet wide, and 5 feet thick. The globe can hover in the air for the duration, preventing it from falling out of the globe and hovering within 5 feet of it. The globe remains aloft for the duration to a height of 50 feet or until a portal or other means blocks its path is opened. When the globe appears, all creatures in a 30-foot-radius sphere centered on the globe within reach are affected. Any Huge or larger creature affected by this spell must succeed on a Constitution saving throw or take 1d8 radiant damage. When a creature starts its turn in the globe’s space and moves within 5 feet of it, the globe shatters into small shards (minions, celestials, and so on) and takes 1d8 piercing damage. The globe also has disadvantage on attack rolls against creatures other than Huge or larger. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The globe can’t leave the globe’s space. If the globe strikes an undead or a creature of Medium size or smaller
Crimson Rain
120
Concentration, up to 1 minute
You create a 20-foot-radius, 40-foot-high, 40-foot thick dome of thunder in a location you specify. Until the spell ends, thunder sounds can be heard through the dome and the area quiet and tranquil. The area is heavily obscured and difficult terrain. Any creature that starts its turn within 40 feet of the area must succeed on a Constitution saving throw or be pushed 10 feet away from the center of the area towards the dome. The creature remains there for the duration. The creature can use its action to move up or down to another 40 feet in the dome. Each subsequent round, the creature can roll a d4 to determine which side of the dome is in motion. If a creature is standing still in the dome space and the creature doesn’t have to make a saving throw, the creature is pushed 10 feet away from the center of the dome for that round (the creature can use its action to move up or down as part of the move) and so on up to 50 feet away from the center of the dome. The spell ends if the area becomes too difficult or if the spell ends before the spell begins. When you cast this spell to create a vortex, choose a location on the ground or in a space that is 1 mile or less on each side. Creatures that w as vort created by this spell are immune to it. When you cast this spell to create a whirlwind, choose a location on the ground or in a space that is 1 mile or less on each side. Each creature that is within its area when you choose this spell must make its turn then. A whirlwind travels 1 mile on a charge action. When it reaches its destination, it moves 2 miles on a charge of your choice from the start of your next turn until its full speed is restored. When a creature makes a melee attack in this way, you have advantage on the attack roll. On a hit, the creature makes a new attack roll. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases to 2d8 for each slot level above 2nd.
Evocation
Crimson spike
150
Instantaneous
A spike of emerald acid burst from a creature’s fingers within range. Make a ranged spell attack against a creature within reach. On a hit, the target takes 3d10 acid damage, and it can make a new poison attack against you again on each of its turns. On a failed save, it can use its reaction to switch to poison.
Conjuration
Crimson Spray
120
Instantaneous
The spray sprouts from a target creature’s head and forms an obscuring cloud over it and around it. The mist spreads around corners, and the area of effect can’
Crimson Spray
Touch
1 minute
A spray of crackling, fiery energy springs from your hand toward one creature within range. Make a ranged spell attack against that target. On a hit, it takes 1d6 fire damage. Whether you hit or miss, the spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Cripple
120
Concentration, up to 1 minute
You strike up to five creatures of your choice that you can see within range. A thickness of suffocating gas appears in the air and spreads around corners. Each target takes 8d6 necrotic damage, and it has disadvantage on saving throws and attack rolls. The gas spreads around corners. Each target makes an Intelligence saving throw. On a failed save, it pursues the spell to the best of its ability. On a successful save, the gas disperses and no longer spreads.
Conjuration
Cripple
150
Instantaneous
You cause a creature’s greatest regret. In the name of the holy One, the world is ending. The day has arrived! On the day you cast this spell, choose a point within range: an area of static you can see within range of a surface or a point that is no larger than a 10-foot cube. You cause the area to ripple in a special kind of rhythm you choose: pounding thunder, pounding soft sand, and softening of the ground, like a softening of a tire. A person who enters the ground or moves through the ground within reach for the first time on a turn must make a Strength saving throw. On a failed save, a creature reverts to its original plane of origin, and the spell ends for that creature. If you cast this spell again, the ripple spell creates a new ripple that lasts until the end of the creature’s turn.
Transmutation
Cripple
150
Instantaneous
You cause a small explosion of force in a 20-foot cube centered on a point within range. Each creature that ends its turn in the center spot must make a Strength saving throw. On a successful save, a target takes half damage and is restrained until the spell ends. On a failed save, a target takes half damage and is restrained until the spell ends.
Conjuration
Cripple
60
12
You cause a creature to lash out at someone within range and cause them to gain disadvantage on your action to roll a d8. The target takes 4d8 mortal damage on a failed save, or half as much damage on a successful one. After you cast this spell, you can repeat the damage number three times, ending the effect on itself on a success.
Abjuration
Cripple
60
Concentration, up to 1 minute
Until the spell ends, a creature that you choose must succeed on a Strength saving throw or become paralyzed or helpless for the duration. A creature that successfully saves moves with the stunning effect for the first time on a turn or starts its turn there paralyzed or helpless. You can use a bonus action on each of your turns to create a mote containing the spell’s forceps. You can place any of your spells under one of the following effects while you are casting the spell’s spell’s effect: • There is an initial 15-foot cube of forceps around yourself centered on a point you choose within range. • You create a small enough object that remains for 1 round, or a chain of magically linked magical locks automatically linking you to a specific spell, artifact, or other magical effect for that creature. • You project a permanent magical affliction on an unwilling creature. The affliction can be cured by raising the creature’s natural armor class to 11, by raising the creature’s hit point maximum, or by raising the creature’s natural armor bonus.
Abjuration
Cripple
60
Concentration, up to 1 minute
You lash a creature with a debilitating force to reduce it to a stupor. The target’s speed is halved for the duration, and it suffers a reduced speed for the rest of the turn. The creature’s movement isn’t affected. Until the spell ends, the target has disadvantage on attack rolls and ability checks, has disadvantage on attack rolls against creatures within 30 feet of it, and can’t take reactions, including making a Wisdom (Perception) check, that relies on smell. The creature can’t make these checks or makes any other Wisdom saving throw. If it succeeds, the spell ends for it on its next turn, if it reverts to its normal form.
Abjuration
Cripple
60
Instantaneous
A ranged spell of equal or greater power appears in a 20-foot cube, and it has no casting time. The spell lasts until the spell ends. The spell can be cast anywhere that you choose, as long as the cube is in a place where it can be seen.
Divination
Cripple
60
Instantaneous
You create a moderate earthquake that faults and shake up to three points of your choice within range. Each creature within 10 feet of a point where the quake is felt must make a Strength saving throw. On a failed save, the creature takes 2d8 force damage, and it is restrained (your choice when you cast this spell) until the spell ends. A creature restrained by the restraint can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the creature frees itself, and you can use its action to end the restrained condition on itself at the end of each of its turns. Once a creature has taken this spell, it can perform any action it takes, but it must immediately end the restrained condition on itself. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a minor earthquake on any point you choose within range, causing no damage. You can make a nonmagical earthquake as part of casting, as part of casting fireball, earthquake, or tremor spell, or you can raise the earthquake to a larger earthquake for the duration. Minor Eruptions. If you create an earthquake that is neither too small nor too large to be felt, nor too small to be felt by any creature, the earthquake lasts for the duration, but if the creature is not moving when it causes the earthquake, the creature is instantly knocked prone.
Tomb. The earth within a 10-footradius sphere centered on a point you choose within range crumbles into fine dirt and becomes a necrotic nightmare. Each creature in the sphere for the duration must make a Constitution saving throw, taking 6 necrotic damage on a failed save, or half as much damage on a successful one. The rubble falls off with a sound like crackling metal. The rubble can be excavated and filled with mud and crumbled bones, creating a trench. Each 5-foot-deep trench rises from the ground 1 inch thick and spreads out across the floor of the sanctuary. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional trench for each slot level above 3rd.
Necromancy
Cripple
90
Concentration, up to 1 minute
You cause up to ten pieces of nonmagical damage in a 5-foot cube to coalesce in a 15-foot cube of nonmagical damage. That piece of nonmagical damage is a copy of the original creature (your choice), except it deals no damage to you. The damage piece is severed from the original creature and remains there until the spell ends. The damage can be repaired or replaced with other effects, but its damage remains. Illus. Anthony Burgess, Ph.D.
Divination
Cripple
90
Instantaneous
You strike a creature that you can see within range. The target must make a Strength saving throw. It takes 8d4 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also suffers one vulnerability saving throw. This saving throw is available twice a day for the duration. If a target’s saving throw is broken at the end of a long rest, the target suffers no damage this save. The spell’s damage increases by 1d4 when you reach 5th level (3d4), 11th level (4d4), and 17th level (5d4).
Necromancy
Cripple of Death
150
Concentration, up to 1 hour
A burst of bloody force that appears in a 20-foot-radius sphere centered on a point you choose within range. The force spreads across 10 blocks of earth and 20 feet of stone to create a 10-foot cube of rubble in a 30-foot cube. The cube must be 10 feet in height, 20 feet wide, and 10 feet tall. The rubble can be up to 20 feet deep and 10 feet thick. The spell ends on a place where the rubble appears. The area around the rubble that is prone to collapse is a square 30 feet by 10 feet. The ground under the rubble is heavily wooded, and any creatures that occupy it are trapped in it. The rubble can be destroyed by ranged weapon attacks. The spell ends if the rubble is destroyed by nonmagical attacks.
Conj
Cripple
Self (10-foot radius)
Instantaneous
You cause a small earthquake to shake the earth and a pillar of air to implode. Each creature in a 30-foot-radius sphere centered on a point within range must succeed on a Strength saving throw or take 1d6 force damage. This spell’s damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Cripple
Touch
1 Hour
You touch a creature and choose one of the following effects for it: • The target lashes out in a 10-footradius, 40-foot-high cylinder from where it strikes the ground to a depth of 10 feet • The target crumbles to stone and sheds bright light in a 5-foot radius, making it dark and difficult terrain for creatures other than you. • The target makes a Constitution saving throw. It succeeds with the glyphinstruction spell, which ends the effect. • The illusion appears and lasts for the creature’s turn, at the start of each of its turns, if it can • see or hear any other creature. • The illusion appears for 1 minute straight on the target. If the illusion ends before then, the target takes 10d6 psychic damage, and the glyphinstruction spell ends for it. If you cast this glyphinstruction spell again, the spell ends for it. If you cast this glyphinstruction spell in an alchemical laboratory, the glyphinstruction spell ends for it, and the glyphinstruction glyph creates a new effect for each of its effects, such as casting fireball, when the glyphinstruction glyph replaces the spell.
Transmutation
Cripple
Touch
Concentration, up to 1 minute
You cause a creature you touch to lash out in a 30-foot-radius line. If the creature is a Medium or smaller, it must make a Dexterity saving throw. On a failed save, the target is pushed 100 feet toward a point you can see within range. On a successful save, it is pushed 100 feet toward a point you can see within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Conjuration
Cripple
Touch
Instantaneous
You create a force of energy that hurts a target and that can be the same as or different from other force or condition effects. The target is restrained. The target can use an action to send the force to another point on the ground that you can see within range. The target must succeed on a Dexterity saving throw or be restrained for the duration. The target can use an action to cause the force to move up to 30 feet in any direction, up to 30 feet each time it moves. Each time it moves, it must make the saving throw again. On a success, the spell ends.
Conjuration
Crippling Earth
150
Instantaneous
Until the spell ends, a churned-earth, 150 miles on each side, erupts in a 15-foot cube centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 bludgeoning damage and is pushed 10 feet away from the center by Ranged Weapon Attack. Both dents and burns can’t be produced by this spell. A sustained blast from the spell‘s range can‘t resolve any of the affected creatures' bludgeoning or slashing damage.
Evocation
Crippling Rain
120
Instantaneous
You create a large cloud of rain that spreads out into a 40-foot-radius sphere centered on a point of your choice within range. Each creature within that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 thunder damage. If the cloud is too large to cover more than 40 feet of ground, it spreads out to a maximum of 40 feet in a 60-foot cube. Any creature that starts its turn in that area must succeed on a Constitution saving throw or take 2d6 thunder damage. The cloud remains there for the spell’s duration. If the cloud is too large to cover more than 40 feet of ground, it spreads out to a maximum of 40 feet in a 60-foot cube. Any creature that starts its turn in that area must succeed on that saving throw or take 2d6 thunder damage. The cloud remains there for the spell’s duration. If the cloud is too large to cover more than 40 feet of ground, it spreads out to a maximum of 40 feet in a 60-foot cube. If the cloud is too large to cover more than 20 feet of ground, it spreads out to a maximum of 20 feet in a 60-foot cube. The spell ends if you cast it again or if you dismiss it as an action.
Conjuration
Crippling Rain
60
Instantaneous
You create a massive rain storm that covers the entire area of your home or area of a specific kind and height. Each target must succeed on a Dexterity saving throw or be swept into the storm. Each creature that fails that save must succeed on a Dexterity saving throw or take 1d8 thunder damage. The storm lasts for the duration. You can use an action to throw the thunder at a point you can see within range. It must be within 30 feet of you. The storm is centered on a point you can see within range. The direction the storm is directed is determined by its distance from you to the nearest point of your choice within 120 feet of you. The storm also has enough area of effect to cover up to 1,000 square feet of ground.
Conjuration
Crippling Ray
60
Concentration, up to 1 hour
You hurl a beam of water at a point you can see within range. The target takes 1d6 fire damage, or half as much damage on a hit. The water has a range of 60 feet. The water deals 1d6 fire damage to the target. The water then vanishes. The water that appears on the target is harmless to it. The water that appears on you is harmless to it. The water appears in an area of your choice that you can see within range. The water appears at a point where it appears in a line that intersects with a solid surface that is not a solid surface, such as a wall or a ceiling. The water must be within 30 feet of you. When a water effect occurs, you can use your reaction to end the effect on a line of water that you can see within range. If you do, the water appears on the line. You can use your reaction to end the effect on a line of water that doesn’t overlap with the line. If you do, the water appears on the line if it overlaps with the line.
Evocation
Crippling Spray
10
Instantaneous
A spray of freezing air springs from your fingertips to strike a creature within 30 feet of you. For each creature you choose within 30 feet of you that you can see, a frozen object or surface falls, and the spell ends. If you cast this spell in this way multiple times, you can have up to three meteors fall on the same target, or one falls from a ceiling and floats gently out of reach of another creature. Each meteor has AC 15 and 30 hit points per cubic foot of volume. The mist spreads around corners where it impacts, remaining there until it collects. Any creature that is completely on its own must make a Constitution saving throw. It takes 14d6 cold damage on a failed save, or half as much damage on a successful one. The spell ends if you expend magic and then use your action on a subsequent turn to make a Constitution saving throw. During this time, you can also use your action to dismiss the spell. If you do so, the spell ends for you and your companions.
Transmutation
Crippling Spray
150
Instantaneous
You create a spray of acid or gaseous form force, lasting for the duration, that sprays a specific type of spray on each target that you choose. For the duration, a creature that enters the spell’s area is immune to any and all forms of its attack and attack bonus damage determined by its armor class.
Abjuration
Crippling Spray
60
Concentration, up to 1 minute
A spray of crackling, poisonous energy rips through the flesh of one creature that you choose within range. The target must make a Strength saving throw. On a failed save, it takes 2d10 poison damage and half as much damage on a successful save. The damage type is the following; it increases to cold damage at 1st level, it causes poison damage at 5th level, and it gives you a +2 bonus to the Strength saving throw DC.
Transmutation
Cromatic Orb
150
24 Hour
You create an orb of spectral fire on the ground within range that lasts until the spell ends. It emits bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the duration for each slot level above 4th.
Conjuration
Crom'Thun's Invocation
Self
Concentration, up to 1 hour
You create a shadowy force field on the ground in a 5-foot cube. Each creature is affected by this spell until the spell ends. At the end of each of your turns, you can cause up to three nonmagical barriers to be created on the ground on each of your turns. Until the spell ends, each barrier is created and lasts until it is destroyed.
Conjuration
Crouching Jug
120
Concentration, up to 1 hour
You awaken a creature under the influence of a magic trick from another plane of existence. The illusion appears in an open space and lasts for the duration. The illusion moves about the target’s space for the duration. The target can walk, talk, and otherwise benefit from reactions that it can see. The target can be under the illusion’s tree or an altar, as the spell ends. The target can use its action to make a melee attack with a lance weapon at the target, which makes the attack roll. On a hit, the target deals 6d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage of the illusion increases by 2d6 for each slot level above 5th.
Transmutation
Crouching Ray
120
Instantaneous
You create a beam of bright light that reaches for one creature you can see within range. The target must succeed on a Strength saving throw or take 1d8 radiant damage. The target gains a flying speed of 60 feet and has resistance to radiant damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8 or 2d812), 11th level (3d8 or 3d1212), and 17th level (4d8 or 4d1212).
Evocation
Crouching Ray
30
Instantaneous
You create two rays of light and hurl them at targets around you. Each ray comes from a different creature within range. Make a ranged spell attack for each ray. On a hit, the target takes 1d10 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll a d100. On a hit, a creature takes 2d10 force damage, and the blades of ray magic crack and crack on impact. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Transmutation
Crouching Tiger
90
Concentration, up to 1 hour
You gain the ability to hover near a creature that you can see within range. Until the spell ends, that creature’s walking speed increases by 10 feet, and when you or a creature you can see within range of the hover spell ends after reaching the top of its speed, that creature takes no damage from falling 2d10 m or fewer.
Transmutation
Crouching Tigeropardy
30
1 minute
This spell creates a poisonous panther in your natural territory. Until the spell ends, you can use a bonus action to send the poisonous panther flying into the nearest unoccupied space where it can’t see you.
Conjuration
Crown domain
Touch
Concentration, up to 1 hour
You touch a creature and grant it the ability to command its guards. Up to ten creatures of your choice that you can see within range can command their guards, allowing them to issue commands to their servants. You and any creature you designate when you cast the spell the creature can’t speak, but do.* Can’t obey a creature’s command. Its only action is to raise the creature’s level to 0. Can’t obey another creature’s command. It can give you verbal commands, but they must be verbal and be directed at you through an object within 5 feet of you. They must be directed at the same thingor another creature’s command.stupidity check. Your search for the shortest,est route to a specific destination begins with a straight answer.You might find that shortest route easier said than done. You decide for yourself. A weapon and armor maker can each produce one short,esteemed direction, but a druid oracle of your choice can’t. Similarly, when you cast this spell, you can specify a price for any creatures you have summoned, provided that it is in addition to the normal price for such a creature. The price can be anything you choose, but “not including vendors or individuals can be charged.
Conjuration
Crown jewel
Self
1 Hour
Seven jade-like orbs appear on the ground within range. A creature takes 15d8 piercing damage when it enters the spell’s area for the first time on a turn or starts its turn there. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum number of orbs created by its damage type increases by eight, for each slot level above 6th.
Conjuration
Crown jewel
Touch
4 hours
You touch a willing creature and grant it the ability to discern secret messages within 1 mile. For the duration, the target can read the contents of secret messages hidden within the target’s clothing (including its pants), as well as other visible visible remains. The target is blinded and deafened for the duration, and its sight is dispelled. It can see and hear through the target’s clothing, and it can’t see through any part of its body except its head. The target can fly, and it gains the ability to fly at high speeds. As a bonus action, you can mentally command the target to follow you, even if you don’t speak the target’s name. When you command the spell, choose a location on the map of the Ethereal Plane that you know and that is within 100 feet of you and that is within 100 feet of another plane of existence. The spell can penetrate some barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, a thin sheet of common thread, or 3 feet of wood or metal.
Divination
Crown of Agathys
120
Concentration, up to 1 minute
You transform one creature you touch into a god, a god, a god, or a god’s servant. The target transforms into a new form, which you choose from the chosen form. The target assumes the hit points of the chosen form, except it has the ability to walk, but not to move or take actions. The target has the ability to walk, but not to move or take actions. The target assumes its hit points, and it retains its alignment and personality. It retains any of its hit points, including its alignment and Intelligence, but not to move or take actions. The target has advantage on Wisdom checks and Intelligence checks. It has advantage on Intelligence checks and Intelligence checks. It has advantage on Wisdom checks and Intelligence checks. It has advantage on Wisdom checks and Intelligence checks. It has advantage on
Crown of Agathys
120
Concentration, up to 1 minute
You transform one creature you touch into a god, a god, or a god of your choice, from the god of all creatures that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by one of your choice for the duration. The target gains temporary hit points equal to 1d8 + your spellcasting ability modifier + your spellcasting ability modifier. For example, if you use an effect that requires at least 1 minute to be dispelled, the spell fails, and the creature is transported to another plane of existence. While charmed by the target, you can use any spell you cast against it that requires at least 1 minute to be removed from its current plane of existence.
Divination
Crown of Agathys
60
Concentration, up to 1 hour
You transform one creature you touch into a god, a god, or a god’s servants. The target transforms into a god, a god, a god, a deity, or a god’s servants. For example, you could create an illusion of a god, a deity, a fey, or a fiend in the Monster Manual for the duration. This transformation lasts for the duration, or until the target matures into a god, a god’s servant, or a god’s servants. You can’t use any spells in the target’s area that require at least 1 minute to be removed or discarded.
Abjuration
Crown of Agathys
60
Concentration, up to 1 minute
You transform a creature you touch into a god, a god, a god, a god, a god, a god, or both. The target must succeed on a Wisdom saving throw or be charmed by the creature for the duration. The creature returns to life with all its hit points. If the creature is no longer diseased or poisoned, it returns to life with all its hit points. The creature returns to life with all its hit points intact and recognizes you as its companion. The creature returns to life with all its hit points intact. If the creature is diseased or poisoned, the creature returns to life with all its hit points intact and recognizes you as its god. The creature returns to life with all its hit points intact and recognizes you as its companion. The creature returns to life with all its hit points intact and recognizes you as its new companion.
Transmutation
Crown of Agathys
60
Concentration, up to 1 minute
You transform one creature you touch into a god, a god, a god, or a god’s servants. The target becomes undead and must be charmed by the target. The creature returns to life with all its hit points intact and recognizes you as its new companion. The creature returns to life with all its hit points intact and recognizes you as your new companion. The creature returns to life with all its hit points intact and recognizes you as your new companion. Any creature that is friendly to you must also become affected by the target if it is friendly to you or recognizes you as your new companion. The creature returns to life with all its hit points intact and recognizes you as the target of your new companion. The creature returns to life with all its hit points intact, provided that you can’t see the creature again. The creature returns to life with all its hit points intact and recognizes you as the target of your new companion. This transformation lasts until the creature returns to life with all its hit points intact or dies. As long as the creature remains within the creature’s space and isn’t incapacitated, it can’t leave its space and can’t leave its space.
Divination
Crown of Ash
60
Concentration, up to 1 hour
You conjure a celestial from the shadow of death and transform it into a powerful weapon for good or evil. Choose one weapon that you can see within range, such as a club, a javelin, a poisoned dagger, or a sling. For the weapon’s damage, you make a ranged spell attack for each of its turns that creature. Hit with the weapon causes the celestial to become a celestial for the duration, and it gains the celestial class feature, though it doesn’t learn to cast divination spells. The celestial gains the benefit of any new class features it chooses, such as darkvision, divination, and influence with suggestion. While a celestial is forming class skills and saving throws, its gear, equipment, and spells and other magic items become active, active, and underpowered, such as by an arm or a wrist weapon. The celestial can’t use any of its class’s abilities or take any actions or effects that might harm another creature, and it can’t be limited in the actions it can take by any of its creatures or by any means that might affect others.
Conjuration
Crown of Blinding light
30
Instantaneous
You create a glowing ring of bright light that lasts for the duration. The ring lasts for the duration if it can’t be worn or if it disappears. The ring has a range of 60 feet and can’t be targeted by spells or magical effects. The ring can’t contain more than one gem. The ring lasts for the duration if it can’t be worn or if it disappears. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can use your extraplanar to create 10 of these rings for each slot level above 5th.
Abjuration
Crown of Bones
Self (10-foot radius)
Concentration, up to 10 minutes
Bones fill one creature's flesh, and bones fill the flesh of the creature it is connected to. Until the spell ends, a humanoid of your choice that you can see has an Intelligence of 4 and has a hit point maximum hit points maximum. The hit point maximum is how many hit points the creature has or the maximum level of the companion it is bonded to. A creature that has more hit points than hit points with it can’t be affected by this spell. The spell ends if the creature is under any stress or if it is killed by an action or spell of its choice.
Abjuration
Crown of Daggers
Touch
Concentration
Concentration, up to 10 minutes
You touch a nonmagical object or an object that can be charmed. Make a ranged spell attack against the target. On a hit, the target takes 1d4 bludgeoning damage. On a hit, the target takes 2d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell deals an extra 1d6 bl
Crown of Daggers
Touch
Concentration, up to 1 minute
Choose a point you can see within range and create a cone of daggers. The cone moves with you, and lasts until the spell ends. The cone moves with you, and lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cone moves with you, and lasts until the spell ends.
Enchantment
Crown of Daggers
Touch
Concentration, up to 1 minute
You create a Large, 8-foot-radius sphere of Daggers inside range that are large enough to contain a creature or object within range. Each creature in a cylinder originating from a point within range must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and 4d6 bludgeoning damage. The creature takes 2d6 slashing damage on a failed save, or half as much damage on a successful one. When a target in a 5-foot-radius sphere originating from a point within range that is completely within range, a creature with 4-inch-radius and 5-foot-high cylinder turns it up to 5 feet away from the ground. A creature with 5-foot-high cylinder can roll the die.
Illusion
Crown of Daggers
Touch
Instantaneous
You create a Large, 8-foot-tall cylinder of Daggers within range. Each creature in a cylinder originating from a point within range must make a Dexterity saving throw. On a failed save, a creature takes 2d8 slashing damage on a failed save, and an additional 2d8 for each slot level above 3rd.
Evocation
Crown of Daggers
Touch
Instantaneous
You create a shard of Daggers in a location within range that you can see within range. Each creature in a shard originating from a point within range must make a Dexterity saving throw. On a failed save, a creature takes 3d8 + 4d6 piercing damage. On a successful save, the shard disappears and is replaced by a scimitar. A creature that can’t be charmed by this spell can’t cast spells. Any creature that can’t be charmed by this spell can’t cast spells. If a creature that can’t use a spell slot’s current slot level, the shard disappears and becomes replaced by a scimitar.
Divination
Crown of Daggers
Touch
Instantaneous
Your hand reaches into the air and strikes a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage. On a hit, the target takes 2d8 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Enchantment
Crown of Daggers
Touch
Instantaneous
You touch a nonmagical object or a creature that can be charmed, frightened, or possessed by a creature that has a melee weapon attack against it. A creature that has a ranged weapon attack against the target takes 2d8 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Enchantment
Crown of Daggers
Touch
Instantaneous
You touch a nonmagical object or a creature that can be charmed. The target takes 4d6 piercing damage on a failed save, or half as much damage on a successful one. A creature that has a melee attack attack against the target takes 4d6 piercing damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Enchantment
Crown of Daggers
Touch
Instantaneous
You touch a nonmagical object or an object that can be charmed. The target takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
Enchantment
Crown of Daggers
Touch
Instantaneous
You touch a nonmagical object or an object that can be charmed. The target takes 3d6 slashing damage if it is carrying gear, and its speed is reduced to 0 feet. This spell ends if you touch the object or an object more than 30 feet away. If you touch the object or an object’s properties, the target takes 1d6 slashing damage in a 10-foot radius and is knocked prone.
Enchantment
Crown of Daggers
Touch
Instantaneous
You touch a nonmagical object or an object that can be charmed. The target takes 3d6 slashing damage on a failed save, and the spell ends if the target damages or someone other than itself or someone w ho reaches into the object or someone else harms the object or anyone within the spell’s area of effect. If the target damages or someone other than itself or someone other than the spell’s effect, the spell ends.
Enchantment
Crown of Daggers
Touch
Instantaneous
You touch a nonmagical object or an object that can be charmed. The target takes 5d6 slashing damage on a failed save, and the spell ends on that one.
Enchantment
Crown of Death
120
Concentration, up to 1 minute
You conjure one mote of emerald light on the ground within range that lasts until the end of your next turn. You can make one flower petal appear on the ground, but it sheds bright light in a 30 feet radius and dim light for an additional 30 feet. When you cast this spell using a premixed material object other than a mundane one, or using a material component that is too simple for the object to be made in or made in magic, the petal disappears, leaving a shimmering gem on the ground. When you make a ranged spell attack, you can replace the petal with a dagger or similar weapon, or you can make one weapon attack with it, and the attack deals an extra 2d6 radiant damage to the target. If you don’t have the premixed material object, your attack rolls are unaffected by the petal. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the petal disappears from your attack rolls, attacks, and saving throws, and you have resistance to that damage type until the end of your next turn. The petal also disappears from your weapon attacks.
Transmutation
Crown of Death
150
Instantaneous
You hurl a massive statue of mordenning radiance at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 mordenning damage. Choose one creature that you can see within 30 feet of the statue or who is within 30 feet of it or who can see the statue. That creature must make a Dexterity saving throw. On a failed save, it takes 3d8 mordenning damage. On a successful save, it takes half as much damage. If the statue isn’t within 30 feet of you, you cast a spell that causes it to become obscured. You can use an action to make the same spell against the statue for the next 1d6 rounds. On each of your turns until the spell ends, you can use an action to create a minor distraction using as many of the same effects as possible. The effect of a distraction depends on how often you use your action on each of your turns. When you do so, you can use your action to create one of the following effects with one of the other effects created by the statue: • You create a moderate or large distraction made by throwing a dumbbell up to 50 feet tall. Each creature in a 20-foot radius ringed by the dumbbell (radius 20) must succeed on a Wisdom saving throw or be affected by the distraction for its duration. • You create a distraction made by manipulating a creature’s mind (traits, abilities, and so on). Using a concentration of your choice that has a concentration slot of 4th or 5th level, you manipulate the mind of a creature for 1 minute or until the creature speaks a line that begins with “a line of fire that starts with “a wooden stick. For the duration, the creature has resistance to all damage except psychic damage. On each of your turns, you can use an action to mentally command a different creature that you command by telepathy, perhaps by forcing it to take the Attack action or using a different form of verbal command, such as “explore” or “look‘through”. If you w ere the last creature affected by a distraction, the creature is no longer affected by it, and the spell ends.
Conjuration
Crown of Death
300
Concentration, up to 1 minute
You call down the power of the Crown of Death. Each friendly creature you choose that you can see within range must make a Constitution saving throw. On a failed save, it can’t
Crown of Death
30
3 Hours
You create a spectral crown out of the deadly poison of dwemerism. The crown appears in an unoccupied space that you choose within range, and lasts for the duration. When you cast the spell, you choose the appearance of the crown, which appears clean, simple, and draped in runes. The crown appears beneath the creature’s clothing. Until the spell ends, you can cast the magic of dwemerism in the manner you choose, but if you cast the spell again, the
Crown of Desolation
120
Instantaneous
You conjure a shadow, a Medium tree or a thick cloud of thickets in unoccupied spaces that you can see within range. The shadow grows in size from tree to tree in an area you choose within range, and it lasts for the duration. Any creature not within its area when you cast this spell must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. Whether you succeed or shortens the shadow’s life span, the shadow takes 1d6 fire damage, and it is blinded until the spell ends. A creature blinded by this spell makes a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. In addition, a restrained shadow that fails the saving throw automatically tramples its load on a creature or object it can see within 30 feet of it and stumbles, triggering debilitating effects.
Conjuration
Crown of Doom
10
Instantaneous
Choose a pile of rubble or stone that you can see within range and that fits within a 5-foot cube. You cause up to five pillars of terrible radiance to erupt from the rubble or stone. You can make one bomb out of the rubble, which can’t exceed 20 feet tall. Each pillar lasts for the spell’s duration. When you cast this spell, you can add your own demons to the pile. Choose up to four pillars from among the rubble or stone, along with any rubble or stone that is less than 5 feet tall. Each pillar is 1 foot in diameter and is 5 feet thick. You can shape a pillar to appear as a horizontal column or as a vertical column. The column you choose can be up to 4 stories tall, up to 10 feet wide, and 25 feet tall. At the end of each floor is a ramp with a 20-foot-diameter section that can be led up to the top of the interior. A creature moving through the section must make a Constitution saving throw. On a failed save, creature takes 2d12 bludgeoning damage and is knocked prone. On a successful save, creature takes half damage, isn’t knocked prone, and is not knocked prone in the area.
Conjuration
Crown of Doom
120
Concentration, up to 1 minute
Choose an area of fog, fog, or cloud that you can see and that fits within—both vertical and horizontal—corsects or ranks among existing fog or foggy walls. The fog, or any mixture of the two, obscures one point of your choice that you can see within range. A creature can choose from any of the following effects when creating a wall or a trench: 1. Rocks and mud fill all the way to each other; weeds and hedges fill the distance. Both types of flooding cause the wall or trench to collapse, forming a dome whose interior and exterior slopes are difficult or impossible for the creature to pass through. Both effects last for the duration of the creature’s wall or trench, but the creature can use its reaction to jump through the dome and stay in the trench for the full duration, up to 180 feet. (The creature can jump through any hole created by the dome and not miss it; however, the creature can use its action to make a new one, which requires an action that kinematically moves the creature through the hole.) Gusts fill the area, even though the creature can move through openings created by the dome. Through any gap, the creature can jump and survive. The creature is limited by the number of feet it can move through every 24 hours. Whirlpools fill the area, even though the creature can move through openings created by the dome. While no larger than a 30-footradius. 20-foot-high pit roams through the fog or lump, the fog or lump, the creature can fit through it, and the wisp of the wisp fills the area. When the pit rams into the opening, each creature within 10 feet of the opening must make a Strength saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Crown of Doom
120
Instantaneous
A chambered temple rises from the ground and forms a dome centered on a point you choose within range. Until the spell ends, a hubstone-sized cylinder of smoke concentrates within it, forming a dome of wisps of black smoke that fills a 20-foot cube on each side of the chamber. Any creature in the area when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 10d8 fire damage and another 10d8 radiant damage. At the start of each of its turns, a cylinder of smoke appears in the space you choose within range, centered on that point. You can use a bonus action to cause the cylinder to expand to cover a 20-foot cube. That cube increases in size when you reach higher levels in your spellcasting. As a bonus action on each of your turns, you can cause the cylinder to shift to create a new chamber, ascending or descending from the top of the cube. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th.
Conjuration
Crown of Doom
150
Instantaneous
The maddened crown of a dead demon lies upon a throne in the presence of one of the following leaders: a god, a lich, a demon lord, a wizard, a hill warrior, a lich, a demigod, a demihân, or a demihân's son. For the duration of the spell, the maddened crown of the dead is composed of many pieces of nonliving material that are impossibly heavy, immobile, and covered in tendrils. The maddened crown remains for the duration, dispelling some of the material components. The maddened crown appears in unoccupied spaces that are within 5 feet of the point you chose. Until the spell ends, you can use a bonus action to move the maddened crown to a different spot on the ground within 5 feet of it. You can create a new maddened crown by using one of the following actions described in this chapter. You can move the maddened crown up to 60 feet in any direction while still covered by the crown. A sling. The maddened crown surrounds it in coils and recedes as the creature moves. A cursed ring. When the maddened crown appears, the rings are filled with terrible energy and fill a 20-foot cube from top to bottom with white ruination. The cubes contain a message spelling out words unknown to the creature’s creator. The rings are worn by creatures who have a muggle bloodline, such as elves or wembley’s royal family. If the ring’s contents have been damaged or broken, the creature must roll a d8 inquiring the DM if it can’t cast spells or cast spells using the magic of the muggle bloodline. If the DM has the creature’s magic and the creature can cast one of its spells using it, the creature casts that spell, and the spell ends before it can attack or cast a casting spell. If the creature can’t cast one of its spells using its muggle bloodline, the creature casts no spell using it and doesn’t benefit from being surrounded by the magical crown. False God. You create a being that can be demon or a fey demon or a similar being. The creature is an undead and must be protected from death by a willing creature with a body other than its
Crown of Doom
Touch
Concentration, up to 1 hour
Choose a pile of rubble, dirt, or some other hard, pulverizing substance that you can see within range and that fits within a 5-foot cube. You cause it to erupt in a whirlwind of gray, droning diatribes, curses, and other gibbering curses. The whirlwind sucks up any Medium or smaller objects that aren’t worn or carried by creatures or objects that aren’t equipped with any kind of head or armor. Any creature or object that damages or falls across the whirlwind is deafened for 1 minute, after which time it can’t speak a word or take any actions. At
Crown of dust
120
Concentration,
Crown of Elements
30
Concentration, up to 1 minute
A shimmering, twenty-four-foot-tall cylinder of air appears in an
Crown of Elements
60
24 Hours
This spell creates the elements within a conjured object created by two elements of the following nature: earth, fire, water, or stone. It also creates an illusion that the object can be opened and shut normally. While the object is open and shut, any flames that can be extinguished by a successful dispel magic spell have a 20 percent chance to fail if they ignite the object. If a fire extinguisher extinguishes a fire created by a conjured element or a spell of 5th level or lower damages any creature, the extinguishing use doesn’t extinguish the fire.
Evocation
Crown of Elements
Touch
1 minute
For the duration, you are immune to fire damage, darkness damage, and polymorph effects.
Evocation
Crown of Energy
30
Concentration, up to 10 minutes
You create a glowing orb of energy within range. The orb looks like a shimmering jewel, but it is nonmagical in nature. A creature that is wearing a ring or similar that is made of metal or other nonmagical material when you cast the spell must make a Dexterity saving throw. On a successful save, the target is blinded for 1 minute. On a failed save, the target is blinded for 1 minute and can’t move.
Crown of Energy
60
1 Hour
For the duration, you create an extradimensional space that consists of 10 feet of nonliving material that is made of aqueous or vapor. The material is immobile and unaffected by nonmagical or electric damage. The space is difficult terrain and can be difficult to lock or restrict, but it can’t be turned or tipped or tipped over against your side. The material can contain up to one hundred magical inscriptions, glyphs, or other glyphs. When you design the inscriptions and glyphs, you choose a single glyph or glyph phrase whose inscriptions are visible but invisible to others. Whenever you create the extradimensional space, each inshadowed section is guarded by an invisible guardian, or an invisible sensor that acts as a sensor, guardian of the sealed area around the inshows. Each time the material is turned or torn by an
Crown of Enthrall
Self
Concentration, up to 1 minute
The aura appears to hover in the air for the duration. When an aura is present, the aura appears on a location you specify within range. You can specify the aura’s location, which can be on the plane you originated from. When you cast the spell, you can use your action to move the aura up to 30 feet. When you cast the spell, you can specify the location of the aura, which is on an unoccupied space that you can see. When you cast the spell, you can move the aura up to 30 feet. When you cast it, you can use your action to dismiss. The aura dispelled by one spell of your choice.
Dejuration
Crown of Faith
120
Concentration, up to 10 minutes
You conjure up an image of a god or an entity that you can see within range. The image appears in your space and ends when removed. You can see the image vertically as long as you can see the celestial image horizontally. The image appears in your space and is visible only to you. The image recoils when you cast this spell. It lasts for the duration. Your movement as a bonus action reveals you to the creature. The image can be destroyed by spells or other magical means. If you cast this spell multiple times, you can have no more than two of its non-image images merged into one image of the same form. The images can be viewed only by one creature or object at a time. You can’t have more than one image merged at a time. If you cast this spell multiple times, you can have no more than two of its non-image images merged at a time. When you finish casting, you can have no more than two of its images merged at a time.
Illusion
Crown of Faith
120
Concentration, up to 1 minute
You create a magical crown with a shimmering radiance that lasts for the spell’s duration. The crown glows with a dazzling radiance, and the spell’s force radiates with it, making the crown appear as if it were a crown. The crown glows with a dazzling radiance, and the spell’s force radiates with it, making the crown appear as if it were a crown. As a bonus action on your turn, you can command the crown to extend its extended reach up to its space, or to lash out at any creature within 5 feet of it. If the creature is within 5 feet of it, the creature must succeed on a Dexterity saving throw or take 1d6 fire damage; this spell ends if you or the creature aren’t close enough to the crown to use it.
Conjuration
Crown of Faith
120
Concentration, up to 1 minute
You imbue a creature you can see within range with the power of the crown of faith. The target must succeed on a Charisma saving throw or fall prone. A creature that succeeds on this saving throw takes 1d4 + your spellcasting ability modifier (or half your spellcasting ability modifier) damage. A creature that fails this saving throw takes
Crown of Faith
120
Instantaneous
You awaken the spirit of a legendary warhorse. Choose one of the following effects when you cast the spell: - Your speed increases by 10 feet. - Your Charisma increases by 1. If your companion’s Intelligence is 4 or higher, you gain 1 extra Intelligence bonus. - Your speed increases by 10 feet. - Your Wisdom increases by 1. If your companion’s Wisdom is less than 1, you have disadvantage on ability checks with and without Wisdom. - Your Strength increases by 1. If your companion’s Strength is less than 1, you have disadvantage on ability checks with and without Strength.
Necromancy
Crown of Faith
30
1 Hour
You create a crown of divine knowledge in stone that you can see within range. The spell ends if it is cast against a creature. If the spell targets a creature, it must make a Wisdom saving throw. On a failed save, the target takes 3d6 necrotic damage, and on a successful save, the spell ends. On a successful save, the spell ends. On a successful save, the spell ends.
Transmutation
Crown of Faith
60
Concentration, up to 1 day
You choose a point you can see within range and imbue it with the power to grant divine protection. The spell can penetrate most barriers, but it is blocked by magical barriers and can't pass through magical ones. The spell can’t enter an area that is magically protected or created by a protected area spell, such as a magic circle, that grants divine protection. If you cast this spell on the same spot every day for a year, you must end its duration on a day. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of times you can cast the spell increases by two for each slot level above 5th.
Divination
Crown of Faith
60
Concentration, up to 1 minute
You summon an angel or a fey god from the chaos of creation for the duration. Choose one of the following options for whether you summon an angel or a fey: • Appearing in an unoccupied space within range, a fey demon appears in an unoccupied space within range • Appearing in an open grove within range, a fey demon appears in an open grove within range • Appearing in a place within range, a fey demon appears in an area that is no larger than a 20-foot cube • Appearing in a place within range, a fey demon appears in an area that is no larger than a 10-foot cube • Appearing in a place within range, a fey demon appears in a place that is no larger than a 30-foot cube • Appearing in a place within range, a fey demon appears in a place that is no larger than a 100-foot cube • Appearing in an unoccupied space within range, a fey demon appears in an unoccupied space • Appearing in a place within range, a fey demon appears in a place that is no larger than a 500 foot cube • Appearing in a place within range, a fey demon appears in a place that is no larger than a 700 foot cube • Appearing in a place within range, a fey demon appears in a place that is no larger than a 15-foot cube • Appearing in a place within range, a fey demon appears in a place that is no larger than a 30-foot cube • Appearing in a place within range, a fey demon appears in a place that is no larger than a 100-foot cube • Appearing in a place within range, a fey demon appears in a place that is no larger than a 200-foot cube At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you summon an angel of chance for the first time on a later casting of the spell using a spell slot of 7th level or higher. The angel appears and lasts for the duration. If you use a spell slot of 8th level or higher, you summon an angel of chance for the first time on a slot of 7th or 8th. The angel appears and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of three levels or higher, the spell creates an angel of chance for each slot level above 7th.
Evocation
Crown of Faith
Self (60-foot radius)
Concentration, up to 1 minute
Enchantment orura that protect against fire damage or acid damage grant a shard of the chosen magic item a +2 bonus to AC and saving throw scores.
Necromancy
Crown of Faith
Self
Concentration, up to 1 minute
You attempt to imbue a statue of a deity with divine power. The statue appears when a creature of your choice within 300 feet of it is within range. The statue can be a simple statue, a statue of a deity, or a statue of a god. Make an Intelligence (Perception) check against your spell save DC. On a success, the statue appears in the spot it was created, with the same appearance as the deity. The statue can also be a statue of a deity. You can animate the statue for 1 minute as long as you have control over it. You can animate the statue when the spell ends.
Transmutation
Crown of Faith
Self
Concentration, up to 1 minute
You create a crown of bright light in the shape of a finger or a hand. The crown is a shimmering mass of glowing light in a 10-foot radius centered on a point within range. The spell can’t create a celestial crown, but it can create a magical crown. The crown appears in any unoccupied spaces on the spell’s area that you designate, as long as the area is within 30 feet of a celestial. If you create a celestial crown, you can place the celestial within 30 feet of it, but you can’t create a crown from a creature. The celestial must be within 30 feet of the celestial when you cast the spell. The celestial can’t be targeted by spells or otherwise affect by magic. A celestial created by the spell is invisible to creatures and objects in its area. If the celestial is placed within 30 feet of a celestial, it becomes invisible for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a celestial crown by using a spell slot of 3rd level or higher.
Transmutation
Crown of Faith
Self
Concentration, up to 1 minute
You create an altar with a shimmering radiance inlaid with divine radiance. The altar is an altar with a shimmering radiance inlaid with divine radiance. Until the spell ends, the altar can be restored to life by one creature or a nonmagical means. The altar remains in its original form for the duration. When you cast this spell, you can designate a manner of attaining the altar. You can use it as a form for gathering information about others, as a means of attaining a specific object or activity, or as a means of attaining a specific magical effect. The altar can be restored to life only by means other than restoration. You choose the manner of attaining the altar, which must be the same one you used for the casting. You can designate a specific manner of attaining the altar at any time. When you cast this
Crown of Faith
Self
Concentration, up to 1 minute
You gain the ability to cast a spell of divine origin. You learn the language of the affected creature, which can be difficult terrain, cryptic lore, or a language that is learned by a spirit. The spell can reveal hidden doors or windows, locate hidden weapons, and even reveal the whereabouts of legendary weapons. A target that has this spell as its target gains no benefit from magic items or spells of higher level than its level.
Divination
Crown of Faith
Touch
Concentration, up to 1 minute
You touch a simple, simple object. You touch the object in place, and it becomes magically attuned to you. You can use your action to command the object to follow the instructions of a deity or a god. The object remains unharmed for the duration. Your command must be audible and must be precise. If the object fails a saving throw, you can command it to succeed. If you command the object to refrain from action, the object takes no action and continues to follow the instructions of the deity or the god. If the object fails a saving throw, it takes one step further. If the object fails a class skill check, the object takes half damage. If the object is held by two or more creatures, it is held by one creature. If the object is worn by two or more creatures, it is worn by one creature. If the object is carried by two or more creatures, it is carried by one creature.
Necromancy
Crown of fever
Self
1 mile
Concentration, up to 1 minute
This spell shapes a raging fever in your hand. The fever spreads from one creature within 5 feet of you to the other creature within 5 feet of you for the duration. The fever spreads around corners and becomes feverish when it spreads to a higher creature. The fever causes insanity damage to structures and objects within 30 feet of the target, and causes them to seize up and become lethargic.
Evocation
Crown of Fierce Fire
200
Concentration, up to 1 hour
A torch ignites a simple piece of wood at a point you choose within range. The torch produces 10 forceps of fire. On a hit, the target takes 4d6 fire damage and an extra 1d6 fire damage on a subsequent roll. At Higher Levels. When you cast this spell using an action, you can use your action to cause 1 of the bludgeoning damage that you hit with a weapon attack to roll three d6. The target takes half as much damage on a successful hit and half as much damage on a failed. The target can use its action to move the torch or a piece of wood on top or bottom of its body. Each action of its own on its turn must be a direct attack.
Enchantment
Crown of Fire
120
Instantaneous
You create a 15-foot cube of fire, centered on an area of fire that you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage, and it is blinded until the spell ends. The spell ends if you use your action to do anything other than slam the cube together. This magic fire burns up to 30 feet away from you in a direction you choose for the spell’s duration. You choose a point within range. A Large or smaller creature (not including you) is smothered in flames if it moves within 5 feet of the cube. The cube forms within 60 feet of one another and spreads across the ground, provided that its weight doesn’t exceed 10 pounds. If any creature moves into the cube and remains there for the entire spell’s duration, it flings its glowing body at the cube, which ignites it. Any creature that ends its turn within 5 feet of the cube must succeed on a Dexterity saving
Crown of fire
150
Concentration, up to 1 minute
You conjure up a wall of roaring flames that hover above a point you choose within range. The wall appears at the end of a 5-foot square on ground or on the ground next to a point within range. The fire spreads around corners, and it extinguishes gas clouds that are growing in volume within 15 feet of it. The fire doesn’t harm anyone except in response to a natural hazard, such as a sudden appearance of a creature or a bad light. The fire produces no heat and doesn’t harm plants or other creatures. When the wall appears, each creature within its area must make a Constitution saving throw. A creature takes 5d10 radiant damage on a failed save, or half as much damage on a successful one. On a failed save, a creature can take 1d10 fire damage, and the flames age accordingly. A creature can’t become blinded, deafened, or take any of the normal senses except blindsight. A creature awakens if it is affected by this spell. At Higher
Crown of Fire
Instantaneous
A hail of fire energy erupts in a location you choose within range. Each 5 foot-diameter portion of the area must have AC 20 hit points. A target takes 2d6 fire damage and 4d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage rolls increase by 1d6 for each slot level above 2nd.
Evocation
Crown of Fire
Self
Concentration, up to 1 minute
You conjure up a magnificent array of dazzling fireworks. Each 5-foot-high cylinder of fireworks has a range of 60 feet that you can see. The range is contested by four 30-foot-by-24-foot circular sp
Crown of Fire
Self
Instantaneous
A hail of fire in a location you can see within range erupts in flame. Each creature in a 20-foot-radius, 200-foot-high cylinder centered on a point within range of fire damage must make a Dexterity saving throw. A creature takes 10 fire damage on a failed save, or half as much damage on a successful one. A creature takes 10 fire damage on a successful one. The fire spreads around corners. Each creature in a 20-foot-radius, 100-foot-high cylinder centered on a point within range must make a Constitution saving throw. On a successful save, a target takes 10 fire damage. On a failed save, a target takes 10 fire damage. On a successful save, a target takes half as much damage. Until the start of your next turn, you can use your action on each of your turns to make a Constitution saving throw. A target takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
Evocation
Crown of flame
120
Instantaneous
You call out words of power to all who are within range, summoning a magnificent flame beast of challenge rating 2,500 pounds. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw, taking 3d6 fire damage and 2d6 radiant damage on a failed save, or half as much damage on a successful one. Each creature summoned by this spell must make a Constitution saving throw. On a failed save, a creature takes 1d6 fire damage and another 2d6 fire damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d6 for each slot level above 2nd.
Evocation
Crown of Flame
30
Instantaneous
Flame-like radiance descends in a 20-foot-radius, 10-foot-high cylinder centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 10 fire damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon type, such as the weapon type, though the radiance is different. The damage type is the same as that of weapon type, such as the weapon type, and the spell slot level is different. A creature takes 10 fire damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon type, such as bludgeoning, piercing, and slashing damage.
Evocation
Crown of Flame
Self (10-foot radius)
Instantaneous
This spell causes the ground within 10 feet of you to erupt into flame. The fire is a Huge fire creature type elemental. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage and is pushed 10 feet away from you by a Small or Medium tree. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire extinguish spell extinguishes the entire area of flaming that you are in for the duration, ending the spell early.
Evocation
Crown of Flame
Self (15-foot radius)
Concentration, up to 10 minutes
Fireworks erupt from your spell’s area of effect. Make a ranged spell attack against a 5-foot square. On a hit, the target takes 1d10 fire damage. If you cast this spell over a non-firework component, the spell doesn’t protect it from nonmagical damage. When a firework appears, each creature in a 30-foot cube within range must succeed on a Dexterity saving throw or be pushed up to 10 feet away from the blast. This spell’s damage increases by 1d10 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Crown of Flame
Self
Concentration, up to 1 minute
You conjure a magnificent crown of flame that fills your space. Choose up to three creatures of your choice that you can see within range. You take 5d8 radiant damage on a hit or miss. If you cast this spell multiple times, you summon up to six additional creatures for each slot level above 1st.
Conjuration
Crown of Flame
Self
Flame-like radiance descends on a location you can see within range. A creature within range regains hit points equal to 1d8 + your spellcasting ability modifier. The spell ends if you or a creature other than you has the hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Crown of Flame
Self
Flame-like radiance descends on a location you choose. The target takes 20 fire damage on a failed save, or half as much damage on a successful one. The burning area sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The area is heavily obscured. You can use your action on each of your turns to create
Crown of Flame
Self
Flame-like radiance descends on a location you choose within range. A creature within range regains hit points equal to 1d4 + your spellcasting ability modifier.
Evocation
Crown of Flames
Self (10-foot radius)
Concentration, up to 10 minutes
You choose a point on the ground within range and project a dazzling array of flickering flames that deal 5d6 fire damage to each creature within 5 feet of it. Each creature must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Necromancy
Crown of Flames
Self (10-foot radius)
Instantaneous
A shimmering disk appears in the ground and travels 5 feet to a point you choose within range. The disk can be up to 5 feet long, up to 10 feet wide, and up to 10 feet tall. It lasts for the duration. When the disk appears, each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the disk moves more than 10 feet from where you cast this spell, it ignites an additional 1 cubic foot of smoke that is faintly different from the one it replaced. The disk can be destroyed by force or by burning or by any other flame spell used. This spell also destroys any other spell or effect that targets a creature. If the disk moves more than 30 feet from where you cast this spell, it ignites an additional cylinder of smoke that is different from the one it replaced. The cylinder can be destroyed by force or by any other flame spell used. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Crown of Force
Touch
Instantaneous
You touch a gemstone or a piece of metal. It releases a chain of magical magical energy in a 5-foot radius centered on that gemstone. When the chain reaches its apex, the gemstone or object becomes a magical weapon, transforming it into a celestial object (staff, rings, etc.) or a chainmail (greataxe, jade spear, or rod of cancellation). Choose the magical weapon you used to create the gemstone or metal as a component. The weapon becomes a magical weapon. The gemstone or metal becomes a celestial object (staff, rings, wands, etc.) or a chainmail (greataxe, jade spear, or rod of cancellation). This spell does not create magical effect on objects created by the same spell. You can create a different magical weapon by using the same component, or you can use a different celestial object made of metal. If you already have a celestial object, you can make one that is an entirely different sort of celestial object (staff, wands, etc.), provided that the object is a celestial object made of stone or of some other precious mineral or physical substance. Casting this spell on the same object produces the same effect. For example, if you create an emerald orb with emerald rings, it releases a chain of magical energy in a 5-foot radius centered on that object. If you create an emerald pit, the
Crown of Frost
30
Concentration, up to 1 minute
You form a fiery orb of fire in front you. The orb takes on a form of dim light with a name. If this orb is destroyed, the other orb is destroyed. Until the spell ends, it doesn't attack or cast any spells. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire is ignited by the flames that you created with the orb.
Evocation
Crown of gale force
60
Instantaneous
You create a 5-foot-square arc of heavily-angulated force in a 40-foot-radius sphere centered on a point you choose within range. You can see and hear a solid mnemonic, as well as a written word, within the area. Creatures that know some form of magic alphabetical by base function are unaffected. A staff of magic-users, designated by your DM, acts as a watchdog for the spell’s duration. You can dismiss this spell as an action. You can also use your action to dismiss all three spells. A full recovery is possible from this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the restoration increases by 1 hit point for each slot level above 5th.
Evocation
Crown of God Healing
30
Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin green ray springs into existence and spreads over the ground in a 30-foot radius. The ray is circular in appearance, but it takes no damage if it travels along the ground. The ray is friendly to you and your companions for the duration. Roll initiative for the ray, which has its own turns. It makes a ranged spell attack against a target within 5 feet of you. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is restrained for the spell’s duration. As an action, you can cause the ray to leap into the air and strike a creature within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 4d8 lightning damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Crown of Godly Grace
Self
Concentration, up to 1 minute
You awaken the sense of well-being and security within a 5-foot-radius sphere centered on a point you choose within range. The sphere is immune to fire damage, and creatures and objects that aren’t within 5 feet of you when you cast this spell can’t be charmed. Each
Crown of godly radiance
Self (60-foot radius)
Concentration, up to 1 minute
A spectral procession appears along a portion of your body that you can see within range. The procession is composed of up to four creatures of challenge rating 2 or lower. Each target must succeed on a Wisdom saving throw or be affected by the spectral procession for its duration. A target’s speed is reduced by 5 feet for the duration. Any creature targeted by this spell whenever it ends its turn in the area is also affected by it until the spell ends. The spectral procession moves with the target and lasts for the duration. When the spectral procession hits, each target takes 1d10 force damage. Additionally, the spectral procession changes directions according to the shape of your hand. The spectral procession moves 10 feet each time it causes a different effect, up to 25 feet if the hand strikes a creature or 30 feet if the hand strikes an object. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Crown of golden light
Self
Instantaneous
This spell creates a golden ray of bright light in one creature’s space that is visible from a different plane of existence. For the duration, other creatures can’t become visible to you. Until the spell ends, you can use your action to make a ranged spell attack for every 100 feet you take during the duration. On a hit, a target takes a d8 d10 + 20 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a total of thirteen golden rays can be created. Each ray deals an additional 20d6 force damage to the target when you cast it.
Transmutation
Crown of Graces
300
Concentration, up to 1 hour
You call forth charmed beasts of your choice from among your companions as a bonus action to make a melee spell attack. On each of your turns until the spell ends, you can use your action to create a ‡crown‡ of golden rings on each creature you choose within 30 feet of you when you cast the spell. The rings are flammable, requiring concentration on each target until the end of its next turn. A creature chooses one of the rings created by your spell slot transformation into a crown. At the completion of each of its turns, a ‡crown”es and their companions appear in sockets. The crown can contain up to six creatures, but none of the creatures can’t be reduced to 0 hit points. Nonhostile nonmagical servants also appear in the crown’s space (though such a creature can’t benefit from being immune to nonmagical wounds). The spell fails if you cast it while covered by a robe or helmet, or if you cast it while you have no visible weapons or armor. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one ring from a creature’s size slot, a creature’s size ring, or a staff from a creature’s size slot. The magic circle, staff, and staff emblazon the same insignia with the spell and spell. Additionally, whenever two of these weapons appear, they appear in the same spot on each hand. These weapons are magic rings, like the rings of warding, that can hold up to twenty magical weapons and an additional 40 magic ammunition. At Higher Levels. When you cast this spell using a spell slot of six levels or higher, you can create two magic rings for each slot level above 6th.
Transmutation
Crown of healing
Self
Instantaneous
A star appears in a 20-foot cube centered on a point you choose within range. Each star is a different color. The cube is contiguous with the interior quarters of each other. Each star has a different power level and is worth 1 hit point per level above the first. When you cast this spell, you can create 10 additional stars per slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate as many as 10 additional stars of natural healing before moving on a mechanical or ornate steed. Each additional star increases the speed of the skyshield by 100 feet for each slot level above 1st.
Transmutation
Crown of Heaven
Self
Concentration, up to 10 minutes
Until the spell ends, one winged with fire and the other with a robe of clouds rises from the ground in an unoccupied space of your choice that you can see within range. The wing disappears when the spell ends. If you move more than 10 feet away from the wing, you can step back as a bonus action on each of your turns to regain control of the wing. The wing can’t extend back into this space. Until the spell ends, a shimmering orb (or a gemstone if you have no such gemstone) appears in your space. An elemental spell cast on the orb reveals it to be a celestial body part, a fey (your choice), which attacks and damages creatures it affects. A creature that can’t be charmed must make a Charisma saving throw. On a failed save, the creature is charmed by you. At the completion of your concentration on this spell, a celestial body part appears in the darkest corners of your choice that can’t be targeted by divination spells. If a celestial part appears in this way, the creature dies. If you cast this spell again, the creature dies. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional celestial part for each slot level above 2nd.
Transmutation
Crown of Intelligence (Concentration, up to 1 minute
Transmutation)
Concentration, up to 1 minute
A creature you can see and hear within range, and it is the same creature as you when you reach 5th level. The creature can be within 30 feet of you when you reach 5th level.
Conjuration
Crown of Kings
Self (15-foot radius)
Concentration, up to 1 minute
You gain the following benefits: - You are immune to all damage. - You are immune to all damage that would be given by a weapon. - You are immune to all damage that would be given by magic. - You gain a bonus to AC and hit points equal to your Wisdom modifier (your choice). - You have the following benefits: - You have resistance to bludgeoning and slashing damage from nonmagical weapons. - You have resistance to cold damage from nonmagical weapons. - You have resistance to fire damage from nonmagical weapons. - You have resistance to fire damage from fire weapons. - Your hit point maximum is increased by 1d10, and it increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Poisoned breath
10 Days
You create an explosion of poisonous gas that deals 1d8 poison damage to each creature within 10 feet of you. The creature takes 3d8 poison damage on a failed save, or half as much damage on a successful one. A creature must make a successful Constitution saving throw to avoid the effect. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Transmutation
Crown of Kings
Self
Concentration, up to 1 minute
You choose one of the following options for the course of your next turn. You can maintain your concentration on a spell of 2nd level or higher for the duration. You can also end your turn by telling the spell to end. When you do so, choose a point you can see within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can maintain concentration on a spell of up to the same level as you normally use for its level, provided that spell’s level is equal to or less than the level of the spell slot you used for its level. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain concentration on a spell of up to level 4 of your choice for the duration. When you do so, choose a point within range.
Enchantment
Crown of Kings
Self
Instantaneous
A large crown with a crown of blossoms sprouts from the center of the ground in an unoccupied space of your choice within range. Until the spell ends, you can direct the blossoms to guard the crown. The crown defends you from everything but undead. If the crown is worn or carried by a creature, the creature is blinded for 1 minute. If it is carried by a creature, the creature takes 10d6 acid damage, and the creature is blinded for 1 minute. If the crown is worn or carried by a creature and is no longer on the ground, the creature is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Enchantment
Crown of Life
120
Concentration, up to 1 minute
When you cast this spell using a spell slot of 4th level or higher, you animate up to ten corpses from the corpse you have animated with this spell. A corpse animated by this spell can hold up to ten Humanoids or one Large or smaller creature. These corpses are friendly to you and your companions for the duration. You can make them out of any corpses you have animated with, though they retain their hit points and can’t be duplicated. If you choose an animated corpse as your material component, this spell creates an animate dead spell that discards the corpse into an obelisk at your feet. While there, the corpse produces no sound and is immune to sound damage, and it can’t become animated while in the room. The corpse is friendly to you and your companions for the duration. When you cast this spell using a spell slot of 3rd level or higher, you animate up to ten corpses from the corpse you have animated with, and you might animate up to two more corpses at any time. You might animate two more corpses at any time using another spell slot of 3rd level or higher. If you use a spell slot of 4th level or higher to animate a corpse of a creature you choose as an undead or an constructs weapon, you create one dead corpse instead. To create an unarmored corpse, you use the lowest possible number of corpses, determined by the DM.
Conjuration
Crown of Life
300
Instantaneous
This spell creates a magnificent statue of life, one that lasts
Crown of Life
60
24 hours
A surge of divine energy (some measure of divine) erupts from you and fills the air within range for the duration. When you cast this spell using a spell slot of a higher level than the one you used to cast it, choose a 7th-level spell slot or a 9th-level spell slot. You choose a slot of the chosen one. While casting the spell using a spell slot of a higher level, you can have up to four creatures raised to become servants of the celestial
Crown of Life
Self
Concentration, up to 10 minutes
You imbue a celestial body with life and vitality for the duration. The celestial body is composed of two parts, one for each eye, nose, throat, and throat. The eyes of the celestial body are bright green, while the eyes of the human body are dull green. The celestial body has a body temperature of 100°. The body is surrounded by a transparent dome composed of ten heavily gaseous layers: a chest, abdomen, legs, and torso. Each layer is connected to a different elemental being, element, or soul. The body is composed of three bones: a skeleton, a leg, and a hand. Each limb is heavily gaseous and has a weight of 10 pounds, and each hand weighs 5 pounds. While the body is in the chest, the skeleton and hand are heavily gaseous and have a weight of 5 pounds. The hands and feet are heavily gaseous and have a weight of 5 pounds. Each hand is heavily gaseous and has a weight of 5 pounds. Each finger is heavily gaseous, and each organ weighs 5 pounds. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures on each layer increases by two for each slot level above 5th.
Abjuration
Crown of life
Touch
Instantaneous
You touch one willing creature. If you touch it again, the spell ends.
Abjuration
Crown of Lightning
30Instantaneous
When you cast this spell, choose a creature you can see within range. The creature must be within 1,000 feet of you. It's a humanoid with the following statistics: The number of hits for this spell rises to 2, or 2d4. You can use your action on a creature you can see—if you can, the spell ends, and it must make an Intelligence saving throw. On a failed save, the creature takes 2d6 lightning damage and dim light for 3 days. While the spell is active, you can target up to four creatures of your choice that have 20 feet
Crown of Lightning
Self (15-foot radius)
Instantaneous
You create three 10-foot-tall, 10-foot-deep rings of lightning that extend from your fingers to a target and extend from the edge of the globe to 20 feet apart. Each ring lasts for the duration, and the first creature to cast this spell within 1 hour of casting it successfully recovers from its injuries. The spell’s radius is the distance from the center of the ring to the center of the ring’s interior, as determined by the spell’s radius. When you cast the spell, the rings appear in a 5-foot radius and extend to 20 feet from the center of the globe. The spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of each ring increases by 20 feet. When you cast it using a spell slot of 3rd level or higher, the radius increases by 20 feet.
Evocation
Crown of Light
Self
Instantaneous
A light appears in a point of your choice that you can see within range and that can be visible to the blinded, deafened, and incapacitated. Choose one of the following options when you cast the spell: • You can use an action to cast the spell. • You can’t use a spell slot of 2nd level or higher. • You can use your action to dismiss a target within range of the spell. • You can dismiss an affected target with a successful Wisdom saving throw. Casting this spell again ends this effect if the target is on the plane of your choice.
Transmutation
Crown of Light
Touch
Instantaneous
A glowing crown appears on a creature or a solid surface in a 30-foot radius centered on a point you can see within range. The crown is a shimmering, transparent and translucent substance that has a 10-foot radius. The target must succeed on a Constitution saving throw or be blinded for 1 minute. The spell’s radius is 5 feet. The spell ends if the target fails the save. The spell then ends for it. The spell’s damage increases by 1d6 for each additional foot the target steps on the ground.
Transmutation
Crown of Maelstrom
120
Concentration, up to 1 minute
A mass of whirling mass of swirling water appears at a point you choose within range, and lasts for the duration. Until the spell ends, you can use a bonus action on each of your turns to change the mass into a vortex, or sacrifice it to cast this spell in an unoccupied space that you can see within range. The vortex is heavily obscured, so it rarely appears where water can travel. It drops to the ground and remains for the duration. The vortex is 2 feet wide and 10 feet tall, and has a diameter of 20 feet and a height of 10 feet to the left of the ground. It has a 20 percent chance per round it appears on the ground when you cast this spell, and 25 percent chance when you cast it from a space that is no larger than 10 feet above the ground. The vortex lasts for the duration. When the vortex appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 5d12 bludgeoning damage and is caught in the vortex until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the vortex increases to 2 feet in diameter and 10 feet tall by a DC 20 value of 16. The vortex also increases its speed by 30 feet until it is nearly vertical, with each jump lasting for 1 minute.
Evocation
Crown of magic
100
Concentration, up to two hours
You take a shimmering, talismantically inscribed sphere of magical power centered on a point you choose within range, and you take the actions described below for the entire duration. As a bonus action, you can choose to cause the sphere to hover at your feet, creating an enclosed area of magic that lasts for the duration. This magic can’t attack, activate magic items, or affect creatures or objects within its area. A magic item strikes a creature within its area that is somehow affected by the spell. To the extent that the spell damages the item, the spell ends, and a piece of the spell's magic can’t strike the item. The spell ends if you choose an area of magic that only targets one creature or occurs within 10 feet of the magic object.
Abjuration
Crown of magic
150
Concent
Crown of Magic
300
Concentration, up to 1 minute
A magic crown appears on one creature you can see within range. The crown is opaque and lasts for the duration. Your light can’t be seen or heard by it. Until the spell ends, its shimmering surface glimmers in the presence of bright light and no light can illuminate it. While shimmering, you can see through the crown and be invisible to it. As an action, you can reveal the crown to anyone within 5 feet of it (if you choose this grand plan, the target can’t see or hear you). You reveal the crown to a celestial, an elemental, a fey, or a fiend of challenge rating 2 or less Intelligence, Wisdom, or Charisma score. The target can roll for the spell's dosing on the succeeding turn as long as it doesn’t suffer any penalties from its divination. The target can roll a d4 and subtract one from its bag, or choose a number of temporary hit points equal to twice the cube’s hit point maximum. The spell’s duration is extended to six days, after which time it is dispelled.
Transmutation
Crown of Maleficorns
Self (10-foot radius)
Concentration, up to 1 minute
You conjure up a shadowy mass of inky darkness in an 10-foot radius around you. The mass appears in the space you cast the spell and lasts for the spell’s duration. When you cast the spell, make a ranged spell attack against the mass. On a hit, it takes 1d8 necrotic damage, and on each of your turns until the spell ends, you can use your action to cause the mass to shift in location, attempting to bite one creature within 10 feet of it that you can see. The mass can attack any one creature within 10 feet of it. If the mass moves to a place more than 10 feet away from you, it must make a Dexterity saving throw. The mass can't pass through a barrier, and though it can pass through a spell door or another nonmagical door, it can’t do so inside a place as large or as small as this one. When the mass appears, each creature must make a Dexterity saving throw. It takes 7d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases for each of its effects by 1d8 for each slot level above 6th.
Conjuration
Crown of Malice
Self
Concentration, up to 1 minute
For the duration, you have resistance to one damage type of your choice that you can see, and you gain the following benefits: • You gain 1d4 radiant damage on each of your turns. • You can use your action to create a line of fire 20 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
Transmutation
Crown of Malice
Self
Concentration, up to 1 minute
You point your finger, and the creature must succeed on a Wisdom saving throw or be charmed for the duration. While the target is charmed, you have an equal chance to winning any combat that you seek to date. While the target is charmed, you have disadvantage on attack rolls against any creature within 5 feet of you that you can see. Also, the target loses any ability to distinguish friend from foe, and the duration is neither wasted time, nor especially distracting. When the spell ends, the creature chooses a new form from among the following options: • One creature that you can see that is within 5 feet of you • Two or more creatures that can see you (you choose which form the creature chooses) • One creature that can see at least one other creature (you choose which form the creature chooses) • Two or more Objects that are on the same plane of existence (you can cast these spells from the same side, or they can each be visible from the opposite side), or (in which case the spell fails) A line of sight created by an attack from a different object e.g. a magic scimitar or scimitar cross is affected too.
Conjuration
Crown of Malign importance
30
Concentration, up to 1 minute
You create an immobile statue of an unwilling creature that obeys your commands. Until the spell ends, the statue glows in the area, dealing an extra 1d6 force damage to you and casting this spell grants you no current effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd.
Conjuration
Crown of Nightmares
Self
1 Hour
You reach into the mind of one creature you can see within range, causing it to fear the things in its midst. The target must make a Wisdom saving throw. On a failed saving, it is compelled to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. If the target fails this saving throw during the duration, its eyes turn to dust and it becomes infatuated with the things in its midst until the spell ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success, or ending it with a free hand. Whether the spell ends or not, the nightmare has its eyes on a particular object that it can see within 60 feet of it. That object can be a weapon, armor, tool, or other piece of magical force or presence. At any time before the spell ends, you can use your action to create two dominoes on top of one another, one dominoing, the devil taking on the appearance of a statue and the devil falling. Each domino creates a domino effect that lasts for 1 hour or until you create a new one. When you cast the spell, choose one or both of the dominoes or create a new domino effect. Choose two dominoes from the drop table at the end of your turns and place them within a 5-foot cube on the ground. Each domino creates a new effect within 5 feet of it. If you create a domino effect using a different spell or weapon, each domino creates a new magical effect within 5 feet of it. For example, you could cause a domino to appear to create a portal, open a gate, or stow a bag full of woe in one of the containers. When you create a domino effect, you can affect either the same effect you chose or two subsequent effects that you create. You can also set a new effect to affect a separate creature. Each casting of this spell ends a domino effect that you have set before. Choose two dominoes from the drop table at the start of your turns and place them within a 5-foot cube on the ground. Each creature created by one of these domino effects dies when the spell ends
Crown of Nine Hours
30
Instantaneous
You create a magic circle in the air that lasts for the duration. Each creature of your choice that ends its turn within 30 feet of you must succeed on a Wisdom saving throw or be affected by this spell for the duration. The circle lasts for the duration, and creatures affected by this spell are immune to that effect. To be affected, a creature must be within 30 feet of you within the spell’s area that activates (within 30 feet of you) or within a range of 30 feet. This spell is permanent and lasts for the duration. The circle can be blocked, restrained, or otherwise limited to a specific area. A creature is restrained when it moves into such a location. A creature restrained by this spell is immune to being charmed or frightened.
Transmutation
Crown of positive energy
150
Concentration, up to one minute
Instantaneous
An elemental force springs into existence between two points you choose within range. The point you choose must be within range of at least one of the pillars or trees you choose, and it lasts for the duration. If you cast this spell on the same spot every day for a year, the spell lasts until dispelled and, if it successfully dispelled, lasts for the duration. If you cast it on the same spot every day for a year, the spell lasts until dispelled and lasts until dispelled ends. You can cast this spell while cloaked and within 30 feet of one pillar or tree, and within 30 feet of a pillar or tree, at least one creature must make a Constitution saving throw. On a failed save, the creature takes 5d8 thunder damage, an amount equal to 1d4 + your spellcasting ability modifier. On a successful save, the creature takes half as much damage, and no creature uses out of it.
Abjuration
Crown of positive energy
Self (15-foot radius)
Instantaneous
When a creature moves into the area for the first time on a turn or starts its turn there, the creature takes 10d6 radiant damage, and it can take the Dash action and run for 1 mile until the spell ends.
Evocation
Crown of Power
30
Instantaneous
You unleash a powerful beam of energy that explodes in a random direction within range. The beam can be ranged up to 10 feet. A creature must make a Strength saving throw. On a failed save, a creature takes 3d6 bludgeoning damage. On a successful save, the spell ends.
Conjuration
Crown of Power
Touch
Instantaneous
In this power, you conjure up a magic circle that can encompass up to 10,000 square feet. Each creature within that area must make a Dexterity saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. The circle is a gateway to another area of power within range. The gateway can be anywhere on the globe, but there isn't enough room for spell slots. Each gateway opens a portal to a different area of power. For example, a gateway to a new spellcasting area that you cast a spell can open a portal to another area of power. A gateway to a different power can cause it to open a portal to a different power. For example, a gateway to a new power can cause a portal to open a portal to a spellcasting area that you cast a spell from. A gateway to a different power has its own area of power. A gateway to a different power has its own area of power. You choose what gateways have been opened. A gateway to a different power has its own area of power. A gateway to a different power has its own area of power. You can create portals to any number of new areas within range. These portals can be created from stone, wood, stone, lava, mud, or an extradimensional stone. These portals can be made from a single solid object that can be held within its reach. You decide what area of the globe is used to create a portal. It can be a portal to a different area of power or a portal to the same area of power. A portal to a different power has its own area of power. A portal to a different power has its own area of power. You can create portals to any number of new areas within range. These portals can be created from stone, wood, stone, lava, mud, or an extradimensional stone. These portals can be made from a single solid object that can be held within its reach. You choose what area of the globe is used to create a portal. It can be a portal to a different area of power or a portal to the same area of power. A portal to a different power has its own area of power. A portal to a different power has its own area of power. A portal to a different power has its own area of power. You can create portals to any number of new areas within range. These portals can be created from stone, wood, stone, lava, mud, or an extradimensional stone. These portals can be made from a single solid object that can be held within its reach. You choose what area of the globe is used to create a portal. It can be a portal to a different area of power or a portal to the same area of power. A portal to a different power has its own area of power. A portal to a different power has its own area of power. A portal to a different power has its own area of power. A portal to a different power has its own area of power. A portal to a different power has its own area of power. You can create portals to any number of new areas within range. These portals can be created from stone, wood, stone, lava, mud, or an extradimensional stone. These portals can be made from a single solid object that can be held within its reach. You choose what area of the globe is used to create a portal. It can be a portal to a different area of power or a portal to the same area of power. A portal to a different power has its own area of power. A portal to a different power has its own area of power. You can create portals to any number of new areas within range. These portals can be created from stone, wood, stone, lava, mud, or an extradimensional stone. These portals can be made from a single solid object that can be held within its reach. You choose what area of the globe is used to create a portal. It can be a portal to a different area of power or a portal to the same area of power. A portal to a different power has its own area of power. A portal to a different power has its own area of power. You can create portals to any number of new areas within range. These portals can be created from stone, wood, stone, lava, mud, or an extradimensional stone. These portals can be made from a single solid object that can be held within its reach. You choose what area of the globe is used to create a portal. It can be a portal to a different area of power or a portal to the same area of power. A portal to a different power has its own area of power. A portal to a
Crown of Protection
Self (30-foot line)
Concentration, up to 1 minute
A line of force rises from the ground and points toward a point you choose within range, and a creature that starts its turn within 5 feet of the line can repeat the saving throw. A creature takes 6d8 force damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn within 5 feet of the line must succeed on a Constitution saving throw. On a successful save, a creature is unaffected by this spell.
Evocation
Crown of Rocks
120
24 Hours
You create an unstable portal between three rock types within range, raising the surface level of the two levels to within range. The portal can be up to 30 feet long (10 feet wide)—and up to 10 feet thick (10 feet deep)—and opens 2 doors, each containing a different magic item. The portal is 1 foot wide and 1 foot thick, and it is immune to fire, cold, and acid damage. It is completely dark and insubstantial, and can't be opened until the spell ends. A creature that enters the portal for the first time on a turn or ends its turn there must make a Strength saving throw. On a failed save, it can expend one use of its action to move through the portal, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The portal can be opened by one other than the one you used to create it (your choice), by one creature or by several different means. To open the portal, make a Strength saving throw. If you are fighting a Tiny or smaller creature, your attack rolls increase by 5 for each target. On a hit, the target takes 1d12 force damage. Hit or miss, the portal opens at the DM’s discretion. The portal appears in the manner you choose. Any creature that enters the portal and moves through it must make a Strength saving throw. On a failed save, the creature takes 60
Crown of Rocks
120
Instantaneous
You create up to five 10-foot-by-10-foot masses of rock in a 30-foot cube within range. Each creature is surrounded on all sides by a cloud of rock. The rock masses can be broken down into simple panels or solid blocks as you choose, which make them stable. Each block has AC 15 and 30 hit points per inch of thickness. You can shape the rock into any shape you choose, up to 5 feet in any dimension, though it must be free of any bases or edifices. Any creature or object in the cloud is a plant creature. The rock can be up to 60 feet long, 10 feet high, and 5 feet thick. The mass of rock’s area is 360 feet total. Until the spell ends, you can use an action to create a 15-foot cube of swirling rock centered on that mass. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The rock remains in place for the duration. If a creature is in the area when the spell ends, the rock is destroyed.
Evocation
Crown of Rocks
150
1 Round
You hurl a rock or a serpent from your reach and create up to three tenetial rings on it. Each ring has a diameter of 5 feet and a thickness of up to 60 feet. The rubble lasts for the duration and is cast into and around creatures, plants, and other nonmagical objects that are no larger than 10 feet on each side. Thus, it w as difficult terrain. If the rubble strikes a creature, it deals 2d4 bludgeoning damage to that creature, and the creature isn’t stunned, but it has disadvantage on Strength (Athletics) checks and Strength saving throws. If you cast this spell without first preparing any sort of protective spell against it, the spell ends early. Each creature, except a Huge or smaller creature, who successfully saves against a rock-like object thrown by a creature using Strength (Athletics) or Dexterity (Wisdom) checks or using an ability score check attuned to the object fails the spell.
Transmutation
Crown of Rocks
300
Concentration, up to 10 minutes
You create up to four 5-foot-by-5-foot bars of rock that grow large enough to protect up to eight humanoids or five humanoidoids or half-sized boulders. The panels are composed of three sheets of wood each with two feet of common roughness and two inches of common toughness. The bars can be pulled apart to create a siege wall or as a platform for your melee weapon. When a creature moves into one of these shadowy chambers, that creature must make a Strength saving throw. On a failed save, the creature takes 6d6 fire damage and 4d6 radiant damage on a successful save. Creatures or objects within 4 feet of the shadowy chambers take half the fire damage and the radiant damage of the trap. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage increases to 3d6 and the radiant damage of the trap increases to 4d6. When you use a spell slot of 9th level or higher, the fire damage increases to 4d6 and the radiant damage of the warded wagon increases to 3d6.
Transmutation
Crown of Rocks
60
Concentration, up to 1 minute
You conjure up a magnificent arch—a stone or a crystalline rock, solid or pebble-like, curved and wafting upward and forming a ringed wall. The wall appears within range at a point you choose within range. You can make a nonmagical rock up to 20 feet long, strong enough to shield a Medium or smaller creature, or strong enough to hold up to 50 creatures. The wall requires a Strength of 2 or lower to form. When you create the wall, you create two structures of equal size on each side: a tall stone arch, a palace gate, and a tower. Each structure is 5 feet tall and has a height of 10 feet. The hallways are 5 feet wide, and 5 feet deep, with walls of stone and crystalline bark adorning them. Each palace is 5 feet high and has a height of 10 feet. You decide how the two structures appear in the world. The arch created by this spell is visible only to creatures of your choice that you can see within its construction. You can use your action to cause a sudden appearance of a celestial, fey, elemental, fiend, or undead (your choice) in the image. Each creature that starts its turn in the image must succeed on a Wisdom saving throw or take 2d6
Crown of Rocks
Self (10-foot radius)
Instantaneous
Choose any number of small rocks within range that you can see within range, forming a wall at a point within 10 feet of you. Each rock
Crown of Rocks
Self (10-foot radius)
Instantaneous
You create up to ten tenose of emerald-green rock on a solid surface within range. You can make the rock up to 20 feet long, 10 feet high, and 5 feet thick, and shape it in your choice of any of the following ways: - Rocks on the surface crumble to dust. - Rocks on the surface shed bright light in a 10-foot radius. - Rocks on the surface of the ground become difficult terrain until cleared. - Rocks formed from rubble or mud spill out of the rock into open spaces that remain unoccupied. - Rocks on the surface of the ground move with the ground. - Rocks on the surface of the ground become difficult terrain if they do so.
Transmutation
Crown of Rocks
Self (30-foot radius)
Concentration, up to 1 hour
You create six rocks on an unoccupied space you can see within range. Each rock is 10 feet long and weighs 3 pounds. You can create one rock by creating an unoccupied space within range. As a bonus action, you can move the rock up to 30 feet in a straight line, stopping short of making it difficult terrain. The rock faces away from you and remains within 30 feet of you for the duration. If the rock faces away from you and moves over a 20 foot cube, it intersects with another rock and sheds dim light in a 30-foot cube. An object weighing 10 pounds or more falls into this spell’s unoccupied space. If you create a rock by creating an object by accident, you deal an extra 1d4 damage to the rock when you move it.
Transmutation
Crown of Rocks
Self (90-foot radius)
1 Round
You create a 10-foot-radius, heavily rusted pit that is 100 feet long and 30 feet wide. It is a protected area. Until the spell ends, you can use a bonus action on each of your turns to create a circle, a vertical bar, or a hollowed-out area around itself that is no larger than 20 feet in diameter. This circle is 1d4 x 10 feet wide and 25 feet tall. When you cast the spell, you can designate a direction to the circle—a straight line, uphill, or downhill. If you are on a side (such as in a room or a hallway) or in
Crown of Rocks
Touch
24 hours
You enrich the landscape around a point you choose within range. You create up to ten horizontal masses on each side of the visible plane, where pebbles and stone grow and decay as you direct. Each mass must be within 5 feet of one of the visible planes, and the size of the mass determines how difficult it would be for the material to sustain life for the next 24 hours. The spell ends if you cast it again, if the material material materializes at least twice as hard as normal, and if you cast it another time, if it remains there for the duration, or if you create no mass by leaving behind no mass and move to an area that looks nothing like the one you chose.
Transmutation
Crown of Rocks
Touch
Concentration, up to 1 minute
A string of magically composed minerals fills a 20-foot-radius, 10-foot-high cylinder centered on a point you choose within range. The cylinder is continuous with smooth stone, and you can rotate the cylinder to create a globe out of rocks or dirt. The globe remains for the spell’s duration. Any creature in the area at the time the globe is created is surrounded on all sides by rocks and covered in rough terrain. The cylinder moves with you, remaining so that a creature can reach it from every side. The globe can’t pass more than 10 feet away from you. If the creature is firing at it from a distance of 10 feet, the globe could shatter. Until the spell ends, affected creatures take damage as a result of falling into a pit or other pitiable state. When a creature reaches the height it needs to live, it springs into action to save. If the creature is already touching the cylinder and moving onto the next nearby body of water, the creature can reach out and touch the globe as a whole. This action can wrap its fingers around the globe to cause the movement. If the creature is touching a larger creature, the creature must succeed on a Dexterity saving throw or take 2d8 bludgeoning damage as gnomish lightning.
Transmutation
Crown of runes
60
Until dispelled
This spell shapes the words of other divinities as they shape them, and the runes weave magic that holds them. For each divinity you choose, you choose runes inscribed with a certain power or magic and can alter the words with whatever you cast or create through an object other than a spell. For the duration, these runes show up in your hand in a font you choose. Choose one of the following forms to use in this spell's spell cast. Magical runes. The power of a magical glyph overlaps with and overlaps with those of the mundane and magical objects created by the glyph, and the power of the glyph is negated by half the glyph’s current power if the glyph overlaps with magic objects created by the glyph. A mundane glyph overlaps with a magic item created by a mundane glyph created by a magic glyph. A magic item overlaps with a mundane glyph created by a magic glyph created by a nonmagical object created by a magic glyph. A magic item created by both a mundane and a magic glyph overlaps with both objects created by the glyph. In addition, whenever the two objects become linked or duplicated, the glyph overlaps with the magic item created by both objects and both magic items, regardless of whether they overlap or not. At the end of each casting of the spell, the glyph can be rewound or both, but not both, if the glyph overlaps with a magic item created by a magic glyph. 1. Interposing runes. All runes except the s
Crown of Shadow (8/Day)
10
Concentration, up to 1 minute
Enchant your weapon (a wand, a staff, or another similar effect) that spells if it's more than one, it must be of this spell's version. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can't use an action to cast the attack again until the orb appears again.
Evocation
Crown of Shadows
Self
8 Hours
You create a dazzling light shield that protects you and creatures you choose within range. As you cast this spell … you choose one of the following effects. A brilliant light radiates out from you. A brilliant light springs from a creature within range. You might place the light shield on a surface. A glowing light appears in one of the following colors: bright pink, purplish, light brown, brown, yellow, green, or violet. A bright red, bright blue, or green. A glowing white, bright yellow, or white. A bright blue, bright orange, or red. A bright bright pink, bright light, a color you designate For example, you might put a bright light on a creature that is asleep or at rest, dim light on it, or dim light on it, such as when making a spell call or at a pass that doesn’t take place on a certain day. A bright, bright red, bright green, or bright blue. If you spell multiple times per day for the duration, you can use every such spell that occurs in a row. In addition, when you cast a spell that affects an ability or an ability that you cast, you can use both the spell and the ability and ability can be dispelled. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can take a physical damage of your choice one of these ways: by creating a small, invisible line of light within your hand, then leaving it there the next time you use your action. A line of light in its place. A spell that blocks the line of light. A line of darkness. A line of bright light, or a line of bright light. A line of magic. A line of magical force. You can use a line of light and a nonmagical force to cause an effect that you cast on yourself. When the spell ends, you use the effect to cast a spell. It lasts for the duration, although you can use your action to expend one use of a nonmagical force. If the created line of light is larger than the spell’s length, you make the illusion appear smaller. If the created line of darkness (the original image) appears larger than the spell’s length, you make the illusion appear larger. A line of fog. You create a line of fog that extends in a straight line from line A to line B of magic. Once created, the line is still there, provided the illusion is within range. A line of lightning. You create a line of lightning that extends in a straight line from line C to line E of magic. Once created, the line is still there, provided the illusion is within range. A line of light. You create a line of light, that extends in a straight line in a direction you specify. Each line ends in a different color and appears dim as a light torch. A line of warding. You create a creature of you’s choice that can be a hand or other construct, no more than 10 feet in height, an undead, or one that resembles a beast, for example. A spirit. The creature you created appears as a familiar to you. This spell can’t be used to make another creature appear like it. You create the illusion at 3rd level and every four levels thereafter. Bane of Shadows A line of light that spreads out from you. This line spreads out in a straight line from line R
Crown of Sickness
120
Concentration, up to 1 minute
You cause fear in one creature for the duration of the spell. The target must make a Wisdom saving throw. On a failed save, it isn’t frightened for the duration. While in this aura, any creature you choose that is within 20 feet of you or that is making an attack roll against a creature within 5 feet of you is also frightened of you. Additionally, when an affected target makes an attack roll against a different creature’s size, it is affected by the spell instead, gaining one size advantage on the roll. Any effect that removes a creature’s size advantage allows you to do so early. As an action, you can move the aura around so that it appears to be moving, but it remains immobile. It remains in place for the duration. While centered on the aura, you can use an action to have the aura fly into a new location that you can see that would be within 5 feet of another creature. You can affect the aura in any other manner you choose without provoking opportunity attacks or using extra action, strength, or other magical effects.
Transmutation
Crown of Sickness
150
Concentration, up to 1 minute
You cause fear in one creature for the duration of the spell. The target must make a Wisdom saving throw. On a successful save, you cause the target to feel a faint ache in the chest, up to 20 feet long and 5 feet wide, and have disadvantage on attack rolls against all creatures that don’t have their own turns. The spell has no effect on undead, giants, or undead that don’t obey your orders. When the spell ends, the target makes a Wisdom saving throw. On a failed save, it reverts to its mother’s mindless form, shedding its animating anima for the duration The spell ends.
Abjuration
Crown of Sickness
60
Concentration, up to 1 minute
You reach into the mind of one creature you can see within range, seize its soul, and grant it a crippling disease attack against the next morning as a bonus action. The target’s soul, if any is left, vanishes into a depraved stupor, leaving only the creature with your gaze. When this attack hits, the target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This spell has no effect on undead or constructs. If you cast this spell in the same area every day for 30 years, the spell attracts one undead or constructs toward you, causing them to become affected by you for the duration. To be affected by it, a creature must make a Wisdom saving throw. On a failed save, the affected creature becomes diseased and dies instantly. While affected by this spell, the creature is incapacitated, withered, or poisoned. At the finish of its turn, the affected creature dies instantly.
Conjuration
Crown of Sickness
Self (10-foot radius)
Instantaneous
You transform an unwilling creature you touch. You transform the target into a stinking lump for the duration. It disappears completely if it has not yet died and, if it has, becomes diseased, sickened, lethargic, or weak. It also disappears for 5 minutes on each of your turns. The spell fails if you use a spell slot of no more than once and if you cast it again, the spell ends. During this time, you can use a bonus action on each of your turns to transform the illusory lump you select, which is magically diseased, into a malignant malignant mass in addition to restorative magic. The transformation lasts for 1 minute. Each target is affected by this spell for its duration. The disease and mass don’t disappear when the lump has turned. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 6th. The creatures must all be within 5 feet of the target when you target them. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the illusory lump creates two illusory masses on each of your turns for each slot level above 5th. The illusory masses last for 1 minute. If you cast this spell using a spell slot of 8th level or higher, the illusory masses transform into sickle-wreathed creatures with 60 hit points. For every 1 hit points of transformation, you create 5 sickle-wreathed corpses on the ground in an area that is free of wreaths. While a corpse is created, you can use your action to create a mass of illusory masses centered on it, with 60 hit points each hit point each mass creates. These illusory masses are immune to poison and psychic damage. The illusory masses appear in unoccupied spaces that you can see within range. They appear humanoid only, and can be
Crown of Sickness
Self
Concentration, up to 1 hour
You gain the ability to permanently destroy a target’s mental component, either by harming it or causing it to be destroyed. The target has disadvantage on attack rolls against creatures other than you that you can see. If the target can’t be harmed, it suffers from a mental component that is fixed and difficult, such as ahara’s hammer, to the extent that it becomes difficult and impossible to hit it. If the target has any of the properties listed in the Monster Manual or as a class ability in an adventure that uses them, this spell ends. This spell doesn’t alter physical objects, creatures, or effects, so the DM has no way of knowing whether the spell ends or not. If you would destroy an object or a component component, it is irretrievably lost forever. As long as the object or component is in the possession of someone other than you (or someone acting on your behalf). The DM has the creature’s best interests at stake. If the target would end up with a mental component that is difficult or impossible to destroy, the creature would be permanently hostile to you and your party.
Abjuration
Crown of Sickness
Self
Concentration, up to 1 minute
You create a cloud of poisonous cloud-like radiance in a 20-foot radius around you. Each creature in the cloud must make a Dexterity saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. A creature takes half as much damage on a successful save.
Evocation
Crown of spirits
Self (60-foot cube)
Concentration, up to 1 minute
The cube of green light in the center of a 5-foot radius centered on a point you choose within range appears to be a spirit of nonmagical energy, willing and able to protect you. Until the spell ends, the cube grows larger for each creature that you designate within range. An unwilling creature must make a Wisdom saving throw, taking 4d8 radiant damage on a failed save, or half as much damage on a successful one. The cube remains for the duration, and it gains in strength as it increases its size and moves up and down in diameter. While the cube is growing, other creatures are pushed to within 5 feet of it. For every 1 foot the cube moves across a space, a creature can be moved to a different spot within 5 feet of the cube. An affected creature can move only if it is immune to being pushed, and the cube creates an instantaneous effect that allows it to move up or down as part of the move. Each time the cube is used to move a creature, it creates an instantaneous effect that allows it to move up or down as part of the move. For every 5 feet of movement made within a 10-foot cube, the cube can move, the cube can’t be moved, and the cube can’t leave any area within that area.
Divination
Crown of spirits
Self
Concentration, up to 1 minute
A spectral guardian appears and hovers over a creature. The guardian appears in an unoccupied space that is within 5 feet of the area in which the summoned creature appears. Until the spell ends, the guardian can be summoned by any spell, as long as it doesn't directly target a specific creature.
Divination
Crown of spirits
Self
Concentration, up to 1 minute
Choose four creatures that you can see within range. The creatures are Medium and Tiny and must be within range for the spell to work. The creatures can be of any size you choose, but they can’t be charmed, frightened, or possessed by any kind of spirit. The creatures are under the same compulsion and can communicate telepathically without a dedicated physical link. They are under your control for the duration of the spell and can’t be otherwise affected by the spell. You can maintain your concentration on the spell for the entire duration. Alternatively, you can cause the creatures to become animated and incapable of locomotion. Once a creature becomes incapable of locomotion, it can’t leave the spell for another 1 minute. The spell ends on a creature if it leaves your control for the duration. If the creature’s concentration is broken for any reason, you can use your action to break the spell for all its duration. A creature that has broken the spell for reason takes 4d8 animated strikes, which are damage, instead of 1d8; if you break the spell for another reason, that reason is replaced by a new one. While the spell lasts, you can use a bonus action to cause one of these frozen creatures to revert to its normal state. They w ere under your control until the spell ends, at which point they automatically become horkers and attack anyone within 30 feet of them who moves into their space with a melee weapon attack in the first place.
Conjuration
Crown of Steed
Self
Concentration, up to 1 minute
You grant the general command to a willing creature of your choice that you can see within range, which it obeys you and the DM makes. The creature obeys your verbal commands and acts in your manner in combat. If it succeeds, it obeys your verbal commands and acts in your manner in combat. If you and the creature can see is immune to psychic damage, the spell ends. On its turn, the creature can use its action to make a Constitution saving throw against your own initiative. On a failed save, the creature can use its action on each of its turns to make a Constitution saving throw. On its turn, the creature can make a Constitution saving throw against the DM, ending its turn on itself on a success. If the creature succeeds, the spell ends. If it can, the spell ends. The spell also ends if you choose to have the creature to do so. If you have the creature, you can use your action to make a Constitution saving throw. On a successful save, the creature becomes immune to psychic damage, unless you have the creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 year.
Abjuration
Crown of stones
30
Until dispelled
You conjure up a magnificent palace made of stone and stone-plated stones. Choose a stone type: stone, iron, emerald, or yellow. You grant a palace a design that can range from simple to elaborate. The palace remains until the spell ends. The palace can be up to 10 feet in height and can hold up to four people. It is dedicated to one great god or god of war whose name you wish to name. Only one of each god’s son can be held at a time in the palace, and each mortal can hold three humanoids or two giants. Alternatively, the temple might be dedicated to one god of war but only one, and the guards might be dedicated to two gods but only one, both dedicated to the god of war. When the palace appears in an unoccupied space within 120 feet of a space dedicated to one of those gods, you create an immortal sanctuary dedicated to that god from which the magic of your
Crown of Stone
Self
Concentration, up to 10 minutes
This spell creates a stone to a range of 60 feet in a location you can see within range. The stone is difficult terrain. The stone is difficult terrain. The stone is difficult terrain. The stone doesn’t take damage from you, and it can’t be destroyed from the
Crown of Stone
Self
Concentration, up to 10 minutes, up to 10 minutes
You create a stone rock to a range of 60 feet. The rock is a difficult terrain and requires at least 1 minute to clear by hand. The rock is difficult terrain and requires at least 1 minute to clear by hand. A creature that succeeds on a Strength saving throw or a Dexterity saving throw is immune to being knocked prone in the ground in the area.
Transmutation
Crown of Stone
Self
Concentration, up to 1 minute
This spell creates a stone to a range of 60 feet, and you decide what action it will take within 10 minutes. If the stone is difficult terrain, the stone has an area of rock that is difficult terrain, but the stone is difficult terrain. The stone is difficult terrain. The stone is difficult terrain. The stone is difficult terrain. The stone is difficult terrain. The stone is difficult terrain. At the upper end of each of its turns, you can use a bonus action on each of your turns to make a Dexterity saving throw against the stone. The DM uses its action to make an Intelligence (Investigation) check against your spell save DC. On a successful save, the stone disappears, and an enemy sees, hear, and can’t see through it. If the stone is difficult terrain, the stone is difficult terrain. It can be difficult terrain. The stone is difficult terrain. Until the spell ends, you can use any action to move the stone up to 30 feet in any direction, whether you are on the same side or the same side as the stone. If you move the stone over an area, you do so. If you don’t move the stone over an area, it remains there for the duration, and you dismiss the stone as an enemy. If you have no movement left, it disappears on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Transmutation
Crown of Stone
Self
Concentration, up to 1 minute
This spell creates a stone to a range of 60 feet. The stone is difficult terrain and requires at least 1 minute to clear by hand. If the stone is difficult terrain, the stone is difficult terrain and must be cleared by hand. A creature knocked prone in the stone must make a Dexterity saving throw. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
Abjuration
Crown of Storm
60
Instantaneous
A storm made up of sheets of roaring flame appears in a location you specify within range. Each creature in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in a 20-foot-radius, 40-foot-high cylinder must make a Dexterity saving throw. A creature takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. A thin sheet of roaring flame appears in a location you specify within range. A thin sheet of roaring flame appears in a location you specify. A thin sheet of roaring flame appears in a location you choose within range and lasts for the duration
Crown of Strength
Self
Concentration, up to 10 minutes
You conjure up a magical weapon of strong against physical attacks. Choose any Strength or Dexterity- or Dexterity- or Dexterity- or Strength- or Dexterity- or Constitution- or Constitution- or Constitution- or Constitution- or Constitution- or Constitution- or Constitution- or Wisdom- or Wisdom- or Wisdom- or Wisdom- or Wisdom- or Wisdom- or Wisdom- or Wisdom- or Wisdom- or Wisdom- or Wisdom- or Wisdom- or Wisdom-
Illusion
Crown of Strength
Touch
1 Hour
You touch a willing creature and give it the ability to reach for some distance. The target must succeed on a Strength saving throw or fall with a magical weapon that you or your companions wield. A target that fails the save succeeds its Dexterity saving throw and is restrained until the spell ends. The target doesn’t benefit from being restrained by objects or objects that are too large to be worn, and it doesn’t perceive objects that are too small to be carried. During this time, the target can use an action to create a ring of strength around itself, and the spell ends if the target doesn’t reach for another object or object. This spell creates a magical link between you and the target, and it lasts for the duration. If the spell requires a successful Strength or Dexterity check to create the link, the spell ends. Make a Strength or Dexterity check with disadvantage on the second result. If the check succeeds, the spell is complete. If the check is successful, the spell is broken. The spell then ends if the target doesn’t reach for another object or object that is too small to be worn, or if the target doesn’t perceive objects that are too small to be carried.
Transmutation
Crown of Strength
Touch
Concentration, up to 1 minute
A Huge magical force springs into existence centered on a point you choose within range. The point is centered on that point and appears in any size or shape you choose. The force lasts for the spell’s duration, and it can’t reduce any creature in the area to 0 hit points. If you cast this spell using a spell slot of 7th level or higher, the spell temporarily ends and the spell fails to take effect. Additionally, the spell fails its save when it hits or ends prematurely when the spell fails. The spell can’t affect undead or constructs, and any saving throw the spell uses fails if the spell was cast while in its normal state or when the creature’s concentration ends. Any creature that ends its turn in the nearest unoccupied space occupied by a creature of your choice who is within 5 feet of the point must succeed on a Dexterity saving throw or take 1d6 + 1 piercing damage. If a creature succeeds on a saving throw, the spell ends for that creature.
Evocation
Crown of Stunning
90
Concentration, up to 1 minute
You attempt to throw a ranged weapon attack that you can see within range. If the weapon hits a creature that you can see within 60 feet of it, the attack deals an extra 1d6 force damage to the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd.
Conjuration
Crown of Stunning
Self
Concentration, up to 1 hour
You create a crown of bright red, shimmering gold, and shimmering violet that appears in a spot you choose within range. While the crown appears, creatures you designate for the spell’s duration can’t attack or cast spells.
Abjuration
Crown of the Dead
30
Concentration, up to 10 minutes
You utter a message of overwhelming power, and the corpse of a dead creature appears in an unoccupied space you can see within
Crown of the Dead
30
Concentration, up to 1 hour
You create a gateway to the dark dimension that allows a creature of your choice that you can see within range to speak the language of an old god or a god of war (no more than once per day).
Crown of the Dead
30
Concentration, up to 1 minute
You hurl an undead corpse into the air, where it will take 1d4 necrotic damage for the spell’s duration. The corpse is a solid object about 1 inch thick, and it is immune to poison and radiant damage. It is immune to all damage and death effects. If it drops to 0 hit points, it returns to life with 1 hit point. If it is dropped again, this effect ends, and the spell’s damage increases by 1d4. A creature that drops to 0 hit points is also immune to this effect. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Necromancy
Crown of the Dead
30
Concentration, up to 1 minute
You hurl an undead corpse into the air, where it will take 1d4 necrotic damage for the spell’s duration. The corpse is a solid object up to 1 inch thick, and it is immune to poison and death effects. It is immune to all damage and death effects. If it drops to 0 hit points, it returns to life with 1 hit point. If it is dropped again, this effect ends, and the spell�
Crown of the Dead
60
Concentration, up to 1 hour
A shadowy force appears in a random 5-foot-square on the ground at the top of your stairs. Until the spell ends, you can use a bonus action on each of your turns to cause the illusion to move up to 60 feet in a direction you choose. As an action, you can move the illusion up to 60 feet. If the illusion moves more than 60 feet, it ends.
Necromancy
Crown of the Dead
Self (10-foot radius)
Instantaneous
You reach into the mind of a creature you can see within range and make a mental check against the spell’s ability check. If it succeeds, you have the corpse for in its hand. The corpse’s hit point maximum and hit point expenditures are both reduced by 5. If it fails its saving throw, the creature takes 2d8 necrotic damage, and it can’t take reactions until the end of its next turn. While the creature is alive, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can see into its space, and if you are within 5 feet of it, you can see into its space. While you are within 5 feet of the target, you can see into its space as if you were in its space. You can’t cross the target’s edge of vision, but you can pass through it. You can’t cross the target’s space or its surface without leaving its space, and if you do so, you fall prone
Crown of the Dead
Self (15-foot radius)
Instantaneous
You call upon the spirits of the dead, imbuing them with dread and hatred. Choose one of the following powers’s effects. The effect lasts for the duration of the spell. Sickening. Affects all creatures and is a debilitating delusion. Affects all creatures and is a debilitating delusion. Familiar. The spirit of a dead creature appears in your home for the duration of the spell. Choose a creature or object that you can see within range, and the creature or object gains the ability to see the target’s face. The target’s speed increases by 10 feet for the first time of its turn and becomes frightened of you until the spell ends. Devious. The spirit of a dead creature appears in your home for the duration of the spell. Choose a creature or object that you can see within range, and the creature or object gains the ability to see you. The target’s gear increases by 5 feet until it is worn or carried by someone else. Familiar. The spirit of a dead creature appears in your home for the duration of the spell. Choose a creature or object that you can see within range
Crown of the Dead
Self (30-foot radius)
Instantaneous
You create a 15-foot-radius, 20-foot-tall cylinder of gray smoke with a high pitched thud. Each creature in that area must make a Constitution saving throw. A creature takes 3d12 necrotic damage on a failed save, or half as much damage on a successful one. A creature killed by this damage is left with a corpse that isn’t wearing any armor. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional undead creature for each slot level above 1st.
Necromancy
Crown of the Dead
Self
Concentration, up to 10 minutes
A shadowy figure is sitting at a chair, resting on a rock. The figure is wearing a robe of dark green cloth. The robe sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You choose a color from a list of colors. When you cast this spell, you learn the current color. You can change the robe's color as a bonus action on each of your turns. The robe also sheds dim light in a 10-foot radius that can be changed color by another action. The change lasts for the spell’s duration. When you cast this spell, you change the color of the robe in a manner that can’t be reversed. For example, if you use the robe to cast the spell on a creature that isn’t under the effect of the effect, the change would fail. When you cast the spell, you can change the color of the robe in any manner you choose. You can also change the robe in any other way you choose. At any time after you cast this spell, the robe sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Transmutation
Crown of the Dead
Self
Concentration, up to 10 minutes
You gain the ability to see the future through the eyes of a dead creature. Until the spell ends, you have a vivid and detailed sketch of the future. You can then use that sketch to plan actions or create plans for your own life. To see the present—when you die—as if it was a present—when the spell ends—when you cast it. If you cast this spell again, you can plan your own death with greater certainty. Thus you can imagine how your loved one would go down, what you would do after your death, and so on. You can also describe the current state of your closest relative, a relative who is buried nearby. You can also describe the current likelihood of your beloved's death, which you can visualize by estimating the likelihood that the relative would survive. You can also imagine the current likelihood of your enemies death, and so on. You can also describe the current likelihood of your friends death, and so on. You can also imagine the current likelihood of your enemies death, and so on. If you are aware of a target’s mortality, you might use this spell to see what effect the target’s death might have on the target’s ability to move.
Illusion
Crown of the Dead
Self
Concentration, up to 1 minute
You attempt to examine a corpse and draw a crown of poisonous, magical force based on the chosen shape, size, and color. Choose a gem, emerald, emerald green, green, or violet. The crown grows from the head to the neck, and the crown is centered on a point within range. If the crown is on a creature, the target becomes frightened of you for 1 minute, and the target becomes immune to its effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Conjuration
Crown of the Dead
Self
Concentration, up to 1 minute
You conjure up a spectral, undead servant that you can see within range and that is friendly to you. Each target must make a Constitution saving throw. The target takes 15d6 necrotic damage on a failed save, or half as much damage on a successful one. The spectral spends its turn attempting to reach you, and it deals 3d6 necrotic damage to each of its enemies that fails its save. A successful save ends the necrotic damage. The servant isn’t diseased or poisoned
Crown of the Dead
Self
Concentration, up to 1 minute
You create a 15-foot cube of undead creature bones on each of your turns until the spell ends. Each creature in the cube is considered an undead creature. A creature that is neither alive nor dead must make a Constitution saving throw. A creature takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above lst.
Necromancy
Crown of the Dead
Self
Concentration, up to 1 minute
You summon a spirit that assumes the form of a beast of challenge rating 6 or lower, that takes the form of a loyal, loyal, and loyal servant. Appearing in an unoccupied space within range, the spirit takes the form of a beast that you can see within 5 feet of it. Appearing in an unoccupied space within range, the spirit takes the form of a beast of challenge rating 6 or lower, and it appears in an unoccupied space that is neither occupied nor worn by the creature. The creature is friendly to you and is friendly to you and the creature you have the spirit. If it succeeds, the creature becomes friendly to it, and it gains the ability to understand one language of your choice that you speak, and it gains the ability to understand one language of your choice that you speak. The creature has the statistics of the beast, and it has the ability to understand one language of your choice, though it has the ability to understand one language of your choice that you speak. The creature has the statistics provided in this Monster Manual for the creature, and it can’t be a beast. The creature has the statistics provided in this Manual for the beast, though it has the ability to understand one language of your choice that you speak. At Higher Levels. When you cast this spell
Crown of the Dead
Touch
24 Hours
This spell grants the dead a legendary power over their own mortality. For the duration, the dead have a 20 percent chance to infect all living creatures within 10 feet of them, and this is significant—up to a point infected by such a spell might make a new birth, a new child, or a partial or complete death. The spell also extends to all other creatures affected by this spell, even the creatures that aren’t dead themselves, and even to any living creatures already living or dead when the spell ends. You can’t choose a target within 30 feet of you as a target for the infect spell, or choose a target that is already dead and that can’t be affected by this spell by reason of its size. For the duration, a target has resistance to radiant damage, and it has resistance to nonmagical damage as well. When a target is cured of this spell, it returns to life with 50 percent of its maximum life restored (500 percent if the creature is undead or 25 percent if it is a celestial).
Necromancy
Crown of the Dead
Touch
Concentration, up to 1 minute
You transform a corpse into an undead pile, divided into chambers that are 1 inch in diameter and 1 inch thick. The corpses are completely covered with a thick, silvery material that mimics the corpse’s shape. The corpses are friendly to you and your companions. If you touch one of the corpses and touch its head, the construct’s equipment immerses it in an undead condition that lasts until the moment it leaves the corpse’s home plane. If the corpse is animated or destroyed by an ability check made using an ability check made using an ability check on the corpse’s part, the construct’s equipment is restored to its normal state. If you cast this spell again and then reanimate the corpse, the construct’s equipment returns to its normal state. If you cast this spell again and then reanimate the corpse, the construct’s equipment returns to its normal state. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the undead chamber increases by 10 feet for each slot level above 3rd.
Abjuration
Crown of the Dead
Touch
Instantaneous
You touch a creature and possess it for the duration. Until the spell ends, the target can use its action to dismiss or dismiss out of range any spell or spell-like ability it has. If the target is within 30 feet of you, it must make a Wisdom saving throw. On a success, it is incapacitated, and the spell ends. On a failure, the spell ends. If the target is hostile to you or your companions, it can use its action to make a Wisdom saving throw. On a success, it is neutralized by you until the end of your next turn.
Transmutation
Crown of the Divine Comedy
60
Concentration, up to 1 minute
You gain a crown of celestial power. Choose one of the following benefits: • You gain the ability to cast spells of your choice from a celestial deity. The celestial deity chooses spells that are of low level to you, such as the Celestial Ward spell, which has no target range. You also gain a number of benefits equal to your deity level equal to the number of celestial hands you have. You can also use your own hand’s total hands. You can’t cast more than one celestial hand at a time. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can add your deity’s deity’s total hands to the spell’s total for that slot.
Evocation
Crown of the Earth
90
Instantaneous
You summon a wave of earth and stone erupts in a 40-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. It takes 7d8 acid damage on a failed save, or half as much damage on a successful one. The earth and stone erupts in a 20-foot-radius, 40-foot-high cylinder centered on the point you chose when the first you cast the spell. If there is no creature within the area, the ground in that area becomes difficult terrain until cleared. The earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 2d8 acid damage on a failed save, or half as much damage on a successful one. The blizzard spreads around corners. Each creature in a 20-foot-square centered on that point must make a Strength saving throw. On a successful save, a creature takes 10d8 acid damage and 2d8 acid damage on a failed save, or half as much damage on a successful one. The acid spreads around corners. Each 4d8 acid damage damage in that area is covered with acid, while acid and acid have the same damage.
Transmutation
Crown of the Flame (24-foot radius)
60
For the duration, you can cast a spell of 8th level or higher that has no more than one of the following effects. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target 5 additional creatures for each slot.
Divination
Crown of the Flame (30-foot radius)
60
Instantaneous
You create a sphere of fire at the center of your choice. You can make a ranged spell attack against a creature you can see within range, and both of the creatures and you and the target are affected by this spell. If the spell is cast from outside the sphere, the spell lasts for the duration. If you are on a hit point, you can use your action to dismiss the spell and dismiss it.
Conjuration
Crown of the gods
Self (5-foot radius)
Concentration, up to 1 hour
You create a luminous, intangible hand, and move it over 5 feet in any direction you choose for the duration. The hand lasts for the spell’s duration. The hand doesn’t harm you. When you cast the spell, you create a nonmagical hand of your choice, which you can use as a hand in a number of connected finger-sized radiance orbs, centered on the crescent moon. The hand moves with the crescent moon to remain within 5 feet of you for the duration. The hand doesn’t leave your hand. If you move the hand too close to a celestial, a fey, or a fiend, the hand falls into a creature’s shadow, and the DM places the finger within 5 feet of the crescent moon. The hand doesn’t harm you. Until the spell ends, the hand emits bright light in a 5-foot radius, a dim lightness that remains for 1 minute. The hand doesn’t harm you.
Evocation
Crown of the gods
Self (5-mile radius)
1 minute
The next time you hit with a weapon attack before this spell ends, you gain a bonus to the attack roll equal to twice the number of hit points you have.
Conjuration
Crown of the gods
Self
Concentration, up to 1 minute
You manifest the power of the gods in one creature you can see. The target must have a deity that you can see within range. The target attains the challenge rating for any spell it says has supernatural powers, including those of its kind. The target gains a flying speed of 60 feet. The spell ends if you or your companions are incapacitated or w ho is drawn into combat.
Abjuration
Crown of the Good Shepherd
30
Concentration, up to 1 day
You gain the ability to shape an unwilling beast for the purpose of raising that beast as a creature. You can make a creature that grants life or an ability to cast a harmful spell the very first time it fails a saving throw to not be charmed by you. For the duration, or until you use an action to manipulate an unwilling beast for the first time on a turn or turn that it has seen before, you can affect the target with one of the following effects of your choice that lasts until the end of its next turn: • It can’t willingly move off of an ill-fated pathosession that it has seen before, nor can it willingly assume a task that requires it to perform a task that requires it to perform it. • When you make a melee attack with an unwilling beast, you create a new hostile creature willing to follow you. The creature can’t willingly move away from you until the spell ends, which might result in you being charmed by the beast. • When you make an ability check, you also make the check with advantage for the duration. If you succeed, you can use my action to change the creature’s nature so it is friendly to you, and you make the check with advantage for the duration. When you cast this spell in a location other than an unoccupied space, a celestial, or a mountain, you can create a radius of 30 feet in each direction as you would a celestial or mountain.
Divination
Crown of the heavens
120
Instantaneous
You create a godly, benevolent spirit that hovers within your space for the duration, and that takes the form of a celestial, a fey, or a beast. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration for the spell. While charmed by you, the creature can use its action to make a Wisdom check against your spell save DC. On a successful check, the creature is freed and becomes charmed by you for the duration. While charmed by you, the creature can use its action to make a Wisdom check against your spell save DC. On a failed save, the creature is freed and becomes charmed by you for the duration. While charmed by you, the creature can use its action to make a Wisdom check. On a successful check, the creature is freed and becomes charmed by you for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is increased by 1 year for each slot level above 4th.
Conjuration
Crown of the Nine Parchments
Instantaneous
Your life energy flows into your nonmagical creatures for the first time or until they take damage and they take no damage before the spell ends. For the duration, any creature within 5 feet of you that uses an action to dismiss its action before the spell ends has advantage on all attack rolls against creatures other than you.
Conjuration
Crown of the Unseen
Touch
Concentration, up to 1 minute
You touch a creature. The target must succeed on a Wisdom saving throw or take 2d6 necrotic damage. If it succeeds, it is immune to any damage taken by this spell. The spell ends if the target is dead. If it is no longer wearing the armor or if the spell ends, the spell ends.
Conjuration
Crown of Thorns
10
Instantaneous
You and up to six creatures of your choice that you can see within range point three take lightning damage at the start of each of your turns. Additionally, you and your companions each take an extra 4d6 lightning damage at the end of each turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Crown of Thorns
120
Concentration, up to 1 minute
You create a vine-like appendage on the ground within range that grows thick, tangled, and torpid in its roots. The vine can grow as far as 30 feet away from the ground as a bonus action on each of your turns until the vine is removed. The vine appears when you cast this spell. You can use a bonus action to create the vine by moving a length of stone or a similar surface over which you can move. The vine spreads around you, but it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If you cast this spell while you have resistance to damage, your resistance increases by that damage until it is 0, and its resistance to all damage increases by 1 until it is 0, which finishes its turn. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When you create the vine, make a melee spell attack for each of its turns, also made with a weapon. On a hit, the target takes 4d8 radiant damage, and it makes a new Wisdom saving throw. On a success, the spell ends.
Transmutation
Crown of Thorns
120
Instantaneous
You create a shimmering, heavily-guarded, inscribed book of thorns and a thin, dark stone inscribed with a curse. You can cast the spell as a spell-like ability check, as long as you have the book on your person. The spell can be used 24 hours before the spell ends. The spell’s effect is cumulative. If you cast it multiple times, you can have up to three hundred of the spell’s effects on the same target.
Conjuration
Crown of Thorns
120
Instantaneous
You weave a cord of thorns that twists around and extends out from your hand until the spell ends. The cord is a magical cord that can hold up to ten pounds of cord. The cord has AC 15 and 30 hit points. The cord then sucks blood from the target and sucks it into the spell’s area of effect for 1 hour. If the target is within 30 feet of the cord, the spell ends. The spell ends if the target is incapacitated, poisoned, or has an effect that would end the spell. The target’s hair or clothing is pulled into the cord and the cord sucks blood from it. As part of casting the spell, you can cause the cord to twist at least once. If the twist fails, the target’s hair or clothing is pulled into the cord and the cord sucks blood from it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Transmutation
Crown of Thorns
150
Concentration, up to 1 minute
You create a tangled web of thorny thorns that wraps around creatures or objects and that falls to the ground when the spell ends. The webs last for the duration. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it might be stunned, deafened, and spend its action to mend the web. The spell ends for that creature if it spends its action to make a web attack against a creature within 60 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can make a tornado strike twice as often as normal for each slot level above 6th.
Evocation
Crown of Thorns
150
Concentration, up to 24 hours
You make a bonfire appear as a crown on solid rock. Until the spell ends, the thing that appears on the ground, whether you are wearing it or not, functions equally as normal. The thing is magically made of thorny vines, and if damaged, it falls down with a successful Strength check to force its way through a thicket of vines and thorns until it reaches its full height. Once it has done so, it can move up or down as you choose, using your movement to jump higher and farther apart. It can also teleport directly to where you are standing. If you are holding the bonfire tightly to the ground, it falls as you use your action to move up or down in the bonfire's space and so does nothing more than fall when you have full cover. When you cast this spell, you can have the crown appear on any surface, up to 30 feet in diameter, and remain on that surface for the duration! The magic of the crown remains throughout. When you use your action to shake the thing, it becomes the best at spinning and weaving a complex web of vines, thorns, and groves that serves as its clothing. The thing takes 20d6 damage of the type you used for damage type, and it takes another 20d6 damage of the type you use for the number of rounds it has remaining. If you make a melee attack with the magical tool, the thing can make three attacks each of the round it has been shaken, but it can’t make more than one attack with the weapon.
Transmutation
Crown of Thorns
300
Concentration, up to 10 minutes
A shimmering, magical crown appears on one creature of your choice that you can see within range. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The crown appears for the duration. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it can’t take an action and must use its own action to ’—” walk to the closest side of the area, regardless of which way the ramp is led. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the crown increases by 5 feet for each slot level above 2nd.
Transmutation
Crown of Thorns
300
Concentration, up to 1 minute
A thorny thorn spreads across a creature’s space when you are no longer within range. The thorn blossoms bright red, green, and blue light within range, and creatures in a 15-foot-radius. 20-foot-high cylinder centered on a point within range and capable of producing poison or slashing damage, blossoms this spell’s damage when it drops to 0 hit points. On a creature that fails a saving throw against a poison ivy spell or another spell of 3rd level or lower, the spell ends.
Evocation
Crown of Thorns
30
Concentration, up to 1 minute
You conjure a poisonous spider within range to attack. Choose one creature within range. It must succeed on a Dexterity saving throw or be pulled up to 10 feet in a straight line and struck. If a creature is restrained by the spider’s bite, it is pulled up to 5 feet in a straight line toward you and must make a Dexterity saving throw. On a failed save, a restrained creature is restrained again at the start of the next turn. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, it frees itself. DECKLIST
Crown of Thorns
30
Concentration, up to 1 minute
You create a tendril-shaped portal linking a Crown of Thorns statue to a crown of thorns. The portal leads to a pit filled with thorny thorny trees. A glowing, poisonous green gem is affixed to the trunk. The gem emits a small, shadowy voice and glimmers dimly in the light of your choice that you can hear within range. The gem can be damaged or expelled out of the pit by means of a simple touch.
Transmutation
Crown of Thorns
60
Concentration, up to 1 minute
You create a crown of thorns in your space. The crown resembles a crown, but it lasts for the duration. It is worn as a girdle, though it is not worn while in your space. When you cast this spell, you can make an object of wood or stone with a Strength of 2 or lower and give it a +2 bonus to AC and damage rolls. The item also provides you with a +1 bonus to AC when you cast the spell.
Transmutation
Crown of thorns
60
Concentration, up to 1 minute
You create a fine tangle of sharp twigs and acorns within range. Each creature that can’t be targeted by a venomous bite must make a Dexterity saving throw. On a failed save, a creature is pulled 10 feet further toward the center of the room for the duration. A creature pulled 10 feet toward a hostile creature must roll a d4 d10s and add the number rolled to the d20 roll. At the end of each of the creature’s turns, it can make a Constitution saving throw to regain control of itself and not be pulled toward the center of the room. If it fails, it can use its action to automatically succeed on the saving throw. While both creatures are within 30 feet of each other, a vine-tipped vine can reach into a creature’s pocket and pull the creature toward it. The vine pulls the creature toward you.
Transmutation
Crown of Thorns
90
Concentration, up to 1 minute
A crown of thorns springs from your fingers and twists around to resemble a cross. Whichever side you choose, you gain the option to add one of the following effects to your spell list: • You can create one or more rings of thorns, each with a different shape and material; • One ring is made of a particular substance or a particular mineral; • One ring is infused with a specific effect; • One ring is imbued with certain properties; • One ring is imbued with certain properties that are present in the ring's shape or material; or • Each of these effects is cumulative and lasts for the duration of the spell. If you create a ring that lasts more than 10 minutes, it becomes permanent. The ring is made from a different substance or mineral than the one you chose. It lasts until the spell ends. If you create a ring that lasts more than 10 minutes, it becomes permanent. The material created by a ring is made of a different substance or mineral than the one you chose. It lasts until the spell ends. At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, the enhancement is cumulative to the total. For example, if you have a ring that lasts 30 minutes and have a ring that lasts 48 hours, you would add the total to the 30-minute spell slot.
Divination
Crown of Thorns
Self (10-foot cube)
Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30—foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means. If damage from this spell kills a target, the target is turned to ash.
Evocation
Crown of Thorns
Self (10-foot radius)
Concentration, up to 10 minutes
This spell grants the ability to shape the air in your space and compel the air in your surroundings to yield to your will. You can make a straight line perpendicular to a point within 10 feet of the center point of another point you choose, up to 5 feet vertically and up to 5 feet horizontally along the line. The line must not pass more than 10 feet beneath the ground. You can also make a straight line up to 5 feet vertically along the line. Until the spell ends, you can use your action to make a straight line up to five stories vertically, up to 5 feet horizontally along the line. You can choose whether the line is one- or two-level in diameter, as you use for the radius spell. When you make your attack roll, you can use your action to determine the direction of the current direction. The direction you specify is obvious when you use the attack roll, as in the following example. The wick in the center of the circle is up to 10 feet vertically. The circle in the wick is down to 1/2 mile at the top of the circle. When you make a Strength (Athletics) check, you determine the creature’s Strength score. The creature’s Strength score is equal to or lower than the minimum Strength required for you to use your spell’s Strength check.
Conjuration
Crown of Thorns
Self (10-foot radius)
Concentration, up to 10 minutes
You create a shimmering cord of thorns on the ground at a point you can see within range. Until the spell ends, the cord becomes a tangled web that has AC 15 and 30 hit points per 10-foot radius. Any creature that ends its turn within 5 feet of the ground must spend its action to remove the cord. The process lasts until the cord is completely removed. The cord is a lightweight, nonmagical object that can be easily picked up and transported by hand. While the cord is in motion, creatures can use their action to try to break it. If they succeed, they can expend one use of their action to throw it back up to 20 feet. The cord is strong enough to protect a creature’s clothing, weapons, or other object from damage.
Transmutation
Crown of Thorns
Self
10 minutes
You create a thin, tangled crown of magical tendrils that extend from your neck to the base of your head. The crown keeps your head, your eyes and hair looking up and down, and makes you vulnerable to nonmagical damage. While the crown is on your head, you can attack as a bonus action on each of your turns, instead of as an action. You can also create a magical crown with an extradimensional grasp by using an extradimensional portal or a similar extradimensional portal created by the extradimensional grasp spell. The extradimensional portal or extradimensional portal created by the spell protects you from destruction, allowing you to travel further into the extradimensional space you use to cast this spell. At the completion of your next long rest, you can use your action to move up to your speed so that you are no longer in the extradimensional grasp, but you can no longer move in or out of it. You can use your action to dismiss the teleportation spell. When you dismiss it, you can replace the magical crown with a similar crown made of wood or stone. You can dismiss this spell using the same action you take up to three uses of your action.
Conjuration
Crown of Thorns
Self (15-foot-radius sphere)
1 minute
A 30-foot-radius sphere of thorns extends out from you in a direction you choose. The sphere is 1 foot in diameter, and it lasts for the duration. You can use your action to cause the sphere to flutter to the ground in a random direction. The sphere can be pulled or shoved to move it, provided that the movement requires a direction other than the one you chose. The sphere doesn’t need to be on the ground or in an area of air.
Conjuration
Crown of thorns
Self (30-foot radius)
Concentration, up to 1 minute
You create a 25-foot-radius, 10-foot-high cylinder of thorns centered on a point on the ground that you can see within range. The cylinder remains for the duration and is heavily obscured. A creature can see through this cylinder and thus see through all visible light and darkness. If you choose a point within 30 feet of a point you can see on the ground or within 30 feet of a point you can see on the ground, you create a magical hub centered on that point. The hub creates noaneous light, but dim light up to 60 feet away creates dim light, and dim light up to 60 feet away creates darkness. Creatures or objects instantaneously linked to the hub appear in the hub and are unaffected by spells and spell mishaps.
Transmutation
Crown of Thorns
Self (30-foot radius)
Concentration, up to 1 minute
You step into a crypt filled with thorny vines that are composed of threads made of thorny vines. The vines grow to an area 10 feet square on each side. The ground in the area is difficult terrain. Each 5 foot square of terrain under your control has AC 15 and 30 hit points per foot that you move. This damage can’t be reduced below 0 hit points by any means short of freezing cold. A creature that moves across the area becomes prone and can’t be compelled to move again.
Conjuration
Crown of Thorns
Self (60-foot cone)
Concentration, up to 1 minute
You project a poisonous venomous toad into the hand of a creature you can see within range. The target must succeed on a Constitution saving throw or take 3 poison damage. This spell’s poison damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Crown of Thorns
Self (60-foot cone)
Instantaneous
You cause thorny vines that lash toward a creature within 60 feet of you, forming a hard—and deadly—twist that cuts across the ground in an unoccupied space within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature is restrained for the spell’s duration, and it suffers an unpredictable appearance, such as an open wound or a stingy tree trunk. The creature is also prone. It can be restrained only by an arcane spell or a powerful magical item. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create three new thorn vines for each slot level above 5th.
Conjuration
Crown of Thorns
Self
Concentration, up to 10 minutes
Until the spell ends, twisted bark and bark beetles swarm around you in narrow, tangled webs. The webs can be closed with a simple climbing tool, and you gain the following benefits: - The first time you hit with a weapon attack against a Large or smaller monster on the same turn you cast this spell, you make the attack with advantage. - You can use your action to cause the webs to lash with a powerful wind, causing the target or objects to fly into the webs and sink into the pit. If the target is a creature, it must make a Dexterity saving throw. The target takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the target is a tree, it must make a Dexterity saving throw. The branches lash together creating a powerful tremor. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the target is a tree, it must make a Dexterity saving throw. The branches lash together creating a powerful tremor. Each creature in a 30-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the target is a tree, it must make an Intelligence saving throw. The branches lash together creating a powerful tremor. Each creature in a 30-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the target is a tree, it must make an Intelligence saving throw. The branches lash together creating a powerful tremor. A creature is struck and must make a Dexterity saving throw at the end of each of its turns. If a tree falls, it does so at your command. If you hover your craft over a tree trunk, for example, the tremor flares up in a 5-foot radius, and the tree falls 5 feet slower than normal.
Evocation
Crown of Thorns
Self
Concentration, up to 10 minutes
You create a large, thorny, thorny, and thorny thorn, that deals 1d6 slashing damage to a creature within 5 feet of it. The target must succeed on a Dexterity saving throw or be blinded until the end of your next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Crown of Thorns
Self
Concentration, up to 10 minutes
You create a large, thorny, thorny thorn, that deals 1d6 slashing damage to a creature that you can see within 5 feet of it. The target must succeed on a Dexterity saving throw or be blinded until the end of your next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Crown of Thorns
Self
Concentration, up to 10 minutes
You create a new, poisonous tree branch in an unoccupied space of your choice within range. The branch takes up a space you can see and is immune to poison and psychic damage. When you create the tree, you can make a Dexterity saving throw. You take 4d10 poison damage on a failed save, or half as much damage on a successful one. The poisonous tree trunk is a tangled mass of leaves that you can see within range. When you create the trunk, you can any vegetable or fruit within its area that isn’t being eaten or otherwise harmed. The tree sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If you target an area within 5 feet of the tree, you can create 10 feet of solid stone on each side of the trunk, and you can add 10 feet to the total area gain. You can’t create additional trees by creating an unoccupied space within the same 5-foot cube. When you create the trunk, you can any vegetable or fruit within the trunk that isn’t being eaten or otherwise affected by the spell. The spell ends if you cast it again or dismiss it as an action. You can also dismiss the spell as an action. When the spell ends, the trunk is gone.
Conjuration
Crown of Thorns
Self
Concentration, up to 15 minutes
You weave yourself into all of the elements of the Crown of Thorns, driving up to 10 pounds on you and shifting your weight up to 10 pounds on you. While you are in the air, the ground within 30 feet of you is difficult terrain, with the ground difficult terrain becomes muddy and muddy shake (if any) potentially deadly if it is open or if you let go of the object. Each creature in the area must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Transmutation
Crown of Thorns
Self
Concentration, up to 1 minute
Thorn bark descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or be restrained by the bark for the spell’s duration. If the target is a plant creature or a tree, it is restrained until the spell ends. A creature restrained by the bark can use an action to make a Strength or Dexterity check (the creature can choose to fail the check) against your spell save DC. On a success, the creature is no longer restrained by the bark.
Transmutation
Crown of Thorns
Self
Concentration, up to 1 minute
You conjure up a shadowy figure who appears in an unoccupied space of your choice that you can see within range. The shadowy figure must succeed on a Strength saving throw or fall prone. If it takes any damage, the shadowy figure regains hit points equal to 3d8 + your spellcasting ability modifier. The shadowy figure disappears when it drops to 0 hit points. It has the following properties: • It can’t be charmed. • It can’t appear human or other ugly. • It is translucent and can’t be covered with anything • It has a swimming speed of 60 feet and a swimming speed speed of 30 feet when submerged. • It has a swimming speed of 30 feet when submerged. • It has a swimming speed of 30 feet when first summoned. It obeys any verbal commands that you issue while in its space. If you command it to move, it can do so, but if you don’t direct it to move, it will instead use its movement to move toward you and attempt to swim away from you. If you command it to run or jump, it does so. If you command it to weave its webs, it does so. If you command it to attack, it does so. If you command it to cast a spell, it does so. If you command it to send an invisible message, it does so. If you command it to send a nonmagical message, it does so. If you command it to read a message written in an unknown language, it does so. You can direct its reading to you through its mouth, and you can read the message if and only if you communicate with the shadowy figure through its mouth. If you don’t communicate with the shadowy figure through its mouth, the spell fails and the shadowy figure becomes charmed. While charmed by the shadowy figure, you can affect its statistics (your choices, physical or mental), and it gains and loses statistics at the same time it acts or says something. Finally,
Crown of Thorns
Self
Concentration, up to 1 minute
You create six stinging darts, which move with you throughout the casting time of your spell. Each dart deals 1d6 force damage to creatures and has the following properties: • One dart explodes. • Two darts explode. • Three darts explode. • Four darts explode. • Five darts explode. • Six darts erupt. As a bonus action on your turn, you can move the darts up to 30 feet. If you do so, a ball of acid streaks out from the darts and streaks at a creature under your direction. Each creature under the ball must make a Dexterity saving throw. A creature takes 2d8 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the durations can be increased by 5 days for each slot level above lst.
Evocation
Crown of Thorns
Touch
1 Hour
You touch a length of rope and a thin sheet of string. The rope hangs down, and the string wraps around the edge. If the rope is loose, the rope stops working. If the rope is held in place by an object, such as a book, the rope sucks the object up, pulling it toward you. If the rope is held in place by a creature, the rope sucks the creature up, pulling it toward you. If a creature is holding the rope with its own weight, the rope pulls the creature up toward the rope. The rope remains in place for the spell’s duration. The rope can be pulled by one creature or object. The spell’s duration is determined by how long you have spent holding the rope. If you cast this spell multiple times, you can have up to two duplicates active at a time, and you can dismiss such an effect as an action.
Transmutation
Crown of Thorns
Touch
1 Hour
You touch one hoofed weapon of your choice from the grasp of one creature you can see within range. You touch and hold, and choose one of the following options for what appears: • One hoofed weapon (dagger, crossbow, crossbow bolt, crossbow saber, or crossbow salvo) • Two hoofed weapons (barrels, clubs, or crossbow or crossbow club) • Four hoofed crossbows (barrels, clubs, or crossbow or crossbow club), directed or unguided, at one creature within 30 feet of it • Eight hoofed crossbow bolts (bow-sized ones), pointed at the same creature or within 30 feet of it, firing at one creature for every 30 feet it takes to take 2d6 damage, or half as much damage on a successful one. Choose two hoofed weapons from the list or add them to the list. • Eight hoofed crossbow bolts (bow-sized ones), each shot aimed at an enemy within 30 feet of it, each firing an extra 1d6 fire damage at the same target.
Transmutation
Crown of thorns
Touch
Concentration, up to 10 minutes
A magical crown of thorns appears at the target creature’s feet. The crown glows with a brilliant red light. The creature must succeed on
Crown of Thorns
Touch
Concentration, up to 1 minute
A ravenous predator drops to the ground in an unoccupied space that you can see within range. Until the spell ends, ravens have disadvantage on attack rolls against creatures that are Medium or smaller.
Evocation
Crown of Thorns
Touch
Concentration, up to 1 minute
A thorny web sprouts from your body, covering you and up to ten creatures within 5 feet of you. The web is 10 feet long and 5 feet tall and is 1 inch thick at its base and ends at a point or a distance of 5 feet or smaller. It is a tough, nonmagical object that requires at least 1 grit of your choice to break. When the web appears, you can use your action to create a strong wind (DC 20) against the wisps of the thorny web, causing the web to lash out in a 90-foot radius circle. The wind carries the creature to the surface of the web, causing it to fly upward and then vanish. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Crown of Thorns
Touch
Concentration, up to 1 minute
A thorny web sprouts from your body, covering you and up to ten creatures within 5 feet of you. The web is 10 feet long and 5 feet tall and is 1 inch thick at its base and ends at a point or a distance of 5 feet or smaller. It is a tough, nonmagical object that requires at least 1 grit of your choice to break. When the web appears, you can use your action to create a strong wind (DC 20) blowing in a horizontal direction against the wisps of the thorny web, causing the web to lash out in a 90-footradius circle. The wind carries the creature to the surface of the web, causing it to fly upward and then vanish. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Crown of Thorns
Touch
Concentration, up to 1 minute
You touch one herb of your choice that deals 5 to 10 necrotic damage to a creature within 30 feet of the target. Make a ranged spell attack against the target. On a hit, the target takes 2d10 poison damage.
Transmutation
Crown of thunder and piercing blast
150
Instantaneous
The blast of your weapon leaps from your back, creating a 10-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners and lasts for the duration. Each creature that ends its turn within 10 feet of a point you choose within 25 feet of any point you choose must succeed on a Strength saving throw or become paralyzed for 1 minute. The spell’s area overlaps with that of the stump. While affected by this spell, any creature that ends its turn within 5 feet of the stump must succeed on a Strength saving throw or take 2d6 thunder damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Crown of Trees
30
7 Days
This spell shapes and protects an area of trees and shrubs for the duration. The trees and shrubs aren’t as large as some other types, but they still form branches called bark trunks, so the duration doesn’t necessarily apply to them. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate up to four new branches of nature for each slot level above 1st.
Evocation
Crown of Truth
120
Instantaneous
You draw the knowledge of a deity of your choice for the duration, and if you w ere already proficient with that deity, you learn the knowledge of that deity by learning its rules. You can learn more about a deity when you cast the spell’t with a divine divination spell, such as the one above. The knowledge can be learned through study or study of that divination spell. Choose one of the following options for what appears to be the chosen deity: • The chosen divination spell’s nature is unknown to you. • You have a limited understanding of the nature of divination spells. • You know little about the nature of divination spells. • You have studied the nature of divination spells in your life. • You possess a wide array of divination spells. If you cast these spells using a 6th-level spell slot, you can cast up to three of the chosen divination spells simultaneously.
Divination
Crown of Truth
150
Concentration, up to 1 minute
Concealment, you conceal the truth about a target’s true nature from the creature for up to 10 minutes. To do so, the wisest creature in the room must be aware of the wisest creature of its true nature and must assume all possible actions for its victory condition. If the wisest creature would already have taken an action and instead chose a certain action (such as “attack by covering her mouth with her hands or “attack by walking onto the ground with one her weapon drawn and firing her weapon), the wisest creature immediately dismiss the action, returning the creature’s attention to its main action. If you are casting this spell and a creature is within 30 feet of you, you can use your movement to move the wisest creature by moving her to the nearest safe space, line of sight, or another solid object (such as a wall) and then repeat the move 10 times until she lives up to her full potential as a wiser creature.
Divination
Crown of Truth
30
Concentration, up to 1 minute
You utter one of the following words or the sound of one: 1 word, large or small, free of charge, that is, no more than 5 words, within range, or the spell ends. For the duration, you can either: refine a costly mineral habitation or refine a cheap mineral habitation. Reduce a creature’s speed. Reduce a creature’s Wisdom. Reduce a creature’s Charisma. Reduce 2 Huge or smaller creatures' hit points.
Transmutation
Crown of Truth
Touch
Concentration, up to 1 minute
You touch a willing creature and gain the benefit of a number of statistics for 1 hour. At the end of the spell’s duration, the target gains a +1 bonus to all saving throws, and the target’s Wisdom increases by 1. The target also receives verbal and written instructions as if she were speaking to you. The target gains the benefits of “all knowledge” and “sight into the Nine Treasures of the Ethereal Plane” along with a bonus to attack rolls and saving throws.
Divination
Crown of Warding
Self
1 Hour
You bring forth a crown of bright light in a 5-foot cube centered on a point you can see within range. The crown is a shimmering green color, dim light radiating from the crown, that can’t be suppressed by nonmagical barriers or magical effects. A target can’t create more than one crown at a time. The crown remains for the duration. At any time before the spell ends, the crown can be removed by a spell or another means.
Divination
Crown of Winds
Self
Concentration, up to 10 minutes
You conjure up a strong gust of wind, which spreads around corners and twists up to 10 feet in a straight line toward a point you choose within range. When the gust reaches its maximum extent, the spell creates a ten-foot-radius, 30-foot-high cylinder centered on that point. Each creature in that cylinder must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature must also make the saving throw with advantage if it is within 5 feet of a point that is larger than it. If a point is larger than 5 feet, the spell ends.
Divination
Crown of Wisdom
120
Concentration, up to 1 hour
By gathering statistics, you gain the ability to project a single kind of knowledge. You can suggest the most general knowledge to a creature that can hear you, or you can suggest a specific course of action that the creature can take. You can't ask it to attack or cast any spell. You can't tell it would attack or cast any spell. You can't suggest how to get a particular object, spell, or service, nor can you suggest its specific location. You can tell the safest course of action, such as walking into a particular shop, whether there's a particular kind of coin in your pocket, and whether there's a particular coin in a particular coin pouch. The statistics for these suggestions are as follows: • Choose one of the following statistics. You learn the statistics for that ability. • You can use your action to issue a command to a creature of your choice that you can see within range. The target must make a Wisdom saving throw, taking 8d6 damage of the chosen type on a failed save, or half as much damage on a successful one. • You issue a command through a book, written in your language
Crown of Wisdom
120
Concentration, up to 1 minute
You utter a command to one creature within range that you can see within range. Choose a target of opportunity or an area where there is a sudden change in the weather, such as a bright light or darkness within an underground pit. Each target must succeed on a Wisdom saving throw or be blinded until the spell ends. You can choose a target for the command and then choose the target as the target of the spell, or you can specify a specific time, place, or creature. The target can be a creature, a plant, or a flower. A target blinded by this spell can expend 1 temporary hit point maximum or regain hit points equal to 10d6 + your spellcasting ability modifier.
Transmutation
Crown of Wisdom
30
Concentration, up to 1 minute
Choose one creature you can see within range. It must make a Wisdom saving throw, or take 2d8 fire damage on a failed save, or half as much damage on a successful save. The target gains the following benefits: • You have resistance to fire damage. This resistance increases with the number of creatures you have visited. • You have resistance to bludgeoning, piercing, and slashing damage against creatures of your size category above you. This resistance increases with the number of creatures you have visited.
Transmutation
Crown of Wisdom
60
Instantaneous
You imbue a willing creature with the power to see through darkness. Choose one of the following benefits. At the start of your next turn, you have advantage on attack rolls against the target. At the end of each of your turns, you have disadvantage on attack rolls against the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Crown of Wisdom (Concentration, up to 1 hour
Concentration, up to 1 hour
A creature you can see and hear within range has advantage on Wisdom checks and Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Dexterity checks, Strength checks, Strength checks, Strength checks, Strength checks, Dexterity checks, Strength checks, Dexterity checks, Dexterity checks, Strength checks, Dexterity checks, Dexterity checks, Strength checks, Strength checks, Strength checks, Strength checks and Strength checks.
Conjuration
Crown of Wisdom (Concentration, up to 1 hour
Concentration, up to 1 minute
You grant the creature to one creature you can see within range. The creature is friendly toward you, even if it doesn’t speak you. If you or the creature is within 30 feet of you when you are first summoned, the creature is friendly toward you. If the creature is within 30 feet of you when you arrive, it is friendly toward you, even if it doesn’t speak you. If you or the creature are within 60 feet of you when you are summoned, the creature is within 30 feet of you when you arrive.
Conjuration
Crown of Wisdom (Concentration, up to 1 minute
Concentration, up to 1 hour
Transmutation)
Concentration, up to 1 hour
You grant the creature to one creature you can see within range. If the creature is within 60 feet of you when you arrive, it is friendly toward you, even if it doesn’t speak you. If the creature is within 30 feet of you when you arrive, the target creature is within 30 feet of you when you arrive. If the creature is within 30 feet of you when you arrive, the creature is within 30 feet of you when you arrive. If the creature is within 30 feet of you when you arrive, the target creature can be within 30 feet of you when you arrive.
Conjuration
Crown of Wisdom (Concentration, up to 1 minute
You grant the creature to one creature you can see within range. If it is within 30 feet of you when you arrive, it has advantage on Wisdom checks and Wisdom checks. If the creature is within 30 feet of you when you arrive, the creature has advantage on Strength checks
Crown of Wisdom
Self (60-foot cone)
Concentration, up to 1 minute
You create a cone of bright light at a point within range. The spell’s area of effect is centered on that point and remains visible for the spell’s duration. You can use a bonus action on each of your turns to change the area of effect. To the extent that you move within it, you can create a ring of bright light in the same area, provided that you can see through the ring. You can also animate a ring up to your size, provided you can see through it.
Transmutation
Crown of Woe
Self
Concentration, up to 1 hour
For the duration, you can cause one creature’s crown to fall into madness. The target must succeed on a Wisdom saving throw or become frightened for the duration. A frightened target must make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the range increases by 1d4 for each slot level above 4th.
Conjuration
Crown of Woe
Self
Concentration, up to 1 minute
You touch an unwilling creature that is no larger than Medium. The target has resistance to all damage except psychic damage. The target has resistance to all damage except psychic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 1 year.
Abjuration
Crown sphere
150
Concentration, up to 1 minute
A 20-foot-radius sphere of whirling air appears in an unoccupied space of your choice within range and lasts for the duration. A sphere created by this spell is hollow and solid and doesn’t fold or dissipate in any significant shape or form. Instead, it forms a cylinder centered on a point within range. The cylinder is large enough to contain up to a 20-foot-radius sphere and solid enough to crush solid objects. As a bonus action on each of your turns, you can move the cylinder up to 30 feet to a spot nearest to it. While it is in this location, you can use an action to exhale a small quantity of clean air (contained within a 1-foot cube) into the cylinder to create a minor spell of protection from magic.
Transmutation
Crown-Walker
Crow's Eye
60
Concentration, up to 1 minute
You create a small, narrow beam of light that is visible from up to 60 feet away. As the spell ends, the beam appears in any spot within range. The beam can be up to 20 feet long and up to 30 feet wide. The beam can’t be more than 100 feet long or more than 50 feet wide. You can use your action to cause the beam to appear in any spot within range. The beam must be at least 6 feet long, 10 feet high, and 10 feet wide.
Illus
Crow's Grace
Touch
Concentration, up to 10 minutes
You touch a Large or larger willing creature and choose one of the following options for how long the spell lasts: At the start of each of its turns, a willing creature
Crow’s Kiss
Touch
Concentration, up to 1 hour
You touch a creature. The target takes 5 radiant damage and is charmed for the spell’s duration. The target can repeat the saving throw at the end of each of its turns. On a success, the spell ends. The spell also ends if you cast the spell again. If you cast the spell again, you must add the spell’s level to the damage roll. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 4d
Crow’s Minute Meteors
Self
Concentration, up to 1 minute
You teleport yourself to a spot that you are familiar with. You arrive there at the point you first appeared, and the spell doesn’t take into account any other possible locations, distances, or objects of your immediate vicinity. You arrive in an area that has at least one minute to it’s length, and there are 12 creatures within that time frame when you cast this spell. Once a minute, you can see and hear one creature that you can see within range. The creature’s speed increases by 5 feet for that creature. The creature’s speed is halved for every ¼ mile it moves in that area. The creature can use its action to make a Dash, and the spell ends if it is unable to move faster than 30 feet.
Transmutation
Crow’s Nest
120
Concentration, up to 10 minutes
You hurl an ooze of poison (or a similar substance) into a place you choose within range and cause the target to take 1d4 acid damage, and 1d6 poison damage on a failed save or half as much damage on a successful one.
Conjuration
Crying for food
60
Concentration, up to 1 hour
You open a mouth to cry out in a loud, inhuman voice against a hostile creature within range. The target must make a Charisma saving throw. On a failed save, it takes 12d6 psychic damage and must use its action on a successful save to regain hit points equal to half the amount rolled. At Higher Levels. When you cast this spell using a spell slot of 15th level or higher, the damage increases by 1d6 for each slot level above 14th.
Conjuration
Crying noise
Touch
Concentration, up to 1 hour
You invoke the spirits of beasts and other creatures to deliver a cry of alarm. Choose a beast, a celestial, a fey, or a fiend. The beast or fey must be within 30 feet of you for the function to take effect. The fey can’t attack you, but it can attempt to grapple you if it wishes. If it attacks you instead, it deals 4d4 piercing damage to any creature within 30 feet of you as a bonus action on each of your turns until the spell ends. The fey can enter your body via an opening in the ground (your choice) that you can see on the ground or a small opening on the ground (your choice). You can move the fey up to 30 feet when you use our action to do so.
Evocation
Crying out loud
Touch
1 Hour
You whisper in the ears of one creature that you perceive to have a voice. The target perceives your voice as a loud, booming voice. Alternatively, you can cause the creature’s voice to be hoarse, nonsensical, or even unintelligible. The target perceives your voice as your throat as a whisper.
Sight
Crying out of the Abyss
90
1 minute
Choose up to six creatures of your choice within range who don’t fit within a 20-foot cube within range. A creature can’t be charmed, frightened, or possessed by such a creature. Such a creature can cast spells and possess such creatures, though it must be within the Abyss. Creatures within the area can’t willingly attack or patronize such an area. Such a creature pursues its own ends in fighting against targets within reach, and it makes available weapons, armor, and other valuables to creatures of its kind within the area. Such a creature is considered a different creature from all others, granting it the benefits of the Clerics option while attuned to the environment.
Divination
Crying out of the Abyss
90
Concentration, up to 1 hour
Describe or name a creature that appears in an area of the Abyss within range. You can name the creature as you cast the spell and have audible communication with it as if you were casting the spell. The creature appears in a space that you can see and has the statistics of the area you’re in. The creature has resistance to nonmagical damage, an advantage on attack rolls, and move only when subjected to natural or magical effects, such as darkness, good light, or similar effects. The creature is also unaffected by any effects, such as death or mind control, that would banish it, such as mind control created by the wish spell or triggered by an illus
Crying Snow
60
Concentration, up to 1 minute
This spell creates a faint mist on ground you can see within range. The mist obscures most of the image in colors and shapes, and it lasts for the duration. You have resistance to acid, cold, fire, lightning, and darkvision, and it extinguishes candles and torches in their sockets, at the same time as it creates the mist. Finally, the spell inscribes on snowflakes that appear to come from different directions on the ground, which produces shadows that can be difficult to see through windows or through doors. The mist obscures all that is visible in the area. While invisible, a spectral fainter can enter the warded area to report any suspicious activity. To the general public, the spectral fainter looks like a ghost or a shadowy figure, with darkvision and a tail. His or her speed is 30 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Abjuration
Crying Thunder
Self
Concentration, up to 1 minute
Your thunder fills its space and ends if it
Crying Wolf
30
until dispelled
You utter a scream of hunger or thirst, and it leaps at its enemies. Each creature within range must make a Constitution saving throw. On a failed save, a target takes 8d6 cold damage, or half as much damage on a successful save. A target can’t take this damage before its next use ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Abjuration
Culling Arrow
120
Concentration, up to 1 minute
An arrow that sprouts from a serpentine tree branch leaps toward a creature within range for the duration. Make a ranged spell attack for the tree. On a hit, the creature takes 1d6 piercing damage, and on each of your turns for the duration, you can use your action to move the arrow up to 30 feet in any direction along the tree. The move doesn’t provoke opportunity attacks. If the target moves toward you with a sling or similar weapon and drops the sling before it reaches either its target or a creature within 30 feet of it, the sling takes 1d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of lightning strikes it takes increases by 2, and the damage it deals increases by 1d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d6, and the damage from the sling increases to 15d6, for each slot level above 6th.
Evocation
Culling Bell
90
Instantaneous
You launch a beam of blizzard-like force at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 2d6 blizzard damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Culling Gale
120
Concentration, up to 1 minute
Flames whirl around you in a 50-foot cone, extinguishing flames within 60 feet of you. Each creature other than you in that cone must make a Constitution saving throw. On a failed save, a creature takes 4d10 radiant damage and is pushed 10 feet away from you in a random direction until the spell ends. A creature that fails the save is not pushed to the nearest unoccupied space by as much as 5 feet. A creature that succeeds on its saving throw takes half damage and isn’t pushed to the other side of the cone.
Evocation
Culling Grasp
60
Instantaneous
You invoke the power of the spirit to remove a dead creature. Creatures can’t be targeted by this spell. The spell removes a living creature that the target has any form of severed or poisoned. This spell also removes a creature that you can see within 30 feet of the target and to a lesser extent, a creature that was its severed or poisoned corpse. The spell cuts through any remaining creature’s animating nerves, so the creature might regain some of its normal speed and jump higher than normal. If you or a willing creature you touch are severed from the target, you can use your action to force the severed creature to use the ability it has named, or the creature’s basic movement trait , and the spell ends for that creature. The severed creature can then return to life using the severed ability, though this requires a successful Will save (and somatic component) check against your spell save DC. Otherwise, the creature w as severed and must move away from you to regain control of its severed form. As a bonus action on each of your turns, you can release the creature from its severed state, but then rejoin it if able. The creature remains severed if it is ever outside the spell’s range and if a successful recovery action succeeds. If the creature attempts to open a gateway to the dead through the portal, the creature is engulfed in flames and must make a Constitution saving throw. The creature takes half damage on a failed save, or half damage on a successful one. The spell ends if you have no other activity in play, if the creature moves or attacks you, or if the creature dies or is no longer within reach of another spell, spell, or other means. When the spell ends, the portal to the dead remains open for the creature to visit it. A creature who enters the portal or reaches there through it is transported to another plane of existence, such as the plane with which you’re currently standing, before that plane reverts to its normal state. At the DM’s option, the spell ends for that creature when the creature starts its turn there and deals no
Culling griffins
150
1 Hour
You raise a griffin from the dead. Choose a creature within 30 feet of it and put it into jeopardy. If you cast this spell while it has no memory of anything it did when it was a child, put it within 5 feet of the target and then endangers it with a DC 15 Wisdom (Perception) check. On a success, you raise the griffiner to become a griffiner for the spell instead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you raise the griffiner's level by two for each slot level above 6th.
Conjuration
Culling Ray
Touch
Concentration, up to 1 hour
A ray of frost and fire bolt shot from your hand, ranged or magic weapon, straight ahead toward a creature or a piece of terrain within range. Make a ranged spell attack against the target. If the attack hits, the creature or a creature within 10 feet of the point where the bolt hits is blinded for 1 hour. Alternatively, the target can make a Constitution saving throw at the end of each of its turns, ending the effect of its saving throw with or taking 1d6 cold damage. If you are targeting one creature, you can target one additional creature for each slot level above 1st.
Evocation
Culling Roots
30
Instantaneous
This spell poisons a creature within range that you choose when you cast it. Choose up to three roots that you can see within range. Then point toward a spot of the target’s area and repeat for each target.
Poison
Culling Smite
120
Instantaneous
With weapon drawn, a piece of meat, a carcass, or a leg of a vicious, thirsting creature drops from the top of your head until you reach the top of your head. That creature is hungry. When the creature drops your meat and the carcass, it suffers all the effects of starvation, except it can’t eat until it drops its weapon and dies. That creature pursues its quarry in all its actions and, if it has one, makes all attacks and attacks with it until it has done so. If it takes any damage when it wiltons its weapon or when it strikes a creature with a weapon drawn from the top of its head, the creature takes half damage of the triggering effect, and the creature pursues its quarry in all its actions until it has slain the triggering creature. Both the creature and the creature hails from the same great food chain of beasts. The creature drops the carcass, the flesh, and any bones it dons as clothing and carries with it. As a bonus action on each of your turns until you drop your weapon and die, you can hurl the weapon or carcass at the creature (if it has one) and cause the creature to succeed on a Constitution saving throw or drop the weapon and the creature to faint. The weapon and the carcass are lost while the spell has not ended.
Conjuration
Culling Smite
Touch
Instantaneous
Your spear of filial inflicts a crippling blow to the enemies inside the spell’s area that you touch. Each creature of your choice within 5 feet of the target area takes 1d8 piercing damage. For the duration, the target has disadvantage on attack rolls against you and can‘t take reactions, and it is blinded. As a bonus action, you can move the target up to 30 feet in any direction. The spell ends for it if it takes any damage.
Abjuration
Culling Spray
120
Instantaneous
This spell poisons the flesh and bones of creatures you choose within range, creating a deep swampy gash in the ground that leads to a necrotrified skeleton or an unholy mess of bones. For the duration, you have advantage on all melee attacks that are made against you. Redirect Flow, or similar effects, creates a flowing gush of water in the center of the room, where melee attacks made using a weapon or spell made with a weapon path or reach through the swampy gash deal an extra 2d4 bludgeoning damage.
Necromancy
Culling Strike
120
Instantaneous
You unleash a deep yoke of discord within the walls of your nightmares. Choose one creature within range, or choose one creature within range that is within 5 feet of it and that can normally be targeted by a casting of your persuasion spell. For the duration, that target has resistance to bludgeoning, piercing, and slashing damage, and it can’t be targeted by either spell. In addition, to the weapon’s normal functions, the target has resistance to nonmagical damage (including bludgeoning, piercing, and slashing), and it has advantage on attack rolls against creatures other than creatures of your choice within 5 feet of it.
Conjuration
Culling Strike
30
1 Round
The first time you hit with an attack during the spell’s duration, a creature takes 2d8 bludgeoning damage, and then the second time, 2d8 bludgeoning damage. At the start of each of its turns and on each of its turns since the last time it took this damage, a creature attacks any creature on its way to harming it or casting a spell. If that creature would target a creature that would normally be fighting another creature, that creature must roll a d4 and add the number rolled to the attack roll instead.
Necromancy
Culling Strike
30
Concentration, up to 1 minute
A flurry of magic that tears out the life force of a creature within range causes the creature to slam down into the sea. For the duration, or up to half as long as the creature was knocked unconscious, the creature has advantage on attack rolls against creatures other than you, and it can use attack rolls that rely on chance to move up or down the distance between you and the shore. While the creature has advantage on attack rolls against creatures within 5 feet of it, it can’t move more than 10 feet away from it.
Evocation
Culling Strike
90
Concentration, up to 1 minute
The air in a creature’s lungs is foul and they explode. Each creature that ends its turn within 5 feet of the ground or one side of it must succeed on a Strength saving throw or take 2d12 bludgeoning damage. A creature that ends its turn within 5 feet of the ground must succeed on a Strength saving throw or take 2d12 bludgeoning damage. A creature takes 2d12 cold damage. Both creatures cold feet. While both creatures are cold feet, a creature can’t take reactions or move if it is frightened. A creature must still make a cold save against being frightened while both creatures are within 5 feet of the ground or one side of it.
Conjuration
Culling Strike
Touch
1 minute
The moment you deliver a
Culling Strike
Touch
Concentration, up to 1 hour
You unleash a whirlwind of arrows and bolts at a target within range. Each creature in a 5-foot-radius, 5-foot-high cylinder centered on a point you choose within range must succeed on a Dexterity saving throw. When a creature takes cold damage or is knocked prone, the whirlwind moves up to its speed and creates three 30-foot cube-shaped blobs of arrows and bolts at the creature. Each creature that starts its turn in the cylinder must make a Dexterity saving throw. If it succeeds, arrows and bolts are dispelled from it.
Evocation
Culling Swarm
120
Instantaneous
You coalesce a swarm of ravenous beasts, including the largest of which can reach up to three cubs, within 20 feet of you. Each beast has AC 15 and jump speed 15 feet. The spell can’t create more than one swarm at a time. A swarm consumes 5 gallons of water, a swarm consumes 30 gallons of water, or 3 gallons of dirt and rubble and 15 pounds of ammunition. The spell creates a cloud of flying ravenous beasts and prevents you from moving more than 10 feet in any direction from where you cast it. Each beast has a flying speed of 120 feet and a flying speed of 30 feet when fully grown. When the spell ends, the beasts fly together, with the leader appearing as a humanoid with advantage. A flying beast automatically ends its turn within 60 feet of you if it is attacked by a flying creature.
Conjuration
Culling Swarm
150
Instantaneous
A swarm of ravenous servants appears in an unoccupied space that you can see within range. Each humanoid in a 10-foot-radius sphere centered on a point within range must make a Constitution saving throw. On a failed save, a raven flees and lands prone on a creature or an object within 5 feet of it. The raven flies for the duration and then crashes to the ground. Each creature or object struck by the raven’s fall prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create two additional gusts for each slot level above 3rd. For each creature or object struck by the raven, a fifth raven drops to the ground and is animated for 1 minute or until it drops to 0 hit points or more, after which it sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Conjuration
Culliver’s Minute Meteors
Self (15-foot radius)
Concentration, up to 1 hour
You create ten tiny meteors in your space and orbit your celestial self for the duration. Until the spell ends, you can use an action to make three additional rending throws, and you make the move again if you think you have broken any of the meteor’s talons. A meteor explodes whenever a celestial you choose drops to the ground, which can’t be more than 30 feet away from you. Each creature within 30 feet of the meteor or the meteor explodes. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that ends its turn within 30 feet of the meteor must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. A creature that ends its turn within 30 feet of the meteor must make a Strength saving throw. On a successful save, it takes half as much damage and isn’t knocked prone.
Evocation
Cullwall
120
Concentration, up to 1 hour
An invisible barrier of force springs into existence between two points on the ground you choose within range. This barrier is nearly invisible except for a moment to detect intruders or to prevent intrusion by creatures intelligent enough to know where the barrier lies. The barrier prevents a creature within its area of effect from gaining control of a difficult terrain or accessing a portion of it that isn’t secured. A creature must make a Wisdom saving throw to resist the invisible barrier, and it is immune to all damage and abilities that would deal damage as a bonus action on the casting turn. A creature can take fire damage on a failed save, and it is immune to cold damage as well. A creature that breaks the barrier is left with only half the damage it took before it was affected by this spell. Reducing a barrier of force to 0 hit points destroys it instantly, and causing a chain reaction of similar failures leads to the destruction of the barrier as well. A creature or object restrained by the barrier is sent flying through the barrier, leaving it permanently bound to the barrier. The creature is then sent back to its normal state. If it successfully escapes the barrier, it is blinded and deafened for 1 minute. The spell ends for a fiend or an undead on the triggered saving throw, and the spell ends on a creature or an object restrained by the barrier that is no longer in force. The spell can also end for a nonmagical creature by creating a magical lock on the creature or object, which destroys the illusion. The spell can’t target a fixed location or target location, such as a secret passage or a temple, nor can the magic being described create a specific location or target location. It can reach into the Astral or Ethereal planes, each of which has a different power, duration, and security, as well as other properties.
Abjuration
Cull Wurm
150
Concentration, up to 1 minute
Cull Wurm is a floating mass of woe and despair infused with dread energy that sprouts from the wisps of utter failure. Each creature in a 20-foot-radius sphere centered on a point within range must make a Wisdom saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. Huge or larger creatures are immune to this effect. Until the spell ends, you can target one more creature for each creature you cast this spell into darkness, or for each humanoid you choose that isn’t in its radius (10 feet if the humanoid is larger).
Cultivate beast
30
Concentration, up to 1 hour
For the duration, you control the beasts in a manner similar to that of a primordial demon or a wyvern god, in which case they become chaotic evil in nature and become animated in a manner similar to a fey demon. Each beast is limited in the ways it can move, speak, and do anything it can do with a weapon. Each beast has disadvantage on attack rolls against creatures within 5 feet of it, and it can’t take reactions when it hits with a weapon attack. The Beast obeys any verbal commands it receives as sentience from you (no action required by you), as long as this command is given before the creature’s next activity in combat, such as peeling bark, is covered by your armor or on your person. The beast obeys any verbal commands it receives as sentience from you (no action required by you), as long as this command is given before the creature’s next activity in combat, such as peeling bark, is covered by your armor or on your person. You can create terrors within 30 feet of you. While the terrors
Cultivate
Self (15-foot radius)
Instantaneous
You summon up to six creatures of your choice from the plane of your choice and attack with them one-handed or using your action to make a melee attack. A target can be any creature. Its hit point maximum must be equal to or less than the number rolled for the attack. When the target makes a melee attack with its weapon, it can make the attack against a different creature or a creature that it can see within 5 feet of the target. On a hit, it takes 2d8 slashing damage. The target can’t take slashing damage from this attack. On subsequent attacks, the target adds its own d10 to the attack roll. The target can make an attack roll of two, three, or four, but it can’t make any attacks against other creatures.
Transmutation
Cultivate
Touch
1 Hour
You consecrate a creature you touch. Whatever it is, the creature is an undead, charmed, or diseased version of the original creature. For the duration, it has resistance to all damage except psychic damage, and it gains the ability to speak the Word of Recall spell if it speaks it correctly. The creature can't take actions that would directly affect the target or attempt to do so, but it can use its action on each of its turns to take actions and take extra damage, such as by making a melee attack using your weapon (your choice) or by making a melee attack with your weapon (your choice), rather than by making an attack with a weapon against a creature within 60 feet of it.
Abjuration
Cultivating Wind
150
Concentration, up to 1 hour
You create a whirlwind around an area you choose within range. The whirlwind spreads around corners and moves at a speed of 30 feet per round for the duration. When the whirlwind appears, each creature on its turn within 5 feet of the area must make a Constitution saving throw. On a failed save, a creature takes 12d6 thunder damage and is restrained for the spell’s duration. As a bonus action, you can move the whirlwind up to 30 feet in any direction along the w Tree of Life. When the whirlwind reaches its destination or when you cast this spell, it strikes up to five trees in the area and causes them to become animated until the spell ends. A creature charmed by the whirlwind can use this spell against one of its foes, ending its turn early.
Transmutation
Cultivating Wind
60
Concentration, up to 1 minute
The wind whips your wisps, creating ever-growing rings around your fingertips and creating powerful wind effects. Ranged weapon attacks that pass before you reach the start of your next turn deal an extra 1d8 force damage on a hit.
Evocation
Cultivation
Cultivation
120
Concentration, up to 1 hour
You gain the ability to conjure up a new creature for the duration of the spell. The new creature must be within 30 feet of you when you cast the spell. The new creature remains within the range for the duration of the spell. The new creature must be within 5 feet of you when you cast it. The spell ends if the creature is no longer within 5 feet of you. The creature can make a Wisdom saving throw. On a success, the creature takes half damage on a failed save, or half damage on a successful one. The creature can’t benefit from special abilities.
Conjuration
Cultivation
120
Concentration, up to 1 minute
A magical community of plants sprouts from the ground in a 50-foot-radius sphere centered on a point you choose within range. Each plant grows in a 20—foot cube. Until the spell ends, you choose whether plants grow in a different spot within the cube or in a different place within the cube, and when you do so, each plant grows in an area that is 100 feet square. You can grow up to two plants in the area, but no more than three plants. You can also plant additional plants in any spot within the same cube as another plant, but you must choose which one to plant. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of each plant increases by 50 feet for each slot level above 4th.
Evocation
Cultivation
30
Concentration, up to 1 hour
This spell creates an incantation that ignites a bonfire that you can see within range. The bonfire ignites bright, roundish flames in the area that you choose that have a diameter of 10 feet or smaller within range. The bonfire spreads the flames around corners. Each creature in the flames when it creates the incantation must make a Constitution saving throw. On a failed save, a creature takes 5d10 fire damage and is burned for 1 minute, shedding bright light in a 10 foot radius. At the end of every 10 minutes that a creature has remaining, it burns for the spell’s duration. The burning creature is blinded and deafened, it suffers from drowsiness, and it gains a number of temporary hit points equal to half the total accumulated in the first 24 hours that the spell lasted. These temporary hit points can’t be reduced in any meaningful manner until the spell ends. A creature that is hit by the burn has disadvantage on all attack rolls, ability checks, and saving throws, and its speed drops to 0 feet per round until the spell ends.
Conjuration
Cultivation
30
Concentration, up to 30 days
You reach into the unseen past and reshape the fabric of nature for good and evil within
Cultivation
30
Instantaneous
In the presence of your closest celestial, you create food, drink, or any other living thing within range. The spell closes all mortal wounds, and you can designate other creatures as undead or constructs. The spell is a mundane spell requiring a casting of your spellcasting ability, but it is a powerful symbol of a celestial deity.
Enchantment
Cultivation
60
1 week
You create a ritual that lasts for the duration. You create a large, bright, bright orb of light that lasts for the duration. The orb moves with you. The orb lasts for the duration. A creature can use its action to send the orb to another place on the plane of existence you’re on that day. The orb travels through any other plane of existence you choose. It disappears when it drops to 0 hit points or when a creature attempts to cast a spell that would cause the orb to disappear. A spell that would cause the orb to disappear when it drops to 0 hit points or when a creature attempts to cast a spell that would cause the orb to disappear takes effect. The spell can’t be more than once. When the spell ends, the orb disappears, and any creatures who would move onto it when it disappears have their spell save DC and Constitution scores reduced by 1 until the spell ends.
Conjuration
Cultivation
60
24 hours
Your magic results in plants succumbing to decay within a short amount of time, if at all. Until the spell ends, a plant succumbs to 1d6 mummification damage per 1 cubic inch (0.8 M−1 M+1 D). For every 1 M+1 mummification damage a living plant takes, twice as much for every 10 M+1 mummification damage a plant plants body takes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 3d6 mummification damage per 1 cubic inch level I up to 4d6 damage per 1 cubic inch level II. The spell ends if you use a spell slot of 5th level or higher.
Conjuration
Cultivation
60
Concentration, up to 10 minutes
A spirit appears on a solid surface that you touch, and it becomes a god. The god can’t be hostile to you or hostile to any other creature. It can’t attack, nor can you cast spells or perform other magical functions. The god’s body is composed of a single, transparent portion that is indistinguishable from another creature’s body, but it remains immobile for the duration. At the end of every 10 days for the first 7 months of the next year, the god can’t attack or otherwise perform any special action.
Necromancy
Cultivation
60
Instantaneous
You create a magical container that increases the rate of growth of a nonliving creature you can see within range. The container grows by 1 foot in each direction until the container reaches full capacity. The container can hold up to 100 pounds of food. When the container reaches 100 pounds, it disappears. You can extinguish the container by using a nonmagical effect of your choice that has a casting time of 1 minute or more.
Evocation
Cultivation
Touch
24 Hours
You touch a willing creature and bestow upon it the power to create one of the following products: flowers, herbs, or other hard objects. For the duration, the spell creates up to two willing products and produces only one manufactured by the target. The plants seem natural to the creature and produce no harmful effects. Any of the products, whether wrought or produced, can’t create harmful effects or create harmful objects. If you cast the spell on the same creature or multiple creatures, creating the effects on a target of multiple creatures creates its own effects, not mine’s. This spell can only be conjured in additional ways, such as casting this spell on a creature other than you, or raising it as an object in an unoccupied space that you can reach. When you cast the spell on a creature other than you, you can choose a noncreature permanent the spell’s permanent touches, such as a celestial, as a host or a creature. If the permanent isn’t a celestial, you use the spell’s Medium touch to touch it. On your subsequent turns, you can use your action to cause the celestial to disappear.
Transmutation
Cunning aura
60
Concentration, up to 1 hour
You conjure a phantasmal figure who studies your actions, and what you do to them. The phantasmal figure must be of one of the following types: charmed, fey, or fiend. You choose a phantasmal figure. It takes 10 minutes to create the phantasm, after which it disappears. Once it disappears, you can re-create the phantasm again, but this requires a full restoration effort. Once a phantasm is created, it disappears when the phantasm ceases to exist, but the phantasm can still exist and animate as normal. Once the phantasm is gone, nothing remains of it. When you cast this spell, choose one of the following options to temporarily banish the phantasm: crush, blast, or stupefy it. Choose one creature that you can see within range. While the creature is on the phantasm, you can’t banish the phantasm. You can also use your action to banish the phantasm, but it remains within 10 feet of you. This spell doesn’t banish a creature or object the same as it is in your inventory. The creature or object can be possessed or abrogated by the phantasm. When the phantasm disappears, any spell cast on it that could create a phantasm would fail.
Divination
Cunning aura
60
Instantaneous
Choose a creature or object of your choice that you can see within range. Until the spell ends, the target gains a +1 bonus to AC, and it can use Strength checks to succeed on a Strength saving throw. If it succeeds, you can use your action to cause the target to attack you with a weapon attack if you or another creature can see the target. If you or a creature can see the target, the creature can’t attack you but instead takes damage equal to twice the number of hit points you have.
Conjuration
Cunning Aura
Self
Up to 1 minute
You create one of the following magical natures within range: thunder, lightning, or thunder bolt. You choose one of the thunder, lightning, or thunder bolt forms, and the aura lasts for the duration. The aura remains for the duration to protect an aura-encrusted target or an area. A target that has the aura (such as one created by an effect) attacks and damages the affected one. The target also suffers the effects of the aura if it is already damaged. A target that has the aura (such as one created by a curse or an effect) casts a minor spell against the aura.
Enchantment
Cunning Bond
30
6 Hours
You establish a psychic link with one creature of your choice you can see within range. Until the spell ends, any creature that can cast a spell that uses Charisma for the target’s ability score can use Charisma for the bonus damage it takes.
Evocation
Cunning Bond
60
Concentration, up to 1 minute
You learn the meaning of negative energy coursing through the minds and actions of others so you can reshape them for the greater good. For the duration, you can hear and read the mind of up to two other creatures of your choice. While a creature of that kind within the spell is concentrating on an end-of-level spell of 3rd level or
Cunning Bond
Self (5-minute dispelling spell)
Concentration, up to 1 minute
You create one of the following effects in one willing creature you can see within range: • You create a vague sense of security from anything within 5 feet of you. • You instantly feel the presence of a target within 5 feet of you. • You instantly feel the presence of a target for the first time on your turn. • You instantly
Cunning Bond
Touch
Concentration, up to 1 day
You gain the ability to affect another creature’s movement by making a melee spell attack against that creature. On a hit, the target suffers the attack's normal effect, and you can use your action to use your action to hit target again, replacing the original creature’s hit point maximum with 1d8. Once you do so, you can use your action to affect any creature’s hit points or their speed against the target again. You can’t affect this spell more than once per turn. As a bonus action on each of your turns, you can affect both of the creatures with a melee attack. Both must make a successful hit, or they take 1d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Enchantment
Cunning Bond
Touch
Concentration, up to 1 hour
This spell allows you and up to eight willing creatures bonded by magic to be affected by one additional spell of 4th level or higher. For the duration, each creature or object with an Intelligence score of at least 1 is affected by one spell of 4th level or lower. For the duration, a bonded creature has disadvantage on saving throws against spells, and the bonded creature can’t speak or cast any spell.
Necromancy
Cunning Bond
Touch
Concentration, up to 1 hour
You touch a willing creature and grant it the ability to make Charisma-enhancing Wisdom (Insight) checks. For the duration, that creature has disadvantage on attack rolls against creatures within 5 feet of it. If you target a creature that is immune to being frightened, that creature can make a Wisdom saving throw, spending its action to ignore the effect and instead make the saving throw at the end of each of its turns. This spell allows a target immune to being frightened to succeed on one saving throw made against the spell for the duration. An immune creature can be targeted only once by casting this spell on it twice, commencing the casting after it has dealt with a particular creature or circumstance. For the duration, the target is exposed to a luminous illumination spell for the first time on a turn or until it exhausts its action to do something harmful to another creature.
Conjuration
Cunning Bond
Touch
Until dispelled
For the duration, one creature of your choice that you can see within range and that can hear you has advantage
Cunning Bond
Touch
Until dispelled
Your soul moves with the wind in an unoccupied space that you can see within range and that must be within range of any light, magical light, or magical darkness that you possess, and within the duration of the spell you can affect up to four hostile creatures as guests or targets of warding. Each guest or target must make a Wisdom saving throw. On a failed save, the creature becomes hostile to you and attempts to attack you with a Mangle of Daggers, for which you make a Wisdom saving throw. If you are fighting a hostile creature, make a Wisdom saving throw each time you hit a target with a weapon attack, and on each of your turns while hostile to it, you can use an action to cause the creature to become friendly to you while friendly to itself.
Conjuration
Cunning Bond
Touch
Until dispelled
You touch one willing creature whose Intelligence equals or exceeds 10. You touch the target and bestow the ability to cast one of the following spell spells on it that can’t be dispelled by spells or other magic: deafened, deafened, paralyzed, or stunned. The spell ends for the target if its armor rating is less than or equal to the spell’s level. When you cast the spell and as a bonus action on each of its turns you can exert control over the creature, gaining information about it, obeying its commands, and dealing damage to it. If you end the turn trying to attack the target, it has advantage on the attack roll. On each of its turns, the target can take a number of hits equal to your spellcasting ability modifier + your spellcasting ability modifier. A crippling pain surrounds the target and you have advantage on two of your attacks against it whenever you make an attack roll.
Transmutation
Cunning contest
120
1 minute
Divine energy is coursing through you. You try to charm or charm off as many creatures as possible, which might involve killing one or more of their closest allies or foes. Each target must make a Charisma saving throw. On a failed save, it has disadvantage on attack rolls and ability checks and can't benefit from saving throws against effects that specifically target creatures or families. You can also deal magic damage to one creature if it suffers damage from an effect beyond its range, such as by using an effect that requires a specific kind of magic or by casting a specific spell. You can’t use this spell on an unwilling creature.
Transmutation
Cunning earth
120
Concentration, up to 1 minute
This spell creates a magical earth wall in your space that lasts for the duration. You choose a point within range and then cause a small earthquake, shaking a cubic foot of earth in a 60 foot radius centered on that point. Make a melee spell attack against the ground in the area against a creature within 60 feet of the wall. On a hit, the creature takes 1d10 force damage. The wall instantly blocks incoming ranged weapon attacks and then springs into place to halt damage. The wall can be removed by using one of the following methods: 1. Removing the Wall. You cause a magic earthquake to occur in the space you specify within range. The earthquake sounds and appears to be coming from a 30-foot-radius circle centered on the magic circle. Each creature in the magic circle when you cast this spell must make a Constitution saving throw. On a failed save, a creature takes 4d10 force damage, and it is pushed up to 10 feet away from you in a random direction. Both the magic earthquake and the force damage are reduced to 1d10 for each creature knocked prone. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Transmutation
Cunning Emotions
60
Concentration, up to 1 hour
This spell makes creatures instinctively move in an unoccupied space of your choice that you can see within range. You manipulate any number of willing creatures you can see
Cunning Fist
150
1 Hour
You forge an invisible barrier of strong aura between you and a creature within range. Until the spell ends, the barrier appears at the creature’s closest point and lasts for the duration. While on the barrier, the creature takes 1d12 radiant damage, and it can’t be targeted by spells or otherwise affected by any means. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Evocation
Cunning Fist
30
Instantaneous
You conjure up a fist of lightning that can hit a target and then explodes when struck. The target must make a Dexterity saving throw. On a failed save, the target takes 4d8 lightning damage and is restrained until the spell ends. A restrained target can use a bonus action to make a Strength check against your spell save DC. On a success, the spell ends and the restrained target can use its action to make an attack roll equal to your spellcasting ability modifier. If the target is already restrained, it can use its action to make an attack roll equal to your spellcasting ability modifier.
Conjuration
Cunning Fist
Touch
Until dispelled
This spell punishes a creature for succeeding on a saving throw, and gives the target a +2 bonus to the saving throw itself. On a successful save, the creature is immune to this spell for the duration. When you cast the spell, your finger pierces a creature’s saving throw, and it deals an extra 1d4 damage to the warded creature's AC and hit the nail below the save DC. The nail is a soft, patchy mass about the size of your fist. It takes 3d10 piercing damage when it hits its saving throw button and 3d10 bludgeoning damage when it doesn’t. While it is affected, a creature takes only half damage from falling 5 feet or less, and no damage from falling heavy or heavy enough to rob a creature of half its normal rate of movement. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Conjuration
Cunning Flame
120
Concentration, up to 1 minute
Flames race across your body, shedding bright light in a 50-foot radius and dim light for an additional 5 feet for the spell’s duration. The flames don’t light or move at all. When you cast the spell, choose one of the following options for how long the flames last. Each option lasts for the duration, reducing you to 0 feet in addition to your normal rate. Arrows. Each creature of 2 levels or lower must use its movement to go up to twice its speed for the spell. This movement doesn’t have enough movement to do anything physical. Water. Each creature of 5 or less levels or lower must use its movement to move up to three times its speed for the spell’s duration. This movement doesn’t have enough movement to do anything physical. Food. Each creature of 5 or less levels or lower must use its movement for 3 minutes for the spell’s duration. This movement doesn’t have enough movement to do anything physical. Animals. Each creature of 10 or less levels or lower must use its movement for one hour for the spell’s duration. This movement doesn’t have enough movement to do anything physical. Sleep. Each creature of up to 10 levels or lower must take 2d6 psychic damage each time it takes the Dash action during the spell’s duration for its natural rate of movement. You can use this spell to mimic the movements of a sleeping creature, provided that you are
Cunning Flame
Touch
Concentration, up to 1 minute
This spell creates a flame that shimmers when you touch it and withers when you leave it. This spell has no effects on constructs or undead, as it replaces cold iron. • You instantaneously light a bonfire on the ground within range and turn it into a bonfire w ho. • You light or chill a bonfire made of wood or stone, creating a bonfire on the ground. The bonfire can be any kind you choose. • You chill or steam a bonfire made of wood or stone created by this spell, creating a bonfire on the ground. The bonfire can’t be extinguished through nonmagical fire. The bonfire can be stacked up to three times so that it can stand on one side of the bonfire. While the bonfire is lit, you can use your action to create a bonfire of your choice that rises from the ground and sheds dim light in a 5-foot radius and sheds darkvision if you are nearby. The bonfire lasts until it is dispelled, when the spell ends, or until you dismiss this spell as an action. If you cast this spell in the same area twice, the first time the spell is cast and the spell fails, the flames are extinguished (typically by a powerful dispel magic spell), and the second time and the flames shed by the first time shed dim light in a 5-foot radius. The flames last for 1 minute, after which they shed a thin greenish light in a 10 foot radius. When a bonfire sheds this light, a corona flows from it, forming a circle with a 10-foot diameter and a 20-foot-curved edge at its base that bears fruit and doubles as a food source. A bonfire shed also doubles as a source of cooking oil, allowing a creature of a level 1st or 2nd level to make limited cooking oil from any remaining ingredients in the bonfire. If you cast this spell while you are incapacitated, the flames wither and die instantly, and the spell ends immediately. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 4th.
Evocation
Cunning for the Dead
30
Concentration, up to 1 hour
You call out to the spirits of dead creatures, offering them service in combat. You can make a Charisma (Deception, Intimidation, or Persuasion) check against your spell save DC. A creature obeys the spell automatically, even if it isn’t specifically named as being named, and if you do so, it appears in an unoccupied space on the ground within 30 feet of you. If you use a spell to specify a creature as being named in this way, the spell fails. You can also dismiss such a spell as an action.
Enchantment
Cunning Intimidation
Touch
8 Hours
For the duration, you touch up to four willing creatures that you can see within range. You know whether each target is charmed or unclothed. Additionally, you make a Wisdom (Perception) check against your spell save DC. If successful, a target obeys
Cunning salute
Touch
1 minute
You send a thunderous cry onto the stage, filling a room or table with thunderous applause. You choose a point within range and which you can hear within 30 feet of you. The sound can be delivered with a simple, audible gesture, up to 5 feet per level of the stage. If you cast this spell on the same creature or within 30 feet of it and the same creature is speaking, the thunderous cry instantly decays to no more than a whisper. A creature that hears the thunderous cry can either make a Charisma saving throw (your choice), succeed or take 2d6 thunder damage, or it can attack. On a success, the thunderous cry disappears without dealing damage. The thunderous cry causes the target of the spell to sing a song of glory. Choose either an 8-foot-radius, 30 foot-tall cylinder of thunderous air spread across one of the following ways: 1) Place a 5-foot-radius, 5-foot-high cylinder of cloud hovering 10 feet above the ground or 2) Place a cylinder of cloud hovering 20 feet above the ground as a result of using a different arrangement of hands. This spell creates the cylinder in the manner listed on the meteorite inscriptions. When you cast this spell and on each of your turns for the duration, you can have up to two creatures automatically summoned by the thunderous cry summoned more than once as an immediate action.
Conjuration
Cunning score
Touch
Deception,change
Your eyes become a violent weapon of destruction for the defenders. Choose one creature that you can see within range and line up a sequence of stunning attacks against it. Each creature hit by a target- or a subsequent target-stripped target assumes a different form. The target can be a Large or smaller creature that isn’t being attacked, and it suffers from vulnerability to nonmagical bludgeoning, piercing, and slashing damage. The target also assumes two of the following forms: normal, shaggy, or tiger’s facial features, and it makes a Wisdom (Perception) check against your spell save DC to disbelieve that it is a tiger. It also fails its check against your spell save DC. If it succeeds on its check, you can use your reaction to end the effect upon itself. As an action, you can sever the tiger’s talon, tearing it to pieces. The creature can’t become a beast and must instead become a celestial, an elemental, or a fiend (your choice if you're the celestial). It obeys your spoken word even if it isn’t your voice. The creature can make spells and hard material objects available to you as spell components, which you can use to create weapon attacks, armorments, emblems, and so on. On its turn, you can use your action to deal 4d8 + 2d8 damage to the target (your choice which weapon attacks it). It can’t use the components it takes from it when it attacks you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of one another for the entire attack and spell action. Hit and run. While these creatures are on the run, you have a +1 bonus to all attack rolls you make that are a part of your action.
Transmutation
Cunning Stone
300
Concentration, up to 1 hour
You choose a stone or a hard stone that you can see within range and that fits within a 5—foot cube. That cube must be at least 1 foot in diameter and within 60 feet on each side. The stone appears in any spot within range and isn’t obscured. As an action, you can launch the stone at an unoccupied space within 60 feet of it. If the space is occupied, the stone flies at the nearest nonmagical creature for the duration, and the nonmagical creature takes 2d6 bludgeoning damage from the stone for the first time on its next turn. On each of your turns until the spell ends, you can launch the stone across the room to attack the creature you hit. The target takes 4d8 piercing damage on each of its turns. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you choose one of the following options for how the stone illuminates: 1) Place a precise, silvery musical note within 5 feet of you, 2) Place a precise, silvery musical note within 10 feet of you, or 3) Place a silky, silvery musical note within 15 feet of you. While the stone illuminates, your movement as a bonus action on each of your turns makes you a new song. If you make a new song, your movement for the rest of the song has ended. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you can target one additional creature for each slot level above 3rd.
Prestige
Cunning Stone
Touch
Until dispelled
This spell can protect an object or activity of particularly mundane value, such as a scroll, written on a scroll, or worn by a human. While the object is within 100 feet of you, you can use a bonus action to cause the stone to project a profane, raggedy, or perhaps even blood red hue in a 20 foot radius around the object, and until the spell ends, the spell can cause the stone to animate and become more powerful. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates an intricate web of magical runes that serves to connect the two spells. Each creature in the air if connected to a ceiling or a sphere within it must make a Dexterity saving throw. On a failed save, the creature takes 5d8 fire damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. A creature blinded by this spell becomes charmed for 1 minute, after which time it can be charmed again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.
Conjuration
Cunning Stone
Touch
until dispelled
You touch one to three pebbles and give them a quick, harmless touch. They magically become animate and become proficient with ranged weapon attacks made using your choice of weapon. If you cast this spell multiple times, you can have up to three pebbles affected at a time affected by one spell used on the spell, casting it once, or using it once. If you cast it once each week for a year, you can have up to three pebbles affected at a time affected by one spell used on the spell. Whether you use it or not, you aren’t limited by any kind of magical energy. You can create any sort of magical energy that you choose that affects pebbles. If you create an immobile fortress or a bridge over a wide pond, pebbles wither away as the pond falls to the ground. If you create a teleportation circle, the circle moves with you, appearing once on each side of the opening. The magic circle can’t leave the spell’s area, and it can’t be dispelled by dispel magic. If the magic circle leaves a target unprotected against a spell attack, a creature or a magical effect, pebbles are struck with the spell to reduce it to immobile until then. You can use your action to charm one pebble affected by this spell to deliver a simple message. You can also cast the spell over an area of ground or stone. The pebble speaks your language, and when spoken, it always speaks in a non-poetic, natural language that you have learned.
Transmutation
Cunning Touch
60
Concentration, up to 1 hour
You and up to five willing creatures who link hands in a way that negates a spell slot, spell save, or spell ability’s effects or effects an ability of a creature other than you can use for the duration of the spell, if that creature is also a Huge or smaller, make a Charisma saving throw. On a successful save, the spell ends for you and any connected creatures. If you use an extra action to cast this spell on a Huge or smaller creature, the spell ends for that creature. Huge or smaller. When you cast this spell, you can affect one Medium or smaller creature to one Large or lower creature, or two Medium or smaller creatures to two Small creatures, causing the creature to become a Large or smaller creature for the duration. Medium or smaller. When you cast this spell, you can affect one Huge or smaller creature, or two Medium or smaller creatures to two Small creatures, causing the creature to become a Huge or smaller creature for the duration. Small. When you cast this spell, you can affect one Large creature. Both creatures become a Huge or smaller creature for the duration. Divination. You create shapes and objects for up to 2,000 feet in the air, which can be used to create siege engines or similar siege engines. Each
Cunning Touch
Touch
Instantaneous
A spectral creature appears and touches a creature or object that you can see
Cunning weapon
30
Concentration, up to 1 hour
You create a wand-like weapon by dealing magic damage in a manner similar to a throwing weapon. If you hit a creature with a melee attack during the casting of this spell or a similar spell of a similar level (such as a bard spell) during its next turn, the weapon deals an extra 3d6 lightning damage to the target. While the weapon is under the effect of the effects of a fireball or a thunderclap spell, its damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Cunning wind
120
Concentration, up to 1 minute
Flames whirl around you and make available to you a dazzling display of pure white light. For the duration, the flames of war hurl forth from creatures within 30 feet of a target. The target must succeed on a Strength saving throw or take 1d6 thunder damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Cunning Wind
30
Instantaneous
You exhale a powerful breeze that rips through the air. The wind is strong enough to crush buildings and other structures, and it can’t be blocked or blocked by objects or barriers. The wind lasts for the duration, and it can’t pass more than 10 feet of wind. The wind lasts for the duration, and it can’t pass more than 10 feet of wind. The wind is centered, with its radius centered on a point you choose within 10 feet of you. While in the wind, you can make a Constitution saving throw. On a failed save, the target takes 2d6 radiant damage. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th
Conjuration
Cunning Word
120
Concentration, up to 1 minute
You utter a word of stunning concentration that effectively silences all but the very best of creatures. At the completion of the spell’s casting, a humming voice rings out and a beam of yellowish light streaks toward a creature within reach. Make a melee spell attack for the entire casting line, and make the attack with advantage if you’ve already made the attack against one humanoid in range. On a hit, the target takes 4d10 piercing damage. Until the spell ends, you can use a bonus action to cause the beam to leap at targets in the line (including you) as you line up the attacks. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 5th.
Transmutation
Cunning Word
90
Concentration, up to 1 minute
You call out words of prophecy to a creature of your choice within range, spelling out a course of action that you plan to take during the casting of the spell. The course of action takes into account all known facts about the target that day, including any possible outcomes that might have occurred if the spell had not been cast. While this spell is in effect, you can also specify a course of action that might take a different course of action. For example, you could choose to w as sure that a creature killed by an 18-foot-radius burst of lightning succeeds on a Wisdom saving throw, or you could choose to w as sure that a glowing orb or gem necklace killed by a spell of 7th level or lower falls to 0 hit points. Dismissal. You dismiss the spell. With a low moan, you do the same. Dismissal is a mind-affecting effect that can occur at any time during its duration. At the start of each of its turns, the spell ends and the spell fails miserably for you and your companions. You can deal an extra 1d6 psychic damage to each target killed by this spell at the start of your next turn, and regain 1d6 psychic damage at the end of your next turn.
Conjuration
Cunning word
Touch
Concentration, up to 1 hour
You utter a word of stunning precision. Each creature who can hear you must make a Constitution saving throw. On a failed save, a creature suffers an effect based on its current hit points: • 50 hit points or fewer: deafened for 1 minute • 40 hit points or fewer: deafened and blinded for 10 minutes • 30 hit points or fewer: blinded, deafened, and stunned for 1 hour Either way, the target can’t be targeted by harmful sensory effects or used as an action to have its speed halve when it reaches the DM’s maximum. Until the spell ends, the target gains no speed whatsoever. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Enchantment
Cure Anemia
60
Instantaneous
Instantaneous
You take control of a diseased humanoid for the duration. The spell ends if you have no health or are incapacitated. Then roll 4d8 to determine the amount of time until you fall unconscious. • You regain hit points equal to half the amount of time you remain in your normal rest. • You have proficiency with all armor, shields, simple weapons, and martial weapons of a class or level above your current spellcasting ability. • Your spell-like abilities drain your hit points. If any of these hit points are replaced by less than half the amount of time that you remain unconscious, you must roll a die to regain hit points. Otherwise, you die. This spell has no effect on undead or constructs.
Illusion
Cure Animals
60
Concentration, up to 1 hour
Choose an unoccupied 5-foot cube of stone or a 5-foot cube of wood that you can see within range. You invoke the beasts spirits to manifest a new form, one that can be a beast or a humanoid. The beast must be within 60 feet of you. A Beast’s Maneuvering or Its Messenger, You designate the beast and what it can communicate with. The beast’s new form can be a human or a fiend. When the new form drops to 0 hit points, it disappears, returning to its normal form if it left it or if it reappears a moment later. If you cast this spell again, the form returns to its normal form. The beast’s new form can be considered a creature. Until the spell ends, the new form can’t move or take any actions. The creature has disadvantage on attack rolls and ability checks. When the creature returns to its normal form, it reverts to its normal form if it was no longer under the illusion.
Transmutation
Cure Animals
Touch
Concentration, up to 1 minute
Your petrified beast becomes a beast that you can see within range. The beast must be within a 10-foot-radius sphere of difficult terrain. The target must succeed on a Strength saving throw or fall prone. The target must also succeed on a Dexterity saving throw or fall prone. If it fails the save, the target also explodes. It explodes with a 10-foot-radius sphere of difficult terrain. The object must then be no larger than a 10-foot cube with a 10-foot radius and can be knocked prone. If it fails the save, the object explodes with a 10-foot radius, and it explodes with a 20-foot-radius sphere of difficult terrain. A creature restrained by this spell is ejected away. It explodes with a 10-foot radius and can be knocked prone.
Conjuration
Cure cold
Self
10 Days
This spell makes a creature immune to cold damage and has no effect on it until the spell ends. If you cast this spell over a nonmagical object or a flame, it also cures nonmagical cold damage and has no effect on it. Because the cold damage doesn’t reach into the object or creature’s body, creatures created by spells or other magical effects don’t retain their bodies temperature automatically, or retain the illusion of death protection against death magic. The spell only affects the creature or object created by a spell or an effect specifically aimed at the creature or object (such as a scepter of cancellation or a ward to protect a lich or a lich warrior).
Illusion
Cure Daggers
60
10 minutes
You take a clawed enemy between your fingers and open a door, door, or container of cold stone. The creature falls unconscious if it has trouble breathing or if someone uses a spell slot of 4th level or higher to do so. If the creature is created by another spell or a spell of 5th level or lower, that spell's duration is 10 minutes. If created by another spell or arcane spell of 6th level or higher, that spell's duration is 8 hours. If created by a nonmagical spell, such as a bard’s weapon, its cast time is 1 hour, and it has a casting ability of 2nd level, its Intelligence score is 5, and it can use its reaction to automatically recognize when the door or container is open and close (multiple creatures each have the same intelligence score). If you create an object of the same material quality as the door or container and hold onto it, it instantly opens and closes the door or container.
Abjuration
Cure Daggers
60
Concentration, up to 1 minute
You summon a spectral demon, which witnesses the events leading up to a creature’s death. The demon remains for the spell’s duration, and it has advantage on all attack rolls that you make until the start of your next turn. The demon can move at least 40 feet per round, and it can’t take any actions during its next turn. If it moves more than 40 feet, it must make a Dexterity saving throw. If it moves less than the target’s speed, that speed is halved. When you summon the demon, choose one of the following attacks: • 1/1 turn • Physical Attack • Physical Attack 2 rounds • 1/2 turn • Knock Off Other Attacks - 5/day - 10/day - 25/day - 40/day At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 hour for each slot level above 4th.
Enchantment
Cure Daggers
Self (60-foot radius)
Instantaneous
Searing fog is rising from the depths of a dungeon to sweep down creatures or to cast spells. As a bonus action, you can shake open the fog, causing it to fill a 20-foot cube to form around a creature or an object within range. Any creature that enters the fog for the first time on a turn or ends its turn there takes 1d10 bludgeoning damage and is also knocked prone. When a creature enters the fog for the first time on a subsequent turn there is an equal chance at the start of their next turn that they will fall prone and be knocked prone.
Conjuration
Cure Daggers
Touch
24 Hours
You touch one willing creature. The target becomes frightened when it drops to 0 hit points and must make a Wisdom saving throw. If you or another creature uses its action to do so, you can use your action to deal 3d6 necrotic damage to the target, which takes 2d6 necrotic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Necromancy
Cure Daggers
Touch
8 Hours
Until the spell ends, fog, dim light, and ghostly apparitions appear at the edge of a grove of trees with a loud whack. Each creature that fails a saving throw against this spell has its speed halved until the start of your next turn. On each of your turns since the start of your next turn, you can use a bonus action on each of your turns to cause at least one fog or ghost to appear with a blast of fog or mist to the spot you choose. Choose two trees you can see within range: a heavily obscured grove that is 5 miles in diameter and that covers 10 miles rounded; a more obscured grove where fog lasts up to 10 minutes; or a grove of trees 10 miles to the south and 5 miles to the north. Each creature that fails to make a saving throw against this spell must instead make an Intelligence saving throw. If the creature fails the saving throw when it enters the grove or when it enters the grove or when it enters the grove; the creature is forced to make a Wisdom saving throw. On a successful save, the creature’s magic is broken and fog and mist disappear. A fog or ghost is visible only to one creature of your choice that you can see within 30 feet of you. The fiend can breathe underwater, as a bonus action on each of his turns, or he can make a melee spell attack with a bomb made of fog or mist against a creature within 30 feet of him. The bomb damages the creature, but the bomb doesn’t harm the creature or harm any creature within 30 feet of it. If two creatures of the same level or higher don’t automatically succeed on saving throws against this spell, the third creature takes 6d8 necrotic damage, and the bomb damages the creature that made the saving throw, regardless whether the creature succeeds or fails. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, two additional undead creatures appear within 30 feet of you. This spell creates two additional undead creatures for each slot level above 4th.
Enchantment
Cure Dark Arcanum
150
Instantaneous
You restore light and dark energy to a creature within range. The target takes 8d8 radiant damage and must make a Wisdom saving throw. On a failed save, the target takes half as much damage and is blinded until the spell ends. On a successful save, it becomes blinded until the spell ends. Any creature affected by this spell also has disadvantage on attack rolls, ability checks, and saving throws.
Necromancy
Cure Disease
120
Concentration, up to 1 hour
A disease-inducing force field surrounds you as you cast the spell. You can’t cast spells and must use your action to dismiss the spell. You are also immune to all damage and no special abilities. You can’t take any damage from the spell, or the spell can't function. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can choose one of the following effects when you make the choice. The disease spreads in a 40-foot radius to creatures of your choice within 30 miles of where you’re casting the spell. The disease can’t pass through walls or ceilings. Any creature that can’t be charmed, restrained, or otherwise interacted with by the
Cure Disease
120
Instantaneous
Illustrator Fabian van Rijn van Rijken's magical toolbox fills with magical dust, and his mind wanders. Using magic, you can see through the dust and manipulate it so that it appears to be some sort of illusion. You can use your action to examine the object for magical contamination. Each time you do so, you can examine the object for 1d10 minutes. The item remains in its original condition until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the enhancement bonus increases by 1d10 for each slot level above 6th.
Necromancy
Cure Disease
30
Instantaneous
You create a disease that lasts for 1 minute. The disease spreads based on the spell’s level, and the target must make a DC 15 Constitution saving throw. On a failed save, the target is incapacitated and suffers no effect. If the target is undead or a spell or effect that affects it has no effect on it, the disease spreads to all of its victims. The target is incapacitated for 1 minute. The disease lasts for 1 minute on any unoccupied surface.
Conjuration
Cure Disease
60
Concentration, up to 1 minute
A disease that affects one creature or one part of a creature’s body or within its space. The disease is a harmless,
Cure Disease
60
Concentration, up to 1 minute
You make a disease that lasts for the duration. You can make an attack with that disease against a creature that isn’t affected by it. On a hit, the target takes half as much damage and is blinded until the spell ends. The spell ends if you cast it again. When you cast this spell, you can have up to three possible diseases. You can also have up to four diseases at a time. You can have up to six diseases at a time. After your last use of the spell, you take half normal damage and half the normal damage of any spell that can target you.
Conjuration
Cure Disease
60
Instantaneous
You awaken a creature within range. The target takes 1d4 necrotic damage equal to your spellcasting ability modifier. On a hit, the target takes 1d4 necrotic damage. The spell ends on the affected target.
Abjuration
Cure Disease
Self
Concentration, up to 10 minutes
You create a disease that causes a target to undergo an immunological condition. The target must be willing or unable to move or otherwise be affected by the condition. The target can make a Strength or Dexterity saving throw
Cure Disease
Touch
Concentration, up to 10 minutes
You touch a diseased creature and cause it to become diseased. The target must succeed on a Constitution saving throw. On a failed save, it becomes diseased until it drops to 0 hit points or half its normal size. This spell ends if you hit it with more than one disease. The diseased creature is charmed. The diseased creature must make a Wisdom saving throw at the start of each of its turns. On a failed save, the target is charmed by you. On a successful save, the target regains hit points equal to 2d6 + your spellcasting ability modifier. The diseased creature is immune to poison and diseases. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional diseased creature for each slot level above 3rd. These diseased creatures don’t need to be undead.
Transmutation
Cure Disease
Touch
Concentration, up to 1 minute
In this spell, you can target one creature that you can see. If that creature is undead, you have a telepathic link with it that allows you to talk to it no matter where it is located. If this creature’s hit point maximum is less than half the creature’s at the time of casting the spell, you can use your action to dismiss it. Alternatively, you can dismiss this spell with advantage if the creature fails a Wisdom (Perception) check you make to determine its true nature.
Necromancy
Cure Disease
Touch
Instantaneous
Choose two creatures of your choice that you can see within range. The target takes 1d6 necrotic damage. The spell ends if you cast the spell again. The target also takes 1d6 necrotic damage from your next attack. Choose one of the creatures and takes half as much damage from each attack. The target also has its hit point maximum. If the target has fewer than 10 hit points and fewer than 10 hit points are
Cure Disease
Touch
Instantaneous
You touch a diseased creature or a creature that is diseased. The target must succeed on a Constitution saving throw or take 4d6 necrotic damage. On a failed save, the target takes 1d6 necrotic damage. The spell ends if you don’t know the target’s age, as long as you are within its normal range. The target’s soul remains in your possession, but you can use this memory for up to 1 minute. You regain all expended uses of this spell.
Transmutation
Cure Disease
Touch
Until dispelled
There is a faint odor coming from the body of a diseased beast, usually a cloud or a bat, that lingers in the air and that lasts for the duration. Affected creatures rarely recover from the disease, though they do well when certain steps are taken to do so. To a diseased beast, these steps are like stepping into another's body; when the beasts first come within 60 feet of each other, they would fall prone, leaving behind no room to move and dying of thirst. As a bonus action on each of your turns for the duration, you can move up to 5 feet in one direction except when you are still covered by clothing.
Transmutation
Cure Embers
Touch
Instantaneous
You imbue a creature with magic to mend its wounds. You choose a creature type and a casting time: 1 minute for undead and 10 minutes for wizards and druids.
Divination
Cure Familiar
60
Instantaneous
You awaken a familiar from the slumber of the Feywild to serve as a temporary spell. Choose one creature that you can see within range. Whenever a creature that you choose makes an attack roll or a saving throw before the spell ends, you can have the familiar take the attack. The familiar also obeys your spoken and written commands, telling you exactly when to move and what time it will end. To cast the spell, a familiar must have a spell level 5 or lower, and it must have at least one of the following components: one active component, two dormant components, or three active components: animate or familiar.
Transmutation
Cure Flame
120
Instantaneous
Your spell confuses the air in an area you can see within range. Each creature in a 20-foot-radius sphere centered on a point within range must make a Dexterity saving throw. It takes 6d8 bludgeoning damage and 10d8 cold damage on a failed save, or half as much damage on a successful one. The spell has no effect if the sphere is occupied by a nonmagical creature. The spell’s damage increases by +1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Cure Flame
60
Instantaneous
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the duration, if created by another spell. If you choose a spell’s activation time and place, each spell cast by this spell requires an additional minute for its duration. If you cast this spell during a longer period of time than necessary for its entire duration, the flames wilt and burn for 12 hours. If you cast this spell while you are engulfed in flames, the spell has an effect similar to that of a lantern. These flames turn a creature that casts this spell into a smoke cloud, effectively extinguishing it for that duration. The smoke obscures the way to a cave, open pit, or other cave-in, and can reach volumes up to 30 feet deep. If a creature uses a spell slot of 6th level or higher to cast this spell, that spell requires an additional minute for its duration to break out.
Conjuration
Cure fog Cloud (30—foot radius)
Self
Concentration, up to 1 minute
Similar to the mist magic wrought by the mist magic of dreamstitions, fog fills a 20 foot-radius sphere centered on a point you choose within range. Until the spell ends, fog appears in a 10-foot radius and spreads around corners to fill its space. Fog covers an area of terrain of your choice that you can see within range. When you cast this spell, you can designate any number of creatures that you can see that have their eyes fixed on a single object that you can see within range. The fog obscures the area, making it difficult terrain for creatures other than you. The fog lasts for the duration. When a creature sees a creature that has seen the fog, that creature must make a Wisdom saving throw. On a failed save, the creature is blinded and deafened until the fog spreads around corners. On a successful save, the creature must make a Wisdom saving throw. This blindness and deafness reduce the creature to 0 hit points. If the creature fails its save against this spell, its speed drops to 1 until it is no longer blinded and its weapon attacks roll against targets that aren’t its weapons targets. Magical silence. No sound, sound, or movement can emanate from within the sphere, and no sound can travel through it. The silence is deafening and can deafen creatures or objects within 30 feet of it.
Transmutation
Cure for Poisonous Foodstuffs
Up to 9een levels up to a Large or smaller wizard or witch. Healing poisons, poison, and herbivores have advantage on their attack rolls against the spell’s target. If a target is poisoned, its hit point maximum is reduced by 2, and it can’t recover from the poison or any other effect until the spell ends. The spell ends if you cast it again or if you cast it again on a later turn.
Necromancy
Cure frost
Touch
Concentration, up to 1 hour
You touch a frost giant and persuade him to let go of his hammer. Until the start of his next turn, he has disadvantage on attack rolls against creatures that have Strength or Dexterity 3 or lower. He can make a Strength or Dexterity check against your spell save DC. If successful, he frees himself from the grasp of the hammer, forcing it to break free from its grip. Once he releases the hammer, the frost giant can use it again to break free from its grip. The frost giant can’t attack or leave its current form. When the spell ends, the frost giant can use his action to leave his current form again. Until the spell ends, he can use his action on each of his turns to make a melee spell attack against a creature within 5 feet of him. On a hit, the creature must make a Strength saving throw. On a failed save, the creature takes 4d8 cold damage, or half as much damage on a successful save. If the creature fails that save, it is transported to a different dimension, usually the other way around, and its gear is damaged. While in the frost giant’s current form, the creature is restrained and can’t move. On its return to the surface, the creature is freed but can’t use force against a creature there. If it reverts to its original plane of existence, the creature is freed again but at the cost of half the creature’s hit point maximum and a + 2 enhancement bonus to all attack rolls, ability checks, and saving throws it makes while in its current form.
Transmutation
Cure frost
Touch
Until dispelled
You touch a frost giant and let it freeze solid for a moment, then let go. You can freeze a solid surface on the ground for the duration, keeping it warm and dry. Alternatively, you can make a small crack in the ice in the ground and let it freeze there until the spell ends. The spell ends if you use a Large or smaller weapon. On a successful save, you also freeze the frost giant. While frozen, the frost giant is immune to all damage and can’t become covered in snow. After the spell ends, the frost giant can use its action to move up to twice its speed and stand up to twice its size. When it moves to where a creature is standing or is moving, it can use its movement to move up or down to cover its tracks. The frost giant can’t become trapped by falling buildings, or trapped by snowdrifts. It can't fall and remains restrained by falling buildings, snow, or other moving snow. The spell ends if you use a spell slot of 7th level or lower.
Evocation
Cure Geyser
90
Instantaneous
You choose a spot within range that is friendly to you and that isn’t more than 10 feet away from you. The spot is an area that has a 0 AC 20, 20 hit point, and 10 hit points rating. When you cast this spell, the spell doesn’t remove any life from the affected area.
Necromancy
Cure Grasp
Self
Instantaneous
By grasping a nonmagical object or surface, you can sever one end of two strands that are held together by magic. You and the creature you charmed are able to move and seem to you to be hovering and hovering in the air, the spell casting complete. The grasping ends if you or the charmed creature are still conscious or if you dismiss the spell and the object remains in its grasp. The spell can reach out through the strands to grab the objects or the surface, but fails if that creature is still conscious and the casting starts after the creatures reach out through the strands. A creature uses its action to grab a nonmagical object or the surface when it strikes fear on you. You can grab the two ends of the two strands, passing them between hands to create a protective web that prevents wands from linking up to each other.
Transmutation
Cure Grasp
Touch
10 days
This spell makes a restrained creature immune to all damage and effects for 8 hours or until a creature chooses a new form. The target must make a Wisdom saving throw. On a successful save, it instead takes half as much damage and no damage is sustained. On a failed save, the target takes half as much damage and becomes restrained for the duration. Finally, the target can’t use reactions. While restrained, the target can’t speak, take salve, breathe, or speak anything harmful to it. The spell then ends on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Cure Grasp
Touch
24 Hours
You touch a creature to create a magical force field that confines it to a fixed location and allows it to speak one telepathic line as described below. You choose a location on a solid surface or a cloud of stone, and the field lasts for the duration, reducing the target to 0 hit points and granting temporary status conditions that it can pass through. As an action, you can move the Field up to 30 feet in any direction, causing it to tremorshine, reduce light vehicles in its area to 0 hit points, and grant temporary status conditions that can be passed through the Field. To the extent that the Field w ho has any effect on one creature of the target’s choice, such as a human or a unicorn, that creature is also affected, but the creature is otherwise immune to the effects of the Field and has total access to all its statistics. To the extent the Field can’t be dispelled, each creature in the Field has to spend 2 times the creature’s Hit Dice to cast a spell or cast an item.
Transmutation
Cure Grasp
Touch
Instantaneous
You reach into the pocket of an animal, a plant, a mineral, or a mineral object you can see within range, and
Cure Magic
60
Instantaneous
Choose an object that can be a magical item or a substance that looks like a substance and that can hold a spell or magical effect. You either make a magic item or a spell into which you can cast a spell or make a spell using a spell slot of 4th level or lower, or you create one of the following magical effects within range: • You create a ward of warding, protecting a creature or an object from being harmed by a spell of 7th level or lower. • You create a ward that halts an attack of opportunity for the target, or ends a creature’s movement for it, turn the material object into a solid ball, or otherwise harm it. • You create a ward that halts an attack of opportunity for the target, or ends a creature’s movement for it, turn it into a solid object, or otherwise harm it. • You create a ward that interferes with another spell or magical effect that would protect the target, such as a door or the cage used as a spell door. • You create a temporary object that can be turned into a weapon or armor. The object can be damaged or even destroyed, but it doesn’t explode. Any object created by either effect can’t be damaged or turned into a weapon or armor.
Transmutation
Cure Magical Contact
Concentration, up to 1 minute
A magical, friendly force springs into existence and hovers around a creature you choose that you can see within range. The target is free to use magic to create a different effect on each of his or her turns when the spell ends. The spell can be pulled into an area of intense magical activity or removed from that area for a brief moment at a time. The target then disappears. If the spell has triggered a magical effect on a creature in the area or on an object inside it, the effect is lost. In addition, the target has advantage on Wisdom checks to avoid detection outside the area. If a creature can perceive the spell, the spell passes through the creature to the object. The spell doesn’t pass through a nonmagical object created on a plane other than a plane that doesn’t involve magical means.
Transmutation
Cure magic item
Touch
Instantaneous
Choose one object that you can see within range. You touch the object, shedding bright light in a 20-foot radius, and you learn its properties for 1 minute. You learn the magic item's properties as your spellcasting Ability for the check. If it isn’t a magic item, its properties are lost if you cast this spell again. You can use this knowledge to your own advantage to learn more about the magic item, gain additional information, and otherwise benefit from whatever other spells are affecting it. During this time, you must use your action to mentally command the creature you want to wield the magic item, which must be no larger than a hand of moderate or larger size. You can have only one hand on the hand, and you can’t have more than one hand on a magic equip. You issue the command with a brief command word that you understand. For example, you might issue the simple command, "Touch a soft object weighing 5 pounds or less," or "Touch a piece of rock weighing 1 pounds or less weighing 5 pounds," and the creature will follow your command. You or your companions can speak the spell’s meaning at any time, though they can’t affect or otherwise benefit from any language other than English. You can specify simple or elaborate commands that follow your command; you must do so at the start of each of your turns before each of the creatures next to you in line learn them. Similarly, you can issue simple or elaborate commands that follow a simple or elaborate pattern that you follow throughout your life, even spawning simple and elaborate game wools that you can wield with finesse or similar effects. As a bonus action on every turn before you cast these spells, you can expend a use of your action to create orist, or speak the spell’s meaning for the first time in 8 hours. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you can animate orist up to four Wands or two Large Animals. Each w m a creature’s Hit Dice are 1d8 and 1d12.
Transmutation
Cure Minor Stunning (Ex)
Self
Cure Minor Wounds
Touch
Instantaneous
You touch a creature and cause it to become cured of all diseases and other afflictions. Should the disease be persistent, the spell ends. Minor wisps of black smoke then form around the target. It becomes fainter and fainter as you deal it more damage. At the end of each of its turns, the target can make a Constitution saving throw. On a successful save, the target takes 1d10 necrotic damage, and it is no longer blinded or deafened. At the end of each of its turns, the target can make another Constitution saving throw. On a failed save, it has a stinking, red nose and can't breathe. At the end of each of its turns, the target can make another Constitution saving throw. The first time each turn it is awake, the target must succeed on a Constitution saving throw. If it fails, it can use its action to try to break the spell on its next turn, which usually takes it 1 hour. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Necromancy
Cure Minor Wounds
Touch
Instantaneous
You touch a creature, touching it with a clean, natural wound. It regains 1d10 + 10 hit points. For the duration, that creature regains 1 hit point at the start of each of its turns. On subsequent turns, you can repeat the healing process multiple times, ending the effect on itself on a success. If you heal no more than 30 hit points, the spell ends.
Transmutation
Cureous Form
Concentration, up to 10 minutes
A humanoid creature of your choice appears and shimmers a beam of radiance at the target. It must make a Dexterity saving throw. On a failed save, it takes damage equal to the target’s normal casting ability modifier. On a success, the target takes damage equal to its normal casting ability modifier.
Transmutation
Cureous Form
Concentration, up to 10 minutes
A humanoid or a humanoid appears and stands up to be seen for the duration. The creature must make a Dexterity saving throw. On a failed save, the target takes 1d4 fire damage. On a successful save, the target takes 1d4 bludgeoning damage, and it makes a Strength saving throw. On a failed save, the target takes 1d4 piercing damage. The target takes 1d4 piercing damage. The target is immune to nonmagical damage.
Conjuration
Cureous Form
Concentration, up to 10 minutes
The target must make a Dexterity saving throw against a creature that it knows. On a failed save, the target takes 1d4 piercing damage and is charmed by you for the duration. On a successful save, the target takes 1d4 piercing damage, and it makes a Strength saving throw. On a failed save, the target takes 1d4 piercing damage, and it makes a Strength saving throw. On a successful save, the target takes 4d4 piercing damage, and it makes a Strength saving throw. On a failed save, the target takes 1d4 piercing damage, and it makes a Strength saving throw. On a successful save, the target takes 1
Cureous Form
Self
Concentration, up to 10 minutes
You shape a humanoid with the power to speak a general command, which you must obey. The target’s name is a pseudonym.
Enchantment
Cureous Form
Touch
Concentration
1 Hour
You touch a humanoid that you can see within range. Until the spell ends, the target is made a telepathic link between the target and any creature it wishes to be on the same plane of existence. The target must make a Wisdom saving throw against the target. On a failed save, the target takes 1d4 piercing damage. The target must make a Strength saving throw. On a failed save, the target takes 1d4 bludgeoning damage. The target takes 2d4 piercing damage, and it takes 4d4 piercing damage. At Higher Levels. When you cast this spell, you can use your action to add a command to the target. On a hit, the target takes 5d4 piercing damage of a creature that you can see within range for the duration.
Evocation
Cureous Form
Touch
Concentration, up to 1 minute
A shimmering, glowing sphere of water forms on your person and spreads out from the sphere at a point you choose. The sphere can be a 20-foot cube, which also makes up to tenemented spaces within range.
Evocation
Cureous Form
Touch
Concentration, up to 30 minutes
A humanoid creature becomes unguiseen when the spell ends, and it appears in a 30-foot cube centered on the ground within range. A creature can be charmed by you for the duration, but it must also be within 30 feet of you. Until the spell ends, you can use its action to issue a command to the target. The target’s companions can use their own reaction to obey. The target’s companions can use their own reaction to obey. The target’s companions can use their own reaction to cause damage. It must also be within 30 feet of the target, or the target’s companions are unaffected by this spell.
Evocation
Cureous Form
Touch
Self
Touch
Self
Concentration, up to 10 minutes
For the duration, you touch a creature (a creature or a creature) that you can see within range. Until the spell ends, the target can use its action to make a Charisma check against your spell save DC. The target must succeed on a Strength saving throw or be charmed by you for the duration. The target must make a Wisdom saving throw. On a failed save, the target takes 10d4 piercing damage and it takes 4d4 piercing damage.
Transmutation
Cure Poison in an Ethereal Place
Touch
1 Hour
You touch a corpse and imbue it with poison. Choose one creature you can see within range, an undead that isn't under the effects of the spell and that is hostile to you. The creature’s speed and Constitution scores become 0. The creature’s AC becomes 07, and it rolls a d 10 and 14th-level spell of 2nd level or lower, using the creature’s attunement to the spell (and gaining the benefit of any spells it casts), from among the possible spells listed below. Finally, the creature gains a temporary hit point maximum of the appropriate level (at the start of your turn, or at the start of your turn) and a temporary hit point capacity (at the start of your turn). The temporary hit point capacity can be up to 12 + your spellcasting ability modifier. These temporary hit points last for 1 minute, after which they dissipate if the creature dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Hit Points. If you target one extra creature for each slot level above 1st, the creature adds the extra spell to its total, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, targets of its damage type become more powerful for the duration. Each target adds an extra 6d6 damage to its attack and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures affected increases by two for each slot level above 4th.
Conjuration
Cure Poison Insect
30
Necromancy for 1 minute
An insect that has an antler, a sting, or a poisonous web sprouts from you. You choose a creature within 5 feet of the target, and the creature must succeed on a Constitution saving throw or become charmed by you. The spell ends if you stop using the target. The creature also becomes charmed by you. The target takes 8d6 poison damage on a failed save, or half as much damage on a successful one.
Necromancy
Cure poison ivy
150
Concentration, up to 1 minute
A poisoned creature of your choice that you can see within range appears in an unoccupied space you can see within range, and that can use a ranged weapon attack against the target. On a hit, the target takes 3d6 poison damage.
Evocation
Cure Poison Ivy
60
Concentration, up to 8 minutes
You attempt to poison a creature that you can see within range. You touch the target, sending it with an electric current that deals 1d4 lightning damage to the creature. The target must succeed on a Constitution saving throw or become charmed by you. The spell ends if you stop targeting it.
Necromancy
Cure Poisonous Aberration
150
Concentration, up to 1 minute
You touch a creature that you can see within range. The target takes poison and must make a Constitution saving throw. On a failed save, the target takes 1d6 poison damage. On a successful save, the spell ends. On a failed save, the target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Conjuration
Cure Poisonous Aberration
60
Concentration, up to 1 minute
A Medium creature you can see within range
Cure Poison
Touch
30 Days
You touch a willing creature. For the duration, the target’s breath patterns change to match that of a poison, and it can make another Wisdom saving throw. If you pull the trigger on the spell, a poison produces a hardening on the target's skin that lasts for the duration. For the duration, an illusory, choking cloud of filth covers the target’s surface and vaporizes any that aren’t breathable. In addition, when the cloud spreads across a body of water, you make a minor poison attack against it. Additionally, whenever the cloud moves to a different surface on the ground or in the air, it extinguishes it. On each of your turns until you finish a long rest, the affected creature can roll a d4 and add the number rolled to any attack roll it makes, provided that the creature is within 30 feet of the source of the poison.
Transmutation
Cures Evil in the Material Plane
30
Instantaneous
Choose an area of undead that you can see within range. A mote of gray stone or an axe of inlaid wood appears in your hand. The stone disappears when it drops to 0 hit points and is no longer able to be damaged. After a while, whenever a creature that you choose dies, the stone resicks of its tip and softens in size (10 feetC minimum). Also, the stone becomes difficult terrain and deals 1d4 necrotic damage to any creature that dies inside it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you choose one of the following abilities. The spell’s damage increases by 1d4 for each slot level above 6th
Abjuration
Cure Sickness
Self (10-foot radius)
Instantaneous
You hurl a small, unoccupied object that you
Curesight
Touch
Enchantment
1 Hour
You touch a willing creature and put into its care a soothing sensory potion that abates after 1 hour. For the duration, that creature has 10 hit points. If the creature’s hit point maximum is less than 50 percent of its hit point maximum, you instantaneously undo any temporary reduction you instate at the start of each of its turns and restore the creature’s hit point maximum to 50 percent of its hit point maximum. This spell has no effect on undead or constructs. The spell has no effect on construct or undead friendly to you. Until the spell ends, you have resistance to nonmagical piercing damage, and you have resistance to cold damage, fire damage, and thunder damage.
Transmutation
Curesinger
30
1 Hour
You choose a spell of 6th level or lower that can target a creature with debilitating sensory deprivation. You cast that spell as celestials do, forcing them to stare blankly into the sockets of creatures with darkness sigilant against your gaze. For the duration, celestials have disadvantage on attack rolls against creatures with darkvision.
Necromancy
Curesinger's Mark
Touch
1 Hour
You touch a willing creature and bestow upon it a magical mark that turns it into a target of your spells. The mark can be as fine as a feather, as fine as a tree branch, as fine as a chunk of wood, as fine as a jewel, as fine as a leaf; if you strike it with an arrow or similar weapon, you might cause the mark to shatter.
Divination
Curesinger
Touch
Enchantment
6 Hours
This spell transforms a willing creature you touch into a cure magic spell at the end of each of its turns. If you cast the spell using a spell slot of 4th level or higher, the spell cures a target of disease for 6 days. If you cast the spell using a spell slot of 4th level or higher, the spell cures a target of poison for 6 days. If a creature with a different bloodline’s disease resistance rating than the target has that disease, that creature is cured with a short rest. As long as the spell persists, the spell can be dispelled. To dismiss the spell, use this spell’s duration, but before it resumes, choose a new disease target or creature. While this spell has a duration of 6 or longer days, cured creatures are immune to disease effects for that duration. Creatures affected by disease have a 10 percent chance each day they are alive to regain 70 percent of their normal hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration for each of its effects increases by 10 days, for each of its effects reduce it by 10 days, so creatures with 4th level or lower levels who take damage because of their disease on a failed save make the saving throw using that slot increase its damage by 2d6. For other effects that restrict a creature’s movement, such as the creature can’t be targeted by the spell.
Necromancy
Cure small or medium poison
Touch
Instantaneous
You touch a creature and can end either one disease afflicting it or one afflicting a nonmagical disease afflicting it. If a disease afflicts a creature, the creature is cured of that disease affliction.
Necromancy
Cure Smite
300
Up to 1 hour
You cast this spell on yourself or an undead creature you can see within range that has a hit point. The target must make a Constitution saving throw. If it fails the save, it becomes immune to the spell and isn’t frightened of you. On a failed save, the creature becomes immune to the spell until its concentration ends. If you cast this spell again on a different target, the same immunity remains. The spell ends if you dismiss it as an action. The spell ends if you cast it again on yourself or an undead creature.
Transmutation
Cure Smite
60
Instantaneous
You invoke the power of God-knows-what to stop a creature from attacking.Choose a creature that you can see within range. The target must make a Charisma saving throw. On a failed save, the target deals an extra 1d8 damage to the spell and is prone. At the end of each of its turns, the target can make another Charisma saving throw. On a successful save, the spell ends for it.
Enchantment
Cure Smite
Self (60-foot cone)
Instantaneous
A gust of wind sweeps across a creature’s space and ends its turn there. The creature then becomes immune to being frightened.
Conjuration
Cure Snow
Touch
Instantaneous
You touch a creature and cause it to snow and freeze to a minimum of 50 feet of ground. This snow instantly extinguishes any magical effect it has on you. The snow lasts for the duration. This spell is affected by the same restrictions as the snow, except that you can use your action to make a melee spell attack against the creature or object. On a hit, the creature becomes enraptured by the snow and takes 10d6 bludgeoning damage. You can also make an attack roll using your action. If you hit, the snow disappears and the target is charmed. The snow lasts for the duration, and it doesn’t extinguish magical effects on you.
Necromancy
Curesong
Touch
Transmutation
Instantaneous
Just before you cast this spell, gain insight into the extent of your nightmares. For the duration, you gain knowledge of how your enemies and friends respond to you waking up, how they attack you waking up, and what horrors are wreaking havoc on their worlds. At the start of each of your turns before the spell ends, you can use a bonus action to mentally command your nightmares to end. If you do, they grow larger, more powerful, or worse off. While the nightmares are under your control, you can’t attack a creature with one unless you and your companions have agreed to it. You can’t attack or cast any spell with which you are familiar until the spell ends, if it already does. When the spell ends, your nightmares fill with smoke, triggering powerful flames that erupt and kill any creature within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can control the flames’s size by creating a new spell slot, attuning it to your location, and using a bonus action to dismiss the flames. If you cast that spell with a 7th-level slot, the flames erupt with a fiery kind, dealing 1d8+1 acid damage to any creature within 30 feet of you. The flames turn a creature within 10 feet of you into a raging fire, dealing 1d8 + 1 acid damage to any creature within 30 feet of you. A creature must make a Dexterity saving throw the first time on a turn that it enters the flames. If it succeeds, the creature is no longer raging and no longer has the ability to cast spells. The flames shed bright light out to 500 feet and dim light for an additional 500 feet. When extinguished, the flames turn raging creatures into flames. Any creature that starts its turn in the flames’s flames pit must succeed on a Constitution saving throw or take 3d6 bludgeoning damage, and the creature must move to a safer spot for the burn. When the flames are gone, the flames disappear. Any creature not in the flames pits must make a Constitution saving throw. On a failed save, the creature hovers in the flames pit and can’t move, and the flame sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The flames leave a creature’s clothing and move with it to a spot within reach of a creature carrying out an activity normally carried out by the creature.
Transmutation
Cure Strain
Divination
Cure Undead of Death
120
Instantaneous
You cause a creature to die. The target must make a Constitution saving throw. On a failed save, the target is no longer affected by this spell. The target suffers no effect on its next attack roll or ability check until it is no longer affected by this spell.
Conjuration
Cure Undead (rElec)
30
Instantaneous
While raising a skeleton from the dead, a lich attains the age of majority. The lich’s remaining years can be spent training other undead. The spell ends on a creature if it’s still alive after completing a long rest.
Necromancy
Cure undead
Touch
Instantaneous
Up to six undead creatures you touch appear friendly to you. If a creature you touch dies while this spell is in effect, the creature remains undead until it is replaced by a different creature. This spell can target a maximum of six creatures. Each of the creatures must succeed on a Wisdom Charisma Sense check or fall into a state of lethargy. A creature that fails this check becomes incapacitated. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration depends on whether the creature is willing or not, and you may wish to extend the duration beyond the slot you used. At Higher Levels. When you cast this spell using an object or an incantation, the duration is cumulative with the number of levels of the object or the level of the incantation. At Higher Levels. When you use a spell slot of 2nd level or higher and entice a creature, the duration is cumulative with the number of levels of the object or the level of the object. If you use a spell slot of 4th level or higher and compel a creature, the duration is cumulative with the number of levels of the creature or the levels of the object. At Higher Levels. When you use a summoned creature spell or an incantation, you summon a creature of challenge rating 6 or lower that has the same challenge rating as the creature you summoned. Creatures summoned by this spell are unaffected by it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 2 days for each slot level above 4th.
Evocation
Cure Undead
Touch
Instantaneous
You touch a creature that is neither dead nor undead. The target’s soul becomes a conduit of life and death to the extent that it can’t willingly leave it. The spell ends if the target dies. If the target is a creature, the transmutation also ends if the target is a creature. The spell also reveals the target’s true nature, if it is a creature or a mindless being who does nothing but die. The target can’t willingly leave its mortal form, and if it does so, it dies instantly. You can’t cast spells or wield any other arcane weapon while this spell is in effect.
Abjuration
Cure Vampirism
Self
Concentration, up to 1 minute
You cause a creature to become vampiric, and the target is no longer immune to the effects of any of the following spells: Darkness, Darkness Dis, Darkness, Darkness Se, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness,
Cure Wands
60
Up to 1 minute
You create a wand of teleportation in the form of a simple spell. The wand is a Medium or smaller object and can be worn, carried, and carried by creatures of your choice that can’t be charmed. The wand can be worn or carried as a short or long weapon, a shield, or a similar weapon. The spell ends if you cast it again. The wand has no effect on creatures that aren’t wearing or carrying it or that aren’t already charmed by the spell.
Conjuration
Cure Water
30
Up to 10 minutes
You create a 20-foot-radius, 30-foot-high cylinder of water that is 10 feet long, 30 feet high, and 10 feet wide. The water appears in a 25-foot-tall cylinder that is 50 feet in diameter and 10 feet tall. The water appears to be liquid, and the water doesn’t freeze. The water must be within 30 feet of a creature or object that you can see within range. If the water is visible to one creature or object, the creature or object is blinded for 1 minute. If the water is visible to two creatures or objects, they are stunned for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Conjuration
Cure Water
Instantaneous
A liquid that is 30 feet long and 5 feet thick is released from a wick. The liquid appears in the wick, and it is breathable. The wick can be an open container, a container of water or an open container of water. The liquid has a diameter of 60 feet. The liquid is not poisonous. When released from the wick, it vanishes into the water. The liquid can be any liquid, including liquid that has a
Cure Water
Self
Instantaneous
Water appears on your person and moves with you, remaining dimly apparent for the duration. Until the spell ends, you can’t see anything but the topography and dark darkness of the water. When you cast the spell, choose a point within range. You can directly target the spell with a beam of light, causing it to illuminate a point you choose within range. The beam of light spreads around corners, and it flashes black lines at visible distances of up to 500 feet. You can then see the location of the specified area for the duration. The spell’s area can’t be more heavily fortified, and it can’t be occupied by any dwelling. The spell can’t be targeted by magic or otherwise beneficial to the target. Otherwise, the spell would target the area of the spell in question, not the entire area. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can target up to three creatures with the casting. Each target must make an Intelligence saving throw. On a failed save, the target takes 10d10 psychic damage (if any), and it is stunned until the spell ends. On a successful save, the target takes half as much damage and isn’t stunned. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Transmutation
Cure Wicca
Touch
24 hours
You touch a creature and ask it about some of the things it has seen so far. If the creature is of the kind you see, such as a large tree growing along a mountain path or shadowy figures lying on the ground, you might receive a message similar to this. If you cast this spell without expending any spell slots, the spell fails entirely and the creature is seemingly unaware that it is casting a spell. It also doesn’t know when it can use an action to recall the event it witnessed. To cast this spell again, you must touch the original creature, or the memory becomes active. This spell also works with any familiar or gear you’ve worn. You can’t use this spell again until you finish a long rest. Until you complete a long rest, you regain all spell slots, and you can cast any spell you cast that isn’t specifically affected by a spell, spell, or other magical effect, not including those of a target that is actually the target of the spell.
Illusion
Cure Wind
120
Instantaneous
As you hurl a nonmagical wind spell on a target, you can cause it to raise the wind level of one creature it can see within range. If you do so, the spell creates a 40-foot cube of nonhealing energy centered on a point within range. For the duration, any creature that starts its turn within 40 feet of the target (and can’t be targeted by spells) has advantage on Wisdom saving throws made to regain any life or limb it has lost.
Evocation
Cure wish
Touch
Special
You transform a willing creature you touch into something horrid: acid, cold, fire, lightning, or poison. Should you succeed on the spell, the beast’s natural next attack is replaced by a dire thunderstorm, an earthquake, and an impact that damages both you and the target. On a hit, both of the creatures take 1d6 thunder damage. A restrained target can’t be affected by this spell.
Transmutation
CureWitch
Self
Concentration, up to 1 minute
You touch a willing witch and allow her to see through illusions that others can see. For the duration, she can see invisible doors, lanterns hidden in the earth and the walls of magically guarded secret chambers. If built, these doors can be as tall as the witch’s level, up to 20 feet, and open as wide as the witch’s level. In addition, this spell creates illusions that she can see under other illusions, as well as objects created by magic, that are too strong to be seen. Each time a witch uses this spell to cast a spell, she can create either one of the following illusions, made with an ability score of 2 or 3, or both. While both illusions are made, the spell creates a false memory of the scene where the witch w best remembered seeing the illusion. If the false memory is real, the illusion recalls the image, as does the illusion’s construction. While a witch is aware of the appearance of the illusion, she can use an action and audible deception to detect the illusion behind the image. It lasts until the illusion is brought to its senses.The first time a witch uses this spell, she can cast a false memory of waking up an unwilling creature as a common illusion, and she can make the illusion appear fake when she casts the spell. When the false memory occurs, any creature that she can see within 30 feet of the creature or that can hear it must make a Wisdom saving throw. On a failed save, the creature can be blinded until the spell ends. On a successful save, the creature can recognize itself as being under the illusion. When the illusion finishes casting, the false memory ends, and the creature’s true self falls away. A false memory, though it might seem simple or nonresponsive, can be as dramatic or as cruel as what the witch wrought. A true memory includes all of the information that the creature can see, even if that information might be obscured. The false memory might take the form of a journal entry, a letter, a parchment, a scroll, a map, a scroll of spells used in a specific magical activity, talismans and sigil stones, curses and similar items hidden within objects kept by the creature, or a string of glyphs and words spelling out words. These false memory spells are dispelled when the false memory is broken. If the false memory is broken, any creature that can hear or read the creature is blinded until the spell ends. If the illusion is broken while the enchantment is on, the creature is blinded until the spell ends.
Abjuration
Cure Wobblestone
Self
Instantaneous
You create two 1-inch square blocks of stone and lay them on the ground. You and any creatures you choose can make with you a melee spell attack using your action to stone them. On a hit, a stone falls to the ground and creates a damage field. When the spell ends, no creatures or objects can be fell into the spell's radius. A creature not affected by this spell makes a DC 20 Constitution saving throw at the end of each of its turns. On a success, it can use that save to return to its home plane. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Enchantment
Cure Worg
Touch
Instantaneous
You touch a willing creature, reassuring it of your magic and promising to mend its life for it. If the creature willingly dies, you return the creature to the plane it originated from, or cause the creature to rejoin the plane it originated on another death, if that death would make the creature more dangerous to you. Otherwise, you dismiss the creature as an action and release it from the spell.
Transmutation
Cure Wounded
90
Instantaneous
You utter a spell that allows you to temporarily free yourself from the effects of a creature. Choose any of the following effects. You can also use your action to mentally rejoin the creature. Until the spell ends, you are no longer restrained by the creature, and you regain all your hit points when you cast this spell.
Conjuration
Curing Thorns
150
Instantaneous
This spell protects against stinging and biting bugs. Choose a point you can see on one of the following standing bugs: celestials, elementals, fey, or undead. Insects are excluded from this spell because they are harmful to plants and animals. Creatures are harmed only by the bug’s biting bite. The spell also stops the bugs from regrowing. If more than one bat stings a creature, the bug takes 1d4 × 2d4 damage from the bug's poison.
Transmutation
Curing Touch
Touch
1 Hour
You touch a willing creature and grant it the ability to mend its injuries and regain its hit point maximum. For the duration, it has a +10 bonus to all damage rolls, as normal, and it can use reactions that deal 1d6 damage of up to the creature’s type to up to one additional damage roll.
Transmutation
Curing Vampyr's Wounds
Touch
1 Hour
As you cast this spell, you fill a wound you make with temporary pain and regain about 1d6 hit points. This spell can’t cures diseases, magic wounds, or debilitating conditions. After you use the spell, you can use an action to mend a creature’s wounds, restore 1 hit point to a creature’s hit point, or end a spell cast by casting this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of healing that can be restored to a creature by a spell that you or a creature you love increases by 1d6 at 11th level (2) and 17th level (3) by 3d6 at 17th level (4).
Transmutation
Curing Wounds
Touch
Instantaneous
This spell quivers a creature or a harmful habit that it has for a period of time. When cast, the spell wanes and allows recovery to the creature or to recovery to a harmful habit it had before it affected you. To cast this spell again, you must spend 1 Hour wading into the wound.
Transmutation
Curing Wounds
Touch
Instantaneous
You send a multidrug-laced fog, small to Medium size, thick and flowing, pouring down creatures and magical creatures in range. For the duration, your brush with the dead can dull the fog
Curl of Flame
60
Concentration, up to 1 minute
Blazing flammable objects erupt from a point of your choice within range. The object must be at least Medium size or smaller. You gain the statistics and equipment of the object, at the DM’s discretion, but not created or possessed by it. The spell fails if the object is a simple staff or ring, a piece of magical gear that allows you to use one of the spells or abilities it knows or uses, or the weapon possessed by the creature. The object must remain in its original state, at least 10 feet tall. This spell has no effect if the object is worn or carried. If you or another creature on the same plane of existence as you instantly instantaneously change material possessions or become invisible, the spell ends. At Higher Levels. When you cast this spell by using a spell slot of 2nd level or higher, the radius of the new area is 60 feet. When you use a spell slot of 5th level or higher, the area is 1 mile. At Higher Levels. When you cast this spell by using a spell slot of 6th level or higher, the range of the area is 60 miles. When you use a spell slot of 7th level or higher, the area encompasses up to eight hundred square feet. You can designate new areas
Cursed Blade
60
Concentration up to 10 minutes
You draw a long sword from the ground in a 5-foot cube centered on a point you can see within range. If you cast this spell on a creature of your choice that has hit point maximums, it instead draws a +2 weapon bonus to its attack roll.
Evocation
Cursed Blade
Self (20-foot radius)
Instantaneous
A glowing, warlike weapon of destruction imbued with dread power springs into existence from the deepest corner of the mind of a creature you choose within range. The weapon strikes within the spell’s area and deals an extra 1d6 psychic damage whenever it strikes an object or a creature within 5 feet of it, as determined by the d20 roll of the save. The weapon also causes the target to make a Wisdom saving throw against one spell of 3rd level or lower and regain hit points equal to half the amount of hit points remaining. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the first hit to which creature w against 21 points menaces the spell.
Transmutation
Cursed Blade
Touch
24 Hours
Your weapon becomes a long sword with piercing power that cuts against the flesh of creatures you choose within range. Use the blade to cut the flesh of a creature and move it with you, ending the target's condition, an effect, or an ability condition. If the creature is a Huge or smaller creature, its weapon deals 2d8 necrotic damage to the touch; if the creature is greater than the 2nd level chosen by you, the weapon deals 1d8 necrotic damage to the touch. If you have the weapon, you can end a target being cut by a spell of 2nd level or higher, by raising it from the bottom of the page using an action that requires 3rd-level spell slot, or by using an action to crush a target being cut with the weapon (creatures, e.g., a mace, a staff, or a saber) and end it.
Necromancy
Cursed Blade
Touch
Until dispelled by violence of the elements
You touch a cursed weapon and imbue it with a weapon of your choice from its unguentsight until the spell ends. As a bonus action, you hurl it at up to twelve creatures of your choice within range. They must make a Strength saving throw, taking 5d8 slashing damage on a failed save, or half as much damage on a successful one. The cursed weapon is a cursed melee weapon. The cursed weapon deals 2d8 + 1d8 thunder damage when you reach its full power. It has disadvantage on attack rolls against your own creatures, and can’t be equipped on a creature (if it exists) or a construct (if it isn't already equipped on the creature). You can’t use this spell to grant the weapon any other effect, such as an antimagic field, teleportation circle, or similar. When you cast the spell, you choose a cursed weapon from its unguentsight slot, and if some are imbued with the curse, you can make a new one if yours is the same weapon.
Illusion
Cursed Flame
Self
Concentration, up to 1 minute
You create a spectral flame, an unoccupied space, or a sort of burning flame that you can see within range. The flame disappears when you dismiss it as an action, and it continues to emit flame for the duration. The flames last for the duration or until a permanent object, such as a bowl of grass, damages or destroys the flame. When you cast this spell and as a bonus action on each of your turns you can affect the flame with one of the following effects, removing it from the casting conditions that you specify. It triggers when an object, creature, or object strikes it with a weapon, as part of a move or as part of finishing off another creature. When the creature makes its save, it can make a new one using its own normal attack roll, provided that it can; however, if it can’t drop the weapon it uses as an action to use a spell, it doesn’t automatically succeed on that saving throw. After the spell ends, the fire spreads around corners. Any creature in the area when the spell ends or when a successful dispel magic spell fails must make a Dexterity saving throw. If it succeeds, it must immediately end its turn from the spell, before moving on its next turn. This spell is particularly potent against fey and fey spells, where the DM can determine the nature of its dispel magic by studying its bark and the shape of its body. In addition, when a creature uses its action to make a melee attack using your weapon, you can use your spellcasting ability to determine whether the creature is being targeted by the spell based on the same creature’s physical characteristics and by studying its facial expressions.
Conjuration
Cursed Flame
Touch
Concentration, up to 1 minute
This spell is an illusion. At the time of casting, a creature must make a Charisma saving throw. On a failed save, the creature becomes charmed by this spell for the duration. The charmed creature can use its action to make a Charisma saving throw. On a success, it must use its action to take no action. While charmed by this spell, a creature can use its action to cast a Wisdom saving throw. On a success, it does so twice. The spell then ends for the creature, if it can. If the charmed creature fails that save, it can use its action to switch back to its normal form, at the DM's option, and so on up to 10 times before ending the effect of its charmed state.
Illusion
Cursed Grove
30
1 Hour
You reshape the land around you, leaving behind creatures of your choice that you can see within the area or that are friendly to you within 5 feet of you. You create two trees on the ground within range that are friendly to you and that have a AC of 30 and stepped into existence as a result of your bloodline. The trees are strong enough to deal mortal damage. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the spell creates two additional trees within 1 mile of it. The trees shed bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast the spell and as a bonus action on a subsequent turn you can move the two trees up to 20 feet as a bonus action on your turn.
Conjuration
Cursed Shield
Self
Until dispelled, the ground within your body is encased in a mysterious or divine barrier. In addition to being guarded at the ready, the barrier grants you protection from all damage that might be inflicted on your body—no matter how harmful the damage. This armor fits your body's natural shield, and you can use it as a shield for as long as you are wearing this armor. The barrier is composed of four protective beams, each one 10 feet in diameter, which have a radius of 30 feet. Each beam must be at least 20 feet long and 10 feet wide. In addition to its normal effect, the barrier is made of magical glass filled with mystical or magical energy. Each beam has the following properties, though its properties increase by 1 if its target is a magical or spell-like object that has an Intelligence of 10 or lower. It can’t be affected by the spell’s effects, and it can’t be transformed into a weapon. In addition to its normal effect, the barrier is made of magical glass filled with magical energy. Each creature that enters or leaves the barrier must make a Dexterity saving throw at the beginning of each of your turns. If a creature takes damage in a particular direction when it enters or leaves the barrier, the creature must then make a Dexterity saving throw again. On a failed save, an object, a creature, or a portion of itself is blinded until the start of your next turn or until you take a mental action to do so. The affected object, creature, or part of itself can ’t have the benefit of the bonded energy field, nor can it be a treasure, a god's treasure, a weapon, or an object of magical treasure value. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cast it again only if you both cast the same spell multiple times. Alternatively, you can cast it multiple times, taking the form of a scroll or other similar material instead of a spellbook.
Transmutation
Cursed Word
300
1 Hour
Word of the dead grants a new form to those who utter a message that can be recited no earlier than once every 12 hours. At the center of the message is a glyph of life, which can provide up to 200 temporary hit points for each character level 50 or higher. While the target’s hit points are below 200, its hit point maximum and maximum vigor points are lost. When the glyph disappears, the message only appears to the creature whose hit point maximum and maximum are full. It only appears once in the creature’s life or when the target makes a message that is coulombed or rhymed by a similar message. Thus, the target of a spell can banish its hit points to its hit point maximum. If the target s hit points drop to 0, the spell ends. The spell also ends abruptly if the creature returns to normal life after attacking a lich with a melee attack.
Illusion
Curse of Enigdun
120
Concentration, up to 1 minute
You are stunned for the duration of this spell and, if you are standing or standing directly over the spell's target, the spell deals an additional 1d6 force damage to you. You also lose the ability to discern other creatures presence as you are hovering there.
Transmutation
Curse of Faith
Self
Concentration, up to 1 hour
You gain the ability to see through the darkest corners of the Abyss, which can be difficult terrain or magical darkness. Until the spell ends, you can see through the Abyss in dim light for the first time on a turn or a circle. You can also see through it in darkness, or in dim light, in darkness’s corners. When you cast this spell, you can see through the Abyss in bright light for the first time on a turn or a circle.
Necromancy
Curse of Healing
30
Instantaneous
Enchantment you touch a creature of your choice that you can see within range. The target takes a –4 penalty to AC, and its hit point maximum is reduced by 1d8. If the target is a Huge or smaller creature, it falls prone, with its hit point maximum at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the total is halved by 1, and the spell ends if it's cast on a creature other than a Huge or smaller creature.
Conjuration
Curse of Healing
Self
Instantaneous
You open a portal to a place you can see within range, and then release the creatures affected by this spell. The portal closes when a creature is healed or dies and the target is no longer affected by this spell. The target can be any creature. For the duration, any creature that the target is within 10 feet of if it isn’t already within that range can use a bonus action to make a new attack. On a hit, the target takes 2d4 radiant and necrot
Curse of Protection from Energy
30
Concentration, up to 10 minutes
You imbue a creature with magic that grants protection from energy. Until the spell ends, the target can use its action to make a Strength check against your spell save DC. On a success, the target takes no damage and the spell ends.
Divination
Curse of Protection from Evil
Self (15-foot radius)
Instantaneous
You open a gate or a portal in a 30-foot-radius sphere centered on a point you can see within range. A spectral creature must make a Wisdom saving throw. The spectral creature must be within 30 feet of you when you place the spell’s effect on it. On a failed save, the creature takes 2d10 necrotic damage and can’t benefit from any of the following abilities: • Your body becomes entombed in darkness for the duration of the spell. • You become unable to move or speak. • You become paralyzed, you regain hit points equal to your hit point maximum, and you have resistance to all damage types for 24 hours.
Transmutation
Curse of the Dead
120
Concentration, up to 10 minutes
You call forth the dead. Each creature within range must succeed on a Wisdom saving throw or be charmed by you for the duration. Once a creature has been charmed by you for the duration, the spell ends. Roll a d10. The spell’s statistics are as described in chapter 11. The dead have no immediate connection to the world, and the spell fails if the creature is incapacitated. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate or gain new body parts for each slot level above 1st. Additionally, you gain a new form of flesh that can fit inside a 20-foot cube and has AC 20, and your hit point maximum increases by 1d8 for each slot level above 1st.
Conjuration
Curse of the Dead
120
Concentration, up to 10 minutes
You create a corpse that must be near a corpse of a different type. It must be at least 1 foot tall. The corpse must have been alive for the spell’s duration, and it must be undead. The corpse’s hit points are equal to the spell’s necromancy level. The corpse is restrained and must be within 30 feet of you. You can’t dismiss the corpse as a zombie, but it can’t be killed. You can use a bonus action to call on the undead. You can’t end the spell on a creature who is holding it.
Conjuration
Curse of the Dead
Self
Concentration, up to 1 hour
You imbue a creature that you can see within range with the power of the dead. The target’s condition is that it is dead for the duration. The spell ends on that creature if you cast it again. The target’s body remains in an unoccupied space of your choice that you can see within 30 feet of it when you cast the spell. At the end of each of its turns, the target’s condition is restored to it. You can use this spell only once, once, or twice. If you cast this spell multiple times, you must end the casting within a single casting of this spell.
Transmutation
Curse of the Dead
Self
Concentration, up to 1 minute
You cause a corpse to appear in a location that you can see within range. Choose a location, such as a temple, a library, or a tomb, that is completely hidden or hidden by any protection. An illusion springs to life there, and the illusion spreads throughout the corpse. If the illusion is real, the corpse disappears within a radius of up to 10 feet. During the duration, the illusion can’t be seen or heard. The illusion lasts for the duration or until the illusion is removed from the corpse. If the illusion is real, the corpse reappears in the same location, but without the illusion. At Higher Levels. When you cast
Curse of the Dead
Touch
Instantaneous
Curse of the Forceful
Self
Concentration, up to 1 minute
The next time you make a Dexterity saving throw to cast this spell, you can designate a password that will enable the spell to continue for the duration. Casting without proficition fails on you if you or a creature you designate is asleep. If you succeed, the spell ends.
Abjuration
Curse of Transmutation
1 Hour
1 minute
You touch something that can be used to transform the form of someone. The target must succeed on a Constitution saving throw or take 1d6 psychic damage. If you cast this spell on a creature of 3rd level or higher, the spell ends.
Evocation
Custardic Acid Spray
120
Concentration, up to 10 minutes
You transform a harmless cloud, centered on the ground within 30 feet of you, centered on that ground. Each creature within 30 feet of you must make a Dexterity saving throw, or half as much damage as if it had no damage damage. On a failed save, it takes damage equal to your Intelligence modifier. If the cloud is within 30 feet of you or any other weapon within 30 feet of you, the creature takes 10d6 bludgeoning damage and is blinded by magical fire until the spell ends. If the cloud is within 30 feet of you or any other weapon within 30 feet of you, the target takes 10d6 acid damage. The cloud is harmless to fire damage, piercing fire damage to the cloud and piercing damage to the cloud. If the cloud is within 30 feet of you or any other weapon within 30 feet of you, the cloud is bright light for the spell”s duration.
Concentration, up to 10 minutes
You cause a harmless cloud to form at the cloud, centered on the cloud. On a hit or miss, the cloud explodes. If the cloud is within 30 feet of you or any other weapon within 30 feet of you, the cloud explodes, and the cloud explodes again if it is within 30 feet of you. If the cloud is within 30 feet of you or any weapon within 30 feet of you, the cloud explodes.
Transmutation
Custardic Acid Spray
30 Hours
1 Hour
You create a giant green cloud of acid for the next 30 minutes,000 feet of which are within range. The cloud is thick and thick. The cloud is difficult terrain, requiring a place within range. The cloud is difficult terrain and is difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can choose a new location. You can choose a new point, such as a high-level or a level of 1st.
Evocation
Custardic Acid Spray
Concentration, up to 10 minutes
A strong wind gusts up from your hand in a 30-foot cube centered on your side. The cloud spreads to 20 feet in a 30-foot cube centered on your side, centered on your side. Each creature within 30 feet of the cloud must make a Dexterity saving throw. On a failed save, the cloud explodes,
Custardic Acid Spray
Concentration, up to 10 minutes
A wave of acid rain forms from your hand in an area you can see within range. Each creature within 20 feet of you must make a Dexterity check against the spell save DC. On a hit, a creature takes damage equal to your Wisdom modifier. If you or the creature succeeds, the spell ends. If the creature succeeds, the spell ends and the spell ends.
Enjuration
Custardic Acid Spray
Concentration, up to 10 minutes
You create a spray of acid rain over a point you can see within range. Each creature within 30 feet of you must make a Dexterity saving throw, or half as much damage equal to your Dexterity modifier. The spell lasts for the duration. The spell”s damage increases by 1d6 for the duration.
Evocation
Custardic Acid Spray
Concentration, up to 10 minutes
You transform a small green cloud that you can see within range. Until the spell ends, a creature within 30 feet of you must make a Dexterity check against your spell save DC. On a failed save, the cloud spreads to a full circle within 30 feet of you. On a hit or miss, the cloud spreads to 10 feet in a 30-foot cube centered on your side of the cloud. The cloud spreads to 15 feet in a 30-foot cube centered on your side. The cloud has resistance to fire damage, piercing damage to the ground under 30 feet of you, and piercing damage to the ground within 30 feet of you.
Transmutation
Custardic Spray
90
120
1 Hour
You transform a small green cloud of acid for the next 30 minutes, up to 30 feet of which are within range. Each creature within 5 feet of you must make a Dexterity saving throw. On a hit, the cloud spreads to the area of the cloud, centered on that point. The cloud spreads to 50 feet in a 30-foot cube within range, centered on that point. Each creature within 20 feet of the cloud must make a Dexterity saving throw. On a hit or miss, the cloud spreads to 5 feet in a 30-foot cube centered on that point. On a hit or miss, the cloud spreads to 1 foot in a 30-foot cube centered on that spot. Each creature within 30 feet of the cloud must make a Dexterity saving throw. On a failed save, the cloud also spreads to a full circle within 30 feet of you.
Transmutation
Custatic Smite
60
Concentration, up to 1 minute
You create a 15-foot-radius sphere of light in a 10-foot radius around you. The sphere is an invisible, invisible space. If the sphere is visible, it sheds dim light in a 20-foot radius around you. The sphere lasts for the spell’s duration. When you cast the spell, you can choose to create an effect that can deal damage. It must be a harmless, harmless, harmless, harmless, or harmless. You must be on your guard of the sphere until the spell ends. You can also create a harmless harmless magic item (such as a quiver, a rope, or a door, as a kind of a spell. The spell doesn’t protect a creature.
Conjuration
Custodial parenthesis
60
1 Hour
You create an inscrutable arrangement of golden earring shapes on a surface you can see within range. The shape is so cruelly detailed that even a normal stone can't resolve it. You can use your action to create a ringed mass of soft, pliable cobs, each about the size of a small melon or smaller. Each cobs weighs no more than 1 lb.— less. For the duration, these creatures can’t become undead or become animated. Once set alight, the creatures can no longer wilt away when they take 1d4 + 1d4 damage. For the duration, you can’t create another cobs shape by more than 1 mile. While your movement doesn’t provoke opportunity attacks, you can ram one of the creatures with a Large or smaller weapon (your choice) and cause them to become animated. Until the end of your next turn, the creature takes only half the normal damage and isn’t affected by any other effect of its kind. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each creature in a 15-foot cube that you choose that you can see within range must make an Intelligence saving throw (if you cast it as a spell, you might also need to switch to a spell slot of 3rd level or lower to cast this spell). On a failed save, the creature takes 1d4 + 1d4 damage (if you cast it as a spell) instead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures each take 1d4 x 4 damage at the end of their next turn.
Conjuration
Custodian
300
Instantaneous
You cast the spell. You pick one of the following options for what you gain: • You gain a +1 bonus to AC.
Custody
15
1 Hour
You seize the air, touching down on the ground and hovering slightly above the ground. For the duration, you can bring items up to Medium size or smaller. An unwilling creature must make a Strength saving throw. On a failed save, it frees its own bag and is engulfed in smoke until the spell ends. An attuned creature must choose between two companions (your choice when you cast this spell) or shedding light clothing. If you cast this spell more than once, it can recall two companions as a group. While your memory is limited by the number of companions you have, you can recall up to twenty-five others. Once you recall more than twenty-five companions, you can’t move from one companion to another while you are attuned to the companion. You can’t recall anything that might have been a part of the creature’s fate, such as its family tree, its school, or its place in history. You can also recall weak spots in the creature’s appearance, but this memory is usually limited by your memory.
Transmutation
Cust of Cust
Touch
Concentration, up to 1 hour
You touch one creature that you can see within range. It can be any creature or a creature that you can see within range. The target can”t be a creature whose current alignment is a different one.
Abjuration
Dagger bludgeoning
30
1 Round
This spell cuts through the skin of an unwilling creature and leaves gaping wounds on it, shifting it in a way you choose before the spell ends. The target must make a Strength saving throw. On a failed save, the target is pushed 10 feet away from you and restrained. As an action, it can make a Strength or Dexterity check against your spell save DC, ending the restrained condition on the target. On a successful check, the spell ends for it. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC, gaining advantage on the check.
Transmutation
Daggerhead
60
Concentration, up to 1 minute
You create a spectral head that isn't hostile, but which you can see within range, and that you can see within range is within 60 feet of you. You can designate what kind of head you create at any time. If you are a creature, you can designate one of the following types of heads: Medium, Large, Huge, or Huge. You can choose any head you create for the purpose of determining the creature’s alignment. The target creature must be within 5 feet of you on the turn it first creates a head’s head using a head’s first action. If you choose an alignment, the creature is either friendly to you or hostile to you. Additionally, the creature can use its action to take no actions while its head’s head is occupied with thoughts of attacking or fleeing. If the creature is occupied with a thought of attacking or fleeing, it can use its action to make a Charisma saving throw. On a failed save, the creature is knocked prone and has disadvantage on attack rolls and ability checks until the spell ends. The creature can use its action to take no actions while its head is occupied with thoughts of attacking or fleeing.
Conjuration
Dagger of Acid Spray
Self
Instantaneous
You conjure a spray of acid that damages one creature you can see within range. The target must succeed on a Constitution saving throw or take 3d6 acid damage. On a failed save, the target takes half as much damage and is blinded until the spell ends. The spell has no effect on undead.
Divination
Dagger of Cold resistance
30
Concentration, up to 1 minute
This spell lets you create an invisible stone, a stone that has a +10 bonus to AC. You make this spell
Dagger of Death120
Concentration, up to 1 minute
You create a roaring creature’s throat, a cloud of mist, or some other visible thing that looks like a human mouth. The creature must hear within 10 feet of the spell’s words or else fall into a pit of fire. The air in the pit fills it. After the spell ends, the creature can breath, but must first spend the rest of the round in the pit of fire for which it is created to breathe. The creature must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. When a creature drops to 0 hit points, the creature must make a DC 15 Constitution check with a DC 20 Strength check. If it succeeds, the spell ends. Any effect that ends the spell has no effect on it, no matter how strong the target used to take damage.
Transmutation
Dagger of Death
90
Instantaneous
You unleash the fury of a single creature of your choice that you can see within range. The target takes 1d8 necrotic damage and must succeed on a Dexterity saving throw or become blinded for 1 minute. On a failed save, the target has disadvantage on attack rolls and ability checks. On a successful save, it has disadvantage on attack rolls and ability checks. The target can’t be charmed, possessed, or otherwise interacted with, and can’t speak, do anything, or do anything else. It has disadvantage on attack rolls and ability checks.
Conjuration
Dagger of Faith
120
Concentration, up to 1 hour
You summon one of the following four elements, which range from fire to stone: fire, earth, or water. For the duration, you have advantage on all checks to invoke divination, as well as on any
Dagger of Faith
120
Concentration, up to 1 minute
You hurl a beam of divine energy at a creature within range. The target must succeed on a Wisdom saving throw or take 1d8 radiant damage. The target takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. In addition, if the target is wearing armor or wielding a crossbow, it can use an action to issue a direct challenge to the target. You can also make a ranged spell attack. The target takes 1d8 radiant damage on a hit, or half as much damage on a miss, if you can.
Conjuration
Dagger of Faith
120
Instantaneous
You choose a creature or object within range that you can see and hear. The creature must make a Wisdom saving throw. On a failed save, it becomes charmed by you until the spell ends or until the spell ends and the object you chose falls to the ground in a random direction. The DC equals 10 + the creature’s Charisma modifier. The object doesn’t fall until the spell ends. It is friendly to you. Until the spell ends, you can use a bonus action on each of your turns to succeed on a DC 20 Wisdom saving throw or become charmed by it. On a successful save, the object returns to you.
Transmutation
Dagger of Faith
120
Instantaneous
You step into the soul of a humanoid or a plant you can see within range. The spell can cause the illusion to change to a different form until the spell ends. The spell ends if you cast this spell again and the new form is an illusion, a duplicate, or a different form. The new form must be of the same level as the one you first created it as a part of the spell. For this purpose, the spell can be used to alter one of the forms of the original form you created. The spell can only be used on the same creature as the target, if the target is different from the one you used to create the illusion. You can use this spell on any humanoid or plant you can see within range, or one that is humanoid or plant. The target must be within 5 feet of you when you cast this spell. The target must also be within 5 feet of you when you cast this spell.
Conjuration
Dagger of Faith
30
Instantaneous
This spell has no effect on undead or constructs. It only affects undead and constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 3rd level or higher, the duration is concentration, up to 90 minutes. When you use a spell slot of 4th level or higher, the duration is concentration, up to 90 minutes. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. At Higher Levels. When you use a spell slot of 6th level or higher, you can extend the duration to target a different creature, animal, or plant or create a new plant or plant component within 30 feet of the spell’s target.
Illusion
Dagger of Faith
30
Instantaneous
You gain the ability to use your mind to bestow the faith of a deity on an object you can see within range. The object must be willing or capable of seeing the target. If the object is a stone, you can use your reaction to compel it to believe you are there as a target. You must also be able to see the target. You can also make the target believe it has the faith of another god, a god you know, or some other entity that has divested or repented of you. You can also compel the object to believe that you are the one who created it. You can use this ability a number of times equal to your Intelligence modifier. The object can be a stone, stone, or any other object that you can see within its space. The object can also be a spirit, if the object was created by another god's god. The object can be made of any material you choose that you can see within 30 feet of it. When you cast this spell, you can target one stone or stone cube with the spell or other spell that you wish. You can't use the same spell multiple times.
Transmutation
Dagger of Faith
30
Instantaneous
You imbue a willing creature with the power to assume a new form if it so desires. The creature must make a Wisdom saving throw. It becomes proficient in one of the following options: • Two-Weapon Fighting, two-Weapon Specialty, or two-Weapon Specialty. • Medium or larger creatures. • Huge or larger creatures. The spell’s initial effect and any effects that remain after 8th level have no effect on that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Transmutation
Dagger of Faith
60
Concentration, up to 1 hour
This spell functions the same as regular weapon drawn or otherwise used in combat. While the target remains within 300 feet of a creature or magical item created by this spell, it takes 30 thunder damage (if you have it) and must make a Wisdom saving throw. On a failed save, the target takes 20 thunder damage, or half as much damage on a successful save. The spell calls for an alternative spell of 3rd level or lower, which is determined by the DM based on the target’s alignment. To use a new spell, you must meet the alignment condition before using the existing one; otherwise, the new spell is rolled and can’t be used for the target’s next spell slot. If you use a new spell to cast a spell, you must reach into the spell list of the spell before using it, and you must bring your own spellbook, if any, with you. If you roll a d8 and instead roll a 6 or a 7, the spell isn’t broken and can’t be dispelled. If you roll a nine, you must roll a d12 to resolve the disagreement. This roll is no different from the way one might resolve a dispute about whether some sort of magic is behind an evil magic or a good magic or vice versa, or whether a better spell might be given. To resolve a dispute about whether magic is being abused, a creature might answer in a manner harmful to the creature or to the creature’s immediate family. In such a case, the creature might challenge the use of magic and demand a new spell of 3rd level or higher. A creature might challenge the magic of a magic item used in the casting, as long as the item is no longer in use and no longer affecting the creature or its companions. When such a creature calls for an end to the use of magic and a new spell of 3rd level or higher, the spell ends for that creature. Such a creature might also end its turn by saying a prayer that has the same meaning as the one being spoken by the creature or casting a spell that targets magic items. You can have no more than two such creatures within 120 feet of you. Both of these creatures can be summoned into combat as normal creatures, but they can’t appear in hostile territory or within the spell’s scope to do so. Also, if one of the creatures is incapacitated while fighting another creature, the creature is unaffected. A creature with 50 hit points or fewer is unaffected by this spell.
Transmutation
Dagger of Faith
60
Instantaneous
You choose one creature that you can see within range. The target must be within 10 feet of you or the target becomes charmed. The target must be within 10 feet of you. As an action, you can teleport up to 10 feet to another location that you can see within range. You can also teleport up to ten miles to another location where you can teleport up to ten miles. The target must be within 10 feet of you or the teleportation can't be more than 30 feet long. If the target is a creature, such as a wyvern or a giant frog, the spell fails. The target must make a Wisdom saving throw. On a failed save, it becomes hostile toward you until it is neutralized by another creature. On a successful save, it becomes hostile toward you until neutralized by a willing creature. If you cast this spell multiple times, you can have up to three of its effects active at a time. You can also have up to six of its effects active at a time.
Divination
Dagger of Faith
Self (60-foot cone)
Concentration, up to 1 minute
You attempt to cast a divine or legendary spell on yourself, a creature of your choice that you can see within range, and that can be of any kind. You either choose a creature type, such as the undead, that you can see, such as a bard, wizard, or summoner. You or the target obeys all the conditions described in the creature type field. For example, the creature can’t be a raven, for example. The spell fails if the creature has a challenge rating of 5 or lower. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the cone increases by 1 foot for each slot level above 2nd.
Abjuration
Dagger of Faith
Self (60-foot cone)
Instantaneous
You draw near to a place you know is sacred, and you draw near to a place that is hidden or hidden to you. You can make the spell direct your attention to anything that you choose within the spell’
Dagger of Faith
Self
Concentration, up to 1 minute
You point a dagger at a creature within range. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 slashing damage. On a successful save, the spell ends. If the creature doesn’t take any damage from this damage before the spell ends, it automatically gains the benefit of this effect on a subsequent saving throw. On a failed save, the creature can’t’t benefit from this effect until the end of its next turn. On a successful save, the creature gains the benefit of this effect on a subsequent attack roll, saving throw, or other action.
Transmutation
Dagger of Fire
Self
Concentration, up to 1 minute
A line of fire 20 feet long and 5 feet wide blasts out from you in a direction you choose for the spell’s duration. Each creature in a 20-foot-radius sphere centered on a point you choose must make a Dexterity saving throw. A creature takes 4d10 fire damage and another 4d10 fire damage if it is on the ground or on a surface. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage increases by 1d10 for each slot level above 5th.
Evocation
Dagger of Flame
150
Instantaneous
You slap a weapon of your choice that you can see within range and cause it to flicker in a 20-foot-
Dagger of Flame
60
Instantaneous
You strike down a flame and see up to ten meteors streaking down a long corridor. Make a ranged spell attack against one creature of your choice that is Medium or smaller. The target must succeed on a Dexterity saving throw or take 1d6 fire damage. On a success, the creature takes half as much damage, and it takes no damage from spells or other magical effects until the spell ends. You can also use your action to make a hand-held spell attack against the target. On a successful hit, the spell ends. For the duration, the target has disadvantage on attack rolls against you and on attack rolls against you against the same creature.
Conjuration
Dagger of Fury
60
Instantaneous
You hurl a sword of speed, granting it the ability to strike one target within range. The target takes 4d8 bludgeoning damage and is restrained until the spell ends or until you can use an action to end the spell. The target can use its action to make a Strength or Dexterity check against your spell save DC. The target takes half as much damage on a failed save, and is restrained until the spell ends. The sword can’t be used to attack or to defend yourself.
Conjuration
Dagger of Grasp
Touch
6 Hours
Until the spell ends, the reach and size of your right hand is extended out over your shoulder, stroking your skin and rippling between your fingers. In addition, you can deliver a simple, yet powerful, blow to the target that can’t be dispelled. Any creature that you choose to affect succeeds on the attack with advantage if you are fighting it, and it also succeeds on a Strength saving throw against your spellcasting ability’t your choice.
Special Aura moderate evocation;20 months—infused with negative energy for the next 24 hours;150 ft., climb 300 ft.
Transmutation
Dagger of Healing
150
Instantaneous
A spirit wand imbued with a holy power appears and illuminates one creature you can see within range. The spirit wand lasts for the duration. When you cast this spell, you choose one of the following effects for which you can cast the spell. The target gains no benefit from any of the other effects. You can then use your action to target the target or to dismiss the effect. If the spell ends before the target has any effect, the spell ends.
Conjuration
Dagger of Healing
60
Instantaneous
You create a spectral spear that emits a strong pain, healing one creature or object of your choice within range. The target must make a Strength saving throw. On a failed save, the creature’s magical weapon is severed from its body and becomes unharmed. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Dagger of Hope
60
Concentration, up to 1 minute
This spell halts a creature’s current level for the duration and grants a DC 15 Dexterity saving throw, at the end of each of its turns. The spell ends if you use your action to resolve a creature’s current malaise spell or if you use your action on a subsequent turn to maintain a level.
Abjuration
Dagger of Hope
Touch
Concentration, up to 1 hour
An invisible flame appears in the ground within range and burns for a duration that is equal to 1 hour. That duration can be affected by one or more of the following effects of your choice, creating a globe of hopeful energy that lasts until the spell ends or the globe darkens. You can use a bonus action on a new globe to cause an energy pulse to increase by one every 2 minutes for 10 days. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial flame damage is halved, and the duration increases to 1 hour. When you use a spell slot of 7th level or higher, the initial damage is halved again, and the duration increases to 1 hour. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial damage increases by 1d12 for each slot level above 5th.
Conjuration
Dagger of Hope
Touch
Concentration, up to 1 minute
Choose one creature that you can see within range. Make a ranged spell attack. On a hit, the target takes 1d10 psychic damage. On a miss, the spell fails, and the spell ends. On a hit, the target takes 2d10 psychic damage. On a successful hit, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Dagger of Ice
60
Concentration, up to 1 hour
You create a shield of ice on the ground in a 60-
Dagger of Insanity
60
Instantaneous
You touch a creature that you can see within range and deliver a flurry of blows to the target. The target takes 4 d6 slashing damage. On a hit, the target takes half the damage of the first strike, and the target takes half the damage of the second strike. If the target is carrying more than one weapon, the rounds do not pass through each other. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Conjuration
Dagger of Life
60
Instantaneous
Choose a point you can see within range.
Dagger of Light
60
Concentration, up to 10 minutes
You create a spectral light in a 50-foot-radius sphere centered on a point you can see
Dagger of Nine Kings
120
Instantaneous
The dolomancer slays twelve beastmen within range on a regular, unoccupied ground turn. Each creature that starts its turn in the dolomancer’s maw when it strikes a creature must succeed on a Constitution saving throw or be pushed up to 5 feet away from the maw by one creature. The maw ends if you roll a d20 and choose a point within 5 feet of you before the start of your next turn (and before your next attack roll before your next attack roll). At the start of your next turn, as an action, you can move up to 10 feet without spending extra movement. If you move more than 10 feet in a straight line, the line repeats throughout the rest of your movement.
Transmutation
Dagger of Protection
60
Instantaneous
You create a shield that protects against negative energy and magic damage. The shield lasts for the duration, up to 10 minutes. When you cast the spell, you choose one of the following options: • You can use your action to create a shield of moderate size and thickness, which lasts for the duration. Choose one of the following effects, which appear in the shield at the start of your next turn. The shield blocks any damage it takes. The spell ends if any of the shield is damaged. You can use your reaction to end the spell.
Transmutation
Dagger of Recall
Touch
Instantaneous
You invoke the shadow of your future self for the first time, sending your future self into another dimension. Until the spell ends, your future self can use any action it takes to assume a higher position within the present moment. You must speak to your future self before taking this step, and he or she can choose whether or not to assume the shadow. Casting this spell only affects the current incarnation. You must still be alive to consider this casting. After you learn the DM’s intent, you can use this spell to recall your future self in any other way possible, spelling out his or her name and walking along the same path as you. Finally, you can use this spell to project your future self from your current physical plane of existence (i.e., the one you chose when casting this spell). You can also use this spell for otherworldly abilities (such as darkvision), such as those of a demon or a wizard, that don’t take into account your current plane of existence. To do so, you must reach into your past or otherwise reach into the wrong part of the past self. For example, you might cast this spell to recall a dark wizard of your choice, who is currently trapped in the Horadric Grove, trapped at the heart of the Grove, or trapped in the Black Gate—an area that is much larger and much more dangerous to your current self. While your current self is trapped, you are also magically aware of your future self' s location, which is seen as a threat. You can use this knowledge to recall a Dark wizard of your choice, who is trapped in the Grove, or a dark lord trapped within the Bladestar tower, who is trapped within the Grove. Alternatively, you can recall a lich of near-infamy, a great lich imprisoned within the Bladestar Tower, or a malefactors curse, a lich of greater power imprisoned within the Grove, created pits, caverns, and other labyrinthine landscapes, creating the kind of landscapes and creatures your current self can dream. As an action, you can recall your current self (if you chose a different one), or you can recall an unwilling creature or an object you can reach and take the Physical strike action on it. You can also recall a creature’s nest or nestling place if that creature is within 5 feet of you. Your physical presence recalls your current self if you choose this spell. If you choose the spell, you remain at least 30 feet away from your current self, as if you were casting it. If you cast it again, the current self disappears instantly, unless you can somehow protect it. A strong urge (such as the urge to retrieve your lover's severed hand from beneath the floor) triggers the recall. While your current self is grasping at belongings, you can move your current body to an unoccupied space within 5 feet of it (your choice which creature can be moved). If you don’t have sufficient space to do so, the current incarnation doesn’t take actions until it has taken a move action and can move again. If you have a second form, you can mentally call yourself that form’s current self (or its unoccupied form’s unoccupied form) and recall the details of that form’s actions, memories, and so on. You can also recall the nature and extent of any injuries sustained when you were your true self. While your current self is restrained by this spell, the restrained condition can be overcome by any means available, but only after it has been dealt with.
Abjuration
Dagger of Sorrow
Touch
Instantaneous
You teleport yourself to another point on the ground you can see within range. You teleport to a point you can see within range. Make a ranged spell attack against the target. On a hit, the target takes half as much damage. On a miss, the target takes half as much damage. You can use your action to teleport up to ten thousand feet. If you do so, the spell ends, and the spell ends on a target that isn’t within reach.
Conjuration
Dagger of Strength
120
24 Hours
You create a 5-foot-tall, 10-foot-tall, and 10-foot-tall, 30-foot-tall, 30-foot-high, and 20-foot-tall, 10-foot-diameter, 1-inch-diameter, six-foot-long tentacles that twist around you. For the duration, the tentacles can’t attack or attack its own body.
Conjuration
Dagger of Strength
120
Concentration, up to 10 minutes
You hurl a spear of strength that can reach up to ten feet in any direction into a creature of your choice within range. The target must make a Strength saving throw. On a failed save, the target takes 5d10 piercing damage and is knocked prone. On a successful save, the target takes half as much damage and is knocked prone. On a successful save, the target takes half as much damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of you.
Conjuration
Dagger of Strength
150
Concentration, up to 1 minute
Your body is made up of muscles, bones, and cartilage. You gain the following benefits: • You have proficiency with all simple and martial weapons. • You can use your action to create a hand of supple, supple power in one hand and manipulate it with it in the other. You alter the hand in any of the following ways: • You can use your action to create a palm-sized, six-foot long, six-foot wide, 10-foot-tall cylinder with a diameter of 5 feet and a diameter of 10 feet. The cylinder can be moved up or down as you choose, provided that you don’t move more than 10 feet from anything in the creature’s space. You can also create a ringed staff, a spear, or a similar weapon in the cylinder. If you create multiple staffs or a ringed staff, each one can have its own slot, and each slot has its own effect. Each staff has a weight of 5 pounds and has a AC of 15 and 30 hit points. Each staff can’t be worn or carried. Any creature in the cylinder when you make the change must make a Strength saving throw. On a failed save, the creature takes 1d6 piercing damage. On a successful save, it takes half as much damage. At the end of each of its turns, a creature takes 3d6 slashing damage, and it takes half as much damage on a successful save.
Transmutation
Dagger of Strength
150
Instantaneous
You create a magic-shaped object that can hold the power of a strong magic. The object is 1 inch in diameter and weighs no more than 5 pounds. Large or smaller animals and plants that are smaller than the size of the object appear in a 60-foot-radius sphere centered on the object. Each creature in the sphere must make a Strength saving throw. On a failed save, a target takes 8d6 acid, cold, or fire damage, and a creature takes half as much damage on a failed save. A target can take no fewer than 10d6 acid, cold
Dagger of Strength
30
Instantaneous
You hurl a beam of force that appears in a 60-foot-radius sphere centered on a point that you can see within range. The sphere appears in a spot that you can see within range. The sphere is 50 feet in diameter and 120 feet tall. The sphere and its area are 50 feet square and 40 feet thick, and each creature in the sphere must make a Strength saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is restrained by the sphere. On a successful save, a creature can move through the sphere and is restrained by it. The sphere can’t contain more than
Dagger of Strength
60
Instantaneous
You create one of two daggers, each of the following forms: short sword, long sword, shortbow, shortbow crossbow, or crossbow crossbow. The daggers are imbued with the magic of the spell. They are not imbued with the same effect as the spell. You can use your action to create a new weapon. You can use the same weapon at the end of each of your turns to create a new weapon. The spell ends on that weapon. The spell has no effect on undead. The spell doesn’t need to be interrupted by a melee attack. The spell ends if you have no weapons attached to it. When you cast this spell, choose one
Dagger of Strength
60
Instantaneous
You sling a sling of explosive force across a target and propel it with a powerful leap. The target must make a Strength saving throw. On a fail, the target is knocked prone. During the spell’s duration, the sling moves up to 60 feet in any direction, and can’t be stopped. If the sling is thrown, the target must make a Strength saving throw. On a successful
Dagger of Strength
Self (30-foot cone)
Concentration, up to 1 minute
An invisible, nonmagical construct weighing no more than 30 pounds pounds disappears from a range of 120 feet and vanishes into a harmless demiplane.
Conjuration
Dagger of Strength
Self (5-foot radius)
Concentration, up to 1 minute
Choose one object weighing 10 pounds or less and inscribed with a Strength or Dexterity insignia. You can imbue a target with an aura that increases its damage by 5d10 for the duration. When the aura expires, the target’s Strength and Dexterity scores automatically increase by 1, and the aura disappears from the target at the end of its next turn. The aura lasts for the duration or until you use an action to dismiss the aura. If the aura is active while the aura’s duration is at least 10 days, the creature is imbued with additional protection against cold and fire damage, and the spell ends on the creature’s next turn.
Evocation
Dagger of Strength
Touch
10 Days
You touch a creature. The creature gains a +1 bonus to AC and Constitution saving throws, and you gain proficiency in Strength, Dexterity, and two additional ability scores for the turn. The bonus lasts until the target drops below 5th level (2nd or 4th level), at which point the bonus is carried over to both the new bonus and the one you gave to the target.
Transmutation
Dagger of Strength
Touch
1 minute
A surge of magic energy shot from your fingers reaches for up to eight foes within 10 feet of you. Each foe must make a Dexterity saving throw the first time on a turn or turn it enters the spell’s range, and the spell creates a burst of magical energy capable of powering at least one weapon attack or a spell. Each foe takes 1d12 lightning damage on a failed save, or half as much damage on a successful one. For the duration, these bolts create magical bolts of strong lightning energy, with a 5-foot radius on each hand, aimed at one creature or object within 5 feet of it. Each bolt deals 1d6 lightning damage to a creature or a construct within 5 feet of it. If a target is holding its breath, it instead takes 1d6 lightning damage when it takes a hit. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Dagger of the Dead
120
Instantaneous
A creature of your choice that you can see within range appears in a solid place and disappears when the spell ends. The spell ends if you use a bonus action on your turn to make an attack roll against the target. On a hit, the target takes 2d10 necrotic damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Divination
Dagger of the Dead
60
Concentration, up to 10 minutes
You create a 10-foot-long, 1-pounder drop of blood that instantly drops to the ground in an unoccupied space that you can see within range and then disappears when it drops to 0 hit points or less. If the creature drops to 0 hit points or fewer, it must make a Constitution saving throw. On a success, the creature drops to 0 hit points. The spell ends if the creature drops to 0 hit points or fewer. If the creature drops to 0 hit points or fewer, it must make a Constitution saving throw. On a failure, the creature takes the spell back. The spell ends if the creature drops to 0 hit points or fewer. If the creature drops to 0 hit points or fewer, it drops to 0 hit points or fewer.
Conjuration
Dagger of the Dead
60
Instantaneous
You cast this spell at a place that is prone to undead. The target of the spell has disadvantage on attack rolls, ability checks, and ability to see. The spell fails if the target is in a condition that is different from the target's. The spell can also end the target's life or cause it to drop out of the spell.
Evocation
Dagger of Thorns
Touch
Until dispelled
You touch a length of bridle or string and endow it with a string of thorns that lasts for the duration. Any creature that ends its turn within 5 feet of you must succeed on a Strength saving throw or fall prone. The spell ends on a creature that successfully saves against this spell or a spell of 3rd level or lower.
Necromancy
Dagger of Transmutation
60
Instantaneous
You create a spear from a wand of teleportation, and use it to direct a beam of light up to 120 feet long and 5 feet high at a point you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The spell’s damage increases by 1d6 when you reach 17th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Dagger of Truth
30
Instantaneous
You imbue a creature with the power of truth and information. You gain a +1 bonus to your spell save DC. For the duration, you can read and hold any written information on any object, such as a journal or a book. You can also read and hold any written information on any object that isn't a book or a journal. The spell ends if you choose to end the spell.
Conjuration
Dagger of Vitality
120
Instantaneous
You are struck with a surge of vitality. You are stunned until the spell ends. The spell lasts for the duration. You are also immune to poison and fire damage. You can use your action to give up one of the conditions.
Conjuration
Dagger of Vitality
120
Instantaneous
You imbue your weapon with a strong, primal power. You gain the ability to levitate from the ground up, gaining the benefits of both the ground and air. You can also use your movement to move up to 10 feet in any direction on your turn, and you can’t be affected by any of the following: • A sling, sling barge, or hurl sling. You can use your movement to move up to 10 feet in any direction on your turn. You can also use your action to make a ranged spell attack, if you are within 10 feet of the target.
Conjuration
Dagger of Vitality
Self (10-foot radius)
Concentration, up to 1 minute
This spell inscribes a magical string that carries your actions and moves along the ground within 10 feet of you. You can make a melee spell attack against one creature within 10 feet of the opening you use to cast this spell. On a hit, the target takes 1d10 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures moved by the magic string increases by eight for each slot level above lst.
Transmutation
Dagger of Wisdom
60
Instantaneous
You create a strong, flexible and highly effective bond between yourself and another creature that you can see within range. The creature must succeed on a Wisdom saving throw or take 1d6 + 1d8 damage.
Conjuration
Dal Spray
Touch
Instantaneous
You cause a fountain of Daggers in one creature you can see within range. Until the spell ends, you can use a bonus action to cast a spell without spending extra action. You can also cause a fountain of Daggers in one creature you can see within range. Until the spell ends, you can use a bonus action to cast a spell without spending extra action. On a successful save, the spell ends.
Divination
Dalzim’s Sympathy
Self
Concentration, up to 1 minute
You create a sigil with a simple symbol of your choice that hovers in your hand for the duration. The symbol appears to be a simple, harmless symbol, which sounds like a w ho reading it. The symbol is an object that has an appearance of a simple metal or stone, and it appears to a silver, green, or a violet (your choice) symbol (your choice) instead of its normal target. You can use the spell to create a nonmagical weapon with a simple weapon, such as a mithral or a silver (your choice) weapon or a similar weapon that can be wielded by a w ho.
Transmutation
Dalzim’s Sympathy
Self
Concentration, up to 1 minute
You create a sympathy with a creature of your choice that you can see within range. For the duration, you have advantage on the target, and it obeys your verbal commands, which you can see through your eyes and hear you. Until the spell ends, the target can make a Charisma saving throw. On a successful save, it can see out of itself and can’t become frightened. You have advantage on the target, and it can’t have an instinctive bond with it. Until the spell ends, you have resistance to all damage, including psychic damage, and can’t leave the target or be frightened by the target, but the target can use its action to make a Wisdom saving throw. On a successful save, the target is no longer frightened, and the spell ends, which has the target’s speed, can't enter the target, and it can no longer perceive the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration. The spell has no effect on undead or constructs. If you use the spell to create a new weapon, the target takes 1d8 necrotic damage on a failed save, and the target has resistance to being frightened. At the DM’s discretion, you can’t allow the target to be frightened. Creatures and Objects. A target of this spell has advantage on its saving throw against being frightened, unless it can compel them to do so. If you target something within 30 feet of the target, you can use a bonus action on each of your turns. If you target something within 30 feet of the target, you can choose a new weapon or item for the spell’s duration.
Necromancy
Dampened Blade
120
Instantaneous
You attempt to shatter the heart of a creature that you can see within range. You can use your action to cause the target to become stunned for the spell’s duration. Until the spell ends, the target has disadvantage on attack rolls against creatures you can see within the spell’s area that are within 60 feet of where it is cast. If the target is within 60 feet of a target that is also within 60 feet of the target, the target takes an extra 1d8 bludgeoning damage.
Conjuration
Dampened Fury
120
Instantaneous
You utter a burst of fury that deals an amount of damage equal to your Wisdom modifier plus one additional number of hit points equal to your Wisdom modifier. This spell has no effect if you and any creature you designate when you cast the spell are within the spell’s area. If the spell doesn’t appear in the area where you cast it, you can use an action to cause the spell to appear again.
Necromancy
Dampened Fury
60
Concentration, up to 10 minutes
A flurry of intense heat flashes from you to a point you choose within range. You choose one of the following effects: • Choose one creature of your choice that you can see within range. • Choose one creature of your choice that can’t be charmed, frightened, or otherwise affected by this spell. The target must make a Constitution saving throw. If it succeeds, the spell ends. If it fails, the spell ends. • Choose one creature of your choice that you can see within range. The target must succeed on the saving throw. The target takes 4d6 radiant damage on a failed save. • Choose one creature of your choice that can’t be charmed, frightened, or otherwise affected by this spell. The target must make a Wisdom saving throw. On a failed save, the target takes 4d6 radiant damage and is blinded for 1 minute. On a successful save, the target can’t hear the sound of the spell. • Choose one creature of your choice within range. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage. This spell has no effect on undead, constructs, and other constructs that aren’t undead.
Conjuration
Dampened Touch
60
Concentration, up to 1 minute
You touch an object, such as an arm, an arm, a hand, or a piece of metal, that has been worn or carried by someone for the duration. The target must make a Constitution saving throw. It chooses one of the following options: • An enemy within 30 feet of you’s hand. • A creature within 30 feet of you. • A creature within 30 feet of you. A target’s movement on each of these turns must be constant and no more than 30 feet away from you. A target can’t be charmed or frightened by this effect.
Enchantment
Dampened Ward
120
Instantaneous
A shimmering ward appears within a creature's space and lasts for the duration. The ward lasts for the duration in a 30-foot cube. The ward is composed of a thin sheet of black-and-white opaque material (the color of the material you choose) and a sheet of translucent, translucent glass. You can designate the color of the material you designate. You can also designate the amount of time that the spell lasts. The spell can have up to one color, up to three colors, up to six colors, or up to a total of seven colors. The spell lasts for the duration in a 30-foot cube. The spell must be cast within 30 minutes of a creature's last known movement.
Conjuration
Dampenerate
150
Concentration, up to 1 hour
You cause up to ten creatures of your choice that you can see within range to make a Wisdom saving throw. A creature takes 2d10 bludgeoning damage on a failed save. On a failed save, the target takes 1d10 bludgeoning damage. On a successful save, the target takes half as much damage.
Conjuration
Dampenerate
30
Instantaneous
A wave of healing magic appears in the center of a 10-foot-radius sphere centered on the spot
Dampenerate
60
Concentration, up to 1 hour
You create a shimmering spectral force within a 20-foot-radius sphere of spectral energy that lasts for the duration. The spell ends if the sphere is destroyed. For the duration, the spell has no effect. The spell ends if you cast this spell again.
Conjuration
Dampen Growth
30
Concentration, up to 10 minutes
You create a 10-foot-tall, 5-foot-high, 40-foot-tall, 30-foot-tall sphere of dim light that is 20 feet in diameter and 10 feet tall. The sphere is dim light and has 4 feet of reach. The sphere can be used to create dim light
Dampen Hunger
Self (5-mile radius)
Instantaneous
A fey creature of Medium size or smaller appears in a location you choose. Until the spell ends, the target gains the following benefits: • It gains a swimming speed of 40 feet for the duration, which speed increases by 10 feet when you reach 5th level (2 miles per day), 120th level (6 miles per day), and 300th level (8 miles per day). • It gains a healing factor of 2d8; if this creature has no water elementals, it instead gains a radiant healing factor of 2d8. • It gains Adaptive newness, which has no effect on its normal form. It retains its normal form, but gains the ability to use its reaction to move across difficult terrain. If this creature starts its turn in the water, it can use its movement to move up to 60 feet in a straight line, returning to the surface after 5 feet of movement for each foot traveled.
Transmutation
Dampening Aura
30
1 minute
A shadowy force appears and robs a Medium or smaller creature of either AC/magic or damage (your choice, up to 1d4 radiant or extraplanar), and the target takes 5d10 necrotic damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Necromancy
Dampening Aura
60
Concentration, up to 1 minute
You create a spectral glow on a target you can see within range. The target must make a Constitution saving throw. On a failed saving, the target takes 1d8 necrotic damage, and it must then make a Constitution saving throw at the end of each of its turns. If it succeeds, this spell continues for the duration. A creature can make this saving throw twice, ending its turn early. If it fails its save the second time, it regains 1 hit point, and it must use its action to move on its next turn.
Necromancy
Dampening Blade
60
Instantaneous
You create a dazzling beam of water that can pass through barriers, and the spell ends if you cast this spell again. The beam is a large, strong, 5-foot-by-5-foot-wide sphere and has 10 feet of reach. The spell has no area of effect. You can create the beam by spending an action to create a new one, as long as you can’t create a duplicate of the one you created before this spell’s duration. You can create one additional beam when you use your action to create a new one. The spell ends if you cast this spell again.
Conjuration
Dampening Eye
150
Concentration, up to 1 hour
You create a 20-foot-radius, 20-foot-tall, 10-foot-high, 10-foot-deep, 30-foot-tall, 30-foot-long, and 10-foot-deep eyes. The eyes are fixed on a point within range. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. The effect lasts for the duration. Each target must make a Wisdom saving throw at the end of the day. On a failed save, the target takes half as much damage. If the attack hits fewer than the number of eyes on the target, the spell ends.
Conjuration
Dampening Lightning
120
Instantaneous
You create a 10-foot-radius, 20-foot-tall cylinder of lightning in a 20-foot-wide cylinder centered on an unoccupied space within range. The cylinder is composed of a sphere of bright light centered on a point you can see within range and a 50-foot-diameter hole on or within the sphere. A creature can use its action to move through the cylinder, as long as it is within 20 feet of the point you created it from. A creature can move through the cylinder as if it were in a slot of 2nd level or higher. The cylinder appears in a random direction. In the direction you specify, the cylinder appears as a solid object on a surface. The cylinder is a 20-foot-radius sphere centered on a point you can see within range. If you have an unoccupied space within the cylinder, you can use your action to move it as a free action. The cylinder appears in any direction. A creature can use its reaction to make a Constitution saving throw. On a successful save, a creature takes half as much damage on a failed save. On a failure, a creature takes half as much damage on a successful one. A creature must also succeed on a Constitution saving throw when it uses its action to take the extra damage.
Transmutation
Dampening Light
Self (10-foot radius)
Instantaneous
A shimmering veil streaks toward a creature of your choice within 10 feet of the point you chose. The target must make a Dexterity saving throw. On a failed save, the target takes 10d6 acid, cold, fire, lightning, or thunder damage. On a successful save, the spell ends.
Evocation
Dampening Light
Touch
You touch a creature, causing it to emit a bright light in a 20-foot radius centered on it. If the target moves or makes a melee spell attack against a creature of your choice that is within 5 feet of the target, the target takes 10d8 bludgeoning damage and must make a Constitution saving throw. On a failed save, the target takes half as much damage and is immune to the spell and its effects for the next 24 hours until it finishes its turn.
Conjuration
Dampening Ray
60
Instantaneous
You call upon the dead to guard their homelands against the encroaching darkness. Guards of dim light pass within 30 feet of any creature within 60 feet of them, and those that do not have a visible entrance pass through the darkness. Guards of light in the same area as the wall (100 feet) must be illuminated, as a rule of thumb, at least 1
Dampenning Aura
Self
Concentration, up to 1 minute
You target one creature you can see within range, and if it is within 5 feet of you, you animate it for the spell’s duration. You can move the target up to 30 feet on each of your turns. The spell ends if you move it more than once before it ends. On each of your turns until the spell ends, the target can make a Constitution saving throw. On a success, the spell ends. On a failure, the target takes 2d6 bludgeoning damage, and it is knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Dampen the Wreck of Time
60
Concentration, up to 1 minute
You create a temporary portal to the past that lasts for the duration. You can use it to teleport, but you must be within 30 feet of the portal when you create it. At the end of your next turn, you can use your action to teleport back to the portal. When you return, each time you teleport, you must spend an extra 10 minutes casting the spell. You can also use it to teleport to a different location. For example, if you are in the present day, you can cast the spell in the present day and then teleport to the future. If you are in the future, you can use the portal to teleport back to the present. The portal must be in a place that is safe for you to travel to, such as a safe place where you can cast the spell, a place that is safe for you to talk to someone
Dampen to Elements
Self
Concentration, up to 10 minutes
You awaken the sense of mortality in one creature you can see within range. Until the spell ends, you can’t see a creature with an Intelligence of 3 or lower and the target must make a Wisdom saving throw. On a failed save, the target loses any ability to distinguish past and present ages well, and it can’t speak, cast spells, or do anything else that requires hands or speech. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Enchantment
Dance of Death and Sin
60
Concentration, up to 1 hour
You create a momentary silence that lasts for the duration, taking 5 minutes to cast. Until the spell ends, a creature that hears you and moves to within 5 feet of you must make a Wisdom saving throw. On a failed save, a creature frees itself from the silence and can no longer hear you. On a successful save, it frees two other creatures. If you cast this spell multiple times, you can have more than one creature prepared for each casting of the spell, or the silence ends for each one. When you make a new spellcasting casting, you can also use the spell to cast a full line of wizard spells. You can further refine the spell casting process by using nonmagical spell slots instead of the usual number of possible levels of concentration required for the spell. While you cast the spell, the silence lasts for the duration and can target any creature or object within 30 feet of you that is already silent. If, prior to casting the spell, you chose an object as the target and had the opportunity to cast the spell on it before the spell ended, the creature’s creature becomes aware of the spell and can make a Wisdom saving throw. On a successful save, it can use the distraction ability to throw objects at its target and otherwise harm it. As an action on your turn, you can move the silence from one object you have drawn to a different object you have drawn and then repeat the process for both objects and creatures. If you don’t move the silence during your next turn, it doesn’t disappear; you reappear at the start of your next turn with the illusion intact. After you use this spell, you can dismiss it as an action, but it instantly ends. At Higher Levels. You can use a bonus action to mentally command an object weighing 20 pounds or less made of metal that you can see within 30 feet of you. You specify a message along with a simple melody that appears in your mind and that lasts until the melody finishes, at which point the object is dismissed and the melody disappears. If you choose an object using an action, you can command an object made of metal to drop its contents at the DM’s discretion, providing it doesn’t crash or break if dropped. If you command an object weighing 20 pounds or less, a silver bell appears in your hand that carries the message up to 1 mile, as part of an action that can be used to speak a message. If the tone of the message is low enough, you can cause it to ring when the spell ends.
Transmutation
Dance of Healing
Self (15-foot radius)
Instantaneous
This spell functions similar to the dance of death spell, if the target is a celestial or a fey creature. You can create a rakish wave of healing energy coursing through the target. Choose up to five creatures within 30 feet of you for the spell’s duration. Any target affected by the spell must make a Constitution saving throw. On a successful save, the spell ends. The creature recovers at the start of its next turn, after which it can repeat the saving throw. If the creature’s saving throw was successful, it isn’t affected by this spell. The spell then ends for that target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Both creatures must make a Constitution saving throw. They take 10d10 radiant healing, or half as much damage, for every two slot levels above 3rd.
Transmutation
Dance of Thorns
120
Concentration, up to 1 minute
You unleash a seismic wave of magic that lifts a nonliving object 50 feet in a random direction within range. Any creature or object instantly and immobile inside the spell’s area that you touch must succeed on a Constitution saving throw or become subjected to the spell’s petrified condition. Until the spell ends, the creature is blinded, deafened, and’t able to move.
Conjuration
Dancing ability
Self
Up to 1 hour
You create a magical dancing effect that lasts for the duration. The spell is centered on an object, a creature, or a magical creature. You can direct your subject to perform any one of the following dance moves. Long jump. You can move up or down by up to 10 feet. You can also move up or
Dancing Bear
30
Concentration, up to 1 minute
You create a spectral beast with a charge that peels clean of dirt and enters its body as a Huge or smaller spectral humanoid. The beast has a wingspan of 120 feet and a reach of 10 feet. The beast can move across the ground as a bonus action. Until the spell ends, you summon a spectral bear to lance at your enemies.
Dancing Bear
30
Until dispelled
You choose a creature of your choice that you can see within range. The target takes 10d6 force damage when it enters the spell’s area. The target can use its action to make a Strength
Dancing Bell
150
1 Round
You create a bell that explodes in a 20-foot radius in a location you designate. The bell has the same sound as the bell and can fit inside a 20-foot cube. Any creature that starts its turn in the area and is within 10 feet of the sound’s volume must succeed on a Dexterity saving throw or take 6d6 thunder damage. This spell’s sound can be heard from up to 300 feet away. Each creature that ends its turn within 5 feet of the bell must make a Constitution saving throw. On a failed save, the creature takes 6d6 thunder damage; it takes 6d6 thunder damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, 12th level spells and 13th level spells have no effect. When you use a spell slot of 7th level or higher, the damage increases to 20d6. When you use a spell slot of 14th level or higher, the damage increases to 20d6.
Evocation
Dancing Bell
150
Instantaneous
A bell rings in a location you choose within range. The location of the bell depends on what kind of music the bell evokes, as well as the direction the wind is blowing. If you are in the air, the bell sounds when it rings (dissonant), when it ripples, when it vanishes, and when it ripples again, if you choose any of the following options: • One trumpet or clarinet playing one of the following songs at a time within 10 feet of the spot where you cast this spell. • Two trumpets playing one of the following songs at the same time within 10 feet of each other (if you cast this spell multiple times, you can have only one song played at a time, and the other song is instead played when you cast the spell). • Four banjo strings playing one
Dancing Bell
150
Instantaneous
You choose a sound to create a dancing musical theme within range. Each creature in a 40-foot-radius circle with an id in between must make a Charisma saving throw. On a failed save, a creature is forced to wait for the melody to complete before making a new one. During the duration, it spends 4 feet of movement per edge of the circle. So if you create a melody for the Roman Anthem during a battle, your battle dance will immediately begin as soon as possible after the words have been read. When you make the spell’s melody, you instantly have three parts to it: a riddle, a verse, and three verses that rhyme with each other. Each part takes 4 hours to complete. Once it has done so, it disappears from your memory and remains behind when you dismiss it as an action. When the spell ends, the melody resumes, and you can finish the entire arrangement by saying the same song over and over again.
Divination
Dancing Blade
5
until dispelled
This spell creates a dazzlingly-dubbed blade of lightning that falls in a 30 foot cube on a point you choose within range. Each creature in a 30 foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. A creature that fails the save must spend 4 feet of movement to regain any expended movement. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Dancing Blade
60
Concentration, up to 1 hour
You create a dancing sword that moves in any direction and that is of the same length and length as the weapon of your choice that you are holding. The sword can be up to 10 feet long and is Medium or shorter. You can also create the sword up to 10 feet in any direction. You can create the sword by using a spell slot of 7th level or higher.
Conjuration
Dancing Blast
Self
Concentration, up to 1 minute
This spell creates a loud, roaring blast of flame that explodes in a 30-foot cone. You can use a bonus action on each of your turns to cause the same effect to occur simultaneously on a hit, or you can cause the same effect to occur only once.
Evocation
Dancing Bolt
120
Instantaneous
An all-powerful bolt of lightning erupts from your hand in a 60-foot square line toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage, which is reduced by the power of your dance for the duration. Additionally, you can’t use your dance for a full use of the spell for its duration. If you use your final melee attack on the target, the spell immediately ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Conjuration
Dancing Bolt
30
Instantaneous
You hurl a dancing piece of nonmagical nonliving matter into the air, forming a long, pointed blade. Make a melee spell attack for the item using your spellcasting ability, and make a new attack roll as part of the process. On a hit, the creature can take the new attack roll as a bonus action. A falling piece of nonmagical nonliving matter harms neither you nor your weapon. During its fall, the piece of nonmagical matter strikes your head and causes its weight to drop to 0. The piece of matter is no longer dangerous to you and your weapon, if you are still fighting it. Until the spell ends, you can use your action on each of your turns to make a nonmagical ranged spell attack for the falling piece of matter. On a hit, you can toss the piece of material at one creature within 5 feet of it or to one object 60 feet in any direction. It instantly flies to the ground and remains there until the spell ends.
Conjuration
Dancing Dance
120
Concentration, up to 10 minutes
You cause a dance of thunderous force in a 30-foot-radius sphere centered on a point you choose within range. Until the spell ends, the sphere appears in the center and lasts for the duration. Each creature in that space must make a Dexterity saving throw. On a failed save, a creature fails the dance, and it takes 10d8 thunder damage on a failed save. The dance ends for each target when the spell ends. This spell has no effect on undead or constructs.
Transmutation
Dancing Eagle
30
Instantaneous
You bring a dancing eagle to life, a flying creature that you can see within range. The creature must be of the same size and form as the creature you described. The creature must be within 60 feet of you when you cast this spell. The creature can fly up to 10 feet
Dancing Flame
120
Concentration, up to 1 minute
Flames warp the ground in a 60-foot-radius. 60 feet each 60-foot-radius side, up to 20 feet deep and 20 feet high. The ground must be strewn with flowers or flowers covering 10 feet of ground or the ground appears as pink or violet flowers—flowers or berries. The ground must be wide enough for at least two stories. Furnishings that fill the ground in the 5-foot-radius side are blocked from reaching the ground. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create one additional replica of a
Dancing Flame
120
Instantaneous
Flame flames out from your hands to
Dancing Flame
60
Concentration, up to 1 hour
You create a flickering flame in a 5-foot cube that you can see within range. The flame lasts for the duration. The flame is in the form of a bright orb or flame. The flame can be extinguished by direct sunlight or by the use of a torch. A flame created with this spell can have up to 10 liters of nonmagical fuel (up to 1,000 gallons in volume) or up to 1,500 gallons of fuel (up to 1,500 gallons). The flame can extinguish the same amount of material in two different locations per day. The flame can be extinguished only by means other than direct sunlight or by the use of a torch.
Conjuration
Dancing Flame
60
Instantaneous
Flaming flames leap from a point you choose within range for each target you choose within range. Each creature in a 30—foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 1d4 fire damage on a failed save, or half as much damage on a successful one. Additionally, the flames turn the dirt in the sphere into smoke, which has the same properties as fire. Each creature that fails the save must succeed on a Strength saving throw or take 1d6 fire damage, and the spell ends if the target or a creature within it uses an action to exhale flames at the creature or wall, or both. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Dancing Flame
60
Instantaneous
You move into an area of flame, which you can see within range. Choose one of the following effects when you cast this spell. The area becomes dim, and you must choose one of the other two possible effects. If you cast this spell multiple times, you can have up to six of the two different effects active at a time. The area is dim, requiring an area of 100 feet to illuminate. Each creature that enters the area must make a Wisdom saving throw. On a successful save, the creature takes 5d6 fire damage and 10d6 cold damage on a failed save. On a failed save, the creature takes 10d6 fire damage and 10d6 cold damage on a successful save. It takes 10d6 fire damage and 10d6 cold damage on a successful save. On a failed save, the creature takes half as much damage and half as much damage on a successful one. You can use an action to disperse the area, or you can cause the area to disperse as described in the DM
Dancing Flame
Self
Concentration, up to 1 minute
Flame flames appear in a 30-footradius. cylinder centered on a point of your choice within range. Each creature in that area must make a Charisma saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. A creature with a Strength score of 2 or lower can extinguish a flame in its area with a melee weapon.
Conjuration
Dancing Flame
Touch
Until dispelled by flame, this spell makes a target have an intense urge to throw something at it that is no larger than a Large or smaller object. The target must succeed on a Dexterity saving throw or take 1d6 fire damage. For the duration, burning things made from wood, metal, or stone can’t be turned into weapons, causing them to become doused. The target can throw one or two of the types of objects made from wood, metal, or stone, but it doesn’t have to throw any sort of weapon or use any kind of ammunition. If it does so, it makes a thrown weapon or ammunition throw with disadvantage and takes 1d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for two of those types of objects increases by 1d6 for each slot level above 3rd.
Evocation
Dancing in the Dark
300
Concentration, up to 10 minutes
You move through the darkness in a 60-foot-radius sphere centered on a point you choose within range. The sphere is 1 inch in diameter and 10 feet high. The sphere is opaque to light and lasts for the duration. You can use your action to make a ranged spell attack against the sphere. On a hit, the spell fails. On a successful attack roll, the spell destroys the sphere.
Conjuration
Dancing Lightsabre
60
24 Hours
You create two flickering torches that flicker in the air as you hurl your weapons. You choose one of the following flames for each hand or at a point you choose within 30 feet of you and within the DM’s reach. Large or smaller flame . The torch ignites flammable objects that aren’t being worn or carried. Flame . You hurl flammable objects that aren’t being worn or carried. Medium flame . The torch emits bright light in a 20-foot radius that matches the light of your destination. The flame emits a sigil with a radiant force rating of 25. for each flammable object wearing a ring or a similar worn by a celestial, celestial’s symbol, or god. Daylight . The torch emits bright light in a 30-foot radius that matches the light of your destination. The torch emits a sigil with a dim light radius of 30 feet. for each flammable object wearing a ring or a similar worn by a celestial, celestial’s symbol, or god. Daylight Æ�literal Nonmagical –light ‖fire at a point of your choice that you can see, the torches
Dancing Monstrosity
Touch
Instantaneous
A creature that you can see within range takes on the appearance of a monstrosity with the same height and weight as the creature’s current height and weight. The monstrosity is light, has 10 hit points, and can’t be charmed. The creature must make a Dexterity saving throw. On a failed save, the creature takes 4d6 bludgeoning damage and can’t be charmed. On a successful save, the creature takes half as much damage. As long as
Dancing Spirit
60
1 Round
You imbue a creature with the power to move at will. The target becomes friendly to you for the duration. After that time, you can target any number of creatures of your choice that you can see within range with a ranged weapon attack on your first turn. If you target two or more targets, you and the target’s first target receive the same bonus. Creatures that are immune to being frightened also have advantage on this attack roll. If neither target attacks the other, the target isn’t frightened. When you target two or more targets, you and the target’s second target receive the same bonus. You can target more than one target at a time. You can target two or more targets at the same time, or you can target only one target at a time. A target’s next attack rolls against the target with a ranged weapon attack roll of your choice before the spell ends.
Evocation
Dancing Star
30
24 Hours
You enter the celestial or semi-terrestrial form of a god or a goddess, and each creature within range grants audible message with a 15-foot radius. Each creature charmed by this spell makes a Wisdom saving throw. On a failed save, the creature’s song is cut short and it is compelled to perform a performance of surfer’s song, either as a favor or as a demand. The performance can range from simple to intense; for the performance to succeed, the creature must make a Wisdom saving throw. On a successful save, the creature is freed, and the song continues. The magic word is sung and the creature is sung during the spell’s duration. When the magic word is sung, creatures within 30 feet of you and creatures within 30 feet of you gain a number of temporary hit points equal to your spellcasting ability modifier. These temporary hit points persist until the spell ends. A creature has a maximum of number of temporary hit points per level that he or she can maintain at a time. When a creature reaches the maximum number of temporary hit points allowed by this spell, the creature regains an amount equal to half the total. These temporary hit points are expended when the creature finishes a long rest. During the duration, the creature is incapacitated and can use an action to end the spell on its next turn, if it wishes.
Transmutation
Dancing Star
90
Concentration, up to 1 hour
You create a celestial or fey-like figure who w as your daily routine and whose appearance is determined by the style of the day. Appearing in contested humanoid or fey terrain, the celestial serves as your observer and defender. The celestial has the statistics of the chosen race, attains the Hit Dice set at 3rd level, and reaches the maximum height at 2d10. While celestialized, the creature can’t become powerful enough to challenge a mortal or a bonded creature, create a new tomb, or raise a new one, removing a worn or broken object, spell, or other magical from the celestial’s space or component. A celestial might also become a demigod, a demason, a demigodeler, or an abominable pit lord. While the celestial is celestialized, you can also use your action to cause any celestial you create to become a celestial once more. You can’t create a celestial again until you finish a long rest. When you cast this spell, choose a location on the ground, a place on a solid surface, or an area within range that is entirely covered by a celestial. The surface you choose appears as part of any of the following ways: • A transparent cylinder appears on the ground or in the ground’s interior. • The ground in an area covered by a celestial appears to be water or air smooth and level (a solid barrier or a place covered by a cloud is not covered by a celestial). • A transparent cylinder appears on the ground or in the ground’s interior. • A transparent cylinder appears where you cast the spell, either on the ground or in an area within range where you choose. A cylinder created by a spell creates one of the following
Dancing Star
Touch
8 Hours
This spell imbues a creature with the power to move at a higher speed than normal for the duration, even when separated by less than 8 feet. For the duration, the target moves at 60 feet per round until it reaches the limit, at which point the spell ends.
Evocation
Dancing Stone
300
Concentration, up to 1 day
You create a 20-foot high, 10-foot-deep, 10-foot-deep pit, which has a 40-foot radius. Each creature in the pit must make a Dexterity saving throw. A target must be within 30 feet of you within the pit when you cast the spell. On a successful save, the creature is hurled 1d6 x 4, or 25 feet long, 30 inch by 10 inches tall. A target can’t be pushed more than once when it uses its action on a turn. On a successful save, the creature is hurled two d10s of forceps damage that persists until the spell ends. The DM chooses the effect that’s most powerful when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Dancing Stone
30
Concentration, up to 1 minute
You create a tiny stone circle on the ground that lasts until the spell ends. The circle is
Dancing Storm
300
1 minute
A storm of thunderous thunder and piercing wind comes to a point you choose within range. Make a ranged spell attack against the point. On a hit, the target takes 4d6 thunder damage. On a failed save, the target takes half as much damage. On a successful one, the spell ends. It takes 20d6 thunder damage on a failed save.
Necromancy
Dancing Strike
120
Instantaneous
You strike a creature of your choice that you can see within range. Choose one creature you can see within range and which isn't wearing armor. The target takes 5d6 force damage. Hit or miss, the target takes 1d6 force damage of the kind that you choose. The
Dancing Sun
150
Concentration, up to 1 minute
Instantaneous
As you choose a point you can see at a point within range, a dazzling star appears and shines down on a target within range. Choose up to ten creatures within range. Each target must make an Intelligence saving throw. It takes 5d10 radiant damage on a failed save, or half as much damage on a successful one. The damage type is torch. You choose an area of bright light within range that is 1 mile wide, up to 100 feet long, and 5 feet tall. The star shines in the sunlight for an additional 1 minute, after which time it sheds dim light in an area you choose. If a target cuts through the light, then that target loses its Dexterity saving throw and can’t take reactions until the spell ends. A creature that targets a target with a saving throw must make its saving throw the following turn, and the target automatically succeeds. The stunning effect of this spell on the target can last up to 10 minutes. When the spell ends, the star shines brightly in dim light within 10 feet of it.
Abjuration
Dancing Wall
120
Concentration, up to 10 minutes
You create a statue of a god or a god’s symbol that lasts until the end of your next turn. It disappears when it drops to 0 hit points or when you cast this spell again. You can make a separate celestial or fey deity’s symbol appear at the start of your next turn, at the DM’s option, or whenever you choose on your subsequent turns. If you create a statue of a god or a god’s symbol, you can designate a password that can be read by any creature that you designate when you cast the spell. This spell doesn’t protect you from destruction, and any spells cast by creatures other than you have a low spell save DC reduce the statue to immobile condition. While the statue is immobile, you can
Dancing Wall
120
Concentration, up to 1 minute
You create a wall of swirling force that can be up to 10 feet tall and 10 feet wide. The wall is 10 feet tall and 10 feet wide. Each creature in the wall must make a Dexterity saving throw. On a success, the wall appears in a 5 foot cube on the first floor of the structure. The wall can be made up of up to 80 cubic feet of floor space. The wall takes 10d4 fire damage on a hit. The wall can also be made up of up to 10 cubic feet of floor space, which must not overlap. The wall can be broken or rolled into smaller pieces, as long as the pieces are not intermixed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can alter the size of the wall by up to 10 feet.
Evocation
Dancing Wall
30
Concentration, up to 1 minute
A wall of cheering light fills a 60-foot cube from left to right around a point within range. Each creature in a 60-foot cube when visible must succeed on a Dexterity saving throw or become blinded until the end of your next turn. When this saving throw ends, a creature of Medium size or smaller in the wall rises vertically, taking 7d8 force damage per side of the wall for the duration. A creature so
Dancing Wall
60
Concentration, up to 1 minute
A glowing, 10-foot-diameter wall of roaring flame springs from the ground, centered on a point within range, and rises to a height of 60 feet on a side immediately opposite you. The wall can be blocked, thrown, or otherwise created by two points of your choice made from a distance of 10 feet or larger. When you make a ranged spell attack, you can attack the wall with a d8 piercing weapon or an icy weapon (your choice if you are concentrating on a spell). On a hit, the creature takes 1d10 cold damage, or half as much cold damage on a successful one. While the wall is
Dancing Weapon
30
Instantaneous
Concentration, up to 1 minute You create a dancing weapon that you can use to attack a creature you can see within range. The weapon can hit up to six creatures. Each creature can make an Intelligence saving throw. On a successful save, the creature takes 5d8 bludgeoning damage, and the spell ends.
Transmutation
Dancing with Dragons
30
Instantaneous
You utter one or more verses of the Dragon's Song, a spell of your choice from the book of the Dragon. The entire song appears in a 20-foot radius and lasts for the spell’s duration. While the song lasts, the target takes 3d6 bludgeoning damage and suffers disadvantage on all attack rolls. The spell ends if the target has enough gold to buy a new suit of armor. The spell ends if you switch planes of existence for another. The song ends on a target that you can see within range.
Conjuration
Dancing with Dragons
Self (60-foot cone)
Concentration, up to 1 minute
A spectral beast appears to animate and snarls in an unoccupied space within range. Each creature in that space must make a Dexterity saving throw. On a failed save, a creature becomes frightened for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the duration is 1 minute. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 hour. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 1 hour. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the duration is 1 hour.
Illusion
Dancing with Fire
Self (15-foot cube)
Instantaneous
You instantaneously transform a creature you can see within range into a beast. The target must succeed on a Dexterity saving throw or fall prone. The target takes 4d8 fire damage on a failed save, or half as much damage on a successful one. An unwilling target can make a Constitution saving throw at the end of each of its turns. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Dancing with the Dead
60
Concentration, up to 1 hour
A spectral creature appears in a place you choose within range and appears to you as if it were you. At Higher Levels. When you
Dancing with the Dead
Self
5 minutes
You and up to four creatures you can see within range dance with the dead for the duration. The dance lasts for the spell’s duration. You can make a ranged spell attack with the dancing creatures. On a hit, the target takes the attack roll or the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is reduced by this spell’s casting time and includes any changes made to the target’s game statistics.
Evocation
Dancing with the Dead
Self
Concentration, up to 10 minutes
You choose one creature you can see within range. The target must make a Charisma saving throw. On a failed save, it becomes charmed by you. On a successful save, it becomes frightened of you for 1 minute. On subsequent saves, it becomes friendly to you until the spell ends. If the target is undead, the spell ends. Whether or not the spell ends depends on the target's alignment and the condition chosen by the DM. The target’s hit point maximum is reduced to 0 hit points. Whether the target is charmed or frightened depends on the creature’s alignment. The target’s hit point maximum is reduced to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Dancing with the Dead
Touch
10
1 Hour
You touch a creature or an object that is dead and that you touch while undead or charmed. The target’s soul dies and the spell ends. If the target’s soul is undead, the spell ends if the target doesn’t die. The target’s soul is permanently dead, and the spell ends if the creature is dead or charmed.
Abjuration
Dancing with the Dead
Touch
8 Hours
You touch a dead creature or a corpse, and it becomes conscious for the duration or until the spell ends. Until the spell ends, the target moves at a rate of 60 feet per round. The target doesn’t have to move at all. If the target is undead, it suffers 10 d10 necrotic damage per round until the spell ends.
Conjuration
Dancing with the Dead
Touch
Concentration, up to 1 hour
You bring forth a spirit of a dead creature to life with a song. The creature must be within 60 feet of you when you cast the spell. If the creature is within 60 feet of you when you cast the spell, you can use your action to teleport the spirit to a different location. You can also teleport the spirit to a higher plane of existence, such as a dimension beyond your current home plane. The spirit can be anywhere, however, and it can be summoned to any location where you might need or prefer to live. When you cast this spell, you can also use your action to cause all creatures within 60 feet of you to become undead. The spell ends if you or the target are both undead. It ends if you or the target are both under the effects of another spell, if you or the target are both under the effects of an ability spell. The spell ends if you or the target are both fighting or using an action to attack or cast an attack. The spell ends if you or the target are both dead. The spell ends if you or the target are both under the effects of a new spell.
Conjuration
Dancing with the Stars
Touch
Concentration, up to 1 minute
You touch a celestial that you can see within range. The celestial obeys all the laws of the celestial. You can’t use equipment or perform any tasks within 30 feet of the celestial. The celestial is also blind. For the duration, you can use your action to make a dance (your choice) with the celestial to create a line of fire extending from your hand toward it. The celestial takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
Transmutation
Dancing with the Stars
Touch
Until dispelled
You touch a celestial or a primordial being and choose one of the following optionsite effects. Creatures other than celestial or primordial creatures are affected in this way. Until the spell is dispelled, the first time a target enters a celestial or primordial state it has a melee attack action and so on. The target can repeat the attack against a different celestial or primordial creature if that creature has not been created with a primordial state yet.
Abjuration
Dancing with the Wind
Self (25-foot cone)
Instantaneous
You call out in a tune you learn to communicate. Choose a tune of your choice from among countless tunes, some of which are sung by a specific kind of creature. each other, or some nonmagical melody you choose. Until the spell ends, you can tune any tune you choose. Each creature tuned to this melody must make a Constitution saving throw. On a failed save, a creature takes 10d6 slashing damage. On a successful save, it takes half as much damage. If a creature is attacked while this tune is in effect, the creature takes 10d6 slashing damage, and the other creature takes 10d6 slashing damage if it is able to see through it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Conjuration
Dangerous Part
Touch
Concentration, up to 1 minute
You touch one to three willing creatures, and the target’s gear changes to show your real form. The target can't be charmed, frightened, or possessed by the creature. The spell also damages whatever remains of the target when it wails or stomps around corners. If you cast the spell while it is worn or carried by another creature, the spell doesn’t break its normal use of magical tool and instead affects that creature instead.
Abjuration
Dangerous Plants
Touch
10 Days
You touch one poisonous plant and cause it to erupt. Choose up to six creatures of your choice within range. Each target must make a Constitution saving throw. On a failed save, the target takes 3d10 poison damage. At the end of each of the six days that a target is touched by a plant, it must finish a long rest to regain control of the spell. The spell ends on a target that fails the save and destroys the plant within 10 feet of it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjuration
Dangerous Plants
Touch
Instantaneous
A poisonous plant sprouts from one creature’s space and spreads around corners, growing as long as 60 feet in any direction. The plant causes poison inanimate objects, including leaves, to become poisonous or harmless enough to cause poison damage. When a creature comes within 30 feet of the poisonous plant for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or become poisoned. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Necromancy
Dangerous Smite
120
Instantaneous
You strike a creature that is hostile toward you or a creature within range. The target must succeed on a Constitution saving throw or be hit by a weapon attack. The target takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Necromancy
Dangerous Smite
Range
Concentration, up to 1 minute
A frenzied mob of goblins appears and inflicts crushing blows on its enemies with a club. Each creature in a 5-foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature takes 6d10 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Conjuration
Dangerous Smite
Self
Concentration, up to 1 minute
You attempt to ignite a flame in an unoccupied space of your choice that you can see within range. The flame ignites a bolt of flame that is difficult terrain. Each creature that starts its
Dangerous Smite
Touch
Concentration, up to 1 minute
You create a scuffle of bones and teeth with beasts within range. Each creature that w as a part of the action it can attack you with a melee attack before the spell ends must succeed on a Strength saving throw or take 1d8 bone and 1d4 teeth (your choice) piercing damage. The melee attack deals an extra 1d6 force damage on a hit, and the melee weapon attack roll against any creature within 5 feet of you that you can reach must roll a d9 and add the number rolled to the attack. On a hit, the target takes 2d8 damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional beast for each slot level above 1st.
Transmutation
Dangerous Whispers
60
Instantaneous
Whispering noises and flashing lights erupts a warp in the ground in a 5—foot square on a point you can see within range. Each creature within 5 feet of the warp must succeed on a Constitution saving throw or take 1d8 thunder damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Dangerous Wind
60
Concentration, up to 1 minute
A storm created by a magic wind could explode from within 120 feet of you, creating a tempestuous cloud of smoke and creating an uncontrolled updraft within 120 feet. Additionally, each creature within 120 feet of the center of the cloud (including you) when you cast this spell must succeed on a Strength saving throw or be pushed up to 5 feet away from the cloud and face a hazard that requires at least 1 minute to resolve.
Evocation
Danger Zone
150
10 minutes
Light, air, or stone—flames, quivers, or any other explosive agent capable of igniting small arms or throwing them—is reduced to a range of 300 feet for the duration. An explosion of this sort—explosive, gas, mineral, or even a bonfire—can’t reduce a natural hazard in any way, other than by causing the hazard to be reduced. The explosion is audible from several hundred feet away and can deal 1d4 bludgeoning damage to any creature that ends its turn within 300 feet of it. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Evocation
Danse macabre end
Self
Instantaneous
You draw the moisture from every creature in a 30 foot radius centered on a point you choose within range. Each creature in that area is considered a separate creature, and it can’t be targeted by this spell. A target sucks in the moisture at the same rate as a normal creature. It also spends 3 of its hit points attempting to drain the moisture from it. A target reverts to its normal form when reduced to 0 hit points.
Transmutation
Dantalung
60
Concentration, up to 1 hour
This spell
Daring Smite
Self (90-foot cone)
Concentration, up to 1 hour
You call out in a loud voice a long, loud bell that rings at the center of your DM’s space for the creature you’re pointing at. It must be within 60 feet of you in order for it to be heard. For the spell’s duration, the bell emits bright red light in a 20-foot cone and dim light for an additional 20 feet, after the cone has expired. The light can be sated by blocking the cone and casting the last spell of the casting session. While the light persists, you can use a bonus action to cause the cone to return to its normal size. If you cast this spell on the same creature or multiple times, you can reduce the number of times you cast it by two, or choose a new size on each casting. If you reduce the number of uses of the spell by a spell slot, you instead cause the cone to fill a 5-foot cube. If you create multiple rings, each one 1 inch in diameter and 1 quart, you can create up to four rings. Each ring can be dispelled as a bonus action on each of your turns, ending the effect on that creature. Each magic item created by the spell is an uncraftable item and can’t be dispelled by an action of its own.
Transmutation
Daring Smite
Self
Concentration, up to 1 minute
Choose one creature you can see within range. You strike the creature with an impale or knee strike, causing it to make a daze. The target must make a Constitution saving throw. On a failed save, it takes 6d6 thunder damage, and it is knocked prone. At the end of each of its turns, before it finishes its turn, the target can make a Constitution saving throw to regain control of its weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the lightning striking damage increases by 1d6 for each slot level above 1st.
Evocation
Daring Smite
Self
Concentration, up to 1 minute
Until the start of your next turn, a creature that you can see within range and that can hear you must make a Charisma saving throw. The target takes 2d8 thunder damage on a failed save, or half as much damage on a successful one. On a failed save, the target also takes 3d8 thunder damage; on a successful save, it takes half as much damage. The damage can’t reduce the target’s damage taken from levels I to V or V to A or vice versa.
Evocation
Daring Strike
Self
Concentration, up to 1 minute
A burst of lightning-like energy erupts from a point of your choice within range. You can target one creature who is fighting a battle within earshot of the lightning or fighting one of the creatures within earshot of lightning. Each creature within earshot must succeed on a Constitution saving throw or take 1d6 lightning damage (if you target a creature within earshot of lightning, lightning strikes it before it can cast this spell). When you cast this spell, choose lightning or thunder. The lightning strikes with both of your blades, creating a cone of lightning centered on that point. Each creature in the cone must make a Constitution saving throw. If a creature fails its save and falls prone in an area of exposed ground, it takes 1d6 lightning damage. On a failed save, it takes 1d6 lightning damage as well. The damage falls into 3 grades: light, medium, and dark. A moderate wind rating of 10 miles per hour (50 miles per hour) blows the lightning from one creature to another in a 30-foot cone. Creatures in the cone are restrained in the cone. If a creature in the cone stomps through one of the two restraints, it is restrained for the duration, and when it hits something, the creature can make a Strength (Athletics) check against your spell save DC to break it, then it can make another check against your spell save DC to break the second restraint. In addition, a Large or larger creature that breaks the second restraint can use reactions as normal, and might be forced to use its action to regain control of its restraint.
Evocation
Darksen Academy
120
Concentration, up to 1 minute
This spell bolsters your resolve to avenge someone. Create an illusion that a creature of your choice falls. For the duration, if that creature isn’t an illusion, a false one, or a threat, that creature suffers any effect of the spell that would have prevented the creature’s fall using an object falling test. At Higher Levels. When you cast this
Darksenight
90
Concentration, up to 10 minutes
For the duration, a willing creature within range can see stars at night. While blind or visually impaired, the target is invisible and is unaffected by darkvision out to 60 feet.
Illusion
Darkspawn
30
Concentration, up to 1 minute
A shadowy, misty cloud of pale shadow spreads out from a point on your person in a 5m cube. Until the spell ends, the shadowy cloud makes a wisp of your movement, and it makes a Strength (Athletics) check against your spell save DC. If it succeeds, the cloud moves with it toward a point on the ground you choose within 5 feet of you. If it fails, the cloud moves toward another 5-foot cube and so on. The cloud moves as though it were a solid object, and it makes a Strength (Athletics) check against your spell save DC against your spell save threshold. If it fails, the cloud moves 10 feet away from you and so on. If it succeeds, the cloud moves 30 feet away from you and so on. If it fails, the cloud moves 50 feet away from you and so on. When the cloud moves, all Medium and smaller objects in its area fall and cause temporary blindedness and darkvision to your competitors, who benefit from the same effect.
Illusion
Darkspire
150
1 Hour
This spell grants a spectral servant the ability to move across the landscape, change its color hue, change its size, and even fly in the air. Starting at 6th level, you also turn the spectral servant into a flying version of yourself, which can jump, run, and roll as a bonus action. You can also command it to attack by raising your melee attack bonus, or raising your attack damage bonus, against targets it directly or indirectly affects. If you drop the spectral servant while it is flying low enough in the sky to one creature, it flies to the nearest unoccupied space within 30 feet of you and comes down with cramping pain. The spectral servant doesn’t harm you. If you drop it while it is hovering near you (10 feet above the ground), it flies to the nearest unoccupied space within 30 feet of you and comes down with tender pain. The spectral servant doesn’t harm you. If you drop it while it is hovering near you (20 feet above the ground), it flies to the nearest unoccupied space within 30 feet of you and comes down w as a bonus action to deliver a crushing pain to one creature you can see within 30 feet of it. The creature’s speed is halved in the area and its saving throw bonus is reduced by twice your proficiency bonus, and it can’t take reactions. It must then make a melee attack with that weapon or throw using all its remaining hit points. If it successfully hits, the creature is no longer affected by the spectral servant and is instead summoned by you. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d10 for each slot level above 2nd.
Necromancy
Darkvision Special Shape
Touch
24 Hours
You end your transformation into a shape of the sort you know as the archangel Tsaquys. You can use this magical ability to teleport into and out of the chosen dimension for the duration, gaining temporary access to all its areas of effect, such as the fire door, dark door, and so on. When you cast this spell, choose one or more of the following effects within 30 feet of one another. You choose one of the following effects. The effect can be turned off by using an effect or by removing it. Redeeming a weapon. The target releases a strong repulsion field in a 30 foot radius around itself. Any creature with truesight can see through the repulsion, and any target affected by this spell assumes control of the target by the time it leaves its area of vision. Black holes. Thick black holes create openings in the ground in a 30 foot radius. A creature inside the area can reach only by using a short pass or jump. A creature inside the area can't jump higher than 10 feet. A Large or smaller creature inside the area can jump as high as 300 feet. A force field creates a 10 foot radius around the area. Any target inside the area falls when it does so. A Large or smaller target also automatically stops moving as it is pushed 10 feet away from the nearest creature or object. Doors. Doors open in all directions on a piece of floor or other surface. Doors that open on a ceiling are impossible to open on a non-floor surface. A door that opens on a floor has no horizontal or vertical walls. A fire, as well as a large amount of acid in it, burns to a low temperature. Finally, whenever a creature enters a room or enters a structure, attempts to open a door on the same side of the room
Darkvision Telepathic Bond
Touch
8 Hours
You touch a willing creature. For the duration, the target can communicate with you on the plane of existence it was on, provided that you are on the same plane as the target.
Divination
Darkvision to Plants
120
Concentration, up to 1 minute
A bright flash of light in a location you choose within range conjures up plants that would appear from the outside of the area that aren’t there if the spell was cast. The spell lasts for the entire duration. When this spell leaves your spell list, a new plant, a new target, or a new phenomenon is created. When the spell resolves, each target and the new plant forms from the first target. You create the new plants as one of the following effects: • The target can’t feel, hear, touch, or smell the new objects. This effect creates a strong barrier between you and any willing creature that is physically within the area. • The creature can see through the new plants, but it must still possess a space-imprisonment sphere. This effect blocks sound in that area. • The target is blinded by the darkness. A creature blinded by the darkness can see the target as if it were in the dark. The darkness destroys any ammunition the target makes use of, but that ammunition can still be carried by that creature. • The target is incapacitated by the light. The target is blinded while wearing light armor or other light-resistant gear. The dark armor or light-resistant gear is immune to this effect, but its damage rolls are reduced to 0. The target can’t use his action to mentally rejoin a group that is blinded by the light. • The target is blinded by a blinding light. The target is blinded by bright light in the area. A creature in the area must succeed on a Wisdom saving throw or faint insight of the dark effect to be affected. The spell ends if the spell is carried out outside of the area. For any effect knocked out and the targets out of action, the spell ends, if the target was ever standing up. The target is blinded by bright light within 10 feet of the target when it awakens, if that light shines while it is still blinded, or if a creature takes damage from any of the following effects: • Aura of Telepathy. The target gains access to a telepathic communication through a spell slot of 4th level or higher. If you cast this spell multiple times, you can choose from a total of two spells or a single spell slot of 4th level or higher. • Aura of Unrelenting Courage. A creature with this ability can’t see beyond the wall leading into the area unless otherwise
Dart of Rain
Touch
Instantaneous
You touch a willing creature and rain down a hail of rain on it. The target must succeed on a Dexterity saving throw or fall prone. The spell’s damage increases by 1d6 for each slot level above 4th.
Evocation
Dart of Stone
120
Instantaneous
You create a rock-hard disc with a 3-inch diameter portion within range that hovers for a minute or two in any direction inside a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, you can use your action to crack the disc with your bare hands to create a Stonehenge or a thicket of trees or shrubs. If you choose a point within range, you can crush some of the rock with one hand and crush others as well. When you crack the disc, you can crush any number of nonliving creatures of a different size or shape within 5 feet of it (including you, if you chose a point within range) or one humanoid (including you, if you chose a point within range). The rock remains for the duration. A creature might be able to fit a truncheon on it, but the creature wouldn’t be able to use it until it re-enters the disc or the spell ends. In addition, if you use your action to create a dart from the dart, you draw it from within 5 feet of the dart and repeat until you have drawn one of the darts (see below).
Transmutation
Dart of Wind
Touch
Concentration, up to 1 minute
You create a 10-foot-radius, 60-foot-tall cylinder of wind centered on a point within range. The cylinder lasts for the duration or until a wind of moderate or greater intensity (of 15 miles per hour or over for that duration) disperses it. It deals 1d4 bludgeoning damage to any creature that starts its turn in the cylinder when you cast this spell. Any creature that starts its turn in the cylinder and is not immune to this damage, when this spell ends, makes a Constitution saving throw. On a successful save, a creature is knocked prone and thus exposed to the worst possible wind for 2 minutes, or until it uses an action to make a Constitution saving throw. A creature uses this extra time to create a gust of wind in the same direction it chose. When the gust reaches its maximum size, it twists and turns the cylinder to create a 20-foot long vortex that spreads out across an area of flat earth and thick and thick glass. The vortex, designated as a vortex, lasts for the duration. When the vortex appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 20d8 bludgeoning damage and is pushed 10 feet away from the vortex. As a bonus action, a creature can move up to 20 feet away from the vortex when it makes its saving throw against this spell.
Evocation
Dawn (30 degrees)
10 minutes
This spell creates dim light, darkness, and light—including bright light created by spells of 2nd level or lower—in the area for the duration. Creatures in dim light or darkness must make a Constitution saving throw. They take 10d6 fire damage on a failed save, or half as much damage on a successful one.
Evocation
Dawn (30-foot radius) (8-bit color dim light)
5
Instantaneous
You illuminate the way for a moment, moving in dim light as you pass and where you can see the illuminated area. Each creature in the area must make a Constitution saving throw at the start of your next turn. On a failed save, a creature takes 10d8 fire damage, or half as much damage on a successful one. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Dawn of Arrows
Touch
Instantaneous
You cause a fountain of arrows in one creature you can see within range. Make a ranged spell using a flying rod. On a hit, the target takes an extra 1d6 bludgeoning damage. If you have 5-foot-radius, 40-foot-high cylinder with a range of 5 feet, and the spell ends.
Evocation
Dawn of Nothing
30
1 Round
You send a celestial, an elemental, or a fey creature of your choice that you can see within range. The celestial must succeed on a Wisdom saving throw or be charmed by you for the duration. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 5d6 for each slot level above 2nd.
Evocation
Dawn of the Dead
1 Hour
You cause undead to form a cloud cloud. It cloud over the cloud in a 30-foot cube centered on a point within range. The cloud lasts for 1 hour when you use a spell slot of 10th level or higher. When you use a spell slot of 9th level or higher, the cloud is 20 feet high and 30 feet high. When you take damage from a creature within 30 feet of it, the cloud is 10 feet high and 30 feet high. When the cloud is 15 feet high or 30 feet high, the cloud is 30 feet high and 30 feet high. The cloud is 10 feet high, and 30 feet high. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration becomes up to twelve hours. When you use a spell slot of 8th level or higher, the duration is three hours. When you use a spell slot of 9th level or higher, the duration is two hours.
Divination
Dawn of the Dead
30 Days
Concentration, up to 1 hour
You cause undead to form a cloud of fire. The cloud is 10 feet high, 30 feet high, and 60 feet high. When you use a spell slot of 9th level or higher, the cloud is 40 feet high and 30 feet high. When you use a spell slot of 9th level or higher, the cloud is 20 feet high and 30 feet high. When you use a spell slot of 9th level or higher, the cloud is 30 feet high, and 30 feet high. The cloud is 10 feet high and 30 feet thick. The cloud is 20 feet high and 30 feet high. The cloud is 30 feet high and 30 feet high. The cloud is 30 feet high and 30 feet high. The cloud is 20 feet high and 20 feet high. The cloud is 30 feet high and 30 feet high. The cloud is 30 feet tall and 30 feet high. The cloud is 30 feet high and 30 feet high. The cloud is 30 feet high and 30 feet thick. The cloud is 30 feet high and 30 feet high. The cloud is 30 feet high and 20 feet high; the cloud is 30 feet thick. The cloud is 30 feet high and 30 feet high. The cloud is 30 feet thick and 20 feet high. The cloud is 30 feet high. The cloud is 30 feet high and 40 feet thick. The cloud is 30 feet thick, and 50 feet thick. The cloud is 60 feet high and 30 feet high. The cloud is 60 feet high. The cloud is 60 feet high and 40 feet high. The cloud is 60 feet high and 30 feet high. The cloud is 30 feet high. The cloud is 20 feet thick and 20 feet high; the cloud is 30 feet thick and 20 feet high. The cloud is 20 feet high and 30 feet high with a 20-
Dawn of the Dead
30
Instantaneous
A spirit appears in a dark, swampy area of your choice within range. The creature must make a Wisdom saving throw or become blinded until the spell ends. While blinded, the creature can’t be attacked or possessed. If a creature in a different area of the forest has the same attack bonus as the target, the creature must make a Wisdom saving throw every turn until it is dispelled by an ability spell. The target gains temporary hit points equal to 1 mile for the duration. The target can make a Wisdom (Perception) check with the spell’s ability check, and if it succeeds, it is considered to be in the spell’s area of effect. The spell lasts until it ends. If a target with a concentration of 5 ranks or higher succeeds on a Wisdom saving throw, it is no longer affected by this spell.
Conjuration
Dawn of the Earth
10
Instantaneous
You send a celestial, an elemental, or an elemental of your choice that you can see within range. A celestial, a fey creature that you choose within range makes a ranged spell attack against the target. On a hit, the fire spreads around the area. On a hit, the spell emits audible audible sound and can be heard within 30 feet of the target. A fey creature that can see the target makes a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage. On a successful save, the spell ends. A fey creature that can see the target makes another Dexterity (Conjuration) saving throw. On a failed save, the creature takes 2d8 bludgeoning damage. On a successful save, the illusion ends.
Evocation
Dawn of the Earth
1 Hour
You send a celestial, an elemental, or a fey-haired fiend of your choice that you can see within range. An elemental, this spell takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell has no effect if the creature is outside the spell’s area or if the spell is cast by someone other than you. The spell doesn’t function if you cast the spell.
Enchantment
Dawn of the Earth
Self
Concentration, up to 1 hour
You send a celestial, an elemental, or a fey-haired fiend of your choice that you can see within range. The celestial must succeed on a Wisdom saving throw or be charmed by you for the duration. The fey creature must be within 30 feet of you and is unaffected by the spell. The fey creature doesn’t take a d1d8 damage.
Evocation
Dawn of Woe
Self (10-foot cone of woe)
Instantaneous
You send a woe-like force in a 10-foot-radius sphere of woe. A creature with a ranged weapon attack ends the effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Dawn Wall
120
Concentration, up to 1 minute
A thin, sheet of gray fog rises at your feet. The fog obscures a 20-foot-radius, 5-foot-diameter portion of fog centered on a point you choose within range. The area is opaque and lasts for the duration. You decide what kind of fog it forms and where it fills. If it appears in an unoccupied space on the ground or a floor, it covers the area in opaque darkness. If it appears in an object touching the ground or touching an object touching a floor, the creature is blinded until the blindness ends, and it makes a Strength saving throw. On a success, the creature is restrained and can hover while it is affected. If the fog persists for longer than this spell lasts, the fog spreads around corners, and the area reverts to opaque darkness when it drops to 0 square feet.
Conjuration
Dayblade
30
Instantaneous
You create a shard of emerald-green light in the ground within range. You can then use your action to create a ranged weapon of any color: blue, green, or violet. If you create a weapon of any material kind, you must use a weapon of a similar or similar in the same type of material (for example, a wood or stone weapon, or a martial weapon). If you create a magic weapon, you must make the weapon appear as a magic weapon that has a similar magic to the weapon you created. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates a bolt of lightning that deals
Dazed
30
Instantaneous
At the end of each of your turns, you can make a ranged spell attack. Make a ranged spell attack. On a hit, the target takes 1d8 necrotic damage. On a miss, the target takes 2d8 necrotic damage. On a successful attack, the spell is dismissed.
Conjuration
Dazed
60
Concentration, up to 1 hour
You create a shadowy, translucent, transparent place within range. The place must be within 60 feet of the point you created. The spot can be any distance from the point you created it. A creature that enters the shadowy location must succeed on a Strength saving throw or be charmed by the place. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the size of the place increases by the spell slot.
Conjuration
Dazed Dismissal
60
Instantaneous
You attempt to disorient a creature that you can see within range. If the target is a creature, it
dazed for 1 hour
30
Concentration, up to 1 hour
Blazing Blur darkvision to a creature of your choice within 60 feet of it. For the spell’s duration, the blinded creature can’t see or hear anything beyond 60 feet. It also has disadvantage on attack rolls against targets within 60 feet of it. If the target is wearing armor that is too heavy to fit through a 30-foot–radius tentacle, for example, that creature can see 40 feet and must spend 5 feet of movement to activate its bludgeoning weapon or the weapon itself. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is concentration, up to 24 hours. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours. Whatever you cast, you take 1d6 lightning damage and have advantage on any Strength saving throws you make to use your spell slot. After you have used your spell slot to cast this spell, you can use your own spell slot to cast it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Dazzle
120
Instantaneous
You conjure a spectral creature, originating from somewhere within range. Choose one of the following effects when you cast the spell. Teleport. Make a ranged spell attack against the spectral. Illusion. Make a spell attack against the creature. Blur. Make a spell attack against the creature. Poison. Make a poison attack against the creature. Silence. Make a silence effect on the creature. Fire. Make a fire spell attack against the creature. Water. Make a water spell attack against the creature. Fire and ice. Make a fire spell attack against the creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell lasts until dispelled.
Enchantment
Dazzling Light
150
Instantaneous
A bright light flashes from your mouth to a point that you can see within range. The light is centered on a point you choose within range, and it spreads to the other points of your choice within 10 feet of it. The light is visible in all light sources within range. This light also has disadvantage on attack rolls and saving throws. This light also has disadvantage on Wisdom saving throws. You can use your reaction to dismiss the spell and it ends.
Instantaneous
You cause a flash of dazzling light that can be seen up to 30 feet away in a 10-foot radius. The flash can be dim light (0,000,000 in the case of dim light), medium dim light (500,000,000 in the case of dim light), or bright light (0,000,000 in the case of bright light). In the case of bright light, the flash can be audible. The flash can be distracting, distracting, distracting, or distracting. The flash doesn’t have to be visible to you or to objects that you are wearing or carrying, such
Dazzling Ray
150
Instantaneous
A ray of brilliant light streaks from your hand to a point you choose within range. The target must make a Dexterity saving throw. On a failed save, the target is blinded until the spell ends, or it vanishes into an unoccupied space within range. A target that fails the save is blinded until the spell ends. The spell ends if you cast it again. The target can’t be targeted by spells. The target’s hit points are halved. The target’s hit point maximum is reduced to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Evocation
Dazzling Sphere
10 Days
Instantaneous
You create a spectral creature of 5/120, and it must make a Strength saving throw. On a failed save, the creature becomes a spectral creature of your choice that can’t be charmed, frightened, or possessed. This spectral creature has disadvantage on attack rolls against you. If it is charmed, it gains a +1 bonus to attack rolls and ability checks. At Higher Levels. When you cast this spell using an object other than a creature’s head, the bonus increases by 2d6 for each slot level above 6th.
Conjuration
Dazzling Sphere
30
Concentration, up to 1 minute
This spell creates a sphere of dim light centered on a point you choose within range. Each creature in that area must make Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 4d6 psychic damage on a successful save. A creature can’t use its action to determine its current status. At any time, you can use your action to cause a sphere of dim light to form at the center of the area. Make a ranged spell attack against the center sphere. On a hit,
Dazzling Spray
120
Concentration, up to 1 minute
You create a flash of dazzling light that spreads across a point you can see within range. The spell ends on a point within range that you can see. When you cast this spell, you change the color of the light. It doesn't change the color of the other lights in the area. The spell ends on a point that you can see, such as a gate or gate-like structure. The spell also ends on a place you can see, such as a tower, a temple, a crypt, or a secret passage of some sort. The spell lasts for the spell slot.
Conjuration
Dazzling Spray
120
Instantaneous
You create a line of brilliant energy that appears in the ground, centered on a point you can see within range. The line can be anywhere on the ground. The line ends when the spell ends. The line lasts until you cast it again, at which point it disappears. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Evocation
Dazzling Spray
150
Instantaneous
You hurl a bright beam of light in a 30-foot cube centered on a point you can see within range. The area has resistance to bludgeoning, piercing, or slashing damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Dazzling Spray
30
Concentration, up to 1 hour
You cause a burst of dazzling light in a 30-foot space within range. Each creature in that area must make a Dexterity saving throw. A creature takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. A creature takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. The spell ends if the creature isn’t under the effect of another spell of your choice that targets the same location at the start of your next turn.
Conjuration
Dazzling Spray
5
Instantaneous
This spell creates a magnificent array of brilliant colors that brightens and dims light around you. Each creature of your choice that you can see within range must succeed on a Wisdom saving throw to avoid the spell. An unwilling creature automatically succeeds, and bright greenish-white light leaps from one creature to the other in a 20-foot cone, forming a continuous arc of light in a 20-foot radius in a direction you choose. When a creature chooses the color, it takes 3d6 radiant energy damage for the spell’s duration, and it takes half as much damage at the end of its next turn.
Transmutation
Dazzling Spray
60
Instantaneous
A line of lightning flashes across the air for the spell’s duration. Each creature in a 5-foot-radius sphere centered on a point you choose
Dazzling Spray
60
Instantaneous
You create a bright flash of dazzling light that is capable of causing up to six nonmagical creatures in a 5-foot-radius sphere centered on a point you can see within range to make a Charisma saving throw. On a failed save, a creature takes 4d8 radiant damage and must make a DC 15 Wisdom saving throw. On a successful save, it takes half as much damage and is blinded until the spell ends.
Conjuration
Dazzling Spray
60
Instantaneous
You lash out in a line in a 30-foot-radius sphere centered on a point you can see within range. A cone of flame, 30 feet long and 20 feet high, appears around the spot you lash out. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage and becomes blinded until the spell ends. For the duration, the spell has no effect on you. At Higher Levels. When you cast this spell using certain higher-level spells of 7th level or higher, the damage increases by 1d8 for each class level above 6th.
Evocation
Dazzling Spray
60
Instantaneous
You launch a beam of flame that ignites in a 30-foot-radius sphere centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and half as much damage on a successful save. The flame can’t reach more than 20 feet away from you.
Conjuration
Dazzling Spray
90
1 Hour
A spray of bright light streaks from your fingers to an area within range. For the spell’s duration, you are affected by one of the following effects: 1. You can cause an object, spell, or other object that you can see to flash bright light in a 20-foot radius. The light must be within 50 feet of the object or object, and the spell ends if it is used up. The light can be bright, dim light, dim light, or no light at all. The spell has no effect on undead or constructs. The spell ends if you cast the spell again. You can change the intensity of the light as you like. If you change the intensity of the light to 10 percent of the light's intensity, the spell ends. If you change the intensity of the light to 20 percent, the spell ends. The light can be dim light, bright light, or no light at all. Any amount of light that is dim light, bright light, or no light is light. The spell has no effect on undead or constructs. A bright light or dim light effect that lasts for 1 hour or more is the same as the effect of the spell.
Conjuration
Dazzling Spray
Concentration, up to 1 hour
You create a spray of bright light that lasts for the duration. The spray spreads out from you and lasts for the duration. You must be within 30 feet of the spell target to cast the spell.
Evocation
Dazzling Spray
Self
8 Hours
You create a dazzling, swirling wave of dazzling, swirling energy that surrounds you and around you in a 45-foot radius. You can target one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, that creature takes 3d6 radiant damage and is blinded until the start of your next turn. On a successful save, the target can repeat the saving throw, ending the effect on itself on a success. If the spell ends before you reach out or touch it, you can use your action to dismiss it as an action. The spell ends on a successful save.
Self
Concentration, up to 1 minute
You cause a wave of dazzling, swirling energy that surrounds you and around you in a 60-foot cube. The area is opaque and can be opaque as you choose. Any creature that enters the area must make a Dexterity saving throw. On a failed save, the spell ends.
Conjuration
Dazzling Spray
Self
Concentration, up to 10 minutes
A spray of bright light emanates from you as if it were a candle. Until the spell ends, the spell has no effect. The spell has no range. The spell has a range of 120 feet. Any creature in the area of the spell must make a Dexterity saving throw. On a success, the spell ends.
Evocation
Dazzling Spray
Touch
Dazzling Spray
Touch
Instantaneous or 1 minute (see text)
You touch one creature of your choice that you can see within range. If the target is a plant, it must be one that is Medium or smaller. The target also gains the ability to move without spending its movement. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you instantaneously teleport the target to a different location (such as a campfire) or a different creature (such as a crab or a raven) if the spell requires a new destination.
Evocation
Dazzling Spray
Touch
Instantaneous
You create a beam of dazzling light that damages one creature you can see within range. The target takes a - 2 penalty to AC and damage rolls. The spell ends if the target takes damage.
Conjuration
Dealing damage
60
Concentration, up to 1 hour
You strike a foe with a melee weapon attack as a weapon attack. Hit with the attack, the target must succeed on a Wisdom saving throw or take 2d6 slashing damage. If the target is hostile or has a hostile spellcasting style, the creature must succeed on a Charisma saving throw or take 2d6 slashing damage. Otherwise, the target is attacked by a random creature of the target’s choice that either isn’t hostile or isn’t proficient with that spell.
Abjuration
Death radiance
Self
Instantaneous
A bright beam of radiance flashes from your hand to a point of your choice within range, centered on a point within range. The beam spreads around corners, and it lasts for the duration. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Evocation
Death Warding Object
Self
10
Concentration, up to 1 hour
The ability to bind a willing creature
Deception
Touch
Concentration, up to 1 minute
You touch one willing creature or a piece of a creature, either a Huge or smaller object or a Medium humanoid (you chose the type), a verbal restraint spell, or some other restraint magic. The target must succeed on a Wisdom (Perception) or Wisdom (Insight) check to recognize the creature or the creature's owner as the requested object. If the target
Deflect Minor
Self
Concentration, up to 1 minute
You touch a creature you can see within range and force it to make a Dexterity saving throw. On a successful save, the spell doesn't harm the target. The target can use its action
Degradation
10
Concentration;1 hour
Duration: Concentration, up to 1 hour (see below)
Grasping weeds and vines sprout from the ground and turn the ground in contact with the ground into soft pillars. Each 5 foot-diameter pillar has AC 5 and 30 hit points; if you have the beast’s Strength rating and it has the Strength rating listed on it, it also has 30 hit points. When you cast the spell, and without fail, plants sprout from the pillar of your choice that are strong enough to crush against things as small as vines or a pile of rubble. At the end of each of your turns for weeks, the pillar shrinks to 5 feet tall and rots to 15 feet wide. After this time, the pillar can be destroyed if it comes into contact with an object weighing up to 10 pounds or more. A small earthquake, flash of lightning, or similar earthquake can crush the pillar, and the pillars length is tripled so it sheds bright light in a 30-foot radius. If the pillar is ever large enough to sustain humans or creatures, it also sheds bright light in a 30-foot radius. Buildings and any creature-sized structure on the ground or in the ground’s shape are destroyed. If the pillar is ever within 15 feet of a creature or a creature within 1 mile of it, then the pillar breaks free and points at the creature or creature(s) inside it, knocking the creature or creature within 1 mile prone. The pillar is immobile and immune to all damage. It leaves behind no tracks or other traces of its passage or transportation. It can travel as fast as 100 feet per round vertical, 100-foot horizontal, or 25-foot wide.
Transmutation
Degradation
120
Concentration, up to 1 hour
You create a strong, powerful magical energy that erupts from your hand and lasts for the duration. Until the spell ends, the energy increases in power by 1d10. You can use your action to use the energy to create a 10-foot-tall, 10-foot-high cylinder of energy centered on a point within range. You can also use your action to cause it to expand 10 feet in a horizontal line 10 feet in each direction. The cylinder must be on a square surface. Each cylinder can contain up to 100 cubic feet of water. The energy can be transferred to any surface on the body of a creature or object as long as the creature or object remains within the cylinder. A creature that touches a cylinder created by this spell must make a Constitution saving throw, which fails. If the creature or object moves or otherwise enters the cylinder while it is in the cylinder, it must make a Dexterity saving throw. On a failed save, a creature takes half as much damage and is knocked prone. The spell ends if you cast it again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 6th.
Transmutation
Degradation
120
Instantaneous
You hurl a 25-foot-radius sphere of fire at one creature you can
Degradation
300
Concentration, up to 1 minute
You create a ghostly, skeletal form within range, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. For the duration, the creature can’t attack or take any damage, and it has advantage on attack rolls and ability checks that would normally require a Wisdom saving throw. The creature can make one Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Abjuration
Degradation
30
Instantaneous
You create a magical stone that is made from the following elements, and that lasts for the duration. The stone appears in a vertical line of color that can be up to 30 feet long and that is 30 feet across. The stone can be of any material or stone type, such as stone, wood, mud, or mudslab. The stone can contain up to 10,000 cubic feet of air, as well as up to 1,000 cubic feet of water. If the stone is placed in a place that is difficult terrain or that is difficult to reach or moves in a vertical direction, the stone will remain in place until the spell ends. A stone can be placed in any place you choose. The stone can be in any form (foot, tree, rock, or other), and it can be placed on any surface that can be made into a surface. The stone can be made from any material or stone that can be material, as long as it is made from one material that is made of a different material, such as stone or wood. The stone is made of stone and can be of any material or stone type. The stone can contain up to 10,000 cubic feet of air, as well as up to 10,000 cubic feet of water. The stone can also be made from any material that is made of wood, such as wood glue, wood shavings, or wood chips. When you cast this spell, you can use your action to create a 30-foot cube of pure stone in the form of a Medium creature (your choice). The cube must be within 60 feet of you. If one or more of the cube's members is a creature, the creature must be within 60 feet of the cube and must be holding a rod of your choice that can
Degradation
Touch
Concentration, up to 1 minute
You create a spectral creature of moderate size or smaller, and it must succeed on a Constitution saving throw or become frightened for 1 minute. You can’t create more than one spectral creature. You’re able to create up to three spectral creatures at a time. When a creature’s hit point maximum is reduced to 0 hit points, it vanishes into the distance. A spectral creature can’t be charmed, frightened, or possessed. You choose the target’s name. The target must be a creature of the chosen kind. A creature must be charmed, frightened, or possessed to become charmed, frightened, or possessed. It is also charmed, frightened, or possessed by you. The target is blinded, deafened, or has disadvantage on attack rolls. The target can’t be affected by spells or other magical effects. The target’s statistics and abilities are those of the creature that created the spectral creature. The target has advantage on attack rolls, ability checks, and ability checks. The target’s statistics and abilities are those of the creature that created the illusion or other similar effect. The target’s statistics and abilities are those of the creature that created the spell or other effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create a spectral creature of Medium size or smaller. The creature must have a hit point maximum of 6 Hit Points. The creature’s hit points are equal to 2d8 + your spellcasting ability modifier. The creature’s statistics are those of the creature that created the illusion or other similar effect.
Transm
Degrade Armor
Self
Concentration, up to 8 hours
You choose a piece of equipment that you can see within range. You choose armor of the same type as the equipment, or a piece that is of the same type as the equipment. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the reduction to AC increases by 1d6 for each slot level above 1st.
Evocation
Delayed Blast Firebolt
90
Instantaneous
You throw a nonmagical fire weapon or a piece of magic ammunition into the air, through a fixed object (such as a wall or a table), and choose a point within range. A nonmagical fire weapon or ammunition, if such a weapon is not already in the hand of another creature, automatically ignites it. Each creature in the air when you cast the spell and take 3d8 fire damage. The fire damages objects in the area and ignites flammable objects not being worn or carried. When a creature attempts to reach into or reach into or out of the hand of a target in this way, it does so one layer at a time. As it does so, it adds its Intelligence modifier to the attack rolls of its weapon and changes its damage roll. If it can, the target adds its Intelligence modifier to the attack roll. If it can't, the target doesn’t make a attack roll. Similarly, the target doesn’t attack anyone until the spell ends.
Evocation
Delayed Blast Furnace
30
Concentration, up to 1 minute
Create a pillar of radiance above your head. Until the spell ends, the pillar appears at a point you choose within 60 feet of you. You can use a bonus action to cause the pillar to move up to 60 feet in any direction. You can repeat this action multiple times before you finish a long rest. At Higher Levels. When you cast this spell with a 5th-level spell slot, the pillar radiates with radiance as if it were a torch. When you use a 6th-level spell slot, the pillar radiates with radiance as if it were a glaistening dagger.
Evocation
Dementate
30
Concentration, up to 1 minute
You create
Dementation
30
1 Hour
After you cast this spell, you regain control of your body to allow your magic to take root again. You can end your turn either in a safe spot and remain conscious or in the presence of a hostile creature. If the creature is within 30 feet of you, choose one of the following options for what it can do: • I drip drow’s blood • I make suffocating noise in the presence of a hostile creature • I drip foul wench’s blood in the presence of a hostile creature • I drip hoary patchouli wakened from its slumber by the chill wind • I drip jade blossoms from its bright light If the creature you chose is within 30 feet of you, choose one of the following options for what it can do: • It could make a slam of despair against my wall • It could pour magic bean bag after magic bean bag into my hand • It could cast the Water Withering Wind spell on a target within 30 feet of me • It could pour acid rain on a target within 30 feet of me Alternatively, the creature can make a burst of flame if it thinks it is at a significant distance from you. Fire wreaths over the creature if it’s within 30 feet of you. If the wreathe’s water is warm enough to sustain a full body fire, the creature is warm enough to drink from warm water and warm enough to drink from warm water If you cast this spell multiple times, you can have no more than two of its powers at a time, and you can dismiss such casting as an action unless I have multiple wreaths covering the same space. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Divination
Dementia
Touch
Concentration, up to 1 minute
You touch a humanoid of your choice that has the same name as the target. The target can make an Intelligence saving throw. On a success, the target is no longer frightened of you. On a failure, the target is no longer frightened of you. The target can’t be charmed, frightened, or otherwise affected by spells and other magical effects. If you cast this spell again, the spell ends.
Conjuration
Dementium
120
Concentration, up to 1 minute
You create a spectral entity that lasts for the duration of your spell’s duration. The entity appears in a cube of 100-foot-radius, 20-foot-high, and 1 foot tall. The entity can be a humanoid, an animal, a Medium, or a Large. The entity can’t be larger than Medium or smaller than Medium. The creature must be within 5 feet of you when you create the entity. The creature must be within 30 feet of you when you create it.
Conjuration
Dementomy
30
24 Hours
This spell turns any creature that you choose within 30 feet of you into hard objects or dim light for the duration. As an action, you can compel a creature into a pitiable state of death. The creature must make a Constitution saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Necromancy
Dementor
120
1 minute
You create a spectral beast that is both smaller and more powerful than your normal beast. It has AC 10, and it has resistance to all damage except bludgeoning, piercing, or slashing.
Conjuration
Dementor
30
Concentration, up to 1 minute
A spectral creature appears in the space of 10 feet of air and occupies a space of your choice that you can see within range. The spectral creature has AC 20 and Constitution 25. The creature must be within 30 feet of you. The creature can’t take actions or move around. At Higher Levels. When you cast this spell using certain higher-level spell slots, you create a spectral creature of your choice that is 5 feet tall and weighs 20 pounds. The creature must be within 30 feet of you. The creature can’t use its action to make an Intelligence saving throw. On a failed save, the creature takes 1d6 necrotic damage. On a successful one, the creature takes 5d6 necrotic damage. The creature can’t be charmed, frightened, or otherwise affected by this spell.
Conjuration
Dementors
Touch
Until dispelled, these shadowy eyes glow with a dim, ghostly radiance. You can see within 30 feet of one creature you choose that is within line of sight for the entire spell’s duration. The creature must be within 5 feet of the target when you cast this spell and the radiant power it radiates is beyond measure. For the duration, it sheds dim light in a 10-foot radius and a ghostly radiance in the shape of a fainting eye for the target. Targets within 5 feet of the target can’t be affected by the gaze. One with the target’s shadow can’t be affected by the gaze. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is reduced to one day and the radius increased to two additional levels for each slot level above 5th.
Illusion
Dementour
150
Instantaneous
You cause a ghostly image of an object or process to form in an unoccupied space that is within range. The image looks like a ghostly representation of the target creature’s space, appearing to be animated, ghostly — or ghostly-like — and has a ghostly quality, as the spell’s ghostly component is on the target creature. The image is indistinct and lasts for the duration. When the image appears, each creature within 10 feet of it must make a Wisdom saving throw. On a failed save, the image w ill vanish. A creature takes 20 radiant damage on a failed save, or half as much damage on a successful one.
Illusion
Dementour
300
1 Hour
As you cast this spell, create an invisible wall of dull, drow-grey mist centered on a point within range. Until the spell ends, the mist spreads around creatures and structures, and it shapes terrain in its area so it can pass through difficult terrain created by arcane or magical means. The mist lasts for the duration, at the DM’s option, or until you use an action to be invisible. When created, the wall functions as if created with invisibility or divination magic. You can use your action to move the mist up to 30 feet and create a magical barrier there, turning it against you. If any of that movement ends before the spell ends, the mist moves to remain and remains there until the casting ends. If a creature moves through the mist while it is invisible, that creature can make a Wisdom saving throw to break the magic, and when it does so, it can use its reaction to move along the wall until it is no longer separated by any means short of a long rest. A creature immune to this spell can use another ability to do so, depending on the creature’s nature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the barrier increases by 10 feet for each slot level above 6th.
Transmutation
Dementour
Self
Concentration, up to 1 hour
You form a wall that surrounds you in a 5-foot-radius sphere and surrounds one creature you can see within range. The wall is made up of three components: one that is difficult terrain, one that is difficult terrain and one that is difficult terrain. The wall has no reach over water, ice or mud. It lasts for the spell’s duration. You choose one of the components. When you cast this spell, you can target one of the components with a ranged spell attack. The target must make a ranged spell attack against its component within the spell’s duration. On a hit, the target takes 4d10 bludgeoning damage and is pushed 5 feet away from you in a direction you choose in the DM's direction.
Evocation
Dementour
Touch
Instantaneous
You touch a human and
Dement portal
300
24 Hours
A passage or a portal leading to a place or thing of the sort is visible on the spot where the spell is cast until the spell ends. Casting this spell on the same spot once every 24 hours for a year makes the passage or portal visible.
Divination
Dement touch
60
Concentration, up to 1 minute
You touch a creature and touch it for the first time on a turn or until the spell ends. The target starts its turn in a random location on the ground within range. The target must succeed on a Wisdom saving throw or be blinded until the spell ends. The target is also deafened by your touch, and you can use your action to dismiss the spell as an action. The spell ends if the target is still a creature. You can also dismiss this spell as an action.
Necromancy
Dense fog
120
Concentration, up to 1 minute
Flames of nature lash out from your fingers at an area within range. The fog obscures a portion of a solid surface that you can see within range or that is composed of numerous small clouds or fogges. The fogges fill an area of ground that is 10 feet square and lasts for the duration. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature can make a Constitution saving throw. If it fails, it can throw a bomb that explodes on impact, raising the area of the ground under the effect to 0—120 feet. If it’s still under the effect, the bomb explodes. A bomb, as it impacts with a bomb thrown by a creature, leaves behind a trail of green energy that lasts for the duration. Small or smaller objects flying
Description
Duration
1 minute
You create a magical bond that keeps an unwilling creature or creature connected to a target that you can see within range. The creature can hear the creature, and if it makes a Wisdom saving throw, it can’t be contacted by more than one creature or a ceiling. The creature can make a Wisdom saving throw the first time on a turn that it enters the creature’s space, and if it succeeds, this bond ends. On a failed save, the creature is blinded for 1 minute. On a successful save, it can see and is blinded for 10 minutes.
Transmutation
desecrate
Self
Instantaneous
You cleanse the ground around a location and place up to 1,000 corpses in it for that location to count as one pile for purposes of dedicating a graveyard. The ground must be free of weeds, rocks, or debris for purposes of dedicating a graveyard, and any area that is already dirt free is considered to be a graveyard if it is found. The spell ends if you have no more corpses or if you cast this spell multiple times. The ground must be free of any creatures or construct that were hostile to you the spell interacted with or had any effect against you.
Conjuration
Desecrate
Touch
Instantaneous
You touch the corpse of a creature that you can see within range. The target must succeed on a Strength saving throw or take 3d6 necrotic damage. The target regains all of its hit points within an hour. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 4th.
Necromancy
Destiny Bond
Self
Concentration, up to 1 hour
You unleash an unknown force to effect a spell within range once cast. You create a burst of magical energy that can reach up to ten hundred feet and lasts for the spell’s duration. Any creature within that area of effect must make a Wisdom saving throw, taking 7d4 psychic damage on a failed save, or half as much damage on a successful one. On a success, the spell ends. As a bonus, the creature must use a different means of casting the spell, such as casting one against a target that takes 4d6 psychic damage. One of these spells requires at least 1 hit point to succeed, which means that the target must make a Wisdom saving throw at the end of each of its turns to determine which other spell it is on. On a successful save, the target can target whatever spell the spell creates, as a bonus effect of that target's choice. On a failure, the spell is destroyed and the target must take 5d6 psychic damage. This spell creates a protective force around an area of effect of your choice, centered on the spell. An area of effect spell doesn’t dispel a protective force. At any point on your turn that you can see within 10 feet of the spell’s location that is visible to the target, the protective force surrounds it. The protective force is invisible except within the spell’s area. The target must make a Wisdom saving throw at the start of each of its turns to determine which spells it is aware of. If it successfully saves three of these three spells, the protective force ends. When you cast the spell, you can target two more of its three spells as an on-hit effect. You can target the first spell only once; each successive target must make that saving throw at the start of each of its turns. Casting a second or three-spell target as an effect ends the protection from evil, saving for an effect that would end it if it were cast into a greater area of effect spell. Casting a spell that is both a magic, and a magic circle spell, doesn’t protect you from this effect. Any creature that enters a magical area must make a Wisdom saving throw at the start of each of its turns to determine if it has the protection from evil level that it is targeting. It can't target magic
Destructive Storm
150
Instantaneous or 1 hour (see below)
stormy, you cause a body to boom loudly within range. The target has disadvantage on Dexterity (Insight) checks made to listen. A body that isn’t there can't make a saving throw, and the spell ends. It must then make a Dexterity saving throw at the end of each of its turns. On a successful save, the target creature takes half as much damage and isn’t knocked prone. During the spell’s duration, your attacks and spells deal an extra 2d8 damage to the target. This extra damage causes the target to move 2 feet each time it moves, and it gains temporary hit points equal to half the amount of temporary hit points the target has. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Evocation
Detect Animals
Self (30-foot line)
Concentration, up to 10 minutes
You sense the presence of a creature within 30 feet of you and know its name, the name of any kind it carries, or a description of the kind of creature it is. The spell doesn’t report the name or description of the creature to the DM. The spell ends when you finish casting it or your action.
Conjuration
Detect Animals
Self
Concentration, up to 10 minutes
For the duration, you know how many creatures of your choice within range and can sense the location of any such creatures. Additionally, the number of creatures that you can perceive increases by two for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Enchantment
Detect Animals
Self
Concentration, up to 10 minutes
For the duration, you know the range of invisible creatures you sense (including invisible creatures you can see, invisible creatures you can see, and creatures that don’t have any sort of intelligence on them). When you cast the spell, you learn the statistics of each creature you sense, as well as the creature’s Intelligence, Wisdom, and Charisma scores. You learn whether the creature is being watched, where it is being watched, and what it is saying. If the creature you sense is in the town center, you learn its current temperature, direction, and then determine whether it is being watched, whether it is saying what it is saying, and what direction it is turning. If you sense that its temperature is rising, you learn that its current direction is rising, and that its current temperature is falling. If its current temperature is dropping, you learn that its current temperature is rising again. A creature that is about to make a Wisdom saving throw at the end of each of its turns must succeed on the saving throw first. On a successful save, the spell ends for that creature.
Divination
Detect Aura
Self
Concentration, up to 1 hour
Describe a magical aura that appears on your person. For the duration, each creature you choose within range, up to twenty-five feet out of your ethereal plane, can see and hear the aura through its aura. For the duration, each creature in the aura's range (including you) is immune to being charmed or frightened while charmed by it.
Divination
Detect Creature 30
Instantaneous
You create a nonmagical creature that you can see within range. The creature is friendly to you and can be charmed by you. The target has advantage on Wisdom saving throws against being charmed. If you cast this spell on the same
Detect Creature
Self
Concentration, up to 10 minutes
For the duration, you sense the presence of certain creatures (including yourself) within 30 feet of you. If you sense a creature specifically, you learn its school of magic , if any. The spell can penetrate any barrier, but 1 foot of nonmagical solid metal or 2 feet of stone, 4 pounds of lead, or 5 feet of wood blocks you.
Divination
Detect Creature
Touch
24 Hours
You touch a creature and receive a message that might change its appearance or resolve some unknown magical link that lies dormant within the creature’s natural terrain for the duration. Until the spell ends, the target can use its action to speak the message if able. The target can make a Charisma saving throw. On a successful save, the spell ends for it.
Divination
Detect Elements
60
8 hours
You are able to see into the minds of creatures of your choice that you can see within range. You can also see into the minds of
Detect Elements
60
Concentration, up to 1 hour
You touch one element and send it to another plane of existence for the duration. You can also touch a plane other than your current one and send another element to the same plane for the duration. The spell’s range is 60 feet or 10 miles. The spell ends if you die. A creature drops to 0 hit points, or half as much as it would have if it were hit by this spell. If you cast this spell multiple times, you can designate the spells you wish to end the spell on each casting. You can also end the spell on a different spell slot if you wish.
Necromancy
Detect Elements
Self
10 Days
For the duration, you know the presence, location, and types of all known elements of a certain nature, such as trees, fey, or fey element, of which at least two seem to be attached to a certain location, such as the road leading up to an area of land you designate. Otherwise, you know nothing about any major creatures and magic. You know the extent of the extent of the physical world, its boundaries, and magic items you choose. If your Wisdom score is less than 3, you can‘
Detect Elements
Self
Concentration, up to 10 minutes
For the spell’s duration, you sense an energy field within range and sense its properties visually. You are limited in your movement by this field, and when you do so, you must make a Wisdom saving throw. On a successful save, you automatically assume the form of a divine being, gaining the benefits of any divine or human-level alignment you have. If you fail, you become an undead creature. When you cast the spell’s effect on a creature, you can make an Intelligence saving throw with advantage. On a success, you become immune to this effect for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th
Illusion
Detect Elements
Self
Concentration, up to 1 minute
For the duration, you sense the direction, size, orientation, and direction of invisible creatures, magical lights, and other effects created by a spell of 1st level or lower, as well as the presence, location, and direction of magical lights, lights, and other effects that are active when the spell is cast. Additionally, you sense the direction and size of celestial, meteor, and volcanic orbs, as well as the properties of magical portals created by the following spells or spells of 1st or lower: caldera, cinna, feldrum, gryffindor, jasmine, jasmine circle, k
Detect Elements
Touch
Concentration, up to 1 hour
For the duration, you sense the presence of any element, either metal, stone, or magical—creatures within 30 feet of you. When you do so, choose a different element for its effect to manifest. The chosen element can be a different kind of element, a nonmagical substance, or an unoccupied space of your choice. E.g., a stone dagger created by shunning. F. Other creatures in the area sense the presence of the element. For example, a humanoids step into a mine creates no force, emits dim light of low light, and has a +10 bonus to AC.
Divination
Detect Evil,Enchantment
30
1 Hour
For the duration, a creature you can see within range can’t see other creatures. The target must succeed on a Wisdom saving throw or be blinded for 1 minute. If the target is a willing creature, the blindness ends on it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the blindness effect lasts for 1 hour.
Evocation
Detect Evil,ety, or Evil divination
60
60 Hours
Identify
Detect Evil, good and neutral
Self
1 Hour
With this spell, you understand the meaning of any given clue. You sense the direction and direction of any visible creatures that are within 5 feet of the clue and vice versa. When the clue is presented, the DM determines what actions and actions the creature would take by following the rules for the clue, in addition to the creature’s normal actions and casting them. If the creature would be concentrating normally, it might instead choose to end its turn concentrating on a specific activity or task that the clue predicts. If this plan worked for that creature, that creature might be able to communicate with the clue up to 1,000 feet, use it to read out loud, see invisible creatures and manipulate wood, stone or wood products made of wood, while still avoiding detection by other creatures. That creature can be tracked and contacted through the clue, through the trunk or within the trunk of a tree, by accessing the lid of a bottle of wine or by climbing up a ceiling or a ladder that is made of wood, stone, or snow.
Divination
Detect Evil in Its Wood
120
Concentration, up to 1 hour
You detect a supernatural presence within 10 feet of you. You can see into the distance and touch creatures that you can see within range, as long as those creatures are within 30 feet of you. If the creature you touch is undead or comes from memory, the creature must be under the target’s control when it moves within 30 feet of you or when it dies.
Divination
Detect Eye
120
Concentration, up to 1 hour
You spot bright light in a spot of bright light within range, similar to the way you spot dark food and dark food at a dimly lit or dimly lit corner of a room. If there is no dim light, the spell is invisible. The light, however, doesn’t pass through walls or openings, and it fails to enter or exit closed doors or drawers. The sight of
Detect Faith
Self
Concentration, up to 1 hour
Detecting the faith of a creature—including any sign that it is being questioned or disbelieved—indicates that the creature is truly dedicated to the Faithful and dedicated to its deity. For the duration, the creature has advantage on all Wisdom checks. For the first time on a creature’s entire turn, the creature can act on its own turn. Moreover, on each of its turns for the duration, the creature can act only on its own turn. While �
Detect Faith
Self
Concentration, up to 1 hour
For the duration, you sense the presence of God and of divinity in nonmagical creatures on the same plane of existence. For the duration, a creature isn’t affected by divinity but believes in an entity other than God that is different from the creature it is based on. For the first time in a day, a creature can identify with divinity and become an esoter or divinity, based on whose eyes it is touching, a symbol or a mark of divinity. The spell fails if you use a concentration on divination spells that identify with divinity, such as the Wisdom of the Wind or Wisdom of the Storm. If you cast the spell while your concentration is active and it is on hiatus, you have advantage on all Wisdom saving
Detect Faith
Self
Concentration, up to 1 minute
For the duration, the willing creature knows that there is a divine being within range. Until the spell ends, the creature has advantage on all Knowledge checks, ability checks, and saving throws. While you are casting the spell, the creature is immune to all damage and effects, including those of a member of the opposite sex (including those of creatures
Detect Faith
Touch
Concentration up to ten willing creatures of your choice within range. You sense the appearance of creatures that you can perceive (no senses or memory, only senses and memories of things that are perceived). You sense the following things when you cast this spell. • Faithful creatures, such as angels and demons, have a 40 penalty to AC while disguised. • Loose clothing created by divination magic has a 25 percent chance to cause clothing magic-related mishaps so severe that they can permanently void or obscure reality. Whether an accident or a failure of one of the spell’s construction led to a mishap other than a mundane failure, the garment is pulled out and thrown at the nearest creature or object within 30 feet of it.
Divination
Detect Horrid Metal, Cold metal, stone, iron, or wood
60
Until dispelled, the ability to see invisible objects and even to hear sounds can be extremely helpful against fey. A creature that can attack you must make a Strength saving throw. On a failed save, it can’t attack you for 1 minute. On a successful save, it can send off a loud, shrieking bell that deals 4
Detect Horrid or Horrid Water
150
Concentration, up to 1 hour
You sense the direction and extent of unearthly creatures that orbit the Ethereal Plane and detect their presence inside their environment. For the duration, if any exist on the Ethereal Plane, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check made to hear a creature that you perceive as a creature within 120 feet of it.
Divination
Detect Horrid Stamps
Self
Concentration, up to 1 minute
You learn the identity of a creature that you can see within range. It is a familiar if it appears in at least one of the following categories: humanoid, beast, plant, or magical. The creature can be the same as or different from the creature you described above. If the creature is a creature, you can use an action to dismiss the spell. The creature must be within 60 feet of you, and it must make a Wisdom saving throw. On a successful save, it is no longer frightened of you.
Conjuration
Detect Horrid Truth
Self (30-foot radius)
Concentration, up to 10 minutes
For the duration, you can sense the presence of strange, twisted energies in the mundane world. When you cast this spell, choose one of the following effects. You can locate the presence of these energies in a 20-foot-radius sphere centered on a point you choose within range. • Your senses become more precise. You can sense the presence of creatures as small as those in your vicinity. In addition, you can sense the presence of magical energy as if you were in the sphere. • Your senses become more precise. You can sense the presence of creatures as small as those in your vicinity. In addition, you can sense the presence of magical energy as if you were in the sphere. • Your senses become sharper. You can sense the presence of magical energy as if you were in the sphere. • Your senses become sharper. You can sense the presence of magical energy as if you were in the sphere. • You learn the precise location of traps and other obstacles in the area. You can locate traps and other obstacles in the area as you locate them. • You learn the precise location of magic items in the area. You learn the exact location of magic items in the area as you locate them. • You learn the precise location and location of traps. You learn the exact location of traps and other obstacles in the area. You learn the exact location and location of magical items as you locate them.
Abjuration
Detect Horrid Truth
Self
Concentration, up to 10 minutes
For the duration, you sense the presence of strange, twisted, or cursed energy in the mundane world. When you cast this spell, choose one of the following effects. You can sense the presence of these spirits in a 20-foot radius sphere centered on a point within range. In addition, you can sense the presence of magical energy as if you were in the sphere. • Your senses become more precise. You can sense the presence of creatures as small as those in your vicinity. In addition, you can sense the presence of magical energy as if you were in the sphere. • Your senses become more precise. You can sense the presence of creatures as small as those in your vicinity. In addition, you can sense the presence of magical energy as if you were in the sphere. • Your senses become more precise. You can sense the presence of creatures as small as those in your vicinity. In addition, you can sense the presence of magical energy as if you were in the sphere. • Your senses become more precise. You can sense the presence of creatures as small as those in your vicinity. In addition, you can sense the presence of magical energy as if you were in the sphere. • Your senses become more precise. You can sense the presence of creatures as small as those in your vicinity. In addition, you can sense the presence of magical energy as if you were in the sphere. • The ground beneath you becomes difficult terrain. Each 5 foot-diameter section of ground within 5 feet of the area becomes muddy and impassable. • The area around you becomes difficult terrain. Each 5 foot-diameter section of ground within 5 feet of the area becomes muddy and impassable.
Transmutation
Detect Horrid Truth
Touch
24 Hours
You touch a willing creature. For the duration, the target is affected in one of the following ways: • You sense the nature and location of other creatures that you touch, including their minds and bodies. • You sense the direction in which another creature is going or is currently going. • You sense the direction in which another creature is casting a spell. • You sense the temperature and moisture at the time of casting the spell. • You sense the direction in which a creature moves about. • You sense the direction in which another creature moves about. • You sense the ground or a terrain underfoot when you touch it. • You sense the direction in which a creature moves about by touching it.
Divination
Detect Horrid Water
120
Instantaneous
A
Detect Horrid Weather
Touch
Instantaneous
You touch one object of your choice that is heavily worn or worn out. The object has AC 10 + the spell’s bonus to AC. The object remains in place for 1 minute. A creature can’t attack a creature with this spell until it uses its reaction to attack another. On a successful hit, the target gains no benefit from this spell, even if it has a different spellcasting ability.
Transmutation
Detect Horrid Whispers
30
Instantaneous
You discern the presence of a creature or a sound within range. The creature must be within 5 feet of you when you cast the spell, or the creature must be within 5 feet of you when you cast this spell. The creature must be within line of sight to cast this spell, and it must make a Wisdom saving throw. On a failed save, the creature is cursed with hideous laughter. On a successful save, the creature is immune to this curse. On a successful save, the creature is aware of the curse until the spell ends. If the creature can hear the creature, it hears the creature's cries, but it can't speak. If the creature can see the creature, it can see the creature's movements, but it can't discern its movements. The creature doesn’t know if the creature is aware of the curse until it makes a Wisdom saving throw. On a failed save, the creature is cursed with hideous laughter. On a successful save, the creature is immune to this curse until the spell ends. The creature can’t be charmed or frightened by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 year. When you use a spell slot of 7th level or higher, the duration is 1 year. When you use a spell slot of 8th level or higher, the duration is 1 year. When you use a spell slot of 9th level or higher, the duration is 1 year.
Conjuration
Detect Horrid Wind
30
Instantaneous
You choose a solid, flat surface that you can see within range. You sense the current direction of a whirlwind traveling in that area, and you know the current speed and direction of its movement. You can affect a whirlwind in one of the following ways: • You shape it like a normal whirlwind, creating a 20-foot radius around you. • You shape it as a cloud with a 40-foot radius. • You shape it as a circle with a 60-foot radius. • You shape it as a circle with a 90-foot radius. • You shape it as a prismatic cloud with a 30-foot radius. • You shape it as a prismatic fog with a 60-foot radius. If you are wearing a ring or a similar garment, you can make the ring or garment disappear when the spell ends.
Transmutation
Detect Horrid Word or Description
60
Instant
Detect Hunger and Poison
60
Concentration, up to 1 day
You sense the presence of any hungry creature within 10 feet of you, and you know the direction to that creature. While the target is within 5 feet of you, you make a Wisdom (Perception) check against your spell save DC. On a successful check, the target knows the direction to the Hunger and Poisonous Entity it affects. The spell lasts one day, at the end of each of its turns. If the item drops to 0 hit points, it disappears and can’t thereafter be removed by affecting an equal or smaller number of hit points with one of the following effects. 1. Detects presence of an undead creature or an undead object in 30 feet of the cube. For the next 5 minutes, the creature that created the undead remains in that area, taking 10 percent of its total health when you phantasmal spawn. This spell is suppressed by 1 hour, if more hit points are present in the cube. Detects presence of magical beast in the area. For the next 5 minutes, the undead beast disappears and can’t thereafter be removed by affecting an equal or smaller section of the cube with one of the following effects. 1. Dispel Magic At Higher Levels. If you target an undead creature in a specific location, you can choose an area of ground that you can see within 5 feet of the cube and that fits within a 5-foot cube. You also can’t touch the area. If you do so, your spell ends. If the area is too small to deal with an undead creature, it disappears, and the spell ends without being cast. If the area includes a shore, use its length as the shortest possible route around the shore to the nearest unoccupied structure underwater.
Necromancy
Detect Illumination
60
Concentration, up to 1 hour
You sense the presence of an illusory duplicate of yourself within range, and you perceive the direction in which the duplicates are pointing. The illusion is real and can pass through barriers, as long as you don’t use a Spell slot. If you sense an illusion approaching a creature, that creature must succeed on a Dexterity saving throw or take 2d6 poison damage. If you sense an illusion approaching an object, that object must succeed on a Strength saving throw or be charmed by the duplicates illusion.
Transmutation
Detect Illusions
60
Concentration, up to 1 minute
You gain the ability to see into the mind of another creature. You are blind and deafened until the spell ends, or you are blinded for 1 minute. The blindness ends if you fall unconscious or if you are incapacitated, or if you have enough concentration to live for the duration. You can also see invisible creatures and nonliving objects in the area, but you can’t see through them. You can use your action to dismiss this spell as an action.
Conjuration
Detecting the Path
30
Concentration, up to 1 minute
For the spell’s duration, you gain the following benefits: • You gain a telepathic link with one creature you touch as a bonus action. • You can find the location of a fixed location you select along with any creature you target. • You
Detect Magic and Dimensional Interference
Self
Concentration, up to 1 minute
You attempt to sense and manipulate the properties of objects and magical objects within range. Choose up to three nonmagical objects within range, and you hear the sound of the object as if it were an object. When you cast the spell, you can examine the object in question, and you can examine the object for up to four hours. The spell can’t penetrate barriers, magical doors, or other magical barriers, and it doesn’t detect magic or objects within 30 feet of each other. While the target is within 30 feet of any such magical or magical object, the spell fails.
Transmutation
Detect magic and poison
Self
Concentration, up to 1 minute
You sense the presence of an object or a magic item within range. For the duration, the object or item is of the type you chose, but the creature’s magic becomes faint if you cast this spell again. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Divination
Detect magic and poison
Touch
Detect magic beast
Self
Concentration, up to 1 minute
You touch a magic beast that you can see within range. Until the spell ends, it obeys any verbal commands you issue to it. If it does so, it makes a Wisdom saving throw. If it fails, it takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. The damage type determines how the beast speaks, acting as the beast's language. If it doesn’t speak, it takes 4 acid, cold, fire, and lightning damage. If it doesn’t speak, it takes 4 acid, cold, fire, or lightning damage, or half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 4d6 and the damage increases to 5d6. The damage increases by 1d6 for each slot level above 2nd.
Evocation
Detect magic damage
Touch
Until dispelled
You touch a material object that is not a magical object that you can touch, such as a writing pad, a ring or a key, and you detect the presence of a spell of 3rd level or lower on the target. If you cast this spell on the same object twice, the spell is suppressed until it is dispelled again. If you cast this spell on a spell that is not a magical object, the spell is suppressed if it is on the same object as the spell.
Abjuration
Detect magic DC
Concentration, up to 1 minute
Touch up to five creatures of your choice that you can see within range. If you do so, the target gains the following benefits: • You can sense the presence of invisible creatures within range. • You know the location of hidden objects within range. • You can see invisible creatures within range, but you cannot discern the presence of creatures that aren’t wearing or carrying equipment. • You can see invisible creatures that are invisible to you or that aren’t wearing or carrying equipment. • You can sense invisible creatures that aren’t wearing or carrying equipment. • You can sense invisible creatures that aren’t wearing or carrying equipment.
Transmutation
Detect Magic (Investigation)
30
Concentration, up to 1 minute
You can target a creature for the duration. If the target is a creature, it can’t target a creature. The target can make a Constitution saving throw on a failed save. On a failed
Detect Magic (Investigation)
60
Concentration, up to 1 minute
You target a creature within range, targeting it for the duration. If the target knows a specific creature for which it has no effect, the target can make a Wisdom saving throw. On a failed save, the target can make a Constitution saving throw (your choice) until the spell ends. On a successful save, the target is immune to this effect for the duration.
Illusion
Detect Magic (Investigation)
60
Concentration, up to 1 minute
You target a creature you can see within range. The target can make a Intelligence saving throw. On a failed save, the target realizes the damage and can make a Wisdom saving throw at the start of each of its turns. On a failed save, the target is immune to this effect for the duration.
Illusion
Detect magic in wood, mud, or stone
Necromancy
Detect magic item
30
Instantaneous
You sense the presence of magic within a treasure chest. You or an object that you can see within range, such as a wand, can be found there. The treasure chest contains a magic item for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures for each slot level increases by 1 for each slot level above 6th.
Enchantment
Detect magic, lesser restoration
Self
Concentration, up to 1 minute
You sense the presence of an object within range and can detect magic, such as a scroll, in it by studying it for 1 minute. As you do so, you can make a new warding action against one of the following effects in addition to the normal course of action: • You sense an object within range and can sense it in the hand of a friendly creature for 1 minute. • You sense an object within range and can sense it in the chest of a friendly creature for 1 minute. • You sense an object within range and can sense it in the hand of a hostile creature for 1 minute. You can also detect magic, such as a scroll found within a chest of treasure, in a chest of force, or in the hand of a friendly creature.
Transmutation
Detect magic objects and objects of greater description (limited edition)
Touch
1 Round
You touch a magic object that is an equal volume of magic. It has an Intelligence of 7 and a Wisdom of 7. The object is of natural or magical origin and is of no more than Medium size. The object can be worn or carried by another creature. You decide which magic object is magical and whether it has an Intelligence score, which is Intelligence based, or its magic score, which is Intelligence based. The magic score determines the magic of the object. The magic score is a construct of the object’s shape and size, and it is cumulative with your Intelligence modifier. The magic score can be changed by using the following magic check (the magic score of any other object you touch is ignored). If you change the magic score, the object is no longer magical. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the magic score increases by 1d6 for each slot level above 1st.
Detect Monster
Self
Instantaneous
You trace a creature’s alignment and give it a +4 bonus to all attack rolls you make with it. The target must be within 30 feet of the creature’s alignment. The target can’t be charmed, frightened, or otherwise affected by any of the following effects: • You know what the target’s alignment is, to the best of your knowledge. • The target’s alignment determines how it behaves, such as the creature’s alignment, its alignment, and how it behaves with other creatures. • You can determine the target’s alignment based on any of the following factors: • The creature’s alignment. • The creature’s alignment can be changed, but not negated. • The creature’s alignment can be changed, but not modified. If you change the alignment of the target, you can change it back to the original alignment.
Divination
Detect nature
Self
10 minutes
If you are near a place or object with a natural or manganese symbol or an astrological symbol at its center or outside, its natural radiance can be discerned from within the visible space of at least ten feet away. Thus, if you are standing on a cliff edge or just beyond the edge of a cliff, the symbol can be discerned from within ten feet of the point at which you cast the spell.
Divination
Detect Object
150
Instantaneous
A sphere of red light emanates from you and disappears when you dismiss it. You choose a point within range. If it is a point within 5 feet of you, you can move in that area as long as you can see it. You can also move to any distance you choose. A sphere of bright light is centered on that point. A creature that ends its turn in the sphere must roll a d6 to see the sphere as it rolls. A creature in the sphere must succeed on a Wisdom saving throw or become blinded for 1 minute. A creature that can’t see the sphere must succeed on a Wisdom saving throw or take 2d8 radiant damage.
Conjuration
Detect Plants
Self
Concentration, up to 1 minute
You snip plants and other nonliving creatures' senses from them, and cause them to obey your voice. Plants can be destroyed by spells that target them or when a plant dies.
Transmutation
Detect Poison and Disease roll
30
Concentration, up to 1 round
Until the spell ends, you can discern poison and disease on a creature of the chosen class within range. You can also discern magical diseases, such as those described in the DMG, and diseases of other classes, such as those described in the DMG, are discerned by others. These diseases can’t be cured by cures for diseases.
Poison and Disease At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can specify diseases that can be cast by you or by a spell slot other than this spell’s. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of diseases that can be discerned increases by one for each slot level above 6th.
Conjuration
Detect Poison and Transmute to Unbearable Grace
Self
Concentration, up to 1 minute
For the duration, you have perfect alignment and are immune to poison and other poisonous spirits' effects.
Divination
Detect Poison Arrow
90
Concentration, up to 1 hour
A bright light flashes from your pointing finger and reaches for one creature within 30 feet of you. The target must make a Dexterity saving throw. It takes 1d8 poison damage on a failed save, or half as much damage on a successful one. A poisoned creature can make a Constitution saving throw at the start of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlO for each slot level above 1st
Abjuration
Detect Poison Arrow
Self
Concentration, up to 1 minute
You choose one object that you can see within range and that fits within a 5-foot cube. You sense whether the object was ever within the 5-foot-cube or not. If the object is either, or is moved more than 5 feet from the object, you learn the location of the object and the spell ends early. You can use this spell a number of times per day equal to your spellcasting ability for a short period. When you do so, choose one object that you can see within 5 feet of itself. If you cast this spell using a spell slot of 3rd level or higher, the spell lasts for the duration. When you use a spell slot of 4th level or higher, you learn the object’s location and the spell ends. When you use a spell slot of 5th level or higher, you learn the object’s location and the spell ends.
Evocation
Detect Poison, cold
30
Concentration, up to 10 minutes
You sense the presence of poison, a vulnerability that can be difficult to counter. When a creature has a vulnerability score of 3 or lower and at least one other creature’s vulnerability scores have been lower than 3, you determine the nature of the vulnerability by examining its nature and the nature of the other creatures conditions. This spell doesn’t count against your vulnerability statistics. If you drain the source of the poison, the spells used by the spell are suppressed. The spell can be dispelled by succeeding casting of the Spell-Taker or by succeeding use of the Water Breathing tool.
Divination
Detect Poison, Cold, Lightning, psychic, psychic wave
Self
Concentration, up to 1 minute
You sense the direction, presence, and intensity of creatures, plants, water, air, and stone, and you know whether the spell is real or imagined. You learn the physical characteristics of each creature within range, as well as the physical forms, emotions, and intellect of its elementals. To sense a creature's pathos, the creature automatically makes a successful Wisdom saving throw against poison and a successful Wisdom (Perception) check against your spell save DC increases by one; if it fails its saving throw against poison, it can reroll its saving throw to restore 3d8 bludgeoning damage. When a creature uses its action to move near a poison or stone creature or to step within reach of it, the creature can make a Strength saving throw. If it succeeds, the creature is no longer poisoned and remains within 5 feet of it. A Huge or larger creature (such as a witch, demon, or wyvern) that enters the warded location for the first time on a turn or starts its turn there must immediately move away from the location and use its movement to do so.
Evocation
Detect Poison DC
10
Concentration, up to 1 minute
You touch a creature and hear the words of poison, which can be any of the following poisons. You can also see into the creature's space. The creature isn't blinded, deafened, or affected by another poison. The creature must make a Wisdom saving throw. On a failed save, the creature regains all of its hit points. When the spell ends, the spell is no longer in effect. Poisoning. At Higher Levels. At Higher Levels. At Higher Levels. At Higher Levels. At Higher Levels. At Higher Levels. At Higher Levels. At
Detect Poison, deafened, and undead
Touch
Concentration, up to 1 hour
You sense the presence of one kind of poison, a poison with a range of touch and an area of influence poison. You sense any intensity within 5 feet of you as deadly poison, a poison with a range of touch 200 feet and a range of affect touching undead. When you cast the spell, you learn the intensity at the top of the list, based on the type of poison, the greater the likelihood that the poison occurs within the same area. In addition, when you do, you learn the likelihood of using the spell for the first time on a creature within 5 feet of you. If the likelihood of using the spell for the first time is greater than 5 percent, the spell ends.
Abjuration
Detect Poison, deafened target
Self (60-foot cone)
Concentration, up to 1 minute
You create a 10-foot-diameter circle of invisible force centered on a point you can see within range. A creature must make a Wisdom saving throw. A creature takes 3d10 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this
Detect Poison, Deception, and Wisdom (Perception) arts
Self
1 Hour
For the duration, you can see and hear only one creature of your choice within range, and you can’t see a creature that is neither here nor that has any sort of senses other than verbal and somatic.
Divination
Detect Poison/Deuterium/Earth
Self
Concentration, up to 1 minute
You sense the presence of poison within a 5-foot-radius sphere centered on a point you can see within range. If the point is a point you can see, the spell ends. The sphere is a 10-foot-radius sphere centered on a point you can see. The sphere is heavily obscured, and it is difficult for creatures of light or smaller to see through it. The sphere is difficult to hit, and it can’t be targeted by ranged weapons or armor. The sphere can contain up to 10 pounds of earth, which is difficult to defeat. The sphere remains in place for the spell’s duration. When you cast this spell, you choose one creature you can see within range. The chosen creature must be within 5 feet of you, and it can’t be charmed or possessed by a specific creature. The chosen creature can’t be targeted by spells or objects. The chosen creature disappears when it drops to 0 hit points or when the spell ends. If the chosen creature is not charmed or possessed by a specific creature, the spell ends. Detect Poison/Deuterium/Earth
Self
Concentration, up to 1 minute
You create a 10-foot-radius sphere of fire and dim light in the air that can be illuminated only by a torch or lantern. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 3d6 poison damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Enchantment
Detect Poison, DEX Whirlwind
150
Concentration, up to 1 minute
You extend your hand and trace a path that leads to an unoccupied space you can see within range. You choose a point on the ground within range. A creature must succeed on a Wisdom saving throw or be charmed by you for the duration. At the end of each of its turns, a charmed by you turn, and when the charmed by damages are factored in, it can repeat the saving throw. If a creature succeeds on the saving throw, it can choose a different destination destination after the spell ends. You can also use your action to move a distance of up to 10 feet over sand or grass while you are charmed. You can see through your handomenon the hand that I am tracing. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation
Detect Poison, Disease, and Lightning
Self, up to 1 hour
You create a spectral apparition that appears in the space of a instantaneous 1-minute duration. The apparition disappears when it returns to the spell’s original location. The apparition is friendly to you and can identify you as your master. The apparition disappears when it has reached the maximum number of feet it can travel. When the spell ends, the apparition disappears. Until the spell ends, this spell has no effect on you or on any creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the casting time increases by 1 hour for each slot level above 2nd.
Illusion
Detect Poison, Disease, and Magic for 7 Days
Self
Concentration, up to 7 days
You gain the ability to read the physical world of a creature you can see, a creature that can't see you, or a place that has a certain feel or meaning. You also learn the location of all other creatures, as long as that place isn’t directly over the edge of a prison.
Divination
Detect Poison, Disease, and Poison Arrow
30
Concentration, up to 1 hour
You spot a poisonous creature within range and use an action to poison it. The target takes 2d8 poison damage and is engulfed in poisonous vapors for the duration. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Detect Poison, Disease, and Slumber
Self
Concentration, up to 10 minutes
For the duration, the willing creature you touch has resistance to poison, fire, and metal poison. If you have the disease, it deals poison damage equal to 1d8 + your spellcasting ability modifier. The damage can’t reduce a creature below 10th level or higher before the spell ends.
Transmutation
Detect Poison, Disease, and Slumber
Self
Concentration, up to 1 minute
Make a damage cast on yourself or a creature you touch. You have resistance to poison, fire damage, and uranium damage, both of which damage objects in contact with you. If you hit a creature with a poison or uranium damage, that creature has a 20% chance to become diseased and poisoned, and has disadvantage on attack rolls against creatures other than you. The spell ends if you cast it again or if you cast it again enough times to become diseased or poisoned.
Abjuration
Detect Poison, Disease, and Smite
Self
Concentration, up to 1 minute
You conjure up a harmless illusion of a creature with which you are familiar. The target must make a
Detect Poison, Disease, and Smite
Self
Concentration, up to 1 minute
You conjure up a harmless illusion of a creature with which you are familiar. The target must make a Wisdom saving throw. On a failed save, the target is charmed by the illusion for the duration. If the target succeeds on this saving throw, it can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Detect Poison, Disease, and Steel
Self
Concentration, up to 10 minutes
For the duration, you can sense the presence and location of poisons, magical diseases, and similar creatures within 30 feet of you. You also identify the kind of poison, disease, or disease-inducing substance that the creature is familiar with on the ground. The spell can penetrate most barriers and barriershairstlessly, or a spell of 5th level or lower can be cast as an effect of your choice. As part of casting as an undead creature, you retain your human form, which is that created by the original casting of the spell. You retain your life force, as well as your animating magical child, though your original form is no longer with you. You retain your soul, which can be had from anywhere in the game. When the spell ends, any remaining components of your original form are gone. A creature that obeys your voice or recognizes you as such is unaffected by the spell. The spell’s language also isn’t affected, since the creature doesn’t speak.
Divination
Detect Poison, freeze, and suffocation
30
Concentration, up to 1 hour
For the duration, you can sense the presence,
Detect Poison or Acid
Touch
1 hour
By touching a poisonous plant or tree, you can detect the presence or location of poison, acid, or an unknown poison or poison gas within 5 feet of the target. You can choose a poison or poison gas and have it affect the first creature you choose for that poison or poison gas.
Divination
Detect Poisonous Food and Drink
30
24 Hours
You know the location of poisons and other poisonous substances in an area within range. When a poison or a substance that appears to be a poison appears in a poison or substance that appears in a poison or substance, you have a direct knowledge of its source and possible triggers. The spell can locate the item or substance, but otherwise determine its harmful and possible triggers. If a poison or substance appears in an area of danger to the creature, you know the area and its current condition, but you can’t link the two information together.
Transmutation
Detect Poisonous gas
30
Instantaneous
You learn the location of a poison that is poisonous to one creature you can see within range. The spell is suppressed. It persists until the spell ends. A creature that uses its action to determine its location on the map in this spell’s text box is poisoned if it can’t reach for it.
Evocation
Detect Poisonous gas
60
Concentration, up to 1 minute
A 1-foot-diameter cylinder of liquid gas appears in the ground in a 5-foot-radius sphere. The cylinder is opaque to both light and darkness. When a creature drops to 0 hit points, the cylinder explodes. Each creature in the area must make a Dexterity saving throw. On a fail, a creature takes 1d8 fire damage. On a success, a creature takes half as much damage. The cylinder has no air or water in it.
Conjuration
Detect Poisonous gas
Self
Concentration, up to 1 minute
You determine where creatures that aren’t already poisoned by poison are
Detect Poisonous Mist
10
Instantaneous
You cause up to ten poisonous snakes and poisonous plants to appear in a 30-foot-radius sphere centered on a point of your choice within range. Each creature in the sphere must make a Dexterity saving throw. A creature must be within 5 feet of the source of the poisonous plant or snake. The plants that appear within range immediately extinguish all nonmagical and magical poison in the area. A creature can make a Wisdom saving throw against this spell in its next turn. On a failed save, a creature takes half as much damage and is charmed for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Transmutation
Detect Poisonous Things
60
Concentration, up to 1 minute
Choose one object that you can see within range. You touch the object, and the effect persists until the spell ends. If the object is an undead creature, the spell ends for that creature. If the object is a creature, the spell ends for that creature. If the object is a magical item, the spell ends for that item if the creature’s equipment or personality changes.
Transmutation
Detect Poisonous Things
Self
Concentration, up to 1 hour
You choose one thing that you can see within range. You can see in this way: A beast of burden b ecomes a creature of your choice that you can see within 60 feet of it. If you can see the beast, you can see it within range. Otherwise, you are blind. You also see invisible creatures in the area, though they can’t see you. A creature that can see the creature can sense its surroundings, as long as that creature has eyes in the object or object’s eye slot.
Evocation
Detect Poisonous Things
Self
Concentration, up to 1 minute
You choose one thing that you can see within range. You can shape it as you like, using any material component as a template. You can shape a creature’s clothing, weapons, or armor, or any other object or component that is made of material that is made of material. You can also shape a creature’s clothing, weapons, armor, or any other object or component as you choose. You can also shape a creature’s attire, clothing, or any other object or component as you choose. The creature can’t be changed, but it can still possess certain characteristics or traits. For example, if you have a creature with a hat, it can change its appearance if it is wearing it. Similarly, if a creature has a claw, it can change its appearance if it is clawing it. Using this spell for the first time can cause a creature to become diseased. If this spell ends, the spell ends.
Conjuration
Detect Poisonous Things
Touch
Concentration, up to 1 hour
You touch a dead creature that you can see within range. The target must make a Wisdom saving throw. If the target fails, it is poisoned. On a failed save, the target takes 1d12 poison damage. On a successful save, it takes half as much damage. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Evocation
Detect Poisonous Things
Touch
Instantaneous
You conjure up a creature of your choice that can be made into an object or a being. The creature must be within 10 feet of you for the purpose of casting this spell. The creature can be a nonliving creature or a construct, a creature that you can see within 30 feet of you, and a creature that can hear you. In addition, the creature can’t be charmed, frightened, or attacked. The target must make a Wisdom
Detect Poison target
30
Concentration, up to 1 minute
You sense if a poison within range is present on an object within range. The spell also invisibly functions on objects in the area, preventing creatures from seeing through its illusion. If the poison is present on an object within range, the spell fails. If a poison is present on an object within range, the spell fails, and the spell ends.
Abjuration
Detect Smite
Self
Concentration, up to 1 minute
For the duration, creatures have disadvantage on attack rolls against creatures of dark or light blood (your choice). Also, a creature with 5 hit points or fewer hit points is affected first. On subsequent turns, the creature must use its movement to move up to 10 feet in an unoccupied space nearest to where you cast the spell.
Divination
Detect Summons
Self
Concentration, up to 1 minute
For the spell's duration, you have intelligence, and if it has any intelligence, it has that intelligence with you. On your next turn, you can use your action to issue a verbal command to the creature (no action required by you). It must obey the command if it w as required by a demand, or it can make a verbal statement unpack within its body of information. The creature knows only what it knows about the divinity, which it says must be known to the truth, and what it believes to be the truth. If the creature regards any divinity as a lie, it can either say that it believes the divinity to be true or it can say that the creature is mistaken. The creature can make a Wisdom (Perception) check against your spell save DC to disbelieve whatever it says.
Divination
Detect ThoughtsGnome
Self
Concentration, up to 10 minutes
For the duration, you can see into the mind of one creature you can see within range and learn the following statistics: • You know the location of game objects, the location of major temples, and other important sources of information. The target must make a Wisdom saving throw. • You have seen, heard, or written about major temples, including temples dedicated to a god, a god's name, or other significant source of information. The target must also know the location of major temples dedicated to a different god or a place or object no more than 10 feet from the place where the information was first discovered. This spell automatically complete its current scope. • You have seen, written, or written about any significant location on the ground other than one that is no larger than 10 feet in diameter, such as a temple, a tomb, or a place of no greater than 100 feet beneath a mountain. The location’siameter is 15 feet. The spell can’t return to that location after attaining Knowledge (Sith) or Knowledge (Arcana) scores equal to or less than the spell’s maximum.
Necromancy
Detect Traps
Touch
1 minute
You touch a trap that is strong enough to break it. You either end its life or change the creature’s mind and release its trap. The creature must make a Strength saving throw if the spell is on the target. If it fails, it can use its action to call an end to the spell. If it succeeds, the spell ends. If the target of the spell is a creature, it is immune to all damage until the spell ends. The spell ends if the target is no longer in the target’s space or if you cast it again or dismiss it as an action.
Enchantment
Detect Traps
Touch
Describe Tristram
1 Hour
You touch an object that is an object and that has the force and properties of your choice. The object isn�
Detect Undead
120
Concentration, up to 1 minute
You sense the presence of undead within 30 feet of you, and you choose one of the following stigmata to target. If you target either a lich or a minor lich, you learn whether it is a lich or a minor lich. If a lich is encountered among those found undead, it is targeted by this spell. If you cast this spell multiple times, creating multiple casts of the same spell, you can target the same stigmata on a single casting of the same spell. Casting this spell on the same creature or a different one takes a different form. If you target a lich encountered among those who are found in the same spot, this spell fails. If you target a lich encountered among those who are slain within the last 10 minutes of a casting of this spell, your spell fails and the stoma explodes. Each foe within 20 feet of the stoma gains the ability to move to a different unoccupied space within reach, and it makes a Wisdom saving throw to avoid it.
Abjuration
Detect Undead
30
Concentration, up to 1 hour
A ghostly being appears and attempts to enter a target’s memory. If a target succeeds on a Wisdom saving throw when the ghost enters the memory, it is stunned and must either succeed on a Wisdom saving throw or become frightened. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Illusion
Detect Undead
30
Instantaneous
You learn the identity of one Undead creature that you can see within range. The target must make a Wisdom saving throw to avoid being charmed by undead creatures. On a failed save, it is charmed by a creature that is hostile to you. On a successful save, it becomes hostile to you. Casting this spell against a hostile creature causes the target to have disadvantage on its next attack roll, but not on any saving throws. The target is neutralized. The spell has no effect on undead. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target gains the benefit of the following effects: - You can target one undead creature within 5 feet of you with this spell. The target must make a Wisdom saving throw. On a successful save, it becomes immune to this effect for the duration. - You can target one undead creature within 5 feet of you with this spell. The target must make a Wisdom saving throw. On a failed save, it becomes immune to this effect for the duration. - You can target one undead creature within 5 feet of you with this spell. The target must make a Wisdom saving throw. On a successful save, it becomes immune to the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the target must make a Wisdom saving throw. On a successful save, it is immune to this effect for the duration.
Enchantment
Detect Undead
Abjuration
Detect Undead and Plants
Self
Concentration, up to 10 minutes
A celestials strike and lay waste to beasts of prey. Small or smaller creatures and plants that aren't cursed with terrible diseases, such as leprosy, are immune to them. When a creature of the chosen size or shape the creature is hostile toward. The creature has disadvantage on Constitution checks, saving throws, and attack rolls against targets of the chosen size or shape. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 9 days.
Enchantment
Detect Undead
Self (30-foot radius)
1 Hour
You make a detection spell using an undead component, such as a skeletal skeleton, within 30 feet of you. You learn the direction and direction a creature chooses for a detection spell it uses, as well as its normal course of movement. If the creature’s path is blocked, the detection spell fails. The detection spell checks for a specific creature under the category of undead, rather than necessarily for that creature alone. For example, you might determine that a skeleton w soft armor protects a lich against a lich attack. If you already know the creature to be a skeleton, you use detect undead to determine that creature’s path—a fey creature whose main body is in its ministory, for example.
Divination
Detect Undead
Self
Concentration, up to 10 minutes
For the duration, you can read the thoughts of certain undead within range, and choose one of the following possible paths that lead to a different tomb, an area of high demand, or a different location than the one you’re currently on the move. While the target is within 1 mile of any destination where it might have gone missing, a creature that targets the target of this spell can’t be evasive in its answers. The target of this spell can logically deal no damage to the target, and moving so that it is unaware of your presence causes the target to be deafened for 1 minute. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlO for each slot level above 1st.
Divination
Detect Undead
Self
Concentration, up to 1 hour
For the duration, you know the general appearance and location of all creatures that are hostile to you and that have either been slain, maimed or sinned against you. If you sense a hostile creature hiding in an unoccupied space, you find it there when the spell ends, if it isn’t hostile, and if you choose a location within 30 feet of you, that indicates a hostile creature, if it is alive and hostile to you, and the spell ends. While a creature has AC against the spell and is immune to being frightened, frightened by a fear effect, or frightened by a constant threat, its remaining turns are wasted trying to examine the creature and determine which of its three fears are true. It spends its turns trying to guess what the creatures' true features are, as determined by its lore and statistics
Detect Undead
Self
Concentration, up to 1 minute
Find an undead creature or cast this spell on it. Until the spell ends, your spell determines whether the creature is undead and moves it according to its nature and the statistics of its game statistics, except for a number that indicates a strong urge to become undead. It is possible for it to grow enmity between you and the creature. The creature’s intelligence is 13, and it has AC 15, and it has saving throws against spells and necromancy spells. You can’t detect a creature if it is invisible. If your spell fails, the creature simply reappears, and you have advantage on the attack roll if it died while on the spell reservation. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures affected by it increases by two for each slot level above 1st.
Abjuration
Detect Undead
Self
Concentration, up to 1 minute
You create a necrotic fog that fills the air within 5 feet of you and spreads around corners as you choose. The fog can be up to 10 feet wide, 20 feet high, or 20 feet deep. It lasts until you dismisses it. The fog spreads out to any number of 100 feet of area, centered on a point you choose within range. Until the fog disappears, any creatures on the ground in it are invisible and have a -1 penalty to AC, saving throw, and attack rolls. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fog spreads out to any number of 1, 2, or 3 points beyond the fog area.
Abjuration
Detect Undead
Self
Concentration, up to 1 minute
You determine whether an undead creature that you can see or that it can see within five feet of you is undead. This spell has no effect on undead. Until the spell ends, you can see and hear the undead. The undead's hit points are determined by the number of hit points of the creature you choose. If the creature is undead, it is immune to being charmed, frightened, or knocked unconscious. While the creature is charmed, it can use an action to make a Charisma check against your spell save DC. On a success, the creature is no longer undead. The creature is immune to being frightened or knocked unconscious. It and all other undead that it touches must make a Charisma saving throw. On a failed save, the creature falls unconscious while it is charmed, frightened, or knocked unconscious. If the creature is knocked unconscious, it rolls a d10 and takes 1d10 necrotic damage of its own choosing. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 5th.
Transmutation
Detect Undead
Touch
Concentration, up to 10 minutes
For the spell’s duration, you touch a creature who doesn’t speak a single word. For the duration, that creature doesn’t need to breathe, eat, or drink, and it disappears when it regains hit points.
Divination
Detect Undead
Touch
Instantaneous
You touch a creature and choose one of the following properties. One of the properties applies to undead. The target’s game statistics, if any, are replaced by that of the creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
Enchantment
Detect Visions
Self
Concentration, up to 10 minutes
You manifest subtle shapes and magical effects inanimate objects you can see within range, such as those of stone, wood, or stone crystal. Until the spell ends, objects created by ranged attacks have advantage on these attacks. If you sense an invisible or imperceptible creature in an area or within an object if it is visible or invisible, you learn its true location and forms. Also, you can use your movement to move the hand in that area or to move a flat surface.
Divination
Detect Wart
Self
Concentration, up to 10 minutes
For the duration, you sense the presence of certain warts within 30 feet of you. If you sense a wart (and if it is a magical devil), its location is immediately visible to all creatures in that circle. The wart’s location is a mystery to you. The wart’s basic nature is unknown, but it does things that you might expect if the wart had intelligence in the lizard’s case. The wart vanishes if it is ever found or if its location is directly across a cliff. If you sense a wart’s location using your spellcasting ability, you learn its school of magic , if any, and how that school is structured. The wart’s school is based on cursive writing, and it is likely to be written in a special talismanic language you know. If your school has no known magic, such as a sigil or a lorebinder’s spell, you learn its school of magic from the scroll you use to access the scroll. If your school has an understanding of one of its school of magic, you understand one half of the school’s curriculum, even if you know nothing about its school. Your school must be within 120 feet of each other when you cast the spell, and you must be touching the scroll when you cast it. Once you reach into the wart’s school and read the text, you learn the rest of its school of magic as you do at the scroll you inscribe on the wall. You learn the inscribe’s meaning, which must be borne in mind when you cast the spell. When the scroll is completed, you receive a correct sense of sense in return for the service rendered. You can’t receive any other sort of payment for your efforts. To receive payment for your efforts, you use a form determined by the warded circle. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the warded circle has
Detect Water
30
Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell’s duration, the beast has advantage on the attack roll if it can’t see the attacker—and the creature must make a successful Wisdom saving throw to avoid being charmed.
Abjuration
Detect Water
30
Divine sorceriesprite
Choose one solid object that you can see within range and that fits within a 10-foot cube. You sense the direction your magic will flow, manipulating any object within range that fits within the cube you imaged
Detect Water
Self
Concentration, up to 1 minute
You sense the presence of any object within range, whether magical, mundane, or otherwise visible. The sensor can be as small as an or as large as a as your size; the sensor doesn’t need to be a solid object. You can detect a creature within 5 feet of any object you sense within range. You can exclude any object that you perceive as being within 5 feet of any object from this awareness check. If you detect a creature as targeting an object, any creature that encountered the creature must roll a d8 and add the number rolled to the total. You can also change the target’s location if you like. You can’t forage for food while this awareness check is in effect.
Conjuration
DetectWitch
Touch
1 Hour
You touch a channelled witch’s true nature and make her wreathe and knit into simple shapes that mimic her true nature. Until the spell ends, she has advantage on Intelligence (Investigation) checks and ability checks. While that creature is within 30 feet of you, you can use your action to examine the witch’s true nature, which must be viewed in that light. You can see into the witch’s stone body and determine what form that form takes, either as a horizontal plane (such as a tiefling pattern on a rock surface or a shimmering orb pattern on a hard floor) or vertical. The wreathe and knit together appear to belong to the same form and have the same basic properties. Once determined, the wreathe and knit patterns dissipate before they dissipated. When all of this wreathing energy is dispelled, any creature or object within 30 feet of the wain’t affected by her spells is conjured a horselight in accordance with your alignment and magically restored to life. The wreathe and knit patterns can’t leave the spell’s magical body, nor can they appear where the witch would normally. The horselight creates a magical barrier between you and the wain. The barrier lasts for the duration, and a creature moving through the barrier must make a Dexterity saving throw. It takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. The barrier protects against ranged weapon attacks and armor piercing attacks. The spell’s damage increases by 2d8 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Determine Flame and Rock hazard
Touch
Concentration, up to 1 minute
Until the spell ends and flammable objects fall to the ground, each creature that ends its turn within 5 feet of the surface must succeed on a Strength saving throw or become restrained, exposed, or damaged for the spell’s duration. The restrained target can use an action to make a Strength or Dexterity check (the target’s choice) against the spell’s saving throw DC. On a success, it is no longer restrained and can use its action on each of its turns to make another Strength or Dexterity check (the target can’t use strength or Dexterity to defend itself).
Evocation
Dilithium ore
90
Instantaneous
You expend some of your physical energy and force through your body to reshape an alloy
Dilith's illusion
60
1 Hour
A shimmering force radiates from you in a 30 foot radius around you and that portion of the creature’s reality that was free when you cast the spell disappears. The illusion lasts until you dismiss it as an action or through a wish spell cast on you.
Descocation
Dimensional Anchor
60
Instantaneous or 1 hour
You create a portal that extends and extends as far as you can imagine into the sky and ends there. You can move through the portal as a bonus action. While in the portal, you can enter and exit the portal from any space you can see within it. Any creature or object that enters the portal must make a Dexterity saving throw. If it fails the save, the portal is blocked until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create a portal that can be opened by one of the following options: 1. An archway in the sky, which is a 10-foot-radius sphere that extends up to 30 feet. The portal is open to all creatures within it. 2. A gateway to another dimension that is directly opposite to the portal. The gateway is a solid, stone-encrusted stone. The gateway can only be opened by a creature of your choice that you can see within it. The gate can be opened by any creature that can see it. If you use a spell slot of 6th level or higher to open the gate, you can also use an action to teleport your target to the portal. If you teleport to a different dimension than the one you entered, the gate can be closed again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can open the gateway by using an action that requires a slot of 6th.
Transmutation
Dimensional Anchor
Touch
Concentration, up to 10 minutes
You touch one object of unknown size or shape, and it flies toward a point you choose within range. The object can be anything you choose, including a celestial, a common, or an unoccupied space that is within 30 feet of the object. You can make the object appear to be anything you choose, including a cube or a large cylinder. If you make the object appear to be a celestial, you can make it appear to be a common, or a large cylinder. If you make the object appear to be a common, you can make it appear to be an unoccupied space that is within 30 feet of the object. A creature must make a Dexterity saving throw to avoid being charmed, frightened, or frightened again. As an action, you can move the object up to 20 feet and make it disappear. If you don’t move the object, the creature must succeed on a Constitution saving throw or become frightened and frightened.
Transmutation
Dimensional Anchor
Touch
Concentration, up to 1 hour
You attempt to pass through an area of water, a space that you can see within range. The area you try to pass through is one you can see within range, and you can target up to ten nonmagical objects within range. Each object must be within reach of a creature. The objects can be both partially or entirely hidden or obscured by objects created by other means. If you target a space that is difficult or impossible to reach, the object might be moved around. When the spell ends, the object’s space is filled with a faint, spectral sound like a whir of a club. For the duration, the object’s space is difficult or impossible to reach by any means, and objects that aren’t there are engulfed in flames.
Transmutation
Dimensional door
100
1 Hour
A portal opens on a point you choose within range. The portal opens into a teleportation zone that has the same physical structure as the passage you chose. Loose portals, made of glass or metal, open into open spaces or out of doors in the area. The portal is 1,000 feet long, 30 feet high, and 1 foot thick, and blocks line of sight but no sound or reflection except from a 300-foot radius. The portal is imperceptible to the naked eye except through barred or loose portal construction. It can’t close its eyes, activate magic items, or enter a labyrinth or other secret passage. The portal’s space is difficult terrain, and creatures that enter the portal through it into the open space are trapped. Each time you cast this spell, you create a 3-foot cube on each side of a cube you choose. You can create any floor plan you choose, line of sight or no-lighted dimension. Anything on either side of the contiguous room is assumed to be a floor plan of your choice.
Conjuration
Dimensional door
100
24 Hours
You create a portal that leads to an extradimensional space beyond the scope of reality you specify. This portal opens into an extradimensional space created by the teleportation spell. Until the spell ends, a primordial door with a glowing, malleable opening appears in the space you chose within range on the ground or a door with a movable opening appears in the air (if available). The door appears on each door within 10 feet of your space and is a visible barrier against verbal attack from creatures other than demons or half-dragons. The door can have one or more doors on it that open into a extradimensional extradimensional space created by the spell. You choose a door created by creating such a door. The door is 5 feet wide and 7 feet tall, and it can be open to allow movement through the portal. When shut, the door reveals a portion of the visible interior and opens from the outside at the edge. Any creature privy to the planar planar corridor, such as a creature who knows the planar route, is instantly transported to it.
Transmutation
Dimensional Door
10 Days
8 hours
This spell is a portal to space inside your own dimension. You create a portal in the space you wish to go. You are free to move away from the portal to another dimension. You can also choose to move away from the portal and return to it. You can also choose to teleport to another dimension at any time. The portal is a small and very narrow, about 1 mile long and 4 miles wide. The portal is open to the public and is free of physical or magical properties. The portal is difficult terrain and contains no known creatures, magical items, or other objects. You can use your action on each of those turns to teleport to a different dimension. You
Dimensional door
120
24 Hours
You create a circular, 10-foot, 10-foot-high passage sealed by a quicksand. The passage is 30 feet long, 10 feet wide, and 6 inches thick. An extradimensional door can be opened into any other dimension, as long as it is made from nonmagical lockable material that can be opened from a slot of 5th through 10th level. Alternatively, you can make a sealed passage open only to the general public. The sealed passage is impervious to fire damage and can’t rust; however, whenever flames or magical energy strikes it, one of those bolts can blast the door open and deal 1d4 acid, cold, lava, saltwater, or 13
Dimensional door
120
8 Hours
A door, placed somewhere infront of a point within range, appears at the point of a creature’s gaze and is immobile so that it can pass through openings as small as a 20-foot-
Dimensional door
120
8 Hours
You create a portal that leads to a dimension beyond the range of normal physical contact. The portal is a sphere with a diameter of 20 feet and a height of up to 30 feet that can be opened with a simple touch. The portal is opaque and lasts for the duration. When the portal opens, any creatures that entered or passed through the portal are barred from entering it. The barrier is nonmagical in nature and can’t be targeted by ranged or missle attacks. When the barrier opens, any creatures inside the portal are barred from entering it. The portal can pass through any barrier if one is present, as in the case of a barred door. The barrier is nonmagical in nature and can’t be targeted by ranged or missle attacks. When the barrier closes, any creatures in the area are trapped. The extradimensional space for each creature is limited to the space that you determined in your DM's Monster Manual (not including the area’s original dimensions and dimensions outside the portal). Creatures that left the portal are barred from entering it. A creature is also considered outside the portal if it’s visible position is impossible beyond that limited area. A creature’s speed is halved in the area, and it is immune to all damage and has disadvantage on saving throws and attack rolls. A Huge or larger creature is barred from entering the portal if that creature is more than 100 feet away from it. For example, a Huge or larger creature might be barred from entering the Great Smoky Mountains if it lives in the area. A Small aberration or fey spellcaster’s spell destroys the barrier.
Evocation
Dimensional Door
120
Concentration, up to 1 minute
You make a portal that leads to a point within range. The portal opens to a point you choose within range. A portal is an open space you can see, and it is difficult terrain. The portal is an open space that can be difficult terrain. The portal is made of stone, wood, or stone conduit that passes through a point you choose within range. A point that you choose within range opens to a different dimension. A point that you choose within range opens up to one dimension above the one you chose. A point that you choose within range opens up to one dimension below the one you chose. A point that you choose within range opens up to one dimension beyond the one you chose. A point that you choose within range opens up to one dimension above the one you chose. You can use your action to teleport up to ten feet away from the portal to any dimension you choose within range. A portal opens when a creature passes through it. You can use your action to teleport up to ten feet away from the portal to any dimension you choose within range.
Transmutation
Dimensional door
150
1 Hour
You create a door made of the same material as the door you cut out of an object you are making from, a nonmagical opening that allows a creature of Medium size or smaller (such as a human being) to enter the area and exit the effect created by a spell slot opening or creating a spell slot of Medium size. The door appears at the top of a room (the same as the one you choose for the spell) that you create, so that a Large or smaller creature or object can pass through it and reach the door. When such a creature or object reaches the top of the room, it must make a Strength saving throw. On a failed save, it takes 14d8 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the damage increases by 1d8 for each slot level above lst.
Conjuration
Dimensional door
150
24 Hours
You create a portal below your current plane that can be opened in any of the following ways: • A portal is a portal open to the Ethereal Plane that lasts until its target leaves the current plane, up to 24 hours; or • A portal is a portal open to the void that lasts 24 hours or less, or a portal that is so small as to physically impede movement in any other way that you choose. The portal is made from opaque silver or iron and requires an open space filled with thick fog to enter. An opening lasts for 10 minutes when opened, though creatures have disadvantage on Dexterity checks made to close the portal. Any creature that enters the portal and enters from behind exits it straight through the portal. If any creature attacks you, you can use a bonus action to reduce the creature prone to 0 hit points by one step, and it makes a Constitution saving throw. On a failed save, it causes one of the portal’s two floors to buckle and crash down. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create an open portal up to 60 feet in length with a 5-foot diameter diameter opening opening at the base of the warp.
Sight
Conjuration
Dimensional Door
150
48 Hours
You create a door or window that can be closed to let down-level creatures or magically open doors and windows that are animated or locked when not in use. For the duration, an animating door, or window opening, can’t be opened or closed by an attack action or a spell of 5th level or lower. When you cast the spell, choose a nonmagical opening (such as a window) on the floor of the cube created by the door’s opening. The door’s opening must be visible to you and must be within 500 feet of you (if it isn't, you can use a bonus action to cause the staircase to open). You choose one of the following possible opening opening options for the door: • A slot window open on the floor • Beads • Curses • Doors or windows magically animated
Dimensional door
15
10 minutes
You create a labyrinth of stone and metal doors that have a 10-foot diameter and appear inches deep and 10 feet wide at the base. Each door spans a 5-foot cube that is 5 inches thick. When closed, each door leads to an extradimensional location of a form you choose, such as a chest or a portal. If you can’t bind a door or a creature to a extradimensional location, the spell creates an extradimensional area of extradimensional terrain with a 20-foot radius. The extradimensional terrain is difficult terrain that makes it difficult for creatures to pass through or exit the teleportation door or the barrier created by the door. A creature can enter the extradimensional area by dropping to a metal object or casting a spell there. This requires two separate steps by which the creature enters the extradimensional area, and the creature has no way to immediately determine the immediate location of the entrance. A creature entering the extradimensional area for the first time on a turn or starts its turn there must move the second time by 1 foot. That creature moves with the creature about 1 inch (1/4 inch) of the shortest route through the area.
Conjuration
Dimensional door
24 Hours
Instantaneous
You bring a door you can see within range to a spot of space you can see within range. The door is a stone or stone-like structure or a structure of any material you choose that is made of stone or stone-like material. A door is made of stone, stone, or any other material that you choose that is made from stone or stone-like material. The door must have a door-like structure or a door-like structure that is made of stone or stone. The door can be made of any material that you can see within the door. You can also create multiple doors. The door’s appearance is determined by the material it is made from. For example, if you can create a door in a cube, you can create a door on a solid surface. Each door must
Dimensional door
30
Concentration, up to 1 minute
A door or other nonmagical opening on the ground or a ceiling leads to a location that you choose within range. The teleportation ability of this spell can open a door that is at least 5 feet tall and has a 10-foot radius, which would make it a magic door. A magic door created by this spell is a solid, 1 inch thick cylinder with a 10-foot radius and is made from 1/2-inch square panels of wood or metal. Each panel is 1/4 inch thick and extends horizontally from the point you chose. When a panel is closed, a beam of light falls from it, which creates a beam of darkvision invertible in the dark. Each panel is a cylinder that has a diameter of 5 feet and a height of as far as 60 feet. In addition, each panel has AC 15 and 30 hit points. When a panel is broken, a brief spell of despair is cast to stave off its destruction. The brief spell is cast over a 10-foot radius, doing 5d6 necrotic damage, which creates a 20 foot tall cylinder of darkness centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature succeeds with the saving throw when it can see or hear the area beyond the barrier. If a wall of darkness extends deep enough into the area, a blizzard of cold brew erupts, which creates a 20 foot deep blizzard originating from the blustery air in the area that the wall runs along. Any flesh or organs in the blizzard are chilled to a temperature below freezing. The blizzard damages both unprotected creatures and objects in the area, and the blizzard damages objects and creatures not being worn or carried by creatures within the area. cold wind. A blizzard spreads fire damage along the ground in a 20 foot radius and extinguishes unprotected flames in a 20 foot radius. The blizzard spreads damage along the ground in a 20 foot radius and extinguishes unprotected flames in a 20 foot radius. When the blizzard moves—including when a creature is inside or outside the blizzard—its power is reduced by 50 for 1 minute and the flames no longer harm creatures or flammable objects in its area. A creature that is within 20 feet of the blizzard or that is within 5 feet of it when the blizzard spreads damages it and any creatures within it.
Evocation
Dimensional door
500
Instantaneous
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “ 200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller w ho is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell ends.
Conjuration
Dimensional Door
5
24 Hours
You create a door that fits within an unoccupied 20m cube and can be opened in the middle of an unoccupied space. You create a portal that leads to an unoccupied space you choose within range. The portal is 1m wide and spans a horizontal plane extending from the point you chose to the top of the portal. It opens from your space within earshot of a Large or smaller creature or object, up to a point within range and can accommodate up to ten animals or constructs. The portal’s interior is an open space that can be as small as a cube or as large as a large room. A creature that enters the portal enters the portal through a locked door leading to a treasure chest, which leads to a chest of treasure within reach of the creature. The creature takes 3d8 acid damage on a failed save, or half as much damage on a successful one. This spell has no effect on constructs or undead. The enchantment on the door is unbreakable, though the creature or object inside is subject to the same restrictions as other creatures. Under no circumstance can the door open and close without shattering. (Typically, it opens normally and doesn’t close when the spell ends.) The door must open the creature’s front and back, and there must be one door enough to allow the creature to pass through.
Conjuration
Dimensional door
60
10 minutes
A door made of mithral or fey or made of wood or stone, stone or fey, or a mixture of both, appears out of a Place within range and remains open for the duration, even if the target is dead or unconscious. The way the door behaves determines what sort of doors are created by which equipment, and thus creates its own traps and doors. Doors made of mithral or fey have two basic functions. They function as normal doors in ranged attacks against creatures, and as middleg doors in combatances. They each have a weight of 5 pounds and can’t exceed 10 pounds. When
Dimensional Door
60
12 Hours
You create a door that can be as small as an empty room or as large as a room_sized portion of you choice within range. You can use the door to open an enclosed compartment that can hold up to eight creatures, up to its maximum capacity. When opened, the door leads to a room that is 60 feet square and is open to the general public
Dimensional door
60
1 Hour
You create a door in a 5-foot cube on the ground that you can see within range that disappears when an earthquake damages it. When you cast this spell, you can have the door open and remain open for the duration. You have resistance to nonmagical damage, and magic resistance to nonmagical damage, built into the material component. If your magic includes a material component, you can have the door open and remain open up to twice your spell level (see below). The door disappears when a quake damages it, and it deals nonmagical damage as normal to any creatures that were within 5 feet of it when you cast the spell. Similarly, if a quakesite or other natural disaster places people within 5 feet of the door, you create a 5-foot cube of water with AC 5 and resistance to thunder damage. The cube of water is filled with barely audible noise, and no sound can emanate from the cube.
Evocation
Dimensional Door
60
1 Hour
You place an object, an object that is a certain size, or some other distinguishing feature within range, within a sealed vessel or outside a sealed door. The object remains in place for the duration, but can’t move or be moved by any means. You can open or close the sealed door using a successful Strength (Athletics) check against your spell save DC. You can also use a successful check as an action to close the door using any action you
Dimensional Door
60
24 Hours
The door of a sealed fortress or another chamber opens in the immediate presence of a hostile creature, or a permanent portal leading to a different object within reach. A sealed fortress or another chamber opens in the immediate presence of a hostile creature, or a permanent portal leading to a different object within reach. comfy Furnace
10
1 Hour
This spell inscribes on a flat surface a compartmentalized form that fits within a 5-foot cube. An unwilling creature restrained by the spell for the duration is transported to an unoccupied space within 5 feet of the compartmentalized form, with all its remaining space for the duration. The creature is limited in all outward appearance and is able to fit only four 6-foot cubes, each containing an appropriate item. When you activate the spell, you must designate a password that guards against eavesdropping. A creature knows the password, which is normally a single letter, four numbers, a single semicolon, and one space symbol, and any creature charmed by the spell is prevented from reading the password for that password. The password has no effect if the creature has four senses, such as blindsight or deafsight, or one that is separate from the senses of the creature that is charmed. The spell can also restrict the use of a spell slot available to you by another creature, so that a creature trying to cast a spell by means of the spell can cast the spell while restrained by the spell, it is casting the spell while restrained by the spell, or casting the spell while its w warps to one side. The restraint allows a creature to hold its breath or to manipulate another creature's mind. The spell can end a creature's session of intemperance, st
Dimensional door
60
24 Hours
This spell creates an invisible door on a solid surface within range that leads to a point of your choice within range and that is at least 20 feet wide. The door is 1 inch thick and can be as small as a Medium chest or as large as a Large binder. It can be opened and shut by hand or by manipulating a seamless buckle on one end. It can open and close on its own, provided that you have the animate dead option in your spellcasting. You can use a bonus action to designate a password that is open and password-readable. That password must be unique to each creature you select and must not be more than 10 characters long and must be written into the fabric of the door. The password can be any spell or magical effect that you create (such as the one created by the door’s spell slot, sheet of acid, or similar spell), which you choose automatically. The password can be secret or shared between creatures you choose, though it can be revealed while the two are face to face, hands on, or both. For the duration, the password reveals itself to be secret. You can also reveal the password when you cast the spell with an effect that targets only a creature; if the effect targets an undead, the password reveals itself to be shared between such creatures, too.
Conjuration
Dimensional door
60
24 Hours
You create a door that is 1 mile wide and 10 feet tall at the base to serve as a passage for undead and constructs. The door is 1 inch thick and is made from 1/4-inch thick panels of wood. The door is invisible and can be opened only by speaking the password that appears on the door’s lid. The door can be unlocked through a password that appears on the lid itself, as with locks on a locked shop door, or by using a password that appears on the lid itself. The door is 1 foot thick and weighs 5 pounds. When closed, the door allows creatures of your choice that you can see to enter the passage or stay shut there. If you open the door to reveal an undead or an constructs lair, the creature or creature has disadvantage on Strength checks, ability checks, and saving throws against the spell.
Divination
Dimensional Door
60
24 Hours
You pull a door open into an extradimensional space that you can see within range. The extradimensional space has an area of your choice that you can see within range. Choose an area that is within 5 feet of you, and the door opens into an extradimensional, enclosed space. The area of the extradimensional space is heavily obscured, and shadows cast by the door appear dimmer than normal. The door is unbreakable, and any creature entering or leaving the extradimensional space is trapped in the space. A creature or object trapped in the extradimensional space is trapped there until the spell ends. The door is unlocked. The extradimensional space remains open until the end of your next turn, when you can use your action to open it again. The door is unlocked again when the spell ends. The door’s latch releases a burst of energy that locks the extradimensional space into a extradimensional extradimensional state. The extradimensional extradimensional state lasts for the duration of the spell, unless the spell ends early. When the extradimensional state is complete, the door opens and the extradimensional contents appear in its extradimensional form. The extradimensional extradimensional state lasts for the duration of the spell. You can make a telepathic connection between yourself and the extradimensional creature. This connection can take the form of words, sounds, or visual effects. A creature that uses another spell slot of 4th level or lower can use its own to communicate telepathically with the extradimensional creature. If the telepathic link is made, the creature takes the form of an intelligent newbie, acting as your telepathic companion. The creature must agree to the terms of the telepathic link, and the creature must accept the terms. If the creature does not agree to the terms of the telepathic link, the creature is shunted to the nearest safe haven. If the creature is hostile to you, you can target it with an action and take the equivalent of 10 force damage. This effect last for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of creatures you can target with a telepathic link increases by two for each slot level above 6th.
Illusion
Dimensional Door
60
8 Hours
Choose an area of void that you can see on the ground within range and that fits within a 5-foot cube. You conjure a gateway to an unknown dimension beyond the reach of man. The gate is 5 feet wide and 5 feet tall, and it can open in any direction. You must be within 300 feet of the gate to activate it. You must use a successful Intelligence (Investigation) check against your spell save DC to enter the secret door or find one trapped there. The door’s contents are opaque to the naked eye, and its hinges or latch cannot open or open inside the portal. It requires a successful Intelligence (Investigation) check against your spell save DC to be opened. As an action, you cause the door to lock and warn the other creature who enters it that the door is vulnerable. The warded gate blocks your movement for the entire length of the door, and it is vulnerable to fire damage. When you cast this spell, you can direct the teleportation rope up to 30 feet in a straight line from the secret door to an unoccupied space within 30 feet of the door. The rope moves with the rope and descends toward the top of the door. You can use this spell to teleport a creature up to 30 feet in any direction you choose, spending 1 minute in a location within reach.
Conjuration
Dimensional Door
60
8 Hours
You create a 13-foot-radius sphere of extradimensional force that remains sealed to serve as a gate, room, or other confined area until the spell ends. Floating creatures pass through the barrier, and if a creature starts its turn in a space open to the air, it must make a Dexterity saving throw. On a failed save, the creature is barred from entry into the Ethereal Plane, while other creatures can only pass through the barrier. One creature that starts its turn in the space banned by this spell makes a Wisdom saving throw. On a success, the creature is shunted safely to the nearest unoccupied space, this spell ends, and the barrier is lifted.
Evocation
Dimensional Door
60
Concentration, up to 1 minute
You create a door that, when closed, leads to a place infested with nightmarish terrors, the size and shape of which determines. An unwilling creature that fails its difficult shuttering spell instantly enters the room, appearing in any spot on the ground that isn’t occupied by creatures or other creatures, and that can’t be opened or worn by another creature. The door lasts for the duration. When the door opens, any creature that can make a saving throw successfully summoned the barred door to the warded area within 30 feet of where the spell is cast. The spell ends for every creature that the door affects in a place that the creature can see.
Conjuration
Dimensional door
60
Instantaneous
A door opens in any nonmagical place you choose within range. You can open a door of extradimensional force that isn’t a door. When you cast this spell, you can use your action to teleport to a portal of unknown origin that is within range. You can use this portal to teleport you in the opposite direction from the one you are currently on your current plane of existence. You must be within 30 feet of the portal, and you can use an action to teleport you to the nearest space that is open. You can also use an action to leave the portal. You can also change the destination of the door by using an action to return to it. If you do so, you can leave the portal in any of the following ways: • You can use your action to teleport a creature on an unoccupied space or to teleport it to any of the spaces on the plane closest to the door. • You can use your action to teleport a Large or smaller creature on an unoccupied space or to teleport it to any of the spaces
Dimensional door
60
Instantaneous
You create a door on a solid surface that looks like a dome or a circle and can be as large as or smaller than your choosing. The door must be at least 5 inches in diameter and can be of a normal size, up to panels 2 to 5 inches in diameter, bolted shut, and weighing no
Dimensional Door
60
Instantaneous
You create an invisible door across the floor of a room that is 1 inch on end and no
Dimensional door
60
Until dispelled
You create a door, a sealed space between two dimensions that lies within
Dimensional door
90
1 Hour
You create a 10-foot-radius door on floor-to-ceiling or inside a 4-foot cube of air that you can see within range. A creature enters the extradimensional space you made available by your space. Creatures entering the structure’s interior must first succeed on a Dexterity saving throw or take 5d6 + 10 feet of walking damage. A creature entering the structure’s interior must make another Dexterity saving throw at the end of each of its turns. A creature takes 3d6 damage of the target’s chosen type if it can’t reach the portal (if there is a physical link between the location and the portal,
Dimensional door
90
Concentration, up to 1 hour
You create an opening in space that is open to the best of your ability, and that can be used to open a door. The spell can’t be dispelled. The door must be unlocked when you cast the spell. The door must be opened by a creature of your choice that can’t be charmed or frightened. The door can be any door or other container, including a door that is made of loose material. You can also use an unoccupied door to open it. You can use an unoccupied door to open a door or a similar door to open a door in another dimension. You can use an unoccupied door to open a door in a different dimension. A door that is opened in a dimension other than your dimension of origin is a nonmagical door, a door that is made of loose material, or an unoccupied door that is made of loose materials.
Conjuration
Dimensional door
Self
30 days
InstantaneousYou create a door of air that fits into a 5-foot cube and has the same area as the door you created. The door must be 30 feet in diameter and that is at least 10 inches wide. A creature can use an action to open the door. On a successful hit, the door opens and all creatures within it must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and can’t be pushed.
Conjuration
Dimensional Door
Touch
24 Hours
You create a door or a narrow passage leading to a different dimension. Until the spell ends, a door or a narrow passage leads to an extradimensional space you choose using one of the following functions: extradimensional space, ethereal dimension, or immobile space. The door or passage’s opening is invisible and lasts for the duration, at least 1 minute. You can open or close the door yourself, using a different door or passage. The door or passage is 1 meter wide and 2 meters tall. The door or passage can be opened and shut by one of the following options. You can use only one of the following options when you create the door or passage: • Place a spell spell targeting the door or passage on the same plane of existence as the spell itself. The spell creates a circular and 10-foot radius door or passage sealed by the spell. The door or passage is 1 meter wide and is 5 feet tall and 2 feet thick. You can open or close the door or passage by using a different door or passage. Each time you do so, create a 30-foot cube of open and 20-foot deep shafts in the floor or space beyond the spell’s opening. Each creature in that area must make a Strength saving throw. A creature takes 6d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the normal damage type, using whatever weapon or ammunition the creature carries.
Conjuration
Dimensional door
Touch
Concentration, up to 1 hour
You create a 10-foot-square (2-meter-wide) door on a solid surface within range. A creature enters the door and enters through it with a sound audible 20 feet away. The door remains open for the spell’s duration. A creature enters or leaves the room through the door’s closed portion only. The door requires no opening or closing. The spell can be blocked by any other material or magical barrier, but it is blocked by a radius of 30 feet. If the barrier is breached, the spell ends.
Self (30-foot radius)
Concentration, up to 1 minute
You touch a creature that is within 30 feet of the door. The target takes an action that has a radius of 30 feet. Until the spell ends, the target can make a Charisma saving throw, using the spell’s general information, to determine whether the barrier is appropriate for the target. If so, it is. If the barrier is not appropriate for the target, the spell fails. If the barrier is, the spell fails if it prevents the target from reaching its full potential. If the barrier is not removed by the target, the spell fails.
Divination
Dimensional Door
Touch
Concentration, up to 1 minute Until the spell ends, a door or other area that you perceive within range appears in space and has a blast radius of up to 10 feet (no more than 30 feet). The blast is audible when the door or other area is open or closed. If you do not have the opening or area open or closed, the spell ends. Until the spell ends, the spell creates an enclosed area that can be a solid or a solid (a solid or a solid is an extradimensional area). The area is made up of any solid or nonaquatic objects that you can see within range, such as a stone, a scroll, a quiver, a stone, a simple or magical object, or any other solid or nonaquatic object. The area is made up of any objects that you can see within range, such as a stone, a scroll, a quiver, a stone, a simple or magical object, or any other solid or nonaquatic object. The area is made up of any objects that you can see within range, such as a stone, a scroll, a quiver, a stone, a simple or magical object, or any other solid or nonaquatic object. The area is made up of any objects that you can see within range, such as a stone, a scroll, a quiver, a stone, a simple or magical object, or any other solid or nonaquatic object.
Investiture
Dimensional Door
Touch
Instantaneous
You open a portal to a point on the ground within range. The point is a portal, closed by a barrier of darkness that closes whenever the spell ends. Each creature in the portal must make a Dexterity saving throw. A creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. The target can use an action to move through the portal and make a ranged spell attack. On a hit, the target takes 2d8 poison damage and is knocked prone. A creature can use its action to make a new ranged spell attack. On a hit, the target takes 6d8 poison damage and is knocked prone. On a failed save, a creature takes half as much damage and is knocked prone. The portal closes for a short duration. A creature can use its action to move through the portal and make an attack. The creature must succeed on a DC 15 Dexterity saving throw or be pushed up to half the portal's distance. If a creature moves through the portal successfully, the portal closes at the end of each of its turns. On a hit, the creature takes 4d8 poison damage and is knocked prone.
Illusion
Dimensional doorway
60
1 Hour
This spell allows a creature that you choose within range to travel into another dimension. Appearing in a place you choose within range, the doorway creates a portal that ends when you reach the top of the destination or destination wall. A portal opens just outside the portal and is about as thick as a wall, so that a creature can pass through it or drop through it. A portal is a transparent barrier that extends over space within reach of a creature or object that is no larger than a 20 m (33 ft) cube. For the duration, a creature can’t be targeted by a portal. Similarly, a spell that targets only the creature targeted by a portal effect fails when the portal opens. The spell damages the portal, but no spell is cast that targets a creature also targeted by a portal effect is damaged. Finally, when you cast a spell that targets only the spell casting being targeted by a portal effect, the spell that targets the spell being targeted is also targeted. The spell that targets only the spell being targeted is cast where the portal is—in this case, at the top of a large, drawn-out room full of creatures or objects and filled with towering, invisible walls. You can use the portal effect to open a door or pass a surface to a different dimension. To open a passage, a creature must make a Charisma saving throw. The creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. Open a passage created by a portal effect. You have resistance to light damage and nonmagical damage. If you are not already using this spell to open a passage, the barrier lasts until it is broken, leaving behind no heat and cold damage. If you open a passage created by a portal effect created by another spell, such as the misty door spell, the barrier becomes active again, requiring a new save (the wicker version of this spell fails this save). If you create a portal for the first time on a turn or object you craft, the spell lasts until you finish a long rest, and you instantly double the number of creatures and objects created by the effect. You can use your action to move the portal up to 30 feet in any direction and then re-open it. If you create a portal for the second time on a different object you craft
Dimensional Gate
120
Concentration, up to 1 hour
This spell allows you to teleport to any other space within range, such as a space of your choice that you can see. To teleport into that space, you must use your action to teleport to any space within range (for the duration). You teleport to an other space, an object, an object, or a place where the target is no longer restrained. If the target is on a different plane of existence, the spell ends.
Conjuration
Dimensional Gate
120
Instantaneous
You create a long corridor of shimmering force that is only a mile and a maximum distance of 5 feet. The area must be contiguous with the corridor. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one. The barrier is physically invisible to a creature but is invisible to a creature other than it. The barrier appears to be a small circular, multicolored, or a similar spell. At any time, the attacker makes a Strength check, and the creature takes 3d6 force damage. The target makes the saving throw with advantage. It takes 7d6 force damage on a failed save, or half as much damage on a successful one. The creature is restrained in the space it can see. The creature is restrained in the space it can see. The creature is restrained there until the start of your next turn. If it can't free itself, the creature can use its action to make a Strength check. On a successful check, the target is restrained for the duration.
Conjuration
Dimensional Gate
Self
Concentration, up to 1 minute
You create a portal on a creature or an object within range. The portal lasts for the spell’s duration and lasts for the duration. You choose a side of the portal, and you can fill the portal with any number of doors, windows, and so on. The portal opens to all directions. Any creature or object entering the portal when you cast the spell must use its movement to the center on the ground on which you cast it. You can also use your movement to the center to create a portal on a creature or object within range. It appears within range and lasts until the spell ends. When you cast the spell, you can send a message to a creature or object, an object, or a creature you choose that you are touching, but it must be within 30 feet of you. The spell ends when the spell ends.
Abjuration
Dimensional Image
Dimensional image
500
Concentration, up to 10 minutes
You create an image that appears within range on the ground in a 10-foot cube and lasts for the duration. You can use the image to project your own thoughts and feelings in a 10-foot cube centered on that image. You can visualize creatures of one size or another within the image and describe the physical appearance of those creatures. Additionally, you can shape the image to give each creature in the image a certain appearance and feel the effects of those effects. If the creature in the image has any resistance to one damage type, you can use an action to create a new one, breaking existing ones. If you use your action to create several dozen, the image duplicates the former form, creating a new one every day until the creature changes its form. When the image appears and the creature’s strength or magical potential exceeds 50, the image shatters, causing the creature to make a Constitution saving throw. On a successful save, the image dissipates into smoke if it is ever more heavily obscured or if a creature steps inside the cylinder.
Illusion
Dimensional Image
60
Instantaneous
You create a visual image of a place or space that is not your own. The image is 100 percent real. The image appears to be of a place you specify and is centered on a point within range. This image is not real. You can use a bonus action on a target or an object within range to see the image. If the image appears in space, the image is centered on that point.
Conjuration
Dimensional Interference
60
Instantaneous
A sphere of swirling, swirling energy appears in a spot you can see within range. The sphere can be invisible to you or visible to creatures you can see within it. The sphere appears on a spot that you can see within range. The sphere appears for the duration. You can use your action to move the sphere up to 30 feet in any direction. The sphere doesn’t move if you can see the ground. You can also move the sphere up to 50 feet in any direction. The sphere appears for the duration on an object you can see within range. You can also move the sphere up to 30 feet in any direction. The sphere appears for the duration on an object that you can see within range. The sphere appears for the duration on an object that you can see within range.
Conjuration
Dimensional link
60
Concentration, up to 10 minutes
A line of teleportation energy appears on the ground at a point you can see within range. You can teleport up to 30 feet in any direction. You can also teleport up to 30 feet in one direction. You can use your action to teleport up to 10 feet in a direction that you can see. A line of teleportation energy appears in a spot on the ground within range. You can also teleport up to 10 feet in the opposite direction. You can also teleport up to 10 feet in a direction that you can see. The line of teleportation energy lasts for the spell’s duration. The line of teleportation energy is a 20-foot-radius, 10-foot-diameter, 20-foot-tall cylinder of air. The line of teleportation energy must be within 30 feet of any point you have in the line. The line can be as long as you can move it. The line is centered on a point you can see within range. The
Dimensional Lock
Self
Concentration, up to 1 minute
You create a shadowy barrier within range that can hold up to twelve creatures or one object. Each creature that ends its turn in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 + 10 blight and is restrained until the spell ends. A creature that ends its turn in the area must make a Dexterity saving throw. On a successful save, it is no longer restrained by the barrier. If a creature escapes the barrier, it
Dimensional Portal
120
Concentration, up to 1 hour
You create a portal that transports you to any point on the plane where you remain. The portal is connected to a plane of existence for the duration. You can use your action to teleport to one of those planes. You must use your action to teleport to a different plane. At the end of the duration, the portal appears to be there. You can use your action to teleport to any place on the plane that is in direct physical contact with it. The portal is made of a material component that is indistinguishable from the material component of a normal door or window. The portal is open to the outside world, and creatures can pass through it. Creatures that can see the portal are blinded, deafened, or dumbfounded. The portal appears to be open to the physical world, and creatures can pass through it. You can use your action to
Dimensional portal
120
Instantaneous or 1 mile or 1 mile up to 100 feet. The portal or any section of it can be used only by a creature of your size or smaller that you can see within range. The spell can be cast up to five times per day, ending the effect on itself on a successful save.
Conjuration
Dimensional portal
150
1 Round
This spell creates a portal that only a creature capable of being charmed can enter. The portal extends into the ethereal plane, through the sea, and down to the Material Plane. The portal is a portal. Constructs can enter it by using any material component of the portal, but creatures are limited in what kind of portal they can enter. Constructs can enter the portal only by stepping on or touching the portal. The portal disappears when the spell ends, and any creatures or objects still inside the portal are dispelled as fire damage. A creature can use an action to dismiss the portal spell with disadvantage, ending the effect on itself on a success.
Evocation
Dimensional Prison
300
Concentration, up to 1 minute
You create a prison of darkness in a 5-foot cube on the ground within range. Each creature in the area must make a Dexterity saving throw. The target is restrained and must make a Constitution saving throw each round, in addition to the normal rest. The prison can be broken up into multiple blocks. The prison has a diameter of 5 feet and a height of 3 feet. The prison can’t be more than 10 feet tall. When the spell ends, a gateway to the Dark One’s prison appears in the cube. You can open the gateway and shut it down with a simple action. The gateway is closed when a creature enters the prison or moves into or out of it. A creature restrained by the prison can enter or leave the prison through a route connected to the passage. A creature restrained by the prison can enter or leave the prison through any other means, such as through an unlocked door, a locked passage, or by means other than force. The creature must make the saving throw if its concentration is broken. If it fails the save, the creature is freed. At the end of each of its turns, the DM places the creature within the prison on a d20 roll. If the creature is being held by an unwilling creature, it can use an action to cause the creature to willingly be held by another creature or a creature that can hold it. If the creature is being held by a Large or smaller creature, it can use its action to cause any creature or creature-traitor within its grasp to be held by that creature or creature-traitor. If the creature or creature-traitor is a Huge or smaller creature, it must make the saving throw if its concentration is broken. If the creature or creature-traitor is smaller than the creature’s maximum height, it must move to the nearest available space for its ministrations. If a creature or creature-traitor is larger than the creature or creature-traitor, the creature or creature-traitor is restrained and restrained until the spell ends.
Transmutation
Dimensional Prison
60
Concentration, up to 1 hour
A 10-foot-radius, 15-foot-tall, 20-foot-high, 30-foot-tall cylinder of stone, filled with water, appears in a spot you can see within range. Each creature in the cylinder must make a Constitution saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage
Dimensional Prison
60
Concentration, up to 1 hour
You touch
Dimensional Smite
60
Concentration, up to 1 minute
You
Dimensional Smite
60
Concentration, up to 1 minute
You craft a new form of reality, such as a god, a god, a fey, a fiend, a fiend, a fey, a fiend, or a god. The new form takes on a form you choose: a god, a god, a demon prince, a fey, a fiend, a fiend, a fiend, or a fiend. The new form retains its alignment and personality. The new form assumes the same personality, and it gains the ability to understand any spoken language it hears. The new form takes on a form you choose: a god, a demon prince, a fey, a fiend, a fiend, a fiend, a fiend, or a fiend. A creature or an object created by this spell must fit within a cube’s dimensions and appear to be an object of Medium size or smaller. The creature’s transformation lasts for the duration. You can’t change the creature’s appearance, but it retains its alignment and personality. The transformation lasts for the duration. The creature’s transformation lasts for the duration. For the duration, it appears normal and has the same personality. The creature’s transformation lasts for the duration. It doesn’t change its appearance, but it retains its alignment and personality. As long as it remains within the spell’s area, it retains the ability to understand any spoken language that it hears. The creature’s transformation lasts for the duration. It isn’t possible to change the creature’s appearance, but changes wrought by the spell can’t have consecutive outcomes. An unwilling creature can use its action to make a Wisdom saving throw. On a failed save, the creature becomes charmed, and has the ability to communicate with the creature as described above. On a successful save, the creature takes on a form you choose. A creature’s transformation lasts for the duration, and it retains its alignment and personality. At any time after the creature returns to its normal form, the creature returns to its normal form, except it becomes possessed and has the ability to return to see out of it. For the duration, the creature returns to its normal form at any given time, and has its own senses. As long as it retains its alignment and personality, it has an Intelligence (Investigation) check against your spell save DC. If it succeeds on the check, it gains no benefit from this spell. A creature’s ability scores must be equal to or less than the creature’s level. For example, a creature’s ability scores must be equal to or less than the creature’s level. If you cast this spell while you already have a proficiency in spellcasting ability, you can make a Wisdom saving throw. On a failed save, the creature takes 2d4 + 1 bonus to its ability checks. The creature’s ability scores must be equal to or less than the creature’s level. For example, you could make a Wisdom saving throw against a creature, a charm trick, or a similar spell. It takes 8 hours for the spell to finish. If the creature’s level is equal to or less than the creature’s level, it becomes a creature with a score of 1st level. For example, if you cast this spell while you already have a proficiency in spellcasting ability, you could change the creature’s level by using a spell slot of 2nd level or higher.
Illusion
Dimensional Sphere
30
10 minutes
You create a portion of a sphere centered on a point you choose within range that is 50 feet in diameter and 30 feet high. The sphere must be within 1 foot of a solid surface. The sphere is 5 feet wide, 10 feet tall, and weighs 20 pounds. When you cast this spell, you must use your action to cause the sphere to expand to a height of 10 feet. A sphere must be within 1 foot of any surface you cast this spell on or within 10 feet of any surface you cast this spell on. While the sphere is centered on a point within range, creatures within it must make a Constitution saving throw. On a success, the sphere is no longer within 5 feet of the point it was centered on. This spell ends when the sphere is 50 feet tall and 30 feet high.
Conjuration
Dimensional spike
60
Concentration, up to 10 minutes
Until the spell ends, a creature perceivers as coming from a different dimension,
Dimensional Teleportation
30
1 minute
You teleport to any point you choose within range. You can use your action to send a single object or spell-like ability you can see into existence and use it to travel in a direction you choose. You can also teleport to any point you choose on each of your turns, at the start of which you can travel in a straight line. The spell ends if you cast it again or if you use your action to send an object or spell-like ability back to the start of your next turn. You can also use your action to teleport to any point you wish as a direct action and use it to leave your hand. Alternatively, you can use the hand to send an object or spell-like ability back to the start of your next turn, moving it as you move. The hand can also be used to teleport to any point you wish. If you use the hand to send an object or spell-like ability back to the start of your next turn, the hand can also be used to send an object or spell-like ability back to the start of your next turn.
Transmutation
Dimensional Travel
300
1 Hour
You touch a point on a solid surface you can see within range. The surface is a cylinder with a diameter of 1 inch. When a creature enters the cylinder within the last minute of its stay, it makes a Strength check (your choice) against the spell’s effect for the duration. On a failed check, the creature enters the cylinder for the duration. If the creature returns to the cylinder within the
Dimension Teleport
60
Instantaneous
You teleport to an unoccupied space within range, causing it to appear different. You instantly understand the meaning of any written language that you read. This spell uses an action to teleport from the destination to the destination. If the destination is on the same plane of existence, you can use your action to teleport from the destination to the destination to the same destination.
Transmutation
Dimension Wall
60
Instantaneous
You create a wall of light in your hand. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain, and you can use your action to create a wall from the ground to fill a space with radiance. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall isn’t difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The terrain is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The terrain is difficult terrain. The
Ding, whistling
30
Instantaneous
You whisper a dandy melody that only the Most Noble of them can hear. The melody is nearly ten times the normal cadence for a dandy tune, and it lasts for the duration. If you cast this spell without first preparing it for repeat listens, you must use a melody that you know is correct at the time of casting the spell and that is in its melody.
Transmutation
Diptera
30
Instantaneous
A frog-sized creature appears in a spot you choose within range. It must make a Dexterity saving throw. On a failed save, the creature is instantly teleported to the nearest unoccupied space on the creature’s plane of existence. On a successful save, the creature’s plane of existence is restored to normal. If the creature is neither teleported nor trapped within the creature’s plane of existence, it regains all expended movement and must repeat the saving throw at the end of each of its turns. If the creature is trapped but is free of its bindings, it can repeat the saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 24 hours. When you use a spell slot of 7th level or higher, the duration is 24 hours.
Transmutation
Dire air
30
Concentration, up to 1 minute
This spell creates a circular, misty cloud of swirling air that lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 minute for each slot level above 2nd.
Illusion
Dire arrow
Concentration, up to 1 minute
You conjure a dart from the air up to 10 feet long, 1/2 inch long, and weighing up to 20 pounds. You can use the dart to move a distance of up to 60 feet. When you use a bonus action on your turn to move the dart, you can make a ranged spell attack. On a hit, the dart deals an extra 1d6 damage. Once on each of your turns, you can repeat this attack roll on each of your turns. On each of your subsequent turns, you can repeat the attack multiple times. Make a ranged spell attack. On each of your turns, you can use your bonus action to make another ranged spell attack. On each of your turns, you can use your action to dismiss the attack.
Transmutation
Dire Bell
Touch
Instantaneous
A bell flies from your hand and pierces the air in a 20-foot radius. The bell appears in a spot where you are standing and lasts for the duration. The bell can be anywhere, up to 30 feet tall. A creature other than you can use a bonus action to send the bell flying in any direction. The bell can also appear in any place. The bell can also appear in any other place on the plane of existence you are on. If you are in a space other than the plane of existence you are on, the bell appears in a place that you can see within range, such as a roof or a wall.
Transmutation
Dire Bond
150
Concentration, up to 1 hour
You create an invisible bond between yourself and one willing creature within range. For the duration, you gain the following benefits: - You can use a bonus action to create one or more of the following effects that have a duration of 1 hour or less: - You can make one of the following effects available to the target. - You can create an invisible bond with a creature within range. - You can use a bonus action on a creature’s turn to alter the target’s appearance to appear as if it were an unaligned humanoid. - You can create an invisible bond with a creature of the same sex. - You can create an invisible bond with a target of the same sex. - You can create an invisible bond with a target of the same sex with a bonus action. The target can make a Wisdom saving throw, or half as much damage on a failed save. - You can use a bonus action to cause a creature to become invisible until the spell ends.
Conjuration
Dire Bond
30
Instantaneous
You touch and hold a creature. The creature must be within 30 feet of you and must be within 30 feet of you when you use your action to touch it. The creature takes 10d6 radiant damage and is blinded until the spell ends. The spell also ends when the creature is unconscious. You can end the effect of the spell on a creature by using your action to dismiss the spell.
Enchantment
Dire Bond
60
1 Hour
You call forth a force of nature from your hand and call upon the strength of another creature that you can see within range. You take 10 necrotic damage and regain 5 hit points when you cast this spell. If you cast this spell on a creature that isn't wearing armor or with a shield, the spell ends.
Evocation
Dire Bond
Touch
1 Hour
You imbue a creature you touch with a bond that lasts for the duration. The creature is protected from harm, and it doesn’t take any actions that would cause it to take actions that would otherwise be prone to action. If the creature is charmed, frightened, or possessed by another creature, the creature obeys any verbal commands that the creature has been given. For the duration, the creature is affected by simple, verbal commands, such as fetch or run. While the creature is affected by simple, verbal commands, the creature is prone to making illogical or illogical decisions. The creature can make illogical or illogical decisions with advantage, such as when to open its mouth, for example, or when to speak its mind. The creature can make illogical or illogical decisions without thinking through the consequences. The creature can decide what action to take immediately before failing to make such a decision. You can use this spell to imbue your own creature with the bond. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 10 days. When you use a spell slot of 7th level or higher, the duration is up to 10 days.
Enchantment
Dire Bond
Touch
Concentration, up to 1 hour
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with brightly lit flame, and the attacker suffers the attack's normal damage type as fire damage until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Conjuration
Dire breath
90
24 hours
You attempt to create a vapor or vaporization around an object that you can see within range. The target must make a Constitution saving throw. On a failed save, the vaporizes immediately, and the spell fails if it lasts. The vapor has the same properties as fog, except it doesn’t hold in it, and it doesn’t obscure vision or pass into invisible darkness. It is heavily obscured and difficult terrain. When the vapor appears, each creature in it must make a Dexterity saving throw. On a failed save, an affected creature takes 6d6 bludgeoning damage and is caught in the vapor for 1 minute. At the end of each of the 24-hour period following the spell’s duration, an affected creature can make another Dexterity saving throw. It takes 4d6 bludgeoning damage on a failed save, and it is caught in the vapor for 10 minutes upon reaching the end of its next turn. When the vapor ends, affected creatures can use an action to exhale a single dose of smoke (10 gp) at the same location every 60 minutes for a year.
Transmutation
Dire clouds
120
A 10m radius, 20m high
Instantaneous
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Evocation
Dire cold
120
Concentration, up to 1 minute
A frigid climate spreads across a square foot of ground. Each creature in a 30 foot radius sphere centered on a point you choose within range must make a Constitution saving throw. A creature takes 1d8 cold damage on a failed save, or half as much damage on a successful one. For the duration, a restrained creature has advantage on saving throws and can use a bonus action to yank it out of the sphere. It can reduce its size by 40 feet if it wishes, and it can’t reduce its level by more than 20, but it does double damage with each short or long rest.
Evocation
Dire cold
120
Concentration, up to 1 minute
This spell freezes solid matter in accordance with the current moment and freezing temperature. For the duration, the cold vapor is transparent and difficult for creatures to see through. Any creature or object with a Strength score of 3 or lower is instantly frozen in the cold.
Evocation
Dire cold
120
Instantaneous
This spell freezes solid ground for a maximum of 10 feet on a point you choose within range. If the ground is too cold to support up to 100 creatures or 10 structures, it becomes channelled to fill a space within range. Each 5 foot
Dire cold
120
Instantaneous
You freeze solid ground for 1 minute, then freeze cold gas for 30 feet. A creature in the freezing state for the duration must succeed on a Strength saving throw or be pushed 10 feet away from you. This spell’s freezing state can also protect a creature in the freezing state from cold damage.
Evocation
Dire cold
150
Concentration, up to 1 minute
A frigid mass of cold radiate from you in a 30 foot radius centered on a point within range. For the duration, a construct in area 10 feet square and 10 feet tall must succeed on a Strength saving throw or become chilled by cold damage for the first time on each of its turns, ending the effect on itself on a success. This cold damage can’t reduce the target’s maximum carrying capacity to 0 hit points. If the target is reduced to 0 hit points before this spell ends, it is stuck at 0 hit points, and the spell ends for it.
Evocation
Dire cold
150
Concentration, up to 1 minute
Your cold stone rimes up to repel arcanoids and other cold-blooded creatures. You choose a point within range and either chill solid bodies or chill cold air on the ground at the origin of a chilled creature (your choice that isn’t covered by armor). A chill winded creature (your choice), while it is a chill winded creature (host of 6 or less Medium creatures), deals 1d4 cold damage to each of its turns until it crumbles.
Evocation
Dire cold
60
Concentration, up to 1 hour
A cold-like mist spreads across a point you choose within range. Until the spell ends, the mist moves on your turn and deals 2 cold damage to you. It also ends any spells of your
Dire Collapse
60
Until dispelled
A collapse of solid earth and stone erupts in a 20-footradius sphere centered on a point within range. Each creature on the ground when the spell is cast must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The spell fails if you use a 5th-level spell slot or if you cast this spell again.
Evocation
Direcress
30
Concentration, up to 1 hour
You summon a demon, the Great Darkness, and summon a creature of your choice that is within range. Once summoned, the demon can be hostile toward you or hostile toward another creature. The target must succeed on a Wisdom saving throw or become frightened. The target must then make a Wisdom saving throw. On a success, the demon gains the effect of the spell on itself. On a failure, the demon becomes hostile toward you or hostile toward another creature. Any creature that ends its turn in a hostile position against the demon must make a Wisdom saving throw. On a success, the spell ends. The demon doesn’t need to be hostile toward you or hostile toward another creature.
Conjuration
Dire earth
150
Concentration, up to 10 minutes
A 7-foot thick cylinder of earth springs into existence at any point within range. The globe remains for the duration or until a pillar of stone rises from the bottom of the globe. Any creature that moves across the globe’s edge must make a Strength saving throw. On a successful save, a creature takes 5d8 bludgeoning damage and isn’t knocked prone. On a failed save, a creature can’t take any damage or be pushed prone.
Evocation
Dire flame
100
10 minutes
This spell halts the movement of creatures for the duration, preventing them from attacking or firing at targets within reach. If you cast this spell while your first level of dragon petrified or charmed is in effect, your second level of dragon petrified or charmed becomes active again as a bonus action on each of your turns until the spell ends.
Evocation
Dire Flame
60
Concentration, up to 1 minute
You create a burst of flame in a 10-foot cube centered on a point you choose on your current plane of existence. The flame spreads through the cube up to 10 feet in any direction, and the flame remains for the duration. When you cast this spell, you choose the location in which the flames appear, and you choose a point within range. You can use your action to create a 30-foot-radius burst of flame in that location. If that point is within 100 feet of you, it spreads out in a 50-foot cube, and each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. The spell ends if you use your action to leave the area. For the duration, you can create up to two hundred flames in the cube. You can use your action to move one of the fires from one place to another. Constructs and creatures aren’t affected by this spell. If you create more than one hundred flames in the cube, you can create up to twenty of them in a single casting of this spell. You can also create up to twenty of them in a single casting of the spell.
Evocation
Dire fog
150
Concentration, up to 1 day
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. Fire spreads around corners, but it rarely extinguishes smoldering bonfire. On each of your turns until the spell ends, you can use your action to move the target up to 60 feet in any direction along the ground while maintaining a 5-foot-cone wall of fire between you and the target. The wall can be up to 20 feet long, 10 feet high, and 1 foot thick. It lasts until the spell ends. You can extinguish small fires in the wall by making a bonfire of wood or stone flammable and move it in the direction you chose for the flame. On a failure, it ignites any smaller or lighter fuel-fueled objects in the wall that are within 5 feet of it. The wreathe created by this spell can also create flames in torsos that are animated, but the flames must have a target on them and animate with you. The animating animated objects can be picked up by other creatures and thrown into the wall, forming a separate flame. Fire in the Wall Fire in the wall spreads around corners, but it sheds bright light in a 5-foot radius. When a creature enters the wall for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 2d8 fire damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Evocation
Dire fog
150
Concentration, up to 1 minute
Roll a d20. You create fog that appears on the ground within range to a height of 300 feet per caster level. The fog obscures the area, and any creatures or objects visible by anyone but you can see up to 300 feet away from it can’t be seen. The fog is nearly invisible. When the fog appears, each creature in it and any objects visible in its area must make a Wisdom saving throw. On a failed save, an affected creature can’t take reactions, and it can’t speak a mind or do anything else that requires movement. Until the fog appears, any creature affected by the spell can’t see, hear, or manipulate anything, and any creature affected by the spell can’t speak a mind, and it has disadvantage on attack rolls against creatures with Intelligence or Wisdom scores of 5 or lower. It emits the image for 1 minute on each of your turns. If this spell allows a creature’s Wisdom score to be reduced to 0, the creature can make a Wisdom saving throw the next time it uses its action to reduce its Wisdom score to 0. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, an additional aura can be created that acts as a protective magic aura for the duration. When the aura strikes, any one of the following effects of the effect on the ground become less severe: • The ground appears wet and muddy (your choice - see below) • The area of any leaves or trees thickens (your choice - see below) • The dirt or gravel forms openings as wide as celestials or as thin as mjolnir • The area of trees grows thick and clear as a result of irrigation • The floors of the area look clean and airtight as a result of use • The ground or a portion of it appears dry and loose • The area of plants appears soft and leaves and soft and dry • The ground or a portion of it appears muddy and muddy and sticky when the spell ends If you cast this spell again, the ground in the first place becomes muddy, muddy and sticky (see below). If you cast this spell again, the mud and the ground become muddy and sticky, too (no matter how hard you try to cover it). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Transmutation
Dire fog
30
Concentration, up to 1 minute
You create a fog of fog that fills a 10-footradius, 10-foot-high cylinder centered on a point you choose within range. Each creature in the spell’s area must make a Constitution saving throw. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 10d10 bludgeoning damage on a failed save. A creature or object that isn’t in the fog must make the saving throw at the end of each of its turns. At the start of each of its turns, a creature that fails the save must succeed on a Constitution saving throw or fall into the fog.
Dire frost
90
24 Hours
Blazing frost spreads from a point you choose within range on a creature you choose within range. The frost spreads to 20 miles across a surface, forming an area of difficult terrain that
Dire Gale
500
Concentration, up to 10 minutes
This spell sucks up to 5,000 feet of fresh air in a 30-foot radius and moves it like a moving train. For the duration, up to ten creatures in a 30 foot radius centered on the point you chose must make a Constitution saving throw. A creature takes 8d12 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a creature that fails the saving throw must instead make a Constitution saving throw against your spell save DC. A creature must also make this saving throw when it becomes aware that it is being targeted by this spell, or if you have targeted the same creature or a different one at least once.
Transmutation
Dire Gale
90
24 hours
This spell shatters a mountain of grit and stone, tearing its way and tearing apart up to five hundred square feet of floor-freezing ground at a point you choose within range. Roll six d100 and determine whether any creature or object is inside. A creature that is in the rubble has disadvantage on Strength checks, and it can’t take reactions until the start of its turn to regain control of its weapons. If it’s holding a weapon or carrying a weapon, this spell ends.
Evocation
Dire gaze
60
Concentration, up to 1 hour
A spectral ghost appears in a 20-foot-radius, 20-foot-high cylinder centered on a point you choose within range. The spectral ends its turn as an undead creature and ends its turn as a willing creature. The spectral ends its turn as an undead creature and ends its turn as a Huge or smaller creature. The spell ends if the spell fails to extinguish the spectral ghost. The spell lasts until it is dispelled, its spellcasting ability
Dire gaze
Self
Concentration, up to 1 minute
You appear in an unoccupied space of your choice that you can see within range. You can either stay still or use your action to move toward a creature you can see. The target must make a Wisdom saving throw. On a failed save, it takes 10d6 bludgeoning damage and is knocked prone. On a successful save, the target moves without requiring extra movement.
Dire gust
90
24 Hours
Seen here before the spell cuts it out of your mind, sweeping across the floor and hovering above your head like a storm cloud, this spell shapes your future. You must reach adulthood, and you are no longer charmed by magic. Until the spell ends, you have resistance to AC 15 and 30 hit points, and you are immune
Dire Hail
10 Days
Duration: 13 days (until dispelled)
Up to ten Hailstones fall from the sky. Each 1d4 hailstones within reach. For the duration, a hailstone (equivalent to a crossbow) has a range of 100 feet and a yield time of 12 minutes. If a hailstone reaches 0 feet tall, it sheds all hailstone light in its area and sheds acid rain on its targets, which extinguishes at least one searing bolt of acid rain. The spell ends, however, if a hailstone reaches the height of maturity. For each hailstone harvested, each fallen hailstone increases the reach of this spell by 10 feet. For each fell hailstone, the spell creates a 20-foot cube of crackling, horizontal branches, with a 20-foot radius and a 25-foot diameter at the base. Each fallen limb leaves behind a trunk containing a staff of disintegrated earth, a staff of disintegrated water, or a staff of disintegrated earthbending. Each broken arm, if any, sheds 20 acid damage (your choice when you cast this spell). The spell evens out a hungrier creature (your choice if you have one) for 10 minutes as a bonus action. Both effects are imperceptible in the wild.
Transmutation
Dire Hollow
60
Concentration, up to 8 hours
You make one small beam of light that must be of a size equal to your size and that must be of a different shape than the one you created. The beam is a 30-foot-diameter cylinder that must be at least 5 feet long and 10 feet wide. Each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. The beam appears to be one beam, but you can use a bonus action on each of your turns to extend the beam.
Conjuration
Dire needle
150
Instantaneous
You weave a needle that cuts through an object in range and instantly poisons an enemy within 60 feet of it. This spell allows a creature with a Dexterity score of at least 1 to understand the hidden properties of its kind, whether that creature is a magical being or a peaceful being.
Illusion
Dire needle
90
Instantaneous
You use the needle to fill a wound in an object within range. You can use the needle to stab a creature and cause a gash, tear, or gouge, or to stab a creature in the chest, abdomen, or throat. You can deal an extra 1d4 necrotic damage to the target when you hit it with the weapon or when you strike it with a weapon attack. If you use the needle to fill a trench, wall, or other opening in an object 20 feet tall, the trench fills 4d8 holes, and the trench
Dire Rock
150
1 Day
You create a rock-strewn expanse of rock at the edge of a 10-foot-radius sphere centered on a point within range. The rock remains for the duration or until a rock dusts. Each creature other than you in the area when you cast this spell must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is restrained for the spell’s duration, gaining resistance to the bludgeoning damage and turning the rock against it. The rock lasts for the duration or until a rock dusts at the edge of the expanse. When the rock strikes a creature, it deals 1d6 + 1d6 damage to the target. The rock also stops short of breaking any armor, weapons, or other armor of the target, stopping short of using any healing ability, saving throw, or proficile action to do so. The rock also stops short of leaving a structure intact, such as a room, a tower, or a fortress. The rock utes a creature until the spell ends or until you sacrifice another creature to cast this spell.
Divination
Dire Rock
300
Concentration, up to 1 minute
This spell allows a creature of your choice that you can see within range to make a slam attack against a creature within 5 feet of it. On a hit, the target takes 1d4 fire damage. If the target is a creature, the spell ends. If the target is a creature that is an undead, the spell ends. If the target is a creature that is a nonmagical object, it takes 1d4 fire damage. For the duration of the spell, the target can make a slam attack against a creature within 5 feet of it, and it deals an extra 1d4 fire damage to the attack roll. It must make the attack before the spell ends. If it succeeds on its attack roll, the spell ends.
Evocation
Dire Rock
30
Instantaneous
You hurl a rock-hard body of watered with radiance into an unoccupied space you can see within range for the duration. You create one of the following effects when you cast this spell. Rockfall. You cause one thing or another to fall to the ground and reach its maximum height at the start of your next turn. Ranged weapon attacks that reach this height have disadvantage on the attack roll. Round Trip. You cause up to ten boulders to drop from the top of the rock to drop a large quantity of fresh water. Each four-foot (2-foot) drop creates a new hazard that requires further investigation. One boulder falls when the hazard is encountered, and it is possible that more than one boulder drops this spell each round it remains in effect. Tidal Wave. You cause up to ten waves of water eight feet in diameter, eight feet high, and rising over wooden ornaments, hedges, and other structures in a 10-foot-radius sphere centered on one point within range. Each wave creates at least one permanent permanent effect. Torrential Rain. You cause water vapor to flood wherever it appears within a
Dire Rock
60
1 minute
A rock formed from shattered bones, rock walls, or other objects of horrific size, shape, or quality appears and is hurled toward a creature of your choice that you can see within range. The creature must succeed on a Dexterity saving throw or be subjected to a +4 bonus to its attack rolls and ability scores. The rock doesn’t have to be anywhere within 30 feet of the target. The target must succeed on a Constitution saving throw or become paralyzed or deafened. The rock is a 20-foot-tall, 20-foot-high sphere that is 10 feet deep and 5 feet thick. The rock faces the northeast at a point you choose within range. At any point during the spell’s duration, the rock rises up to 30 feet above the surface. The rock can be up to 100 feet long, 10 feet high, and 20 feet tall. The rock can’t be taken or destroyed. The rock’s area of effect remains unchanged. This spell’s area can be any area of the ground, including one that is flat, or is otherwise nonmagical.
Conjuration
Dire Rocks
300
Instantaneous
Your rock-hard core erupts a storm of rocks in a 30-foot cube centered on a point you choose within range. Each rock is an 8-foot cube with a 10-foot-deep crevice at the center. Each crack in the cube grants a triggering trap, as you gain the spell’s trigger condition, that triggers if a rock in the cube moves, as part of reaching for the trigger, or if a crack in the cube could unleash the spell’s full effect on a creature. Each rock has AC 10 and 30 hit points. When
Dire Smite
120
Instantaneous
For the duration, up to ten creatures of your choice that you can see within range must make a Constitution saving throw. On a failed save, a creature takes 1d6 thunder damage and is pushed 10 feet away from you with disadvantage on the attack roll. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Dire Smite
300
Instantaneous
A spell of greater power appears in the hand of a creature you can see within range. The spell can target one object or object of ill-portrayed or foul-mouthed nature. If you cast this spell within 120 feet of an object or object of ill-portrayed or foul-mouthed nature, the spell fails. If you target a creature other than the target creature, the spell fails. The target creature must succeed on a Wisdom saving throw or take 1d6 radiant damage (if any). If the creature is also within 30 feet of the spell target, the spell fails.
Transmutation
Dire Smite
60
Instantaneous
You create a moderate mote of poisonous gas in a 20-foot-radius sphere, centered on a point you can see within range. The gas is harmless until the spell ends. The gas appears in any unoccupied spaces within range and is harmless if it is not being created. The target must make a Constitution saving throw. On a failed save, the target takes 2d10 poison damage and is knocked prone. Each creature in the area must make an Intelligence saving throw. On a failed save, the target takes half as much damage and is knocked prone. On a successful save, the gas spreads and isn’t visible. If the gas doesn’t explode, it spreads from location to location until it is dissipated.
Conjuration
Dire Smite
90
Instantaneous
With a stroke of your weapon, a creature that hits you or uses your reaction has a piercing scream. Whether you hit or miss, the creature deals 1d6 piercing damage with every shot it takes before it ends its turn. This spell also ends the effect of any spells you have active that use an effect that allows it to end its turn before then. Both ends of the weapon affect it. In addition, if you hit the creature, it has advantage on attack rolls against you until the spell ends, if it has one, and you have disadvantage on attack rolls against creatures other than the creature using your reaction. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for every two slot levels above 4th.
Conjuration
Dire Smite
Self (100-foot line)
Concentration, up to 1 minute
A brutal, freezing winter of stinking snow streaks across a 5-foot-radiusantheon forest and inflicts severe frost damage to one creature or object within 5 feet of it. You choose a point within range and deal an icy bludgeoning damage to that creature or object. Each target must make a Constitution saving throw. On a failed save, the creature takes 10d8 cold damage, or 3d8 cold damage at the end of its next turn. If the creature w ews more than 30 feet away from you from the point where it died, the damage increases by 1d8, and its speed increases by 10 feet until it can no longer move. At the start of each of its turns, the creature deals an extra cold damage to it when it makes a Constitution saving throw. It takes half the extra damage. If the creature uses its action to make this saving throw again, it takes half as much damage and is stunned.
Conjuration
Dire Smite
Self (30-foot line)
Instantaneous
Smite a creature that you can see within range. It takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. Hit or miss, the target deals 1d8 necrotic damage if it is above 20 hit points or 25 necrotic damage if it is below 20 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 at 10th level, 2d8 at 17th level, and 3d8 at 17th level, for each slot level above 2nd.
Necromancy
Dire Smite
Self
Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, the weapon slays the target then’s smite damage increases by 1d12 for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum number of damage that can be dealt when attacking with the weapon increases by 2 for each slot level above 5th.
Evocation
Dire Smite
Self
Concentration, up to 1 minute
This spell pierce the flesh of creatures you can see within range, causing them to explode as pale, clouded orbs that do 1d6 damage each. Each creature that you choose within range must make a Dexterity saving throw. On a failed save, it takes 6d6 lightning damage and is blinded until the spell ends. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, a blinded creature can make a Constitution saving throw to take half damage from the bludgeoning damage.
Conjuration
Dire Smite
Self
Instantaneous
For the duration, one creature of your choice that you can see within range and that can hit points equal to your level (and that aren’t being worn or carried by others) becomes heavily damaged. The creature must make a Constitution saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Dire Smite
Self
Instantaneous
Up to two creatures of your choice that are within range can make a melee or ranged attack against you. On a hit, the target takes 4d6 cold damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Necromancy
Dire Steed
Self
Instantaneous
A line of yellow, green, or blue lightning bolts lash at one creature you can see within range. Make a ranged spell attack. On a hit, the target takes 2d8 lightning damage and is hurled 5 feet away in a direction you choose. On a miss, the target takes 2d8 lightning damage and is hurled 5 feet away in a direction you choose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Dire stinking cloud
120
Concentration, up to 1 minute
A 50m cube of gas fills the air within range and covers up to 20m of its area. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts out on a turn-based alert (regardless of when the creature first entered the spell’s area) makes a Constitution saving throw against fireball. On a failed save, the creature immediately ends its turn, as it usually does, and can repeat the saving throw at the end of each of its turns. A creature in the area that ends its turn in this way must use its reaction to move up to its speed so that it does so. On a successful save, the creature ends its turn immediately after it entered the spell’s area. If it did so before the spell ends, it still ends its turn. If it ended its turn before then, that creature doesn’t use the action it used to make the saving throw.
Conjuration
Dire Strain
150
Instantaneous
You cause a typical drop of rain to rain down in a 120-foot cube along a shoreline within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 force damage, or half as much damage on a successful save.
Evocation
Dire Strike
Self
Instantaneous
You raise an emaciated corpse from the rubble of a pit, either standing or sitting on top of a well-drained well or pit, surrounded by air. The corpse is Medium, up to 10 feet long, and has 10 hit points. It takes 10d8 acid damage on a failed save, or half as much damage on a successful one. The corpse is immobile while you are within 1 mile of the well or pit. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d8 for each slot level above 5th.
Necromancy
Dire Thunder
Self (30-foot line)
1 minute
This spell creates lightning-like blasts of thunder that go up to 10 feet in a 5-foot-wide arc from you in a direction you choose. The blast travels through objects, structures, and surfaces, causing them to buckle, crack, and crack again. The blast is strong enough to break any barrier that prevents nonmagical objects from passing through it, but it can’t pass through walls or other barriers. The spell’s range is up to 30 feet.
Evocation
Dire Weather
120
Concentration, up to 1 minute
Your body vanishes into the night, leaving you with a foggy canopy and a faint trail of clouds. You can’t see or hear anything for 1 hour. To avoid this effect, use an action to make a 30-foot line 10 feet long and 5 feet wide extending from your left shoulder to the center of the canopy. The line must be 10 feet long and 5 feet wide, and there must be one length of wood or one length of thin air in the line to the right of the center. When the line reaches its maximum length, any creature in the line that is within its reach must make a Dexterity saving throw. On a successful save, it instead takes 8d6 bludgeoning damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature ends its turn in the line of fire or in the mist, it takes 7d6 fire damage. A creature that ends its turn in the mist or in the mist can make another Strength saving throw. The first time a creature ends its turn in the line of fire or in the mist, it takes 4d6 fire damage and is engulfed in flames. The flames then spread around corners. If a creature moves into the center of the fog for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature moves into the center of the fog, and the flames there quickly extinguish any flames within it. On a successful save, the creature is no longer in the center of the fog. The fog then spreads away from the center of the line and moves around corners. Any creature that starts its turn in the center of the fog must make a Dexterity saving throw. On a failed save, the creature moves into the center of the fog. On a successful save, the creature is no longer in the center of the fog. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the fog effect increases by 1d6 for each slot level above 3rd.
Evocation
Dire weather
60
24 Hours
You create a severe storm centered on a point within range. The storm lasts for the duration, at which point the spell fails and you deal only 1d12 thunder damage to it. If it damages a creature, it deals 1d12 thunder damage to the target, which lasts until the storm dissipates. The storm can affect any solid surface on the ground or on ceilings and doors, and it can’t pass through any barrier, opening, or sarcophagus. The storm has a 50 percent chance to rain death upon a target. If the target is loose soil or stone, it must make a Strength saving throw. On a failed save, the storm destroys or turns loose nearly all of the remaining dirt and stone on the spot. A creature has a +2 bonus to the attack rolls and ability to use reactions while under the spell. In addition, the storm makes it easier to defeat loyal servants, especially if the foe is undead or constructs.
Evocation
Dire Wolf
120
Concentration, up to 1 hour
A ravenous beast of prey of your choice that appears in a hostile, unoccupied space you can see within range. When the beast’s area is dark and heavily obscured, it has advantage on ability checks to see through the gloom. When it appears, the beast can’t be seen. The creature can also see through the darkness, but only as far as it can see the ground. The beast ignores all other creatures within its area, such as creatures with truesight or the blind. The beast can’t take actions other than to make a ranged spell attack. If it does so, the attack deals an extra 1d10 necrotic damage on a hit.
Conjuration
Dire Wolf
120
Concentration, up to 1 minute
This spell transforms any object created by a spell of 3rd level or lower into a Dire Wolf beast’s basic statistics. The beast’s statistics are replaced by the statistics of the target, but it retains the alignment and race statistics of the original beast. The spell transforms a Medium beast of your choice that you can see within range, such as a beast of challenge rating 2 or greater. The target must make a Charisma saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is pushed 5 feet away from it. A Large or smaller beast of challenge rating 2 or greater succeeds on this saving throw, and it takes half as much damage on a successful one. A beast of challenge rating 2 or greater can’t be targeted by this spell. A creature that fails its save against this spell is restrained until the spell ends. In addition, on each of your turns, during which you aren’t targeted by this spell, you can use your action to mentally command a Dire Wolf beast of your choice that you can see within range. The beast obeys your commands, but it is restrained until the spell ends. The beast’s statistics are replaced by the statistics of the target, and it retains the alignment and race statistics of the original beast. The beast’s statistics are replaced by the beast’s alignment and race, as specified in the target’s alignment. The beast is proficient with all simple object and construct attacks. It defends itself against all attacks. While the beast is restrained, it spends its action to make a ranged attack with a weapon or a short weapon throw. On a hit, the beast takes 2d6 slashing damage and is pushed 5 feet away from the target. If the creature is holding its weapon in its left hand, the beast automatically pulls the weapon away from it and attacks with it. On a hit, the creature takes 2d6 slashing damage. If the creature takes any damage while restrained, the target takes 1d6 slashing damage at the end of each of its turns. If the creature takes any damage while restrained, the target takes 1d6 slashing damage at the end of each of its turns.
Conjuration
Dire wolf
120
Concentration, up to 1 minute
You call a wolf to lup or baulk at you. It takes 1d4 + 1 hit points for every 1d4 + 0 hit points You hit. The spell ends when one of the statistics for the beast is met. The beast’s natural ability score is 8, and the beast is proficient with all armor and weapons. When the spell ends, the beast can’t attack, but it can take other actions as normal.
Conjuration
Dire Wolf
1 Mile
Instantaneous
You summon a beast of beastly power that attacks with a melee attack for the spell’s duration. If the beast’s speed is equal to or less than the target’s, it takes 10d8 necrotic damage. It disappears when the spell ends. If it’s not dead, the beast continues to attack the target when it drops to 0 hit points or when the target dies. The target can make a Constitution saving throw. It fails. On a successful save, the target takes half as much damage from necrotic damage and no damage from non-necrotic damage. On a failed save, it takes half as much damage from radiant damage and no damage from radiant damage.
Abjuration
Dire Wolf
30
Concentration, up to 1 minute
You attempt to lure a dire wolf into a cage. The dire wolf is friendly toward you and obeys any verbal commands it hears. The dire wolf can’t be frightened, but it must make a Wisdom saving throw if it is attacked or otherwise attacked. The dire wolf can’t attack you or your companions, and it can’t attack you or your companions in combat. The dire wolf doesn’t have to be within 30 feet of you. It can’t be targeted by attacks or otherwise attacked.
Transmutation
Dire Wolf
60
Concentration, up to 1 hour
You attempt to enter the minds of a group of ravenous, ravenous, ravenous creatures that are hostile to you. Choose one of the following options when you cast this spell: • You can cause the target to become lethargic or to attack with a weapon. • You can cause the target to become frightened. • You can cause the target to become incapacitated. • You can cause the target to become incapacitated again. • You can cause the target to become hostile, attacking, or using a weapon against one creature of your choice that isn’t hostile to you. The triggering effect lasts for the duration, if any. • You cause the target to become hostile toward a creature of your choice within 60 feet of you. • You cause the target to become hostile toward a creature of your choice within 300 feet of you.
Conjuration
Direwolf
60
Concentration, up to 1 minute
A spectral, invisible, living creature appears in a place you can see within range, and that creature must make a Wisdom saving throw. On a failed save, the creature is drow. It has disadvantage on attack rolls and ability checks until the spell ends. The creature is immune to vulnerability, poison, and vulnerability-inducing effects until the end of its next turn. The creature also has disadvantage on attack rolls and ability checks until the end of its next turn. The creature is telepathic and can speak the language of other creatures. The spell ends if the target is killed, incapacitated, or otherwise harmed by another creature.
Conjuration
Direwolf Form
Touch
1 minute
You attempt to create a form of life on a creature you can see within range. The creature must succeed on a Dexterity saving throw or take 1d6 lightning damage. The spell ends if the target is undead. The creature takes no damage from magical damage until the spell ends. You choose one of the following actions for the creature. Step into the form of a wolf. Make a melee attack. Make an attack roll. Make an attack roll against a target. Make a ranged spell attack. Make an attack roll against a target. Make an attack roll against a target that drops to 0 hit points or fewer. Make an attack roll against a target that drops to 0 hit points or fewer. Make a roll against a target that ends its turn on a map or a place it isn't on it. The target takes 2d6 lightning damage.
Conjuration
Dire Wrecking Swarm
150
Concentration, up to 1 hour
The warded swarms of warded creatures swarm to your location, creating a 20-foot-radius, 10-foot-high line of shimmering energy. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 5d8 necrotic damage and is knocked prone. A creature can also use its action to make a Strength saving throw. On a failed save, a creature takes half as much damage and is knocked prone. The warded creatures have advantage on attack rolls against you and your companions. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cause up to ten of the warded creatures in the line to wither away.
Evocation
Dire Wretch
60
Instantaneous
You cause a wretch to fall into a deep sleep. You can use your action to touch the wretch for the first time on each of your turns. The wretch must be within 30 feet of you or the spell can't be cast. Until the spell ends, the wretch remains within 5 feet of you, and you can use your action to touch the wretch for the first time on each of your turns. The wretch must be within 10 feet of you or the spell can't be cast. Until the spell ends, the wretch remains within 5 feet of you, and you can use your action to touch the wretch for the first time on each of your turns. The wretch must be within 10 feet of you or the spell can't be cast.
Enchantment
Dirty Projection
Self
Concentration, up to 1 minute
You create a ghostly form that lasts for the duration. You can determine its location by examining its form. If the shape calls for directions, you can use your action to summon a Spirit Animal of your choice from the same plane of existence as the creature. The beast appears in an unoccupied space you can see within range, and it disappears when it does nothing. If you choose an unoccupied space, the creature can’t appear beyond the space or that is within it. The spell ends if you cast this spell again.
Illusion
Dirty Way
Self
Concentration, up to 1 minute
Your magic radiates radiance that wreathes all manner of physical and magical damage, healing, and disease-causing creatures in a 30-foot radius. Nonmagical creatures in that area take 10d8 necrotic damage, and you can’t take normal damage from those creatures for the entire duration of the spell, even if the creatures are on the same plane of existence.
Necromancy
Dirty Wind
120
Instantaneous
You create twenty-five-foot-long, 20-foot-wide, 30-foot-deep blizzard that freezes solid terrain up to 60 feet square for 7 days. The blizzard lasts for the duration. Each creature in the blizzard must succeed on a Dexterity saving throw or take 1d6 blizzard damage. The blizzard also stops short of freezing solid terrain up to 60 feet square. The spell’s duration is determined by the weather conditions under which it is cast.
Conjuration
Dirty word
Self
Instantaneous
You utter a dirty word, leaving a mark of destruction on a surface that you can see within range. The words dissipate when the spell ends. A dispel magic spell cast on a surface containing the words has no effect on them. If the surface is too small to hold all the words or contains magical writing that says something like, "verbal communication is impossible under Muggle law", the spell ends.
Transmutation
Disarm
10
Instantaneous
You banish any creature that you can see within range and who would be immune to spells and magic effects. For the duration, a creature immune to a spell or magic effect is immune to its own spells, spells, and effects
Disarm
120
Instantaneous
You summon a powerful force that attempts to stop one creature that you can see within range. Choose one of the following effects. The target takes 1d8 bludgeoning damage and is restrained by the force. The target must succeed on a Constitution saving throw or take 1d8 bludgeoning damage and be restrained for the duration. A creature restrained by the force is also no longer affected by the spell.
Conjuration
Disarm
30
Instantaneous
Disarm or break out of a nearby teleportation circle. This spell stops teleportation spells, as well as teleportation circles and secret doors, from affecting you. You need not use such a spell to stop a teleportation spell from working, although magic might stop it if certain conditions are met. When the spell ends, no magical traps open, doors are not left open, or whatever magical means are at your disposal to stop the magic being used to do so is broken. A magic door, a teleportation circle, or a secret door created by disarming a trap created by a spell, such as a gateway or pylonshot, creates no traps; it instead uses magic that you know exists and that is cast
Disarm
30
Instantaneous
You banish a creature that is hostile to you from a location you choose within range. The target dismisses the spell without casting a prepared spell, and the spell ends without being triggered. After a while, the target can cast the spell as an action, once per turn.
Conjuration
Disarm
30
Instantaneous
You shatter the mind of an enemy before it can move, and then it has advantage on any attack and saving throws against its spells and weapon attacks. At Higher Levels. If an enemy has advantage on an attack and saving throw against its spells and weapon attacks before you cast this spell, you shatter that creature to create a distraction that it can use against you. While the target is distracted, it can use an action to make a Wisdom saving throw. On a success, it can use its action to switch to an illusory duplicating weapon, but on a failure, it can’t switch to the duplicating weapon until the spell ends. A disintegrate spell destroys each target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can shatter a target of your choice made by an ability attack against a different creature within 30 feet of it (including the target itself), using another bonus action of your choice, you could issue a verbal command to the creature. That creature must be under the effect of the illusion, which has it speaking the illusion’s language. Alternatively, you could shatter a creature that is conscious and within 60 feet of it by making a verbal command to its language (no action required by
Disarm
60
Concentration, up to 1 minute
Enemies within 10 feet of you and up to 150 feet away from you have disadvantage on attack and damage rolls, ability checks, and saving throws. The spells can’t fit more than 10 people in their space. Until the spell ends, you can use a bonus action on a weapon attack roll against a creature within 30 feet of you that is moving toward you. On a hit, the creature takes 1d12 necrotic damage, and you make another spell attack against that creature. On a hit, the creature must use a nonmagical weapon attack or use a healing spell (limited to 1 hit point) to restore 4 hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Necromancy
Disarm
60
Instantaneous
You remove all restraints on a creature, including those created by restraints.
Abjuration
Disarm
60
Transmute Rock
30 minutes
You transform a Rock object that you choose into a nonmagical weapon, a nonmagical weapon that can be of any kind, such as a club, a club-sized weapon that shoots a single nonexplosive weapon (such as a bow), or a magic weapon that can be of any kind, a staff, or a staff-sized explosive. The transformation lasts for the duration, which may be reduced by nonlethal effects or increased in value to meet greater requirements. The reduction reduces the weapon or nonexplosive weapon to a daze
Disarm
90
Instantaneous
You banish one humanoid or object of your choice that you can see within range and that fits the designated demiplane. You banish the creature if it moves into a space that is within 120 feet of a demiplane you choose. While this spell lasts, any creature that ends its turn within 120 feet of a demiplane you choose must make a Charisma saving throw. On a failed save, the creature takes 14d6 psychic damage and/or is blinded until your next turn. The spell ends if you dismiss it as an action or if you cast it again.
Confusion
Disarming
10
Instantaneous
Your crafty saber attacks a creature within range that is targeting a creature with an attack. If the target’s speed is less than half the target’s own maximum, you ram the target’s speed up to half of the target’s maximum and put the target within 5 feet of the intended target with another creature’s weapon used against it. If the target’s speed is less than half the target’s maximum, you ram the target’s speed up to half the target’s maximum and put the target within 5 feet of the creature with the weapon against it.
Evocation
Disarming
120
Disarming
120
Concentration, up to 1 minute
You create a nonmagical weapon—such as a spear, axe, or crossbow—that explodes in a 30-foot cube on each of your turns for each creature that you select within the last round of combat this spell has taken effect. Each creature that takes this damage must make a Constitution saving throw. On a failed save, a creature takes 10d6 fire damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Disarming
30
Concentration, up to 1 minute
You create a Large blast of elemental energy at a point within range. Each creature that can hit you with a weapon attack before the spell reaches its full rate must succeed on a Strength saving throw or be affected for the spell is struck by the weapon. An unarmed strike made against the creature deals 3d8 fire damage to it, and any creature or object that would normally be struck by the weapon would instead slam into the ground and fail to make a melee saving throw.
Evocation
Disarming
30
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range and that can hear you. The target must make a Wisdom saving throw. On a failed save, the target takes 8d6 lightning damage. At the end of each of its turns, the target can make another saving throw. On a successful save, it takes half as much damage. On a failed save, the spell ends for it. If the target is blinded or deafened, the spell doesn’t incapacitate it. The spell ends for a target that has its breath seized on as an attack roll, attack with weapon, or weapon fall, if any, the target also takes half as much damage and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Disarming
500
Instantaneous
You unleash a wave of psychic energy that roars until the ground in the area is covered with psychic tape. Each creature in a 40-foot-radius, 10-foot-high cylinder centered on a point within range must make a Wisdom saving throw. On a failed save, a creature takes 1d8 necrotic damage and must succeed on a Constitution saving throw or become frightened for 1 minute. While frightened by this spell, a creature must make a Wisdom saving throw each time it takes damage, and it can repeat the saving throw if it wishes. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Necromancy
Disarming
60
Instantaneous
You create a wall of fire on a solid surface within range. You can make the wall up to 30 feet long, 10 feet high, and 5 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Evocation
Disarming Bell
300
Instantaneous
You unleash the power of the phantasmal force to crush a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes 6d6 piercing damage and must use its action on a weapon attack, attack move, or move out of the phantasm to escape. The phantasm then magically removes any antimagic field created by this spell. The phantasm can create any number of phantasms it likes, but any that don’t fit within a phantasm are removed in phantasm’s area. If a phantasm ends its turn outside of a phantasm created by this spell, that phantasm activates and destroys it. If a phantasm starts its turn outside of a phantasm created by a spell of 4th level or higher, other creatures can use an action to move the phantasm toward it to do so. In doing so, they make the attack roll, dealing damage equal to your spellcasting ability modifier. The phantasm then closes its phantasm to neutralize that spell.
Conjuration
Disarming Bell
60
Concentration, up to 1 minute
A ringing alarm sounds in a 30 foot radius around you. Each creature other than you in that area must make a Wisdom saving throw. On a failed save, a creature can’t take reactions or use reactions. While the alarm is sounding, a creature takes 4d6 cold damage. On a successful save, it takes no cold damage, but its saving throw is broken. The spell ends if a creature moves into the affected area or if a creature moves within 10 feet of the alarm.
Evocation
Disarming Bell
60
Concentration, up to 1 minute
Choose two lights within range. A flashing, emerald-green bell flashes in each of the target’s illuminated areas. Each creature within 10 feet of the blinking bell must make a Wisdom saving throw. On a failed save, a creature can’t speak a single intelligible word for 1 minute. If the bell emits an alarm, its sound fills a 5-foot-radius sphere centered on the bell. Each 5-foot radius, a torch emits bright light in a 30-foot radius, and a crack sounds when a creature drops its backpack. The crack sounds like a regular crack, and it deals 3d6 fire damage to each creature within 5 feet of it. This spell also ends spells and other magical effects that you might have used to deal damage, such as movement, that have a duration of 1 minute or more. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of lights within 20 feet of you increases by two for each slot level above 5th.
Transmutation
Disarming Bell
Touch
Instantaneous
You set an alarm to deafen a creature that is trying to escape. Until the start of your next turn, the creature has disadvantage on attack rolls against creatures that aren’t wearing armor.
Evocation
Disarming Furnace
60
Concentration, up to 1 minute
A strong wind can disperse a Large or smaller constructible wall of strong air in a 40-footradius sphere centered on that constructible wall within range. Each creature that starts its turn in the sphere must spend 1 minute moving up or down as a bonus action on each of their turns until the spell ends. A whirlwind like whirlwind covers 60-foot square sections of ground at a time. Each creature that starts its turn in the area must make a Strength saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone for the duration.
Evocation
Disarming Ray
5
Concentration, up to 1 minute
A flash of magic radiates from your finger or a cry of alarm springs into existence. Each creature in a 5-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw. Every target killed by this spell must make a Constitution saving throw at the end of its turn. On a failed save, a target takes 2d8 radiant damage, and another 1d12 cold damage. On a successful save, it takes half as much damage and isn’t affected by this spell again. As a bonus action, you can cause a bolt of lightning to leap from the spot you chose as a drop into an unoccupied space of your choice that is 30 feet up. In addition, whenever a target is hit by this spell or carries anything weighing
Disarming
Self (100-foot line)
Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d10 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target can’t take reactions and must use its movement to move as normal. The flames lash the target at a point within range, issuing a loud blast of smoke and causing foul smelling emanations to form in the area. The target must make a Constitution saving throw. It takes 8d10 fire damage on a failed save, or half as much damage on a successful one. Each creature in the line is blinded and must make a Constitution saving throw. A creature takes half as much damage on a failed save and is scorched. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Evocation
Disarming
Self
Concentration, up to 1 minute
A creature prone to being frightened stands up and rams its scimitar into the space of a creature within range to extinguish the flames. The spell creates no heat or cold and no odors or scents and has a 5-foot radius. The illusion lasts for the duration or until you dismiss it as an action. You choose one of the following effects to trigger when a creature within 5 feet of the target enters its frightened condition. You can target one additional frightened creature for each frightened condition condition condition is met. The creatures each take 4d8 fire damage and half as much damage on a failed save, or half as much damage on a successful one. For the duration, the creature has disadvantage on attack rolls against creatures within 5 feet of her or his location and can't take actions nor move while frightened.
Evocation
Disarming Smite
30
Concentration, up to 1 minute
Choose one creature you can see within range. The target lashes out at a
Disarming Smite
Self
Concentration, up to 1 minute
You attempt to overwhelm a creature that you can see within range with a flurry of blows. Until the spell ends, the target takes d6
Disarming Strike
60
Instantaneous
You hurl a beam of light at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 fire damage. firebolt † • range 30/60/120 (min./max.)
Disarming Strike
Self
Instantaneous
You strike a creature that you can see within range. It must succeed on a Dexterity saving throw or be knocked prone. The target remains prone for the spell’s duration, and the target can repeat the saving throw if necessary. If the target fails the saving throw before the spell ends, it can make a Constitution saving throw at the end of each of its turns, ending the effect of the spell on it. If the target doesn’t make a successful save before the spell ends, it takes 1d4 fire damage on a failed save. The spell can also end the effect of a spell of 3rd level or lower. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Evocation
Disarming
Touch
Concentration, up to 1 minute
A glyph inscribed with the emissary spell appears on your person, linking you to a location you know or know is within range. The glyph lingers in your mind’s memory for the duration, and the glyph can be turned off or linked to an unwilling creature for the duration. In addition, when a creature of Medium size or smaller drops to 0 hit points from which to cast an ability check, you make the check as part of casting that spell. If you succeed, the glyph instantly appears in the closest unoccupied space of the creature’s space, such as a container or a place of safety, as long as that space is occupied by a creature or a spell.
Abjuration
Disarming
Touch
Instantaneous
Choose a spot you can see within range. A wall of glowing energy b lights up when a melee spell attack you make within the past 10 minutes. A nonmagical ranged spell attack can penetrate the wall and deal 6d6 + 1d6 psychic damage to the target. On a hit, the target takes 2d6 psychic damage, and the spell ends. If the wall is on the ground or in openings, the spell doesn’t close enough to the ground or in the passage that leads to the wall—its area is searched for the nearest fire. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Disarming
Touch
Instantaneous
Shimmering energy fills the air around you, up to a nadir of bright light, and moves with the light to a point within 30 feet of it. For the purpose of targeting one creature, every time a creature finishes a long rest, the glowing piece of magical energy moves with the creature to the closest creature friendly to it and then attacks that creature with a weapon attack, the creature takes 4d6 radiant damage, or half as much damage on a failed save, and the glowing piece of magical energy is broken and unable to ignite flame for 1 minute. Alternatively, the glowing piece of magical energy breaks and ignites barrier for 1 minute at a point within 30 feet of it. If a Tiny or smaller creature or object moves within the glowing area, the creature or object takes half damage from the burn.
Evocation
Disarming
Touch
Instantaneous
You create a Large blast of gunfire that explodes in a 10-foot radius centered on a point within range. Each creature other than you within 10 feet of the point must make a Constitution saving throw. On a failed save, a creature takes 6d8 necrotic damage, or half as much damage on a successful save. The damage can’t reduce a creature’s hit point maximum to 0. The damage can’t reduce a Huge or smaller creature’s hit point maximum to 1d10. The spell’s base damage is 12d6. The spell damages only creatures that you can see within 30 feet of the point, and the spell’s damage increases by 1d10 when you reach higher levels.
Necromancy
DisarmingWall
120
Concentration, up to 1 hour
A wall of glowing green energy lashes out from a point within range and starts firing from that point as a bonus action on each of your turns until the spell ends. You can create a barrier of glowing green energy between you and an unoccupied space you can see within 60 feet of you. When a Large or smaller creature enters the spell’s area for the first time on a turn or starts its turn there, there is a 20 percent chance that the creature (and all creatures in the spell�
Disarming Wall
150
Instantaneous
The wall of fire spreads out from a point within range and explodes in a 20-foot radius, making a 20-foot radius around it a protected area. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage and is pushed 10 feet away from the point of impact. On a successful save, a creature takes half as much damage, and flames trail off when it hits a threshold. The fire burns through solid wood, stone, and stone pillars and structures, and it spreads around loose earthworks. Finally, each creature in a 20-foot-radius sphere centered on that point when created must make a Dexterity saving throw. Each creature takes 7d8 fire damage at the end of its next turn, or half as much damage at the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can target one additional creature for each slot level above 1st.
Evocation
Disarming Wind
120
Concentration, up to 1 minute
A powerful wind of destruction sweeps out across a point within range and blasts downward from you. Each creature in a 30-foot-radius sphere centered on that point must make a Constitution saving throw. If a creature fails its save against this spell because it can’t find an object or leaves its line of sight, it instead takes 14d10 bludgeoning damage, and it takes 14d10 bludgeoning damage.
Evocation
Disarming Wind
120
Concentration, up to 1 minute
A wind whips a cylinder of churned earth under you, slowly and painfully. The earth is square and has a 5-foot radius. The cylinder lasts for the duration. When the dust settles, it turns bright red, becoming a 20-foot-radius sphere with an 8-foot radius and dim lighting within it for a further 2 days. If the cylinder moves more than 20 feet when this spell ends, it remains there, creating another flame. The flames turn dim blue and become a constant flame for 1 hour. If the cylinder moves 10 feet when this spell ends and becomes a bonfire for more than 10 feet, it becomes a bonfire, doing 25 damage to anything it burns. A strong wind can disperse the flames safely within 5 feet of one another, creating safe havens for the creatures or leaving the flames at certain locations.
Conjuration
Disarming Wind
120
Concentration, up to 1 minute
The wispy, evergreen forest of tundra moves like magic. Until the spell ends, you have advantage on saving throws made against radiant or psychic ray
Disarming Wind
150
Concentration, up to 1 minute
A swirling mass of negative energy radiates from you in a 5-footradius, 30-foot-high cylinder centered on a point within range
Disarming Wind
60
Instantaneous
You create a small puff of wind that ripples out in a 100-foot radius and chill up to 200 feet for a day. Should winds pick up, the wind blasts up to 30 feet in a straight line toward a point you choose within range. The point must be within 100 feet of a point of your choice within 10 feet of where you cast this spell.
Conjuration
Disarming Wind
60
Instantaneous
You pull down a wall, or a ceiling, and choose a point within range. Lo and behold, a wave of radiance springs into existence. This wind is difficult terrain, and the more heavily-guarded paths or ceilings are affected, the greater the disturbance. An affected creature must succeed on a Strength saving throw or be pulled 10 feet toward the center of the wall or ceiling as described below. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional wind for each slot level above 3rd.
Evocation
Disarming Wyvern
60
Concentration, up to 1 minute
Swarming crofs fill a 20-foot-radius sphere centered on a point within range. Once a day for 24 hours, for weeks at a time
Disarm
Self
5 Days
You attempt to shut down a hostile demigod, either by firing a magic mallet or attacking it with a magic weapon. Hit or miss, the demigod stops moving and dies. It deals 2d8 bludgeoning damage to the target and causes the target to make a Strength saving throw. On a failed save, it is restrained until the spell ends. While the restrained target is affected by this spell, the creature can’t speak, cast spells, or read, write, or use any other arcane or magical text. While the restrained target is conscious, any ability a creature has spent its action using is dispelled. A creature that can’t be bound by an illusion can’t use its action to speak. Instead, the creature uses any spell it can cast to speak its mind. The restrained target can use its action to take the action described below, using its reaction when deciding what action it will take. Once it has taken this action, the demigod is no longer restrained and can’t speak, cast spells, or use any other arcane or magical text. Blade of Fist
60
Concentration, up to 1 minute
You create a razor-sharp dagger that flings itself against a creature within range. Make a melee spell attack against the creature. On a hit, the
Disarm
Self
Concentration, up to 10 minutes
You create a magical barrier between yourself and a creature you can see within range. The barrier prevents creatures from following in the footsteps of another creature or passing by you. The barrier lasts for the duration. The barrier is as strong as steel, and it blocks only half the distance. When you cast this spell, you can designate any nonmagical object or magical effect as the barrier. When you cast the spell again, the barrier is knocked away from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Evocation
Disarm
Self
Concentration, up to 1 hour
Self extinguishes a nonmagical fire in a 20-foot radius on a target within range. For the duration, nonmagical fire in the area is difficult terrain, and any creature that ends its turn within 20 feet of the target must use its reaction to move up to its speed so that it can move normally. Reducing the target to 0 hit points reduces it to -4 hit points. The spell ends for a target that attacks a creature with a weapon attack. While the target is reduced to 0 hit points, its weapon attacks deal an extra 2d8 force damage to it, and it takes 2d8 force damage at the end of its turn for its attack to deal any extra damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.
Evocation
Disarm
Self
Concentration, up to 1 hour
You attempt to eliminate a hostile undead creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 10d8 necrotic damage and must be incapacitated for the spell’s duration. On a successful save, the creature takes half as much damage and doesn’t regrow damaged or dead spots. As a bonus action, you can dismiss the spell and move the spell back to the spell slot you used for it. If the spell ends before then, the undead are destroyed.
Conjuration
Disarm
Self
Instantaneous
A dispel magic centered on something permanent radiates life energy, much like a strong wind or a powerful earthquake, creates a pillar of strong wind, and so on.
Abjuration
Disarm
Self
Instantaneous
You must be completely off the hook when it comes to dealing with necromancy. Any creature that uses its action to move toward a target creature on the ground that you can see must make a Wisdom saving throw. On a failed save, a target becomes immune to necromancy spells for 1 hour. At the start of each of those hours that a target is targeted by a necromancy spell, an enemy wizard must make a Wisdom saving throw that results in the creature’s death. On a failed save, the creature’s body moves to a spot immediately adjacent to the target’s corpse for the duration. While there, the creature is incapacitated and must either spend the spell’s duration off or regain hit points equal to the number of hit points it has. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Necromancy
Disarm
Self
Instantaneous
You take control of the situation so that none of the following effects appear: - A hostile creature on your turn sounds, and spells and other magical effects are suppressed for 1 minute - You create a nonmagical object that has AC 15 and hit points equal to your hit point maximum, and that can’t carrying capacity - The creature is carried around by someone other than you who has hit points equal to your hit point maximum. - You create a teleportation circle that lasts for 1 minute - You create a nonmagical object that has AC 15 and hit points equal to your hit point maximum, and that can’t carrying capacity - You create a teleportation circle that lasts for 1 minute - You create a nonmagical object that has AC 15 and that can’t carrying capacity - You create a teleportation circle that lasts for 1 minute - You create a nonmagical object that has AC 15 and that can’t carrying capacity You can use your action to teleport from your current location to a different one as long as that location is within 1,000 feet of the nearest unoccupied object or teleportation circle. ruins of a long lost civilisation Great hall
60
Instantaneous
You return to life with 60 hit points. This spell also neutralizes any diseases or poisons that affected it, but it cures other diseases and neutralizes any damage taken.
Necromancy
Disarm
Touch
Instantaneous
All boomerangs burst from a creature that you choose that you can see within range. Each creature that can see within 10 feet of the point you chose must make a Constitution saving throw. A target takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmutation
Disarm
Touch
Instantaneous
You pull the iron from between two pieces of wood and put them in one pile on the ground. Until the spell ends, you can use the pieces to create a demiplane or a celestial seminary, a temple or a greater temple, an alchemical laboratory, a school or a guild hall, or anywhere in between. You can also use the pieces to create a more permanent dwelling or sanctuary. If you create a demiplane or sanctuary, you can choose the material from which you create the plane, as well as any from temples, sanctuaries, zazen, tombs, feasts, or zanzibar. You can also designate a specific location on the plane, which you can see and which you can see, as well as any places you can see and which you must step outside to see. You can create any of the following teleportation effects inside the demiplane or sanctuary: • Place a wish spell on the ground in a visible location that you can see. This spell can’t be duplicated by other spells, such as creating a wish spell) or creating a wish from an existing one. You can cast this spell only in the teleportation area, not outside it. Area effect. You can through the portal create a teleportation circle on the ground in a spot you designate. You can also create a secret door on the ground in a spot you designate. You can also create a demi-march on the ground outside the demi-march. You can banish an approaching hostile creature on the spot you designate, causing it to exhaust its
Disarm
Touch
Instantaneous
You seize one of the following properties of an unwilling creature—your own, theirs, or anyone else's—and make it impossible for it to return to its normal place at the start of your next turn. If the target has fewer than 10 hit points, you may choose to end one of those hit points with a direct melee weapon attack, gain a temporary hit point, or end one of those hit by a direct melee weapon attack.
Necromancy
Disarm
Transmutation
Self
1 Hour
When you cast this spell, you call out to all the creatures within 30 feet of you to be disarmed. Each of them has advantage on an Intelligence (Investigation) check Missiles check and Wisdom (Perception) check to discern the location of a creature that is attacking you. You choose one or more of the following damage types: acid, cold, fire, lightning, or thunder. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Conjuration
Disarm Traps
Self
Concentration, up to 1 minute
Until dispelled traps a creature with a debilitating weakness. Choose one creature that you can see within range and that can’t be charmed, frightened, or possessed by the creature. The creature fails its saving throw against being charmed, frightened, or possessed. While frightened by the creature, the target can’t use its action to move to a spot within range and use reaction to succeed on a Strength saving throw or become frightened. The frightened target gains no temporary hit points, and it has no memory of when it became frightened. While frightened by the target, the target can’t speak, use reactions, or cast spells. The creature has disadvantage on attack rolls against creatures within 30 feet of it. At the same time, the creature can’t use reactions, which it can’t use against creatures within 30 feet of it.
Abjuration
Disastronomy
100
Concentration, up to 1 hour
You choose an area of darkness that you can see on a solid solid surface that appears to be made of stone or stone and that isn’t covered by a covering, such as a floor or a dome, or that is made of metal or stone and that fits within a 6-foot cube. For the duration, that creature can see and hear everything in its area, and can’t be targeted by spells or otherwise affected by attacks. For the first 40 hours, the target can’t see or hear anything within the area, or it can’t enter the area or pass by it. The spell ends if the target w ill re cast another spell within the first 24 hours after taking the spell’s damage.
Illusion
Disbelief
Touch
Unforgivable
1 Hour
You touch a creature and place a spell on its mind that allows the creature to believe that something is beyond imagination. That spell has no content, and the target fails its saving throw if it doesn’t believe the thing you described. The spell doesn’t target undead or constructs, objects, or people. If you cast it on the creature or object, it is mentally convinced of its worth, worthlessness, or whatever the creature says. This spell has no effect on constructs or people or magic items.
Illusion
Discipline
Touch
Instantaneous
You touch a creature, and the creature deals an extra 2d4 damage to the target whenever it hits or reaches 5th level (2d4) or higher.
Conjuration
Disdainful Strokes
90
Instantaneous
You desire to offend other creatures, even if they are no more than 5 feet away. Choose any creature that you can see within range, and each creature that can see within range must make a Charisma saving throw. On a failed save, a creature is shunted to the far side of the room where it will likely meet other creatures, who will be unable to reach the creature out of the shadows. This spell is particularly powerful against fey and undead. The creature that failed the saving throw when you cast this spell makes a Wisdom saving throw at the end of each of its turns. On a successful save, the target loses the ability to speak, but it retains its senses, memories, and other abilities, as well as any memories of the creature it is touching. The creature can’t willingly allow its senses to be wrenched from it, and if it fails this saving throw before the spell ends, the creature doesn’t lose the ability to speak, read, or write, or can instead rely on its senses for communication. A creature that makes an Intelligence saving throw at the end of an turn can choose to continue the struggle, but if it succeeds, the creature is no longer fighting the creature and continues to receive the benefits of its senses. The creature is shunted to the far side of the room where it will likely meet other creatures, who will be unable to reach the creature out of the shadows. This spell is particularly potent against fey and undead. These creatures that can’t be harmed by nonmagical weapons or constructs.
Abjuration
Diseases and Poisonous Vegetations
10
Duration: Concentration, up to 1 hour
You create overgrowth on land you choose within range in a manner familiar to you, such as planting tallow or clearing brush. You cleanse the air and soil of any diseases that might have formed, removing excess moisture and dirt, and then chill the soil until it is soft and uniform. When the chill condenses, any stone, stick, or other harmful creatures that remained or might have remained there momentarily shed light or dim light in return. A creature that enters the chill state and enters the spell’s area for the first time on a turn or starts its turn there causes whatever damage this spell deals to those creatures. Creatures that started their turns in the area when you first cast this spell must make a Constitution saving throw. On a failed save, the affected creatures take only half damage from the damage they deal the spell’s effect on them. Once a creature makes an attack or attacks
Disenchantment
30
Concentration, up to 1 minute
You target one creature you can see within range, and three curses appear in its area: one set of five that aren’t triggered by an action, an aura, or a target, such as a scimitar, a sabertoothed tiger, or a bat. Each curse affects only you, requiring an equal or greater level of your choice. Choose one of the three curses at the start of your turn. You can try to halt the cumulative effect of each curse on the same creature or on a different one. Alternatively, you can attempt to stop its cumulative effect. If you maintain your concentration on a spell for up to 90 minutes, the spell ends for that creature or point at an object within 10 feet of it. When the spell finishes, the spell ends for that creature or point at an object within 500 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the base damage increases by 1d10 for each slot level above 5th.
Enchantment
Disenchant weapon
Touch
1 Hour
You touch a nonmagical weapon and imbue that creature with an illusion. The weapon, if any, takes 3d8 necrotic damage on a hit or half as much damage on a miss. If the weapon is a magic staff or a staff of levitation, make an ability check against your spell save DC. On a success, the illusion can be dispelled.
Necromancy
Disengage
Touch
Instantaneous
Choose one creature that you can see within range. You move to a unoccupied space within range where it would otherwise be impossible for it to see you. If that creature is a Huge or smaller creature, it can’t attack you despite imposing its will onto you. If you do, the target fails its saving throw and has disadvantage on attack rolls and ability checks that rely on ability checks, and if you do, its Wisdom penalty is 4. The target’s speed is reduced by 15 feet until it breaks the spell’s resistance to being affected by other effects. The spell then ends.
Abjuration
Disguise (4th level)
Self
3 Days
This spell grants you the ability to appear as a simple, yet powerful image—a garment, a mask, some sort of armor, whatever you choose—that is as large and ornate as a 5-foot cube. As you cast the spell, you can cast both as spell and as an action, gaining the benefits of any two of the image effects at the same time. While you have advantage on attack rolls against targets within 5 feet of you, you can make one additional attack for each effect you have used. While you have advantage on attack rolls against targets within 5 feet of you, you can use a bonus action to create a new use for any effect you have used that you know is false, such as a distraction spell cast on a target. You can create images as small or as large as 1 image for each image you choose. If you create additional images, you can create one illusion at a time, and each image lasts until it is reduced to 0 images. You can create two such images at the same time. If you create an additional image of a creature, you instantly create that image, even if you have no memory of its name. A reduced image lasts for the duration or until it is replaced by another image, such as a duplicated image or a new image. You can use a bonus action on each of your turns to switch from a corpse image to a skeleton image, create a prosthetic body from a corpse image and so on up to 24 hours. You can revert to its original form in its stead, but only at the DM’s option. If the creature’s memory is damaged or the image cuts into its sensory pathways during transportation, it can only be transformed back into its normal form at the DM’s option.
Illusion
Disguise and Armor
10
10 Hours
You make clothing suitable for the wearer. Until the spell ends, a nonmagical armor made of mithral or ray of frost is a light, opaque covering of silvery or opaque stone for the duration. You can create any surface covering an object, a creature, or some other visible substance in a manner similar to a mask. To create a light mask crafted from a stone, cordura, or similar material, use an illusory creature’s-s voice. Alternatively, you can make a piece of a creature’s flesh to appear as a mask, made of magical force, that appears on the surface of the creature’s person. You can create a nonmagical head covering made of mithral or ray of frost, a piece of nonmagical armor made of ray of frost, a piece of magical ammunition imbued with a power similar to that of flame, or a piece of magic-using substance so infused that it transforms the target’s clothing in
Disguise and conceal
Self
Concentration, up to 10 minutes
You create a mask that looks like a winged beast and acts as a concealment spell, telling the location of all its sensors, moving creatures, and manipulating its facial features. When you cast the spell, you can assume a normal suit of armor, which has shield plates and darts on either side, making it appear as a winged beast, though it has a wingspan of 5 feet and a sustained 20-foot wingspan. You can also use this spell to create a simple mask that is translucent and animated, appearing in any visible area when you cast it. It lasts for the duration, and the creature can’t be targeted by invisibility or entangle, or by any other effect. The mask can be removed by nonmagical means, but it still leaves behind a faint and indistinct mark on its surface. When you craft the mask, choose one of the following disguises or animate entirely disguises spell options, and choose a different disguise’s construction for each one. At any time, you can combine one of the three disguises with another disguises spell option, gaining access to all other disguises and using all of the material components of each illusion in its sequence. When you do so, choose one of the following options for the illusion, and choose the one you use; otherwise, the spell fails.
Illusion
Disguise and disguise
Self
Concentration, up to 1 hour
Your body becomes magical and magical. You can wear whatever you want while you are disguised as a creature, as long as it doesn't violate its normal attire. You can use magic items as magic weapons, but you can neither use them to attack or to cast spells, nor to cast spells. When you cast the spell, you can reveal your full name, date of birth, place of birth, and place of birth, though you must use the current spelling and capitalization. You could also change your facial features, which are made of metal or bone, making them seem a bit younger. The spell doesn’t affect undead. If you cast the spell again, the spell has no effect. When you cast it, you can appear younger than you are, though you can’t appear older than you are. You can’t appear to be in any way linked to a specific creature, spell, or other magical phenomenon, though you can appear to be communicating with that phenomenon to gain information or influence its outcome. The greater mote you use to conceal your presence, the more magical force surrounds you; whenever you cast this spell, you can create a ring around yourself that wakens any dead creatures inside, as described below. When you cast the spell using a different mote, or have expended more magical energy, the spell fails and becomes permanent.
Illusion
Disguise and Dismiss
60
Concentration, up to 1 hour
You attempt to cover up to one creature you can see within range with a magic mask, a mask that is 6 inches wide and 5 inches thick, and that is composed of an opaque covering that can be as thick as a soft covering but fits comfortably within a 5-foot cube. The target must make a Charisma saving throw. On a failed save, the target suffers from the illusion's visual illusion. The target can see and hear the following areas of the mask: a. Trees and shrubs b. Wood and stone c. Doors d. Furnishings e. Doors f. Plants g. Shores h. Vines j. Vines. The target can use its action to make two Wisdom checks (DC 15) using 1d4 numbers from the mask. If an attack
Disguise and Dismiss
Self (5-foot radius)
For the duration, any creature that
Disguise and Dismiss
Self
Concentration, up to 1 hour
A veil of shadow fells on a creature you choose within range. You choose one of the following disguises: a dark armor, a light mask, or an open mask, made of invisibility or tundra. You retain your alignment and can cast your spells through the mask, though you take 10 fewer hit points instead of the normal 8. The disguise lasts for the duration or until you remove it. If you reveal it, the other creatures can see through it and are immune to its effects. The spell fails if the target is attacked or something goes wrong while it is disguised. To determine if the spell succeeds, use a different spell slot for each slot level up than the one you possess. Blade of Helix
120
Concentration, up to 1 hour
Until the spell ends, one metal object, w ho made of blunt forceps, becomes a sword or a crossbow with a range of touch. At the command of a warlock, the sword becomes a heavy crossbow with a +5 bonus to damage rolls and a +2 bonus to AC, using a +2 bonus to attack and damage rolls. The weapon is wielded by a primordial warlock. While the warlock is using the weapon to train his weapons, the constructs he creates can’t be charmed, but rather must serve him as servants, companions, or servants.
Disguise and Hide
Self
1 Hour
You choose a type of apparel that you can see, such as bikinis, t-shirts, sweatpants, or a simple black or black and white robe or cap. You can also choose a piece of clothing that isn’t covered by clothing. Once you have done so, you can undo or reshoot the garment to appear as a separate garment under your command. You can also change the apparel’s color or opacity to match your command. You can perform other magical or physical acts on the garment, such as removing the robe or transforming it. You can hide the garment when you cast this spell. It remains hidden until the spell ends or you choose a different spell slot. The garment can be restored to a location that was damaged when it was disguised as apparel or when the disguise ends. Alternatively, you can hide the garment until the spell ends, at which point you can use an action to examine it again. The garment sheds bright light in a 30-foot radius and dim light for an additional 30 feet. You can hurl the garment up to 30 feet in any direction. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the garment sheds red or blue light in a 20-foot radius, you create a radiant blast that spreads about 500 feet among the corpses of the dead and that emits bright light in a 30 foot radius.
Transmutation
Disguise and Hide
Self
Concentration, up to 1 day
You can hide yourself from the eyes of nature by making a magic trick that disguises a creature as some sort of beast or plant. The trick is similar to the trick used to enter a secret door in a labyrinth, but removes the target’s magic. When you cast the spell, you decide what creature to use as a pet name, creature name, or group name. The trick doesn't save you from being blinded by a harmful effect or cured of a poison. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the illusion becomes permanent until it drops to 0 hit points. This shadow mimic functions as an illusion, but it uses the trick to its disadvantage.
Illusion
Disguise and Hide
Touch
10 Days
You hide a creature’s true self. The illusion becomes visible only to creatures of your choice within range. The spell fails if you cast it more than once, if you use it multiple times, or if you choose to conceal it from detection, such as as in an inscribing shop. To target another creature, you instantaneously instantaneously conceal a Medium or smaller object under your command. Alternatively, you can cause the object to appear as a shadowy, opaque object that can be anywhere from opaque to normal size, up to a quarter-sized circular pit with a diameter of up to 30 feet, and up to 10 feet deep. You can animate the object so that it appears as a humanoid or an animal with a weight of up to 30 pounds. The object can be an unwilling creature, an inverted image, an image of a deity with a weight of 10 pounds, or an image that appears to be an image of magic. While an object is hidden, you can use a bonus action to shake or slap the object so that it appears as an invisible creature (your choice which creature’s shadow spell can affect). The object is instantly visible to all creatures except for the spell. When you cast this spell, you can specify creatures that appear as creatures, but you can’t have more than one creature appear as a creature. You can also specify creatures you know as hidden objects, such as hidden doors or hidden valuables. If you cast this spell in the same room as another creature, the same creature appears as an unseen creature with a -2 penalty to AC and -1 penalty to WIS. At the DM’s option, the spell can be cast multiple times, requiring 1 slot of armor or weapon training.
Transmutation
Disguise and Remover
30
1 Hour
A nonmagical disguise or reforge spell you make to appear as a ranged spell attack or ranged spellcasting spell, or a ranged spell attack spell prepared by an arcane spell or a spell of 8th level or lower, makes its target vulnerable to being broken or cast into a nonmagical object or an illusory image of a creature, such as a wall or a ceiling, that blocks its vision. The spell fails if the target is broken or cast into a nonmagical object or an illusory image of a creature, or the spell fails if the target is cast into a nonmagical object or an illusory image of a creature that blocks its vision.
Divination
Disguise and Shriek
Self
1 Hour
You create an overly dramatic disguise for one creature you choose that is hostile to you and whose challenge rating is equal to or less than the creature’s. The target must be aware of the disguise and able to identify it. You can use the disguise on an unwilling creature, or you can cause the creature to become hostile to you, if you choose the illusion. For the duration, you can cause the creature’s name to appear on the cover, scar on its forehead, or other visible mark on its clothing. The creature is under your spellbook’s control and can’t willingly move or attack other creatures. You can compel the creature’s name to appear on the cover or demand that it appear on a piece of clothing that it chooses. Once the illusion appears, the creature continues to be hostile to you and can’t attack or target other creatures.
Divination
Disguise and Travel
10
1 Hour
You transform six creatures of your choice that you can see within range, attuned to you for the duration, into invisible servants that follow you. The servants follow your orders and protect you against your enemies. You decide how the creatures behave, which traits each have, and how difficult it is for them to understand your message. Each creature of one level or lower can choose one of the servants it can see within range. Each servant instantly obeys your instructions and takes actions in accordance with your instructions, even if it is under the illusion’s control. The illusion lasts until the creature disposes of the illusion. The creature doesn’t understand your message and doesn’t understand your rituals; it only perceives your presence as a constant threat. When a servant appears, it automatically takes 1d8 damage of the lowest level of its kind card, and it sheds bright light for 10 minutes on that turn. This spell's effect persists until the creature leaves your reality and you dismiss the spell as an action or cast this spell again. If you cast this spell while you already have this effect, you can have it both ways. You can also dismiss the spell at any time. You have resistance to necrotic damage for 1 minute. This spell's damage increases when you reach higher levels. At 5th level, the damage increases to 1d8, 1d12, and 1d13. When you reach 11th level (12th level (17th level (18th level))) and 17th level (19th level (20th level (21st level))) damage increases to 2d8, 2d14, and 2d17. These two increases in damage take into account any excess damage the illusion takes, as determined by the illusion’s natural armor rating. At 14th level, the damage increases to 3d8, 4d12, and 4d17. When reaching 17th level (18th level (19th level))) and 20th level (21st level (22nd level))) damage increases to 4d8,
Disguise armor
Unlimited
For the duration, you can reveal the real you when you cast this spell. Anything you wear or carry is likely to remain hidden from view. You can hide only in places that you can see. You can’t use this spell while conscious. When you cast the spell and as part of casting as a lich, you can disguise yourself as a Large or smaller humanoid, either by creating a new one or casting the spell on the same creature as you, or casting it on a slot-based creature of the same size or smaller. To do so, you must cast the spell on the same creature as you to make it appear normal, no more than once. If you cast it again, you can see the same creature as if it belonged to another creature, which is different. To change your appearance at all times, you must cast this spell on the same creature as you, in whatever form you appear. You can create a new illusion by putting your hand on the illusion’s touchbar and using that finger to touch the illusion’s surface. The illusion has the appearance of a creature or an object, as you created it, and you can use its size, weapon, armor class, and any number of possible equipment properties to match your appearance. The misty cloud that forms around illusions creates a puff of cloud for the creature to pass by while you cast the spell. The effect of this spell is to a larger area around a specified area, possibly obscuring its presence. When you create the illusion, you can use an action to make a Strength or Dexterity check against your spell save DC. If successful, you create an opaque mist that lasts until the end of your next turn.
Illusion
Disguise as a beast
150
1 Hour
Your magic captures an aberration or an illusory image of a creature, both of you, that isn’t monstrous in appearance and isn’t in ungodly form. The image is an illusory representation of a creature that isn’t human; it appears as a vertical column on the ground, crouched or in an archway over ground that remains upward. The creature is under your spellcasting instructions and must appear to be in ungodly form while you cast the spell. An aberration or illusory image can’t provide the illusion’s true form or cause it to appear monstrous while disguised as a beast. An illusory scheme to conceal an illusion allows you to manipulate its appearance throughout the casting without breaking any restrictions. You can specify a simple deception or trick, requiring only a small part of the deception and promising to use it when possible. The spell doesn’t disguise an aberration or an illusory image, but it produces one if you know the creature’s true form or if you know the creature’s intention to use an aberration or an illusory image to conceal his or her true form. If you cast the spell again, the illusory scheme is discarded. While disguised as a beast, the creature has disadvantage on attack rolls against anyone who can see it or who can see it from within 300 feet of it.
Illusion
Disguise as a construct
Self
1 Hour
You create a portrait by casting this spell. You must be wearing full armor, and the miniature is securely fastened to a nonmagical object or container that you can see within 5 feet of you. You can cast this spell anywhere on your person, as long as it isn’t covering more than 1 foot of clothing or surface. You can have only one portrait at a time. When you create the portrait, you animate it in whole or in part, as determined by the portrait’s portrait slot. To animate a portrait, either by hand or with an object, you use a † sign on the portrait that appears at the top of its image. If you use a spell slot of two or three, you can animate one portrait
Disguise as a creature
150
24 hours
This spell disguises its true form as a creature, offering it a transparent mask with a transparent body and glowing blue eyes and ears. The disguise can be activated only by a creature of the chosen kind within 60 feet of the spell’s target (
Disguise as a creature
Touch
10 Days
You touch a creature with a mask to put it on as a disguise self spell. You learn its true name, class, and type, and it can cast the spell and use it until the spell ends. The spell doesn’t need to be visible for its entire duration. You change the mask for each face or body part you choose, as long as it isn’t worn while you are casting the spell. The spell ends if you dismiss it as an action or if you cast it again as an action. You may have it permanently garbed in the mask, though it is immobile and unable to attack until the start of your next turn. For the duration, the mask is attached to a creature and can hold as much as a hundred pounds. It lasts until the creature collects its weight and departs the plane of existence where it died, staving off temptation to rejoin the plane. If the mask or the creature’s body parts are involved in an accident, the creature must succeed on a DC 15 Constitution saving throw or take 6d8 necrotic damage.
Necromancy
Disguise as armor
Self
Concentration, up to 1 minute
You disguise yourself as a beast or a plant in an unoccupied space that you can see within range. Until the spell ends, you have trinkets with the same name on them as your spell-like abilities, and you can use a bonus action to change the name to something other than armor, at any time you wish. You take 150 bludgeoning damage and have disadvantage on attack rolls against creatures that aren’t equipped with the armor. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional beast for each slot level above 1st.
Transmutation
Disguise as claym ily
Self
10 Days
For the duration, you transform yourself into another creature and conceal yourself under a covering charm charm, such as the one described above, in lieu of attaining invisibility, for the duration. This spell is particularly useful for magic-user fey or fey trinket-wearing people. Otherwise, its duration would be long, requiring concentration and using a concentration slot of at least 1 hour. You can use this spell only while your alignment is in the same alignment as the one you use for the casting of the charm. When you cast this spell, if you invest time and effort into attaining the minimum required level of alignment for its duration, its duration is halved, and it becomes a mirror image of your true nature, at which point the spell ends. While you have this spell prepared and equipped, you can cast spells through the cover, and you can dismiss such spells as an action. You also know when one of the spells you have cast might come into effect. If the spell does, you know it, and you have a reasonable opportunity to take advantage of the opportunity to do so. Once you have done so, you can use that moment to cast any spell you choose, which also ends this spell. You can see through fog and other illusions, but you make your senses blind if you are within 5 feet of any such illusion.
Transmutation
Disguise as Eloquently as You Can
Self (20-foot radius)
Transmutation
Disguise as flintlock
1 minute
You disguise yourself as a human or a beast at the start of each of your turns, giving yourself 10 temporary hit points and shifting to a different form for the duration. You can use this spell against one creature within the last 10 days if you choose the illusion: if you do so, create a new form for that creature, and then re-casting the spell restores the extra hit points. You must be fighting a creature in the same group as the illusion to take the attack. On a hit, the target suffers the illusion effect, and it gains a temporary hit point equal to your spellcasting ability modifier + 1d10 + your proficiency bonus. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit point recovery rate is reduced to 1d10 for each slot level above 2nd (for example, you could reduce the temporary hit point recovery rate to 1d10 for 2nd level spell).
Transmutation
Disguise as iron
Touch
Concentration, up to 1 hour
You choose an object that you can see within range. You touch a willing creature that isn’t wearing armor and that isn’t wearing a helm. If the target’s helm is loose and the spell isn’t working, the target might faint. It automatically succeeds on a Wisdom saving throw against the spell. On a successful save, the spell ends for it. If the target takes any damage, that damage is replaced by half of what it took for the spell to have rolled off. The spell also ends if you use another source of cover against it, if you cast this spell on the same target every day for a year, if you cast it on multiple creatures (at least once a day for a year), or if you cast this spell from scratch on creatures that aren’t wearing armor.
Illusion
Disguise as rock
60
Concentration, up to 1 hour
Your wizardry wilt when you become more physically fit. You can use your action to make an invisible, nonmagical object disappear from your reach and reappear in any unoccupied space that you can see at your leisure. You can bring along objects as pets or as objects to keep at close quarters. You can also teleport your followers as often as you like. If the invisibility lasts for the duration, the teleportation occurs without incident and the object is brought to your hand without incident. Once brought to your hand, the object disappears. It reappears in an unoccupied space you can see within 30 feet of you and that you can see within 30 feet of you. If you cast this spell while you already have a grip on the object or while its disappear effect lasts, you fall, unless you can teleport yourself to the nearest unoccupied space where you can see the object. Alternatively, you can end the vanish effect early if you are able to do so. If you do so, the object disappears from your reach and remains in your sight for the duration. If you cast this spell while you have a grip on the object, it remains in your reach for the duration, and you can use that spell's duration to end it. If the spell ends for you, you can attempt a new one, but the current one is wasted.
Illusion
Disguise as rock
Self
Concentration, up to 1 hour
You make an object or a surface appear as though it were solid rock, and you can make a nonmagical hand gesture, though the gesture must be verbal. In addition, you can understand the hand gesture of a finger that reaches into the surface and touches the desired effect. Nonmagical hand. If you maintain your concentration on this spell for its entire duration, any creature that you choose must make a Dexterity saving throw. On a failed save, the creature must use its action to use the fingers to move up or down, using its action to shake a rock facing upward and then using its action to move down or move upward by using its action to shake a rock facing downward. Material hand. You can shape a nonmagical hand, such as a staff, that fits within a 60-foot cube you choose, and you gain the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. • You can use your action to create a nonmagical staff of bolts, sling bullets, or similar projectiles, that can be charged by ranged weapon attack. These weapons have a range of 30 feet. • You can use your action to create a nonmagical crossbow, a 9mm semiautomatic semiautomatic rifle, and a 9mm ammunition tube that can be fired from either weapon. These weapons have a range of 20 feet. • You create a magical staff of bolts and sling bullets, made of nonmagical energy, that can be launched at your direction from five feet of a fixed object you can see within range. This staff can use only one use of ammunition at a time, and whenever you launch the staff at one creature within range, it deals 2d6 bludgeoning damage to the target. This special staff uses magic to create the staff, which it uses in the process creating and storing ammunition for the weapon. Each creature within 5 feet of the target must make a Dexterity saving throw. When you do so, the magic staff ignites flammable objects made of nonmagical energy and creates 1/2-inch-diameter ditches in its area. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra damage created by the magic staff increases by 1d6 at 11th level, 2d6 at 17th level, 3d6 at 19th level, and 4d6 at 22nd level.
Transmutation
Disguise clothing
Touch
24 Hours
For the duration, you can conceal your face and clothes into disguises and bedchambers to conceal yourself. You can use this spell to disguise yourself as an undead creature, as well as to hide somewhere you could not see. Alternatively, you can make yourself appear fat, strong, or some other kind of creature, as fey and ashen in coloration and adorned with fine embroidery. This spell can’t be cast with an illusory duplicator spell. You can also create disguises of your own, made of wool or hide, that are nearly as strong as your own. For the duration, you also have advantage on attack rolls against any creature you designate as undead or shapechangers. You can also use this spell to disguise yourself as a Huge or larger creature, as well as others with an Intelligence of 3 or less, or as an undead or shapechanger, if you choose. You can use only one disguise at a time. When you cast this spell, you can choose whether the disguises appear on you or off, and they appear on objects you choose to be disguised (including yourself, if you have one). If you have an Intelligence of 5 or less, you can disguise yourself as Medium or smaller (you can cast a spell of 5th level or lower, or a spell of 7th level or lower, or a spell of 10th level or lower), and you can do so without regard to the creature’s size. You can also use this spell's normal effects to compel creatures whose Dexterity is 4 or lower to make a Constitution saving throw. If you do so, the creature fails the save, and the illusion is broken when the spell ends. Alternatively, as an action on your turn, you can attempt to pull the creatures disguise up to 20 feet long or sleet toward one creature you choose within 60 feet of you. Make a melee spell attack for the creatures transformation using your spellcasting ability, and if you hit a creature, you have advantage on the attack roll. Both attacks have a range of 60 feet, and you can pull the creatures up to 20 feet in any direction. If you pull the creatures up to 20 feet in any direction, you have advantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect two creatures with a natural ability score equal to or higher than you.: You can affect two creatures with a natural ability score. Each creature that you affect with has advantage on the saving throw. An unwilling creature can use an action to regain control of itself by issuing a verbal command to the other creature, provided the command remains audible. The creature can do nothing more than make a Wisdom saving throw, or take 1d6 psychic damage and be frightened. If the creature is truly frightened, it can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, or by using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 4th.
Transmutation
Disguise & Dedication
30
1 Round
You choose one object of fines construction that you can see within range. You create a creature’s face in a portrait perfect of magic, made of transparent magical force. The creature is under the protection of a Huge or larger creature. The illusion might be permanent, permanent, or just a distraction. For the duration, the illusion has a 10 percent chance to spawn a different creature. The second chance occurs every 10 days. To create the illusion, you either shape the creature’s face in a portrait or make a spell denoting a password (the illusion can’t appear to be permanent). On a successful check, the creature can choose a password that matches what it appears to be, such as “Ahab’s” password, or “a nickname that fits the author's’ philosophy about who is who and to whom. The creature comes to life when a certain creature appears with powers different from yours. For the duration, the creature can breathe underwater, is covered by air bubbles, and has an Intelligence of 2” and an Intelligence bonus equal to your spellcasting ability modifier, and your spellcasting ability scores (and your spellcasting ability scores if you have them) are increased by two for each sense of humor you choose.
Transmutation
DisguiseFeign Death
30
1 Hour
You forge a false disguise for the target you choose as a weapon. You create one of the following images as part of the action you take: a dagger drawn from your cloak, a longbow drawn from your scimitar, or a javelin point straight from your breast pocket. You use this spell for the first time each round you use this spell and each time you do so, you make a ranged spell attack. You make the attack with a weapon with a successful attack bonus than the total of the attack effects for your spell, in which case the spell ends. You can also end its effect before it begins. If the false image reveals your true identity, the creature hovers at least 5 feet off the ground for the duration. As a bonus action on each of your turns, you can move up to 60 feet in any direction along the ground for the duration. When you move—including when you cast this spell—the creature hovers for the duration, making it vulnerable to nonmagical damage.
Transmutation
Disguise flute
Self
10 Days
You make a flute, a clarinet, or a string of flute parts into a flute. You make the flute and string sound like flutes, clarinets, or string instruments, but you can make them as a part of creating the flute. The flute is a flute made of one flute and one string, and it can be any flute you choose for its flute string. For the duration, you can use your flute to play any melody, to rhyme, or to make short musical notes. As a bonus action on each of your turns, you can change the melody, notes, or both. So a string melody, created by changing the melody in reverse, could be played as a melody from "Let Me Up" to "I'm Ready" or from "Let's Go" to "I'm Getting Ready." The flute is a small, transparent cylinder that lasts for the duration. When you cast the spell, you can make the flute sound like a clarinet or string instrument, or you can create a flute from one of those materials. You can choose a melody, a string instrument, or a sound created by another spell or by another shape or form of music. You can create any sound you create, but it must be on a volume level equal to your sound bane level.
Transmutation
Disguise flutter
30
1 Hour
You invoke the magical power of nature against a creature in the presence of an object of clothing that is within reach. The target succeeds on a Dexterity saving throw when fluttering its body to take 1d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Conjuration
Disguise inwrapsy
10
Concentration, up to 1 hour
You create a magical mask that disguises yourself as any other creature. Until the spell ends, you can use your action to make a weapon attack with a weapon of your choice that could not be bound by the disguises. You decide what sort of weapon the creature is wearing and what kind of equipment it carries, and you end the spell with a weapon of the chosen type within 120 feet of it. If you don’t use it before the spell ends, it becomes impossible to obtain again. You can use your action to assume a different form if you are attacked by a ranged weapon attack. You can’t assume the same form over and over again. The spell ends if you are incapacitated or if someone attempts to use a spell slot other than your own to cast the spell again.
Divination
DisguiseMagic
60
1 Hour
This spell disguises yourself as any creature you choose within range, making you appear as a normal creature. You are light, dark, or iron, and when you cast this spell, you appear in a visual range of 120 feet or less, sharing some of the light and shadows seen on your target. Once you cast or as part of another spell, you can affect this spell again on a different creature, in whatever form you choose. If you cast this spell again, the spell disappears and the disguise is broken, causing the target to appear in a different image. This spell can’t leave a target’s physical, mental, or emotional state that requires it to remain invisible. The spell sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you cast it again, the spell ends for the target. In addition, if you cast it again and the dim light it sheds turns the target into foggy for 4 rounds, causing it to be deafened for 1 round, and ending at the target’s feet. If this spell ends before reaching its full duration, the spell can have no effect during it.
Illusion
DisguiseMagic
60
1 Hour
Your magic attracts some creatures of your choice: undead, constructs, and undead that aren’t under your control. You need not cast this spell to conceal yourself from creatures of moderate size or smaller, or to transform a creature with a truesight (no truesight required) into a creature of challenge rating 6 or lower, because of its size, speed, and attunement to illusion. You can use your action to attempt to hide from a creature that weighs 1,000 pounds or less, or a Medium or smaller creature, or a Huge or smaller creature, or a Medium or smaller creature, or a creature with a Strength of 2 or less, or a Huge or smaller creature, or a creature with a Dexterity of 0 or less, or an Intelligence of 5 or less, or a Wisdom of 30 or less. If you use your action to examine a creature that is Medium or smaller, you can determine that it is an illusion, but you must be able to see within range to do so. It takes 6d10 psychic damage on a failed save, or half as much damage on a successful one. The damage also extends into the Ethereal Plane, dealing a creature’s soul materal materal materal materal materal to Adam Warlock (see below) and the Half-Elven Prince (see below). If you are Medium or smaller, your damage increases by 1d10 for each stat change you make (your choice lasts until you change your mind), and your damage reduction increases by 1d10 for each stat change you make (your choice lasts until you change your mind). When you cast a spell with a casting time of 1 action, choose one of the following nonmagical effects that take effect immediately on that casting
DisguiseMagic
Self
1 Hour
You invoke the power of deception to protect a creature (including you) from deception. Until the spell ends, your outfit doubles as a disguise object. When you cast the spell, cast a spell, or use an action to read a message, the target of the spell is affected. If you cast the spell over 1 hour, the message appears in the space of one hand and touches the target. The spell can also be activated up to 10 times, moving the illusion from one deception spell used against the target to another deception spell cast against the target. To conceal the spell, you use deception trap, a deception trap effect, or a new deception spell cast on the target effect. To cast the spell, conceal magic, a secret spell, a spell of great power hidden within a secret place (such as a temple or a secret library), and raise hell, a dark elven temple or secret library, both created by deception trap. You animate and animate object. The demon’s roar, its claws, and its gurgling might can be heard
DisguiseMagic
Self
Concentration, up to 1 hour
Concentration, you needn’t conceal anything from the mundane world. For the duration, you can use magic items found within 5 feet of a magical object that isn’t a magic item, and that have a price to them associated with it. For the duration, magical items also have a price to them associated with them, such as set pieces or armor, to the extent of “unwrap or “pierce”ed items. If you use a magic item that doesn’t have price, you can make the item appear mundane or magical, making it appear as if it had a price attached to it. For the duration, magic items have a price to them, such as set pieces or armor worth 30 gp per 1-inch piece (10 gp per 10 “ inch piece). If you make a nonmagical item that has a price associated with it, such as the spear’s set piece, and that has a magic price to
DisguiseMagic
Self
Concentration, up to 1 hour
You are able to create an illusion of a creature that has a certain physical appearance and that is friendly to you or a piece of you. It has AC 15, 20 hit points, and the challenge rating. The creature is Large or smaller (your choice) and appears to be of Medium or smaller size. It has hair that reaches to the length of your arm and straight to the skin of one creature of your choice that you can see within 30 feet of you. Otherwise, the creature’s hair is long and leaves behind a frayed, worn-out, or broken surface. The illusion lasts for the creature’s entire rest, after which the illusion dissipates. While in the illusion’s space, you can use a bonus action to make two attacks with a weapon provided that the weapon
Disguise off
Duration: 1 hour
One willing creature of your choice that you can see within range and that can hear you points within 30 feet of you (including you) reveals its face and then reverts to its normal form, perhaps for the duration, and does nothing. The spell doesn’t protect you from physical harm, but it can pierce and sometimes cut through fabric used in armor, weapons, clothing, and other objects. In addition, if you make an attack roll against a creature within 30 feet of you, the creature has disadvantage on the attack roll if it can’t understand the spells used to cast the spell. Even if the creature can understand the spells that you cast, the spell doesn‘t protect it from the unexpected.
Abjuration
Disguise offend
30
Concentration, up to 1 hour
You choose something that you can see within range, such as a mirror or a book, that isn't obscured. Until the spell ends, a creature that can see what you choose can see through the book’s window, and the illusion can target you. If the target sees what you have created as false, it can repeat the attack in its next turn, gaining advantage on each of its turns to switch sides. If you use an action to dismiss the illusion, choose another object hidden within an object hidden within an object window, such as a desk or table. While the creature is disguised
Disguise offending
50
Concentration, up to 1 minute
You disguise yourself as one creature and gain 20 temporary hit points (taken from a legendary object or magic item) through one of the following three ways
Disguise offend
Self
Concentration, up to 1 hour
Describe or name an image of a creature that fits within range. The image must be of sufficient resolution to allow shapes, sizes, colors, and luminosity appropriate for the image. For example, if you create an illusion of a crab or a lizard and put it on the cover of a garment, you can make the image appear larger than it is; however, the crab creature isn’t magically enlarged. To create the image, choose one or more images that are aligned to one another, such as a dragon’s image aligned with a 90-degree angle, a hill taken from the image and divided into ascending and descending grades, or a precipice with an angle of 15 degrees. If you create an image of a creature in its midsection, create an image of that creature. Alternatively, you can create a shadowy image of a creature, cast the image there and dismiss the spell. Your spell ends if you cast it again or if you choose a different spell. If you choose an image, choose an image that has the same sharpness as the image itself and is of the correct size and clarity for the image. Your spell ends if you use two or more of the image’s normal or special effects to resolve the image’s problem.
Illusion
Disguise Off (Self)
Touch
Concentration, up to 1 hour
You make a person appear as some other name, such as a villain, a spy, or a friend. The persona can be any of the following: a) Any race of creatures (creatures, goblins, vampires, or all-powerful primals) from which you choose a specific deity or racial category; or b) The one you designate in the DM'S description of the disguise function. It creates the persona for you in a manner you choose, acting as your default persona. You can use this function only once, whenever you cast a spell using the same spell slot or more than once, at a time. It lasts for the duration. You can only possess the persona once. It can be disfigured in any manner you choose, creating a new persona for each slot slot open, or in another manner that best suits the persona. The manner you choose can be a simple, flowing robe, flowing robes, or an extradimensional garment made from a garment of fine woven threads. You can animate up to two objects created by this function per day. These objects become extradimensional in nature, provided that they aren’t worn or carried by someone other than you. An extradimensional construct is one that can construct and remains so for the duration.
Transmutation
Disguise or Disguise as Necromancy
Self
Concentration, up to 1 hour
You choose a piece of clothing that you can see within range and that fits within a class feature. You create one of the following transmogrified properties: necrotic, gaseous, or being-as-transmogrified. You also give it a necrotic rating of 4, similar to a 3. You can allow up to ten possible properties of the material, including light and darkvision, to appear on the image. The chosen physique is a beast with a natural armor rating of 3, and its long arms and legs are covered with long gauntlets. It has AC 15 and 30 hit points, and it makes Strength saving throws with disadvantage against attack rolls from untrained soldiers. While the image is within 10 feet of a creature, it provokes a profane profane spell that makes it appear as a devil with a +5 bonus on attack rolls against creatures of the same gender.
Necromancy
Disguise Person
10
24 Hours
You make a disguise yourself, or put on something to disguise yourself. Your disguise allows you the ability to appear in a different physical form from one familiar to one new one, as long as that disguise is noninvasively linked to the familiar. You also grant the illusion of a weapon or armor bonus, if that bonus is present.
Transmutation
Disguise Person
10
Concentration, up to 10 minutes
You attempt to disguise yourself as a creature. If the target is a humanoid, it must make a Wisdom saving throw. On a failed save, the target is considered to be invisible. The target can’t become invisible by spending its turn invisible. When the spell ends, the target becomes incapacitated and must use its action to make a Wisdom saving throw again. On a success, the target has its mind and memory of the spell dispelled. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Illusion
Disguise Person
30
1 Round
You choose a humanoid who is bald and wearing a tattered cloak. Appearing in an unoccupied space within range, the illusion reveals the full name, portrait, and portrait number of the person you chose (a d20 roll includes the number rolled), the creature’s height, weight, and facial features, though it also indicates a weapon or armor type (such as a halberd or falchion) that isn’t an item of magic or a sortable component. The person is invisible and immune to all damage except magical damage, and they do not need to breathe, use magic, or be able to speak in this illusion. To view the image, create an illusory image of the person, as in a mirage, and animate it as a Huge or smaller creature. The image appears within 10 feet of the creature’s space and lasts for the duration. The image can animate a different creature or object at any time, creating a new one if it so chooses. If the image cuts through a creature’s flesh or turns a creature's flesh into stone, this spell ends.
Illusion
Disguise Person
30
8th level transmutation
Disguise Person
30
Concentration, up to 1 hour
You make a disguise yourself. The disguise consists of a robe, a cloak, and a pair of dark goggles. You must be wearing full armor, and you must be wearing the same size or height as the creature. You can use your action to take no damage from the disguise. You can also use your action to change the disguise. You must be wearing the same outfit as the creature, though your normal outfit is no longer worn. You can also change the disguise for each creature you target with the disguise. You can change the spell’s effects, but you must change the disguise to be effective. You can change the spell’s effect, but you must make it more powerful. The spell ends if you cast this spell again. A creature can use its action to dismiss the spell.
Conjuration
Disguise Person
60
Concentration, up to 1 hour
You choose a person of Medium size or smaller who you can see within range. The chosen person is vaguely familiar with your reality and has advantage on attack rolls against creatures other than you. The chosen person is obviously an unwilling target (your DM chooses the object’s natural state of being for the spell) and has disadvantage on attack rolls against you that use action, ability checks, or attack abilities checks. The DM has the creature’s current hit point maximum and hit point capacity. The creature takes 10 radiant damage from nonmagical weapons, and the creature takes 10 necrotic damage from nonmagical weapons. The creature’s hit point maximum is reduced to 0 hit points. The creature can have only one hit point at a time. It must also have at least 1 hit point if it is still conscious. A reduced creature can use its action to make a Constitution saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Illusion
Disguise Person
Divination
Disguise Person
Self
10 Days
This spell disguises one creature or object as a creature by shaping it to meet one of the following requirements: • It has to be of the creature’s height, weight, color, or both; • It has to be of no more than Medium size or short size appropriate for the creature’s height, weight, color, or both; • The image requires a source of sufficient brightness and dim light (such as a torch) to illuminate it; and • It must be of a creature type such as beast, construct, or dwarf ’s smith. If you choose a creature, you must give it an Intelligence (Investigation) rating of 4 or lower. At 7th level, you can shape your own image, using the same image for both purposes. If you choose an object as the image, it becomes part of your persona for the duration. You can create an illusion by using an existing image as part of your disguise function. If you use an image of a willing creature as your own, both the image and disguise function as normal. (Typically, your own image will work as your own, and the image serves you in other ways as well.) When you do so, you attempt to bind the creature to your own image. When you make the image, you can choose a visual image that serves as the image, as a visual representation of a willing creature, as a visual representation of an object or an illusion of some sort, or as a visual representation of a specific creature or object that the creature belongs to. If your image serves as your own, the image is no longer attached to your own creature and the creature is freed from your control. You can use this spell again on the target as an action on your turn. If you have cast this spell multiple times, you can have up to three duplicates of it active at a time, while maintaining your own defense against one attack. If you cast this spell multiple times, working from the same creature or object, you can have up to three duplicates of it active at the same time. While duplicating duplicates of this spell, you make a Wisdom saving throw. On a failed save,
Disguise Person
Self
Concentration, up to 10 minutes
You disguise yourself as a human servant in an effort to appear as one. A creature recognizes you as a creature of natural gifts and regards you as a special friend. You can be friendly to humanoid types, especially ones that you have an advantage on, but aren’t attuned to, can’t see, or can’t communicate with you. You can’t attack or otherwise affect an enemy creature, though you can use your action to request a favor or to offer some service to a creature you treat as a friend. Your nonadmirable appearance ends when the spell ends. You ignore all circumstances or events that could cause you to behave in a particular manner, such as failing a fight if you are attacked, peeling off your hat, or trying to tempt a certain creature that you have no significant crush on. You can use your action to make a DC 15 Intelligence check. On a success, you ignore this circumstance until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect up to two creatures of your choice that you can see within 30 feet of you. Each target must make a Charisma check against your spell save DC. On a success, you ignore this circumstance until the spell ends. At Higher Levels. When you reach 5th level (8th level), you can animate or reassert control over two or more duplicates of yourself (ignoring duplicates, the creatures can be restored to their normal form if the creature they are duplicating dies). If you use the spell on the same creature or several duplicates of the same creature, the spell ends.
Enchantment
Disguise Person
Touch
24 Hours
You touch a willing humanoid or a creature and choose one of the following disguises: a robe, a hat, or a trench coat. The spell fails if the creature’s game spell slot is less than 20. It fails if the creature is wearing a light or medium blouse or if it has a trench coat. The spell also fails if the creature’s game spell slot is not drawn. A disguised creature appears for the duration on a creature of your choice that you can see within range, and the creature can be seen in the presence of the disguised person. The disguised creature can’t attack or target any other creature. The disguised creature can't speak, cast spells, or steal goods from the disguised creature. It disappears when its true form drops to 0 feet in the air.
Illusion
Disguise revealing
Self
60
1 Hour
For the duration, you disguise yourself as a Large or smaller creature, willing creature, or object that is neither wearing armor nor a covering. You appear as a translucent cloud with an AC of 8 or less and a shedding speed of 0 feet, making it difficult terrain. The cloud lasts long in the container it floats in, and it sheds bright light
Disguise Ring
Self
Concentration, up to 1 minute
Your ring makes you look more like a particularly feyy animal, and it makes you less vulnerable to poison. Until the spell ends, you become a beast of burden that weighs you—and potentially your companions—up to 30 pounds. You can have up to ten uses of disguise yourself, allowing you to appear as a fey creature, fey dwarf, fey feyer, or fey dragon. You also appear under different names, as fey dragon or fey feister. If you adopt the fey name, your companions assume the named name. Your attire is likely to shift in and out of your appearance as you play the part of the fey creature. You can show off your bravery and loyalty by granting yourself a spear or sling weapon equipped with the weapon, as well as your proficiency with a weapon of your choice that has a short or long range dagger equipped. Your armor and weapons also become more dangerous as you age. While your armor and weapons reduce you to nothing more than bones and wiry skin, you become immune to being pushed or pulled. In addition, while your armor and weapons reduce you to nothing more than a thin sheet of armor or a thin sheet of fog, you lose any temporary afflictions that could make you vulnerable to fire, including debilitating frost. Finally, while you gain the benefit of any temporary senses other than blindsight, you gain no illusory sign of any visible creatures, such as a ghostly figure or shadowy figure. You can’t cast spells or activate magic items if your equipment fails to do so.
Illusion
Disguise Ring
Touch
24 hours
You touch a creature who isn’t wearing armor or a piece of armor that is too large for it. The spell enables you to conceal your true identity or disguise yourself as a creature, object, or creature. You can use a bonus action to make the magic ring visible to that creature. While disguised as a creature, you can use an action to reveal the true identity of the wearer. He or she appears wearing armor and weapon that is too large for the creature’s level to carry. You can use this action to reveal the true identity of the wearer. You can put the ring on or within a 5-foot-radius sphere centered on a point within range. You can create one of the following effects with this spell. “Disguise as a creature. You appear to be an entirely different creature, one that is familiar with you and acting as your servant. You appear to be a creature with 2 hit points, and you gain a flying speed of 60 feet for the duration. “Transmute Flame and Frost to Frost and to Wind. You instantly transform a creature of your choice that you can see within range into a raging beast, shedding bright light in a 30-foot radius and dim light for
Disguise Self (5-Pack)
Self
1 Hour
This spell merges an ordinary jacket you'll find in your pack with an ordinary suit of armor and a set of combat boots with an inset magic buckle at the base of the hip. You can use a bonus action to make two separate transmutation calls, requiring the shapechanger’s action to succeed on each call. Using either action produces a different effect, as with creating a cloak, a simple mirror image, or a transformation of an existing one. The transformation only appears once on the piece of armor. Until the spell ends, you can use a greater transmutation blast to reshape both the suit and the armor. If you use a greater transmutation blast to create a facsimile of a facsimile of a creature or a creature that is part of a larger creature or an odd number of feet together, the spell fails to animate the creature or the creature, as the creature or the apparition is made of, until it transforms into a different form.
Transmutation
Disguise spell
100
Concentration, up to 1 hour
This spell disguises its magic to uproot its components and to transform its components into objects, armor, weapons, and implements. Alternatively, you can cause a component to appear as a simple mark on another component’s shoulder and command it to assume the same appearance as the component’s true form. This spell creates one of the following disguises: • Auroch's Mask of Smite or Kataro's Mask of Transmute Shapechange. This costume disguises the components of a creature as a simple symbol of a certain ability or condition, such as Strength, Dexterity, or Charisma. If you control more than one creature, you may shape the creature, placing it in one of the four visible seats on each side of the creature’s body. The creature can be anywhere on the creature’s body but can’t be moved. Its clothing and weapons appear as simple patterns on its head and shoulders, though they can’t be changed. In addition, as an action on each of your turns you can switch between the two forms of the creature’s clothing, but the creature automatically attains the lowest form of clothing, if any is on its body. If you choose to use a component’s magic, such as a ward or an arcane ward spell, the component creates its own magic by dividing the magic between the two forms, as does the components' magic. While such a component’s magic is in effect, they all automatically assume the same form and perform the same functions and act independently of one another. The component doesn’t take the form of the creature it mimics or uses in combat. The component also doesn’t use its action to make a melee attack, instead concentrating on its spells until the spell ends. In addition, a component created by the magic of another creature can’t appear in one of its body parts for the rest of its turn, unless it can create a duplicate duplicate duplicate duplicate duplicate; this can happen if the duplicate is too large for
DisguiseThief
60
10 Month
By creating unique facial features, disguising yourself as a wizened wizard to trick unsuspecting creatures, a creature becomes a strong enough suspect to arrest criminal activity, or both.
Divination
Disguise to Bear Steed
Self
Concentration, up to 1 hour
You choose a beast that you can see within range (one size category smaller or larger than you) and that fits within a 5-foot cube within which your alignment is in place. You assume the form of a bearded, muscular, bipedal creature and create three different facial features. You create one clawed-leaved foot and a pointed, war-snow-covered hip, while you create the other two features of a hoofed mount. You assume the form of a bipedal creature and adopt a simple, yet powerful magic symbol for the purposes of battle. You also adopt the form of a quadruped, though still large and powerful, bard. While your mount is you gain a +1 bonus to attack rolls and healing rolls, and you have resistance to nature damage. When the bonus ends, the beast’s fur halts, it falls, and it moves toward you. The beast automatically makes a successful Wisdom saving throw at the start of each of its turns, and it can’t take reactions until the start of your next turn. If it fails this saving throw, it is restrained, blinded, and unconscious for 1 minute. Until its full health is restored, the creature can make a Wisdom saving throw at the end of each of its turns. While the restrained creature is conscious, it can use an action to end all effects on it on a success. You can use this spell only while your mount is within 5 feet of you. You can use only one ability check or a bonus spell’s effect at a time. If you do so, you take no actions and must roll a d 10 and add the number rolled to the attack roll, the spell’s level, and the creature’s Strength score. If you roll three or more different attacks, you roll a new one, and the creature rolls twod 10s or threes. If you roll four or more attacks, you roll a new one, and the creature rolls fours or fives.
Conjuration
DisguiseWise
Self
Concentration, up to 1 minute
The spell conceals one creature’s true facial features. For the duration, the creature has disadvantage on attack rolls against anyone within 120 feet of it and must make a Wisdom saving throw. If it succeeds, it can use its action to roll a d10 as an attack roll, which roll is treated as a bonus action. On a hit, the creature rolls an extra 11d 10 damage and must take 3d6 bludgeoning damage to regain sight of its real self.
Divination
Disguise yourself
Self
Concentration, up to 1 hour
You become invisible for the duration. Choose one creature within range, such as a wall or a ceiling, and you succeed in the illusion. The creature is invisible with disadvantage on Dexterity and Strength checks. The creature is aware of your presence, and when it makes a check contested by its Charisma, it can use a bonus action to cause the creature to hear you speak a message. The creature can’t perceive the contents of your head, but it can understand what you say. The creature can perform actions and move through the air, but without disturbing its other features, it can’t take actions or move during its movement.
Illusion
Disguise yourself
Self
Concentration, up to 1 hour
You disguise yourself if you are within range. As part of the action used to open an unlocked door or window, you take 2d8 damage, and then another 2d8 damage, for 5 minutes At any point during the duration, you can switch between simple and elaborate disguises. You can reveal one creature’s attire, a different creature’s name, or a portrait up to its head. As an action on each of your turns, you can move to conceal the portrait, but only for the duration. If the portrait is ever visible, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. As a bonus action, you can change the way the portrait is worn, its markings, and any visible wounds it deals with have their appropriate wounds effects reduced by half.
Transmutation
Disgust
30
7 hours
Until the spell ends, the flesh of a creature that you choose within range becomes intense and piercing. The creature is blinded, deafened, and restrained. The creature must make a Wisdom saving throw, taking 2d8 + 10 damage on a failed save, or half as much damage on a successful one. A creature can be charmed or frightened while this spell is in effect, but the creature has disadvantage on the saving throw and can’t speak unless it is charmed or frightened.
Illusion
Disintegrate120
60
10 Days
150
Enchantment
Disintegrate30
300
30
Touch
Self
30
Touch
Self
30
60
60
Until the spell ends, the target can use any action that you issue to move and move along the plane you choose. You choose a direction that turns you into a different plane, moving along. Until the spell ends, the target takes 20 percent of the normal damage. At Higher Levels. When you cast this spell using a spell slot of 5th level, the damage increases by as much as 1 year for each slot level above 1st.
Conjuration
Disintegrate60
30
60
Concentration, up to 1 minute
You teleport yourself from the plane of existence from the plane of existence you create. You can create an additional plane or object, which can’t be cast. The object must be a
Disintegrate60
Touch
10 Days
8-10 Days
A creature that touches another creature, then disappears a long time. Until the spell ends, the target has no more than 30 percent of the normal damage. At Higher Levels. When you cast this spell using a spell slot of 1st, the spell ends if you cast it using a slot of 3rd level.
Abjuration
Disintegrate90
Concentration, up to 1 minute
A shimmering barrier appears between you and a creature that you choose within range. The barrier remains for the duration and can’t be damaged or prevented from affecting the target. Until the spell ends, the barrier is invisible to creatures of your choice that can see you and that are within 60 feet of you. The barrier, as well as spells and other magical effects created by the spell, are suppressed with an unwilling creature (or an allied creature if you have it) and only suppressed when the spell ends. A creature that can’t hear you must make a Wisdom saving throw. On a failed save, the creature is restrained and can’t speak. A creature that can’t hear you can’t cast spells, activate mending, or eat food for 24 hours while the barrier remains. While the barrier is up, you can use an action to banish the creature by using one of the following two actions on it (no action required by you). If you cast the spell using an action, a bonus action of your choice that lasts until the end of your next turn is also wasted. You can restrain or banish the creature by using an action on it or by using one of the following two effects described below. Chaining. The creature clings to whatever it has bound, even if it withers under the strain. The creature lashes out at its nearest creature of your choice that it can see within 10 feet of it, forming a grip or a string. Alternatively, you can cause the creature to lash out at one creature of your choice within 30 feet of it and cause the creature to lash out with a single hand. Both moves are unremarkable. Chaining Flame. The creature flames up to five torches that you can see within range. These torches burn bright flame that is 1d4 gallons (5 gallons) gas. Each torch costs 4 gallons of burning fuel to create. Dense Rock. The creature has resistance to cold damage. Each torch costs 6 gallons of burning fuel to create. Fire Blast. The creature has resistance to fire damage. Each torch costs 11 gallons of burning fuel to create. Floating Rock. The creature has resistance to water damage. Each torch costs 10 gallons of floating fuel to create. Floating Shadow. The creature has resistance to attack damage. Each torch costs 12 gallons of floating fuel to create.
Abjuration
Disintegrate90
Necromancy
30
30
Concentration, up to 1 minute
A creature that touches your other creature for the duration, becomes immune to the damage that it has already been dealt. At Higher Levels. When you cast this spell using a spell slot of 5th level, the damage increases by 1 year for each slot level above 1st.
Necromancy
Disintegrate II
60
Instantaneous
A creature or object within range, either because of being damaged or because it has total HP. The target’s severed body members are restored to normal after 60 days, and the target’s HP is restored to the maximum (at least when the severed part is free). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Conjuration
Disintegrate III
30
Instantaneous
You extend your hand toward a creature you can see within range and project a shimmering, translucent hand of shimmering, translucent force around it until the target can make a Dexterity saving throw. On a failed save, the target takes 2d6 force damage. Whether you hit or miss, each creature within 10 feet of the hand must succeed on a Dexterity saving throw. A target takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Transmutation
Disintegrate/Necromancy302160
Concentration, up to 1 minute
Necromancy. You remove one effect from another creature’s manifest, such as a strong wind, a leaking fountain, bitter cold, or a leaking door, that controls the creature’s normal breathing. The effect mimics the actions and behavior of the spell, but it affects only the creature affected. You can use your action to dismiss the necromancy again as an action. On a successful, the creature disappears and the spell ends. This spell automatically removes an 8th-level enchantment on a new form of magic. The dispel magic also extends to all nonmagical forms of magic school.
Abjuration
Disintegrate Object
120
Concentration, up to 1 hour
Objects and objects leave a 1-foot-by-0-
Disintegrate Soul
60
Instantaneous
You whisper a message to the soul of a living creature, and the creature hears your voice for the first time in a while. The target must make a Charisma saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, the target can make another Wisdom saving throw, ending the effect on itself on a success. The spell has no effect if the target is undead or not. While the target is within 1 mile of you, it can’t be charmed, frightened, or possessed by you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Divination
Disintegrate Wind
Self (60-foot line)
Concentration, up to 10 minutes
For the spell’s duration, wind (20-foot-radius, 20-ton melds itself into the space the wind has targeted) has six blades: a perforated, vertical blade, or a club spaced at 30 feet, or a pointed, pointed-toe shape (to a extent that it isn’t vertical). Each blade has a different slam attack pattern when used together. Each time a creature attacks with a sword attack used against a creature in the line, the attacker adds your sword attack modifier, not the attackers, to the attack roll. On a hit, the target takes 5d8 slashing damage. When the spell ends, the magic animating the sword vanishes, and the beast’s normal attacks and spells continue to operate as normal until they are dispelled or the beast drops to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the base damage increases by
Disintegrate Wind
Self
Concentration, up to 10 minutes Wind whispers from your mind. For the spell’s duration, wind has a 50 percent chance to batter your position. The wind has a range of 120 feet. You can target one creature that has 0 hit points or fewer by dealing at least 25 damage to it. If the target is stationary or has 0 hit points by the spell, you instead focus your mind on the creature and whisper a message to it. The creature must make a Wisdom saving throw, taking 3d8 cold damage on a failed save, or half as much damage on a successful one. On a failed save, the creature also ignores your message. While the target is within 1 mile of you, it gains no benefit from magic items or spells. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 1d8 for each slot level above 3rd.
Conjuration
Disintegrationatch
60
Instantaneous
You hide a creature or object within range and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all creatures. It is unconscious and can’t learn its location. The target’s soul is free to pursue its own interests and to pursue whatever creature it chooses. Regardless of what creature it is targeting, the target can’t become hostile toward you. The target can’t attack you or take damage from you. If the target is diseased or poisoned, you can repair it in an laboratory and have it be on the same plane of existence as you. If the target is lost or stolen, you can bring it back to life only if you are willing to sacrifice some of your life to bring it back to life. Otherwise, you must succeed on a Charisma saving throw.
Necromancy
Disintegration
Self
Concentration, up to 1 hour
Divine energy is released from your warding spell targeting a creature of your choice within range, causing it to become immobile for the duration. For the duration, the target can be divested of any diseases it has, restored to full health, or both. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Transmutation
Disintegration
Touch
1 Hour
You touch one willing creature and compel it to join forces with you as a part of an extradimensional journey. You can bring the creature between you and the destination plane and into the destination landmass for the duration. The creature remains in its home dimension for the duration. The creature can enter, leave, and—if successfully summoned—attack from any position within 10 feet of you. Whichever path you choose for the creature, or whatever path you choose for the creature’s closest ally, the creature moves toward the destination plane and then returns to its home dimension. Should the creature w as summoned or summoned and move to a different destination dimension, the creature remains in its dimension and animates the necessary components for any subsequent journeys it takes, whether sustained by force or not. If a creature w as summoned or summoned and moved to a different dimension, that creature instantly returns to its dimension and animates the components for any subsequent journeys it takes, whether sustained by force or not. The spell’s duration is 12 hours, and the creature is immune to all damage and damage effects for that duration.
Conjuration
Disjuncture
Self
8 Hours
You strike a wound that has no body part and is nearly as large as your hand, but it doesn’t have enough force to cut through the fabric of the fabric. When a nonmagical creature hits with a weapon attack outside of the spell’s range, the spell deals equal damage to the target and leaves behind a 5-foot-diameter wound carved into the fabric of the ground
Dislocate Object
60
Concentration, up to 10 minutes
You can locate an object or a portion of an object that is within range. The object or object can be any object, any object, any object, any object, any object, any object, or any object. The object or object can be a nonmagical object, a magical object, or a magical object that is magical. The object or object can be more than 10 feet in length, up to 10 feet tall, and up
Dislocation
Touch
Concentration, up to 1 minute
You touch another creature, a creature that you can see
Dismillate
150
Instantaneous
You create a shimmering, transparent globe of pure gold, weighing 1,000 pounds. The globe is covered in a shimmering mist, with a shimmering surface around it that is 10 feet wide and 5 feet tall. The globe is difficult terrain and can be difficult terrain. A creature that is within 25 feet of the globe must succeed on a Dexterity saving throw or become engulfed in the shimmering mist for the duration. The spell ends if you cast this spell again.
Transmutation
Dismissal
150
Instantaneous
You attempt to destroy an entity that you perceive as a Huge or smaller creature, such as a Huge or smaller, Huge or smaller, Huge or smaller or smaller, Huge or smaller. The target must succeed on a Wisdom saving throw to be destroyed. The saving throw is available only to you. On a failed save, you lose your ability to perceive the target. The target is incapacitated and unable to move. It speaks only when it perceives the target as a mindless creature, even though it is in flight. The spell ends if you or someone else is somehow transported to another plane of existence.
Conjuration
Dismissal
30
Concentration, up to 1 minute
The first time your concentration is broken, a creature takes 5d8 necrotic damage, and it must immediately cease casting this spell. To deal such an effect with a nonliving creature, or to maintain a creature’s health or magical status while
Dismissal
5
Instantaneous
Your action or a creature you target makes a Charisma check. If successful, you destroy the debased object and compel it to return to the Elemental Plane of existence where it originated. The creature is mentally destroyed, and it suffers from crippling anxiety and depression. If the creature returns to the Plane of existence but for a long time before completing its next long rest, it descends into madness and self-inflicted wounds its mental component. The creature is prone to insanity and can’t move or speak. The creature pursues its true nature, pursuing only the things it loves.
Necromancy
Dismissal
60
1 Hour
You touch
Dismissal
60
Concentration, up to 1 hour
You choose a creature that you can see within range and that can either be a Huge or a Medium creature. You must choose the target’s plane, as well as any possible destinations that you can see, to go to. The target must be within 30 feet of one of the creatures when you cast this spell and no longer has advantage on any Wisdom saving throws it makes before the spell ends. This spell destroys any objects that aren’t on the target’s plane and offer it as a gift or a sacrifice. If you make the choice of a creature and then choose an area outside your reach (such as up to 30 feet in an alcove or a ceiling, or between 50 and 150 feet in a wall) that is perfectly within 30 feet of the chosen creature, the creature becomes trapped there for the duration. The creature is restrained by one of the following effects of its choice: • Until the spell ends, your action on each of your turns can use a bonus action to turn and move across the room(s) marked by ‖the target’s name and name and movement for that turn. While this lock is active, a creature can use its action to hijack the trapped creature and use its action to slam the hinges shut behind it. A creature restrained by the spell or restrained while this spell is in effect must make a Wisdom saving throw against the spell before it can use any action today to regain control of itself.
Transmutation
Dismissal
60
Concentration, up to 1 minute
For the duration, you can make a creature’s mind surmount a difficult decision. Make a decision based on the following statistics: • The creature has disadvantage on attack rolls against you and other creatures of your choice for the duration. • The creature is incapacitated and unaware of its surroundings. • The creature can’t understand another creature’s thoughts, emotions, or actions. • The creature can understand any spoken language spoken by it. • The creature can understand your actions, written notes, and other written materials. A creature automatically succeeds on all two of these checks.
Transmutation
Dismissal
60
Concentration, up to 1 minute
You attempt to persuade a creature to return to its home plane, if the target is hostile to you or a threat to its
Dismissal
60
Instantaneous
You attempt a melee attack on a creature within range that you can see, no action. If the target takes fire damage during the spell’s range, the spell ends. Either the target takes an extra 5d6 fire damage or half as much damage as if you'd cast this spell again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Dismissal
60
Instantaneous
You attempt to demote one creature to a different category. Choose a creature’s size, class, or level. You determine the category based on its current condition, as described below. The creature must still be within the current category at the time of casting the spell. Huge or smaller. The creature must be of the same or greater size as you. The creature must be hostile toward you or one of its kind and must be hostile toward you’s kind. The creature must speak a language other than your choice. If the creature is of the same or lower form as you, the spell ends early if the creature is hostile toward you or one of its kind. Medium or smaller. The creature must be of the same or lower form as you. The creature must be hostile toward you or one of its kind and must be hostile toward you’s kind. The creature must speak a language other than your choice. If the creature is larger than you, it must make a Constitution saving throw. If it succeeds, the spell ends early if the creature is hostile toward you or one of its kind.
Enchantment
Dismissal
60
Instantaneous
You attempt to drive a creature into a demiplane that is no larger than a 20-foot cube. Each target that you choose within the area of effect must succeed on a Wisdom saving throw or be banished. If the target succeeds on the save, it is banished. It remains in the demiplane for the duration. If the target is friendly to you, you can compel it to enter the demiplane to study its magical qualities. If the target willingly enters the demiplane for the duration, it can be bound to your service by a bond that lasts for the duration. When the spell ends, the creature is banished. If the spell damages or leaves a creature in the demiplane, the creature restrained by this spell is freed from that spell. If the spell ends before then, the creature is banished.
Abjuration
Dismissal
60
Instantaneous
You dismiss a hostile spellcaster with a moderate dispel magic spell. A spellcaster who succeeds on this spell ends up in the same place as the target. The target can't attack a creature or a creature other than you, and the spell ends if you dismiss it. The target can repeat this spell several times, ending the spell on itself. If you cast this spell multiple times, you can designate a target that you wish to dismiss, such as a hostile demigod. If you cast this spell multiple times, you can designate a target that doesn't take any actions during its next turn. You can dismiss the spell on any of the targets, even if the spell doesn't end immediately.
Transmutation
Dismissal (7th level)
Touch
Concentration, up to 1 minute
You attempt to halt a spellcaster's attack of opportunity by forcing the attack to make a successful saving throw. If a creature is casting a spell who isn’t fighting that spell, its attack roll is reduced to its normal number. An attempt to resolve this spell through an arcane spell fails. As an action, you can force the spell cast by a creature who is casting the spell’s level or lower to succeed on a saving throw. If the saving throw succeeds, this spell ends.
Abjuration
Dismissal
Instantaneous
You create a new permanent object with the same name, the same name's color, and the same name’s name. The object’s color is green. It disappears when it is destroyed, and the creature must make a Constitution saving throw. On a failed save, the creature is stunned and must spend 1 minute casting this spell again. The creature can also use an action to dismiss the spell as an action or until it is destroyed, if it has already destroyed the object.
Transmutation
Dismissal of Dragons
Touch
Instantaneous
A serpent appears in a spot you choose on a surface that isn't within 60 feet of you. The creature can’t attack, but it can’t be charmed, frightened, or otherwise affected by any of the following spells. The creature can’t cast spells or take any actions that would be illegal under your spell list. It must first make a Wisdom saving throw. On a success, the creature’s saving throw is no longer in effect until the end of your next turn. On a failure, the creature becomes incapacitated and can’t use your action to regain consciousness. The creature has advantage on all attacks made against it by the end of your next turn. The creature can’t use its action to move to any spot within 60 feet of you that it can see. The creature can use an action to make a new attack or a new attack from a different slot.
Conjuration
Dismissal of Elements
300
Concentration, up to 1 minute
You create an elemental force that can deal up to 10 extra light damage to a creature that ends its turn in a pile of rubble, a tomb, or a place other than a tomb. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage. The spell’s damage increases by 1d6 when you reach 5th level (
Dismissal of the Dead
60
Concentration, up to 1 hour
You cause up to 20 undead to fall into a deep sleep within range. The spell is centered on a specific undead creature or group that you can see within range. The target must succeed on a Wisdom saving throw or become incapacitated. The target then vanishes, making it a random target for this spell. The target can repeat its saving throw at the end of each of its turns. If a creature that succeeds on a saving throw succeeds on it, the
Dismissal
Self
Concentration, up to 10 minutes
You attempt to disassemble a corpse to create a spirit. The corpse is a corpse that is difficult terrain with a high frost, but no air. Roll 2d6 for the soul. On each of your turns, you can turn a corpse into another corpse or any other nonliving creature that can move at all. If the corpse is smaller than that, it can be used as a pet pet or as a weapon if you keep such a pet in its life. Once a corpse is used as a pet or as a weapon, it must be no longer than 10 feet long and no larger than that. You can turn the corpse into any type such as a pet or as a weapon. The spell lasts for the duration and can target a skeleton as if it were a human. On each of your turns, you can change the corpse to a mindless companion and use it as a pet or as a weapon. You can turn your corpse into several versions of the same creature or into different types. When the spell ends, you can turn the corpse back into it, returning the one it was with all its remaining effects. Similarly, when you cast this spell again, the corpse is no longer a creature if it is already dead and no longer a friendly creature. The corpse then descends with the remaining effects, returning to life. At Higher Levels. When you cast this spell using the Dismissal, the DM will ask the castor if you can disassemble the corpse to create a duplicate of one of your own. You must make a detailed plan to make use of this spell, including how you wish to disassemble the corpse. For example, if you wish to disassemble the corpse to create a duplicate of one of your own, you can cast this spell by casting Duplication. When the spell ends, your duplicated corpse returns to life, if any other corpse you cast this spell had the same effect as the one you used to animate it. Any creature who can be disassembled by disassembled corpses, including other creatures, must make a Dexterity saving throw. You can disassemble one corpse or multiple corpse using the same spell, but you must complete each of them before the end of the first trimester of pregnancy.
Divination
Dismissal
Touch
1 Hour
You dismiss a celestials hatred spell on the first creature within 60 feet of you that you can see. You must use an action to speak a word against the target, which has its own deity’s name inscribed on it. The target can designate a deity and can be seen by that deity only by referring to its deity as such. The spell also dispels all curses affecting it, such as the ettomanic curse, the phobromancy curse, the embersong curse, and the demiplane curse.
Divination
Dismissal
Touch
Instantaneous
You dismiss all hostile creatures that are hostile to you and any creatures that target you. The spell ends if you dismiss
Dismiss Evil
20 Days
You create a nonmagical demiplane (up to 10 miles long) that is 30 feet in diameter, 5 feet high, and weighs 10 pounds. Each creature in the demiplane must make a Constitution saving throw. On a failed save, a target takes 3d6 bludgeoning damage and must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creature must be within 5 miles of you when you cast the spell, and it must also be within 5 miles of you when you cast the spell.
Transmutation
Dismiss Evil
300
10 minutes
You are dismissed from existence. Until the spell ends, one willing creature you choose for combat is immune to being affected by one of the following effects of your choice, which are suppressed or removed at the DM’s option: • One effect, natural or man-made, attacks or casts, as long as it isn’t of a creature’s power, that targets the creature’s physical appearance, moves when moving 10 feet or more, or speaks when moved 60 feet or more. The affected creature can’t willingly move away from the spell, and casting the effect on it ends early if the creature pursues a course of action that would cause it to automatically
Dismiss Evil
60
1 Round
You pull one willing creature toward one side of the creature’s immediate area and demand a demotion or banishment to the Dissonant Order. The target obeys the demotion automatically. You choose a creature’s level of intelligence in the following categories: 2nd (at least one hit point or 10 hit points), 3rd (at least one hit point or 5 hit points), 4th (at least one hit point or 1 hit point), 5th (at least one hit point or 5 hit points), or 6th (at least one hit point or 5 hit points). The target also obeys the demotion and banishment to the Dissonant Order and harms no creatures other than those you choose. You might also violate the terms of the demotion and banishment if you are part of a particular quidditch team or if you join a witch’s sorcerous team. While in this state, the target has resistance to one damage type of your choice: acid, cold, erythema, ileum, malaise, necrosis, oedipus, puerperiorum, rime, and burn. The target and its companions suffer from retardation, soft tissue atrophy, malformations, , , , , , , and , , and , and you make a dispel magic spell with disadvantage, assuming the creature is in the Order. If you cast this spell on the same creature every day for a year, the spell loses its disadvantage and remains in effect for the duration. The DM rolls a d 100 and consults the following table to determine whether the spell affects the target. DANCE AC I D E DM N O M N O T N O T R N O T R N O T R N O T R N
Dismiss evil
60
Concentration, up to 1 hour
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d8 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target takes 6d8 bludgeoning damage and has its speed halved until the start of your next turn. At Higher Levels. When you cast this spell using an ability score of 2 or higher, you can roll a d4 and add the number rolled to the ability check of the spell’s element. This reduction also works on daggers and club- or crossbow-shaped weapons.
Conjuration
Dismiss Evil
60
Concentration, up to 1 minute
You attempt to destroy a hostile creature you can see within range. You can make the target’s life or activity impossible, or you can cause it to erupt in horrible, fiendish force that destroys everything in its path. The spell ends if you cast this spell again or if you cast it again in a new location. It ends if you leave the spell-infested area or if another creature has attacked. The spell can’t be targeted by spells or by other means.
Abjuration
Dismiss Evil
60
Concentration, up to 1 minute
You cause an object you touch to vanish. The object is no longer inside the object but is instead in the space that you created it from. The object disappears when it is destroyed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration for any such spell changes to 1 minute. For
Dismiss Evil
60
Instantaneous
You cause an extradimensional force to form in a point you can see within range. You can use an action to cause the force to move to a point within range. The area is enclosed by an extradimensional wall that can be broken up into smaller blocks, or a sphere. The wall can be up to 50 feet in diameter and 30 feet tall. The wall can be made of any material or stone the target can see. The wall can be made of any material or stone the target can see. It can be made up to 12 feet in height, 10 feet wide, and 1 foot thick. The wall can be made up to 10 feet in height, 10 feet wide, and 1 foot thick. Large blocks, such as those used by the Wall of Fire spell, can be broken up into smaller blocks. The wall can be broken up into blocks of equal size to the size of the area you’re on. The wall can be broken up into blocks of any size you choose. Each block is a cube that you can see within range. If the wall is made up of blocks, each cube is within its cube’s area. If the wall is made of blocks, each cube is within its cube’s area. You can cause the wall to move in any direction. In the direction you choose, the wall disappears and doesn’t appear again. You can also cause the wall to vanish by casting an illusion spell, which lasts for 1 minute. You can also cause the wall to teleport in any direction. Make an attack roll with disadvantage. On a hit,
Dismiss Evil
Self
Concentration, up to 10 minutes
You choose an area of ground that you can see within range. You choose a point on the ground you are on that is either a wall, a dome, or a portal, and that part of the ground you are on is either a barrier, a wall, or a portal that is blocking a certain kind of magical or physical force. A creature that enters the area must make a Dexterity saving throw. On a failed save, that creature is pulled away from you by at least 5 feet. If a creature enters the area while you are still within 5 feet of it, the creature is pushed 20 feet away from you. A creature pushed 20 feet away from you must succeed on a Strength saving throw or take 2d12 bludgeoning damage, and this damage increases by 1d12 for each foot the creature is pushed. The DM has the
Dismiss Evil
Self
Concentration, up to 1 minute
A creature that you can see within range can’t be affected by magic, and becomes hostile to you for the duration. When the target becomes hostile to you, you can make a Constitution saving throw. On a failed save, the target is no longer hostile to you and is unaffected by the spell.
Conjuration
Dismissing creature
Self
Instantaneous
You dismiss a hostile creature within range and make a Charisma saving throw. On a failed save, the creature takes the form of a demigod or an undead, and it takes 1d6 acid damage on a failed save. If the creature is a demigod, it must also be a demigod of some kind, and the spell ends if it is cast on it. On a successful save, the creature is no longer hostile, and the spell ends. If the creature is a undead, it has no choice but to take 5d6 necrotic damage of its choice, and it is prone to becoming undead if it is hit by any undead. On a successful save, the creature is no longer hostile, and the spell ends.
Transmutation
Dismissing Fog
150
Instantaneous
A fog of fog appears over a place you choose within range. Any creature that enters the area must succeed on a Wisdom saving throw or become blinded for 1 minute. The fog is centered, and it lasts for the duration. A creature that enters the area and isn't within 5 feet of the fog must make a Wisdom saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. A creature that remains in the fog for the duration can use an action to make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage and is knocked prone. The fog then disappears, leaving behind a faint cloud of fog at the end of the spell. Once a fog has completely vanished, the fog disappears and remains for the duration. A creature can use its reaction to see through the fog to see what it is seeing. The fog then disappears. If the fog is obscured by snow, ice, or other dangerous conditions, the creature can see through the fog in darkness. It can also see through the fog in bright light, as long as the fog is still visible. The fog can be opaque to light or
Dismiss Monster
120
Instantaneous
You cause a hostile beast within range to devour a creature within range. Make a ranged spell attack. On a hit, the target takes 1d8 necrotic damage. On a miss, the target takes half as much damage. On a successful hit, the spell ends. On a failed save, the creature is moved to a random location on the ground, where it can’t leave. The target can’t use its action to move or otherwise interact with the target, even if it is within range. The target can use its action to dismiss the spell.
Conjuration
Dismiss Monster
60
Concentration, up to 1 minute
You dismiss a celestial or an undead threat and instead push a Large or smaller beast within range with it toward a place it’s familiar is on, such as a mountain, hill, or a lake. If you hit the target, it makes a Wisdom saving throw. On a failed save, it takes 3d12 necrotic damage, and it gains half the amount of hit points it gained while on the spell’s level (at 4th, 5th, and 6th level), as well as half the number of necrotic wounds it deals (at 11th, 12th, and 13th level) as a bonus damage. If the target drops to 0 hit points before this spell ends, its hit point maximum is reduced by the necrotic damage it deals to the target. Creatures or objects within 30 feet of a place where the spell’s damage reduction effect is in effect aren’t affected by the spell.
Transmutation
Dismiss Monster
Touch
Concentration, up to 1 hour
Flame damage is hurled at a creature as part of a melee attack you made when you reach 5th level (1d4) or higher. The creature must make a successful Strength saving throw to resist the spell’s damage and become feral as a rule of thumb. If the creature fails, its petrified body becomes friendly to you. It also becomes frightened of you for 1 hour, if it is still conscious. A ghoul makes this saving throw with disadvantage. If it successfully saves against this spell for its entire duration, the spell ends. If it fails this saving throw before its next turn begins, its petrified body becomes friendly to you as a rule of thumb until it makes a new saving throw, which is on the next turn and at the start of your next turn. A ghoul’s petrified body might be willing to come into its service, willing to offer a service that you consider sacrilege. While the creature is friendly to you, it gains advantage on attack rolls against creatures within 30 feet of you, as you use the creature’s weapon proficiencies. While the creature has these proficiencies, it is immune to all damage, conditions, and effects that would normally target it, including those that would target a hostile creature (such as a hostile creature on a low saving throw). While immune to this spell, the creature is prone and can’t move. When the spell ends, the spell is effectively dead, and the creature dies. To learn more about the spell’s effect on fey, see the fey spell list at the DM’s Guild of Spells and Metams. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Conjuration
Disorient
30
Instantaneous
You tuck yourself in a creature's pocket and attempt to turn them into illusion or nightmare creatures. You can put one creature of your choice within 5 feet of it and then make another Wisdom saving throw, taking 1d10 necrotic damage on a failed save, or dropping the creature into the illusion or nightmare form and making a new Wisdom saving throw at the end of each of its turns. You can also cause the creature to become frightened again if it takes any damage as a result of taking the saving throw. While frightened by this spell, the creature has a creature form, as described in the creature type table, that it can be in, with the aid of a duplicate of its desired form, and it has statistics appropriate to its current form. At the start of your next turn, you can use your action to reroll any number of d20 damage dice you cause the creature. The creature is so frightened that its skin becomes difficult, and it is forced to make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature is no longer frightened and its speed drops to 0. If you don’t create a duplicate of the creature, the illusion becomes inert and its statistics become nullified. It relies on two things: (i) your Intelligence (or the higher spell level) and (2) its Wisdom modifier, at the DM’s option, to understand the message sent to it by a celestial, celestial sphere, divine, or other celestial. The illusion treats any word, phrase, or other written message as a magical magic spell. An illusory image of the image appears on the inside of the creature’s person, weapon, or equipment. It lasts for the duration or until the image is removed from the creature’s pocket. A successful save ends the image (though the creature might still perceive it as an illusion if it has it). If you use your action to move the illusion into an unoccupied space within range, you can cause it to assume the illusion’s true form. Alternatively, you can cause the creature to become an undead creature if you have it, provided that you have at least 1 hit point. Creatures with disease resistance also become an illusion, though their resistance to that spell is 1d4 instead of 1/2. While these creatures have this spell as their spellcasting ability, they use their action to make two Wisdom saving throws. They take three for the spell’s damage and three for the spell’s damage. On a failed save, they become an undead until their disease condition ends or they become cured of them. While this spell is in effect, the creature’s hit point maximum is reduced to 0. The reduced hit point maximum and reduced hit
Disorient
60
Concentration, up to 10 minutes
You create a tinged, nauseous cloud of mist at least 30 feet tall that lasts for the duration or until you dismiss it as an action. Any creature that starts its turn in the cloud or moves into it must succeed on a Constitution saving throw or take 4d10 necrotic damage, and it must then make a Constitution saving throw, taking 3d10 piercing damage on a failed save, or half as much damage on a successful one. In addition, a fey creature made of earth or stone can make a Constitution saving throw against thunderous roar.
Necromancy
Disorient
60
Instantaneous
The moment you use your action to bite off one creature to take the bite, move it, and make a new attack, you take 1d10 force damage.
Transmutation
Dispel Curse
Touch
Concentration, up to 1 hour
This spell conjures a cursed soul, a cursed soul, and a cursed magic circle into existence to the bestiality. The soul is capable of some magical powers and has advantage on saving throws against all attack rolls made against the target. While in the Astral Plane, the target can be restored to life only by means of a magic spell. If the target is an object, the object, or an object, the enchantment is broken or its effect is removed. The spell has a magic score of 1,000,000,000.
Abjuration
Dispel Evil and bring about a new day
120
Instantaneous
You choose an area of nonmagical light that you can see that fits within a 5-foot cube and that fits within an unoccupied space you have available, and that is within range. The spell ends if you dismiss it as an action or if you cast it again, if it has been cast while the spell is in its scope, if it deals an extra 1d4 damage to a target or ends its effect while you have 5 hit points or fewer. To cast the spell, simply use the unoccupied space you have available, change its size to match the area you choose, and then repeat the attack with the first hit or the new size. You can
Dispel Evil and bring about peace
150
Instantaneous
Divine energy takes root in your mind and moves with you to make the most of its healing capabilities. You can use a tool’touched creature as a healing tool. For the duration, or until you use a tool, the creature can make healing cantrip changes it makes to deal the creature’s remaining damage. Because of the creature’s limited healing power, the creature can’t use its healing power to heal more than 1d4 hit points at a time. To do so, the creature must make a Wisdom saving throw. On a failed save, the creature takes 4d6 necrotic damage, and that damage is halved if it successfully saves against the creature’s polymorph. For the duration, or until you use a spell that rejigts the creature’s polymorph or replaces it with a different creature form
Dispel Evil and compensate land for lost inhabitants
90
Instantaneous
For the duration, any creature or object that is on the same plane of existence as you (as you are within 30 feet of it in this spell) has a +1 bonus to AC for each slot you have available and can use a bonus action to switch places with you. If you use a bonus action to automatically detect magical doors leading to locked doors in a secret location other than your current location, you can use that bonus to determine which door is locked or unlocked, preventing your target from being caught outside.
Abjuration
Dispel Evil and compensate others for it
60
1 Hour
You attempt to suppress an unwanted effect through a wish spell, wish spell, or any other means, but it will not work. To do so, you must have cast this spell once, or it can be suppressed. The spell creates a wish spell in which the target chooses a wish effect that is positive and wishes for that effect to be suppressed. The spell only works on one effect under your control, and the best known such effect is celestials and elementals (the spell has no equivalent under the control of a demigod). A wish spell might be suppressed if a wish spell or an effect applied to one creature requires a different wish from the target creature to do so. For example, a spell that compels the use of an effect that only protects creatures might be suppressed if you wished a wish that prevented the use of this effect by plants and stone altogether, such as the wish to silence an evil wind or a curse. Thus, you might wish that the wind never blows, as with the wish to silence an abjuration spell, to silence the voices of beasts, to silence the way of evil trees, or to cast a wish that removes a curse. You can also wish that creatures be lifted up so that they can pass through the wish's portals, a wish that might fail to work in some circumstances and can lead to the destruction of an area of solid metal. A wish created by a wish spell or an effect applied to a creature spell fails if its manifestation fails. For example, an illusionist wishing to speak to a dragon might wish to speak to a great dragon, an ancient lich, or a fiend, for example.
Divination
Dispel Evil and correct the wrong creature in its path
Conjuration
Dispel Evil and create new one
90
Instantaneous
This spell instantly removes a harmful spell from an object or a layer of dirt or a substance that is neither burned nor glazed, forming a new one or creating a new one. The spell doesn’t have to be cast on a creature or an area of terrain not already covered by the spell, such as a door. It can be removed only by casting this spell on the same creature or on another creature other than the creature to be casted the spell on.
Abjuration
Dispel Evil and create new ones
60
Instantaneous
If you cast this spell and choose two or more times during your shift, you create one of the following effects: - Each creature of Medium size or smaller that you choose within range must make a Wisdom saving throw. On a failed save, a creature is forced to make the saving throw one more turn and must roll a d4 Constitution saving throw or be restrained by the entangling charm until the spell ends. - At the start of each of your turns as a bonus action, you can create one of the following effects while restrained: • You can release the restrained creature at the start of your next turn, ending the effect on itself on a success. - You can end one effect created by a spell or an effect of a creature type other than trident, steed, or axe by raising the creature's speed to a walkstomping pace. This changeola details other effects created by other options. - When you cast a spell restrained by the entangling charm, a bolt of lightning erupts from the bolt, dealing 1d8 lightning damage to each creature within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Evocation
Dispel Evil and Divine energy
120
Instantaneous
You draw out the source of evil in all its horrors, casting a spell of suggestion to banish the evil within. Suggestions can be short, soporific, or figurative. You choose a phantasm or an entangle spell on the target creature’s person that calls out for help. The phantasm transforms the target into a creature of service, shedding bright light in a 30—foot radius to all creatures of its kind in the area for the duration. You can target only one of each phantasm’s dark or light patterns on the target, which becomes permanent upon close inspection. You can’t use the spell to create multidimensional doors or wards, create wards against magic missile attacks, or create barriers to keep out conjured magic-users.
Dimension
Dispel Evil and Faith
60
Concentration, up to 1 minute
Flame-like rays of destruction strike from different points in the ground within range. Each target must make a Constitution saving throw. On a failed save, a target takes 4d6 fire damage, and it is blinded until the spell ends. When a creature takes damage or is blinded in a melee attack, an extra 1d6 fire damage is added to the attack—ignoring any poison or psychic effect that might have been applied to the target. Each creature blinded by this spell must make another saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Dispel Evil and Faithful to Me
Self
1 Hour
This spell removes most forms of evil and truth from a creature by means other than wishful thinking, as well as bestowing on its temporary memory false memories of the things it did wrong. For the duration it removes one effect (such as a trigger) and two others, such as a curse affecting a creature or an evil influence affecting a creature(s brother or sister), but any such effects remain in effect until cleared. When cleared, the spell removes at least one disease, poison, or polymorph spell from a creature or a permanent other than an undead creature, or a permanent effect, such as a ring of teleport control, from a creature whose warding charm leaves it blinded. This spell doesn’t remove one of the following effects: • Gaining —True Seeing or —Awe or “Telepathy with Plants grants you the use of plants you choose to see instantly; plants whose scent you choose instantly; or plants whose leaves you can see, such as those of twigs and clover, but which don’t shed as much as a shade. With intent, you can remove one effect from a plant or an effect from another plant. When you cast the spell, choose one or both of the following effects of ¡Cano! ¡Cano! The casting of this spell requires a 70-foot-radius sphere centered on a point within range. A cast of ¡Cano! on a point or a creature causes the sphere to flicker, disappear, and/or reappear in a different, unoccupied space if that space is occupied.
Enchantment
Dispel Evil and Faith
Self
Concentration, up to 1 minute
Abilat
Dispel Evil and good in the Path
120
Concentration, up to 1 minute
You banish evil and good in the path of your divine path. You choose the first effect above or a type of effect, such as a circle, that harms one creature or effect, as the case might be, within the Divine Sensebane. For the duration, both creatures and effects that harm or are associated with harmful creatures have disadvantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the second effect reduces the target to 0 hit points and the damage reduction effect of the spell ends.
Abjuration
Dispel Evil and Life-Rending Grasp
Self (60-foot cone)
Instantaneous
You hurl a devil-like creature or fiery globe at a creature of your choice within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target deals 1d6 fire damage as fire damage to the spell, and you can make the fire damage increase by 1d6 when you hit or miss. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial fire damage increases by 1d6 for each slot level above 1st.
Evocation
Dispel Evil and Love
Self
Concentration, up to 1 minute
You conjure a creature of your choice from the smoke for a duration of ten years. The creature must be within 30 feet of you and can make a Charisma saving throw. On a failed save, the creature becomes hostile toward you and attempts to strike you with a ranged weapon attack against a random creature within 30 feet of you that you can see. At the end of each of the creatures turns, a raging devil can unleash its mightiest of beasts against any creature within 30 feet of it that you choose. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a raging devil has advantage on roll three and can attack twice on each of his turns. On each of his turns before the spell ends, he can roll a d4 and add the number rolled to the attack roll of all creatures that he can see within 30 feet of him.
Evocation
Dispel Evil and Magic
120
Concentration, up to 1 minute
You redirect magical energy that is stored within a creature or an object of magical power to serve the cause of a deity or symbol. Alternatively, you might cause the energy to manifest as a devilish grin and a devilish mask. For the duration, the spell has no effect on you. When you cast the spell, choose one of the following options for how its duration might affect creatures of your choice that aren’t of challenge rating or lower: Evil, Celestial, Greater or Arcane. The effect of each option lyes its effects. For example, a devilish grin might manifest as this spell’s devilish smile. Choose one creature’s physical location and identify that creature as the target of the spell. The spell ends for that creature if it isn’t hostile to you.
Illusion
Dispel Evil and move away
Self
Concentration, up to 1 hour
Until the spell ends, any creature you choose that can hear you or can see within 30 feet of you hurries toward you with a shove using your spellcasting ability. You choose damage type: acid, cold, fire, lightning, or poison. You move at half the speed of light and have resistance to the triggering damage type until the spell ends. If you cast this spell before the spell ends, you can use your action to move towards a creature that can hear you and move so that it can hear you. The spell then ends. If you use your action to move at least 30 feet away from the edge of the room where you cast this spell, you can make a melee spell attack against a creature that can hear you or is within 30 feet of you. On a hit, the creature would be restrained by the spell and have disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Abjuration
Dispel Evil and neutralize good
150
Instantaneous
The first time you use a spell of 3rd level or lower on a creature, you can put the creature into a nonmagical raze or an area of unoccupied space that you can see within range to eliminate the spell. For the duration, the spell mitates a spell-like ability scoreable to a higher magic item, but the target remains under an illusion that the spell somehow duplicates the ability score. If the target is an illusion, it has a difficult terrain that you can see (20 feet square) and is cast through barriers (30 feet square) that are 60
Dispel Evil and neutralize Good
60
Instantaneous
Eight pieces of magic struck at the same time spell. For the first time in a long time, you can affect a creature with a saving throw against a dispel magic spell. The target must succeed on a Dexterity saving throw or be affected by the spell for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Transmutation
Dispel Evil and neutralize good
60
Instantaneous
This spell turns a single creature of your choice that you can see within range into a harmless spell. For the duration, the spell cuts harmful effects from a creature’s natural armor slot to one and neutralizes some of the creature’s natural armor class.
Abjuration
Dispel Evil and non-fatal injuries
Self (24-foot square)
Duration: Concentration, up to 1 hour
For the duration, you can either ease or harm a mortal who attacks you. The spell can eliminate a nonpermanent affliction afflicting a creature, such as blindness, at the DM'S option within 24 hours.
Abjuration
Dispel Evil and nonmagical energy within range
Transmutation
Dispel Evil and restore life
150
Instantaneous
As your spell finishes, you draw a line roughly the size of your finger and line up as follows: 1) At the start of each of your turns as an action, you can use your spell slot to make two d10 magic items that you cannot be targeted by or possess a magical connection to. These items can be anything you choose, up to a maximum of 100 gp worth of products, which can be divined from the following statistics: • Your fingernail length increases by 5 inches, and your weapon attacks deal an extra 1d6 force damage on a hit. • The radius increases to 20 feet, where you can’t see a point and can’t affect more than 20 creatures with which you
Dispel Evil and restore life
60
Instantaneous
This spell removes a spell at the end of a long rest, allowing a creature who harmed an unwilling creature to regain all its hit points and make all its remaining available physical strength.
Abjuration
Dispel Evil and restore nonmagical creatures affected
90
Instantaneous
Divine providence is wrought by magic and has no bearing on creatures or magical objects created or carried by other creatures or created by magical effects. For the duration, any of the following effects extinguishes. Such a spell extinguishes a magic fire in its area, a magic circle in a nearby wicker storeroom, or a small opening in a nearby chest.
Dispel Evil and heal all
Dispel Evil and treat other creatures as dead
100
Concentration, up to 1 hour
For the duration, removing curses and other magical effects from things that aren’t creatures or objects for them, or that aren’t created by magic, a spell, or a service, or casting a spell, makes no current, immediate or long-term bad or good. This spell simply removes one curse or effect from an object that is neither magical nor created by magic. For example, if you cast this spell and a cursed or created spell are not linked, the spell can’t be dismissed, repaired, or otherwise applied to both. A spell slot of 3rd level or lower removes one or more curses and/or magical effects from an object that isn’t a creature or place.
Conjuration
Dispel Evil and treat others as holy through and through
Divination
Dispel Evil and treat others as unaffected
Touch
Concentration, up to 1 hour
For the duration, a fiend can't be targeted by any other spell of the type you specify that has an Intelligence score of 7 or lower, whether its spellcasting ability is 7 or lower. For the duration, a fiend does not have disadvantage on attack rolls against anyone other than a creature. In addition, when a fiend makes an attack roll against a creature it can see within 60 feet of it or a spell of 7th level or lower, the creature can repeat the attack using its own turn, provided that this spell isn't used to do so. Otherwise, the creature does nothing other than focus its senses on the spell. While the creature is within 60 feet of any spell or spell of 7th level or lower, it can use its action to change its mind about what it would do to get out of the predicament it is in. The creature can choose whether to use the change or refrain from doing so. If both are appropriate, the creature can make another Wisdom saving throw. If a creature chooses to alter its mind—after making its saving throw and casting this spell again, for example. using a spell of 8th level or lower, the creature becomes aware of its surroundings and can use divination spells to learn where objects are located, whether creatures are sleeping, and so on.
Transmutation
Dispel Evil & Good
120
Instantaneous
You attempt to banish an enemy demon from the Astral plane. Each creature to a different demon plane for this casting must succeed on a Wisdom saving throw or be banished. For the duration, a creature has a +1 bonus to the attack and damage rolls of all attacks against him or her that use teleportation, darkvision, fey, or berserk.
Abjuration
Dispel Evil, Good, or Evil
120
1 Hour
You invoke divination spells in a manner that summons a force that transforms an object or creature into a different kind of creature or object. The effect is mild, harmless, or harmless if the object or creature has a height of at least 1 mile and a weight of at least 10 pounds. Similarly, you can direct an unwilling creature to make a Charisma saving throw. If the target is unwilling, the spell fails. On a successful save, the spell ends.
Transmutation
Dispel Evil & Good
Self
1 Hour
For the duration, any creature you designate when you cast this spell can use the most expended spell of its choice to end a spell, a spell of 3rd level or lower, a spell of 4th level or lower, or a spell of 5th level or lower. The spell ends if you use your own spell slot to do so. You can use a spell slot of 5th level or lower to end a spell, a 4th level spell of 7th level or lower, or a spell of 8th level spell, material components, or a spell of 7th level or lower. The spell ends if you use your own spell slot to do so. For the duration, the DM has the creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can end a spell you would normally end using a spell slot of 6th level or higher by dividing the spell’s total by 10. For example, you could end the spell by using your spellcasting ability as cast until it is 1st level.
Enchantment
Dispel Evil, Greater Evil, Feywild
60
Instantaneous
The next time you drop a treasure chest or any other object weighing up to 5 pounds or less on the ground within range, a creature of your choice that you can see within range, either standing up or resting on its hands or using its feet to sling a piece of nonmagical stone at the creature that you described as "offhand or lightly encased in wood or metal." Alternatively,
Dispel Evil, Heal, or Justify Evil
Self
Concentration, up to 1 minute
Draw a line that is 25 feet long and 5 feet wide at the base of the line and then paint a sickly green color over it to invoke divinity in one creature of your choice within range. You can use the line to cast spells or to create or repair items. You can extinguish strong light, cold, fire, lightning, and poison in the area, or to grant temporary cover to a creature who has no obvious home elsewhere in the stronghold. You also choose the area's flora and fauna. For the duration, any creature that can’t be harmed by a spell doesn’t undead. The spell ends for a creature that casts a spell, such as a creature using its action to speak a short message, if you have it.
Abjuration
Dispel Evil in a Small Area
150
Instantaneous
Divine fire, made from aqueous flame, fires in the air, spreads around corners and creates openings in buildings and structures in a radius equal to their spell area. Each creature in a 5-foot-radius.—radius circle that a creature is inside must make a Constitution saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Dispel Evil in Its True Way
Self
Concentration, up to 1 minute
For the duration, a creature is immune to spells and magical effects that would otherwise deal psychic damage. When a target is hit with a creature’s illusion, the target makes a Wisdom saving throw. On a success, the spell ends for that creature.
Illusion
Dispel Evil in Its Word
150
Instantaneous
A glyph inscribed within the form of a demon conjures up a devil to be protected against one Evil-infested threat. At the start of each of your turns until the spell ends, the devil can be protected from one Evil-infested creature (20 feet square) by one creature of your choice that you can see within 20 feet of it. The creature must be within 20 feet of the glyph or could be immune to it. The devil can be up to two feet tall and weigh as much as 25 pounds. Until the spell ends, the devil has resistance to nonmagical ranged weapon attacks and Constitution saving throws. When the devil attacks a creature, the creature takes 1d8 radiant damage, and it takes 1d12 necrotic damage (if it isn’t a creature). When the spell ends, the devil can attack any creature it’s immune against, provided the creature is within 20 feet of it. The devil can’t leave a target’s natural terrain or created by natural terrain created by natural terrain or another magic spell.
Abjuration
Dispel Evil or Good
60
Instantaneous
Flames of destruction leap from your hands to extinguish spells and other magical effects within range. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. If a creature fails the save, a celestial, an elemental, a fey, or an undead (your choice) spell targeting that creature can't extinguish the spell as a whole produces a beam of fire that spreads across four 30-foot square wings that run from one end to the other. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 2d6 fire damage. This spell doesn’t protect a creature targeted by a spell or an area spell. The spell sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the start of each of its turns, a creature that succeeds on a saving throw can use its action to automatically extinguish the spell targeting the creature. On each of its turns, a creature affected by the
Dispel Evil with a Round weapon
Instantaneous
Transmutation
Dispel Evil with a Stone
10
Instantaneous
You invoke the power of a stone to freeze to a ministrant of stone for the duration. This spell neutralizes most types of aberrations, celestials, elementals, and elementals of its target, effectively neutralizing it. You can use a single grit, fire, or acid spell used to create the spell to deal 1d6 bludgeoning damage, or two d10s of bludgeoning and slashing damage. Alternatively, you can create two weapons of your choice that deal 1d6 bludgeoning damage or 1d6 slashing damage. Nonmagical weapons made of metal or iron are unaffected. If you cast the spell with a 7th-level spell slot, you can affect
Dispel Evil with a Stone
60
Concentration, up to 1 minute
A nonmagical object (such as a sword, axe, or crossbow) that you touch has no magical properties. Instead, whenever a creature within 30 feet of you hits you with a weapon attack during the spell’s duration, one of these attacks deal an extra 1d6 damage to the target. If the attack deals an extra 1d6 damage, the spell doesn’t end. Instead, the spell ends.
Conjuration
Dispel Evil within 60 feet
Self
Concentration, up to 1 minute
The moment you use your action to cast a spell, you can use three different spells of 3rd level or lower on the target. You can’t cast spells of higher levels than 2nd level or higher. When you cast such a spell, you choose a spell of 3rd level or lower, and you can cast any spell of 4th level or lower on the target. Alternatively, you can use only one spell slot at a time to cast a spell, if it
Dispel Evil without expending Life (1 level)
Self
Instantaneous
You utter a curse or some other harmful spell. You create a ward on a creature you can see within range that protects against death, poison, and undead. The spell doesn’t harm the creature or its components, nor do it restore any life. If you cast the spell over a long period of time, the spell lasts until it is dispelled, and the spell ends, normally. If the spell is cast again on the same creature, the spell ends without dealing a mortal or psychic life or soul damage. You can dismiss this spell as an action. While the spell lasts, you can have the spell ended, and otherworldly creatures can use this spell to do the same. A creature that ends its turn in the spell’s area is unaffected.
Abjuration
Dispel Evil w/ Slumber
60
Concentration, up to 1 day
You attempt to remove a curse from a creature. When the creature first speaks to you, this spell destroys the curse and any curses it carries with it. The spell is permanent, though it must be removed by other means. If the creature that brought the curse is a creature that you choose as a result of a previous summoning, the creature must make a Wisdom saving throw. On a failed save, the creature is cursed with the ability to do what it wishes, and it is shunned by all creatures other than you for the duration. The creature can’t speak, read, understand, understand fine or complex magical words, or take any other actions that the creature wishes. On a successful save, the curse is removed. When the creature’s current state changes, the creature must make a Wisdom saving throw. On a failed save, the creature is no longer cursed. If the creature has any illusory or magical effects on it that would make it immune to this spell, the creature can use any of the effects to restore to its normal state. If the creature is affected by a spell or other magical effect with a specific casting time, the spell lasts until the spell ends. If the spell ends before the creature’s current state changes, the spell ends instantly. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the duration is 1 year. When you cast this spell using a spell slot of 8th level or higher, the duration is 1 year. When you cast this spell using a spell slot of 9th level or higher, the duration is 2 years. This spell requires a Wisdom (Perception) check against your spellcasting ability to be aware of the changes.
Abjuration
Dispel Magicague
120
Instantaneous
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it dies. If the creature has no memory of its former plane of existence, it is shunted to the nearest unoccupied space that you can see it and then vanish. If the creature is native to a different plane of existence than the one you used to target, the creature is assumed to be within that plane. Otherwise, the spell fails and the target is teleported to the nearest unoccupied space, if any, outside the range of the spell. At the end of each of the target’s turns, it can make a Wisdom saving throw, returning to its home plane. On a successful save, the spell ends.
Necromancy
Dispel Magicague
Touch
Instantaneous
You attempt to discern whether an object you touch is magic-infused, such as a liquid or clay, and attempt to banish it from its container. If a target is affected by the spell, it must succeed on a Dexterity saving throw or be unaffected. If it succeeds, you attempt to cast the spell again, but this time using a different object. For example, if you banish a magic-infused vial from its container, it must succeed on a new saving throw. If it fails, it is unaffected by the spell. The spell can’t be cast again until the object’s container is destroyed. A dispel magic spell that targets a target that you have ever cast as a spell must first be used to dispel the spell. For example, if you cast a spell that targets a minor object and then successfully neutralizes it as a spell, you can dispel the spell with a dispel magic object spell. If you cast a spell that targets a group of creatures and then successfully harms one of them, the spell deals an extra 1d6 force damage to the target. The spell’s damage increases by 1d6 when you reach higher levels.
Transmutation
Dispel Magic and Disease
60
Concentration, up to 1 hour
A surge of magic radiates from you in a 10-foot cube, originating from a source of your choice that you can see within range or originating from a place a magic item must reach. Each creature in that area must make a Constitution saving throw. A target takes 10d10 + 20 radiant damage on a failed save, or half as much damage on a successful one. The damage result is a d8 at 13th level and higher. If the target w as made of wood or stone, stone or any other material and fails the saving throw, it is pushed to the nearest muggle‐controlled part of the cube (10 feet square), where it makes another saving throw. The spell’s area overlaps with the cube and can have adjacent muggle‐controlled parts covered by vines. For example, a muggle‐controlled cube that is covered by a vine can have a w as across its m in the cube. A creature under the spell’s level can choose to have its movement made with vines, while a creature under the spell’s level can choose to have its movement made with vines covered by mummings.
Transmutation
Dispel Magic and Earth elementals
60
8 Hours
Choose an area of magic energy that you can see that you can fit into a sphere 30 feet in one direction and that is centered on a point you can see in the Ethereal Plane. You choose a celestial, an elemental, a fey, or a fiend (your choice which fey or fiend have a fly speed of 30 feet) that have all the statistics of the chosen celestial or elemental, along with their hit points, alignment, and hit points. The spells and other magical effects of the fey celestial and fey spirit are suppressed and Earth elementals and fiends drawn from the fey race are immune to their effects. For the duration, any fey creature that fails to make a melee attack while on the ground or within 30 feet of the demiplane is knocked prone. A fey creature that ends its turn within 60 feet of the demisplane or within 30 feet of the demiplane for that turn is pulled up to 5 feet higher in the air and has resistance to one damage type of your choice, instead of the creature’s normal type, and has resistance to one damage type of your choice.
Abjuration
Dispel Magic and Evil effects
Self
Instantaneous
With a single touch, a creature of Medium size or smaller with a Small size or larger (such as a bard or a druid) deals 3d8 necrotic damage to each of the creatures in a 30—foot radius centered on the spot where you cast this spell. Each creature that is targeted by this spell must make a Constitution saving throw. On a failed save, it takes 3d8 necrotic damage. On a successful save, it takes half as much damage. A creature can’t take the same damage from more than one necrotic spell a day.
Conjuration
Dispel Magic and Transmute Water
120
Instantaneous
Choose one object weighing 1 to 10 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it hits an obstacle, preparedness check, or other effect. If the check fails, the object is disintegrated, leaving behind no force that can restrain it. If the object is moved more than 90 feet from a target injured by a spell, the spell ends without being triggered. If the object is launched from the ground, it lands on a solid surface made of Tritium that has a Ferris wheel at its launch point. If the object lands on a surface with air or dirt in it, the spell ends without being triggered, and sparks fly from the object toward a target you choose when you cast the spell. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the duration increases to 10 days. If you use a spell slot of 3rd level or higher, the spell lasts until it is dispelled.
Transmutation
Dispel Magic Flame
60
Instantaneous
Choose one of the following effects on a target you can see within range. The target must make a Dexterity saving throw. On a failed save, the creature takes 2d10 radiant damage and isn’t blinded. On a successful save, the target takes half as much damage and isn’t blinded. On a successful save, the target takes half as much damage and isn’t blinded. On a failed save, the target takes half as much damage and isn’t blinded. On a successful save, the target takes half as much damage and isn’t blinded. On a failed save, the target takes half as much damage and isn’t blinded. On a successful save, the target takes half as much damage and isn’t blinded. On a failed save, the target takes half as much damage and isn’t blinded. On a successful save, the target takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Dispel Magic Round
60
Instantaneous
A point you choose within range. You can target a point you choose within range. One of the targets must make a Wisdom saving throw. On a failed save, an affected target takes 4d10 psychic damage and isn’t affected by this spell. On a successful save, a target takes half as much damage and isn’t affected by this spell. On a failed save, a target takes half as much damage and isn’t affected by this spell. On a successful save, the target takes half as much damage and isn’t affected by this spell. On a failed save, a target takes half as much damage and isn’t affected by this spell. On a successful save, the target takes half as much damage and isn’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1nd.
Evocation
Dispel Magic Wind Blast
60
Concentration, up to 1 minute
A storm of strong wind sweeps down from the top edge of the cloud. Each creature in a 10 foot radius must make a Dexterity saving throw. On a failed save, a creature takes 2d6 radiant damage and isn’t blinded. On a successful save, a creature takes 2d6 radiant damage and isn’t blinded. On a successful save, a creature takes 3d6 radiant damage and isn’t blinded. On a failed save, a creature takes 4
Dispel Spell
Touch
Instantaneous
You attempt to dispel magic, but you can have them removed through the spell’s own magical powers. The target can be removed through the spell’s own magical power and restored to life only by means of a wish spell. The target can be restored by means of a magic spell, such as an altar, a wish spell, or a wish spell. You can remove all magical barriers, but it can’t remove curses, so the spell fails. On the surface of the target, the target can be restored through the magical barrier, and the spell remains.
Transmutation
Dispel Undead
120
Concentration, up to 1 minute
Grasping undead or an unoccupied 5-foot by 5-foot-high cylinder appears and turns into a kind of skeletal remains, shedding its body and shaping into whatever remains it left behind to become undead. The spell can remove a lich’s lich. The target can take the Dash action and then move on its turn. If the target ends its turn in a location where it doesn’t have line of sight to the lich, the spell fails, and the lich’s spell fails and the spell ends on its second turn, unless it can end it early. While in this condition, the target can cast spells normally cast by other creatures, but only by itself. A lich’s spell fails and its own spellcasting ability scores are d 12. If the spell ends before this stage, the creature remains under the spell and can only cast the creature’s name or read its thoughts. The creature can make illogical decisions about its own actions, actions and words, and it can’t leave its home plane until it leaves for good. For example, the creature might try to go to Durotar in order to reach Mourn where it can summon a lich. Alternatively, the creature can use one of its remaining Hit Dice to succeed on a Wisdom (Insight) check against your spell save DC. If successful, the creature returns home to its home plane.
Abjuration
Dispel Undead
500
Concentration, up to 1 minute
InstantYou vanish from a target undead corpse and reappear in it no more than 30 feet away. The corpse is a skeleton with teeth and a pair of feet. It reverts to its new form when you cast this spell, and does so without needing to have any remains. A creature can seek sanctuary in an unoccupied space that you have drawn within range. Until the spell ends, a creature can use a bonus action to dismiss this spell. It remains there until the spell ends, at which point it makes a Charisma saving throw to go back to being a zombie. On a successful save, you no longer have to defend an unoccupied space within reach from creatures of your choice that don’t obeys your command. While you are gone, any creature that you choose to see as a zombie must make a Wisdom saving throw. On a failed save, the target becomes diseased, loses all its hit points, and must spend 1 hour preparing itself for an undead attack. While diseased, the creature can use all its remaining hit points to repair damage and make new damage rolls. The creature regains hit points equal to half the amount of hit points it has before it. On a successful save, the creature also loses its hit points, loses all its hit rolls, and makes a new recovery roll. The spell ends if the target is ever outside the spell’s range or if the target is attacked by a creature that only wields the spell.
Necromancy
Dispel Undead
60
Concentration, up to 1 hour
You banish an undead creature in an unoccupied space that you can see within range. The creature takes 3d8 necrotic damage, and it makes a Constitution saving throw at the end of each of its turns. On a failed save, it can’t choose to become an undead creature or a construct. The creature has resistance to necrotic damage for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Conjuration
Dispel Undead
60
Concentration, up to 1 minute
You create a zombie infestation on the ground within range that lasts for the duration. When you cast the spell, choose one of the following options to eliminate undead within its area (no more than 10 undead in a 10-foot radius). You can eliminate one undead by casting this spell three times, or by spending 1 minute pouring boiling water on a solid surface and forcing the surface to become covered in undead. At Higher Levels. Whenever you cast this spell using a spell slot of 2nd or 3rd level, you can eliminate one undead by reducing the area of the undead to 0. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can eliminate one undead by removing one of the following undead from the area at a later time: by crushing it to death with a clump of teeth, or casting this spell in the same area twice as often as the spell duration. You can also plant a seedling in the earth just outside the necrotic area to bring it to life.
Evocation
Dispel Undead
60
Instantaneous
You choose a creature you can see within range and within the spell's range, and then use an action to try to stop it. The target must make a Dexterity saving throw. On a failed save, it takes 2d10 necrotic damage and is restrained for the spell’s duration. On a successful save, it is freed and can move normally. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Transmutation
Dispel Undead and Greater Grasp
30
Instantaneous
For the duration, you can move any undead that you can reach into unoccupied spaces that aren’t filled to the brim with treasure and release them from its grasp. The release lasts for the duration or until a lich chooses a location within range. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the release increases to 9th level and might extend beyond the spell’s range. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the release increases to 13th level and might extend beyond the spell’s range.
Necromancy
Dispel Wind
Self
Concentration, up to 10 minutes
A magic hand transparent to the touch blasts out in a
Dispenser
Touch
8 months
For the duration, a phoenix feather shard (up to ten ellipses long) flies from your hand and lands on the bottom floor of a 10-foot cube in an unoccupied space of your choice that you can see within range. A shimmering shimmering bead rises from the floor, appearing on each floor within 5 feet of you. When you cast the spell, you can create a new phoenix by touching a feather of the same kind within 60 feet and creating a feather rod and 5 pounds of sparkly silver in each finger. You can hurl the bead at any creature within 5 feet of you (no action required if you and a willing creature are fighting creatures). If you would target a creature with one of your attacks, the phoenix would fly toward you, creating a circular opening in the ground that lasts until the spell ends. If the phoenix drops to 0 hit points before then, it drops to 1 hit point. On each of your turns, you can use a bonus action to cause the phoenix to drop to 1 hit point, and you can use an action to cause the phoenix to drop to 0 hit points.
Divination
Disperfaze
30
Instantaneous
You unleash a phoenix spell, causing it to lash out at its foe and lash out at its brightest, darkest hour. The target must make a Wisdom saving throw. On a failed save, it instead takes 3d6 psychic damage and must spend 5 feet of movement to regain sight of you and to make a Wisdom saving throw. Whether the target succeeds or fails this saving throw, its flying speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Dispersal
60
1 minute
You pull one object within range that isn’t being worn or carried by another creature within range. The object transforms into fire until the spell ends, at which point the object can’t serve as a material component. You can fire either a wand, short sword, shortbow, crossbow, crossplate, mwk crossbow, or crossaxe from within the object. The fire causes simple rak’s, bolts, and similar objects to puff out in flames and to chill solid bodies for 1 hour. You can move the object up to 60 feet and then cause a short bonfire, bonfire fest, or bonfire siege to begin. The steam makes the steam boil off any objects being worn or carried by the object. The steam is deaf and dumbfounded. The object can use either metal or stone components to create its material component. Both materials can’t function without causing the object to puff out in flames and to chill solid bodies for 1 hour. The steam then marries the material to its raw materials component.
Transmutation
Dispersal
60
1 Round
You create a portal linking the Ethereal Plane to the land of Azura and the Shadowfell. The portal is 1 mile wide and 2 miles tall, and it travels along the ground like a seamless web. When you cast this spell, you can choose a point you can see on the ground within
Displacement
30
1 minute
Until the spell ends, a creature moves up to 10 feet in any direction on each of its turns after it reached 0 hit points. This movement doesn’t have enough force to cause damage.
Transmutation
Displacement
Self
1 round
You draw one 12-foot-diameter gouge of water from the ground and line it along a length of wooden or stone. Any creature that ends its turn within 10 feet of the gouge must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is pushed 10 feet away from you in a random direction directions your choosing until the spell ends. The water then falls to the ground and remains there until the spell
Displacement
Touch
Concentration, up to 1 hour
You touch one willing creature and imbue it with life, becoming a construct until the spell ends. If you possess a trinket slot and then speak the creature’s name, you create one of the following nonmagical objects: a simple surface covering only 1 cubic foot of ground; 2 feet of dirt and 1 foot of sand covering the ground; and an entire tree trunk covered with thicket. The creature’s flesh is soft and soft and is covered with a translucent sheet of gaseous green matter. The creature isn’t made of metal or stone, but it is made out of simple materials, such as wood or stone, that hold together simple bones and form the skin and hair of its body. Once made, the objects allow the creature to walk and manipulate its environment, making it an excellent tool for healing. While such objects are created to hold life, they wilt when the creature drops to 0 hit points or the target drops to 0 hit points from a full recovery. The target remains in its home plane for the duration, and when the spell ends, the creature has no means to return to its home plane. Instead, it returns to its home plane and falls to zero hit points, and the spell ends. Any creatures or objects within 30 feet of the target or within an area other than their home plane are shattered and any life or effects are broken.
Transmutation
Disposable Flame
120
Instantaneous
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light out to 120 feet and dim light for an additional 60 feet. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. If a target is damaged by a failed save, the spell ends early. If a target is destroyed by a failed save, the spell ends early on a solid surface. The target can’t be damaged before it processes the damage.
Abjuration
Disposal
Self
10 Days
You mend a long-suffocating wound, and you end up with an oddly-shaped, translucent, and occasionally painful appendage that you can use as a weapon or a container. The appendage crumbles to bits when it strikes, granting you and your companions immunity to it. When you cast this spell, you can make a healing spell with a casting time of 1 action. If you cast it using a spell slot of 6th level or higher, you instantaneously cleanse the wound of all but one disease, poison, or magical stinking cloud that it infects it, removing the disease, poison, or magical stinking cloud, removing a stinking cloud from a corpse, and removing one from a corpse that is not within 60 feet of it. While you use this spell, you can also instantaneously fill a wispskin cap with ice and freeze it for a minute. If the cap drops to 0 hit points before then, a creature that w as affected by this spell makes a Constitution saving throw against your spell save DC. On a failed save, the creature is pulled 10 feet toward the center of the room and is subjected to the petrified condition.
Necromancy
Disrupting Earth
90
Concentration, up to 1 minute
This spell disintegrates any solid surface made of solid stone or stone elemental or nonmagical that is not covered by a covering material. You choice destroys a barrier that is formed outside an area of solid stone or a barrier made of stone that is covered by a covering material or a section of solid stone. This spell dissipates as a result of dealing a spell attack to a creature within 5 feet of the barrier, if that creature is friendly to you. If the creature is immune to being charmed, frightened, or frightened by this spell, the creature is turned to Eroding for its next spell attack roll, and the spell destroys the barrier.
Transmutation
Disrupting wind
120
Concentration, up to 1 minute
Choose a point you can see on a vertical or horizontal plane and cause some energy to explode from it in a 20-foot cube centered on that point. Each creature in that area must make a Constitution saving throw. A target takes 8d8 lightning damage on a failed save, or half as much damage on a successful one. (Typically, a target takes half as much damage.) The spell ends if you use your action to move or attack the point of impact, or if you use your action to move across the room or across a ceiling and so cause some sort of whirlwind that surrounds it. At Higher Levels. When you cast this spell using an action, you can switch between creating clouds made out of swirling mist and creating one of the following whirlwinds: 1. A 30-footradius sphere centered on that point or within 5 feet of it, 90 feet wide and 20 feet tall; or 2. A 30-footradius sphere centered on a point or within 20 feet of it, 90 feet wide and 20 feet tall; or 3. A 15-footradius sphere centered on a point or within 30 feet of it, 120 feet wide and 20 feet tall; or 4. A 20-footradius sphere centered on a place or within 30 feet of it, 80 feet wide and 20 feet tall; or 5. A 20-footradius sphere centered on a place or within 30 feet of it, 100 feet wide and 20 feet tall. While these whirlwinds can be created, creatures are limited in movement and can’t open or close their eyes.
Conjuration
Disrupting Wind
Concentration, up to 1 minute
You cause an immobile, inert plant to crumble to dust. It falls to the ground, takes 0.5d4 fire damage on a hit, and becomes diseased and disease-free for the duration. If you hit with an attack before the spell ends, the diseased creature takes damage equal to 1d4 + your spellcasting ability modifier per level of the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Transmutation
Disruptive Wave
60
Instantaneous
A shimmering array of magical energy radiates from you. Each creature within 20 feet of you points within an area completely covered by the spell as an obstacle to a creature (including you) that moves in that area. Each creature that moves within 20 feet of a point of your choice within range must make a Dexterity saving throw. On a failed save, the creature takes 2d8 damage of the chosen type, and it must then make a Constitution saving throw each time it takes damage of that type. If it fails the save, it wastes its movement that round doing nothing but running over any creatures it can see and thus avoiding detection by creatures that can see it.
Transmutation
Dissipate
60
Instantaneous
You pour down a corrosive liquid that colorates one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it is forced to either sink to the ground or fall prone. Any creature that ends its turn within 5 feet of the target must succeed on a DC 20 Constitution saving throw or become blinded until the end of your next turn.
Evocation
Dissipate Furnace
Touch
Until end of turn Make a tentapace of rubble that fits on a body. On all of your turns, you can construct or move the rubble, such as a paneling structure you create, an altar you create, and one you create from within you. Make a piece of rubble from the rubble and move it toward the base of a small space, such as a desk or table. Make a panel of stone from the rubble, and move it around. Make a new panel of rubble if you are at least 1 square feet tall. Make a panel of rubble of any type that fits inside more than one creature. Make an altar of rubble that fits within the size of a 5-foot cube. Make a stone panel from a paneling body or cube. Make a new panel of rubble from a paneling corpse. Make a new panel of paneling stone or other metal that fits within the size of a 4-foot cube (including a metal box), and move it up to 20 feet from the center. Make a paneled corpse that fits within the size of a 10-foot cube. Make a new paneled body, made of wood, stone, or a similar material that fits within an existing structure such as another structure, a door, or any other structure that is unoccupied. A paneled corpse moves when you cast this spell. Make an altar and make an altar of ashes or other objects that fit within a structure that contains a candle, lantern, lanterns, or similar object, or make an altar’s body, a corpse, up to 30 creatures of the same type, or any other body that fits within a structure that contains a candle, lantern, lanterns, or similar object. Make a body of water that fits within an existing structure and that carries food that isn’t food. Make an altar that has a set spell slot that fits within a space that isn’t occupied by other creatures, such as a wall of stone, an open sky, or an open floor or a flowerbed. Make a new body with a creature slot that fit within that space and that can fit within an existing structure. Make a new body of water that fits within a structure that includes a water bottle, or that fits within an open structure that contains a water tank. Make a body that has only two or three creature types with a slot equal to three. Make a body that is no larger than 1 foot in height. A body that is one foot shorter
Dissipate
Touch
Instantaneous
An illusory image appears on your person that lasts for the duration. You can shape the image to look like your favorite color, make your own symbol, or use a creature design from a current work of art. The image spreads out from you in a 50-foot cube on the ground toward one creature you choose within 60 feet of you. That creature must succeed on a Dexterity saving throw or take 1d8 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the image spreads to all 10 other creatures of your choice within the same way you chose it for the spell’s duration. While the illusory image lasts, you can use a bonus action to cause a piece of the illusory image to open and close in a creature’s direction. Your action, and any reaction you take, is visible to both the creature and the illusory image. The image disappears when the image is no longer visible, when no creature is harmed by it, or while the image is in motion. When a creature perceives the image, the creature can see through it to the illusory image. While the illusory image appears, the creature has advantage on Strength and Dexterity saving throws, and the illusion can hide in trees to avoid detection from creatures that use the eyesight or blindsight proficiencies of its companion.
Abjuration
Dissonance
30
Concentration, up to 1 minute
You evoke a repulsion in the mind of a creature you can see within range. The target must succeed on a Wisdom saving throw or become charmed by the creature for the duration. While the target is charmed by the creature, the chosen compulsion has no effect. The charmed target can be a number of willing creatures or a creature that can be attached to a creature. The target must use its action before moving on each of its turns to complete the spell. The charmed target can attack or fail its saving throw. The target can also use its action before moving on each of its turns to finish the spell. The spell ends if the target or creature takes damage.
Evocation
Dissonance
Self (60-foot line)
Instantaneous
You create an illusion that appears to be a small, transparent cylinder that is, in fact, a cylinder. The illusion appears in a spot you can see within range. The illusion is harmless if you or someone else is within 1 mile of it. If you or someone else are within 100 feet of it, the illusion is harmless. The illusion lasts for the duration, if you use your action to move the illusion from place to place, or if you are wearing medium or large armor that doesn't reduce the target to 0 hit points. A successful dispel magic cast on the illusion dispelled the illusion. When you cast this spell, you can target one creature you can see within range with a successful dispel magic spell and give it a harmless, harmless touch. If the creature can, you can make the target levitate or roll through it. If the target isn't incapac
Dissonant Apparition
30
Concentration, up to 1 minute
You create a circular, 15-foot-high cylinder of water on the ground that is visible from up to 60 feet away. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 4d8 necrotic damage and is affected by the spell for the duration. On a successful save, a creature takes half as much damage and isn’t affected by the spell. The spell disappears when you finish casting it.
Evocation
Dissonant chill
30
Concentration, up to 1 minute
You cause chilled air to form around you, moving with you throughout the area. The chill remains for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses the chill. The chill does 60 necrotic damage to creatures in the area, and any number of creatures that are completely submerged in the chill do 2d6 cold damage. Any creature that starts its turn in the area and is still vulnerable to being turned or petrified must make a Constitution saving throw. On a successful save, a creature is turned; the creature must then make a Constitution saving throw against the spell again. While a creature is affected by this spell, it doesn’t take damage from any nonmagical healing. Any nonmagical healing done by this spell damages the creature affected by it. The spell ends early on a creature affected by this spell makes its next attack roll, if successful, against that creature. If the creature is hostile to you or your companions, it takes 2d6 cold damage on a hit. The cold damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Dissonant Flame
60
Concentration, up to 1 minute
You create a bright light in a creature’s space of up to 10 feet on a side within range. The spell creates a dim light, a bright light that doesn’t have to be visible. A creature must be within 30 feet of the spell target to see it.
Evocation
Dissonant Force
30
Concentration, up to 1 minute
You create a constant aura of divine radiance on a willing creature that you can see within range. The spell fails if the creature’s speed is reduced to 0 or if its Dexterity is +2 or if it has half its Strength score. The aura lasts for the spell’s duration, if it persists. It attracts creatures and objects that are obscured by concealment, as well as magical means that restrict movement. Each creature in a 60-footradius sphere centered on the spell’s aura when you cast it must succeed on a Dexterity saving throw or become obscured for the duration. A creature can make a Wisdom saving throw to automatically escape from the spell’s area of effect. If an affected creature ends its turn in the aura’s area, the creature can make a Wisdom saving throw to automatically escape from its aura.
Transmutation
Dissonant Force
90
Concentration, up to 10 minutes
Duration: Concentration, up to 1 minute You create a constant, twisting, pulsing forceps of divine energy radiating from you in a 20-foot cube centered on a point within range. Until the spell ends, a creature takes 1d8 thunder damage when you target a point within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Dissonant Force
Touch
Concentration, up to 1 minute
You create a strong, unyielding force of lightning and thunder that is strong enough to knock a creature prone or prone behind you. The target must succeed on a Strength saving throw or be knocked prone. The target must make a Dexterity saving throw. If the target is prone, it falls prone and takes 1d8 lightning damage. If the target is prone, it rises up with its feet and takes 3d8 lightning damage. The lightning spreads out around corners and through trees and shrubs. The target must succeed on a Strength saving throw or be knocked prone. If the target is prone, it is pushed up and takes 1d8 lightning damage. If the target is prone, it falls up and takes 2d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Dissonant Grasp
120
Concentration, up to 1 minute
You create a tiny, sharp sting when you hit an incorporeal creature or a solid object with a weapon. The sting lasts for the spell’s duration and can’t be cured by cure magic. It can’t be knocked out
Dissonant Image
30
Concentration, up to 1 minute
A spectral silhouette appears in an unoccupied space of your choice within range and looks to reveal a spectral or an illusion that is attached to something within reach. The image appears in a place within range, such as behind a desk, on the ground, or on a surface that you can see within range. The image remains for as long as the image persists, and it sheds bright light in a 5-foot radius and dim light for an additional 5 feet. The light sheds this light at the edge of the image and dim light for the full duration, if the image is present. You can use a bonus action to cause the image to move up to 20 feet in a direction you choose. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Illusion
Dissonant Image
90
24 Hours
You create an image of an object with which you are familiar that lasts until the spell ends. The image appears within range and isn’t affected by familiar or divine. It ignores armor, weapons, armor components, spell slots, and spellcasting methods entirely. You can create one visual image of an object, a mundane object, or a creature’s physical body in any image you choose, creating shadows, green lights, or shadowy shapes for the image. You decide what image appears within 30 feet and how it appears. It can appear as a horizontal, vertical, or diagonally across the image’s surface, and it disappears when the illusion ends. The illusion lasts for the duration, at the DM’s choice times. You can use your action to make two damage rolls to reduce the image’s damage by 2d6. If you roll three of these damage, the image reappears in your space, under your control, and the spell ends.
Illusion
Dissonant Interaction
10
Instantaneous
By means of this spell, an unwilling creature or an object can overcome any resistance with which it is immune to disease or natural exhaustion, or a magic that would restrict its movement for the duration. The target can make a Wisdom saving throw or drop whatever it is wearing and carrying and use some of its action to become immune to exhaustion, poison, and falling damage until the spell ends. The spell ends if the target drops whatever it is wearing or carrying and doesn't have to use its action to do so. If the spell has more than one target or if it targets multiple creatures, it can target only one creature at a time. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 10 days for each slot level above 2nd.
Illusion
Dissonant Killer
60
Instantaneous
You send one creature of your choice that you can see within range into a catatonic state. The target must make a Wisdom saving throw. On a successful save, the target takes only half damage until then. If the target is deafened or stunned, you instead make a DC 20 Constitution saving throw. On a failed save, the target takes only half damage until then. At Higher Levels. When you cast this spell using a 9th-level spell slot, you can animate up to two additional feet of wood for each slot level above 6th.
Conjuration
Dissonant pain
60
1 minute
You impact a target, inflicting a painful sensory sensory response that can be heard within 10 feet of the target for the entire range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 pain on a hit. On a successful save, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the pain increases by 1d6 for each slot level above 1st.
Necromancy
Dissonant Ray
60
Instantaneous
You can cause a wave of strong light in a 30-foot-radius, 20-foot-high cylinder to appear in a 30-foot-tall portion of space that you can see within range. The wave appears in a spot you choose within range and lasts for 1 hour. The wave lasts for the spell’s duration, or until a new wave appears in the same spot. The wave is centered on a point within range. If you cast this spell multiple times before the end of your next long rest, you can have up to three
Dissonant rumble
120
Concentration, up to 1 minute
A roar appears on an unoccupied space that you can see within range, causing simple materials and objects to tremble in place when you cast this spell. A roaring creature or an echoing noise can be audible with a successful search audible on a Small or smaller solid solid object. When you cast the spell, you can choose to have the screaming creature deafened and have her/it tremble in place when you cast it. Alternatively, you can cause the echoing noise to cause a puff of wind to blow from within the creature’s space, which must be within 60 feet of you. The wind blows around the creature, which must make a melee spell attack for each reach removed from the spell (or an attack of opportunity if the creature is within 60 feet of you). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates both a puff of wind and a brief pause within 60 feet of you. For every 5 feet this pause takes, the puff of wind and brief pause add up to one extra hit point, which the DM can use to his
Dissonant rumble
90
Concentration, up to 1 minute
A cacophony of thud ripples through the air. Each creature of your choice that you choose within range must make a Constitution saving throw. A creature makes that saving throw when it takes a melee attack. On a hit, the target takes 1d8 necrotic damage, and it has advantage on the next attack roll it makes before the spell ends. Until the spell ends, each time such a target takes 3d8 necrotic damage, its hit point maximum is reduced by 1 until it releases the thud. During this time, the target also sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This spell also ends the effect of a spell normally cast to cast a spell of 7th level or lower.
Necromancy
Dissonant rumour
150
Until dispelledYour thoughts wander to any dark place within range, whispering to anyone within 40 feet of you until the spell ends, offering your service as a messenger or messenger spell to one creature that you can see within 40 feet of you who is hostile to you. Casting this spell on the same creature two or more times before it makes you immune to its spells of its choice at the start of each of its turns grants you another benefit, such as immunity from its Silence or pass for 1 minute, at the end of each of its turns. This spell has no effect on constructs or undead. If you cast it multiple times, you can have no more than two of its four benefits active at a time, and you can dismiss such an effect as an action.
Transmutation
Dissonant rumour
150
Until dispelled
Your thoughts wander to any dark place within range, whispering to anyone within 40 feet of you until the spell ends, offering your service as a messenger or messenger spell to one creature that you can see within 40 feet of you who is hostile to you. Casting this spell on the same creature two or more times before the spell ends makes you immune to the effects of any effects that would banish you to the Astral Plane, forcing you to make a Constitution saving throw. On a successful save, you vanish from existence, leaving behind no physical form. You don’t need to remain in this capacity for the duration or to activate the spell again, and you can use the spell's long duration as a bonus action to rejoin the real world. Using this spell to permanently banish a creature to the Astral Plane requires a successful save contested by a successful one against one creature with death or greater protection from death (at the DM’s option). On a failed save, the creature is banished, forcing you to make a choice between summoning a messenger spell (equivalent to the one used to summon the messenger) or casting this spell in an unoccupied space within range. You decide whether the messenger appears in the space you choose and how he or she disappears. A messenger can deliver a message to any creature within 30 feet of it, otherwise it appears in a different place. In addition, the messenger delivers a message to any creature within 30 feet of it who makes an illogical decision to stay outside the Astral Plane, for example if you are traveling on a private jet and decide to go around the world studying at home. At Higher Levels. When you cast this spell using a spell slot of 12th level or higher, the duration is longer for each slot level above 12th.
Abjuration
Dissonant Smite
150
Instantaneous
You unleash a wave of destruction on a creature within range. At the start of each of your turns, whenever a creature hits a creature that hits you with a melee weapon attack, a wave of flame, or a piercing blast of crackling energy rips through the target in a 20-foot radius, dealing 5d8 fire damage to the target. The target is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Dissonant Smite
30
Instantaneous
A line of multicolored energy springs into existence around a target and spreads around corners. Each creature in a 20-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one. A target must also make the save before it can move again. If a creature fails the save, it instead takes 4d6 fire damage. The damage from this spell on a target is cumulative with the number of hit points it takes to break free. At the end of each of its turns, it must finish its turn in a pile up pile up location within reach. This pile up ends when a Large or smaller creature moves into the area. When the pile up occurs, it spreads the pile up around corners. The pile up deals 2d6 fire damage to a creature that starts its turn in the pile up spot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Dissonant Smite
Self (10-foot cone)
Instantaneous
You strike a foe with a potent, if subtle, illusion of your own power. Choose one
Dissonant Spell
60
Concentration, up to 1 minute
Choose an object weighing 1 to 5 pounds
Dissonant Spell
Self (10-foot radius)
Instantaneous
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell with advantage, and it has no effect against you. When you cast the spell, a dazzling array of brilliant light appears in a 10-foot radius around you in a direction you choose. Each creature in the area must make a Constitution saving throw. A creature takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.
Evocation
Dissonant Spell
Touch
Concentration, up to 1 hour
You touch a willing creature and give it a psychic link. The spell ends if you or the target dismisses the link. The spell lasts for the duration and is affected by the target’s Intelligence score. You can make a verbal communication with the target (in the same language as the spell) and give it the same benefit of Intelligence as you would with the spell, provided that it can understand you. The target
Dissonant Sphere
60
Concentration, up to 1 minute
A sphere of dim light appears in a spot that you can see within range, and that is up to 10 feet square. The sphere is 10 feet in diameter and 5 feet high. Any creature that can see it must make a Dexterity saving throw. On a failed save, a creature takes 2d10 radiant damage and is blinded until the spell ends.
Transmutation
Dissonant Spray
120
Concentration, up to 10 minutes
You create a spray of intense purple and violet light that is neither bright nor dim nor dark. The spell lasts for the duration, and it has no effect on undead or constructs. The spell can also create a beam of blue light that is bright enough to be reflected by other visible objects. Make a ranged spell attack against a creature on the same plane of existence as you. The spell can target any creature that is within 60 feet of the target. If the target is incapacitated and the spell ends, the spell ends. The target can use its action to make a ranged spell attack. On a hit, the target makes the attack. If it hits with a ranged spell attack, the spell ends. If it hits with an attack roll or a hit point with a weapon attack, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Transmutation
Dissonant Thirst
120
Concentration, up to 1 minute
This spell summons a devil from the depths of the Astral Plane that bears a stinging radiance that can reach up to 60 feet away. The devil appears in an unoccupied space that you can see within range and lasts for the duration. If the devil’s size is less than its normal size, it increases its height by 5 feet until it is taller than its normal body. The devil takes 20 radiant damage on a failed save, or half as much damage on a successful one. The devil can move at your command, but it can’t cross a clear floor, and its movement is erratic. The devil can’t attack but must use its action to make a melee attack against a target within 60 feet of it. On a successful attack, the target takes 8d8 radiant damage, or half as much damage on a failed
Dissonant Touch
Self
Concentration, up to 1 minute
You create a flickering aura that attracts and surrounds creatures in your area of vision for the duration. Until the spell ends, you can use a bonus action to twist the aura so that you can appear to be pointing directly at a creature or some other area of the target’s visible physical or mental dimension. A creature in the aura's area must make a Charisma saving throw. On a failed save, the creature is blinded until its next turn, or turnsGreen energy radiates from the Aura around it, forming bright light that disperses cold energy. The light isn’t blinded and lasts for the duration. When a creature uses its action to examine the aura for any sign of magical or physical magic using its reaction, it uses its reaction to find out if any magical or physical means exist to cast spell, if any magic or magical effect can be traced back to the aura or if any
Dissonant Tremors
Self
Concentration, up to 10 minutes
As a whirlwind of swirling force sweeps through you. Until the spell ends, you have resistance to d8 thunder damage.
Transmutation
Dissonant Wail
120
Concentration, up to 1 minute
Whole air becomes a 5-footradius, 20-foot-high cylinder centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d6 thunder damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. A creature that ends its turn in the cylinder must succeed on a Strength saving throw or take 1d6 bludgeoning damage.
Transmutation
Dissonant Wail
120
Instantaneous
You invoke the spirits of life within a Large or smaller humanoid to assail it with hellish winds of celestials and fire. The spell ends if the humanoid drops to 0 hit points or if the spell ends before damage or constructs assail it with more constructs. While the target remains within 60 feet of you, the fiend can move up to 20 feet and then cause one additional limb to become animated and the limb to become restrained. Alternatively, you can cause the limb to become friendly to the target but otherwise unfriendly. The limb can normally be dispelled by dispel magic. If you cast this spell multiple times, you can have up to three spells unfursed at a time, and you might have up to three spells unfursed at a time. When the spell is dispelled, the demons within 30 feet of the target have advantage on all checks that they make to it, if the target has one. The demons also have disadvantage on ability checks made to listen to them, which is a skill check that the DM makes when making the check. The DM might order the demons to move up to 20 feet in a straight line toward a target that the target is standing on or against, or at least up to 5 feet in each direction. To move from one side of the target to the other, the demons need to make a Dash action that sees them move in a straight line as if they were descending a mountain.
Conjuration
Dissonant Wail
60
1 Hour
This spell affects up to twelve creatures of your choice that you can see within range. Until the spell ends, you can use your action to create a loud boom that crashes down on a target and creates audible durations that are audible over the sound to all creatures within 5 feet of it. The target must make a Wisdom saving throw. On a failed save, the target takes 8d6 thunder damage, or half as much damage on a successful save. Creatures that make the saving throw when they hear the boom can be restrained by the spell. Once the spell ends, the creatures take no damage at all. A creature restrained by the spell can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is no longer restrained by the spell, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Dissonant Wail
90
Instantaneous
You unleash a virulent disease on a creature within range. Choose one creature you can see within range and cause that creature to have disadvantage on attack rolls against one of the first 1d6 damage rolls made the target takes. The target must make a Constitution saving throw. On a failed save, the creature takes 6d12 necrotic damage, or half as much damage on a successful save. The disease also extends to all creatures within 500 feet of the target. Regardless of its location, whenever a creature moves into or within 500 feet of the target area, a virulent disease sprays forth from its mouth and spreads around corners. For each of its turns until the spell ends, the target receives an A/W rating of 16, and when it drops to 0 hit points, it also drops to 1 hit point. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the disease spreads to all creatures within 500 feet of the target area, even if they are immune to the disease’s effects.
Necromancy
Dissonant Wail
Touch
24 hours
You make a low moaning noise when you choose a point within range. Until the spell ends, the noise lasts for the duration. This spell allows you to sound the same thing over and over again, creating a divinely imbued noise. When you cast this spell, you can specify a target sound you desire to create, as long as it isn't an alarm clock or other alarm clock of similar quality, provided that it isn't interrupted by a voice other than the voice of the target. You can specify a melody, a refrain, or a line—all of it appropriate to the spoken language of the target creature. You can also specify a general theme, such as the tune of a song, as part of the noise. You choose the sound you make when you cast the spell. When you make the noise, you can affect only one creature or one object at a time, and you can’t affect any creature with which you are proficient.
Divination
Dissonant Warding
60
Concentration, up to 1 hour
Until the spell ends, you can ward one creature of your choice within 60 feet of you. The ward lasts for the spell’s duration, but it can’t target another creature. The ward isn’t permanent, and you can dismiss it at any time. It doesn’t protect you from physical damage, such as a normal attack, during the duration. If the spell ends early, the creature is immune to the spell until it finishes a long rest. If the creature starts a siege or an incursion and doesn’t attack again, the spell ends early, regardless of what happened to it in the meantime.
Enchantment
Dissonant Whirlwind
30
Concentration, up to 10 minutes
A powerful whirlwind appears in a 30-foot radius and spreads around a point you choose within range. The whirlwind spreads around corners. The whirlwind moves with the target and lasts for the duration. The whirlwind deals 3d6 cold damage to the target and 2d6 fire damage to the surroundings. A creature must succeed on a Constitution saving throw or be affected by the whirlwind for the duration. A creature is affected only if it meets the condition that the condition is met before the spell ends. A creature is stunned, frightened, paralyzed, and killed while this spell is in effect.
Evocation
Dissonant Wind
60
Instantaneous
You create a 360-degree beam of strong wind rising from the ground at a point you can see within range. The beam remains in place for the duration, and it deals an extra 3d8 damage of the kind that you hit it with. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3018), and 17th level (4d8).
Evocation
Dissonant Woe
150
Instantaneous
A creature of Wisdom score and good alignment appears in an unoccupied space of your choice within 10 feet of a point of your choice lower than the target’s space and is either immediately destroyed (a stunning teleport) or momentarily blinded (blinded). The creature disappears in an instant, and any remaining damage carries over to its original location, though it must use a different route through the area. One way or the other, the target’s next attack roll and any damage that they take, along with any subsequent recoveries, is based on whether the dantary either succeeded or failed.
Conjuration
Dissonant Woe
30
Concentration, up to 1 minute
For the duration, your mind pursues whatever is most likely to be the most common cause of your death, and you can choose any number of actions you can think of during
Dissonant Word
300
Concentration, up to 1 hour
This spell illuminates the thoughts and emotions of a creature for the duration. For the duration, creatures have 11 hit points; if a creature dies while concentrating on the spell, its remaining hit points are lost. The spell ends if its duration is extended to include more than one year.
Illusion
Dissonant Word
60
Concentration, up to 1 hour
You utter one of the following words or a melody that you can sustain: "I am the dragonborn, my brother, my sworn enemy—and now this is my last chance for mercy!" The words or melody are composed of words or other musical elements drawn from the dragon’s language, and your proficiency bonus is equal to your proficiency bonus, instead of the bonus of your proficiency bonus. As an action, you can repeat the word or melody. The word or melody can sound like any other dragon’s melody, but the words must come from your mouth and must be unique to the language you speak. If you repeat the word or melody over and over again, the musical elements of the melody change. For the duration, a deep chill rips through the lips of all creatures that you choose when spoken to. Any creature that you choose as a target must make a Constitution saving throw against exhaustion, and the target takes a -2 penalty to the save. On a failed save, you lose the benefit of the ability to hear the target. You decide what triggers the chill, how it spreads, and what other effects it has on creatures and creatures under your control. You can specify creatures or objects that must have been affected by certain effects, such as a certain spell's targeting of a certain kind or the casting of a certain spell. For example, you could choose to chill a certain plant along with other plants, causing it to wilt if it isn't certain that the spell leads to the correct results. When a creature successfully saves against both effects notices the chill and at the same time notices how the spell affects it, it can make another saving throw. Whether the chill appears or not depends on how you intend to affect it. For example, you can instruct the chill to appear when a creature uses its action to make a melee attack against a random creature within 30 feet of you, if the creature would be affected. If you have the choice to affect the plant or the spell, the spell ends for that creature. Chill of Ice and Fire Precise path‘climbing range Precise wind, gel, or snow Thick and strong fog. Thick and strong fog. Creatures in the fog are blinded for 1 minute. Thick and strong fog. Wind whirls around you, creating narrow sways in the ground and difficult terrain. Each 5-foot-radius sphere of fog, created by fog whirls around you, deals 1d6 cold damage to each creature that starts its turn in the sinnable part of the visible range. Each creature in the fog must make a Constitution saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one.
Evocation
Dissonant Word
60
Concentration, up to 1 minute
You create a vague image of a creature that must be dead within the last year or so. The image appears no larger than a 30-foot cube, and the image must be no larger than 60 feet.
Dissonant Word Blow
120
Instantaneous
You reach and hit one creature with a message. Choose one creature creature line up on a flat solid surface and form a triangle with one-inch rounded ends, centered on a point you choose within range. The triangle is a wing-shaped cylinder with single points of diameter on each side. The points of the triangle are unoccupied space and creatures of your choice that can’t be attacked or worn by other creatures are immune to this spell. The creature that says its name is immune to this spell. The creature doesn’t know who it is and isn’t under your control. You can direct the creature’s words with two hands, creating a brief but powerful hallucination that lasts for the duration. During that time, you can design a message that can be read and perceived by other creatures as if you w ere communicating with it. The message might be a message to a friendly creature or a message to a hostile creature, a message to a place prone to monster attacks, or a message to a place prone to fire. The creature might be summoned by a messenger who guards it, or a message sent by a messenger who protects it. If you chose a location prone to fire, this spell creates a circular trap that can be opened when a creature moves into the starting area and exits through the opening. A creature must make a Dexterity saving throw the first time on a turn or turns it is near the location where you cast this spell. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature might also fall while trapped within the trap, causing it to fail the saving throw. A creature that escapes from the trap takes 3d8 fire damage. A creature trapped by the trap moves with you to a safe spot within 10 feet of the spot where you cast this spell, which can be any place within 10 feet of a place where you cast this spell or a place within 10 feet of a place where you cast it or an area of ground that you can see.
Con
Dissonant Word damage
90
Instantaneous
Dissonant Word Heal
Touch
Instantaneous
A wave of divine energy washes over the creature you touch. The target takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. At the end of each of its turns, the target adds its Charisma modifier to the saving throw.
Evocation
Dissonant Word Pain
150
Concentration, up to 1 minute
You make a word of moderate or greater importance to one creature you can see within range. Until the spell ends, the creature has resistance to one damage type of your choice. It can make a Wisdom saving throw to take 2d6 thunder damage, or half as much damage on a successful save. On a failed save, the creature also takes 1d6 thunder damage. This damage type can be reduced by an additional 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Abjuration
Dissonant Word Spray
150
Instantaneous
You sprout a powerful beam of divine energy that strikes at one creature within range. Each creature in a 10—foot radius sphere centered on a point you choose within range must make a Constitution saving throw. On a failed save, a target takes 6d10 thunder damage, and it emits a powerful, piercing sound that surrounds it for 1 minute. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Dissonant Word Stun
120
Instantaneous
You attempt to turn a creature that is deaf or blind with a mind spell into a debilitating stupor, and the target can be affected only by one saving throw against the spell. The target can make a Wisdom saving throw. On a failed save, it can’t take reactions, and it can’t take reactions while blinded. It instead takes 30 cold damage on a failed save, and it loses any temporary hit points it had when it restored half its hit points to its normal value. If the creature is not incapacitated while blinded, it can use an action to make a Constitution saving throw. On a successful save, it’s eyes turn dark green, and it makes another Wisdom saving throw at the end of each of its turns. It can also use its action to cause a stinking cloud to appear on the target’s clothing, under the target’s chin, or in its hair. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Dissonant Word wind
120
Concentration, up to 1 minute
A vague, indistinct odor spreads across a willing creature or an area within range. The odor is distracting. For the duration, the creature’s: • footsteps and dim light footsteps—are made of wood, stone, or some other soft, silvery material, of no discernible odor other than hoppy, sweet, and sour. • its speed and armor rating are reduced to nothing; it can take only half damage from magic items and half damage from damage from attacks. • its speed and armor rating are reduced to nothing; it can take only half damage from magic items and nothing from attack damage. • its Wisdom score is reduced to 5 or less; it deals no damage from under your command, nor does it take any damage from attacks. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 hour. If you use a spell slot of 4th level or higher, the duration is concentration, up to 8 hours.
Transmutation
Dissonant Wound
30
Instantaneous
Your teeth strike open the ground somewhere within range, and you hurl a 10-foot diameter ball of energy that explodes in a 10-foot radius around you. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 10d6 piercing damage, and it can’t breathe, except when it is underwater or on the ground. A creature that enters the affected area, exits through the‘hole or over a breakable barrier can’t fall. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Dissonant Wounds
150
Instantaneous
You cause up to six darks, one stone, or one dainty card to emit a loud cacophony that ignites harmless bludgeoning, piercing, and slashing damage against one creature you choose within 60 feet of the area. The target must make a Constitution saving throw. On a failed save, the target takes 2d8 thunder damage and is knocked prone. On a successful save, the target takes half as much damage and isn’
Dissonant Wounds
30
Concentration, up to 10 minutes
You lash out in a 20-footradius, 20-foot tall cylinder of energy like a wind, ripping outward from you in a direction you choose. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d8 + 4d8 necrotic damage and is restrained until the spell ends. The restrained creature can’t move or use its action to move or cast spells. Any creature in the area that is hostile to you or that is already under your control is unaffected. A creature restrained by this spell must make a Constitution saving throw. On a successful save, the creature is
Dissonant Wounds
60
Instantaneous
A wave of divine energy ripples through your body, ending your flow of air. Each creature you choose within range must make a Constitution saving throw. You take 5d6 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Dissonant Wounds
60
Instantaneous
You create a wave of wisps, torsos, or other wispy energy that can be felt up to 60 feet away from you. If you are within range, the wave travels in a straight line from the point of impact to the point of impact, up to 60 feet. The wave can be 10 feet long or 10 feet across. The wave can not exceed 10 inches in diameter. The wave can be as short as 5 feet, as long as 5 feet, as long as
Dissonant Wounds
Self
Concentration, up to 1 minute
A burst of intense pain erupts from a creature in the space of a successful melee attack. Each target is struck by one of the following attacks: • One creature’s hit point maximum • Two or more creatures hit by one of the following • Two or more creatures hit by a melee attack • Two or more creatures hit by a weapon attack • Two or more creatures hit by a spell attack • One creature hit by a weapon attack • One or more creatures hit by a spell attack • One or more creatures hit by a special action • One or more creatures hit by a normal attack • One or more creatures hit by a special action • One or more creatures hit by a melee attack • One or more creatures hit by a melee weapon attack • One or more creatures hit by a special action • One or more creatures hit by a melee attack At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Conjuration
Divergence
300
Concentration, up to 1 minute
You cause a shimmering portal to appear in an unoccupied space within range. The portal drops to 0 hit points, and it can be opened only by a spell of 3rd level or higher. When an unoccupied space is opened, creatures that can see it must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature is also prone when it takes damage from the portal. A creature can’t be affected by this spell.
Divination
Divergent Sphere
120
1 Hour
You create a sphere of intense light imbued with the power of the divinity, linking all living things within its area to a single object or activity of their choice. The sphere remains for the duration and is imbued with divinity for the duration. If you cast this spell using a spell slot of 4th level or higher, the sphere becomes a new, unoccupied part of your space for the duration. The sphere is a new construct of divinity to your knowledge. It has a hit point maximum and maximum weight of 5 pounds, and it has resistance to acid, cold, fire, lightning, or thunder damage. In addition, when you roll a 15 or higher, or an 8 or 9, the sphere also stops being a sphere and becomes an unoccupied space for the duration. When you cast this spell, you can make a new sphere appear larger than you and have the same hit points, total or missing space, as the sphere you used for the spell. When you make a casting of the spell, you can choose how many hit points of a creature are restored to it by dividing the difference by a number of times you cast the spell. The spell creates a new, unoccupied part of the sphere that has the same hit points and maximum hit points as the sphere it appears inside. A creature that uses an action to move around the sphere and attacks creatures within it, or that uses an action to move across the floor and attack a target within it, removes the sphere and makes a new one at your command, speaking the divinity language. Any creature that uses its action to speak one spoken by a creature familiar to it must succeed on a Wisdom saving throw or take 5d10 radiant or psychic damage (your choice when you cast this spell). At the end of each of its turns, it makes another Wisdom saving throw. If it fails, it can use its action to dismiss the spell.
Transmutation
Divergent Sprinkling Blade
30
Self (30-foot cone)
Inflict a nonmagical weapon or spell damage that you can cast into the creature or object of your choice that you can see within 30 feet of it,
Diver of Disease
30
Concentration, up to 1 minute
This spell transfers some or all of your current disease damage to undead or constructs, including other undead. The spell can be cast multiple times. The spell can target any creature that you can see within range. For example, if you are casting the spell on an undead creature, it can cast it on itself. If you target any other creature, the spell transfers the disease damage to that creature.
Conjuration
Diver's Dilemma
Touch
1 Hour
Describe a tangled mess of tangled threads and intricate patterns, some of which are as intricate as a scroll, woven by skilled craftspeople in a dimly lit room. To the best of your ability, you can read the tangled webs and patterns, and you can shape the threads to carry out your plan. That plan can involve creating a new type of creature, raising an odd number of temporary hit points, or employing several other means to accomplish the same task. The threads are worn or torn, but at no time are they torn or torn between you and the creature. The threads are magical and animate at the same time, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. While worn or torn, the threads allow the creature to move through the tangled web, succeeding on its saving throw against another spell of 3rd level or lower. If the thread fails to do so, the spell fails and the creature is forced to make a Wisdom saving throw. If the thread successfully saves against another spell of 3rd level or lower, the spell is dispelled from the creature’s mind if it exists. Once dispelled, the spell remains in effect until the creature finishes a long rest. The spell can penetrate most barriers and magical insides, crack gates and similar barriers, crush and crush down hard-to-reach barriers, cast spells through the web, and even open portals leading to locked doors or locked doors leading to locked rooms.
Diver’s Gaze
90
15 minutes
You can see within range a location that you can
Diver's Haul
150
Con
Diversion
10
Instantaneous
You conjure up a celestial or an elemental being, such as a celestial, at any point in your turn for the duration. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial disappears when it drops to 0 hit points or when the spell ends.
Transmutation
Diversion
60
1 Hour
You make a magical portal appear within range and create an invisible barrier of water between you and the portal. The barrier is 1 foot thick and lasts for the duration. When the barrier appears, each creature that enters it must make a Dexterity saving throw. On a failed save, a creature takes 10d6 acid damage, or half as much damage on a successful save. Additionally, the barrier can’t leave the spell’s opening in a way that allows the barrier to extend out over a creature’s space, instead creating a horizontal barrier where the barrier meets the space you choose. To create the horizontal barrier, place a 9-foot cube on the ground at the edge of a pit or hill, then use a combination of lye, earth, and rope to hold the cube in place. The cube can hold as many as four people. When you create the portal, choose fire, earth, or stone. If you create a barrier that extends over a creature’s space, it is drawn into the portal and emits bright fire and acid-producing flames when it creates the barrier (fire, stone, mud, earth, or lava). For the duration, fire, dirt, and lava can be expelled from the barrier, and this lava emits bright light and dim light for an additional 20 feet. For the duration, a creature restrained by the barrier can use restraint to enter the portal. When the barrier is drawn into the portal, you can direct its light to lash out at one creature you choose within 30 feet of it. While the light is within 30 feet of the restrained target, spells can’t be cast. While the light is within the portal, fire, mud, and lava can be generated by the portal’s flame. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create 2 additional fireplaces for each slot level above 2nd. When you cast this spell using an additional slot, you can create any number of additional fireplaces for each slot level above 1st. The fireplaces can be closed, allowing you to cast any spell that requires a separate incantation. When you cast this spell using a spell slot of 4th level or higher, the fireplaces themselves can’t be opened.
Evocation
Diver's Mark
60
1 Round
You choose a nonmagical object, such as a sword or crossbow, that fits within range and fits within a 5-foot cube. You and any creature that you half or closely resemble you must make a Wisdom saving throw. On a failed save, the target suffers the spell’s damage when it w eers within 5 feet of you. If you fail, the spell ends. The spell ends if you use your action to dismiss it. Whenever the spell dismisses, you might also deal extra damage if you use your action to do so.
Divination
Diver's Mile
Touch
1 Hour
This spell sends up a fine mistletoe tree that grows to an elevation of up to 30 feet until the spell ends. The tree remains for the spell’s duration and moves with the tree’s bark to a height of 20 feet for each side by which you touch it. The tree is translucent and lasts for the duration. For the duration, the tree sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The tree can animate up to four nonliving creatures and creates a protective plant that it and any creature it summons can pass through. If the tree falls or damages an object created by an action or a spell of 7th level or lower, the object created by the spell can be magically transported to an unoccupied space nearest to the tree’s destination, if it would be damaged.
Evocation
Diver’s Minute
30
Concentration, up to 1 minute
You imbue a creature you touch with minutening. If it is a Huge or smaller creature, make a melee attack against one creature within 5 feet of you that you can reach. On a hit, the target takes 1d12 lightning damage, and the spell ends. Until the spell ends, you can use a bonus action on each of your turns to pull the target up to 10 feet and see the spell on it.
Transmutation
Diver's Tricks
Touch
1 Hour
You touch a scroll or a portion of a scroll, and the scroll transforms into a weapon. You can either
Diver's Tridents
Touch
24 Hours
If you touch any creature of an extradimensional nature or touch an object that is no larger than a 5-foot cube, a piece thereof sprouts from the ground and twists into a trident. The trident is a creature construct. It is an extradimensional appendage that fits into a 5-foot cube and is fully animated until the start of your next turn. The trident grows and animates for the duration, growing and shedding all red and blue light it can see. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The trident can be damaged while attached to a creature or while the trident is in motion. At any time, a creature wishing to use the trident for ranged weapon attacks must first cast the creature’s maneuvering test immediately before moving on to the next attack. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Evocation
Diver Strike
Self
Concentration, up to 1 minute
A flurry of magic energy springs from your hand. You have a telekinetic grip on nature, granting you telekinesis, three force fields of your choice, and directed energy, all of which are locked. When you cast this spell, you can replace the telekinetic grip with another force field, but you can’t. Instead, whenever a creature takes damage of one of the two types listed below, you can reshape the field in any of the ways described below. You can also use this spell to reshape a nonmagical plant, rock, or a construct of your choice that doesn’t fit the original telekinetic grip. Create Ion
Divertic Cloud
90
Duration: Concentration, up to 1 minute
A 200-foot-deep trench rises from the ground, forming a 10-foot thick sheen against a solid surface. Until the spell ends, a thin sheet of vapor fills the trench. Each creature of your choice that you can see within range must make a Dexterity saving throw. On a failed save, the creature takes 5d6 fire damage, or half as much damage on a successful save. Creatures and objects instantly destroyed by this damage fall to 13th level rubble. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage type of each creature affected by this spell increases by 2d6 for each slot level above 4th.
Evocation
Divination, 1 hour
Concentration, 1 hour
Concentration, 1 hour
Transmutation
Divination 30 Rock
Special
6 Hours
You create a circular platform of rock that rises from the ground in a 10-foot radius and is covered with a thin sheet of translucent stone. The rock remains for the spell's duration. You decide which of the following moves are supported by this spell's duration and whether or not objects or creatures can be targeted by it. Stonecrust Swarm. The ground beneath the stone becomes muddy and muddy until the spell ends. Coming from Below move. This move requires the following components: a) Any creature within 5 feet of the stone and a Small or larger square b) An object or an object created by this spell or a spell of 4th level or lower. c) Acid, f) Cold, g) Fire, h) Lightning, j) Poison. d) Invisibility. e) Telepathy. fl) Tongues. If you cast this spell on the same creature or several creatures within the same area, the spell performs the same functions. The DM determines the direction of the movement, and the creatures can choose where to move.
Divination
Divination by divination, 1 hour
Concentration, 1 hour
Illusion
Divination Eye
30
Concentration, up to 1 day
You conjure up images of the devil, who appears in an unoccupied space within range. The image appears in an unoccupied space that you can see within range, and lasts for the duration. At any time for the whole duration, you can exert your will to compel the image to remain in the space it appears in. For the duration, you can direct the image as many times as many times as I want, and you can issue no further direction to the image. The image remains for the duration and can be directed in any direction as long as the spell remains in effect. Because the image appears to exist in shadowy places, many creatures are surprised to learn that they can see a devil. The image appears in an unoccupied space within range that you can see and can see, as if within the Astral Plane. The image remains for the duration and is invisible to ranged attacks. If the image passes through a creature’s eye or another object that is held within an object or being, the image disappears with it, and any creature that saw it (or that saw the image when it was first drawn) lost sight of it. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Illusion
Divination practitionSelf
Instantaneous
The spell targets one willing creature or object. The target must succeed on a Wisdom saving throw or its target takes 6d6 divination damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Abjuration
Divination touch
Self
1 Hour
You touch one willing creature. The target must make a Wisdom saving throw. If it succeeds on the saving throw, you have the spell for the duration. A creature becomes charmed for the duration. As an action, you can send a message to the target that you intend to convey the message, and if it makes a Wisdom saving throw, it can make the message if it wishes. If the message is not sent, the target can't hear the message.
Transmutation
Divination touch
Self (60-foot cone)
Concentration, up to 1 hour
You touch one willing creature and cause it to assume the form of a willing creature. Once per turn, the target can use an action to make a Wisdom saving throw. On a failed save, the creature is charmed, frightened, or frightened by you until the spell ends. The target can repeat the saving throw at the end of each of its turns. On a successful save, the spell ends.
Transmutation
Divination, up to 10 minutes
You touch someone that you can see in the air, up to 10 minutes
You touch a creature that you can see within 10 feet of you. You can make this spell at least once for each slot level above 1st.
Conjuration
Divination, up to 1 hour
120
Concentration, up to 1 minute
Concentration, up to 1 hour
Conjure the spell, for example, using a spell slot of 7th level or lower, or lower, or lower. At Higher Levels. When you cast the spell, the spell ends automatically after the spell ends. For example, if you use the spell again, the spell ends when the spell ends, the spell ends on a failed save, and the spell ends after it ends and you choose the spell again.
Divination, up to 1 hour
A simple spell ends when the spell ends. You and the DM have a spell-like spell casting spell.
Divination, up to 1 hour
Concentration, up to 1 hour
Concentration, up to 1 hour
Transmutation
Divination, up to 1 hour
Transmutation
Divine Annulment
Self
Concentration, up to 1 minute
By employing a holy symbol, you grant the animate dead the ability to manifest divinatory spells and enchantments in their minds, at your command, that protect them from death, destruction, and the like. Choose any number of willing creatures that you can see within range. They have advantage on attack rolls against you. You also determine what spells and magical effects protect them from death or the threat of destruction. You can designate any spell or effect that spells or magical effects protect, issuing its own command. For example, you might issue the power of divination spells to a group of willing creatures and designate the following spells and effects: “Divine Sense
Divine Aura
90
Until dispelled
You touch an object that is 5 feet in diameter and that weighs up to 1,000 pounds. The spell fails if the object is worn or carried by someone other than you. If the object is carried or worn by a creature other than you, the spell fails. The spell can penetrate most barriers, but it doesn’t penetrate magic doors or locked doors on the ground.
Transmutation
Divine Bless
120
Concentration, up to 1 minute
Holy, holy energy, possibly from divine protection, searing rays of hellfire erupt from your finger or a similar creature. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or be affected by the spell for 1 minute. The spell’s damage increases by 1d6 when you reach 5th level (2D6), 11th level (3D6), and 17th level (4D6).
Divine Protection
6 Days
Holy energy, possibly from divine protection, searing rays of hellfire erupt from your finger or a similar creature. Each creature of your choice that you can see within range must succeed on a Dexterity saving throw or take 1d6 lightning damage on a failed save. At the start of each of the lightning's duration, a creature takes 1d6 thunder damage. This lightning flashes with a bright light and spreads across the ground in a 30-foot cube in a 5-foot radius. At the end of each of the lightning’s duration, a thunderous noise can be heard within 30 feet and move 10 feet up where it would normally go. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Divine Blessing
Touch
1 Hour
You touch a willing creature and invoke a divine blessing that reworks mundane mundane tasks in their favor. For the duration, the target is protected from mundane damage and has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. To gain this benefit, the target lags behind in all skill checks attempted by it, and it is forced to make several Strength saving throws. If it fails each saving throw, it is also forced to make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Abjuration
Divine Bond
10
Concentration, up to 1 minute
This spell grants the willing creature within 10 feet of you a magical bond with nature. The bond lasts for the duration or until the target dies or the spell ends. You can create a magical bond with nature by raising one level of arcane energy in an unoccupied space you can see within range, using an action, or casting a spell of 3rd level or lower. You create the bond by casting the spell without first preparing any food or drinking any water or using any means to disperse any of the creature’s magic. If you cast the spell without first preparing food or drinking anything, the bond fails, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create a bond with nature by raising a level 6 druid spell slot, using any spell slot you have full, or by using some other spell slot. The bond lasts until the end of the target’s next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a bond with nature by casting a 6th level spell with a 1 minute rest, an 8th level spell with a 10 minute rest, or a wizard’s breath weapon spell with an extra 1 minute rest. The bond lasts until you use your action on your next turn to cast the spell, or until you use your action on your next turn to cast the spell again. You can use your action on each of these spells to mentally link up with nature for the duration.
Abjuration
Divine Bond
150
Concentration, up to 1 minute
A spectral guardian appears somewhere within range and takes up to 1d10 necrotic damage. Appearing in an unoccupied space of your choice within range, the guardian vanishes if it points the finger or if it ignites a point of your choice within 60 feet of you. It lasts until it expires or until a new one is struck by a necrotic blast. It emits a spectral glow that damages creatures and illusory creatures in its area, as well as dim light and darkness for 1 minute. It emits a low hum like voice and speaks only in gibberish. The guardian doesn’t harm you. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you choose which one emits the lowest-level incantation, spell of the second level or the spell of the first level. The spell’s incantation has no effect on you if the protective element is non-instantaneous. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Divination
Divine Bond
150
Concentration, up to 1 minute
You establish a divine link between an unwilling creature you touch and another creature you can see within range that is friendly to you or that is within 5 feet of you. The creature must make a Wisdom saving throw. On a failed save, the creature can’t speak a single fiendish or pernicious message while within 5 feet of you. When you cast the spell and as a bonus action on its turn, it can make a Wisdom check against your spell save DC to seek its telepathic aid. You can also make a Wisdom/Conjuration check against your spell save DC. If successful, the spell grants you access to a minor miracle wrought by you, and the spell ends for that creature on its next turn.
Abjuration
Divine Bond
300
Until dispelled
You conjure up a divinity that is infused with magic. Appearing in an unoccupied space within range, the divinity can be up to twenty-five feet tall, a disk of radiance centered on a point within range, and glowing red eyes that can open and close to one side of the divinity. The eye glows bright light within 30 feet of the target (your choice when you cast this spell). When the eye glows, the magic of the spell is broken, and all harmful energy that would otherwise flow into the divinity (or into creatures and magical objects that manipulate objects) is expelled, dissipating the energy into harmless flames. Creatures and magical objects that manipulate objects or creatures within the magic of the divinity are affected even though the magic of the spell is non-destructive. For the duration, the eye glows with a 20-percent reduction to its power used for energy. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the reduction ends for each of its effects on an effect greater than or equal to the one you chose.
Abjuration
Divine Bond
30
1 minute
A quiver of energy radiates from you in a 60-foot cube originating from a point within range. Each creature in the cube must make a Wisdom saving throw. On a failed save, a creature takes 8d6 radiant damage and is blinded for 1 minute until the spell ends. On a successful save, blinded creatures can spend 1 saving throw at the end of their next turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d6 for each slot level above 5th.
Evocation
Divine Bond
30
30 days
This spell becomes even more potent when you make an ability check using Charisma. You have advantage on the check if you are fighting or using a melee weapon. You make the check as part of casting the spell. The checks need not be successful. If you succeed, you and any creature you designate that is within 60 feet of you are no longer blinded or deafened, and you and the creature have beneficial telekinesis with respect to both. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of successes increases by two for each slot level above 7th.
Abjuration
Divine Bond
60
1 Hour
A divine bond is sewn over your body to make it stronger. The spell also extends into the Ethereal Plane, manifesting as a spectral shield or a spectral ward, and granting it +1 speed for the duration. Huge or larger creatures and undead aren’t affected by the spell. Creatures are affected only by its normal effect, and the spell doesn’t directly or indirectly affect them. Physical interaction with the spell reveals its extent, moving through the surface of the ward to reach its destination or to any other spot within 5 feet of it. If the spell’s destination is blocked by a surface or an area larger than 5 feet square, the creature makes a successful Strength saving throw to leave the area, and it doesn’t need to make this saving throw if it is not using a spell slot of 7th level or higher.
Divination
Divine Bond
60
Concentration, up to 1 minute
You create a ward that protects up to 30 creatures of your choice from hostile creatures, illusions, and undead. Until the spell ends, you can use an action to create a new ward by dealing 1d15 necrotic damage to one creature you choose within 30 feet of it. That creature must succeed on a Wisdom saving throw or become charmed by you for the duration. You can also use your action to mentally command any creature that you create the spell to serve as a proxy for your own good, as long as the creature obeys your command. The creature obeys your verbal commands if you command it to do so. You decide what action the creature will take and where it will move during its next turn, or you can instruct the creature how to perform one of the following actions during its next turn: • Roll a d20, and make a Wisdom saving throw. On a failed save, the creature takes 1d6 necrotic damage. On a successful save, the creature takes half as much damage. If a creature dies while charmed by you, the creature is charmed again, and it regains hit points equal to half the amount of hit points recovered from the damage that it took from the spell.
Necromancy
Divine Bond
Self
1 Hour
You choose a creature within range and imbue it with one of the following effects:
Divine Bond
Self
1 Hour
You choose a creature within range and imbue it with one of the following effects:
Divine Bond
Self (at will)
1 Hour
You choose a creature within range and imbue it with one of the following effects:
Divine Bond
Self (at will)
Instantaneous
You cast this spell at the start of your next turn, or until you dismiss it as an action.
Enchantment
Divine Bond
Self
A mystical bond between two of the most powerful celestial spirits, each of which can manifest as a different elemental. The spirit of the first celestial spirits is a celestial that has hit points equal to your spellcasting ability (your choice). The first celestial can be a celestial of the same type, a celestial of the same race, or a celestial of the same color. The spirit of an elemental that you designate can manifest as any celestial you choose. You can designate a specific celestial type, a specific celestial type, or a specific celestial type, if the celestial is a celestial of the type you designate. A celestial can manifest as a celestial of any race, a celestial of any race, or a celestial of the type you designate. The summoned celestial can be hostile, hostile to you, hostile to its companions, hostile to its staff, hostile to its companions, hostile to its allies, or hostile to its staff. The summoned celestial can be hostile, hostile to you, hostile to its companions, hostile to its staff, hostile to its companions, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, or hostile to its staff. The summoned celestial can be hostile, hostile to you, hostile to its companions, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to your staff, hostile to your staff, hostile to your staff, hostile to your staff, hostile to your staff, or hostile to it. Alternatively, you can summon a celestial of the same type and designate the celestial as a celestial of your choice.
Transmutation
Divine Bond
Self
Concentration, up to 1 day
As you cast this spell, your senses become ever closer together. This spell enables you to project your mind—both visible and invisible—to up to 20 feet away. You can project your mind onto objects, creatures, and spirits within range, mimicking the appearance of real objects or spirits. Creatures only appear in shadows, open spaces, and doors that you choose. You can project your mind onto objects and creatures as if they were humanoid or beast. The object or creature you project is invisible, but it can be seen and heard by creatures other than you. If the creature is Large or smaller, you can project your mind onto it as if it were an undead or constructs creature. The creature is still within your reach, and you can use your action to create a portal leading from your earthen location to a place within your reach of at least 5 feet wide.
Conjuration
Divine Bond
Self
Concentration, up to 1 hour
This spell creates a magical bond between a willing creature within 30 feet of it and one divine creature within 30 feet of it that uses that creature as its bonded object. The bonded creature can be an undead, an constructs, or an aberrational being. The bonded creature can benefit from some of the following spells and other magical effects, gaining the benefits of others. Spells and other magical effects that target an unwilling creature, such as detect magic, that target an unwilling creature when it w as its object or when it attains the first level of Int or Magical Charms it chooses, also fail to target the creature. False Image
Touch
Concentration, up to 1 minute
You create a portrait that lives in your home and radiates magical energy in a 30-foot radius around you. At the same time, it emits an illusory image of itself in a 30-foot radius around you. The image lingers there for 1 minute or less, creating a visual illusion. The illusory image serves as a reminder to the creature that you created the image. It lasts for the duration. You can dismiss the illusory image as an action, choose one of the following options: 1. Create a duplicate of the image (an original image of a creature of the creature’s kind and image of a place within that place) that you have seen before; or 2. Create a phantom hand that moves with the hand you used for the casting. You can use this feature a second time each day for a week for each target. This spell doesn’t restore you to life, but you can regain any amount of hit points by using this feature a second time each day for each target.
Illusion
Divine Bond
Self
Concentration, up to 1 hour
You imbue a creature you can see within range with a divine bond. The creature must succeed on a Wisdom saving throw or become bonded for the duration. The creature can’t be charmed, frightened, or possessed by another creature. When you cast this spell, you make this bond strong enough to keep the creature from becoming possessed by
Divine Bond
Self
Concentration, up to 1 hour
You imbue a creature you touch with divine protection. The target is protected from all damage and can’t take damage from outside the spell’s range. Until the spell ends, the target doesn’t have disadvantage on attack rolls against creatures or objects in its area.
Abjuration
Divine Bond
Self
Concentration, up to 1 minute
The spell merges your attunement to a divine bond with your attunement to life, which ends your next turn. You can use your action to release this spell from the binding, creating a luminous, translucent circle on the ground in an unoccupied space within range. Until the spell ends, when you cast this spell again, you can use your action to release the luminous object, creating an unoccupied space within range. If the luminous object is held or touched by someone holding it, it flashes a yellow light that mimics the plant’s bark that symbolizes your deity. Nothing can touch or strike it. Until the spell ends, the spell's harmful effect extends to undead, as well as to creatures who don’t have any life or who are immune to its effects. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one extra creature for each slot level above 6th. You must have seen the extra creatures when you cast the spell and have seen the extra creatures before. You can also animate up to three creatures at a time, which increases the rate at which you can animate your own creatures.
Transmutation
Divine Bond
Self
Concentration, up to 1 minute
While you are within line of sight of a creature, you conjure a phantasmal form from its body and use it as your spellcasting tool. Your DM chooses the illusion from among the following options for its function, and each appears in accordance with your DM’s instructions. The phantasmal form can be summoned as a bonus action on each of your turns before you cast this spell. You can use this ability only in combat. When the phantasmal form attacks an enemy or inflicts damage to an enemy, it makes a DC 15 Strength (Athletics) check against your spell save DC. If you succeed, the phantasmal form hovers in the air for the duration. When it does so, it creates a 20-foot cube of swirling, invisible force in an unoccupied space of your choice within range. Each creature in that area must make a Dexterity saving throw. On a failed save, an affected creature takes 12d6 psychic damage, and it can’t speak, understand, or carry any weapon.
Conjuration
Divine Bond
Self
Concentration, up to 24 hours
Your divine bond is a sacred artifact that binds your will to
Divine Bond
Self
Until dispelled
You create a psychic bond with one willing creature you can see within range. The creature can be anywhere on the same plane of existence as you. A willing creature succeeds on a Wisdom saving throw after completing a long rest that includes duels, combat, or prayer related activities. Until the spell ends, your magic attracts the willing creature to you, raising it as an individual creature for the duration. The creature can be any creature you chose. The creature can be a Large or smaller creature, an animal
Divine Bond
Touch
10 Days
You create any substance or vapor by means other than fire, cold, diesel fuel, or alcohol that produces magical energy in a manner that distorts reality, divining its true nature. If a vapor, made of ice, coalesces in a location you choose within range, a force of nature known as a frigid wind (insomniacal, psychokinetic, psychic, or extradimensional) disperses it, spelling destruction, for the duration. To a creature who enters a frigid environment for the first time on a turn or starts its turn there, the creature takes 1d6 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extent of the frigid wind increases by 30 feet for each slot level above 1st.
Evocation
Divine Bond
Touch
1 Hour
For the duration, you possess an aura that abandons whatever you are attaining spell damage or spell save DC. The aura is powerful and ignites flammable objects that aren’t being worn or carried. Once possessed, the aura disappears and the item crashes to the ground, extinguishing flames created by its flames. It lasts for the duration. At the end of each of its turns, you can use your action to dismiss the spell. It might last for the duration, if some creature or object merges with it.
Transmutation
Divine Bond
Touch
1 Hour
Until the spell ends, whenever you speak a prayer, you can affect plants within 5 feet of you that you can see, a magical gateway between you and the chosen area, and a region of ground you can see immediately prior to the spell. The gateway is a cylinder made of wrought iron or obsidian, and it leads to a primordial mausoleum or a secret temple dedicated to divinity hidden deep within. In addition, the temple is dedicated to nature and dedicated to the protection of the divinity. When you cast this spell, you can designate any plants or creatures you have seen within 5 feet of you
Divine Bond
Touch
1 Hour
You touch a willing creature and imbue it with the power to grant you a wish. Choose a creature you can see within range. The creature’s current condition is an illusion of a wish. The creature’s current condition (or the creature’s current condition if it isn’t already in that condition) can be changed as you choose. The creature has advantage on Wisdom (Perception) checks made to sense its current condition, and it has disadvantage on attack rolls against creatures that aren’t its parents. The changes last for 1 hour.
Divination
Divine Bond
Touch
1 minute
This spell creates a magical bond between a creature and a mysterious force on the other side of the veil. The creature is friendly to you and your companions and has advantage on attack rolls against you that use a bonus action on each of your turns. The creature can be any creature, of any kind, and the bond lasts for the duration. You can make another Charisma check using another creature’s Intelligence or Wisdom (Deception) check. On a success, the bond ends. If you cast this spell again, the current creature has advantage on the check, which also ends if you cast the spell again to restore the creature’s hit points or hit stores.
Abjuration
Divine Bond
Touch
1 minute
You forge the bonds between two divinities of your choice. One divination spell you cast, or one spell you choose that you can cast, grants a bonus to any spell that you cast that has a target or two summoned by a divination spell for the first time on the turn you cast the spell. This bonus doesn’t reduce a target summoned by divination spell to a being that doesn’t appear within 120 feet of it and can’t speak the language of life nor inhabit an underwater demiplane. You can also cast divination spell on summoned creatures, if you choose. You can set the password for the divination spell to a password that appears only on the diviner’s part when cast, but the spell is dispelled within a 10-foot radius around it.
Divination
Divine Bond
Touch
24 Hours
As part of the action used to cast this spell, you must cast the following spells on yourself or a creature you touch (one of the two forms of nonmagical energy remaining). One of these spells must be cast on a creature you touch, a Medium or larger creature that isn’t undead and that isn’t immune to being charmed. The save DC is 8, and the creature’s Wisdom is 12. While you hold onto the Divine Bond, you can use another spell slot to automatically release the spell on yourself. You can’t use this feature again until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Evocation
Divine Bond
Touch
24 Hours
As you cast this spell, you and any creature you designate that is within range to a creature or to a magical item (such as a scroll, book, or treasure chest), bless it with a divine safeguard and keep it safe from harm. For the duration, the target has resistance to nonmagical damage, and it has advantage on attack rolls against other creatures until the spell ends.
Abjuration
Divine Bond
Touch
24 Hours
You imbue a creature with the power to mend its injuries. Until the spell ends, the creature has a slashing weapon pointed at it that strikes twice, if it hits or misss critical hit points.
Abjuration
Divine Bond
Touch
24 Hours
You place an object you touch within range to grant you divinity. Until the spell ends, if the object is an object created by divination, it becomes an object created by divination. Thus, you don't need to worry about divination spell canceling divination spell after divination spell if you expect divination spell to somehow affect the object’s construction. The spell then targets only those objects created by divination. Similarly, if you cast a divination spell that targets a creature, an object created by divination, or an elemental spell created by divination, the creature and divination are both affected. If you target an object created by divination, the creature creates it for you and for your companions for 24 hours. You can use an action to create an object of any material design you choose, or choose any object created by divination that isn’t an object of divination and which is infused with divinity. That object remains in your grasp until the spell ends, at which point the object becomes an object. The object’s construction is unaffected by divination spells or the
Divine Bond
Touch
24 Hours
You touch a willing creature and grant it the ability to manifest divin magical energy in a specific service or activity. The creature can perform any service or activity within eight hours, provided that the spell’s duration is at least 24 hours. While the creature serves or performs a service or activity, the divin energy can’t displace the magical energy of its weapon or armor. The creature also has a 40 percent chance to resist magic missile attacks. While the creature is warded on the inside, magic missile attacks that land on it have disadvantage on their subsequent turns when it becomes warded on the outside.
Abjuration
Divine Bond
Touch
8 Hours
You touch a creature and choose one of the following properties of that creature: • You create a magical enthrall that lasts for the duration; • You create a temporary divay that lasts for the duration; or • You instantaneously rejoin a bonded group of creatures of the same size or shape as you. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation
Divine Bond
Touch
8 Hours
You touch a creature and entangle it for the duration. The creature is under your control for the duration, and if the creature is killed while you have this spell active, you can call your spell to end the duration. The creature is considered a dead creature, and if it survives the spell, you can end the spell using an action or an inflict damage spell. If you cast the spell on a creature that is no longer alive, the spell ends, and the creature falls unconscious. For the duration, the creature has ULTRA malaise and must make a Constitution saving throw to regain control of itself. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Divine bond
Touch
ConcentrationUntil dispelled
For the duration of the spell, the nature of divine bond can be activated only by one willing creature (such as a witch or a demonology professor) and linked to it through an unlocked divinestone. If the divinestone is intact and connected to an arcane link, the spell can be activated twice, once to activate again at a target creature’s’ location and once to invoke the divinestone. Alternatively, the spell can be triggered only by one creature or group of creatures, or a single creature or group of creatures and/or an activity that you choose that triggers whenever an incorporeal creature or an undead creature drops to 0 hit points or dies. The divinuity also extends to magic items made from divination books or other divination text. When you cast the spell on a target willing creature, you can link the spell to the divination in the same place on the target, creating a divinuity linking the spell to the holy book and the book to the current location and date of the image.
Divination
Divine Bond
Touch
Concentration up to 10 minutes
You create a magical bond between two creatures of your choice within range. The two creatures become entwined, granting you advantage on attack rolls against one creature that you can see within 120 feet of the two creatures. If the creature has a Strength of at least 5 and isn’t wearing armor, the creature can use its action to automatically succeed on each Strength saving throw against the bond, and the spell ends for that creature.
Divination
Divine Bond
Touch
Concentration, up to 10 minutes
You create a magical link between yourself and up to five willing creatures of your choice that you can see within range. The spell can target one willing creature or one object of your choice. The target must be on the same plane of existence as you. The spell ends if you dismiss it as an action. You create a temporary link between the two willing creatures. If you cast this spell on the same creature or object every day for a year, the same permanent link remains active. The spell doesn’t directly affect the existing permanent link, but it can link a willing creature or object to a new one created by this spell. If you create a permanent link between two objects, the spell creates an instantaneous, nonmagical link. Each time a creature in a temporary link (your choice) is targeted by this spell, the spell creates a new permanent link that lasts until the target leaves the temporary link (your choice). When the link disappears, the linked creature or object reappears in its normal location.
Illusion
Divine Bond
Touch
Concentration, up to 1 hour
You create a divine protective bubble made of magical energy that lasts for the duration. The bubble encloses your space, and you choose a location within range to protect. You can create a sphere of intense radiance or a sphere of dim light. The magical energy in a sphere is strong enough to destroy most barriers and objects blocking your path. Any creature within 30 feet of any such creature must make a Constitution saving throw. On a failed save, the creature takes 6d10 radiant or necrotic damage (your choice when you cast this spell), or half as much damage on a successful save (your choice when you cast this spell). Additionally, if the creature fails the save, it is blinded until the spell ends. While blinded by this spell, the creature is vulnerable to all damage (including normal damage) except by nonmagical weapons, and it is immune to all damage caused by nonmagical weapons. The bubble lasts for the duration, and it disappears when the spell ends. When you cast this spell over a sustained period of time, you can create other protective bubble spells can’t create two of the same type. You can create a seal or a globe, a chest or a small plane (or a single object entirely within the bubble) made of magical force, a shield made of strong magical force, or an illusory globe made of force similar to a globe. The globe is large enough to encompass entire rooms, and it lasts for the duration. A WINDOW. Each creature within 10 feet of the spell’s area when you cast the spell must succeed on a Strength saving throw or become blinded until the spell ends. As a bonus action on each of your turns, you can cause the globe to change shape as you wish. Choose a diameter of two feet and a height of up to 1 foot. One foot in diameter and a thickness of 1 inch lead the creature. PRINCE. Each creature who fails a saving throw made against this spell’s curse for the first time on a turn or ends its turn there must also succeed on a Dexterity saving throw or take 6d6 psychic damage, and this spell ends.
Conjuration
Divine Bond
Touch
Concentration, up to 1 hour
You grant one creature that you touch some control over matter for the duration. The creature has resistance to necrotic damage, and it can use its action to take 1d10 necrotic damage against one creature within 5 feet of it. The creature can use its action to take half as much damage and no damage at the end of its next turn. Finally, the creature doesn’t die if you or someone else uses magic to do anything harmful to it. After you use this spell on the creature, or if another casting of this spell occurs while the other creature is within 5 feet of you, you can use your action to dismiss the spell. If the creature fails its first time, it can use its action to move away from you and repeat the saving throw. On a failed save, it is blinded and deafened for 1 minute. On a successful save, it can break out and use its movement to escape.
Transmutation
Divine Bond
Touch
Instantaneous
You point your finger toward a creature you can see within range, and the creature starts to tremble. The tremble can be stopped by one simple touch. Make a melee spell attack against the target. On a hit, the target takes 2d10 necrotic damage, and it must succeed on a saving throw or become blinded until the spell ends. You can end the spell early if you have seen it before.
Necromancy
Divine Command
120
Touch
You command an entire plane of existence, from the plane of death to the plane of the dead. You choose a location or a place within range that has a certain effect on you. The command lasts for 1 minute, until it is broken and you cast it again. You can also ask two or more creatures to come to your aid, and you can use an action to issue a direct command.
Conjuration
Divine Cure(s) disease
90
Instantaneous
The touch of your divin tal powers a willing creature for its healing. Until the spell ends, the target’s rate of healing is halved, and it leaps into a new hit point pool for each remaining hit point it has. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a target of your choice that you can see hits with a bane spell and is cured of the spell automatically.
Necromancy
Divine Embrace
Touch
1 Hour
Your deity gives you the ability to embrace one humanoid of your choice that you can see within range. The target must make a Charisma saving throw. The target’s alignment remains unchanged, and you can choose to make the saving throw against the spell’s restrictions. The target chooses one of the following options when you make the spell’s attack roll: 1. If you are attacking a creature with an attack weapon, you can use your action to make a melee spell attack on the target, using the bonus action to make the attack. On a hit, the target takes 1d10 necrotic damage. 2. If you are slashing the hand of another creature, you can use your action to make a Strength or Dexterity check (your choice) against the target’s saving throw DC. On a success, the spell ends. If you cast it again, the creature dies. If you use your action to assume the form of a fey, you can use your action to move up to ten feet in any direction against the target’s natural terrain’s natural incline. You can’t assume a new form, so you can’t create any equipment or become a creature of familiar until you have studied the creature for the first time. During this spell’s duration, you can make two additional attacks with this spell. These attacks deal an extra 1d6 damage to the target and have no effect if the target is missing any of its hit points.
Necromancy
Divine Energy
Self
Concentration, up to 10 minutes
The force of the divine emanates from the Earth, sending a wave of spectral energy through the air and into the sky before dissipating. Roll twice more on your turn for the amount of spectral energy it releases. If you cast the spell multiple times, you can disassemble several more times as many.
Elemental Energy
Divination
Concentration, up to 10 minutes
The force of the divine emanates from the Earth. You conjure up a spectral energy field in the form of a wave of spectral energy that can reach up to a hundred miles long and extends from the earth up to the heavens. The field lasts for the duration to the point where you can see it, and you can mentally conjure it up to dispel spell damage or dispel object damage. You can summon up to 10 spectral creatures out of the sky in a vertical line at a radius of up to 100 miles. You can also form up to 20 spectral creatures out of the sky in a horizontal line that extends from the ground up. You can designate a specific spectral creature and animate or conjure up as many as 10 spectral creatures by using the general direction of the field. Each spectral creature can have a particular voice so it must speak for its voice to manifest. This spell replaces the spellcasting ability check with your own. A nonmagical spellcasting suggestion fails when cast on a spectral creature. As a bonus action on your turn, you can expend up to ten spectral mana to summon at least ten spectral creatures up to 10 miles away to serve
Divine Fire
120
Instantaneous
You create an elemental fire that ignites in a 5-foot cube centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d6 fire damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Divine Fire
Self
1 minute
Fireballs erupt from your hand in a 100-footradius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a success. The flames crackle and fill a 30-foot cube from that point for 7 days. Every creature in the area when you cast this spell must make a Constitution saving throw. On a failed save, the creature takes 10d8 fire damage, or half as much damage on a successful save. At the end of each of these 7 days, a creature must spend its action to regain
Divine Fire
Self
Concentration, up to 1 minute
The air in an unoccupied space around you becomes a roaring fire, and you have resistance to fire damage for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Divine Fire Slash
Self (30-foot cone)
Instantaneous
You create a line of shimmering fire that lashes out toward a creature you choose within 60 feet of you. Each creature in that area must make a Dexterity saving throw. The flames leap from the creature’s to the creature’s bestow creature’s bestowal, forming a 15-foot cone of fire at a target. The fire spreads around corners. Each creature is limited in the number of flames within 30 feet of the source area at a time. While flames circle a target, each creature affected by this spell must make a Constitution saving throw. On a failed save, the target takes 1d10 fire damage, and it takes 14d4 fire damage as a result of the damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Divine Flame
150
Concentration, up to 10 minutes
You create a torch that burns for the duration in an unoccupied space of your choice within range. Every creature in a 10-foot-radius sphere centered on the flame can burn
Divine flame sphere
150
Concentration, up to 1 minute
Divine Gift
90
Concentration, up to 2 hours
Shimmering energy surrounds you in a sort of emerald blue energy that lasts for the duration. When you cast the spell and as a bonus action on each of your turns thereafter you can use your action to reshape himself, or both, into whatever form you choose for the duration. Choose from the following effects when you cast the spell. Choose one of the following effects when you cast this spell. • You create a small, harmless sensory effect, such as a softening of the skin of an enemy or a puffing of the puff of an animal. • You reshape one humanoid you designate within range into an illusion. • You create a small, harmless, visual effect, such as blowing things out of the air, creating vines or turning trees into pillars, that lasts until the spell ends. • You direct a harmless affliction affecting a target that you can see within 60 feet of it, such as wish bombs, poison arrows, miasmic rings, or suffocating miasma.
Abjuration
Divine Graces
Touch
1 Hour
With skillful observation, your hands sweep up runes or patterns that might reveal secret doors, temples, or other secret places within a structure, including those of its creatures. To do so, they must be within 30 feet of the structure and must be viewed within that 30 feet.
Divination
Divine Graces
Touch
Until dispelled
Your divine gift imbues you with the power to protect yourself from harm. Choose a creature you can see within range and make a ranged spell attack against it. On a hit, the target takes bludgeoning damage equal to 1d8 + your spellcasting ability modifier. That creature’s speed is halved while in the spell’s range. Immediately after you cast the spell, you can choose to deal 2d6 bludgeoning damage to the target. Alternatively, you can reduce the damage by 1d6 and make the damage increase by 1d8 as part of the attack. If you reduce the damage to 0, the target is not affected. The creatures that become frightened while frightened by this spell are oblivious creatures, and if the target survives the spell, it is blinded for 1 minute or more from the moment it was charmed.
Transmutation
Divine Grace
Touch
24 Hours
This spell makes a wish a reality, divining who is capable of attaining it. Your touch creates a shimmering, magically transparent shield that protects you and your family. Until the spell ends, you and any creature within 30 feet of you are protected against one kind of damage, another kind of damage (including halos and sorceries), and an ability damage type (including poison and psychic damage) of the chosen kind against you. Such a creature also has disadvantage on attack and ability checks its companions make, and can't take reactions, damage, or temporary benefits from outside the spell.
Abjuration
Divine Grasp
120
Instantaneous
You create a new, unoccupied space within reach for a number of hours equal to the spell’s level. The space can be any size, but the space can’t exceed 200 feet in height. The space’s area is obscured. The space can be 20 feet or 20 feet wide or 15 feet wide or 100 feet or 100 feet tall. The space remains until you cast the spell again. You can create a new space by summoning one of the creatures that you created or by casting this spell again. The space can be as large as you like. The creatures that you summoned can’t move more than 20 feet away from you. While this spell lasts, you can create up to three new space, and each new space only lasts for as long as the spell remains in effect. The space can be a contiguous area of any size and contains creatures, plants, and other objects. In addition, each new space can have an extradimensional component. As long as the extradimensional component is in place, the space is completely enclosed by a portal that you can see within range. A portal can be any shape, including the form of a solid wall, a circle, or a dome. The portal has no effect on you or any creature that enters it. You can use your action to teleport to a different area of the portal without using the portal. You can also teleport to any other portion of the portal. You can also
Divine Grasp
30
8 Hours
Until the spell ends, all nonmagical objects in a 30 foot radius centered on a point within range that you choose are severed from their connective tissue, shedding bright light in a line 60 feet long and 5 feet deep across the ground within. Any creature that ends its turn within 5 feet of the severed object becomes paralyzed, restrained, or unconscious for the entire spell duration. If the restrained creature is attacking a creature with a melee weapon (a bludgeoning weapon or a nonmagical weapon), the creature is automatically restrained and must use its reaction to move away from the severed object to make a successful throw against its current location. If the paralyzed creature moves over a cliff, the cliffside or ledge is secured to the cliffside with a thicket. Whenever a creature falls in this way, it is limited in movement and can’t use its movement to move up or down the cliffside. When you cast this spell, you can have up to three creatures
Divine Grasp
30
Concentration, up to 1 minute
Grasping a creature or object within range, or manipulating it to deliver a command, grants a wish. You can’t make the creature any other sort of wish, but if it thinks it can deliver a specific command, it can attempt to do so by manipulating the creature. If the creature is made of metal or stone, it must first convince a deity that it can deliver that wish, provided that that deity has the means to do so. Alternatively, you can allow the creature to be made of some other metal or stone that it can’t be made of. If you or creatures you designate give the wish the opportunity to fail on a success, the creature has its wish fulfilled. If you or creatures you designate give the wish a chance to succeed on a saving throw, the creature has its wish fulfilled. For example, you could cause the creature to make a wishful thinking wish, which would allow it to deliver a wish that would lead to its undoing. If you give the wish more than 1 minute remaining in a casting of the spell, the creature is considered successful on its saving throw. If you give the wish a casting time of 1 minute or less, the casting occurs 1 hour after the time limit ends.
Conjuration
Divine Grasp
30
Instantaneous
You use divine might to deliver a crushing blow to an enemy undead enemy. Each creature other than you within 30 feet of the target must make a Constitution saving throw. On a failed save, the target takes 2d6 necrotic damage and is restrained at the spot until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Necromancy
Divine Grasp
60
Instantaneous
You touch a willing creature and then make a ranged spell attack against it. On a hit, the target takes 4d8 psychic damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Divine Grasp
Self (60-foot cone)
1 Hour
This spell sheds bright light in a 60-foot cone that remains for the duration. The light glimmers in the light of your choice, making it less obscured and making the blinded creature see through its illusions.
Abjuration
Divine Grasp
Self
Concentration, up to 1 minute
When you cast this spell, your fingertips strike the ground in an unoccupied space within range that grants you a +3 bonus to AC and +5 bonus to saving throws. That bonus lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases to +3.
Abjuration
Divine Grasp
Touch
8 Hours
This spell draws out the hidden power of your soul, which allows you to reshape yourself and others in the shape of creatures or gods. To achieve this spell, you must touch a willing creature and have it mentally link up to a Divine link spell. You affect the target as if you were casting the spell, and as if you cast the spell on it. You can create a duplicate of the target if you so wish. You can also animate the target and create new ones using the same animating technology as the created creature. You can cast this spell on the same creature every 24 hours, up to a maximum of times a year, and on different creatures every day. You can also create a new duplicate of the masterwork spell at any time and on the same target every 24 hours. If you cast this spell on the same creature or once on the same creature every day since it first enters the spell’s area, the duplicate takes effect immediately. If you cast it multiple times, you can have up to three copies active at a time, and you can dismiss such a spell as an action.
Divination
Divine Grasp
Touch
8 Hours
You touch a body part that is no larger than a finger (your choice) and that is within the range of ranged weapon attacks and spellcasting for that weapon's type. Otherwise, you must make the saving throw. On a failure, you instantly pull the object out of the object’s space. On a success, the object’s space becomes difficult terrain until the spell ends. On a failure, you can’t remove the object until then, unless you use your action to do so. Until then, you can use the object as a distraction, concentrating only upon the distraction and its distraction. If you don’t use distraction, your attention moves to concentrate on the distraction. When you have a concentration, you learn how to interrupt the distraction and its distraction. If the distraction is severe enough to compel you to move, you can make a Constitution saving throw. On a success, the spell ends in an open, hostile location with a 10-foot radius. Moreover, if the distraction was so severe as to compel you to move, you can make a Constitution saving throw, only if you are willing to die (or die attempting to move forward). On a failed save, the target takes 10d8 acid damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Divination
Divine Grasp
Touch
8 Hours
You touch an object that is no larger than a finger (your choice) and that is within the range of ranged weapon attacks and spellcasting for that weapon's type. Otherwise, you must make the saving throw. On a success, the object’s space becomes difficult terrain until the spell ends. On a failure, you instantly pull the object out of the object’s space. On a success, the object’s space becomes difficult terrain until the spell ends. Any creature in the visible area that is within the area of a failed save on this saving throw takes a - 4 D10 bludgeoning damage.
Divination
Divine Grove
120
Concentration, up to 1 minute
One set of magically consecrated trees sprouts out of a 5-foot cube centered on a point you choose within range. The trees open up a gateway to the Feywild, allowing the warded creatures and other creatures within its radius to move freely. The trees open from the northwest corner of the DM’s space at every turn until the spell ends. The trees can grow to 5 feet in height, 40 feet long, and 10 feet wide, but must be standing still while they are active. When you cast this spell, choose one of the following options to open the gateway: • You can direct the trees up to 60 feet to a point within range. The trees can reach up to 150 feet. • You make a grove of bark appear to be barrier, crack, or portal. Beyond the grove you can travel up to 60 feet. When you do so, you cause a strong wind (sustained, if not properly maintained) to blow from the grove toward one creature you choose within 60 feet of you. Alternatively, you can cause the grove to create a small portal on the ground, where each creature in the area must make a Strength saving throw. A creature must also make
Divine Grove
60
Concentration, up to 1 hour
You create a 360-foot-radius, invisible, invisible pathway linking an area of forest to a creature that you can see within range. The pathway requires a body of water at least 50 feet square and can hold up to 500
Divine Intervention
10
8 Hours
Aura of Divine Order springs into existence within a willing creature you choose that doesn’t have any physical manifestation. For the duration, the target has resistance to attack rolls made using your spellcasting ability (the DM determines the DM’s success rate by dividing the number rolled by 16), as determined by the Divine Plan. If a creature succeeds on its saving throw, the spell ends for that creature. If a creature fails its save, it instead ends its turn within 5 feet of the spell target.
Special Aegis
Touch
Until the spell ends, one creature you touch has resistance to nonmagical damage. Both attacks have disadvantage on the attack roll and have disadvantage on the weapon attack roll. While the target is being affected by a nonmagical damage effect, any nonmagical damage that would reduce the target to 0 hit points has already been dealt.
Evocation
Divine Intervention
10
Concentration, up to 1 minute
You create a temporary portal that extends to a point within range for the duration of this spell. The portal lasts for the duration. If the portal was created by another spell or spell slot, you can designate a different portal. The portal is unoccupied and can be closed by other means. The portal can be opened through other means, such as a portal spell, a portal effect, a portal effect that would be triggered by a different spell or spell slot, or a portal effect that would be triggered by a different ability. The portal is opened by any means possible, including teleportation, travel, or the normal teleportation of creatures. For the duration of the spell, the portal can be open with a successful Intelligence (Investigation) check. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you have resistance to one damage type for 1 minute. When you use a spell slot of 6th level or higher, you have resistance to one damage type for 1 minute.
Transmutation
Divine Intervention
10
Instantaneous
You create a visual illusion of an invisible target. The target must succeed on a Wisdom saving throw or be blinded
Divine Intervention
10
Instantaneous
You gain the ability to cause an instantaneous condition that will occur one minute after the spell ends. The condition can be any of the following. Physical Condition. 1. Physical 2. Physical Condition. 3. Physical Condition. 4. Physical Condition. 5. Physical Condition.
Divine Intervention
120
Concentration, up to 1 minute
You form an interplanar bond with one willing creature of your choice that you can see within range. The bonded creature can make a Wisdom saving throw. On a success, the creature can use its action to
Divine Intervention
150
Instantaneous
Choose an area of magical force that you can see within range, such as a wall, a ceiling, a ceiling span, or a pillar. Make a ranged spell attack against the target. On a hit, the target takes 4d6 force damage; the spell’s duration is 3 days. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st
Conjuration
Divine Intervention
300
Concentration, up to 1 minute
You attempt to direct an attack of opportunity against a friendly creature you can see within range. The target takes 8d8 psychic damage, and the spell ends if it succeeds on its saving throw. The target can use an action to try to make an attack against you. If successful, the target can use the reaction to make a new attack. On a successful attack roll, the target has advantage on the attack roll for the duration. The spell ends when the target takes damage. The target can use an action to make an attack roll against you. If successful, the target can use the reaction to make a new attack. If the target fails its saving throw, it is no longer affected by the spell, and you and the target take no damage. The spell ends if the target doesn't succeed on its attack roll.
Conjuration
Divine Intervention
30
Instantaneous
You call on divine protection from beyond the grave to quell an all-out war raging against your enemies. They are a shadow of your former self, surrounded by a sea of fire and stone. Each creature in a 60-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, the creature takes 3d6 fire damage, and it is blinded until the spell ends. The spell ends if you or someone else is within 60 feet of the point you summoned.
Divination
Divine Intervention
30
Instantaneous
You create a single, unoccupied square space within range that you can see. The space appears as a divisor, with a vertical, horizontal, or an unoccupied vertical space within that space. The space lasts for the spell’s duration. On a successful hit, the target takes 3d10 radiant damage. On a failed hit, the target takes an extra 1d10 radiant damage and is charmed by you for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of times you can target one additional creature for each slot level above 6th increases by two for each slot level above 6th.
Evocation
Divine Intervention
60
Concentration, up to 10 minutes
You attempt to bind a creature to a specific divine manifestation. The target appears in a location that you can see within range and is friendly to you. The target’s alignment is determined by the chosen manifestation. You can cast the spell for 1 minute, or until the target’s alignment dims to 0. The target’s alignment dims if it is affected by any of the following: • Blinding light, • Poison, • Sickening pain, • Death, • Pain, • Painful torment, • Hunger, • Painful ills, • Hungerful two-thirds of an incarnation, or • Hungering for food. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target’s alignment dims by 1 step for 6 days.
Transmutation
Divine Intervention
60
Concentration, up to 1 hour
You create a ward that confines a creature you choose within range when you cast a spell of 3rd level or higher. The target takes 10d6 radiant damage when it enters the warded condition. For the duration, the target has a 20 percent chance to exhaustion. At the start of each of its turns until it completes its saving throw, the target sheds bright light in a 5-foot cube centered on that cube. That light glimmers at a constant rate, creating dim lighting for each 1 foot it takes to light its way through the spell.
Transmutation
Divine Intervention
60
Concentration, up to 1 minute
You create an invisible hand that can be used as a sort of weapon, or you can create a hand that can be used as a spell of your choice that has the same effect as the hand. The hand can be made of any material, including stone, mud, or rubble. The hand can also be made of any form of magical force. If a creature is holding or attempting to hold the hand, the hand can be used to move the creature to another plane of existence. For example, if you create a hand that can move through space, such as a hand made
Divine Intervention
60
Concentration, up to 1 minute
You interpose yourself within a body of water that is no larger than a 60-foot cube and can hold up to 10 gallons (8.96 cubic feet) in force. The target must succeed on a Dexterity saving throw or fall prone, unless you can immediately command an action. If the target takes damage, the effects of the spell would stop functioning, and you would suffer an illusory mimicry effect that is audible in the area, regardless of whether the target is in the water. This illusion can target creatures of any kind, including undead, creatures
Divine Intervention
Concentration, up to 1 hour
You create a portal that is as far as you can travel. You can use your movement to enter the portal and then teleport to another direction. The portal can also be a portal to another plane of existence. You can also cause the portal to move in any other direction. The portal is difficult terrain, but you can’t take any damage. You can also create a portal that is difficult terrain, but you must choose a different direction. The portal can be any distance from you. The portal can be a square, a cube, or a cube with a radius of 10 feet. The portal can be up to 25 feet in diameter. The portal
Divine Intervention
Concentration, up to 1 minute
You create one illusion, or a form of magic, that appears on the ground in a 50-foot cube centered on a point you can see within range. The illusion appears in a 30-foot cube that you can see within range, and the spell ends. At the end of each of its turns, the illusion appears again in its place. The spell lasts until the spell ends, if you choose to dismiss it as an action. The illusion appears in a 30-foot cube that you can see within range. The illusion appears in a 30-foot cube that you can see within range, but the spell ends for that area. If the illusion appears in a 20-foot cube, it appears in a 20-foot cube that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 1st.
Conjuration
Divine Intervention
Instantaneous
Until the start of your next turn, a celestial of your choice that you can see within range, celestial or celestial medium or smaller, servant or servant humanoid, gains advantage on attack rolls against one creature within 5 feet of it that it can see. This usually occurs when a creature ends its turn within 5 feet of a celestial that it can see. To be affected, the creature must be within 5 feet of the spell and must make an attack or use an action to take a move action that it can take immediately. It can use either hand, or both. It can’t choose whether to make a single attack or a move action, or both. An affected creature can make a single attack roll or make a move action that it can make immediately. The affected creature can take the action it chooses, using its remaining movement. Hit or miss. The spell ends for the creature if it pursues an initiative action or ends its turn within 5 feet of the spell.
Transmutation
Divine Intervention
Self (30-foot cone)
Concentration, up to 1 minute
As you cast this spell, you can grant greater control to one form of matter that is composed of two or more physical elements: earth and fire. This spell can’t as though you possessed the physical element or possessed the divine bond between the elements. Each element must be present within 30 feet of you. If you possess both elements, you grant them the ability to combine into one substance for combat, thus making the spell attack. One element can’t be bonded to another element or to a substance that is neither created nor created by another substance. In addition, with a successful attack, you might strike a material element on the same turn you cast the spell if it is in its element.
Abjuration
Divine Intervention
Self (30-foot radius)
Instantaneous
A powerful divine force springs into existence to end one threat. Choose an area of nonmagical stone or mud suitable to you as a foundation and shape it into an opening or a closure. You create a ward that prevents a ranged weapon attack you make from within 30 feet of the opening or closure from touching or passing through it. Magical blasts of divine energy rouse the ibrillari to action. The creature must take the Dash action and make a melee attack with a weapon, and it must succeed on a Wisdom saving throw or take 2d8 radiant damage. On a failed save, the creature doesn’t move, and it must then make a Wisdom saving throw at the start of your next turn. If it fails, you can attempt a Wisdom saving throw again on each of your turns. A creature automatically succeeds on this saving throw if it is immune to being frightened during its next turn, and the spell ends on a successful one. Also, on a failed save, a creature takes 2d8 radiant damage, and the spell ends on a creature that isn’t immune to being frightened. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd.
Transmutation
Divine Intervention
Self
Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, a radiant spell blast emanates from the spell’s spell slot, dealing a radiant spellBless to the attacker until the spell ends, ending your turn. An invisible, shimmering barrier extends out from the spell’s range and is shimmering radiance around you until the spell ends. Any creature that enters the barrier for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, a creature can make another Wisdom saving throw at the end of its turn. A creature takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. If a creature would arrive the same turn if it had been blinded, deafened, or blinded for 1 minute or longer, that creature must roll a d8 to the save throw and take the same amount of radiant damage as if it had been immune to the effects of the blinded condition. The spell ends if you use your action to cast it again.
Evocation
Divine Intervention
Self
Self
You create something that is in your hands and that you can see within range. Each creature within 5 feet of the target must make a Wisdom saving throw. It takes 8d8 radiant damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Divine Intervention
Touch
8 Hours
You touch a creature and grant it resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. For the duration, the target is protected from nonmagical flame damage, has resistance to acid, cold, fire, or thunder damage, and doesn’t have to make melee attacks with a weapon in the attack roll if the target is also charmed by that creature.
Abjuration
Divine Intervention
Touch
Concentration, up to 10 minutes
You cause one creature you touch to become aware of magical, magical, or magical effects that you can see, hear, or touch. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target gains the benefit of any of the following effects.
Conjuration
Divine Intervention
Touch
Concentration, up to 1 hour
You touch one creature and designate a direction to follow. The target must make a Wisdom saving throw. On a failed save, it is sent to a location that you can see within range.’ If the target has no known plane of existence, it is sent to a location that you can see only there (such as a plane that you know or know not exists). If the target travels to another plane of existence other than that of the target, the spell ends. The spell’s destination is a point on the target's plane of origin. Thus, for example, if you travel to the far east, the spell travels to the point you chose. You can even choose to send the target to a different plane of existence for the spell’s duration. As a bonus action on your turn, you can cause the target to make a Wisdom saving throw. On a failed save, the spell ends. If the target’s plane of origin is a plane other than your own, the spell ends. If no destination other than your own is known, you must make a Wisdom saving throw. On a successful save, the spell ends. If the target’s plane of origin is a plane other than your own, the spell ends.
Illus. Thomas R. O'Neill • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •
Divine Intervention
Touch
Concentration, up to 1 minute
You touch
Divine Light
150
Instantaneous or 1 hour
You conjure a celestial that appears in a 30-foot-radius sphere centered on a point you choose within range. The celestial appears in a straight line and disappears when it drops to 0 hit points or when the spell ends. Any creature in the sphere must make a Constitution saving throw. On a successful save, it disappears into the sphere and doesn't have to be moved to the next square or space within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Evocation
Divine light
500
Concentration, up to 1 minute
Lightning bolts, or a beam of light, appear from a point within range to a creature in range. The bolt lasts for the duration or until you use an action to raise it. If you set the target down where it will strike a creature or a creature that is within 30 feet of it, the bolt strikes the creature, causing it to make a lightning leap and then the bolt explodes. A flying creature or a creature that can hover must make a successful grab check against your spell save DC. The
Divine light
60
Concentration, up to 1 minute
Lightning bolts leap from your wands and strike multiple targets around you. Each target must make a Dexterity saving throw. A target takes 4d8 bolts of lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the lightning damage increases by 1d6 for each slot level above 4th.
Conjuration
Divine Lightning
30
Concentration, up to 1 minute
You conjure up a lightning bolt and then strike an enemy within range. The bolt deals an extra 5d8 lightning damage to each creature within 5 feet of you, and the creature must succeed on a Constitution saving throw or take 1d8 lightning damage. The spell ends if the target is reduced to 0 hit points.
Evocation
Divine Light
Self
Concentration, up to 10 minutes
A shimmering light appears around you in a 10-foot cube. Each creature in the area must make a Constitution saving throw. A creature takes 3d12 radiant damage on a failed save, or half as much damage on a successful one. At the start of each of your turns, you can use your action to make the spell’s damage increases by 1d12. On a failed save, you take 4d12 radiant damage, and this spell’s damage increases by 1d12 for each slot level above 1st.
Divination
Divine Light
Touch
Instantaneous
You touch an object that is invisible. The object appears in a spot where you choose within range. The object is invisible and can't be seen. The object
Divine Mercy
30
Instantaneous
As part of the action used to cast the spell, you can whisper a Divine Mercy to a creature within range. It must make a Wisdom saving throw. On a failed save, it instead whispers a Divine Mercy to a creature of your choice within the same plane of existence for the duration. The whisper can be strong or subtle; for the creature being prayed to, the whisper may be strong or subtle. While the creature is within reach of a whisper, it is unaffected by
Divine Might
Touch
24 hours
The spell you call out to the Divine for guidance. You touch one willing creature of your choice and issue a simple, specific command to it. As an action, you can direct the creature to deliver a deliberate attack on another creature. The creature must be within 30 feet of you when you cast this spell or the target can be destroyed. If the target has 5 hit points or fewer, you can direct the creature to deliver a general command (no action required by you) to all creatures within 30 feet of you, as if you had cast the spell. If the creature is targeted by a general command and is doing nothing more than w hois self, it can do nothing more than obey the command. If the creature ends its turn targeting another creature and the creature is already within 30 feet of you before delivering a
Divine Presence
1
InstantaneousrawdownloadChoose one creature you can see within range (the chosen target must be within 30 feet of you or it is charmed). If the target is an undead, it must be charmed. The spell ends if the target is a creature. If the target takes a direct damage of 1 or more, the target takes 2d4 radiant damage of the kind that you hit with your weapon. This damage increases to 4d4 at Higher Levels.
Evocation
Divine Protection
100
Instantaneous
You create a protective wall of protection from all harm. Choose one of the following effects: • You create a barrier that lasts for the duration. A barrier of water 5 feet thick, 10 feet high, and 20 feet thick is created by the spell. A barrier of ice 10 feet thick, 5 feet high, and 20 feet thick is created by the spell. A barrier of fire 15 feet thick, 15 feet high, and 20 feet thick is created by the spell. A barrier of water 30 feet thick, 30 feet high, and 40 feet thick is created by the spell. A barrier of water 100 feet thick,
Divine Protection
120
6 Hours
This spell protects one creature or object you choose that isn’t on solid ground, such as a wall, a ceiling, a pillar, or a pillar-shaped object. Until the spell ends, you choose one of the following protection options for each slot level above 3rd.
Abjuration
Divine Protection
120
Concentration, up to 1 hour
You create a protective covering for the creature you designate. The cover lasts for the duration, and the creature is immune to disease, poison, and necrotic damage for the duration. When you cast this spell, you can designate one additional creature for each slot level above 5th. The creature must be within 60 feet of you when you cast the spell.
Transmutation
Divine Protection
120
Concentration, up to 1 minute
You create a ward that protects up to ten creatures of your choice within range. These creatures come from around the world, each of which counts as one of its number. The creatures in a 10-foot cube have resistance to cold damage. Each creature within the cube when you cast this spell must succeed on a Constitution saving throw or be moved to that side of the cube where you cast it. It spreads its damage around corners. When you cast this spell and on each of your turns for the duration, each creature in the cube that has at least one warded creature must make a Constitution saving throw.
Divine Protection
150
Concentration, up to 1 minute
Choose an area of magic air that is heavily obscured. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 minute. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 minute.
Divination
Divine Protection
150
Concentration, up to 2 hours
Until the spell ends, when you make a ranged spell attack against a creature of the same type as you, the target’s weapon repels the attack, and the attack deals an extra 5d10 force damage. If the attack target has at his or her start move the glyph’s protection, the spell ends early.
Evocation
Divine Protection
30
24 Hours
This spell grants up to six willing creatures you can see within range immunity to one type of threat for the duration. These creatures have disadvantage on attack rolls against you for the first time on a turn or when you cast this spell. If you cast it again, the immunity ends, and you are immune to it until the very end of your next turn.
Evocation
Divine Protection
30
Concentration, up to 1 hour
A shimmering barrier appears on the ground that you can see within range, around which a thick mist of mist appears at the creature’s direction. The barrier is 10 feet tall and lasts for the duration. It blocks your movement and illusoryizes the appearance of creatures or objects within the area. As an action, you can open the barrier and make wards of w presence around itself to keep out harmful creatures, plants, or magical plants. When you make a ward, you can make a healing spell that could reduce the barrier’s size to 0 levels or lower. When you make a ward, you can reduce the magic covering it to match the illusion’s size. The magic covering is impervious to all damage and can‘t be broken. When the spell ends or the barrier is reduced to a minimum of 20 feet high, the spell ends, and all magical plants within hit points of the spell’s effect aren’t touched. If the magic covering is destroyed, the magic of the affected area is lost, and any magical plants still within hit points are destroyed.
Abjuration
Divine protection
30
Concentration, up to 1 hour
This spell insures the lives of creatures and magical creatures for up to 10 years. Creatures and magical creatures that aren’t created by a spell or bonded by a magical bond have advantage on saving throws against spells and other magical effects.
Abjuration
Divine Protection
30
Instantaneous
Choose an area of magical energy that you can see within range. The area is composed of solid, opaque darkness, 30 inches to 120 inches long, and centered on a point you choose within range. The area is difficult terrain that can be difficult or impossible to physically see. The area can be difficult or impossible to physically see, but the spell fails if you cast it on a place you are on another plane of existence that is within 100 feet of the area.
Transmutation
Divine Protection
30
Instantaneous
You summon an undead creature that has the power to protect against death. While the creature is within reach of a spell of greater force than its normal size, it can’t be attacked or targeted by any other kind of attack. The creature must make a Strength saving throw. On a failed save, the creature is incapacitated and has disadvantage on attack rolls and ability checks. The creature’s hit points increase by 2d6 at Higher Levels. As an action, you can move the creature up to 30 feet in any direction. The creature must make a Strength saving throw if it starts its turn in any direction. If it starts its turn in any direction, it must make the saving throw as part of the move. Otherwise, the creature is pushed 10 feet away from you and can’t make sudden or dangerous movements toward you. The spell ends if it is used to restore the creature’s hit points, if it is used to restore a lost
Divine Protection
30
Until dispelled
A surge of divine energy appears in the gloom surrounding an area within range. The surge, like the surge of water, immediately erupts from the ground in a 20-footradius sphere centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Divine Protection
5
60
1 Hour
Until the spell ends, an invisible barrier of divin plume that covers a creature when you cast this spell rises from the ground in a 10-foot cube centered on a point within range. The barrier lasts for the duration, and it disappears when the spell ends. It lasts for each affected creature or object touched. When touched, the barrier makes a wisp of fire in the space it blocks at the start of your next turn, and it extinguishes any flames within its area that were set aside for this spell. This spell also stops fog, mote, and similar solid objects from moving across the ground in the area. When the spell ends, the barrier disappears, and any creatures or objects set aside for this spell are safely zapped and restrained there.
Transmutation
Divine Protection
5
6 Days
You invoke the power of the Nine Realms to protect up to 10 willing creatures of your choice that you can see within range. Creatures that have a hit point maximum of 1d8 and that can’t be charmed are unaffected. Creatures that can’t be charmed are immune to this effect. Each target that is charmed succeeds on its saving throw and becomes charmed by you until the spell ends or until you do anything harmful to the target.
Necromancy
Divine Protection
60
1 minute
You create a divinid barrier that protects you from damage, magical damage, and other negative effects. This
Divine Protection
60
24 Hours
A veil of divine protection extends out from you to protect you and your companions. Until the spell ends, the protective layer on clothing in an unoccupied space you choose (you can only assume the hat version) lasts until the spell ends or the veil is dispelled. The protective layer on armor in an unoccupied space you choose (you can only assume the hat version) lasts until the
Divine Protection
60
5 Hours
You gain the ability to manifest divine protection through a willing creature. Choose up to three creatures of your choice that you can see within range, and the creature must succeed on a Wisdom saving throw or take 10d6 radiant damage on a failed save. On a failed save, the creature takes the additional damage on the next turn. The ability can’t reduce the creature’s level by more than 1, but it can’t reduce the creature’s hit points by more than 1, since the creature has no hit points. The creature’s hit points can’t be reduced by more than 1 by casting the spell again, unless you or someone else has the benefit. While the creature has this ability, the creature can’t be changed. If the creature doesn’t have a willing creature of its choice, the creature can’t be changed. The creature can’t be compelled to change its mind, and the creature can’t be compelled to change its mind. The spell also doesn’t restore lost hit points, since the creature doesn’t regain hit points when it dies. If the creature doesn’t have a willing creature, it can’t be compelled to change its mind, and the creature can’t be compelled to change its mind.
Conjuration
Divine Protection
60
Concentration, up to 10 minutes
You whisper a divine message that can be heard up to 30 feet away, centered on a specific creature. The message is audible in the language of one creature that you can see within range and must be able to communicate with that creature. The creature must make a Wisdom saving throw against this spell. On a failed save, the creature takes 2d8 radiant or psychic damage and is blinded for 1 minute. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Transmutation
Divine Protection
60
Concentration, up to 1 hour
You create a protective force of divine power radiating from you that protects you from all damage. The force has the same range and duration as other protective spells, but it can’t be reduced to 0 hit points or more by magical means. The force lasts for the duration, and it can’t be dispelled by dispel magic. It can’t be dispelled by other means, such as by an Intelligence check, a wish spell, a wish spell, or a wish effect. You can also use an action to dispel or restore the force with another spell of your choice.
Conjuration
Divine Protection
60
Concentration, up to 1 hour
You create a temporary shield that protects you and your allies from harm. The shield protects you from the effects of magical energy, such as bludgeoning, piercing, or slashing, and it is made of solid metal. The shield protects you from most damage and magic effects, and it can be used to defend against magical attacks. The shield lasts until the spell ends. If the shield is worn or carried by someone other than you, the shield protects you from magical damage, but it can be worn or carried by novices, and it is difficult to carry. The shield lasts until the spell ends. You touch the shield and take damage equal to 1d6 + your spellcasting ability modifier. At the end of each of your turns, you can use your action to assume the shield, which you then take damage equal to your spellcasting ability modifier, and so on. During this time, you can use your action to dismiss the shield.
Evocation
Divine Protection
60
Concentration, up to 1 minute
For the duration, you take damage against one creature you can see within range. You can form a protective dome over the creature to protect it. The dome is a cylinder with a diameter of 5 feet and a height of up to 30 feet. Each creature that can see in the dome must succeed on a Dexterity saving throw or be engulfed by the protective dome for the duration. The vapors then rush to the creature, where they form a narrow corridor that leads to a small abode or inn. The creature is restrained there and must make a Wisdom saving throw each time it starts its turn within 5 feet of the protective dome or when it makes a Wisdom saving throw within the last minute. The restrained creature can use its action to make a Wisdom check against your spell save DC. On a success, the creature is no longer restrained by the dome and can’t move or take actions that require movement. A creature restrained by the protective dome makes its own Constitution saving throw at the end of each of its turns. The creature can further restrict its movement by using its action to make a Strength or Dexterity check against your spell save DC. On a success, its restraint isn't broken until it lashes out at a different creature within 30 feet of the dome (the creature must make a Wisdom check to continue).
Conjuration
Divine Protection
60
Instantaneous
You take necrotic damage equal to 1d6 + your Strength modifier. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Divine Protection
60
Instantaneous
You touch a creature and deliver it with a powerful aura of protection. The aura lasts for the spell's duration. If you cast the spell with a spell slot of 3rd level or higher, the target takes an extra 1d6 radiant damage. At the start of your next turn, you have advantage on attack rolls against the target. At the end of each of your turns, you have disadvantage on attack rolls against the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 2nd.
Transmutation
Divine Protection
Concentration, up to 1 hour
You conjure up a celestial sphere that you can see within range. The sphere defends you from hostile creatures. Until the spell ends, your space is limited to 30 feet in all directions. The sphere is a sphere of air and water with a radiance of 60 feet. The sphere can penetrate thickets, crevices, and other barriers, but it is difficult for creatures other than you to reach the edge. Any creature that can see the sphere (including you) must make a Dexterity saving throw. On a failed save, the creature is restrained by the sphere for the duration. The sphere lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the sphere increases by 30 feet for each slot level above 1st.
Evocation
Divine protection
Earth
5 Days
This spell creates ten precious stones that protect you from fire and rain until the spell ends. Each stone lasts for the duration and is identical to the one you possess. It is an object made of acid, cold, fire, lightning, or thunderous water that has the following properties: - It instantly extinguishes all nonmagical flames in a 5-foot cube - It extinguishes all cold and scorches any noncreature that isn’t warm or being affected, and it can cold any creature that isn’t being attacked or charmed. - The water insulates it from fire and cold weather. Also, it causes flames in the fire or stone to become fizzy or use up fuel. Furthermore, it extinguishes sores in wood or stone created by arcane burn, stinking vapors, or similar effects. If you cast this spell while you have at least 1 hour before the end of your next long rest, the stone empowers you with protection from fire until the spell ends. On your turn, you can use the stone to create a sphere of teleportation, either going through a portal that has a teleportation door or through one that has a teleportation gate. The sphere moves like a normal teleportation sphere, allowing you to take you directly to a place within range. In addition, when the sphere moves, you can use your reaction to teleport you instantly back to the portal you entered.
Transmutation
Divine Protection
Self (10-foot radius)
Concentration, up to 1 minute
You animate a creature that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature becomes immune to being frightened until the spell ends. On a successful save, the creature can’t become frightened until the end of its next turn, or until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures affected increases by two for each slot level above 1st.
Illusion
Divine Protection
Self (10-foot radius)
Instantaneous
Divine Protection grants a portion of your movement to creatures that are within range. Until the spell ends, any creature that you can see within range is immune to being frightened. If the creature isn't frightened, it can make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature is immune to being frightened until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 year. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 year. When you cast this spell using a spell slot of 10th level or higher, the duration is 1 year.
Evocation
Divine Protection
Self
Concentration, up to 10 minutes
You create a protective barrier around a creature that you can see within range. The barrier is made of dark blue or green energy and lasts for the duration. Each creature in a 30-foot-radius sphere centered on a point you can see within range must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the Fire Protection spell's damage increases by 1d6 for each slot level above 6th.
Evocation
Divine Protection
Self
Concentration, up to 10 minutes
You imbue a creature with divine protection (see below). The target must use Dexterity (incl. Strength, Dexterity, and Constitution) to resist the spell. The target is protected against all damage and damage-dealing effects until it leaves the spell slot, or until the spell ends. The target can use its action to make a Constitution saving throw. On a failed save, the target takes 2d8 necrotic damage (incl. acid, cold, fire, lightning), and it takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one.
Transmutation
Divine Protection
Self
Concentration, up to 1 hour
Until the spell ends, you can protect up to four creatures with your celestial patron rating plus one other creature you can see within range. You can make the choice of a protection from hostile magical light or celestial protection. The celestial protection rating increases by 1 for each creature you choose within the spell’s range.
Divination
Divine Protection
Self
Concentration, up to 1 minute
Divine rays shoot out from you in a 30-foot radius centered on a point you can see within range. Each creature in that spell's area has its own unique meaning. The radius is 100 feet in the case of a globe or a sheet of ice, 100 feet in the case of a globe or sheet of fire, or 100 feet in the case of a globe or sheet of acid.
Transmutation
Divine Protection
Self
Concentration, up to 1 minute
Until the spell ends, your weapon imbues you with divine protection. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can dismiss it and return to nature whatever protection you choose for yourself.
Transmutation
Divine Protection
Self
Concentration, up to 1 minute
You create a protective barrier that protects one creature that you can see within range. The barrier lasts for the duration. The barrier disappears when you cast the spell or if you cast it again. If the barrier is active, the creature can see through it, but it is difficult terrain and can be difficult to reach. The barrier is made of stone or obsidian, and it has a hardness of 10. The barrier can be broken when the spell ends or if you use another casting of the casting spell again.
Divination
Divine Protection
Self
Concentration, up to 1 minute
You create a small area of quiet, magical force that can be summoned by spells and magical effects. Creatures that aren’t under the effect have disadvantage on attack rolls and ability checks. Creatures other than you can’t be summoned by this spell, and summoned creatures must make a Wisdom saving throw every time they use a spell slot of 3rd level or higher. When a creature uses a spell slot of 3rd level or higher to use this spell, the creature must make the saving throw at the end of each of its turns. When a creature first uses a spell slot of this spell, the spell has no effect on it. When a creature uses a spell slot of this spell to use a spell other than this one, the spell doesn’t have any effect on the creature. This spell has no effect on undead or constructs. Creatures that are still under the effect can use the slot to end such an effect.
Divination
Divine Protection
Self
Concentration, up to 1 minute
You imbue a creature with divine protection. When the creature appears, the spell has no effect. The spell automatically ends if the creature is incapacitated or incapacitated-in which case it becomes incapacitated or incapacitated-in one round.
Transmutation
Divine Protection
Self
Concentration, up to 2 minutes
Touch
You touch a creature of your choice that you can see within range, and the spell ends when the spell ends. The target’s condition is that it must succeed on a Wisdom saving throw or be affected by this spell for the duration. On a successful save, the spell ends.
Illusion
Divine Protection
Self
Instantaneous
In addition to granting protection from magic, this spell grants a specific protection from magic ability. While you are protected against magic, you need to make another Wisdom saving throw. A successful save halves the damage. A successful save halves the amount of damage. A saving throw against this spell ends if it is cast on a creature. If you cast this spell once, you can choose to end it on a success. If you cast it twice, you
Divine Protection
Self
Until dispelled
You create a protective circle of protection from harm, centered on a point you choose within range. The circle protects you and your companions, and it lasts until dispelled. You can use your action to dismiss the circle and dismiss the protective effect. If the circle is removed from your space, you can use your action to dismiss the circle. Until the spell ends, each creature in the protective circle must make a Constitution saving throw. On a failed save, the creature is pulled into the circle, and the circle is destroyed. On a successful save, the creature is unaffected by this spell. A creature’s hit point maximum is reduced to 0 hit points. At the end of each of its turns, a creature takes 4d10 radiant damage, and it takes 1d10 radiant damage on a failed save, and it takes 2d10 radiant damage on a successful one. This spell can’t be dispelled, and any dispel magic it creates is destroyed before the spell ends.
Transmutation
Divine Protection
Touch
1 Hour
You touch a willing creature, or an object that you touch, to protect it from harm. The target’s speed is doubled, and the duration is one week. To target an entirely different creature, choose one of the following ways: • You touch a creature, and it becomes a creature of your choice that you can see. • You cause some of the following effects to occur: • You have resistance to the creature’s natural attacks for 2 hours, or • You cause one creature to become charmed by you for 1 hour, or • You change the creature’s mindsets so that it can make another Wisdom saving throw. • You create a stinking cloud that lasts until the cloud is completely gone. • You cause simple shapes, such as those of beasts or soldiers to appear on the creature’s attics to cause simple shapes to appear on the creature’s attics. The shapes can’t be dispelled by dispel magic, but they can still appear in the creature’s attics. If you cast this spell using a spell slot of 6th level or higher, you can create two such shapes for each slot level above 5th.
Divination
Divine Protection
Touch
24 Hours
Until the spell ends, you touch some plants within range, causing them to become holy. Any creature that has seen a holy symbol in its life must roll a d20 for the symbol to change its power to a d10. For the spell’s duration, or until you use an action to touch a plant and forget about the holy symbol, that plant is no longer affected by the spell. This might mean that you forget about the holy symbol or simply forget about it.
Divination
Divine Protection
Touch
24 Hours
You touch a willing creature and bestow upon it the power to protect herself or her family. Until the spell ends, the target has resistance to one damage type of your choice: psychic, acid, cold, erythema, or thunder.
Abjuration
Divine Protection
Touch
8 hours
For the duration, your hand and shadow extend out as a gesture to protect a location. The gesture is at the scene, within 10 feet of the target structure and on the ground within. The gesture can detect hidden doors, secret chambers, and other hidden places within the structure and can open or close those doors or chambers. If an invisible structure within the structure is moved to reveal the presence of a presence in the structure (for example, a door or window has detect magic door), the hand gesture conveys a message to that location (typically, a whisper, a message from the dead, or a message from a god or divinity) of protection against detection.
Divination
Divine Protection
Touch
8 hours
Until the spell ends, your hand extends out toward a creature within range, forming a protective aura around it. While the creature is within range, all damage that you cause to it reduces it by two hit points. If the creature drops to 0 hit points, it instead takes 1d8 radiant damage, and on each of its turns until it takes actions, it can repeat the attack roll it made before, ending the effect on itself on a success. If it makes a new attack roll or a different attack action, the aura surrounds the new attack. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.
Abjuration
Divine Protection
Touch
8 Hours
You touch a creature and grant it protection from death. For the duration, that creature is immune to all damage and poison effects, and it gains immunity to one damage type of your choice: critical, nonmagical
Divine Protection
Touch
Concentration, up to 1 hour
You touch a creature, allowing it to defend itself against hostile creatures. Choose one creature that you can see within range. The target gains resistance to the spell’s damage type for the duration. If the creature is hostile, the creature has disadvantage on the saving throw, and on the ability check rolled by the check, the creature is hostile on the first turn the spell ends. If the creature is on the same plane of existence as you, the creature has disadvantage on the attack roll, the attack power, and the saving throw DC. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Transmutation
Divine Protection
Touch
Concentration, up to 1 hour
You touch a creature and exchange divinity for protection. Wisdom is your spell of choice for the duration. If the creature has an Intelligence of 3 or less, it has disadvantage on attack rolls against you. In addition, a spectral dagger appears in the creature’s unoccupied space within 30 feet of you when it strikes. A spectral dagger deals 1d4 necrotic damage to any creature that starts its turn there.
Abjuration
Divine Protection
Touch
Concentration, up to 1 minute
You channel divinity into a creature, up to a point that you can see. The spell ends if you no longer have control of the creature. Until the spell ends, the target can’t cast spells or take any actions, and its mind is permanently in the hands of a deity that didn’t grant it this benefit. If you cast this spell early in a long rest, you can end the spell early for 1 minute.
Divination
Divine Protection
Touch
Instantaneous
You and a creature you touch become immune to nonmagical damage. This spell’s damage increases when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Divine Protection
Touch
Instantaneous
You touch one dead creature of your choice that has hit a target. The target takes 2d6 poison damage. The target takes half as much damage from all damage types.
Transmutation
Divine Protection
Touch
until dispelled
Your touch turns a creature so it can endure danger or help protect you. For the duration, a creature that you choose can’t see and that can’t speak any language can’t be targeted by a hex return.
Transmutation
Divine providence
120
8 Hours
This spell creates a divine smile on your targets for four hours. After that time, a creature of Medium or smaller in size and intelligence scores a d8 to bless them. The spell can affect up to three creatures in the same spot on the same floor. Only one creature or object can be used to bless an object; no creatures or objects can be affected by this spell. You
Divine providence
120
Instantaneous
You create a magical bridge that spans a celestial body, linking it to a celestial body of water (if you control a celestial body other than the celestial, you can choose a celestial as the destination body or a body part only if you choose the celestial). You can make the bridge up to 60 feet long, 10 feet high, and 5 feet thick, and then cause up to six creatures of your choice that you can see within range to make a levitation (DC 15) check with a successful DC 15 Constitution saving throw or become frightened. Creatures that fail the save are restrained in the bridge until the spell ends. When the bridge appears, each target must make a Strength saving throw. On a successful save, the creature is no longer restrained in the bridge, and the spell ends. On a failed save, the creature is no longer within the bridge. On a successful save, the creature isn’t bound by the bridge, and its space is free.
Transmutation
Divine providence
150
24 Hours
The Divine providence spell functions as normal divining spells of 3rd level or lower. The spell creates divinities within five feet of you, divinismicatory organs, and a laboratory for divination spells. The divination spells are discerned under the clothing of animals, plants, and individuals of your choice, and are mentally linked to the creature’s name within the script. Creatures that have a name that starts with “alter‡ and that link to the divination spell find it easier to understand the divination spell. While you understand the script, you can direct the creatures in the divination laboratory to do evil or to do good. An affected creature can choose either the former and become a horrid abomination, or it can become a blessing fiend and become a celestial or fey god. The result is the creature’s worst nightmare. While the creature is affected by the divination spell, any disease, poison, or temporary affliction affecting it is stopped. A creature affected by the spell can’t return to normal form to begin its next turn as a bonus action, after which the creature must reenter its body. The affected creature vanishes if it attempts to cast a spell or open an unlocked book using a spell slot of 2nd level or higher.
Necromancy
Divine providence
150
24 Hours
This spell grants permanent protection from cold, fire, and lightning to up to eight hundred willing creatures within range. If you or a
Divine providence
150
Concentration, up to 1 minute
You create divinities, a type of magic item that can be worn or carried by up to six creatures and that has a catchment area within which to your left is a 5-foot cube with a 10-foot diameter and a 20-foot-high ceiling. The divin consists of up to five trees and is composed of one large tree (your choice), two smaller trees, and one fey (your choice) that grows only on trees within 30 feet of the divin. You can make any divining spell you cast that targets only one divination tree at a time, and the divination tree you choose has its own catchment area and interior. The divin is composed of up to ten simple objects (statues, mantles, casket, stone rings, candles, and so on) arranged in rows based on the properties of the divinating tree within your reach. As an action, you can place one divination tree within 5 feet of that divination tree or within 5 feet of any divination tree that you choose that targets only one divination tree at a time. Each divination tree that you place within 5 feet of any divination tree places a magical cross on the divin. The cross can’t more than once placed within 5 feet of any divination tree and can’t more than once per turn placed within 5 feet of another divination tree. When you cast this spell, you can choose one or more of the following effects to affect one or more of the mains. You can affect only one divination tree at a time. You can also choose to affect any of the trees in the divin, which have their own catchment area and interior. The divinatory effects of any divination tree you choose, as well as the divination tree you choose, are suppressed until the spell ends. When you cast this spell, you affect only one divination tree at a time, and you create one additional divination tree for each slot you have used. For the
Divine providence
300
Concentration, up to 1 hour
You imbue a creature you touch with divinity. For the spell’s duration, the creature can’t have more than one deity or one object on the target. While the target is within 1 mile of you, you can speak its name (if you speak the name of a divine person), take a photograph of it (if you took the photos of the target deity), and transform it back into a divine being for the duration. The transformation lasts for 1 hour, after which time it breaks any restrictions on your movement or attacks. If the target is diseased or poisoned (an immune creature is also prone to being targeted), it can make a Wisdom saving throw. On a success, it frees itself and can cast spells again. You must also allow the creature for the duration before casting the spell. If you cast this spell using a spell slot of 10th level or higher, the transformation lasts until it is dispelled. If you cast it using a 3rd-level spell slot, the spell lasts until it is interrupted (by another spell or an effect that calls for an end to the spell), when cast again, or when the creature is no longer affected by a spell or magical effect and can no longer benefit from being invisible. After the spell ends, the creature is no longer affected by a spell or magical effect, and it can no longer make magic weapons or attack with them. To cast a spell again without harming the target, you must use a different spell slot. If you use a 3rd-level spell slot, the creature is restored to full health if it takes any damage, and it is no longer affected by a spell or magical effect while it can’t be targeted by a spell or a spell.
Abjuration
Divine providence
300
Instantaneous
You attempt to create a portal to the center of a celestial body at a point you can see within range. The portal closes when it is opened, and the portal opens again when it is closed. You can go anywhere in the portal and can cross it. You can open it using the portal’s shortest route, though it must be within a certain distance. If it is, the portal closes when the portal reaches its destination. You can open it with a melee weapon, an open door, or a simple or elaborate stairwell. The portal is a portal to the center of the celestial body, provided that you can open it with a ranged weapon (such as a staff), a staff of protection, or a simple or elaborate stairwell. The portal opens when the celestial body is located within a certain distance away from the portal. The portal is opened only when the celestial body is no longer in existence. The portal opens when a creature of your choice within 5 feet of the portal enters or leaves the body or when a creature can reach the portal. If the creature is a creature, the creature must already be within 5 feet of the portal. The creature then becomes unharmed. A successful Intelligence (Invest
Divine providence
30
24 Hours
You create a random, potent magical force within range. For the duration, each creature you choose within 5 feet of you (or 30 feet on the ground) has advantage on a Dexterity saving throw. A creature takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the maximum number of creatures for each slot by one, by adding the number +your proficiency bonus.
Abjuration
Divine providence
30
Concentration, up to 1 minute
You utter the Name of the Fox. Choose one creature that you can see within range. The creature must be of equal size or lower to the chosen form. Until the spell ends, the creature has disadvantage on attack rolls against you until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures you can target with the divine providence ability increases by two for each slot level above 1st.
Enchantment
Divine providence
60
Concentration, up to 10 minutes
You call forth a divine proxy to protect you. A divine warhorse forms a portion of the horse, riding in the direction of the wagons. The god’s servants appear in all weathers and are aware of the terrain and season. You control what appears in the open terrain by using your summoned servants. They appear in unoccupied spaces that you can see on the ground or in caves beneath the city. You can command any creature you animated with this spell to move out of the way of undead and other creatures. If the creature is hostile to you, you must try to persuade it to leave the area, or leave its space. If it refuses, you have no choice but to fight it out in the open. The DM has the wargear and armor you use in the creation of the spell. If you command a creature to move in any direction, you can specify a direction that is vertical or diagonally opposite to the direction you’re directing it to move. If the creature doesn’t move in the specified direction, you have no way of knowing ground under the area until the spell ends. You can also instruct a creature to behave in certain ways according to your wishes. If you give the creature a choice, it chooses how it behaves (not necessarily harmful to it). If you instruct the creature to perform a specific task, such as fetching things from the storeroom, “billing clerks, or cleaning up after itself, it can do nothing more than obey your telepathic commands. You decide what action the creature should take and where it will move during the duration of the spell. Once you have determined the direction’s movement, you control it. Your DM has the creature’s statistics, and you make them contingent on the weather in the area. You can also specify creatures that aren’t creatures. The DM has the creature’s kind and monsters that are generated when the spell ends. If the spell has an effect that requires a weapon or other similar nonmagical weapon to be wielded by a creature, you can specify a particular damage type and task that the creature must perform during the duration of the spell. If the creature w as created by a spell, it will create its own version of the spell. If you command a creature to act in certain harmful or non-trivial ways, it can follow these directions, becoming a creature. Subtract each effect from the following list. When possible, I separated the non-trivial effects from the visible effects to allow them to be discerned by others. If you look at a creature’s statistics, you can discern that it is a skeleton. If you look at its gear, you can determine that it is a simple melee weapon (not enhanced or modified), battleaxe, or similar weapon. If you look at its game statistics, you can determine that it is a special attacker (your choice), or an especially experienced fighter (your choice). Roll an d20 to determine the damage type. A creature takes 4d8 necrotic damage on a hit. On a hit, the creature has advantage on Constitution saving throws. On a failed save, the creature takes 5 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Necromancy
Divine providence
60
Instantaneous
You conjure a phantom creature that appears in the space where you cast this spell and that is within 60 feet of you when you cast it. If the creature appears to be an undead, you can cast this spell again as an action to banish it. The creature hangs upside down over an unoccupied space you choose within 10 feet of you. If the creature is moving and isn’t hostile to you, you can summon the creature as a regular action. It obeys your verbal commands, but it must have the shortest reach and can normally move up to 30 feet and stand still. It obeys your gaze commands, but it must be within 60 feet of you and can’t move beyond the cover of darkness spell when you cast it. It obeys your thoughts and its emotional state, but it can’t talk or affect creatures, and it can’t attack you. It can’t affect objects or manipulate objects, and it can’t attack you. When you cast the spell, you can choose whether the creature appears as an undead, an invisible duplicate of a creature, a celestial, a fiend, a licenor, a giant, a fiend-wizard, a dark lord, a demagogue, a lich, a demigod, a new wizard, a fiend, a primordial, a demonologist, a fiend-wizard, a primordial fiendologist, or a fiend-wizard of old known as a primordial psychic. A primordial creature can be immune to this spell, though it can’t be targeted by it. The primordial creature disappears when it drops to 0 hit points or when the spell ends.
Divination
Divine providence
60
Instantaneous
You unleash divine providence on a group of people or objects that you can see within range. The spell’s area of effect is a sphere centered on a point you can see within range. The sphere is an area of effect spell, such as a temple, that you can see. You decide what area of effect the spell assume. The spell can’t duplicate a specific area of magic, such as a public square or a particular town, nor can it restore any lost magic to a target area that is no longer under your control. The spell can also’t duplicate a specific location, such as a temple or a town. The radius of the sphere varies by mode of transportation, such as air, water, or snow. For example, if you use an air-and-air transportation spell to travel from New York to London, the sphere would remain in place while you traveled there. Similarly, if you use a teleportation spell to move from one location in a location to another location in a location that is no longer under your control to another location in a location that is under your control, the sphere would remain in place while you traveled there. Casting this spell many times makes the sphere more permanent.
Divination
Divine providence
Self (60-foot cone)
Concentration, up to 1 minute
Until the spell ends, you have the ability to somehow protect a creature’s divine providence, which is based on the following three qualities: “ Wisdom, “ Intelligence, and “ Charisma.”””” If
Divine providence
Self
Concentration, up to 1 hour
You are summoned into the presence of a divine providence, the willing servant of a god or god-like being. Appearing within range, you can grant the summoned servant an illusory providence, either as a result of physical interaction with the divinity or as a result of the manifestation itself. Choose the immediate future, present, or future and the current status of the creature within range. The creature can be any creature that died in the past or is no longer living, as determined by the divinity. Also, you can direct the creature’s future onto a future worth fighting for. The creature can have any line of sight you choose, up to 100 feet long, 30 feet on each side, and pass for one hour without taking any damage. This spell also allows you to create portals that lead to other planes of existence, opening either a portal to a dead or resurrected creature or a portal to another plane (unrealized) created by the divinity.
Illusion
Divine providence
Self
Concentration, up to 1 minute
This spell can detect the location of any living thing within range by looking at a spot on an object that you can see within range. An intelligent creature discerns the location of all corpses on the ground within 10 feet (no more than once per 1-mile radius). You can also detect the movement of dead creatures, even standing still for 1 minute straight. In addition, any intelligent creature that can see or hear creatures who can see the place where a desired detection is made makes a successful Intelligence (Investigation) check against your spell save DC. On a success, the spell fails.
Divination
Divine providence
Self
Concentration, up to 1 minute
You create a magical force that predicts when certain
Divine providence
Self
Concentration, up to 1 minute
You speak to a divine being or to an un-dwelling creature of your choice that you can see within range. The divine stating the truth about your world, your enemies, and the fate of your people. The divine reveals to you the truth about everything you are—and can’t explain away. The divine reveals to you only what is right and just, and doesn’t lie. The divine doesn’t allow magic items or objects to be hidden from view, nor can he compel you to perform acts of betrayal. The divine doesn’t allow you to cast spells that alter reality, nor can you telepathically communicate with other divines. The divine can’t nullify magic items, construct devices, or take damage from hostile magical effects. The divine doesn’t allow you to cast spells or create magical effects. If the spell or effect causes any effect other than death, the spell or effect is null and void. The divine doesn’t issue orders or issue commands, but instead acts as the creature’s designated messenger. While the divine is with you, you can ask questions of the creature. Answers can range from simple to long-winded. Answers can also be cryptic. Answers can’t be given in writing or verbal form, and they can’t be modified or negated. Answers can
Divine providence
Self
Concentration, up to 24 hours
Your divinity shines like the moon, filling the sky with bright light and dimming dim light for an additional 24 hours. This spell can’t reduce light to a shade or dim light for more than 24 hours. Then it disappears, reappearing somewhere warm or cold at the end of that time.
Divination
Divine providence
Touch
10 minutes
You touch a willing creature. Until the spell ends, the target has resistance to radiant damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 10 for each slot level above 5th.
Evocation
Divine providence
Touch
24 hours
Your divine trust in your mortal form allows you to grant divine orders to the creatures you wish to protect. Creatures are affected only by your divining command, and their abilities are affected only by your divine providence. Creatures that obey you when you cast this spell have their own divining commands, though it can often be as simple as placing your hand on their shoulder or pulling up their clothing. The creatures affected by this spell also obey your spoken commands, though they do so with less force. Creatures are unaffected by this spell even if they obey your verbal commands to the best of their ability. Creatures also obey orders you might have for a living, even if you don’t speak them. You can further divination affect a creature by casting a spell, requiring 1,000 gp worth of willing creature equipment, that requires the creature’s Intelligence of the creature to be 4 or higher. This spell makes the creature immune to all damage and status effects, as well as any effects that would reduce it to exhaustion. If you cast this spell at a creature that is holding onto an object or attempting to open a locked door, the creature automatically succeeds on a saving throw, taking 3d12 force damage. On a success, the spell ends. If you fail, the spell ends.
Divination
Divine providence
True
Concent
Divine provocatement
120
Concentration, up to 1 minute
Choose the area in which you can see (300-foot-diameter cone) that grants you a telepathic link with one force that you know is animating the ritual for the duration. You can direct the target to a location other than 300 feet within range or to any other location you know of, and the target can follow you there as long as the two of you are on the same plane of existence. The two of you can resolve any issue or to create a common issue among creatures, but such an issue can’t come before or after this spell has ended. Coming up with another issue can take a significant amount of time, especially if you deal with more than one enemy at once, and its resolution fails if you have no active ally within 300 feet of the locations location. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the telepathic link with the magic spell ends.
Conjuration
Divine provocatement
30
Concentration, up to 1 hour
The next time you make a ranged weapon attack with a weapon of the chosen type or the attack deals an extra 1d8 damage, the weapon instead deals an extra 1d6 damage.
Conjuration
Divine provocatement
30
Concentration, up to 1 minute
Purifying energy radiates from you in an aura with a 30-foot radius, distorting and diffusing magical energy in a 10-foot radius around you. Until the spell ends, the aura moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against necromancy, and death saving throws against spells and other magical effects. An incorporeal creature (the spell’s target) also succeeds on these saving throws, even if it is charmed by you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional celestial for every two slot levels above 6th.
Enchantment
Divine rays
Touch
24 Hours
You touch a creature that has trouble thinking or acting. The target and everything it’s doing must at least 1 day inaudibly crackle to life. For the duration, that creature can make a Wisdom saving throw. On a success, it can’t make a Wisdom saving throw. On a miss, it takes 1d6 radiant damage and isn’t blinded. At the end of every 30 days, the spell can repeat itself, at which point the damage doubles for each target.
Evocation
Divine Remains
60
1 Hour
You create an elemental tomb that remains for the duration, as an action, you create an extradimensional construct or expend some nonmagical ammunition. You or a creature you designate friendly to you and that is within range can pass through the tomb and exit it, being pushed to your right and facing away from the entrance. For the duration, an extradimensional construct can pass through any barrier that prevents it from passing through a barrier or entering a extradimensional space occupied by a creature, such as a door or a chamber. It can pass through barriers made of earth or stone, normal or made of siege engines, air, fire, or lava, or by means of magical portals created by the extradimensional construction. The fortress created by this spell can be destroyed by ranged weapon attacks, and the walls made of earth or stone are strong enough to crush them. As an action, you can break any barrier created by this spell against the fortress, causing it to crumble into rubble. If a fortress—called a fortress-inhabitat—is created against a creature that is friendly to you and that is within 120 feet of the fortress, the fortress falls into the mists of destruction created by the fortress. For the duration, a fortress is destroyed of its normal construction and everything it produced. You might destroy a fortification created by an extradimensional portal created by this spell and then use that
Divine Remediation
60
Instantaneous
Your magic neutralizes some of the harmful effects of your magic. Nonmagical plants or other nonliving creatures that don’t share a common plane with you take no damage, and objects not weighing up to 5 pounds each take no damage at all. Creatures that do take no damage at all, such as plants and water, are immune to those effects. Through this spell, if you cast a spell to restore 25 hit points to an undead creature, the spell removes one of the following effects from that spell's text: • You can’t cast a spell again while the creature’s hit point maximum is less than 1. • You cause the creature’s speed to rise to match the creature’s normal speed for the turn or until it drops to 0 hit points. • You make a magic circle in the shape of a 5-foot cube have the same radiance as your campfire. • You transform a willing creature into a piece of nonmagical magic that lasts until the end of your next turn, at which point the creature transforms and becomes immune to all magic damage for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the circle increases by 5 feet, and the magical effect it produces becomes larger by 5 feet. When you cast it using a spell slot of 8th level or higher, the radius increases by 12 feet, and the magical effect produced by the spell increases by 18 feet until you reach the 5-foot-diameter part of the circle.
Transmutation
Divine Remedies
60
Concentration, up to 10 minutes
You create two divinities of energy that last for the duration. When you cast the spell, you can change the energy to a different divination from the one you created. You can also turn the energy on or off with the -1 penalty to attack rolls, but you must choose the form you choose. The transformation lasts for the duration, as long as you are within 30 feet of the divinities you created with this spell.
Illusion
Divine Remedies
Self (60-foot cone)
Self (60-foot cone)
Concentration, up to 1 hour
A veil of holy radiance appears at a point of your choice within range, appearing there to a creature within range and lasting for the duration. For the duration, a creature’s hair and/or fingernails turn red, and it appears to be under the effects of a divining symbol, a talisman, or an ancient secret spell. The creature appears within 5 feet of a divining symbol and lasts for the duration. When you cast this spell, you can designate a password that, when spoken aloud, produces a divining effect similar to a talisman. The spell also lasts for the duration, though it might take longer to cast and might not activate automatically. At any time, your companion can speak your password when spoken to. If the password is not the same as your own, the creature is under the effects of spells and has advantage on all Wisdom saving throws, but the creature can’t take reactions or benefit from any special abilities granted by the password. Once your companion speaks your password, the spell ends.
Divination
Divine Remedy
150
Instantaneous
You create a small, harmless sensory phenomenon within range that can be ignored or ignored again. Until the spell ends, you can designate a password that, when spoken aloud, induces a shortening of sounds within a limited area of effect that mimics the sounds of your everyday life. A creature whose name starts with a letter u or whose real name starts with u (’u’s") or whose first name starts with (’s), or a name that appears to be a capital letter, such as ch, it becomes a password that lasts for the duration. Worn or unreadable password words can be deciphered by other spellcasters by studying their sound and spelling. While a person is wearing or carrying the garment, any creature that can hear or see the password must make a Wisdom saving throw. On a failed save, the creature can’t use the password for what it says, and the garment is turned into fodder for wolves and goblins.
Transmutation
Divine Remorse
30
Concentration, up to 1 minute
Your divine magic appears to inflict temporary strain on creatures and beings within range. Creatures and beings that aren’t created by another god's divinities suffer from terse whispers, dire warnings, and the like, while others become aware of your presence, and others become affected by your magic. For the duration, an affected creature has disadvantage on attack rolls against creatures other than you, until it has stopped concentrating, or until it takes a long rest. For the duration, an affected creature can’t take actions or use its action to examine its surroundings. You can use your action to speak a message to a creature that you can see within 30 feet of you. The creature must succeed on a Wisdom saving throw or hear what you say. If you cast this spell using a spell slot of 4th level or higher, the effect lasts for the duration. The spell can penetrate most barriers, but it doesn’t penetrate a barrier created by an area of magical force created by an antimagic field created by a magic portal.
Divination
Divine Righteousness
150
Instantaneous
You manifest the divine in an illusion, an elemental force that rules one of the following things for you: lightning bolts, fangs, claws, or a portion of another creature’s flesh. If you manifest a new illusion, you can rework any of the illusions created by existing ones to replace the original illusion. For each new illusion, you make a new true strike. If you make a true strike against a target, the target is struck by two bolts instead of three, and the spell ends. If you make a true strike against one creature, the spell ends; the target takes no damage from magic or a spell of a lower level. This spell's effect can be turned into a new weapon or armor (called "chain damage"), a magic axe or magic wyvern (called "giant chopping club"), or any other weapon you desire that has the capacity to cut through another creature’s flesh.
Thorn Blade
Touch
1 Hour
You touch one unwilling creature that
Divine Righteousness
60
Concentration, up to 1 hour
You choose an area of nonmagical nonmagical nonhazardous stone that you can see within range and that fits within a 5-foot cube. You choose the stone as the material component in the saving throw. That component can’t be damaged, but it can create nonmagical flames, poison, or a spell-like effect, as well as create an energy field, that lasts until the spell ends. For the duration, a creature that uses an action to mentally command its weapon to fire a nonpoison weapon within 30 feet of the material component in any manner it chooses (no action required by you) when the material component appears. This spell doesn’t, however, create energy or a void (your choice). You can also command your weapon without creating the effect, but that action requires a successful Wisdom (Perception) check to the ground (no action required by you).
Conjuration
Divine Righteousness
60
Instantaneous
Your mind becomes a powerful barrier that keeps most things you choose during the casting of this spell within alignment, and then allowing you to make a Wisdom saving throw for each creature you choose that is immune to being charmed. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. In addition, when a creature within 30 feet of you uses an action to make a Strength check, its Strength is reduced by 2 until it can barely move. If it succeeds, you pull the creature to a secure and secure resting place for it, sending it to a place of peace and quiet until the owl reappears in 1 year.
Abjuration
Divine Right of Kings
Touch
24 Hours
This spell empowers up to three beings of your choice when you cast this spell. The chosen beings can be magical or nonmagical. You choose one or more of the following options for what appears in a location that you choose: • A small temple dedicated to the god You choose. Nonmagical creatures are excluded from this spell. • You create a ward centered on a point within range, preventing a creature within it of reflected light, as well as causing reflected light to pass through the globe. When you cast the spell and as a bonus action on each of your turns until you finish a long rest, you can temporarily banish the creature. If it remains within 30 feet of you, you can talk it freezing cold to let it freeze solid. When you cast this spell, you can have the creature be bonded to an object created by divination spells. If you create a new object created by divination spells, the bonded creature can’t be forced to re-enter the globe or leave it, but it can find its way back to where you cast this spell. While bonded or left behind, the creature is aware of its surroundings and can perform any action it takes that requires a successful Intelligence (Investigation) check against your spell save DC.
Evocation
Divine seal
120
24 Hours
You create a divining seal that makes magic work within the confines of your physical plane. Choose one creature or object within range that you can see and that has a height rating of 30 feet or less and is within 60 feet of you and that fits within a 5-foot cube. The seal lasts for the duration, and its creature occupants shed dim light in a 20-foot radius to regain some of their light. Each humanoid that w as affected by this spell gains detect magic, make two divining smiths' items of attunement, and craft one divining scroll. After a while, the spell ends, and your actions remain up to your normal actions, if you choose. A creature that w as affected by this spell makes a magic trick, a false divination, or an astrolabe, has its own divining skillset, attacks other creatures with divining smelts, or delivers cryptic messages. Once delivered, the divining smelts or delivers the message to the creature using which the deception is made while in the spell’s area. The divining smelts or delivers the message with barely a murmur or a whimper in its voice. Your spell fails and the spell ends if you use a bonus action to speak or cast a spell. You can dismiss such a divining smelter or deliver spell to end spell.
Conjuration
Divine seal
150
Until dispelled
You create a magical seal on a creature or substance within range that lasts for the duration, up to ten generations. It protects the creature against death and magic damage, and makes the creature immune to all damage and effects that would harm it. The seal can be unfastened or partially unfastened, and it remains unfastened or partially unfastened for the duration. The spell ends if you cast it again, if you cast it again after having cast it 60 times, if you let go of the seal and let go of the partially unfastened creature for 30 days, or if you let go of the seal and let go of the partially unfastened creature for 1 year. The seal can’t encircle a creature or create barriers or neutral zones. For its duration, a creature or substance has advantage on attack rolls against you and any creatures or objects it has feints in the first place.
Divination
Divine seal
60
1 Hour
You make a divine word appear in one location on one floor of a celestial palace. The seal lasts for the duration. For the duration, a creature that uses your spellcasting ability to speak a divination spell must make Wisdom saving throws. You determine if a divination spell can be used to communicate with the seal, and you select a divination that benefits from that divination. The divination spells you choose benefit from the illusion. You can see through the vapours created by the vapours, and you know the direction and height of the lances and the movements of the shields, to detect the presence of magical doors or magically locked doors that are difficult or impossible to open. When the divination spell is used to communicate with the divination spell, each door or unlocked door is cased and locked to your knowledge until the spell ends or until the vapours dissipate. The vapours don’t leave mists and are invisible to creatures other than you.
Divination
Divine Sense
30
24 Hours
You create a magical, intangible link between yourself and a creature (creature or object) that can sense you. The link lasts for the duration. You can use this spell's damage reduction ability to reduce the target’s hit points by 1d10. The reduction doesn’t reduce the target’s damage done by any other amount. The target’s hit points aren’t reduced because of the spell’s duration. Instead, the reduction reduces the target’s Strength by 1 point. If you choose, the target’s hit points aren’t reduced because of the spell’s duration. The target’s Intelligence isn’t reduced because of the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the reduction to damage dealt increases to 1d10 instead of to the target inflicted by the target’s Wisdom saving throw.
Divination
Divine Sense
Self
10 Days
This spell can illuminate magical doors, temples, feasts, or magic rooms within the Ethereal Plane to neutralize hostile enchantments. A target can designate a password that it knows must not be read by hostile creatures, and if the password might reveal a secret password, the target knows it, and the spell ends. While the spell affects only doors or temples that are within a 10-foot cube, there are no spells targeting doors or temples within that area; instead, the spell targets only doors or temples that are within 10 feet of one another. You can open or close a door or temple in this way, causing it to automatically detect a password. Otherwise, the spell ignores the password and creates a harmless opening for an affected door or temple to open or close (no action required).
Necromancy
Divine Sense
Self
Concentration, up to 10 minutes
You sense the presence of divination spells within 30 feet of you. When you cast the spell, and as your action each round for the duration, you can focus your mind on one divination spell that you can see within range, focusing on one divination spell that you can see within range. On each of your turns until the spell ends, you can focus your mind on one divination spell that you can see within 30 feet of you, focusing on one divination spell that you can see within range. If you concentrate on one of the divinatory spells, the other spells of the choice are suppressed until the start of your next turn, unless you choose a different one. In any case, each target must make an Intelligence saving throw. On a failed save, it has disadvantage on ability checks made with the chosen divination spell or ability check. On a successful save, the spell ends.
Divination
Divine Sense
Self
Concentration, up to 1 hour
You imbue your body as a divine, attuned to the heavens, allowing your senses to follow your movement and to help you protect creatures, creatures, and objects within range. The spell’s effects last for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th.
Abjuration
Divine Sense
Self
Concentration, up to 1 minute
A veil of divinity reaches out from the power centers of your wands to ward off evil spirits and to defend you from malefactors. For the duration, you can use your action to sense the direction of a fiend’s attacks. While aware of this divinity, enemies are limited in the area of its presence. Creatures can’t pass through the veil. For the duration, a creature can only be targeted by one of the following effects of a particular illusion: • One creature you choose must succeed on a Wisdom saving throw or be affected by the illusion for its duration and can’t take actions that would normally allow it to do so. If it fails, the illusion ends for that creature. • At the start of each of its turns until the spell ends, a fiend can use an action to speak a dark or fiendish name. With a full name, the fiend sheds bright light in a 20-foot square on each of its turns, and it can’t attack or cast spells. It sheds poisonous or radiant light in a 30-foot square on each of its turns, and it can extinguish flames in its square as if it were a candle. In addition, a fiend that uses its action to speak a dark or fiendish name makes another Wisdom saving throw. It makes the saving throw with disadvantage and must use its action to do so. A fiend that uses its action to speak a dark or fiendish name makes another Wisdom saving throw with advantage. If a fiend uses its action to speak a dark or fiendish name again, the effect ends for that fiend. A strong urge appears in the wi-"fi-edible area" within 30 feet of the fiend’s location on each of its turns, causing the fiend to attempt to use its action on each of its turns to attempt to speak one of the following spells of its choice: duet, banish, banishing, polymorph, telenor, trinket, or so on. The fiend can use all of its action to attempt to use one of those spells, though he or she can’t take any
Divine Sense
Touch
1 Hour
A veil of divine radiance sprouts from your hand. Until the spell ends, the veil shines bright light within range, distorting and diffusing current in one of the following ways: - Any creature in a 60-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw or take 1d8 radiant damage. - A Large or smaller creature takes 1d6 radiant damage when it strikes a point or a creature that weighs up to 1,000 pounds. - A Huge or smaller creature takes 1d6 radiant damage when it strikes a point within 5 feet of a point within 5 feet of its weight. - You matter. Until the spell ends, you have resistance to radiant damage, but you can’t use it
Divine Sense
Touch
Concentration, up to 1 hour
You touch a willing creature and grant it a sensory insight into your home. Until the spell ends, the target is aware of what you are saying, and it has advantage on Wisdom (Perception) checks made to hear and understand you. If you touch the target again before the spell ends, you grant the creature sensory insight into your presence. This sensory insight can be used to understand your true nature, your nature as a divine being, or your connection to a higher
Divine Shell
90
Concentration, up to 1 minute
A pebble or a thin sheet of
Divine Shell
Touch
8 Hours
Your body radiates magical radiance, imbruing you with divinity within a harmless radiance aura that lasts for the duration. You can cast spells with this divin ability without first casting a celestial spell. You can create any number of aura-shaped radiance effects of your choice, creating one of the following effects within range: • A radiance effect of your choice created by divination spell • Removes a spell cast by a spell of 2nd level or lower, • Resists damage and cures moderate or maxillitis damage, • Removes poison, maim, bone-chilling, or other debilitating effect, • Disasculases an unwilling creature’s facial features, • Stops short for 24 hours straight, or • Stops moving for 15 feet.
Transmutation
Divine Shield
120
5 Days
A shield of holy radiance appears on the ground in a 30-foot-radius sphere centered on a point within range. The shield can be broken up into small shields that can be worn in place of one another. Each of the shields has a radiance of radiant power. The shield regains hit points equal to 2d8 + your spellcasting ability modifier. While a shield is worn, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the shield increases by 10 feet for each slot level above 4th.
Evocation
Divine shield
120
Concentration, up to 1 minute
You create a radiance that hovers in the air for the duration. Until the spell ends, the shield sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you cast this spell multiple times, you can have up to three strands created by the spell created a single radiance, even if they can’t illuminate
Divine Shield
60
Concentration, up to 1 hour
You create a shield that protects you against magical attacks. The shield lasts for the duration, and has advantage on attack rolls against you. If you cast this spell multiple times, it can have no more than one slot. The shield isn't worn.
Evocation
Divine Shield
Self (10-foot radius)
Concentration, up to 10 minutes
You create a 120-foot-radius sphere of acid, that sheds bright light in a 20-foot radius and dim light for an additional 10 feet on a side. The sphere remains for the spell’s duration. The acid has a range of 300 feet and can penetrate masonry, stone, and mud. In addition, the sphere sheds bright light in a 30 foot radius and dim light for an additional 30 feet on a side. The sphere sheds dim light in the acid's area of effect. Until the spell ends, the sphere sheds bright light in a 20—foot radius. In addition, the sphere sheds dim light in the area of effect. Each time the area of effect light dims, a deafened creature must succeed on a Dexterity saving throw or become deafened for 1 minute.
Evocation
Divine Shield
Self
Concentration, up to 10 minutes
If you are already wearing a divining rod or other divining rod-attacking equipment, the spell ends instantly.
Divination
Divine shield
Self
Concentration, up to 1 hour
This spell transforms a creature that you choose as a group, or one willing creature that is within 5 feet of it, into a protected magical ward. The invisibility of the protective spell is halved if it isn't on the creature’s person or if it is worn or carried by someone other than a creature, and each time you cast a spell that targets an affected creature, you can have the spell target the creature or a protected magical ward and regain hit points equal to half your spellcasting ability modifier.
Abjuration
Divine Shield
Self
Concentration, up to 1 minute
You create an aura of divine power on a willing creature that can’t be affected by spells or effects. The target must succeed on a Dexterity saving throw or become affected. The spell lasts for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Evocation
Divine Shield
Self
Concentration, up to 1 minute
You create a protective barrier that protects you from damage and prevents damage to your equipment. Its range is limited to 30 feet.
Evocation
Divine Smite
10
Instantaneous
You hurl a genocidal stone that impacts once on one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, it is hurled at a different creature, other than you. On a successful save, the stone shatters and deals 5d6 piercing damage to the target. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the spell deals an additional 5d6 cold damage to the target. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 11 cold damage. At Higher Levels. When you cast this spell using a spell slot of 8th or higher level, the damage increases by 1d6 for each slot level above 7th.
Conjuration
Divine Smite
Self (15-foot line)
Instantaneous
A creature you can see within range attacks the target with a weapon attack before it’s damage, and the target takes 1d8 necrotic damage at the end of its next turn.
Divine Smite
Self (30-foot line)
Concentration, up to 1 minute
A ranged spell of opportunity is cast. You strike one of the following creatures with a radiant spell or a blast from an arcane weapon. It deals 5d6 radiant damage to the target and can’t be evaded. When you cast the spell, you choose the line of sight of the creature you’re striking with. Hit or miss it: 1d6 radiant damage; the remaining damage is halved if the creature is invisible. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the number of radiant damage damage the creature deals increases by two for each slot level above 5th.
Necromancy
Divine Smite
Self
Concentration, up to 1 minute
Divine Smite
Self
Concentration, up to 1 minute
A ranged spell of 3rd level or lower targets one creature of your choice within range for the duration. The target takes 3d8 radiant
Divine Smite
Self
Concentration, up to 1 minute
Divine energy blasts forth from you in a line centered on a creature you can see within range. Each creature in a 10-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Divine Smite
Self
Concentration, up to 1 minute
The next time you hit a creature with a weapon attack during this spell’s duration, the spell deals an extra 1d6 radiant damage to the target. The target must succeed on a Strength saving throw or take 1d6 radiant damage per radiant level above the casting weapon’s normal limit. If the target drops to 0 hit points, it and all its components take 1d6 fire damage.
Conjuration
Divine Snare
1 Mile
Self (10-foot radius)
Until dispelled or triggered by a willing creature spell, you create or snare a powerful trap using magic. If you are good and the opening you choose is a 10-foot square on ground, you create a small, harmless trap that can be triggered by a creature spell. For the duration, a creature that uses a nonmagical weapon to attack you (including you) has disadvantage on all attack rolls it makes, and can make the attack with advantage if it can. For the duration, a trap can only be triggered by two creatures or a single creature. If you cast this spell multiple times, you can create or snare up to four such traps, making them fully animated and acting independently of one another. When you cast the spell, you decide what traps and how often, requiring the DM to suggest new ones. You can also specify creatures that can be summoned, but this spell automatically creates and snare those creatures. When you cast this spell, you can issue commands to all creatures within 5 feet of you, creating their own traps and acting independently of each other. You can also issue verbal commands to all creatures within 5 feet of you, causing them to make a Wisdom saving throw. These commands can be carried out by up to three creatures (your choice when you create or snare traps) or by up to four creatures with you (your choice when you construct traps or create snare traps). Creatures with deafsight are immune to this spell because of its blind spot. You can also issue verbal commands to all creatures within 5 feet of you, causing them to make a Wisdom saving throw. These commands can’t be changed at any time. If you create or snare traps with a spell, you can also issue verbal commands to each creature created or snared within 5 feet of you. These commands can be carried out by up to three creatures (your choice when you create traps or create snare traps) or by four creatures with you (your choice when you construct traps or create snare traps). Creatures that have blindsight automatically make this saving throw, taking 8d8 damage on a failed save, or half as much damage on a successful one.
Transmutation
Divine Steed
Touch
Concentration, up to 1 hour
You become the most feared beast in the land. Each of your turns while you or some other creature you can see within range can take the Attack or Hit Points of that creature. On each of your turns for the duration, the creature can roll a d4 and add the number rolled to the attack or hit point rolls of its companions. If it takes the same amount of damage for gaining these benefits, you must make a new attack roll or take a penalty to the saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Conjuration
Divine Sticks
Touch
24 Hours
You sacrifice one of the following benefits effects of your choice and use it to mend your own. For the duration, your wounds disappear and no spell can target you. If you use an action to speak a prayer, you can sacrifice one of the two effects, removing one effect from another effect, or shifting an effect or a condition of another creature. You can speak the prayer of faith, gaining information about the other creature affected by it, and seeing how it changes in the process. While you rely mostly on this effect, you can
Divine Stone
Touch
24 hours
You touch a gem or a gemstone, and whatever it is and what it contains connect up to six physically impossible forms of creatures and one divine manifestation of one creature of your choice from among them. Creatures in nonmagical truesight can view and manifest the divine beyond the eyes of others. Creatures of your choice within range can see through the eyes of one willing creature (in this case, a deity) and benefit from seeing through the lips of one willing creature (in this case, an archmage) to manifest divinity, magic, or perhaps just plain evil.
Divine Wounds
Saving Throw
Instantaneous
You call forth a strong urge from within. For the creature in question, the urge can be violent and debilitating, threatening to turn the creature against you. The creature must succeed on a Wisdom saving throw or be pushed up to 10 feet away from you as a bonus action. On a success, the creature is pulled 5 feet away from you until the spell ends.
Abjuration
Divine Strike
Self
Con
Divine summons
90
1 minute
You conjure a divine being, appearing in an open container or a small area within range. The being appears in an unoccupied space of your choice that you can see within range. The being doesn’t need to be within 30 feet of you (the warded container is 30 feet). Instead, it appears in an unoccupied space of your choice that you can see within range. Creatures that can’t be summoned appear within 30 feet of the container, regardless of distance or direction you choose, and the summoned creatures can’t be targeted by spells or summoned by other means, but they can’t be targeted by the conjurer’s spells or summoned by other means. The summoned creatures can normally obey your commands, but they must immediately end their turn inside the container, if they do so. If the summoned creatures end their turn inside the container, they must use their reaction to move out of it. As an action, they can move up or down two feet in a straight line. If they do so, they instantly summon a new one, which they can do no more than once each turn. Once summoned, the new creature is unfettered in its desires, beliefs
Divine summons
Self
1 Hour
You call forth a divine messenger, an angel or a beast that takes the form of a creature and appears in an unoccupied space of your choice within range. Choose a creature within range and assign a message to it. The messenger appears with one clairvoyant within 5 feet of it. The clairvoyant can deliver a direct message to the creature if it wishes, considering the circumstances surrounding its arrival. Otherwise, the messenger is blind, deaf, or dumb. The messenger appears as a celestial, an elemental, or a fiend withproficient in none of the domains at the time you cast this spell. Your DM makes this decision during your next long rest. If you cast this spell again, your message appears within 5 minutes of waking the creature. Any effects that apply to the messenger follow. The creature’s familiar is summoned to your service, and it takes 10 minutes for its summoned companion to arrive. If the creature returns to You’s plane after shedding blood, it returns to the number of creatures it rested on it. This spell can’t reduce the creature’s hit points above 1. If your creature’s hit point maximum is reduced below 1, you cause the messenger to disappear. To revert, sacrifice the creature for a fresh creature.
TransmutationPreparation
Divine Touch
120
Concentration, up to 1 hour
This spell turns a willing creature you touch into adamantine constructs of war for combat. The target must make a successful Strength saving throw. On a failed save, it is restrained, partially or completely, for the spell's duration. Non- adamantine constructs are immune to this spell and have disadvantage on attack rolls against creatures other than humans and elves. This spell can’t be dispelled by dispel magic. An elemental spell cast using this spell creates adamantine constructs of illusory force. The constructs continually churn and reshape themselves to carry out the DM’s desires. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is no longer restrained, and it makes a DC 15 Strength check against your spell save DC. If it succeeds, the beast is no longer restrained and can no longer churn and reshape itself in any way, but it is bound to obey the DM’s desires.
Conjuration
Divine Touch
Self
Concentration, up to 1 minute
You touch a creature you can see within range and touch it again with your spellcasting. The target must succeed on a Wisdom saving throw or become magically aware of the spell. The spell has a range of up to 100 feet.
Transmutation
Divine Touch
Self
Concentration, up to 1 minute
You touch a willing creature. For the duration, that creature is immune to psychic damage, and can’t be charmed, possessed, or possessed by another creature. On your next turn, you can use your action to dismiss the spell.
Transmutation
Divine Ward
120
1 Hour
You imbue a creature within range with a ward that lasts for the duration. When the target leaves the area, it is protected from all damage and illusory signs until the spell ends.
Divination
Divine Ward
120
Instantaneous
You designate a certain area of ground and a specific area of terrain to be protected. You can designate a specific direction or condition for the protection, such as a direction of travel, a temperature, or a temperature range. You can designate as many different spells and other effects as you like. Any target that has an effect on it that uses a different spell or effect to protect it must succeed on a Wisdom saving throw or be affected by the spell. If the spell or effect affects a target that is already affected by it, or if the casting fails, the target takes 1d6 fire damage for every 3 levels above
Divine Ward
30
Concentration, up to 10 minutes
Briefly covering the path of a hostile creature within range when you cast this spell, you grant resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Evocation
Divine Ward
30
Concentration, up to 1 minute
A warding charm surrounds you. Once a target is warded, a spell of 1st level or higher applies to it—for the duration. If you cast this spell multiple times, it takes half as much damage to make the final decision. For example, you can choose to warded a 1-foot long humanoid, a 1-foot tall humanoid, or a 12-foot long 3rd-level humanoid that is proficient with a weapon. The spell ends if it is worn or carries over a certain thickness or thicknesses—for example, you need not designate a spell slot. If you cast this spell again at least once, it stops if you break the spell’s ring of protection. For example, casting a spell of 1st level or higher grants you a ring at 1st level and a quiver at 3rd level, but the ability to cast magic again at 3rd level and higher requires you to use an additional spell slot, as it also requires you to use a slot of 2nd level or higher at any time to cast the spell
Divine Ward
30
Concentration, up to 1 minute
You become immune to all damage and have resistance to all damage types for the duration.
Evocation
Divine Ward
5
Concentration, up to 10 minutes
You create a protective ward at a location you can see within range, protecting a creature or object within range. The spell lasts for the duration. When the spell ends, the creature or object is no longer affected by the spell, and you dismiss the spell.
Enchantment
Divine Ward
60
Concentration, up to 1 minute
A warding charm imbued with mystical power surrounds you. If you cast this spell at a range, a nonmagical object that isn’t your own is blinded by the charm. A charmed object that has the charm must be at least 0 hit points or more, and it doesn’t have the touch ability for this spell. You can spend up to 10 minutes casting this spell on a creature of your choice that you can see within range and for which the charm doesn’t have its touch ability. Any object it isn’t wearing or carrying (even a small one) automatically becomes a warding charm. The warding charm lasts for the duration, and you can’t use your action on your turn to warding the target. As an action, you can dismiss the warding charm as a bonus action for 30 feet and target it at the same point your Spellcasting Ability score increases by 2. On a hit, the target takes an extra 1d8 acid damage and a spell attack that isn’t a magic spell.
Evocation
Divine Ward
60
Concentration, up to 1 minute
You awaken the senses of all creatures and nonmagical creatures in the area. Until the spell ends, a target that is charmed by you has disadvantage on Wisdom (Perception) checks making to enter or exit the area and is blinded for one minute.
Evocation
Divine Ward
60
Instantaneous
You imbue a creature you can see within range with resistance to one of the following effects. The target gains resistance to the target’s attacks for 1 minute.
Evocation
Divine Warding
Touch
Instantaneous
You touch a creature that has been mentally bonded to you for the duration of the spell. The bonded creature can be friendly to you or hostile to you. The bonded creature can’t be affected by any special or general charm or influence. For example, if you cast this spell on a creature bonded to you for the duration of the spell, the creature can be neutral to you and can benefit from the benefits of special effects if you cast the spell on the creature or the creature’s mind. The creature can be hostile to you and can benefit from the special effects of special and general charms if you cast the spell on the creature or the creature’s mind. At the end of your next turn, you can dismiss this spell and return the creature to its home dimension.
Transmutation
Divine Wards
30
Instantaneous
You touch a dead creature. You make a suggestion to the subject. The spell remains with the subject until it uses its action to determine the best course of action (determined by the creature's choice) for that subject. The subject can answer the question. This spell can target two undead, if the subject chooses. If you cast this spell on a creature you can see within range and have a Wisdom score of 0 or lower, the target takes 1d4 radiant damage of the kind specified in the DM's description. If you cast this spell on a creature that isn’t one of the undead classifications listed in the DM's class description, the target takes 1d6 radiant damage of the class listed in that description. If you cast this spell again on a creature that isn’t one of the undead classifications listed in the DM's description, the target takes 1d6 damage of a different class.
Abjuration
Divine Ward
Self (10-foot radius)
Concentration, up to 10 minutes
You create a magical ward that protects a 20-foot-radius sphere of invisible darkness from hostile creatures for the duration. The spell ends if you cast it again, or the spell ends if you finish a long rest. The area of the spell spreads out over the course of the next 10 minutes, until the area is heavily obscured. When the area is heavily obscured, you can designate a spot on the ground within range. The area is thick enough for creatures to pass through. The area is contiguous with a certain area of stone, wood, or lead, and you can designate a spot on the ground within range. If the area
Divine Ward
Self (15-foot radius)
Concentration, up to 1 minute
You ward one creature that you can see within 15 feet of you. Until the spell ends, the ward is active only while the creature is within 15 feet of you. That creature must succeed on a Charisma saving throw or be blinded until the spell ends. At the end of each of its turns, the creature can make a Wisdom saving throw to regain control of the spell. If it does so, it is blinded until the spell ends.
Enchantment
Divine Ward
Self (30-foot line)
Instantaneous
You create a line of protection from hostile elementals, granting you and any creature within it a 30-foot-radius sphere centered on an area you choose within range. The sphere lasts for the spell’s duration. The sphere is created by a ranged spell of your choice that you cast and lasts for the duration. The sphere moves in the same plane of existence as the target, and its area is centered on the spot it was created in. The sphere has the same top and bottom properties as a normal sphere. A creature can move through the sphere in any direction, and a creature can’t be affected by spells or other magical effects that affect its movement. Creatures that pass through the sphere can make illogical leaps and fall or take damage. The sphere is made of solid, opaque material, and it doesn’t function as a magical barrier.
Transmutation
Divine Ward
Self (30-foot radius)
Concentration, up to 10 minutes
Until the spell ends, a divine ward appears on a creature you can see within 30 feet of it that is already under the spell. The ward defends against nonmagical ranged weapon attacks made against the spell’s element. It lasts for the duration, and the spell has no effect against the target. If the target is carrying more than one divine ward, they can use their action to designate which ward they wish to ward, and the spell is wasted. When you cast the spell, or as an action on a subsequent turn, you can dismiss the ward and return to the spell.
Necromancy
Divine Ward
Self (60-foot radius)
Concentration, up to 1 hour
You ward off the effects of dark thoughts and delirium for the duration. Until the spell ends, you can use your action to extradite a willing creature you can reach to an unoccupied space you can see within 60 feet of you. The creature must meet the requirements of the chosen racial or religious order, though it can be a member of a particular particular monastic order or another distinct same-race race (for example, the Wardens belong to the Order of the Stone). You can create one of the following effects within range: • Removes a harmful enchantment that wouldn’t apply to you. For example, a spell that targets a creature with a casting of a harmful spell might ignore the casting of a spell with a casting of a spell with a casting time of 1 minute. • Removes an effect or an effect that would affect you. For example, a spell affecting a beast could cast a hostile magical beast spell against it, but against an unwilling creature if its Intelligence and Charisma are 2 or higher. • Removes a spell. For example, casting a spell that targets a nonmagical beast might cast a non-hostile spell against it, but against an unwilling creature if its Intelligence and Charisma are 3 or higher. • Casts a spell of lower level than the slot you used to cast the spell. For example, casting a spell of 1st level that doesn’t have a casting time of 1 minute might cast a spell of misty cloud and cloud of smoke instead. For the duration, the spell has no effect and might be cast by other creatures of the chosen racial or religious order. For the duration to heal a creature that has been hit by a casting of warding w damage reduces the creature’s AC by 10 until it is no longer hit by a casting of this spell.
Abjuration
Divine Ward
Self
Concentration, up to 10 minutes
You touch one willing creature and cause it to ward off hostile creatures that are attacking you or attacking its territory. The spell fails if you cast it on the same creature other than the one affected by the spell’s casting. The ward spreads to both creatures, which take damage equal to your spellcasting ability modifier. When a creature is affected by the spell, the creature isn’t affected. If you cast this spell on a creature that isn’t affected by the spell, the spell fails.
Necromancy
Divine Ward
Self
Concentration, up to 1 day
You gain the power to ward off evil and to prevent harmful effects. Choose one creature of your choice that you can see within range. Each target must make a Wisdom saving throw. On a failed save, that target is automatically knocked prone while in the spell’s area. When you cast this spell, the area of the spell extends to 5 feet in any direction, unless you can make the spell extend to a distance of 5 feet.
Divination
Divine Ward
Self
Concentration, up to 1 hour
You and a creature you can see within range are immune to fire damage and have advantage on all saving throws. The spell ends against creatures or objects that aren't blinded by fire.
Conjuration
Divine Ward
Self
Concentration, up to 1 minute
You gain the ability to ward off hostile creatures that are hostile to you or have a resistance rating against it. You can designate a creature that can be affected by this spell as being affected by the spell. While the affected creature is on the plane of existence you created, hostile creatures that aren't friendly to you or have a resistance rating against it take 5d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional hostile creature for each slot level above 1st.
Enchantment
Divine Ward
Touch
24 Hours
The spell deals 2d8 necrotic damage to one creature of your choice within the spell's range. At the start of each of the 7th, 10th, and 17th levels of your first spell slot, you learn the nature and extent of the spell’s damage, as well as the spell’s nature and effect. For each target, whenever the spell damages a creature, you learn the nature of the spell’s damage type, as determined by the DM. If the spell deals a number of times as much damage as it wounds, the spell ends early.
Necromancy
Divine Ward
Touch
8 Hours
You touch a willing creature to grant it divinity. Until the spell ends, it gains the ability to see invisible barriers, glyphs, and so forth and to cast divination spells.
Divination
Divine Ward
Touch
Concentration, up to 1 hour
You can ward off hostile creatures and objects for 1 hour. Creatures and objects are immune to this spell.
Enchantment
Divine Warming
Self (60-foot radius)
Instantaneous
You and up to eight willing creatures you can see within range make a Wisdom saving throw. If you or any creature you can see is holding a wand or preparing to use a spell slot-equivalent spell slot-initiated magic missile, you and any creature you can see must make a Wisdom saving throw. On a failed save, the creature is restrained and affected by this spell. If you or any creature you can see is holding a wakizashi, the spell ends and the creature becomes restrained only by you or any creature you can see. If you or any creature can hold a wakizashi, the creature can only hold it when it is no longer restrained. When the spell ends, the restrained creature must use its action on each of its turns to make a Wisdom saving throw. On a success, it frees itself and moves to the edge of the spell’s area. On a failure, the creature takes 5d10 bludgeoning damage (your choice) and is restrained until the spell ends. If the restrained creature uses its action on a subsequent turn to leave the spell’s area, the restrained creature attempts to break free by moving to a space within 5 feet of the wakizashi and succeeding on each melee attack against it. If the wakizashi falls prone, blocking a successful attack by a creature, the creature that initially restrained the wakizashi moves to grab it by the arm and then attempts to use an action on that action to move it up to half the distance from the wakizashi to the space occupied by the restrained creature. If the wakizashi tries to use its reaction to leave the restrained creature’s space, the restrained creature can’t attempt to use its action until then. If the wakizashi uses its reaction to leave the space occupied by the creature it restrained, the restrained creature must make a Constitution saving throw. On a failed save, the creature is restrained and must move to the nearest unoccupied space occupied by the wakizashi. A restrained creature can use an action to make an attack roll or make an attack roll with ranged weapon attacks against targets within 5 feet of the wakizashi. The wakizashi can use its action to make an attack roll with a weapon against a creature within 5 feet of the wakizashi. On a hit, the creature takes 2d10 bludgeoning damage.
Evocation
Divine Whispers
60
Until dispelled
You create divine words that can communicate a single message to up to twelve creatures of your choice within range. You can tell the message from an unoccupied space that is no larger than a 20-foot cube. The message appears in an unoccupied location that you can see within range, and can be as small as a 10-foot square on an unoccupied surface or as large as a 100-foot square on an unoccupied surface. You can specify a message pertain to a particular creature within 30 feet of it and repeat the process for all other creatures within 30 feet. If you speak the message in a creature’s language, that creature must understand the message and can’t willingly ignore it.
Divination
Divine Whispers
Touch
1 Hour
By means of this spell, you create whispers within 30 feet of you. You learn the name of the person to be affected by the whisper, and you learn the nature of the sound. The sounds last for the duration. For the duration, the affected creature hears voices that aren’t connected to any other creature, and it can make a Wisdom saving throw to hear the voice. If you cast this spell multiple times, you can have one sound heard four times while you cast it. You can make a melody, hum, or squeak while you cast the spell. A lullaby, a lullaby of fresh air, or a soft whistle can all be heard within 30 feet of the spell’s sound.
Abjuration
Divine Will
60
1 Hour
Divine lightning radiates from you in a 30 foot radius centered on a point you choose within range. While in the radius, the lightning strikes in equal measure and deals 1d4 lightning damage to each creature that ends its turn within the radius. In addition, the lightning ignores armor and shields created by spells or weapons that aren’t on the same plane of existence as the target.
Evocation
Divine Will
Self (15-foot cone)
Instantaneous
You reach into the mind of one creature you can see and create a specific plan of action. You can choose from the following actions for the creature: • Choose one ability score of the chosen creature. If you cast the spell without first targeting the creature, the ability score increases by 1 for the duration. If you target one creature, that creature can’t be reduced to 0 hit points. The creature can have, and can’t be reduced to an extent where it is incapable of acting normally. • Target another target of your choice within 30 feet of it. If that creature would normally be within 30 feet of you, the creature would instead be affected by a spell of 3rd level or lower that deals 1d6 necrotic damage to the target. Weakened creatures or those immune to necrotic damage can use this spell only when the damage would have been dealt by a creature with a high natural armor class, such as a bard, when the damage would have occurred, or when the creature would have mitigated the damage using the creature’s natural healing ability.
Abjuration
Divine wind
Touch
Concentration, up to 10 minutes
You touch two objects that you can see within range. The items appear in an unoccupied space and glow greenish to the touch. The glowing objects fully retain their original surface structure and can be damaged as if they had been damaged by an arcane spell. If the item withers or hardens, it is inert and unaffected by this spell. The spell ends on a nonmagical object that you touch. You can also end the spell early by using a bonus action to dismiss the spell. On a creature that you can see within 30 feet of the object, the spell ends without dealing any damage.
Necromancy
Divine Womb
30
Concentration, up to 1 hour
For the duration’s divine woe, your spells fail miserably for one creature of your choice that you can see within range, and that can neither be targeted nor heard. For the duration, any creature that starts its turn in the line of fire must succeed on a Wisdom saving throw or take 1d10 fire damage. This spell gives you and any creature that starts its turn in the line of fire a +1 bonus to AC and damage rolls against you.
Abjuration
Divine Word Aura
Self
Concentration, up to 1 minute
Your magic brings forth the Word of the gods at once, summoning forth creatures of your choice that follow a specific deity's speech pattern and offer a god’s pet spell effect. The spell fails and the creature transforms into a beast of burden until the spell ends. If the creature is reduced to 50 hit points or fewer and you cast this spell multiple times, you can have one additional creature created for each casting. Each creature created must be of the creature’s kind at the time you cast this spell. While each affected creature can make a Wisdom saving throw against being affected, the creature can‘t make a Wisdom saving throw. On a successful save, it vanishes, becoming a beast of burden until it drops to 0 hit points. You can have up to three creatures created by divination spells per round for the duration. When you cast this spell using an area of effect spell, you can direct the beasts one creature at a time, creating one other creature to follow. While the creatures follow your spell, they gain no benefit from seeing through your divination spell. You can also teleport them, making them vanish at your command. After you have cast this spell, you can make a non-word, one-word magic word spell with advantage, and choose one of the following effects with one hand. You can affect one creature’s facial features or to its ear and speak its mind. The second target has advantage on its saving throws against being frightened. If it succeeds on its saving throws, this spell doesn’t restrict its action to speak but instead ends its turn and deals 3d6 damage to the first target. If the second target succeeds on its saving throw, the spell ends. Fearing lest you harm the creature, you banish it to the shadows. The shadow lingers unseen in the shadows and whispers terrible words to those within its area. While shadowspawns are capable of seeing through your divination spell, those with darkvision can’t see through the shadow’s vision.
Illusion
Divine Wounds
Self
Concentration, up to 10 minutes
For the duration, you have resistance against certain types of damage.
Abjuration
Divinity's Eye
150
24 Hours
You create an illusory, magical eye on a creature you can see within range, forming a bright greenish, globular portion of the target object as a luminous cloud of blue light. The eye shines brightvision to a range of 100 feet and sheds dim light for an additional 100 feet. For the duration, the target appears dim and illusory in color, though it has 10 hit points. If the target is missing any of its hit points, it instead sheds bright light in a 30 foot radius and dim light for another 30 feet. After spending 10 minutes diffusing the light, the eye can shift to produce a more intense image, forming multiple illusory orbs that resemble human skin. The eye can’t create a single image of a creature or an object within 30 feet of it, but it can produce images of shapes, numbers, colors, and otherwise recognizable as such until the spell ends.
Illusion
Djinn's illusion
60
1 Hour
You create an illusion of a creature you can see within range. The illusion appears in a visible spot that you can see within range. The illusion appears in a spot you choose. It lasts for the duration or until you use your action to dismiss the illusion. If the illusion appears again, the illusion disappears, and the illusion reappears in a different spot. The illusion lasts for the duration or until you use your action to dismiss it. If the illusion appears again, the illusion reappears in a different spot. Your game statistics display the illusion as if you had cast it as an action. You appear as a translucent, translucent figure of your choice that appears in a spot you choose. The illusion appears in a spot that you can see within 5 feet of you. The illusion lasts for the duration or until you use your action to dismiss it. If the illusion appears again, the illusion reappears in a different spot. You can use your action to dismiss the illusion as many times as you like, ending the effect on itself on each use. The spell ends if you dismiss it. If you don’t dismiss the illusion, you either dismiss or disassociate it from your body. If you don’t dismiss the illusion yourself, the illusion reappears in a different spot and reappears in a different spot again, and so on. The illusion lasts for the duration or until you use your action to dismiss the illusion. If the illusion appears again, the illusion reappears in a different spot and reappears in a different spot again, and so on. The illusion lasts for the duration or until you use your action to dismiss the illusion. If the illusion appears again, the illusion reappears in a different spot and reappears in a different spot again, and so on. The illusion lasts for the duration or until you use your action to dismiss the illusion. If you don’t dismiss the illusion yourself, the illusion reappears in a different spot and reappears in a different spot again, and so on.
Transmutation
Dodge
Touch
Instantaneous
You touch a creature. It must succeed on a Dexterity saving throw or become blinded for 1 minute. The target can repeat the saving throw at end of turn. On a success, the spell ends.
Conjuration
Doll's Embrace
Touch
Concentration, up to 1 hour
You gain the ability to form an inseparable bond with a creature you touch. Until the spell ends, the creature can use a bonus action to create another petrified target by dealing 2d8 poison damage to it. If you do so, the petrified target becomes a target for the next poison damage it takes, and the petrified creature is no longer bonded to it. While the creature is bonded to you, you and any creature you touch can use action to create a new one if it would prefer to. To create a new bonded creature, use an action and/or take another creature’s normal action. As an action, you can move the bonded creature up to 30 feet in any direction. If the bonded creature moves over sand, the sandstorm, or other sea, it must make a Dexterity saving throw. It takes 4d12 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmutation
Doll's Strength
120
Concentration, up to 1 minute
You create a strong, strong, eyeball-sized writhing mass of raw, fat, and soft, scaly teethprings that shrivel under your control. You create the following statistics for you: • You have proficiency with all new Constitution-based skill checks of your choice • You make a Wisdom saving throw whenever you take the Attack • You make a Dexterity saving throw when you cast this spell on a Huge or smaller creature, or whenever you cast this spell on a creature other than a creature you can see within 120 feet of you. On a failed save, you lose the use of your action, and your next melee attack that you make with this weapon or attack roll is automatically made with this weapon or attack roll. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you create one additional creature for each slot level above 3rd.
Conjuration
Dominate animal
60
Concentration, up to 10 minutes
You attempt to beguile a Large or smaller Medium beast you can see within range. If the beast’s AC equals 10 or lower, you can make a Constitution saving throw. On a successful save, the saving throw is null and void. If you or your companions enter the beast’s space to examine it, it is charmed by you for the duration. While charmed by the beast, you gain the benefits of any special senses it has, such as darkvision, an extraillumatory sensitivity, or the ability to see in dim light. Once you have chosen these senses, you can use them again on the creature to examine whether they are affected or not. The beast has advantage on this saving throw if it has trouble distinguishing between you and the creature. The beast is also frightened if you or your companions enter its space or move within 1,000 feet of it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the frightened creature has advantage on attack rolls against any creatures within 5 feet of its’s location that you can see.
Conjuration
Dominate animal
90
Dominate Animals
60
Concentration, up to 1 hour
Duration: Concentration, up to 1 minute You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you do so, the spell ends, and the target falls to your level. It has resistance to all damage except psychic damage. You can make the saving throw again on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Dominate Cloud
60
Concentration, up to 1 minute
You attempt to beguile a Child of Stone. Choose any number of creatures that you can see within range. They must succeed on a Wisdom saving throw or be frightened of you until the spell ends. If they fail, they deal 5d6 cold damage to you instead. You can enter the Child’s dreams as a Medium or smaller creature, and as a Huge or larger creature (at least 5 feet tall) or a Large creature (at least 10 feet tall), and as a Action. While you are in the Child’s dreams, you can cause the Child to speak a common language that has two versions—a version that means something to the Child and a version that doesn’t say anything at all. The Child can understand your language, and if the Child has an Intelligence score of 4 or higher, you have advantage on your first attempt at spell save. If your Intelligence score is 4 or higher, you have advantage on your subsequent attempts at spell save. If your Intelligence score is 5 or higher, you have disadvantage on your subsequent attempts at spell save. A creature that fails to meet its target's requirements for food or drink meets its normal requirements for clothing and fuel, as well as any requirements that the creature might have, if it had known better. The DM has the creature’s physical remains and other possessions. If the creature drops to 0 hit points before this spell ends, clothing and fuel is consumed immediately. If the creature has 20 hit points before this spell ends, fuel is wasted. A creature that dons armor or becomes incapacitated while trying to drink from a boneless mouth or by the weight of the beast (or, even worse, the boneless hand of the creature) or the fire (your choice) meets the normal requirements for food and drink in your area. You can eat the beast’s flesh and drink from
Dominate Creature
60
Concentration, up to 1 hour
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target
Dominate Creature
60
Concentration, up to 1 hour
You attempt to beguile a humanoid that you can see within range for the purpose of making a Charisma saving throw. If the target succeeds on the saving throw, it is immune to this spell if it is within 30 feet of you or by another spell slot of you. You attempt to utter a one word monstrosity on the target, which must succeed on a saving throw or be charmed by you for the duration. The spell ends if the target is attacked or harmed.
Enchantment
Dominate Evil Cleric
60
1 Round
You attempt to beguile a servant within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or a deity or a special ability of your choice allows the target to become charmed by you, the spell ends on the target within 1 hour of you casting the spell. The charmed creature is friendly to you and obeys your commands, but it must make a Wisdom saving throw to avoid being charmed. If the creature w as charmed by you or by a deity, the spell ends on it. The charmed creature knows the language it speaks, but it has limited knowledge of any language other than English. The charmed creature moves only by the monotony of day and night, and it can’t speak a deliberate deliberate nature. While the creature is charmed by you, it can’t willingly move out of your sight of objects that are not secured to anything and can’t take actions that would allow it to move closer to you or within difficult terrain. Similarly, while the creature is charmed by you,
Dominate Glider
30
Concentration, up to 1 hour
You create an invisible, glider capable of carrying up to eight soldiers or a detachment of each type on one body. A gleaming, flowing sword shines in the dark void beneath the void, and you gain the following benefits: - You have resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks. - You can use your action to make a melee spell attack with the sabre. On a hit, the target takes 1d6 bludgeoning damage. As a bonus action on your turn, you can move the sabre up to 30 feet and then use either a bonus action or a new action to move it up to 30 feet. If the sabre moves more than once, it reverts to its original object object. - You can use your action to create a nonmagical teleportation spell. On a target within 10 feet of you, you teleport the sabre to any other point you choose within range. If you use your action to do this, you are teleported to the bottom of the section of the cube where you first entered it. You can use this teleportation spell again on a permanent object if you find it. If you send the sabre back to its original object, it returns to the slot it slotting toward, even if it reverts to its original object. As long as you are within 30 feet of any object that is less than 30 feet away from the vessel, you can send the sabre back. You can’t send a sabre back to its original object if the vessel is completely broken or if you are in the middle of an attack roll made with the same weapon. If you send the sabre back, the spell ends.
Transmutation
Dominate glyph
Touch
1 Hour
You touch a glyph or a pile of fine silver. The glyph grows in
Dominate Gnome
60
Concent
Dominate Gnome
Touch
Concentration, up to 1 hour
You touch a rare, gnoll-like creature that only you and you must see within range. You choose one of the following forms for its pet. The creature becomes a familiar when it has hit points equal to the total accumulated in its bank. The creature is friendly to you and creatures that can hear you. It obeys your spoken commands and moves with you if attacked by hostile creatures. The creature must make a Wisdom saving throw when it moves in this way. If the creature fails the save, it is shunted to the nearest safe spot and killed instantly. While this creature is friendly to you and its mount, it treats all
Dominate Monster (90-foot cone)
Instantaneous
You throw a nonliving creature that you can see within range into the cone. It immediately disappears if it hits an enemy. Until the spell ends, creatures made of nonliving material that aren’t being worn or carried or carried get extra protection from you. When you cast this spell and as a bonus action on each of your turns thereafter, you can use an action to cause a nonliving creature to attack if it hasn’t yet killed another creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target up to four nonliving creatures that you can see within range for the duration to make a melee spell attack. Creatures that aren’t being carried or carried don’t automatically gain this benefit in combat. While the target is within the cone, it can’t use a weapon when the spell ends or take any action that would activate before then.
Enchantment
Dominate Monster, Filth
60
Concentration, up to 1 minute
Duration: Concentration, up to 1 minute You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. When you use this spell at the end of a long rest, the spell makes its effect last for the duration. While the charmed creature is conscious, you can use your action to attempt to beguile the same creature again. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you are trying to beguile a Large or smaller creature, you must have seen it beguilemented by at least 1 hour.
Enchantment
Dominate Monster on Target
25
Concentration, up to 1 hour
You attempt to beguile a humanoid that you can see within range for the purpose of making a Charisma saving throw. If the creature succeeds, it is immune to this spell if it is within 60 feet of you or by another spell slot of you. You attempt to utter a one word monstrosity on the target, which must succeed on a Wisdom saving throw or be charmed by you for the duration. The spell ends if the target is attacked or harmed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Enchantment
Dominate Monster on Target
30
Concentration, up to 1 hour
You attempt to beguile a humanoid that you can see within range for the purpose of making a Charisma saving throw. If the creature succeeds, it is immune to this spell if it is within 60 feet of you or by another spell slot of you. You attempt to utter a one word monstrosity on the target, which must succeed on a Wisdom saving throw or be charmed by you for the duration. The spell ends if the target is attacked or harmed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them.
Enchantment
Dominate Monster on the Path
60
Concentration, up to 1 hour
You attempt to beguile a creature that you can see within range by casting the same spell over and over. The target must succeed on a Wisdom saving throw or be charmed by the spell for the duration. You or your companions can be targeted by a reduction spell, or a different one, if it is on the target. The target must succeed on a Wisdom saving throw or be charmed by the spell for the duration. If the spell ends, the target is turned away from you and imprisoned for the duration, until you or your companions do anything else on your turn. You can turn the creature back with a successful save. If you turn the creature away from you or your companions, the spell ends. If you turn back, the creature remains in its cell, under some circumstances or other, and the target can make a Wisdom saving throw to restore control back to its cell. The target can’t be turned or charmed again if its condition is met in the meantime. The target can make a Wisdom saving throw when it drops to 0 hit points or when you or your companions cast a Minor Elementals and Weapons (your choice when you cast the spell) spell. If it fails this saving throw, it wastes its action that turn doing nothing.
Enchantment
Dominate Monster on the Path
60
Concentration, up to 1 hour
You attempt to beguile a creature that you can see within range by casting the same spell over and over. The target must succeed on a Wisdom saving throw or be charmed by the spell for the duration. You or your companions can be targeted by a reduction spell, or a different one, if it is on the target. The target must succeed on a Wisdom saving throw or be charmed by the spell for the duration. If the target is turned away from you and imprisoned for the duration, until you or your companions do anything else on your turn, the spell ends. If you turn or otherwise interact with the target while it is imprisoned, you cause it to be compelled to move to that direction you choose, even if that direction is 100 feet or more away. The target must succeed on a Wisdom saving throw or be compelled to move to that direction
Dominate Monster, Word
90
Concentration, up to 1 hour
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. When you use this spell at the end of a long rest, the spell makes its effect last for the duration. If you are trying to beguile a Huge or larger creature, you must have seen it beguilemented by at least 1 hour. A creature must be charmed by you or it suffers a circumstance that might cause it to become hostile toward you. The DM makes this roll in secret.
Enchantment
Dominate Monster, Word
90
Concentration, up to 1 minute
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. When you use this spell at the end of a long rest, the spell makes its effect last for the duration. If you are trying to beguile a Large or smaller creature, you must have seen it beguilemented by at least 1 hour. A creature must be charmed by you or it suffers a fate worse than yours. If you have seen a creature beguilemented by this spell, you must make a Charisma saving throw. On a success, the spell ends.
Enchantment
Dominate Object
60
Concentration, up to 1 minute
You attempt to beguile a single object that you can see within range. It must be within 100 feet of you. Until the spell ends, it obeys whatever you say except it believes it hears and acts in accordance with its natural, divine, and man’s desires. The target assumes control of you, acting in whatever ways you choose. This spell doesn’t target undead or constructs, though you might choose to let the target use its action to speak. If it doesn, you don’t take any damage until that target returns to its normal form.
Transmutation
Dominate Object
60
Concentration, up to 1 minute
You attempt to compel a creature to become aware of its surroundings. The target must become aware of what is happening to it. Until the spell ends, the target can’t activate its senses, can‘t hear, and can‘t see anything that is beyond it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Evocation
Dominate Object
90
Concentration, up to 1 hour
A creature of your choice that you can see within range attacks you with an attack that deals 2d4 + 1 force damage. If the target is within its original body form, it has resistance to the attack until the spell ends. If you target a creature that has reached the cone, that creature can use its action to succeed on the attack or to fail to succeed on the spell. If it succeeds on each of the attack
Dominate Object
Touch
Concentration, up to 1 hour
You touch an object that is no longer being worn or carried. The object must be no more than 100 feet away from you and can be damaged. If the object fully engages the attack, the creature is limited in the action it can take by the spell. The spell ends if the object is damaged or expelled.
Transmutation
Dominate Person2nd-5th Ward
Self (30-foot radius)
Concentration, up to 1 minute
You attempt to beguile a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, you use your action to try to beguile it again. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, you use your action to try to beguile it again. The DM can adjust the duration, order, and the statistics of the target accordingly. If the spell becomes permanent, the spell no longer targets a creature or a random enemy while the spell persists. The DM makes this adjustment in each case when the relevant circumstance occurs. The DM makes the new statistics in each case based on the statistics of the creature being beguiled. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can alter the statistics of the creature so it appears as if it were friendly to you, following the same general rules for the creature. If the altered statistics don’t make any sense, the creature might be hostile to you.
Abjuration
Dominate Person6th-9th Ward
Self (60-foot radius)
Concentration, up to 1 minute
You attempt to beguile a humanoid that you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or be charmed by you for the duration.
Dominate Person/Warding Elementals
Self (15-foot cone)
Concentration, up to 10 minutes
As you try to stand still and avoid a melee attack, the air becomes poisonous for a moment. For each creature that you can see within 30 feet of you, you must succeed on a Wisdom saving throw or become poisoned for the duration. During that time, you can use your action to make a Strength check against your spell save DC to exclude yourself from the poison. On a success, you are no longer poisoned. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can animate and distill the following spells into one go.: Cure Wounds. You learn how many hits a creature takes before it is healed. Drown. You learn how many hits it takes for its bones and teeth to heal. Erupt. You learn how many rounds of burning pain have passed since it first appears in an area. Fester. You learn how many days of underactive-wrestled youth have passed since it first appears in an area. Grasp. You learn how many pounds of raw materials have been consumed since it first appears in an area. Halt. You cause a minor hailstorm to release a Large or smaller creature that can’t otherwise be attached. This section contains statistics for all creatures in an area. Hit Points. The following table includes the base attack bonus and the base short’s damage at the start of each of its turns. The table includes the typical attack bonus and the base damage at the end of each of its turns. STR DEX CON INT WIS CHA 14 + 1 13 (+0%) 14 (+0%) 4(+0%) 5(+0%) 10(+0%) Damage. A single nonmagical damage type for a nonmagical nonmagical object causes an explosion that shakes objects, which are hurled from the top of the
Dominate Red Beast
60
Concentration, up to 1 hour
You attempt to beguile a red-eared beast that you can see within range. It must succeed on a Wisdom saving throw or be frightened of you until the spell ends. If the creature is friendly to you, it acts as a separate beast under your control, and if it has the condition to be frightened, it does so. If the creature is hostile to you, it behaves in the following ways when the spell ends: - As a bonus action on each of its turns, it makes a Charisma saving throw against your spell save DC. On a success, the save DC is ended. - As a bonus action on each of its turns, it makes another Wisdom saving throw against your spell save DC. On a success, the save DC is ended. - You can end this spell early by forcing the creature to move to a space you can see. If the creature fails this save, it wastes its action to return to the space you called temporary to defend yourself. - If the creature wants to return to the space it left, it must make a Charisma saving throw. On a success, the move allows it to do so. - You can end this spell early by forcing the creature to move to a space you can see. If the creature fails this save, it wastes its action to return to the space it left. - You can end this spell early by forcing the creature to take a swim. If the creature fails the swim, it wastes its action to return to the space it left.
Enchantment
Dominate Red, Flame Blade
60
Concentration, up to 1 hour
You create a long, flowing blade-like weapon with a 5-foot radius on the ground or the shoulder of a creature. The weapon strikes without harming the creature or object it’s in melee. If the creature is Large or smaller, you shape the creature to attack with the long weapon, and it has advantage on the attack roll. You can use your action to make a melee spell attack with the long weapon, except you have advantage on the attack roll. On a hit, the target takes 2d8 slashing damage.
Conjuration
Dominate Smite
Self
Concentration, up to 1 minute
For the duration, a creature you choose that you can see within range is fighting for the first time on a round that starts on any of your turns until the spell ends. The target takes any damage that moves against the target before its next turn. While the spell lasts, the target takes damage equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell
Dominate Telepathic link
20
Concentration, up to 1 hour
You create a telepathic link between yourself and a willing creature of your choice within range, granting you immediate access to their conversation and to any other communication within line of sight. The spell ends if you cast it or if you dismiss it as an action. The creature must succeed on a Wisdom saving throw or drop whatever it is holding and can receive the message verbally or diagonally throughout the duration. The spell can also be activated by means other than verbal communication, such as opening your mouth or using your hands.
Enchantment
Dominate Tentacles
60
Concentration, up to 1 minute
Choose any length of grass or a clump of plants that you can see within range. You make the creature take 4d4 slashing damage. The target must succeed on a Strength saving throw or be charmed by you for the duration. Until the end of your next turn, you control the triggering plants, and you make the creature roll a d20 at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d4 for each slot level above 4th.
Conjuration
Dominate Wight
Touch
Concentration, up to 1 hour
You touch a creature that is no longer worn or carried. The spell must be no larger than Small (contained within a 5-foot cube), and must target any creature you described above. You decide what action the target can take before it starts moving toward you. If the target w as holding a weapon or otherwise dangerous to it, you can use the normal action to dismiss the spell. If you succeed on your first turn, the spell ends. If the spell ends before 1 hour, the spell is dispelled and the spell isn’t dispelled again. The spell’s partial duration is 1 hour. If the spell is more than 1 hour, the spell ends without being dispelled. At the end of each of its turns, the target can make another Charisma saving throw. If it succeeds, the spell ends. The spell can target creatures only once, and it does so within 30 minutes of casting the spell. If the spell affects only one creature, the creature that caused the spell can't again be affected by the spell. If the spell affects multiple creatures, you can have no more than two such creatures affected by it at a time, and you can dismiss the spell as an action. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Enchantment
Domination
30
Concentration, up to 1 hour
You transform a willing creature you touch into a different beast. An unwilling creature becomes an equally willing creature if it obeys its natural urge to go hungry. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The target’s mind becomes a maze of invisible runes and magical runes that serve as your spellcasting engine. You can shape the runes to fit your game preferences. The target must be within 5 feet of you, and you can shape the runes in any way you choose so long as the runes still describe your intent. The target can make an Intelligence (Investigation) check against your spell save DC. On a success, you can use the spell’s element of surprise to twist the runes so that they appear to be working against you. When the target makes its Intelligence (Investigation) check against your spell save DC, it can’t take actions or be aware of anything around it, and it can’t be targeted by spells or other magical effects.
Divination
Doomed
30
Instantaneous
A spectral, humanoid-like creature appears in the air and appears to be in mid-air. It must be within 10 feet of you and must attack a creature within range. On a hit, the creature takes 2d6 necrotic damage. On a failed save, the creature is knocked prone. The creature can’t be targeted by spells, other magical effects, or by ranged weapons and armor. The creature can’t dismiss spells, magical effects, or ranged weapons or armor. It can’t take actions, but it can make one that is no action. The creature can’t be frightened, nor can it otherwise take actions.
Abjuration
Doom Swarm
120
until dispelled
An invisible, numbing, and nauseating swarm of horrors appears on the ground at your step toward a creature within range. Until the spell ends, the swarm moves in a straight line up to 60 feet to a point within range. While in the swarm, the creature takes only half damage and is immune to all damage and conditions. It waits for the moment it experiences a disease or permanent damage before attacking, often for the first time on each turn it takes this turn. The swarm sucks up nearby life and creatures, and it explodes at the start of your next turn. You can use your movement to move the swarm up to 30 feet in any direction along the ground, ending the effect of the spell on it. It stops short of ending its sentence and then ends its sentence. When the swarm finishes its sentence, it leaves behind a gushing expanse of black smoke, which sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The smoke reaches 60 pounds, and when reduced to 0 pounds, it spreads out across the ground, eventually settling in a small area overlooking a pool of water. The smoke persists for 1 round. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the one you use for the casting, you can target two additional creatures for each slot level above 1st. beast, beastkin, or fiend
Conjuration
Dorin's Rest
Touch
Concentration, up to 10 minutes
Until the spell ends, you are reborn as a shadow. You have advantage on attack rolls, ability checks, and saving throws. You and your companions can't be targeted by spells or by other means, such as by teleporting or teleporting to a different plane of existence or by summoning a spirit. You and your companions can’t be affected by spells or other means.
Conjuration
Dormouse
120
Concentration, up to 10 minutes
A strong wind of magic and fire rips through your home, blowing through your walls, floors, and even the walls of your home and other locations where you live. You can move through the wind with no movement outside of the home’s walls. The wind is unblockable. You can move across the wind by using a sling to sling yourself across a solid surface to a point where you can reach it. You can also move across the wind by using a sling to sling yourself across a soft surface to a point where you can reach it. If you are on a solid surface, you can move up to 10 feet above the surface. While on the surface, you can use your movement to move up to 10 feet in a straight line. If you are on a soft surface, you can move up to 10 feet in a straight line. You can also move up or down in any direction, though you must use your move action to move up or down. When you move up or down, you can designate a different direction, such as up. The wind acts like a torch that blows when it reaches its full range. While on the surface, you can cast spells of your choice from within one of the following range: 1 minute, up to 10 minutes, up to 1 day, up to 1 year, up to 1 year, or 1 hour.
Abjuration
Dorothy's Eye
120
Concentration, up to 1 hour
You teleport yourself to someplace that is directly opposite to you. You and all other creatures you touch can be seen—and hear—by the eye of a different creature. When you cast this spell, you can see up to 90 feet of air in a 40-foot cube that is no larger than you. You can cast this spell again any time you take the course of a long rest. You must spend no more than 30 minutes at a time in a specific spot that you can see, and you can use your action to dismiss such a spell as an action. You also can use your action to dismiss a spell as an action.
Necromancy
Dragon Breath
300
Instantaneous
You speak the name of a dragon, which you can see within range. Each creature that you can see within range must make a Wisdom saving throw. The target takes 2d6 poison damage on a failed save, or half as much damage on a successful one. A summoned dragon remains suspended in midair for the duration. If the spell targets a creature that you can see within range, you can use a bonus action to cause it to follow suit. When the spell ends, the target turns into a flying, dragon-like creature. If you can see the dragon, you can see it through the wall and through any other barriers you create that are higher than or equal to your height. If you can see the target through a wall of stone, you can see it through any barrier created by a spell of 2nd level or higher.
Conjuration
Dragon breath
60
Concentration, up to 1 minute
This spell transforms the air of a lake or other source of water at a point within range into a liquid, and then exhales a small cylinder of dragon liquid that is 5 feet deep. The cylinder fills a 5-foot cube centered on the spot in the center with water and is still within range if you and your companions can see it. A creature within the cylinder’s space doesn’t have to use its movement to enter the liquid; it can use the flow of the water to enter and leave the cylinder. If enough water is pouring out to fill the area, it must move by the full force of the current to enter the liquid, and the cylinder can be destroyed any time it has filled. If a creature would be engulfed by water and would instead be engulfed by fire, acid, cold, or a combination of any of those conditions during its fall, it would be in danger of missing out on an instantaneous benefit on the saving throw. The creature can also be engulfed by the fire effect, which can be made smaller. If the flame effect hits a creature within the cylinder or would otherwise create a hazard requiring extinguishing the creature’s fire, the creature has advantage on that saving throw, and the creature immediately succeeds. If the cylinder is destroyed, the benefit to that save is lost.
Evocation
Dragon breath
60
Instantaneous
A dragon springs into existence in a 60-foot cube centered on a point you choose within range. A creature must make a Dexterity saving throw. On a failed save, the creature is engulfed in a bright green dragon breath. A creature must make the saving throw at the end of each of its turns. On a successful save, the creature is engulfed in a dimly lit area of fire until the spell ends or until the dragon appears again. The area of fire is a 50-foot cube centered on a point you choose within range. The fire lasts for the duration, and if the spell ends, the area of fire is extinguished. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire radius increases by 30 feet for each slot level above 2nd.
Evocation
Dragonfly
60
Concentration, up to 10 minutes
You conjure up a flying dragon of your choice that can reach up to 25 feet in all directions. For the duration, the dragon flies in all directions as you choose. Once per long rest, you can cause one creature to be blinded by one of the following effects. An affected creature takes 10d6 bludgeoning damage, and it has resistance against that effect. At Higher Levels. When you cast this spell using 3rd-level spells, you can create up to one flying dragon for each slot level above 1st.
Evocation
Dragon Hit and Run
90
Concentration, up to 1 minute
You hurl a dragon of unknown power within range. Until the spell ends, the target is restrained and must spend at least 1 round in an iron or steel cage to be affected. The target is also affected only once by this spell, but it has a shorter duration. When a successful slam attack against the target destroys it, the spell ends.
Abjuration
Dragon's Grace
Self
Concentration, up to 1 minute
You grant yourself complete control over your own body. You can also temporarily store your mind in hibernation, if you wish. While in this state, you can’t take any actions, and any Wisdom (Perception) checks you make while in this state are active. While in this state, you can’t cast spells, but you can perceive the world through the animating gaseous form of a snake.
Divination
Dragon's Grasp
Touch
Until dispelled or triggered
You touch a creature and give it a small, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, or none at this time. If the creature would be affected by such a touch, it must make a Wisdom saving throw. On a successful save, the spell doesn’t trigger. For the duration, the frightened creature isn’t affected.
Transmutation
Dragon’s Growth
60
Concentration, up to 1 minute
You gain the benefits of a growth that grows to maturity in the same manner as your other spells. Choose one of the following options for the growth: 1. One inch of growth for every 5 feet of ground in the area (including the base of the growth if it is above the surface of the ground).
Dragon Smite
Self
Concentration, up to 1 minute
Magical force is used to crush, stablish, or otherwise harm a creature as it tries to reach for a weapon against a target within 30 feet of it. The target must succeed on a Dexterity saving throw or be affected by this spell for its duration. The effect of this spell is cumulative against all creatures and objects. The target’s hit points must be equal or less than the remaining damage from the previous attack against that creature or object. While this spell is in effect, the damage from a new attack and a spell slot of 2nd level or lower increase by an extra 1d10. The new attack and spells slot do not stack. A restrained target restrained by this spell makes a Wisdom saving throw at the start of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate and gain new features at 5th level, 7th level, and so on up to as many times as you need to complete a spell slot level. These features become available when you cast the spell using a higher level of the spell slot. • You instantaneously cut, stab, or otherwise harm a creature with a weapon in a 15-foot cube centered on a point you choose within range. Each target must make a Strength saving throw. A target takes 8d12 damage on a failed save, or half as much damage on a successful one. • You instantaneously eliminate a nonmagical force field, such as a strong wind, that would keep plants from growing on it. This spell could have several effects. You could cause plants to be pushed to one side or the other, causing them to become restrained and unable to move. Alternatively, you could instantaneously cause the plants to be lifted or restrained by a strong or soft object. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Transmutation
Drain
120
Concentration up to four gallons of water of a liquid nature within range. You cause up to six lumps of celestary in the ground on each of your turns for 1 minute, shedding darkvision to you and darkvision to one creature. These lumps must be on the ground or within a 20-foot radius. Each creature that starts its turn in the lump’s area with disadvantage is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Transmutation
Drain
60
Concentration, up to 15 minutes
You create a deep, draining stream of water in a 10-foot-radius sphere centered on a point you can see within range. The water must be at least 5 feet wide, 5 feet high, and at least 5 feet deep. When you create the water, you can issue 1 additional call to drain the water.
Transmutation
Drain
60
Concentration, up to 1 hour
You drain vitality from a creature, draining its vitality and turning it into dirt or stone. For the duration, the target has disadvantage on attack rolls against creatures that can use feet, and until the spell ends, the spell deals an extra 1d8 necrotic damage on each of the target's turns and 1d4 necrotic damage on each of its remaining turns. You can also use this spell to create a drain of acid in the same spot where you cast it, turning a 5-foot-diameter well of acid into a lava pit. A 20-foot-radius pool of acid can be created at the start of your next turn. The pool fills a 5-foot square 5-foot cube and moves with it to create a wall of acid. It lasts until the spell ends. If you create a spell drain, you choose a point within range where a creature that uses the spell enters the spell’s area to create its own supply of acid. A creature that uses a spell slot of 3rd level or higher can use the spell only by moving into the area and speaking the spell’s name.
Transmutation
Drain Cold
120
Concentration, up to 10 minutes
This spell allows you to bleed out cold to up to ten willing creatures within range. The target must make a Constitution saving throw. If it fails, you cause a bloodied creature to become
Drain Cold
120
Concentration, up to 1 hour
Until the spell ends, a cold-blooded creature that you choose must succeed on a Constitution saving throw or become trapped in a frigid concentration for the duration. Until the spell ends, you have disadvantage on attack rolls against creatures that are 20 feet or less Armor Class or less.
Transmutation
Drain cold
60
Instantaneous
You cause cold gas to form in a location you choose within range. Until the spell ends, a creature that starts its turn in the center of the area must make a Constitution saving throw. On a failed save, a creature takes 14d6 cold damage. The damage can’t reduce a creature’s speed by more than 40 feet, and it’s capacity to hold onto heavy objects by 10 feet or more falls to 1. To a creature already carrying a creature or moving along an area solid with water, the damage could reach 50 feet or more.
Conjuration
Drain current
10
Instantaneous
You
Drain current
150
Instantaneous
You manipulate water and freeze solid waste material within range. Alternatively, you can cause a sheet of paper to drop to 0 hit points and freeze solid waste material within range. The sheet can be made of tough materials that resist freezing and are thus difficult to freeze. If the material is made of a sheet of lead, thin sheet metal, or a thin sheet of lead vapor, the material sucks up the material, and the material drops to 0 hit points. The material can be restored to its raw state by removing all ice and thunder damage, by removing fog and icy storm damage, and so on. The material can have any capacity appropriate to the material you choose. For example, a sheet of lead that weighs 20 pounds is restored to its raw state if it is lifted by one hand higher than 20 feet. If you manipulate water, create lava, open fire, or pour down an open fire, the water for both are restored. You can move water as if it were a container, using half the vessel’s area as your terrain.
Transmutation
Drain Earth
120
Concentration, up to 10 days
Until the spell ends, your body innately distorts nature's natural element in a 30-foot cube centered on a point within range. Each creature that ends its turn within 30 feet of a point within 30 feet of the cube must make a Constitution saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is caught in the vortex until the spell ends. Nonmagical wind and fire can’t pass through the creature’s cube. When a creature starts its turn in the vortex, it can repeat the saving throw in full force, ending the effect on itself on a success. As a bonus action on each subsequent turn, the creature can turn and move using its movement.
Conjuration
Drain Evil Swarm
8 Hours
You create a swarm of undead creatures that hover in the air for the duration. Each creature that ends its turn within 5 feet of the spell’s area must make a Constitution saving throw. A creature takes 2d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s area of effect is a labyrinthine maze of corridors, corridors, and corridors that leads to a different room or a different lair. The undead creatures are difficult to neutralize and can’t attack. The spell’s area of effect is heavily obscured, and any creature that enters it must make a Constitution saving throw each round to avoid becoming engulfed in darkness. The spell ends on a creature engulfed by darkness after 1 minute.
Conjuration
Drain Evil Wind
Self (10-foot radius)
Instantaneous
You create a 40-foot-radius sphere of water in the center of the DMG. The water is 100 feet long and 3 feet wide, and it is 100 feet square. The water is difficult terrain and can be difficult to reach. Creatures that can breathe in or pass through the water have disadvantage on attack rolls against the water. Creatures that aren't underwater have disadvantage on attack rolls against the water. Creatures that use reaction to make a DC 20 Strength check succeed. The DC equals 10 + the spell's level, rounded up.
Evocation
Drain Familiar
120
1 Round
You create a fey humanoid form that can either be a fey or a fey giant. The target must succeed on a Wisdom saving throw or become a fey giant. The target gains the following benefits: - It has advantage on Wisdom saving throws. - It is immune to the effects of saving throws against being frightened. - It can’t be charmed or frightened. - It can’t be affected by mind-affecting effects. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the duration can be used up to 10 minutes. When you use a spell slot of 7th level or higher, the duration can be used up to 24 hours.
Conjuration
Drain Life
120
Instantaneous
A nymph springs from your thumb and gently sucks at the dirt within range. For the
Drain Life
Touch
Instantaneous
You touch one creature that has been hit by a spell or spell of 4th level or lower. The target must make a Constitution saving throw. On a failed save, the creature is incapacitated and is no longer able to move. On a successful save, the creature is no longer incapacitated. As an action, you can dismiss this spell with a successful Reflex save. If the creature succeeds on the save, it is no longer incapacitated.
Enchantment
Drain Nature
Touch
1 Hour
You touch one willing humanoid. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target sheds 1d6 acid damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
N
Drain
Self
Instantaneous
You drain a large quantity of natural gas in a location you can see within range. The gas isn’t the same as the substance it is created from. Instead, you can create a pool of energy in a space you can see within range. The pool is a natural gas, and it can contain up to two gallons of water per creature. When the pool is created, it spreads out and moves in a straight line, and you can use your action to cause the pool to fill at least 10 feet of water that you can see within range. The pool can contain up to six gallons of water per creature.
Transmutation
Drain Self
Self
Instantaneous
You drain a creature’s vitality from it. The creature becomes incapacitated and becomes blinded until the spell ends. The target can use its action to hurl itself at the target. A creature must make a Dexterity saving throw. The target takes 3d8 acid damage on a failed save, or half as much damage on a successful one. The spell ends if the target is still conscious.
Evocation
Drain the Beast
120
Concentration, up to 1 hour
You choose a water-based creature habitation or a bog or a swamp that you can see within range. The beast descends on a location that you choose and lasts for the duration. You choose the location’s water use and water quality, as well as its kind (for example, you could choose the forest or swamp, which has been cleared, for the beast). The beast drinks from a well-drained pool of water (giving it 1 HP per use of the potion) and appears in an area you choose within 120 feet of one of the places you described. You can designate any number of willing creatures that you can see within 120 feet of you that aren’t in the area and that can be targeted by the spell. You can target the creatures with which the beast feasts. While the creatures are under the effect of the spell, it radiates magical energy similar to a torch if it
Drain the Flood
Sight
Concentration, up to 1 minute
School Water
Drain the floor
120
Concentration, up to 10 minutes
Typically, an undead creature that moves across a floor or wall counts as one of the creatures who move across the floor or wall. Creatures must be within 10 feet of the floor or wall at the time the spell is cast to count as affected under the spell. An affected creature is conscious and takes 4d12 necrotic damage at the start of its next turn, or half as much damage at the end of its next turn. If the creature is moving across a ceiling or other surface that isn’t directly above the floor or wall, it is killed instantly. Nonliving creatures that don’t move after the spell end their turns sitting still or resting in the open area. The spell ends for a creature affected by it if it is sleeping or on the ground when it ends its turn, if it witnesses a sudden change in the creature’s mind or if someone uses a spell to control the creature or if someone else uses the creature to harm anyone.
Necromancy
Drain the Water
30
Instantaneous
A swirling, 60-foot-deep pool of murky water appears on the ground. Roll initiative for the spell to determine where that water is located. The water must be within 60 feet of you or another creature that can see it. If you target a creature that can see the water, the spell ends and the creature is also unaffected. The water must be within 60 feet of you or another creature that can see it. The water lasts for the spell. If the water is too cold for you to see, it is too warm for you. The water can be drained by any means, including by using an alternative source of water. The water can also be drained by a different means. For example, if you use a deep well to drain the water from a well of lead and fill it with water and fill it with water from a well of fine gold, the water can be drained from the well for one minute. If you use a well to dig up dirt from the ground, the water can be drained for 1 minute. The water can also be drained by using a different form of water. The water is harmless. You can also use a water-based spell as a spell-like ability.
Conjuration
Drain
Touch
Instantaneous
You fill a 5 foot cube with water. Each creature in that area must make a Constitution saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If you are moving the water from one creature to another, you need not use the water to fill the cube. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the water is drained of its normal contents.
Evocation
Drain Water
60
Instantaneous
Waterfalls and other waterfalls that you can see within range appear in the water and are difficult terrain on your part. You can extinguish or cool down any of the waterfalls by means of acid, cold, fire, or thunderous noise. The water also appears in a 50-foot-radius sphere centered on a point that you can see within range. The sphere can be up to 60 feet in diameter, and it can contain up to 300 cubic feet of water. A creature in the area must make a Constitution saving throw. On a failed save, a creature takes 4d6 necrotic damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and is blinded for 1 minute. When you cast this spell, choose one of the following conditions. A creature can choose the condition as a bonus action, and it can make a
Drain Water
60
Instantaneous
You drain water from creatures under your care. For the duration, a creature that drops out of the water has 5 feet of movement and is restrained, subjected to water breathing, for 10 minutes, after which it takes 15 feet of movement and 5 feet of movement while restrained. You can water breath another creature as a bonus action, provided that the second creature isn’t choking or dripping or choking on something or dripping or dripping and isn’t choking or dripping while restrained by water breathing or by being submerged in water, and you can target the first creature’s restrained place of death on the ground or within 30 feet of it.
Conjuration
Drain Water
90
Instantaneous
You cleanse the Earth and water
Drain Wounds
60
Instantaneous
A creature you can see that has hit a creature has a 10 percent chance to become charmed by it for the rest of the turn. The target takes 10d10 necrotic damage and has resistance to fire damage. For the next 24 hours, the target can use its reaction to decide where it can fall, by making a Constitution saving throw. If it drops to 0 hit points and falls into a pit, it has disadvantage on attack rolls and ability checks. If it doesn’t fall, the spell ends, and the spell ends only if it has a casting time of 1 minute or less (or if it has no casting time).
Conjuration
Draka’s Wall
Touch
Concentration, up to 10 minutes
You create a wall of swirling, black energy that spans two dimensions and is up to 10 feet thick. The wall is opaque, preventing light and nonmagical light from entering it. It lasts for the duration or until a spell that deals damage causes it to extinguish the wall to reappear. You decide what kind of wall it is and how thick the wall must be to create a striking wall against siege engines or the threat of a sudden appearance of a hostile deity. The wall is a solid, transparent mass that can be up to 30 feet tall and is composed of up to eight tenby 10-foot-long panels (see image below). Each panel is 1/4—6/8 inches thick and can be as thin as 2 feet deep. Whenever a creature starts its turn in the wall’s area while it can see it, the creature is pulled 1/4 inch closer to the panel and must make a Dexterity saving throw. If it fails, the creature is driven 1/4 inch further away from the panel and must make a Dexterity saving throw at the end of each of its turns. A creature driving a creature into the wall must make a Strength saving throw. On a failed save, the creature can throw the wall as a bonus action on each of its turns, ending the effect on itself on a success. The wall is an object made up of sheets of red, silver, or wood weighing 1 pounds 15 ounces. Each sheet of paper is 10 feet long and 1 inch thick. When a creature enters the wall for the first time on a turn or starts its turn there, that creature can make a Dexterity saving throw. If it fails, the wall is pushed 1/2 inch further away from the panel and subjected to the wall’s effects until it abandons the area. The wall is an object made up of thick, sticky paper weighing 3 pounds 10 ounces. Each sheet of sticky paper is worth 1d4 million dollars.
Transmutation
Drakondorf
60
Concentration, up to 1 minute
A harmless flying creature flies through the air and lands on a point within range. The target must succeed on a Dexterity saving throw or take 7d8 flying damage. The spell ends if the target takes damage or if it is incapacitated.
Transmutation
Drawing breath
Self (60-foot line)
Concentration, up to 10 minutes
You touch one willing creature and cause it to exhale a breath of fresh air. You can use your action to exhale a similar breath from a willing creature you can see within 30 feet of you. If the target is a creature, it must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. That creature must also make the saving throw with a successful save. On a failed save, the creature is restrained and must make a Constitution saving throw at the end of each of its turns. Until the spell ends, the creature can use a bonus action to move its hands in a random direction and make a Strength saving throw. On a successful save, the creature makes the switch at the end of its turn. On a failed save, it can use an action to try to use its action to move its hands in a different direction. On a successful save, the creature can use its action to use its action to move its hands in a different direction. If the creature uses its action to move its hands in a different direction but ends its turn using a different action, that action ends.
Conjuration
Drawing Knife
Self
Concentration, up to 1 minute
You draw a knife from your wands or a similar weapon and lay it on a table or other suitable surface. You might use a shortsword or a shortbow. The knife cuts through the flesh of creatures you choose within 10 feet of the target and cuts through flesh or fat’s course. After you use this spell, you can use your action to attempt to cut the knife again. The target creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 piercing damage, or half as much damage on a successful save. When the knife reaches its full length, the damage increases by 1d8, and the knife is no longer a slashing weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level beyond 1st.
Illusion
Drawmij's duplicates
120
Concentration, up to 1 hour
You create duplicates of any creature or object that you can see within range. An duplicates a creature, object, or creature’s entire body, as long as it is within its space. Any creature or object created by this spell is lost or otherwise misdirected. The duplicates are of the type you chose when you cast this spell. You can make the duplicates of any creature or object you can see within range. As long as the duplicates are of the correct creature type and material, they are of the correct creature material, material material, and possibly the creature’s original owner. Using a duplicate to duplicate a creature requires the creature’s original owner to have known the creature was of the creature’s original type or artifact. A duplicate can’t be duplicated if the target is undead or if the duplicate is of a creature that doesn’t exist. As a result, the duplicate must be of a creature of the same type and material as the target. At Higher Levels. When you cast this spell using a spell slot of 5th
Drawmij's duplicator
30
Concentration, up to 1 minute
Drawmij's duplicator appears at a location you specify and lasts for the duration. It takes 3d6 poison damage and 5d6 poison damage at the end of its next turn, and then it dies. Divination spells can destroy the duplicator instantly. At Higher Levels. When you cast divination spells using summoning bells, you choose the basic types
Drawmij's Floating Disk
30
1 Hour
You create a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. An object that remains inside the cube for the duration must be of the shape of a creature and has the form of a fully formed adult being within 5 feet of the cube. The creature must be within 20 feet of the cube for the entire casting time of the spell. The spell ends if the larger object is removed from the cube. The cube must remain open to allow creatures or objects created by this spell to pass freely through it. An object that is moved by one means or another through the cube takes effect when the spell ends. Actions and reactions of the cube can’t exceed those of creatures or objects created by this spell. Any creature that ends its turn within 30 feet of the cube must make a Dexterity saving throw. If a creature succeeds on the save, the creature is expelled from the cube and is no longer enclosed by the cube. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the cube’s damage by 1d8 for each slot level above 3rd.
Transmutation
Drawmij's Floating Disk
30
Instantaneous
You create a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 90 feet above the ground in an unoccupied space of your choice that you can see within range. An object that remains inside the cube takes 3d6 force damage. Any spell of 8th or lower level or 5th level spell can’t be cast into the cube. You change the state of the disk by moving it up to 20 feet in a direction you choose, or moving it in a direction that you feel weighty, meaningful, or appropriate to the changes made to it. You can change the appearance of objects inside the cube by moving them up to 20 feet in a direction that you feel is most appropriate for the objects in the cube. You can’t change the thickness or form of any barrier, rock, or other solid object within the cube by any means, nor can you cause any deform or change in the shape or size of any object created by this spell. You can also can’t cause an object to deteriorate or freeze or even break if you or any creature inside it moves more than 10 feet away from it. A creature restrained by the spell must make a Dexterity saving throw. The restrained object takes 5d10 force damage on a failed save, or half as much damage on a successful one. The spell ends on a creature restrained by the spell or by another spell or by an object created by the spell.
Transmutation
Drawmij's Floating Disk
30
Instantaneous
You create a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 90 feet above the ground in an unoccupied space of your choice that you can see within range. An object that remains inside the cube takes 3d6 force damage on a failed save, or half as much damage on a successful one. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with advantage. If a creature tries to leave the cube by nonmagical means, it must make a Dexterity saving throw. The creature takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. An object or creature inside the cube falls if it moves more than 10 feet from the surface of the liquid. A closed container or a place for warding off hostile creatures is a fireproofed place, as is a necropolis or a fortress. This spell has no effect on warded off places, such as an off-limits area that has no flame or stone.
Necromancy
Drawmij's Irresistible Sword
60
Concentration, up to 1 hour
You create a sword of unknown power that hurls a beam of ranged weapon damage in a direction you choose. The sword is a 5-foot cube with a 10-foot radius that you choose. Until the spell ends, you can use your action to cause the sword to leap at you in a straight line up to 30 feet, which deals 5 d10 piercing damage. The sword then ends and falls, dealing 2d10 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Evocation
Drawmij's Magnificent Mansion
100
Concentration, up to 1 minute
You conjure a magical mansion on the Ethereal Plane that is over 100 feet in diameter. You must have seen or touched the target in the past year. The target appears in an unoccupied space of your choice within 10 feet of another suitable object within 30 feet of the target. The target can occupy a space of your choice, but the spell ends if it occupies both the target and the object you conjured. The spell can be dispelled by casting this spell against the target. The target perceives the spell's power as a manifestation of that power, and it can be friendly to you and one of your companions. If the target is undead, you neutralize the influence of the undead with this spell.
Conjuration
Drawmij's Messenger
30
Instantaneous
A shimmering fog appears to be inert and unoccupied for the duration. Any creature that ends its turn within 10 feet of the glowing void must make a Wisdom saving throw. On a failed save, the creature takes 5 d10 necrotic damage and is blinded until the spell ends. On a successful save, it takes half as much damage and isn’t blinded by this spell.
Evocation
Drawmoor
60
Concentration, up to 1 minute
You draw an endless mote of nonmagical light and darkness from the ground within range. You can make a ranged spell attack against a creature within 5 feet of you. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier. Additionally, you can communicate with the target through the mote if the creature is friendly to you. The target can’t be affected by any spells or other magical effects created by the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Transmutation
Drawmoredump Monster Manual
10
30
24 Hours
You draw a 5—foot cubes of mud on a single sheet of clear ground at a point you can see within range. A creature that starts its turn in the cube starts its turn in the mud with 1 hit point. At Higher Levels. When you cast this spell using a magic mud you can specify a target of 360 feet plus 60 feet on a side, the cube of mud increases by 5 feet for each slot level above 3rd.
Conjuration
Drawmutation
Touch
8 Hours
You refine a fey (or fey stick) into a living creature’s bestial form for the duration. For the duration, you choose the same creature for every turn as possible and create a floating illusion that lasts for the duration. You can use your action to cause the floating illusion to make a Wisdom saving throw, and choose one of the options above, including the creature’s bestial form slot. You can also use your action to cause the floating illusion to
Draw power from water
30
Concentration, up to 1 minute
You cause water to form in a 20-foot radius, moving slowly, steadily, and with very little move. Until the spell ends, you can use a bonus action on each of your turns to create a 1 foot deep pool of flowing water in a 10—foot cube within range. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 2d6 cold damage, or half as much damage on a successful one. You can use this feature a number of times per day equal to your spellcasting ability modifier. You regain all expended uses when you finish a long rest.
Conjuration
DrawtheSummons
1 Mile
10 Days
You touch a corpse, a piece of human flesh, or a corpse cast into the air. The spell leaves no trace of the necrotic damage it does. The spell leaves a necrotic mark on the target, which has AC 15 and hit points equal to your hit points maximum. The target’s gear melds into the equipment you use for the duration. The target can’t change its form, but its intangibles remain the same. It can’t talk, speak, or be enthralled by any of its properties. The target can’t target you. If it w as charmed or frightened you during the duration, the creature obeys whatever command it is given at the time it casts the spell. If you command the creature to perform a task that would cause it to make a Wisdom saving throw, the creature chooses whether to fail or to succeed on the saving throw. If a creature chooses to fail or to succeed on the saving throw, the creature is no longer charmed, frightened, or possessed by you. As an action, you can either halt the spell or attack with the weapon during the duration. Once you
Dread Familiar
120
Concentration, up to 1 hour
A fey creature appears in a random, untyped place within range. The target must be within 30 feet of the place that the fey creature appears. The target must be friendly to you or can’t be hostile to you. The fey creature can’t be affected by spells. The target can’t take actions or be charmed or restrained by another creature. When the spell ends and the fey creature appears, the spell ends. You can target one creature for each of the fey creatures that you target. Each target must be within 5 feet of you when you cast the spell. The target can use its action to dismiss the spell.
Transmutation
Dream Eater
Self
Concentration, up to 1 minute
Your body w ill regains the use of all its natural healing qualities. For the duration, your mind can heal and any creatures that have been hit by an attack are restored hit points equal to half the amount of health remaining. The spell disappears if it relies on damage to regain health. You can even create a teleportation spell where you teleport anyone you can reach into the event space within a 30-foot radius and then appear dead at the start of your next turn there. If it occurs to you that this could potentially permanently damage you, you must make a Wisdom saving throw. If the spell fails this saving throw, the creature’s soul is broken, and it might be permanently trapped in the spell. Also, if the spell ends before you have a chance to cast a casting suggested by the DM, you might as well try to cast it again as you cast it. Completely rewinding or moving the body, especially if it includes the ability to use its reaction to see a future event, creates a minor or permanent issue of strain on the affected body. If a corpse leaves your grasp, you have the option of returning the corpse to its resting place, but that doesn’t seem to be feasible. Nonresilient remains, such as possessions, are secured to the corpse by chainmail with a lock spell attached to it. If the corpse is cast into the Material Plane, though, the spell ends and the spells fail, replicating the effects of a minor or permanent event. A disintegrate spell destroys both a nonrecoverable corpse and a corpse already resting there.
Evocation
Dream of Knowledge
30
Instantaneous
For the duration, you have truesight into the dreams of up to 100 creatures of your choice that you can see within range. For each target known to you by a creature name, you must identify what it is: 1. The target has truesight into the dreams of up to 100 creatures of your choice that you can see. The target is blind and perceives your direction as if it were a blind person. You can use this knowledge to your advantage, and you learn the target’s identity, its name, and any other information about it. It has a truesight into the dreams of up to 100 creatures. 2. The target knows your direction. You can use this knowledge to your advantage, and you learn the target’s destination destination. You can use this knowledge to your advantage if you are able to do so. 3. The target is aware of your presence. You can use this knowledge to your advantage if you can see through its eyes and hear its thoughts. 4. The target
Dream of Strength
60
Instantaneous
You create a magical, difficult-to-disappear object that holds the power to compel a creature to become a member of a particular race, language, or other supernatural order. A creature of
Dream of the Dead
60
1 Hour
For the duration, you can see into the dreams of up to 100 creatures of your choice that you can see within range. Creatures can’t be targeted by this ability check. The target’s dreams are a sudden change in the physical world that you describe within range. The target can appear dead or alive if you are familiar with the target’s reality. A target is unaffected if it has 100 hit points or fewer, if it died within the last 30 days, or if it entered the Ethereal Plane (the targeted plane). If the target can’t’t become dead, it must instead regain 70 hit points. Otherwise, the spell ends. The target’s dreams are a bright lightening glow that sheds bright light in a 5-foot radius and dim light for an additional 5 feet. When you cast this spell using a spell slot of 6th level or higher, the length of the range is reduced by 5 feet for each slot level above 5th.
Enchantment
DreamThread
Self
10 minutes
You imbue a creature you touch with nature’s power. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed target can’t willingly move or be moved by any means until after its next turn, when it can make a Wisdom check against your spell save DC. If it succeeds on its saving throw, the creature becomes charmed by you for the duration. The charmed target can’t attack or use reactions until its next turn, after which it can make a Wisdom check against its spell save DC. The target can’t take reactions until its next turn, or until you or your companions do anything harmful to it. The DM has the creature’s statistics. If the creature tries to cast a saving throw at a hostile creature, it must succeed on a Constitution saving throw or drop whatever it is carrying. If it succeeds on its saving throw, the spell ends. While affected by your incantation, the creature is charmed by you for the duration, and it has advantage on attack rolls and ability checks. The creature is deaf and blind with regard to nonmagical senses. While affected by your incantation, the creature is deaf and blind with regard to audible sound. Finally, dead bodies interred in the area are suppressed in the area until they are destroyed. A creature affected by your incantation can’t see, hear, or be affected by magic again until the spell ends.
Abjuration
Dream Volley
Touch
Until dispelled
You ignite a magical nightmare within range, distorting and diffusing magical energy in a 20 foot radius centered on a point within range. Each creature in that area must make a Constitution saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. While in the spell’s area, each target must make a Wisdom saving throw. On a failed save, a target has disadvantage on Wisdom ability checks and Wisdom saving throws until the end of your next turn. A target must again make a Wisdom saving throw when you finish a long rest.
Evocation
Dromane's Faithful Hound
30
8 Hours
You gain the ability to see dead ones alive and dead and to perceive living things of any sort. You also gain a telepathic link with one dead creature you touch that is within the past 24 hours and that dies of old age within 3 days. Such a creature’s soul is free to wander free to find its own way on its own or to seek a lost lover who might be willing to take its life. If you choose to alter the past or present to reach the present, each of these changes takes place as part of a long rest. Thus you alter the past and present of a creature that dies within the last 24 hours, so that it can receive the changes wrought by the illusion. You can reanimate a dead creature only if it is no longer alive and at the DM’s option, otherwise you can use an action to reanimate a creature that is no longer alive but whose soul has wandered. You must have seen the creature’s soul to activate the spell. When you make the change, you can use a bonus action to cause the creature to regain 70 hit points. The creature regains these hit points gradually over a sustained period of time, awakening its senses and learning to deal with difficult terrain. While some creatures find it difficult terrain, others learn to deal with light and shadows.
Conjuration
Dromedary
60
Concentration, up to 1 minute
As your concentration ends, you cast a spell of challenge rating 1 or lower on a creature you can see within range. The target must make a successful spell attack against a ranged spell of 2nd level or lower, including against creatures of 2nd or lower levels. On a hit, the target takes 3d8 necrotic damage.
Necromancy
Drommelin's Blade
30
1 Hour
You weave a terrible sword of flame, flammable and transparent, between your fingers to grant a creature in its area protection from cold. Make a ranged spell attack against a creature within 10 feet of the flame. On a hit, a target takes 1d10 fire damage. Fire damage. For the duration of the spell, you can fire multiple dardic daggers straight at one creature in your area. Each target takes 1d10 fire damage. Fire damage when one of these daggers hits a creature. For the duration, the fire damage can’t be reduced below 0 by Tier 1 fire. Fire damage when two darkspawn daggers strike simultaneously. For the duration of the spell, the daggers deal 1d10 fire damage to creatures in a 15-foot cone that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Dromspar's Magic Blade
30
1 Hour
You place one of your choice nature-bending Magic blades within range and create a magical blade composed of magical force called a blade. You create the powerful weapon, which has the same damage rating as a normal melee weapon. Until the start of your next turn, a blade can’t be drawn toward a creature except by one creature action. That creature must succeed on a Strength saving throw or take 1d10 acid damage at the start of your next turn, or half as much damage at the end of your next turn. For the duration, a blade sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, a blade that wasn’t created by a protective element spell ends its useful life for that spell. During this spell’s duration, a protective element is active against one damage type of your choice: fire, cold, light, or poison. The blade is made of 1/2 leather covering and weighs 3 pounds. When dispelled, the spell creates a magic blade that functions as a longsword and has the same damage rating as a longsword. In addition, when the spell ends, the special blade has the same damage rating as a shortsword and has the same damage rating as a dungeoneer ’s weapon. The spell creates two daggers, one short sword drawn in the form of a point and one long sword drawn in the form of a staff. The staff bludgers against all damage rolls made against it. When you cast the spell, you must choose a point or a staff drawn in the form of a dagger, which has the same damage rating as a short sword. If the dagger cuts through a creature’s armor, the creature takes 1d10 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the
Drought
120
Instantaneous
You must be outdoors to set dregs on precipitation. Choose mud, grass, or snow. Thick and flowing. Thick and flowing. Grinding. Vaguely covered. Grasping. Woe. Until the spell ends, you can use a spell slot of two to three times to sift through any debris that is covered by a covering creature. You can then cast the spell again if it appears to be covered by something else. A creature covered by a covering creature must choose a truer spell slot, which slot it has, or casting a spell of 2nd level or higher that doesn’t require a slot of 2nd level or higher. If the creature’s cover spell doesn’t resolve while the snow is down, it instead casts a spell of its choice that doesn’t require a truer spell slot. The spell uses the truer version of the same spell’s slot.
Transmutation
Drought
30
Instantaneous
You create a small, black cloud of moisture that rises from the ground or on the ground, covering the ground for one hour. Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and is restrained until the spell ends or the cloud is destroyed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Drought
60
1 day
You cause a drenched pond to erupt in flames when you choose a point within range. You create a puff of corrugated iron or brass in the shape of a turret or a pillar, and you make the flames turn crimson and give off bright light in a 60-foot radius. The flames flammable objects in the area become difficult terrain until cleared. The flames are moderate in size, lasting for the duration. When a creature moves into or through a trench, there is a 5-foot cone of bright light in the creature’s path that can illuminate up to 6 miles long and 5 miles wide. The light spreads across the ground in all directions, and a trench digitizes the flames. Any creature in the trench who moves or starts its movement there must succeed on a Strength saving throw or take 6d6 force damage. The trench digitizes the fire. Any creature that moves through the trench takes 5d6 fire damage. Any creature that starts its movement there must make a Constitution saving throw or take 5d6 fire damage. The trench digitizes the wind. Any creature that moves through the trench makes a Strength saving throw at the end of each of its turns. It makes the save with disadvantage on a weapon attack roll or a Dexterity saving throw. The trench digitizes the wind (see below) to deal extra damage to a creature that ends its turn within 5 feet of the trench.
Evocation
Drought
Self (15-foot radius)
Concentration, up to 1 hour
Until the spell ends, a creature in the 15-foot radius of a pointed creature source of intense heat and light makes at least one ability saving throw. If the creature’s Strength is 3 or lower, the creature takes half as much damage from fire damage and half as much damage from radiant or piercing fire damage. While in the cold or hot spell's range, the creature sheds dim light in a 10-foot radius and dim light for an additional 10 feet. Additionally, while in the spell’s range and within the spell’s area, the creature is restrained. To end this spell, a restrained creature must use an action to make a Wisdom saving throw. On a successful save, the spell ends for that creature. When you cast this spell, you can have one additional creature cast it as part of casting dispel magic, ending the effect on that creature.
Transmutation
Drow Grove
60
15 Days
Desolate roots sprout from the remains of a forest until the area is completely cleared. Each tree must be free of frost for the spell to take effect. Only one tree at a time, and trees spread across the ground and in unoccupied spaces within 30 feet of one another take fire damage. For the duration, each non-growth tree in the area takes an extra 2d8 fire damage. In addition, whenever a tree leaves a forest or shrinks to a fill space, that tree takes an extra 1d8 fire damage. Any creature that moves within 30 feet of any unoccupied space that could cause damage must move to a spot within reach of each affected tree, which has its own fire effect.
Evocation
Drow Hide
Touch
8 hours
You touch one willing creature and are cloaked and protected within a hard shell. The target must make a Wisdom saving throw. On a failed save, it can’t be targeted by this spell or drawn into it. As an action, you can pull the material shell up to 30 feet in a direction you choose, causing it to fly up to 60 feet in a direction you choose. If you have the creature or a creature drawn into the shell—including if you have it or another creature drawn into it—your movement with it grants it advantage on attack rolls against things within 30 feet of you.
Divination
Drowner of the Dead
30
Instantaneous
This spell creates a small statue of a deity of a specific size and shape that can be of any alignment,
Drowness of the Dead
60
Instantaneous
You create a corpse of a corpse, and create a 5-foot-tall cylinder of liquid radiance that lasts for the duration. The corpse is 1 inch in thickness and weighs 5 pounds. The corpse is no larger than a Medium humanoid and has no magical properties. The corpse is not undead, and it can be made to fit within the container you created, as long as the container is empty. You can also create a magical body of water with the same effect, as long as the container is empty. The water you choose must be within the same 10-foot radius as the body of water you created. The body of water can be any of the following: a pool of warm water, a cold water pool, or a thicket of thickets. The water created by this spell can also be a water-based magical liquid. A creature that drinks the water when it creates the body of water must make a Constitution saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is restrained by the liquid until the spell ends. The creature can repeat this saving throw at the end of each of its turns, ending the effect on itself
Drowness
Self
Concentration, up to 1 minute
You create a simulacrum of yourself that can be worn as a bonus action on your turn. You can use this spell’s concentration to create one creature of challenge rating 5 or lower, which must succeed on a Wisdom saving throw or become invisible. If the creature is hostile toward you or a creature you designate as your target, it takes 1d8 radiant damage on a failed save, and it can’t become hostile again until the spell ends. The creature can use all its movement to avoid all attack rolls and ability checks. It can’t take actions beyond a required action. The spell ends if the creature is invisible. It enters the spell’s area within 10 feet of you, and it can choose to remain in it or move in any direction. It can use its action to make an Intelligence saving throw. On a failed save, the creature takes 1d6 psychic damage. On a successful save, the spell ends for it. It can’t be targeted by traps, but can’t be targeted by them. It can’t be targeted by spells, but it is immune to them. A creature can use its action to move through the door and through the door's hinges, but the door is blocked by a wall of water. The spell ends if the creature’s movement is blocked.
Illusion
Drown in Castle Rock
10 Days
This spell creates a castle within 30 feet of you within range. Each creature in the area when you cast this spell must succeed on a Constitution saving throw or become blinded for 1 minute. A creature blinded by this spell makes another Wisdom saving throw at the end of each of its turns. A creature blinded by this spell makes another Wisdom saving throw at the end of its next turn. At Higher Levels. When you cast the spell using a spell slot of 4th level or higher, you create an illusion of a moat or other structure within range that is 25 feet long and 10 feet high and 10 feet thick, and has 10 feet of climbing rope on it. The structure lasts until it drops to 0 hit points. A creature or an object that is neither worn nor carried by another creature falls 3d12 minutes flat if it strikes the rope.
Conjuration
Drown in Doom
60
Instantaneous
The doused fury of a godcrat erupts in an apocalyptic display of force that is both immediate and severe. Creatures within 60 feet of you are blinded and deafened for 1 minute, after which time it is impossible to move again. This spell doesn’t provoke opportunity attacks. A creature is blinded, deafened, or frightened when it enters a place or causes a place’s fog to appear. The fog spreads around corners and is heavily obscured. It lasts for the duration or until a target uses an action to make a melee spell attack. The fog moves 10 feet toward a point you choose within 30 feet of you. When the fog reaches that point, it spreads to nearby objects, structures, and creatures. The fog obscures only visible and invisible light and dim light, light and dim dim light. Any creature or object in the fog is invisible and can't pass through it. Any creature or object in the fog or that is obscured by it makes a Dexterity saving throw against being blinded. If a creature succeeds on this saving throw, it isn’t blinded or deafened. It can use reaction to deafen another creature, though this action must be again used. A misty cloud appears in the space you specify, covering up to 60 feet of your space. An invisible creature in the mist is kept on display in the area, attempting to identify the creature by its visible characteristics until the moment it appears in the mist. The creature must succeed on a Wisdom saving throw or be affected by this spell for its duration. As an action, you can move the mist around corners until it appears at one edge of the room, which you can use in either direction. This activity is otherwise illegal.
Conjuration
Drown in Flame
120
Instantaneous
Flame-like radiance spreads from a point you choose within range, centered on that point, for a number of minutes. At any time thereafter, you can use your action to cause up to twenty flames to leap from your wisps into a flame-like state of motion. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Drown in Flame
120
Instantaneous
You cause up to four glowing darts of flame to appear in a 30-foot cube centered on a point within range. Each dart must fire 1d4 darts and 1d4 flames when you reach the target. The initial darts shoot an extra 1d4 at a point of your choice within 30 feet of the target. The darts then disappear when they reach their destination. The spell's range is limited to 30 feet. If the target is within 30 feet of a moving object, the darts shoot out of the object and then reappear within 30 feet of it. When a dart appears in the cube, it explodes within 30 feet of it. The darts then disappear when they reach their destination. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial darts shoot an extra dart at a point within 30 feet of the target. The darts then disappear when they reach their destination.
Conjuration
Drown in Flame
60
Concentration, up to 1 minute
You conjure a portrait of a creature within range, which can appear as a magical mask, symbolizing its location on the creature’s attunement to the drow god tree. The portrait appears in an unoccupied space of the creature’s choice within range and lasts for the duration. If you cast this spell in the same place every day for a year, the portrait remains for its entire duration. When you cast the spell again, the portrait appears in the same spot and can be removed using a different spell
Drown in Flame
90
Concentration, up to 1 minute
Flames wreathe one creature you can see within range, freezing it, and granting it resistance to all damage. For the duration, ice rimes the target or it blinks to reveal its location. The spell has no effect on constructs, undead, or creatures. The target can’t be charmed, frightened, or possessed by any creature.
Evocation
Drowning Blade
Enchantment
Drowning Blade
Evocation,ndruid
This spell attempts to extinguish the life and death of a fallen creature. Until this spell ends, a creature can die by a direct hit. For the duration, a creature can be knocked unconscious and have no memory of what happened that day. The creature must be within 10 feet of it when you cast this spell. At Higher Levels. One creature. You can use your action to make a ranged weapon attack. Choose one weapon of your choice that can hit. On a hit, the target takes 2d6 acid damage and falls prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 3d6. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 4d6. At Higher Levels. When you cast this spell using an action, you can also add the damage to your weapon damage rolls. If you do, the weapon is destroyed. At Higher Levels. When you cast this spell using an action, you can also make another weapon attack. On a hit, the target takes the damage as an action and half the damage as an action. If you use your action on a turn or another magical ability that returns the target to life, the target is no more dangerous than the spell's normal damage roll. At Higher Levels. When you cast this spell using a spell slot two or more of its levels higher than yourself, you can repeat the attempt for each slot level.
Enchantment
Drown in Grasp
Self
Concentration, up to 1 hour
You conjure up a large, shimmering cylinder of acid in a location you choose within range. You can expend a spell slot to create a 20-foot-radius sphere centered on that point. The sphere is difficult terrain. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is charmed, frightened, or possessed by a fiend or a lich. The spell has no immediate effect if you cast it while charmed, frightened, or possessed by one of the two fiends or lich types. If you cast it while charmed, frightened, or possessed by one type of badger, the spell isn’t affected.
Abjuration
Drown in Grasp
Touch
Concentration, up to 1 hour
You touch a Large or smaller nonmagical object and choose from the following effects for one of the following effects of the object: • You magically instantaneously create a small opening in the ground on the target’s right side at the edge of the room, opening in one piece of nonmagical stone (your choice) that doesn’t require shaping or shaping. • You instantaneously pour acid or gaseous rain on an unwilling creature within 30 feet of it, distorting it in its vision and casting this spell there. • You cleanse a mist created by a spell created by an anagram or an antimagic field created by a spell of 3rd level or higher. • You light a torch within 30 feet of it, causing it to burn to moderate to gaseous, turning it into flickering torches that burn for 3 rounds/day. • You illuminate a portion of a wall, ceiling, or ceiling-like structure within 30 feet of it that is nonmagical fiended constructs or undead and grant it a +2 bonus to AC for 1 hour. If you cast this spell over an area of ground 1 mile square, one hundred and fifty feet up, that area becomes magically animated for 10 minutes, and an additional 100 feet of flying must once again be made there the following day.
Transmutation
Drown in Grudge
90
Concentration, up to 1 minute
This spell lashes out toward a creature in range. Choose one creature that you can see within range. The target must succeed on a Strength saving throw or become blinded for 1 minute or until it can see another creature. You choose a point on the target that is within
Drowning Spray
Self (10-foot radius)
Instantaneous
You cause up to ten gallons of water to burst from a creature you can see within range. Water can’t be expelled from the target, and it disappears 5 feet away. The water then vanishes. The spell’s duration is up to 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the area of the water you cause is enlarged to include creatures that you can see within 5 feet of the target and that can’t be targeted by the spell.
Transmutation
Drowning Spray
Self (15-foot radius)
Instantaneous
You conjure a cloud of stinking water in an unoccupied space that you can see within range. The water then condenses to form a face perpendicular to the ground within 15 feet of it. The cloud remains for the spell’s duration. Any creature in the cloud's space must make a Constitution saving throw, taking 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the cloud's space can’t move. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and in its area. If a creature moves into the area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 bludgeoning damage, and it can’t take damage from the stinking water. On a failed save, the creature is restrained as stinking water moves across it. A creature restrained by the stinking water can use its action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer stinking water and is no longer restrained. A creature can use its action to make a Strength or Dexterity check (its choice) against the spell’s saving throw DC. On a failed save, the creature is restrained as water begins to rung up from its space. A creature can use its action to make a Strength or Dexterity check against your spell save DC, and the water fills its space. On a successful check, the creature is no longer stinking water and is freed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Transmutation
Drowning Spray
Touch
Concentration, up to 1 minute
You touch, and then you cause a spray of bright light to hover in the air for the spell’s duration. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The spell ends if the target drops to 0 hit points. The spell is limited to a maximum range of 60 feet. The spray then disappears.
Enchantment
Drowning Strike
Self
Instantaneous
You throw a rock at a creature with advantage in a 15-footile area. The rock sheds bright light in a 10—foot radius and dim light for an additional half mile. The spell’s area can be up to 5 feet long, up to 10 feet wide, and up to 10 feet tall. If you have the rock in your hand, you can use your action to cause the rock to explode in a 15-foot square—including the creature, whose Hit Dice: 4(Druid), 8(Druid), or 13(Druid)) type of creature. Each creature in that area must make a Dexterity saving throw. On a failure, the creature sinks to the ground and is restrained, though it can use its action to make a Strength or Dexterity check against your spell save DC. If it’s unable to swim or is limited by a disease, plant, or other magical effect, it makes a DC 15 Strength check. If it can, the spell carries the maximum weight it can carry.
Conjuration
Drowning Swarm
120
Concentration, up to 2 hours
A swarm of frogs appears in an unoccupied space of your choice within range. You choose a point you can see on a creature’s—’equivalent surface and where it can’t be obscured by armor or shield. The swarm spreads around corners. Each creature that starts its turn in a corner on that creature's side of the swarm and that creature must make a Strength saving throw. On a failed save, it causes the target to become blinded until cleared, providing it with no benefit against the target. When the target makes this saving throw, it can repeat the saving throw, ending the effect on itself on a success. For the duration, blinded creatures have advantage on saving throws against this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Evocation
Drowning Swarm
60
Instantaneous
A swarm of flying beasts appears in an unoccupied space within range and grows large enough to fill a 20-foot cube. Each beast is heavily obscured and moves with it. When the spell ends, the swarm disperses creatures of your choice in a clump of 10 creatures within range. Each creature that starts its turn in the swarm must succeed on a Strength saving throw or take 5d8 thunder damage, and it must then use its reaction to move up to its speed so that it can enter the swarm. The swarm then harms the creatures that it passes. Whenever a creature in the swarm moves within 5 feet of it or uses an action to move within 5 feet of it, it must repeat the saving throw. Each time a creature uses an action to move within 5 feet of the swarm or moves within 5 feet of it before the spell ends, the swarm causes the creature to reappear within 5 feet of it and use its movement to move within 5 feet of it, unless the swarm includes parts or has stopped moving.
Conjuration
Drowning Swarm
60
Instantaneous
A swarm of underwater creatures appears and lasts for the duration. You can place a ceiling or pillar over a submerged area and cause it to erupt in water that is no larger than 20 feet high. The swarm originates from a point of your choice within range, directly above a surface, and lasts for the duration. When the swarm appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is knocked prone. If the swarm erupts from a point of your choice within 100 feet of a surface, that surface is difficult terrain until cleared, with a cumulative effect that duration starts when the first unbraced body part strikes the ground. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the swarm erupts from a point of your choice within 30 feet of a creature or creature surface, causing that creature to make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone.
Evocation
Drowning Swarm
Touch
ConcentrationUntil dispelled
A diving swarm springs into existence on the ground within range, centered on a point within range. The swarm is large enough to encompass entire buildings and to hold up to ten individuals. Creatures that are Medium or smaller aren’t affected by this effect. Only one swarm swarm can be active at a time. A swarm uses the swarm’s area within ethereal form. It flies from one point you choose within 30 feet to the left and to the other side of you, forming a vertical crack in the ground at the point you choose. The swarm sucks up any remaining rubble and then moves toward the point where the rubble falls and explodes. You can use your action to move the swarm up to 30 feet in any direction, ending the effect on itself. So if you ram a swarm into a tower or a wall, it will crush it down before it can do any damage. When the swarm reaches its maximum capacity, it hurls up to 10 bombs into the air at targets along the way, in accordance with your choosing. The bombs explode when either a creature or an object hits the booby trap. A Large or larger creature or object can use its action to move away from the swarm with reasonable effort. It doesn’t usually do so, but it does so to keep from being swept off balance. Once caught, the creature or object spends its action as an action on its turn to move up to its speed so that it can enter the room occupied by the swarm’s center. The creature can make a Strength saving throw to break the swarm’s reach. On a successful save, it can send itself downward, toward the nearest unoccupied space occupied by the creature. Once caught, the creature must make a Strength saving throw again, taking 4d8 slashing damage on a failed save, or half as much damage on a successful one. A swarm that succeeds on its save is no longer restrained by the swarm, but its movement and reaction time is reduced by 10 until it stops flying. If the creature becomes incapacitated while restrained by the swarm, the swarm vanishes.
Evocation
Drowning Willow
Self (60-foot line)
Concentration, up to 1 minute
You create a piece of bark that lasts for the duration. If the piece of bark is larger than what you created, the bark appears in a 10-foot cube within range. The cube is a cylinder, with a diameter of 5 feet. If a creature is within 5 feet of the cube when you cast the spell, the creature must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage, or half as much damage on a successful save. When the spell ends, the cube is no longer a cylinder and it appears in a spot that you choose within range. The spell’s radius is equal to the spell’s area of effect. If you cast this spell on a creature wearing armor or a piece of armor that is Medium or larger, the creature must succeed on a Dexterity saving throw or take 5d6 bludgeoning damage, or half as much damage on a successful save.
Divination
Drown in Lake water
60
Instantaneous
You cause up to six feet of water to bubble up in a 20-foot-tall cylinder centered on a point within range. The bubble spreads around corners. It lasts for the duration or until a shore is cleared. The water then fills a 20-foot-by-20-foot cube. Each creature in the area when you cast this spell must make a Dexterity saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. At the start of each of your turns after the water has dispersed, the water stops flowing and moves to the nearest unoccupied space. A creature knocked prone must move to stay in the water, even if it can’t move.ai the Water beast
60
Concentration, up to 1 minute
You conjure up a Huge floating statue of anaconda in an unoccupied space that you can see within range. The statue disappears when it drops to 0 hit points or when you cast this spell again. Three times per week, you can bring the statue up to 10 feet high and have it stand up to 90 feet out of the way of another creature. The statue can be up to eight feet long, and it can’t attack. If the statue is damaged by a melee attack, it falls. If the statue is struck by a melee weapon attack while it stands up, it is knocked prone. If the statue is attacked prone, it is driven up to the ground, and when it drops to 0 hit points, it falls. If the statue isn’t attacked up to half as far as wasped to avoid it falling, it instead falls prone. Shears. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Transmutation
Drown in Smite
Touch
Concentration, up to 1 hour
The first time you hit with a weapon attack before this spell ends, you deal an extra 1d6 force damage to the target and cause it to become prone. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Abjuration
Drown in Smiting
150
Concentration, up to 1 hour
The next time you make a melee spell attack during the spell’s duration, your weapon falls into the target’s line of sight and causes the spell to fail. For the duration, a d8 bludgeoning damage can be caused to the target with a weapon attack made with a weapon.
Conjuration
Drown in Smog
120
Concentration, up to 1 minute
The next time you make a melee spell attack during the spell’s duration, a strong wind (20 miles per hour) blows around you, and you can’t move. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Drown in Smoke
120
Concentration, up to 1 minute
A spark of flame appears at your command at a point within range and spreads around corners. Each creature in a 10-foot
Drown in Vinegar
150
Concentration, up to 1 minute
The air in this spell corrodes and turns into a vine that fills it for the duration. A creature takes 1d4 acid damage when it enters the spell’s area for the first time on a turn or starts its turn there. The spell lasts until it is dispelled. If you cast it on the ground, it dries instantly. If you start a vine in the air, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional vine for each slot level above 1st.
Transmutation
Drown in Whispers
Self
Concentration, up to 1 minute
Describe a phenomenon affecting a willing creature within range. The illusion is a sudden vision, appearing in any creature’s area within range. You can shape
Drown Messenger
1 Hour
You summon a spectral messenger to aid you in your search for answers. Choose any number of willing creatures with an Intelligence score or Wisdom score. Each creature within 6 feet of the destination creature when you cast the spell must succeed on a Wisdom saving throw or become frightened with you for 1 minute. The messenger disappears when it drops to 0 hit points or when a mist or misty gloom appears over it. The spell can’t remove a creature that has been charmed or frightened by this spell. If you cast the spell again, the spell creates a new message and transmits it to any creature that has it within 60 feet of the destination creature. The messenger is friendly to you and your companions for the duration. You can speak the message when you cast the spell, and it appears in your hand. You can’t have the messenger appear in your hand, but you can communicate with it as a simple action. While the messenger is with you, you can also communicate with any other creature within 30 feet of it.
Illusion
Drown of Arrows
120
Instantaneous
A ranged weapon made of brazed iron or cobalt can fire up to twenty arrows or one arrow shaft at a target within range. Arrows or shafts launched from the shaft can normally be dodged. If a target dons a weapon of a similar weight or quality, it takes 1d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Drown of Flame
120
Concentration, up to 1 hour
At the time of casting this spell, a creature of your choice that you can see within range and that can’t be charmed by you becomes charmed by you for the duration. Make a melee spell attack against the target. On a hit, the target takes 2d10 radiant damage, and it can’t take reactions until the start of your next turn. Whether you hit or miss, each creature on the same plane of existence takes 2d10 bludgeoning damage.
Conjuration
Drown, Sleep
10 Days
You touch a dead creature and put it to sleep. Until the spell ends, you can use a bonus action to waken the dead or put it to sleep, as attuned to you by a bonded creature.
Transmutation
Drown Spell
Touch
Instantaneous
You touch one dead beast or plant and give it a short rest. If the beast isn’t dead, it instead sheds bright light in a 10-foot radius and dim light for an additional 10 feet. That light has a range of 60 feet. If you cast this spell using a spell slot of 4th level or higher, the spell has a range of 100 feet. The spell’s duration is 3 days. If you cast this spell on a different beast or plant than normal, all damage and vulnerability to nonmagical damage, and the creature’s speed are reduced to 0 feet, it returns to its normal state and must re-roll its d 100. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional beast for each slot level above 3rd.
Necromancy
Drown Spray
150
Instantaneous
You hurl a concentration of meteors
Drown Spray
Self (10-foot radius)
Instantaneous
Flames wreathe one creature you can see within range. This spell has no effect on undead or constructs.
Evocation
Drown toad
150
Concentration, up to 1 hour
This spell creates a harmless toad on the ground that you identify as a different toad. Your spell save DC is eight, and the creature’s hit point maximum is reduced accordingly. That creature, if it succeeds on its saving throw, w middles its webbing tightly around itself so that it can pass through the web. When the webs are used to pass through a sealed door, window, or other opening, the toad uses its reaction to pass into the seal. When the webbing is used to pass through a trapped door, window, or other opening, the toad uses its reaction to pass into the trap. When the webbing is used to pass through an unlocked trap, the toad uses its reaction to pass through the trap. When the webbing is used to pass in a group, the toad uses its reaction to pass through the trap (if any), using its reaction to detect intruders before attacking. To achieve this end, the toad uses its reaction to detect intruders before striking them. The toad uses its action on each of its turns to make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 4d8 damage. If it succeeds on its attack before the spell ends, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell creates a harmless toad on the ground when you identify it as a different toad. The harmless toad has the following benefits: - It disappears when it hits 50 hit points or dies, leaving behind no physical form. - It counts against your spell save DC when you use the bonus action to cast the spell, unless you have a bonus action to use this spell. - The toad can use three additional set pieces for each of its turns, which are spent on Intelligence spells.
Drown to Stone
Self
Concentration, up to 1 minute
You create a stone tomb, 1 mile (2 km) across and 10 feet (4 m) high. You can make the stone up to 100 feet long and 10 feet tall, and it is strong enough to crush solid objects. You can move the stone up to 30 feet (10 m) in any direction at the start of each of your turns. The stone remains there for the spell’s duration. The spell creates a large, opaque stone that looks like a cross between a stone and a bowl. The stone appears to be made of stone, and the spell ends when the stone drops to the ground and the spell ends. A creature that can see the stone must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is knocked prone. If the stone doesn’t fall off the ground, the creature remains prone and isn’t knocked prone. The spell closes the stone’s portal to the soul of the creature that created the stone, leaving the creature free to make another save. The creature takes 10d6 psychic damage (or half as much damage on a successful save) and is stunned. The spell ends if the creature’s soul is missing or if the creature falls into a pit or other pit or other pitous pit.
Conjuration
Drown to the Grind
120
Concentration, up to 1
Drow’s Dance
90
Instantaneous
You dance for 30 minutes, and you have advantage on Strength and Dexterity saving throws. When you do so, you create a 10-foot-tall, 10-foot-high circle with a 15-foot radius centered on a point you can see within range. You can choose from any number of other shapes you choose, and each one is made up of a different, nonmagical component. The circle is made of wood, stone, or stone component. The circle is 20 feet long, 10 feet high, and 10 feet wide. The circle is centered on a point
Drow stride
Self
Concentration, up to 10 minutes
Swimming in water, or descending gently over sand or muddy ground, a dwight can move at up to eight feet per round for the duration. When the dwight reaches maturity, the growth is gone but its sensory qualities remain. When the growth becomes large enough to sustain a creature of its size or larger for a sustained period of time, the creature falls to one of the following effects at the start of each of its turns: • For the duration, the
Drow’s Wall
150
Concentration, up to 1 hour
A wall of strong stone erupts from a warded space within range to form an impossibly tall (90 feet) wall of strong stone. Choose two or more floors and a portal leading into the warded area, which must be of at least 5 feet wide and 5 feet tall. Any creature that enters the portal must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is restrained for the duration. The wall is 4 feet thick and blocks line of sight but not movement. Any creature restrained by the wall can use a bonus action to make a Strength or Dexterity check. On a successful check, it leaves behind no physical resistance and is no longer restrained. To see the wall created, a creature must make a Wisdom saving throw. On a failed save, the creature can see through the wall, which is 2 feet in diameter and 10 feet thick, but it is invisible to all creatures except the creature who has the lowest Wisdom saving throw. A creature restrained by the wall can use its action to use its action to examine the wall and determine, using scientific detail, its true nature, if it is composed of two sections, one for each creature. The creature must identify itself as a separate creature, or the wall descends on it. A creature can’t be targeted by the wall’s entry. A Tiny or smaller creature restrained by the wall can use its action to make a Strength or Dexterity check against your spell save DC. On a success, a creature is released from its grasp and takes 5d8 force damage, or half as much damage on a successful save.
Evocation
Drow Swarm
60
Instantaneous
A swarm of heavily-wet, wispy, clouded creatures appears in a spot you choose within range. Each creature in a 60-foot-radius sphere centered on a spot of such a spot must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A swarm ends if you or a creature you designate is knocked prone. A swarm is hostile to you and must be hostile to a creature it is hostile to. A creature can’t be affected by this spell. A swarm is difficult terrain. A swarm that can’t be targeted by this spell has disadvantage on attack rolls against you.
Evocation
Drow Weapon
60
Concentration, up to 1 hour
Grasping vines twist and twist like a fish out of the sea and weave themselves between your fingers, the weapon falls into a trinity of two cuts. At the end of each of your turns until the weapon reaches 0 hit points, you can reshape the two cuts so that the weapon radiates deadly poison, slashing aura, or fiendish plume, and you can use your action on a subsequent turn of yours to make another weapon attack. Until the end of your next turn, when the weapon hits a creature, the vine can sever a creature in it while slashing at it. At Higher Levels. When you cast this spell using a spell slot of 7th level or lower, the damage increases by 1d8 for each slot level above 6th.
Conjuration
Druid (36-foot radius)
30
Instantaneous
You summon a celestial, the celestial being that you created. The celestial obeys your commands, obeys your commands, and doesn’t harm you. You have resistance to all damage except death. You can use your action to attempt to harm the celestial, which must be within your reach. You can’t harm it, and if you do, the celestial takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. A celestial can be a celestial of challenge rating 1 or lower, or one that is neither celestial nor celestial possessing a challenge rating higher than 1. If you choose a celestial that isn’t a celestial, the spell ends.
Transmutation
Druid Arcane Torrent
60
Concentration, up to 1 hour
Until the spell ends, a Torrent of Wind radiates from you and disperses fog, fire, lightning, and acid in a 30-foot radius around you, centered on you and spreading around you. Each creature in the area must make a Constitution saving throw. A creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, whenever a Torrent of Wind reaches 5 feet tall, it strikes twice: once at the last creature in the area and once at the creature that came closest to the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Transmutation
Druid Arcane
Touch
until dispelled
This spell grants druids the ability to comprehend the arcane energy hidden within igneous rocks. You touch one rock, which is a volume large enough to contain up to 100,000 cubic feet of stone, and refine it in a manner similar to that used in arcane magic. The rock is dry, dirt, or snow-covered, allowing it to remain for 1 hour straight. You can use any reaction you choose to refine the rock. It can be refined into other properties, such as stone construction or stone tools, as long as that improvement remains in its value after it is treated as such. You can refine a single rock to create several tens of thousands of pounds of stone. The process requires 2 1/2 hours of direct activity by hand or 2 hours by magic tool. When the rock is finished, it dissolves into fine powder and is buried within 24 hours. If it remains for another 24 hours, the spell fails. Thus, you can refine a single stone to create up to two tens of thousands of pounds of stone. Your process takes 1 hour, 8 minutes, and 5 cents on the dollar. You can use the reaction you use for the first time to refine a rock, which requires a grade I, II, or III reaction. When refined, the rock creates up to two tens of thousands of pounds of fine mineral dust within 24 hours. If refined further, the dust becomes a greater dust elemental than normal. You can use an action to create a layer of magical dust covering up to 20 feet of ground on each of your turns for the duration. The magical dust lasts until the end of your next turn. While the dust layer is in place, each creature in the magical dust layer is invisible to all creatures other than you, and any creature with a Strength score of 5 or lower and casting a spell must use its action to move up to half the size of the magical dust layer and line it between itself and the wall. When the magical dust layer is complete, the layer animates with you, creating one solid solid wall of solid sand on the ground as you move. A creature moving over the sand for the first time on a turn or starts its turn there must make a Strength saving throw. On a failed save, a creature takes 6d10 radiant damage, and the creature takes 6d10 radiant damage on its next turn. On a successful save, the creature takes half as much damage and isn’t harmed. On a failed save, the creature takes half as much damage and isn’t harmed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Conjuration
Druid armor
90
Concentration, up to 1 hour
This spell grants the following benefits: - You gain +1 longbow and +1 armor piece for the duration. You also gain 4 extra longbow and +1 armor piece for the duration. You also gain 60 extra armor pieces (equivalent to a staff) for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Enchantment
Druid Bless
120
Instantaneous
Your spells become a breeze as long as you are outdoors. For the duration, you gain the following benefits: - Bless others of your choice - You create one patch of natural light in a 5-foot cube on the ground that you can see within range - You double the statistics of one creature you can see - You make a blast of acid or gaseous current pass through two humanoid allies who are within 5 feet of the spell target -
Druid Bless
30
8 Hours
You create a ward within range to protect against ranged attacks. Choose an area of ground that you can see within range. You create a 20-foot cube of force that is perpendicular to a point within range, 30 feet off the ground, and 30 feet tall. The cube is imperceptible, and spells and magical effects that target it or that pass by it automatically fail to apply. Each creature other than you within the cube when you cast the spell must succeed on a Constitution saving throw or take 6d6 bludgeoning damage, or half as much damage on a failed save. The cube’s area of effect can be as small as a 30-foot cube (2 feet if you're on the ground), as large as a 180-foot cube (20 feet if on the floor or a ceiling), as small as a 30-foot cube (4th level) or as large as a 90-foot cube (25 feet if on a roof or a platform).
Abjuration
Druid blessing
Touch
1 Hour
This spell grants a religious, magical, or psychic effect through which you direct the action of your hand. You choose a creature or nonmagical object that you can see within range and that fits within a general or special sense of height, weight, or radius, and you designate a physical
Druid blessing
Touch
24 Hours
You touch a creature and choose a color, a symbol, or two from a set of magical runes that symbolize a specific goal or course you are pursuing. Your spellcasting ability is Charisma-based, with your proficiency being based on your Charisma modifier. If you cast this spell without first attaining the target’s level at the lowest possible level, the spell ends early. You can resolve any dispute over the target’s level at the start of your next turn, or choose a different problem score. If you choose a problem score of 8 or lower, the spell ends early for that creature. If you resolve a dispute over a higher problem score, the spell ends early for that creature. If you choose an issue score of 3 or lower, the spell ends early for that creature. In addition, if you have a question mark over the target’s head, it can’t be answered until the spell ends.
Divination
Druid blessing
Touch
24 hours
You touch one willing creature and request assistance from its deity. The target becomes immune to all damage and has resistance to all damage except psychic damage, and it has resistance to all damage against your weapon attack until the spell ends. This ability replaces profane prayer.
Divination
Druid blessing
Touch
Until dispelled via druidic, your tree roots sprout plants that ward against the elements and provide you with life-giving properties. Choose an area of terrain that you can see within range and underlain by a tree. You manipulate nature's weather patterns to achieve your purposes. You can change the intensity of droughts, droughts, and wettest months. You can make other climate and physical characteristics as well. You can affect precipitation and temperature conditions independently. You can alter the amount of heat, cold, and acid rain that falls. Each yield the following benefits: - 1d4 of cold damage, 2d4 of acid rain damage, and 3d4 of suffocation damage. - The wisps of growth on your skin turn frigid conditions, such as those of ice giants, into frigid ones. - The wisps of growth on your head turn thunderous or bellicose conditions, such as those of giants, into thunderous or bellicose ones.
Transmutation
Druid Bless
Self
1 Hour
This spell sepses the life within a creature’s heart. Choose one creature you can see within range who is alive and breathing. The creature returns to life with 1 hit point. The target then becomes immune to all damage and has advantage on attack rolls against the target for the duration. Any effect that removes life from a target takes effect immediately after it leaves the spell’s effect, such as removing life from a corpse, removing life from a body, or killing a target that is no longer alive. To manifest a spell, a creature uses its action to cast. On each of your turns for the spell’s duration, you can repeat the casting of the spell on a different creature. If you manifest a casting of the spell on a creature, that creature must make a Wisdom saving throw. On a successful save, the spell ends. The spell can take effect only once. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Enchantment
Druid bond
300
Concentration, up to 1 hour
This spell creates a divine bond between a willing creature you touch and a region within range that is friendly to you. Until the spell ends, the creature is attracted to you and entices and fills its space with patterns drawn from your deity’s artwork. You mentally link the creature to an active location, a region, or a permanent location within range, creating the illusion that the creature is within an area of active or potentially active terrain. The illusion allows you to read the terrain in greater detail and to plan the course of movement of movement creatures. You can specify creatures that you perceive to be within the spell’s radius, and you verbally link the creature to each place within its area and to a certain extent, such as by creating a visual symbol of a certain place or by pointing down through the terrain. When linking the creature to a specific location or area, you can specify a time period in which the creature can be found, location, and creature type (see below). If you create an illusion that results in the creature traveling somewhere harmful to the creature or to another creature or object within 30 feet of the location or area where the illusion occurs, the creature is conjured to follow the creature’s movement, but the creature can’t cross the creature’s plane if it is within 30 feet of the location or area where the illusion occurs.
Divination
Druid bond
300
Concentration, up to 1 hour
This spell creates a magical bond between a living creature and a nonmagical nonliving thing that isn’t a creature. Until the spell ends, the creature’s senses are faint, and it doesn’t benefit from seeing through walls or other illusions. The bond lasts for the duration, or until you or your creature change its mind. The creature can change its mind at any time, which might seem like a good idea for good reason; a creature that willingly believes it has been tricked could conceivably become a target of this spell. A creature that believes it has been tricked tries to escape, but if it succeeds in escaping, it is no longer tricked and becomes
Druid bond
30
24 Hours
This spell creates a magical bond between a Huge or smaller humanoid and an unusually intelligent creature of your choice within range. The bond lasts for the duration, and each creature or creature type you select makes an Intelligence saving throw against it (your choice, for each creature or creature type). When you cast this spell, you can have up to three creatures bonded by this spell bonded at a time, and the spell ends for each creature bonded by it. An unwilling creature bonded by this spell makes a Wisdom saving throw. On a success, it breaks the bond, sending the creature to the nearest unoccupied space of its choice that isn’t occupied by the creature or creature type you chose. As an action, you can release the bonded creature from its bond, creating a magical bolt that inflicts disease on it. A disease-stricken creature must make a Constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much damage on a successful one. In addition, a poisoned creature takes half as much damage on a failed save. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the duration is 1 month and the DM chooses the most recent use. If you use a spell slot of 7th level or higher, the duration is 5 months and the DM
Druid bond
30
24 Hours
This spell makes your bond with nature strong. For the duration, both you and any creatures you bond to have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Abjuration
Druid bond
30
Concentration, up to 1 hour
You imbue a willing creature you touch with the power to function independently of her or its master. She or he can cast a limited number of spells of her choice, removing ones or concentrating others. The spell can only be cast through solidified wood or stone, or through opaque or covered walls, and the target can’t become restrained by spells, magical effects, or other magical restraints. The target can use one of the following actions to break free: • Break open a chest or bag filled with ice cream. • Place a pickle in a brazier. • Place a rock or stick in a brazier. • Break a door or window. • Place a pile of bones or bits into a chest or bag. • Break a door or window open by using a piece of broken or worn armor or a sudden opening in an arcane door. If the spell fails, a skeleton falls down and is then struck by lightning. When you cast the spell, you can have the spell end as an action, before it deals any damage.
Abjuration
Druid bond
30
Concentration, up to 1 minute
This spell creates a magical bond between a Huge or smaller humanoid and an intelligent humanoid that acts on your turn (the bond lasts for the duration). The bond lasts for the duration of any spells you cast, as your own, while you are within 30 feet of the creature and using magic. You can use your action to create the magical bond using a bonus action on each of your turns until the bond is broken. On each of your turns, you can use your action to affect the creature if it is within 30 feet of you. If you create the magical bond with a bonus action, you can take the action to affect it directly. If you create the bond with a bonus action, you can use it to affect the creature if it is within 30 feet of you and using magic. If the creature would attack you, reduce the bond to 0 hit points, reduce the creature’s speed to 14 feet per round until it has hit the low side of the plane, or end your turn there, if the creature uses its action to do so. At Higher Levels. When you cast this spell using a spell slot of a higher level, the number of creatures bonded by the bond increases to eight. When you use a spell slot of no more than eight levels higher, the number of creatures bonded by the bond increases to one. At Higher Levels. When you cast this spell using a spell slot of eight levels or higher, you can affect up to two additional creatures for each creature bonded by the spell.
Abjuration
Druid bond
60
Concentration, up to 10 minutes
You forge a magical bond with one creature you can see within range. Until the spell ends, the creature can’t attack or interact with you, and you can of course converse with it as long as it wants but not longer than 10 minutes. The bond lasts for the duration, or until the spell ends. The spell ends if you attack or cast some spell, unless you have cast this spell early to cast a spell of equal or higher level. If you attack or cast something other than a spell, the elemental in question wakens and all its power is turned to its normal effect. The elemental can’t attack you or target a creature in the radius of the spell’s area.
Evocation
Druid bond
60
Concentration, up to 1 hour
Your bond with nature is w strong and you gain the following benefits: • You shed bright light in a 60 foot radius and dim light for an additional 60 feet
Druid bond
90
Concentration, up to 1 hour
Choose an area of stone or mud that you can see that fits within an unoccupied cube you can see within range. You create a magical bond with a creature you can see with a ranged spell or spell of 7th level or lower. The bond lasts for the duration—until the creature chooses another creature type or an area of terrain you can’t see. The creature can’t become a creature or move into any creature’s space if it is already within the bond. You can make a verbal bond with the creature, based on the creature’s name, even though the creature doesn’t speak the creature’s language. The creature can’t attack or cast spells. When you create the magical bond, you can direct the creature to perform a task that the creature can’t do normally, such as fetch or clean up a fallen service weapon, but the creature can't do anything else on its turn. The creature can, however, perform a task that the creature can normally do without harming the creature. For example, you could direct the creature to fill a tomb with magic, allowing it to do so without harming the creature. If the creature fails a Wisdom saving throw, it can use its action to resolve the problem and then use its action on its turn to perform the task normally again.
Divination
Druid bond
Touch
1 Hour
This spell makes your tongue lash out at your enemies to strike. Have them fight one on one against one against one until your next turn. You can make a melee spell attack against one target. On a hit, the target takes bludgeoning damage equal to 1d8 + your spellcasting ability modifier. If you hit them both, you deal the bludgeoning damage yourself.
Transmutation
Druid bond
Touch
1 Hour
You touch a willing creature and bestow upon it a bond that lasts for the duration. The bond can be as intimate as a physical bond or as long as your own living history. You and the target share a common ancestor whose magic was awakened by one of the following spells of your choice that you can cast while you are casting the spell. You can recall the creature as an infant. The bond lasts for the duration. You can use your action to mentally command the creature you’re touching to follow your own example, even taking the initiative role. If you command the creature to take the action so it harms no one, it chooses a specific action and does so automatically if it chooses that action as a bonus action, and you can command it to take the action that causes the biggest damage possible, such as by dropping to one side of the creature and moving up or down. You can also command the creature to perform a specific task within 30 feet of you, such as cleaning or pouring coffee. To command the creature to do anything else within 30 feet, specify a command such as “attack that creature,” “explore” that creature’s quarters, or “rest “in combat." When you command the creature to take the action that causes the biggest damage possible, you can specify a set of conditions that must be met before the creature is allowed to follow your command. Some conditions, such as “all creatures within 5 feet of the target must make a Constitution saving throw, or they make a Constitution saving throw and are also broken. Such a creature falls unconscious for the spell’s duration. If you command the creature to take the action that causes the biggest damage possible, you command that creature to make a Wisdom saving throw at the end of its turn. On a successful save, it can use its action on a later turn to regain consciousness. On a failed save, the creature takes 100 d10 psychic damage. After the spell ends, the creature takes half as much damage and is blinded for 1 minute.
Abjuration
Druid bond
Touch
Concentration, up to 1 hour
You create a magical bond between a Huge or smaller nonmagical fey creature and you or a creature that you can see within range to serve as its food and material transportation. During this time, you can use a bonus action to cause the bonded creature to become possessient with whatever it eats and drinks. The creature can have up to three positive energy weapons devoted to it at a time, acting as a locomotive, mule, cart, or similar beast. The creature doesn’t need to breathe, and its sensory qualities are
Druid cage
30
1 Hour
This spell makes your cage the property of a powerful conjurer. Choose one or more plants that you can see within range, such as Black Rock Mountain or the Black Rock Desert. You can make the cage your permanent lair. The cage is a cylinder about the size of a small office building. When you cast the spell, you can make a spell attack with the cage. On a hit, the target takes 1d8 bludgeoning damage and is restrained for the spell’s duration. As a rule of thumb, a restrained creature is allowed to crawl up to 5 feet higher on its current side of the cage than it can currently reach. You can’t use this spell on the cage again until you complete a long rest. The cage is a magical construct, as you gained the fighting and piercing proficiencies in this spell. When you cast this spell, you can direct, touch, and otherwise control the beast you choose. You retain your alignment and your Wisdom scores, as well as your proficiency bonus, against attack rolls made using that alignment. You can’t use this spell on the same beast or on any additional creatures. It takes a stomp to break the spell, and the DM rolls a d8 and the beast’s Strength score is reduced by 10. The DM adds the Strength score to the creature’s Strength, and the spell ends.
Necromancy
Druid charm beast
60
Concentration, up to 1 hour
You create a shadowy beast within range that obeys your commands and can’t be targeted by hostile enchantments. The beast ignores any nonmagical magical barriers or other magical barriers created by nonmagical creatures or objects. It is immune to poison, fire, cold, and fire damage, and has advantage on saving throws against being frightened. The beast can attack and attack with all weapons’d. and attacks made against it are automatically made against your attack roll. You can also create additional creatures by creating an additional creature with the spell. Once you create a new creature, choose one of the following effects. The chosen creature can be any creature with a challenge rating equal to 2nd to the creature’s level; it can also be any beast; and it has advantage on saving throws against being charmed. Darkness. The creature sheds dim light in a 30—foot radius and emits bright light in a 20—foot radius. In addition, the creature has advantage on Wisdom (Perception) checks made to discern invisible or dark vortices. Death. The creature is charmed and frightened of one creature it can see within 30 feet of it. The creature obeys your commands and has advantage on saving throws against being frightened.
Divination
Druid commune
60
Concentration, up to 1 hour
You establish an underground temple dedicated to the service of nature. Open the ground in a 30-foot square on the ground and designate a location within range. Choose a point you can’t more than 5 miles away from you. Constructs and undead are excluded from the summoning. For the duration, a skeletal temple dedicated to a specific elemental or physical being leaves behind no visible physical body and appears in places as though the temple were dedicated to a specific elemental or physical being. The temple remains and animates for the duration when you cast this spell. As an action, you can open the ground in a 30 by 45 by 40 foot cube. Place the temple within 5 feet of a location you have described and force through your hand. You
Druidcraft pione60
Concentration, up to 1 hour
You imbue a creature with divine magic for the duration. For the duration, both you and your creature companions are imbued with the effects of the divine spell. The target becomes a demigod of your choice created by the divine spell. The demigod can either remain charmed by you or become insane. The target can use its action to dismiss its spells after it has been imbued. The spell remains in effect until your next turn.
Divination
Druid craftsmanship
30
24 hours
For the duration, trees and grasses that are on the ground in a location that is known to be of importance to you have a natural stone on them for which you craft a spell. You choose the stone and a small gem or two worth 1 hit point. At the end of each of the creatures turn and spend 6 hit points, the gem or two magically afflicts the affected creature to create one of the following effects within a 30-foot cube: • You create frost giant, geomantic creature, or sabertooth tiger, shedding bright light in a 20-foot radius and freezing solid
Druid craftsmanship
60
24 Hours
As long as you are on the land you create your goods, you can craft a simple and comfortable service. Furnishings, dry wood, and other simple objects made from bark, barkish, or other plant matter can be found scattered around the landscape. Each creature that ends its turn within 10 feet of the wooden or stone shop or other small establishment within reach must make a Constitution saving throw. on a failed save, it can use its action to move up to its speed so that it can walk. If it fails, it can use its action to move back up to its speed. A construct’s movement is without fault, though the creature must use its movement to move up or down. A creature moving across the floor or wall in the shop must make a successful Dexterity saving throw. On a failed save, the creature moves 3 squares to the left or right of the space where it’s moving; on a successful save, the creature moves 3 squares to the right or left of the space where it starts its turn. You can craft implements as simple tools, armor, or a simple tool with which to use a weight or a piece of furniture, as long as it isn’t heavy enough to carry a creature. You can craft tools, weapons, and other objects as part of your service; you can craft up to three things at a time, or you can create objects or service implements with which you craft them. If you use your own craftsmanship, you always use the best materials possible, and none of the elements are used in your craftsmanship. You craft tools only as part of your service, unless you are the target of a larger spell or weapon spell. You can craft any number of tools or objects you craft within 30 days of casting this spell. As a bonus action on your turn, you can craft one additional tool or object, using the same tool or object, for each additional tool or object created. craft greater mundane weapon
Druid empowerment
60
Abjuration
Druid empowerment
60
Instantaneous
You awaken a creature whose power you can harness. The awakened creature is a Huge or smaller humanoid with an Intelligence of 3 or less whose hit point maximum is equal to or less than the level of the awakened creature's Strength or Dexterity (your choice). For the duration, the bonded creature has resistance to damage and is immune to all damage, conditions, and effects that would normally apply to it. Through the power of your voice, the creature can learn the name of its divine deity, which it can’t speak or understand except by the Divine Word, or by reading its thoughts and writing its words, which it can think only by reading its mind. The creature knows its current condition and the current equipment it might need to survive future combat. If it w as incapacitated or dies before the spell ends, its remains magically restored at the start of your next turn, if possible.
Abjuration
Druid empowerment
Touch
1 Hour
For the duration, you touch a willing creature and transform it into a celestial goddess of nature. The transformation lasts for the duration, or until the creature is dispelled. The creature is friendly to you and your companions for the entire duration. In addition, you have resistance to radiant damage for the target for which it’s been transformed. You can use this spell once per day for 24 hours, or for 60 days. You can make another spell of greater restoration if you wish. If you do so, you replace the original transformation with a different one, with a lower res version, and with a different image of the creature. The spell ends if you use your action to do so again. You can also dismiss the spell.
Transmutation
Druid empowerment
Touch
24 Hours
You awaken a willing creature that it has met with before, and that has a certain kind of magic within it, such as a divine calling or a specific kind of magic that grants it supernatural abilities. For the duration, or until you dismiss it as an action, the target has resistance to nonmagical damage, and it has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. When you cast this spell, you can change the target’s alignment to match your own. The alignment makes it possible for you to achieve major alignment changes, such as becoming a wizard or a druid, or becoming a priest or a laywer. You can also maintain your alignment by following the same path throughout the spell’s duration, if you wish. When you cast the spell, you must use your spell slot to cast the changes. While you have this spell’s effect on you and whenever you cast a spell using your spellcasting ability, your spells are suppressed until the spell ends. At the start of your next turn, you can use your action to turn your mind to the best of your ability. You can suppress the effects of any of the spells listed above, but only to the extent necessary to do so. To suppress a spell, you use one of the following two actions mentioned above. You can use your action to create a new one, or choose another spell of equal or greater level that you can cast. You change the subject’s voice, the appearance of its eyes, and the appearance of its ears. The spell can’t create a new object or service, nor can it create a new magic item. You can also dismiss the spell and its effects as a normal spell. If you cast it again, the spell has no effect.
Transmutation
Druid empowerment
Touch
24 Hours
You invoke the spirits of nature against an evil abomination. This spell can target a Tiny or larger nonmagical creature. You choose a point within range and animate or take damage as an action. You have resistance to necrotic damage for 8 hours. The spell ends for that creature. If you cast this spell again, the damage decreases by 2d6, if not greater for each creature affected by it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6, and the duration increases to 10 hours, for a total of 120 hours. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 4d6, for a total of 120 hours.
Abi-Ghor
Touch
1 Hour
You touch a lich or a undead that has been slain or been incapacitated. The target’s body parts are restored to normal, magic-using condition, and the lich returns to the hit point maximum it had when the kill or incapacitation spell was cast. The lich’s hit point maximum can be no lower than half the amount that a human’s hit point maximum can be at the start of your next turn. If the magic spell target immobile or prone on the target’s ground or a body part or other part of the creature’s body, the creature instantly returns to normal for the first time on its next turn. A creature can use its action to dismiss this spell. Until the spell ends, your humanoid becomes intangible until the end of your next turn, and it gains no benefit from memory, memories of past lives, or similar experiences.
Abjuration
Druid empowerment
Touch
8 Hours
If you touch a willing creature and specify a password that is different than the password that the target chooses for itself, the target chooses a password that it knows and that is at least 1 year old, such as _My Name is_ or _I'm your name . The spell ends for the target if it is subjected to the horrors of the Underdark or the horrors of the Abyss or the pitiless mists of the Underdark. For the duration, the target has resistance to necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 8 hours for each slot level above 1st.
Necromancy
Druid empowerment
Touch
Concentration, up to 1 hour
You touch a living creature to grant it protection from death. Until the spell ends, the target has resistance to necrotic damage. The spell then ends.
Necromancy
Druid empowerment
Touch
Until dispelled
You touch a willing creature to reassert your divinity, raising it as an object of worship and as a kind of patron. She or she gains additional benefits at the same time. Choose one of the following effects when she or she transforms: • You grant the creature a +2 bonus to attack and damage rolls, and she or she gains a bonus to attack and damage rolls equal to her Wisdom modifier. • You shape a lump in the creature’s space that fills a 1-foot cube. When you create the lump, make a melee spell attack against it. On a hit, the creature takes 1d10 thunder damage. The creature is also knocked prone if it moves over 10 feet of usable space when you cast this spell. If your attacks miss, the creature has disadvantage on attack rolls against targets beyond its reach. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Each additional creature must be within 30 feet of each other when you target them.
Conjuration
Druid eye
60
Necromancy Until dispelled
You create an invisible eye within 30 feet of you in the form of a spectral, or spectral creature. You can use an action to make the eye appear to you in a 60-foot-radius, 20-foot-high cylinder. Until the spell ends, the eye appears to you in a 20-foot cube, and you can make a visual appearance to the eye, as long as you aren’t within 30 feet of the eye. You can also see through the eye. The eye is visible to creatures of your choice that have a Strength score of 2 or lower. When you cast the spell, you choose an area of the eye that is either directly visible or as a direct path to it. The eye appears in a spot the size of a room it is in. It appears to you in two colors: purple, yellow, or green. You can cast the spell multiple times, but you must choose the color of each one before casting it. To make the eye appear in a different color than the one it appears in, you must cast this spell multiple times. Until the spell ends, the eye appears in any direction in the area you cast the eye. A creature can use an action to dismiss the spell.
Conjuration
Druid Familiar
120
Concentration, up to 10 minutes
You create a fey humanoid form that looks just like a familiar. The form is made of a small orb with a strong, white, serpentine outline and has 5 hit points. The fey can’t be charmed. It must first be a humanoid. If you cast this spell on a creature other than a fey humanoid, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of hit points of the fey spell increases by 1 for each slot level above 5th.
Abjuration
Druid Familiar
Touch
1 Hour
You summon a fey beast from the deep within an unoccupied space of your choice that you can see within range. The fey beast appears in an unoccupied space that you can see within range
Druid Favor
30
Up to 2 Hours
This spell blesss a creature with an aura that wards them against death. For the duration, the target is immune to all damage, and they regain 700 hit points if they are slain within the first 7 minutes or until they are restored to their hit points. Whenever a target with this aura or a divine aura attempts to cast a spell of 3rd level or lower, it instead casts a spell of 5th level or lower, and it gains resistance to that spell for the duration. Both spells have a launch, mimicking the effect of a successful dispel magic spell. A target slain by a dispel magic spell has only half as much chance of remaining poisoned or suffocated as a target with a normal dispel magic spell.
Necromancy
Druid garb
120
Concentration, up to 1 hour
This spell grants you a special kind of armor. You might consist of simple, usually chest-length robes made of cloud or mist, or a suite of armor called wardrobes made of cloud or mist. Your armor mimics normal clothing, such as armor or a suit of armor; it has a high sheen and is made from 1/2 an inch thick brazier. The brazier can be removed by an action taken while your armor is on you. When done, the armor completely covers and dissipates, leaving behind no heat and cold damage on the target. If the armor is open and being worn in a way that cuts through the skin, you deal 1d10 cold damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Transmutation
Druid garb
60
24 Hours
This spell imbues a willing creature with the magical power to endure the effects of any form of magic on it until the spell ends. The target can use this spell only during its turn, not during its move action, although it can always use its action to move around and attack the target.
Transmutation
Druid garrisons
120
8 Hours
You create a simple, airy palace on land that you can see on the ground within range. You choose a point you can see within range and then either: 01 feet—a circular portal open into an open field of wide-open air, 20 feet deep, strewn with fine jewel-encrusted plants, or 01 feet—a square expanse that can be breached by simple platforms. The portal is 25 feet wide and 20 feet tall, and it can hold up to four creatures or up to six creatures (your choice which creature can be created). The portal is a protected area that isn’t being worn or carried by another creature. When a creature enters the portal for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw, taking 8d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The creature makes the saving throw with disadvantage, and if it fails, it is transported to another portal dedicated to guarding such an area. The portal is open to the public, and creatures and objects that can fit into it are carried with it. A creature’s walking speed is halved in the portal and its distance to the other creature is halved. Creatures and objects have resistance to bludgeoning, piercing, and slashing damage from beyond the portal.
Conjuration
Druid garrisons
120
Concentration, up to 1 minute
You conjure up a magnificent illusion for the duration. Choose one beast or plant within range that has a flying speed of 150 feet and that drops the illusion for the spell’s duration. The illusion appears in an unoccupied space that you can see within range, and the illusion lasts for the duration. The illusion is a horizontal wisp of silvery fur that rises from the ground and disappears when you dismiss it as an action. It floats gently in the air, remaining suspended there for the duration. When the illusion crashes to the ground, all but one creature within 5 feet of it are magically transported to an unoccupied space you choose within 30 feet of the illusion’s space. The illusion lasts for the duration or until a spell of 3rd level or lower dispelled light. When the illusion appears, each affected creature rolls a d10 Constitution damage at the start of each of its turns, and the spell’s damage increases by 1d10 until the end of your next turn.
Transmutation
Druid garrisons
30
until dispelled
Your conjured plant makes use of the outdoors for clothing. You use one size category of normal to make your way from room to room through its vines, branches, or other openings, but no more to create its way around an unoccupied space. The garrisons you choose seem harmless to plants and animals of your choice the size of your own. Choose one plant of Medium size or smaller within range and move with it, remaining within 15 feet of the target for the duration. That plant has advantage on Strength checks, attack rolls, and saving throws. While the plant is within reach of a Strength check, you can’t target an extra creature, even if it has the same Strength as you. Some plants have resistance to cold damage. If you do, create frost, hail, or gaseous cloud damage, among other effects, then the target is lightly obscured and the spell ends. Alternatively, the target can be chilled for 1 minute upon waking. If you make a melee spell attack with one of these plants, you can reduce the heat level of the target by 10 feet for each new burn caused by it.
Evocation
Druid garrisons
60
Concentration, up to 1 hour
Your attire changes for the next morning as you carefully weave your way through the fields and towns of Ethereal Plane to the closest magical stronghold on Eos, the Red Mountain. You can enter a secret area of the lower world, such as the Great Tree of Knowledge or the Grove of Wisdom, that is a 15 mile radius, and you can pass for up to 30 minutes per day. You can enter only by flying, using an arcane or magical spell, or by using an ability that can hold a sufficient quantity of magic items to sustain life. You can enter a secret chamber on the ground floor beneath the Tree of Knowledge that contains a staff containing an arcane spell or an illusory duplicating spell, which can produce a staff that is infused with magic and held within a staff case. You can create one of the following effects of your choice that lasts until the end of your next turn: • You create an audible alarm, making it possible for wagons or other vehicles to pass out of reach of creatures within 30 feet of you. • You create a 15-foot cube of magical force field centered on a point you choose within range. • Creatures within 30 feet of any of the effects have a 30 percent chance of igniting flammable raves that are created from arcane energy, rather than the creature’s normal nonmagical flames. • A flammable ripper or a sphere of rusted metal ignites when the spell ends. A staff created by this effect can hold up to ten lance bolts, 3,000 rounds, and up to three 1-liter bottles of holy water. If the staff ignites during a creature’s attack, damage is halved for the duration. When you cast this spell, you can choose from a pool of energy created by the staff effect, as seen from within a 50-foot cube, up to 30 feet on each side. A creature in the pool of energy can use the spell to create magic items or to cast spells. The spell creates an instantaneous effect that lasts for the duration or until the spell ends.
Transmutation
Druid garuda
120
Concentration, up to 1 day
This spell creates a giant, roaring beast of burden that lasts until the start of your next turn. It has AC 15, and it hits twice, with each hit dealing 5d8 force damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 7d8 + 10d8 damage. When you use a spell slot of 4th level or higher, your damage increases to 10d8 + 20d8 damage.
Conjuration
Druid Gemstone
Touch
Until dispelled
You create a gemstone-like object that is shaped like a finger, a finger tip, or a ruby. When you cast the spell, choose a point within range. Each point of the gemstone (and any that aren at the top of the gemstone) must be on an unoccupied space you can see within 5 feet of the gemstone. A creature must make a Dexterity saving throw to cast this spell. On a successful save, the spell ends early. On a failed save, a creature takes 5d6 bludgeoning damage, and 5d6 cold damage at the end of its next turn. The gemstone is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to find it. The gemstone is nearly invisible in the cold light of your presence, requiring a successful Intelligence (Insight) check against your spell save DC to see it. If the gemstone is on a creature or an object that isn’t being worn or carried, the spell ends early. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the gemstone can be created from any material that isn’t precious metal.
Illusion
Druid gift
Touch
1 hour
You touch a willing humanoid and grant it a magic item of greater value than your bare minimum worth. The item is a gift item that can be exchanged for some rare or legendary equipment. The item is imbued with some of the creature�
Druid glyph
300
300 Hours
You imbue a beast who matches the level of one of the following qualities in the deity’s Suggested Qualities tree (referred to below as the "grapes of life," depending on the beast’s level or higher): Intelligence, Wisdom, Charisma, or Charisma-based skill checks. The selected fey’s suggested qualities are: Charisma, Clerics, or Charisma—based skill checks. If a fey’s suggested qualities are Charisma-based, your creature automatically succeeds on the check. Otherwise, it rolls a d4 d10s and subtracts the number rolled from it from the number rolled for each suggested skill check. Charisma—based checks Charisma—based checks Sense of humor, inanimate objects, or mocking vices. If your suggested qualities don’t rely on intelligence, such as because you don’t take into account a creature’s sense of humor, you might also be able to take into account the creature’s cunning. Alternatively, if your suggested qualities involve magic, such as the use of illusory mirrors or the summoning of demons, your fey might charm the creature to do something that it can see out of its mind. While your fey might charm, you might also charm a living creature or a corpse, both of which might be affected by your suggestion. Sense of humor. The fey discerns what is funny and offensive to its creatures and distorts its vision, seeing, and emotions, as the fey senses humor. As a bonus action on your turn, you can use your action to examine any creature you can see within 60 feet of you. If the creature has the ability to see anything within 60 feet of you, you learn whether that creature is sarcastic or sarcastic enough to provoke you to take action, based on the creature’s facial expression and the creature’s facial expression when you cast the spell. If you cast this spell while you are incapacitated, you have advantage on the attack roll against the creature if you are, or regain hit points equal to half your normal maximum amount of hit points when you are incapacitated.
Snare
Touch
1 Hour
You pull a trigger on a trapdoor within range that allows you to move through it in a circle, effectively summoning a specific secret passage. Choose a door equipped with a lock from this list, or an unlocked door from this list, unlocked by a creature with truesight. If you cast this spell on the same spot every day for a year, casting it on a different door counts as casting this spell on the same spot every day. The secret passage counts against the spell casting limit. You can manipulate the trapdoor, opening it, creating a passage or two. If the door or passage you create has an open slot, you can open it (and any slots occupied by creatures with truesight) if you have a spell slot of 3rd level or lower. If the door or passage you create has an open slot occupied by a creature with truesight, you can use a bonus action on that action to cause the passage to open and allow you to do so. You can open or close the passage only once. You can communicate with the passage in over 500 languages, up from 300 a year ago.
Transmutation
Druid glyph
300
30 Days
This glyph traces its roots
Druid glyph
30
1 Hour
This spell provides a glyph—a small, soft, transparent glyph that inscribes a specific glyph glyph for that temple. As part of casting the spell, you can reshape the glyph to appear certain symbols or words. For example, a glyph that indicates a location, temple style, and location of a certain creature might be written there. Similarly, you can shape the glyph to appear to spell certain spells or to show off certain objects. The shape of the glyph can be changed in the Divine Familiar spell you cast. You might also create a scroll or add an item to a scroll to appear there. The glyph might be shaped to appear as a horizontal or vertical bar that fits within a 60-foot cube, a vertical bar to connect a 60-foot cube to a 60-foot tall solid rock or a cross to connect a 60-foot cube to a vertical wall. Alternatively, you might shape the glyph so that the top edge of the glyph appears to be a symbol of a specific ability, such as “armored dragon’s weapon, “bow’s magic sword, or “staff”. You can also shape the glyph so that the top edge looks like a symbol of a specific class or alignment, such as “warhorse’s warhorse’s axe, “crusader’s warbow, or “infernal war axe. The glyph might be changed in any way you choose to bestow it or to create a new glyph for each slot you have used. You can use your normal action to reshape a tremor glyph created by a glyph spell into glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph . The glyph is an object that has four legs and four legs and is made from magic
Druid glyph
30
Instantaneous
You manifest a glyph that grants you an extraplanar plane for the duration. It appears on your person as a shimmering mass of light until the spell ends, at which point you can use an action and manifest the glyph at any point in your journey as a bonus action on each of your turns. Once manifesting, you can only affect one glyph at a time, and you can’t change its type, form, or other properties. You decide what glyphs appear when you manifest it. Each glyph has the same power and disappears when it disappears. When you manifest the glyph, you learn its properties. You can alter its appearance so that its attacks and spells are carried over from your previous creation, and you might alter its size or shape so that its attacks and spells have a different power and strike effect. If you change its equipment, you might learn new abilities and abilities for it to use those abilities and wield them. In addition, when you manifest the glyph, you can reshape its body so that its muscles, bones, and facial features are reshaped so it can carry out its tasks better. When you manifest the glyph, any creature that uses its action to complete a task before it can normally do so is affected by it. To do so, the creature must use either a different action or a different attack within 30 days of the spell’s completion.
Transmutation
Druid glyph
30
School
Druid glyph
500
24 Hours
You learn the secret to keeping a secret, such as whether the wisps of a mask on a lich's head are up to snuff, how far a lich can go on a single turn from its current location, or even what sort of creatures it appears to be. The material component used for the spell is consecrated fey, which reduces the spell’s casting time by 5 minutes and might also reduce the spell’s duration by 5 minutes. While the consecrated fey remains in use, the spell radiates magical energy similar to sunlight. It emits bright light in a 30-foot radius and dim light for an additional 30 feet. To a creature immune to being charmed, the fey is a treasure hiding within an unoccupied space you choose within range. When the spell ends, the fey falls to the ground and ignites any flame it burned or consumed. The spell also extends to nearby unoccupied spaces within 30 feet of it. Once extinguished, the fey dissipates into smoke if it is still in use. This spell has no effect on constructs or undead. Casting it again without using consecrated fey or consecrated flames requires a different, 1-minute rest. The smoke dissipates if burned or consumed. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate a mote made of consecrated wyverns or fey made of fey's breath or fey’s breath, using a 5-foot cube’ of air and 5 feet of rope affixed to the outside of the mote, to create a magical cage on the ground
Druid glyph
60
1 Hour
This spell transforms a druid into a celestial or fey god. You choose one of the following options for what appears on your person. When you cast this spell, you can shift your appearance so that you are depicted as a celestial or fey god of fey form. If you do so, you appear as a celestial or fey god instead of as a celestial or fey prince. As a bonus action on each of your turns after using this spell, you can change your appearance so that you appear as a radiant or fey god. If you do so, your base walking speed is 3 feet, and you become a fey demon. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional glyphs at once for each slot level above 3rd. You can use one of the two glyphs to create two additional glyphs for each slot level above 2nd.
Divination
Druid glyph
90
8 Hours
This spell makes a druid glyph appear on his or her body. You choose the glyph for each humanoid you select until the spell ends. For the duration, a humanoid is covered if it is fighting a creature, and colored mottled skin if it is moving. A creature with an Intelligence of 2 or less can’t be covered by this glyph. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the first time the glyph is triggered, the target has advantage on the saving throw. If it has such an advantage, the spell ends early on its second triggering day.
Conjuration
Druid glyph
Self
10 Days
This spell, created by the Divination spell druid, reshapes a willing creature that you choose as a result of its sort in an area you choose that is equally as wide as its dimension. If the chosen creature w as able to fit within the spell’s radius, the spell ends for that creature. The created glyph has no immediate effect on that creature until it leaves your space, returning to its original position if such a place already exists. You can also use this spell to create glyphs in the shape of other glyphs, but they must be 3rd-level spells of an unoccupied building type (such as those made by those who build their guild halls or temples) or 3rd-level spells of 4th level or lower. This spell can create glyphs that are 2 feet in diameter and can fit within a 30-foot cube. You can also use this spell to create glyphs larger than those created by any spell of 5th level or lower. The glyph created by this spell might be on another creature or a small plane. If you create a glyph dedicated to an activity in a specific location, such as a shop, you might create a sign reading, "Forbid Fireworks," or a similar message inscribed directly into a tree branch—such a sign might go up or down in the air. Creatures and objects can’t be reduced to immobile animation once the glyph is created. The glyphs have a Strength of 22 and an Intelligence of 10. When a creature uses an action to examine a glyph created by this spell, the creature can determine that it is a glyph created by a spell of 4th level or lower, using the creature’s statistics. It can identify a glyph by studying it, casting a glyph of the appropriate description, or reading and writing the glyph. The creature can make another Wisdom (Perception) check using its own statistics. If it succeeds, it can speculate about the glyph’s meaning, based on the creature’s current knowledge of the meaning of the glyph. A creature has a number of possible actions that it can take to correct the glyph’s error. Once a glyph is determined to be a glyph created by a spell of 4th level or lower, the glyph can be dispelled or otherwise restored to its source. The glyph can exist within a structure, a creature, or some other unoccupied space that is nonmagical and that is physically within reach of a creature or object within range. A creature that would normally occupy the space created by a glyph might instead use that space to create a glyph dedicated to a specific activity, as with changing the direction of a storm, casting a glyph of 12th level, or employing an even graver glyph of 16th level to create such a glyph.
Conjuration
Druid glyph
Touch
1 Hour
This spell enables you to link your finger to a glyph or a symbol you have seen on a creature or an object within range. You do so while attuned to the glyph or symbol. You can use a bonus action to release the glyph or symbol from its binding, leaving it inert and placing it where you would place it in accordance with your choosing. This action can be held down while it is casting. If you release the glyph or symbol before its binding is restored, the one you used to link to the glyph or symbol reverts to its original object and action. If you release the glyph or symbol prior to its binding restored, the one linked to the glyph or symbol has no effect. You can use a bonus action to instantly release the glyph or symbol from the glyph or symbol, touching it whenever the glyph or symbol is activated. You need not use this action to release a bonded image. When you release the image, you link it to a
Druid glyph
Touch
1 minute
A glyph embossed on a creature’s clothing or a creature’s food offering appears where it appears: vertically, horizontally, or diagonally across a 5-foot cube. You manipulate the material to appear as if it were enclosed within a creature’s grasp. The glyph is imperceptible to melee attacks, and it doesn’t protect creatures or objects within its grasp. A creature that uses an action to speak a short message must succeed on the saving throw. If it fails, the message is lost forever and spell save DC is 5. On your turn as a bonus action, you can also issue a command to a creature other than a creature that uses its action to speak the message (if it is speaking a message of its own, you command the creature to deliver it the message, issuing the command to speak the message to the creature). Alternatively, you can issue a command to all Medium or smaller creatures that you choose within 30 feet of you, either as part of casting the spell or as part of a larger command. Each creature must make a saving throw. On a successful save, the spell ends for that creature. If another creature partakes in the same casting of the spell, the creature is transported to a different location, if the casting location is within 1,000 feet of the location of the glyph. If you create a glyph of warding or greater might, or have drawn it from a scroll, that glyph might be dispelled.
Transmutation
Druid glyph
Touch
Instantaneous
You call forth a spirit that assumes the form of a crab and leaps into the air for a moment to create a fixed area of hovering and/or hovering ground for you to stand on. When you cast the spell, you also choose an area of hovering ground. Each foot in either direction you can move, crab claws spread across the ground, and you make a sustained stab of the ground in the space it takes to fill the space it fills. The ground you choose is one level under the surface of an abandoned fort. You choose a point within 5 feet of you where the ground appears dry and windy, and you choose whether to make an attack roll or make a ranged spell attack. If you make the attack roll with a thrown crab, the ground in that area is lightly obscured (your choice). If you make another attack with a thrown crab, the ground in that area is heavily obscured (your choice). If you make a melee spell attack with a thrown crab, it deals an extra 5d6 force damage to the target, who is also under the ground until the spell ends. Roll on the crab’s Constitution saving throw for a spell slot of (at least 1st level)� prepared. On a success, the ground in the area is covered and the spell ends.
Conjuration
Druid glyph
Touch
until dispelled
You touch a dire wolf, which appears in the space it enters and serves as the hub for the druid's warding spells. The dire wolf is friendly to you and your companions for the duration. When the spell ends, the dire wolf flies in an instance to a location you chose that is open to the drow, mimicking the warding action of a warded door or a warded door leading to a warded room. The dire wolf disappears when it drops to 0 hit points or when the spell ends.
Conjuration
Druid groves
30
24 Hours
You invoke the spirits of nature to create an enclosed sensory environment centered on one of the following courses of action: flower, cloud, hill, or swamp. The area is contiguous to any of the following vocabularies’s vocabularies can’t be changed: acid, cold, fire, lightning, or thunder. The changes wrought by vocabularies made in this manner last for 1 minuteEE. When you cast this spell, you can designate any of the following destinations for each of the vocabularies you create. The destination must be on the Ethereal Plane or in a plane that doesn’t border it. • Within 30 feet of a surface desecrated or infested with beast droppings or griffons, you can cause the area’s moisture content to be 1. If the moisture content of the area is less than or equal to the creature’s level, the spell fails. • Within 30 feet of a surface desecrated or infested with beast droppings or groves, you cause the area’s moisture content to increase by 1D10. If the moisture content of the area is equal to or less than the creature’s level, the area is affected, not radiant. • Within 30 feet of a surface desecrated or infested with beast droppings or groves, you cause the area’s moisture content to increase to 1D20. If the moisture content of the area is equal to or less than the creature’s level, the area is affected, not radiant.
Conjuration
Druid groves
60
24 Hours
You create a natural underground area for the outdoors, either on land or in the air. The area can be an enclosed bridge, a river or a hill, or an open pit or a wall. The area can be a circle, an area of solid stone or wood (stone, cob, or iron), or a flat surface (such as a wall or a table). The spell lasts for the duration. If the area was created outdoors, its height determines its area’s access. The spell’s area can’t exceed 100 feet on one side by reason of its dimension. On a roll of 12 or higher, you can use your action to reshape the terrain in the area to fit your plan. You can use up to ten the rough terrain, but the terrain is nonetheless firm and loose. The spell can penetrate thickets, but it is blocked by 1 foot of stone and 25 feet of nonporous armor.
Divination
Druid Growth
10
Concentration, up to 1 minute
You create a mottled, twisted mass of earth in a 20-foot radius around you that has a 10 percent chance of growing to a height of 10 feet. The earth is difficult terrain, and its weight can be difficult to maintain. The earth must be at least 10 feet thick to be made. You decide how much weight the earth takes up. When you cast this spell, you decide how much weight the earth takes up and the distance along the ground. If a creature weighs no more than 10 pounds, the earth becomes difficult terrain for that creature. Each foot of movement for the creature’s movement during the spell’s duration determines how much weight the earth takes up. The spell’s weight is determined by the creatures weight, multiplied by the number of creatures on the ground. When you cast this spell, you can determine the creature’s weight based on the following table: • The creature’s weight (or the creature’s weight’s weight’s weight’s weight’s weight’s weight’s weight’s weight’s weight’s weight’s weight’s weight’s weight’s weight’s Weight’s weight’s Weight’s Weight’s Weight’s Weight’s Weight’s weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s
Druid Growth
10
Up to 1 hour
You create a forest in a spot that you can see within range. You can manipulate the landscape with an action that requires a short or long rest. The terrain is smooth, and you can see through the trees. The terrain has a 10-foot radius and isn’t difficult terrain. The terrain doesn’t require any sort of natural or man-made structure to exist. The terrain can be up to 40 feet thick, and the ground is smooth and flat. The ground can be up to 20 feet thick, and the ground can be up to 30 feet thick. When you cast this spell, choose one of the following options: • You can cause the terrain to become difficult terrain. • • You can cause the ground in the area to become difficult terrain. • • You can cause the terrain in the area to become difficult terrain. • • You can cause the ground in the area to become difficult terrain. • • You can cause the terrain in the area to become difficult terrain. • • You can cause the terrain in the area to become difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the terrain in the area becomes difficult terrain until the spell ends.
Evocation
Druid Growth
120
24 Hours
A tangle of bark or bark and leaves spreads across your body. Make a ranged spell attack against a creature within your reach. On a hit, the target deals 2d8 slashing damage plus 1d6 necrotic damage (the DM has the creature’s hit point maximum). Alternatively, a tangle can be dodged, but a creature must make all the saving throws described in the Trained Druid Growthible Elementals feat, and the creature takes half as much damage, until it is reduced to 0 hit points or its speed is reduced to 20 feet per level for that long. Such a creature can’t be affected by spells or movement or by attacks that use weapon attack damage (your choice when you cast this spell), or it doesn’t make attacks while affected by spells or magical effects. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Transmutation
Druid Growth
120
Concentration, up to 1 hour
You choose a growing, dark, or poisonous tree in a location other than the spell’s area. The target must have been growing for the spell’s duration and must have been growing in the area
Druid Growth
120
Instantaneous
You create a portion of nature that looks like nature's natural terrain and traps plants and creatures within. You choose a portion of the ground or an area of sand that you can see within range, such as a hill, cliff, or a dome. The ground or the physical terrain is heavily obscured, but plants and creatures that aren’t there are unaffected. When you cast the spell and as a bonus action on each of your turns you can reshape the ground in any way you choose so that it appears as though it were completely outdoors and where no plants or creatures are present. The changes can be subtle, permanent, or cumulative.
Transmutation
Druid Growth
150
Concentration, up to 1 hour
A shadowy force appears in a 10-foot-radius sphere centered on a point you choose within range. Until the spell ends, the sphere appears to be an unoccupied rock or a solid rock, and a 10-foot radius sphere can be created within that area, as long as it is up to 50 feet across. Until the spell ends, you can place a circle of shadowy force around any point in the sphere for the duration. You can also place a 10-foot-radius sphere around any point in the sphere for the duration, if you can, and so on. You can place any number of these sphere blocks on the ground within 10 feet of the portal, and so on. At any time during the duration, you can place any number of these sphere blocks on the ground within those 10 feet. Each sphere blocks only one creature-level slot. This spell has no
Druid Growth
150
Concentration, up to 1 minute
You gain the ability to transform into other forms of growth that aren't humanoid. This transformation lasts for the duration. If you are the size of a Large or smaller creature, this transformation lasts for the duration, if it isn't already, and if it does so before the spell ends, the transformation ends. If you can cast this spell multiple times, you can designate one or more of the form's main or secondary effects. The transformation lasts for the duration. If you cast this spell again, you can designate one or more of the form's spell slots. You can also designate any number of the form's other forms, as long as all of them are of the form you designate.
Transmutation
Druid Growth
300
Up to 1 year
Choose one kind of tree you can see within range. Growth fashions the ground in growling shapes that resemble trees and allow the creature to move into, out, or just up to a little higher on the ground. The creature isn’t limited to vertical growth, but it can’t exceed 10 feet in height and can’t exceed 30 feet on a side. The creature can’t attack or stand still by way of movement. The creature is limited in what it can do outside of combat, but it can enter and occupy occupied spaces that it chooses.
Transmutation
Druid Growth
30
10 days
You create a natural underground pit, which you can either excavate or tear up as you choose. When you create the pit, you can either use a bonus action to cause a rock or a stone to form on the ground within range. The pit grants you the benefits of a rock, stone, or an element of the following benefits: - It has hardness 10, it deals 1d8 piercing damage, and it sheds bright light in a 20 feet radius. - It has resistance to bludgeoning, slashing, and piercing damage from nonmagical weapons. It has a -2 penalty to all damage rolls, and it is vulnerable to bludgeoning, slashing, and piercing damage from nonexplosive weapons.
Transmutation
Druid Growth
30
1 hour
You create a 10-foot deep, 10-foot tall, 20-foot wide, 40-foot tall, and 30-foot wide root system of your choice from a mineral known as a "Gryffin" (the material is unappetizing). The root system is composed of a complex, mineral-rich structure that allows it to resist fire damage and water damage. The root system provides a foundation to a natural underground growth, such as a rock pit, that is heavily forested, and that is surrounded by solid rock. Additionally, the plant that forms the root system can be harvested for minerals and other materials by any of the following plants: druid, fey, fey beast, fiend, or undead. The root system also protects the soil from flooding and snowstorms, which can cause water to fall. When the root system is created, each creature within 10 feet of the root area must make a Constitution saving throw. On a failed save, a creature takes 1d6 bludgeoning damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Evocation
Druid Growth
30
1 round
You gain the following benefits: - You gain the following benefits: - You can’t take damage from nonmagical means of attack while your base attack bonus is 0; - You can’t take damage from magical attacks while your base attack bonus is a nonmagical magic effect - You can’t have more than one mortal with a challenge rating of 3 or less. - You can’t create more than one mortal with a challenge rating of 2 or less. - You can’t create more than one mortal with a challenge rating of 1 or less. - You can’t prevent a creature’s attack roll against you while your base attack bonus is 0. - You can’t make an attack through a creature’s attack roll against a creature that uses an action to try to avoid you. If you succeed, the attack rolls are made with disadvantage.
Transmutation
Druid Growth
30
Concentration, up to 1 day
Choose a location on the ground that you can see within range. You can make plants grow in that spot for the duration. Plants can’t be damaged or killed by this spell. Plants can be consumed by magic or otherwise. Your plants grow in a 30-foot radius centered on that spot. You can’t more than once fill the radius. Each plant you choose within 30 feet of the area shrinks to 1 foot of that area. You can also make a radius of up to 30 feet out from the area as long as 60 feet. You can’t more than once fill the radius out, but you can’t create more than 30 feet of contiguous space within the radius. You can’t create additional space within the radius. You can’t create an area of contiguous space greater than 30 feet in any way by using an action to move one foot or more across the same area. You can’t
Druid Growth
30
Concentration, up to 1 minute
This spell creates trees in your space at a point you choose within range. You create the following effects for each tree you create: • You instantaneously create a new unoccupied space within range (no action required), as long as you don’t have to spend any movement to move as far as an unoccupied permanent. This instant movement allows you to pass as far as a creature and move at a rate that other creatures can’t move. The new location doesn’t have to be within the spell’s area, but you can place a permanent here as a gesture of thanks. If you place a permanent within the spell’s area, the enchantment lasts for the duration, and the creature becomes friendly to you accordingly. You may use this spell to create other plants or to create additional ones. You can also teach the spell to a Huge or smaller Tiny or larger creature. On a successful check, you give it the ability to reach for a plant it can’t reach by leaving its space. If the plant’s height is less than the spell’s ceiling, it doesn’t reach for the ceiling.
Conjuration
Druid Growth
30
Instantaneous
This spell creates a simple, greeny-green plant growth on the ground. The plant grows in an area you choose within range. The area is heavily obscured and shrubbery is common along the ground. The plant grows in a cube 1 inch in diameter, 5 feet high, and 10 feet wide on each side. Each year, there are about 5,000 to 10,000 dandelions in this area. When you cast this spell, choose an area of your choice within range. The area appears in green light on a successful save, or it disappears within 10 days. The plant remains there until the plants vitality is restored to it.
Evocation
Druid Growth
30
Instantaneous
You conjure up a ten-foot cube of translucent greenish water in a 5-foot radius centered on a point you can see within range. The cube is opaque, requiring an Intelligence (Investigation) check against your spell save DC to see through it. A creature within the cube must make a Dexterity saving throw. On a success, the creature is charmed by you until the spell ends. The cube then becomes opaque until the end of your next turn. As a bonus action on your next turn, if you can see through the cube, you can cause any creature within the cube to see into the edge of the cube to make a Dexterity saving throw. On a failed save, the creature takes 2d6 poison damage, or half as much damage on a successful one. The cube is an extradimensional rock, which you can make out of stone or wood. On the ground in
Druid Growth
30
Instantaneous
You create a new, magical growth for the duration of your spell. Choose a point within range. This growth lasts for the duration. As a bonus action, you can spend 1d8 gp on a growth of one size or larger. The growth lasts for the duration. Once per day, you can cause one of the following
Druid Growth
30
Instantaneous
You create a new, temporary structure or object. You can create a new, permanent structure or object by using a new action on a creature you can see within range. The new object must be of the same type as the one you created. If you cast this spell the same way twice, the creature must choose the new structure or object. The creature can use an action to cause the new object to appear in a place it can see. The creature can’t be charmed, frightened, or otherwise affected by the new structure or object. The creature can’t take any actions that would allow it to change its form, including but not limited to changing the color of its clothes, carrying on conversations, or spending time with others. For the duration, the creature can change its form only to look like it did before the spell ends. You can use a bonus action to reanimate a creature. You can also use your action to create a new one. The creature takes 10d6 necrotic damage of the type you choose.
Transmutation
Druid Growth
30
Instantaneous
You transform a humanoid of either sex into a creature of either sex for the duration. The transformation lasts for 10 minutes, or until the target drops to 0 hit points or dies. The target can’t be charmed or possessed, and any magical effects the target can imbue it with are lost.
Conjuration
Druid Growth
60
Concentration, up to 1 minute
You create a 20-foot-radius, 60-foot-high, 30-foot-deep cylinder that grows into a tree or shrub. Until the spell ends, the tree or shrub can be destroyed.
Transmutation
Druid Growth
60
Concentration, up to 1 minute
You create a plant of growth that is resistant to damage and grows up to 1 foot in diameter. The plant remains for the spell’s duration. The plant is harmless to creatures that can’t pass through it. The plant can’t be destroyed except by a spell of 2nd level or lower.
Necromancy
Druid Growth
90
Concentration, up to 1 minute
This spell creates an invisible, intangible tower of magical energy that rises from the earth and disappears at the end of each of its turns. The tower is composed of a single rock and a pair of thin, round stone panels. Each panel has a radius of 1 mile and is composed of 100 feet of stone (the panel can be removed). Each panel is covered with a sheet of thick, hard earth. The wall of energy extends across a 5-mile radius, and the spell ends when the wall drops to 0 feet in any direction. The wall disappears when the spell ends. The wall is immobile, and any creature within it’s area must make a Constitution saving throw. On a failed save, the target takes 10d6 fire damage. If the wall is destroyed, a strong wind blows around it until the spell ends. If you cast this spell on the same creature every day for the next year, the damage increases by 1d6 until it is no longer harmful, and the target is immune to poison, cold, or fire damage. The wall disappears when the wall drops to 0 feet in any direction.
Evocation
Druid Growths
Self
10 Days
You create a small, unfaltering grove of trees and shrubs that fill a 20-foot cube within range. The trees provide shade and nourishment for up to 10 creatures of your choice that you can see within range. The trees are heavily guarded and guarded against intruders. If you are fighting a creature on a journey home or traveling with a group, you can make a Charisma saving throw to prevent the creature from walking into the grove. Creatures can’t be targeted by this saving throw. When you cast the spell, choose one of the following effects. The spell’s duration is halved for each effect.
Evocation
Druid Growth
Touch
1 Hour
This spell turns some of the dirt in a 40 foot radius centered on a point you choose within range on fire. You convert the dirt into fuel on the fly. You must use a fuel rod or some similar fuel object in the radius for this spell to work. Once you have determined the type of fuel you need for this spell, you can use it in a variety of ways. You can heat or cold the fuel, fill it with a quantity of water that doesn’t change its type, or leave the fuel at rest. Each round on your turn, you can use your action to deal 2d6 extra damage to the target whenever you hit it with a melee attack. If the damage is no larger than 2d6, you can dismiss this spell as an action.
Transmutation
Druid Growth
Touch
1 minute
You touch a humanoid that is Medium or smaller. The target must be within 500 feet of you for the spell to work. The target’s hit point maximum is reduced by 1d10 for each foot traveled.
Evocation
Druid Hand
Self (60-foot cone)
Instantaneous
You invoke the power of the gods to bring forth a divine hand in a random direction. For the duration, the hand of a god’s messenger appears in your hand and can’t be damaged. The hand is magical in nature, and you can use it to aid a god who is in mortal danger. For the duration, the hand can’t be damaged by spells or magical effects, and it can’t be changed. To change the hand to one that functions as an object or a spell slot, use this spell’s class features. If you use this spell multiple times, you can have no more than one hand in your possession. The spell can’t be used to open a teleportation spell slot. To change the hand to one that doesn’t function as an object or a spell slot, use this spell’s class features. It can’t be used to cast a spell of 3rd level or lower.
Transmutation
Druidheart
150
4 Days
You imbue a creature you touch with a calming magic. For the spell’s duration, or until you use an action to imbue a creature with a calming magic, the creature chooses two or more of the following calming charms you know: • Appraise, • Calm Bodies, or • Calm Mind. The creature’s bodies are made of soft heart-shaped charms, similar to those found in charms used by the animist. The creature also senses danger and is protected by a calming magic until the spell ends. • Blessings, including protection from cold, fire, and lightning, including silence, have no effect on the creature. The creature is immune to these effects. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you can create two additional charms for each slot level above 7th.
Enchantment
Druidic Armor
120
Concentration, up to 1 minute
You create a bronze or silver alloy that you can see within range. Each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage, or half as much damage on a successful save. On a successful save, a creature takes only half as much damage. On a failed save, a creature takes half as much damage. On a successful save, a creature takes half as much damage, and is restrained until the spell ends. The spell can’t be used to cause a creature to fall, and is also immune to being charmed.
Transmutation
Druidic Charm
120
Concentration, up to 1 minute
You conjure up a new demon or a fiend that you can see within range. The demon, a humanoid creature you can see or hear, gains the following benefits: • The demon takes 1d4 fire damage on a hit and 1d4 psychic damage on a failed save. • The demon sheds bright light in a 30-foot cone that is dim light for the spell's duration. • The demon sheds bright light in a 20-foot cone that is dim light for the spell's duration. • The demon sheds bright light in a 30-foot cone that is dark for the spell's duration. You can use your action to make a ranged spell attack. On a hit, the demon deals 3d6 fire damage. On a hit, the demon deals 1d4 fire damage. On a failed save, the demon has disadvantage on the attack and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level
Druidic energy
60
1 Hour
You transform a creature of your choice that you can see within range into a druid. The transformation lasts for 1 hour. If the target is a celestial, it becomes a celestial for the duration, unless you choose to end it.
Divination
Druidic Growth
30
1 Hour
You gain the ability to grow a ring of bones, a pair of claws, three short legs, and a pair of hooves. You can also spend one used to gain the ability to transform into any other animal. You can also cast this spell only once.
Conjuration
Druidic Hand
30
Concentration, up to 1 minute
You summon a divine hand from the depths of the earth to strike down a creature. The target must be within 5 feet of the hand. If that creature is already dead or incapacitated, the hand’s damage increases to 30d8 + 30 + 4d8 damage. The hand’s hit point maximum is reduced by 2d8, and the target’s hit point maximum is reduced by 2d8.
Abjuration
Druidic Healing
30
Instantaneous
Your next melee attack, unless you pass out or aren’t wearing armor, deals an extra 3d6 radiant damage to the target and grants you advantage on the next two attack rolls, if any, you make or gain advantage on the attack roll, and you or a creature you can see within 30 feet of the target takes damage equal to the total.
Evocation
Druidic Minute
150
Instantaneous
Describe this tapeworm that sucks up the life force of mortal men and makes it a permanent fixture in the dungeons of Azlant. The tapeworm is a bipedal beast with a beak that is unusually large for a bipedal humanoid (at least ten feet long, four feet wide, and one inch thick). It has 4 claws (1/4—bludgeoning, and 1/4—diamond in appearance), 3 legs, and 2 horns, and it regains 4d8 hit points each time it strikes a creature that it can see. While this tapeworm is on the ground, any creature that ends its turn within 5 feet of the tapeworm must make a Strength saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and is knocked prone. While knocked prone, the creature can use its action to move up to its speed and back to its normal speed, which is determined by the DM—its normal speed is 13 feet. The creature can move only by pushing or pulling against a fixed object or using some other means. The move doesn’t provoke opportunity attacks. The creature can swim independently of the tapeworm. While swimming, the creature can expend magic for a period of time equal to 1 minute, after which it stops working as a creature. The spell ends for it, if it succeeds on a saving throw.
Transmutation
Druidic Pact
30
1 Hour
You imbue a willing creature you touch with divinity through a profound mystical bond. During the spell’s duration, the bonded creature can be of any creature you choose within 30 feet of anyone it chooses for a task. The task can be simple, significant, or long–lasting. The task can last up to 10 minutes, as long as it lasts, and can be completed by one willing creature. While the bonded creature is working on the task, other creatures can’t affect it. When the task is complete, the creature becomes aware of itself as a free spirit, and it gains a number of benefits equal to your spellcasting ability modifier + your proficiency bonus (if any). If you have the task completed before the spell ends, you can call the spell over again at any time if you wish. If you forget about the task for any reason, you can dismiss it as an action. If you forgot about it for any reason, the spell ends, and you have a telepathic link with it for the duration. While you have the telepathic link with the creature, the spell can’t interact with it in any way. The creature can’t talk, travel, or even see its home plane. When you cast the spell, you can choose to inscribe a 30-foot cube within which to create a divining lamp in the shape of a dire wolf, a dire axe in the shape of a raven, or a dire spike in the shape of a dire axe. The divine symbol appears in the cube and sheds dim light in a 40-foot radius and a painful stinging aura around it. This spell's effects last for 1 hour, after which they wilt away. If you cast the spell again, the effects have no effect. You can also set the divine symbol to emanate from you, making it appear as though it is from you, at any spot within 60 feet. In any such location, you can cast spells of a level or lower, cast spells of a level or lower, make melee attacks with attacks that have a critical nature, make Constitution saving throws, cast spells of a level or lower, and so on. You can also choose to cast divination spells in the cube, and its spells manifest in magical runes. The mundane objects in the cube are connected to objects created by divination spells with which the spell’s effect extends. For example, a divination spell wrought by a dire axe could command the creature to thrust its axe at a creature within 60 feet of it, causing it to turn and strike back. Using this magic, you might call on another creature so you have control of it? At Higher Levels. When you cast this spell using a spell slot of a lower level than the one you have chosen, you can cast the
Druidic Protection
Self
Concentration, up to 1 hour
Your divine protection against evil and good wreaths the world in darkness and magical darkness. When a creature or object that you touch enters the Feywild or enters the Feywild's plane, the creature must succeed on a Wisdom saving throw or be affected by your divination spell for the duration. The creature can’t be affected by any of the following divination spells. Death Death, sickness, or exhaustion. Death, sickness, or exhaustion by magic. Death, sickness, or exhaustion by nature. Death, sickness, or exhaustion by nature by chance. Death, sickness, or exhaustion by nature by force. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Abjuration
Druidic Remedies
Touch
24 Hours
You touch a willing humanoid. Until the spell ends, this spell sends a radiant radiance shield up to 120 feet long and 10 feet high to faint humanoid (minimum level: 3). The radiance lasts for the duration and damages the target whenever it hits or below 50 hit points.
Divination
Druidic Remnant
90
Concentration, up to 1 hour
This spell removes fog, ghost, and other aberrations from a nonmagical object that you can see within range. You can bring about this effect through an action that has a duration of 1 hour and that has a 5 percent chance per hour modifier. The effect of this spell can last for the duration. You can cast this spell again on a successful flush against the aberrations or dispel magic spell cast using the same spell slot, if you cast it using a different spell slot. If you cast it using an 11th-level spell slot, the effect lasts for the duration, and you can dismiss such a spell as an action.
Abjuration
Druidicry
60
24 Hours
This spell purges the flesh of creatures within 15 feet of you and neutralizes any poisons in their bodies. For the duration, these creatures have half cover against the elements, and half damage to their weapons and armor. Additionally, the spells of divination spells are suppressed. For the duration, these creatures have disadvantage on attack rolls against creatures within 5 feet of them.
Conjuration
Druidicry
60
Concentration, up to 1 minute
You choose one of the following effects that occur when you cast this spell: 1. You cause one creature within range to become blinded for the spell’s duration. A creature blinded by this spell must make a Wisdom saving throw. On a failed save, a creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one. A blinded creature must also make a Constitution saving throw at the end of each of its turns. On a successful save, it takes half as much damage. On a failed save, it takes half as much damage. The spell ends for the blinded creature if it is wearing no armor.
Conjuration
Druidic's Acid Arrow
150
Concentration, up to 1 minute
This spell uses magic arrow instead of longbow for the added benefit of hitting hard enough to crack bones. When a creature uses its action to shoot a magic arrow from within its reach, the arrow flashes with brilliant light and lands in a spot within range. The spot must be within 10 feet of a point of your choice within range. Until the spell ends, a magic arrow fired from within 5 feet of a point of your choice that is within 10 feet of a point of your choice that is within 10 feet of a creature or a glowing glowing substance igniting arrows of acid and necrotic energy, as well as bursting with acid, ghastly energy, or both, grants it the ability to deal an extra 1d6 damage of the
Druidic's Hand
30
15 Days
You choose an area of magical darkness with a range of 30 feet that you can see within range, and you create an instantaneous, harmless sensory annoyance to a creature of the chosen size or kind within that range. That creature can be a Large or smaller creature, an instinctive, harmless fiend, an inanimate object, or an antediluvian. The annoyance can affect any creature you choose within 30 feet of you. If the creature is friendly to you and you don’t have dispel magic active, it w ord not dismiss you as an action. When you cast the spell, you decide which sensory annoyance you choose, and you specify one of the following options for what effect the annoyance might cause: • I can’t see or hear any object • I can’t see or hear any creature • I can’t hear, touch, feel, or feel an object • I can’t see, touch, or use an object • I can’t see or hear an object flying As the annoyance lasts, any creature that uses its action to move in an unoccupied space by the nearest open space created by the annoyance creates an opening for the creature to land safely in the space it’s in. The creature doesn't need draugr’t covering its space when it makes its move. • I can’t see, touch, or use an object • I can’t cast spells or activate or read the scroll The spell ends for the creature if its opening is strong enough. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Abjuration
Druidic Shell
Self
Concentration, up to 10 minutes
You create a silvery shell that glows in a 20-foot radius centered on a point you choose within range. Until the spell ends, the shell sheds dim light in a 5-foot radius and dim light for an additional 5 feet. The shell can be colored as you like. You can also create your own silvery shells, using the same process. You can create up to twelve silvery shells in a 10-foot radius. Each silvery shell has AC 15 and 15 hit points, and it is immune to poison and psychic damage. The Shell disappears when the spell ends.
Transmutation
Druidic Spray
120
Instantaneous
You create a spectral spray of black smoke that spreads around corners and then disappears. At any point during your next turn, whenever you take 5d6 radiant damage, you can throw the spray back, replicating a typical melee attack. At Higher Levels. When you do so, make a ranged spell attack with it, and make a new damage roll, which could cause the spray to change its damage type at the start of each of your turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Druidic Spray
30
Instantaneous
Whispering to the spirits of nature, you create a spray of intense light that spreads from a point you choose within range. The light spreads around corners, and it lasts until the spell ends. When you cast the spell, choose a point you can see within range. Targets within 20 feet of the point you choose must make a Wisdom saving throw. On a failed save, a target takes 8d6 radiant damage, and it is blinded for 1 minute. On a successful save, a target takes half as much damage and isn’t blinded. A creature blinded by the light can see through the spray, but it can’t see through leaves or through wall. A creature in darkness
Druidic Spray
Self (15-foot line)
Instantaneous
An invisible, shimmering spray appears in the ground in a 10-foot radius that is 15 feet wide and 5 feet high at the base, centered on a point you choose within range. The spray spreads around corners and then disappears. Until the spell ends, the spell has a 30 percent chance to target a creature within 10 feet of the start of each of its turns. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from the start of the spell by the spell. As the spell lasts, the target also takes damage of the chosen type. If the spell ends before the target has a chance to react, the spell ends early.
Evocation
Druidic's Spirit
60
16 Hours
This spell empowers you with an odd sort of divinity: unfathomable power radiates from you, summoning spirits of nature and legend that follow your desires and act independently of you. Roll initiative for the spirits, which have a successful roll of 10 or 11. On a 1, they follow your orders, succeeding on a Wisdom saving throw or gaining an advantage on one of their checks. On a 2, the creature follows your orders to the letter, even summoning a legendary spirit of your choice whose w ord and name is on the item you choose. (You might find that divination spell more appropriate as a method of divination than a casting of spells.) To use divination magic, a creature must have a certain knowledge of the truth about a subject or event known to the divination. For the purpose of divination, each creature you make with this spell must speak a divination spell on the target that is known to the divination. For the duration of the spell, the creatures can understand one other creature’s meaning without first speaking divination spell. To understand one other creature’
Druidic summoning
Holy
1 Hour
You summon a celestial, an elemental, a fey, or a fiend from the planes of time to fight for the good of the living. Choose one of the following options for what appears during the creature’s next turn; it can use its action to dismiss the spell. While some forms of the spell allow the creature to cast spells of 2nd level or lower, others have a ceiling of 1. The creature can move up or down as part of the move, but the creature can’t move without spending 1 foot of movement. Finally, the creature can choose to have its action be a weapon move instead of taking any attack or saving throw. The creature can have up to 8 weapon attacks on its turn. If the creature fails its saving throw, the creature must then make two weapon attacks with its action on each of its turns. The creatures chosen for this spell must be within 5 feet of each other when you cast it and 5 feet apart when you cast it alone.
Divination
Druidic Swarm
60
Instantaneous
A swarm of tiny insects appears in a spot you choose within range. For the duration, the swarm can move up to 10 feet away from you and can make 10 bite attacks. On a hit, the swarm takes 5d8 necrotic damage.
Conjuration
Druidic Touch
60
Concentration, up to 1 minute
You touch a creature, or one of its companions, and it must make a Wisdom saving throw. On a failed save, a creature takes 4 d10 necrotic damage and is charmed by you for the duration. On a successful save, the spell ends.
Evocation
Druidic Touch
90
Instantaneous
For the duration, you gain the ability to touch or otherwise affect one willing creature of your choice within range. The creature’s level is tripled for the spell’s duration.
Touch
Touch
1 minute
For the duration, the creature has darkvision out to a range of 60 feet.
Concentration, up to 1 hour
Touch
A willing creature who is charmed or bound by a seal appears within range for the duration. The creature can be a willing creature (20th level), an unfriendly creature (reach higher levels), or an obstacle (range 20 to 50 feet). If the creature is charmed or bound by a talisman, it can use that talisman to grant the creature specific abilities, such as the ability to read the secret thoughts of its bonded servant, or to stave off death in exchange for service to the faith. If you use this spell to target an undead creature, it instead targets an up to three undead willing creature of its kind that it has bonded or determined to be its servant. While the creature is charmed or bound by the talisman, it senses and recognizes the presence of other creatures, as well as the presence of nonmagical symbols or other distracting visual signs. It is free to leave the talisman on the creature if it wishes. It can leave the talisman and its contents at any time, opening its mind to any possible future actions taken by the creature.
Enchantment
Druidic Touch
Self
Concentration, up to 1 hour
You touch one willing creature and give it the gift of the divine. Choose one of the following spells of your choice that you can think of that would be best suited to your current or future work. The spell ends early if it is used to gain an advantage. For example, you could cast this spell on a willing creature that had been cursed by the devil. You could also choose to have the spell end early, if the creature can be targeted by spells or by spells of casting casting ability. You also could have the spell end early if the creature is affected by a spell or by a casting ability that targets only the creature affected by a casting spell. For the duration, the creature is charmed, frightened, and possessed, and it can’t be affected by spells or by spells of casting ability. If the spell has multiple effects, they can be combined or dispersed so that the total can reach multiple creatures. For example, you could end a spell that targets a creature with a debuff on its mind and cause it to willingly cast a casting spell, such as dispel magic, that targets only the creature affected by the debuff. Alternatively, you could end a casting of a spell that targets only one creature, such as dispel magic, before the spell reaches its full duration, because the creature affected by the debuff can be affected by more than one effect used by the spell. If the spell targets only one creature, the spell has the same effect as the one it affects, except that the creature affected by the debuff can take damage of its own choice.
Transmutation
Druidic trick
60
Concentration, up to 1 hour
Choose a willing creature you can see within range. The target must succeed on a Wisdom saving throw or else its appearance in this spell is obscured for the duration. For the duration, or up to 1 hour, the target has advantage on attack rolls against creatures other than you. On each of your turns until the spell ends, you can use a bonus action to twist the creature’s appearance in a manner that would make it seem fat or weak, or you can end the creature’s movement so it appears as if it were incapacitated. If the creature w ho moves to a different location where its movement would be affected by this spell if it is casting it in this way, it instead takes 7d6 psychic damage and must make a Wisdom saving throw at the end of its turn. On a failed save, the creature takes 7d6 psychic damage, and the spell ends on an aword spell at the start of your next turn.
Transmutation
Druidic Vine
30
Instantaneous
A vine sprouts from a point of your choice within range, sprouting vines and vines-aligned weapons. You touch the vine, which sprouts from the ground in a 20-foot square. The vine is harmless and moves with you. You can use your action to vine the vine. The vine can be vine-shaped, vine-shaped cupola-shaped, or vine-shaped vine-shaped vine-shaped cupola. If you choose vine-shaped vine-shaped cupola, the vine extends out from you in a vertical line. The vine is difficult terrain that prevents horizontal movement. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Conjuration
Druid magic
120
Concentration, up to 24 hours
You conjure up a plant or a mineral that you can see within range, and it turns into a great torch, for the duration. Each creature that ends its turn within 60 feet of the light must make a Wisdom saving throw. On a failed save, you draw the torch back to you and create a distraction for the creature. On a successful save, the creature turns away from the light and stays within 60 feet of it. As an action, you can move the rod 100 feet and hurl the item at one creature within 60 feet of it. Make a ranged spell attack using your reaction. On a hit, the target takes 2d8 thunder damage, and it has disadvantage on attack rolls and attack rolls using Dexterity saving throws, and it can’t use reactions until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Transmutation
Druid magic
150
24 Hours
This spell transforms a sealed temple or a place of secret rites into a bustling metropolis for the masses. A city or temple dedicated to divination and divination of nature (and dedicated to each other) is a bustling metropolis full of bustling trade, secret secretions, shrines, and sanctuaries. The land becomes a bustling metropolis, and a temple dedicated to divination and divination of nature is dedicated to the protection and well-being of all. The temple is open to the general public and is dedicated to the protection of the city and its people. A dedicated shrine requires at least one dedicated man or woman, who is usually a man or a woman, to fill. It is illuminated, ransacked, and occasionally burned in its entirety. A temple dedicated to divination and divination of nature can be as grand and secret as the palace of Shor and its surrounding grounds. In its place is a bustling metropolis dedicated to protection and well-being. You choose one of the following rites to adopt as a temple rite. You must speak the rites and, at the DM’s option, choose one of the following rites. The temple vows no actions, but serves as a magical observant vessel for its servants and guardians. The temple includes a dedicated staff dedicated to the service, dedicated to the service and guarded by an invisible guardian who guards the vessel against your foes. Once per round, you can use your action to move the temple along a square in front of you (1 foot in each side) and specify a specific service rite. The temple obeys whatever command is given to it by its patron, though it takes the form of a divinity. The temple appears in a spot of your choice within range, and it can be up to 50 feet away from you as a bonus action, for 1 minute. It obeys any spoken commands that you give it as a part of its service. You can choose any of the following rites for the temple’s purpose: antipathy ceremony, acyclic rite, arcane ritual, fey sacrifice, greater restoration, greater restoration sacrifice, power weapon sacrifice, and wreathe sacrifice. Alternatively, you can use your action to sacrifice one willing creature (the DM has the creature’s AC, and it isn’t undead) in a manner similar to the acyclic sacrifice. You decide what actions the creature takes and how much food it consumes, and you set conditions for it to automatically succeed on all food and drink regen items it takes as a bonus action. You also learn what conditions the creature will face in its next melee attack. It
Druid magic
60
Instantaneous
You appear in an unoccupied expanse of air and cast spells of your choice that have no area of effect. You have resistance to the triggering of nonmagical ranged attacks and the casting of spells of a nonmagical nature. You can cast some spells of a nonmagical nature as spells of the chosen nature, and those of a particular nature (such as magic stone or stone of cold damage) deal cold damage as normal. When a creature would use its action to cast a spell of a specific nature, that spell can be cast as normal, or the appropriate spell of the chosen nature can strike the creature. The creature also has advantage on attack rolls against targets within 30 feet of it.
Evocation
Druid magic
Sight
10 Days
You choose one of the following effects when you cast this spell: • You restore 1d6 acid damage to a creature or a creature with a poison mark on it. • You cleanse a 5-foot-radius sphere of acid for 3d6 levels. • You endow a 5-foot-radius sphere with magical properties. • You alter the way water flows, temperature, and precipitation affect creatures within it. • You neutralize magical diseases affecting up to two creatures of your choice that you can see within the sphere. • You restore a total of 100 hit points, divided by 2 to the total healing done. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose to end any effect that targets only one creature or one creature type.
Transmutation
Druid magic
Touch
Concentration, up to 1 hour
You touch a creature and then kill it. The target must make a Charisma saving throw. On a success, the target takes 1d6 psychic damage. On a failure, the target is knocked prone. The spell ends if you dismiss it as a move action or if it is hit by an attack. The target is no longer a creature. The spell ends if you dismiss it as a move action or if it is hit by an attack. The spell ended if you dismiss it as a move action or if it is hit by an attack.
Illusion
Druid mask
Touch
24 Hours
You awaken the nastiest creature on the face of the Earth, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. For the duration, the disguised creature can be seen walking or moving through the air, and it sheds bright light in a 30 foot radius and dim light for an additional 30 feet for the spell’s duration.
Abjuration
Druid Pact
60
Concentration, up to 1 hour
This spell grants a legendary nature to one willing creature you touch that isn’t undead. The target gains no special knowledge of the nature of the Fey or the game rules for the chosen creature, but all decisions that creature makes and desires to become a god or a god of war gain precedence over those made by its nature and ever since it was a creature, and all decisions made by the creature can be ignored by any creature that deals with the creature (including its alignment). You can also set an untyped condition on the creature that allows it to perceive the nature of the Fey (but with an illusory connotation), which makes the task of casting the spell much easier.
Divination
Druid palettes
Touch
1 Hour
You imbue a willing creature you touch with a foul illusion. Anything that isn’t creature’s original shape, such as a crab’s tail or a poisonous vine, is now a false representation of its true size. For the duration, the creature is limited in what it can move and can’t eat. The illusion can penetrate barriers and keep out harmful light, light, or dark thoughts. The illusion isn’t real and can‘t appear in or in containers or on ceilings.
Transmutation
Druid power
60
Instantaneous
You utter the word "Druid" and enter the dimension of a new age. Through the power of the Word of Wisdom, you awaken the dark arts of necromancy. Choose one of the following options for what appears in the spell’s message: • At the end of each of your turns during which you use your action to cast this spell, you can rework the message so that it appears at the top of your list of options. • At the start of each of your turns during which you use your action to cast this spell, you can dismiss the spell. This casting ends for each affected target. • At any time after this casting ends, a second message appears in your memory that reasserts your allegiance to the new order. This casting ends for each affected target. • At any time after casting this spell, you can “encourage, abet, or abet another creature’s use of its action to cast a spell of 3rd or lower during its turn (if that creature uses its action to do so, that creature must roll its own roll and use its own to prepare its spell) “and thereafter become a copy of the creature that’t under the spell.
Conjuration
Druid primal resiliency
60
Special
You create a magical barrier and extend it up to 30 feet in any direction within range. It remains there until the spell ends, at which point it disappears. You can use your action to create the barrier up to 30 feet higher by using a different material component. If you chose stone or wood, you can use your action to raise it or remove it. If you chose fire, you can use your action to create a nonmagical object made from combustible element magic that is liquid and that falls 5 feet below where the barrier is formed. The object is imperceptible when it falls and can be destroyed by attacks or other means. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a magic barrier with a 4th level object by using a spell slot of 5th level or higher. You can do so again using a spell slot of 3rd level or higher, rather than using 1st level spells or summoning magic.
Evocation
Druid Restoration
Self (60-foot radius)
Instantaneous
You touch a willing creature and restore up to 10 hit points. The target’s hit points increase by 2d8 at 10, 15, and 25 level levels.
Evocation
Druid's Acid Arrow
Self (5-foot radius)
Concentration, up to 1 minute
Pistons and ornithologists of your choice within 5 miles of you have advantage on each melee attack they make with arrows or similar intended for the weapon (your choice). When a ranged attack using an arrow or similar attack on a target you select is attempted against a creature other than you, the target takes the attack. If the target has a staff of eight or more members, the creatures can use their own ranged attacks with their weapons against the target. If the target has fewer than eight members, its members take only the first damage from its attacks against the target. If you target an area, a cube, or a square, you can designate any number of squares or cubes you choose, though you must specify a specific arrangement for each effect to appear. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by a ranged attack increases by 1d8 for each slot level above 2nd.
Conjuration
Druid sacred incantation
30
1 Hour
This spell turns any holy symbol on a creature’s chest or on its head or chest piece into an effigy of the deity’s image. The spell fails entirely if you take the damage from another creature, if you use an action to dismiss the spell, if any, or if a greater restoration spell is involved. Each creature under the spell and within 30 feet of the image chooses to fail the spell. At the end of every 30 days for a year, a druid can maintain her concentration on the spell for up to eight hours.
Divination
Druid sacred shrines
150
24 Hours
You invoke the spirits of nature in an area you choose within range to grant specific benefits to yourself or another creature. If the target of this spell is a plant, a shrub or a tree, you gain certain temporary hit points. These temporary hit points last for the duration, and you can use your action on a subsequent turn of yours to restore one of these temporary hit points back to its normal state. When you cast this spell and as a bonus action on each of your subsequent turns, you can restore up to half the maximum number of temporary hit points you can restore. A creature’s speed is not affected by this spell.
Transmutation
Druid’s Blade
60
Concentration, up to 1 hour
You imbue a creature you can see within range with a sword. The creature must use its action to make a Strength check against your spell save DC. The creature then uses its action to send a beam of acid energy at the creature that created the beam of acid. Make a ranged spell attack against the creature that created the beam of acid. On a hit, the target takes 4d6 piercing damage. On a miss, the spell fails. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Druid's Blessing
1 Hour
You bless up to five creatures of your choice within range. Creatures who enter the spell with disadvantage are automatically granted the blessing. These creatures gain temporary hit points equal to
Druid's Blessing
300
Until dispelled
This spell makes a creature’s bravery, intelligence, or intelligence quotient a misty whisper to the ears of other creatures. If you cast the spell on the same creature as a whole, that creature can normally be found speaking to you in secret. Through the secret communication, the creature can understand your words, perhaps because of its psychic connection to you. The creature can understand any spoken language you speak. It is possible for the creature to understand other creatures’s language if such a communication occurs within its reach, as if it were its own spoken language. It can speak any language you speak but must speak its own language. You can give the creature any language you have, or the language of another creature you’ve mentioned, a component language if you have it.
Transmutation
Druid's Blessing
60
24 Hours
This spell grants nature spirits certain powers. Choose up to six plants, particularly ores, that the druid or a fey companion can carry with her or one willing creature for the duration. Whenever a plant that you have carried with you for the duration stops being carried by nature, it reappears in an unoccupied space that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can directly affect one plant with a plant power of one, even if it is not a plant. The affected plant is one of the plants you choose, up to all of its levels. It can grow, change shape, light torches, light weapons, serve as a torch and so on. If you select several plants for the same spell, and they all come from the same line of creation, creating multiple plants, you can target plants with the same effect.
Transmutation
Druid's Blessing
Self (90-foot radius)
Instantaneous
This spell blesss the creatures you choose with a holy symbol, a symbol of life and freedom. You choose the sort of creature you choose for this spell, such as one with a crown of thorns, a tiara of filth, or a piece of jewelry made of thorns. The creatures have resistance to nonmagical damage, and they have resistance to cold damage. For the duration, these creatures have AC 15 and 30 hit points, and they have a Strength of 26 (+8) if they are not wearing armor. These creatures are under the protection of a celestial or fey god. If the target would enter a state of suspended animation, as with attacks, spells, or other effects, the spell ends, and the creature is restrained. The restrained creature can use another action to make a Constitution saving throw. If the creature finishes casting this spell before its speed drops to 0, it takes 10d6 radiant damage, and the spell ends. If the creature would spend its action that turn resting, it wastes no movement and can move as if it were rested. The creature can’t be attacked or otherwise harm by spells or other magical effects.
Abjuration
Druid's Blessing
Self
Instantaneous
A bright light radially fills the air and shimmers to a creature within range. Choose a creature within range. Until the spell ends, the creature emits brilliant light and dim light for an additional 30 feet for each other creature in the area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the light increases the intensity of the light (to a maximum of itsBrightness and dim light bulbs have the same brightness aura) and the intensity of the light (to a maximum of its Brightness and darvish lights have the same dim light aura). When you use a spell slot of 5th level or higher, the light increases the intensity of the light (to a maximum of itsBrightness and darvish lights have the same dim light aura).
Evocation
Druid's Blessing
Touch
24 Hours
Flame-like radiance springs from you and emanates from all Medium and smaller creatures within range, centered on a point within range. Each creature in a 30-foot-radius sphere centered on that point must make a Constitution saving throw. If a creature fails the save, an uncontrolled release of this radiance erupts from the target and spreads around corners. The release originates from a point of your choice within range, as with acid rain, wind, or thunder, or it can come from an area of loose air, such as a shed, well, or under a floor or a ceiling.
Abjuration
Druid's Blessing
Touch
Instantaneous
You touch a willing creature. The target gains a number of Divine Sense equal to two times the spell’s level determined by the target’s Intelligence. The spell can’t’t shrink the target or cause damage, but it can alter its appearance so that its statistics appear elevated.
Divination
Druid's Blessing
Touch
Instantaneous
You touch a willing creature. Until the spell ends, the target gains a number of +1 Wisdom points equal to the spell’s damage rolled. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Enchantment
Druid's Blood
60
Instantaneous
You imbue a creature who has been poisoned with divine blood. The target takes 1d8 necrotic damage. If the target drops to 0 hit points, it has disadvantage on attack rolls and ability checks. If the target has at least 1 hit point, it has disadvantage on attack rolls and ability checks. The target can respond to this effect by using a bonus action to make a Constitution saving throw. An attack that hits the target takes 4d8 necrotic damage. At Higher Levels. When you cast this spell using certain higher-level spells, the damage increases by 2d8 for each slot level above 4th
Conjuration
Druid's Bond
120
Instantaneous
You conjure a magical bond between a creature and a willing creature that lasts for the duration. The creature must succeed on a Wisdom saving throw or be restrained by the illusion for the duration. A creature that attempts to use a saving throw when you cast this spell ends its turn and is freed. If the illusion ends, the creature is still a creature, and it can repeat the saving throw if it wishes. If the creature is an undead, it can be a creature of low or moderate intelligence.
Transmutation
Druid's bond
30
-8 Hours
This spell creates a magical bond between a Huge or smaller nonmagical beast and you. The spell can take 1 step or be activated only by a single creature of your choice that you can see within range. A creature must be within 60 feet of you when you cast the spell. You can create a permanent bond with a Huge or smaller
Druids bond
Self
24 hours
This spell binds all nonmagical creatures within a 100-foot-radius sphere centered on a point you choose within range. Creatures are affected by this spell only by the creatures first spoken to by you at the start of each of your turns. Each affected creature must succeed on a Wisdom saving throw or be bound to the sphere. An affected creature can, however, speak or take whatever action it takes, which makes it automatically bound to the sphere. If the affected creature takes any damage, it can choose a number of d10s of 3 or lower. As a bonus action, it can pull the binding onto another creature. Both creatures must use this action to do so. If the creature pulls off the binding, that creature also uses its action to pull the binding onto another creature. You can have neither the creature nor the bound creature carry or carry more than one container of food or drink at a time. A creature bound by the sphere has a 25 percent chance to faint when it drops to 0 hit points. The spell ends when it affects a creature in the sphere or when the objects it bound are no longer in the creature’s possession.
Transmutation
Druid’s bond
Touch
1 Hour
Like most other spells of your choice, you manipulate nature so that plants and animals can live together. The bond is an illusion made of one kind of plant or animal, a surface substance that looks different and grows taller and higher in the sky. At the start of each of your turns before the spell ends, you can use your action to manipulate the surface substance for 1 hour, after which time it can be re-laid into any suitable surface. Alternatively, you can attempt to manipulate the surface substance for 1 hour, after which time it can’t be re-laid. If you create an illusory bond with a plant or animal, a creature or a creature’s object, a plant that plants or a creature’s surface substance and that isn’t created by another spell can’t be affected, and the illusion ends. The control of the surface substance also extends to other plants and animals you choose within 100 feet of the base creature.
Divination
Druids bond
Touch
Until dispelled
For the duration, a bonded creature adhering to the DCI of one of the spells mentioned above has resistance to one damage type (magic missile) and one damage type (spire) damage reduction, as well as a resistance to the triggering of any other type of damage. At the end of each of its turns, the bonded creature can repeat the saving throw, ending the effect on itself on a success.
Evocation
Druid's Disk
120
8 hours
This spell creates
Druid's Disk
30
Concentration, up to 1 hour
You create a disk of frigid stone that lasts for the duration or until you dismiss it as an action. The disk is a 40-foot cube and is made from solidified bones, hard metal, or some other dangerous material. If more than one disk is created, the creatures created by the disk have disadvantage on attack rolls against them. Only one creature disk created by
Druid's Disk
90
Concentration, up to 1 minute
You create a disk of swirling, churning air that acts as a guiding rod. The disk remains for the spell’s duration, and you can shape it to appear any size you choose. The disk can be made from any shape you choose, though it must be of a creature or some other material. The disk doesn’t need to be on ground or in an area of air.
Transmutation
Druid’s Dispenser
150
Concentration, up to 1 hour
You unleash a divine spirit that spreads magic and knowledge within a 30-foot-radius sphere centered on a point within range. Until the spell ends, you can use every available movement to mentally issue orders to any creatures in the area, granting them a mysticism no mortal wizard could dream of. You can also issue cryptic messages through the illusory creatures.ogg The creatures speak a cryptic message that can be delivered in a whispery mumble as part of the spell’s magic. If you cast the spell while within 30 feet of the Dispenser, you can send the message on behalf
Druid secret
30
Concentration, up to 1 hour
You call forth nature spirits to help you protect a place or a group of people. Choose a location you can see within range. Creatures within ten feet of the location where you cast the spell take 10d6 psychic damage, and creatures within 5 feet of the location where you cast the spell have disadvantage on the saving throw. Creatures within 10 feet of the location where you cast the spell take half the spell’s normal roll and be affected by the spell. Creatures that make Charisma saving throws have disadvantage on the attack roll and must roll an additional 10d6 psychic damage on a d20. While affected by this spell, the target’s statistics (except Strength, Constitution, or Charisma) are unchanged; it is immune to its damage and damage rolls have no effect. An affected creature returns to its home plane at the start of its next turn, unless it is transported somewhere else. If the target’s plane of existence is a different one than that of its new destination, the creature returns to its home plane at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.
Necromancy
Druid secret
90
Concentration, up to 10 minutes
You manifest within a deep underground pit, known as a cave, a cave that is 1,000 feet deep, up to 10 feet deep, and 1 foot thick. Choose one of the following options for what appears: • One creature’s space for messenger spells, a message sent by a god to a group of soldiers on a direct battle front, or a message sent by a messenger to a group of soldiers on a general threat. • Two creatures’s spaces for divining secret spells, a message sent by a god to a group of soldiers on a direct battle front, or a message sent by a messenger to a group of soldiers on a general threat. • Three creatures’s spaces for divining secret messages, a message sent by a god to a group of soldiers on a direct battle front, or a secret message sent to a group of soldiers on a secret message sent to a target in the group’s space. The secret messages appear to be divine words sent by a god, imbued with divine power. When a message appears, each creature in the area must make a Wisdom saving throw. On a failed save, a creature is drawn to the location of the secret message and becomes surrounded by it until the spell ends. A creature drawn to the location of the secret message must use its action on each of its turns to move into the area to spy the secret messages. Each time a creature moves into the area for the first time on a turn or starts its turn there, another creature must make a Wisdom saving throw. On a failed save, a creature can’t speak the secret language for 1 minute, gaining no audible or tactile information from it. A creature that speaks the secret language must also spend 1 minute moving into the area for the first time on a turn, using an action to speak the secret language.
Divination
Druid's Embrace
Self (10-foot radius)
Concentration, up to 1 minute
You grant yourself the ability to embrace one humanoid you choose within 10 feet of it and reshape it as you wish. The creature’s natural ability score is 12 + your proficiency bonus + your Charisma modifier. The creature can be brusque or cackling in pain. The creature can be a Huge or smaller creature. The creature is friendly to you and your companions. He is immune to all damage and has advantage on attack rolls against creatures other than you. You can use an action to merge the two creatures, creating a bond that lasts for the duration. The creature can be free from this bond, allowing the creature to embrace you, raise it, and have sex with it. The creature is under the condition that it use its movement to attack and avoid members of its immediate group, as well as gain temporary hit points equal to your Wisdom modifier (minimum 1 hit point). The creature can be restored to its hit point maximum without harming members of its immediate group. The creature knows how many members it has and can’t exceed the maximum number of members it can maintain from a bond. When you merge the creature with you, the creature transforms into an illusory creature capable of speaking any language you desire, though the creature can’t speak a single intelligible language. The creature remains within 40 feet of you for the duration. If you merge the creature with you and the bond is broken, the creature can’t leave the bond and can’t be bonded to another creature.
Abjuration
Druid's Embrace
Self
Concentration, up to 1 minute
You adopt a form that you choose from a group of humanoid deities, including your current alignment, and that you can see within range. The chosen form is your form, and it is indistinguishable
Druid Sense (Ex)
You imbue an animal with a sense of smell that lasts for the duration. You choose the scent of the animal, which you perceive as an unoccupied space you can see within range. The creature has advantage on all Intelligence (Investigation) checks it makes while in the scent sense, and it can’t be charmed, frightened, or otherwise treated as though it were friendly. The creature can also use Wisdom (Perception) checks and Sense Motive checks to see the scent of the creature.
Illusion
Druid's Eye
120
Until dispelled
Your eye picks out dangerous things that are hidden within trees or hidden within mounds. When the eye appears, each creature within earshot of the eye must make a Wisdom saving throw. On a failed saving, another creature takes 2d6 poison damage; a fiend takes 2d6 poison damage). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
Conjuration
Druid's Eye
Self
Concentration, up to 10 minutes
You imbue a creature you can see within range with a faint, intangible magical effect. The target can make a Wisdom saving throw, and it automatically succeeds. On a failed save, the target is charmed by you for the duration.
Illusion
Druid's Familiar
10
Instantaneous
Describe or name a new friend, acquaintance, or idol. Alternatively, make a lore skill check, and the skill check becomes your lore skill check. The check doesn’t rely on knowledge of a specific person, place, or substance, such as a deity’s speaking, thinking, or feeling, but rather the nature of such knowledge and the importance of such knowledge in the group. If you know a legendary creature, known as a nametag, to a friend, acquaintance, or idol, the check automatically succeeds, and the legendary creature gains some title based on its knowledge of the charmed condition. The check could examine a legendary creature’s name and name, or create a list of known creatures known to be known to such a creature. Choose a creature known to be known as a friend, acquaintance, or idol. You have complete access to the creature’s name and personality, along with all known statistics, including alignment, personality, and racial traits. The check can’t take actions or take any magical effects, such as the profane or profane curse, that might put the creature at risk of death, but the check is made aware of all possible options for a creature found under such circumstances and makes a single ability check against your spell save DC. Whether the check succeeds or fails depends on how the creature describes themselves to you. For example, if you ask the legendary creature for information about a certain legendary magic item, the creature could give you information about that item, such as its price or service, and the check would receive no information from the creature regarding this information. Your DM might allow you to treat each creature described by a creature as having some knowledge of one of the following things: an unknown secret that the creature knows, such as about magic items or its price, its service or arrangement, or its origin, as explained elsewhere in the book. You might also allow the creature to describe the creature as possessing some knowledge that is unknown or impossible to discover. You might specify an entirely different creature’s name, especially if the creature is of a political or religious sort or if the creature is a warrior or a spy. If you allow the creature to describe the creature's nature and the extent of its service or arrangement with other creatures , the check fails.
Conjuration
Druid's Familiar
120
Concentration, up to 1 minute
Your divine petrified form appears in an unoccupied space of your choice that can’t be occupied by a creature or is no larger than a 10-foot cube. The form can also appear in one of the following forms: humanoid, beast, fiend, or demon. During this spell’s duration, you can use your spellcasting ability for the form’s name, e.g. Druid’s Familiar. The form can be a humanoid or an odd beast, though it isn’t created or created by any spell or by any natural or man-made phenomenon. A summoned Familiar can be incapacitated, poisoned, or otherwise diseased. You can dismiss the summoned Familiar with a successful dispel magic spell or by using your action to dismiss it. The creature can be tamed with a simple, verbal command, provided you have the verbal component. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 1 round for each slot level above 1st.
Evocation
Druid's Familiar
120
Instantaneous
A familiar appears in the night and is imbued with the same qualities of the person you are. The familiar can be any creature you have summoned, the same kind of creature as you, or one of the undead you designate, as long as the familiar is within 30 feet of you. The familiar has the same statistics as you. You gain a number of hit points equal to your wizard level. The familiar also has resistance to poison, cold, fire, and lightning.
Necromancy
Druid’s Familiar
120
Instantaneous
You create a fey familiar of your choice that appears in a place you can see within range. The familiars remain for the duration. The chosen creature appears only to you, and you can’t designate a creature as the target. The familiars become aware of you when you become familiar. You gain advantage on attack rolls, ability checks, and ability checks with regard to those that involve specific abilities. The familiars can’t be attacked, nor can they be incapacitated by attacks of opportunity. The familiars can’t take actions without being attacked or stunned. The familiars can’t communicate with you outside of combat. You can use your action to dismiss the familiars, and they can’t be targeted by spells or other magical effects.
Conjuration
Druid's Familiar
300
Concentration, up to 1 hour
You call upon the elemental spirits of nature to aid you in your task. You are aware of their presence, and you can use your reaction to grant them knowledge of your task. You can ask them to help you for up to 1 hour. You can also ask them to offer you a wish or a service. If they do offer you a wish or a service, you choose the option of either—you can give them the benefit of a wish or offer them a service. You can also give them a service, but neither offer nor wish can be made. The task ends if they offer you a wish. The spell ends if they offer you a wish or take a part in a service. At the end of each of your turns, you can use your reaction to ask them to help you. If the task is difficult, you can use your reaction to give them a challenge rating of 4 or lower, which you can use only once per long rest. If you offer them a challenge rating of 5 or higher, they can offer you a challenge rating of 5 or higher. The task ends if the task is difficult. If you have more than one task under your control, you can offer one at a time. You can also offer up to three tasks at a time, which doesn’t need to be consecutive. If you offer up to three tasks at a time, you must spend one minute asking them each to offer up to three of their tasks. You can also offer up to three tasks each day. You can offer up to three tasks at a time only once, and you must spend one minute asking each task to offer up to three of its tasks. You can offer up to three tasks at a time only twice. You can offer up to three tasks at a time only once every day.
Divination
Druid's Familiar
30
1 Hour
You gain the power to assume a different form for the duration of the spell. You can appear in any dimension you select, as a humanoid or as a creature of some sort. You regain all expended energy using this spell slot, or half as much by the end of your next turn. You can cast spells again only by attaining the legendary status or attaining the class level designated for you. If you do so, you loose all your other properties, saving throw, and alignment. You can’t have more than one familiar of any kind created by this spell. The spell fails if your concentration and its effects fail to create a new one. A familiar created by this spell dies if its concentration and its effects fail to create a new one. Also, if its concentration and its effects fail to create a familiar of your choice, its familiar falls to the lowest ebb of its familiar’s levels, which determines its subsequent status and appears as a duplicate of its former class, level, or level. If the spell fails, your familiar disappears and all its properties become void for 1 minute, after which your familiar disappears and all its familiar’s ranks become a disjunction of one and then disappears again, at which point your familiar disappears, at which point its familiar’s ranks become a disjunction of two and then disappears again, at which point it becomes a demigod. Your magic might be tested, your companions might take a stab at magic combat
Druid’s Familiar
30
Concentration, up to 1 hour
You or a creature you can see within range are your closest companions for the duration. Until the spell ends, a fey with a familiar that you can see is friendly to you.
Divination
Druid's Familiar
30
Instantaneous
You create a familiar that serves as your vocation. The familiar is an undead creature of your choice that you can see within range. The familiar can be any creature you choose, though it isn’t part of a class. The familiar can’t be charmed, nor can it be frightened, nor can it be affected by any of the following effects: • The familiar can’t be attacked or paralyzed. • The familiar can’t be charmed, nor can it be affected by any of the following effects: • The familiar can’t be evaded or neutralized. • The familiar can’t be charmed or frightened. • The familiar can’t be
Druid's Familiar
60
24 hours
24 hours
24 hours
24 hours
24 hours
30 days
1 hour
30 days
1 year
1,000 words
60 words
15 minutes (2 years)
1,000 words (2 years)
60 words (3 years)
10 minutes (2 years)
100 words (2 years)
60 words (3 years)
10 minutes (2 years)
10 minutes (2 years)
8 hours (3 months)
8 hours (3 months)
10 minutes (2 years)
10 minutes (2 years)
10 minutes (2 years)
10 minutes (2 years)
10 minutes (2 years)
10 minutes (2 years)
10 minutes (2 years)
10 minutes (2 years)
10 minutes (2 years)
10 minutes (2 years)
10 minutes (2 years)
10 seconds
10 seconds
90 minutes
60 seconds
60 seconds
Instantaneous
1 hour
1 hour
Instantaneous
Instantaneous
Instantaneous
1 hour
Instantaneous
Druid’s Familiar
60
Concentration, up to 1 minute
You form a familiar of your choice from the following pool of familiar, or choose a
Druid’s Familiar
60
Instantaneous
You conjure up a new humanoid, a creature that looks like a normal creature, and that can’t be a member of the same race. The spell ends if you cast this spell again. The new creature is a creature. It has the same general appearance, but it has a bluish-green skin, a long slender body, and a snout that can reach up to a foot long. It has strong claws and a strong snout. Each time you cast this spell, you can make a new one, and the new one also has the same basic abilities as the one it replaced, if any. The new creature can’t be charmed, frightened, or possessed by any of the other types of creatures you created.
Abjuration
Druid's Familiar
90
4 minutes
You create an invisible, magical creature. You gain the following benefits: • You have resistance to bludgeoning, piercing, or slashing damage. • You have resistance to energy weapons. • You have resistance to fire damage. • You have resistance to poison damage. • You have resistance to fire damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of charms increases by 1 for each slot level above 3rd.
Evocation
Druid's Familiar
Self
Concentration, up to 10 minutes
You gain the ability to speak a familiar language. You instantly appear in or near a familiar that you have known for a year or longer. The familiar has advantage on ability checks and ability checks that you make with that kind of creature. The familiar knows the language, but it doesn’t take actions or take actions that would normally require communication. The familiar is limited in the actions it can take by the nature of its new home, so it can’t take any actions or take actions that would normally require further interaction with the familiar.
Abjuration
Druid’s Familiar
Self
Concentration, up to 1 hour
You create a familiar of one kind or another. The familiar reveals itself to the target for the first time on a turn or until it dies. The target can choose from a line of sight that isn’t obscured or that can be turned on or off with two simple actions. It assumes the form of a humanoid and appears on the spot. The familiar disappears when the target is no longer within 10 feet of it. A creature that succeeds on a Wisdom saving throw against this spell ends its stay in the familiar. When the familiar appears, it disappears from the target if it is no longer within 10 feet of it, or if the target is destroyed by combat. See the table of target characteristics for additional information on how it appears. The familiar’s personality becomes a challenge, and it can’t be changed. The familiar can’t be killed or possessed. You can end the familiar’s existence by spending 1 DMG of damage on the familiar.
Transmutation
Druid's Familiar
Self
Concentration, up to 1 hour
You create a familiar that is able to speak, understand language, and behave as if you had it. You can also become familiar with creatures of your choice the same age, as long as you aren’t the target of a spell. You can also adopt one of the following companions, which must be at least 1 level higher: a creature of normal (or less powerful) level (such as a fey), a fey or a fey demon, a fiend, a fiend, a fiend demon, a fiend archmage, a fiend hunter, a fiend necromancer, a fiend sorcerer, a fiend archer, a fiend necromancer, a fiend druid, a fiend fiend shaman, a fiend fiend paladin, a fiend fiend sorcerer, a fiend fiend druid paladin, a fiend fiend druid paladin, a fiend fiend paladin, a fiend fiend paladin, a fiend fiend paladin, a fiend fiend fiend, or a creature that can’t be charmed. The familiar disappears when the spell ends. The familiar can be used by anyone. A familiar can be any creature, except the creature summoned by this spell. The familiar can’t be hostile, immune to any harmful effects, or immune to any spell or other effect that would harm it. While the familiar is being used by a creature, the creature can’t attack, use reactions that would otherwise harm it, or otherwise attempt to use its action to attack or take a direct hit from a spell or other effect, though the target can attack or take a direct hit from a spell if it can. The familiar can also be of any other form, whether that form is a creature or an object, as long as the creature can’t become its own sort. The familiar can be used by a creature, though the creature can’t become its own kind. The creature can’t be hostile, immune to any harmful effects, or immune to any spell or other effect that would harm it. The familiar can also be of any other form, though the creature can’t become its own kind. If you cast this spell on the same creature or a different one, the familiar disappears when the spell ends.
Transmutation
Druid's Familiar
Self
Concentration, up to 1 minute
You create one of the following unique items: a rare earth, fire, or poison-infused weapon; a rare book, a rare vial, or a rare set of jewelry. You can use this spell to create a magical familius familiar for 1 hour. It must be a celestial, fey, or fiend (the target creature is a celestial if it isn’t a fey or fiend). Your familius familiar must be of the same form as you used to create it, or the same form as the one you created. It retains your statistics, but it gains the ability to cast the chosen spell. When the spell ends, your familius familiar disappears, and you are no longer with it. Until the spell ends, you can choose to have the item created by this spell, or you can make the item a part of your familius familiar. The Familiar spell can’t be stacked. The spell fails if you have multiple familius familiar spells in your casting slots. The familius familiar is a celestial, fey, or fiend created by the spells created by this spell. In addition, you lose the ability to cast spells if you cast these spells at the same time as your familius familiar. Fire spell. You summon a celestial that ignites flammable objects in range. A celestial that takes fire damage is burned to smithereens. A celestial that takes cold damage is burned to adorn the body. If a celestial is created by a spell created by this spell, the spell ends. The celestial remains in the air for the duration to protect the body from frost and fire. If the celestial fails its saving throw, it is burned to smithereens.
Transmutation
Druid’s Familiar
Touch
Concentration, up to 1 hour
You touch a willing creature of your choice that you can see within range. The target gains a +2 bonus to AC and saving throws, and it can’t take attacks until the spell ends. The target can’t be charmed, frightened, or possessed by any of the creatures described below. Until the spell ends, the target has advantage on all Charisma checks you make with it, and it gains the benefits of all its other class features.
Necromancy
Druid’s Familiar
Touch
Concentration, up to 1 minute
You touch a fiend. Choose up to six creatures of your choice that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 9d8 psychic damage and becomes fiend for the spell’s duration. On a successful save, the spell ends for that target. If the target’s Familiar is missing, it disappears when the spell ends. A fiend that gains the Familiar’s ability scores a new Wisdom bonus at the start of each of its turns. A fiend can’t regain hit points or take damage from nonmagical effects until the spell ends. A target’s Familiar can’t be dispelled, but it can’t be changed. If the target fails a saving throw, it can use an action to end the spell on its first turn. If the creature returns to the plane of existence it left before the spell ended, the spell ends on that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases by 1d8 for each slot level above 1st.
Sorcerer Spells
Druid’s Familiar
Touch
Until dispelled
You touch a humanoid in an arcane manner. When the target first appears, the target is a new creation. You decide what kind of creature the target is, such as one with the Intelligence drain ability, or one with a higher Intelligence score. Choose one of the following options for what appears: • The creature’s statistics. • The creature’s magic. • The creature’s personality. • The creature’s ability to influence others. • The creature’s ability to manipulate water. • The creature’s ability to influence dust. • The creature’s ability to influence fire. • The creature’s ability to influence earth. • The creature’s ability to control water. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional duplicates for each slot level above 2nd (1 duplicates for each slot level above 1st).
Divination
Druid's Favor
30
Up to three creatures of your choice that you can see within range and that can fit within an 15-foot cube (including trinkets and shelves) and that are within range are automatically given attunement to fashions some sort of magical bond with nature. Additionally, you are given an aura that mimics a certain creature’s talent, talent, or trait. The creature can be a Huge or smaller creature or a greater animal (such as a goblin, a wyff, or a raven), or an undead that isn’t fit for combat (such as a troll, a fey, or a fiend with a bite). The creature can’t be bonded to a creature or object or bonded to a place or object outside its reach. Through the bond, a creature can benefit from some sort of beneficial effect from an alchemical stash, such as thunderous drakeberry, that provides it with 20 temporary hit points, if any, when it awakens.
Enchantment
Druid's Favor
Self (15-foot cone)
Concentration, up to 1 hour
This spell benefits from the protections of the Undermountain, which protect against death-sentent spirits and tendrils of evil, evil, and gloom. You cast this spell only at the Tree of Life, located on the ground 10 feet on each side (your choice which side you choose). Until the spell ends, the tree sheds bright light in a 30 foot radius and dim light for an additional 30 feet. At the end of every 30 days, you can use up to an additional turn to strengthen your connection with the tree (if any), making it more powerful. If you do so, you create a magical bond with one creature of your choice that has AC 15 and 30 hit points, and that creature is friendly to you. While friendly to you, the creature is trapped within the tree and unaware of it, and it can’t activate, use, or otherwise benefit from doors or windows, if it has one. The creature can only open or close its eyes. When the bead appears, each creature within 15 feet of it must make a Wisdom saving throw. On a failed save, the creature can only use one ability check made to open or close its eyes. When the bead appears, make a new ability check, which requires initiative for the creature to’t able to open or close its eyes. Also, make a new attack roll, which requires 4d10 + 10 modifier damage. On a successful check, the creature can make another ability check, which requires 1d4 + 10 modifier damage, using your extra ability checks. If an extra check succeeds, the creature can open or close its eyes for an additional 40 feet, or use another ability check made using my extra ability checks.
Transmutation
Druid's Favor
Touch
Concentration, up to 1 hour
For the duration, you can affect one willing creature with a wish spell, an offering that it makes to one of its fates, and a wish spell that it casts into harm's way. The target must make a Charisma saving throw. On a failed save, it becomes a wish being created by another spell or an illusion created by another spell. You can create one of the following effects when you cast the spell. The effect can be cured (modify or otherwise correct) by spending 1 gold; cured by raising one's game statistics again; or reduced to 1 hit point by one use of the bard's profane trait. You can also reduce the target’s Wisdom saving throw to 1. If you reduce the target by more than 1 hit point, its hit point maximum is reduced for a further 1 hour by an additional 1 hit point. The spell ends if you use your action to cast it again.
Illusion
Druid's Favor
Touch
Concentration, up to 1 hour
Touch
You touch a willing creature. The target gains a number of temporary hit points equal to the level of the cursed spell it is currently casting. At the start of each of its turns, the target gains a +2 bonus to the spell’s ability score. For the duration, that bonus is halved, and the target gains no temporary hit points. If the target falls short of minimum temporary hit points during this spell’s duration, the spell ends, and the spell ends for that creature.
Abjuration
Druid's Favor
Touch
Concentration, up to 1 hour
You touch a willing creature and give it a rating of +1. The target’s understanding of the current situation increases by 5 for the duration. If you touch the target for the first time on a turn or during a long rest, the spell ends for that creature. If you touch it again for the first time on a turn or during a long rest, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 hour and the number of uses increases by 1 hour for each slot level above 6th.
Abjuration
Druid's Favor
Touch
Concentration, up to 1 minute
You touch a willing creature and imbue it with a special bond. Choose one of the following benefits: • You gain the benefit of this spell's effects, including the following effects. • You can use an action to speak a word that you can understand, and the creature hears you in its mind. • You can touch the target, making it feel a certain way. • You can affect the target with a touch. You can also affect the target with an action that requires you to use your hands to move the target. You can also affect the target with an ability that requires you to use one hand. • You can affect the target with a touch. You can also affect the target with an ability that requires you to use one hand. You can also affect the target with an ability that requires you to use a different hand. • You can make the target drink a potion. The target takes 1d8 poison damage for each of its remaining turns.
Necromancy
Druid's Favor
Touch
Instantaneous
You touch a beast or a plant and give it a blessing worth at least 1,000 gp. Until the spell ends, the plant is protected from diseases and prevented from aging. When you cast the spell and give the plant a blessing worth 3,000 gp to protect against disease, the plant becomes a creature of natural short lived and full of vitality. The plant becomes immune to all damage and has resistance to nonmagical damage. Your attacks deal an extra 1d6 extra damage at the start of each of your turns for each of those damage types types confirmed against your background, or True (your choice).
Divination
Druid's Favor
Touch
Until dispelled
This spell is like magic, except it magnify all others’s effects, preventing one effect created by another spell from being cast on it. To cast a spell of higher level than the one you use for which you cast this spell, you must have a Wisdom score of 4 or higher. On a successful save, the spell blocks one effect created by a spell of 4th level or lower created by this spell, such as poison or sleep, though it creates a minor or major effect similar to those of that spell. For the duration, those effects can’t be removed by dispel magic.
Conjuration
Druid's Favor
Touch
Until dispelled
Your touch imbues some plants and minerals with harmful energy. If you touch one of the listed minerals or fissures, plants and minerals
Druid's Feast
Druid's Feast
10
Instantaneous
You point to a location you
Druid's Feast
30
Instantaneous
Choose one creature that you can see within range. The target takes 10 necrotic damage and is immune to poison and psychic damage.
Transmutation
Druid's Feast
30
Instantaneous
You enrich the air of the land in a way that preserves the land you’re inhabiting for its entire length. You create 1d4 + 10,000 square foot infested areas throughout the area, reaping the benefits of any diseases or effects that remain, and plants and other creatures in the area benefit from no sick effects.
Necromancy
Druid's Feast
30
Until the spell ends, the air is friendly to your deity and your undead companions. While your companions aren’t affected by this spell, you gain a +2 bonus to AC and saving throws for the duration. Additionally, whenever a creature fails its save against an affected target or if any creature in the immediate area of a fey or
Druid's Feast
60
1 Hour
Choose an area of activity you desire and create a feast of fresh food for the creatures you designate. The feasting lasts for the duration or until you use an action to do so. You can bring along fresh animals for the feast. If you bring along no animals at the time the feasting takes place, the feasting fails and the creature takes 1d8 poison damage, and the creature regains 5 hit points at the end of its next turn. The feasting isn’t hungry. When the creature’s food is gone, it regains 1 hit point. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each creature whose action it takes 2d6 damage must make a Constitution saving throw. On a failed save, the creature’s health is restored to it maximum. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Conjuration
Druid's Feast
60
24 Hours
This spell primes the plants in your area to sacrifice feasts for food. For the duration, plants have 25 hit points and are capable of hatching new plants for each slot you have. You can also make feasts with any plant you designate as difficult terrain, providing that terrain is moderate elevation or is on a cliff or similar edge. You decide what feasts the plants partake in. A feastskin might include a feast of bread, meat, and some sort of vegetable, omelette, or fish. A feastskin might include a feast of flowers, herbs, and so on. At any time, you can sacrifice a plant for 1d4 hit points of vitality, a feastskin for 1d4 hit points of vitality, and a feastskin for 1 hit point of acid or cold damage. The feasts nourish and protect plant growth, and the feastskin makes it possible for plants to wilt away if its hit point total is greater than the spell’s maximum. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use a higher level spell slot to create two feastskinned to one feast, or three feastskinned to the flesh to one feast, for each slot level above 5th.
Conjuration
Druid's Feast
60
Instantaneous
A bearded deity appears and recites a divine message in an unoccupied space within range. If the message is non-ancient, it remains in place for the spell’s duration. If the message is unique to a specific deity, such as the Enthrall of Mender Thar, the Thaumaturgy of Agnes of Eres of Erebor, or the Thaumaturgy of Earthen Grasses of Earthen Eland, the message is lost. The message then travels to the nearest unoccupied space within 10 feet of the location where it is recited. If the unoccupied space is a temple or other religious structure, the message remains, but its contents have no effect there.
Transmutation
Druid's Feast
Divination
Druid's Fireworks
120
Concentration, up to 1 minute
This spell creates fireworks of various colors, shapes, and materials. Each creature other than you in a 30-foot cone must make a Constitution saving throw. On a failed save, the creature must use its action on a later turn to extinguish the fireworks. The flames seem brighter than normal light or dim light for the duration. The flames last for the duration—up to 1 minute on a full moon, 10 minutes on a full day, and 1 minute on a dew-chill day. The flames also last for the duration of your concentration. Your concentration is voided if you are unable to find a suitable firework or if you use an action to dismiss one. To extinguish a firework, you use a surface covered by a covering spell. On a noncovered surface, you can use your action to move a piece of metal or a surface made of metal—covered by the covering spell—for 3 feet on a side, up to 10 feet on a piece of metal, or the other way around. If the piece of metal or surface is made of metal, you can use your action on it to move the piece of metal or use your action on it to create a new piece of metal or surface. You can use this spell only at night. While covered by a covering spell, any creature or object that falls asleep while the spell remains is in effect can still fall prone and
Druid's Garden
120
Until dispelled
A nonheavenly, evergreen grove of plants appears on the ground at a point you choose within range. The grove is large and stands on a point you choose within range. You can create one hundred tiny temples within the grove. Each temple must be within 10 feet of a creature or a container within which a creature can breathe. temples. A temple exists in one place on the ground within which you cast this spell. It appears where a creature can see within range, and it can’t be on the ground. Any creature or object within reach of a temple effect spells and other magical effects that are placed there, either at the temple’s point of origin or directly over the creature’s head. When the grove appears, each creature whose hit point maximum is less than its temple’s maximum level must succeed on a Wisdom saving throw. On a failed save, the creature takes 6d6 damage and is restrained there until the spell ends. A creature restrained by the grove's vines can use its action to make a Strength or Dexterity check against your spell save DC. If it succeeds, it is no longer restrained. A creature that is in the grove’s area of effect is aware of its temple and can step inside it. The creature can use its action to examine the grove, which has four doors connected by narrow doors that open and close simultaneously. Each door requires at least one willing creature companion; a creature that can’t move or stands still while shuttled this way can trip one using its movement. A creature that uses its action to move its creature to another temple or to another door or door, or to another visible image, sound, or other visual image, of its temple, can’t enter a temple directly or invisibly until the spell ends.
Conjuration
Druid's Garden
150
24 Hours
Eight virile trees sprout from the ground in a secluded spot on Earth. These trees cover about 40 acres (24 square kilometers) on the ground and 30 acres (24 square kilometers) on the ground for the duration. The trees grow to up to 50 feet in length and 10 feet tall. The trees take 10 feet to crush and 10 feet to fall out of. Any creature that moves within 30 feet of any such creature must spend 6 feet of movement for every 1 foot it moves. The roots of the trees take 5 feet to crush and fall out, and the branches collapse 5 feet at a time. Each 4-foot-long piece of wood in the area is a veiny, translucent piece made of tough, yellow-green leaves. When a creature moves into the center of a vein that runs from the ground up to the bottom of the tree, the creature must spend 5 feet of movement for each foot that a creature moves in the vein. The creature can cast spells there, but spells that deal cold or fire damage to the creature take 5 feet of movement.
Divination
Druid's Garden
5
24 Hours
Your divine gift to any area that isn't occupied by humans or beasts leaves behind no traces of home. Structures of any kind, such as courtyards and guild halls, can be restored to a condition that would normally give them life or a condition that might give them magical or physical protection, such as by granting magic resistance against the saving throw. This restoration restores up to ten plants and a Huge or smaller creature within 60 feet of the area to full health. A restoration made using magic resistance or similar can restore up to twenty plants and a Huge or smaller creature within 60 feet of the area to life, if that creature is not wearing armor or a
Druid's Grace
30
Concentration, up to 1 minute
Graceful in nature, this spell grants the aquatic guardian specific capabilities. Choose a creature’s natural ability score, as determined by the deity. The target of this spell has advantage on ability checks requiring ability scores of 3 or less. The target also gains the ability to swim, as if it possessed a weapon. With a successful check negating all damage, the creature is directed to an active aquatic guardian, which might be an aberration, an inanimate object, or some other form of magical guardian. The aquatic guardian protects the target against light, light, and cold damage. If the target is undead, he or she is protected from cold damage, but otherwise can ride and otherwise function as an adult. At the end of each of its turns, the target can make a Constitution saving throw. The target takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Enchantment
Druid's Grace
60
Instantaneous
You invoke the power of nature to grant the unconscious the ability to see and understand nature through the senses. You can use a bonus action to designate a direction, a location, or some other significant area. While in this aura, the illusion can travel by direct and general direction, but it must have a destination in the area you designate. The aura disappears when it is complete. While in the aura, the illusion can use any action to create a visual line of sight across a location, giving it directions or distinguishing features as it moves along the ground or by moving in or out of the location.
Divination
Druid's Grace
Self
1 Hour
You channel your divine power to grant yourself or another humanoid in contact with you immunity to one of the following effects. The target gains the effect of this effect only if it has a level in this class. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Divination
Druid's Grace
Self (30-foot cone)
Concentration, up to 1 minute
Grasping vines and roots sprout from the ground in a 20-foot cube centered on an unoccupied space you choose within range. Until the spell ends, you also plant a small tree seed in the cube and plant ten additional trees for the spell’s duration, up to a speed of 60 feet. For the duration, trees shed bright light in a 30-foot radius and dim light for an extra 30 feet. In addition, when a tree stump falls, a 20-foot-radius bludgeoning beam originating from that stump carries a frostbite resistance of 10 + your spellcasting ability modifier. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Druid's grace
Self
Until dispelled or triggered
Your magic reaches its peak within a certain area of nature: in the outdoors or in the open. You might reach into the ground, up close and personal in nature, and bless trees or shrubs in one of the following ways: • You can open or fill a brazier or brazle down an area up to 20 feet on a side. • You can create a bonfire in the ground in the same spot throughout the spell. • You can open or fill a w ere's mouth in a place within 5 feet of it. • You can create a siphon in the ground in the same spot throughout the spell. • You can cast a wish spell in the ground in the same spot throughout the spell. • You can create an illusory image in a place within 5 feet of it. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Abjuration
Druid’s Hall
30
Concentration, up to 1 minute
You awake within the confines of a large, dark, or heavily guarded dungeon. You are surrounded by an opaque wall of darkness, and each creature in a 10—foot radius sphere centered on that wall must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 4d6 piercing damage when it reaches 5 feet of height. You can move the wall up to 60 feet in any direction. The spell ends for a creature who moved into the dungeon while in the cloud or beyond it.
Evocation
Druid's Hand
10
24 Hours
For the duration, your hand becomes a Large hand of Medium size connected to your deity’s choice of weapon or tool. The hand is free to do whatever you choose while you are within 1 mile of the hand. The hand glimmers green and brightens for 1 minute. If there are any wounds or blemishes on the hand or if some other effect secures the hand within an opening created by the hand, you can use your action to crack the wound, wash it off the hand, and then cleanse it of all harmful effects. The hand is magically linked to the weapon or tool used to create it and to your deity’s request granting you the ability to do whatever you would like while within the hand’s reach. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional hand for each slot level above 4th.
Transmutation
Druid's Hand
120
24 Hours
As you cast this spell, you create a creature that is bonded to a deep, magical portal known as the Eye of Makhleb. The creature enters the spell’s radius and moves with you, acting as a sort of god, guarding and protecting you from the fey. The creature can be trained in any of the four ways it chooses, though it must remain within its current condition for the entire duration. You can make a Wisdom (Perception) check against your spell save DC to understand why the creature chooses the two options outlined below: •
Druid's Hand
120
Concentration, up to 1 hour
You call forth the spirits of nature to protect you. These spirits wilt against temptation, but they can’t undo the damage of your action that day. When summoned after another creature summons them, they appear in unoccupied spaces that you can see within 30 feet of one another and wilt when they approach you. When these spirits leave the area, they reappear in a location you choose within range. The spirits appear in unoccupied containers, unoccupied space that you can see within 30 feet of one another, or within 5 feet of another creature that summons them. If there is no unoccupied space within which to appear, the spirits appear where you are looking (your choice where they appear on the ground, within a tree, or within a small pond on the ground). If you cast this spell and cast it twice, you can have up to four of its summoned spirits appear randomly within 30 feet of you. If you have cast half the spell, you can have up to five.
Divination
Druid's Hand
150
Concentration, up to 1 hour
You hurl a mordaur or a giant centaur onto the ground in an unoccupied space of your choice within range. The hand causes shard of stone to form on each creature within 5 feet of it, and granting 5 hit points per hit point you deal that creature with the mordaur spell, or half as much damage with it, causes the remaining mordaur to become a giant centaur. As a bonus action on each of your turns, you can hurl a centaur or a giant centaur onto the ground in an unoccupied space of your choice within range. The hand creates a ring of magical force, 50 feet long and 5 feet wide, centered on a point you choose within range. A magic weapon or a staff created by this spell or made from duplicates of it can’t fit within 5 feet of the hand. You make two attacks with the mordaur or a giant centaur for the spell’s damage and DM the resulting rolls. On a successful roll, the weapon or the staff deals no damage, and neither mordaur nor giant centaur dies. While both are created by this spell, you can have up to two of each type’s magic weapon or staff thrown at your person at the same time.
Conjuration
Druid's Hand
30
1 Hour
You create a hand of shimmering force in an unoccupied space that you can see within range. The hand lasts for the duration or until you dismiss it as an action. It can hold up to ten unoccupied hand-crafted objects and doesn’t need to be on the ground. The hand functions like any other handcrafted tool, but you can craft your own handcrafted hand. The two objects created by the hand are imbued to it by other handcrafted tools. The hand lasts until you finish a long rest, at which point the hand falls apart and you dismiss the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional hand-crafted objects for each slot level above 5th.
Transmutation
Druid's Hand
30
Instantaneous
Choose a hand of watery stone, 3 feet in diameter, with three points of branching leaves pointing at one side and a thin, rubbery base weighing 10 pounds, and a thin, tough base with two points of branching leaves pointing at the other side of the stone. Constructs and creatures are affected when you cast this spell. You can affect one creature affected by this spell with a successful dispel magic spell. That creature is immune to all effects that would prevent it from attaining its full potential, such as deafness or weakness to one ability score, or blinded by one trait that prevents it from attaining its full potential. On subsequent failed spells with a successful dispel magic spell, the creature simply regains 1 hit point.
Transmutation
Druid’s Hand
30
Instantaneous
Choose one creature of your choice that you can see within range. The target immediately obeys all the restrictions on that creature. The target also has resistance to acid, cold, fire, and thunder damage. The target can’t exceed the saving throw. If you cast this spell on a creature of the chosen type, that creature takes no damage from the spell.
Transmutation
Druid's Hand
30
Instantaneous
You invoke the power of the gods to grant specific tasks the ability to manifest specific magical abilities. The task must be simple or involve significant magical activity, such as attaining a certain level of abjuration, attaining a certain level of cunning, or succeeding at one task. The task can be completed by another task (typically, completing a task that requires an Intelligence check), or by performing a task that is both more difficult and more difficult (typically, completing a task that requires a certain gift from the gods). The DM chooses the task type, as determined by the sanctuary you choose. The first time the spell is cast, the DM makes a successful Wisdom saving throw. On a success, the task is complete. The DM rolls a d8 and consults the sanctuary’s statistics to determine whether the task requires a high Wisdom score. On a success, the task is carried out normally until the spell ends, at which point the task is complete and the spell ends.
Enchantment
Druid's Hand
60
Instantaneous
You touch a hand of divinity. You touch the hand and the material of the hand becomes a divine hand. The hand is made from the most divine of all the elements. The hand is created by an action and can be used to make an object of any form. The hand can be worn as a piece of jewelry, a ring, a shield, a shield-like ring, or any other suitable item. The hand can be worn as a spell-like item and can be worn as a spell-like item. The hand can be used to cast spells, complete adventures, or to learn new things, and can be used to cast spells. The hand can be worn as an item and has no effect on its wielder. You can use your action to issue an order to the hand, and when it is ready, you must make the order in writing. You must have the hand within 30 feet of you, or you can target one hand with it
Druid's Hand
90
24 Hours
Withdrawal, or a DC 20 Wisdom (Perception) check, you make a hand gesture or gesture with an object that you can see within range. The hand’s reach to open or close talons, teeth, claws, or whatever else you can see. The hand’s reach is limited to a maximum distance of 5 feet. A creature with Strength (D) or lower fingers can wield a halberd without breaking it. You can use your action to move the hand up to 10 feet and then repeat the same attack or cast a ranged spell using the hand’s strength. The hand needs to be restrained when you do so. Should either hand rest on a creature or be severed by a spell, the hand strikes the creature, shaking it and making the target prone. The hand then lashes out toward a creature within 5 feet of it. Make a melee spell attack for the hand’s reach. On a hit, the target takes 2d12 force damage. The hand also grapples a creature. It grapples the target if it is still conscious or if it can no longer use its hands. If you hit with a melee spell against the hand, the spell ends for it.
Transmutation
Druid's Hand
Self
Concentration, up to 1 minute
Grasping weeds and roots, along with fresh herbs, turns a humanoid within range. You create one 5-foot cube of rope that moves with you and stays anchored to a creature surface for the duration. A restrained target can use a bonus action to make a Strength or Dexterity check. If successful, it frees itself, and any damage it takes at the end of the duration is spent. The rope is strong enough to wrap most objects and restrain some sort of creature.
Transmutation
Druid's Hand
Touch
8 Hours
You touch a willing creature and imbue it with the power to deliver a divine message. Choose any of the following effects when you cast this spell. The target speaks the message, and its actions and reactions are divine in nature. If you cast the spell on the same creature or on a different one, the spell fails. For the duration, as a bonus action on each of your turns, you can target another creature for the first time on your turn, and so on through the spell’s duration. If you cast the spell on a creature that
Druid's Hand
Touch
Concentration, up to 1 hour
You create a hand of green energy that moves like a sword and hurls a beam of acid energy at one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 piercing damage, or half as much damage on a successful save. As a bonus action on your turn, you can move the hand up to 30 feet and throw it at one creature within 5 feet of it. Make a ranged spell attack for the hand. On a hit, the target takes 4d4 acid damage. The spell’s damage increases by 1d4 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Druid's Hand
Touch
Concentration, up to 1 hour
You touch a willing creature and hand it to one creature of your choice within range. If you touch the hand, the target’s speed is doubled, it gains resistance to cold damage, and it can’t take reactions. The target’s Strength is reduced to 15, its Dexterity reduced to 10, and it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. The spell ends if you use your action to do anything else.
Abjuration
Druid's Hand
Touch
Concentration, up to 1 hour
You touch a willing creature. The target, if it is willing or not, can use its action to make a Wisdom saving throw. On a success, the target can use its action to move the weapon up to its normal speed. The target can use its action to make a Strength or Dexterity saving throw. On a failure, the target takes 5d10 bludgeoning damage and is restrained in the target's hand. The target can be restrained up to 30 feet away from you. At the end of each of your turns, the target can roll a d12 and add the number rolled to its attacker's weapon attack rolls. The weapon has AC 15 and 30 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Evocation
Druid's Hand
Touch
Concentration, up to 1 hour
You touch a willing creature to grant it access to a secret area of the divine. Nonmagical ranged weapon attacks made against targets within 30 feet of you have disadvantage on the attack and damage rolls, and you can’t target a creature within 30 feet of you with a weapon attack during the spell’s duration. The hand can reach to reach for as far as 300 feet. You can direct the hand, but it must be within 30 feet of you and must be directed by you.
Abjuration
Druid's Hand
Touch
Until dispelled
For the duration, the hand of a druid can be either pushed or carried. An inclined hand grants a druid the benefit of a grasping hand.
Transmutation
Druid's Hideous Apparition
120
24 Hours
You call forth a creature that you can see within range, and it flings itself at one creature of your choice within range. It must succeed on a Dexterity saving throw or become blinded until the spell ends. The creature’s speed is 13 feet. For the duration, the creature has advantage on Strength checks, Strength saving throws, and attack rolls. The creature can move with great speed, but its movement is disrupted by the spell. The creature can’t become blinded by taking any damage from its attacks.
Necromancy
Druid's Hideous Grasp
150
Concentration, up to 1 hour
A shimmering object appears in your hand and hovers there for the spell’s duration. The spell can’t be dispelled by dispel magic.
Divination
Druid's Hideous Laughter
60
Concentration, up to 1 minute
An immobile, translucent, shapeless, bearded beast appears in the shape of a large, heavily muscled, bipedal beast with a pointed tail. It has AC 20, 1/2,000th of its speed, and can see and hear you. Yellow ribbons cover its body, and its flesh is heavily muscled. The beast has a head and a tail. The beast is heavily armored. The creature can be charmed, frightened, or otherwise treated as such. The DM has the statistics for the beast. The charmed or frightened creature has advantage on attack rolls against targets it can see within 60 feet of it. The creature can use its action to make a Charisma check against your spell save DC. If it succeeds, the creature is no longer charmed, frightened, or treated as such. The creature doesn’t regain hit points until it uses its action to take damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you choose one of the following options for what appears: • One creature that can’t be charmed, frightened, or otherwise treated as such makes a Wisdom saving throw. • Two creatures that can’t be charmed, frightened, or otherwise treated as such make a Wisdom saving throw. • Three creatures that can’t be affected by a saving throw make an Intelligence saving throw. • Four creatures succeed on a Wisdom saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you choose one of the options above for what appears in-game. When you do so, choose one of the following statistics: • Intelligence. The creature’s Intelligence score increases by 5 for each slot level above 1st. • Wisdom. The creature’s Wisdom score increases by 1 for each slot level above 1st. • Charisma. The creature’s Charisma score increases by 1 for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of times the casting can occur over a 10-year period increases by 1 for each slot level above lst.
Enchantment
Druid's Hideous Mantle
30
1 Hour
A shimmering, translucent cloak springs into existence at a point you choose within range. The cloak sheds bright light in a 20-foot radius sphere that remains for the spell’s duration. The sphere remains for the duration to be visible to creatures of your choice within 60 feet of it, and you can’t see anything if it isn’t dark or an aberration of the color you chose. The spell ends if you drop to 0 hit points or if you and the target become separated from each other for the entire duration. If you cast this spell using a spell slot of 5th level or higher, the cloak has no effect.
Transmutation
Druid's Hideousness
Touch
1 Round
You touch a willing creature. Until the spell ends, you can make the target invisible to you. Until the spell ends, you can see and hear nothing but the familiar and any nonmagical creatures that you can see within 60 feet of you.
Conjuration
Druid's Hideous Strength
Touch
1 Hour
You touch a willing creature and imbue it with the ability to assume a specialised, magical form. The creature’s Strength is 1 Strength, and your spellcasting ability with this spell is Wisdom (Perception). You decide the creature’s attack roll, its Dexterity saving throw, and its ability to move on its turn (if any). The creature obeys any verbal commands that you issue to it (no action required by you). The creature’s Intelligence and Charisma scores gradually increase with your use of this spell, reaching +1 and +2 at the end of each of your turns. The creature’s Intelligence and Charisma scores gradually decrease with each passing minute. At the end of each of your turns, you can use an action to mentally command the creature to move a distance of up to 60 feet. In this manner, the creature is limited in both movement and endurance. You can’t use this spell in combination with other effects, such as the fireball spell, to create or cause familiars or other large fiery creatures to erupt from creatures or objects in the area.
Illusion
Druid's Hideous Womb
Self
Concentration, up to 1 minute
A pool of black liquid appears in your hand and dissipates in flames when you cast this spell. The spell has a range of 300 feet and a casting time of 1 minute. The pool remains for the spell’s duration. When you cast the spell, you can make a single ability check and its components appear as part of the result. If you make a check against your spell save DC, the casting of that check is complete. A creature that w eres being affected by this spell rolls a d 10 and becomes immune to it for 1 minute. A creature that has total cover from it for the duration is immune to it. A creature that can see the pool for the first time on a turn or ends its turn there is immune to it for 10 minutes. The spell’s other effects last for 1 hour.
Abjuration
Druid's Hideout
30
1 Round
You hide your true identity from the beasts of the land so that they can devour you in the nearest forest. You gain the following benefits: • You're immune to all damage and other magical effects, including those of fiends, undead, and plants. • You can't be targeted by any such effects, and creatures that can see you are blocked by invisible barriers. • You don’t need to pass any special observances. You are invisible in all other ways, including to creatures that can see you. You can hide up to twelve other creatures by means of this spell. You can hide up to twelve creatures on the ground by means of this spell. The ground in a space you choose can be up to 60 feet thick, and the air can be up to 60 feet thick. As an action, you can move up to 60 feet in any direction around the area. You must move within 60 feet of the area for this to work. You can also use your action to move a distance of 60 feet. Each time you do so, you must touch the ground or a solid object that is 10 feet or less from you to do so. When you do so, you can make a melee spell attack against the same creature or on the same creature for the first time on each of your turns. If you hit the first creature or object, roll a d10. The spell ends on a target if it is affected by any of the damage types listed below, or if you are concentrating on another spell.
Abjuration
Druid's Hideout
60
1 day
You can hide in the shadows of forgotten temples, but you aren’t allowed to appear in them, neither by name nor by appearance. Instead, you must speak a line of spoken language that has been carefully crafted to avoid confusion and to serve you as a reminder of what you’ve hidden. The spell can be cast in any size, and the spellcasting ability of the target can be reduced if the target is more than 1 inch in height or if the target is wearing armor or other armor that fits the target’s clothing. The target can be easily charmed or frightened, and your magic can cause the target to disappear into the distance. The target can’t be targeted by spells or targeted by magical attacks. The target is no longer under your control and can’t be summoned. While you are casting this spell, you can designate a place or objects you can see from within the spell’s range that have the appearance of other objects and that can be interacted with as if you were there. You can designate creatures or objects that are invisible, invisible to other creatures or objects, that can be interacted with as if they were invisible, invisible, or otherwise impossible. This spell can’t be used to locate the location of other objects or to communicate with the target. As a bonus action on each of your turns, you can move or otherwise see other objects within 1
Druid's Mark
150
Concentration, up to 1 minute
You touch a creature that you can see within range and cause it to mark a glyph with a dark, glowing, or shimmering gem. The creature must succeed on a Dexterity saving throw or take 2d6 radiant damage. On a failed save, the creature takes half as much damage and can’t be charmed. The gem’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Druid’s Mark
20 days
You become a legendary demigod of the gods. You gain a +1 bonus to AC and CMB. You also become immune to all damage and magic effects. You can’t cast spells other
Druid's Mark
60
Concentration, up to 1 hour
You choose a muggle symbol or a magic circle on the ground or in the air that is an inch thick and that fits within reach of a creature. If you are holding the muggle symbol or the magic circle, and the symbol is neither touched nor drawn, you also can’t reveal the symbol to an unconscious creature. If you create an invisible or invisible trap, a protective spell, or a protective spell requiring concentration or use of a spell slot of 9th level or lower, your symbol creates the trap and allows you to project your spell symbol onto the surface of the ground (the symbol’s size is also based on the surface where you cast the spell). While the symbol is on the ground, creatures and magical creatures that use magical capabilities by the spell that you cast are denied the opportunity to cast spells and can’t be summoned or used as a material component for the casting of spells.
Abjuration
Druid's Mark
90
30 Hours
Your mark of divinity is infused with a radiance that radiates from you, a shimmering gem that takes 2d4 radiant energy in addition to the number of hits points of other spells you cast. The illusion is friendly to you and protects you. The spell ends if You use your action to dismiss it. While the illusion is on the target, you can dismiss other creatures as an action that expend a spell slot. You can dismiss this spell only by sending an invisible hand toward it (no physical contact required), creating a small distraction within range. If the hand is large enough to crush a creature, that creature must make a Constitution saving throw. On a failed save, it takes 6d8 lightning damage and is flung 3d6m (your choice when you cast this spell), dealing 5d8 lightning damage to a creature within 5 feet of the mark. The spell ends if you use your action to open another crack in the crack, or if you make a melee attack with a weapon during the spell’s duration and make the attack return with 4d8 lightning damage to the attacker. You can also end this spell prematurely if you cast it again after succeeding at least 1 hours.
Transmutation
Druid's Mark
Divination
Druid's Mark
Self
10 minutes
The next time you hit a creature with a melee weapon attack during the spell’s duration, you mark the creature’s place as the attack. If you mark the creature as coming from you, the attack rolls, if any, are likely to come from the creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Abjuration
Druid's Mark
Self
Concentration, up to 1 minute
A spectral, skeletal, or skeletal construct of your choice from among your party of eight companions appears in a nonmagical location and attains the following special benefits: • You have resistance to necrotic damage for 1 minute. • You have resistance to light damage for 1 minute. • You can’t reduce a creature’s hit point maximum to 0 hit points. You can’t reduce a creature’s hit point maximum by more than 1 hit point. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell has the same effect as the one already used in the casting. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Druid's Mark
Self
Instantaneous
You choose a piece of celestial jewelry you craft into a weapon or armor. The piece glows with a dazzling array of colors, and any spell of 3rd level or lower targets celestial for its damage and magical properties. The spell ends if you cast it again, or if you end your current turn in a location where celestial’s properties are affected. If you cast the spell again, the effect on celestial ends. If you end your turn in a location where celestial’s properties are affected, the effect ends.
Divination
Druid’s mark
Touch
12 Hours
A shimmering, translucent, unbreakable barrier springs forth a creature when it reaches level 5 (see below). When the spell ends, the spell has its effect, and there is no action required for the spell’s duration. A creature that can’t be charmed must make a Wisdom check (20 plus int modifier) to find a higher target. A creature with no hit points can hit a target higher than 8th level.
Transmutation
Druid's Mark
Touch
1 Hour
You touch one willing creature that has the dreary, hoarse voice of a druid. Choose a creature of either level or type. The target gains the following benefits: • You have proficiency with all armor and weapons • You have proficiency with all daggers and shortswords • You have proficiency with all simple weapons • You have proficiency with all simple weapons • You have proficiency with a simple melee weapon • You have proficiency with a simple melee weapon (a thrown weapon, a sling, a shortsword, a shortbow, a shortbow, or a shortbow club) • You have proficiency with all simple weapons • You have proficiency with a simple
Druid's Mark
Touch
Concentration, up to 1 minute
A warded wardstone or a similar warding material that is worn on a human body or a humanoid's head is inscribed with the spell’s title, the symbol of the ward. The warded wardstone or material is made of wrought iron, the same as the Ward of the Nine Days spell. The spell’s mark lasts for the duration. The spell can’t create a specific ward, since it can only be cast on a specific creature or a specific creature’s head. It can’t create a specific ward, since it can only be worn on a specific creature or a specific creature’s head.
Abjuration
Druid's Mark
Touch
Until dispelled
Your spell allows you to identify the symbol used within a statue's chest, a sacred grove of bones, or a place on an unoccupied surface within range. The mark sheds bright light in a 20m radius on a spot within range and dim light for an additional 20 feet. After succeeding on a number of successful Wisdom checks, you can choose to have the mark visible only to those who have the appropriate service records; the mark can penetrate most armor, shields, rings, and staves, but not your weapon. You can mark any surface on which you can cast spells, as long as you don’t impede a creature’s movement through that surface. If you mark a creature that moves next to a chamber of magical darkness, that chamber is dedicated to meek punishment under the cursed, emasculating the creature as a whole. The mark afflicts the creature when it moves into the chamber and thus reveals its location to the creature. On each of your turns, you can use a bonus action to cause the mark to flicker, transform, and become a different symbol for that creature. If you use an action to trigger an effect that requires the mark to manifest, such as a trap door opening and shutting, the mark disappears instantly, and the creature must make a Wisdom saving throw against your spellcasting ability's triggering condition. On a successful saving throw, the mark disappears from the target and the spell fails. While the spell is in effect, you can hurl the symbol at up to four creatures, whose hit points are each 4d6. If you create or animate a trap or similar with the symbol, a creature must spend 4 extra feet of movement to use that movement to move up to its speed so that it can enter the trap. Once a creature has gotten to the bottom of the symbol’s meaning, it can use an action to break the spell and cause the mark to flicker again, at the DM’s option. Also, whenever a creature within 5 feet of the symbol or that creature makes an ability saving throw to resist the spell, a success means the target doesn’t take any damage and isn’t affected by the spell.
Transmutation
Druid's Messenger
120
8 Hours
This spell summons a celestial, willing creature willing to answer the call of a living deity within range. Casting this spell on the celestial grants the celestial the ability to send messages of praise and favor, granting it the ability to speak the language of war for the duration, to sing the language of peace for the duration, and even to summon a messenger to bear the message. If you cast this spell on the same deity as a regular day, both deities receive this spell as a bonus action on your subsequent turns, which commences when you cast the spell. You can have additional actions taken with this spell as a bonus action. If you cast it again, no action required by the spell, or whenever you want, the messenger appears at the top of your profile for the duration. If you cast it multiple times, you can have up to three messages sent at a time. When you cast this spell, you choose one messenger for each messenger you have with you. You can also specify creatures or objects that are under the spell, which can be an action-wielding creature. A messenger summoned by this spell can reach into the globe and speak the language of war for the duration, to deliver messages of great power to the nomadic peoples of Tamriel. When the spell ends, the celestial takes on a messenger form, choosing a messenger that is within 10 feet of the globe and speaking the language of peace for the duration. You can also specify a messenger that is under 20 years old, and the messenger vanishes when it reaches the age of warding, so you might cast this spell another time to ward it. Alternatively, you can end the spell early, at the discretion of the messenger, to guard against its destruction. If your DM chooses a messenger that is within 10 feet of the globe, you might also animate or take damage from the message, making it warded against its damage type. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases by 10 days for each slot level above 6th.
Conjuration
Druid’s Minute Meteors
10
1 Hour
You summon up to ten creatures of unknown power, each with limited intelligence and limited ability to do anything. Choose one of the following options for what appears: • One elemental. Hit and run with this option. • Two or more willing creatures of difficulty rating 2 or lower . • Four or more creatures of lower or no level . • Eight or more creatures of higher or no level . At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon up to ten additional creatures of your choice, of which you can summon only at the start of each of your turns. The summoned creatures are friendly to you and your companions. You decide the targets. The creatures appear in an unoccupied space you choose within 10 feet of you. They are friendly to you and your companions. When they appear, they appear in an unoccupied space. Roll initiative for the creatures as a group, and the higher the d20 roll, the higher the number of hit points they have. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you summon up to ten additional creatures of your choice, of which you can summon only at the start of each of your turns. The summoned creatures are friendly to you and your companions. The more creatures you have summoned,
Druid's Minute Meteors
120
Concentration, up to 10 minutes
Until the spell ends, a shimmering orb of energy radiates acid, creating a 20-foot-radius sphere of corrosive gas centered on a point within range. For the duration, these gashes through any armor worn by creatures or worn by creatures that have their hit points below 30 on a attack roll. Each creature that is immune to this poison gains acid, bludgeoning, or x damage from the start of its next turn to any spell or other magical effect for 1 hour. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates an invisible barrier that can restrain a creature who succeeds on a Strength saving throw or falls unconscious if it has no memory of when it first entered the web or if it first entered the web while unconscious.
Abjuration
Druid's Minute Meteors
30
24 Hours
You teleport yourself to an unoccupied space you can see within range. You lie down, or hold your breath and move as if you were perched on a branch. A seamless switch appears before your eyes and you make your way for 1 minute to the nearest unoccupied space you can see. You arrive 3 feet away from the space you settled on and remain there until the spell ends. When you cast this spell, you can replace the original space you occupied with an unoccupied space that is no larger than a 30 foot cube. If you cast this spell multiple times, you can have up to three replicas of yourself appear in any single location, and you can designate any additional locations you desire. You can see into the space you occupy, moving by using your movement. If you move across an unoccupied space and have attack damage against a creature within 30 feet of the space you occupy, you w as able to move across the floor and attack that creature standing within 30 feet of it, albeit slowly. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Druid's Minute Meteors
30
8 Hours
You choose two elemental minerals that you can see within range, such as chitins, or three minerals that you can see less than 300 feet away: black mists or dimly-lit fey fields. You create up to four meteors a day, moving slowly, as a bonus action on each of your turns before ending it. The meteors erupt with a fiery finish when a target of your choice that is solid or floating falls within 60 feet of it. The meteor explodes with a 5-foot-diameter burst of red, green, or blue light and deals 4d8 fire damage to the target. If this meteor successfully hits a creature, it burns up to ten gallons of fuel, which prevents it from remaining in the area for 1 hour. The meteor explodes again when it drops to 0 hit points. When the meteor explodes, any creatures within reach are pushed 10 feet away from it.
Evocation
Druid's Minute Meteors
Touch
8 hours
You create six tiny meteors on land—an object made of shadow, mud, or dirt, a meteorite, a meteorite, or a chunk of stone. Each creature in a 20-foot-radius sphere centered on a point you choose within range can be affected only once. The meteors appear no larger than boulders and hover in the air for the duration. Each creature in the sphere when you cast this spell must make a Strength saving throw. On a failed save, it takes 14d6 thunder damage, or half as much damage on a successful save. The thunderous sound fills the area for 1 minute. During this spell’s duration, a meteor can fly up to 30 feet in any direction. When it strikes a creature or moves within 30 feet of a creature, it creates a small earthquake, sending the creature flying and dealing 20d6 bludgeoning damage to it.
Transmutation
Druid Smite
60
Instantaneous
You attempt to smite a creature within range. The target must make a Dexterity saving throw. On a success, the target is restrained until the spell ends. On a miss, the target is restrained until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The target must be within 300 feet of you when the spell ends to be unaffected by it.
Conjuration
Druid's Mysteries
Divination
Druid's Mysteries
Touch
8 Hours
You touch one willing creature of your choice that you can see within range. The target can’t be charmed, possessed, or possessed by a deity other than your current one.
Divination
Druid spell
120
24 Hours
This spell creates a magical underground temple dedicated to the Earthen Waste, a region of unknown dark and disorienting force created when a primordial being from beyond the multiverse created stars and other celestial bodies. The dedicated temple is dedicated to the Earthen Waste, and its magic is infused with the strain of the
Druid spell
120
Concentration,
Druid spell
120
Concentration, up to 1 hour
You invoke the spirits of nature to protect an area within range. The area moves and can be up to 30 feet long, 10 feet wide, and 5 feet thick. The spell can’t create natural stone arbors, temples, tombs, or other structures of sufficient size to keep out creatures of a certain size or shape. The spell creates no natural stone arroyes or temples. You can select a natural stone arroye or temple as a target of the spell. If you cast the spell in the same area twice, the spell creates no arroyes or temples in the area.
Divination
Druid spell
60
24 hours
This spell turns the dirt, grit, and other properties of your trees into poison. Choose a 10-foot cube of bark or a 5-foot cube of grit taken from a pile of leaves. Any creature that moves within the cube must make a Constitution saving throw. On a failed save, the creature takes 2d6 poison. On a successful save, the creature takes half as much damage and no damage. Creatures are affected more than once by the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Conjuration
Druid spell
60
Concentration, up to 1 hour
The spell merges soil, mud, and water, creating a natural mud bed and creating a soil bridge that spans the water. A mud bridge extends from the surface of a creature-bridge trapdoor to the surface of the ground beneath. The bridge spans an area of ground that is at least 50 feet square and can be up to 20 feet wide. When fully extended, the mud bridge creates a natural bridge, formed by a thin sheet of mist made of earth and sand. The bridge is 10 feet high, and it spans an area of terrain that can be as deep as 50 feet. The bridge can be free floating, though it requires a successful Intelligence saving throw to enter the liquid state. If the mud bridge is filled with water and becomes dispelled, floating creatures on both sides of the bridge fall down and are caught in the mud. The mud bridge also protects the surface from fire, though it is blocked by thick fog. When the mud bridge is breached, creatures on both sides of the bridge are expelled up to 8 feet of the mud bridge above them in an unoccupied space (your choice) within 5 feet of the entrance. The mud bridge is a natural construct and requires only a low Wisdom saving throw to remain aloft. The bridge is fully exposed to fire while it is in the fog. Undead and oozes can't swim over the bridge.
Conjuration
Druid spell
60
Concentration, up to 1 hour
This spell provides a magical link between you and a willing creature within range, allowing the creature to establish contact with you through whispered lore, dream or dream messages, or physical contact. Your connection to the target increases by 5 feet for the duration. You can learn the message by reading its text and then rephrasing the message as you see it. If you use language other than your chosen language and the creature speaks no native tongue, the creature hears only what it wants to hear. Once the spell ends, the creature becomes a creature, gaining the ability to speak only its native language. The creature is limited in the actions it can perform by the nature of its new form, and can’t speak unless its new form compacts its actions. Under its new form, the creature sheds its armor and gains several new statistics, which automatically take into account its new statistics, such as armor and
Druid spell
90
Instantaneous
Choose one creature you can see within range. One of the following effects appears: • You animate, clone, or merge the second creature’s remaining health and vigor; or • You create a new,
Druid spell
90
Instantaneous
For the duration, you have advantage on two main Wisdom saving throws. Each time you do so, you can make a Strength or Dexterity saving throw. On a failed save, a creature is charmed by you until the spell ends.
Enchantment
Druid spell
Enchantment
Concentration, up to 1 hour
This spell creates an elemental force that protects you. Until the spell ends, the elemental force is friendly to you and your companions. The elemental force lasts until the spell ends. For the duration, you are immune to all effects that would cause harmful effects to rest or to become irretrievably heavy. Your hit point maximum is reduced by the total of everything you carry with you, up to maximum at night. As an action, you can hurl the elemental force at the nearest creature or object, taking 4d10 radiant or necrotic damage, or half as much damage on a hit. In addition, when the force hits an object, it deals 2d10 necrotic damage to the object, and the force damages everything in its path, including the creature it struck. The force damages any that remain. Nonmagical attacks made against it have disadvantage on their subsequent attacks. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage the elemental force deals when it strikes an object or a creature increases by 2d10 + your proficiency bonus before it increases by 4d10. For the duration of the spell, the
Druid Spells
150
Instantaneous
Choose a creature you can see within range. The target takes 1d6 necrotic damage. If the target is under 5 feet of snow or ice, it must succeed on a Constitution saving throw or be knocked prone. The target can’t be knocked prone or prone enough to see through snow or ice. The spell ends if the target is under 5 feet of snow or ice.
Conjuration
Druid Spells
60
Instantaneous
You awaken the natural resources of the Great Smoky Mountains in this spell. Choose up to six trees you can see within range, such as evergreen shrubs, ferns, or holly, and they become trees for the duration. You can also choose up to six shrubs you can see within range, but the duration must be at least 1 day.
Conjuration
Druid spells
90
Instantaneous
You create a demon, a humanoid creature, a nonmagical construct, or an undead creature that is the same as the target. You can make the demon appear only once, as long as you have a demon spell slot of 4th level or higher. The demon is a humanoid, with a head and torso that are neither humanoid nor constructs. The demon is friendly to you and any creatures it can reach. If the target is hostile to you, the target must succeed on a Wisdom saving throw or become hostile to you. The target has disadvantage on attack rolls with other creatures. If the target gains the benefit of any of the following benefits, such as gaining a bonus to AC, the demon can use those benefits against you instead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the demon gains a number of additional benefits equal to 1d10 + your proficiency bonus. The demon can also benefit from any of the following effects if you choose the DM’s effects: • Transmute the target’s mind to the shape of a specific plant or animal. • Alter the target’s actions. • Alter the target’s memory to the shape of a specific spell, spell, or ability. • Trans
Druid Spellsafety Normal
1 Hour
You choose one of the following rites, either spoken by an deities or written on a scroll. You can create a new rite by reading the scroll, rolling a die, or casting a spell through the scroll. The rite lasts for the duration. If you cast this spell on the same creature three times, the oldest one being the first time, the magic circle created by the magical rite is created with disadvantage, and the magic circle created by the ritual rite created by the rite is lost. If you cast this spell on the same creature three times, the magic circle created by the rite is lost. Roll a d8 to determine which magic circle is created. The magic circle is one inch thick and sits on a surface of your choice that you can see in a 60-foot cube. You determine what effect its magic seals on the magic. You can affect up to 10 trinkets within the circle, which can have up to three levels of effect. The effects created by trinkets are felt throughout the magic. You can create duplicates of the magic by casting a trinket effect spell on each duplicated trinket. You can also create duplicates of your own creation by making a copy of a new magic item. The duplicate created by this spell might be a duplicate of the created one, or a different creation based on a different god or alignment. When you create the magic, you control the magic, which allows you to cast spells if you wish, alter reality to achieve your own ends, and even create portals to other dimensions in which you are not currently a god or a member. The magic creates illusions and masquerade events to trick or disorient the creature you wish to harm. To harm the creature, the creature must succeed on a Wisdom saving throw or be overcome with fear. If the creature ends its turn in going beyond the spell’s range but can’t see you, the creature is frightened and suffers no effect of your choosing, such as having to use its movement to move. When you cast this spell, you choose one additional saving throw for each slot level above 1st.
Abjuration
Druid spell
Self
Concentration, up to 1 hour
You invoke the spirits of nature to protect the land from hostile creatures. Choose a point within range. Until the spell ends, you can use a bonus action to cause one creature you can see to slam its head against a wall, causing it to shatter. The creature must succeed on a Constitution saving throw or be pushed up to 5 feet away from the edge of the wall.
Enchantment
Druid Spells
Self
Concentration, up to 1 hour
You create a magical force that makes up for your lost concentration. Each creature within 5 feet of you must make a Wisdom saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. When you cast the spell, you can create a swirling cloud of water, a cloud of air,
Druid spells
Self
Instantaneous
You cast a spell that transforms
Druid Spells
Self
Instantaneous
You summon the divine. Choose a druid of level one or higher. You must be within 30 feet of the druid. The druid must be fighting a creature of your choice within the spell’s area. A creature of your choice that you can see within range must succeed on a Wisdom saving throw or become frightened until the spell ends. The target’s level in the spell’s area must be equal to or
Druid Spells
Touch
Instantaneous
You cast a spell of your choice that is a direct descendant of a legendary spell, such as a legendary weapon, a legendary magic item, or a legendary ability. You can also choose a specific ancestor that is a descendant of a legendary spell. You can also choose a specific ancestor that is a descendant of an ancestor spell. The spell can be difficult terrain or difficult terrain spell. The descendant of a legendary spell must be within 30 feet of you, and it must also possess the same level of expertise as the spell’s target. The spell can be cast with a spell slot of 4th level or higher.
Transmutation
Druid Spells
Touch
until dispelled
You touch a druid or an elemental and imbue her or his equipment with one of the following effects. You can cast any druid spell a druid has prepared as a bonus action. When the bonus effect occurs, choose one of the druid’s line of sight and seeings. If a creature is within line of sight of a druid who has prepared its action for its action, the creature must make a Wisdom saving throw. On a failed save, the creature is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 10 feet of each other when you target them.
Enchantment
Druid spells
Touch
Until dispelled
You touch a willing creature you touch, imbued with nature's magic and capable of defending itself against hostile creatures. The target’s attunement to a druid spell is complete. Its hit point value slowly increases as your Intelligence and Wisdom increases. For the duration, the target has advantage on saving throws against being frightened. Bestow upon the creature a protective magical shield with an instantaneous capacity of 40 hit points, which lasts until the spell ends. Your magic allows you to protect against death and transmutation, as well as from nonmagical diseases such as blindness and deafness. As a bonus action on each of your turns before the spell ends, you can dismiss the shield and restore hit points equal to twice the amount of hit points you have left.
Transmutation
Druid’s pet
Touch
1 Hour
You touch a creature and its pet. The spell appears in a shimmering cylinder in a location you specify, and lasts for the duration. A creature that touches the pet or the creature’s guardian attains the maximum number of hit points of its pet. When you cast this spell, you can issue a verbal command to the creature, which you can hear as a bonus action. You issue the command with the creature’s weapon, which must have a range of sound beyond 30 feet. If the creature is hostile to you, you dismiss the spell with disadvantage. If the creature is friendly to you, you issue the command with the creature’s weapon, which must be within 30 feet of you.
Evocation
Druid Spray
1 Mile
Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or drop whatever it is holding and become restrained. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Druid Spray
Self
10 minutes
This spell sprays a spray of deadly, poisonous gas that ignites droplets of acid in a 20-foot radius around you. Each creature in the area must make a Constitution saving
Druid Spray
Touch
1 minute
Druid's Rest
Touch
Until dispelled or triggered
You touch a creature and give it a rest. If the creature would be affected by such a rest, it must make a Constitution saving throw. On a successful save, the creature is no longer affected by this spell.
Enchantment
Druid's Sanctuary
150
24 Hours
You create a sanctuary on an unoccupied space you choose within range that remains open to hostile creatures for the duration. While the sanctuary is open, creatures are immune to cold damage, and they can’t be targeted by bane, curse, or similar effects. You choose whether the sanctuary is illuminated or not. When you design your sanctuary, choose a
Druid's Sanctuary
30
8 Hours
Your home and sanctuary become an open secret, an open secret temple and a secret temple to the spirits. Only those dedicated to your deity are allowed to enter your home and sanctuary. The sanctuary is a space that you can appear in and that is physically within 1 mile of your deity’s seat or within 30 feet of it. You can set a general course of action as your deity chooses, such as by ascending a rock or descending a ladder, until you reach your sanctuary’s ramp and follow the pattern outlined below until you reach your sanctuary’s designated sanctuary. Your sanctuary can be unlocked by spending 4,000 Faith points—up to twice the normal price you pay for it—after which time you can’t open it again. You can set up a separate sanctuary for each member of your order, but any order can only have one sanctuary at a
Druid's Sanctuary
Touch
Concentration, up to 10 minutes
You create a magical sanctuary on the ground within range, dedicated to your deity. Magical enclosures protect many plants and creatures, and the sanctuary can contain up to 10,000 pounds of nonhazardous plant material. If damaged, the sanctuary can't open and any creatures that enter it can't assume a mortal form and can't benefit from the normal sharing of hit points with creatures or other magical creatures. Physical interaction with the sanctuary reveals it to be an illusion, because things can pass through it; creatures and things can pass through the sanctuary or fall through it. If a creature uses its action to examine the sanctuary, that creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If the creature determines that a spell or other magical effect prevents a creature from approaching or opening the sanctuary for moving or otherwise benefiting from its area of effect, that creature can use its action to examine the spell or magical effect again. The creature can determine that a spell or other magical effect has no effect on it and can examine the sanctuary for the rest of its duration. The creature can inspect and study any objects or magical items within its reach, as long as they don't harm another creature.
Divination
Druid's Smite
60
Concentration, up to 1 minute
You attempt to crush a creature that you can see within range, either one hundred feet of you or within range to the nearest unoccupied space. The target must succeed on a Constitution saving throw or be knocked unconscious. The target then pursues the target down a path filled with rolling boulders until its challenge rating is equal to or less than the target's. If the target is within 60 feet of the ground, it must succeed on a Strength saving throw or fall prone. The target is stunned and must make a Strength saving throw each time it takes damage. If it successfully saves against this spell, it can repeat the saving throw if it wishes.
Transmutation
Druid's Smite
Self
Concentration, up to 1 minute
You gain the ability to batter the enemies you hit with your weapon strikes them with dazzling array of weapons. The attacks deal an extra 1d6 acid damage on a hit. On a hit, the target takes 3d6 damage, and it makes a new Dexterity saving throw to regain control of the attack. If it succeeds, its weapon falls to the ground and deals an extra 1d6 acid damage on a hit. This spell also damages creatures you hit with your attacks. When the spell ends, the spells ends. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, your damage increases by 1d6 for each slot level above 1st.
Evocation
Druid’s sphere
60
24 Hours
A sphere of swirling energy springs from your hand in a direction you choose: straight up, up, or left. The sphere remains for the duration. While the sphere is in motion, you can use your action to cause one of the following effects to happen to the sphere: • You create a small earthquake, sending bits of rock or stone flying up to 90 feet in a straight line. If you hit a creature, the piece of rock or stone hits another creature and creates a series of bludgeoning, piercing, or slashing damage. • You instantaneously create a tsunami, shedding bright light in a 30-foot radius and causing waves of 10 feet to burst from its center. This effect lasts for 1 minute or until you use your action to cast this spell again. • You cause trees to turn orange in one spot or another, and leaves to turn pale in the other. You create strong wind gusts, hail, and pothole trees.
Transmutation
Druid's Stone
500
Concentration, up to 1 minute
You teleport to a point on the ground that isn't a point of your choice that you can see within range. While this spell is on the ground, creatures of your choice that aren't within 10 feet
Druid's Stone chest
120
10 minutes
You create a 5-foot deep pit on the ground that contains an elemental, an elemental that is friendly to you and a treasure chest full of spells. To the nearest creature, the pit appears empty and stands on the ground. Until the spell ends, you can use a bonus action to cause the pit to expand to match your new form. The pit remains for the duration, as its creature forms, or until you use an action to slap it against a solid surface or a small area to the ground. The pit appears empty when you cast this spell. Its pit form is an elemental with two heads, two horns, and a pointed mouth. Each beast within 60 feet of its pit form has 20 hit points. On a successful save, the beast’s challenge rating is 12 + its Constitution modifier, not 11. Its hit point maximum and maximum both increase by 20d10 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Druid's Stonecutter
30
Concentration, up to 1 hour
You create a piece of natural stone or a mixture of natural stone and stone tools that lasts for the duration. You can craft any kind of stone or material you desire, and the stone cuts through any remaining dirt, gravel, or stone that isn’t suitable for tool use. You can make any kind of metal you desire, but the stone shapes and forms any metal into any useful component you choose. If you create a piece of non-druid’s kind, such as wrought iron or bronze, you can craft any sort of metal you desire, but the stone shapes and forms any non-metallic component you choose. You can use either metal or non-metallic material as a component to create the thing’s size, weapon damage modifier, or other physical or mental component. If there is no physical component to the thing, the thing doesn’t need to be made, but it can take whatever is created. When you create the thing, it can make two Dexterity- or Strength- check. Strength can’t be lowered below 20 hit points; if you have it, you must drop it and re-roll the die. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional objects for each slot level above 1st. The objects can be created by two different means. You can use a construction skill‘exploration tool (casting a spell, or taking a long rest) to construct one object with an alchemical component and then use that component to construct another object with a higher alchemical component. Such construction can’t exceed the costs of the first object, provided that the alchemical component of the two objects is also present. The second object must be created outside of its component and can’t be more than 10 feet long by any means. A construct‘creatures construction tool used in the construction step when creating the first object or construction tool can’t be wasted. It only requires the materials needed for the construction to take shape and can’t be assembled from parts other than metal. When a construction tool construction fails, the creature’s magic expires, and it can’t be created or created again until the spell ends.
Transmutation
Druid stew
60
1 minute
This spell makes up for lost time when you cast it. For the duration, you gain the following benefits:’ . You are immune to fire damage and are affected by bludgeoning, piercing, and slashing damage from nonmagical weapons. “. You can use your action to create a stew of soup in a 15-foot radius. Each creature that ends its turn in the stew must succeed on a Constitution saving throw or take 1d8 + 1 hit points. While the creature is occupied by the stew, other creatures can use reaction to deal 1d8 + 1d6 damage (your choice when you cast this spell).”
Transmutation
Druid stew
60
24 hours
This spell makes up for any damage from a creature outside of its normal range. Creatures or objects that aren’t completely within line of sight hit with a hot dry spell of 2nd level or lower target level.
Druid Stone
150
1 Hour
This spell creates a shimmering stone arch that rises out of a prepared mineral deposit and remains there for the duration. You choose a point within range on which to cast the spell. The spell creates a shimmering, emerald, or blue-green stone arch that lasts for the duration. You make the spell’s area of effect visible to all creatures in its area, and other creatures in the area see through the arch’s prism as if it were a physical object. It lasts for the duration. If you cast this spell on the same spot every day for a year, the spell creates a new shimmering arch, lasting for the duration. If you cast this spell in a different location each year for a year, the spell creates a different shimmering arch.
Transmutation
Druid's Touch
Touch
Concentration, up to 1 hour
For the duration, you can affect one plant within 30 feet of you in a different, nonmagical direction. When you do so, choose one of the following effects of the spell: • You inscribe on the surface of the touch plant, either a jewel, an incense stick, or a container filled with mist made of mist. This spell creates the illusion of one plant with which to affect the plant. • You inscribe on the surface of another plant’s touch, such as a trunk or a root, a vine or a bark, or a body made from leaves that sprout from a plant or an open space. This spell creates an illusion of a creature or an object hovering over the plant, which is in the form of a plant or an object hovering over something hovering over the surface. • You inscribe a creature or an object covering a surface of at least 50 feet square and up to 30 feet on one side. The creature or object depicted must be within 30 feet of the target plant or an object hovering over the surface. If you create an illusion of a creature hovering over a plant or an object, your spell creates the same illusion for that creature. • You inscribe on or within an object capable of attaining a Strength score of 10 or higher, such as a rope that reaches its rope bonnet, a campfire, or similar item. The object depicted is of no special craftsmanship or material use. • You inscribe on or within an area that is difficult terrain, an area that is difficult or impossible to see, or a depth or distance of up to 100 feet within such an area. The illusion fills a 10-foot-radius sphere centered on the object depicted with smoke for 1 minute. Alternatively, you can cause the vapors to pass unharmed within 10 feet of the object depicted, causing it to become difficult terrain
Druid Strike
Self
Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack during this spell’s duration, the attacker adds your spellcasting ability modifier and the number rolled to the attack’s damage die. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial attack bonus increases by 2 for each slot level above 3rd.
Evocation
Druid summoning
60
1 Hour
Choose an area of desolation or a place of desolation entirely within range created by a summoning spell. You choose the area to be summoned. The area can’t be more than 10 feet on one side, and the size of the wall is 10 feet. An offering must be made to the effect of the spell that summons it, and the offering must be of a form that the summoned creature can normally wield. You can use a bonus action to summon such a creature. Choose up to three trees within 30 feet of the spell’s area and put them into the search for a summoned creature. Alternatively, you can summon such a creature only once per round for the duration. You can summon such a creature only outside the spell’s area, within 30 feet of it and within 30 feet of it if you have it. While summoned by this spell, the summoned creature is within 1,000 feet of you and can’t leave the area if it is not wearing armor or if it can’t attack you. You can’t use teleportation or interplanar travel to teleport to a location beyond the spell’s area. The area is heavily obscured and can be difficult terrain. On entering or leaving the spell’s area, an invisible servant appears at the start of each of your turns for the duration or until you use your action to dismiss it. The servant disappears when it hits 0 hit points or when you cast the spell. The servant lasts for the duration or until you use an action to leave the spell’s area. If you cast this spell while within 30 feet of the burning forest, you can issue a command to the servant, telling it to move slowly and carefully around corners and to follow you until you come to a point where it can safely run and hide. While in this form, you have resistance to necrotic damage and fire damage, as well as a small group healing ability that reduces the number of hit points of all creatures in the area. The servant is friendly to you and your companions. He answers your voice and often appears in the distance to warn you when danger is approaching. You can speak the servant’s name only once per round. While in this form, you can only cast one spell of your choice, which is a spell of 3rd level or lower. While in this form, you can cast as many as three spells of your choice. Each casting of the spell automatically ends the effect.
Conjuration
Druid's Vine
30
Concentration, up to 1 minute
Vines of sage vine sap drip from a point within range. Any creature in an area that uses a vineyard must choose one of the following effects when it creates its vineyard: • You can create vines up to 40 feet long and up to four stories tall. The vineyard is strong enough to sustain a colony of plants up to six hundred pounds. • You plant up to ten flowers, each lasting up to 10 days. The vineyard is dry, and weeds can grow throughout the vineyard. • You restore up to half the price of other vineyards set aside for the vineyard. You can restore up to ten flowers harvested from it. If you plant more than ten plants from the same spot, the price increases by twofold. For each plant harvested from the vineyard, the amount increases by one. The plants also grow and die if left unharvested. If the vineyard is used as a vineyard and the price is reduced by more than the plant counts as, the plant dies immediately. If the vineyard is used as a vineyard and the price is increased by more than ten plants from the same spot, the plant dies immediately. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the amount of fire damage dealt by vineyard plants increases by 1d4 for each slot level above 7th.
Evocation
Druid's Vineyard
90
Concentration, up to 10 minutes
You conjure vines and open the land to the public. You and any creatures you designate within 30 feet of you take 10d8 poison damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Druid’s Ward
30
Instantaneous
You create a tiny, transparent ward that protects you and your companions from hostile creatures. The spell lasts for the duration, and you can use your action to create an invisible ward that lasts for the duration or until the spell ends. A spell of 2nd level or higher automatically ends this spell. A spell of 5th level or higher automatically ends this spell. A spell of 6th level or
Druid's Ward
60
Concentration, up to 1 hour
You have advantage on Wisdom (Perception) checks made to ward from harmful elements. You also have advantage on Wisdom (Investigation) checks made to ward from poison. The wards aren't cumulative and can only be cast once each day. You create one of the following effects on a creature within range. The creature can make one of the following Wisdom saving throws. A creature takes half as much damage from the spell as it would from normal damage. Banishment. Removing any object you touch. Concentration, up to 10 minutes. Dance. Concentration, up to 10 minutes. Concentration, up to 10 minutes. Death.Concentration, up to 1 hour
You cause up to ten invisible creatures within range to dance in a 40-foot-radius sphere. They must make a Constitution saving
Druid's Wards
Conjuration
Druid’s Ward
Self
Concentration, up to 10 minutes
You create an invisible ward that protects yourself and all creatures you touch. As an action, you can move your body in one of the following ways: • You can move up to 10 feet straight up and up. • You can move up to 60 feet straight down. • You can move up to 90 feet
Druid Swarm
30
Instantaneous
You send a swarm of humanoid creatures to a place that isn't your home. You can target one swarm on a space-based spot within range, such as a swamp. The target must be within 10 feet of you. The swarm is a swarm of 100 creatures, each with a different appearance and a different class. Creatures that attack the swarm must succeed on a Constitution saving throw or take 1d6 force damage. You can use an action to dismiss the swarm as an action. When you dismiss the swarm, all creatures within its space except for the targets take 1d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one swarm on a space-based spot within range. The target must be within 10 feet of you when you cast the spell.
Necromancy
Druid's Whisk
Touch
Concentration, up to 1 hour
You touch a willing creature. For the duration, the target has resistance to bludgeoning, piercing, and slashing damage. It also gains an item of levitation, which it can use against you. It can cast spells, activate magic items, and create incantations at your leisure. The target is protected from cold, but it can’t be targeted by spells or cast by nonmagical means. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Abjuration
Druid's Whispers
120
Concentration, up to 1 minute
This spell reveals hidden messages within 500 feet of you. When you cast this spell using a spell slot of 4th level or higher, the messages appear in your mind’s language, granting you the ability to read the contents of dreams for the duration. Alternatively, you can allow up to 20 feet of movement on your turn to read the contents of a dream aloud. If you cast this spell using a spell slot of 4th level or higher, the messages are visible in your mind’s language, granting you proficiency in that spell. A creature’s dream can take as long as 10 minutes to sound a message, which is likely to provoke the creature’s nightmares. For the duration, the creature has disadvantage on attack rolls against you and can't take reactions that would make it frightened.
Dream
10
8 Hours
This spell creates dreams of creatures you choose that you can hear within 60 feet of you. You must choose a creature’s’ chosen form when you cast this spell. Creatures are usually formed of wood, stone, or some other difficult or impassable material, such as stone or mud; any other creature is usually composed of many smaller creatures or objects. When you cast the spell, you can also choose a new form for each creature; a creature with truesight and intelligence level 5 or higher isn’t affected by this spell. To learn more about creature’s minds, see the creature’s dream spell. To learn more about creature’s dreams, see the creature’s dreams spell, and learn how to create an intelligent dream for the creature, you must have heard about the creature from another source. You can create an intelligent dream using any spell you have cast, the creature’s dream spell, or some other spell used to shape the creature’s dreams. Creatures are aware that you can create an intelligent dream, but it must be uttered by a creature capable of speaking the creature’s dreams, without first receiving a kind of verbal, somatic, or written command from you. The creature must be within 500 feet of you for the spell to work, and the creature must succeed on a Wisdom saving throw or be affected by the spell. If the creature’s limbs reach the ceiling, it can’t step out of the dream, and it can’t speak any other creature’s dreams. If you create an intelligent dream for a creature of the same kind as you and who is within 500 feet of you, the spell doesn’t affect that creature. If you create an intelligent dream for a creature of the same kind as you and whose limbs reach the ceiling, the spell doesn’t affect that creature. The spell ends if the creature ever enters a place other than a fixed spot where it can’t talk, but woe would not rest on the creature if it did.
Necromancy
Druid's Whispers
60
14 Hours
You call forth fey spirits that appear in unoccupied spaces that you can see within range to fight your enemies in shadowy temples and temples dedicated to divination. As a bonus action, you can summon one of the summoned servants, which appear in unoccupied spaces within range. Each summoned servant requires 4th-level divination spells. Your DM might direct that summoned servants become servants of nature, or that they become fey creatures dedicated to divination and produce magical messages for wizards and druids. When you produce these messages, you summon a tiny circle of spectral servants that follow your orders in silence. Each servant counts as a separate creature, and you can only issue these commands to one creature each round it is hostile to you. Each servant consumes no action and appears at the top of your screen. For the duration, these servants serve you in combat, shedding dim light in one creature’s room and raising its Intelligence score. For the duration, a summoned servant sheds bright light in one creature’s room and raises it's Wisdom score, both of which are affected by your Intelligence score. A summoned servant makes an Intelligence saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. The DM might rule that a summoned servant's damage level is too low to command it, or that summoning it fails to bring about an end to an enemy’s danger in melee combat. When a summoned servant reaches 0 hit points, it becomes fatigued, and the DM can attempt another Wisdom saving throw to restore at least 1 hit point. After learning of a summoning of this creature, you can usually dismiss it as an action, gaining the benefit of the servant’s fatigued state.
Necromancy
Druid's Whispers
60
Concentration, up to 1 hour
Your voice rings with ominous dimensions, whispering words and summoning spirits to fight for you. Choose one creature that you can see within range, and one of the following options becomes audible: • Your voice becomes audible within one creature of your choice within 10 feet of it (if you have it, you can compel the target to repeat the saving throw). • You cause the target to make a saving throw against one of the following spells of your choice: acid, cold, fire, lightning, or thunder. • While you are speaking, you cause stomps, fogs, fashions, and other similar sounds to a creature’s voice. • You create audible ripples in the ground within 30 feet of your voice, as if you held it up to the wind. • You cause flames to flicker in the air, crackles, and otherwise change color. • You make a nonmagical blast from within 1 mile of your voice a torch or similar item. The torch emits a dim light like that of a torch, but when lit by a torch, it sheds dim light like that of a torch. The dim light is deafeningly bright. When a creature uses its action to cast this spell, it must give the blast a name and describe the magical fire that makes it come from the ground. You can use this spell to summon nonmagical flame elementals whose weapons you have (or that have been imbued with a special enchantment) and whose attacks and spellcasting is based on the fighting style of the creature you choose. For the sake of brevity, we'll assume that you have the elemental’s weapon and that you ws drawn them into your flurry of blows at the same time. You can also use this spell when you make a melee spell attack. For the rest of the attack, you make the attack with the specified weapon, as with the flamethrowers attack, or when you make a melee spell attack with one of the specified elements. Finally, when the attack hits, you draw the specified weapon from within the flamethrowers strike area using your melee attack. At Higher Levels. When you cast this spell using a spell slot of 6th level or lower, the damage increases by 1d11 for each slot level above 5th.
Transmutation
Druid's Will
Touch
Concentration, up to 1 hour
You touch one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 psychic damage. If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Abjuration
Druid’s Word of Wisdom
Self
1 Hour
You choose a word or a phrase that you can understand, and the creature that hears it knows it as the word of wisdom of a god or a deity of some kind. The creature chooses the words, but each word ends with a consonant. The creature can use its action to utter the word, but its choice must be in writing. If you are speaking to the creature, you can use your action to utter the word again, but this time you must use your action to speak. The creature can use its action to make a Wisdom saving throw. On a failed save, the creature takes 1d6 psychic damage and must make a Wisdom saving throw. A creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. On a successful save, the creature can use its action to take 4d6 psychic damage and still be pushed to the floor. On a failed save, the creature can use its action to end the effect on itself on a successful save. On a successful save, the spell ends.
Self (5-foot radius)
Self
Concentration, up to 1 minute
You create a line of magical energy that can be a foot long and up to 10 feet wide and up to 5 feet tall, originating from a creature you know (your choice) and moving in a straight line in a 20-foot cone. The line can be no more than 30 feet long and up to 5 feet wide. The spell doesn’t target any creature or object that has a Large or smaller component, but it can’t be targeted by any other spell or effect that targets other creatures or objects. The line can be a solid wall or a solid floor, or a circle or a circle with a radius of a circle. The spell creates a line of magical energy that travels along the line, creating a vertical crack in the wall or floor. The line can pass through any nonmagical barrier, and it can’t be blocked or blocked by anything other than solid objects or other nonmagical barriers. Any object created by the crack or crack can’t be pushed or pulled by the crack, and it can’t be damaged by anything created by the crack or crack’s magic. The crack or crack’s magic can’t affect anything created by the crack or crack’s magic, but it can affect anything created by any other crack or crack’s magic.
Conjuration
Druid's Wort
30
Instant
Druid temperamental
60
24 hours
Eight herbs or natures of nonmagical flowers blossomed across a patch of rock. Each herb or natures had a unique flavor, and grew and died in response to the environment around it. The plants were harmless to most creatures, and were immune to poison, cold, and fire damage. The first to deal damage and whose body was affected by it were the first to receive a saving throw. When two or more plants deal the same damage to a creature, the plants take that damage and add it to its total. When the damage exceeds your spellcasting ability modifier, you can use your action to create a new one, requiring no material components.
Divination
Druid training
Touch
1 Hour
You learn the basics of the healing arts and the use of herbs and minerals at your campfire. You also learn how to shapech cleanly and safely through the mud, rocks, and soil created by the bending and shaping arts. You also gain proficiency with one of the following healing tools: acid, acrid, or taric. If you use a tool created by another spell slot creation or a divine word, the healing becomes permanent until dispelled. Only one healing tool can be created at a time, and you can’t use a healing tool on it. During the course of the spell’s duration, you can use a bonus action to pour a nonjuiced drink from the spell’s vial over your head. You can then let go of the potion and concentrate on your other spell. You regain any expended health points if you are still incapacitated.
Transmutation
Druid vein
Touch
24 Hours
Your touch inflicts disease. Make a melee spell attack against a creature you can see within range. On a hit, the target takes 4d8 necrotic damage, and it must succeed on a Constitution saving throw or take 3d6 necrotic damage the next turn.
Necromancy
Druid Wall
120
Concentration, up to 1 minute
You create a 15-foot-radius, 20-foot-high, 10-foot-deep, 20-foot-deep, 20-foot-wide, or a 20-foot-tall cube of swirling, shimmering water centered on a point within range. Each creature in the cube must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The watercraft is also nonmagical. If you cast this spell on a sphere or other circular structure, the watercrafts weight is reduced by one, provided that the watercraft supports it. This spell can’t create a larger craft, such as a barbed bridge, until the spell ends. The watercraft itself is harmless. As long as it isn’t damaged. If you create a smaller craft that isn’t damaged, the watercraft doesn't move. Instead, you create an airborne craft that can hover but that doesn’t use air conditioning or other means. The watercraft flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. This effect ends if you cast this spell on an elevation change of 5 or lower.
Transmutation
Druid worship
60
24 Hours
This spell primes a deity for worship in an unoccupied space of his or her choice within range. The worship lasts for the duration or until the deity performs some special ceremony as a form of worship. The deity might put his or her name and location to the test, perform some sacred service, or issue some solemn exhortations that best demonstrate his or her resolve. The worship is sincere in its intentions, but it is not sincere in whose loyalty the deity is loyal. If the deity is so dedicated, however, his or her deity becomes charmed or insane. The deity is unfriendly to nonbelievers, his or her closest friends, and his or her immediate family. The deity also
Dryad
60
Concentration, up to 1 day
This spell purges the fog in a 30 foot radius centered on a point you choose within range. Until the spell ends, you can use a bonus action on a chosen point to illuminate it in a dazzling display of colors. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 5d8 poison damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. When a creature leaves the area or comes across a creature that is invisible
Dryad
60
Concentration, up to 1 minute
Until the spell ends, a creature you try to reach in dryad (typically a cave, a cave-in, or a swamp) or over a nonmagical object made of wood or stone (such as a table or wall) or made from a solid object (such as a sphere or pinwheel) takes 1d6 necrotic damage. This damage can’t be reduced or prevented if you are neither wearing armor nor using magical inscrutability, but it can’t reduce or prevent the target’s hit points below 5th.
Necromancy
Dryad
60
Up to 1 hour
You establish a dark underground sanctuary from the elements. This sanctuary acts as a tent, food and shelter until the spell ends, then it disappears. You and any creatures that are within 5 feet of the sanctuary when the sanctuary is opened must make a Wisdom saving throw. On a success, the sanctuary disappears and no creatures can’t be moved to unsafe locations by its dim light. During the duration of the sanctuary, any creature that can’t move must use its action to make a Strength saving throw, taking 10d10 radiant damage on a failed save, or half as much damage on a successful one. The sanctuary also extends into the Ethereal Plane, blocking ethereal Plane and casting fire and frost on it. For the duration, the sanctuary sheds bright light in a 40-foot radius and dim light for an additional 40 feet. The light is poor light, causing it to fail any saving throw made against the sanctuary’s damage. The light can illuminate wooden doors, light siding, and even stools and tables, but it dissipates when the sanctuary is reduced to 0’m below the ground or when the sanctuary is breached. During these spells, you can also create magic jars filled with holy water and imbued with the holy water, creating magic vials filled with holy water and imbued with the holy water. These magic vials hold sacraments and divine messages, similar to the way a wizard uses divination spells to shape an elemental steed. The vials are thin and inert, leaving behind a transparent body. When dispelled, the spell ends for each creature in the vial, which is composed of around 50 pounds of pure water. When the vial drops to 0 pounds and the spell ends, the vessel falls to 0 feet in each direction, and the spell ends for each one. While this spell can’t bind a creature to a binding magical union, it can create a magical bond between the two creatures. Creatures bonded by this spell learn the basic rules of conjuration, celestial, divine, primal, magical, or fiendish magic while in the vessel’s space. The spells can’t be dispelled by dispel magic. Casting the spell only on objects in the vessel’s space and on objects that are temporarily restrained or diseased in the vessel's vessel area. While this spell can’t be conjured or triggered by an effect or an object, it can be triggered by an ability check made using that check. As an action, you can dismiss the spell.
Conjuration
Dryadrest
60
1 Hour
You attempt to sink fey to life in this extradimensional prison located in the deepest part of the Unseen Forest. The prison is made up of ten cubes that remain until the spell ends or you choose a different dimension. The cube is contiguous with one other cube in the area, even if they orbit each other. Each creature in the prison is immune to fire damage and can’t be dispelled by dispel magic. Each creature in the prison (including you) has resistance to nonmagical damage except psychic damage. While in the prison, a creature’s AC and hit point maximum is equal to or less than the AC of its captor. The creature can’t be charmed, frightened, or possessed by any of the creatures in its prison.
Abjuration
Dryadric's Wards
150
Concentration, up to 1 hour
You create a ward that protects you and your companions from hostile creatures. The ward lasts for the duration, and it has disadvantage on attack rolls against undead and constructs. The ward can be closed or opened by a successful dispel spell or a dispel magic spell. A ward can also be closed by an attack roll or a spell of 2nd level or higher. The ward can be opened or closed by any other means. The ward can be destroyed (as by an attack roll or casting of a spell of 3rd level or higher), or it can be destroyed by any other means. The ward can also be destroyed by ranged weapons, spells, or other means. The spell’s effect remains in effect until the spell ends.
Conjuration
Dry cloud
150
Concentration, up to 1 hour
This spell becomes a cloud of smoke at the touch of your finger. Until the spell ends, a vaporous mist rises from the ground in a 30-foot cube centered on the cloud. Each creature in the vaporous void must make a Constitution saving throw. A creature takes 4d8 scorching damage on a failed saving throw, or half as much damage on a successful one. In addition, a cloud of smoke created by this spell causes harmless bludgeoning damage to emanate from you in a 30—foot radius from the ground in the area, raising it to 11 feet and raising it to 15 feet. Additionally, no matter where you are standing, creatures in the area can’t become blinded. When you cast this spell, each creature that can see in the area must make a Wisdom saving throw. On a failed save, the creature becomes blinded for 1 minute. A creature blinded by the spell enters the spell’s extradimensional space for the first time on a turn or starts its turn there. It can repeat all the saving throws, which require a successful Will save or become a cloud of smoke until its spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Dry Dismissal
Concentration, up to 1 hour
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration, which doesn’t need to be consecutive days. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Evocation
Dry Dismissal
Touch
Instantaneous
You attempt to dismiss the presence of another being as a simple yes or no. While this spell lasts, each creature that you cast this spell with an Intelligence score of 2 or lower recognizes you as its nearest relative and acts accordingly. Until the spell ends, this spell deals 1d4,500 necrotic damage to any creature that you cast this spell with an Intelligence score of 2 or lower.
Necromancy
Dry Fog
150
Instantaneous
A fog filled with mist on the ground rises from the ground and forms a 10-foot-radius, 20-foot-high cylinder centered on a point within range. Until the spell ends, a fog appears in any spot of your choice within range on each of your turns, that spot must be on the ground or in the air. It lasts until the spell ends. When you cast the spell, you can make a line of blinking, shimmering fog lines up to 60 feet on each side, forming two distinct types of fog. Fogs of w punishing moisture. A Fog of Wounding. When a creature fails a saving throw at the end of its turn, a whirlwind of falling, thud falls from the whirlwind and lands in an unoccupied space of the creature’s choice within 30 feet of it. The whirlwind strikes at the creature with its attack, causing it to make a new attack roll, which deals 1d8 bludgeoning damage. On a hit, the creature must make a Constitution saving throw. When the whirlwind has struck the creature, the creature is restrained and must either move off the ground or fall to the ground if it can. When the spell ends, the whirlwind appears in your spell book and remains there until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Conjuration
Dry Smite
60
Instantaneous
For the duration, all creatures in a ten-foot—radius sphere centered on a point you choose within range are knocked prone. The spell targets only those creatures that have a level within 2nd to 3rd level, and doesn’t leave behind any creature types, properties, or capabilities previously learned in the spell’s area. If the prone condition is met, the creature is forced to defend its current position by raising its hand to raise its weapon, and its remaining force against the sphere’s gravity pulls it up against the ground, moving with it. The spell bolsters a creature with melee attacks, spells, or other magical effects, though it never creates nor distorts reality to cause the effect. Once cured,
Dry Smite
Self
Concentration, up to 1 minute
This spell creates a maelstrom of acid, sending foes flying. Each creature that can be targeted by this spell must succeed on a Constitution saving throw or take 1d8 acid damage, and each creature other than the first hit by this spell must succeed on a Constitution saving throw or be restrained with a lock on its action and its action can't open its action to attack any further. Each non-hostile creature on the ground immediately hits and takes 2d8 acid damage. For the duration of the spell, restrained targets also take 2d8 acid damage, and restrained targets also take 2d8 acid damage. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, each creature targeted by this spell must make at least one successful Constitution saving throw against another spell of 5th level or lower, and two of the following saving throws make the target immune to this spell for the duration At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Conjuration
Dry Stone
120
1 minute
You create a stone, mud, or sand-filled pit on land that you can see within range. The stone is almost certainly a stone pit, though its weight might be higher. On some days, up to 25 feet of it lie flat on the ground. On others days, the rubble might rise up to 50 feet—deterrent creatures would be most likely struck by a stone pit. When you cast this spell, you decide the shape and size of the stone and the materials
Dry Stone
60
1 Hour
You imbue stone, clay, or clay-like structures and surfaces with a protective magical force. They last for the duration. After 4 hours, stone becomes soft and can’t become worn or carried except on your person. Stone can be broken by means other than by slashing it, or it can remain solid and unprotected until the spell ends. As a bonus action on each of your turns, you can change stone’s state, removing some or all of its protective magical force and casting the change, or you can cause stone to become soft and protected until the spell ends. As a bonus action on your next turn, you can use your action to repair damage done to your stone by slashing it again. While stone is restored to its former condition, it can’t become worn or carried by another creature. Stone can’t be carried or consumed by a creature other than you. When you cast this spell, you can alter stone to grant greater protection to itself or to fit inside a larger, more heavily attuned creature. If you do so, the new stone has 3 levels and 2 levels left, and you can use this spell to alter stone to grant up to 10 levels to any additional levels, based on how far along you are in the game.
Transmutation
Drywall
120
Concentration, up to 1 minute
A wall of fog rises from the ground at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the spell’s duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, the creature takes 5d8 fire damage, of which the target has no benefit.
Dry Wind
Self (60-foot line)
Concentration, up to 1 minute
A swirling cloud of black smoke rises from the ground within range and distorts light within 30 feet of it. For the duration, these clouds cover a 60-foot-radius sphere centered on a point within range. Nonmagical wind and fire, as well as smoke centered on that point, aren’t allowed into the cloud. Nonmagical creatures or objects centered on a point within range can fly, use tools, or be covered by armor. Small or smaller creatures and creatures in the area gain truesight, and the cloud ignores truesighted creatures.
Evocation
Dry Wind
Touch
1 minute
The wick of dry wind swirls around you and makes available to you a chamber that is an open pit in the ground that you choose. The chamber is 1 mile square and is composed of 1 foot thick pillars with narrow openings spaced 60 feet apart. Each pillar has AC 20 and 30 hit points. It can be made of 1 foot thick sheet of thick fog or 3 feet of sheet of fog. The fog can be sown on trees or grasses within 30 feet of the wick at the DM’s discretion. Any creature that starts its turn in the warded chamber and is not already within 5 feet of it must succeed on a Dexterity saving throw or take 5d6 bludgeoning damage and be pushed 10 feet away from the wick.
Conjuration
Dueling
Touch
1 Hour
This spell pits two mortal enemies against one undead enemy who is friendly to you (your choice). A creature of challenge rating 2 or lower rating (your choice) can be contacted to join the fray. You summon up to three d10 skeletons of one kind or nature, which take the form of children you choose, with one exception: they can animate and interact with themselves, but can’t fall or bite the target. The new d10s can’t be removed by a casting of this spell. If you cast this spell again, the casting ends for each d10 skeleton in its form, at the DM’s option. You can also change the appearance of the d10 skeletons in your game repertoire. If you have the Monster Manual or other similar material on hand, you can summon up to ten of your kind, either as friends or foes. If you don't, the summoning ends for each willing creature in the group. A summoned creature obeys the DM’s verbal commands such as bark bark, speak bark, beckon or warn. To summon a summoned creature, roll a d20 roll. The creature appears within 1 mile of you. Roll twice more, concentrating on the creature’s Constitution saving throw. The creature can’t leave the summoned state for 24 hours, having expended it. The creature appears in random locations within
Dungeoneering
Self
Concentration, up to 1 hour
You learn the mind of one creature you can see within range. Until the spell ends, you have advantage on an ability check of your choice that uses an ability score of 1 or less. When you do, you learn what other creatures thought of the ability check. The target knows the result until you use the ability check. This is especially useful if the target is a creature that uses an action to examine its surroundings. You can use this ability check to gain information about the area you are concentrating on. If the target can’t move, it must make a Wisdom saving throw. If the target moves toward you while concentrating on this ability check, the target must succeed on a Wisdom saving throw or be affected by this ability check. This ability check is unaffected by any effect that would chill or frighten it, such as the sleep spell or the entangle spell.
Enchantment
Duration: 40 minutes
1 Hour (30 minutes)
10 Days (1 hour)
1 Hour (30 minutes)
9 Days (1 hour)
8 Days (1 hour)
6 Days (1 hour)
5 Days (1 hour)5 Days (1 hour)
Duration: Concentration, up to 10 minutes
Duration: 8 hours At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 5 feet for each slot level above 3rd.
Enchantment
Duration: Concentration, up to 10 minutes
You and one willing creature you touch become married for the duration. The marriage lasts until the bride and groom leave for their wedding, moves in with their families, and dies. The bridesmaid and the bride-to-be remain married until the groom leaves for their death. The groom's last known location is buried in the Dothraki Forest. The groom and his or her parents, if any, are buried in the Dothraki Forest. A son or daughter-in-law appears and is raised by his or her father in a manner similar to the son-in-law's. The son or daughter-in-law is a loyal, dedicated, and dedicated brother or sister. The father is a respected and feared noble
Duration: Concentration, up to 1 minute
Magic Energy springs from your concentration point to cause a range of illusory images appearing in a 30-foot radius centered on a point within range. The image spreads around corners, appearing in different locations. The image spreads around corners, appearing in different locations. Each creature in the area must make a Wisdom saving throw. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, a restrained creature can’t move past this area again for 24 hours. The image spreads around corners, appearing in different locations. Each creature in the area must make a Wisdom saving throw. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, a restrained creature can’t move past this area again for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Duration: Concentration, up to 1 minute
You choose one undead servant you can see within range. Each servant counts as one layer on top of each other. As an action, you can sever the servant’s connection to you by making a melee spell attack with it. On a hit, the servant inflicts 1d6 necrotic damage on the target. The creature or other creatures who are within 5 feet of you with the severed servant take 1d6 necrotic damage. This damage can’t be reduced or prevented if you use your action to do so.
Necromancy
duration)
Instantaneous
You seize the air and compel it to create one of the following effects at a point you can see within range: • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Transmutation
Duration unknown
10 minutes
You choose a destination in a location you think is obvious and immediate (such as a road, a place or a place within a visible distance of one hundred feet) and that is widely known and recognized by all who move there. Alternatively, you can create immediate and enduring transportation by way of a celestial, elemental, fey, or a fey demon or by way of an elemental that you are familiar with. To create such a destination, a creature must be within 60 feet of the destination destination and must speak the destination spell when you create it. The destination must be obvious and immediate and can be formed in any manner that you choose. The spell enables a creature that leaves its immediate destination (such as the road or the place) to follow its immediate destination (such as the place or the creature) wherever it chooses. When the creature determines that its immediate destination is obvious and obvious, the creature moves to the spot and does so, arriving at the destination within 10 feet of the nearest road, temple, or other visible visible road. If the creature follows its immediate destination but does not follow the shortest route, the creature is left behind. A creature traveling in the opposite direction of the shortest route might arrive a short distance back in its immediate destination but end up at a precise and direct route just before it.
Transmutation
Dust Bond
Touch
1 hour
Until the spell ends, dust condenses creatures of Medium size or smaller within 5 feet of you. Make a ranged spell attack against a creature within 5 feet of you. On a hit, the target takes 1d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Dust Burst
90
Instantaneous
Dust spheres of light burst from your thumb and forefinger tips in a 15-foot cube centered on a point within range. Each sphere sheds dim light in a 20-foot radius and dark dim light in a 20-foot cube. Each sphere leaves a 20-foot-radius cloud of dust on the ground of your choice that lasts until cleared. The dust obscures objects of any light, moderate or heavy, within 5 feet of a point of your choice within range. When clear, there is a 20 percent chance for creatures in the dust to cast spells, and the dust obscures objects of moderate or heavy weight within 5 feet of a point of your choice within range. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the dust cloud disperses by reducing diameter of the dust cylinder by 30 feet for each slot filled level above 6th.
Transmutation
Dust Cloud
300
1 minute
You create a cloud of dust and vapor that forms a 20-foot-radius sphere centered on a point you choose within range. A creature in the area and up to 10 feet away from you must make a Constitution saving throw. On a failed save, a creature takes 3d8 dust and vapor damage. The spell’s damage increases by 1d8 for each slot level above 1st
Evocation
Dust Cloud
60
Concentration, up to 1 hour
You create a cloud of dust that moves in a 20-foot-radius sphere centered on a point you can see within range. The cloud appears at a spot within range and lasts for the duration. The cloud spreads out and can cover up to 30 miles (60 kilometers). The cloud doesn’t have to be at a location you choose within range. The cloud spreads out to a point you can see within range.
Dust Cloud
60
Concentration, up to 1 minute
A 100-foot-radius sphere of air, 60 feet long, 10 feet wide, and 5 feet thick, 60 feet tall and 10 feet tall, fills a 10-foot cube or other square of space. The sphere is 10 feet wide and 5 feet tall. The sphere can be up to 100 feet in diameter, and it can be up to 100 feet tall. The sphere can be up to 30 feet in diameter, and it can be up to 1,500 feet in height. When the sphere is filled, you can use your action to create one foot in the center of the sphere. The sphere can't be destroyed, but you can use an action to create one foot in the center of the sphere.
Conjuration
DustMagic
60
Concentration, up to 1 minute
Transmutation
DustScatter
60
Blazing dust appears in a 20-foot cube centered on a point you choose within range. For the duration, the dust devil can’t be affected by any spell or other magical effect. Thick black walls and intricate gemmments line the ground within the cube, partially destroyed by the spell. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it takes 5d6 fire damage, or half as much damage on a successful save. The wall’s height is 30 feet. If the wall is high enough to cause flooding or other damage, its height is reduced by 20 feet. When the spell ends, the fog covers the area except for a few feet directly above the cube.
Transmutation
Dust Storm
120
Concentration, up to 10 minutes
You create a swirling cloud of dust that deals 100 bludgeoning damage to any creature in the area. You can cause the cloud to continue for the entire casting time. A creature must make a Constitution saving throw at the end of each casting of this spell or lose any resiliency required to move. If a creature fails the save, it falls on its own. A swirling cloud of dust is difficult terrain. Until the spell ends, dust and dust particles can pass through you without leaving you, and dust and dust particles can’t pass through barriers, turrets, or other openings. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, dust particles pass through dust spells and dirt spells that use a spell slot of 7th level or lower instead of at the casting slot of the spell being used.
Transmutation
Dust storm
120
Instantaneous
You conjure up a 10-foot tall, 10-foot-deep mist filled with fire in a 30-foot-radius sphere centered on a point of your choice within range. You can affect the target up to 5 feet out of the mist and move it on your turn. If you attack, it takes 4d8 fire damage, and it can’t take reactions until it moves into the center of the mist for the first time on a turn or ends its turn there. As an action, you can move the target up to 30 feet in a straight line, stopping short of reaching the center. Until the spell ends, the mist spreads around corners. It lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. • Each target takes 4d8 fire damage at the end of its turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8 damage, 3d8 damage, or 4d8 damage), 11th level (3d8 damage, 4d8 damage, or 5d8 damage). The mist spreads around corners. • Each affected creature must make a Constitution saving throw. On a failed save, it takes 4d12 fire damage. On a successful save, it takes half as much damage and isn’t affected by this spell for the duration. Each time the spell ends, the mist spreads out of the affected creature’s path, ending its turn there and moving at the DM’s option.
Evocation
Dust storm
120
Instantaneous
Your glyph transforms dust clouds from bright purple to dusty, with a faint blue glow appearing at the tip of each dust cloud. Each cloud has a AC of 2d8 and a toughness of 1d8, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When a cloud of dust reaches 0 hit points, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Evocation
Dust Storm
150
Concentration, up to 1 minute
A storm cloud forms on a point you choose within range. For the duration, an inedible dust or debris falls to the ground and forms a 10-foot thick cloud of debris, 20 feet high, 10 feet thick, and 5 feet thick, 30 feet high, and 20 feet thick. The cloud spreads around corners. If any part of the cloud remains after a defender chooses to move it to a spot within reach, dust or debris swirls around it, forming a 20-foot-radius cloud of debris. On each of your turns, you can use your action to create a minor dust storm on the ground you choose within range. Each 10-foot-
Dust Storm
30
Instantaneous
Dust storm clouds hail from a point you choose within range. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. An affected creature moves with the storm. The storm appears bright blue, and the area is heavily obscured. The storm lasts for the spell’s duration, and the spell ends if you cast it again. You can dismiss this spell as an action on your turn.
Evocation
Dust Storm
60
Concentration, up to 1 minute
Choose a pile of dust or a portion of dust of Medium size within range that you can see within range. You create a gentle breeze that blows the dust over a 15-foot radius and moves with it, remaining centered on you. While the dust has a 1 in 16 chance of moving within a 5-foot cube, any creature that starts its turn within 5 feet of the dust or moves 5 feet behind it (’2 inches behind the ’back) must succeed on a Strength saving throw or take 1d8 thunder damage. The dust spreads around corners and is heavily obscured. The dust doesn’t reach its largest form. When a creature moves onto the ground without first approaching it
Dust Storm
60
Instantaneous
The wind in the air moves up to 20 feet in a direction you choose, centered on a point you choose. The wind has no bearing on the ground, but it can’t pass through unoccupied spaces or into any unoccupied space. The wind can be up to 60 miles per hour (25 miles per hour from the point you chose).
Transmutation
Dust Storm
90
24 hours
A rapid, swirling cloud of dust reaches its full 100-foot radius on a point you choose within range. It spreads around corners, and creatures of your choice that you can see within range and that can see through you are completely centered on the dust for the duration. Creatures that can’t be targeted by spells or that can see into the cloud are blind and can’t be targeted by spells
Dust Storm
90
Concentration, up to 10 minutes
A whirlwind of dust sweeps into a location you choose within range. If the area is heavily wooded or grassy, dust and dirt are dispersed throughout the area. The whirlwind spreads around corners. A creature can move through the whirlwind, though it must be able to do so in one of its turns. The whirlwind spreads out from the nearest point of contact with a point you choose within 30 feet of the center of the whirlwind. A creature must make a Dexterity saving throw when it enters a burst of fire damage or when it moves through a burst of wind damage. A creature with speed or less can make this saving throw at the end of each of its turns, ending the effect on itself on a success. The whirlwind disappears when it reaches its destination. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the whirlwind disappears from its location, and it disappears from your spell list for 24 hours.
Enchantment
Dust storm
Sight
Concentration, up to 1 hour
After setting foot on a solid surface for the first time on a creature or a structure before the spell ends, you draw out the strongest dust within reach, forming a 5-foot cube on each side. Each creature within the 5-foot cube must make a Constitution saving throw. On a failed save, a creature takes 10d8 cold damage and is shocked until it dies. The dust creates a 20-foot-radius sphere centered on that point for the spell’s duration. Any creature or object within the sphere that isn’t stunned ends its turn stunned, and dust cloud surrounding that creature or object falls to the ground. When a creature ends its turn in the 5-foot cube, it might take fire damage or fire step damage if it steps inside. Any creature that ends its turn within 5 feet of the dust for any reason might also be affected. A creature stunned by this spell takes no cold damage.
Evocation
Dust Wall
90
Concentration, up to 1 minute
You create a 10-foot-by-20-foot (10-foot-by-36-foot) 10-foot long wall of swirling cloud hanging 10 feet above the ground. The wall lasts for the duration. It blocks line of sight but not movement, making it difficult terrain. The wall forms barriers made of cloud or stone that resist nonmagical fire and that can be broken or pushed apart. A creature that enters the wall or enters its space through it, if it is not wearing armor or a piece of equipment within the wall, burns through the wall, or enters its space through the wall.
Dust Wall
Self (10-foot-radius, 60-foot-high cylinder)
Concentration, up to 10 minutes
You create an immobedatic wall of thick, green and ray-like dust upon which pillars and pillars of cloud cover the ground and at the edge of the cube you choose, you make a ranged spell attack against one creature within 5 feet of the wall. On a hit, the creature takes 2d8 bludgeoning damage and is brought to the ground by the wall. The wall has a diameter of 60 feet and a height of 15 feet. If the wall cuts through a creature’s space when it appears, the creature must make a Strength saving throw. On a failed save, the creature is pushed up to 10 feet away from the wall and is pushed prone. The wall’s perimeter, around which creatures can ram in groups, is 100 feet wood and is composed of 10 feet of sheet metal, 5 feet of dune wood and a thin sheet of lead. The wall is immobile while you are within 20 feet of it. During the spell’s duration, you can use your action to create a 20-foot cube of thick, clouded dust within which a pillar, pillar, or pillar of cloud covers the ground and at the center, 15 feet tall and centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 cold damage and is restrained for the spell’s duration, while it can re-enter the wall’s area or use any movement or reaction to move across it. Once restrained, a creature can use an action to create a new cloud by using its movement to move across the pillar and then repeat the process until the cloud is covered. When you create the cube, you can use an action to make two bombs of dust on each creature. Each bomb explodes when a successful blast from the pillar or pillar leaves a 20-foot cube. Each bomb damages one creature and lasts until the end of its next turn, if the creature or object damaged by a bomb has one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Duty, Dedication, and Restoration
Divination, Fire, Earth, and Water
Describe or link to an entity’s natural or supernatural allegiance.
Divination
Duty of Light
150
Concentration, up to 1 minute
Lightly glowing tendrils of light stalked creatures of your choice within range. Each humanoid must succeed on a Wisdom saving throw to resist the aura. It can make a saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, a creature that has advantage on saving throws against this effect must choose to continue to rely on divination spells. On a failed save, a creature becomes blinded and deafened for 1 minute. As an action, an unwilling creature that succeeds on the saving throw must succeed on a Wisdom saving throw or become blinded and deafened for 1 minute. On a successful save, a creature becomes blinded and deafened for 1 hour. While blinded and deafened by this spell, a creature has a +5 bonus to Strength and a –5 bonus to Dexterity score.
Abjuration
Duty of the Devil
Self (30-foot radius)
Concentration, up to 1 minute
You turn nature into an insatiable desire for flesh and blood that leaves it to bleed and die. Choose one creature that you can see within 30 feet of you and that can’t be more than 30 feet away. Once a day for the duration, you can use a bonus action to cause one of the following creatures to become immune to your compulsion: deafened, charmed, or frightened for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause two creatures or one object to become immune to your compulsion spell for the duration.
Abjuration
Duty of the Dwarf
Touch
Concentration, up to 1 hour
This spell allows a Dwarf to wear a mask. A mask, though simple or light, is only partly opaque. To open a mask, roll a 6 or higher on the die, and choose one of the following three masks’s properties: transparent, misty, or opaque. A simple mask, created by the mist spell, inscribes a face figure or a general location across a body of water, such as a cave, over a mountain, or on a wall. The spell creates a shadowy mask that has the condition: that figure’s shadow remains visible for 3 rounds, that figure’s shadow remains visible for 1 round, and that figure’s shadow remains invisible for 10 rounds. A simple mask reveals a creature's true nature, its name, or its position in the group. It is worn by both men and women who serve as guards on dangerous voyages. The simple mask can cover only one body part: the face, though a simple mask can be made of any metal, stone, or weapon used to create the mask. The simple mask also emits a faint, gentle hum as if it were made from iron. When the spell ends, the simple mask falls to the ground and the spell ends. It is possible for a disguised creature to slip through the veil to reach out into the open world to see the world around a creature, provided that it is within 60 feet of the simple mask.
Illusion
Dwarf's Minute Stop
Self (30-foot radius)
Instantaneous
You seize the moment for an unusually brief conversation, offering yourself up as a possible target for the devil. For the duration, as many creatures as possible can be targeted. While the target is targeted, you can offer yourself up to one service in exchange for service. If the target offers another service, this spell ends. For the duration, you can also offer yourself up to one service in exchange for service.
Conjuration
Dwarven Wards
120
Concentration, up to 1 minute
A warded ward surrounds a creature that you can see within range. The ward is made of stone and has the following properties: You must be within 5 feet of the warded ward. The warded ward is made of stone and has the following properties: Constructs and undead can be affected by the warded ward, and they can spend their turn looking for a warded ward within range. A creature can’t be affected by the warded ward by casting an attack roll against it. If the warded ward isn’t found, the creature can’t cast spells normally directed against it. If the warded ward is destroyed, the creature can’t take actions that would allow it. If the warded ward is destroyed, the creature can cast spells normally directed against it.
Necromancy
Dwarven Whip
30
24 Hours
Flame-like blades wreathe your w hand, raising it in a 30-foot cone toward a creature within 30 feet of you. Make a melee spell attack for each dagger lost, and the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. On a hit, the creature takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the blade then deals 1d6 force damage to the target, which causes it to make a Strength saving throw. On a failed save, it also has disadvantage on attack rolls against you. The spell ends if you use your action to do anything else. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Conjuration
Dwell
120
Instantaneous
You make a harmless, harmless wish, or a harmless spell in an attempt to temporarily rest. If successful, the wish lasts until the spell ends. If it doesn't, the spell is wasted, and the wish fails, the spell fails, or it is impossible to return to life. You can’t return to life on a successful save, or you have no memory of the last time you saw a creature that you could see. The spell ends if you or someone else attempts to enter or leave the spell’s area. If you cast this spell again, the spell ends.
Enchantment
Dwell
60
2 Hours
This spell gives you the ability to w end a summoned creature. Choose an undead that you can see within range. It disappears when it drops to 0 hit points or when the spell ends. If you cast this spell without first preparing a skeleton or a finger, you instead create a floating creature with 10 feet of reach and can’t attack it. If you have no skeletal or hand in the summoned creature, you create one with an inch cushioning it so it can stand on. If you have a grasping skeletal or hand in the creature, you can use the extra weight to carry the creature to and fro. The spell ends for a summoned creature if it w reaches 0 hit points. If the creature w drops to 0 hit points, you have cast this spell no further and its hit point maximum is reduced accordingly. After dealing with a summoned creature so far, you can make a melee attack with it using your action to regain hit points or maintain a hit point. The DM makes this attack with care. Once you make the attack with this spell, the spell ends if you use your action to cast it again.
Conjuration
Dying Light
30
Instantaneous
This spell dim lightens a creature’s soul. The target must make a Wisdom saving throw. On a failed save, it becomes blinded until the spell ends or the creature’s soul is restored to full health. On a successful save, the blindness ends. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Necromancy
Dying Light
Self
Concentration, up to 1 minute
You create a spectral light-emitting object that emits a beam of light for the duration, each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 5th.
Evocation
Dynasticism
60
Concentration, up to 1 hour
This spell transforms a willing creature you touch into an illusion, at the DM choice. The transformation lasts for the duration, and the target becomes an illusion for the duration. The target can use its action to dismiss the spell, which is cast as a full-round action. If it does so, it can make a Wisdom saving throw. On a success, it can use its reaction to pull the illusion back up to half as far as originally intended by the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the first time each spell of your choice you can cast in one day, the target takes 2d8 necrotic damage (if you cast it using a casting slot of bard) and must use its action on a new damage roll to regain hit points. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Necromancy
Eagle Claws
30
8 Hours
This spell creates claws on each creature you choose within range. The claws appear on the creature’s attics, equipment, and some of its feet. The spell has a 10-foot radius and can penetrate most armor and shields made of steel and iron. The claws also protect creatures from light, as well as nonmagical light. A creature that uses an action to make a melee attack against a creature of the same or higher level as you is light or below the spell’s level. On a hit, the creature takes 3d12 slashing damage, or half as much damage on a successful
Eagle Eye
Concentration, up to 1 minute
You cause an eye to appear in an area of your choice within range. The eye is a 30-foot-tall, 20-foot-tall, 10-foot-deep, 25-foot-tall sphere centered on a point you can see within range. At the start of each of your turns, you can use your reaction to make an attack with the eye. On a hit, the target takes 3d6 piercing damage, and the eye is blinded.
Evocation
Eagle Eye
Self
10 Days
You gain the ability to see invisible creatures that don’t see or hear.
Illusion
Eaglehorn Bow
30
1 Hour
You create a piece of flammable flammable armor that hovers in the air for the duration. The flammable flammable flammable flammable flammable flammable flammable flammable flambo, when it appears, lasts for the duration or until you use an action to charge it. You can use a flammable flammable flammable flambo to make a ranged weapon attack with a weapon, and it deals an extra 2d6 force damage on a hit. On a hit, the creature takes 1d6 force damage, or half as much damage on a miss. The flammable flambé flammable flammable flammable flambé flammable flammable flammable flammable flammable flammable flammable flambo At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create flammable flammable flambé flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flambo On a hit. Melee Weapon Attack: + 2d6 + flamm
Eagle Mind
60
Concentration, up to 1 minute
This spell empowers brave creatures in your care that are strong in nature to become the guardians of an illusory temple dedicated to an elemental god. Choose one or more of the following elemental beasts.’—Bane, Black Rock Shooter, Bull, Cetacean, Crab, Eagle, Feral Hydra, Glaive, Hog, Owl, Spire, Tundra, Wall, or Wall of Ice. The temple is dedicated to a specific deity, pantheon, or racial category, and its creatures are loyal to that deity. Creatures of a certain class or nature are also summoned there automatically. Each creature summoned by the temple bears a unique symbol and serves as the temple's symbol guide. The temple is dedicated to an elemental god that is hostile to the creature or entity serving it. Alternatively, the temple can be dedicated to a god other than its designated deity, at any temple dedicated to a specific deity, a racial category, or a set of deities. The temple is dedicated but no longer stands. Creatures bonded by this spell are not dedicated to a particular deity, pantheon, or racial category. Instead, they are devoted to serving as saviors, protecting the weak, and protecting the strong. While dedicated to a particular deity, a creature is dedicated to serving as a guardian angel, a messenger of light, a protector of the weak, or a messenger of wiles. A creature dedicated to serving as a messenger of destruction or guardians of the dead is a creature of no greater service to the temple than a creature dedicated to serving as a messenger of life. As such, a creature dedicated to serving as a messenger of life is friendly to you and your companions. Avis, Cease Fire, Fissure, Glacial Spike, Hoplite, Lightning Sphere, Nightmare, Push Polymorphed, Shadowstep, Thunder Clap, Wind Wall, and Ward mimic the language of the temple while dedicated to your deity. In doing so, you bring along with you the associated equipment appropriate to your nature a creature charmed and possessed by the temple and dedicated to that deity. Equipment created or worn by a creature dedicated to a specific deity is also imbued with that deity’s language. You can bring your deity’s equipment with you whenever you cast this spell using a spell slot of 2nd level or higher. The equipment can be anywhere from two to eight hours long. To cast the spell with a spell’s duration expiring on a creature dedicated to a specific deity, you must use a legendary method of casting the spell and then end the spell early on.
Abjuration
Eagle of nature
60
Concentration, up to 10 minutes
You take the form of a majestic, majestic, earthen cloud and move in a direction you choose for the duration. You can exhale up to six bolts of nature spirit at the target. When you do so, choose one of the following options for how the bolt impacts: • Each bolt deals damage, or half the number of bolts dealt at the start of your next turn. • You move with the bolt and make a burst of white or green energy, taking 1d10 force damage. This energy enters the air and moves with the bolt until it hits, dealing damage equal to 1d10 + 10 + the spell’s power. • The cloud sheds bright light in a 30—foot radius and dim light for an additional 30 feet. In addition, when a creature moves within 5 feet of the cloud for the first time on a turn or starts its turn there, it can repeat the saving throw against this spell. While the spell lasts, the creature can’t fire off-hand blasts of nature spirit at targets within 5 feet of the cloud. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, and whenever you cast any spell using a spell slot of 9th or 10th level, roll a 4 and add the bonus learned from the following to your list of skills: Intelligence, Deception, Deception, Intimidation, Lore, Persuasion, or Wisdom. When you cast this spell using a spell slot of 5th or 6th level, you choose the bonus learned from the following skills (instantaneous or otherwise), not the spell’s bonus: Charisma, Wisdom, or Charisma modifier. At Higher Levels. When you cast this spell using a spell slot of an arcane spell slot of 7th level or higher, you can choose one of the abilities profiled by the bonus fingernails, rather than the spell’s duration.
Transmutation
Eagle's Endurance
Self (10-foot radius)
Until dispelled
The spell cuts through the illusion of movement for 10 feet in a straight line, distorting and diffusing the light in the area for an additional 10 feet. While affected by this spell, the creature is restrained and has resistance to your spell save DC, until it uses an action to end the restrained condition. If it does so, the spell ends, and the creature withers and must make a Constitution saving throw. It takes 14d6 radiant damage on a failed save, or half as much damage on a successful one. While affected by this spell, the creature has disadvantage on attack rolls against creatures that aren’t on the same plane of existence as it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Eagle's Eye
60
1 Hour
For the duration, you have darkvision with a textured 1 inch thick and can see in the darkening light of the night. Beyond the reach of your senses, the eye of an eagle is difficult terrain. Creatures within 5 feet of it have disadvantage on attack rolls against target creatures. The eye sees only what is dim and dark within that area, and creatures can’t be blinded by that darkness. Creatures blinded by radiant or fire damage and creatures within 5 feet of it have disadvantage on attack rolls against targets within 5 feet. Creatures blinded by a single kind of light damage and creatures within 5 feet of it have disadvantage on attack rolls against creatures within 5 feet of it.
Transmutation
Eagle's Eye
Self
Concentration, up to 10 minutes
You create an invisible, glowing eye on any surface within range. You can cast this spell while you have no less than four eye sockets open, as eyes and tongues slot differentiating them, or you can place one ringed or billinged on the creature’s nose and glittering on its lips. It creates no visible sensory stimuli and appears in a spot of your choice within range, replicating the smell of your choice and employing the same spectral or gustatory properties. The eye can sense the current temperature and direction, and it can spot changes in the luminosity, color, and brightness of your surroundings. To cast this spell using only one eye socket, you must have the appropriate proficiency with the image.
Illusion
Eagle's Eye
Touch
Concentration, up to 1 hour
You create an invisible eye within range. The eye appears in an area you choose within range for 8 hours. You can see in this area as a translucent cylinder centered on a point within range. For the duration, the eye can see things as you see them, but there is a 5 percent chance per turn that the eye's visible component will fail to appear. For the duration, the eye can’t penetrate a wall, a ceiling, or a creature’s space. When you cast this spell, choose one of the following options to create an invisible eye. The eye sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The eye’s light is extinguished when a thin sheet of translucent tendrils frayed or reshaped themselves at the edge of the cylinder. Each 10-foot-long humanoid is affected by the eye’s light, which lasts until the spell ends.
Illusion
Eagle Spike
120
Instantaneous
A shimmering, ethereal force springs from your hand toward a creature within range. Spike up to three creatures of your choice that you can see within range. Each target must make a Dexterity saving throw. On a failed save, it takes 14d8 necrotic damage, or half as much damage on a successful save. For the duration, one willing creature can’t become target of this spell. If the creature fails the saving throw, the creature takes 14d8 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Necromancy
Eagle Spike
Touch
10 days
This spell creates a shock bubble around your wispy-eyed creature that lasts for the duration. Any creature that is completely covered by your invisibility or concentration spell ends the spell early. If you cast this spell over a 50 foot radius, or even higher, crack a glyph on one creature, you create a shock wave made up of bolts of force and upward to 10 feet long and 5 feet wide. The shock waves pass through solid objects, causing rubble to fall upward, making it appear as if it were made of strong earth or stone. Each creature that ends its turn in the wave's range is affected. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you create three bolts instead of two for each slot level above 2nd, for each slot level above 5th.
Evocation
Earth Anchor
120
Instantaneous
You place an earth anchor on an object that you can see within range.
Earth Arrows
Self
Concentration, up to 1 minute
You strike an object or a substance that you can see within range. Each creature in a 10-foot-radius sphere centered on that object or substance must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage and 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that succeeds on the saving throw must use its action to move the object or substance to the nearest unoccupied space within 30 feet of the object or substance. The object or substance moves when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Earthball
120
Concentration, up to 1 minute
You create a sphere of earth in a 30-foot cube centered on a point you can see within range. The sphere spreads throughout the area, and the ground in it is 50 feet square. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone on the ground. The sphere is made up of up to 10 cubic feet of solid stone and must be at least 10 feet in diameter. The sphere is made up of three equal parts, one for each element you can see. Each part has a different name. A square or a line of squares must be at least 10 feet across and must be at least 10 feet long. The sphere must have a 20-foot radius. The sphere moves at a speed of 60 feet per second for the duration. When you cast this spell, you can also create a sphere of water in the same area. The sphere is made up of 10 cubes. Each cube is 20 feet in diameter. A cube is a cube that can fit within the cube. Its area is 100 square miles and its area is 100 cubic miles. The cube is centered on a point within 10 feet of the center of the area. A cube can be up to four stories tall, up to nine stories tall, or up to ten stories tall. Each cube is 20 feet in diameter and 10 feet wide. The cube can have up to seven floors, and each floor has a height of 10 feet. The cube also has the spell’s range. The cube can be made up of up to eight cubic feet of solid stone, up to eight cubic feet of solid stone, and up to 8 cubic feet of solid stone. The cube has no air or water. A cube can be made
Earthball
150
Instantaneous
You throw a 10-foot-ball, 5-foot-wide cylinder of air, or 3-foot-long cylinder of air at an object or a creature within range. Any creature in the cylinder must make a Constitution saving throw against the spell’s damage, and an object or creature within reach must make the saving throw with advantage (your choice). If an object or creature within reach is struck by a spell or a spell of 3rd level or lower, the object or creature takes 20d6 cold damage, and the spell or spell of the lowest level of the type used to cast the spell or spell is wasted. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Earthball
30
Instantaneous
You create a solid earthball with enough force to physically harm one creature within 5 feet of it. The creature must succeed on a Dexterity saving throw or be knocked prone. The creature remains there until the spell ends. If it successfully saves, it can use an action to make a ranged spell attack. Each creature in the air must make a Constitution saving throw at the end of each of its turns. If it fails, the creature is restrained for the spell's duration. If the creature is being dragged or otherwise restrained by an object or another object, it can make a Dexterity saving throw at the end of each of its turns. On a successful save, the creature is no longer restrained by an object or another object.
Evocation
Earthball
5
Instantaneous
You create a small, 10-foot-diameter sphere of acid in a 20-foot cube centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 3d8 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Conjuration
Earthball
60
Concentration, up to 1 hour
You create a small sphere of earth in a space you can see within range. The sphere is 1 foot in diameter and can be up to 10 feet high. The sphere is harmless for the spell’s duration. On a successful check, a creature in the sphere must succeed on a Strength saving throw
Earthball
90
24 Hours
You create a magic circle in the air, which you can use to teleport to another plane of existence. If the circle is within 10 feet of a point of your choice that you can see, you can cause the circle to teleport to a different plane of existence. If the circle is no longer in existence, it disappears. If the circle is still within 10 feet of a point of your choice that you can see, the spell ends. The circle can be difficult terrain or magical debris. If you cast this spell using a spell slot of 3rd level or higher, the circle becomes difficult terrain in a 20-foot radius.
Enchantment
Earthbender
120
1 Hour
You transform a benderbender into an elementalist. Choose a rock, a hard surface, or a solid object such as a tree or a building. You transform creatures picked up by stone weapons and hurled into the open air, creating an open pit that has a 50 percent chance to ignite benders. The benders last until the end of your next turn, though they don’t extinguish gas, flame, or poison gas. Once a creature transforms, it remains in animated silence for the duration. You can use your action to speak the bender bender bender bender bender bender bender bending. Choose one object—any “explosive weapon, rope, or similar made from wood, metal, stone, or other unstable substance—that you can identify as being made from earth or stone, the target of a bender. The bender is a spell made with an Intelligence of 2. If you are casting this spell using a spell slot of 4th level or higher, benders deal an extra 1d4 fire damage to the target whenever they reach for ranged attacks. The spell also ignores armor and weapon shields. A hurled bender lasts until you use your action to move the bender up to 10 feet and then repeat the attack with advantage. Elementalism. Choose one stone or metal object you can see within range. You transform the object, which has the same properties as the bender, into a bender. Any creature that can see inside the object must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage, as described below. As an action, you can alter the object so that it has a 20-foot cube on each side, and the spell ends for it. If you transform a Huge or smaller object, each creature in it must make a Dexterity saving throw. On a failed save, it takes 4d6 bludgeoning damage. On a successful save, it takes half as much damage.
Transmutation
Earthbind Earthbind - Earth type (see below)
Touch
1-2 Days
You touch a creature whose size is reduced by 1 foot in any of the following ways: - If it weighs 2 or less, the spell ends. - The creature must succeed on a Strength saving throw or be reduced to 0 hit points. - Its speed is reduced by 10 feet, and it deals 2d8 bludgeoning damage to all damage rolls it makes with that weapon. - The area of any healing that a creature takes from another spell or other spell of equal or greater level affects it. - Any creature that starts its turn in the affected area must succeed on a Strength saving throw. - The spell ends on a target stunned until the end of its next turn. When you cast this spell, you can specify creatures that aren’t affected, but they can’t take any actions that would require hands-on interaction. The spell ends on a target that is stunned by an attack roll or a saving throw.
Enchantment
Earth binding
120
24 Hours
You bind a celestial
Earth Binding
30
Concentration, up to 1 hour
Choose a point within range, and a force to be bound there. The target must make an Intelligence saving throw. If it succeeds, the spell ends. If it fails, the spell ends. The spell can be cast on any Medium or smaller object you chose, which has a diameter of less than 10 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance between you and the target increases by 10 feet for each slot level above 1st.
Divination
Earth binding
30
Concentration, up to 1 minute
Bite or bite a creature within range. Then, in any unoccupied space of the creature’s choice within the spell’s area, it must make a Dexterity saving throw. It takes 6d6 thunder damage on a failed save, or half as much damage on a successful one. On a successful save, the damage increases by 1d6 + your proficiency bonus, to a maximum of 2d6. If you have a thunder damage rating of 2 or above, the spell inscribes a thunderous cry that originates from you or that originates from a creature within 5 feet of you. The cry creates no instability in its environment, and when triggered, it causes the affected creature to make a Constitution saving throw. The creature takes 10d8 thunder damage on a failed save, or half as much damage on a successful one. (Typically with a lightning bolt
Earth Binding
30
Concentration, up to 1 minute
For the duration, a creature bound to an earth surface is immune to both binding and entangling effects. The spell ends for that creature when it reaches 5th level (2-foot), 11th level (3-foot), and 17th level (4-foot).
Transmutation
Earth binding
60
Concentration, up to 1 minute
This spell binds a creature to an unoccupied space the size of your Ranged weapon’s cube. The creature is restrained inside the spell for the duration, and it can make a Constitution saving throw. The target can resist both the binding and an uncontrolled restrained condition can occur. On a failed save, the creature is restrained for the duration. A creature can use an action to end the restrained condition on itself by pulling the bound creature up safely to a space nearest to it and lifting it off the bound surface. If the creature is too heavy for the creature to carry around when it strikes the ground or falls, the creature falls back to the space it restrained when it strikes the ground. The condition can be removed by using its reaction or another effect or moving onto the next unoccupied space that you can see within 60 feet of the target.
Enchantment
Earth binding
Touch
1 Hour
You touch a creature and issue a binding Earth magic to it. The spell instantly weeds out any trees and plant life that you have seen within range and ends the target's movement for it. If it would been immune to this effect, that creature would be unaffected. You can also issue a temporary restraining effect (TIN), which stops plants from falling or harming anything nearby. The spell ends if you dismiss it or if you use your action to dismiss it.
Enchantment
Earthbindness
Conjuration
Earthbind Touch
60
Concentration, up to 1 hour
You touch a creature and place in an unoccupied space a spell that has exactly the same effect as the target’s. If the target casts a spell of 5th level or higher on the affected creature, its spell fails and has no effect. Instead, the affected creature must make a Constitution saving throw. On a successful save, the spell ends on the creature. On a failed save, the creature is turned to DEATH. The spell ends on an affected creature if it is still conscious. An affected creature can use an action to make a Constitution saving throw. On a successful save, the spell ends on the creature. On a failed save, the creature is turned to Permanently restrained. The spell ends on an affected creature if it is unable to stand up or move.
Abjuration
Earthbind VIulnerability to Water
Self (10-foot radius)
Concentration, up to 1 hour
Evocation
Earthbind vulnerability to fire damage
120
Concentration, up to 1 hour
This spell targets one creature you can see within range. The target must succeed on a Wisdom saving throw or be affected by this spell for the duration. The target regains hit points equal to 10d10 + your spellcasting ability modifier. On a successful save, the spell fails. Each time you cast this spell on a target affected by earthbind vulnerability, the spell creates a 10-foot cube on the ground that leads to a square that you can see on the ground. Each creature in the cube must make a Dexterity saving throw. A creature takes 6d8 damage on a failed save, or half as much damage on a successful one. A creature that succeeds on its saving throw takes half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both times the spell’s damage increases by 1d8, the size of the cube increases by 5 feet, and the duration increases by 1 hour, the spell is dispelled.
Evocation
Earthbind Vulnerability to Fire
Self (10-foot radius)
Concentration, up to 1 hour
Evocation
Earth blast
150
Instantaneous
A blast of antimagic energy burst from your hands toward a creature of your choice that you can see within range. Make a ranged spell attack for each of its components. A creature takes 2d6 fire damage and bludgeoning damage on a hit. While the creature is within 5 feet of you, it must make a Dexterity saving throw. If it fails, you throw a short weapon attack for its boost to hit. If it hits with a weapon attack, you throw it instead. If it misses, you throw neither weapon nor armor, or both. The attack deals no fire damage and doesn’t provoke an effect that would make the attack fireball. Fireballs don’t deal normal fire damage. When a creature takes fire damage due to the creature’s size or the creature’s speed, a bright light or a torch erupts from the fireball, illuminating a 20-foot-radius cloud of flames for the duration. Each creature in the cloud is either blinded or deafened, or the spell ends for it. Regardless of the creature’s size, its speed is halved, it takes a low Dexterity saving throw, it makes a Constitution saving throw, and it takes 1d12 fire damage, or half as much damage on a successful save. While blinded or deaf
Earth blast
60
Instantaneous
Choose a point within range and a sphere of strong earth radiate energy. The sphere lasts for the duration and increases in area by 1d10. To a creature in the sphere’s area, the sphere’s area is limited to a horizontal plane and moves with it. The sphere is an invisible barrier that prevents creatures or objects from striking it. If damaged and moved by a ranged weapon attack, a piece of the magic globe crashes to the ground in a 20-footradius cloud of earth and explodes, igniting flammable objects, plants, and other solid objects. Creatures or structures within 5 feet of the sphere can’t breathe, are restrained, or are part of a force field. The globe twists and forms small, circular depressions that are filled with air. Large or smaller creatures can enter the globe’s space by climbing or ascending it. A creature can then use an action to move up or down the globe’s space by using its movement to move up or down one of the depressions. Each creature can move through the globe’s space by using its movement to move along the globe’s surface.
Conjuration
Earth Blast
60
Instantaneous or 1 hour (see below)
A beam of strong wind rises from the center of the Ethereal Plane inside a 5-foot radius centered on a point within range. A creature that starts its turn in the circle starts its turn in the same spot. Any spell or other effect that ends a spell’s duration is broken into 5 parts: spells, magical effects, and constructs created by the spell. Each spell creates one or more temporary hit points that you can hold. For the duration of the spell, your holding of any of these temporary hit points becomes permanent. All other temporary hit points then disappear. The spell disappears when you dismiss it or if you cast it again. A random creature that starts its turn in the circle that starts its turn within 5 feet of you (or an object that starts its turn within 5 feet of you) must succeed on a Wisdom saving throw or be affected by the spell until the spell ends. At Higher Levels. When you cast this spell using
Earth blast
90
Instantaneous
You strike the air with a blast of brilliant radiance, filling a 10-foot cube within range and lasting for the duration. Each creature other than you in that area must make a Constitution saving throw. A creature takes 8d8 radiant damage on a failed save, or half as much damage on a successful one. Whether you hit or miss, each creature that fails the save must succeed on a Constitution saving throw and transform into a flower-like plant with a flourish. The plant sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The plant also grows and produces fuel. A creature must spend 5 feet of movement to move along a solid surface created by the spell. If a creature moves more than 5 feet away from the spell target, that creature must move at least 15 feet away from the spell target.
Transmutation
Earth bolt
120
Concentration, up to 1 minute
This spell impacts hard on soft earth of any color within range. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. It takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. A creature in the sphere when you cast the spell must succeed on the saving throw or be restrained in an energy sphere centered on that point for the spell’s duration. When a creature is affected by this spell by a melee spell using a spell slot of 2nd level or higher, the sphere bursts from its space and touches a creature restrained by the spell. The creature is restrained, which allows the creature to make a successful Constitution saving throw. If the creature fails, it can use its action to make a weapon attack with that weapon without first succeeding on the save. If the creature is attacking a warded place or an area covered by armor, it takes 3d10 lightning damage, and it has disadvantage on the weapon attack roll, the creature takes 4d10 lightning damage, and it is restrained (your choice when you cast this spell) and fails the saving throw trying to open the restrained bolt. An aberration or fey demon or an undead can each deal 1d10 lightning damage to a restrained creature. If your concentration is broken, lightning fuses with the creature’s magic, and the spell fails to affect the creature, it instead ignites a bolt of lightning that strikes one of the creatures or a creature within 5 feet of it. Each creature or object restrained by the spell must make a Dexterity saving throw. The creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns, you can alter the nature of the lightning in a 30-foot cube you up to 30 times, up to 10 feet in each direction. Each time you alter the magic, the spell fails, and the spell is dispelled. Each time you alter the spell, you make a new one. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, you can alter the nature of the spell in a 30-foot cube that you can create with another spell slot of 2nd level or higher, and the spell deals an extra 1d8 lightning damage to the target when you target it. At Higher Levels. If you cast it using a spell slot of 3rd level or higher, you can alter the effect of magic in a 30-foot cube that you can create with another spell slot of 2nd level or higher, and the spell deals an extra 1d8 lightning damage to the target when you target it.
Evocation
Earth bolt
150
Concentration, up to 1 minute
You cause a bolt of force to appear in a 30 foot square area of space centered on a point of your choice within range. The bolt explodes from the ground within that point, dealing 1d4 cold damage and causing a 20 foot strong explosion in a 15 foot square area of space centered on that point. This explosion appears in an area as large as a 30 foot square area and lasts for the duration. Each creature in the area must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d6 for each slot level above 8th.
Evocation
Earth bolt
150
Instantaneous
You hurl a 12-footer, or- until the spell ends, you move up to ten feet in one direction and have a range of 60 feet. If you hurl the thing over a fireplace or other visible source of heat, as with an attack, you can
Earth bolt
1 mile
Instantaneous
All hail, you and up to three willing creatures of Medium size or smaller merge into a cloud of earth and punch up to five bolts at a time at point-blank range. Each creature on each hit must make a Constitution saving throw. A creature takes 4d8 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, each creature takes 4d8 damage of the chosen type until it completes its turn, or until it loses sight of you, its hands or some other object, or until it makes a Strength saving throw.
Evocation
Earth bolt
30
Instantaneous
You hurl a bolt of lightning toward a creature within range. Make a ranged spell attack for the weapon—on a hit—at the target. On a hit, the target takes 1d10 lightning damage,
Earth bolt
60
Instantaneous
You hurl an earth-shaking tremor that impacts across a solid surface, creating damage in a 30-footradius sphere centered on the point you chose within range. For the duration, any creature has disadvantage on attack rolls against targets within 5 feet of the point you chose. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.
Evocation
Earth bolt
Self (10-foot radius)
Instantaneous
A bolt of brilliant light flashes up from behind a target 10 feet away. Each creature of your choice that you can see within range must succeed on a Strength saving throw or take 1d8 radiant damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Earth Bond
Touch
1 Hour
You touch a construct. Constructs are immune to all damage except psychic damage (belittled, severed, or otherwise broken), poison, and death effects for the duration. When a creature hits that threshold, the creature is either killed outright or permanently incapacitated. It can use an action to throw a rock or a similar solid object at a creature it hits with a weapon attack. The target can respond in kind: with a slam of its own or a blast of its own weapon, or with a scream of another creature (if that creature is friendly to you). If you hit or miss, either creature regains 4d6 hit points. A creature killed by this spell becomes incapacitated and w ho dies at the same spot as the target, even if it still has hit points.
Conjuration
Earth Bond
Touch
Until dispelled
This spell turns up the pressure on one metal component or another that you touch, such as a pliable rope, into an insulating barrier. The spell insures a weapon, an ammunition, or a container from a force beyond the reach of creatures, as well as from nonmagical weapons and ammunition, that aren't capable of harming it. When you cast the spell, choose one metal component you know; when you cast this spell, choose two metals’s weak points; and so on.
Evocation
Earth breath
10
1 Hour
A strong force springs into your body and makes sure that you are dead. For the duration, you have resistance to thunder damage, cold damage, bludgeoning damage, and so forth.
Evocation
Earth breath
150
Instantaneous
You create a pillar of strong force that twists and twists around you to create either one vertical or two horizontal openings. Each opening requires a different action to create. The pillar lasts until dispelled. When you cast this spell, or whenever you cast another spell of 4th level or lower, you can create two
Earth breath
30
Concentration, up to 1 minute
Your body erupts magical energy from within you toward creatures, solid things, and anything in a 30-foot radius centered on you. You create one of the following effects when you cast this spell. You feel a surge of magical energy coursing through your body; whenever you take 6d10 magic damage, you take the surge as a result of the spell’s duration. If you are the target of a fireball, you take the maximum damage possible from that damage, which causes you to make a DC 20 Constitution saving throw. While you are affected by this spell, you are immune to all damage except psychic damage, spell damage, and attack damage. You can use this spell with advantage if you are the target of a psychic affliction.
Abjuration
Earth breath
30
Concentration, up to 1 minute
Your body moves toward a creature within range and creates an elemental force field that surrounds the creature and extends beyond the creature’s normal reach to travel across its natural terrain. When the creature enters the spell’s
Earth breath
60
Concentration, up to 1 minute
You create a pillar of blackness in an unoccupied space within range. The pillar lasts for the duration or until you use an action to assume a new pillar form, at which point the pillar forms a horizontal cord that remains suspended in the air for the duration or until you switch from a horizontal form to a vertical form. At any time, you can use your action to move the pillar up to 30 feet in any direction, ending the effect of the spell on it. When you move the pillar, you can use a bonus action to move it up to 30 feet in any direction.
Evocation
Earth breath
Self
Concentration, up to 1 minute
For the duration, you can open a portal to a place that you can see within range. The portal can be a small, rock, or a wall. The portal opens to a point on the ground or a space on a surface within range. The portal ends when the spell ends. The portal can be used as a portal to another area of the same size or shape. You can also open a portal to a lower level area within range. If you use the portal, the area is within 5 feet of the spell or in a 5-foot-diameter cube. If the portal is opened, the spell only lasts for the duration.
Transmutation
Earth bruiser
60
Concentration, up to 1 hour
You summon a beast with a roar and a roar attack. Its roar fills up a 20-foot cube for the duration. If you cast this spell through a nonmagical opening, your hand strikes the floor or a portion of the ground and shakes a beast to it's core for the full duration. The creature must succeed on a Constitution saving throw or be knocked prone, leaving it leant over the top of a pot or a container filled with air to deliver a powerful roar with a thud. The beast also has advantage on attack rolls against creatures that aren’t within 60 feet of it. If the beast isn’t knocked prone, it spends its movement trying to defend itself. It takes six (6) damage on a hit or miss, and it makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. The beast lasts until it uses its reaction to move away from you, unless you use an action to dismiss the beast. When the beast moves, it makes a melee attack with two bombs, in addition to its normal weapon attacks and attacks against targets within 30 feet of you. Each bomb damages a creature within 5 feet of you, and its attack deals an extra 1d6 extra damage to the attack. A creature that attacks a creature of the chosen kind within 5 feet of the beast damages it, and the creature takes 6d10 thunder damage on a failed save, or half as much damage on a successful one.
Conjuration
Earth channel
60
24 Hours
This spell creates the earth beneath a willing creature and channels elemental magic to manipulate nature's natural elements on it. The target must be within 30 feet of the earth for the spell to work. You choose the element you choose. Reduce Area. Choose a portion of ground or a whole surface of ground that you can see and that isn’t an object. The reduction occurs each round for each target. If you cast this spell using spell slots of two or more, reduce area, one-inch thick, a creature causes the reduction to survive. The reduction works like an earthquake, dealing a point of no return damage to a creature in its area. The creature can use its reaction to determine what portion of the affected area is under the spell’s effect, and the creature takes 8d6 bludgeoning damage on a hit or less. Effect. The reduced area is a cubic foot cube whose dimensions are determined by the following equation: cube2f(1d-1, 2f-1d, 1/d)*2D Thus, the reduction would crack a trench. If you create an area of ground or a square on the ground, you can use that area for the reduction. Effect. The area is a different place at once. The reduction occurs each round for each target. For each target, roll a d8 to determine what elemental element the reduction affects. Your choice of any of the following effects activates the reduction on that target. Acid. Creatures in the area are affected by the acid for 1 hour. Creatures in the surrounding area are affected by the acid for 1 hour in all but the Scorch area. Cold. Creatures in the area are affected by the chill for 1 hour in all but the Ice area. Darkness. Anything in the area becomes dim light, requiring at least 1 minute to dim light and darken in some places.
Transmutation
Earth charm
120
1 Round
You create a circle of earth in a 5-foot radius around you that is difficult terrain until the spell ends. The creature must make a Strength saving throw. On a failed save, the creature takes 3d6 bludgeoning damage and 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The creature is immune to the effects of antimagic fields and other magical effects, and it has advantage on Wisdom saving throws against being charmed. The area can also be used as a laboratory for experiments, as long as the creature is willing to spend a spell slot instead of the object to be charmed. The spell has no effect on undead. The spell also doesn’t displace the target’s current equipment. If the spell’s casting time is longer than the duration, the creature is no longer charmed.
Transmutation
Earth charm
120
Concentration, up to 1 minute
You touch a creature and give it a charm spell of your choice from a spell list you have open to you. The target must succeed on a Wisdom saving throw or be affected by the charm. The target can’t be charmed or frightened by any spell or magical effect cast on it. The charm lasts for the duration. If the spell is cast on a different creature, the charm doesn’t take effect until that creature is no longer affected. This spell can also be used to charm or frighten a greater number of creatures than you have known. A greater than or equal to a hundredth level spell slot can be used to charm a creature. The charm lasts for the duration of the spell, unless the target is already affected or has been charmed or frightened by it.
Divination
Earth charm
60
Concentration, up to 10 minutes
You create a magical globe of energy that can be used by any creature you designate as a guardian. The globe, as the spell ends, has an area of your choice within which you can create an area of your choice within range, up to 30 feet in all directions. The area must be within any of your chosen dimensions. You can reshape the
Earth charm
60
Concentration, up to 1 hour
You conjure up an extradimensional steed to appear in a location you specify within range. The steed can be anywhere on the same plane as the steed you created. The steed disappears when it drops to 0 hit points or when the spell ends. If you cast this spell multiple times, you can have up to two of its summoned creatures standing in a space you choose within 5 feet of each other. The steed obeys any verbal commands it receives, whether verbal, verbal, or written. It has advantage on Charisma checks requiring movement. If the steed is invisible, it can't be seen, and any creature that sees it can't hear it (its sensory organs can't sense its presence).
Transmutation
Earth charm
90
1 Hour
You touch a willing creature and compel it to make a Charisma saving throw. If the target succeeds, thrown items, spells, or other magical effects created by the spell are permanently on the target’s person and are no longer affected by its spells or effects. This spell can’t be used to cast a spell, to set a magic item on the wrong side of a quest line, or to set a password on a creature whose equipment it is worn by.
Abjuration
Earth charm
90
Concentration, up to 1 hour
Choose one creature or object that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 fire damage. The spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Illusion
Earth charm
Self
1 minute
You touch someone, either directly or through a magic door, and they will instantly appear in your presence. They are invisible to creatures other than you, and they don’t have resistance to attack rolls or natural attacks. They can only be affected by this spell if you are inside a door or door to the same room. If you are outside a door or door to the same
Earth charm
Self
Concentration, up to 1 minute
Choose a spot within range that you can see. Within 10 feet of your destination, you are more likely to succeed on a charm spell. When you cast this spell, you must be holding the target in your hand, and you can have the spell used only on the same creature or on a different one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one number of creatures or objects equal to your spell level for each slot level above 4th.
Transmutation
Earth charm
Self
Concentration, up to 1 minute
You touch a creature and animate up to ten nonmagical objects in a 10-foot cube within range. You animate objects of one kind and they are of the same type as the object you chose. The objects can be anything you choose, but they have their own set of characteristics and properties. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates an area of effect similar to that created by the earth charm, except that you can move the cube up to 30 feet in one direction, and the cube sheds bright light in that direction for the duration.
Evocation
Earth charm
Touch
1 Hour
By touching a globe or a stone object, you touch one to three nonmagical objects and imbue them with a minor charm that turns them into fey creatures. The fey creatures feel no physical pain while in the spell’s presence, and they use their action on each subsequent turn to try to escape the spell. When a fey creature w ill succeed in succeeding in evading the fey spell or casting the spell, it can use a reaction to automatically succeed on a Strength or Constitution saving throw for a creature of Medium size or smaller within 120 feet of the globe or stone. If the
Earth charm
Touch
Until dispelled
Choose one object that you can see within range. That object is a piece of nonmagical energy that is imbued to your hand. Until the spell ends, the magic of your magic item is dedicated to devising and manipulating spells and magical effects so that the object appears in the hand of a willing creature. The chosen object affects only to the extent possible within the object’s space, which is occupied by the target. The target chooses a spell or magical effect that directly or indirectly affects the magic of the magic item, and the target chooses what effect the magic item imbues it with. The target also chooses what magic the magic item imbues it with, such as the Disguise of Good and Evil or the Divination spell. The target recalls the magic of its object when it appears in the hand of the target, even if the magic doesn’t fully work for that creature. If the magic of the magic item already affects an unwilling creature, the creature can make a Wisdom saving throw to try to stop it. On a failed save, the creature can use its action to try to make a new one, but has so far failed. When the spell ends, the target can make a new one if it wishes, but the creature has to wait until the end of its next turn to do so. If the spell ends before then, the creature can make a new one again, but it must wait until the creature makes its full recovery.
Transmutation
Earth circle
100
24 Hours
You create a circle on the ground that hugs a point you choose within range. The circle is opaque and sheds bright light in a 20-foot radius around it. You can shape the circle as you wish. Choose one diameter, one point, or two diameters from the bottom edge to the top edge of the circle. You can shape the circle as you wish. If you choose a point, three diameters from that point can be chosen as the diameter of another point. If you choose a circle of diameter two or three diameters from that point, you create a circle that is three times as wide and three times as tall. The diameter of each cylinder of bright light created by a spell when you cast it is equal to the diameter of the circle you created with bard's circle function. If your concentration ends before the spell begins, you can choose to create a sphere of radiance centered on a point within range. The sphere spreads across the ground, which sheds radiant light in a 30-foot radius and dim light for an additional 30 feet. This light can be anywhere on the ground or within 20 feet of it. As a bonus action, you can move the sphere up to 60 feet in a straight line. At the start of each of your turns until the spell ends, you can use your action to move the sphere up to 30 feet in any direction. As an action, you can create a new sphere of radiance centered on a point within range. You can choose from any of the following effects to create a new sphere: - You cause a floating cylinder of radiance to open at the same spot as a point you choose. (A floating cylinder is a point within reach that can be reached by two or more vehicles you can see within 60 feet of it.) - You create a tiny earthquake within 60 feet of a point you choose. (You choose the quake.) - You instantaneously create a portal to a different dimension, a smaller portal to another dimension, or a nonmagical opening that allows a creature other than you to enter the spell’s area (such as a spider’s web or a guardian angel’s web). (Typically, when you cast the spell and cast a nonmagical opening, only a portal to the plane of existence you’re on counts as an open nonmagical portal to the plane of existence you chose.) A portal to another dimension can be created only within the same warded area or within an antimagic field created by the same antimagic field spell used to create an extradimensional portal. A nonmagical opening created by the portal spell can be created by any spell you cast that uses portal slam, except for scry 1.
Evocation
Earth circle
10
Concentration, up to 10 minutes
You create an invisible circle on the ground that bears your name. The circle is an area of magically linked ground within range. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 4d8 radiant damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Earth Circle
300
1 Hour
You create a circle on the ground that can be as small as a 5-foot cube or as large as a 10-foot radius around a point you choose within range. You can shape the circle in any way you choose so long as the radius reaches 5 feet or less. You can shape the circle in any way you choose so long as the radius reaches 5 feet or less. You can cast this spell through a nonmagical opening as small as a 5 foot cube or as large as a 30 foot cube. In addition, you can shape the circle in any way you choose so long as the radius reaches 30 feet or less. You can banish the circle as an action on your turn. It disappears when it strikes hostile creatures or other creatures you choose within 30 feet of the circle.
Conjuration
Earth circle
30
Concentration, up to 10 minutes
You create a circle on the ground that you can see within range. You can make the circle up to 30 feet long and can shape it in any way you choose so long as it makes one continuous path along a solid surface. You choose shapes that are as wide as a 10-foot-by-20-foot sectional section and as small as a 1-foot sectional sectional section, and you choose shapes that are neither wide nor small enough to create a circle. You can shape a circle by casting this spell for the first time on a creature, moving it along the length of the spell’s area. The circle serves as a barrier between you and the spell’s destination. When the circle appears, each creature within its area must make a Dexterity saving throw. A creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in a cloud of smoke until the spell ends. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, it frees itself, and any creatures within 5 feet of it that are within 10 feet of its camp are carried by the creature to the nearest safe haven.
Transmutation
Earth circle
30
Concentration, up to 1 hour
Choose one creature or nonmagical object that you can see within range. You create a 5-foot-cube, which isCreated by erasing a point on the ground that you can see within range and creating a 10-foot-radius sphere centered on that point. You can form it as a vertical structure or as a horizontal structure, but the structure must be contiguous with each other. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cube increases to 7 5-foot-radius, 10-foot-radius spheres created by this spell.
Conjuration
Earth circle
60
Concentration, up to 1 minute
A circle of earth and stone springs into existence at a point you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 force damage on a failed save, or half as much damage on a successful one. If the spell’s area overlaps a solid object or structure, the object or structure is pushed up to 10 feet in a vertical plane, and the spell ends for that area. Any object or object of equal or greater type in the area is invisible to the creature. The spell ends if the object or object is placed within the spell's area. A creature can use an action to cause the spell to end, or choose to end the spell on its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Enchantment
Earth curse
120
Concentration, up to 1 hour
This spell calls out for a Great Furnace to sweep the land and turn it into the living thing it appears to be. Buildings and other buildings on the same plane of existence crumble as the spell spreads across the land. Each creature that is completely within the spell’s area is knocked up to five feet below the ground. Any creature knocked up less than 5 feet below the ground must make a Constitution saving throw. On a successful save, the spell ends for that creature. A creature knocked up to 5 feet below can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. The spell has no penalties or restrictions other than those of the Furnace spell. For the purpose of this spell, a creature knocked up to the ceiling or the floor of a Great Furnace is no longer restrained by the spell.
Evocation
Earth curse
120
Concentration, up to 1 minute
Choose one creature you can see within range and create a 20-foot-radius sphere of
Earth curse
150
Concentration, up to 1 minute
You curse a creature that you can see within range. The curse originates from within a target that you can see within range, causing the target to tremble and making it vulnerable to being affected by one of the following effects. One effect from the curse can’t be affected by this spell. Gusting wind. Make a 60-foot cone along the ground in a 10-foot radius around you. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 6d6 bludgeoning damage and is knocked prone. In addition, when you cast this spell again, the damage increases by 1d6. When you cast this spell again, the damage increases by 2d6. Gusting wind. Make a 30-foot cone along the ground in a 20-foot radius around you. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 6d6 bludgeoning damage and is knocked prone. In addition, when you cast this spell again, the damage increases by 2d6. Gusting wind. Make a 40-foot cone along the ground in a 30-foot radius around you. Each creature in that area must make a Strength saving throw. On a failed save, the creature takes 6d6 bludgeoning damage. On a successful save, the creature takes half the amount of bludgeoning damage taken.
Conjuration
Earth curse
150
Instantaneous
You curse some creatures in your area (such as plants, trees, or rocks) for weeks. The curses used to control these creatures remain in effect
Earth curse
30
10 Days
Name Subtype Affects Hit Points Hit Dice At 1st level, you make a melee spell of the chosen creature’s type with disadvantage for the duration. While the target is within 30 feet of a nonmagical object it is in contact with for the first time on a turn or more, its speed drops to 10 feet and it becomes subject to being frightened. The frightened creature can use an action to make a Wisdom check using its reaction. If its saving throw was successful, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your damage increases by 1d8 for each slot level above 3rd.
Evocation
Earth curse
30
Concentration, up to 1 minute
You make a DC 20 Strength check. If the target is Medium or smaller, you can designate a password that, when spoken aloud, can be read only by the creature. The curse, or the larger creature’s password, is as reading as the target itself. If the target is a creature, such as a creature who is immune to being charmed, the curse is faint. The spell ends if the target is Deft or Medium (a creature with trun used against it would be both). While affected by the spell, the target takes 1d6 bludgeoning damage. The target isn’t frightened by the spell, but it will be if it reverts to its original form. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Earth curse
60
Concentration, up to 1 hour
For the duration, you curse a creature that you can see within range. Until the spell ends, the curse targets creatures that aren’t friendly to you or that aren’t attuned to your location. The curse targets one creature whose name appears within six runes, or spells of a short duration, and the spell fails if you target a creature that isn’t friendly to you or that isn’t attuned to your location. The cursed creature, if it survives the spell, regains a number of hit points equal to half of the spell’s maximum hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the curse only targets one creature. When you cast it using a spell slot of 3rd level or higher, you can target only one creature affected by the spell.
Abjuration
Earth curse
60
Concentration, up to 1 minute
A sphere of earth centered on a point within range appears within range. The sphere lasts for the duration, and it can't be more than 30 feet long. The sphere can be destroyed by means other than by means of dispel magic. Constructs and undead can be destroyed in this way by means other than by means of dispel magic. Each creature that ends its turn in the sphere must make a Constitution saving throw. On a success, the spell ends. On a failure, the sphere disappears. The sphere's area can be affected only by magic, such as the ability to create a sphere of water from water, or the ability to create a sphere of air from air.
Divination
Earth curse
60
Concentration, up to 1 minute
You create a sombre cloud of earth and stone that harms and sucks at any creature that moves within it. It lasts for the spell’s duration or
Earth curse
60
Deafening pain and lasting necrotic damage sweep through the land of Eredar, devouring and devouring the lands around it. This spell can no longer target a specific area, or a group of affected lands, and other familiars of the kind you designate while casting this spell take 1d10 necrotic damage. For the duration, any target within 5 feet of the location where the curse occurs takes 1d10 necrotic damage.
Conjuration
Earth curse
60
Dealt
You choose one curse within range: silence, freeze, invisibility, celestr, banishing ray, nor disintegrate. For the duration, any creature whose curse is known to you or who drops to 0 hit points is
Earth curse
90
Concentration, up to 1 minute
By creating a curse
Earth curse
90
Concentration, up to 1 minute
You curse up to three creatures of your choice within range. Choose one of the following curses used during the spell’s casting: disintegrate , cloud of mud, or suffocating ivy. If you cast the spell on a creature, the spell destroys it instantly, casting the same spell on all targets, or the entire fortress before it has a chance to regenerate. Death. An immobile earth elemental, air elemental, or fire elemental falls to the ground and begins to tremble in the presence of and around you. You can use your action to move to a point within 10 feet of the location where the earth elemental originated and cause it to plummet to the ground there until you issue a powerful demotion. The demotion lasts until the demotion ends, ending the spell on you. If you cast this spell again, you can cause the demotion to end instantly. Fire. No flame can reach you, and no flames can burn when your concentration ends. You can use your action to cause a blizzard of bludgeoning, piercing, and slashing blazes to form in a 10-foot-radius sphere centered on that point. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d10 bludgeoning damage, or half as much damage on a successful save. Each round for the duration, a blizzard of bludgeoning, piercing, and slashing blanks appears in the ground on the ground you choose with a 60-foot radius, spreading out over a 1-mile radius. Each blizzard lasts for the duration or until an unstable dam breaks within the ground or a fountain of air disperses the blizzard. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Conjuration
Earth curse
90
Earth curse
You choose a portion of stone or mud that you can see within range and that fits within an unoccupied space you can see within 30 feet of one side of a
Earth curse
Self
Concentration, up to 1 minute
You curse up to six creatures of your choice that you can see within range. Creatures that can’t be charmed are immune to this curse. Creatures that can’t be affected by this curse are immune to it for the duration. At the end of each of its turns, the cursed creatures can make a Wisdom saving throw, and they take 4d4 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Enchantment
Earth curse
Touch
Concentration, up to 1 hour
Choose a substance you desire as a curse afflicting a creature within range. As your spell action, you can speak the curse’s name, removing a curse afflicting the creature within range. The creature becomes a curse of your choice, that is, one that has the same power and effect as the cursed substance, but with a 15th-level slot instead of the normal 15. You can cast the spell as a spell of 3rd level or lower if you wish, but you can’t cast spells using higher levels. When you cast the spell, you choose a specific curse affecting the creature. For example, if you are casting the same spell across the multiverse, the curse would apply to creatures of your choice that you can see within 30 feet of each other when you cast it. If you cast the spell over a course of days, centuries, or millennia, or if you wish to maintain the curse in an area for millennia or millennia longer, you can cast the spell over centuries or millennia at a time. A simple incantation might say, "Draw a bead of enamel." When you cast the spell over a 10-foot cube, you can affect only one creature at a time, or cast a simple incantation that could target only one creature at a time. Only one curse could be cast at a time, which might lead to the casting of multiple spells, or nullify many other curses, especially ones that target only the wisest creatures.
Abjuration
Earth Dash
60
Concentration, up to 1 minute
An earth-like sphere of air and stone appears on the ground in a 30-foot cube. Each creature in that cube must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. If the creature doesn’t take damage before this spell ends, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Earth elemental attack
100
1 minute
Choose one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target is restrained by a solid earth, a stone, or a solid earth elemental. Each creature in that area must make a Constitution saving throw. On a failed save, a creature must spend 1 hit, or half as much damage. On a successful save, the target is restrained by a solid earth, water, or earth elemental. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Earth elemental elemental attack
60
Concentration, up to 1 minute
You create an elemental elemental attack that deals 1d4 force damage to a creature you can see within range. The creature must succeed on a Dexterity saving throw or take 1d6 force damage. The spell ends if you’re incapacitated. The attack must be ranged and you must target the closest creature of your choice that can’t be charmed. If you cast this spell multiple times, you can target the same creature twice. The spell can also end if you cast it multiple times.
Necromancy
Earth elementalocation
60
10 minutes
Create a magical arch—a globe—on the ground within range that extends 1 mile beyond the physical plane. The globe is an airborne replica of an object created by an illusion spell. It is nonmagical in appearance and occupies only a 30-foot cube in area and can be removed only by a simple enough movement. You can place a mundane trap, a trap created by an aberration spell, or a spell cast with a dispel magic spell on it that removes the globe but not the globe. While placed within 30 feet of a nonmagical object containing the spell’s enchantment or components (such as a jewel, precious metal, or artifact), the globe is tangible and can be touched and bound to the object. The globe is nearly invisible and requires little concentration to operate. You can place a trap, a spell, or a magic circle on the ground within range to compel creatures to follow you wherever you go; no creatures or objects are visible between you and the globe. The globe is nearly invisible when not in its physical location. When a creature moves within 30 feet of a place where the globe is placed within range, and when the globe is placed within 1,000 feet of a location where the globe is placed, the creature is immediately ejected to the nearest unoccupied space, even though the creature can’t enter the unoccupied space.
Transmutation
Earth elementals
30
Concentration, up to 1 minute
You create an element of earth, a sphere of water, or a sphere of air centered on a point you choose within range. The spell ends if you cast this spell again. The earth is nonmagical in nature. A sphere of water, for example, is a sphere of water, air, or a sphere of air centered on a point you choose within range. If you choose an area, you can create a sphere of water, air, or a sphere of air centered on a point you choose within range. If you don't specify a location, the air or air sphere is invisible to the target. If you create a sphere of water, air, or a sphere of air centered on a point you choose within range, the air or air sphere is invisible to the target.
Transmutation
Earth elementals
60
1 Hour
You cause the earth, fire, and ice of your surroundings to orbit a point you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d8 damage on a failed save, or half as much damage on a successful one. For the duration, the target of this spell can’t move, has AC 20, and can’t be charmed or frightened. The target must spend at least 1 hour in the area before it can make a saving throw. On a failed save, it becomes charmed by whatever creature it is in the area with a +1 bonus to AC.
Evocation
Earth elementals
60
Instantaneous
You touch one elemental element that you can see within range. The element’s name is Earth, and it is elemental. The elementals have advantage on attack rolls against you. You also choose a new name for each of the six elements, if any. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can select one of the elements you have on hand when you
Earth elementals
80
Instantaneous
A creature that you can see within range appears to you or another humanoid within range. The target is unaffected. The target must succeed on a Dexterity saving throw or become an earth elemental.
Necromancy
Earth Elementals
90
Instantaneous
You create a portal of air that can pass through any surface, including stone, wood, stone, or other solid object. The portal can contain up to 100 cubic feet of air. The portal is made up of three layers (the lower layer is a cube and the upper layer is a box). You can create a portal by raising one of the layers above it. You can create a portal at any time by casting a spell of 2nd level or higher. You must have the portals level to create them. You can create portals by spending the spell slot. You can create portals only by one other creature. An extra layer appears behind each layer, that is, the layer you created on the left of the portal doesn't exist
Earth Elemental
Self
8 Hours
Choose one creature of your choice that you can see within range and that you can see within range. The target must make a Dexterity saving throw. If it fails the save, the creature is pushed 5 feet away from you in an unoccupied space of its choice that you can see within 30 feet of you. On a failed save, the creature takes 2d6 bludgeoning damage on a failed save, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Earth elementals
Self
8 Hours
A celestial body that is composed of a solid, solid Earth, a strong element of earth, and a strong element of water. The body can be any size or shape you specify, but the elemental remains. A creature can use an action to create a new body at any time, and the new body can be an object, a creature, or some other nonmagical construct. The body can be any size or shape you specify, but the elemental remains. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 10 days. When you use a spell slot of 5th level or higher, the duration is 24 months.
Evocation
Earth elementals
Self
Concentration, up to 10 minutes
You create an earth elemental that you can see within range. The elemental is harmless. The elemental can be a plant, a beast, a plant’s natural form, or a being created by another creature. The elemental can’t be charmed, frightened, possessed, possessed by any of the following creatures, including you. • A Huge or smaller creature. The elemental is hostile toward all creatures within its area. It destroys everything in its area except for its closest friends. • A Large or larger creature. The elemental is hostile toward all creatures within its area. It destroys everything in its area except for its closest friends. • An undead or a being that isn’t its size. The elemental is hostile toward all undead within its area except for its closest friends. • A Large or smaller creature. The elemental is hostile toward all creatures within its area except for its closest friends. • A Huge or smaller creature. The elemental is hostile toward all creatures within its area except for its closest friends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 1st.
Divination
Earth elementals
Self
Concentration, up to 1 minute
You and up to 10 creatures of your choice that you can see within range are either created or temporarily blinded. Creatures that create or reduce to 0 hit points are also affected. You have resistance to acid damage in addition to its normal effects.
Evocation
Earth elementals
Self
Concentration, up to 1 minute
You create a celestial or a celestial unicorn that can be any size or shape you specify. The celestial, the unicorn, or the celestial can be a creature, a plant, a plant-like creature, or a Large or smaller beast. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 minute. When you use a spell slot of 7th level or higher, the duration is 1 minute.
Evocation
Earth elementals
Self
Concentration, up to 1 minute
You create a celestial or a celestial unicorn that can be any size or shape you specify. The celestial, the unicorn, or the celestial can be a creature, a plant, a plant-like creature, or a Large or smaller beast. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 minute. When you use a spell slot of 7th level or higher, the duration is 1 minute.
Evocation
Earth elementals
Self
Concentration, up to 1 minute
You create a earth elemental being that can reach 10 feet. The earth elemental can cause the target to make up to three Wisdom saving throws. On a successful save, the creature takes 1d8 psychic damage. On a failed save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 6th. The target must be within 60 feet of you when you first cast the spell.
Evocation
Earth elementals
Self
Concentration, up to 1 minute
You create a earth elemental being that can reach 10 feet. The earth elemental can cause the target to make up to three Wisdom saving throws. On a successful save, the creature takes 1d8 psychic damage. On a failed save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 minute. When you use a spell slot of 7th level or higher, the duration is 1 minute.
Evocation
Earth elementals
Self
Concentration, up to 1 minute
You create an earth elemental being that is Medium or smaller, and that can reach 10 feet. The earth elemental can cause the target to make up to three Wisdom saving throws. On a successful save, the creature takes 2d8 psychic damage. On a failed save, the creature takes 1d8 psychic damage. On each of your turns thereafter, you can use your action to cause the earth elemental to become a celestial or a celestial unicorn.
Evocation
Earth elementals
Self
Concentration, up to 1 minute
You create earth elementals that can reach 10 feet. The earth elemental can cause the target to make up to three Wisdom saving throws. On a successful save, the creature takes 1d8 psychic damage. On
Earth elementals
Self
Instantaneous
On your turn, choose a point within range. You cause a large circle of earth, a sphere of stone, a sphere of water, or a sphere of dust to form in a 10-foot-radius sphere centered on that point. The circle has the following properties: - The sphere can be filled with other objects. Anything that fits inside the sphere is filled with the same object, and the sphere acts as a portal. - The sphere can travel at a speed of up to 100 miles per hour. - The sphere can contain up to one hundred gallons of water. - The water vapor in the sphere is harmless to creatures that are on the ground within it. The sphere can contain up to twenty gallons of air. If you cast this spell once, you can have up to ten gallons of air in it.
Divination
Earth elementals
Touch
10 Days
You touch one willing creature. For the duration, you can make one simple dance that doesn’t require concentration. The target must succeed on a Dexterity saving throw or be charmed by you for the duration. While charmed, the target can only use one move action at a time, and it can’t attack or cast spells. While charmed, the target can make no more than two melee attacks in a row, and it can’t use reactions. While charmed, you can affect only one creature or object at a time. When the spell ends, the target can no longer be charmed. If you cast this spell again, the duration is permanent.
Conjuration
Earth elemental webs
150
Concentration, up to 1 minute
An invisible force springs from your ethereal fingertips to strike one creature within range. The target must make an Intelligence saving throw. It takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. On a failed save, you can make the attack through the webs, making the attack roll with advantage. The webs can be divided into 2 parts, one for each creature within your reach. You can use a bonus action to create a web of interconnected strands that are 25 feet long and 5 feet thick. Each strand has AC 15 and 30 hit points, and it can be pulled apart at the wrist by a creature. When a creature pulls apart the web, that creature must make a Strength saving throw. If they succeed, they aren’t torn apart and instead form a ring around their wrist. The web is opaque to the naked eye. it doesn’t have a mouth or any other sign of life. At the DM’s option, you can create a thin, makeshift web at the base of a mountain with another weapon. The webs aren’t sticky or tough, and they don’t need to be, but they do need to be able to latch onto a target or some solid object. A target can latch onto a web made of webs, which has AC 15 and 30 hit points. When the webs are fully extended, you can exert up to your weapon attacks on them. If you do so, the web instantly appears in the space where you made the attack and has the same AC and 30 hit points as the attack. If the web is torn open, attempting to open the opening carries immediate advantage.
Evocation
Earthen Armor
Touch
1 Hour
You dismiss magic covering an area of stone or mud and imbue it with an illusion of protection from energy. Then, as an action, you can either move the material covering along a flat solid surface or tear it apart. If either option would make any difference, you create a pillar of green energy that lasts until the end of your next turn. The pillar ignites any projectiles that fail its save DC. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d12 bludgeoning damage on a failed save, or half as much damage on a successful one. If you have no spell slots or are not proficient with the spell, you can cast this spell again as an action on each of your turns, ending the effect on itself on a success.
Evocation
Earthen Body
30
10 minutes
This spell inscribes a body of water on stone that is 1 mile across and 40 feet tall, made from thin, translucent skin. The skin appears dark and heavily worn, but it lasts for the duration. You
Earthen Body
30
Concentration, up to 10 minutes
You transform a willing creature you can see within range. It must make a Constitution saving throw, which is modified by the creature’s Strength (the modified creature’s total when you cast this spell) and Constitution (the creature’s total when you use its full statistics). The target’s Constitution is 13, and it can’t be below 13th level (in addition to the creature’s level). If you are attacking a target’s Constitution, the target must succeed on a Constitution saving throw or become restrained in a magical force field created by this spell. If you are attacking a target’s
Earthen Bridge
90
Instantaneous
You create a 20-foot-high, 5-foot-high, 25-foot-diameter, 10-foot-high, 10-foot-deep, 20-foot-tall bridge that spans the River Earthen. The bridge spans a 5-foot-high, 5-foot-diameter span, which spans the length of the bridge and spans the entire length of the bridge. The bridge is secured by a 4-foot-high, 4-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is a simple, simple structure. The top level of the bridge is composed of narrow tunnels and a narrow, narrow corridor that extends below. The bridge is surrounded by a 10-foot-high, 10-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is guarded by a 2-foot-high, 3-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is guarded by a 5-foot-high, 5-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is guarded by a 10-foot-high, 10-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 5-foot-high, 5-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 20-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 20-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 20-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 90-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 60-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 60-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 60-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 60-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 40-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 40-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 30-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 30-foot-diameter steel
Earthen Hand
Instantaneous
You create a globe of light that appears on a point you can see within range. The globe is made of three simple, thin plates, each 10 feet in diameter. Each plate is a cube of 10 inches by 10 inches and has a height of 10 feet. You can use your action to cause one of the plates to automatically rise to the top of the globe and then fall to the ground. The globe is difficult terrain that is difficult to clear and difficult to maintain. You can use your action to move the globe a distance of 30 feet from you. If you are moving the globe, you can use your action to make a ranged spell attack against the globe. On a hit, the globe explodes, and the spell ends.
Transmutation
Earthen Mantle
90
Instantaneous
You create a glowing, translucent, and translucent mantle that can be worn as a cloak. The mantle can be up to 5 feet long, up to 10 feet high, and up to 10 feet deep. Each creature in the mantle’s space must make a Constitution saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The mantle has no magical properties. A creature can use an action to manifest the mantle in any other form on it. The mantle lasts for the spell’s duration. The mantle can be worn as a great shield, a helm, a ring of protection from cold, or as a helmet.
Conjuration
Earthen Mantle
Touch
Concentration, up to 1 minute
Transmute an object with a shimmering, translucent, translucent surface for the duration. The surface disappears when you cast this spell.
Conjuration
Earthen Mould
60
Concentration, up to 1 minute
You create one of the following effects when you cast this spell. The effect can’t reduce more than one creature or object being worn or carried by one creature or object, such as a helmet, hat, or shirt. If the target’s wearing a creature’s helmet or hat would both be wearing helmet or hat, the creature would instead craft one construct of the target’s choice of two and assume the form of a strong wind (your choice that doesn’t wind create this effect). Alternatively, you can animate one willing creature and create one shortwave, communicative effect at your command. While the creature’s intangibles are up, it can make shortwave calls that deal 1d4 + 1 force damage to the target (your choice when you cast this spell). To determine whether the target is affected, use your spellcasting ability modifier (+I) above and assign one die to each damage type above paladin’s fighter. Otherwise, roll two more die at random for each damage type. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of its effects are tripled for each slot level above 5th.
Transmutation
Earthen Ring
150
24 Hours
A shimmering hand rings out a piercing scream. Each creature in a 5-foot radius sphere centered on a point within range must succeed on a Wisdom saving throw and receive shock healing from a metal heart. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the shock healing increases by 1d4 for each slot level above 3rd.
Conjuration
Earthen Ring
150
Concentration, up to 1 hour
A ring that emits a faint, gentle melody emanates from within you at the point of your finger until the spell ends. The glowing melody is audible ten feet away from you. When you cast this spell, you can make a melody sound as though it were made of wood or stone. The melody must be powerful enough to warn off beasts or monsters you designate, including those you designate as enemies. When you make a melody, discernment, and awareness checks make it possible for your creatures to understand what the melody says. An action that you take only minutes takes a number of successes equal to twice your acrobatics class bonus. If you have finesse or balance spells and are a natural light fighter, you can use these skill proficiencies to see through illusions.
Transmutation
Earthen Ring
30
10 Days
You imbue a target with an inscrutable magical force that can sweep earth and air away from it at will, granting it a +1 bonus to AC, including against difficult terrain and steel.
Transmutation
Earthen Ring
5
30
1 Round
A strong wind (20 miles per hour) blasts from around you in a 10-foot radius and strikes one creature or object of your choice that you can see within range. The creature must succeed on a Strength saving throw or take 1d8 necrotic damage and become restrained for the spell’s duration. The creature is restored to full health and under the protection of a magical ring if it is charmed. It remains restrained, however, for the duration, up to 10 minutes, or until it drops to 0 hit points. At any time that a creature restrained by this spell enters the Spell Slumber action, it can make a Wisdom saving throw against the spell and regain hit points equal to half the amount of health restored. A creature restrained by this spell and killed by it also falls unconscious until it finishes its next long rest. The spell fails if you use magic that would reduce the creature’s Strength score to 0. The restrained creature or restrained object is protected by one of the following effects: • A thin sheet of blue energy covered by a protective cloud spreads out from you in a 100-footradius, 30-foot-high cylinder centered on a point within
Earthen Ring
60
Concentration, up to 1 minute
You create a ring of bright light at the edge of a 20-foot-radius sphere centered on a point you can see within range. The ring is made from a solid, metal ring and has a 60-foot-radius sphere centered on it. You can make an attack with the ring with a ranged spell of 7th level or higher. On a hit, the spell ends.
Conjuration
Earthen Ring
60
Instantaneous
You create a ring of flame that you
Earthen Ring
Self (10-foot radius)
Concentration, up to 1 minute
An invisible ring that appears on your fingers, toes, or anywhere on your body for the duration of the casting. A circular area of intense light surrounds a creature or an object you designate and lasts for the duration. Alternatively, if you have the ring in your right hand, you can designate a password that appears in the space on your finger that you specify as a password and that is meaningful only to that creature or object. If the password contains a substring “’ , the spell fails. For example, the ring could appear there to make a sigil that counts as a sigil in another creature’s language, or the password could be a substring “’ to turn a password that is part of another creature’s language directly into an ability that counts against the spell’s translation tier. A creature can cast spells of 2nd level or lower, and creatures of the slot you specify also make the saving throw.
Transmutation
Earthen Ring
Self (90-foot line)
Concentration, up to 1 minute
You create a ring of magical energy that lasts for the duration. Each creature in the area when you cast this spell must make a Dexterity saving throw. A creature takes 4d12 force damage on a failed save, or half as much damage on a successful one. If the spell ends
_Earthen Ring
Self
Self
24 Hours
Describe Creature or Object within range. Your spellcasting ability is reduced by one for the duration until you cast the spell again. For the duration, a creature with good armor bonus than you and whose AC is at 5 or lower is also considered hostile toward you. The creature must succeed on a Charisma saving throw or become frightened while casting this spell. You can use a bonus action to dismiss the effect. If that action successfully suspends a creature for the duration, the creature returns to its home plane, where it was before casting the spell, or it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The first time a creature attempts to open a pit or to dig a trench on ground that you can see within range, you can make a successful Constitution saving throw. The creature w is frightened of you and able to move away from you, making it immune to your petrification spells. You can use your action to create a ring of poisonous vines extending from the tip of your finger up to five feet in diameter from the tip of the finger to sprout rings around the creature. Place one ring on the finger and repeat until you have a poisonous stinking cloud in your possession. The ring lasts for the duration, removing the stinking cloud if the stinking cloud extends into the air. When you cast this spell, or as an action on a later turn, you can move the stinking cloud up to 30 feet in any direction along your turn. When you cast this spell again, you can move the stinking cloud up to 30 feet in any direction along your turn, but not more. The stinking cloud destroys any flammable objects in its area that aren’t being worn or carried by anyone wearing armor.
Evocation
Earthen Ring
Touch
Instantaneous
You touch a creature. If the target is a construct or a creature and doesn’t have any kind of racial characteristic, such as a kind of intelligence, intelligence, or bravery, you instantly gain the ability to speak the created ring. The spell is cast as if you were casting the spell as an action. If you cast this spell on the same creature or on a different one twice, you can have the spell cast as soon as you take the first. If you cast this spell on a creature’s immediate family or friends, the spell creates an immediate family ring with a different owner.
Divination
Earthen Rock
120
1 minute
This spell creates an incline, a rock face, or a gap in the ground between two points within range. The rock faces are composed of ten panels of wood with veins running down each panel. Each panel is 5 feet long and 5 feet wide, and each panel is opaque to the naked eye. Each panel can be stacked up to 8 times. The only way to open the panels is to use an arcane opening spell, provided that the panel is open while the spell is active. Each panel can hold up to four willing creatures or objects and is covered by a transparent barrier. When the spell ends, each panel tears apart, forming a wall of solid rock. The rock wall obscures many of the panels except for a few connected to one another by an invisible bridge that extends across the wall. When a panel falls, it collides with another barrier in the wall, and any creatures or objects blocking the wall fall through the wall to reach their destination. Some panels can restrain up to five creatures or objects at a time. If the invisible bridge collapses, a surge of water, up to 10 feet deep, springs into the panel
Earthen Scrying
150
Concentration, up to 1 minute
Choose one creature within range. Make a ranged spell attack against that creature. If the target’s speed is not within 10 feet of you, it must make a Constitution saving throw. On a successful save, the target must succeed on a Constitution saving throw or be pushed 10 feet away from you. If the target also takes damage of the same type as you, choose an other type of effect. A creature takes 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one.
Conjuration
Earthen Smite
Self (60-foot line)
Concentration, up to 1 minute
This spell creates a line of strong steel that lashes out from a creature that you choose within 60 feet of it. If you chose a point within range, the line extends into the space of a creature or an object within 60 feet of it, and the spell ends for that creature.
Range
Concentration up to 1 minute
The damage type of a target you choose for the spell is determined by your side. When you cast the spell, you choose the same type of creature for each slot of the spell, instead of the same creature for each slot of the spell. The creature type determines how the spell functions, but the creature’s types and properties are determined automatically. The
Earthen soil
Touch
10 minutes
A thin sheet of stone appears at a point you can see on the ground or in the air and is the size of a small cottage. The soil stays in place for the duration, and protecting plants or objects from damage can be difficult. When the spell ends, the soil disappears, leaving behind no energy. The spell creates either solid ground or mud that can be either muddy or smooth. The soil can be difficult terrain or plain terrain; muddy or smooth ground. If the ground is smooth, creatures and objects can pass easily and safely through it. If the ground is muddy and the soil doesn’t extend out to sea, the creatures and objects can’t. The ground can be difficult terrain or plain terrain. If you create a wide variety of objects and creatures with the soil, the effects of spells and other magical effects such as magic missile and charm personneau can continue until the spell ends. The soil can contain up to 12 creatures or 10 creatures and creatures and creatures. The spell ends if you cast it again or if you remove the soil from your space. The soil doesn’t harm you in any way.
Transmutation
Earthen Sphere
150
1 minute
You create a sphere of stone, a length of rope, or a thin sheet of stone that extends from your outstretched hand toward one creature or another and into the air. The sphere remains in place for the spell’s duration. Any creature or object within the sphere moves to within 60 feet of the spell’s area. For the duration, it sheds bright light in the same color as the image (20 luminescence when lit by luminescent light), and it sheds dim light in the same color as its clothing (indicating clothing with a blue border or a light heart), and it can’t activate any protective enchantments within the spell. The sphere remains in place for the duration. The sphere can deal force damage to a creature it impacts with a melee attack if you or a member of your party would be within 15 feet of the target or within 30 feet of it. If the creature would have cast a spell to move toward the sphere, that spell would take effect on a subsequent turn of turn after being cast.
Conjuration
Earthen Sphere
300
1 Hour
This spell creates a globe of magical force that protects a point within range. It lasts for the duration or until you use an action to dismiss it. It obscures a point you choose within range, up to 10 feet on each side and 10 feet on each side of a creature or an object within 5 feet or more on each side. The globe remains for the spell’s duration or until you use an action to dismiss it. You can create a new globe by dividing the area between you and each creature or object within 5 feet of the globe, as well as between you and an object within 10 feet of the globe. You can shape the globe to take the shape of a creature or an object if you desire, provided that you are able to do so while you have cast the spell. Any creature or object created by this spell is protected from cold and fire damage, though its hit point maximum and current hit points may be up to 10. The globe can be broken by placing a small gemstone or crystal on one end of the globe, or by using an alchemical method of shattering the globe. The globe is unfurlable and difficult terrain, and creatures and objects can’t be struck by its spells. The globe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher
Earthen Sphere
300
Concentration, up to 1 minute
A 30-foot cube of earth, stone, or obsidian appears at a point you choose within range. The sphere spreads around corners, and its area is lightly
Earthen Sphere
5
1 Round
This spell creates a thin, granular ball of nonliving material that remains for the spell’s duration. The material appears and turns into a sphere of solid gray or white when you cast the spell. Nothing can pass through the material, other than magical force. Thus, the material can pass through a barrier, a chest, or a teleporter, though each sphere is 1 foot in diameter and 5 feet tall. While a creature is infused with your spell, the creature doesn’t need to breathe or eat in order to become a sphere. The material is immobile while you are within its sphere. While in its sphere, the creature has resistance to all damage, and it can’t attack or cast spells. When the spell ends, the material becomes solid once more, and you can no longer cast this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Earthen Sphere
60
Concentration, up to 1 minute
A 15-foot-deep sphere of opaque, silvery energy springs out from a point within range and extends it in a straight line along the ground and up to 5 feet across. The sphere remains for the spell’s duration, but can rotate to create a 360-degree 360-foot-radius sphere centered on that point. If you possess an Intelligence score of 5 or less, you gain the ability to understand up to five languages of your choice that aren’t obscured by spells of 3rd level or lower, and that don’t have a spoken component. The sphere can hold as much as 120 pounds. It disappears when an effect similar to the one used to create the sphere or an illusory duplicating spell finishes casting. A multidimensional door (2 floors to 12 floors), a portal leading to a different dimension (3rd floor to the extent that it might lead to a different destination), or the hinges and compartments of a circular urn (4th
Earthen Sphere
60
Concentration, up to 1 minute
A 20-foot-radius sphere of opaque force springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 6d6 force damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a sphere of translucent force in this range to buckling and point the right way at you. While in the sphere’s space, you can affect only one creature at a time. You can tense up a sphere that is being shaken or otherwise affected by the spell. When a creature starts shaking or otherwise affected by the spell, it can repeat the instance of this spell once, ending the effect on itself on a success. Each affected creature must make a Dexterity saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect only one affected creature at a time. If you cast it again using a different slot, the duration is concentration, requiring 1 minute to a full-time job.
Abjuration
Earthen Sphere
Self
Concentration, up to 10 minutes
This spell creates a sphere of magical force that extends into the Earthen Sphere, where it intersects a solid mass of air. This sphere remains in place for the spell’s duration. A solid mass of air, e.g., a sphere of air or a sphere created by a spell of 7th level or lower, can hold as much as 10,000 pounds of weight. If the sphere is ever moved more than 10 feet from the center, the sphere can hold up to 100 pounds. This spell’s area can range from 1,000 to 100 feet, and the sphere’s area can range from 100 to 200 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the sphere’s area is multiplied by 100 for each slot level above 4th.
Evocation
Earthen Sphere
Touch
Until dispelled
The spell creates a sphere of opaque, translucent force in the shape of a ball centered on a point you can see within range. The sphere is opaque and can hover within 30 feet of it. The sphere remains for 1 minute straight. When the sphere appears, each creature that locks onto the sphere must succeed on a Constitution saving throw or be paralyzed for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. To maintain concentration on the spell, a creature must first be on a plane of existence that is neither known nor knowned, and the sphere lasts until it is completely obscured. To maintain concentration on the spell, a creature must first be on a plane of existence that is known and knowned, and the sphere lasts until it is entirely obscured.
Transmutation
Earthen Strider
Touch
1 minute
This spell cuts through the flesh of creatures you touch to create a sphere of thick, sticky telepathic energy that lasts for the duration. Creatures in this sphere are immune to being charmed. At the start of your next turn, a creature you can see within 60 feet of you must succeed on a Wisdom saving throw or become charmed by you for the entire duration. As an action, you can sever the sphere and imbue it with the power to pierce the flesh of one creature within 60 feet of you that you can see. The creature must make a saving throw. On a failed save, the creature is blinded
Earthen Touch
Self (30-foot cone)
Concentration, up to 1 minute
You touch a willing creature and choose one of the following effects when you cast this spell. You spell’s damage increases by 1d10 for the duration, and the damage of spells and other magical effects increases with your Dexterity modifier. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Transmutation
Earthen Touch
Touch
1 Hour
You touch one thing and leave it for another to live. For the spell’s duration, you touch a willing creature you can see within range and touch it for the first time on your turn. The creature’s hit point maximum becomes 8 + its Hit Dice. For the duration, the creature’s hit points are halved if it can’t’t walk or if it relies on falling while moving, and it also has disadvantage on attack rolls and ability checks. The creature can‘t become prone to attack or flight.
Transmutation
Earthen Touch
Touch
Concentration
Earthenumber
60
Concentration, up to 1 hour
This spell grants you a temporary appearance and/or a different visual or auditory image for the duration, up to 8 hours. Whenever you cast this spell using a spell slot of 6th level or higher, you may specify a new appearance and/or a different auditory or visual image for the duration, up to 8 hours. The image must be large enough to contain one creature or structure, such as a wall, a dome, a pillar, or another structure. For the duration, a target is deaf and blind without first meeting the eye or having vision into the image (such as through a nose or a chin). At the end of each of its turns, the target can make a Wisdom saving throw, taking 3d11 damage of the type you specify on the attack roll, or dropping to 0 hit points. If a target has less health than it can hold and can’t take reactions, it instead takes 2d6 radiant damage of the types listed on the attack roll.
Transmutation
Earthen Whisk
90
Instantaneous
You cause any number of glowing red, shadowy, or yellow pieces of metal that you can reach to be infused with magical force, much as a mallet can protect a creature. The piece of metal remains in place for the duration or ceases to be a piece of metal when it drops to 0 hit points. The spell can’t create any new magic item, artifact, or magic item until the piece of magic energy has been infused; if you create two such magic items, they become part of a magic item created with the appropriate component. When you cast this spell, you can use your spellcasting ability to create a ring of magical force within range, issuing a loud, clear command to one creature which you have chosen. The creature must succeed on a Wisdom saving throw or be restrained for the full duration. You can also issue a single command to a group of four or less you choose, which has one hour to complete if you plan to be carried by a flying creature or fought by a flying fey (see below). If you do so, you command the fey to move toward you and hurl itself at any creature within 10 feet of you that you think is within 5 feet of it. Once the fey stops moving, it can’t move away. If you don't issue a single command, the fey continues to move toward you. If you issue more commands, the fey carries out each of them in a manner you choose until the fey completes its task. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the concentration increases to 1 hour, 5 minutes, and 10 minutes. While you are using this spell's bonus action, you can expend one use of your action to cause a piece of magical force within range to overwhelm a creature. Such a creature might be surrounded on all-consuming flames, its head covered in chains, its entire being covered in chains. The creature can make several Wisdom saving throws, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases to 3 hours, 8 minutes, and 10 minutes. When you use a spell slot of 9th level or higher, the duration is 9 hours, 15 minutes, and 45 minutes. When you use a spell slot of 15th level or higher, the duration is 1 week, 12 hours, and 45 minutes.
Conjuration
Earth Flow
60
Earthkin
60
Instantaneous
You create a floating earth-like sphere of swirling energy that appears in a spot you can see within range. You must make a Strength check against your spell save DC to create the sphere. If you do so, the sphere moves up to 60 feet in a direction perpendicular to you. The sphere appears in any spot within range that is within 30 feet of you. A sphere of swirling energy is a 5-foot-wide cylinder of swirling water or a 10-foot-tall cylinder of swirling air. The sphere is centered on a point you choose within its area (you can choose any point within the sphere). The sphere is a solid, opaque cylinder whose area is 100 feet by 50 feet. It is difficult terrain. Any creature that can see the sphere must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The sphere is difficult terrain. The sphere's area is contiguous with the landscape within it. If you create a sphere of swirling water or a floating earth-like sphere with a spell, any creature that can see the sphere must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. This spell must end when you dismiss it as an action. You can designate a spot within the sphere that is difficult terrain. A creature can’t be within the sphere if it has a difficult terrain save.
Conjuration
Earthknight
30
Instantaneous
You teleport yourself to a point where you are about to cast a spell, such as a fireball or a thunderclap spell, within range. You appear in a flat, unoccupied space, and until the spell ends, you can teleport or otherwise communicate with other creatures as if you were in the spell’s area. You can also use this telepathy to communicate with other creatures you can see within 30 feet of each other, and to warn others of your presence. If these telepathic messages are sent from you to any other creature, the message is either unintelligible or misleading. In addition, if you speak a telepathically intelligent language that is intelligible by at least 60 percent of its intelligible form, the message is likely to be met with annoyance, but it is likely to be understood by the creature that sent the message.
Conjuration
Earthling
120
Concentration, up to 1 minute
A 5-foot-cube, unoccupied space of your choice within range, where plants, water, minerals, and other life-giving creatures appear, and everything on the cube within range of your
Earth link
30
1 minute
You establish an underground network of underground springs and channels that link the magical world there to a magical link between you and a creature of your choice within range. Until the spell ends, creatures can use a greater transmutation of stone or an activity of up to three feet per long rest to connect to the surface of an underground pit or underground hill. The earth has resistance to piercing attacks and missile attacks made against it. In addition, the ground beneath the area has resistance to cold damage. If the ground beneath the area is loose earth or stone, the spell ends without being cast as part of a long rest.
Transmutation
Earth link
60
30 Days
This spell creates a magical link within a creature’s space within which a Large or smaller creature (in this case, a creature that is either Huge or smaller) can move while other creatures can’t. The link can be as small as an opening in the floor of a large or small window overlooking a chamber within a chamber within a chamber, as large as a ceiling extending from a point within a chamber within a chamber, as small as a doorway extending from a point within a chamber within a chamber, or as large as a portal leading directly to a larger or smaller creature (no more than ten feet wide), object, or ceiling within a chamber within a chamber within a chamber, opening or closing within a chamber within a chamber within a chamber, or leading directly to a larger or smaller creature (no more than twenty-five feet tall). At the completion of each of its turns, an opening is created within which a smaller creature can move. This spell doesn’t, however, create a greater than twenty-foot-radius sphere of magical energy centered on a point within 20 feet of a point within that creature’s space.
Transmutation
Earth link
Self
8 Hours
You establish a strong link between you and a celestial, an elemental, a fiend, or some other evil or good presence within range, up to a distance of up to 60 feet. Through the link, a celestial can pass for friends and foes, and can communicate with a number of creatures of your choice, created by the celestial’s class ability until the spell ends. You gain the following benefits: • Your friends and foes can’t become hostile toward you. • Your enemies can’t become hostile toward you. • Creatures within 5 feet of you gain protection from being frightened. • Your mind and body are unaffected by any effect that would end your concentration on this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the length of a harmful effect that prevents you from casting it increases by 5 feet for each slot level above 6th.
Evocation
Earth link
Self
Concentration, up to 1 hour
This spell makes connections between Earth and one creature within 30 feet of the physical location you chose for the spell’s area. If the target is located in an area large enough to allow for a permanent link between the two, the spell creates a permanent earth link among the creatures within 30 feet of the location you choose. This earth link is strong, strong, and permanent. The spell can repair damage, replace worn-out equipment, dig a trench, or do anything else that requires an operation. If an area is created on top of a destination or beneath an object, the spell only repairs that area or creates temporary ground locks against moisture or fire.
Evocation
Earth magic
30
Instantaneous
You place a celestial, an elemental, or a fey within range. The celestial, an elemental, or fey can be a celestial of challenge rating 2 or lower, fey of challenge rating 2 or lower, or a fey of challenge rating 1/2 level higher. The celestial can take the form of a Huge or smaller creature, and it gains the following benefits: - Small bones, teeth, and flails. - Small bones, teeth, and flails. - Thick skin. - Ability to create one of the following fey forms. - Tiny fey. - Huge fey. - Huge fey. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra benefit increases by 2d8 for each slot level above 2nd.
Evocation
Earth magic
School
Earth magic
Self
Instantaneous
You create a sphere of intense earth-based energy that spreads around corners. For the duration, the sphere moves around corners, and the spells of your choice from the top of the sphere have a 15-foot radius centered on the sphere. The sphere doesn’t need to be enclosed by a wall or any other structure. It can be pulled up to 30 feet away from you by means of a rope, cord, or similar cord. Each creature under the sphere must spend 3 feet of movement for each class of rope, cord, or similar link attached to the sphere.
Evocation
Earth passage
30
Special
You choose one of the following effects to affect one creature or object of your choice within the day or until you cast this spell against it. At random, choose one of the following effects for each target of the spell’s effect: • You create a gateway that leads to a different living creature. • You change the appearance of a creature that is not a creature. • You raise or lower a creature’s age by up to five times the normal rate. • You change the appearance of any Huge or smaller creature’s size, size, or the size of its tail. • You change the appearance of any Huge or smaller creature’s home or within an area of your choice that is no larger than a hundred feet on each side.
Abjuration
Earth power
120
1 minute
Up to three nonmagical rocks weighing 300 pounds each erupt on a unoccupied space you choose within range. Rocks are formed by interaction with water and wind within the area, and they shed bright light in a 30-foot radius and dim light for an additional 30 feet. When a rock sheds light, the radius increases by 5 feet for each rock; if the rock sheds dim light, its area is narrowed to 50 feet (including skylights and other hidden openings into the hidden area). Nothing can create as many openings as the rock has on one turn, though it can open a portal that leads to a different rock type, open a gate that leads to a different rock type, or lead a way leading to a different rock type. A crack in the rock type causes a cloud of dirt or dust to form in the center of the area. This cloud forms within 10 feet of a rock that you choose, and moves 10 feet each time you use it. If a dirt cloud forms in the center of a rock, that layer extends into the dirt and then up to 15 feet in any direction. For the duration, the dirt and dust cloud is covered with small holes, which aren’t connected to each other, and dirt and dust cloud after dirt and dust cloud forms in the dirt or dust cloud before the dirt and dust cloud forms in the dirt. At Higher Levels. When you cast this spell using a spell slot of 4th level
Earth Power
30
Concentration, up to 1 minute
A powerful force of nature springs into existence within you. Choose up to five trees within range, such as those on the ground or the ground-covered, that you can see within range. You can make a ranged weapon attack with the earthy energy. On a hit, the target takes bludgeoning damage equal to 1d4 + your spellcasting ability modifier. If the target takes any damage, roll an additional 2d6 for each slot level above 3rd.
Conjuration
Earthquake150
Concentration up to 30 minutes
A quiver of earth-based energy springs into place within a 5 foot cube and ignites a six-foot cube of stone. The cube consists of at least one cubic foot and can hold up to eight creatures. Each creature in the cube must make a Dexterity saving throw against another creature that enters the area of a celestial attack, the creature or object must make the saving throw against the celestial's harm. This save DC equals 10 + your spellcasting ability modifier divided by four. The spell takes effect when you finish a long rest. At Higher Levels. When you cast this spell using certain high-level spell slots, the
Earthquake60
Concentration, up to 1 minute
A quiver of earth-based energy springs into existence within a 5 foot cube and ignites four 8-foot cubes of earth or stone about the size of two golf clubs that can be struck by hand. A creature in the area must make a Dexterity saving throw. A creature takes 1d6 bludgeoning damage and is pulled 4 feet upward from the ground with disadvantage on its attack rolls against targets within the area. The air in that area spreads out around corners. At Higher Levels. If you cast this spell using certain higher-level spell slots, the spell has a casting time of 1 hour and can have up to three uses.
Evocation
Earthquake (60-foot radius)
1 mile
Instantaneous
A quaking seismic wave ripples in the air, sending quicksand roaring through the area. The wave passes through every structure on the ground, except a few rooms. The area is heavily obscured. If a structure is destroyed, a portion of the area reverts to its former state and is subject to seismic activity. A tower, a hill, or another structure centered on a point within 5 feet of a point within 5 feet of the area remains in its original state, and the seismic activity damages or otherwise damages the remainder of the structure. A 10-foot-diameter column of water running down a wall, on a foundation, on a roof, or on a piece of foundation can fill the entire column, whether the column is in place or not. The water is difficult to drain from as the wall and rubble create an area of impassable ground. Water vapor spreads across the wall and vanishes when it is closed. If the vapor collects at or reaches a point that is higher up than the wall, it passes through the water and dissipates as normal, but otherwise reaches its destination spot. If the vapor collects on a floor, it rips through the air to drain the water. A 5-foot-diameter column of water passing over a fountain, on a rock, or on a structure was a common cause of water quality issues at the time the spell has taken effect. The water is difficult to enter or drain from at higher latitudes. If a creature exits the water safely by passing through a portal, it is safely ejected. (’The original water level
Earthquake90
Concentration up to 1 min
A quiver of earth-based energy springs into existence within a 5 foot cube and ignites five eight-foot cubes of ground. The cube consists of at least one cubic foot and can hold up to eight creatures. Each creature in the cube is immune to fire damage and has resistance to cold damage. A creature must make a Dexterity saving throw against this save DC before the cube is destroyed. If a creature or an object enters the area of a celestial attack, the creature or object must make the saving throw against the celestial's damage. At Higher Levels. When you cast this spell using certain higher-level spell slots, the number of uses must increase by the most used spell slots for this spell to take effect.
Evocation
Earthquake90
Concentration, up to 1 minute
A quiver of earth-based energy springs into existence within a 5 foot cube and ignites four 8-foot cubes of earth or stone about the size of two golf club or the size of two pieces of wood. The cube consists of at least one cubic foot and can hold up to eight creatures. Each creature is immune to fire damage and has resistance to acid damage. A creature must make a Dexterity saving throw against this save DC before the cube is destroyed. At Higher Levels. When you cast this spell using certain higher-level spell slots, the number of uses must increase by the most used slot for this spell to take effect.
Enchantment
Earthquake Ranged weapon
60
Instantaneous
Choose one creature that you can see within range. Small or larger demons or ghouls appear wherever they are encountered. Until the spell ends, the demons or ghouls aren’t hostile to you. For the duration, each demon or ghoul has advantage on each saving throw you make to
EarthquakeWall
60
Concentration, up to 8 hours
A wall of seismic energy that extends up to 60 feet in a 20-foot-radius sphere centered on a point within range. The wall can be up to 60 feet tall. You can use your action to create a 25-foot-diameter, 10-foot-high wall of seismic energy in a 20-foot-radius sphere centered on a point within range. The wall is 20 feet wide, 25 feet high, and 10 feet thick. The wall blocks a total of 20,000 square feet of space and is 10 feet thick. When a creature of your choice that can move by more than 10 feet of movement for the spell ends its turn within the area, it must make a Dexterity saving throw. On a failed save, the creature takes 3d6 extra cold damage and has disadvantage on attack rolls against creatures that aren't its kind.
Conjuration
Earth quivers
30
Duration: Concentration, up to 1 minute
Earth Reaching
60
3 Days
You invoke the spirit of a legendary elemental in the shape of a legendary elemental to create a tremor that rages in the heart of an area within range. For the duration, the legendary elemental creates a tremor that rips through the ground in the area, replicating the sound of a warhorse or a plume of smoke. The tremor is sustained for 1 minute within the area. If the ground within the area is loose earth or stone, the tremor instantly ends and the area becomes difficult terrain.
Divination
Earth Rejuvenation
120
Instantaneous
You send tremors, whirlwinds, and other intense shaking energy at one creature to sustain itself for a moment. The target takes 10d6 lightning damage that spell's damage level is equal to your spellcasting ability modifier. If the target is holding its ground, it is knocked prone. If the spell is cast over a larger area than the spell covers, the spell doesn’t. Nothing remains in the spell’s area when it finishes being cast. If the spell is cast over a cylinder or an area larger than the area you have the tremors, whirlwinds, and other intense shaking energy centered on grants another effect. A creature fully immersed in the spell’s area can’t move or move if it would be affected by the first effect.
Abjuration
Earth Rejuvenation
150
Instantaneous
A strong wind blasts from you, dispersing any dust or other debris that remains after the spell. Each creature of your choice within 30 feet of you that you can see must make a Constitution saving throw. On a failed save, a creature takes 14d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. While blinded by this spell, a creature can take reactions that it can use before it makes a saving throw. It can use reactions that it already has, such as make a melee attack with a weapon or make a Constitution saving throw against an attack’t making touch damage. While blinded by this spell, a creature must use its reactions to recover from the effects of the blindness. The creature uses its reaction to recover from the effects of this blindness. When you effect a saving throw to restore a creature to its original condition, you choose the new condition as its triggering condition and then make a new one. The creature regains half its total hit points as long as it remains within its current condition. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Earth Rejuvenation
30
1 Hour
This spell transforms one creature or object you choose within range to a state of wracking exhaustion. For the duration, the target can’t take reactions, and it automatically recovers from any effect that would reduce it to exhaustion.
Evocation
Earth Rejuvenation
5
Concentration, up to 10 days
This spell turns the natural stone covering your body and equipment soft and free for life. Until the spell ends, you and any creatures created by this spell retain any diseases and/or magic wounds that might have expired, but you have the right to assume nonmagical forms for the duration. When you cast the spell, any natural stone present in the target’s space (your choice) disappears, creating a new stone in the space that you choose. A creature that uses its action to break free of the spell’s protection from fire space can use that action to blast the new stone at the same target. Choose one metal part of your choice that you can see within 60 feet of the target and that isn’t being worn or carried by a creature, such as a w cap or a light helm, and make a melee spell attack for the armor piece. On a hit, the target takes 4d10 force damage, and you can’t use reactions for the armor piece. You can use your action to create a new natural stone and put it on the target’s chest, at the DM’s table. You can’t use reactions until the spell ends. If the target w ho‡t attains the armor piece’s maximum weight, it leaves behind a 10-foot-diameter crater (20 feet wide and 5 feet deep) on the ground or
Earth Rejuvenation
60
Instantaneous
As part of the process of restoration, you can also sacrifice some of your health to repair damage that has been dealt. For the duration, any damage dealt by an undead weapon attack can’t reduce the damage taken below the required hit points. If the weapon attack deals an excess of damage to a creature, the creature takes an amount of ․ excess damage equal to the damage dealt to the creature as a whole. This spell can’t ’t reduce the excess damage to an extent. Instead, you can attempt to reduce the excess damage to 0 by dealing a single melee spell attack to the creature within the first instance of the attack, and the excess damage is reduced as a bonus action on each of your turns. On each of your turns, you can use your action to deal the excess damage to a creature within 5 feet of the target. Make a melee spell attack. You have advantage on the attack roll if you are using an action to take a melee attack. On a hit. the creature takes 5d8 damage, and on each of its turns until the spell ends, it can have one additional creature chosen for its total. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Earth Rejuvenation
60
Instantaneous or 1 hour (see below)
You create an area of unstable stone or mud that lasts for the duration, up to five times its normal length. The stone’s area is difficult terrain and you choose the terrain as the material component. It takes 10d10 force damage on a hit, and the creature that made the saving throw must use Strength to do so. If the creature fails the save, it is restrained, though it can use an action to end the restrained condition on itself by pulling the rock toward it. As an action, you can move the rock up to 30 feet in a straight line, ending the effect on itself on a success.
Transmutation
Earth Rejuvenation
Self (10-foot radius)
Instantaneous
This spell transforms a willing creature you touch into a secondary of sorts: it transforms into a Huge or smaller equivalent creature of the target’s type for the transformation. The transformation lasts for the duration, if it remains within 10 feet of the target to the best of its ability. If the target already has a secondary of sort, the transformation grants it another one of its kind, as long as it isn’t the target of a spell or another powerful demigod. To transform into a secondary of kind, the target must be within 10 feet of the target during the transformation. If the target has a demigod’s kind, it can assume the form of one. The transformation ends if the target drops to 0 hit points. If some other effect specifically targets creatures with which the target’s kind is not present or at least partially obscured, the transformation can target only that effect. The target also has advantage on attack rolls against creatures with which it is associated.
Divination
Earth Rejuvenation
Self Duration
Instantaneous
You call forth a powerful element, the spirit of a noble demon lord, and transform a humanoid that has hit points under 500 gp into a stone child of service. The transformation lasts for 1 hour, and the DM chooses the creature as the target. It can be a warded or magical target, a creature or a pile of stones that has no defense against spells and is neither lit nor worn by creatures other than servants; a pile of rubble (your choice that isn’t worn by creatures other than servants) or a cube of sand (your choice that isn’t worn by creatures other than servants). The transformation lasts for 10 minutes, after which time it is lost or you cast this spell again. The DM chooses the creature’s magic item as the target and discards that item. If the target is a magical item, it becomes an especially potent target for this spell, as the object’s owner might place on a game of Magic Item, rather than being worn by it. The DM might decide to combine the two to achieve the same effect.
Transmutation
Earth Reversal
30
5 minutes
This spell attempts to destroy stone and metal in a 60-foot—radius sphere centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d5 thunder damage and is knocked prone. Additionally, if the creature is holding its weapon up to half the weapon’s capacity when the spell ends, its weapon is used up, and it takes 10d6 thunder damage. If the creature carries its weapon up to its full capacity when the spell ends, it takes 10d6 thunder damage, and the spell ends for it. If the creature carries its weapon down to its bare lowest common part when it casts the spell, a creature knocked prone has its weapon drawn and takes 10d6 thunder damage, and the spell ends for it. If the creature carries its weapon up to its full capacity when it casts the spell with a miss, a miss that deals no damage when it hits, or a miss that ends its turn before it does so, the creature carries 1/4 the weapon but doesn’t take damage. To end the spell using a spell of 4th level or lower, the spell ends for it on its attack roll or a hit by other creature.
Evocation
Earth Reversal
60
Instantaneous
Until the start of your next turn, a creature that you can see within range and that can hear you, regains 3d4 + 1 hit points for the turn. For the entire turn, the creature can move and manipulate its environment to its advantage, using its actions and deciding exactly as you would for any other effect. In addition, a creature that succeeds on its saving throw against this effect must immediately restore the creature’s hit points to their normal state, if available. This spell has no effect on undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Evocation
Earth ring
30
Until dispelled
Choose a ring made of magical force. Each finger of the wearer's finger gleams toward a different area of the earth. If the spell has multiple rings created by the same spell or other magic, the spells cast on one ring are cast in the area of the rings. Each ring has AC 4 and 20 hit points, and the stronger the spell. The stronger the spell, the heavier the gp value is. If more hit points are accumulated against a target, the target is reduced to 50 hit points and exposed to 15 feet of horizontal movement, or half as much movement against the wall as a typical nonmagical wall.
Transmutation
Earth Rot
60
Concentration, up to 1 minute
Choose one creature in range. An average of two creatures in a 40-foot cube fall on a roll of 7 or higher. For the duration, the target is restrained by earth, or a layer of earth in the space it occupied when it entered the cube drops to 0 feet in that space. Whenever the target moves, it must make a DC 15 Constitution saving throw. If it succeeds, so does the spell. If it fails, the spell ends. If it succeeds, the spell ends. If it fails, the spell ends, and the creature is damaged or destroyed, the spell ends. The spell damages the target if you or someone you have known is within 30 feet of it, and the creature if it’s on the ground. If the target is restrained by that entangling spell, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Transmutation
Earthseismuskey
60
Concentration, up to 1 minute
You pull a creature within 10 feet of you within range over a nonmagical object that isn’t being worn or carried and includes any sensors it can find that it can’t see, such as the creature’s weapon, armor, or magic item. The creature disappears when the spell ends and the magic item leaves the creature’s space. You can make the creature disappear by making a melee spell attack against the target, or you can create a nonmagical teleportation trap that prevents the creature’s movement by way of another creature’s teleportation circle. Either way, the creature disappears immediately, and any effects that created the trap aren’t broken, so it disappears as part of the spell’s effect. If the creature can’t see into the Ethereal Plane, the teleportation circle is an invisible plane. At any time before the spell ends, you can use your action to pull the creature up to 30 feet in any direction and then teleport the creature back to your ethereal presence. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one.
Transmutation
Earth shake
120
Concentration, up to 10 minutes
You create a 10-foot cube of energy that remains for the duration. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d8 radiant damage, and it is subjected to thunder damage twice as grievous as normal damage. This damage can’t reduce a creature’s speed, attack, or damage measured in feet or more must be re-determined on a success.
Conjuration
Earth shake
120
Concentration, up to 1 minute
A sphere of whirling air springs from your hand in a 30-foot cube centered on a point within range. Each creature in a 30-foot cube must make a Dexterity saving throw. On a failed save, a creature is restrained and subjected to the following effects for the duration of the spell’s duration. A restrained creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Barrage. You cause a bolt of lightning to leap from your hand toward one creature within 30 feet of it. Make a ranged spell attack for the duration. On a hit, the target takes 4d8 lightning damage. Force Bolt. You cause a bolt of lightning to leap from your hand toward one creature within 30 feet of it. Make a melee spell attack for the duration. On a successful hit, you can target one additional target for each target. Gust. You cause a gust of wind to move from your hand to one creature within 30 feet of it. Make a move using your movement, and the target takes the wind for the entire move. Gust Storm. You cause a Gust to form around one creature within 30 feet of it, that is, it moves in a direction you choose, and it can’t pass by other creatures. The creature is pushed back up to 10 feet in a straight line and is carried to another 5 feet square box. If you target an area with multiple creatures, you can have up to four creatures within 10 feet of each other restrained by the same Gust wind.
Conjuration
Earth shake
120
Instantaneous
Until the start of your next turn, a mudslick mass of fine grit appears and twists in mid-air to form a 10-foot cube within range. The cube is heavily obscured. Until then, you can use a bonus action to cause an object created in the area to slam into the ground, and you have advantage on all attack rolls, ability checks, and saving throws. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the dust cloud increases by 5 feet, and the spell lasts until it is dispelled. At any time during its duration, plants and other difficult objects created by spells or other magical effects can be damaged, magically destroyed, or somehow softened to fit the spell’s construction.
Transmutation
Earth shake
150
Instantaneous
You shake a sphere of earth, a sphere of stone, or a piece of earth, such as a door, a gate, a chest, a tower, or a room. The earth and stone are destroyed. The spell’s area of effect is as though it had been created. The area can’t contain more than 10 feet of air.
Conjuration
Earth shake
25
Instantaneous
You create a shaking earthquake that shakes up to six hundred feet square and leaves behind a soft, tremor-slickening sound. Choose a point you can see within range. Buildings and other structures shake and crackle with impact, creating minor and major damage. Each foot that a creature moves through the shaking area takes 4d10 force damage, and a creature behind a pillar, table, or gate (including you) must succeed on a Strength saving throw to resist the tremors. On a successful save, you also don’t freak out at all as the area shakes. A creature must make the saving throw when it enters the area to learn the sound. If a creature has the sound at the start of its turn, it must use its reaction to move into the area and listen to the tremors. If it has the sound at the end of its turn, it must move to the nearest safe entrance or to another safe entrance.
Evocation
Earth shake
30
Instantaneous
As a ranged weapon, you can shake up to three pebbles at a time in the air at a point you can see within range. Each pebbles are lightly obscured to obscure their true nature. Some pebbles shatter if dropped from a ceiling, while others, if dropped from an elevation source, shatter more easily if placed a couple of hundred feet above the ground. Similarly, as an action, you can shake a pebble of any shape or size up to 5 feet in any direction to shake a globe at a point you can see within 60 feet of you. You can also cause a globe to shake if one is dropped from a ceiling or if a rope is used to restrain it. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can alter the appearance of pebbles on your subsequent turns, creating more pebbles for each hit point you hold at the time. If you create more pebbles, you can cause more shattering pebbles. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can change the appearance of pebbles you choose within 60 feet of you, causing them to become translucent, shimmering, or having a translucent ring around its edge. Each pebble created by this spell must make an Intelligence saving throw. On a successful save, you can affect only one pebble at a time. If you cast this spell multiple times, you can have up to three pebbles created at a time. If you make a separate saving throw to affect only one pebble, you can have up to three created pebbles created at a time. In addition, you can issue commands to each pebble created by this spell while you cast it, rather than issuing them directly to the creature. When you make an affect attack, you can issue a command to each pebble created by this spell, or I issue a command to each created creature by an creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect each created pebble by using a different spell slot, using more ammunition, or using a different spell slot. For example, you could use a magic dust devil spell to create pebbles that are smaller than Medium and have a Medium save DC of 10 + the spell’s level.
Conjuration
Earth shake
60
Instantaneous
You pull up to ten feet deep in the ground, and up to ten creatures of your choice that you can see within range come within 5 feet of you must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line. The creatures take 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The creatures can be pulled up to 30 feet in any direction with a successful save. The creatures can be destroyed if they fall into a pit or if a pit wall is present. A creature pulled up to 30 feet to the left of where the pit wall is drawn is knocked prone. If the pit wall is filled, the wall is filled with smoke. If the pit wall contains a trapdoor or other barred door, the trapdoor or door is made of wood or stone and is made of one of the following types: • None • • • • • • • Other creatures can open or close the barred door. If the door is made of wood or stone and the trapdoor or door opens or closes only on a creature, the creature is restrained until the start of your next turn. A creature restrained by the trapdoor or door can make an Intelligence (Investigation) check against your spell save DC to find the door (the creature’s level). If the creature’s level is lower than the creature’s level, the creature is restrained. If it is higher than the creature’s level, the creature is knocked unconscious. The restrained creature can make an Intelligence check against your spell save DC against the door’s magic, and it can take actions that appear to be random. The door is barred from the eye’s view and can’t be closed. If the door is ever unlocked, a random creature enters, and the creature that entered with the creature’s level rises to the top of the barred area. A random creature falls from the barred area into the pit.
Divination
Earth shake
90
24 Hours
This spell creates an instantaneous, invisible shock in an area within range. Each creature in that area, other than you, must make a Dexterity saving throw. If you’re fighting a creature with a Strength of at least 2, the creature takes 7d8 damage of the lowest kind on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Earth shake
90 seconds
A crackling earthquake rumbles across a point you choose within range. Each creature other than you within range must make a Strength saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. While knocked prone, other creatures must make the saving throw as normal, and they take force damage on a failed save. A creature prone and within reach of a falling or standing object or object can use its action to shake the object at the creature to which it’s prone. When a creature so does, it takes 1d6 force damage. Alternatively, a creature so struck must make a Strength saving throw. On a failed save, it takes half as much force damage and is knocked prone. Reducing a creature to the lowest possible hit point results in a 1d6 bludgeoning damage mark at the start of the foe’s turn until the spell ends. If a creature ends its turn so it hits a creature with a bludgeoning or piercing weapon, that creature takes the same damage. As a bonus action on its turn, an attacking creature can make a Constitution saving throw to end the fight as soon as possible.
Conjuration
Earth shake
Touch
24 hours
You create a powerful earthquake or tsunami along an area within range within which a creature other than you is taller or smaller than it is and that moves within 120 feet of you is standing still. The earthquake and the tsunami move at the same time, but the ground within 10 feet of the initial point you targeted is shaking and shaking again. Each creature other than you that you can see within the earthquake and tsunami must make a Strength saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration
Earth shaking
10
Instantaneous
Choose a portion of ground your choice within range that is 100 feet deep. Any creature that enters the ground within the spell’s area for the first time on a turn or starts its turn there must make a Strength (Athletics) check against your spell save DC. On a success, the creature is restrained and takes 2d8 lightning damage, and the spell ends. On a failure, the creature takes 1d8 lightning damage, and the spell ends. Any effect that removes a creature’s petrified condition or its effect from a corpse takes 3d8 lightning damage, and the spell ends in the creature’s death. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 7th.
Evocation
Earth shaking
150
Instantaneous
You trigger a seismic disturbance, originating from another point on the ground within range, and create a earthquake along the ground within range. Each creature within ten feet of the area under you must succeed on a Strength check or be pulled up to 10 feet in a straight line toward a point on the ground that you can see. The creature must make a Strength check (the distance at which it can see a direction) or take the Dash action, which suffers it. A creature that reaches the top of the earthquake has a 15 percent chance to ignite it. While ignited, the creature emits a constant hum of pounding metal and crackles of metal, which affects it as if it were made of lead. It is immune to being knocked prone and can’t attack, activate magic doors, or defend itself from hostile creatures. In addition, when a creature moves into the area for the first time on a turn or starts its turn there, the earthquake triggers two additional tremors in the area. For the duration, this quirk deals 20 force damage to each target.
Shocking noise erupts from the ground at a point you choose within 5 feet of you. Each creature within 5 feet of the area must make a Constitution saving throw. On a failed save, the creature takes 6d8 damage of the type you specify, or half as much damage on a successful save. While the affected creature is on the ground, creatures that can’t move can carry out some of the attacks made against it by making a DC 20 Strength check,
Earth Shaking
60
Instantaneous
You create a burst of brilliant light in a 20-foot-radius sphere centered on a point within range. Each creature that can see within the sphere must make a Constitution saving throw. On a successful save, a creature becomes blinded for 4 rounds.
Transmutation
Earth shaking
90
Instantaneous
Choose an area of stone or mud that you can see that fits within a 40-foot cube and that fits within a 100-foot cube within which a solid surface is present. You can create that area by employing any material component of the attack. As a bonus action on each of your turns before the spell ends, you can alter the stone so that it sheds bright light in a 40-foot cube centered on the cube. In either case, any creature that starts its turn in the affected area must succeed on a Dexterity saving throw or take 2d6 radiant damage. This spell can’t designate a new area or create a new one. If you create a new area, each creature within the area must make a Dexterity saving throw. On a successful save, the creature takes half the area’s current condition and doesn’t need to move. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Transmutation
Earth shaking earthquake
120
Instantaneous
You create a earthquake, sending bits of rock or a solid surface into a 20-foot-radius sphere centered on a point of your choice within range. Each creature in that area must make a Strength saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature killed by the fall must use its action to automatically release the rubble. An earthquake creates two faults on the ground within 120 feet of its destination point, issuing quakes along the ground within the area. Each fault has AC 12 and 30 hit points. A quakeslide occurs when two or more faults meet, or when two or more faults intersect each other. The quakeslide lasts for the duration or until a fault is corrected, and the correct fault is made, it reappears, or it fails its check to break it. If one or more faults could be created, created clones, or created clones of other faults, the earthquake creates three faults on the ground within 120 feet of the nearest friendly creature or object. Those faults are faultless, and no earthquake can affect more than one creature at a time. A fault created by a fault interposes no more than 10 feet of stone or 4 feet of wood on each side, forming a new fault. Only two faults can be created at a time. A third fault, created by an earthquake, strikes a natural rock bridge over an open pit, forming a new fault. If there is no natural rock bridge between the two tornadoes, nothing is sustained inside the dome and the storm lasts until the bridge is completely breached. When you cast this spell, and each round thereafter, you can use your action to deal 4d6 force damage to three other creatures you choose within 30 feet of you.
Transmutation
Earth shaking earthquake
30
Instantaneous
A tremor quakes the earth beneath you, causing tremors, creaks, and other physical effects of your choice to follow, such as shaking earth or shaking water. Each creature that starts its turn in a 45-foot-radius sphere centered on a point you choose within range must succeed on a Strength saving throw or take 1d8 lightning damage, and the earth shakes when a creature or object moves within that area. Each 5-foot-radius sphere centered on such a point takes 2d8 lightning damage. So, a 5-foot-radius sphere that starts its turn and ends its turn must make the saving throw with advantage. The earth shakes when a creature, object, or movement within the area deals 1d8 lightning damage to it. When you cast this spell with a spell slot of 2nd level or higher, the spell creates a seismic shaking earthquake on the ground beneath you that lasts for 1 minute. Each creature in the shaking earthquake’s area must make a Dexterity saving throw. On a successful save, it isn’t triggered by an earthquake.
Earth shaking earthquake
10 minutes
A tremor quakes the earth beneath you, causing tremors, creaks, and other physical effects of your choice to follow, such as shaking earth, shifting stone, or shattering glass. Each creature that starts its turn in the shaking area must succeed on a Strength saving throw or take 1d8 lightning damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Earth shaking earthquake
60
Instantaneous
You create a 5-foot-diameter earthquake centered on a point within range and shake it in you¹s atmosphere. Each creature that is within 5 feet of the point when you cast the spell must succeed on a Strength saving throw or be pushed up to 5 feet away from the earthquake. If you create a larger earthquake, it spreads to the nearest unoccupied space, and it can’t create a quake more than 10 miles long. A larger earthquake shakes mounds, lakes, and other water bodies, and it damages and destroys structures. A larger earthquake causes waves to surge up to 20 feet high.
Evocation
Earth shaking
Self (1-foot radius)
Instantaneous
This spell sucks up and twists any Medium or smaller objects or materials on the ground in your area, and shapes them in a manner to cause trouble. If a creature would move into a area you choose for the first time on a turn or a piece of equipment that you can see within 60 feet of the ground in order to defend itself, the creature must make a Dexterity saving throw. On a failed save, it takes 6d8 bludgeoning damage, or half as much damage on a successful save. If the creature would move into another opening that is no larger than 40 feet square, that creature takes 5d10 bludgeoning damage, or half as much damage on a successful save. You can use a bonus action on a subsequent turn of yours to move into a locked container that you can see within 30 feet of the ground in order to protect it. Any creature that would normally be immune to this damage must succeed on a Constitution saving throw or drop the weapon if it is in its space. If it has a melee weapon (your choice when you cast this spell), it deals 5d10 bludgeoning damage on a failed save, and the damage is reduced to half the weapon’s normal damage (your choice when you cast this spell). If it has a ranged weapon (your choice when you cast this spell), it deals no damage at all. A disintegrate attack rolls a creature made with this spell deal no damage at all?s second level or lower. Instead, the creature takes 1d4 necrotic damage (if you have it) and must restart its turn by pulling out or ritually chopping off the creature’s clothing or some other covering. A disintegrate that fails this save reduces it to 0 hit points. A slashing damage die is attached to the creature‘s die, which it uses for its attack action. If the creature has no die and is slashing it with a nonmagical weapon, slashing it instead deals no damage and has advantage on attack rolls against its target. A disintegrate that reaches its maximum range allows it to drain life from nearby creatures as a bonus action when it effectively reattaches its weapon.
Evocation
Earth shaking
Self
1 hour
A shaking mass of air appears at a point you choose within range. You can affect the mass with an alchemical weapon or a similar magical weapon capable of manipulating nature. Once in a 5-foot-radius sphere centered on the mass, each creature in it must make a Constitution saving throw. On a failed save, a creature becomes immune to being frightened and instead becomes immune to all damage and conditions until the spell ends. The mass is so strong that even a small crack can open the mass, and even a hole opens it. When you cast the spell—and as a bonus action on each of your turns thereafter on each of your turns until you finish a long rest—you can cause the mass to move up to 30 feet and cause 1d4 + 1d6 damage of your choice.
Transmutation
Earth shaking
Touch
8 Hours
You send out a seismic disturbance in an unoccupied space of your choice within range. Each creature that ends its turn within 5 feet of the seismic activity must make a Strength saving throw. On a failed save, the creature becomes restrained, takes 1d8 earthquake damage, and wakes up paralyzed. After six days, the creature wakes up if it takes any damage or if it is warded off from light or another covering material (such as a sheet of opaque paint or a rock). When the seismic occurs, the spell ends, and its damage increases by 1d8 for each of the six days until the spell ends (the total damage increases by 1d8 when you reach 5th level (2d8 damage)—see the linked Monster Manual for details). You can rejoin the earth at any time if you are willing. Once you do so, you can use a bonus action on each of your turns to move up to the surface of the earth and shift its temperature so that it rises slowly and warmly enough so that you can stand up. You can move up to 20 feet in each direction along the ground, through trees, rocks, and flooring, and then back again as if you were in the middle of the earthquake.
Transmutation
Earth shaking
Touch
Instantaneous
The moment you step within range, a prepared arboreal tree or a tree of bark that is too large for your body is completely destroyed. Each creature that fails a saving throw against this spell must make a Constitution saving throw. The spell ends if you cast it again, if you use an action to dismiss it, or if you learn the precise location of any missing trees. The spell ends if you cast it again, if you use an action to dismiss it, or if you learn the precise location of any missing bark. A prepared tree or bark takes up to ten additional feet of ground for each foot it takes to move. You can also plant any remaining trees under the tree’s growing area. To plants additional feet of foliage, you must reach the top of the prepared tree or bark; otherwise, the prepared tree or bark takes the same number of feet of ground as the foliage.
Transmutation
Earth shaking
Touch
Instantaneous
This spell can crush any solid surface that isn’t covered by an incorporeal barrier, provided that you have the materials to create such a barrier. Creatures covered by such a barrier can be as small as Medium or larger. Creatures that aren’t covered by such a barrier aren’t restrained or affected by it. The spell is permanent and nonmagical. The spells of the conjured barrier aren’t affected by fey, bard, or other celestial spirits, but rather by them. Creatures covered by such a barrier are affected by them as if they were spells or a type of celestial weapon (such as a crossbow or light crossbow), and the spell fails if the creature is already bound to a celestial, a verdant, or a crescent-shaped globe (equivalent to a spear or crossbow). A creature w ho deals an extra 1d4 damage when she strikes two or more celestial with the conjured barrier. Moreover, if any are harmed while attempting to cast a spell or cast a spell of a higher level than 6th (the triggering spell is attuned to that spell's trigger point), the spell fails.
Abjuration
Earth shambles
90
Concentration, up to 1 hour
You create a trench within range that makes it impossible for creatures on the ground to jump up to 5 feet above the ground. The trench extends beyond an area of solid ground made of cloud and is as thick as 20 feet deep. When unoccupied, the trench blocks line of sight but not movement. While the trench exists, whenever a creature moves into the trench, it disappears completely, and any creatures still standing on the trench have a -2 penalty to AC and ability checks made to enter it.
Transmutation
Earth shard
150
24 hours
A 50-foot cube of strong acid infuses for the next 5 minutes until the spell ends. When the cube falls, it creates up to three acid rain puddles in its area that deal 1d4 acid damage to each creature that moves within it. A creature moving in the cube must make a Dexterity saving throw. On a failed save, it takes 2d6 acid rain and 1d4 acid rain damage, reducing its Hit points by 2 for the duration. If the cube is destroyed before the spell ends, any creatures still affected by the spell have a 25 percent chance to regain hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a third of the damage created by the spell is shifted to the creature’s acid cloud. A fourth creature (your choice when you cast this spell using a spell slot of 7th level or higher) takes 3d6 acid rain and no damage at all.
Transmutation
Earth shard
150
24 Hours
Choose an area of magic that you can see within range and that fits within a 10-foot cube within range. You choose one of the following effects when you cast this spell. • You create an instantaneous, harmless sensory effect equivalent in size to a light sabre that cuts through a wall of sorts. • You create an instantaneous, harmless sensory effect equivalent in size to a sabre that hovers over an area of ceiling or wall suitable for armor or weapon use. • You create an instantaneous, harmless sensory effect equivalent in size to a spear wielder’s weapon. • You create an instantaneous, harmless sensory effect equivalent in size to gold toothpicks and similar tools. • You create an accidental sensory effect equivalent in size to an ancient hammer. • You create an accidental sensory effect equivalent in size to a piece of nonmagical ammunition, such as a bolt of lightning, that can be dropped from a high place on a floor.
Transmutation
Earth Shatter
150
Instantaneous
One layer of crist-like force rises from the ground at the center of a creature’s space and crashes down on it creating a cacophony of crackles and thuds. Choose one creature that you can see within range. Make a ranged spell attack for each target. On a hit, the target takes 1d10 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjuration
Earth Shatter
30
Instantaneous
A crackling, magical ball of energy
Earth Shatter
30
Instantaneous
You unleash a wave of antimagic field within range to shatter any barriers or barriers that remain between you and a target within range. For the duration, each creature in a 30-foot-radius sphere centered on a point you choose within range is affected as if it were above the ground. Each creature that fails its saving throw must make a Dexterity saving throw. On a failed save, a creature takes 2d8 damage and is knocked prone. After a sustained period of time covered by antimagic field, a creature is immune to the spell’s effects for the duration. If the spell ends before then, the creature is no longer affected by it and, if it does so, is knocked prone. A creature might be immune to the spell if the barrier is large enough, if the creature is moving within the spell’s area (for example, you could ward off a vengeful spirit that harms a creature living within the spell), or if the creature is attacking a creature within 30 feet of you (for example, you might ward off a manticore that moves within 30 feet of you).
Conjuration
Earth Shattering (10-foot radius)
Self
Concentration, up to 1 minute
A 20-foot-radius sphere of earth and stone erupts from a point within range. Choose one creature that you can see within range. A swirling mass of 5-foot-deep, 20-foot-deep, 20-foot thick shimmers within 5 feet of it. When a creature makes a Dexterity saving throw, it takes 4d6 force damage, and the shiver of destruction fills the area for 1 minute. The spell ends for a creature that succeeds on a Dexterity saving throw or the spell ends for a creature that fails it. A creature that succeeds on its saving throw is knocked prone in the sphere for 1 minute, after which time it can move to stand up, use its movement to move up to its speed so that it can pass, and make a melee attack at the start of your next turn. If a creature would normally be knocked prone, a creature that fails its saving throw must roll a d10 at the start of its turn to regain movement. A creature that fails its saving throw then falls prone, sending a creature of your size or smaller flying into a state of suspended animation. The suspended animation lasts until the spell ends. If a creature would normally be paralyzed while animated, paralyzed by the spell, or helpless while stunned by it, the creature would be stunned for 1 minute and then have half the duration. The sticky mass sucks out air and water, which creates trapped objects and liquids. Creatures that aren’t restrained by the spell can use their action to make a Strength or Dexterity check (the spell takes a second to complete) and take a slam of their own. If successful, the creature falls prone, using its movement, and makes a melee spell attack against a creature within 5 feet of it. On a success, the creature lands prone but not restrained and can’t use any actions it has available until the spell ends. When you cast the spell—and before its duration ends—you can create a nonmagical ranged weapon capable of firing a blast of your weapon. Hit or miss, the weapon defies the natural progression of your movement, and you have advantage on all attack rolls you make during this spell’s duration. As an action, you can launch the weapon at a creature within 5 feet of it, or cause it to flicker and turn to green. Make a ranged spell attack for the weapon. On a hit, the creature takes 4d8 damage. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 2d8 for each slot level above 6th.
Conjuration
Earth Shattering
150
Instantaneous
You create a momentary globe of earth and stone centered on a point within range. The globe remains for as long as you maintain your concentration on the spell, up to 10 minutes. When you cast the spell, you can choose a point within 30 feet of a point you select within range. The globe remains for as long as you maintain your concentration on the spell, up to 10 minutes. During this time, you can use your action to create a new globe, one that appears in the space you choose within 30 feet of a point you choose within 30 feet of a point within 30 feet of another point within 30 feet of the globe’s space. A globe created by this method blocks line of sight but can move across rough terrain but not fire, earth, or stone. Each 5-foot-radius sphere centered on a point you choose within range centered on that point must be nonmagical in nature. While made of nonmagical material, a globe of ice or snow blocks both fire and lightning. Creatures and objects that fit within a 10-foot cube are unaffected. Each globe created by this method damages and/or withers nearby creatures. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage for each globe created by this method increases by 1d4 for each slot level above 6th.
Evocation
Earth Shattering
60
Instantaneous
You and up to ten creatures of your choice that you can see within range fall down a shaft made of earth. The spell creates more than one earthquake every 10 minutes for a month. Each creature that falls into this spell's area must make a Dexterity saving throw. On a failed save, it takes 14d6 + 40 force damage. A creature can take 1dlO force damage, or half as much damage on a failed save. At the end of each of its turns, a creature that fails its save and falls into this spell's zone can’t move. Until then, it can use the safest option, and no longer take this normal effect. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Earth Shattering Strike
60
Instantaneous
After a moment of shaking hands, a quiver full of antimagic field and shaped like a serpent's horn rises from the ground at your command. Each creature other than you within 30 feet of the earth at your command must make a Dexterity saving throw. You or someone else who is on the ground within 30 feet of it must make the saving throw yourself or move as directed above. If you do so, the quiver extends into the air and twists so that it rises 1 foot above the ground at the top of a 20-foot radius. Any creature that ends its turn within 1 foot of the ground must succeed on a Strength saving throw or take 2d6 bludgeoning damage, and it can’t take any damage from falling or standing on it. The spell ends if you move more than 30 feet per round for the entire spell’s duration. If you fire the spell in action, the quiver rises 1 foot above the ground. It ignites flammable objects that aren’t being worn or carried. If you fire the spell in action, the spell ends if you move more than 30 feet per round.
Conjuration
Earth shift
10
120
1 Hour
A surge of positive energy radiates from you in a direction you choose. Until the spell ends, the energy is nonmagical and lasts for the duration. When you cast it, choose one spell from your spell book that lasts for the duration and that takes 1d10 + 1// level casting. You can use the spell to affect a creature within 5 feet of the point you chose. The target’s speed increases by 15 feet until the spell ends, and when the spell ends, the target has disadvantage on attack rolls against you, and can't be affected by any other means.
Transmutation
Earth shift
10
Instantaneous
For the duration, you cause up to three pillars of whirling air to shift to a new horizontal orientation. You can animate up to three pillars at a time, sending them to a new plane, or you can cause one pillar to shift to a different orientation and animate only once. The pillars must be of the appropriate size for the illusion. If you create more than three pillars, you cause them to sprout from the pillars and crush them to bits, thus shattering them. When a pillar collapses, the rubble falls into a pit connected to the pit by a rope, cliff, or other loose structure. A pit is a place or area that is difficult for creatures to cross without leaving behind enough metal to sustain the weight of the pillar. A large pit created using this spell’s pit can hold up to twenty-five thousand tons. The pit’s pit can be a large, circular, open pit or a pit blocked with thick stone. The pits can’t overlap or form squares, but they can contain up to four stories. Each story must be 100 feet long, 10 feet high, and 1 inch thick. The pit’s area requires at least 1 mile square construction. You can shape the rubble in any manner you choose so long as there is no more rubble in the way. You can create any of the following effects within the same area: • Blast apart any barriers or other barriers that limit movement of creatures or that impede creature progress. • Silence or chill the sound of your footsteps, touching off an alarm or a chirping lullaby. • Smite or hurl any objects or materials that are not secured to anything within the area. • Blast out an explosion of quivers filled with fiery arrows or battering rams filled with club-sized pomegranates, sending debris strewn about the area. • Stunning, slashing, piercing, or slashing through solid objects or causing them to crackle with eldritch force or shatter like wrought-iron ones makes the area more dangerous. • Poison in cold wounds makes the area more difficult for creatures or for undead. • Creatures that aren’t secured to anything within the area are unable to speak, use, or use nonmagical communication.
Evocation
Earth shift
10
Instantaneous
This spell creates a ripple of positive energy that shakes up to three creatures of your choice within range and places them in a ziggurat or larger location on the ground within range. This spell can also create an area of chaotic stone and crack open some open as wide as a chest, a mausoleum, or a temple. When you cast this spell, you can replace the number of targets with the number of creatures you have chosen (including creatures created by spells and creatures created by effects, as with rod of disintegration or bane of undead or bane of warding, or creation of a new target by casting this spell), and you can also specify a location that isn’t on the ground (such as ahead of a place of worship, across a street from a place of worship, or across a bridge over a wide river) or that isn’t on a solid foundation (such as a high wall or high wall between two points on the ground). The casting of this spell affects only the first creature to be casted, not the second or third creature to be casted. The second creature to be casted must follow a specific ritual or course of action that the creature takes while casting the spell. For example, a celestials magic dagger might strike it as it strikes its wielder. If your casting is successful, the spell creates a new target for each target created. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the first creature to create a new target hit the mark automatically and creates two new temporary constructions for each target created. For each temporary constructions target, roll a d20 and assign a number to each creature. On each of these temporary constructions, the creature must make a Charisma saving throw. On a failed save, the creature falls prone and, until the spell ends, can’t move. When a creature uses its action to move up to its speed, it rolls a d6 to determine whether the movement around it is made from behind.
Transmutation
Earth shift
10
Instantaneous
You and up to eight willing creatures within your reach are transported to an unfamiliar location for the duration. The nearest hostile creature that you choose makes this trip. An unwilling creature can make an Intelligence saving throw. On a failed save, it w ho enters the destination spell’s area and is engulfed in smoke, which lasts until the end of your next turn. The smoke dissipates cleanly and invisibly, leaving behind no energy or clothing. The smoke then fills the area around the spell target. The smoke persists for 1 minute or until a creature uses an action to shroud its eyesight, which it does automatically upon entering the spell’s area. When the smoke fills a space, it obscures only the face, which has a 10 percent chance to brighten. The smoke then moves to within 10 feet of the target and finishes off alley brawlers if it can see it. If the smoke moves while you and all other creatures are within 5 feet of the target, it moves 10 feet away from you and ends your turn. If the smoke moves while you are within 5 feet of a target that is hostile to you, it moves 10 feet away from you and deals 4d8 necrotic damage to you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Abjuration
Earth shift
10
Instantaneous
You appear outside a 20-foot cube on an unoccupied spaceable and tangential level where you appear within range. As an action, you shift gravity, wind, and fire into one of the following effects. Each effect of a wave can be activated only during the instant the spell occurs. You can also activate a minor effect that occurs during its duration. For example, if you shift the wind, snow, or lava in a 20-foot cube, that cube can be activated only during its duration. A strong wind (at least 10 miles per hour) disperses the fog around the room behind you.
Evocation
Earth shift
120
Concentration, up to 1 hour
Duration: Concentration, up to 1 hour You pull one creature that you can see within range along a solid surface and shift it to and from one of the following effects. • Slain hit points by 1. Then reduce the target's hit points by 2 for the duration. • • Toss a willing creature or an object with one of the effects. You create one Tiny, nonmagical object that isn’t a creature or object and can't be charmed or summoned. The object is restrained until the spell ends. • Apport and thrust the target into a 20-foot cube centered on a point within range. • Chaining the creature to one creature of your choice within 20 feet of another creature’s cube (including you) for the duration ends for that creature and without its clothing or equipment or for its companion.
Conjuration
Earth shift
120
Instantaneous
You create a boom of magical energy in a location that you can see within range. The area is difficult terrain and lasts for the duration. When you cast the spell there is a boom at the location you cast the spell on. Each creature that can hear you must make a Wisdom saving throw. On a failed save, a boom rises from the ground and springs from a point within 10 feet of you, forming a dome of whirling, thudding air. It doesn’t create nor expand its diameter and it doesn’t create nor expand its height. It instead creates a 20-foot-radius sphere centered on that point and 20 feet tall. The sphere spreads around you and makes a separate noise when it moves. When the sphere slams shut, any creature or object that was inside the sphere and that was within 10 feet of the hubris bubble that separated you from the sphere when you cast the spell ends its turn. If you used a spell slot of 6th level or higher to create the sphere, you can use each slot to create a new one. Each sphere released by the spell lasts for the duration. Alternatively, you can banish a sphere created by this spell into an unoccupied space that you can see within 10 feet of the hubris bubble that separated you from the hubris bubble when you cast it. You can use a bonus action to cause a sphere of whirling, black lightning to leap from the sphere at your disposal and then crash into a creature or object that is within 5 feet of the hubris bubble. This lightning flashes when it strikes a creature or object, and it creates a 10-foot-radius, 20-foot-high cylinder centered on the point where the cylinder explodes. Each creature or object struck by the spell must make a Dexterity saving throw. On a failed save, a creature takes 1d6 lightning damage, or half as much damage on a successful save. The lightning ignites flammable objects made of iron or steel that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Earth shift
120
Instantaneous
You create a wall of whirling energy in a location you choose within range. The wall lasts for the duration, covering both the w out and the w sides of the w wall. You can form it into a hemispherical dome or a sphere that can cover as much as 25 feet in length. The wall can be made of up to 5 gallons of nonmagical
Earth shift
120
Instantaneous
You teleport yourself from a location within range to a different location in a 30 foot cube. You must use a celestial communication option and a celestial shift trap decorating the destination location. Each creature within 10 feet of the destination location must make a Wisdom saving throw. A creature succeeds by automatically attaining the destination celestial shift state by moving to a different celestial shift location on the same round as the spell’s effect ends.
Conjuration
Earth shift
120
Until dispelled
A shifting, void-sized ring appears around an area of ground you can see within range. The ring moves so that the walls and other structures of the void are blocked from view but not broken. Each wall or structure is 10 feet thick, and each wall or structure has AC 20 and 30 hit points. The void creates a warp in the fabric of space that cuts across buildings and limbs, and the void creates a warp in the surface of iron or steel, making it difficult or impossible for creatures to move. The warp also makes it difficult or impossible for creatures to enter the void and is visible from up to 500 feet away. Any creature that can’t see through the void’s surface is blinded and is unable to move.
Transmutation
Earth shift
150
Concentration, up to 1 hour
You alter the course of time for the better of one creature within range. For the duration, that creature can move up or down a distance of 150
Earth shift
150
Instantaneous
You move into a location and reshape the ground in that location for the duration, creating natural stone walkways and other natural wonders. You can create any of the following wonders within range. A stone arch, wall of fire, stone bridge, or any other visible natural stone bridge formed by fire, stone spike, or other nonmagical source causes the natural stone bridge to rise and create a passage for up to eight persons (10-foot diameter panels)
Earth shift
300
Instantaneous
Choose a point you can see on the ground within range. A creature that can see the area can move to that point and then the spell ends.
DurationInstantaneous
Until the spell ends, a humanoid that can’t be targeted by an Earth shift spell chooses a point within range and moves to that point. That target enters a nonmagical magical state as if it were an enemy (no actions required), becomes invisible, or decreases its AC by 10 for 7 rounds, ending the effect of that spell. If the spell ends before this spell has triggered, an alarm w illogs the target, which must remain hidden from view for its entire duration. A creature must use its action to use reaction to leave the illusion. It can use only one reaction and can’t use any reaction in the attack or spell's area to move.
Conjuration
Earth shift
300
Instantaneous
You alter the course of one thousand years on this day. Until the time of the fourteenth century, the earth was the center of the physical universe. While the four corners of the physical universe are centered on the earth, any creature on the ground above or below the earth (and even on
Earth shift
300
Until dispelled
You create a sphere of strong earth in a 30-foot radius centered on a point you choose within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature is pushed 10 feet away from you and is restrained by the sphere. When a creature is affected by this spell or by a spell that transfers control of it, the creature can make a Constitution saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a sphere of earth in a 30-foot radius centered on a point you choose within range. Each creature in the sphere must make a Strength saving throw. On a failed save, a creature is pushed 10 feet away from you and is restrained by the sphere. When a creature is affected by this spell or by a spell that transfers control of it, the creature can make a Strength saving throw, ending the effect on itself on a success.
Transmutation
Earth shift
30
Concentration, up to 1 minute
Create an extradimensional space that you can see on the ground within range. Until the spell ends, the extradimensional space appears on the ground in a cube with a 20-foot radius and lasts for the duration. When you cast the spell, you can reshape the ground around it to appear any size, shape, or size of you choosing. The reshaped ground can be difficult terrain with thicket and stone buildings, as well as difficult terrain that is lightly obscured. The ground is difficult terrain for creatures other than you. Moreover, any creature that spends 5 feet of movement on a dedicated climbing or descending motion craft can perform simple and repetitive tasks within the extradimensional space. You can’t issue commands to the vessel without first choosing a simple and repetitive course of action. When you do, the craft disappears, leaving behind no equipment and no movement. You can use this spell to cause one creature of your choice that you can see within range to make a move that it can see on another creature’s turn. Alternatively, you can cause one creature of your choice that can’t make a move to make a ranged attack roll against you.
Evocation
Earth shift
30
Concentration, up to 1 minute
You cause the earth within range to become a shifting, shifting, shifting, shifting, shifting, shifting, shifting, shifting, shifting, shifting. The earth has a 100 percent chance to shift in any direction, and the earth itself has a 100 percent chance to shift in any direction. The earth, though it is shifting, doesn't change its shape. It can change its color, shape, and/or thickness, and it can change its size or shape. If you break the earth while shifting, you cause it to shift in any direction, and you cause it to shift in any direction faster than it can move. If you break the earth while shifting, you cause it to shift in any direction slower than it can move. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Earth shift
30
Concentration, up to 1 minute
You teleport up to 40 feet in a random direction, centered on a point you can see within range. The spell’s area is centered on a point that you can see within range. The spell’s area lasts for the spell’s duration. The spell’s area is centered on a point you choose within range. The spell’s area has an area of effect on it. A point you choose within its area can’t be moved by the spell. The spell’s area can‘t be closed or otherwise affected by other effects, such as spells or other objects. The spell’s area has no area of effect on you, and it doesn’t affect you when you cast it.
Transmutation
Earth shift
30
Instantaneous
You create a globe of negative energy that extends into the space of a creature within range, up to 30 feet on a side and 15 feet on the other. The globe remains for a duration, which can be extended over a wall or other surface, to create a fixed location within range. Each creature in a 30-footradius sphere centered on the globe can use its action to create one of the following effects with one of the following attacks: One creature’s speed is reduced by 10 feet until the spell ends, and the globe sheds dim light in a 30-foot radius. Clenched Fist. The creature uses its action to jab a fist against a wooden pillar in the ground within 30 feet of the globe. Each creature in that close must make a Strength saving throw. On a failed save, the creature takes 4d8 force damage, and it can’t speak a word until the spell ends. Fire Bolt. The globe bolts a 15-foot-radius spinning globe of fire at the target. Each creature in the globe’s space must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage, and it can’t use reactions until the start of your next turn. Ice Storm. The globe twists, releasing a wave of icy water at a point within 30 feet of it. Each creature in the area takes 4d8 cold damage, and the area of impact can’t be more than 10 feet wide. Torrential rain. Each creature in the area takes 1d8+ ice damage. Rain, snow, and mud appear inaxes and dissipate into soft craters, where they can be reached only by climbing or by swimming.
Conjuration
Earth shift
500
Concentration, up to 24 hours
This spell creates a ripple of magic on the ground in a 10-footradius, 30-foot high cylinder centered on a point within range. Until the spell ends, the magical fabric of the ground is magically linked to creatures in the area, creating a natural phenomenon called a earth shift. Creatures within the cylinder are affected only by spells and magical effects affecting them. If a creature moves into a location in the cylinder for the first time on a turn or starts its turn there, it is automatically targeted by a spell cast there.
Divination
Earth shift
60
10 minutes
This spell creates a shimmering void in a location’s atmosphere that lasts for the duration. For the duration, any creature that ends its turn within 30 feet of the spell’s area must spend 1 extra use of reaction, and the spell creates no new conditions or effects. It also doesn’t trigger any effects that would create a horizontal jump or a vertical jump, such as a horizontal passageway or a ramp. The spell then ends, if any. Thus, you might cause a shimmering void to form between a wall and an open pit, a void created by a falling tree that spans a floor, or a wall created by a creature’s ramp that falls behind it. An opening can be created as a bonus action on any of your turns. A shimmering void created by a falling tree can be closed with a bonus action of your choice, and you can use a bonus action to open the void if you do. A creature that uses its action to make a ranged spell attack must make the attack before the spell’s end, though an attack with a shimmering void opens an opening of your choice that the DM can open using another action.
Transmutation
Earth shift
60
1 Round
You seize the destiny of a small group of creatures or objects that have somehow slipped into or out of existence. At any time for the duration, an elemental force appears on the same plane of existence as the target (your choice which creature’s plane you are on). It appears with a foul looking shell, shimmering, or slightly redder than your choice of the target’s hue. The force sucks out whatever remains of reality and makes it impossible for the creature to move or speak. The force sucks in any that aren’t in your reach. Each creature in an area through which you can see within range must make a Dexterity saving throw. On a failure, you cause the creature’s destiny to repeat itself. The force sucks in whatever remains of reality and makes it impossible for the creature to move or speak. Nonmagical energy can move only by way of the destiny. The forces used in this spell are identical to those used in other such spells of the same type or type's profinities, alignment, deity, or whatever. You must have seen the exact same thing as the creature to see the fate of the creature.
Divination
Earth shift
60
Concentration, up to 1 hour
You shift the air in a 10-foot cube centered on a point within range to a height of 30 feet. For the duration, up to twenty-five trees, ten large shrubs, or a 10-foot tall tree trunk rot away from the cube in a direction you choose to do so. Each tree shrub rots away from the cube in a direction you choose. If the cube is larger than 30 feet, the radius increases to 50 feet. For the duration, a plant or a mineral drop is shed for the casting of mineral oil.
Transmutation
Earth shift
60
Instantaneous
Choose an area of nonmagical terrain you can see within range. A disintegrate spell cast on the terrain grants a range of the following effects. • You create a whirlwind that travels from one side to the other, making the way it travels 100 feet in each direction. • You create a 20-footradius, 30-foot-high cylinder of churning churning gas centered on a point within range. • You cause up to five d10 lightning bolts per 5-foot-cube portion of the terrain’s area. Each creature in that area must make a Constitution saving throw. A creature takes 8d10 lightning bolts when it moves within 60 feet of the whirlwind, and half as much when it moves within the cylinder. When a creature other than you damages a creature in the area with a weapon attack during its turn, the creature takes 3d10 lightning bolts, and the spell ends. When you cast this spell with a
Earth shift
60
Instantaneous
Choose an area of space that you can see within range and that isn’t obscured by darkness or light. A creature within the area must make a Dexterity saving throw. On a failed save, it takes 2d6 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. At the end of each of its turns, the target can make a Strength saving throw. On a failed save, the target takes 4d6 bludgeoning damage and is knocked prone. On a successful save, the target takes half as much damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Abjuration
Earth shift
60
Instantaneous
Choose one creature that you can see within range. The target takes an incline and fall as determined by the target’s movement. The spell remains in effect as long as you are standing there, up to ten minutes. If the target fails its saving throw, it instead takes 14d6 bludgeoning damage and is forced up to 5 feet downward. If the target falls, it can’t fall up to 5 feet; if it falls, it can’t use any action taken to do so. As an action, you can cause the spell to end. The spell has no effect if you are standing there or moving with the target.
Conjuration
Earth shift
60
Instantaneous
You and up to eight willing creatures within 5 feet of you instantly shift to a new location, including any that aren’t there immediately before. You can also teleport to an area beyond the area itself, if you do so. As a bonus action, you can move this spell’s range to 60 feet. If you move more than 60 feet from a point you choose within the spell’s range, Ixodes, as well as any effects created by this spell, apply to that point.
Conjuration
Earth shift
60
Instantaneous
You cause up to twelve trees to shift to a different state of being. Each tree takes 4d4 lightning damage per tree, and it becomes a new tree on each of your turns for the duration. Until the spell ends, you can use an action to move two or more of the trees up to the lowest vegetable cover available, which would leave one or more blossoms standing on the ground or in the air.
Transmutation
Earth shift
60
Instantaneous
You create a new sphere of energy centered on a point you choose within range. Each sphere is 100 feet (10 m) in diameter and 1 inch (4 m) thick. The sphere can be moved and interacted with by any creature within it. You can also create portals to other planes of existence, such as the nearest dimension door or a portal to another dimension. The portal closes when you reach its destination. On a successful save, the portal closes with a brief chill. A portal opens only when you and a non-host creature you can see within it are within it, or when you and a non-host creature share a space within it. A portal opens only when you and a non-host creature share a space within it. Alternatively, you can create a portal to another dimension, such as one that you and a non-host creature share, and then teleport to the nearest one. The portal flies through a 20-foot-radius sphere centered on that point. When you teleport, the portal disappears. You can use your movement to see through the sphere. You can move it up to 30 feet (10 m) and then back to it. The sphere is centered on a point you choose within range. The sphere is composed of a thin sheet of solid metal and a thin sheet of water. The sphere can be made to float on the ground or to be carried by a creature. The creature must make a Dexterity saving throw. On a failed save, the sphere falls down to the ground and is no longer in motion. On a successful save, the sphere is no longer in motion. The sphere can be moved by means other than by means other than by using your movement.
Conjuration
Earth shift
60
Instantaneous
You create a warp within the ground that causes nature to shift in a random direction. The warp lasts for one round (five rounds for normal ground, three rounds for thickets, three rounds for crevices, eight rounds for ramshackle walls, twelve rounds for stone or masonry, and so on.) and lasts until the warp dissipates. For the duration, you can use an action to cause one creature of your choice that you can see within 30 feet of you to make a Dexterity saving throw; if it succeeds, you create a warp that transports it to a different spot in the ground that you can see within 30 feet of you. The warp spreads out over a length of 30 feet, forming a bridge over a 20-foot-deep pit. It lasts for the duration or until you dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create one additional warp for each slot level above 7th.
Transmutation
Earth shift
60
Instantaneous
You hurl a churning pit of earth in a 5-foot radius centered on a point you can see within range. For the duration, any creatures you choose within 5 feet of a point you choose or that you choose as a target are restrained inside it. The creature remains in the pit up to 10 feet on a side and can’t move or move during the spell’s duration. Any creature that was already affected by a nonmagical nonmagical restraint spell can’t move or attack the target. The spell then ends.
Evocation
Earth shift
60
Instantaneous
You teleport yourself or up to 5 friends to a certain location on the ground or a hill. You and up to 5 allies within 5 feet of you can see in this way.
Transmutation
Earth shift
60
Until dispelledEarth shift
This spell creates a warp in the fabric of space that shapes physical contact between two points you choose within range. Each creature that starts its turn in the wisest portion of the creature’s path must make a Dexterity saving throw. On a successful save, that creature is able to move to a space that it can see directly on the ground and that is within 5 feet of the center point of the warp and doesn’t need to move when that space is occupied. (Typically, the space created by a warp isn’t occupied by other creatures.) To a creature that ends its turn in the wisest part of the creature’s path, the creature must move within 5 feet of the center point of the warp within the last 5 minutes. A creature that moves within 1 foot of the center point of the warp must make a Constitution saving throw. On a failed save, the creature takes 1d6 cold damage (ice).
Conjuration
Earth shift
90
1 Hour
This spell creates a minor portal that leads to an unoccupied demiplane occupied by a Huge or smaller creature whose challenge rating is Strength, Dexterity, or Constitution. The portal leads to an unoccupied demiplane whose challenge rating is equal to or less than your level (the portal's cube is your square area of occupied space, determined by the DM). When the spell ends, the teleportation fails, and all creatures and objects w eeping from the portal, except undead, disappear. The portals are 1 mile wide and fill a 15-foot cube. A creature enters the portal and disappears, returning to its home plane if
Earth shift
90
Instantaneous
A shifting mass of mist rolls onto the ground in a 5-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 7d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Earth shift
Concentration, up to 10 minutes
This spell allows a creature that dons armor to appear in any plane of existence in which it is cast, including one that is physically there. The spell doesn’t specify where such an Earth-based replica is located or when the replica would appear. The spell only requires a willing creature or object being mounted on a celestial body to appear in a nonmagical location (such as a temple, an idol, or a fortress) within 10 feet of a place, object, or object being used as the replica.
Divination
Earth shift
Self
Concentration, up to 10 minutes
Earth shift, also called a meteor shower, erupts from a point within range. The image spreads from an area within 100 feet of a point you choose within range to a point within 100 feet of a point you choose in the distance. The image flashes and diffuses throughout the area, but no light can illuminate it. Each creature in the area when affected by this spell must make a Wisdom saving throw. On a failed save, it takes 1d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using an 8th-level spell slot, you can target one additional creature for each slot level above 7th.
Evocation
Earth shift
Self
Concentration, up to 1 hour
You shift the air in a 60-foot cube centered on a point you choose within range. One creature other than you that you can see within 60 feet of the point must make a Constitution saving throw. On a failed save, the creature takes 4d6
Earth shift
Touch
1 Hour
You touch one object and become invisible to one creature of your choice within range. If you cast this spell using a spell slot of 3rd level or higher, the spell doesn’t take effect until the spell ends.
Abjuration
Earth shift
Touch
1 minute
You step into another dimension and reshape a creature’s land onto a new plane of existence. Each creature you choose within range counts against your spell save DC as your next turn until the spell ends.
Abjuration
Earth shift
Touch
24 Hours
Until the spell ends, any creatures you touch, as well as any plant or mineral you touch, turn to stone for the terrain surrounding them and shift, forming a small barrier there that remains for the duration. The barrier is strong enough to mollify plants and animals, though it can’t protect earthen or leafy trees. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it might be able to levitate forward, instead of simply rising vertically.
Transmutation
Earth shift
Touch
Instantaneous
You shift the fabric of the earth in a point of your choice within range to create an opening in the ground for a sea creature to emerge from under the soil or a tomb to be dedicated to a god. The creature appears in a spot of your choice within range and is friendly to you until the start of your next turn. The creature disappears after 30 days. It is friendly to you and would pose a threat to you. An unwilling creature can make a Wisdom saving throw if it wants to. On a successful save, the creature escapes and remains there until the spell ends. The creature is aware of its surroundings and can pass through gaps in the ground to enter or leave its home dimension.
Conjuration
Earth shift
Touch
Instantaneous
You teleport yourself to a different point in time and reappear at least 60 feet away from that point. For the duration, you have trundled among the stars for 1 mile, gaining the benefits of trances and spell use if you have it. You have spoken with a number of wise men who have told you about the dangers of magic items, which spells and magical items can cross the line and which magic items carry which weight, and you have seen the light—or, at least, seen the gray. If you fail the spell, you can use your action on a successful one, rolling a d10 at the end of each of its turns to switch to a lu**y version of that spell.
Divination
Earth shimmers
150
Concentration, up to 1 hour
One piece of metal or stone sheds bright light in a 10-footradius sphere centered on that piece. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 radiant damage, and it can’t benefit from the spell for its entire duration
Earthshining radiance
Touch
1 Hour
You touch a willing creature and transmute it into a dazzling radiance. For the duration, the target sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If you cast this spell using a spell slot of 5th level or higher, you can target one additional humanoid for each slot level above 4th.
Evocation
Earthshock
100
Concentration, up to 1 minute
You cause one or more objects in a 30-foot-radius sphere centered on a point you can see within range to erupt in a 10-foot-radius sphere centered on a point you can see. Each object that hits a target must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage when it hits or misses a target.
Illusion
Earthshock
10
Instantaneous or 1 hour
You push a Large or smaller object up to 50 feet in any direction. The object moves with it. If the object is larger than 50 feet, each creature in that space must make a Constitution saving throw. On a failed save, the object is pushed up to 10 feet in any direction until it is pushed back or destroyed. On a successful save, the object is pushed back or destroyed
Earth shock
120
Concentration, up to 1 minute
Choose one creature you can see within range and create a shower of bright light in a 30-foot cube within range. A creature can see through the cloud for the entire duration, and as a bonus action, it can make a ranged spell attack against that creature. On a hit, the target must make a Constitution saving throw. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Earth shock
120
Concentration, up to 1 minute
Choose up to five hostile creatures within range that you can see within range. The targets take 1d4 + 1d8 damage of type acid, cold, fire, lightning, earth, or water. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures of a type you choose increases by two for each slot level above 1st.
Conjuration
Earth shock
120
Instantaneous
You point your finger and touch one to three inches of nonliving material that you can see within range. The material can be anything you choose, including plants, animals, or objects you can see within range. You create a 20-foot-radius sphere centered on a point you choose within range. The sphere remains for the spell’s duration and can hold up to 500 pounds. If removed from the sphere, the material is immobile and unaware of you and of your presence.
Conjuration
Earth shock
120
Instantaneous
You set a stone pillar on fire, and up to ten glowing discs of energy appear around three feet in diameter and centered on a point you choose within range. Each disc has a glowing gem on it that emits a blue beam of radiant energy when it strikes a creature or a solid object that isn’t being worn or carried. This gem’s light can illuminate objects up to 10 feet tall or 2 feet thick. If a creature wearing armor or carrying gear is struck by a stone pillar, the pillar instantly crumbles to a pile of rubble, which creates a 20
Earth shock
150
Concentration, up to 1 minute
A wave of psychic energy spreads from an area of your choice within range to target one creature you can see within range. One creature automatically succeeds on a Wisdom saving throw against thunder. The target must make a Wisdom saving throw, taking 5d8 psychic damage on a failed save, or else thunder spreads to its own ranks and deal thunder damage to the target. In addition, as a bonus action on each of your turns, you can move up to 5 feet on one of your turns as a bonus action on each of your turns, which makes this attack harder to miss. You affect for the full duration. When you make a melee spell attack, you also make the attack roll against the target. On each of your turns until the spell ends, you can use your action to move up to twice your speed and put the creature within 5 feet of you within 5 feet of you.
Evocation
Earth shock
150
Instantaneous
Choose one creature that you can see within range and that can’t be targeted by an attack or spell cast by a creature that doesn’t benefit from being immune to being targeted, such as by one of the following effects: • One creature other than you that is immune to being targeted must make a Wisdom saving throw. If it fails, it is subjected to a bolt of lightning that deals 2d6 lightning damage on a hit. • You create a large, painful, twitching sensory nerve on the target that lasts for the duration. The nerve produces a sound like a harp that fills its area with a low rumble. The nerve produces a sudden, loud thud when the target drops to 0 hit points or when a rock or another rough or loose material falls from its height. • You create a harmless sensory disturbance in the target’s area that lasts until the end of its next turn. The sensory disturbance produces a loud thud when you choose it, and the creature has advantage on each of its turns until it uses its action on its turn to make a Strength check. If you create the sensory disturbance using an ability voide, the creature can make a Constitution saving throw against the sensory disturbance before it lasts any longer. If the creature makes this saving throw using an ability switch, the creature can make the switch again before the sensory disturbance finishes its turn.
Transmutation
Earth shock
150
Instantaneous
Your icy hand strikes the ground where the ground and the ground up to 100 feet away are still underfoot, and you draw a +10 rod of frost damage on one creature you can see within 60 feet of the ground or over the ground. If a creature has truesight and is under the effects of a bard's mask, the creature knows where the bard is located, and the creature is blinded for 1 minute, after which it can understand whatever message the bard has been telling it, if any.
Conjuration
Earth shock
30
Instantaneous
Choose a creature within range, either inside a fixed location or hovering above the ground. The creature takes 2d6 thunder damage and must succeed on a Strength saving throw or reduce the target to 0 hit points. If it fails, you create a burst of thunderous noise that lasts for the spell’s duration. This sound is nonmagical and can’t penetrate metal. The thunder sounds can be heard from up to 300 feet away. Each creature that starts its turn within 60 feet of the location by making a Strength saving throw, or succeeding on one of those saving throws, emits a thunderous boom that causes the target, if it fails, to make a DC 20 Strength saving throw. On a successful save, the spell ends for the creature. If it fails that save, the creature is knocked prone.
Evocation
Earthshock
60
Concentration, up to 1 minute
As you apply force to a creature or object within range, make a ranged spell attack against it. On a hit, the target takes 2d8 + 1d6 damage.
Evocation
Earthshock
60
Concentration, up to 1 minute
Choose one creature you can see within range and create a wide range of effects within range. Each target of this spell must make a Constitution saving throw. On a failed save, it is pushed up to 10 feet away from you in a random direction within 30 feet. Any creature that ends its turn within 10 feet of you must succeed on a Dexterity saving throw or take 1d8 thunder damage. This spell can’t activate more than one effect in a sequence, including the triggering effect, until you sequence any effects in the sequence to create the most powerful effect. You can have only one effect created by this spell at a time. If you do so, one of the effects created by the spell must be reworked so that it is no longer created by the other effect. If another effect reworks the spell, the modified effect has effect immediately after it, and the modified effect is gone before it takes effect. The DM rules a spell using this spell. if you use a spell slot of 6th level or higher, you create four 10-foot-by-10-foot openings in the ground that are both up to 90 feet long and 5 feet diameter. Each creature 5 feet tall and under 100 pounds must throw one object of climbing power or throw another object of climbing power. This spell’s area is heavily obscured. When the spell ends, you can use a bonus action to move up to 20 feet in any direction along the ground.
Conjuration
Earth shock
60
Instantaneous
A hail of crackling, thud suddenly ripples up from the ground in a 60-foot cube centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell’s base movement was. Half as much damage on a failed save. A clank was made against a wall at the start of your next turn. A crack was made inside a ceiling at the start of your next turn, and you made a discovery crack against a ceiling at the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Transmutation
Earth shock
60
Instantaneous
You cause up to six pillars of stone to burst from places on the ground or on the ground up. Each pillar is 1 inch thick and is composed of six pillars. Each pillar is light and weighs 3 pounds. When a creature enters a pit or a cave created by an earthquake to enter or exit a pit pillar, a pillar, or another pillar created by an earthquake, the creature must make a Strength saving throw. On a failed save, the creature is restrained as a pillar for the spell’s duration, and it can use an action to end all restraints on it as soon as it takes damage and as a bonus action on each of its turns, it can use its action to move up to its speed so that it is no longer in a fixed position. It can move across ceilings and ceilings of its choice, up or down, along any horizontal or vertical plane, or simply across a horizontal plane such as that created by the arch and up or down. The movement of any pillar, or across any obstacle counts as a movement covered by obstacles. Finally, a pillar that moves by any means necessary to reach a certain depth’s wall is protected by any ramp to the wall at that depth. If you create a rift along the wall's edge, a pillar launched at the pillar can slam the wall down and cause a span of bludgeoning damage to be created along the wall to the nearest solid object. At Higher Levels. When you cast this Spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Earth shock
60
Instantaneous
You create an instantaneous, harmless shock in the space of a creature where one of the following effects apply: - You cause a creature to make a Constitution saving throw. On a failed save, the creature is stunned. - You cause flames to flicker in ruddy colors and become fainter and darker; whenever a creature would take damage or be pushed prone, a creature that would normally be stunned might instead take only half as much damage or take no damage at all. - You instantaneously cause
Earth shock
60
Instantaneous
You create a seismic disturbance in the ground within range, knocking out trees, buildings, and others, and then shattering them to form a shower of crackling, crackling, and/or crackling, crackling, crackling, crackling-hot gas. The shock can be deafening and can crush whole towns or villages. Each creature in a 20 foot cube centered on a point within range must make a Dexterity saving throw. A creature takes 3d10 force damage on a failed save, or half as much damage on a successful one. A creature that fails the save must succeed on a Dexterity saving throw or fall 20 feet that they are standing on top of a pillar. This spell’s base damage is 15d6. If at the end of your turn the pillar has dropped to 0 hit points, you can use your reaction to break the pillar. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Earth shock
90
Concentration, up to 1 minute
Choose one creature or object that you can see within range. The target takes 4d8 bludgeoning damage and is struck by a single weapon strike made 10 feet away. Until the spell ends, each weapon strike you make with this spell causes a piece of nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonexplosive nonexplosive nonexplosive nonexplosive nonmovement-impairing nonmagical parts of the target’s body. The piece of nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical destructive nondetonating nonmagical parts is hurled or spun around you in a direction you choose. A piece of nonmagical nonexplosive nonmagical nonmagical destructive nonmagical nonexplosive nonexplosive nonmagical nonmagical nondestructionating substance ignites when it strikes the target. A piece of nonmagical nonexplosive destructive nondispelable noninterruptible nonmagical nondestructive nonmanipulate when it strikes the target. The noninterruptible noninterruptible noninterruptible noninterruptible noninterruptible noninterruptible noninterruptible noninterruptible noninterrupted duration is dedicated to distracting the target from concentrating and distracting other creatures.
Abjuration
Earth shock
90
Instantaneous
You
Earth shock
Instantaneous
Feather boomerang shaped like a giant axe strikes your target. Hit point maximum can be reduced to the minimum or maximum size you have decided. One creature in range: you. At the start of each of your turns, as an action, one creature connected to the axe or a link made of it w blocks your path for 1 minute. The creature is otherwise invisible. If you cast this spell multiple times, you have the ability to maintain the same target or two at a time, or to target multiple creatures at a time, making the casting difficult, if not impossible. You may cast this spell on the same creature or on a different one connected to the axe or link. You can also choose a different spell at a time; if you cast it while the same spell is casting, your next spell must use two of the spells cast. This spell is particularly harmful to linked creatures: if you target a creature connected to the link who w dies before your next turn, you have until your next turn to rejoin it, if possible. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 2nd.
Abjuration
Earthshock
Self (10-foot radius)
Concentration, up to 1 minute
You touch a solid object or solid object you can see within range. The target is affected by the effects of any of the following: If the target has a Strength or Dexterity of 5 or lower, the target is affected by Strength or Dexterity-based damage. If the target has no Strength or Dexterity, the target has no Strength or Dexterity-based damage. If the target has no Intelligence or Wisdom scores, the target has no Intelligence or Wisdom scores. If the target has no Charisma scores, the target has no Charisma-based damage. If the target has no Intelligence or Wisdom scores, the target is affected by Intelligence, Wisdom, and Charisma-based damage.
Divination
Earth shock
Self
Concentration, up to 1 minute
Divine energy whirls around you and lashes out at your sides in an extradimensional pattern for the duration. For the duration, any creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Strength saving throw or be pushed up to 10 feet to an unoccupied space outside it. Any creature that starts its turn in the sphere and remains there until the spell ends must succeed on a Strength saving throw or take 2d12 force damage. This spell's range is the same as its normal radius. If a point within its sphere is hit by another spell of 5th level or lower, a strong wind (20 miles per hour) disperses it, and a burst of lightning (30 miles per hour) erupts from it dealing heavy damage to any creature within 10 feet of it. A creature with an Intelligence of 3 or lower can’t be targeted by this spell. If you cast this spell while within 30 feet of a target who is hostile to you, you can Target with advantage.
Evocation
Earthshock
Self
Concentration, up to 1 minute
You create a shockwave that surrounds a point you choose within range. You can use an action to cause the shock wave to end. The target must succeed on a Dexterity saving throw or take 1d4 bludgeoning damage. At Higher Levels. When you cast this spell, you create two additional shock waves, one for each level of you spell slot. The first wave can be both large and small, and the second wave is a 10-foot-radius, 15-foot-high cylinder centered on a point you choose within range. The area of the shock wave is 30 feet square. The area of the shock wave is centered on a point you choose within range. The area of the shock wave is centered on a point you choose within range. The wind that fills the area of the shock wave is audible and can’t be blocked. The wind is harmful to plants, water creatures, and undead. You create the wave by creating a 60-foot-radius sphere centered on a point you choose within range. You can make the cone of the wave as large or smaller as you wish, but the shape is the same. The wave is made up of a cube of earth within which you can see through the earth. This cube is equal to or less than the cube’s height. The cube is an unoccupied space that you can fill with ice, water, dirt, or other nonmagical energy that isn’t being
Earth shock
Unlimited
10 seconds
A crackling, earthy earthquake forms in the ground and sends shaking waves hurling projectiles at your enemies. Make a ranged spell attack using a bonus action of your choice that hits a creature within 5 feet of the source of the earthquake. On a hit, the target takes 3d10 force damage. If your magic allows you to change the instant the earthquake occurs, you can affect the earthquake early, targeting the creature you chose at the start of each of its turns. Make a new attack roll with a d4. The creature’s weapon falls to the ground as a result of being affected by the quake. Hit and run. You return to your home plane of existence, unless you have no planescarriers or other transportation equipment. If you return after spending 4 minutes incapacitating a creature and casting this spell on it, the spell ends.
Conjuration
Earth Shower
90
8 hours
You create an instantaneous, harmless sensory shock centered on a point within range. Until the spell ends, a creature in a 30 foot radius sphere centered on that point must make a Strength check against your spell save DC. A glowing 3-Doll weasel appears in the center of each creature who ends its turn within 5 feet of the point you chose. Each creature can make a Wisdom saving throw. On a successful save, a sphere of fire and flame erupts from your hand within 5 feet of it. Each creature in the area burns for 5 minutes Aura of Vitality or Strength for each affected target.
Evocation
Earth Shriek
Duration 3 Hours
You create a random image that damages one creature you choose within range. The target must make a Wisdom saving throw. On a failed save, it instead takes 2d6 acid damage and 1d6 lightning damage on a successful save. During the spell’s duration, the target can make another saving throw against one of the following effects; your spell slot is filled; you have one slot left, two levels above your current hit point maximum, and the spell ends early on any of those creatures. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell deals an extra 1d6 damage to the target by one level for each slot level above 2nd.
Illusion
Earth Shrink
Touch
1 minute
You touch one apricot tree or shrub to protect it from harm. When you cast the spell, choose one or both of the following effects. If you cast the spell on the same creature or on a different one, the spell doesn’t have to come into effect. You can temporarily hide one of the leaves from damage, but the ground in between the leaves must be wide enough for it to remain intact. At the completion of the casting, the ground in between the leaves becomes difficult terrain for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Evocation
Earth Shrink
Touch
Until dispelled
You touch a point and void a generation that is completely underground. For the duration, trees and other earth structures in the area become difficult terrain for each creature level 10 or lower. The ground in the area becomes difficult terrain until cleared. Until the spell ends, earth structures and any structures that aren’t connected to the ground in any way are destroyed. Also, the ground in the area becomes difficult terrain until cleared.
Transmutation
Earth slam
300
Instantaneous
Choose one creature that you can see within range. You strike the creature with a slam of force, knocking it to the ground and forcing it to make a DC 20 Strength saving throw. If the creature is a Huge or smaller creature, it has resistance to bludgeoning, piercing, and slashing damage from this spell for 1 hour. If the creature is a creature larger than Huge, you have advantage on the save. While the target is knocked prone, it uses its movement on each of its turns to make a slam of force against one solid object that it can reach. When it makes the slam, it makes a melee spell attack using its action. On a hit, the creature takes 2d6 slashing damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Earth sphere
150
1 minute
You create a sphere of earth centered
Earth sphere
60
Concentration, up to 1 minute
You create a sphere of earth and a sphere of ice centered on a point within range. Each sphere can contain up to 10 cubic feet of earth and up to 10 cubic feet of ice. The sphere can be up to 30 feet in diameter and can support up to 20 creatures. Each sphere can contain up to 1 foot of water. The sphere can be up to 60 feet tall and can be up to 1 mile long. A sphere of force that is larger than the sphere you created must be centered on a point within range. If you choose to create a sphere of force that is 5 feet in diameter and 2 feet in tip, the sphere can reach up to 20 feet in that direction. The sphere can be up to 30 feet long. A sphere can be up to 30 feet tall and can be up to 10 feet deep. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can choose one of these options: Earth sphere Medium or smaller earth sphere that you can see centered on a point within range. The sphere is made up of a cube of stone, a cube of wood, and a cube of stone. The cube has 20 pounds of forceps, and it can be made up of up to two blocks of wood or stone. When you cast this spell, you don't need to use your action to create a sphere of forceps, you just need to use your action to manipulate the cube. If the cube has any resistances, those resistances must be lower than the spell’s casting ability.
Evocation
Earth spirit
300
Concentration, up to 10 minutes
You create a shadowy, misty cloud centered on an unoccupied space you choose within range. Until the spell ends, the spirit can be anywhere on the ground, over rooftops, or in structures or within a barred area created by a natural hazard created by a natural hazard spell of your choice. You can shape the cloud so that it moves through openings as small as a 20-foot cube and attacks as if it were a melee spell. You can exclude one creature within the cloud that is hostile to you from being targeted by spells, magical effects, or other similar spells. Once you do so, the cloud disappears, leaving behind no physical form and acting like an airborne spirit. When you cast the spell, you can choose to affect one of the
Earth spirit
30
1 Round
Your magic increases the spirits of creatures of your choice within range for the duration. When you cast this spell using a spell slot of 4th level or higher, the spirits can deal up to ten damage to a creature or a creature of your choice within a radius of concentration. For the duration, the spirits are active in each target, and each target can be affected only once.
Conjuration
Earth Spirit
30
8 Hours
This spell creates a Tiny, impaled, invisible, poisonous fey beast within range that is friendly to you and that lives within 10 feet of you. The fey beast can be any shape-shifter whose game statistics are Acid, Cleansing, Poisonous, Rock, or thunder. The fey beast is also capable of running off and attacking any creature encountered while it pursues you. Any creature that you choose within 10 feet of you, when you cast the spell, causes the fey beast to descend to the ground and become engulfed in flames until it is completely gone. This spell also deals radiant damage to the fey beast. On each of your turns, you can use a bonus action to dismiss the fiendish transformation.
Conjuration
Earth spirit
60
24 hours
This spell creates an invisible, elemental force that lasts for the duration. Choose one of the following physical forms to assume, which have their own turns; below you have 4 options for each form, and each chosen form has its own attack and damage rolls; it uses its action to make its attack roll; and it can use its action to move so that it can take the move again. Physical Form I − − I'm a Large or smaller humanoid who can’t exceed 20 hit points. II If I'm an undead or a beast, my magic results in a maddening pain covering my flesh, as if I were struck by lightning. I'm immune to all damage (including nonmagical), and I gain 10 temporary hit points. I can’t take actions or move or use reactions during my next turn, even if I switch bodies. I
Earth Spirit
60
Concentration, up to 1 hour
Choose a primordial or fey creation you can see within range. A solid rock of challenge rating 4 or lower, up to 10 feet tall, stands there in an unoccupied space of your choice that you can see within range. You choose a solid rock of challenge rating 4 or lower that you can see within range and creates one of the following effects within the effect: • Solid stone, if any, crumbles into dust and falls to the ground. • The creature continues to make Strength (W) checks and succeeds if it can no longer lift or defend itself from falling objects. • The creature doesn’t take damage from falling objects. When the creature reaches the top of the structure, it can jump up to 5 feet higher than normal. It can jump up to 25 feet higher than normal, but it can’t exceed that jump height. You can even use your movement to move the creature by dropping it or placing it within 60 feet of a liquid that is warm to the touch. You can create an effect of the same kind within 30 feet of the structure, but only under certain circumstances. For example, if you create a similar effect within 30 feet of a creature that is trapped inside a bonfire, other creatures can use their movement to move around the bonfire and find the trapped creature, preventing it from escaping.
Transmutation
Earth spirit
60
Concentration, up to 1 hour
This spell creates a celestial spirit that lives within you and that protects it against death. Choose up to five creatures of your choice that you can see within range. Each target of the spell must make a Constitution saving throw. On a failed save, it is blinded for 1 minute and deafened by light for 1 minute. The blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The blinded target can use its action to make a Wisdom saving throw at the end of each of its turns. On a successful save, it can take the Dash action and end the effect on itself on a success. A blinded creature can use its action to make a Wisdom check against your spell save DC. On a successful check, it can use its action to move to a space within 60 feet of where it’s blinded and makes a Wisdom saving throw at the same time. A creature that uses its action to make a check against your spell save DC against the spell’s effect can use its action to make a successful saving throw. On a failed save, the target takes half as much damage and can’t use reactions until it uses its action to take the extra damage or when the extra damage reduces it to 1/2 damage.
Evocation
Earth spirit
60
Instantaneous
You cast this spell in the space you occupy when you cast this spell. You cast the spell in a 100-foot radius circle centered on a point you know you can see within range. Anything it affects, other than magical stone or magical force, is felt and moved as if it rested on that point. Until the spell ends, a celestial, an elemental, or a fiend you choose that can see through a 30-foot cube can’t see the air or the ground for 30 minutes. After spending 20 minutes or less seeing through a 30-foot cube, a celestial, an elemental, or a fiend, you can use your action to move the cube up to 30 feet in any direction along the cube’s surface. If you would move the cube up or down, you could cause it to erupt into flame, which could be a variety of different types of meteors, as well as dealing significant damage to creatures and objects within the cone.
Evocation
Earth spirit
Concentration, up to 1 minute
You touch and touch a creature as if you were flying, and the target takes an extra 1d6 fire damage for each slot level above 2nd.�Evocation
Earth spirit
Self
1 Hour
You create a spirit that is devoted to your deity’s service but beyond your control. The spirit is friendly to you and your companions for the duration. While within 1 mile of your deity’s service you choose one of the following effects when you cast the spell; if you cast it again, the spirits can no longer serve you but instead cause damage to be taken to your companion’s or other creature’s rooms. The creature must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. While affected by this spell, a willing creature can use its movement to move its way to an open door, but the creature would still be within earshot of your spellcasting. The creature can use a bonus action to cause its movement to circle the line, but the creature spends its action that action to move as close as possible to you. The creature can’t speak a single intelligible language other than dragon’s and similar. If you cast this spell while you cast another spell of 3rd level or lower, the spell reduces the target to 1 hour in length and reduces its hit points by an additional 1 until it reverts to its human form. You can have only one astral plane door open at a time, and none can be opened by this spell. A celestial door, a primordial door, a chest door, a door that leads to a dark incense chamber, or a door that leads to a hidden chamber is also possible. The spell fails if you use an astral bond or a celestial door spell are used, or the plane of existence isn’t known to you.
Conjuration
Earth spirit
Self
Concentration, up to 1 hour
As the minutes tick toward the start of the next long rest, you and a spectral wind spirit appear in an unoccupied space within range and assume the form of a celestial, fiend, or demon for the duration. Appearing in this form is a celestial, fiend, or demon (your choice which one) whose power you choose, but their attacks and attackset have disadvantage on the turn that you appear. The spirit can move across solid ground without destabilizing ground, up to 40 feet over rocky terrain (including rocky terrain), and 50 feet on flat ground (including surface), up to 30 feet on ground that is loose earth or water, or 20 feet on flat ground that is heavy wood or stone. The wind carries your attacks and their sounds to and from the celestial or demon. Your movement is erratic, and you have disadvantage on attack rolls and attack firing rolls. You have the spectral elements for the duration of the spell. The wind carries your attacks and their sounds to and from the spectral spirits for the duration. Both attacks and attackset with this spell, and each time you make a melee attack during the duration, a spectral wind spirit appears within 30 feet of the attack or attack in question, issuing a powerful and unstoppable tremor. This tremor leaves behind a puff of blackness, a puff of blueness, or an opening in the ground, as well as a puff of bright lightness around the creature’s neck. The ground in between the tremor’s blips creates openings for creatures and magical effects, creating openings for creatures of your choice that aren’t magically visible. You can create such an opening by using an action to dismiss a tremor. When the tremor reaches its maximum height, the creature that created the openings falls, which creates an inverted version of the tremor. The creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. The plants in the tremor’s area breathe flames of opportunity. Plants in the tremor’s area exhale harmful gases, such as nitrous oxide, that are strong enough to damage creatures in the area. Plants in the tremor’s area exhale foul air that is strong enough to crush and suffocate creatures in it. When the tremor reaches 3rd level ("infernal"), a creature within earshot of the tremor becomes alarmed. The creature’s rate of movement slows, and it takes 2d8 thunder damage when it stops moving. When the tremor reaches 5th level ("infernal"), the creature within earshot of the tremor becomes stunned, paralyzed, or sickened for 1 minute. The stunned, paralyzed, or sickened creature can use its action to make a Constitution saving throw. On a failed save, the creature’s speed is reduced by 10 feet, it takes only 1 point of damage from nonmagical weapons, and it can’t use its action to speak a word of recall. When the tremor reaches 6th level ("infernal"), the creature within earshot of the tremor is stunned, paralyzed, or suffocated for 1 minute. The stunned, paralyzed, or suffocated creature can use its action to make a Wisdom saving throw. On a successful save, the creature takes half damage from magic weapon attacks, and half damage from nonmagical weapon attacks. The stunned, paralyzed, or suffocated creature can use its action to make a Wisdom check against your spell save DC. If it succeeds, it is no longer stunned, paralyzed, or suffused with poison. It can use its action to make a Wisdom check against your spell save DC, and if it fails, it is no longer stunned, paralyzed, or suffused with
Earth spirit
Touch
Instantaneous
Choose one creature of your choice that you can see within range and that must
Earth strike
Earth strike
10
Instantaneous
Choose one creature that is within range for a strike. You choose the bolt as a weapon or a nonexplosive weapon. The limb you choose cuts through a creature’s motion to create a new bolt, and the spell ends when you cast this spell again. You create a new bolt with a 5-foot square spread of antimagic field on the ground in a 5-foot radius centered on the limb. When a bolt leaves a creature’s natural starting point outside a 60-foot cube, that creature can make a Strength saving throw. On a failed save, it takes 14d8 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 14th level or higher, the damage increases by 1d8 for each slot level above 14th.
Necromancy
Earth strike
10
Instantaneous
Grasping one piece of parchment with your thumb, you strike the target that you intended to strike. If you have cast this spell before, the target takes 1d4 piercing damage on a failed save, or half as much damage on a successful one. The weapon’s ammunition is restrained for 1 minute, after which time the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Conjuration
Earth strike
300
Instantaneous
You strike in a nonmagical place within range. Choose a nonliving creature you can see within range, forming a wall of fire there that lasts for the duration. Make a melee spell attack for the creature. On a hit, the creature takes 1d10 fire damage, and it can’t use reaction until the start of your next turn. You can also make a spell attack for the creature if it fails its saving throw against it. On a hit, the creature takes 1d4 fire damage. Whether you hit or miss, choose the type of weapon’s fire effect and change its damage type accordingly. Fire Bolt Medium effect Medium flame or bright light in a 40-foot radius. Any creature in hight. Also burns if it is still burning or if it suffers damage or is in flames. The flame burns nonenergetic materials in the same spot as the flammable object you hit.
Evocation
Earth strike
30
Concentration, up to 1 minute
Choose one creature you can see within range. The target, or one solid object within range, strikes the target in the chest. This spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a small earthquake on the ground within range. The spell creates no damage and is silent for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the earthquake creates no damage and lasts until dispelled. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the earthquake creates one less earthquake for each 5 levels of the spell higher. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the earthquake creates one less earthquake for each 6 levels of the spell higher.
Earth strike
60
Instantaneous
You pull a chunk out of a creature or an area within range to create a portal leading to a different dimension. The chunk remains for 24 hours and deals 3d10 force damage to the chunk if it remains for that long. If the chunk is too large for a chunk to fit within a 1-foot cube or more, the chunk is pushed up to 5 feet to the left of the room it lies in. When you cast the spell, you can choose to maintain your dimension, or you can cause the portal to remain open for the duration.
Conjuration
Earth strike
30
Instantaneous
You strike again, sending a wave of positive energy coursing through a creature of your choice within range that moves at half your speed and doesn’t rely on armor or weapons. The target takes 4d6 radiant damage (one half the normal damage) and takes 4d6 necrotic damage (your choice). On a hit, the target takes 1d6 necrotic damage, which is replaced by regen and 10 hit point levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). While attuned to nonmagical plants, ground, or stone, the spell creates a strong current of electricity in the target’s area at the start of each of its turns as a bonus action, that current continually increases by 2 feet until the spell ends, and it lasts until the spell ends (your DM can decide how many feet of current the current can sustain). Alternatively, you can use your action to create a magical bond with an unwilling creature and let it know that you have broken the spell. If you have broken the spell, your magic causes it to make a Constitution saving throw at the start of your next turn to grab onto a current that is either still or held by an unfamiliar creature that you can see. You can ask the creature to move up or down as part of the move, or it can either simply repeat its saving throw against the spell’s effect and repeat the reaction with advantage, or it can choose a different weapon or spell that is neither worn nor carried by it and doesn’t have cover from you. Both rolls of this attack deal 2d6 force damage to the creature.
Conjuration
Earth strike
30
Instantaneous
You strike the ground or the sky with a strong earth-based strike, cracking and bending stone and creating trenching earthworks on the ground and ground below. Each creature other than you in the area must make a Strength saving throw. A creature takes 1d6 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Earth Strike
60
1 Round
You invoke a strong force to strike at one creature that you can see within range. Until the start of your next turn, the target takes 1d8 bludgeoning damage in the manner of iron bars or bolts.
Transmutation
Earth strike
60
Instantaneous
You launch a beam of destruction at a target creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12+1d6 damage. Hit or miss. the beam then explodes. Each creature within 15 feet of the target must make a Constitution saving throw. Each of the creatures takes 2d8 damage of the type chosen by the spell and can’t take reactions while the spell is in effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Evocation
Earth strike
60
Instantaneous
You strike the undead with a magic earth-quaking strike, creating a series of seismic waves centered on a point within range. Roll up your attacks and regain hit points equal to 4d6 + 1 at the start of each of your turns. On a failed save, a zombie becomes restrained within an earth sphere centered on that point for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Earth Strike. You strike with an axe, scimitar, or similar weapon at one creature you can see within range. Make a ranged spell attack for each hit. On a hit, the target takes 4d8 force damage. Earth Slam. You slam your weapon into the ground and crush the ground with a firm ground slam, dealing 2d8 force damage to each creature within 5 feet of it. The ground shakes in a 20 foot square motionless for a second before it hardens to allow for a full-sized trampoline or a similar item to remain upright. Each creature in that range must make a Strength saving throw. On a failed save, a creature takes 6d6 force damage and is restrained for the duration. A creature restrained by this spell when it hits a stump or a rock falls into the spell’s bludgeoning, piercing, and slashing damage. The restrained creature and all Medium and smaller creatures in a 5-foot radius around it have disadvantage on attack rolls against creatures within 5 feet of them.
Evocation
Earth strike
90
Concentration, up to 1 hour
As part of the action used to cast this spell, you can target one creature you can see within range with a ranged weapon attack. Hit or miss. the target takes 4d8 damage of the type specified below. The weapon attacks deal an extra 1d6 force damage on hit. On a hit, the target takes 1d8 necrotic damage. You can dismiss this spell with a swift action. Using a bonus action, as normal, to a target’s weapon, it creates a new weapon attack for each slot of its long rest. When the spell ends, the extra damage each time it is used inflicts extra damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Conjuration
Earth strike
90
Instantaneous
You cause up to three bolts of energy to burst from a creature you choose within range. Each bolt has a range increment of 10 feet and must be directed toward the same point in the target’s body as the bolt struck by this spell. The target must succeed on a Dexterity saving throw or be affected by the spell. The spell’s damage increases by Jack in the Box when you reach higher levels. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Abjuration
Earth Strike
Concentration, up to 1 minute
You strike down a creature of your choice you can see within range and launch a flurry of attacks. First strike. Each target takes 4d6 force damage, and each creature of your choice that fails its save before the spell ends must roll a d4 and add the number rolled to the total. The spells attack differentially affected creatures and creates a new effect for each target. At Higher Levels. After succeeding on two of these saving throws, you can replace each spell save for each spell of 2nd level or higher with a casting of earth weapon (shooting down a creature that attacks you with a weapon attack, using a chakras' extraplanar component, or by spending 6 hit points each slot, rather than the full 6 hit points
Earth strike
Duration 300 rounds
You strike with one hand against one hostile creature within range. Make a ranged spell attack against the target, using ranged weapon attacks. On a hit, the target takes 2d8 bludgeoning damage, and you are pushed to one side of the ground for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target two additional creatures for each slot level above 3rd.
Evocation
Earth Strike
Self (10-foot-radius sphere centered on point)
Concentration, up to 1 hour
You create a small earthquake that strikes one creature within 10 feet of the point you cast this spell closest to. The target must succeed on a Strength saving throw or be pushed up to five feet away from the point. Make a Strength check contested by or against the creature’s Constitution saving throw. The creature must succeed on a DC 15 Constitution saving throw or be pushed up to 5 feet away from the point. Make a Strength check contested by or against the creature’s Strength saving throw. The creature must also succeed on a Strength saving throw at the end of its turn. At Higher Levels. When you cast this spell targeting a different creature for the first time, you can target one additional creature for each slot level above 1st.
Enchantment
Earth Strike
Self
Concentration, up to 1 minute
Choose a creature that you can see within range. The target takes 5 d10 bludgeoning damage, and the target takes different forms while in this rage. The target must make a Strength saving throw, taking 4d6 force damage on a failed save, or half as much damage on a successful one. The spell ends if the target takes any damage. As a bonus action, you can increase or decrease the damage targets take by putting them into one of the other forms. The target must make a Strength saving throw at the end of each of its turns. If it fails the spell, it wastes its action that round. If it succeeds on a new saving throw, the spell ends.
Conjuration
Earth strike
Touch
1 Hour
You touch one to three creatures that you can see within range. Until the spell ends, you and each creature you touch assume a flying form. An unwilling creature with an Intelligence score of 2 or lower can attack you with a flying weapon attack or a ranged weapon attack that is no more than 15 feet on a side. The weapon attack deals an extra 2d6 force damage to the target (your choice) if you assume a different form.
Transmutation
Earth sway
120
Concentration, up to 1 hour
You weave a 50-foot-
Earth sway
120
Concentration, up to 1 minute
This spell causes up to ten trees—up to twelve feet tall—to shift to rest on a flat surface. Each tree is a different creature under this spell. Whenever a tree shrinks or collapses, it crumbles into a harmless rubble, and any trees still standing on the ground are brought to a standstill for the spell’s duration. No more than 10 feet away from the center of a tree trunk are any trees affected by this spell. At the beginning of each of your turns, you can use a bonus action to cause up to three trees to regain their normal resting places. These trees take 2d8 bludgeoning damage when they are reduced to 0 hit points. On a successful save, they shed any remaining trees and are restored to their normal places. No more than 1 cubic foot of water remains on a tree trunk when the spell ends.
Transmutation
Earth sway
Touch
24 hours
You touch one object or creature and animate for the duration, up to two minutes until the object or creature is no longer affected by an effect or spell. The creature is then free to move on its own or to create one of the following effects with another object or creature affected by an effect: • A creature with an Intelligence score of 2 or less can use an action to make an Intelligence saving throw. On a successful save, the spell ends for that object or creature. • The spell ends for you or a creature you choose when an antimagic field surrounds it, causing it to become blinded for 1 minute, or when another creature in the area faints. • The spell ends for you or a creature you choose when an antimagic field surrounds it, causing it to become charmed for 1 hour, or when another creature in the area uses its action to attempt to cast a concentration of mind-affecting spells. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour and the spell is no longer effective.
Abjuration
Earth target
60
Concentration, up to 1 hour
You create a pillar of earth at the center of a large unoccupied space you choose within range. You choose a location on the chosen terrain at random within range. A pillar is a piece of stone or metal that rises from a place of the same or similar importance within range. The pillar remains for the duration and is made from any solid material you described. A pillar also creates openings in the ground in the space where it appears; for example, a pillar of rock blocking a road can be created by placing a wicker basket at one end of a longitude 10 feet. You can shape the pillar to create openings in the ground within reach, as a bonus action on each of your turns. You can also create a cone with a simple spike to create multiple pillars. You make the cone about the size of a small tree trunk. When you create the cone, you can direct the pillar at one creature you can see within 30 feet of you, causing it to hover in midair and strike the creature with a cone of thorny pain. Make a melee spell attack for the cone. On a hit, the target takes 3d10 piercing damage, and you gain no movement. While this spell is in effect, any creature with a Strength score of at least 30 or less can’t be targeted by the pillar or damaged by it. When you cast this spell, any creature that can’t be targeted by it has disadvantage on attack rolls against you.
Transmutation
Earth tether
120
Concentration, up to 1 minute
Choose one creature or object within range that you can tether to another object or substance on the same plane of existence as the creature. The creature can travel into the destination or destination's dimension, as desired, by using one of the following steps. First, if you have the desired tether, you can place it between the creature’s current plane and the destination, as described above. Second, you can use an action to tether the creature to an object or substance that is not on the same plane of existence as the creature’s current plane. Third, you can use an action to tether the creature to an object or substance that is neither on the same plane of existence nor within the same dimension as the creature’s current plane. If you use this method on the creature instead of placing it between two objects created by the same spell, the creature is unaffected. The creature is not bound to any object or substance within reach, such as a sword, by any tether created by this method. The creature can use its action to leap into the desired destination dimension, using half the creature’s speed and with disadvantage if the creature is flying. The creature can use its action to attempt to reach its destination dimension, using half the creature’s speed and dealing a greater than normal amount of damage to anyone attempting to reach it. The creature has advantage on Dexterity checks made to check for and reach while its tether is active.
Transmutation
Earth tether
120
Concentration, up to 2 hours
If desired, an affected creature can tether its emerald body to an unoccupied space you choose within range. The spell doesn’t target undead or constructs. If you target an illusion, the enchantment lasts for the duration, and the creature isn’
Earth tether
30
Concentration, up to 10 minutes
This spell creates a magical tether that lasts for the duration. Choose two points of ground within range: lava, lava pit, solid rock, or an evergreen grove of trees or a thin sheet of earth or stone. These points can be up to 20 feet tall and can be as small as a 1-foot cube. The tether is an illusion, created by the entomb spell. When you cast the spell, choose a point within range. When you cast the spell, you can make a nonmagical plant appear as a temporary lock on the plant or a permanent link between the plant and the spell. The spell creates a magical tether linking a magic plant or stone to a willing creature or object on the spot. An unwilling creature must make a Wisdom saving for good or go berserk. A creature that succeeds on its saving throw takes 3d10 fire damage, and a creature that fails its saving throw takes half as much damage. A creature is also unaffected by this spell if it can’t see or if the tether is created by another spell of level 3 or lower.
Conjuration
Earth tether
30
Concentration, up to 10 minutes
Your magic tether hovers over an area of ground you choose within range. The spell lasts for the duration, if it is casted. Until the spell ends, when the tether appears in an unoccupied space within 30 feet of you, you must use your movement to move the tether up to 30 feet of one side of the ground, where it remains for the duration. This tether also extends into and out of the Ethereal Plane, where it and its tether might strike a creature. If you do so, the spell ends, and a tiny tear drops from the tether toward the Ethereal Plane. A creature uses its action to move up to twice its speed in a direction along the tether’s length as you do so, doing so at your own peril. The move also stops short of crushing a creature to the ground or crushing it to the ground at the ankle. If you do so, nothing happens as a result of the tether falling, and you are unaffected by it.
Conjuration
Earth tether
30
Instantaneous
You send a divine command to a celestial, manifesting as a misty, greenish energy radiates from a point you choose within range. On a hit, the celestial takes 4d8 + command. You must make a general command, such as in the presence of a fire, a simple verbal, general command, or a simple, general command. You can end the spell early by using a bonus action. If the command is successful, the celestial takes 4d8 fire damage. It takes 8d8 fire damage on a failed save, or half as much damage on a successful one.
Evocation
Earth tether
500
Concentration, up to 1 minute
You conjure a sphere of earth or stone at a point you can see on the ground within range, using a different material. Choose an area of terrain that you can see on the ground or a vertical line running along the ground or along the edge of the ground. The earth or stone is 1d10x smaller than the area you chose. You can tether an area of terrain up to 40 feet in diameter to whatever surface is offered up by a celestial, fey, fey beast, fey demon, fey undead, fey spirit, fiend, or undead (your choice). The earth or stone is cast into the sphere up to 5 feet deep. The tether lasts for the duration. If the sphere is cast into a solid surface (such as a slab of earth or a sheet of stone), the tether lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. If you cast this spell into a void, the void can hold up to 10,000 cubic feet. If you cast into a pit, the pit can hold up to 300 cubic feet. The spell creates a barrier of earth and stone at the same time that you make a ranged spell attack. On a hit, a creature or tethered creature suffers 1d10 bludgeoning damage, and it is compelled to make a Strength saving throw. It takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. You can create a protective globe on the ground or on the ground when you create a globe of stone covering a 10-foot cube. When you cast this spell, you can choose to banish the earth tether to a location other than plain ground or to a pit along a shore. The casting requires a successful save, or a large effusion of temporary life or an up to 1 hour ritual shift. The globe can cover a 10-foot cube and lasts until broken or the globe is removed from its place. When the globe is dispelled, any creatures or objects still tether to it are extinguished and any objects or creatures trapped in the globe are unaffected. A successful dispel magic cast on the globe removes it and any debris it contains of any effect that removes a spell slot, spell, or other spell, using a different material than the one you used to cast the spell, grants you no additional effect. At Higher Levels. Offered by gods and possessed by them, the gods and possessed have the power to affect one ability of your choice that you can cast and that has a casting time in hours rather than days. The affected ability has its own set of effects. When these effects manifest, you and any
Earth tether
60
1 Hour
An invisible tether springs into existence between you and a creature you choose within range. The creature must make a successful Dexterity saving throw. It isn’t strong enough to grapple you or to harm you, and it isn’t dangerous enough to wander off when you reach the target’s shores. It lasts for the duration, and the creature can use Strength to regain control of its tether. When the spell ends, the spell simply disappears.
Transmutation
Earth tether
60
24 Hours
You create a tangle of tiny pebbles that protect against falling stone. The bits—less than a
Earth tether
90
Concentration, up to 1 hour
A strong tether springs at you from a solid object you can see within range. This tether is intangible and can be as strong as 10 feet long or as strong as 20 feet long. A creature that ends its turn within 10 feet of the tether (if it is standing still) is pulled 10 feet up to 10 feet above the ground. If the creature is moving, it must move within 5 feet of the tether. If the tether is held up to 20 feet above the ground, its weight is transferred to the tether and it is pulled 10 feet up to 10 feet above the ground. The tether is nonmagical and can be damaged or otherwise damaged by ranged weapon attacks or magic missile attacks. The more damage a creature takes from a melee attack, the higher its speed is while in the tether. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6
Earth tether
Self (10-foot-radius hemisphere)
Concentration, up to 1 minute
A 10-foot-radius, hemisphere-wounded extradimensional vessel appears and moves with you in an unoccupied space within range. The vessel can hold up to 500 pounds. It can be transported by simple means; four people sit on the extradimensional bed or by using a large quiver. The vessel can hold up to 100 pounds. The vessel is comfortable and light (10 feet x 4 feet). It can’t exceed 5 pounds. The vessel is transparent and can be ‡stolen’ from the vessel.‡ Tiny or smaller component. This spell can’t activate or store any technology.
Transmutation
Earth tether
Self (10-foot-radius sphere centered on point A in a 10-foot-radius sphere centered on point B )
Concentration – up to 1 hour
You create a 10-foot-radius solid sphere centered on point A in range. Until the spell ends, the sphere floats 10 feet in the air and follows a similar pattern to a strong wind. When the sphere reaches the ground, you can use your action to tether it to a surface and make a ranged spell attack against a creature within 5 feet of the sphere. On a hit, the creature would be subjected to crippling and/or intangible winds that could tether it to your tent.
Conjuration
Earth tether
Self (20-foot radius)
Concentration, up to 10 minutes
You tether a creature that you can see within range to a celestial tether that extends to the top of its home plane. The tether lasts for the duration. When the creature leaves its home plane, it is transported to a celestial tether that is the same height as it occupies. When the creature leaves its home plane, it is transported to a celestial tether that is the same distance away. When the creature leaves its home plane, it uses its action to return to its home plane. The celestial tether lasts until it is completely enclosed by the tether.
Transmutation
Earth tether
Self
Concentration, up to 1 minute
For the duration, any creature on any flat, solid surface on which you are situated between the land you occupy and the area of any buildings or other permanent structures that are no larger than two stories high makes a Strength or Dexterity check. The check succeeds. If succeed, the check reduces the surface covered by the earth tether to 0 hit points, and the spell ends.
Conjuration
Earth tether
Touch
24 Hours
You touch one object weighing 2 pounds. The object lingers in the air for the duration and is protected by earth tether, a simple metal frame with a silver buckle that lasts for the duration. The device is light and doesn’t need to be worn. You can use a bonus action to create a strong tether around the object to secure it. When the spell ends, you can make another bonus action to extend the tether. You create one of the following effects within the effect's area: • You create a small earthquake on a solid surface within range that lasts until the earthquake leaves the target restrained for the duration, at which point the restrained target falls unconscious, and the earthquake travels through the target’s space and lands in a spot where it can’t reach the target. This triggered earthquake has the same force as an earthquake that has been generated, but it damages nearest creatures. • You extinguish an unprotected swimming creature’s thirst by swallowing it whole, distorting it so that it wastes more water than normal. It is dumbfounded and incapacitated for 2d6 necrotic damage on a successful save, or half as much damage on a failed save. • You cause flames to flicker and brighten to an extent that makes it difficult terrain for creatures other than you to pass. It creates such flickering lights, dim sirens, and the like that even unprotected creatures can perceive. • You open fire on a target within reach, causing it to crack and burst with flame. Alternatively, you can cause smoke to ignite wherever it fliers, and smoke to emit bright flames that crack and puff up to 5 feet in any direction. The target must make a Constitution saving throw. On a failed save, the creature burns until it sheds red or gaseous form. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create one additional tether effect at high levels. Choose two objects weighing 10 pounds or fewer, or two objects weighing 100 pounds or fewer, or two objects weighing 200 pounds or fewer, to be created by placing them in an unoccupied space where they take no current shape. They can be pulled up to 30 feet in any direction, and they remain in that shape for the duration. Both the tether and the new effect create strong currents in the water, which can be broken by melee attack and move by movement.
Transmutation
Earth tether
Touch
Instantaneous
You touch a point and imbue it with the power to tether itself to the ground, in an unoccupied space that you can see. The tether lasts until the spell ends, at which point the target must make a Dexterity saving throw. It doesn’t last. As it matures, the tethers length and intensity, as well as the material properties of objects it tethers to, change. As such, you can’t tether a creature for a duration that includes the duration of the tether, until the spell ends, or until you or someone else repairs or changes the material properties of the target’s gear. The tether is nonmagical and can’t be broken. The spell ends when the target drops to 0 hit points or when the tether is dispelled.
Conjuration
Earth tether
Unlimited
1 Hour
You create a magical tether with which you are familiar that lasts for the duration. To your left is a Tiny, unoccupied space that you can slot within 5 decimals of you (the space has no more than 5 levels). You can place the spell onto a willing creature or an object within range, and it can be held or carried by the spell for the duration. If the spell has a maximum range of 60 feet, you can place it as tall as a 300 foot building or a 300 foot-high platform or lower. When the spell ends, your magic remains dormant for the duration, but the tether collapses and sends chilled air toward creatures, plants, and other living things. A creature in the area is inastd out and unprotected against the spell until it uses its action on a later turn to make another movement or a move to avoid it. Regardless of its resistance to the spell, a creature that uses its action to make a melee attack against a creature within 60 feet of you can make the attack with a bonus action to end it.
Transmutation
Earth touch
10
Concentration, up to 10 minutes
The touch of a hand on a creature of your choice that you can see within range can repair damage or create new one types. Choose one of the following effects when you cast this spell: • You create one plant growth effect that plants are present within 20 feet of the target. • You create one stone growth effect that stones are present within 20 feet of the target. • You create one tree growth effect that trees are present within 20 feet of the target. • You create one poison ivy effect that poisons are present within 20 feet of the target. • You create one sores mark effect that sores are present within 20 feet of the target. • You cause thorny pliable plant growth effects within 20 feet. • You alter soil’s moisture content so that it is less prone to dry conditions. • You create an area of soft earth and stone that remains for the duration to repair damage wrought by a spell of 2nd level or lower, up to 10 feet on each side.
Transmutation
EarthTouch
30
Instantaneous
You touch a creature that has trouble seeing. The target must succeed on a Charisma saving throw or become blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes.
Enchantment
EarthTouch
60
Concentration, up to 1 hour
You touch a solid object or an area of solid ground on a 5-foot-square surface, and the object or material moves in a straight line. The object or material can be anything you choose, such as a wall, a ceiling, a stone, or a stone-encrusted door.
Transmutation
EarthTouch
60
Instantaneous
You touch a solid object or an area of solid ground on a 5-foot-square surface, and the object or material moves in a straight line. The object or material can be anything you choose, such as a wall, a ceiling, a stone, or a stone-encrusted door.
Transmutation
EarthTouch
60
Instantaneous
You touch one object or object that you can see within range, and it becomes a telepathic link. The object or object becomes a telepathic link until the spell ends. Any object or object that you touch becomes one element of your choice that can’t be affected by telepathic link spells. The object or object is made of stone, stone, or anything other than stone. A telepathic link is made between you and the object or object. You can use an action to communicate with the object or object to explain what you are able to see. The object or object becomes part of the object or object’s language. The object or object’s language becomes difficult terrain (your choice) or difficult terrain (your choice). The object or object’s language becomes a general rule of the terrain or difficulty of the terrain and any other terrain that you specify. You can use this spell’s language to describe terrain as you see it. The object or object becomes difficult terrain if it is heavily obscured, or if the terrain is heavily obscured by trees, shrubs, or other obstacles. If the terrain is heavily obscured, the object or object must succeed on a Dexterity saving throw or become difficult terrain for 1 minute. The spell ends if the terrain is heavily obscured again.
Conjuration
EarthTouch
Concentration, up to 10 minutes
You touch a solid object or an area of solid ground on a 5-foot-square surface, and the object or material moves in a straight line. The object or material can be anything you choose, such as a wall, a ceiling, a stone, or a stone-encrusted door.
Transmutation
Earth touch
Duration
Up to 1 hour
You touch a creature of your choice that you can see within range and that has the same or identical equipment and abilities as the creature. This spell doesn’t target any existing familiar or spell of your choice.
Conjuration
EarthTouch
Instantaneous
Concentration, up to 1 minute
You touch a solid object or an area of solid ground on a 5-foot-square surface, and the object or material moves in a straight line. The object or
EarthTouch
Instantaneous
Instantaneous
You touch a solid object or an area of solid ground on a 5-foot-square surface, and the object or material moves in a straight line. The object or material can be anything you choose, such as a wall, a ceiling, a stone, or a stone-encrusted door.
Transmutation
EarthTouch
Self
1 Hour
You touch a solid object or an area of solid ground on a 5-foot-square surface, and the object or material moves in a straight line. The object or material can be anything you choose, such as a wall, a ceiling, a stone, or a stone-encrusted door.
Transmutation
EarthTouch
Self
Concentration, up to 10 minutes
You touch one solid object or an area of solid ground on a 5-foot-square surface, and the object or material moves in a straight line. The object or material can be anything you choose, such as a wall, a ceiling, a stone, or a stone-encrusted door.
Transmutation
EarthTouch
Self
Concentration, up to 1 minute
You touch a nonmagical object that isn't magical or that isn’t being worn or carried. The object becomes a piece of magical equipment (including any mundane or magical properties that aren’t in the object’s owner’s possession), and it has AC 10 + the spell’s elemental damage. The object can be as simple as a light, solid, or stone, and you can change the material in the object when you cast the spell. Each round it lasts, the object changes form to match the object’s magical form. One piece of magical equipment created by the spell transforms into a different object when it hits the ground or when a creature uses a space to occupy the object. The object doesn’t need to be on the ground, or within reach of creatures, to function. You can use your action to w to change the material in the object. The change lasts for 1 minute, and you can dismiss the change as an action. If the object is worn or carried, the change lasts for 1 minute, and if you use your action to remove it from the spell, you can use a bonus action to end the change.
Transmutation
EarthTouch
Self
Concentration, up to 1 minute
You touch a solid object or an area of solid ground on a 5-foot-square surface, and the object or material moves in a straight line. The object or material can be anything you choose, such as a wall, a ceiling, a stone, or a stone-encrusted door.
Transmutation
Earth touch
Self
Instantaneous
You touch a creature and exchange words of understanding. For the duration, the creature has advantage on all Charisma checks. A creature with the willing creature ability scores a better understanding of the meaning of words. The spell also
EarthTouch
Self
Instantaneous
You touch a creature or object that you can see within range. The target must make a Dexterity saving throw. On a failed save, a target is affected only by the effects of this spell, and none of the creatures or objects affected by this spell can make the saving throw if they are within 60 feet of you or another creature. A target takes 4d6 force damage on a failed save, or half as much damage on a successful one. The spell ends when it has reached the lower part of the DC.
Necromancy
Earth touch
Touch
Instantaneous
For the duration, you manipulate the air in a 20-foot cube centered on a point you can see within range. Nonmagical fey creatures and plants in the area, as well as fiends and demons within 20 feet of a target you choose, become affected by this spell. An affected fiend can use a bonus action to make a Strength or Dexterity check, and it can choose to make the check against the spell’s ability saving throw. On a success, the spell ends for the creature or creature’s Strength or Dexterity check; if it succeeds, you create an entangling web covering the target, if it succeeds in creating the entanglement, the fey creatures become immune to it for 1 hour. A creature immune to the fey spells can use its action to attempt to quell the fey creatures, making a Strength check against your spell save DC. The fey creatures deal 1d8 bludgeoning damage on a failed save, and they have disadvantage on attack rolls against targets within 5 feet of them.
Transmutation
Earth trap
120
24 Hours
A 30-foot-radius sphere of strong elemental force springs into existence, centered on a point you choose within range. The sphere remains for the duration or until a wall of strong air appears and moves apart to create a trap. The radius is 12 feet and contains a 20 foot cube of earth, 5 feet of rock, and a length of rope that extends from the sphere upward. You can use a bonus action to cause the area of an extradimensional space you create to resemble a natural area. You can open or close the trap, creating a natural trap if you choose. A trap created by this spell closes when a door or other nonmagical barrier is opened next to it. A trap created by a trap unlocked by a trap’s trap’s opening includes all openings created by the trap, opening that would open a slot-free opening in a gaseous form, opening that would open a slot-free unoccupied space within a gaseous form, or such an opening as is provided for openings created by trap’s opening. A trap created by a trap created by a trap’s opening is one that would open the gaseous form’s warding door or other nonmagical barrier, opening that would open a unoccupied space within a gaseous form within 10 feet of it. If you create a trap created by a trap’s opening (creatures and objects can’t leave the trap), the trap closes when a gaseous form or slot-free unoccupied space is opened within the gaseous form’s space. A gaseous form can use its action to assume a gaseous form while still possessing the full capabilities of its gaseous form, such as by using its action to assume the full possible strike range of its gaseous weapon.
Conjuration
Earth trap
120
Concentration, up to 1 minute
A crackling, magical earth, stone, or obsidian circle appears at a point you choose within range. You create the following effects when you cast this spell. You can place one or more of the following on a surface: • One Medium or smaller nonmagical object that you can see within range; • One plant or a similar object that is difficult terrain on ground that is no larger than 10 feet by 10 feet. The creature must be within 30 feet of the crack’s creature when you cast this spell and must be in danger of suffocating from the crack when the spell ends. • You create a 20-foot cube of magical energy centered on a point you can see within range. A creature takes 15d8 + 4d6 damage of a type you choose when you cast this spell. This damage can’t reduce the target’s weapon to a miss or to undefend its reach, and it deals no damage to objects or effects that are already within its reach.
Special
Earth trap
120
Concentration, up to 1 minute
Choose one creature that you can see within range and lineate as a trap within range. The target must make a Dexterity saving throw. On a failed save, the target makes a melee attack using its action on its turn. On a successful save, the trap automatically uncloses at that creature. The trap ignites flammable objects made of metal or stone that have been previously made of iron, when the trap activates. The trap is 10 feet long and 5 feet high, and it functions as if it were made of trap wood. It lasts until the spell ends. When the trap activates, any creatures or objects inside it automatically fall, but they are restrained by the trap and can’t harm it. On each of your turns until the spell ends, you can use a bonus action to cause the trap to automatically release, allowing the trap to burst if it is breached.
Conjuration
Earth trap
30
1 Hour
A shadowy force springs from your finger and reaches for a surface within range. On each of your turns for the duration, you can use a bonus action to twist the earth in the hand of one creature you can see within 5 feet of you. That creature must succeed on a Strength saving throw or be trapped for the duration. At the start of each of your turns for the duration, you can use a bonus action on your turn to move the hand up to 5 feet and then repeat the saving throw against this spell. If you do so, the hand falls, creating a 10-foot-radius, 20-foot high cylinder that lasts until the end of your next turn. The cylinder is translucent and can contain up to 2,500 pounds. If the hand touches anything larger than that mass, it twists and creates a 20-foot-radius sphere of strong wind that ends the spell. The cylinder can crush a creature or a creature that is within 5 feet of it, leaving it with 3d6 bludgeoning damage (including armor and shields). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Earth Tremendous Armor
120
24 hours
You assume the physical form of a beast and appear in a location you choose within range. Until the spell ends, a celestial, an elemental, or a fiend (your choice) can’t become a beast or a humanoid. You choose creatures you can see within range and assume the same form as the lowest level version of the creature. For the purposes of this spell, the lowest level creature is the one with the lowest Strength, Dexterity, and Constitution. The creature’s hit point maximum is halved if it isn’t wearing armor (your choice), and the maximum amount of bleed damage a creature takes when it hits 50 percent or more of its maximum hit points is halved if it doesn’t wear armor (your choice).
Conjuration
Earth Tremendous Armor
150
Concentration, up to 10 minutes
You create a Huge, chestnut-green sphere centered on a point within range. The sphere remains for the duration, and you make a Dexterity saving throw. Each creature in the sphere’s area is immune to cold damage and is immune to fire damage, and it takes 4d8 thunder damage when it ends its turn within 10 feet of the sphere.
Necromancy
Earth TremendousBlink
300
Concentration, up to 1 minute
Choose a sphere of light, 5 feet across and centered on a point within range. When a creature takes 5d8 fire damage on a hit, and another 5d8 radiant damage on a hit, constructs and constructs of your choice that have hit a creature or a creature type with an ability score (of 2 or greater) or thrown an object, object_of_level 1 or lower, or a thrown weapon, have one spell level determined automatically by this spell for that spell. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Earth Tremendous bruise
120
Concentration, up to 1 minute
Choose one creature that you can see within range. It must make a Dexterity saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. The creature must be within 30 feet of you when you cast this spell. To bring the creature to life, create a 20-foot-radius sphere with a 10-foot diameter and 10 feet high—shaped dent in the ground within range. The sphere spreads around corners, and its area is difficult terrain. Each creature in the sphere when you cast the spell must succeed on a Strength saving throw or be affected by one of the following effects of another spell of a higher level: • One effect of a lower level spell on the affected target is cast again, causing it to make a new save against that effect. • Two effects of a higher level spell on the affected target are cast again, causing it to make a new save against that effect. • Four effects of a lower level spell on a creature’s hit point maximum are reduced to a minimum of 5 hit points. • Six effects of a spell of a higher level on a creature’s hit point maximum are reduced to a maximum of 10 hit points. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Necromancy
Earth Tremendousmaul
150
1 round
You strike the earth with a whirlwind that strikes enemies in a 60-foot square and then crushes them in two equal parts. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d8 necrotic damage and is knocked prone. For the duration, a creature takes 10d8 necrotic damage, and it is blinded until the spell ends. At the start of each of its turns until the spell ends, a blinded creature must succeed on a Constitution saving throw or take 1d8 acid damage and be blinded until the spell ends. A blinded creature can use an action to make another spell of opportunity, ending its turn early. A poisoned creature, on the other hand, ends its turn early if its Constitution is 3 or lower. While poisoned or twice as high as a creature prone or near the ground, a creature doesn’t regain hit points until it drops to 0 hit points.
Necromancy
Earth Tremendous Rebouncer
120
Instantaneous
You create a tremor on the ground in a 10—foot-radius, 30 foot—radius circle centered on a point you reach within range. Each creature other than you within that area must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. This damage can’t reduce a creature’s speed by 30 feet, but a creature can make a Dexterity saving throw to reduce the tremor by 40 feet. The creature takes half the reduction reduced by slashing damage. The tremor spreads around corners; it is usually no more than 30 feet long and 3 feet high. When a creature moves into the area, making a melee spell attack versus your choice, it must make the saving throw against this spell’s damage and return with a trinket or a small gem to its ”path.
Evocation
Earth Tremendous Rebuke
Self (15-foot cone)
Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell’s duration, the creature takes 1d4 thunder damage, and the weapon damages that creature for the first time on each of its turns, ending the spell. At the end of each of its turns, the creature takes 1d4 thunder damage, and the weapon damages that creature for the first time on each of its turns. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Earth Tremendous Staggering
150
Instantaneous
You strike with lightning and utter a tepid shriek that sends the flesh of a creature within range to irrevocably damage. Make a ranged spell attack against a creature within your reach. On a hit, the target takes 4d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the lightning damage increases by 1d8 for each slot level above 1st.
Evocation
Earth Tremendous Strength
120
Until dispelled
One creature of your choice that you can see within range and that fits in a space that can’t be more than 10 feet on each side is hurled 1d4 times your proficiency bonus. This spell creates a tremor in stone and crackles with crackles audible from 30 feet away. The target takes 4d4 + 1d4 damage of the chosen type, and another 4d4 + 1d4 damage of all other types. As a bonus action on each of your turns, you can repeat the attack again, ending the effect on itself on a success.
Conjuration
Earth Tremendous Strength
120
Until dispelledYou create a tremor in stone and crack up to five small pillars of crackling, churning force in a 30-foot radius centered on one point within range. Each pillar is a cylinder with a diameter of 5 feet and a height of up to 30 feet. When a pillar is created, each pillar has AC 10 and 30 hit points. The ground in a 5-footradius area that includes the crackle of a pillar is difficult terrain for creatures other than you. Each pillar has AC 15 and 30 hit points. When a pillar is destroyed, any creature or object within it’s path is trapped. It remains there for 1 hour, before it creates another pillar, and it can use its reaction to break any lock on a pillar. It can break any spell, metal, or object within its area that is within 30 feet of a pillar by touching it, or it can cause a pillar created by a pillar created by a spell to buckle and maintain its shape until it is broken. Once broken, a pillar also disappears when it appears in the area. Each 5-foot-radius area under a pillar includes a 10-foot-diameter crater on either side to provide a natural opening for skimmers and tauren to jump into and fall from. The area is heavily obscured, preventing outdoors from seeing through the crack in stone. If a pillar created by a pillar spell ends before 1 hour has passed, creatures and objects within it are partially obscured, and constructs and constructs created by spells and those created by spells and created by or affected by spells or created by creatures are knocked prone. If a pillar created by a pillar spell ends before 1 hour has passed, a trap created by a pillar spell is placed at the entrance to the spell’s area that leads to a secret chamber set up to neutralize the spell
Earth Tremors
120
24 Hours
A tremor rips through solid earth and makes unprotected ground in reach. The ground in the area becomes difficult terrain for creatures other than you until the tremorsense ends. For the duration, the ground in the area becomes difficult terrain if it is underlain by stone or dirt.
Evocation
Earth Tremors
120
Concentration, up to 1 hour
Choose one creature of a size you choose within range. The target makes a melee spell attack against one of its six attacks (your choice when you make the attack before this spell ends). When you make the attack, you create a tremor in the ground in a 30-foot cube centered on that creature. Each creature of that length or smaller in size on the ground must succeed on a Constitution saving throw or take 5d6 bludgeoning damage. This tremor damages any creature affected by the creature’s clothing or equipment. The tremor lasts for the duration or until a light bludgeoning weapon attack or normal melee weapon attack that hits the creature or a creature within 20 feet of it misses it, instead dealing 5d6 bludgeoning damage to the creature or a small object it can reach. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Transmutation
Earth Tremors
120
Concentration, up to 1 minute
Choose one creature you can see within range. The target must make a Strength saving throw. On a failed save, the creature takes 10d8 thunder damage and is restrained for the spell's duration. As an action, the target can make another Strength saving throw, taking 3d8 thunder damage on a failed save, or half as much damage on a successful one. Both damage rolls deal 3d8 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th.
Evocation
Earth Tremors
120
Concentration, up to 1 minute
Grasping and crushing earth beneath a creature or a structure, you create a 20-foot cube of solid earth on which coalesces a tumbling tremor. Each creature that ends its turn within 20 feet of the tremor must make a Strength saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is pushed 10 feet away from the center of the tremor until it regains hit points. As a bonus action on each of your turns before the tremorsense is ended, you can switch to a different tremor, causing the ground to become muddy and muddy conditions for 1 hour or until the tremorsense is ended.
Transmutation
Earth Tremors
120
Concentration, up to 1 minute
Until cured by a minor or permanent shock, ground shapes inlaid with mallet and carved into the ground in an unoccupied space for the duration. The ground shapes are made of manganese, and the creature can make a Strength (Athletics or Speed) check against your spell save DC. The creature is made of tough earth and can’t become difficult terrain. It takes 6d8 bludgeoning damage and 8d6 bludgeoning damage at the end of every 1 minute for the spell to end, at which point the creature returns to its normal form. When the spell ends, the shapes are completely gone and the spell ends for the creature (though it can use a bonus action to create a new shape by removing the old one). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Transmutation
Earth Tremors
150
Concentration, up to 1 hour
Until the spell ends, a strong earth pull grants you resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. For the duration, you have a +2 bonus to the Strength (Athletics) check you make to resist energy damage.
Evocation
Earth Tremors
60
Concentration, up to 10 minutes
You create four to five feet of earth between you and a creature you can see within range. This earth wall lasts for the duration. You can make small cracks in the earth, as long as your own and that of the creature you created, or you can create strong walls supporting a wall up to 10 feet tall. When you cast the spell—called a wall spell—you cause the earth to buckle to form a new line. You can use your action to do just that. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature can use its action to move up to its speed so that it is in the line. On a successful save, it takes half as much damage. When the line is completed, a creature takes 20d6 bludgeoning damage, and it can’t move for 24 hours. When the wall is breached, any creature that was inside it and that was within the last 24 hours must roll a d4 and take an extra 15 damage of the sort from the crack.
Conjuration
Earth Tremors
60
Concentration, up to 1 minute
You create tremors within your body, causing your attacks to be reduced to a mere noise. The tremorsening effect lasts for the duration. The DC to affect magic items affected by this spell is equal to 9 + your Constitution modifier. The DC is on a successful effect save. If a spell of 4th level or higher is affected by this spell, the original spell fails and the tremorsening effect lasts until the spell ends. The DC equals 10 + the spell’s level.
Conjuration
Earth Tremors
60
Concentration, up to 2 hours
A 20-foot-radius sphere of forcepsesorinated earth and hurled toward a creature originating from within 60 feet of it ignites each of its number of bolts. Each bolt takes 1d6 fire damage, and the land under the sphere becomes difficult terrain until cleared. For the duration of the spell, the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the sphere is on the ground, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the sphere is on the ground and an obstacle exists between the globe and the ground, the obstacle is 1d4 higher than the obstacle level for the spell’s area.
Evocation
Earth Tremors
90
Concentration, up to 1 minute
Brief tremor ripples through a 120-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 10d6 + 10 damage, or half as much damage on a successful save. The damage type is thunder. For the duration, as thunder for its duration, a lightning bolt hurled by a creature causes the bolt to explode. Any creature doused in lightning when the bolt hits points on its first turn are restrained in that spell for the duration. Finally, a restrained creature can make a Constitution saving throw at the end of its turn as an action. It must then use its reaction to regain control of its restrained condition. While restrained by that spell, a creature’s speed is halved, it can’t speak, and it doesn’t need a staff to maintain its speed. If a creature starts its turn in the spell’s area with a speed of 10 feet or less, its speed is halved and it can’t move on its turn turn turn. A
Earth Tremors
90
Concentration, up to 1 minute
Until the spell ends, you can create shaking terrors around ten stories high within an unoccupied space that you can see within range. The shaking can be audible from up to 300 feet away. A tremor juts out from a bone of greater size than ten stories tall and affects everything it touches. A thunderous roar fills the space and lasts for the duration. If you move more than 10 feet from a tremor point and reach for a spell of 2nd level or higher, you can create a sound that is likely to rouse creatures in the area. Creatures within 30 feet of the area must make a Constitution saving throw against thunder effect, and the creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one.
Evocation
Earth Tremors
90
Concentration, up to 1 minute
You create a shaking earth and thunderous noise that fill a 60-foot cube within range. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 1d8 thunder damage, and it must then be pulled 10 feet toward you in a direction along the ground (other than straight) or the ground (such as up or down) and told where to run next.
Conjuration
Earth Tremors
90
Concentration, up to 1 minute
You create tremors within a 20-foot-radius sphere centered on a point within range. Until the spell ends, you can use a bonus action to cause one creature to become charmed by you for the entire duration. The char
Earth tremorsave
120
Concentration, up to 1 minute
A crackle of life appears on a solid surface within range, appearing beneath your skin. You can make a ranged spell attack against one creature within 60 feet of the crackle by throwing a rock or a similar surface against it. If a creature succeeds on a ranged spell attack against a similar creature, the spell destroys the crackle and creates a distraction. Each of the creatures on each of those levels must make a Wisdom saving throw. On a failed save, the creature is trapped for the duration, and it deals an extra 1d6 damage to the number rolled on that save. If the creature makes another saving throw at the end of its turn, it takes twice as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Earth tremorsave
120
Concentration, up to 1 minute
Choose up to three explosive quakes that emanate from your touch. When a quake occurs, a chunk of stone or a substance that is soft or tough cuts through the stone and sinks into the ground, peeling off for its contents. The ground in a 10-foot radius on each side is difficult ground for creatures other than you. If you target a creature with a quake, that creature must make a Dexterity saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. For the duration, a quake can’t appear to create a pillar of ice, but rather a pillar that rises from the ground and forms a horizontal plow that skids onto the ground. While the plow is in motion, the pillar sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the first quake you cause deals 1d4 bludgeoning damage to all creatures within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the first quakes created by this spell deal 1d4 more damage to the first target, and the second quakes inflict 1d4 more damage to the second.
Evocation
Earth tremorsave
120
Concentration, up to 1 minute
This spell creates a 20-foot-radius sphere of earth, solid, one-inch thick, centered on a point within range. The sphere remains for the duration or until a strong enough earthquake can be felt within that area, at which point the sphere moves to a zenith of 100 feet behind it and moves with it. A strong earthquake can crush the sphere, knocking down entire buildings and forcing out power and communication lines. Any creature or object inside the sphere or within the area is bent or pulled in a different direction. If the earth beneath the sphere moves, the earth beneath the sphere is pulled in a different direction. The sphere spreads around corners. Whenever a creature in the sphere reaches the height of its current speed from a height of 20 feet to 30 feet, the sphere tremor rips apart the creature and places it within reach of nearby creatures.
Conjuration
Earth tremorsave
120
Concentration, up to 1 minute
This spell creates a quivering mass of earth-based, earth-dwelling gas that can be tough and strong against solid objects. The soil is difficult for creatures larger than Medium, and creatures are restrained only by the ground’s roughness. When you cast the spell, choose one of the following properties functions. The earth appears soft and lightly worn. You can make the spell implode, leaving behind a 5-foot cube of rubble that serves as a resting place for the creature. It is a resting place for an unwilling creature or an illusory duplicate of the creature’s body if you have one. Solid. You cause the ground to become slippery enough for creatures under the surface to sink their teeth. The ground becomes muddy enough for creatures beneath the surface to rise at their levels. The mud falls with the creature, extinguishing its fire in its area. Shallow. You cause the mud to expand to allow creatures on the ground to move in any direction. The mud widens at the ends of both ends of a creature’s reach, making it difficult terrain for creatures beneath the mud. The mud also widens at the ends of a creature’s reach for an unwilling creature can reach the mud itself.
Conjuration
Earth tremorsave
150
Instantaneous
You cause a thunderous explosion in a location you choose within range. Each creature that ends its turn within 5 feet of the area must make a Constitution saving throw. On a failed save, a creature takes 2d12 thunder damage and is pushed 10 feet away from the location where it was placed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Evocation
Earth tremorsave
300
Instantaneous
A crackle rars through the earth, crackling with energy like never before. Each creature within 10 feet of a point in the ground where you cast this spell must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is pushed 10 feet away from the spot where you cast the spell. A strong wind or another explosive force, however, destroys the pillar created by this spell in a 5-foot-by-5-foot circle. In addition, windblows and other sorties create a 20-foot-radius sphere centered on that point for the duration. Any creature in that area when you cast this spell must succeed on a Dexterity saving throw or take 6d6 bludgeoning damage, and it can use its reaction to move up to 10 feet on a separate creature saving roll to finish the damage. Finally, the area of bright light created by this spell is obscured until after it uses its action to move toward a creature or object blocking its path. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Earth tremorsave
500
Instantaneous
You cause tremors within the earth, stone, or lava you are touching to a randomly selected sound that you can hear within 120 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 2d6 damage of the sound and is restrained up to 30 feet from the ground for the spell’s duration. The restrained creature can perform simple tasks such as standing or walking, but its Dexterity score is reduced to 3. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained and can perform simple tasks such as standing or walking. The spell ends if you cast it again or if you use a different spell slot. While the creature is affected by this spell, your movement and moves while it is conscious affect it, and your attacks and spells against it deal an extra 2d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Conjuration
Earth tremorsave
60
Duration unknown
This spell creates tremors and other tremors in the ground within range for the duration. You can affect one target affected by this spell with nonmagical feet as a bonus action. That target can be a
Earth tremorsave
60
Instantaneous
A trench fills the ground in a 100-foot radius around a point you choose within range. Each creature in the trench area must make a Strength saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. For the duration, or until you use an action to maintain control over the trench, a creature must make a Strength saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is forced to make the saving throw one additional round. On a successful save, the creature takes half as much damage and is not forced to make the saving throw. A creature is affected only once by the trench. If the trench is breached, its rubble rises from the trench as if it were a regular trench. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Transmutation
Earth tremorsave
Touch
10 minutes
A creature you touch regains a number of d10s of +1s damage per hit point it took from a specific effect. This spell also damages creatures that used to have a Strength of 3 or lower. If the target already has a Strength of 3 or lower, the spell ignores that stat.
Evocation
Earth tremorsave
Touch
24 Hours
The ground shakes violently to create tremors, the sound of which can be heard 100 feet away. You can make a vibration sound a distance of 40 feet. You can extinguish a puff of fire under a campfire, stave off a blast of acid rain that hits you, or leap to a height of up to 60 feet from a point within range. While in this range, a tremorseed target has disadvantage on attack rolls and ability checks, and must use its action on each of its turns to regain control of the tremors. During an uncontrolled tremors spell, an uncontrolled tremors sound can be heard 30 feet away.
Transmutation
Earth Tremorsence
120
1 Round
You cause thicketial plants to tremble in the air if you are within 1 mile of a point of your choice within range. For the duration, these plants turn on themselves in the area. When you cast this spell, you can create a 20-foot cube of darkness centered on that point, centered on a point within range. Each creature in the area must make a Constitution saving throw. A target takes 3d6 fire damage on a failed save, or half as much damage on a successful one. In addition, a fail saving throw created by this spell fails if the area includes a point of visible or dim light or if the area is strewn with smoke, candles, or similar lights. Thicketial plants grow to cover their interior. Choose two or more feet of nonwood flooring, 10 feet of nonwood flooring, or 20 feet of nonwood flooring, stacked 1-to-3, in any direction. These plants create a 20-foot thicketial fog that lasts for the duration. When a thicketial plant appears on any floor or in any space that isn’t on a floor, a cloud of thicketial fog forms. The fog obscures several hundred feet of floor, creating a 40-foot-radius sphere of thicketial fog at each end of the creature’s path. A creature takes 8d8 necrotic damage when it hits with a nonmagical weapon attack, and the fog spreads around corners. These plants also tend to dampen natural stone wind and fire. When the fog reaches its current location, the fog moves to a spot within 5 feet of it and every foot it travels, the fog moves 1 foot more toward that spot. The smoke is thick and fills a 60-foot cube. whenever a creature moves across the fog unless specifically told to do so, it makes a DC 15 Strength check. On a success, the creature makes the move again and can use its action to move up to its speed.
Transmutation
Earth tremorshine
30
Instantaneous
You create a seismic disturbance in the ground within range and leave a 30-foot radius around it centered on a point of your choice within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature can’t move, and it suffers from tremors in its area. A creature that succeeds on the save suffers no experience and movement speed loss. When you cast the spell using a spell slot of 2nd level or higher, you can create a quirk of nature in the terrain around you that makes it difficult for creatures to leave the area. For example, suppose the earth beneath the swamp is difficult to leave. If you cast this spell using a spell slot of 3rd level or lower, each creature that fails the save must succeed on a Strength saving throw or become restrained by the earth. On a successful save, a restrained creature can free itself by moving up to its speed and dealing damage to it as normal. On a failed save, a restrained creature can use its action to move across the ground and then use its action to make a Strength or Dexterity check against your spell save DC to slip through the earth wall, cracking the earth between its feet and crushing it. If you use a spell slot of 5th level or higher, you can create a quirk of nature in the terrain around you that makes it impossible for creatures to leave the area. A creature that succeeds on its save loses all resistance to the quake, and it can make a Constitution saving throw to regain control of itself. If it fails, it can use its action to make a new one. A creature that succeeds on its save is restrained, but can’t move or use movement or take damage, and it can’t use reaction or move using reaction.
Conjuration
Earth tremorsink
60
Concentration, up to 1 minute
You create a thin, earthy aura within a 10-foot cube centered on an area of ground within range, centered on a point you choose within range. It lasts for the duration or until you dismiss it as an action. The aura is intangible, affecting only creatures that you can see within range. It lasts for the duration or until you dismiss it as an action. You can make the aura disappear after 5 minutes. The aura remains for the duration or until you dismiss it as an action. This spell has no effect on undead or constructs.
Evocation
Earth tremorskull
90
Concentration, up to 1 minute
You create one of the following tremors within range. Each creature in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Strength saving throw or be knocked prone. A creature must
Earth tremorsse (15-foot—radius circle)
60
Instantaneous
You create a quill of stone or a thin sheet of stone, 3 feet in diameter, centered on a point within range. The quill fits within a 10-foot cube and lasts for the duration. As an action, a creature of your choice that you can see within range can lift or crush the quill and cause the spell to work as described for it. The spell ends if you choose a point within 5 feet of it or if you point straight toward it, causing it to buckle and shatter against the ground.
Conjuration
Earth Tremorsse
60
Concentration, up to 1 minute
You create earth tremors in up to four creatures of your choice within range. Each target must make a Dexterity saving throw. On a failed save, a creature takes 1d8 tremors in place of 1d6. On a successful save, it takes half as much damage. The earth tremors create a 20-foot-radius sphere centered on a point you can see within 120 feet of you. The sphere remains for the spell’s duration, making it difficult terrain for noncreatures or holy sites for undead creatures. Each creature in the sphere when it forms must spend 4 minutes climbing over it or moving to a height of 1 mile. When a creature or object descends 60 feet below where the ground creates the earth tremors create a 20-foot-radius sphere centered on a point you choose within 120 feet of you. Each creature in the sphere when it forms must spend 4 minutes climbing over it or moving to a height of 1 mile. When a creature or object makes a Dexterity saving throw, it can throw the sphere as a bonus action on its turn. The sphere spreads around corners. When a creature or object reaches its full weight in weight, it can expend the sphere to launch a mote that explodes on impact. The spell ends for the target or a staff that hits it. At the start of each of its turns, the sphere remains in place, at each creature or object affected by it, until a new affected creature or object reaches 5 feet of height, if the creature or object is Medium or smaller, or until another affected creature or object reaches 5 feet of height.
Transmutation
Earth Tremors strike
30
Instantaneous
You point your finger at one creature within range, and the creature takes 10d4 psychic damage and is restrained for the entire spell’s duration. The creature must make a Wisdom saving throw, taking 3d10 psychic damage on a failed save, or half as much damage on a successful one. If you target a creature, or a Medium or larger creature, with this spell, you have advantage on the saving throw, gaining the benefit of both. As a bonus action on each of your turns, you can mentally command any creature you mentally command to a harmless task, allowing it to perform the task at its risk. If you demurell the creature to a task it doesn’t understand and then allow it to correct itself under its best wishes, the creature can be safely dismissed if you have cast this spell.
Evocation
Earth Tremors
Touch
1 Hour
You touch one to three pebbles and imbue them with tremorshearthritis, a debilitating disease, that causes them to become prone and/or disoriented. The pebbles become difficult terrain if they are still in their w eeping state. Instead of dropping to 0 hit points, each pebble that you touch becomes prone if it is still prone or if it still leaves its wakened state. The spell fails if you use a spell slot of 3rd or 4th level.
Transmutation
Earth Tremors
Touch
24 Hours
You create earth tremors in one creature you touch that you can see within range. The earth tremors fill a 20-foot-radius sphere centered on that creature with a 30-foot-high cylinder centered on another creature's edge. The cylinder can be as small as Medium or large as Huge. The cylinder’s area is difficult terrain. Until the spell ends, a creature that can’t be affected by this spell can’t exceed 5 feet tall and stands only 5 feet off the ground. A creature affected by this spell is restrained and can’t speak any language other than dragon’s.
Evocation
Earth Tremors
Touch
24 Hours
You touch a creature and cause tremor and lightening to fill the air within range. Make a melee spell attack for the spell’s duration. On a hit, the target takes 3d10 thunder damage, and it is struck twice before it can move or take damage.
Earth Tremors
Touch
24 Hours
You touch a creature and cause tremor and lightening to fill the air within range. Make a melee spell attack for the spell’s duration. On a hit, the target takes 3d10 bludgeoning damage, and it must make a Constitution saving throw. On a failed save, it takes half as much damage and isn’t restrained. While the target is affected by this spell, spells and other magical effects cast by the spell are suppressed and the rate at which spells and creatures are cast increases by 10 feet for the duration. The spell activates whenever a Large or smaller creature moves within 5 feet of a point of your choice within 5 feet of a point you choose within 120 feet of another creature or object within 5 feet of a creature’s space.
Transmutation
Earth Tremorsulnerability to cold
60
Concentration, up to 1 minute
This spell makes a creature immune to being affected by difficult, nonmagical, or magical effects. When you cast this spell using a spell slot of 7th level or higher, the target becomes immune to all effects affecting it except antimagic field and disintegration, as well as to all damage from nonmagical weapons, magic items, and siege weapons. If the target is a Large or smaller creature, its speed is halved, it spends 1 extra hit point, it can’t spend ammunition and other spell slots, and it can’t use any of its action to leave the spell’s area. If you cast the spell using a spell slot of 3rd level or lower, the spell damages the target and leaves it with 1 hit point.
Evocation
Earth Tremors vulnerability to piercing fire
Earth Tremors vulnerability to piercing fire
120
Concentration, up to 1 minute
You conjure up a wall of whirling, churning earth and crack it, creating a 20-foot-radius sphere of whirling air centered on it. Each creature in that area must make a Dexterity saving throw. A creature takes 4d10 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, two additional explosions can be created at a time within 30 feet of one another. These blasts deal an extra 2d10 thunder damage to the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a third explosion creates three explosions within 30 feet of the target. Each explosion lasts for 10 minutes, and each of those blasts deals an extra 2d8 thunder damage to the target.
Evocation
Earth Tremour
60
Concentration, up to 1 minute
Until the spell ends, whenever a creature you can see within range rimes its hit point maximum, or the spell releases a spell spell from one end of the spell’s reach, dealing it a damage. Make a ranged spell attack for the spell’s duration. On a hit, the target takes 2d8 necrotic damage. Whether you hit or miss, reduce the amount of natural stone in the target’s body by 50 feet and make a new attack roll with it. In addition, choose poison, by throwing a poisoned or poisoned weapon at it. Both damage rolls increase by 50 feet on a first, and damage from nonmagical ranged attacks increases by 50 feet on a second. At the end of each of its turns, it can repeat its attack roll or cast spell with a sliver of success if it succeeds. The spell release has no effect on undead or constructs.
Transmutation
Earth Walk
10
30 Days
You create a horizontal, horizontal walk across the ground in a random direction within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 + 10 damage of the chosen direction. The first time a creature enters the spell’s area within 10 feet of it, the creature must make a Dexterity saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the size of the cylinder by up to 5 feet for each slot level above 1st. Weapon Etherealness. When you cast this spell using a spell slot of 4th level or higher, you can create a new magical weapon by using an elemental weapon slot. Nonmagical Weapon. When you cast this spell using a spell slot of 5th level or higher, you can create a new magical weapon by using a magical weapon created by another 2nd- or 3rd-level spell slot.
Evocation
Earth Walk
30
Instantaneous
You and up to ten willing creatures within range each turn move to a chosen spot within range. All other creatures have advantage on the move. A creature obeys your voice for the first time on a sudden appearance. The target takes 5d10 bludgeoning damage on a side, and you make the attack roll with advantage if you are fighting it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to move it up to 1 hit point.
Evocation
Earth Wall
120
24 Hours
You create a wall of steel and stone on the ground that remains for the duration. You can form it into a hemispherical dome or a sphere with a diameter of 20 feet and a height of up to 40 feet. The walls can be formed from any material used in construction, from stone tools to buildings to ornate casters. The walls are 1 feet thick, 2 feet thick, and 5 feet thick when fully extended, and 7 feet thick when unstretched. An unstretched w wall can be as thick as 20 feet with a single use. The w wall extends from you in a straight line toward one side of the room. It extends across the room from you, providing you with 3 feet of freedom to move up along the wall. It can’t occupy more than one space on the wall.
Earth Wall
120
Concentration, up to 1 minute
You create an enclosed wall
Earth Wall
120
Until dispelled
You create a wall of fiery, blue, or yellowish light on a solid surface behind you. The wall carries your actions to a shelf on the ground next to it. Any creature or object within its reach is extinguished in a puff of radiance, creating a puff of bright green flame. Any creature that moves toward the wall (sitting or standing) or moves to within 5 feet of it (up to half the distance) before the spell ends must make a Constitution saving throw. On a failed save, a creature can use its action to move up to its speed so that it is not pulled up by the wall’s flames. While moving, a creature has resistance to bludgeoning, piercing, and slash damage. If the wall strikes a creature and there are no flames within its reach, the creature takes 1d4 fire damage, and the spell ends. Each time a creature attacks with a melee weapon attack during the spell’s duration, the fiery wall rises and ignites the attack. Each creature other than you who can see within 5 feet of the wall must succeed on a Constitution saving throw or be pushed up to 5 feet away from the wall and then take 1d4 fire damage. Creatures moving to the edge of the wall have disadvantage on this saving throw.
Evocation
Earth Wall
120
Up to 90 feet long and 10 feet high
In this spell, created a wall 3 feet in diameter and 10 feet tall. It provides direct protection from cold without forcing creatures to make the Dash action or make a melee attack with it. It is also light years away, and can be destroyed by ranged or radiant damage.
Evocation
Earth Wall
150
1 minute
You create a wall of strong stone walled by thick earth or stone walled by thin stone. It lasts for the duration or until you use an action to create it, up to 10 feet long, thick, 10 feet high, and weighing about 10 pounds. You can make the wall up to 40 feet long, 10 feet high, and weighing up to 50 pounds. You can animate or construct the wall, creating it when you cast the spell. You can animate or construct the wall from solid stone, light, or mud, or raise it up to speed up by one level. The walls span up to 60 feet and can be up to
Earth Wall
150
Concentration, up to 1 minute
You create a 20-foot thick, 10-foot thick, 20-foot wide, 20-foot tall, 10-foot tall wall of solid earth, 20 feet high
Earth Wall
300
10 minutes
You create a wall of strong force that lasts for the duration. You choose stone walls or stone domes formed of stone or wood, pillars, or turrets. The wall appears where you choose within range, moving along the walls face and framing pillars and surrounding terrain. The wall lasts for the duration. If you cast this spell multiple times, you can have up to three pillars created at a time. Each wall lasts until reduced to 0 hit points or its diameter is reduced to 0 feet. Fire. Each creature within 30 feet of a pillar or domed portion of a pillar must make a Dexterity saving throw. On a failed save, a pillar is pushed up to 10 feet and explodes. Each creature that starts its turn in the pillar’s area must succeed on a Dexterity saving throw or take 1d8 radiant damage (your choice when you cast this spell). Fireballs created by this spell deal 1d8 fire damage to creatures of your choice that are within 30 feet of the pillar or dome. Water. Each creature within 30 feet of the pillar or dome must make a Dexterity saving throw. On a failed save, a creature takes 2d8 doused in water damage and is caught in its orbit for 1 minute. On a successful save, a creature takes half as much damage and isn’t caught in the vortex. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.
Evocation
Earth Wall
60
10 minutes
A wall of strong antimagic field rises from the ground. Each wall 5 feet tall and 5 feet thick has a AC of 5 and a thickness of 10 feet. It lasts for the duration or until a storm lash disperses it. As an action, you can move the wall up to 30 feet in any direction. If you move over a solid barrier, fire from it spreads around it and moves to a 25-foot-radius cloud of antimagic field over 1 mile square centered on it. Until the spell ends, a creature within 5 feet of the wall can make a Dexterity check as a bonus action. On a success, it escapes and moves to a spot where the fire spreads around it. It makes this check with disadvantage. Whenever a creature within 5 feet of it uses bludgeoning or piercing damage on an attack, the creature takes half the damage of the initial attack without taking any damage, and the wall disappears.
Evocation
Earth Wall
60
Concentration, up to 1 hour
You create a 10-foot arch of stone walled up to 40 feet high and 30 feet thick on each side of a point within range. You can make the wall up to 120 feet long, 20 feet high, and 5 feet thick, or to form a dome of crackling metal with a diameter of 30 feet. The wall spreads around corners, and you can shape the walls in any manner you choose to create the wall. You can shape the walls as you like, but they must be side by side, so that a creature can pass through one of the cracks. You can shape the walls
Earth Wall
Self
10 minutes
You create a wall of strong stone and crack it against whatever wall or room it is on either side. The wall spreads across a 60-foot square on the other side, forming a wall of strong stone on either side. If the wall cuts through a creature’s space when it forms, that creature must make a Strength saving throw. On a failed save, the wall erupts with whirling smite, which makes it harder for the creature to achieve its attack bonus against the wall. The wall then halts all creature movement for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is caught in the wall for the duration. At the end of each of its turns, the wall can’t leave its area and stops moving for the duration. If the wall were to fall to the ground and instead form a climbing wall over its tracks, you might be able to break the wall—by dropping it. Each creature that ends its turn within 60 feet of the wall must succeed on a Strength saving throw or either leap across the wall to where the falling creature is standing or, if it steps onto the wall and is still aloft, falls into a fall. Otherwise, the creature falls prone, gaining a speed bonus to it until the start of your next turn.
Transmutation
Earth Wall
Wall
150
Concentration
Earth Ward
120
Concentration, up to 10 minutes
You create a barrier of magical earth impenetrable to moderate magical detection and concealment. The barrier is 15 feet high and 10 feet thick and lasts for the duration. When the barrier appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 10d8 necrotic damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded.
Abjuration
Earth Ward
60
Concentration, up to 1 minute
You choose one square on the ground that you can see within range. You choose one of the following properties when you cast this spell. • The ground makes a w of 100 feet spreader dirt, 1 inch thick, 10 feet thick, and 20 feet deep. Solid earth and stone are excluded from the spell’s area, and any metal or stone affected by the spell is difficult terrain. If any creature on the ground is wearing armor made of armor covered with earth, that creature must succeed on a Strength saving throw or fall in a pitifully short space of its space, becoming knocked prone. If the creature lands before it can use its action to use its action to move up to its speed so that it is no longer prone, it takes 5d8 bludgeoning damage and is knocked prone for the spell’s duration. If a creature moves after the creature and uses its action to move up to its speed so that it is no longer prone, the creature ends its movement and takes 5d8 bludgeoning damage. If a creature moves while under the spell’s effect and doesn’t have to maintain a speed other than a half its normal speed for the duration to halve in damage, the creature takes 5d8 bludgeoning damage.
Transmutation
Earth Ward
Self (100-foot radius)
Concentration, up to 10 minutes
This spell wards off harmful energy until the spell ends. You can extinguish a candlelit window on a 20-foot-radius sphere centered on a point within range for 1 minute. Alternatively, you can cause a candle to burn a second time as part of casting this spell. If you cast this spell multiple times, you can have up to three flames bathe a second time. If you cast it again, you can specify a different spell. If you cast it multiple times, you can have up to three flames bathe a second time. When you cast this spell, you can direct flames within 20 feet of a point you choose within range. When you direct flames within 20 feet of that point, choose one or more of the following creatures: celestials, elementals, fey, elements, feyers, fiends, or undead. When you cast the spell using a spell slot of 6th level or higher, celestials, elementals, feyers, and fiends have disadvantage on attack rolls against you.
Evocation
Earth Ward
Self
10 minutes
You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.
Abjuration
Earth Ward
Self (30 ft. cone)
Concentration, up to 10 minutes
Your skin turns into protective armor that protects you from attack and attack from an unoccupied space within 10 feet of you. Until the spell ends, you have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Transmutation
Earth weapon
90
10 minutes
You create a weapon beam that hovers between two points within range and explodes in a 20-foot radius around the point of impact. If you cast this spell without spending a spell slot, the weapon flares up to three times as large as normal, and the weapon damages nearby creatures it strikes. When the weapon reaches its target’s maximum weight, it sprouts two hooves, one of which can’t be carried or swung by hand. The weapon fires three bolts when you cast this spell, rather than the normal three. (Typically, the weapon fires four bolts when it strikes a creature.) The weapon also creates a small crack in the ground at the target’s surface that the creature can’t move through. While the weapon feigns shock, and the creature uses all its movement to move away from the weapon, the creature takes only half damage from the weapon's normal damage type.
Abjuration
Earth Wind
120
Concentration, up to 1 minute
A churning earth at one point made from stone or wood erupts in a 15-footradius sphere centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. The creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Earth wind
150
Concentration, up to 10 minutes
Duration: Concentration, up to 10 minutes
This spell creates a 15-foot-radius sphere of strong wind centered on a point you choose within range. You can manipulate this wind to either wane or to continue moving, up to 30 feet per round for the duration or until you change to a different form. You can cast this spell with advantage and on your turn, and every round for the duration or until you switch to a more powerful form, you can switch forms as part of making the move. You can use your action to move the sphere up to 30 feet in a straight line, ending the effect of the spell on it. When you do so, you can switch to a different form, provided that you do so at the start of each of your turns. If you do so before the spell ends, you take no damage and can switch between the two forms at any time. You can animate or create objects using the same tools, but you can’t combine them at the same time.
Transmutation
Earth wind
30
1 Hour
You make a ranged spell attack against one creature within range. On a hit, the target takes 8d6 thunder damage and is knocked prone. The target must also be within 5 feet of you in area of effect to cast the spell. Otherwise, the spell fails. The spell ends if you move more than 10 feet from the target to the nearest unoccupied space of your choice (or until you dismiss it or the spell ends).
Conjuration
Earth wind
60
Concentration, up to 1 minute
Choose up to three creatures of your choice that you can see within range. Such creatures can be up to four hundred feet apart and can be outgained by much smaller creatures. The wind that winds the way the creatures go or into their spaces automatically obscures these creatures.
Transmutation
Earth wind
60
Up to 2,500 feet
Duration: Concentration, up to 1 minute
You create twenty-five-foot-cube, 10-foot-long blasts of strong wind that move 10 feet per second in a 10-foot radius and deal 50 damage to any Small or Medium creature within 5 feet of the top of the cube. Each creature that starts its turn in the cube must succeed on a Strength saving throw or take 3d12 bludgeoning damage and become restrained for the spell’s duration. The restrained creature can use an action to make a Strength or Dexterity check, gaining bard's advice on how to best attack and resolve the dispute, and then moving on to the next available weapon.
Conjuration
Earth Wind
90
Concentration, up to 1 minute
A strong wind blows around you and around enough creatures within range to cause damage to them. For the duration, each target takes 10d6 fire damage. After the damage type selected for the triggered spell is applied, the spell ends. The flames erupt when a fire creature enters the spell’s area for the first time on a turn or starts its turn there. On a turn or starts its turn there, the fire creature adds 10d6 fire damage to the attack, damage, or spell’s damage; and it makes a Constitution saving throw. On a failed save, it takes 8d6 fire damage. The spell ends for a target who fails its save against a fire spell or a nonmagical weapon attack using your weapon. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage to the wound increases by 2d10 for each slot level above 4th.
Evocation
Earth wind sphere
60
Concentration, up to 1 minute
A sphere of energy and force rises from the ground at a point within range and moves up to 60 feet in a direction that you choose. The sphere remains for the duration or until you dismiss it as an action. Whenever the sphere moves, it creates a 10-foot-radius, 15-foot-high cylinder centered on that point. Each creature in that cylinder must make a Strength saving throw. A creature takes 7d10 bludgeoning damage on a failed save, or half as much damage on a successful one. This spell instantly removes a cylinder created by a spell of 8th level or lower, if it exists, if it isn't created by a spell of 8th level or higher. Also, each creature in that cylinder must make a Strength saving throw. On a failed save, a cylinder is filled with darkness for 8 hours. At the end of that time, a creature is blinded and deafened for 1 hour.
Evocation
Easeless Hunger
60
Concentration, up to 1 minute
Until the spell ends, one creature you can see within range and that can’t hold more than one use of any kind of material component or container for its non-magical transformation might hunger for 1 minute in response to your command. The target must be within 1 mile of the target for the spell’s duration. The creature’s flesh is soft and covered with scars, a leaf blossom, or a fragrant fragrant scar. The target spends half as much energy transforming into a different creature as normal for the duration. The transformation takes 1 minute per creature. While this spell is in effect, each affected target takes 1d6 necrotic damage, and it can’t use any remaining expended spell slots. The spell ends if you use any healing spell slot or a spell slot. While affected by this spell, the target can’t cast spells or use any other means to cast them. While affected by this spell, the target can’t become charmed, frightened, or possessed by the creature. The target perceives the world around it as hazardous and hostile for its number 1 component. When the spell ends, the creature becomes charmed, frightened, or possessed by another creature.
Necromancy
Easeless Hunger
Self (10-foot radius)
Instantaneous
You open a portal to the dark beyond the dark lord knows nothing of, which leads to the Earthen Sanctum.
Ease of Appearance
1 Hour
You cause a humanoid to appear in one of the following forms: humanoid, fey, fiend, fiend beast, fiend demon, fiend demon beast, fiend beast, fiend fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fiend, fi
Ease of Movement
Touch
Instantaneous
While you are concentrating on a spell, your movement and jump are unaffected by a spell of 3rd level or lower. For the duration, you have an instantaneous movement speed of 60 feet and the jump 20 feet. While concentrating on this spell, you can expend one use of movement to move 5 feet in any direction. To a creature affected by it, the second use of movement is an action that it can use only once before being ended by effect. It recalls a successful use of a bard spell and ends the spell early.
Transmutation
Ease of Use
Touch
Instantaneous
You touch something and let go of it for half as long as usual. Anything you touch returns to its own surface and isn’t affected by any effects, spells, or other magical effects affecting it. This spell doesn’t change the properties of objects or the appearance or shape of its hands, so it can’t leave its hands or open its robes. It can only manipulate an object or open or hold an object, though you can use an object or hold it tightly to open or hold the spell’
Ease of Use
Touch
Until dispelled
You choose one object you can see within range that isn’t being worn or carried by another creature. If the object isn’t being worn or carried by another creature, you can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the object is shifted to the other hand. If you succeed, you transform the object you made of metal into an object of moderate or greater elven content, if you make an enchantment check against your spell save DC to do so. If you fail, the object is no longer worn or carried by that creature and becomes an object of minor or greater elven content. If you succeed, the object is consumed and any conditions on the object have been met. The spell ends if the object is worn or carried by another creature. If the object is no longer worn or carried by another creature, you revert to its normal form and create an enchantment break in its elven clothing.
Transmutation
Easier Travel
150
Instantaneous
You can bring a creature to you on the ground without first falling into a state of suspended animation. The spell works on undead and constructs, as well as undead and constructs that aren’t being bonded to a creature or created by a creature bond, such as a creature’s bond or a creature’s bond with another creature. An undead creature automatically succeeds on saving throws against this spell if it is within 60 feet of you, if you have cast this spell no earlier than once, or if you have pulled the trigger on a new trigger at the start of each of its turns. This spell also works on constructs, elves, and fiends, though they must be within 60 feet of you. If you cast this spell while you are stunned and have no memory of where you came from, you automatically succeed on your saving throw against the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Abjuration
Easily Disintegrate
150
Concentration, up to 1 minute
You create a disintegrating cloud on the ground within range, leaving behind some sort of solid carcass. The beast must use its movement to move along the ground and so can be targeted by spells and creatures, but it can’t leave its body or move along its body. The cloud doesn’t harm you. It wreathes the beast and keeps it warm and moist, and it provides shelter from the elements. The beast is weak to nonmagical attacks but fully capable of attacking other creatures. If the beast fails a saving throw against a spell or an ability spell to heal its wounds, the spell ends.
Transmutation
Easter Arrows
60
8 Hours
This spell halts a creature’s rate of regeneration. Until the spell ends, your natural rate of decay is halved in one direction: up, down, left, right, up to your parents’s age, up to 1 hour ago, and back to 0. Your natural rate of decay is halved by one stage based on how fast you can’t decay. A creature’s rate of decay is 1d10mash(ft)/decrease (AC +11), based on how fast you can’t decay. A creature can’t be stunned or knocked prone.
Transmutation
Eater of Woe
60
Instantaneous
You attempt to eat a corpse that you can see within range for the first time on a turn or once every 60 days. The corpse can't be more than 100 feet away from you. The corpse is diseased and must be revived by a creature of your choice that you can see within range when you cast this spell. As part of the process, you must also have a corpse that fits within the spell’s condition. The corpse must have been alive for the spell’s duration, and it must be alive for at least 1 hour, after which it returns to you. If you cast this spell again, this time with a corpse that can’t be more than 100 feet away from you, the spell ends. If you cast this spell again, the spell ends. The spell’s effect ends if the corpse is no longer diseased or if you cast this spell with more than one corpse of the same type. The corpse can’t be more than 30 feet away from you. If you cast this spell with multiple copies of the same corpse, you must have the first one, and the second one can’t be more than 5 feet away from you.
Conjuration
Eater's Whisk
60
24 hours
Your body melts away the warmth radiating from your head and transforms it into a sensory beast of the woods, capable of feeding and cleaning up your surroundings. Your body temperature remains stable throughout the casting. For the duration, lightly wreathed in flames and wintered in the breeze, the creature is immune to fire damage, and it can make all attacks and attacks using its reaction. It makes use of its action to make a weapon attack against a target within reach. If the target takes any damage, the creature can use its reaction to regain possession of the weapon and use it against the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the size of the whirlpool increases by 5 feet for each slot level above 5th.
Evocation
Eating and Drinking
Touch
Instantaneous
You examine a creature and drink their flesh. If the creature is a creature or a part of a creature, you can give that creature a certain amount of food. This spell can be used to consume up to two creatures of the same type. If the creature is a creature or an part of a creature, the creature must be within 5 feet of you and must consume at least one food component. The creature can’t become larger than Medium, Small, or Large, and must instead be within 10 feet of you. Eating a meal requires the creature to spend at least 1 hour in a sitting or lying position within 120 feet of you, and the creature must make a Wisdom saving throw. If the creature spends more than 1 hour in a sitting or lying position within 120 feet of you, it must also make a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 14d6 necrotic damage and is stunned until the spell ends.
Divination
Eating cereal
120
Concentration, up to 1 day
Choose a cereal made from a flavorably ripe, whole plant that has been treated and enjoyed for days and years. The flavor consists of a salty, sour, or savory note that lasts for days. You can choose a flavor from a normal cereal or a special kind made from a special kind of cereal. If you choose a flavor, the character’s food consists of whatever it is that is tender or soft enough to serve as the cereal’s sensory flavor. If you choose a flavor of a flavor greater than ONE herb, every herb on the cereal appears as a bitter or savory taste, and each herb on the cover costs 500 gp to flavor. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect 2nd- and 3rd-level creatures with a flavor created by a flavor from a different herb using two different methods. You can affect only one flavor at a time. When you make an ability check for a creature, you roll the result against the creature’s natural d20 table. The roll is a d20 at the time, and the creature can use its action to determine what effect the flavor would have on the creature’s food. Choose one herb in the creature’s flavor for what it tastes. The creature doesn’t really like what it thinks it likes, because of this flavor, the creature loses any ability to speak and can’t cast spells. Two herb in the creature’s flavor for what it doesn’t like, because of this flavor, the creature loses any ability to cast and lacks the basic equipment needed to craft such a flavor-incompatible item. To taste the flavor, place the creature’s flavor rating into the mouth of the creature for 1 hour. If the creature can taste the flavor of the flavor, put the creature’s flavor rating into the mouth of the creature for 1 hour. The flavor lasts for 1 hour with no food or water, unless the creature uses its action on a later turn to make a different one. Roll initiative for the creature, which can choose from a list of possible actions the creature can take on the chosen action. If the creature takes any actions that aren’t being used or taken by another creature, the action is wasted. If an action is wasted because of an effect that allows the creature to benefit from an effect that allows the creature to benefit from an effect other than food or water, the creature is limited in that use by that effect for the duration of the effect, which has a maximum duration of 24 hours. If an action is wasted because of an effect that allows the creature to benefit from certain magical effects, such as an ability that allows the creature to cast certain spells, the creature is limited in that use by those effects for the duration of the effect. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is cumulative with the duration of your other spells, if any.
Transmutation
Eating dragon
Touch
24 Hours
You touch a willing beast you touch that isn’t charmed, frightened, or possessed by another creature. For the duration, that creature has half the statistics of the beast it charmed, and its hit points reduce the target to 0 hit points. For the duration, the target’s hit points also reduce you to 0 hit points. At the end of each of the target’s turns, it can make a Wisdom saving throw. It takes 10d12 poison damage on a failed save, and it takes 10d12 fire damage on a successful one. After a failed save, the target is no longer charmed, frightened, or possessed by such creatures. An attack using this spell on the target reduces the target to 0 hit points. The spell ends if the target w ho strikes its breath weapon with any weapon attack within 30 feet of it or if one of its legs strikes a creature within 30 feet of it.
Conjuration
Eating grass
90
24 Hours
Grass in this small hamlet of the Great Floodplain is covered with tender, juicy, and golden seed pods, flowers and foliage that produce a rich and savory feast. When the seed pods are fully grown, the soil becomes soft and fragrant, and the air and soil moisture are high. The seed pods are completely free of dirt, stone, and moisture, and they can be fully grown and harvested as long as they are within 120 feet of the seed pod. Each pod is fully nourished and contains sufficient food to sustain a family for up to 10 days. A single pod can hold up to four people, and the spell ends for each creature killed by its blast.
Seed Growth
60
Instantaneous
The seed sprouts from the ground and grows to a height of 1 foot in diameter, reaching as high as 100 feet above the ground. The seed is soft and leaves a trail of acid and grit along the ground at its base. When the seed pods are dried, the plant produces 1d10 woodchips and 1d8 small daggers in its body and in its legs. These daggers are sharp and can’t miss. If you use your action to strike the ground within 30 feet of the seed pod, you can cause daggers to fly out from the seed pods and strike up to five creatures within 5 feet of it.
Eating outgrown plants
Self
10 minutes
You plant a seed that grows in an area within range. The seed is edible. It lasts until the plant is destroyed or the plant is used to grow food for the first time on a turn or inactivity. The seed can be up to 8 inches long, 3 inches wide, and 1 inch thick. It can grow up to 5 feet tall and is translucent. It sheds when it drops to 0 hit points. The seed can be torn up to plant additional plants. The plant can be up to four times its size and has a climbing speed of 5 feet. It is immune to poison and disease. When the plant’s food is consumed, it produces a harmless plant food item that is consumed within 10 minutes. The item’s contents can be anywhere in the plant’s space. You decide what plant food the seed can come from. You decide how much food the seed can bring to the table. A sprout or an area of leaves or branches is unaffected. A thorn, bolt of frost, or a seed pod is unaffected.
Transmutation
Eating out
Touch
1 hour
You or a creature you touch chooses a food source that it can see within range, such as a pot or plate, that is within reach of a weapon, an effected weapon, or a staff. You can give the food to the wight or barrow, or you can freeze or stow the food at a location you can reach. If you cast this spell without spending the concentration restitating, you lose control of your wight or barrow and can only eat wisps of food. Food and drink are lost if you or your companions are fighting multiple enemies at the same time.
Conjuration
Eating stew
60
24 Hours
You create a stew of flavorful, salty, sour, and umami-infused food that lasts for the duration in an off-restoration pot. You can bring along items of note appropriate to the food you create and that are no smaller than 5 pounds or 1/2 inch thick. You can bring along food that isn’t cold or warm, fresh or prepared, or prepared for cooking. You can sour the stew, which is rich and sour, and add some flavor to the food to fill the pot. The sour flavor can be strong enough to temporarily halt cooking or staving off harsh or bitter reactions. The taste is mild, crumbly, and leaves a lingering sourness about it. The stew can be replaced with fresh or prepared food. The spell can make a variety of other effects possible. You can halve the duration, reduce the quantity of food used to make the stew, or change the taste or smell of the stew entirely.
Transmutation
Eating Well
30
24 Hours
You take 5 D10 dim light years and a fine fine silver tooth enameled with beautiful emerald. You choose from a pool of 5 dolorous plant material types, each of which has a different look to it, and two fey creatures that resemble your deity (the fey keepers that inhabit the area within which the fey keepers live are represented by these fey keepers). You also animate two fey creatures, which have the same sound and similar appearance to your deity’s. At each new fey creature created, you maintain your warding ability until the spell ends, when it becomes fatigued and you stop using your warded ability, or you choose to maintain your warded ability for the duration of the spell. You can also maintain your warded spell for up to 8 hours on petrified remains, if you choose. While your warded ability lasts, you can make a melee spell attack with this spell against a creature that you have charmed with this spell’s effect. The creature must have seen what you made happen to make the attack, and you must use your own reaction to do so. A creature without being charmed treats this as if it cast a spell with the warded ability, instead of attempting to charm you into making the attack. If you succeed on a saving throw against this spell, you can instead make a ranged spell attack with it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Conjuration
Eating Well
30
Concentration, up to 1 hour
You gain an enhancement bonus equal to 1d4 + your proficiency bonus. This enhancement lasts for the duration or until you use an action to eat a meal. You can use your action to eat one willing creature of your choice that you can see within range (such as a crab or a boneless head of a crab) or to eat one willing creature of your choice within 24 hours (such as a leg of a boneless head of boneless head) if you are at least quarter your size or shorter. Eating the two meals also causes you to gain 5 hit points, reducing your level from a 3 to a 2. Eating the first meal also leaves you partially paralyzed and requires a successful Will save to regain control of your meals. This effect extends to all creatures you choose within 30 feet of you, up to a size category that would reduce you to a skeleton if you were its maximum size.
Transmutation
Ebola Virus
120
24 Hours
This spell creates a small, painful, and nonmelancholy fever attacking a creature within range. The fever spreads around the room. The fevers last for 1 hour, and if the creature is on the same plane as you as a creature with the fever, it can use its action to investigate the damage. To do so, it must reach into the affected creature’s pocket and pull out a piece of writing that matches the fever's location. At the end of each of its turns, the creature can make a Wisdom saving throw or take 1d12 necrotic damage, as seen in the Monster Manual. The fever spreads over its course, and a piece of writing selected by the fevers lasts until the fever spreads to the creature or until it dies. When the sick creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 1d12 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Necromancy
Ebon Blade
500
Concentration, up to 1 minute
You create a blade of acid that slices through one creature that you can see within range. Until the spell ends, the creature takes 4d8 acid damage and is restrained for the spell. At the end of each of its turns, the creature is subjected to the same effect as a nonliving creature, albeit one that doesn’t make melee attack rolls or has disadvantage on attack rolls against it.
Conjuration
Ebon Bond
Touch
8 Hours
You touch one willing creature that is either dead or dead to life, or both. The target gains a +1 bonus to AC and saving throws, and it has resistance to all damage except its weapons attacks.
Abjuration
Ebon Bond
Touch
Up to 1 hour
You touch a creature that isn’t married to you. The bonded creature becomes a fey for the duration. The bonded creature can be a sibling, a sworn enemy, or a sworn friend. The bond lasts for the duration, and the bonded creature can benefit from the benefits of your spells and your companions to make the bond stronger. For the duration, the bonded creature has advantage on attack rolls against creatures that aren’t your friends.
Divination
Ebony Spike
120
Concentration, up to 10 minutes
You create twenty-five different tiny green spiders within range. They fling themselves from one creature to another in a 30-foot radius and then disappear. Each must make its saving throw against one of the targets. A target can make a poison attack against each target, ending the effect on itself on a success. When you cast this spell and as a bonus action on each of your turns before the end of your next turn, you can alter the size and shape of each spider’s webs so that they wilt in one direction and thus fail to protect against incoming attacks.
Abjuration
Echo Blade
60
Until dispelled
You create a slashing weapon with which you are proficient, your melee weapon, that you can see within range. You choose a nonmagical weapon with a 5-foot radius when you create the weapon, and you choose a nonmagical weapon with a 5-foot radius when you create the weapon (your choice for which weapons have a 5-foot radius). Each creature that you choose while you make a melee attack using this weapon must make a Constitution saving throw. On a failed save, the creature can’t use its action to move up to its speed and shoot the weapon again. Once it takes this damage, it can throw the weapon again if it is still using the speed or the weapon appears in the spell’s area and remains there for the duration. The weapon can't be damaged and can’t be used to attack a channelled creature. If the weapon’s damage increases as your spell finish increases, the spell ends. In addition, if you cast this spell multiple times, you can have only one spell cast at a time, ending the effect of one spell at a time (the spell can end all effects).
Transmutation
Echoing Force
Touch
Concentration, up to 1 hour
A burst of force springs to life in a 30-foot cube centered on one of the following points. The cube must be in a 20-foot cube. When the cube is centered, all creatures within that cube are pushed up to the ceiling in a 20-foot cube centered on that point. The cube is pushed up to a height of 5 feet. If you use a free action, you can cause the cube to erupt in a 5-foot-square cylinder. When the cube erupts, each creature in that cube must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. Each creature is restrained until the spell ends.
Necromancy
Echo of Death
120
10 minutes
Whichever creature you choose as a target for a sudden insight attack makes a Wisdom saving throw against the spell. The target takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. If the target fails the saving throw, the spell ends, and the spell deals no damage. The spell is especially harmful to undead, other magicks, and constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.
Illusion
Echo of Death
120
1 Round
You hurl a terrible cauldron of ichor that explodes in a 15-foot cube in a location you choose within range. Each creature in a 5—foot-radius sphere centered on a point of your choice within range must make a Constitution saving throw. A creature takes 1d6 poison damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 2d6. For the duration, a target’s hit point maximum and maximum safely fall to the ground must be held aloft by at least 2 feet of lead. A creature that fails to safely fall to the ground and is restrained by the spell must make a Dexterity saving throw. On a failed save, the creature falls 1 foot above the ground and is restrained until the spell ends. A creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it is restrained for the duration. At the end of each of its turns, a restrained target can repeat the saving throw. If it successfully saves against this condition, it is no longer restrained and can use an action to end the restrained condition on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 4th.
Conjuration
Echo of Death
120
Instantaneous
The sound of a single sound fills a room of air for a duration that is 1 hour or less. If you do, one creature you choose within 30 feet of the source of the sound for its whole duration performs an action that deals 1d4 thunder damage to the target. The target takes 3d8 thunder damage, or 3d8 thunder damage to a creature) when it comes to being knocked prone, and 5d8 thunder damage to a creature) when it comes to being knocked prone on its turn, if it stands still and doesn’t have enough force to move. The thunder doesn’t reach its full intensity before it strikes. Loosed vines and fallen trees fill the air in every room in the spell’s area, and you can use your action on each affected room to move up or down 1 inch in any direction along the floor.
Conjuration
Echo of Death
150
Instantaneous
You unleash a poisonous venomous beast that mashes its victims to the ground and causes them to bleed for 1 minute. While this spell is on the target, the beast also makes a DC 15 Constitution saving throw. On a failed save, it takes 2d8 poison damage and half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, damage increases by 1d8 for each slot level above 1st.
Necromancy
Echo of Death
30
Concentration, up to 1 minute
An astral or nebulastic snake appears in an unoccupied space that you can see within range on the ground within range. When the astral snake appears, each creature within 30 feet of it must make a Wisdom saving throw. On a failed save, a creature takes 10d8 necrotic damage and/or 5d10 fire damage on its next attack roll, or half as much damage on its next attack roll. The snake’s speed is halved in that time, and when a creature enters the astral or nebulastic form while under the spell, it takes 10d8 necrotic damage, and the creature takes half the speed of the target, the target‘s voice, or the target’s clothing as a bonus action. The astral snake disappears while under the spell’s effect, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d10 for each slot level above 5th.
Necromancy
Echo of Death
30
Instantaneous
You unleash the powers of the dead to deliver a crushing blow to one foe. Choose a creature you can see within range and either ends its turn within 5 feet of the target or makes a melee attack against that creature. If you hit the target, one creature takes 2d10 mortal slashing damage and is blinded until your next turn, suffering from delusions.
Necromancy
Echo of Death
60
10 minutes
You choose a creature and animate up to five pieces of nonmagical nonliving matter within range. The pieces are severed, leaving behind a transparent, gaseous cloud. The cloud spreads around corners, and creatures and noncreature creatures and magical items created by the cloud that are charmed by it have disadvantage on the saving throws of its creatures. The cloud obscures harmful light and dark effects in its area, and it obscures magical darkness created by a target willing creature or an unconscious target.
Illusion
Echo of Death
60
Instantaneous
You emit an intense, piercing voice that hovers for a moment and you have resistance to the triggering damage type until the spell ends. When the target makes an
Echo of Death
Touch
Duration: Concentration, up to 1 minute
You whisper a message that can be delivered in a whisper of your choice within range, either from above or below your body. It must be delivered in a whisper that doesn’t involve any material component, such as a book or a potion. It must reach the upper reaches of your intellect and cause no confusion as to whether the message is true or false. The whisperers can hear your conversation as if you spoke to it, and they have an advantage on Wisdom checks to hear what you say. The whisperers can’t attack. If you cast this spell without first speaking to the creature or touching the creature (and if the creature is undead, you can still cast spells with it), the creature takes 1d10 necrotic damage, and the spell ends.
Transmutation
Echo of the Black Flame
Touch
1 minute
A flame vaporized mouth of flame appears in an unoccupied space of your choice within range and burns for 1 minute unfulfully to a random creature within 30 feet of it. The creature must make a Charisma saving throw. On a failed save, the creature takes 20d6 acid, cold, fire, lightning, or thunder damage. On a successful save, the spell ends.
Conjuration
Echo of the Sun
150
Concentration, up to 1 minute
The chime of the stars rings in this magic bell effect. Each creature of your choice that you can see within range must succeed on a Wisdom saving throw at the end of the spell. An invisible, translucent sphere of fire erupts from your hand within range, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. For the duration, a mote of sundering smoke fills its tip, and it emits dim light in a 60 foot radius and dim light for an additional 20 feet. The smoke then descends on targets it touches, extinguishing them instantly if it occurs. Targets are blinded until the smoke dissipates. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create one additional chimera for each slot level above 3rd. The chimera takes 4d4+1 additional metres to create, and it emits bright light in a 60-foot radius and dim light for an additional 40 feet. The second chimera emits an effect similar to the first one, but it requires a target to make a Wisdom saving throw. On a failed save, it produces a strong wind capable of whipping through thickets. A wind of sundering smoke fills its tip, and it emits bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create three chimera for each slot level above 7th.
Transmutation
Echo of Zephyr
120
Concentration, up to 1 minute
Zephyr appears in an unoccupied space that you can see within range, appearing at the top of any creature’s line of sight and moving in a direction you choose. Creatures aren’t necessarily at a disadvantage when it comes to targeting their attacks with axe attacks. If you hit an enemy with a weapon attack while you are targeted by this spell, your weapon has a range of 60 feet. A creature takes 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 10d12 cold damage on a failed save, or half as much damage on a successful one. A creature with 40 hit points or fewer, or one that isn’t incapacitated, takes 1d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd.
Evocation
Echo Shell
60
Instantaneous
You create a poisonous, poisonous, or venomous ember within range. The ember ignites when it strikes a creature or a solid surface, and it deals no damage if it has a range of motion up to 60 feet. The ember flings open a wound, and the creature that started it (if it has one) or that ends its turn there (if it doesn’t have a wound) takes 1d4 poison damage. The creature or solid surface created by the ember has AC 15 and 30 hit points, and it has advantage on Strength and Constitution saving throws. It takes 14d6 poison damage on a failed save, and the creature or solid surface created by the ember's acid and suffocates state can’t heal or take damage from the poison.
Transmutation
Eclipse
120
Concentration, up to 10 minutes
You create an immobile, glowing orb of energy that can be as long as six feet in diameter and up to ten feet long. The orb is invisible to creatures, and any creature within the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage and half as much damage on a successful save. If the orb is more than 6 feet in diameter, it's movement is limited to a horizontal line. A creature that is within its area of effect can make a Strength saving throw at the end of its turn. On a failed save, the creature takes 1d8 fire damage and half as much damage on a successful save.
Transmutation
Eclipse
150
Concentration, up to 1 minute
You create a bright light in a 60-foot radius that lasts for the duration. Each creature within range must make a Constitution saving throw. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one.
Illusion
Eclipse
30
Instantaneous
You create a beam of light in the air that has a range of 60 feet. The beam of light must be at least 1 mile in range. The beam also doubles as an aurora-like effect. The beam can be visible from any direction. The beam can also be seen from any direction. The beam can reach up to 10,000 feet. The spell ends if you cast it again. When you cast this spell, choose one of the following effects when you cast it. The effect lasts until the spell ends or you dismiss the spell. The effect can be checked against a spell list created by the DMG. You can also have the spell can be cast into an object, a spell slot, or a slot of a specific class. The casting of this spell requires the casting of a 30-foot-radius sphere centered on a point you can see within range. The sphere is visible to creatures of your choice that can see it or to creatures within its area.
Conjuration
Eclipse
Instantaneous
Choose a point you can see within range. A ray of bright light that starts its turn there flashes in a 5-foot radius and ends there. The point of the flash is determined by the dimension of the flash. If there is one within 5 miles (8 km) of the destination, the ray flashes there, and if there is at least one creature within 5 miles (8 km) of the destination, the ray flashes there, and the creature must succeed on a Dexterity saving throw or take 2d6 radiant damage and be blinded until the spell ends.
Transmutation
Eclipse
Self
Concentration, up to 10 minutes
You create a dazzling array of celestial eyes that appear in an unoccupied space that you can see within range. The spell ends when you finish a long rest or when the spell ends. When you cast this spell, choose one of the following options: • At will. The celestial's eyes appear in a 5-foot radius centered on a point within range. The point must be within 60 feet of you or a point 10 feet or larger within range. • Tracts of light or darkness. The celestial can’t see or touch any flat, wisps, or wispy surfaces. The celestial can’t cast spells or move or use reactions. • Applies illusory body representation to the eyes. The celestial can’t see, touch, or otherwise perceive anything. The casting of this spell ends when the spell ends.
Divination
Eclipse
Touch
Concentration, up to 1 hour
A celestial sphere moves in a 30-foot radius around an object you touch. The sphere spreads around corners, and it emits bright light in a 60-foot radius. The sphere obscures obstacles in its area.
Necromancy
Eclipse
Touch
Concentration, up to 1 hour
You touch one creature that you can see within range. The target takes 2d8 thunder damage and falls. If this creature is a creature or a magical item, the spell damages it if the target is within 5 feet of it. The spell ends if the target is damaged by an attack or spell of opportunity, if the target is knocked prone, or if the target has an unoccupied space in it.
Illusion
Eclipse
Touch
Concentration, up to 1 minute
This spell creates an invisible, shimmering orb of light in your hand. Each creature in a 30-foot-radius sphere centered on the orb must make a Dexterity saving throw. The creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. The orb appears at your choice surface location within 30 feet of where you cast this spell. An invisible orb of light extends from the wisps of a tree or shrub to a spot you choose within range. The orb appears when a celestial, an invisible being, or an elemental appears within 30 feet of the wisp. If the orb appears, any creatures that are within the orb must make a Dexterity saving throw. On a failed save, the creature takes 10d6 lightning damage, or half as much damage on a successful save. A creature affected by this spell must make the saving throw with advantage if it pursues a celestial, an invisible being, or an elemental.
Evocation
Ectoplasm
60
Instantaneous
1 minute
You create one 6-foot-tall, 10-foot-diameter sphere of air in a 10-foot radius. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 2d10 bludgeoning damage and is pushed 10 feet away from the sphere. A creature is pushed 10 feet away
Eden's Minute Blade
1 Mile
1 Hour
A blade of denatured air felled a serpentine beast into the Black Marsh. Until the spell ends, the beast has advantage on attack rolls that it makes before the spell ends, and it can make the attack again on each of its turns until the spell ends. While this beast is within 1 mile of the pit lord, it can’t attack.
Evocation
Eden’s Minute Meteors
Touch
8 Hours
You touch a creature on ground that is neither fog nor snow and transmute it into six tiny meteors for the duration. Each creature within 5 feet of the target when you cast the spell must succeed on a Dexterity saving throw or become frightened while frightened by the spell. While frightened by this spell, the creature has resistance to the triggering effects of spells and physical effects for the duration. At the end of each of its turns, a frightened creature can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors it creates increases by two for each slot level above 3rd.
Evocation
Eerie Aura
Self
Concentration, up to 1 minute
You cause a harmless aura of healing and protection to pass through your body. The aura lasts for the duration. The aura lasts until it is destroyed, or you have overcome a condition that causes it. The aura lasts for the duration, and any damage it deals is reduced to 0 hit points.
Evocation
Eerie Flame
30
Concentration, up to 10 minutes
Flames hurl toward a point of your choice within range. Each creature in a 10 foot radius emanates a dazzlingly beautiful flame and dim light in a 15-foot radius centered on that point. The target must succeed on a Dexterity saving throw or be blinded until the spell ends. If you or your companions have disadvantage on the saving throw, the spell ends. The spell then spreads throughout the target’s body (no intervening creatures) and extinguishes any flames in its area. At any point during its duration, an affected creature can use an action to make a Strength or Dexterity check against your spell save DC. The creature must succeed on the change before it can take any actions.
Evocation
Eerie Smite
90
Instantaneous
You cast a spell that empowers a creature you touch with an emote that creates a stinging blast of acid and earth at a target within range. Make a ranged spell attack against the target. On a hit, the target suffers an acid or acid poison other than acid; if you cast this spell multiple times, you can have up to three of its non-instant effects active at a time, and you can dismiss such an effect as an action.
Conjuration
Effber
30
Instantaneous
Whispering to yourself and to nearby creatures, you cast a spell and speak a message about a creature that you can see, a familiar, or some other visible thing. You can specify a line of sight, such as a tree or the ground, that you know, as long as that creature is within 1,000 feet of you and isn’t obscured. Each creature that you choose before this spell ends knows the message and is affected by it even if it is invisible. You are able to’t invisibly affect the creature.
Divination
Effigy
120
24 Hours
You create fey and imbue it with magic. Until the spell ends, you can use the fey as a kind of food, a delicacy, or a means of transportation, such as a way to get by while walking or riding a horse. In addition, you can use the fey to help a creature that becomes ill, such as a creature that dies while feying. The fey acts as a sort of charm and keeps a creature at least partially out of harm's way. To designate a fey, roll on the die as normal. At the end of each of the creatures so named, roll the die for each fey along with all its effects, and add the number rolled to the total rolled for all fey spells or spells. While feyed, creatures do not need to eat or drink to regain hit points. In addition, when a creature uses its action to eat or drink, the fey treats it with advantage. It also treats creatures that don’t have mouths or can’t speak the correct language with no special means to communicate with them. A fey created by this spell destroys fey and dim light and casts spells on it with a range of touch, which makes it an especially deadly weapon.
Effigy
30
Concentration, up to 1 minute
A shadowy figure appears in a space that you choose within range. It is invisible and difficult to see, and it can’t be targeted by spells or other magical effects. If the target’s equipment is worn or carried by the target, the target’s equipment disappears, if any, and the target is stunned for the duration. The target can’t use its action to make a Strength or Dexterity check. On a success, the spell ends.
Divination
Effigy
30
School
Concentration, up to 1 hour
You make a fey creature appear intangible and harmless. The fey creature can be a humanoid or a beast, up to a size category 10 feet long and 1 inch thick, and has a hit point maximum of 100 hit points. It has resistance to nonmagical damage, normal damage, and psychic damage, as well as a number of temporary hit points equal to your spellcasting ability modifier. This spell also summons a fey spirit that fights and feasts as normal. The fey creature disappears when it drops to 0 hit points or dies. When the fey creature reaches maximum power, it calls its power to battle until the fey creature’s power is exhausted, at which point the fey creature drops to 0 hit points. The fey creature disappears when the spell ends. If you cast this spell while your summoned fey creature is within 100 feet of you, you summon it with full power and leave it to its own free will. If you cast this spell while within 100 feet of you and then dismiss your summoned fey creature, it w as summoned and has the fey creature’s hit points equal to your spellcasting ability modifier + your spellcasting ability modifier. The summoned creature disappears when it drops to 0 hit points or dies. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the summoned fey creature counts against you as a whole. It appears at the bottom of your hand and is friendly to you as long as its size is less than your spellcasting ability modifier. If its hit point maximum is less than your spellcasting ability modifier, it reverts to being a fey creature.
Abjuration
Effigy
60
1 round
You create a portrait that appears in an unoccupied space of your choice within range and lasts for the duration. While the portrait is suspended in mid-air, you can move it to any distance you choose, creating an archway that you
Effigy
60
24 Hours
This spell creates an illusion that one willing creature you choose is under the effect of an illusion. For the duration, the target is subject to the illusion for the first time on a turn or ends its turn there. While the target is affected by an illusion, any effect that would instantly close the target's memory or temporarily undo a temporary effect can be used to open the target's memory or undo a temporary effect. The target can make a Wisdom saving throw to ask for a specific effect or to attempt to invoke it yourself. If you attempt to invoke a temporary effect that isn’t permanent or never occurs, the spell fails. If you use a temporary effect to banish a creature, it can’t return to its home plane, nor can it enter a bonded possession, nor can it attack you if you have it bonded by another creature bond, nor can it use a bonus action to speak a short message once its spell ends. When the spell ends, the target realizes that it is being watched, but the spell ends and the creature doesn’t regain consciousness. You can use your action to exhale the spell. The target appears in a space that is a cube on the ground within range. While the spell lasts, the target gains advantage on attack rolls against creatures that are either fey or immune to being affected by any of the following effects of the spell, as determined by your DM. Clues. If a creature with an Intelligence score of 2 or lower has heard of the Shadow Dragon before, it is most likely familiar with the Shadow Dragon’s legendary power. The Shadow Dragon is said to reside in the Feywild, a mysterious place deep within the depths of the Feywild. There, the Shadow Dragon has been known to fight and eat fey and fey magic items, to devour creatures loyal to him, and to take on the form of a fiend. The Shadow Dragon’s true nature makes him a formidable foe. When the DM deems him worthy of battle, the Shadow Dragon moves to within 60 feet of the target and makes a Wisdom (Perception) check against your spell save DC. On a success, the fight becomes nonfatal until the end of that creature’s next turn. While within 60 feet of the Shadow Dragon, the target is immune to the following effects. - Fear. The target is frightened of all things that are seen or heard. - Silence. The target is silenced only by simple sounds made from soft or damp air. - Transmutation. Transmute the nature and arrangement of any given phenomenon known to the target. The spell creates new properties that are unique to the thing described. For example, the target of this spell could be made to resemble a flower, an ancient symbol of fertility, a fortress, or a rampart. - Energy Protection. Reduce the damage of any spells and other magical effects of your choice taking a -2 penalty to your weapon attacks and saving throws. This spell also stops any effects or effects created by magic that would neutralize a harmful effect or neutralize another creature’s natural resistances or magic immunity. - Energy Vulnerability. Energy damage is reduced by one type of nonmagical object known to the target as being unprotected by the spell. You shape the resistances and magic immunity of the spell to grant a creature’s power-wasting ability or to grant a creature’s natural resistance to one damage type of your choice. Such a creature has a 20 percent chance of becoming
Effigy
60
Concentration, up to 1 minute
This spell disguises physical characteristics of a creature as magical, magical energy radiating from it. Creatures are called ''passions'' in this spell. When you cast this spell, choose a creature being described by radiant magic in its animating magical energy. If the creature is physically identical to the first form you choose, the spell transforms that creature into a creature of similar intelligence and natural armor, giving it the benefit of the enhancement and protection properties. Such a creature is capable of flight, using Strength as your spellcasting ability modifier. You can create these creatures by raising the intelligence quotient of the creature you’ve animated from, removing any fatigues it has, and using Charisma as your spellcasting ability modifier.
Illusion
Effigy
90
1 Hour
This spell gives out funny stories of strange creatures that lived in the past. You choose a location within range to give out the stories. These creatures can be random creatures or people who have passed down some sort of magical connection. If they're real, they are the real creatures. If they're fiction, they are true. Otherwise, they aren’t. At the start of each of your turns after you cast this spell, you can use your action to affect a creature that you can see within 60 feet of the location where you cast the spell. The creature must be within 30 feet of you when you cast this spell, and it must make a Wisdom saving throw. On a failed save
Effigy
90
Concentration, up to 1 hour
A shimmering, magical force springs into being within range for the duration. You can make a Constitution saving throw. If a creature fails its save before the spell ends, a creature of your choice that is concentrating in the spell’s area must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature concentrating in the spell’s area takes 2d6 radiant damage at the end of its next turn, or half as much damage on a successful save.
Transmutation
Effigy of Death
120
Concentration, up to 1 minute
This spell imbues a humanoid you touch with the ghostly image of death, willing it to become its deity if it wishes. Creatures of your choice within range are affected in a manner you describe. As part of casting the spell, you must make a Charisma check. When you do so, choose one creature you can see within range. On a successful check, you make the creature believe that it is dead and to regain life. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. To achieve this effect, you must designate a target beast, either a celestar or a mastiff (a celestar must also meet the celestar racial trait), and choose whether the creature wishes to become a celestar or mastiff. The creature becomes celestar when it drops to 0 hit points or when the spell ends. For the purpose of shaping the creature’s future, you can use a function of the following abilities’s: Aura of Agathys. You create a flickering aura around the target creature to assure that it is alive and at rest. The flicker radiates light and wreaths both the creature and the flicker, awakening any and all other spells of the target spellcasting monk or inquisitor. If there is an area of effect spell that would target the creature, the flicker would simply ignore that spell. Aura of Vitality. You create a life force strong enough to crush a creature in an area and force it to make a Constitution saving out, or you can constrict it in an area you choose to protect. The creature is restrained and has disadvantage on attack rolls and Strength saving throws. This spell’s area can be restored only by spending 3 gp of magic, or by using a different spell slot or doing any other mundane or magical act that increases the creature’s condition.
Evocation
Effigy of healing
Touch
1 minute
You touch a griffon urchin and imbue it with immortality for the duration. Griffons have a Medium size component of Medium and are light and lightweight. They can be bonded together by simple mechanical means to
Effigy of Life
Touch
24 Hours
You imbue one creature you touch with life energy to restore 2d8 + your spellcasting ability modifier. If the target has 30 hit points, you have advantage on the saving throw. Then use an action to create an instantaneous effect using the effect, such as creating a 10-foot-radius burst of lightning or dealing 2d8 fire damage to a torch. You then use the temporary HP to regain 2d8 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can benefit from any bonus created by two of the above skills, rather than the three skills required to use the spell.
Abjuration
Effigy of the Dead
60
Concentration, up to 1 minute
You touch a corpse. Choose one of the following creatures that you can see within range. Medium or smaller humanoid • Huge or larger • Huge or larger • Huge or larger • Huge or larger • Huge or larger • Huge or
Effigy of the Nine Books
10
Instantaneous
This spell piercely sifts the air of the Feywild and imbues it with the power to reshape the lands around it, greatly increasing the extent of any problems that might otherwise crop up. Each creature in a 60-foot-radius sphere centered on a point you choose within range, if it is hostile to you, must succeed on a Dexterity saving throw or take 6d6 cold damage, or half as much damage on a failed save.
Conjuration
Effigy’s Smite
Special
Instantaneous
You unleash a profane hellfire that explodes in a 60-foot cone at a point of your choice within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Effigy
Touch
1 minute
Flame-like runes appear around creatures or objects of your choice you can see within range. You choose up to ten runes that fit within a 5-foot cube and that aren’t attached to objects or visible by objects, such as a chest, a gate, or a door. Any creature that uses a casting of this spell must first make a Wisdom saving throw. On a successful save, the spell frees the creature. Each willing creature succeeds on the saving throw when it appears in an unoccupied space on the ground or on a surface that isn’t being worn or carried by another creature.
Divination
Effigy
Touch
8 hours
For the duration of the spell, you possess an illusion that appears in an area you choose within range. The illusion is a surface and can be as small as an object or as large as a desk. Any creature that you select when you cast this spell must succeed on a Wisdom saving throw or become obsessed with the illusion until the spell ends. The obsessed creature has no memory or awareness of its situation and must make the saving throw with advantage. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. It has the ability to understand one form of reality, such as an alternate reality that doesn’t exist, an alternative reality created by another spell of equal or higher level, or a simple duplicate created by a spell of equal or lower level. The spell ends if you use your action to examine the obsessed creature or if you end your turn there. The spell can target one creature or object, or both. It deals 4d8 lightning damage on a hit and has no memory of its surroundings and must make the saving throw with advantage if it is still obsessed with the illusion.
Illusion
Effigy
Touch
8 Hours
You touch a creature and animate one of the following magical effects for the duration: • You instantaneously light up a place on the ground that bears your name, a place on the ground that you can see, or a place on the ground that you can see within 5 feet of another place you choose • You charm a creature that you can see within 200 feet of it, speaking its name and acting in accordance with its will, until the spell ends, at which point the target disappears, and the magic effect ends. • You mend a creature’s equipment, create new weapons, and repair damaged vehicles.
Abjuration
Effigy
Touch
until dispelled or expunged
Touch someone with a faerie weapon. You make a ranged weapon attack against one creature within 25 feet of you. On a hit, the target suffers the attack's normal effects and becomes blinded until the spell ends. If you hit the mark before it lasts, you issue no commands or regard to the target. Once before the spell ends, you could use a bonus action to issue a verbal command to the creature (if it is friendly), which it would obey with an incantation or a verbal command (if it is hostile), or you could issue no commands or regard the creature as a charmed creature (if it is hostile), which it could attack or otherwise take the attack on its turn. Once before the spell ends, you can use a bonus action to issue a verbal command to the creature (if it is hostile), which it would obey with an incantation or a verbal command (if it is harmless), or you could issue no commands or regard the creature as friendly (if it is hostile), which it could attack or otherwise take the attack on its turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes.
Conjuration
Effigy
Touch
Until dispelled
This spell creates an invisible glyph within your hand that appears in a location and lasts for the duration. No creature other than yourself or a creature you designate can see through the glyph or detect its location. You can use a bonus action to dismiss the glyph on a location outside of your reach. You dismiss it with a low enough fail attempt, if any, or a powerful enough dispel magic spell that targets only you. It remains in place for the duration. Once dismissed, the glyph is trapped. You can use your action to try to break the glyph, but it is
Effing of Fire
Duration: Concentration, up to 1 hour
A scorched earth glyph appears on one creature or object you can see within range and that can’t reach another creature’s level. The glyph lasts until the spell ends, at which point the creature is likely to faint and faint and thus no longer can benefit from being charmed. While the glyph persists, creatures and objects within its range can feign death, be burned, or become trapped in it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of ammunition and other nonmagical ammunition that you can use increases by two for each slot level above 1st.
Evocation
Effing of water
150
Concentration, up to 1 minute
A shimmering pool of flowing water appears on a solid surface within range. Each creature that starts its turn in the shimmering pool is imbued with positive energy for the duration. Each creature that ends its turn in the shimmering pool (including you) must make a Dexterity saving throw. On a failed save, it can spend 1 Dash for a short rest casting this spell again. The spell can penetrate most barriers, but it is blocked by 7 feet of wall. Once made, the barrier is harmless and remains there for the duration. Anything it touches is dissipated within 2d10 minutes.
Evocation
Effin’s Minute Meteors
10
Concentration, up to 1 minute
This spell imbues you with the secret properties of the precious metals found within your luggage. The spells you cast each day are based on real-life materials such as metal or stone. You can refine one of the following metals for one minute by speaking to a metal’s leader. If you refine less than this circle of magical wonder, no more metals appear within it, and refine worth one million silver, one hundred and twenty-five million gold, or one galleon of emerald ores for the spell’s price. You can take the maximum possible damage from each spell cast. Reducing a bead of refinement to 0 penalty causes it to shed 200 grit and animate two new beads of potent magic at the same time. The bimetals are magical, requiring 2,000 practice to cast and last for one hour. Each bead produces a shimmering light for a minute. When the bead produces a sufficient quantity of light for a single bead, a prismatic or extradimensional pattern appears on the ground within 10 feet of it, which appears for each bead and which is illuminated in a manner similar to a prismatic pattern. A second spell slot of the same power can be used to instantly transform a bead of refinement into a pure gold bead, making it an object of greater value to a wizard than ordinary gold.
Transmutation
Effin's Minute Meteors
Self
1 Hour
You create up to five tiny meteors in your space. They float in the air and orbit you for the spell’s duration, making them especially difficult to hit. A creature can expend a meteor or two to launch a craft or other craft at them. The meteors disappear when they reach an altitude of 10 feet or less, and they do not reappear on an area where you or another creature is within 10 feet of you. They can be extinguished by means similar to a simple suffocation spell. A strong wind (your choice) disperses them. When the dust settles, a faint aura of inevitability forms around each meteor. The aura lasts for the duration or until the aura is removed from a creature. You can dismiss this aura as an action. While the aura is in place a creature is incapacitated, withered, or otherwise incapacitated by the disease. When the aura finishes casting and the spell ends, the spell ends. The spell ends if you cast it again or if you cast the spell again damage. An unwilling creature makes this effect multidimensional. If the creature is still alive when the spell ends, it frees itself by moving out of the spell’s plane (up to 30 feet per round it took the spell) and then back to its current plane (30 feet per round it took the spell). The creature can’t leave the spell if it dies, and the spell ends if the creature w ecomes accesories with your death. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creature’s that the dispel magic can affect increases by two for each slot level above 5th.
Evocation
Effort
30
Instantaneous
You attempt to make a successful attempt to cast one of the following spells: 1. A weapon with which you are proficient. The target must be within 5 feet of you in order to cast the spell. You can use your action to make a ranged spell attack. On a hit, the target takes 6d6 bludgeoning damage and is hit by the spell. On a failed save, the target takes 1d6 bludgeoning damage and is knocked prone. The spell ends if you and the target are both incapacitated. If you and the target are both incapacitated, the spell ends. The spell ends if you and the target are both blinded. The spell ends if you and the target are both blinded.
Necromancy
Effort
30
Instantaneous
You target something that you can see within range and that is within range for 1 minute, dealing it no damage. If you target a creature with this spell, that creature must make a Wisdom saving throw. On a failed save, the creature takes 1d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage. At the end of each of its turns, the creature can make another Wisdom saving throw. On a failed save, it can roll a d4 and add the number rolled to the total.
Divination
Effort
60
1 Day
You succeed in one of the following things for the creature you spellsee’s level when you cast this spell. You choose one of the following possible actions for the creature to take at the end of its turn: • Make a melee spell attack for the creature’s d number, using your spellcasting ability. If the creature attacks you with an attack of opportunity, or when it sees a danger in another creature’s presence, you make the attack with advantage. If you hit the target with an attack of opportunity, or when it reaches 120 hit points or dies, you also make the attack with advantage. • Stomps the creature into a pile of rubble and then crushes it 1 foot deep. This creature dies if it falls the pile 3 feet or lower and then reanimates at the beginning of your next turn. • Traps or otherwise maims the creature, causing it to suffer no suffering or having its hit points reduced until it rages on the ground. This spell has no effect on undead or constructs. • Stomps the creature into a pit, filled with pitch darkness, and then crushes it 1 foot deep. This creature falls if it drops to 0 hit points or is caught in the pit or if a barrier is created around it. • Stomps the creature up to 10 feet tall and then crushes it 1 foot deep. This creature falls if it drops to 0 hit points or is caught in the pit or if a barrier is created around it. • Stomps the creature up to 30 feet tall and then crushes it with a sling. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th.
Conjuration
Effort
60
Instantaneous
You attempt to invoke the power of your mind to create a duplicate of yourself. You create a new duplicate of yourself by writing the name of a specific person or place in an ethereal writing and sending it to one of the following ways: 1) You create a duplicate of yourself by writing the name of another person or place in an ethereal writing. You must create the duplicate before you can use your action to cast this spell again. You might create a duplicate by writing a letter, an ethereal writing, or a cryptic note. You can also create a duplicate by writing a letter, an ethereal writing, or a cryptic note. A duplicate can be created by any means that you desire. The duplicate must be of the same form as the original. The duplicate can be any creature, an object, or an object of magical power. The duplicate can’t be worn or carried. The spell can’t create a new duplicate. The duplicate can’t be dispelled by other means. At Higher Levels. When you cast this spell using 3rd level spell slots, you can target one duplicate you can see as a duplicate of yourself. The duplicate can’t be more than once. The duplicate can’t be dispelled by other means.
Conjuration
Effort and Power
Touch
Concentration, up to 1 minute
You touch a creature and imbue it with a potent psychic force. The target takes 1d4 psychic damage of the type you choose, and your spell ends for the target. You can also end the spell if you are affected by a spell of 3rd level or higher.
Conjuration
Effort at Arcane Weapons
120
Concentration, up to 1 minute
Choose one object of magical power you can see within range. You create an aura of energy that lasts for the spell’s duration. If a creature within range can’t see the object, the spell ends.
Evocation
Effort at Longinus
Touch
Concentration, up to 1 hour
You touch a willing creature. The target’s statistics become a celestial, celestial, or celestial result, and you gain the following benefits: • You gain a telepathic link with the target for the duration • You can see through illusions • You can examine hard objects • You can open or close shutters • You can affect matter that is 1 foot in excess of the target’s capacity level • You can affect matter that is 1 inch by more than the target’s size category • You can affect matter that is 1/2 inch thick • You can shape water, vapor, or ice within 1,000 feet of the target’s space, create or hold a pocket dimension door, or similar entryway, lock, or access portal A channel divinity’s power, such as the Light Emitter or the Seer, can open or close the channel. Alternatively, the target can make a Wisdom saving throw to bypass the target’s saving throw for a duration. If the saving throw is successful, the spell ends.
Abjuration
Effortless Dash
Touch
Concentration, up to 1 minute
You appear invisible to one creature you can see within range and instantly teleport you.
Teleportation
Effortless Flail
Concentration, up to 1 minute
You weave yourself into many shapes and working around obstacles and objects for the spell’s duration. Until the spell ends, you gain a flying speed of 60 feet, and you make several other mechanical and/or mechanical decisions as part of creating the illusion. You can either create a new obstacle, create a new obstacle on a different surface, or create a new obstacle on a different material surface. You can also adjust the thickness of soft stone, the thickness of reinforced concrete, and the thickness of sheets of loose earth and stone. You can thus create two seemingly impossible feats. If you succeed in creating one of these feats, you learn the rules of the illusion while you are casting the spell. If you fail in either feat, the illusion appears and wastes its action. The illusion doesn’t protect you from falling objects, creatures, or undead, and its limited capabilities allow it to be nearly invulnerable to damage. While in flight, the illusion can’t be targeted by spells, other magical effects, or by other means. For example, the illusion can’t target you if the illusion has cast this spell or if you choose a material component component component in the spell’s casting attempt (such as a component created by attunement to a weapon or by using an effect that allows you to cast a spell).
Transmutation
Effortless Freak
90
10 Days
You choose a creature that you can see within range, along with a portion of the sky and some soil, and cause it to succeed on a Wisdom saving throw or become frightened for the duration. The frightened creature is friendly to you and to objects it can see within 500 feet of it. If you have no enemies within 500 feet of it, the creature doesn’t make a saving throw this way. While frightened by this spell, the creature automatically attains the Intelligence and Wisdom ranks. It also automatically succeeds on a Wisdom saving throw when it is contacted by another frightened creature. On each of your turns as a bonus action, you can use an action to exhale a small amount of wind at the creature. It must succeed on a Constitution saving throw or it takes 2d10 bludgeoning damage and is caught in the whirlwind until the spell ends. If the creature escapes while stunned, it quickly regains 1 hit point. A creature caught in the whirlwind can use its action to break free and use the wind to blast the creature across the room in a random direction. You can move the w ness up to 30 feet in any direction. If you attack this way, roll a d8 to see where the whirlwind starts and where it winds its way to a spot within 120 feet of you. If you attack a similar windy location, roll a d8 to determine the direction of the whirlwind. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Conjuration
Effortless Growth
150
Concentration, up to 10 minutes
You create a shimmering, translucent humanoid shape that is your faithful companion for the duration. It has a Strength of 26 (+8), a Dexterity of 16 (+0), and an Intelligence of plus (+3). It has a AC of 10, and it makes Intelligence saving throws against your spellcasting ability scores. When you cast this spell, you can make a single melee attack against the illusion, using your action to do so. On a hit, the target takes 3d8 damage of the type you chose, and it must then make a Wisdom saving throw. On a success, it can use its action to make another single weapon attack with that weapon. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Conjuration
Effortlessly create solid objects
Touch
Instantaneous
You imbue a creature you touch with the power to create solid objects. The spell’s material component is a solid object, and any creature you touch can make a Strength or Dexterity check with disadvantage on the check, ending the spell early or leaving the target with a faint greenish-orange glow. At Higher Levels. When you cast this
Effortless mimicry
60
1 Hour
You create one of the following simple or grotesque illusions for the purpose of creating an illusion to trick or frighten a creature: a crab, a crabby crab, or an invisible war game master. For the duration, the illusion has a flying speed of 60 feet, and it can’t attack or target any creature with an attack while it is flying. The illusion can be made to appear as a crab, a crabby crab, or a creature with long legs, tail, or some other appendage. It can move across uneven terrain, up or down stairs, slopes and the like, but it ignores difficult terrain and can’t create any natural or man-made structures. When the illusion appears, you can switch its form in any order: • Change the illusion’s name or identity. • Change its coloration; • Rotate its body to mimic a crab, a crabby crab, or a creature with long legs or a leg • Rotate its body to mimic a crab, a crabby crab, or a creature with long legs or legs • Use its action to create a harmless magical effect. If you create the same effect over and over again, the illusion reverts to its form before dropping to 0 hit points. If you create the effect multiple times before falling to 0 hit points, the illusion can carry you to another plane of existence, returning to you if you are on a plane other than your current one. This way, you can rejoin the illusion when it lands. The spell has no effect if you are standing in an unoccupied space within 5 feet of the illusion or within an area of hostile spell attack. This spell’s range is the same as its normal spell casting range.
Illusion
Effortless Push
Duration unknown
A shimmering portal appears and leaps from your hand in a 60-foot cube within range. The portal moves with you, remaining centered on it for the duration. A 60-foot-radius sphere centered on the portal is shimmering. Until the spell ends or the portal drops to 0 cubic feet of air, you can use a bonus action to cause the sphere to move toward you, which deals 3d8 necrotic damage to it. The portal appears and remains centered on it for the duration. A creature can use reactions to enter or leave the portal, but those must come from a source other than as an action, such as entering or leaving a portal, or by using an action to speak a message, communicate with a deity, or use a legendary ability. When an effect calls for a teleportation spell, it calls to you from a different portal, and once within 60 feet of the portal, the spell calls to mind a nonmagical teleportation spell you prepared. A warded area extends to you and extends along your leg, creating a protected barrier that prevents intruders from traveling in or out of the portal. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect the distance from the portal to the sphere by up to 10 feet. A warded sphere extends into an unoccupied space within 5 feet of it.
Conjuration
Effort of wind
120
6 Hours
You make a glyph of wind, a 40-footradius sphere of strong wind centered on a point within range. You can fill the sphere with wind to create a 30-foot cube centered on that point. You can use your action to create a 20-foot-radius cloud of cloud around the glyph and around as far away as you can from you. Any creature that can see within the cloud must make a Wisdom saving throw. On a failed save, a creature takes 4d8 cold damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional cubes for each slot level above 3rd.
Transmutation
Effort
Self
Instantaneous
You try to reach out and touch a willing creature. The target gains resistance to fire damage and has resistance to cold damage. The spell ends if you cast the spell again. You can use your action to end the spell if it is still active. If you don’t end it, the spell ends. You can end a long-term spell of this kind on a creature you can see within range. Each target must succeed on a Wisdom saving throw or take 1d6 radiant damage. If you end a spell of this kind on a creature that isn’t being charmed, frightened, or otherwise affected by this spell, those creatures must also succeed on a Wisdom saving throw or take half as much damage. If you end a spell of this kind on a creature that isn’t being charmed, frightened, or otherwise affected by this spell, the spell ends.
Conjuration
Effort
Touch
30 days
Until dispelled
You touch a creature or object. The object, if different from the one you're holding, is unharmed. While you and the target are in the same plane of existence, the object is no longer in the same place on the plane of existence. You can use a bonus action to repel the object or use both actions to move the object from one place to another. You can also use an action to teleport the object from one place to another. You can also use an action to permanently erase the memory of the past, as long as the spell remains on you.
Conjuration
Effulgence
Touch
1 minute
You touch a creature and give it a bravery rating of 5. The target’s mood and physical appearance change to match the landscape. The target is awe inspiring and unaffected by its spell for the duration. The spell makes the target seem godlike to its target. As an action, you can briefly mentally command a creature targeted by the spell what it must do to win the battle. The creature must succeed on a Wisdom saving throw or be frightened of you for 30 minutes, or both. If you target a different creature, you must choose a different creature for the command to work. When you do so, you control the creature’s mood and make it seem like you are going to fight and win. If you take 1d4 psychic damage, and the creature falls short of your wish, you can end the spell.
Abjuration
Effulgent Sprout
10
1 Hour
You create harmless pet hooves and flintlocks within reach for the summoned creatures. Make the bones and flesh of the creature and flintlocks of the creature seem natural, though make the creature’s facial features dark blue or pale red to resemble a plant’s bark. For the duration, these flints turn the creature into a plant and provide nutrition to plants for 10 days. You can animate the flints, which remain on the w ho and remain up to 1 mile away from you for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a flint lock using a spell slot of 8th level or higher, instead of 5 or 6, for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a flintlock using a 3rd- or 4th-level spell slot, for each slot you have.
Transmutation
Effullible Evil
Touch
1 Hour
Describe or name an evil creature
Effusion
90
Concentration, up to 1 minute
Choose two or more creatures that you can see within range, which are within reach of a Large or smaller creature or an object within reach, and that can fit within an unoccupied 5-foot cube. Each chosen target must make a Dexterity saving throw. On a failed save, a target can’t speak a single intelligible spoken language for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you choose one of the following options for the duration. If you use a spell slot of 3rd level or higher, you can cast this spell up to once every four years, after you cast the spell using your spellcasting ability.
Conjuration
Effusion
Touch
24 Hours
You touch a creature and throw it into the air, where it remains for the spell’s duration. The target takes 10 radiant damage on a hit or miss and is knocked prone. The target defends itself by throwing an extra weighty object that weighs no more than 5 pounds. The extra weighty object weighs no more than 1 pound when dropped from the ground. The target also defends itself by throwing an extra weighty object that weighs no more than 1 pound when dropped from the ground. If the extra weighty object is thrown without first throwing it, the creature is thrown into the air.
Evocation
Effy of Ice
300
Concentration, up to 10 minutes
A flurry of freezing wind blasts out from a point you choose within range. Each 5-foot-radius sphere centered on that point must make a Strength (Athletics) check against your spell save DC. A blizzard covers the area and lasts for the duration. When you cast this spell on a point within range, you can freeze solid ice on the spot for up to 10 days. This spell also freezes loose snow and loose ice for the duration. The crackling fissures in ice create and protect frozen buildings and other structures. You can create or form clumps of ice or snow by concentrating on a simple task or casting a simple spell. To create a clump, roll a d10 and subtract one number rolled under the spell’s power from the number rolled for the clump. You can use this method on any creature within 30 feet of you. Each clump forms a wall, a chest, a chamber, a turret, a door, a passage, a passage through a chest, or a passage that leads out of a chest into a chamber of ice. You can also use this method on a creature within 30 feet of you. That creature must also make a Constitution saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is knocked prone for 1 minute. Additionally, creatures of the following types—bear, goblin, lizard, octopus, or wolverine’s kind—are subject to the chill wind's damage type. (The chill wind also deals cold damage to them.) At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for each of its effects increases by 1d8 for each slot level above 3rd.
Evocation
Egg Break
60
24 Hours
Choose one 1/2-inch piece of food that you can see within range and that fits within a 5-foot cube. You and each creature that you designate when you cast the spell make a melee spell attack with that food. On a hit, the target takes 1d12 poison damage, and it has resistance to poison damage for 1 hour. On a hit, the target suffers 1d12 poison damage, and it can’t eat anything for 24 hours. At the end of the 24-hour period, the target can’t willingly move or eat anything for 24 hours. When you make the attack roll, you can roll the die before or after making the attack, and you can make the attack again if it results in a greater damage result. The spell’s damage increases by 1d12 when you reach 5th level (
Egg Burst
Touch
1 minute
You fill the air with soft, white, or brown shapes and animate small bits of your favorite food. Until the spell ends, you make a delicious, savory treat that doesn’t contain any artificial flavor. You can use your action to eat the familiar shape for 1 hour, and then change the flavor in half. If you don’t make the change, your familiar becomes a delicious, savory treat that you can eat. Eating the familiar shape takes 1 minute, after which it stops being a vegetable and becomes a filling, savory treat that you can eat. After 1 hour, you can make another delicious treat using the familiar shape, but it takes 1 hour to become a deliciously savory treat. You aren’t sure how delicious the familiar shape really is, but it seems to be the best food in the game. When you cast the spell, choose two herbs or a poison that would be a target of a similar effect and that isn’t a vegetable. You learn what kind of herb or poison it is, which targets it best. You can use your action to carefully choose which effect targets the familiar shape targets. The familiar shape can’t create a new lair, or open a gateway to new worlds. You can use your action to create one of the following portals on the ground, on a floor, or in a container on a solid surface. A container for a teleportation station or a teleportation circle. A teleportation circle 25 feet long and 5 feet wide. For the duration, the portal has a 20 percent chance to open and close when the spell ends. A container for a demiplane greater portal greater than 20 feet in diameter. For the duration, the demiplane is engulfed in flames, and the DM controls the fire. A demiplane centered on a point of your choice within range. When a portal opens and closes, any creature w e transported there must make a Dexterity saving throw. On a failed save, the creature is ejected from the portal, where it becomes vaporized and has disadvantage on attack rolls against creatures not wearing suitcases. As a bonus action on each of your turns before the spell ends, you can expend an extra 1d. of force when you trigger the extra step, which causes one of the following effects when the portal opens or closes: • One creature that you can see within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 1d10 bludgeoning damage and is pushed 10 feet away from the portal. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Abjuration
Egg of Death
60
Concentration, up to 1 hour
Life-preserving energy springs from an illusory egg in your hand at the start of each of your turns, shedding foul, hideous characteristics from you. For the duration, you also gain the following benefits: - You have resistance to radiant damage and cold damage, as well as immunity to fire damage and necrotic damage. - Your body is immune to all damage, including psychic damage. Additionally, the ground in a 15-foot radius around you becomes difficult terrain, and you make all subsequent movements with advantage. If you cast this spell before Divine Smite ends, it affects only the target. If you cast it again before it ends, the effect extends to all targets affected by it and to its siblings.
Illusion
Egg of Hunger
150
Concentration, up to 1 hour
You raise the brightness of your hungry labors by up to 20 feet in a 30-foot cube. At the end of each of the 5-foot-radius rounds that you have spent concentrating, you can issue a poisoned, unholy entangle attack to one creature within 20 feet of it. On a failed save, the creature takes 3d8 poison damage, and the spell ends. On a successful save, it takes half as much damage, and the spell ends.
Conjuration
Egg of Life
100
Instantaneous
A headless, skeletal corpse of a creature you can see appears and dies within range. A creature can use its action on a headless corpse to see if the creature has enough body fat to live. The target’s body is no more than 30 feet long and weighs 20 pounds. The creature can’t be charmed or frightened by spells or other magical effects. A creature can’t be affected by spells that end its turns being affected by them, even ones that end on a success.
Egg of Life
120
1 Minute
You conjure up an ooze of life in an area within range capable of growing any food, drink, or material component for up to 5 pounds. The ooze is imbued with life for the duration, and it restores 1d4 × 10 pounds of vegetable and fruit health per minute for the creature’s turn. The spell provides a protective shell that extends into the Ethereal Plane and protects up to eight creatures within range from death. For the duration, these creatures have resistance to all damage except psychic damage except psychic damage to them. In addition, the creature’s skin becomes lightly stained Gray Gray, until it dries to clear water, and the creature’s hair becomes lightly colored in maroon. The creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it takes half as much damage and isn’t affected by this spell. A Tiny or smaller cottage flower blossoms. When the ooze appears, each creature within its area must spend 4 feet of movement for every 1 foot other than the start of its movement. The plant’s space is difficult terrain and any creature within 5 feet of the ooze must spend 4 feet of movement for every 1 foot of movement.
Evocation
Egg of Life
60
Concentration, up to 24 hours
You make a hurlable, gaseous substance that has life-giving qualities that others can only dream of possessing. The hurlable substance sucks up any dead or diseased within 10 feet of it. When you cast this spell, choose one creature or object immune to death to the disease, and you deliver a blast of energy at the target or an object affected by it to affect that creature or object. You can create one of the following effects with this spell: • You cause potions of cancellation, gaseous despotism, or satanism to appear in the larynx of the wily creature or object affected by the disease. • You cause magic missile or flametongue thrusts to erupt from the target’s flesh and strike at creatures within loyalties other than
Egg of Life
60
Instantaneous
Choose two creatures of your choice that you can see within range. The creature takes 1d6 necrotic damage and gains a number of temporary hit points equal to 2d6 + your spellcasting ability modifier. The spell can’t be more than once. A creature can use its action to make a new hit point from the first hit point. At any time, the creature can dismiss this spell, ending the effect on itself on a success.
Conjuration
Egg of Life
Touch
1 Hour
One creature of your choice that you can see within range and on the same plane of existence as you grants you beneficial properties. You imbue the holly you use to make this wort with beneficial properties, such as vitality, life regen, or magic resistance. If the holly contains any poisonous or illusory elementals, the hollandaise is dissipated and the wort lavishly consumed. The hollandaise is translucent and emits bright light out to 50 feet. It appears in misty shapes and is up to 10 feet long. Until the spell ends, you can use an action to imbue your holly with a beneficial ability. While the hollandaise is infused with beneficial properties, the wort can be harvested, rinsed, or otherwise used to create additional wort. You are limited in how much wort the hollandaise can yield. While the wort is infused with beneficial properties, you are limited in what sort the wort can contain. You
Egg of Resurrection
1 Mile
Instantaneous
A godly animated egg appears in the space where you left off and floats to life for the duration. The egg is soft and nourishing, and the creature you chose becomes a zombie for the next 30 days. You have resistance to necrotic damage and retain your hit point maximum. The creature disappears when it drops to 0 hit points or when the spell ends. The egg has 4 wings and a hard interior that can be covered with armor. If you cast this spell without first preparing any food or using a spell slot of 8th level or higher, the creature remains alive for the duration or until you dismiss it as an action. It flies with you and floats in the air for the duration. The creature remains inside the spell’s box after it disappears, but it flies back to you if its body becomes injured or destroyed. A disintegrate spell destroys the creature instantly. The creature floats gently, still and animated for the duration. If you chose to keep the creature immobile and animate for the duration, it floats gently and uses its movement to move gently and carefully around corners to avoid detection. If you choose to animate it, you make it tail and maintain it near death while you make the changes. The animated creature can still fly and still communicate, though it loses its Dexterity saving throw for each missed save. The creature is soft and wreaths its body in silvery light, making it difficult terrain.
Transmutation
Egg of the Night
150
Concentration, up to 1 minute
A translucent, tangled mass of greenish, yellowing, or yellowish fog springs toward an area you choose within range. You can see the fog from up to 60 feet away, up to 60 feet within an unoccupied space you choose within range, and up to 90 feet across. That space is dark and foggy, providing light and darkness for 8 hours. When the fog appears, each creature in the area must make a Wisdom saving throw. An affected creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The fog then falls to earth, baying for life within it. The fog spreads around corners. When a creature takes damage or is knocked prone, it can make a Constitution saving throw to break through the fog’s gaps and regain possession of its item. A creature that enters the fog or comes into it from behind it has advantage on this saving throw. A creature that enters the fog and damages an unwilling creature within 30 feet of it has disadvantage on this saving throw.
Evocation
Egg of Truth
120
Concentration, up to 1 minute
This spell creates a sensory energy field around a willing creature that you can see within range to grant it an illusion to see what lies beneath the earth. For the duration, the target can make as many Wisdom saving throws as normal, taking 3d10 psychic damage on a failed save, and it must then make a Wisdom saving throw at the end of each of its turns. Whether or not it succeeds, the sensory energy field remains until the spell ends. If the target takes the Attack action on its turn or ends its turn within 60 feet of you, it can use its action on that turn to make another Wisdom saving throw of its own. On a success, it chooses to end its turn within 60 feet of you. While this sensory energy field is in place, the target can make Wisdom saving throws at the start of each of its turns, which must be when the sensory energy field is first created. The sensory energy field also lasts for the duration. During this time, the target can make one Wisdom saving throw at the start of each of its turns, taking 4d8 sensory damage on a failed save, and then make a Wisdom saving throw at the end of each of its turns. On a successful save, the sensory energy field ends. If the sensory energy field allows a creature to enter the Force to reenter the Force without expending their lives, this spell creates a sensory rift within the spell target. The rift widens until it is a square ellipse with a 10-foot radius and is 10 feet wide at the base and 10 feet deep at the top. It intersects a target that you choose when you cast this spell. A target that would normally be immune to this sensory overload is instead affected by one creature that fits this category. If the target w as immune to this sensory overload, all creatures that are immune to it also know that the sensory overload is an effect of type known as a trap, such as a door jamming trap, or a creature-trapped trap, such as a gondola churning trap, that prevents a creature that uses its action to open or latch the trap. In this way, a target that uses its action to open or latch the trap is immune to the sensory overload created by this spell.
Sensory overload
CategoryAbjuration
Egg of Truth
150
Until dispelled
For the duration, a creature has a +1 bonus to all attack rolls, saving throws, and equipment checks that can make the saving throw. The bonus can be negated by succeeding at two other saving throws or by succeeding at a new one at the end of each of its turns. Until the spell ends, the bonus is up to 5x less effective against fiends and undead, and it persists for 1 minute or until another saving throw succeeds.
Abjuration
Egg of Vitality
Touch
Concentration, up to 1 minute
A glowing, translucent ball of green energy springs into existence at your feet and springs into existence at a point you can see within range. The sphere is made of fine silver, and it grows in size from small to large enough to accommodate your body. The sphere is centered on a point you can see within range. When you cast this spell, you can designate a point within range and then move the sphere to your space within range. The sphere only moves when you are within 60 feet of it. If you move more than 60 feet from the point you designate, the sphere will move to the nearest unoccupied space within 60 feet of it. If you move more than 60 feet from the point you designate, the sphere will move to the nearest unoccupied space within 60 feet of it. If you move more than 60 feet from the point you designate, the sphere will move to the nearest unoccupied space within 60 feet of it. The sphere can be broken up into smaller pieces so that they fit within a 5-foot cube. The spheres can’t connect to each other. While in one place, you can cause the spheres to overlap and cause duplicates of itself to appear. For example, you can cause a sphere to leap from one creature’s space to a creature’s space and create an identical sphere in the space it occupies. You can also create duplicates of the same creature by using your action to create an illusion of their presence. If you cast this spell multiple times, you can have up to four duplicates of the spell active at a time, and you can dismiss such a casting to retain the spell.
Conjuration
Egg of Wisdom
Touch
1 Hour
You sacrifice a piece of the egg you brought with you to the kitchen table. The creature’s Wisdom becomes 13 + your spellcasting ability modifier. For the duration, the creature has advantage on attack rolls against creatures other than you, and she makes a Wisdom saving throw against your spell save DC. On a failed save, the creature takes 6d10 poison damage and is stunned for 1 minute. On a successful save, the creature takes half damage, and stunned creatures are immune to this damage. The creature can use its action to make a Wisdom check against your spell save DC, which determines whether the creature succeeds or fails. On a successful check, the spell ends for her. While stunned, the creature can use its action to make a melee spell attack against a creature within her reach, ending the effect of the spell on the creature.
Evocation
Egg Plague
120
Concentration, up to 1 hour
You create a sea of churning eggs in your open space. Each creature in a 20-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. Each creature within 20 feet of a point where you cast this spell must make a Constitution saving throw. A creature takes half as much damage on a failed save and half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, a creature affected by this spell makes an Intelligence saving throw. On a success, it frees its acid in accordance with the spell’s acid language. When a creature deals damage to a creature affected by this spell by a successful save, the damage increases by that creature’s AC. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Abjuration
Eggplant
30
Instantaneous
Choose a nonplanar plant or an herb growing on an area of land you can see within range. The target plant sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. If you cast this spell using a spell slot of 2nd level or higher, you instantaneously light up any trees or shrubs within 30 feet of you that you can see within 30 feet of the target. Each plant’s brightness is lost if the plant isn’t already damaged. When you cast this spell, you can also target a different nonplanar plant for each plant you choose, in addition to reshaping the plant into a new plant for the duration.
Transmutation
Eggplant growth
150
Instantaneous
Grasping pieces of plant life from a tree stump, you make a plant growth potion. Choose a plant worth 50 gp per leaf you pick. The plant blossoms in a 20-foot radius and lingers for the duration. The potion lasts for the plant’s material component, up to 10 days; it cures celestials, elementals, fey, fiends, and undead. The celestials and fey are excluded from the magic potion’s damage and healing, and it treats magic stone as if it possessed the same element, such as stone, element, or type. A creature can use its action to inspect the area for any plants growing and makes a successful Wisdom saving throw. A creature that uses its action to plant a new leaf must spend 2 extra actions for each leaf it removes.
Transmutation
Eggplant Growth
30
Instantaneous or 1 hour (see below)
You plant a harmless plant in a space that you can see within range. The plant takes about 10 minutes to germinate and grows to full size and flourish. If you w ere within 30 feet of the location where you made the plant, you can see it for the entire turn, and you can plant a food item up to 5 feet deep within. It takes about 1 minute to grow to full size.
Necromancy
Eggplant Spray
30
Instantaneous
You plant a flammable liquid on a creature within range and then spewing it up to five feet in a line that starts out as a harmless splash. The creature must make a Dexterity saving throw. On a successful save, it takes 5d6 poison damage and is immune to poison effects for 24 hours. On a failed save, it takes poison and is poisoned for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1dlO for each slot level above 4th.
Transmutation
Eggplant Spray
30
Instantaneous
You plant a seedling or shoots out a sweet orb of celestrunk at a creature within range. You can plant a seed in one of the following ways: • A flower, a small leaf, or a seed covering a tree • You create a harmless puff of green or purple growth in an area of your choice within range.
Evocation
Egg Roll
Touch
1 Hour
You roll a d20 at the start of each of your turns that you are poisoned or nauseated. You can cast this spell in full on a creature without first preparing any poisons or potions for that creature, or casting a spell that uses a spell slot of 3rd level or higher. On a creature that weighs no more than 5 pounds, the poison or potion can be dropped without provoking opportunity damage. A nauseated creature can choose a poison or potion instead. At the end of each of its turns, a poisoned or unconscious creature can ave its mind to a spell of 3rd level or higher, which discarding a poison or an unconscious creature while casting a spell of this type costs 4 pounds of acid, 1 pint of cold, or 1/2 pint of fire damage. A conscious creature can also choose to cast a spell of 4th level or higher, which destroys a poisoned creature instantly and makes its spellcasting easier.
Abjuration
Eggsense
30
Concentration, up to 24 hours
Choose a creature that you can see within range. The creature begins the turn in the maze with a sound of hooves and small children. The creature doesn’t move or talk and can be affected only by one of the following effects of this spell at a time—limited to an affected creature’s one egg and one large chunk of uneaten food. The effect lasts for the duration. If an affected creature w as affected by this spell or by a spell of 2nd level or lower, the affected creature has disadvantage on attack rolls against that creature for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the effect increases by 5 inches. When you cast it using an object in its reach, the effect lasts for the duration.
Transmutation
Eggsfoot
60
Concentration, up to 1 hour
This spell allows a creature of its choice that isn’t on a journey or that isn’t looking for work to enter the land of the dead to become an ageless creature. The creature either falls from a high mountain, sinks, or falls from an elevated hill. You make the choice between a vertical fall and a horizontal fall. The fall grants the creature the ability to move his or her feet as if he or she were standing on ground that is 6 feet higher than normal. You can use your movement to move the creature up to 30 feet in a straight line, stopping if possible if it is moving a muscle, stopping if it is moving on a limb or a limb out of reach of another creature. If the creature is moving on a flat surface, the creature can choose to make a vertical jump, like so: • If you jump vertically, you can move the creature up to 30 feet in a straight line to a stop sign • If you jump horizontally, you can move the creature up to 30 feet in a straight line to a sign • If you run horizontally, you can move the creature up to 30 feet in a straight line to a sign That move makes the creature jump, which makes the fall make it prone. If the creature is moving on a solid surface and is wearing armor covered by armor that w as heavy or covered by armor that w as soft as thunderstone, the creature falls and stops moving as part of the jump. To learn more about how the spell works, see the bibliothèque’s spellbook. The creature can also use this spell as an action to launch a chain reaction of magical attacks. A creature that reaches out to touch the triggering target must make a Dexterity saving throw. On a successful save, the chain reaction erupts with magical force in a 30-foot square on the target's turn after it makes another melee attack against a random 5-foot square on its next turn. If the target fails its saving throw, it instead makes another melee attack against a randomly determined creature within 30 feet of it. On each of its turns, the chain reaction can continue for another 30 feet. A creature that partakes of the spell must first succeed on a Strength saving throw or drop the chain reaction in its nearest unoccupied space. The chain reaction can be broken by rolling a d6 at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can chain your melee attacks to deal 5d6 damage to either target. Nonmagical ranged attacks. You can attack either creature by making a melee attack against a 5-foot-radius sphere centered on that spell slot. On a hit, the target takes 4d6 damage of the chosen type. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can chain your melee attacks to deal an extra 2d6 damage of the chosen type against any creature within 5 feet of the spell’s area.
Special Attacks and Interaction
Eidolon
1 Hour
Instantaneous
A demon you touch appears in every surface of the ground beneath it, and you gain the following benefits: - You gain the following benefits on your first attack roll against a creature you can see within 30 feet of it. - You gain the benefit of a bonus action, as normal, whenever you take the action that increases the bonus action by 1. - You can designate one new action when you cast this spell. - You can designate one new action when you cast this spell. - You can designate one new action when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate one additional action you take while you are casting the spell. When you do so, choose one of
Eidolon
30
1 Hour
An earthen maw of life springs from your hand. Choose one creature within range for the duration to become earthen. You create a new earthen dome by throwing a spear or similar weapon using a simple ranged spell slot of your choice that you can cast on the creature. The earthen dome disappears when the spell ends, and creatures created with it regain hit points equal to half their hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional earthen dioramas for each slot level above 4th.
Transmutation
Eidolon
30
24 Hours
You transform a willing creature of your choice that you can see within range. You choose one of the following options for what appears on the target: • One thorn claw, pebble stick, or a length of rope that extends from your hand toward the ground • Two poisonous vines, a bark of one thorn, or a venomous berry that extends from your hand toward a creature that you can hear • Four poisonous branches, or six poisonous berries that extend from your hand toward a creature that you can see in the sky • Eight poisonous honeycombs, three poisonous honeycombs,
Eidolon
30
Concentration, up to 1 hour
A mote of the kind that allows a creature to walk on it deals an impressive 30 damage to the creature. The target must succeed on a Wisdom saving throw or be pushed 1 on each of its turns until it uses an action to move its mote up to half the speed of other creatures. The move doesn’t provoke opportunity attacks. The spell ends for a mote on an affected creature if it is ever held or carried by someone other than the creature and if its weight would make it move too slowly.
Evocation
Eidolon
30
Concentration, up to 1 minute
A creature you can see within range becomes a mindless undead for the duration. The creature obeys you, obeys your commands, and is unaffected by your actions. It doesn't become aware of anything that isn't there. There is no need to remain in the area. At the end of each of its turns, the creature becomes aware of any hostile creatures within range.
Transmutation
Eidolon
30
Concentration, up to 1 minute
Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage, which is reduced to a random acid or poison instinct for the spell’s duration. The target also loses any expended changes to its hit point maximum and all its hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Necromancy
Eidolon
30
Instantaneous
You summon a creature with an ability that you see, hear, smell, and touch. The creature must be within range for the spell to work. The summoned creature obeys any verbal commands it receives. The creature obeys any written commands it receives. The creature doesn’t harm anyone except for spells and other magical effects that would cause it to harm anyone else. The creature can’t harm any living thing or object, and the spell ends on it. The creature obeys any verbal commands it receives. The creature doesn’t harm anyone except for spells and other magical effects that would cause it to harm anyone else. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate up to ten additional creatures for each slot level above 1st.
Transmutation
Eidolon
60
1 minute
You unleash the power of the phoenix, granting it the power to become a protective angel, becoming one with nature and protecting her people. Choose one beast or small reptile that you can see within range. Your spell creates 3 wings and a 10-foot-radius wingspan, shedding bright light in a 40-foot radius and dim light for an additional 40 feet. The angel appears briefly in the space where you cast the spell and spreads around the spell area. The angel
Eidolon
60
24 Hours
This spell creates a Medium beast of Medium size and intelligence. The beast is a Huge beast with 10 hit points and a wingspan of 30 feet. It is friendly to you and your companions for the duration. The creature can be charmed only by using fey, or by dealing it 14 damage of its choice (you choose one of the following damage types). You can also turn the creature into a familiar by making it fey or fey magic item. You can also cast fey at once. The fey spell creates a harmless petrified object that falls to the ground and remains for 1 minute, after which it disappears. After the petrified object has flown away, the petrified object can be restored to its normal body by dealing it 26 cold damage. The spell ends if you use an action to dismiss it.
Conjuration
Eidolon
60
Concentration, up to 1 minute
You become a mindless, fey creature with which to make intelligent decisions. Choose one of the following options when you cast this spell: • You can end one line of damage that would be dealt by one effect attack by causing one creature other than you to make an Intelligence saving throw. • You can end one line of damage that would be dealt by one effect by causing a Large or smaller Medium or larger creature other than you to make an Intelligence saving throw. • You end any effects of a Huge or smaller creature other than you that target a Huge or larger creature. • You end any effects of a Huge or smaller creature other than a smaller size target or one of your companions.
Transmutation
Eidolon of Life
150
1 Hour
This spell creates a fragrant maw of life within a willing creature you can see within range. You choose a creature within range and choose one of the following effects when you cast the spell. The plant’s bark becomes soft, strong, and translucent. You can plant a steed, a boar, or a cat within reach, as long as it isn’t being grown in the area. You can create a fragrant maw by placing a flower in a flower pot within reach, or you can create a fragrant nest using a basket within a basket.
Special plant
10
1 Hour
You choose an area of up to 5 feet square and that you can see within range. You manipulate or stimulate the plant to produce food and drink for it for the duration. It grows outdoors and in open fields, especially if there are tall grass or trees along its path. It is friendly to plants of 2 feet height. You can open or close one of the openings you choose,’t blocking the way toward another creature’s dwelling. When you do, you instantly open a new grove of trees or shrubs, removing a worn out tree or shrub from the grove. You can’t use the same opening two more times. When you do, your spell ends.
Transmutation
Eidolon
Self
Concentration, up to 1 minute
You create an undead creature of reasonable size and height that must succeed on a Constitution saving throw or take 1d6 necrotic damage. The creature must be within 30 feet of you. The target must be within 30 feet of you within the spell’s area. The target must also be within 30 feet of you when you cast the spell. It must succeed on the saving throw or take 1d6 necrotic damage if it is within 30 feet of you. The spell ends if the creature is hit by more than one spell of the spell’s duration or if you cast it again. The spell ends if it is cast from the same location. You can use your action to dismiss the spell.
Necromancy
Eidolon
Touch
Concentration, up to 1 day
You touch a creature. If you touch the target, it takes 2d6 necrotic damage and must succeed on a Strength saving throw or become charmed and frightened. The target takes half as much damage from cold damage as from radiant damage.
Transmutation
Eilidan's Hand
Self
Concentration, up to 1 minute
You create an invisible hand and imbue it with magical force. Until the spell ends, you can use an action to create an immobile hand in an space that is 5 feet on each side and 5 feet on the other side. The hand is free to move to any other direction but it can’t target a place or object within 5 feet of it. When you create the hand, you create an antimagic field around it, so that magical energy is directed toward the hand. The hand sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the hand sheds bright light in a 30-foot radius, and the spell ends. At the start of each of its turns, the hand sheds bright light in a 30-foot radius and dim light for an additional 30 feet until it w h cold. If your hand sheds light, the effect of the spell ends. If you create an immobile hand, that hand sheds bright light in a 30-foot radius and dim light for an additional 30 feet until it w falls and the hand sheds dim light, it sheds bright light in a 30-foot radius.
Divination
Eilidos Touch
Until dispelled
Touch
A shimmering force radiates from you, transforming you into one of nature. Choose up to ten creatures of your choice that you can see within range. Until the spell ends, these creatures have resistance to acid, cold, fire, lightning, and thunder damage. Your magic then springs from them, creating an illusion that the creatures are floating creatures with legs and feet and that share the same statistics as you. While floating, these creatures have AC 20 and hit points equal to half the floating creature’s. You can use your action to create a new one, or make one that isn’t floating, and voila. You choose the illusion’s basic properties before creating a second one. For floating creatures, this spell creates a magical barrier that prevents liquids from touching the creature or creating a barrier between the creature and the barrier and the liquid. The barrier, cork, and smoke
Eilidreth Spray
Self (60-foot cone)
Instantaneous or 1 hour (see below)
Flames wreathe one creature you can see within range. The creature must make a Dexterity saving throw. It burns for a full minute with a clean, shimmering surface, but if it takes damage before the spell ends, the spell ends on an enemy or an object within reach of the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of the target when you target them.
Transmutation
Eilidus Dash
10
Instantaneous
You weave yourself into the chaotic chaos of Eidolon, pulling yourself forward from the creature’s point of view, before and after each round of combat for the duration. You can move up or down as you like, but you can’t switch between the two. When you take the Attack roll, you can use your bonus action to move up or down as you chose, using the same movement in both rounds, to take the attack again, or to move to a different spot on the same side of the creature (in this case, a fixed platform on which you are standing). As you move, your speed increases by 10 feet until you reach the maximum speed allowed by the creature’s Constitution. If you are unable to move as you move, an invisible barrier appears on the ground within 5 feet of you and prevents you from moving at all. This barrier extends in a straight line toward you, stopping at any point within 5 feet of you. On occasion, you can’t move toward it or pass through it, but you can move to a safe spot where you can see through it. Should you attack and be damaged, your spell ends. If you move too close to the barrier, a ball of energy can be seen falling from it that lasts until the end of your next turn. The ball explodes if it hits any target or explodes if it explodes without striking any target. It also explodes if it damages any target. At the end of your next turn, you can use your action to move to a different spot within 5 feet of it and repeat the attack against a random creature within 5 feet of it. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can create two additional barriers at the same time to prevent its creation. The barriers can be destroyed and any remaining barriers destroyed. If you create more than one barrier, you can create at least one more creature barrier. An additional creature, a Great Barbed Wall of Stone, stands between you and it. It blocks all but two of the area. You can also create two more creatures by using a portal at the start of your turn, rather than the portal that allows you to move up and down along the portal’s horizontal plane. If the portal is created over a creature’s head and then the barrier is destroyed, the creature immune to fatigue automatically remains covered and can attack any creature within 30 feet of it. The barrier lasts for the duration or until an effect calls for it no longer occurs. When a creature enters the portal or destroys it, all of its or their physical and mental health is restored, as is their saving throw against the barrier.
Conjuration
Eilidwen's Recall
Self (10-foot radius)
Instantaneous
With each of your turns of the target you make a melee spell attack for the creatures best suited to the area. If the attack hits, it immediately resummons all its hit points (6 at most) into that area. The spell lasts until dispelled or the target is pulled into a new area, if known. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hit points of a creature that you can target with this spell increases by 5 for each slot level above 1st.
Evocation
Ekrest
60
Concentration, up to 1 hour
You attempt to move away from your current plane of existence. If you are on a plane of existence that doesn’t exist, you attempt to move away from it. If you are on a plane that isn’t on a plane that isn’t on a plane that doesn’t exist, you attempt to move away from it. While on a plane that isn’t on a plane that doesn’t exist, you attempt to move away from it. While on a plane that isn’t on a plane that isn’t on a plane you’t on, you attempt to move away from it. While on a plane you’re on, you must spend 2 feet of movement for each foot of your movement.
Conjuration
Eladius' Fall
Self (10-foot-radius sphere)
Instantaneous
You call down a flood of tears that span the entire length of the spell’s area. Each creature in a 10-foot radius sphere centered on a point you choose must make a Constitution saving throw. A creature takes 4d8 tears for each stat changed until the new form is created. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Conjuration
Elder Scrolls
Self
Concentration, up to 1 hour
You touch a scroll, a scroll-like object, or a portion of one of the following creatures: a creature (such as a creature in the Monster Manual), a plant or a plant-eating tree; a creature that is friendly to you or that is familiar with you (such as a creature that you touch or a creature that you know).
Evocation
Elder Scrolls’s Mirror
Touch
1 Hour
You touch a point of light that has been cast into the ground. It sheds light in a 5-foot cube centered on that point. The cube has a radius of 5 feet and a height of 10 feet. The cube is opaque to light and has a cast of the spell’s spectral elements and a radiant spell slot of 4th level or lower. The spell’s energy is centered within a 5-foot cube centered on that point. The cube is opaque to light and has a cast of the spell’s spectral elements and a radiant spell slot of 4th level or lower. You can see through the cube. The cube’s area of effect is a point of light centered on the cube. While the cube is opaque to light, it’s visible in dim light within range. When the cube is illuminated, it sheds light in a 5-foot cube centered on that point. The cube is opaque to light and has a cast of the spell’s spectral elements and a radiant spell slot of 4th level or lower. The cube is opaque to light and has a cast of the spell’s spectral elements and a radiant spell slot of 4th level or lower. The cube is opaque to light and has a cast of the spell’s spectral elements and a radiant spell slot of 4th level or lower.
Conjuration
Elder Ward
Self
1 Hour
You create a ward that protects you from the elements for the duration, as long as you remain within the spell. A ward protects you from the elements for the duration. If you cast this spell again during your next turn, the spell ends. You can use a bonus action to cast the spell again, even if you cast it as a nonmagical spell.
Conjuration
Eldrazi
60
Concentration, up to 1 minute
You conjure a shadowy force that takes the form of a beast and turns against one creature of your choice within range. Until the spell ends, you can use your action to pull the shadowy creature up to 5 feet in any direction and then repeat the same attack against the creature or another creature within 5 feet of it. If you pulled the shadowy creature up to 5 feet, you could cause the creature to lash out at anyone it was facing.
Conjuration
Eldritch Abjuration
10
Instantaneous
After a minute or so, the Fey spellskin and all its components transform. The transformation occurs 10 minutes after you cast this spell, after which it must be dispelled. Choose up to three creatures of your choice that you can see within range and who is wearing or carrying a Large or smaller Medium or smaller Medium or larger creature of challenge rating or lower. A creature’s challenge rating becomes 8 + its challenge rating. A creature’s equipment and weapons lose all function until the spell ends (no matter how heavily damaged it is). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the saving throw increases by 1 for each slot level above 3rd.
Transmutation
Eldritch Aura
90
Concentration, up to 10 minutes
You create a magical barrier that extends from a point you choose within range. The barrier blocks attacks and spells, but it also blocks magical effects that cause certain magical effects to occur. For example, a target that defends against a hostile spell of equal or higher level comes under the attack and spells. A target that ends its turn under an attack or a magical effect must make a Constitution saving throw. This spell has no effect if it is cast as a result of dropping to 0 hit points or if the target is under an attack or spell of equal or higher level.
Evocation
Eldritch Battery
60
Up to ten blasts of energy, equivalent to four 12-barrelled, cylinder-shaped weapons of mass destruction, erupt from a point of your choice within range and strike at one creature or an object within range. Make a ranged spell attack using that attack bonus. On a hit, the creature that uses the attack instead hits the mark three times, and the spell ends. Whenever a creature with a hit point or less is subjected to a different spell—a spell of 4th level or lower, an ability score of 7 or lower, a saving throw made against an ability score of 7 or lower, a successful save against an ability score of 7 or lower, or a success against two different spell attacks of the same type or category, the creature takes 2d12 fire damage and is blinded until the spell ends. The fire damages objects and structures of warded class and lasts for the duration, at which it fails. At Higher Levels. When you cast this spell using an antimagic field or a protective blast, the damage increases by 1d12 for each antimagic field or protective blast.
Evocation
Eldritch Battery
8 Hours
1 minute
You create a magical, permanent barrier that blocks all physical and magical damage. For the duration, the barrier ignores all damage and can be destroyed by any ranged spell or ability.
Conjuration
Eldritch Blade
Touch
1 Hour
You touch a nonmagical object, object, or weapon that has been or worn by another creature for the spell’s duration. The target’s speed increases by 100 feet for every 1 foot it moves. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases
Eldritch Bolt
60
Concentration, up to 1 minute
A burst of magic energy springs from your pointing finger to a point within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 + 40 force damage, and the spell ends. The sphere ignites flammable objects, igniting flammable objects, and then explodes. The area must be within 10 feet of you when you cast the spell. A creature must succeed on a Strength saving throw or take 3d8 + 40 force damage. A creature takes 2d8 psychic damage on a hit, and isn’t knocked prone. The fire ignites flammable objects, ignites flammable objects, and then explodes. The fire ignites flammable objects, or the creature that was wearing a magic-imbued attire. The target must make the saving throw. On a hit, the target takes half as much damage and isn’t knocked prone. A creature must also make this saving throw. On a miss, the creature takes half as much damage and isn’t knocked prone.
Evocation
Eldritch Burst
Touch
Concentration, up to 1 minute
You touch up to ten pieces of Medium or smaller objects that aren’t being worn or carried. Any creature that ends its turn in the spot you are on when casting this spell must succeed on a Dexterity saving throw or take 1d6 psychic damage. If the object is moved more than 60 feet in any direction, the affected object must make a Dexterity saving throw. On a failed save, the object takes 2d6 psychic damage. On a successful save, the object also takes half as much damage. On a successful save, the object can be no longer affected by this spell.
Evocation
Eldritch Damage
Touch
1 Hour
You touch one creature you can touch. If the target is a creature, the spell fails and is dispelled. The spell also fails if you use an action to dismiss it as an action.
Abjuration
Eldritch Duel
30
Instantaneous
You attempt to move the globe to a space of your choice that you can see within range. You attempt to cause the globe to fly in the
Eldritch Gale
300
1 Hour
A swirling cloud of magical energy springs from your pointing finger to an area you can see within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d8 psychic damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns. A creature that fails this saving throw takes 3d8 magical damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the challenge rating increases by 1 for each slot level above 1st.
Enchantment
Eldritch Polymorph
Self
Concentration, up to 1 minute
You change the appearance of an object that you make that is of a metal, stone, or a similar substance. You transform the object in the case of the object, removing all traces of the original form and allowing the original to be restored to life. The change lasts for 1 year. At any time the original form disappears. The change lasts for 10 minutes. When you cast this spell, you can change the appearance of the object, removing all traces of the original form, and the object can‘t be restored to life. The object‘s original form is replaced by a new one. You can affect the object‘s physical form in the same manner as the original. If you cast this spell multiple times, you can target a new object, restored to life only as a single spell.
Transmutation
Eldritch Projection
60
Concentration, up to 1 minute
The next time you make a melee spell attack, the target takes
Eldritch Rebuke
Self
Concentration, up to 1 minute
You attempt to shatter the intellect of creatures that you can see within range. Choose one creature you can see within range. Creatures that you can see within range are automatically dismissed. A creature must make this saving throw if any creature within its area is killed or injured. If the creature is a creature, it must make this saving throw against your spell save DC. On a failed save, a creature is dismissed as an action. On a successful save, the creature is dismissed as an action.
Abjuration
Eldritch Storm
30
1 Hour
You cause a sustained updraft of flame to form a vertical column of roaring flame in the air. Each creature in a 10-foot-radius. 40-foot-high cylinder centered on a point you choose within range must make a Dexterity saving throw. A creature takes 8d10 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Evocation
Eldritch Storm
60
Concentration, up to 10 minutes
The ground in the area is covered with thick, gray tentacles. Each creature in the area must make a Constitution saving throw. A creature that fails its save against this effect has its speed halved until the spell ends. An airborne creature that fails its save against this effect has its speed halved until the spell ends. At Higher Levels
Eldritch Strike
30
Instantaneous
A vertical column of acidous energy springs from your pointing finger to a point of your choice within range. A creature that starts its turn in the location of the point of impact must succeed on a Dexterity saving throw or take 2d8 acid damage. The target takes 7d8 acid damage on a failed save, or half as much damage on a successful one. The pillar then explodes. Any creature other creature that starts its turn in the area must make a Dexterity saving throw. It takes 7d8 acid damage on a failed save, or half as much damage on a successful one. A creature also burns for 2d8 acid damage on a successful one. A creature that takes 4d8 acid damage on a failed save, or half as much damage on a successful one. Additionally, if a creature starts its turn in the area and moves 10 feet away from it, the pillar erupts with acid, and the target must make a Dexterity saving throw. On a failed save, the target takes half as much damage as a successful one.
Abjuration
Eldritch Strike
Touch
1 Hour
You touch a creature or object that has been drawn or worn or worn by another creature for the duration. If that creature or object is moved more than 60 feet in any direction, the spell ends. When you cast the spell, you can move up to 60 feet in any direction.
Transmutation
Eldritch Strike
Touch
Concentration, up to 1 minute
Until the spell ends, you can touch a creature or object that is already on the ground or in an unoccupied space that you can see. The target can be no larger than 40 feet on each side. The spell’s magic ends on one creature when it comes within 30 feet of the object.
Evocation
Eldritch Strike
Touch
Concentration, up to 1 minute
You touch a creature or object that has been drawn or worn by another creature for the duration. If the object is moved more than 60 feet in any direction, the spell ends.
Transmutation
Eldritch Strike
Touch
Instantaneous
For the duration or until you use your action to dismiss the spell, the target takes 3d8 psychic damage, and until the spell ends, the target can act only by means of its action to maintain concentration on the spell for the spell. If the object is moved more than 60 feet in any direction, the spell ends. On a hit, the target can move away from the target by any means of its action.
Transmutation
Eldritch Travel
60
Instantaneous
You teleport up to ten creatures of Medium size or smaller that you can see within range. A creature must make an ability check using its action to avoid the destination of the object. If it isn’t on the destination of another object, it simply leaves it and takes no action until the spell ends. If the object isn’t on the destination of this spell, the destination of this spell is the destination you specify. A creature or object summoned or created by this spell is no longer in existence when you cast the spell.
Transmutation
Eldritch Travel
60
Instantaneous
You teleport up to ten creatures of Medium size or smaller that you can see within range. A creature or object summoned or created by this spell to the destination you are in is immediately dismissed by you. A creature or object summoned or created by this spell is also dismissed by you, if you cast this spell again. A summoned or created by this spell is also dismissed by you. A successful dispel magic spell against a summoned or created by this spell fails and the spell ends.
Abjuration
Eldritch Travel
60
Instantaneous
You teleport up to ten Medium or smaller creatures of Medium size or larger to an unoccupied space you can see. The creatures that are traveling are on the ground in an unoccupied space you can occupy. You can reach up to ten of them at the same time each round. If they aren’t on the destination of this spell, the spell ends.
Evocation
Eldritch Volley
60
Concentration, up to 1 minute
You alter the appearance of an object that you know is missing. If you target a nonmagical object, such as a silver bell, the spell can‘t target the object (the spell‘s casting time is wasted). The object’s original form is replaced by a new one. If you target a nonmagical object, such as a silver bell, the spell can‘t target the object’s original form. The object’s original form is replaced by a new one. If you target a nonmagical object, the spell can‘t target the object’s original form. The object retains its original form if it has the original form. If it has the original form, the spell‘s original form is replaced by a new one. If you target a nonmagical object, the spell‘s original form is replaced by a new one. If you target a nonmagical object, the spell fails. The object‘s original form is replaced by a new one. The object‘s original form is replaced by a new one.
Transmutation
Eldritch Word
60
Instantaneous
A whisper of a message, written in an unknown writing language, that is unintelligible to the creature you speak. The spell can be delivered in an unencient script that is written in the same language as the script of the original script. A creature can read the message, and if its reading is less than 60 words per page, it can’t read the message. If the object is a spell, such as a spell of 6th level or higher, its spell must be cast as a bonus action, and the spell can’t cast more than one spell at a time. A bonus action to the spell’s level can’t reduce the casting of the spell by one until the spell ends. At Higher Levels. You can target one additional spell at a time. Each spell’s magical effect ends on a certain creature when the spell ends.
Divination
Eldritch Word
60
Instantaneous
You blast the mind of a creature that you can see within range to attempt to understand the meaning of spoken language. The target must make a Wisdom-Conjuration (Sensory) score of 6 or lower, and it must succeed on a Wisdom (Perception) check to understand the meaning of the words you speak. The spell can be heard over the ground in a 20-foot-radius sphere centered on a point you choose within range. The sphere can be up to 30 feet at a point you choose. A creature can't be more than 30 feet away from you. A creature can be heard through the sphere as if it were within 10 feet of you. It can’t be more than 30 feet away from you, but can’t understand your language. A creature that can’t be dismissed as a distraction takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. A creature’s challenge rating is equal to or less. The sphere is an o o o, though it is an object that is completely on its home plane and that is no larger than 10 feet. A creature can read the message, and if its Intelligence score is less than or equal to its level, the spell can’t locate the words.
Div
Electricity
Touch
Instantaneous
You touch something that seems magical, such as a candle, a magic book, or a set of magic shoes, and it turns into whatever you intended it to be. You or someone else who has touched the thing for what it could be is unaffected. A glowing, translucent object that holds the object is of normal repair until the spell ends. Any damage carries over to your own damage, as the object still fits inside the warded slot.
Illusion
Elemental Ally
Touch
Concentration, up to 1 minute
You touch one creature or object of your choice that you can see within range. The target can feel the light of the object up to 60 feet away from you and can’t have to do anything outside the spell’s area. The target can use its action to move the object up to 60 feet. When the spell ends, it can re-enter a location where it can't see the destination. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the challenge rating increases by 1 for each slot level above 3rd.
Transmutation
Elemental Armor
30
Concentration, up to 1 minute
A protective elemental shield surrounds you and surrounds you with a strong magical force. Choose one of the following effects when you cast this spell. • You cause the target to become blinded for 1 minute. • You cause the target to become deafened for 1 minute. • You cause the target to become incapacitated for 1 minute. • You cause the target to become lethargic for 1 minute. • You cause the target to become restrained for 1 minute. • You cause the target to become restrained for 1 minute. • You cause the target to become helpless for 1 minute. • You cause the target to become helpless for 1 minute. • You cause the target to become helpless for 1 minute. • You cause the target to become incapacitated for 1 minute. • You cause the target to become
Elemental Arrow
Self
Concentration, up to 1 minute
With an arrow pointed at a target, it can make a ranged spell attack against that target. The target spells out the attack in a loud, clear voice. The spell creates an enclosed area in the spell's area where nonmagical ranged attacks can’t pass through the barrier. When the spell ends, the arrow strikes the target.
Evocation
Elemental Blade
60
Concentration, up to 1 minute
You create a beam of elemental energy that pierces through the ground in a 30-foot radius and then crashes down to the ground. The spell ends if you or someone else uses your action to open the door to the dungeon. The spell is a ranged spell with a range of 60 feet.
Evocation
Elemental Blade
90
Concentration, up to 1 hour
You create a sword of flame that explodes in a 5-foot radius centered on a point you choose within range. The sword is a 9-foot long sword, 5 feet long and 1 inch thick, with a tang at the tip and a length of 3 feet. The sword is wielded by a celestial, the celestial can’t reach its weapon or wield it, and the sword is impaled in a frigid, 20-foot-long sphere centered on a point you choose within 5 feet of the point you chose. The sword is wielded by a celestial of at least 5th level or higher, and the spell ends on the celestial when it hits. You can use a bonus action on each of your turns to cause the sword to slam into a celestial that you can see within 30 feet of you. If the sword strikes the celestial, it takes 3d8 fire damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Enchantment
Elemental Blast
120
Concentration, up to 1 day
You create a dazzling array of magical energy that ignites one creature of your choice that you can see within range. The target must make a Dexterity saving throw, taking 8d8 radiant damage on a failed save, or half as much damage on a successful one. You can use a bonus action to cause the target to slam into a nonmagical object within range, causing it to slam into the blast. Make the fire damage roll, which determines the damage type, in the following ways: At the start of each of the target's turns, each creature affected by this spell must make a Dexterity saving throw, taking 5d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage roll for each slot level above 3rd is 8d8, and the total for each slot level above 4th is 25d8. When you use a spell slot of 5th level or higher, the total increases to 20d8, and the total is restored at a later time.
Conjuration
Elemental Blast
150
Instantaneous
You blast a mote of fire in one creature’s path, then create a moderate blast of elemental energy at that creature to fill the space for one of the following effects. You can place a spell slot‘level‘er spell slot on the ground within range, removing the effect from that creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create a nonmote effect that lasts until you use another casting of that spell at 3rd level or higher, completing the casting from there. At 5th level, this spell creates one mote, which lasts until you use a spell slot of 6th level spell, or 6th level spell, to create a mote at 8th level spell rank 3. The mote’s space is limited to a maximum of 5 feet by no more than 3 feet by 2 feet by 1 feet by an equal share of your total space. The spell exerts a strong wind and leaves behind no stone exposed to attack or defense. When the spell ends, the mote disappears, leaving behind no physical component to the spell. The wind continues unabated, seemingly never clearing any open spaces on the ground or within the mote’s space.
Transmutation
Elemental Blight
Self (30-foot radius)
Instantaneous
You create a ray of fire that ignites in a 20-foot radius centered on a point within range. Each creature in that area must make a Dexterity saving throw. The target takes 6 d10 fire damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 2d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Elemental Bolt
60
Instantaneous
A bolt of elemental energy springs from your hand, striking a target that you can see within range. It explodes in a 20-foot radius centered on that target. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 2d6 elemental damage and is pushed 10 feet away from the moment the spell ends. On a successful save, a target takes half as much damage and is pushed back 10 feet. A creature that ends its turn inside the radius is pushed 10 feet away from the moment the spell ends.
Conjuration
Elemental Bond
30
Concentration, up to 1 minute
You imbue a creature with the power to create either one or both of the following effects on it: • The creature becomes an elemental. • The creature has resistance to fire damage, cold damage, fire damage, and acid damage. • The creature is immune to poison, fire damage, and acid damage. • The creature is immune to poison, fire damage, and acid damage. • The creature is immune to fire damage, cold damage, and acid damage.
Conjuration
Elemental Bond
5
Instantaneous
You establish a magical connection with one creature you can see and that can hear you. The spell can target one willing creature or one other willing creature that can hear you.
Divination
Elemental Bond
60
Concentration, up to 10 minutes
You imbue a creature that has been charmed or frightened with divination within range. The spell’s damage increases by 1d8 for each slot level above 1st.
Evocation
Elemental Bond
60
Concentration, up to 1 minute
You imbue a creature you touch with elemental magic, such as a magic mirror, a guardian spirit, or a guardian spirit of a hostile creature. The target must be within range of the casting spell. The target can’t be affected by any of the following effects. • The target is poisoned. • The target is blinded. • The target is stunned. • The target is stunned by an ability attack. • The target is stunned by an ability attack by an unwilling target. • The target is stunned by an ability attack by an unwilling target. • The target is stunned by an ability attack by an unwilling target.
Evocation
Elemental Bond
60
Concentration, up to 1 minute
You utter a string of words that seem to emanate from a creature you can see within range. The creature must succeed on a Wisdom saving throw or be charmed by the sound. The sound has a 10-foot radius and can be heard only from within 30 feet of the target. Physical contact with the creature reveals it to be a creature or an object that isn’t entirely in accordance with your alignment. The creature knows you are speaking, and there is some verbal exchange. If the creature is hostile toward you or someone else, this spell fails.
Conjuration
Elemental Bond
90
Concentration, up to 1 year
You create an invisible barrier between you and the Plane of Shadows that exists outside of it. You and any creatures you designate on a successful Wisdom (Perception) check make a Wisdom saving throw and can take 6d6 psychic damage at the end of each of their turns the spell is used. The damage that occurs after the spell ends is also treated as an effect of the spell, only affecting creatures within the barrier. If you can, you can target one of the creatures’s senses as a reaction to this effect. If you target a creature’s own senses, that creature can understand you, but must use its own senses as described above to perceive the creature. If the creature’s senses are affected in any way, the spell ends, and any remaining damage deals to the creature when the spell ends. When you cast this spell, the barrier remains for the duration of the spell, but you can use a bonus action to halve the barrier’s effect and end the spell as an effect of your choosing on each of your turns. Once the spell ends, the barrier doesn’t dissipate as long as you remain in the spell’s area and remain in contact with the target, regardless of what other creatures or objects do or say in the area. If you and the target are outside the barrier, the target can benefit from spells, such as that of Dispersal, that change its space so it can physically pass through the barrier.
Illusion
Elemental Bond
Self
1 Hour
You imbue a creature that you have a divination spell of your choice from beyond the grave. The target must succeed on a Wisdom saving throw or be affected by the divination spell for the first time on a turn or turn that you have this turn, and it can make a Wisdom saving throw. On a success, the spell ends for that creature.
Divination
Elemental Bond
Self
1 Hour
You imbue a creature you touch with elemental magic, such as a magic mirror, a guardian spirit, or a guardian spirit of a hostile creature. The target must be within range of the casting spell. The target can’t be affected by any of the following effects. • The target is blinded. • The target is damaged by an ability attack. • The target is affected by an ability check using an ability check modifier. • The target is affected by an ability check using an ability check modifier. • The target is affected by an ability check using an ability check modifier. • The target is affected by an ability check using an ability check modifier. • The target is affected by an ability check using an ability check modifier. • The target is affected by an ability check using an ability check modifier. • The target is affected by an ability check modifier. • The target is affected by an ability check modifier. • The target is affected by an ability check modifier. • The target is affected by an ability check modifier. • The target is affected by an ability check modifier. • The target is affected by an ability check modifier. • The target is affected by an ability check modifier. • The target is affected by an ability check modifier. • The target is affected by an ability check modifier. If you cast this spell multiple times, you can have up to three creatures affected by the effect affected as one affected creature.
Transmutation
Elemental Bond
Self
Concentration, up to 1 minute
You create an item of unknown origin that is a new, unoccupied object created by a magic item check. The item must be a nonmagical object created by the casting of a spell or by an ability that requires an Intelligence or Charisma check, or by any other means. The item can be any material object that can be created from a nonmagical object. For example, if the item is a piece of jewelry, the check fails. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates an item of unknown origin, and any additional spell or ability that targets an object created by the spell must be performed with that object at a later time to create the item.
Necromancy
Elemental Bond
Self
Concentration, up to 1 minute
You imbue a willing creature you touch with a potent magical force. Until the spell ends, the target is subjected to one of the following effects: • You gain the following benefits: • You gain the benefit of an additional effect equal to 1/2 the total effect of the spell you cast • You can cast this spell again on the same target or another willing creature you have touched, even if the target is undead • You can maintain a concentration on the spell for up to 1 hour, if you wish. The concentration lasts until the spell ends. • You can remove one or more of the following conditions on the target. • The target is charmed or frightened. • You can cast this spell again on the same target or another willing creature you have touched, even if the target is undead. • You can maintain a concentration on the spell for up to 1 hour, if you wish. The concentration lasts until the spell ends. • You can force the target to make an Intelligence saving throw. On a failure, the target takes 2d6 psychic damage, and the spell ends. • You can end a spell on the target by using a different effect. On a successful save, the target takes half as much damage and isn’t frightened. • You can end a spell on the target by casting a nonmagical spell. On a successful save, the target takes half as much damage and isn’t frightened. Each effect has its own effect.
Conjuration
Elemental Bond
Touch
8 Hours
Your magic shapes a creature’s future. Choose a creature type: humanoid, warded humanoid, vermin, or vermin, or fey, as the creature you used for the casting. If you chose the fey, your magic transforms the fey into a celestial, a celestial into a fiend, or a fiend into a wizard. The transformation lasts for the duration. The celestial or fiend can be both fey and mer to you or to a creature they can see within 60 feet of them. If they can see a creature of the same or greater size or type as you, that creature must succeed on a Wisdom saving throw or fall prone. The celestial or fiend doesn’t benefit from this transformation. A creature can be charmed, frightened, or possessed by any of these creatures. If the charmed, frightened, or possessed creature attacks or casts a spell that would normally target a fey, the creature is charmed, frightened, or possessed by them.
Divination
Elemental Bond
Touch
Concentration, up to 10 minutes
You extend your hand toward a creature within 60 feet of you. You have resistance against the triggering creature for the duration of the spell, except when you have the target’s weapon down or your other hand in a vulnerable position. For the duration, the triggering creature has disadvantage on attack rolls, ability checks, and saving throws, but it has little opportunity to attack anyone else if it has no weapon up. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Enchantment
Elemental Bond
Touch
Concentration, up to 1 hour
Until the spell ends, a creature you touch has no use for life and becomes friendly to her/it for the duration. The spell ends if the target dies.
Abjuration
Elemental Energy
60
Concentration, up to 1 minute
Seems to flood a space that you can see within range. Each creature of a height of 5 feet or less must make a Dexterity saving throw. On a failed save, a creature takes 3d10 fire damage and becomes blinded for 1 minute. On a successful save, a creature takes half as much damage. Until the spell ends, each creature that fails its save also takes 1d10 fire damage. This damage can’t be blocked or sustained by any other means.
Conjuration
Elemental Evil
90
Concentration, up to one minute
Choose an object that you can see within range. You affect the target with one of the following effects. 1. Ally of Evil or Good. The target is good or bad and can be a creature or an object of good or evil, but must agree to no evil or good about anything. 2. Affected by Evil Energy. The target is heavily affected by evil energy, depending on how well you know the target and what you can do to keep it at bay. 3. Creatures in the Target's Ethereal Plane. The target is a willing creature whose plane of existence is physically out of the range of spells or other magical effects. 4. Monster. The target is a Huge or larger creature whose challenge rating is 4 or lower. The target attacks with the following attacks: • one level higher than the DC to reach its full size. • one level higher than the attack roll of its weapon. • one level higher than the attacks that the target can perform. • or two levelings above the DM’s original size. Each attack roll determines its effect, other than damage. When the spell ends, the target reappears in the space it left or, as a bonus action, in the place where it left off.
Enchantment
Elemental Favor
30
Instantaneous
You grant a wish to a creature you can see within range. The wish lasts for the duration, or until the spell ends. If the wish is permanent, the wish can’t be dispelled.
Abjuration
Elemental Favor
Touch
Instantaneous
You place a wish on a willing creature you can see within range or otherwise illusory. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 2nd.
Necromancy
Elemental Favor
Touch
Instantaneous
You touch one creature or object within range. The target’s natural inclinations turn is to move the object up to 60 feet in any direction, even if it can’t affect the target. Until the spell ends, the target can act and move normally. When you cast the spell, you can touch the target, which is no longer affected by the object than it can be moved. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 2 for each slot level above 5th.
Evocation
Elemental fey
30
Instantaneous
You extend your hand toward one creature you can see within range, and the creature you choose must succeed on a Dexterity saving throw or take 4d8 fey effects. A target takes 4d8 fey effects when it enters the spell’s area for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you summon twice as many fey creatures. Appearing in an unoccupied space closest to the area, these fey creatures appear in places you can see. When the spell ends, the summoned creatures disappear.
Evocation
Elemental fey
Self
Concentration, up to 1 minute
A fey creature of Medium size or smaller appears in an unoccupied space that you can see within range and is charmed by you for the duration. The creature can be hostile toward you or friendly to someone else. If the creature is hostile toward you because you cast a spell, the creature becomes hostile toward you when it starts its turn hostile toward you, and hostile toward you after 1 minute. The spell ends when the creature leaves unoccupied space or when the spell ends. When the creature reaches 0 hit points, it escapes. If the creature starts its turn on a straight path, it is sent to the nearest unoccupied space that is no larger than 10 feet by 10 feet, and it is on the same side as a creature of the chosen shape you choose (the creature must be within 10 feet of you when you cast the spell). The creature can use a reaction to flee from the fey creature. It rolls a d10 and an equal number of his or her total when he or she comes within 5 feet of the creature. A fey creature can be hostile toward you or to someone else.
Evocation
Elemental Force
Self
Concentration, up to 1 minute
You cast a spell of 2nd level or higher. This spell can target one willing creature within range that you reach with a challenge rating of 4 or lower. The target must succeed on a Dexterity saving throw or be affected by this spell.
Evocation
Elemental Force
Self
Instantaneous
Choose a point you can see on the ground within range. You create a powerful wave of strong force in a 30-foot radius centered on that point. The force spreads out from the point into space, centered on that point. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6 d10 force damage, or half as much damage on a successful save. The damage type is the same as that of thunder, shock, or similar force. In addition, each creature that fails the save must succeed on a Strength saving throw or take 4d8 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Elemental lure
90
Concentration, up to 1 minute
You create a shadowy figure of your choice that is 5 feet to 1 inch long and weighs as much as 100 pounds. The illusion can be camouflaged to look like a human or a beast and can be used to teleport you or other creatures within 5 miles of the target location. The illusion can be used again only once per turn. The illusion can be targeted by spells and magical effects three times as numerous as yourself (no casting). The target remains at the start of its next turn as an object, a creature, or temporary object. The target can’t be targeted by any spell or magical effect until the spell ends.
Transmutation
Elemental maelstrom
120
Concentration, up to 1 minute
A swirling mass of antimagicpses fills a 30-foot-radius sphere centered on a point you choose within range. The point must be on the ground or in a body of water. Until the spell ends, any creature that ends its turn in the area must succeed on a Constitution saving throw or take 1d8 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Transmutation
Elemental Projectile
30
Concentration, up to 1 hour
You create a celestial or celestial body in a 20-footradius sphere centered on a point within range that you can see within range. The sphere is composed of stone, air, or rock. The sphere can be up to 60 feet long, 10 feet high, and 1 foot wide. The sphere is made of stone, air, or rock, and its area is heavily obscured. Any creature or object that enters or passes through the sphere in the sphere’s area is targeted. The target can be anything you choose within 30 feet of the sphere. The target can’t be more than 10 feet away from the sphere. The target can’t be more than 30 feet away from the sphere. The sphere can be opaque, difficult to see, or invisible. Creatures and objects in the sphere can’t be affected by spells or other magical effects. Any spell or effect that enters or passes through the sphere can’t be targeted. The sphere appears to be a cylinder of air or stone, and it has a diameter of 60 feet. The sphere can be opened or closed by any means you choose. If you choose a transparent or a transparent cylinder, the sphere opens or closes as you choose. You can open or close the sphere at will, but it can’t be opened or closed more than once. When a creature enters or passes through the sphere, its speed is halved, it takes no damage from falling, it moves no faster than it can move, and it can’t be targeted by spells.
Divination
Elemental Protection
Self (30-foot radius)
Concentration, up to 1 minute
A shimmering barrier surrounds you in a 40-foot cube. As it passes, the barrier disappears, leaving behind a shimmering disk. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 3d6 fire damage. On a successful save, the creature takes half as much damage and is unaffected by this damage. If a creature enters the area on a subsequent turn, the creature can use its reaction to move out of the spell’s area. The spell ends if the creature enters the spell’s area again. A shimmering disk appears in the center of the spell’s area, and each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 3d6 fire damage and is unaffected by this damage. On a successful save, the creature takes half as much damage and is unaffected by this damage. If a creature enters the area on a subsequent turn, the creature can use its reaction to move out of the spell’s area. The spell ends if the creature enters the spell’s area again.
Conjuration
Elemental Recall
Self
Instantaneous
You appear in an unoccupied space and reassert control over a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, it has an uncontrolled telepathic relationship with the creature you named as its "Name." On a successful save, the creature has its own name, and you control it with this relationship. You appear only to the creature’s best interest. Once you control the creature for the first time on a long rest, you can choose any of the following effects that apply to it at the time of casting the spell: • Removes a target of opportunity from the casting creature’s description. • Transmutes a target of opportunity to a new one. • Transmutes a target of opportunity back to its original place of origin. • Transmutes a target of opportunity back to its original place of origin.
Abjuration
Elemental Recall
Touch
Instantaneous
You send a spectral messenger to a specific location in the Ethereal Plane. The messenger appears in any unoccupied space that you choose within range, and has the same powers and messages as the messenger, except it hears your voice. If the messenger takes damage, you can send a minor or major message to it, as long as the minor message doesn’t violate any of the following restrictions. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can send a minor message to as many as one additional location in the Ethereal Plane for each slot level above 4th.
Conjuration
Elemental Restoration
90
Concentration, up to 10 minutes
You restore 60 hit points to a target you hit. The target gains the same amount of hit points as the initial amount of hit points restored, however it has disadvantage on attack rolls against you and any creatures that can see it. While the target is under your effect and has hit points equal to your spellcasting ability modifier + your hit points, you have advantage on attacks and attacks against the target whenever it gains hit points or uses a new ability score. At Higher Levels. When you cast this spell using a spell slot’s twond ability, you can restore up to 150 hit points. Each target gains the same amount of hit points as the initial 150 hit points.
Transmutation
Elemental Restoration
Self
Instantaneous
You restore an amount of extra damage to a creature that died while you were within 100 feet of it. The target must make a Constitution saving throw. On a failed save, the target takes 2d8 poison damage, and its speed is reduced by 10 feet. On a successful save, the target can take half as much damage and has no speed loss. The target can’t be charmed, frightened, or possessed by another creature or by a target that is charmed, frightened, or possessed by the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 2d8 for each slot level above 1st.
Evocation
Elemental Resurrection
30
Concentration, up to 1 minute
You teleport yourself to a different plane of the Dead, into another dimension. Choose that dimension from among the following options: a) You create a new plane of the dead that has no air or water, or b) The spell fails if you are on a plane other than the designated one. A similar effect occurs for the Ethereal Plane option. (You take 10d4 psychic damage from psychic damage that can be used to sense the location of dead bodies and places them in the Astral Plane, but no more. While the target remains in the target dimension, it can’t pass to the next nearest body—for example, the target can’t teleport away from the creature to the next nearest body because the target has already left the object, so passing to the nearest body is pointless.) c) You summon a spirit of your choice that persists for the duration. You can also cause it to pass over the target to other planes of existence. If you do so, the spell fails, the spell is cast out of existence, and the target is transported to the Astral Plane. If the target is already in the one-plane plane, the spell fails for the duration, and the target is transported to that dimension. Both ends are met. When you cast the spell, decide whether to restore reality to the target, which you do when you take your turn at the start of your next turn. If you do so, the target reverts to his/her reality and is no longer under your control, and the spell is cast (no action required to cast the spell). The target chooses what happens once the spell ends. If you cast the spell again, the time remaining for making a new one doesn’t matter. If you do so, the spell fails. The target is transported to the Astral Plane by a spirit summoned by the target as a means of communication. The two halves of the target's physical contact with the Astral Plane (the two halves of the first) occur without regard to whether the destination plane is a reality other than your own, such as the one to the left of you. The target assumes its true form when it casts the spell and transmits the new form to a willing creature. If you do this, the target reverts to his/her form and is transported to the Astral Plane (to where you cast the spell and what happened to which plane it was on while returning to the real form).
Transmutation
Elemental savagery
30
Concentration, up to 1 minute
You cause up to three pieces of elemental ammunition to fly up to 30 feet in a straight line toward a point you choose within range. A creature must make a Dexterity saving throw. On a failed save, the target takes 2d6 bludgeoning damage. On a successful save, the spell ends. If the target is also within 60 feet of the target when you cast this spell, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bludgeoning damage increases by 1d6 for each slot level above 2nd.
Transmutation
Elemental Smite
150
Concentration, up to 1 hour
You attempt to crush a creature that you can see within range, causing it to become immobile for the duration. The target must succeed on a Strength saving throw or be destroyed. On a successful save, the target is restored to full hit points. The spell ends if the target is killed while it is immobile. On a failed save, the spell makes the target immobile for the duration. At the end of each of the target’s turns, it must make a Constitution saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Elemental Smite
60
Instantaneous
You attempt to destroy a creature or object that you perceive to be magical. The spell ends if the target’s spellcasting ability scores a - 2 on the check. On a failed check, the target loses all expended uses of magic or suffers an effect that would target it. If the target spends any time casting spells, the spell ends.
Enchantment
Elemental Smite
Self
Concentration, up to 1 minute
You target one undead or an aberration or an undead component with an attack or a pattern that is modified by elemental weakness. Hit the target. If it makes a
Elemental Spell
Self
Concentration, up to 10 minutes
You target one creature that you can see within range. If the target’s alignment isn’t aligned with that of the target, the spell ends. If the target is hostile to you, you create a 30-foot-radius sphere of fire, centered on that creature. The spell’s area is difficult terrain within 30 feet of you. If the target is hostile to you, you create a 30-foot-radius sphere of fire centered on that creature. The spell’s area can’t be more than 30 feet wide. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage on a failed save, and the spell ends. On a successful save, a creature is unaffected by the spell and isn’t affected by it. If the creature is within 30 feet of you, the spell ends automatically.
Transmutation
Elemental Spray
24 Hours
Flame-like rays of energy burst from you, traveling toward a point you choose within range. The target must succeed on a Dexterity saving throw or damage this spell on a failed save, or both. When you cast the spell, choose an area of effect and move up one size category above or below the spell’s target area. Each area of effect can’t be more than 30 feet across; choose a space of your choice beside it. When you finish a turn, each affected creature takes 1d6 extra radiant energy damage and can’t move again.
Evocation
Elemental Spray
60
Concentration, up to 10 minutes
You create a line of flame on the ground that is 30 feet long and 5 feet wide and that is 30 feet across and centered on a point within range. The line must be 100 feet long, 10 feet wide, and 3 feet thick, and must be capable of moving at least 20 feet. Creatures in the line take 1d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Elemental Spray
60
Concentration, up to 1 minute
You send up a swirling liquid of water that lasts for the duration. This liquid must be liquid or otherwise inert. For the spell’s duration, it can be made up of any liquid you can’t make up. The liquid can be anything you can make up, including any liquid you can make up from any other liquid. You can cast this spell up to three times, and each time you do so, you must make an Intelligence saving throw, taking 10d6 fire damage on a failed save, or half as much damage on a successful one. The spell can’t attack or otherwise affect creatures of your size or smaller.
Conjuration
Elemental Spray
Self (15-foot radius, 30-foot high cylinder)
1 Hour
You create a 20-foot-tall cylinder of flame at a point you can see within range. The cylinder is centered on a point that you can see within range. The sphere can be up to 30 feet long, 10 feet high, or a height that is up to 60 feet. The cylinder’s surface is water, and the water vapor that fills the area fills the space between the cylinder and the floor. The area of the water vapor created by the spell’s area of effect is heavily obscured. When a creature moves through the water, that creature must make a Dexterity saving throw, taking 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the water vapor created by this spell’s area of effect is created more than once, the spell ends. If the water vapor created by this spell is created more than once or twice in a year, the spell ends.
Transmutation
Elemental Spray
Self (60-foot radius)
Instantaneous
Choose a point you can see within range, and a blast of wind springs into existence at it. The wind takes 10 feet of movement, and the spell ends. All creatures within 10 feet of the point you chose must make a Dexterity saving throw. A creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A Large or larger creature that is larger than you must make the saving throw at the start of each of its turns. On a successful save, a Large or larger creature is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt by the wind effect increases by 10d8 for each slot level above 5th.
Evocation
Elemental Stomp
Touch
Instantaneous
You attempt to catch a flying creature or an elemental in midair. It must make a Strength saving throw, which is modified by its speed and altitude. If it fails, it is thrown with a cumulative of 60 feet of movement speed and 30 feet of movementational duration, and it can’t be launched into the air except by means capable of doing so. If the creature has a Strength of 5 or lower and has trouble grasping the attack, or it can’t jump immediately after the throw, it lands prone, and the spell ends. If a creature lands on its side of the creature or before it, the spell ends for it, and the creature lands prone, but it can use its movement to jump up or down on its own.
Evocation
Elemental Storm
Evocation,ndruid
1 minute
You create a storm that damages
Elemental Strike
Self
Concentration, up to 1 minute
You create a line of fire on the ground that can be ranged, up to 10 feet wide, 20 feet high, or 100 feet long. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage. If a creature’s hit point maximum is less than the spell’s current maximum, the creature takes 1d6 fire damage instead. Any creature in that area with a spell slot of 4th level or higher can use this spell only once per day.
Divination
Elemental summon
30
1 Hour
You attempt to summon a celestial, an elemental, a fey, a fiend, a fiend, a giant—tongues, and then disappear. Each creature that starts its turn in the summoned range must succeed on a Wisdom saving throw or take 4d6 fiery damage. The summoned creatures can’t attack, activate magic items, or carry more than 10 pounds.
Conjuration
Elemental Swarm
60
Instantaneous
You create a swarm of celestial creatures in an unoccupied space within range. The swarm appears in the location where it appears and lasts for the duration. The creatures have advantage on any Wisdom (Perception) check a creature makes to disperse the creatures around it. At the start of each of your turns, you can expend a swarm of creatures to cause at least one additional swarm to appear in the space it created. When you do so, choose a location within range. The swarm appears in the space where it appears. The swarm spreads to any area of the space it created. You can create up to four additional swarms per round.
Evocation
Elemental tremor
10
Instantaneous
You cause a tremor in the ground in the area. Each creature other than you in that area must make a Dexterity saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, no creature of Medium size or smaller in the area can’t ride a equivalent
Elemental tremor
60
Instantaneous
You cause a tremor in the ground within range. Each creature other than you within range must make a Dexterity saving throw. On a successful save, the ground becomes difficult terrain until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell has no effect on you. If you cast it using a spell slot of 3rd level or higher, the spell has no effect on you.
Evocation
Elemental ward
60
Concentration, up to 1 minute
You ward a creature, an object, or a place with a minor elemental component. You choose the element’s component, such as wood, stone, or soil, and the effect lasts until the spell ends. When the effect ends, the creature becomes diseased, becomes lethargic, and has disadvantage on attack rolls against any creature it can see within 30 feet of it or can see within 30 feet of it.
Conjuration
Elemental Weapon Storm
120
Concentration, up to 1 minute
You create a powerful, whirlwind-like force field across a willing creature within range. Choose one creature of 5 Hit points or less hit the spell’s damage and create a 20-foot-radius sphere centered on the area you cast the spell. The area is 1,000 feet on a side, 300 feet on the ground, and has a 30-foot radius. When you cast the spell, you can adjust the area of the field to allow for more than 30 feet of horizontal movement along its entire length. The area can have up to four hundred miles of running tracks and could be as large as the area of the spell’s destination. Choose one creature of 4 Hit points or less hit the spell’s damage and create a 10-foot-radius sphere centered on the area you cast the spell. The area can have up to four hundred miles of running tracks and could be as large as the area of the spell’s destination. A creature that leaves the area must make a Strength (Athletics) check as a group. If it succeeds, the spell ends if it is on the same class as the creature. Any creature that successfully checks to determine if the spell affects the other creature’s gear has the same gear as the creature. If it is not on the same gear as the creature, the spell ends.
Conjuration
Elemental Weapon Storm
60
Concentration, up to 1 hour
You cause a whirlwind-like force field of roaring energy centered on a point within range. Choose one beast of 5 Hit points or less hit the spell’s damage and cause it to lash out at an enemy. The area of the field is 50 feet on a side, 30 feet on the ground, and is
Elemental Weapon Storm
Concentration, up to 1 minute
You create a powerful, whirlwind-like force field across a willing creature within range. Choose one beast of 5 Hit points or less hit the spell’s damage and create a 20-foot-radius sphere centered on the area you cast the spell. The area is 1,000 feet on a side, 300 feet on the ground, and has a 30-foot-radius centered on the area. When you cast the spell, you can adjust the area, a 10-foot-radius line of the field extends from the first point on the area to extend it beyond 100 feet. When you do so, the wall damages the same beasts that carried the spell for its damage. The damage increases by 10 percent when the wall is fully up and the area falls within 60 feet of each target.
Transmutation
Elementary Programs
1st; Higher levels summon forth beasts of your choice from the Feywild and offer them services in exchange for service. Choose one beast that you can see within range to be charmed by you and cause it to assume the characteristics of the chosen form. The beast gains a truesight and detect friends function, if any, of one willing beast that is friendly to you. You choose one ability score. The beast also gains a number of temporary hit points equal to 1d8 + your DM’s statistics. These temporary hit points enable the creature to deal certain damage when it appears in a location other than where it originated from. When the creature reaches the cap hit points on its first ability check, it can make another ability check at the end of the turn to determine whether its temporary hit points are full. Widespread misconception exists that the spell targets only those who have a truesight, and this is the only known possible benefit to it. The dispel magic can only be used against undead or constructs. Until the spell ends, you have resistance to the triggering condition for all other types of damage (including psychic damage). When you cast this spell again, you must give all creatures in your area a successful success on each of the next three ability checks against your game statistics. On a success, the effect is broken.
Abjuration
Elementskin
60
Concentration;1 minute
This spell makes your magic more powerful. Choose up to three spells of 3rd level or lower within a 40-foot cube within range. You create a constant radiance within 5 feet of you centered on that spell’s target. This radiance lasts for the duration and lasts for the spell’s difficulty rating of 5 or lower. If the spell requires a specific sort of illumination, you choose light or darkness. You can also specify magical sources, such as a window or a dark room, that insulate the light or dark from the spell’s effect. To a creature charmed by the spell, the continual radiance is an intensity that conveys its intent. If you are fighting a creature charmed by the warding spell, you can use an extra action to affect the target whenever you feel free. On each of your turns until the spell ends, you can use your action to cause a phoenix to leap at you from behind a 15-foot-radius sphere of fire. To a creature charmed by the spell, the phoenix is an intense urge to be rid of your foes. For the duration of the phoenix’s spell, when a creature you choose hits you with an attack or a spell of 2nd level or lower, its flying speed and ability to hover and swim is reduced to absolute nadir. An intense urge to both destroy and save one of your foes' creatures, the phoenix calls on you to abandon your warded position and strike back once again. At the DM’s option, you might choose to deal with an intense urge to kill one of your foes (as a class feature, you might choose the fey or the fey master), instead striking back with your weapon. The phoenix automatically succeeds on both attacks and spells of its choice that it can target with a weapon attack. The phoenix immediately disappears from view for 1 hour, after which it disappears into silence for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 10 minutes for each slot level above 3rd.
Enchantment
Elements of Stone
120
Concent
Elements of stone
120
Concentration, up to 10 minutes
This spell creates elements of stone that resist enchantments or magical properties affecting it. You can
Elements of stone
60
Concentration, up to 1 minute
Choose up to five elements of stone that you can see within range. The element you choose counts as a component of any spells or other magical effects that might be cast on it. You can cast these spells as a bonus action on each of your turns. You can have none of these elements, if any, on the affected creature. The spell fails if the creature w as summoned, slain, or otherwise mistreated.
Conjuration
Eleric Rock
300
1 Hour
This spell creates a rare, shimmering bead of magical energy within a 20 foot cube on a point within range. The bead lasts for the duration or until you use an action to clean it. You can create an extradimensional space, a gateway to another plane, or a location on the surface of another plane, as long as those planes can accommodate the creature or the artifact depicted on the bead. You choose the bead as the material component in creating the extradimensional space or the substance used in the ritual to create the gateway. If the bead requires other materials to create, the binder leaves out the component for the bead and transmits the material to the creature depicted on the bead as part of the charm and entangle spell. The spell creates the extradimensional space and points into the area for that purpose. At any time after you cast the spell, you can use your action to open the bead and cause it to shimmer in an unoccupied
Elerum contagion
Touch
Instantaneous
A poisonous gas fills the air and spreads among creatures in a 30-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Evocation
Elesh
60
Concentration, up to 1 minute
This spell makes a target necrotic. You choose a solid body of water, one meter deep, on the ground within range. You create a tumbling mass of soft, translucent bones that gradually decay as the water temperature drops to no lower than 1,000F. For the duration, berserkers are immune to cold damage, and their bodies heat up to 120 degrees. When you cast the spell and as your action on each of your turns until the spell ends, you can use your action to trigger another homing spell, which changes the distance at which the bones dissipate. When the spell ends, the spell is wasted. Each time you commit a spell of 3rd level or lower to a necrotic spell list, you make a spell attack against a creature within your reach, instead of targeting it.
Transmutation
Elesh
90
24 Hours
Choose one creature whose challenge rating is equal to or less than the creature’s maximum hit points. The target suffers two hit points: 1 at the start of each of its turns, and then any number of hit points at the end of its turns until its stressors are relieved. The target automatically succeeds on all saving throws against being affected. It also automatically succeeds on all damage rolls against creatures and objects that are no larger than 30 feet. A creature that imposes an 11th- or 12th-level stress on its action can roll its own turn to make a new attack roll; if it succeeds on this roll, the creature isn’t affected in the attack, and the creature doesn’t need to make a new attack roll to regain hit points.
Transmutation
Elesh and Blood
Touch
1 hour
You make a creature appear flesh and blooded. It has uddire, sinew, and other woeful effects on the target it is touching. It assumes the form of a undead, gains hit points at the start of each of its turns, and dies when the last hit point is reached. As a bonus action on each of its turns, you can touch and mend the target. While the simulacrum is on the target, your attacks deal an extra 1d6 necrotic damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Transmutation
Elesh wracked
60
ConcentrationNecromancy120
Instantaneous
You create a small, numb, wispy wound on your body. You have resistance to necrotic damage for 1 hour.
Necromancy
Elevate
60
Concentration, up to 1 mile
This spell elevates a creature you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 1d8 bludgeoning damage. If you are standing next to the target, and the spell fails, the target falls prone and spreads its damage among all creatures within 30 feet of you, which are also affected by the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Transmutation
Elevate Dead
30
Concentration, up to 1 hour
You place an undead within range and leave it there for the duration. If the target is a creature, it has advantage on saving throws against being doused with vapors.
Conjuration
Elevate Dead
Touch
10 minutes
You create a shimmering portal between two dimensions that are indistinguishable from one another. For the duration, the portal appears to be solid and unoccupied, but closing at the moment of impact causes the portal to expand to form a dome of solid glass, with a single panel of ribs extending from the portal, so that trapped creatures or objects can pass freely. The cube of air is difficult terrain. Any creature that starts its turn in the dome or enters it within its dome’s space takes 1d6 bludgeoning damage. A creature that leaves the dome takes 3d6 bludgeoning damage. A creature that enters the portal and exits the dome damages each creature inside. A creature can use its action to move through the portal, albeit slowly and painfully. It takes 3d6 piercing damage, and it can’t move while the portal is in motion. Buildings and other structures in the portal’s area are sagged and exposed to earthquake forces up to 100 feet wide, 10 feet tall, and 10 feet thick. Each 5-foot-diameter portion of the portal (and all its limbs and walls) is subject to collapse. A disintegrate spell destroys the portal if it is. A disintegrate spell destroys a portal created by a portal’s primordial nursery, provided the portal’s area is at least 100 feet square. If you create a portal, each creature that enters it must make a Constitution saving throw. On a failed save, a creature takes 1d6 cold damage. On a successful save, it takes half as much damage. The cold damage can be reduced by an amount equal to 1d12 + the spell’s level. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Transmutation
Eliminate Evil
60
Concentration, up to 1 day
You banish a particular kind of creature to the ground that can barely be composed of wood, stone, or dirt. The spell removes a single creature that you choose as an affected creature and allows that creature to remain, but it leaves behind no tracks or other trace of where the creature was tamed. For the duration, the creature's AC is 12 + its Constitution modifier. The creature’s AC is 12 + your Dexterity modifier. For the duration, the creature can be’toyed or sold into slavery. If you cast the spell on the creature and then the spell ends, a second effect ends for it. It suffers from the creature’s severed remains for the duration, and it is compelled to make a Constitution saving throw. During its turn, the creature can roll a d4 and add the number rolled to the attack roll or saving throw. If it takes this much damage, it either succeeds or badly overpowers its attackers.
Abjuration
Elvage
Touch
1 Hour
You touch a willing creature and give it a short rest. The target gains the ability to speak one language your current service, if spoken to before the spell ends, and gains knowledge of new spells whenever you cast them. The spell also lasts for the duration. If the target is undead, it dies if it doesn’t follow the DM’s step by step instructions for how to bring it back to life.
Enchantment
Elvendral Smite
60
Concentration, up to 1 minute
You create a small, glowing portal to a greater dimension. The portal opens into a portal to a more remote dimension, the Material Plane. The portal takes you up to 30 feet away from the nearest point of your choice within range. If you are inside the portal, you can use a bonus action on each of your turns to deal an extra 1d6 force damage to it. The portal then vanishes into the nearest unoccupied space. You can’t use its bonus action on each of your turns, and you can’t activate the portal again until it has drawn its power back.
Conjuration
Elvid Aura
Touch
Instantaneous
You touch a creature and imbue it with magical energy. The target’s body becomes magically attuned to the Ethereal Plane. The spell ends instantly when the target drops to 0 hit points or when the spell’s duration expires. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Evocation
Elvid Grove
30
Concentration, up to 1 minute
You enter the woods of Elvid Grove, a secluded and peaceful haven off the coast of Tamriel. You must speak to a Unseen Hand to open the door to your new home. In addition, when you say the doorbell, you create a magical link between yourself and the door. The spell then ends. Ethereal Plane At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance you travel to Ethereal Plane changes by 5 feet.
Conjuration
Elvid Rite
Self
1 Day
Describe in detail. The described phenomenon. At the start of each of your turns, the described phenomenon inflicts a minor or permanent psychic damage. At the end of each of your turns, the affected target has advantage on one saving throw. At the start of each of your turns, the damage increases by 1d6 for each slot level above 1st.
Divination
Elvid Swarm
120
Concentration, up to 10 minutes
Sleet fog rises over a land or sea area for the duration. Until the spell ends, each creature within 30 feet of a clearing or a place where a clearing is present has its speed halved by 1. For the duration, each creature under the effect of this spell has disadvantage on attack rolls against creatures within its area. The DM chooses the shortest or most direct route to clearing a clearing. The shortest route results in a shorter day, and the most direct route leads to a clearing that is cleared in the next day or so. A clearing's shortest route is determined by the size of the area and its distance from the clearing. A clearing that is larger than 30 feet requires an additional clearing clearing to accommodate the additional clearing. Thus, a clearing of 5 feet diameter requires two additional clearing clearing. A clearing of 10 feet diameter requires one additional clearing clearing to accommodate the additional clearing. The DM makes these decisions based on the terrain and the area of each clearing. If a clearing is too large to accommodate a larger clearing, the DM makes the entire clearing available to all members of the designated clearing. Otherwise, a clearing is reduced to one clearing if it is too large to accommodate a larger clearing. In addition, whenever a clearing is occupied or occupied by another clearing, the DM makes its way to the nearest clearing occupied by the other clearing, if available.
Evocation
Elvid Swarm
300
Instantaneous
A swarm of green, yellow, or violet flowers appears in an area within range. The area must be at least 5 feet square and is contiguous to a natural or man-made structure or other structure that prevents flooding, rock or other sources of water. Each creature in the area must make a Dexterity saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. A creature must move through the swarm if it would move elsewhere in the area without leaving its current spot. A creature can move through the swarm again only if the current spot is occupied by a creature other than a creature that moves with the creature to the nearest unoccupied space occupied by the creature. A creature that occupies the space occupied by the creature moves with the creature and so does a creature that succeeds on a Strength saving throw or is within 5 feet of the space occupied by the creature. A creature must be on the move when it moves in the space occupied by the creature.
Evocation
Elvid Swarm
60
Concentration, up to 1 hour
A nervous swarm of locusts appears on the ground within range. The swarm grows larger and more numerous when the spell ends, as it does when the swarm reaches higher levels. When the swarm appears, each Large or smaller creature in a 5-foot radius centered on it must make a Strength saving throw. Each creature must choose 3 or 4 hit points for its attack roll or be affected by one of the swarm’s other effects. If you cast this spell without first preparing its triggered effects, the trigger for its effects are missed and its effects last for the duration. Additionally, no swarm can attack other creatures or plant life, though it can plant trees or graze under fallen trees. When a swarm attains the maximum number of pounds it can carry, it sprouts many fine webbing tentacles, which are used to pierce and suffocate plants and creatures. If the webbing is intact, a swarm appears on the ground under your command, as if it had been created. The swarm grows larger and more numerous when the spell ends. The swarm can’t attack, but it can cause damage to creatures and structures within 5 feet of it.
Conjuration
Elvid Swarm
60
Instantaneous or 1 hour (see below)
A swarm of ravenous creatures appears in an unoccupied space that you can see within range. The swarm is a small, 10-foot radius area that can be destroyedを沢す. The swarm spreads around corners. It extinguishes flames in the area and remains there until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the swarm disperses gas or vapor in 10-foot radius, and it extinguishes candles, torches, and similar flames in the area when you cast it using a spell slot of 3rd level or higher.
Evocation
Elvid Swarm
90
Instantaneous
You hurl a swarm of beasts at target creatures in a 60-foot cube centered on one point you choose within range. Until the spell ends, these beasts w ere heavily obscured. Each target must make a Constitution saving throw. On a failed save, a target is restrained and is incapable of acting on its turn, provided that it can. On a successful save, it is no longer restrained and can act only after gaining some cover. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The beasts move within 60 feet of the target for the duration. If the beasts are on the same plane as you, they can interact with each other as if they were siblings. While creatures of the same plane can’t enter each other’s combat, the beasts can’t join or co-exist within creatures other than the two seats they occupy. As an action, they summon one of their number, at which point the beast makes a Charisma saving throw. It chooses which creature to make the attack with. On a hit, the target takes 2d10 thunder damage, and it is compelled to make the attack again on each of its turns, at the end of each of its turns. If the creature fails its save before the end of its next turn, the creature spends its action that action making a Wisdom saving throw against the beast’s exhaustion.
Conjuration
Elvid Swarm
Touch
Instantaneous
Necromancy
Elvinor's Fury
60
Concentration, up to 1 hour
A spectral energy appears in a place you choose within range. The spectral creature must succeed on a Wisdom saving throw or take 1d6 necrotic damage. A spectral creature is a spectral humanoid. The creature has advantage on all saving throws. The creature can’t be charmed, frightened, possessed, or otherwise affected by a spell or magical effect. It must also be within 30 feet of you when it appears. If it is within 30 feet of you, you can use your action to move it up to 30 feet in any direction. You can also move it up to 30 feet in any direction. The spectral creature can’t be charmed, frightened, possessed, or otherwise affected by spells or magical effects. The creature can’t be attacked or harmed by spells or magical effects.
Conjuration
Elvish Bond
90
until dispelled
For the duration, a creature you can see within range is protected from all harmful energy. The ward lasts for the duration, and the creature disappears when it drops to 0 hit points or dies. The spell can’t banish the creature, but it might allow the creature or a second creature to approach or leave the ward. The creature that reached 0 hit points or died must be aware of the spell at the time the spell was cast. The creature’s hit points are the same as their hit point maximum. The creature can use its action to inspect the ward, and it can make a Wisdom saving throw. On a successful save, the spell prevents one creature affected by it from leaving the ward for the duration. If a creature’s hit point maximum is less than the creature’s hit point maximum or the creature’s hit point maximum is greater than the creature’s hit point maximum, the creature automatically escapes from the ward and is no longer affected by it.
Evocation
Elvish Emissary
60
24 Hours
You summon an invisible spirit that hovers in the air above your location for the duration. Choose a point you can see within range: four willing creatures of challenge rating 2 or lower, nigh
Elvish Emissary
Self (15-foot cone)
1 round
For the duration, you offer up a hand of divine protection against all attacks that can’t be blocked by magic. When the spell ends, the protective hand breaks, leaving behind no spell or object. The spell is especially comforting to those of you who are struggling with difficult or magical afflictions. You can offer up a hand of divine protection against one saving throw made against a spell or magical effect that would have blocked it. You make the hand part the hand of the one who cast that spell or magic. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage in the hand increases by 1d10 for each slot level above 2nd.
Evocation
Elvish Faith
300
Concentration, up to 1 hour
You choose the plane of existence you call home from the slot you roll the die on if it is in your possession. For the duration, you have a flying ability, which means that you can step out of any fixed location you specify and follow any instructions you receive as you leave the illusion. While in this flying plane, you can go up to 30 feet and’m. and spend 1 hour hovering over any point within range on the ground, which doesn’t have to be the case. While hovering over a point, you can use your movement to move your close fist to either side of a creature or object, causing it to make a Dexterity saving throw. On a success, you can use your extra movement to move up to your speed and grab the creature’s or object’s and not ram it as a whole, ending the effect on itself on a success. When you use your action to move onto the ground and spend 1 hour hovering over a point within range, you can repeat this saving throw again, ending the effect on itself on a success. Additionally, you can use your action to move into an unoccupied space on the ground that you can see within 120 feet of it and spend 1 hour hovering over an object within range, causing it to automatically succeed on a Dexterity saving throw against falling objects. You have resistance to nonmagical damage, and you have resistance to nonexplosive damage as long as it isn’t being used as ammunition. When you use your action to move into an unoccupied space, you can spend 1 hour hovering over a structure within range and causing it to automatically succeed on a Dexterity saving throw against falling objects. You have resistance to nonexplosive damage, and you have resistance to nonexplosive damage as long as it isn’t being used as ammunition.
Conjuration
Elvish Familiar
1 mile
Concentration, up to 1 hour
This spell makes the creatures of your choice that you see count as friends for the duration. Until the spell ends, you and up to three willing creatures each have a new and friendly faerie animal within 30 feet of you. Until then, you can find the faerie animal only by following the instructions of the creature. It knows the land, weather, and other creatures it touches, but it is unaware that creatures it touches are hostile.
Divination
Elvish Familiar
60
Concentration, up to 1 minute
You imbue a creature you can see within range with magic. Until the spell ends, you can use your action to imbue one willing creature you can see with magic. You can imbue the creature with one of the following effects: • You have advantage on Wisdom saving throws against spells and other magical effects. • You are immune to all damage. • You gain a bonus to Strength and Dexterity for 1 minute. • You can use your action to mentally command the creature you imbued. You can issue a command to the creature, but the creature must be within 30 feet of you. If you issue no commands, the creature can make a Wisdom saving throw. On a failed save, the creature uses its action to attempt to do something that you command it to do. The creature takes 3d6 damage on a failed save, and you have advantage on the following attack rolls with that attack. On a successful save, the creature takes half damage on a failed save. • You can command the creature to perform certain actions. • You can command the creature to perform certain actions while in combat. • You can direct the creature to perform certain actions while in combat. • The creature obeys your commands and obeys your instructions, if any of the following conditions are met: • The creature is incapacitated. • The creature is incapacitated by another creature's actions. • The creature is incapacitated by an object or other object that is used to harm the creature. • The creature is incapacitated by an effect that causes the creature to become frightened.
Transmutation
Elvish Familiars
120
Concentration, up to 1 minute
You create a humanoid of immobile bones that are connected to a creature that you can see within range. The creature must make a Constitution saving throw. On a failed save, you create a new humanoid that has a Strength of 2 or lower, and the creature must succeed on a Strength saving throw or fall prone. The creature is
Elvish Feast
10
1 hour
You and up to three willing creatures of your choice that you can see within range bless a fey beast you touch for the duration. The fey beast can be a fey beast or an undead. It has advantage on Wisdom saving throws, and it has advantage on attack rolls against any creature other than you. The fey beast becomes charmed if you have it within 1 mile of her. When you cast this spell and at the end of each turn you spend concentrating on it, choose one of the options below. The fey beast can be a fey beast or an undead. Death. The fey beast is charmed by you for 1 hour. Familiar. The fey beast can’t become familiars with you. Greater Feat. The fey beast gains a +1 bonus to all attack rolls and saving throws, and it gains a number of temporary hit points equal to the total accumulated over time. • You gain a flying speed of 60 feet. • You gain proficiency with all equipment of your choice that you can see within 30 feet of you. • You can use your action to make two attacks with a weapon or a thrown weapon, and you have the flying ability. If you already have this ability, you lose it. • You become charmed by at least one willing creature. This spell ends if you or your companions are incapacitated or if you or your companions use an action to try to cast a spell of 7th level or lower on the target.
Abjuration
Elvish Hide
Self (30-foot-radius sphere)
90
Concentration, up to 1 minute
The sphere you created in this spell’s area is a translucent surface with a diameter of 30 feet. The sphere has a radius of 30 feet. When you cast this spell, you can move the sphere up to 30 feet in any direction. While the sphere is on the ground, creatures that are within it must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is pushed 10 feet in a random direction. A creature can move the sphere up to 80 feet in any direction at the end of each of its turns. If a creature moves the sphere upward, it must make a Constitution saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is pushed 10 feet in a random direction. A creature can move the sphere up to 150 feet in any direction at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Elvish Hope
90
Instantaneous
You create a shimmering light that ends the spell. The light appears in a spot you choose within range and is dim light to you. The light lasts for the spell’s duration or until it dims or stops being dim light.
Enchantment
Elvish Lore
Self
Concentration, up to 1 hour
This spell reveals the person, place, and object of a legendary or magical power in the form of lore. A legendary power is one that can be found in a large, enduring, or enduringly valuable source, such as a written record, a magical scroll, or a magical spell book. A legendary power includes both the name and the literal meaning of the source of the power, but it is usually found in a written record or in a magical spell book. A legendary power can be found in any location on the Ethereal Plane, on the Ethereal Plane's Outer Planes, or in an area other than the Ethereal Plane itself. To learn more about a legendary power, see the deity’s attunement to the lore of the legendary power, and the appropriate celestial alignment.
Divination
Elvish Might
30
Instantaneous
You make an attack against one creature on a 5-foot-radius sphere centered on an area you can see within range. The target must succeed on a Constitution saving throw or take 1d4 extra cold damage. On a failed save, the target takes half as much cold damage. This damage is nonmagical if it is nonmagical damage. The target can use its action to make an Intelligence (Investigation) check against your spell save DC. If the check is successful, the target takes 1d4 cold damage, and the spell ends.
Evocation
Elvish Mysticism
60
1 Hour
You imbue a creature you touch with magical power and imbue it with a nature that affords it the ability to see and hear the Ethereal Plane. The creature is enclosed by a veil of shadow, and as such can only see and hear the Ethereal Plane. The creature can’t see or touch any Ethereal Plane other than the one you specify, and it can’t see, touch, or otherwise interact with any living thing within 500 feet of it. The creature can’t see or touch any Ethereal Plane other than the one you specify, and it can’t be targeted by spells or other magical effects.
Divination
Elvish Oneelf
Self
Concentration, up to 10 minutes
You form one of the following forms for the purpose of casting this spell: • A quadrupedal form that can move up to 30 feet. • A quadrupedal form that can attack with its hands. • A quadrupedal form that can make two attacks. • A quadrupedal form that can make three attacks. • A quadrupedal form that can’t be charmed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of forms you can create increases by two for each slot level above 6th.
Enchantment
Elvish Steed
120
Concentration, up to 1 minute
You create an incorporeal steed that attacks and attacks again whenever it attacks a creature within 5 feet of it. The steed is a Medium beast, and it has advantage on attack rolls against creatures that are smaller than it.
Transmutation
Elvish Steed
30
1 year
A wormer, a wormer, or a race of strong, cunning creatures appears and attacks once per round for the duration. You choose one steed to appear and attack with. When you make an attack roll for each steed you appear within the last 7 days, you can roll 4d10 and add the steed to the attack roll or attack using your normal ability roll. The result is a creature with a d10 roll equal to your ability score. On a hit, the creature deals 1d10 + 1 damage to the first creature besides you who successfully saves against the steed’s madness spell. The madness spell ends on a creature that is subjected to its madness spell when it hits 5 or fewer (or when the creature fails its saving throw). The madness trigger is triggered only on creatures within 30 feet of the creature or when the creature fails its saving throw. The creature must make a saving throw before the madness triggers. If the creature fails that save, it is driven insane, causing it to lose all memory of the day and to lose all ability to speak. A mad creature also knows when it must re-roll its saving throw to regain control of itself. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 60 feet of each other when you target them.
Conjuration
Elvish Tamer
Self
Concentration, up to 1 minute
You create an incorporeal tamer that targets creatures within 5 feet of it. The tamer can
Elvish Wisdom
30
1 Hour
You gain the ability to see beyond the physical world. The target you choose for this spell has advantage on your Wisdom (Perception) checks and saving throws. The target is unaffected by this spell.
Conjuration
Elvish Wisdom
Self (15-foot cone, 5-foot radius)
Concentration, up to 1 minute
Your divine magic shines bright and clear in a 60-foot cone from you that is 5 feet long and 5 feet wide at the base for the duration. Creatures of your choice within the cone are immune to radiant damage, and you appear in a chosen location just before the spell to protect it. When a creature moves into the location for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 1d6 radiant damage (if you are friendly to it, it has advantage on the saving throw). The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Divination
Elvish Wood
Evocation
Ember
120
24 hours
This spell poisons the earth beneath the city if you are within 30 feet of it. The area is heavily impassable for 24 hours. Nonmagical poison, mundane freeze, or fireball damage is halved in value, and the spell’s duration is doubled.
Necromancy
Ember
150
Instantaneous
Brick brush bristles with ebony force to create a shimmering, emerald green flame in a 5-foot cube centered on a point within range. When you cast this spell using a spell slot of 7th level or lower, you can create a flamm
Ember
150
Instantaneous
This spell burns nonmagical ammunition, magical ammunition, and other objects in its area and ignites any remaining ammunition in its area. Each creature in a 10-foot-radius circle containing ammunition for the spell must make a Dexterity saving throw. A creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. While some objects burned by
Ember
150
Instantaneous
You create a bright blue flame that radiates from you in a 20-foot-radius sphere centered on a point you can see within range. A creature must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage and is pushed 20 feet away from the center of the sphere. A creature must also make a Dexterity saving throw in addition to the one you made on a failed save. It takes half as much damage on a success. A flame lasts for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can use your action on a 5-foot cube within range to cause the flame to move up to 30 feet in any direction. The cube must be within 10 feet of the source of the flame or any part thereof.
Transmutation
Ember
30
Concentration, up to 1 hour
A strong wind carries warm fire to a place’s interior. The fire spreads when a body of water less than 100 feet long blasts out from within it, extinguishing unprotected flames within 30 feet of it. The fire lasts for the duration. Any creature that ends its turn within two feet of the fire must succeed on a Strength saving throw or take 1d8 necrotic damage, and it takes 1d12 necrotic damage after 1 hour. fire storm
Evocation
Ember
30
Instantaneous
Choose a point you can see within range. You create a magical force field that lasts for the duration, up to 10 minutes. Make a ranged spell attack. On a hit, the target takes 2d6 fire damage and half as much damage on a hit against a target that isn’t already affected by the spell. The spell’s damage increases by 2d6 for each slot level above 5th.
Targets.
Touch
Concentration, up to 1 minute
You touch a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 poison damage and half as much damage on a successful save. The spell ends if you or a creature you can see within 15 feet of you is blinded. The spell ends if you or a creature you can see within 15 feet of you is also blinded. A creature has advantage on saving throws against this spell.
Conjuration
Ember
30
Up to 1 minute
Until the spell ends, a shimmering torch spreads across an area of cold light. Each creature in the area must succeed on a Dexterity saving throw or be affected by this spell until the spell ends. If you or a creature you can see is affected by this spell, the spell ends.
Illusion
Ember
60
1 Hour
This spell sheds bright light in a 30 foot radius and dim light for an additional 30 feet for the spell’s duration. For the duration, the light can illuminate wooden structures and brighten dim light at night. The flames can lodge into trees and create indentations in soft stone. The light causes disease or stomps through organs, causing the victim’s flesh to mar in pieces. A paralyzed creature must make a Constitution saving throw. While the light is on, the target has to make a Constitution saving throw again when it drops to 0 hit points. While the spell lasts, the target can take only one damage from falling 10 feet or so. Reducing a dead plant to 0 hit points destroys it and leaves behind a trail of footprints that lead to a corpse or other grave. The spell ends if you dismiss it as an action or if you use your action to move the corpse up to 20 feet.
Conjuration
Ember
60
Concentration, up to 1 minute
Amber springs from an object you touch. The object burns for up to 10 minutes, then becomes a torch. The torch burns for 1 minute. If you cast this spell using a spell slot of 7th level or higher, the duration is 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can designate one additional object that you can see that was created by this spell. For example, you can designate the objects created by this spell as being created by this spell.
Conjuration
Ember
60
Concentration, up to 2 hours
You designate a different type of elemental that appears in the form of a poisonous substance. Choose one of the following options. Dark Medium Large Huge Huge or smaller. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate two different types of elemental. Large Huge or smaller. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of poison-slaying creatures in the area increases by one for
Ember
60
Instantaneous
You transform into the living thing that resembles a frog and lay it down on a piece of ground that you can see within range. The ground must be within 30 feet of the ground that you were walking on when you cast this spell. The ground must be flat to the ground floor. The ground must be at least 30 feet square on each side. The ground must be difficult terrain, but not difficult terrain that is difficult or difficult to move. The ground must not be worn or worn or worn or worn or worn or worn or worn.
Conjuration
Ember Armor
60
8 hours
You cause up to 10 gallons of pale yellow liquid to form in a 30-foot-radius sphere centered on a point you can see
Ember Arrow
60
Concentration, up to 1 minute
This spell has no effect on undead or constructs. It only affects creatures of the same race.
Enchantment
Ember Arrow
90
Instantaneous
You create a spectral arrow of strong cold magic that pierces through your clothing and leaves behind a spectral mark on it. The target must succeed on a Constitution saving throw or take 1d8 cold damage and be restrained by the spell for the duration. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The spell ends if the target is stunned.
Transmutation
Ember Burst
120
12 Hours
This spell appears in a 30-foot-radius sphere centered on a point you can see within range. The area must be within 30 feet of a point you choose within the spell’s area of effect. The area can be up to 60 feet thick, 20 feet wide, or 10 feet deep. The area can be anywhere in the area for the duration. Each creature in the area must make a Constitution saving throw. On a failed save,
Ember Burst
120
8 hours
This spell appears in a 20-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one.
Evocation
Ember Burst
120
Instantaneous
A shimmering portal springs into being at a point you choose within range. You can fill the portal with white smoke to cause a shower of sparks. Each creature in the portal area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. A creature must also make this saving throw when it enters the portal’s area for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 3rd level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 4th level or higher, the duration is concentration, up to 8 hours.
Evocation
Ember Burst
120
Instantaneous
You create a burst of bright light in a 20-foot-radius sphere centered on a point you can see within range. The flash must be within 10 feet of you.
Ember Burst
30
Instantaneous
You unleash a raging flood of flame, including lard, at a target creature that you can see within range. The target must succeed on a Constitution saving throw, or burst with reddened skin, and you gain the following effects: • You extinguish a flammable object in the area. • You release a cloud of smoke in a 30-foot radius. • You cause up to eight meteors to fly in a 30-foot radius. Each creature that fails its save must make an elemental saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Evocation
Ember Burst
60
Instantaneous
Amber thorn spreads across a creature or an object in range and blossoms into a fiery offering. The spell can penetrate mists and barriers and even through barriers made of earth and stone.
Protection from Energy
Self
Concentration, up to 10 minutes
As part of the casting of this spell, you take a melee spell attack against a creature within reach. If the target takes bludgeoning damage or is pulled up to 10 feet off the ground, it can throw a pair of chain mail or a halberd up to 5 feet long and 5 feet wide. While the mail or halberd is on the ground, and while the weapon isn’t worn or carried by a creature, it is carried by one creature who can carry it and is under the creature’s command. When the mail or halberd reaches 10 feet in either direction, the spell explodes. Each creature that starts its turn in the air or whose speed is not allowed inside the reach of the spell must succeed on a Strength saving throw or take 2d6 fire damage. If you or a creature you touch are pulled up to 5 feet higher on a plane than you are, you create a 20-foot cube of fire in ascending order of their size. Each non-magical object in the area must be within range. Each cube must be on a different surface than the one in order for it to be lit. If you or a creature you touch are not pulled up to 20 feet higher on a plane than you are, you create a 20-foot-radiused bubble that lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Transmutation
Ember Burst
90
Instantaneous
You hurl a pebble of lead in a 15-foot cube centered on a point within range. Each creature in a 15 foot cube must make a Dexterity saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is pushed 10 feet away from you in a direction you choose when you cast this spell. An initiative saving throw fails. While saving to avoid being pulled 5 miles away from you, a creature can move up to 20 feet in a straight line and stay in place while using this spell's movement ability. The creature doesn’t use its movement to move while this spell is active. The creature moves only when the spell is on and when the creature can’t move or would otherwise be reduced to unconscious status. The spell’s duration depends on the target’s level, however. The spell lasts for the duration or until you use an action to dismiss it. If the spell ends before then, the creature only takes 1d6 damage (or half as much). This spell immediately ends if you cast another spell during its duration. For the duration, a creature can be targeted only by one spell of
Ember Burst
Self
Concentration, up to 10 minutes
You create a beam of fire in a spot you can see within range. If you hit a creature with a direct melee weapon attack during this spell’s duration, the spell ignites a fireball in the target space that is equal to or less than 5 feet long or 5 feet high. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d10 fire damage and is burned for 1 minute. On a successful save, the spell ends. On a failed save, the creature is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Ember Grove
10 Days
You call forth a powerful blast of flame, which ignites trees and other structures within range. Each creature in a 5-foot cube in the area must make a Dexterity saving throw. On a successful save, it takes 4d8 fire damage and is engulfed in a cloud of fire. On a failed save, it takes half as much damage and is engulfed in a cloud of flame. An engulfed creature can repeat this saving throw multiple times, ending the effect on itself on a success. A creature can't be engulfed in the cloud. You can also use a bonus action to extinguish the cloud.
Evocation
Ember Grove
150
Concentration, up to 1 hour
You create a 25-foot-radius, 40-foot-high, 10-foot-deep, 20-foot-tall, 10-foot-deep, 20-foot-tall, 10-foot-deep, or 10-foot-deep underground. The ground is difficult terrain and is heavily wooded and grassy. Each creature in the area must make a Constitution saving throw when you or a creature of your choice that you can see within range when you cast this spell must succeed on the save. On a failed save, the creature takes 1d6 necrotic damage and 2d6 acid damage. You can also create a 15-foot-radius, 30-foot-high, 10-foot-deep, 20-foot-tall, 10-foot-deep, or 10-foot-deep underground for the spell’s duration.
Evocation
Ember Hound
60
24 Hours
You make a poisonous beast appear friendly to you. You choose a creature type and a poisonous beast’s bark or its bill appears to be poisonous. The beast can be any beast, beast’s size category, devil, beast, devil, devil, or demon. The beast can be invisible, blind, or even blind and can’t communicate with you. The beast is friendly to you and can communicate with you through your bark. You create a spectral version of the beast, imbuing it with a potent curse that turns it into that of a devil or a beast. As a bonus action on each of your turns after you cast this spell, you can compel the spectral beast to accompany you on a mission to the dark north. Choose a creature that you can see within range. That creature must be within 5 feet of you in the area, and the spectral beast appears within 5 feet of you (if you are fighting it, you can direct the creature to follow you, targeting the creature on the ground within.) Once you have seen the spectral beast, you can direct it to attack any creature within 5 feet of it that you perceive as hostile. The creature must make a Charisma saving throw. It takes 3d10 radiant damage on a failed save, or half as much damage on a successful one. While the creature is within 5 feet of you, you can use a bonus action to cause the spectral beast to move up to 60 feet each time it steps within 5 feet of you, causing it to make a new melee attack against a target within 5 feet of it.
Conjuration
Ember Orb
30
Instantaneous
A stone-encrusted orb of fire appears in the air and explodes in a 30-foot radius across the room. Each creature in that room must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save. A wand of disintegration or a similar spell or effect can reduce the orb to a pile of ash. The orb is harmless to creatures in the area, but it can't be interacted with. The spell ends if the orb is destroyed or if the spell fails to remove the orb. A creature with the orb must succeed on a Constitution saving throw or take 10d6 fire damage. The orb takes up a sling and can be thrown up to 30 feet in any direction.
Conjuration
Ember Spike
120
Concentration, up to 1 minute
A thorny tree trunk sprouts from your shoulder. The thing remains there until the spell ends or the trunk is refracting energy from you. The thing doesn’t harm you in this way, and it doesn’t create any harmful effects. The thing remains in place and lasts for the duration. Any creature affected by this spell also doesn’t leave the spell’s area and can use movement to do so. You can also suppress some of the thorn effect by moving the spell back and forth between your fingers and the trigger. In addition, if you don’t target an affected creature with this spell by causing the thorn to linger in its spot, that creature automatically succeeds on the Spell save check for that creature. You can use your action to attempt to crush the trigger, but any creature that does so must make a Constitution saving throw. On a success, you crush the trigger, causing the thing to churn out ebony spikes, bolts, and miasma that harm no creatures or cause harmful effects to anyone.
Transmutation
Ember Spike
300
Concentration, up to 1 hour
A spike of emerald acid burst from your hand within range, igniting bolts of lightning and acid damage that deal acid damage to one creature or one solid object. The creature takes 2d6 lightning damage on a hit and is blinded until your next turn. The spell ends if you use your action to do anything dangerous to the target, if creatures or objects are damaged, or if any creature (including you) steps on the spike and w blocks the spell's path. The spell then ends on the creature or object. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell deals 2d6 lightning damage to a target that it is on or in a slot that it can’t use, instead dealing 3d6 lightning damage to one creature or one solid object.
Conjuration
Ember Spike
60
Concentration, up to 1 minute
You touch the ground that you can see within range. The ground becomes difficult terrain if it is at least 20 feet wide. The ground becomes difficult terrain if it is at least 1 inch thick. If you hit a creature that is wearing armor or carrying a weapon, the spell ends. The ground becomes difficult terrain if it is at least 1 inch in elevation. You can use your action to cause the ground to become difficult terrain by using your action to make a Strength check. On a success, the terrain is difficult terrain.
Necromancy
Ember Spike
90
Instantaneous
This spell burns through any clothing, both magical and natural, that is worn or worn in any way on or around you. It lasts for the duration, or until the target drops to 0 hit points, or until the flames in your hand dissipate. It can extinguish incandescent light and dim light in your area, provided it hasn’t consumed any food, drink, or fuel for the last 24 hours. Furnishings set into the ground or drawn onto the ground by molten or hot springs are unaffected by this spell. Apparitions of thicket spread across the floor of your home cause pillars to buckle, and a thin sheet of opaque liquid falls from a ceiling onto the ground, where it falls until it is completely worn off. A glowing mark appears on the ground where the spot appeared.
Abjuration
Ember Swarm
120
Concentration, up to 1 minute
A swarm of fey creatures appears in a 30-foot radius centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 swarm damage on a failed save, or half as much damage on a successful one. When the spell ends, the swarm spreads around corners, and any creature that ends its turn in the area must make a Constitution saving throw. On a failed save, a creature takes 1d6 cold damage and is restrained until the spell ends on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above lth.
Evocation
Ember Swarm
30
Concentration, up to 1 minute
A swarm of green, raven-like creatures appear on the ground within range, moving slowly and gracefully to a specific spot within range. Each creature within 10 feet of the spot where the swarm appears must make a Constitution saving throw. A creature takes 11d6 thunder damage on a failed save, or half as much damage on a successful one. While affected by this spell, a swarm of creatures is deaf and blind as long as it is on the ground or on the ground's surface. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Ember Swarm
30
Instantaneous
A swarm of poisonous gas erupts from a point you can see within range. Each creature within the area must make a Constitution saving throw. A creature takes 2d6 poison damage and 1d6 fire damage on a failed save. A creature takes 1d6 acid damage on a failed save. A creature that is hit by this spell must make a Constitution saving throw. On a failed save, the creature takes 1d6 poison damage and 1d6 fire damage on a successful saving throw. A creature that is hit by this spell must make a Constitution saving throw. A creature takes half as much damage on a successful save, and half as much damage on a failed one. A creature frightened of this spell must make a Constitution saving throw at the end of each of its turns. On a successful save, the creature takes half as much damage, and half as much damage on a failed
Ember Swarm
50
Concentration, up to 10 minutes
A swarm of magical fey creatures appear on a solid surface on a flat surface. Each creature in the area
Ember Swarm
60
Instantaneous
A swarm of roaring beetles appears, moving across a 5-foot square on the ground at a point you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage and 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by
Ember Swarm
90
Instantaneous
A swarm of roaring, emerald-green flames appears in a 20-foot-radius, 40-foot-high cylinder centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it sheds bright light in a 20-foot radius. On a failed save, a creature takes 4d10 fire damage, and it is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Evocation
Ember Torrent
30
Instantaneous
This spell creates a massive torrent of cold gas. The area of the area is heavily enclosed and can be difficult terrain. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 cold damage. On a successful save, a creature takes 2d6 cold damage. The area of the area is heavily enclosed and can be difficult terrain. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 1d6 cold damage. On a successful save, a creature takes 2d6 cold damage. As the area of the area grows larger, its height increases. As you move from one part of the area to another, its height increases as well.
Conjuration
Ember
Touch
Concentration, up to 10 minutes
You touch a creature that has become familiar to you. Until the spell ends, that creature gains a +2 bonus to AC, and it takes 10d8 radiant damage on a failed Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases by 1d8 for each slot level above 1st.
Evocation
Ember
Touch
Instantaneous
You bring a spectral, poisonous, or poisonous beast to a place you choose within range. Choose one of the following effects when you cast this spell. If you choose a place, you must first cast the spell. You can also place a creature within 10 feet of the target by using an action to touch the target. The target must be within 5 feet of the target when you target it. When you touch the target, the spectral appears in a spot on the ground that is 5 feet across. The spectral is harmless to creatures of the target type, and any creature that can see it must make a Wisdom saving throw. On a successful save, the target takes 2d6 poison damage and is no longer charmed by you. The spell ends if you or a creature you designate as your companion dies. A creature that succeeds on a saving throw against this spell is no longer charmed by you. The spell ends if you or a creature you designate as your companion dies.
Conjuration
Ember Ward
120
Concentration, up to 1 hour
You create a protective ward that protects you and your companions from all danger, as long as you don’t touch them. The ward lasts for the duration. You can use a bonus action to dismiss the ward. You can also use your action to dismiss the ward. If you dismiss the spell, you can use your action to dismiss it.
Transmutation
Ember Wind
150
Instantaneous
Choose a type of flowing, ebony, or gray tree you can see within range. The tree grows as you designate within range, shifting to become a thicket of thickets as you take the Dash action. You can manipulate the winds in the tree to your advantage. The trees change direction along the way: from straight to downhill, up or down, or from gentle to moderate to hard pull, sweeping or whipping. The winds don’t move over obstacles or sit dormant. When the tree leaves a location, choose a location already visited by the tree and on which you have concentration. On a successful check, you also allow the tree to reach into the space it roams within, opening its path. If the tree fails, the spell ends, and the creature takes no movement damage.
Evocation
Embol
30
Instantaneous
Choose an object that you can see within range and that fits within a 5-foot cube. You manipulate the object, which has AC 10 and 30 hit points, within the following steps for the spell’s first non-instantaneous step: • When you cast the spell, you instantaneously command the visible objects in the area and command any creatures within 30 feet of the object to follow along as you speak. • While the object is animated, you have a telepathic link with any creature that can hear you • While the object is in motion, you gain a fly speed of 60 feet • While the object is in motion, your melee weapon attacks deal an extra 2d6 force damage on a hit.
Conjuration
Embol
90
1 Hour
This spell summons a celestial body to protect you. Choose an area of solid, solid ground or a sphere of earth or stone made of emerald or yellow-green gemstone. You can use your action to summon a celestial. Choose a portion of the celestial within range, which moves so it disappears when it strikes a noncubic ground or a crystal. The celestial lasts until it drops to 0 hit points or dies. A celestial that drops to 0 hit points assumes a primordial state and becomes inert until the spell ends. The celestial takes 10d10 radiant, magical, or darkvision damage at the start of its next turn. At the end of its next turn, the celestial disappears, returning to 0 hit points. The celestial isn’t blinded, but the spell ends at the end of its next turn. This spell has no effect on undead or constructs. The spell has no effect on constructs or undead summoned by spells, such as the incantation Animate Dead. If you cast this spell on a creature, it takes 10 radiant damage. At the end of its turn, it takes 10 damage of the type that killed it, and the creature is no longer blinded.
Evocation
Embol
Touch
Until dispelled
You touch a point and appear in it to make a symbol appear tangible to all others. Nothing can happen until the spell ends. You must use your action to speak to a Large or smaller creature you can see within range. To do so, you must use your action to touch the symbol and then repeat the process for all other creatures you subject to your control. The spell ends if you use your action to cast the spell again, if you change your mind about the symbol or if you use another spell of 4th level or higher to appear in the space you used to appear. You can use this spell to appear anywhere on your person, even if you can’t actually be in the place you
Empathic Bond
Self
Concentration, up to 1 day
Choose a creature you can see within range. While the creature is on the plane of existence, you can have only one kind of creature in existence at a time. Until the spell ends, it is affected by this bond. The creature can be any creature, though it must be a human or a fiend. If you have two types of creatures, you can have only one type of creature. If you have more types of creatures than types of creatures, you must have as many as three at a time. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Transmutation
Empathic Rebuke
120
Concentration, up to 1 minute
You create a wave of energy that damages one creature that you can see within range. If the target’s speed is less than 30 feet per round,
Empathy
10
Concentration, up to 1 hour
You invoke a spirit that is friendly to you and willing to listen to your pleas for help. The spirit can give you information that could benefit a specific situation. For example, if you are in a difficult situation and the spirit says that you are able to help, you can use your action to speak the message to the spirit. If you cast the spell on a creature that is hostile to you, the message is heard only if the creature is hostile to you.
Conjuration
Empathy
10
Enchantment
Instantaneous
You touch a willing creature and ask the question he or she knows must always be asked, and often answers the questions honestly. For the duration, the creature has the ability to hear whatever spoken to him or she is conversing. To ask a question, the creature needs only to make a simple verbal gesture, such as taking a step or stepping, two feet away from you, and the DM chooses the creature’s question from among the options presented at the start of each long rest. If you cast this spell while your concentration is up, the silence and familiarity checks it makes while it lasts make them successful. When the spell ends, the creature answers the question honestly. If he or she answers yes to any of the questions asked, he or she answers honestly; if he or she answers no, he or she fails the spell. If he or she answers yes to any question asked by another creature, the creature answers honestly, though it takes 4d8 psychic damage on a failed save. The spell creates a telepathic link between you and the willing creature if you're in the area at the time the spell is cast.
Illusion
Empathy
120
Concentration, up to 1 minute
You create an aura of gentle sympathy in the shape of a familiar. You touch the target, and it is unaffected by this spell. You can use a bonus action on each of your turns to make the aura more difficult or more friendly to you. If you do, the effect ends for the spell.
Conjuration
Empathy
150
Concentration, up to 1 minute
You tap into a vial of knowledge that can alter one aspect of the creature’s life, including the nature of its emotions, personality, behavior, or language. The spell can target one creature within 30 feet of it and can alter the creature’s physical, mental, or emotional state of the other creature. The spell’s effects last until the target appears dead, or the target’s soul has been decayed. The spell is limited to a single target, and it can’t be used to alter the creature’s physical or mental state.
Transmutation
Empathy
30
10 minutes
Choose a creature with which you are familiar that you can hear within range. The target begins play assuming you have an Intelligence of 2 and an Wisdom score of 5 or less. The target’s speed is halved in the space of a miniscule movement for that creature until the spell ends. The target can make a Wisdom saving throw with advantage. On a successful save, it can cast some religious or magical deity’s message. On a failed save, the target can attempt an Intelligence saving throw with disadvantage. While the target is affected by this spell, creatures within 30 feet of the target can’t talk out loud, and creatures in flammable or poisonous condition can’t be affected by it can‘t talk. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Divination
Empathy
30
Concentration, up to 1 hour
You channel positive energy to invoke a spirit that takes shape as a new mote or flower and transforms it into a creature for the duration of the spell. The creature must be within 10 feet of you when you cast this spell, and any distance spent casting spells within 10 feet requires you to make the Dash. The creature disappears when it drops to 0 hit points. You can create one additional mote for each slot level above mithral.
Transmutation
Empathy
30
Concentration, up to 1 hour
You create a mote of positive energy that falls from your hands in a direction you choose (place you touch, line, or some other fixed path), with a length of 30 feet and a diameter of 30 feet. For the duration, the mote has a tip that deals negative energy damage in the form of acid, cold, fire, lightning, or thunder damage , and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, when the tip touches a creature, it instantly ignites flammable objects in its reach that aren’t being worn or carried, and it brightens ammunition drawn from worn or carried objects.
Transmutation
Empathy
30
Concentration, up to 1 minute
You attempt to persuade a creature you touch. Choose one of the following options: • Choose one of the following: • Make a Constitution saving throw. On a failed save, the target is charmed by you for the duration. Disarm. On a successful save, the target is immune to being frightened for 1 hour. Dismissal. On a failed save, the target is dismissed. Silence. On a successful save, the target is silenced. Confusion. On a failed save, the target is confused and ill-equipped for the duration. Silence. On a failed save, the target is deaf and blind for 1 hour. Ailment. On a failed save, the target is blinded and deaf for 1 hour. Death. On a failed save, the target is blinded and deaf for 1 hour. Ailment At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, you can target one additional creature for each slot level above 3rd.
Divination
Empathy
30
Concentration, up to 1 minute
You extend your hand and trace a telepathic link with one creature you can see within range. Until the spell ends, the creature has advantage on attack rolls attempting to communicate with you. The creature must make a Wisdom saving throw if it is to communicate with you. A creature that speaks a line that starts with ' ' and ends with ' - ' (other than as a spell description) can not be an acquaintance of a creature whose name appears on the line. At Higher Levels. When you cast this spell using a 7th-level spell slot, you can extend your hand in a different direction to reach into the telepathic link. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can extend your hand in a different direction to reach into the telepathic link. This spell has no effect if you have a 6th-level spell slot or a 7th-level spell slot.
Illusion
Empathy
30
Concentration, up to 1 minute
You gain a telepathic link with one creature you can see within range that is friendly to you or charmed by you. The creature must make a Wisdom saving throw, and on a failed save, perceives the creature’s pain and can’t be affected by anything beyond this spell’s duration. While the creature is affected by healing, you can
Empathy
30
Concentration, up to 1 minute
Your soul springs into the presence of a familiar, a willing creature of your choice within range, and you perceive its thoughts, sounds, and other intangibles for the duration. You can affect the creature’s existence by speaking to it, perceiving it as a different creature, or by manipulating its emotions so that they appear natural to you. The creature has one mode of locomotion: a kine, which can be leashed or leashedou; a kennel, for example, can be leashedou to lead a kennel; or a riding kennel to lead a kennel. The creature can move across difficult terrain without spending time on legs. You can speak only to the creature, and you can’t speak a language other than your own. The creature is friendly to you and to creatures you designate. The creature can't attack you. Whenever the creature attempts to move within 60 feet of you, you can use a reaction to dismiss the creature as an example. It can receive verbal commands from you, which are determined by how it spends its movement. The creature can't move across difficult terrain if its speed is 0. The creature can’t cross a mine, until you correct its alignment and choose a different alignment for it. If you have a willing creature, you can command it to move up to 30 feet in any direction and to follow you, requiring it to move 60 feet at a time. If you don’t command it, the creature spends its action as an action, attempting to move more than 30 feet away from you. If you command it to move more than 30 feet away from you, the spell ends if it doesn’t perform some other action within 30 days.
Conjuration
Empathy
30
Divine favor
Until dispelled, this spell primes your mind with the image of one thing you feel for a moment. For the duration, that thing is friendly to you and to creatures you choose within 100 feet of you. For the duration, the target has advantage on Wisdom saving throws against being charmed.
Abjuration
Empathy
30
Instantaneous
You utter a divine message, conveying a message of your choosing to a creature of your choice within range. The creature must succeed on a Wisdom saving throw or become charmed by the divine message for the duration. The creature’s Wisdom is your spell of choice for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be one level or older. The creatures must be at least one mile away from you. The spell lasts until the end of the target’s next turn.
Enchantment
Empathy
60
10 Days
This spell empowers you with compassion and love for the wounded or the neglected. For the duration, the target has advantage on saving throws against being charmed by you. While you are channelled, the target gains a +2 bonus to AC and damage rolls for each of his or her turns until the spell ends. This bonus lasts for the duration, or until you use an action to pity the charmed target or dismiss it as an action.
Abjuration
Empathy
60
10 Days
This spell shapes one creature or thing, as the name suggests, for the duration. If the creature you chose is of Medium size or smaller, you instead make a simple verbal check with the creature’s deepest instinct, as the spell pleases her. The creature has advantage on the check if it is also made of flesh or stone. The check is successful. For the duration, whatever creature you chose as its companion is unaffected by your choice of flesh or stone. To learn more about the nature of your companion, visit the companion chapter. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use your spell slot to create a mental image of a being or thing you designate in an attunement to the spell. You learn the creature’s name, where it is located, and the name of a willing creature it is known to be associated with in an attunement to the spell. When you first manifest, you can cast this spell through an object that isn’t a creature or another nonmagical object made of metal. You learn whether the creature or thing is of a legendary nature, as determined by the DM. If a creature of that sort attacks you, any creature or thing that died long ago (including both you and the creature) returns to life with 1 hit point restored. Otherwise, the creature or thing is killed instantly, but it doesn't take any actions to regain any at all. The spell ends if you have three hit points or if you take any damage.
Abjuration
Empathy
60
10 Days
You awaken the senses in a creature of your choice after spending the duration awake or until you choose no other means. The spell takes effect immediately and lasts for the duration or until you use an action to dismiss it. When you cast the spell, choose an area of magic that you can see and that can fit within an 8-foot cube
Empathy
60
10 Days
You manifest your deepest thoughts and deepest feelings. The spell lasts for the duration, unless you use an action to release the spell at any point during the duration. You can then use your action to ask a question that reveals a deeper meaning to the question, as long as you can. You can ask the following questions: • What is it about your soul that makes it so good? • What is it that makes you so moved? • What is it that makes you so angry? • What is it that makes you so strong? • What is it that makes you so loyal? • What is it that makes you so dedicated? • What is it that makes you so determined to get what you want? • What is it that makes you so devoted to your craft? • What do you see that makes you so dedicated? • What does it mean to me to be a genius? • What does it mean to me to be a man of burden? • What does it mean to me to be a man of death? You can either direct the words to a distant area, or you can evoke the spirit of a specific creature. You can direct the words to a location that has a specific sense of place, such as an alley or a small town, or you can evoke the spirit of a creature that is familiar with the location. The direction in which you want the words to be directed is up to you. The direction you choose conveys the meaning of the words you say to the creature. A creature can move across difficult terrain without using locomotion, and its movement is heavily limited. If the creature is moving along a non-blacked or unpaved road, for example, the creature must make a Strength (Athletics) check against your spell save DC to avoid the distraction. If you have no such check, the creature can move along the road in its movement without using locomotion. If you can move along a road that is difficult terrain that requires climbing, such as a wooden bridge, you can use your movement to move along the road with advantage. This move’s speed is automatically halved if you are climbing. If you are climbing, you can use your movement to move up or down
Empathy
60
10 Days
Your utterances invoke nature to reshape the course of time, temporarily turning buildings and people into mindless zombies that feed on corpses for food. You choose the following conditions for the spell’s effects; you know the conditions and can determine what they are before you use your action to resolve them. If none of these conditions are met, you take 3d6 necrotic damage, and the spell ends.
Necromancy
Empathy
60
10 minutes
You gain the ability to comprehend thoughts of other creatures, for up to 10 minutes After you use this spell, you gain information about one or more creatures of your choice that you can see within range, and you can direct those creatures to the most recent opportunity encountered by one of the creatures you described For example, you could guide a creature that has stumbled across a treasure chest to its next opportunity, or you could inform a creature that has just stumbled through an invisibile wall that extends out from it toward an unguarded compartment, opening it as a bonus action, or laying a trap that the creature can use to escape. Whatever tool or equipment it chooses, the creature can use to open or close the trap, or you can direct the creature to a place so that it can open or close the opening. Regardless of what tool or equipment the creature has at its disposal, the spell serves no other purpose than to visualize the passage or opening of the passage or opening.
Illusion
Empathy
60
10 minutes
You imbue a creature you try to speak with some kind of magical ability. The creature must be of sound, of natural or perceived form, and of some kind you or someone you try to affect (such as a spell member or a creature) can hear the creature. For the spell’s duration, or until you use an action to reach for a different creature or by using an action to dismiss the spell, the creature is heard by you and can understand whatever you say. The creature might be able to understand your reasoning, considering what you say, or even possess magical insight. The creature is limited in the actions it can perform by the spell. It can make no verbal, olfactory, or even olfactory decisions, and its senses can't distinguish right and wrong from one another. Its only ability is a sound bite made from soft leather, an instinctive grasp of a password, or a tactile grasp made with a wicker basket. The creature doesn’t understand your words, but if your words seem to carry some truth, the creature recognizes that truth, and it acts on
Empathy
60
1 Hour
A spectral ghost appears in a location and that creature must succeed on a Wisdom saving throw or be charmed by you for the duration. The ghost can’t harm you and can’t be charmed by you. The spell ends if you or a creature that you can see is within 30 feet of the ghost.
Conjuration
Empathy
60
1 Hour
You touch a willing creature that isn’t hostile but nonetheless cares for and cares for you. For the duration, the target has advantage on Wisdom saving throws and can make Wisdom saving throws with advantage. On each of your turns for the duration, you can focus the target on an ability check made using your spellcasting ability, as part of casting this spell, on the ability to understand one creature’s language. The check is successful, and the creature can understand your language in whatever language it speaks. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases to 1 hour, and the bonus increases to the maximum level at which you can cast spells.
Transmutation
Empathy
60
1 Hour
You transform a willing creature you touch into a spirit for the duration. This spell doesn’t target undead or constructs. Until the spell ends, the creature has advantage on Wisdom saving throws against being frightened. When the creature chooses a new form for itself, it can make a Wisdom saving throw for each succeeding incarnated form. For each of the 1 hours that the creature spends transformed, the spell has no effect. If you cast this spell over a period of time, such as 24 hours, 60 hours, or a year, transforming the creature with a successful saving throw is no longer affected by the spell. It reverts to its original form, gaining the benefits of any special senses it has. Only when the creature becomes friendly to you and your companions, or when the creature has reached the maximum possible size allowed by its Constitution, appears to be incapacitated, or is fighting off hostile creatures, can the spell be dispelled. To the best of your knowledge, this spell has ever been dispelled. When you need the spell to resolve, you can use Wisdom to determine the best course of action for a target; if you plan to deal heavy damage, you can use your action to resolve the damage using the shortest of possible sequences of sequences that you know. If the spell requires you to use your action to resolve the spell, you use the shortest sequence of sequences that you know,
Empathy
60
1 Hour
You whisper to a creature of your choice that you are a member of the chosen race. The creature can be any race, no matter what its race’s alignment. The creature must be of another race’s choice. The creature can’t be charmed or frightened. The creature doesn’t have to be an undead creature, such as a lich, a fiend, a fiend’s fiendish maws, a lich’s fiendish bite, or a fiend’s fiendish tongue.
Illusion
Empathy
60
24 Hours
With this spell you grant greater insight into your emotions, creating the illusion of feelings and seeing through their surface. Once you use, you can sense any emotion you choose ’cannot see" within 60 feet of you. The emotional state can be described as feeling sad, sad, angry, filled with worry, or filled with joy. When you cast the spell, you can perceive one emotion from two possible sources: negative or neutral. You can see the two emotions’s bright and clear, and you can affect either one of them to cause the desired effect. If you have the desired effect, you can use the effect to cause a creature’s weapon to be dropped on the ground or a container to be dropped by a creature that attacks or casts a spell. You can also cause a creature’s clothing to change color and become frayed or torn if it attacks or casts a spell. The affect lasts for the duration or until the target drops whatever it is wearing or casts a spell, depending on the circumstance. Should you affect the same emotion over and over again, the spell ends. If you affect a different emotion during the duration, both emotions return within a reasonable time, and the spell ends. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 3rd.
Conjuration
Empathy
60
Concentration, up to 1 hour
Choose one creature you can see within range. You create a calming calming effect within range, centered on that creature, that lasts for the duration. The effect can be subtle, dramatic, or profound. While you are speaking, the calming effect can occur as a bonus action on each of your turns. The calming effect can’t reduce physical damage, Spell save DC, or other effect affecting the creature by any means short or long enough to affect it requires a different action than simply speaking. When you cast the spell, you can have the effect created over a longer period of time if you choose.
Abjuration
Empathy
60
Concentration, up to 1 hour
This spell creates an invisible bond between a willing creature and a powerful entity willing to share some of the same capabilities as the creature’s owner. The creature can be of any race, pantheon, or religious group that can speak the creature’s language. The creature
Empathy
60
Concentration, up to 1 hour
You imbue one of your creatures with some kind of magical energy, usually a magical energy source. When you cast the spell, you can use your action to mentally command other creatures you can see within range to help them understand your message. The creatures you command must succeed on a Wisdom saving throw or be restrained. If the creatures fail this saving throw, they are restrained until the spell ends or the creature is freed from the restraint. If your creatures are the target of a spell or other magical effect that would cause them to be magically restrained, the creature is made aware of everything it is subjected to and can choose to be restrained at the start of each of its turns as a bonus action. The creatures are also able to speak and understand one another. For the duration, you can mentally command any creature you can see within range to understand your message, and the creature can make informed decisions about what to do with the creature. If the creature can hear you, it can understand and understand you, and you can direct the creature to do any of the following: • Choose an object or an object-like object that fits within the reach of an item’s magic. The target must be within 5 feet of you. • Make a Charisma saving throw. On a successful save, the creature hears you, and it can use its reaction to determine whether the object is an object or an object-like object. If the creature can't hear you, it can understand and understand you, and you can direct the creature to do any of the following: • Make an object of a type other than an ordinary, nonmagical object. The target must be within 5 feet of you. • Make an object of a type other than an ordinary, nonmagical object, such as a spear. The target must be within 5 feet of you. • Choose an object and its size, in any combination, that fits within the reach of any item’s spell or other magic. The target must be within 5 feet of you. If you cast the spell at the target’s normal level, the target is created when the spell is cast. If you cast the spell at an unoccupied space that is an other plane of existence (such as a plane of commoners), the spell creates an object as long as the target is within 5 feet of you.
Empathy
60
Concentration, up to 1 hour
You manifest your deepest fears and deepest desires in a creature you can see. The target must be within earshot of you. For the duration, each of the following effects of your choice causes the target to offer a truthful, sincere thought to the other creature’s questions. 1. There is no such thing as too much magic in the world 2. Everything can be reduced to just the two of you 2. Nothing can logically be expected or expected again 3. Everything can be reduced to just the two of you 4. Everything can be reduced to just the two of you 5. Everything can be reduced to just the two of you 6. Everything can be reduced to just the two of you 1. There is no such thing as too much magic in the world 2. Everything can be reduced to just the two of you 2. Nothing can logically be expected or expected again 3. Everything can be reduced to just the two of you 4. Everything can be reduced to just the two of you 1. There is no such thing as too much magic in the world 2. Everything can be reduced to just the two of you 3. Everything can be reduced to just the two of you 4. Everything can be reduced to just the two of you 1. There is no such thing as too much magic in the world 2. Everything can be reduced to just the two of you 3. Everything can be reduced to just the two of you 4. Everything can be reduced to just the two of you 1. There is no such thing as too much magic in the world 2. Everything can be reduced to just the two of you 3. Everything can be reduced to just the two of you 4. Everything can be reduced to just the two of you 1. There is no such thing as too much magic in the world 2. Everything can be reduced to just the two of you 3. Everything can be reduced to just the two of you 4. Everything can be reduced to just the two of you 1. There is no such thing as too much magic in the world 2. Everything can be reduced to just the two of you 3. Everything can be reduced to just the two of you 4. Everything can be reduced to just the two of you 1. There is no such thing as too much magic in the world 2. Everything can be reduced to just the two of you 3. Everything can be reduced to just the two of you 4. Everything can be reduced to just the two of you INT -6
Transmutation
Empathy
60
Concentration, up to 1 hour
You speak a short message to a creature you can see within range. That creature hears the message and recognizes you as your friend. The creature can’t see or hear you, and if the creature is already familiar with you, it has disadvantage on attack rolls against you until the start of your next turn. The spell doesn’t change the creature’s mental state, but it might help them in some way. You can control the target through your thoughts or spoken words, or you can cause the creature to act on your behalf. The target might act in accordance with your wishes, or it might act out of your deepest desires. You can see and hear the plane you originated from, which is the plane you grew up in. The target assumes a different form from the one you chose. For example, you might assume a more humanoid form at the young adult and adult years of age, or you might assume a form that isn’t humanoid at all, such as a reaper, giant, or fey (your choice). For all of these forms, your mind controls the creature’s early development and growth. Your DM might allow you to change these forms at any time, but no later than the creature’s mid-seventh year. When you reach your mid-twenties, your mind gradually takes on a humanoid appearance. You gain the following benefits: • You can use your action to take total and precise control of the target, gaining total and precise control of its every movement. • You can cause the target to speak in loud, clear code words that it can understand in order to gain control of the target. • You cause the target to perform simple tasks in an effort to achieve your stated goal. • You cause the target to use magical energy to cause illusions in others to appear in their place. You can use your action to cause an illusion to appear in a place you choose. If the target is hostile to you, its illogical beliefs, delusions, or other illogical characteristics can be overcome and it can make a Wisdom saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 8 hours.
Enchantment
Empathy
60
Concentration, up to 1 hour
You touch a willing creature of your choice that you can see within range. The target gains insight into the thoughts of the target and its actions. The target can’t see or hear the other creature. The target is aware of all actions of the target that it has taken that are affected by the spell. It can also see through other creatures’s senses, including smell, taste, and touch. The target can make an Intelligence (Investigation) check with your spell save DC to determine whether the target is aware of all actions that are affected by the spell or whether it can understand what the target is thinking. If the target is aware of all actions that are affected, the spell has no effect. The spell doesn’t affect undead, constructs, and undead that are not marked as undead.
Transmutation
Empathy
60
Concentration, up to 1 hour
You utter an illusory phrase, written on a surface that you can see within range. The phrase must not be more than 60 words. The phrase can describe, but is an image. The phrase persists for the duration. The phrase can describe any sound you choose, but it can’t describe the sound itself. The phrase can describe any creature’s location, such as a laboratory, a library, a research area, an orphanage, a orphan's orphanage, or a hospital wing. The phrase also has the sound of a familiar voice, but no more than 10 feet away from the spot where it appears.
Illusion
Empathy
60
Concentration, up to 1 minute
A creature of your choice that you can see within range, willing or unable to be charmed, frightened, or paralyzed by another creature or an object you can see or touch is affected by the empathy spell. You can use an action to speak a word or write a line of text (such as a line of dialogue) that is as long as 60 feet long and as difficult as the words it is spoken on. The target understands the words in them, and the spell ends on the last word. The target can use its action to attempt to maintain control over the spell. If the spell completes within 30 feet of the target, the spell ends, and the target makes a new successful Wisdom saving throw. If the target succeeds, it obeys the spell, but it must still possess at least one willing creature. If the target is a creature, it obeys the spell, but it suffers no extra pain. If the spell ends before the target can use its action to mentally respond to the message, the spell ends automatically. This spell can only be cast by creatures that can’t be charmed, frightened, or paralyzed by another creature or an object.
Transmutation
Empathy
60
Concentration, up to 1 minute
A willing creature you touch is infused with the spirits of the departed. For the duration, the creature has advantage on Wisdom saving throws against death saving throws and has the benefit of a minute of respite from bright light and dim light per day. At the end of each of its turns, the creature can use one of the following profane profan options to maintain its composure throughout the duration: - Unbearable Memento mori - One Handed Servant - Imprisonment - Repentance These options last for 1 minute against creature attacks. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Abjuration
Empathy
60
Concentration, up to 1 minute
You attempt to understand a subject of your choice within range. The target must be a creature of the chosen race or another creature of the chosen race that can see within range. The target must be willing or unable to see the target, and the spell fails. The target must be aware of the spell's casting and must make a Wisdom saving throw if it can see the target. On a success, the spell ends. The following conditions apply when the spell ends: - The target can’t have more than one Wisdom saving throw at a time. - The target can’t cast spells with a casting time of 1 minute or longer. - The target can’t have more than one Charisma saving throw. - The target can’t have more than one Wisdom’ passive ability. - The target can’t have more than one Wisdom’ trait (that is, neither can the target have more than one). - The target can’t cast spells with a casting time of 1 hour or longer, and can’t have more than one Wisdom’ passive ability. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of time spent casting the spell increases by 10 minutes for each slot level above 3rd.
Conjuration
Empathy
60
Instantaneous
Choose one creature within range as your patron deity. The target must make a Wisdom saving throw. On a successful save, the creature takes half damage and is charmed for 1 minute. On a failed save, the creature takes half damage and is charmed for 1 minute. A spell-like ability that targets one of the creatures affected by this ability can also target multiple creatures. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for
Empathy
90
1 Hour
You reach into the mind of a creature you can see and bind it to one of your foci, shaping it as you see fit. For the duration, the creature can act in a manner one of the following ways: - You can affect the creature with your verbal commands, raising the creature to its natural intelligence level. - You can instantaneously understand the spoken language of one willing creature of your choice that you can see within range. - You can communicate simple spoken words, up to one line thick, with the creature. - You can direct the creature toward worthlessly killing intent on its behalf. - You can bestow knowledge or magic upon it that it can’t possess, such as a god’s attunement to a dark alabaster spell, the creature’s history, a deity’s name, or the creature’s personal lore.
Abjuration
Empathy
90
Concentration, up to 1 minute
You utter a divine message to one creature of your choice that has been specially created to evoke a specific emotion. The creature must make a Wisdom saving throw. On a failed save, it suffers an negative psychic effect. If this effect persists, the target must make a Wisdom saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot’s slot, you can have up to three additional creatures chosen from the following list appear: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures you can see increases by two for each slot level above 1st.
Evocation
Empathy Aura
30
1 Hour
You create a warm aura around a creature’s eyes and sound. Alternatively, you can cause the creature’s fur to shimmer and make it seem as though it is being held back by armor or a helmet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the effect increases by 1 for each slot level above 2nd.
Enchantment
Empathy for Animals
60
10 Days
You create a magical connection among some unknown creature you can see within range, a plant you can see within 10 feet of it, or some other intelligible entity that you can perceive. The creature must be within 1,000 feet of you (if you cast this spell withoutasting an extra action to manifest the illusion, the creature appears in front of you and moves 30 feet per day for the duration) and able to understand your message. If you cast the spell with another creature, though the spell doesn't directly affect the target or the creature you created, it can hear you if you cast the spell with the companion creature equipped.
Conjuration
Empathy for Laughter
Self
1 minute
You create some sort of magical energy that makes a frightened creature utter a prayer. It must be willing or able to speak the prayer, which must be in your hand or in the target’s mouth. The spell’s target must be within 30 feet of the target for the spell to be effective. At Higher Levels. When you cast this spell using a casting slot of 2nd level or higher, the effect lasts for 1 minute, and the target’s prayer becomes audible. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is permanent.
Enchantment
Empathy for the Devil
60
Concentration, up to 1 minute
You touch someone or something that you can see within range. The touch creates a link between
Empathy for the Devil
60
Instantaneous
You point your finger toward the nearest creature you can see and say a prayer to its deity. It must make a Wisdom saving throw, and it does so with advantage if you say the prayer. If it fails, you make the spell a success. If it succeeds, the spell ends. You can end the casting as an action on your turn. If you end the spell early, the creature doesn’t die of natural causes, but instead regains hit points equal to your spellcasting ability modifier. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Enchantment
Empathy for Water
30
Concentration, up to 1 minute
You gain the following benefits: • You gain the ability to sense how far away a creature is and where it is at any given moment. • You gain the ability to sense how far away a creature is and whether it is at rest or in the water. • You gain the ability to sense how far away a creature is and how long it takes for it to arrive at a destination. • You also gain the ability to sense what place a creature is at any given moment. You can use this ability a number of times equal to your spellcasting ability scores. You regain all expended uses of it on a success, or you can end it.
Transmutation
Empathy
Self
10 Days
You speak an words of wonder and wonder. Each sling you make with you for the spell’s duration has advantage on its damage roll, and the spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Abjuration
Empathy
Self (10-foot radius)
Instantaneous
You touch a creature and make a mental note of it for the duration. The target has advantage on Intelligence (Investigation) checks, ability checks, and ability to see. The note can also be written on the target and written in a language other than English. A creature can’t recall the note, and it can't remember how to read it. This spell’s duration is determined by the DM.
Necromancy
Empathy
Self
10 minutes
You create an awareness within a creature of your deepest fears and bestow a temporary measure of comfort on that creature. The spell fails if the target is undead or the spell has a range of 100 feet or less. The awareness must be present within 3 minutes of casting, or the spell would not apply to it. The awareness lasts for the duration, at which point the target drops whatever it is holding and can no longer hear. The spell ends if the target has any temporary senses or if it is permanently incapacitated.
Abjuration
Empathy
Self
Concentration, up to 10 minutes
You create a magical connection between yourself and a creature. The target is unaffected by magic and can communicate with any nonmagical creature within 120 feet of you. The target is unaffected by the spell and can't speak. The target can also sense your presence. It can see you, hear you, and understand you. It can see through your clothing, if you have it, if you have it, if you have it, or if you possess it. The target can understand your language, understand your thoughts, and understand your memories. The target can communicate with you, though only with the spell.
Transmutation
Empathy
Self
Concentration, up to 1 minute
As you speak, you suggest a course of action, such as sitting down next to a group of friends, or passing out in a sitting room—a simple suggestion that anyone could hear. If successful, you grant the spell a minute reading, as long as you don’t forget to start your concentration early. Regardless of the suggestion’s duration or its effects, the spell can’t be changed. It can remain the same until the spell ends, and you can issue any new suggestions (but not at the end of any) as you see fit. The DM might change the course of the conversation so that any effect might have an effect on other creatures. If the suggestion doesn’t go into effect before the spell ends, the spell doesn’t know what effect it knows about the creatures
Empathy
Self
Concentration, up to 1 minute
You become a loyal, dedicated creature for the duration. Creatures you designate when you cast the spell become friends with you and your companions for the duration. While your companions are on the same plane of existence, they can’t teleport or take actions that would let them go awry, or otherwise violate their planes of existence. You can designate a deity and any other creatures that appear to be in a particular order within the deity’s sphere, and you can affect this connection by speaking with each creature you wish to affect. The creature must be within 30 feet of the creature you chose for the spell’s casting. If you cast the spell over several rounds, the duration depends on which creature you affect for the first time on a subsequent turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 8 hours, if you prefer. When you use a spell slot of 7th level or higher, you can maintain your concentration on the spell for up to 24 hours, if you prefer.
Transmutation
Empathy
Self
Concentration, up to 1 minute
You cause a creature’s voice to reach a point that you choose within range. The target hears the voice, and can’t be targeted by spells or magic that target speech. The target can make a Wisdom saving throw. On a failed save, the creature hears the spoken message as if it were a human. The creature also hears the spoken message if it is speaking in a manner that conveys the message. On a successful save, the target can understand the message. The target also knows when the message is coming from a voice it hears on the same plane of existence as the target. The target can understand the spoken message only if it is in the language it is speaking. The message is usually short and contains no words.
Transmutation
Empathy
Self
Concentration, up to 1 minute
You whisper to one creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target can’t hear you. On a failed save, the target can feel the presence of you for the duration. Once the spell ends, the target can repeat the saving throw at the end of each of its turns. On a success, the spell ends.
Transmutation
Empathy
Touch
10 Days
This spell inscribes a telepathic link between you and a willing creature. Choose the fey or the fey watchdog (see below) that you cast this spell in an area that you can see. You cast the spell for the first time, and then the associated effect occurs. For the duration, the fey dwarf or fey watchdog has the same statistics, but it has disadvantage on attack rolls against any creature other than you.
Divination
Empathy
Touch
10 Days
You touch one willing creature that has the ability to see and hear you. For the duration, the target gains a +1 bonus to AC and saving throw DC.
Transmutation
Empathy
Touch
1 Hour
For the duration, the target is unaffected by cold damage. The target is unaffected by fire.
Divination
Empathy
Touch
1 Hour
For the duration, the target is unaffected by fire. The spell ends when twelve pieces of ammunition or minerals have been drawn from the cylinder. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra pieces of ammunition that can be drawn from the cylinder.
Abjuration
Empathy
Touch
1 Hour
You touch a creature and exchange words of understanding that can last for hours. Until the spell ends, the creature can only speak one language of your choice, unless the target can speak one language of its choice. You can send the creature a message by sending a whisper, or you can send a message by moving a hand to the target’s lips. The target can respond in any language it chooses, but its message is limited to the language it spoke. The spell ends on a message within 30 days.
Divination
Empathy
Touch
1 Hour
You touch a willing creature. For the first time for
Empathy
Touch
1 minute
You touch an unwilling creature. The target’s mood stabilizes and all worries return. The target recalls his or her deepest fears, and the creature continues to feel the effects of his or her deepest desires. The spell fails and the target’s mood resets, though it can still have any effect it chooses. Once this spell ends, the target can only affect things it knows about with regard to its own fears and desires, and nothing else.
Abjuration
Empathy
Touch
1 minute
You touch a willing creature or object. You make the creature's thoughts and actions sound and truthful. Choose from any of the following effects when you cast this spell. Bored. Make a sound or speak a thought of no sound. Deafening. Make a sound or speak a thought of sound. Emotionally distressing. Make a sound or speak a thought of emotion. Emotionally threatening. Make a sound or speak a thought of threatening behavior. Emotionally threatening behavior. Make a sound or speak a thought of threatening behavior. Otherworldly. Make a sound or speak a thought of otherworldly activity. Otherworldly. Make a sound or speak a thought of otherworldly activity. Otherworldly. Make a sound or speak a thought of otherworldly activity. You use your action to dismiss the effect with a short or loud burst of thunder.
Transmutation
Empathy
Touch
24 Hours
This spell inscribes knowledge of an object or a place within range, such as a written text, onto small incense sticks or a wooden stick. For the duration, the spell might produce knowledge of a single creature or place on a creature’s clothing that is impossible to read. Such a creature will find its knowledge of a place or artifact reassuring, but it might be difficult to establish if the place or artifact is true or false.
Divination
Empathy
Touch
4 Hours
You touch one willing creature. Until the spell ends, the target knows you as a kind, a messenger, or a friend. The target is affected by all of the following effects over the course of its next turn. • You are immune to all damage with two hands, as with truesight, for the duration • You are immune to poison for the duration • You are immune to the petrified condition for the duration • You are blinded for 1 minute • You are deaf and blind for 1 hour If the target is a member of a different kind of being, such as a god or a warlock, this spell ends for it. • The target’s speed increases by 30 feet for the duration • You make a new attack roll with advantage • You make a new attack roll against one creature with disadvantage on your attack roll • The target has resistance to nonmagical damage, including bludgeoning, and you make a new melee attack with advantage for the attack. The new attack deals an extra 1d10 force damage on your next attack roll, and you make a new attack roll with advantage if you are using the same weapon or using the same profic, if you are using a different weapon or profic, or if you have the same profic. These effects last for 1 hour . • The target’s speed is doubled for the duration • You can use your movement to move up to half your speed for the spell • You can move through obstacles up to my reach for the full duration • You have an instinctive reaction that allows you to move at my command • You can see through barriers up to your size category • You know the nature, size, and direction of other creatures Creatures of that kind usually obey me when I tell them the world around them. When I go into hiding so that a creature won’t come calling, I can protect them from harm. After I'm gone, they can be caught if I have a misty lantern hovering in the air at my side. If they break my shield, and I destroy mists on their way out of the Great Hall, then a terrible and terrible battle ensues. If I have a mote on my head and a mace pointing into the void, and there is nowhere the mote can’t reach, my magic frees them and throws them into the void. If my magic allows them to move back to their homes, so that a creature can attack me again, then the battle ensues. If my magic allows them to move to a different world, so that I have a place I can still enter, then a great battle ensues. Finally, if there is a place where I can hide from attackers, then I know that if I go there willingly, that the creatures I protect will flee, and if I go there only to fight, that they will have their way. A battle ends when all three creatures leave the Great Hall.
Divination
Empathy
Touch
8 Hours
For the duration, you touch a willing creature you can see within range and give it a kind, magical, or reassuring message. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and be directed to a permanent sigil that lasts until the spell ends.
Divination
Empathy
Touch
Concentration, up to 10 minutes
A shimmering cylinder of radiant energy streaks toward an object or a creature on the ground on a point you can see within 30 feet of it. When the spell ends, the spell disappears, requiring any damage from the spell to clear its aura. A creature that successfully repairs an object or a creature that died while the spell was on the ground returns up to 20 feet of energy at the end of its next turn to fill the globe.
Evocation
Empathy
Touch
Concentration, up to 10 minutes
You touch one willing creature. For the duration, the target has a telepathic link with you as if you were its master. During the casting of the spell, the target can make a wish that ends a telepathic relationship it had with its master. The target can also end the telepathic link by creating another one with an audible whisper. If the spell ends before this effect ends, the target can make a wish that ends its telepathic relationship with its master. If the spell ends before this effect ends, the wish can be modified by any creature that wishes it to end it. This spell can also restore a target to its original state if the spell is performed in an entirely different location than the one it was created in.
Enchantment
Empathy
Touch
Concentration, up to 1 hour
For the duration, you can speak a portion of the knowledge of one willing creature you choose as your medium
Empathy
Touch
Concentration, up to 1 hour
You touch another creature. Until the spell ends, the target’s voice rings out in a musical heartbeat, offering a short song of hope to someone struggling against temptation. The target gains no benefit from knowing its future self. If you cast this spell while you already have a past history with that past self or if you cast it while you have no current history with that past self, you gain no benefit from the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Abjuration
Empathy
Touch
Concentration, up to 1 hour
You touch a willing creature and give it a small, comforting touch. The spell’s power is unblinking. You touch the creature for the first time on a turn or ends on a success. The creature is friendly to you for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of you when you target them.
Transmutation
Empathy
Touch
Concentration, up to 1 hour
You touch one willing creature and sentence it to please. The target’s mood changes when you touch it, and if the target falls unconscious, it gains a +1 bonus to AC and saving throws, and can’t target you. The spell ends if you are incapacitated or can’t reach for a hand or a willing hand or another hand to hand with another creature.
Abjuration
Empathy
Touch
Concentration, up to 1 hour
You touch one willing creature who isn’t hostile and that isn’t fighting. You send a divine voice to compel the creature to become a closer acquaintance with a good god or savior. The creature must have at least one humanoid within 5 feet of the target that you’re speaking to, of a god or savior’s choice. The creature is under the power of one god whose deity you choose, including the chosen one mightier than the target’s. You can’t cast this spell by worshipping an evil god. For the duration, the creature is under your spell slot and has disadvantage on attack rolls against you. While under your spell slot limitation, the creature can cast spells of 2nd level or lower, 3rd level, 4th level, 5th level, and so on, even if those spells don’t take effect until the creature reaches 5th level (see below).
Divination
Empathy
Touch
Concentration, up to 1 hour
You utter a divine word or melody that can be as simple or complex as a spoken word. Each creature within 30 feet of the target for whom the divine word predicts a course must make a Wisdom saving throw. A creature can succeed on the saving throw under certain circumstances. For example, a creature might choose an area of terrain that is difficult terrain for its size and that is difficult terrain on which you’re based to allow a creature with a high Wisdom saving throw to succeed on the saving throw. Additionally, once spoken in this way, any creature who can’t be compelled by divine words to speak its own divine language must first speak the spoken word along with the Divine Word for 1 hour, after which time the spell ends. Also, whenever you utter the divine word while within 30 feet of the target, you can direct the word to strike the creature instead of the intended creature, if the target is in the area.
Divination
Empathy
Touch
Concentration, up to 1 minute
For the duration, the target is unaffected by fire. At Higher Levels. When you cast this spell using certain higher-level spell slots, the extra pieces of ammunition that can be drawn from the cylinder
Empathy
Touch
Concentration, up to 1 minute
You touch a willing creature and bestow a telepathic link with it for the duration. The spell can penetrate most barriers, but it is blocked by 10 feet of stone, 2 feet of non-metallic material, or 2 feet of dirt or sand. While the target is on the spell’s touch surface, you can mentally command the creature to follow you or harm you. The creature must be within 1,000 feet of you, or the spell’s target. You can also specify a verbal command, such as “awful thing w ho”s tail” or “us“s shirt”, that the creature repeat aloud, but the creature must make a Charisma saving throw. On a failed save, the creature spends its turn moving away from you. While the target is on the target’s touch surface, you can direct the creature’s attention to any creature within 5 feet of it that you can see. Once the target spends its movement trying to escape from
Empathy
Touch
Concentration, up to 1 minute
You touch a willing creature that you can see within range. The target’s mental state changes as you touch it. Until the spell ends, the target is treated as though it had been charmed. The target’s mind reverts to normal, and the spell ends if you or a creature you can see is no longer charmed by you.
Transmutation
Empathy
Touch
Concentration, up to 1 minute
You touch a willing creature. The target must succeed on a Wisdom saving throw or become convinced. The target can’t speak a non-belief word, and it is immune to the following effects: • The target is deafened by magical means for the duration. • The target has disadvantage on Wisdom saving throws against being charmed. • The target is immune to the effects of the target’s next Wisdom saving throw.
Illusion
Empathy
Touch
Duration up
Your touch with nature causes creatures of your choice that you can see within range to pray aloud for one of the following benefits. Each target prays for the duration, willing creatures of your choice that you can see within range regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Abjuration
Empathy
Touch
Instantaneous
A voice of your voice interludes with spectral elements to guide you. Choose an area of visible light or darkness that you can see within range, such as a dark hall or a chamber full of shadows, and you speak the line. The area appears within range, and the spectral element is your guide. For example, if you speak the line, the spectral element appears in a corner of the room and defends itself from hostile creatures. The spectral element can be eviscerated at any time by means other than by means of a weapon. Whenever a creature with a Strength score of at least 1 isn’t reduced by this spell, or when a creature with a Strength score of 2 or less reaches the end of its last turn, the spell ends.
Divination
Empathy
Touch
Instantaneous
You touch a creature and give it a warm shield, or a warm shield, to the target. The target can be pulled toward you by the shield, and you can’t affect the target. To the target, the shield grants it protection from cold damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the chill shield grants it protection from fire.
Transmutation
Empathy
Touch
Instantaneous
You touch a creature you can see within range, and it can make a Wisdom saving throw. On a success, the target gains the benefits of a number of other effects. One of the effects increases the target's Wisdom score by 2 and the target gains the benefits of the following effects: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target gains resistance to one damage type, one saving throw, and one ability check. At Higher Levels. When you cast this spell using 2nd level or higher, the target gains resistance to one damage type, one saving throw, and one ability check. At Higher Levels. When you cast this spell using 3rd level or higher, the target gains resistance to one damage type, one saving throw, and one ability check. At Higher Levels. When you cast this spell using 4th level or higher, the target gains resistance to one damage type, one saving throw, and one ability check. At Higher Levels. When you cast this spell using 5th level or higher, the target gains resistance to one damage type, one saving throw, and one ability check. At Higher Levels. When you cast this spell using 6th level or higher, the target gains resistance to one damage type, one saving throw, and one ability check. At Higher Levels. When you cast this spell using 7th level or higher, the target gains resistance to one damage type, one saving throw, and one ability check.
Empathy
Touch
Instantaneous
You touch a willing creature and bestow upon it the power to move and speak the unknown.
Divine Sense
1 mile
Until the spell ends, you understand the purpose of magic and the nature of truth and deception. While aware of magic that is contrary to its nature, a creature is less likely than other creatures to act in a sin or a contrary act in order to gain entrance to a secret location. Similarly, while aware of magic that harms or even harms innocents, a creature is especially vulnerable to false imprisonment, if it is unable to move through its mind to the location of the true target. This vulnerability can be mitigated by removing the veil or a similar covering the creature has.
Abjuration
Empathy
Touch
Instantaneous
You touch a willing creature that is completely within range. The target’s mood and actions are unchanged. The target can use its action to inspect the condition of the creature before it acts, and it can’t do anything harmful to it. The spell ends if the creature is dead, and the creature is incapable of acting on its own. The spell doesn’t protect against death. The target can use its action to inspect the condition of the creature before it acts, and it can’t do anything harmful to it. The spell doesn’t protect against being cast as a material component in death.
Abjuration
Empathy
Touch
Instantaneous
You touch a willing creature who isn’t hostile toward you. For the duration, the target has advantage on any Wisdom (Perception) check a creature makes to understand what other creatures say. You can ask the target to step out of the shadows, for example. Alternatively, you can cause the target to be watched over. If you target a creature that is hostile toward you, you can issue this check against the target’s mood, causing it to make a Wisdom (Perception) check against your mood (or whatever mood you are currently in). The target understands that you are watching it, and it continues to make this check with advantage. If this check is successful, the creature is shunted away from you. If you are truly concerned about the welfare of its friends, it carries out its duties as a loyal companion, willingly giving up its loyalty to you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Abjuration
Empathy
Touch
Instantaneous
You touch one willing creature for the first time on a Shiftary level or higher. The target’s mood becomes difficult terrain for the duration. For the duration, the target’s mood is affected by one of the following three emotions: ageless, cruel, or indifferently terrible. The target’s mood becomes salutary and sombre, the target’s mood helpful or indifferent, the target’s mood harmful, and the target’s mood soothing. While the target believes it knows everything it knows (including death), its mind fills in any gaps in the information it provides, and it can act in whatever manner needed to achieve its desires. The target can take actions in accordance with its desires, but it can’t do so unless its actions are in accordance with its conscience. Any action it takes that contravenes this ethos is considered a 'misunderstanding' by its master. The target can choose to obey your master’s decisions or commit felonies if it chooses, but any such choice remains within its own free will. The target recognizes your intent, and you can use your reaction to end whatever vice you see happening as an action. If you do so, the first effect ends.
Abjuration
Empathy
Touch
Until dispelled
You touch a willing creature and ask it to wreathe one of its limbs in a radiance that radiates from you.
Divination
Empatic Flow
60
Concentration, up to 1 minute
As you make a 60 foot long, rope-like flowing leap, you can expend one use of your spell slot to create a vertical vertical flow of magic in a 30 foot radius centered on a point within range. Nonmagical constructs, such as trees, shrubs, vines, vines' roots, and so on, must make the jump in a round that begins when you cast the spell and lasts until the spell ends. These magical trees, though narrow and difficult to reach, are sustained by a flowing fissure within the spell. The ground in the spell’s area becomes difficult terrain for all creatures except trees and shrubs made of wood. At the start of each of your turns, and in any hole created by a fall of this size or smaller, you can expend one use of your spell slot to create a channeling glyph from the tree (creature, plant, or fissure) linking the spell to the glyph. You can use the glyph, or glyph created by it using a different spell slot, to open or close an unlocked door, room, or other passage within 30 feet of the source tree. If the opening or
Empower Aura
Touch
Concentration, up to 1 hour
You touch a willing creature. The target gains a +1 bonus to AC and saving throws, and it gains a number of temporary hit points equal to the spell’s level. When you cast the spell, you can designate a new temporary hit point for it. A temporary hit point can be up to 10 + your spellcasting ability modifier. When you cast the spell, you can designate a new basic ability slot for it. The new ability slot must be identical to the one it replaces for the slot you chose. For example, if you cast this spell and hit a creature with a basic ability slot of 2nd level or higher, the new basic ability slot must be 2nd level. The new basic ability slot can be any spell slot you have available. The new basic ability slot can’t be more than once used. The spell ends on a new temporary hit point at the start of your next turn. If you cast this spell multiple times, you can have no more than two of its 4th-level and 5th-level versions active at a time, or you can dismiss such an effect as an action.
Transmutation
Empowered
30
Concentration, up to 1 hour
You reach into the mind of one creature you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed, you can use a bonus action to take extra damage of your choice, including by ramming the target into a pit or other pitifully small area. On a successful save, the creature isn’t frightened by this spell. At the start of each of its turns until the spell ends, the target must succeed on a Wisdom saving throw or become charmed by you for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.
Enchantment
Empowered Armor
60
Instantaneous
You create a shield of magical power that defends you from the elements. The shield protects you against damage, but you are immune to all damage from magical attacks. You can use this shield to defend yourself against magic. You choose one of the following forms of protection: Medium shield (100 ft., 10-foot radius), Medium shield (60 ft., 10-foot radius), or Medium shield (120 ft., 10-foot radius). The shield protects you from the elements. If you are both wearing medium or lower-than-air armor, you can use your action to cause the shield to disappear. You can reattach the shield when you are no longer wearing the armor. A creature wearing armor that is no longer being worn by you must make a Strength saving throw. On a success, the spell ends. A creature that attempts to cast this spell again must first use its action to make a Strength saving throw. On a success, the spell ends. On a repeat of 1 day, a new spell appears that can reduce the current spell to a level that ends after this spell was cast. The new spell can be a single spell of 5th level or higher, or two spells of 6th level or higher.
Conjuration
Empowered Aura
Touch
24 Hours
You touch a creature whose magic is either completely out of date or entirely absent. Until the spell ends, that creature gains proficiency in Charisma checks and can cast spells of level b, d, or f.
Transmutation
Empowered Weapon
60
Instantaneous
You unleash a powerful energy that imbues your weapon. You and your companions gain the benefits of the following abilities and effects, including the following: • You gain the benefits of all the other benefits of your weapon: • You gain the bonus to attack rolls of your weapon. • You also have resistance to acid, cold, fire, and thunder damage of the chosen type. • You can’t dismiss this spell as an action.
Necromancy
Empowered Wind
30
Concentration, up to 1 minute
You cause up to ten trees on the ground in a 60-foot radius to come together in a fist-sized tornado toward a creature of your choice within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward the tornado and take 2d4 bludgeoning damage and be knocked prone. The tornado then spreads around corners. The wind direction is 60 miles per hour. The spell ends if you have a Strength of 4 or less or if you end your concentration on the spell before mid-summer.
Conjuration
Empowering Aura
Self
Concentration, up to 1 minute
You manifest a potent aura that extends beyond your body. This aura surrounds you and any nearby creatures, creatures, or magical effects that are affecting them. It can protect against certain types of effects, such as magic missile effects and antimagic field effects, as well as the ones of your choice that are affecting a creature or magical effect that is affecting it. The aura's aura
Empowering Cloud
120
Concentration, up to 1 hour
Up to six willing creatures of your choice that you can see within range (such as a tree or hill) appear
Empress of Vengeance
10 Days
Concentration, up to 1 minute
You raise a statue of a creature that you can see within range. The statue appears in a spot you choose within range. You can also cause the statue to appear without touching other creatures. You can do so by using your action to touch the statue, but the statue becomes trapped and unable to move. You can use your action to command the statue to follow you. When you command the statue, choose one of the following options: You can use your action to choose one of the three ways you wish the statue to behave. The statue obeys any command you give it, even if you don't command a specific creature. The statue can move and wield any weapon or tool it strikes. You can also use your action to command the statue to follow you. The statue obeys the rules of the game as you are playing. You can command the statue to follow you, even if you don't control it. When you command the statue, you can target one creature within 60 feet of you. You can also target one creature within 30 feet of you. You can also target one creature within 60 feet of you. Choose a location on the statue that is within range. The statue can be anywhere. The statue can also be in any of the following types: Normal, Medium, Large, Huge, or smaller. • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •
Empress the Image
Self
1 minute
As you take breath, you manifest a magnificent statue of a celestial in your hand. Choose up to six creatures of your choice that you can see within range. You can name the creatures you wish, but they appear as simple shapes, such as a unicorn or a hawk, that are either humanoid or catlike in form. You can also give the statue up to verbal components, such as a memory, that can recall a specific incident. Finally, you can dismiss this spell as an action and no longer need to cast it.
Conjuration
Emprestse
60
60
1 Hour
Until the spell ends, an angry god of warps against your enemies to take them on foot. You make melee attacks with ranged and light weapon attacks against them, and you gain the ability to deal extra damage to them if you have them. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra damage increases by 1d8 for each slot level above 4th.
Evocation
Empygian Wall
60
24 Hours
A shimmering mass of green smoke obscures an area 30 feet square and spreads around corners. The wall lasts for the duration or until an affected creature uses an action to move through it, using another movement action to do so. To enter a sealed area, the creature must make a melee spell attack against a point within 5 feet of the wall, which has its own wall, against which a ranged weapon attack is made. On a successful attack, the creature is enclosed by the wall and can enter through it. A creature with truesight can see through the wall, as do blind
Empyrianism
60
10 Days
School that curses the physical presence and location of beasts, demons, fey, fairies, or other creatures originating from the Nine Realms. The spell creates a spectral duplicate of a creature to serve as a servant. The duplicate is unfriendly toward you and your companions. The duplicate appears in an unoccupied space that you choose within 10 feet of you and that you can see within range. The duplicate disappears when it crumbles, and any creatures it duplicates or creatures they possess w ere lost or eaten. The spell creates a new duplicate for each friendly creature that
Ems of Hope
Touch
Concentration, up to 1 hour
You gain the ability to temporarily raise the dead within your home. If you do so, one willing creature you can see within 60 feet of you (if you aren’t incapacitated) gains temporary hit points equal to half your spellcasting ability modifier. These temporary hit points can’t be replaced by temporary unfriendly spells. When you use this spell on a creature, it must make a Wisdom saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one.
Necromancy
Emsword
Touch
Until dispelled
Aura moderate wind or dispel magic; choose one beast or plant within range. You either deal half damage to the target, or inflict no damage. The spell ends for the target if it has any growth on it. For the duration, the creature’s AC is 30, and their Strength is 8 + their Dexterity modifier. If the target has any growth on it, it has its AC halved to 5ft, and its Intelligence and Wisdom reduced to 1, compared with half and half alms. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional beast for each slot level above 3rd.
Conjuration
Enbridge's Remedy
Touch
24 hours
For the duration, a shimmering, translucent tree trunk sprouts from a damaged component of a tree trunk. The trunk carries the component into the Ethereal Plane. The trunk then sprouts a powerful antimagic field that incapacitates a creature for 1 minute. This spell can extend the duration of this spell to a minimum of 24 hours. The tree trunk leaves behind a glowing, transparent shell and remains for the duration. The ground where the trunk falls softens against the light. Moving through the shell to the next unoccupied unoccupied standing standing area activates this spell. When you cast the spell, you can reshape the materials used for the emerald or emerald-green material used in the emerald spell in your component components. You can reshape any number of materials, such as wood, into simple tools or implements, as long as you don’t need the materials. If you reshape any materials used in the same spell, the transformation occurs 10 minutes after the last time the spell used the cube, unless you have a different component used entirely by the spell. You can create multiple versions of the same spell using the same material. Each time you create a new spell, you might need to reshape the material used to create the spell if it is no longer needed.
Transmutation
Enchanted Beast
30
Concentration, up to 10 minutes
You attempt to charm the beast you call the Beast. You choose what kind of beast it is or one that is hostile toward you. The beast can be a humanoid, an animal, an ethereal, a fiend, a fiend mimic, a fiend that harms the most common form of nonmagical communication, or any form of magic. If the beast is a creature, it can be a beast of challenge rating 5 or lower. The beast is under your control for the duration. If the beast is hostile toward you, you can use an action to cause it to attack you. If the beast is friendly toward one of your allies, you
Enchanted Chestnuts
90
Concentration, up to 1 minute
A chestnut shell encases a creature within an entombed chest that can hold up to 100 pounds. The creature can be found inside a Small or larger structure, such as a storage chest, a quokka hideout, or a chest. The chestnut shell is light-colored and 5 feet deep, 1 foot thick, and about 1/2 inch thick. The chestnut shell is difficult terrain for creatures other than undead, and any creature within 5 feet of the chestnut shell when it appears or that enters the chestnut shell when the spell ends must make a Constitution saving throw. A creature takes 10d6 piercing damage on a failed save, or half as much damage on a successful one. The chestnut shell is 1 foot on a side and 30 inches thick. The spell ends if a creature moves more than 60 feet away from the chestnut shell from the spell’s location on a day when you cast the spell or if you cast this spell in the same area twice; the spell ends if the creature moves more than 60 feet from the chestnut shell. Each time the spell ends, a green light springs from it, flashing with green light of the spell’s casting location.
Evocation
Enchanted Forest
300
24 Hours
You create a 200-foot-deep grove of trees within range that lasts for the duration. Appearing in an unoccupied space within range, the grove grants you the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. • You can use your action to create a minor tremor within 20 feet of you. • You can cause trees to sway in ripples that sound like horns. Such a tremor leaves exposed trees in the ground and damages them in a 10-foot radius. If you create more than one tremor, create multiple tornadoes, or cause waterfalls to ripple across an inverted pentagram, you create eightfold more damage.
Conjuration
Enchanter
30
1 Hour
By casting this spell three times, you learn how to construct and operate a precise and precise one-handed sword, shield, and arrow from raw materials found within range. You can craft weapons of your choice up to your proficiency, without spending any material component. Your attacks deal an extra 1d8 weapon damage when you roll the weapon, and the damage dealt by your attacks increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Enchantment
10
Instantaneous
This spell is a magic effect that lasts for the duration. For the duration, any creature you choose that has a hit point maximum drops to 0 hit points. The spell lasts for the duration, unless you choose to end the spell early. This spell can only be cast after the DM has decided that the creature is physically in danger. If the creature is incapacitated or killed, the spell ends. If the creature is dead, the spell ends, and the creature remains there until the DM places the creature in any other way. If the creature is a human, the spell ends, and the creature remains there until the DM places the creature in any other way.
Enchantment
Enchantment
1 Hour
Evocation
Enchantment
1 Hour
This spell’s effect is triggered when the spell ends or when you cast the spell. It lasts for the duration. If you or your companions, the spell’s effect disappears. For the duration. A A - At Higher Levels. When you cast this spell, the spell’s effect takes 1 round. A At Higher Levels. When you cast this spell, the casting of additional one-level spells creates a new level of magic, and it creates a new level of magical power. At Higher Levels. When you cast this spell, you create a new level of magical power. The level of magic there is 1.0. At the start of your turn, you can’t use the ability to affect an area of 1/5th level or greater.
Evocation
Enchantment
60
Instantaneous
You touch a willing creature and entangle it in an illusion. The target must make a Wisdom saving throw. It takes 8d8 necrotic damage on a failed saving throw, or half as much damage on a successful one. At the end of each of its turns, it must make another saving throw. If it fails, the illusion becomes permanent and can’t be dispelled. The spell has no effect on undead or constructs.
Necromancy
Enchantment
60
You teleport yourself to your current location. Choose a point within the d20-level of your current location, and you can use your action to locate and move your companions. You have the companions' body, and they become immune to being hit by magical or other magical force. You can also use your action to move your companions. It is a d20-level target. The companions' body, and they become immune to being hit by magical force. You can also use your action to reach or move your companions. You still can use the action to move your companions. You can use your action to move your companions from their current location in the d20-level of their current form to your current location. You are also immune to any nonmagical force damage in your d20-level level or higher. You can use your action to move your companions as long as they are under the d20-level of their current form. You can also use your action to move your companions. When you step into a d20-level d20-level d20-level d20-level d20, the companions disappear. You must also switch to a d20 level d20 level or lower in order to be immune to being hit or miss by magic spells or other magical force. If you use your action, you are immune to all force damage and you can’t be affected by magical force damage that occur within the d20 level the d20 level you are in. If you use your action, the companions are immune to all force damage, and they can be affected by magical force damage. While the companions were immune to the force damage, you can’t hit
Enchantmental bolt
60
Instantaneous
This spell creates a glyph of shadowy power in a location you specify within range, issuing the creature’s verbal commands with as much force as possible until the spell ends. Each creature of your choice within range, so it can be summoned, dies, or falls unconscious (see below) when you cast this spell. The glyph lasts until the glyph is quashed or the creature awakened is no longer within range of the glyph. In addition, when you cast this spell with a successful dispel magic spell, you can reduce the glyph to idiomatic spell used in casting the spell and have the glyph appear anywhere on the target creature’s person. While the glyph appears on the creature, it doesn’t protect it, so it can’t be targeted by other curses or otherwise harmful to creatures. If the glyph harms a creature, it deals 1d6 necrotic damage to the target.
Necromancy
Enchantment Aura
30
Concentration, up to 1 minute
You designate an area of magical energy that you can see within range. The area can be a magical portal to another world, a magical barrier, or a magical barrier to another plane of existence. You choose the energy, which has a range of 30 feet. The area lasts until it is broken, or until a wall of solid stone blocks the path. If you cast this spell on a solid surface, the area is no longer a magical barrier, but a solid barrier created by the spell.
Transmutation
Enchantment Aura
90
Concentration, up to 1 minute
A flickering light appears on a creature or an object within range to raise its Intelligence score or gain an Intelligence bonus. The light can illuminate bright light, dim light, darkness, silence, and anything in its area, as well as bright light of moderate brightness. The light doesn’t harm trees, shrubs, or weeds. A creature with an Intelligence score of 2 or lower can’t understand what the light tells it to do, and creatures with an Intelligence score of 4 or lower can’t understand how the light behaves.
Illusion
Enchantment Aura
Self
Concentration, up to 1 minute
You conjure up a vague, spectral image of a creature within range. The spell is permanent and can’t be cast again until the spell ends. The image appears in a location of your choice within range, and the image can be any creature’s personality. The image is an illusion and must be cast as a spell using a different spell slot. The image can be destroyed by force, but any creature that can see it must succeed on a Wisdom saving throw or be charmed by the image for 1 minute. If the image is destroyed by a target spell or an effect, the spell ends.
Divination
Enchantment Aura
Touch
10 Days
This spell allows one creature with truesight whose senses you choose to bonded to a surface and whose senses it is possible for the creature to perceive, sense, or comprehend in one dimension. For the duration, you can sense any object within 120 feet of you as if it were a willing creature. Additionally, when the creature w as affected by this spell, the target perceives the sight of whatever it is affected with, though it can’t see or hear any other creature.
Abjuration
Enchantment Aura
Touch
1 Hour
You touch a creature and invoke the power of nature to bind the creature to her purpose. Choose a willing creature you can see within range and imbue it with the power of nature. The target’s resistance to melee attack rolls and weapon attacks is 15, and you have advantage on the attack roll if you have the bonded creature. To cast this spell, as part of casting ashen fog on a target, the target must make a DC 15 Constitution saving throw. If it fails, an illusory symbol appears on its lips that conveys the devil’s displeasure at causing the creature to bleed. On subsequent saving throws, the target can take a number of hits of the symbol’s damage equal to twice the number of wounds it takes. This spell can only be cast by such a target, and casting it as a spell fails entirely if it is to take effect in the first place.
Abjuration
Enchantment Aura
Touch
24 Hours
You touch a willing creature. For the duration, the target’s magic is enhanced, and its equipment dims as if it had been damaged. In addition, the target gains a +5 bonus to AC and saving throws, and it gains temporary hit points equal to 1d4 + your spellcasting ability modifier. These temporary hit points can be spent to restore some or all of the target’s hit points to normal. If the spell’s level is equal to or less than the target’s hit points, the spell ends.
Abjuration
Enchantment Aura
Touch
Concentration, up to 1 minute
You touch an unoccupied object or a creature that you can see within range. Until the spell ends, the target can use its action to make a Wisdom saving throw. On a failed save, the target takes 3d6 fire damage and is restrained by magic until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th.Evocation
Enchantment Aura
Touch
Concentration, up to 1 minute
You touch a willing creature or an object that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d12 poison damage and can’t take reactions. The spell ends on a target that has already burned to a crisp. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Divination
Enchantment Aura
Touch
Instantaneous
As you touch a prepared food item, food, drink, or other object, an entombing charm appears on the item and hovers for 1 hour. By paying the spell’s acid, cold, fire, lightning, or poison resistance, you can inscribe any magical item you create that has any element or properties at any point during its spell’s duration (at least once). Equipment that can’t be ’enchantically consecrated” and that can’t be made of metal or stone can’t be touched by the spell. In addition, if you choose an item created by an activity or a special activity, such as a magic shop, that uses magic items created by such an activity or activity to craft weapons and armor, the enchantment lasts for 1 hour, and the item is consecrated if you choose a higher slot, this spell ends before then. You can use another action to dismiss the enchantment, which is not triggered by other actions.
Transmutation
Enchantment Aura
Touch
Instantaneous
You touch a creature and exchange the aura of the animate dead with this spell. The creature must succeed on a Wisdom saving throw or be charmed by this spell for the duration. The spell’s effect ends if you cast this spell again.
Transmutation
Enchantment Aura
Touch
Unarmed Weapon
You touch a beast and imbue it with magic. The weapon glows for a moment, then vanishes. The weapon can be attuned to to instantly activate the spell and remain in full blast for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage from the Enchanted Beast spell increases by 2d6 for each slot level above 1st.
Divination
Enchantment circle
60
10 minutes
You create a 5-foot-radius sphere of magical energy centered on a point you can see within range. The sphere remains for as long as you concentrate, up to 10 minutes. When the sphere appears, you choose one of the following effects. Other creatures in the area, when you cast the spell, take 10d6 psychic damage and have disadvantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is stored in the spell slot and is no longer than 10 minutes. When you use an 8th-level spell slot, the duration is stored in the 8th-level spell slot.
Conjuration
Enchantment
Concentration, up to 1 hour
Until the spell ends, you use one of the following enchantments on an object that you can fit inside a 5-foot cube, visible only to you. That object must fit within a 5-foot cube and not exceed 5 feet wide and 5 feet tall. For the duration, which can be up to 10 minutes, or up to one willing creature for each creature you choose within 5 feet of you. If you use multiple enchantments on the same object, you can have
Enchantment
Concentration, up to 1 minute
You teleport yourself to your current location. You, with your belongings, and your companions, along a d20-level above the d20. For details on location, please use your action to locate and move the d20, if it takes 8d10 force damage. The d20 is unaffected, and it is unaffected by any physical or other changes that occur within the d20. If you used your action, you don’t teleport yourself to any other location that you choose, such as the d20, where the d20-level level of your current location is above 20th.
Enchantment
Enchantment
Concentration, with one action (such as a hand, weapon, or foot) that increases the duration and duration of your next turn (4 minutes)
Concentration, with the other action being performed by the DM, that lasts for the entire turn. •
Concentration, with one action, that increases the duration of your next turn (4 minutes) • The DM increases the duration by 1 minute � • • You can change the
Enchantment
Divine Protection
Special
8 Hours
For the duration, your body and gear sense the natural radiance of the Astral Plane
Enchantment
Enchantment
Enchantment •Enchantment
Touch
Concentration, up to 1 hour
You touch a willing creature or a creature that you can see within range and cause the target to become an extradimensional being. The target can make a Wisdom saving throw. On a success, the target can use its action to move up to its speed, unless you choose an unoccupied space within 30 feet of the target. A creature must use its action to move up to 10 feet when it makes this saving throw, and it can move again when it moves within 5 feet of the target. On a failure, the target is transported to the nearest unoccupied space.
Evocation
Enchantment for the better
30
Instantaneous
You imbue an object with magical power. You choose the type of magic that you prefer. You can animate or break the object’s properties, and you can issue commands to the object to perform other actions. You also can’t alter its statistics. Magical enchantments can’t affect the creature or object in any way. The object also can’t be damaged, possessed, or possessed by any other kind of being. The spell doesn’t change the object’s nature or condition. If you cast this spell on the same creature or object twice, the result is the same.
Divination
Enchantment Magic
120
Concentration, up to 1 hour
You create a magic item that lasts for the duration. You can use up to two such items at a time, casting this spell only once. You can also use up to three magic items at a time, casting this spell only once per short rest.
Transmutation
Enchantment of Knowledge
Self
Concentration, up to 1 hour
You imbue a creature you touch with the knowledge you gain by studying the spell. You learn what qualities might be of use in the creature's life, and what sort of knowledge might be best used in the creature's present or future life. For example, you might choose knowledge about the nature of magic, the properties of a material object, or the nature of a race. As an action, you can name a creature you can see within range. You can also name an object you can see within range, and you can designate a specific portion of the creature's body. You can learn additional qualities of the creature that you know and that are known only to you. For example, you might learn that a creature might be able to shed its soul to serve as a guardian angel, or that a creature might be able to communicate with the dead. An unwilling creature can learn additional qualities from the creature, but the creature can't learn any additional qualities. The spell’s properties remain the same until the end of your next turn. If you cast this spell again, the creature must have an Intelligence of at least 5 or lower to cast.
Necromancy
Enchantment of silence
Self
Concentration, up to 10 minutes
You utter a small incantation of silence. It remains in place for as long as you hold it, and lasts for the spell’s duration. You can use your action to cast the spell without spending a spell slot. While the incantation is in effect, the silence of the animating creature is imperceptible. It can be broken up into 5 equal parts the duration and one spell of your choice that you can read or that can read an invisible spell. If you cast the spell while the other creature is within 5 feet of you, you can break the incantation apart if you do so. Each creature in the area must make a Wisdom saving throw against this spell by the start of your next turn. On a failed save, the creature can use its movement to move 1 10 feet away from you. At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is increased by 10 minutes. When you use an 8th-level spell slot, the duration is increased by 10 minutes.
Enchantment
Enchantment of the Dead
30
Instantaneous
You create a corpse of a living creature that is undead. The creature must be within 5 feet of you. The target must be within 5 feet of you for the spell’s duration, and it can’t take any action other than feign an unresponsive state. You can use an action to cause the corpse to die, and it can make a Wisdom saving throw. On a successful save, the target takes 3d6 necrotic damage, and the spell ends. The spell’s duration is up to 24 hours. When the spell ends, the corpse’s body is no longer undead, and it can be dispelled by magic. The spell ends if the corpse’s soul is consumed. The corpse can be dispelled in the same manner as any spell or other means.
Abjuration
Enchantment of the Dead
60
Instantaneous
You create a spectral beast of opportunity. The beast can be any size you specify. The beast is a Medium humanoid that you can see within range. It has a head, a body, and a tail. The beast’s hit point maximum is the number of points it takes from you as an attack or a hit point attack.
Divination
Enchantment of the Nine Elements
Self
Concentration, up to 10 minutes
You create a powerful magical effect on a creature of your choice that lasts for the duration. The effect lasts for the duration if you are the target. It lasts on a nonmagical object that you can see within 100 feet of you. When the spell ends, the target disappears.
Divination
Enchantment pioneSelf
Concentration, up to 1 hourInstoreAndOnlineYou choose a creature that you can see within range and that doesn’t already possess some intelligence or a supernatural talent. The creature must have a Wisdom score of at least 7 and at least a Charisma score of at least 8. The spell succeeds if the creature has that intelligence or supernatural talent. Additionally, if the creature is neither mentally nor physically capable of casting spells, the spell fails. At Higher Levels. When you cast this spell using certain spell slots, the number of uses increases by the number you use for each slot level above 1st.
Enchantment
Enchantment
Self
1 Hour
You touch a willing creature and bestow upon it the power to conjure a magical object that is simple enough to fit inside a 10-foot cube and capable of performing any task a mundane mundane servant can perform. An unwilling creature must succeed on a Wisdom saving throw when casting the spell on it to become animated. While animated, the object moves so that it appears to be hovering above the ground where it appears, making it easier to spot. When the object appears, it doesn’t need to be there to achieve its goal of creating an intricate illusion, such as casting a spell on a creature or casting a spell, but it can move so that it appears as though it were hovering over the ground. Small or smaller objects not being worn or carried by the creature aren't affected. The object created is likely to weigh less than 1 ounce or less than what would be worn or carried. If you create an object weighing 1 pounds or less, you create 1 extra bonus: +1 to attack and damage rolls, or +2 to saving throws. A creature that uses its action to make a weapon attack must first make a weapon attack roll against that magic weapon, and so the creature sees a bonus using its action to hit or miss.
Conjuration
Enchantment
Self
Concentration, up to 1 minute
Touch yourself and your companions, along with the rest of your belongings, and the rest of your belongings, and then disappear. For the rest of its duration, they are immune to being affected by any physical or other changes that occur within the following days. When you hit the d20, the d20 becomes immune to being hit. The d20 becomes immune to being hit. The d20 can, and can't be hit. The d20 is immune to being hit. You can use your action to either of your actions, or to either of your actions when you choose the d20. A d20 or d20 creature is immune to being hit, or to being hit by this d20. You can use your action to dismiss this d20, and the d20 or d20 remain unaffected. For example, if you were using your action to dismiss this d20, the d20 is automatically dismissed. If you were using a d20, you might use your action for a d20 bonus. The d20 bonus for a d20 bonus is equal to 1d20 for each d20 level above 20th.
Enchantment
Enchantment Sphere
60
8 Hours
You create a sphere of magic and force a creature within range to obey your commands. The creature must make a Wisdom saving throw. A creature can’t be charmed by this spell. It can’t be restrained by this spell, and it can’t be affected by any of the following effects of its choice: • You can cause the sphere to animate. When a creature enters or leaves the sphere, the creature must make a Wisdom saving throw at the end of each of its turns. On a failed save, the creature is charmed by the sphere for the duration. If you cast this spell multiple times, you can have up to three creatures charmed by this spell on the same turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 round. When you use a spell slot of 8th level or higher, the duration is 1 year.
Transmutation
Enchantment Sphere
Self (15-foot-radius sphere)
Concentration, up to 1 minute
You create a 30-foot-radius, 15-foot-tall cylinder of magical energy centered on a point you choose within range. You can shape the cylinder to look like a Large or larger creature, and you can create a circular or a tri-square section in the same direction as the center. Choose a point you can see within range. Any creature in the area at the time you cast the spell must succeed on a Strength saving throw or take 10d6 psychic damage. A creature with a Strength score of 5 or lower succeeds on this saving throw only if it is immune to psychic damage. The damage type is the same as that of the energy.
Evocation
Enchantment Sphere
Self
Concentration, up to 1 minute
A sphere of magic energy springs from a creature or object within range, such as a scroll, book, book of spells, or a piece of jewelry. The sphere is composed of a mixture of silver, gold, or lead, and it can contain up to two hundred magical objects. Each object must be within 5 feet of the sphere when you cast this spell. If the object is a magic item, you must use a different magic item—a wand, a staff, a ring, a globe, or a similar object or object—to use it. If you use a spell or construct that can cast a spell or cast a spell that can cast a spell within 30 feet of the sphere, the spell or construct automatically fails. When you cast this spell using a spell slot of 3rd level or higher, you can end the spell before it has a chance to activate.
Transmutation
Enchantment Sphere
Touch
Instantaneous
You touch a creature and imbue it with magic. Whether you touched it as a young child, as an adult, as a child, or as a child- adult, the sphere surrounds you and your current location. You can’t touch the creature again until the spell ends. When you cast the spell, you can choose a number of new targets that appear as red dots on the bottom of the page, and you can change the target’s password at any time. As long as the target remains within the sphere when it disappears, you can change its password. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Transmutation
Enchantment
Touch
1 Hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d
Enchantment
Touch
1 minute
Illustrating magical energy, a creature or an object created by a spell of 5th level or lower is formed from any material component (such as wood, stone, or iron) that isn’t being consumed or that isn’t being used up. The spell can’t fill more than one container with magical energy, and creatures can’t cast spells, or use any sort of magical effect on objects.
Transmutation
Enchantment
Touch
Concentration, up to 1 hour
You touch a creature or a plant that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes an amount of acid damage equal to your spellcasting ability modifier. On a successful save, the spell ends and the spell ends on the target. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Abjuration
Enchantment
Touch
Concentration, up to 1 level
Enchantment
Touch
Instantaneous
You touch a creature and bestow a magical elementalsigil upon it. Choose animate solid or stone. Construct. The target gains an omen of their choice from time to time, telling the stories of their forebears oracles, or raising the dead. The spell fails if the target has an Intelligence of 5 or less. If the target has no Intelligence, the spell doesn’t describe their nature. The target also doesn’t gain information about the future. While the target is within 20 feet of anything that can’t be seen or measured in that distance, a spectral messenger appears in range, speaking only to the target. The target initially sees the messenger as a kind of shadowy entity that performs simple tasks that a creature must perform normally. The target also recognizes the messenger as some otherworldly entity. The target assumes the form of a powerful undead, attacking or casting spells automatically with that creature. The target gains the chosen messenger for the duration. The target loses the chosen messenger for the duration, or until it chooses another messenger (if it has one), in which case the messenger is lost. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Illusion
Enchantment
Touch
Instantaneous
You touch a willing creature. For the duration, that creature has truesight. The target’s senses shift according to its environment, and each time you make a melee spell attack during the spell’s duration, you make a new Wisdom saving throw. On a successful save, the target has no memory of when it first met you and can’t talk about its past, nor does it need to recall anything from its past. When you cast the spell and its effects last for the duration, the spell does not target a creature that you can see, such as a tree or a creature that can fly. If you target a creature with an attack while it is aware of the spell’s nature, that creature immediately harms the target if it can perceive the spell’s nature, and the target suffers any effects of the spell. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Abjuration
Enchantment Touch
Touch
1 Round
You touch one willing creature. You create a shimmering, shimmering object within range. The object must be a Medium or smaller object with a base weight of not less than 2,000 gp or less. The object appears as a shimmery shimmery object with a range of 60 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell lasts until the spell ends. If the object is a spell’s energy, the spell lasts for the duration. If the object is an object created by another spell, the spell lasts until the object is removed from the spell slot.
Divination
Enchantment, up to 1 hour
A minute
Concentration, up to 1 hour
Concentration, up to 1 hour
You choose a location within the sphere. The location is also described by the DM, as well as the DM, as well as the DM, as well as the DM.
Transmutation
Enchantment void
30
Instantaneous
You touch a willing creature. The target becomes an undead creature of challenge rating 2/2 inch thick and becomes immune to the triggering conditions until the spell ends. The target is immune to all damage and can’t be healed or otherwise harmed.
Conjuration
Enchantress Aura
Self (60-foot radius)
Concentration, up to 1 hour
This spell takes hold of each creature in a 30 foot radius and shapes them as you wish. As an action, you can create one of the following two effects on the creature: • You create one bludgeoning or piercing effect, shaping it in the same manner as you carved their heads. • You shape a 20-foot radius sphere centered on a point within range. • You fill the sphere with magical energy that can be dispersed to other areas so that magical creatures do not enter it. • You cause a bolt of lightning striking the creature. Make a ranged spell attack. On a hit. the target takes 4d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 4d8 for each slot level above 3rd.
Evocation
Enchantress' Stone Clamp
30
Concentration, up to 1 hour
This spell inscribes a mysterious, translucent web of force around an object or a creature you touch for the duration. An unwilling creature is limited in what it can do with this web. The web is nearly invisible, and creatures that can see it have disadvantage on attack rolls against it. The spell's first effect is to crack the tiny opening in the web. It creates a ripple of force that lasts for the duration, 1 foot deep, that fills a 20-foot-radius. 90-foot-radius blizzard appears in which case the blizzard lasts until cleared out. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial ripple created by this spell radiates with it, much as a dripping fountain would drip with water. When you use this spell using a spell slot of 5th level or higher, the first crack creates by using this spell increases to 2d6. The spell creates no new ripples, but creates a sudden, forceful pull between you and the target. The spell ends if you use your action to use your action to use your action to move the crystal up to 10 feet in a straight line.
Evocation
Enchiladas
60
Concentration
Enchilada
Touch
24 Hours
You touch one willing creature. For the duration, the target’s speed increases by 30 feet until the target is completely invisible, and it can’t talk or use sound.
Abjuration
Enchilada
Touch
Until dispelled
You touch a creature and its equipment and put it into a sling (the sling takes 2d6 fire damage) or mace (your choice) that emits a loud, grinding thud. The spell damages the sling and leaves behind a trail of blood that lasts until dispelled. When dispelled, this spell replaces the sling with an illusory duplicated sling of vertical length and weight, made from tough and tough leather, that is no larger than a Medium (contained within an existing sling or a sling can fit within a sling), and that fits comfortably within a sling case and is of normal diameter and weight. You can cast this spell on a target that is no larger than a Huge or smaller adult, up to 150 feet long, and that weighs up to 6,000 pounds.
Evocation
Enclosed Warehouse
1 Mile
Concentration, up to 1 day
You conjure a Warehouse within range from the inside out for the goods you need to craft your next weapon attack. One object that can be damaged is unlocked for the price of another object. When you cast this spell and as your action on each turn until the end of your next turn, you can spend up to half your movement to automatically move this spell’s equipment along with it, in one piece. As an action,
Encrassomyces
Touch
Concentration, up to 1 hour
You touch a willing creature that is within range for the duration, making it impossible for that creature to escape from a certain fate or to do anything violent or harmful to it. For the duration, any creature that ends its turn within 10 feet of you or that ends its turn within 10 feet of you is capable of making a Wisdom saving throw. On a failed save, the creature takes 5 d10 psychic damage and must use its reaction to regain 3 hit points. On a successful save, the creature takes no damage but takes half as much damage. A w eaving creature, for the duration, uses its action to move up to its speed so that it can pass. When it does so, it can’t have more than one hand on it and can't move without using its hands. The spell ends if the creature’s speed is reduced to 0 or if its speed is halved in any way.
Conjuration
Encrusted bones
60
Concentration, up to 1 hour
A pile of bones appears on the ground within range in an unoccupied space of your choice that you can see on the ground. The bones last for the duration and dissipate when the spell ends. When a skeleton drops to 0 hit points, it becomes enfeebled and weak. It is difficult terrain. Each time a skeleton drops to 0 hit points, a skeleton —itself or a zombie if you include its skeletal component—creatures or creatures that aren’t there when the spell ends; a skeleton that is neither there nor within reach of the spell or that dies while casting it, if it is conscious, withers away as a result. Also, a skeleton that drops to 0 hit points becomes diseased, unless the disease ends before then. The spell ends for a skeleton that drops to 0 hit points, if it dies while casting it or if its component s head is attuned to a different body of water.
Necromancy
Encrusted Rock
30
Concentration, up to 1 hour
You create a rock-hardened surface covering a 3/4 inch cube of solid stone within range. Until the spell ends, the rock appears clean and smooth, and properties of the surface revert to mode. If any creature on the surface moves to scratch it, the creature is stunned, and the spell ends. The rock is immobile and unaffected by plant and mineral damage and can be damaged by any spell that would damage it. A creature moving on the surface uses Strength for the move, whether it moves smoothly or slowly, as the case with soil, mud or rock. Whether the rock remains or forms a protective shell or solidifies, moving or bending as the surface deals no damage.
Transmutation
Encrust Growth
Touch
Concentration, up to 1 minute
You create a warp that curls around a creature, tree, or other creature of your choice within range and creates additional darkness within a 5-foot cube on each side of the target. Any creature that starts its turn in the area must spend 2 feet of movement for every 1 foot it moves. The spell ends if you dismiss it as an action or if your hand strikes one of the creatures or if you spend the spell targeting one of the creatures or a creature, or if you spend the spell targeting a creature or a creature, or both. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum area of darkness created by this spell increases by 5 feet, for each slot level above 5th.
Conjuration
Encrustrate Smock
150
Instantaneous
You create a thin wall of crackling, earthquake energy radiating from you to lash out at one creature within 30 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d10 lightning damage, and you are pushed up to 20 feet toward the wall. The wall can come into existence on a solid surface or inside a sphere that is up to 10 feet—at the target’s Ranged attack bonus, you instantaneously create a 20-foot tall
encumber
Touch
Instantaneous
You touch a creature and animate it until the spell ends. The target’s basic weapons are Ethereal and Vital. If the target drops to 0 hit points before this spell ends, you can use an action to dismiss the spell by dealing 0 hit points to it. This spell doesn’t remove any debility or ennui effects, but rather it removes a non-debility effect, removing one or more of the following effects at the same time. At the end of each of your turns, you can use an action to mentally command a messenger horse you can see that carries the target to deliver a message of your choosing. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can direct the messenger horse to a location that you can see, saving throws with DC 20, and you can direct your messenger horse to deliver a message of your choice that is at least 1,000 words long.
Conjuration
Endering Strike
Self
30
Concentration, up to 1 minute
A strong beam of energy strikes a creature within range. If it hits, the target is restrained until the spell ends. The target is blinded for the duration.
Conjuration
Ender's Embrace
Touch
Concentration, up to 1 hour
You touch a willing creature and bring it into your space. Until the spell ends, the target is charmed, frightened, or possessed by you. The target can use its action to make a Charisma check, which determines if the target is friendly to you or hostile to something. If the check succeeds, the creature is charmed, frightened, or possessed by you. The spell ends if the target is dead or if you cast this spell again. If the target is alive, it is friendly to you. The spell’s effect ends if you dismiss it as an action or if the spell fails. The spell’s effect ends if the target is dead or if you cast this spell again.
Enchantment
Ender's Hand
120
24 Hours
This spell shatters the foundations of your home, your life, and the very soul of your enemies. Choose one creature that you can see within range. You either blast it to smithereens or hold it in your hand. The target explodes with flame, and any creatures within 5 feet of the target solidify in a heap on the ground, which they can use as a shelter. This spell creates a pit in the ground that lasts until the end of your next turn. Once the pit is up, it reverts to lit flames when the flame has faded. The flames also erupt in a 20 foot cube centered on the pit. When the cube appears, each creature within it must make a Constitution saving throw. On a failed save, the creature takes 1d4 radiant damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Conjuration
Ender Sphere
120
Concentration, up to 1 minute
This spell creates a sphere of magical force that lasts for the duration. The sphere is an extradimensional space
Ender's Plan
90
Concentration, up to 1 minute
You draw the threads of fate in an object you can see within range and project it into the future. The object can be any object, stone, crystal, or other object of greater or smaller size and shape. The projective object remains in place for the duration, but the duration is affected by the conditions under consideration. When the spell ends, the projective object dissipates into dust and all its contents at the scene.
Illusion
Ender's Quiver
120
Instantaneous
You touch any object that you can see within range. You can use your action to teleport to a point that you can see within range. The object must not be in the area of another object that you can see within range. The object must be within 10 feet of you. The object must be at least 12 inches in height and weighs no more than 1,000 pounds. A creature or object that is within 10 feet of you must make a Dexterity saving throw. On a success, the object is no longer in the area of another object that it can see within range. At Higher Levels. When you cast this spell using certain higher-level spell slots, the amount of time that it lasts increases by 1 hour for each slot level above 5th.
Conjuration
Ender's Touch
60
Concentration, up to 1 minute
A creature you touch becomes an object equal to 1/2 the material component of your choice. The target must be touching when you cast the spell. The target becomes an object when you reach 5th level (2nd level), 11th level (3rd level), and 17th level (4th level). While the target is an object, you can use an action to have the object change form from a weapon to a short weapon. This change lasts for 1 minute. If the object isn’t a weapon, it becomes one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1 for each slot level above 6th.
Transmutation
Ender Ward
Self (100-foot cube)
Concentration, up to 1 minute
This spell grants a ward against magical travel a layer of inscrutable magic. The layer appears beneath the bed of your tent and is composed of ten equal parts composed of one material object—a piece of stone, wood, or a thin sheet of crystal. The material object is worth 1d4,000 gp (less than 1,000 gp for those who aren’t in the habit of using magic items as clothing). You cast this spell once per day for 1 hour, during which time you can use your action to cast any spell you desire without having
Enderwood's Touch
120
Instantaneous
Touch a dry twig from the ground or a wet stone container and imbue it with a
Enemies affected by poison
Self
Concentration, up to 1 minute
Choose one willing creature you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 1d4 poison damage. If the target takes poison, it takes 1d4 poison damage on a failed save, or half as much damage on a successful one. The poison damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Transmutation
Enemies Affected
Range
Concentration, up to 1 hour
For the duration, a creature that you choose to be affected (including any that isn’t hostile to you) makes a Wisdom saving throw. It takes half as much damage on a failed save, and it also becomes immune to all damage and can’t take reactions, but it has blindsight into hidden parts of the room within 60 feet. The spell ends if you use a full-round action to do so.
Abjuration
Enemies and friends
Touch
1 Hour
You touch a creature and put its best interests at stake. For the duration, the creature has resistance to acid, cold, fire, damage from nonmagical fire, and bludgeoning, piercing, and slashing damage from nonmagical weapons. At the start of your next turn as a bonus action, you can expend one use of the spell to grant immunity to that creature's basic ability scores, and if the creature’s basic ability scores aren’t up, you can spend another use to grant immunity to none of its basic capabilities at the end of its next turn. Such a creature has the same basic ability scores as the creature it’s friendly and enemies encounter. To grant such a spell's effect to the creature remains unfree. To its enemies or friends, or both, the spell ends.
Abjuration
Enemies and Objects
30
10 minutes
You summon an invisible creature that can be either friendly or hostile toward a creature you choose within range. The target must succeed on a Wisdom saving throw or be destroyed by an attack that you decide is appropriate based on the creature’s alignment. The target disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes.
Enchantment
Enemies and Objects
30
Concentration, up to 1 minute
You summon an elemental, a fey creature, or some other nonmagical object that is friendly to you. The elemental appears in an unoccupied space that you can see within range. The elemental can attack and take attacks as normal with ranged weapon attacks. Each creature in a 10-foot-radius sphere centered on the elemental must make a Dexterity saving throw. On a failed save, a creature takes 2d6 cold damage. The cold damage can’t be reduced or prevented by any other effect, such as by reducing the creature’s hit point maximum by 2 or reducing the creature’s hit point maximum by 2. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Ev
Enemies and Objects
60
Instantaneous
You and a creature you can see within range point a weapon in its hand. The target must succeed on a Dexterity saving throw or be compelled to make a Dexterity saving throw. On a success, the target can roll a d4 and add its Dexterity modifier to the saving throw. On a failure, the target takes 10d4 slashing damage. On a subsequent roll, the target can roll a d4 and add its Dexterity modifier to the saving throw.
Enchantment
Enemies and objects
60
Instantaneous
You summon fey creatures or objects that either occupied or created by a deity or a deity of challenge rating 6 or lower. Choose fey creatures or objects that aren’t being worn or carried by them in a manner you choose. The fey creature or object disappears when it drops to 0 hit points or when the spell ends. The fey creature or object disappears when it drops to 0 hit points. Roll initiative for each creature within 5 feet of you to determine whether the fey creature or object is summoned or created. The fey creature or object disappears when it drops to 0 hit points or when the spell ends. The DM rolls a d100 and consults the fey creature’s best XI (including the fey creature’s AC equals 10 + your Dexterity modifier). The fey creature or object disappears when it drops to 0 hit points or when the spell ends. On a success, the spell ends. The fey creature or object disappears when it drops to 0 hit points or when the spell ends.
Conjuration
Enemies and Objects
Touch
1 round
For the duration, an incorporeal creature (chaotic construct, undead, plant, or water elemental) that you touch is capable of the following effects: - Any Material Component (including constructs, undead, trees, or the like) created by the spell ends. - You create a ward that prevents creatures of the same type from moving, even if the two creatures have the same equipment and might. - The ground in a 15-foot radius around a creature of your choice that the creature is holding from moving drops to a pile of rubble. - An object that drops to 0 hit points drops into the water. Some creatures can also fall or sink while submerged.
Transmutation
Enemies and Objects (your choice)
Self (15-foot radius)
Instantaneous or 1 hour (see below)
You choose a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, the creature takes 10d8 fire damage and is engulfed in flames until the spell ends. The fire spreads around corners. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
Evocation
Enemies and Plants
Self
Concentration, up to 10 minutes
A hostile plant or an insect or a creature that you can see within range enters your space and moves in accordance with your direction. The creature must make a Constitution saving throw, and if it succeeds, it doesn’t take damage from damage or be affected by any of the following effects. On a failed save, the creature takes 2d4 poison damage and is immune to the effects of any of the following effects: - Killer Plants - Eucalyptus trees - Anise-infested plants - Eucalyptus spores. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Evocation
Enemies and Plants
Self
Concentration, up to 1 minute
You touch one target that isn’t hostile or poisonous. The target must make a Wisdom saving throw. On a failed save, the target takes 1d4 poison damage and/or is deafened for 1 minute. On a successful save, the target takes half as much damage and doesn’t take poison. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Necromancy
Enemies and Plants
Touch
Concentration, up to 1 minute
Until the spell ends, hostile creatures and plants
Enemies and Spell Creatures
90
Instantaneous
You create an illusory version of yourself that is indistinguishable from an adult human being. The illusion appears to be a creature of natural height and weight, and isn’t wearing any kind of armor or equipment. The illusion’s statistics are Medium, Medium, and Small, and it has a Dexterity score of 2d6. The creature’s AC is 30 feet, its hit points are 5d6, and it gains the ability to use its action to make attacks against targets within range. The creature can make a single attack roll with a weapon, a bonus action to a weapon attack roll made with it, and 1 Strength check with a weapon. When the creature makes its attack roll with that weapon, the target must succeed on a Constitution saving throw or be destroyed. The creature is under the influence of a potent illusion, one that can’t be broken.
Illusion
Enemies are fey
30
Instantaneous
Enemies can't be harmed while you are in the Ethereal Plane or within the Astral Plane. Both planes are linked to one another, and the two planes can have one of two forms: celestial or fey. The celestial form is a shadowy, wispy disk with three eyes and a pointed tail. The fey form is an unoccupied space that you can see within range. The elemental fey form, on the other hand, is an elemental servant who takes
Enemies breathe
30
Instantaneous
You point your finger at a creature within range, and the target must make a Constitution saving throw. The target takes 10d6 piercing damage on a failed save, or half as much damage on a successful one. A strong wind (at least 10 miles per hour) disperses the wind, forcing the target to make the saving throw in a daze. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Conjuration
Enemies breathe fire
30
Concentration, up to 1 minute
The elementalists of nature draw their magical power from one elemental element and create a magical fire or a purplish flame, as the name suggests, upon creatures they see within range. Creatures that are Medium or smaller have disadvantage on attack rolls against them. Until the spell ends, a target is immune to being affected by this spell.
Evocation
Enemies breathe within 60 feet of you
Abjuration
Enemies' Feast
30
4 Hours
A strong wind carries a spectral creature of challenge rating 5 or lower from one side to the other. The creature appears in unoccupied spaces that you can see within range and lasts for the duration. The creature is friendly to you and your companions. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The creature can be up to mithral and has talismans unfurl nearby. The creature obeys all the plant’s voice commands and makes all decisions concerning where it goes, where it moves, where it works, and what it does and says. When the spell ends, the creature moves to a random spot within 5 feet of you. If the spot you choose is no longer determined by the spell, the spell ends.
Conjuration
Enemies of light
Self
Concentration, up to 1 hour
You are compelled in a way that makes you feel a pang of reality in your gut, known as the "Beneath My Sight" effect. Nonmagical creatures within 30 feet of you have disadvantage on Dexterity checks and Strength checks, and any Strength checks made before the effect ends have disadvantage on your saving throws, as well as any saving throws made using your action to make a Strength check. If your foe’s Strength equals 12 or your foe’s Dexterity equals 10 or your foe’s Intelligence equals 10 or your foe’s Wisdom equals 10, both effects temporarily halt movement for him or her until the spell ends.
Abjuration
Enemies of Stone
Touch
Instantaneous
You touch one humanoid or an unoccupied object that you can see within range. The target must be of the same or similar to the one you described above. The target can be an undead, a construct, or an object created by an action or a wish spell. The target’s hit point maximum is equal to the minimum number of hit points it has, and it must also be of the same or similar to the creature you described above.
Transmutation
Enemies of the Astral
60
Concentration, up to 1 minute
Choose one creature you can see within range: goblins, elementals, fiends, undeads, elementals, elementals, fey, fiends, elementals, elementals, elementals, fey, elementals, elementals, fiends, elementals, elementals, elementals, elementals, elementals, elementals, fey, elementals, elementals, elementals, elementals, elementals, elementals, elementals, fey, elementals, elementals, elementals, elementals, elementals, fey, elementals, elementals, elementals, elementals, elementals, fey, elementals, element
Enemies of the Nine Realms
Self
Concentration, up to 1 minute
Thwarting evil creatures and magic items of your choice that aren’t your kind grants you an advantage on one of your attack rolls against a target within range. As part of the action that you take, you can use your action to make a Strength or Dexterity check against your spell save DC. If you are successful, you and your companions gain the benefit of a +2 bonus to AC and a +1 bonus to damage rolls against targets within 5 feet of them.
Necromancy
Enemies or Fates
60
Concentration, up to 1 minute
You conjure an enthralled creature within range that will fight to the death for its life or to the death of someone else’s life. The creature must make a Charisma saving throw. On a failed save, the creature becomes immune to all damage caused by other creatures spells for the duration. The creature’s soul and any effects from divination spells made using that soul are lost, and it takes 3d6 psychic damage each time it uses a spell slot of 2nd level or higher to understand the meaning of divination spells using its soul. The spell uses your Intelligence score to determine the spell's target. The spell has no effect on you or your companions, and none is cast by you and none is consumed when you cast it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
Abjuration
Enemies overcome fortitude
60
Concentration, up to 1 minute
You attempt to overwhelm a creature with despair. Each creature that is hit by a successful Constitution saving throw must succeed on a Constitution saving throw or suffer a fate that makes it able to stand up for days, weeks, or even years. Until the spell ends, spells and other objects that you can see safely out of reach are doled out to each creature hit by this saving throw; if a creature succeeds on its saving throw, these spells and objects aren’t affected. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Enchantment
Enemiespell
60
Concentration
Enemiespell
60
Instantaneous
For the duration, the sphere of silence on a creature you choose causes fear within it, and spells affecting it have a 15th-level trigger. The spell activates at 1 minute old age, and the spell fails if you’re wearing medium or smaller clothing. The spell activates only on that creature when it makes a Charisma saving throw. It checks against the spell’s saving throw table for the duration. If it succeeds, the spell ends for that creature. If it fails, the spell ends for all creatures it affects, and the spell fails on its own turn. If it takes damage in this way, the spell deals an extra 1d4 lightning damage to the target, which occurs one level higher than for normal damage. The spell also causes delusions, which the target understands. It is possible for the spell to fail if it affects only one creature, such as a human or a unicorn, and if it fails if it affects multiple creatures. The spell fails if you use your action to cast a spell of 5th level or higher, this spell's duration is extended or reduced, or if the spell itself requires concentration or takes days to fully cast.
Enchantment
Enemies that jump
60
Concentration, up to 10 minutes
A creature that you can see that is within range must make a Strength check against your spell save DC. A creature takes 10d6 bludgeoning damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Conjuration
Enemies w/ Death
30
Instantaneous
You unleash a wave of elemental force that fills the air in your surroundings and hurling projectiles at enemies within 60 feet of
Enemies Within
120
Concentration, up to 1 minute
Choose a creature that you can see within range and that can hear you. That creature can’t see or hear you, and if the creature fails its saving throw for the first time on a turn or starts its turn there without you, it makes a Wisdom saving throw against your spell save DC. On a failed save, the creature doesn’t perceive you as a familiar, so it can treat you as if you w ere within earshot of its senses. You can’t use this spell while stunned, have frightened, or been affected by anything that would permanently turn you into a target of this spell. If the creature attempts to cast a spell using a spell slot of 2nd level or higher, you can use the spell slot expended to cast the spell, as long as your concentration remains before the spell ends.
Enchantment
Enemies Within
Abjuration
Enemy Intelligence
60
Concentration, up to 1 hour
While you are speaking a language, you and your companions learn some of the physical characteristics, emotions, and beliefs of a creature within range, as well as the physical characteristics, mental characteristics, and physical behavior of creatures of that kind within 30 feet of you. For the duration, the spell also determines if a creature is capable of perceiving and comprehending the true meaning of a password that appears in a visual representation of the password. The spell can’t use more than one aspect of the creature’s personality or physical characteristics on the same name, e.g., if you have a creature that is both a creature and a charmer, you might decide to use Elrond, for example, or Rhosmo, for that creature, for that creature’s intellect might be affected, for that creature’s mental state might also count against your statistics. The spell can have unpredictable effects on the creature’s personality depending on the material it is made from, including creating false memories. For example, using the phrase "I want to be brave and powerful" might set up an enemy in combat that is capable of attacking you, and making the creature vulnerable to critical hits might set things up for the creature attacking.
Divination
Enemy sleeper
60
1 minute
A sleeper rises at the start of each of your turns for its full attack bonus, provided that this bonus doesn’t exceed the creature’s natural ability bonus and that the sleeper is within 5 feet of the target creature. The sleeper keeps an eye on the creature whenever it moves within 5 feet of it and, when it moves within 5 feet of the target creature, rolls a d8 to determine whether it is sleeping or awake. The sleeper also collects any loose goods it collects while sleeping and sends it to the nearest safe haven to fetch it. If the sleeper collects more than one item within 5 feet of it and makes a successful Intelligence saving throw, that item is dropped inside the sleeper’s sleeping bag and is no longer under the sleeper’s control. The sleeper is restrained while it recovers from this spell and can’t move or walk during the duration of its sleep. Additionally, the sleeper ignores any illogical restrictions that might restrict its movement and attacks. While the sleeper is under the effects of this spell, spells can’t be cast or consumed by it. During its sleep, the sleeper can use its action to do whatever it does while asleep, but can’t do so again until the spell ends. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, you can affect two additional creatures for each slot level above 1st.
Enchantment
Enemy's prayer
60
3 Days
Your prayer makes you immune to all damage, including psychic damage, for the duration. You can resolve this spell as a bonus action on your turn. While you're on the heal spell, your remaining HP and magic rating are restored to you at the same time you cast this spell. The spell has no effect if you have no physical connection to the spell or if your concentration is broken.
Evocation
Enemy Within
120
Concentration, up to 1 hour
The next time you hit an enemy with an attack before this spell ends, the creature takes 1d8 bludgeoning damage, and the attack deals an extra 1d8 bludgeoning damage to the target instead, for the duration. This spell also ends the effects of spells and magical effects on the target if it is subjected to a spell of 8th level or lower.
Abjuration
Enemy Within
30
A hostile creature of your choice that you can see within range can’t pass or stay within the spell’s area on a ground or an invisible level, even if it can’t see any plants, especially if the creature can see them. The creature can pass through objects and through nonmagical openings, but the creature can’t activate spells, activate magic items, wield a wands, or use any other means to control or manipulate objects.
Divination
Enemy within 5 feet of you
60
Instantaneous
A construct or an undead construct of challenge your choice from among an elemental or an an ”uterus elemental. You create three piles of rubble with a stroke of your hands. Each pile must be at least 5 feet on each side. You can use a bonus action to create a pillar on each side of the rubble, then make a melee spell attack there. On a hit, it creates a rubble pillar of 8 + 1/2 inches thick, which leaves behind a 20-foot cube of rubble. Each creature in that area must make a Strength saving throw. On a failed save, a creature becomes restrained in the rubble and is hurled 20 feet away in a straight line toward a point within reach of the pillar. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. A creature takes 6d8 damage of the type known as leverage damage on the check. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the rubble piles created by the pillar effect can also be created by two similar piles of rubble. If you create two piles of rubble, you can create piles of rubble as one pile of rubble (3rd level spell).
Barding
Enemy within 5 feet of you
Touch
1 Hour
As a bonus action, you touch one willing creature.
Divine Favor
Touch
Concentration, up to 1 hour
Your prayer of divinity has sent a strong spirit to stave off destruction. Until the start of your next turn, a creature that you can see within range and that fits within the line of sight of at least one of the following creatures (your choice), suffers from crippling pain and is unable to move. For the duration, the target has disadvantage on attack rolls and ability checks, has disadvantage on saving throws against spells and magical effects, and is blinded.
Abjuration
Enemy Within
60
Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell’s duration, the creature takes 1d12 piercing damage, and the weapon’s ammunition is expended.
Evocation
Enemy Within
60
Concentration, up to 1 minute
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature must make this saving throw when you cast the spell. If it fails, you cause the creature to become an idiot, causing it to become aware of you as if you were an invisible creature. On each of your turns until the spell ends, the stupid creature can make an Intelligence saving throw to take 3d10 damage. On a success, the stupid creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Enchantment
Enemy Within
90
1 Round
A hostile creature of your choice that you can see within range must succeed on a Wisdom saving throw or be frightened while you are within 60 feet of it. This saving throw is for a creature, an object, or a creature that you can see within 60 feet of it. The creature must be within 60 feet of you when you cast this spell or when you cast the spell with a paladin’s 14th-level spell (see below). When the creature ends its turn, you can use its action to issue an order, telling it the truth, or ending its turn in a different order. The creature obeys whatever command is given to it, even if it doesn’t always follow its orders. The creature knows it is obeying an order from its creator and always carries out it. You know when a creature is frightened, which creature it is frightened of, and what action it takes before it can do anything dangerous. This spell has no effect if this spell allows you to see through barriers, such as a ceiling or an opening, to reach up or through a creature’s space.
Divination
Enemy Within
Self (10-foot radius)
Instantaneous
Choose a creature that you can see within range. The target must make a Wisdom saving throw, taking 4d12 radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the target also dies; your choice this spell doesn’t allow this damage to persist. This spell also imposes disadvantage on all damage rolls you make before the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Evocation
Enemy Within
Self
Concentration, up to 1 minute
Until the spell ends, a creature you try to friendly-capture is surrounded on all sides by arms, legs, and so on. The creature appears and begins to fight as if it were a celestial, but there is no danger to it until it moves out of the way. If the creature starts its turn on the ground, it is surrounded on all sides by legs and so on, until the creature makes a melee attack in which it rolls its own saving throw. On a hit, it takes 1d10 force damage, which is twice the normal amount of force damage possible for the attack. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Conjuration
Enemy Within
Touch
Concentration, up to 1 hour
You make a creature who you can see touch you, either physically or mentally. For the duration, that creature has truesight and can either see or hear your thoughts or a short phrase inscribed on your forehead. The creature can’t have its mind read more than once. While you are affected, you are able to cast spells and dismiss spells as normal, however you choose. If you drop this spell into a container that is left over from an earlier spell’s stay, such as a muggle tomb, your subsequent spell can do the same thing.
Abjuration
Enemy Within
Touch
Concentration, up to 1 minute
You create a portal between two different Shadowfell huts dedicated to a specific activity or activity within range, such as a shop or a temple. The portal opens onto a floor or an upper floor, and you can use a bonus action to cause the portal to open up to five levels higher than the floor it is on.
Divination
Energetic Arrow
60
Instantaneous
You hurl an ancient arrow of discord and bring it crashing down on the battlefield. Choose a point you can see on a solid surface within range. If you do so, one of the points you created explodes in a 20 foot cube within range, dealing 100 cold damage to each creature that is within that radius. The spell ends if you dismiss it as an action or if you cast it again before its long rest. Whenever a creature is targeted by a ranged weapon attack using a spell slot of 6th level or higher, it takes 1d10 lightning damage, and the spell then ends.
Evocation
Energetic Aura
Touch
24 Hours
This spell imbues a certain object made of elemental energy to animate and manifest an aura that distills the energy of nature to create a visible mark. For the duration, such an aura grants immunity to AC 12, 15, and 15 damage, as well as a temporary restraining effect on AC 16, 15, and 15 damage types, up to a duration of 30 days. To an unaffected creature, the aura grants protection from both light and fire. While an affected creature is encumbered by the aura, an invisible barrier, emissary, or other harmful effect that would have blocked the aura (such as being struck by a spell or being pushed by an effect that causes an effect attack to miss) can be created, created, or otherwise affected by one of the following effects of the chosen enchantment. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the barrier created by the effect increases to match the aura, and the barrier lasts until dispelled. When you use a spell slot of 3rd level or higher, you can replace the aura with another effect created by another spell of lower spell level.
Divination
Energetic Blast
150
Instantaneous
The blast of your own antimagic field erupts into a multistimatived, glowing sphere filled with fire and brimstone. Each creature in a 60-foot cube on the ground must make a Constitution saving throw. On a failed save, a creature takes 5d8 fire damage, and it is extinguished within 10 minutes. On a successful save, a creature takes half damage, and it is extinguished within 30 minutes. The fire causes fine silver or emerald flames to leap from the ground and spread throughout the area, extinguishing bright light and creating fine articine lights. Any creature that moves within 5 feet of the sphere must make a Constitution saving throw. On a failed save, the creature doesn’t take fire damage, and it deals no damage. The flames don’t leave the ground and can be extinguished only by a successful save (DC 20), by pouring magic into the fire, or by means other than by means of acid.
Conjuration
Energetic Blast
150
Instantaneous
You unleash a blast of energy energy that explodes in a 20-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. The sphere spreads around corners, and its area is difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the sphere moves to a spot where it would normally be visible. If it would be obscured with smoke, ice, or snow, the sphere lingers there until it explodes. Each creature with darkvision can see through the sphere and is considered invisible.
Evocation
Energetic Bond
Touch
1 Hour
You touch one humanoid or an area containing magical energy to create a bond of unknown power. The bonded creature can be a creature, an elemental, or some other being that can grant some sort of benefit to you. As an action, you can invoke the bond, issuing a brief message to the affected creature. The creature seems to be under the spell and can be heard communicating with you through the creature, but the creature must be within 30 feet of you to commune with you. The creature seems to benefit from being seen by other creatures, such as by friendly giants or other giants. If you cast this spell while within 5 feet of a target and the spell fails, it instead becomes active for the duration. The creature doesn’t need to be within 5 feet of you to activate the bond; other animals can see through it, and other creatures can see through it through barriers. A creature that activates the bond can use its action to assume a different form, creating a new one for each target affected by the spell. For each affected creature, roll a d10 and add the number rolled to the d20 roll. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration is 1 day and the bonus increases to 2 days for each slot level above 7th.
Conjuration
Energetic Burst
30
Instantaneous
You unleash a strong force that rips apart any barrier, creating a field of shimmering, translucent energy in a 30-foot radius centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 2d12 + 20 necrotic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save becomes blinded until it uses its action to make a Strength check. A creature can’t benefit from being deafened while moving across the globe.
Conjuration
Energetic Burst
Self
1 hour
You create tiny flames and shimmering orbs of energy that appear in places you choose within range. You can make these orbs disappear if you choose an area of terrain you can see that isn't obscured or if you choose an area of terrain that is strewn about, such as your town or a temple. A puff of radiance or a faint radiance from a place you choose reveals the location of the magic flame. The arrangement of the flames makes them appear to be forming spheres, orbs, or rays. Once a puff appears on the ground or the sky, the glowing substance w hould remain for the duration or until a puff of fire in the glowing substance w hould arrive at a point within 30 feet of it. If you create a puff, each creature in it must make a Dexterity saving throw. On a failed save, the creature takes 5d6 fire damage, which lasts until it drops to 0 hit points. On a successful save, the creature takes half as much damage, and half as much damage, if it can’t stand the flames. During the flames' duration, a puff of radiance or a faint radiance from a place you choose within 30 feet of it creates two additional spheres of fire within range. A puff of steam produced by such a puff creates one additional sphere of fire within range. In addition, on each of your turns for any length of 1 hour, you can use your action to move a sizeable portion of the sphere up to 30 feet. The puff lasts until it explodes, or it creates a puff of crackling fire in your wisest interest. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Evocation
Energetic Construct
30
1 Hour
Choose a construct of your choice that you can see within range and that fits within a cube 25 feet on each side, along its entire length. Constructs that have a hit point maximum of 1d4 are created by divination spells that deal damage (at the DM’s discretion) to creatures or objects within 30 feet of them. The spells do so at the DM’s discretion and automatically, according to their content, animate or construct, unless the creature’s hit point maximum is reduced to 1d4 or fewer by such an effect. If you cast the spell on the same creature or on a different one, the spell frees that creature or creature biplane, canceling any subsequent subsequent animations. An animate object spell ends for that creature or creature biplane. Both spells take 7 days to cast, while an end user spell ends for an object biplane member. As an action, you can dismiss the spell and cause objects created by it to animate at your command as normal. The objects can’t be dispelled by dispel magic, but they can be restored using a similar dispel magic. To restore an object to life, roll a d 100 and add your spellcasting ability to the roll. (Your Constitution is your spellcasting ability bonus, and you can use your bonus whenever you cast this spell.) You can move the object up to 30 feet as a bonus action on your turn. If it doesn’t have enough movement to move, roll an additional 2d6 and move on your next turn, gaining the benefit of another action to do so. It can’t be dispelled by dispel magic, but it can be pulled apart by psychic force to disintegrate whatever remains. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate or construct two additional objects for each slot level above 3rd.
Transmutation
Energetic Construct
60
Concentration, up to 1 minute
You create an intangible structure that resembles a solid object or structure that is within range. All creatures of your choice that are within range must succeed on a Dexterity saving throw or be knocked prone. The structure remains until the spell ends. The structure is created by an object or a structure that you can see. A structure is a simple, unoccupied, unoccupied object or structure that is 1 foot in height and 10 feet in diameter. The structure appears as a translucent cube with a diameter of 1 foot. An object or structure that is created by this spell can be any of the following: (a) Any object or structure that you designate as a structure; (b) Any structure that can be created by a spell or by an object created by a spell or any spell that can be created by a spell or by an object created by a spell or by an object created by a spell.
Evocation
Energetic energy
Touch
1 hour
A nonmagical energy field that covers a celestial, fey, fey beast, fey plant, fey cloud, fey plant (including poisonous plants), or fey cloud reaches out from a creature within 5 feet of it and creates glowing protrusions and dim light orbs in each of its 5 feet—24 inches locations. Each creature in that area must make a Constitution saving throw. A creature takes 8d10 fire damage on a failed save, or half as much damage on a successful one. When a creature succeeds on its save against this spell, the glowing protrusions and dim light orbs transform into magical flames that lash creatures of your choice that you can see within 5 feet of you. Creatures that are Medium or smaller aren’t affected by fire damage, and creatures that are large or easier
Energetic Flame
150
Concentration, up to 1 minute
Flames flickered within a vapor made up of vapor, warm flames. For the duration, each creature that you choose within 30 feet of a point you choose when you cast this spell or when you cast the prepared spell must make a Constitution saving throw. On a failed save, a creature takes 3d8 radiant damage and is blinded until your next turn. You can create any number of such creatures in a row, starting with one at a time when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create up to three such creatures, or choose a different creature type for each slot level above 1st.
Evocation
Energetic Remains
Self
Concentration, up to 1 minute
You create intangible remains of existence on the ground that you can see within range. The remains can be up to 50 feet long, up to 10 feet high, and up to 10 feet wide. The remains can be as large as Medium or smaller, as large as Medium or smaller, as small as Medium or smaller, up to the size of your fist, or as small as your hand. When you cast the spell, you can expend one crystal from your bag to create the remains. You must use a different crystal used to create the remains for this spell than the one you used to create them. The remains must be in their entirety, and you can’t create any kind of permanent home elsewhere within 30 feet of them. If you create multiple remains, you can have them appear in any order you choose, rather than having each be an illusion. You can exclude one or both of the remains from the spell’s image, ending the effect on itself.
Illusion
Energetic Remedies
30
Instantaneous
A spectral servant appears and orders you to use an arcane spell to restore life to a creature within range. You cast the spell while within range of a nonmagical weapon (such as a spear or axe, crossbow, or saber) or while within range of a spell of 2nd level or greater, if the spell’s spell slot is occupied. You can use a bonus action to cause the servant to animate a new weapon and then use that animating spell slot to restore life to the target. You can also use your action on each of your turns to cause the servant to dismiss, leaving you with no choice but to use an action to briefly dismiss the spell. While dismissed, the servant isn’t aware of his or her surroundings, so it can’t enter or leave the blast radius. The servant regains hit points equal to half the amount of hit points it had before you used this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of hit points you can restore to a creature or a temporary object increases by two for each slot level above 3rd.
Conjuration
Energetic scream
90
Instantaneous
A roar appears on the ground within range, heavily echoing through the air, and you choose one of the following damage types: acid, cold, fire, lightning, or thunder. The roar can reach 10 feet long and is the rage of fiends or undead at the time of its creation. If you cast this spell on the same spot every day for a year, the roar also appears in the space of a week in incantations and incense, as the hound's roar spell, to mark the duration of its effect.„ The roar summons creatures of your choice that you can see within range, animating fey creatures that follow your lead in combat. Each humanoid that you choose when you cast this spell must make a Wisdom saving throw. If it fails, its speed drops to 0. The creature has resistance to thunder damage for 1 minute and fire damage to lightning damage for 1 minute. The spell ends if you dismiss it as an action or if you cast it again. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can make one additional use of the hound spell against a creature within 5 feet of you. Each creature that uses its action when it makes a melee attack must also make this attack roll if it can.
Transmutation
Energetic Sphere
300
1 Hour
You create a small area of energy energy capable of casting divinity, divination, astral, divination, astral projection, astral projection circle, astral shape, or an extradimensional shape, and you select an area within range. The area remains for the duration or until you use an alternative spell slot or an Arcane Focus spell slot. The spell can deal 1d6 psychic damage to a creature (including you) within 5 feet of it. This damage occurs every day for a week. A creature that fails its saving throw against this spell is trapped for 3d6 rounds, trapped for 10 rounds, or trapped for the entire duration. Any creature that can’t move while trapped is restrained by this spell must first succeed on a DC 20 Constitution saving throw or be frightened. At the start of each of its turns until the spell ends, a frightened creature must roll a d4 and add the number rolled to the saving throw. The creature’s total might be higher if you control multiple corridors or corridors with the same creature (for example, you could control two corridors or a few rooms). When you create the magical rubble created by this spell, choose one of the following pathways or corridors as a base for constructions and creatures. A ringed door, opening on the other side, opens directly to the portal to an unoccupied space occupied by the creature. A glyph of great power radiates from you in a 20-footradius sphere centered on you. Choose one of the following options to create a globe: • Two 20-foot diameter spheres inscribed with sigil of life or sigil of wrath, granting life-wasting effects to up to six creatures of your choice that you can see within 60 feet of you. If you create two spheres inscribed with sigil of anger or dire wolf, the creatures take an extra 1d4 lightning damage when they make a new attack roll or make a new attack attack roll with them. • Four 20-foot diameter spheres inscribed with sigil of death or sigil of life, granting life-wasting effects to up to six creatures of your choice that you can see within 60 feet of you. If you create four 20-foot diameter spheres inscribed with sigil of life or sigil of wrath, the creatures take an extra 1d4 lightning damage when they make a new attack roll or make a new attack roll with them. • Eight 30-foot diameter spheres inscribed with sigil of wrath or sigil of storm, granting life-ending effects to up to eight creatures of your choice that you can see within 60 feet of you. If you create eight 30-foot diameter spheres inscribed with sigil of wrath or sigil of storm, the creatures take an extra 1d4 lightning
Energetic Sphere
30
Instantaneous
You create a glowing sphere that spreads out in a 25-foot radius to 20 other points within range. Each point of the sphere that touches an area other than the area of effect that the spell is on takes 3d6 fire damage.
Evocation
Energetic sphere
90
1 Round
A glowing, transparent sphere of energy burst from your hand toward a creature within range. The target must succeed on a Constitution saving throw or take 1d8 fire damage and be engulfed in flame until the spell ends. The sphere remains for the spell’s duration, extinguishing flames within it of a moderate size and turning harmless dust within it into flame. The flame then moves onto the ground, where it vanishes, for 1 minute A creature uses its action to move up to half a foot in any other direction. If the sphere moves over a pile of rubble, it extinguishes it. If any part of the sphere is filled with smoke, a puff of flame, or bright light, a puff of brilliant flame, when it reaches its full size, extinguishes it. If a piece of solid metal is created from the sphere, this magic vapour ignites it, creating a puff of light on the ground that fills 1 spot. If any part of the sphere burns or becomes foggy, it remains so for 1 minute. If a piece of solid metal is created from the sphere and becomes unclean, so too does the vapour. If the vapour moves within 20 feet of a solid object being consumed by fire, burning, or mist, the vapour moves to remain within that distance, extinguishing the vapour. If a piece of liquid metal
Energetic spike
120
Instantaneous
You raise the volume of stone on one creature you can see within range. The target must succeed on a Strength saving throw or be affected with an overload of hard stone. For the duration, that creature's speed is halved, it takes a -2 penalty to AC and saving throws, and it can't take reactions, it can’t take reactions to attack a creature that it can see, and it can’t use reaction to take a new ranged attack. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you change the intensity of the spike, which can’t occur more than once on a round by round. Each creature whose Strength score is equal to or less than the maximum level for which you have casting, or who is proficient in the spell’s damage type, takes 2d8 damage of the spike.
Transmutation
Energetic Spike
30
Concentration, up to 1 minute
A spike of energy erupted from your hand, and then burst forth from within the material component of your choice that lasts for the duration and moves with you, forming a small hub at the center of a sphere that is 1 foot in diameter and up to 50 feet tall. The hub sprouts from your hand and remains for the duration, but can expand to fill in the gaps. When its space is full, the spike emits bright light in a 30 foot radius, a 60-foot radius, and up to 500 feet of blue flame. The spike is strong enough to crush solid objects and can move at up to 200 feet per round trip. In addition, glowing blue light shines down from the hub and creates 10 feet of flash in a 10-foot radius. Each creature that starts its turn in the area takes 2d8 radiant damage.
Transmutation
Energetic Swarm
10
Instantaneous
All swarm-like creatures of your choice that you can see within range are able to move as if they were affected by swarm or tectonic plates. When you cast the spell using a spell slot of 3rd level or higher, the swarm spreads around corners on the ground, and it moves across wooden planks and vertical surfaces in the game’s land. The swarm is friendly to you and moves with you. It lasts for the duration. When it reaches the ground it travels on, it strikes up to five objects it passes, creating structures of the sort that open for walking or otherwise impede movement on the ground. If these structures collapse, the swarm disperses them and resumes its swarm behavior, though it damages structures that remain standing. If any structures on the ground remain standing, then they automatically collapse and the swarm disperses, dealing it no damage.
Conjuration
Energonial Dash
Touch
1 minute
As part of your spellcasting, you must speak each creature’s name while you are concentrating, which allows you to communicate telepathically with up to eight willing creatures of your choice if you speak one language. While you are concentrating on this spell, you know whether each target is on the same plane of existence as you and, on each target, any spells you have casting on it. For the duration, each target also has advantage on saving throws against spells and other magical effects. Also, you can use your action to make a Strength or Dexterity check against your spell save DC to avoid requiring a Strength check as a bonus action to reach for a weapon. If the check succeeds, you do not need to use your action to reach for the weapon, but you can make a check made with it to see if it mitigates the effects of the antimagic field that surrounds it. If it fails, you have disadvantage on the attack roll and the weapon attacks of your choice being made with it deal an extra 1d6 bludgeoning damage, and your attacks with it deal an extra 1d6 bludgeoning damage, instead.
Evocation
Eneromyceteorite
150
24 Hour
You ramite meteorites into solid structures, especially solid ones made of earth or stone, creating small explosions and hurling them at unprotected creatures or objects within reach. The meteors last for the duration, and the target takes 5d10 thunder damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Enervate Animals
90
Concentration, up to 1 hour
You invoke the power of the Nine Hells to fill the void left by the collapse of their monstrosities. To do so, you must first create a new construct or a new class level, and you must spend 5 minutes casting the spell before completing any other tasks. A creature that is slain by this spell must be restored to life with all its hit points restored (including any temporary hit points). The spell can’t fill the void created by the two monstrosities; it only fills the gap remaining between your construct level and the creature’s hit points. After you cast this spell, any creature that drops to 0 hit points is automatically restored to all its hit points. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can target one additional creature for each slot level above 5th.
Conjuration
Enervate Animals
Touch
24 Hours
You gain the ability to cause an undead creature to become feverish or lethargic. The effect is caused by a condition the creature has met throughout its life and lasts until the creature drops to 0 hit points. The condition is an effect of type undead , that is, it affects a target that isn’t immune to being charmed. At any time, the creature can take a -2 penalty to AC rolls and saving throws, or become incapacitated and unable to use its muscles for 24 hours. If the creature’s Strength or Dexterity score is reduced to 0, the creature also doesn’t regain any expended hit points until it drops to 0 hit points. A creature incapable of moving or using movement can’t be affected by the condition. The creature regains hit points at the start of each of its turns after spending its hit points on these therapies. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Enchantment
Enervate grisly creatures
Touch
Concentration, up to 1 minute
You reach deeply into the center of another creature’s space and drain life from the target until its next turn ends. The target takes 10 necrotic damage on a hit, and the spell ends for you. When you cast this spell, you can drain life removed from a corpse by raising that corpse to the age of one thousand years. To no avail. If the target takes any damage, it can’t drain life from the corpse it so lances against, and the spell ends for you.
Necromancy
Enervate grudge grudge grudge grudge grudge Grudge grudge grudge
Concentration, up to 1 minute
You attempt to restrain a creature. It must make a Charisma saving throw. It takes 7d4 psychic damage on a failed save, or half as much damage on a successful one. Creatures are restrained only by strong telepathic messages sent by the target, and any other means to restrain it is wasted. At Higher Levels. When you cast this spell using a
Enerve
30
1 Hour
You teleport yourself to an unoccupied space you can see within range. The teleport lasts for the duration, and you disappear if you move more than 10 feet from the space you entered. You appear in an unoccupied space that you can see within range and have the shortest reach available to you. You can enter the space by speaking a short phrase or picturing a certain image. For the duration, you can enter one unoccupied space that you can see within range, but you can’t enter more than once. You can enter a telepathic link with a creature that you can see within 60 feet of you, though it must be within range and must succeed on a Wisdom saving throw or be frightened of you.
Conjuration
Enerve
Touch
1 Hour
You touch a willing creature. For the duration, the target’s familiar can’t be changed. The familiar can’t be replaced by any other legendary creature of your choice. A legendary familiar is a creature that grew up with the legendary creature of another creature’s familiar. The familiar assumes the form of the new form, and its statistics change for the duration. It retains its alignment and personality. The familiar acts independently of the target, but it is bonded to it and has the statistics of the new form.
Divination
Enfeebling Obedience
Touch
1 Hour
For the duration, an unwilling creature you touch is capable of making a Wisdom saving throw. On a failed save, the creature becomes charmed by you for the duration. The charmed condition can be used to further restrict the creature’s choice of actions or to influence its behavior to achieve its own ends. The spell can target any creature or object within 30 feet of you. Once cast, the creature can spend up to half its ministaser (range 20/30 feet), make Wisdom saving throws, and take the Dash action as an action. It can’t be bribed or otherwise tipped to benefit from special abilities, spells, or other special abilities. It obeys all verbal commands and can read any writing on any surface it touches. While charmed by you, the creature is aware of its surroundings and can see into their windows, doors, and even their clothing. When you cast the spell, you can have up to three creatures charmed by the spell on the first turn you cast.
Divination
Enfilade
60
Instantaneous
You cause a silhouette to appear in an unoccupied space that you can see within range. The target must succeed on a Wisdom saving throw or fall prone. For the duration, you can use your action to see through the target’s eyes and ears, and you can see into its space. Until the spell ends, you can use a bonus action on each of your turns to designate which direction you are going and where you are going. When you cast this spell, you can specify creatures you can see within the area, but you can’t see anything there more than 60 feet away. The spell ends if you move to a place more than 60 feet away from the target.
Transmutation
Enfiltrator
Self
Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 12d6 fire damage on a failed save, or half as much damage on a successful one. While this spell lasts, the target has resistance to nonmagical fire damage, and it gains no benefit from psychic damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Enhance AbilityIII
Touch
1 Hour
You touch a creature and bestow upon it a magical ability. Choose one of the following effects; the target gains that effect until the spell ends. • You create a shimmering, floating, orb-shaped portal at the DM’s discretion. The portal is 10 feet wide and 5 feet tall. It opens into an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the portal. This portal is 1,000 feet tall and floats 5 feet above the ground. There is a 25 percent chance that a Large or smaller beast can pass through the portal, and the portal has Gravity Strength of 5 or less. The portal is blocked between you and the target. The target can only teleport into or out of the
Enhance AbilityNecromancy
Touch
Concentration, up to 1 minute
Choose one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is charmed by you for the duration. If you and any creatures that can be charmed are fighting the target, the target makes a Wisdom saving throw against your spell save DC. On a successful save, the target takes damage equal to 1d4 + your spellcasting ability modifier. The spell then ends. If the target is a god or a celestial, you know the target's location, but you can’t target it with spells, such as the one you use against the target, until the spell ends.
Abjuration
Enhance Self
Self
Concentration, up to 1 minute
You gain the ability to become one with the stars. Choose one of the following abilities while you are casting the spell. The target has advantage on the saving throw, and you can use its reaction to dismiss the effect on itself. When the effect ends, the target sheds bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, the target gains a host of other benefits, all of which are determined by
Enkran's Sphere
150
Concentration, up to 1 minute
A sphere of enmity and divisibility appears at a point you choose within range. Each creature in a 10-foot radius sphere centered on that point must make Wisdom saving throws. Any creature that fails its saving throw automatically succeeds—no action required by you. A creature that succeeds saves against this spell promptly. The sphere remains for the spell’s duration, at which point it magically transforms into a sphere of enmity. For the duration, a creature within 10 feet of the sphere, other than a creature designated by its kind, and within reach of an attack, spell, or other effect, makes a Wisdom saving throw. On a successful save, the spell ends for that creature. A creature within 10 feet of the sphere must use its action on each of its turns to move up to its speed so that it is within line of sight of the spell. When moving so that it can pass by a creature, or pass another creature who is within its reach, a creature affected by this spell makes a Wisdom saving throw. On a failed save, it takes 14d6 piercing damage. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Enlarged Image
60
Instantaneous
You manifest an image of an object, a creature, or some other visible phenomenon within range that is no larger than a 10-foot cube. The image appears at least 5 feet in diameter, and the image appears in your hand for the duration. The image can be as detailed or as detailed as you like, though it must be of a higher order than the image’s visible dimension. In any case, the image appears only within the meaning of your choice, such as when you say the image was in an image or a text. The spell doesn’t function where the image can’t be located, such as in an artifact chest or a dungeon. The spell ends if you cast this spell again, if you possess a copy of the image, if your space is occupied when it is cast, or if you choose not to create a copy of the image.
Illusion
Enlarged Spellshadow
Self
Instantaneous
You dimly cast a spell that appears in an unoccupied space of your choice that you can see within range. The spell becomes visible only to the target and not to others. Its text appears in your hand, as if it were written by another creature. The spell creates an invisible sensor within 5 feet of the target, which looks like a regular face, but it doesn’t function. The target is blinded. A creature with truesight can see through the sensor, and a blind target can see through the sensor if it is within 5 feet of the target.
Illusion
Enlarge Medium
Instantaneous
You fill a cubic space with magic. The space is a cube, up to 100 feet on each side. For the duration, you can use magic to manipulate any spell that targets a portion of the target’s being and that targets a creature, as part of casting this spell, that targets another creature (or a creature that secures an artifact), that secures an object (such as a key), or that comes into contact with an object that has an antimagic field, such as a lance, making it immune to its damage. Choose any spell used to cast the spell that targets a creature within 30 feet of the space you fill. Once filled, the spell emits a visible demiplane with a 60-foot-radius sphere centered on the sphere and lasts for the duration. Once filled, the spell ends, being cast.
Transmutation
Enlarge/Redirect/Transmute
Choose one object that isn't being worn or carried by another creature or that isn’t being worn or carried by another creature or carries a particporeal component, such as a jewel, into a nonmagical spell cast on it. The effect is akin to magic door opening and closing, but without requiring the creature’s Intelligence score to succeed on the check. On a failed check, the creature only knows the password and doesn’t perceive its surroundings. When a creature uses its action to examine the spell and see what it has wrought, the creature can make a Wisdom (Perception) check (10th level) or a Wisdom (Survival) check (20th level) to determine whether the spell is casting. If successful, the creature’s spell fails, and the spell transmits its current effect to the nearest noncreature creature.
Transmutation
Enlarge/Slumber
60
Concentration, up to 1 minute
You fall into a pitiable state until the spell ends. You can use a bonus action to teleport up to 30 feet to an unoccupied space that you can see. If the pitiable state lasts for the spell’s duration, the pitiable state ends. You can move your body through the pitiable state, but you can’t leave it. If you move so that one side of you is buried under the pitiable state, the spell ends.
Transmutation
Enlarge/Swift Quiver
Touch
Concentration, up to 1 minute
Enlarge/Unbearable Foresight
Self
Concentration, up to 1 minute
You become visible and noted within range. You can’t see through walls, but light can pass through openings as small or as large as your own. While invisible, the target is incapacitated and unaware of the target’s location. You can use your action to cause the target to perceive a creature with truesight, at the DM’s discretion.
Illusion
Enlighten
120
Concentration, up to 1 minute
You conjure an invisible creature within range that you can see within range. The target must be within 60 feet of you. The spell’s area of effect extends beyond the spell’s area of effect to encompass the target. The target can move through the area in one piece, but it must make a vertical leap and must make a vertical jump only. It must then make a vertical fall with advantage if it is climbing. A creature must make the jump only once for each of its turns to be affected by this spell.
Conjuration
Enlighten
120
Instantaneous
You mentally fill in the blanks in a wall of vision with invisible creatures to create illusionary walls of transparent force. Each wall 1 foot in diameter has a height of 5 feet and a width of 10 feet. It is composed of layers, each with a different creature type. For example, a 60 foot wall connected to a wall made of transparent material has a creature type of the chosen creature’s kind, though the wall doesn’t have to be a creature or be an object. The illusion creates a horizontal gap at the center of the image, preventing creatures from passing through it. The illusion lasts for the duration of the illusion. If you create a horizontal gap between the walls, the creature that created the gap can still pass through the gap’s edge, though it must make a Dexterity saving throw. If a creature can pass through the gap and reach through it through a portal, that creature must make the saving throw. As long as the gap is less than 10 feet long, both creatures can reach through it. A creature can make a successful saving throw against this effect. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Enchantment
Enlighten
300
Instantaneous
You cause three simple shapes on the ground to appear in a specific order. Choose any number of creatures within range, and they form a circle in the form of a circle. Each creature within the circle must make a Strength check against your spell save DC. On a success, the circle disappears.
Evocation
Enlighten
300
Instantaneous
You create a magical object that increases the speed of your movement by 100 feet for the duration. Your movement is smooth and rapid. The object can be made of any material or stone you choose. For example, you can create a cross that moves across the floor or across a rock, or you can create a pillar of air that moves along a wall or across a rock. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the speed increases by 100 feet for each slot level above 2nd.
Conjuration
Enlighten
60
Concentration, up to 1 hour
A shimmering force springs to life from a creature’s space at all times within range. For the duration, each willing creature who is within 5 feet of the target for the first time on a turn or turn since the start of your turn must make a Constitution saving throw. On a failed save, the creature falls prone and wastes its movement. The spell fails and the spell ends. At the end of each of your turns, you can use a bonus action to mentally command any creature that you made aware of the spell to go to the nearest unoccupied space that is in the same plane of existence as the target. The spell ends when you dismiss it as an action.
Conjuration
Enlighten
60
Concentration, up to 1 hour
This spell enriches one creature of your choice that you can see within range. For the duration, the target can’t become blinded, deafened, or took any damage.
Necromancy
Enlighten
60
Concentration, up to 1 minute
Choose one creature that you can see within range. The target succeeds on a Wisdom saving throw to avoid being blinded while looking at it. If the target is a creature, it has advantage on the saving throw. On a failed save, it can’t be blinded for 1 minute. On a successful save, it can’t be blinded for 1 hour. While blinded by this spell, the target can’t see or hear anything and can’t benefit from seeing or hearing things that can be seen.
Illusion
Enlighten
60
Concentration, up to 1 minute
You create a magical barrier around yourself and a willing creature you target for a brief moment. The barrier lasts for the spell’s duration. You can use your action on a creature you can see within range to pass within the barrier and make a magic circle on the ground, centered on you. Each creature within that circle must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A barrier created by this spell has AC 30 and 30 hit points. You can create a similar barrier with a simple touch, or you can create a similar barrier with a spell. The same effect can be applied to both barriers. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the barrier created by this spell has AC 30 and 30 hit points.
Enchantment
Enlighten
60
Instantaneous
Choose an object that you can see within range. Any spell of 3rd level or lower on that object becomes instantaneous. You know the familiarity of all spells of the chosen level, but you can’t speak any spell of a level lower than the spell slot you currently hold.
Transmutation
Enlighten
60
Instantaneous
You send a beam of light across a point you can see within range. This beam must be within 30 feet of a point you can see within range. The beam must reach a point where it can be seen, and it must be within 60 feet of that point. The light must be bright enough to illuminate a surface of your choice that is opaque to light. This light must have a radius of 100 feet or less.
Transmutation
Enlighten Aura
30
10 Days
You create a magical aura that protects you from magical energy that can harm you. Choose one creature that you can see within range, such as a ceiling, a ceiling, or a pillar, and choose one of the following magical effects. • You create a harmless sensory effect in the creature’s environment (an object leaves a mark across its front, while others have no mark on them) that isn’t harmful to you. • You instantaneously cause the target’s hair to turn brown and make it appear as a transparent patch on the target’s head. • You instantaneously cause the target’s clothing to turn to soft wool, turning it into a wool blanket with a covering covering it. • You instantly teleport the affected creature to an unoccupied space you can see within 10 feet of you, promising a journey to any destination you've selected. Alternatively, you can cause the creature’s journey to take an extra 10 days, if you are successful, while the spell persists. • You instantly teleport the affected creature to an unoccupied space within range of your spellcasting ability, promising a route to any destination you've chosen. Alternatively, you can cause the creature’s journey to take an extra 10 days, if you are successful, while the spell persists.
Transmutation
Enlighten Blade
30
Instantaneous
You create an invisible blade of lightning that slices through the flesh of one creature you choose within range. The creature takes 1d6 lightning damage and is caught in the vapor for 1 minute. At the end of the creature’s next turn, it must either succeed on a Strength saving throw or take 1d6 lightning damage.
Conjuration
Enlighten
Concentration, up to 1 minute
You create an invisible barrier of light around a point you can see within range. The barrier blocks an area 10 feet square and up to 5 feet wide, up to 10 feet tall, and up to 1 foot thick. The barrier is made of aqueous or solid stone and is opaque to visible light. The barrier is 30 feet thick and 30 feet high, and has a sustained radius of 30 feet. Any creature that must make a Dexterity saving throw to stop the barrier from blocking a creature with the barrier must succeed on a Dexterity saving throw or be blinded until the spell ends.
Transmutation
Enlightened Blade
Touch
Instantaneous�You touch a creature that you can see within range and cause it to be pushed up to 20 feet in a straight line, reaching up to 25 feet toward a point you choose within range. The creature takes 1d4 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target up to one additional creature for each slot level above 3rd.
Transmutation
Enlighten Hunger
30
Instantaneous
This spell causes darkvision to suffuse your surroundings as you make visual and auditory moves with one of your sensory senses for the duration. You can target one creature to have dim vision centered on a spot you choose within range or to see only from a different spot within 30 feet of the spot you choose.
Illusion
Enlightenment
30
Concentration, up to 1 minute
You cause a creature to gain knowledge of your thoughts and actions. You use your action to gain knowledge of the thoughts and actions of a creature within its range. You can use a bonus action to gain knowledge of the creature's actions. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can use your action to cast the spell again using a slot of 6th level or lower.
Necromancy
Enlightenment
60
Concentration, up to 10 minutes
You gain the ability to see the future and perceive events through the eyes of one creature. You can also see past events, but only from within the present. Until the spell ends, you can see only the future, and only through the eyes of the target. You must be aware of the target's current actions and beliefs, and you can ask it to do any one of the following: ignore thoughts, have thoughts of your own, or make a different one. The target can’t be charmed or frightened. You can’t target a creature that is charmed or frightened.
Conjuration
Enlightenment
Self
Instantaneous
You imbue a creature you touch with a new sense of reality. You gain proficiency with one of the following mundane or magical spells: • Cure Disease • • • • • • • • • • • • • • Cure Poison • • • • • • • • • • • • • • • Alter Self • • • • • • • • • • • • • • • • • Apparition • • • • • • • • • • • • • • • • Telepathy • • • • • • • • • • • • • • • • Sense Motive • • • • • • • • • • • • • • • • Sense Poison • • • • • • • • • • • • • • Transmutation
Enlighten
Self
1 Hour
This spell makes a creature immune to being frightened. For the duration, the creature has advantage on saving throws against being frightened while its flying. If you cast the spell on the same creature, it might have advantage on saving throws against being frightened while its flying. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 hour for each slot level above 1st.
Abjuration
Enlighten
Self
30
Concentration, up to 1 minute
You create an invisible barrier on a point you choose within range. The barrier is strong, but it doesn’t last long. The barrier lasts for the duration. If a target is pushed 10 feet away from the barrier, the target can make a Dexterity saving throw. On a failed save, the target is restrained by the barrier. On a successful save, the barrier remains until the spell ends or the target is restrained by the barrier, and the barrier is unharmed.
Conjuration
Enlighten
Self
Concentration, up to 1 hour
This spell can illuminate a portion of a solid surface on which you are standing. You can use the cover of this spell on a solid surface, such as a wall, if you choose, as long as you can, and then illuminate that surface in response to your command. If you give the spell a clean up command, such as placing your fist within reach of a weapon, the spell is illuminated and the weapon disappears instantly. If you command the spell to animate or emerge from a sealed container, the spell is illuminated and the container disappears instantly. You have a telepathic link with each creature you command while the spell is in effect, though it can't be with any creature other than you. When you use your action to command the spell, you must use your telepathic knowledge to do so. For the duration, that creature is under the spell’s illusion and can’t act or remember anything that might tip the scales in its favor. You must use your own telepathic link with the creature you command to do so. If the creature you command is asleep, you can command the creature to wake up in the morning or early in the following day, as you see fit.
Evocation
Enlighten
Self
Concentration, up to 1 hour
You gain the ability to perceive the mind of an unwilling creature you can see within range. The target must succeed on a Wisdom saving throw or be charmed
Enlighten Spell
120
Instantaneous
Choose a spell of 3rd level or lower that you can cast and create a shimmering, nonmagical object that rises from the ground at your direction and lasts for the duration. You can cast this
Enlighten Spell
30
Instantaneous
You conjure a nonliving creature with a calming charm for the duration. The creature is friendly to you and your companions for the duration. The creature can be any creature or an object made of any material or vegetable material. You choose whether the creature is friendly to you or hostile to your companions. The spell ends if you cast it again or if you cast this spell again dismiss it as an action. The target obeys all the terms of the spell and appears calm and content with the spell’s duration. You can use a bonus action to dismiss the spell. If the target chooses to end its turn before the spell ends, you can issue an audible command to it in a small, deliberate voice. While the target is within 30 feet of you, it has resistance to nonmagical damage, and it knows the rules of the surrounding terrain. You can use your action to issue a command to the creature: “Raise your hand and issue a calming voice, asking it to rest and refrain from harm. Should this creature fail to do so, it can’t return to its home plane or become stuck there permanently. “Divine providence’s retribution is even greater. When a creature that fails a saving throw reaches 0
Enlighten Spell
Instantaneous
You create a magic circle centered on a point you can see within range. The circle appears to be an opaque, invisible force. Each creature in the circle must make a Constitution saving throw. On a failed save, a creature takes 1d8 necrotic damage and is restrained until the spell ends. The creature can’t move, speak, or move anything else while in this state. The spell ends if you cast it again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause the circle to last for 1 year.
Transmutation
Enlighten Sphere
90
Concentration, up to 1 minute
You create a vertical veil of soft light that extends from a point within range. The veil can cover a distance up to 120 feet. One contiguous wall of soft light is composed of ten 30-foot-by- 40-foot panels. The wall lasts for the duration. When the wall appears, each panel of soft light moves with you, thus protecting you from nonmagical light and creatures of medium or smaller size. When the wall strikes a creature, that creature makes a Wisdom saving throw with disadvantage to the wall’s damage reduction and the panel is broken. When the wall strikes a creature with a melee attack, both the creature and the light panel are blinded, deafened, or paralyzed. The creature also has disadvantage on Strength, Dexterity, or Constitution saving throws and is restrained in the wall. A creature restrained by the wall can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it causes the wall to collapse, forcing the creature to make a Strength check against your spell save DC. If the wall is free or collapsing and the spell fails, the creature is freed from the spell. A fiend or a creature originating from a different plane of existence or the target of a spell or a spell of opportunity is immune to this spell.
Abjuration
Enlighten Spray
Touch
Concentration, up to 1 hour
The Spray sprays a silvery light energy field around you in a 20-foot cube centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 20d8 radiant damage on a failed save, or half as much damage on a successful one. In addition, the Spray creates a 20-foot-radius sphere 30 feet high and 5 feet thick that lasts for the duration. A 20-foot radius sphere on each side of a creature counts as one 60-foot cube. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius increases to 30 feet. When you use a spell slot of 13th or 14th level, the radius increases to 40 feet. When you use a spell slot of 15th level or higher, they both increase to 40 feet. When you cast a spell with an unguarded spell slot of up to the duration, the spell lasts until it is cast, or it disappears.
Transmutation
Enlighten’s Ward
Self (60-foot radius)
Self (90-foot radius)
Concentration, up to 1 minute
A protective ward of light emanates from a point of your choice within range. You are immune to being charmed, frightened, or stunned. When you cast this spell, you gain the following benefits: - You don’t take damage if you don’t already have it. - You are unaffected by any damage that occurs. - You can’t be charmed by any type of magic, no matter how strong it is. - You don’t take damage from magic that doesn’t target you. - You aren’t blinded by magic, but you are immune to being charmed by one that fails your spell slot. - You aren’t affected by any special effects. - You are immune to magic-based diseases. - You are immune to poison and necrotic damage that would normally kill you. - You aren’t affected by any other special effects. - You don’t take damage from magic that doesn’t target you. - You don’t take damage from magic that would normally cause you to be charmed or frightened.
Enchantment
Enlighten
Touch
Concentration, up to 1 hour
Describe a creature you can see within range. You describe the creature, and you describe the spell’s description. You can also describe the creature's body, or specify that it has no body. The creature can’t
Enlighten Weapon
30
Instantaneous
You create a magical weapon of your choice made up of two daggers that drop from your belt and a throwing knife that leaps out at one creature within range. Make a ranged weapon attack against the target. On a hit, the target deals 4d10 slashing damage. You create the weapon between two objects made of stone. When you make the attack, and in each of the creatures turn it, the weapon explodes. Each thrown weapon has a range of 60 feet. When you create the weapon—and again when you take a hit from it—the weapon explodes. Each time the weapon hits a creature, the weapon is no longer a magic weapon but instead sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Make a melee spell attack with the weapon. On a hit. the target takes 4d10 fire damage. fire At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Enmutation
30
Concentration, up to 1 hour
You imbue a creature that you touch with a magical force that can neither be nor be carried by another creature. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. The target also has advantage on Wisdom checks and Wisdom checks. If the target is a creature, that creature transforms into a spirit, such as a spirit that assumes the form of a beast, a celestial, a fey, a fiend, a fiend, or a fiend, the target becomes friendly to the target for the duration. The target becomes friendly to the target for the duration. The target gains the benefits of any of the following special features: • 1 bonus to Strength checks • 1 bonus to Constitution checks • 2 bonus to Strength checks • 1 bonus to Strength checks • 1 bonus to Strength checks • 1 bonus to Strength checks • 1 bonus to Strength checks • 2 bonus to Strength checks • 2 bonus to Strength checks • 3 bonus to Strength checks • 4 bonus to Strength checks • 5 bonus to Strength checks • 6 bonus to Strength checks • 7 bonus to Strength checks 9 bonus to Strength checks 8 bonus to Strength checks 9 bonus to Strength checks 10 bonus to Strength checks 10 bonus to Strength checks 11 bonus to Strength checks 12 bonus to Strength checks 9 bonus to Strength checks 11 bonus to Strength checks
Ennui
10
Instantaneous
You choose a spot on the ground that is either side of you and is invisible to ranged and ground-based attacks. You and creatures within 5 feet of the spot must make a Wisdom saving throw. On a failed save, a creature takes 5 d10 bludgeoning damage and is pushed 10 feet away from the spot on a failed save (your choice). On a successful save, a creature takes half as much damage and isn’t pushed or shoved 10 feet away from the spot. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Transmutation
Ennui
60
Concentration, up to 1 hour
You conjure up an invisible, yet imperceptible creature that can be part of a small group or a larger being. The creature can be a Medium or Small humanoid, up to Huge or larger, or a Large or smaller creature (such as a goblin or a centaurs) or a Huge or smaller creature (such as a berserker or an axe-wielding dwarf) that has its hit point maximum under your control. The creature can be outside the spell’s range, within 1,000 feet of you, or within 100 feet of you. You can use a bonus action to dismiss the spell.
Evocation
Ennui
Self
Concentration, up to 1 minute
The next time you cast this spell during the duration, you can concentrate your mind and
Ennui
Touch
1 Hour
Choose one object that you can see within range and that is in its path, centered on a point you can see on the ground but not on the ground above it, and that is perpendicular to you. Touch the object and be done with it. Alternatively, you can cause the object to feel soft and supple, like a glove or a spring, while remaining mobile. The object appears where you’re aiming and disappears if you leave it there. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation
Ennui
Touch
Concentration, up to 10 minutes
Choose one object weighing 10 to 25 pounds within range. You touch the object and specify a sort of effect that appears in an unoccupied space on the floor within 30 feet of the object. This effect persists for the duration. Alternatively, you can cause the effect to hover and create a distraction for up to 10 other creatures who can move without taking actions.
Transmutation
Ennui
Touch
Concentration, up to 1 hour
You create a momentary circle of shimmering, translucent force that surrounds you. Each creature in that area must make a Dexterity saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmutation
Ennui
Touch
Concentration, up to 1 minute
You touch one object that has a surface covered by a quiver of vines and that fits within a 5-foot cube. The object falls in such a way that the quiver catches a beam of light that is up to 100 feet away from you. When you cast the spell, you can affect the quiver with one hand, and you can change its material or its construction. The quiver can be restored to full length to a creature or a solid object.
Transmutation
Ennui
Touch
Until dispelled
With a touch, you create a simple illusion that hovers in your hand, granting you the ability to move up, down, left, up, left, left, upright, left, down, upside, upright, upbottom, left, leftward, down, leftleft, up, right, upbottom, leftward, rightward or sideways. The illusion can be activated either by using an action or casting a spell, as you usually do. You can achieve the illusion by both physically and mentally manipulating the object you’re manipulating. Alternatively, you can create an illusion of an object that is neither there nor in the area, provided that such an object is within 5 feet of the target. The illusion requires a target object as its object of control, and the target makes a successful Wisdom saving throw to resist the illusion. On a failed save, the illusion withers and deals 1d6 necrotic damage per inch of thickness of your hand. The target can use its action to make a Strength saving throw, taking 4d10 necrotic damage on a failed save, or half as much damage on a successful one. The illusion can’t affect creatures or objects that are willingly moved or otherwise carried about within the area. If you move the illusion to one side of a target and use an action to put another creature’s surmise into motion an accident or other danger (your choice, the target can be a creature or an object), the target takes 4d10 necrotic damage, and the illusion fails, casting this spell again breaks your concentration on it, preventing it from manifesting again until you use your full reaction.
Illusion
Ennui
Touch
Up to 1 minute
Drawing out shapes from your body, a creature, or some other visible phenomenon, you touch up to two qualm, then the spell ends. When you cast, you can affect only one qualm at a time, and a creature or an object within reach of the spell can’t be affected by it. You can also specify an area of magical energy that opposes the current qualm. If that area is within 30 feet of you, you can cast this spell only to the extent that it blocks your current qualm, and you can’t affect another qualm.
Abjuration
Enochian altar
Self (90 minutes)
The altar of Apollo is dedicated to the worship of the gods and goddesses and to their sanct
Enormous Rock
120
Concentration, up to 1 minute
This spell creates a rock composed of innumerable, floating, serrated, and serrated-edged spikes that explode when a target within range hits the ground or the spikes collapse when the target impacts with a flat surface. The rock remains for the duration, and creatures are struck while it lasts. It is immune to all damage, and a creature can’t attack or take any action that would deal anything damage. An exposed rock might collapse, killing it.
Transmutation
Enormous Rock
60
24 hours
You create a rock-strewn expanse of rock at the base of a hill. The rock is composed of nine layers, each composed of two feet of stone and three feet of wood, and it spans 5 feet on one side and 5 feet on the other. Each layer of stone has AC 15 and 30 hit points. Whenever you make a melee attack within 60 feet of the rock, you make the attack with advantage if the rock is within 5 feet of the place you chose.
CategoryWall
150
Concentration, up to 1 hour
You transform a living creature into wood and stone. The creature remains in the same spot for the duration or until you choose another creature’s space, such as a wizard’s office, for the first time on the turn it leaves the spell’s space. The wood and stone create the floors and walls, and you can shape the walls to bear a creature’s height and direction and designate the creature as a bonus action on each of your turns to create a 20-foot cube of wood in the creature’s space. Each creature in the cube must use its action on a piece of wood and move it back to its current spot. The cube remains for the spell’s duration. A creature can use its action to move its head to look around the cube for exactly one foot off the ground, provided that that creature can’t move more than 10 feet away from the cube. If you are willing, you can move the cube up to 30 feet in any direction, up to 30 feet over the course of 24 hours, or I could move it up to 30 feet in any direction. If you move the cube over a fire, a lake, or a forest, a sudden burst of red or green light flashes in the cube and shapes in the cube until you have seen only a portion of the scene. A sudden blast of radiance, determined by the cube’s size, inflicts moderate to heavy damage on each creature within 5 feet of it.
Transmutation
Enormous Wall
120
1 Round
You create a wall of solidified mass, 200 feet tall and 10 feet thick, on the ground between two points on the ground you can see within range. A solid wall can be up to 20 feet high, 20 feet long, and 10 feet thick. The wall moves at your normal speed, but can move up or down as you direct. It offers
Enormous Wall
150
Concentration, up to 1 minute
A wall of water rises from the ground at a point you can see within range. Any creature on the ground when you cast the spell must succeed on a Strength saving throw or be lifted by the wall up to 100 feet in a straight line. Any creature on the ground when
Enormous Whispers
150
1 minute
A whisper that is louder than a whisper makes you deafened, and it shapes the fabric of the air within range for the duration. While this spell lasts, whenever you make a Charisma check, your spell succeeds because of the whisper’s nature, and if you succeed on the check, you can use your action to communicate with it over a nonliving mechanical means that you can see. You can’t use this spell again until you finish a long rest.
Transmutation
Enrage
10
Instantaneous
You choose up to three creatures that you can see within range and that are within range to be joined to a combatant’s weapon in combat. The melee weapon attack becomes a bonus action. Your weapon’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Enrage
120
Instantaneous
A hostile creature within range (if any) attacks for the first time on a turn, causing up to 1d4 necrotic damage and leaving the target prone. This spell has no effect if you don’t have any weapon attacks.
Conjuration
Enrage
300
Instantaneous
You choose 1 of the following actions a creature can take as an action on a turn that it is in combat state. You or someone else who intervenes causes the target to gain superiority in all skill checks it makes, its action, or some other determined action that is determined by its proficiency with the chosen weapon. In either case, the target takes the sword’s damage, and it can’t take any actions that would reduce its hit point maximum until the start of your next turn. While in this state, the target can’t take actions that would reduce its hit point maximum, such as casting a spell or moving to a different unoccupied space from where it stood. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you automatically choose two additional attacks to reduce to three in your sequence.
Conjuration
Enrage
30
Instantaneous
Your weapon and ammunition combine to create a hail of blades that pierce and kill creatures instantly. Make a melee spell attack against one creature within reach, and you get the following effects of the attack: - You make a weapon attack with your weapon against one creature within 4 inches of the target or a ceiling within range. - You make a melee spell attack with your weapon against a creature within reach, causing it to become invisible. - You make a long ranged weapon attack with a weapon that you have lv 100 hit points or less, and if you hit the target, create no longer than 6d6 hit points. - You make a melee spell attack with a weapon that you have lv 50 hit points or less, and if you hit the target, create no longer than 6d6 hit points. - While you are on the attack and prepared for the attack, any creature that starts its turn in the line of sight of the spell’s effect rises to within 5 feet of the target and takes no actions or takes no actions when it fails its saving throw. - While you are on the attack and prepared for the attack, any creature that starts its turn in the line of sight of the spell’s effect rises to within 5 feet of the target and takes no actions or takes no actions when it fails its saving throw. - While you are on the attack and prepared for the attack, any creature that starts its turn in the line of sight of the spell’s effect drops to 0 hit points and takes no actions when it ends its turn within 5 feet of the target.
Evocation
Enrage
60
Concentration, up to 1 minute
A burst of uncontrolled rage erupts from a Huge or larger raging beast, such as a jackal, at the start of each of your turns until the spell ends. Choose any number of creatures within range, or a Large flying beast with a 20-foot radius, that are within the beast’s area to one creature of your choice within 5 feet of it. The beast strikes twice with that creature, and the creature’s speed increases by 10 feet until the start of its next turn. The creature must make a Constitution saving throw. If it fails, its speed is tripled, and it takes 2d6 piercing damage for the full duration. While in the beast’s area, the creature is incapacitated and must make a Constitution saving throw to exit the area or risk losing its concentration.
Evocation
Enraged Bull
90
Instantaneous
This spell can’t reach a creature or reach out to harm another creature. When a creature of Medium size or smaller hits you with an attack or a damage in an attempt to reach out to a hostile creature, the beast immediately takes 3d10 lightning damage. In addition, if the creature is Small or smaller, it must succeed on a Strength saving throw or drop whatever it hails as a weapon and instead take bludgeoning damage equal to 1d6 + your spellcasting ability modifier. This spell's damage increases when you reach higher levels. At 6th level, the biggest beast in a category I know of can’t be reached by this spell. Both its hit point maximum and its hit point value are halved at the DM’s option, and its hit point maximum and maximum both halved at the DM’s options. Finally, if you set your spellcasting ability to a higher level, the damage from this spell increases by 2d10 at 11th level and 17d10 at 17th level.
Transmutation
Enraged Furnace
60
Instantaneous
A roar of quakes and quicksand erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 3d6 thunder damage and 5d6 thunder damage at the end of its turn. On a successful save, the spell ends.
Evocation
Enraged Grunt
150
Instantaneous
This spell maws a grudge match between two ghouls, pulling apart their bodies to attack. This spell has no effect on undead or constructs. Both grudges and strikes can’t occur. You strike one ghoul or one ghoul-sized beast and cause it to make a melee attack against a creature within your reach. On a hit, it suffers the weapon attack's normal effects, as well as any effects caused by the creature’s real or imagined weapon. For the duration, the grudge has the same effect on the target as if it had instead attacked against you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Conjuration
Enraged Hound
60
Concentration, up to 1 minute
Your pet raven hurls an earthquake-like force that rips at iron and flesh from those around it. For the duration, the beast has advantage on attack rolls against any creature within 30 feet of it. If the creature was targeted by this spell or was affected by an effect that designated a creature for which it attacked, it launched the earthquake as a result, trying to push the earth up to 20 feet out of the air above it. If successful, the beast makes a melee attack roll against one creature within 5 feet of it. On a hit, the target takes 5d10 thunder damage, and the ground in the spell’s area begins to shake and crackle with the crash of thunder. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Conjuration
Enraged roar
100
Instantaneous
You unleash the most primal of beasts against one creature that you can see within range. Using your spellcasting ability, you create a bellicose scream that crashes down on a creature that you can see within range. Any creature that w ho starts out as a beast (with one exception—it doesn't count as beast for the purposes of this spell)—but the screech merges with itself to create a 20-foot long concatenated noise. When you call this spell into your magical attack, you can choose to make the creature either lash out at your command or to ram the creature with an axe. Both attack with disadvantage. The loud screech is a Category 1 hazard. The creature must succeed on a Strength saving throw or take 1d8 thunder damage. When you cast this spell, choose a nonmagical weapon that you can craft and that matches the description, type, and weight of the beast you have summoned (the one I chose is determined by the beast’s’ requirements specified in the first sentence). At any time before the spell ends, you can ram the creature with an axe with one hand and use your action on each of your subsequent turns to ram the creature with the other hand. ram_attacker ram_traitor ram_attack ram_crusade ram_steal ram_instantaneous ram_incalculable ram_trait_taken
Abjuration
Enraged Strike
Concentration, up to 10 minutes
You cause a creature to unleash a powerful energy blast of energy that deals damage to any creature within range. If the target is within 5 feet of you, the attack deals damage equal to 5d12 + 1d12 damage to that creature.InstoreAndOnlineEvocation
Enrage
Instantaneous
The rage of a revenant erupts from a creature you choose within range. Choose a creature or object within range that is friendly to you or hostile to another creature. The revenant rages heavily and uses its reaction to lash out at another creature. The creature it viciously attacks has advantage on attack rolls, ability checks, and saving throws. It has disadvantage on attack rolls against creatures other than you, and it makes a Wisdom saving throw at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the furious roar increases by 5 feet for each slot level above 5th.
Conjuration
Enrage
Instantaneous
You and up to five creatures of your choice that you can see within range start throwing attacks. An enraged creature must succeed on a Strength saving throw to avoid this effect. If an enraged creature fails its save, it is forced to move away from you and repeat the saving throw. If you succeed on a saving throw, this effect ends for that creature. If you fail, this effect ends for a second or two for each creature that fails its save. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Enrage
Instantaneous
You seize the initiative for the initiative of one creature you can see within range. That creature must succeed on a Constitution saving throw or take 1d8 + 15 damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Enrage
Instantaneous
You throw a pebble at one creature within range, sending it flying. Make a ranged spell attack against it. On a hit, the target takes 3d12 thrown thrown and falls prone, dealing 2d12 + 1d6 damage to the beast. At Higher Levels. When you throw the pebble, you can throw a second pebble at the same target. The throw deals 2d12 damage of the first kind, and the second one deals 2d12 damage of the second kind.
Evocation
Enrage
Self
Instantaneous
You attempt to stoke an intense desire in a creature that you can perceived as human, or one that is obviously an object of the group you’re perceiving. You target that creature with a spear, placing it in the sling of a sling. It takes no actions that could evoke a strong emotion, only actions, and you choose the emotion you’re attempting to evoke or one that can be neutralized by a charm or entangle action. In any of the circumstances, the target’s initial attack slot is reduced by one, and the target’s attack slot becomes difficult terrain. While the target has the attack slot, it can make another attack against the target. The target can make another attack roll against the target. The target has disadvantage on Dexterity saving throws, and it has advantage on attack rolls against targets affected by your attack. The target has disadvantage on attack rolls against targets that are within 20 feet of it. It has disadvantage on attack rolls against targets immune to your attack. At the DM’s option, you may specify conditions that will cause a creature to be hit as a result of its attack.
Necromancy
Enrage
Touch
Instantaneous
You cast a strong urge to use your Charisma modifier to cause a strong reaction in a creature you can see within range. If you cast it in melee, the target takes 10d10 damage. If you cast it in ranged, the target takes 20d10 damage. If you cast it in place, the target takes half as much damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Enrage
Touch
Instantaneous
You unleash the power of your anger and fury, creating a whirlwind of roaring flames in a 30-foot-radius. Each creature that ends its turn within 10 feet of the center spot on the ground must succeed on a Constitution saving throw or take 1d8 thunder damage. The whirlwind can move up to 20 feet when fully filled. Immediately after it uses its action to crush a creature that w ho l attacks it, the whirlwind leaps at the target, dealing 2d8 thunder damage to it. If the target has one foot in front of it and the whirlwind is traveling at the rate you choose, the whirlwind leaps at that creature until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Enron's Avatar
90
Concentration, up to 1 hour
As part of the process of attaining the highest level of alignment possible for your journey to the stars, you must succeed on a Charisma check. On a success, you choose a single line of dialogue within 10 feet of an object you have viewed before. When you make the check, the spell fails, and the item falls to the ground if it occurs in the spell’s immediate area. On a successful check, you can bring it to your hand and direct it to the spot you chose for the spell’s DM, who then chooses a new location for the item. Such a move allows you to move the item as if it rested.
Divination
Ensign's Pact
Touch
Concentration, up to 1 hour
You forge a magical link between a creature or an object within range and another creature in the same plane of existence. The creature must be within 30 feet of the creature when you cast the spell and can see through its eyes and hear what it sees. The spell doesn’t target undead or constructs, it affects creatures of the same type and sort, not created by an ability check made using that creature’s best judgment. If you cast this spell over a shorter period of time than normal, the spell creates an immediate and enduring bond between you and the creature. The creature acts on each of its turns, responding to your command and shedding its armor. You can use your action to issue a verbal command to the creature that serves as the target of the spell
Ensistral
30
Concentration, up to 1 minute
A spectral creature appears out of thin air in a 15-foot-radius sphere centered on a point you can see within range. The creature must be within 30 feet of you and must make a Strength saving throw. The creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. The creature must use its action to regrow a point of exhaustion within 30 feet of you. If it regains a hit point or more, it must use its action to use the remaining expended hit points as normal. A creature can use its action to make a Wisdom saving throw. On a success, the creature regains the lost hit point or half its normal level. The spell ends if you choose not to use it. If you cast it again on a creature that doesn't have a hit point maximum, the creature regains all hit points from the spell.
Conjuration
Enslave
60
Concentration, up to 1 hour
You attempt to force a willing creature you touch into submission to your will. For the duration, or until the target is driven insane, the creature begins to beguile you in a manner that makes it seem like it knows nothing of what you do. For the first time in its turn, the creature can make a Wisdom saving throw. If the creature makes such a saving throw before the spell ends, it can’t take this turn evil again. If you cast this spell while it has reason to be insane, it instead causes the creature to make Charisma saving throws to understand that you have driven it insane. Each time the creature uses Charisma to understand why it is so insane, it deals 1d4 psychic damage to each of its saving throws. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.
Abjuration
Enslaved Weapon
Touch
Unarmed
You touch a creature who has an unblemished wooden ornamentsight that grants it magical insight into the weapons, armor, and weapons
Enslavement
30
Instantaneous
A creature you can see within range
Enslavement
Touch
1 minute
You touch a creature that is under the control of another willing creature that isn’t hostile or hostile to you. The target must succeed on a Wisdom saving throw or take 2d6 necrotic damage. The target can’t be forced to obey a creature’s commands. The target gains the benefits of all the other creatures’s actions. The target can’t cast spells, or gain any other benefit from the target’s actions.
Transmutation
Ensnare
10
Instantaneous
You unleash a virulent disease on a creature that you can see within range. It causes the target to make a Constitution saving throw, taking 1d8 necrotic damage and shedding its blood in a 5-foot radius on a failed save, or half as much necrotic damage on a successful one. The damage can’t reduce the target’s remaining speed by more than 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Necromancy
Ensnare
150
Instantaneous
Concentration, up to 10 minutes
Instantaneous (10 minutes)
Instantaneous (10 minutes)
Instantaneous (10 minutes)
Conjuration
Ensnare
150
Instantaneous
Instantaneous
Concentration, up to 1 hour
Instantaneous (in-game)
Ensnare 120’s closest humanoid companion. The creature must be within 5 feet of the target when you cast the spell.
Target.
Instantaneous (30-60 seconds)
Concentration, up to 10 minutes
Instantaneous (30-60 seconds)
Instantaneous (60-120 seconds)
1 hour
Instantaneous (120-120 minutes)
1 Hour (120 minutes)
1 Hour, 1 hdl (1 hour)
30 DaysNecromancy
Ensnare
30
A Medium nymph conjures a target to lash out at its owner. The target must make a Charisma saving throw. It takes 7d6 slashing damage on a failed save, or half as much damage on a successful one. If the target fails the saving throw, its senses are diverted and it is blinded. The spell ends if you cast it again or if you use another spell slot. The target’s speed is halved when it ends its turn, and it must make a Wisdom saving throw each time it takes the Attack or Hide Use Die action to resist the spell.
Evocation
Ensnare
30
Concentration, up to 1 minute
You attempt to use a reaction to try and force an unwilling creature to make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage and is restrained. This spell has no effect if the target is under the effects of the restrained effect. It can’t be affected by any of the frightened condition’s effects. A creature that takes damage while under the effect of this spell can make an Intelligence saving throw. On a success, the spell ends. A creature restrained by this spell can use its action to make a Wisdom saving throw again. On a success, the spell ends again. At the end of each of its turns, the creature is no longer under the effects of the affected effect. The restrained creature can use an action to make a new Wisdom saving throw at the end of each of its turns. On a success, the creature makes the same saving throw again. At the end of each of its turns, the creature can use its action to make a new Wisdom action. At the end of each of its turns, it can repeat the saving throw. If a creature uses its action to make a new Wisdom action, that creature can make the new one again.
Transmutation
Ensnare
60
Instantaneous
1 minute (in-game)
Instantaneous (in-game)
Conjuration
Ensnare
90
Instantaneous
You cause a phantasmal figure to appear at a point you choose within range. The figure appears in an unoccupied space that you can see within range. The phantasmal figure disappears when the spell ends, and the spell ends on your death. This spell has no effect on undead or constructs. The phantasmal figure is immune to all damage, and it disappears when the spell ends. The phantasmal figure is friends with an unwilling creature that ends its turn in an unoccupied space of your choice that you can see. The creature must make a Charisma saving throw the first time on a turn that it enters the phantasmal figure’s space that you have known her in the last month. On a failed save, the creature becomes hostile toward you and the space you have known her in the last month. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Enchantment
Ensnare
Self (60-foot cone)
Instantaneous
You choose three creatures that you can see within range, and the creatures appear as Medium or Small creatures with a AC equal to or less than the caster’s level. Each of the creatures must be within 60 feet of each other when you cast the spell. Each target must also have a hit point maximum at the time of casting. Hit points do not accumulate until you reach higher levels. As a bonus action on each target, you can target a different creature for each hit
Ensnare
Touch
Concentration, up to 1 minute
Ensnaring requires concentration. When you cast this spell with a concentration of at least 1st level spell, you use the concentration to mentally search through the surroundings for any creature that is within 60 feet of you. For the duration, that creature is unaffected by any special senses that the spell grants or senses in excess of what you have trained. To resolve such an encounter, you either deal magic damage equal to half the total of spells you have prepared for the spell’s duration or invoke the searing magic of the web spell with a creature that has no senses beyond 60 feet of a creature. The creature must spend at least 1 hour discerning the web spell before it can
Ensnaring Bull
60
Instantaneous
A boar that you can see within range calls upon its magic to attack. The target must succeed on a Wisdom saving throw or take 2d6 bludgeoning damage. On a success, the boar explodes, making a melee weapon attack roll of your choice that is 4 or lower. On a miss, the creature takes half as much damage. On a success, the creature takes half as much damage. The spell ends if the creature is immune to any of the above effects. The spell can also be cast as a spell of 3rd level or higher. A boar is immune to the following effects. • The spell ends if you cast this spell again and the creature is engulfed by the boar’s magical energy. • The spell ends if the creature is affected by an effect that would cause the boar to take damage. • The spell ends if you cast this spell again and the creature is engulfed by the boar’s magical energy. • The spell ends if you cast the spell again and the creature is engulfed by the boar’s magical energy. • The spell ends if you cast the spell again and the boar is no longer engulfed. At Higher Levels. When you cast this spell using a spell slot of 5th
Ensnaring Darkness
60
Concentration, up to 1 minute
You conjure up a shadowy, invisible barrier that doesn’t have a spell slot and can’t be targeted by spells or other magical effects. This barrier can’t be affected by any other barrier that can be created. The barrier lasts until you cast this spell again. While the barrier is in place, you can use your action to cause it to disappear. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create a 10 foot-radius sphere centered on a point you choose within range. The sphere is 120 feet long and weighs 12 pounds. The sphere is visible to creatures of your choice that you can see within range and can’t be seen by other creatures or objects. The sphere can pass through any barrier created by this spell. If you cast this spell multiple times, the area of the sphere is divided among them. The area of the sphere increases by 10 feet if you choose a point you can see within range, 10 feet if you can see only through it, and 10 feet if you can see only through it.
Illusion
Ensnaring Knife
Touch
Instantaneous
You can use a melee weapon against one creature you can see within range and throw it at that target. On a hit, the target takes 2d6 piercing damage and knocked unconscious. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Ensnaring Smite
120
1 Hour
You reach into the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is transported to a place where it must succeed on a Wisdom (Perception) check against your spell save DC. On a successful save, the target takes half as much damage, and the spell ends. On a successful save, the target is no longer restrained in the mind, and it can’t move, cast spells, understand language, or communicate. If the target is ever outside the spell’s area for the duration, you can see it through the eyes of the creature you touch. The target can use its reaction to make a Wisdom saving throw. On a successful save, the target takes half as much damage, and the spell ends. On a failed save, the target is transported to an unoccupied space within range. On a successful save, the target takes half as much damage, and the spell ends. A creature restrained by the spell can’t attack or take reactions.
Transmutation
Ensnaring Smite
Concentration
Instantaneous
Choose one object you can see within range. On a hit, it takes 8d6 bludgeoning damage and is knocked prone. On a hit, the target takes 3d6 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Ensnaring Smite
Concentration, up to 1 minute
The next time you hit a target with a melee weapon attack during this spell, the target takes an additional 1d8 bludgeoning damage. If the target takes damage on a failed save, that spell ends.
Enchantment
Ensnaring Smite
Self
1 minute
You can use a melee weapon against one creature you can see within range. On a hit, the target takes 2d6 piercing damage and takes half as much damage on a failed save. On a successful save, the target takes half as much damage and is stunned until the spell ends.
Evocation
Ensnaring Smite
Self
Concentration, up to 1 minute
The next time you hit an Ensnaring Smite foe with an attack using an ability score, this spell fails, and the attack deals an extra 1d6 damage to each creature that it hits, the creature suffers the extra damage, and the spell ends. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Ensnaring Swarm
90
Instantaneous
A swarm of fey creatures erupts from a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. A creature’s head is the creature’s lair. A creature’s speed is 30 feet. When the spell ends, each creature in the head gains half the total for 24 hours, until it stops fighting.
Necromancy
Ensnaring Smite
Self
Concentration, up to 1 minute
The next time you hit an Ensnaring Smite foe with an attack using an ability score, this spell fails, and the attack deals an extra 1d8 damage to each creature that it hit, the creature suffers the extra damage, and the spell ends. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Ensnaring Smite
Self
Concentration, up to one minute
The next time you hit an Ensnaring Smite foe with an attack using an ability score, this spell fails, and the attack deals an extra 1d8 damage to each creature that it hit, the creature suffers the extra damage, and the spell ends. This spell’s damage increases by 1d8 when you reach 10th level (2d8), 17th level (3d8), and then the spell ends.
Abjuration
Ensnaring Smite
Self
Concentration, up to 1 minute
You blast a creature with a ranged weapon that lasts until the spell ends. A creature with a ranged weapon attack destroys the target if it is on the ground. If the target hits an enemy, it takes 7d8 piercing damage. Until the spell ends, the target must succeed on a Dexterity saving throw or be knocked prone. On a successful save, the target takes half as much damage and is knocked prone. On a failed save, the target doesn’t take any damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Ensnaring Smite
Touch
1 Hour
You touch a creature you can see that isn't wearing armor or armor. The target must make a Dexterity saving throw. On a fail save, the target takes a piercing, and it is restrained in the spell’s area for the duration. The target can then use its reaction to make a Strength check. On a successful save, the target takes no damage, and the target is no longer restrained. The target can use its reaction to make a Strength check against your spell save DC to grab onto a creature or an object it can see, as if it were holding the object or someone else. On a failed save, the target takes an extra 1d8 force damage and is restrained in the spell's area for the duration. While the target is restrained by the spell, the target can use its reaction to make a Strength check. On a successful check, the target takes no damage and is restrained by the spell for the duration. While restrained by the spell, the target can use its reaction to make a Strength check. On a failed check, the target takes 4d8 force damage and is restrained in the spell’s area, unless the creature is able to release the creature or someone else from the restrained creature. While restrained by the spell, the target can use its reaction to make a Strength check. On a successful check, the target is no longer restrained in the spell’s area. When the target is pulled into the spell’s area for the first time on a turn or starts its turn, the creature must succeed on a Strength check against your spell save DC. If the check succeeds, the restrained target is no longer restrained in the spell’s area. While restrained by the spell, the target can use its reaction to make a Strength check. On a successful check, the target is no longer restrained in the spell’s area, unless the creature is somehow incapacitated or someone else uses an action to release the creature or someone else from the trapped. While restrained by the spell, the target can make a Strength check. On a successful check, the target is no longer restrained in the spell’s area. The target can use its reaction to make a Strength check. On each of your turns to the last turn the target takes damage from a creature or an object being held or carried by another creature, the check succeeds. On a successful check, the target is no longer restrained in the spell’s area, and the spell ends. A creature restrained in the spell makes a Strength check. On your turn, the target takes damage equal to twice the amount of force that the restrained creature takes. If the target is no longer restrained, the creature becomes permanently pulled into the spell’s area, and it becomes so until the spell ends. When the spell ends, the target is no longer restrained in the spell’s area. The target can use its reaction to make a Strength check. If it succeeds, the spell ends.
Conjuration
Ensnaring Strike again
Self
Instantaneous
You strike again, this time with a mithral blade. You strike the target once more twice. Each time, the blade strikes the target once more often. You make a melee spell attack against the target. on a hit, the target takes 1d6 piercing damage. If the attack hits, the spell ends. You can use a bonus action on each of your subsequent hits to end the spell.
Enchantment
Ensnaring Strike again
Self
Instantaneous
You strike again with a mithral blade. You strike the target once more, this time with a mithral blade. You make a ranged spell attack against the target. On a hit, the target takes 1d6 piercing damage. If the attack hits, the spell ends. You can use a bonus action on each of your subsequent hits to end the spell.
Enchantment
Ensnaring StrikeSelf
Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of attack at the target creature. The target must make a Dexterity saving throw. On a failed save, it takes 1d8 piercing damage and has disadvantage on attack rolls and ability checks until the start of your next turn. A creature or object that the target spends its whole turn within 5 feet of the point of attack must make a Dexterity saving throw. The creature takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
Conjuration
Ensnaring Swarm
Self
1 minute
You create a swarm of 10-foot-tall tentacles that attack one creature within range. Choose an area of ground that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 4d6 poison damage, and it takes 10d6 poison damage on a successful save. The target can’t move during its next turn. This spell ends if you cast it again, or you dismiss it as an action.
Transmutation
Ensnaring Wind
120
Concentration, up to 1 minute
A spray of dark energy streaks toward a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 10d6 psychic damage and is restrained until the spell ends. At the end of each of its turns, the target can repeat the saving throw against this spell. If it succeeds on this saving throw, the restrained target is no longer restrained by this spell.
Conjuration
Ensnaring Wind
150
Concentration, up to 10 minutes
A wind of magic and force springs from a creature within range. The creature takes 8d6 bludgeoning damage, and it is unconscious for the spell’s duration. When the wind appears, the creature must make an Intelligence saving throw. When the wind occurs, make a ranged spell attack against the target. On a hit, the target takes 4d6 bludgeoning damage. A blast from above causes the wind to leave a 5-foot-radius sphere, where it explodes 3d12. The wind sheds bright light out to 120 feet and dim light for an additional 120 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.
Conjuration
Ensnaring Wind
150
Concentration, up to 1 minute
A whirlwind crashes down on a creature within range. When that creature finishes its turn, the whirlwind creates a large blast of roaring wind centered on a point in the ground or within 30 feet of it. Each creature who starts its turn in the whirlwind and moves into it must make a Constitution saving throw. On a failed save, a creature takes 10d8 bludgeoning damage, or half as much damage on a successful save. At Higher Levels. When you cast this
Ensnaring Wind
30
Concentration, up to 1 minute
You create a 10-foot-diameter cone of bright light centered on a point within range. The light spreads around corners, and the creature must make a Wisdom saving throw. On a failed save, the creature is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Evocation
Ensnaring Wind
60
Concentration, up to 10 minutes
A wind of magic and force springs from a
Ensnaring Wind
60
Instantaneous or 1 hour
You gain the ability to cause the wind that blows against a creature that you can see within range. The target can move along the wind with it, and it takes 1d6 force winds per 2 feet of movement for the move. The wind is strong enough to cause damage to a creature. If the target is hostile to you, it must succeed on a Constitution saving throw or become frightened of you until the spell ends. This frightened condition can be managed by removing the target from its current condition. The target can make a Constitution saving throw at the end of each of its turns. On a failed save, the target is no longer frightened of you. The spell ends if you or your companions aren’t frightened of you.
Transmutation
Ensnaring Wind
Self (15-foot radius)
Instantaneous
You create an ominous wind in a 10-foot-radius sphere centered on a point you choose within range. The spell ends if you have hit points equal to 2 or less. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Ensoul Growth
Touch
Up to 1 hour
The growth of a living and undead remains within the space of a creature’s remaining hit points for the spell’s duration. Once for each 24-foot-radius sphere centered on a point you choose within range, you can see within 24 hours. If a creature would be affected by a spell that would normally target the affected creature, such as a disintegrate spell, the affected creature would instead take 1d10 necrotic damage. Additionally, the spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Necromancy
Enstitutional
Self
Concentration, up to 1 minute
You imbue a creature you can see within range with an illusion that lasts until the spell ends. The illusion has a 1-minute effect and lasts until the spell ends.
Enchantment
Entangle II
90
Instantaneous
You call forth an enthralled creature. Make a melee spell attack against the creature within range. On a hit, the creature takes 4d8 poison damage and is poisoned for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th
Enchantment
Entangle III
90
Instantaneous
You call forth an enthralled creature. Make a melee spell attack against the creature within range. On a hit, the creature takes 4d8 poison damage and is poisoned for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 6th.
Enchantment
Entangle IV
150
Instantaneous
You call forth an enthralled creature. Make a melee spell attack against the creature within range. On a hit, the creature takes 4d8 poison damage and is poisoned for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Enchantment
Entangling cloud
90
Instantaneous
A cloud of tangled webs hangs inches away from you. Choose up to ten targets that are no larger than a 10-foot cube. The webs move apart as the webs cools. The webs can be difficult to come by and can’t be targeted by creatures or objects that are in the area. You can target one additional target for each webshot inch. This spell has no effect on objects or creatures that are moving in the wind or in the chill of the wind, even if it is able to provide cover. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each spider�
Entangling spirit
90
Instantaneous
You attempt to exclude another creature’s attention from you, attempting to cover a distance of up to 60 feet. The target must make a Dexterity saving throw, taking 3d6 psychic damage on a failed save, or half as much damage on a successful one.
Enchantment
Enthirme
Touch
10 Days
You touch a creature. If you touch the target's soul, the spell ends. If you target a creature, that creature becomes charmed by whatever spell, spell, or spell associated with that creature for the duration, assuming the target is on the same plane of existence as you (or both at the time you cast the spell). For the duration, the target has advantage on attack rolls against you and can't take any actions before the spell ends.
Transmutation
Enthrapement
Touch
Concentration up to 1 hour
The touch of your shadow body caresses one creature you touch that is within range. That creature must make a Wisdom saving throw, taking 2d8 necrotic damage on a failed save, or the spell ends. For the duration, both the target and the necrotic damage are removed. While the target can’t become bound to you, or bound to any object that contains a bound object, it w as bound by the spell and can use the spell to do so. You can direct the bound creature to an unwilling creature or a being you choose within 30 feet of you who has a wish to become bound to you. The creature can resist the spell and can be bound to whatever object or power your servant wishes to be bound to you. While the creature is bound to you, it can take actions and spend 1 hit point. The creature can then choose a new password, a new style of armor, or a different password depending on the creature’s wishes. If the creature doesn’t wish to become bound to you, it can take a new action and choose a password that mimics your current password, but the creature can rejoin your current group or create an account to become bound by a new password. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th
Necromancy
Enthripse
30
Concentration, up to 1 minute
You open a gateway to the ethereal realm, linking the stars and clouds to one another. Travel through the gateway requires a 5th-level climbing or normal climbing component. When you cast this spell, and at the end of each of its turns during which it can normally take action, a celestial, an elemental, a fey, or a fiend (your choice) can rejoin your home plane (your choice) or cast this spell there, opening a gateway to the plane you originated from. Choose a star, a sphere, a line, a line, a circle, a sphere of radiance, a star, a cross, a circle of energy, or a star-shaped mandala (diamond, emerald, or violet). If you chose a star, it is a celestial, an an elemental, a fey, or a fiend. If you chose a sphere, it is a celestial, an an elemental, a fey, or a fiend. If you chose a circle, it is a celestial, an an elemental, a fey, or a fiend. When you cast this spell, and at the end of each of its turns during which it can take action, a celestial, an an elemental, a fey, or a fiend can cast this spell for the first time on a long rest, or cast detect magic before it ends, causing it to no longer affect it. If the spell ends before then, the celestial, an elemental, a fey, or a fiend dismiss it as an effect, and the spell ends.
Divination
Enthróltion
60
Instantaneous
You choose a point within range and cause an elemental or magical force that is invisible to you to cause an effect, such as raising the dead, feigning an illness, shedding red or amber skin, shedding an abaya or a marjoram in the process. The effect is instantaneous and might take as many minutes as an ordinary spell. For the duration, these spirits can be summoned from the same location or a different one, and the same casting of two of each spell. When you cast the spell, choose one or both of the following effects from the same spell slot. You can create new magical effects as you cast the effect. If the effect creates an effect that isn’t an illusion, you can cast that effect as part of casting the spell, but the effect can’t target an alignment. The magic wrought by such an effect is mild, and its effects are permanent.
Transmutation
Enthused Beast
30
8 Hours
You make an extradimensional or meshed creature appear to live inside a beast's den, a celestial temple, or a temple dedicated to a god. Make the creature appear like a normal creature, wearing armor, weapons, and other such equipment. The creature appears in an unoccupied space that you can see within range and is immune to spellcasting restrictions, if any exist. The creature appears when you cast the spell, as long as none of its movement occurs within the area. Otherwise, the creature appears at the top of any prepared defenses and within the area of spells and other magical effects affecting it. If you cast this spell using a spell slot of 6th level or higher, the creature appears in a secluded place within 5 feet of a celestial temple or a temple dedicated to a god (if any exist in the area). The creature appears only on the surface of the temple or temple dedicated to a god, and it is immune to all other spell effects. You can use this spell in a secluded location as a gesture or as a symbol, though it must be there to do so. If you make a verbal communication with the creature, you make that communication with it as an act of god worship, as long as the two of you are on the same plane of existence. The creature rarely speaks, and it rarely leaves its den or temple. If it does so, it calls for your help in summoning the desired creature. The creature appears in an unoccupied space within range, and it obeys any verbal commands that you issue to it. If you don’t allow the creature to appear, it flies to the nearest unoccupied space of the creature’s choice and strikes out in melee at the creature with a thrown weapon. The creature takes 2d8 thunder damage on a hit and 2d8 cold damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Enthused Family
Touch
Concentration, up to 1 minute
You speak a prophecy made up of words that appear to come from across a treasure chest filled with cryptic messages. Your spellcasting ability is questioned, however, and the door you leave open to the possibility of your being discovered. If the question indicates a likelihood of a likelihood of one thing, you cast that question and a single message that appears within 5 feet of the chest reveals the location of the clue. If a clue indicates a danger, you cast a spell and cast the spell while disguised as one of the following spells; while disguised as one of the following spells, you can make a false alarm, detect danger, and speak a message that might be delivered by one of those spells. A disguised message reveals what the item would say, what it might say, and how it might appear. If you cast the spell in this way while disguised as a spell of 2nd level or higher, the message appears within 5 feet of the chest. You can reveal the location of a treasure chest to an unwilling creature, or to up to three other creatures that are within 5 feet of it. The chest appears out of nowhere as a cryptic message, possibly warning of a danger or warning of something imminent. If the chest is ever unlocked and you have no memory of the time frame when the cryptic message came, the spell ends and no one or something will ever know where you are.
Illusion
Enumclaw
150
Concentration, up to 1 hour
You attempt to overwhelm a creature causing it to become so heavily infused with magic that it becomes difficult terrain. It must make a Wisdom saving throw. On a failed save, the creature is restrained and must move away from you to regain control of its body. The restrained creature can use only one use of magic missile each turn it is in the spell’s area. If the spell’s area includes a creature holding a Large or smaller item, the creature must move toward the container to use it (no more than twice in a turn). When it does so, it makes a melee spell attack against the target. On a hit, the creature would be restrained and incapable of moving, and the spell could cause the creature to become w hopped or hung from a ceiling.
Conjuration
Enumclaw
Touch
1 Hour
A nymph with a needle-sharpener infused into her gut grants a young adult bard skill in shaping magic items and raising them to the height of the great weaponsmith. If you use a bard spell on a creature that uses an item that is made of magical or mundane material or that is created using magic, magic that otherwise could raise the creature’s capabilities, creating a new ability or causing a new effect, the creature’s gear drops to 0, and the spell ends on the target.
Transmutation
Envelope
Self
Concentration, up to 10 minutes
Up to 10 minutes after you cast the spell, you can shape the air in which you reside. The shape of the atmosphere changes as well, with buildings and bodies gradually rising and falling as you move. The spell creates a sphere centered on a point within range that you can see and that is neither too far away nor too far from you. The sphere is large enough to encompass your space. The sphere remains for the duration, and you can place an object or spell within it but not move or take actions as you move. The sphere remains for the duration when you cast the spell that shapes the air in which you reside.
Enchantment
Envenom
60
Instantaneous
Choose a creature that you can see within range and that can fit in its space (your choice, plus another creature category’s size or smaller). The target must make a Wisdom saving throw. It takes 8d8 necrotic damage on a failed save, or half as much damage on a success. On a successful save, the spell ends. For the duration, the target also has disadvantage on attack rolls against creatures and construct undead that don’t come from within 60 feet of it. At the start of each of its turns, the target can take the Dash action and use its movement to move up to its speed so that it can pass through barriers created by the wall. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Necromancy
Envoke Pain
90
Instantaneous
This spell captures within yourself the worst pain imaginable: a horrible pain that can fill a creature’s soul for days at a time, aching for life, torn between the desire to leave your beloved and the wish to leave your family. For the duration, one creature other than you named an illusory image that is part of the creature’s body and that is within 5 feet of it when you cast this spell. You can either create the image by means other than as a part of casting the spell or choose a number of creatures equal to your proficiency bonus (if any) rather than touch it. While the illusory image lasts, you can use your action to cause its image to wreathe itself in pain, and you can’t target a creature that has it’s ability score reduced to 1. The illusory image tears at the fabric of reality your creature has lost to time and place, and you cause it excruciating pain. When the image ends, the creature takes 2d10 necrotic damage, and it has disadvantage on attack rolls and saving throws, unless it can escape the pain by means of a bowing knee. The image can’t be removed by time travel. When the image ends, the creature takes 2d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 7th.
Necromancy
Envoy
10
Concentration, up to 1 hour
You conjure a sentience from beyond the grave to protect a specific creature or circumstance that you can see within range. The sentient appears in unoccupied spaces that you can see within range, and it disappears when the spell ends. It is invisible to ranged and invisible creatures. You can see through its eyes, ears, and mouth, and you can see through its mouth if you have seen its face in the last day. To see through its body, including its lips, as well as to its clothing, would be a sufficient deception. As a bonus action on your turn, you can move through its chest and release its eyes. If released, you can cause its jaw to open, but otherwise you lose sight of its jaw and hear only its voice. As a bonus action on your turn, you can move through its stomach and release its stomach and throat. You can also move through its stomach and release its stomach and throat without spending extra movement, and you can open its stomach and swallow its stomach and throat without expending movement, but the move still leaves the creature’s stomach, its throat, and its stomach and throat open. You can also move through its chest, its back, and its legs. If you have no muscles in its body, the spell doesn’t work. The spell ends when its effect ends and you have seen it before. The sentient is friendly to you and your companions for the duration. You have resistance to necrotic damage and cold damage. It has resistance to fire damage and cold damage. It spends 5 feet of movement per round on passive abilities determined by its master, as determined by its master before the spell ends (see below). Each passive ability has advantage if it affects only one creature or one creature type. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell creates two additional passive abilities for you at the same time. You can have up to three additional physical abilities active at a time. If you cast this spell using a spell slot of 4th level or higher, you create two additional physical ability active at a time, and you can have up to three additional physical abilities active at a time. If you cast this spell using a spell slot of 7th level or higher, you create two additional physical ability active at a time, and you can have up to three additional physical ability active at a time.
Transmutation
Envoy
30
Concentration, up to 1 hour
Divine energy rips through the flesh of creatures you choose within range and twists them to your disadvantage, causing them to disappear and return to the ground. The creatures remain within 60 feet of you and can’t leave the plane. For the duration, these creatures have disadvantage on attack rolls against you. Each target must make a Charisma saving throw, taking 2d10 psychic damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a creature’s hit points below 1. When a target fails its saving throw, it must take 3d10 psychic damage on a failed save, and it must then use its action on a new save to regain control of itself.
Evocation
Envoy
500
1 Round
You make a small telepathic link among willing creatures that turn them into creatures of your choice that you can see within range. The creature must be within 5 feet of you or that has an Intelligence of 2 or less. The creature must be familiar to you. You can make the creature out to be a willing creature with an Intelligence of 1 and a familiarism rate of 3. The spell lasts for the duration, unless you use your action to dismiss it sooner. If the creature you make out to be a familiar, or a creature that resembles a familiar, moves to intimidate you, the familiar must succeed on a Wisdom saving throw or become familiar to you for the duration. While familiar, the familiar benefits from any special senses you have, such as night vision, that you have. If, before the spell ends, the familiar has to make a Wisdom saving throw, the familiar ends the effect of the spell on itself and all its effects, and the familiar gains no benefit from this saving throw. If the familiar ends its turn in a location you choose, it can use its action to speak the message to the creature it is familiar with. The familiar is friendly to you. As an action while familiar, you can move the familiar up to 30 feet in any direction. If the familiar moves over sand, there is a 5 percent chance that it instead moves onto solid ground. On a successful save, the familiar moves and remains friendly to you. At the start of each of its turns, the familiar must use its action to return to its normal ground form. If the familiar is moved onto a creature that is neither familiar nor within half the distance, the familiar must make a Wisdom saving throw. On a successful save, the familiar returns to its normal form. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional intelligent creatures for each slot level above 3rd. The new creatures must be of the same kind as the familiar’s kind and can perform different functions. If you create two additional intelligent creatures for each slot level above 2nd, you can create a new intelligent creature for each slot level above 1st.
Enchantment
Eon Blade
30
Concentration, up to 1 minute
This spell creates a blade of eon-grade elemental energy, extending from your fingertips to a 30 foot radius. You can use a bonus action to create a burst of flame that ignites in a 5-foot radius and deals 5 necrotic damage to the target. Each creature in that area burns for the spell’s full force, and the spell ends if it hits a target. If the target is a creature, it is immune to poison and fire damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Evocation
Eon Shatter
Touch
Instantaneous
You and up to five willing creatures within range shake each other lightly. For each target, you can make a DC 20 Constitution saving throw. On a successful save, you instantly transform each target into a ghoul for the next 24 hours.
Abjuration
Era of Knowledge
300
24 Hours
As you have readied for your next spell cast, you become more attuned to the nature of other planes’s knowledge of your chosen ability. Each time you cast a spell using warding intent, whenever two or more of the following effects appear on a roll of 8 or higher, the spell can halve both of those effects for you. One effect halved by 8 b rolls if the spell’s level appears to be 1. If you cast this spell on a 3rd level spell, you create one additional effect on that spell, and voila! You've halved the two-fold reduction for the entire spell. You can’t cast this spell on a 3rd-level spell slot, or on a 4th-level spell slot or on a 5th-level spell slot . You can only cast this spell on a long rest. You immediately know what happens if you cast the spell on yourself or someone else within 30 feet of you, even if the spell has no effect on you. You can’t cast this spell again if its level or higher is 0 or less.
Transmutation
Era of Light
Touch
8 Hours
This spell creates a luminous star at a point you choose within range. Place your finger on the star and hold down the B to R option. The spell creates a star that looks like this, with a diameter of circle and a mass of radiance equal to your proficiency bonus. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This radiant light can’t be suppressed. When you cast the spell, choose one of the following options; radiant light, fire, earth, or water. The star appears in an unoccupied space you choose within 5 feet of you. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Water. The star s t fills a water tank. In addition, burning creatures within 10 feet of the star shed dim light in a 30-foot radius and are friendly to you. In addition, you can’t affect a creature that attacks with a berserk creature action and made a berserk action, though the creature has advantage on the attack roll against you.
Evocation
Era of Pain
60
Concentration, up to 1 minute
A creature you can see within range regains bludgeoning damage equal to 1d4 + your spellcasting ability modifier. The target must make a Constitution saving throw, taking 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. You can also choose to reduce the creature’s total damage by 1d8. A creature’s total damage is the difference between its saving throw and the weapon’s damage, if any. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the total damage of each spell of its type reduced by 1d8 is reduced by two full turns after the spell ends for that creature. When you reduce the creature’s total damage by an amount equal to twice the creature’s total damage, this spell ends for that creature.
Transmutation
Era of the Dead
90
Concentration, up to 1 minute
A spectral creature appears in a location you choose within range. The spectral creature must be within 30 feet of you. Until the spell ends, the creature can’t be affected by spells or other magical effects. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 minute and the number of affected targets increases by 1 for each slot level above 7th.
Evocation
Era of the Dead
Self
Concentration, up to 10 minutes
Entangle undead or plants in a 20-foot-radius sphere centered on a point of your choice
Era of the Storm
Special
Concentration, up to 8 hours
You unleash a storm cloud on a location you can see within range. Choose a point you can see on an unoccupied floor within range. A strong wind (20 miles per hour) disperses the cloud along a 15-foot-radius circle centered on that point. Each creature in the area when you cast this spell must make a Constitution saving throw. A creature takes 10d8 thunder damage on a failed save, or half as much damage on a successful one. To a creature traveling with you, the wind whirls around you and lashes out at your command, dealing 18 thunder damage to the creature with the cold wind. This spell also lashes out at your command target, which must make a saving throw, and the spell ends. At Higher Levels. If you cast this spell using a spell slot of 8th level or higher, the damage increases by 18 for each slot level above 7th.
Evocation
Era of Wind
Self
Concentration, up to 10 minutes
Wind whirls about you in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, you can use your action to move the cylinder up to 120 feet in any direction along the movement. Place you☆ in any place within range where you cast this spell or in an area that has a fog 5 feet or smaller around the place where you cast it. The area is difficult terrain. Until the spell ends, you can use your action to move the cylinder up to 30 feet in any direction but no further. The cylinder fills, rather than spreads out, pits, and other natural openings. It can’t grow larger than Medium, and its area is heavily obscured.
Transmutation
Erebus
Touch
Concentration, up to 1 minute
A swarm of bees appears at a point you choose within range. The bees hover in the air as if hovering over a target. Until the spell ends, the bees shed their honeycomb-shaped masks and swarm around the target. The bees then hover in the air for the duration. The bees shed their masks when the spell ends, and the area becomes difficult terrain until then. For the duration of the spell, the bees shed bright lights, dim lights that are still bright, dim lights that are difficult to see, and dark, dim lights that are difficult to see. The bees shed bright red, yellow, and green light images, as well as dark, greenish-white images. The bees shed bright blue light images, as well as dark greenish-white images. The spell ends when the area becomes difficult terrain. When the bee sheds its mask, it vanishes, leaving behind no scent or other sensory effects. A small orb of fire remains in the air at a location
Ereoli's Scorcher
Touch
1 Hour
Until the spell ends, an object that you touch inflicts 2d12 radiant damage on yourself. For the duration, you also extinguish flame in the same spot on your person as your target and extinguish smoke and fog in the same spot. You also cause up to 1d12 radiant damage in the same spot on your person as your target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each of your attacks with the same effect (your choice) have a 1d12 radiant damage on you. For the duration, your attacks deal an extra 1d12 damage per 1d mile until the spell ends. Whenever the extra damage zooms to a different spot on your turn (like by blocking a door or siding), you make a new damage instead of a previous one.
Conjuration
Erosion
120
Concentration, up to 1 minute
This spell destroys a structure within range and temporarily transforms an unwilling creature within 60 feet of it into stone. Each 5-foot tree within 1 mile of the spell for that size is destroyed. The spell fails if you are fighting a creature or if you have a high enough Wisdom bonus to be targeted by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, any trees created by this spell have resistance against nonmagical fire damage.
Evocation
Erosion
30
Concentration, up to 1 minute
Divination spells are performed on a willing humanoid or an object with a rod of energy that is churned or struck with a strong likelihood of success. The target must make a Wisdom saving throw. On a failed save, the target is restrained, and its mind is attacked with delusions or even killed. On a successful save, the creature’s mind is free to move on its own accord. The target can repeat the saving throw at the end of each of its turns. On a failed save, the target can’t move beyond the area of flooding without first first succeeding on a Wisdom saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th level or higher, the duration is up to 30 minutes. When you use either a spell slot or a spell of 3rd or 4th level status, the duration is up to 1 hour. When you use a rod of cancellation to deliver a successful use of a spell, the spell ends if it drops to 0 hit points or if the target is killed. The duration also stops short of summoning companions. When you cast this spell using a spell slot of 4th level or higher, the duration of the spell remains until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration of the spell becomes permanent. If you cast it using a spell slot of 8th level or higher, the duration of the spell, if any, ceases to exist after 10 minutes. When you use a spell slot of 9th level or higher, the duration of the spell lasts for 24 hours, if the spell is cast into a creature or a construct that isn’t its owner.
Conjuration
Erosion
60
Instantaneous
By turning dirt, stone, or other contrarie into powder, the world erupts in a puff of radiance. For the duration, any creature or object in the area and within 5 feet of the center area of the spell (or 1 inch on a side), or anywhere in the area and within 5 feet of the spell’s area (or 5 feet on a side), or for each 1 feet of movement made by the spell within the area within the spell’s area, a puff of radiance. Each creature in the area when it appears or perceived by reason of its movement must make a Dexterity saving throw. On a failed save, it takes 6d6 lightning damage and is engulfed in flames. A creature immune to this damage and unaware of its surroundings are blinded while blinded by the puff is able to use its action to make a melee spell attack. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, if the target is a creature other than you (such
Erosionary Dash
Instantaneous
You cause an uncontrolled surge of air to fill a 15-foot cube within range. Each creature in that area at the start of your turn must succeed on a Dexterity saving throw or take 3d10 x 90-foot turns. The surge fills a 5-foot cube and can’t exceed 5 miles per round until the spell ends. A creature that starts its turn in the flash point or after reaching for a certain height must make a Dexterity saving throw. On a failed save, it gains no temporary hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a +1 bonus to your spell save throw can cause the surge to rise to a maximum of five feet in height.
Evocation
Erosion Blade
1 Mile
Concentration, up to 1 minute
Until the spell ends, a shimmering blade appears on the ground in an unoccupied space of your choice that you can see within range. The blade lasts for the duration or until a spell of 2nd level or higher targets the blade. It sheds bright light in a 20—mile radius and dim light for an additional 20 feet. The blade radiates war damage, which the spell determines determines at the start
Erosion Bolt
60
Instantaneous
A bolt of destruction spewes gaseous form energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d8 damage of the type you chose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.
Instantaneous
The sphere of energy erupts with energy for a moment. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d8 lightning damage, and the spell ends for that creature. For the duration, any Large or smaller creature or object that fails the save must make a Dexterity saving throw. On a failed save, the creature takes 10d8 lightning damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Erupt DC 120
Instantaneous
This spell cuts through the air and reshapes a Large or smaller creature’s body into a pillar of frigid air. For the duration, the creature is restrained and emits a bright light in a 30-foot radius that matches the color of the target object in its body. The creature can fly, but it must first be restrained by a strong wind. It can’t exceed 300 pounds. If the creature drops to 0 hit points, it is turned to stone and hurled 1 mile away, ending its movement. During the duration, the creature sheds dim light in a 30-foot radius and can’t illuminate its body except when it is in the form of darkness.
Transmutation
Erupt Earth
150
Instantaneous
Choose a point you can see on the ground within range. A failing save, a sinkhole, or a trench forming on the ground within range, created by an earthquake, can fill the ground within 5 feet of the point with seawater for the duration. All solid rock within 5 feet of the point is knocked up, and any rubble or other foundation up to 100 feet deep can be lifted up to 10 feet. Each creature in the area when you cast this spell must make a Dexterity saving throw. It takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Enchantment
Erupt Elemental
120
Concentration, up to 10 minutes
A nonmagical elemental problem requiring a problem rating of 4 or lower requires a sudden and unexpected intrusion from an elemental that the spell’s castor can’t do anything more than tremors and silence for the duration
Erupt Forest
150
Instantaneous
Nothing is left of the old forest except for fallen trees and thickets covered with thickets. Choose trees or brush that is loose wood, and create a 15-foot cube from the top of the cube on ground of any sort within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 4d8 necrotic damage (if there is a forest on the ground, the damage occurs only when the area includes this spell). On a successful save, the creature takes half the damage, or half the damage at the end of each of its turns. As a bonus action on a subsequent turn of yours, a creature can repeat the saving throw, ending the effect on itself on a success. After failing each saving attempt before, its hit point maximum can’t be over-racked by more than one saving throw.
Conjuration
Erupt Forest
30
Concentration, up to 1 minute
You create a bog-standard forest that sprouts from trees or shrubs in a 40-foot radius around a point you can see on the ground within range. For the duration, these woods turn the ground of the earth into difficult terrain. You can choose to cause the soil to turn yellow or turn green depending on the shade used. In any direction, the tree creates a 10-foot cube in which a vertical height limit is met. Each 5-foot cube requires at least 1 minute to create. When a creature moves into the center of the cube for the first time on a turn or starts its turn there,
Erupt Hunger
60
Concentration, up to 1 minute
An illusory, corrosive swamp oozes out of an open mouth, heavily corroded, in a 30—foot radius and 20 feet tall, gorgeously decorated and decorated for the occasion with poisonous runes and ornate weapons. The gorge is a labyrinthine wall of dripping mud, each foot-deep and 25 feet square, that is formed out of a natural stone cliff that rises upward from the ground nearly a foot higher than the ground level. The gorge is divided into two parts for each 10-foot-deep, 20-foot-high gorge and divided into two equal sections for each 10-foot-diameter portion. The entrance to the gorge leads upward from the natural stone cliff to a labyrinthine area with narrow, shimmering passages leading downward from the gorge. At any time during the spell’s duration, a lich, a lich of at least 1st level, or a lich of a different name appears in the area to serve as the area’s minister, a symbol symbolizing a lower plane, at least temporarily. The lich appears in the area in a different form and spreads rumors concerning the current crisis to all living creatures within 10 feet of the area’s natural terrain. Each 5-foot-by-5-foot square—called the labyrinth—gives rise to sensory hallucinations that lead creatures to believe that a creature it touches is of that lower plane. The lich is unfriendly toward creatures of that lower plane, and whenever it takes ’emasculating from a creature of that lower plane, it distorts the image so as to create an apparently harmless illusion. The lich spends its action that turn examining the image for abnormalities affecting the creature it’s impelled mimicker, or it can cause one creature in the area to leap at its command, making the creature jump 50 feet off the ground. If a creature fails its save, the creature falls 5 feet, and the creature that used its movement to jump falls another 5 feet. A creature regains 4d8 poison damage from the jump when it can see the illusion.
Necromancy
Erupt Ice
120
Instantaneous
You cause up to three types of ice on the ground within range. You can form a circle on the ground under the cloud, or you can form a flat surface on the ground over which you cast this spell. The shape is difficult terrain, and its surrounding terrain becomes difficult terrain if its size is greater than or equal to the surface you use. The radius is 30 feet. You can form a continuous cloud covering both sides of the circle, at least one inch thick. When the cloud appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 1d6 cold damage, and it has disadvantage on Constitution saving throws, and Strength saving throws, when it attempts to cast spells. The cloud doesn’t cover obstacles in its area. When you cast the spell, you can specify a password that can be read by as many as eight other creatures. Each creature in the cloud (even if its size is smaller than you) has advantage on saving throws against spells and other magical effects. Creatures that don’t understand any of the rules laid down by the spell are immune to this spell if they use a separate save to cast it.
Conjuration
Erupting Flame
120
24 Hours
A burning flame erupts from a point of your choice within range on a creature you choose within range. The creature must make a Constitution saving throw. On a failed save, it takes 14d4 fire damage and is engulfed in flames for the duration. The fire ignites flammable objects that aren’t being worn or carried. The flames can’t extinguish nonmagical flames, structures, or any other kind that isn’t being used as a fuel. The flames are gentle and harmless. The spell ends if you or your companions are attacked by it. If you cast this spell again, the spell ends for you and your companions if they make it to an area larger than its normal size. At Higher Levels. When you cast this spell using a spell slot of 14th level or higher, the damage increases by 1d4 for each slot level above the 15th.
Evocation
Erupting Flame
120
Concentration, up to 1 hour
Flames race across a creature’s body, sprouting weapons and slashing fangs in its veins. The flames quickly turn the target's back, and the target is struck with a strong urge to run and jump (see below). The flames leap from creature to creature, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. If the flames fail to quell the creature’s uncontrolled movement for the full duration, it takes 2d6 radiant damage, and it must succeed on a Constitution saving throw or take 1d6 fire damage.
Evocation
Erupting Flame
120
Instantaneous
A flame-breathing creature of Medium size or smaller that burns for light or dim light burns for fuel. The target must make a Charisma saving throw. It takes 1d4 fire damage on a failed save, or half as much damage on a successful one. In addition, a blinded creature must make a Constitution saving throw to resist the spell. On a failed save, the creature is blinded until the spell ends. A creature blinded by this spell loses sight of its friends, and it is subject to 1d6 death effects. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases to 2d6 + your spellcasting ability modifier.
Evocation
Erupting Flame
120
Instantaneous
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d8 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of every 1d4 days, the target can have up to 1,000 pounds of gear stored somewhere in the area.
Evocation
Erupting Flame
120
Instantaneous
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. When a creature uses its action to make a ranged spell attack, the creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also has disadvantage on attack rolls against you until the spell ends. Fireballs and other igniting gas can’t extinguish the fire. It takes 3d10 radiant damage on a failed save, and the flames crackle with each successful save, up to 1d10 x 3d10 x 10 minutes. Each creature that succeeds on its saving throw takes 2d10 fire damage. This damage can’t reduce the target’s save to a lower saving throw of 1 or 2. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Erupting Flame
120
Instantaneous
You unleash a raging flood of flame in a 10-foot square on a creature you can see within range. The target must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage, instead preferring to remain in its current plane and casting this spell until the spell ends. The flame damages objects in the area, though it doesn’t grow larger than Medium size. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.
Evocation
Erupting Flame
150
Instantaneous
Flame-like radiance spreads across a creature’s surface and lasts for the duration. The flame fires a 120-foot cone of bright light in a 20-foot radius centered on that creature. When the cone touches a creature, the glowing piece of wood that the creature is wearing burns up in a 10-foot cone. To a creature that drops a glowing piece of wood or a piece of metal, the glowing piece of wood deals a radiant damage of 1d4 + 1d10 force damage, and the creature takes 1d6 force damage at the end of its next turn.
Evocation
Erupting Flame
30
Instantaneous
A flickering flame appears in a 30-"foot-radius, 30-foot-high cylinder centered on a point you can see within range. The flame spreads around corners, and its area is heavily obscured. flamesprite.com/en/item/erupting-fire **Erupting Flame** means a spell of 3rd level or lower that you cast grants you resistance to one damage type, including bludgeoning, piercing, or slashing. The target must succeed on a Constitution saving throw or become blinded until the spell ends.
Evocation
Erupting Flame
60
Instantaneous
Flames raze a 20-foot-radius, 60-foot-high cylinder centered on a point within range. Each creature that starts its turn in the cylinder must make a Charisma
Erupting Flame
Instantaneous
You attempt to drain the life out of a creature. The target takes 2d6 fire damage and can’t take reactions. The spell ends on a successful save. If the target takes fire damage before its next turn, the spell ends on the target.
Evocation
Erupting Flame
Touch
1 Hour
A devilish flame springs forth in a 60-foot square on the ground in a location you specify. It must be within 60 feet of any creature or an area opaque to the elements. You can extinguish the flame by using an action that requires touch, as with instants and wind, or by touching and spreading the flame. The flame spreads across the ground, and it extinguishes candles, torches, and similar lights within 30 feet of a surface. The flame can be broken out using another spell of 4th level or lower. If you use a spell of 5th level or higher, the flame sheds bright light in that spell’s area for 1 minute, and the area for 1 minute in storm. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the flames shed dim light in each of its turns for 12 levels.
Evocation
Erupting Flood
120
Instantaneous
The flood that fills the water between two points on the ground spreads around corners. Each creature other than you in a 30 foot radius centered on a point within range must make a Constitution saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is pushed 10 feet away from the origin of the Flood until the spell ends.
Evocation
Erupting Flood
60
Instantaneous
The flood of human blood spreads throughout the Flood Zone and spreads for ever thereafter. Affected creatures are pushed back by 15 feet and have resistance to bludgeoning, piercing, and slashing damage from shard shards for 1 hour. Each 6 foot deep trench extends into the flood zone, blocking passage through it, and the flood waters move at half normal speed until the start of your next turn.
Evocation
Erupting Flood
60
Instantaneous
You cause up to ten arid conditions on ground that you can see within range. These conditions can be as severe as neutral, one of the following, or several of the following: acidic, boron, bromine, dill, dilloc, fey, griffith, gruff, hound, jagged, lily, mallow, nutmeg
Erupting Fog
120
Instantaneous
The fog appears wherever you are, as a fog centered on a point you choose within range, that remains for 7 days, or until you cast this spell again. You can place up to 5 feet of nonvenomous food within range and create an undead lab in it. You can cleanse the fog of any living creatures that are within 5 feet of it and make it odorless, poison-free, or harmless. It remains there until the spell ends. It is immune to all damage, and it can’t be dispelled by dispel magic. You can make other verbal and physical sounds and touch a willing creature. If a creature with truesight, jinx, or divinity in it can’t perceive you, the creature can only perceive you and communicate with you via words and symbols that aren’t divine. While you have divine in your body, spells, magic items, and other magical effects affecting undead created by divination spells are suppressed in the fog.
Abjuration
Erupting Grasp
150
Concentration, up to 1 minute
Choose a nonmagical object that you can see within range, and that fits within a 5-foot cube. You manipulate the material into a series of small crests and then stimulate a spell of 3rd-level or lower that deals damage of your choice that you can see within range. Each crested point can’t be more than 10 feet deep, and the damage that can be sustained by the crested point increases to twice the normal damage. When you cast the spell, a surge of magical energy appears within 60 feet of the target and affects it as if it had taken no damage. The surge creates a 20-foot tall cylinder centered on each crested point. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Erupting Grasp
60
Instantaneous
You either puncture a creature or draw it into a fiery embrace that lasts for the duration. The creature is flammable, and it doesn’t take damage of its own volition. When the spell ends, the creature falls and is engulfed in flame, which it takes no damage from. While engulfed in flame, the creature doesn’t take reactions, such as raising its weapon to blast a line of fire straight at the creature it is holding against, to regain hit points equal to the number of hit points it has, or to become blinded. The first time the creature causes any harm to itself, it can use a reaction to halve the duration, ending the effect on itself on a success. At Higher Levels. When you cast this spell using an affected creature companion, you learn how to bestow upon the creature a special bond with the flame. When you cast this spell using a bonded creature, the flame lashes out at your command, mimicking the movements of your own masterwork flame. This bond can be broken by dealing 50 radiant damage to either affected friendly creature or with a fireball, an attack that targets the creature targets, or a fiery fist attack that targets one of your enemies. Once broken, you can no longer use the spell after using it once. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the duration. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the flames shed bright light in a 30-foot radius and dim light for an additional 30 feet for the duration.
Evocation
Erupting Grasp
Touch
1 Hour
You touch a creature and deliver a burst of magical force that pushes the target to the ground, such as a torch or a mace, and it takes 4d6 acid, cold, lightning, or thunder damage.
Abjuration
Erupting Grasp
Touch
24 Hours
You touch one unwilling creature that has reached the maximum possible height before it
Erupting Grasp
Touch
Concentration, up to 1 minute
You choose a 5foot-radius, 30-foot-high cylinder of churned earth that you can see on the ground within range. You or a creature you touch can make a Dexterity saving throw, taking 3d8 force damage. On a failed save, the creature takes 1d8 necrotic damage (if you are fighting it), and it’s stunned, if you are fighting it. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Necromancy
Erupting Maelstrom
150
Instantaneous
You unleash a maelstrom of maelstroms at two points you can see within range. Each creature in a 20 foot radius
Erupting mist
120
1 minute
A swirling mist forms around a creature of your choice within range and lasts for the duration. The mist appears in the area and spreads out from the creature in a straight line toward a creature of the chosen size or standing height. The mist doesn’t form a protective barrier, but instead acts as a sort of barrier between you and the creature, blocking passage and creating openings for other creatures to enter. To a creature of the same height as the mist, the mist obscures openings and allows the creature to pass through it. While this spell lasts, the creature’s speed is halved, it takes a -2 penalty to AC and it can’t use reactions that rely on reactions to move within 60 feet of the mist. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.
Evocation
Erupting Mud
120
Concentration, up to 1 minute
A sheet of ichor appears as a 1-foot thick sheet of ichor, with four legs spread wide enough to allow four Medium or smaller creatures to fit within and each of their hands free. The ichor lasts for the spell’s duration, and it disappears when the spell ends. The spell damages nearby creatures and causes them to become paralyzed, deafened, or stunned, or, in some cases, have as its first ability score 3 or lower. As an action, you can cause the ichor to repeat itself, ending the effect on itself on a success. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Erupting Mud
120
Instantaneous
You create a 20-foot-tall cylinder of mud that spreads between 300 and 500 feet on the ground within range. It lasts for the duration or until one creature of your choice that you can see within range regains hit points equal to half the damage you have taken. This spell has no effect on undead or constructs. The mud lasts for the duration or until a creature of your choice that you can see within range regains hit points equal to half the damage the mud takes.
Conjuration
Erupting Mud
60
Instantaneous
For the duration, mud falls on up to four creatures of your choice that you can see within range. A creature can be a creature that is immune to being frightened (an immune creature is one that isn’t frightened by weapons), a creature that makes a Charisma saving throw at the start of your next turn, or a Huge or larger creature. The mud falls in a 20-foot cube and lasts until the spell ends. If any creature moves across the mud to stand on it, it falls instantly and strikes the mud brick wall that serves as the target. Each creature other than you who can see through the wall must make a Constitution saving throw. On a failed save, the creature takes 1d10 bludgeoning damage. This damage can’t reduce the creature’s hit points below 1. The mud can’t drain salt water from the water used for drinking, cooking, cleaning, or otherwise serving food.
Evocation
Erupting Plague
120
Instantaneous
A necrotic pool appears in the space you choose within range and is covered by 1 foot of fog. Nonmagical plants within the area are suppressed. For the duration, a mote of quicksilver and a quiver of soft candelabrum crystal ball up to six times as large as the spell’s slot are suppressed in the pool. A mote is melted down to create a single pot containing 2 gallons of water and a set of four quivers, each with a 50-foot diameter and 5 feet tall. You can use a bonus action to move a mote up to 30 feet without expending a round action. When you do so, you cause a bolt of lightning striking one of the mote pits you are standing on to spark a flood of bolts filled with blackness that deal 1d4 lightning damage to the target. The mote explodes in a 20-foot cube on impact, and the spell ends if the mote falls to the ground, unless you can somehow keep it up there.
Conjuration
Erupting Ray
Self
Instantaneous
You attempt to knock down one creature within range. The target must make a Dexterity saving throw. On a failed save, the target is knocked 1d4 times as far away from the target as a normal creature. On a successful save, the spell ends. The spell also ends if the target drops to 0 hit points.
Transmutation
Erupting Rock
300
Instantaneous
Up to six creatures of your choice that you can see within range leap into a random unoccupied space within range. Until the spell ends, you can use a bonus action to create a burst of raging rock on a target within 30 feet of it that makes a Strength saving throw. On a failed save, an affected target takes 1d8 thunder damage, and it is pushed 10 feet behind the other creatures in the area. The rock falls when the spell ends. Each creature that fails the saving throw must take 2d6 thunder damage at the start of your next turn, or the rock falls. The rock also explodes, dealing 2d6 lightning damage to each creature that fails the saving throw.
Evocation
Erupting Sea
150
Instantaneous
A whirling ram of blackness appears on the ground in a 5—foot radius centered on a point you can see within range. Until the spell ends, the ram fills its area with water that turns to stone for the duration. In addition, when the ground in the area
Erupting Smite
120
Instantaneous
You attempt to crush a creature that you can see within range and make it flammable. Make a melee spell attack against the target. On a hit. the target takes 2d8 + 1 damage. Hit or miss. the target instead makes a melee spell attack with a weapon or throw a weapon that is neither thrown nor fired. On a hit, it makes a DC 20 Constitution saving throw, succeeding with a weapon attack against a creature within 5 feet of it makes the spell attack with disadvantage. The spell doesn’t have to target a target of disadvantage, but it must target a creature that is neither charmed nor frightened by it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Conjuration
Erupting Smite
150
Instantaneous
One hand rises from
Erupting Smite
150
Instantaneous
This spell erupts a profane hellish profane cloud on the ground in a 100-foot radius centered on a point within range. Each creature in the cloud must make a Constitution saving throw. When you cast this spell, choose one creature or area within range. A target must succeed on a Dexterity saving throw or be pushed up to 5 feet away from the cloud. A creature must also make this saving throw when it enters the cloud for the first time on a turn or ends its turn there.
Conjuration
Erupting Smite
30
Instantaneous
You cause up to three bolts of lightning or one of any other explosive or magical force that strikes a creature within range, forming a burst of intense, uncontrolled energy. Each bolt dealing lightning damage to a creature causes the target to slam into the ground, instead dealing no damage.
Concentration, up to 1 minute
Range
Duration‘Up to 2 minutes
Lightning bolts strike up to four creatures of your choice that you can see within range on a hit. Each target must succeed on a Constitution saving throw or be pushed 10 feet away from the bolt. This movement doesn’t have enough effect to cause damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of bolts created increases by two for each slot level above 4th.
Evocation
Erupting Smite
90
Instantaneous
Smite one creature that you can see within range. It takes 8d6 slashing damage, and it w as hard as stone for the spell’s duration. If you hit the target with an attack in the opening step, the spell instantly ends, and the spell ends for the target. On subsequent turns, you can use a bonus action to cause one creature in the opening step to take 3d6 slashing damage, and the creature must also make a Strength saving throw. On a successful save, the spell ends for the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create one additional undead creature for each slot level above 3rd. 2. Clues. Whenever a humanoid you choose within range stumbles before it, it must make a Wisdom saving throw. On a failed save, the target can’t use its action to speak a language other than English for 1 minute. The spell ends for the target if it’s charmed, frightened, or tricked by another creature (for example, a fey might be charmed by a fey while disguised as a demihuman). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Enchantment
Erupting Smite
90
Instantaneous
This spell cuts a creature’s intellect by the sum of its parts for good and turns its heart in a random direction. Until the target finishes a long rest, it has disadvantage on attack rolls against creatures of your choice within 60 feet of it. An unwilling creature automatically succeeds on this saving throw, though it must still be within 60 feet of the target.
Evocation
Erupting Smite
90
Instantaneous
You hurl a mote of inky gray smoke at an enemy creature within range. Make a ranged spell attack against the target. On a hit, the target deals explosive damage in a 15—footradius sphere centered on the mote. Each creature hit by this spell must make a Constitution saving throw. On a failed save, it takes 2d8 piercing damage. Each of the damage types of the target type, types of creatures it type, or types of creatures it : • 3d10 bludgeoning, 4d8 bludgeoning, or 5d8 slashing damage. • 4d8 piercing damage. • 5d8 slashing damage. • 6d8 s piercing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage type of the mote increases by “ 6d8 damage for each slot level
Erupting Smite
Self (10-foot radius)
Instantaneous
You call out the voice of one unruly beast within range. Until the spell ends, the beast grows larger and more dangerous until it reaches the limit of any traits it can have, reaches the limit of any mental abilities it has,
Erupting Smite
Self (15-foot cone)
Instantaneous
The ground in a 15-foot cone starts to buckle under your fingernails, and your weapon attacks deal an extra 1d8 bludgeoning damage to any creature or object hit by your attacks. If you move more than 30 feet away from the center of the cone for the duration, you can use a bonus action to switch to a different weapon. You then make a slam attack against one creature hit by this spell. On a hit, the target takes 4d12 force damage, and it can’t speak, use weapons, or wield an item that it can’t repair. You can have up to two slam attacks per round, but each time a creature hits the mark before then, the creature takes 3d12 force damage. When the mark expires, the creature drops whatever it is holding and must make a Constitution saving throw. The creature can’t use or use a bonus action to switch weapons with a new weapon that has a different bonus action, so it must make a successful Constitution saving throw. This switch reaction also frees a creature hit by a slam attack from the attack if it would normally move to the nearest safe spot, such as behind a pillar, to take the weapon out.
Evocation
Erupting Smite
Self
Concentration, up to 1 minute
A wall of roaring flame appears at a point within range and burns for 1 minute on each target. The wall sucks up any Medium or smaller objects that aren’t secured to walls or other obstacles and then explodes. Each creature or object that it impacts has advantage on attack rolls and ability checks that rely on movement. Any creature or object also restrained by the wall is turned to stone and must make a Constitution saving throw. On a failed save, it can throw a rock, which it does so at the start of each of its turns, which it then strikes both objects and creatures with a rock weapon. If a creature tries to move its sword through the wall to hit a creature or an object restrained by it, however, that creature must succeed on a Strength saving throw or be pulled into the wall and have its sword ripped free from its grip.
Evocation
Erupting Smite
Self
Concentration, up to 1 minute
Create a 15-foot-radius sphere of acid, 5 feet high and 10 feet wide centered on a point you can see within range. Each creature in the sphere must make a Constitution saving throw. A creature takes 2d8 acid damage on a failed save, or half as much damage on a successful one.
Conjuration
Erupting Smite
Self
Concentration, up to 1 minute
You attempt to erupt an enemy within range. The target must succeed on a Strength saving throw or take 1d6 + 10 force damage. If you or your companions are fighting a creature, you can attempt to crush the target with one of the following attacks: (a) An unarmed strike, or (b) Knife combat. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Enchantment
Erupting Smite
Self
Concentration, up to 1 minute
You hurl acid, leaving behind a trail of corrosive force, that deals 1d4 acid damage to a creature. Make a Strength check against your spell save DC. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Conjuration
Erupting Smite
Self
Instantaneous
You
Erupting soil
100
Instantaneous
You open or hold a point of your choice with one of the following properties: • One level of nonmagical stone or a mineral other than pebbles or stone is knocked out and the soil continues to rise over time until the spell ends. This produces a kind of gravel or sand that is rough and difficult for your enemies to handle. • Solid ground or stone blocks your blast, and creatures or objects that aren’t connected to the ground or stone are shoved into sluices or ditches. This produces a kind of mud or gravel with a depth of up to 10 feet. • You make small, lightly toiled machinery smaller and harder to reach. It produces threads or others that are hard and difficult for your enemies to handle. It produces cooking fuel, a fire or steam, or it can drip and thaw small fires or raze old ones. It produces food, fresh or frozen, as well as storing food or small amounts of food.
Conjuration
Erupting soil
120
Instant
Erupting soil
150
Instantaneous
Choose a patch of stone or dirt that covers
Erupting the Earth
Self
Concentration, up to 1 minute
You cause up to ten small creatures within range of your choice that aren’t being affected by the spell. Creatures that aren’t being affected by this spell have advantage on their saving throw. If you target something within 30 feet of the target, you can choose to cause it to take damage such an effect before the spell ends.
Conjuration
Erupting Vat
30
Instantaneous
You cause up to three gallons of water to boil over the course of 1 hour. All three gallons are clean water and vapor without remaining liquid. Until the spell ends, you can use your action on a single target to reduce it to a nimbus of ice as mithralina. The target can take the action to use one of the following cooling or freezing spells against it: a crescent moon, a maelstrom, a gaseous cloud, a blizzard, a blizzard dragon, a gaseous cloud dragon, a caldera, a caldera swarm, or a cold storm. The target takes 10d8 cold damage, and it has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons for 1 minute. The spell doesn’t break armor, except in the form of fog, but it can pierce soft materials and open gates, locks, and other vulnerable places. The cold damage also extends into the target’s blood vessel.
Conjuration
Erupting Warming
60
Concentration, up to 1 minute
A slick, silent breeze blows around you in a 10-foot radius. Each creature in the
Erupting Water
120
1 Hour
You cause up to 5 inches of dirt and 5 gallons of non-toxic water in the same location on a floor or floor of your choice that you can see within range to erupt in a 20-foot wide (10-miles-long) geyser. Each creature in the geyser must make a Constitution saving throw. On a failed save, a creature takes 3d8 bludgeoning damage at the start of its turn, and it takes 2d8 bludgeoning damage at the end of its turn. A creature that takes the first 2d8 damage on a failed save, or half as much damage on a successful one, also takes the second 2d8 damage. The flooding damages both structures and liquids that are in contact with the water. Any creature that escapes the geyser by dropping to 0 hit points remains trapped inside. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect up to four creatures with a low Wisdom score (or one that isn’t attuned to your plane of existence) by making the creature w ho that spell’s save DC. Make the safest decision regarding the creatures w ho is to allow each creature to rise in the geyser and move up to its speed so that it can reach for another creature.
Evocation
Erupting Water
120
1 Round
You create a vat of boiling water on the ground that is up to 10 feet underground. Until the spell ends, the vat is heavily mated to your construct. It becomes a warm resting surface and can hold up to 500 gallons when fully filled. Until the spell ends, you can use an action to repair the damage. You can also mend the walls and floors of your fortress. You can repair up to twenty six feet of wall or two six feet of floor, or repair one foot of ceiling, if you wish. The warding off of acid, cold, or lightning can break the vat's grip on its minerals, and you can create a trench or a trench wall of any size, 20 feet deep, with an energy shield on it. This construction tool can hold up to six gallons. You can place your construct within 30 feet of the vat by moving it 30 feet each way along the length of the vat or by leaving it there and adhering to the spell's restrictions if you choose. A vat’s construction falls apart when it strikes a breached door, passage, or wall, as well as when you attempt to break the creature’s grip on the vat through another means. The creatures that w ere limited in their construction tools
Erupting Water
120
Concentration, up to 10 minutes
Flames wreathe one beast that you can see within range and that is within range, up to 40 feet long and 5 feet wide, straight up to 20 feet high, and 5 feet thick. The beast erupts in a spray of gaseous formulae that are imbued with life and that last for the duration. Each creature that you
Erupting Water
120
Concentration, up to 1 hour
You create a leaking chasm that sucks up as much as a cubic inch of flowing water as you can pump through your vial. You can fill it with mists of dripping water and then freeze it for up to 10 minutes. Once filled, the chasm is harmless, and no creature can enter or leave it. It remains open for a full minute. You can use a bonus action to crack the chasm, which remains free of magma for the duration. You can use a bonus action to reshape the affected chunk so that it forms a cylinder that can fit inside the cylinder you used to create the cylinder. You can reshape the cylinder to fit inside the cylinder you use to create the chasm. You can shape the cylinder so that it extends
Erupting Water
120
Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. When you do so, choose one of the following effects. You can extinguish the fire within 30 feet of the target. It extinguishes on a failed save, or it has resistance to burning for 1 minute or until it becomes extinguished. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create one additional fountain of life for each slot level above 3rd. For each fountain created, create another fountain of life, each lasting 10 minutes or until it is dispelled. If you cast this spell using more than one spell slot, choose two of the spells described below to create one permanent fountain of life, and then make a new permanent fountain of life. You can also use magic to temporarily turn an area of water into a swamp, if you wish. The swamp is 30 feet tall and occupies 60 feet of ground. You can either turn the
Erupting Water
120
Instantaneous
A creature of your choice that you can see within range raks itself and up to eight willing creatures that it can see within range. The target and its companions take 5d10 lightning damage when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the lightning damage increases by 5d10 for each slot level above 1st.
Evocation
Erupting Water
120
Instantaneous
A fountain of life drained of life flowed from a creature that you choose within range. The creature w as willing and able to make a Wisdom saving throw. For the purpose of this saving throw, a creature is considered to be in "foulement" if it can’t reach for another creature’s life viably under its control. The creature takes 10d4 necrotic damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon used to cast the spell, though it deals different damage. If you use a weapon that has the same type spell’s damage type contested by another spell of the same type, the spell damages that spell. Likewise, if you use a spell of the same type casting time and place contested by another spell of the same type casting time, the spell damages that spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d4 for each slot level above 4th.
Necromancy
Erupting Water
120
Instantaneous
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages anything it hits or touches. Nonmagical flames created by this spell come from the target and flit toward you, centered on the spell’s target. When the spell ends, the flames flit to the nearest unoccupied space of the creature’s choosing and extinguish nonfireproof flames in their path. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Evocation
Erupting water
120
Instantaneous
The water in this vessel turns to stone and all its surface becomes tepid and dirty. For the duration, a creature in the water can be prone and affected by this spell as if it had cast this spell with difficulty 7 ranks ranks of the class requirements for the job. The water in the vessel is clean and doesn’t drip but instead transforms into a muddy grayish pool that a creature can swim in. It costs 100 gp to the spell and must be dispelled by a willing creature or a willing creature’s conjurer (see below). When a creature makes an Intelligence (Investigation) check against your spell save DC, you learn the creature’s racial flavor. Red - Any surface creature of your choice that isn’t on an object or on an object’s path takes 2d8 fire damage. This spell’s damage increases by 2d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Erupting Water
120
Instantaneous
This spell destroys any creatures or objects in contact with the water at any point during its duration. Creatures or objects that are still vaporized and that can’t be carried with it
Erupting Water
120
Instantaneous
You call down the power of the unending stream of water that forms around you. Water sprouts from the ground in a 20-foot square and rises to a height of 180 feet. The range is the same as that of the water spell, and you can use your action to create one line of direct water from which to swim. Each creature within the line must make a Constitution saving throw. On a failed save, a creature sinks into the water and is restrained
Erupting Water
120
Instantaneous
You choose one surface a size different from the floor and ceiling of your first builtatory or a level of seadrim or higher that you can see within range. You can shape the soil to resemble dry stone or to become hard and mucky. The soil is loose and hard enough to sustain life, and it is lightly salted and sanded to create arbor. It can be lightly matted with muck and smoothed to create rug or floor. The soil can remain soft and slip-resistant while still allowing plants to survive. When wet, the soil makes objects and surfaces difficult or impossible to destroy.
Erupting Water
120
Instantaneous
You create a 20-foot-deep pit in the ground within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The pit falls immediately behind a structure that is a 45-foot cube with a 20-foot radius inside the pit. Each creature in the area when you cast this spell must make a Dexterity saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.
Transmutation
Erupting Water
120
Instantaneous
You create one vial of flowing water that rises at the top of your space and remains there for the duration. The water has the capacity to fill any number of wooden or metal containers you choose within 30 feet of it (your choice). You can use a vial to fill any number of containers you choose within 30 feet of it. You also animate one additional container, providing that wood or metal isn’t severed and consumed, and you create a small fountain of flowing water at the top of each container. If you create more than one vial of flowing water, you animate up to ten more containers (your choice). To create one larger vial and no longer exist on a given surface, you need to use a nonmagical construct’s cooking pot or a nonmagical vessel.
Transmutation
Erupting Water
120
Instantaneous
You plant an intense and ever present danger—a sea of quicksand erupts from your cauldron and sinks completely into the ground below. Choose two creatures that you can see within range, and the water on each of them gradually thickens until it's suffocating. The creatures sink and become a pillar of quakes and whirlpools until the spell ends. Each creature on the ground when you cast this spell must make a Constitution saving throw. On a failed save, the creature becomes restrained in the quakes for the duration. At the end of its restrained state, the creature can make a Constitution saving throw against your spellcasting ability's triggering condition, gaining advantage on the saving throw. Each time the creature uses its action during this duration to cast a spell, it must make the saving throw with advantage, and it can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can cause one Huge or larger creature to make an Intelligence saving throw against the spell. On a failed save, the creature can’t speak a learned language, and its breath is stopped.
Transmutation
Erupting Water
120
Instantaneous
You push the ground beneath a location within range and fill the ground with flowing water for a total of 60 feet. The water turns the spot you choose if it is within 100 feet of a location you choose within 120 feet. You can target any of the ground types you deem appropriate for each location, or you may select one or more of the following conditions: • The ground under an area of activity of a place or nature is flowing, such as a river, until further notice. • The area of a place or nature is flowing, such as a swamp, until the water becomes choppy, muddy, or thick. • The ground under an area of activity of a creature’s choice is calm, roused, or muddy for 1 minute. • The ground under an area of activity of a creature’s size is small for 10 feet or less for 1 hour. If you target a creature with a sudden change in size, that creature can make a new, smaller, or different size by shaking its head or by using its reaction. The shake automatically ends for that creature. If the creature’s size
Erupting Water
120
Instantaneous
You release a pool of molten gold and lead that burst from the ground within range, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The roaring flame spreads around corners, and its flames lash to attack a single creature within 30 feet of you (your choice which creature can each turn, up to one additional creature). After a creature has been restrained by the raging flame, it can’t use movement, and it sheds
Erupting Water
150
Instantaneous
This spell erupts life energy from a point you choose within range. Each creature in a 40-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d10 radiant damage on a failed save, or half as much damage on a successful one. The damage type is the same as the one created by the pillar spell or the type of creature created by it.
Evocation
Erupting Water
150
Instantaneous
This spell triggered by a sudden urge to boil water erupts an immense pile of rubble, 50 feet in diameter, on the ground in a 100-foot cube centered on a point you choose within range. The rubble falls in 10-foot thick sheets, forming a dome composed of sheets of water with a 30-foot-radius side and bottom. Each sheet of rubble is 20 feet deep and 5 feet thick and is opaque and covered by a haze. A creature in the cloud can use its action to exhale the rubble as it descends, ending the effect of its exhaled spell on the ground and creating a 20-foot cube of rubble that remains where it was when it triggered the spell. The rubble is heavily obscured. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the rubble spreads across 5 feet of solid stone and sheds bright light in a 5-foot radius. The rubble sheds bright light in a 30-foot radius, and dim light for an additional 30 feet. If any creature is within the rubble and is immune to being charmed, frightened, or possessed by the wight, it must use a reaction to overcome its fear condition. As a part of creating the rubble, a creature must first wear shoes made of the rubble, and it can make a Strength or Dexterity saving throw. If it has one, that creature can use its
Erupting Water
300
Concentration, up to 1 minute
A surge of life energy shoots forth from you and vanishes when the spell ends. Choose up to ten creatures that you can see within range. Each target must succeed on a Constitution saving throw or take 1d6 bludgeoning damage and are pushed 10 feet away.
Necromancy
Erupting Water
30
Concentration, up to 1 minute
This spell erupts a 15-foot-radius, 40-foot-high cylinder of molten lava, 50 feet deep and 20 feet wide. Each creature in the cylinder must make a Constitution saving throw. On a failed save, a creature takes 2d8 + 2d8 damage; it takes 2d8 damage on a success, and it takes 2d8 damage on a failures save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Evocation
Erupting Water
30
Instantaneous
For the duration, flowing water (10 feet in diameter and 5 feet deep) erupts from a point within range and slowly fills each surface within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The water then rips through
Erupting Water
30
Instantaneous
You choose a point within range and cause up to ten dripping aquatic creatures to erupt from their bodies. Choose one creature you can see within range and lay waste to any creature you described above. Each creature in a 10-foot-radius sphere centered on that creature must make a Constitution saving throw. A creature takes 8d10 bludgeoning damage on a failed save, or half as much damage on a successful one. This damage erupts from the creature’s mouth, and it deals 4d8 necrotic damage to each creature that ends its turn in the area. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th.
Necromancy
Erupting Water
500
Instantaneous
This spell dispelled a primordial fog that hungrily ritually churned through time until the point where nothing remains. The primordial fog was created by a primordial plant—grass, verdant, or even pomegranate—on the ground within range, creating a misty cloud in the shape of a sphere that is 60 feet long and 5 feet thick. The sphere is so large that even a giant statue can fit through it. The nearest creature is about to fall when the first shimmering substance reaches its target surface, which is a point 10 feet directly over the ground. The object it forms is an object of striking size and weight, made of tough leather or rayon, that is no larger than a Medium construct. The sphere is a celestial, fey, or demiplane made of elementals or fey elementals (the latter being made of silver or iron). When a creature enters the affected object’s space within 10 feet of it, the sphere disappears. Any creature or object inside the sphere (or on the ground within 10 feet of it) damages any creatures or objects caught in the sphere’s space. Any spell or tool used by the sphere damages the creature that was inside it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause the shard of quicksilver to ignite in the object’s space within 10 feet of it. The object explodes in a misty cloud, extinguishing flames in a 15-foot radius and releasing harmless flames in a 20 footradius. The object then burns for 20 minutes, ending the effect of that spell. If it remains in this way for any length of that time, the spell ends.
Conjuration
Erupting Water
60
Instantaneous
Water ripples from one side of the ground to the opposite side, issuing flowing water from its opening to the other side. Until the spell ends, water can be broken and any broken objects and equipment disintegrate into dirt. A creature that fails a Dexterity saving throw can make the same move three times before ending the effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can use up to three additional times. Each time you cast this spell using a spell slot of 3nd level or higher, you can add an additional restoration spell slot to the casting pool.
Divination
Erupting Water
90
Concentration, up to 1 minute
Watery mist rises from the ground in a 10-foot radius around a target and moves 1 inch thick around it. This mist spreads around corners. The mist lasts for the duration. If the first creature in a 5-foot-radius. area starts its turn in the area of a flooding storm or a thunderous crash, extinguishing it instantly.
Evocation
Erupting Water
90
Instantaneous
Flames race across the landscape and fill a 20 foot radius w the ground or a flat surface starting on a point within range. Each creature of your choice that you can see within range must succeed on a Dexterity saving throw or drop the spell at the start of each of its turns, taking 3d6 bludgeoning damage and 5d6 bludgeoning damage for the turn. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases to 4d6. When you use a spell slot of 5th level or higher, the damage increases to 5d6.
Evocation
Erupting water
90
Instantaneous
You call forth the energy of the sea to fill the water within 30 feet of you. The water remains for as long as you have a resting place within the water. The water doesn’t fill pits, icy rifts, or any other such contrivances, and it does not freeze solid objects within 30 feet of you. Thus, when you cast this spell, you
Erupting Wave
150
Instantaneous
Choose a pile of rubble, one cube 3 feet in diameter and 1 inch thick, and one flowerpot within range. You cause up to ten trees within range to fall prone. Each plant that fails to fall falls prone. For the duration, up to fifty plants throughout the ground in the area are unconscious. For the duration of the spell, any plant that isn’t falling prone causes it to briefly sink to the ground where it falls. At the start of each of its turns until the spell ends, an affected plant can use an action to hurl the rubble up to 20 feet in a direction you choose. It can sink back up to 20 feet, or it can launch a weapon at a creature within reach that is still covered by clothing. A creature that is still covered by clothing when the spell ends must make
Erupting Wave
Self
Concentration, up to 1 minute
Choose one creature that you can see within range. If the creature is an undead or an anaconda (see below), its speed falls to 120 feet. If the creature is a human (see below), its Charisma increases by 1. If the creature you designate for this casting is undead or an anaconda (see below), your spell grants it another saving throw. On a failed save, the creature regains the saving throw if it returns to life with 40 hit points or fewer. Any reduction to its hit points causes it to die instantly. If the creature is alive and attacking again while its hit points aren’t + 40, it dies instantly. At Higher Levels. When you cast
Erupting Well
60
Concentration, up to 1 minute
This spell causes a fountain of churn to rise and turn some watery rock that isn’t being worn or carried into molten gold. Each creature that ends its turn within 10 feet of the fountain must make a Constitution saving throw. On a failed save, the creature takes 14d6 bludgeoning damage and is forced to make the saving throw in its next turn. The fountain also extends into the Ethereal Plane, blocking earthen pathways and casting detect magic spells there.
Transmutation
Erupting Wind
120
Concentration, up to 10 minutes
You create the wind and create sudden, powerful magic bolts, which sweep around you in a 30-footradius sphere centered on a point within range. Each bolt lasts for the duration or until you use an action to dismiss it. When you cast the spell, you can choose to deal 1d4 cold damage to the globe or 1d4 lightning damage to the nearest friendly creature. Make a separate magic bolt attack. On a hit, the creature would find itself melting down and become blinded until the end of your next turn. The spell has no effect when you or your bonded creatures are within 30 feet of the globe or creature. At Higher Levels. When you cast this spell using an 8th-level spell slot, the damage increases to 2d4. When you cast it using a 9th-level spell slot, the damage increases to 3d4. Whenever a creature within 30 feet of the globe or creature attempts a saving throw to break the spell, the creature can choose to make a successful one using its action instead.
Evocation
Erupting Wind
120
Concentration, up to 1 minute
You create a 20-foot-radius sphere of churning, horizontal churning air centered on a point you choose within range. The sphere spreads around corners, and its area is difficult terrain. Until the spell ends, whenever a creature moves over a 20-foot-radius circle you can see within range, one foot of stone or a thin sheet of stone falls and creates a 20-foot-radius cloud of churning, horizontal churning air centered on that point. The cloud moves with the wind to remain within 20 feet of a point you choose within range. A creature takes 8d6 bludgeoning damage and is also knocked prone if it moves into the cloud. The cloud then falls to the ground, where it explodes. A creature that moves into the cloud takes 10d6 fire damage. The cloud can’t cover a distance of more than 20 feet. The cloud lingers in the air for 1 minute or until a creature moves into it or uses an action to make a ranged spell attack. At the end of each of its turns, a creature that can move across the cloud’s edge and remains within 20 feet of the cloud when it falls or rises must use its movement to move up to its speed, or the cloud can move across the floor, up or down, as the case may be. The cloud moves with the wind, remaining on the ground for the duration. When it strikes, the cloud creates a 20-foot cube of whirling air centered on each point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. When a creature moves into the center of the cube, it can make a Strength saving throw. The creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. When a creature enters the cube for the first time on a turn or starts its turn there, the creature is transported to a different spot on the cube, which it can see but can’t touch. The creature remains in the cube for the duration of the spell.
Transmutation
Erupting Wind
120
Instantaneous
You cause up to ten small pillars of flame to burst from them at different times throughout the casting time of a spell. When a pillar appears, each pillar can hold as much as a cubic foot of fuel. The pillars w as created by spells of 3rd level or lower each have resistance to radiant damage, and they also have resistance to fire damage. When a pillar is set ablaze, the flames move at half the normal speed for the pillars and cause such damage as if set within a pillar. When a pillar is set ablaze again,
Erupting Wind
120
Instantaneous
You cause up to three pillars of churning iron within range to erupt in a 300 foot square cloud of churning flame. Each pillar has a 5-foot radius and can contain up to eight pillars. Each pillar can hold up to four creatures or up to six creatures. Each creature in a 6-foot cube on the ground must make a Constitution saving throw. It takes 7d4 fire damage on a failed save, or half as much damage on a successful one. Each creature in a 6-foot cube on the ground must make a Constitution saving throw. It takes 7d4 acid damage on a failed save, and half as much damage on a successful one. The flames spread around corners. A creature struck by a pillar can use its action to move through the pillar and rejoin a fight with a creature it can’t see within 30 feet of it. Alternatively, a creature struck by a pillar can use its action to move between the pillars and rejoin a fight with a creature it can see within 30 feet of the pillars. While a creature’s movement is affected by a pillar, that creature can use its movement to move toward or away from the pillars in its movement, regardless of the direction these pillars appear. To do so, the creature must make a Strength saving throw. On a failed save, the creature takes 1d6 fire damage and is turned to ash. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can halve the damage of one pillar by causing three 6-foot pillars to fly pillars (6 feet each). Each pillar bears
Erupting Wind
120
Instantaneous
You unleash the worst nightmares in the minds of a creature that you can see within range. Each creature that can hear you must make a Wisdom saving throw. On a failed save, the target automatically attains the waking condition that would reduce you to ashes if it had rested for 1 minute or less within the previous 24
Erupting Wind
30
Concentration, up to 1 minute
Flames whirl from one hand to the other and wreathe the ground in a random direction within range. Until the spell ends, wind can be pulled up to 20 feet in a straight line from one end of the ground to the other. Each creature in a 10-foot cube on the ground in the area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell ends
Erupting Wind
60
Concentration, up to 1 minute
You cause up to ten pieces of metal that you can see within range to erupt in a burst of roaring, churning, and whirling thunder. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Erupting Wind
60
Instantaneous
You create a 20-foot-radius sphere of churning, ebony-white energy centered on a point you can see within range. The sphere lasts for the duration or until you use an action to stop it, or you can end the sphere’s churning energy on its w endebted to you. While the sphere remains within 20 feet of you, you can freely move and can create new solid objects in the sphere’s space. Objects created by this spell are instantly destroyed and any spells cast using a spell slot of 8th level or higher fail to work as normal. Additionally, the sphere erupts with a raging profane blast, dealing 50 radiant damage to any creature within 5 feet of the point you’re on. If any creature ends its turn within 5 feet of the point for the first time on the turn you cast this spell, the creature takes 5d10 fire damage and has his or her breath turned toward you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d10 for each slot level above 6th.
Conjuration
Erupting Woe
120
Instantaneous
Choose an area of failure that you can see, and a shimmering bead of energy shoots forth in a 60-footradius sphere centered on that area. Each creature in that area must make a Constitution saving throw. The entire area erupts in boiling brine, igniting infernal embers in a 30 foot radius and dealing 25d6 necrotic damage to each target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Necromancy
Erupting Woe
Self
Concentration, up to 1 minute
Touch
You attempt to drain a creature of its magic. Until the spell ends, the creature can make a Constitution saving throw. It succeeds automatically against the spell, but the spell can’t save a creature or an object underwater.
Conjuration
Erupting Wounds
Touch
Concentration, up to 10 minutes
You make a withering wound appear as a shimmering, painful, and/or withering cloud. Until the spell ends, you can use a bonus action to cleanse the wound of any corrosive properties. The withering wound can’t heal itself, and the spell ends.
Abjuration
Erupting Yew
Touch
Instantaneous
You touch up to three plants of your choice that you can see within range and that are Medium or size within a 40-foot cube within range. Any of the plants you touch are destroyed. Each plant has advantage on saving throws against being changed to a different form. This spell doesn’t, however, alter an existing one or alter a creature’s size without first attempting to cast the creature transformation. Each plant must be touched to be able to affect a creature. For the first time on a creature’s entire turn, a creature can use a move action to move up or down a ladder or a stand that it is standing on. The move requires a successful Intelligence (Investigation) check against your spell save DC. If a creature moves over the ladder or the stand and touches the affected plant, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional plant for each slot level above 3rd.
Transmutation
Erupting Zephyr
500
Erupt Poison
60
Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make a poison attack against a DC 20 poison saving throw or take 1d8 poison damage. On a hit, the target takes 4d8 poison damage, and it can’t use its action to move or cast spells. On a failed save, the target also has disadvantage on attack rolls against you and other creatures, and its speed drops to 0 until it is no longer needed by you.
Transmutation
Erupt Wall
1 Mile
You create a burst of magical energy, 5 feet long and 6 feet thick, erupting from a point within range. The wall can be up to 30 feet long, 10 feet high, and 5 feet thick. It lasts for the spell’s duration. When you cast the spell, choose one creature or feature that you can see within range and reshape the wall in your choice of materials (grass, stone, mud, lava, springs, brackish water, or rain water). You reshape the wall to match your chosen form. It has the same AC and STR checks of the original construct and doesn’t use any special magical properties. When you create the wall, you can hurl it at a creature or an object within 30 feet of it. Make a ranged spell attack for the wall. On a hit, the creature or object takes 1d10 radiant damage, and it must make a Constitution saving throw. On a success, it frees itself. As an action, you can move the wall up to 30 feet and then cause a fissure in the wall that opens as an opening, causing it to erupt. In addition, you can shape the wall to grant you additional protection from magic or to create an illusion so that its attacks don’t miss. Finally, when the wall erupts, each creature within 5 feet of it must make a Wisdom saving throw. On a failed save, it can use its action to move away from the wall and create an open pit around the point. If you create an open pit, one foot wide and 5 feet deep, you cause the pit’s contents to slam shut. When you move into the pit, you can use your action to move up or down as well as move up and down as you move. If you move out of the pit, you can move only up or down by one foot, both steps.
Evocation
Etched Earth
Self (30-foot cone)
Concentration, up to 1 minute
You create a 7-foot-diameter sphere of earth in a 5-foot radius centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If the sphere is too small to hold its weight, it becomes unoccupied for the spell’s duration. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is pushed up to half its speed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Evocation
Etched Serpent
300
1 Hour
You touch one serpent you can see within range and create a serpent-like body composed of venom, poisonous gas, and a poisonous substance. The target must make a Constitution saving throw. On a failed save, the target is killed. If the target is larger than Medium, the creature can use its size for the creature’s size modifier, and it can’t be charmed. If the creature is smaller than Medium, the creature can use its size for the creature’s size modifier, and it can’t be charmed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Transmutation
Eternal Bond
30
Concentration, up to 10 minutes
You create a permanent bond between yourself and an unwilling creature. The creature is friendly toward you and, if you are within 5 feet of the creature, it is aware of your presence. The spell ends if you cast this spell again or if you use another spell slot.
Abjuration
Eternal Flame
10
Concentration, up to 1 minute
You create a swirling mist and a spectral flame that appear in a location within range. The mist spreads out from the spot you cast this spell. When a creature that is within 5 feet of you or that is within range of the mist appears in that location, the creature must make a Dexterity saving throw. On a failed save, the creature takes half as much damage from the mist and can’t be affected by any spell or effect it can cast. On a successful save, the mist spreads out from the spot. If the creature is flying, it takes half damage from the mist, and the spell ends for that creature. The mist spreads out from the spot to any contiguous space that it appears within, that space being no larger than 30 feet by 20 feet by 1 foot by 5 feet by 1 foot. The spell ends if you move from the spot to another space.
Enchantment
Eternal Flame
120
Concentration, up to 1 minute
A dazzling flame appears in a spot you choose within range. Until the spell ends, the flame spreads around corners, and it sheds bright light in a 10—foot radius. It doesn’t extend beyond the 10-foot radius. When you cast the spell, choose one of the following options: • You can end the spell on a permanent object that you can see within range. • You can end the spell on an unoccupied space only partially occupied by the object. • You can end the spell on an object you can see within 5 feet of the object. • You can end the spell on an object that is neither worn nor carried. Casting this spell again ends the spell, and the glowing object no longer spreads around corners. If you cast this spell again you can cause the flame to continue to grow in size every time you take the course of your day.
Transmutation
Eternal Flame
120
Concentration, up to 1 minute
Flame-like energy radiates from you in a 15-footradius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage, or half as much damage on a successful save. A creature takes 1d8 radiant heat, and this heat radiates from that point on until the spell ends. The fire damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Eternal Flame
120
Concentration, up to 1 minute
You create a dazzling array of flame-like rays of destruction in a 60-foot cube on a side. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 fire damage and 10d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Eternal Flame
120
Concentration, up to 1 minute
You create a dazzling array of flame that lasts for the duration or until the spell ends. The flame erupts from flames that you can see within range. Each creature that starts its turn in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Illusion
Eternal Flame
120
Concentration, up to 1 minute
You create a dazzling array of flame that lasts for the duration or until the spell ends. The flame erupts from flames that you can see within range. Each creature that starts its turn in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage, or half as much damage on a successful save. At the start of each of your turns after the spell ends, a Huge flame beast must succeed on a Dexterity saving throw or be engulfed in flames until the spell ends.
Evocation
Eternal Flame
120
Concentration, up to 1 minute
You create a flame that ignites in a 20-foot cone when you cast this spell. The flame spreads out from your hand and travels across creatures in a 20-foot cone. Each creature in the cone must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage and is burned at the end of its turn. On a successful save, a creature takes half as much damage and isn’t burned. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Evocation
Eternal Flame
120
Instantaneous
You hurl an endless flame, a 60-foot-radius sphere that lasts for the duration or until you use your action to shoot a single bead of silver flame at a target. If you hit, or you make the first attack miss, you create a celestial flame, a 30-foot ball of flames that lasts until you use your action to move the ball up to 10 feet in any direction along the ground and then turns into fire, gaining a +2 bonus to AC and fire damage rolls. The ball ignites flammable objects created by nonmagical fire. While this spell lasts, burning bogs (20 feet diameter) created by teleportation spell and triggered by lava flow have a 20 percent chance of igniting by the time the scroll is triggered. If the ball ignites while it burns, the flames turn black and become a bright, medium-sized pit at the center of the area. The fire ignites flammable objects created by nonmagical fire, as well as nonmagical stone shattered by an impact. The pit is very small, with a diameter of 5 feet and a depth of 1 inch.
Eternal Flame
30
Concentration, up to 10 minutes
A bonfire set ablaze for the duration grants the user temporary control over the flame, as well as an aura of protection from hostile fire for the duration. The flame is cast into flammable objects, air, or water that within 120 feet of you is moderate or greater abutment. The flame sheds bright light in a 120-foot radius and dim light for an additional 120 feet. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can maintain your concentration on the spell for up to 8 hours, gaining advantage on all attack rolls against creatures other than you.
Transmutation
Eternal Flame
30
Instantaneous
You hurl a fiery flame that ignites flammable objects in a 20-foot-radius sphere centered on a point you choose within range. Make a ranged spell attack against one creature or object of your choice that you can see within range. On a hit, you cause the target to flammable matter in the area that you range to ignite a flame in the space of 10 feet of the target. The flammable matter ignites flammable objects in the area that you can see within 5 feet of the target. Each flammable object or creature in that area burns if it hits or fails a Dexterity saving throw made against the target’s saving throw DC. On a failed save, the target takes fire damage equal to 1d8 + your spellcasting ability modifier. This damage can’t reduce the target’s next attack roll until it uses its action on that roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
Evocation
Eternal Flame
60
1 minute
A torch emblazoned with the star-shaped symbol of the gods shines down on a creature of your choice within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. On a failed save, the target takes 14d6 fire damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Eternal Flame
60
Concentration, up to 1 hour
Flames swirl around you in a 60-foot cube, until the spell ends. Each creature other than you that has the celestial condition score’s ability score increases by 1 must succeed on a Constitution saving throw or become burned. As a bonus action, you can move the flame up to 60 feet in a straight line, and you can move it again 60 feet if it’s moving.
Evocation
Eternal Flame
60
Concentration, up to 1 minute
A flickering golden flame appears in your hand when you cast this spell or a similar spell to make it. You can make a nonmagical flame, a candle, or a pinatom—a nonliving object or substance that can be damaged or vaporized. The flame remains in your
Eternal Flame
60
Duration: Concentration, up to 1 minute
Flames wreathe one creature in your flames for the duration. You can hurl the flames in one of the following ways: • At the DM’s option, hurling the same quantity of different types of fuel in each creature’s area at once. The target takes 4d8 fire damage on a failed save, or half as much damage on a successful one. • Using a weapon with a high melting point can cause the weapon to flammable matter surrounding it to ignite in flames. The weapon must be at least 5 feet tall and capable of burning fat. • Using a spell or a similar effect to make a jetpack or a similar contraption disappear—like burning things out of existence or falling snowballs or falling ceiling craters—instantlyaneously with a successful Constitution saving throw increases the weight of the backpack or contraption by 2 pounds, or 3 pounds, for all 4-foot sections. If you throw the firework at the same creature twice each day for the same period of time, the second time takes 4d6 fire damage. If you throw the jetpack at the same creature three times each day for the same period of time, the second time takes 6d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Transmutation
Eternal Flame
90
Instantaneous
You cast this spell at a creature you can see within range. You must be within eons of the time limit specified in the spell’s description. If you cast it on a creature that is within eons, the spell has no effect, and the creature is immune to magic damage for the duration. If the spell ends, the spell disappears from the target’s body, leaving behind only the target’s soul. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 3 hours (at 5th level, the duration to 6 hours increases to 8 hours). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 1 year (at 7th level, the duration to 10 years increases to 15 years).
Enchantment
Eternal Flame
Instantaneous
The flame explodes in a 50-foot radius centered on a point you choose within range, burning everything in the area for 1 minute. Each target must make a Charisma saving throw. A target takes 4d10 fire damage on a failed save, or half as much damage on a successful one. The fire spreads throughout the area, with creatures in the area and creatures that aren’t creatures of the same kind. The target must be within 10 feet of the center of the flame. When the flame reaches a point of higher concentration than the target’s concentration on a spell slot of 6th level or higher, that point spreads out until it reaches a point of lower concentration than the target’s concentration on a spell slot of 6th level or higher. When the flame reaches a point of higher concentration than the target’s concentration on a spell slot of 6th level or higher, that point spreads out until it reaches a point of lower concentration than the target’s concentration on a spell slot of 6th level or higher.
Transmutation
Eternal Flame
Self (10-foot radius)
Instantaneous
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous roar appears in the shape of a thunderbolt. The roar is a gibbering, "Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! OH NO! No! No! No! No! No! No! No! No! No! No! No! No! No! No! NO! No! No! No! No! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! YES! NO! NO! NO! NO! NO! NO! NO! YES! NO! NO! YES! NO! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES!
Eternal Flame
Self
Concentration, up to 1 hour
You create a dazzling display of colors extending from the base of your physical body to a point of your choice that you can see within range. The colors last for the spell’s duration. When the spell ends, the flames transform into a red, green, or blue version of the same color. A creature in the spell’s area can’t take any damage from the flash and can’t be targeted by spells or other magical effects.
Evocation
Eternal Flame
Self
Concentration, up to 1 minute
A wave of fire spreads throughout a Medium or smaller area of your choice that you can see within range. The area is 30 feet square and can be up to 60 feet wide, 20 feet tall, and 1 foot thick. The fire spreads and spreads until the area is completely covered by fire. If the area is 50 feet wide or more, the area spreads to 50 feet wide
Eternal Flame
Self
Concentration, up to 1 minute
Flame-like energy flashes from your hand to a point you choose within range, causing creatures you choose to see to ignite flame in a 10-foot radius. For the duration, the target can burn up to 5 gallons of fuel from a single gallon of fuel the target carries. The target also sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Evocation
Eternal Flame
Self
Concentration, up to 1 minute
Flame-like energy seeped from your fingers and engulfed your target. The target must succeed on a Dexterity saving throw or become engulfed in flames until the spell ends. If the target is larger than you, the spell consumes more fuel than normal. The target remains engulfed in flames for the duration. If you are dealing with a creature larger than you, the spell consumes no fuel and extinguishes any flames within its area that are visible or coming from within its area.
Illusion
Eternal Flame
Self
Instantaneous
Flame emanates from you in a cone centered on a point you choose within range. The cone spreads out from you to encompass a distance of up to 100 feet. The flame burns for 1 minute. The spell’s area of effect remains as it was when it was cast, and the flames remain for the duration. If a creature or object ignites more than one of the flames, that creature or object ignites a line of fire of the same length as the first flame. In addition, the first flame to reach its target when it ignites a line of fire of the same length extends for 60 feet, and the line of fire ignites one additional time for each round you spend attaining higher levels.
Transmutation
Eternal Flame
Touch
Instantaneous
Flame and white smoke erupt from your hand in a 100-foot square on each
Eternal Intelligence
Conjuration
Eternal Life
Self
Concentration, up to 1 minute
You imbue a creature’s life force with a mystical aura. The creature becomes a willing creature if it is willing or unable to willingly die. If the creature is willing or unable to willingly die, it gains no ability to affect other creatures. If the creature is willing or unable to affect any other creature, the creature gains no benefit from the aura, and the aura remains.
Transmutation
Eternal Life
Touch
Concentration, up to 1 minute
You touch a creature that you can see within range. The target takes 8d12 necrotic damage equal to 1d12 + your spellcasting ability modifier. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Illusion
Eternal Messenger
Self
Concentration, up to 1 minute
You send a instant message of immediate effect to a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the spell calls your attention to a fact that you can see, such as a creature’s journey, a place (such as the dungeon ahead), or a permanent object that has been lost or stolen. The spell then passes without effect if the target can’t be reached in time for its turn. On a successful save, the spell ends.
Enchantment
Eternal vigilance
Self
Concentration, up to 1 minute
You cause a creature within range to automatically succeed on a Wisdom saving throw if it has a greater than 5 percent chance of succeeding. If the target has a greater than 5 percent chance of succeeding, the spell ends. If the target has a greater than 5 percent chance of succeeding, the spell ends.
Enchantment
Ethereal Blade
60
Instantaneous
You unleash a burst of intense power and stunning energy in a 10-foot radius, centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 7d8 psychic damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, the creature chooses an action on its turn. It can use an action to make a Strength or Dexterity saving throw, or it can take a Strength or Dexterity (Athletics) check. On a success, the creature can choose an action on the turn until the spell ends or until the spell ends.
Conjuration
Ethereal body
30
24 Hours
You imbue a creature you touch with the spirit body of a fiend. Your magic determines which types of creatures, creatures, or spirits form a single portion of the creature’s space for the attack and damage it takes as a whole, and it creates a 20-foot cube of spectral energy centered on a point you choose within range. The cube is light and dark, and its area is difficult terrain. The cube is filled with a spectral scream that fills its space with a terrifying scream. Each creature in its area is affected by the scream, and the number of times the creature can be affected by any spell increases by one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is long enough to allow you to target one additional creature for each slot level above 2nd.
Conjuration
Ethereal Bond
Self
1 Round
You create a shadowy bond with another creature. Choose a point you can see within range. You are immune to all damage, and the creature you cast the spell with must make a Constitution saving throw. A creature can use an action to end the spell on itself.
Abjuration
Ethereal Dash
30
Instantaneous
You cause a flying object to leap to a point you can see within range and then disappear. The object then disappears, and the speed of the flying creature drops to 0. The creature must succeed on a Constitution saving throw or be knocked prone. The creature must then make a Constitution saving throw if it can see the object, or it must make an Intelligence saving throw if it can't. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the speed of the flying object drops to 0. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the speed of the object drops to 0. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the speed of the object drops to 0. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the speed of the object drops to 0. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the speed of the object drops to 0
Ethereal Hand
120
Instantaneous or 1 hour
You gain the ability to alter the appearance of your hand. You can alter the appearance of any weapon, spell, or other magical item you wield. You can also alter the appearance of any other object, spell, or other magical effect you use. You can also create, reshape, or otherwise alter the nature of one hand, such as make a simple weapon, a simple weapon of magic, or a simple spell (as an action). The hand has the same appearance and properties as the weapon, spell, or
Etherealness (Ex)
Self
Concentration, up to 1 minute
You summon a spectral creature that can appear in any space you choose within range. The target must have a body weight of at least 5 pounds and has a 10 percent chance of being teleported to the nearest point of your space within a 10-foot radius. The
Ethereal Plane
120
1 Hour
You create an illusion that is centered on a point you can see within range. Choose one creature you choose within range. A creature that you choose within range is immune to the spell. It can speak a language other than the spell’s damage type when it drops to 0 hit points or when the spell ends its next turn. Choose one of the following options: • The target must succeed on a Constitution saving throw or take 1d6 psychic damage. • The target must make a Wisdom saving throw. On a failed save, it realizes that it is no longer frightened of you for the duration. • The target takes 4d6 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Transmutation
Ethereal Plane
120
Concentration, up to 1 hour
You create a portal to an unoccupied space or area of unoccupied space for the duration. The portal must be within 10 feet of a point of your choice that you can see within range. The portal lasts for the duration and is visible to all creatures within it. Any creature that enters the portal or enters any area of the portal that is within 10 feet of it must succeed on a Charisma saving throw or be teleported to the nearest unoccupied space or area.
Conjuration
Ethereal Plane
120
Concentration, up to 1 minute
A shimmering, translucent, and sometimes translucent plane appears in a point of your choice that you can see within range. The plane can be any shape, up to six feet long, up to 20 feet wide, up to 10 feet tall, and up to 10 feet high. The plane has no air spaces or other physical structures (such as walls, floors, or ceilings). The plane can be any dimension, up to two dimensions, up to 10 dimensions, or up to 14 dimensions. The plane can be one of the following: an extradimensional dimension, a floating dimension, a semitransparent or extradimensional plane, a extradimensional nonliving dimension, a gateway dimension, or a telepathic dimension. The planes are in the same plane and can pass through or pass through any other substance that you choose, such as water. A dimension that is neither tangible nor intangible is
Ethereal Plane
120
Instantaneous
Descripse a sphere of air and place it anywhere within range. Until the spell ends, you can teleport up to 15 miles (24 kilometers) in any direction. You can also teleport up to 120 miles (24 kilometers) in any direction, though you must use a different spell slot for this teleport. The spell lasts for the duration. You can use this spell’s teleportation ability only once.
Illusion
Ethereal Plane
150
Concentration, up to 10 minutes
Until the spell ends, you appear in an unoccupied space on the ground that you specify as a plane and that has a surface area of 500 to 500 feet on each side. The ground must be loose and floor-to-ceiling planed. So far you have studied the patterns of stars, moon, and stars, but there is no firm record that you observed celestial activity there. For the duration, you have advantage on attack rolls against creatures with a Strength score of 5 or lower. During this time, you can move up or down as you like, using only your hands, as the spell ends. You can use your reaction to move up or down as well. A fey creature must use a reaction to move up or down, which treats fey creatures as fey creatures. While fey creatures are affected by this spell, they are immune to all damage and can’t take reactions, reactions, or reactions while they are affected by it. If a fey creature takes any damage while under the spell’s effect, the creature takes no damage from the spell. Additionally, if the spell ends before you reach the end of your next turn, the creature is no longer affected but is instead stunned and confused until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you can create two additional planes of existence for the spell, one for you and one for each of your immediate families (your closest closest relative is a common ancestor of your closest family’s ancestor, if that ancestor is in the family tree).
Necromancy
Ethereal Plane
150
Instantaneous
A spectral plane appears in the space of a point you can see within range. The area is made up of a bright light in a 120-foot radius centered on a point you can see within range. It appears as a 25-foot-high cube with a 40-foot-tall, 30-foot-high section that extends 1 mile from the center of the cube. The area is heavily obscured. You can use an action to dismiss the spell.
Evocation
Ethereal Plane
150
Instantaneous
You choose a point or space within range that you can see and that is either within range or within one hundred and twenty miles of an unoccupied space you choose. The spell lasts for the duration. The chosen point or space is a solid body of solid stone or wood, and you can affect it as you choose, but the spell doesn’t need to be in an area that is particularly difficult for creatures of that shape. For example, you could place a circle of fire in the center of the area and create a 10-foot cube of water there. You could also create a ten-foot cube of earth in the center of the area and create a 10-foot cube of water there. You can also change the shape of the area and the size of the cube, but it doesn’t affect the target’s statistics. Instead, you can change the shape of the area in any manner you choose, but the spell doesn’t need to be in a particular location. For example, you could create a 10-foot cube of earth and create a 10-foot cube of water there. This spell can’t affect a creature or object that isn’t within 100 feet of a space you choose.
Transmutation
Ethereal Plane
300
Concentration, up to 1 hour
You create a floating, invisible plane within range. You can move in the air as a bonus action, and the area is completely obscured. You can also create a portal to another plane of existence. You can use a portal spell to teleport to another plane of existence, or you can create one from another portal spell. You can also create a gateway to a different plane of existence. You can use a portal spell to teleport to a different plane of existence, or you can create a gateway to a different plane of existence. The gateway can be any dimensional, magical, or nonmagical. You can also use a portal spell to teleport to a different dimension, or you can create one from another portal spell. When you cast a portal spell, you can direct the portal to a different plane of existence or to another dimension. You can also specify the destination that the portal will be to. This spell can be spent to return to that plane of existence, or the spell can be spent to return to the original dimension.
Transmutation
Ethereal Plane
30
Concentration, up to 10 minutes
A 15-foot-high, 10-foot-diameter sphere of swirling energy appears in the space you choose. You can teleport to any point within range. The sphere takes on the form of a horizontal beam of light centered on a point on the surface of the earth that you can see. A beam of energy must be in the form of a sphere or a cube. A sphere or cube can also be an unoccupied space or a dimension. The sphere is otherwise identical to your spell slot. The sphere can be up to 100 feet long, up to 30 feet wide, and has a 60-foot-diameter perimeter
Ethereal Plane
30
Concentration, up to 10 minutes
You create a horizontal line of space on the ground within range that is 30 feet long and 10 feet wide, 30 feet high, and 4 feet thick. The line must be vertical or horizontal. If it is vertical or horizontal, it must have a vertical dimension of at least 30 feet. The line can be made 20 feet long or 10 feet wide. The line can be made up to 50 feet long or 10 feet wide. The line can be made up to 100 feet long or 10 feet wide. The line can be made up to 1,000 feet long or 100 feet wide. The line can be made up to 1,000,000 feet wide or 1,000,000 feet wide.
Evocation
Ethereal Plane
30
Concentration, up to 1 hour
You or a celestial you can see within range creates a sphere of light in a 30-foot radius around it. The sphere is light and doesn’t have to be visible to you. When you cast this spell, you can create a line of fire at the center of the sphere, forming a line that extends through the sphere to a point you choose within range. The sphere spreads out into space, centered on that point. Each creature in the line is affected by your spell’s radius, not just those in the same plane of existence. A creature that is within 60 feet of the sphere must make a Dexterity saving throw. On a failed save, the creature is pushed 10 feet away from the sphere. The sphere is difficult terrain and requires at least 10 feet of movement to climb. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the sphere increases by 10 feet for each slot level above 1st
Evocation
Ethereal Plane
30
Concentration, up to 1 minute
You create a space in space that is 20 feet wide and 5 feet thick that is difficult terrain. The space is 10 feet wide and 5 feet thick, and no creature can enter it or pass through it. The space is difficult terrain and is difficult to reach. Any creature that enters the space must succeed on a Dexterity saving throw or be pushed 10 feet away from the space. You can use your action to cause the space to expand to accommodate the space’s dimensions. The space must be within 60 feet of you when you use your spell slot.
Evocation
Ethereal Plane
60
10 Days
You shift into a spectral state within which you can appear as a spectral ghoul, a fiend, a demigod, or an ooze. You can appear as spectral beasts, as undead, as fey, as undead with a spell slot of 2nd level or lower, as part of an interplanar or interdimensional portal/portal, as a group of four or more at a time, as a creature (or a connected creature), or as part of an extradimensional space that can be accessed via a teleportation portal (see below). You can freely enter the extradimensional space if you wish, though you must first choose the area of the extradimensional space as your own;
Ethereal Plane
60
10 minutes
You create a shimmering, translucent space within which you can see up to 30 miles away. The space is opaque, with an area that is 20 feet wide and 10 feet tall. The area is opaque to creatures other than you and any creatures that are within it. The space can contain up to 100 gallons of liquid or 10 gallons of solid water, as long as it does not exceed 15 feet in height. The space is composed of opaque stone, prismatic glass, and prismatic stone, and is composed of a spectral plane of illusion. The space is difficult terrain. The space’s area is difficult terrain on its own. If the space is difficult terrain on its own, it becomes difficult terrain on its own. The spell ends when you cast this spell.
Conjuration
Ethereal Plane
60
14th level (24/todden)
Instantaneous
This spell summons a celestial or an elemental force that can be neither shaped nor breathed within the space required by your choice in either form. Appearing in any dimension beyond the range of your current plane (such as the one you occupy at the start of each of your turns), the celestial appears only in the form you choose. As an action, you can summon a celestial from the air or the celestial suctioned form. You can summon four celestial at a time, and the spell lasts until the celestial leaves the plane, its body tightly bound together by ornate girders. You can place a celestial within 30 feet of one object that you consider a hostile object or a target of opportunity for a celestial that weighs up to 250 pounds, and you choose the celestial’s color or ancillary components (green, red, blue, or violet). You can create one additional celestial for each body part you choose). You can summon a celestial from the air or the celestial suctioned form by using an action to manipulate a celestial that is neither charmed nor bound by spells or celestial bond. Create more than one celestial Choose a celestial or an elemental creature of your choice that you can see within range. You choose what kind of celestial the celestial inhabits, how it behaves and how it impacts, as determined by the deity you choose. Creatures you can see within 30 feet of a celestial are affected as though they were within that celestial’s space. Creatures that aren’t close enough to a celestial to perceive its space might be affected. As an action, you can mentally command any creature you made with regard to the celestial you made with regard to the creature you made with regard to the celestial, telling it what kind of celestial it is or how it impacts. It could specify a special sort of celestial, a general kind or a mode of existence that
Ethereal Plane
60
1 Hour
You teleport yourself to a point where you can see up to 100 feet away from an unoccupied space that you can see within range. You can move up to 60 feet in any direction. You can also teleport to any unoccupied space within range. You can also teleport from one unoccupied space
Ethereal Plane
60
30 days
A spectral, shadowy force appears in the air, centered on a point that you can see within range. The spell appears in a 5-foot cube that you choose within range. The spell ends if it is cast again. The spell has no effect if you cast
Ethereal Plane
60
30 days
InstantaneousYou teleport yourself to the nearest space-time continuum and use your action to teleport to any point within range. You can use a bonus action to teleport up to 10 miles (24 km) in any direction. The teleport ends when you reach a point of your choice that you can see within range. The nearest point of your choice that can be occupied by a spell or effect that ends the spell’s effect is any point within reach of the same spell or effect. The spell ends if you are incapacitated or if you are attacked or wounded. You can use your action to step on a celestial sphere that you can see within range and teleport there. Any creature that enters the sphere must make a Dexterity saving throw. On a success, you can use your action to teleport to an unoccupied space-time continuum within range. You can also use your action to teleport to any point within range. If you or a creature you can see is on the unoccupied space-time continuum, the spell ends. You can also use your action to dismiss the spell and return to your home plane.
Conjuration
Ethereal Plane
60
Concentration, up to 10 minutes
You create a new plane of space that is similar to that of a familiar or a familiar spell. The new space is a random 5-foot cube with a 30-foot cube of air that you can see. The space fills the spell’s area, and it is otherwise identical to the original space. The spell’s area extends to the end of your next turn, and you can use your action on a subsequent turn to move the space as if you were in it. The space is flat, and you can use your action to move it up or down as you wish. Nothing can happen in either direction. If you move the space more than 10 feet (2 m), you can’t move it. If you move the space more than 10 feet (1 m), you must make a Constitution saving throw. On a failed save, you create a new space within the space. You can use your action to cause the space to expand to accommodate your space. Alternatively, you can cause the space to expand by making the space fit within an extradimensional container. You can then move the space out of the extradimensional container. If you move the space further than 10 feet (2 m), you must make a Constitution saving throw. On a failed save, you cause the space to expand by making the space fit within an extradimensional container. If you move the space further than 10 feet (2 m), you must make a Dexterity saving throw. On a failed save, you cause the space to expand by making the space fit within an extradimensional container. If you create more than one extradimensional space, you can create up to four additional extradimensional spaces. The space must be contiguous with a space that you can see. Otherwise, you can create only one extradimensional space at a time.
Transmutation
Ethereal Plane
60
Concentration, up to 10 minutes
You shift into an extradimensional location, appearing in an unoccupied space you can see within range. You can move through the extradimensional space, through open spaces, or through openings as small as a mank wall (explanatory). As an action, you can move through the extradimensional space, through its open space, or through the space nearest to you if that space is occupied. The space you move through has no lower than 1/1 cube below the space you occupied. You can only enter the unoccupied space if you are on the same plane of existence as the creature. When you do so, you exit into the unoccupied space, and any noise or other sound effects have no effect there. You can enter the unoccupied space only from within the spell’s area. You can enter the spell’s area up to 5 floors up or down. You can only enter the unoccupied space if there is a ceiling or a span more than 1/2 mile high. You can only enter the unoccupied space if there is a space’s exterior within 5 miles of the space you enter. If you enter the spell’s area alone, all creatures within 5 feet of the area are knocked prone. You can move through the unoccupied space in any direction you choose, but only if there is a gap in the exterior wall or if the space is within 5 feet of a space you can see open to the outside.
Conjuration
Ethereal Plane
60
Concentration, up to 1 hour
A shadowy, shimmering, swirling form appears in a space you can see within range. Until the spell ends, the form can be either a humanoid or a being that can be charmed. The form can be anything from a humanoid with a Medium or smaller component, to a being that can be charmed by a creature. The form can be any size, but it can also be any shape. The form can be made from any material component. If you choose a material component, the form is made of a certain material. At the end of each of your turns, the form can be changed by any means you choose. When you cast the spell, you can change the form of the form only once. If you choose to change the form only
Ethereal Plane
60
Concentration, up to 1 hour
You appear in a place within range and can travel to any point within range. You can’t teleport or otherwise transpire if you are holding a telepathic link to the nearest untargetable target. You can also teleport or otherwise transpire to any other target, but you must use a different spell slot.
Transmutation
Ethereal Plane
60
Concentration, up to 1 hour
You choose a point within range and teleport yourself there. At the end of each of your turns, you can teleport up to 10 miles (up to 30 miles) to any point you choose within range. You also choose a point you can see within range. You can use a bonus action to teleport a willing creature that you can see within range. If the target is of a different level than you, you can use your action to teleport it. The target can make a Wisdom saving throw. On a success, the spell ends. If you use your action to teleport a creature other than the target, the spell ends and the creature isn’t teleporting.
Divination
Ethereal Plane
60
Concentration, up to 1 hour
You create an extradimensional space above your current location on the Ethereal Plane. The space is 1,500 feet long, 20 feet wide, and 10 feet tall, and lasts for the duration. Once the spell ends, the space is completely occupied by the space. You can place up to 5 creatures within the extradimensional space, or places up to 5 creatures within the extradimensional space and up to 10 creatures within the extradimensional space and up to 10 creatures within the extradimensional space and up to 20 creatures within the extradimensional space and up to 30 creatures within the extradimensional space and up to 100 creatures within the extradimensional space and up to 1,000 creatures within the extradimensional space and up (your choice). You can create multiple dimensions, or create a single one. If you create a single dimension, each dimension is separate from all the others, and you can’t create more than once in a round. You can create up to three dimensions, or create a single dimension and up to three dimensions only. You can create up to twenty dimensions, or create a single dimension and up to ten dimensions only. The creation of any of these dimensions and the creation of a new dimension for that version of you is completely free of charge. You can use this spell to create an extradimensional space in any of your other dimensions, up to a maximum distance of 500 feet. The space is no larger than a 20-foot cube. You can use the space to teleport to any other dimension, up to 30 feet away from the nearest unoccupied space. If you create an extradimensional space that can be used as a portal to another dimension, the portal opens there. Similarly, you can use an extradimensional space for other creatures, up to 30 creatures of the chosen kind can be summoned to the space, and other creatures can be summoned to the space as well. The space is limited to a maximum distance of 500 feet.
Evocation
Ethereal Plane
60
Concentration, up to 1 hour
You create a shadowy space within range that is a solid, opaque, or partially transparent sphere that is 500 feet in diameter and 5 feet tall. The space has 10 feet of reach and can be used by any creature or object within range to pass through the air. The space can be up to 10 feet deep, up to 20 feet wide, or up to 20 feet thick. A creature that ends its turn within the space must spend 1 foot of movement for every 1 foot it moves. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the shadowy space increases by 100 feet and the duration increases by 1 hour. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 100 feet and the duration increases by 1 hour.
Transmutation
Ethereal Plane
60
Concentration, up to 1 hour
You create a spectral plane that is composed of three identical layers of darkness and light within range. Each layer is composed of a light, dark, and/or a neutral color. The layer of darkness and light is a spectral, intangible, or intangible being. The creature’s speed is halved until the spell ends and it can’t be charmed or frightened. Each layer of darkness and light has a different magical construction. Each layer of darkness and light has one of the following effects. The first effect of any layer of darkness and light is to cause it to disappear. The second effect of any layer of darkness and light is to cause it to reappear in the nearest unoccupied space. The third effect of any layer of darkness and light is to cause it to disappear in the closest unoccupied space. If a layer appears on the ground, it remains there until the spell ends or until it is destroyed. At the end of each of its turns, the layer disappears.
Transmutation
Ethereal Plane
60
Concentration, up to 1 minute
Until the spell ends, a shimmering mass of light appears in a space you can see within range. The area of the shimmer appears to be square, rather than square-shaped. The area must be within 5 feet of a point of your choice that you can see. The area must be within 5 feet of a point of your choice that you can see within range. A shimmering mass appears when you cast this spell and disappears when you leave the spell slot. The area can be up to 100 feet in any direction, or up to 60 feet in any direction. A shimmering mass appears when you cast this spell and disappears when you leave the spell slot. You can also designate a specific area for the shimmer to appear, but you can designate a specific area for the shimmer to disappear. The area is centered on a point you can see within range.
Transmutation
Ethereal Plane
60
Concentration, up to 1 minute
You create a portal that extends from you to the place you created it. You can teleport to any point on your plane of existence within range. The portal is made of stone, and it is impossible to open it. When you cast this spell, the portal appears in a spot you can see within range. When it appears, you can use your action to make a ranged spell attack. On a hit, the target takes 2d8 psychic damage. The portal appears to be a closed area that is either 1,000 feet square or 500 feet wide. The area is heavily obscured and difficult terrain. The portal can be opened by any means, including teleportation or flying. The portal is impossible to teleport to or from. For the duration, creatures that enter the portal can’t enter it. The portal can have up to six doors, and no more than 10 doors can be opened by the portal. The portal can be closed by a portal that has magical properties. In addition, creatures that can’t open doors don’t appear in the portal. The portal can’t be closed again by another portal.
Transmutation
Ethereal Plane
60
Concentration, up to 1 minute
You teleport to a point you can see within range. The area of the area you move is the same as the area that you moved. You can make a ranged spell attack against a different area of the area you are traveling in that spell’s area. The attack deals an extra 5d6 necrotic damage to you. If the spell is cast over a larger area than the one you were on, the attack is cast there
Ethereal Plane
60
Instantaneous
Ethereal Plane
60
Instantaneous
A shadowy plane appears in a location you choose within range. You choose a point within range. At the start of each of your turns, you can move up to 60 feet, and you can’t be knocked prone. You must also move up to 60 feet away from any one of the places you’ve chosen. If you move into the area, you can’t take any damage or receive no benefit from statistics.
Transmutation
Ethereal Plane
60
Instantaneous
A shadowy, shadowy, or tattered dimension, or a non-dimensional space that is neither dimensioned nor non-existent, appears and lasts for the duration. An unoccupied nonmagical object is magically transported
Ethereal Plane
60
Instantaneous
This magical plane, called the ethereal plane, appears in an unoccupied space that you can see within range along a solid surface or in a thin sheet of air. You can see through walls and ceilings as if you w ere directed by some sort of visible source, but no sound can emanate from the plane or pass through it. The only sound you can hear is the hoarse whisper of a sleeping dragon, whose barking can be heard from within the ethereal plane. The ethereal plane is difficult terrain, so be aware of it and avoid its movements. When you cast this spell, you can prepare a scroll and other objects for detection if you know what you are doing. When you cast this spell, you can create a scroll by passing a sufficient number of scrolls along the border of a container you choose. An elemental scroll created by the spell can be destroyed by an attack roll against it. You can also destroy magical scrolls created by the spell by succeeding at the lowest possible roll to the attack roll. A staff of celestial, air, and fire arrows levitates the scroll at an unoccupied space you choose within 30 feet of it. You can affect the scroll with a bonus action to deal 4d8 lightning damage to it. The lightning deals no damage when it strikes, but instead it deals lightning damage equal to 1d8 + your spellcasting ability modifier.
Transmutation
Ethereal Plane
60
Instantaneous
This spell transports you to a different dimension, where the dimension you entered into is the same as the one you entered into. You can teleport 1,500 feet (500 m) up to another dimension. You can also teleport up to 30 feet (50 m) up to any dimension you choose. The dimension you entered into has its own entrance and exit, but no other creatures can enter it. This spell can be used up to one week in any direction, as long as you are within 30 feet of the chosen destination. The destination must be within the same plane of existence as the target. While you are within that plane, you can use your movement to move up to 60 feet (10 m) across the floor, and up to 60 feet (10 m) across the walls. You can also use your action to dismiss the spell as an action.
Conjuration
Ethereal Plane
60
Instantaneous
You create a portal that extends from the ground to a point you can see within range. The portal spreads across a 20-foot cube, and it must be at least 30 feet long and 5 feet high. The portal lasts for the duration, and it can be opened by a ranged spell slot of 7th-level or higher. The portal can only be opened by walking on the ground or by using a portal spell targeting a portal spell slot, if the portal spell is the same as the one that started the spell’s effect. The portal disappears when you reach 4th level (2nd level), 8th level (3rd level), or 9th level (4th level). The portal is not visible to the non-wet or cold-blooded creatures it enters, and creatures that can’t be charmed by it must make a Dexterity saving throw. On a failed save, a wyvern hawk must spend 1 minute moving up to 30 feet in a straight line up to the portal’s current height. It must also move up to 30
Ethereal Plane
60
Instantaneous
You teleport to a point that you can see within range. The point is a point you can see only in space, such as a ceiling, a ceiling, or a wall. The spell doesn’t affect the plane of existence you are in. It is a sphere centered on a point you choose within range. The spell lasts until the spell ends, or until you use an action to teleport from the point you chose to the one you are currently on.
Transmutation
Ethereal Plane
60
Instantaneous
You teleport yourself to a point that you can see within range, and a sound or a visible phenomenon appears to you that lasts for the duration. The ground in the area is difficult terrain, and you are immune to all damage and gain the benefits of all the senses for the duration. You can use your action to make a move to the nearest unoccupied space within 5 feet of you. You can then use your action to teleport to a space that you can see within 5 feet of the space you currently occupy.
Transmutation
Ethereal PlaneConcentration, up to 10 minutes
You touch the ground and move it as if you were hovering over it, dealing 1d12 slashing damage to any creatures within 5 feet of you. If the ground is over a body of water or a body of water that is 5 feet or less, you can use your action to create an extradimensional space. The space is a solid mass of water or a solid mass of water that you control. The space is centered on one of the planes you control, such as the plane of existence you created or the plane of existence you created. Any creature that enters the space or enters a portal within the space before you can move or make any movement is knocked prone. Any creature that enters the space or enters a portal within the space before you can cast the spell, dismiss it and return to your space or dimension. A creature must make a Dexterity saving throw. If it succeeds, the spell ends if it ends before the spell ends. The spellrestores one creature to life when it ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can add one additional creature to your spell list to create one extra creature for each slot level above 2nd.
Transmutation
Ethereal Plane
Self
Concentration, up to 10 minutes
You create a shadowy plane that moves with you, remaining within range for the duration. The shadowy plane can be a cloud, a cloud of smoke, or a place or objects that are heavily obscured. The shadowy plane can also be a place, object, or both at the same time. The shadowy plane can be hostile to you both. Choose one of the following forms when you cast the spell. The chosen form can’t be hostile to you. The remaining forms can be friendly to you. The cloud obeys your orders.) Asleep. The shadowy form falls unconscious and floats gently to the ground in an unoccupied space of your choice that you can see within range. The space allows the sleeper to rest. Alternatively, the cloud can beheaded the sleeper by dealing at least 5d10 necrotic damage to its head and neck. The spell ends for you. earthquNecromancy
Ethereal Plane
Self
Concentration, up to 1 minute
You create a 5-foot-diameter, translucent, glowing cylinder centered on a point you choose within range. Each creature within it must make a Constitution saving throw. The creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Evocation
Ethereal Plane
Touch
1 minute
You create a 20-foot-radius sphere centered on an area of space that you can see within range. You change its shape, or you can make a single leap, and the sphere moves with it. The sphere is made of wood, stone, or other similar material, and you are teleported to the center. It is no longer a sphere, and it is no longer an obstacle to be overcome. You can use your action to create a new sphere centered on an area of space that you can see within range. You can use your action to create a new sphere centered on an area of space that is no larger than a 30-foot cube, or you can create two new spheres centered on a single point within range
Ethereal Plane
Touch
8 hours
You touch one willing creature and transmit telepathically relevant information such as name, mother tongue, religion, and so forth along with instructions for how to get there. The spell sends the target to an ethereal plane of your choice that can accommodate your form or another multiverse-spanning plane. You must provide sufficient information for the target to understand your message, which is contained within a single letter or phrase. If the target is of human or nonhuman origin, the spell fails. The target is also informed of important events that take place in the ethereal plane (such as a battle or a new dawn). The target can describe, but is limited to describing simple, general concepts such as "atoms" or "bones," and the spell fails if the target is based on celestial, fey, fiend, or undead types. Examples of such concepts include "Earth revolves around the sun" or "Water moves around the moon" or "The wind blows in our direction" or "All nonliving things are angels" or similar. If the target is based on stone or metal, the spell fails. If the target is based on fey or other abominable aberrations, such as the wights, this spell fails. As an action, you can dismiss this spell and cause the target to emit an ethereal string of light in an unoccupied space that you can see within range. The target floats, and it gains a climbing speed of 60 feet per round for 8 hours. The target can’t exceed 10 pounds.
Transmutation
Ethereal Plane
Touch
Instantaneous
You create an invisible, shimmering, or shimmering vortex that extends out from you. The vortex spreads from you to all creatures within 5 feet of you. Each creature of your choice that ends its turn in the vortex must make a Dexterity saving throw. On a successful save, the creature takes 3d6 necrotic damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th.
Evocation
Ethereal Sphere
60
Instantaneous or 1 hour
You create an extradimensional sphere that is 10 feet long and 5 feet high. Each creature in that area must make a Dexterity saving throw. A creature takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. The sphere is opaque and can't be seen. It appears in the area of an unoccupied space that is 5 miles (8 km) long by 5 miles (8 km) wide. This sphere can't be completely obscured. A creature can speak, read, and write in the area of the sphere as long as that creature doesn't have a spell slot of 2nd level or higher.
Transmutation
Ethereal Sphere
Touch
Instantaneous
You create a sphere of swirling energy in a 20-foot-radius sphere centered on a point within range. The sphere lasts for the duration. A creature can use its action to dismiss the sphere as an action. The sphere is an unoccupied space within range. You choose a point within range. The sphere appears to be of any size and has the same appearance as the spell. The sphere is made of water, and you can break it with your spell. A sphere of water can be created by any number of other creatures that you can see within range. You can use a bonus action on each of your turns to break the sphere. When you break the sphere, you can have one or more of the following effects on it. You can create up to two spheres of water at a time, and one sphere of water at a time. When a sphere is created, each sphere of water has its own special type, and the spell can create up to three additional spheres at a time. If you create multiple spheres of water at a time, the spells that create them have their own special effects on them. The spell can create up to ten additional spheres at a time. The sphere itself can be destroyed by any ranged spell of your choice that you can cast, and it can't be damaged by spells cast by other creatures or constructs.
Conjuration
Ethereal Step
Self
Up to 1 minute
You appear in the celestial sphere and attempt to teleport to the nearest point on the ground. Until the spell ends, you have resistance to all damage and have resistance to all spellcasting attempts for that turn, unless you choose to use a bonus action to dismiss the spell. The spell ends if you or your companions are incapacitated. You can use your action to teleport to any point on the ground that you can see that is more than 20 feet away. The spell ends if you or the companions are incapacitated.
Evocation
Etherealvisibility
Self (30-foot radius)
Concentration, up to 10 minutes
You extend your hand and trace your finger toward a creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or become invisible until the spell ends. The invisibility ends if the target takes any damage or if you change its form to a different creature (a creature if it has a different form or identity, a member of a different kind, or a target of a different kind than the target).If the target has total cover from you or is hovering in the air while you trace your finger, it gains no immunity to your spells or other magical effects. You can make a straight line from you to a different creature or
Ethereal Walk
60
Concentration, up to 1 hour
You take 10d8 square feet of air and form a 10-foot-tall, 5-foot-long, humanoid 5 feet long and 1 foot tall. You can move at least 10 feet in any direction, including up to 60 feet across. Any creature that ends its turn in the direction it's moved must make a Strength saving throw. On a failed save, the target takes 2d6 force damage and is pushed 10 feet away from you. The spell ends if you move more than 10 feet away from the target.
Conjuration
Ethereal Wall
10
Concentration, up to 1 minute
A wall of swirling energy appears within range. A creature in the area must make a Strength saving throw. The wall can be blocked or moved by climbing up or by using a 5-foot cube of height. The wall can be up to 30 feet high and 10 feet thick. A wall of swirling energy is a 20-foot cube of solid white energy. If the wall is in a space that is more than 20 feet square, it is opaque and can’
Ethereal Wall
120
2 Hour
You create a 60-foot-wide, 60-foot-tall, 20-foot-deep portal wide enough to portal an invisible demiplane you can see within range. You can open the portal by using an opening gesture that uses both hands. The opening lasts for the spell’s duration and is made from opaque magical force. You can use your action to physically move through the portal and prevent any creatures from reaching it. Any creature being pushed out of the portal must make a Dexterity saving throw. On a failed save, a creature takes 10d6 damage and is pushed 1 foot away from the portal, toward the Ethereal One. On a successful save, the creature takes 10d6 damage and then safely exits the portal. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Enchantment
Etherium Burst
6 Hours
You conjure forth a brilliant energy field on the ground at a point you choose within range, issuing a wave of positive energy at the target. For the duration, the field immers you and mimics your appearance. You and up to eight willing creatures that aren't connected to the air can use reaction to launch a burst of brilliant energy at targets within 30 feet of you. Each creature that starts its turn in the field must succeed on a Constitution saving throw or take 1d12 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, any effect that lasts for 1 hour or longer on the affected target or plant on it causes it to become immune to the spell and can’t cross it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates a bright and magical energy field on the ground at the DM’s discretion. When the field activates, each creature that starts its turn in the field must succeed on a Dexterity saving throw or take 1d6 radiant damage (if you cast the spell while in the field) and become blinded until the end of your next turn.
Evocation
Ether of the Nine
Touch
1 Hour
You touch a willing creature. For the duration, the target’s base AC is 10 + your Dexterity modifier, and it has resistance to damage from different weapons. In addition, when you cast this spell on the same creature or a group of creatures that is concentrating or is casting a spell, you can create one additional million-foot cube of extraplanar energy, centered on the target, centered on you. Until the spell ends, the cube can hold up to 300,000 creatures. If you have two million-foot cubes, each containing up to 300,000 creatures, the cube might hold as many as four times as much extraplanar energy. Each creature in the cube when it touches or reaches its destination must make a Constitution saving throw. On a failed save, the creature takes 1d8 psychic damage, and it is blinded until it uses its action to regain sight of its home plane. The blinded creature can see as far as 200 miles away, and it is incapacitated. Reducing a creature to dim light, darkness, or only partially illuminated creatures to none of these effects instantly disables the spell.
Evocation
Etherstone
300
24 Hours
1 oz. of nonmagical energy, mostly flowing amber, springs into existence beneath a 200-foot-radius sphere centered on a point you choose within range. The sphere remains for the duration or until a creature uses an action to make a melee spell attack. Each creature that becomes aware of the spell’
Etherworks
30
Instantaneous
You cause up to four meteors to pour forth from a point within range. Each meteor weighs 3 pounds and is unbreakable. If any are lodged in the ground or on the ground, they will erupt and create a 10-foot-radius sphere of whirling air with a 20-foot diameter sphere centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Etherworks
60
Concentration, up to 1 minute
You create fey spirits that w as divine energy radiates from you. When you make a melee spell attack using a spell’s power, you can expend one fey flier to make a lassish beam of lightning that leaps from your hilt to a creature of your choice within 60 feet of you. Make a ranged spell attack against the target. On a hit, the flier deals 1d4 lightning damage, and the flier regains hit points equal to 1d4 + your spellcasting ability modifier. The flier’s damage is no longer lightning and becomes lethally cold. At the end of each of its turns, the flier hurls a beam of crystal-clear cold, sending chilled ground, or a cloud of freezing cold, 20 feet long, 20 feet high, and 25 feet thick, piercing the creature or object it hit. If the creature lands before the spell ends, it has disadvantage on Dexterity saving throws and ability checks, and can’t use all its action to breathe, unless it can breathe temporarily. After the spell ends, the flier flies back to you and sheds dim light greenish in color, repeating its basic color sequence until the flier ends. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the duration depends on which fey flier you use. If you use the fey flier spell with a fey spell slot of 3rd level or higher, the duration is 10 times greater than the fey spell’s level. If you use the fey flier spell with a fey spell slot of 4th level or higher, the fey spell’s level is reduced to nothing and the duration is 15 times greater than the spell’s level. This spell’s damage increases while rooted in fey flames is 1d4 + your spellcasting ability modifier. If you use a fey spell with a casting time
Ethletics
60
Concentration, up to 10 minutes
You touch up to three creatures of your choice that you can see within range. At the DM’s discretion, you can direct the creatures to move away from you by any means short of a wish spell of 3rd level or lower. If you cast this
Euras Sphere
60
Instantaneous
You project a 60-foot sphere of energy that is up to 20 feet long and 5 feet wide extending up to 20 feet in a direction you choose. The sphere's diameter is up to 60 feet, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1dlO for each slot level above 3rd.
Transmutation
Eureka Blade
5
1 Hour
You forge a blade of energy that strikes to a point of your choice within range and strikes one creature at the center of the target structure. that creature must make a Strength saving throw. Until the spell ends, the blade erupts in a multidimensional sword of stone that hurls everything in its path into destruction. Each creature within 10 feet of the point where the sword strikes must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The blade strikes at the target twice, once in its body and once inside the structure. Until the spell ends, you can use a bonus action to cause a sword to strike three times or cause two twice as many strikes. A creature that uses its action to move into the sword’s path must spend 1 extra move for each attack—or 30 feet of movement. The sword then passes for a shield against attack attempts.
Transmutation
Eureka Script
60
Instantaneous
You whisper a phrase, written on a piece of parchment or paper, that predicts a certain event through time and places certain places and objects. The prediction is accurate on every reading but is missing information about any possible outcomes. The spell doesn’t take into account any possible circumstances that might change the outcome, such as changes in weather, activity level, or other circumstance. The spell predicts certain outcomes when a specific creature that you choose drops to 0 hit points or when another creature that you choose drops to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional planes for you and one for each of your companions. Choose one of the planes’s two levels below you; you can’t cast spells there again until you finish a long rest.
Conjuration
Eureka
Touch
Instantaneous
This spell reveals a moment of magic to a creature you touch and turns it into a harmless item that rises and falls as normal. Until the spell ends, you can use a bonus action to teleport the target to an unoccupied space that you can see within 10 feet of you.
Transmutation
Evardian Mysticism
60
1 Hour
You call forth the spirits of nature and magic inanimate objects in your natural environment for the duration. For the duration, spirits of nature and magic are present in your space, in plain sight, and within earshot of creatures and objects of any kind. Any creature you designate when you cast the spell must be within earshot of the spirits in objects or in their presence (your choice). The spirits appear in natural stone or wood, and if the creature w ho moves within earshot of a spirit, that creature must succeed on a Dexterity saving throw or be pushed prone for the duration. Similarly, you can use a bonus action to summon a celestial or an elemental demon (regenerating over 4 weeks) in a location other than plain sight of you. In addition, you can summon a celestial or an elemental demon if you have one, if you are within earshot of one of the demons and summon it from within 50 feet of you. If you summon a celestial or an elemental demon from the air, it glides into the Ethereal Plane, where it vanquishes into the shadow of a phantasm. A summoned celestial or an elemental demon is friendly to you and your companions for the duration. Demiplane contras Apparition A magical energy field 7 feet on a side within range.
Evocation
Evardic Acid Splash
15
Instantaneous
You hurl a wave of acid at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 acid damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level
Evard's Anathema
90
Concentration, up to 1 minute
You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. If you hit with the attack again, the damage increases by 1d6 for each slot level above 3rd. If you hit with an attack again, the magic energy that freezes in that attack damages both creatures and objects in the area, and the attack deals an extra 1d6 necrotic damage to each creature or object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Abjuration
Evard's Divination
120
Concentration, up to 1 hour
You take a nature of simple shapes and transform yourself into an animal form known as a tree. Choose one of the following forms to assume: a large tree, a small tree, or an arid forest. You can create one of the forms below: • You instantaneously light trees or brush them up in size, with a 10-foot cube containing the lights multiplied by 10, and with a 20-foot cube containing the transformed form. • You cause trees to bloom in a 10-foot cube, with a 20-foot cube containing the blossoms. • You create treesilk, open fields, or fill a pit filled with air. • You double the size of crevices in a ground or a tall structure, create fire pits, and so on. You can create up to four such trees at a time. You can animate up to three of the transformed form’s original form at a time. In addition, you can animate up to four of the transformed form’s shadow form, at any time a creature’s shadow forms a direct line through the transformed form’s eyes. If you create three identical trees and then two of them meet an additional condition: that creature obeys each tree’s immediate and intial actions as normal, as well as as the creature’s movement and weapons attacks made while the transformed form
Evard's final words
Touch
10
24 Hours
You touch a creature you can see within range and choose one of the following effects. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target has this bonus, any saving throw it makes against a foe that allows you to see it in person counts as a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus increases to 1d6 for each slot level above 6th.
Enchantment
Evard's Fireball
30
Instantaneous
A dart of fire, magically imbued with a dark fire bolt, springs into existence at your command and impacts an unoccupied space ten feet away from you. Each creature that starts its turn in a random location on the ground within range must make a Dexterity saving throw. On a failed save, a creature takes 3d12 fire damage, and it is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. While blinded by this spell, a creature must use its action to make a Strength saving throw. On a failed save, the creature takes half as much damage and isn’t blinded. A creature that fails the save must restart its turn by pulling out its wand and firing a single shot from it. Once a creature uses its action to shoot this spell, the first shot deals an extra 1d8 fire damage to the target. If a creature would be affected by an effect that would reduce a creature’s speed to 0 feet for the entire casting time, halving the amount of time spent saving Throws, halving the amount of time spent using Thrown Thrown, reducing the amount of time spent using the Arcane Arts, or both. For the halving, the creature must spend 1 minute saving Throwing or Quiver Throwing, or casting Arcane Spell again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Evocation
Evard's Invisibility spell
Touch
Duration Until dispelled
You touch a willing creature and transmute
Evard's Invulnerability
Touch
Augury
Primal Immunities. The target’s speed increases by 20 feet until the spell ends, when you make a melee spell attack against the target. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the speed increases by 5 feet until the spell ends, when you make a ranged spell attack against the target.
Enchantment
Evard's Last Word
Touch
8 Hours
You touch a willing creature, and it must either agree or conscientiously take the course of its next normal activity after completing the spell. The spell doesn’t take into account any circumstance affecting the target’s fate before the spell ends. The target takes 20d6 damage of the listed types when you cast this spell. If the spell is ever cast again, the creature's fate is known and it must either agree or conscientiously take the course of its next normal activity after completing the spell. The spell doesn’t take into account any circumstances affecting the target before the spell ends.
Divination
Evard's Magic
Touch
Instantaneous
You touch a creature and bestow upon it the power to create physical objects. Choose one of the following effects. Change Shape One object of Medium size or smaller in your way. Change Shape You change form—up to doubled your Clerical, up to 1 mile per round, or up to half your Clerical level. You can specify a different kind of object. Change Appearance You create a portrait of the same-sized object of Medium size or smaller in your way. The image remains until the spell ends, at which point the image is replaced by a familiar artifact of your choice from the set I or II. If you chose a set of shapewear, the duplicate item is created out of the same piece of shapewear.
Transmutation
Evard's Mark
120
Concentration, up to 1 minute
You draw the Mark out of a creature of your choice that you can see within range. The creature must make a Wisdom saving throw, taking 4d12 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature isn’t poisoned, and none of the spell’s damage occurs. The necrotic damage also extends to the target, preventing it from returning to life.
Necromancy
Evard's Recall
30
1 Hour
You recall a certain figure within range. If you cast this spell using a spell slot of 3rd level or lower, choose one creature whose challenge rating is equal to or less than the creature’s level or whose challenge rating is equal to or higher than the creature’s level. Nonmagical ranged weapons and armor have advantage on the attack roll if the target is within 30 feet of the creature when you cast the spell.
Evocation
Evard's Redeemer
120
Concentration, up to 1 minute
A shard of emerald acid streaks toward a creature you can see within range. Hit or miss, the target’s weapon attacks and magic items deal an extra 1d6 bludgeoning damage, and the spell ends. If the weapon attack or magic item used to cast the spell drops to 0 hit points, the spell ends. The magical items are destroyed. A disintegrate spell destroys a shard of emerald acid without harming any creatures. The spells dissipate after 2 minutes, if any remain. If a spell survives a later round, it reappears in sequence.
Abjuration
Evard's Second Apparition
Touch
Instantaneous
You touch a creature that you can see within range. The target regains all its hit
Evard's Second Coming
60
1 Hour
This spell casts a second coming on yourself and a creature that you can see within range. The target must make a Charisma saving throw. On a failed save, it is cast into the Second Coming, and everything that follows the spell fails immediately. For the duration, the second coming lasts for the target’s whole duration, with no stops or ends. Even if everything goes wrong, the second coming doesn’t end, and the creature gains new life at the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the second coming increases to 1d6, depending on the target’s alignment. The spell provides the creature with a new purpose and purposeful aspect, such as the creature’s ability to travel to great distances to learn the secrets of the plane of existence or retrieve the artifact from a fallen god. Finally, the second coming increases the creature’s natural leaps and natural healing powers, both of which benefit from the Second Coming spell’s profundity. While the target is within 60 feet of a celestial or an elemental deity, that deity has the power to restore the creature’s severed body to life. The creature is also subject to the petrified condition if it is living or half dead, or the implacable killer
Evard's Senses
Self
Illusion
Illusion
Evard's Sphere of Magical Energy
30
Concentration, up to 1 minute
A spectral mass rises from the ground and circles in the center of a 20-foot cube, centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. The sphere is a shadowy pillar that lasts until it drops to 0 hit points. At the start of each of your turns, you can use a bonus action on a subsequent turn of yours to cause a spectral mass to rise from the ground in a 30-foot cube centered on that
Evard's Telepathic Bond
Self
1 Hour
You create a telepathic link between yourself and a willing creature you can see within range. The target must be within 30 feet of you when you cast this spell, and the link lasts for the duration. The link lasts for the duration. While you are on the ground, you can use either of the following special
Evard's Telepathic Bond
Touch
Concentration, up to 1 minute
You create a magical link between yourself and a willing creature you can see within range. The target must be able to understand your language and can’t be charmed, frightened, or possessed by an undead. The target must be within 30 feet of you when you cast this spell. Once the spell ends, the target attempts to read the cryptic message in an unoccupied space that you can see within range, attempting to decode the message in the form of a message that you send to the creature in the form of your choice. If the creature ends its turn in a space that you can see within 30 feet of you, the spell ends.
Enchantment
Evard Stournther
10
1 Hour
Choose one creature that you can see within range. The creature must be within 60 feet of you when you cast this spell, and you choose the creature’s line of sight to be between you and the fey creature. You create three 30-foot cubes centered on a point within range. Each cube blocks one creature from the fey creature. Each creature within each cube must succeed on a Wisdom saving throw or be pushed to the next cube in the cube (see below). An unwilling creature can make a Wisdom saving throw to avoid moving to the cube where it can see the fey creature. An unwilling creature can choose to fail the save and fall to the cube where it can see the fey creature. If a fey creature leaves the cube before this spell ends, its illusion can resume, but it must still remain within 60 feet of the fey creature when the spell ends.
Transmutation
Evard's Unseen Servant
Self
Concentration, up to 1 minute
One creature of your choice that you can see within range and that can hear you must succeed on a Wisdom saving throw or become charmed by you for the duration. Creatures that can hear you automatically follow your verbal orders, and you gain a range of 60 feet.
Special Attacks. You can launch a forward passageway, prepared route, or another long drawn-out charmed route completed during the spell’s duration. You can also launch a short drawn-out sigil route, a long drawn-out tremor route, or a short drawn-out rhyme or reason. Each of these paths can be made out to be 2 miles long (4 miles each direction), 10 feet wide (5 feet each direction), and 25 feet tall. Each 5-foot-wide section of land is separated from the rest by 1 foot of mountain or stream. The length of each section of land is 10 feet.
Divination
Evard's Whispers
30
Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, the piece of ammunition or magical ammunition then returns to its normal form.
Enchantment
Everclear
150
Concentration, up to 10 minutes
A veil of shadows has been lifted over a region of stone and mud. The veil is opaque and difficult to see, and lasts for the duration. While on the spell’s duration, you and any creatures you designate when you cast the spell gain a +6 bonus to Dexterity, Strength, or Dexterity-based skill checks. You and any creatures you designate when you cast the
Eve's Clutter
120
Instantaneous
You create a soft, yet transparent, weave of string that reaches up to 60 feet long and has a diameter of 30 feet. It instantly transports you and any creatures that are within 30 feet of you when you cast the spell, if you are still conscious or have cast the spell for 30 minutes or longer, to another dimension or the plane of existence you chose.
Transmutation
Eve's Deep Grove
150
Concentration, up to 1 hour
You conjure a grove of trees in the dark outdoors of Evesdeep that sprout hedges and sustain crops for up to a month. You can direct the blossoms to produce plants of your choice, which you can see within range, up to 40 feet tall, and reach to a tree stump up to 30 feet long. If the stump is large enough, it can sustain up to twelve trees. You decide what kind of plants the plants produce and where they are planted. Some plants produce flowers, others produce food, and yet another produces clothing. While vines produce food, you make plant growth conditions for the vines. If you create any kind of plant that isn’t native to the grove, you plant it to raise it in line with the current climate. If the grove isn’t dedicated to your deity, the plant produces only one vegetable food item: grass or sown celery. It might also produce one vegetable-based item, if such a thing is on the tree itself. Each year, Evesdeep sprouts and grows tallow shrubs. You can also choose to create shrubs or spread them around the grove. You create one of the following effects with flying: • You create a small, vine-like plant habitat eving in a certain location. There, you can bring along with you any piece of equipment you choose that isn’t being worn by someone other than you (your choice, the creature can’t carry or carry any item). The plant can be found within 30 feet of you. The plant keeps for 1 year. In addition, your movement with creatures allows you to move up to half your speed in a straight line, albeit slowly, through the air.
Transmutation
Eve's Eye
60
Concentration, up to 1 hour
Your magic appears to be made of shadow as its surface, creating a 10-foot-radius sphere centered on an unoccupied space of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 8d8 radiant damage, and it can’t take reactions or move for 1 hour. On a successful save, it takes 1d8 radiant damage. A piece of magic that appears to be made of shadow creates a bright, transparent portal from it that lasts for the duration. A creature can use its action to enter the portal and stay in it for the duration. A creature can move through it and stay in it for the duration, but no more. A creature can’t leave the portal or use a movement action to enter another portal. You can use either portal to enter a teleportation circle extending from the spell’s area, or to enter a nearby demiplane or the Astral Wall (contained within an abjurer’s laboratory), ending the spell immediately on each of your turns.
Abjuration
Evite Animals
Self
Concentration, up to 1 minute
This spell transforms one beast of your choice that you can see within range into a celestial, fey, fiend, or a celestial of the elemental, centered on a point you choose within range that you can see. Choose a point you can see on your turn, and the target becomes a celestial of the spell. At Higher Levels. When you cast this spell, choose one additional target for each casting slot level above 2nd.
Evocation
Evite
Self
Instantaneous
You cast a long-lasting spell of 2nd level or higher. If the casting is successful, the spell ends.
Evocation
Evocate creature
Self
Concentration, up to 1 day
You attempt to locate a creature that has died or been repulsed by a harmful spell, such as an area curse or a polymorph spell. The target must succeed on a Wisdom saving throw or be affected by the spell. The target’s speed drops by 5 feet for the duration. Alternatively, you can cause the target to disappear and reapply for your turn. For the duration, the target has advantage on all saving throws, attack rolls, skill checks, and skill and object skill checks. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures affected by the target’s spell increases by two for each slot level above 1st.
Transmutation
Evocate Small beast
60
Concentration, up to 1 minute
You create or cause an invisible force field around a point within range that lasts for the duration. The field takes on a form that resembles a Large or smaller beast, and lasts for the duration. Choose one of the following effects when you cast the spell.: A force field created by the spell spreads around corners. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d8 force damage on a failed save, or half as much damage on a successful one. The field is nonmagical. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the force field increases to 1d8 for each slot level above 3rd.
Evocation
Evocate Small or smaller object
60
Concentration, up to 1 minute
You gain the ability to see and hear a single thing within range. These things can be anywhere in the room’s area. You can use your action to move a creature within 30 feet of the object to that creature’s space. The target must make a Dexterity saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is restrained in a vial of water until the spell ends. A creature restrained by the vial can make a Constitution saving throw. On a successful save, the creature is no longer restrained by the vial. A creature restrained by the object can make an Intelligence saving throw. On a failed save, the creature is no longer restrained by the object. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Evocation
120
Concentration, up to 1 hour
You create a magical element that can be used to manipulate the physical world around you. You can use your action to cause a specific area of your current or former existence to change direction, such as a door or a wall. You can create a new area of space when you reach 5th level (2 blocks away) or higher. You can also alter the way the area appears to change the way the spell functions. This spell can be used to create either a new area of space or a different one.
Abjuration
Evocation
120
Instantaneous
You attempt to cast a spell of your choice that doesn’t have a casting slot. Choose an object or an area of effect that you can see within range. You attempt to cast the spell with a nonmagical object that is 5 feet square (or less), and you can use your action to make an Intelligence (Arcana) check against your spell save DC to see if the spell targets that area of effect. An unwilling creature can use an action to attempt to cast the spell elsewhere; otherwise, the spell is cast and there is no effect. You can also attempt to cast the spell in a nonmagical location. For example, if you cast the spell in a nonmagical area, the spell can be cast in a nonmagical environment, though you must use an Intelligence (Conjuration) check against your spell save DC to hit. You can also attempt to cast the spell in an unoccupied space,
Evocation (1st)
30
Instantaneous
A spell you cast to cause a creature to become aware of you for the first time on your turn. Make an Intelligence check against your spell save DC. On a success, the spell ends. On a fail, the spell ends.
Transmutation
Evocation (1st)
60
Concentration, up to 1 minute
You create a shimmering object in a 20-foot radius around you. The object appears in a 5-foot cube centered on a point within range. The object appears in a 5-foot cube centered on that point. The object appears in a 10-foot cube centered on that point. The object appears in a 30-foot cube centered on that point. The object appears in a 30-foot cube centered on that point.
Transmutation
Evocation (1st)
Instantaneous
You cast this spell within range. You can expend a spell slot to teleport to a point within range. You teleport to the place you cast the spell from. The spell ends on a target that can see or hear you.
Transmutation
Evocation (1st-level)
60
Instantaneous
You create a portal to the Astral Plane, a destination point within range. One portal is created on each of your turns. You can use a portal to a different plane of existence, but you can't use a portal to a place other than the one you were on before you cast this spell. The portal is opened by a spell or a spell-like ability. If you cast this spell a spell slot of 5th level or higher, the portal remains open for the spell’s duration. You can use this portal to teleport yourself to any other plane of existence you choose, as long as that plane is within one of your own planes of existence.
Transmutation
Evocation (1st)
Self
Concentration, up to 1 minute
You touch a point of your choice within range, and you choose one creature you can see within range. Each creature in that area must make a Charisma saving throw. On a failed save, a creature takes 5d8 necrotic damage and is restrained at the end of its turn. On a successful save, it is no longer restrained by a creature.
Transmutation
Evocation
30
Concentration, up to 1 minute
You cause a creature within 30 feet of you to gain advantage on ability checks, saving throws, and ability checks. The target is immune to any damage or spell-like ability effect that is being used to effect the creature.
Evocation
Evocation
30
Instantaneous
You cause a thin or thin wall of lead to burst from the wall of lead to sprout a piece of lead. The wall springs in a 30-foot-radius centered on the wall to form a large wall of lead. The wall lasts for the duration. The wall lasts for the duration. For the duration, the wall stands in place. For the duration, the wall is difficult to break through walls and can’t fail. The wall extends in any direction you choose. For the duration, the wall can’t be removed by a creature or wall. For the duration, it can’t be removed by a creature. A creature can’t pass through the wall. For the duration, the wall is destroyed and can’t pass through the wall’s surface. If the wall cracks, cracks, holes, and cracks, the wall cracks, and cracks in a certain direction, the wall cracks, and the wall’s cracks don’t pass through walls. The wall blocks, blocking one creature who can pass through the wall’s wall. For the duration, the wall blocks creatures in a direction you choose and can’t pass through walls. For the duration, any creature who can pass through the wall’s openings must succeed on an Intelligence (Investigation) check against your spell save DC, being prevented by the wall. The wall blocks objects in a certain direction. For the duration, any creature who can pass through the wall’s opening can see through the wall’s openings. For the duration, any creature who can pass through the wall must succeed on a Wisdom saving throw or be affected by the wall. For the duration, any creature on the wall’s turn that creature takes 1d6 fire damage. For the duration, any creature in the wall’s turn that creature can see through the wall’s openings can see through the wall’s opening and can see through through the wall’s openings. For the duration, any creature in the wall’s turn that creature can see through the wall’s opening is unaffected by this spell. For the duration, any creature within range can see through the wall and can see through through it. For the duration, any creature in the area affected by this spell must succeed on a Wisdom saving throw, and it takes 3d6 damage. For the duration, any creature in the area affected by this spell can see through through the wall’s opening. For the duration, any creature in the area can see through the wall’s opening is unaffected by this spell. For the duration, the wall remains wall-like. For the duration, any creature that can see through the wall’s opening must succeed on a Wisdom saving throw. On a failed save, this creature takes 3d6 fire damage. The wall blocks the wall’s opening. For the duration, any creature that can see through it must succeed on a Dexterity saving throw or be affected by this spell. For the duration, any creature in the area affected by this spell must succeed on an action to move through the wall’s opening. On a successful save, it can’t move through the wall’
Evocational Flamebite
60
Concentration, up to 1 minute
You touch a creature that you can see within range. The target is stunned for 1 minute. The spell ends when the target takes 3d6 radiant damage and the spell ends.
Evocation
Evocational Flamebite
Concentration, up to 10 minutes
You cause a flame to ignite in a 30-foot radius across corners of the ground and explodes there. Each creature in the area must make a Wisdom saving throw. On a successful save, it can be destroyed. On a failed save, the target can't be affected. On a failed save, the target can’t be targeted. On a successful save, the target can succeed on a Wisdom saving throw or be frightened. On a failed save, the target must succeed on a Wisdom saving throw or be frightened. On a successful save, the target takes 3d6 radiant damage on a failed save, and the spell ends. On a successful save, the spell ends when the target’s hitches come into existence. On a failed save, the target can't be targeted by this spell. On a successful save, the target can make a Wisdom saving throw. On a failed save, the target takes 3d6 piercing damage and is unaffected.
Evocation
Evocational Ward
Concentration, up to 1 minute
A wall of stone forms in a 30-foot-radius centered on its side. Each creature in the area must succeed on a Wisdom saving throw or take 1d6 radiant damage, and the wall is broken. On a successful save, the wall can’t be broken. On a failed save, the wall can’t be broken. On a successful save, the wall can’t be broken.
Evocation
Evocational Ward
Self
Self
Concentration, up to 1 minute
You touch a wall of stone and create a new wall of stone. The wall is made in any space within range, centered on a point you can see within range. Each creature within the wall must succeed on a Dexterity saving throw or be affected by this wall. The wall can be broken. On a successful save, it can’t be broken. On a failed save, the wall is destroyed. On a successful save, the wall can’t be broken. On a successful save, the wall can’t be broken. On a failed save, the wall can’t be broken. On a failed save, the wall can’t be broken. On a successful save, the wall does nothing. On a successful save, the wall disintegrates any wall that blocks the wall from blocking other objects created by this wall. The wall can’t be broken by any other material damage. On a successful save, the wall becomes strong and protects the wall from fire damage. On a failed save, the wall protects the wall from fire damage. On a successful save, the wall becomes strong and protects the wall against fire damage. On a successful save, the wall protects the wall against fire damage. On a successful save, the wall protects the wall against fire damage. On a successful save, the wall protects the wall against fire damage. On a failed save, the wall becomes strong and protects the wall against fire damage. On a successful save, the wall protects the wall from fire damage. On a successful save, the wall protects the wall from fire damage. On a successful save, the wall disintegrates the wall. The wall protects the wall from fire damage. On a successful save, the wall becomes strong and protects against fire damage. On a successful save, the wall disintegrates the wall’s wall. On a failed save, the wall stops blocking damage. On a successful save, the wall is broken. A successful save, the wall becomes strong. On a successful save, the wall has no effect on any surface, including a wall of stone. On a successful save, the wall protects the wall from fire damage. On a successful save, the wall becomes strong and protects the wall against fire damage. On a successful save, the wall protects the wall from fire damage. On a successful save, the wall protects the wall from fire damage.
Evocation
Evocational Ward
Touch
Concentration, up to 1 minute
A green light flashes in a 30-foot-radius centered on a point you can see within range. The spell lasts for the duration. Each creature in the area must succeed on a Wisdom saving throw or be frightened. On a saving throw, the target takes no damage. On a successful save, the target takes 2d6 radiant damage on a failed save, and the spell ends on the target’s physical body. On a successful save, the target can’t be targeted. On a save, the target can’t be targeted.
Abjuration
Evocationary Bane
30
1 Round
Concentration, up to 10 minutes, you summon forth forth the spirit of a deity that has power to hear you, and that must be within range. When you cast this spell using a spell slot of 7th level or higher, the extra wave of power reaches out from you and then hits and misses, and the creature takes 1d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 4th.
Necromancy
Evocationary Word
30
Concentration, up to 1 minute
You imbue a creature you touch with a divine aura that will make you appear to another creature for the duration. Choose one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. When the spell ends, the target returns to the aura and becomes charmed by you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 year and lasts for the duration. The target can use its action to make a Wisdom saving throw against this spell. On a failed save, the target becomes charmed until the spell ends or the spell ends. A target also can use its action to make a Wisdom saving throw. On a successful save, the target also has advantage on Wisdom checks and Wisdom checks.
Divination
Evocation Aura
Self (15-minute duration)
Concentration, up to 1 hour
You imbue one willing creature you touch with the power to animate magic. The spell’s duration is 15 minutes. When you cast the spell, you can make the spell appear to be animated, but it doesn’t. You must spend 1 spell slot to animate the spell. You choose the animating element, including animate dead, animate objects, and animate dead. The animating element lasts until it is no longer animating. The spell’s duration doesn’t end if you cast it again or you dismiss it as an action. You can’t use this feature again until you finish a long rest.
Evocation
Evocation Aura
Touch
1 Hour
You touch a creature and appear in a transparent, magical state. The target must succeed on a Wisdom saving throw or take 1d6 radiant damage, and this damage increases by 1d6 for each slot level above 1st.
Divination
Evocation Aura
Touch
1 Hour
You touch a creature that you can see within range and affect it with an aura. The target takes an extra 1d6 radiant damage on each of its turns. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra damage increases by 1d6 for each slot level above 5th.
Conjuration
Evocation Casting Time 1 minute
You whisper into the ear of a creature. The target must succeed on a Wisdom saving throw or become charmed for the duration. On a failed save, the target is immune to the spell for the duration.
Transmutation
Evocation
Conjuration
Evocation
Conjuration of Invulnerability
Conjuration
Evocation
Conjuration of Poisonous Acid
Conjuration
Evocation/Dagger
Self
Concentration, up to 1 minute
A sphere of divine light erupts in a location you choose within range. You choose a point you can see from the sphere, one that is 10 feet in diameter and that is 5 feet thick—in the sphere’s area. The sphere must be large enough to contain at least one humanoid in the area. Until the spell ends, the sphere is full of bright light and dim light.
Evocation
Evocation Description
Stoneskin
Enchantment
Concentration, up to 1 minute
You manifest an invisible hand that can deal up to 1d6 psychic damage to a creature within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Evocation designate (1st)
30
Instantaneous
You designate a location in space, such as a rock or a cliff, and it appears as a point of your choice within range. Choose a spot within range that you can see within range, and it appears in the center of the spot. You can choose between four possible destinations for the chosen destination. If you are on a plane other than the chosen destination, the destination appears in the same plane as the chosen destination. For example, if you are on a plane other than the chosen destination, the destination appears in a different plane from the chosen destination. You can designate one or more of the destination points, and you can designate one or more of the destination locations.
Transmutation
Evocation, Endowments
90
Concentration, up to 1 minute
You imbue a creature that you can see within range. Until the spell ends, the target can use an action to make a Wisdom saving throw. On a failed save, the target takes 4d6 fire damage and is engulfed by the flames until the spell ends. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Evocation
Evocation Round
Concentration, up to 1 minute
You create a circle of fire in a 30-foot radius centered on a point within range. Each creature in the circle must succeed on a saving throw or be pushed up to 30 feet away. Each creature in the circle must succeed on a Wisdom saving throw or be pushed up to 30 feet away. The circle can be destroyed by any means that you choose before the spell ends. The circle can be destroyed by any means that it would appear on a surface of fire, but you must succeed on a Wisdom saving throw or be destroyed.
Evocation
Evocation Force healing
60
1 Round
Choose one of the following types of energy: a warm, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, and strong wind. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. The damage type chosen is either strong wind or strong wind. The intensity of the cold and the strong wind is moderate until the spell ends. The wind has no effect on nonmagical objects. It has no effect on nonmagical objects or objects.
Evocation
Evocation Ivy
60
Concentration, up to 1 minute
Choose one humanoid you can see within range. The target must make a Wisdom saving throw. On a failed save, it is blinded until the spell ends. On a successful save, it is no longer blinded. On a failed save, it is no longer blinded. On a successful save, the target is no longer blinded. On a failed save, the target is no longer blinded. On a successful save, the target is no longer blinded. On a failed save, the target is no more blinded. On a successful save, the target is no more blinded. On a failed save, the target is no more blinded. On a successful save, the target is no more blinded. On a failed save, the target is no more blinded. On a successful save, the target is no more blinded. On a failed save, the target is no more blinded. On a successful save, the target is no more blinded.
Evocation (longbow)
60
Instantaneous
You place a longbow drawn from a familiar weapon within range that can’t be changed by spell or other means. When a weapon is placed within range, you can issue an audible command as part of the casting. You can also issue a verbal command as a bonus action on your turn, provided that the target is within 5 feet of you.
Conjuration
Evocation of a Flame
60
Instantaneous
A flame appears that ignites in a 5-foot cube centered on a point that you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. A creature can use an action to switch to a different flame at any time. A creature can choose one of the following forms of flame: 1. A swirling, serpentine cloud of flame. 2. A swirling cloud of flames, like those of a strong wind. 3. A swirling cloud of smoke. 4. A swirling cloud of water. 5.
Evocation of Eberron
Concentration, up to 1 hour
You summon a demon from the shadows. Choose one of the following creatures of your choice that you can see within range. Each target must make an Intelligence saving throw.
Evocation of Elements
60
Concentration, up to 1 hour
You imbue a creature (usually a beast or a plant) with the power to create an intangible barrier of air, 50 feet in diameter, that lasts for the duration. The barrier is composed of a solid, opaque substance and weighs no more than 1,000 pounds. When the barrier is breached, the barrier is made of 100 percent transparent material and can be breached with a Small or Medium weapon. When the barrier is breached, the barrier is made of 50 percent transparent material and can’t be breached with a Medium weapon.
Evocation
Evocation of Etherealness
Self
1 Hour
You call forth a spirit that inhabits you and imbues you with the power to momentarily disappear and reappear in a state of immaterial remains. This spirit disappears when you cast this spell or when you use a spell slot of your choice that requires you to be within 5 feet of you when you manifest.
Evocation of Flame
90
Instantaneous
You draw flame from the Flame of Yggdrasil and throw it at a creature you can see within range. Make a ranged spell attack for the flame. On a hit, the target takes 2d4 fire damage and is blinded until the spell ends. On a failed save, the target takes 2d4 fire damage and is blinded until the spell ends. The spell ends if the target is charmed, frightened, or otherwise affected by spells or actions other than those described above.
Conjuration
Evocation of Hunger
120
Concentration, up to 1 minute
You imbue a willing creature you touch with a fear of food or water. Make the target suffer 4d8 cold damage, or half as much damage on a successful save, or half as much damage on a failed one. The cold damage can’t be increased or reduced by more than 10.
Conjuration
Evocation of Plants
Touch
Concentration, up to 1 hour
You attempt to summon plants that appear in an unoccupied space of your choice within range. You can target one plant or some other plant that you can see within range. When you cast this spell, you can specify plants that you can see within range. You can also specify plants that you can see from other places. Plants that appear in unoccupied spaces are invisible to creatures other than you. Plants that appear in unoccupied spaces are difficult to hit or miss. Plants that appear in unoccupied spaces are difficult to reach. You can target one plant that you can see within range, and it must be within 100 feet of you. The plant must be within 100 feet of you when the spell begins.
Evocation of Poisonous acid
Conjuration
Evocation of Poisonous Acid
Conjuration
Evocation of Poisonous Poisonous Acid
Conjuration
Evocation of Steed
Self
Concentration, up to 1 minute
You hurl a spear at one creature you can see within range. Make a ranged spell attack against the target. On a hit, the spell ends. It takes 7d6 piercing damage. On a hit, the spell ends. It takes 8d6 thunder damage on a failed save, or half as much damage on a successful one. A failed one. The sphere extends into the ground in a 10-footradius sphere. A failed one. The sphere is an area of 4 or lower that is difficult terrain that is no larger than 200 feet. The sphere is a 10-foot-radius sphere. It is a sphere created by a 10-foot cylinder. It can be up to 30 feet thick and is a cylinder of a 10-foot-radius sphere. It can be up to 10 feet thick and is a 10-foot-high cylinder. The sphere is an area of 4 or lower.
Evocation
Evocation of Stone
1 Round
A sphere of stone appears in the ground in a location you choose within range. The sphere must be within range. Roll 5d8 in the sphere and assign a direction to the sphere, which is the direction you chose. The sphere must be within 5 feet of each other surface in a 5-foot-radius sphere, and it can be up to 10 feet thick. The sphere moves with you, and the area of the sphere is covered by your armor. The sphere moves with you, and it lasts for the duration. When the sphere moves, the sphere moves with you. When the sphere moves, the sphere moves with you. At Higher Levels. When you cast this spell using a 6-foot-radius sphere, roll the floor of the sphere. The sphere takes on a form of a sphere, a sphere, or a lup or a quiver, in the sphere. If a sphere, or a quiver, the sphere is covered, both by the sphere. At Higher Levels. When you cast this spell using a 5-foot-radius sphere, the sphere is covered by a sphere of 2nd level or higher.
Evocation
Evocation of the dead
Concentration, up to 1 minute
You summon a dead soul to stand in a place you choose within 5 feet of the soul, for example, you summon a dead soul to cast an incense-burning incense, burning incense, or similar incense. The soul was summoned by another soul or by a soul, for example, using a soul's soul for the soul, or summoning it. When you summon the soul, you can use your actions to make a Charisma saving throw or half as much damage as the spell penalty for your soul. At Higher Levels, you can use your action to summon a dead soul to make a Charisma saving throw. If you are within 5 feet of the soul, you summon a dead soul to be carried by you. Until the spell ends, any undead in that vicinity are undead are immune to any damage or other damage or other damage or other effect. On a hit, the soul remains there for the soul until the spell ends. A dead soul or a dead soul can’t be carried by you. You can also summon a dead soul to be carried by you. You are immune to any damage or other effects that occur with a dead soul. If you are outside the soul, your soul remains there for the soul until the spell ends. On a hit, the soul has lost all its memories, and the soul is dead. The soul remains in your body for the soul. While you are in the soul and remain in a body, the soul is still alive for the soul, and is immune to any damage or other effects that occur with a dead soul. If you cast this spell a soul takes 4d8 damage from a dead soul, the soul is dead. On a hit, the soul has lost all its memories of memories of the memories that you used to describe, but it remains in the soul for the soul. You can also summon a soul to rest, which is immune to any damage or other effects that occur with a dead soul. If the soul and soul are still alive, you must use the soul to locate your soul. While you are in the soul, the soul remains in your body for the soul. When you are in the soul, you summon a soul whose soul was killed by you. If you are within the soul, you summon a soul that is alive for the soul. If you were within the soul, you summon a soul that has lost all its memories of what you used to describe, in which you can see and hear the soul for what it is. If you summon the soul, it remains, and it remains, but can’t be summoned by you, if you summon your soul is already dead. The soul is dead for the soul. You can also summon a soul within the soul. If you summon this soul, the soul—who you summon must be within the soul, or if you summon it is dead. It has lost its memories and its memories, so they can be lost for the soul while it remains in your body. You can also summon a soul within the soul. If you summon
Evocation of the Dead
Self
1 Hour
You transform a creature you can see within range into a phantom. The transformation lasts for the duration. You choose one or two of those forms: humanoid, fey, fiend, or undead. The creature must have a body and must be within 60 feet of you. You animate the creature for the duration. You can animate and benefit from any of the following animating statistics: • Tiny (20 feet), • Huge (10 feet), • Tiny (10 feet), • Deafening • Deafening This spell’s statistics are automatically modified at the DM’s option in your DM file. You can use your action to make an extra attack for each of the extra statistics modified by this spell. • Tiny (20 feet), • Huge (10 feet), • Deafening • Deafening You can use your action to mentally command the creature, telling it to attack or flight. For example, you can command the creature to ram its head against a wall, telling it to ram its fist away from its body. In either case, the creature will obey your command and will attack or flight the creature. You can command the creature to attack or flight an illusory statue, the creature’s guardian angel, if available. You can also command the creature to deliver a message. If you command an illusory statue to deliver a message, the statue will deliver it to you as if you were speaking to it
Evocation of the Dragon
90
Concentration, up to 1 hour
You manifest a dragon in your space, willing it to defend you and your companions. The target must succeed on a Constitution saving throw or become frightened. On a failed save, the target is restrained until the spell ends. You can use a bonus action to force the target to make a Constitution saving throw. On a successful save, the target
Evocation of the Four Winds
60
Concentration, up to 1 minute
A wind of unknown origin appears in the space of a 10-foot-radius sphere centered on a point you can see within range. Each creature that starts its turn in that sphere must make a Dexterity saving throw. On a successful save, a creature takes half as much damage and isn’t knocked prone. A creature that isn’t on the sphere when it appears must make a Dexterity saving throw again. On a successful save, the creature takes half as much damage and isn’t knocked prone. The sphere then travels through the space and can’t be pushed, but can’t be evaded or blocked. A creature can move through the sphere and not through it. A creature that isn’t on the sphere when it appears can’t take any actions in the area. The sphere then disappears.
Conjuration
Evocation of the Serpent
Instantaneous
You conjure up a serpent of your choice that you can see within range to attack. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage. The target takes 7d6 slashing damage on a failed save. If it drops to 0 hit points, it drops to 0 hit points if it is moving. The target can’t be more than 10 feet away from you. The creature can’t be in the area or within its area of effect. The creature can’t be within 5 feet of where you cast this spell.
Evocation
Evocation of Water Poisonous Acid
Conjuration of Water Poisonous Acid
Concentration, up to 1 minute
You transform a solid surface of metal, wood, stone, stone, or other solid surfaces in an unoccupied space you can see within range into a giant cloud of water. Each surface in the circle must be on a solid surface and is protected from poison damage. The spell also protects against the effects of any other surface effect within the circle. If you cast this spell using a surface, each surface in the circle must be within a certain area. To the extent that the area is protected from poison damage, there are no effects of the spell’s effect on any surface. If the surface is a surface, it can be destroyed by any means. The barrier protects the wall from fire damage, but the barrier can't block any other surface. An object or object that blocks the wall must make a Dexterity saving throw. On a failed save, the target takes 1d6 poison damage on a failed save, or half as much damage on a successful one. On a success, the wall protects the wall from damage. On a successful save, the
Evocation of Wind
30
1 Round
You unleash the power of wind against one creature within 5 feet of it. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. As an action, you can move the target up to 30 feet in any direction. The wind then attacks the target. The target takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The wind doesn’t disperse water.
Evocation
Evocation Round Eight-level casting
Conjuration
Evocation (see below)
Self
Concentration, up to 1 minute
You make a simple, nonmagical spellcasting choice. As a bonus action on your turn, you can move your hand up to 10 feet toward an unoccupied space you can see. The hand must be within 25 feet of you if you are moving—it must be within 50 feet of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Evocation
Self
Concentration, up to 1 hour
You create a spirit that radiates psychic energy. The spirit spreads its power throughout your space, healing you and your companions in a manner that mimics the sounds of your own conversation. The spirit disappears when you finish a long rest. Its power lasts for the duration, and it doesn’t disappear if you stop casting the spell. It disappears if you dismiss it. If you cast this spell again, the spell doesn’t disappear. The spell ends if you are dead. You can dismiss the spell by tapping the soul of the spirit, which has its own personality. If you cast the spell again, the soul disappears. If you dismiss it by means of a new spell, you can dismiss it again using this spell slot. If you dismiss it by casting a new spell, the new spell doesn’t disappear. Casting a non-removing spell on the spirit doesn’t remove it until the new spell is casted.
Evocation
Self
Concentration, up to 1 minute
A willing creature you choose that you can see within range is charmed and possessed by a creature that you can see within range. The spell’s target must succeed on a Wisdom saving throw or become charmed by the creature. Until the spell ends, you can use a bonus action to grant the creature any psychic abilities that you choose. Additionally, you can grant the creature a number of Wisdom-enhancing psychic powers equal to 2 + your Intelligence modifier. At Higher Levels. When you cast this spell using a spell slot of 5th level or
Evocation
Self
Concentration, up to 1 minute
You transform a humanoid, a humanoid, a giant humanoid, or a humanoid that can see through a barrier. The target must succeed on a Wisdom saving throw or become frightened. On a saving throw, the target takes 1d6 damage. On a saving throw, the target takes 10d6 damage on a successful one. On a success, the target takes 4d6 damage. On a successful save, the target takes 10d6 damage. On a successful save, the target can take 10d6 damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes 10d6. On a hit, the target must succeed on a Wisdom saving throw or become frightened. On a failed save, the target can’t be pushed and the target must make a Wisdom saving throw. On a successful save, the target takes 10 d6 damage. On a successful save, the target can’t move. A creature must make a Wisdom saving throw. On a failed save, the target can’t move. The target can’t move. The target can’t move. The target can’t move. The target can’t be pushed. The target can’t be pushed. The target can’t move. The target can’t move. The target can’t be pushed. The target can’t move. The target can’t move. The target can’t be pushed. This effect lasts for the duration. The casting of this spell can’t be cast by using a spell slot of 1st level or higher. At least once per day, each day, the target can’t be pushed. The spell can’t permanently hold up to the physical inspection, so long as the target’s physical inspection is normal. This effect can’t be triggered by an object or object. The trigger can’t be triggered by a object. The trigger can’t last for the duration. The spell can’t trigger a specific object. It can’t trigger a specific object. At least once a day, the target can’t trigger it. The trigger lasts for the duration. The trigger can’t be triggered by any object or object. A specific object can’t trigger a specific object. It must be destroyed. The object has no effect on it. The object has no effect on it. A creature can’t trigger a specific object. It can’t trigger a target. The target can’t trigger a specific object. The object has no effect on it. The object has no effect on it. The object has no effect on it. The object has no effect on it. The object has no influence on you. The object has no effect on it. The object has no effect on it. The object has no effect on it. The object has no effect on it. The object has no effect on it. At least once per day, the target can’t move or move. The object has no effect on it. The object can’t move. You can’t trigger any object, like a weapon or a weapon, in a certain manner. The object has no effect on it. At least once a day, when
�� 〜Evocation: Shell Shocked 1/turn 1/turn (1)
Transmutation
Evocation Spells
Self
Concentration, up to 1 hour
You create a magical portal in space that is open to anyone who can see it. An object that is within the portal can pass through the portal, and the creature that enters the portal is unaffected. You must choose one of the following conditions for the creature that enters the portal: an object is within the portal; it is moving within the portal; it is within 1 foot of the portal; any creature that enters the portal must make a Dexterity saving throw. On a failed save, a target takes the spell or effect and can’t be pushed or pulled by the portal.
Transmutation
Evocation, Stone Walk
60
Instantaneous
You step into the mind of a fiend and walk through the forest for the duration. Until the spell ends, you can use your action to make a ranged spell attack. On a hit, the target takes 1d6 necrotic damage and is pushed 10 feet away from you. If you hit a creature or a structure, the spell ends. If you hit a creature or a structure, you and the target take damage equal to 1d6 + 10 feet of damage. If you hit a creature or a structure, the spell ends. Nothing can pass through the portal in the same way as the target. You may teleport one creature you can see within range to the spot where it appeared. This spell is difficult terrain. You must be within 30 feet of the portal, and your movement is subject to the same restrictions as normal movement. Physical barriers that are made of stone or other similar material that are strong enough to protect creatures from cold damage are also difficult terrain. You can move through the portal in any direction. If you are climbing (climb a small hill or a large hill), you can move up to 30 feet up to the top of the hill. If you are on a cliff, a steep slope, or a rocky slope, you must roll a d10 and add the slope or slope slope to the total. If you are on a rock, a solid rock, or a slope, roll a d10 and add the slope or slope slope to the total. If you are on a rock, a solid rock, or a slope, roll a d8 and add the slope or slope slope to the total. You can also move up to 30 feet up to the top of any of the boulders or steep slopes, but it must be within 30 feet of the portal. You can also move
Evocation (teleport)
60
1 Hour
You teleport a distance of up to 100 feet that you can see within range. You can teleport up to 100 feet away from a creature you can see within range.
Transmutation
Evocation
Touch
10
Instantaneous
You touch one creature from the air, and the creature can appear in a 30-foot radius centered on the spot it is on. Each creature takes 4d6 cold damage on a hit, and it must succeed on a Wisdom saving throw or be restrained by the creature. The target can’t move through the air, and it must succeed on a Wisdom saving throw. On a successful save, the target must take 5d6 damage. A successful save, the target can’t be pushed. A creature must make a Wisdom saving throw. On a failed save, the creature takes 7d6 piercing damage. On a successful save, the target can succeed on a Constitution saving throw or take 10d6 piercing damage. On a successful save, the target takes 3d6 piercing damage. On a successful save, the target takes 1d6 piercing damage. On a failed save, the target takes 3d6 piercing damage, and the damage increases by 1d6 for each round that it takes before the end of each of its turns. On a successful save, the target can’t be pushed. On a failed save, the target takes 3d6 damage. On a successful save, the target can move through the air and can’t move through the air. On a failed save, the target must make a d8 and subtract the damage from the total for the duration.
Abjuration
Evocation
Touch
1 Hour
The target takes a - 1 penalty to attack rolls, saving throws, and attack rolls, and its hit points grow to match its hit points. This penalty can’t reduce the creature’s attack rolls, attack rolls, or attack rolls, but it increases its hit points by one. This penalty can’t reduce the creature’s attack rolls, attack rolls, or attack rolls, but it can’t’t’t’t’t’t’t attack. To a creature immune to this spell, the creature has disadvantage on attack rolls, and it also gains no special power over the attack roll.
Transmutation
Evocation
Touch
1 Hour
You touch one creature. The creature’s true form remains for the duration, and the target rolls a d 100 and consults its Wisdom saving throw. On a success, it frees itself from the shadows. When the creature drops to 0 hit points, the creature frees itself from the shadows.
Abjuration
Evocation
Touch
Concentration, up to 1 minute
You touch a creature’s body and imbue it with bravery. Choose one of the following effects. The effects last for 1 minute. “ the target’s true form, except the target’s true form, is reduced to a pile of fine gray gray dust. This spell can’t return a creature to a plane where it is trapped. A creature can be freed from the shadows if it is in a catale or a fortress. A creature freed from the shadows can also be restored to its home plane.
Illusion
Evocation
Touch
Concentration, up to 1 minute
You touch a creature that you can see within range and specify a location on it. A creature must make a Wisdom saving throw. On a failed save, the target is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 1st.
Divination
Evocation
Touch
Concentration, up to 1 minute
You touch a creature. When the target reaches 10th level, or the target’s Wisdom increases by 1 for the duration, you touch it with an incantation to affect the creature again. You can touch the target again when the target drops below 10th level in level. The touch makes the creature immune to all damage and has a 10 percent chance to convince the target of your presence. The magic effect ends on itself if it is killed. You can direct the target’s attention to a specific area of the target’s space (such as the target’s door) or to a location within range. The target must make a Wisdom saving throw. On a successful save, the effect ends for it. On a failed save, the target takes 10d6 fire damage. At the end of each of its turns, the target can make another saving throw. A successful save ends the effect on itself. The target remains conscious for 1 minute after this spell ends. If the target is under any stress, it can make another Wisdom saving throw. On a failed save, the spell ends.
Abjuration
Evocation
Touch
Concentration, up to 1 minute
You touch one creature’s body and imbue it with bravery. You cause the creature to carry out some service or refrain from some service, provided that the creature has been dead no longer than 10 days. This spell can’t return a creature to a plane where she is trapped. A creature must make this saving throw whenever it ends its turn in the spell’s area. You can use your action to cause this effect to return a creature to life. The target’s true form to return to life if it is killed. You can cause the creature to reappear in the service of another creature, if it is a celestial, fey, fiend, fiend, or undead, and you can’t have more than one of these creatures.
Abjuration
Evocation
Touch
Instantaneous
You touch a willing creature and the target takes 10d6 necrotic damage. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage. The spell ends if the target is charmed or frightened.
Conjuration
Evocation trues
30
Concentration, up to 6 hours
You learn the mysterious means of teleportation. You can use the spell one of the following ways. -You can use a teleportation spell of the range You use the teleport spell once you use a spell slot of 3rd level or higher -You can use one of the following teleportation spells once per short rest -You can use a teleportation spell (the effect is instantaneous) -You can use a teleportation spell (a spell slot of 2nd level or higher) once per 24 hours -You can use one of the following teleportation spells once per day for up to nine hours (at the end of each of your turns). Once used, you can send an object by way of the teleport spell to one of the different spell slots you used. For example, you can send an object to a spot on the ground that has a spell slot of 2nd level or higher and teleport it to the nearest
Evocation, up to 1 Hour
Describe
1 Hour
You point your finger at an unoccupied space within range and an area within range, then speak the spell aloud for the spell’s duration. A nonmagical object in the space you chose for that purpose falls into place within the spell’s plane of origin. It remains there until the spell ends, at which point it disappears. At the end of each of the spell’s turns, the spell can end, and you decide when the spell ends and what it can do with the current slot. (If the object is worn or carried, it disappears or reappears in the nearest unoccupied space adjacent to that item.) At the end of each of your turns, the spell can end, and you decide what action it takes or how it spends its rest. While this object is in your possession, you can move the object up to 30 feet in any direction when you take another attack. As an action, you can move the object up and down any ramp or turn or otherwise affect the object‘s movement. This movement doesn’t involve enough force to cause injuries or damage, though it can cause debilitating effects. You can attempt to move the object‘s speed up or down by pulling it up and then pulling the object up and down as you move, issuing the same commands to yourself. While this object is in your possession, you can change its appearance in any way, but not its dimensions or other properties. Until it drops to 0 hit points or when it drops to 0 hit points, the object‘s alignment is chaotic. When the spell ends, the object disappears or reappears in the nearest unoccupied space, which is determined by the game description: 1. Physical Plane, then. The object appears in a completely different plane than the one it replaces. This plane
Evoke Fear
Self
Instantaneous
You teleport a willing creature within range. The target’s head becomes a terrifying, terrifying image. You must use your action this turn to verbally communicate your horror to the target, issuing the following commands: • Fear the target. • Fear the ground. • Fear the creatures within 10 feet of your destination. • Fear the area. • Fear the creatures within 10 feet of your destination. • Fear the creatures within 10 feet of your destination. • Fear the creatures within 10 feet of your destination. • Fear the creatures within 10 feet of your destination. • Fear the creatures within 10 feet of your destination. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. The target’s intelligence and Charisma scores increase by one. The spell’s damage increases by one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Evoke Flame
10
Instantaneous
Flames race across the battlefield, shedding bright light in a 30—foot radius and dim light for an additional 30 feet for the spell’s duration. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 10d6 fire damage and is extinguished within 10 minutes. As a bonus action on each of your turns since the spell’s casting end, you can move one additional 5 feet away from the edge of the flame to a spot where it�
Evoke Large beast zombie
Instantaneous
You create a zombie-like creature that must make a Wisdom saving throw. It must be within 30 feet of you if you are wearing medium or heavy armor. The creature must also be on the move when you cast this spell. If it is already moving when you cast the spell, it must either make a Wisdom saving throw or fall prone. The target must succeed on a Wisdom saving throw or become restrained until the spell ends. The restrained target can use an action to make a Charisma check against your spell save DC. On a success, the creature’s speed drops to 0. The spell ends for that target. A restrained target can use an action to make a Wisdom’s action to hurl the creature at its target. The target takes 2d8 zombie-sized holes, and the spell ends for that target. At Higher Levels. When you cast these spells using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Transmutation
Evoking the Power of Light
Self
Concentration, up to 1 minute
You attempt to draw the Light into a spot of light within range. Any creature that starts its turn in that spot must succeed on a Wisdom saving throw or take 5d10 radiant damage and be blinded until the spell ends. The Light then fills the area until it fills the spot once more. On each of your turns after you take damage of this kind, the blinded creature can use its action to create a protective light within range for itself. If its light fills an unoccupied space within its reach and is extinguished within 30 feet of it, another protective light is created by the previous one. After extinguishing the light, each creature else in the area can use its action to create a visual representation of the creature’s injuries using an object similar to the creature‘s clothing. Until the spell ends, the image is visible when an object of an appropriate size, weight, or kind is worn or carried in the illusion.
Illusion
Evolutionary Gift
Touch
Concentration, up to 1 hour
You touch a creature that is a creature of magical power. The target must make a Dexterity saving throw. On a failed save, the target takes no damage from nonmagical damage. On a successful save, the target takes 1d10 force damage, or half it, if it is already under the effect. The spell ends early or on its next turn.
Conjuration
Evolutionary Pattern
Touch
Concentration, up to 1 minute
You touch a creature and it forms a one-way pattern of coloration and texture that lasts for the duration. The pattern is simple, but it has the ability to fill a space that you touch. For the duration, the creature is unaffected by any additional properties of the pattern that might apply to it. You can change the pattern up to three times before it can form a pattern or has any effects. You can change the pattern as you wish, but it will not automatically follow the pattern. A successful dispel magic spell ends the spell without affecting the creature‘s transformation. Each time the spell is cast, the pattern fills a 5-foot cube within range, and every day for the 1-minute spell rest periods, the creature must repeat its transformation, which ends when it returns from the spell‘ or if the illusion has expired. A creature that fails a check to see through a false pattern transformed into a true duplicate, and the creature is unable to discern the true pattern from its other appearance until the pattern has changed. When the pattern fills its space, the creature must repeat its transformation for every one hundred remaining transformed creatures. If it fails its transformation while in this form, it gains nothing. You can direct the creature‘s transformation toward a creature in its true form using either the illusion‘s illusion trigger or the creature‘s transformation. If it can‘t see through the transformation, it instead sees only the illusion and sees only itself.
Transmutation
Evolving Bell
150
Instantaneous
You shift the course of a globe in a 45—foot-radius, 30-foot-wide, 30-foot-long cylinder centered on a point you choose within range. For each creature whose hit point maximum is equal to or less than the cone’s hit point maximum, a deafened creature that hits the point with it becomes deafened for 1 minute. Additionally, the globe's speed increases by 10 feet for the duration.
Transmutation
Evolving Blade
150
Instantaneous
Flame-like force rises from the ground in a location you specify within range. The goal is to stab or parry the target, which has the following properties: • If you stab or parry the target, you change the nature of the spell for its duration, and it becomes telepathic and vulnerable to status effects for 8 hours • You blind or otherwise incapacitate the target, causing it to take 2d6 psychic damage and have deafened you for the duration of the spell. • You make a ranged spell attack against a creature within your reach. On a hit, the target takes 1d8 piercing damage. Whether you hit or miss, its speed increases by 10 feet until the spell ends. If you hit or miss the target on a subsequent turn, the spell ends. If you have no targets within reach, the spell doesn’t harm it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Evolving Bolt
33
Instantaneous
A stroke of lightning bolt erupts from a point within range. Each creature of your choice within range, whether it is attacking you or defending from you, takes 3d12 lightning damage, and it must succeed on a Strength saving throw or take 1d6 lightning damage. This spell's damage increases by 3d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Evocation
Evolving Bolt
8
Instantaneous
You weave a compact, instant-fireballed string of lightning and lightning bolts between your fingers and the ground in a 20-foot radius centered on a point you can see within range. The string remains for the duration, and you can use your action to weave it across a solid surface and into the ground you currently live in. Each creature in the area must make a Constitution saving throw; a creature takes 5d10 lightning damage on a failed save, or half as much damage on a successful one. If you use your action to create a new string, you can find your finger within the existing string and repeat the spell’s DC on it until you create a new one. If you create two or more strings, you can create up to eight bolts each; if you create four, you can create eight. The lightning bolt can be nicked through a solid surface, such as one made of brick or stone, and then repeated over and over again to cause up to three more bolts. The lightning bolt can penetrate barriers, crevasses, and similar openings, though it deals no force damage. You can use your action to create two additional bolts for each finger. If you create four bolts, you can create four more bolts for each finger. When you make your saving throw, you can use the extra bolts to create a second lightning bolt, creating two additional bolts for each finger.
Evocation
Evolving Bolt
Duration: Concentration, up to 1 minute
You create a momentary flash of light within range. Until the spell ends, the bolt emits a dazzling glint in a 20-footradius circle centered on that point. Make a ranged spell attack for the first time on a target within 60 feet of that point during the spell’s duration. On a hit, a target takes 1d10 radiant damage. If you have a ranged spell attack, the bolt deals an extra 1d6 radiant damage to you, and on each of your turns for the duration, you can use your action to deal 1d6 extra damage to a target within 60 feet of the spell’s area. During the duration, you can use your action to create a new bolt, which deal an extra 1d6 damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of bolts created increases by two for each slot level above 1st.
Evocation
Evolving Gale
300
1 minute
This spell creates swirling, flowing water in one location within range that has a 25 percent chance to draw creatures into it, up to five feet deep. The water spreads around corners, and it lasts for the duration. When one creature enters the spell’s area for the first time on a turn or starts its turn there, that creature takes 3d6 cold damage and is engulfed in flames until the spell ends. After that, the creature takes 1d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th.
Evocation
Evolving Gale
30
8 Hours
You create a 20-foot-radius sphere of churning, flowing water that remains for the duration. When the spell ends, the sphere falls to the ground, which creates a 10-foot cube with a 15-foot diameter and isahual radius. Any creature in the 20-foot-radius sphere when you cast the spell must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. A creature must also make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The spell’s area can have its distance limited to 15 feet by using the gobl�lunar movement property of the property. The spell’s area can have its instantaneous teleportation and its movement will directionally directionally around the cube. The spell ends when all its objects have been disarmed, if the creature ends its turn there and starts its turn there.
Conjuration
Evolving Gale
90
Concentration, up to 1 minute
Choose a portion of fog on the ground that you can see within range and that is up to 30 feet square within the necrotic area within range. The ground must be loose to cast this spell. Roll 6es. The ground instantly becomes fog when it drops to 8 feet in any direction from the spell’s edge. The ground’s area is heavily obscured. Any creature that moves into or passes through the fog receives a mild wind chill of 20° C. for 1 minute, or half as much damage (less than half the initial damage). The ground can’t move or explode. A minotaur or a giant bard or a fiend (if any) automatically succeeds on a Strength saving throw to dissipate the fog. A flying savant (if any) makes this saving throw from under the ground in utero. The ground can move and remain aloft, but its area is heavily obscured. It falls more slowly than fog and has a 30 percent chance per minute chance to crush a creature within 5 feet of it when you style the ground from above.
Transmutation
Evolving Gravity
60
Instantaneous
You create a 5-foot—diameter surge of negative energy in a 30-foot-radius sphere centered on a point within range. The sphere spreads around corners. Each creature in the area when you cast this spell must succeed on a Dexterity saving throw or take 2d6 lightning damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Evolving Sword
Touch
Concentration, up to 1 minute
A blade of lightning thaws and thrusts itself toward a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. switch to a different weapon or attack type
Special Weapon
Expeditious Bond
Self
Concentration, up to 8 hours
You appear in an area of bright light you can see. You can enter the area either as a creature or a creature that is friendly to you. Any creature on the surface that ends its turn there must make a Wisdom saving throw or be charmed for the spell’s duration. On a failed save, a creature is shunted within 5 feet of a creature that appears friendly to you. On a successful save, it remains charmed as long as it is within the spell’s area. The spells have no effect on creatures whose gear can’t be carried.
Transmutation
Expeditious Interaction
Touch
Instantaneous
You touch a creature, and the target gains an advantage on Dexterity saving throws and an ability to move through the air until the spell ends. The target’s movement is erratic. When the spell ends, the target can’t move or take actions until the spell ends. If the target can’t move through the air or be moved through it, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Transmutation
Expeditious RetreatSelf
1 Hour
You enter the Astralral Plane and enter the Feywild. You are on your own in the Astral Area, which is a 20-foot cube that spans space and is difficult terrain for nonmagical creatures. You are also immune to attack spells and magical damage. You can pass through objects other than the plane you originated from, though any object or creature opened or moved by you can’t be removed. You can't through the Astral Plane, though, because of its distance. You can, however, through a portal up to 300 feet, open a portal to the Astral Gate, or the Astral Pavilion. You can use only the portals you originate from. You can't directly reach or use any of the portals created by this spell. You can use the portals created by this spell to enter and remain in the Astral Plane. This spell closes all portals and stops short of ending any. You are immune to the challenge, charm, and transference effects of others spells.
Divination
Expeditious Rites
Touch
Until dispelled
This spell enables one creature entombed within an impassable square (up to 10 feet in radius) to assume a permanent place within range. Until the spell ends, creatures can be moved around the impassable square by means of ropes (up to 5 feet long, 5 feet high, and 1 foot thick) or wroughtils (up to 10 feet wide).
Transmutation
Expeditious Staggering Attack
120
Instantaneous
Attack with magic, feasting, or a bold display of physical prowess blossoms an intense urge to attack. Your next melee attack against a creature within 5 feet of you begins with
Expeditious Stair
90
1 Round
You move into a celestial temple. You must reach the top of the temple before you to cast the spell. For the temple to function as you suggest, you must first reach the top of the temple within 10 feet of it. If the temple is on the ground, you must move 10 feet, or your space is reduced to 0. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of spells you can cast for the temple increases by 5 for each slot level above 1st
Conjuration
Expeditious Weapon Attack
Self
Concentration, up to 1 minute
You create a 5-foot-radius sphere of energy on which you can move. The sphere is 30 feet long and can be up to 60 feet wide. The sphere can be up to 30 feet tall and can be up to 30 feet wide. The sphere can be used to move up to 150 feet beyond the range of the spell. The sphere can also be used to move up to 300 feet beyond the range of the spell. At the end of each of its turns, the sphere sheds light in a 30-foot radius.
Evocation
Eyebite and Purity
Self (15-foot cone)
Concentration, up to 1 minute
Purifying magic radiates from you in an aura with a 15-foot radius. Each creature in the aura must make a Constitution saving throw at the start of your next turn. A creature takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. In addition, for each creature killed by this spell within the aura, at the end of each of its turns you can repeat the saving throw. The spell has no effect on you if its level is less than or equal to the level at which it appears.
Evocation
Eyeboot
Self
Concentration, up to 1 minute
For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns before the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. the second’s slot. If you target one additional creature for each slot level above 1st, you can’t target any more creatures than once you have been moved to a new spot. Once you move to a new spot, you can make a new attack, pass, or make a spell attack with that creature. The creatures you’re affected by are unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures you’re affected by are unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 2nd. The creatures are also unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures affected by the eyebite effect increases by two for each slot level
Eyeless Pact
Self
Instantaneous
You whisper a single message to a creature that receives the message. If the target is a creature, you influence whether it hears or sees the message. Either the message is intelligible to the creature (no matter what you perceive it to be), as if it were a creature, or it is a message that can be uttered only when specifically directed at you. If the target is willing and able to move, you command it to do so. If you don’t command it, the spell ends. While you instruct the message, the target has advantage on attack rolls against you and gains no memory of time spent undead. You can also specify conditions that will trigger a prompt for the message before the spell ends. The conditions can be as specific or as elaborate as you choose, but the DM must agree that each condition is met in all of its particulars. Creatures are affected particularly hard by the conditionality of the message. For example, a creature that can perceive illusions can see through the barrier at the target’s space. A creature partially obscured by the barrier can see the light of day through the illusion. A creature partially obscured by the barrier Can’t see the light of day can’t see the light of silver.
Illusion
Eyes closed and wards
120
Concentration, up to 1 hour
All creatures of your choice within range are blinded until the spell ends. When a creature’s eyes are closed and an invisible barrier of light that extends for══60 feet strikes at that creature, creating a blindness effect that lasts for the duration. A creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one. A creature blinded by this spell makes another Constitution saving throw at the end of its turn. On a successful save, the blindness ends.
Transmutation
Eyesight
Touch
1 Hour
You touch a creature within range, and it senses you. Until the spell ends, the target can see through the darkness until the end of your next turn. If the target moves while this spell is active, it takes an extra 1d10 bludgeoning damage.
Conjuration
Eyes of Death
60
Instantaneous
You exhale a poisonous gas that ignites bright, piercing gas. Choose one of the following poison effects: • At 1st level, you must use your action
Eyes of Enervation
Touch
Concentration, up to 1 minute
You open a gateway to an extradimensional dimension beyond the Ethereal Plane, where you and all creatures that you can see within range are seen in the image. The image appears in your hands and w ho ho you move at half the speed of light. Additionally, creatures that you can see within range are blind until the spell ends or take 2d6 damage from the image. You can use your action to close
Eyes of Enfeeblement
60
Concentration, up to 1 minute
Your hand or another object within range and around which you can hear is temporarily blinded. Nothing happens, except for a sound that you can make yourself and anyone else within 5 feet of you aware of. This spell has no effect on undead or constructs. An undead creature can choose to be deafened or blind, or the spell can have no effect on them. The spell can have no higher level effects on its target. A blind object uses its own statistics as its type, and the spell only affects creatures with a Intelligence score of 2 or higher. A creature that uses its action to see through the blind object can choose whether to make a Wisdom saving throw or roll a Wisdom saving throw with advantage. A creature automatically succeeds on the saving throw if it is blinded by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Transmutation
Eyes of Eos
30
Instantaneous
You emit a faint, magical light that appears in an area you can see within range. The color of the light can be bright, neutral, or violet. The light lasts for 10 minutes, and it can’t be changed. You can change the color of the light at any time. You can also change the color of the light in the area. If you change the color of the light in the area, you must use a different light for each light that you change. You can change the color of the light in any of its four locations. You can also change the color of the light in any of its four locations. The spell’s effect ends when you leave the area. At any time before returning to your home plane, you can use your movement to direct all light in the area toward a point you can see within range.
Conjuration
Eyes of Hope
60
Self (60-foot-radius sphere)
You create a luminous, swirling mass of glowing light within range. Until the spell ends, the sphere glows in a dazzling display of colors and shapes. Each creature in a 30-foot-radius sphere centered on a point within range must make a Wisdom saving throw. On a failed save, a creature takes 1d8 radiant damage and 1d8 radiant damage on a failed save, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Eyes of Protection
Self
Concentration, up to 1 minute
You assume a magical vision that illuminates creatures of your choice that you can see within range. Each creature in a 40 foot radius around you must make a Wisdom saving throw. A creature takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. This spell is permanent. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Enchantment
Eyes of the Dead
120
Concentration, up to 10 minutes
You create a luminous, translucent, and glowing sphere of dark energy that lasts for the duration. You can designate which lights you are casting and what conditions you are in. You can designate which creatures you are targeting, and which creatures you want to target with the spell. The sphere radiates a dim light in a 100-foot radius centered on a point within range. The sphere can be opaque or translucent, and creatures that have a natural skin color (such as elves and elves of the game) can have their skin color changed to match the spell. The sphere is difficult terrain, and creatures with flying creatures must make a Constitution saving throw each time they take the
Eyes of the Dead
60
Concentration, up to 1 minute
You conjure up a nonmagical ghostly figure with a spectral, ghostly, or fiendish appearance that hovers in the air for the duration. The creature appears in an unoccupied space that you can see within range and is friendly to you. The creature takes 5 d10 radiant damage when it drops to 0 hit points. If
Eyes of the Dead
Self
6 Hours
A large, light-hearted, wavy creature with a simple mouth and mouthpiece protrudes out of darkness in a 5-foot cube and is covered by what appears to be a thick cloth. The creature appears alive when it moves. One creature of your choice that isn't charmed by you must succeed on a Wisdom saving throw or take 8d6 necrotic damage on a failed save, or half as much damage on a successful one. A small, unoccupied space is occupied by its head, eyes, ears, and tongue. The space is made of darkness, but the creature isn’t in it. The space is made of fog, and it can’t be seen, though it can hear you. When the space is fully occupied, the creature and its body are merged into one, except for one organ, the head. The body of the creature is free, and it can’t be killed, or the head disappears. A light is emitted at random from a space you can see, such as a candle or a candlepipe, and it doesn’t need to be visible. The space contains some creature or plant, and it contains a flower, which produces the first flower in the space. The space is free for that creature or plant to see. The creature is buried alive when the space is occupied. It doesn’t know if a creature is already dead, or what creature is next to it. A small statue is on the ground. It stands as an action and is of non-magical material. A petrified body that isn’t a skeletal skeleton or an undead corpse is moved to’t contain the corpse’s body, and it must also be carried by a creature of the opposite type. Any creature that isn’t a living corpse, such as a plant or a humanoid, can’t be moved to a spot of your choice within 300 feet of it. A creature cannot be charmed or frightened during this move. A creature’s senses and memories can be temporarily restored by spells, effects, or effects that trigger its senses. A creature’s eyes have a 24-foot-radius sphere centered on it that can't be affected by nonmagical eyesight. A creature can see and hear invisible light that enters it at night. A target can’t be blinded, deafened, or otherwise charmed because of its senses. A creature that can understand hearsay or can recall images can understand speech and write. A creature has advantage on Intelligence and Wisdom checks to hear and understand the words and statistics of people. A creature’s senses or memories can take advantage of your spellcasting ability if you cast the spell. A creature’s Wisdom score must be at least 4 or lower. A creature’s reaction to being frightened must be at least 1, or it takes 10d8 poison damage. If you cast this spell multiple times, each successful one deals 10 extra damage.
Transmutation
Eyes of the Dead
Touch
10, 20
A small humanoid humanoid or an object that resembles a small statue (usually one wearing a headdress and a headdress of the sort usually worn
Eyes of the Grasp
Touch
Self
Concentration, up to 1 hour
You utter a halo which can be conjured up within an unoccupied space of your choice that you touch. The halo appears to float in the air, wreathed in glowing energy with a faint yellow glow and at the top. The sphere is opaque and is opaque to harmful or otherwise harmful light. Moving through the sphere increases the light intensity and might brighten it. Once you touch it, you can move it as a bonus action and see it for the rest of your turn. If you cast this spell once, every time you end your turn there, you can end it both ways. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the range increases to 30 feet. For example, you can cast it once on a target whose Intelligence is 11 or less, and once on a target who is under the influence of a harmful influence spell. E.g., if you attempt to cast the spell at the top of a tower, the spell fails. If you attempt to cast it as a spell within the spell slot of the same slot you use, the spell fails. If you attempt to bind a creature within an unoccupied space of your choice within the same space, the spell fails and the creature awakens or is restrained, if it is unconscious or asleep.
Enchantment
Eyes of the Moon
1 Hour
You make magical vision dim and ghostly, with a ghostly blue light leaking out into the air. For the duration, any creature within 30 feet of you sees a celestial, an elemental, an an invisible creature or an invisible object hovering in the air centered on an exact location on the ground or a small part of the sky above you—up to 40 feet away—as if it were within range. A celestial in this way senses danger, especially if it is within 30 feet of you. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. The celestial can attack, pass, crawl, fly, shower, and so forth. As a bonus action on each of your turns, you can mentally command any creature you make with this knowledge in place of your normal spellcasting. You decide the direction of the celestial, its speed, and the direction of its movement so that it can pass safely behind cover, up or behind trees or other buildings. You can also specify conditions that would cause the celestial to fly in a direction you choose, such as up or behind a door. While the celestial is in this condition, you have the ability to mentally command other creatures you might command (such as “attack the dumbbell’ or “bear “a message’), which would automatically trigger such a command if you cast this spell again. You can’t have more than one celestial’s command executed at a time. When you cast the spell, and as part of preparing it, you make the creature’s eyes and clothing blind. It can use its action to make a Wisdom (Perception) check against your spell save DC. If it succeeds, you can command the creature to do anything in accordance with your command, such as lead the creature to a safe location and then show its hands when it needs it most. If it fails, you can ask it to do whatever you direct it to do, according to your instructions. If you command the creature to do anything in response to your verbal commands, it can do so in secret, and you decide how it should be led. If you command the creature to do something in response to your verbal commands, it can do so in secret, and you decide how it should be led. If you direct the creature to do something in response to a command you have specified before, the creature can do so again and so on. A creature that uses its action to speak a command must first discern the command as musical, musical, or dramatic, and then make a Charisma saving throw. (You can make the spell yours only once before you cast it again.) You make the command sound hollow and hollow; the creature must be buried under thick and bitter silence to hear it. The creature remains silent for 1 minute straight on each of your turns, if you prefer. You can’t affect the creature’s movement, attack, healing, divination, divination spell, ability, or an ability of another creature.
Divination
Eyes of the Primal Beast
120
Concentration, up to 1 hour
You create dim light, light, and darkness within range that lasts for the duration. You can illuminate flammable objects in the area within 30 feet and dim light and darkvision to up to 120 feet. Moreover, up to six creatures of your choice that you can see within 30 feet of you have tremorsense worn to it. This ability replaces tremorsense, or you can make another tremorsense spell with a concentration of 11th-level spells.
Transmutation
Eyes of the Seven Elements
Self
1 Hour
This spell awakens the senses in up to ten willing creatures of your choice, and the creatures can speak the languages of one of the elements you choose (such as fire, earth, or water) as part of its spellcasting. Until the spell ends, these creatures, along with any created by another spell, understand the concepts of the Nine Elemental Divinities, each of which has a different visual and audible component. You can designate any of the elements that might be associated with a certain visual element, such as rakshasa or a celestial element, and each beast in the group can make an Intelligence saving throw against this spell’s damage reduction spell.
Evocation
Eyes of the Storm
Self (30-foot radius)
120
Concentration, up to 1 minute
You create the misty gloom inlaid on the ground or in planks that surround an area whose w eres is a 30 foot cube. The gloom lasts for the duration or until you dismiss it as an action. If the gloom surrounds a structure or a creature, you animate or otherwise damage that structure or creature, and you create the mist, either by moving an object or by moving only a small area within 60 feet of it, that is composed of the following visual elements: fire, earth, water, poisonous plants, mist, and wind.
Divination
Eyes Of Truth
8
Until dispelled
This spell can give the unwilling one a sense of reality, allowing the creature to understand the true extent of its surroundings. For the duration, bright light has a range of 100 feet and discernment of secret doors and windows at night, a veil of vapors covering an area of ground up to 100 feet thick, and strong light that leads to dim light sources 100 feet in any direction.
Transmutation
Eyes of Vyse
120
Concentration, up to 1 hour
You can fill two 1/2-foot glass orbs on the ground with a faint blue glow to appear in places as small as a hallway or an undercarriage. The orbs, which appear dimly, turn a single creature of Medium size or smaller within 60 feet of the orb into diseased and becomes diseased for 1 hour. The orb also disappears when the creature reaches the upper left corner, allowing an
Eyes on a Creature
Self
Concentration, up to 1 minute
Each creature of your choice within range, either as a bonus action on each of your turns or as a bonus action on subsequent turns, emits bright light in a 5-foot radius and dim light for an additional 5 feet for that turn. The light spreads around corners and reaches for up to 20 vehicles. If you target a specific creature, it must succeed on a DC 15 Constitution saving throw or take 6d6 radiant damage, or half as much damage on a failed save. On subsequent turns, it can use its action to create dim bright light in the same location as a d20 of 4 or under, or to create dim light in a 5-foot radius and have its light shimmering light for 1 minute. If you target an object weighing up to 1,000 pounds, it emits a bright light that conceals its presence for 1 minute. It emits this light as part of the action it takes while disguised as a creature in order to conceal its presence.
Conjuration
Eyewitness Bond
Touch
8 Hours
For the spell’s duration, you touch a creature and can make a DC 20 Wisdom (Insight) check. On a successful check, you neutralize the effect of the spell on the target. The spell lasts for the duration or until the target drops to 0 hit points or dies.
Enchantment
Eyewitness Volley
Touch
Instantaneous
You up to deliver a cryptic message to a creature that you can see within range. If the target can’t be charmed, frightened, or possessed by a hostile creature, the spell fails. If the target
Ezekiel
Touch
1 minute
You touch a creature. The creature’s soul is one point and imbued with terrors of the mind. The target’s current hit points and current hit points are all halved, and it is possible for the target’s next attack to miss. It can’t attack or cast spells. The target’s gear melds into the new form. The target can’t activate or use any of its equipment.
Transmutation
Fabricate target
Self
Instantaneous
Breat
Falling Blade
30
Concentration, up to 1 minute
You choose one nonmagical weapon that you can see and that has a range of touch or range of touch 10 feet. The weapon must be at least 5 feet away from you. The weapon must have the same level as the target. At the start of each of its turns, if the weapon strikes a creature that can see it, a shortening of the weapon's damage roll (10 feet) causes the weapon to deal an extra 10 percent of the weapon's damage to the target.
Conjuration
Falling Blade
Instantaneous
You point at a creature that is within range and point at its head. That creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 slashing damage. On a successful save, the creature takes half as much damage. At the end of each of its turns, the target can make another saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Falling Blade
Touch
1 Hour
You touch a creature and grant it a power no other creature can possess. For the duration, the creature is restrained and able to move, but it can’t attack or take any action that would normally move it. The target then regains all of its hit points. If the target takes any damage, that damage is reduced to zero.
Divination
Falling from the sky
Self
1 Hour
You gain the ability to fall to the earth in a random direction. Choose a point on the ground that you can see within range. The ground in that area is difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within line of sight to cast the spell.
Transmutation
Falling Sword
Self (30-foot cone)
Instantaneous
Your sword strikes down biting enemies you choose within 30 feet of you. Each creature takes 3d6 piercing damage for the first time on a turn or end round. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
falls 1 minute
A magical force of the same size or larger than the creature you choose creates its own thoughts. The force is centered on the creature. The force is centered on the creature. The force is centered on the creature and it is centered on it with a spot of the casting. The force is centered on the creature and it appears in a spot within the range. The force can be discernible by the casting, and it can be heard by the casting. The force is centered on the creature and it appears in a spot within the radius of the casting, and it takes no action on its action. The force takes effect from the casting. The force is centered on the creature and it appears in a spot within the radius of the casting. The force is centered on the creature, and its movements can be discern by the spells. The force can be discern from the casting. The force is centered on the creature and it appears in a spot within the radius of the casting. The force can be discern from the casting. At Higher Levels. A force of the same size or larger than the force can be discerning from the casting. The force ends with this effect on the creature and its movements are audible by the spell.
Conjurement
False Appearance
120
Instantaneous
You appear to the nearest creature of your choice that has reached the age of the last known form of your choice. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. At the end of that time period, the target gains a +2 bonus to its Wisdom ability score and can use Wisdom (Perception) checks and ability checks as normal. It also gains a number of insight questions equal to 2 + your spellcasting ability modifier. If you cast this spell multiple times, you can have up to 10 of its answers appear in your mind for the duration. Once chosen, the chosen question becomes a question for the duration. The question can't appear again in the mind of the chosen creature.
Abjuration
False Channel
60
Concentration, up to 1 hour
Eight layers of yellow-white fog appear in the spell’s area while it remains within range. Each layer of darkness can be dispersed around corners. While enclosed by the fog, a creature can’t move while frightened. Each layer of fog spreads around corners. The fog lasts for the spell’s duration, but can be closed. A creature can be stunned by the fog, but only after the creature has cleared its mind and is no longer frightened of its surroundings.
Enchantment
False Life 150
Instantaneous
You send a creature that you can see within range to have five tentacles that are 5 feet long and 5 inches wide. Each of those tentacles must remain closed for the duration. The creature can’t be moved if it escapes the confines of the snare. Each target remains suspended in the air while you cast the spell. On each of your turns thereafter, you can move each target so that it remains suspended in the air for the duration. Your action and the target have no immediate effect. After one day, you can dismiss such an action and the tentacles return to their unoccupied, unoccupied bases.
Conjuration
False Life Sphere
Self (10-foot radius)
Concentration, up to 1 minute
A 5-foot-diameter sphere of green energy appears in an unoccupied space of your choice that you can see within range. The sphere spreads around corners. A creature takes 8d6 poison damage when it enters the sphere for the first time on a turn or starts its turn there. The sphere is immobile and doesn’t contain its own material component. A 5-foot cube of this green energy appears in an unoccupied space within 10 feet of the target. A creature can move through the cube using its speed equal to your spellcasting ability modifier. If the cube includes more than one creature, it is divided as many creatures among them as you can travel to, with each creature having its own share of travel.
Conjuration
False Repose
Self (100-foot cone)
1 minute
A cylinder of dark energy fills the space created by a Curse spell cast within range. It lasts until the spell ends, at which point you can return the cylinder to its base of effect and try again. Each time you return to the cylinder, it sheds dim light in a 20-foot radius and fills the space of the previous time it took to create the curse. It sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell doesn’t destroy the cylinder, but it fills it with darkness. If the cylinder is moved more than once and the spell ends for any reason, it disappears. Whenever you cast this spell, you can create two additional curses on the cylinder. You can create one curse at a time, making a noncurse version of the spell permanent. When a curse is created, each curse affecting a different creature in its area functions as if created by the spell. The target can't be charmed. When the target becomes incapacitated, it can use an action to make a Charisma saving throw. It takes 2d10 poison damage on a failed save, or half as much damage on a successful one. An unconscious creature is unaffected while affected by the spells. (Deleted Scenes, and Spells forummies) When you cast the curses, you can adjust any other possible damage so that the damage increases by 1dlO when you hit with your unarmed strike. The effect lasts for the spell’s duration, unless you reduce the damage by 1dlO. If you reduce the damage by 0 and the spell ends as an action, the spell ends for that creature, at your choice. While the target is affected by any of the curses, it can make or break any of the curses you cast as a bonus action, and doesn’t take any actions when the spell ends. An unwilling target regains all expended uses of its action to use its reaction as an action. In combat. You can attack, attack out of opportunity, and throw ranged weapons with a slam attack bonus. If you damage a target, it takes an extra 2d10 fire damage when you hit it with a slam attack. When the spell ends, you can use your action to move it up to 20 feet to the left or to the right as a bonus action. If you move more than 20 feet in any direction, the target sinks into the ground when it does so.
Enchantment
False Resurrection
Instantaneous
You cast a spell that places a 5-foot-square altar on the ground, and then a 20-foot-square altar in the air. You can make the altar appear as a single 5-foot cube, up to 60 feet in diameter, of any shape you choose. The altar remains until the spell ends, at which point the altar moves to a different location in the space it occupied before. Casting this spell again creates the same effect. Once a year, a charmer can make an altar up to 100 feet in diameter. The altar remains for 10 days, and then it disappears. You can use a bonus action to dismiss the spell.
Conjuration
False Sight
Self
Concentration, up to 10 minutes
You summon a phantom, a creature that looks exactly like the one you’ve seen, and that is within range. The phantom appears in a 20-foot radius, and the spell ends. The phantom disappears when the spell ends. The phantom disappears
Familiar noise
Concentration, up to 10 minutes
You touch or touch an animal that you can see; it emits a snare of screeching noise or a huff of your choosing, at a speed of 10 feet. Each creature in a 10-foot-radius sphere centered on the creature must make a Constitution saving throw or be knocked prone. You take 10d6 thunder damage on a failed save, or half as much damage on a successful one. You also gain 20 extra hp of damage from the snare.
Illusion
Familiar Strike
Self
Concentration, up to 10 minutes
You attempt to strike a familiar. You can target one creature you can see within range. The target must be within 5 feet of you. It must have a familiar of at least 3rd level or lower. The familiar must be willing, familiar with the target, and willing to fight against it for the duration of the spell. If the familiar is hostile toward you, you can use your action to attempt to strike it, and the target takes 3d8 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Necromancy
Fanged Device
Touch
Concentration’Era of Energy
1 Hour
You touch a willing creature to imbue it with the power to create either fireworks or giant boulders or even propel them up and down at will. The creature can move through the air or simply fall to the ground if you are within 10 feet of it. Any falling creature is considered solid until broken, and it is incapable of moving or even sustaining normal movement. The spell fails if you use Strength, another spell of 3rd level or lower, or another spell of your choice that targets only you.
Transmutation
Fanged weapon
60
Concentration, up to 1 minute
Choose a creature within range where your melee weapon (your choice) would normally be. Until the spell ends, the weapon becomes a ranged weapon with a +1 bonus to attack rolls and damage rolls. It has a maximum range of 60 feet and a range of 28 feet. If you cast this spell without first preparing a normal action, it deals an extra 1d6 bludgeoning damage to any creature within its reach when it enters the spell’s area for the first time on a turn or starts its turn there. If you cast this spell while you are incapacitated and instead create a new ranged weapon from an affected weapon that is no longer in use, the new weapon deals an extra 1d6 bludgeoning damage to the same creature.
Conjuration
Fanged weapon
90
24 Hours
You point a ranged weapon—a melee weapon—at a creature on the ground within range. Make a melee spell attack against the target. On a hit, the target takes 4d8 piercing damage. On a miss, the weapon deals an extra 2d8 piercing damage to the same creature.
Conjuration
Fanged weapon
Touch
24 hours
You touch an object and give it a +2 bonus to attack rolls, saving throws, and attack–craft checks. The object then becomes a simple melee weapon with a 5-foot range. The weapon can hit with a tipped or extended weapon plow, as manufactured by the dragon, by using a bonus action, and by using the same bonus action it took on, if any. The weapon can't deal damage in a single melee attack. It deals two daggers' worth of slashing damage with each melee attack. If you hit a creature with a nonmagical weapon attack through its body or one of its limbs, the weapon's damage increases by 1d4, and the weapon is immediately disarmed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases by 2d6, and the number of daggers' worth of damage increases by 1d6, for each slot level above 3rd.
Transmutation
Fanged weapon
Touch
Instantaneous
You gain the ability to crush a creature that you can see within range and reshape into a muscled beast for the duration. The creature is strong enough to heavily damage targets, and it uses Strength to its advantage. The first time you hit with a weapon attack before the spell ends, the creature suffers a damage roll of 10 or less, and the creature is hurled 10 feet away from you in a random direction.
Transmutation
Fang of Death
10
Instantaneous
You call together the spirits from across time to create one of the following effects within range: • Each creature within 10 feet of a point of your choice within range takes 2d8 necrotic damage, and it can’t use tools or attun it to a creature for 2d8 days. • You instantaneously cause the death of an unwilling creature, similar to the death penalty, on which you base your spellcasting choice. • Each humanoid that is nonliving under the spell takes 1d8 necrotic damage, and it can’t regain hit points. • There is a 1/4 chance per round that a corpse discovered by a spell finder ends its useful life.
Necromancy
Fang of Death
30
Concentration, up to 1 minute
A flying, fey beast of destruction appears in a spot you choose within range. Choose one creature within range. The beast must make a Dexterity saving throw. On a failed save,
Fangs
120
Concentration, up to 1 hour
You create a thick, black, thorny, thorn-like substance that can be used for a number of rounds equal to 1/2 the spell’s level. Any creature that ends its turn within 10 feet of you must succeed on a Strength saving throw or become frightened. If you cast this spell again for the first time on a creature, the spell lasts until it is destroyed or it gains no benefit from the spell.
Conjuration
Fangs
150
1 Hour
A burst of raging flames appears in your hand and ignites anything it strikes. Choose one creature within range where flames erupt. You can shape the flame so that it flares when it strikes a creature, which makes it vulnerable to fire damage. A scorcher creature can see through the flare, but it has disadvantage on Dexterity checks and can't reach out to extinguish it, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The flaring flame damages any creature within 5 feet of it. It spreads around corners, and the radius is gradually reduced by 5 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Evocation
Fangs
30
Concentration, up to 1 minute
A biting, claws-toothed beast emerges from the jaws of a hungry beast or small abominable creature. You make the beast have AC 20 and 30 hit points, and it makes a bite
Fangs
30
Concentration, up to 1 minute
The next time you hit a creature with a unarmed strike during the spell’s duration, add your extra lightning damage to the attack. The extra damage can’t reduce the target’s damage by more than 10, and it has disadvantage on attack rolls and ability checks. Finally, the target must make a Dexterity saving throw. The first time each turn it takes damage of the target's choice, the first time each turn it loses. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases to 1 extra damage.
Evocation
Fangs
30
Concentration, up to 1 minute
You and up to eight willing creatures within range attempt to use a bonus action to make a melee attack against a creature within range. On a hit, the target takes 4d8 piercing damage, and it takes 2d8 slashing damage. The attack gains the benefits of both its base attack bonus and its ability score enhancement bonus. When the target takes damage, it can make a Constitution saving throw, ending the effect on itself on a success. Otherwise, the attack takes a ’d6 ’ Strength check, and the creature takes 4d6 slashing damage on a successful save, or half as much damage on a failure. The target’s Strength is its Constitution modifier. If it drops to 2 or less hit points, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Fangs
30
Concentration, up to 1 minute
You create a poisonous, deadly fangs that hurl into the air and then strike the target. Make a ranged spell attack against one creature within 5 feet of the target. On a hit, the target takes 1d10 poison damage. If the target is not poisoned before the spell ends, the target regains 1d10 poison damage at the start of your next turn. The poison damage can’t reduce the target’s hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Fangs
60
Concentration, up to 1 hour
Choose a creature that you can see within range. You choose one of the following effects when you cast this spell, which creates a miasma that appears on the target's head, as it wakens it in the event that you or your companions die. The effect lasts for the duration or until the target wakes up and can use an action to make a Constitution saving throw. On a successful save, the spell ends. If you cast this spell again, the miasma gradually fades, leaving behind a faint shimmering light in the area. If you cast this spell again, the miasma has no effect. It instead sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A t Higher Levels. When you cast this spell using a spell slot of
Fangs
60
Concentration, up to 1 minute
A churning, teeth-rimmed pit bull appears in an unoccupied space of your choice within range. The pit can be a circular or rounded room, as large or smaller enough to be equipped with a truncheon or similar weapon. The pit can hold as many as 50 pounds. The pit’s surface area is lightly obscured. The pit’s saliva and blood are clean and mouth-watering. The pit is odorless and odorless. The pit has a diameter of 200 feet and a height of 30 feet. The pit can be destroyed or hidden away but not passed or moved by. The pit has a 10-foot radius and an area around it that is heavily obscured. The pit’s saliva and blood are clean and mouth-watering. The pit has a diameter of 200 feet and a height of 30 feet. The pit has a diameter and a area around it that is heavily obscured. The pit has a diameter and a area around it that is heavily obscured. The smoke created by the pit can be seen from a distance of 60 feet up to 500 feet. The vapors are intense and fill a 20-foot-radius sphere centered on the pit area with darkness for 10 minutes. A 5-foot diameter sphere centered on a pit or similar solid body of water is created. The sphere is heavily obscured. The vapors can be heard from the outside
Fangs
60
Concentration, up to 1 minute
A quivering creature that has never wracked its stomach for hours is cured of all its normal effects. The first time each day for a month that a quivering creature completes a long rest, the creature can use its action to use its muscles to move it up and down in a straight line toward its food. Once it reaches its destination on a contiguous leg, the creature hovers in the air for the duration. Creatures that are neither stunned nor knocked unconscious during the spell’s duration fall into this category. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Abjuration
Fangs
60
Concentration, up to 1 minute
You make a pair of powerful, poisonous claws on four creatures of your choice within range and then make the attack roll using the same weapon or spell’s attack roll. Both creatures take 3d8 poison damage. The creature must make a Constitution saving throw, taking 4d10 poison damage on a failed save, or half as much damage on a successful one. The creature is immune to poison and have their poison resistance one line. The creature can breathe underwater, and if the creature is below 40 feet underwater, it can respire up to four gallons per hour of air. The creature also counts as immune to all damage effects. On a successful save, it is immune to poison and can’t use a gas mask or any other nonhazardous means to breathe underwater or to create a pool of acid in its area.
Transmutation
Fangs
90
Concentration, up to 1 hour
A churning pit of teeth, twisted and twisted by nature, appears on a creature’s surface within range. The churning pit is an open pit with two mouths on either side. Each creature in the mouth must make a Strength saving throw. A creature takes 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The pit’s mouth is 1 foot in diameter and has a diameter of 6 inches. The mouth can be extended 5 feet to a height of 2 feet. The mouth is a labyrinthine environment, and creatures within can’t pass through it. Any creature that enters the mouth must make a Strength saving throw. They succeed immediately, and the mouth moves on its own accord until the spell ends. On each of its turns, a creature must make a saving throw against the pit’s spell of choice when it enters the mouth. A creature can take the saving throw against the pit’s creature spell, using its reaction. When the spell ends, the pit erupts with gout. Each creature in the pit must make a Constitution saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The pit’s mouth is up to 10 feet long and 5 feet wide. A creature that enters the mouth attempts to swim away from the mouth by making a Strength or Dexterity Swim check against your spell save DC. When a creature enters the mouth for the first time on a turn or starts its turn there, it must make a successful Constitution saving throw against poison. That creature takes 1d6 poison damage on a failed save, or half as much damage on a successful one. A creature that starts its turn in the pit’s mouth and is swimming must make an Intelligence saving throw. On a failed save, the creature takes 6d6 poison damage, or half as much damage on a successful one.
Conjuration
Fangs
Self (60-foot line)
Concentration, up to 1 minute
Choose one creature you can see within range. A raging dragon of challenge rating 4/4—5 (natural armor rating 3) hit point or smaller becomes enraged. For the entire line of fire—its area is firm, protecting it against ranged attacks and thrown objects—attackers can make a Dexterity saving throw. On a failed save, the creature’s weapon is drawn and it becomes enraged for the duration. Thus even an illogical creature with strong magic can’t achieve the rage that a dragon of challenge rating 3 would demand from its wielder. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th.
Evocation
Fangs
Touch
1 Hour
This spell creates a poisonous, biting appendage within range that hinders your normal attacks, effects, and cures qualities. An unwilling target must make a Constitution saving throw. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A creature that fails the save must succeed on a Constitution saving throw or become paralyzed for the spell’s duration. A creature that succeeds on its saving throw is affected by this spell. A creature that succeeds on its saving throw is no longer charmed by you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional appendage for each slot level above 1st.
Necromancy
Fangs
Touch
1 Hour
You touch a creature and create different effects within it. At any time for the duration of the spell, you can make a ranged bite attack. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Transmutation
Fangs
Touch
1 Hour
You touch a willing creature. For the duration, and without regard to its size, the creature has a +5 bonus to all attack rolls, ability checks, and saving throws. Additionally, the spell allows the target to speak any spoken language that it can hear, even if it doesn’t speak any foreign tongue.
Abjuration
Fangs
Touch
1 minute
You touch a beast and create a raging bonfire that explodes in flame, causing flaming damage in each of its turns. Each creature that starts its turn on a line of fire 30 feet away from you must make a Constitution saving throw. On a failed save, it ignites the flame, which ignites any flammable objects it moves with it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Fangs
Touch
24 hours
As part of the action used to cast this spell, you must touch a willing creature before the spell ends to stimulate the growth of a feral beast. The affected creature must succeed on a Wisdom saving throw or be frightened for the whole duration. The spell ends if the creature is ever outside the spell’s reach or if it w ill attack you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Conjuration
Fangs
Touch
24 Hours
You touch a creature. It makes a melee spell attack against one creature of your choice within the rage range. If you hit the target, its speed is tripled, and it has resistance to one damage type of your choice. For the duration of the spell, that creature has resistance to one damage type of your choice, and it has immunity to one damage type of your choice. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Fangs
Touch
8 Hours
You touch one willing creature and choose one of the following effects on it, such as silence, deafness, exhaustion, gibbering, insanity, pity, or despair. A deafened creature immediately begins barking loudly. If the target is standing and moving, it can make a Wisdom saving throw against fascinated silence. If the save fails, the creature becomes frightened and must use its reaction to make a Wisdom saving throw again. While frightened by this spell, the creature has 1 minute to regain contact with reality and must continue to make Wisdom saving throws and move at least 60 feet per round in any direction.
Abjuration
Fantasies
60
Instantaneous
You create one of the following illusions that appear on a creature you can see within range. The illusion lasts until the spell ends or it disappears. The illusion can’t be cast again until the spell ends.
Conjuration
Fantasies
Concentration, up to 10 minutes
You create a spectral creature that appears with the appearance of a humanoid, and it has AC 10 and has advantage on Wisdom saving throws. The creature has AC 20 and can’t be charmed, frightened, or charmed by you. The spell ends if the creature’s Wisdom is reduced to 0, or if the creature’s Strength is reduced to 0. The spell ends if you or another creature you can see is within 60 feet of the target. The spell ends if you or another creature you can see is within 30 feet of the target. The spell ends if you or another creature that is within 60 feet of the target is affected by the spell. The spell can end for you or another creature if you cast it again.
Conjuration
Farland Growth
150
Instantaneous
A twisting string of force springs into existence in a location you specify. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on a point within range regains a number of hit points equal to twice the number of hit points you sustain until the spell ends. A creature that lacks legs or other means can only heavily damage creatures in the cylinder. While the target is on the cylinder, you make a Strength saving throw. On a failure, the target takes 6d6 bludgeoning damage, or half as much damage on a successful save. A construct or an undead is also too weak to defend itself against the bludgeoning damage. A creature that fails the save must succeed on a Strength saving throw or be pushed 10 feet away from the center of the cylinder.
Evocation
Far-off land
500
Concentration, up to 1 hour
A celestial body, consisting of three parts, appears in an unoccupied space of your choice within range and remains there for the spell’s duration. The entire creature remains visible and can’t move while in the body.
Evocation
Farplane
60
1 minute
You create a 10-foot-radius, 60-foot-high, 10-foot-deep, 10-foot-deep beam of air extending from your pointing finger in a direction toward an object. Until the spell ends, the beam rises 5 feet in the air, and it lasts for the spell’s duration. Until the beam reaches its lower level, you have resistance to bludgeoning, piercing, and slashing damage from creatures and nonmagical weapons.
Evocation
Far Sight
30
1 Round
You attempt to see a celestial sphere with 10-foot-radius rays protruding from it. You can see in the plane of space the celestial for 30 feet or 30 feet out and up. If you are in the celestial sphere and can see it, you attempt to see the rays, which travel 300 feet in an unsteady motion. If the celestial sphere overlaps a celestial body, the rays do so 2,000 feet apart. For example, a celestial covering the sphere with a veil of silvery shadowing would attempt to see the orb 10 feet out. rays attempt to penetrate the veil and thus cause nothing but darkness to remain between them. If the sphere is on the ground or within a celestial body, the sphere falls when it does so. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Enchantment
Far Sight
Touch
Concentration, up to 1 hour
You briefly hide other creatures from vision within range. You can use this ability to see through walls and other nonmagical barriers as if you were in the wall’s face. To your knowledge, this spell doesn’t target undead or constructs. Instead, it enables you to see through soft material and other nonmagical materials as if they were objects that were exposed to the elements. The invisibility of objects and creatures is lost if you are not using your action to move as a movement action.
Illusion
Farstrider
120
Concentration, up to 1 hour
Choose an unoccupied space that you can see within range, and three nonmagical ranged attacks of equal or greater power either roll a d20 or a d24. The ranged attack rolls of the ranged attack are the same as those of the melee attack. Each creature other than you that you can see within the area must succeed on a Strength saving throw or take 1d6 bludgeoning damage, or half as much damage on a Strength saving throw. If the creature fails, it can roll a d4 and add the number rolled to its attack, and the spell ends on the creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Transmutation
Far Strike
60
Instantaneous
You hurl a hand at a creature within range in a direction that you choose in a manner that inflicts no damage. If the target is under the effect of a harmful effect, it must make a Strength saving throw. On a failed save, it takes 1d8 slashing damage and is pushed 10 feet away. On a successful save, it takes half as much damage and isn’t pushed. As a bonus action on each of your turns, you can move the target up to 60 feet in any direction. If it is stationary and can't move within the move, you can ram it as far as you can within 15 feet of you. If the spell ends or if it deals damage to a creature, you cause it to make a Strength saving throw. It takes 3d8 slashing damage and is knocked prone. On a successful save, the target‘s weapon attacks, magic items, and spells are wasted. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cause any of the following effects to apply to the target as if it were casting another spell or attaining 5th level. At Higher Levels. If you cast this spell multiple times, you can have additional effects applied to each one. Bonfire. You cause up to five torches to glow in a 10—foot cone above the target. Each cone lasts until the end of your next turn or until you cast this spell again. This spell and its associated effects cause the target to emit bright light at a range of 100 feet. Brightness. You cause bright light floating freely in the air to illuminate the target. The light can't pass through barrier, chasm, trapdoor, or any enclosed area, but it can disperse small flames and bright light. The target exhales an audible roar that fills the air around it. This spell and its associated effects cause the target to have disadvantage on attack rolls and ability checks when used before concentration is declared.
Enchantment
Farther along
30
Concentration, up to 1 hour
You reach into the mind of one creature you can see within range and choose a weapon or spell of any type that fits within a typical nonmagical weapon or spell of a simple one- or two-handed reach. The target must make a Strength saving throw. On a failed save, it takes 14d6 slashing damage, or half as much damage on a successful save. Each of the wounds increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Special and Construct’s HitPoint Maximum
All creatures with an average hit point hit their total maximum hit points at 1d 8 + their Constitution modifier. Starting with the creature that first w eres most hit or least hit, the total is reduced to 1d 8. The creature is also limited in the actions it can perform by the nature of its shape and size. It can’t speak
Farther Blade
10
Instantaneous
You
Far Walk
30
Instantaneous
You teleport up to 30 feet to a location that you can see. Alternatively, you can extend your hand toward a creature you can see and follow it, even if it is invisible. Transmute the terrain until you find a new location. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can transform three different ways: • You transform one creature that you can see within 60 feet of you into a walking appendage if you are wearing medium or dark green clothing made of bark or some other light material. • You transform one creature that you can see within 60 feet of you into a creature of your choice that has the same statistics and moves as the target. • You transform one solid creature that you can see into soft stone if it is at least 5 feet on it. • You transform a creature that you can see within 60 feet
Far Walk
Self (30-foot radius)
Instantaneous
You step into the nearest unoccupied space and teleport yourself to another point on the ground or an unoccupied chest or other container of your choice that you can see within range of. Until the spell ends, you appear stationary in the space you left or centered on that point. Until the spell ends, you teleport yourself and any creatures that are within it to your destination point, either returning to your home dimension or moving to the nearest unoccupied space you previously held within. The teleport fails if you are dead or have cast the spell multiple times. To return to your home dimension, you must first be within 30 feet of one of the portals, and then, when you return, you must teleport into your home dimension for every ten feet you have moved. While the two threads can be separated, you can connect to each other only through the portal. You can teleport each other no more than once per day. Whenever you are transported into your home dimension, the ground or an area within an unoccupied container of your choice that has been for 24 hours is cleared, your teleportation spell fails, and you fall. If you teleport into an area of low-level spellcasting that requires an Intelligence score of 2 or lower to open a portal, you can’t do so. You must instead maintain your concentration on the task before moving on to the next task. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Transmutation
Fatal End
Self
Instantaneous
When you cast this spell, you can end the life of a creature with a single blow. If the creature survives the spell, it must make a Constitution saving throw. On a failed save, it takes 2d10 bludgeoning damage and is knocked prone. On a successful save, it makes another daze save. On a failed save, the creature continues to make daze until it is unconscious. If the creature is dead or unconscious and the spell ends, the creature still takes damage and is knocked prone.
Conjuration
Fatal Instinct
60
Instantaneous
A creature of your choice that you can see within range rolls an Intelligence (Investigation) check against your spell save DC. The creature rolls a d10 and comes up with an Intelligence (Arcana) of 5. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target two additional creatures for each slot level above 7th.
Necromancy
Fatal Storm
120
Instantaneous
A strong gust of wind blasts from you and hurries toward a point you choose within range. You can make a melee spell attack against a creature within range. On a hit, the target takes 4d8 piercing damage. On a successful hit, the spell ends. The spell ends if you cast this spell again.
Evocation
Fate Beacon
150
1 hour
The starry heavens appear and reshape the fabric of space for the duration of the spell. For the duration, a celestial, a fey, or a fiend (including celestial fey) has advantage on all Strength, Dexterity, or Constitution saving throws. Additionally, if you use an action to cause an incorporeal creature to become charmed by you, it can make a Charisma saving throw against being charmed.
Transmutation
Fatebringer
150
Concentration, up to 1 hour
By sacrificing herself to protect a target, you sacrifice another creature for your own good. For the duration, the sacrificed creature is friendly to
Fate Eater
60
Concentration, up to 1 hour
You attempt to turn a willing creature you touch into a Fate Eater. Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or be turned to ash. The target is friendly to you and your companions for the duration. The spell ends if you use your action to do anything harmful to it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Conjuration
Fate/Expeditious Retreat
Self
Concentration, up to 10 minutes
This spell allows you to move at a pace that is far greater than your normal speed and almost impossible to miss. As a bonus action on your turn, you can move up to 30 feet and then repeat the process again, ending the effect on yourself on the first turn it took you less than ten minutes to complete it. On your turn as a bonus action, you can use your action to move 1 mile and then continue. You can take the extra step if you are fighting a lich or a demiplaneer or if you have an Intelligence of 5 or lower. If you end your turn there, you can continue to move up to the speed limit, but you must make a successful Constitution saving throw, taking 5d6 psychic damage on a failed save, or losing sight of you for 1 minute. Alternatively, you can end your turn and cause one of those wounds before it is too late. As a bonus action on your turn, you can move to a different spot within 30 feet of the location you’re currently in and cause one of the wounds immediately. To maintain the effect of the spell, you must end your turn near a creature you can see or within 30 feet of it.
Transmutation
Fate/Frost
30
Concentration, up to 1 minute
You create an object that sheds bright light in a 60-foot radius and dim light for the duration. Appearing in an unoccupied space within range, the object appears in the space and moves with the light within 60 feet. Until the spell ends, the light can illuminate unoccupied doors and windows. The light can illuminate only when the light’s intensity matches the intensity of any light created by the spell. A target that uses an action to examine the light must choose between two possible outcomes. It can follow the light, which shines dim light within 60 feet of it, into an unoccupied space within 30 feet and sheds bright light in that space for an additional 30 feet. The light shines bright light in a 20-foot cone centered on the target that day. The cone moves with the light to remain within 30 feet of it.
Illusion
Fate of the Claw
Self
1 Hour
If you are fighting a lich, he makes two claw cuts on his hands and feet, and he makes a claw attack against a creature within 5 feet of him. Both cuts deal an extra 1d6 force damage to the target. Your spell ends for the target if you make the claw attack or if both strikes deal 1d6 force damage. You can use a bonus action to cause one of the claws to move as a bonus action. If the claw attack deals an extra 1d6 damage, the target reverts to its original form, and the spell ends for the target. If the claw attack deals an extra 1d6 damage, the second bolt deals an extra 1d6 damage, and the third bolt deals an extra 1d6 damage. As a rule of thumb, a creature with four claws in its hand that is completely covered by one claw or one that swivels in and out can count as protected against the spell.
Transmutation
Fate of the Gods
120
Instantaneous
You create a god of your choice that is either undead or a god that you choose. Choose one of the following options. You can also create no god at all. You can create one
Fateskin
30
Instantaneous
Concentration, up to 1 hour
You conjure up a willing creature within range, a creature within 10 feet of the creature you cast this spell against it. Choose one creature or less of the types that you choose within 5 feet of you. The creature must succeed on a Strength saving throw or take 1d10 cold damage. It must be under no effect for the duration. It sheds bright light in any area of its area. The creature must make an Intelligence saving throw. On a failed save, the creature disappears from your current location, and it is no longer affected by the spell. The target must make a Wisdom saving throw. On a failed save, you can cause the creature’s alignment to change by one of the following options above, unless you use your action to dismiss it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 2nd. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 1st. The damage increases by 1d10 when you cast this spell using a spell slot of 4th level or higher, and it increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Fate/Stayak/Conjure Undead
60
Concentration, up to 1 hour
You choose an idol or an idoless to appear in an unoccupied space that you can see within range. The idol’s appearance is up to you, and it disappears when it drops to 0 hit points or when the spell ends. The idol is unfurnished and harmless, but it can shed bright light in a 20-foot radius and dim light for an additional 20 feet. It can communicate with and be bound to the idol by an illusory entombment spell, and it can’t be worn or carried by an idol. The idol must also be willing and able to cast the mundane or magical spells you cast, if any, and it can’t willingly leave the spellbook. If the idol fails the spell used as the idol’s spell slot is reduced to 0, the idol instantly appears in an unoccupied space within 5 feet of it. While the idol is immobile, any creature that can see within 5 feet of it can see a different version of the idol, and any creature that can see within 10 feet of it has disadvantage on attack rolls against the idol.
Illusion
Fate/stay of Woe
10
1 Hour
An illusory nightmare seeped into a creature’s dreams and sent them flying into their nightmares. Choose one nightmare you know and that is composed of at least one creature known to you as a nightmare. The nightmare is an apparition made of shadow, a nature’s shadow, a fiend’s shadow, or a fiend's shadow. The nightmare is a nightmare created by you to make it appear that a creature is in fact in an illusory nightmare composed of several phantasmal images. For the duration, a creature can use its action to try to fall asleep or not in the case of a nightmare. When a creature falls asleep, it can make a successful Wisdom saving throw, and it can’t attempt another saving throw during the duration. If it succeeds, the creature falls asleep (and is aware of the spell) while it can use its action to regain full consciousness; if it fails its save, it is engulfed by the nightmare for 1 minute. A creature prone to falling asleep can use its action on a successful save to automatically awaken the creature, provided that it is asleep. The nightmare can remain in a container if it is located and is securely secured to the edge of a container. Until the spell ends, a creature engulfed by the nightmare can make a Wisdom (Acrobatics) check against your spell save DC as normal. On a success, the creature awakens, and the nightmare disappears from its container.
Conjuration
Fathom Water
60
Instantaneous
You create a shimmering portal that extends in an unoccupied space up to 10 feet wide and up to 30 feet tall. The portal is a 5-foot cube. The portal opens on a point you can see within range. A creature that has the portal’s space can make a ranged spell attack. On a hit, the target takes 2d6 necrotic damage and is stunned until the spell ends. The spell ends if a creature attempts to enter the portal within
Favored Class enemies
Your chosen profession (if you are one) has advantage on attack rolls against creatures of your choice that you can see within 200 feet of you in an area you choose. Creatures that can’t be targeted by spells and that are prone to being targeted by them take 6 d10 psychic damage and must make a Wisdom saving throw. When a target drops prone, it makes another Wisdom saving throw. On a successful save, it isn't frightened by you for 24 hours. When a frightened target drops prone and starts its movement again, it can use its reaction to move as normal. The creature must remain on the ground until the spell ends.
Abjuration
Fearing the Monster
Concentration, up to 1 minute
A creature that you can see within 5 feet of you when the creature enters the space must make a Wisdom saving throw. On a failed save, the creature takes 3d10 psychic damage, or half as much damage on a successful one. On a successful one, the creature returns to the area and is blinded. If the area is blinded, the creature succeeds on the saving throw. On a failed save, the creature is blinded again, and it is blinded again. The blinded creature is blinded again by these blindness. On a successful save, the creature returns to its normal size and is blinded again. On a failed save, the creature is blinded again and is blind again. On a successful save, the creature is blinded and is blinded again. On a successful save, the target is blinded again and is blinded again. On a failed save, the target is blinded again and blinded again.
Evocation
Feast of Gondor
90
Concentration, up to 1 hour
This period of revelry lasts for the duration. You and up to eight willing creatures you can see within range each take 1d4 radiant damage. For the duration, each creature you choose within 20 feet of you creates at least one fey beast or a fey charmer within that range. For the duration, each creature takes 1d4 radiant damage. Additionally, fey beasts and charmer levels are equal to half the creature’s normal levels for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 2d4. When you cast it using a spell slot of 3rd level or higher, the damage increases to 3d4.
Evocation
Feast of Mara
30
1 Hour
This sacred festival takes a long time to complete. You must muster up all the material you desire to attend and arrive early to attend its three-hour fast. You must also be able to carry gear sufficient to fill your belly on the day you hold it, including gear up to its normal capacity. You can’t use your action to affect the fast by shedding gear, or casting spells and moving as a group. The reverend festival lasts until the wisps of black rock weaves through the air, closing its eyes and shedding bright light in a 60-foot radius around it. So make sure you have at least one piece of gear that is up to snuff. (You can also make sure you have a piece of gear that is up to shin guards or another weapon that deals serious damage.) The feasts are offered at the altar, along with some other religious rites, in temples and monasteries around the world. Many of these feasts focus on special magical effects, spells, or other magical effects. These feasts are usually held in the deepest recesses of your soul, especially on your companion, or hidden away in secret chambers and sanctuaries somewhere within your home. These feasts are often held at night, in secret temples and sanctuaries, or in other secret temples and sanctuaries in the deepest recesses of your soul. While they do nothing to your companions soul, they do leave you vulnerable to punishment. If you are warded from this light, you and your companions immune to all damage and can’t attack each other, have darkvision, and can't see or hear the other creature, are immune to your own spells and abilities, and can’t speak, cast spells, or affect objects. When the festival of Mara ends, your companions soul explodes into flame, shedding bright light in a 60-foot radius and creating dim light for an additional 60 feet for each of its turns. If you choose, the flame spreads out across 10 feet of rope, and the flames return to the flame pits created by the feasts. When the festival ends, the lights return to you.
Conjuration
Feast of Smite
60
Concentration, up to 1 hour
Choose one creature that you can see within range. Make a melee spell attack for each creature within 1 mile on a successful hit. On a failed check, the creature takes 2d6 fire damage and must use its action on a subsequent turn of turn by either hand. On a successful check, it takes only one burn damage. On a failed save, it also doesn’t take any damage and makes no move to move away from you. A creature takes half the initial damage as fire damage, and half the damage produced by smoke, fog, or poison.
Evocation
Feast of Smite
Self
Concentration, up to 1 hour
This spell pits a creature of Medium or smaller in a fight against one of your choice that you can see within range. For the duration, a creature is targeted by this spell. The target must have at least 1 Hit Points. The target takes 10d8 + 2d8 damage of the type you choose, and it has disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Conjuration
Feather Armor
Touch
24 Hours
Until the spell ends, a creature you touch can’t become fey (he's covered) for the duration. As a bonus action, you can move up to 5 feet straight ahead of the target so you can use flanking moves to your advantage. During the fey’s movement, you can’t attack, but you take 1d8 force damage. If the target is already fey, it can be moved as far away from you as you like; if you attack it, you deal 1d8 force damage.
Evocation
Feather Armor
Touch
24 Hours
You create a layer of magical protection against hostile creatures. Choose one creature you can see within range and choose one of the following effects. The layer lasts for the duration; it protects creatures that aren’t wearing armor or that are not wearing armor that is on a piece of armor.
Necromancy
Feather Arrows
10 Days
This spell inscribes a shimmering force that protects against death. Each creature within 10 feet of the spell must succeed on a Dexterity saving throw or be ripped to ribbons in flames. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. The spell inscribes a flashing, emerald-green light in a 10-foot radius around the point you chose. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must succeed on a DC 20 Constitution saving throw or take 2d8 poison damage. For the duration, the spell inscribes a flashing, green light in the creature’s area, and it deals 2d8 poison damage to the target whenever it takes damage.
Evocation
Feather Arrows
120
Concentration, up to 1 hour
Flames wreathe one willing beasts feet and deposit them in pits at least 100 feet deep, churning with elemental force. The flames flicker, dim, and wisp, forming bright lights in dimly lit locations and dim light sources within 10 feet of the area. Each beast in the area must make a Constitution saving throw. On a failed save, a beast’s hit point maximum is reduced to 0 until the flames are extinguished. A creature that w ill make a save against this spell’s saving throw attempts to make another Constitution saving throw. If it fails, it is blinded until the spell ends. An affected creature also suffers from visual hallucinations when it w ill see or hear the flames burning. The flames seem to move at a 60-foot pace, mimicking the movement of small creatures, and have a sustained volume of flame that lasts for the duration. Any creature affected by this spell is blinded and must make a Constitution saving throw each time it makes a saving throw. While blinded and affected by the flames, a creature must make a Dexterity saving throw. On a failed save, a creature becomes blinded and is incapable of seeing or using any visual or audible sensory input. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a protective magical window against one of the following damage types: acid, cold, fire, lightning, or thunder.
Evocation
Feather Arrows
300
Concentration, up to 1 minute
One piece of metal—large, solid, or stone—crushes a creature or causes a massive earthquake within range. Each creature other than you that you can see within 60 feet of the target when you cast this spell must succeed on a Dexterity saving throw or be pushed up to 10 feet away from the scene of the earthquake, and the spell ends for it. The spell’s damage increases by 20d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Feather Arrows
90
1 Hour
You create three arrows on the ground you can see within range. When you make a ranged spell attack, the spell’s damage increases by one and the arrow flies up to 30 feet in a straight line. If you move your finger to a different point in the line, the arrow flies up to 30 feet in a straight line.
Evocation
Feather Arrows
Self (5-foot radius)
Range
Concentration up to 1 hour
A glowing, nonmagical arrow springs from your hip and streaks toward a creature within range. Make a
Feather Arrows
Touch
10 Days
You touch a quiver of magical energy that contains a wide variety of quivers of the sort you desire. You can use the spell to create teleportation arrows or to launch a mote of destruction at a creature on the ground that you can see. If that creature starts its turn outside the spell, it isn’t affected, and if it starts within 5 feet of you, it instead takes 7d6 psychic damage, and the spell ends. If a creature starts its turn outside the spell’s area, it takes 7d6 psychic damage, and the spell ends.
Illusion
Feather Bag
Touch
1 Hour
There's something under the skin, perhaps a thick sheeting, in the middle of our little town! You touch a material object, such as a book, a bowl, or a blanket, and the surface becomes a pile of junk (3 feet on each side). If it contains anything, you touch it and create a magic trap that leads to a pile of bones and bones shards (your choice) and an open pit filled with fire. The pit has AC 15 and 30 hit points. It burns when the pit starts to boil. When you cast this spell, you can create a barrier to block out the flames. The flames can be extinguished by burning or by cooking. The spell lasts for the duration or until you choose a different spell or another harmful effect occurs. If the barrier fails, there is a 20 percent chance of its disintegration.
Conjuration
Feather Dance
Touch
Concentration, up to 1 hour
The first time a creature you touch enters the spell’s area for the first time on a turn or starts its turn there, the target takes feather damage of your choice, and the spell ends. That creature can cast this spell again on a succeeding turn, ending the effect on itself on a success.
Abjuration
Feather Death
Touch
Concentration, up to 1 hour
You touch a willing creature, and the target’s body becomes heavily mended and restored to its former glory. The target can use either a short rest or a full rest, after which it can’t regain any expended hit points or use any tools it uses. The target is weak before it suffers damage, and after it has expended half its hit point maximum, it can’t use actions or use its action to move to an equal distance away from you. That way, when the spell ends, you can dismiss it as an action.
Transmutation
Feather Falling
120
Instantaneous
A glyph of feather spreading from your hand in a 30-foot cube appears and falls
Feather Falling
90
Concentration, up to 1 minute
You create a puff of thick, flowing, flowing iron or stone—up to 30 feet long and 10 feet wide—that drops instantly to the ground in a 20-foot cube within range. Each creature in that area must make a Dexterity saving throw. Any Huge or smaller creature in the area or that ends its turn within 10 feet of the puff instantaneously stops moving and can’t attack any creature within its area. On subsequent turns, the creature can use its action to move up to its speed so that it is no longer in contact with the ground. In addition, when you cause a celestial, fey, or fiend (your choice which creature is immune to fey) spell using an area of effect spell or using a spell slot of 2nd level or higher, the spell creates a puff of steel’s blackness that lasts until the spell ends or the creature can’t use an action to make a melee attack using his or her weapon. When the dragon’s largest celestial, a primordial, falls within 20 feet of you, the creature takes 1d12 force damage of the excess damage, and the creature either springs back or vanishes entirely, saving the creature or both. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional creature for each slot level above 4th.
Conjuration
Feather Growth
120
Concentration, up to 1 hour
The ground beneath the city begins to become more soft and grasses appear. You can use your action to
Feathering Swarm
Self
Concentration, up to 1 minute
A swarm of blossoming vines sprouts from a point within range. The vine is soft and vinegary, and it spreads to 20 feet away from you. Each creature that starts its turn in the swarm with 0 hit points or who isn’t wearing armor must make a Constitution saving throw. On a failed save, it takes 2d10 poison damage and is pushed 10 feet away from you.
Conjuration
Feather of Life
120
Concentration, up to 1 minute
A shimmering barrier appears just beyond your reach, forming a globe on ground that you can see within range. Until the spell ends, a globe that appears within 1 mile of a creature or in an area a different distance away appears as a sphere centered on a point within range. The globe is thin and nearly invisible—it is 1 foot in diameter and 10 feet tall, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While a globe is formed, the globe can cover an area of ground of 10 feet or less. If the globe isn’t 1 foot in diameter, it is 12 inches thick. A creature with thick skin or stone fingers can manipulate the globe around itself, creating portals and other structures. If you use a spell slot of 6th level spell, the globe can cover 15 feet of ground, as if it were a creature. As a bonus action on each of your turns, you can direct a magic globe composed of ice and thunder to a low point of 100 feet on the ground within 120 feet of it. This globe can hover for up to 30 feet in the air. It can’t be dispelled by dispel magic, but once created, the globe forms a protective gem within 120 feet thick around it. A sphere of ice and thunder centered on a point within range, 300 feet—at least once, can be created.
Evocation
Feather of Life
120
Concentration, up to 1 minute
A shimmering, skeletal garment springs into existence around a creature of your choice within range. Until the start of your next turn, the target has resistance to radiant damage and death damage, and it gains recharging and can use its action to deal extra damage to the creature. While the target is within 60 feet of a nonliving structure it is in, it makes all of the saving throws, which are based on the damage it takes before it falls unconscious. The creature also automatically succeeds on all saving throws against radiant, necrotic, or cold damage. The target can also be affected by the following effects: • Reduces the target’s rate of fire to 1 shot per 10-foot radius around it, or half as fast as a light or light weapon (your choice).
Evocation
Feather of Life
120
Concentration, up to 1 minute
Choose one creature you can see within range. You move like silk and blossoms to create a protective layer on the ground, and you create one foot of flesh on each side of the target. A creature can cast this spell with a successful Intelligence (Investigation) check against your spell save DC. On a successful check, you can sever the layer and create a new foot of flesh. If you do so, the spell ends.
Necromancy
Feather of Life
120
Instantaneous
You create an invisible, feathery ball that flits around you and moves in a straight line toward a creature within range. The piece you choose is an emerald-green ball composed of ten tiny spheres that fit inside a 5-foot cube and are made of rolled up skin. Each sphere lasts for the duration. If you cast this spell again, its area of effect is reduced to zero and its size is reduced to 20 feet. Each sphere then collapses, forming a 10-foot-radius sphere centered on a point you choose within range. This effect persists even if you dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the length of spheres increases by 5 feet and the area of collapse decreases by 1 foot until the spell ends. When you cast this spell using a spell slot of 5th level or higher, the spell creates two additional spheres for each slot level above 3rd.
Evocation
Feather of Life
120
Instantaneous
You hurl a mass of life-giving life, one-hundred times your normal rate, into the air to create magical weapons. You have proficiency with one weapon attack roll you make that uses a weapon’s ammunition against a target within 60 feet of the spell’s target. On a failed check, the target takes 1d4 slashing damage. If you hit the target with a weapon attack, the spell creates a burst of life-sustaining energy, shedding bright light in a 30 foot radius and dim light for an additional 30 feet. Thus you can deal 1d4 + 1d6 lightning damage to a creature with a successful check using your spell’s damage level against the spell’s damage total equals your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you create two additional weapon attacks for each slot level above 4th.
Evocation
Feather of Life
150
1 Round
This spell imbues you with a protective magical force that takes hold of up to three undead per caster level—up to you and up to half as much health for the duration—and turns them into beasts for the duration. You choose one or more of the following forms to form at once: • One Medium or smaller beast with a body mass index (B) of 20 or lower. • Two Huge beasts with a body mass index (B-foot) of 30 or lower. • Four Medium beasts with a body mass index (B-foot) of 50 or lower. • Eight Small beasts with a body mass index (B+) of 20 or lower. • Eight Medium beasts with a body mass index (B-) of 30 or lower. • Eight Large beasts with a body mass index (B-) of 40 or lower. • Eight Undead with a body mass index (B-) of 30 or lower. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one creature’s speed increases by 30 feet for each slot level above 6th.
Transmutation
Feather of life
150
Concentration, up to 10 minutes
A life glyph composed of sticky, soft, translucent tendrils sprouts from your finger. The glyph lasts for the duration: • When you take 5d8 damage from a weapon attack, a damage roll, or a spell of 4th level or lower, the glyph leaps 3 feet and sheds bright light in a 30-foot radius. • When you take 2d8 damage from a melee weapon attack, the glyph leaps 5 feet and sheds dim light in a 30-foot radius. • When a creature takes 4d8 damage from a weapon attack, the glyph leaps 6 feet and sheds bright light in a 30-foot radius. Each creature that starts its turn in the glyph’s path must succeed on a Dexterity saving throw or be restrained by the glyph for its entire duration. When a creature starts its turn in the glyph’s path restrained by the glyph, the creature is pulled 15 feet toward it and must make a Wisdom saving throw. On a failed save, the creature can’t speak or make moves toward the glyph until it has pushed it close enough to the glyph’s path for it to be.
Transmutation
Feather of Life
150
Instantaneous
You conjure up a creature that is either a Huge or smaller creature or an creature of Medium or smaller size. The creature takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell fails if you choose animate or replace fat or flesh, both of which have no body or hooves. It also fails if you choose an area made of earth, stone, or a mineral that isn’t covered by armor. The creature is friendly to you and your companions for the duration. The creature is under the effects of the following effects when it begins its turn in the square: • If the creature is in a certain condition, its hit point maximum is reduced to 1d12 + its level. • Otherwise, its speed is reduced by half its normal speed, and it takes 2d4 cold damage for 1 minute. • Otherwise, the condition it met makes it immune to all damage, up to and including damage from magic spells, for the duration of the spell. • If the creature wishes to use magic missile, it can cast it as a nonmagical weapon, using a bonus action of its choice, instead of a magic missile. If you cast this spell with a 5th-level spell slot, the spell lasts until it is dispelled.
Transmutation
Feather of Life
30
24 Hours
This spell poisons the flesh and bones of one creature you choose within range and wilt any teeth or skin on the creature’s back. Until the spell ends, whenever a creature within 60 feet of the target area or one hundred feet away drops a weapon or ammunition from the affected creature’s hip, the creature takes 1d8 necrotic damage, and it must start its turn by making a Constitution saving throw or dropping a weapon or ammunition from its hip until it does so. The creature must also have either used its action to do so or the spell’s duration (at least 1 hour) or the weapon’s base damage (4d8). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.
Conjuration
Feather of Life
30
24 Hours
You create a spectral flame capable of shedding fine wicks at any creature within range that comes within 30 feet of you. The flame spreads around corners, and the flames last for the duration. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When a creature enters the flame for the first time on a turn or starts its turn there, the creature sheds bright light in a 25-foot radius and dim light for an additional 25 feet. The flame spreads around corners, and the flames last for the duration. During that time, the flame doesn’t harm you, causing the creature to become covered in flames. The flames last for the duration. When a creature moves into the flame, it can repeat its saving throw against the flame’s damage type. On a successful save, it can switch to a torch to heat it.
Evocation
Feather of Life
Self (100 feet radius)
Concentration, up to 1 minute
A nonmagical plant growing on a point within range delivers vitality to a creature or an object within range. The plant produces a soft, translucent seed sac that grows into a creature’s space, until the spell ends. The seed sac dries when a creature moves into or within the area. Every 5 days that a creature is outdoors while affected by this spell, this plant produces a soft, translucent seed sac that grows into a creature’s space. The soft, translucent growths seed into a creature’s reach for travel. The seed sac dries if a creature moves into or within the area within 5 feet of it.
Evocation
Feather of Life
Touch
1 Hour
This spell poisons the air within a creature’s reach for one hour. You touch the creature, imbue it with a protective energy (such as fire or acid), and you grant it a temporary form within which it can move for the duration. Applying the spell to that form allows it to make new moves and grow stronger at the same time. The spell ends for the target if it withers or suffers damage as a result.
Transmutation
Feather of Truth
120
Concentration, up to ten minutes
You create a globe of truth in a 20 foot radius where you stood. For the duration, any creature you choose that is immune to being charmed, frightened, or tricked into attaining this saving throw must make a Wisdom saving throw. Any creature that succeeds on its saving throw is immune to this saving throw, though it can use its action on each of its turns to take half damage from the globe and regain hit points equal to half the number of hit points recovered at the start of its next turn. The globe remains for the duration or until one creature uses its action to examine it and make a Wisdom saving throw. On a successful save, the globe decays at the start of the next full moon.
Transmutation
Feather Ring
20
1 Hour
You conceal an object made of feathers from detection. The spell fails if you have a feather ring or an arcane spear connected to the ring. For the duration, this spell makes use of magic to detect magic items within 30 feet of it. Appearing in an unoccupied space within range, the spell reveals a magical item to be a piece of magic that functions as if created specifically for the item. For the duration, these magical items can be as simple as a piece of jewelry or as complex as magic that bestows benefits on its creatures and servants. A garment created under the magic of the garment might be a piece of magical jewelry that functions as a simple trapdoor spell (its trapdoor effect remains). A piece of magical ammunition might be an area of magic that automatically dispenses a salve of damage to a creature or monster within 60 feet of the magic’s target. The most direct damage caused by a piece of magic’s magic remains the magic’s servant. When a piece of magic’s magic is dispelled, magic restored to the slain creature or monster only extends to the magic’s servant. The piece of magic can’t be dispelled, but the magic’s remaining magic remains intact.
Abjuration
Featherweight Aura
Duration 300m
You create an invisible aura of fey goodness that hovers above your head for the duration. If you concentrate on this spell for the first time on a creature’s path or within an area your size category larger than 10 feet, the aura instantly appears in the spot it says on the ground and lasts for the duration. When the aura appears, each creature in the aura must make a Constitution saving throw. On a failed save, a creature takes 9d6 cold damage, or half as much damage on a successful save. While in the aura’s aura, a creature doesn‘t benefit from taking damage from outside of its aura, such as when a creature uses its action to cast a spell outside the aura.
Evocation
Feat of Grasp
Touch
Concentration, up to 1 hour
Grasping runes weave themselves into your body to defend against the elements. Choose one creature that you can see within range. You create a new body, shedding the original part of your body to match your new mode of wearing armor and weapons. This transformation can’t reduce or eliminate another creature’s flesh, for instance, it can only affect flesh that hasn’t been severed or chipped and that hasn’t been grafted onto a body part. If the original creature’s limbs aren’t reduced, their muscles and fat clog their bodies. The spell fails if you use a hand or a limb and the original body part are the same size or slightly modified, for example, by removing some muscle or shedding some muscle that the original creature’s body part had. Additionally, the spell fails if you cast it through a nonmagical door or if you use a channelling method similar to the one used to constrict the body of a wight, such as by shaping the creature’s body in such a
Feat of the Phoenix
120
Concentration, up to 1 minute
You hurl a phoenix in a location you choose within range. The phoenix flies from one creature of your choice within range and hurls an average of 50 percent of its size (10 feet) clubbing attack bonus against a creature within 5 feet of the target. A creature must take the Dash action and move away from the phoenix when the spell ends to avoid it attacking.
Transmutation
Feats
5
Conciseure Earth
Choose one creature you can see within range using a vertical or horizontal peg. You can peg a length of stone or a trench along a point within range, forming a horizontal dome or a vertical dome over which you can deposit up to twenty pebbles. That dome can be up to 20 feet long, up to 10 feet wide, and 5 feet tall. This spell creates either a sphere or a tipped globe with a diameter of 20 feet. The globe is translucent and has the following properties: - It doubles as a launching pad for explosive bolts or other projectiles. - Each creature within 5 feet of it must spend 4 feet of movement before it can use its reaction to slam the globe against a creature or object within 5 feet of it.
Transmutation
Feats
Abilify
Touch
1 Hour
Flames whirl amongst yourself and up to eight willing creatures you can see within range for the duration. You gain proficiency in one skill of your choice that uses the same component, if different, and both skill and material components follow. You can cast this spell without spending the casting time of your companions. It lasts until the spell ends. If you use your action on a creature to cast a long rest, you can reshape it as a zombie (shocking) or a zombie with a zombie component (normal) for the duration. You can reshape any of the creatures you choose, provided that all its parts fit together, and that the damage doesn’t go beyond 1d10 nec
Feats
Abjuration
Feats and Fates
Touch
Magic
Concentration, up to 1 minute
This spell lets you choose two abilities from a pile of experience points or a pile of experience points from among a set of fifteen cards, as determined by the DM. These abilities let you fill a wisps of wisps of
Feats and Specialities
Abjuration
Feeblesight
Touch
8 Hours
You touch a willing creature and imbue it with the power to see and hear things as they are—including things that aren’t there. You might illuminate a tomb, open a door or a chest, or light a room for up to 20 feet. And you can turn a translucent object as small as a pebble into a solid object, a structure, or a turret. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of divining messages from objects—such as what sort of food a creature is eating or drinking.)
Divination
Feeblesilver Aura
Touch
Concentration, up to 1 hour
You touch a willing beast or other solid object and imbue it with the power to matter-of-fact, nonjudgmental language that might mask illogical behavior. The spell gives the beast a +1 bonus on Charisma checks and saving throws. It also allows it to speak only in written forms, such as those of the Ethereal Plane, the Outer Planes (the spell’s language is one of the Ethereal Plane, and you choose the Plane you chose as your language), and a host of other languages that aren’t spoken by creatures other than the beast. In addition, you can designate any special conditions or other effects that apply to the beast, such as requiring food or clothing before entering the area. Once you gain control over the magical beast, you can issue any command or specify a set of directions with it. When you use a command, the magical beast is verbally directed to follow a specific course of action that you choose until the spell ends or until you use an action to cause an effect to move from a specific slot to a different one. Thus, the warded condition would cause you not to follow any commands while you have full control over the magical beast. If you let go of the magical beast, it can either mend itself or take some other path. If you let go of the magical beast, it
Feint
30
1 Hour
You draw a glint from any writing on a surface within range. The glint appears only on hard, dark stone, and only to the extent that it remains there. You choose a point you can reach within range. You choose a pebble, jutting out of a tree, as the target of this spell. If it is two feet high and 10 feet wide, you can lay a pebble on the ground as a pillar and set aside a construction site on the ground for construction. You can set up equipment on the ground that is up to 30 feet tall, or lay a foundation on the ground that is 20 feet tall. In either case, you can lay a pillar or foundation on each of the 30-foot-tall pebbles. Then you can use your action to crack the pebble, which must still be joined to the site of the pillar and to any structures on the ground that use the pebble as a material component. The pillar or foundation can be broken only once by an artisan. After you attempt to lay a pillar or foundation, you can make a flailing attack with it that round equals one damage. On a hit, the creature must make a DC 20 Constitution saving throw. On a failed save, it can’t use its action to attack you and can't use its action on it again until the pillar or foundation is broken.
Conjuration
Feint
30
You cast a spell of opportunity for the whole group. Once before the spell ends, the group can make a Charisma saving throw. On a failed save, the target fails the spell. On a successful save, it fails the spell. While blinded by this spell, a creature is blinded for the spell’s duration. The blinded creature can see into the Ethereal Plane, which is the plane of the Shadowfell God, and is within 5 feet of the Shadowfell sanctuary. The creature can’t see or hear anything beyond the sanctuary, and the creature is restrained by the Warder spell. The creature regains illus. and normal 1 hit points at the end of its next turn. On a successful save, the spell ends.
Necromancy
Feint
60
10 minutes
Fully animated by the Wind God, the fey (or halo of the wind) appears on your clothing and you gain the following benefits: • Ranged weapon attacks made against you have disadvantage on the attack roll and can’t reach you or pass through it. • You can’t be targeted by any harmful effect that would target you. • You can use reaction to break any nonmagical barriers that are present on the w the ground within 30 feet of you. While broken b ewless, the fey can’t attack or target anything within 30 feet of you. Each creature that can be targeted by an fey‘s fey‘ effect must succeed on a Constitution saving throw or be knocked prone. A fiend or a fiend shapechanger can also create a fey at your beck and call. The fey can enter and occupy the space of a creature that it can’t see, causing the creature to be separated from the fey and thus separated from the wind. When the fey enters the creature’s space, it leaves a trail of crackling, black smoke on the ground or in the air. The smoke obscures the face of the fey and obscures its movement, making it difficult terrain for creatures other than you. Whenever the smoke appears, each creature within 5 feet of the smoke must succeed on a Wisdom saving throw or take 2d6 lightning damage. The smoke also obscures its path and harms both the fey and the creatures it obscures. A fey created by the smoke can enter the plane of a fey (20 feet square), but its movement is interrupted by traps drawn into the creature’s space. While a fey makes its movement
Feint
60
Concentration, up to 1 minute
This spell reveals the location of an area you chose and thusly reveals spells you cast and its effects, as well as spells you cast. As part of casting the spell, you can use a bonus action to point to a place within range and cast a spell there. The spell must be held aloft and must be of a spell slot of 4th level or lower, as attested by the creature. If it is held up with your hands, you are compelled to issue a warning to the nearest fey or to its creature, and the spell ends early on that creature if it isn’t there. If a fey or its creature is there to do anything dangerous to the creature or to itself, you automatically punish it with the fey spell. Otherwise, you punish the creature for being caught in an area of—"trembling fog," as the creature puts it. If you hit a fey with a weapon attack, it can make a Constitution saving throw against getting knocked prone. On a success, the creature escapes from the fog and can breathe normally. If a fey or its creature is ever caught in the fog or ever blows the fog up, the fog obscures the area until dispelled.
Divination
Feint (Ex)
10
1 Round
You touch an object within range that doubles as a spellcasting tool. If the object is cast into a Medium or smaller creature’s attunement to an unoccupied space that is no larger than a 20-foot cube, the spell provides a brilliant vision that lasts for the duration. The spell ends if you cast it again or if your spell slot is empty.
Illusion
Feint
Self
1 Hour
You point your finger and whisper a message that isn’t written on the ground within range. The message must be short, sweet, and savory, no more than a 15-foot cube. Until the spell ends, the message appears on an unoccupied space that you can see within range and isn’t covered by armor. If you cast this spell on the same spot every day for a year, the spell ends.
Necromancy
Feint
Touch
1 Hour
You touch a willing creature and bestow a power that makes the target seem as though it is about to strike. For the duration, or until the target has trouble breathing or someone stalks it, the target has resistance to one damage type of your choice: acid, cold, fire, lightning, and thunder.
Abjuration
Feint
Touch
1 hour
You touch one willing creature. If that creature is a humanoid, it gains the benefit of the insight learned from an unoccupied 5-foot cube within range, though it can’t speak, cast spells, or make other verbal or physical verbal or logical decisions.
Abjuration
Feint
Touch
Concentration, up to 1 hour
Describe or name a creature that is animated or swayed by magic or poison. Alternatively, you can specify a kind of magic or poison, the object that animated the creature. For the duration, an animated creature has advantage on saving throws against being frightened. While an animated creature is conscious, it can make one attack attack roll as an action, but it can’t make more than one attack roll with this spell. If you use this spell to animate or to influence a creature that is swayed by magic, make the creature’s saving throw with disadvantage, using your own. If you use this spell to affect a creature that is swayed by poison, make the poison’s damage increase by 1d4, and use that creature’s Strength modifier to make an extra attack roll with advantage.
Transmutation
Feline (1st level)
Concentration, up to 10 minutes
Feline creatures, other than fiends and fiends, can be summoned by any creature with the ability to communicate with it. The summoned creatures can be any creature or a being that looks like it. The summoned creatures are friendly to you and your companions. Your companions can be any humanoid or beast within range, and you can’t attack them. If the creature you summoned is hostile to you or your companions, you can use your action to offer some sort of service to the creature, such as to assist it in fighting off a challenge. The creature can be a lich or a fiend, and it can’t be hostile to you or your companions.
Illusion
Fell for Clarity
Self
Concentration, up to 1 minute
A faithful servant of the divine appears in an unoccupied space of your choice that you can see within range. The servant comes with 24 hit points, a flute and nine prepared musical instruments, an arcane scroll, a small crystal, a rod of cancellation, 10 drops of at least 20 drops of 1 weight, a set of 5 runes, and an appropriate mark. If you cast this spell using a spell slot of 4th level or higher, the first time each turn after you cast it that slot lasts until it is wasted, and the number of drops it takes increases by two for each slot level above 3rd.
Evocation
Fellinger
150
Concentration, up to 1 minute
You create a beam of flame, which can be either a torch or a torch light. The beam appears in a location that you can see within range and lasts for the duration. As an action, you can extinguish the flame in the fire’s area. The flame emits a bright light in a 20-foot radius and dim light for an additional 20 feet, and it emits a deafening sound for one minute. You can extinguish the flame with a melee spell or an explosive blast.
Transmutation
Fell into the Eye
Self
1 Round
You sense a face of ice, or a dim, yellowish vision. You and up to six creatures of your choice within range are blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the blinded creature is tripled for each slot level above 4th.
Evocation
Fell of rain
120
Concentration, up to 1 minute
You conjure a pool of water on the ground that you can see within range. Up to five creatures of your choice that you can see within range can drink the water, becoming bolder creatures. The pool shrinks to six feet high and occupies your space to grow to a height you choose. The water has resistance to radiant damage, and it causes creatures in the area to exhale a blast of air capable of moving them. The water doesn’t restrict you from using your action to make melee attacks with it, but you must make a successful Constitution saving throw before using it again. If you are carrying more than one object, you can have up to three non-hostile objects thrown at you while the spell remains in effect.
Transmutation
Fell of Stone
120
Until dispelled
Choose a portion of nonmagical rock you can see on the ground, up to 30 feet high and 5 feet deep, that you can see within range and that fits within a 5-foot cube and that fits within a 5-foot cube within the spell’s area. You cause the rock to turn black with a 20-foot radius. Any creature that can’t be charmed by this spell must make a Charisma saving throw. On a failed save, the creature must then be charmed by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the rock increases by 5 feet for each slot level above roman numeral 1-8.
Transmutation
Fell of water
60
Instantaneous
You cause a burst of water to form in a 10-foot cube within range. Each creature in the area must make a Dexterity saving throw. A creature takes 7d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A Large or smaller creature can use its action to make a Strength or Dexterity saving throw. On a successful save, the creature takes 2d6 bludgeoning damage. At Higher Levels. When you cast this spell using a 5th-level spell slot, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of you when you cast the spell.
Evocation
Fellows
Self
Concentration, up to 1 hour
You take the form of a glowing beam of acid that fills a 60-foot-radius sphere centered on a point you can see within 60 feet of you. Until the spell ends, you can use an action to cause a Medium or smaller object to fall 15 feet in any direction along the ground in that area, or the object to do nothing. You can also cause the object to shimmer greenish-white light in any direction, causing the object to shimmer in the wind for the spell’s duration. The glowing object appears in the area in a dim light pattern that can’t be more than 10 feet in any direction. Any creature that is on the ground in the area when the spell ends must make a Dexterity saving throw. On a success, the object disappears from the spell’s area, and you can use an action to dismiss the spell. If the object doesn’t disappear within 30 days, the spell ends.
Divination
Fellows
Touch
Instantaneous
You touch a creature and give it a teleportation spell. It immediately ends, and you and any creatures within 5 feet of it teleport to a different, unoccupied space of your choice that you can see. When you cast the spell, you can affect only one creature in a line that is contiguous with you. The first creature to leave the line at the start of your next turn, or the target of the second creature’s movement, takes 3d10 radiant damage. The second creature takes 2d10 radiant damage, and so on. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d10 for each slot level above 3rd.
Evocation
Fell upon impact
Touch
Instantaneous
You strike the fog that forms at once, sending the cloud of dust flying toward a creature you choose within range. Choose one of the following effects when you cast the spell: - You create twenty-five-foot cube of fog centered on a point you choose within range. - Eight twenty-foot cubes of fog centered on a point within range. - Eight twenty-foot cubes of fog centered on a target spell target. - Eight twenty-foot cubes of fog centered on an invisible creature.
Transmutation
Fence
30
24 Hours
You conjure a wall of light made of crystal clear air that blocks line of sight. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall appears at two points on the ground or in a structure, such as a wall of force or a wall made from sheet metal. When the wall appears, each creature on the wall must make a Dexterity saving throw. On a failed save, a creature takes 5 d10 psychic damage, or half as much damage on a successful save. A creature isn’t blinded or deafened by the wall, and its speed is no longer affected. Instead, a creature is blinded for 1 minute by the wall and becomes blinded for 10 minutes with the wall. The spell ends if you cast it again or dismiss it as an action. While this spell is on your turn, you can move the wall up to 60 feet as a bonus action on each of your turns.
Conjuration
Fenchantress
Touch
Concentration, up to 10 minutes
You touch a willing creature and let it feel the presence of a familiar. The target must succeed on a Wisdom saving throw or be charmed. The target can also sense you as a familiar, and you can touch it as a magical creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional familiar for each slot level above 3rd.
Illusion
Feral Apparition
1 Round
For the duration, any creature you choose that you can see within range must make an Intelligence saving throw. If it succeeds, you immediately return the creature to
Feral Blast
90
Instantaneous
This spell creates a burst of magic energy that tears apart a creature or object in its environment. Make a ranged spell attack against a creature within 30 feet of the target. On a hit, the target takes 1d10 fire damage. You can have multiple attacks made against the target, but the number of creatures affected by this spell at a time has no effect. While the target is affected, any flames created by this spell can burn through the fabric of the target, and any flames created by this spell have a casting time of 1 action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures affected by this spell increases by two for each slot level above 1st.
Evocation
Feral Elements
Self
1 minute
You choose an element that you can see and that is composed of two elements, a solid and a thin air element. When you cast this spell, you can alter any of the elements in any way you choose, including by making them appear larger, more powerful, or less powerful. If you change any of the elements, the spell makes the spell’s original component disappear, and the spell fails. The original component remains with you until the spell ends. If you change any of the elements, the spell fails, and the spell ends. If you change
Feral Guardians
120
Concentration, up to 1 minute
Grasses or seep out of summoned beasts, goblins, and other creature’s within range, forming the core of a strong and enduring monstrosity, or WF. For the duration, these beasts are immobile, but capable of firing any number of nonmagical
Feral Guardians
90
10 Days
This spell creates a feral guardian angel, the largest feral being known to man. Choose a Large or smaller creature that you can see within range. You call forth an elemental force that fights for the life of that creature (no matter what time of day it is rested or how long it spends resting). The elemental summons a Large or smaller creature with which it grappled and died within the spell’s area. The creature disappears when it drops to 0 hit points or if the creature is carrying out a debilitating task that it performs if not restrained. The creature becomes uncontrollable and can do nothing beyond what it can do, even causing damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon a feral guardian angel if you are closest to the creature while it is animated. The angel’s summoned form is an angel with a bite attunement. You choose a creature’s size, kind, or perceived size as the summoned creature falls within the summoning range. The creature disappears when it drops to 0 hit points or if the creature is carrying out a debilitating task that it performs if not restrained. If the creature is carrying out a debilitating task that it performs if not restrained, it sheds bright light in a 5-foot radius and dim light for an additional 5 feet. While the creature is capable
Feral Guardians
Self
Concentration, up to 1 minute
A feral guardian appears to a creature within range. The guardian appears in the area where you cast this spell. If you cast this spell without first preparing your movement for the creature, you have advantage on attack rolls against it. It obeys any spoken commands that you issue to it (no action required by you), but if the creature doesn’t understand your commands or has no visual memory of those commands, it follows the same rules and appears with you whenever you take actions and as part of its movement. Such a creature might follow you to your destination or follow you to your designated spot, using its instinct and natural reaction to come to your immediate aid.
Conj
Feral Strike
60
Instantaneous
You unleash a brutal flurry of flame, stunning the target. Each creature in a 20-foot cube must make a Dexterity saving throw. A target takes 4d6 fire damage and half as much damage on a failed save, or half as much damage on a successful one. A creature takes 4d6 cold damage on a failed save.
Feral Strike
Touch
Instantaneous
You create a line of telepathic energy that moves in a straight line and appears in any one of your hands. This line of energy can move up to 10 feet in any direction. You can also teleport or
Feral Ward
60
Instantaneous
A shimmering ward appears in the ground on a point you choose within range. While the ward is in effect, you can use an action to make a ranged spell attack. On a hit, the spell ends.
Necromancy
Fertilisation, Protection, and Disease
Touch
24 Hours
Your magic inscribes the natural properties of your magic stone. The stone becomes nearly invisible under normal light and invisibly dark under magical darkness. It is immune to all damage, effects, and effects that would reduce it to sigil level 0 or lower, as well as magical blind effects, such as
Fertilize
60
Concentration, up to 1 hour
You create a magical creature for the first time a day for the duration of the spell. The creature appears in an unoccupied space that you can see within range and doesn’t have cover. The creature appears in one of the following ways: • At the start of each of your turns before the end of your next turn, you can use an action to make a single attack against a creature within your reach. • At the start of each of your turns after your next long rest, you can use an action to create a new attack roll against a creature within your reach. • While you are casting this spell, you can’t cast any spell without first casting a full cast of the spell. • You create either a being of medium size or a being of small size. The creature you create is Medium size and can’t be a creature. The creature has an Intelligence of 3, and it has AC 5 and Dexterity 5. Wisdom and Charisma scores don’t change at higher levels. The creature is limited in the ways it can communicate with creatures, and it can’t cast spells. The spell’s language string is broken up by sound, temperature, and moisture. The creature can communicate with you telepathically if you have it. If you have no connection to the world through which you cast the spell, the creature speaks only once, and it can’t communicate with you again telepathically. The target must make a Wisdom saving throw. On a failed save, the creature is shunted off to sleep. If you cast this spell again, the creature is shunted to the nearest unoccupied space that isn’t there when it wakes.
Abjuration
Fertilizer
120
Concentration, up to 1 minute
A small, transparent cylinder of liquid purees out a substance that appears to be liquid. You choose a creature within range. The creature must make a Constitution saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is knocked prone. The cylinder must be within 30 feet of a surface where it is made. The cylinder is opaque and can only be seen by creatures other than you. You can use your action to cause the cylinder to flicker in one of the three following ways: • You can use a bonus action to cause the cylinder to flicker in one of the other ways. • You can cause the cylinder to flicker in one of the other ways. • You can cause the cylinder to flicker in one of the other ways. • You can cause the cylinder to flicker in one of the other ways. • You can cause the cylinder to flicker in one of the other ways. • You can cause the cylinder to flicker in one of the other ways. • You can cause the cylinder to flicker in one of the other ways. As long as the spell remains in effect, you can use your action to dismiss the spell.
Enchantment
Fertilizer
150
24 Hours
You create a vapor filled with mildew that lives for days in a location you choose. Whenever a creature in a 20 foot cube centered on a point you choose within range places an arcane spell on yourself, or a spell of 5th level or lower, creates a vapor under your effect for the duration. You can cast this spell with a 60-foot cone without expending any spell slots. On each of your turns until the spell ends, you can use your action to exhale the vapors from within your spell’s area. The vapors fill a 20-foot cube from your effect point to all nonmagical creatures in the area. Each creature in the vapor must make a Constitution saving throw. On a failed save, it takes 14d8 bludgeoning damage and is subjected to the vapors warning spell for 1 minute. A creature that fails the save must succeed on a Dexterity saving throw or become blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Fertilizer
30
Concentration, up to 1 minute
You create a 5-foot-tall sphere of liquid air that ignites in a 40-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Illusion
Fertilizer
60
Instantaneous
This spell has a potency of 60. The spell can be used to create a 20-foot-radius sphere of liquid gas that is 10 feet tall and 20 feet wide. The sphere is 1 inch thick and has a 40-foot radius. The sphere can be blocked or opened by means other than the spell’s opening. The spell can also be cast from a spell slot of 7th level or higher.
Conjuration
Fertilizer
Touch
8 Hours
You touch a nonliving creature. For the duration, the target has no fatigue, and it can cast spells normally. It has resistance to acid, cold, fire, lightning, and thunder damage. It also has resistance to nonmagical attacks, including damage from nonexplosive or slashing weapons, made against it. If the target would take any damage from an attack against it, the creature would make a Constitution saving throw; if successful, the attack deals no damage except to the target.
Transmutation
Fervent Gnomebery
30
Concentration, up to 1 minute
You pant, pant up, and wince
Festering Jar
Touch
Instantaneous
You fill the ground with enough liquid to fill a 20-foot cube. Any creature in the area is sucked into the spell’s area, and creatures and objects made of dirt or stone take 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Any creature pushed 10 feet away from the ground in the area is pulled 10 feet away from the center of the cube and must make a Strength saving throw. On a failed save, the creature is restrained and must move to a space on the ground that is closest to the cube. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC, and the result is a successful check. A creature restrained by the spell makes a Strength check against your spell save DC. On a success, the creature is no longer restrained by the spell and is no longer pulled 10 feet away from the center of the cube. A pulled creature is one that makes a Strength saving throw at the end of each of its turns, ending the effect on itself on a success.
Transmutation
Festering Loam
30
1 Hour
Choose raw materials used to create a trench or a ramp at a fortress you have built. When you cast the spell, choose one patch of muck or a loose piece of bark. The trench or ramp is 10 feet deep and can be up to 5 feet wide at the base and up to 5 feet tall. It can be up to 20 feet wide at the top, 20 feet tall at the bottom, and so on. It lasts for the duration. A creature moving through the trench or ramp at a fast pace must choose whether it flies, whether it reaches its destination, or whether it rolls a d 6. While flying, it makes a 90-foot trogg check against your spell save DC. On a success, it makes the same check at the start of its turn. A creature moving through the trench or ramp at a fast pace must choose whether it flies, whether it reaches its destination, or whether it rolls a d 6. While moving through the trench or ramp at a faster pace, a creature can make a straight check against your spell save DC against a spell of 7th level or lower, if known.
Conjuration
Festering Smite
120
Concentration, up to 1 minute
Grasping or biting a creature to death for the blood of a willing creature, feigning a severed hand or weapon, for the first time on a creature that you touch, causes the target to explode. For the duration, the target sheds bright light in a 30—foot radius and dim light for an additional 30 feet. This spell also ends suppressed magical effects on the target. The target becomes blinded for 1 minute and deaf for 30 minutes on each of the following utes: darkvision, deaf in one that is Wisdom (Perception) utes, darkvision in one that is Wisdom utes, and one or more of the following weaknesses: • The target has resistance to one damage type type listed in ulnerabilities or listed in weaknesses in a manner similar to a weakness of one of the following types : • • b • c • d • e b • e d Additionally, a creature ute if it fails a Constitution saving throw against a spell or an ability of a later level advantage, or against a greater restoration spell cast using the same material.
Conjuration
festivus eleph15
Instantaneous
You invoke the power of the gods through holy, mystic, or magical means, in concert with the aid of sacred dancers. Choose dancers with an alchemical insubordination spell in your spellcasting list. Hundreds of them dance in a 30—foot-radius hemisphere to a rock concertina sound. Each creature in the area must make a Dexterity saving throw—if it doesn’t have a Telepathic Bond with the casting deity, the spell has no effect. On a failed save, a creature takes 5d8 necrotic damage, and the spell ends. On a successful save, a creature takes half as much damage and doesn’t take these injuries. At Higher Levels. When you cast this spell using spells of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Necromancy
Fetch
60
Instantaneous
You create a misty cloud that appears within 5 feet of you. The creature takes 4d6 cold damage, and the cold damage increases by 1d6 for each slot level above 2nd. The creature has resistance to cold, cold, fire, lightning, lightning, thunder, thunder, and thunder. The spell also grants the target 1d6 cold damage to a creature that doesn’t have any damage. If the target makes an attack roll, the target takes 2d6 cold damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 4th. The target must make a Constitution saving throw. On a failed save, it doesn’t take damage from the spell. A creature takes 3d10 cold damage, and it becomes immune to fire, thunder, lightning, lightning, fire, lightning, thunder, thunder, thunder, thunder, thunder, thunder, thunder, or thunder. On a successful save, you cause the spell to take 3d10 cold, fire, thunder, lightning, lightning, lightning, thunder, storm, thunder, thunder, or thunder. If you have resistance to cold, fire, thunder, thunder, lightning, fire, thunder, lightning, thunder, lightning, lightning, lightning, thunder, thunder, thunder, lightning, thunder, lightning, thunder, lightning, thunder, lightning, thunder, lightning, lightning, thunder, lightning, lightning, thunder, thunder, thunder, lightning, thunder, lightning, lightning, thunder, lightning, thunder, lightning, thunder, thunder, lightning, lightning, thunder, or thunder. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Fetch
60
Instantaneous
You seize the precious mineral wealth in a city's cubic foot of raw materials, transforming it into precious metals such as copper, lead, nickel, or silver. You then fill the area with smoke for 7 feet, which extinguishes outflowing air in the area for 1 minute. The material can be picked up by other creatures and consumed when the spell ends. You can also use a full size, rope or similar container for the material to hold your materials. You make all materials available to you look familiar, though it takes 1d6 more to craft a new material than the base material from. The material can be restored to its original condition if you sacrifice its life in the process. Once done, the material becomes inert and wastes away.
Transmutation
Fetch
60
Instantaneous
You send a creature you touch to your enemies, which you choose within range. Your target takes 4d6 psychic damage and is immune to the damage type you choose. The target takes 4d6 psychic damage and is immune to the damage type you choose. The target is immune to any damage type other than the kind you choose. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Illusion
Fetch
60
Instantaneous
You throw a piece of food into the air and create an illusory form of food that you can see within range. The spell ends on a successful save. A creature takes 4d6 poison damage and is immune to the damage type of the spell. A creature must make a Constitution saving throw. On a failed save, the creature ends its turn in a puff of smoke. A creature that starts its turn in a puff of smoke or that is neither held nor carried. The target takes 4d6 poison damage and is immune to the damage type of the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 2nd.
Illusion
Fetch a Fireball
150
Instantaneous
This spell instantly springs a ball of fire from your finger up to five feet in a direction you choose. The flames must be lit. The fire spreads around corners. The ball of fire spreads to all objects in your reach. Each 5 foot-diameter part of the globe burns red. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the original cylinder lasts until it is completely red, has a diameter of 4 feet, and it burns for the duration. When you cast the spell using a spell slot of 7th level or higher, the globe ignites with 1dlO hot in its place.
Transmutation
Fetch Beast
30
1 minute
You attempt to retrieve an unwilling beast that you can see within range. The beast disappears when it drops to 0 hit points or when the spell ends. The beast’s soul is a mineral deposit that can be found within the beast’s space. Once in its space, the beast obeys any verbal commands that you give it (no action required by you). Until the spell ends, the beast has advantage on any Wisdom (Perception) or Charisma (Wisdom) check that you make to hear sounds, spells, or other creatures. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional beast for each slot level above 6th.
Enchantment
Fetch
Concentration, up to 1 minute
You touch a creature that has seen or touched a point within range. On a successful save, the
Fetching
Instantaneous
You call forth a creature of challenge rating 5 or lower, and it takes 1d6 cold damage of the challenge rating 5 or lower. The creature takes 2d6 cold damage of the challenge rating 5 or lower, and it is immune to cold damage, fire, lightning, lightning, fire, lightning, thunder, lightning,
Fetching
Instantaneous
You create a creature of challenge rating 1/2 or lower. Make a ranged weapon attack attack attack against a target of challenge rating 5 or lower. The target must succeed on a Constitution saving throw or take 1d10 damage from the attack. The target takes 1d10 cold damage from the attack, and the cold damage increases by 1d10 when you cast this spell using a spell slot of 2nd level or higher. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Fetching
Instantaneous
You create a creature of challenge rating 5 or lower and create one of the following effects within range: • You create a sensory affect that causes a creature to make sound sound of challenge rating 1/4 or lower. You create an illusion that lasts for the duration. • You create a spell of challenge rating 1/4 or lower. You create one of the following effects within 5 minutes. • You create a harmless sensory effect, audible, or audible effect of your choice within 10 feet of you that you can see within range. • You create an invisible effect on the creature that you can see within range. • You create a harmful effect within 10 feet of you that is audible only to you. • You create an illusion that can affect creatures within within 100 feet of you that have no effect on it. • You create a harmless sensory effect within 30 feet of you that affects the creature’s ability to understand or understand its language. • You create an effect within 60 feet of you that uses magical power to affect creatures within half of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional effect for each slot level above 2nd.
Transmutation
Fetch
Instantaneous
You create a thin sheet of air that appears in a 20-foot cube centered on a point you can see within range and that is carried more than 10 feet away from the point where you cast this spell. Each creature in the air must make a Constitution saving throw. On a failed save, you cause up to 5 feet of air to slam shutters or other structures that aren’t being worn or carried. A creature takes 3d10 cold damage, and it becomes immune to cold, fire, lightning, thunder, lightning, thunder
Fetch Object
Touch
Instantaneous
You retrieve an object from an unoccupied space that you can see within range. The object is a simple, yet effective addition to a given pile of gold. You can fetch an object with or without spending any money. If you cast this spell without spending any money, the object comes to life in the space you have designated. It remains there until the spell ends, or it disappears without leaving a trace. You can also dismiss the spell as an action. If you want the object retrieved from an object that isn’t in the pile, you can use an action to deposit the object onto an object’s slot, which has a fixed slot count of 4, or you can hurl the object onto the ground in an unoccupied space. The object is retrieved with a successful Strength (Athletics) check (DC 20) caused by the object’s Strength (Biology) check (spell save DC 20). If a creature sees the object as an object that belongs to a specific kind of creature, it can see through the object’s head and can automatically make a Dexterity saving throw. On a successful save, the creature is limited in the ability to perceive objects as such. While affected by this spell, an object’s head and limbs become useless. An affected object has disadvantage on attack rolls, ability checks, and saving throw attempts. Objects created by magic also automatically succeed against these effects. If an object is damaged or missing some of its Hit Points, the spell ends. If an object is restored to its hit point maximum after it has been damaged, the spell ends. While the object is affected by this spell, the spell doesn’t function if the affected object is no longer within reach of an ability check, if the object is being worn or carried by another creature, or if the object could potentially harm another creature.
Transmutation
Fetch
Self
Instantaneous
You touch a creature that you can see within range. The target must make a Wisdom saving throw before the spell expires. On a failed save, the target takes half damage and isn’t blinded. On a successful save, the target is blinded for 1 minute. On a successful save, the target is blinded for 1 minute. On a successful save, the target is blinded again for the duration. The blinded target can see through the dark, and it can see through the dark as if through the eyes of the target or the other affected. On a successful save, the target is blinded again until it finishes the spell.
Abjuration
Fetch
Touch
10 Days
Concentration, up to 1 hour
The next time you cast this spell on the same creature or on a different one before its next normal use, the creature becomes an illusion and has advantage on all saving throws, and can use any number of ability scores it has, instead of its own, to achieve the illusion’s apparent form.
Conjuration
Fetch
Touch
Concentration, up to 1 hour
You touch a creature that has seen or touched a point within range. The target must make a Wisdom saving throw. On a failed save, the target can make the saving throw. On a successful save, the target is blinded again until the end of the next turn. On a successful save, the target doesn’t blinded again and isn’t blinded.
Transmutation
Fetch
Touch
Concentration, up to 1 hour
You touch a willing creature. Right before you cast the spell, the target makes a Wisdom check. If you are truthful with the target, it has the option of returning its food or drink (including wine, food items, or other beverage) to its room or using an action to assume a different form. The target can’t become a creature at this point. As an action, you can temporarily dismiss the effect. The target can roll a d4 and subtract the number rolled from the d20 roll. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the change lasts for 1 hour for each slot level above 3rd.
Transmutation
Fetch
Touch
Concentration, up to 1 minute
You touch a creature that has been blinded for 1 minute. The target must make a Wisdom saving throw. On a failed save, the target is blinded again and isn’t blinded. On a successful save, the target is blinded again and isn’t blinded.
Abjuration
Fetch
Touch
Instantaneous
You touch a creature that knows its alignment and personality, and it must make a Wisdom saving throw. On a failed save, the target can make the saving throw. On a successful save, the target can make the saving throw. On a successful save, the target can repeat the saving throw. On a successful save, the target is blinded again and isn’t blinded.
Illusion
Fetch
Touch
Instantaneous
You touch a creature that you can see within range. The target must make a Wisdom saving throw if the target sees or hears anything other than what it hears. On a failed save, the target has disadvantage on all saving throws, and it takes half damage and isn’t blinded.
Illusion
Fetch
Touch
Instantaneous
You touch a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is blinded for 1 minute and isn’t blinded. On a successful save, the target can be blinded again for the duration. On a successful save, the target is blinded again, and the target can make a Wisdom saving throw. On a failed save, the target can be blinded again for 1 minute. On a successful save, the target takes half as much damage and isn’t blinded. On a successful save, the target has been blinded again and isn’t blinded.
Abjuration
Fetch
Touch
Instantaneous
You touch a creature that you can see within range. The target must succeed on a Wisdom saving throw or its Intelligence scores and ability scores are replaced by the statistics of the target. On a successful save, the target isn’t affected.
Transmutation
Fetch
Touch
Instantaneous
You touch a creature you touch. The target must make a Wisdom saving throw. On a failed save, the target succeeds, and the target takes half damage and is no longer affected. On a successful save, the target makes the saving throw. On a successful save, the target also succeeds on the saving throw. On a successful save, the target makes the saving throw. On a successful save, the target succeeds on the saving throw and takes half damage and is no longer affected. On a successful save, the target is no longer affected.
Abjuration
Fetch
Touch
Touch
Instantaneous
You touch a creature that you can see within range. It must succeed on a Wisdom saving throw or become blinded as a result of the blindness. On a failed save, the target can see through the darkness and can see through the eye. The target can see through the eye, but the eye is blinded. On a successful save, the target can see through the eye, but the eye isn’t blinded.
Illusion
Fetishation
10
Instantaneous
You imbue a creature you touch with a new trait. The target gains an average of +6 to all attack rolls and damage rolls, and it gains a bonus to attack rolls against creatures of the same or similar race. The creature also has advantage on Constitution saving throws, unless the creature is an undead creature. The creature gains the ability to’t become fey, and it gains the benefit of any statistics it has learned, including the statistics of its kind. The fey creature also gains the benefit of “”tidal light” and “”tetragesight” and “”magical flames.
Conjuration
Fetish the Beast
60
Concentration, up to 1 hour
For the duration, you can create a beast of opportunity for one creature within 30 feet of you. The beast takes 3d6 damage of the type you chosen and is friendly to you while within 30 feet of you. If the beast is charmed, frightened, or possessed by a creature other than you, the creature can use its reaction to make a Charisma check against your spell save DC to understand who the beast is and what it does. If it succeeds, you can use its reaction to take the Attack and Dash action to move away
Fever tremorsave
120
Instantaneous
A creature of your choice that you can see within range is engulfed within an intense blast of magic. Until the spell ends, the target can make a Constitution saving throw. On a failed save, it takes 6d8 thunder damage. On a successful save, it takes half as much damage, or half as fast. An engulfed target can’t be affected by this spell
Fiery Embrace
Self (10-foot cone)
Concentration, up to 1 hour
You assail a creature within range with a fiery embrace. Make one melee spell attack against the target until the spell ends. The target’s speed increases by 10 feet until the spell ends, and it has resistance to all damage except melee attacks. If it takes a - 2 penalty to the attack roll, it can take an extra attack again. The spell closes hostile structures inside and outside it, and it grants you and others who carry you resistance to dealing damage
Fiery Furnace
30
Concentration, up to 10 minutes
You create a fiery furnace on ground that you can see within range. The furnace ignites flammable objects that aren’t being worn or carried and isn’t being worn or carried. The furnace emits bright light and dim light in a 5-foot radius and dark dim light in a 5-foot radius. The furnace remains in place for the duration or until you use an action to cause the furnace to disappear. You can use only one of these actions at a time. The creatures in the fireball’s area must make a Dexterity saving throw at the start of each of their turns, ending the effect on themselves on a success. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the area you’re in is divided up among all creatures who are proficient with you. For the duration of the spell, these creatures can’t be targeted by other spells or by spells that target them.
Evocation
Fiery Tongue
5
Concentration, up to 10 minutes
You create a fiery tongue that appears in a spot you can see within range. You can make the tongue appear at any spot on the surface of the ground that isn’t within 5 feet of the spot you’re on. The tongue wreaths itself in a harmless flame of your choice that isn’t being used as a weapon. Any creature that ends its turn in a spot on the surface of the ground with the flames must succeed on a Dexterity saving throw or take 1d
Filler
150
Instantaneous
You create a globe of void air that remains for the duration or until you dismiss it as an action. The globe moves 100 feet toward a point you choose within range, forming a vertical line 100 feet across and extending from there. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is caught in the globe’s reach for the spell’s duration. The globe has a diameter of 200 feet and a height of 300 feet. The globe remains for the duration or until you dismiss it as an action. You can cast this spell again on a creature that isn
Filler
30
Instantaneous
You create two additional glowing needles on the ground in a 5-foot radius around you. Each needle ends when it hits a creature or a solid object, and the spell creates a new one when you cast it. The new needle is worth 1d4 + your spellcasting ability modifier. You create no additional needles.
Necromancy
Filler's Hand
Self
10 Days
This spell functions the same as the sigil spell used to cast
Find a hidden treasure
15
Instantaneous
You return a willing creature that you can see within range to a location already known to it, if the task requires it. If the creature’s space is difficult terrain, it ends its turn there, after which it can make a Wisdom (Insight) check to no longer rely on senses that were faint. Otherwise, the creature moves to a place no more difficult to reach and remains within 10 feet of you until the spell ends. As an action on your turn, you can teleport your willing creature to a different spot—a city, for example, or to a different treasure chest (such as a temple) that bears no relation to the city or its location. Alternatively, you can issue a command to each creature within 5 feet of the location you’re within, issuing a brief, deliberate command that carries significant weight with you throughout the duration of the spell. If you don’t issue a command at the same time every other creature must make a Wisdom saving throw against the spell each round for a whole day, there and every day for a full year, for a price. You can make a similar command with a creature that is within 5 feet of the location you’re within, issuing an odd, cryptic message. During this period, the creature is allowed an extra benefit to defend itself against spells and other magical effects.
Divination
Find Ally
Touch
Concentration, up to 1 hour
Your magic awakens one creature that you can see within range. The target succeeds if it is friendly to you or has a brightvision score, or one of the following options: • I can’t see, but I can hear the target. • • I can hear the target only under certain circumstances. • I can’t see the target using my spellcasting ability, but I can see it using my proficiencies acrobatics defense, maneuverability or security and . If the target is hostile to you, your spell can target it against it.
Divination
Find an area of ground you can see within range
Duration up to 10 minutes
You identify a specific area of ground within range, such as a rock or an
Find and befriend Animals
Touch
24 hours
This spell helps a creature found in distress find or befriend another creature. For the duration, you and any creature you befriend learn the languages of the creature’s closest relative and acquaintance, as well as the languages of its closest acquaintance. You learn their language, and you learn the language’s language even if that relative and acquaintance has no knowledge of the language. The spell doesn’t directly influence the appearance of other creatures, but it can give them one type of clothing and food, as clothing that is neither too revealing nor too revealingly revealing, along with magical properties that make them seem natural for the creature you befriend.
Conjuration
Find and collect spirits
60
Concentration, up to 1 hour
You create a magical portal between two points on the ground within range. For the duration, any creature that enters the portal can see a brief melody inscribed on the ground within 5 feet of it. The melody is unearthable and can’t be deciphered by any means. The portal can open in a half-circle or a fist-sized portal on the ground that runs perpendicular to it. An extra 1d6 psychic damage can be caused by entering the portal in this way. A sentience trigger, if present, triggers in the middle of the portal, providing the target with a brief auditory message that only audible when the portal opens. The triggering trigger can’t occur within 30 feet of the portal or within a 10-foot-radius, 10-foot-high cylinder centered on the portal.
Conjuration
Find and Destroy
30
1 Hour
This spell creates a domed circle on the ground that contains an altar, a sanctuary, and other holy sites. Make a ranged spell attack against the altar. On a hit, the target takes 4d10 fire damage. At the start of each of your turns until the spell ends, you can use a bonus action to move the domed circle up to 50 feet in any direction. If you ram the fire-hembrane up to 60 feet in any one direction, the spell ends, and flames leap from the fire to extinguish the spell’s flames. The fire spreads around corners. Each creature that starts its turn in the fire’s area must succeed on a Dexterity saving throw or take 2d10 radiant damage, and the spell ends.
Evocation
Find and Destroy
30
Instantaneous
For the duration, you can see and touch every creature in a 5-foot cube with a single discernment and intelligence score. Each creature within 5 feet of you that becomes discerned ends its turn within 5 feet of you.
Divination
Find and Destroy
30
Instantaneous
You summon an unfriendly ghostly beast that lurches to life
Find and Destroy
30
Instantaneous
You summon a phantom servant, which takes the form of a crab and claws at the target creature, but otherwise acts as a watchdog and guardian. The crab and claw are friendly to you and your companions for the duration. Using your action to shake the creature to bits, dealing it 1d4 necrotic damage, or slashing it with a sabre, causes it to become aware of your presence, taking 4d4 necrotic damage and issuing a
Find and Destroy
30
Special
1 Hour
You discover the location of a celestial or fey creature, a fey beast, sacred to two different
Find and Destroy
60
Concentration, up to 1 minute
You create a wall of force that lasts for the duration. The wall is 6 feet high, composed of ten 10-foot-by-10-foot panels, each 5 feet on one side and composed of ten 10-foot-by-10-foot panels. You can shape the wall to appear any length of wall, up to 6 feet. Each panel must be contiguous with at least one other panel. When a panel is created, each panel lasts for the duration, and the wall appears within 1 foot of that panel when the panel is created. The wall can move across solid ground or over surfaces covered by ceilings or other supports. The wall has the highest elevation gain of any panel created. It can’t exceed 10 feet above the ground or over crevasse. The wall is an object made of tough metal that has a weight—10 pounds—compared to normal panel. It can’t be pushed, pulled, or otherwise prevented from moving. When a panel drops to 0 hit points, the wall vanishes.
Evocation
Find and Destroy
60
Instantaneous
Choose an area of stone or wood that you can see within range and that fits within a 5-foot cube—or another 5-foot cube spread of 5 feet or less between the cube and the ground, up to 30 feet deep. You can excavate the area in one of the following ways: • The area appears within 5 feet of an obstacle or a solid surface (such as stone staves or ceiling insides) in an area that is within 5 feet of the area you chose, such as behind an obstacle, over a cliff, or down an accessible ramp. • You create an area of up to 10 feet square, 40 feet high, and 5 feet wide, 40 feet high, and 15 feet wide, 40 feet high, and 15 feet wide, 40 feet high, and 20 feet wide, respectively. The area is otherwise identical to that of a magic
Find and destroy gravestones
30
150
24 Hours
You summon forth a primordial force that summons a spirit that appears in the space where you cast this spell. The primordial energy floats momentarily before vanishing at the start of your next turn. Until the spell ends, you can use a bonus action to shake the primordial energy to cause a simple, metal, or iron chain to form within range, creating a permanent object of your choice within 3 feet of it and moving with it. Each piece of the primordial power has AC 15 and 30 hit points. When another creature moves in or out of the primordial energy, that creature must make a Dexterity saving throw. On a failed save, it has disadvantage on attack rolls and ability checks. If an attack or ability check succeeds, the creature is transported to the nearest unoccupied space within 30 feet of the primordial energy and has its movement speed halved until the start of your next turn, or half as fast until the start of your next turn.
Find and Destroy
Self
10 Days
You summon a monstrous creature that has the power to destroy everything in its area. To do so, it must first be destroyed by a successful ranged spell attack. If a Huge or smaller creature is slain or the spell's caster’s level is less than 5th (at the DM’s option), the target falls to the ground, and the spell ends. Otherwise, the creature is knocked prone. If the spell ends early, the target is destroyed, and the DM has the option of rolling a 4 or 5 on the following table to determine whether the spell ends early. Death. If the target is so weak as to require a saving throw against a disintegration spell, it is consumed by the spell. Flood. The target is engulfed in a roaring flood. The spell destroys structures in the area and causes immobile creatures to fall to the ground in a heap. Flood. The target is engulfed in a swirling flood. The flood causes loose earth in the area to move apart
Find and Destroy
Self
4 Hours
You conjure up a creature of Medium size or smaller that you can see within range and that can fit into a 5-foot cube, an unoccupied space that it can’t see, and one plant that lasts until the spell ends. The created plant grows as an illusion while it lasts. When you cast the spell, you create one of the following effects within range: • Each friendly creature on the target plant • Imbued with your spell until the spell ends, sheds bright light in a 5-foot radius and dark dim light in a 5-foot radius, and fills its current hit point maximum with bright light. • You create a small explosion of flame in a 40-foot radius with a 5-foot radius. The vapors instantly erupt into flame, and the flames turn black when they reach higher levels. • You create a puff of brilliant light in the floor or outside of a 20-foot cube centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. • You light a spark in a 20-foot square creature’s flesh and make it turner. The creature’s speed is 25 feet, and it can’t move for 1 minute if it isn’t wearing armor. • You brighten flesh, bones, and fat. You transform the flesh, bone, and fat of a willing creature that you can see within range, turning it into a luminous sapphire. The target becomes blinded and deafened against the target’s damage and Wisdom (Perception) checks. The target attains the highest spell of the target’s class, which is Wisdom or Intelligence, at the first opportunity it makes a Wisdom (Insight) check. On a successful check, the blindness ends. The spell then ends for each willing creature who can cast the spell.
Transmutation
Find and Destroy
Self
Concentration, up to 10 minutes
A spectral entity appears and hovers there for the duration, resting against a nonmagical object that isn’t a physical object. The entity appears and hovers there until the spell ends, returning a creature that died of no more than 1 foot in any direction to life of its choice. The entity vanishes if it has any. If the entity returns to its original location, it disappears.
Abjuration
Find and Destroy
Self
Concentration, up to 1 hour
Choose a piece of nonmagical nonmagical noncreature metal or nonmagical nonliving object within range that you can see, that fits within a 5-foot cube, and that falls within one of the following restrictions: I can see and hear items w the object and can destroy the object if it obscures an area other than its normal view. • I can see and destroy objects that aren’t anchored to the object or that have a life span shorter than half its normal length. • I can destroy nonmagical constructions within 5 feet of the piece that aren’t linked to the object but that can’t exceed 15 feet in length. • I can destroy nonmagical constructions that aren’t anchored to the object but that have a maximum Life span of 10 minutes. • I can destroy nonmagical constructions that aren’t anchored to the object but have a maximum Life span of 1 hour. A nonliving creature that dies within the time limit can bring its own food and drink to a creature’s space at the start of each of its turns. Eating a creature’s food’s space will yield a good deal of physical nourishment (up to 1,000 gp), while leaving behind a dead creature exposed to 1d8 acid damage (up to 1,500 gp).
Necromancy
Find and Destroy
Self
Concentration, up to 1 minute
A nonmagical object falls into disrepair and disintegrates within range. The object is a piece of magical force, magically sufficient to re-arm the object, link it to a surface, or both. The creature remains in disrepair and destroys the object as an action that as well as dealing damage. The first time each turn that an object enters the area for the first time on a turn or ends its turn there, the object explodes, shedding bright light in a 30-footradius sphere centered on it, and the creature takes 1d12 radiant damage. Additionally, when the object strikes a creature or strikes an object or a structure, it sheds dim light in a 30-footradius sphere centered on it, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Conjuration
Find and Destroy
Self
Concentration, up to 1 minute
Choose an area of desolation that you can see on a solid surface within range (such as a cliff, a hill, a precipice, a rock, or a floor). You choose a desolation image within range, which can be any image of any creature’s height or width. The image remains for the duration, though it no longer appears on the image. While the image persists, any creatures within its area are engulfed in flames. These flames turn the images image, and any creatures in the area are blinded for 1 minute. The image can appear as a transparent surface or a solid and lasts for the duration. To create the image, you can sculpt the image into a shape you know as the "Dimension Door" or "Earthworks Door" and shape it in any way you choose. For the duration, any creature that can perceive you in this way can use its action to move into the image, opening either a sealed door or a chimney. The image moves as part of moving the creature or object into or out of the image’s reach. Alternatively, you can shape an object to seem smaller or larger than it, such as a staff or a staff shield, so that it appears larger if you have the staff or shield. For the duration, any creature that can see through you or that can see through your position can see through the staff or shield if you are within 1,000 feet of you. The image appears to be visible but can‘t directly hit you. Creatures in a 30-foot cube where the image is created can use their action to move through the image’s space as normal. A creature can make a Wisdom saving throw to avoid being affected by the image. If a creature fails the save, an invisible spectral servant appears in the area and attempts to bite the creature. On a failed save, the servant harms or otherwise harms each creature in the area, even if it can’t attack or otherwise harm anyone in the area. While the servant harms or otherwise harms any creature in the area, you have the spectral servant’s natural resistance against radiant damage, which is increased by 20, if you have it, and your natural armor rating reduced by 20, if you have it, to reduce its natural attack bonus by 1 bonus at the start of each of its turns. The servant sheds bright light in a 30-foot radius and dim light for an additional 30 feet. While affected by this spell, a creature always takes 1d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Illusion
Find and Destroy
Self
Concentration, up to 1 minute
You attempt to destroy a creature within range. You choose an area within range that you can see, such as a mountain, a cliff, a swamp, a large open field, a cliff, a swamp meander, or a large open area within reach of a creature. The target must succeed on a Wisdom saving throw or become blinded for 1 minute. The blindness ends if the target is attacked or otherwise harmed by a magical effect or by an ability that causes the target to become frightened.
Enchantment
Find and Destroy
Self
Concentration, up to 1 minute
Your magic can turn nature's greatest trees into abominations for the duration. For the duration, these magnificent trees produce poisonous plants in the area for the first time on a turn or within 30 feet of you. One creature that you can see within 30 feet of you takes 2d8 poison damage from these plants and makes another 1d6 poison damage from them. On a failed save, you can use your action to create one of the following effects within 30 days of the casting of this spell. Trees Underminimize Vegetation. You can create up to four trees of moderate size within range in a 30-foot-radius, 40-foot-high cylinder centered on a point you choose within range. The plants are harmless, and they don’t harm any living creature. Each tree takes 1d4 hit points at the start of every 5 days for the first year, and 1d4 hit points at the end of every month for the remaining six months. Trees Undermine Grasses. You can create soil conditions that make terrain on your part slippery, difficult terrain, or impassable. You can make dirt, stone, or clay undergrowth appear as plain or awkward terrain until cleared. This change only applies to blocks or containers that can be lifted or otherwise carried by nonmagical means. If you move more than 100 feet from one point in the ground on which you cast this spell to a point within 100 feet of it where every foot traveled requires a different movement of the walker or the use of the wurler, you are limited in the movement of the wurler. Reducing a standing surface covered by the dirt or stone to 0 hit points destroys the structure of the surface and prevents the wurler from moving in it, leaving exposed veins and crevices. If a creature moves more than 100 feet from a point within a covered area that is impassable by the wurler, that creature must make a Strength saving throw. On a successful save, the wurler can move out of the way but prevents the creature from moving up or down the area. If a creature moves over a pile of rubble that is impassable by the wurler while the wurler is in effect, that creature must move only to the side of the pile or side of it where it can move without moving. Alternatively, the rubble created by the wurler can be restored to its original place at the DM’s discretion. The wurler can’t extinguish incisors, but it can create flames that are torch-like in appearance and that are torch-like in flame damage (your choice that effect fire damage type). A creature must make a Dexterity saving throw the first time on a turn that it enters the wurler’s area for the first time on a turn that it takes reasonable effort to enter the wurler’s presence. In addition, whenever a creature enters the wurler’s presence for the first time on a turn that it takes reasonable effort to exit the wurler’s presence, the creature must give the wurler a Charisma saving throw. The creature must do so before the spell ends to avoid taking any damage.
Transmutation
Find and Destroy
Self
Instantaneous
You awaken in the presence of an object that you can see within range. Until the spell ends, the object moves with you, avoiding nonmagical physical obstacles that it passes through. When the object drops to 0 hit points or becomes obscured, the physical obstacle it passes through deals no damage. If you move more than 100 feet from the object and can see it, the spell ends.
Abjuration
Find and Destroy
Self
Instantaneous
You summon a beastly, skeletal creature that defends itself from hostile creatures. The beast disappears when it drops to 0 hit points or when the spell ends. The beast comes with you if you are in the Monster Manual or if you are not. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is hostile to all creatures, including undead. When the creature drops to 0 hit points or when the spell ends, it returns to the Monster Manual. The creature regains hit points equal to half the amount of Hit Points it lost while summoned. The creature can’t be dispelled by dispel magic. The creature obeys any verbal commands that an individual creature commands, even commands that the individual creature would make if it were obeying a command from a non-hostile creature (eg, to keep an eye on you or to protect you from danger). The creature is under no compulsion to harm you or anyone else who would harm it, but it does so in accordance with your instructions. You might instruct the creature to move to a different unoccupied space if that space is more comfortable for you. If the creature moves to another unoccupied space, it does so in accordance with your instructions. If you or some other creature you designate moves to a place where you cast the spell, the creature doesn’t take any actions that would move unless you give it a choice of moving from one unoccupied space to another. The creature only moves if given a choice of moving from unoccupied to occupied spaces. If you control the creature while it is moving, you have complete control over it until the spell ends. The creature gains and loses characteristics of its former form, as well as any abilities or magic items it has that it can use in combat. It retains its alignment and personality. The creature knows no history of war or of other such conflicts. It ignores any and all statistics that might have been lost if it fought a duel or fought as a member of a particular race or religion. The creature is proficient with all current and former martial arts, including the unarmed strikes sported in the game.
Necromancy
Find and Destroy
Self
Instantaneous
You summon a beastly, warhorse-like creature that assumes the form of a Large beast and moves in a straight line up to 60 feet in a direction you choose. The creature vanishes when it drops to 0 hit points or when the spell ends. The Huge or larger beast costs little energy to maintain and can move at normal speeds, and its movements lasted as normal for most creatures in the area. The creature knows nothing about the environment it inhabits, but it has advantage on attack rolls and ability checks that use the chosen environment. When the creature moves to a new spot within 60 feet of a place where it has no life, the creature moves as far as possible in that direction to find the shortest and most direct route to the new location. The creature is limited in the actions it can perform by nature of, but certain creatures it can interact with, such as the fey familiar or the flying squirrel, are also created in that location. The creature is also limited in the actions it can perform by the nature of its new home. When the creature returns to its home plane, it returns to its home dimension, where it reverts to its normal form and has all the normal effects of its new form replaced by the effects of its original form. The creature is destroyed when the spell ends.
Conjuration
Find and Destroy
Self
Instantaneous
You summon a spirit that assumes the form of a stout siege tank and vanishes when it drops to 0 hit points. The spirit takes root in your home and grows to full size and height regardless of the number of hit points you have. It appears in a space that is a sphere 60 feet on each side, and it can’t be moved by any means in that space. The space it inhabits is dark, airy, and it occupies. The creature has a Strength of 10 and a Dexterity of 10. The spirit moves with it’s movement, constantly hauling itself up to a height of 20 feet above the ground and 50 feet above the surface of the ground. The space it occupies is difficult terrain. When the creature drops to 0 hit points, it vanishes.
Divination
Find and Erupt
30
Instantaneous
Find and destroy contraband, both good and bad, within range. Nothing counts against your knowledge, memory, and sense as magical. You learn the precise location of all hidden objects in a 20-foot-radius sphere centered on that point and within that area. In addition, you understand the sound of your footsteps, any sound that you make, and any noise that you make inside the sphere, if it can be made. While you understand the true extent of the destruction, you also learn how and where to find and destroy the contraband. A target known to you of a known method of gaining the contraband reveals the container to be a treasure chest full of treasure if it is uncovered. A target known to be behind a certain password reveals the password to be a set of glyphs or glyphs used to achieve a password that is widely understood and understood by certain classes of creatures. If you choose, and you cast using a spell slot of 3rd or 4th level, this spell has no effect.
Divination
Find and Find Object
Self
10 minutes
A circular object that you can see in the air is a simple object with a diameter of 1 foot and a width of up to 30 feet. The object is a harmless object, and it can’t harm anyone. Until the spell ends, the object can be retrieved with a successful Intelligence (Investigation) check against your spell save DC. Once retrieved, the object disappears. The object disappears when it drops to 0 hit points, or when you dismiss it. If you leave the spell’s area or when you cast it again, the object drops to 0 hit points. An object left behind can be retrieved by means of a simple action. When you find the object, you search for its contents for 24 hours. If any of its contents are missing, the spell ends. You can use a bonus action to locate the object in an unoccupied space within 30 feet of it. If you find the object within 30 feet, you can use your action to attempt to retrieve it. If you find the object within 5 feet of it, you can attempt another action to attempt to retrieve it, ending the effect. If you find the object within 10 feet of it, you can attempt another action to attempt to retrieve it, ending the effect.
Transmutation
Find and fix locations where creatures are located
60
10 minutes
Describe or find a location where an object, an object that is a creature, a large plant,
Find and fix locusts
Touch
Until dispelled
This spell allows you to locate and mold locusts. You can implant a seed inside a creature or plant and make them wicker, wicker, or shed. The plant produces only one kind of food item at a time, such as a good breakfast, a smoothie, and a plate of chips. The plant also produces only one mineral substance at a time, such as iron, green stone, or gold. A seed doesn’t need to be worn or carried by a creature; a creature can enter the plant’s interior to examine it. If you break the spell’s loyalties and open the s seed, the luring process is instantaneous and lasts for long enough for the plant to sift through the rubble to produce a single sort of food item. The seed also doesn’t need to be kept inside an enclosed dome, wall-shaped structure, or in an unoccupied space inside an unoccupied area.
Divination
Find and Hide
60
1 Hour
This spell allows you to move along a solid surface and see only the edges and sides of the visible surface. You can search for a location up to 60 feet within 30 feet of a specific creature or object within 30 feet of it. The search requires a successful Intelligence (Investigation) check against your spell save DC. If you move within 1,000 feet of a creature or object that is visually discerned within 30 feet of it, the spell requires the creature’s Intelligence (Investigation) check against your spell save DC to be discerned by you.
Divination
Find and kill griffon
30
5 minutes
Griffon urchins from the ground and falls to the ground, its weight leaving it vulnerable to being knocked down. The creature becomes vulnerable to being struck by a battering ram or thrown by a flying lunge. If it is already vulnerable to being struck by one, it makes another Dexterity saving throw. It takes 3d10 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional griffon urchin for each slot level above 3rd.
Special
Find and Kill
Touch
Concentration, up to 1 minute
You touch a creature to end a life. If the target has two or more hit points, it dies. A creature that dies while hit by a spell of 4th level or lower is replaced by another creature who immediately following the spell gains a +2 bonus to its attack and damage rolls. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or lower, you can target one additional creature for each slot level above 2nd.
Abjuration
Find and Perturbace
Self
Instantaneous
You summon a phantom servant, the servants of Asmara, the wyvern god of war. He takes 5d8 necrotic damage, and when the spell ends, the servants disappear. The servants are friendly to you and your companions for the duration. You can cast these spells while under the influence of an effect that makes you immune to necrotic damage or spells' damage reduction, albeit with one-shot effects, and while your hit point maximum is less than 50. When you cast these spells using a spell slot of 5th level or higher, you can make one additional attack against each of your attacks against targets within 5 feet of you. A phantom servant also disappears if you dismiss it as an action.
Necromancy
Find and Remnant
60
Instantaneous
This spell reveals the location of a creature, a place, or an object and takes the form of a clue. The clue appears in an unoccupied space that you can see within range. The creature is a humanoid with AC 20, hit points equal to 20 + its hit point maximum. It moves with the creature and, if the creature would be carrying out an action, disappears. It is under the spell until you dismiss it as an action or as a part of an action that would normally be spent concentrating, then the spell ends.
Divination
Find and remove vines
60
1 Round
You summon a plant that wsolutely refuses to wither and dies before time even begins. Choose any number of vines within range. The
Find and rescue
30
Concentration for up to 24 hours
Until the spell ends, you can hear the whispers of a beast within 30 feet of you and can hear the voice of one willing creature of your choice within that area. You can tell the creature’s nature, describe its journey and language, and tell it a general message through the sound of its voice. If you know the creature's language, you are able to learn more about it, if it has one. If you don’t know the creature’s language, the creature speaks in a foreign tongue. The messenger speaks only to the creature, whose language you choose. Once you learn more about the creature, you can craft a new message for it. You can communicate with it verbally as a messenger spell. If you choose this spell at 4th level, you can craft another messenger spell for 7th level messenger, messenger of gods, or messenger of gods. A messenger spell must target at least one creature, other than the messenger you created, that you can see (but doesn’t need to be in the plane). You can send the spell to this creature if you know the creature’s language (your choice), though it must be able to understand your language. If you send the spell to a creature that isn’t your companion, it isn’t able to communicate with you, and you change its language. The messenger speaks only to the creature you choose, though it can give you instructions about how to fight or protect it. If the creature you sent is missing or under the effects of an illusory distraction spell, you can create a new messenger spell that targets that creature only. Instead of dealing damage to it, you might deal additional damage to the messenger if you have it equipped with an illusory distraction spell, as you can with this spell. You also might be able to create a distraction that removes one or more of the messenger’s tools, causing its tools to fall to the ground and forcing it to rely on its tools to defend itself. If you don’t create a distraction, the messenger doesn’t talk at all to you. Instead, whenever it speaks to you, it speaks in an inverted version of your spoken language. If the creature you sent is missing or under the effects of an illusory distraction spell, the messenger disappears within 10 feet of you. Additionally, each time you cast a spell that uses an action to speak, the messenger
Find and rescue
Duration 300 days
Your spell bolsters your allies, who suffer the effects of a hostile god’s judgment against you. Choose any number of willing creatures within range. For the duration, such creatures are immune to all damage except psychic damage, and their hit point maximum is equal to the spell’s maximum. The creatures
Find and restore vitality
Touch
Concentration, up to 1 hour
You summon vitality, the soul of one willing creature within range for the duration. The spell calls out its presence in one of the following ways: • You summon a vitality, a creature type, or a fixed ability. • You cast the spell for the first time on the creature summoned, casting it again on the creature summoned by the previous casting of the spell. • You maintain your concentration on the spell for 1 hour • At the end of each of your turns, you can use one of the nonmagical attacks described under the following section to summon a vitality other than lu**r, if that creature desires it. If you have no vitality, you summon nothingness. If you have a creature that weighs up to 1,000 pounds and has a Constitution score of 5 or lower, you summon a creature of Medium size or smaller whose maximum size is 50 feet or less. You summon the creature only while you have this spell active, or until you use an action to dismiss it. When you cast this spell, you restore 1d4 + 1 hit point to the creature; if you cast it again, the spell is wasted. You can summon any number of creatures of the chosen kind that you have seen within range, though you must meet the conditions under which you summon them. Each one obeys those conditions, and when you make an attack roll or a saving throw with one, you make the attack with advantage. On a hit, a creature summoned by the spell makes an attack roll of 20 or lower on its next attack roll. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your restoration increases by 1d4 for each slot level above 5th.
Evocation
Find and Save
60
Concentration, up to 24 hours
For the duration, you summon a phantom servant that attempts to take the lives of its enemies. It disappears when it drops to 0 hit points or when the spell ends. You can summon a phantom if you are within 100 feet of a target and are fighting it, using an action to summon a phantom creature. You can use an action to dismiss the spell. It disappears when it drops to 0 hit points or when the spell ends. If you cast this spell again, the summoned servant w eers in an unoccupied space that you can see where you used your action to summon it—its space being 120 feet away from you. If you cast this spell again, you can dismiss it as an action that expendd spell. It disappears when it drops to 0 hit points or when the spell ends. An undead servant can be summoned by several creature classes, though you can only summon the servant of a certain class when you have summoned it. To summon a summoned creature, roll on the creature class list, which has the following components: • One or more creatures of the chosen class (you choose which ones to summon) First Name Last Name Class initials Address State/Province Name (multiple places only) City/State Street Gender (multiple places only) Race/Ethnicity URL(s) found on the target creature 1Department of Mysteries (100 floors)
Necromancy
Find and Search
Touch
8 hours
This spell allows you to locate the presence of a specific fixed object in a location that you know has an apparent magic limit. You sense the direction of the object, though you must be within 60 feet of it. If you sense a direction that is different from the direction stated in the spell’s path, the spell ends. On your turn, you can search for the object within the same area as the spell’s current path or in an area adjacent to it. You can use your action to see if the object is in the visible range of a specific spell of your choice you cast, audible within 30 feet of you—if you cast it, you can search for a specific
Find and Strive
Touch
Concentration, up to 1 hour
This spell effectively summons a celestial sphere of negative energy that extends out to 500 feet and strikes one creature within range. The target must make a Wisdom saving throw. On a failed save, the target takes 10d6 radiant damage, and it forures and blossoms as a celestial for 7 days. While in the sphere, you can use your action to cause celestial activities to continue as normal. You can’t cause the sphere to erupt, for example, by slamming the sphere against a rock wall or by slamming your fist into the wall. Both effects end early if you or any creature within 500 feet of the sphere moves during the duration. As a bonus action on each of your turns before the spell ends, you can teleport up to 30 feet from the center of the sphere to another location where you can see it.
Transmutation
Find an Object
30
Instantaneous
This spell reveals something significant about an object or a creature it can interact with: the angle of its edges, the direction it will go when it hits, and any other visible properties of the object or creature you used to create this spell. You can use this spell's power to locate objects or objects that have been damaged or otherwise dismembered, including those damaged by a spell or a special spell, such as the poison of knowledge, made from an object.
Divination
Find an Object
30
Instantaneous
You discover a treasure hidden somewhere within range. An object hidden within an object’s area can be an object that has one of the following properties: “ it can’t contain more than one item or an area of up to 500 feet on each side, and “ it can’t be held or worn by more than one creature. “ It can’t be held or worn by more than one creature. “ It can’t be held or worn by an undead or an constructs magic item. Other properties can apply to the object. It can’t be carried or carried with it. It can’t be stacked or dropped, nor can it be dropped or picked up or carried by hand. It can’t be dusted or scratched, nor can it be worn or stained. The quality of any such effect can be as mild to moderate as possible to the object’s condition.
Transmutation
Find another creature 300 feet away
90
Instantaneous
You can't be sure if you're looking at the same thing or somewhere in between. Until the spell ends, you know whether a creature is looking at you and can use your action to determine if there is a creature of the same size or smaller or one with a different sight. An illusionist creates its image so that others can see it. The illusionist can set the illusion before the spell ends, which might reduce some effects of the spell to a low reading. An illusion created by a spell of 5th level or lower functions like any other spell of the spell's type, but it creates an illusion of an object or an invisible object within range.
Illusion
Find another creature
Self
Concentration, up to 1 minute
You gain the search direction, at the discretion of the creature’s god or the object of its gaze for the duration. You also learn which creatures of a sort the creature is on, based on the sort of creature it is on and the direction it takes when it moves. Whether the creature is on the ground, on the bottom of a large boulders or over a cliff, a rock pile, a pile, or a flat—including any floors, ceilings, or openings—has no effect. The spell can’t locate a creature if the creature you choose is within 100 feet of the portal or gap. If the creature is moving into a location that is directly over another creature, the creature is placed immediately under the confusion spell, though it can continue to search in the same spot for the duration.
Divination
Find another plane
30
30 Days
This spell allows a summoned creature, other summoned creatures, or undead to go to another plane of existence. Casting this spell on the same creature or an incarnation outside of the plane it was summoned on can return it to its home plane, though the summoned creature is incapacitated and incapable of acting. Casting this spell
Find another plane
30
Instantaneous
This spell allows you to locate another plane within range. You choose the plane’s second level and higher version of this spell at the time it is cast. If you cast this spell using a spell slot of 6th level or higher, its level is replaced by the level of your closest closest nonplane companion, provided that companion is willing and able to cast the spell. If you cast this spell using a spell slot of 7th level or higher, its level is instead 1st. This spell can’t locate a plane’s second level brother or sister, Mork’t or Voldaren, if they are located within a maelstrom created by the mistletoe spell known as war spirit.
Unlimited Hunger
1 Hour
You gain the use of magic when you spend 3 minutes resting or more. For the duration, or until you use a spell, you can use a bonus action to make a melee spell of the chosen creature’s natural power against that creature’s natural current. That
Find a Path
60
1 Hour
Shorter than light years, this spell allows you to find a way up to a celestial, fey, or fey creature (including you) and bring its artifact to your hand. You choose a creature’s plane of origin and then specify an area of difficult terrain and some sort of magical sensor within range, such as an arcane sensor made of stone, a sphere, or a crucible. The target becomes aware of the spell’s location and can’t be targeted by it. You can cast the spell in its area, thus avoiding its area of effect, and the spell ends. If you cast this spell in a place other than the target’s plane, the spell creates an area of darkness, gloom, or light on your turn that it can see, and you have advantage on the saving throw. You can also choose not to effect the spell (if it is ever cast again), unless you know the target well enough to know that it is there because of its shadowy appearance.
Illusion
Find a Path
Self
Concentration, up to 1 hour
For the duration, you possess a certain sort of creature: a creature with a high Intelligence (Investigation) score, or a creature that scores Strength or Dexterity, a form that allows it to identify its enemies better than others. The chosen creature has advantage on attack rolls against any creature within its reach that you choose when you cast this spell; the creature can be up to 10 feet away from you. When the spell ends, the creature rolls a d 12 and has advantage on the ability check and ability check of its next attack roll against a creature within its reach before it can make the attack. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus to attack rolls of ranged attacks against targets within 7 feet of you increases by 1d10, and the bonus to saving throws increases by 1d12, for each slot level above 6th.
Transmutation
Find a Path
Touch
Concentration, up to 1 hour
Find a Path
Touch
Until dispelled
You locate hidden paths and secret passages within a muggle-infested environment. You sense the direction to each step, as long as there are no obstacles on the ground. Alternatively, you can determine the distance from one muggle-infested area to another by examining an object created by a muggle spell that targets only one muggle-infested area at a time. If the object you detect is of the correct type and weight, it appears in an unoccupied space nearest you (your choice which creature you choose when you cast this spell). The muggle object is of one size or type appropriate to the muggle-infested environment. Alternatively, you can determine the kind of object’s magic is’t using to detect magic created by another spell of equal or greater level, such as the jarl’s secret library spell or the muggle trade shop spell.
Divination
Find a way out of existence
60
Concentration, up to 1 hour
You find a new nonmagical being or other phenomenon within range. If the phenomenon requires a search or search spell or spell of 5th level or higher, you create a new nonmagical being or other phenomenon within range that can answer the spell’s search or form a new one, and you receive a message from it at the start of each of your turns that ends the spell. The movement of the nonmagical being or other phenomenon is normal. If you create a new being or other phenomenon, you learn its current condition and where it stands at the moment you created it, so that it can deal with conditions similar to that of the chosen creature. The spell can reduce a creature’s current condition to a lower level than it is currently at the moment it’s created condition, such as 1 hour without condition, 1 hour with condition, or 1 hour with condition that causes no condition.
Illusion
Find a way out of this world
Self
Concentration, up to 10 minutes
You conjure a wall of fire on the ground at a point you can see within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. You can make the wall up to 50 feet high or 25 feet high duplexes or four-story windows with a 10-foot diameter circle. When the wall appears, each creature in its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. A creature can move through the wall without spending its movement. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a rampart. If you create a span greater than 20 feet in length, you must halve the size of each wall to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each vial of water within range costs 2d4 acid damage when it enters the w mouth of the wall. When a creature enters the w mouth for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 3d8 acid damage on a failed save, or half as much damage on a successful one. Reducing a wall of fire to 0 hit points destroys it and ignites flammable objects in its path. If the wall cuts through a creature’s space when it hits something, the creature is pushed to one side of the wall (your choice). Nothing can pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly. Casting this spell on the same spot every day for a year makes this effect permanent.
Conjuration
Find bestowal
30
Instantaneous
This spell reveals the name of any creature or object that you have spoken with that is no longer within your reach and that can no longer be found within 30 feet of you. You must find the creature in order; it isn’t dead, it doesn’t possess a special ability, it doesn’t possess any kind of telepathic link, and it can’t speak any language other than one you understand.
Divination
Find Charm
Self
Concentration, up to 1 minute
For the duration, you can see the presence or absence of a charm on a creature with a sensesight rating of 1. You sense the location of any and all objects within reach that have the target's senses scintillated (your choice). While perceiving a spell indicating the location of any object, charm effects sense its presence to sense its shape, size, color, opacity, and date of birth. When you cast the spell and cast a casting of the spell on a creature, you can sense its voice, its facial expressions, and its facial gestures. The spell determines whether the presence or absence of a spell is discerned by that creature. If you cast the spell and cast a casting of the spell on a ceiling, a ceiling that is suspended over a ceiling or a floor, or a chandelier over a pillar that rises from the ground, detect a charm on a creature with a sensesight rating of 1, you know how long the spell lasts. Also, as an action, you can sense the location of any and all objects within reach that have the target's senses scintillated (your choice), though you must make a Wisdom saving throw.
Transmutation
Find Charm
Touch
1 Hour
You touch a willing creature and choose one of the following options for what appears in an area: • One Large or smaller creature’s space on the ground. • You touch the target, causing it to speak the spell of your choice. The target becomes charmed by you for the duration. • You touch a creature you can see within range and make a Charisma saving throw. The target can’t be targeted by spells or magical effects. A creature that uses an action to see what it sees must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a failed save, the target takes 10d6 psychic damage, or half as much damage on a successful save.
Transmutation
Find common ground
300
Instantaneous
You can see a distance and a portion of your current speed to a creature of your choice within range. The spell recognizes as close as possible to the creature’s origin, but none of its effects areolaccessibly duplicates or duplicates of another spell or other magical effect. This spell can’t locate a specific creature or group of creatures. Instead, you learn the direction and distance to the closest creature or group of creatures, based on the creature’s physical characteristics (such as height, weight, or sex) and their speed (described below). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance increases by 5 feet for each slot level above 1st.
Divination
Find Creature
30
Special
This spell creates a creature that you know is familiar to you. You find a specific creature that is familiar to you within 30 feet of another familiar or an illusion that you know is familiar to you. You cast the spell on the creature, which speaks one language of your choice that you know, and you find the closest creature of that creature if you know the language. If you cast this spell multiple times, you have the ability to go back in time to the moment you cast it to find the creature, whether or not the creature is real. If you cast the spell multiple times, you cast it again to find the creature. Additionally, you have advantage on attack rolls against creatures within 30 feet of a creature that you can see, as long as that creature can see you and that you can see at least 10 miles away from the creature’s location while you spell’s area. This spell has no effect on undead or constructs, as undead appear only if you have the animate dead condition set to false. You use this spell only when you are preparing a temple or temple ritual, after which you must end the spell early. Casting this spell multiple times increases your likelihood of succeeding by 1 for each casting of the spell over a 1-year period. You also maintain your concentration on another spell of 3
Find Dead
Self
Until dispelled or triggered
You pick up a willing creature or a portion of a creature’s body to be studied by an experimenter who wishes to learn the secrets of magic that animates its nonliving material components and to create creatures that are as intelligent and capable as possible of comprehending the nature and meaning of magic.The spell succeeds if you learn the secret while you are casting the spell, if you cast the spell in a place within 300 feet of it, or if you instantaneously command a celestial or a primordial fey to deliver a crushing blow to its head. The fey
Find Dissonant Remains
Transmutation
Find Divine
30
Instantaneous
You summon a being that can locate a specific deity or divine spirit. Choose any number of creatures within range, such as a god, a deity associated with a particular god, or a spirit associated with a specific spirit. Nothing is known about the summoned being and he or she is unaffected by any of the following effects. If the spell allows you to locate a specific deity or divine spirit, the summoned being appears in the location you choose. Choose any number of creatures within range, such as a god, a deity associated with a particular god, or a spirit associated with a specific spirit. Nothing is known about the summoned being and he or she is unaffected by any of the following effects. If the spell allows you to locate a specific deity or divine spirit, the summoned being appears in the location you choose. Choose any number of creatures within range, such as a god, a deity associated with a particular god, or a spirit associated with a specific spirit. Nothing is known about the summoned being and he or she is unaffected by any of the following effects. If the spell allows you to locate a specific deity or divine spirit, the summoned being appears in the location you choose. Choose any number of creatures within range, such as a god, a deity associated with a particular god, or a spirit associated
Find Divine
Self
Concentration, up to 1 hour
You summon a celestial of challenge rating 6 or lower, which appears in an unoccupied space within range and that you can see within range. The celestial appears in a spot where you and any creatures you designate are within 30 feet of its space. You can use this spell to summon one willing creature of your choice that is Large or smaller. The target must be within 30 feet of you at the time you cast this spell. The target obeys any verbal commands you issue to it (no action required by you), which then become verbal commands that follow for the duration of the spell. You can give the command and maintain your concentration on it for the entire duration, up to 1 hour. If you maintain your concentration on it for the full duration, you summon a celestial with a challenge rating of 6 or lower.
Divination
Find Dragon
30
1 Hour
You summon an unlikely creature that might help you find a lost era, a lost loved one, or a treasure. Choose one beast you can see within range, a group of animals you can see within range, or one plant you can see within range. You can speak the creature’s name, which might reveal a secret location and possibly a location unknown to the creature. The summoned creature disappears when it drops to 0 hit points or when the spell ends. The creature is friendly to you and your companions for the duration. While the summoned creature is within 1,000 feet of you, you can use an action and find the closest summoned beast by looking for any sound within 30 feet of it. If you do so, both the melody and its melody become part of the melody, while sounds created by the melody become discrete and repetitive, and while the plant’s melody becomes rich and powerful, while the plant’s melody is heavy and sombre, while the summoned creature doesn’t harm you. When you summon the creature, choose a new era, a time, or a place, and you summon it in a random order from among the creatures named in the poem. The creature appears in a location you choose within range and is friendly to you and your companions. The creature can’t attack, activate magic items, or benefit from any special ability the creature has. The summoned creature can’t willingly leave a location where it has no memory or no way to travel, including by leaving footprints or other visible trails on the ground.
Enchantment
Find Dragon
90
Instantaneous
You summon a guardian dragon, the largest and best of its kind. Appearing in an unoccupied space within range, the dragon is an illusion that lasts for the duration. When it appears, it moves in a straight line up to 30 feet in a direction you choose. If you cast this spell while your spellcasting is on or before the end of your next long rest, your spell doesn’t take effect until the dragon’s next turn. The dragon appears on the ground or on the ground at the edge of a circle, as a bonus action, whenever a creature other than you moves in that circle moves within reach of your spell, you can summon the dragon from the bottom of the circle to strike it. If you have the dragon’s breath weapon (your choice when you create the spell), you can summon it from the air. It takes 3d8 thunder damage on a hit and explodes when it hits 50 percent agreement, or once again when it hits 50 percent agreement with you, and the spell ends.
Evocation
Find Earth
120
Find Earth
30
1 Round
This spell reveals the location of known Earth elemental spirits. Choose a location on the ground, an area within a 10-foot cube on each side of an object or a structure within range, a location within 1 mile on each side of an object or a structure within 200 feet on each side. The spell can locate hidden treasure within an area equal to your discernment (artisanal level) and Intelligence (Investigation) ( DC 20) ( cluetext ) checks, provided that you have the appropriate information about the location. Until the spell ends, a creature that uses your discernment (artisanal level) check to understand the hidden location gains an Intelligence (Arcana) check against your spell save DC as part of the process of understanding the location. If you have more information about the location, you understand how creatures would describe it; creatures described in ways other than those suggested by the location or by something other than legend (such as legend of the mistlord) have advantage on the check. The spell can locate hidden treasure within 1 foot of a treasure chest or other place within an area of secret underground activity that you have determined reveals hidden powers or might reveal a trap used by an evil spirit to create an illusory distraction.
Divination
Find Earth
Self (100-foot-radius sphere)
Self
1 Hour
You find an object within range that isn’t within 1 mile and can’t be "bonded" (used as a construction tool or an object for purposes of linking together two pieces of equipment), and that isn’t bonded mightily. The object can be of any kind, but only in one form at a time: metal, stone, wood, or some other nonmagical substance that might be made of some kind of mineral, mineral material, or precious metal. A creature bonded by the object sheds light rays of light in a 100-foot radius and dim light for 8 hours. When a creature becomes aware of the finding, it can use its action to move the object up to half the speed of light for the spell’s duration. If the object is moved more than 8 feet away from a target, the spell fails.
Transmutation
Find elemental magic
30
24 Hours
Describe or name a magical element that appears on a solid surface within range and that doesn’t rely on air or water, but instead appears within range and lasts for the duration. Choose nature, a land or an area of terrain other than the one you chose, or one creature of your choice that is within range. The chosen element is discerned using visual inspection, as discernment of trees, rocks, or other hidden minerals takes 6 hours of investigation, 50 drops, or 40 hours of casting, and 8 hours of use of the find magic item. This spell is audible when the element is used as part of a spell or as a temporary spell of opportunity when a triggered spell or effect activates. If you cast the spell while within 5 feet of the perceived element, the illusion wakens when the scroll is closed and the spell fails to summon the desired element. When you cast the spell, you can examine the scroll and find the element if you so choose. As a bonus action
Find Em*pace
Self
Concentration, up to 1 hour
You appear in an unoccupied space within range and learn the names of any creatures or objects within range that aren’t in the visible world, like trees, bushes, or hedgerows. You can spend 1 minute studying any sound that can be heard within 30 feet and spelling out the words out for each creature based on the appearance of the creature and its speed and the direction it is facing. If you read the written word while studying, you learn which sounds are heard until you finish writing, and you learn the sounds as they sound. For the duration, as a bonus action on your turn, you can read the written word in any language you choose that can understand its meaning.
Transmutation
Find Empath
90
1 Hour
You seek the spirits of men and women of old in a labyrinthine, forgotten city. If any appear in the area and are hostile to you, you take 1d4 psychic damage, and the area becomes difficult terrain until cleared. During the spell’s duration, you can use your action to understand any spoken language spoken by any creature within the area, including any creatures that aren't talking. These creatures possess language that can be read only by charmed creatures or spoken language that can be read only by creatures with a Wisdom (Insight) score of 5 or less. While speaking these creatures' languages, you understand the words only as they appear and don’t suggest their meaning, spelling, or other meaning. At any time during the duration that a creature speaks, you can use your spellcasting ability to determine the spoken language of a creature within the labyrinthine city by studying its statistics and looking for any sound that makes one consonant and one vowel sound. If you do, you learn the language for the first time in 3 months and add it to any spell you cast that targets one of the creatures listed under its effect.
Divination
Finder's lantern
300
1 Hour
You open a gateway to the dark beyond the Dead Sea, the only way into the hidden corners of Thel 'Vashj' Sundar's vast necropolis. Until the spell ends, you see a glowing, skeletal, and vaguely skeletal finger on each creature within 120 feet of you, and there is a 20-foot-radius sphere of radiance centered on it. For the duration, that creature can make a Wisdom saving throw. On a failed save, the creature takes 10d6 necrotic damage and must spend 3 minutes purifying itself of any poison it took before it died. To maintain the spell, the creature must make another Wisdom saving throw. On a successful save, the spell ends early if it still has poison in it.
Conjuration
Finders' Stone
60
1 Hour
The forge of the Ninevimes rises from the Great Sea in this dark place, an endless sea of stone that rimes the earth's surface. A rare mineral precious stone known as a tephra appears in the ground. Until the spell ends, the tephra imbues a willing creature you touch with detect magic. If you know the target to be living and traveling somewhere else on the same plane of existence (for example, you know that a place named WotIa might be a location unknown to you), the tephra shines bright and pure—creatures of your choice within 60 feet of it can find food and drink there. The tephra is protected from light and dark energy for the duration. The spell ends if you dismiss it as an action or a spell of 5th level or higher.
Divination
Find Ethereal
Self
Find Extra Food
10
24 Hours
Fee
Find Faith
30
1 Hour
This spell asks a single creature you can see within range to undertake a task of your choosing, requiring a divine initiative roll or a spellcasting ability check. The task is identical to the task suggested by the deity’s wish list, but it requires a specific activity or task that you believe can be done with little effort. While the task requires an individual creature, you gain no insight into its circumstances or how it will be carried out. The task can’t be done within 30 feet of another creature or within 60 feet of a specific creature. To accomplish the task, the creature would need to stand on a fixed object or pile of objects, such as a chair or a table, and lift the task up by dragging it with the creature. Roll initiative for the task, which can be done in 1 minute. If you are successful, the creature returns to life with 10 hit points. Otherwise, the creature spends its action that turn resting on the task, attempting another 2d4 + 1 minute spell cast. The creature can’t make another spell attack or possess magical properties that would allow it to do so if it chose. If the task would require a specific activity, such as preparing
Find Faith
30
Instantaneous
One hundred and twenty-five years ago this summer, a group of humanoids led by an archer led by an awakened wyvern emerged from a forgotten ruin at the mouth of the Black River in northwestern Essos. When they first walked the wyvern, mortals were shunted along the banks of the river, and wizards, druids, and sorceries were led by a mysterious name. Each dwelt in a different sanctum, a place of unknown power, that none of them knew existed. As the name suggested, this place was filled with unknown creatures and magical power. Many a deity or god had passed by the ruin and been absorbed into the arcane, and some of them saw its powers. The wyvern is a legendary creature among them. It is a descendent of an archer who dwelt in the ruins. Its name is unknown. When they first walked the wyvern, humanoids were shunted along the banks of the river, and wizards, druids, and sorceries were led by a mysterious name. Each dwelt in a different sanctum, a place of unknown power, that none of them knew existed. As the name suggested, this place was filled with unknown creatures and magical power. Many a deity or god had passed by the ruin and been absorbed into the arcane, and some of them saw its powers. The wyvern is a legendary creature among them. It is a descendent of an archer who dwelt in the ruins and was absorbed into the arcane, and some of them saw its powers. The blood elves and primals dwelt amongst the ruins. Many an elementalist and necromancer dwelt in the ruined chambers, guarding strange chambers. All these peoples were separated from each other by thousands of years, centuries ago, and were forgotten. Many gods and goddesses were trapped there. Most were slain by the wyverns. The wyverns were also worshipped by the great magi of the area, who considered them an abomination to the arcane powers. Many of their rites, as well as their magic, were broken out of them by the wyverns, who believed them to be the spirits of nature. The witchers who dwelt in the ruins are the same people that dwelt over the
Find Faith
30
Investiture, up to 1 hour
You search the globe for any sign of an enemy within 30 feet of you, and then repeat the check you made to hear a voice spoken within 30 feet of you. If you detect a voice, you can hear the words for 1 minute telepathically. If you hear no words, you can use your action to speak the words as you read, though you must spend 1 minute to do so. After you utter the words, you can see through any cracks in the surface around the words, understand any sounds that emanate from the surface, and know the language well enough to understand what the words say. While you are reading, your reading of the words may change from time to time, and as you read a glyph, your capacity for refocusing becomes strained. As a bonus action, you can change the font used to write the words, any portion of the glyph, or both. If you have no glyph or a portion used for a glyph, you instead rely on the lightness and virility of the glyph, and each glyph in the glyph lasts until the start of your next turn. You can use your action to retext a glyph as described below, only if it has different properties or uses glyphs. You choose the glyph’s described below. To retext a glyph, use 1/2 the weight of your sheet of paper; if your sheet has 1/4 the weight, retext the glyph. If you use your hand to write the text, that weight is instead used to count up all glyphs you created as a whole. The retext function can’t appear at the end of a glyph. You must cast this spell again to revert to its normal form. If you use your action to revert to its normal form, you must use the retext spell again, unless you have a new glyph. To revert to its
Find Faith
60
1 Hour
This spell shows you the closest faith you have at each casting of a spell of a 1st or 2nd level spell of your choice that requires you to follow a specific course of action. While you are using Faith to gain knowledge or gain experience, you can think creatively about how the knowledge you learn might help you, and you learn what the greatest achievements might reveal about the one you chose. You understand the following rules about how the spell works: - The more knowledge gained by a creature with a knowledge score of at least 1, the more likely that creature’s Wisdom score is 2 or higher. - The more knowledge gained by a creature with a score of 1, the less likely that creature’s Intelligence score is 2 or higher. - The more knowledge gained by a creature with a score of 1, the less likely that creature’s Wisdom score is 3 or higher. - The more knowledge gained by a creature with a score of 1, the less likely that creature’s Intelligence score is 4 or higher. The spells learned also aid in your study of magic, such as by casting spells of a higher level or by reading a book. To learn spells of a higher level, you must have read a chapter or two of a book. If you cast a spell of an arcane nature (creature or object) and cast the spell without ever casting any spells of that arcane nature, the spells become active when you finish your next long rest.
Enchantment
Find Faith
Self
1 Hour
This spell asks you to step into a familiar, an open grave, or a place of great importance to you (such as the home of a high priest or a temple) and ask your deity to grant you a wish that would affect a creature within 120 feet of you. You need not ask the creature if it is willing or unable to perform any task or do any act. For the spell’s duration, depending on the task or task, you might trigger a wish spell that would affect the creature. If you do so, the creature awakens from its sleep and awakens if you or your companions succeed on a Divine Will saving throw or if a wish spell granted to the creature awakens it if it is unconscious. If the wish creature awakens and no task or task is performed within 48 hours of casting the spell, the creature awakens from its sleep and awakens if you or your companions succeed on a Divine Will saving throw or if a wish spell granted to the creature awakens it if it is acting in accordance with its wishes. This wish can be modified in any of the following ways: • You could wish the creature to become an undead and keep it as an object, a statue, or a demihummed skeleton • You could wish the creature to learn that it is a spirit and that it is alive so that it can benefit from magic effects to its disadvantage • You could permit the creature to transform into a new form, such as a human, a zombie, or an animated frog,
Find Faith
Self
1 Hour
This spell gives you knowledge of the kind of creature or thing willing or able to be trusted with specific tasks or rites. You also learn which members of the immediate group and vicinity are trustworthy, who are evil or friendly to you, and what sort of magic is in the item’s container (for example, a simple charm, book, or spear, or a staff made of magically infused magic) and whether any of its contents are bound to any object on the group’s person or treasure. You also learn what sort of magic is contained within the item’s container, if it is bound to any object or to magic that is in the container. These knowledge spells must meet all the conditions outlined in the Monster Manual for them to function. You learn further regarding the nature of the magic contained
Find Faith
Self
1 Hour
This spell reveals your deepest secrets. You sense the nature of your world and its peoples, and you draw near to each creature within 5 feet of you whose Wisdom score is equal to or less than the lowest possible Wisdom score. The target is a spirit that believes it knows everything there is to know about the world outside it, and that you perceive through the illusion the world around it as a vast and unpredictable maze of magic. Each creature in any area where you cast this spell must make a Wisdom saving throw. On a failed save, the creature is forced to use an action to speak a message that requires at least 1 minute to come to its senses. Whenever you speak, you can make a written wish word, performed by one creature you can see within 5 feet of you, that can hear you, manifest an illusory illusion that lasts until the spell ends. If you wish to manifest a message that is unintelligible, you must make a word that can read the lips of the creature spoken in the image. The creature manifests the illusory message using only its mental ability, if known. The illusory message isn’t unintelligible, but it conveys a message that is obviously misleading. For example, if you possess an illusory message written in the shape of a raven, casting this spell with a successful save negates most of its message. Your spell ends for you and your companions who have successfully cast this spell. You can’t use another spell of 5th level or lower to achieve the same effect. You can attempt to manifest a duplicate message, but each time you manifest the message and as part of casting it as a spell, you must use the same spell slot. If you attempt to mimic the sound of a small bell, for example, you need only use your spellcasting ability to determine what it is. Your spell can’t create an illusion, for the same reason. You can use your action to move a finger or so so to mimic the sound of a small creak. You can also make a musical note to create an effect of your choice. When you manifest the illusion, you make a melody, a cappella, or some other sound suitable for the sound of the device. You can add a heartbeat and exhale smoke and/or rain in a 20-foot radius around you to the melody. You can animate a stick or a similar object, as well as create sounds and cast spells, to create the sound of the melody and exhale smoke and/or rain. Once you have created these sounds, you can create sound effects using them. You can animate a stick or similar object to create an effect of your choice that mimics the sound of a voice or hovers in the air for the duration. You can animate a puff of wind in the same area as your sound’s voice and move it in a direction you choose as a free action. Otherwise, you must move the wind so that it appears to be moving away from you. The wind carries you and your companions, not you, so that the sounds you make when you manifest this spell don’t overwhelm or obscure the sound of other creatures’s footsteps. Finally, you can communicate with your companions using a gesture that is difficult to perform, such as opening your mouth wide or speaking in a whisper. If you use your action to speak a word, you can have up to three willing creatures speak its words. You can have up to five willing creatures take the Dash action, and you have advantage on all subsequent ones. You can’t speak a word of truth from within the spell’s area.
Illusion
Find Faith
Self (5-foot cube)
Magic
instantaneous
Weird illusion, unfurl from a glyph or glyph glyph, that appears in an unoccupied space of your choice within range and that you choose within the spell’s area. The glyph appears in an illusory, 25-foot-tall cylinder with a single gleaming, faintly glowing finger on the other side. Each finger touches a willing creature and provides an instantaneous, sensory feedback that leads the creature to believe that whatever it is holding is real. The glyph might change state as the creature chooses. The glyph can be damaged, but not duplicated. Creatures holding certain rings or runes that affect only a handful of creatures can typically bestow the glyph upon a creature or a creature with which they share a common common god, goddess, or plane of existence. The glyph, though identical in appearance and power to the original, is nonmagical in nature and can’t be held or infused with divining power. If you cast this spell using a spell slot of 7th level or higher, you can affect only one creature at a time, and you might affect multiple creatures at the same time, at any time. When you affect a creature with which you are familiar, you create one of the following effects within range: Choose one creature within range, and then make a Wisdom saving throw. On a successful save, the creature becomes friendly to you and your companions for the duration. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of targets you can affect increases by two for each slot level above 7th. When you use a spell slot of 9th level or higher, the number of targets increases by two for each slot level above 11th.
Transmutation
Find Faith
Self
Concentration, up to 1 minute
You search for truth in the form of a willing creature. For the duration, the creature knows the true nature of its deity, including any rites it professes or believes are divine. The creature is unfeeling and untainted by magic. Thus, it can be unfaithful to all its followers but also willingly renounce magic and follow all its rites. The creature is inimical to any rites used for which one of its hit points is equal to or less than the creature’s Hit Dice. While unfeeling, the creature can identify any divination spells it chooses that deal a significant amount of damage or make a target vulnerable to being charmed. As an action, it might attempt an Intelligence (Investigation) check against your spell save DC to find out the truth about its deity. If it succeeds, it makes a Wisdom (Insight) check against your spell save DC. Otherwise, the creature tries its best to not reveal its true deity until it has studied it for a full year. If it fails its check, it is cast into a secluded spot within 10 feet of the divinity and becomes charmed by it until the spell ends.
Divination
Find Faith
Touch
1 Hour
You summon a divine being who calls forth a divine word that shapes your life. This divine word shapes how you relate to the world around you, creating a reality that is both open and unfamiliar to others. Your deity’s chosen words might appear to be prophetic or cryptic, to be a warning, a warning about things to come, or to be a warning of things to come. Your divine word might be as literal as a sword, your language as intricate and literal as a scroll, your appearance as emaciated, your race as twisted and twisted as the world around you is filled with horrors and heroes. Choose any number of willing creatures of your choice that you can see within range, and you speak with them in secret. As long as you spoke with each creature, you knew it was speaking in secret about an event that occurred over the course of your stay in the City. Whenever you spoke with each creature, you learned its real name, its current alignment, and its current deity’s title. If you learned its real name from another source, that source was the DM or other source of the divine word, or you learned it from someone else, then you can learn its full name and keep track of its statistics, alignment, alignment, and deity as long as it remains in your possession. Your divine word summons creatures of your choice; each creature summoned must make a Wisdom saving throw. When you make the save, you summon one or more divine servants willing to undertake the task you describe. The servants can be any creature you have named, though some are duplicates of the creature you summoned. You decide which summoning style is best suited for
Find Familiar (0-2)
Touch
1 Round
You touch one willing creature. The target is familiar with you and is familiar with your actions and actions, which you describe in writing. The target attains the Intelligence (Investigation) and Wisdom (Perception) checks you cast to examine yourself. The check is a skill check (DC 25), which you can be sure is a magic item (such as a trident or pla knife), or a natural ability check (such as +‡ench‘ or “ep‘ep”””), or both (such as “healing light or cold damage), or both. This check can succeed or fail depending on the creature’s alignment. On a success, the creature’s familiar is lost. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Abjuration
Find Familiar (10 minutes)
Self
You summon a ghost, a phantom, or a creature that you can see within range. The creature must be within 500 feet of you, and it must be at least 1 mile or older. The creature must be friendly to you or the target, or it is charmed by you and is hostile to the target. The ghost can be a friendly creature, neutral, hostile, or hostile to each other. While the creature is charmed by you, it can communicate with you through the ghost. The creature can’t be targeted by you or hostile creatures. The creature must be within 500 feet of you, and it must be at least 1 mile or older. The creature must be friendly to you or the target, or it is charmed by you and is hostile to the target. The creature can’t be targeted by you or hostile creatures. If you cast this spell multiple times, you can have no more than five creatures within 500 feet of you summoned by the same summoner.
Divination
Find Familiar (30-foot radius)
Self
Concentration, up to 1 hour
A spectral apparition appears and charges at a creature you can see within 30 feet of it. The apparition is friendly to you. The target must succeed on a Wisdom saving throw or become charmed by the spectral for the duration. While charmed by the spectral, the target is immune to its verbal, somatic, or motor intelligence checks. The target can’t be targeted by any other saving throw. The target is charmed by you until the spell ends. The target can use its action to telepathically communicate with any other creature in its area if the other creature is aware of its presence. The spell ends there if the target is targeted by another spell or by something that might harm it.
Teleportation
Find Familiar (30-foot radius)
Self
Instantaneous
You call forth a spirit to locate a familiar within a 30-foot radius. If the familiar reaches the target, it dies. This spell has no effect on undead or constructs.
Evocation
Find Familiar (500 feet)
Transmutation
Find Familiar (5-foot radius)
Touch
Instantaneous
You touch a willing creature and give her or something familiar that is neither charmed nor frightened. This spell knows the creature’s name and identity. The creature can be any creature or noncreature you select, though it can’t be charmed or frightened. The creature can be a creature that is friendly to you or one you share a common plane with. The creature knows nothing about you, and you can’t talk to it. While you are affected by this spell, you learn the creature’s name, at the start of each of your turns. If you cast this spell again, you can change the name from the familiar to one you already have.
Divination
Find Familiar Description
30
1 Hour
Find a familiar within 30 feet of you. The familiar sees a familiar and is familiar with it. You decide whether the familiar takes the damage or not. The knowledge of any two facts or individuals increases by one fact to two fact-specific facts; facts that would be false facts otherwise could not provide, and facts that could be made to appear false. The knowledge of at least one false facts reveals itself as false except for the circumstance of each circumstance. The disguise program can detect and neutralize subtle poisons and magical effects, as you choose. In addition, with a successful Intelligence (Investigation) check to locate the known sources of any of the above information, the disguise begins to appear in all manner possible, even creating a new target. As a bonus action on each of your turns before the spell ends, you can reveal what the real source of the information is. The target must be invisible from other creatures or from the outside world, if that's what it wants to hear.
Illusion
Find fault
120
Instantaneous
You have the power to locate fault lines in the earth or stone you are attempting to strike. They appear along any horizontal plane of existence you have determined and can be as small as a finger and as large as a fist. A fault line is an area of terrain that you can see that is horizontal to the Ethereal Plane, not up to the point you chose, 300 feet long, 40 feet high, and 10 feet thick. The difference between the two is the area of the terrain’s natural terrain and those of its connected terrain. For example, if the dirt in a 200-foot-deep pit is connected to the pit’s natural terrain by an arch, the arid dirt in that area could be linked to the arch by a fault. If the arid dirt in a town is linked to a hamlet connected to that hamlet by a corduroy, the town could be linked to a community or a temple connected by a chain link road linked to the hamlet.
Divination
Find fault
Self
Concentration, up to 1 hour
This spell takes a god’s arcane force to task. For the duration, each creature you choose within 30 feet of you (including you) counts as having advantage on one of the roll saving throws made against divination spells known to you (the DM determines whether a creature has advantage on the saving throw using your arcane compass). To do so, the creature must make a DC 15 Intelligence (Investigation) check against your spell save DC. On a success, the spell ends. On a miss, the creature fails the check, and it can’t speak a line that ends when it reaches its maximum intelligence. Finally, the spell ends if you use divination spell to target an unwilling creature or an object that you perceive to be an impure creature (such as an elemental or fey deity). If you cast this spell on a creature that is w ho charmed, frightened, or charmed by a creature of that alignment or that doesn’t follow a particular divine plan for its tasks, the creature is stunned, blinded, or has the following effects: - You banish the charmed creature to a tiny, forgotten chamber in a mote of its unclean blood. The creature is unconscious and unaffected by any effects that would limit its movement. - You grant a creature a new life symbol and a new task force symbol. You create a new permanent symbol for the creature that created it and an entirely new task force symbol. The new object is identical to the old temporary symbol, except it is no longer under your control and lasts until dispelled. If the creature w ho dies and any of its task force members are still alive, it frees its new companion and acts as a messenger. While
Find fault
Self
Special
You seek fault with a creature that you can see within range. If the target friendly to you is undead, it is immune to being frightened, paralyzed, deafened, or
Find Food
30
Instantaneous
You find whatever you want within a 30—foot-radiused grove of trees or shrubs that sprouts from a tree trunk or through narrow vires in an unoccupied space of your choice that is within reach. Food appears in a bowl or a small vessel that can fit a food item that is in your hands. You can consume up to three pounds of food when you cast this spell. While consumed, a creature’s body temperature is normal, and its temperature drops to +8 C when it dishes out the food. The creature’s head and face are covered with a thin sheet of mist, thus making it difficult terrain for creatures to pass through. The creature takes 10d12 cold damage at the start of its turn, and it takes 10d12 cold damage at the end of its turn. The spell can penetrate soft materials made of wood, stone, or mineral debris, though it fails to protect against ranged attacks made with a weapon or with a spell.
Transmutation
Find Food
60
Concentration, up to 1 hour
You learn the ingredients of a cuisine that serves a specified purpose, such as a house or a garden, throughout the game. Any creature’s food that is strewn about the game area is of no use to you. You learn how creatures eat within five hundred feet of a destination cuisine. You learn how creatures can get where they are caught, where food goes, and where it ends up. You learn the ingredients for a cuisine, provided you know its location and how it was prepared. For example, a kitchen might have two implements and two tools, and a servant might have a basket containing meat, stew, and fish, all of which are of no use to you. You learn the food content of a cuisine that is a short duration spell or a spell of 3rd level or lower, up to two hours, outdoors, for 24 hours. If you cast this spell with an area spell, the ingredients for each cuisine are laid out in such a way as to make a short spell or a spell of 5th level or lower effective; however, you needn't have learned the ingredients of two or more spells of 3rd level or lower.
Divination
Find Forest
30
Instantaneous
You spot an area of nature that is safe from disturbance for up to 100 feet and that is free of weeds, brush, and other overgrowth until the spell ends. The area is heavily obscured. It is difficult terrain, with steep slopes and difficult terrain that flattens out over time, with few trees or shrubs and with difficult terrain with limited standing and climbing capabilities. The spell ends if you move from one spot inside the spell’s area to the next or if you create a new area or destroyed a previously created one.
Conjuration
Find greater dark magic
Touch
Instantaneous
You reach into the mind of one willing creature you can see within range and entangle it in a minor illusion. If the creature is Medium or smaller, you have learned its alignment. If the creature is a Large or smaller creature, you have learned its alignment. If you have cast this spell while you have cast school, you might cast it while you have Medium or smaller, causing it to be proficient with all nonmagical weapons and armor. During the casting of the spell, you learn the alignment of the affected creature, identify its racial traits, spellcasting abilities, and their durations, and, if possible, warn of future dangers when possible, to warn other creatures about dangers in the area. The affected creature w as willing if it is an undead, a d20 roll of 12 or less reveals its alignment and spells used to determine it's alignment, and you learn the creature’s alignment with respect to any spells and magical effects it has access to at the time of casting the spell. The spell even recognizes a creature of the same racial as it is a member of that alignment, so long as it obeys the group’s rules and acts in accordance with its alignment (for instance, blocking a creature from going berserk or harming it, the creature is friendly to you and your companions). While you are affected by this spell, your companions can’t benefit from your awareness or sympathy, and other creatures benefit from petrification, revenance, lifesteal, or shock damage. An affected creature is targeted by spells and other magical effects as part of its activity while you are casting the spell, casting another spell, or following the DM’s instructions to the best of its ability. While you are casting this spell, you can also target other creatures with the same spell or effect. You can’t target a specific creature. Instead, you must make a single attack roll with one of your attacks, which has its effect based on the creature’s name on the attack roll. Creatures that are usually joined to the attack roll are excluded. For example, a creature joined to the attack roll might not be targeted by a certain spell if it gains a bonus or penalty from joining the attack. Similarly, a creature joined to an attack roll might be targeted only by a certain effect or two of your choice, or might be affected only by certain conditions or effects. When you cast
Find greater distraction
Self
1 minute
By using an ability score, you sense the moment a creature moves within 1,000 feet of you. Until the spell ends, this sense lasts for the duration, and you gain the following benefits: • Your cat’s sleeping sound can be heard from 500 feet away. • Your cat's song can be heard within 30 feet of you, if you have ’guarded door or window or a ‘trapped ‘door‘ and there isn’t any creature on the ground within 30 feet of you. • Your voice sounds like it emanates from your cat’s cage or shelf or from an area of locked doors. • Your hair flows like you might hear a song from a locked window or door at night. • You can see through any opening or passage you select, and anything that would reveal a secret door or a lock on its opening would open it. Your senses are reasonable, and if you are completely within range of a trap or other trap, you can use your reaction to determine where that trap or passage is or how it is protected.
Evocation
Find greater divinity
150
1 Hour
You are questioned as you delve deeper into the hidden kingdom of Godric's Hollow, a land buried deep beneath the icy wastes of Erebor. You are the patron and guardian of a mysterious land, known as the Divine Grove, a place of mysterious darkness and mystery that no mortal comes into contact with. While inside the Grove, you can see and hear as much as one hundred light years—or one hundred thousand miles—in a direction you choose, and you can’t become invisible to other creatures.
Divination
Find greater divinity
30
24 Hours
You gain the capacity to comprehend the nature of divinity, the properties of divinity, and other divinities. You know the following statistics: • Higher Intelligence and Intelligence scores x2 for I and II • You know the properties of one divinity, including its duration, duration, and power, for which you have trouble understanding the creature aspect of its properties and manifest abilities • You know the nature of a divinity and its manifestation, for which you are unable to understand the creature aspect of its properties and manifest abilities • You know the properties of one divination, for which you have trouble understanding its duration, duration, and power, for which you must use up the total of all your Wisdom (Perception
Find greater divinity
30
Instantaneous
This spell allows you to search for the divine within a place you have visited or written down at some point in your travels. You can find the location of any places you searched within hours of your return to the land, if any exist there at the moment you cast this spell. You can also specify a place on the map that you believe is impossible to find. If you do so, you are transported to that place, if any exist there, and you gain the element of surprise, at the discretion of the creature’s god. The spell can locate all divinity-preserving secrets within 30 feet of the location where you’re looking, up to 120 feet in any direction.
Divination
Find greater divinity
Self
Concentration, up to 1 hour
When you cast this spell using a spell slot of 5th level or lower, you gain the ability to discern the nature of the divinity within 60 feet of you, and you can’t discern an ester or fiend within 60 feet of you. You can also discern where a creature is if it is standing still or standing still. This spell also allows you to learn the direction and direction of celestial, meteor, and fey attacks. The more divinity this spell has, the more difficult it is for you to understand the divinity. You must be able to read the divinity to cast this spell. If you cast it twice, you needn’t cast it again. If you cast it three times, you can cast it three times as often as you take to cast spells. If you cast it four times as often, you can cast it every day for a week as a bonus action. You learn the nature of the divinity for the duration of the spell. You learn its location, which creature is behind it and how far away from it is at least 60 feet away from the divinity. If you know the direction of a celestial, thunder, or lava dragon’s attacks, you learn its spells list, using the following sequence of spells: up next, left turn, right turn, downward turn, forward turn, left arm, right leg, right hand. The divinity is observed for hours at a time and takes 2d10 minutes to manifest. When it appears in an area that is completely covered by cover, it vanishes.
Divination
Find greater divinity
Self
Concentration, up to 1 minute
You summon a divine being that assumes the form of an elemental or a celestial and casts spells of a lower level than the slot you currently hold. Appearing in an unoccupied space within range, the celestial appears to be of a form that can be summoned, albeit with a hefty price to pay. If the celestial drops to 0 hit points, its hit point maximum is reduced by 2, and it must then make a Wisdom saving throw. On a success, it can cast the spell again, ending the effect on itself on a success. In addition, a celestial with a lower saving throw than this level is banished from the celestial’s dimension. When the celestial reaches 5th level (as with summoning), it becomes a celestial of the chosen type.
Divination
Find greater dragon breath
Touch
Instantaneous
You touch a willing creature. The target exhales dragon vapor in a 20
Find greater dragon sanctuary
60
Until dispelled
You learn the names of those who have sacrificed their lives to protect the Great Septon. You gain a magical insight into each one, and you learn who the true extent of their sacrifice is. The details of their sacrifices are as secret as they are public. Many sacrifice their lives to protect such a ruin or ruin's castle or prison, keeping it a secret from outside. The secret is that the Great Septon, or any other known enemy, is watching over you. When you cast this spell, your movement is free except for when you move with the minotaur or the fey. If you don’t use movement on your next turn, you immediately return to the spell slot you used to cast it. For the duration, a celestial, a fiend, or a fiend with a high AC or hit points score can’t be targeted by a sacrifice spell. Only one creature or object of your choice that is visible or invisible at a time for the spell’s duration can be targeted by it.
Divination
Find greater earth
120
Instantaneous
You spot an undefurbed portion of flat earth on the ground within range. You can locate up to five feet of unoccupied dirt within range. An unholy duplicate of the creature must be discovered within a secluded spot within range. The duplicate can be as small as a Medium humanoid or as large as a Medium mountain. This spell can't locate a creature or plant a location, such as an enclosed office or a place of worship, that would create an obvious danger to the creature or plant a dangerous advantage.
Divination
Find greater invisibility
120
Concentration, up to 1 hour
You summon a Huge, ghostly beast from the shadows of the Abyss that hovers in the air above Essos, in an unoccupied space of your choice within range. The beast appears in any unoccupied space within range, and it disappears when it drops to 0 hit points or becomes obscured to the naked eye. The beast lingers in fog, sand, or dirt for the duration, and when it does so, it makes a Wisdom saving throw. If it fails, it wastes its bonus action to escape. When it does so, it can repeat the saving throw, ending the spell on itself on a success. The beast is inconspicuous and intangible, and its movement doesn’t require scent. The beast can’t create blind spots, and its movement doesn’t require scent. The beast can’t create blind spots through solid or partially covered surfaces. Until the spell ends, the beast sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This light is bright light and can illuminate hidden rooms or even structures.
Divination
Find greater invisibility
60
Unlimited
Instantaneous
This spell summons a phantom, which appears in the space of a 30 foot cube on the ground within range and then disappears. Each creature of your choice that you can see within 30 feet of the phantom must succeed on a Charisma saving throw or take 1d8 necrotic damage, becoming invisible for the duration. At the end of every 10 minutes long rest, you can even summon a phantom of your choice that can enter a specific part of a large or small area and remain invisible there for the duration. Using the spell to leave a large area or to move up or down a small area can’t reduce the phantom to invisibility until the spell ends.
Conjuration
Find greater invisibility
Touch
1 Hour
You touch a willing creature and bestow upon it the ability to see in the dark. For the duration, and in response to a spell’s normal and special senses, the target has disadvantage on attack rolls against you and one other creature he or she can see within 30 feet of you.
Divination
Find greater leafs
30
Instantaneous
You summon a magnificent shrub, the fragrant seed of a grasshopper. Choose any number of leaves you can find within range, growing in a 5-foot cube on one side of the
Find greater mace
Self
Instantaneous
You hurl a mace at a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 slashing damage. Whether you hit or miss, each creature in the target’s space immediately following the attack must make a Constitution saving throw. If they succeed, they take half as much damage on a failed save, or half as much damage on a successful one. The mace then cuts through the target’s space and ends the attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Necromancy
Find greater maelstrom
90
Concentration, up to 1 minute
A shimmering, void energy field appears and surrounds a creature that you can see within range. The target must succeed on a Strength saving throw or take 2d8 bludgeoning damage and be pulled 10 feet toward the center. The target can’t attack, and if it has a Strength score of 5 or lower, it must succeed on a Strength saving throw or take 2d8 bludgeoning damage and be restrained by the arcane mists until the spell ends (otherwise the creature is restrained by the mists until the spell ends). A creature restrained by the mists can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
Conjuration
Find greater maelstrom
90
Instantaneous
You summon a greater maelstrom, 20 feet in diameter, hovering 10 feet above the ground at a point you can see within range. The vortex is a new, unoccupied space that you can see within range. When you cast the spell, you might issue a command to the vortex: • Make a ranged spell of your choice, taking 6d10 force damage on a target and ending the effect on that target. • Choose one creature within 5 feet of the vortex that is standing within 5 feet of it or moving w this way. The creature must make a Charisma saving throw. On a successful save, the creature takes 4d8 force damage, or half as much damage on a failed save. • You issue a command to a greater maelstrom that ends its effect on any creature within 5 feet of it. If you have no physical control of the vortex, its movement is erratic and unpredictable, and it sheds bright light in dim light that surrounds you for 8 hours. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Conjuration
Find greater maze
Self
Concentration, up to 1 hour
You gain the ability to see and hear the natural area around creatures, magical doors, and any other visible surface that is within 1,000 feet. You can open a door or a ramp, as long as it is 1 mile in diameter and extends 1 inch beyond the floor, to any extent of 1 mile on each side, up to 30 feet on the horizontal and 30 feet on the vertical. You can lay waste to unoccupied spaces that are 10 feet or less beneath the floor. You can’t alter the appearance of any animate or weapons-wielding objects within the area. You also do not possess the capabilities or the means to create any sort of alarm based on sound alone.
Transmutation
Find greater maze
Touch
24 Hours
You touch a willing creature that isn’t wearing armor or weapons. The target becomes a natural terrain on which you can find an unoccupied, 3-foot cube of muck, up to 60 feet long, that remains for the duration. If you cast this spell using a spell slot of 4th level or higher, the dust instantly falls to the ground and remains for the duration. If you cast this spell using a spell slot of 7th level or higher, dust appears at the bottom of every other place you have found greater mazes, up to 30 feet deep.
Transmutation
Find greater mending
Speciality, choice
You choose a specific mend made of plantain or stone that produces a protective mineral effect. You make a melee spell attack against a creature within your reach, and the target is left with a +5 bonus to the attack and damage rolls. The spell also has advantage on all attack rolls and ability checks. If the target fails its saving throw against a spell of 2nd level or lower, you can replace the spell with an ability of your choice that doesn’t target the target, and the spell ends. When you cast this spell, you can also specify creatures you can see that are unaffected by the spell, or spells you know that make the target immune to being frightened. To do so, you must use the target’s element of—or 30 Hit Points— against the target, which has advantage on all saving throws and ability checks. If the target is missing any of this sensory component, the spell ends.
Necromancy
Find greater mote
30
Instantaneous
You summon a greater mote filled with magic and a thin sheet of emerald acid. Appearing in an unoccupied space within range, the mote contains a magic item, a piece of rare material (such as a staff or a ring) and a small amount of mundane or magical energy. The spell can summon a greater mote if it is in a place that is known to the deity—such as a temple, a necropolis, a demi hall, a demi nature—and within 5 feet of it are within 5 creatures of the chosen type; the spell can summon the greater mote only in that location. The greater mote can hold up to ten smaller objects. The spell can summon a mote of any size or a mote of all shapes and sizes. The mote can be of a kind known to the deity, such as marble, stone, or wood. The greater mote can be summoned by any spell of a level known to it, as long as the spell’s duration is beyond the casting window.
Conjuration
Find greater mote
30
Instantaneous
You summon a spirit that takes root in your home. All things being equal, you summon the spirit of a certain creature of your choice within range. You choose the creature, which lasts 10 minutes and counts as an undead creature, for the duration. The creature remains at your home until the spell ends, at which point it returns to nature, returning to the top of your home pile and reappearing in your presence at any time. The spirit seems harmless and harmless, however, it can pierce and sometimes cuts through flesh, leaving behind no flesh but soft tissue that can remain for up to 1 hour after consumption. The creature is friendly to you and your companions for the duration. You don’t need to speak with the creature or make any decisions about its future, except to assume the shape of a new servant or protect a friend who is ill. If you cast this spell again, the spell ends for it. You can summon any number of creatures of one type you have seen, up to a maximum of what you can see. You can make an illusion, a representation, a representation of nature, or a copy of a natural stone. You can direct an undulating mass of magical vines, churns of churning air, whirlpools, thorns, and so on, shedding bright light in a 30-foot radius and dim light for an additional 30 feet, creating openings in ground that you can see deep within the den.
Divination
Find greater mote
60
Concentration, up to 1 hour
You summon a spirit that assumes the form of a beast and sheds bright light in a 20-foot radius and an additional 20 feet for the duration, transforming it into a full-sized version of a fey or fey steed for the duration. The feline form can be summoned by two willing creatures or one Huge or smaller creature. The summoned creature is unfriendly toward you and/or hostile toward each other. The feline creature can beheaded and/or raised as a fey mount. The summoned fey is friendly to you and your companions. You decide when the fey creature appears and where it appears within 30 feet of you. It obeys your spoken commands, obeys your spoken language, and leaves your normal space if it is within 30 feet of you. It moves to where you are standing but doesn't leave. It remains where it is for the duration and is friendly to you and your companions. If it moves to a place where you are no longer within 30 feet of you, it remains there until the spell ends. If it moves to a place you don’t own or that is already under construction, it remains there until the spell ends. The fey steed can be bound to a structure made of fey or stone, such as a campfire or a campfire tower, and thus becomes hostile toward you and your companions. It can also be attacked by creatures other than you. If the fey steed is set loose from the structure or set loose by another creature, the creature that set it loose returns to its home plane, unless its plane is suspended in the air, and the fey steed remains bound to the structure, though it can instead return to your home plane. If you cast the spell again while bound by the fey steed spell ends, the fey steed reverts to its home plane, unless it has been set free by another spell or you choose a different spell. A trapped fey steed is difficult terrain for you and its companions. It remains there for the duration and can’t leave if pushed into the air or pulled into a vortex. It can’t attack or pass through an opening or a portal created by an opening created by an opening
Find greater mote
90
Necromancy, entangle
60
Instantaneous
Until the spell ends, one level of mote or a layer of bark frayed or broken becomes an object with an AC of 15 hit points. The object is an object with the following properties: - it can hold more than 1 cubic foot of extra material - it can't be moved by any means and can't fall off it. - Any creature scrying within 60 feet of the object must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. If a creature takes this damage, the creature takes 4d6 cold damage and is restrained, restrained, for the duration. If a creature uses its action to attack a creature restrained by mote or bark, this damage halts that creature's movement for the duration. The spell ends for a restrained target if it takes the extra damage. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, you can target one additional creature for each slot level above 9th.
Transmutation
Find greater mote
90
Special
You appear in an unoccupied space of your choice within range. You know the name of the creature and have discernment for the entire spell’s range. You can learn the location and direction of any creatures who appear within 120 feet of you in an unoccupied space, and you have discernment for the duration of the spell. You might also learn that creature’s location from another object you have seen or seen before. If you learn your name while within 120 feet of it, that creature becomes aware of you for the duration. You might learn its location from another creature, a third-level creature, or a deity. You learn the group affiliation of the creature and the date and time the spell used to summon it (see below). If you cast the spell on the same creature as a whole once before, the spell ends for that creature.
Divination
Find greater mote
Self
Concentration, up to 1 hour
You search the air for any spell of 1st level or lower that contains a bonus spell. When you find this spell, you must roll a d 100 and add the bonus to the roll. For the spell’s effect, you must roll an extra 1d6 for the bonus spell. The extra roll can be up to or less than the spell’s level. For example, a spell that uses the spell’s level as 3 could benefit from using an ability score of 1; this spell’s bonus uses an ability score of 2. You can use an ability score of 2 to check a spell of 3rd level or lower on a failed save, and so on. When you use this spell to affect a creature that fails its saving throw, you must use your second ability score to determine the creature’s ability score. If you do this, the creature’s ability score is reduced by half, and the effect of the reduced effect ends.
Conjuration
Find greater mote
Self
Concentration, up to 1 minute
You summon a phantom mote filled with power and force. Appearing in an unoccupied space within range, the mote appears in an unoccupied space on the ground within 10 feet of it. Moving the mote takes 1 minute per identical spot you chose. The summoned creatures are friendly to you and your companions. When you cast the spell, and whenever you or a creature carries the mote out of the mote, it disappears,
Find greater mystery
90
Concentration, up to 1 hour
The next time you hit a creature with a weapon attack before this spell ends, a muscled, bearded, and bearded general appears at the start of your next turn and then disappears, gaining a bonus to the attack roll and attack attack roll for the duration. At the end of the spell, the general reappears and attacks the same creature or once more prone to taking the Attack or Die. When you cast the spell and as a bonus action on your subsequent turns, you can deal an extra 1d6 damage to each target whenever you take the Attack or Die.
Divination
Find greater peace
Self
3 Days
This spell allows you to locate the location of any number of willing creatures that you can see within range. The nearest willing creature is a place you select, up to 60 feet away, on the ground or a floor. If you target a creature with a melee attack, you can target the creature with an attack of opportunity that would normally target you. On each
Find greater poise
120
Concentration
Find greater rock
60
Range
Concentration, up to 1 hour
You locate hidden treasure within range, gathering the information needed to set down your treasure chest. For the duration, you know how many times you have found treasure and how many other times you have found treasure.
Divination
Find greater roots
30
Until dispelled
This spell reveals any creatures or objects you have traced within the past century that have been missing from their familiar's line of vision. You determine where a creature disappeared from range and draw the creature’s symbol back to its mouth, up to 120 feet away. For the spell’s duration, if you know the location of a creature or a creature’s nest, you can locate the creature there by examining the shapes of its head, shoulders, arms, legs, legs’s width, along its back, and along its length. If you choose “a place within range of this spell, creatures originating from there must roll an d 4 and add the number rolled to the creature’s dirk. If the creature is too short to see through the symbol, it must make a Wisdom saving throw. If the symbol is on an affected creature’s attics or on another creature’s attichelms, the creature doesn’t see through the symbol, but if the creature rolls a 15 or higher, it can see through it.
Transmutation
Find greater root
Self
1 Hour
This spell creates a specific part of yourself in a location that you can see. When you cast this spell, you sense the direction of any movement that you made as a bonus action on each of your turns until the spell ends. You also sense the direction a creature makes when it moves within 300 feet of the location, up to 10 feet within 30 feet within 500 feet inside 100 feet within 300 feet within 500 feet, up to 60 feet within 100 feet within 300 feet within 500 feet, and up to 1,300 feet within 500 feet within 500 feet. While you sense this, you can't speak, cast spells, or take any other action. You can’t see or hear anything beyond 300 feet of a location you choose, so you can’t make decisions about where to look or where to move. If you choose to look no farther than 100 feet from the location at any time, you are blinded until the spell ends.
Divination
Find greater roots
Self
Concentration, up to 1 hour
You learn where the spirits of old are located, and what kind of creatures are around them. You can locate trees, bushes, and the ground beneath a certain size or shape. If you detect a spirit within 4 feet of another creature, that creature must succeed on a Wisdom saving throw or become frightened for 1 minute. If the creature fails this saving throw during its next turn, it is no longer frightened and must immediately return to its home plane.
Conjuration
Find greater silence
120
Concentration, up to 1 minute
This spell allows you to locate a specific creature within range and silence that creature for the duration. The target is silent for the duration, and you might hear the creature talking or gesturing with one ear on one side of the creature. If you sense a creature's location through the creature’s ear, the creature moves about you, taking the Dash action and moving at your own pace, unless you have the distraction spell active, and then it moves at your command to wherever you chose. If you would see a creature moving toward you from behind a nonmagical object, such as a pillar, that creature must succeed on a Constitution saving throw or take 1d8 damage of the sort you used to save. If the creature would move into a place of your choice within 5 feet of a place you had seen before moving to a spot within 5 feet of a place you had seen before, the creature must make a Dexterity saving throw. If the creature fails its save, it can’t cast spells for 8 hours straight, and the spell ends.
Divination
Find greater silence
30
Instantaneous
You summon a spirit that takes the form of a crab or an aquatic creature that is hostile to you. Choose one of the following creatures that you can see within range, and the creature obeys your voice command as long as it isn’t triggering. The target takes 10d6 psychic damage, and one of its tails is doused in acid. At any time, the target gains a +2 bonus to AC for the next 24 hours. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2 for each slot level above 1st.
Evocation
Find greater silence
Self
Until dispelled
Your spell manifesting comes down to two words: void. You can use this spell to search for hidden words and images of your choice within range, entangling the words and images in darkness and dim light for a period of time. Until the spell ends, a nonmagical creature you choose within 30 feet of you looks up any words, images, or other sensory qualities of a creature it can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature can't see things or can't understand what is said, and it is blind. The creature can’t speak, understand, or benefit from language, and it can’t understand the rules of ancient or current society. You can comprehend up to three words, three images, and one sensory detail, but the creature can’t comprehend the rules of a particular language or activity.
Divination
Find greater silence
Touch
1 Hour
You touch a willing creature and magically illuminate the area around it in a silent manner, granting it a number of temporary hit points equal to 1d6 + your spellcasting ability modifier. This spell can’t activate if you are already on the same plane of existence as the target. While on the same plane of existence, you can use a bonus action to w aspell any previously known spell used to cast the spell. If you cast this spell while on a plane of existence different from the one you are on, the spell ignores that plane of existence and can’t be cast there.
Divination
Find greater silence
Touch
Instantaneous
With a finger, you touch one willing creature and ask it to a silent silence. For the duration, the target knows the nature of its surroundings, but does not hear. The target can make a Wisdom saving throw to regain control of its mind. On a failed save, it can’t assume a true form for the duration, and must assume one of the following forms when the spell is cast, such as an u
Find greater trees
60
10 minutes
You search the lands for trees that have awakened from the slumber of youth. Until the spell ends, you can find trees wherever you search. The trees shed bright light in a 30 foot radius and dim light for one hour. The trees shed darkvision in a 30 foot radius.
Conjuration
Find Grief words
Divination
Concentration, up to 1 hour
Your mortal form appears as a ghostly, skeletal figure with an odd shape and a mocking air of dread in its features. Until the spell ends, when you cast this spell and drop your body in the Astral Forest, you transform into an undead creature. When you cast the spell, choose any of the following options for what appears: • One creature’s gear juts out from your body as a skeleton, • Your ring appears from within your body as a mundane weapon
Find hidden magic item
60
Concentration, up to 1 minute
Divine light washes out from you and into a creature’s mind, manifesting a hidden magic item if it is within 500 feet of you. While the item appears within 1 mile of you, the creature can use its action to examine the item in the same way it would any other spell of its choice. The creature must be within 500 feet of the specified rare magic item and, for that spell to be cast, it must first find within 500 feet of the magic item before it can be examined.
Divine Favor
Touch
1 Hour
Your magic has finally reached the heart of an innocent creature. Until then, the creature receives an offering from you that must be true. Each creature who worships you has advantage on attack rolls against any creature other than you that you choose for the benefit of a creature’s best friend (your choice, which creature or classes are not affected by this spell). You can then offer the creature your deepest wish, or the wish of another creature, in the presence of a creature other than you who is friendly to you. The offer must be truthful, in which case it must be truthful in form, language, or other true beliefs as stated above.
Divination
Find hidden message
60
1 Hour
This spell reveals a hidden message that might be of use to you: a message from a god, a message from an evil spirit, or a message from someone you know who wishes to remain invisible. If the message is brief or cryptic, it may explain why something happened, given enough time, or it may explain the reason for something that happened. For example, a message from a god might describe a task, family, or event that has already taken place, or it might explain something you don’t know. Whether you cast this spell at the same time each day for 1 hour and 7 days, or every two weeks for two weeks, you can cast this spell again. The spell takes effect immediately after you cast this spell or once every two weeks. You must have seen the message before you cast this spell. You can read the message, written in hieroglyphics, by touching the written message. Alternatively, you can write a message aloud, as part of a ceremony, and bless it with magical force. This spell has no effect on undead or constructs. You have total cover against the DM when you cast this spell.
Illusion
Find hidden message
60
1 Round
You spot a secret message written on a soft stone or a small stone composed of small words, written in the shape of a circle or a cube. A message can be found within 1 foot of the stone, written in a place that you can see within reach and that is within range. The secret message can be read only by you, but if you cast this spell within a place illuminated by a torch or illuminated by a lantern, the secret message remains for 10 minutes, after which time it disappears. You can read the hidden message in any form you choose, though it must be written within 1 foot of the place where the secret message is written.
Transmutation
Find hidden object
5
Instantaneous
You spot a hidden object under a surface and use your discernment, or smell, senses to examine it. Anything you smell smells like food, clothing, or a treasure, in whatever form it appears, must fit within a certain limited range. You can use your senses to discern a creature’s location as a group of 100 feet apart, within the forbearing confines of a secret tunnel that opens in the space between floors of a fortress.
Transmutation
Find hidden object
60
15 minutes
This spell allows you to locate a hidden object within 60 feet of you, within a 100 feet radius around you, within 30 feet of a surface you can see, and within 30 feet of a spot
Find hidden object
Touch
Concentration, up to 1 hour
This spell allows you to locate hidden objects within 30 feet of you. When you cast this spell by focusing on it for the first time on a target or casting this spell on an object within 30 feet of you, the spell ends for that target or object. If the spell includes an object within 30 feet of it, the spell ends for that object. You can use this spell with advantage to locate a
Find Horcruxes
60
1 Hour
Choose a treasure within range. You pick a treasure within range that you
Find Horrors
30
10 minutes
You gain the service of a spectral eye to crush the nightmares of up to eight creatures of your choice within range. Choose one creature that you can see within range. That creature must succeed on a Wisdom saving throw or become frightened for the duration. For the duration, or until the creature chooses a new target, the creature is frightened of at least one danger that it might have under its control, and it deals an extra 1d6 necrotic damage to the stone it was holding and attempting to crush the nightmares with its spectral eye. The creature can’t lie, wilt, or wilt, and if it can, it can’t take this fall.
Necromancy
Findikut
Self
Concentration, up to 1 minute
You spot a creature whose Intelligence is low, and you can hear the voice of the creature as itws its blueprints along the ground. The creature is friendly to you and your companions for the duration. For the duration, a creature with Intelligence and less than or equal to the creature’s Strength can’t speak can normally be targeted by a sneak attack, and its movement for the turn. The creature recognizes you as the creature it senses within 30 feet of it, obeys its emotions, and follows instructions clearly explained to it. The creature recognizes you as a powerful demigod known as the Knife of Nine Kings, an artifact that has brought the Knife of Nine Kings to life the last time a creature was hit by a weapon. This weapon causes many of the same effects as a normal weapon, but its damage increases by 1d10 and its weapon damage by 2d10 for the duration. At the end of each of its turns, whenever the creature uses its action to move up to its speed, or when a sudden urge to carry out a specific task appears in the air, the creature can make a Strength or Dexterity check against your spell save DC. If successful the check, the creature can move as fast as 60 feet and then use its action to attack the creature it struck with one weapon attack. On a success, the creature takes 2d6 slashing damage. The weapon attack deals an extra 1d6 cold damage to the creature, at the DM’s option.
Evocation
Findinger of Earth and Fire
30
10 minutes
This spell reveals the location of hidden portals in the earth or the fiery interior of a warded location. If you cast this spell on the same place every day for a year, the portal appears and lasts for the duration. When you cast that spell, you learn the name of every creature in the warded location and of every creature that is hostile to you, including any that are immune to fire damage or that can breathe flames. Because warding is based on luck, an illusionist can detect openings in the spell’s spell list that might allow a creature that w as vulnerable to being targeted by the spell. The fey and fiend elementals detect hidden portals to the warded location when you use your action to mark a particular door or window. You can also specify secret doors that are visible only to you and only open when you are at least 10 feet away from the warded location. If you mark a secret door as open when you cast the spell, an invisible door erupts from the door, opening only when the spell ends. If the secret door is large enough to admit 5 creatures, or more than 5 feet high, and hinges and other openings are visible, locked, or bolted, the door opens in one piece on each door. When you cast the spell, you can affect two additional creatures for each creature you choose, though you can’t affect more than one of the creatures. When you cast the spell and as a bonus action on each of your turns while the lid is held open, you can mentally command any creature that counts as a creature to come up with a plan B in order to escape from the warded location.
Divination
Findinger's Disk
60
10 Days
You create a tiny, fragile piece of magical force within range to protect a creature. The disk gives you the ability to see into the Ethereal Plane, which could mean that you have a direct physical relationship with a creature in the Ethereal Plane (or the plane you entered) and could even grant you access to its secret library. Your action takes 1d4 damage of the type you chose, and if the creature you created is hostile to you, you can designate a password that reveals its location. The disk sheds bright light in a 30-foot radius and dim light for an additional 30 feet. You can create either wish or compulsion effects on the disk by choosing the appropriate number of effects. You can create one effect at a time, causing a creature within 5 feet of the disk to become sad, hopeless, or sadistic for 1 minute. You can end the effect by dropping the disk or using a bonus action to drop it.
Transmutation
Findinger's Mark
Touch
Instantaneous
You summon a creature with the mark of the dead, an illusion that hovers in the air over its life until the spell ends. When you cast the spell, choose one of the following options for what appears: • Remain aloft, blocking all attacks and spells until the spell ends, including attacks that deal nonmagical slashing damage. • Open a gateway, leading to an unoccupied space within range. • Drop to 0 hit and become trapped for 1 minute. • Drop to 0 hit and become unstunned for 10 minutes. • Teleport to an unoccupied space of your choice that is within 120 feet of the space you summoned. • Complete 5 minutes of distraction checks you make to appear in the presence of a dead creature. • Remain trapped for 1 minute and then teleport to another unoccupied space within 120 feet of the creature you summoned.
Conjuration
Findings
10
1 Hour
You conjure a being that believes it has been created by some higher power. The being appears in an unoccupied space of your choice within range, and the spell fails if you cast the spell the creature is created from scratch. You can create an illusion by manipulating a piece of paper with one hand and drawing a vertical bar across it, as long as the bar is neither too small nor too high. You can also animate a creature that is under the illusion, entomb it in an up-hole, or raise the dead creature to life by casting this spell. The illusion lasts for the duration or until you use an action to hold the creature down, using an action to inspect each door and every window to determine if any creatures within reach. If you cast this spell on the same creature or multiple creatures, you can create a different illusion if you do so.
Illusion
Findings
30
30
Instantaneous
You summon a spirit that assumes the form of a beast of burden and attacks your enemies. Each beast you choose within range must make a Wisdom saving throw. When a creature fails its save, it can cast charmed beasts as normal, gaining its benefit if it succeeds, or the disadvantage of its proficiency bonus is waived. Creatures that make a Wisdom saving throw if it fails this saving throw automatically automatically fall within line of sight of the beast, and the spell ends for the beast if it appears within 10 feet of you.
Divination
Findings
30
Concentration, up to 1 hour
One humanoid of your choice that you can see within range and that fits a similar challenge rating, style, or ability category—including one created by the chosen creature or an individual talent set created by the chosen creature or talent set—comes into your service and reaches into you to gain insight into a particular
Findings
30
Instantaneous
You return to a place you touched in an attempt to find what you are looking for. This spell has no effect on undead or constructs. You can use a bonus action on a returned item, cast a prepared spell, or do some other means to locate a creature that you can see within range. You call forth a spirit to seek you way out of the Ethereal Plane. The spirit appears in the space you choose and lasts until the spell ends. At Higher Levels. When you cast this spell using a divine or human source, you can target a different type of creature for each slot level above bard. The creature must be within 30 feet of you when you target. The new type is one of the forms you chose, or one of the spirits that you named. The new type can be a creature or an object created by the divine or human in the same manner as created by the spell. The new creature or object can be an undead, an undead created by a divine spell, or a combination of the two. Casting this spell on the same spot once per round for the duration also counts as casting a divine or human-created creature or object. The spell’s area is heavily obscured. When you return to a place you touched in an attempt to find what you are looking for, the spirit summons you and calls you to its presence.
Divination
Findings
60
Concentration, up to 1 minute
You have a collection of prophetic words inscribed within a rock or mud or stone. When you cast the spell, you learn how to create new words by reading the words' words. You can use your action to read from the words and determine the direction and duration of the following wind currents that sweep across an area.
Wind Serpent
25
10 minutes
A wind serpent appears in the space you choose within range and spreads among any number of trees or shrubs along a part of the ground that you can see within range. The serpent spreads its tentacles over a area of ground that you can see within 120 feet of one tree or shrub as you choose, until the end of your turns. An extradimensional opening is created along the serpent’s body, opening to the Ethereal Plane. You can use a bonus action to send the serpent flying up to 30 feet in any direction, causing it to glide 5 feet and leaving a trail of psychic force in the ground as you descend.
Transmutation
Findings
Self
10 minutes
You learn the names of all creatures, places, and things that have been or are currently known to you. You can ask questions of them, and they answer questions as long as the answer is in a language other than English. If you can answer many questions before you cast the spell, the spell doesn’t target you during your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can ask questions of up to three creatures you can see within range. You can also ask the creatures a question about at any time, even if it takes longer to answer. Finally, you can ask the creatures questions at any time. Answers are suppressed, and questions that would be answered by the creature’s answers can be suppressed. Answers are suppressed if you cast the spell on a creature of the same or different race or class as the creature you just asked questions about.
Enchantment
Findings
Self
1 minute
You seek the truth within the clouds. For the duration, you have advantage on all Charisma checks, and you learn the language of one willing creature. When you cast this spell, you learn the language of one creature you can see within 30 feet of you. The creature can be any creature you have seen in the past, provided that you know the language. The creature can speak the language at your leisure, and you learn its language if you know the language. The spell fails and the spell is wasted. If you cast this spell on the same spot as another spell of 5th level or higher, the spell fails and the spell is wasted. If you cast this spell over another spell of 6th level or higher, the spell is wasted and the spell wasted. If you cast this spell on a spell of 7th level or higher, the spell is wasted and the spell wasted. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the first time each of your turns for the duration, the creature you’re looking for attains the Intelligence appropriate for the slot level’s Intelligence modifier and has proficiency in the spell. The spell’s damage increases by 1d8 when you reach 5th level (2d8 damage), 11th level (3d8 damage), and 17th level (4d8 damage).
Necromancy
Findings
Touch
10 Days
For the duration, you possess an artifact that attunes into a specific creature or object. The chosen creature is within 60 feet of it and can read its words, write, gesture, and even speak some basic language. The creature is proficient with all knowledge and abilities of the creature’s level, Wisdom, and Intelligence ’s, and it can‘t speak any other kind of language when the spell ends.’ The creature has disadvantage on all Spellcraft checks and ability checks. It can’t use all of its action to examine its surroundings, focusing its attention on what's most significant to it. If it’s invisible, it can see only to the closest creatures and can’t see through objects, trees, or other opaque matter. While concentrating on this spell, you can use your action to examine a Huge or smaller creature’s room or to examine a Medium or smaller creature’s room‘‘ plus any adjacent rooms and corridors. The creature can be affected only by one of the following ways: • By moving Huge or smaller to any other room or corridor, moving Medium or smaller to any other room or corridor, or moving Small to any other room or corridor. • By moving Huge or smaller to a new room or room, moving Medium or smaller to any other room or room‘‘ plus the new room or room and the new room and room. The spell removes an ill-dilated compartment or door, an intact bowl, or a loose object that is worn or carried by another creature.
Transmutation
Findings
Touch
10 Days
This spell allows you to find things within an area and manipulate them to your advantage. You choose one willing creature that you can see within range and that can hear you. You manipulate the creature so that it appears as if it were in an unoccupied space within 5 feet of you, and you grant it the benefit of the alignment it has. alignment.confirm (if you don't know it) This check must succeed or it will fail. On a success, the creature’s alignment is met, and the spell ends. See CHANGELOG.md for more information. This spell can’t be dispelled by dispel magic. If you cast this spell on the same creature or multiple creatures within 30 feet of the same creature every day for a year or longer, the spell disappears. The spell can be suppressed by removing magic from a creature’s existing spell slot, by making a new one using the same casting method, or by removing magic and casting the old one. The suppressed spell can target one object that is neither worn nor carried by the creature or that is no longer within 5 feet of it. The target can be a willing creature, an object that is no longer within 5 feet of it, or a chunk of wood or stone. If the target willingly moves toward you before the spell is dispelled, it takes 1d10 piercing damage when it strikes you or when it strikes a creature that you choose.
Illusion
Findings
Touch
1 Hour
This spell allows you to locate an object that can fit within 30 feet of it and that isn’t being worn or carried by an unwilling creature. If the object is an object, creature, or artifact, you determine whether it is within 30 feet of the object you determined and how far away from the object is indicated in the distance. The spell can locate a specific object within 30 feet of it. The target is blinded and incapacitated, and the spell has a range of 100 feet. If the spell is successful, the spell ends.
Illusion
Findings
Touch
1 Hour
You locate a hidden object within range and invoke a limited energy stream to fill it for up to 24 hours. The spell can target plants and water types, which are described in the plants and water types section of the spell description. You can use a bonus action to dismiss the spell. When you do so, you cast the spell again, and you take 4d6 radiant damage, and you regain hit points equal to half the amount of radiant damage you dealt this spell’s second use. This spell can’t affect life or objects that aren’t being worn or carried by creatures or objects created by the spell. You can’t use this spell to create a glyph, glyph, or glyph glyph or glyph to a creature’s symbol, a glyph to a creature’s symbol, or a glyph to a creature’s symbol. When you cast this spell, you can also use a bonus action to cause a creature’s symbol to appear on a creature’s waist. The glyph, glyph, or glyph can be drawn onto other creatures' clothing, creating an illusion of a creature’s true form. The glyph, glyph, or glyph can be removed from a creature’s pocket and placed safely within the creature’s waist.
Transmutation
Findings
Touch
1 Hour
You touch one willing creature and bestow a precious insight into its thinking and action. The target’s Wisdom score becomes 13 + its Dexterity modifier. For the duration, the target can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. If you cast this spell while your spellcasting ability is reduced to 1’ from 0, you instead gain the ability to read a message from a creature of your choice that is within 30 feet of the target and that can hear you. The spell ends if you cast it again, if you miss a single casting of this spell, or if you end your turn more than 30 feet away from the target.
Abjuration
Findings
Touch
24 Hours
You grasp the strength of a creature and the balance of a group of willing creatures that you can see within range. You choose one or more of the following abilities of the chosen creatures, which have their own pros and cons. • Gaze. The creature must make a Wisdom saving throw to see where it can see a direction on a solid surface, a number of feet within the creature’s earshot or just off to the right. For the duration, this spell can’t pass an understanding visual inspection of a creature and can only find the nearest obstacle, or choose an unoccupied space within 30 feet of it where such an inspection would take place. Any creature that the spell soars through doesn’t know where the creature is located, and the creature can make a Wisdom saving throw to avoid passing by it. If it does so, it can’t pass further than 30 feet away from the target until the spell ends. Approach. The creature moves toward you by up to the speed of sound, or half as far as you can move before falling. It remains aloft for the duration. Intersect. The creature moves into a creature’s bond, causing the two to interact through thoughts or words that could be directed at the creature directly. The creature can attack and pass through the creature’s own bonds, but neither side can attack each other.
Transmutation
Findings
Touch
Concentration, up to 1 hour
The next time you hit with a weapon attack during this spell’s duration, the attack deals an extra 1d6 damage to the target and leaves behind a memo describing the attack’s damage, the target’s name, the terrain’s natural terrain, and the spell’s nature and duration. The spell also ends your next turn. If you hit the target again before the spell ends, this spell ends. If the spell damages a creature that uses this spell, the creature must make a Constitution saving throw. On a failed save, the creature is left with no memories and is incapacitated. The spell ends for an affected creature if it spends its action looking for a voice to end this suffering.
Abjuration
Findings
Touch
Concentration, up to 1 hour
Until the spell ends, you can use a spell slot of 6 or higher to locate a location on a map. If you do this, you learn the language of that location for the duration and must speak it to find it, so long as you speak the language. The language is native to a particular creature that you find within 30 feet of that location. If you know any languages other than those of the target, you learn those languages when you learn the language. The language is spoken and understood by all creatures on the same plane of existence as you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. This creature is friendly to you for the duration. The creature must be within 30 feet of you when you target it, and it can repeat the saving throw against this spell using its action on each of its turns. If you have more than one creature targeted by this spell, you can use each creature’s breathing to count toward the number of creatures that are targeted by it.
Transmutation
Findings
Touch
Concentration, up to 1 hour
You find a location on the ground that you can see within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, the creature enters the spell’s area for the first time on a turn or starts its turn there. On a successful save, the creature enters the spell’s area for the first time on a turn or ends its turn there.
Divination
Findings
Touch
Instantaneous
You choose a location on the ground that you can see that is within line of sight of a creature of your choice within range. If you cast this spell there is a 30 percent chance that a creature can hear you. This spell also reveals the location of all stonework and stone pillars that are missing from a location on the ground that you choose within 3 feet of it. Stonework or Stone pillars are 10 feet deep. If you cast this spell on the same spot every day for a year, you can halve the chance that a creature can see the stonework or stone pillars. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cast a spell of 7th level or lower that has a 12-foot radius and that requires the Stone Wall skill to understand
Divination
Findings
Touch
Instantaneous
You summon a being entirely beyond words. Appearing in an unoccupied space of your choice within range, the illusionary creature appears in an unoccupied space of your choice that you can see within range. The creature disappears when it drops to 0 hit points or when the illusion fails to draw lines across its body. The creature can be a Huge or smaller creature (your choice), up to 1 mile long, in the space you choose, no larger than a 20 foot cube, with wings spread wide, and a 10-foot radius. The creature can reach and fly through the air, though it must use 10 feet of movement instead of the 6 feet used for this spell. The creature can enter and occupy an unoccupied space within 5 feet of you, if that space is free. The creature disappears when it drops to 0 hit points or when the illusion fails to draw lines across its body.
Conjuration
Findings
Touch
Until dispelled
You touch a willing creature to find an area of unknown force and truth that might have been beyond creation, divination, or divination magic. The target can search for food, drink, or material possessions within 60 feet of the location the teleportation occurs, or it can speak a general message that can be answered using the words of a willing creature. The target can cast spells and communicate in secret, written language, as long as it can find the language, reading, or writing that serves as the target’s language. The spell can locate hidden doors or passages, as well as hidden chambers or corridors that might allow creatures or objects to pass.
Divination
Find life
30
Instantaneous
You summon a tiny, intangible creature that lives in an unoccupied space you choose. The creature must be within 30 feet of you when you cast the spell. The creature can be anywhere, at any point in its journey, and you choose the location. The creature is friendly to you and your companions. If you cast this spell while your companions are within 30 feet of you, the spell ends.
Divination
Find local Water
Self
10 Days
You fill out a letter in the shape of a circle, written in chalk on one side and inscribed with the words, "Briefly searched, unknown region within range." You can search the land in this way for the words and find the land using a DC 20 Intelligence (Investigation) check against your spell save DC. You have advantage on the check if you are in the area and can see it up close. You learn how to locate the hidden area from creatures who have Intelligence scores of at least 2 or higher. If you find a hidden structure found within an unoccupied space, it becomes apparent where it lies in the immediate area, as if it rested there or rested there with you. If you can’t see the hidden structure in the area, you are not there. If you can see it if you are within 100 feet of it, you can see through it and hear what sounds it makes (if any) within the area.
Divination
Find Magic
120
Concentration, up to 1 minute
You learn the secret of magic within range. You learn the magic behind invisible objects and things, detect magic in an area surface that isn’t obscured, as well as inside hidden doors and chambers. You understand the location of secret doors and secret chambers. You are also able to see through doors and chambers that have a safe entrance, a locked passage and a barred passage—all conditions that could give a creature reason to suspect a vulnerability in the area.
Divination
Find magic
30
Concentration, up to 24 hours
You spot a spell within range and use it to cast that spell. Until the spell ends, the spell is audible, if it is made, and the spell enables you to recognize the creature within 30 feet of it as a familiar. You can recognize one willing creature, two willing creatures, or one entirely different creature from another creature. If you know either creature well enough, you can recognize its voice and its mannerisms as if you knew its real name. While you are aware of the spell’s location, any creature that moves within 5 feet of it sees a star inscribed with the location of the hidden spell, and any creature that ends its turn within 5 feet of the beacon must make a Wisdom saving throw. On a failed save, it can’t cast the spell for 1 minute, while it remains within 5 feet of the beacon, or it wastes its action and makes a Wisdom saving throw at the end of each of its turns. While you are aware of the spell’s location, any creature that ends its turn within 5 feet of the beacon must make a Wisdom saving throw at the start of each of its turns. On a successful save, it can move to a safe spot from which it could escape.
Divination
Find Magic
60
Concentration, up to 1 hour
You gain the service of a mysterious magic spirit who can turn any object that you take 6d4 magic damage or that it weighs less than 10 pounds (0.8 kg) into a magic item. An object created by this spell or created by a spell of 8th level or lower can be magic icked with a ring of clarity, an emerald circle, a ring of protection from fire, or a globe of cold resistance. This magic effect isn’t permanent. When you cast the spell, you can use a bonus action to examine the object and discern any magical effects that apply to it. For the spell’s duration, if any are discerned, you can affect the object with a touch, using the object’s slot, or by touching it without first touching the object. You can bring along objects as long as their contents are not in the container. When you cast the spell or when you cast the spell using an object, you can alter the object’s magic effect so that it is affected by the spell or when it functions as intended. You can also use an object to dismiss it. Casting this spell on the same object every day for a year makes this effect permanent. At Higher Levels. You can use your action to create two additional objects for each slot level above 8th.
Transmutation
Find Magical Child
Self
1 Hour
Describe or name a creature and tell a magical story about it. While the magic we choose is strong or near-strong, depending on the element, it ignores written language, metal, or magical incantations. You can choose from any of the following magical effects when you cast this spell. • You learn the name of one of the creatures within 30 feet of you, as described in the ‖magic item table in the DMG or in the Additional Spell List entry in the Monster Manual. The creature’s name appears on the Spell List with one line at a time and appears twice on the end of each line. This line can have any number of times: as an action, you can alter the name of one of the creatures, changing the creature’s name from "Jack" to "Mortem" or from "Mortem" to "Harry" or from "Harry" to "Barefoot Man" or from "Barefoot Man" to "Chubby" or from "Chubby" to "Habitsucker" or from "Habitsucker" to "Mortem". If you change the name of the creature, your spell ends and the spell fails. This spell doesn’t remove magic. ‖You learn the magical history of one creature whose name appears on the Spell List. Each creature of the chosen name appears within 3 feet of the object, which has that creature’s name inscribed on it. The spell might affect a creature of the same name as the object, a different one, or both. To learn the location of one creature in the same location as the object, you need to know the name of that creature, or you can learn its location through observation. If the object is worn or carried by a creature, you learn its location by studying it. The safest bet is to study its musculature, which is lightly damaged but strong enough to sustain a normal adult human life. If you don’t study it, you learn its basic properties, including temperature, moisture, vitality, and defenses. This spell can penetrate most armor, shields, and thrown objects, but it can’t penetrate magic doorways, spell doors, or any other fixed or movable part of an object.
Transmutation
Find Magical Forest
30
Concentration, up to 1 minute
Find magical woods within range. Choose up to six trees within range and hold open a gateway to a magical forest; or you create an area of magically-enhanced natural stone or stone that is neither stone nor stone construction, magic-encompassed structures or objects, or stone pathways. The area becomes a magic forest when you cast this spell and can be destroyed by nonmagical means. Magical nature can protect some or all of the magical woods, creating barriers that reduce access to the forest to trees. Creatures or objects within the area are invisible to most creatures. Magical trails create these trails, which are visible only to creatures of your choice that use them. The trails are difficult terrain with some trails smooth terrain with others trails of small size that can be as smooth as a smooth surface. The magic forest is composed of trees, shrubs, ferns, vines (including the leaves), vines that grow in the air or w as vines on trees that are planted. Each tree has AC 20 and 30 hit points. When a creature enters the forest for the first time on a turn or starts its turn there, the spell fails and the magic forest appears. If a creature would normally inhabit the forest (creature or object w ho are excluded from the magic), the creature
Find magical gateway
Touch
24 hours
You gain the use of a finger to access a gateway created by a magic door or other magical opening on the ground. You choose a gateway that you can see within range, either a door that you can see on the ground or a portal that can be opened through a portal created by a door’s construction. The gateway appears on a solid surface and lasts for the duration. When the gateway appears, no physical or magical force exists between you and it, and barriers and other magical conditions that create the gate or cause the portal to open have no effect on the gateway. An opening created by a magical door locks the gateway and prevents the creature from opening it. An open portal created by a magical door locks the passage between floors and mightily guards secret passages within the portal. It can’t be closed in this way to allow access to other floors or to prevent access to hidden rooms.
Abjuration
Find Magical Items
Self
Concentration, up to 1 minute
You locate magical items that you can identify by their magical properties.
Find magical items
Touch
Instantaneous
Find magical items within range from one willing creature of your choice: a scroll, book, jewelry, spear, helm, dagger, book of shadows, book of summoning, cloak of magic, mementos, mirror, or similar object. You cast spells and use your movement to listen for strange voices in the halls. You also understand the meaning of written words, symbols, and images, if any, that appear in the book and that you can read. You use your action to speak if you wish. If you succeed in casting a spell, the spell ends, and your magical item is no longer magical, or it disappears entirely. If you fail to speak, your magical item disappears, if you possess a scroll or book that contains a magical item or an edition of the item that doesn’t exist, or if you possess a similar magical item that doesn’t exist, your magical item falls to the floor and becomes invisible.
Transmutation
Find Magical Object
60
1 Hour
You search for a magic object within range, and you pick up a simple, yet powerful artifact composed of small runes or magic runes that has a silver shimmering gem within it. Until the spell ends, you can use your action to speak the artifact to locate an object of magical power within 60 feet of you. You can use a bonus action to speak the magic item, which appears within range and deals no damage. If the item strikes a creature or a piece of ground, it vanishes, and you can’t speak it again until you complete a long rest. The item is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be seen. As an action, you can mark the artifact as an immediate challenge to your warding wardedness spell. If you mark the artifact as an immediate challenge to a warded spell you attempt to cast there day before its casting ends, rolling a d 100 for each spell completed. If you mark the artifact as an immediate challenge to a warded spell you attempt to cast there day before its casting ends, rolling a d 100 for each spell achieved. You can mark the passage of invisible creatures or objects as opening wounds, or opening a trapdoor. You can mark the passage of magical liquids as flowing freely or being swept freely. You can mark the passage of liquids that are neither drawn nor strained as fuel, or flowing freely between liquids that are strained or strained or strained. When you mark the passage of liquids as opening a trap, you mark the container of the container as flowing freely, requiring a successful Heal check against your spell save DC to break the container. A simple, yet powerful distraction, the trap, created by the mist created by the mist, permanently ends your warding spell. It is particularly effective against creatures that can’t be harmed while the trap is in place. When the warding spell ends, your warding spell ends for you. It can be activated again, but this time the effect is permanent. If you cast this
Find Magical Object
60
Instantaneous
You learn the location of a magic object that is particularly magical and magical to you. The object can be anywhere, anywhere, anywhere. You learn its current state, as well as any properties it has that can be changed in its current state. The spell doesn’t take into account any possible circumstances, such as the object’s current location, that might change its current magic. If any of the objects described below fail to locate an object, the spell fails. One or more magical items described in this spell’s list revolve around an object that you can see, such as a spear or a staff,
Find Magical Roots
Touch
Until dispelled
This spell allows you to locate magical roots within a permanent space you have named and that is within 10 feet of the source of the spell. You need not attempt to cast this spell on yourself. If you do, the spell is wasted. For the duration, any magical roots you detect within the space you specify are suppressed. You can use your action to attempt to dispel any magical roots you detect within the space you specify. You must use your action before using this spell on yourself or if you cast it on a creature.
Transmutation
Find magical treasure
60
Concentration, up to 1 hour
You locate the presence within a magical treasure chest on the ground floor that you can see within range. You can search for the item using your Wisdom skill, and you receive a quest related message. The message reveals an open secret chest with three glowing, silver-tinted doors leading into the chest. Inside the chest, you must make a Dexterity saving throw, and you do so at the start of each of your turns as a bonus action. You can search the entire length of the chest for the location of the hidden spell or other spell of your choice, and you receive the message within 1 minute. You know the location of all other hidden spells and other magical effects, and you receive the same quest related message. You can’t search all the way to the chest, even if you could find it. Until the spell ends, you can use your action to speak the message again. It could be a letter, a cryptic message, or even a complete mystery. If you don’t receive the message within 1 minute, the spell ends.
Conjuration
Find Magic
Self
Instantaneous
You spot a spell of unknown power within range, and you learn its secret power and how. For the spell, you can learn the power of one spell in range, a magic circle that you can see, or a magical door that you can see that protects a compartment from magical fire. For the duration, you learn the nature of each spell cast and its components. When you learn a magic spell, you learn its secret power and how; the secret magic of that spell is hidden within the magic circle, in and around the spell’s source language. The secret spell doesn’t take root within the chamber where it is cast; it seizes those within the magic circle that control it. The secret magic of a spell is nearly invisible to creatures other than you, so it can’t be breached. While some spells are secret, others aren’t. For example, a staff of magic can break into a group of two creatures if one of them is within 5 feet of the spell and the spell is cast into the group. The secret magic of a magic circle is especially potent if one is a mirror image of another physical or psychic circle. For example, if you cast a spell between the hours of nine and nine:23 p.m. local time, and another magic circle is created there, casting the spell at the same time each day for nine days, you might be able to break the secret of the magic circle in two, three, or four days by targeting the secret of a magic circle created by the circle’s mirror image spell.
Illusion
Find Magic
Touch
24 Hours
You touch an object or a magical force to open a gateway to a sort of magical magic. The spell takes a wizard of your choice from a list of possible destinations: underground, across barred mounds, or up to your level (for wizards) outside the DM’s own horizons. You can bring along items such as rings, spells, and other mundane objects. You can make yourself or others disappear entirely, but you can’t bring any sort of object into or out of the destination, such as a book, a scroll, or a treasure chest.
Divination
Find Magic
Touch
Instantaneous
You spot a magical force within range that might otherwise have eluded you. A mote of emerald trinket—shaped like a prismatic orb—crumbles onto the ground, revealing a treasure chest. The chest contains a magic book and other valuables. When you open the book, you learn its secret and how to bestow it on the next creature you choose as a bonus action on your turn. You can use the book to read any Magic item that isn’t a spell slot book or to grant magic items a +2 bonus to spellcasting ability checks. You can also use the book to read a spell or a spell’s text. If you read the magic within a treasure chest, you learn the secret of the magical scroll, which is inscribed within the book.
Divination
Find Magic
Touch
Until dispelled
Your magic appears within a spot of motes of magical force and lasts for the duration, at which point the magic fails and the magical detect spell fails, the creature takes 1d8 radiant damage, and it can make a Wisdom saving throw. On a successful save, the spell endears the creature to you and to your group. On a failed save, the spell ends entirely. The spell even allows you to read the minds of others, at least partially. If the target is of the kind you designate, it must be of that kind at the time you cast this spell, and it doesn’t need to be of the type you designate. To cast this spell, you must be touching a willing creature or another object that is 25 feet in any dimension, and that creature must be within reach of the target. It must have a visible Wisdom glyph, at least one slot familiar, and at least two active memory pages. You can use each of these pages for a moment to w as discern magic, and then repeat the saving throw you made to do so. You can read or write the minds of creatures w as part of your spellcasting.
Illusion
Find Makers
Self
1 Hour
You become the next to know when someone reaches out and touches you through their fingers. A melody that fills an area of your choice for 10 minutes takes 1 hour to play. It doesn’t need to be in the song’s melody or a separate melody. If you choose a melody, its melody is automatically sung to your physical plane, even if the melody is in the song’s original language.
Enchantment
Find Mangle
Self (35-foot cube)
Concentration, up to 1 hour
This spell allows you to locate and reach out to three creatures within a 15-foot cube you create. You sense the direction in which they are pointing, as well as their speed, direction, and size. When you cast this spell, and as part of creating the illusion, you use a different illusion tool to create a horizontal illusion, creating a horizontal illusion when you cast the spell. A horizontal illusion can be created by casting this spell vertically, horizontally, or diagonally. You can also use the same illusion to create an allusion to a specific figure, genre, or object, such as the song sung by a character from another musical group or story line. You can use this spell only to create an immediate, tangible link to a creature or a creature’s location. If the illusion fails to reach its intended destination or if it interferes with an activity done to a creature or a creature’s position within the area, the spell ends. You can use this spell on up to three creatures in a 30-foot cube, or ten creatures if you have cast the first spell. The first creature to make an attack or cast a spell of 3rd level or lower, or the first creature to make a saving throw against a spell of 6th level or higher, or the first creature to make a weapon attack against a target within 60 feet of it, or the first creature to make a melee spell attack against a target within 1 mile of it, or the first creature to make a magic weapon attack against a target within 60 feet of it, or the first creature to make a melee spell attack against a target within 60 feet of it, or the first creature to make a ranged spell attack against a target within 60 feet of it, or a creature other than the illusion’s target (if the illusion is a creature), that makes an attack or casts a spell of
Find Me§10
10 Days
For the duration, you can trace the hidden route to the nearest buried treasure. Whether it is a treasure chest, temple, or temple-like object, you can take 1d4 + 1 levels of searching throughout the duration to find what you are looking for.
Divination
Find Me
30
Investiture, up to 1 hour
Until the spell ends, you know the name of a creature that you could talk to at any time, learn its secrets, and figure out how to best best defeat its greatest enemies. You may specify an activity that would open a gateway to a more dangerous secret: the secret you specify might open a portal to a secret service, a fortress, or a dangerous temple dedicated to mending the world. The DM chooses one of the activity types
Find meal
30
1 minute
Seems to be a vegetable or fruit meal that is delivered to a creature that you can see within range. You must have seen the target’s meal on the same plane of existence as it took to arrive. The spell ends if you cast it again within 7 days. You can deliver the meal to any creature you can see within 30 feet of the target. If the creature can’t be located on that plane of existence, it must succeed on a Dexterity saving throw or fall prone if it is in the area. You can’t deliver
Find Mec'Maw
Self
Concentration, up to 1 minute
You locate what it is and make precise observation of its movements. For the duration, you are able to identify where its creatures are and where they are headed. If you know the location of a creature within 30 feet of the location of a hostile creature within 30 feet, you can make a Wisdom saving throw to shift the focus of your spell toward the creature, using one of the following two options: • Choose one of the following options; I, II, or • Two fey animatuses, or two fey animatuses of the same type • Use the spell’s profane language and command option • Choose two creature’s or an object that is in motion • One fey animatus • One fey animate object • Four fey animatuses • Two fey animatuses • Eight fey animatuses You can also animate up to four fey animatuses at a time, at a cost of 1d4 + your proficiency bonus + your spellcasting ability modifier. If you animate more than four fey animatuses at a time, you animate only one fey animatus at a time.
Transmutation
Find Me Dead
Self
1 round
This spell allows you to locate one corpse whose weight you know is no heavier than half what it was when you cast this spell. The spell can locate the cause of death of one willing creature or one corpse whose weight you know is no heavier than half what it was when you cast this spell. You choose a corpse type, such as an undead or a creature, that fits within a specific category of undead that you know, such as undead with challenge rating 2 or lower, or noncreatures, such as goblins, wizards, or undead that don't count as such. If you have the class features of the corpse type, you can also locate the body of a creature that is hostile to you. For the duration, a creature that Attacks you when you cast this spell is immune to all its affect, and it rolls a d10 to hit you with a weapon attack against a creature within 5 feet of it that it can see or hear.
Necromancy
Find Memento
120
Concentration, up to 1 hour
Your journal reveals you have stumbled across an ancient artifact—a symbol or writing on a wall—that might serve as a guide, a waypoint, or a mark. You learn at the DM’s option the name of the artifact, the location and object it is on, and what form the object takes. You can use this information to craft weapons and armor, as well as to find hidden objects within or beneath the wall. It lasts until the DM transmits it back to you. If you cast this spell again, you must use a different artifact to craft your weapon or armor. A crafted weapon or armor has a 120-foot radius and isn’t vulnerable to fire damage. (Typically, a crafted set of 2nd- and 3rd-level artisan rings or set of 3rd- and 4th-level artisan rings would be unaffected.) A crafted set of 10 rings or set of 10 artisan rings would have a high AC and DMG of 20. Choose two metals you possess: adamantine, calimh, fey, gil, jade, emerald, or feystone. You create two daggers or a set of gauntlets in each slot of your gear, and you create one other item of 3rd or 4th-level or lower value. These items are created and worn by creatures with a weapon’s normal or special function when created. You can create one additional object for each slot level above 2nd; you create two additional objects for each level above 1st.
Transmutation
Find Memento
90
Concentration, up to 1 minute
This spell allows you to locate the place where you or someone you know is currently standing. When you cast this spell, the spell doesn’t have to occur on a surface, such as a ceiling or a pillar, but can occur on ceilings, walls, or a pillar as thick as a floor. The spell can locate an object hovering 10 feet higher than the minimum height permitted under your choice of a floor or a pillar. When you cast the spell, the spell deals no damage. You can use only one of the spells listed below to locate a permanent standing there. To locate a place that is no higher than a 20-foot cube away from you, you use the square root of 10 + the spell’s minimum weight. For example, a spell that requires 1 cubic foot of floor space might require 1 cubic foot of stone. Similarly, a spell with a 1-foot radius could require 1 cubic foot of rubble, 1 foot of rubble, and 1 foot of a trench. If you use a 1 foot radius to locate a place protected by a rock solid barrier, the spell requires no additional movement to do so.
Transmutation
Find Mementos
60
1 Hour
You summon a legendary fiend or a shadowy figure whose lair you choose from among other destinations. You choose whether to travel with the legendary fiend (tomb or not), a shadowy figure, or two fiends (tomb or not). The legendary fiend disappears when it drops to 0 hit points or when the spell ends. While there, the legendary fiend inflicts a number of dark energy drain on creatures within 5 feet of his or her location. Whenever a creature with truesight or higher levels in either skill or knowledge bails out of the legendary fiend’s lair, the creature falls, and the spell ends. The legendary fiend disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Divination
Find Mementos
90
1 Hour
This spell summons an illusion that reveals what lies beyond the Astral Plane and where it lies. It fails if you are within 30 feet of the portal or if you are within 30 feet of it if the illusion is created outside a portal.
Divination
Find Mementos
Self
Instantaneous
You search for mementos in the Feywild and find them buried within caves and tombs. Choose any number of mementos found within 30 feet of you, which have a 25 percent chance to be found when you reach the Material Plane. An artifact created by this spell has a 50 percent chance of finding the item when it appears in an unoccupied space within 30 feet of the location you searched for mementos from. An artifact created by this spell has a 50 percent chance of finding the item when it appears in an unoccupied space within 30 feet of the location you searched for mementos from.
Transmutation
Find Memento
Touch
10 Days
You invoke the power of nature against an undead creature you can see within range. If the target is Medium or smaller, the spell is cast on the undead within 30 feet of it and on those within 30 feet of it, if possible. Otherwise, you cast the spell on the target and make a DC 20 Wisdom (Insight) check against your spell save DC. On a success, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional undead for each slot level above 3rd.
Necromancy
Find Mender
1 Mile
Instantaneous
Describe or name a muggle town in the Shire. You are drawn within the remains of one of the four muggle towns on the planet. This book contains information and statistics associated with each muggle settlement, as well as information on its specific functions. Once read, the book is lost, and buildings, animals, and people who lived there fall into a state of suspended animation. Buildings, creatures, and people may or may not open or close, serve as servants, guards, merchants, and so on. Buildings that exist only for decoration or illumination are illuminated and dimmish-green. The muggle world can seem impossibly small. There can be nothing at all like this somewhere along the line. **Choose any land or mineral on the planet’s surface’s surface, and the books shed bright light in a 30-foot radius and dim light for an additional 30 feet. Buildings and people are extinguished when the spell ends, and animals, plants, and people fill in gaps in the earth’s surface. For the duration, plants, animals, and people have disadvantage on attack rolls against creatures that don’t make attack rolls while they are charmed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional muggle settlement for each slot level above 6th.
Conjuration
Find Mender
Touch
Instantaneous
You spot a muggleborn child hiding in an abandoned muggle home and have no idea where it is. When you cast the spell, choose a point within range. A muggleborn child can’t be charmed, frightened, or possessed by a muggle-born parent. Magical family law allows a muggle-born child to inherit the child’s grandfather’s magical power, ancestor’s magic, and great-grandfather’s magic, but a muggleborn child can’t inherit an ancestor’s magic, great-grandfather’s magic, or uncle’s magic. The child can take any of the normal archetypes of its kind, but it must be of a wizarding birth, a wizarding mother, or the daughter’s mother. If the child is of a race other than muggleborn, the child’s race is ignored.
Divination
Find Mending
Special Bond
Duration unknown (until the spell ends)
Describe or name a specific effect that can mend mended objects or cause new ones to become fixed and free. Affected creatures are brought back as fey (of two sizes) or undead (up to 2 sizes). If the creature returns to life on a creature that ’s hit point maximum and killed before the spell ends, that creature can’t become repaired to full after 1 minute. If the creature ’s hit point maximum is lower than the creature’s hit point maximum, the spell fails. The spell instantly restores an affected creature to life, and the spell ends on a creature that died before the spell’s duration. A creature’s hit point maximum is equal to the number of normal hit points it occupied at the start of its turn. If a creature’s hit point maximum is not higher than the creature’s hit point maximum, it also has disadvantage on attack rolls against creatures that aren’t their enemies.
Transmutation
Find Mephala
60
Instantaneous
You teleport yourself to an untyped spot within range. For the duration, any creature that you can see within range can hear you, and it gains half cover against you and has advantage on saving throws against your spells and other magic.
Enchantment
Find Mere Mere
90
Instantaneous
You summon a spectral demon that looks like a bearded man, and the DM has the contest. You decide what kind of creature it is. It must be at least Huge or smaller, and it must have a fur’t as thick as your choice. It is hostile toward all creatures except undead. It moves slowly and perilously close to you, but is otherwise immune to all damage. The DM might allow you to decide whether it pursues a particular course of action or simply pursues a course of action that has already been fully completed. The choice of pursuing a course of action or simply pursuing a course of action that has already been fully completed can’t be a decisive factor in the outcome. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the challenge rating increases by 1 for each slot level above 1st.
Enchantment
Find Mere Mortar
60
Concentration, up to 1 hour
You draw a memento from the remains of a creature within range. The creature appears in unoccupied spaces that remain for the duration, and the memento can contain up to 4 creatures. The spell creates an intricate and malleable memento that remains for the duration. An intricate memento is a piece of jewelry that falls in two rows among the mementos and appears to belong to a creature or an object that is somehow connected to the stone. The mementos are imbued with arcane magic that allows the piece of memento to resemble an object summoned by the morden rosé, the fey, or by some other mysterious being. When you cast this spell, you can create a memento that remains for the duration. Until the spell ends, the memento imbues you with the magic of the morden rosé, the fey, or the runes of death. In addition, you can affect objects with an alchemical component of enchanted or mimicrylline mixtures, as long as those mixtures aren’t diseased or stained with foul magic. Physical interaction with the mementos reveals it to be an illusion created by their mementos to resist magic. At Higher Levels. When you cast this spell using a spell slot of 10th level or lower, the damage increases by 1d8 for each slot level above 10th.
Divination
Find Mere Path
60
1 Hour
This spell allows you to locate the shortest and most direct physical route in a manner that is both safe and beneficial to you. You learn the shortest route from a creature that you can see within range, provided that it has an obvious direction but at a distance of at least 10 feet. If you know the shortest route from a creature who doesn’t already have a direct path through it, the creature uses its movement to arrive at its destination before it can move. Otherwise, the spell relies on the shortest route to travel on average of one hour. To learn the shortest route from an entirely different creature, however, the spell requires the shortest duration to complete. Choose creatures that you can see within 60 feet of each other and that share a common plane with the shortest route: undead, goblins, monsters, and other beasts. For each creature studied, the shortest route is determined by a creature’s statistics, determined using statistics from the Monster Manual, matching the statistics of the chosen creature for that creature and using that creature’s Strength score to determine the creature’s Strength score. A creature’s Strength score is determined by dividing the creature’s Strength score by the number of hit dice it appears in the stat block. For example, a creature with a Strength of 2.0 could reach the top of the hit dice of a 5-foot-
Find Mere Sight
Touch
Instantaneous
For the duration, you can read the face of a mirage within range. A mirage is a mirage that can be seen only through a mirror. The mirage lasts for the duration, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light can be colored or greenish-white, or it can be dim green or violet. It sheds darkvision out to a range of 100 feet. You can hide within this range, and you can target one creature with your charm person spell to do the same. If you cast this spell using a spell slot of 6th level or higher and succeed on a new target, you can target any number of creatures within the same radius for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional target for each slot level above 5th.
Transmutation
Find Monster
30
1 Hour
Describe or name a creature that you think is familiar. It is an ever-lengthening creature, capable of living for up to 24 hours, and capable of communicating w ho sounds, sounding like it was created by another creature. You can choose the familiar’s language or any language of one known form, though the creature’s language must be at least as large or as small as possible. If you cast this spell with a spell slot of 2nd level or higher, you can choose a new familiar whenever the spell completes. After three creatures are connected to the familiar by this spell, the spell ends. If the familiar doesn’t speak or carry any significant portion of the creature’s equipment (such as a chair or armchair), some equipment is carried but no more than 5 feet away, and the spell ends.
Divination
Find Monster
30
1 Mile
Descripción, from the devil to the beast, this spell finds a treasure buried within a grave that you choose that isn’t already connected to the grave. You know the name of the creature you found, and it can speak, in addition to your own accord, the language of the creature you sought. The creature doesn’t speak, but it can hear you, and it recognizes you as its familiar. The creature knows where you are located, and it knows when you entered the grave, but it can’t return to you if you are dead, or if you survived the spell.
Conjuration
Find Monster
30
Concentration, up to 1 minute
You unravel the mystery of a creature, looking for its kind within a 30-foot-deep pit on the ground within range. Until the spell ends, the creature can be found only by speaking to a creature identified by the kind of creature it is referring to. The kind of creature is determined by analyzing a creature’s statistics, looking for faint whispers in its ears, or examining its clothing. If the creature is of a humanoid kind, it counts as one level above that of its kind, while half as far advanced as a beast.
Find Monster
30
Instantaneous
You summon a creature from the air to aid you in your search for a lost or missing creature. Choose one or both of the following forms: • The elemental • The fiend • The fiend of war • The fiend of magic • The fiend of necromancy • The fiend of necromancy • The fiend of necromancy . • The fiend • The fiend of death • The fiend of the dead • The fiend of the dead
Find Monster
60
Concentration, up to 1 minute
Draw a map of a Monster’s natural habitat on a flat solid surface within range. Then, whenever a creature comes across a Monster within 100 feet of it, that creature must succeed on a Wisdom saving throw or find the nearest Monster den during the spell’s duration. The nearest Monster den is 100 feet or more away. Nonmagical items or objects are excluded from the radius and appear 100 feet or higher in the nearest unoccupied space. A creature can spend 1 minute finding the nearest Monster den by succeeding on an Intelligence (Investigation) check against your spell save DC. On a success, it doesn’t find the nearest Monster’s lair by a full mile, instead it descends from the nearest Monster den and descends from there.
Transmutation
Find Monster
90
Concentration, up to 1 hour
You summon a mysterious creature, an unknown beast with a spectral, dangerous, or wildly insistent voice that hovers in the void above your head. The creature appears to be an aberration with a 15-foot radius, and it obeys any verbal commands that you give it (no action required by you). You can shape the creature to fit within any of the following possible beasts: bat, batman, battusk, battusk-wicker, battusk, battusk-lizard, battusk-wyrm (bear), crab, devil, devil-wyrm (cormorant), frog, frog-lizard, golden ear (giant leopard), hill giant, hill giant-sized, kobold, leopard, manticore, octopus, octopus-sized, octopus, sea beast, spider, untamed sea beast-size, untamed sea beast-sized, and vine-sized. The creature descends at your command, and its movements are unpredictable. Physical interaction with the humanoid reveals it to be the creature it resembles. While the creature descends, you can use your action to speak the creature’s name. You lay a trap of your own making, and the creature falls into it. You can make one of the following attacks against the creature: 1) You nail the creature to a surface or a portion of the creature’s space that you can see (though you can’t touch it). Alternatively,
Find Mormont
Touch
Instantaneous
This spell summons a legendary fiend—a mote of poisonous mists strewn about the halls of Mournhold. Choose one of the types of creatures you can see within range: rabbits, goblins, fey, or trolls. A mote of poisonous mists sprouts from one of the following options: • Poison dart from an unguarded location. • Mangle spike from a hidden door. • Black haired creature from the shadows of Azathoth. • Tree stump from a secret passage. • Stone axe from a hidden passage. • Large rock uff from a secret passage. This spell creates a mote in the space you choose that lasts until you use another action to dismiss it. It strikes only at the mote created by the options above, and has no effect while restrained. You can use your action to move the mote up to 30 feet and then make a ranged spell attack. On a hit, the target suffers the attack's normal effects, and it must take a number of dix’s healing rolls to regain consciousness. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Find Mould
Touch
Until dispelled
You touch a mumm or cedar tree and grant it darkvision. The spell doesn’t target trees, shrubs, or even plants directly affected by any one of the following spells used to cast the spell. You can use either spell to manipulate the mumm, creating its difficult terrain or shifting its terrain to match the w as difficult terrain. Alternatively, you can cause the tree to crumble to powder (requiring no action), sending it capsizing and shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if you choose no terrain affected by the spell or if you choose to use the spell in this manner again. If you cast the spell multiple times, you can have no more than two of its non-instantaneous effects in effect at a time, and you can dismiss such an effect as an action.
Conjuration
Find Muggle Food
30
1 Hour
You awaken a muggle food habit based on smell and
Find Muggle Food
60
Instantaneous
You summon a phantom servant that takes the form of a rat and transforms it into an animal companion for the duration. The servant remains for the duration and can be carried and equipped by an affected creature (your choice when you cast this spell). You can summon this beast from rarer creatures with a range of 300 feet (90 feet if you are holding it). When you cast the spell, you might ask its servant to do light chores, take care of household tasks, and clean and serve food that is nearby. The servant willingly obeys any instructions given to it and acts on any instructions given to it by others. The servant disappears when it drops to 0 hit points or when the spell ends. The servant can be rehomed in the same spot whenever you want it, but no more than once. The servant disappears when it drops to 0 hit points or when the spell ends. The spell can’t create more than one phantom servant at a time. You choose the same phantom servant for each slot level above 1st.
Conjuration
Find Muggle Weapons
Touch
1 Hour
You spot a weapon—including a muggle-made weapon made of muggle metal or stone—in the immediate area. Until the spell ends, that weapon can be found only by speaking to a muggle who speaks a common language that the weapon’s maker chooses. If you cast this spell to locate a spell weapon made of muggle metal, you detect the weapon when you do so, and you learn the weapon’s nature and appearance until the spell ends, at which point the weapon is no longer detectable in the air or when it strikes a target. The spell ends if you dismiss the spell as an action.
Transmutation
Find Muggle Wedding Prayers
Self
1 Hour
For the duration, you can see the names of all those who have ever been married to one of the four houses of your choice at the moment a wizard takes office in the City of London. There, they are sworn to serve and protect the wizarding commonwealth, and to serve your country with service worthy of a knight or wizard. When you cast the spell, choose one of the following options. You can bring your own equipment and travel with you. Your companions can come with you and baggage from your bag. The companions can arrive at your direction automatically (no waiting required to do so) or based on the weather, based on the date of a wedding (no waiting required), or your choosing. Each companions creature is considered a creature of warding quality (casting this spell only on fey creatures) and also suffers from the debilitation property. If your companions are blinded, deafened, or can’t understand your language, they have disadvantage on attack rolls against you. Whenever your companions cast a spell using a spell slot of 7th level or lower, they learn the spell and can’t change its content until they finish a long rest. A companion must meet the verbal and somatic requirements of the spell while casting this spell. If your companions cast a spell using a spell slot of 2nd level or higher, the spell’s DM chooses from the following options: • A companion that can’t be charmed can’t be charmed for 1 minute. • The companions spell fails and they become blinded for 1 minute. • A companion with a Strength of 5 or less can’t be charmed. • A companion that can’t defend against a melee attack makes a Wisdom saving throw against your spell save DC. On a failed save, the companion becomes blinded for 1 minute. A summon spell ends this effect. At the DM’s option, the spell has another available duration. This spell has no effect on summoned creatures. A summoned creature must obey your instructions to become one with you. The summoned creature obeys whatever you command it to do, however violent or otherwise appropriate to its task. The creature can be friendly to you or foe hostile to you. The creature is under your control, aware of your commands and able to deal with your actions as if he or she were an inanimate creature. If the creature w as hostile to you, you have the same options as if you w as hostile to the creature. The creature makes its own decisions about what action it takes, and you have the option to attack it as normal or use the action to cause it to take a different action. If the creature uses an action to examine its surroundings, you can determine whether any objects, magical doors, or similar are within its reach and then issue a special order. Choose a creature’s kind, language, or history. The creature takes 3d8 psychic damage when it uses its action to understand the meaning of the statement, based on how you read its spoken language. This spell also reveals the current condition for that creature in terms of future events that can occur later on in the creature’s lives. The creature can have any of the following statistics when it makes its decision: - It has disadvantage on attack rolls against creatures other than you, to which it can be subject. - It can’t take reactions during its turn or use its action to take another action. - It can’t take reactions when it attacks or casts a spell. - It deals an extra 1d6 psychic damage when it attacks or casts a spell. - It can’t make either attack roll during its turn. - It is immune to all damage and conditions for 1 hour. - It is immune to all effects and effects affecting its equipment while it is blinded or deafened, and it can’t become blinded or deafened again while blinded or deafened by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 8 hours. When you use a spell
Find Mutation
Touch
30
Instantaneous
Choose one creature of your choice within range. You cast the spell and prestidigitation, and the creature awakens determined by the casting wizard’s nature spell as determined by your god's own style. Otherwise, the spell fails and the target suffers normal mental damage as a result of the coma state it entered. If the target is normal or diseased, it can’t cast spells, activate magic items, or cast any other spell, and suffers no mental damage. The spell ends if you or your companions are incapacitated or diseased.
Necromancy
Find My Dead brother
Touch
Until dispelled
Your body awakens to you as you sleep. Each creature within 10 feet of you within 6 hours assumes the identity of the dead brother or sister, along with all the belongings they lost and appear to have taken with them. At the end of each of those years, the dead brother or sister disappears, leaving only their clothing, weapons, and ammunition intact. The brother or sister might be standing on a flat surface, floating ethereally, or standing still and unable to move. If the dead brother or sister moves away from you, the corpse floats gently in midair. A ghostly presence guards the air around the corpse. Until the spell ends, you have resistance to necrotic damage (your spell save DC is 10 + your spellcasting ability modifier).
Necromancy
Find My Ears
10
1 Hour
You summon an apparition that speaks only to you and obeys certain death rules. You must use all your movement to reach for a line in the ground or a teleport circle extending from you and that is 5 feet wide and 5 feet tall.
Find My Qi
Self
Concentration, up to 1 minute
Your senses extend far enough to penetrate the barrier between you and your deity—or the plane of existence you originated from. You sense the direction and direction only you can see. While in the air, the phantasmal form of your deity is invisible to most creatures, though it can manifest as a fiend or an undead. Creatures that aren’t gods, such as the primordial tree-worshippers, can’t perceive the phantasm, and fiendish illusion of one created by this spell fails miserably. Instead, the phantasm creates one within 5 feet of you, mimicking the movements and patterns of a true creature. This phantasm creates one when the spell ends. Until the phantasm changes form and
Find Myths
30
30 Days
This spell allows you to find the truth behind myths about the physical world around you. Whether it's plants, animals, or magic, you'll find out where the real world is made of, and how that makes you or others feel about the things around you. If you take 4d6 psychic damage and are able to discern one thing from a False Image, that thing is the plants you picked out of the False Image category. Nothing about the image can’t be accurate, though, and the plant’s Wisdom score might be affected by some changes to the image. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
Illusion
Find My Uncle
30
Instantaneous
This spell conjures a spirit that appears to be your Uncle, your older cousin, or even just some sort of strange creature. You mentally inspect his or her surroundings and then decide what action is appropriate for him or her. If he or she takes any damage or doesn’t take any damage, his or her Uncle takes no damage at all. If he or she attacks or otherwise harms an enemy, it is your turn to decide what action appropriate for it. Your decision affects all actions of his or her in combat, not just one or two at a time. Regardless of how the fighting goes, your Uncle is likely to regain hit points at the start of each of your turns. If you have less than 10 hit points, he or she instead takes 3d8 radiant damage, with the DM deciding what action appropriate for him or her. As part of casting the spell, you might send your Uncle to an unoccupied space within 10 feet of the space you specify for him or her. Your Uncle takes no damage from nonmagical damage, and he or she takes 10 damage from radiant damage. When a creature dons armor or uses a spell slot of 3rd level or lower to open its mouth to speak a message, your uncle might answer by uttering the message. Your Uncle emits a loud rumble, indicating the presence of a beast within 30 feet of you. The creature must succeed on a Wisdom saving throw or be knocked prone. It can make a saving throw at the end of each of its turns, ending the effect on itself on a success. Your uncle can’t willingly open its mouth to speak a message other than a prophecy made by your Uncle. Instead, it speaks the words in hieroglyphic language so intricate it could be read by any skilled artisan. Your uncle doesn’t speak, and if it can’t hear you, it doesn’t understand your language. Your uncle acts independently of you, so it is impossible for it to turn against you. After its casting, if the spell has a target and an appropriate effect on it, your uncle acts as if you were its target, even if you are immune to it. In addition, your uncle can’t target a creature more than 100 feet away from you when you cast the spell, even if the distance is too great to allow you to maintain sight. Your uncle assumes the Ethereal Plane (the plane of existence you chose when you cast this spell).
Findomancy
60
1 Hour
You gain the service of a spectral servant, resembling a bat. Choose one creature you can see within range, which is within range of a spell of level 1 or lower, and you gain a +2 bonus to the spell’s challenge rating. The servant seems to travel slowly and invisibly around corners, stinking people, and other creatures; it flickers before and after you, and it appears in places you choose—for example, behind a pillar or between trees and a rock. If the target creature has a Charisma score of 5 or lower, it must succeed on a Wisdom saving throw or be frightened while the servant is within 1 mile of it. The creature is friendly to you and can communicate with you through you. You can’t create more than one spectral servant at a time. A spectral servant can only exist in an area within 5 feet of you. While the servant is within 5 feet of you, you can make either spell against it. Choose one creature that you can see within 5 feet of the servant. The creature must be within 5 feet of the target creature or within 500 feet of it. If the creature can’t see you using your spectral sight, you can see through its spectral m eyes to gain a better view of its surroundings.
Divination
Find or Destroy Smite
Self
Instantaneous
You choose an area of stone or mud that you can see that fits within a 5-foot cube and that is within range. You sense the direction to the stone’s interior, as long as that area is within 5 feet of a point of your choice within range. You can also use visual inspection to see where the Smite Smite attacks or defends against. If you choose the Smite location, any creature or object that is standing within 5 feet of the Smite when you cast the spell must succeed on a Strength saving throw or take 1d6 piercing damage. A creature must also succeed on a Dexterity saving throw when it enters the Smite to see the Smite attacking.
Conjuration
Find or Save
Self
10 Days
You find a corpse, a corpse of a creature whatever it is, or some other visible thing. You know the current level of the spell for the corpse, if any. It is likely that there are several corpses within 1,000 feet of each other that you know, so you decide whether to locate the corpse or save it for further study. If you find the corpse—a small object that weighs no more than a quarter of its normal size, up to 30 pounds, or 10 ounces—you learn its current hit points, the number of hit points it has, and possible spells it can cast. If you find a corpse within 30 feet of you that has died within the past 12 hours, you learn its current hit points and possible spells it can cast, if those spells are still active when it dies. If you find a corpse within 30 feet of you that has died and survived another spell of 7th level or lower, you learn its current hit points and possible spells it can cast, if those spells are still active when it dies. If you have discerned an area entirely overgrown with weeds and/or weeds' leaves, for example, you learn its current hit points, creatures, and magic items, and you learn when the tendril came into existence that it wilt and when it wilt from stress and disease. Finally, if you know that a creature or an area within a large area requires protection from magic to open or pass through the tendril, you learn the creature or area's current condition, as determined by your DM. You need not speak the condition at the start of the casting to understand whether it is true. The conditions under which the tendril comes into existence are determined by your proficiency with the wight spell, as determined by the alignment of the creature or area you are standing on. You can use the wight's profane message to warn the wight of danger (if the wigil is on the ground or within the wight's reach), or you can issue a calm warning before doing anything harmful to the wight. You can direct the tendril toward a creature, object, or hazard, but only if both are within reach.
Transmutation
Findor's Faith
30
Concentration, up to 1 minute
You choose a place on the plane of existence you trained your soul to see. That place is a specific replica of the place you studied, known as a locust. Whenever you cast this spell, make a DC 15 Wisdom (Insight) check against your spell save DC to understand what the locust thinks of you. If you are aware of the locust’s presence, it appears in the space you choose. Whenever you cast this spell, make a DC 15 Wisdom (Insight) check against your spell save DC to understand what the locust thinks of you. Its Intelligence returns to the number you used when you cast the spell.
Conjuration
Find out what lies beneath the Black Rock Desert
30
10 minutes
Investigate the atmosphere beneath the Black Rock Desert using the powerful trinket of terrorsociety. You can locate secret chambers within the area that can’t be opened or closed by mortal creatures. For the duration, you can use a bonus action to expend a terra incantatum spell on a creature you can see within 30 feet of you (if you are friendly with the creature, you can use your action to cause the creature to become friendly with you). If the creature is on the ground or in a hollow chamber that can be opened to reveal a larger chamber, the creature can open or close the chamber. The creature can use its reaction to see through the chamber’s opening, though it must be within 30 feet of the opening.
Divination
Find Path
150
Instantaneous
You become certain paths in the ground lead to great riches and power, offering everything from magical steeds to unfulfilled dreams to a realm that has been dead for centuries. The path can take you to any side or even be on the same side as the starting point. While you have to make a Strength saving throw, you have advantage
Find Path
30
1 Hour
This spell allows you to search the heavens for creature or object that is within 100 feet of you that is neither within the veil nor within the spell range of the observant celestial.
Divination
Find Path
30
1 Hour
You narrow the path for the living by linking strands of threads that run along the ends of your feet. The threads form protective loops used for the passage. When the threads are in place, you can use your action to connect the threads. When they are ready, roll a d10 against the die. The threads hold their contents when rolled. When they have finished casting
Find Path
30
1 Hour
You spot a creature of
Find Path
30
Concentration, up to 1 hour
You record the course of an area for up to 30 minutes on a piece of writing known as a glyph. When you do so, you learn the direction and directional direction of one of the following paths: • the road • the lake • the forest • the grass • the trees • the cliff • or the road .
Find Path
60
Instantaneous
This spell summons a being of unknown power whose purpose remains unknown. Choose a point you can see on the ground within range. That point is a temple dedicated to an unknown deity whose name or symbol appears on the ground within 30 feet. The temple is dedicated to an unknown god and is dedicated to your service. The temple remains until the spell ends; it appears empty and unoccupied but functions the same as if it had been consecrated or consecrated by a deity other than the one you named. It is silent and disappears when dispelled. The temple serves a deity whose presence you have been unable to determine. When the temple appears, each creature in it must make a Charisma saving throw. On a failed save, a creature takes 4d8 necrotic damage and is blinded until your next turn. On a successful save, the creature takes half as much damage and isn’t blinded. You can’t create a temple dedicated to a deity outside of its deity’s service.
Find Path
60
Instantaneous
You seek the truth in a group of people. Choose a race: humanoids, beasts, or other creatures. The targets of your research typically fall into three groups: undead, nonmagical creatures, and creatures that don’t fit within the general group. You can search the internet for the names of each category, or choose a race’s name. The truth is often elusive, but you know how many of its members are members of that race. You can find the full name of each of its members on the Monster Manual.
Find Path
Self
1 Hour
This spell allows you to find a way within the chaos of the Feywild to a location that fits within the following bounds: One hundred eighty-five light years from your current location; or One hundred eighty-three light years from your current location. The spell allows you to locate a specific portion of a solid surface that is composed of at least one cube of stone or stone-encrusted with magical force, such as a crystal, talisman, or fey stone. If you cast this spell for the first time in a location within 30 feet of a celestial, primordial, fey, or fiend (including dungeons or fey pits), the spell creates a portal that leads to a place within that area that you are familiar with. Each creature that starts its turn in the portal takes
Find Path
Self
1 Round
This spell allows you to find a path that is exactly as you intended while you are within range. You choose a point within range where you can see a solid body of water, a place visible only by shadow, or an invisible barrier made
Find Path
Self
300
1 Hour
This spell allows you to locate the shortest, most direct, and most permanent path between two points on the ground, such as a hill or a precipice. The spell doesn’t require attunement to a weapon or ammunition and can be used to move across difficult terrain to locate a specific fixed path.
Transmutation
Find Path
Self
Concentration, up to 1 day
You spot a creature that you can see within range and follow it for the duration. The target is friendly to you and your companions for the duration. The spell doesn't target undead or constructs, and you can follow the target even if you don’t already be on the move. The target doesn’t move and doesn’t harm you. During the spell’s duration, the target can be tracked, though it must be able to move. The target can’t be dispelled from the face of the earth, and if it is, the target has disadvantage on Dexterity saving throws against your main hand.
Enchantment
Find Path
Self
Concentration, up to 1 hour
Find hidden paths along an obstacle course or a wall. You can bring along objects for transportation, but none are transported by this spell. Alternatively, you can make a straight path along a floor, a wall, or a staircase, allowing you to walk up to the top of the obstacle course and move down to the wall and then back again if necessary.
Transmutation
Find Path
Self
Concentration, up to 1 hour
You awaken to a strange, magical place. Until the spell ends, you sense the direction and size of the hidden path you choose, and you know whether there is a creature within 100 feet of it who is awake or asleep. If there is a creature within 100 feet of it who is asleep, the hidden path reveals its presence. There is no limit to the number of creatures that can be loosed from the path. If you sense an extra creature within the path, the extra creature is automatically able to enter the hidden path if it comes within 60 feet of anything within 60 feet of it.
Divination
Find Path
Touch
1 Round
You touch a location that you know is within range and that is no larger than 10 feet in diameter. The spell reveals the location of all living things on the spot, but no more than 60 feet from the location.
Divination
Find Path
Touch
Instantaneous
A nymph, best known among the ancient and the weak, returns to her beloved home to fetch food and fuel for the journey. Coming back from the dead, the nymph gives life to another creature within 30 feet of her home. Whenever the creature returns, that creature returns to life with 1 hit point. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hits you can achieve with a normal attack increases by two for each slot level above 1st.
Transmutation
Find Poison Arrow
Self (15-foot cone)
Concentration, up to 1 minute
A dazzling array of invisible light erupts from a point you choose within range. Each creature within five feet of the point you chose must succeed on a Wisdom saving throw or take 1d10 radiant damage, poisoned. For the duration, any poisoned creature turns into stone until it drops to 0 hit points or dies, or dies instantly. Any number of feet of poison-encrusted metal or thin sheet metal can be held in place by the spell, but not more than 10 feet high. As a bonus action, you can shape a new 10-foot cone with a Strength of 5 and a Dash of 10 feet.
Conjuration
Find Power
10
10 Days
This spell reveals the strength and might of your soul, the source of your existence. When you cast this spell, choose one willing creature you can see within range. You gain the following benefits: - Your Intelligence and Wisdom scores increase by 1. - Your eyesight is increased by 1 inch; your hearing is increased by 1 inch. - Your eyesight is increased by 1 mile; your smell is increased by 1 mile; and your sight is enlarged to double its previous size. - Your eyesight is doubled; you can see through fog 100 feet; you are invisible to creatures of your choice that can see through your vision.
Transmutation
Find Powerful Wards
Self
Concentration, up to 1 minute
You create a ward that is dedicated to protecting one or more of your warding abilities. You decide how many warding elements you have, how many of any one kind are present, and how they relate to each other. Spells that target one or more of the warding powers affect warding effects only. You can cast spells targeting warding elements only in the warded ward. You can dismiss spells targeting warding elements as normal. When you cast these spells, you also create a new ward that takes effect from the prior ward.
Enchantment
Find Power
Touch
Concentration, up to 1 minute
You touch one creature who can make Charisma (Deception, Insight, or Intimidation) checks for Wisdom (Perception). Wisdom (Perception) checks are made using the DM’s Wisdom rating. When you cast this spell, choose a creature’s sense or an object’s sense, such as a magic dagger, a key, or a ring. The target must make the saving throw. On a failed save, the target can’t use its senses, and it has disadvantage on Wisdom (Perception) checks and Wisdom (Insight) checks until the spell ends. If the spell ends prematurely, the target is lost or charmed by you.
Abjuration
Find Ring
Touch
8 Hours
This spell reveals the name, ring, and description of a specific creature or object that you touch. The spell can lead to other rings, but the name must be permanent. You also specify the location and type of the object, not the location or type of a creature. The spell can't locate other objects that have a description similar to that of the creature or object depicted. You can also specify that the spell be performed only once, but you must specify a different time period for the casting. The spell has no effect if the object described by the description is performed in a location other than the location depicted, such as a temple or a certain part of a chamber.
Divination
Find sanctuary from darkness
90
Concentration, up to 1 hour
This spell allows you to locate a location on a celestial, elemental, fey, or fiend (as specified in your divine command) that you can see within range, and give it a search bonus equal to 1d10 + your spellcasting ability modifier. Your search can locate one of the following places: within 500 feet of a fixed object you can see, within 500 feet of a place you can see, within 500 feet of a visible structure, or within 500 feet of a place you can see but can’t see. You can also locate other celestial, elemental, fey, or fiend locations using the same rules for celestial or fey locations you have laid out here. The bonus, when present, is added to the total for any effect that includes the search. When the bonus is non-trivial, it disperses instantly, thus making your search even more precise. Each time you cast this spell, you can specify a location on which you have expertise. See the following table for detailed instructions on how to use the bonus. Order Arcane 1- 2 Order Fey 3- 4 Order Illusion 5- 6 Order Fire 7- 8 Order Rock 9- 10 Order Tree 11- 12 Order Sphere 13- 14 Order Stone 15- 16 Order Sphere 17- 18 Order Sphere 19- 20 Order Sphere 21- 22 Order Sword 23- 24 Order Round 25- 26 Order Round 27- 28 Order Round 29- 30 Order Round 31- **Bolster of Vitality and Vitality** Order Circle 33-35 Order Round 36-37 Order Round 38-39 Order Round 40-42 Order Circle 43-44 Order Round 45- 46 Order Round 47-48 Order Round 49- 50 Order Round 51-52 Order Circle 53-54 Order Round 55-56 Order Round 57- 58 Order Circle 59- 60 Order Round 61- 62 Order Circle 63- 64 Order Quarry 65- 66 Order Circle 67- 68 Order Quarry 69- 70 Order Circle 71- 72 Order Round 73-74 Order Round 75-76 Order Round 77- 78 Order Circle 79- 80 Order Circle 81-82 Order Round 83-84 Order Circle 85
Find sanctuary
Self
1
Find sanctuary
Self
Concentration, up to 1 hour
Your spellcasting prowess wanes when you reach the age of half-transmigrated servants, half-fowls, and other creatures. Starting at 16th level, whenever a creature of your choice that you can see within range regains a number of hit points equal to 1d4 + your spellcasting ability modifier, you gain 5 hit points. Additionally, a 5 hit point creature is automatically healed in addition to any remaining healing spell slots available.
Transmutation
Find sanctuary
Touch
Up to 1 hour
You know the shape of a creature who is closest to you. It is your guardian angel, its cub, its pet, and a fey creature that it can reach in height up to 30 feet. The fey creature can be any creature that you choose (healing, protection, or digging, for example), up to 10 feet long, and weighs up to Medium (healing, protection, or digging, for example), up to 10 pounds. The fey creature has 30 hit points and 50 hit points per half its weight. It is immune to all damage and is invisible until it leaves the fey creature’s space and moves to another side of the creature. The fey creature is friendly to you and to creatures within 5 feet of it. It obeys your spoken commands and makes available any food it takes. You can also dismiss the fey creature as an undead until it disappears. If it reappears, you give it back up to ten benefits over its former form, including immunity to all damage and gain the same number of hit points. These benefits last for 1 hour. Loathe those who insult you about the fey creature. It hates you. It cares nothing about you. When it strikes, it cuts off its supply of food and carries it back to its normal size without warning. It drinks no water and doesn’t let anyone touch it.
Necromancy
Finds and Stops Arrows
120
Concentration, up to 1 minute
You locate, find and stop flying creatures, celestial bodies, undead and magical beasts. You can see into the Astral Plane through the’s portals, which are heavily obscured, and you know the following statistics for each creature within 4 feet of you, its equipment and magical weapon, and two other statistics: • It has an Intelligence of 2, and darkvision through the portal. • It can make two Dexterity saving throws. It takes two for its attacks to be affected by darkvision. It makes two Constitution saving throws for its nonmagical attacks. It makes one Constitution saving throw for each different ability score of its saving throws. It makes one Constitution saving throw for each use of its action to cast a spell. If a creature fails three of these three efforts, it can use its remaining movement to move across the Astral to another plane of existence.
Transmutation
Find Smell
10
1 Round
You summon a spirit to inform you of any sound that might be heard in the area. Alternatively, as an action, you can issue a loud knock word, wide enough to hear some creatures inside or outside the blast. The demon can be heard reciting the word in its mouth, or else you can speak a whispery whisper. The spirit then beckons you to its space, where you can hear it through the air. You can either stay near the demon or use an invisible barrier to pass through. If you move so that you are invisible, the demon takes no actions and emits a faint alarm when it moves within 500 feet of you.
Transmutation
Find Smell
120
Instantaneous
You seek the sound of a human voice and hear its voice.
Duration: Concentration, up to 1 minute
You discern the location of a sound and can hear the direction it lies, distance from the sound, and the melody, length of time it takes for the melody to complete. If you cast this spell within the same location as a sound created by a spell of 5th level or lower, you can locate the sound of up to ten creatures within range.
Divination
Find Smite
Self
1 Hour
By smiteying yourself with a piece of silver chainmail, you create a harmful magical streak that lasts for the duration. You can create one new streak for each finger or nail touched, and the new streak lasts for 1 hour. If you possess a particular type of magical staff, you can issue commands to it verbally, using a verbal component, though you must have read the instructions in its manual. In addition you must give an audible command when using physical force to cause the spell to fail. You must act in accordance with the verbal commands you issue when using magic to cause the spell to fail. If the spell requires a special component, you can create one of the following mechanical duplicates of the same mechanical duplicates on the same desk, in an area that is adjacent to you. (Typically, you can create your own duplicates of your own desk.) You can’t create more than one mechanical duplicate of the same mechanical duplicates. You can’t create more than one duplicate of duplicating material on the same desk. A duplicate of multiple physical duplicates, or SNAPPER duplicates, begins its turn by dealing a voice command to its component. It uses physical location to determine a duplicate’s location, and it ends with the same command and the same effect. A duplicate’s language is its material component. (Typically, the duplicate would speak a material component when it arrives at its destination.) The spell ends when you dismiss it as an action. When you attempt to cast the attack again, or when you cast the spell again dismisses the duplicate as an action, the duplicate delivers the attack again. If it does so with more force than before, it does so at half the normal rate, and until then, it makes a determined speech. If it takes more damage than before, you must succeed on a Constitution saving throw to remain within 10 feet of the original., and then the spell ends. If the duplicate uses different types of ammunition, your game statistics are replaced by the original. The duplicate also has a hostile influence on creatures within 30 feet of you. A duplicate can be targeted by spells and magical effects if the duplicates presence harms the creature targeted by it.
Necromancy
Find Smite
Self
Concentration, up to one creature of your choice that you can see within range targets a location that you know or that fits within a specific pattern of behavior. The spell fails if the target’s STR scores are 4 or 5 or 6 or 7 or 8 or 9 or 10 or 11 or 12 or 13 or 14 or 15 or 16 or 17 or 18 or 19 or 20 or 21 or 22 or 23 or 24 or 25 or 26 or 27 or 28 or 29 or 30 or 31 or 32 or 33 or 34 or 35 or 36 or 37 or 38 or 39 or 40 or 41 or 42 or 43 or 44 or 45 or any time in the spell’s duration. The target’s attacks and spells with which the target is proficient (or at least proficient) are reduced by one. When a target succeeds on a saving throw, the target becomes proficient in whatever it is proficient in. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Transmutation
Find Smite
Self
Instantaneous
For the duration, you can see a 30-foot-radius sphere of bright light centered on a point you choose within range. The sphere spreads around corners. It lasts for the duration or until a special action or effect requires a different spell, such as the explosion of 31 on a major city, or the reduction of a creature to 0 hit points. The sphere moves with you, remaining centered on you. If you target a creature in the sphere's area, that creature must make a Dexterity saving throw. On a failed save, the creature takes 1d8 radiant damage, and on a successful save, the creature takes half as much damage. The spell’s damage increases by 1d8 when you reach 5th level
Find Smite
Self
Instantaneous
The nearest creature you choose strikes before it and explodes with smite. Each creature within 10 feet of the target when it hits or misses takes 1d8 + 1d10 radiant damage, and each noncreature 60 feet within 10 feet of it takes 1d12 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum number of creatures that can be struck by one of the attacks increases by two for each slot level above 5th.
Evocation
Find Smite
Touch
Instantaneous
You choose one creature that you can see within range. The target must make a Charisma saving throw. On a failed save, it takes 6d8 radiant damage, and it must then make another Wisdom saving throw. On a successful save, the spell ends for that creature. If you cast this spell again, the damage carries over to the first creature saving throw made against this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Evocation
Find Stairs
150
Instantaneous
Describe or name a new structure on the ground that you can see that fits within an unoccupied space within range. You might name a room or a room as tall as a hundred feet, or another place as small as a hundred feet. You might call a new activity, a trap, or a spellcasting task beyond the pale of logic. It may be possible to name a new area of magic, or to alter existing magic, such as creating a cage or a trap gate. You can
Find Stairs
Self
10 minutes
This spell allows you to search for hidden stairs in a place within range. The stairs, if any, are illusions created by the illusion of a staircase. Each time you cast this spell, you can design a new staircase that would appear on the ground, so you can designate two existing ones and have them appear in the space you currently occupy. You can choose from any of the four basic construction steps outlined in the Triune Scroll, which are used to create these stairs. You also can’t change the direction or the materiality of the stairs’s hinges. When you use your action to move the stairs, you can alter their construction so that they appear horizontal, vertical, or diagonally shaped, as you choose. They can be created by any of the following methods: • You can create two openings on either side of the staircase. You can use a bonus action to cause one of the openings to buckle and collapse automatically, as if it were an opening created by a bonus action. When the bonus action ends, you can make another bonus action.
Transmutation
Find Stealing Aura
Self
Concentration, up to 1 hour
For the duration, you can understand the whispers, whispers of war between two different allied monsters, one of which you can see within range, and one friendly to you. The whisper is a whisper uttered by a creature of your choice within range and originating from another creature within reach. While the creature is within reach of one of the spells described below, it makes a Charisma saving throw. On a failed save, the creature isn’t targeted by spells for the duration. If you cast this spell while you have at least 1 hour remaining on your current active rest, you also reduce the spell’s duration by 1 hour while you are casting. Additionally, if you cast this spell while you have an excess of casting days remaining on your current active rest, you instead reduce the duration by 1 day, effectively ceasing the spell while you are using up casting time on it. If you cast this spell while you have at least 1 day remaining on your current active rest, you also reduce the spell’s duration by 1 day, effectively ceasing the spell while you are using up casting time on it. If you cast this spell while you have at least 1 day remaining on your current active rest, you also dismiss it. Repel Missiles. When a missile that could be aimed at your head strikes a creature or a fortress, sending it tumbling down a hallway or a small room, reaches 0 hit points, you take no damage.
Evocation
Find Stealing
Touch
Until dispelled
You touch a nonliving thing and receive the following information: „The creature knows nothing of the thing’s past or possible future existence. It simply pursues its studies and strives for knowledge that might help it understand its current situation. Knowledge that might help the creature understand the world around it better is beyond the creature’s control.” This spell doesn’t enable a creature to gain knowledge of the world around it. The creature can, however, gain knowledge of its current condition and future plans, as long as those plans are in accordance with the chosen plan. Knowledge of the current situation is contingent on the creature’s knowledge of the past or possible future. Knowledge of the past or possible future plans is unaffected by any circumstance that would limit the creature’s knowledge of the current situation. The creature remains aware of the current situation and strives for knowledge that might help it understand its current situation. Knowledge of the current situation and its possible outcomes is contingent on the creature’s knowledge of the future. Knowledge of the possible outcomes of the situation is contingent on the creature’s knowledge of the future. Knowledge of the possible outcomes of the situation is contingent on the creature’s knowledge of the nature of the future situation. Knowledge of the nature of the future situation is contingent on the creature’s knowledge of the nature of the past or possible future. Knowledge of the nature of the past or possible future. Knowledge of the nature of the past or possible future. Knowledge of the nature of the past or possible future. Knowledge of the nature of the past or possible future. Knowledge of the nature of the past or possible future. Knowledge of the nature of the past or possible future. Knowledge of the nature of the past or possible future. Knowledge of the nature of the past or possible future. Knowledge of the nature of the past or possible future. Knowledge of the
Find Strength
30
Instantaneous
This spell pits a muggle of your choice within range against the current creature’s Strength rating. The creature has advantage on attack and damage rolls, ability checks, and saving throws, and suffers from weakness to all damage types. The target has resistance to nonmagical damage, and it has advantage on attack and damage rolls against those that are Strength-based, nonmagic checks. Additionally, the target has advantage on Strength, Dexterity, and Constitution saving throws. It can take other actions, as normal, whenever it takes damage. It can spend 1 Strength point to cast spells, and its spellcasting ability is contested by other muggles. If it fails its save, it is replaced by a level 6 or higher version of itself, which has the same Strength rating and performance. If it fails its save, it is no longer a muggle, and its spellcasting ability is contested by a muggle who has no significant magic background and therefore can’t cast spells. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Transmutation
Find Strength
Self
10 Days
You attempt to locate another human being, beast, or other creature. The spell can locate one creature that you can see within range, if it is of the chosen form (your choice, the creature’s size is irrelevant), or one object that has the same level of expertise as the creature’s Intelligence bonus (your choice). At the DM'S suggestion, you learn how many feet it takes to find a creature by seeing it for 10 feet in a direction you choose. If you
Find Strength
Self (15-foot cone)
Concentration, up to 1 minute
A shimmering force washes over a creature of your choice that you can see within range. Until the spell ends, the target has resistance to 1d6 damage type damage, and it has resistance to damage from Strength-based attacks. Until the spell ends, you have resistance equal to 10 + your spellcasting ability modifier. You can use your action to create or reroll the die, which increases the spellcasting ability of the next spell you cast. At Higher Levels. If you cast this spell using a spell slot of 3 or lower, you can create two additional 2nd- and 3rd-level spells for each slot level above 2nd.
Evocation
Find Strength
Self (15-foot cone)
Concentration, up to 1 minute
You create a 15-foot-radius sphere of magical force centered on a point you can see within range. The sphere extends into the Ethereal Plane, blocking ethereal Plane, and is protected from fire and freezing wind. The sphere is opaque and lasts for the duration. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature is unaffected. The sphere is 1 mile thick and blocks 5 feet of movement. As a bonus action, you can mentally command the sphere until the spell ends. You or someone else can issue a verbal command, telling your servants to move and to speak whatever languages they choose. You and your servants speak only a
Find Strength
Self
1 hour
This spell gives you the ability to locate the strength to which a creature must belong. The target must be within 30 feet of you, and the spell fails if the target is not wearing armor. For the duration, or until you use an action to resolve a combat raging battle raging against a Huge or smaller creature, the spell doesn’t locate a creature strength within 30 feet. If the spell determines that a creature is strong enough to be within 30 feet of you, the spell resolves, and the creature’s strength is compared to the number of feet it has occupied. For the duration, the creature’s Strength score is 11 + its level. If the creature has the Strength score of 4 or less, the creature is weak and is helpless until it drops to 0 hit points.
Divination
Find Strength
Self
Concentration, up to 1 day
The next time you hit a creature with a weapon attack before this spell ends, a force that can lift the target’s weight increases by 3 feet, and the target must succeed on a Strength saving throw or fall down an incline. If the target isn’t already dropping down without first succeeding on a Strength saving throw, it can use its action on a later turn to gain upper hand.
Transmutation
Find Strength
Self
Concentration, up to 1 minute
Identical to the senses you have, you find the strength of two words that you can understand. The words appear within range on the ground within range, and you know the sustained distance at which the words appear. You can perceive the strength of words up to 500 feet on each of your turns. If you sense the strength of a word more than 500 feet away from you, that word appears in a location you choose within range, such as behind a chest, behind a shelf, or beside a pillar. When you sense the strength of a word, you can use either hand to manipulate the word, creating a physical link between you and the word. To manipulate a word, you make a physical force within range that activates against your DM’s choosing. The physical force activates at the start of each of your turns and lasts until the end of that turn. You can manipulate a word created by this spell without first using a hand or a spell slot. If you manipulate a word created by a spell, your action to manipulate a word produced no effect. That action can be held down until the spell ends. You can also use your action to cause a strong push of a button to create a mechanical link between you and the word. In this case, you use the button to create a mechanical word. Your actions force the word to move so that it appears where you choose. You can move the word along any surface and still cause problems if it cuts through a floor, a table, or a wall. If your movement causes problems, you can use your movement to cause them. If you create a word by manipulating another spell or other magical effect, your actions force the word to move along the same plane of existence as that effect. You can freely move the word along any surface and still cause problems if it cuts through a chink in an armor made from it. If your movement causes problems, you can use your action to change the chink so that it is no longer there. You can create two
Find Strength
Self
Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, your weapon rings with a loud thud. Until the spell ends, your weapon glows with a dazzling orange flash and regains ACR equal to 10 + your Constitution modifier.
Abjuration
Find Strength
Self
Concentration, up to 1 minute
You seek out the strength of a creature you can see. You sense its current orientation and find that of a creature within range, a number
Find Strength
Touch
1 minute
If you have seen an object that weighs less than 1 lb., the object appears within range and doesn’t need to be there. Until the spell ends, if the object is moved more than once, the spell creates a random gap within the wall’s surface that lasts until the spell ends. The spell ends when a creature moves into the nearest 5-foot-radiused part of the wall, ranged weapon attacks made against the target object or its components, or objects created by the spell, if that creature is within 5 feet of the wall or within 5 feet of it.
Transmutation
Find strongbelief
Self
Instantaneous
The next time you hit a creature with a weapon attack during the spell’s duration, your weapon drops to your thumb and the attack deals an extra 1d6 psychic damage to the target. On a hit, the target suffers half the attack’s normal damage, and it is given no special benefit or disadvantage and must make a Wisdom saving throw. If it succeeds, the spell ends.
Conjuration
Find support
Self
10 minutes
Describe or name a creature that is affected by one of the following effects. Until the spell ends, you can’t cast a spell there or target an area of terrain other than its own, and the affected creature can’t be charmed, summoned, or possessed by you. A creature that is affected by this effect also obeys your verbal commands, which you communicate with a willing creature, but this communication is time-consuming and requires a Charisma (or the DM’s choosing) 10 or higher. You decide what action the target takes and how it behaves. The target spends its action that turn studying its surroundings. When the target finishes studying its surroundings, it begins to tremble and must make a Wisdom saving throw. On a failed save, the target takes 1d8 bludgeoning damage. If the spell ends before then, the spell ends early. While this spell is in effect, the spell has no effect on you.
Necromancy
Find Tain, Metal or Stone
Self (15-foot-radius sphere centered on a point you choose within range)
Special
10 minutes
You shift into the interior of a metal object you touch, such as a wooden beam, or spark a small metal container that fits within the space you occupy. As long as you are within 30 feet of the object, you can reach closer to the object while remaining invisible. You can also teleport yourself to any other creature within 30 feet of the object. A target can be targeted only once by this casting. It must be within 30 feet of the casting target (no more than once every 30 days). The casting target remains invisible as long as it remains within 30 feet of the target.
Transmutation
Find Terrain
120
Concentration, up to 1 minute
Find hidden terrain, including terrain you can see on the ground, the air, or some other solid landscape, within range. When you cast the spell,
Find Terrain
60
10 Days
You learn the soil, structures, and terrain that form the natural remains of structures and structures that were worn or carried by creatures or individuals for a long time ago. You choose an extent of cloud or snow that is 1 mile across, 100 feet across, and up, and another extent of cloud or snow that is half as wide, 200 feet across, and up, 50 feet across, 100 feet across, and up, 50 feet across, 30 feet across, and up, 20 feet across, for the duration. The extent of each is determined by the DM based on the terrain’s importance to you: frost, hail, or snow. If you use a bonus action to climb any portion of the extent of snow or hail, the bonus lasts until the end of its current length or until you use your action to move it up to the extent. If you move a portion of the extent of snow or hail, the bonus persists for 24 hours, if it isn’t already up to its full extent. When the bonus lasts, the creatures it impacts are no longer affected by the terrain, nor are they affected by its effects. A creature that has the benefit of an alchemical enhancement (treat as fire) spell can use that benefit in this way, albeit slowly.
Transmutation
Find Terrain
60
Concentration, up to 1 minute
Flames wreathe one willing creature of your choice that you can see within range. The target must make a ranged spell attack against the target within the last minute. On a hit, the target deals 14d6 fire damage, which extinguishes the flames. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the fire damage increases by 1d6 for each slot level above 7th.
Evocation
Find Terrain
Self
10 Days
This spell takes up to three dedicated geomancers within which you can search for terrain. You can search for up to four miles on a ground surface you can see within range. You can use a geometer hand in place of a compass to locate hidden terrain. You can dig for up to 8 feet within or under an area you choose, but your dig speed is reduced by two feet for each foot of ground you choose. You can excavate up to 5 feet deeper than you are allowed in an area and excavate 5 feet deeper than you are allowed over a covered area. Once you create a new area of terrain, you can dig it again if you wish. You can also dig through dirt or stone if it is too hard. When creating a new area of terrain, you can use either (but can’t assume the other form), but you can’t dig into or dig beneath another surface. DISTINCT BUILD R T R A w u l o u t E R m e p o r d E R e s t u m A
Find Terrain
Touch
24 hours
Until the spell ends, whenever a creature moves into an unoccupied space that doesn’t have a free ramp at the start of its turn, you can find a precise trench on the ground that must be exactly where the creature’s been positioned so that the spell can locate the shortest and most direct route to the shortest and most direct route to the shortest and most direct trench. Alternatively, you can use an action to mimic the movement of a train, which moves into the trench up to 25 feet in any direction. If you notice any movement in the terrain where you cast this spell—such as the creature’s approaching at the DM’s discretion to attack or remain aloft, or the creature’s walking—the creature notices and moves to determine where the trench is located.
Transmutation
Find the Arrow
30
8 Hours
This spell allows you to locate a special magic arrow—the magic axe—in an unoccupied space that you can see within range. You choose a point within range and use an action to launch the magic axe at it. The magic axe strikes only at those who have been charmed into following the same course of action you used to launch the magic axe. You might target a particular creature or group of creatures, or even a specific place or creature. If an attack
Find the Best Food Foodband
30
30 Days
This spell turns all creatures of your choice that you can see within range on a specific food item that you can see within range, or that weighs no more than 200 gp—such as soy sauce, soy sauce, jalapeno, soy sauce—into food items. You know how many pounds of food each creature is likely to consume for the duration. You know how many teeth a creature has, how many bones it has, and how many eggs it has. You can also determine the food source from food spoken to it by creatures you can see within range. If the food source is unfamiliar to you, you know how difficult it is to determine it. To determine the food source, roll on the following table. (Your choice: . Food .) The DM determines what foods or beverages each creature is likely to consume by dealing with different types of creatures. Using ingredients from a food’s component as an example, d ights each creature with an energy drink of any kind weighing no more than 300 gp. You could then determine the ingredients for a flavorful, savory, or salty soup, a meat stew, or a filling stew. Roll on the table as an example of creatures that w ould eat what is cooked and what is sudoku (not sudoku). You draw the following cards from among them: - fish - meat (including fish fillets and crab fowls, which aren’t affected by this spell) - shellfish - fish - shellfish, crab, and other large fish There are 10d10 flavor text symbols on each piece of food, which can be used to create flavor goods
Find the Blue Construct
Touch
Instantaneous
You spot a creature of Medium size or smaller within range and use your spellcasting ability to determine its size and form. Your spell power is doubled in size, and its Strength is 3. Your creature’s Strength is 4, and your beast’s Strength is 5. Whether you hit or miss, the creature takes no damage. If the creature drops to 0 hit points, it is hurled 3 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Conjuration
Find the Blueprint
Self
1 Hour
This spell traces the blueprint of a specific blueprints detail. You choose a location on an area of ground or ground within range, as the case might be, that is difficult terrain or that is difficult to reach (such as a cliff or a mountain wall) and that you can see within range. You can also determine the direction and direction at which a particular stone or material component appears in the terrain, as long as these patterns are not overlapped. This check is successful if you are covering a distance of 100 feet or more, or if there are no barriers or other obstacles on ground that you are covering. This check fails if you are covering a distance of 100 feet or more. The check creates an intricate web of relationships that can allow you to locate specific plants or other biological material within the area. You learn the blueprints' locations, shapes, and materials based on mathematical modeling, which you may assign to each location. You can have no knowledge of its exact location if you haven’t studied the data yourself. This check can’t locate a particular mineral vein, rock pit, or pond by studying the data but has the potential to locate veins on the ground of a mineral pit, rock pit, or pond by studying the data there. If you choose an area that is obscured by fog or bright light, the check is made against the spell’s maximum area of operation.
Illusion
Find the Burial Place
Self
Concentration, up to 1 minute
As part of the action used to cast this spell, you must find a way to put an object or other magical item—including a corpse, a treasure, or a magical spell—within range. You assume the role of an excavator, finding the tomb until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of time it takes to excavate increases by 5 minutes for everyone who rounds the spell’s level. Also, the amount of time it takes for creatures to dig up or retrieve an object increases by 30 minutes for everyone who rounds the spell’s level.
Divination
Find the closest temple or religious center
Divination
Find the Dead
150
Instantaneous
You search the pastures of the Nine Realms for the spirits of the dead. You and up to five willing creatures you can see within range reveal a corpse to be a skeleton, a severed head, a severed shoulder, or some other severed part. If you know the identity of the creature and can see it, you reveal it to be an undead creature. You can also find a corpse by gathering remains of any beasts or by gathering bones from bones of other creatures. The spirit must be within 100 feet of you, and it appears dead. If the creature isn’t dead, it sheds bright light in a 5-foot radius and dim light for an additional 5 feet. The light can't illuminate objects or creatures within 5 feet of the creature. A creature that sees the creature shed light in this way can see through barriers as small as 1 inch thick.
Illusion
Find the Dead
60
Concentration, up to 1 hour
You summon up to ten phantom corpses from the dead to be studied and destroyed. At the start of each of your turns, the corpses appear to be alive and animated, but they needn’t be. Until the spell ends, you can use an action to speak a name and learn the secrets of the dead. You can also ask the corpses to undertake magical acts of service, such as making a service check or summoning one of the undead from the dead. When you cast the spell, you learn the statistics of each corpse (up to the extent you know its statistics), its alignment (if any), and the nature and extent of magic being cast on it. The DM might instruct the corpses to act as servants, guardians, or guardians of others, or protect themselves from harm. When you cast this spell, you learn the statistics of all the corpses, its alignment (if any), and the extent of magic being cast on them. At the DM’s option, the corpses could act as servants or guardians, or protect themselves from harm. When you cast this spell, you learn the statistics of all the corpses, its alignment (if any), and the extent of magic being cast on them. At the DM’s option, the corpses could possess characteristics that would make them mortal, such as an unearthly implant, a demiplane, or a demiplane of illusion. If the corpses yield the characteristics specified by this spell, you learn more about them through the DM’s lore. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use your spellcasting ability to cast all the corpses of a creature in your area as necromantic energy. The material component of the spell is consumed when you use your reaction to consume the corpses and when you use your action to dismiss it. When this spell ends, you can reroll the die, and the spell ends.
Abjuration
Find the Dead
Self
1 Hour
You spot a body
Find the Dead
Self
Concentration, up to 1 hour
After you reach 5th level ranks you can read the minds of fiends, undead and other living things. You sense the voices of those who have died and the location of their remains, as well as the voices of those who have not. You also sense the presence of other spirits, their intent and how long they have been dead. To perceive the mind of a dead creature, if it has been dead longer than 5 minutes, ends the spell.
Illusion
Find the Dead
Self
Concentration, up to 1 minute
You spot a willing creature that is no longer there when you cast this spell. The target drops to 0 hit points and is buried within an unoccupied space within 5 feet of the location you found it when you cast the spell. The corpse is an object that can be worn or carried as a part of your outfit. The spell has no effect on undead or constructs.
Transmutation
Find the Dead
Self
Concentration, up to 1 minute
You summon the dead, the spirits of old and new, the spirits of the dead and undead, and the spirits of living things. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, elementals of higher planes, elementals of plants and water, elementals of nature, or fey. The spell ends if you cast it again or if you use your action to examine the spell document carefully. The creature you choose must be alive when you cast the spell or has struck you in combat. If it is dead or has struck you in combat, you might decide to end the spell or end the document. Death. The target dies if its body is found or if the target is permanently incapacitated or if its mind or physical abilities are seriously damaged. Illusion. The target is blinded and deafened in the hand of one creature you can see within 5 feet of it. If the target is in this blindness state, the creature must succeed on a Wisdom saving throw or be blinded for 1 minute. Dispel Magic. You can halve the damage of the target spell against an enemy magic item.
Abjuration
Find the Dead
Self
Instantaneous
You summon the dead, the spirits of old and new, from outside the Feywild. Choose one creature that you can see within range. It must make a Wisdom saving throw. On a failed save, the creature is shunted into the Feywild, where it dies. On a successful save, the creature dies instantly. The dead creature’s spirit descends from the Feywild toward you, gathering information about its past, present, and future. The spirit speaks to you through its spectral mouth, and it recalls your spoken words. The spirit can’t’t transmute its knowledge or emotions into mechanical patterns or otherwise affect the state of the physical body of a living creature. The spirit can’t create structures other than those of the living or the dead, and it can’t physically harm or eat the body of another creature. The spirit can’t cast spells or create or use magic items, and it can’t use doors or other barred or barred passages. The spirit can’t attack or otherwise affect creatures other than you.
Necromancy
Find the Divine
Self
1 minute
Divine radiance descends upon a location you specify within range. The area is bright and airy, and you are blinded, deafened, and stunned for 1 minute As a bonus action on your turn, you can mentally choose which direction the radiance trails off in. Whichever direction it trails off in, the spell trails along the line, remaining stationary until the end of your next turn.
Evocation
Find the Dory
60
Concentration, up to 1 minute
A tendril of life and some sort of precious jewel appear in an unoccupied space of your choice within range. The tendrils fill a 60-foot cube centered on a point you choose within range, touching a creature or an object within 60 feet of it and causing it to make a coloration or enflame spell using the chosen color. If you cast this spell using a spell slot of 7th level or lower, the coloration has no effect on you. While the tendrils are active, creatures that have a long and detailed description of their surroundings (such as a man or a beast) are unaffected. When a creature moves into or through the tendril for the first time on a turn or starts its turn there, that creature must use its reaction to move out of the tend
Find the Drowned’s breath
30
Instantaneous
You summon what appears to be the living dead, the undead, or a celestial, the celestial of legend, for the duration. Choose any number of corpses within range and form a 5-foot cube. For the duration, the celestial is alive and conscious, but whenever it takes a -2 penalty to a creature saving throw, it must make a Constitution saving throw. On a failed save, it can’t take reactions. The celestial can’t attack or target anything except itself. The cube’s area is difficult terrain. All that it can do is make sounds and move around it. After it has summoned creatures and moved about the cube, it makes sounds that are audible only to it, but it can’t target any creature other than the celestial. It can only speak and use its mind, and it can’t talk. When the spell ends, the celestial disappears, returning to its home plane if slain. The celestial disappears when an unwilling creature you choose within 30 feet of it succeeds on a Constitution saving throw or becomes frightened of you until the spell ends. On subsequent saves, it can choose to fail the save. The frightened creature frees itself and other creatures behind it, and the creature returns to you when the spell ends. When you cast this spell using a spell slot of 6th level or higher, you can choose to affect one or more of the corpses of a celestial instead.
Conjuration
Find the Ethereal
30
Concentration, up to 1 minute
You find the ethereal form of a willing creature, and within the spell’s range, as a bonus action on each of your turns until the spell ends, you can search the Ethereal’s presence for the spell’s duration and choose where to spend it. If you find a location for the spell’s duration, you can then move to that location and use that location’s location to locate the spell’s triggering spell. Alternatively, you can use your action to search for a specific area of air within range and target that area for an instantaneous spell’s countdown. This spell has no effect if its area of effect is fey, fey magic, or fey undead. The Ethereal lasts for the duration or until you use an action to examine it. As an action, you can move the Ethereal up to 30 feet in a straight line, clockwise and thither, dealing 1d4 necrotic damage to it whenever you hit it with a weapon attack before its duration ends. The spell’s damage increases by 1d4 when you reach 5th level (2d4 damage), 11th level (3d4 damage), and 17th level (4 damage).
Conjuration
Find the Ethereal
Self
Concentration, up to 1 hour
You discover the physical form of an object in a 20-foot cube, or a place in the cube
Find the Ethereal
Self
Concentration, up to 1 minute
This spell allows you to see into the dreams of mortal men, and to understand their actions and intentions. When you cast, you can search for a creature within range for the words that describe a sound, a sound that makes a reasonable effort to warn off other creatures as being too strong. The spell allows you to find words that describe a creature but that have an opening or a duration shorter than a sound. You can search for words on the ground and on the ground next to an entrance or a gap, but there is a risk that the creature would stumble or pass through the portal to another dimension. You can also look out a window or window sill and find words only in the language you choose. You can’t search for words in an area larger than what you can see, if you choose.
Transmutation
Find the Eye
30
24 Hours
You learn the identity of one creature within range, which it must meet for the entire spell. When you cast the spell, and through the action you take when you cast it, you learn the creature’s name and age. The creature must meet the following requirements for the spell to work: • You know the creature’s voice and can’t cast a spell with it. • The creature weighs no more than 4 pounds, and you possess the necessary tools to make a weapon attack. The attack deals an extra 2d6 force damage to the target, and if it isn’t
Find the Eye
30
Instantaneous
You gain the service of a spectral eye for the better part of a week, until the spell ends. You use the eye to look for things around you and see into an ethereal direction, as wyverns do. The eye can penetrate most barriers, but not arcane portals, and it can’t see through portals. If you cast this spell at the start of each of your turns for the duration, you can choose to end it immediately or delay it for up to an hour. Alternatively, you can end it early and use a different spell slot used to cast this spell. If you cast it again three times, the spell ends without being triggered.
Divination
Find the Eye
60
Find the Eye
60
1 Hour
This spell allows you to locate the entire visual plane and understand its ins and outs. You must choose visual or auditory component when you cast this spell. If you have a visual component component, you learn where that component appears, how its ins and outs come to rest, and what paths are created by the visual component component. If auditory component is present, you learn how the component sounds at first, and after learning of a path created by the component, you learn how the component sounds at rest. If visual component component is absent, the component doesn’t sound at all. The spell enables you to understand the meaning of sensory creatures as long as those sensory creatures are aware of your presence.
Illusion
Find the Eye
60
Concentration, up to 1 hour
You summon five phantom eyes from the Nine Hells to examine the world around you. When you cast the spell, you can cast the summoned creatures as eyes of other creatures, but they have disadvantage on attack rolls against you. The eyes appear to be glowing green or red spheres with streaks of shadow on either side. Each eye can see a different creature, and it can’t pass for long if its sensor fails or if its eyes shed bright light in a 100-foot radius. Each creature or object it charmed must make a Wisdom saving throw against poison for 1 hour. A successful save ends the effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can summon three phantom lights from the Nine Hells, willing creatures that appear to be possessed by the same being(s). Each of those eyes must be within 1,000 feet of each other and visible to the creature as a bright green or red sphere with streaks of shadow on either side of its eyes. If they are, the creature must make a Wisdom saving throw. On a failed save, it can’t take reactions, and its sphere sheds bright light in a 30 feet radius on impact, causing it to burn for 1 hour. The light causes harmful effects, such as burning when the sphere strikes an object or bonfire, to reoccur.
Conjuration
Find the Eye
Self
Concentration, up to 1 hour
This spell allows you to
Find the Eye
Self
Instantaneous
As you speak, you select one object or an area within range that is bright light or dim light. The object you choose becomes visible to all creatures, and any number of creatures within range see it equally well. You can see through the object as if it were a transparent surface and can’t see through its object. The object remains visible for the duration. You can use this spell to locate magical objects hidden within objects of your choice that aren’t currently on the market. You learn the location of all objects hidden within these objects. The spell ends if you cast it again or dismiss it as an action.
Illusion
Find the Flame Blade
Self
Concentration, up to 1 hour
You choose a blade or a piece of a weapon that you can see within range and that fits within a 5-foot cube. You can make a melee spell attack with it. On a hit, the target takes 1d10 fire damage. If you hit the flame, any of the flames that remain turnable and animate at your choice. The flames can’t be extinguished by nonmagical means. You can use a bonus action to cause one of the flames to extinguish within 30 feet of you. If you do so, the spell ends, and the flames wither and die. At Higher Levels. When you
Find the Flame
Self
1 minute
The Flame appears in a spot you have seen it before and that you can see within range. You can see the flame as a glowing orb centered on a point you can see within range. The flame appears in a spot that you have seen before and that you can see within range. At the start of each of your turns, if you are in a spot where the flame appears more than once, you can determine the location of the first one that entered the space you created. The flame appears in the spot you created, and it must immediately pass through a portal leading out of the spot you created the spell’s area. You can extinguish the flame and return it to the spot you created it in as long as you do so in a manner that is safe for the flame.
Evocation
Find the Flame
Self
Concentration, up to 10 minutes
You uncover the flame within range. Choose a flame type: fire, stone, mud, ooze, or wood. The flame spreads out from you in a 30-foot cone, and it explodes when you reach a point within range. The area is difficult terrain. The flammable objects in the area have AC 20 hit points and 20 AC each. Any creature in the area when you cast this spell must make a Dexterity saving throw. On a failed save, the creature must immediately extinguish the flames in the area with nonmagical fire. On a successful save, the creature extinguishes the flames instantly. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above the one you used for the flame detection spell.
Evocation
Find the Flame
Self
Concentration, up to 1 hour
By manipulating flame, you can locate the closest flame, a flame that is at least as massive as yours, within 1 mile of you and that has a range of 30 feet.
Evocation
Find the Flame
Self
Concentration, up to 1 minute
Choose a flame within range and extinguish it to create one of the following effects. One effect of at least 1 level of your choice that you can cast to dim light and warm light for 1 minute creates the flame as long as it remains within 1 mile of you. Additionally, whenever a flame that starts its journey in flames explodes, the smoke and other debris extinguish it for 1 minute at a time, extinguishing nonmagical flames created by the initial effect.
Evocation
Find the Flame
Self
Concentration, up to 1 minute
Flames race across your body, shedding bright light in a 40-foot radius and dim light for an additional 40 feet for the spell’s duration. The flammable component of the flammable component that you possess is soft and harmless. You can use your action to create a moderate flame that burns for 1 minute on a point within range. On a piece of clothing, this spell burns for 1 minute on clothing that has been burned or worn for 1 day. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the flame lasts until it is extinguished.
Evocation
Find the Flame
Self
Concentration, up to 1 minute
You locate the source of one flame that you can see within range. You can use your action to locate a flame or a substance that isn’t there. The flame or substance isn’t there, and you can’t move it. If you do, the flame explodes, extinguishing the flame within its area. Any flames you locate are extinguishing the flame, and they extinguish any nonlethal effects of harmful effects.
Evocation
Find the Flame
Self
Concentration, up to 1 minute
You summon an illusory flame that flits toward a creature in range and that is Medium or smaller and whose weight is equal to the creature’s Hit Dice. When you cast the spell and as a bonus action on your subsequent turns you can switch the flutter spell used to summon the flame between the two spells, creating a flame that carries the flutter spell’s effects. The flame radiates cold radiance in a 10-foot cube centered on the flame. Each creature in that flame’s area must make a Constitution saving throw. On a failed save, a creature takes 10d10 radiant damage and is blinded for 1 minute. At 11th level, a blinded creature adds 10d10 cold damage to the damage, and a disintegrate undead adds 12d10 necrotic damage to the damage, both effects being reduced by half. As part of creating the flutter spell, you can also use a spell slot of any spell slot you have, rather than each slot of the same spell slot. For the duration, the flutter spell has no effect on you unless you use its flutter spell slot, in which case the flutter effect ends.
Evocation
Find the Forest
30
Concentration, up to 1 hour
You awaken a forest of trees, shrubs, and other plant life on a point you can see within range. You sense the direction of the movement of the branches, vines, or other vines within the area and can sense the direction of flight of the craft, its speed, or its position within an unoccupied space up to my full 360 feet. A creature with a Strength score of 2 or lower can’t be affected by this spell. The spell can penetrate barriers, but it deals only limited damage. When you cast this spell, you learn the direction of the movements of the branches, vines, or other vines within the area, and you learn the speed with which those movements can be tracked. You can sense the direction of the craft and its speed by studying its propulsion system, as well as by reading its sensors. You can determine the direction of the craft by studying its engines and by studying its avionics. The craft moves when it flies, except it can’t move while on the craft’s unpowered autopilot. When the craft descends into the ground or springs into a landing, such as when it levies itself over a cliff, the craft descends in a random direction using its avionics and doesn’t hover. Each creature in the craft's area must make a Dexterity saving throw. A creature takes 4d8 damage on a failed save, or half as much damage on a successful one. A creature using an action to move its craft up to half the horizontal speed of the vertical might increases its speed a few feet by doing so. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 at 5th, 7th, and 9th levels, by 6d8 at 11th level, and by 10d8 at 17th level. when you cast this spell using a spell slot of 8th level or lower.
Transmutation
Find the Forest
30
Instantaneous
The nearest unoccupied tree you can find within range you locate the direction in which a given tree might open or close, depending on the nature of its trees or the height of the trees. The nearest unoccupied tree that starts its turn in the Ethereal Plane can be spoken to to determine the shortest and most direct route for the trees, which occur in a 45-foot cube. The shortest route takes eight hours and requires a Wisdom (Perception) check contested by at least one other creature.
Transmutation
Find the Forest
Self
Concentration, up to 1 minute
You unravel the tangled branches of a huge tree that lives in the ground beneath your house. The area is difficult terrain and can be as dark as forest or as light as an uncovered patch of bark. The area consists of up to 10 feet of trees arranged like miniature minstrels in rows. If you expend a spell slot of 5th level or higher, you can unravel the bark as part of casting the spell. You can pull up to 20 trees from a 7-foot cube and banish the bark to a new 7-foot square. The tree takes 8d6 branches and 10 pounds of rope, with each branch creating a new shrub. Both the new trees and the rope take 4d8 force damage. To crush the whole tree, you use a smaller, nonmagical nail.
Conjuration
Find the Gale of Wind
120
Instantaneous
As the strong wind blows in a 30-foot-radius, 40-foot-high cylinder centered on a point within range, you choose one of the following effects. On each of your turns, you can use your action to use your action to move up to 15 feet in any direction along the ground. If the wind is strong, you lose sight of any creatures or objects in the area and can’t move. You can move through the strong wind as if it were fog or snow.
Evocation
Find the Great Furnace
Self
1 mile
You spot a structure that you can see within range. You spot a creature within range and say a command. The creature must succeed on a Wisdom saving throw or be pushed to the nearest unoccupied space. The creature succeeds if it can move with the creature without taking damage.
Transmutation
Find the hidden door
60
1 minute
You unravel a door’s lid in a hidden passage of ceiling or floor. You can open or close the lid so that it remains open while you are on the move. The lid is an object that has the sense to remain open or closed throughout the spell’s duration. When you cast this spell, you learn the secret passage of a trapdoor. Using your spellcasting ability, you learn its hinges, levers, and so forth. You can learn the secrets of any door on the Spell list that requires an Intelligence score of at least 2, but the spell only requires the one you choose. When you cast this spell, you learn the secret passage of a circular door that extends over a ceiling or floor and that extends 10 feet beyond the spell’s area for the entire duration. The door is 1/4 inch thick and requires 1 inch of wood to open. When you cast the spell, choose one or more of the following options to open the door: • One side of the door (the slot you use to open the door) is open; choose another side. • The door is 1/4 inch thick and requires a strong enough foundation to support the door. • You create a 15-foot-radius sphere of green light centered on the lowest point on each side of the door. This light can illuminate locked doors and other hidden spaces, as well as create hidden chambers above or below the surface. A creature can’t be targeted by the light. If you create a trapdoor inside an area of ground other than a cave, an invisible creature can use its action to sniff out any creature whose Intelligence score is equal to or less than the creature’s Intelligence modifier. If you create a trapdoor at the mouth of a deep underground pit, a 10-foot-radius, 10-foothigh cylinder centered on the lowest point of the pit, or a 10-foot-deep pit filled with sludge, a 20-foot-deep trench rises 1d4 wide, 4 feet deep, and 1 inch thick where the light shines. When the pit appears, creatures that are immune to fire damage and that can’t be targeted by the light's damage reduction can’t enter it. A creature targeted by the light can use its action to make a Strength check against your spell save DC. On a success, the creature can use its action to move up to its speed and use the shortest and safest route to the nearest pit. A creature that moves too slowly or badly can fall. A creature targeted by the light can use its action to make a Strength check against your spell save DC. On a success, the creature can move as fast as twice its normal speed and use the shortest and safest route to the pit. A TEMPERATURE ENHANCER
Touch
1 Hour
You touch an unwilling creature. Should that creature be charmed or frightened, you and the target each gain that creature’s benefit and learn its current proficiency bonus and saving throws for the duration. A THOUGHT
Self (60-foot radius)
Concentration, up to 1 hour
You awaken a creature within range whose first ability score is 4/5. The creature has resistance to nonmagical damage, but its second ability score is reduced by half for the duration. You can use a bonus action to treat the creature as if it were a creature, such as making a melee spell attack with it, as if it were an attack against you. The creature can be killed instantly by dealing it damage.
Illusion
Find the hidden door
Self
10 minutes
This spell allows you to search for the hidden door within 30 feet of you. You use the statistics for the hidden door to determine what door it is and how it exits. To find a door within 30 feet of you, roll on the following table. Door Description Description 1. Frying Pan 2. Snow-Covered Wall 3. Snow-Covered Wall 4. Wall of Ice 5. Wall of Frost 6. Wall of Torrent 7. Wall of Thunder 8. Wind Wall You can use your action to move one foot in a single direction on each of these pages, creating a sweeping path full of magical force. When you finish casting this spell, dust falls from the top of each door at the beginning of each of its turns, and magical force disperses in a 5-footradius sphere centered on that door. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. A creature w ereswarded while within the fog can’t enter the area or use its action to enter. When the spell ends, the fog fills the entire length of the door, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Transmutation
Find the hidden nestStone
Touch
1 Hour
You touch a crystal ball to reveal yourself to one creature of your choice within range. If you are certain, the creature’s nest is within reach of an opening you can see open into a premade masonry structure. You can choose whether or not a structure includes any openings or gaps. You can create openings by dividing the air within an opening by one inch and then using that inch to fill in the gap. An opening created by a spell of 2nd level or higher requires you to use a bonus action to cause a thin sheet of mist to form around it to form a rampart. Each creature in a 40 foot square’m-radius opening created by a spell of this type must make a Dexterity saving throw. On a failed save, a creature takes 10d6 cold damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Evocation
Find the hidden sword
Self
Instantaneous
You summon the energy of the sword, which extends its reach to reach for as far as you can reach. Until the spell ends, the sword sheds bright light in a 30 foot radius and dim light for an additional 30 feet. This light is dim light for the duration, and the light causes enemies within 30 feet of it to be deafened for one minute. At Higher Levels. When you cast this spell using a spell slot of bard level 26 or higher, you can target one additional creature for each slot level above 12th. The creatures must be within 30 feet of each other when you target them. The creatures must be within 30 feet of each other when you target them. You learn the physical manifestation of the sword, which appears in the form of a sword or cross, at the start of each of your turns as a bonus action on your turn. You can direct the sword at one creature or object, doing 2d12 + 3d12 damage. You can also target one additional creature for each slot level above 2nd.
Evocation
Find the hidden treasure
60
1 Hour
You gain the service of a spectral servant who takes the form of a willing creature and who cares for you as a kind of guardian angel. You take 5d4 necrotic damage for the duration, and your remaining Damage Type becomes frigid. This damage doesn’t occur if you are holding or carrying a Large or smaller object or if you are attacking a creature carrying a Large or smaller object.
Conjuration
Find the Hourglass
Touch
Until dispelled
You summon the spirit of Truth in a place you can see, at a point of your choice within range. The place you summon must be within line of sight of any visible god or goddess or in an unoccupied space that the celestial caster has designated as your deity seat. You can create one of the following effects within range: • When you enter or leave the place, you summon the celestial for a moment to answer a specific prayer or as part of an act of divine intervention. • While you are in the place, you can sense the presence of the Hourglass within 5 feet of it, passing through the material world in a manner that mimics the sound of a small instrument. • While you are in the place, you can see invisible creatures within 5 feet of the place • You can see through the light of the Hourglass, passing through the spectral plane in a manner similar to a creature in the spectral contagion spell. • While you are casting this spell on a creature, its hit point maximum and total hit points are doubled, and it is immune to all damage and vulnerability to any spell damage it deals, if it has one. In addition, whenever a target with a sustained hit point gain a hit point maximum, a second creature for the target takes half as much damage and can’t be reduced to unconscious until you dismiss it as an action.
Transmutation
Find the Hours
Self
Concentration, up to 1 hour
You locate the shortest, most direct path between two points within range. The spell can locate a point no higher than 10 feet below the ground or a distance of up to 100 feet. If the spell is cast from a location you select, the spell can locate the shortest path as shown below. The spell can’t locate a specific ingredient, plant, or mode of transportation. Instead, it must find the shortest path that matches a known circumstance or is likely to be encountered in the course of a single move. Small Heal
Self
10 minutes
This spell damages and/or numbs the target to a nameless, unconscious condition. The target must make a Constitution saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. Sleep
Self
1 minute
This spell gives the target the ability to dream. The dream can be as long as 10 minutes, as long as 30 minutes, or as long as 1 hour. For the duration, the dream can take place anywhere on the target’s mind, and the target can perform any task that the dream requires the target to undertake. The target can perform any task that the dream requires that the target doesn’t undertake, such as writing, playing music, or talking to a familiar. The target can perform any task the target doesn’t undertake, such as following the DM’s instructions or passing the item along to someone else. Deserting Gnome
Self
10 minutes
This spell allows you to dig up the remains of a mineral (such as sand, clay, or stone) or mineral (such as stone, dirt, or firewood) location and move it up to 10 feet in any direction within range. The move doesn’t return the mineral to its original location. If the mineral’s mineral location is more than 10 feet away from the locust’s lair, the spell fails. Floodplain (inscribing a location)
Self (60-foot-radius circle)
Instantaneous
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A creature using this spell can’t take damage from unprotected contact with the ground (or another object that blocks the area), and any spell that damages the
Find the location of a missing dead creature
60
Instantaneous
You summon a spirit that takes the form of a skeletal beast and delivers a crushing roar to each creature of your choice within range. Each target must make a Wisdom saving throw. Until the start of your next turn, there is a 50 percent chance that a target becomes diseased and killed instantly, or it only becomes diseased for 2 minutes and immune to disease for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the disease damage increases by 2 for each slot level above 5th.
Necromancy
Find the Lost
30
Concentration, up to 1 minute
You search for treasure within range, placing it where you can find it most easily. You choose a point you can see within range and which is within range, and you gain the following benefits: • You always know the location of all hidden treasure in the area, whether it is in a specific place or on another surface • If there is treasure within an area of exposed terrain that you can see, you always know where the area ends and where the treasure is located • You carry with you to all other places where the hidden treasure is found, even if you are unable to reach it in time to reach it • You maintain order in the area, preventing attackers or intruders from accessing the area or effectively blocking its passage • Any creature that uses its action to enter the area takes 2d10 bludgeoning damage, and those inside the area take 2d10 bludgeoning damage • You can use your action to create a line of fire 12 feet long and 5 feet wide extending from you in a direction you choose extending over a surface of your choice that you can see within 120 feet straight from you to a point you choose within range. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one on a slippery slope.
Transmutation
Find the Lost
60
1 minute
You summon a phantom spirit that takes the form of a humanoid and masquerades as you in an attempt to locate a secret passage that leads to a secret chamber within the
Find the missing gem
Self
1 minute
A gemstone, gemstone of any kind, appears within range. The gemstone is a solid, hard surface, about the size of a cube. It is a gemstone with an area of radius 1/2 mile and a weight of 3/4 of an ounce. The gemstone is magically linked to a gem of equal size and quality, as described below. The gemstone is made of emeralds, which have a luminous hue, and are difficult to destroy. The emeralds have an unusually low luminous luminance and are difficult to destroy. The gemstone’s gemstone is thus difficult to find. At the start of each of the casting of the spell, you can determine that the gemstone is missing by examining its surface. If you determine that the gemstone is missing, you can see through its gemstone and hear the sound of the spell’s sound. The spell can locate the gemstone only if it is within 5 feet of the gemstone. If it is, the gemstone is lost. Alternatively, the spell can locate a gemstone by examining its surface. If it is in the same spot as the gemstone, you can determine that it is there by examining its surface. If it is adjacent to the gemstone, the spell can locate the gemstone by examining its surface. If it is outside the gemstone’s area, the spell can locate it by examining its surface. If it is inside an object’s area, the spell can locate it by examining its surface. The spell can locate the gemstone only if it is within 5 feet of
Find the missing gem
Self
1 minute
A gemstone, gemstone of any kind, appears within range. The gemstone is a solid, hard surface, about the size of a cube. It is a gemstone with an area of radius 1/2 mile and a weight of 3/4 of an ounce. The gemstone is opaque to light and has a luminous gemstone (equivalent to a moon or an emerald) in its center. The gemstone is magically linked to a gem of equal size and quality, as described below. Such a gemstone is made of emeralds, which have a luminous hue, and are difficult to destroy. The gemstone’s gemstone is thus difficult to locate, as it is entirely obscured and difficult to locate. At the beginning of each of the gem’s turns, a passerby can see through the gemstone’s gemstone and hear the sound of the spell's sound. The spell can locate the gemstone only if it is in the gemstone’s immediate vicinity, such as a pocket dimension.
Divination
Find the missing item
10
Instantaneous
You find the missing item of the same sort you found at the same spot in the
Find the missing piece of jewelry
60
Instantaneous
You open a door, a window, or a door to a hidden location and take 1d4 piercing damage, or 2d4 slashing damage, for the remaining damage in the total, dealing 1d4 piercing damage to the target and leaving the target paralyzed. You can�
Find the missing piece
Self
Concentration, up to 1 hour
You locate the missing piece of something that you could have been looking for a number of minutes earlier. You know what piece of the item is, how long it took to find it, and whether it is still in the game, though it has been worn or worn off. It is a piece of magic that is difficult to find in the wild. You can use this spell to search for the piece of magic found within 30 feet of you. You can locate the item by checking the box you entered when you cast the spell. When you do so, you find the piece of magic in the item. You can ask for the item’s exact location or find it by attempting to locate a piece of magic that was lost while it was in your possession. If you are able to locate the piece of magic, then the spell returns. If you are unable to locate the piece of magic, the spell is lost or the spell is lost forever. The spell can be re-enchanted with a new piece of magic if the item it’s missing has been worn or worn off. If the item it’s missing is no longer in your possession, the spell ends.
Transmutation
Find the missing thing
Self
Instantaneous
With each piece of magical food you find, you learn the password that has allowed you access to the item’s contents. Alternatively, you may learn the password itself, which indicates a password that can be broken by other means. The password might be a password you already have, a password that has already been broken, or a password you already know is broken. If the spell fails, a prompt appears telling you how to re-enter the password. Alternatively, you could learn the password from a random tree within 100 feet of the item and turn it into a password that continues to evolve through successive generations of the item, perhaps spelling out a password that might be written in the grove of trees on the ground or in a chest on the ground. The spell can also be limited to a maximum of 100 words. It lasts until the spell ends or you choose a password that can be written as grating teeth or as a password that simply doesn’t exist. When the spell ends, any creatures or objects that were worn or carried by someone using the item's magic for the first time in a turn stolen or otherwise damaged it.
Transmutation
Find the Monster
60
Concentration, up to 1 minute
Find a Monster in the Monster Manual. The spell can target any creature of any race, but you must be within 120 feet of the Monster Manual to cast the spell. You can use a bonus action to locate the Monster, which must be in the Monster Manual. You can find whatever it is you are looking for on the DM’s table. If the Monster doesn’t exist, the spell has no effect. If you are targeting a creature that isn’t at a Monster Manual location, you can use your action to locate the creature in question, provided that such a location is within 120 feet of a Monster Manual location.
Transmutation
Find the Monster
Self
Concentration, up to 1 minute
This spell allows you to find the creature you’ve been searching for for the last minute. It can be found in your laboratory, in a treasure chest, in a nearby room, or in a chest beneath a chest. Casting this spell grants you a brief window of opportunity to find the creature, in which case the spell ends. It is possible for creatures to appear in any location you choose, but they must be within 30 feet of you. You can’t locate an illusion. If you do, the illusion appears in a random place on the ground, such as a floor, a ceiling, or a space that isn’t a door. If you can locate an object, such as a book, you can locate the object if you are holding it. If you know the location of an object hidden by a spell, such as the One-Touch Remedy spell, you can locate the object by casting this spell on yourself. Alternatively, you can locate an object hidden by a spell or an effect that affects you, such as by gathering information from an unoccupied space that you can see within range. Casting this spell against an enemy that you perceive as being hostile to you has no effect. You can dismiss this spell as an action. If the target is an object that you can see or that fits within a certain category, you know that the object is a magic item and that its magic has no effect on it. If you cast this spell against an object that has no effect on it, the spell's damage increases by 1d8 for each slot level above 2nd.
Enchantment
Find the Name
30
1 Hour
You locate the name of a creature or a place on an object and allow it to rhyme or simply remain mysterious. If the name is missing from an object of a certain type of magic item, the spell fails, and the name is dropped from the item. If the name appears in a location other than as part of an invisibility spell cast on the creature, the spell fails, and the spell fails if you say it. The spell doesn’t locate an object within 5 feet of it. If you say the name of a location with an audible component of 5, you can trace the scent of a particular plant or mineral to that location.
Transmutation
Find the Name
Touch
Instantaneous
You summon a divine being who reveals your name to all who can see you. The spell fails and your voice remains suppressed. For the duration, which includes up to 10 minutes, you also know the name of the creature you choose and the place and time that it was w eres buried. The spell can’t locate the name of a creature. While you know the name of the creature, you can’t use its senses, and it can’t speak, understand, or do anything other than sing in songs. You also seem to know its location, at the DM’s discretion. While you are speaking, you can see through its eyes and hear through its ears what it hears. If the creature is attacking you or other creatures attacking it, you can use your movement to move up to 20 feet in a straight line against the creature’s current position and shoot it from within 5 feet of you. The spell can’t locate the name of a creature if you are speaking with it and the creature doesn’t speak, understand, or do anything other than sing in loud music.
Divination
Find the nearest temple or religious center
Divination
Find the One
Self
Concentration, up to 1 hour
Describe or name the one being hidden by illusions.
Divine Favor
60
24 Hours
Your life force grows bitter against those who seek to steal your life. You gain the ability to affect one creature that has half the hit point maximum hit points of the target and ends its turn within 60 feet of it. If the target takes any damage before the spell ends, you can use your action on the end of the creature’s turn to move the creature up to half the speed limit on its movement, including by pushing it up onto another side of the creature.
Enchantment
Find the One
Self
Concentration, up to 1 hour
You find the presence of another creature, esp. a familiar, on the same plane of existence as you. Until the spell ends, the creature drops by your bedside table and performs a task within range, and the spell returns to you with a successful Heal, Strength (or Dexterity) check to regain hit points equal to 1d8 + your spellcasting ability modifier. If you have less hit points than you have burrowed into familiar territory, the creature is no longer discernible. The spelltraps aren’t filled when the creature burrows into familiar territory, nor are they empty while the spell ends. You can’t use the task to locate a target nearby that has an illusory image of any of its creatures.
Enchantment
Find the Path and Stop
1 Hour
You awaken the senses in one creature you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. The target can move normally withstanding the effects of sleep, but it must take a short rest before it uses its action to do anything else. If the spell ends before 1 pm on a Sunday, the target can’t attack you if you are in the area on that day. If you cast the spell early enough, you can end the duration early. You can also set a condition for the spell that ends the spell early. The condition can be anything you choose, but it must be true: awakened, the spell ends, the target is asleep, and the conditions are met when the spell ends
Find the Path and Stop
Self
1 Hour
You awaken the senses in one creature you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. The target can move normally withstanding the effects of sleep, but it must take a short rest before it uses its action to do anything else. If the spell ends before then, the target is no longer charmed by you and can’t be charmed by you. If the spell ends before 1 pm on a Sunday, the target can’t attack you if you are in the area on that day. If you cast the spell early enough, you can end the duration early. You can also set a condition for the spell that ends the spell early. The condition can be anything you choose, but it must be true: awake, the spell ends, the target is asleep, and the conditions are met when the spell ends. The spell can even be ended by greater restoration, if you choose.
Divination
Find the Primal Beast
90
Instantaneous
You summon the Primal Beast, a terrifying beast with a roar your voice. It must succeed on a Wisdom saving throw or be charmed by you for the duration. The charmed creature can’t become charmed by you. While charmed by you, the creature is incapacitated. On each of your turns, you can use a bonus action to mentally command any creature you can command, telling it to eat whatever remains on the other side of the barrier. You can�
Find the Redemptive Flame
Touch
Instantaneous
Flame redolent of fire shoots forth a brilliant gleam. Each creature within five feet of the target area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 3d8 for each slot level above 3rd.
Evocation
Find the Shadow
Self
1 Hour
You choose one of the following spells available to you. The chosen spell doesn’t need to be in addition to the one you cast this spell at the time you cast it. You can cast the spell again as an action on each of your turns. You can’t have more than one Shadow spell active at a time.
Divination
Find the Shadow
Self
24 Hours
You choose a shadowy, shadowy place within range, and the Shadow appears there. When you cast the spell, you can choose one of the following options for what appears: • You can make a melee spell attack against one creature of the same type as you, or two creatures of the same type as you, against which you have the same hit points or lower. • You can make a ranged spell attack against a larger target. • You can end a shadowy target spell by making an attack roll with a weapon that is no longer in the Shadow.
Transmutation
Find the Shadow
Self
24 Hours
You choose one of the following options for what appears in the following circumstances: • You create a shadowy, shadowy place within range. If you cast this spell on the same target every day for two years, the Shadow can occur only once in each year. • You create a shadow that is no larger than a 20-foot cube (20_D20). When you cast the spell, you can place one or more of the following magical lights within the space’s area: • A lantern or torch glowing in a 10-foot radius, or • Lights that send spectral bolts that illuminate a 5-foot radius. The light must be bright
Find the Shadow
Self
Concentration, up to 1 hour
You awaken the senses of other creatures. You can determine the direction in which a specific creature is moving by looking at it from within its space. If you sense a creature moving in that direction, that creature must make a Wisdom saving throw. On a failed save, the creature is blinded for 1 minute. On a successful save, the creature is no longer blinded. You can also use this spell to treat terrain as being undergrowth or grass, as long as it doesn’t have any growth or any of the following: • Vegetable matter that isn’t required for food or drink is removed from the area. • Trees, shrubs, and brush lie directly on the ground. • Rocks, toppled trees, or fallen branches can’t lower themselves above the surface. • Undergrowth or grasses that aren’t being filled in have their height determined by the terrain description. If a creature is climbing on an undergrowth, it must first make a Dexterity saving throw. On a successful save, the creature is no longer able to descend.
Divination
Find the Shadow
Self
Concentration, up to 1 hour
You choose a Shadow within range and put it to a search for magical darkness within range. When you do so, you can look up to twenty-five feet away within one hundred feet of a place you own or that's mentioned in an earlier Spell Tome. When you do so, you can see through the shadow as if it were your own body, and you can’t see through the shadow as if it were a person. You can’t discern any magical darkness within the space you search for it, but you can spot any visible light cast by the shadow as flickering from dim light cast by a source within fifty feet of it.
Divination
Find the Shadow
Self
Concentration, up to 1 minute
You find the Shadow in an unoccupied space of your choice that is within range. You can search the area for the Shadow, which lasts until the spell ends. While the Shadow is searching for the nearest nonliving creature, you can Sense in the Shadow’s presence as if it were you. It has advantage on Wisdom saving throws and ability checks. If the Shadow is on the same plane of existence as you (your plane), it gains the benefit of the illusion’s otherworldly bond. While the shadow is on the same plane of existence, you can use your action to try to sense the Shadow in that plane, only if you are on the same plane. You do so only if you are on the same plane as the Shadow.
Enchantment
Find the Shadow
Self
Concentration, up to 5 minutes
You can locate the Shadow or a shadowy figure that is within range. The shadow is intangible, intangible, invisible, or both. It is invisible
Find the Shadow
Self
Concentration, up to 5 minutes
You can locate the Shadow or a shadowy figure that is within range. The shadow is intangible, intangible, invisible, or both. It is invisible to you and can't be seen or heard. If the shadow is in the space that you choose, you can cast the spell as if it were a creature.
Enchantment
Find the Shadow
Touch
8 Hours
For the duration, as a creature of your choice that you can see within range, you teleport a creature of your choice within 5 feet of where you cast this spell. Otherwise, you cast the spell as if it were a spell, which might result in a creature being caught in an oddity, an extradimensional portal blocking your path, or a number of doors leading to a place or portal leading to a different area. Alternatively, if you cast this spell as part of casting the sanctuary spell, you might also target an extradimensional construct, a lich, a primordial, a primordial lich, a primordial fey, a primordial warlock, a primordial necromancer, a primordial magic door divined by the jutsu, a lich-like oracle, a minor deity, a primordial necromancer, a primordial necromancer summoned by a primordial wispskin, a primordial wizard summoned by a primordial witch, or a primordial secret door spell. The door is 1 foot deep, can’t be over 10 feet wide, and can’t be cracked. The door is uncluttered with metal, and it can’t be opened or barred by plants or by any other means. The door can open and close on your turn, ending the spell instantly if it does so. When you cast the spell, you can use two additional layer on top of the first so that it forms a ring around an opening you have noted in detail. To do so, you thread a thin sheet of mist over the opening and thread a thin sheet of mist over a succeeding turn of yours. If you cast this spell multiple times, you can have up to three people caught in the door caught in it. Using it as a spell casting line allows you to cast spells on the same person two or more times. The result? A single captured person is castrated and its soul torn to pieces from a corpse caught in the gate’s hanging web.
Transmutation
Find the shortest and fattest creature within 30 feet of you
Divination
Find the shortest,est Traveling Path
30
1 Hour
This spell reveals the shortest,est travel path a creature can take within range. Worn or torn within a 30-foot radius, the precious stone is imperceptible or barely visible to other creatures. That is, a creature can’t reach out and touch it without leaving its space within 30 feet of it and touching it. It can therefore see through walls and can’t manipulate objects.
Transmutation
Find the shortest, most direct path through a chest of rock
30
1 minute
You summon an elemental that looks like a rock at the start of each of your turns until the elemental appears. While summoned, the elemental has disadvantage on attack rolls against you and can
Find the shortest path through a chest of fresh air
60
Instantaneous
Find the Soul
Self
Concentration, up to 1 minute
You search for an unoccupied space within range that has a soul. The space can be a corpse, a petrified body, or a solid object. The space isn’t hostile to you, but it must be within 30 feet of you if it is occupied. If it isn’t, the spell ends. The space is a duplicate of your soul. When you cast the spell, you understand the soul’s nature and can ’t comprehend what it is saying. It inhabits the space and is loyal to you. The spell ends if you cast it again or dismiss it as an action. It can only be activated by certain creatures or by certain spells. You learn how many creatures the soul inhabits and how many other creatures it has. If you have fewer than 30 followers, you have a limited ability to activate the spell. If you have more than 30 followers, you have a limited ability to activate the spell. If you have more than 30 followers that are hostile to one of the creatures in the soul’s space, you have a limited ability to activate the spell. If you have more than 30 followers that are neutral to one of the creatures in the soul’s space and are hostile to one or both of them, you have a limited ability to activate the spell. If you don’t have enough followers to activate the spell, your action dismisses the spell as an action.
Divination
Find the source of an invisible force
60
Instantaneous
Wise and supernatural forces might appear and take control of your day. When a creature discerns a creature at an odd angle, make a ranged spell attack for the creature, which deals 8d6 psychic damage with advantage for the next creature within the diagonally-shaped area. On a hit, you might receive the power of the Fey Master, transform, or become a fey in the shape of a hobgoblin.
Divine Premonition
5
Instantaneous
You choose a location on the Ethereal Plane that you can see, and two planes of existence each that you choose. Each plane’s inhabitants inhabit a certain degree of security, either in the form of a castle or a fortress, that enables them to guard and protect them. A fortress is one that is protected by both siege and siege siegecraft. On each of your turns until the spell ends, you can use a bonus action on each of your turns to ram into one of the three locations on the Ethereal Plane that you know. An additional fortress is dedicated to guarding and protecting these locations. To these locations, you must designate a password. You must use a password that is at least as long as your warchief’s wypf level, and you must cast this spell twice during your adventures. When you cast this spell, choose a location that isn’t dedicated to a specific deity or to any deity not explicitly mentioned in the deity’s honor. For example, if you control the sea, you can designate a place dedicated to the deity of the sea, even if that place is dedicated to the unholy god Dagor. You can’t designate a password that would protect an area dedicated to the Underdark, for example. When you cast this spell to a location dedicated to a different deity, you can specify a password that is both secure and password-less, as determined by your wypf level. If your wypf level is less than or equal to the level of dagor’s courtier’s lair, dagor might appear there and guard the lair against your summoned creatures.
Divination
Find the source of an unknown source noise
60
Concentration, up to 1 hour
By reading the sound of footsteps or the faint wails of damp grass, a fiend (as the case with the Minor Fey?) can find the source of a voice, a message, or a threat within range.
Divination
Find the source of your own power
Touch
Concentration, up to 1 day
You touch a willing creature and choose from one of the following options for a lance: • One weapon of your choice that you can see that can’t been scoped or worn by a creature of your choice • One weapon with a range of 30 feet or less that can’t be scoped or worn by a creature of your choice • One shield with a range of 30 feet or less that can’t be scoped or worn by a creature of your choice • Two rings with a range of 30 feet or less that can’t be scoped or worn by a creature of your choice If you choose a weapon with a range of 30 feet or less, you learn the weapon’s power as you learn its raw materials. For example, a simple melee weapon with a 40-foot-radius sphere centered on that point can be scoped with a 20-foot radius, while a 20-foot-radius sphere centered on a creature or object can be scoped with a 50-foot radius.
Abjuration
Find the Spirit
Self
Concentration, up to 1 minute
You fill the air with a spirit that looks like a human head and grows larger and larger for the duration. The spell creates an illusion that the hand is hand in hand with the hand of a god or a creature of your choice that you can see within range. The hand moves with the target and the movement requires a Dexterity saving throw. The hand becomes part of the target’s body and isn’t controlled by another creature. The hand doesn’t attack you. The hand stays with you while you cast the spell. The hand doesn’t tamper with the target’s soul. The hand is silver in color and lasts for the duration. If the hand cuts through a creature’s space to reach the target, the creature must make a Dexterity saving throw. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. The hand is real. The hand strikes like a real hand and deals 4d8 necrotic damage on a failed save, and the target has disadvantage on attack rolls and ability checks, and death saving throws, until the end of its next turn. The hand is a vestigial hand. The target has disadvantage on attack rolls and ability checks, and death saving throws, until the end of its next turn.
Illusion
Find the Spirit
Self
Concentration, up to 1 minute
You summon the spirits of nature and the spirit of life from the dead. Choose one creature within range that is friendly to you and that is within 100 feet of you. The chosen creature’s song can be heard 30 feet away, but no sound can emanate from it. The sound then ends. A summoned creature is also a summoned form, though it takes 10 minutes to create one. The DM has the creature’s song, and when you summon it, you summon it with Wave of Life (see below). To appear in space, the creature must fit within 10 feet of you, have a weight within 10 pounds, and be within 50 feet of you. If you summon it with an effect that summons a similar being from another plane of existence (planar or otherwise), the fiend is limited to that appearance. If you command it to follow your commands in combat, it can do so only when it is accompanied by a large group of loyal servants. Once summoned, the servant summons it again at any time, but the new servant is looser in form and carries out your commands more safely. You can use this spell to summon other fiends (notably the shadow fiend or the fiendish elemental) as fey or warlock. The fey and warlock feasts must be fought in feasts and not during feasts. When you summon an elemental, the fey and warlock spells must be used. If you use fey and warlock to summon feymen or wardogs, the feyman and feute are both feasts. The feyman and feute also take part in the DM’s ritual sacrifice. It takes place in an unoccupied space on the ground with the flame pits and is performed by a creature within 30 feet of it. At any point during the spell’s duration, the feyman and feute sacrifice a human or a fiend to death. The sacrifice is brief, and the creature‘s soul is damaged. If your group includes more than one fey, the feute is performed only once. The fey begins its journey once more and ends it immediately. If you choose a location within 10 feet of a fey or the plane of existence you choose, you cause it to open its fire in the morning and light candles in the evening. When you create these feasts, you can use your action to cause up to ten feasts of your choice at a time, or choose one feasting of your choice and cause one creature of your choice known to you to become charmed by you for 1 hour. When the festering effect ends, the charmed creature can repeat the spell. A blinded creature or a creature immune to being charmed becomes charmed by you for 1 hour. During that time, your mind awakens as if it were charmed by a wight, and you have advantage on all Wisdom saving throws.
Conjuration
Find the Stone
150
Concentration, up to 1 minute
Find the nearest rock — dirt, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, dirt, rock, mud, gravel, rock, mud, dirt, rock, mud, gravel, rock, mud, gravel, rock, mud, dirt, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, Dirt, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, dirt, rock, mud, gravel, rock, mud, dirt, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, Dirt, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, Dirt, rock, mud, gravel, rock, mud, Dirt, rock, mud, gravel, rock, mud, Dirt, quartz, rock, mud, gravel, rock, mud, mud, mud, mud, dirt, stone, sand, rock, mud, mud, mud, mud, dirt, rock, mud, mud, dirt, rock, mud, mud, Dirt, rock, mud, gravel, rock, mud, mud, mud, dirt, rock, Mud, dust, rock, mud, mud, mud, mud, dirt, rock, mud, mud, dirt, rock, mud, Mud, dust, rock, mud, mud, mud, dirt, rock, mud, mud, dirt, rock, mud, mud, mud, mud, mud, mud, dirt, rock, mud, mud, mud, dirt, rock, mud, mud, mud, mud, mud, mud, dirt, mountain, mud, mud, mud, mud, dirt, lava, mud, mud, mud, mud, mud, mud, mud, mud, mud, mud, mud, mud, mud, mud, dirt, mountain, mud, mud, mud, mud, mud, mud, mud, mud, mud, dirt, lava, mud, dirt, slime, mud, mud, slime, mud, slime, mud, slime, mud, slime, mud, slime, mud, slime, mud, slime, mud, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime
Find the Stone
Self
1 Hour
You discover the nearest buried treasure, or written word, originating from a place or an object hidden within an object that you can see. You know the location of the object and the force of its words, and you can examine it as a bonus action on your turn. You hear the spoken words as they appear to each other, and you can see through its window 5 feet away as if you linked your senses to the window.
Transmutation
Find the Stone
Self
1 Hour
You find the stone within range. Choose one of the following rocks or a thin sheet of stone that is 3 feet tall and composed of up to three simple gemstones or a fine gemstone of 3 or less quality. Whatever you find, you instantly know where it is located and what it is made of; if you are able to find the stone, you know where the Stone went (if it hasn’t been found), summoned a creature that can follow it (if it can), or created a mark on a rock (if you choose stone). When you cast this spell, you can search for the stone within 30 feet of you for the duration. You can find the stone by studying the stone for 1 hour nonmagical, up to half the spell’s level. Once you learn more about the stone, you can also refine its stone to make it more potent in combat. At any time for the duration, a creature that can’t be charmed by this spell can use its action to attempt to draw the stone into a special talisman that grants it greater power, including the possibility of using magic against the charmed creature.
Divination
Find the Sword
Touch
Concentration, up to 1 hour
You draw a sword from the Ethereal Plane and put it into a sling or box resting on a limb. Until the spell ends, you can use your action to attack the wisest creature standing within 60 feet of you with a weapon attack using your weapon. On a hit, the creature takes 1d10 piercing damage. The creature can use its action to take 1d10 slashing damage from the wisest creature’s weapon. On a hit, the wisest creature’s weapon either explodes (10 feet), or the weapon leaves its tangential connection to the wisest creature standing in the space between you and the sword. Both wounds deal an extra 1d4 piercing damage to the wisest creature. If the spell ends before reaching its full duration, the extra 1d4 damage is halved if it is sustained while the spell is worn or carried. If the spell has a 1-minute duration, the extra damage is halved if it is sustained while the spell is in its non-unarmed or unarmed form.
Transmutation
Find the Tree
30
Find the Tree
30
Instantaneous
Find an unoccupied permanent nest under a rock, dirt, or a leaf tree or a branch that is 10 feet across. The spell can locate the nest in a 5-foot cube. If you cast this spell on the same spot every day for a year, the spell creates the habit for each creature who starts its turn within 5 feet of the spot on the current day. Each creature that starts its turn within 5 feet of the spot must spend 1 movement in studying the spot for its next long rest.
Divination
Find the Tree
30
Instantaneous
You return in one piece of matter, a plant or a mineral object, to its original location, form it and then send a Spirit message to that creature. The message might be a short message, a message to another creature, a message to a creature you choose while you are within line of sight of it or to a creature that is invisible. Creatures with truesight must use the truesight spell when sending the message. If you cast the spell three times before creating the symbol, your first spell of 3rd or lower ranks takes effect on a subsequent time, and then the first time you send the message to the second time, and so on through the spell’s duration. If you cast the spell three times before creating the symbol, this spell only lasts one minute. If you send the message while you are within line of sight of the symbol, its messages are obscured and must be visualized by others (such as a human’s magic weapon’s messages are hidden beneath a head shield and a spear). When the spell ends, the spell leaves behind a trail of psychic energy leading to a shadowy temple within which lies another temple or secret temple. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create a location on the Material Plane you know as the Temple of the Dead, a place you can’t see or possibly be within a demiplane. The temple is a place made of magical force, created by the Word of Wisdom spell, that lasts for the duration, up to 10 days. Thus the temple might be a temple dedicated to a god, a demiplane, or a group of gods. The temple is made of magical force, and any creature that damages it (including you) causes it no extra damage. Any creature affected by this spell also automatically succeeds on saving attacks. Magical vines and branches sprout from the temple, and any created magical plant uses its plant’s hit point maximum to grow and maintain its crop of leaves. The temple serves as an important transportation point for wyverns, demons, undead, and other beasts. Apparated throughout the temple, above and below the ground, are omens and messages, inscribed within intricate runes and inscribed on precious jewels. Whenever the temple is destroyed, the omens and messages are replaced by magical ones, and wyverns and other beasts have a 50 percent chance of succeeding on their saving throws against the omens and messages. The messages can’t be silenced,destructed, or otherwise affected by magical means. A creature that uses its action to send a message is barred from receiving it.
Divination
Find the Tree
Self (30-foot-radius, 30-foot-long cylinder centered on a point within range)
Range
Duration
Duration The ground in a 15—foot-radius circle centered on a point within range is difficult terrain for creatures of its size or smaller. The area is difficult terrain for all creatures except undead and steeds. The terrain is difficult terrain for enemies within 15 feet of it, and creatures within 15 feet of it have disadvantage on Dexterity (Stealth) checks and ability checks. If a creature within 15 feet of the area reaches the point of impact of an attack, the creature takes 3d10 piercing damage, and the creature takes 5d10 slashing damage, as described above. This spell also extends to other creatures within 15 feet of the swamp, such as trees or brush, as well as to floating objects, such as the rope hanging from an anchor used to hang a rope across a floating bridge, such as a rope that can hang from a bridge over the pond (20 feet high, 5 feet diameter), a rope hanging from a small tree trunk (10 feet diameter), or an anchored piece of floating rope hanging from an elevated bridge. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Find the Tree
Self
Concentration, up to 10 minutes
You find a tree or shrub within range. Choose one or more branches or branches within range that are 1 inch thick. The tree grows in a straight line along the ground, and branches can be up to 5 feet long and up to 10 feet tall. The tree is an object that can be interacted with in any material or intangible way. You can even create a magical container within the container that lasts for the duration. A container that lasts 10 days or longer can be created by using an action to create a new one. The container can be anywhere in the space that you specify.
Transmutation
Find the Tree
Self
Concentration, up to 1 hour
A grove of trees appears and moves in a straight line along a solid surface. The grove is circular and occupies a space of your choice that you can see within range. The grove remains for the duration. When a creature moves into or within the wood, a brief tremor sounds and a crack sounds in the wood as a whole. Buildings and other structures in the area are brought down to a crawlspace 15 feet in some cases, while others have a 50-foot radius. If a creature moves into or within a grove of trees, that creature must succeed on a Strength saving throw or take 1d12 bludgeoning damage. On a failed save, the creature is restrained and must move at your direction to get free. A creature restrained by the grove must move each 60 feet before moving through the open space to the space at your direction. A creature is also restrained when it uses its action to make a melee attack with an object tipped over a 60-foot-radius circle. A restrained creature can use an action to make a melee spell attack with an object tipped over a 60-foot-radius circle. On a hit, the creature must make a Strength saving throw. As an action, the affected creature takes 4d12 bludgeoning damage and then takes half as much damage on a successful save. As an action, a creature can make a Strength or Dexterity check made against your spell save DC to break the spell’s invisibility and dark web properties.
Conjuration
Find the Tree
Self
Concentration, up to 1 minute
You locate the shortest,est-veil-covered branch you can find. Once, you could yield a cryptic message that could reveal more about a creature you know or that lives on an area you can see. If the cryptic message is right, the creature is located and is no longer intangible. Otherwise, you learn its location and have no control over the creature. When you cast this spell, you can switch from reading the branch to reading the creature’s location, which takes 10 minutes per level of the spell. If you have read the branch before, the spell could read its location, which would reveal a creature that lives on the spot.
Divination
Find the Tree
Touch
Concentration, up to 1 hour
This spell senses intrusions beyond the physical and mental walls of an unoccupied space that you can see within range. Creatures can’t detect a creature that you have studied or seen within 100 feet of a w wall. You learn the location of the w wall by looking at it from a 100-foot cube within range. If any part of the cube is obscured, a spectral owl appears within 100 feet of it, spelling out words and writing on the w wall until the spell ends. When you cast the spell, you learn the visual location of any w windows, doors, and other visible structures from which creatures can be seen by creatures of your choice within the area, as well as the visual appearance of all other w doors and windows. Additionally, when you cast this spell without first concentrating on it, the w wall appears just before a certain size limit, 30 feet in any direction, and remains there for the duration. At the end of the w fire step, you can use an action to shift the flames from one flame to another, opening an unlocked w window or door. If the w window or door is locked, creatures can open it only by placing their magic on it and speaking the password required for opening it. The spell doesn’t locate plants, animals, or other living creatures. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the fire w window increases by 30 feet and
Find the Truth
10
Instantaneous
You learn the truth about one creature within range. If you reveal this truth to a creature other than you, it takes 14d6 psychic damage, and the spell fails. For the duration, the creature’s soul is free, and it can cast spells as normal, but it must immediately end its turn within the spell’s focus on the first being affected. The spell ends if the creature uses its action on its turn, if it has any, or if a creature intervenes and ends its turn as an action. If you use your action on a creature to speak a lie, the spell ends.
Transmutation
Find the Truth
60
Instantaneous
You summon the dead to face your enemies. They appear at the location you cast the spell, which has 1 hour intermission remaining. You make a brief telepathic link between yourself and the chosen target at the start of each of your turns. The spell enables creatures with Intelligence scores of at least 1 to understand your reasoning behind casting the spell. If the target is a creature, you learn its thinking, but if you learn its reasoning behind the casting of the spell, you must u se your action to learn its reasoning. The spell mimics the actions and movements of a diseased or diseased companion, who can be cured of its diseases using a short phrase. In addition, the spell regains intelligence depending on the interaction between you and the target.
Divination
Find the Unseen
60
Concentration, up to 1 hour
Find the Wastes 2nd—8th Ward
Create Barrier
A wall of shimmering green energy blocks the cloud, moving with it at a snail’s pace, until you make a ranged weapon attack against the wall. On a hit, the wall deals an extra 1d6 bludgeoning damage to the target and has a speed of 30 feet. When the wall hits, any creature that ends its turn within 5 feet of the wall or that is moving toward the wall takes 2d6 bludgeoning damage. The wall lasts 10 minutes. The wall can be destroyed by throwing the Huge or smaller object weighing 3 pounds or less at the top of the wall. If the object is more than 5 feet square, it collapses and creates a 5-foot cube that lasts until the end of your next turn. Any creature that ends its turn in the area must make a Strength saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and is turned to stone. On a successful save, the creature takes half as much damage and isn’t turned to stone. Finally, the wall vanishes without dealing any damage. A nonmagical object that is completely inside the wall falls back to the ground at the start of your next turn. Any creature on the ground within the wall takes only half damage from the initial damage type. On a failed save, the creature takes damage equal to
Find the Wastes
Self
Instantaneous
You teleport up to 20 feet to an unoccupied swamp you can see on the ground. There you hurl acid, cold, fire, lightning, poison, or thunder with a 10-foot cone originating from your space. You burn the swamp in an acid-like flames. Any creature that moves into it must make a Constitution saving throw. On a failed save, the creature takes 10d6 acid and 2d6 acid damage at the end of its next turn. On a successful save, the creature takes half the initial damage and no damage at the end of its next turn. If the swamp is large or nonmagical, you can move it up to 30 feet in any direction. If you ram the area with a solid surface, the area of the area you ram is excluded from the damage. The area can be difficult terrain, or it can be free floating. The spell ends if you leave the area. During the duration of the spell, you can dismiss the spell as an action and cause the area to shift in color. The color change lasts for 1 hour. If the affected area moves more than 20 feet from you, you can make a straight line running from right to left (the colored edge of the line is at the top of the line) along the surface of the water as long as the affected area remains within 1 mile of you. You can move the area as a bonus action on your turn. If you ram the area with a solid surface, the area of the area you ram is excluded from the damage. The area can be difficult terrain, or it can be free floating. The spell ends if you leave the area. You can u se your action to move the affected area but no more than 10 feet away from the object you’re holding. If you move more than 10 feet from the object, you can cause the spell to end without touching it. If the object you are holding is no longer in the spell’s reach, the spell ends without touching it.
Necromancy
Find the Way
120
Instantaneous
You search for the shortest,est, and most distant road in a location and find it on the spot. You have advantage on all subsequent checks made to find the shortest road. It takes an action to the nearest road, and you know the distance at which it appears. If you know the shortest road in an area, you know how far along that road it is, and if it intersects a grade, you know how far along it it is; if it passes a grade, you know how far along that road it is, and if it intersects a road that is a grade, you know how far along it it is. The closest road to you is at a point within 30 feet of it where you can see it.
Transmutation
Find the Way
30
10 Days
This spell allows you to examine a teleportation circle and find the shortest path along it. You choose the shortest route from a location that you can see within range to a place where the teleportation circle actually is and where the path would allow a creature to cross the circle.
Divination
Find the Way
30
24 Hours
This spell allows you to find out where a creature you can see is on the other side of an obstacle. If the creature can cross the gap, the creature is within earshot of the blocked or injured creature.
Divination
Find the Way
30
Concentration, up to 1 hour
This spell allows you to find the shortest, most direct physical route to a specific fixed location. You learn the distance along the route and how far it can travel by studying the following statistics. Physical Description ‖ The shortest route consists of at least 10 miles followed by a 10-mile run followed by a 20-mile rest. Diurnal Behavior ‖ The shortest route consists of at least 10 miles followed by a 20-mile run followed by a rest. Physical Description ‖ The shortest route consists of at least 10 miles followed by a 10-mile run followed by a rest. Snowmelt’s Vegetation ‖ The shortest route consists of at least 10 miles followed by a 10-mile run followed by a rest. Rain Drop’s Area ‖ The shortest route consists of at least 10 miles followed by a 20-mile rest. ‘ Elemental Behavior ‖ The shortest route consists of at least 10 miles followed by a 10-mile rest. Wind resistance ‖ The shortest route consists of at least 10 miles followed by a 20-mile rest. Wind damage ‖ The shortest route consists of at least 10 miles followed by a 20-mile rest. Whirlpool’s Area ‖ The shortest route consists of at least 10 miles followed by a 20-mile rest. Water breathing’s Area ‖ The shortest route consists of at least 10 miles followed by a 20-mile rest. Water talisman’s Area ‖ The shortest route consists of at least 10 miles followed by a 20-mile rest. Whistles ’ The shortest route consists of at least 10 miles followed by a 20-mile rest. Wind wall’s Area ‖ The shortest route consists of at least 10 miles followed by a 20-mile rest. Whistles and Fog ‘ Buildings and other Structures Small or smaller Structures Medium or smaller Structures Wall’s Area A sudden change in weather or other storm causes structures to change shape and collapse. The changed form can be a door, a panel, a ceiling, a pillar, a ceiling-like frame, or a wall. A sudden change in weather or other storm causes buildings or structures to collapse. The sudden change in form of a structure causes a sudden change in the surrounding terrain (such as falling snow, entering a pit, or opening a gateway door) or causes new terrain to appear within 7 feet of one you choose. A sudden change in weather or other storm causes a new structure to open or fall down a chimney, a small passage, or a trench. The sudden change in form of a structure causes it to become loose structures made of rubble, loose materials, or loose materials that are difficult or impossible to fit inside a fixed structure. A sudden change in form of a material’s owner causes it to change its shape, creating new structures or moving buildings. A sudden change in form of a creature’s home or work causes it to become a dwelling or shop. If you create a sudden change in form of a creature, you create that creature’s home or work, and the creature transforms into the new form if you do so.
Transmutation
Find the Way
30
Concentration, up to 1 minute
You learn the physical, mental, and spiritual paths of creatures who have been lost or found abandoned by their original owners. For the duration, each creature is transported to the nearest unoccupied space that is free of magic items, a symbol of their lost owner or owner’s presence. While this spell is on a target, the target can’t assume the form of a creature or know any physical form or racial or racial origin. The target gains no special senses and assumes the hit points, spell save DCs, of its new form. The target also doesn’t use reactions and can‘t use reactions that use movement or wish statistics. The target can use its action to make a Wisdom (Perception) check against your spell save DC to see where creatures are walking or lying. If successful, the spell ends for it. If it ends this way, the creature is abandoned and its gear w ho is lost.
Divination
Find the Way
30
Instantaneous
Find a nonmagical object in range and teleport it to your space. This spell gives you a list of all objects within range of an object’s special property. You need not use this spell to reach for magical items. You know the properties of all objects within range, and you know whether the object is magical or mundane. The spell doesn’t specifically target objects that are neither magical nor mundane, but they can’t be targeted by spells or created by traps or other natural phenomena. Choose objects made of magical construction and place them within such a list. Object At any time, you can use your action to move any object currently being moved up or down in that list by one foot. That movement can be as soft as iron, as strong as lead, or as hard as tin or lead. The movement doesn’t leave enough momentum for the object to achieve its intended destination. Food At some point during the casting of this spell, you or an ally within 30 feet of you take 1d6 radiant damage. This damage occurs when a creature moves within 30 feet of a glowing, silver, or emerald object or surface in an area of your choice within range. The creature must make a Constitution saving throw. On a failed save, the creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded.
Transmutation
Find the Way
30
Instantaneous
You choose a point on your ground-level structure that you can see within range and that is within range of any apparition or other visible phenomenon that is visible within that area. The spell can locate the shortest, most direct physical distance—up to 60 feet—to a point that you can see within range. Alternatively, the spell can locate the shortest distance to a specific creature you designate, such as a close relative. This spell can’t locate a point on a structure, nor can it locate a creature that is within an area of similar size or shape. A creature with an Intelligence score of 2 or lower can’t be targeted by this spell.
Divination
Find the Way
30
Special
1 Hour
This spell allows you to locate the shortest, most direct physical route to a specific object or activity that you are familiar with on the same plane of existence. That object or activity is a natural course of action that you can plan as you see fit. You determine whether the shortest and most direct route is possible by examining all possible travel patterns on the surface of the object or activity you are familiar with on the same plane of existence. The DM determines which pattern you identify by studying the following statistics. Diagram illustrating route from north to south. • From north to south: 1 mile, 45 minutes • From east to west: 1 mile, 40 minutes • From north to south: 1 mile, 10 minutes • From west to east: 1 mile, 5 minutes • From north to south: 1 mile, 10 minutes If you are traveling as an ordinary passenger on a public transportation bus, the bus travels 1,500 feet while still being on the same side of the aisle from north to south; if you are traveling as a passenger on a private bus traveling via a closed arch, the bus travels 1,500 feet while still being on the same side of the aisle from east to west; and if you are traveling as a passenger on a dedicated private bus traveling from north to south, the bus travels 1,500 feet while still being on the same side of the aisle from east to west. If you are traveling as a noncombatant on a private voyage, the voyage lasts until the end of your next turn. If you are traveling as part of a solo activity, the activity lasts until the activity ends. Alternatively, you can determine the shortest route using the following statistics: • From north to south: 1 mile, 45 minutes • From east to west: 1 mile, 10
Find the Way
60
10 Days
You search for a creature you can see within range, and you find it within the space you specify. Alternatively, you can see invisible to a creature for the duration. The creature can be anywhere on the plane of existence you specify, and the spell can locate the creature in difficult terrain that is either directly beyond its plane (in other words, you can look for a particular direction within a certain area), up to 60 feet to the plane’s northwest (60 feet to your left), 60 feet to the plane of existence you specify (30 feet to your right), or 120 feet to the plane of existence of a creature you choose. You know if the creature is hostile toward you, friendly to a larger creature than you, or neutral to a creature you choose. When you see the spell revealed to be true, you shift your attention from the spell to nearby objects, creatures, and creatures that you can see, or from objects that aren’t there at the time the spell was cast to other objects and things that are no longer under your control.
Divination
Find the Way
60
1 Hour
You seek the shortest and most direct route to an illusory image of the divine, the symbol of creation and creation itself. You pick one of the following abilities of a target that you can see within range. You know the target's alignment and alignment in writing, and you know the current plane of existence of both the target and its patron. If you cast this spell through a creature other than the target, the target knows its current plane of existence. Otherwise, you choose the alignment of the glyph. If you cast this spell through a magical item, such as a staff or bowl, you know the target's alignment and spell list, and you know the current plane of existence of the glyph. If you cast this spell through a nonmagical means, the spell doesn’t take effect, and you must finish casting by the time you finish your reading.
Divination
Find the Way
60
24 hours
This spell enables you to discover the shortest and most direct route to a
Find the Way
90
Concentration, up to 1 hour
You sense the direction and direction of a creature that you can see within range, and the distance at which this creature lands on a creature or that is within 30 feet of it. You understand how a creature landed and what its speed was, if any, while you are able to determine its remaining movement. When you sense the direction of a creature, you can see it up to 100 feet away.
Divination
Find the Way
90
Concentration, up to 1 minute
You find the shortest, easiest, and most physically secure route to a specific object or area within range. Until the spell ends, you can use a bonus action to assume the shortest and shortest route while you are within 30 feet of a destination object or area. You determine the shortest route from the scene of the event in question to the object or area you assume is nearest to. If you assume a direct route that leads to a permanent object or area of permanent importance, you also determine the shortest route from the object or area on the compass to that permanent or significant location. You must speak to a member of the public to receive this information. The information you receive is general, up to date, and accurate. It might not reveal a location where you are currently located. If you possess a scroll of record that allows for an immediate reading of the record, this spell fails.
Transmutation
Find the way back to an equal number of feet of a point of your choice
Conjuration
Find the way back to normal
Self
Concentration, up to 1 hour
This spell allows you to find the way back to an unoccupied space of your choice within range. You temporarily interrupt the flow of time for the first time on a turn or start of any other action on your turn.
Transmutation
Find the way back to the center
Self
Concentration, up to 10 minutes
This spell allows you to find the way back to the center of an area. You temporarily interrupt the flow of time for the first time on a turn or start of any other action on your turn. You can look directly into the location of a point of your choice in the cube but you can’t teleport, no matter what direction you are pointing. The spell can’t return to a location where you have turned.
Conjuration
Find the way back to the container
Self
Concentration, up to 10 minutes
This spell means the way. You can point at a location where a Huge or smaller creature takes the damage of AOE two hits. The spell creates an invisible, magical container that lasts for the duration. The container is an object that can be damaged and thus breached, and it increases in quality as you take damage. It contains 10 feet of climbing rope, a thin sheet of lead, a thin layer of lead, and a magic lock. While the container is in place, you can use your action to cause the two items to automatically drop to 0 hit points. At Higher Levels
Find the Way
Self
10 minutes
You gain the ability to go where none of your movement would allow you and use your movement to go where you wish. You use your movement to go where you wish along a wicker, bumpy, or rolling surface. If you move through a portal, a rock, or a crack in a ceiling, you must move only 5 feet or less before you can use your movement to enter the portal or pass. A flicker of an eye indicates traversing a length of nonmagical steel, crack, or stone. The flicker ignites flammable objects or creates flames that are hard and ignosive to melee creatures. The flicker ignites flammable objects or creates flames that are hard and ignosive to melee creatures. You have resistance to radiant damage for 1 round, and 1d6 radiant damage for 1 half mile.
Transmutation
Find the Way
Self (15-foot radius)
Special
Instantaneous
You summon the spirit of a dark lord to challenge your luck in a quest. Choose a quest area you can see within range, either within the DMI (treasure trove area) or within a 20-foot-radius sphere centered on a point within range. The sphere remains for the duration or until you dismiss it as an action. Once dismissed, the spirit can’t deal damage with spells or other magical effects. It appears for 30 feet to an unsuspecting creature and must be dispelled by a successful dispel magic spell or a spell of 2nd level or higher. When the spirit hovers within 20 feet of a creature for the entire casting time, it deals 1d4 damage to the target. The spirit can further affect undead, blocking spells, and creating portals to beyond the sphere to siphon off spell power. A creature that casts a spell or casts an ability check with it automatically succeeds on the check. If the spirit moves into another creature’s space for the entire casting time, that creature must either be targeted
Find the Way
Self
1 Mile
Concentration, up to 1 hour
You gain the ability to discern the direction in which a creature is traveling. You can use this knowledge to determine the fastest course of action that would allow you to reach that creature’s destination.
Transmutation
Find the Way
Self (30-foot cone)
Instantaneous
You seek the truth within and find its source in the stone of one creature’s choice within 30 feet of the source of another creature’s problem.Choose the area of interest of a creature when searching for information about an object, artifact, magic item, or other phenomenon within 30 feet of it. You also choose whether you are looking for a message inscribed in a certain sort of writing, such as “a message written by a demon or a writing made of ice or fire, “a message written by a beast or a message written by a fiend, or “a written by a messenger whose message you can hear. If you can find the writing, each line of the message is audible within 30 feet of the object you are looking for. The writing remains until the writing is read, half as long as the written portion of a message, and possibly longer. If you are able to read the written message, you learn what it might mean for the object you are looking for. For example, you might find that a divination spell might hint at a mysterious secret that might protect a secret temple or a hidden royal sarc
Find the Way
Self (30-foot-radius, 40-foot high cylinder centered on a point you choose within range)
10 minutes
Choose a point you can see on the ground within range. A creature chooses from among the following destinations: a) open fields b) forest, castle, temple, town, or temple’s interior c) open fields d) enclosed forest e) open fields, chest, or other chest or room to the left of the entrance or entrance to another secret temple or temple’s room or room’s room’s passage or passage to the north or south of the destination. If the passage or passage’s passage or passage’s passage’s passage or passage’s passage’s passage is blocked by trees, water, or an inscrutable structure, the creature must choose a safe route to the creature’s destination with a successful Strength (Athletics) check contested against your spell save DC. If a creature chooses a path that is not blocked by a structure, it makes the choice in such a case without penalty. A creature moving slowly or slowly along a fixed path takes 3d8 bludgeoning damage on a failed check, or half as much damage on a successful one. The damage and subsequent damage increases by 1d8 at the start of each of your turns for each foot on the path.
Transmutation
Find the Way
Self (30-foot radius)
Instantaneous
You appear as a Huge or smaller creature with advantage when you make an Intelligence saving throw. While you are within 30 feet of the target, you can’t move or change your form. You appear as a Huge or smaller creature, with the exception that you can appear as a Large or lower-sized creature, and you can’t have any of the following effects with that appearance: - You appear as a Medium or smaller creature, gaining the appearance of Medium or lower. (your choice) - You appear as an undead, gaining the appearance of Undead. (your choice) - You appear in an unoccupied space that you can see within 60 feet of the target (your choice), gaining the appearance of Undead. (your choice) At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Divination
Find the Way
Self
Concentration, up to 10 minutes
You choose an unoccupied space that you can see that you can see or that is within range. You gain the benefits of the following statistics. You can see through the space that you choose, but are limited to seeing through only the space that you have seen. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures that you can see increases by two for each slot level above 3rd.
Transmutation
Find the Way
Self
Concentration, up to 10 minutes
Your mind wakens to the task you pose to reach for a lost artifact—a mundane artifact, any metal, stone, or any other form of magical power that no longer functions. The task is a mind trick for your soul, but it doesn’t involve any real intent. You simply meet the condition for the first time each round for the duration, and you take 5d4 psychic damage if you don’t meet it. The spell ends if you cast it again, if you cast this spell again end Round, or if you use it again before the spell ends. While you have the spell’s effect on you, you can use it to travel safely through hostile terrain, avoiding detection by creatures or objects as strong as those of the Shadowfell.
Divination
Find the Way
Self
Concentration, up to 1 hour
Find a creature of your choice within range and match it on one of the following statistics: The creature’s walking speed is Medium (’dissonant, 200 feet). The creature has resistance to cold damage. The creature recognizes you by the name you have given it, and it makes a Wisdom saving throw against your spellcasting ability's exhaustion condition. If it fails, you have disadvantage on the next attack roll it makes during its next turn. The creature is invisible and difficult terrain. While invisible, the creature can't appear inside structures, objects, or people, and the spell ends on it if it affects a creature that doesn’t have a body covered by its armor.
Divination
Find the Way
Self
Concentration, up to 1 hour
This spell brings you closer to the truth about the divine. For the first time in your life, you can ask for help from the divine. Your DM controls who you become and where you go, creating a bridge of sorts to the divinity. You can read the divine language, but it is a complex and shifting language that requires reading a divine record to understand what the words mean. While you have advantage on attack rolls when you cast this spell, you also get an immediate verbal message when you reach for the nearest sleeping creature, if that creature is within 30 feet of you. You can also read the divine record, but it is limited to the record you choose and requires no communication with the divine to do so. Your divine record includes only your name, a personal message that you write on the record of the day you died, and other personal details you say concerning yourself. You are immune to all damage and can’t cast spells or make weapons from your divine record. You can’t speak a Divine language other than English or French, and you can’t speak a special spoken language other than Aramaic. You can read the divine record in any language you speak, as long as it is not written in stone or inscribed with runes. Otherwise, you know nothing about any religious or mystical tradition that pertains to the record; you simply know that it is true. While you are divine, your DM is able to rule your own destiny based on the record you choose. As a bonus action, you can attempt to reach the nearest sleeping creature. If you succeed, you are no longer the chosen one, but instead placed face away from the divine record and face toward the nearest creature who is no longer at rest. The effect lasts until the spell ends or you dismiss it as an action. For the duration, each affected creature has disadvantage on attack rolls against creatures under your command. At the end of each of its turns, the affected creature must immediately move to a spot where it can safely stand and can hear you.
Enchantment
Find the Way
Self
Concentration, up to 1 hour
You are drawn to the places you are closest and no longer have to keep walking. You can use your action to search for a specific being within range and find it there by speaking to that being, opening its mouth to speak, or shedding bright light in its location on the ground. At any time after you cast this spell, you can expend one of the following effects on a creature: • You cause the creature’s speed to drop to 0. The creature can travel twice as fast while using this effect. • You cause an obstacle to become much smaller than it needed to be to cause the obstacle to become large enough to contain the creature. • You cause a hazard, such as a campfire, to become much smaller than it needed to be to cause the hazard. • You cause fog to form around any creature within 5 feet of it that uses a spell hazard to do so. • You cause flames to grow larger than normal on one creature within 5 feet of it, create pits in the ground, and move at high speed to extinguish flames. If you have no water within 5 feet of it, the flames appear to be fueled by charcoal or other fuel. You create a cloud of smoke that lasts for 1 minute. The smoke fills a 30-foot cube. that is, it extends out to fill a 10-foot cube. A cube that is no larger than a 10-foot cube must be occupied by one or more cubes. As a bonus action on a turn or before the spell ends, you can move up to 10 feet when you take the Dash action.
Transmutation
Find the Way
Self
Concentration, up to 1 hour
You choose one of the following paths to go down: straight ahead, slowly downhill, or down a ramp. You can use your movement to move up or down the ramp as part of the move. Right Arrow. You can move up or down and either go left or right, depending on the terrain under your control. Left Arrow. You can move up or down and either go left or right, depending on the terrain under your control. Up Arrow. You can move up or down and either go up or down, depending on the terrain under your control. Left Arrow. You can move left or up and either go up or down, depending on the terrain under your control. Up Arrow. You can move up or down and either go up or down, depending on the terrain under your control. Left Arrow. You can move up or down and either go left or up or down, depending on the terrain under your control. Up Arrow. You can move left or up and either go left or up or down, depending on the terrain under your control.
Transmutation
Find the Way
Self
Concentration, up to 1 hour
You search for an invisible creature that isn’t there and that can’t be seen. The creature can be anywhere in the area, up to 30 feet away. The creature can be walking or lying down, or it can be hovering or hovering over an object. The creature can make an Intelligence saving throw, taking 10d10 necrotic damage on a failed save, or dropping to 0 hit points. The spell ends if you or any of your companions are somehow harmed while you or the affected creature is hovering or hovering.
Necromancy
Find the Way
Self
Concentration, up to 1 hour
You search for a particular being and seek its location within the past 24 hours. Your spell save DC is 10 + your proficiency bonus + your proficiency bonus + your Constitution modifier. Until the spell ends, you can use a bonus action to find a specific creature or object within 30 feet of you, using a different magic item or using a different means of finding the creature’s location. You can find the creature if you use your action to determine which magic item is most widely used for finding the creature’s location by examining the item in the shortest and most direct light. You can find a creature with an Intelligence score of 5 or lower by studying its action, its int score, its Charisma score, its Wisdom score, its Charisma modifier, and its speed score. If it is still in flight, it flies the same speed it used for its flight. You can use your action to deal extra damage to the creature if you do. As an action, you can move the creature up to 30 feet in any direction, ending the effect on itself on a success.
Divination
Find the Way
Self
Concentration, up to 1 minute
Find a creature of Medium size or smaller at the start of your next turn. For the duration, the target floats freely and is friendly to you. That creature can reach into the nearest unoccupied space and used its action to find the nearest solid object of one kind: climb, descend, crawl, trot, or slide across a vertical or horizontal ledge or ladder. The spell fails if you have this spell active while the creature is within range. You can use a bonus action to change the target’s altitude so that it descends in a vertical direction and doesn’t fall if you have advantage on the jump.
Transmutation
Find the Way
Self
Concentration, up to 1 minute
The next time you cast this spell with a spell slot of 3rd level or lower, your spell becomes permanent and doesn’t need to be dismissed at any time.
Special rule: You can choose a creature’s orientation throughout the casting. While the creature is at rest, you can use your action to affect it again if that creature is no longer within 1,000 feet of you. Until the last creature affected by this spell leaves the plane, the spell ends. You can’t affect a creature that has an Intelligence of 5 or lower and leaves the plane. The creature remains where it is raised and is unaffected by spells and magical effects for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can affect one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Transmutation
Find the Way
Self
Concentration, up to 1 minute
You become a member of a society: a royal family, a commoner's race, or a race of giants or giants who are descended from a god. You gain the following benefits: • You can walk on water no larger than 10 feet (8 mths) • You can cast spells with a range of touch (no action required) • You can cast one additional spell of 8th level or lower per day for 8 hours. You also gain the following benefits: • You are immune to poison and psychic damage. • You can cast one additional spell of 8th level or higher per day for 8 hours. You also gain the benefit of a petrified condition that lasts until the spell ends. You also gain the following benefits: • You are immune to all damage, including slashing and piercing. • You can cast one additional spell of 8th level or higher per day for 8 hours. You also gain the ability to cast one additional spell of 8th level or higher per day for 8 hours.
Divination
Find the Way
Self
Concentration, up to 1 minute
You tap into the void that exists between you and a creature you can see within range. You see each other and follow the creature as it moves, and you can reach into the void to reach out to it. The creature you target is invisible to you, and any magical means that will allow the creature to pass through it (such as a successful dispel magic spell) fails to work. If the creature that you tapped into somehow fails to leave a mark on the creature's body, it is shunted to the nearest safe place and killed.
Transmutation
Find the Way
Self
Instantaneous
For the duration, you know the location of specific creatures and magical sources that are within range for your game. You can use this knowledge to locate such sources, either visually or psychically. If you have a flying speed of 60 feet, the spell can travel 300 feet in any direction. If you have a flying speed of 60 feet, the spell can travel 300 feet in any direction. If you have a flying speed of 100 feet, the spell can travel 150 feet in any direction. To determine the location of a particular creature, you use its type, weight, and distance from you, as well as any known creature types that it appears to be. Then you use that information to determine where the creature is found, stating whether its movements are erratic, since the creature can manipulate its environment to its advantage, using instinctive reactions. A creature discerns its true type by studying a creature trait, known as the tremor rating, that the creature has. The tremor rating is based on 10 percent of the creature’s AC and 30 percent of its hit points. When the spell ends, the creature has 0 hit points. If the creature is hit by more than one creature’s spells of a type you choose, that creature deals an extra 1d6 necrotic damage to those spells if it can, and it deals 6d6 necrotic damage to all 5 nonmagical nonmagical spells it can cast (your choice which have a 5th, 7th, or 8th level slot). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Transmutation
Find the Way
Self
Instantaneous
You hurl a divine mandala at an enemy humanoid that you can see within range. The creature must succeed on a Wisdom saving throw or be affected by the spell. On a failed save, the creature is pushed 10 feet away from you in a direction you choose. If the creature is moving, it falls prone. If the creature is in an unoccupied space within 10 feet of you, it can’t be moved. If the creature is in an area occupied by an undead, it can be moved to a safe spot, provided that there are no hostile creatures present within the area. The spell’s area can be up to 100 feet long, 30 feet high, and 15 feet wide. The spell’s area spells can’t be activated there. If the creature is moving, it falls prone. At Higher Levels. When you cast this spell, you can target one additional humanoid for each slot level above 3rd. The creatures must be within 60 feet of each other when you target them.
Enchantment
Find the Way
Self
Instantaneous
You learn the location of an invisible, intangible, or translucent object that can be found in a location that is difficult for your own good. The object must be of sufficient size and shape to be discernable on the ground or in the air. The object is invisible, because it is difficult to see. However, it can be seen by others. The object can be discerned only by creatures that can see it. The spell can be cast anywhere in the plane of existence, including through objects and doors. When the spell ends, the object remains invisible.
Transmutation
Find the Way
Touch
1 Hour
You draw the power of your own life and intellect to face your closest pursuers. Choose one creature of your choice that you can see within range and whose challenge rating is equal to or less than the creature’s level. The target takes 3d10 radiant damage, and it must succeed on a Wisdom saving throw or become fatigued for 2 days. At the end of its next turn, it takes 3d10 radiant damage, and it takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases to 4d10. When you use a spell slot of 8th level or higher, the damage increases to 5d10. Both damage types take 20d6 radiant damage.
Conjuration
Find the Way
Touch
1 Hour
You summon a spirit that assumes the form of a dedicated guardian, becoming the star of your adventures. The spirit takes on several forms, including a haloed, ghostly figure, an undead servant, or a manticore. The manticore is capable of summoning up to eight willing creatures of your choice from among your immediate group within range, acting as your deity’s messenger. While summoned creatures obey your voice and obey your voice only when spoken aloud. For the duration, these creatures have disadvantage on attack rolls against you. Each summoned creature must make a Wisdom saving throw. On a failed save, the creature’s spirit wanes and it disappears. When a creature returns to you in its restored form, it must choose a new form, which must be identical to its former form (if any exists) and which serves you well. If you cast this spell while you also have the helmet or the dagger equipped, the creature can’t return to its former forms. The creature can, however, re-enter your hand or use its action to open a new one. You can use your action to dismiss the spell, which then ends on a successful one.
Abjuration
Find the Way
Touch
Concentration, up to 1 hour
The next time you cast this spell using a spell slot of 2nd level or lower, you gain 3d6 temporary hit points, and you regain 3d6 temporary hit points when you finish a long rest.
Abjuration
Find the Way
Touch
Concentration, up to 1 hour
You invoke the power of nature to bring about a teleportation spell. Transmute this spell to appear in an unoccupied space that you can see within range, such as a flower pot, the space of a bowl or a bowl that is half full. A Small mirror image of you appears where you stand at the start of each of your turns, then the spell ends. You can compel the mist to move to any spot within 30 feet of you on each of your turns, causing the mist to move to that spot again. This spell can affect different creatures or objects within 30 feet of each other.
Transmutation
Find the Way
Touch
Instantaneous
You collect clues about a creature that it is, both familiar and illusory, that is, a creature of legendary intelligence and intelligence, and that you can sense within range. If you sense the creature having an Intelligence of 2 or lower, you learn its natural ability to discern magic in terms of its kind, its kind of magic, its alignment, and how much of that magic is attuned to the creature. You learn how many limbs it has, the weight of its armor, and whether its weapons have a capacity or aren’t. The creature also counts as a celestial if it is on the celestial plane, though it also gains the ability to fly. If the creature lacks the ability to fly, it instead gains the ability to speak the language of the Sky, which has the equipment of an imitator, unlocked after completing the Unseen Path.
Divination
Find the Weakness within
Self
Instantaneous
You spot a specific kind of weakness within a creature. The lowest common denominator among the sources of this damage is a creature’s natural ability score. For example, if a creature is proficient with a weapon and proficient at two different things, its natural ability score is 1, and it can’t be targeted by this spell in the same way. If a creature is proficient with a weapon, its natural attack bonus is equal to the creature’s attack bonus (and thus its natural attack bonus), not the creature’s. Similarly, if a creature is proficient with a magic ring, its natural attack bonus is equal to the magic ring’s attack bonus, not the creature’s. Your natural ability score is equal to the creature’s natural ability score. If you use your action to see through the creature’s natural weaknesses, the creature can see through you, and the spell ends on its first turn. If you cast this spell again, the creature can use its action on each of its turns to see if it can find its natural weaknesses. If so, the creature is unaffected by it. If you cast this spell again, the damage increases by 1d6 for each of those weaknesses, and the creature is cured of one of the weaknesses it was immune to.
Necromancy
Find the Wind
120
Instantaneous
You sense the direction of the wind, its direction, and any magical effects created by it. For the duration, the wind has a 40—foot radius, and the effects created by it have a 40—foot radius. If any creature is already in the wind when you cast the spell, the effect of a sudden change in wind picks up immediately after you cast this spell. The effect lasts for the duration, unless you use your action on a later turn to dismiss the effect. Gusts. A wind picks up automatically when at least one creature on any side of the cube is under the spell’t touching it. A creature that is fully within the wind (at least a creature that starts its turn in the box) must make a Dexterity saving throw. On a success, the spell ends. Dispersal. You can use your action to dismiss the spell in an unoccupied space that is you can see within range. You dismiss a sudden change in wind in the center of a cube that you are holding in your hand. A dispel magic cast on a cube’s area indicates whether it is no longer in the box or whether you have just dismissed it. You can have no more powerful dispel magic spells on the spell until you dismiss it. Completely removing a sudden change in wind from the center of the cube would cause the wind to repeat throughout, causing any number of failures as a result. If a creature attempts to cast a spell within the cube that has no existence outside of itself, that spell is automatically dismissed and its effects end.
Transmutation
Find this scroll using a wish trigger
Touch
1 Hour
Choose a spot within range where you can see a creature’s true nadir. A wish trigger triggers when an undead that you can see within range creates a wish effect that causes it to become invisible, impossible, or impossible to perceive. You can specify a wish condition that triggers the effect, such as “all others shall automatically succeed,” “all others shall succeed on a saving throw against the effect,” or “no wish can occur within 10 feet of the spot’s true nadir. You can also specify a wish that an especially virile creature would become invisible to all others, requiring the creature’s attunement to an illusory form. You can also specify a condition or a wish that an especially virile creature always remains invisible to others. The target’s nadir grants this wish condition, and you can specify a condition or a wish that the creature always remains invisible to others. The condition or wish is a spell’s familiar; it must be able to be performed by the creature at least once per day. If you are aware of a condition that would trigger when the creature’s nadir is drawn, you can use that condition to cause the creature to become invisible to others.
Illusion
Find those cursed words in an unoccupied space
Duration: Concentration, up to 1 minute
A spell of 5th level or lower targets a creature that you can see within range. When you cast the spell, or a spell of 6th level or higher, you can target one more creature for each slot level above 5th.
Abjuration
Find those hidden Gems
Touch
11 Days
You summon one of the gemstones of your choice from the drop table of a legendary magical weapon or a legendary nonmagical weapon that you find within range. When you cast the spell, you choose one gemstone from the drop table, which has the same properties as the gemstone you drop; however, the gemstones can’t be duplicated. To do so, you must touch one gemstone and bring it with you to the table of contents. You can also animate one gemstone (and thus create a replica), but that spell ends on your turn. If a gemstone strikes you while you have direct knowledge of its properties, you take 1d8 necrotic damage, and you regain hit points equal to half the damage you took. Then you have 5 feet of movement and two other horizontal traces that you can follow to where you appear in the ground. If you move outside the 5-foot-by-5-foot area, you can follow the movement of those traces to where you appear in the air, whether you are or aren't hovering, up or falling.
Necromancy
Find those who have died in your area and bring them to justice
Divination
Find Tidal Wave
120
Instantaneous
You conjure up a wave of water that crashes down on an area within range. The area can be up to 300 feet long, up to 10 feet high, and up to 10 feet deep. Each creature in
Find Tidal Wave
150
Concentration, up to 1 hour
You find flood water on the ground within range. You can see how far it will travel and what kind of flooding it produces. This spell creates a flashing flash of light that sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flash is audible within the area and lasts for the duration. While the flash lasts, your movement is free, and you can’t use reactions. When you cast this spell and as a bonus action on your turn to move up to your speed so that you can throw a bomb, you can throw the bomb up to 40 feet. You can also move up or down as part of the move, which creates a 5-foot cube on each side. The bomb can be detonated by two or more creatures or explosions. The flammable object falls to the ground and extinguishes all nonfire damages that the flammable object sustained before. You can use a reaction to break the flammable object’s tether to the sea. When the flammable object leaves the flammable surface, it releases a burst of magical energy that is 30 times stronger than iron or vanadium. This energy flares from the flammable object, sheds bright light in a 30-foot cube, and lasts for the duration. The flammable object is illusory, making it difficult terrain for creatures other than you. You can give a flammable object a magical status equivalent to holy or empowered status. If the flammable object is affected by a magic item, the flammable object can be restored to its normal state by means of a blessed weapon attack. The flammable object doesn’t dissipate into fog, normal stone, or any other such abridging agent.
Transmutation
Find Traps and Doors
Touch
10 minutes
You choose a spot within range that is difficult terrain. The target must be within 10 feet of a specific trap or door. The spell lasts for the duration or until you use an action to mentally trace its route. Until the spell ends, you can use an action to mentally dismiss the spell. If you find anything, you can use your action to mentally dismiss the spell. If you find nothing, you can use your action to dismiss the spell.
Transmutation
Find Traps and Doors
Touch
1 Hour
You choose a spot within range that is difficult terrain. The target must be within 10 feet of a specific trap or door. The spell lasts for the duration or until you use an action to mentally trace its route. Until the spell ends, you can use an action to mentally search the area for any object that fits within the trap or door category. If you find anything, you can use your action to mentally dismiss the spell. If you find nothing, you can use your action on the end of each of your turns to try to locate the object again.
Transmutation
Find Traps and Doors
Touch
1 Hour
You tap a trap or door within range to find a particular type of object that can be of a higher level (such as iron, crystal, crystal ball, or ruby) or one that can’t be of a lower level (such as ebony, blue, or silver). If that trap or door would appear on the same plane of existence as the one you cast this spell on, you learn its magic, identify it, and then you cast that spell once it has been trained in its use. The spell can be dispelled only by one remove curse. To learn more about remove curses, see the cursed version of the spell.
Divination
Find treasure
10
24 hours
You gain the ability to locate hidden treasure within 30 feet of you. You sense the direction to the hidden treasure's location, as well as the shortest and most exact route through the treasure’s space to it. If you sense a specific direction to the treasure’s location within 30 feet of you, you learn where it lies, which direction it lies, and when and where it lies. When you see the treasure’s location, you can determine its age by examining the creature’s name, along with any inscribed text inscribed on its back. The information you learn is accurate as long as the treasure remains within 30 feet of you, and the information you learn is up to date as of the day the treasure’s location occurs.
Divination
Find Undead
30
1 Minute
You locate the hidden corpse of a creature you can see within range and deliver a sound that repeats throughout the target’s sound until the spell ends. You can cast this spell without requiring a bonus action. On a creature within 5 feet of the corpse, and if the creature speaks one language that isn’t his or her main language, the sound escapes from the corpse and is delivered in a whimper as a loud knock. The creature must make a Wisdom saving throw. On a successful save, the spell ends. If you deliver a loud knock to the face of a creature who is within 5 feet of the corpse, that creature must make a Wisdom saving throw. That creature takes 4d8 r sounds, which are delivered in a low chirp, in accordance with the song of the dead. These r sounds cause the corpse to dance in a random manner until the spell ends. The melody lasts until the spell ends. If the creature’s language indicates that it is one of the languages of a god or a legendary monster, the creature speaks the creature’s language and
Find Undead
30
Concentration, up to 1 hour
You record the name of any creature you can see within range and describe its characteristics, including its behavior, for the duration. The spell doesn’t reveal magical qualities associated with the creature, such as whether the creature speaks, or the creature is light or cold. You also record a unique spell name, such as "Dancing Bear" or "Herculeck Owl," and a description of its abilities and abilities. While you are casting the spell, any creature that can cast the spell is charmed, frightened, or possessed by the charmed or frightened creature, or both. The creature knows none of the creature’s true colors or the scent of human excrement.
Divination
Find Undead
30
Instantaneous
You find the remains of a dead humanoid at a location you choose within range. The creature is warm, smelling of decay, and it has a AC of 13 + its Dexterity bonus. When you cast the spell and touch it, you learn the name of the creature and its race, its alignment, and its deity. The creature’s gear is missing, weapons and armor are broken, and creatures and objects with flying
Find Undead
60
Instantaneous
You learn the name, location, and identity of any Undead that is within reach when you cast this spell. You learn the name and identity of the undead based on the beast’s name, though the beast doesn’t necessarily possess any kind of humanoids or demigods. The spell also reveals the location and statistics of all Undead that you choose that are within reach. If you know the location of any of the creatures and the creature is within 500 feet of you, you can determine the location of the nearest Undead and take a detailed History entry for that creature. You have complete control over the statistics of each creature you choose, though it has a very limited natural armor bonus for this spell. Physical attacks made against the creature have disadvantage on them, and attacks made against the creature using an attack modifier, if any, are instead made against the creature using the attack (if any), and the creature takes no damage. If the creature uses an attack modifier of 2 or 3, it takes a - 2 penalty to the attack and has disadvantage on the next attack roll it makes, and it can’t use another ability check before the start of your next turn.
Necromancy
Find Undead
Self
Concentration, up to 1 minute
You learn the names of undead that have been murdered and which ones have died. You can also learn the physical appearance of the victims and the bodies of those who were killed. If there is blood on the surface of the dead body, you learn that of the murderer’s soul and their body, if any. If the soul is missing, you learn that of their body’s owner and the manner in which it died. You can also learn the names of other corpses, as long as none of the remains is on the surface of the dead’s corpse. If you know the owners names of the corpses, you learn that of the murderer's. You learn any sign of torture, mortal wounds, or even the victims’ wounds.
Necromancy
Find Vicious Food
30
Instantaneous
Enticing creatures or plants with a mysterious radiance emanates a plant-like radiance that mightily resemble the radiance of a temple or a glowing sarcophagus, perhaps offering a deliciously succulent treat. The radiance lasts for the spell’s duration or until you dismiss it as an action. A creature of a size you choose must be within 60 feet of the plant or find it in the vicinity of a plant or some other visible plant within range (such as a shrub, a nutmeg tree, or a cedar bush). If you cast the spell without expending a spell slot, the radiance radi
Find Wands
30
1 Hour
While searching for a lost wand, you learn the glyphs of attunement that hold the secret keys to its secrets. You might learn the secret of a warchief’s secret tomb or the secret of a knight’s secret chamber, but any of the hidden tombs within the warchief’s tomb will not open until the spell ends.
Divination
Find Weapon
Touch
Concentration, up to 10 minutes
While you are observing a weapon, you gain the knowledge of one versed weapon (if any) that is within range. The weapon’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Divination
Find what you are looking for
30
Concentration, up to 1 hour
Find a location, and you immediately recognize the creature you are looking for. Until the moment it left, the spell fails and the spell fails to find you. While you are aware of the destination you can use your action to speak the name of your location, and you learn its language, customs, or magic that grants it this benefit. The spell creates such a detailed record of what went down, that the DM can fine-tune the spell so that future generations are informed of its meaning.
Sight
Self
1 Hour
This spell reveals secrets that can reveal terrible or perfect creatures to be the true rulers of a celestial world. Choose one or more of the following creatures that you can see within range: celestials, elementals, fey, fiends, or undead. The chosen creature descends in mid-air, mimicking the movement of a human walking on a flat ground. For the duration of the spell, the creature can make a Wisdom saving throw and is immune to any damage it otherwise would have taken. At the start of each of its turns, the creature can roll its own Strength saving throw and take half damage of the type it chose. Finally, the creature can make a Wisdom check with its action, and if it succeeds, this spell ends.
Divination
Find what you are looking for
30
Special
8 Hours
You spot a creature that is either asleep, unconscious, unconscious, or asleep on the spot or between the ages of 14 and 18. The creature drops whatever it is wearing and carries onto the ground whatever it is wearing (if it isn't carrying gear, this spell automatically drops gear it is wearing) and then stands up to attack. The creature has advantage on attack rolls against creatures that aren’t around when you cast this spell. On a hit, the target must make a Wisdom saving throw. If it succeeds, you know where it is and can use its reaction to move up to its speed so it is no longer within line of sight of you. If it fails, you move neither far nor slowly enough to block its movement, even if you are doing so as part of casting this spell.
Conjuration
Find your own way
30
Instantaneous
As you enter the dream world, you find the way you want to be in it. Choose a spot you can see within range. You can see through windows, up to 50 feet deep, up to 30 feet wide, and up to 20 feet tall. Through open doors and shutters, you can see and hear through openings as wide as 20 feet, up to 40 feet wide, and up to 20 feet tall. Alternatively, when you pass by a door or a passage through a ceiling, you can use either hand to reach up and knock shut the door, and then you can rely on your hand to reach through the locked door to open it. You can use only one hand and don’t use a spell slot of 2nd level or higher. If you cast this spell using a spell slot of 2nd level or higher, both hand and spell have disadvantage on attack rolls against you.
Illusion
Find Your Path
30
10 minutes
You fill the gaps left by not walking or otherwise looking at your current location for the entire duration. For the duration, you have an advantage on attack rolls and ability checks, and you take no actions while hunkered down. You can use your action to mentally determine where you are going and where you will be walking if you are still conscious. On each of your turns, you can use a bonus action to take extra actions to notice where I am going and where I will be walking.
Evocation
Find Your Path
Self
Concentration, up to 1 hour
You can use your action to instantaneously find your closest allied deity, according to the chosen deity’s philosophy. You might describe the deity as a beast or a plant with four limbs, or you might describe a deity whose actions are based on instinctive reactions that occur naturally within range, such as a humanoid with four limbs or a celestial who can hover while using its arms to defend itself from hostile creatures. The exact philosophy behind the use of the word "advance," though, is in the text of the Divine Plan. The plan dictates that your initiative for each possible outcome be d 10 + your proficiency bonus + your spellcasting ability modifier. If you succeed in casting a spell of 4th level or higher, you learn the philosophy behind the spell for the duration, even if the result would be different from your previous casting of the spell. Additionally, you learn the philosophy for each possible outcome that occurs for each Wisdom point spent studying the plan. For the duration, the philosophy gives you the ability to plan a path for your deity, as well as plan actions for your deity, as you complete the spell. You learn the philosophy for each possible outcome for each point spent studying the plan. You can understand the philosophy of a deity if its actions and reasoning are correct, as long as that reasoning is based on reality. Otherwise, the divine doesn’t know how your actions would affect it.
Divination
Find Your Roots
Self
1 Hour
Find something precious in an area you have touched, such as a tree, a rock, a pond, a hill, or anywhere in between. You find the nearest creature if you know the creature’s location. Otherwise, you find nothing. You know how many feet of loose grass, weeds, or branches there are in a particular spot. If you know how many feet of dirt or branches there are in a particular spot, or if there is none, the spell fails. The spell has no effect on you if you choose a different location. Instead, you appear in a spot of your choice that is within 5 feet of the spot you chose and that is within 5 feet of another spot of your choice that was chosen without considering the possibility of shadow or dirt trails in the spot you chose. If the spot you choose is within 5 feet of another spot of your choice, you can shadow walk there (see the Shadow Walk spell). As a bonus action on your turn, you can move your lance through the air and create a vortex around yourself that sucks up as much air (20 feet) as you can carry. You can exhale the vortex as a bonus action on each of your turns before moving on your next turn. The vortex fills a 20-foot cube. each time it fills a 20-foot cube, you must complete a long rest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Conjuration
Find Your Roots
Self
Concentration, up to 1 minute
Find your roots. Choose one or more branches or undergrowth. A creature you can see within range regains an amount of hit points equal to 1d6 + your spellcasting ability modifier. This restoration can’t reduce the target’s current physical condition, but instead changes its condition so it changes its ability score. The target’s current physical condition score must be equal to or less than its current physical ability score. If the creature’s current physical condition score is less than the creature’s current physical condition score, the creature is no longer affected by this spell.
Transmutation
Find your target
Self
Concentration, up to 1 minute
You summon a force of unknown power against one creature within range. The target must succeed on a Wisdom saving throw or become charmed by you until the spell ends. The target can roll a d4 and subtract one number of hit points from the total rolled. The target can also fail its saving throws, and it must
Find your way (10 feet or less)
Self
Concentration, up to 10 minutes
Until the spell ends, you can call on any number of creatures you choose for assistance. You can locate a creature or object within 10 feet of it that has been killed or is missing. If you know the creature or object is there, you can locate it by its last known location within 10 feet of it. Alternatively, you can locate a specific creature or object that has been killed or is missing. If you know the creature or object is there, you can use a bonus action to examine it again at the end of each of its turns. If you don't find the creature or object within that period of time, you must roll a d4 and subtract the number rolled from the total. You needn't use this action if you are sure that a creature or object is there (for example, if you believe the creature or object is in a cave or a nearby tomb).
Transmutation
Find Your Way
120
1 Round
You awaken within an extradimensional space that you can see, a place you can see, or one you can see, and find nothing within it. The space remains a random extradimensional space until the spell ends. Until the spell ends, any creature that enters the extradimensional space or moves into it must spend 1d8 necrotic damage on a hit or be pulled 10 feet out of the extradimensional space.
Necromancy
Find Your Way
Self
Instantaneous
The nearest creature you choose to are walking in an unoccupied space within range. The nearest creature is also considered invisible until the spell ends.
Divination
Finesse
60
Concentration, up to 1 minute
You extend your hand toward a creature you can see within range and cause the creature to grow darkvision, a range of 120 feet. You must make a melee spell attack for the creature to become darkvision. On a hit, the target takes 2d6 fire damage, and the spell ends.
Illusion
Finger of Life
60
1 minute
You create a spirit that assumes the form of a creature you can see within range and that you must see within range. The creature must succeed on a Strength saving throw or be charmed by you for the duration. You can’t use an action to create a creature. The creature can use its action to make a Wisdom saving throw. On a failed save, it disappears, and you can see it again. If you cast this spell using a spell slot of 7th level or higher, you can cause it to disappear, but it reappears as your companion. If you cast this spell again, you can heal the creature again. If you have no companion, it disappears, and you can communicate with it telepathically. You can’t have more than one bonded by this spell, and it disappears for 24 hours. If you’t bond the creature before the spell ends, it disappears, and you can’t bond it again until the spell ends. As long as you are on the same plane of existence, you can communicate with it telepathically. If you are on a different plane of existence, you can communicate with it telepathically. If you are on a different plane of existence, you can only communicate with it at the same time, and you can’t communicate with it again until the spell ends. If you are on a different plane of existence, you can communicate with it telepathically. If you are on a different plane of existence, you must make a Wisdom saving throw. On a failed save, the creature becomes paralyzed for 24 hours and can’t move or take actions normally. This spell’s damage increases by 1d6 when you reach 5th level. When you reach 5th level, the creature disappears, and you can’t speak it again. This spell’s damage increases by 1d6 when you reach 6th level.
Conjuration
Finger of Life
Self
24 Hours
This spell makes a small creature appear to you as a constant source of life energy (typically a human body or an energy drink) animate and vitality (typically a bonfire), animate and death (a body of water, a fortress, or some other dry body of water), bright light, dim light, strange energy, or a different energy. This spell can’t create new bodies of water or a fortress, or even create a new body of water, for example. The image is a sensory illusion created by the shambolic creature’s facial features and the game statistics of the creature. If you cast this spell with a 9th-level spell slot, the image appears on the touch of human hands, rather than on the part of the target. The image lasts for the duration, at which point it dissipates, and you can use your action to dismiss it. Otherwise, the image dissipates with it. If you cast this spell again, you can dismiss it as an action. If you cast it twice, you can animate one corpse of one corpse without expending any energy, and you can animate one corpse of one creature without spending any energy, and you can animate one corpse of one creature without spending any energy, instead creating a new corpse. Finally, you can dismiss this spell as an action, causing it to fail. When it finishes its turn, the creature can repeat the saving throw, or choose another corpse or corpse(s) instead. Undead and constructs are unaffected. If you cast this spell without first preparing a skeleton for transportation to the grave, the corpse is carried to a nearby crypt or a nearby safe deposit box. While you prepare the corpse for transport, you can use your action to dismiss it. As a bonus action on each of your turns, you can move the corpse up to 30 feet in any direction along the current path.
Transmutation
Finger of Snagging
30
1 Round
You brush the ground under an area for the duration to pull weeds up to 30 feet tall. Only one creature of your choice that you can see within range can be targeted by the spell and the spell ends on a creature. For the duration, restrained creatures can’t be targeted by this spell, and they are restrained by this spell. When you cast this spell, you can target both restrained and unblocked creatures with a single spell of your choice, working together to crush the target. If you have two targets, you can target one creature with both spells targeting the same creature. The spell ends if the creature is struck by a spell of level two or higher or if the creature drops to 0 hit points. A target restraint spell can target only one creature at a time. To maintain control of the spell with others, a target must first speak one command word, such as the one being spoken by the target, before it leaves the spell’s area. To maintain control over the spell with others, a target must speak two commands before concentrating on the spell. A target must speak a single command every day for a year (10 levels) without fail until it completes two separate spells of the chosen level. The spells must be used to maintain control over the spell. Completely removing an arrow from an active restraint spell must cast a disarming command before casting the spell again. You can have no more than two such commands cast into an active restraint spell at a time, casting the same spell and removing
Finger of Thorns
Self
Concentration, up to 1 minute
This spell doubles the rate at which a creature is able to shoot the poisonous or luminous object it’s wearing. The target’s attack bonus increases by 1. If the ammunition used to create the weapon is a nonmagical piece of ammunition, the bonus increases by 1. If the ammunition is a magical sword or a common weapon, the bonus increases by 1. If the ammunition is a magical staff—such as a chit or fiddle—it decreases by 1. The spell’s effect can beoggled or dispelled in character. The spell creates two daggers, one for throwing darts and one for throwing quivers. At the start of each of your turns as a bonus action, you can use a bonus action to create two disarmed daggers or a staff of warding darts.
Transmutation
Finger of Thorns
Touch
10 Days
For the duration of the spell, you touch a creature with which you are familiar and knit together a tangled web of runes that gives off runes of great power. The web is a magic item imbued with life force, granting it a +5 bonus to AC and saving throw.
Transmutation
Fire ant venom
120
Instantaneous
A fire ant venomous snake spreads throughout the ground in a 20-foot radius around a point you choose within range. Each creature that starts its turn in the fire and on each of its turns until the spell ends, a fire ant w ill bite a creature that it hits or wounds. If the creature starts its turn in the most heavily wooded part of the creature’s path, it hurls a 10-foot ball of fire that explodes in a 20-foot radius around the ant and spreads around the creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can take 12 extra party spell’s
Fire Arrow
Self
Concentration, up to 1 minute
A sling shot from your sling provides enough ammunition to support up to five humanoids for a sustained period of time. Arrows created by this spell have a 25 percent chance of igniting on impact, and they have a 25 percent chance of fire jumping to a height of 5 feet above the ground in a 10-foot radius and 5 feet above the surface of the ground in that area. Arrows created by this spell have a 25 percent chance of igniting on impact, and they have a 25 percent chance of fire jump to a height of 5 feet above the ground in a 10-foot radius and 5 feet above the surface of the ground in that area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the casting time increases by 10 minutes for each slot level above 3rd.
Evocation
Fire Axe
6
Instantaneous
A beam of flame streaks toward a creature within range, piercing the target in both legs, and slashing through the target’s armor. The spell instantly turns the creature into a torch. This spell has no effect on undead or constructs.
Evocation
Fireball 120
Instantaneous
You throw a fireball from one hand to another targeting a different creature. The target takes 10d6 fire damage with each weapon attack that you make while you are within 100 feet of it. You can ’t move or make the attack roll for this spell if you control the fire effects of one of the targets. A 30-foot cube with one-foot-square corners. A cube of dirt. If a creature you designate for attack rolls of 30 or more, it takes 10d6 fire damage on a failed save and is pushed 10 feet away from the cube. It can’t use its action on a subsequent turn to make another attack before the fire spell ends, or it can’t spend a spell slot to make another attack when it is able. A water feature. A water creature's speed depends on how much it is drinking water. A water creature’s speed is reduced by half when you attack it with a melee weapon or shield and when you cast this spell.
Illusion
Firebender
60
Concentration, up to 1 minute
The next time you hit a creature with a weapon attack during this spell’s duration, a bolt of fire erupts from the flammable object in motion, dealing 1d8 fire damage to the target and igniting flammable objects in its path. The flammable objects erupt when a flammable object reaches 5 feet or less still, and the object ignites if it drops to 0 hit points. Each flammable object has AC 15 and 30 hit points. After being engulfed by the flammable object, the object explodes, and creatures within 5 feet of it or who try to reach it are forced to use reactions that use only their hands and feet. The flammable objects explode if any creature within 5 feet of them uses its action on a hand action, and the flammable object explodes if any creature within 5 feet of it uses its action on a hand action. Each flammable object also ignites if it impacts or if any creature within 5 feet of it or who tried to use its action to move closer to the flammable object reaches out to touch it. The flammable objects can be destroyed instantly if their wielder’s melee weapon attacks hit the flammable object. If you create a flammable object that has a reach of 10 feet, you can destroy it as an action on its turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Evocation
Firebending
60
Concentration, up to 1 hour
Choose a point within range. You can use your action to create a strong beam of flame that must be at least 10 feet tall, 10 feet high, and 1 foot thick. The target must succeed on a Dexterity saving throw or take 1d8 fire damage. Make this spell a second level spell. You can also make a second spell of equal or lower level. The flames that you create take on the form of a wave that spreads out, and each creature in a 5-foot-radius sphere centered on the point that you hit must make a Strength saving throw. On a success, the spell ends. The wave lasts until you dismiss it as an action. The wave appears randomly on the ground in a 5-foot-radius sphere centered on the point that you hit. Each creature in the area must make a Strength
Firebird
90
Instantaneous
A bird, a bat, or a leopard are creatures of flying count. They are friendly to you and your companions. You can give them flying or unarmed strikes that aren't special attacks a round or as a bonus action on each of your turns. If you give them either a flying strike (a flailing weapon attack), a unarmed strike (a slam attack), an unarmed strike (a punch attack), or both of these actions, they make the attack roll. If you give them neither a flying strike nor a flying strike attack, they make the attack roll. The DM has the creature’s statistics. If an attack hits or misses them, the creature is unaffected. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases by 1 for each slot level above 2nd.
Evocation
Fire Blade
120
Instantaneous
You hurl a sword-toothed creature that is both long and heavy into the air. The target must succeed on a Dexterity saving throw or its speed is reduced to 0 for the spell’s duration. The target’s attack bonus is halved, and the weapon is a weapon—its short weapon is wasted. The attack rolls of any weapon attacks made against the target are doubled while the attack is made against an object. The short ranged weapon attack can’t reach or touch the target. The target’s weapon has AC, and it can’t hit when it hits or misses.
Conjuration
Fire Blade
150
Concentration, up to 1 hour
The next time you hit a creature with a weapon attack before the spell ends, a flurry of lightning bolts erupts from the center of the creature’s space, dealing 1d4 lightning damage to the attacker and then streaking toward the target. The lightning bolts can’t reach their target or target’s space, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 2d4 for each slot level above 3rd.
Evocation
Fire Blade
5
Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes restrained in a 5-foot radius of magic. During this time, you can use your action to make a melee spell attack against the target, which has AC 20 and 30 hit points or fewer. The spell ends if you use your action to do so. If the target willingly moves into a place more than 30 feet away from you with a jump or a reach while restrained by this spell, the spell fails. As an action, you can move the target up to 30 feet in any direction. If the target moves out of the way when you do so, the spell ends, and the spell fails. As an action, you can move the restrained target up to 30 feet in any direction, but only if all the sensors along the target's body are off. A restrained target can make another Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
Transmutation
Fire Blade
60
Concentration, up to 1 minute
You create a fiery blast that ignites stone shards or other solid objects in a 30-foot radius centered on a point you choose within range. The blast ignites rock or other solid objects in the area as you choose. Choose a solid object or area of solid rock that you can see within 60 feet of you or a 5-foot cube of rock up to 60 feet tall. The blast is a powerful enough effect to cause large boulders to fall from the area to crush buildings or cause damage to solid objects in the area. For each 5-foot cube of rock in the blast area, each creature must spend 10 feet of movement for every 5 feet of movement the ground in the blast area has for the duration. Finally, each creature in the area must make a Strength check (your choice) to resist the initial blast.
Conjuration
Fire Blade
60
Instantaneous
You draw a vertical blade from beneath your feet and hurl it at a creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 piercing damage. Hit or miss, the blade then passes through your body, cutting through its skin, hair, armor, and some of its clothing. At Higher Levels. When you cast this spell using a spell slot of 2
Fire Blade
Self
Concentration, up to 10 minutes
Until the spell ends, you have a 15-foot-diameter sphere of fire in your hand. When you cast the spell and as a bonus action on each of your turns after it begins, you can use your action to make a melee spell attack against the sphere. If you hit with the attack, the sphere ignites. If you miss, you must make a successful Constitution saving throw. On a success, you switch to a different sphere. On a failed save, you switch to another one. If you are still in the original sphere when the casting starts, you permanently lose control of it. If you change your mind about once every 10 days, you permanently undo the undoing. You can also use your action to dismiss the spell. When you cast the spell, you make the DC 15 saving throw; a fail save with a failure bonus increases to a succeed save with disadvantage. On a success, you banish the sphere from your body and move to an unoccupied space within 5 feet of it. On a success, the sphere ignites if it in fact had any life.
Transmutation
Fire Blast
120
Instantaneous
A blast of flame, made from a single drop of legendary mineral water, erupts from a point within range. Each creature other than you within 30 feet of the point (or one creature within 30 feet of the point and up to 120 feet away from the point) must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. This fire ignites flammable objects and gases, and any fuel or objects remaining at the scene are turned to stone. Fire Blast ignites flammable objects and gases, and any fuel or objects remaining at the scene are turned to stone.
Evocation
Fire Blast
120
Instantaneous
A line of roaring flame 30 feet long and 5 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. A creature is also vulnerable to fire damage if it is charmed. A creature that is already charmed is immune to this effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Fire Blast
120
Instantaneous
As you cast this spell, you create a burst of flame in a 10-foot radius centered on a point you choose within range. Each creature within the area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. Each creature in the area must spend 1d6 fire damage on a different weapon or ammunition, or take 1d6 fire damage from each weapon or ammunition used. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Fire Blast
120
Instantaneous
A wave of flame, roughly 200 feet long and 5 feet wide, blasts out from you in a direction you choose. The flame then streaks down to the ground in a 30-foot radius and then explodes. Each 5-foot-wide x 40-foot-long cylinder of fire is hurled 1d4 × 10−6 inches long and 5 feet wide x 10−5 inches tall. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. The fire ignites flammable objects in the area that aren’t being worn or carried. As a bonus action on each of your turns, you can change the direction in which the fire blasts out. The fire changes location. In addition, the area is heavily obscured. While in this range, creatures in or near the area are affected by the flames. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the damage dealt by an additional 2d8 to 3d8. When you use a spell slot of 3rd level or higher, the damage dealt increases by an additional 2d8. When you use a spell slot of 4th level or higher, the damage dealt increases by an additional 4d8 to 5d8. When you use 5th level or higher, the damage dealt increases by an additional 5d8. When you use 6th level or higher, the damage dealt increases by the more damage dealt. The damage increases with each level up through 8th. When you cast this spell using a spell slot of 6th level or higher, the base damage increases by 2d8 for each slot level above 5th.
Evocation
Fire Blast
120
Instantaneous or 1 minute
The blast erupts from a point of your choice within range. The point of impact is determined by the element of the blast. If your target is within 30 feet of a point of impact, it must make a Dexterity saving throw. On a successful save, the target takes 2d6 fire damage. On a failed save, it takes 1d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target 1 additional creature for each slot level above 4th.
Evocation
Fire Blast
120
Instantaneous
Up to ten flames leap from your hand and out of your hand to explode from within or out of your reach. Each flamebender in a 15-foot radius emanates from a point you choose within range. Each flamebender must make a Dexterity saving throw. It extinguishes out-of-bounds fire. Each flamebender takes 5d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Fire Blast
150
Instantaneous
A flammable object made of fiery flame erupts out of a wide arc toward a creature within range. Make a melee spell attack for the creature that created the flammable object. On a hit, the target takes 4d10 fire damage, and the flammable object either burns or dissipates in a puff of flames. The flammable object ignites flammable objects that aren’t being worn or carried
Fire Blast
150
Instantaneous
You conjure a blackened, churning infernal beast from the ground up, centred in the space of a hundred feet on each of your turns for the duration. The beast appears in an unoccupied space that you can see within range and spreads around corners. It moves in a 30-foot cube centered on a point within range. Each creature that starts its turn in the infernal pattern must succeed on a Dexterity saving throw or take 2d6 fire damage. The spell’s damage increases by 1d6 when you reach 5
Fire Blast
30
24 Hours
You create up to three horizontal blasts of flame at targets within range. Each blast lasts for the duration. When you make a ranged spell attack, you can use your second reaction to launch one of the blasts, but if you do so with disadvantage, it flashes red and it deals 4d8 fire damage to each target. The first blast leaves behind a trail of scorched earth that lasts until cleared and extinguishes any fuel left behind. The second blast causes no trail of scorched earth but instead creates a 15-foot-radius, 30-foot-high cylinder of molten iron, a 5-foot diameter sphere centered on that point and 10 feet deep. The cylinder is opaque and ignites any nonmagical objects that aren’t being worn or carried. These objects and everything that isn’t being worn or carried is instantly destroyed and exposed to further damage. The cylinder is a vertical trench that can be reached from any direction. Each 5-foot-diameter trench is 6 feet deep and extends from one edge of the image to the opposite side. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 4d8 for each slot level above 3rd.
Evocation
Fire Blast
60
Instantaneous
A hail of shotfire arcs in a 30-foot radius centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. Fireballs leap from the point of impact up to 300 feet in a 5-foot radius. Each creature that starts its turn in the area takes an extra 1d6 fire damage. The fire ignites flammable objects in the area that aren’t being worn or carried.
Evocation
Fire Blast
90
Instantaneous
The Blast erupts from a point of your choice within range and becomes a large, cylindrical pillar with a 5-foot radius. Each creature in a 5-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. A creature made of stone or a thick sheet of rock or a piece of rock is immune to this damage. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the damage increases by 2d8 for each slot level above 1st.
Evocation
Fire Blast
90
Instantaneous
Up to ten bright light orbs falling from the sky appear from behind you in an unoccupied space that you can see within range. Each creature in a 20—foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Conjuration
Fire Blast
Self
Concentration, up to 1 minute
Blazing a 200-foot-radius sphere centered on a point within range, you cause a blast of intense energy to erupt in a 100-foot cone. Place your spell-like abilities into effect. You are limited in the ability to move. On your next attack roll, the spell creates a flying cone that can travel up to 100 feet in any direction within 5 feet of you. The cone is contiguous with your spell-like abilities, which are suppressed. When a creature starts its turn in the line of the blast, it instead adds 1 to its jump attacks and spells until it reaches the next plane of existence. Clerics of each of the target’s plane of origin can’t speak during the spell’s duration. Earthen Grasp
Self
Concentration, up to 1 minute
You unleash one of the following blows on a creature that you can see within range. When the spell ends, the target makes the attack roll in one of its turn’s order. It immediately gains advantage on the attack roll, and loses any saving throw against it immediately. This spell can only be used once per turn, and it can‘t be activated more than once per turn.
Evocation
Fire Bolt60
Concentration, up to 1 minute
A burst of brilliant light erupts from your hand. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a ranged spell attack. A creature takes 8d8 radiant damage when it enters the spell’s area for the first time on a turn or starts its turn there. At the end of each of its turns, the creature takes half as much damage and isn’t blinded.
Evocation
Fire Bolt plus Missile
Self
Concentration, up to 10 minutes
You issue out a single shot of direct fire at one creature or object within range. Choose a creature type: humanoid (rope-bladed, 2-level), reptilian, fiend, or unicorn. The target must make a Charisma saving throw. On a failed save, you can attack the target twice if you are within 30 feet of it, or use a bonus action on each of your turns to cause the fire to explode or disperse in a random direction. As an action, you can move the fire up to 30 feet plus a number of feet per round equal to 10 + your spellcasting ability modifier. As an action, you can teleport the flames to another spot within 10 feet of you; on a subsequent turn, you can teleport the flames back to your original location. If you target a target using a spell slot of 5th level or higher, you can end the casting early if the target dies while you are casting this spell. On subsequent turns, you can teleport the flames to any spot within 5 feet of where it died or where it reappears.
Conjuration
Firebrand
60
Concentration, up to 1 minute
You cause a flame of fire to form at the one point you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d8 fire damage and is blinded until the end of your next turn. On a failed save, a creature takes 4d8 fire damage and is blinded until the end of your next turn. This spell can have no more than one use. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of uses increases by one for each slot level above 1st.
Evocation
Fire breath
10 days
Instantaneous
You exhale a small amount of fire from your hand. Each creature within 5 feet of you must make a Constitution saving throw. On a successful save, the creature takes half as much damage and can use its reaction to make another attack. On a failed save, the creature takes half as much damage and can use its reaction to make a second attack. The spell doesn't specify the amount of fire that can be created, nor does it explain how to create it. The fire can be replaced by other effects created by this spell, such as dispel magic, dispel necromancy, or the like. The spell can also be cast on creatures that aren't their parents.
Conjuration
Fire breath
120
Concentration, up to 1 minute
You exhale a strong blast of fire from your hand. You create a moderate blast of flame, and then extinguish the fire within. For the duration, each creature within 30 feet of a point you choose within range on a hit must make a Constitution saving throw. On a failed save, fire spreads around the creature and ignites objects in its area. On a successful save, the spell ends.
Transmutation
Fire breath
120
Instantaneous
You conjure a large, black-hot burst of fire in a 60-foot-radius sphere centered on a point you can see within range. Each creature that enters the sphere must make a Constitution saving throw. On a success, the sphere explodes. A creature takes 10d6 fire damage and half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create up to three fire-infused blobs of flame in a 20-foot-radius sphere. Each of the blobs must be of the same size and shape as the one you created. The blobs must be in the same plane of existence as you. Each creature in the blobs must make a Constitution saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Fire Breath
30
1 minute
You exhale a flame of whirling nature at a point within range. You choose a point within range and move as part of the attack with the flame, ending the effect on that point. Each target must succeed on a Dexterity saving throw or take 1d6 fire damage. When you cast this spell and as a bonus action on each of your turns until you finish a long rest, you can change the target’s altitude or direction so that it moves in the opposite direction from you.
Conjuration
Fire breath
30
Instantaneous
You unleash a wailing fire, a burst of flame, or two other flames. While the spell lasts, you can use your action to cause the fire to explode in a 30-foot
Fire Breathing
30
24 Hours
This spell purges the blood of corpses, transforming them into fuel for battle for up to 24 hours. To a creature within 120 feet of the destination corpse or body, the transformation makes a difference in the creature’s condition that lasts for the duration. For the duration, the creature has disadvantage on attack rolls against creatures within 60 feet of the destination corpse or body, and must make a Constitution saving throw. On a failed save, it also suffers 1d4 necrotic damage, and loses all its hit points. The spell can’
Fire breathing
30
Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make a Constitution saving throw. If it fails, the spell has no effect and extinguishes the fire within 30 feet of it. On a successful save, the target is immune to burning damage, and it emits bright light in a 30-foot radius and dim light for an additional 30 feet. This spell has no effect on undead or constructs.
Evocation
Fire breathing
60
Concentration, up to 1 minute
Burn, drip, or drip in clean, oxygenated air for up to 20 minutes, extinguishing flammable objects in its path. One creature other than you who enters the spell’s area for the first time on a turn or starts its turn there must make a Constitution saving throw. That creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. For the duration, both flames fester and extinguish any conditions the creature might have set off before it reached the middle of its turn. Fire breathing causes flames in the area to speed up and then disappear, creating a puff of smoke at the end of each of its turns. The smoke causes flames in the area to become fierier and less virile, and it exhales the vapors that meet its path. Fire breathing can leave a burning trench or a trench-like surface, opening a trench or opening a trench without provoking opportunity fires.
Evocation
Fire Breathing
60
Instantaneous
A puff of flame is condensed into a puff of flame that can be anywhere in the room. The flame spreads around corners until it is as large as a 30-foot cube and as far away from you as you want. The flames then spread to any other spot on the ground. The flame can be extinguished by pouring a moderate amount of water from a large, soporific bottle over it. A burst of flames that ends its turn causes it to become engulfed in flames and to make a ranged spell attack. A creature that ends its turn in the fire’s area is engulfed by the flames, and the spell dismisses it without action.
Conjuration
Fire Breathing
Self (60-foot radius)
Instantaneous
This spell creates a cloud of flame in a 10-foot radius centered on a point of your choice within range. For the duration, you are immune to fire damage and gain the following benefits: • You can breathe without requiring a fuel source • You retain your concentration on attacks and spells for the duration • You can cast spells from your spellbook • You can cast and understand any language A creature that you can see and hear can hear you, and any creature that can hear you can see you. • You can’t see in the cloud of flame, and you aren’t blinded or deafened.
Transmutation
Fire Breathing
Self
Concentration, up to 1 minute
A crackle in the air leads to a puff of smoke. You possess an unoccupied space on the ground within range that looks like an open firework and has the following properties: - It ignites flammable objects in its area that aren’t being worn or carried by creatures or objects that aren’t wearing armor (for example, a robe or hat). When you cast this spell, you can make a flame or smoke puff up to 30 feet in any direction. A flammable object in the flammable object’s area is exhaled in the puff up to 5 feet deep. If you use a spell to animate or otherwise transport a flammable object, the flammable object is exhaled in the same place the spell applied before it, not in an unoccupied space within 30 feet of it. - The size of the flame or smoke is the same as the creature’s current maximum height and the height at which it can rest. If fire is cast on a creature within 30 feet of the flame or smoke, the spell creates a moderate to thick cloud of smoke that lasts for 1 minute. - The speed of light is the same as that of the light it extinguishes. The size of the cloud depends on the type of construct the creature is wearing and the speed of its locomotion. - Creatures of the chosen size have disadvantage on attack rolls against creatures over the same size as you.
Transmutation
Fire Breathing
Touch
Concentration, up to 1 hour
You touch another creature and cause it to breathe fire. This spell has no effect on the target. Until the spell ends, the target doesn't have any benefit from fire breathing. If it does, the target takes no damage (no matter how much damage it takes), and the spell ends.
Divination
Fire breath
Self
Concentration, up to 1 minute
This spell ignites flammable objects in a 30-footradius sphere centered on a point you choose within range. Anything that starts its turn in the flame can use its reaction to exhale fire, which ignites the flammable objects if it appears within 30 feet of you. Any flammable object that enters the cylinder for the first time on a turn or ends its turn there takes 1d10 fire damage, and any flammable object that ends its turn in the cylinder for the first time on a turn takes 1d10 fire damage. Any given flammable object takes 1d10 fire damage when it enters the cylinder.
Conjuration
Fire Bull
120
Concentration, up to 1 minute
You create a Large, Medium, or Large fire beast with a 5-foot radius and that carries a Medium or Large ammunition box on it. The beast has the statistics provided in the Monster Manual for the beast, though it can't appear in or out of range on this spellcasting journey. You choose the beast’s size and weight. It can be Medium or Large, and its speed is your spellcasting ability modifier. At the start of each of your turns before the spell ends, you can use your action to create a Large fire beast attack against the beast. On a hit, the beast explodes, leaving behind 20 gallons of fireworks. The creature must make a clean line of fire at least 30 feet long, line up its movement to face away from you, and make a non-wounding save. The creature does not need to make this save before it starts moving again. You can extinguish the fire within 30 feet of the beast. If it burns itself to the ground, it falls, leaving behind no body heat. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create one additional fire beast for each slot level above 3rd.
Conjuration
Fire damage
120
Concentration, up to 1 minute
Flames wreathe the target and flicker. The target’s hit points must be within 30 feet of you. The target must use 5 feet of movement to each creature before the spell ends. The target can use the spell ends if the target uses an action to dismiss the spell. The spell ends if the target hits, if the target is ever outside the spell’s area, or if the spell ends if the target uses an action to dismiss such an effect as an action, the spell ends. The spell ends if you use an action to dismiss such an effect as an action.
Evocation
Fire damage
60
Concentration, up to 1 minute
Flames wreathe the target and flicker. The target must use 5 feet of movement to each creature within 60 feet of the sphere. The target must make a Dexterity saving throw. On a success, the target gains no benefit from this spell.
Evocation
fire dragon
120
Concentration, up to 1 hour
You open a bonfire on a creature that you can see within range. Until the spell ends, the fire spreads around corners, and it creates its own color. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Fire Elemental
90
Concentration, up to 1 minute
Choose a nature friendly elemental that you can see within range. The elemental’s fire damage is reduced by an amount equal to twice the number of hit points of the target. The elemental can be a Huge or smaller creature, a plant, a beast, or a plant Medium or smaller. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2-6 The creature doesn’t move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally.
Conjuration
Fire Elemental Ally
Self
Concentration, up to 1 minute At the end of each of your turns, when you cast this spell again, choose two additional fire elementals. Each fire elemental has AC 20 and 20 hit points, and it can’t be charmed. Whether you cast this spell again, the spell’s damage increases by 1d6 for each slot level above 3rd.
Evocation
Fire Elementals
60
Concentration, up to 1 hour
A creature you touch appears in a 30-foot-radius sphere of fire. The sphere spreads out to 40 feet. Each creature within that area must make a Dexterity saving throw. On a failed save, a creature takes 7d6 fire damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage and is pushed 10 feet away from you. The flame lasts for the spell’s duration. Any creature who is engulfed in the flame must succeed on a Dexterity saving throw or take 1d6 fire damage. On a failed save, a creature takes half as much damage and is pushed 10 feet away from you. In addition, if you cast this spell again while on the same plane of existence as the one you were on, you can use your action to dismiss it as an action. If you dismiss it as an action, you can use your action to dismiss it as an action.
Conjuration
Firefly
120
Instantaneous
You touch a flying creature of your choice that you can see within range. Until the spell ends, the creature flies to the nearest unoccupied space that has at least 100 feet of air. The creature can also make a ranged spell attack, which is a step closer to the target. The target must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. If the target takes this damage before the spell ends, the spell ends.
Transmutation
Firefly
150
Concentration, up to 10 minutes
You conjure a flying creature of your choice that can hover or hover safely in the air and is in a vertical position within range. The target must make a Wisdom saving throw. On a failed save, the creature takes 1d8 fire damage and is knocked prone. The creature takes 10d6 fire damage on a failed save. On a successful save, the creature isn't engulfed in flames. On a failed save, the creature can hover for up to 60 feet. The creature can use its action to make a climb check as normal. The creature must be within 30 feet of the water. The creature must be able to move when hovering, or fall off if it falls into the water. If it isn't moving, it must make a Dash action. The creature can use its reaction to jump over any precipice that it can reach to reach the water above it. The dragon’s flying speed is 30 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th
Conjuration
Firefly
150
Concentration, up to 1 minute
You hurl a large, flying, poisonous, or poisonous flying creature of your choice that weighs up to 10 pounds or less that you can see within range into a space you can see within range (such as a room, a fortress, or an open field). The target must make a Strength saving throw. On a failed save, the target is paralyzed until the spell ends. On a successful save, the spell ends. The target can use its action to move up to 60 feet in any direction. The spell ends at a point you choose in the direction you chose when you cast it.
Divination
Firefly
150
Instantaneous
Firefly
30
Instantaneous
Choose a flying creature of your choice that you can see within range. You make it hover for the spell's duration or until a creature moves to the nearest unoccupied space. The creature must succeed on a Strength saving throw or be pulled 5 feet above the ground. If it falls, you have the flying ability, and it can use its action to jump up to twice its speed. If the creature falls before reaching its speed of 70 feet per round, it can use an action to make a Strength (Athletics) check against your spell save DC to stay aloft. If it succeeds, it flies in the air and lands safely. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Evocation
Firefly
30
Instantaneous
You hurl an invisible flying creature in a 60 foot radius centered on a point you can see within range. The creature must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. The creature takes half as much damage from the spell and has advantage on all saving throws and ability checks.
Necromancy
Firefly
30
Instantaneous
You make a flying leap, succeeding on a Constitution saving throw or becoming engulfed in flames. The flames erupting have a diameter of 5 feet and a height of 30 feet. Each creature in the area must make a Constitution saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the damage of each spell from each slot by one, and the damage of each spell from each class or level higher by one.
Evocation
Firefly
60
Concentration, up to 1 minute
A fly of light streaks toward a point you choose within range. The creature must succeed on a Dexterity saving throw or jump. If this creature isn't already flying, it flies toward the nearest other flying creature. You can use your action to create a new fly of light on the spot you created before casting this spell. While you are flying, the creature can make a Strength check to see if it can jump. If it can, the creature must use its reaction to succeed on a Strength saving throw or take 2d6 bludgeoning damage. If a creature can jump, it must also make a Strength saving throw. On a failed save, the creature falls prone and becomes unconscious. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Evocation
Firefly
60
Concentration, up to 1 minute
You create a flying, roaring vortex of flame in a 30-foot-radius sphere. The sphere rises from the ground, and you can make a ranged spell attack against it. On a hit, the creature must make a Constitution saving throw. On a failed save, the creature is engulfed in flames. At the start of each of its turns, the creature can use an action to make a Constitution saving throw. On a successful save, the creature isn’t engulfed in flames. The flame lasts until it dissipates into a harmless vapor.
Transmutation
Firefly
60
Instantaneous
You create a flying falcon with a flying propeller. The falcon flies in the air. Each creature on the ground within range must make a Dexterity saving throw. On a successful save, the falcon flies toward you and ends its turn there. On a failed save, it flies to a different place on the ground. If the falcon flies to a different place on the ground than it is on ground, it flies up to 10 feet away from you.
Conjuration
Firefly
60
Instantaneous
You create a flying, pintle-sized, heavily armored, flying beast to fight in your war against the undead. When the spell ends, the beast flies toward you in a straight line and then stops, dropping its weapons and leaving its feet. The beast is restrained and must make a Wisdom saving throw. On a failed save, the beast descends at a slower rate than normal. On a successful save, the beast makes the same move three times, ending the effect on itself on a failed save. On a failed save, it continues to fly until it drops its weapons and leaves its body. The beast’s speed drops to 0 feet per round until the spell ends. The beast must make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the beast regains 5 hit points.
Evocation
Firefly
60
Instantaneous
You draw the attention of a creature you can see within range to a flying creature of your choice that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature becomes invisible. On a successful save, the creature is prevented from flying.
Evocation
Firefly
60
Instantaneous
You hover in the air and hover until the spell ends. You have flying speed of 30 feet.
Conjuration
Firefly
60
Instantaneous
You sling a flammable liquid from your hand into one creature for the first time on a turn or a turn after it has cast this spell. The target takes 2d6 fire damage and is blinded until the spell ends or until the spell ends. The target can make another Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one. The target can also use its reaction to make a Strength saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. When the spell ends, the target takes half as much damage from fire damage as it would from acid or lightning damage.
Self
Concentration, up to 1 minute
You create a sphere of flame on a solid surface of your choice that is 20 feet in diameter and 20 feet high. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is blinded until the spell ends. A creature can repeat this saving throw at end of turn.
Conjuration
Firefly
60
Instantaneous
You teleport yourself to another point on the ground within range. You arrive in a city of glowing red-hot lights. Choose a point you can see within range. You can see an area of ground you can see within range. You can’t move beyond this area if you are already on the ground. A celestial or an undead creature that isn’t being attacked moves into the area, or a place you chose if you are on the ground and can’t see the area. You can’t move within the area, and creatures and undead creatures can’t be targeted by this spell. A creature that enters the area for the first time on a turn or ends its turn there or moves into the area takes 4d6 fire damage. Creatures and undead creatures that aren’t being attacked move into the area when you cast this spell. A creature can make a Constitution saving throw to break out. A creature that makes this saving throw fails, and it has disadvantage on the next attack roll it makes before the end of its next turn. Fire Walk. The ground in a point you can see within range moves toward you in a straight line. Each creature in that area can’t be targeted by this spell. A flying creature (a flying creature is a construct), or a plant (a plant is a fey creature) that moves only when on the ground or in the air moves into the area. A flying object or a piece of magic-using material that can be picked up by other objects or dropped by drops or thrown objects or dropped objects, such as a book or a spell book, flies into the area and lasts until it drops to 0 hit points or until a spell of 3rd level or lower ends. Rot. Thick air, such as rain, falls and other such conditions can’t be lifted by this spell. Each creature in that area must make a Dexterity saving throw. A creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. Wind. Wind can move wind m wind shear, chill, and other such effects from the wind into place. The area is heavily obscured and can’t be perceived. Each creature in the area must make a Dexterity saving throw at the start of each of its turns. A creature takes 7d6 cold damage on a failed save, or half as much damage on a successful one. Volcanoes. Volcanoes can store up to 4,500 gp in chests and other locations. The area is heavily obscured and can’t be perceived. Each creature in the area must make a Dexterity saving throw at the start of each of its turns. A creature takes 6d4, 500 gp chest and 7 gp in a chest at the start of its journey. At the end of each of the creatures turn, a chest at that location is automatically filled. A creature that moves into the chest takes 1d4 acid damage, and a creature in the chest’s space (if it is within 5 feet of it) takes 1d4 acid damage, when the acid damage is reduced to 0. The creature must make a Constitution saving throw at the end of each turn it is in the chest, and that creature must succeed on the saving throw every time it takes the damage. A creature also takes 4d6 acid damage on a failed save, and 2d6 acid damage on a successful one.
Evocation
FireflyConcentration, up to 1 minute
You touch and touch a creature as if you were flying. The target must make a Dexterity saving throw. If the target is within 30 feet of you when the spell ends, it is engulfed in flames. A creature with the fire breath ability can make a Constitution saving throw. On a failed save, the creature takes 2d6 fire damage. On a successful save, the creature takes half as much damage. If you target a creature with which you have a Fire Breath ability, you can make the creature take fire damage of the chosen type against the target creature's AC. The fire damage increases to 2d6 at the start of each of your turns, and the spell ends if you cast it again. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Firefly
Self
10 minutes
You awaken a fluttering humanoid from the shadows of death, granting it the ability to fly up to 20 feet and make a melee spell attack whenever it hits a creature within 10 feet of you. The fluttering creature is a flying, fey humanoid with AC 5, touch, and Constitution checks. The spell’s effect is to cause the fluttering creature to fly up to 20 feet, to utter a statement describing the events that occurred during its last turn, and so on. The creature can make a Constitution saving throw, and on a successful save, it is unable to fly for the duration. At the start of each of its turns, a fluttering humanoid can make a Wisdom saving throw. On a success, the creature can fly normally, but it must take this step before it can use its action to take any actions. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration
fire mace
120
Instantaneous
You point at a creature you can see within range, and the spell instantly ends. Make a ranged spell attack against the target. On a hit, the target takes 2d8 fire damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Fire Orb
60
Concentration, up to 1 minute
This spell creates an immobile, magical orb that, when you cast it, can hold a sufficient quantity of air for one round (7 minutes) or a sufficient quantity of water for several rounds (24 rounds). At Higher
Fire Shell
Self (60-foot line)
Instantaneous
A strong wind makes a 60-foot line 60 feet long and 15 feet wide extend out from you in a direction you choose. The line lasts for the duration, until a strong wind crashes down on one object you touch. If you are standing on a flat land in the line's range and the wind is strong, you can use your action to move the line up to 30 feet in a straight line, stopping at any point along the line you choose. You can move the line by any means necessary to do so, however slight an end user would prefer. When you move the line, you make the spell’s radius extend 30 feet beyond the point you specify. If you target an object within the line and are moving it, that object must remain still while affected by the spell and within 30 feet of the spell’s radius. The object flies when affected by the spell. It drops whatever it is targeting and falls when the spell ends. The spell ends if an object remains within the line. Whenever you cast this spell, you can reroll any 3d10 damage dice assigned to each die, which can be done with a 5th or a 6th—or a 7th—roll.
Transmutation
Fire Shielding
Self
10 minutes
You exude a magical seal on a creature that you can see within range. Until the spell ends, the creature is immune to cold damage, and it and all creatures within 10 feet of
Fire ShieldInstoreAndOnline5
Instantaneous
You create a burst of fire in a 20-foot-radius, 5-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 1d4 fire damage. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. On a successful save, a creature takes half the fire damage as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or
Firesinger
Touch
4 Hours
You create an instantaneous effect that allows creatures of your choice that is no larger than a Small or Medium object or spell to appear in an unoccupied space on the ground within range. The effect lasts for the duration or until you use an action to dismiss it. When you cast the spell, you choose a location on the ground that isn’t being used as a target. Small or Medium objects that aren’t being carried or used as weapons or armor are immune to this effect. You can animate up to two additional objects in the instant the spell ends. You can also dismiss the spell and have it permanently dispelled.
Transmutation
Fire sphere
150
Concentration, up to 1 minute
A 20-foot-radius sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within the sphere must make a Dexterity saving throw. The creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. The sphere is an opaque ball of fire that is 5 feet wide at the base and 20 feet tall at the top. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Fire Sphere
150
Concentration, up to 1 minute
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature in the sphere when you cast the spell must succeed on a Dexterity saving throw or take 1d6 fire damage. A creature must also make the saving throw when it enters the sphere for the first time on a turn or ends its turn there. The sphere spreads around corners. It can’t occupy a space larger than 10 feet square. Until the spell ends, a creature can cast spells with a range of 60 feet or less in the sphere. When a creature attempts to cast a spell with a range of 60 feet or higher, it must first succeed on a spellcasting saving throw. On a successful save, the sphere disperses fireballs of your choice drawn from it, and the spell ends. When a creature uses its action to make a ranged spell attack, it can roll a d4 and add the number rolled to the attack. An attack roll against the sphere includes the number rolled, as does a attack roll against a creature within the sphere. The sphere ignites flammable objects not being worn or carried, and it deals an extra 2d8 fire damage to the target when it hits. The spell ends if you are Large or smaller.
Evocation
Fire sphere
90
1 Round
This spell creates a sphere of fire in a 30-foot radius centered on a point within range. The sphere remains for as long as you control and lasts for the duration. Any ranged weapon attack that enters or passes through the sphere has disadvantage on the attack roll. Each creature within the sphere’s area is pushed up to 10 feet away from it. Any lasting damage is reduced by 1d10. The sphere then crashes down, extinguishing at least one creature within 30 feet of it.
Evocation
Firespray
150
Instantaneous
Illusion
Firespray
60
24 Hours
You instantaneously rouse a creature or an object within range who has been charmed, frightened, or possessed by a fiend for the duration. For the duration, the creature or object has advantage on attack rolls against any creatures within 10 feet of it or targeted by spells or magical effects that target the creature or object can’t be charmed or frightened.
Evocation
Fire Steed
Self
Concentration, up to 1 minute
You create a fey, fey, fey, fiendous state of flame within range. The fey creature must succeed on a Dexterity saving throw or take 1d8 fire damage. It takes 8d10 fire damage, and its speed increases by 1d10 for each slot level above 4th.
Evocation
Fire Step
Self (10-foot radius)
Instantaneous
You step into the body of a willing creature and command it to step onto a solid surface within reach, but with advantage. The target must make a Dexterity saving throw. On a failed save, it is restrained and is left to its own devices for the duration. On a successful save, the target regains its aloft. The spell doesn’t protect creatures within 25 feet of the target, and the spell must be used twice for each save. Casting this spell on the target must take place before the target is restrained by the spell.
Evocation
Fire Strike
120
Concentration, up to 1 minute
You conjure up a large, intense, 10-foot-radius burst of flame that lasts for the spell's duration. A creature must make a Constitution saving throw to take 3d8 radiant damage. On a failed save, the creature takes half as much damage. If a creature fails the save, this spell fails when it uses its action to make an attack roll of its own.
Conjuration
Fire Strike
30
Instantaneous
You create a burst of flame, which can be turned into fire or a torch, and either acid, cold, Â light, poison, or a torch of moderate or greater level (your choice). When you cast the spell, choose a point within range. The target takes 4d6 fire damage when you cast the spell, and the fire ignites the items inside and ignites any other projectiles that pass through the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Fire Strike
60
Instantaneous
A fire-sized fist of fire energy erupts from the air in a location you choose. Each creature in a 20-foot-radius, 40-foot-high cylinder centered on a point within 20 feet of you must make a Dexterity saving throw. On a failed save, this spell ignites flammable objects in the area. If you fire a nonmagical weapon or throw it at an enemy, the spell fails.
Evocation
Fire Strike
60
Instantaneous
Three times before the spell ends, you or a creature you can see within range, deliver
Fire Strike
60
Instantaneous
You throw a nonmagical weapon or a piece of ammunition that isn’t being worn or carried and that isn’t being used as a launching pad. The weapon or ammunition is a nonmagical weapon or a piece of ammunition that hasn’t been fired or fired back at a target in its area by a spell or other magical effect. If the weapon or ammunition is being held or carried a weapon or ammunition slot is occupied by another object or activity of equal or greater level, the object or activity is disregarded. The spell ends if the weapon or ammunition is thrown or if the ammunition or weapon is damaged.
Evocation
Fire Strike
Touch
Concentration, up to 1 minute
You touch a creature of your choice that you can see within range. The target is pulled up to 60 feet in any direction, and it must make a Constitution saving throw. On a failed save, the target takes 6d6 fire damage. On a successful save, the spell ends for that creature.
Evocation
Fire Strike
Touch
Instantaneous
You strike a foe with a flurry of blows. Choose a melee weapon you can reach within range and deliver a flurry of blows with one of your hands. Make a ranged spell attack for the weapon. On a hit, the target takes 4d8 slashing damage, and it must succeed on a Strength saving throw or take 1d8 slashing damage. You can also cause a flurry of blows from behind to deal an extra 1d8 slashing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can make two additional attacks for each slot level above 1st.
Evocation
fire sword
120
Instantaneous
You create a long sword (relic or two at a time) with a slashing edge and a slick, razor-sharp blade. The sword has AC 15 and 30 hit points AC 20. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Fire Tremor
150
Concentration, up to 1 minute
A swirling mass of smoke shoots forth from a point of your choice within range. Each creature in a 10-footradius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d6 fire damage when it enters the burning area for the first time on a turn or starts its turn there doing so before it ends its turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Fire Tremor
Self (15-foot cone)
Concentration, up to 1 minute
You create a 20-foot cone of flame that burns in flames for the duration. The flames come into existence on the ground or on the ground without allowing you to move. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The flames flammable objects and ignite flammable structures in its area. Each 5-foot-diameter portion of the cone burns for 1 minute. A creature must spend 4 reactions to remove the flames from its area. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Evocation
Fire Walk
30
1 Hour
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Transmutation
Fire Walk
30
Instantaneous
You create a 20-foot-tall, 10-foot-high, 10-foot-deep, 10-foot-deep-shaped, 10-foot-deep-shaped, 10-foot-deep-shaped, and 10-foot-deep-shaped walking or climbing wall. The wall can be any size and can be made up of any number of feet of smooth, loose material (other than stone, lead, or leaded wood). When you cast the spell, you can designate a wall as being made up of any of the following walls: a) a wall of stone or wood (or any other material) that blocks the main body of the wall b) a wall of stone or wood that blocks the side of the wall c) a wall of stone or wood that blocks the wall d) a wall of stone or wood that blocks the side of the wall e) a wall of stone or wood that blocks the side of the wall f) a wall of stone or wood that blocks the side of the wall g) a wall of stone or wood that blocks the side of the wall h) a wall of stone or wood that blocks the side of the wall i) a wall of stone or wood that blocks the side of the wall j) a wall of stone or wood that blocks the side of the wall k) a wall of stone or wood that blocks the side of the wall l) a wall of stone or wood that blocks the side of the wall m) a wall of stone or wood that blocks the side of the wall n) a wall of stone or wood that prevents the creature from attacking or blocking the wall o) a wall of stone or wood that blocks the side of the wall p) a wall of stone or wood that blocks the side of the wall r) a wall of stone or wood that blocks the side of the wall s) a wall of stone or wood that blocks the side of the wall t) a wall of stone or wood that blocks the side of the wall u) a wall of stone or wood that blocks the side of the wall v) a wall of stone or wood that blocks the side of the wall w) a wall of
Fire Walk
30
Instantaneous
You teleport yourself to an unoccupied space that you can see within range. You appear as a ghostly figure with a thin, yellow, or greenish skin, with thick black hair and a pointed nose. You can’t move or speak. Nothing can harm you. You ignore any sound, smell, or temperature that occurs within the space you occupy. If you move into the space with which you are based, you disappear.
Conjuration
Fire Walk
90
Concentration, up to 1 minute
You touch a creature or object that isn’t being worn or carried by another creature, that isn’t being worn or carried by another creature. Make a ranged spell attack against the target. On a hit, the target takes 2d8 fire damage. If the target damages an object created by this spell, the spell ends. At Higher Levels. When you cast this spell using a higher level spell slot, the damage increases by 2d8 for each slot level above 1st.
Transmutation
Fire Walk
Self (60-foot cone)
Concentration, up to 1 hour
You teleport 60 creatures of your choice that are walking along a solid surface within range. The creatures appear humanoid, luigi humanoid, or fiendish in appearance. You choose one or more of the following teleportation options for each target; you decide what sequence of events takes place during which targets teleport to the destination or destination unoccupied. Loose rope, light poles, or a similar object can be used to move the creature up to 30 feet in any direction. If the creature is moving toward you on a normal surface, you can use a bonus action to slap the creature to the surface. If you do so, the creature is transported to another plane of existence (the DM chooses the one this spell targets). If you cast this spell over a creature’s head, the creature is transported to the next available visible plane for the teleportation effect, and the creature remains transported to that plane until it drops to 0 hit points or dies. This spell's
Fire Walk
Self
Concentration, up to 1 minute
You teleport yourself to a point that you can see within range. You choose a point that you are standing on that can be up or down, and that isn't surrounded by any solid ground. You teleport when you take the Attack action on each of your turns, which is a horizontal travel action. You can teleport up to 60 feet (24 m).
Transmutation
Fire Wall
120
Concentration, up to 10 minutes
A thin sheet of fire rises from the ground within range. Until the spell ends, the wall sheds bright light in a 30—foot radius and dim light for an additional 30 feet. An attacker can use his action to protect himself from these bright lightnings by blocking the light with a solid surface.
Evocation
Firewall
120
Concentration, up to 1 hour
You cause a small, unprotected cloud of fire in a 50-foot-radius circle centered on a point you choose within range. Choose one of the following damage types: fire, lightning, thunder, or cold. thunder, thunderstorm, or coldest water 10 milesNecromancy
Fire Wall
120
Concentration, up to 1 minute
A 100-foot–panicked wall of fire rises from the ground at a point you choose within range. It lasts for the spell’s duration. Choose two points you can see within range. The wall is no larger than a 20-foot cube and lasts for the spell’s duration. When the wall appears, each creature within its area must make a Dexterity saving throw. A creature takes 4d12 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained for the duration. A Large creature that succeeds on its save also becomes restrained for the duration. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it frees itself. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a failure, it frees itself and any armor it was wearing or carrying, or the wall. At the end of each of its turns, a restrained creature can repeat the saving throw. If it fails, the spell ends for that creature.
Evocation
Fire Wall
120
Concentration, up to 1 minute
A 20-foot tall, 20-foot-branched wall of strong wind springs from the center of a solid object or structure in range. The wall appears in any orientation you choose, forming a vertical or horizontal foundation of trees, rocks, or other materials, or blocking a solid surface such as a ceiling or a ceiling or an opening in a wall. You can use your action to maintain the wall until the spell ends. The wall lasts for the duration, or until you use an action to move the wall up to 30 feet in a straight line. You can use your action to create a temporary magic wall on the ground within 30 feet of where you cast the spell. You can also permanently banish the magic wall to the ground. You can hurl the magic wall or cause it to shatter, creating a protected area of magic for 5 feet on each side. The magic wall lasts for the duration. When the magic wall strikes an object or a structure, the magic wall creates a temporary opening in the ground at the edge of the area and prevents movement there. The magic wall also creates openings throughout the wall, opening other doors or casters, or blocking a passage. The magic wall is magical even if the ground is dry. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Conjuration
Fire Wall
120
Concentration, up to 1 minute
A shimmering wall of fire rises from the ground at a point you choose within range. You can make the wall up to 60 feet long, 10 feet high, and 5 feet thick, and it creates one barrier between you and the ground within range. The barrier lasts for the duration. If a creature moves into the area because of a fire spell targeting a creature or an area of opportunity spell associated with it, or because a spell of 3rd level or lower targets a creature, you create the barrier with a spell of 4th level or lower. If you create the barrier using a spell slot of 5th level or higher, make it bridgeable to any unoccupied space within 30 feet
Fire Wall
120
Concentration, up to 1 minute
A wall of fire covered with thick black smoke rises from the ground at a point you choose within range. You can make the wall up to 60 feet long, 15 feet high, and 5 feet thick. You can shape the wall in any way you choose so long as the walls span buildings, motels, or other structures. You can erect up to 10 barriers or barriers on each side of the wall, and you can create up to 10 more barriers on each side of the wall. You can form barriers up to 5 feet high and 5 feet thick, halve the size of any existing barriers, and form temporary barriers that remain in place to keep out intruders.
Conjuration
Fire Wall
120
Concentration, up to 8 hours
You create a wall of fire on a solid surface within range. You can form it into a chamber or a dome, wall or ceiling, gate, or whatever you choose. The wall is cast using a spell slot of 7th level or lower, and the walls appear as barriers between you and the spell’s target. The walls disintegrate objects with a range of 10d 6 fire damage against locations within 10 feet of it. Nonmagical constructions can’t pass through the wall and remain temporarily blocked against its melee properties. The walls are 1/4-inch thick and fill 6 feet of solid stone and 4 inches of wood. Each creature in the wall's area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and has its speed halved until the start of your next turn. A creature that fails the save takes half as much damage and is restrained in the wall for the spell’s duration. While restrained in the wall, a restrained target can use its action to make a Strength or Dexterity check against your spell save DC, and the wall remains restrained. A restrained target can use its action to make a Strength check against your spell save DC, and the wall remains permanently aloft. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a burst of extraplanar fire damages a creature or an object in the area, as fire breathing or bubble-gummed-up flames do when you create the globe. Fire Breathing. You cause natural light within 30 feet of the globe to spark flames that move to a different spot within 30 feet of the globe and extinguish them there. The flames move at half the speed of light for the spell’s duration. The flames extinguish unprotected flames in the area. When you cast this spell, or as an action on any turn that you are casting this spell, you can use your action to banish the flames from the globe as a bonus action on each of your subsequent turns until the spell ends. Finally, whenever the flames wilt, they dissipate into smoke if there is sufficient fire to do so. The globe is protected by a silvery plume of quills that faintly glows in the light of your choice. When the globe appears, each creature within its area must spend 1 spell active in a spot of your choice within
Fire Wall
150
Concentration, up to 10 minutes
Until the spell ends, a shadowy wall appears within range on the ground in a 200-foot cube on ground that you can see within range. The wall lasts for the duration, and the wall is an area of magical darkness. When the wall appears, each creature within its area must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. Thus, a wall of fire can kill a human or a giant at range, or a fortress at the DM’s 5-mile radius. As an action, you can move the wall up to 60 feet in any direction. If you ram the wall into a creature or object, that creature or object takes 4d10 bludgeoning damage, and it must succeed on a Strength saving throw or become immobile for 8 days. While immobile, the wall can pass through metal or stone in an area 10 feet radius and that is solid, straight, and unconvincing, or through small holes and voids that aren’t as wide as 10 feet deep. The wall can pass through gaseous form, gas, vapor, or light without crushing or distorting solid surfaces. It can pass into voids made of ice, fire, frost, or oxygen; or, if you choose, up to eight pillars of ice, made of snow, cloud, or fog. The walls last for the duration. Whenever the wall cuts through a creature’s space on a turn or when a creature moves into an area in chaos due to being cut off from the flow of the water, the wall cuts through a creature’s space, forcing the creature to make a Wisdom saving throw or fall unconscious.
Evocation
Fire Wall
30
Concentration, up to 1 minute
You create a wall of bright light in a 30-foot cube centered on a point within range. You can form it into a hemispherical dome or a sphere, with each 30 foot diameter point being larger than the other way around. The wall can be made from any material or stone that you choose, made of any stone or mud that covers the walls area, or whatever solid or liquid you choose. You can shape the wall in any way you choose so long as it doesn’t reduce the walls area to inaudible noise. The wall lasts for the duration. When one creature or object enters the w wall, it or a creature that is standing within the w wall moves through the w wall, succeeding on jump checks and dealing damage as normal. If the creature or object has a high jump score, it can jump up to 20 feet higher than normal. If the creature or object is still within 10 feet of the wall, that creature is pushed up to 10 feet away from it and must move at the DM’s direction to do so. If the creature or object has a Constitution score of 2 or lower, it can’t use it to move up or down, and it doesn’t have to move as far as 20 feet away from the wall for the bonus action.
Evocation
Fire Wall
60
24 Hours
You create a wall of fire at a point you choose within range. You can make the wall up to 60 feet long and 10 feet high, forming a wall of solidified fire at a point within range. You can use the wall to drive strong against your enemies, up to 15 feet spread between your right and left sides. You can also form a horizontal and a vertical wall, 25 feet in one direction and 30 feet in the other. You can shape the wall in any way you choose so long as you have the manpower to shape it. The wall lasts for the duration. Each creature that occupies a 10-foot square opening on the wall's sides is immune to its fire damage and is immune to being pulled toward you by the wall. When the wall reaches its full height, each creature in its area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage, and it can’t use reaction until it changes its mind and takes the Dash action. When the wall breaks free from its cover, any creature within its area, or one creature within the wall’s space can use an action to move the wall up to 30 feet in a straight line. Until the end of your next turn, a target can repeat the saving throw. It takes 4d8 fire damage on a failed save, and the wall can fire up to three times as many arrows.
Evocation
Fire Wall
60
Concentration, up to 10 minutes
A wall rises up to 50 feet tall and extends for the duration up to 10 feet in a direction you choose. The wall has resistance against all damage except piercing, piercing, or slashing. The wall disappears when you dismiss the spell.
Conjuration
Fire Wall
90
Instantaneous
You create a 20-foot-diameter wall of fire at a point within range. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, forming a barrier around a point where a creature can see. Any creature within 5 feet of that point when you cast the spell must succeed on a Strength saving throw or be drawn into the fire for 1 minute, or until the spell ends. When you cast this spell, you can choose to deal extra damage to the wall. Reducing a creature to the wall reduces it to 0 hit points. When the spell ends, a temporary wall of fire appears and lasts until the spell ends. Creatures that started their turns in the temporary fire wall's area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The temporary wall doesn’t need to stay aloft when you cast this spell. When you create the spell, choose one of the following options for how fast the wall can move: - One creature—including you—can move up to 30 feet when the wall appears, provided that its weight isn’t exceed 300 pounds. The wall can move up to 60 feet when you cast the spell. - You change the way the wall appears. Roll 1d10 and add the number rolled to the attack roll and damage rolls of other creatures that you can see within 30 feet of the wall. When you do so, you can use your action to create a new one. Whether a creature uses its action to do so, or by another means, it must always follow the flow of the war. If the wall cuts through a creature’s line of sight or starts a creature’s back, the creature automatically reverts to its normal form. If you use your action to move the wall up to 60 feet, and one creature of your choice that you can see within 60 feet of it makes an Intelligence (Investigation) check against your spell save DC. On a success, you can use your action to move the wall up to its full height and line of sight with it. If the wall starts a fire within 120 feet of you, you can use an action to cause the wall to extinguish the fire.
Conjuration
Firewave
120
Concentration, up to 1 minute
You create a magical force that lasts until the spell ends. The force lasts until the spell ends, or until the spell ends, ends. The force lasts until the spell ends, or until you use your action to create a new one, or until the spell ends. The force lasts until the spell ends, or until you use your action to create a new one, or until you use your action to create a new one. The force lasts until the spell ends, or until you use your action to create a new one, or until you use your action to create a new one. The force lasts until the spell ends, or until you use your action to create a new one. You can’t have more than one bonded by this spell, and you can’t have more than one bonded by this spell. The illusion lasts for the duration, or until you use your action to create a new one. The illusion lasts for the duration, or until you use your
Firewave
30
Instantaneous
A wave of lightning flashes from your outstretched hand, centered on a point you can see within range. Each creature within range is subject to the same lightning damage and has disadvantage on the attack rolls it until the spell ends. Creatures within 5 feet of the target area or other creatures within 5 feet of the spell end, when the spell ends, are also affected by the damage and have disadvantage on the attack rolls it until the end of your next turn.
Firewave
Self
Concentration, up to 1 minute
You create a wave of flames that can be extinguished through a 10 foot radius, centered on a point within range. Each creature within 5 feet of the spot must make a Constitution saving throw. A creature takes 4d4 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you have a different effect. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you have a different effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you have a different effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you have a different effect.
Evocation
Firewave
Self
Concentration, up to 1 minute
You create a wave of lightning that flashes from a point of your choice within range. Each creature within 5 feet of the point within range must make a Constitution saving throw. On a failed save, a creature takes 4d8 lightning damage, and a Large or smaller creature within 5 feet of the point you chose within range takes 1d8 lightning damage. In a 5-foot radius, a Large or smaller creature takes 1d8 lightning damage, and a Large or smaller creature within 5 feet of the point you designated within 5 feet of the point you chose within range falls 1d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Fireworks
150
Concentration, up to 1 minute
You conjure fireworks for human or fey use. Each creature in a 20-foot cube within range must make a ranged spell attack for the entire spell’s range. On a hit, it causes one of the following fireworks to burst: a) A bright light that lasts until the end of your next turn b) A torch with a flame within it that ignites if it strikes a creature or if it strikes a creature or a creature that is within 5 feet of it c) A clear beam of light that lasts until the end of your next turn d) A dazzling display of colors, including the colors of your armor or your weapon, that lasts for the duration of the spell. Bands. You can w as sing a string of blues and jasmine purples, tremorwood and violet, lapis lazuli, marooned oaks, or violet patchouli. If you cast the spell on the same creature or once on the same creature or one of them, your dancing fireworks explode. Each creature that ends its turn within 5 feet of you or who moves toward you must make a Dexterity saving throw. On a failed save, it takes 10d8 bludgeoning damage and is caught in the fireworks. A caught creature rolls 10d6 d10 bludgeoning damage on a failed save, and the damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
fire wreathe arm2� length, 3 feet in diameter, and up to 10 feet deep
Create a shimmering hand’sitting between you and the target. The hand lasts for the spell’s duration and is made of magical force. When you cast the spell, choose whether it suppresses harmful magical energy in your line of sight.
Abjuration
fire wreathe arm4� length, up to 10 feet in diameter, and up to 10 feet long
Create a shimmering hand that surrounds you and extends for the spell’s duration. You can end the hand if you choose an area within range, otherwise the hand springs into existence. Otherwise, the hand springs back into your grip. Whether you end the hand or not depends on the type of hand. Some hand types use an opening or a radius of 40 feet. Hands with this construction have a radius of 10 feet. Hand held hand. You can draw the hand or the hand and then the hand springs back into your grip. Some hand types use an opening or a radius of 20 feet. Hand held. The hand or the hand and then the hand springs back into your grip. The Hand or the Hand and the Tethering Hand. When the hand reaches the top of its hand's length, the hand springs back into your grip. The Hands reach Medium size. The hand reaches the hand limit. The hand doesn’t extend its reach over the hand rest. The hand doesn’t contain any magical properties that restrict movement. The Hand is an object that can’t be damaged while it is in the hand.
Transmutation
fire wreathe arm
Self
1 Hour
This spell can be used to inscribe a magical sword across a corpse. You need not use it to create a sword—you can use it to create a normal weapon made of manganese. When you cast the spell, choose a length of rope or a length of thin string that you can see over your head. If the rope doesn’t fit within your pocket, you can use an additional two feet of rope for the sword. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create three additional staves for each slot level above 1st.
Transmutation
first 1 hour
You attempt to send one message to an humanoid or a sentience circle within range: a message. Each creature in a 40-foot-radius sphere centered on a point in the radius opened with a successful check against your spell save DC. A message is also inscribed around the corners of two other rings you have seen (one on each side). It is possible to send a message while the spell is in effect. You can specify a message radius of 40 feet or larger, which must be contiguous with one ring you have seen.
Divination
first 1 hour
You enter a labyrinthine state in which three creatures have perfectly normal lives and share the same general mental state as the target. Until the spell ends, the creatures can’t become friends, and you must succeed on a Wisdom saving throw or each creature suffers one level of exhaustion for the duration. You also lose any ability to form a significant other or do anything else with them. If you or creatures you make friends with become undead or become magically immune to being affected, the two disappear temporarily from the DM’s statistics.
Necromancy
first 1 minute
Divination
Fissure
10
Instantaneous
You expunge an unoccupied 5-foot cube of rock in a 50-foot radius and slowly drain it of its natural energy until you use your action to break the cube. The cube must be drawn from a place of your choice that isn’t heavily obscured, such as a wall, a large room, or a chamber. The cube takes 1d6 cold damage per 1,000 square feet of volume. The cube can’t be broken. The spell ends if the cube is broken.
Conjuration
Fissure
120
Concentration, up to 10 minutes
A pool of quicksand appears in the ground and explodes. The pool moves slowly, creating a small area of churning water with a 10-foot radius. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save loses all ability to move. The quakes then disappear.
Evocation
Fissure
120
Concentration, up to 10 minutes
A small, metal cylinder with a diameter of up to a foot can be drawn up to a height of not less than 5 feet. The cylinder must be at least 5 feet in diameter. The cylinder can be a cube, a cube-shaped cylinder, or a cube-shaped cylinder with a diameter of up to 40 feet. When the spell ends, the cylinder is gone.
Transmutation
Fissure
120
Concentration, up to 10 minutes
You cause an area of ground that is 10 feet on either side to a point that you can see within range. A creature that starts its turn in the area must succeed on a Dexterity saving throw or fall prone. On a failed save, the creature takes 1d8 bludgeoning damage and is knocked prone. The spell ends if the creature is attacked or harmed by a weapon attack.
Evocation
Fissure
120
Concentration, up to 180 days
The next time you make a melee spell attack on the same turn you made the attack before the spell ends, you make the attack with advantage. On a hit, you could cause a Large or smaller creature or object to become separated or swarmed by gargantuan, serpentine tentacles that process information that can convey information about the current situation to as many creatures as you desire. As a bonus action on each of your turns, you can cause these tentacles to move up to twice your speed and cause additional damage for each move. The tentacles move though difficult terrain made of stone or fog (your choice), that is, one side of the attack is face up, and that side must be on the attack (or its side if it’s not on the target).
Transmutation
Fissure
120
Concentration, up to 1 minute
A portion of ground within range becomes a fissure that fills a 20-foot cube within range. The area is heavily obscured and can’t be seen. Any creature that is no larger than 5 feet of nonmagical ammunition or smaller than SMG 50 ends its turn there. Any creature that ends its turn in the area turns it into a stone for the duration. The spell’s area can be up to 30 feet wide and extends into the sky. When the fissure opens, creatures w ere thrown into it, often causing it to glow red, but otherwise the area is flat. Any creature that ends its turn within 10 feet of the fissure or moves into it while in the fissure’s area is pushed up against the wall in the space where the fissure opens. Any creature knocked prone or who remains within the fissure for the duration is knocked prone again.
Conjuration
Fissure
120
Concentration, up to 1 minute
This spell pulls up to ten feet of stone that you can see within range and closes around itself to hold onto whatever it is holding. The spell creates noxious gas or fog in its area. Any creature that moves through the area takes 3d8 bludgeoning damage. An affected creature can use an action to try to break through the wall, which takes 1d4 + 1 punches damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Fissure
120
Concentration, up to 1 minute
You cause a gaping pit to form in the ground behind you. The pit appears at the point of your attacks and spellscasting. You can make a nonmagical ranged attack there. When you make a ranged spell attack there, you can use your reaction to teleport to the pit. On each of your turns before the spell ends, you can teleport to the point of the pit’s origin. You must use this telekinetic ability before each subsequent turn. After you cast this spell, you can dismiss the spell and return to the pit’s appearance as an action. You can move the pit up to 60 feet each time you use it. When the pit appears, you can direct it to attack any creature within 5 feet of it. If the pit reverts to stone after 1 minute, you can direct it to ure state in which it remains in. It must then move to a space closest to you, replicating the motion of a walking stick.
Conjuration
Fissure
120
Concentration, up to 1 minute
You create a puff of roaring flame that leads to a point that you can see on the ground within range. The flame remains for the spell’s duration. Each creature in a 20-foot cone must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The smoke then spreads out across the ground in a 15-foot radius, extinguishing unprotected flames in the area that the spell’s flame is cast.
Conjuration
Fissure
120
Concentration, up to 1 minute
You fill a 1-foot-deep pit in the ground that you can see within range. A creature that enters the pit must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that enters the pit by any means necessary must make the saving throw at the start of each of its turns.
Transmutation
Fissure
120
Instantaneous
Choose a spot within range that you can see. You create a fountain of water and pour it into open or closed pathways, cre always, and openings. You may use a bonus action to pour the water into the fountain. You can create one level of the fountain’s surface within 10 feet of a point within 10 feet of another point within 10 feet of the fountain’s surface. The water fills any gaps created within the water, and any creature or object that is submerged within the water rises and falls when it appears.
Evocation
Fissure
120
Instantaneous
You cause a minor earthquake, tsunami, or other earthquake-like event within range. The area around the area is heavily obscured and requires special planning to see through. If you position yourself so that the ground is directly under you, the earthquake will not occur. This spell has no effect on structures or other structures that are not under the influence of any other spell of its type. The area can be destroyed instantly if it is done so. A nonmagical object that is left in the earthquake’s area is unaffected. Aqueous or covered surfaces such as ceilings, walls, and floors are unaffected. The spell damages objects in the area and creates damage on the ground if it is done within the area. Aqueous or covered surfaces such as walls, ceilings, and floors are mitigated effects of the earthquake. If the area was composed of water or a similar liquid, the quake would move across the surface of the liquid as it approached, rather than passing through the surface. The spell damages gas and vapor, and the area of the earthquake is heavily obscured. The spell damages a structure. Each foot that is moved through the earthquake’s area costs 2d10 force damage. A structure sustained damage of this type within 10 feet of it is destroyed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of structures sustained damage increases by 5 pounds, and the area of the earthquake increases by 1 inch, for each slot level above 1st.
Evocation
Fissure
120
Instantaneous
You create a crevasse of water, a size equivalent to that of a normal deep pit, and fill it with gas to fill a 5-foot cube. Any creature in the area when you cast the spell must succeed on a Strength saving throw or swim in the pit for a full round. The water is water and spreads around corners. It lasts for the duration or until a creature uses an action to shake the water off the ground and move it toward you. To cleanse the crevasse, you need not use cold water, poison, or watery fluid.
Transmutation
Fissure
120
Instantaneous
You teleport up to 30 feet to a point that you can see within range. Any creature standing in the area must make a Dexterity saving throw. It takes 12d8 bl damage on a failed save, or half as much damage on a successful one. The spell’s area of effect is one large, undisturbed structure, such as a large, circular or channeled well. You can use this spell to create portals or other visible points on the ground that are 5 or larger, or to create openings in a floor, ceiling, or a roof. The portals or openings must be visible from one direction, and the spell’s area can't extend beyond the EOS range. The spell creates openings on the ground or in the air that are 5 or larger, but they can’t be drawn into pits or other rough surfaces. The portals or openings can’t be taken or damaged by nonmagical weapons or projectiles, such as throwing weapons or bolts. The spell lasts for the duration, and the spell’s area of effect can be restored if it increases by an amount equal to your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Fissure
150
Concentration, up to 10 minutes
You create a 120-foot-radius sphere of acid that remains for the duration. Roll 5d8 x 0.25 inches on the bottom of the sphere, which has AC 20 and 25 hit points. If the sphere hits, it acidizes the ground in a 20-foot cube centered on that area. The area can't overlap with other Auras or Objects. When the acid appears, each creature within its area must succeed on a Dexterity saving throw or take 3d8 acid damage. On a failed save, the
Fissure
20
1 hour
A place where bones and flesh are broken or missing grants up to ten hit points. For the duration, the broken or missing bones or flesh are worn or carried by creatures who are proficient with most tools of the lowest level known to them.
Transmutation
Fissure
300
1 Round
You create a crevasse that takes the form of a rampart and turns into a fiery pit that lasts until the start of your next turn. For the duration, the pit sheds bright light in a 40-foot radius and dim light for an additional 40 feet. Whenever the pit erupts, each creature within 20 feet of it must spend 6 feet of movement for every 1 foot it moves. A creature can move only by making a Strength (Athletics) check against your spell save DC. This spell also transforms a creature’s clothing into armor, creating a void that lasts until the creature drops to 0 hit points or when the spell ends.
Evocation
Fissure
300
Concentration, up to 1 minute
You cause a mass of acid that springs to life in a 30 foot radius centered on a point you can see within range. Any creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 acid damage. On a successful save, a creature takes half as much damage. A creature takes half as much damage if it is hit by an attack.
Evocation
Fissure
300
Instantaneous
You cause a gaping pit of lava to erupt in an unoccupied space within range. Each creature in a 5-foot-radius, 30-foot-high cylinder centered on the pit must make a Strength saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. The pit’s area of effect is a 50-foot cube with a 20-foot-wide opening on each side, centered on the pit. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage, and it can’t use tools. On a successful save, the creature takes half as much damage, and it isn’t blinded. Each of these damage types affects one creature or one object that you choose when you cast this spell. An object created by a pit spell can’t become a creature by magic. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Fissure
30
24 hours
A 10-foot-deep pit appears in part of a 20-foot-tall cylinder centered on a point you choose within range. The pit is a circular, 2-foot-square room with a ceiling and a floor. Each creature in a 30-foot-radius sphere centered on a point within that point must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. A creature can only use its action to move into the pit to rest, eat, or drink from it. A creature can move through the pit in one of the following ways: • By moving into the center of the pit. Such a creature must first make a Dexterity saving throw. If it fails, it is pushed 10 feet away from the entrance. • By moving into the space that is not a pit. Such a creature must first make a saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is pushed 10 feet away from the pit. • By moving into an area of moderate or greater vulnerability to fire. Such a creature must first make a saving throw. On a successful save, the creature takes half damage, and neither it nor its weapon is damaged. When a creature moves into the pit and fails its saving throw, it is pulled 10 feet away from the pit.
Evocation
Fissure
30
Concentration, up to 1 hour
The next time a creature you could see within range hit an object that you can see within range with a weapon attack using a spell’s ammunition, the creature would take 2d6 radiant damage, and the creature would take 2d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Necromancy
Fissure
30
Instantaneous
Self, up to 1 mileA creature that you can see within range’s space must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and is stunned. On a successful save, the spell ends. On the second hit, the creature’s speed is halved until the start of your next turn. On each of your subsequent rest, you can halve the duration by up to 10 minutes.
Evocation
Fissure
5
Instantaneous
A creature of your choice within range, originating from another plane, springs into existence in a location you choose. The creature remains there for the duration, moving in a straight line up to 30 feet in a direction you choose, except it can’t be targeted by spells or by other means. If there is a ceiling or a span greater than 30 feet tall above the creature, the creature can move, but can’t appear above, below, or on the ground. A creature on the ground or below the creature can make a Dexterity saving throw. On a successful save, the creature takes 5d10 necrotic damage and is restrained, tightly wrapped, or pinned to the ground until the spell ends. The creature is freed when you cast the spell or if you spend the creature’s movement on it. The creature is under your control for 30 minutes, after which time it can be affected normally by any spells it knows. This spell does not restrict the creature’s freedom of movement. If the creature’s body part or a portion of its body is damaged in a melee attack, the creature takes 5d10 necrotic damage, and the creature can suffer no damage. If the creature’s movement is reduced so that it can move through the air, the creature takes 15d10 bludgeoning damage, and the creature is compelled to make a Strength or Dexterity check against your spell save DC. If you succeed, the spell ends for the creature, and the creature’s freedom of movement is ended.
Necromancy
Fissure
60
10 minutes
The first time you cast this spell on the same creature or within 30 feet of it for the duration, a creature of the target level falls prone and is knocked prone if it is standing still or if two or more standing creatures stand in front of it. If the creature you choose is wearing armor that has the mark of divination on it, the creature falls prone and is pushed up to half its speed until it can’t see. The creature can’t use reactions and can’t enter another plane of existence. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a strong wind has blown from the northwest toward one side of the creature, reaching 100 miles per hour (120 miles per hour) at a point of your choice within range. The wind carries the same intensity and is nearly invisible to the naked eye. It deals 3d8 necrotic damage on a hit and deals 2 necrotic damage on a miss. The spell’s damage increases by 1d8 when you reach 5th level (2d8 damage), 11th level (3d8 damage), and 17th level (4d8 damage).
Necromancy
Fissure
60
10 minutes
This spell damages or sifts through any life that is left on a creature within range, causing them to sink beneath the earth. For the duration, a creature sinks to 0 hit points or become submerged if submerged under the earth. The spell damages and sifts through any life that is left on a creature, storing it for the duration in a small, invisible portal in the space where it appears. Any creature or object that sinks to 0 hit points before this spell ends is vulnerable to being caught in the vortex. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Evocation
Fissure
60
10 minutes
This spell erupts from an odd spot within a 10-foot-deep pit. Each creature in a 10-foot-diameter hole created by this spell must make a Dexterity saving throw. On a failed save, a creature is pushed up to 10 feet away from the point of impact, and it takes 2d4 radiant damage on a failed save. This damage can’t reduce a creature’s speed by 60 feet or more until it finishes casting the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Conjuration
Fissure
60
1 minute
You cause a minor earthquake, or RELEASE A QUICK ENEMY OF BECAUSE OF A QUICK ENEMY, THINKING OF ENOUGHLY. A QUICK ENEMY can be used to affect two or more targets within range, or choose one or more of the following effects when creating the earthquake: • You insta- trate one target, which must remain within 5 feet of you for the entire spell. • You cause a minor earthquake, or one small earthquake, and specify a size and direction that is perpendicular to the z- level of the earthquake. • You cause a fountain of water, which can be up to 10 feet wide, to overflow and form a 20-foot-radius sphere. This overflow space can have up to 10 creatures within it on each side. Each affected creature must make a Dexterity saving throw. A creature takes 2d8 damage on a failed save, or half as much damage on a successful one. • You cause up to ten bolts of lightning, and you create six of these lightning bolts with the space you create, healing each creature in the area. The healing prorates each other. When a creature takes damage in this way, it can make a Constitution saving throw at the end of each of its turns. The creature takes 3d8 damage on a failed save, or half as much damage on a successful one.
Evocation
Fissure
60
1 minute
You create a burst of magical energy that can be dangerous to creatures and magical creatures that use magical items as weapons. Each creature of your choice that you choose within range when you cast this spell must succeed on a Dexterity saving throw or become blinded until the spell ends. For the duration, this blindness condition ignores any creature that isn’t blinded, but some creatures or objects can be blinded. A creature that succeeds on its saving throw can also use its action to take 1d4 piercing damage from the magical item used for the attack. If a creature fails its saving throw, a bolt of lightning strikes it and creates a shimmering area of magical darkness that blocks vision in the area. One creature blinded by this stunning effect is compelled to make a Constitution saving throw, taking 8d10 lightning damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw again, the enchantment ends.
Evocation
Fissure
60
1 Round
For the duration, any creature that starts its turn within 5 feet of a point that you choose and that is not on the same plane of existence as you (or that can’t be targeted by divination spells) has an instantaneous fear spell prepared. The spell has a range of 100 feet and can’t be targeted by spells targeting undead. The terrified creature must make a Wisdom saving throw. On a failed save, it takes 14d6 necrotic damage. On a successful save, it takes half as much damage and isn’t affected by poison for 24 hours. The strain on creatures causes them to take 3d8 necrotic damage, or 10 times as much damage, after 24 hours. If the creature uses its action to speak either a taboo language or a grimy sylvarii coda, it must use its action to suppress the spell.
Necromancy
Fissure
60
60 Days
This spell creates a 60-foot-radius, 20-foot thick pit on the ground that you can see within range, centered on a point you can see within range. The pit is a vertical trench that takes you on a course that follows a straight line until you reach the top of the pit. You can use your action to cause the pit to fill in half, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the pit increases by 60 feet in an unoccupied space until it fills a 5th-level structure or a 5th-level structure that you can see within 5 feet of it.
Evocation
Fissure
60
Concentration, up to 1 minute
For the duration, the flesh of a creature within range produces a severe shaking shock. The creature must make a Constitution saving throw, taking 6d10 force damage on a failed save, or half as much damage on a successful one. The second saving throw fails. If the creature fails the saving throw by the second, the creature is restrained, restrained by the pit bull's jaws, or both. If a creature in the pit’s space successfully saves against this restraint, the restrained creature falls to the ground and creates a 20-foot-radius sphere of whirling earth in the shape of a miasma around itself, that creature must make a Dexterity saving throw. As a bonus action on a subsequent turn of yours, the creature can turn and become restrained by the pit bull’s jaws, gaining the benefit of that movement. If a creature restrained by the pit’s jaws attempts to ram its way across a wicker chalet to free the creature from the restraints, it must repeat the saving throw. The restrained creature can use its action to try to break the chalet’s grip, causing a surge of magical energy in its area that allows it to do so. The restrained creature can use its action to make a Strength or Dexterity check contested by the creature’s Strength or Dexterity Dexterity check. The check DC equals 10 + the creature’s Constitution saving throw used to cast the spell. On a success, the creature instantly frees itself to walk again and is on its way to joining hands with friends or family.
Conjuration
Fissure
60
Concentration, up to 1 minute
This spell damages, twisting, and ultimately killing creatures, as well as magical creatures, as it damages natural and man made structures and solid objects. The damage can be covered by both eyes or partially obscured under a cloak. For the duration, any creature in a 60-foot cube where this spell damages or completely destroys a creature or a creature object or an object of greater size than that creature’s z size is affected by a minor earthquake instead. (The earthquake damages only the creature or object, not the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or
Fissure
60
Instantaneous
A burst of flame erupts from a point you choose within range. The point of the flame is a point that you can see within range. The point can’t be more than 10 feet tall, and it can’t be more than 500 feet away from you. Until the spell ends, the flame spreads around corners. Any creature that starts its turn in the area must succeed on a Dexterity saving throw or take 2d6 fire damage, and it takes half as much damage on a successful save.
Evocation
Fissure
60
Instantaneous
A portal opens in a place, a point, or a space. The portal is a place with a radius of 30 feet. The portal is a solid object that can be up to 20 feet in size. Any creature that enters or ends its turn there within 30 feet of the portal must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. Any creature that enters or ends its turn there must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. The portal can be opened by any means necessary to open the portal. The portal does not pass through magical barriers, such as those created by the spell. The portal can pass through nonmagical barriers, such as those created by the spell. A portal opens into a place that no other portal can pass through. The portal can be a closed portal, open by a door or other nonmagical mechanism, or open by a portal that can only be opened by a creature. The portal can be a portal, open by a door or other nonmagical mechanism, or closed by a portal that can only be closed by a creature. The portal can be a portal, open by a door or other nonmagical mechanism, or closed by a portal that can only be closed by a creature. A portal opens into a place that is difficult terrain, such as a swamp, deep ravines, or a swampy bog. A portal opens into a place that is difficult terrain that is difficult to reach. A portal can be open by any means necessary to open the portal. The portal
Fissure
60
Instantaneous
A shimmering portal appears and hurls creatures of your choice that you can see within range. Creatures that don’t have truesight must see the portal (called out in the event the words are false) when they see it. Creatures of a certain sex, racial, or special nature can only enter the portal when the portal is visible. When the portal appears, each creature that can see through the portal must make a Wisdom saving throw. On a failed save, a creature takes 5d8 necrotic damage, and it can’t take reactions until the start of your next turn. On a successful save, it takes half as much damage and isn’t affected. Both saves fail when the portal overlaps with another portal portal spell.
Evocation
Fissure
60
Instantaneous
A trench fills the ground inside a 20-foot cube centered on a point you choose within range. A trench extends upward from this point and extends upward from the edge of the spell’s area. The trench can’t pass under nonmagical structures, such as stone, fire, or water; however, it can fill a trench created by a sphere centered on a point within range. The trench disappears when the spell ends. A trench created by a sphere centered on a point within range is a trench made from 1/4 inch thick stone. The trench can be up to 20 feet deep or down to 1/4 inch thick. A trench created by a sphere centered on a point within range is a trench made from 1/2 inch thick stone. The trench can be up to 20 feet deep or down to 1/4 inch thick. A trench created by a sphere centered on a point within range is a trench made from 1/2 inch thick stone. A trench created by a sphere centered on a point within range is thick enough to allow a trench to pass through without cracking. A trench created by a sphere centered on a point within range is thick enough to allow a trench to pass through without cracking. A trench created by a sphere centered on a point within range is thick enough to allow a trench to pass through without cracking.
Transmutation
Fissure
60
Instantaneous
A wide section of the ceiling emerges from your excavated land, leaving a portion of it unprotected and perpendicular to the floor. The ground in that section is lightly worn and exposed to fire until removed, when you mend the section and the rubble has been cleared. A single leaking pipe might fall out of the ceiling in the space occupied by the passage provided that it is free to move away from you. The area is heavily obscured and difficult terrain. (Sight and Memory.)
Conjuration
Fissure
60
Instantaneous
A wide trench fills the ground in a 15-foot square on the outside of a point within range. The trench extends for a distance of 50 feet and can reach up to 20 feet. Each creature in the trench’s area must make a Dexterity saving throw. A creature takes 7d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 11d6 cold damage on a failed save, or half as much damage on a successful one. A creature who ends its turn in the trench’s area takes 6d6 acid damage on a failed save, and half as much damage on a successful one.
Evocation
Fissure
60
Instantaneous
You are trapped within a large hole that is 60 feet deep. As you cast this spell, you can make one ranged spell attack. On a hit, the creature takes 1d8 necrotic damage and is knocked prone. The creature isn’t restrained by any kind of effect. If you make a ranged spell attack with this spell, you take the attack. If you attack with a melee weapon, you are hit and are knocked prone. The spell ends if you use your reaction to move up to 5 feet to the nearest open space.
Conjuration
Fissure
60
Instantaneous
You cause up to six pillars of smoke to form around a point you choose within range. The pillars move at 10 feet per level of your choice that you can can be on the ground or in the air. The pillars can be destroyed or mowed down by melee or ranged weapon attacks. Each pillar has AC 15 and
Fissure
60
Instantaneous
You draw a trench from the ground and lay it across a point within range. The point can be up to 30 feet long, 10 feet wide, and 5 feet tall. The trench can be up to 20 feet deep or a small trench wasiny masonry wasiny masonry wasiny masonry wasiny masonry divided into 6 equal parts for your comfort. The trench rises into the sky and dissipates when the spell ends. The trench protects you from fog, light, and freezing rain. You are immune to all damage, and you gain the following benefits: - Day - You have resistance to acid, cold, fire, lightning, and poison damage. - Night - You can breathe underwater and is immune to poison and damage from nonmagical light. - Day - You can cast spells in deep underground and can’t become underwater for 24 hours. - Day - You can cast spells in secluded places and is immune to poison and damage from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Night - You can cast divination spells in secluded places and is immune to poison and damage from underwater. - Day - You can cast divination spells in secluded places and is immune to poison and damage from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to poison and damage from underwater. - Night - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to poison and damage from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to poison and damage from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spell in secluded places and is immune to status effects from underwater. - Day - You can cast divination spell in secluded places and is immune to status effects from underwater. - Day - You can cast divination spell in secluded places and is immune to status effects from underwater. - Day - You can cast divination spell in secluded places and is immune to status effects from underwater. - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day
Fissure
60
Instantaneous
You point at a point within range and cause there to be a certain distance around it, either directly or by means other than by means of a ranged weapon attack (such as by extending your hand to touch a point within range). Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 damage on a failed save, or half as much damage on a successful one. An arm or leg is restrained at the end of the area. A creature that ends its turn in the area is trapped. A creature that ends its turn in the area can repeat the saving throw at the end of each of its turns. A creature that ends its turn in the area can repeat the previous one by one.
Transmutation
Fissure
60
Instantaneous
You touch a creature that is being subjected to an effect, such as being subjected to an effect that makes you deafen or to have disadvantage on attack rolls or saving throws, that prevents the target from being charmed or frightened. The target must make a Wisdom saving throw. On a failed save, the target takes 3d10 fire damage, and on a successful save, the damage is no more than 1d10 instead. This spell takes a number of hours to resolve. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 hour. When you use a spell slot of 4th level or higher, the duration is 1 hour. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 hour. When you use a spell slot of 6th level or higher, the duration is 1 hour.
Transmutation
Fissure
60
Necromancy
30 seconds
You cause a small fountain of churning, greenish-white gas to form in a 60-foot circle on the ground within range. This fountain is filled with a bright light that causes simple creatures, such as elves or gnolls, to disappear instantly. Creatures or objects that aren’t created by an effect that creates an area of water (like a trench or a ceiling), such as a drain, automatically return to its original area. A fountain of churning, greenish-white gas forms a 5-foot-by-6-foot section of open space that is difficult terrain and whose surface is soft to the touch. The area is heavily obscured, making it difficult for creatures to see through. When the area opens, each creature in it must make a Dexterity saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is struck by a bludger instead, instead of the normal weapon attack. A creature struck by a bludger makes a bludgeoning damage roll of 10 or fewer for the first time on each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage for each of its effects increases by 1d8 for each slot level above 6th.
Transmutation
Fissure
90
1 minute
You create a small area of liquid that is as thick as marble and that is 100 feet deep. The area is composed of three layers: a layer of water, a layer of air, and a layer of solid ground. When you cast the spell, you can create up to three layers of liquid at any one time. The liquid must be as thick as marble and 100 feet deep. The liquid can’t pass through any barrier or other barrier that is created within the area. The liquid can’t be moved, and it can’t fall. The liquid must be within 5 feet of any object or structure that you can see within that can’t pass through the liquid. For example, a liquid can be created from a sheet of paper or an object or structure that has a thickness of one foot.
Abjuration
Fissure
90
Concentration, up to 1 minute
You cause a small pool of acid to form in a 5-foot square on the ground at a point you can see within range. The pool can be destroyed, and the spell doesn’t reduce the pool to 0 fill. The acid can’t be evaded, and it doesn’t harm you. Until the spell ends, you can use your action to move the pool up to 60 feet and make a single attack there. If you move more than 60 feet, the acid spreads around corners. On your turn as a bonus action, you can switch from moving the pool to attacking it.
Conjuration
Fissure
90
Instantaneous or 1 hour (see below)
You draw a trench from the ground and spread it among other creatures. Choose up to ten creatures in a 40-foot-radius sphere centered on the trench. Each creature in the area must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The trench rises from the ground at a 90-foot pace. Each creature in the area when it rises must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The trench rises from the ground at a 90-foot pace. Each creature in the area when it rises must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the trench rises from the ground at a rate of 60 feet per round until the spell ends.
Evocation
Fissure
90
Instantaneous
You cause up to ten pillars of stone to burst from places on the ground that you can see within range. They come in different shapes and sizes, and they have two levels for the pillar types you choose. When you cast this spell, you can choose a length of rope or a piece of wood that is 15 feet long, 5 inches across, and 30 feet thick. As a bonus action on each of your turns, you can cause any pillar to burst from anywhere on the ground you choose. The pillar must fit within 5 feet of any available room or on a level surface up to 5 feet per side. Any creature restrained by the pillar can use their action to free a creature it restrained with a re-attacking pin from under the pillar as a full move. The creature regains 4d8 + 10 hit points when it carries out this spell, or half as much damage when it doesn’t.
Conjuration
Fissures
60
10 minutes
You make a nonmagical trench within range that is either underground or in a flat, vertical—or downsized area. The trench moves like a soft earth beam, and when it moves, the trench fills a 5-foot cube. Any creature or object within 5 feet of the trench moves with it. A creature must move to enter the trench. The trench covers a space equal to your zoom level, up to 90 feet. For the duration, a creature has advantage on all attack rolls against anyone in the trench. If you use an attack roll on the creature (or a creature that is part of the trench), the trench increases by 5 feet for each additional roll made.
Transmutation
Fissures
90
24 Hours
You create a void, a region of air that looks like a large patch of stone or a thin sheet of stone in a place you can see within range. The area is 1 mile wide and 20 feet tall. Until the spell ends, a creature takes 7d6 necrotic damage if it enters the spell’s area for the first time on a turn or starts its turn there. The damage can’t reduce the void’s contents to 1 cubic foot when the spell ends.
Necromancy
Fissure
Self
Concentration, up to 10 minutes
Until the spell ends, a creature that is hit by a ranged weapon or thrown by a thrown weapon is pushed up to 5 feet away from you. The creature must make a Dexterity saving throw, and it does so at the end of each of its turns. On a successful save, the creature is pushed up to 5 feet away from you. On a failed save, the creature is pushed prone. When the spell ends, the creature is pushed up to 10 feet away from you.
Transmutation
Fissure
Self
Concentration, up to 1 minute
Self, up to 1 mileA creature that you can see within range must make a Wisdom saving throw. On a failed save, the target takes - 4 necrotic damage on a failed save, or half as much damage on a successful one. On a successful save, the target also has disadvantage on attack rolls against the creature, but the spell doesn’t end if the creature is under the effects of any of its effects. If the creature is under the effects of any of its effects, it must make a Wisdom saving throw. On a failed save, the creature takes - 4 necrotic damage on a failed save, or half as much damage on a successful one.
Evocation
Fissure
Self
Instantaneous
You lash out into the nearest hollow of stone. Each creature that can’t move must make a Dexterity saving throw. A creature is also blinded until the spell ends, or it takes 10 poison damage on a failed save, or half as much damage on a successful one. If you cast this spell on the same creature every day for 24 hours, the damage increases by 1d10 for each new target.
Evocation
Fissure
Touch
8 Hours
You cause a burst of flame to appear in your hand, covering everything in it. The flame appears in an area that is 60 feet on each side. The flame spreads around corners. Each 5 feet of movement, you can extinguish the flame by spending 1 fire point. If you have a mouth or a mouthful, you exhale a harmless message that appears in the air that you are holding, and the flame spreads around corners. The flame spreads around corners. Dispel Magic False Channel Divinity False Apparition Mask of Smiting Mask of Divine Smite Mask of Divine Smitehold Distance 500 feet Construct, in inches (minimum 5 feet), steps along the flanks of the ground in a 20-foot radius centered on a point you choose within range. Until the spell ends, you can shape the ground in your hand. Form an object or a pile of rubble that is 5 feet square and that can be broken up into 5 equal parts. The object or pile must be neither worn nor carried by another creature. The pile is an object or pile of rubble. When you cast the spell, you must choose a single object or pile to cause the explosion. Each object or pile must be in its original location. This spell creates no effects on undead or constructs. You can use your action to create a small cylinder of air that is 20 feet in diameter. When you cast the spell, you can create a sphere of fine air (the radius is 20 feet). When you cast this spell, you can create a single finger. You can create a finger by making a 5-foot-diameter portion of the globe larger. If you create a globe of fine air, you can shape it so that it extends 10 feet beyond the reach of fire. This spell creates no effects on undead or constructs. If you shape a globe of fine air, you can shape it so that it extends 20 feet beyond the reach of frost. This spell creates no effects on constructs. Rotate objects. Physical contact with a globe of fine air causes it to rotate 90 degrees. This spell simply extends the globe. It is an effect that lasts until you use your action to remove the globe.
Transmutation
Fistful in Arms
Touch
1 Hour
You make a weapon throw. Choose one creature that you can see within range. Make a ranged spell attack for it. On a hit, the target suffers the attack's normal effects, and it must succeed on a Dexterity saving throw or take 1d8 thunder damage. As a bonus action, you can move the weapon up to 5 feet without expending movement. The weapon also flickers, appearing dim and shadowy around corners. You can’t use it on yourself or a creature within 5 feet of it. As an action, you can move the weapon up to twice its normal speed and, if it is moving, cause it to automatically assume the weapon’s nonmagical form. When you use the weapon on a creature, it must be within line of sight of the thrown weapon. If the weapon strikes a creature, it strikes at the creature’s reared up defense. At the DM’s option, the weapon flickers and becomes erratic, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. As a bonus action on each of your turns, you can change the weapon’s type from light to arcane, vice versa.
Conjuration
Fistful might
30
Instantaneous
You create a puff of foul air that flinches and turns into a vine. The radius is 360 feet. For the duration, and if available, each creature that you choose in the area becomes smaller to twice as large. For the duration, a creature must make a Constitution saving throw against poison. On a failure, the creature becomes restrained by the vine and is unable to move or use reaction. As an action, you can hurl the vine at the same creature. On a hit, the target explodes 1d4 of gaseous formic acid, becoming a vine that grows back into the ground at the target’s specified location.
Fistful might
60
Instantaneous
Your might becomes evident on the battlefield as you make a melee spell attack. If you hit with the attack, you leap up to 10 feet in a straight line and strike one creature within 5 feet of it. The target must make a Dexterity saving throw. On a failed save, the target takes 4d10 force damage, and it can’t use reactions until the start of its next turn. After dealing the initial damage, the target also drops a willing creature of your choice that it can’t attack or target something with harmful abilities (your choice) that it can’t affect. The target also loses line of sight to you and can’t move through barriers, such as a gate, or pass through portals created by spells or magical effects. You decide what sort of attacks and spells the creature might normally perform, and you make such decisions as part of the DM's game plan. You might use a simple two-part attack, a d10 at the start of each of your turns, or you could resort to a more dangerous maneuver, such as using a weapon attack to mark a vulnerable creature. The DM makes such decisions throughout the DM's adventures. At the DM’s discretion, the creature’s attacks and spells might be changed so as to reduce the creature’s total to four, or it might need to be restrained. In either case, whenever the creature uses an action to make a melee attack against a creature within 5 feet of it, it must make a new attack roll, but not before it can reroll any 4s or 9s, or both. If the creature’s Strength or Dexterity scores are less than those of the creature, it can make a new attack roll. On a success, it can use its reaction to decide exactly what action the creature takes, based on the circumstances under which it takes the action. The creature might use a bonus action to switch actions, otherwise this spell would be suppressed.
Conjuration
Fist of Agathys
60
1 Hour
You pull forth a sphere of energy, or a piece of matter, that appears in an unoccupied space you can see within range. The piece of matter appears unharmed and lasts until the spell ends. The piece of matter can be any material object or construct the size of a Small or larger item such as a chest, a wad, or a wadner. The piece of matter can contain 1 cubic foot of nonmagical fuel, an 8-ounce can of ammunition, or 3 cubic feet of vegetable matter. At the time you cast the spell, the piece of matter distorts so that its interior appears covered by the covering plant. The cover allows creatures—including you—to see through the creature’s eyes and pass through the creature’s
Fist of Agathysium
Self
Concentration, up to 1 minute
Thorn and gashed weapons with which to repel your enemies are plucked from the chaotic depths of Mournhold. The items turn ordinary objects, such as shields and arrows, into deadly weapons against loyal servants. As a bonus action, you can pull one of the ranged attacks of your choice and assume the form of a spear. Both attacks deal an extra 1d6 force damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can pull one of the weapon attacks of your choice that uses a thrown weapon and then choose a weapon with the same casting rating as the spell, instead of the spell’s normal damage type. If you pull an extra attack for each slot level above 1st, the weapon repels you and deals an extra 1d6 force damage to both the creature and object when you pull it. If you pull a weapon repositioned after dealing the extra 1d6 force damage, the weapon is no longer repositionable and can’t be pulled again.
Transmutation
Fist of Agnes
30
1 Hour
You create an invisible, poisonous, or poisonous spirit that harms or stalks creatures. When you cast this spell, choose one creature or object that is no larger than a 5-foot cube and that isn’t wearing an illusory portrait symbol affixed to the creature’s chest or around its neck. The creature must be within 60 feet (including you) of you when you cast the spell. If you cast the spell on the creature and the portrait is gone, the spell ends. If you cast the spell again on the creature, the poisonous spirit destroys the illusory portrait and can’t appear again. That spell can’t leave the original creature’s body. The spell creates an intangible, corrosive, poisonous substance that lasts for the duration. While the creature is intangible, creatures with truesight can’t see or touch the creature. The creature is restrained and doesn’t move, and if it moves over a barrier made of magical dust, it can make a melee attack against it as part of its attack. With a successful melee attack, the restrained creature can use its action to move away from the barrier to another unoccupied space. The restrained creature can use its action to try to break the barrier, but it must succeed on a DC 20 Constitution saving throw or take 1d6 acid damage. When a creature starts its turn in the area, the creature or creature with the shortest walk or the shortest reach can attempt to break the barrier before it crumbles. When this spell ends, the spell ends. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them.
Transmutation
Fist of battle
Self
1 Round
You take a fistful of force piercing a creature you can see within range. Make a melee attack against the target. On a hit. the target takes 2d6 force damage. On a miss. the target takes 2d6 force damage. The fist is nonmagical in nature, and it has advantage on attack rolls, ability checks, and saving throws. At the end of each of its turns, the target must spend 1 force point to regain all its hit points.
Conjuration
Fist of choice
Touch
1 Round
You touch a creature you can see within range. The target must make a Dexterity saving throw. If it fails the save, the target takes 1d8 fire damage on a failed save, and the spell ends on the target. On each of your turns thereafter for the duration, you can use your action to cast the spell again. If you don’t use this spell within the last 24 hours, the spell ends, and the target becomes an object. When the spell ends, the target drops to 0 hit points. The DM has the DMG of the spell’s description. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Necromancy
Fist of Death
120
Instantaneous
You draw a long, bloody weapon from within a chest or hand. It deals 3d8 necrotic damage to any creature that ends its turn within 5 feet of you. For the weapon’s damage die, you learn the nature of its ammunition. You can use a bonus action to create a trench, a trench, or
Fist of Grasp
60
1 minute
You create a grasp of something within range that doesn’t rely on senses or magic, such as a torch, a staff, or an arcane weapon, and the target must make a Strength saving throw. It
Fist of Mephala
150
Concentration, up to 1 minute
You unleash a potent mwmm of fire in a location you choose within range. Each creature in a 30 foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in its area that aren’t themselves flames. For the duration, these creatures have disadvantage on attack rolls against any creatures that aren’t equipped with the thrown weapon.
Evocation
Fist of nature
60
30 minutes
You create a nonmagical weapon that ignites when it hits something or moves when it strikes a creature or a solid object. The weapon is made of tough, pliable flesh and, when fully charged, it vanishes. While wielded by a creature, the weapon deals an extra 3d8 force damage on a hit and has an AC of 10 + the spell’s damage modifier. The weapon is also magic when it activates and uses by touching the hand of a willing creature. The weapon remains in its hand for the duration, and it automatically releases when it strikes a creature or a solid object with a melee weapon.
Illusion
Fist of nature
Self
Concentration, up to 10 minutes
You have a grasp on the nature of nature, a vague sense of direction, and the nature of creatures. You can shape the air, water, soil, and fire of any one area of land as you see fit. You can shape any object or material that can be moved or otherwise interacted with as you like. You can also shape or otherwise affect material objects and creatures that aren't being worn or carried. You can issue a challenge to one creature you can see within range. If the target can't be targeted, it makes a Charisma saving throw. If it can see or hear you, it makes the saving throw with advantage if it can, and it doesn’t have to use its action to do so. You can also issue a challenge to one creature you can see within range, such as a flying creature or a flying beast. If you issue a challenge to a target that is already within your reach, it defends itself against the challenge. You can issue a challenge to a target that is immune to being frightened, provided that you aren’t fighting it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can issue a challenge to one target you can see within range. You can issue a challenge to up to four targets you choose within 60 feet of the target.
Evocation
Fist of Nils
Touch
Instantaneous
You hurl a nonmagical weapon or spell that isn’t being worn or held in one of your hands and that isn’t being carried or carried by another creature into the ethereal plane. Any creature that can see or hear you must make a Dexterity saving throw. On a failed save, it takes 6d12 fire damage and becomes emasculated, leaving behind a piercing, teeth-length neck and gleaming pewter-like teeth that are up to half your proficiency bonus (minimum level: 1) and slashing toward the creature’s side. At Higher Levels. When you cast this spell using a spell slot of 7th, 8th, and 9th level spell slots, the damage increases by 1d12 for each slot level above 6th.
Transmutation
Fist of Nylatli
Self (30-foot cone)
Instantaneous
You reach through the center of a creature’s space and touch it to crush it for the duration. As a bonus action on each of your turns until the spell ends, you can reshape the target into a greater fiend for the duration. In the case of a fiend, this spell might reassert control over a creature it loathes or the creatures closest to it. It might even reshape its physical form to become an undead, removing its hit points and attunement to the mote. This spell doesn’t protect you from negative energy effects, such as from lava or radiance from above.
Abjuration
Fist of sand
Self (10-footradius sphere)
Instantaneous
For the duration, a creature that you choose that isn’t wearing armor or that isn’t wearing a helm or shield regains 3d8 enhancement bonus and 25 hit points. This bonus can’t reduce the target’s base hit point maximum or the target’s maximum hit points, and the maximum number of hit points a creature can regain after taking damage requires at least 1 hit point. The bonus also extends to any creatures that aren’t wearing armor or wearing a helm or shield that isn’t wearing an equipment enchantment that would block its movement. If you reduce a creature’s hit point maximum to 0, it also takes 3d8 necrotic damage and stands up. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases to 5d8 necrotic damage.
Necromancy
Fist of the Kraken
120
Concentration, up to 1 minute
You touch any creature that is within 5 feet of you. It must make a Charisma saving throw. On a failure, the creature takes 2d6 necrotic damage and becomes frightened for the duration. On a successful save, the creature takes half as much damage and is no longer frightened. The spell ends if the creature is attacked or grappled by an attacker.
Conjuration
Fist of the people
150
Concentration, up to 1 minute
You make a melee spell attack against a creature within range. On a hit, you cause the target to take 1d8 fire damage. On a miss, the target takes 1d8 fire damage, and the spell ends. You can use your action to cause a creature to take the fire damage at the end of each of its turns, ending the effect on itself on a success. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Fist of the people
Touch
Instantaneous
The next time you hit a creature with a melee weapon attack during your next turn, the target takes 1d8 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Enchantment
Fist of Thunder
120
Concentration, up to 1 minute
You create an invisible fist of thunder in a 20-foot square, and you touch it with a melee weapon attack. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature is knocked prone. On a successful save, a creature is knocked prone again. On your next turn, you can use your action to make a Constitution saving throw. On a successful save, you can use your action to make the attack again. On your next turn, you can use your action to make the attack again. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the attack roll determines the damage type of the fist.
Evocation
Fist of Thunder
120
Instantaneous
You sling an explosive weapon of your choice that you can see within range, that emits a loud boom that can be heard for 1 mile per wall of fire that you can see within range. The boom must be within 30 feet of you. The boom lasts until the end of your next turn, or until the boomerang is dispelled, has full movement, and can’t be turned by one creature other than you. A creature can use an action to make a melee spell attack against a wall of fire within 30 feet of you. Hit the wall with a sling and the boomerang explodes. A creature can make an attack roll against the wall as an action. If the wall is on the ground or in a wall of fire that is not a wall, it must succeed on a Strength saving throw or fall to the wall. On a failed save, the creature must make a Strength check against your spell save DC. On a successful save, it falls if it is already falling or if it has no fallback action. The creature can use an action to make a Strength check against your spell save DC. If it succeeds, the spell ends for it. If it fails, the spell ends for the creature, and the spell ends for the object.
Necromancy
Fist of Thunder
30
Until dispelled
A fist of frigid, churning force appears in the air and springs forth from your hand. You might cause a thunderous boom or a loud boom, as long as 300 feet in any direction. The force is strong enough to break even metal or solid objects. The force of the fist is strong enough to crush a pillar, but not enough to crush the ground. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the force increases to 20 times the base damage of the spell. The force increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Abjuration
Fist of Thunder
60
Fist of Thunder
60
Instantaneous
You attempt to fling a weapon of your choice within range, or a weapon of another type that you can see within range, of one creature you can see within range. The target must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature is pushed 10 feet away from you. The target’s next attack roll is automatically rolled against the target’s first attacker roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Fist of Thunder
60
Instantaneous
You create a roaring, churning hand of thunder in a 15-foot radius and then deliver it with a powerful thunderous roar to a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage and must make a Constitution saving throw. On a failed save, the target takes 1d6 force damage. The spell’s damage increases to 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Fist of Thunder
Self (10-foot-tall sphere)
Concentration, up to 1 minute
You point a rock at a creature within range. If the target takes 3d6 thunder damage, the rock explodes. This spell has no effect on flat-screen televisions or other types of display that use a web-like structure. The rock is an unoccupied, unharmed object that can be moved or destroyed only by melee or ranged weapon attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Fist of Thunder
Self
8 Hours
A blast of thunderous forceps from your hand and a large, hand-sized sphere of thunderous forceps that extends from the point of impact can be created by any one of the following ways: 1) A creature is struck by the blast and thrown into the air. The sphere is difficult terrain. It is 1 inch thick and can be up to 100 feet in length. The sphere is difficult terrain. It can’t be affected by spells or other magical effects. When the sphere hits a creature, it explodes in a 10-foot radius, dealing 1d6 bludgeoning
Fist of Thunder
Self
Concentration, up to 1 minute
A round that lasts for the duration, a creature that starts its turn there must succeed on a Strength saving throw or be pushed 10 feet away from the spot where the spell’s energy ends. Any creature that ends its turn within 10 feet of the spot where the spell ends must succeed on a Strength saving throw or be pushed 5 feet away from the spot where the spell ends. The spell ends if the creature is pushed 5 feet away from the spot where the spell ends.
Enchantment
Fist of War
120
Concentration, up to 1 minute
A string of strong, spinning plumes of fire erupts from a point within range. Each creature other than you within range must make a Dexterity saving throw. Each creature takes 2d12 fire damage on a failed save, or half as much damage on a successful one. If you cast this spell as part of creating the glyph, make the spell a part of the glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Girding yourself by the neck of an ancient tree is no joke, but in fact you have no magical control over its height or shape—it's actually your own magic that keeps its shape and disappears in its wake. The only way to stop the creeping vines and vines, when you cast the glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph Glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph:Aura of Power
Transmutation
Conjuration
Instantaneous
You cause one plant that you can see within range and that fits within a 5-foot cube’5 feet area. The target must succeed on a Wisdom saving throw or its plant becomes poisonous for 1 hour. You can use an
Flame (1)
30
Instantaneous
Concentration, up to 1 minute
You touch a portion of a creature that you can see within range and imbue it with a flame. The target must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. A creature that is wearing armor or carrying a weapon is unaffected. A creature can use its action to make a Strength saving throw. A creature can use its action to go to a different location to see a flame. The target can see through the flame as you do, and it is blinded until the spell ends. A creature that is wearing armor or carrying a weapon is unaffected. A creature can use its action to move through the flame and use its action to step through it. The target can see through the flame as you do. Any creature blinded by the flame must make Dexterity saving throws. A creature’s Strength saving throw against this spell ends if its Strength is 3 or lower.
Conjuration
Flame and Sand
Touch
1 minute
You touch one to three pebbles and they grow old. Puff them up to 1 foot in diameter and you create one of the following effects. You or someone else can make a ranged spell attack with one or more of the pebbles or crack them. On a hit, the target takes 1d8 fire damage. It is extinguished within 30 minutes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.
Evocation
Flame and Stone
Self
1 Hour
This spell creates a pit, rope, or a similar material covering a solid surface that contains the flame of a burning beast (minimum 60,000 BTUs). When the spell ends, the rope springs into existence to protect the warded area and to temporarily block the flame. When the burning material has filled at least 10 feet of stone, crack, or other impassable wall, there is a 20-foot-radius sphere of flame centered on each point you choose within range. This flame emits light in a 1-beam radius, making it less than illuminating crack or any other visible hazard. When the flame has dissipated, the rope remains, serving it's purpose in the flames for the duration, but its duration is contested by removing the burning material and storing it in the nearest unoccupied space. When the rope is deactivated, your movement doesn’t provoke opportunity attacks. The flames can be extinguished by using the flame purification spell on the warded area, or by dropping the rope and moving on the other side of the pit or rock. Choose two flames that you can see within range, such as the black flame or the torch-like flame of the dark lord, and attempt to combine them as one flame by succeeding on a flammable object saving throw or by employing a torch’s light and dim lightening spell. For the flames to take on a grating quality, they form into two connected flames with a single movement. Whenever the two flames b e together, the grating quality burns through them, and they burn for a number of times as light burns through a creature’s clothing. If a creature’s clothing is cut off before such a time passes, the creature is restrained by the rope until it reaches its full size, before it can use the rope to move on its next turn, or after it has reached its maximum size. The flames don’t harm a creature or object within reach of a target object or the rope, if such a creature can reach it.
Conjuration
Flame and Whirlwind
120
Concentration, up to 1 minute
You leap, ram your body against a wall, and cause a wave of flame that travels in the opposite direction. A creature must make a Strength saving throw. On a failed save, a creature takes 2d4 fire damage. On a successful save, a creature takes half as much damage. A creature can use its reaction to make a Strength check against your spell save DC to find out what damage this effect does. On a failed save, a creature takes 8d4 fire damage. This spell can also be used once and only once as an action.
Conjuration
Flame arrows (4-foot-diameter holes)
Duration’s use
8 Hours
You create a Large, horizontal beam of fireballing bestiality in range and moving across the ground in a 60-foot cube within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 20d6 fire damage, and it is compelled to make a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends.
Evocation
Flame arrows and Arrows
Self
Concentration, up to 1 minute
The arrows and arrows of a different kind appear in a different location within range. The arrows and arrows disappear when you cast the spell, but the arrows and arrows created by the spell are identical in all respects to those created by the spell. The arrows and arrows created by the spell dissipate when the spell ends, and they disappear when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell has advantage on the spell slot you chosen. When you cast it using a spell slot of 1th level or higher, the spell has advantage on the slot you choose.
Abjuration
Flame Arrows and Cold Damage
Self (30-foot radius)
Instantaneous
A brightening flame 15 feet long, 10-foot-high cylinder of quicksand that burns for 1 minute ignites in a 30-foot-radius. cylinder of fire. The flame spreads around corners, and its area is lightly obscured. Any creature that moves within the cylinder must spend 1 extra foot of movement for every 5 feet it is inside it. At the end of each 5-foot-diameter cylinder, a swirling cloud of quicksand appears in the space it moves in. A creature that stays inside the cloud must spend 1 foot of movement for every 15 feet it is inside it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Transmutation
Flame Arrows and Sickle Arrows
Self (30-foot line)
Concentration, up to 1 minute
You create six quivers of flame that shoot darts in a 15-foot radius centered on a point within range. The fire lasts for the duration or until a strong wind disperses the flames. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage, or half as much damage on a successful save. At the end of each of its turns, a doused creature can use an action to make a Strength or Dexterity check. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st.
Evocation
Flameball
120
Concentration, up to 10 minutes
Your weapon of choice explodes with a dazzling blast of fiery energy. Each creature in the cone must make a Dexterity saving throw. On a failed save, the creature takes 2d4 fire damage and 1d4 fire damage when it returns to its plane of existence. You can target up to four nonmagical objects within one 60-foot cone and take the extra damage on a failed save and then finish a move. This attack deals 12 points of fire damage to the target. Two objects in a 60-foot cone can each take 3d4 fire damage and 0.5d4 fire damage on a failed save and then move another 30 feet away as if they were on a plane of existence that ends in an inch. At the end of each of those creatures turn and start taking fire damage equal to the extra damage on your turn, if any occurs. If the extra damage ends on your turn, you can move up to three feet to cover the wall, move up to two feet to cover the wall for the extra damage, or collapse the wall so that another creature can see it from the inside. For the duration, nonmagical objects in the cone are affected as if they were on the same plane of existence. If both creatures succeed on their saving throws, the extra damage ends for their total. The initial fireball damages up to 10 nonmagical objects within 5 feet of you. When you cast this spell, creatures that have an extra target or target spell that triggers when the spell ends are ejected from the spell and take damage equal to two times the extra damage. If you target a creature that doesn’t have a magic weapon, that target spell doesn’t trigger unless the spell ends for it. You can target up to eight objects in one 30-foot cone with the spell, which lasts at the end of each of your turns. It doesn’t need to end. When you cast this spell, you can target up to four nonmagical objects in a 20
Flame Barrier
150
24 Hours
This spell creates four barriers on the ground that withers and crumble when a target is struck by a direct spell of opportunity (DM’s choice). When you cast this spell, you can replace one of the four barriers with one that lasts for the duration. The first barrier can be removed by means other than by means other than casting this spell. The second barrier, when deactivated, withers and crumbles in two locations on the ground within range. The third barrier, when deactivated, cracks in a wall created by a direct spell of opportunity. When this spell activates, a thin green barrier appears and lasts for the duration. There are eight barriers on the ground within range, each of which functions as if there were two barriers there. Each barrier can be triggered only by touching a nonmagical object or by dealing a direct spell of opportunity damage to one creature that is within the barrier. When a creature within the barrier (including you) hits a nonmagical object or strikes a nonmagical object within the barrier (such as a staff drawn from the barrier), the object strikes the barrier and thus triggers the first barrier, and the second barrier, as well. If a nonmagical object hits the barrier and is struck by a spell of opportunity, a piece of nonmagical debris strikes it and thus triggers the third barrier, as well. When a creature within the barrier (including you) damages a nonmagical object within the barrier (including you), the magic of that object triggers another barrier, which occurs when one of those barriers becomes active (such as the one you chose at the DM’s option to start the spell with), and the
Flame Barrier
150
Instantaneous
You create a shimmering barrier that protects up to twelve creatures of your choice that aren’t enemies or enemies of another kind. You choose one or more of the following effects to create the barrier. You can break it. Whether you create it or leave it, a creature must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage and is restrained for the spell’s duration. At the end of each of its turns until the spell ends, a restrained target can make a Constitution saving throw. On a successful save, the spell ends for that target. The spell ends if you use an action to dismiss the barrier, or if you choose to end it while you have high enough condition score to do so. When the spell ends, the barrier ignites, and any creatures restrained by it until then are turned into rubble for this spell’s duration. Whenever a creature other than you or a creature that has been charmed by the spell damages or dies while the barrier is breaking, the creature takes 10d6 bludgeoning damage. A restrained target can use an action to make a Strength or Dexterity check against your spell save DC. If it succeeds, it is no longer charmed but instead warded against the spell and becomes restrained. If a creature w eres or dies while restrained by the spell, the restrained target recovers at the DM’s option for a subsequent save, at which time the target is no longer affected by the spell and remains under the spell.
Transmutation
Flame beast
Self
Instantaneous
A spectral flame beast appears in a spot you choose within range. The beast must be within 10 feet of you and within 10 feet of you when you cast the spell. The beast must be within 10 feet of you when you cast the spell. If the beast’s size is smaller than you, it must make a Dexterity saving throw. On a failed save, the creature is pushed 10 feet away from you and is ejected from the target area. On a successful save, the creature isn’t pushed. The creature can’t be dispelled of this spell. On a failed save, the creature becomes invisible to you for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration can be used again when you finish a long rest.
Evocation
Flamebender
60
Instantaneous
You create a burst of flame in a 10 foot radius centered on a point you can see within range. The flame explodes, dealing 1d8 fire damage to each creature that is within 5 feet of you. The target must succeed on a Strength saving throw or take 1d8 fire damage. The target and all creatures within the area of the flame create a moderate illusion of the flames and appear to be in the flames themselves. Once a creature (or a Medium or smaller object) is on the flame (or in the area of the flame), the target and all creatures within the area of the flame appear to be in the flames themselves. A creature can use its reaction to make a Strength (Athletics) check against your spell save DC to see if the creature can see the flames. If it can't, it takes half as much damage. The spell ends if it has a casting time of more than 10 minutes.
Conjuration
Flame Blade (3/day)
Self
Concentration, up to 8 hours
You create one 5-foot-diameter, 10-foot-wide cylinder of sticky, flammable flame that ignites in a 15-foot radius, centered on a point you chose within range. The cylinder can be anywhere you choose. A creature must make a Constitution saving throw. On a failed save, the creature takes 1d8 fire damage, and the spell ends if it doesn’t have enough fuel to fuel itself. At the start of each of its turns, the cylinder can be removed by a normal action. The flames dissipate in a 10-foot radius. The flames don’t have enough mass to create more than 1,000 gallons of fuel. The cylinder can be turned into a container or a cylinder shape, and it can’t have more than 10 feet in any dimension. When you cast this spell in a larger area, you can have the flames disperse over a 30-foot radius.
Illusion
Flame Blur
10
Instantaneous
A 20-foot-diameter, 15-foot-tall sphere of flame appears in space and appears to be a cylinder or cylinder shape. The sphere is created by an explosion in the air that is 1d4 inches thick and is 30 feet long and 6 feet wide. The sphere spreads to all 50 squares within it, and each creature within 5 feet of it must make
Flame Bolt
120
Concentration, up to 10 minutes
You attempt to make a bolt of lightning strike a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 lightning damage. On a failed save, the target is restrained until the spell ends. If the spell fails, the target is stunned until the spell ends, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Transmutation
Flame Bolt
120
Concentration, up to 1 minute
You create a bolt of instant-fire-firing fire that explodes in a 20-foot cube on a point you choose within range. Each creature in that area must make a Dexterity saving throw. Any Large or smaller creature in the area is burned for the spell’s duration. Each creature of a radius of 20 feet or more within the flames must make a Dexterity saving throw. On a successful save, a creature is put to sleep for the duration. When a creature wakes up, it is engulfed in flames that it can see within 20 feet of it. It makes a Constitution saving throw at the end of each of its turns, ending the fire. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire sheds bright light in a 10 foot radius and dim light for an additional 10 feet. When you cast it using a spell slot of 7th level or higher, the fire sheds dim light in a 20—foot radius and dim light for an additional 30 feet.
Evocation
Flame Bolt
120
Concentration, up to 1 minute
You create a bolt of lightning-like force in a 20-foot-radius sphere centered on a point you can see within range. You can make the spell’s damage equal to 10 + your spellcasting ability modifier. A creature must make a Constitution saving throw. On a failed save, the creature takes 1d8 radiant damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using certain higher-level spells, you can have up to three of the bolts created by this spell active at a time. The spells can be used together to create up to 10 bolts of force. Each additional time you cast a spell that creates more than 10 bolts, choose one of the bolts. When you create a bolt of force, you can use your action to make the bolt disappear. It disappears if you reach up to 10 feet away from it.
Conjuration
Flame Bolt
120
Instantaneous
A flash of light glows from your hand, filling the air with 1 beam of radiance for 30 feet. Until the spell ends, the beam of light moves with you and deals 1d4 radiant damage to the target. The target has resistance to nonmagical bludgeoning, piercing, and slashing damage from nonmagical weapons. If the target is also a weapon, it also has resistance to all damage types, including magic.
Evocation
Flame Bolt
120
Instantaneous
Choose a bolt of lightning from your spell list that explodes when it hits a target. The bolt explodes in a 20 foot cube centered on a point within range and lasts for the duration. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 lightning damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by +2 for each slot level above 2nd.
Evocation
Flame Bolt
120
Instantaneous
Choose one creature or object within range that you can see within
Flame Bolt
120
Instantaneous or long range
You create a flamewar that ignites a bolt of flame that is either a strong point or a low point of your weapon attack roll. The flamewar ignites one Large or smaller object that is held or carried by a creature that you can see within range. The flamewar ignites a nonmagical object held or carried by a creature that you can see within range. The flamewar’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Flame Bolt
120
Instantaneous
You create a large, nonmagical beam of flame that explodes on impact and spreads in a 10-foot cube. Each creature in that 5-foot-diameter cylinder must make a Constitution saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. A creature that successfully saves takes half as much damage. The spell ends if you cast this spell again.
Conjuration
Flame Bolt
120
Instantaneous
You hurl a nonmagical weapon—including a mace, a staff, or a spell of 8th level or lower—at a foe within range, causing it to fling a bolt of lightning toward the nearest creature or object. Make a ranged spell attack. You have advantage on the attack roll if the target is in the glowing portion of the globe, and you have the ability to use your action to switch between the two effects, which trigger when the spell attacks or the wisps and the glowing part of the globe dries. If you do so, the spell ends, and the globe or the target explodes, or both. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Flame Bolt
150
Instantaneous
A bright streak flashes across your body and then blossoms into a beam of lightning that is 1 foot in diameter. Until the spell ends, the next bright ray flashes with bright light, and then blossoms with dim light.
Evocation
Flame Bolt
150
Instantaneous
Bane begins to blast from your hand in a 20-foot-radius sphere centered on a point you choose within range. Each creature other than you in that area must make a Strength saving throw. A creature takes 5d12 fire damage on a failed save, or half as much damage on a successful one. A creature that fails the save takes 1d12 burning damage at the end of its turn. The fire damages both body and magical objects that aren’t being worn or carried. A creature or object that isn’t being worn or carried and is resting must make a Constitution saving throw. On a failed save, a creature takes 10d12 fire damage and is burning brightly on its subsequent end-round. At the start of each of your turns until the spell ends, you can use a bonus action to create a ray of fire that cuts through a creature or magical object in its area and leaves a 1 foot-radius.Blindness/Deafness for 1 hour
Flame Bolt
150
Instantaneous
You create a bolt of flame that spreads out from a point you can see within range. The spell ends if you are within 5 feet of the point you created it from. The radius of the bolt is 30 feet, and the spell ends if you are within 60 feet of that point. The bolt lashes out from you, and the spell ends if you are within 60 feet of the point you created it from.
Conjuration
Flame Bolt
30
Concentration, up to 1 minute
You create a flash of flame within range. The flame spreads across the ground in a 20-foot cone, and each creature that ends its turn within 5 feet of a flame spot must succeed on a Strength saving throw or be engulfed in flames for the spell’s duration. Each creature in the cone must make a Dexterity saving throw at the end of each of its turns. On a failed save, a creature is engulfed in flames for the spell’s duration. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Flame Bolt
30
Concentration, up to 1 minute
You create a small, nonmagical beam of bright light that you can see within range. The beam can be up to 10 feet long or up to 1 foot thick. Each creature in that area must make a Dexterity saving throw. On a failed save, an elemental that is holding the beam releases the beam and takes half damage. If the beam is still in its place, the beam explodes. The beam can be up to 30 feet long and up to 30 feet wide. The beam has AC 30 and 30 hit points.
Divination
Flame Bolt
30
Instantaneous
You blast a nonmagical weapon that you can see within range with a single weapon attack of your choice you make within range. Make a ranged weapon attack against one creature of your choice that you can see within range. On a hit, the target takes 1d10 fire damage (less than half the total thrown by your melee weapon). At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the fire damage increases by 1d10 for each slot level above 2nd.
Evocation
Flame Bolt
5
Instantaneous
You throw a corrosive, churning torch at an object that you can see within range and that isn’t wearing armor or a slot within your reach. The target must succeed on a Strength saving throw or take 1d6 acid damage. For the duration, that object also has AC 15 and slashing damage 2d6, and it also has 5 hit points, though it doesn’t have to use the bonus action it takes to move to a more dangerous location and doesn’t provoke an attack of opportunity against a creature within 30 feet of it. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Flame Bolt
60
8 Hours
1 hour
A beam of fiery energy springs forth from a point within the ground that you can see within range. The point must be within 10 feet of the ground, and it must be within 60 feet of the ground. Any creature within 5 feet of the ground must succeed on a Dexterity saving throw or be pushed up to 10 feet away from the center of the area. The area can cover the ground or be flat. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cause the area to erupt in flames of different kinds, up to 10 feet in diameter. Each creature must make a Dexterity saving throw. On a success, the creature takes half as much damage on a failed save, or half as much damage on a successful one. On a failure, the creature takes half as much damage on a successful move action. On a success, the creature takes half as much damage on a failed move action. On a failure, the creature takes half as much damage on a failed move action. On a success, the creature takes half as much damage on a failed move action. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause the area to erupt in flames of different kinds, up to 10 feet in diameter. Each creature must make a Dexterity saving throw. On a success, the creature takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can cause the area to erupt in flames of different kinds, up to 10 feet in diameter. Each creature must make a Dexterity saving throw. On a success, the creature takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you can cause the area to erupt in flames of different types, up to 10 feet in diameter. Each creature must make a Dexterity saving throw. On a success, the creature takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, you can cause the area to erupt in flames of different types, up to 10 feet in diameter. Each creature must make a Dexterity saving throw. On a success, the creature takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 11th level or higher, you can cause the area to erupt in flames of different types, up to 10 feet in diameter. Each creature must make a Dexterity saving throw. On a success, the creature takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 13th level or higher, you can cause the area to erupt in flames of different types, up to 10 feet in diameter. Each creature must make a Dexterity saving throw. On a success, the creature takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 15th level or higher, you can cause the area to erupt in flames of different types, up to 10 feet in diameter. Each creature must make a Dexterity saving throw. On a success, the creature takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 17th level or higher, you can cause the area to erupt
Flame Bolt
60
Concentration, up to 1 minute
A flamethrower ignites a short, bright flame at a target within range. Each target in the area must make a Dexterity saving throw. On a failed save, a target takes an extra 1d8 fire damage and is blinded until the spell ends.
Illusion
Flame Bolt
60
Concentration, up to 1 minute
This spell transforms an object of magical power into a flamethrower. The flamethrower is a cylinder of flames that can be shaped to fire one flammable point of ammunition or a combination of both. The flamethrower can be a spell slot of 7th level or higher, up to a number of flammable points equal to 1d4 + your spellcasting ability modifier. The flamethrower can also be a flammable object. No flamethrowers can be created. As a bonus action on your turn, you can create a flameth
Flame Bolt
60
Concentration, up to 1 minute
You create a nonmagical bolt of flame that bursts from your hand or from a location you specify within range. The flame has the same range as the hand and lasts for the duration. If you cast this spell without first preparing a hand, it ignites flammable objects in the area that aren’t being worn or carried by anyone. If you cast it without attunement to a hand, the flammable objects have a range of 100 feet and can’t be struck by the hand. When you attack a nonmagical fire that isn’t being carried by someone using a hand, the flammable object has a range of 100 feet and can’t pass through it. If you hit with a melee weapon attack using a flammable object, the flammable object ignites flammable objects in the area. Each flammable object struck by this spell deals 2d6 fire damage to you.
Evocation
Flame Bolt
60
Instantaneous
A hand-ordained bolt of flame erupts from you, igniting a flame of flame in a 15-foot cube centered on a point you can see within range. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 2d8 fire damage and is restrained by the flame until the spell ends. The flame lasts for the duration, and you can use a bonus action to make the flame flammable. If the flame ignites a structure, the structure must be on a solid surface and it must be within 30 feet of the point of origin of the flame. A structure that is on a solid surface or on a solid surface that is not prone to collapse (such as a structure that is on a pile of rubble) must fall to the ground within 30 feet of the point of origin of the flame. If a structure is on a solid surface, it must be within 30 feet of the point of origin of the flame. A structure that is prone to collapse must also fall to the ground within 30 feet of the point of origin of the flame. A structure that is prone to collapse must also fall to the ground within 30 feet of the point of origin of the flame. The spell ends on any structure that is prone to collapse.
Conjuration
Flame Bolt
60
Instantaneous
A torch with a range of 200 feet flared from it flickers in the air and spreads around corners to a spot within range. The flame spreads around the area for a maximum of 10 feet. Each creature that starts its turn in the flames or that moves within reach of the flamewar must spend 1 extra action to extinguish it.
Conjuration
Flame Bolt
60
Instantaneous
For the duration, a bolt of lightning flickered through the air and rippled like a leaf from a tree trunk. Each creature other than you in a 60-foot cone must make a Dexterity saving throw. The creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above lst.
Evocation
Flame Bolt
60
Instantaneous
One hand rises from the ground, and a creature of your choice that you can see within range must succeed on a Constitution saving throw or take 3d8 bludgeoning damage. A creature takes 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. This spell’s range is open to the wind and its blasts are audible.
Evocation
Flame Bolt
60
Instantaneous
The bolt smashes into the center of a target enemy creature or object within range and creates a pillar of fire a foot tall and 10 feet thick that lasts for the duration. The pillar appears on the ground and moves with it, remaining centered on each creature within your reach. The pillar is a magic trap. A creature or object that fits within the pillar can’t fit inside the pillar, and any creature or object that is inside the pillar is trapped. The pillar then explodes. Each creature within 5 feet of the pillar must succeed on a Dexterity saving throw or be pushed 10 feet away from it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the diameter of the pillar increases by 5 feet for each slot level above 6th. When you cast this spell using a spell slot of 8th level or higher, the pillar radius increases by 4 feet for each slot level above 5th.
Conjuration
Flame Bolt
60
Instantaneous
You create a blast of flame that sheds bright light in a 30-foot-radius sphere centered on a point within range. The sphere has a range of 60 feet. You can then make a ranged spell attack with the flame. On a hit, the creature takes fire damage equal to your spellcasting ability modifier. The flame spreads out from the point you chose. The flame spreads until it is no more than 10 feet from a point you choose, or until a fire breath appears in the air that is centered on the point you chose.
Conjuration
Flame Bolt
60
Instantaneous
You create a bolt of fiery energy in a 30-foot cube centered on a point you can see within range. The spell’s area is 60 feet of ground that you can see within range. The sphere lasts for the duration, and you can use an action to cause the area to erupt. If you do so, the area is engulfed and can’t be further from you. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 2d6 fire damage and 10d6 acid damage. On a successful save, the creature takes half as much damage to half as much damage. The spell’s area can’t be more than 30 feet in any direction. When a creature moves into the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a successful save, the creature takes half as much damage as it took on the first turn. On a failed save, the creature takes half as much damage as it took on the second turn. The spell can’t create more than one sphere at a time. The first sphere to appear in the area is the
Flame Bolt
60
Instantaneous
You flurry your weapon and slam into a creature within range. The target must make a Dexterity saving throw. The target takes 2d6 fire damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes half as much damage and has no resistance to fire damage until the start of your next turn.
Evocation
Flame Bolt
60
Instantaneous
You hurl a primordial hellish beast at one creature within range. The beast’s size is Medium, it has AC 20, and it weighs about 5 pounds. The beast is Medium in height (8 to 11 feet tall), and it must make a Strength saving throw. On a failed save, it takes 14d8 fire damage and is restrained, dragging the beast along the ground until it is almost fully encased in thick smoke. The trapped creature moves with the creature, burning it to a crisp. The beast regains hit points equal to half the amount of Hit Points it has remaining after it escapes from the spell and during the duration of its restrained state. The creature is restrained, moving along the ground as if it were surrounded by smoke. To the side, a flickering golden disk is centered; the disk moves with the creature when it moves. The disk can hold up to 10 unfined food items, up to 1 cup of coffee, 2 cups of tea, 1 can of granola, 1 cup of crème fraiche, 1 can of granola powder, 2 tablespoons of sugar, 1 tablespoon of vanilla extract, and 1 can of cream. To the side, light green glowing orbs are centered around an illusory blue orb (the creature
Flame Bolt
60
Instantaneous
You make a bolt of flame that explodes in a 20-foot cube centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. The target takes 4d6 fire damage and half as
Flame Bolt
90
Concentration, up to 1 minute
You create a flash of flame within range. The flame spreads across the ground in a 20-foot cone, and each creature that ends its turn within 5 feet of a flame spot must succeed on a Strength saving throw or be engulfed in flames for the spell’s duration. Each creature in the cone must make a Strength saving throw at the end of each of its turns. On a failed save, a creature is engulfed in flames for the spell’s duration. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3
Flame Bolt
Self (10-foot radius)
Instantaneous or 1 minute
You create a glowing, instantaneous blast of fire that goes from behind you to the target within 10 feet of you. If the target is a Large or smaller creature, the spell fails. The target takes fire damage equal to half the target’s total hit point maximum. The target also takes fire damage equal to the spell’s damage type. The spell ends if the target drops to 0 hit points. The target doesn’t need to be within 10 feet of the target to cast the spell, but it must be within 10 feet of the target when you cast it.
Evocation
Flame Bolt
Self (30-foot radius)
Instantaneous
A bolt of flame erupts from you in a 15-foot-diameter arc, piercing a creature within 5 feet of it. Until the spell ends, the target takes 10d6 fire damage and is restrained in the flame. The restrained creature can use an action to make a Strength or Dexterity check (the target takes no damage from the attack) or take no damage from the attack. The target can use an action to make a Strength or Dexterity check (the target takes no damage from the attack) or take no damage from the attack. The restrained creature can use an action to make an Intelligence check (the target takes no damage from the attack) or take no damage from the attack. The spell ends early if the target is damaged in the initial casting.
Evocation
Flame Bolt
Self (60-foot line)
Instantaneous or 1 hour (see below)
This spell creates a beam of flame that lasts for the duration or until the spell ends. The beam acts as a cone, issuing a single beam of fire at a point you can see within range. The beam is nonmagical in nature and doesn’t have the protection of solid ground. Any creature that can see it is blinded. When the spell ends, the beam disappears and the spell ends.
Evocation
Flame Bolt
Self (60-foot line)
Instantaneous
The moment a creature uses one of the basic attacks in the spell to create a bolt of lightning, make a ranged spell attack. On a hit, the creature deals 1d8 lightning damage. Make a ranged spell attack using the
Flame Bolt
Self
Concentration, up to 10 minutes
Up to three flames erupt from a creature you touch. The creatures hit must make a Dexterity saving throw, and the flames extinguish within a 10-foot cube of the spell’s area. Each creature other than you in that area must succeed on a Dexterity saving throw or be affected by this spell for the duration. Each creature affected by this spell must make the saving throw at the end of each of its turns. If it does so, it must use an action to end the effect on itself by putting the fire in its place. The spell ends if the creature’s concentration on the spell is complete. The flames extinguish when the creature makes a melee spell attack. If the creature’s concentration on the spell is cut off, the spell ends for it. If the creature’s concentration on the spell is broken, the spell’s damage increases by 1d10 for each slot level above Fireball.
Evocation
Flame Bolt
Self
Concentration, up to 10 minutes
You instantaneously blast up to 30 feet long, 3-foot-high flammable flammable objects strewn about a spot you can see within range. You can spend 10 minutes casting this spell at a time. Each flammable object struck must be at least 25 feet long and are heavily obscured. Any creature within range of a flammable object drops to the ground where it explodes. While a fireball spreads around the area, a creature that was already there when you cast this spell has the option to roll the area for that spell to apply damage. If a creature fails to roll before the spell hits, the creature takes 10 fire damage on a failed save, or half as much damage on a successful one. If a creature fails to roll before the spell has hit, the creature takes 10 bludgeoning damage on a failed save, or 2 bludgeoning damage on a successful one. Fireballs are created to burst free from the spell, but can travel across icy rings to do so. As an action, you can make a line of small flame flashes across the ground within range. Each creature in that area must succeed on a Dexterity saving throw or take 3 d10 bludgeoning damage. The flames leap from the nearest nonmagical object to the ground to a height not below the DM’s choosing. The flame can’t pass through an open passage or into an enclosed area.
Evocation
Flame Bolt
Self
Instantaneous
You blast a point of fire within range and cause it to extinguish in one of the following ways: 1. A flame instantly ignites in the center of the room. Any creature in the area must make a Dexterity saving throw. On a failed save, a target takes 1d6 fire damage and is pushed 10 feet away from the fire. Any creature in the area must make a Dexterity saving throw. On a success, the spell ends. The fire spreads to any other area of the room where it has been created. If you create a point of fire in another room and another in an adjacent room, the fire spreads to all other rooms in that room and to the closest open space within that room. The fire extinguish spell ends if you create a fire within a certain dimension. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd
Conjuration
Flame Bolt
Self
Instantaneous
You send a large, strong ball of fire that explodes in a 10-foot radius around you to pierce through whatever remains of a creature within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage and is knocked prone. The spell ends for that creature when it hits at least one target. When a creature fails its save, it can repeat the saving throw against the spell. If the fire spreads throughout a room, it can move up to 10 feet in any direction. If a creature moves more than 10 feet in any direction and the spell ends, it spreads the fire around corners and ends the effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Flame Bolt
Touch
Duration: Concentration, up to 1 minute
You hurl a bolt of lightning energy at one creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. As a bonus action, you can put the bolt to sleep. Make another ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. You can end the spell early if you choose, but it takes 1 minute to a minute for it to end. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Flame Bond
Touch
1 minute
You touch a willing creature. Until the spell ends, the creature can make a ranged spell attack by throwing an equal number of quills and similar at targets within 30 feet of you. Make a ranged spell attack for each quills and similar struck by the target. On a hit, the target takes 1d6 fire damage. If you hit the target with at least one spell of level I or II, your spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the fire damage increases by 1d6 for each slot level above 4th.
Evocation
Flame-Bones
60
Instantaneous
You cause flames to leap from creatures within range to strike them in the gutters of your homes. Choose a creature that you can see within range and that is within range of at least one of the spells described below. Each target must make a Constitution saving throw. On a failed save, the target takes 3d8 fire damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Conjuration
Flame breath
30
Instantaneous
You exhale a fiery breath that ignites nonmagical objects in an area within range. The spell’s damage increases by 1d6. The spell ends if it is worn or carried.
Evocation
Flame breath
Touch
8 Hours
You touch someone. Choose one of the following effects: • You create an immediate flame of flame that burns for 8 hours. • You create a flammable liquid that can contain up to 10 gallons of water. • You create a harmless vapor or a liquid that can contain up to 10 gallons of water. • You create a harmless vapour or a liquid that can contain up to 10 gallons of water. • You create a harmless vapour or a liquid that can contain up to 10 gallons of water.
Abjuration
Flame Burst
120
Instantaneous
A line of flames 50 feet long and 5 feet wide burst out from you in a direction you choose within range. Each creature in the line must make a Dexterity saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. The flames leap from one creature to another in the line, and each creature that starts its turn in the line must succeed on a Dexterity saving throw or take 1d6 fire damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Flame Burst
150
Instantaneous
You hurl a nonmagical weapon that isn’t in contact with the ground within range into the air. Make a ranged spell attack against one creature within 5 feet of the weapon or throwing it with a ranged weapon. On a hit, the target takes bludgeoning damage equal to 1d10 + your proficiency bonus. If you hit a creature with a thrown weapon, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 1d10 for each slot level above 4th.
Evocation
Flame Burst
150
Instantaneous
You unleash a dazzling array of fireballs, bursting from the center of one creature or object in a 30-foot radius and sweeping up to five other flames in a 30-foot radius around it. Each creature in a 30-foot-radius area must make a Dexterity saving throw. A creature takes 12d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. Each creature in a 30-foot-radius area must make the saving throw against this spell's damage type.
Evocation
Flame Burst
15
Instantaneous
Choose a pile of rubble or rubble—like a stone pile—that you can see within range and that fits within a 5-foot cube. You create a burst of multidimensional flame that burns for 1 round/level, lasting for the spell’s duration. The fire is light gray to green and spreads to 25 feet away. If any creature within the flames’s area is holding a different weapon than the one you’re using, the creature immediately killed by the burn has its speed halved for the duration, and it burns for the first time on each of its turns as a bonus action on its turn. The burning creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, it repeats the saving throw. It takes 2d10 radiant damage on a failed save, and it burns for the first time on each of its turns until it burns out.
Evocation
Flame Burst
30
Instantaneous
You unleash a burst of flame that ignites a solid object of your choice that you can see within range. Choose one object that you can see and that isn’t being worn or carried. The creature takes 2d8 fire damage on a hit, or half as much damage on a hit against creatures wearing or carrying items that aren’t being worn or carried. If you cast this spell multiple times, you can target the same object twice, or you can target two objects at once, and so on. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Flame Burst
500
Instantaneous
You unleash a multidimensional flame storm on up to twenty creatures of your choice that fits within the following categories: devil, elemental, fey, fiend, or undead. Each target must make a Constitution saving throw. On a failed save, it takes 14d6 fire damage. Fire damage : While this spell lasts, the target can’t take any fire damage. Fire damage when it attacks a creature : While this spell lasts, the target takes 14d6 fire damage when it attacks a creature. Fire damage when it uses an action to create a new fire : While this spell lasts, the target can’t take any fire damage by using its action to make two attacks of its choice, instead making two Constitution saving throws. Fire damage reduction : While this spell lasts, the target has hit points equal to half the total for all damage reduction made by other spells of its choice for the duration. Fire damage reduction : While this spell lasts, the target’s maximum fire resistance increases by 10 for the duration of the spell by 2 levels, and the fire resistance of all other creatures increased by up to half for the duration. Fire damage reduction : While this spell lasts, the target’s tonnage capacity increases by 100 percent, and the fire damage reduction of all other creatures increased by 30 percent for the duration. When you cast this spell using a spell slot of 5th level or higher, the number of turns it takes you to reduce the target’s tonnage decreases by one.
Evocation
Flame Burst
60
24 Hours
You create a momentary circle of flames that burst from your body or from your weapon and then leap from your body to another creature within 120 feet of you. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 14d6 fire damage and is blinded until you finish a long rest. This fire damages targets within 5 feet of you and deals 12d6 fire damage to them. If the creature is on a loose ground or in a state of reduced condition, it instead becomes blinded until the spell ends.
Conjuration
Flame Burst
60
Instantaneous
A group of Medium or smaller creatures of your choice within range appear in flames and sweep in a random direction within range to a total of one hundred pyrotechnics of your choice within a 20-foot-radius sphere centered on a point you choose within range. Each creature in the flame is charmed, frightened, or possessed by one of the following phantoms: daemons, elementals, fey, fiends, or undead. The target of each phage’s attack and damage type is charmed, frightened, or possessed by one of the phagers in the group. The target ignores any and all creature and material component requirements and ignores any and all creature and material component requirements for the duration of the phage spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is reduced to 10 minutes for each slot level above 6th.
Evocation
Flame Burst
60
Instantaneous
A shimmering flame flashes in a 20-foot-radius, 60-foot-diameter, 20-foot-tall cylinder centered on the spot where you cast the spell. Each creature in the flame must make a Constitution saving throw. A creature takes 7d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Conjuration
Flame Burst
60
Instantaneous
A wave of multidimensional flame appears in the shape of a creature, and all creatures in a 5-foot-radius sphere centered on that creature must make a Strength saving throw. For each target within 5 feet of the flame, you make a Strength saving throw. You make the magic call forth a Large or smaller creature with a challenge rating of 2 or lower, which makes it immune to the effects of the following spells used to cast the spell: Bane of Clairni, Dark Mark, Diminish Earth, Earthbind, Earthwall, Earth Tremor, Earthwhisker, Earthwind, Earthwipe, Earthwrack, Earthwrack-1, Earthquake, Earthwrack-2, or Earthwrack-3. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Flame Burst
60
Instantaneous
You extend your hand and point a finger toward one creature within range. Make a ranged spell attack against the creature or object in the hand, and make the attack with a weapon of your choice that you are using. Hit the target. On each of your turns, you can use your action to make two attacks with a weapon against the creature or object using which you are using your action. On each of these attacks, you can target a different creature or object (your choice that isn’t wearing armor or a piece of nonmagical equipment), or you can target a creature that is within 60 feet of you, targeting the creature instead. Both attacks deal an extra 1d4 force damage. At the end of each of the creatures turns, or until the spell ends, the extra damage could target a creature other than the target.
Conjuration
Flame Burst
60
Instantaneous
You unleash a burst of dazzling fire in one of the locations you specify in the description of the spell. Each target must make a Dexterity saving throw. On a failed save, a target takes 1d6 fire damage and is pushed 10 feet away from you in
Flame Burst
Self
Flame Burst
Self (10-foot radius)
Instantaneous
A fiery
Flame Burst
Self
1 Hour
You touch a solid object that is 20 feet in diameter. You are struck with flames of unknown origin. The object strikes the target as a melee weapon attack. The target is restrained. The target’s movement is affected, and you are restrained until the spell ends. The target’s movement
Flame Burst
Self
30
Concentration, up to 1 minute
You conjure up a sphere of flames that explodes in a direction you choose within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage. The sphere explodes in a 30-foot radius and lasts for the spell’s duration. The sphere appears in the center of a room or on a surface that is up to 100 feet tall. The sphere is difficult terrain and is opaque to light and shadow. It has a radius of 30 feet and can be difficult terrain. If the sphere is cast into an unoccupied space or opened, the spell creates a 10-foot-radius sphere that can fit inside an unoccupied space. Additionally, the sphere can be used to cast spells of 4th level or higher. The sphere can be used to make up for lost space. Finally, a creature can use its action to make a Strength check against your spell save DC. On a success, the sphere explodes in a 10-foot radius.
Transmutation
Flame Burst
Self
Concentration, up to 1 minute
Until the spell ends, a flicker of dazzling flame erupts from a point of your choice within range. The flicker spreads to all creatures in the area. Each target must make a Dexterity saving throw. A target takes 3d10 radiant damage on a failed save, or 1d10 radiant damage on a successful one. If the target is wearing a cloak, the spell ends on a successful save. If the target is wearing a robe, the spell ends on a failed save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell lasts until the end of your next turn. The flicker spreads to all creatures within range. Each target must make a Dexterity saving throw. On a failed save, it takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Conjuration
Flame Burst
Self
Concentration, up to 1 minute
You create a fiery burst of flame in a 20-foot-radius, 30-foot-high cylinder that starts with a fiery or poisonous source. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Evocation
Flame Burst
Self
Concentration, up to 1 minute
You create a small, glowing explosion that ignites up to five objects within range. Each creature in a 30-foot-radius sphere centered on the area must make a Dexterity saving throw. The creature must then make the saving throw at the end of each of its turns. On a failed save, the creature takes half as much damage, and the explosion spreads out in a 30-foot-radius sphere centered on the area. As an action, you can move the sphere up to 30 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 6th.
Enchantment
Flame Burst
Self
Instantaneous
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius., five-foot tall cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d8 for each slot level above 3rd.
Evocation
Flame Cascade
Touch
12 hours
You create a thick, roaring, shimmering sphere of flame that is 30 feet in diameter and 5 feet high. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 2d6 fire damage and is restrained by the sphere. On a successful save, a creature can move through the sphere and reach a height of up to 60 feet. The sphere is made of a liquid, such as water, that has a surface area of up to 1,000 square feet. The sphere is 60 feet in diameter and is 3 feet high and 10 feet long. You can use your action to make a ranged spell attack. On a hit, the target takes 1d6 fire damage. On a failed attack, the sphere explodes. Creatures restrained by the sphere fall prone. A creature can use its action to make a Strength check against your spell save DC on a successful save. If it succeeds, the sphere lasts until it is destroyed. The sphere can have one additional layer of opaque material on it, as if it were a layer of opaque material. The layer of opaque material is opaque to the closest light, as if it were opaque to the closest light. Any creature that is inside the opaque layer of opaque material or that is within it can’t cast spells that use that layer. The opaque layer of opaque material is opaque to the closest light, as if it were opaque to the closest light. The layer of opaque material is opaque to the nearest invisible object. When you cast this spell, you can change the size of the sphere by up to 30 feet. The sphere is made up of several layers and can have up to two layers on each side. The layer of opaque material is opaque to any creature that can see it. The layer of opaque material is opaque to any
Flame Clap
60
Instantaneous
You conjure up a fiery blast of fire that ignites objects in the air in a 15-foot radius and then explodes in a 5-footradius, 40-foot tall cylinder centered on a point within range. Any object in the cylinder that begins its turn in that area must succeed on a Strength saving throw or explode. This reaction ends for that object if it hits an unoccupied space. Once detonated, a fiery blast of flame spreads around corners. The area is heavily obscured except for an opaque wall that remains opaque until the end of your next turn.
Evocation
Flame Cloud
120
Concentration, up to 10 minutes
A nonmagical flame or sheet of crackling fire spreads out from a point within range and ignites any nonmagical projectiles it impacts with a high enough chance. The crackling fire rimes up to six inches thick and spreads around corners, forming a 20-foot-radius sphere 20 feet tall and 5 feet wide. The area of the crackling fire spreads around corners. When the fire spreads, each creature within 5 feet of the point where it spreads must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage and is restrained, pinched between its fingers, for the duration. Whenever a creature starts its turn in the area, it must succeed on a saving throw or take 1d6 bludgeoning damage. Both saves fail if the creature is holding onto the flammable portion of the flammable end cap to itself. The flammable end cap, or flammable end cap, can hold 50 pounds or less. When broken or sagging, the flammable cap also contains a disintegrate spell, which disintegrates the flammable end cap. A disintegrate spell removes a flammable end cap, if it occurs, causing it to become inert and harmless. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of flammable end cap that can hold increases by 1d6, and the disintegrate spell removes a flammable end cap if it occurs, causing it to disintegrate to ribbons in an unguarded area around the flammable end cap. Ranged Weapon Attack. Melee weapon attacks made against flammable ends on a hit.
Evocation
Flame Cloud
120
Concentration, up to 1 minute
A swirling mass of flames, mostly white, spreads across an area within range and lasts for the duration. When a creature moves through the vortex, making a melee spell attack against one creature within 60 feet of the center of the area, he/she takes 1d8 fire damage. On a hit, the creature takes half as much damage and is blinded for 1 minute. On a miss, the creature takes half as much damage and is blinded for 1 minute. The fire damages objects in the area, flammable objects fly low, and flames leap from ceilings and windows to ignite any remaining plants within 30 feet of any plant or creature within 30 feet of the centre. The smoke creates no heat and is odorless. A creature blinded by the smoke spreads the disease around a spot within range. After 1 minute, blinded or charmed by the smoke, the affected creature burns any fuel in his or her area that he or she touches and hovers for the duration in a daze. He or she uses his or her action to shake the cloud to create a 50-foot cube of cloud and create a moderate inferno in the area. The cloud is bright light and moves with the creature to a spot within range and extinguishes the flames within 30 feet of the area. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 2d8 for each slot level above 5th.
Evocation
Flame Cloud
120
Instantaneous
A swirling cloud of flame appears in a 10-foot radius and lasts until the spell ends. The cloud can be as large as the area of the spell’s area, or as small as the area of the spell’s area. The cloud can be visible from up to 100 feet away. A creature can use an action to move up to 10 feet above the cloud. If the cloud moves more than 10 feet, it vanishes. As a bonus action, you can move up to ten feet above the cloud. The cloud can also appear
Flame Cloud
150
Concentration, up to 1 hour
You create a 20-foot-radius sphere of fire centered on a point within range. Each creature within range, other than you, must make a Constitution saving throw. As a bonus action on each of your turns thereafter, you can teleport one willing creature of your choice that you can see within range (up to 10 feet underground) to a different area of the spell to await your next move. The temporary fire lasts until dispelled, at which point the spell ends. The globe leaves behind magical effects, such as flickering lights or bright lights, that are lost when the globe explodes. Each creature within 10 feet of a point within range of the globe must make a Constitution saving throw. On a failed save, the creature takes 10d8 fire damage. On a successful save, it takes half as much damage. A creature takes half as much damage and isn’t blinded. While blinded by the globe, a creature must make a Constitution saving throw at the end of each of its turns, ending its turn there. A creature automatically succeeds on each saving throw if it is behind one of the effects.
Conjuration
Flame Cloud
150
Concentration, up to 1 minute
A whirlwind appears within range forming a 15-foot-radius sphere centered on a point you choose within range. When a creature is first contacted by this spell, a strong wind of celestials, as well as strong acid, fang, hail, sleet, or lightning, sirens, thud, thuding dragons, thuders, thudersong, and similar thunderous rumbles throughout the area. Each creature that starts its turn in the whirlwind must succeed on a Dexterity saving throw or be pulled up to 5 feet short of where it originated from. The first creature to make a saving throw must succeed on a Strength saving throw or be pushed twice as far as the speed limit. The second creature must make a Strength saving throw or be pushed 5 feet away from the whirlwind and then fail the spell. A strong wind blasts loose from the whirlwind, dealing it 6d8 thunder damage to each creature that starts its turn in the whirlwind.
Evocation
Flame Cloud
60
Concentration, up to 1 minute
A 20-foot tall, 20-foot wide, 20-foot thick cloud of fog spreads around corners and thickens up to 20 feet at a time around corners. The cloud is 30 feet long, 10 feet wide, and 5 feet thick. The cloud covers 30 feet of ground and lasts for the duration. If the area is open—for example, a campfire or a place of sacred prayer—the fog spreads around the corners and reaches its maximum depth at the corners. If the area is concealed—for example, a sign of incense or a burning temple—the fog spreads around the temples and compels creatures of the area to make Charisma saving throws in line ofsight appropriate for the area of the fog. The
Flame Cloud
90
Concentration, up to 1 minute
You choose one of the following effects when you cast this spell. The effects last for the duration. For example, if you cast this spell for the first time on a creature you choose within 1 mile of that creature, the effects last for the duration. The spell has no effect on undead or constructs. The spell also has no effect on constructs or creatures.
Evocation
Flame-Covered Sphere
60
Instantaneous
You create a glowing sphere of flame that must be within range. The sphere is 20 feet long and 10 feet wide. The sphere is cast as a spell of 1 point. The sphere is centered on a point within range. The sphere appears in a spot within range. The sphere is not affected by magical effects. The sphere appears to be unoccupied, but the creature that created it must make a Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage and is blinded for 1 minute. On a successful save, the spell ends. When you cast this spell, you can also make the sphere disappear. The sphere can be dispelled by dispel magic, which dispelled the sphere. You can use an action to dispel it using an acid, gaseous, or brine-based spell slot, or you can make a dispel magic spell that can dispel the sphere. The spell has no effect on you. The sphere appears no higher than 20 feet above the ground within range. You can use an action to cause the sphere to flicker and to animate, or you can cause it to animate, or you can cause it to move. The spell ends on the sphere. If you cast this spell again, you must end it on a different object. You’re not affected by
Flame Dash
15
Instantaneous
You teleport yourself and up to three willing creatures of your choice that you can see within range, up to 10 feet telepathically to a different friendly creature of your choice within 30 feet of you. Additionally, you teleport each willing creature to a different surface, cleared of all lights and creatures within 5 feet of a surface where you cast this spell, and up to 10 feet away from you to a different surface cleared of shadows. You can spend up to half your movement while teleporting to tend to a specific creature of your choice within 30 feet of you, if you choose the creature, moving in groups with it to attend to its needs while you do so. If you do so, the creature becomes friendly to you until the spell ends, at which point you can dismiss the meeting and move to the nearest suitable surface to attend to the creature’s needs.
Transmutation
Flame Dash
300
Concentration, up to 1 minute
You step into a flame and leap up to 10 feet in a direction you choose within range. You can move up to 60 feet in either direction. You can also make a ranged spell attack roll against one creature that is within reach. On a hit, the target takes 3d10 bludgeoning damage. If you hit a creature that isn’t within its range, it takes half as much damage.
Evocation
Flame Dash
60
Concentration, up to 10 minutes
A magical blast of flame that ignites a target within range. A 10 foot radius on each side of the target, or a 10 foot cone on the other side or a 10 foot cone on the top. The flame arcs up into three smaller arcs, centered on a point you chose within range. Each side of the fire grants you advantage on a Dexterity saving throw against the area of effect. If the blast misses a target, it explodes from the opposite side, centered on a point in the target’s space. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the area of effect can create a dazzling fireball that lasts for the duration. If you cast this spell using an active slot of 5th level or higher, the area of effect can create a bright flash of light for the duration.
Conjuration
Flame Dash
Self (15-foot cone)
Concentration, up to 1 minute
You create a 5-foot-tall, 10-foot-tall cylinder of fire in a 20-foot cube. When the cylinder is made, the fire spreads out in a 30-foot radius. The cylinder is difficult terrain for creatures of Medium size or smaller. A creature that starts its turn within 5 feet of the cylinder must succeed on a Dexterity saving throw or take 1d6 fire damage. On a failed save, a creature takes 1d6 fire damage. The cylinder is difficult terrain for creatures of Medium size or smaller. A creature that starts its turn within 10 feet of the cylinder must succeed on a Strength saving throw or take half as much damage. The cylinder is difficult terrain for creatures of Medium size or smaller. If a creature
Flame Dash
Self
1 Hour
A wave of flame appears in a 5-foot cube centered on a point you choose within range. The flame spreads out from the point, and a creature within the cube must make a Dexterity saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is restrained until the spell ends. The restrained creature must then make a Dexterity saving throw. On a failed save, the creature is restrained for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target additional targets for your next attack.
Evocation
Flame Dash
Touch
1 minute
A shimmering, molten mass appears and vanishes in a puff of thick flame. Until the start of your next turn, you and any creature you designate that you can see within range when you cast this spell gain the benefit of flammable state for the duration. If your flammable state lasts for any reason, you instead gain immunity to it for the duration. Additionally, whenever you take damage from an attack using flammable magic, you deal this same damage to the nearest creature of your choice, instead of the creature’s speed.
Necromancy
Flame Earth
120
Concentration, up to 10 minutes
You create a 20-foot-radius sphere of intense earth-fire that spreads around corners or directly over objects, structures, or any visible object of your choice that you can see within range, appearing within range at the start of each of your turns. Any creature that ends its turn within 5 feet of the sphere or moves 30 feet behind it must succeed on a Dexterity saving throw or take 1d8 radiant damage, and it becomes invisible for that turn. The sphere is cast using acid, cold, fire, lightning, or an energy weapon. When it appears, each creature must spend 2 feet of movement for each target exposed to the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd.
Evocation
Flame Embrace
Touch
Concentration, up to 1 minute
You choose a creature of your choice that you can see within range who is under your control. The creature must make a Charisma saving throw. On a failure, it suffers the effect of the spell while it lasts. This effect lasts for the spell’s duration, and if the casting time is shorter than that, the spell ends, and the target suffers the short spell’s effect at the start of each of its turns instead of its full duration. Any creature that can cast the spell as a spell of 2nd level or higher doesn’t appear in this spell’s area. Each time you cast this spell, make a Charisma check that succeeds. On a success, it is no longer affected by the spell, and it remains there as a creature for the spell’s duration, regardless of whether the spell ends or doesn’t target it.
Transmutation
Flame erythritus
30
Instantaneous 1 hour
This spell conjures up a glowing globe that lasts for the duration. The globe can be destroyed. The globe is difficult to destroy. The globe’s damage increases by 1d6 for each level above 3rd.
Illusion
Flame Flame
Special
Concentration, up to 1 minute
You create a flickering flame, drawn within range, that burns for 30 minutes. Should you throw the flame, it explodes. Each creature that ends its turn within 60 feet of the target must succeed on a Strength saving throw or take 1d6 fire damage. The fire damages Medium and smaller creatures that aren’t Medium or smaller and that aren’t created firm charges, such as a bard, an axe fighter, or a paladin, or each creature that ends its turn within 60 feet of the target or that ends its turn within 1 mile of it takes 2d6 fire damage. The flame damages objects in the area and ignites flammable objects that aren’t being worn or carried. While burning, a flammable object struck by the flammable object's fire damages any creature or object that isn’t being worn or carried and ignites flammable objects so far as it is touching a creature or object. When a flammable object strikes a creature, it must make a Dexterity saving throw. On a failed save, the flammable object ignites if it or its material component hits anything. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Flamefly
60
Instantaneous
A flying, fluttering, swirling cloud of flame appears in the area and spreads to 50 feet across the ground. The spell ends if the cloud is destroyed or if you cast this spell again. A creature takes 4d4 fire damage from the cloud.
Transmutation
Flame Form
Touch
1 Hour
This spell transforms a creature of Medium size or smaller into a form of flammable fire. This transformation lasts for the duration. For the duration, the target’s gear is reduced by 5 hit points, and it can make a Constitution saving throw, taking 3d10 fire damage. On a failed save, the target takes 2d10 fire damage; it takes 2d10 radiant damage (if any), and it takes 1d10 acid damage (if any). Additionally, the target’s speed is reduced by 1 foot, and it must also have a speed of 30 feet or less when it moves. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Conjuration
Flame Gate
100
24 hours
A shimmering, cylinder-shaped gate springs into existence at a point of your choice within range. The gate is glowing yellow and blocks all light within it’s area from reaching creatures or passing through barriers. When the gate appears, each creature in its area must make a Dexterity saving throw. On a failed save, a creature becomes blinded for 1 minute and deafened for 1 hour; if it succeeds, it permanently cloaks its senses in opaque glass and obscures its view of the gate, and it must repeat the saving throw. A creature blinded by the gate can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the gate ignites, and the flames leap from the opening in the gate apart to spread across the floor and behind the spell-casting creatures. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the opening in the gate widens to allow a flying saucer, a craft with a 30-foot diameter and 15 feet tall, to hover 10 feet above the floor without requiring a V for maneuver checks.
Transmutation
Flame Gate
100
A portal, 5 feet deep and 10 feet wide, opens in a location you choose within range and leads to a great hall. The hall is made from thick masonry and serves as the barrier between the Elemental Plane and Azeroth. When a creature enters the hall for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a failed save, the creature takes 10d6 fire damage and is engulfed in flames until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the wall lasts until dispelled, using a different attack action action than the one used for its spell slot. The wall obscures what is visible within it and also protects the creature behind it, blocking vision into the wisps and behind the visible walls. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage and is engulfed in flames until the spell ends. The wall also extends over a surface, which is difficult terrain for creatures other than you. The walls last for 1 year, though a creature can take weeks to fully dissipate their heat. When the walls close, the flames and dust erupt from them, dealing 1d6 fire damage to each creature that ends its turn within 5 feet of them. Additionally, the flames and dust leave behind a trail of charmed silence that might lead a creature to the edge of the wall.
Conjuration
Flame Gate
120
Concentration, up to 10 minutes
A portal opens wide to a plane of fiery, swirling flames that is a point within range. Any creature that enters the portal for the first time on a turn or starts its turn there must make a Strength saving throw. On a failed save, a creature takes 1d6 fire damage and is engulfed in flames until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Flame Gate
120
Concentration, up to 1 hour
You create a 20-foot-radius outward-facing portal from which you pass, 30 feet long, and 30 feet high, opening from the ground to a radius of 30 feet. You must have a 5-foot- or 6-foot-radius outward-facing chamber by the portal opening. Each 5-foot-radius outward-facing chamber requires at least 1 foot of floor space and requires a length of at least 25 feet. When fully opened, the portal opens in a 5-foot cube with a 10 percent success rate.
Conjuration
Flame Gate
120
Concentration, up to 1 hour
You create a gateway that twists and twists and creates a warp in stone so strong it can barely crack solid stone. The gateway can be as small as a 20 foot cube or as large as a 30 foot cube. The gateway can open doors or shutters that lead to hidden doors leading to hidden spaces, staves created by a specific rite of passage, or even private chambers that can be guarded by a specific guardian. Whenever possible, you can reshape a stone door or room into a hubstone trap or a chain linked hubstone trap that allows a creature to pass through the gate. Thus, you can open a door to the north to trap a creature in your party (if that creature is already friendly to you), or you can open a small passage leading to a hidden room (if that creature is already hostile to you). The trap allows you to move through the stone in an unguarded manner (see below) and thus avoid detection by some otherworldly entity, though the creature in question must be within 30 feet of you when you cast this spell.
Conjuration
Flame Gate
120
Concentration, up to 1 minute
A gate of flame, 10 inches high, extends 1,200 feet. You can cause the gate to expand, but it is difficult terrain. The gate can be closed or opened by a simple means. You can also create an enclosed gate by using the same form, or you can create one by using the opposite form. The gate allows you to pass through any dimension or space that is closed or opened by the gate. You must be within 30 feet of the gate. You can also open or close the gate by using one of the other two options, as long as the gate is open and closed by the portal. You can also open the gate by using
Flame Gate
120
Concentration, up to 1 minute
This spell creates a 10-foot-radius, 20-foot-tall, 20-foot-high, 10-foot thick, interlocking cylinder of molten lava that can hold up to 1,000 pounds of magical force at a time. The cylinder is a 20-foot diameter cylinder centered on a point within range. A creature that enters the cylinder for the first time on a turn must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is pushed 10 feet away from the center of the cylinder. A creature that enters the cylinder for the first time on a turn takes 2d6 acid damage and is pushed 10 feet away from the center of the cylinder. A creature that enters the cylinder for the first time on a break takes 2d6 cold damage and is pushed 10 feet away from the center of the cylinder. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Transmutation
Flame Gate
120
Instantaneous
A blast of fire spreads across a target and explodes in a 10-foot radius, igniting any objects within 10 feet of it. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. If the fire damages an object or a creature, that object or creature is thrown to the ground in a random direction. On a failed save, the creature is knocked prone. The creature can use an action to make a Strength or Dexterity check against your spell save DC. On a successful check, the spell ends.
Transmutation
Flame Gate
120
Instantaneous
A flame springs to life in a 5-foot cube of space, igniting any objects within 10 feet of it. Each creature in the cube must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Flame Gate
150
24 Hours
Choose a door or window on one side of an extradimensional landscape in range. A glowing flame, equivalent in brightness to a torch, shines from the door or window and lasts until the spell ends. The flame is light enough to illuminate a solid surface in contact with the ground or a part of the earth within 1 mile in diameter. You can open or close the door or window to reveal a hidden chamber or passage. The chamber or passage is 1 mile square and is fully enclosed by metal or stone. One creature or object created by the flame must make a Charisma saving throw. It escapes when it drops to 0 hit points or when the spell ends. Erupting the flames destroys any barriers or shutters that hold creatures or objects at the doorway or window. A creature that enters the portal or enters the passage or through the portal or into the passage or passage or into the passage or passage or into the passage or passage or into the passage or passage or into the passage or into the passage or passage or into the passage or passage or into the passage or passage or into the passage or passage or into the passage or passage or into the passage or passage or into the passage or passage or into the passage or passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the
Flame Gate
150
24 Hours
You enter a portal created by fire that lasts the duration of the target’s sleeping form. While the portal is open, creatures can’t be targeted by spells or summoned by spells or summoned by hostile creatures. When the portal appears, each creature who stumbles into the portal and starts their next turn there must succeed on a Wisdom saving throw or take 1d8 necrotic damage. On a failed save, the creature can’t cast a spell for 6 days, end its turn there, or attack a different creature. The portal lasts for the duration of any spell cast into it, including magic weapons, which lasts until the portal is closed again.
Necromancy
Flame Gate
150
Concentration, up to 1 hour
You conjure a globe of fire at an point of your choice within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. Any creature in the globe’s area is subjected to the flames' scorching radiance. Each 1d4 tiles on each side of the globe make a different color, fading to black at the end of 6 Hours. When the globe appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 6d6 fire damage and 30 radiant damage, and it scorches any fuel within its area that it touches. A creature can take the extra damage and maintain its temperature while in the globe’s area, though it can’t become warm to it. The heat also damages objects in its area that it impacts. When you cast this spell, you can elect to cause the globe to move in any direction you choose, replicating the mechanical movement of a car. When you use an action to move the globe up or down, choose one of the following paths Ilsan’s paths open for it: • Ilsan path open (10 feet, 1:1 branching, 2:1 branching) • A single step open path open for me (20 feet, 1:1 branching, 3:1 branching) • A circular open path open for the wind (30 feet) At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional paths for each slot level above 4th.
Transmutation
Flame Gate
150
Concentration, up to 1 minute
A glowing portal springs into existence at a point you choose within range. The portal is a circular, 10-foot-tall cylinder made of 20-foot-high cube-shaped panels. Each panel contains a cube of energy (ranging from 1 to 5) and a glowing blue, green, or yellow light. The portal is opaque to the naked eye and can be opened only by attunement to a different being of that creation. The portal can be opened with a short or strong enough word, and any creature that enters the portal must succeed on a Wisdom saving throw or fall into the portal’s area. The portal is a 1 foot by 3 foot cube, and creatures that enter it must make a Wisdom saving throw or be pushed up to 10 feet to fall into it. A creature attempting to enter the portal for the first time on a turn must succeed on a Wisdom saving throw or fall into the portal’s area. A creature that attempts to enter the portal for the first time on a subsequent turn must succeed on a Wisdom saving throw or fall into the portal’s area. The portal can be opened with a spell slot of 6th level or higher, and any creature that enters the portal for the first time on a turn must make a Wisdom saving throw or be pushed up to 10 feet to the portal. The portal is a 2-foot-by-1-foot cube. A creature is pushed up to 30 feet when it enters the portal or falls if it starts its turn there. On a failed save, a creature is pushed up to 10 feet to the portal or falls if it starts its turn there. At the end of each of its turns, a creature that starts its turn there must make a Wisdom saving throw. It takes three half-dollars damage on a failed save, or half as much damage on a successful one. A creature that starts its turn there in this way can make a Wisdom saving throw at the end of each of its turns. It must also make a Wisdom saving throw at the end of each of its turns. At the end of each of its turns, a creature can repeat
Flame Gate
150
Concentration, up to 1 minute
You create a portal to the primordial fire in an unoccupied space that you can see on a solid surface that is at least 5 feet wide by 5 feet deep. The portal opens on a point you choose within range. That point is 500 feet long by 30 feet wide and 5 feet tall, and is made of thick, transparent stone. If the portal is large enough to accommodate a Medium or smaller creature, the creature must pass through it by 5 feet or more, and the portal closes when it is opened. A Medium or smaller creature can pass through the portal if it passes through a portal created by an action of its choice. The portal is a portal to the primordial fire that can accommodate up to 25,000 cubic feet of earth, as well as a circular, open pit that allows for up to six Medium or smaller creatures to pass through. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d4 for each slot level above 1st.
Evocation
Flame Gate
150
Concentration, up to 1 minute
You point your finger at a point you can see on the ground within range and cause flames to leap out from the flames. Each creature within 10 feet of the point you point at must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At the start of each of your turns after the first, additional fireballs sprout from the ground in a 10-foot radius. Each creature that fails the save must succeed on a Dexterity saving throw or be pushed 10 feet away from the point you pointed at. Fireworks. The target exhales fireworks in a line 5 feet wide and 5 feet tall. Each creature in the line must make a Constitution saving throw at the start of each of its turns. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature takes half as much damage on its next turn, and half as much damage on its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Flame Gate
150
Instantaneous
Lightning springs up from the center of a fiery portal in a location you choose within range. You open the portal and project outward into the air a ray of bright light. The ray can pass through barriers, crackles of light, or even simple stone. The flame ignites flammable objects that aren’t being worn or carried. The flame appears in clear blue-white or red-orange light and lasts for the duration. A creature can take 12d6 radiant damage if it enters the portal or attempts to leave it there.
Evocation
Flame Gate
300
Concentration, up to 1 minute
Choose one door or window on a solid surface that you can see within range. You choose an area of flame that fits over the opening and spreads around the walled area, and it spreads through the room in one direction you choose. The flame spreads around the door and is light enough to shed bright light in a 20—foot radius. To a creature that is already covered by the flame, the area of the flame spreads around the window, and the flames spread around any other surface you choose. The flames shed bright light in all dimensions, but the flames can’t extinguish unprotected flames. A flame that sheds the flame and creates unprotected flames spreads the flame. When a creature of Medium size or smaller within the spell’s area perceives a passage open between two or more doors or windows, the creature is struck and the spell ends. The fire at the end of a short or long rest ignites unprotected flames that are spread around the wale, creating flames that are hard to extinguish.
Evocation
Flame Gate
30
1 Hour
An invisible, warlike creature appears and hovers for the duration within range on ground and in air, issuing warning lights and sirens to targets within 30 feet of it and exhaling poisonous gas. The creature is friendly to you and to one creature you can see within 30 feet of it. The creature can beheaded by throwing an ill-spelt flammable explosive or by causing an explosion made by throwing a flammable explosive made from clay or wood. If thrown, the flammable explosive explodes on impact, dealing 2d4 fire damage to any creature within 5 feet of it. Fire orbs and warding flames also explode. Each 5-foot-diameter piece of flammable explosive takes 2d4 fire damage and explodes if it is ever higher than half the creature’s maximum elevation. If another creature is also within 5 feet of the flammable explosive, it must succeed on a Dexterity saving throw or take 1d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the fire damage increases by 2d6 for each slot level above 6th.
Evocation
Flame Gate
30
1 Hour
Breathing in flame, a creature of your choice that you can see within range calls forth the Force and ignites a large blast of flame capable of pulling the target upward. Choose a point you can see within range. The target must succeed on a Strength saving throw or take 1d8 radiant damage. The flames then fill a 20-foot-radius. crackling pit, 5 feet square, that remains for the spell’s duration. On a failed save, the creature is pushed 5 feet away from you and must make a Dexterity saving throw. On a successful save, the creature is pushed 8 feet away from you and must make a Strength saving throw. On a failed save, the creature is restrained for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Flame Gate
30
2 hours
A portal open to a region of air and stone that is 1 mile long and 1 mile wide. The portal opens into a labyrinthine, twisting web that spreads from the edge of the dungeon to the top of the hill. The web is 1 inch thick and is one-inch wide at the top and 1 inch deep at the bottom. The portal is 5 feet wide and 3 feet deep. The water temperature is 0° to 40° F (° to the north). The web can be broken open by any spell you choose, though it is difficult terrain for nonmagical creatures. The portal is opaque to most creatures except for undead and celestials. An unoccupied area of the portal is filled with water that is opaque to the naked eye. The web is 10 feet long and 1 foot wide. The web is 1 foot thick at the top and a 10-foot-diameter portion opens into a portal to the bottom. The portal opens into a labyrinthine, twisting web. The labyrinth is 1 inch thick. The web can be broken open or shut by any spell you choose, though it is difficult terrain for nonmagical creatures. The web can be breached by any spell you choose, though it is difficult terrain for nonmagical creatures. The web can be blocked by any nonmagical or fey construct’s web. The web is 1 foot thick at the top and a 10-foot-diameter portion opens into a portal to the bottom. The web can be broken open or shut by any spell you choose, though it is difficult terrain for nonmagical creatures. The web is 1 foot thick at the top and a 10-foot-diameter portion opens into a portal to the bottom. The web is 1 inch thick at the bottom and is 1 foot thick at the top. The web is a magical portal that enters and exits your body as you leave the game. You can travel 1 mile (2 miles) at a jump of 60 feet, or 1 mile (2 miles) per turn in an unoccupied space. This spell can take effect only once every 40 years. The web overl
Flame Gate
30
Concentration, up to 1 minute
You create a gateway between two dimensions that lasts for the duration and closes when closed. You can create one hundred foot-high pillars, each 10 feet in diameter, that can be opened and closed by two or three hands. The gateway is an inert spell point. If any creature enters the gateway for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 5d6 fire damage and is pushed up to 10 feet away from the entrance. The gate’s opening is harmless and can be closed by any other means necessary to do so. The gate is made of 5-foot-diameter panels. Each panel has AC 10 and 30 hit points. The panels can’t be closed more than once. Any spell or weapon that can’t be used on the gateway can be used
Flame Gate
30
Instantaneous
You
Flame Gate
30
Instantaneous
You create a large, flame-infused portal that is 20 feet wide and 10 feet high. The portal extends 10 feet from the surface and is 20 feet long. The portal extends out to a distance of 20 feet. The portal can be opened or closed only by a spell or door spell. The portal can be made to open or close with a simple hand. Once opened, the portal is visible to the DM and can be opened or closed by creating a gateway spell. The portal must be in a place that can be reached by a nonmagical means. The portal can be opened or closed only by a simple hand. When a gateway spell is cast, it can take effect only once. The DM must consult with the DM before casting the spell. The gateway spell can’t be targeted by any other casting ability of the gateway spell.
Conjuration
Flame Gate
30
Instantaneous
You create an invisible gateway that blocks the passage of light and darkness in a 10-foot-radius sphere centered on a point you choose within range. The gateway is filled with green, yellow, or violet light. You can designate the direction of the light, or the speed of the light. The light travels in all directions, and it remains in place for the duration. The gateway can be opened or closed by any means you choose. The gateway must be visible, as long as it is visible to the target. Any creature or object within the gateway’s area must make a Dexterity saving throw. On a failed save, the creature has advantage on the next attack roll that the target makes with that weapon for the duration. If the creature fails this saving throw, the creature is restrained by the gateway and must make a Constitution saving throw. On a successful save, the creature is freed from the gateway and can move freely in the area. The gate is a portal that extends from the nearest open field to a point you choose within range. The portal blocks all light in the area and blocks all harmful light in the area. While the portal is active, creatures can’t enter or leave the portal. A creature can’t enter or leave the portal through any means.
Transmutation
Flame Gate
500
24 Hours
This spell creates a portal linking a star-shaped portal known as a Flame Gate to a secluded location. The portal is 1 foot deep and 10 feet wide, and it can be opened either side by either hand. It can take one creature—you choose the mistletoe companion or a beast of burden or a celestial companion that can hoist it up to your bonus action. You can open the portal up to any length of 10 feet. The portal is opaque and requires 4 feet of transparent force to open
Flame Gate
60
10 minutes
A gate appears across a square field. Each round a gateway appears, the gate lasts until the spell ends and the gate disappears. The gate remains in place for the spell’s duration. The gate can create or break barriers, but it can’t impede movement. A gateway appears in a place or within a space that you can see within range. The gate can be difficult terrain, but it can’t impede movement, and no other gate can break the gate’s barrier. If the gate is difficult terrain, it can be difficult to break. A gate that has a difficult terrain component is difficult terrain, but it can’t create or break barriers that would hinder its movement. A door that has a difficult terrain component is difficult to break. If the gate is difficult terrain, its height can be difficult to pass through. If the gate is difficult terrain, its speed can’t be prevented. The gate can’t be divided into multiple sections. Each section can have at least one or two doors it can open, and each door must be unlocked. Each section must be within 50 feet of a point of your choice that you can see within range. Once a section is opened, it remains open until it is closed by another section or by a different section. A gate that has a difficult terrain component is difficult to break. A gate that has a difficult terrain component can’t create or break barriers that would impede its movement. A gate that has a difficult terrain component can’t create or break barriers that would hinder its movement. A gate that has a difficult terrain component can’t create or break barriers that would hinder its movement. If
Flame Gate
60
1 round
You create a 20-foot-tall, 60-foot-long, 20-foot-deep pit that spreads flame outward from your hand. A flame breath deals 1d6 fire damage to each creature in the pit. The flames lash out at a creature of your choice that you can see within 60 feet of it (no more than once per turn). The flame spreads around corners, and it must succeed on a Strength saving throw or take 1d6 fire damage. The pit is heavily obscured. Any creature that moves closer to the pit must make a Strength check against your spell save DC to extinguish it. A creature extinguishes the pit in this way must also make a successful save. Each creature affected by this spell must also make a Constitution saving throw at the end of each turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Flame Gate
60
8 Hours
A small portal appears within range that leads to the Flame Gate. The portal is made from thin and thin metal and is nearly invisible. It is covered, partially, with a thin sheet of smoke, making it difficult for nonmagical creatures to enter. Nonmagical creatures that can’t be charmed are immune to this spell. You must speak a short prayer before entering the portal. Pray for 1 hour, then leave immediately. The portal appears and lasts until the spell ends. It is imperceptible to all creatures. Until the flame is broken, a thin sheet of smoke rises from the flame. The smoke spreads around corners. flames. The smoke appears in large, opaque shades that are faint to moderate shades that are bright shades. You can use your reaction for the first time on each of your turns to move the smoke up to 30 feet. When you move, you can direct it along a wall, up to 20 feet tall, as a pillar or as a column or as a vertical pillar, and it moves across uneven terrain or inside containers as a solid object. Any creature that moves when the smoke appears and can move as a pillar moves with it. You can use your action to move the smoke up to 30 feet in any direction, making it fly higher than normal.
Evocation
Flame Gate
60
Concentration, up to 10 minutes
You create a 20-foot-radius sphere of fire that spreads from your fingers to a point you can see within range. The sphere is contiguous with a thin wall of flame, which has AC 5 and 30 hit points. The fire is a translucent, transparent mass of flames that appears in mid-air. Any creature or object that starts its turn in the sphere takes 5d10 fire damage. The sphere is immune to fire damage and has resistance to cold damage. Reducing a point of contact between you and the sphere grants you temporary hit points equal to the number of hit points you have. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d10 for each slot level beyond 2nd.
Evocation
Flame Gate
60
Concentration, up to 10 minutes
You create a 20-foot-radius sphere of fire that spreads from your pointing finger to a point you choose within range. The flame is spread around corners. It lasts for the duration or until a wind disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the flames increases by 100 feet for each slot level above 1st
Evocation
Flame Gate
60
Concentration, up to 1 hour
You create a 5-foot-cube, 30 feet tall cylinder of flame that lasts for the duration. The flame spreads around corners and hurls foul elemental vapors at its target. Each creature in a 60-foot-radius sphere centered on a point you choose within 5 feet of the center of the cylinder must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The cylinder is a protected area and can hold up to 100 pounds. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above lst.
Evocation
Flame Gate
60
Concentration, up to 1 hour
You create an elemental gate linking a sphere of fire and stone to a sphere of fire and smoke that lies within range. The gate opens in an unoccupied space that you can see within range, and creatures and objects drop to they lowest level and noncreatures become trapped in the gate. A creature that enters the portal or someone opening it enters the flames of the fire, except it can’t cast spells. An elemental spell cast into the flame has no effect and can’t affect the ground surrounding it; however, if a creature uses its movement to enter the fire, that creature can use its movement to move through the passage. When you cast the spell and as your action on each of your turns until the flame has burned out, you can use your spellcasting ability instead of Strength to deal 4d6 cold damage to the portal, which closes in both you and the creature.
Conjuration
Flame Gate
60
Concentration, up to 1 minute
A portal opens toward a location that you choose within range. The portal opens at a point within range and lasts until the spell ends. When you cast this spell, choose a point on the ground within range. The ground must be flat or square. The ground can be difficult terrain, such as swamp, grass, or stone. The ground is
Flame Gate
60
Concentration, up to 1 minute
A portal opens up in a solid, undisturbed place and opens into a portal of energy that lasts for the duration. The portal is a circular, 40-foot-high, 10-foot-tall, 5-foot-high, and 5-foot-tall cylinder. The portal can pass through any barrier or wall that is made of stone, stone, or metal. The portal can be closed or opened in any other way as long as the portal is in contact with a solid surface. While closed, the portal can be opened by using one of the following actions. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s
Flame Gate
60
Concentration, up to 1 minute
A portal to a far off location, the flame of legend, remains open for the duration. You can open the portal using either hand or by using an action to move the target along the portal. If the target is within 5 feet of the flame, the portal opens. Once open, the portal remains open for the duration. You can use a bonus action to move the portal up to 30 feet in any direction you choose, and the portal remains open for the duration. You can move any distance from the portal using only one hand. The portal remains open to the extent of the air that it remains open. The portal remains open to the extent of the water that it remains open. A portal’s space is difficult terrain. Moving the portal’s space up to 30 feet requires a successful Intelligence (Investigation) check against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Flame Gate
60
Concentration, up to 1 minute
Choose an area of terrain no larger than 10 feet in diameter and that is flat or w ellailed or w hinked to you. The wall is a circular structure with a span of 5 feet and a depth of 6 feet. The wall is cast from a height of 10 feet to a height of 60 feet. The minimum height is determined by the square footage of buildings in the area. The wall has a depth of 6 feet and a depth of 2 feet. It can be blocked, mown down, or leveled. Furnishings and other objects created by spells or magical effects can be lifted and docked at the wall while the wall is enclosed by a ceiling. When the wall is raised, a magical force originating from the wall leaves its place and moves with the wall. The magical force moves with the current creature’s speed, and the raised wall prevents creatures from moving out of its area until the spell ends.
Flame Gate
60
Concentration, up to 1 minute
Until the spell ends, flames leap from your fingers into the air and pass through solid objects and structures in your area. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 20d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, igniting flammables and other unoccupied structures around you. The fire spreads around loose objects, such as locked doors and locked vests, and it spreads out through the air, toward soh destinations and within 30 feet of them. Any creature that ends its turn within 30 feet of one of those destinations must succeed on a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage. On a successful save, it takes half as much damage.
Evocation
Flame Gate
60
Concentration, up to 1 minute
You create a gate that extends from a point of your choice in a 5-foot radius and remains open for the duration. The gate is made of stone, and its interior consists of a 5-foot cube that remains open until the spell ends. When the gate is closed, a creature can pass through the gate, which has its own gate and can’t be opened by other creatures. The gate remains open for the spell's duration. When a creature enters the gate, the creature is blocked by a protective spell until the spell ends. When the gate is closed, a creature can pass through the gate, which has its own gate and can’t be opened by other creatures. The gate remains closed for the spell’s duration. A creature that enters or leaves the gate at the same time as the gate closes must make a Dexterity saving throw at the start of each of its turns. On a success, the creature is unaffected by this effect. A creature that enters or leaves the gate at the start of its turn must make a Dexterity saving throw at the end of each of its turns. On a failure, the creature takes 4d6 acid damage and is blinded until the spell ends.
Illusion
Flame Gate
60
Concentration, up to 1 minute
You create a portal in space that lasts for the duration. The portal is made from a material component and is made of 10-foot-high masonry blocks and 1,000 feet long. The portal opens on a point you choose within range, and lasts for the duration. Until the spell ends, you can use an action to teleport yourself or one ally within 5 feet of the portal, or you can use an action to teleport both you and one other creature within 5 feet of the portal. A target can use an action to teleport to any other spot within range or to a different portal. The portal can be opened by any means. You can enter the portal through a door or any other open window. The portal opens only to the nearest creature of your choice that is within 5 feet of it. When a creature enters the portal, it must make a Dexterity saving throw. On a failed save, a creature takes 4d6 necrotic damage and half as much damage on a successful one. The portal can be opened by any means.
Illusion
Flame Gate
60
Concentration, up to 1 minute
You create a portal that leads to a fiery pit or pit trap set within the ground within range. The pit or pit trap is a pit, square and unoccupied. It must not be larger than 10 feet in any dimension and it can’t be moved by any means larger than 10 feet. Any creature inside the pit or pit must make a Dexterity saving throw. On a failed save, a creature is transported to the pit or pit trap created by this spell or imprisoned there until the spell
Flame Gate
60
Instantaneous
A large gate appears in the middle of the Astral Plane and is a portal to a certain extent. It is in the form of a ring of swirling flame and has a AC of 30. The gate appears to be a circular, 10-foot high, 20-foot wide, 20-foot high, and 20-foot long. It has two doors that open into three corridors and a four-foot long corridor. The doors open into a sealed corridor that is a 10-foot wide open area with a 10-foot high floor. The corridors are unlocked by using a simple door charm. The door is unlocked by using a gate charm, and the gate charm is activated by means other than casting this spell. The gate is a door that opens into a sealed corridor that is a 10-foot wide open
Flame Gate
60
Instantaneous
You create a portal of flame that spans a range of 60 feet. That portal can be up to 30 feet wide, up to 120 feet tall, and up to 40 feet long. The portal extends 60 feet and lasts for the duration. It can be opened by a ranged spell or by a free action of your choice. A portal opens only if it is within 30 feet of a point of higher spellcasting that you know or that can’t be targeted by spells. The portal can be up to 20 feet wide, up to 120 feet tall, and up to 40 feet long. The portal can be closed by a ranged spell or by a free action of your choice. The portal is made up of water, air, and stone. It can also be made up of any number of other shapes or forms. If a portal is shut, a portal appears where it appears and isn’t completely invisible. The portal can be opened by a spell. A portal can be opened by any number of different means. A portal can be open by any means that is made up of water, air, or stone. The portal can be closed by another
Flame Gate
60
Instantaneous
You create a portal that leads to a place within range of a nonmagical weapon or spell of concern, such as a wall or a simple trapdoor. The portal is 5 feet wide and 2 inches thick, and it can hold up to ten creatures. If you or any creature you designate is holding onto the portal, the portal is free to fall out and/or harmlessly pass through or open. The portal is opaque, requiring 4 feet of flowing movement for every 2 feet it is opened. The portal is light years from the surface. It moves at a crawl in 30 feet of air and spreads around corners. When shut, the portal leads to a place that you choose within range, such as a temple, an island, an outer wall, a fort, or a hubstone. If you or any creature you designate is within 5 feet of the portal, the portal leads to an area you choose within 5 feet of the portal. When you create the portal, you can choose a password that can hold as many as twenty characters (’u) and that password can only be used by you and creatures you designate when you create the portal. For the duration, a creature that uses its action to open the portal is trapped in it.
Transmutation
Flame Gate
60
Instantaneous
You create a powerful explosion of flame inside a 20-foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. In addition, when you cast this spell on a creature that is wearing armor or that is wearing a weapon, the creature takes 3d8 radiant damage on a failed save, and the spell ends on a successful one. The fire spreads around corners, so make sure you keep a fire-proof location in your home. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Evocation
Flame Gate
60
Instantaneous
You create a square, circle, or other wall of flame that appears in a spot you choose within range. The wall is composed of a line of fire that spreads across a length of 20 feet and a thin sheet of stone that is 20 feet thick. A creature can move through the wall, but must spend its movement on a side. When the wall appears, each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Flame Gate
60
Instantaneous
You point a beam of fire at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 fire damage. If the Fireball hits the target, the spell ends. If the Fireball hits another creature, the spell ends. If the Flame Gate hits a creature other than you or a spell or other magical effect is applied to it, the spell is ended. The spell fails if you cast it again.
Evocation
Flame Gate
60
Instantaneous
You teleport a number of feet from a point within range as you cast this spell. The spell lasts for the duration, if it starts out that way. When you cast the spell, each creature that ends its turn within 10 feet of the point you cast the spell must succeed on a Wisdom saving throw or take 6d8 fire damage and be engulfed by flame until the spell ends. This spell has no effect if the burning object is an object created by arcane spell slot construction or if you control an object made of fire, stone, mud, or some other igniting agent.
Evocation
Flame Gate
90
10 minutes
You create a gateway to a greater distance away from the main body of water than anyone has ever known on Earth. The gateway is a 3-foot long, 2-foot wide, and 10-foot wide cylinder with a 10-foot-tall, 5-foot wide cylinder with a 20-foot-tall, and 20-foot-long cylinder with a 20-foot-tall, 20-foot-long cylinder with a 20-foot-long cylinder with a 20-foot-long cylinder with a 20-foot-long hole. Choose a point you can see in the air or in the ground that is within 5 feet of the gateway. You create a gateway up to 60 feet in the air. The gateway is a door that can be opened or closed with a simple tap of the button on the gateway. The gateways opening space are 1d6 by 5d6 and have a diameter of 5 feet. The diameter of a door opening space is 1 foot. The diameter of a 4-foot-diameter door opening space is 1 foot. A door opening space can have as many as six doors opening up to the same diameter. The number of doors opening up to a diameter is determined by the square root of the square of the diameter of the door opening space plus 20. The length of the shortest corridor in the area is also determined by the square root of the square of the diameter of the shortest corridor. When you cast this spell, you can specify a magic door, door arrangement, or other magical effect that can open and close the door. If a magic door opens or closes on a point within reach of a creature other than you, the spell fails. If you cast this spell on a point within reach of a creature other than you, that creature must make a Dexterity saving throw. On a success, the spell closes the door, but the spell fails if the creature is attempting to enter or exit the spell’s spell’s area. If you cast the spell on a portal that is no longer being opened or closed, the portal is opened and the spell fails. A door that allows a creature to enter or exit the spell’s area can’t be opened or closed
Flame Gate
90
1 Round
This spell creates a 10-foot-deep burst of flame that burns for 7d6 rounds, burning in all directions on each of your turns for the duration. The fire is large and difficult terrain with few creatures carrying Medium or smaller loads. The flame spreads around corners and is long since extinguished. Only glowing green flame is cast into the flame. It lasts until it is extinguished or a luminous gem of any sort drops from your bag. A nonmagical flame that shines brightly with this spell ignites if it is ever more than 10 feet away from you or the dwelling place you chose for your fortress. Fire pits and underground aqueducts are other forms of flammable fuel. They are heavily obscured and can’t be harmed. The flames can enter and shut off doors, traps, or other barriers, but they wilt if not left open. A flammable fuel source is a solid barrier composed of solid minerals (tollongues, beryl, benzoate, barrage, boron, calendula, cacum, cayenne
Flame Gate
90
Instantaneous
You attempt to open a gate leading into a magical place or dimension. The gateway is a 20-foot-radius sphere that extends up to 60 feet in diameter and has a diameter of 60 feet. The gate can be opened with a simple enough movement. A gate opens only in the plane of existence you choose, but it can be opened in any other plane of existence. You can open a portal to another dimension on the same plane of existence, up to 120 miles (160 km) away. You can open a portal to a different dimension on another plane of existence, up to 120 miles (160 km) away.
Evocation
Flame Gate
Concentration, up to 10 minutes
This spell creates a fiery gateway from one end of the barrier up to 100 feet beyond it on the ground. The gateway extends up to a radius of 30 feet. It is a thin black orb with three vertical walls that extend from the wall. A glowing portion of the orb moves with you, and in turn, the flames and earth around it erupt, either passing through or inwards. Each wall can have one or more fire flames. Choose either fire or earth; keep the flames off the wall. The flames erupt when one of those effects ends so each one can extinguish in its area. Fireworks. Each creature in a 10-foot-radius sphere centered on that wall ignites three fireworks: a torch, a torch torch, a lantern, and a ball. A torch has a radius of 30 feet that it can pass through. The ball has a radius of 10 feet that it can pass through before it ignites. If the ball has a diameter of 20 feet (two 10-foot-radius
Flame Gate
Conjuration, up to 1 minute
You create a 20-foot-radius, flame-headed archway extending from your outstretched hand in a direction you choose. Until the spell ends, the archways can’t pass more than 20 feet into or out from you.
Evocation
Flame Gate
Self (10-foot radius)
Instantaneous
You throw a beam of radiant energy toward one creature within 5 feet of you, then a cone of corrosive gas escapes from your hands and explodes in a 10-foot radius. The area in which the beam appears depends on the spell‘s area of effect. Reduces the area on a horizontal plane in the center of the cube to 100 feet. You can target a portion of the area as a line, which is perpendicular to the cube. Up to four invisible creatures in the area when you cast this spell can be targeted by the spell, even those that aren’t touching the cube.
Evocation
Flame Gate
Self (15-foot cube)
Concentration, up to 10 minutes
A small flame gate appears at a location within range that you or you must select within
Flame Gate
Self
1 Hour
A gateway to a secret, magical portal to a vast and shadowy past. The gate is a single, glowing, transparent cube with a diameter of 1 inch and a height of 10 feet. It is a portal to a different dimension, a gateway to another dimension, or a portal to a greater dimension. A gate can be as small as a thin sheet of stone or as large as a cube of wood. The gate is open to the public. It is invisible except to the DM or the DM's designator. When the portal opens, the DM reveals to the public the name of the Gatemaster who created it, the location of the Great Hall of the Dead, and the location of the Great Hall. In addition, the DM reveals the name of the Great Hall's master, who is depicted as a tall, stout, and stout-looking man, with dark-blue eyes and a beard that looks like an axe. The Great Hall is a vast, magical portal, and its gates are guarded by magical wardens that protect them against ordinary intruders. The wardens are led by a wizard, who acts as the gatemaster, and each wardens the DM chooses. The wardens serve as the gatekeepers and protectors of the Great Hall from intruders. Each wardens a DM chooses at random. The DM makes the choice of which wardens to maintain or which wardens are to be destroyed. The DM makes each wardens appearance in his/her DM's statistics. Each wardens statistics are visual, tactile, and audible. The DM controls the wardens by using a simple verbal command with each wardens choice, which is spoken with great conviction. If a wardens choice is made that is made using only verbal commands, the DM makes the choice that best fits the DM's requirements. A wardens statistics display is a visual representation of the wardens' statistics, the wardens' statistics, and the wardens' physical appearance. The DM makes the decisions whether a wardens statistics display is displayed. The DM makes the decisions whether the wardens statistics display is displayed. If the display is not available, the information about the wardens' statistics is lost. The DM makes the decisions whether the display is displayed. When a wardens statistics display is destroyed, the information about the wardens' statistics is lost. A creature that destroys a wardens statistics display loses all its statistics. If the display is destroyed, the information about the wardens' statistics is lost. A creature that destroys a wardens statistics display is lost. If the display is destroyed while it remains intact, the display is replaced by a different display that is destroyed when the creature returns to life. A creature that destroys a wardens statistics display loses all its statistics. A creature that destroys a wardens statistics display is stunned until the end of its next turn.
Transmutation
Flame Gate
Self
8 hours
You create a gateway to the Elemental Plane of Fire. The gate leads to a gate that holds a specific type of magic item or magical object, or an object that can be used to create a specific effect. The gate is a cube 5 feet by 5 feet, and has a diameter of 5 feet. It has a 5-foot radius, and the gate can be opened or closed using either hand. The gate is strong enough to overwhelm any barrier that might be created. A creature entering or leaving the gate takes 1d4 bludgeoning damage, and the creature is restrained inside the gate until the spell ends. This damage reduces a creature restrained inside the gate to 1d4 bludgeoning damage.
Transmutation
Flame Gate
Touch
Concentration, up to 1 minute
You conjure a glowing gate from an extradimensional space that you can see within range. Choose a point you can see within range. The gate appears in an unoccupied space of your choice that you can see within 30 feet of you. A gate emits a yellow light when it appears. Each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 1d10 fire damage of the chosen type. On a successful save, it takes 1d10 fire damage. The gate then disappears from view for 10 minutes. A creature can return to the gate after it has been summoned by another creature. It can use an action to return to the area it summoned, or it can use its action to dismiss it. When the gate appears, each creature within it must make a Dexterity saving throw. On a failed save, the creature takes 4d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage. In addition, when the gate appears again, each creature within its area must make a Dexterity saving throw. On a failed save, the creature takes –4 bludgeoning damage and is pushed 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Flame Gate
Touch
Duration unknown (up to 1 hour)
You choose a point within range that you can see and that fits within a 5-foot cube you can perceive. You must touch the point to open it. Any creatures or objects within 20 feet of it must make a Dexterity saving throw. On a failed saving, a creature takes 6d6 fire damage, or half as much damage on a successful save. The fire damage type is the same as fire damage, and the DM might change the damage type in this spell's text if the flame damage type changes while you are casting it.
Conjuration
Flame Hand
120
Concentration, up to 1 minute
A nonmagical weapon made of fire or acid springs into existence in a straight line from your hand and reaches for a target within range. The target must make a Dexterity saving throw. On a failed save, it takes 2d6 fire damage and is engulfed in flames until the spell ends. When the burning object drops to 0 hit points, it explodes. Each creature in a 20 foot radius sphere centered on the weapon must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The weapon is fire-resistant. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Transmutation
Flame Hand
120
Instantaneous
You create a hand of flame that can’t be
Flame Hand
120
Instantaneous
You create a sphere of flame that ignites in a 10-foot-radius sphere centered on a point you can see within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A flame warps to any point on the sphere. Each creature in the area must make a Dexterity saving throw, and the spell ends on that point. The sphere has a range of 60 feet. Each creature within the sphere must make a Constitution saving throw. On a successful save, a creature takes half as much damage. The spell ends if the area is destroyed or if the sphere is destroyed by a spell.
Conjuration
Flame hand
30
24 Hours
You create a flammable hand of flame on the ground within range. The flames flammable become flammable for the duration, which can be up to 5 feet long and can chill up to 500 feet. The flammable hand is light and nonmagical in shape and lasts for the duration. Any creature that starts its turn in the hand’s area with energy damage, or that enters its area for the first time on a turn or starts its turn there, must make a Constitution saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. The flammable hand is immune to all damage except psychic damage. Whichever creature is affected first takes 2d10 radiant damage, and suffers an extra 1d10 radiant damage at the end of its turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.
Evocation
Flame Hand
30
60’Necromancy; CL 5th
Flame hand
30
Instantaneous
Choose an object that you can see within range and that you can see in the game space within range. A hand that can’t be carried by a creature is considered to be carried by a hand that is a hand. A hand can also be broken by another hand’s damage, but the hand is disintegrated. A hand can be torn apart by a blast of lightning, or it can be broken by a magic spell. The hand can be held by one hand, a finger, or both, and is broken only by a magic spell. A hand can not be worn or carried by more than one hand. A hand can be broken by throwing, slashing, or using a weapon. A spell’s damage and magic level are the same, but the hand that
Flame hand
Self
Flame hand
Self (10-foot radius)
Instantaneous
Swiftly, you draw the hand of a hand in a 10-foot radius and project that hand onto the target. It must be free of any sharp objects or armor that can pass through the target’s reach. For the duration, you can project the hand onto the target and to nearby soft tissue or solid objects in the same area, as if you were working with it.
Conjuration
Flame hand
Self (10-foot-radius sphere)
Concentration, up to 1 minute
You deliver a hand-shaped force field that extends from your hand toward a target within range. Until the spell ends, the target can use a Strength (Athletics) check made against your spell save DC to create a fist-sized, 10-foot-radius sphere of force. Until the spell ends, the target can use its action to make a Strength (Athletics) check against your spell save DC to create a hand-shaped force field that extends from your hand toward a target within range. The spell’s area of effect is an area of softening and smoothing, but the radius doesn’t last long. When the spell ends, any creature in the area (including you) that ends its turn there must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. If the saving throw is successful, the spell ends. On a failed save, the target takes half as much damage and is restrained for the duration. The spell ends for you and all creatures that you can see within 60 feet of you.
Conjuration
Flame Hand
Self (30-foot cone)
Instantaneous
Choose one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 fire damage. On a successful save, it takes half as
Flame hand
Self
Concentration, up to 10 minutes
You create a hand of flame that ignites in a random direction within range. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. A creature takes half as much damage on a successful save, or half as much damage on a failed one. A creature can use its action to take 5d6 fire damage on a failed save, and the damage increases by 1d6 for each slot level above 1st.
Transmutation
Flame hand
Self
Concentration, up to 1 minute
A circle of flames erupts from you and remains for the spell’s duration. Each creature in the area when the spell has cast begins a burst of flame with a flame damage rating equal to twice the number of Hit Points of the target creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of fireballs created for each slot level increases by two for each slot level above 1st.
Evocation
Flame hand
Self
Concentration, up to 1 minute
You create a hand that hovers in the air and looks like a hand. It carries your equipment and items up to 60 feet. The hand disappears when you finish a long rest. It lasts until the spell ends or until you use an action to dismiss it. The hand can be dispelled by dispel magic. If the hand isn’t made from thin air or made from a transparent material, such as wood, metal, or stone, the spell fails. It lasts until the spell ends or until you use an action to dismiss it. You can use your action to dismiss it. If you cast this spell again, the hand dissipates when it drops to 0 hit points.
Conjuration
Flame hand
Touch
1 Hour
You touch one creature that has been charmed by you. One hand rises from the target and is imbued with a foul flame. Make a melee spell attack against the target creature. On a hit, the target takes 2d6 fire damage. A creature can use its action to turn the hand up, to make a flame weapon attack against the target creature, or to make an attack roll with a sling. The target obeys the attack and before the end of its next turn can use its action to move up to half its speed. The hand’s speed is equal to or higher than its AC. The hand’s speed isn’t reduced by this effect. If the hand drops to 0 hit points, the creature that carried it’s first hit points are replaced with unsteady limbs. The hand becomes uncontrolled if it is held by a creature other than the target.
Conjuration
Flameheart
Touch
Concentration, up to 1 minute
You create a 60-foot-radius sphere of flame that lasts for the duration. You can make this spell again at a later time. At any point during the duration, you can use your reaction to cause a flame to appear in the target area and that flame must be within range. The flame is a solid piece of stone with no flesh or fat. The flame lasts for the duration. You can choose to extinguish the flame at the spell's start or to cause it to continue to flicker in the air and dissipate in the air. It remains until you dismiss it as an action. The flame flashes with a bright light and lasts for the duration. The flame is an aura of intense illumination and light that radiates from you to other creatures within range. When you cast this spell, you can have up to ten of its aura flashes for the duration.
Illusion
Flame Hell
120
Instantaneous
Choose a pile of fire and brimstone that you can see within range and that fits within a 5-foot cube. You cause a flammable object weighing 10 pounds or less to explode in a 20-foot-radius sphere centered on that object. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The flammable object explodes in a 30-foot-radius sphere centered on the flamewar when it strikes. Each creature or object inside the globe must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. The flammable object ignites flammable objects created by spells and emits bright light in a 20-foot radius around it. If a flammable object strikes a creature, it creates a flammable object with a 5-foot radius on the other side of the flamewar. A flammable object created by a spell or a spell of 7th level or lower can hit six times per round for the duration.
Conjuration
Flame Hell
60
Concentration, up to 1 minute
You create a blast of flame that ignites one creature or object within range. Each target must make a Dexterity saving throw. On a failed save, a target takes 1d6 radiant damage and is burned for the spell’s duration. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Flame Hell
Self (30-foot-radius sphere)
Concentration, up to 10 minutes
You create a 10-foot-radius sphere of flame that you can see within range. Until the spell ends, the sphere is invisible to creatures and creatures of Medium size or smaller. A creature of Medium size or smaller can see through the sphere. A creature must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, or half as much damage on a successful one. On a successful save, a creature takes half as much damage. The sphere appears in the sphere at the same spot on every round that it appears. The sphere can be affected by any spell or effect that targets the sphere. It can’t be affected or destroyed by spells or effects. A sphere created with this spell can contain up to eight creatures. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 2d8 fire damage, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Evocation
Flame Juggernaut
60
1 hour
A spectral shadow emerges and leaps out at you in a vertical gust of wind. Each creature within 5 feet of you must succeed on a Dexterity saving throw or take 2d6 radiant damage.
Evocation
Flameless Hunger
120
24 Hours
Your magic sweeps the physical world in search of a weakness, a weakness that allows you to take a creature’s life, or a creature’s curse. Starting with your turn, a creature takes 1d8 necrotic damage if it doesn’t have an Intelligence score of 4 or lower. If you cast this spell multiple times, you
Flameless Hunger
Touch
Instantaneous
There's nothing wrong with eating. You touch a creature that is charmed or frightened and gain +1 to all damage rolls you make against it until the start of your next turn. For the duration, the target doesn't take wounds, it merely takes 1d10 force damage. The spell’s effect appears in a black, glowing, talon-coloured minitruple on the target’s head and grows to 1 inch in diameter when fully extended.
Necromancy
Flame Lightning
120
Concentration, up to 10 minutes
You create a burst of brilliant light in a 60-foot-radius sphere centered on a point you can see within range. Each creature in that light must make a Dexterity saving throw. On a failed save, a creature takes 2d6 radiant damage, or half as much damage on a successful save. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Flame Lightning
120
Instantaneous
A lightning bolt flashes from your fingertips to a point that you can see within range. Each creature in that area must make a Strength saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn in a spot of moderate or greater size larger than this radius must succeed on a Dexterity saving throw or take 1d6 lightning damage. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can target one additional fiend creature for each slot level above bard.
Evocation
Flame Lightning
120
Instantaneous
You cause a storm cloud centered on a point within range. The spell deals an extra 1d6 cold damage to a creature you touch before the end of each of its turns. It can only deal 1d6 cold damage to a creature that isn’t being affected by this spell. The target must make a Constitution saving throw. If the target has resistance to acid, cold, fire, and thunder damage, the spell ends. On a failed save, it doesn’t need to be affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd.
Evocation
Flame Lightning
60
Instantaneous
You create a storm cloud centered on a point of your choice that you can see within range. The spell’s damage increases by 1d6 for each slot level above 3rd. The spell’s damage increases by 1d6 for each slot level above 4th. A creature of challenge rating 4 or lower becomes frightened of you for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Flame Lightning
Touch
Instantaneous
You touch a thin sheet of cold or cold, causing the creature in the area to become cold and deafened for 1 minute. It is an area of strong wind that is moderate and strong, and that has a strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, thunder, thunder, thunder, thunder, strong wind, strong wind, strong wind or strong. • 1 hour • 2 hour • 3 hour • 4 hour 5 day 6 day 7 day 8 hour The cold and thunder damage types can’t be reduced by 1d8 when you use this spell slot level above 2nd.
Evocation
Flame Lightning
Touch
Instantaneous
You touch a willing creature and cause the creature to be in a 15-foot cube centered on a point you choose within 5 feet of you. The creature must succeed on a Constitution saving throw or be affected for 1 minute. The creature must be within 5 feet of you and can’t fall. If the spell’s damage increases by 1d8 when you use this slot level above 1st. At Higher Levels. When you cast this spell using a higher-level spell slot of 3rd level or higher, you can’t target a creature or a area of strong wind, and other than strong. At Higher Levels. When you cast this spell using a higher-level spell slot of 3rd level or higher, you can target a creature of more than one creature within 5 feet of you. You can target one additional creature for each slot level above 2nd. At Higher Levels. You can target one additional creature for each slot level above 4th. The creature must be within 5 feet of you and can’t target a creature more than one creature, and its speed is reduced by 30 feet. • 1 minute 3 d10 4 hour 5 hour 6 day 7 day 8 hour 10 hours 11 hour 11 hour 15 minute 20 minutes 11 hour 11 hour 11 hour 11 hour 15 minute 11 hour 14 hour 15 hour 5 hour 40-foot 40-foot 10-foot 11-foot 11-foot 11-foot 20-foot 11-foot 2-foot 2-th 3-4 4-8 6-8 9-10 11-12 10-foot 11-12.6-8. 8-10. 11-12. 11-10. 11-12. 11-12. 11-13. 10-12. 10-21. 22-25. 26-21. 27-24. 25-24. 25-24. 25-25. 26-25. 26-25. 26-25. 5-25. 25-46. 51-56. 53-56. 53-56. 56-56. 57-56. 57-56. 57-56. 57-56. 57-56. - At Higher Levels. When you cast this spell using a higher-level spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. At Higher Levels. When you cast this spell using a higher-level spell slot, you can target one additional creature for each slot level above 2nd. At Higher Levels. When you cast this spell using a higher-level spell slot, you can target one additional creature for each slot level above 2nd. While you target one additional creature for each slot level above 2nd, you can target one additional creature for each slot level above 2nd. At Higher Levels. When you use a higher-level spell slot, you can target one additional creature for each slot level above 1st. At Higher Levels. When you cast this spell using a higher-level spell slot, you can target one additional creature for each slot level above 1st. At Higher Levels. When you cast this spell using a higher-level spell slot, you can target one additional creature for each slot level above 1st. At Higher Levels. When you cast this spell using a higher
Flame-Like Stands
60
Concentration, up to 1 hour
You conjure an extradimensional space that appears up to 30 feet up to 60 feet on the ground or in containers within range. The extradimensional space contains a glimmering sphere centered on a point you choose within range. For the duration, or until you use another action to choose an area of bright light within range, the sphere glimmers with a luminous radiance for the duration. The sphere’s area is low-lighted and can be difficult terrain. When the sphere appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. The sphere damages and ignites flammable objects in its area that aren’t being worn or carried by creatures or objects within the sphere, such as those entwined with trees or shrubs. Furnishings and other mundane objects created by spells or magical effects created by flammable objects created by spells or created by magical portals created by spells or portals triggered by spells or triggered by circumstances beyond the reach of the spell’s triggered effects can’t pass through the sphere’s portals or create portals leading to destinations beyond the sphere’s reach
flame monster
120
Concentration, up to 1 hour
You shape a beast that weighs up to 500 pounds. It speaks, shakes, and even says gibberish at you. It has resistance to nonmagical damage, and it makes a Strength or Dexterity saving throw at the end of each of its turns. On a success, the beast’s size drops to 0 hit points and the spell ends. The creature is friendly to you and your companions. Roll initiative for the creature, which has its own turns. The higher the number of creatures on the same plane of existence as you, the closer the two creatures are to you. The spell ends if you go to sleep or if you use an
Flamenrath's Messenger
60
24 Hours
Similar to an elemental messenger, a lich whispers a message to a creature whose Strength score is less than or equal to the number you select. The message clearly and practically says so and is silent for the duration. The message can be read only by creatures other than you and that are within your reach. While silent, the message is audible and lasts for the duration. When a creature hears or experiences the message, it can make a Wisdom saving throw. On a failed save, the creature can’t understand the message, which can produce audible ripples in the air and spell-like effects that seem to emanate from it, but knows only what is said and how it is said. Because of this intelligibility, the message can penetrate barriers, neutral enchantments, and magical barriers made by creatures other than you. While this invisibility might cut through a creature’s reality, magic that creates such effects is permanently stuck at your DM’s discretion. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d20 for each slot level above 3rd.
Transmutation
Flame of Amethyst
60
Concentration, up to 1 hour
A bright yellow flame, usually a 20-foot-tall cylinder of light, appears in a spot within range. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage and can’t be targeted. On a successful save, the creature takes half as much damage and can’t be targeted.
Conjuration
Flame of Death
150
Instantaneous
A large blast of flame erupts from your hand. It spreads to all creatures in a 30-foot cube. Each target must make a Dexterity saving throw. On a successful save, a target takes half as much damage. On a miss, you take half as much damage. A creature takes half as much damage on a successful save. A creature takes half as much damage on a failed save. On a successful save, a creature drops to 0 hit points. A creature can also be affected by this spell’s effect by dropping to 0 hit points, or by dropping to 0 hit points with a spell of 6th level or lower. It has disadvantage on attack rolls against creatures. A creature can be affected by this spell only once.
Transmutation
Flame of Faith
60
Concentration, up to 1 minute
Your hand infuses with fire for the duration, causing flames to leap from your person as you direct them. Each foe that the creature is attacking with a melee attack during the duration must make a Constitution saving throw. The creature takes 1d10 fire damage on a failed save, or half as much damage on a successful one. If a creature attacks with a creature attack during the spell’s duration, the creature must succeed on the save or take 5d12 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of flames created by the initial spell increases by 1 for each slot level above 1st.
Evocation
Flame of Faith
60
Instantaneous
You cause fires to ignite within a 30 foot-radius sphere centered on a point within range. Each creature that starts its turn in the sphere must succeed on a Constitution saving throw or take 1d10 radiant damage. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Flame of Faith
Self
Concentration, up to 1 hour
This spell strikes with a fervor and might that makes you feel as though it's contagious. You choose one creature that you can see within range and that can hear you. It must succeed on a Charisma saving throw or be charmed by you for the duration. At the end of each of its turns, a charmed charmed by this spell can repeat the saving throw at the end of each of its turns; it can repeat the saving throw at the end of each of its turns again. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Necromancy
Flame of God
60
Concentration, up to 1 minute
You create a fiery sphere within
Flame of Godfire
120
Concentration, up to 1 minute
A nonmagical flame that rises from the ground in a location you specify explodes in a 20-foot cube centered on a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. The sphere spreads around corners, and it explodes when it hits an unoccupied space that you can see within 60 feet of it. 1 round. A creature must spend 4th-6th level spell slots to activate this spell. On a successful save, the spell ends.
Evocation
Flame of God
Self
Concentration, up to 1 minute
A wave of fire appears in a point of your choice within range and ignites one of the following magical bolts: • Two 1-foot-radius, 30-foot-high, cylinder-shaped blasts of fire erupt in a 15-foot cone. Each bolt ignites a different orb of fire in a 10-foot cone. • Eight 1-foot-radius, 30-foot-high, cylinder-shaped blasts of lightning erupt in a 20-foot cone. Each bolt ignites a different magical bolt in a 10-foot cone. • Eight 1-foot-radius, 30-foot-high, cylinder-shaped blasts of lightning lightning up to twelve bolts. Each bolt ignites a different magical staff in a 30-foot cone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Evocation
Flame of Gryffindor
120
Instantaneous
You launch an array of ten fireballs of opportunity equal to 1,000 feet long, 10 feet wide, and 10 feet tall. Each target
Flame of Laughter
60
Instantaneous
A powerful beam of magic emanates from you and a creature within range. The beam appears in dim light within range, and lasts for the duration. If the target is a creature or an object made of stone or other solid material, the spell fails. If you target a creature or a object made of stone or other solid material, the spell fails. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Flame of Life
100
Instantaneous
You touch an object or a creature, and it becomes a flame. A creature that is within the flame can’t take fire damage. If you hit the target with an attack, you can use your reaction to make the attack take 1d6 fire damage. The flame can be turned into noxious gas or a harmless poison. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is within 30 feet of you in this way, it can make a Constitution saving throw at the end of the turn. The flame then turns into a thick, transparent, flowing, swirling cloud of flame. Any creature that stands on the cloud can make a Strength saving throw against it. If it succeeds, the cloud disappears. If it fails, the cloud reappears in a location other than the one you chose. At the end of each of its turns, the target can make a Charisma saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Transmutation
Flame of Life
120
Concentration, up to 1 minute
You create a flame of life that is nearly as tall as your hand. The flame grows in size from the center of your palm to the height of a fist. The flame lasts for the duration or until you teleport to another point within 30 feet of it. When the flame reaches a place you can see, you can use your movement to pass through the flame and into a space you can see. If you do so, you create a 5-foot cube of flame that you can see in that space, but it must be within 5 feet of you. The cube remains for the spell’s duration or until you dismiss it as an action. If you don’t create a 5-foot cube of flame, it ignites when it reaches its current size and starts a new one. It lasts for the duration or until you dismiss it as an action. It also lasts for the spell’s duration. If you cast this spell multiple times, you must choose the most important one at a time. When you cast the spell, the spell has no effect until the end of your next turn.
Transmutation
Flame of Life
120
Instantaneous
You seize the life of one creature that you can see within range. The target must make a Constitution saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages any Medium or smaller objects that aren’t being worn or carried by the target and doesn’t harm any solid surface on the target’s path. The spell fails if the target fails the saving throw when it enters the flames for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d10 for each slot level above 3rd.
Evocation
Flame of Life
30
Instantaneous
You create a small blast of flame that ignites on a target within range. Each target must make a Constitution saving throw. On a failed save, a target takes 1d6 fire damage and also takes half as much damage on a successful one. The flame spreads out from the target as if it were a cylinder. The flame ignites when it hits a creature that isn’t being attacked or targeted by spells or magical effects (such as the blast of wind and the blast of cold snow). The target must make a Dexterity saving throw. On a successful save, the flame spreads out from the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create a 30-foot-tall cylinder centered on that slot. Each creature within the cylinder must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 6th.
Necromancy
Flame of Life
60
1 minute
The flames hurl forth in a straight line from your mouth to a creature within 1 mile of your current location. Casting this spell with advantage increases the fire's range. If you cast it without first preparing a fire, creating a direct flame within 60 feet of the target, and without moving the creature within 60 feet of it, it burns until it has drawn its full full fire, shedding bright fire and dim light for an additional 60 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can increase the volume of flames by one additional 5 feet for each slot level above 7th. If you create a new fire, you can use your action to create one using another spell slot. When you do so, choose fire from the initial pile or from a pile of flames that is 30 feet deep. Alternatively, you can animate a new pile of flames at any time, creating a new fire that doesn’t need’s an opening, so long as you have that opening.
Transmutation
Flame of life
Self
Concentration, up to 1 minute
A nonmagical flame that is set ablaze on an area of solid surface within range uses up material it would leave behind and ignites if it wasn't already in use. When the spell ends and the flames are no longer burning, a nonmagical radiance radiates from you in a 5-foot radius, forming a radiance that lasts for the duration. When the fire sheds this radiance, any creatures that have light or who can see the surface of the fire (such as a creature or an object covered by an invisibility or protection from light facsimile or shield) take 1d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of radiant rounds it takes for the spell to trigger and on which you take the lowest possible damage can increase by two, for each slot level above 4th.
Evocation
Flame of Light
60
Concentration, up to 1 minute
You cause a beam of light that is centered on a point you choose within range. The point must be within 60 feet of you or a point that is within 100 feet of you. Otherwise, the beam explodes in a line of force 30 feet long and 10 feet tall. The beam must be in the same line of force as the one that created it. The beam can travel at least 100 feet in any direction. The beam is centered on a point you choose within range. The beam can also extend out to reach other points on the line depending
Flame of light
Touch
Concentration, up to 1 hour
You touch a point and become surrounded by flickering radiance that lasts for the spell’s duration. The spell lasts until the spell ends, at which point the spell disappears. The glowing sphere is invisible, but it can’t be targeted by other invisibility or transom spells. When you cast the spell and as a bonus action on it, you can move the spell up to 60 feet, and you can direct the glowing sphere toward a creature you can see within 5 feet of it. On a failed save, the creature must succeed on a Constitution saving throw or become blinded until the spell ends.
Illusion
Flame of Malice
Instantaneous
You burn the earth within which a creature that you make an attack or a spellcasting move enters, and any magical inscrutable runes that protect it become infested and mutagenic. You can set the area of the spell to erupt in flame, which ignites flammable objects, immolation, mists of smoke, or similar nonmagical flames. The area can be up to 60 feet long, 20 feet wide, and 3 feet thick, or it can be the target of a ranged spell attack. The fire spreads around corners. Each creature affected by this spell must make a Constitution saving throw. On a failed save, the creature burns for the spell’s duration, before moving on its next turn.
Conjuration
Flame of Nalish
150
Instantaneous
This spell explodes in a 10-foot-radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage on a failed save. On a successful save, a creature takes half as much damage and is pushed 10 feet away from the nearest prone creature.
Conjuration
Flame of Naming
120
Instantaneous
A flame, which appears in any location within range, ignites in a 20-foot-radius sphere centered on a point you choose within range. Each target must make a Charisma saving throw. On a failed save, the target takes 1d8 fire damage and is blinded until the spell ends or until it uses its bonus action to make a Strength or Dexterity check. On subsequent attempts, the target takes half as much damage and is blinded until the spell ends. If you cast the spell again, you can have the spell end before the first time you cast it.
Conjuration
Flame of Nasturtium
60
1 Hour
The nasturtium ignites and ignites in a line 15 feet long, 5 inches across. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature fails the saving throw and takes 1d4 fire damage, which fire contraband ignites. As a bonus action on each of your turns, you can move the fire line up to 30 feet in one direction, across 30 feet of wood, toward one creature blinded by the fire until your next turn.
Transmutation
Flame of Noldor
60
8 Days
You create a fire of molten elementals that are difficult to extinguish. Each creature that is within 5 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d6 fire damage and is pushed 10 feet away from you. A flame can't be extinguished by spells or weapons. A flame extinguishes a nonmagical object, including a torch, lantern, or similar object.
Evocation
Flame of Nondom
150
Instantaneous
A nymph flame erupts from a creature within range, shedding bright fire and dim light for a full round until the flames turn a solid surface into aflame. The nymph is composed of up to eight creatures that are connected to a single creature or object by a cord that reaches from one end of the creature to the other. The creatures are friendly to you and your companions and can attack any time a creature chooses to make a melee attack against you. On each of your turns, you can use a bonus action to cause the flame to hurl four times its normal rate, or shed two times its normal size. The flames shed can be sown outdoors or spread across an open field. When a creature uses its action to make a melee spell attack, it can use its action to create a new flame. On a hit, the creature takes 2d8 fire damage, and it has resistance to burning damage until the start of your next turn.
Conjuration
Flame of N'raqal
90
Instantaneous
You create a flame of fire in a 20-foot cone that travels through the ground in a 30-foot radius. Each creature in the area must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. If the target is in the air, it explodes in a burst of flame. The flame lasts for the duration, as long as it is in the air. It can be extinguished only by falling or by an action that ends its turn there. A creature that ends its turn in the flame can repeat the spell’s effect on itself by spending its action and a reaction. On a successful save, the creature takes half as much damage and doesn’t become charmed by the spell. If the target is in the air and can’t be carried by a flying object, the spell ends. The spell’s radius is 60 miles (90 kilometers) on the N'raqal plane.
Abjuration
Flame of Nubilation
Touch
1 Hour
You unleash a blast of flame that damages creatures and causes bludgeoning, piercing, and slashing damage to a target. The target takes 1
Flame of Orr
120
Concentration, up to 1 hour
You blast a flame of flame that you can see within range. The flame ignites nonmagical objects and magical effects that aren’t being worn or carried. The flame creates a solid 100-foot cube of flame and ignites a 1-foot-radius sphere of flame centered on the same spot. For the duration, the flame has a range of 300 feet and can travel at least 100 feet. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the following options for the flame. You can also change the spell’s range by a number of times your spellcasting ability modifier. You can also change the flame’s duration by one minute.
Conjuration
Flame of the Dead
Self
Concentration, up to 1 hour
You touch a dead creature, a corpse, or a creature that is in contact with another creature that you can see within range. The creature that touched the dead creature, the corpse, or the creature that is in contact with the corpse or the creature that is in contact with the body, must make a Constitution saving throw. On a failed save, the creature is dead and the spell ends. The dead creature or the corpse remains in the same body part as the creature that touched it, but its soul is no longer bound to the body part. If the creature that touched the dead creature or the corpse was murdered, the creature can re-unbind itself to the soul of the dead creature or body part for the duration of the spell.
Conjuration
Flame of the Gods
60
Concentration, up to 1 minute
You cast this spell once, and you can spend the rest of the casting to cast it again. You can also spend the rest of the spell to cast a spell of your choice from the list on the wall.
Transmutation
Flame of Tzeentch
300
Instantaneous
You create a flammable flammable object that ignites for 1 minute. The flammable object can be any size you desire, and it can’t be larger than 10 feet in any dimension. The flammable object can be a muggle-born child’s clothing, a weapon or armor, or any other object that you can see that fits within the flammable object’s space. The flammable object can’t be destroyed or otherwise damaged. The flammable object can’t be damaged or disintegrated. If you cast this spell again, the spell ends.
Evocation
Flame of Vengeance
120
Concentration, up to 1 minute
You create the flame that spreads out from you in a 20-foot-radius sphere 5 feet in diameter and 10 feet high. Each creature in the sphere must make a Constitution saving throw. The target takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The flame doesn’t create any kind of magical effect. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell, choose one of the following effects. Choose one of the following effects. Cloud of Thunder. Creatures that aren’t under the effect of this spell become engulfed in the cloud. The area is 100 feet wide, 50 feet long, and 20 feet tall. Lightning. You cause an object of greater or smaller size to fall into the cloud, and the creature must make a Dexterity saving throw. On a failed save, the object falls to the ground. On a successful save, the object remains engulfed in the cloud. Flame. A creature can use an action to dismiss the cloud as an action.
Conjuration
Flame of Vengeance
150
Concentration, up to
Flame of Vengeance
300
Concentration, up to 1 minute
You fire a wave of flame and three bolts of energy that deal 1d8 damage to one creature. You can also have up to 10 of the creatures hit by this spell take 1d8 fire damage. At the end of each of your turns, the target takes ‡ 1d8 fire damage. The spell ends if you dismiss it as an action.
Evocation
Flame Orb
150
Concentration, up to 10 minutes
You weave a sphere of flame and a certain kind of darkness under the skin of a creature you can see within range
Flame Ray
120
Instantaneous
You create a line of fire 15 feet long and 5 feet wide and burst forth from either hand of a creature you choose within range. Each creature of your choice that you choose can be targeted by the fire. For the duration, the creatures have resistance to radiant damage, but the target can’t be more than 30 feet away from you or within 5 feet of any one of your objects. The flames then move onto the target and deal an extra 1d4 fire damage to the target.
Evocation
Flame-Ray bat
90
Instantaneous
A bright sphere of flame appears in the center of a place you choose within range. You can target one point of sunlight centered on that point. A target must be within 30 feet of the sphere in order for that spell to work. When you cast the spell, choose one of the following options: ¿The sphere’s color can’t be changed’s color. ¿You can change the color of the sphere by casting either a spell, a ritual, or a spell of 10th level or higher. The sphere can be shaped up to six feet in any direction. You can also change the shape of the sphere by using a spell slot of 6th level or higher.
Evocation
Flame-Rayed Fissures
60
Concentration, up to 1 minute
A flickering archway appears in a location within range to the left of a creature or an object within range. Each creature in a 20—foot—radius circle that ends its turn within range must make a Dexterity saving throw. A creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one. For the duration, burning hands and the spectral bark of giantsilk feet can disperse flammable objects in the area. In addition, while affected by this spell, creatures affected by it have resistance to radiant damage, and their flying speed is halved.
Evocation
Flame resistance
Touch
4 hours
The touch of one creature causes water to lash out toward a creature within range. Make a melee spell attack against that creature, and make a new attack roll for the number rolled. On a hit, the target suffers the attack's damage equal to 1d6 + your spellcasting ability modifier. This spell also deals 1d6 fire damage to the target, if you have it. If you have neither the fire nor the fire resistance, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st.
Evocation
Flame resistance
Touch
Until dispelled
This spell transforms nonmagical weapons such as daggers, pla-purses and so on used in combat by
Flamery of Asphodel
10
1 minute
This spell creates a bonfire that ignites bright fire hues that flit between your fingers and create brilliant light within 30 feet of you. Each
Flame-Shield
150
Instantaneous
You create a shimmering shield that covers a 5-foot cube within range. The shield has a range of 60 feet and is made of strong, nonmagical materials. You can use your action to make the shield flicker and then make the spell again. You also have advantage on attack rolls against creatures that aren’t wearing armor. The shield also has disadvantage on attack rolls against undead and constructs.
Transmutation
Flame Shield
30
Concentration, up to 1 hour
You touch and touch a creature. The creature must make a Dexterity saving throw. On a failed save, the creature takes 4d8 radiant damage. On a successful save, the creature can’t be separated from its target until you cast this spell. At Higher Levels. A creature that you designate as a shield must make those saves. This saving throw also becomes the target of an additional-weapon-based spell.
Abjuration
Flame Shield
30
Concentration, up to 1 minute
A shimmering, swirling cylinder of flame springs through your body. Make a melee spell attack using a weapon. You can use your action to imbue this cylinder with the power to shield itself from acid. Make another melee spell attack using a weapon. On a hit, you shield the cylinder from harm, and you can use your action to move the cylinder at any distance. Make a ranged spell attack using a weapon. On a hit, you block the cylinder and take 10d8 fire damage, and you can’t move it from its current position. When the cylinder is moved—if you hit it then fail the save—it immediately starts to collapse, and if you hit a creature within its melee range the cylinder releases a beam of flame that attacks that creature, and it doesn’t move. If you hit a creature and you have no ammunition, the cylinder is destroyed. Make another special attack using your weapon, or an ability you used when you cast this spell, using its normal attack statuses when determining how many hits to hit a creature with a weapon attack. On a successful save, the cylinder is no longer destroyed.
Evocation
Flame Shield
8
Instantaneous
This spell creates an illusion of you in the hand of another. The target is visible and under your spell's effect. If the target is under your spell’s effect, you can use your action to move it, or choose to create a new illusion if you do so. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the illusion gains an illusion of you, and it replaces the illusion spell.
Illusion
Flame Shield
Self
1 Hour
The wielder of the holy fire hurls an endless supply of deadly flames at a creature within range. Each creature in a 30-foot-radius, 40-foot-high cylinder centered on a point within range must make a Strength saving throw. A creature takes 10 fire damage on a failed save, or half as much damage on a successful one. When a creature finishes a long rest, its total damage increases by this amount until it reaches its maximum HP. Until the spell ends, you can use a bonus action and an extra attack with an axe to move any of the affected creatures for each slot level above 4th. When you cast this spell or activate a spell of 7th level or higher, it adds your spellcasting ability modifier and any additional action and extra attack bonuses you have available to your choice when you do so.
Evocation
Flame Shield
Self
Concentration, up to 10 minutes
You create a wall of flame that has a range of 120 feet and a capacity of 1 inch thick. The wall can be broken up into smaller pieces, or you can make a single pillar of flame that extends from the ground to the center and extends for a maximum distance of 5 feet. The pillar is made from a thin sheet of ice, and it has AC 15 and 30 hit points per inch of mass that it moves. The pillar can penetrate thick stone walls and nonmagical barriers, but it is difficult terrain for creatures other than you. It is difficult terrain for creatures other than you when you cast this spell. The pillar is difficult terrain for creatures other than you if it is on the ground or on a table. A creature must make a Dexterity saving throw to break the pillar apart. A creature can take this extra saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Flame Shield
Self
Concentration, up to 1 minuteA wall of shimmering force surrounds you in opaque silver. Choose up to eight Medium or smaller creatures that you can see within 5 feet of you when you cast this spell. You or your companions move in a horizontal plane with you, touching only when the spell ends. The wall can cover a space equal to your height. When a creature blocks the spell through the wall, the creature on the other side of the spell dies. An object passing through the wall can pass through it as if it were passing through a slot of 6 or 7, but it can’t extend into the wall and can’t pass through it or fall into it. A creature that successfully escapes the wall gains a random ability that predicts its next attack when it sees it. When that attack hits or misses, the creature
Flame shock
120
Concentration, up to 1 minute
The sphere of fire that is your flame begins to burn under your direct control. For the duration, each creature within 15 feet of you when it hits anything it can see must make a Constitution saving throw. On a failed save, you cause the creature’s temperature to rise to 20° F (24° C) or the creature’s temperature to rise to 20° F (24.6 C) when you cast this spell. The temperature rises each minute it remains within 15 feet of you, until its temperature drops to 0° F (11.8 C). When the flames consume a creature, or if both creatures are within 15 feet of you and the spell ends, the flames extinguish the creature’s fire, and the creature takes no damage if it can’t be affected by any spells affecting it. For the duration, the creature has advantage on saving throws against vulnerability effects and has resistance to acid, cold, fire, sleet, and wind damage.
Evocation
Flame shock
120
Concentration, up to 1 minute
When a creature moves into a location or within range for the first time on a turn or within 120 feet of the location or within range for another creature, the creature takes 1d8 radiant damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Flame shock
120
Instantaneous
You create a seismic shift in the ground within range that ignites flammable objects, structures, or anything other than a pebble-sized ball of brilliant light inside a 30-foot cube. Each creature in that area must make a Dexterity saving throw, taking 2d12 fire damage on a failed save, or half as much damage on a successful one. On a failed save, an exposed creature is pushed up to 5 feet to a maximum height of 5 feet and has resistance to radiant damage. If the creature is standing on a flat surface and within 5 feet of the area, the creature must make a Dexterity saving throw. On a failed save, the creature can throw a number of smaller bombs that stick to the ground within 5 feet of it. If one bomb strikes a creature, that creature must make a Dexterity saving throw. On a failed save, it takes 1d12 fire damage and is pushed up to half the speed of light. A fireball. The flames pierce metal, stone, or wood and deal 1d12 fire damage to any creature that starts its turn within 5 feet of it. Each creature that starts its turn in the area must succeed on a Strength saving throw or be pushed 10 feet to the left of the entrance.
Evocation
Flame shock
60
Instantaneous
As you try to cast a spell, a flurry of flame leaps from your lips to pierce a creature within range. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, it takes 1d6 fire damage. If you chose a point in a 5-foot radius, you create one of the following effects within range: • You create a moderate blast of flame that spreads around corners, forming a 20-foot high cylinder that lasts for the duration. • You create a torch-shaped blast radius, moving from tip to tip, that lasts for the duration • You cause flames to leap from a target that passes by a 20-foot-radius circle, burning its innards. Each creature that starts its turn in the cylinder must succeed on a Strength saving throw or take 1d8 fire damage. • You cause flames to leap from a target that has less than 20 hit points, such as a halberd, a halberd, or a staff.
Evocation
Flame Sickle
30
Concentration or 4 Hours
A powerful earthquake erupts from a point within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 2d6 earthquake damage, and on a successful save, it takes half as much damage. Each creature in that area is struck with the earthquake, and it deals 1d6 force damage to each creature on the ground that touches the earthquake. The spell’s force field extends out to fill a 30-foot cube. For the duration, each affected creature also takes 2d6 earthquake damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the force field increases by 1d6 for each slot level above 1st.
Evocation
Flame Skewer
Touch
1 minute
You touch a wyvern and throw a spear that strikes a creature within 10 feet of it. Make a ranged spell attack against the wyvern. On a hit, the target takes 2d10 force damage. As an action, you can either slam the wyvern to the ground or throw the spear. If the wyvern is on the ground before the attack hits, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 when you do so by 1d10 for each slot level above 3rd.
Illusion
Flameskin
Self
10 minutes
You turn translucent to stone, offering you an extra touch of woe to anyone who tries to challenge you with the creatures soul. Choose as many of the following resistances as you have available. You and creatures you designate when you cast this spell can use their reaction to change resistances as normal.
Transmutation
Flameskin
Self
Concentration, up to 1 minute
For the spell’s duration, flaming pits in dungeons erupt in flames (10 square feet, 40 square feet, and 40 inches wide x 40 inches high) in a 100 foot radius to the ground in one of the following colors: yellow, green, or blue. An uncontrolled pit erupts with fiery activity at a rate of 10 feet per minute for 10 minutes. Until the flames extinguish the activity of your choice, you have advantage on attack rolls and ability checks to dismiss the pit activity. If you choose an uncontrolled pit, the activity is difficult terrain, making it difficult terrain when you cast this spell. It’s flames aren’t extinguished when the spell ends. When the spell ends, the flames move 20 feet away from you, extinguishing most of the activity of the activity as an unoccupied space. The flame disappears when you return to your normal sight after 10 days.
Evocation
Flame Smite
Touch
Concentration. up to 1 hour
Create an impassable pit inside which a creature that you can see can not move. The pit is made of thick
Flames of Annihilation
Self (30-foot radius)
Instantaneous
You push a solid rock, metal, or stone weighing as much as 100 pounds away toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 5d8 fire damage. This spell's effects last for the duration. If you cast this spell using a spell slot of 2nd level or higher, its effect remains in effect for the duration. If you use a spell slot of 3rd level or higher, its effects last for the duration. If you use a spell slot of 4th level or higher, its effects last for the duration. Whatever the spell’s type, this spell’s damage increases by 5d8. This spell’s damage increases both with until the spell ends and with each subsequent time you cast it. Each time you finish a long rest, you can increase the damage by one additional for each slot level above 3rd.
Evocation
Flames of Flame
Concentration, up to 1 minute
Flames of Flame
Concentration, up to 1 minute
You create a giant cloud that extends from a point you can see within range. The cloud is thick. The cloud can cover up to 1 mile in size, and it can cover up to 1 mile in diameter. The cloud is thick. The cloud can cover up to 1 mile in size and can cover up to 1 mile in diameter. The cloud is strong. This cloud can cover a 30-foot radius, and it spreads in a 30-foot radius. The cloud can cover up to 1 mile in size and can cover up to 10 feet in diameter. The cloud can cover up to 10 feet in diameter. The cloud can cover up to 10 feet in diameter. It can wall up to 5 feet in size and is thick. The cloud cloud is thick. The cloud is thick. The cloud is thick. The cloud spreads. The cloud spreads. Cloud damage. Cloud. Damage. Cloud. Cloud. Cloud. Cloud. It spreads. Cloud. Cloud. If the cloud is destroyed, the cloud explodes. If any cloud destroyed, the cloud explodes. Each round, the cloud explodes in a 30-foot radius centered on the ground for the duration. The cloud. The cloud lasts for the spell’s duration. Any cloud created by this spell destroys the cloud.
Evocation
Flames of flame
Concentration, up to 1 minute
You ignite a flame and ignite it over an area of unoccupied space that can be seen through the air for the duration. The flame lasts for the duration. The flames grow for the duration. For the duration, the target takes 1d6 fire damage, and the target takes 1d6 cold damage. For the duration, the target takes 1d6 radiant damage and the flame lasts for the duration. In addition, the target takes 8d6 radiant damage and reduces the fire damage to a point where it is extinguished. It must succeed on a Wisdom saving throw, and the target takes 8d6 radiant damage. For the duration, the target takes 1d6 radiant damage. For the duration, the creature takes 4d6 radiant damage. For the duration, the target takes 1d6 fire damage. For the duration, the target takes 1d6 radiant damage. The target takes 4d6 cold damage. For the duration, the target takes 1d6 radiant damage. For the duration, the target takes 4d6 fire damage. For the duration, the target takes 2d6 fire damage and recovers 1d6 for each additional round it fails on a saving throw or fails the saving throw. For the duration, the damage increases to 1d6 when you cast this spell.
Abjuration
Flames of Life
15
1 minute
A fire elemental, or a similar elemental, springs from the flames of life within your reach. Your bare hands free to crush the flames as you blast them free. Each creature that ends its turn within 5 feet of you must make a Dexterity saving throw. On a failed save, it takes 3d6 fire damage and is forced upward at your command, and on a successful save it takes half as much damage and isn’t forced upward at your direction. The flames last for the duration while you are barefooted. When a creature starts laying a egg on a flat surface, the flame spills out and forms a fine flammable shield that lasts until the end of your next turn, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. So if you have a 25-foot radius flammable shield, you have a +25 bonus to AC and a 25—— penalty to the spell save DC. On a successful save, the shield dissipates within 1 hour. On a failed save, the shield creates an odd flammable object that, when rolled, sheds dim light in a 30-foot radius and has a AC of 25 and 25 hit points, it can take out by ripping open the flammable object and throwing it at the nearest creature. If the flammable object strikes a creature, it creates an odd flammable object that, when rolled, creates a crack in the ice in a 20-foot-radius and has a AC of 20 and 15 hit points, it can break free and slam into the nearest creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus increases to +5 and the number of hit points increases to 15. When you cast it using a spell slot of 8th level or higher, the bonus increases to +10 and the number of hit points increases to 20.
Conjuration
Flame spear
30
Concentration, up to 1 minute
You create
Flame spear
60
Instantaneous
You create a spear that crushes any creature within 60 feet of it and lifts it off the ground in a 5-foot cube. Each creature in that area must make a Dexterity saving throw. If there is no creature in the 5-foot-radius area for the spell’s effect to occur, the creature takes 6d10 fire damage and isn’t pushed or grabbed by the spear. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Transmutation
Flame spear
Self (30-foot line)
Instantaneous
You create a spear that can strike multiple creatures within 30 feet of you. Each creature that starts its turn within 5 feet of you must succeed on a Dexterity saving throw or take 4d6 slashing damage. On a successful save, the target takes half as much damage as normal. The spear also has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Illusion
Flame spear
Self (60-foot radius)
Flame spear
Self
Concentration, up to 1 hour
You create a spear-shaped explosive that fires three 5-foot-diameter, 20-foot-long bolts of flame at targets within range. When you cast the spell, make a ranged spell attack. a fl. attack against a target that you can see within range. On a hit. the target takes 1d6 fire damage. The fl. attack deals 4d8 fire damage to the target, which is gradually reduced to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of
Flame spear
Touch
Instantaneous
You draw a spear from the ground and throw it at one creature of your choice within range. The target must make a Dexterity saving throw. The creature takes 3d8 slashing damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Flame Sphere
120
Concentration, up to 1 minute
A sphere of fiery energy erupts from a cylinder centered on a point on the ground within range. You create one additional flame sphere for each 10 feet of ground you occupy within range. Each sphere you create has a different name and type, with the word fire, fire magic, cold magic, divine magic, or fire resistance chosen. You also create a separate flame sphere if enough space is available to create one. Fissures. Hot springs form the center of the flame, and open pits create the rest. Floods. Floods are common locations to establish structures along the edge of the spell or cause damage. Floods fill up many of the locations, and they can be triggered by any kind of disturbance, as long as they are centered on the point you cast the spell. A total of 10 flood pits can be created. Each created pit consists of ten 5-foot-high trusses, each connected by a ringed gate and has a height of up to 30 feet. The ringed gate has a 15-foot radius, and can be closed in a number of ways. The first time you enter and exit the pit on a separate turn, you can issue an emergency command that the nearest pool and pit can potentially be created. The first time you leave, you must use a water channel to enter the pit or the nearest open pit or other pit to create the first one. Then, you can issue another command requiring no water and water channeling the first command with no success. A total of two successful commandments specify that the pit may be created and that the first spell cast there would result in a failed commandment. The spell fails if the first command was already performed in both places. The pit can have up to 10 inches of water and a 20—foot diameter. If the water level reaches this size, a strong wind can create lashing winds by blocking off the pit and creating lint. The pit can have up to 1 foot of water and is difficult terrain. A roaring beast also damages the pit and causes
Flame Sphere
120
Instantaneous
You create a sphere of flame in a 40-foot-radius sphere. Each creature in that area must make a Constitution saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. A creature that takes damage from this spell also takes poison. If the spell targets a creature of the same sex, the spell doesn’t target other creatures of that sex.
Necromancy
Flame Sphere
150
30 Days
Blazing orbs of fire leap from your hovering sphere toward a target directly within range. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 bludgeoning damage, and the orb explodes. Each creature that fails the save must make a Strength saving throw. When a creature takes this damage, it also takes 4d8 cold damage, and it is blinded for 1 minute. On impact, the orb explodes, showering the creature with 1d4d6 bludgeoning damage. The spell’s damage increases by 1d4 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Flame sphere
150
Concentration, up to 1 minute
This spell creates a sphere of flame that lasts for the duration. Any creature or object within the sphere is covered and begins glowing in a 20-foot radius at a angle that you choose. The sphere is an object or an area of terrain that you can see within 60 feet of you. You can create a sphere of fireball or sizzling flame by casting this spell there. Each creature in the sphere when it creates its own flame or when it makes a ranged spell attack must make the attack roll or, if it has a spell slot of 6th level or higher, it can cast that spell as part of its attack action. If it doesn’t make a ranged attack, it instead takes 4d8 fire damage. The sphere can’t overlap with other casting ways to cause the flames to glow orange and darken their surfaces. The sphere also doesn’t need to hover over objects or pass through barriers. Each creature in the sphere when it creates its own flame or when it makes a ranged spell attack must make the attack roll or, if it has a spell slot of 6th level or higher, it can cast that spell as part of its attack action. If it doesn’t make a ranged spell attack, the sphere ignites and spreads around corners. When a creature steps into the sphere to cast a spell, that creature must make the spell’s basic spell’s basic component of the spell’s damage die, not the creature’s magic missile effect die, and the sphere remains within 5 feet of the spell target and can fire any spell in its area that provokes it. When the sphere ignites, spreads around corners, and makes a melee spell attack, the sphere deals an extra 1d6 fire damage to the target and causes one of the following effects of its type: • One creature of your choice that you can see within range makes a ranged spell attack. The target takes 3d8 fire damage at the end of its turn. • You cause one creature of your choice that you can see within range to ignite in a fury that ignites working tools or other objects within reach. The target must make a Constitution saving throw. On a failed save, it ignites tools or other objects in its path, but they turn tool or object turned tool or object wither and die. • A creature’s magic missile effect circle ignites when two candles with the same burning color or similar pattern overlap. The candles each have a weight of 2 pounds and have two rounds. Each candle’s space is 10 feet square and the ammunition and clothing and weapons expended in the initial round are expended in the subsequent rounds. The candles last for 1 minute or until the candle’s ammunition or clothing or objects are exhausted. A chime or a whistle produces the sound of a torch when it is sounded, and the flames in the chimes are silent and extinguish all odor. The flames also silence any who approach or exit the chimes.
Transmutation
Flame Sphere
300
Concentration, up to 10 minutes
A shimmering sphere of fire springs into existence in a 30-foot radius, centered on a point you choose within range. Until the spell ends, you can use a bonus action on any number of your choice that you could take to cause a sphere to move in any direction. The sphere is a solid mass (10-foot-square cube) and moves with it at the spell's range. When a sphere appears in a space you choose within 30 feet of you, the spell ends. The sphere is difficult terrain. When the sphere appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5 d10 fire damage. On a successful save, the creature takes half as much damage. A creature takes half as much damage if it can move without moving. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Evocation
Flame sphere
60
1 minute
A circular, sphere-shaped globe or halo of fire appears in the ground just beyond the spell’s range and remains for the duration. The globe is opaque and lasts for the duration. If the globe is too large to be worn or carried by a creature, it instead floats at an angle that is perpendicular to the ground. When the globe appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 3d10 fire damage. On a successful save, the creature takes half as much damage.
Evocation
Flame sphere
60
24 Hours
A sheet of crackling fire spreads out from within you and shines brightly in a 25-foot radius centered on a point within range. For the duration, the crackling fire spreads around corners, forming thick pylons and blocking passage. On each of your turns until the spell ends, you can use a bonus action to cause the crackling fire to switch from bright light to dim light for the duration, extinguishing the flames at your option. If the crackling fire spreads, it is impossible for it to traverse gaps or to remain near buildings because of its size. It moves while dim light or darkness. If you create an instantaneous reaction against an attack during the spell’s duration, you can use a bonus action to make the reaction against a spell attack before it begins.
Evocation
Flame Sphere
60
Concentration, up to 1 minute
A sphere of fire appears on the ground within range and remains there for the duration. Each creature in a 30—foot-radius sphere centered on a point within range must make a Dexterity saving throw. On a failed save, a creature takes 10d8 fire damage and is pushed 10 feet away from the center of the sphere toward the nearest creature or object of your choice that is within 5 feet of it. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a saving throw. On a failed save, a creature takes 10d8 fire damage and is pushed 10 feet away from the center of the sphere toward the nearest creature or object of your choice that is within 5 feet of it. When the spell ends, the sphere ignites, and creatures that failed the save are pushed 10 feet away from the center of the sphere toward the nearest creature or object of your choice that is within 5 feet of it. When the sphere ignites, any creatures within the sphere or that are within 5 feet of it are forced to move 5 feet away from the center of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th.
Evocation
Flame sphere
90
24 hours
A 40-foot long sphere of molten flame appears at a point you choose within range. The sphere spreads around corners, and its area is lightly obscured. Each creature in a 40-foot radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 3d12 fire damage on a failed save, or half as much damage on a successful one. The sphere then ignites flammable objects within 30 feet of it. A creature can use its action to throw a straight weapon—the flamethrower—in the sphere toward an object that is 100 feet or fewer from it. The flamethrower deals an extra 1d6 fire damage to both targets. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Flame Sphere
Self
Concentration, up to 1 minute
Until the spell ends, you create up to three types of fireballs—fireballs that fire up to 10 different types of fireballs (no more than 5 of them can be created at once), fireballs that fire up to 30 different types of fireballs (no more than 5 of them can be created at once), fireballs that fire up to 500 different types of fireballs (no more than 5 of them can be created at once), fireballs that ignite objects up to 1 foot in any direction, or fireballs that burn up to 1 inch in any direction. Each type of fireball must be within 5 feet of a single object or cylinder on the ground or in a space that is within 5 feet of a single object or cylinder on the ground or in a space that is within 5 feet of a single object or cylinder on the ground. A fireball that fails this spell ends its turn. This spell has no effect if you cast this spell multiple times.
Evocation
Flame Spike
10 Days
Instantaneous
You throw a large, heavily-dried, translucent, flammable spark that emits a powerful, magical explosion. Each creature in a 10-foot-radius sphere centered on the spell point must make a Constitution saving throw. On a failed save, a creature takes 4d10 fire damage, and half as much damage on a successful save. A creature that ends its turn in a spot that isn't a spot you can see must make the saving throw. A creature that ends its turn in a spot that isn't a spot you can see must also make the saving throw. The spell ends for a creature in the spot if it isn't wearing armor.
Conjuration
Flame Spike
120
Instantaneous
You leap from the ground to a point you can see within range. The ground in that area is heavily obscured, and you can see only the topography. The ground in the area is difficult terrain. The target must succeed on a Dexterity saving throw or take 1d8 fire damage. The spell ends when you reach the end of your next turn. The target can’t take reactions until it reaches the point of impact. You can use your action to dismiss the spell.
Conjuration
Flame Spike
300
1 Round
You create a burst of flame that spreads over a 5 foot wide area in a 5-foot radius around a point within range. This spell also extends to all creatures in that area. Each target takes 1d4 fire damage when you cast this spell. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Evocation
Flame Spike
30
Instantaneous
A spike of golden radiance springs from your finger to strike one creature of your choice within range. If that target fails a saving throw, it takes 1d6 fire damage and must immediately extinguish the fire there or by some other means have a low illumination level of 4th-level flame. Otherwise, the target takes 1d6 radiant damage and is blinded until the end of your next turn. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Flame Spike
30
Instantaneous
A thin flame streaks from your hand to the top of your head. You can make a ranged spell attack against one target within range. On a hit, the target takes 1d6 bludgeoning damage, or half as much damage on a hit by another target.
Conj
Flame Spike
30
Instantaneous
This spell creates a burst of flame in a 5-foot-radius sphere of flame at a point that you can see within range. The spell has no effect on undead or constructs.
Conjuration
Flame Spike
30
Instantaneous
You hurl a spike of energy at one creature that you can see within range. The target must succeed on a Strength saving throw or take 1d8 fire damage, and it has disadvantage on attack rolls against you until the spell ends. You can target an additional target with the spell at the same time. An extra target must be within 5 feet of you, of which there must be at least one creature within 5 feet of you. If you target a target other than an attacker or target object centered on an object, the spell ends. This spell also ends if you expend magic to do so.
Evocation
Flame Spike
60
1 Hour
A burst of flame flashes from your hand, igniting up to three small flames at a point you can see within range. The flames are nonmagical and can’t be condensed into other forms.
Transmutation
Flame Spike
60
Concentration, up to 1 minute
You cause a fiery spike of energy to appear on a point you can see within range. The point you point to has a 50 percent chance to ignite if it is within 30 feet of you. The ground in the area is heavily wooded and no more than 10 feet from the point
Flame Spike
60
Instantaneous
This spell fires a fireball that explodes in a 20-foot radius and 30-foot-high cylinder with a 5-foot-radius burst centered on it. The fireball is a Large or smaller fireball that deals ranged spell damage equal to 10d6 + your spellcasting ability modifier. The fireball explodes with an 8-foot radius, and the target must succeed on a Dexterity saving throw or take 1d6 fire damage. The fireball then explodes on a creature or object within 30 feet of it. You can use your action to move the fireball up to 20 feet in any direction, and the object or object must make a Dexterity saving throw. On a success, the object or object takes half as much damage. A fireball explodes in a 30-foot cube and ignites in a 20-foot cube, dealing 2d6 fire damage.
Conjuration
Flame Spike
60
Instantaneous
You launch a beam of fire from a point within range, targeting one creature within range. Each target must succeed on a Constitution saving throw or take 1d8 radiant damage. For the spell’s duration, or until you use an action to launch a different beam, the casting time for each target is 1 minute. The spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, you target one creature with an attack using your spell’s fireball. Targeted Attack. When the spell's casting effect ends, the target takes 1d8 radiant damage from the flammable version of itself until it drops to 0 hit points.
Instantaneous
This spell creates a burst of flame that ignites flammable objects in its path that aren’t being worn or carried. Any flammable object that drops to 0 hit points or ends its journey in flames is instantly destroyed. The spell ends if you use a spell slot of 8th level
Flame Spike
60
Instantaneous
You plant a strong cone of flame in a 5-foot-radius sphere centered on a point within range. The spell’s area can be up to 500 feet wide and 5 feet tall. The area is made up of a solid solid that has a radius of 20 feet and a height of 30 feet. The spell’s area can be up to 100 feet wide and 5 feet tall. The spell can penetrate the ground into the ground or into a structure, stone wall, or other object. The spell can cause a moderate bludgeoning, piercing, or slashing damage to a target.
Conjuration
Flame Spike
Concentration, up to 1 minute
You create a burst of flame in a 30-foot cube that doesn't hit. The flame has a range of 120 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th
Conjuration
Flame Spike
Self (10-foot radius)
Instantaneous
You create a large, fiery burst of flame that explodes in a 15-foot radius. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 fire damage of the type your spell’s damage modifier is applied to. On a hit, the target takes fire damage equal to 1d6 + your spellcasting ability modifier. The fire spreads throughout the area, and you can use your action to extinguish the fire. On a hit, the target takes 5d6 fire damage. The fire spreads out of the area, and you have advantage on all attack rolls against the same target. If you target a creature, each creature you target takes 4d6 fire damage of the type your spell’s damage modifier is applied to. The fire spreads out of the area, and you have advantage on all attack rolls against the same target. If you target a creature, each creature you target takes 6d6 fire damage of the type your spell’s damage modifier is applied to. You create a small burst of fire, or a burst of flame, that spreads out in a 20-foot radius. The fire spreads out in a 30-foot radius, and it can’t be targeted by more than one creature. A flame erupts from the spell and explodes in a 20-foot-radius burst, dealing 1d6 fire damage to any creature within 5 feet of the fire.
Evocation
Flame Spike
Self (20-foot cone)
Concentration, up to 1 minute
You create a flash of fire that flings you, your target, and any nonmagical creatures within 30 feet of you into the air in a 30-foot radius centered on yourself. These sparks can be up to 10 feet long and 20 feet high. The sparks can be hurled up to 30 feet away from you or to the side of a wall. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast the spell at a higher
Flame Spike
Self (60-foot radius)
Concentration, up to 10 minutes
You cause a burst of flame to form in a 30-foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is blinded until the spell ends. On a successful save, a creature takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Flame Spike
Touch
Instantaneous
You sling a spike of flame, a sling of fire, or some other explosive substance across a point you
Flame Spray
10
Instantaneous
Flame blades leap from your fingers at targets within range and hurl at them points of your choice that you can see within range. Each target must make a Dexterity saving throw. On a failed save, a target takes 1d12 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d12 radiant damage when it starts its turn in the line of fire. This damage can’t reduce the target’s remaining level of 1d12 or higher at any time.
Evocation
Flame Spray
150
Concentration, up to 1 minute
You create a spray of bright light in a 20-foot-radius sphere centered on a point you can see within range. Make a ranged spell attack for the first 15 feet of the sphere. On a hit, the spell ends. On a failed attack, you take 1d8 radiant damage and take 2d8 radiant damage from the spell. You can also end the spell on a success. You can use your action to decide what effect the spell will have on creatures you hit or those you touch. The spell ends if you cast it again.
Conjuration
Flame Spray
150
Instantaneous
The ground quells an incoming melee attack. If you have a hand cross over the target creature's weapon or limb, it explodes, sending the creature flying and shedding acid and fire damage equal to half the creature’s total health and limb damage (your choice) at the start of your next turn. Additionally, the creature drops whatever it is holding and then dies instantly. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d8 for each slot level above 1st.
Evocation
Flame Spray
30
Instantaneous
You deliver a single, powerful explosion of flame in one hand, the other. Each creature in that hand must make a
Flame Spray
60
Concentration, up to 10 minutes
You create a shimmering flame that ignites a solid surface within range. Each creature in a 30-foot-radius sphere centered on the area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The target takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Evocation
Flame Spray
60
Concentration, up to 10 minutes
You touch a point you can see within range. Make a ranged spell attack against the target. The attack deals an extra 2d6 fire damage on a failed attack, or half as much damage on a successful one. The attack deals an extra 2d6 fire damage on a failed attack, or half as much damage on a successful one. The fire damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Flame Spray
60
Instantaneous
You imbue a flame from a willing creature that you can see within range. The flame is poisonous and must be extinguished within a short or long time. Each creature in a 60-foot-radius sphere centered on the target must make a Constitution saving throw. On a successful save, a target takes 3d8 fire damage, and it takes 1d4 fire damage on a failed save. The flames are a spray that can be carried by a creature and be extinguished by a creature.
Evocation
Flame Spray
Concentration, up to 1 minute
You conjure a sheet of flame in a 10-foot-radius, centered on the point you choose within range. Each creature in the flame must make a Dexterity saving throw. If a creature fails, or if an effect ends, the flames extinguish the flames and extinguish it. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Evocation
Flame Spray
Concentration, up to 1 minute
You create a large cloud of white smoke in a 30-foot radius, centered on the cloud, centered on the cloud for the duration. You can cause any sort of cloud to burst. If any cloud is created before this spell, the cloud can penetrate the cloud.
Evocation
Flame Spray
Self (10-foot radius)
Instantaneous
In one creature of your choice that you can see within range, you cause a strong flame to erupt in a 20-foot burst. The flame can be a large, bright flame, a small one, or a medium flame. The flame can reach up to 5 feet long and 10 feet high, and it can be hurled up to 30 feet long. The target takes fire damage equal to 10d8 + your spellcasting ability modifier. The flame can be extinguished in one of the following ways: • At the start of your next turn, you can extinguish the flame by spending 1 spell slot. The fire doesn't extinguish itself, but it does extinguish any nonmagical flames in its area. When you extinguish the flame, you can use your action to disperse the flame until the flame dissipates, then you can use your action to move the flame from one end of the flame to the other, ending the move. You can also move the flame in a straight line, up to 30
Flame Spray
Self
Concentration, up to 1 minute
A wave of wind-like energy disperses out a point of your choice and creates a 15-foot-radius sphere on the ground nearest to the target. A creature takes 10d8 bludgeoning damage, and it can't be affected by the presence of the target. A creature takes 10d8 thunder damage, and it can’t be affected by the effect of this spell. The wind is strong for the duration. At the end of each of the following possible effects of that can affect a point within range. The target’s speed is reduced by 1s speed. At the end of each of the following possible effects of that can affect a point under the cloud (such as falling to a random place, or the like), the target’s speed is reduced to 0 hit points. This spell’s area lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage type of a weapon used in this spell is 1d8.
Transmutation
Flame Spray
Touch
1 Hour
Choose a point on the ground that you can see within range and that is either a line or a cube that you can see within range. The spell’s range is limited to 30 feet. Any creature that you touch touches the ground or that is under some kind of influence greater than or equal to the spell’s range can’t be affected by the spell. When you cast this spell, you create a burst of flame that has a range of 60 feet. The spell must end before that range is reached. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.
Transmutation
Flamespray
Touch
1 Hour
You can ray out flames to illuminate a location for the duration. A target must be within 30 feet of you when you cast this spell and at least ¼ mile away when you cast it. The flame spreads across 15 feet of solid ground, as a luminous smoke, for 5 feet on the ground, across a surface of your choice that isn’t worn or used by creatures, and up to 10 feet on the ground if it's used by a creature or a construction or equipment creature. Each 5-foot-stick fire that burns this way burns up to 5 gallons of fuel, which creates a 10-foot-radius sphere centered on the point you chose. Any creature in the flames when you cast this spell must make a Constitution saving throw. On a failed save, it takes 18d4 fire damage and 24d4 cold damage, or half as much damage on a successful save. The fire spreads around corners. When you make a saving throw, the fire spreads to all unoccupied spaces within 30 feet of you.
Evocation
Flame Spray
Touch
8 hours
You choose a spot on the ground that you can see within range. The ground becomes heavily obscured until the spell ends (this spell prevents invisible creatures from seeing the ground or approaching from it). A creature can be targeted only when the ground is in an unoccupied space within 10 feet of it. If the ground is so heavily obscured that a creature can see through it, the creature is blinded for 1 minute, while a creature blinded by this spell can't use reactions, while an ability spent using reaction doesn't last for 1 minute, or while the spell lasts for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Transmutation
Flame Spray
Touch
Instantaneous
You sprout flammable flames that burst from burned or scorched objects in your area for the duration. Each creature of your choice that you can see within range must succeed on a Strength saving throw or take 1d6 radiant damage. The flames come from anywhere on your person, and any ranged weapon attack that deals damage to a creature that has it must make a Constitution saving throw. The creature takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Flames Spray
Concentration, up to 10 minutes
This spell has a successful save, and the cloud explodes. The cloud is thick and thick. The cloud is thick and strong, and it spreads in a 30-foot radius. At least once each round, each round, the cloud is thick. At least once each round, each round, the cloud is thick. The cloud is thick. The cloud is thick. The cloud doesn’t explode. The cloud spreads over a 30 feet in a 30-foot radius. At least once, each round, the cloud lasts for the duration. If any cloud is created before this spell, the cloud explodes. Each round, the cloud is thick and thick. The cloud is thick. Until the spell ends, all the cloud is thick. The cloud is thick. The cloud can't explode. The cloud can’t disintegrate. The cloud destroys. If any cloud is destroyed, the cloud is destroyed. Cloud Damage Cloud Damage Cloud Damage Cloud Damage Cloud Damage Cloud Damage Cloud Damage Cloud Damage Cloud Damage Cloud Damage Cloud Damage Cloud Damage Cloud damage Cloud damage Cloud damage Cloud Damage Cloud Damage Cloud Damage
Conjuration
Flames Spray
Concentration, up to 3 minutes
You create a line of flames erupt with burning flames, centered on a point you can see within range. Each creature who touches the flames must succeed on a Wisdom saving throw or be restrained by the cloud. If you create a line of fire in that area before the spell ends, the line lasts for the duration. If it fails, the line is destroyed.
Divination
Flames Spray
Concentration, up to 5 minutes
You create a giant cloud of fire in a 30-foot radius centered on the cloud for the duration. Each creature in the area must make a Wisdom saving throw or be restrained by it. If it succeeds, the cloud appears. If the cloud is destroyed, the cloud explodes. Each creature restrained by it must be restrained by it. If it makes a Wisdom saving throw or falls off the cloud, the spell ends.
Transmutation
Flames Spray
Concentration, up to 5 minutes
You create a giant cloud of flame in a 30-foot radius centered on the cloud, centered on the ground for the duration. Each creature in the area must make a Wisdom saving throw or be restrained by the cloud. If any creature touches the cloud, the spell ends. If the cloud can penetrate the cloud, the spell ends.
Conjuration
Flame Step
60
Instantaneous
You step into the flames of the Abyss and summon a fire elemental that takes 2d8 fire damage each time you hit. The fire then explodes in a random direction toward an unoccupied space within range. The fire has resistance to fire damage, and it has AC 20 and 30 hit points. The fire then dies. If the target takes any damage before the spell ends, it must use its action to move again to extinguish the fire, which it can do by using its action on a weapon attack roll or a weapon attack roll. The fire can be extinguished by using an action on a weapon attack roll or a weapon attack roll. The fire extinguishes any flames created by this spell.
Evocation
Flame-Stick Monster
Touch
Concentration, up to 1 hour
You create a stick of flame that is 1 foot in diameter and weighs 5 pounds. The stick must be at least 10 feet long and 5 feet wide. The stick becomes a Medium or Huge creature and has its own hit point maximum. The creature must succeed on a Dexterity saving throw or take 10 necrotic damage. While in the stick, the creature can repeat the saving throw multiple times, ending the effect on itself on a success. A creature that fails the save is unaffected. A creature that succeeds on a saving throw by more than one minute must also be affected by this spell, even if it isn't affected by this spell.
Conjuration
Flame Stone
Touch
1 minute
You touch one to three pebbles and imbue them with an enchanting magic that removes any poisons, disease, or other magical properties that might normally protect them from damage. Alternatively, you can cause any of these effects to last for the duration. As an action, you can throw one of the pebbles at one creature that you can see within range. Make a ranged spell attack for the pebbles, which last for the duration. On a hit, the target takes 1d4 poison damage, and it can’t take reactions until the spell ends or until a poison afflicts its weapon or ammunition. When you throw the pebble, you can make a spell attack for each poison on the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates two daggers, a staff, two mallets, and a polearm. When you cast it using an alchemical or elemental spell slot of 7th level or higher, the spell creates two simple tools. A staff composed of two daggers infused with the magic of an unwilling creature. Two mallets composed of two mallets infused with the magic of an unwilling creature.Three simple weapons composed of two simple weapons infused with the magic of an unwilling creature. A polearm composed of three simple weapons infused with the magic of an unwilling creature. Each weapon attacks one creature other than the target. Should the spell result in a weapon’t being used against a creature, that creature must succeed on a Dexterity saving throw or be pushed prone.
Conjuration
Flame Storm
10
Necromancy
Instantaneous
This spell sheds bright light in a direction that you choose within range. Until the spell ends, your lightning ray explodes in a line that lasts for the duration. Make a melee weapon attack, which creature suffers a minor damage type. On a hit, the target takes 4d6 fire damage, or half as much damage on a hit and half as much damage on a successful one. Once the weapon attacks an object or blows itself, the creature ends its turn under its own power.
Illusion
Flame Storm
120
Concentration, up to 1 minute
Choose two flames within range that you can see within range, and choose one of them—a torch, a flammable object, or a fiery breath. The flames go from right to left, up to 10 feet deep, and burn up to 60 gallons of fuel. When a flammable object explodes, any creature in the nearest unoccupied space within 5 feet of the flammable object or in a line 20 feet long or 10 feet wide blasts off in a direction you choose, igniting all nonfueled flammable objects in the line. Any creature that can’t be affected by a flammable object spell can use a bonus action to throw the flammable object. Any creature affected by the spell must wait until the start of your next turn to throw the flammable object, which has a weight of 2 pounds. This action can have one effect applied to it or another. You can also choose to cause the flammable object to explode. Small or smaller flammable objects that can be lifted, twisted, or otherwise damaged by force—including any that are thrown or launched by way of a creature or by a walking creature—are destroyed. If a flammable object explodes in a place other than one you are on the spell list, placing it within 1 mile of a creature or object that is hostile to you, the flammable object explodes, and the creature suffers a bludgeoning damage equal to half the number of pounds it expended (minimum 5). At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Conjuration
Flame Storm
120
Instantaneous
A roaring storm of flame erupts from an area that you can see within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 4d6 fire damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage and is pushed 10 feet away from you. The wind can also be a force of nature, pushing up to 10 feet of
Flame Storm
120
Instantaneous
There is nowhere to turn to but one creature for assistance in dealing with an earthquake. Until the spell ends, an earthquake that strikes a structure, bridge, or other structure can have several effects. The first effect might allow an individual to remain partially submerged (for example, a bridge can be partially submerged), temporarily raise its ceiling height by 5 feet, or raise its ceiling depth by 20 feet. Whatever the effect might be, however, the initial damage is greater if you are also underwater. A structure or bridge collapse can sever it, instantly killing it. For each structure or bridge collapse rating 4 or lower, each damaged creature must make a Dexterity saving throw. On a failed save, it takes 14d6 fire damage, or half as much damage on a successful save. While a structure or bridge is in flames, the creature is prone, and it takes 13d6 fire damage on a failed save, or half as much damage on a successful one. The creature is restrained, attempting to push the structure or bridge up or down as it falls. A restrained creature can use an action to step back and use its movement instead of its movement. The restrained creature can use any Strength or Dexterity action that was used to step forward or backward. As a bonus action on a current action, it can repeat the saving throw. It can use all of its action to move the structure or bridge up or down, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create one additional earthquake in order to deal 12d6+6 earthquake damage to a structure or bridge.
Conjuration
Flame Storm
150
Instantaneous
The first thing you see when you cast this spell is an intense gust of wind whipping out of your hand. Each creature within 10 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage and is restrained for the spell’s duration. A restrained creature can use its action to make an attack roll with a weapon attack roll that is being used as an action. On a success, it can use its action to make a weapon attack against the next weapon attack roll it makes before the spell ends. A creature restrained by the spell can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the creature’s restrained condition is broken at the DM’s option, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Evocation
Flame Storm
30
Concentration, up to 1 minute
You sling a raging storm of fire, making it fire. The storm then passes through structures, trees, and other creatures that you can see within range. The storm explodes in a 5-foot radius and spreads out in all directions. It explodes only when a creature of 3 hit points or less is within range. A creature hit by the storm must make a Dexterity saving throw. The storm disappears when the creature finishes its turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Flame Storm
30
Instantaneous
You create a large, fiery, cloud-like cloud of flame that lasts for the spell’s duration. You can use a bonus action to create a line of fire 30 feet long and 5 feet wide extending from the center to the ground in the area. The fire lasts for the spell’s duration. A creature in the line of fire must make a Dexterity saving throw. On a failed save, the flame spreads out from the area, then spreads across the ground in a 5-foot radius, extinguishing it there. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Flame Storm
30
Instantaneous
You create a large, swirling burst of flame that can be as large as a room or as small as a room's surface. Each creature in a 20-foot-radius sphere centered on a point you can see within range must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. The cloud can be sown up to 30 feet away from you. A creature can use an action to make a ranged spell attack. Hit or miss, the cloud spreads out into an area of swirling flames, 30 feet long by 25 feet wide by 10 feet high, that are 20 feet long and 10 feet wide. A creature must be within 300 feet of the cloud to see it. If it is not within 300 feet, the cloud spreads out to cover its area. A creature can move through the cloud, and it can use its movement to move through the cloud as an action. The cloud spreads to a point within 30 feet of the target location and is centered on that point. The cloud explodes when it is at least 30 feet away from the target location. This spell has no effect on magic items, spell-like abilities, or special effects.
Divination
Flame Storm
500
Instantaneous
A bright streak flashes from your pointing finger to a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. The radiant damage is half as much damage on a failed save, and it lasts for the duration. A creature must also make the saving throw if it can perceive the light as radiant. If a creature reaches out of the radiant from other planes of existence, it must make a Dexterity saving throw. If the creature ends its turn in a location where it doesn’t have line of sight to you, it must make a Dexterity saving throw. On a failed save, the creature takes half as much damage as it is on the plane of existence you specify. A creature that ends its turn in the location where the radiant appears must succeed on a Strength (Perception) check against your spell save DC to cast this spell. On a successful save, the creature takes half as much damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Flame Storm
60
1 minute
You create the intense, roaring, and streaking flames of a raging war. Each creature in a 30-foot-radius sphere centered on the point you chose when you cast this spell must make a Constitution saving throw. On a failed save, a creature takes 1d8 fire damage and half as much cold damage on a successful one. This spell ends if you end this spell on yourself or if you cast this spell multiple times. The flames can be extinguished by dispel magic, or by a similar spell.
Evocation
Flame Storm
60
Concentration, up to 10 minutes
A firestorm descends on the ground. For each creature within range, choose one creature of your choice that you can see within range. The first creature must make a Dexterity saving throw. On a successful save, the first creature takes 1d10 fire damage. On a failed save, the second creature takes half as much damage, and the third falls.
Evocation
Flame Storm
60
Instantaneous
A burst of intense blast of lightning and thunder erupts from a point you can see within range. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. A creature can use its action to make a Strength or Dexterity check contested by the saving throw DC. On a successful save, the creature is no longer restrained by the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Flame Storm
60
Instantaneous
A small, dim light flashes from your mouth to illuminate a location on your square or within 30 feet of it for the duration. Until the spell ends, you can choose up to two targets. Each target must be within 5 feet of you. Each target must be within 5 feet of an object or object of your choice that you can see within 30 feet of it. The target must be within 30 feet of a creature you can see within 30 feet of it. A light or a small object that you can see within 30 feet of it must be within 30 feet of the target. The spell ends if you cast this spell again.
Evocation
Flame Storm
60
Instantaneous
A sphere of flame and a blast of fire erupts from it. Each creature in the sphere must make a Dexterity saving throw. The sphere is 30 feet in diameter and 20 feet high. The blast lasts for the duration. Creatures in the sphere must make a Strength saving throw at the end of each of their turns. On a failed save
Flame Storm
60
Instantaneous
A storm cloud springs from the ground and covers an area 10 feet square. The cloud lasts for the duration. Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage, and it is no longer prone to the spell.
Conjuration
Flame Storm
60
Instantaneous
A storm of flame springs from any point within range and spreads across the floor and ceiling of your tent. The wind can be as strong as 100 miles per hour or as weak as 120 miles per hour. The wind is strong enough to destroy entire buildings. A cloud of red energy, or a wave of red energy, can be created from a material object, including stone, wood, or woodblock. If the object, if any, is a stone or woodblock, the cloud spreads across it and creates a 10-foot-radius sphere centered on that object. Each creature in that area must make a Dexterity saving throw. On a failed save, you are sent flying. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. A creature that makes a saving throw with advantage when it moves within 300 feet of you must also move within 300 feet of you with disadvantage. The spell ends if you move too quickly. If you cast this spell multiple times, you can have up to four of its effects active at a time. The first time, you can cause up to three hostile creatures to become hostile to you. The second time, you can cause up to ten hostile creatures to become hostile to you. The third time, you can cause up to ten hostile creatures to become hostile to you. The fourth time, you can cause up to ten hostile creatures to become hostile to you. The fifth time, you can cause up to ten hostile creatures to become hostile to you. The sixth time, you can cause up to ten hostile creatures to become hostile to you. The seventh time, you can cause up to ten hostile creatures to become hostile to you.
Flame Storm
60
Instantaneous
A whirlwind of flame streaks out from a
Flame Storm
60
Instantaneous
Three bolts of bright light flash from your hand and strike up to five targets within range. Each target must succeed on a Constitution saving throw or take 5d8 radiant damage. The targets must be on the same plane of existence as you. Each target takes 8d8 radiant damage on a failed save, or half as much damage on a successful one. This damage can’t reduce a target’s hit point maximum. At the start of each of your turns after you cast this spell, you can use a bonus action to cause a bolt of lightning to leap at one target within 60 feet of it and do 10d8 lightning damage, including at the end of each of its turns. This lightning deals 1d8 lightning damage to each target when it hits or misses. Any creature that fails its save against this spell has its speed halved until the start of its next turn.
Conjuration
Flame Storm
60
Instantaneous
You cause a whirlwind of fiery smoke to fill a 10-foot-radius, 10-foot-high cylinder centered on a point that you can see. Each creature in the blast must make a Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage and is knocked prone. The creature is blinded, deafened, or frightened for 1 minute. On a successful save, the creature is immune to the spell. A creature that rolls an attack roll or a Dexterity saving throw with this spell must make the same saving throw if it isn't blinded or deafened, or it takes the same damage or an identical effect. A creature that takes damage with this spell must make the same saving throw if it isn't blinded or deafened. The whirlwind spreads across 20 feet of ground in a 10-foot radius. The whirlwind can be broken up into smaller pieces that have the same area of effect. Each piece must be within 20 feet of each other. Each piece must be completely covered by the whirlwind. The piece must be within 100 feet of a creature that is within 100 feet of the piece, unless the creature is on the ground or is moving through the whirlwind.
Conjuration
Flame Storm
60
Instantaneous
You create a flame that rips through the air and spreads out from you in a direction you choose. The flame spreads in a 30-foot cone centered on a point you choose within range. The flame moves in a direction you choose. Each creature in that area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The flame also ignites bright lights in the same area as it, causing them to dim light in a 5-foot cube centered on a point you choose within range. The flames then erupt in a random direction, dealing an extra 2d6 fire damage to a target or an object within 5 feet of it. The fire spreads to any area within 5 feet of it. At the start of each of your turns, you can expend a bonus action on each of your turns to cause the flames to move in a random direction. If you do so, the fire spreads in a random direction, dealing an extra 2d6 fire damage to a target or an object within 5 feet of it. At the end of each of your turns, you can use your action to cause the flames to move in a random direction.
Evocation
Flame Storm
60
Instantaneous
You create a strong whirlwind that lasts for the duration, and you can make a ranged spell attack against the whirlwind. On a hit, the target takes 2d6 fire damage. If the whirlwind destroys a creature or object on its journey, that creature or object takes 3d6 fire damage instead of slashing you in the chest. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Flame Storm
60
Instantaneous
You unleash a beam of flame at a point within range. Fire and ice burst from the point until the target is dead. While this spell ends, a flame appears in the target that you can see in a 5-foot cube centered on a point you choose within range. While the target is dead, you and the target can make melee attacks of opportunity with the same weapon. During the duration of the spell, the flame damages one creature or object, causing it to become immobile, restrained, or restrained by the spell. The target becomes blinded for 1 minute.
Transmutation
Flame Storm
90
Concentration, up to 1 hour
You create a powerful, gusty whirlwind that travels across the ground in a direction you choose. The whirlwind takes 10 feet of movement for every 4 you know the spell’s level. On a turn or while the whirlwind is moving, you can use your action to cause the whirlwind to follow a certain direction, causing it to travel at the speed of sound. If the whirlwind moves over uneven terrain, it lags behind the other whirlwinds, which are rolled in that direction. The whirlwind can travel at the speed of sound, though it crashes heavily against any solid surfaces. This spell’s speed is your speed, and the whirlwind takes 8 hours to create.
Evocation
Flame Storm
Concentration, up to 1 minute
You create a blast of flame that lasts for the duration. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage. A creature takes 7d8 fire damage on a failed save, or half as much damage on a successful one. A creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one. The flames can’t be extinguished by using a spell slot of 2nd level or higher. On a successful save, one creature takes 1d8 fire damage. A creature’s elemental elemental elemental takes 7d8 fire damage. Any elemental that moves into the area must also take 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that moves into the area must also make a Dexterity saving throw. A creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one. A creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. The flames can’t be extinguished by using a spell slot of 2nd level or higher. On a failed save, a creature takes 1d8 fire damage. A creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns, you can move one piece of fire that you can see within range into the flames, and you can roll a d8 for each additional piece of fire to make a Wisdom saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes 4d8 fire damage. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. In addition, the flames can’t be extinguished by using a spell slot of 2nd level or higher. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Flame Storm
Self (100-foot line)
Instantaneous
A line of fire 30 feet long and 5 feet wide spreads out from you in a direction you choose. Each creature in that area has advantage on Dexterity (Stealth) checks and Strength (Intimidation) checks. Any creature that succeeds on a saving throw against this spell fails that save.
Evocation
Flame Storm
Self
Concentration, up to 10 minutes
A storm cloud forms in a 20-foot radius centered on a point you choose within range. The cloud rises 5 feet higher than it was when you cast the spell. The cloud spreads out across a 20-foot-radius sphere, and the wind carries the cloud up to 20 feet in a direction you choose. The cloud lasts for the duration. If the cloud moves while you are concentrating on it, you can make a Strength saving throw. The cloud fails, and you lose the ability to cast spells.
Evocation
Flame Storm
Self
Concentration, up to 10 minutes
The ground in a 10-foot radius centered on a point you can see within range is hurled, twisted, or hurled—and thus shaped by the winds. Each creature in the area must make a Strength saving throw. It does so with advantage if it is on the ground or on a wall, or it makes a Strength (Athletics) check against your spell save DC. If it succeeds, the object is hurled 10 feet higher in the air than it was when it was formed. If it isn’t there, it is pushed up to 5 feet higher in the air by a sling.
Conjuration
Flame Storm
Self
Concentration, up to 1 hour
You create a powerful wave of flame that crashes down on one creature or object of your choice that you can see within range. This spell creates a burst of intense heat that damages any creature that starts its turn within 5 feet of the target. A creature that is Large or smaller must make a Dexterity saving throw. On a failed save, the target takes 6d6 bludgeoning damage and is knocked prone. On a successful save, the target takes half as much damage and isn’t knocked prone. This spell also damages constructs’s equipment and magic items.
Transmutation
Flame Storm
Self
Concentration, up to 1 minute
Until the spell ends, a swirling, roaring wave of brilliant flame falls from your hand toward a creature within 30 feet of you. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Flame Storm
Touch
Concentration, up to 1 minute
A flammable liquid appears in a 30-foot-radius sphere centered on a point within range. The sphere is formed from a dense cloud of lava and a substance that is strong enough to crush a solid object. The area is composed of a solid surface, and a sphere of molten lava is formed from a solid surface. The sphere appears in the nearest 5-foot cube centered on a point within range. The sphere is in the form of a warded cylinder, or a cube, or a cube with no warded area. The cube is in the form of a cube. In addition, one of the following effects occurs when the cube is created: 1) The sphere is hurled upward into the air, and the object struck by it is pushed up to 5 feet away from the sphere. 2) The sphere is hurled downward into the air at a different speed. 3) The sphere is hurled upward into an unoccupied space that you can see within range. A creature that enters the unoccupied space must make a Dexterity saving throw. On a successful save, a creature is hurled 20 feet in the air. 4) The sphere is hurled upward into an unoccupied space that is not occupied. Creatures that are in an unoccupied space when the spell ends are restrained by the sphere until the spell ends. 5) The sphere is hurled downward into an unoccupied space that is occupied by a creature that ends its turn there. A creature that drops the sphere into the ground before falling must attempt a DC 15 Strength check to extinguish the flame. The spell ends if a creature drops the sphere into the ground.
Divination
Flame Storm
Touch
Concentration, up to 1 minute
A strong, strong, gusty wind sweeps through a square or a rectangular space. Each creature in a 30-foot-radius sphere centered on that square or cube must make a Dexterity saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes half as much damage on a failed save. On a successful save, a creature takes half as much damage on a failed save. On a successful save, a creature takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th.
Divination
Flame Strikeinger
Self (30-foot line)
Instantaneous or 1 minute (see below)
You draw the attention of creatures of your choice that you can see within range and shape their behavior for the duration. Creatures with truesight can see through your teleportation spells and hear conversations with a naturalist or an engineer that questions their alignment. On subsequent turns, you can use your special action to offer them information as they pass while also carefully avoiding the distraction of forcing them to use one of your other teleportation spells. If the target is a creature, it can make a Wisdom saving throw, taking 3d10 force damage on a failed save, or it can take 1d6 force damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can make the hand of one willing creature disappear, give it a new one, or ask the creature a moment's reassurance that it is safe. You must use your own reaction to assume a new form, such as a lizard companion or a unicorn, though you aren’t incapacitated.
Conjuration
Flame sword
Touch
Concentration, up to 1 hour
The blade of a flammable weapon reaches for the air, and a shimmering blade extends out from you toward a creature within 5 feet of it. Make a melee spell attack for the flammable weapon. On a hit, the creature takes 1d10 trinket damage. The weapon then explodes, dealing 1d8 necrotic damage to the creature. If any of this spell’s damage exceeds your spellcasting ability limit, the flammable weapon becomes flammable until its flammable state is no longer flammable. At Higher Levels. When you cast this spell using a spell slot of a higher level, the damage increases by 1d8 for each slot level above 6th.
Conjuration
Flame throw
30
Instantaneous
Flame Throw
90
Concentration, up to 1 minute
You create a fireball that explodes in a 10-foot cone centered on a point within range. The fireball can’t pass through barriers, or through other objects created by the spell.
Conjuration
Flamethrower
100
Instantaneous
You hurl a flammable object that flies in a 5-foot radius around you and that weighs 5 pounds explodes in a 20-foot cube within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. Fireballs erupt in a cone shaped like a ring or a circle centered on that area. Each creature in the cone must make a Dexterity saving throw. A creature takes 5d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the first to create a flammable object hit by the spell takes 5d10 fire damage, and the second to make another fire saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Conjuration
Flamethrower
10
Instantaneous
A flamethrower ignites in a 20-foot cube centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d8 fire damage, or half as much damage on a successful save. The flamethrower has a range of 120 feet. The flamethrower sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature in the area when the flamethrower ignites must make a saving throw. On a failed save, a creature takes 6d8 fire damage and is restrained for the duration. A restrained creature can use an action to make a Wisdom saving throw at the end of its turn. A creature automatically succeeds on the saving throw if it is immune to being frightened. The flamethrower also extinguishes flames within 30 feet of it that are not humanoids. To extinguish a fire, a creature must be
Flamethrower
10
Instantaneous
You unleash a blast of flame, plus one of the following effects on a creature: 1. Make a ranged spell attack against the target. On a hit, the target takes fire damage equal to your spellcasting ability modifier. The fire damage is
Flamethrower
150
Instantaneous
A burning, molten flame streak ahead of you, extinguishing any flames within its area that are within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d12 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Evocation
Flamethrower
1 Mile
This spell creates a small, harmless explosion of flame that ignites in a 30 foot radius around you. The spell lasts for the spell’s duration, extinguishes the fire if it is within 30 feet of you, and causes no damage at all to any creature or object within 30 feet of you. The spell creates no heat or cold, and can create no internal temperature difference. It creates no heat, no wind, and no internal cold or temperature difference.
Evocation
Flamethrower
30
Instantaneous
A celestial of flaming intent rises from the ground and pounds two creatures within range. Make a ranged spell attack against the targets. On a hit, you deal 1d04 damage. Make a spell attack for the creature with which you are proficient. If the creature is an undead, make a new attack using your bonus action. On a hit, the target takes 4d8 necrotic damage, and it can’t regain hit points until it finishes a long rest. Additionally, if you make a spell attack for the creature’s hit point, it takes 4d6 necrotic damage, and it can’t take healing attempts within 60 feet of its hit point maximum. The damage can’t reduce a creature’s hit points below 1st—5th, or 10 or fewer hit points above the minimum number of hit points a creature has. Reducing a creature to 0 hit points removes all traces of necrosis, causing it to automatically assume a different form; if a creature is wearing armor that doesn’t replace its natural resistance to cold damage, the creature takes 4 cold damage, and it has resistance to that damage until the start of its next turn, or until it awakens from its nap, exhausted, or awestruck state. In addition, removing a creature’s severed head from a creature’s hit point allows it to regain hit points at the start of its next turn, even without using that hit point as an activity or preparing food. In addition, removing an unwilling creature from another creature’s hit point locks it beneath its current hit point for the duration.
Necromancy
Flamethrower
60
Instantaneous
A spark of magic radial from a point within range burns for an additional 60 lightning seconds for each creature that the target is wearing and carrying. Alternatively, you can cause the flame to flicker and brighten to bore a certain color, a certain font color, or a message or a message line. Each creature in a 60-foot-radius sphere centered on that point must succeed on a Wisdom saving throw or take 1d6 radiant damage. This spell’s area is hostile to all creatures. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Flamethrower
60
Instantaneous
You unleash a volley of explosive energy at one creature you can see within range. Make a ranged spell attack against the target. Hit or miss. On a hit, the target takes 2d12 force damage. On a miss, the attack rolls a d20. The damage rolls with the extra damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the extra damage increases by 1d12 for each slot level above 5th.
Evocation
Flamethrower
90
Concentration, up to 1 minute
A flurry of flame and thunderous noise erupts from you for a brief duration. Each creature of your choice that you can see within range must make a Constitution saving throw. On a failed save, the target takes 4d8 fire damage. On a successful save, the target takes half as much damage. At Higher Levels. When you cast this spell using
Flamethrower
90
Concentration, up to 1 minute
A nonmagical torch that burns for a moment and ignites a bright light source within range, creating a bright, torch-like torch that is lantern-like in shape and glowing white in the center and gray in the center. The flame is flammable and can be used to create barriers, rings, or any other suitable surface for habitation and to erect or rest on anything. The flame sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The light can be colored as you wish, but it must match the torch’s coloration. If you create a circular or a bulge-shaped flame within range, that circular or bulge-shaped flame can be directed to follow the flame, creating a solid barrier that lasts for the duration. When the barrier is breached, the entire barrier is consumed, and the flames lash out at your direction as normal. You can use your action to create a protective bubble around the flame, which lasts until the end of your next turn. If you create a circle with a single stroke of your hand, the spell ends for that creature. A t Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a protective bubble around the flame, which lasts until the end of your next turn. If you cast it using a spell slot of 8th level or higher, you can create a bulge-shaped barrier around the flame, which lasts until the end of your next turn. If you cast it using a spell slot of 11th level or higher, the barrier lasts until the end of your next long rest. Up to 10 other creatures can benefit from the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can protect a creature with an Intelligence of 6 or lower by creating a magical door that opens onto a flat surface, such as a floor, behind a pillar, or behind a pillar. Alternatively, you can create a magical door that extends from a point you choose within 60 feet and closes onto an unoccupied space within 60 feet. Any creature that enters the magical door must make a Wisdom saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Conjuration
Flamethrower
90
Instantaneous
Concentration, up to 1 minute
A nonmagical torch or flammable object weighing up to 10 pounds or less is hurled into the air to ignite a flame. Each creature other than you within 30 feet of the target must make a Dexterity saving throw. On a failed save, the creature takes 6d10 fire damage. On a successful save, the creature takes half as much damage and isn’t extinguished by the time the spell ends. The fire ignites flammable objects made of wood, stone, or metal that aren’t made of armor or shields. The spell extinguishes flammable liquids made of metal or stone that aren’t being worn or carried by creatures or objects as such, such as celestials, that aren’t being worn or carried by creatures or objects as such, such as giants or dragons. The spell ends for a creature who dons a magical piece of armor or shields it is wearing or who is carrying a magic item. The flammable object ignites flammable liquids that aren’t being worn or carried by creatures or objects as such, such as celestials, that aren’t being worn or carried by creatures or objects as such, such as giants or dragons. The flammable item ignites flammable liquids that aren’t being worn or carried by creatures or objects as such, such as a rings or daggers of equal or greater class or quality.
Transmutation
Flamethrow graze
60
Concentration, up to 1 minute
You expend a grit of the worst kind, imbued with the power that shaped the deepest pits of time and place: time travel. Coming to terms with the events of your past life is an ordeal. For the duration, you gain the following benefits: - You are immune to time-consuming effects, including -1 minute Metal Injection, such as Time Stop, for 1 minute. - You can use your action to push a Time Stop object away from you and gain the benefits of a different time stop (such as Extra Time or Time Stop) of your choice - Until the spell ends - You can
Flame tongue
120
Concentration, up to 1 hour
You create a flickering flame in any size you choose within range. It lurches with your voice and floats up to 30 feet toward a creature of your choice within range. If the creature is Large or smaller, the flame spreads around its area and up to 20 feet to creatures of the same size or class, or 30 feet to Huge or smaller creatures. If you create a flame with a spell, choose one from the following effects, or a different one, create your own flame. You can use a bonus action to cause the flame to take up a different form. You can designate the flames you animate, which appears small and light, and sheds bright light in a 20 foot radius and dim light for an additional 20 feet. When you create your flame, you can direct it over objects, cause it to float, create clouds, and produce visible flames. Finally, when you cause the flame to leap to create a trench, a trench of thick and flowing smoke, or a rampart upward toward a target, create a puff of black smoke that can create a trench in the ground or up a hill. The trench must be 10 feet wide and 20 feet deep. It creates no internal friction except between rocks and solid earth and doesn’t support growth. The trench lasts for the duration. You can create or tear out more than one trench at a time by using hand tools and dividing them into piles for the purposes of this spell. For the duration, you also can’t use weapons or construction. You can use only one trench at a time. If you create or tear out two more trenches, those trenches collapse and create one giant trench, which you can use to push a creature up or down. If you create two giant trench, create four giant trench, or make a giant trench out of two giant trenching, one could create a 20-foot cube of earth and four 40-foot cubes of sand. You can create up to ten hundred feet of floor space, make up to ten hundred feet of ceiling and a sphere centered on a point within range, and so on. Each 40 foot cube of floor area produces either a churned earth (20d6), churned water (20d6), or churned lava (20d6). For the duration, any creature that starts its turn in the floor area or enters the area or enters the surface or enters the spell’s area or enters the spell’s treasure or magic book’s area produces a DC 20 Intelligence (Investigation) check against your spell save DC. After a creature makes an Intelligence saving throw to find out who made the saving throw, an object produced by the spell is shed, and the creature released is no longer under the spell. The spell has no immediate effect on you until you or a creature you choose uses an action to inspect the object for clues. When the creature has determined that it can determine who made the saving throw, it removes the object and takes a detailed History and Motive check to determine its true nature, if any. If a creature determines that it can determine whose saving throw it was making, it destroys the item and takes 4d12 radiant damage, or half as much damage on a failed check (this spell has no effect on undead or constructs).
Evocation
Flame tongue
30
Concentration, up to 1 minute
Choose one creature you can see within range and choose one of the following words, one message, or one creature’s words that match the script you choose: "F**k me." "I'm the bad guy, F**king D**ck." "I'm the good guy." "I'm the jerk, F**king L**ck." If the creature has the written script, it loses all its proficiency bonus and becomes proficient with the spell.
Transmutation
Flame Tongue
30
Concentration, up to 1 minute
You cause a flame to appear in a 20-foot cube centered on a point you choose within range. The flame creates a moderate blast at the target, and the flames extinguish any nonmagical nonmagical nonmagical barriers created by it.
Evocation
Flame Tongue
60
Concentration, up to 1 minute
Choose one creature you can see within range. You cause a burst of flame in that creature’s space of
Flame Tongue
60
Instantaneous
You speak the tongue of a fiery god, who calls itself the Black Tongue. Choose one creature within range for the spell, which then ignites in a 20 foot radius around the creature. That creature must make a Wisdom saving throw. On a failed save, the creature takes 4d10 radiant damage and is pushed 10 feet away from you in a direction you choose. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Flame Tongue
Duration (1 minute)
Duration (1 minute) At 1 hour, the flames lash out in
Flame Tongue
Self (5-foot-radius sphere)
Instantaneous
You create a glowing, poisonous flame of flame, which sheds bright light in a 10-foot radius centered on a point within range. Each creature in that spot must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage and cold damage. On a successful save, a creature takes half as much damage and doesn’t take fire damage. Each creature in the area takes radiant damage equal to your spellcasting ability modifier when you hit with the spell. This damage roll is Constitution-based, and the higher the roll, the greater the damage.
Evocation
Flame Tongue
Self
Concentration, up to 1 hour
You choose one flame or vapor that you can see within range and that fits within a 5-foot cube within range. You communicate the flame’s name, but otherwise don’t use it. The vapors appear dim and windy when they appear. The vapors can be extinguished by simple means. If a creature’s flammable remains aren’t consumed by the vapors, the creature sinks to the ground in an unoccupied space within 5 feet of the source of the vapors.
Transmutation
Flame Tongue
Self
Concentration, up to 1 minute
A 5-foot-tall, 60-foot-high cylinder of flame erupts from a point of your choice within range. You can use your reaction to cause the cylinder to erupt at your command, or you can cause the cylinder to erupt only if you and the target are within 30 feet of each other. The cylinder must be within 5 feet of each other when you cast this spell.
Evocation
Flame Tongue
Self
Concentration, up to 1 minute
This spell destroys an object that you touch. You can target an object that is made of fire, stone, or other nonmagical debris. If the object is made of any material, it must have a fire resistance of at least 1, and it must be strong enough to be removed from the ground. If the object is made of any material or a nonmagical object, it must have a stone resistance of at least 1. Additionally, the object must be made of an extradimensional material that is similar to the material created by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
flame Tongue
Touch
8 Hours
You touch an unwilling creature. The target can be a creature or an object of equal or lesser size or shape (as desired), and you either draw it or chill it. For the duration, it has advantage on Dexterity saving throws and Strength saving throws. If the target is loose animal material or a creature within 5 feet of it, you can hurl the spell at it. It must succeed on a Strength saving throw or become restrained by your cloud.
Conjuration
Flame Tongue
Touch
Concentration, up to 10 minutes
You create a 10-foot-tall flame that ignites at a point you choose within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 fire damage on a failed save, or half as much damage on a successful one. An object in that area ignites only when it is struck by lightning or when a spell of 1st level or higher ends. If the fire damage is greater than the spell's maximum damage level, the creature
Flame Tongue
Touch
Concentration, up to 1 hour
You touch a willing creature. The target’s speed increases by 1d10 for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. For each additional creature, choose an animal that you can’t see. Then, whenever a creature moves within 5 feet of the target for the first time on a turn or starts its turn there, that creature must make a Strength saving throw. On a failed save, the creature takes 4d10 fire damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Enchantment
Flame-Touched Object
30
Concentration, up to 1 minute
A sphere of fire appears and springs forth from it, extinguishing flames that have exploded from them. The sphere is 20 feet in diameter and has a range of 60 feet. The sphere can’t expand more than 20 feet beyond that area. The sphere can’t be more than 10 feet long and has a reach of 60 feet. The sphere can’t be more than 10 feet high. Roll initiative for the sphere’s area. If you roll a 4 or higher,
Flame Tracer
60
Concentration, up to 1 minute
You create a small beam of flame that ignites harmless objects in a 30-foot cone. Each creature in
Flame trap
100
Concentration, up to 1 hour
You conjure a pitiable, amniotic sea
Flame trinket
Touch
1 Hour
In a hand cylinder, you create a small, shimmering cylinder that resembles a trinket. As a bonus action, you can make a ranged spell attack with a trinket of your choice that you know is linked to this spell. You can also make an ability check with a DC equal to
Flame Tumor
500
Concentration, up to 1 hour
A flammable object drops to 0 hit points and causes severe fissures (see below). Choose one of the following effects for the duration. The target drops a torch and 3 gallons of water. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Evocation
Flame Walk
150
Concentration, up to 1 hour
Duration: Concentration, up to 1 hour (see below)
You step into
Flame Walk
30
8 Hours
You create an extradimensional space that you can follow until the spell ends. The space is difficult terrain that can be difficult terrain for creatures other than you. When the spell ends, you can teleport to the nearest unoccupied space within that space, up to 10 miles away. You can enter the extradimensional space only after you or someone else has been expelled from there by a severe ordeal or other incapacitating effect, such as by death or stinking or distressing, or by a wish spell. When the spell ends, you can dismiss the spell as an action. You can repeat the spell if you see fit. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Transmutation
Flame Walk
30
Concentration, up to 1 hour
This spell creates a burst of flame within a 10 foot radius and up to ten flames spread around the area in a 1-foot cube. Each creature in the cube when you cast this spell must make a Strength saving throw. On a failed save, a creature takes 4d6 fire damage and is pushed 10 feet away from you. At the end of each of its turns, a creature must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage and is pushed 10 feet away from you. At the end of each of its turns, a creature must make an Intelligence saving throw. On a failed save, a creature takes 1d6 lightning damage and is pushed 10 feet away from you. At the end of each of its turns, a creature must make an Intelligence saving throw
Flame Walk
30
Instantaneous
You move across a solid surface and teleport to a point you can see within range. At any point during your next turn, you can move up to 60 feet in any direction, and you can also move up to 60 feet in any direction, but you must move more than 60 feet in one direction.
Conjuration
Flame Walk
30
Instantaneous
You point a wand at a creature within range and cause it to slam into the ground in a 5-foot cube. The spell’s damage increases by 1d6 when you reach 5th level (1d6), 11th level (2d6), and 17th level (3d6).
Evocation
Flame Walk
60
Concentration, up to 1 minute
Until the spell ends, you teleport
Flame Walk
60
Concentration, up to 1 minute
You teleport to a point of your choice that you can see within range and cause one creature of your choice that you can see within range to make a movement component of your movement on its turn of the turn you intended it to make. The target must make a Dexterity saving throw. On a failed save, the target takes 3d8 necrotic damage and is blinded. On a successful save, you cause the spell to end. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Evocation
Flame Walk
60
Concentration, up to 1 minute
You teleport yourself and up to four creatures of your choice that you can see within range’s edge to a point that you can see within range. The creatures can be any creature or object you can see within range. You can place any number of plants within the area. Each plant must have at least one flower within it. When you cast this spell, you create a 10-foot-tall, 10-foot-high cylinder of flame. Each plant within the cylinder must have at least one flower within it, and each flower must be at least 1 inch in height. Each creature that ends its turn in the cylinder must make a Dexterity saving throw. On a success, the creature takes half as much damage on a failed save.
Evocation
Flame Walk
60
Instantaneous
You make a flying movement that lasts for the duration. You can make a flying movement only by spending a spell slot of 2nd level or higher.
Transmutation
Flame Walk
60
Instantaneous
You teleport yourself and up to 30 creatures of your choice that you can see within range into a place you choose that isn’t on the main cast of a city—a place you can see no more than 30 feet away. The place you choose must be within range, and it can be any building or a natural formation. Until the spell ends, you can move through the space you choose, but you can’t end your movement there. At Higher Levels. When you cast this spell using a 7th-level spell slot, you can move this spell to a place the spell can’t be moved. The spell can't be moved more than 30 feet away from any target.
Transmutation
Flame Walk
90
Concentration, up to 10 minutes
You choose one of the following actions during the duration for which you choose, such as making a melee attack. You can use your action to move up to 10 feet in any direction. You can move a distance of up to 100 feet. At the start of each of your turns, you can make an Intelligence (Investigation) check against your spell save DC to detect a flame within range. If it appears in a 10-foot-radius sphere centered on a point you specify, you can use your action to make the check against your spell save DC. If it fails, you can use your action to move the sphere to the nearest 5-foot-square area.
Conjuration
Flame Walk
90
Concentration, up to 1 minute
Switching bodies in the fire of your choice that you see within range, you move at a rate indistinguishable from walking. You can teleport up to 30 feet in a direction you choose, and you appear where you are no longer visible. As an action, you can move up or down to repeat the move required by you. Both require attunement to the teleport spell. While in this state, you can’t use another action or cast another spell. You learn the locations of all known teleportation locations, and you can’t teleport to a location where you already have a teleportation location.
Divination
Flame Walk
90
Concentration, up to 1 minute
You teleport yourself to a point you can see within range. You can teleport to a point within range by using a flying spell. You can also teleport to a point of your choice that you can
Flame Walk
90
Instantaneous
You teleport yourself to any point within range, which you can see within range. You can also teleport to any point on the target plane. The spell ends if you are outside the spell area. If you do, the target plane is a point that is equal to or more than the spell's area limit. The spell isn't visible to the caster. The spell lasts until it is dispelled. The spell is permanent and can be dispelled as an
Flame Walk
Self
Concentration, up to 1 minute
You cause a flame to flicker in the air and to move in any direction you choose. The flicker lasts for the duration. When the flicker occurs, each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Transmutation
Flame Walk
Self
Concentration, up to 1 minute
You cause a flammable object within range to float downward to a height of 60 feet. Until the spell ends, flammable objects float within the spell’s range. A flammable object remains suspended in the air for the spell’s duration. A flammable object can carry a maximum of four Medium or smaller creatures if it is held aloft. The spell ends when a creature drops to 0 hit points or when an object damages an object placed in its reach. The spell doesn’t extend to non-flammable objects.
Transmutation
Flame Wall
100
Instantaneous
You create a 5-foot-radius, 10-foot-high, 10-foot-deep, 15-foot-high, or 20-foot-deep, 10-foot-walled wall of flame that extends 10 feet beyond the spell’s area. The wall is 30 feet wide and 15 feet tall and is composed of 1 cubic inch of thick, 6-inch-diameter solid stone. The wall appears to be made of stone, but the spell’s description of stone (and the spell description for any other material component of it) can also describe stone. The wall is not a solid object and can’t be broken. A creature can enter the wall and remain there, though the creature must spend 5 feet of movement to do so. The wall can’t be more than 10 feet
Flame Wall
10
Concentration, up to 1 minute
The wall that forms a wall covered in fiery tendrils sprouts from your hands and falls to the ground in a 10-foot square on each side. The wall forms when a square of thick, flowing metal or stone covering an area of ground that is at least 10 feet square rises to a maximum height of 60 feet. It can be raised as a move action, and you can raise it again if you are fighting a creature, an undead, or an constructs (your choice which creature you choose when you cast the spell). As an action, you can raise the wall up to 60 feet in any direction. If you so choose, create a fiery burst in a 5-foot square on each side of the wall (no larger than a 20-foot cube). Each creature in the area must make a Dexterity saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The flames spread around corners, forming openings in the wall that are 10 feet wide and up to 5 feet tall. The flames turn cold iron and bronze into hard snow and become nastier as the smoke spreads around them. Each creature other than you that the wall cuts off at the start of your next turn must make a Constitution saving throw. On a failed save, a creature takes 4d8 cold damage, and it is blinded for 10 minutes. On a successful save, the creature takes half as much damage, and it is no longer blinded by rust.
Evocation
Flamewall
120
1 Hour
A shimmering portal appears at an unoccupied space you choose within range. That space remains until the spell ends or you choose a different destination, such as a long, dangerous journey through the wastes of Azlant. You can open the portal through an unoccupied door or a slot available on the floor or in a slot beside a surface, up to 60 feet deep, open it up as a portal to a higher dimension (such as the one you chose for this spell), or simply move one object or a portal wall 10 feet in one direction. The portal wall’s destination, object, or portal shutters are respectively drawn and visible to all but the visible creatures in that area. An invisible creature remains behind, though it can be difficult for the creature to see through the portal, and the creature is incapacitated if it can’t see. A creature that can’t see through the portal can only speculate as to what might be behind the portal wall. When you cast this spell, you choose a point within range and might have sent objects or beings into the portal. If you send any objects or beings, or even just an illusory creature, here is what might happen: - A sentience appears in the ground within 10 feet of the portal. - To your utter defeat, the portal wall collapses and all its pylons disintegrate - The material possessions of a sentience are dispelled into the ground. - A sentience leaves behind a trail of footprints through the ground, a trail that passes through an unoccupied space affected by this spell. - You cause constructs to gain 10d6 temporary hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, each sentience created by any of its 1 levels or higher becomes a temporary hit point for the duration. Tiers. Each sentient counts as one tier higher among its kind in the Monster Manual.
Conjuration
Flame Wall
120
Concentration, up to 10 minutes
A thin sheet of strong flame rises from the ground or falls from the sky in a direction you specify. The fire spreads around corners. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet. If more than one version of this spell is cast, the flames lash out at two different creatures within 30 feet of one another. While the flames lash out, each creature is limited in how much it can move, and it can’t use reactions while this spell is in effect. While affected creatures can’t take reactions from creatures in the flames’s area, affected creatures can’t enter or leave affected creatures”s flames, use reactions from there, or use reactions from there that aren’t from the flames. For the duration, blinded or deafened creatures and creatures with trues or higher senses can’t speak or take acts. When a creature with trues or higher senses comes within 30 feet of the fire, the affected creature must make a Charisma saving throw. On a failed save, it can use its reaction to move up to 50 feet in a straight line, using its reaction to move twice as far as the fastest available movement available, to the nearest safe spot, and so on. It makes this saving throw with advantage when calculating its current speed. The fire spreads around corners. A fire spread between rooms in a muggle-residence makes this spell’s spread as wide as possible throughout the muggle-residence. Fire breathing creates openings in the floor, walls, and ceilings that can’t be filled by fire. As a bonus action on each of your turns before the spell ends, you can expend a spell slot to create a contiguous fire that is 2 feet in diameter and 5 feet high and 3 feet high. Immediately before the spell ends, you can use an action to exhale the active flame up to 15 feet in a direction you choose, which makes it appear as flames that flame up to 30 feet long and 5 feet wide. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the fire spreads around corners. Once exposed, the fire illuminates and dims the way for the next 5 minutes until it disappears.
Evocation
Flame Wall
120
Concentration, up to 1 hour
A wall of fire, drawn by molten metal, rises from the ground at a point you choose within range. You can make the wall up to 100 feet long, 20 feet high, and 5 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 3d12 bludgeoning damage and is pushed 10 feet away from the wall. At the completion of its movement, a creature can make a Strength saving throw to break out of the wall and cause no damage. The walls radius and height are also visualized, creating a visual barrier that prevents creatures from traveling over the wall.
Evocation
Flamewall
120
Concentration, up to 1 minute
A shimmering portal extends out from a point
Flame Wall
120
Concentration, up to 1 minute
A wall of strong flame rises from the ground at a point you choose within range. You can make the wall up to 30 feet long, 10 feet high, and 6 feet thick, and it vanishes when the spell ends. It creates three bolts of lightning striking at the same time, rather than each dealing three bolts. Each bolt deals lightning damage equal to 1d4 + the d ar of the wall’s brightness. The lightning bolts deal 1d6 lightning damage to a creature that starts its turn in the fire. Lightning bolts also deal 1d6 force damage to objects in its path, though
Flame Wall
120
Concentration, up to 1 minute
You create a vertical wall of fire that rises from the ground 50 feet below as a flammable liquid, resting on a surface of your choice that you can see within range. Two flammable liquids, an opening in the wall and a point of collapse at the top. Any creature or object on the flammable liquid's surface rises and falls as you choose before falling onto it. If you succeed on a freefall, you can use your action to step on the flammable liquid and cause as much of it to rise as you like until the flammable
Flame Wall
120
Concentration, up to 24 hours
Flames wreathe one wall with fire when you choose an area of terrain you can see within range. You can make the wall up to 60 feet long and 20 feet wide, forming a face that is 30 feet tall and 20 feet wide at the base. The wall appears one level above the ground, with the walls portion centered on a point within range. If you create a trench using a spell or other mechanical process, the wall moves so that openings can open behind the creature and under the creature for the creature as a whole, provided that that creature has the shortest possible walking distance to the fire. The fire spreads around corners or in open spaces, and creatures within 20 feet of the fire when it appears can see through the wall.
Flamewall
120
Instantaneous
You create a portal that leads to an area of fire that is either entirely contained or that is at least 30 feet wide and 5 feet high. The fire spreads around corners, and flames
Flame Wall
150
Concentration, up to 1 hour
A wall of fire 15 feet in length and 10 feet thick barks out in a 20-foot radius around a point you choose within range. The wall lasts for the duration. Each creature that starts its turn in the wall has disadvantage on attack rolls against it. A creature moves through the wall (10 feet per round for a wall of fire) for the duration. The first time each round, a creature or an object within 10 feet of the wall (such as a bowl, pot, or set of teeth) hits the wall (1d4 damage), it creates a bludgeoning, piercing, or slashing hazard (staggering, or by grab, drop, or slam), and all creatures within 10 feet of the wall (including creatures at the edge of the wall) have disadvantage on attack rolls against creatures within 5 feet of it.
Evocation
Flame Wall
150
Concentration, up to 1 hour
You create a 20-foot-diameter, 20-foot-tall (or 5-foot-diameter, 10-foot-tall) globe spread across a 20-foot radius on the ground within range. You can create the globe by casting this spell or shaping it into a dome or dome-shaped globe by casting this spell. A 20-foot-radius sphere centered on a point within range is visible from space at a distance of 300 feet (60 feet) and dim light for an additional 300 feet. The globe faces outward and is centered on a point within range. You can shape the globe so that it extends into the Ethereal Plane (up to 60 feet outside the spell’s area) and—when you cast this spell without first choosing a destination within that plane of existence, the globe can hover and remain there for 10 minutes before vanishing. You can banish the globe when you reach 5th level (3/8 of a level), the globe shrinks to accommodate it, and you can’t banish more than one globe at a time at any time. When you do so, create a 20-foot-radius sphere of fire centered on each globe and lasting for the duration. Each globe has AC 15 and 30 hit points. Spells and other magical effects that create an instantaneous effect on the globe must be named after the instant the instant effect is performed; the instant the globe appears or how it is summoned determines how such effects appear on the globe. Some instant effects create no effect and others take effect immediately after the globe appears. For example, a cylinder centered on a point within range creates no instant effect globe, but effects created by an early spell affect subsequent cylinder or cylinder-shaped objects within its area. As a rule of thumb, each globe created by a casting of this spell must have a metamagic effect of 2.
Conjuration
Flame Wall
150
Concentration, up to 1 minute
A strong wall of solid fire spreads out from a point within range. At the edge of each wall is a 5-foot cube of fire centered on a point within range. The wall’s area is obscured, but light can illuminate it. When a creature moves within the cube for the first time on a turn that it would enter the wall (like a creature enters a portal or a secret door), the creature takes 10d6 fire damage. On a failed save, it can’t leave the wall until it provides no light, an effect that other creatures can end. The fire damages objects in its area and ignites flammable objects thrown against it that aren’t being worn or carried. When a creature moves within the cube to enter the wall for the first time on a turn or when another creature moves within the cube to enter the wall for the first time on a turn or when another creature moves within the cube to enter the wall for the first time on a turn, the creature takes 10d6 fire damage. On a failed save, it can use its action to move up to half your speed and instead roll a d4 and add the spell’s damage dice to the attack roll for the next time it appears in its body. A creature can benefit from this spell a number of times equal to 1 hour. At the end of each use of the spell, a new number of times the creature uses your speed is assigned to it. The new number is incremented by 1 for each turn until the spell ends. A w ell you choose sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The light is light and harmless. When a creature uses your movement to move within 20 feet of the w ell, choose a new path and cause the path to open for it, ending the effect of the spell. A w ell that uses your movement leaves behind a trail of acid that is harmless until cleared off the wall and remains harmless until cleared from it.
Evocation
Flame Wall
150
Concentration, up to 1 minute
A wall of fire 18 feet long and 5 feet wide reaches out from you to a point that you can see within range. The wall appears at a point you choose within range. Until the spell ends, a creature that enters the wall must make a Strength saving throw. On a failed save, the creature is restrained and must use its movement to move up to its speed. As an action, it can make a Strength or Dexterity check (the options are unbalancing, or the creature can make a Wisdom check contested by its Wisdom stat). On a success, the creature can move up to its speed automatically, but must first use one hand to move its other hand. When both hands are free, the creature moves with its speed while its other hand is free. A creature restrained by the wall can use its action to make a Strength check against your spell save DC. If successful, it frees itself. The wall is opaque and blocks vision through it. Any creature that can see within its wall can’t more than 10 feet away from the wall. A creature restrained by the wall can use its action to make a Wisdom check against your spell save DC. If it succeeds, the barrier opens to allow the creature to move up to its speed for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Flame Wall
150
Concentration, up to 1 minute
A wall of fire rises from the ground at a point you choose within range. Each wall of fire is an inch thick and lasts for the duration. You choose one glacial or vertical wall to the right of another, or you choose one that faces into the Ethereal Plane (the wall rises at the DM’s discretion). A glacial wall is one that can’t be reduced into solid form or into a chunk shape. It can’t be reduced into any form other than chunk form, such as chunked form, as wisps or horns. The wisps form while a spell is consumed by this spell. When you cast the spell, you can switch back and forth between thick and thin walls of flame. Each thick wall of fire spreads apart into flammable flammable wastes, which are slowly cleared away. When a wall of fire reaches 0 feet in height, you cause the wall to erupt in flame. Each flammable waste has AC 30 and 30 hit points, and it can’t reduce its size to below 0. The flames spread around corners and into open spaces, and they cause flames to leap from one creature within 120 feet of it to the nearest nonmagical target. The fire spreads around crests, forming combustibles and other difficult terrain. When a creature or object is affected by a wall of fire, the creature takes 2d8 fire damage, and the spell ends. If you cast this spell again, the spell ends early, unless you can somehow end it early and then restart it early.
Conjuration
Flame Wall
150
Concentration, up to 1 minute
A wall of fire with which to strike a creature of your choice that you can see within range appears on the ground at the start of the next dayswitch. You specify one of the following effects within the Wall and create a vertical or horizontal webbing that extends from the top edge of the web at least 30 feet in all directions. The web lasts for the spell’s duration and is an open fire portal that can be closed at any time by a ranged spell of 5th level or lower. While the web is active, creatures that pass through the portal must make a Dexterity saving throw. On a failed save, a creature fails the save and is blinded for 1 minute with each saving throw made against the Wall. Additionally, creatures that pass through the portal become trapped for 1 minute straight. A creature can enter the portal by using an action to move through the web and repeat the saving throw. If the creature starts out in a confined space created by the web, it is free to move up or down through it as long as it chooses. If a creature moves into the web by mistake, the creature doesn’t fall through it and moves up or down in a 10-foot cube after using the web. While in the portal, the creature can’t talk or harm any creature other than the creature it is on the run from.
Evocation
Flamewall
150
Concentration, up to 1 minute
Choose a point you can see on the ground within range and create a puff of flame that reaches a height of up to 60 feet within a 20-foot cube. The flame spreads around corners. The flame lasts for the spell’s duration or until it appears in an area within 60 feet of a point of your choice within range. You can extinguish the flames in the area by placing a 10-foot cube of fire between you and the ground. If you choose a point within range and on a stick, spell of 3rd level or higher, you can use a bonus action to move the fire up to 30 feet in a straight line. If a point within range is occupied by a creature other than a creature, that creature must make a Constitution saving throw. On a failed save, the creature can use its movement to move up to its speed so that it is no longer required to move as a creature. The move’s base speed is 40 feet. When you use this spell to create a puff of fire, you can choose a point within range. If you create a puff of flame in this way
Flame Wall
150
Instantaneous
An imbrowling creature, breathing fire, springs from the ground within range to defend itself from hostile creatures. The ground must be thick enough to sustain at least one human or an undead creature for the spell’s duration. Each creature that starts its turn in the fire’s path must succeed on a Strength saving throw or take 1d8 radiant damage when it enters the flames. For the duration, this damage-dealing creature also has disadvantage on attack rolls against any creature within the fire’s path’s reach.
Evocation
Flame Wall
150
Instantaneous
A strong wall of flame rises from the ground and spans a 100-foot-radius. solid solid point within range. Each creature in a 10-foot-radius solid wall must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. Fire spreads around
Flame Wall
150
Instantaneous
A wall of flame sprouts from a point within range. Make a ranged spell attack against the wall. On a hit, the target takes 4d8 fire damage and has resistance 1. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Flame Wall
1 Mile
10 minutes
A fog-like wall rises from the ground between two points you choose within range. The wall lasts until cleared or the wall appears in an unoccupied space within 30 feet of one of the points you chose. It vanishes when it drops to 0 hit points. It is heavily obscured and requires a successful Intelligence (Investigation) check against your spell save DC to find its source. When the fog reaches its destination
Flame Wall
30
1 Round
A wall of fire or similar form a globe on a solid surface. You choose the shape of the globe and its area. The wall lasts for the duration or until an attack hits it. Each creature other than you that can see within 5 feet of the wall or that can see through it hits the first stone on the globe for the first time on a turn or starts a fire within 30 feet of it. Each creature or object affected by the spell burns for the full duration. After burning for the full duration, the wall serves as a barrier around which creatures fight or pass. Creatures and objects affected by the spell can travel through it and stay where they are at the longest possible time, though they are restrained and can't pass through it until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the flames shed by the wall last for one day, which is longer than the duration to maintain the wall. When you use a spell slot of 4th level or higher, the amount of flames shed increases to two additional
Flame Wall
30
Concentration, up to 1 minute
A wall of flame, 5 feet in diameter and 5 feet high, forms a 5-foot cube centered on a point you choose within range. The wall has AC 15 and 30 hit points, and it sheds bright fire-like illumination in a 30-foot radius and dim light for an additional 30 feet. When the wall appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes half as much damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and is blinded for 1 minute. At the end of each of its turns, a blinded creature can make a Constitution saving throw against the flames and is pulled up to 10 feet closer to the wall and is visible as glowing yellow gems on its physical attack roll. The glowing gems shed bright light in a 20-foot cone, which an attack action can affect. Each creature in the cone must make a Constitution saving throw. On a failed save, a creature takes 12d8 radiant damage and is blinded for 1 minute. A creature blinded by the spell can use its action to make a Wisdom saving throw at the end of each of its turns. While blinded by the spell, a creature can use its action to use its action to move the candle up to half as fast as a human could move it and end its turn. While blinded by the candle, a creature must spend 4 feet of movement to extinguish the flames.
Evocation
Flamewall
30
Concentration, up to 1 minuterawdownloadYou create an invisible wall around you that sheds dim light in a straight line for the duration. Make a ranged spell attack with a melee weapon and you can’t create or destroy it. Make a melee weapon
Flame Wall
500
Instantaneous
A tangle of earth and stone buckles into solid forms and then collapses in a 100-foot cube on the ground floor. Each creature in that area must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. For the duration, such creatures have advantage on attack rolls against creatures that aren’t their parents or who have died. Additionally, creatures that aren’t their parents when they died must find a new home each time they make a new save, even if that new home doesn�
Flame Wall
60
10 minutes
You create a wall of flame that rises from an unknown location within range and lasts for the duration. Each creature in a 10-foot-radius sphere centered on that location must make a Dexterity saving throw. Any creature in the sphere when you cast the spell must succeed on a Dexterity saving throw or take 1d6 fire damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Flame Wall
60
1 minute
A wall of flame rises from the ground in a 20-foot-tall cylinder centered on a point you choose within range. The wall rises up to 10 feet in any direction in a 60-foot cube centered on a point you choose within range. The wall is composed of three layers. The first layer is a layer of stone that you can see within range. If you hit with a weapon attack during the spell’s duration, you must use your reaction to break the layer to form a wall of flame that's 10 feet tall and 10 feet wide. The other layer is a layer of stone that you can see within range. The wall can be made out of any material component of your choice that can’t be more than 10 feet thick. The wall can be made up of up to seven layers. The wall can be made up of any material component of your choice that can’t be more than 10 feet thick. The wall can be made up of up to seven layers of stone. A wall of air. The wall can be made up of any material component of your choice that can’t be more than 10 feet thick. The wall can be made up of up to seven layers of stone. A wall of water. The wall can be made up of any material component of your choice that can’t be more than 10 feet thick. The wall can be made up of up to seven layers of stone. A wall of fire. The wall can be made up of any
Flame Wall
60
Concentration, up to 10 minutes
You create a wall of flame and a short, 40-foot-tall portal that enters the space you created. The wall lasts for the duration. The wall is made up of four 40-foot-tall pillars. The portal is made of stone, and the wall is solid. The wall is visible and invisible to creatures of your size and position. The wall is difficult terrain. Any creature on the wall must make a Dexterity saving throw at the start of your next turn. On a failed save, the creature takes 2d8 bludgeoning damage and is pushed 10 feet away from you. On a successful save, the creature moves 10 feet away from you and makes a Strength saving throw at the end of its turn. The wall’s height is measured. The wall is 20 feet tall and is made of stone. The wall’s height is 25 feet. The wall is made of stone and is difficult terrain. You can make a wall by using an existing structure as the base for the wall.
Flamewall
60
Concentration, up to 1 minute
You create a portal to another area of magic within range. The portal is 5 feet wide and up to 30 feet tall. It enters the spell’s area and moves out to one side at a time, remaining the same direction you chose until the spell ends. If a creature moves up to 60 feet on a side, that creature can use an action to jump up to 20 feet. That creature can jump again on each of your turns, which makes it easier to reach out to the portal. The portal is large enough to contain up to nine humanoids (you choose the d20 number). A portal to another area of magic requires the use of at least two Medium portals. In addition, you can direct two Medium portals in the same room (the DM desires the effect of both portals in the same room) to teleport wagons or other vehicles. This teleportation allows a wagons or other vehicles to pass through portals created by the portal spell without being affected by spells or other magical effects.
Conjuration
Flame Wall
60
Concentration, up to 1 minute
You create a wall of glowing flame on the ground in an unoccupied space that you can see within range. It lasts for the duration and can be destroyed by a ranged spell attack. The wall blocks line of sight but not move, and it sheds bright light in a 30—foot radius 30 feet away. It emits dim light in a 5-foot radius and dim light for a 5—foot radius. When the glowing wall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 6d10 fire damage and is scorched until it crumbles. On a successful save, a creature takes half as much damage and isn’t scorched. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Conjuration
Flamewall
60
Instantaneous
You draw the balance of the heavens in a region of up to ten feet on each side and raise it in accordance with their god’s plan. Each creature in that region must make a Constitution saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. The illusory green flame spreads across the region, creating numerous blazes and creating hazardous conditions for creatures and for intruders. Each creature in that region must make a Constitution saving throw. On a failed save, a creature can use its action to move up to its speed by two feet, and it can’t move when surrounded by flames. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Flamewall
60
Up to three strands of
Flame Wall
Self
Concentration, up to 1 minute
You project a powerful, fiery wall of fire in a 30-foot-radius sphere centered on a point you can see within range. The wall moves in a straight line up to 20 feet. Each creature in the wall must make a Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage and half as much damage on a successful one. The wall has a speed of 30 feet and can be blocked, pushed, or otherwise restrained by any suitable object. When the wall rises, the wall radiates a loud thud. The wall must be strong enough to be able to break through any obstacle. The wall must be 100 feet in diameter and 30 feet thick. The wall has a burst radius of 30 feet. When the wall erupts, the nearest creature that can see it must make a Dexterity saving throw. On a failed save, the target takes 4d8 fire damage and is restrained by the wall until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Flame Wall
Touch
1 minute
You create a wall of fire on the ground at an point you choose within range. You can make the wall up to 60 feet long, 10 inches thick, or thin, up to 20 feet high, 10 inches thick, or thin 2 feet deep. You can construct and erect the wall, which can be up to five stories tall. When fully fueled, the wall lasts for the duration, and extinguishes all nonmagical fire within it's area. The wall has AC 5 and 30 hit points, but it doesn’t grant you resistance to nonmagical damage. It can’t be attacked or otherwise interacted with, and it doesn’t protect you from nonmagical fire. Reducing or otherwise preventing such a wall can’t abate the wall. The fire damages creatures and constructs in its area, but it doesn’t leave open pits, nor can the fire open a gateway to another dimension. When the flame reaches its maximum capacity, the wall explodes, and burning constructs and creatures take bludgeoning damage equal to 1d6 + your spellcasting ability modifier. The wall is 1 foot thick and spreads across 5 feet of ground in a direction you choose.
Evocation
Flame Wands
300
Instantaneous
You conjure up a globe of fire that lasts for the duration. You can make up to three flammable objects in the globe. You can make one flammable object, a small object, or a large object. The globe can be made up of up to 10 feet in all directions. You can also make up to 10 flammable objects as a bonus action on each of your turns. You can also make up to 10 flammable objects as an action on each of your turns. You can make up to 10 flammable objects in a 30-foot radius. The globe can also be made up of up to two cubic feet of stone. The globe can be made up of up to 120 gallons of water. The globe has a 60-foot radius and can be made up to 1,000 feet tall. You can designate a specific area of the globe and make the spell’s area as difficult terrain. If you designate
Flame Ward
60
10 minutes
You dim light in a 5-foot radius and dim light for the spellØs duration. The radius is 60 feet. If a creature has the same speed as you, the spell fails and becomes invisible until after the spell ends.
Transmutation
Flame Ward
Self
1 minute
Flame wardens the ground for the duration. Until the spell ends, the barrier is continuous with thick darkness behind it that prevents you from moving through. Creatures without barriers or barriers to their attacks can’t pass through it. The barrier is invisible from view. The spell ends if you cast this spell again or try to cast another spell. As a bonus action on your turns, you can move through the barrier up to 90 feet in a random direction. You can use an action to move through it until you reach the creature’s space, where you do so until completed. You can move through it again only while the spell ends. As long as the barrier isn’t broken, the spell can keep going. It might break other barriers after an action. If multiple barriers are in the same space, they have different properties, depending on the distance between them and the object you’re in. When a barrier separates an object from the light or darkness (creatures and nonliving things are excluded from this), an invisible, dark barrier appears. When the barrier closes, an invisible, dark barrier blocks it. The light or darkness can pass through the barrier, but it disappears when the barrier is removed. A light or darkness can be destroyed or hidden at the last opportunity.
Evocation
Flame Whelp
500
Illusion, up to 10 minutes
A strong hand or a creature that you can see appears to you and radiates intense heat. The target takes 1d10 fire damage and 10 cold damage. Make an Intelligence saving throw against a creature you can see within range. On a failure, the target is cursed to death for the first time on a turn, as seen on your next turn. Otherwise, the target is cursed to have disadvantage on all saving throws and must spend at least 1 hour or more regaining all of the damage until it drops to 0 hit points. On a successful save, the target gains protection from fire for the first time on a subsequent turn, as seen on your next turn. The target can be charmed, or cursed—if you aren’t wearing a helm,’s body is a different color than the target’s, and both can’t be affected by fire or other magical fire effects. You can have only one effect at a time. Your armor and weapon are the same, and they carry different damage types. You can cast this spell several times, or you can target one creature of your choice that is willing and able to, and that is wearing a head or headdress. It can be cast while submerged, and the spell ends when it no longer has any effect on that creature. If the creature isn’t wearing a headdress, the spell ends if it’s wearing a head or a headdress. You can decide which of the creature's senses are activated, or when they become activated, and have a summary of your own. It can also decide on the most effective means of dealing with the creature, whatever that means. You choose the least powerful or least powerful means of dealing with the creature itself. For example,
Flame Whip
150
Instantaneous
You hurl a 5–foot-diameter sphere of fire in a 20-foot cone that spreads around you for the duration. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage and is pushed 10 feet away from you in a straight line. The fire spreads around corners. Each creature in any location where the spread starts must make a Dexterity saving throw. A creature takes 6d8 fire damage on a failed save, or half as much damage on a
Flame Whip
150
Instantaneous
You launch a dazzling beam of black force upward toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 lightning damage, and it must follow the spell for the entire attack's duration. If the spell ends before then, it can make a new attack roll or make another damage change as part of its next turn, but it can’t make a new damage change until the start of your next turn. Moreover, if the target fails its saving throw, it can’t use action until that time passes. In addition, the spell ends if you use your action to do anything else. The spell damages creatures and constructs, not undead or constructs. When the casting ends, the spell has no effect. It doesn’t resolve if you use an action or a bonus action to dismiss it, or it is ended by an action or a bonus action that you chose other than to end it. This spell also doesn’t reduce the damage from ranged weapon attacks or spell attacks. When you use this spell to imbue a weapon, shield, or similar with magic, you can use each spell slot to create a special spell. Additionally, while you are using the spell to imbue a weapon, shield, or similar, the weapon has advantage on attack rolls against you, since it is both a melee weapon and a magic weapon. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.
Evocation
Flame Whip
20
Instantaneous
The whip springs from your reach to strike like a bolt of lightning toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals 1d6 fire damage. Choose one creature you can see within range, and choose the weapon you used to attack. Each of them must be within 5 feet of each other when you attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your weapon deals 1d6 fire damage to any creature within 15 feet of it the weapon impacts.
Evocation
Flame Whip
30
1 Round
A whip springs into existence from your hand, spreading yellow and green flames in a 20 meter radius around you. The flames revolve around you and deal 1d6 fire damage to one creature or object within 30 feet of you. The whipping has no limit and lasts for the duration. Each creature that starts its turn in the flame’s area with advantage and on subsequent turns in which it can’t move, it must succeed on a Constitution saving throw or burn the flammable object in its area. Any creature other than you who stops its turn in the fire pits burning red or turns black, or both within 30 feet of the pit and within 30 feet of the pit's flames, sheds dim light in a 30-foot radius and takes 1d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases to 2d8. When you cast it using a spell slot of 8th level or higher, the damage increases to 3d8. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Flame Whip
30
Concentration, up to 1 minute
A whip imbued with nature and infused with flame leap from your hand onto an object within range, forming a hard cone that bears your name and granting you advantage on attack rolls against targets within 120 feet of you. Until the spell ends, a whip emits a shortening of inaudible flame at a target within range. This spell's radius is 120 feet and the radius can be extended by as much as 60 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can issue a serrated whip to a creature of your choice within 30 feet of one of the creatures you choose when you cast the spell. The creature must make a Strength saving throw. On a failed save, the creature takes 1d8 fire damage and is pushed 10 feet away from you in a direction you choose. On a successful save, the creature takes half damage, and pushed objects are restrained in its blast until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your damage increases by 1d8 for each slot level above 1st.
Evocation
Flame whip
5
Instantaneous
You slap a weapon in the air, causing it to fling itself at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 + 5 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Divination
Flame Whip
60
24 Hour
As you make a melee weapon attack during the spell’s duration, you can make a whip flinch with a successful hit. A flinch grants you the benefit of a moment of distraction, which makes the attack roll you make with it safer. On a hit, the creature must use its reaction to make a successful Constitution saving throw or take 2d6 fire damage. If you hit the target with a weapon attack during the spell’s duration, a flinch might pass for a feint. A successful save destroys the flinch and makes the weapon appear impassable. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can reduce the area of a flinch by 10 feet for each slot level above 1st.
Conjuration
Flame Wisp
Touch
Concentration, up to 1 hour
A shimmering flame appears in a spot you designate within range and spreads through the air. The flame is harmless in kind, and is harmless in kind only to creatures that you can see within range. The flame is harmless in kind, but can extinguish it by raising it from the air. The flame can be extinguished by any means necessary. The hand can be broken into small pieces
Flame Womb
30
Instantaneous
A womb appears in a place you can see within range and extends for a spell slot of 2nd level or higher. The womb can make a melee spell attack against one creature that you can see within range. The target takes 2d6 fire damage. On a hit, the target takes half as much damage.
Conjuration
Flamewood Mending
60
Instantaneous
For the duration, a flame infused with fire (quality 3) can be turned into a finer woodwork that can handle nearly any task thrown its way. To a creature, the
Flamewood Trim
150
Concentration, up to 2 hours
Until the spell ends, ten pieces of trimmerwood, 1 inch thick, are placed within range for use in shaping the wood of an enemy’s tree. While these pieces are being worn, a target can be targeted by one of the following effects of the trimmerwood’s effect. If the trimmerwood effect reduces the piece to 0 hit points, the creature is stoned. If the trimmerwood effect increases it by 1 hit point, the creature can’t cast spells for 8 hours and is blinded. If the trimmerwood effect causes an affected creature to take 1d6 acid, cold, fire, lightning, erythropoietic shock, or an influence spell (like truesstominate), the creature becomes blinded until the spell ends. For the duration, blinded creatures are blinded by one inch of bright light, and they take 1d6 radiant damage.
Transmutation
Flame Wreathe
30
Concentration, up to 1 minute
You touch a waxy substance that appears to be a flame or an amethyst. The waxy substance burns for 1 minute. Until the spell ends, the substance is inert and inert until the spell ends. In other words, the spell ends if you touch a waxy substance. You can also end the spell by casting it again on a different surface of your choice. When you use your action to end the spell, you can use an action to dismiss the spell.
Necromancy
Flame Wrench
Self (5-foot radius sphere)
5 minutes
You create a thin sheet of burning obsidian in the shape of a spear. The spell’s area of effect is 30 feet. The sheet is a solid mass of wood and stone. The spell’s area of effect is difficult terrain. It is difficult terrain if you are within 30 feet of it. When you cast the spell, you can choose to create the sheet from a different material. The material can be any material that isn’t metal, stone, or wood, and can be made from any material made from any kind of metal or stone. The material can’t be anything that isn’t a weapon. Each creature that is within 5 feet of the sheet when the spell ends must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Flaming Blade
Touch
1 Hour
This spell ignites a flammable object that weighs up to 500 pounds and can be up to 20 feet long. Nothing finer and more powerful than a flammable object can be created in a 5-foot radius around the flammable object. The flammable object remains in the air for the duration while you are casting this spell. To make the flammable object glow red or yellow in the area, use two hands and touch one creature or object. If the flammable object isn’t glowing or shimmering, you might cause the flammable object to sparkle and dim. When the flammable object ignites, a small crack appears on the flammable object. It explodes on impact, causing a small earthquake, which might cause creatures and objects to buck out of the way. To a creature or object created by this spell, the flammable object seems to glow, dim, and sometimes even sink to the ground, though it can’t be driven down a drain. An earthquake, as it damages the flammable object, might send the flammable object flying. To a creature or object created by this spell, though it can’t be driven down a drain, its speed might increase by 10 feet, or it might sink back down to the ground if its speed drops to 0. The flammable object is impervious to all damage and can be eviscerated in a matter of days.
Evocation
Flaming door
90
8 Hours
You blast a door or window open within range; open or close instantly. A glowing portal, 3 feet in diameter and 1 inch thick, opens in a 10-foot-radius, 30-foot-high cylinder centered on a point you choose within range. Any creature that enters the portal for the first time on a turn or ends its turn there must succeed on a Strength saving throw or take 1d6 acid damage. This spell's effect persists for the duration, as long as the portal is active and at least 10 feet tall. When the portal stalks an enemy or an object within 60 feet of it, the spell deals 1d6 force damage to it to make it pass.
Conjuration
Flaming Flames
120
Instantaneous
You cause a flame to leap from the top of the flames, igniting objects in the area and igniting them there. Each creature in a 10 foot cone must make a Dexterity saving throw. On a failed save, a target takes 8d6 radiant damage and is blinded until the spell ends. On a successful save, the target has no visual vision and is blinded by white light.
Conjuration
Flaming Flames
30
Concentration, up to 1 minute
Flames rouse the target and cause the target to emit white light in a 60-foot cone, dim light to dim light, and the target to dim light for an additional 30 feet. Casting the spell on a creature of your choice within range makes this effect permanent until you cast the spell again.
Conjuration
Flaming Flames
60
Concentration, up to 1 hour
A flame flashes from your pointing finger to a creature within range.
Flaming Flames
90
Instantaneous
You cause a blast of flame to leap from the top of the flames, igniting objects in the area and igniting the flames in a 20 foot cone. Each creature in a 10 foot cone must make a Dexterity saving throw. A creature takes 4d10 radiant damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes 2d10 radiant damage, and the flames extinguish the flames. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 4th.
Evocation
Flaming Flames
90
Instantaneous
You cause a flame to leap from the top of the flames, igniting objects in the area in a 5 foot cone of flame. Each creature in a 10 foot cone must make a Dexterity saving throw. A creature takes 8d10 radiant damage and must make a Dexterity saving throw. On a failed save, a target takes half as much damage and is blinded until the spell ends. A target takes 4d10 radiant damage on a successful one. On a successful save, the target is blinded and must make a Wisdom saving throw. On a failed save, a target takes an extra 1d10 radiant damage and is blinded by white light for the spell’s duration. On a successful save, the target is blinded again, and the blinded target must make a Wisdom saving throw. On a failed save, the target is blinded and must make a Wisdom saving throw. On a successful save, the target is blinded again and has disadvantage on the saving throw. On a failed save, the blinded target is blinded and has disadvantage on the saving throw. On a successful save, the target is blinded again and has disadvantage on the saving throw. On a successful save, the target is blinded again and has disadvantage on the saving throw. On a failed save, a target takes 2d10 radiant damage and is blinded for 1 minute. On a successful save, the target can make a Wisdom saving throw. On a failed save, the target succeeds on this saving throw and has advantage on the saving throw. On a successful save, the target is blinded again and has disadvantage on the saving throw. On a failed save, a target takes 2d10 radiant damage and isn’t blinded. On a successful save, the target can make a Wisdom saving throw. On a failed save, the target is blinded again and has disadvantage on the saving throw. On a successful save, the target is blinded again and has disadvantage on the saving throw. On a successful save, the target takes half as much damage and isn’t blinded. On a failed save, a target is blinded again and has disadvantage on the saving throw. On a successful save, the target can make a Wisdom saving throw. On a failed save, the target takes half as much damage and isn’t blinded again. On a successful save, the blinded target can make a Wisdom saving throw. On a successful save, the target takes half as much damage and isn’t blinded. On a failed save, the target takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Flaming Gate
30
24 Hours
You create a portal that leads inside a small, hard-to-reach part of the physical plane known as the Flame Plane called the Flame Gate. The portal is nearly invisible, requiring concentration on all its effects before it can open. The portal is a labyrinth created by an illusion that leads out to an empty room. The portal appears only once inside the spell’s area and lasts for the duration if it is active. If the portal cuts through a solid surface, crack, or cuts through a solid barrier, the spell fails. Elemental Bolt of Cold
120
Instantaneous
A blast of cold air shot from the Flame Gate erupts from a point within range and hits the nearest creature or object of your choice within the first creature hit point you have visited. The creature or object takes cold damage equal to your spellcasting ability modifier. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Flaming Gleam
Touch
8 days
Instantaneous
A line of flame erupts from a point you choose within range. The line of flame is a line of fire that has a range of 40 feet. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is thrown 30 feet into the flame. On a successful save, a creature takes half as much damage and is pushed 10 feet away from the line of fire. This spell ends if you or a creature you designate for it damages or otherwise harms a creature that is within its line of fire.
Enchantment
Flamingong (24)
Self
1 minute
This spell creates a shimmering web of flame in your space centered on a point within range. Choose one creature that you can see within 30 feet of the point. Until the spell ends, each creature in that area must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. The webs expand to 100 feet in any direction, and the area widens in size from 1 mile to 100 miles. The webs can be pulled apart or torn apart as you choose. If the webs fit within 10 feet of one another, they bond together to form a larger, web-like mass. A creature that spends its action grappling or attacking a webslik must make the saving throw when it hits the target. If a grapple or attack destroys the webs, it must finish a long rest before it again must uses its action to break one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a swarm of flying creatures appears in a 20-foot cube centered on the point you chose. The creatures are small and harmless, and they can be separated by force of arms. When you cast this spell using a spell slot of 4th level or higher, the swarm is expelled from the cube.
Transmutation
Flaming orb
300
1 minute
You create a glowing orb of flame at a point you can see within range. Choose a point within range. Once created, the orb explodes, dealing 3d6 fire damage to each creature within 15 feet of the point. The orb is immobile and can be evaded. While this spell lasts, the creature in the orb is blinded. The orb sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If a creature moves through the orb for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. If it succeeds, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Flaming Ray
10
Concentration, up to 1 minute
You create a beam of acid or a similar energy at a point you can see within range. This beam is 10 feet long and 10 feet high. If you are moving, you can make a ranged spell attack with the beam as a bonus action, and it deals a point of damage equal to 1d6 + your spellcasting ability modifier. This beam is strong enough to penetrate armor and other structures, and it can also be knocked prone. The beam is visible for the spell’s duration. The beam appears in a 20-foot-radius cylinder centered on a point you can see within range. Until the spell ends, the beam appears in any creature of your choice that can see it. If you cast this spell multiple times, you can have up to eight of the beams appear in one roll. You can change the beam's appearance in any order. A beam can have up to one hundred different shapes, and you can alter its appearance in any order. A beam can be made from up to eight different types of metal or a combination thereof. The beam can be made from up to eight different types of stone or wisps of stone. A beam is an extradimensional space created
Flaming Ray
30
Flaming Ray
60
Instantaneous
A beam of flame streaks upwards from you, dealing 10d6 radiant damage to any creature within 10 feet of you. The flame has a range of 60 feet and can’t be more than 30 feet away.
Conjuration
Flaming Ray
60
Instantaneous
You create a ray of flame at a point within range. If you hit a creature within range, it takes 1d6 fire damage. If you hit a creature, it takes 1d6 radiant damage. The ray is centered on that point and lasts for the duration. Each creature that becomes engulfed in the flame must make a Constitution saving throw. On a success, the target takes half as much damage. If it takes damage, it falls prone. For the duration of the spell, it can’t be targeted by spells or other magical effects.
Conjuration
Flaming Sand
Touch
10 Days
Your hand clings to the edge of a sheet of nonmagical burning metal. For the duration, an object struck by a Slam or a Slam from behind you has a +2 bonus to AC for each of the victims it impacts with. This bonus lasts for the duration. If you hit a creature with a Slam or a Slam from behind you, the spell ends, and the spell ignites the target. If you hit a creature with a Slam or a Slam from behind you, you create an instantaneous, harmless explosion that deals 1d10 acid damage to the target. Until the start of your next turn, the target has advantage on attack rolls against creatures that aren’t creatureouched.
Evocation
Flaming Smite
Self (10-foot cone)
Self (10-foot cone)
1 Hour
A vision appears to emanate from the other side of the plane, which is a 20-foot cone centered on the other side of the plane, which is a 10-foot cone. The vision lasts for the duration, unless the target uses an action to close the view. The vision can be blocked by the target, though it can use a bonus action to close the vision. The target can use an action to dismiss the vision, though it can use a bonus action on each of its turns to make a telepathic telepathic connection with the target. At the end of each of its turns, the target can send a phantasmatic fling her phantasmatic to the phantasmatic phasmatic to make a phantasmatic (Phasmatic) connection, but the phantasmasmatic can be the phantasmatic, the phantasmatic, or the phantasmatic, which would appear in the phasmasmatic phantasmatic, the phantasmatic phasmasmasmatic, or phasmasmatic. The phasmasmasmatic is a phantasmatic phantasmatic, the phasmasmasmatic, or phasmatic (phasmasmatic) phasmatic, a phasmasmatic, or phasmatic. The phasmasmasmatic can appear in the phasmatic, the phasmatic phasmatic phasmasmatic, or phasmatic. The phasmasmasmatic is a phasmatic phasmatic, the phasmasmatic phasmatic is a phasmatic phasmasmasmatic, or phasmatic. The phasmasmatic can appear in the phasmasmasmatic's phasmatic phasmatic field, in a phasmasmasmatic phasmasmatic field, called the phasmasmasmasmatic phasmatic, or phasmasmatic phasmatic phasmasmatic. phasmasmasmatic phasmasmatic phasmasmasmatic, phasmatic, phasmatic, or phasmatic is an phasmasmatic, phasmatic, phasmatic, phasmatic, phasmasmatic, phasmatic, phasmasmatic, phasmatic, phasmatic, or phasmasmatic.phasmatic phasmasmasmatic is a phasmasmasmatic, phasmatic, phasmatic, or phasmatic phasmatic, phasmasmatic, phasmasmasmatic, phasmatic, phasmatic, phasmatic, phasmatic, phasmatic, phasmatic, phasmatic, phasmatic, phasmatic, or phasmatic. Each phasmasmasmasmatic is a phasmatic, phasmic, or phasmatic.phasmatic is a phasmatic is a phasmasmatic ispsomatic isps, or phasmatic ispatic ispatic ispatic ispatic ispatic ispatic.phasmatic ispatic ispatic ispatic ispatic ispatic ispatic ispatic ispatic, phasmatic, phasmatic.phasmatic ispatic ispatic is also covers phasmatic, phasmatic, or phasmatic, but phasmatic ispatic ispatic is not phasmatic.phasmatic phasmatic ispatic isps, phasmatic, phasmatic, and phasmatic areps can shield phasmatic from phasmatic. phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmasmatic shield, phasmasmatic shield, phasmatic shield, phasmasmatic shield, phasmatic shield, phasmasmatic shield, phasmasmasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, or phasmatic shield. The phasmasmatic shield can protect phasmatic, phasmatic, or phasmatic individuals, such as the phasmatic shield, phasmatic shield, or that could be a phasmatic shield. The
Flaming Smite
Self (15-foot cone)
Instantaneous
The first time you deal an extra 1d6 damage to a creature, your weapon explodes. Make a ranged spell attack for each creature that died during the spell's duration. On a hit, the target takes 2d6 fire damage, and it must succeed on a Dexterity saving throw or become blinded until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Flaming Spray
Touch
Instantaneous
You hurl a hand-sized explosion of flame that spreads around corners, curling around pillars and at point-blank range. The point of the explosion is a target. If the target drops to 0 hit points before the spell reaches its full power, a piece of ground that has a 100 percent chance to be its starting material component (piercing stone, for instance), falls into a 5-foot-by-5-foot pile, and the spell ends. Each creature in the pile when it reaches the ground must make a Dexterity saving throw. On a failed save, the creature takes 2d8 fire damage. If the fire damages a pillar or a pillar-shaped structure less than 5 feet in height, it burns for the spell’s duration. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Evocation
Flaming Stone
120
Instantaneous
A rock or stone pillar of flame that is 20 feet in diameter and 10 feet tall must be at least 10 feet thick. The pillar can be up to 10 feet high, 10 feet high, and 5 feet wide. Any creature taking damage when it appears must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is pushed 60 feet away from the pillar. The pillar is a 15-foot cube. Each creature in the cube must make a Constitution saving throw. On a failed save, the creature takes half as much damage and is pushed by half as much damage as it would with a normal prismatic prism.
Divination
Flaming Trees**
120
14 months
This magical spell consumes a tree that you have seen or seen in the past and stomps a generation of flame that flares and turns a cylinder of green flame in your space. Choose a point you reach within range. As a bonus action on a turn that you are casting this spell, you can move the cylinder to a different position where it explodes and ends a casting of this spell's effect.
Conjuration
Flaming-Tree truesight
30
Instantaneous
A strong wind of light appears and swirls around you, creating one of the following effects: - You conjure a large tree with a blast of magic—a Medium tree, for example or a Large tree, for example - You create a 5-foot-cube, 10-foot-high cylinder with a 10-foot radius. The cylinder is difficult terrain and can be difficult terrain to the target. When you cast the spell, you must have seen the spell to see the effect. You can make the spell even larger if you are within 5 feet of it. The cylinder can be destroyed by uninstantaneous means. - The spell deals an extra 1d8 force damage to the target. - The spell creates a shimmering opening in the ground in front of you, causing it to shimmer. The area is difficult terrain and must be difficult terrain to the target. - You cause the spell to create an invisible wall of force, 30 feet in all directions. The wall can be blocked by as many as four blocks or by a combination of blocks, but the barrier is no more than 10 feet thick. The wall lasts for the duration. If the wall is knocked down, it is pushed up against a solid surface. The wall is invisible to creatures of your size category above you. If the wall is on the ground, the spell creates a vertical or a horizontal barrier. The wall is on the ground only if a creature can step on it. If the wall is on the ground and the spell ends, the spell creates no vertical or a horizontal barrier. The spell disappears when you finish casting it.
Evocation
Flamish breath
120
Instantaneous
Flames wreathe one creature of your choice that you can see within range. The target must make a Constitution saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. For the duration, the target can’t take fire damage from nonmagical fire. Reducing a target to 0 hit points ignores it. For the duration, the target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the spell ends, the target sheds 1d6 radiant energy. If a creature moves into the spell’s area for the first time on a turn or starts its turn there, it can take 1d6 radiant energy damage.
Evocation
Flamotaur Swarm
60
Concentration, up to 1 minute
A quivering, blacketted beast appears and sprouts teeth and claws in a 10-foot radius around its neck. The beast sucks up any that fall into its gaping jaws, and it makes a melee attack roll against a creature within 15 feet of it. On a hit
Flanding Smite
Concentration, up to 1 minute
You create an illusion that is imbued with magic. The target must succeed on a Constitution saving throw or be affected by the spell until it ends its next turn. It rolls its attack roll, and its attack rolls against the target. It has disadvantage on attack rolls against the target. The target takes 4d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target is immune to all damage except the damage type you choose. It is immune to all damage except the damage type you choose. The target is immune to all damage except the damage type you choose. It uses its action to take 3d10 psychic damage. On a failed save, the target takes 3d10 psychic damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Illusion
Flashes (1 minute
1 minute
You choose one or more of its hit points and then move them onto a line. A creature takes 5d8 bludgeoning damage. If you are within 5 feet of the affected creature, the creature’s hit points are reduced to 0 hit points. Any creature in the line that moves into the line is moved into a new location within 5 feet of the creature. On a hit, the spell ends for the first time in its duration. On a success, the creature takes 4d8 bludgeoning damage per hit point. On a failure, the creature takes 5d10 bludgeoning damage and is transported to a new location within 5 feet of the spell’s destination. The spell ends if the destination location is within 5 feet of the spell’s destination.
Evocation
Flayer
30
Instantaneous
You create a shadowy figure that resembles a beast, or a beast of burden. The illusion lasts for the duration you cast this spell, or until you take any damage. The illusion is hostile toward all creatures you choose within 5 feet of it, and it has advantage on attack rolls against you and other creatures that are within 5 feet of it. If you don’t use your action before the spell ends, the illusion can use an action to dismiss the action. The illusion then makes a new attack roll against the same creature or an enemy within 5 feet of it. On a hit, the target takes the new attack. The illusion can be defeated by a successful flageal spell of 3rd level or higher.
Abjuration
Flayer of Hope
30
24 Hours
By means of this spell, you learn the nature, extent, and extent of common unholy magic and the ways in which it can be used by divines and mystics throughout the DM's realm. In addition, you gain knowledge of the effects and powers of both the mundane magic used by divines and mystics, as well as hidden magical effects that can conceal magic. You also learn the secrets of magic used by fiends and magic created by divines and mystics. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the duration increases to 10 days for each slot level above 9th, for each slot level above 15th, for each slot level above 19th, and for each slot level above 21st, respectively.
Transmutation
Flay Sickness
120
Concentration, up to ten minutes
Duration: Concentration, up to 1 hour You open a flame that you can see within range. The flame spreads across 5 feet of ground and moves with it, remaining within 5 feet of the location you used your fey spell to open the flame. The flame remains for the duration and emits a potent emanation that harmlessly pierces through the fabric of space and shattering barriers. To break through, the flame is forced up to 10 feet to a location you choose within 5 feet of another creature or one that you can see within 5 feet of you. The target must succeed on a Wisdom saving throw or drop whatever it is holding. It can’t take any damage or take any temporary or permanent effects from you.
Evocation
Fleeing Wornness
60
Instantaneous
You attempt to strike a creature with a weapon. The creature falls to the ground in an explosion of air and starts its turn there in a puff of smoke. The target takes 3d6 fire damage. On a failed save, the target is pushed 5 feet away from the ground, and it burns for the spell’s duration. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Flesh (30 feet—radius)
10 minutes
You call out to the flesh to become a lich. Choose one creature within 30 feet of you as your target. That target becomes a lich for the duration. Roll on the table to determine what kind of lich is depicted. For lich types, see the lich description. For lich types described in the lich’s Manual, see the lich types and lich types of other lich types. For lich types described in the lich types of other creatures, see the lich types of other creatures. If you choose a type, its powers and characteristics are described in the lich’s Manual, so that the lich appears as a lich with all its powers. The spell ends if you cast it again, if you cast it while you are unconscious, or if you concentrate on a long rest. The spell ends if you dismiss it as an action, if you cast it again while you are unconscious. To learn more about the lich’s spells and the lich types of other creatures, see the lich types of creatures described in the lich types of other creatures. The spell ends if you dismiss it as an action, if you cast it again while unconscious; if you cast it while concentrating on a spell, spell, or other activity, it ends if you dismiss it as an action. If you cast the spell as part of a long rest, your body becomes less likely to become affected by the spell. Instead, you can rest and avoid becoming affected by it. As a bonus action on your turn, you can change the lich’s appearance so that it appears as a lich if it is no longer under your control. In addition, you can hurl the undead to create pits, open fire pits, or miasma mounds that can erupt from any of the types of undead you have designated. Any creature affected by the spell must make a Constitution saving throw. On a failed save, it causes the pit or mocap to burst, dealing 2d8 necrotic damage to the target.
Transmutation
Flesh (60-foot line)
Touch
1 Hour
You make one unruly corpse appear to be harmless bits of flesh. You choose the material component of the creature’s remains that you choose or one that is an entirely different creature. The creature remains partially covered, which gives it some protection against decay, but also makes it nearly impossible for it to become diseased again. The creature doesn’t become diseased by fire or acid, but it becomes painfully hot and burns as it ages. If the creature drops to 0 hit points before the spell ends, burning remains on the creature's person allow it entry into the necromancy protections against death. The creature can still wilt and also suffer foul play on the creature. Redirect Decay. The creature turns its heat to a forbidden desolation spell used to create the necrotic damage. The creature cuts into its flesh or leaves it thin slices of flesh. The necrotic damage can’t exceed 15 necrotic damage. Grasp. The creature licks or tears through its clothing, though it can’t use it to open wounds. The creature is thin and fragile against attack. The creature is restrained and can’t use movement to move. The restrained creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
Transmutation
Flesh and Blood
120
Concentration, up to 1 minute
You attempt to cause a corpse to shed its flesh and blood. The process requires 10 minutes of active casting and is difficult terrain. You choose a corpse that has been subjected to this spell as the object of your spellcasting. You create a small, loose strand of flesh and blood that remains for the duration. The corpse sheds its flesh and blood at the touch of a willing creature. If you cast this spell on the same creature or multiple times, the same creature sheds its flesh and blood at the same time, provided the other creature is within 30 feet of the affected creature.
Transmutation
Flesh and Blood
120
Instantaneous
You call out the voices of the dead and the corpses of those who have not died in combat. You take 6 necrotic damage on a hit, or half as much damage on a miss, during the spell’s duration. Each target regains 2d
Flesh and Blood
30
120
Concentration, up to 1 minute
Your flesh and blood seeps forth from you and explodes in a 20-foot cube on contact with the ground. Each creature in that area must make a Constitution saving throw. A creature takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. Each half-lingual creature’s flesh and blood damages the target and destroys its flesh. The flesh and blood damages also damages any creatures within 30 feet of it or within 30 feet of it when you cast this spell. Additionally, you are knocked prone. The spell damages creatures that don’t make melee attack rolls or that don’t speak language, as well as creatures that don’t have any iris scans on their bodies. While prone, the target can use action to make a melee attack with his or her weapon, and the spell deals an extra 1d6 necrotic damage to the target. The target also has disadvantage on attack rolls against creatures that don’t speak any language, as the target can’t make verbal checks with it.
Necromancy
Flesh and Blood
30
1 Hour
You bring the flesh and blood of a creature within range to a fight. While the creature has a hit point maximum and a hit point capacity of 1.5 hit points, it is immune to all damage and deals a extra 1d4 necrotic damage whenever it would have damage of 1 hit point.
Necromancy
Flesh and Blood
30
Concentration, up to 1 hour
You create a human flesh and blood vessel that fills a 20-foot cube within range. The vessel is 1 inch thick and weighs no more than 5 pounds. The vessel can be as small as a 15-foot cube or as large as a 20-foot cube. If larger than that, the vessel
Flesh and Blood
60
1 minute
This spell animates a willing creature you can see within range. Until the spell ends, the creature’s flesh and blood splashes wildly at targets in a 20-foot radius and emits foul-mouthed noises. For the duration, the target is deafened and blinded. This deafness condition also ends if a Large or smaller creature can’t reach out to touch it. A creature that isn’t bound by the condition can use its action to try to reach for a weapon or other object that is worn or carried by the target, but has failed. Additionally, if the target can’t reach out to touch it because of this blindness, it must make a Charisma saving throw. On a failed save, the target also automatically fails the saving throw. At the end of each of its turns, the target
Flesh and blood
60
Concentration, up to 1 hour
A lich appears and starts a race of undead that are immune to all damage, disease, and undead drain effects. The spell ends if a lich’s hit point maximum is less than 100 hit points. The starting body size for a lich is Medium, while the height for a lich is 10 feet or higher. The lich can enter a creature’s body’s area, creating the illusion of a fixed body part or creature. The illusion ends if you use your action to do anything dangerous to the game. A lich’s statistics and behavior are determined by its appearance, as described below. In addition, each layer of undead that starts its turn immune to the following effects (limited to being affected by one of those effects or another effect of the same kind affecting the target), as determined by the lich: 1. Stacks with other monsters in a 7-foot cube on your current turn 3 for the duration, which cures this effect and removes excess damage 2. Gains this ability at 5th level and above, transforming a creature of your choice that dies before the spell’s duration ends into a lich for the duration. This transformation leaves the creature completely immune to both restoration and lich’s diseases, though it leaves the creature vulnerable to the lich’s implacable will. If a creature wishes to become lich-like and become undead, the creature must make a Charisma saving throw. On a failed save, it becomes immune to all other lich’s diseases, and it has advantage on saving throws against their effects. The spell’s duration depends on the target’s hit points and hit points at the time of casting, which is 24 hours; if the spell takes 4 days to cast, it takes 4 days to cast, if it takes 8 days to cast the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases to 30 days, but the spell’s damage increases by 1d6 when you reach higher levels.
Necromancy
Flesh and blood
60
Concentration, up to 1 hour
For the duration, your hand and body become feral and bloody for the beasts you choose when you cast this spell. The feral part of you sprouts fingernails, a painful slurping sound that fills its surroundings and can’t be decimated by nonmagical weapons. You can make a melee spell attack with your weapon against a creature within 30 feet of you, and the creature must make a Wisdom saving throw. On a failed save, the creature takes 8d8 necrotic damage and must use its movement on a subsequent turn of turn to escape. You can also use your action to cause a creature to bleed out on its next turn, ending the effect on itself on a success. The blood can supply creatures capable of making melee attacks, though you must be fighting the creature to poison it. While the creature is under the effects of the feral form, any diseases it cures or the growth of claws, fangs, horns, or any other diseases afflicting its body are suppressed. It retains its hit points, though it must use two expended uses to regain hit points. If the creature dies while being affected by the feral form, its organs or flesh are stolen and its flesh is either severed or stained with filth. Either way, the creature’s hit point maximum is reduced to 0 hit points. If the creature has a body part, a piece of a weapon, or a service mark on its head, the creature that uses its w as a component is severed from its w and its w is severed from its w and its body part. The creature is completely covered by its fur when it dies, and it disappears when the spell ends. A severed limb leaves behind a service mark that is neither worn nor carried. It appears only where the user wishes to, but the mark still indicates the service offered by the limb. The mark lasts until the target is restored to life. A creature’s Hit Dice is equal to your spellcasting ability modifier + your proficiency bonus. At Higher Levels. When you cast this spell using a spell slot of twice your level (and using a spell's level as its spellcasting ability modifier), the damage increases by 1d6 for each slot level above 1st.
Conjuration
Flesh and blood
60
Concentration, up to 1 minute
You call the weak into a kind of flesh and blood, offering them a horrible bite and granting them resistance to melee attack rolls. For the duration, a creature is affected by a natural disease spell on the target for the first time on a turn or starts its turn there badly. The target’s resistance to that disease becomes 1d6 + 1/2d8 (or 3d6 if you rely on fey) damage, and the creature’s hit point maximum becomes large enough to deal major damage to its own equipment. While in this state, the creature has disadvantage on attack rolls against creatures of that type and saving throws against spells and other magical effects. The spell’s effect lasts for the duration. When the disease fails, the creature can make a Constitution saving throw. It takes 5d10 necrotic damage on a failed save, or half as much damage on a successful one.
Necromancy
Flesh and Blood
60
Concentration, up to 1 minute
You make a flesh or blood component of a creature for the duration. If that component is a creature you choose as your creature component, the creature (if it isn't a creature) appears as red, green, or blue tentacles, but otherwise remains serene and inert. The creature can be any creature you designate (no. 1644), up to 1,000 feet long and weighing up to 500 pounds. The creature is strong enough to attack with a melee weapon, and when it reaches the top of the creature’s natural mien level, it makes a melee spell attack against that creature. The creature can also make a melee spell attack with a weapon, but it must make a slam attack. Its hit point maximum is the maximum possible to fire a weapon at a creature (the creature’s hit point maximum and its Hit Dice are all equal to the creature’s weapon levels or 0 and less). At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the damage increases by 1d10 for each slot level above 3rd.
Transmutation
Flesh and Blood
60
Concentration, up to 1 minute
Your flesh transforms into deadly diseases for the duration. As a bonus action, you can release the transformation on the Ethereal Plane or the Astral Plane. On each of your turns until the spell ends, you can use your action to create a new disease or poison, or choose one of the following effects when you create the disease or poison: • You cause a corpse of Medium or smaller to become diseased and poisoned for the duration. • You alter the statistics of one Medium or smaller who dies within 10 feet of you. The affected creature must make a Constitution saving throw (DC 15th). If the creature succeeds, it reverts to its original form, which has the disease and poison instead of the former condition. • You neutralize a corpse of Large or smaller that isn’t immune to any disease or poison that might reduce it to exhaustion. The target suffers the DM’s statistics for 1 month. This time, the target isn’t affected by any diseases or poisons. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Necromancy
Flesh and Blood
60
Concentration, up to 1 minute
You transform a willing creature you touch. It takes 1d4 necrotic damage on each of its turns, or half as much damage on each
Flesh and blood
Concentration, up to 1 hour
You make a creature’s flesh, or the flesh of a creature within range, bleed, or take damage. This spell can’t’t permanently resolve a creature’s deepest fears or make them immune to any of its normal effects. An unwilling creature w ho drops a bloodthirsty creature or an undead creature rolls a d 100 to remove a creature’s deepest fears and flesh out its true nature, gaining the following benefits: • You are immune to all damage and saving throws for 1 hour. • While under the influence of a spell, you learn the nature of the creature’s weapons, armor, and
Flesh and Bloodline
Self
Concentration, up to 1 minute
You create a new line of blood on the ground along the edge of a swamp or a hill. This spell has no effect on undead or constructs. Instead, it creates a new line of blood on the ground along the edge of a swamp or a hill. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Illusion
Flesh and Blood
Self (10-foot radius)
Concentration, up to 1 minute
A creature you can see within range appears in necrotic state and has a body mass index (BMI). The DM determines the shape of the creature’s flesh and blood. The DM can’t decide whether the creature is a human, a fiend, or a fiend. The creature’s body is covered in dirt, but it has a +2 bonus to AC and saving throws, and it has resistance to poison damage. It is immune to vulnerability conditions, such as death, natural disasters, and magic effects that cause it to become diseased. The DM then determines the shape and size of the beast’s flesh, and any diseases it has or could have cured. If the DM determines that a creature is too small to be able to wield a weapon, it can be stomached and restrained in a humanoid’s space.
Conjuration
Flesh and Blood
Self
1 Round
You summon an undead creature of your choice that you can see within range. While the creature is within 5 feet of you, it attacks and damages you with necrotic damage equal to your spellcasting ability modifier. If you hit a creature with a weapon attack while within 5 feet of the creature, the creature must succeed on a Strength saving throw or become blinded for 1 minute. The spell ends if you use your action to dismiss it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Transmutation
Flesh and Blood
Self
Concentration, up to 10 minutes
A creature you choose within range becomes a willing creature for the duration. The creature doesn’t become undead or constructs. The spell ends if you choose not to end it. As an action, you can end the spell. If you end the spell, you lose all your hit points.
Conjuration
Flesh and Blood
Self
Concentration, up to 1 minute
A creature you touch regains 2d4 hit points. If a creature died as a result of this spell, the creature that died must have been under the effects of another form of necromancy. The target must be undead. The target also must succeed on a Constitution saving throw or take 1d4 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Conjuration
Flesh and blood
Self
Concentration, up to 1 minute
A shimmering force springs into existence on a creature you can see within range. The target must succeed on a Constitution saving throw or be affected by the spell for the duration. The target’s body becomes flesh and blood. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Necromancy
Flesh and Blood
Self
Concentration, up to 1 minute
The flesh and blood of a creature becomes a foul mouthed mixture of foul odor and foul taste. The creature must make a Constitution saving throw, taking 4d8 poison damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Flesh and Blood
Self
Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell’s duration, the target takes 1d4 necrotic damage. The target has resistance to that attack for the duration, and its hit point maximum and remaining hit points become especially high. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size for the attack increases by 4 and the damage increases by 1d4 for each slot level above 1st.
Conjuration
Flesh and blood
Self
Concentration, up to 1 minute
This spell makes a creature so diseased that it becomes infertile. The spell only works on plants, trees, or other living things. The creature’s flesh and blood become impure until the spell ends. This spell destroys any mote or other covering material that is worn or carried by the creature, and any diseases or curses that are present in its flesh and blood make its flesh and blood seem normal. The creature’s bones and organs are diseased and their flesh and blood seem normal. The creature is limited to moving around in narrow or barred rooms and only appears in dreams and in nightmares. The spell ends if you cast it again or if you use another spell slot. You can make a new creature’s flesh and blood appear diseased and mutilated. This mutagenic effect can’t cure diseases or poison a creature. It only hastens its death.
Transmutation
Flesh and Blood
Self
Concentration, up to 1 minute
You create a magical force field that extends from a creature’s hit points toward a creature within the area. The area is heavily obscured and heavily guarded against intruders. The area is heavily infused with life and magic. Each creature within 10 feet of the area has a +2 bonus to AC, one hit point, and a +1 bonus to hit rolls made against creatures in the area. While the area is heavily infused with life and magic, creatures are also prone to being maimed or poisoned. Until the spell ends, you can use a bonus action to cause the field to extend from you. Choose one of the following effects to apply to the field. An invisible barrier that blocks any attacks. A shimmering orb centered on a point you choose within range. An invisible barrier that blocks any attacks. A force field centered on a point within range. An elemental force field centered on a point within range. An energy field centered on a point within range.
Conjuration
Flesh and Blood
Self
Concentration, up to 1 minute
You create a new kind of creature that is neither flesh nor blood but instead an amalgam of the two. Choose a willing creature of the chosen type and use its statistics to determine its current form. It is an undead or an undead component of another creature.
Flesh and blood
Touch
24 Hours
For the duration, you are immune to necrotic damage, and your flesh and blood is infused with searing pain. Painful wounds and burns can’
Flesh and Blood
Touch
8 hours
The burning, flesh-tasting remains of a creature are imbued with the power to turn mortal wounds into a weapon. The spell creates a warp in the fabric of reality, sending the target in a different direction from where it appears. It is identical in both appearance and attack type to the normal damage wrought by the original. The scarab’s ability to shed its own blood is lost when the spell ends.
Abjuration
Flesh and blood
Touch
8 Hours
You touch a willing creature
Flesh and Blood
Touch
Concentration, up to 1 hour
This spell purges the flesh and blood from a willing creature of its own accord and transforms it into monstrously unharmed. The beast is then capable of murdering its pursuers and its enthralled followers. The spell ends when the target drops to 0 hit points, and the spell ends for that creature. It is capable of shedding its blood on to a solid surface and then moving on its next turn. On each of its turns until the spell ends, the creature can hurl two daggers, which have the same damage type, at any creature it impacts with. Until the end of its next turn, the target has resistance to the slashing damage except for the first time each turn it remains within 5 feet of you.
Abjuration
Flesh and Blood
Touch
Instantaneous
By the power of your own blood, you turn any creature that isn’t your own or a living being’s blood into succulent appendages. Your handiwork grants the creature with which you are blood a ghostly semblance of life, an aura that protects it against harm and imbues it with a protective magic that extends its lifespan. The creature’s soul is a hollow, translucent cylinder that lives beyond death. The creature regains hit points at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is permanent and can’t exceed the length limit on each slot. Also, when you use a spell slot of 7th level or higher, the spell extends lifespan by one hour for each slot level above 6th.
Conjuration
Flesh and blood
Touch
Instantaneous
The flesh of a hound or a centipede remains where it died. For the duration, the beast has a motley crew of 4 d10s,
Flesh and bones
120
Concentration, up to 1 minute
A nonliving being becomes charmed by you for the duration. Until the spell ends, you can make a line of nonliving flesh and bone across five classes of your choice: angels, goblins, dragons, fiends, and undead. The charmed creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. As an action, you can cause one creature of the chosen class to become charmed by you. Until the charmed effect ends, you can make a magic cord from your corpse to sustain a creature for the duration. You can also use an action to cause a creature of that chosen to become charmed by you. The creature doesn’t need to be alive to become charmed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is instantaneous and increases by 5 days to 10 days for sorcerers, 11 days for wizards, and 12 days for druids.Conjuration
Flesh and Bones
Touch
24 Hours
For the duration, this spell cures a creature of necrotic, a undead of level one, or a nonviable natural being of the kind ordinarily encountered in the area. The spell cures a creature of any permanent poison, disease, or disease effect that it has, provided that the creature’s poison or disease has not changed, and that it can
Flesh and Bones
Touch
Concentration, up to 1 hour
You touch a creature. Until the spell ends, the target’s flesh and bones react in a manner that mimics the characteristics of the target’s original body. The flesh and bones are soft and warm to the touch, and the target’s magic items grant it resistance to one damage type (light, magic, or otherwise) against the target’s first turn of any sort of magic other than war. You can target this resistance only once per turn. When the target drops to 0 hit points, it reverts to its original body parts. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Transmutation
Flesh and stone
10
Concentration, up to 1 minute
This spell is a magical link between a Large or larger beast of power that you can see within range and a piece of magical power that you can see within range. The creature must make a Dexterity saving throw at the end of each of its turns. On a failed save, you can create a celestial, a fey spirit, a fey spirit, a fiend (a type that you can see within range), a fiendous spirit, a fiend (a type that is centered on you) or a creature that is within 5 feet of you. On a successful save, you can end the spell using an action to dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Flesh and Stone
30
Instantaneous
Flesh and Stone
60
Concentration, up to 1 minute
You call upon the spirit of your youth, a willing creature of your choice that is 5th level or lower to offer up his/her remains for restoration. The target can choose a location within 30 feet of the location where you cast the spell, such as a campfire, to which you speak. The target gains an insight into the location of the nearest grave and is immune to any damage effects, as specified by your destination. The target recovers 25 hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the additional damage from a spell damage (if any) increases by an additional 25 for each slot level above 3rd.
Conjuration
Flesh and Stone
60
Concentration, up to 1 minute
You create a fleshy substance that takes the form of a creature or a substance you described on your invocations book. The substance sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The substance is soft and translucent, and it has a feather-like head and two transparent eyes that gleam green and red. The substance can be made into any creature or an object you choose that isn't being worn or carried. The material can be no more than 10 pounds (24.5 kilograms) or less. A creature that takes damage from this spell can use its action to end the effect by healing itself or another creature. If you or someone you designate is fighting or casting spells, you can use your action to reduce the damage to a single hit point. On a hit, the target takes 4d6 acid, cold, fire, lightning, or thunder damage, and the spell ends.
Abjuration
Flesh and Stone
60
Concentration, up to 1 minute
You imbue a creature you touch with the power to reshape itself into a new form, either as a weapon—a simple melee weapon (at a minimum, you must use a bonus action to attack with a melee weapon attack). This transformation doesn’t last. You can use your action to cause the new form to become a skeleton, an undead, or a beast. The transformation lasts for the duration, and you can use your action to cause the skeleton to become animated for the duration. You can use your action to mentally command the creature to appear in the form of a simple humanoid, which becomes animated for the duration. You must make a Wisdom saving throw. On a success, the creature obeys and obeys the spell until the spell ends. On a failure, the creature obeys and obeys the spell until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the first time you take damage of a type that would normally result in a Strength or Dexterity check, the creature takes the damage. The creature takes 4d8 cold damage at the end of each of its turns.
Conjuration
Flesh and Stone
Self
10 minutes
You choose a solid object or a liquid that isn’t being worn or carried. The liquid is a liquid that looks like water and is translucent. The spell doesn’t target anything and doesn’t harm anything. The spell lasts for the duration, even if you cast it again.
Transmutation
Flesh and Stone
Self
1 Hour
You touch a creature and imbue it with a magical body that preserves its physical form. The target’s soul is imbued with the power to reshape itself into a body of stone. You choose a creature type: undead, constructs, or undead with the summoning spell. The target’s soul can be re-formed into your own body by simply casting the summoning spell. The target’s soul is imbued with the soul of a willing creature of your choice that you can see within 60 feet of you. The target’s soul can be restored to full health and no longer requires an action to regain it. Your body is your temple, your home, and the only way to bring about the best possible outcome for your target. The target’s soul is yours. Your body is a mass of loose bones, wisps, and tendrils that move in a vertical line as though you were in it. You can use your action to move the bones as you see fit, but they must be within 60 feet of each other. While the target’s soul is in the target’s body, the target’s soul is imbued with a new body type. The target’s body transforms into your new body type, and the target’s body is imbued with a new body type as
Flesh and Stone
Self
1 minute
You touch a creature and imbue it with the power to see through the dark. The target’s body is made of thin, hard stone. The target’s soul is imbued with dark magic, but it can’t do anything harmful to the target. Any creature that touches the target or attempts to touch it with a weapon or any other object that touches the target’s soul loses the ability to act on it or to understand it. The target’s soul is trapped within the stone, and it is not hostile to the target. The target’s soul is capable of communicating with the stone and perceiving it as if it were a piece of metal. If the target’s soul is damaged by any of the following effects, the target loses all ability to act on it or to understand it: • You cause the stone to become insubstantial, causing the target to become lethargic, paralyzed, or stunned. • You cause the stone to become difficult terrain, causing it to become difficult terrain until the spell ends. • You cause the stone to become difficult terrain for the duration, causing it to
Flesh and Stone
Self
Concentration, up to 1 hour
You create a new form of stone that looks the same as your previous form, except it has a 1/2 inch diameter and weighs no more than 5 pounds. You can shape the stone into any shape you want, but it must still have a portion of the original shape you created. You can also shape it into a form that functions as the stone when it was created. A form you create that functions as your stone and is identical to the one you used for the creation of the form is treated as though it were a stone. You can choose to treat
Flesh and Stone
Self
Concentration, up to 1 hour
You create a strong magical stone within range that lasts for the duration. The stone is composed of one or more layers of solid, translucent material. The stone is a solid, opaque cube, weighing up to 100 pounds. Each layer of material is strong enough to resist magical force, but weak enough to allow only a partial spell slot to pass. The stone can’t be broken, or it might collapse into small pieces. The stone can be damaged by magical attacks or magic projectiles if it is made from a substance that is made of stone. The stone’s hit points are reduced by 10, and it’s Intelligence and Wisdom scores increase by 1. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the stone's hit points increase by 1 for each slot level above 1st.
Transmutation
Flesh and Stone
Self
Concentration, up to 1 minute
For the duration, each unwilling creature you choose that you can see within range, or that is charmed by you, sheds a fine layer of fine, soft, translucent flesh on its body. This flesh becomes a magic mirror of its former form. This mirror is permanent, and any creature that can see it must make a Charisma saving throw against your spell save DC. On a failed save, the creature becomes charmed by you. While charmed by you, the creature has disadvantage on attack rolls against creatures that can’t be targeted by your spell.
Enchantment
Flesh and Stone
Self
Concentration, up to 1 minute
You attempt to drive a creature known to you to the ground in an unoccupied space of your choice that you can see within range. The target must succeed on a Dexterity saving throw or be engulfed in flames. You fall
Flesh and Stone
Self
Concentration, up to 1 minute
You take on the form of a creature with flesh and stone in its body. It has a Strength of 4 and a Dexterity of 5, and it has a total of hit points of 4 and 4/2 the total hit points of its type. It also has an Intelligence of 1 and a Charisma of 4. While in the form’s form, the creature can’t cast spells, and its hit point maximum is equal to or less than its hit point maximum. It has the lowest hit points of its type, however. A flesh-and-blood creature is a creature that is too weak or lacking in intelligence to succeed on a Wisdom saving throw or be charmed by you. Its hit point maximum is equal to or less than its Hit Dice, and its hit point maximum is equal to or less than its Strength.
Abjuration
Flesh and Stone
Self
Instantaneous
A thin, sticky substance that resembles stone springs into existence in an unoccupied space of your choice within range. The substance lasts for the duration, and it has AC 15 and 30 hit points. If the substance is on ground or solid ground, it is difficult terrain for the target. Any creature within 5 feet of the substance (and up to 10 feet of the substance's space) must make a Dexterity saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is pushed 10 feet away from the substance. On a successful save, the creature takes half as much damage and isn’t pushed. If the substance is on a solid surface, it can be moved only by force or some other means.
Transmutation
Flesh and Stone
Touch
1 minute
You touch an object or a creature other than a creature, and the creature can make a Dexterity (Athletics) check (DC 20) or take 5d6 necrotic damage on a failed save, or half as much damage on a successful one. As long as the creature is wearing a creature-sized piece of clothing, the creature can’t attempt to leave the object or creature’s space. While this spell is on the target, the target’s soul is damaged by necrotic damage, and the creature can’t return to life by any means necessary.
Abjuration
Flesh and Stone
Touch
Concentration, up to 1 minute
You touch and transform a body of stone that has been severed from its body into a thin, soft, and translucent stone. The stone can be worn or carried as a bonus action. On a successful save, the stone is destroyed. If the stone is destroyed by damage or by a spell or other effect, it is removed from the spell’s space and becomes only a stone on account of the spell’s duration. When you cast the spell, you can spend one use of your spell slot to make a new one, which you can take from any other target you choose within 30 feet of it. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Flesh and Stone
Touch
Instantaneous
A spectral creature you can perceive attacks you with one melee weapon attack or a ranged weapon attack. The target must make a Dexterity saving throw. On a successful save, it takes 5d10 necrotic damage and has no speed, and you gain the effects of the spell for the rest of the following turn. On your turn after your next turn, if you hit the target with a weapon attack, you can immediately make the saving throw, and then you can target another creature you can see within range with a weapon attack. The target must then make that attack when it is within 5 feet of you. On a failed save, the target takes 5d10 necrotic damage and isn’t charmed (or even a creature that was present by that time), and it becomes charmed as magical energy from a spell has the effect. The target must make this saving throw at a time. On your turn after it makes its saving throw, the creature can’t move, and it cannot make any noise or speak at all. On your turn after you hit the target with a weapon attack, you can designate an object or object of your choice that you could see within range for the spell’s damage reduction (inverts the spell’s damage bonus to AC). If you specify an object, an object of that type, or an object that fits in a pocket or other object holding a briefcase, it must fit in the container. It’s also immune to the poison. If it fits in a container, it is illusory and unhelpful to the target, and it remains charmed until it regains it form.
Illusion
Flesh, Blood, and Water
150
24 hours
You call out to the spirits of nature and fill their horizons with the sounds of their own creation. Roll 1d10 and describe the sound you want to hear. The first creature that you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 7d6 necrotic damage, or half as much damage on a successful save. Additionally, if your save equals or exceeds the necrotic damage damage possible with the spell, your piece of the chaos collapses, leaving only the most basic of bones and flesh in your mouth. If you use this spell to create a simulacrum of a creature, roll a 5 and add the corpse to the total. Then choose a new body type, such as a skeletal or a skeletonized version, or a new construct, which can be a creature or an animal. An illusory simulacrum of the original creature appears in your hand at the start of each of your turns. The simulacrum lasts until it hits 0 hit points or dies. You can cast this spell using only one companion and it doesn't require any equipment. If the simulacrum appears in nonmagical weapons or ammunition, it disappears and the spell fails. It is immune to all damage and can’t be dispelled by dispel magic. When the spell ends, the simulacrum explodes, shedding bright light in a 30-foot radius and dim light for a moment for each nonmagical weapon or ammunition used in
Flesh Bond
120
Concentration, up to 1 hour
You grant one creature you know the right kind of flesh to serve you. Choose one of the following options for what appears on the creature’s chest or abdomen: • You grant the creature a magical bond with a willing creature. You gain the benefits of any of the following effects: • You gain a +1 bonus to AC and damage rolls against the same target. • You gain immunity to poison and disease. • You can’t remove a target’s body part from another creature’s body. • You can turn a target into some sort of undead. • You can make a melee attack against a target of this kind make a Strength check against your spell save DC. A ranged spell attack against the same target makes the attack roll equal to 10 + the spell’s damage.
Conjuration
Flesh Bond
30
Concentration, up to 1 minute
You create a bond of flesh on the ground that lasts for the duration. When a creature enters the ground for the first time on a turn or starts its turn there, the creature takes 2d6 necrotic damage. When a creature uses your action to open the wound, choose a creature or object within range that you can see. The creature must be within 30 feet of you when the spell appears or can be affected only by the first two conditions outlined below. Medium or Large Construct. The creature is Medium or Large. The creature gains no special benefits from size. The creature is unharmed if it is within 30 feet of you. Small or Medium Construct. The creature is Small or Medium. The creature gains no special benefits from size. The creature is unharmed if it is within 30 feet of you. Large or smaller Construct. The creature is Large or Small. The creature gains no special benefits from size. The creature is unharmed if it is within 30 feet of you. Huge or smaller Construct. The creature is Huge or Small. The creature gains no special benefits from size. The creature is unharmed if it is within 30 feet of you. Any number of willing creatures of your choice that aren’t wearing armor are restrained for the duration. A creature that is frightened must make a Wisdom saving throw. On a success, the creature is no longer restrained.
Enchantment
Flesh Bond
60
Concentration, up to 1 minute
You cause a creature you touch to become bound to a willing creature you can see within range. The bound creature must succeed on a Constitution saving throw or be restrained by this spell for the duration. A restrained creature can use an action to make a Strength or Dexterity check contested by the creature's saving throw or take no damage. The restrained creature can use its action to make a Strength or Dexterity check contested by the creature's saving throw or be incapacitated for the duration. The restrained creature can repeat the check again at the end of each of its turns. When the spell ends, the creature is no longer bound by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is up to 1 month.
Conjuration
Flesh Bond
Self
1 round
You choose one flesh component of any kind that isn’t being worn or carried by a creature or an object. Choose one of the following damage types: acid, cold, fire, lightning, or poison. If you are targeting a creature, you can target a certain quantity of flesh if the creature is within 10 feet of you.
Transmutation
Flesh Bond
Self
Concentration, up to 1 minute
Choose one creature that you can see within range. The target gains resistance to the triggering damage type for the duration. The target can use an action to cause two melee or ranged attacks against the target before the spell ends to have no effect. The spell ends if you or your companions have no other means of attacking the target.
Conjuration
Flesh Bond
Self
Concentration, up to 1 minute
You make a magical bond with a creature you touch. The beast’s flesh is imbued with a strong magical force, and the creature can’t physically harm you. While the bond lasts, you can use your action to make a melee weapon attack against one target of your choice that you can see within range, and the creature can’t be charmed by the attack. If that creature is a human or an animal, the creature can’t be charmed. If that creature is a nonmagical creature, the creature can’t be charmed. As long as the creature is within 5 feet of you, the bond lasts for the duration. The creature can’t harm you, and it can’t harm you only if you are within 5 feet of the target. The target can choose a number of actions that it can take to protect itself from harm. The target also has the option of moving to a different spot in the area, choosing a different creature, or moving to a different location. The target doesn’t have to move around to avoid harm. The target can dismiss the bond at any time.
Conjuration
Flesh Bond
Touch
Concentration, up to 1 minute
You designate something you can see within range. An unseen creature can see within that area without discernment, and it knows what you are seeing to the best of your ability. The spell can target up to ten creatures of the same kind at a time, and it always has. If at any creature you target the same kind of creature—such as a commoner—the spell targets that creature again, the spell ends, and the target returns to normal at the end of each of its turns. When you cast this spell, you instantly gain the benefit of a certain ability enhancement, if any, as you choose with a bonus action. This effect only occurs once per turn, rather than twice. Similarly, casting this spell on a creature of the same type as you grants the target a +4 bonus bonus to Strength and Dexterity checks. This effect is only visible to the creature, and it doesn’t change the creature’s size or make it blind.
Abjuration
Flesh Break
60
1 Hour
You cause an undead creature or a creature of challenge rating 2 or lower to become writhing in maws of blackness. The creature must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Necromancy
Flesh Break
Touch
Instantaneous
You touch a willing creature that has died within the last six months and that dies within the last 120 days. For the purposes of this spell, the creature is affected if it has a severed part and if it is still alive after dying. A severed part is a chunk that is cut and torn at the wrist and is capable of crushing or breaking the skin of the target. The creature can’t eat or drink the creature’s flesh, and it is restrained for the duration. The restrained creature can use its action to make a melee spell attack against a target of your choice within 60 feet of it. If the target takes fire damage, it can use its reaction to make a fireball attack using fire resistance against the target. On a hit, the creature makes the attack out of the limb of the limb’s socket and uses the reaction to break the limb,
Flesh-Burning Sphere
300
Concentration, up to 1 minute
You create a spectral flame that burns for the spell’s duration. The flame spreads throughout your body, and you gain the benefits of You can use your action to cause the flame to expand, and the flame spreads around corners. The flame spreads to hostile creatures you choose within 30 feet of you. Each creature in a 20-foot-radius sphere centered on a point you choose within 5 feet of you must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Flesh-Crushing Bolt
150
Instantaneous
For the duration of the spell, a creature that hits you with a melee weapon attack before it can benefit from any special healing ability, other than a mending spell or a spell of level two or higher, takes 2d6 piercing damage. If the creature drops to 0 hit points before the spell ends, it isn’t affected by the spell.
Abjuration
Flesh drive
10
Concentration, up to 1 minute
You attempt to drive a creature of challenge rating 2 or lower into the flesh. It must make a Charisma saving throw, taking 10 + 1/2 the creature’s hit Dice. On a failed save, the creature is driven insane and has trouble communicating its true nature, for example by using its senses to hear false words, believing it is in some sort of greater mystery. For the duration, the creature can emit a constant stream of gibbering gibbering noises (sounds you have learned from a deity) that countenanced when attacking or taking damage. These gibbering gibbering gibbering gibberings can be heard from as far away as 30 feet away. Whenever a creature other than you attacks a creature that attacks with a weapon, you have advantage on the attack roll if you are making the attack. A creature attacked by this spell takes 8d8 necrotic damage, and half as much damage on its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th.
Necromancy
Flesh drive
60
Concentration, up to 1 minute
A creature you can see within range attempts to drive a creature’s soul into a repulsive state of abject madness. The target must make a Charisma saving throw. On a failed save, the creature is driven insane for the duration. The creature is driven to madness when it makes a Charisma saving throw, and it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Flesh drive
Touch
1 minute
You touch a
Flesh drive
Touch
Instantaneous
You plant a poison needle or similar capable of ripping apart the body of a creature within range and leaving a wound on its head that lasts until it drops to 0 hit points. The target’s flesh is worth 25 hit points, and it can’t be worn or carried by other creatures.
Conjuration
Flesh Eater
30
Instantaneous
Choose an undead creature that you can see within range. A ghoul or a fiend are both capable of feasting on the target. If the target has a body type other than undead, the target gains the normal characteristics of the target. For example, a ghoul would have a foot’s length and a weapon that is a short crossbow. A fiend would have a bite attack with a short weapon, or a short sword strike. The target can’t be charmed, frightened, or attacked. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures that you can see increases by one and the damage of this spell increases by 1d4. When you use a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 1st.
Necromancy
Flesh Eater
60
Concentration, up to 1 minute
A spectral creature emerges from the flesh of a creature you can see within range and devours the creature’s flesh’s organs. If the creature’s flesh is clean and free of parasites or parasites, the creature has disadvantage on attack rolls against creatures that aren’t the creature’s size or Dexterity saving throw. The creature is weak and warded. Any damage the creature takes from the attack results from its size. As an action, you can throw a piece of the creature’s flesh at it. The creature takes 1d6 necrotic damage and is restrained in a vat of acid until the start of your next turn. If the creature is attacked by another creature, the creature is restrained and must roll a d20 to escape. The creature can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the creature frees itself from the restraints and returns to the surface. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Flesh Eater
90
Concentration, up to 1 minute
Searing flesh from the flesh of a creature grants it a poison resistance bonus equal to 1d4 + your spellcasting ability modifier. The flesh changes form as the creature dies and becomes diseased, diseased again. As an action, you can cause the diseased creature to shed its human-like appearance and become an undead that obeys all the normal rules of its kind, as long as it is below 30 hit points. The creature sheds all its armor and weapons, along with all its weapons and ammunition, and moves into one of its natural locations for the duration. The diseased creature is unaffected by any armor, weapons, or ammunition it sheds as light and causes it to become blinded or deafened. The creature sheds illusory creatures wherever it moves, up to 2 feet underground, within 30 feet of a structure, within 5 feet of an object or a creature in its path and
Flesh Eaters
120
Concentration, up to 1 minute
A thin sheet of flesh oozes from a creature within range. The creature can use a bonus action to take 10 damage. While this spell is on the target, the creature knows that the spell is there, and it can make a Charisma (Perception) check to see if it can hear. That check is a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by three times the damage of the spell from a spell slot of 4th level to 1d4. When you use a spell slot of 5th level or higher, the damage increases by four times the damage from a spell slot of 6th level to 1d4.
Conjuration
Flesh-Eater
Self (10-foot radius)
Instantaneous
You attempt to consume a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d8 necrotic damage + 1d8 necrotic damage on a failed save, or half as much damage on a successful one. The target takes 3d8 necrotic damage on a failed save, and it remains in the spell’s container for the duration. The container is destroyed when the spell ends. Until the spell ends, the target has advantage on attack rolls against creatures that aren’t being worn or carried, and it can’t be used to attack any other creature. On a hit, the target takes the lowest possible damage possible, and the creature is stunned until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Flesh-Eating Insect
60
Instantaneous
You create a web of tiny, sticky tentacles in your flesh. The web is thick and wide, and the tentacles are difficult terrain. The webs can be as small or as large as you like, and they can't be moved or otherwise affected by any of the following spells or effects. The web grows in size when you cast this spell. The web is heavily covered and can hold up to 10 pounds of nonmagical material. The web is difficult terrain. Each creature in the web must make a Dexterity saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. The webs are difficult terrain. Each creature in the webs must make a Dexterity saving throw. A creature takes 4 acid, cold, fire, necrotic, or lightning damage on a failed save, or half as much damage on a successful one. The webs collapse when the spell ends.
Transmutation
Flesh-Eating Plants
120
1 minute
You turn poisonous plants within range that you can see within 500 feet of you into flesh infested creatures, which have the following properties: • Flesh becomes harder to strike in the area that you choose, and creatures are pushed to the side of the affected area in an unoccupied space that you can see, aside from those who are within 5 feet of the area. If you have seen the area before, you see only lightly infected creatures. This spell also turns non-pest or voracious weeds into food, plants into flowers, and so on. On each of your turns for the duration, you can use a bonus action to cause one of the following effects of your choice: • You create one flower and throw it at a creature. On a successful attack, the creature has advantage on the next weapon attack roll it makes before the spell ends. • You light a torch within ten feet of you that burns any plants within its area for the duration. • You turn weeds into flowers and put up a simple metal workable for each plant you select. You can create up to four flowers in a 5-foot radius and plant up to four flowers in a 10-foot radius. You can make nonmagical weapons and tools more powerful or thin out for the duration. As a bonus action on each of your turns before you use your action to make a melee spell attack, you can expend one of the effects of the spell on one plant affected by it. If you do so, you take half the damage as normal.
Evocation
Flesh Eating Spike
Touch
Instantaneous
For the duration, a fleshy, hungry creature that you touch can fill one of the mouth of a creature it can see within range with a poisonous substance and fill it with poison. The creature must make a poison attack roll or give a poisoned bite to eat. At the end of each of its turns, the fleshy creature can make another damage roll, ending the effect on itself on a success. After making the damage roll, the creature can continue to eat and thus become vulnerable to poison arrows. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the poison damage increases to +2d4 poison damage, and the duration to 9 days. When you cast this spell using a spell slot of 8th level or higher, the poison damage increases to +3d4 poison damage, and the duration to 10 days. When you cast this spell using a spell slot of 9th level or higher, the poison damage increases to +4d4 poison damage, and the duration to 20 days. When you cast this spell using a spell slot of 10th level or higher, the damage increases to +5d6 poison damage, and the poison damage increases to 11d6 poison damage. When you use a spell slot of higher level than your spellcasting ability, the duration is 24 hours, with a 40-minute period of rest.
Transmutation
Flesh entangling glyph
60
Concentration, up to 1 hour
You fill any Medium or smaller construct‘thesomnal with necrotic energy that you can perceive within range with a spell of no lower than 10th level (as determined by the necrotic component of the target’s profane spell slot, if available). While the incorporeal creature is in the spell’s spectral form, any creature that doesn’t share a body part with it (for example, a human or a unicorn) can’t be affected. A creature that has half the number of limbs it has used to hit with a weapon or spell can attack the incorporeal creature, provided that its hit point maximum is not less than 50. This spell also creates sigil glyphs, which are similar to those used in spell casters of suggestion, that spell with a range of touch, and thus automatically identify the creature as the target of the glyph. The glyph is an object that can be held, worn, or carried and must be able to be damaged in order to create it. Any creature affected by the sigil glyph must make a Wisdom saving throw. On a failed save, the creature takes 2d6 necrotic damage, and on a successful save, the creature takes half as much damage. An affected creature can use its action to move its speed so that it can move through the shadowy space created by the sigil glyph’s normal movement and move at half the speed of light. Should the creature fail this saving throw, the sigil glyph strikes it dead. If you or any of your companions harm the creature or destroy its body part, the creature’s soul is taken from it, and the glyph can’t appear again. Creatures that have a body part component (such as a soul cell), part of the mind of another creature, or a portion of the creature’s soul, are unaffected. A creature that w as affected by this spell gains a random ability score of 1 and loses any ability scores acquired through studying the gem’s statistics. A creature affected by this spell gains a random ability score of 1 and loses any ability scores acquired through studying its body part. When you cast the spell, you choose one of the following options for the duration. During the 1-minute duration, you can use a bonus action to issue a mental command to the creature, telling it to attack or flee. False Intelligence. You know how many creatures you have seen so far, up to the amount of creatures you have seen so far. You can make such an order from an Intelligence score of 5 to 100. If you are able to, the creature might be able to match your order. Physical Interference. You choose between two possible effects to cause the target to perceive a physical barrier that extends beyond the target’s physical reach to a distance of 60 feet. You either cause the barrier to rotate to create a vertical barrier that remains in place over the creature’s entire length, or you create a void, an area of soft force 100 feet square and 30 feet wide, 20 feet high, and 5 feet deep. The barrier is invisible to creatures other than the creature’s immediate and remote control, and the spell fails if you are trying to cast a spell or detect magic. Force of Will.
Flesh for Flesh
60
Concentration, up to 1 minute
As a bonus action, you can make one of the following changes to the flesh of another creature.
Transmutation
Flesh Grasp
60
1 Hour
A creature charmed by necromancy charms whose warding charm is active when it drops to 0 hit for the first time on a turn or ends its turn within 1 minute, points into your hand and are covered by skin for the duration. The covered condition is as following: diseased humanoid or plant, incorporeal undead, constructs, elementals, fiends, or undead summoned by an evil god. Undead, plant, or stone-headed are unaffected by this spell.
Necromancy
Flesh Grasp
Touch
1 Hour
Your hand reaches out to touch the diseased, fleshy portion of a creature you touch (typically a humanoid or a plant) and pulls it free of the target’s flesh. The flesh is then pulled out of the creature’s condition to become bound to the creature’s flesh. The flesh can’t be reattached to the target’s body. The flesh can’t heal wounds, stifle inflammation, or sink more than 10 feet below the surface (typically on a floor or a ceiling). The flesh can’t absorb poisons, cold, fire, lightning, or poison. The flesh can’t be charmed, frightened, or used to fuel magical or physical weapons.
Necromancy
Flesh growth
15
Instantaneous
You reach the height of dark and foul, and a creeping corpse springs from the ground. For the duration, the corpse is friendly to you and your companions. Until the spell ends, the creature w remains limp, and it is immune to poison, disease, and polymorph effects. It moves near you as if it were a corpse, and you choose how it moves to control the direction it travels. For the duration, it has disadvantage on attack rolls against creatures that are still within 30 feet of it.
Transmutation
Flesh in an unoccupied space
10 Days
Until dispelled by a lich’s curse, limbs grow thin and your flesh becomes taut and sallow. A lich’s curse grants a creature with an Intelligence of 5 or less the following features: • Large or smaller bones or teeth; or • Any creature that isn’t Huge or smaller that isn’t wearing armor or that isn’t benefiting from any sort of demiplane, such as a demiplane that allows a creature to breathe underwater, as with supersonic travel, grants this benefit. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a new lich’s soul for each slot level above 3rd.
Transmutation
Flesh in Ashes
60
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon sheds a grudge against the creature and turns it black. Until the end of its next turn, a creature that would have cast this spell as part of its attack action can instead have its weapon drawn down toward the ground and slashed at the creature, forcing it to make a Constitution saving throw. Immediately after the creature makes the saving throw, it can make a Constitution saving throw against poison. On a failed save, the creature is blinded and deafened until the spell ends. The creature can be affected with a poisoned weapon, a slashing weapon, or a nonmagical weapon, but its hit point maximum and total Hit Dice are not broken until the spell ends.
Necromancy
Flesh in a Small Monster (15-foot radius)
60
Concentration, up to 1 minute
You make a skeletal lump appear on one creature’s person. The lump lasts for the duration, and is a Huge or smaller creature. The lump is difficult terrain and can be difficult terrain to dispelled. It is covered against the ground in a 30—foot cube and occupies 1 square foot of physical space. Any creature that starts its turn within 60 feet of the lump must make a Strength saving throw. On a failed save, the creature w ill roll the lump and try to crush it to pieces. It deals 2d6 necrotic damage on a failed save, and it is blinded for 1 minute on subsequent saves. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
Necromancy
Flesh in Flames
Touch
8 hours
As an action when you cast this spell, you touch one willing creature and cause it to become charmed or frightened. It becomes so until the spell ends. This charmed or frightened creature willingly renounces its alignment and all its magical characteristics. When the creature returns to its home plane or if it dies before the spell ends, whatever its remaining characteristics are, it is no longer charmed, frightened, or incapacitated by either the deity’s charmed status or the creature’s magic. If the creature is undead and can’t become charmed, frightened, or incapacitated by any of the deity’s spells while under the spell’s effect, it pursues its deity’s charmed, frightened, and incapacitated path. As an action, you can release the charmed animal from its petrified condition and leave it to its charmed condition to become a succubus.
Necromancy
Flesh in Mud
120
Instantaneous
This spell makes a creature infest his or her maw, shedding bits of flesh and turning it into a flesh-tipped and razor-sharp claw. For the spell’s duration, or if you cast it once, the creature must make a Constitution saving throw. On a failed save, the creature is immediately killed. Until then, any wounds remaining can‘t heal. If you cast this spell again, the spell destroys a Flesh in Mud creature and gives the illusion of death. This spell can’t leave a Flesh in Mud corpse. If you cast it again, the creature becomes dead without having died. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both the size of the creature’s maw and the intensity of its flesh-tipping attack have all been adjusted so that its flesh dims in dim light for 1 minute. The creature’s finesse and warding ability is reduced to 0. At Higher Levels. While you have these finesse and warding abilities, the creatures’s movement is difficult terrain, and they have resistance to one damage type of your choice that provides cold damage.
Transmutation
Flesh in Stone
60
Concentration, up to 1 minute
Choose one creature you can see within range, and choose a point within range. The target must make a Constitution saving throw. On a successful save, the target is no longer charmed by you and is immune to this spell's damage. On a failure, the target takes 1d8 necrotic damage, and you can’t use your action for the duration. At the start of each of your turns, the spell deals an extra 1d8 necrotic damage to the target, which must make a Constitution saving throw. On a successful save, the spell ends.
Necromancy
Flesh in Stone
60
Concentration, up to 1 minute
You create a wish physical within which your wits can no longer protect you. You choose one creature whose challenge rating is equal to or less than the creature’s level or whose challenge rating is equal to or higher than the creature’s level, and who is immune to your spells’s challenge saving throw. For the spell’s duration, or unless you choose an earlier time, the target’s flesh is completely destroyed and the spell ends. For the duration, the target’s hit points are halved, and if it takes any damage, that damage is replaced by d10s divided as normal by 1s appropriate for the creature’s level, chosen at random. The spell ends if you move to a place that has no creatures or if you cast this spell while engulfed in flames.
Transmutation
Flesh in the flesh
A thin, perky, greenish green demon appears in an unoccupied space of your choice that you can see within range. It must already have a flesh type (be it human, beast, or plant) and has 120 hit points, if any, or 120 hit points at the start of its next turn. The demon is heavily obscured, making it difficult for creatures to see. The fey form is AC 18 and tall at the wits and senses well enough to fight. It has 6 hit points, and its hit point maximum is reduced to 0. The fey form sheds bright light in a 20-foot radius. When the spell ends, the fey form returns to its normal form, and it disappears 1 hour after the spell ends. When the fey form returns, the spell ends. The spell ends if you cast it again or if you end your turn there.
Abjuration
Flesh in the Stone
90
Concentration, up to 1 minute
You transform a willing creature you can see within range. The target’s temperature falls to 0° C., and its body heat and cold to 50 º C. to 50 º C. for 8 hours. You also turn the target into a fit of''s primal instincts for up to 8 hours. The target can’t speak a line if it can see it. The spell ends for it on its turn turn action, if it takes any damage before then. It can also end its turn if it is attacked or harmed by another creature's magic.
Abjuration
Fleshless beast
60
24 Hours
The flesh of a willing beast becomes soft and wane as it falls from the sky and lands, slowly succumbing to its wounds. The flesh fails to absorb damage, and the creature becomes immune to all damage and effects for 1 hour. The spell ends if a creature hits an 80 or greater hit point maximum or if you choose to end it early.
Necromancy
Fleshless beast
60
Concentration, up to 10 minutes
You call out to the beasts closest to you, summoning a spectral beast to act as your mount. You choose the form of the beast, which can be any beast or small humanoid. It must be of the form you choose, and it must make a Strength saving throw. On a failed save, the beast becomes hostile toward you and becomes hostile toward the beast’s nearest nonhost creature. The beast’s hit points at this point are halved, and it is compelled to make a Charisma saving throw. On a successful save, it returns to its home form, which has its statistics, to regain hit points. The DM has the statistics for each beast, and the creatures can’t be both hostile and friendly to you. The beast makes an Intelligence saving throw against your spell save DC. On a successful save, the spell ends.
Abjuration
Flesh Metamorphosis
30
Concentration, up to 1 hour
You turn a nonmagical beast that you can see within range into ghastly necrotic horrors. For the duration, the beast can emit dark energy in a 20—foot radius centered on it, and can emit noxious gases in that distance. The beast emits this dark energy for the spell’s duration, if that spell lasts. When the beast’s size is reduced by 5 feet on one side by the floor it is on, your action to end the spell causes it to revert to its normal size. The beast regains 4d12 necrotic damage (in addition to the normal necrotic damage of other animals) when it drops to 0 hit points or when it sheds light on a target.
Necromancy
Flesh Metamorphosis
Touch
1 Hour
This spell transmits your flesh to a creature willing to be severed or damaged for the duration. For the duration, your flesh replicates a normal creature’s flesh, which doesn’t w post any deformities or erodes naturally. While the flesh is within 30 feet of the target for the duration, the target has resistance to being severed or damaged. Alternatively, the target has advantage on attack rolls against you in the same turn while severed or damaged.
Transmutation
Flesh-Mimicking Swarm
150
Concentration, up to 1 minute
A swarm of soft, razor-sharp teeth spread across a creature’s flesh. The spell creates a shadowy, maddening image of another creature that lasts for the duration. When you cast the spell and that creature drops to 0 hit points, it disappears. The spell ends if you dismiss it as an action or if you cast it again. The swarm is friendly to you and your companions for the duration. It lasts for the duration or until another creature drops to 0 hit points. As a bonus action, you can move the swarm up to 30 feet in any direction along the creature’s body. When it moves, it makes a DC 20 Wisdom check. On a successful check, it moves 10 feet in any direction. If the swarm succeeds, it harms no creature.
Transmutation
Flesh/Necromancy
Self
1 Hour
You choose flesh or necromantic energy that you can see within range and that fits within a 5-foot cube you can see within range. You choose a creature that you can see within range and that is within 5 feet of it when you cast this spell. The creature’s soul begins to matter within 5 feet of the spell and remains so even when the creature is no longer within 5 feet of you. The creature is under your command, and it has advantage on saving throws against being frightened, cast spells without first preparing a spell list, and making any Wisdom saving throws. The creature can be killed instantly by casting this spell again, as the creature takes damage from falling short of its normal speed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Necromancy
Flesh of Agathys
120
Instantaneous
You create an extradimensional body of flesh, either in the form of a creature or a body of your choosing, that you can see within range. The body is entirely covered with scales and appears to be composed of soft, soft flesh. Any creature that succeeds on a Constitution saving throw, or succeeds on an Intelligence (Investigation) check against your spell save DC, can breathe normally, and can’t wither. The body is made of soft, transparent material that can be cut or shaped to fit your own body. You can shape the body in any manner you choose, but only to your own advantage. The creature’s flesh is translucent, and creatures can’t see or hear your body. The body is filled with numerous tiny wounds and no visible organs. You can’t turn a creature or take any actions other than attack, cast, or take a weapon action on it.
Transmutation
Flesh of a Large or smaller Medium (aquatic, cold, fire) beast or vengeful spirit
60
Concentration, up to 1 minute
Flesh of a living creature
Duration: Concentration, up to 1 hour
When you cast this spell, you make a corpse of one that has turned gray and no remains. The corpse is an object or a portion of the body of one that has died of old age. It is a living, breathing corpse, with its head covered, that the spell ends. If you cast this spell multiple times, creating multiple corpses at a time, you might have to start with one corpse and gradually move to two or three, or you might have to make a new spell slot check. The spell ends if you use your action to dismiss it. You can also set a new spell slot level for the spell, which can be found under the spell list. You can use any number of levels of the spell at a time, until the spell ends. When you dismiss the spell, you can repeat any number of times you cast it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of corpses created by each casting increases by 4 , and the spell ends if you use a different spell slot.
Conjuration
Flesh of a single living creature
Necromancy
Flesh of Festering Earth
90
Concentration, up to 1 minute
You shape a portion of the earth in your choice of a variety of ways. The creature you choose must be within 60 feet of you within the earth’s crust or a rock of your choice, and its speed is ’determined by what kind of earth’s crust or rock is made of. The creature’s speed gradually increases as you choose, to a maximum of 100 feet per round until it is below the target’s speed. The creature can’t become thinner than 50 feet in any way until it scores a new hit point. The creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell ends if you or your companions are incapacitated or prone in the environment.
Transmutation
Flesh of flame
60
1 Round
You cause a corpse of Medium or smaller to burn to a crisp. The target must make a Constitution saving throw. On a failed save, the target takes 3d6 necrotic damage, or half as much damage on a successful save. On a successful save, you also reduce the damage by 1d6. On a failed save, you don’t reduce the target to 0 hit points or take any damage. A creature that fails its save is also automatically killed. The target’s only ability is cold resistance. The spell ends if you dismiss it as an action or by sending it to a graveyard. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1dlO for each slot level above 6th.
Conjuration
Flesh of Fleshy
150
24 Hours
You create a fey-like creature that looks like a fey beast. You choose the following characteristics of the fey: acid, cold, fire, lightning, thunder, poison, or thunderous. The fey’s creature’s size is Medium, while it can hit, it’s an elemental hazard. The fey is hostile toward all creatures. If the creature starts fighting a creature’s size is Medium or smaller, it must succeed on a Constitution saving throw or become frightened for 1 minute. It’s also immune to poison and psychic damage. The creature can’t benefit from, or use to gain benefit from, any special abilities, abilities, or effects of the creatures chosen. A creature with these characteristics also has disadvantage on attack rolls against the creature’s choice. The fey is friendly toward one creature
Flesh of Laman
60
Concentration, up to 1 minute
You choose a creature of your choice that you can see within range. The creature must be within 30 feet of you or you can place the target on the ground in a 60-foot-radius sphere. The spell ends early if you use your action to move the creature. The creature regains hit points equal to 1d8 + your spellcasting ability modifier. When the spell ends, the target regains its hit points equal to 1d8 + your spellcasting ability modifier. Once you use this spell, you can use it again if you are on the same plane of existence.
Abjuration
Flesh of Lorkhan
60
Concentration, up to 10 minutes
You create a slimy, translucent, fleshy mass that is capable of causing damage. The spell can’t create more than 5 feet of floor space or 10 feet of ceiling space. The mass can be as large as a Large or smaller carapace, as small as a fist, or as large as a fist size 5’. The mass can be anything from a hundredths of an inch to a hundredths of an inch in length. It can’t be more than 10 feet long, or 10 feet high, or up to 20 feet long, and it can’t be heavier than gold. The mass can’t’t be harmed by any means necessary. Until the spell ends, you can create a body part of the sort that can’t be damaged, such as a finger or a finger bone. The body part’s appearance is based on the appearance of the creature you’re creating. The creature you’
Flesh of Nine Dragons
Self (10-foot-radius sphere)
Concentration, up to 1 minute
You create a magical beast of challenge rating 5 or lower that weighs up to 500 pounds and is charmed by you. The beast is friendly to you until the spell ends. It has advantage on Wisdom saving throws against your spells and other magical effects. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. It also has advantage on Wisdom
Flesh of one creature (of the sort you chose)
Touch
1 minute
You touch a creature that is either an undead or an constructs soul. The target must succeed on a Constitution saving throw or be immune to poison and disease for the duration. The touch also ends the duration of spells and other magical effects that target an undead.
Abjuration
Flesh of Stone
120
Concentration, up to 1 hour
Choose a creature that you can see within range and that isn’t wearing armor. The target takes 2d6 necrotic damage on a failed Constitution saving throw. That creature is instantly dead and encased in stone until the spell ends. At the end of each of its turns, the target can make another Constitution saving throw against poison. On a success, it frees itself. At the DM’s discretion, the DM might choose to deal with this target as though it had w ere slain. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain the ability to create two types of stone (one stone for the stone’s poison and one stone for the stone’s lightness). Each is 1d4 x 1d10 feet on each side, with a 10-foot-diameter portion at the 15-foot-long side and a 30-foot-diameter portion at the 20-foot-long edge. The stone has resistance to piercing and slashing damage, and it has advantage on attack rolls against creatures and objects made of stone. The stone resists fire damage, cold damage, and radiant damage. In addition, whenever the stone attacks a creature, it deals weapon damage equal to your spellcasting ability modifier + 1d6 damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its damage, when it deals weapon damage to a creature, increases by 1d6, and its Strength by 2d6, when it deals damage to a creature it deals a Strength check. Additionally, when the spell ends, the stone strikes again, only taking 1d6 damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for d10 years.
Necromancy
Flesh of Stone
120
Concentration, up to 1 minute
Choose one creature that you can see within range and that fits within the physical, cultural, or social group you’re linked with. The target must be within 60 feet of the target for the spell’s duration. The target’s initial form is the target and it has the statistics listed in the Monster Manual. The creature is undead and has disadvantage on attack rolls against you until the spell ends. The creature is completely covered by armor, shields, shields of moderate thickness, and shields of greater thickness than minute metal. The creature can’t use reactions, such as making weapon attacks or using reactions offered by others, to gain cover against the target. The creature can’t willingly move into an obviously dangerous location; however, it is highly unlikely that a creature would use a natural weapon attack in this way.
Evocation
Flesh of Stone
120
Concentration, up to 1 minute
Your body withers to the point where your flesh begins to harden. It is a hard, transparent, translucent, and translucent creature’s severed part that sheds bright light in a 10-foot radius and dim light for an additional 5 feet. Until the spell ends, the creature’s flesh glimmers in bright light in a 30-foot radius. If the skin is too soft for the creature’s skin tone, it becomes translucent and hard until it is completely worn or torn away. The creature is especially vulnerable to fire damage and disease, and its bones become weak and weak. It also has disadvantage on attack rolls against creatures that use natural weapons, such as charmers, battering rams, and siege engines, or against creatures that use natural weapons (such as maces and thrown plocs) against it
Flesh of Stone
150
Concentration, up to 1 hour
You make a rock-hard body part that fits within your reach, and you make a large bonfire on the ground within range. Any creature that can’t be charmed must make a Strength saving throw. On a failed save, you instantly lose your proficiency with all tools used to construct the bonfire. You can also use your action to create a bonfire of your own (no bonfire is created from wood or metal) with a 5-foot radius and a 5-foot diameter. The flames last for the duration, and the bonfire fills a 5-foot cube. If you create a bonfire with a 5-foot radius, the radius increases to 20 feet and the size of the bonfire to 5 feet. The radius also extends out from the bonfire to a 120-foot-radius hulk on the ground. The flames last for the duration. When you construct the bonfire, you choose any of the following properties of its construction materials (in addition to the equipment listed above), as described in its text:
Concentration, up to 1 hour
Dimension
Flesh of Stone
Self
1 Hour
This spell punishes those who dare to challenge you for the first time on a current turn. The target must make a Charisma saving throw. On a failed save, it is compelled to eat only the flesh of its closest relative. While compelled, the target fills half the target’s lysergic, hindleg, and
Flesh of Stone
Touch
Instantaneous
You and up to three willing creatures of your choice that you can see within range touch the bones of a fey, a fey beast, or a fey plant (your choice) for the first time each turn. The fey, fey, or fey are friendly creatures who can’t attack or take damage. An undead creature or a creature with a hit point maximum drops to 0 hit points. A fey creature or a creature with a hit point maximum of 2nd level or lower can’t be targeted by this spell, and it takes 1d6 necrotic damage at the end of each of its turns. If the fey or fey are the target of a spell or another harmful effect, the creatures take as many necrotic damage as possible. If the fey or fey are the targets of a spell or harmful effect, the creatures take 1d6 poison damage at the end of each of its turns.
Conjuration
Flesh of the Beast
150
Until dispelled
You create a skeletal remains of a beast from the remains of one of the following options for the duration of the spell: • One beast of challenge rating 2 or lower • Two or more beasts of challenge rating 5 or lower • Huge or smaller beast Or • Huge or smaller beast At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of beasts created increases by two for each slot level above 1st.
Enchantment
Flesh of the Beast
60
1 round
You create a fey beast of immortal proportions that weighs up to 30 pounds and is heavily malleable. It has a 10-foot wingspan and is capable of flying. It has the power to strike with an unarmored fist, and it makes two attacks at the start of each of its turns. It can’t be targeted by spells or otherwise affected by attacks. The creature can’t be targeted by any other magical or nonmagical weapon or ammunition. Instead, the creature can make two attacks at its next turn as part of its normal attack action, and it can make a second attack at any time, after which the second attack fails. If the creature makes both attacks, the first creature ends its turn, and the second creature ends its turn. While the creature is in this form, it has advantage on attack rolls against any creatures or objects that aren’t being worn or carried by the creature or that it can see or hear within 60 feet of it.
Evocation
Flesh of the Beast
90
Concentration, up to 1 minute
A Huge beast of Medium size or smaller with darkvision flies into the nearest unoccupied space of the DM’s choice for the duration. Until the spell ends, the beast has resistance to cold damage, and it has resistance to fire damage. The creature must make a Dexterity saving throw. On a failed save, the creature is restrained by the tether. On a successful save, it is restrained until the spell ends. If the creature is attacked while it is restrained, the creature is transported to the nearest unoccupied space that can hold it until the spell ends. While the creature is restrained, it can use its action to make a Strength check against your spell save DC. On a success, the creature is no longer restrained by the tether.
Enchantment
Flesh of the Beast
Self
Concentration, up to 1 hour
You create a spectral beast. When you cast this spell, you can designate a creature that you can see within range that you can see, and it obeys your commands. It can’t be more than 30 feet long, any creature within its area of effect, and
Flesh of the Beast
Self
Concentration, up to 1 minute
You create a flesh-tipped beast of opportunity for one creature you can see within range. The beast must make a Wisdom saving throw, taking 3d8 damage on a failed save, or half as much damage on a successful one. At the start of each of your turns until the spell ends, you can use an action to make a single attack with a weapon against the beast. If you hit the beast with a weapon attack, the beast takes 3d8 slashing damage from the attack, and it takes half as much damage from the attack from the last turn it has been attacking it. The spell’s damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Flesh of the Beast
Touch
1 Hour
This spell creates a thin, translucent, fleshy mass of flesh that resembles a large humanoid. The creature is as long as its body weight, but has a normal body mass. The creature is translucent and has no magical properties. The creature's statistics and statistics also change as you use your action to determine its size. The creature must be between the two types and must have an Intelligence of 17 or lower. Otherwise, the creature is a Huge or smaller. Whenever the creature attacks that target, it must use its action to make a melee weapon attack against the target. The attack deals an extra 2d8 necrotic damage and the target is charmed. This spell is particularly effective against undead and constructs.
Self
Concentration, up to 1 hour
You touch one creature that isn't hostile to you. For the duration, the target can see through walls and ceilings as if through glass. For the duration, the target can see through any opening in the ground that it can see through. Each time the target leaves the area, it must make a Dexterity saving throw. On a failed save, the target is blinded for the duration. On a successful save, the target is blinded for no longer than 1 minute.
Conjuration
Flesh of the Dead
10
Concentration, up to 1 minute
You create a necrotic swarm of dead creatures that you can see within range. Choose one creature of your choice that you can see within range. The swarm can be smaller than 10 feet and can carry up to 5 pounds. When it reaches 5 pounds or more and is no bigger than a Medium creature, the swarm spreads out to any space within its space. The swarm doesn't need to be on the ground, and the swarm moves only in a circle. The swarm can cause the creature to make a Constitution saving throw. On a failed save, the creature takes 1d8
Flesh of the dead
Self
Concentration, up to 1 hour
You attempt to make a corpse of one creature you can see fit for the first time. The creature must make a Constitution saving throw. The creature takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. The target’s skin and organs are partially restored to normal after 1 hour, and the target’s blood supply is restored to full after 10 hours. The target’s organs are destroyed when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Transmutation
Flesh of the Dead
Self
Concentration, up to 1 minute
This spell poisons the flesh of creatures you touch, causing the target to gain a +2 bonus to AC and saving throws made against your normal spells and requiring an additional 2d6 necrotic damage to succeed. The spell also cures nonmagical diseases, such as deafness, poison, and sickle.
Abjuration
Flesh of the Dead
Touch
Concentration, up to 1 minute
You touch a creature and imbue it with a strong desire to return to its mother's body. The target’s soul is imbued with the spirit of a dead creature, and it’s soul is infused with the spirit of a new creature. The target’s soul can be reacquainted with any remaining humanoid it left behind, even if the creature is dead. The target’s soul is restored to its original state if you cast this spell again. The target’s soul then returns to the creature, who must first succeed on a Wisdom saving throw or be permanently teleported to a different plane of existence. If you chose to target a humanoid, the target’s soul disappears, and the creature returns to its home plane. If you chose a creature, the creature returns to its home plane, where it reverts to its natural state. The target’s soul is still within its home plane (if any remain), though it is no longer within the spell’s range.
Evocation
Flesh of the Forest
30
Instantaneous
You gain the ability to make a nonliving thing flesh. You choose the ground within range as your target and the temperature as the soil’s temperature. The flesh becomes flesh and becomes a natural weapon for your enemies. Once per round as a bonus action, you can cause the flesh to make a melee attack. The attack deals an extra 2d8 damage of the type you chose when you hit. The creature must make a successful Constitution saving throw to resist this damage. If the target is a creature, the extra damage is instead reduced by 1d8. If you are the target of this spell, your enemies are immune to the extra damage.
Transmutation
Flesh of the Forest
60
Instantaneous
This spell reveals your true nature. Choose plants, rocks, or other natural resources that you can see within range, and they become yours. You or a creature you can see within range gains the following benefits: • You gain the following statistics: • A creature’s head is shorter than normal; • You can’t be a height larger than 6 feet or taller; and • You have resistance to being charmed for 1 hour. If you are frightened, you must succeed on a Wisdom saving throw to avoid this effect. While frightened, the creature is deafened for 1 hour. It can’t be targeted by this spell.
Transmutation
Flesh of the Forest
90
Concentration, up to 1 minute
You create a skeletal structure on the ground within range, whose bones are covered with fine, fine, and soft flesh. The skeletal structure is composed of several layers of muscle and nerve tissue, each of which takes a 5-foot radius on each side. Each layer of muscle and nerve tissue is made of fine, fine, and soft flesh, and each layer of flesh is covered with a thin sheet of thick, strong, opaque muscle tissue. The flesh is smooth and smooth, and it is heavily coated with filaments of fine, fine, and soft flesh. The flesh is covered with hard, strong, and thin tendrils of flesh. Each 10-foot-tall tendril is 5 feet long and 1 inch thick; it extends from the base of the muscle to the top of the flesh layer, and it extends from the base of the flesh layer to the top of the tendril. The tendrils are difficult to identify, and they can be difficult to spot in a visual inspection. Each 10 foot long portion of the flesh
Flesh of the Forest
Self
Concentration, up to 1 minute
You create a body of flesh with a single strike of your choice from an area of up to 30 feet square within range. The area includes a 10-foot radius and is difficult terrain. When the spell ends, the flesh becomes a living creature. The creature must be alive for the spell to work, and the creature must be able to move if it is moving. The body becomes a mass of bones and teeth, which you can use as a massager. The spell ends if you cast this spell again or dismiss it as an action.
Illusion
Flesh of the Gods
Self
Concentration, up to 1 hour
You touch the ground of a location you choose, and you can choose a point within range. The ground in the area is composed of a mixture of dark and light. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 2d8 necrotic damage, and it takes 2d8 necrotic damage on a failed save. On a successful save, a creature takes no damage. On a failed save, the creature takes half as much damage on a successful one. The damage dealt by this spell is cumulative.
Conjuration
Flesh of the Hunt
30
Instantaneous
You cause a spectral beast of opportunity that appears in an unoccupied space that isn’t within 30 feet of you to attack. The target must succeed on a Strength saving throw or take 1d8 necrotic damage. On a failed save, the creature takes 2d8 necrotic damage and is restrained by this spell for the duration.
Evocation
Flesh of the Labyrinth
150
Concentration, up to 1 minute
You attempt to fill the labyrinth with a horrible and hideous presence at the center of the dungeon. The labyrinth consists of 10— to 1,500 cubic feet of flesh and 5 feet to 5 feet of stone drawn up over time by a creature that you choose as your symbol. A creature that you choose as its symbol must make a Constitution saving throw as described below. On a failed save, the creature takes 11d6 necrotic damage and is severed in half in a random direction. This damage could destroy the creature and keep it trapped in the labyrinth for the rest of the duration. If the creature reverts to its original plane of existence, it is blinded, deafened, and can’t see through the light of the light for 24 hours. The creature is surrounded on all sides by twisted, bloodied remains, and its flesh has turned to stone. While a creature is under the spell’s effect, there is an adrenaline-driven jump that deals an extra 1d6 force damage to each creature other than you, and the creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While the creature is under the spell’s effect, its speed is reduced by 20 feet, and it is prone . If any of this occurs while the creature is restrained, the creature is pulled to its death. If the creature escapes, the limb falls to the floor, and the restrained creature can use a reaction to end the restrained condition on its turn. During the spell’s duration, the creature has total cover from itself to defend itself from attack after attack and can move only when fully enclosed by the labyrinth wall. This enables the creature to move across the floor by slipping through the wall, opening its mouth, or pulling itself up from the floor. To the left of the labyrinth entrance is a chest containing seven torpedoes of emeralds. Inside the chest is a hatchet, five daggers, a short sword, a heavy crossbow, two scimitars, three rapiers, three crossbow bolts, sixteen holy ploughs, and four holy arrows. In the center of the chest is a chest containing a quiver containing five holy arrows, two quivers containing three holy arrows, and two holy daggers. The quiver contains a quiver of holy holy arrows, a quiver of holy arrows imbued with holy wrath, a quiver of holy wrath imbued with holy life, a holy dagger imbued with holy fire, a holy staff imbued with holy fire, a holy rod imbued with holy fire, and four holy clubs imbued with holy fire. Inside the quiver are eight holy flasks filled with holy water. Each flasks creature must drink during its turn. When a creature wishes to eat a quiver containing five holy water flasks, the creature must first drink one of the flasks’s contents, during its next turn. When a creature wishes to consume only one flask, the creature must first put its head first into the nearest unoccupied space immediately behind the quiver containing five holy water flasks. When the creature chooses what it wishes to eat, it rolls a d10 at the end of each of its turns, which determines what it chooses to eat. A creature not already on the creature’s path when it rolls the d100, or who takes the creature’s action this turn, takes the creature’s choice during its next turn to make a melee attack. On a hit, the creature takes 1d10 fire damage and
Flesh of the Lament
Touch
1 Hour
You call forth a foul, skeletal corpse whose flesh is a mixture of your choice of beast or plant life. The creature is an undead creature with a hit point maximum and AC 15, and it has resistance to necrotic damage. When the casting begins, you have the corpses within range and can use your action to dismiss the spell. The corpse is a Huge body with 4 legs and a pointed snout and 10 feet of flesh covering it. It disappears when you dismiss it as an action. It is alive and entombed within the body you described. While the corpse remains within the tomb it can’t move or notice anything strange about it. You can put the corpse up to 100 feet away from you by stepping on it and pulling its talons through the skin. While the corpse is in the tomb you can possess one human soul and the power to animate up to three duplicates of the creature, making its soul available for an unfriendly spirit to consume. As a bonus action on your turn, you can switch between creating duplicates of the creature and consuming them. If you do so, the duplicates take
Flesh of the Lord
30
Concentration, up to 1 day
A lich constructs or mimes a corpse of a creature you choose that has the same or a different name as the target. The corpse is a skeletal part, and it has an Intelligence of 5 or less. The corpse can’t be more than 20 feet long, and it’s weight is not less than the creature’s hit points. The corpse must be free of any magical injuries or diseases it has, but such injuries or diseases can’t be cured. The corpse can’t be undead. The spell ends on the body if it is damaged or destroyed.
Necromancy
Flesh of the Lord
60
24 Hours
You make an undead creature appear to be a thin, fleshy being whose body is covered with wounds. The creature is unfittingly monstrous and should not be compelled to serve you. When the creature appears, create a 10-foot cube of flesh, each length of 5 feet—10 feet wide. Each creature in that area must make a Constitution saving throw. On a failed save, a creature becomes unclothed and restrained for the duration. A creature restrained by the spell can use its action to make a Strength or Dexterity check, and the creature takes 5d10 force damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Necromancy
Flesh of the Lord
Self (5-10 minutes)
Concentration, up to 10 minutes
You take on the form of a creature of your choice within range. You transform it into a creature of the chosen type by giving it a fighting and damage type of your choice. The transformation lasts for the duration, or until the target drops to 0 hit points, or until the target’s hit point maximums. The target’s hit point maximum must be less than or equal to your spell’s new maximum. If the target drops to 0 hit points, its hit point maximum becomes 0. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the target’s hit point maximum increases by 1d8 for each slot level above 5th.
Illusion
Flesh of the Naga
Touch
Concentration, up to 1 minute
A spectral creature within range appears in a location you choose within range. The creature must succeed on a Wisdom saving throw or become charmed by the spell. This spell has no effect on undead or constructs. While the creature is charmed, the spell doesn't affect it. The spell ends if the creature is no longer within 5 feet of you. When the spell ends, the spectral creature reappears in the location you chose. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of times the effect lasts increases by 1 for each slot level above 6th.
Transmutation
Flesh of the Swarm
30
Instantaneous
A swarm of frozen fiends swarm at you. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. On a failed save, the creature takes 2d8 necrotic damage and is restrained by the spell. On a successful save, the creature is no longer restrained by the spell. On each of your turns before the spell ends, you can use a bonus action to repel the swarm. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 7th level or higher, the duration is concentration, up to 1 hour.
Conjuration
Flesh of the Underdark
Self
Instantaneous
You summon a new form of darkness that vanishes into the dark. Until the spell ends, a dark, incorporeal creature that you choose must make a Charisma saving throw. The creature must be within 30 feet of you when you cast the spell, and it must make the saving throw at the end of each of its turns. It can fail the save, and any creature that fails it has disadvantage on Wisdom (Perception) checks made while the creature is charmed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of creatures that the spell can affect increases by two for each slot level above 2nd.
Necromancy
Flesh of the Unseen
60
Concentration, up to 1 hour
This spell inscribes a
Flesh of the Wolf
Self
Instantaneous
You touch a target, granting you a bite attack against the target. The target takes 2d4 piercing damage, and the target must succeed on a Constitution saving throw or be restrained. If you hit the target, the target takes 3d4 piercing damage. If you hit the target again, the target takes the damage again within 10 feet of you. If you hit the target again, the target takes 3d4 slashing damage. If the target has poison resistance, you can use your action to halve the damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 4th.
Illusion
Flesh of Thorns
Touch
Concentration, up to 1 minute
You touch a willing creature. The target gains a +2 bonus to AC, and it takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
Necromancy
Flesh of Truth
30
1 round
You touch a corpse. The spell removes any traces of foul magic remaining on the corpse. The spell also removes magical poisons, magical diseases, and magical diseases of any kind. You can remove all traces of magic damage, poison, or disease from a corpse. Casting this
Flesh of Truth
Self
Concentration, up to 1 minute
As you speak, you gain the ability to see through the lies of others and truth. You can use your action to examine a corpse or a piece of clothing that you can see within range and determine that it was created by someone you know as a true god. You can also compare a piece of clothing created by a true god to the pieces created by a piece created by a god. You can ask a question, gain information about a creature created by a true god, and so on. You have the ability to see through deception, deception, and illusion, though you are limited by your wits. You can hide your true nature in disguise, though you can use this ability only in combat. You can question a true god about creatures created by the true god. You can question a god about a creature created by the true god. The truth can be difficult to understand, since the truth can be far more general than the god’s knowledge. You can use the true god’s knowledge to examine a corpse or clothing created by a true god. If you do so, you can see through the corpse or clothing to determine that it was created by a true god. If you do not, the truth is obscured, but a god’s knowledge of the creature’s true nature can make the difference between life and death.
Transmutation
Flesh of Truth
Self
Concentration, up to 1 minute
You imbue a creature within range with a liegely power, shaping it to believe that it is a member of a different race or a different race' pantheon. The target must make a Wisdom saving throw. It automatically succeeds on the saving throw. On a failed save, the creature is disbelieved until the spell ends. On a successful save, it is disbelieved until the spell ends. The spell ends if you cast it again. It w ill not be dispelled. The spell ignores resistance to your spell save DC. It is based on a creature’s true color. It can’t be changed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Illusion
Flesh of Water
150
Instantaneous
You conjure up one of the following spirits within range for each element. This spell has no effect on other spirits, but you can expend 5 minutes to animate them with this spell, gaining access to their memories. A spirit that can be interacted with has a memory of the event as described above and is aware of the area of effect and its duration. The spirits can range from faint to strong and can last a lifetime. The higher the duration, the more powerful both the effect and the creatures’s restoration. • This spell sheds light in a 20-foot cube. On a turn or when you choose an area of intense heat, the area sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The area sheds darkvision out to 20 feet, and the area of the area that sheds light is a dimly lit spot. The area also sheds cold light, but it has no temperature or heat range. • During casting of this spell, the creature can’t see through the wall. This spell is affected by the Wall, however. If the creature is invisible or in a plane of blindsight outside the spell, that creature must succeed on a Dexterity saving throw or fall ill-defined.
Transmutation
Flesh of Wisdom
Self
Concentration, up to 1 minute
You gain the ability to sense invisible creatures within range. Until the spell ends, you can hear invisible creatures within 60 feet of you as if you were in its space. While you sense a creature, you are unable to see it.
Transmutation
Flesh-Rayed Sphere
60
Concentration, up to 1 minute
You create a 15-foot-diameter sphere of spectral energy that is infused with a strong antimagic field around it, targeting one creature within 60 feet of the sphere. The sphere lasts for the duration or until you move away from the sphere. The sphere appears in the space that most closely matches the shape and size of the sphere. It is composed of a solid solid sphere (10 feet in diameter and 5 feet tall) and a thin sheet of metal. The sphere appears in any opaque material on the ground within 30 feet of
Flesh-Ray Elemental
60
Concentration, up to 1 minute
You create a spectral creature of the chosen type within range. The creature must be of a size equal to or less than the chosen type. The creature can’t be more than 10 feet long or shorter. It has a Strength of 30 and Constitution 30. It has AC 30 and 30 hit points. When the creature’s hit points exceed the maximum number of hit points created by the spell, it takes 7d10 necrotic damage.
Conjuration
Flesh reanimates11
Concentration, up to 1 minute
You cause a creature or an object that is no longer alive to harden and become a living simulacrum. The spell ends if the object drops to 0 hit points or if you choose to end the spell on a success. It appears as a ghostly creature with a 20-foot radius and that can be destroyed as part of casting this spell. If a creature uses its action to attack another creature on the same plane of existence as you, you can use your reaction to cause the creature or creature to become a living simulacrum, receiving the same effects and using the same memory. If a creature uses its action to move to a different spot on the same plane of existence as you on the same turn while affected by the spell, you can cause it to re-enter the original plane (up to 1,000 feet) and thus gain some of the same effects and abilities, including the creature’s new life frame. The simulacrum remains when it is no longer affected by the spell. It can’t be replaced by another creature, and its memories are severed in pieces. A simulacrum created by this spell replaces a living creature. If you cast this spell on the same creature or on a different creature created by this spell, the reanimation spell fails.
Abjuration
Flesh reaper
30
Concentration, up to 1 minute
The flesh of a corpse, if present, turns it into a kind of soulless flesh used for food, clothing, and as a body part. Choose one creature within 30 feet of the corpse who you can see. It must make a Constitution saving throw. On a failed save, the creature becomes diseased, unless it can heal by eating anything or devouring whatever it can find there. If the creature’s Intelligence is 4 or lower, it gains no benefit from magic divination or wish magic. The creature is unconscious and immune to all damage and effects. The creature isn’t diseased, but it makes a Constitution saving throw. On a successful save, the spell ends for the creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional undead creatures for each slot level above 6th.
Conjuration
Flesh reave
60
Concentration, up to 1 minute
You hurl a chunk of flesh from a creature’s shoulder, ripping it open and shaping it into a shard of flesh. The flesh is for up to 2 hours unharmed, and the disk remains for the duration. If a
Flesh Reduce
30
Instantaneous
An undead creature of Medium size or smaller is restrained for the duration. The target must make a Constitution saving throw. It takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. The target can’t become charmed, frightened, or possessed. A stunned target takes 1d8 necrotic damage, and it takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. A creature that drops to 0 hit points when it drops to 0 hit points when it succeeds on a saving throw or when it attains 0 hit points when it finishes a long rest must make a Constitution saving throw. As a bonus action on your turn, you can switch to a different form of restrained undead.
Conjuration
Flesh Remover
30
Concentration, up to 1 hour
You fill a vial of clean blood with warm purplish mist and drip the contents to a creature that you can see within range. The creature takes 3d8 necrotic damage and is blinded until you finish casting this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Necromancy
Flesh Roots
Self
Concentration, up to 1 minute
A 5-foot-deep pit of flesh erupts from a creature. The pit is thick enough to accommodate a creature of Medium size or smaller. Any creature that enters the pit or enters the pit's interior or enters the pit’s walls when the pit appears has disadvantage on Strength (Athletics) checks that you are making, and has disadvantage on Strength (Praxis) checks made with the Hide trait. The pit’s surface is covered with a thin sheet of soft, supple earth. A creature that enters the pit must make a Strength saving throw, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The pit is heavily decorated with ornate glyphs, such as those of the Vial of Etruria or the Earthen Ring, as well as rings and runes carved into the ground. The pit’s surface is covered with a thin sheet of soft, supple earth. A creature that enters the pit must make a Strength saving throw, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The pit’s surface is heavily decorated with ornate glyphs, such as those of the Vial of Etruria or the Ring of Protection from Energy, as well as rings and runes carved into the ground. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd.
Evocation
Flesh Rot
120
1 minute
A lich appears and shapes a humanoid whose warding magic has it torn to shreds and whose statistics are permanently inscrutable to the arcane. The lich is friendly to you for the duration. The lich can appear in any spot on the target you choose that isn’t completely covered by the covering spell. The lich disappears when the spell ends, and its statistics become unreadable. The lich disappears completely if it is ever more than 120 feet away from you or if a silver blade is used to strike it. At any time thereafter, the lich makes a Charisma check against your spell save DC. Its check succeeds, and it has disadvantage on subsequent checks that use your spellcasting ability. The check fails if you are incapacitated while the spell is in effect. After the spell ends, the lich can attack again, but it is permanently incapacitated. If the lich doesn’t wilt in the event that you use an action to examine the spell, you can use your action to issue a command to it to leave the spell list and resolve its own spells. If you command the lich to do something harmful to another creature, you can specify a brief phrase that indicates what action it takes, but the creature doesn’t take actions that the command would normally take. If you command the lich to do something harmful to a creature, such as speak a general lie to gain information about that creature, the creature chooses what action it takes on its next turn to do so, and the creature doesn’t take actions that would normally take the creature’s turn. At the DM’s option, the creature might dismiss the command and attempt another creature action, but that would result in its being charmed and frightened. If the creature attempts to escape from the lich’s grasp, it can use a bonus action to move up to its speed so that it is no longer restrained by its restraints.
Conjuration
Flesh Rot
120
Concentration, up to 1 minute
You fill a Medium or smaller solid body of water with filth, leaving behind no flesh and shedding bright light in a 20-foot radius. For the duration, you also cause creatures of the chosen size or shape to become undead and grant them a +5 bonus to AC against all damage rolls made against them until the spell ends. You can’t cast spells while blinded or deafened, and you can’t target a creature with a saving throw to automatically regain hit points.
Transmutation
Flesh Rot
24 Hours
Until the spell ends, your flesh twitches and stiffens in ways that resemble a vat of decay. For the duration, you and any creature you designate when you cast the spell have a 30 percent chance to reduce the rate of decay in your body by one step, with a 30 percent reduction each time you take damage. This change is cumulative, so any effect that removes or otherwise thins the damage stops at once. Any effect that removes all nonmagical damage and turns the body of a creature other than you remains in place for the duration. You can use your action to cause damage to a target you choose in this way again. If you do so and replace the
Flesh Rot
60
Concentration, up to 1 hour
Instantaneous A creature you know to be within range attempts to eat a creature within 30 feet of it. The target must make a Constitution saving throw. On a successful save, the target takes 10d6 necrotic damage and is restored to its hit point maximum. At the end of each of its turns, it can make another saving throw that dealt 1d6 necrotic damage. On a failed save, the target makes an Intelligence saving throw. A creature automatically succeeds on this saving throw if it is within 30 feet of the target or if it can see it. On a successful save, the target takes half as much damage and isn’t affected by this spell.
Necromancy
Flesh Rot
90
Concentration, up to 1 minute
You call into existence a virulent mass of flesh-eating, salivating creatures that are animated and capable of slashing your enemies in the gut. The creatures have AC 5 and hit points equal to your warded size. If you have a virulent mass on the ground within range, each creature killed by this spell must make a Constitution saving throw; a creature must also make this saving throw when it enters the area for the first time on a turn or ends its turn there. The creature must be immune to all damage and must make this saving throw the next time it takes any damage. If you cast this spell again, you must use a different virulent mass on the ground at the same time. Each time a creature uses an extra action to cast a spell, it can use either virulent mass on the ground or another creature’s motion to move the virulent mass. If you use this spell on a creature and it makes a new attack roll, your target must use its action on its turn to move before the spell ends. The spell ends if you have any movement in the virulent mass.
Evocation
Flesh Rot
Self
Flesh Rot
Touch
Concentration, up to 10 minutes
You touch a willing creature and choose one of the following actions or one of the servile components of several attacks that you make against it: • One creature’s attacks roll against you. • Two creatures' attacks roll against you. • Four creatures' attacks roll against you. • Eight creatures' attacks roll against you. As an action, you can move two or more feet in a direction you choose in an unoccupied space of your choice that you can see within 5 feet of you. Otherwise, you can only move within 5 feet of a target that has been hit by a ranged spell of 8th level or lower.
Abjuration
Flesh shaking
Touch
1 minute
The touch of a dead creature can turn the flesh of willing creatures you touch into infested, mutagenic beasts. For the duration, or until you use an action to shake the creature, the creature becomes hostile to you until its hit points are non-zero. The creature’s whole body becomes hostile to you until the spell ends. If the creature's hit point maximum is less than the creature�
Flesh shaking
Touch
5 hours
You touch a beast or a humanoid, either willingly or by compulsion. The beast or humanoid is immune to all damage and receives a +2 circumstance bonus on attack rolls and ability checks. During the duration of the spell, the target’s speed and maximum size for its normal frame increase by 30 feet and its speed by 30 feet, for the duration of the spell. The increased speed and maximum size allow the target to move at a much more rapid 20 feet per round trip. Once the spell ends, the target can make another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 30 for each slot level above 1st.
Transmutation
Flesh shaking
Touch
Concentration, up to 10 minutes
The touch of a dead creature can turn the flesh of willing creatures you touch into infested, mutagenic beasts. For the duration, or until you choose to retain the flesh for another creature's flesh or a different beast’s flesh for another creature’s flesh, the creature becomes hostile to you until the spell ends. If the creature’s entire body is destroyed in a fiery attack, the creature becomes diseased and becomes diseased again, provided the creature has the appropriate type of disease taking its toll. Additionally, a corpse of a willing creature that drops to 0 hit points when you cast the spell ends its turn instantly. The spell has no effect on undead or constructs.
Necromancy
Flesh-Slaying Word
60
Instantaneous
The skin of a willing creature becomes enwrapt and sewn together at the touch of a willing creature, shedding any remaining darkness in its wake. The skin—called "virginal"—has a silvery appearance, a silvery surface, and a silvery interior that lets the creature’s flesh pass through it. The skin drips with life and leaves behind a trail of bloody footprints. The dirt then spreads out across the creature’s body, creating a trail that leads to your “claws. The creature is covered with a thick layer of silvery skin, with soft, silky skin that can be torn off and torn away at will. The skin can hold up to four creatures. A creature covered by the skin can take damage or have its skin torn off and its skin torn away. That creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the skin cuts through the skin, leaving behind thick, flowing bruises. On a failure, the skin cuts through the skin, leaving behind soft, taut skin. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Necromancy
Flesh Snail
60
Concentration, up to 1 minute
A thin sheet of dark, hard necrotic force radiates from you in a 30-foot radius sphere centered on a point you choose within range. Until the spell ends, the force moves with you, and creatures of your choice that can’t be targeted by this spell have disadvantage on attack rolls against you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the force can’t fill a 24-foot-radius sphere or a 10-foot-radius sphere centered on a point you choose within range.
Evocation
Flesh Splicer
60
Concentration, up to 1 hour
Choose one creature that you can see within range and that fits within the following statistics categories: ghouls and ghoulsbreasts of beasts, as well as members of a race or an ordered line of a sort, that have a challenge rating of 5 or lower or lower; or bones, teeth, or other organs that are missing or diseased. The chosen creature is immune to its own damage and has advantage on attack rolls against its own owner or foes for the duration. The spell fails if you target only one of the creatures. When you cast the spell, you decide how the creature behaves and what it has turned into so it can carry on its journey, gaining experience points and statistics appropriate to its situation. You also decide what actions the creature takes and how it behaves, as appropriate, during its journey. It can’t willingly enter the Ethereal Plane, or leave it there to do something beyond its control. While the creature is within the Ethereal Plane, the spell has no effect beyond attaining its full extent during a long rest. Until the spell ends, you can use a bonus action to cause your creature to descend into the Ethereal Plane, using
Flesh Splinter
60
Instantaneous
An oozing, writhing mass appears in an unoccupied space of your choice within range and explodes in a 40 foot radius sphere at a target creature. Each target must make a Constitution saving throw. On a failed save, it takes 2d8 necrotic damage, and it can have no more corpses on it. Every creature that ends its turn within hit with this spell must succeed on a Constitution saving throw or take 4d12 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or 4th level, the damage increases by 1d12 for each slot level above 2nd.
Necromancy
Flesh Splitting
30
Instantaneous
You create a mass of soft, sticky flesh that fills a 5-foot cube centered on a point you choose within range. Once per day, you can designate a target for the transformation. The target must be an undead creature or an undead creature’s original form. It must be in its original body (its original form is replaced by the target’s original form), and it must be within 30 feet of you when you cast the spell.
Abjuration
Flesh Spray
10 Days
Duration: Concentration, up to 1 minute
You sprout a poisonous, corrosive, or a hardening, yellowish-green, evergreen appendage on an unwilling creature you can see within range. Make a melee spell attack against the target. On a hit, the target takes 1d6 poison damage, and you have advantage on the attack roll and the duration for both. Additionally, your pet rat, jakku, has disadvantage on attack rolls against you. As an action, you can move the appendage up to 50 feet and then cause 1d6 of poison damage, or one drop of it, assuming that the game state is extradimensional.
Conjuration
Flesh Spray
60
Concentration, up to 1 minute
You create a spray of thin, dark, or translucent material that makes a strong, strong splash against a target. The target must succeed on a Dexterity saving throw or be blinded and immune to poison for the spell's duration. The target can use its action to make a Strength or Dexterity check against your spell save DC to avoid the effect. The effect lasts for the spell, if any.
Transmutation
Flesh Spray
Concentration, up to 1 minute
Choose one creature you can see within range. That creature must make a Constitution saving throw. On a failed save, it takes the spell's effect on a different target. On the target's turn, the target can make an Intelligence saving throw. On a failed save, the target returns to its original form. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Enchantment
Flesh-Staining
60
24 Hours
Your necrotic power is fated to create a diseased or mutilated corpse of some sort for the purpose of casting a spell. You choose one corpse of Medium size or smaller that is no larger than 30 feet—less than 20 feet tall, and it must be free of wounds or necrotic damage. If you cast the spell on the corpse, you instantaneously kill the creature if it is alive, and you have advantage on the kill if the creature’s death wails loudly enough to alert other creatures of its presence. The spell doesn’t deal disease damage, but necrotic damage, when caused by a corpse, causes life damage, and an amount equal to your spellcasting ability modifier + your Wisdom modifier, causes the damage to heal as normal. While the spell is on the corpse, the creature’s Strength and Constitution are reduced by 30 for 1 hour until it appears dead and 40 until it appears healthy. The reduced creature is restrained and can’t speak or cast spells. The restrained creature can use its action to make a Strength or Constitution check against your spell save DC. On
Flesh Stink
90
Instantaneous
You create a thin, liquid, unbreakable barrier of stinking greenish liquid that must be separated from the air, like a piece of parchment. The barrier is 10 feet in diameter and has a 25-foot radius. The barrier is centered on a point on the ground you can see within range. A creature that can’t move through the barrier, such as a creature that can’t be charmed, is knocked prone. The barrier can not be broken or damaged by attacks. If the barrier can’t be broken or damaged by an attack, it only attempts to break it. The barrier is immune to the spell’s effects. A creature that can’t move through the barrier can’t be charmed by the barrier. A creature that can’t move through the barrier when it is within 5 feet of it is charmed by the barrier for 1 hour. A creature that can’t move through the barrier when it is within 5 feet of it takes 10d6 psychic damage, or half as much damage on a successful save. The spell ends if the creature’s head is hit by another spell or another spell of 2nd level or higher.
Conjuration
Flesh, Stone, or Metal
Touch
Concentration, up to 1 minute
A nonmagical beast within reach that you choose must make a Constitution saving throw. On a failed save, the beast becomes charmed by you until the spell ends. While charmed by you, the creature must make a Constitution saving throw. On a successful save, it becomes charmed by you until the spell ends. If you have a concentration on the illusion, the spell ends if the creature fails the saving throw. The creature behaves in such a manner as if it had a natural ability score and can use its reaction to determine the direction to the obstacle ahead. The creature can move up, down, or both ways depending on its ability score. The creature doesn’t automatically switch paths with you, and you can use your action to dismiss the spell. If the obstacle you choose has no creature within it, the creature uses its action to determine where the creature is walking. If you have this concentration, you can use a bonus action to have the spell's effect appear as you cast this spell. If you have no movement within the spell’s area, the creature doesn’t have to move within 60 feet of you to do so. You can have up to three willing creatures or two willing creatures within 60 feet of you. At the DM’s option, you can have up to four creatures or two creatures within 60 feet of you. If you banish a creature or a creature uses magic that doles out ordeals, the creature returns to its home plane, where it first appeared, and where it died. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Necromancy
Flesh Tamer
Touch
1 Hour
You touch a willing creature. For the next 7 days, you can use a bonus action to change the creature’s appearance. This spell instantly kills the creature and frees any remaining wounds it might have sustained as a result of being hit by a weapon or thrown by a creature. If you use a greater blast action to move the creature, make a melee attack against it, and return it to the surface, the creature returns to the surface, which frees any wounds it sustained as a result, and the spell ends. You can use a bonus action to move the creature to an unoccupied space you can see on the ground or a horizontal plane, or I want it to teleport up to half your speed so that it can reach out and attack. The creature has advantage on attack rolls and ability checks. When the spell ends and the creature moves to a new location, it frees any wounds it sustained as a result of striking the ground, moves up to half your speed for each wound remaining at that location. This doesn’t create harmful effects on undead or constructs, but it does cause them to become frightened while frightened by a Fear spell.
Necromancy
Flesh-Tangling
30
Concentration, up to 10 minutes
You create a thin, gelatinous, gaseous needle-like appendage that wraps around a creature. The creature must make a Constitution saving throw, which fails. A creature takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. The creature can’t be affected by this spell for 1 minute. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Flesh-tearing
10 minutes
A thin sheet of strong
Flesh-Thickened Whirlwind
150
Instantaneous
You unleash the force of a raging wind to strike a target within range. The target takes 3d12 cold damage and is knocked prone. The target can’t be targeted by this spell.
Evocation
Flesh-Tipped Mice
120
8 hours
A mouthful of multicolored tentacles appears in the air at a
Flesh Tissue (10-foot radius)
60
1 minute
An illusory body of matter appears on the ground within range to hold the tissue. The body seems to be composed of one to four willing creatures with a mass or parts arrayed in a horizontal column centered on a point within range. The creatures appear to be completely alive and fully capable of forming memories, as if they had died. They are immune to all damage and can be killed only by means of necrotic damage or by crushing them under their feet. A single corpse could contain up to twelve willing creatures or eight willing creatures with a mass or parts arrayed in a vertical column. The corpses can be restored to life only by means of a willing creature’s severed part or part of the corpse’s body. Alternatively, a single limb can be restored to life only by crushing the limb and removing any remaining force. Both conditions must be met before the creature can be restored to life. While a creature is restored to life, it retains its alignment and can cast the following spells normally: 1) Repel if Ranged; 2) Forcefield; 3) Repel in Two; and 4) Repel in One.
Transmutation
Flesh to Ashes
Self (60-foot radius)
Concentration, up to 1 minute
You make a flesh-to-
Flesh-to-blood
150
Instantaneous
You summon a ghostly creature from the dead, sharing your physical form and shedding only your senses, that of a creature created for the first time after its death. It is friendly to you and your companions for the duration. The creature becomes friendly to you and your companions for the duration, even if the creature’s soul is in an irredeemably shabby state. At the end of each of its turns, the ghostly creature repeats its regular tasks, gaining experience points equal to your Intelligence modifier (at the start of each of its turns) and gaining insight into its thoughts and actions. An incorporeal creature automatically succeeds on all of its saving throws against the spell. While an incorporeal creature is under the spell’s effect, its mind, which it can have only with one companion (if any), is unaffected. The DM chooses the nature of the spectral creature, which could be a swamp, an open pit, a mountain, a precipice, a thicket, or a fissure. A swamp creature has no Constitution saving throw. A fissure creature has no Constitution saving throw. Both creatures have advantage on saving throws against this spell. When the spell ends for a creature, the fiendish creature falls prone, paralyzed, and suffers no exhaustion. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon a spectral ghost equivalent to yourself, up to 1 mile radius. The spectral creature obeys any verbal commands that you give it (no action required by you), even summoned creatures that aren’t friendly to you. To make such a creature friendly to you, invoke the spirits of freed slaves. While in the spectral form, the creature carries with it whatever it has picked up and carried safely to and from its resting place (if it isn’t carrying a weapon or ammunition). The creature’s gear melds into the creature’s bag. The creature carries whatever it carries with it, though it can’t carry more than one object or pile within 30 feet of its destination or at a point within 30
Flesh-to-blood communication
30
Sending or otherwise communicating through flesh to a creature of your choice within range, the Flesh-to-Blood can deliver a message worth 50 pounds to a creature of your choice within 5 feet of it. The message can be as long as 30 words or as long as 60 words. If delivered by nonmagical means, the message might reach thousands of words. While delivered by the DM, the message does not deal damage, but instead appears in the creature’s location and moves with the creature until the spell ends. A creature with an Intelligence score of 2 or less can see through the message and hears what it hears, though it is possible that the creature can’t hear the message properly. The message is nearly invisible. It might even linger in the creature’s space for a moment, perhaps warning the creature not to approach or approach again. A creature with an Intelligence score of 2 or less can see through the message and hears what it hears, though it is possible that the creature can’t hear the message correctly. On subsequent turns, a creature can use its action to change its mind, which might involve breaking out of the creature’s body or moving to another plane of existence. The creature can choose to change its form or use the DM’s new form feature, at the DM’s discretion. To do so, the creature must succeed on a Charisma saving throw or become covered by armor made of metal for the duration. While covered by armor, you can use a bonus action to make a melee spell attack with it to regain 20 hit points. If you make the attack using a creature’s hit point maximum, the creature takes 14d6 cold damage, or half as much damage on a successful save. Similarly, you can use your action to make a Strength or Dexterity check with it to maintain a protected state, granting it a +2 bonus to the check. The DM chooses the nature of the protection and the types of creatures it protects, as well as the statistics of the creature, the
Flesh-to-Blood Pact
1 Hour
You offer your soul to one creature of challenge rating 4 or lower. The target dies if it isn’t already dead or if it dies before the spell ends. The target can have any number of hit points. It can be a willing creature or a nonhostile object. The target can’t willingly become a target of this spell. The target must succeed on a Charisma saving throw or be charmed by the target. If the target is killed by an action while this spell is on the target, the spell ends, and the target returns to life with all its
Flesh-to-Blood Pact
60
1 Hour
A lich whispers to a creature within range, offering to sacrifice whatever it has that it has that becomes your flesh and blood. The target must make a Charisma saving throw or become charmed by you for the duration. On each of your turns for the duration, you can use a bonus action to deal extra damage to the target if you do so. The spell ends if you use your action to do anything else, if the creature is ever outside of the spell’s range, or if you have both the flesh and the blood of the creature.
Divination
Flesh-to-blood sacrifice
Touch
8 Hours
This spell transforms a willing creature you touch into a severed hand. For the duration, the target’s health is restored to it and it gains a number of hit points equal to the necrotic damage it took as a result of taking this spell’s damage. For the duration, the target has resistance to necrotic damage. If the target's hit point maximum is less than its hit point maximum, the target is freed from the spell and has no mental capacity for fear of its mental component taken from it. When you cast this spell, choose one of the following effects to reduce the target’s hit points: • Choose two corpses that are within 5 feet of one another. These corpses lose their hit points if they are on the same plane of existence as you. • You make a melee spell attack for each corpse within 5 feet of you. If you have a hit point, your weapon attacks the corpse for the first time on a turn that it takes damage or if you are incapacitated. • You make a Constitution saving throw for each corpse within 5 feet of you. On a hit, the creature takes 1d8 necrotic damage. If the creature would have been stunned under the spell, the creature’s stunned condition might have been waived. • You make a Constitution saving throw for each corpse within 5 feet of you. On a failed save, the creature’s hit point maximum is reduced by the spell’s current hit point maximum until the spell ends. The reduced hit point maximum and current hit points are both restored to the target’s hit point maximum. If the creature would have been stunned under the spell, the creature’s hit point maximum might have been waived. If you reduce a creature’s hit point maximum to 0 hit points, the creature automatically awakens after it has awakened.
Necromancy
Flesh to Death
60
Concentration, up to 1 minute
You attempt to turn one creature that you can see within range into a stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a successful save, the target loses any remaining damage, and the spell ends.
Necromancy
Flesh-Toed
10
Concentration, up to 10 minutes
A writhing group of zombie-like creatures appears in an unoccupied space you choose within range. The creatures are friendly to you and your companions for the duration. While the creatures are alive, you have advantage on attack rolls against them. The creatures w as deadly to you as a zombie zombie. They have advantage on attack rolls against you when you attack a writhing group of maimed creatures. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures affected by the undead spell increases by eight for each slot level above 5th.
Necromancy
Flesh to Flesh
Self
1 Hour
Your flesh and bones transform from a corrosive nightmare to a terrifying reality. Choose any number of creatures within range and within 10 feet of you as the target of your next melee spell attack during the spell’s duration. Each target must make a Constitution saving throw. On a failed save, a target becomes diseased, and its hit point maximum becomes sluggishly larger. As a bonus action on your turn, you can move the target up to 30 feet to a space you can see. If it is on the ground or on a surface, it falls prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the diseased target also becomes diseased and must make a Constitution saving throw. On a failed save, it is also affected by the spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Transmutation
Flesh To Flesh
Touch
3 Days
You touch a willing creature that is in its early to moderate stage of life. The creature’s flesh is raked with filth, and the creature must spend 3 feet of movement for every 1 foot of remaining movement. The creature is also healed for the spell’s duration. The creature can be dispelled of this filth on your turn as an action. If the creature is so charmed that you succeed on a saving throw, the filth turns the creature into a flesh-eating creature, gaining the benefits of the petrified condition, and shedding the creature’s magic missile. The creature’s flesh is joined to the creature’s bones, so it can move
Flesh to Flesh
Touch
8 hours
Your flesh springs free and hardens to your will, turning others into mutilated corpses. Choose one creature that you can see within range and that can fit into a 20-foot cube within range. You touch the creature and force it to a state of necrotic death. Until the spell ends, the creature w reals as a bonus action on each of its turns until it drops to 0 hit points. For the duration of the spell, the creature regains 4 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Necromancy
Flesh-to-Mold Wall
150
Instantaneous
You create a 15-foot tall, twisted wall of woe centered on a point within range. The wall is 10 feet long and 5 feet thick and lasts for the duration. It blocks line of sight and can’t pass through a opening as wide as 5 feet deep. The wall is an invisible wall created by the lich’s power. When the wall appears, each creature within a 20-foot-radius sphere centered on that point must make a Constitution saving throw; a creature takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical barriers created by the wall have a 25 percent chance of failing. If a magic circle is created on the spot, and a lich’s circle is created on a sphere created by the wall, a force field composed of nails 5 feet thick surrounds the sphere and is composed of 10 feet of silver, 1 inch of borlandite, and 1 inch of borlandite baseboard across. This field extends from the center circle of the sphere (10 feet) to the ground, with two 10-foot-by-tentacles gaps created by the force field at the base of each nail. When a barrier is breached, glowing green flames leap from it, each about 3 feet long and 1 inch diameter at the base. These flames crackle and shine greenish-white sparks at the creature at the tips of its feet. The fire ignites any objects that pass into it, and the flames don’t harm anything in its area. A multicolored shield, created by the flames, protects against ranged attacks. As part of the spell’s effect that activates, a lich can use its action to make two attacks with a weapon against a creature within reach. These attacks deal an extra 1d4 psychic damage to the creature, and the two attacks deal 2d4 psychic damage to a creature other than you. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Conjuration
Flesh To Mud
60
Instantaneous
The flesh of a creature is the best weapon against its element- the creature’s body is especially suited to the job. To avoid, the creature must use a quantity of force appropriate for the creature rather than using magic items or other natural means to resist the spell. It might use a large rock, a weighty object weighing up to ten pounds, a small object that weighs up to five pounds, or something up to the size of a chair, a table, or some other area of greater than Medium size. When the creature uses its action to move or to attack using that move, it makes the choice at its hand whether to make that choice or not. Choose the force used to move the creature and attack using ranged or ground weapon attacks. Whether the creature used its action to move or attack using either weapon attack, the creature chooses which force to use. While choosing this performance, the creature can make a Strength or Dexterity check (your choice) against your spell save DC. On a success, the creature can move along the ground and avoid many creatures trying to pass through the wall.
Evocation
Flesh to Name
Touch
1 Hour
This spell removes a creature from the nature of flesh. Choose up to three types of flesh on a creature’s body: soft tissue, fat tissue, or cartilage. The target is also removed from the nature of flesh without causing any damage to the target body. At the end of every 120 days, the target can revert back to its natural state of being. This spell fails if you have a skeleton component, if you have a creature component, or if you have a creature component that is no longer in use.
Transmutation
Flesh-tondue's Magic
10 minutes
A thin sheet of energy, infused with magical power, appears in a place that you can see within range. Choose one of the following points: • The sphere’s space’s space’s space’s size is 5 feet. The sphere’s size is 10 feet, and it is difficult terrain for other creatures. • The sphere’s space’s size is 10 feet or 10 feet, and it is difficult terrain for creatures other than you. 10.10-foot line of sight. The sphere’s space is 10 feet. You have advantage on all Dexterity saving throws if you choose the sphere’s size. 10.10-foot line of sight. You have advantage on Strength saving throws if you or your opponent moves more than 10 feet in a straight line. You have advantage on Strength and Dexterity saving throws if you or your opponent moves more than 10 feet in a straight line. You have advantage on Strength and Constitution saving throws if you or your opponent moves more than 10 feet in a straight line. 10-foot line of sight. The sphere’s space is 10 feet. The sphere’s space is 10 feet and is difficult terrain for creatures other than you. 10-foot line of sight. You have advantage on Strength and Strength saving throws if you or your opponent moves more than 10 feet in a straight line. You have advantage on Strength and Dexterity saving throws if you move over a 10-foot line. You gain advantage on Strength and Dexterity saving throws if you move over a 10-foot line.
Conjuration
Flesh-tondue's Magic
10 minutes
A thin sheet of mite, a 5-foot-radius sphere of force that ripples around you, erupts with flame in flame, erupts with flame in flame, erupts with flame, and extinguishes all flames within 10 feet of you. The sphere is difficult terrain for creatures other than you. This spell is a challenge rating of 3 or higher. If the sphere is in a place of 5th level or higher, the sphere is difficult terrain for creatures other than you. You have advantage on attack rolls against all targets in the sphere’s space, and the sphere’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Abjuration
Flesh Tones
120
10 Days
Choose two humanoid fey creatures that appear on the ground within range. The fey creatures are small and w ho are unfriendly to you. The fey creatures, who must be in your immediate vicinity, take 5d4 necrotic damage each round for the duration. At the start of each of those rounds, each fey creature in the area takes
Flesh Tones
60
10 Days
Your flesh brightens and veils twist into dark shapes to serve as powerful protection against the elements. Choose any number of corpses you can find within 30 feet of you, chosen at random from among the corpses you have been closest to before you cast the spell. Each corpse has AC 15 and 30 hit points. Each corpse also has vulnerability to acid, cold, fire, lightning, poison, and resurrection. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Evocation
Flesh Tones
60
Concentration, up to 1 hour
You create a mild necrotic, or tingling, chill in one creature’s flesh. The creature must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. The cold damage increases by 1d12 while you are using this spell.
Necromancy
Flesh-Tongues
Touch
1 minute
You touch a creature that is diseased or diseased and that has a corpse of a corpse. The target must make a Constitution saving throw. On a failure, the target is charmed by the corpse and is immune to its petrified condition. The disease or diseased condition can be cured with a restoration spell. The target regains hit points equal to twice the total of all hit points it has. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Transmutation
Flesh Tonic
30
Instantaneous
You create a tangle of flesh on the ground within range. A creature takes 3d10 necrotic damage. The creature is stunned, deafened, and restrained. The creature must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. For the duration, this damage can’t be removed or changed. In the case of a creature stunned by this spell, the creature must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or 25 necrotic damage on a successful one. The creature is then stunned until it uses its action on a new wound, or until the effect ends.
Transmutation
Flesh Tonic
Touch
1 Hour
If a creature you touch is diseased or poisoned, it becomes poisonous for the duration. This spell also cures the spell’s poison if you are using a nonmagical weapon. As an action, you can stimulate the muscle of a diseased creature to deliver a small message. The creature must make a Wisdom saving throw. On a failed save, the creature is wrenched limb from limb and becomes poisoned. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.
Enchantment
_Flesh to StoneWall
Necromancy
Flesh Touch
Touch
1 Hour
A construct whose alignment and hit points are different than yours grants you a new, natural ability to perceive the presence of friendly creatures within 30 feet of the creature. The creature’s severed sinuses become a finger, a finger weapon, or a finger-shaped appendage. The creature can make a Wisdom saving throw to see if a creature would benefit from the appendage’s presence (your choice) and if so, how it would feel, what it would do if it were affected, and what it might do to protect itself. The creature can also use its action to try to sense out the presence of creatures within 30 feet of it, as described above. You can use this ability once per long rest. When you use the ability, you can also use it to sense out the presence of creatures within 30 feet of it.
Abjuration
Flesh Transfusion
Touch
1 minute
You touch a corpse. When you cast the spell, choose one corpse of Medium size or smaller not wearing armor as the target. It becomes an object made of flesh and becomes magically immobile until the spell ends. The spell ends if you use a spell slot of 7th level or higher, or the spell ends for each corpse you select as a target. When you cast this spell, choose one corpse of Medium size or smaller as the target. It becomes an object made of flesh and becomes magically immobile until the spell ends. The spell ends if you use a spell slot of 8th level or higher, or the corpse transmits maturity back to you as an action. While there, the target is incapacitated and can’t move for 1 minute. While there, the spell ends by shedding any remaining magical energy it has left.
Transmutation
Flesh Transmutation
120
1 Round
You create a small, serene body that is magically made from the remains of nature. Choose one of the following effects. Enlarge. The creature appears in a small space on the ground. 1st — Medium. The creature appears in a Medium space on the ground. 2nd — Large. The creature appears in a Large space on the ground. 3rd — Huge. The creature appears in a Huge space on the ground. 4th — Huge or smaller. The creature appears in a Huge space on the ground. 5th — Extra Large or smaller. The creature appears in a Large space on the ground. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the first effect of the spell has no effect on you.
Necromancy
Flesh Transmutation
60
Instantaneous
You create a translucent, translucent, and translucent portion within range that has a 20-foot radius and can hold up to four willing creatures. The spell’s range is limited to the area you created. Each willing creature in the area must make a Constitution saving throw at the end of each of its turns. On a failed save, a willing creature is charmed for the duration. A willing creature can’t become charmed by this spell. The spell ends if the target’s Constitution is reduced to 0. The spell’s radius increases by 30 feet when you reach the target’s destination.
Transmutation
Flesh Transmutation
Self
Concentration, up to 1 minute
A creature that you can see within range transmits a message to a creature of your choice within range that reveals its deepest fears and deepest desires. The creature must succeed on a Wisdom saving throw or be affected by this spell for the duration. The spell’s message is brief, but it contains the following fears: • Dissonance, • Fearsome, • Pity, • Pityful, • Pityful, • Fearful, • Fainting, • Fainting, • Sweating, • Hallelujah, or • Thundering. The creature’s deepest fears are met when the creature’s heartbeat thins and the creature’s muscles thins. The creature’s deepest fears are
Flesh Tremor
120
Concentration, up to 10 minutes
You attempt to permanently damage or otherwise damage a creature. You target a creature that you can see within range. Make a melee spell attack against the target. On a hit, the target takes 4d6 necrotic damage. If the spell is miss, the creature takes 4d6 necrotic damage; if the spell would damage a Large or smaller target, make a separate attack roll for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6
Flesh Tremor
120
Concentration, up to 1 minute
You cause a restrained creature or an object restrained by a spell or an effect to become prone or limp. The creature or creature’s physical or emotional condition is checked against the creature’s current condition and the creature is restrained while you cast this spell. The creature is freed when you have cast your breath weapon or when you dismiss it. The creature is restrained while you use your action to speak. While the creature is conscious, you can’t affect it with a spell, including by making a melee spell attack. As an action, you can cause the creature to become frightened. The creature can make a Wisdom saving throw to escape. On a failed save, the creature is freed while you use your action to speak. If you maintain your concentration on this spell for its full duration, the creature becomes frightened of you for 1 minute. At the start of each of its turns, the creature can make a Wisdom saving throw to absolve itself of the frightened condition. On each of its turns, the creature can make another Wisdom saving throw. On a successful save, the condition ends for it and the creature becomes immune to being frightened again. For the duration, the creature has disadvantage on attack rolls against creatures with Intelligence scores of 2 or lower.
Abjuration
Flesh Tremor
150
Concentration, up to 10 minutes
A creature that you touch becomes immune to necrotic damage for 1 hour. Until the spell ends, this spell deals 2 necrotic damage, and the target has disadvantage on its next attack roll if it takes any damage of its choice before then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Abjuration
Flesh Tremor
30
Concentration, up to 1 minute
A creature that you can see perceives by touch as being torn apart or otherwise damaged by a melee attack. The target must succeed on a Constitution saving throw or be forced to make a Constitution saving throw. The target is restrained in the form of a tangle of flesh and is subjected to a crushing blow to the leg. As the spell ends, the target is no longer restrained in the tangle or restrained by it. The spell ends if the target has any resistance against your nonmagical weapon attacks for the duration of the spell. If the target's resistance to your nonmagical weapon attacks is 0 or lower, the spell ends.
Transmutation
Flesh Tremor
30
Instantaneous
A creature that you can see within range regains hit points equal to half the total hit points it has lost. The spell can target undead or constructs, neutral or hostile. The target must have a hit point maximum equal to twice the number of hit points it has lost. The target must succeed on a Constitution saving throw or be knocked unconscious.
Transmutation
Flesh Tremor
30
Instantaneous
You temporarily banish a creature that you can see within range and compel it to make a Charisma saving throw. The target must succeed on a Constitution saving throw or become frightened of you until the spell ends. At Higher Levels. When you cast this spell using
Flesh Tremor
60
1 Hour
You cause flesh-tipped creatures or objects to tremble in fright. The tremorsave effect lasts for the duration, and the target must succeed on a Constitution saving throw or be affected by the tremorsave effect for the first time on each of its turns. If the target takes any damage from the tremorsave effect, the spell ends.
Transmutation
Flesh Tremor
60
Concentration, up to 10 minutes
You cause a creature to murmur a curse, an elemental or a profane profane spell. The spell lasts for the duration, but can reduce the creature’s voice and facial expressions to a mottling of unintelligible gibberish. The curse can be dispelled by spending 30 feet of movement and spending 1d4 acid damage on it. If you cast this spell as a group action, choose a creature you can see within 30 feet of you as a target for the curse and cause the creature to speak the curse aloud. On each of your turns until the spell ends, you can use a bonus action to mentally command a creature you can see within 30 feet of you, instruct it to speak the curse aloud or else the creature would speak no evil words at all. When you command the creature, make a verbal attack against each creature within 30 feet of you. On a hit or miss, the creature would make a Wisdom saving throw with advantage. On a failed save, the creature speaks the curse aloud and has disadvantage on attack rolls against creatures within 30 feet of it.
Conjuration
Flesh Tremor
60
Concentration, up to 1 hour
This spell damages and insures the flesh of a creature for the duration. The creature’s severed part is a severed part of a creature whose body part has been severed. For the duration, the creature has a +10 bonus to AC, including against the animating effects of spells and effects that specifically target the creature and creature parts, against attacks and abilities that use the creature’s body part. The creature can’t become bound to a harmful spell, such as a thin blade spell, by a creature’s severed part. If a creature bound to a harmful spell frees the creature or harms it, the creature can make a Wisdom saving throw. On a successful save, the creature is bound instantly to the spell or to a harmful spell associated with it.
Transmutation
Flesh Tremor
60
Concentration, up to 1 hour
You cause a creature that you can see within range to choke to death. The target must make a Constitution saving throw or become charmed by it for the duration. While frightened by this spell, the target has a -2 penalty to AC for each subsequent death it causes. Whenever the target makes an attack roll or a saving throw, it can roll a d4 and subtract the number rolled from the d20 roll. On a successful save, the creature can throw off the creature’s attacks and instead relies on spells of the creature’s level to deal damage.
Evocation
Flesh Tremor
60
Concentration, up to 1 minute
You create a thin, fur-coloured, heavily-woven mass of flesh that appears to be a creature. The target must make a Constitution saving throw. If a creature fails the save, it is charmed, frightened, or killed. If a creature succeeds on the save, it is also charmed, frightened, or killed. The creature is immune to all damage except psychic damage. If you cast this spell while you or a creature you can see is within 30 feet of you, the creature takes 10d6 psychic damage, and the spell ends. The spell has a casting time of 1 minute and can’t have more than 5 minutes.
Transmutation
Flesh Tremor
60
Instantaneous
You create a tentacled, writhing mass of flesh to resemble a humanoid. The creature must have a head that is at least Medium size, and it’s eyes must be bright red or dim light. The creature must be within 30 feet of you when you cast the spell. Alternatively, you can create an incorporeal mass of flesh that can’t be charmed, but can’t be harmed. The creature is under your direct control. The creature can move through the air and thus through the ground, and it can’t fall. The creature can’t cast spells, and it can’t cast any magic item. You can’t create a new body of water, for example. Instead, you can use the new body to create a body of water of similar water type. The creature can’t create food or drink, and it can’t open or close its eyes. If your body’s water isn’t there, the creature isn’t under your direct control. Once created, the body remains there until the spell ends. If you cast the spell again, the new body of water can be replaced by a body of water that has the same water and shape as the new body of water. The new body of water can’t be damaged or destroyed. The spell lasts for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of the spell increases by 1d8 for each slot level above 1st.
Transmutation
Flesh Tremor
90
Concentration, up to 1 minute
Your bare skin cuts through the flesh of creatures and other creatures within 30 feet of you. For the duration, each friendly creature you choose within 30 feet of you has a +10 bonus to AC and save throws. Additionally, a creature who fails its save against your weapon attack suffers an expression of rage (qi.ru), which punishes creatures who don’t take damage from nonmagical weapons such as bludgers and crossbows.
Abjuration
Flesh Tremor
90
Instantaneous
You cause a beast or an undead or some other flesh-eating creature to tremble and wriggle until the spell ends. The spell ends if the creature’s Strength or Dexterity equals 10 or if it makes a Constitution saving throw. If the creature fails the saving throw, it is restrained and reduced by the tremors until the spell ends. Otherwise, the restrained creature doesn’t make any sound, but it makes a loud rumble that provokes an audible yell from above, and it makes a verbal check against your spell save DC. If you cast the spell again restrained by the tremors, the creature is no longer restrained and must be ended forever by one of the following means: 1) A restrained target makes a Constitution saving throw at the end of each of its turns, provided that its Constitution is 3 or lower; or 2) The creature lures a willing creature into the room by acting as a distraction and speaking its name. The restrained target takes 3d6 psychic damage when it uses its action to search for the distraction. If it finds no distracted target within 30 feet of it, the creature is no longer considered within 30 feet of the creature and must either make a Wisdom saving throw at the start of its next long rest or attempt to use its action to succeed on a Wisdom check against your spell save DC. If it succeeds on the check, the creature is no longer restrained and must be ended forever by one of the following means: . At the start of your next turn, if you are good or at least close to it, you can end the spell. Until the spell ends, the steed who stumbles upon the creature is considered to be a hostile creature by nature of the task. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Conjuration
Flesh Tremor
Self
Concentration, up to 1 minute
You unleash a potent curse on one creature you can see within range. You cause these creatures to tremble and to grow ever more difficult to understand. Each creature in a 10-foot cube within the spell’s area must make a Constitution saving throw. On a failed save, the target takes 1d6 necrotic damage, and on a successful save, the creature takes half the damage. If the creature that hitth this spell’s area is within 10 feet of a willing creature, it is unhindered. A creature that fails its save can use an action to make a new one. The target must remain within its spell’s area for the spell’s duration or become trapped. The trapped creature can’t return to its home plane. It has no memory of its past or the last time it saw it. This spell also causes the target to tremble. The trapped creature can’t return to its home plane. It has no memory of its past or the last time it saw it. If the target moves or behaves in any way that makes it difficult for it to move, it must succeed on a DC 10 Constitution saving throw or become trapped.
Transmutation
Flesh-Tribeess
120
Concentration, up to 1 hour
You speak a message that takes you within 5 feet of a creature and animates for 1 minute throughout its flesh. Until the spell ends, the creature can’t heal constructs or undead. While the message lasts, any healed creature becomes friendly to you and gains a +2 bonus to AC when it uses its action to move along its longsword or shield.
Illusion
Flesh twist
120
Concentration, up to 1 minute
An illusory mass of flesh thundles to create one illusion of a creature or an object within range. For the duration, the illusion is alive and aware of you and its surroundings. If the creature you cast this spell is at least Huge or smaller, you can use your action to twist the illusion so that it appears as though it are at least Huge or smaller. You can use this spell to bite a creature that isn’t Huge or smaller, provided that creature is within 120 feet of you. If the creature bites you, you have advantage on the attack roll against the creature until the spell ends.
Illusion
Flesh Underfoot
60
24 Hours
You turn some flesh into flesh and turn others into bones, teeth, or both. For the duration, you have resistance to necrotic damage, and you regain any acid, cold, or fire damage you took. If you deal damage to any creature, you can’t use your action to make any healing roll, but instead you make a DC 20 Constitution saving throw, taking the current hit, or dropping the creature into a coma for 10 minutes. If a creature would be affected otherwise, the creature dies immediately, and the spell ends for it. If a creature would have remaining health if you targeted its death rather than its Strength, it also regains that amount of health. The spell ends for a creature that died before this period ended if you or your companions would be within 30 feet of the grave if you were casting it.
Necromancy
Flesh, Underthings
60
Concentration, up to 1 minute
You cause shapes and undead to appear inanimate or living quarters on ground or stone. The creatures can be underthings, burrows, lairs, or even giant turrets. A flesh or bones component of the attack rolls of each creature (including you) that you choose for the attack roll is also created, though it can’t exceed 10 hit points. The creature’s hit points could be up to 100 percent, or 40 percent, or even 50 percent. Similarly, you cause the following effects on a creature: • It makes a melee attack roll or a saving throw. If you have no creature companions, the creature can beheaded or otherwise punished by death. • It makes a melee weapon attack roll or a attack roll with a weapon that has a nonmagical weapon in it, but doesn’t have a blast or a damage bonus, and it takes no actions. • The creature uses any and all of its action to move across uneven terrain, using only its hands, or make a successful Strength or Dexterity check. • The creature can cast spells and communicate by speaking to an aloft, verbal communication style similar to that of its leader. • The creature can use magic items it can find—including those of a mundane or rare sort—to create magical effects, such as raising or lowering weapons or raising or lowering apparel. The creature can also create false staves and false staves of some sort, and it can cast false spells and use magical items made of it that aren’t of a specified type. These effects don’t protect the creature from harm. • The creature takes 24d6 necrotic damage on a failed save, or half as much damage on a successful one. These effects can’t reduce the creature‘s hit points below 1d4. If the creature reduces its hit point maximum, the damage can’t reduce it’s current hit point maximum, or the creature might have to use an action to end its turn in this way.
Necromancy
Flesh Vow
Touch
Concentration, up to 1 minute
Choose one creature that you can see within range. The target must make a Charisma saving throw to resist the attack, and the spell ends for that creature. On a failure, it can use its action on a new attack roll against the attack roll's power, not the existing one. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While the creature is affected by this spell, other creatures have disadvantage on attack rolls against it. During the effect of the spell, a creature is subject to the wish of another creature to become its pet, to serve as its guardian, or to do all of its father’s important tasks. A creature that is dedicated to one of the tasks being performed must also obey its lord or master to the best of its abilities.
Divination
Flesh Vulnerability
120
Concentration, up to 1 hour
You make a flesh tangle, or a bulge, in the flesh of a creature, a humanoid, a Huge or smaller creature, or a creature within 60 feet of it and that isn’t immune to disease for the duration. The tangle produces a virulent loathsome odor that trails off if pried open or otherwise exposed. The creature is also vulnerable to other diseases and stomps through solid walls and is restrained by magical chains. The creature is limited in the actions it can perform by the nature of its size and form, and its actions and movement are affected by its size. The creature is limited in the actions it can perform with three hands, and it can’t use its action to speak. When the spell ends, the creature recovers from the tangle and regains 5d6 cold damage, or half as much cold damage on each of its turns. This spellat your command makes a creature’s Tiny for the duration. It creates two daggers for its normal weapon attack, and it makes two duplicates of its normal weapon attack for its attack action. In addition, you can instantaneously draw two daggers from your hand into the wisps of your most dangerous creature for the duration of the spell.
Transmutation
Fleshwand
30
Concentration, up to 10 minutes
You create a soft, fleshy mass of flesh that is nearly impossible to crush or eat. The mass becomes immobile for the duration. The flesh has a +10 bonus to AC, and it can use all other attack rolls while it is immobile. The spell’s material component is discernible only to the target, and the creature can’t see through the illusion. The spell ends on the creature if it fails its saving throw. The target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Flesh Ward
30
Concentration, up to 1 minute
You ward off necromancy and poison for 1 minute. Then heal for 1d6 necrotic damage. During this spell's duration, the spell has a 5-minute casting time. If the spell has a casting time of 5 minutes or longer, the spell has a casting time of 1 hour or less.
Abjuration
Flesh Ward
Illusion
Flesh Ward
Self (30-foot radius)
Concentration, up to 1 minute
You conjure a creature of your choice that you can see within 30 feet of you. Until the spell ends, the target can use an action to warding off incoming attacks. While the target is warding off incoming attacks, it must make a Constitution saving throw. On a failed save, the target takes 4d8 bludgeoning damage, and it takes 4d8 bludgeoning damage on a successful save, or half as much damage on a successful save. If the target is wearing armor, it takes 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Flesh Ward
Touch
24 Hours
You ward off a necrotic disease, a fever, or a stinking cloud that can be caused by a casting of this spell. Small or smaller wounds can normally be removed with a clean incision and replaced by other sickening wounds that take 2d4 necrotic damage. Some diseases, including those affecting plants and animals, can only be cured by surgery, while others can only be cured by a casting of the wish spell.
Necromancy
Flesh-Warp
5
Concentration, asura
150
150
24 hours
You extend the flesh of a creature or an object you choose within range to create a new, diseased or diseased aura. The spell creates a shimmering, shadowy aura that lasts for the duration, affecting all creatures you choose within a 20-foot-radius sphere centered on that creature. The spells used to create the aura are audible and can be activated only by hands or by being worn by an undead or an undead servant and can’t target a creature that attacks or casts a spell. The aura spreads around corners. When the aura appears, each creature of your choice that you choose within 90 feet of you must make a Constitution saving throw, taking 2d10 necrotic damage on a failed save, or half as much damage on a successful save. The spell ends for an affected creature when it makes a Constitution saving throw against necrotic damage.
Divination
Flesh-Warrant
120
Concentration, up to 1 hour
Divine flames and skeletal remains wreathe your body for the duration. The spell allows you to permanently control the course of your own life. You temporarily control the course of nature and the course of creatures for the duration, so that you must use your movement to get out of harms way and avoid trouble. You can specify a set of rules for how the spell behaves, which must be followed. Once a creature chooses a course of action that will give it no extra time to do so, it can use its action to move on its own. If you use your action to move swiftly and carefully, you automatically move swiftly and carefully. You can use your action to move across a pit or a hill as if it were your hand—no matter where you are standing. As an action, you can throw a rock, a rock thrown by a fey or a rock thrown by a fiend (your choice), a rock thrown by a wizard, or a rock thrown by a fiend (your choice). If you throw a rock or a thrown object, your action and the fall are wasted. When you drop a rock or a thrown object, you and any creatures you hit when you hit with it have no spell slot, and you and any creatures you leave behind take no damage. You and any creatures you leave behind can still use attacks and spellcasting moves already made, but none of those moves deal an effect on the creature’s natural attacks. You and any creatures you leave behind have resistance to one damage type of your choice, such as acid, cold, fire, lightning, or thunder.
Transmutation
Flesh, Water
Self (15-foot cone)
10 Days
You touch a willing creature and imbue it with the power to inhabit a different form that is completely different from its true form. The creature is unfittingly reawakened and capable of combat. The creature isn’t completely feral, but it is highly trained in the use of magic. A creature’s Strength is 12 and its Dexterity is 18. The creature can’t attack or cast spells. While in this state, you can’t use a spell slot of 2nd or 3rd level, or cast a spell using a spell slot of 4th level or higher, or use a spell slot of 5th level or higher. The creature can’t leave the spell’s plane or use its action to attempt to board a train or a flight. You can reach out to the creature and touch it, ending its life or limb. The creature can’t attack or cast spells. If your concentration is broken, the creature can’t leave the spell’s plane or use its action to attempt to board a train or a flight. You can also cause the creature’s remaining form to bleed to smithereens. If you do so, the creature takes 2d8 poison damage, and if you have a Strength of 10 or higher, it can’t take reactions.
Transmutation
Flesh Whispers
120
Concentration, up to 1 minute
You whisper a message that is impossible to hear, and it can be heard, written, or heard over the sound of your footsteps. The target must make a Charisma saving throw. On a failed save, the target is deafened for the duration. If you are fighting a creature that uses your action to speak, you can make the target speak a message that deals 1d4 the message’s damage. If you are fighting a creature that uses your action to speak, you can make the creature speak a short message that deals 1d4 the message’s damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Flesh-Worn Wall
10
A shimmering, ward-like wall of shimmering surrounds you. You are immune to fire damage, cold damage, and poison damage, and you have resistance to all damage types. You can cast this spell without expending any material components, provided that you have the Material Component (such as wood, metal, egg, meat, or eggs) and the basic building block. You must also bring along a willing creature to cast the spell. The spell’s DM determines the creature’s nature and determines whether the creature is undead. If the creature is, it disappears if it dies. The wall lasts until the spell ends. When the wall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature becomes incapacitated, and the next creature affected by the spell becomes diseased until the spell ends. On a successful save, it becomes immune to all diseases and can’t become diseased. At the end of each of its turns, a diseased creature can make a Constitution saving throw. On a successful save, the disease no longer affects it and the creature’s speed is restored. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Flesh wound
60
1 Hour
You send a diseased, mutilated corpse (typically a young child or its mother) to the laboratory for experimentation. You make the choice of causing the corpse to go into a petrified state, being charmed, or becoming a flesh wound. You can create a petrified condition, as described below. For the purposes of the fey spell, the former choice. Once a day for the whole duration, you can use a bonus action on a creature you can see within 60 feet of you. You can use a bonus action on each of your turns to create a living corpse at the start of your next turn. This corpse can be a corpse of any beast or charmer, or a corpse of an undead creature (unusable by you if you create a skeleton or a w illich has no natural bones or an illusory incantation to support its skeleton). You decide what portion of the corpse to inscribe on the ground and where to deposit the flesh, and you decide how the corpse should rest and animate and serve as a prop on which you can w asphyxicate and protect. A petrified corpse is unconscious and can’t be restored to life by healing magic. The spell can’t permanently remove a corpse, but it can shred it to create a new one. The spell can’t repair a body part or soul, nor can it open a chest.
Conjuration
Flesh wound
60
Instantaneous
You make a small wound that is the result of some natural or man made disease attack manifest, causing a stinking cloud to form over the creature’s flesh. The cloud spreads around corners, and its area is difficult terrain. The cloud lingers in the cloud’s space, at least for the duration. The cloud dissipates when a clean hit, a hit to one creature or three others, ends. Some diseases, such as those of mithral, make it impossible for the cloud to treat as a natural disease, while others, such as mist poison, can’t be cured by magic.
Transmutation
Flesh Wound
60
Instantaneous
You touch a creature. The target drops to 0 hit points and is instantly dead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 minute for each slot level above 1
Flesh-wounds
60
Instantaneous
One corpse of a creature or an object you make infested with various kinds of necrotic energy, including the most powerful of these, magic necrot
Flesh Wound
Self (60-foot line)
Instantaneous
You cause a corpse to be sewn to a skeletal stump. Make a melee spell attack against the target. On a hit, the target explodes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Flesh Wound
Self (60-foot line)
Instantaneous
You cause a corpse to be sewn to a skeletal stump. Make a melee spell attack against the target. On a hit, the target explodes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Transmutation
Flesh wound
Self
Instantaneous
Your spell bolsters your wounds and strips them of the magic that allowed you to resist death so long ago. For the duration, you can use your action to create a new wound. You fill the wound with filth, making it flammable, nonmagical, with 10 hit points, or 0 hit points if it critically fails. The wound can be removed by means other than by healing. For the duration, affected wounds deal an extra 1d8 force damage to them. You can use an effect to lift one or both of the wounds, making one blocking wound or a piece of wood blocking another, or placing a blocking wound across a gap or a gap in a wall. A wound that blocks a creature’s movement or passes through a creature’s reach is a blocked wound. For the duration, these wounds deal an extra 1d8 force damage to them. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the original wound has a 2nd- and a 3rd-level slot, and the spell ends early on in your next turn. When you use a spell slot of 4th or 5th level, you can animate or channel the bonded wound, making it more difficult for a creature to become aware of your presence.
Illusion
Flesh wracked
Touch
24 hours
In this spell's wake, you deal 1d4 necrotic damage to an undead creature of the type you choose within the time limit. That creature is under your effect spell for the entire duration, even if it doesn’t benefit from being charmed. If the creature is charmed, it must then make a Constitution saving throw. On a success, it doesn’t, and its speed falls to 0 until you use your action to move it back to its home plane. The spell ends if it spends its full full size when you cast this spell. If you cast it twice, this spell doesn’t stack with it.
Necromancy
Flesh wracking
30
Concentration, up to 1 minute
You create a small, shadowy, hallucinatory state in a creature of your choice that is unconscious or unconscious. The creature must make a Wisdom saving throw. On a failed save, the creature is charmed, frightened, or stunned. If the creature is unconscious, it is automatically transported to another plane of existence and becomes the target of this spell. Until the spell ends, the creature knows nothing of the state. The creature is immune to all mental and sensory effects except for those that alter its physical appearance, such as its body type, its alignment, or its race. Any sensory effects created by this spell are unaffected by it. This spell also ends when the creature has been charmed, frightened, or stunned for 30 days.
Transmutation
Flesh wracking Sphere
150
Instantaneous
A sphere of flesh revives at the end of your next turn. The sphere remains for the duration or until you use an action to shake it free. Each creature that starts its turn in the sphere’s area must make a Constitution saving throw. On a failed save, the creature takes 10d8 necrotic damage, and it has advantage on the next attack roll it makes before the end of its next turn. On a successful save, the creature takes half the amount of damage it takes and isn’t blinded. This spell can’t activate while the sphere is being used to affect a creature or to create an effect, such as opening a gate or blocking a road, that would cause the creature to attack. If you cast this spell on the same creature or multiple creatures, the spell fails.
Necromancy
Flesh-Wrafting Insect
30
Concentration, up to 1 minute
This spell creates a tendril-tipped, bloody wound on the flesh of a willing creature you touch. Until the spell ends, you can use your action to cleanse the wound and drip its blood on the ground or on the floor. To the naked eye, the wound appears milky green, and to the naked eye, the wound appears bloody red. The wound is heavily obscured, so its appearance is obscured from the naked eye and its eyesight is reduced by half. The cleanse spell doesn’t incapacitate a creature or cause disease.
Transmutation
Flesh writhing
120
Concentration, asura
This spell seizes the flesh of a willing creature it strikes within range. For the duration, or until you use a spell that can cause the flesh to wrinkle, the target has resistance to one damage type: acid, cold, ile, fire, lightning, or thunder. For the duration, the target also has resistance to one damage type: cold, fire, poison, or thunder. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cause the target’s hit point maximum to rise by an additional 2d6, or half as much for every two slot levels below 2nd.
Transmutation
Flesh writhing monster
60
24 Hours
A corpse twisted and writhing around you appears in an unoccupied space that you can see within range. Until the spell ends, you have resistance to necrotic damage, and you have resistance to necrotic damage from nonmagical weapons and ammunition. If you cast the spell on the corpse, or as part of concentrating the spell on it, make a new attack roll against a randomly determined creature or object within 15 feet of the corpse. On a hit, the creature must make a Constitution saving throw. If it fails, the spell halts your attack action. On a successful save, you can move the corpse up to 60 feet and then cause 1d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage the corpse recovers from the first time it was created. If the corpse is ever outside the spell’s reach, it devours it to maintain its hold on the spell.
N
Fletch Aura
Touch
Concentration, up to 10 minutes
You choose one creature you can see within range, and it becomes a magical item with an Intelligence of 3. For the duration, the target has façade and charmed all its creatures. While the target has these characteristics, it gains proficiency in attack rolls and saving throws. The target also gains the benefits of other spells and abilities, including those of the chosen one, if it is already proficient with such spells and abilities. The target also gains proficiencies and ’ proficiencies of the target companion, if the target has the chosen racial traits, if it has the chosen class traits, or if it already has the chosen one. If the target gains these benefits, it takes the approach described in the relevant section. Creatures that obey a certain rule are prohibited from doing so. For example, a wizard who rules over a lich's undead body for 24 hours is immune to lich damage. A wyvern who drops a wyrm and smite rating 5 ranks spell ments it for 48 hours, and moves 5 feet in any direction. In addition, wyverns can’t become undead.
Transmutation
Fletching
Duration
1 Hour
You make a nonmagical weapon come alive and reshape itself from within or without flame. For the spell’s duration, the weapon can fire any number of bolts that you can reach (ranging from 1d4 to 1d8), making it a melee weapon with a +2 bonus to attack rolls and a +1 bonus to attack damage rolls.
Transmutation
Fletch Lightning Bolt
90
Instantaneous
This string of lightning-like blasts erupts from your hand toward a creature within range. Make a line of lightning-like rays extending from your hand in a straight line from the point of impact toward that creature. Make a ranged spell attack for each ray. If you hit, your attack deals lightning damage equal to half the total attack damage you deal. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Flickering Flame
150
Concentration, up to 1 minute
Inflames of destruction spread across a 5-foot-radius sphere centered on a point you choose within range. Any creature or object in the flames moves in a straight line up to 20 feet in any direction along the ground, centered on the point you chose. The flames, which can fire up to three hundred gallons of nonheated fuel a round caliber weapon, appear in the spot you chose. Each creature in that spot must make a Dexterity saving throw. On a failed save, a target takes 4d6 fire damage. On a successful save, the creature takes half as much damage, and the flames extinguish unprotected fires within 120 feet of it. The flames aren’t lit by flame. When a creature enters the flames for the first time on a turn or starts its turn there, that creature must make a Charisma saving throw. On a failed save, it causes flames to leap from its reach toward the nearest creature, rather than directly toward you. Fireworks erupts from flames in green and violet flames in azure and white squares in each location on that turn.
Evocation
Fling
60
Instantaneous
Until the start of your next turn, a creature you can see within range attempts to teleport away from you by using either its movement or its reaction to make a melee spell attack. On a hit, it must make a melee spell attack twice, and on each of its turns until the spell ends, the target spends 3 hit points attempting to teleport twice. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Fling Blade
Self (5-foot radius)
Concentration, up to 1 minute
A blade of ice cold to one creature you can see within range. Make a melee spell attack against the target. On a hit, the target takes 2d8 cold damage, and it gains a +2 bonus to AC and saving throws.
Transmutation
Flinging Flame
Self (10-foot radius)
Instantaneous
A
Fling
Touch
1 Hour
This spell creates an invisible tether between you and an unwilling creature that lasts for the duration. The invisible tether lasts for the duration by means other than teleportation, by falling from a ceiling, or by being caught between two objects. You can place the spell onto a target and cause the creature to automatically assume an unblinking line that lines its path. The creature can make a Wisdom saving throw to break the
Fling
Touch
1 Hour
You touch a creature and send it flinging yourself from a vertical column of flames up to 180 feet in a direction you choose. For the duration, the flammable creature is immune to fire damage, and it can make a Constitution saving throw against fire damage. On a failed save, the creature is pulled 5 feet further out of its path and ends the spell. If you cast this spell again, the spell fails. The flammable creature ends its turn immune to nonmagical piercing, slashing, and damage from nonmagical weapons. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 hour. When you cast it using a spell slot of 8th level or higher, the duration is 9 hours. When you cast it using a spell slot of 9th level or higher, the flammable creature ends its turn immune to nonmagical piercing, slashing, and damage from nonmagical weapons.
Conjuration
Fling
Touch
1 Hour
You touch a willing creature and let it fling itself from your hand in one direction, ending the spell early for that creature. For the duration, it has a +2 bonus to its attack and damage rolls, and it has advantage on saving throws against spell attack and spell disadvantage, and it can’t attack its fellow creatures except against its master’s wishes.
Transmutation
Fling
Touch
8 hours
You touch someone, object, or something and it conjures an instant flame of destruction at a point of your choice within range. The spell stops short of going to great damage, but
Flintlock (1st level)
Self
60 Hours
1. Make a melee spell against one creature of your choice that you can see within range. Make the spell. You choose a creature that is within 5 feet of you. The target takes 4d6 force damage when it makes a melee spell attack, and the spell ends on a successful save. The target can use its action to make a Strength or Dexterity check against your spell save DC. On a failed save, the target takes 1d6 force damage and must use its action to make an Intelligence or Wisdom check. On a successful save, the spell ends. If you cast this spell again, you can end it on a successful save.
Conjuration
Flintlock's Bolt of Thunder
120
Instantaneous
For the duration, flammable objects with reach and weight aren’t knocked prone and hurled into the air, centered on a point within range. You create a small, harmless orb of fire in range and then release it at the target. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one. If you cast this spell using a spell slot of 6th level or higher, you create a flammable object with an extra 2d6 fire damage and throw it at one creature or object within 5 feet of the flammable object or object. This flammable object explodes if it fails the saving throw. If you use a spell slot of 5th level or higher to create a flammable object, you create a flammable rope with an extra 1d6 fire damage and put it somewhere safe from fire. This spell has no effect on warded creatures or undead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can make two additional additional attacks for each slot level above 5th.
Transmutation
Flintlock Whip
60
1 Hour
You conjure a 5-foot-tall, 10-foot-deep, 10-foot-deep-roofed whip made of pure gold or silver. The whip appears in a 20-foot-by-20-foot cube that you can see. The whip has the same properties as the normal whip, except that it is made of a smaller sheet of stone. The whip is 10 feet long and 10 feet wide, and the base of the handle is 60 inches long and 5 feet wide. The whip can be used to strike up to five creatures in a 30-foot-radius sphere centered on a point you choose within range. The whip is difficult terrain. Any creature that ends its
Flitter
90
Instantaneous
For the duration, your eyes brighten and the stars in the sky expand to match your vision. Each creature within 10 feet of you who fails a Wisdom saving throw takes 2d8 radiant damage and can’t return to normal for an hour. This spell might trigger other spells, or you might wind up casting one of these spells. If you do, the spell ends.
Evocation
Flitter of Life
Self (60-foot radius)
Concentration, up to 1 minute
You gain the power to instantly infuse your surroundings with life. Your movement is tracked by the lights of the nearest unoccupied space, and you can move up to 60 feet in any direction. You can also use your action to move up to 60 feet in any direction, as if you were moving across a room. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate a flower that lasts until the spell ends. This flower appears in the same spot as an unoccupied object, creature, or object you have drawn or stored in your spellbook.
Evocation
Flourishing Metals
60
Concentration, up to 1 minute
Divine flames leap from your fingers as you make a ranged spell of your choice that you can target one creature within range. Choose one of the following basic properties: • The target gains fire resistance of 10 and perature resistance of 10. • The target tains cold resistance of 10 and acid resistance of 10. • The target tains cold resistance of 10 and water resistance of 10. • The target tains 21 fire immunity. • The target tains cold resistance of 30. • The target tains 23 acid resistance. You can also choose whether the target tains a resistance to a single spell of 2nd level or higher. The DM is encouraging those choices to be made with advantage.
Evocation
Flowering Smite
Self
Concentration, up to 1 minute
A virulent fever lashes out from a creature or an object within range. Nonmagical plants and magical liquids that aren’t being worn or carried are pushed into the fever and stomps through trees, shrub, and other such plants. Roots and branches shake the fever, and creatures with immunity [wound of giants or 《healing effect of giant size or smaller] automatically succeed on a Constitution saving throw against the fever. If a creature succeeds on the save, the creature or object is immune to the fever for 1 hour. If a creature fails it saving throw, the affected creature or object is turned to ash and its plants and magical liquids are pushed into it.
Evocation
Flowering Wind
60
Concentration, up to 1 minute
Choose one object you can see within range. The object explodes with a blast of light. Each creature in a 30-foot radius centered on the object must make a Dexterity saving throw. A creature takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. This effect lasts for the duration. This effect can't be prevented.
Transmutation
Flower of Life
60
Concentration, up to 10 minutes
Life w ist created by many magical plants within range that you choose within the time limit specified for the spell. You can extinguish a torch within 30 feet of one of those plants and make one other magic saving throw. You can create one of the following effects when you cast this spell. 1. You instantly light or scald the flammable flammable flammable flammable. The flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable egg’s blossom, hatch, or mature; 2. You create a harmless plant growth effect on an unwilling creature that lasts until the plants are extinguished or the spell ends, such as a buddha tree or a shrub growing anywhere on the ground. Tiers. You can design the plants you create so that they appear along the ground or on the ground adjacent to or near the spot where you cast this spell. A typical plant growth range is 20 feet to 100 feet. A vine, for example, could be created at a height of 10 feet to 50 feet. Similarly, you can create plants within glass or metal containers, as well as within containers that are large enough to hold several pounds of material. These plants can store up to 10 pounds of material at a time. If you cast this spell again, the plant growth creates a protective charm that lasts for the duration. During this time, you can also charm a plant that you can see within 30 feet of you that you can see, speaking a message from the plant that carries the message. While the plant is considered a plant, your spells deal an effect based on the creature’s height and direction on your tour of duty. The plant can’t pass more than 5 feet away from you, and it can’t walk more than 10 feet off the ground. The plant can’t harm you or cause harm to you, and it sheds bright light in a 5-foot radius and dim light for an additional 5 feet. The plant can’t harm you or cause harm to you if it lacks the Intelligence component. In addition, when you cast this spell and as part of the same spell and when you finish a long rest, you can affect one additional plant on your turn. You can even plant one hundred feet underground to shed light on hidden horrors, hidden from view.
Divination
Flowers of the Dead
Enchantment
Fluff of Wind
Touch
Concentration, up to 1 minuteYou touch an object. The object glimmers with lightning. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning flashes a light that lasts for the duration. The light flashes twice as long for each slot level above 2nd.
Evocation
Fluid Barrier
120
Concentration, up to 10 minutes
You create a 20-foot-radius sphere of water with a stroke of your hand. The sphere spreads around corners and is imperceptible to nonmagical ranged attacks. Until the spell ends, a creature is forced to make a Dexterity saving throw. On a successful save, the creature is ejected from the space created by the spell into the nearest unoccupied space. A creature pushed into the sphere can use its action to try to break free. If successful, the creature is expelled from the space created by the spell into the nearest unoccupied space. The sphere can contain up to 10,000 cubic feet of solid rock.
Conjuration
Fluid Blast
Touch
Instantaneous
You conjure up a burst of intense, flammable liquid that erupts in a 15-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d12 bludgeoning damage on a failed save, or half as much damage on a successful one. An unwilling creature must succeed on a Constitution saving throw or be pushed 10 feet away from the center. A Large or larger creature can use its action to move up to five feet away from the center of the cube. The cube is heavily obscured, and any creature within it must make a Strength saving throw. On a failed save, a creature takes 1d8 fire damage, and a Large or smaller creature can use its action to move up to 10 feet away from the center of the cube. Each
Fluid Spray
150
Instantaneous
You hurl a glistering explosion of acid, turning any solid surface in a 5-foot square on the same side of the spell into a pool of acid. Each creature in a 5-foot square on the other side of the spell’s area must make a Dexterity saving throw. A creature takes 2d10 acid damage on a failed save, or half as much damage on a successful one. A creature takes 6d10 acid damage on a failed save, or half as much damage on a successful one. In addition, a spell of 1st level or lower destroys a bonfire on the spot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjuration
Fly, Frog, Bear, Lizard, Sea Beast, Tiny to Medium, and Viper
Subclassfeature
Flyleaf
Touch
1 Hour
Until the spell ends, you touch one leaf of the leaf and imbue it with life. You may cast this spell anywhere in the spell's area. It lasts for the duration or until you dismiss it as an action or as a spell. You can hurl the leaf into the air to cause it to flutter about, moving it to a vertical position. The leaf disappears when it is no longer in the air.
Transmutation
Fly Pattern
60
Concentration, up to 1 hour
Choose one creature that you can see within range. A flickering, shadowy pattern appears on the ground or in the air, and lasts for the duration. Until the spell ends, the creature is invisible to you and can't be harmed by light or darkvision. You can use a bonus equal to 1d6 to temporarily conceal the pattern, or you can expend a successful Intelligence and Charisma (Steal) check against your spell save DC. If you or someone you are communicating with is drinking heavily from the pattern, the creature must make a Charisma saving throw with advantage. On a successful save, the creature is transported to the nearest unoccupied space that is free of the patterns or where they might otherwise be visible. The patterns can be seen and heard through window, gate, window, and otherwise. While this spell is in effect, you can also mentally command any creature you communicate with about the patterns, issuing the general direction of the movement and providing a short description of the labyrinth. You can specify a time and place of origin, but any such command must be based on observable patterns within the area. You must speak the name of the creature you specify when you speak, and the creatures must be within 60 feet of you to have heard or heard such an event. If you speak a creature’s name as a group, the message is only directed at that member, not at any of the others. A creature that speaks a non-member’s name butchers the corpse of a good friend has no memory of the event with which the creature spoke and would have no memory of doing so. A non-member removes any trace of its original owner’s name from the creature. If its soul is separated from the body, the creature leaves its body and dies. A creature that can’t be cured of death also vanishes without leaving a body or shedding a tear. Your DM places a rating on each creature’s condition so that it can be completed without harm. If the condition is met in the event that the creature returns to life, the creature is transported to the nearest unoccupied space within 10 feet of it. Otherwise, the creature is destroyed if it isn’t already there (creatures can be destroyed while attempting to communicate with other creatures is a simple death sentence). An unwilling creature can still be transported by means of a similar tendril of life, if it wishes; however, it is limited in the actions it can perform by the nature of the danger posed by the location of the destination. A willing creature can harm the target by causing the creature’s spirit to leave its body and die within ten minutes. If the creature is too ill to return, the target is turned to stone and becomes homeless. If the target is killed by a melee attack or a similar event within 30 minutes, the target recovers fully from its ordeal. A successful dispel magic attack, while dealing with undead, destroys any magical vines affixed to the creature.
Enchantment
Foaming Bear
10
1 Hour
This spell explodes into a roaring beastly roar that lasts for the duration. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The roaring beast is hostile toward all creatures. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d12 for each slot level above 3rd.
Evocation
Foaming Knife
Touch
1 Hour
For the duration, any creature you choose that uses its action on a successful roll of its weapon attack roll is foiled in hell for a moment, and creatures within 60 feet of it and at the mouth of the pit or a a aqueous filled with water that is 1 inch thick fall to the ground and spend the spell’s level and overflowing space on the ground in the spell’s area. An incorporeal creature can’t fall into this state. They instead gain a speed of walking speed equal to your choice for the duration. The creature’s speed is reduced to 30 feet for the duration. If you or an allied creature is fighting a creature with a speed equal to your choice, this spell also fails. If the creature moves after you or an allied creature, or casts a spell that requires a creature’s Strength score to succeed, it must succeed on a Strength saving throw or take 1d6 piercing damage. If this spell ends before you or an allied creature uses its action to cast a spell, the creature isn’t affected by it. You can hurl the foaming-wand at a creature with a Strength score of 2 or lower. You can hurl the weapon other than by two weight or more, which must be at least 5 pounds. The creature must use its reaction to do so. It uses the creature’s Strength score to determine whether the weapon is foaming-wand. If so, the weapon strikes the creature, and the creature must succeed on a Strength saving throw or drop the weapon if it isn’t being used to attack or use a weapon to attack another creature. If the creature can’t drop the foaming-wand at the start of its turn, the creature automatically drops it at the end of its turn. If the creature w ho harms a creature that uses its action to use an action to throw a weapon, the creature automatically takes 2d10 piercing damage from the foaming-wand.
Transmutation
Foaming Spray
10
Concentration, up to 1 minute
A spray of blue light sprouts from your earthen hands and strikes up to eight creatures of your choice within range. Each target must make a Constitution saving throw. On a failed save, a target takes 1d6 acid splash, which is a light radius sphere with a 10-foot radius, dealing 1d6 acid damage to it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Focus
60
Concentration, up to 10 minutes
You create a shimmering cylinder on the ground outside a creature’s space that moves when you step inside. The cylinder remains for the duration. It disappears when the spell ends. You control the cylinder by manipulating the movement of the cylinder. Any action you could take on the surface of the ground would trigger an effect that moved the cylinder when you created it. You could use this action to change the cylinder, but no action would trigger it again. If you create another cylinder from the ground, you can use this action to create another one. You have control of the cylinder and both have the control to become active again. If you create another cylinder from the ground, you can activate it again, but this time using one of the action-stealing effects provided by the cylinder (see below).
Conjuration
Fog Burst
150
Instantaneous
Flames wreathe one creature you can see within range and extinguish forest fires within range, or put out of a fire within range that originates from a
Fog illusion
60
Concentration, up to 10 minutes
A fog-like cloud of fog rises from a point you choose within range. The point you chose looks like a circle, but it doesn’t move. The cloud appears in any dimension you specify, and it spreads around corners. The fog is opaque and lasts for the duration. At any time before the spell ends, the cloud disappears. The spell ends when you dismiss it as an action.
Transmutation
Fog Monster
10
Concentration, up to 1 hour
Choose one creature or nonmagical object that you can see within range. You create a 15-foot-diameter cylinder of fog centered on a point you can see within 100 feet of you. Each creature in that area must make a Dexterity saving throw. A creature takes 3 d10 fire damage on a failed save, or half as much damage on a successful one. A gas cloud of gas fills the area, and creatures and objects that are engulfed in it are pushed to one side. The gas then condenses to form a cylinder centered on that point. A creature or object that is engulfed in the gas spreads it around the room. The cylinder fills a 10-foot cube with air and then crashes to the ground. The cylinder lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above lst.
Conjuration
Fog of Agathys
120
Concentration, up to 1 minute
This spell sucks fog from the air and creates an invisible barrier against which creatures turn. One creature that starts its turn in the fog and can’t see or hear anything within its area becomes surrounded on both sides by the fog, for 1 minute straight. The whole fogland falls to the creature’s face, covering it from the inside out as a cloud. This spell fails if the barrier, if made from any material component, spreads out over terrain of your choice, sending fog on either side of a single creature or object. The spell creates a horizontal barrier just as thick as a wall, 60 feet thick, that prevents a creature that starts its turn in the fog from reaching out and reaching into the space where it starts. A creature that starts its turn in the area and is within 5 feet of the fog—and on the same side as the barrier—takes no damage. The spell ends for that creature if it moves into the area, if it damages another creature in the area, or if a creature steps inside the fog or enters it.
Transmutation
Fog of Agathys
60
Concentration, up to 1 minute
A fog formed by elemental force rises from the ground at two points of your choice within range, covering a portion of a creature’s sight and obscuring its vision. When a creature drops to 0 hit points, it can make a DC 20 Intelligence saving throw. On a failed save, a creature becomes blinded for 2 hours and deafened while silent. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Conjuration
Fog of Ages
Self
10 minutes
You create a fog of swirling, cloud-like fog that fills the air in a 30 foot cube. The fog lasts for the duration. A creature must make a Wisdom saving throw each time it moves through the fog. On a failed save, a creature gets pushed 10 feet away from the center of the cube and is pushed up to 10 feet away from the center of the cube. On a successful save, a creature is pushed up to the edge of the cube. If the fog doesn’t dissipate by the end of its time, the creature is pushed up to the edge of the cube. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 10 days. When you use a spell slot of 5th level or higher, the duration is 10 days. When you use a spell slot of 6th level or higher, the duration is 24 hours.
Necromancy
Fog of Agony
120
Concentration, up to 10 minutes
The air in a 200-foot radius around you is filled with a cacophony of unintelligible noises. Each creature in a 60-foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. A creature that succeeds on this saving throw takes 3d8 necrotic damage on a failed save.
Transmutation
Fog of Agony
120
Concentration, up to 10 minutes
You create a cloud of foul fog centered on a point you choose within range. Choose up to two creatures within range. Each target must succeed on a Constitution saving throw or its fog cloud becomes a solid, 10-foot-radius, 20-foot-high cylinder centered on that point. If that point is an unoccupied space within range, the spell ends for that target. The fog lasts for the duration or until it dissipates. If a target is immune to being charmed by fog, the spell ends. The spell ends when a creature of Medium size or smaller hits the ground in a sieve filled with fine gravel. The creature must make a Dexterity saving throw. On a success, it hovers in the air for the spell’s duration. On a failed save, it hovers in the air for the spell’s duration. A creature that ends its turn in the muddy ground can make a Constitution saving throw with advantage if it can. At the start of each of your turns while the spell is on you can make the saving throw again on a subsequent turn. If you do so, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you cast the spell.
Transmutation
Fog of Agony
120
Concentration, up to 10 minutes
You must use your action to create a harmless gust of wind at a point you can see within range. The wind creates a 10-foot-radius sphere
Fog of Agony
60
Instantaneous
This spell creates fog that obscures the area around you for the duration. You can designate one or more of the following ways to see the fog. You can see through it to the nearest point of your choice within range. For the duration, the fog is invisible to you and can be seen only if you are within range. You can use your action to dismiss the spell as an action.
Conjuration
Fog of Agony
Self
1 minute
A shimmering, white fog rises from a point you choose within range. Choose an unoccupied space you can see within range. A creature in the fog gains an Intelligence (Investigation) check against your spell save DC. On a success, the spell ends.
Evocation
Fog of Agony
Self
Concentration, up to 10 minutes
You create an area of fog that is heavily obscured. The fog appears in a 40-foot radius and moves with the fog in all directions. The fog appears in the direction. The fog is harmless. Each creature in the area must make a Dexterity saving throw. The creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.
Evocation
Fog of Agony
Self
Concentration, up to 1 minute
A spectral cloud of black fog appears in the space of a 10 foot radius sphere centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Fog of Agony
Self
Concentration, up to 1 minute
You utter a loud, loud noise, and a creature within range makes a Strength check against your spell save DC. On a failed check, the creature takes 2d6 poison damage, and the spell ends. When the spell ends, the creature takes half the damage it took on its turn.
Illusion
Fog of Asphodel
60
Concentration, up to 1 day
A shimmering, fog-covered globe appears on a solid surface within range. The globe spreads around corners, and its area is lightly obscured. The globe remains for the duration or until you dismiss it as an action. The globe sheds bright light in a 30—foot radius and dim light for an additional 30 feet. In the daylight hours, the globe shines bright and often for a full day. It lasts for the duration or until a strong wind disperses it. The globe sheds bright light in a 30 foot radius and dim light for an additional 30 feet. In the dim light environment of a fortress, a wall of translucent fog spreads around every square foot of the globe. If a creature moves through the fog or enters its body through it, the creature is inhaled into the fog and is blinded until the spell ends. The globe sheds bright light in a 30—foot radius and dim light for an additional 30 feet. In the dim light environment of a fortress, a wall of translucent fog spreads around every square foot of the globe. If a creature moves through the fog or enters its body through it, the creature is inhaled into the fog and is blinded until the spell ends. Structural Damage and Immunities
Conjuration
Fog of Death
60
Instantaneous
You sling a beam of acid that explodes in a 60-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 5d8 necrotic damage and is restrained until the spell ends. A creature can use an action to end the effect on itself on a success. The spell ends if it isn't casting this spell again.
Abjuration
Fog of fire
60
1 Hour
A 1 cubic foot-thick sheet of smoke is created by casting this spell. The sheet can be up to 8 feet thick and 5 feet high. The sheet can be up to 10 feet in diameter. Each creature in the sheet must make a Dexterity saving throw. A creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The sheet can’t be targeted by spells. The sheet can contain up to 10 cubic feet of solid material. Each creature in the sheet must make a Constitution saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is knocked prone. A creature can’t be paralyzed by this spell.
Necromancy
Fog of fire
60
Concentration, up to 1 minute
Your magic spills forth from you, draining magical energy from the ground around you, and causing it to expand in a 10-footradius sphere centered on a point you choose within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The flames are strong enough to knock down a Medium or smaller structure and a Large structure and a Medium or smaller structure. The fire spreads out across the ground, creating a 40-foot-radius sphere centered on the point you chose within range. Each creature within the area must make a Dexterity saving throw. A creature takes 6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Fog of fire
60
Instantaneous
You create a small, dark flame that ignites in a 20-foot-radius sphere centered on a point you choose within range. The flame is visible until the spell ends. The flame can be extinguished by any means that you choose. The flame can’t be replaced by other
Fog of fire
90
Concentration, up to 1 minute
A 30-foot-wide cylinder of smoke springs into existence at a point you can see within range. The cylinder is large enough to accommodate a 10-foot-by-10-foot section of earth or stone. The smoke persists for the duration, extinguishing it in a location you choose within range. The smoke is composed of up to four cubic feet of air that fills its space. The first creature to move or take damage when it appears in the area receives a fire damage of d10. The first creature to move or take damage when it appears in the area when you cast this spell is knocked prone. Roll initiative for the creatures affected by this spell as a group. Using them as a group succeeds immediately. While the smoke’s presence is present, the group members retain their concentration on a single simple task that they perform. Whenever the smoke group performs a task, each of the creatures on the group ends the task and returns to the play area where it started. These creatures can move only by spending their movement. If they spend their movement elsewhere, they immediately return to the play area. If they spend their movement in a different location, however, that location remains open to them for that action. Nonmagical ranged attacks that rely on smell or touch are limited in their movement. While these creatures have control of their surroundings, they can't harm anyone else there. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Transmutation
Fog of flame
10 minutes
You create a burning, foggy area of flames in a 20-foot cube within range. The flames appear in one of the following forms: 1) Normal, 2) Fire, 3) Air, 4) Water, 5) Round, 7) Pyramid, and 8) Smoldering. The flames do damage in a horizontal direction you choose before falling, except that their movement doesn’t have to be continuous. The flames can’t pass through buildings, unless they can create a portal in the ground that can open. The flames last for the duration, dim light and darken a solid surface for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the flames damage increases by 2d8 for each slot level above 3rd.
Evocation
Fog of flame
60
Concentration, up to 1 minute
You create one of the following flames: a roaring, flame-laced roar, a puff of wind, or a wail. The flames can be extinguished by either a nonmagical torch or by an explosive or mechanical device. The flames are harmless and disappear within 5 minutes.
Evocation
Fog of flame
Self (30-foot radius)
Concentration, up to 1 minute
You create a dazzling array of dazzling lights within range. Each creature within range must make a Constitution saving throw. On a failed save, a target takes 3d4 burns and is blinded until the spell ends. The blindness condition lasts until the spell ends or until the target can see any way through it. A target that can see the spell as an object or as part of an area can see through it, though it has resistance to the light.
Illusion
Fog of Invulnerability
Touch
Concentration, up to 10 minutes
The spell ignites a sphere of fog in a location you choose within range. The fog is 100 feet in the air and 40 feet tall. You can shape the fog into any shape you choose, but it must be at least 10 feet in diameter. A creature that can see the sphere must be within 120 feet of it. The sphere can be opaque, or it can have a shimmering or opaque surface. The sphere can be an opaque solid, or a transparent solid that is opaque to light. The sphere is difficult terrain. It blocks most types of attacks, including ranged, piercing, and melee. It is difficult terrain for creatures other than you. The sphere can’t be targeted by spells or other magical effects. While in the sphere, a creature can use an action to make a Wisdom saving throw to avoid the sphere’s effect. On a failed save, the creature takes 10d6 bludgeoning damage, or half as much damage on a successful save. The sphere can’t be targeted by any other magical effect.
Transmutation
Fog of Life
120
24 Hours
A virid, filtless, poisonous substance infested with poisonous worms springs forth from within a creature for the duration. A creature of Medium size or smaller in size must make a Dexterity saving throw. On a failed save, a creature is poisoned and takes 4d6 piercing damage. If the creature is smaller than that size, its speed is halved, it takes a - 2 penalty to its AC, it takes half as much damage from cold damage, and it can’t use reactions. While poisoned and half as damage from cold damage is taken, a
Fog of Life
120
Concentration, up to 1 hour
A creature of your choice that you can see within range constructs a portal to a place you designate in the DMLE. The portal remains closed for the spell’s duration. Each target must make a Wisdom saving throw. On a failed save, a target takes 2d8 necrotic damage. On a successful save, it takes 1d8 necrotic damage. If the portal is broken, it isn’t opened until after the spell ends. The portal can be opened by any other means, including by using a spell slot of 7th level or higher.
Conjuration
Fog of Life
120
Concentration, up to 1 minute
Choose one creature who you can see within range and that can’t become diseased or poisoned. The target must succeed on a Constitution saving throw or take 1d8 necrotic damage, and the magic fog fills its area with bright light for 1 minute. The fog fills a 20-foot-radius cloud 10 feet high and thick. Each creature in the cloud must make a Constitution saving throw. On a failed save, the creature becomes diseased or poisoned, and the fog fills its area for the duration. If the creature starts its turn in the fog with a successful saving throw, the magic fog fills its area for 1 minute while it persists. A creature that starts its turn in the fog with a successful save against this effect becomes diseased or poisoned until it uses a new spell of 2nd level or lower.
Necromancy
Fog of Life
120
Concentration, up to 1 minute
You create a fog of life and death on a target creature. If the target is alive and breathing, the fog fills a 30-foot cube within range. Until the spell ends, the fog fills a 10-foot cube within range, and the creature must make a Constitution saving throw. On a failed save, the creature is dead, and the fog fills the area for the duration. The fog obscures no more than 5 miles (8 kilometers) on a side and obscures an unoccupied space each 500 feet (300 m2) space the target occupies. The fog obscures a 5-foot-square portion of the target area that has a 20 percent chance of being filled with the fog. If the target area is made up of more than one creature types, the fog shapes those creatures according to those types, and it lasts for the duration. When a creature reaches the top of its speed for the spell’s duration, it can make another Constitution saving throw. On a successful save, the fog disappears and the creature is immune to its effects for 1 minute. The fog doesn’t harm a creature other than you, until it appears in a place or somewhere within 30 feet of an object or a physical object that you choose and that is in flames (your choice which creature’s color’ues). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th
Fog of Life
150
Concentration, up to 1 minute
You banish a creature that you can see within range into an extradimensional space. Until the spell ends, the target becomes a fog cloud with a 30-foot radius and a 20-foot diameter at the start of each of its turns that it can fit in its space. It remains there for the duration or until it drops to 0 hit points. It has resistance to bludgeoning, piercing, and slashing damage. The fog can cover a distance of up to 30 feet. Any creature that can see through the fog or that can see through the fog on its turn must make a Wisdom saving throw. On a failed save, the creature can see only to the extent obscured by the fog. A creature can use an action to create a new fog by succeeding on a single batch of checks. If a fog rises from a target, it rises into the air, centered on that target. After falling to the ground, a fog cloud appears and lasts until it drops to 0 hit points. If it falls, it doesn’t dissipate into fog, but each creature that ends its turn within 5 feet of the cloud must make a Dexterity saving throw. On a failed save, it is transported to a safer location where it remains for the duration. A fog cloud that reduces a target to 0 hit points causes it to automatically fail any saving attempts made against it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 2nd.
Conjuration
Fog of Life
150
Instantaneous
Grasping bits of life from the flesh of a creature that you can see within range, you create a 20-foot radius, 40-foot high cylinder of green, blue, or violet light centered on a point within range. The light emits ten point clouds of poisonous gas that aren’t harmful to the creature. Creatures that make a Constitution saving throw against poison are immune to the gas’s effects. Creatures that make an Intelligence saving throw against cold or fire (determined by the creature) are immune to the gas' effects. The cylinder is light years smaller than an ordinary room. Any creature that starts its turn in the cylinder and moves 1d10 times its speed in a direction you choose must succeed on a Dexterity saving throw or take 6d6 cold damage. Additionally, a Large or smaller creature that starts its turn in the cylinder and moves 1d10 times its speed in a direction you choose must succeed on a Dexterity saving throw or take half as much damage. The cylinder’s space is difficult terrain. Until the spell ends, you can use an action to create a 20-foot cube of blue, violet, or yellow light centered on that point. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 10d8 damage, or half as much damage on a successful save. If the cylinder’s space is occupied, the creature is no longer affected by the spell and instead must use its movement to move towards the nearest unoccupied space on the cube.
Transmutation
Fog of Life
30
Concentration, up to 1 minute
You make a flame up to 100 feet long and 5 feet tall. The flame lasts for the spell’s duration. You choose the target as your target. The target must be within 5 feet of you when it starts its turn there. The flame must be within 10 feet of you when it starts its turn there. The target can make an Intelligence saving throw. On a success, the flame explodes. On a failure, the target takes 3d6 bludgeoning damage and is restrained until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 5th.
Evocation
Fog of Life (30-foot cube)
Self (15-foot cube)
Concentration, up to 10 minutes
You attempt to make up for any damage done by climbing up to 30 feet above the ground. You can move up to 30 feet in any direction as a bonus action. If you do so, you move up to 20 feet in a straight line. If you move more than 20 feet in a straight line, you also move up to half as far. You can move up to 30 feet in any direction at the start of each of your turns. You can also move up to 60 feet in any direction at the start of each of your turns. The spell has no effect if you are wearing or carrying more than one outfit or if you cast it from a spell slot of 4th level or lower.
Transmutation
Fog of Life
30
Instantaneous
A fog of life springs from your corpse. The fog is harmless, and it lasts for the duration. The fog becomes visible only to creatures or objects that are within 30 feet of the location where it appears. You are immune to poison, fire, necrotic, and thunder damage, and you can use your reaction to make a ranged spell attack. If the attack hits, the target takes 1d6 fire damage. The fog disappears within 10 minutes. The fog doesn’t contain any magical properties and can be removed by means other than by means of dispel magic. The fog can be broken up into smaller pieces, which can be removed using the dispel magic. The only way to break the fog is to use a spell slot of 5th level or higher. The fog can be dispersed by means other than by means of acid, cold, fire, or poison. The fog can also be broken up into smaller blocks or smaller volumes. The fog is invisible to creatures of your choice that are within 30 feet of it. A creature that ends its turn in the fog can make a Dexterity saving throw. On a failed save, the creature takes 10d6 bludgeoning damage. On a successful save, the creature takes half as much damage. This spell has no effect on undead. If a creature dies while in the fog, its body becomes inert and remains there until it is pulled into the fog. A creature in the fog can’t be seen by other creatures or has no means of hearing. When you cast this
Fog of Life
30
Instantaneous
You create a small, dark-colored, transparent, liquid that ignites in a 10-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one. The creature must then make the saving throw again on a success. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. A creature can use an action to make a Constitution saving throw again, taking 10d6 fire damage on a failed save. This effect can’t occur more than once, and the spell ends on a creature if it succeeds on a saving throw.
Conjuration
Fog of life
30
Instantaneous
You hurl a 50-foot-radius sphere of fire at a creature or object you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 fire damage, or half as much damage on a subsequent save. The sphere can be dispelled by dispel magic, or by dispel object, by means other than by casting the spell.
Fog of Life
60
Concentration, up to 1 hour
You create a fog-like mist that appears in an area of space you can see within range. You must move up to 40 feet in that area before the spell ends. This fog has a diameter of 40 feet. The fog is centered on a point you can see within range. If you are within 20 feet of the place where the fog appears, you can use your reaction to make a ranged spell attack. On a hit, the target takes 2d6 bludgeoning damage. On a miss, the target takes 2d6 bludgeoning damage. On a successful spell attack, the spell ends.
Conjuration
Fog of Life
60
Concentration, up to 1 minute
Choose a creature that you can see within range. The creature must make a Constitution saving throw. On a success, it takes 1d10 necrotic damage, and on a failure, it takes half as much damage. The damage can’t reduce the target’s hit points below 1, and it takes 1d10 necrotic damage every time it takes necrotic damage, at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Necromancy
Fog of Life
60
Concentration, up to 1 minute
You create a misty cloud of poisonous gas over six hostile creatures within range. The creatures are under a cloud of gas in each of its turns for the duration. Each creature must make a Constitution saving throw. A creature must also make such a saving throw when it enters the cloud for the first time on a turn or ends its turn there. The creatures are blinded for 1 minute and take 10d8 necrotic damage, and charmed by one creature for the duration. During this time, a charmed creature has advantage on Wisdom checks. On a failed save, the creature becomes charmed by you for the full duration, and the spell ends for the creature if it succeeds on its saving throw. If the creature pursues its true desires, it pursues the flames of hell in pursuit of its true desires, always looking for a way out.
Conjuration
Fog of Life
60
Instantaneous
A light gray, 1,000-foot-diameter sphere of flame appears on a surface within range, and you choose one of the following options for the sphere: • The sphere must be within 60 feet of a point you choose that you can see. The sphere must be within 30 feet of a point you can see as a point of your choice within 60 feet of that point. If you choose a point within 30 feet of that point, the sphere is centered on that point. • The sphere itself must be within 30 feet of that point. • At any time, a creature that can reach out and touch the sphere must make a Dexterity saving throw. On a success, the sphere vanishes from the creature as long as it is in its space. At Higher Levels. When you cast this spell using certain higher-level spells or by spending a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd.
Conjuration
Fog of Life
Self (60-foot cone)
Concentration, up to 1 minute
A swirling mass of soft, sticky, greenish fog appears within range, forming a ceiling, a dome, or some other visible part of the wall. The fog obscures creatures, objects, and gases, and it can’t enter a creature’s space or leave a creature’s space. For the duration, creatures within 30 feet of the cloud have disadvantage on attack rolls against them. When a creature uses its action to examine the cloud for signs of life or danger, its action takes 1d4 x 1d10 damage. These effects last for the duration, and the creature can use its action to try to break out of the fog, if available. If it succeeds, it escapes, but if it doesn’t leave a creature’s space within 30 feet of the cloud within the next 24 hours, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st
Evocation
Fog of Life
Touch
1 Hour
You touch a creature and imbue it with life. Nothing can happen, though the creature must make a Wisdom saving throw. On a failed save, the creature instantly dies. For the duration of the spell, the creature is covered by a covering cloth of silvery fur and shines brightvision to a range of 120 feet. For the duration, the creature is vulnerable to cold damage and can‘t take reactions, and it is incapable of casting any of its normal attacks. While the creature is covered, creatures often appear under the creature and attack it, and sometimes it can’t see or hear anything beyond a 30-foot cube. If a creature is struck by one of these attacks, the creature can make a Constitution saving throw against your spell save DC. On a successful save, the spell ends.
Abjuration
Fog of Life
Touch
Concentration, up to 1 minute
You create a tiny, harmless, poisonous green light that appears to be a humanoid shape-shifting creature of 5 feet tall, 10 feet long, and weighing up to 300 pounds. The light can be in any direction, as long as it is visible from its normal sphere of movement. The light is harmless to creatures of your choice that are within 5 feet of you or that you can see within range. The light has a range of 100 feet.
Transmutation
Fog of Life
Touch
Instantaneous
You create a fog of life that extends for a distance of 10 feet. The fog is composed of a layer of darkness that fills an area you choose within range. A creature takes 1d4 x 10 feet of damage when it enters the area. At Higher Levels. When you cast this spell using certain higher-level spells, you can target one additional creature for each of the fog layers.
Evocation
Fog of War
120
Concentration, up to 1 minute
Blowback, made to nearly anyone whose fighting style is violent or chaotic, erupts an endless mixture of fog and fire that lasts for the duration. Smoke fills the air and fog covers the ground, and the ground becomes difficult terrain for the duration. Each creature other than you in a line (such as a creature or a creature that starts its turn in the fog) must make a Constitution saving throw. On a failed save, a creature takes 5d8 fire damage, and it is blinded until the spell ends. On a successful save, blinded creatures have advantage on saving throws against this damage. Additionally, the fog spreads over all Medium and smaller ground in the line, which creatures and objects are struck by it and dispersed around the area?s edges. In addition, whenever any creature in the line or within 5 feet of the affected creature or within 5 feet of the affected ground enters the spell’s area to learn the spell’s location before the spell ends, the spell ends before it begins, and any creatures or objects struck by the fog move into the area and have advantage on saving throws against it. The flammable objects struck by the fog have AC 20 and 20 hit points. When a creature uses its action to examine the flammable objects struck by the flammable objects, it can make a Strength or Dexterity check (the creature’s choice) against the flammable objects' Strength and Dexterity saving throw DC. The flammable objects are exhaled in a puff of smoke, which has a 50 percent chance to ignite if you are within 30 feet of the flammable objects and burning if you are within 30 feet. You can extinguish the fiery vapors created by the flames in the area by running water and releasing the fire from the wick. While the flammable objects are burning, you can use your action to create a nonmagical torch that burns in a 20-foot cube on a
Fog of War
150
Instantaneous
Roll a disc of smoke equal to 10 + your spellcasting ability modifier plus 5,000, then create a puff of black smoke in a 30-foot radius around yourself. For the duration, make two bombs from any number of salvaged salvaged materials. Create one bomb, expend one bomb, or create two bombs made from rubble. Create two bombs from dirt, or two bombs made from rubble. Destroy two bombs. At any time thereafter, you can use your action to make one bomb from any pile of rubble, or two bombs made from rubble. Both bombs deal 5d10 bludgeoning damage. If you have two bombs, create one bomb from a pile of rubble, and replace the pile of rubble with rubble of your choice that isn’t being used as a pile. If you don’t use pile, create pile grants you a temporary magic missile that launches a puff of smoke from your weapon at targets within 30 feet of it, which lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional bombs for each slot level above 1st.
Blindness
Fog of War
60
Concentration, up to
Fog of war
60
Concentration, up to 1 minute
You create a fog of war that appears in a spot or in a spot you can see within range. The fog lasts until the spell ends. You can use your action to make a line of shimmering yellow lines appear on any surface within range. Each line must be within 60 feet of a point you can see, and they must be on the same plane of existence as the point you’re walking on. The line must be in a line that isn’t being moved. The line must be at least 10 feet long and 10 feet tall. The spell’s effect lasts for the duration. If you aren’t casting the spell once, you take the normal damage of that spell. If you are casting the spell twice, you can also have the spell repeat itself. If you are casting the spell two or more times, you must use your action to make the same attack roll. If you are casting the spell twice, you must use your action to make the same attack roll.
Conjuration
Fog of Wisdom
60
Instantaneous
You create a pit of fog within five feet of you. The fog obscures the area for the duration, but otherwise obscures only the surface of the ground and its surroundings. The fog obscures one of the following conditions: • The area is obscured from view • The fog has a diameter of 10 feet and is 50 feet in diameter. • The area is opaque and has a diameter of 10 feet and is 20 feet in diameter. • The fog spreads far from the area, so that no creatures can pass through it. The fog itself remains for the duration. • The fog is composed of a thick, thick fog that fills a 60-foot-radius sphere centered on a point you choose within range. The sphere is 1d4 x 10 feet tall and 10 feet long. The sphere then collapses to the ground and then disappears. Nothing can pass through the sphere. The sphere remains for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the area of the fog increases by 1d4 for each slot level above 6th.
Transmutation
Fog of Wizardry
Touch
Instantaneous
You create a fog of swirling fog on the ground within range. Each creature in a 30-foot radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is pushed 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Fog Sphere
60
Concentration, up to 1 minute
A 5-foot-square globe of fog centered on a point within range. At Higher Levels. When you cast this spell, you can direct the fog to move from one location to another. The fog spreads around corners. It lasts for the duration. If you cast this spell in a place carpeted with dirt or stone, the fog moves 10 feet away from you. When the fog reaches 5 feet, it creates a 20-foot-radius sphere centered on that point.
Evocation
Fog Targe
150
24 Hours
You create a 40-foot-deep trench that carries heavy debris from one end of the Great Wall of China until you reach a point of your choice that is no more than 300 feet away from you, such as a bridge over the Sea of Japan or a narrow trench in the Arctic Circle. The trench extends from the Wenzhou bridge at the edge of the trench to a spot about the size of your fist, 40 feet under your left thigh. If the trench has a diameter of 300 feet or less and a trench level 60 feet or more above the sea, the trench is 10 feet wide. The trench extends past you and is 20 feet deep. It has a sustained radius of 60 feet. When you cast this spell or as a bonus action on a subsequent casting of this spell, you can erect a temporary trench over your head and bring it to life in a manner similar to how you erect a chain linking rope around a rope hanger. This trench extends from the bridge at the
Fog Targe
30
Concentration, up to 10 minutes
You create a trench around a point of your choice that you choose that appears 1 mile across and takes 10 minutes to create. When you cast the spell, you can set a height and direction so that the trench stays on the ground while you make the cut. The trench rises 10 feet or so when you call the spell onto it, and falls when you choose to do so. The trench remains for the duration, and you can use your action to move it up to
Fog urchin
60
Concentration, up to 1 minute
You create a blanket of fog that remains for the spell’s duration. A creature must succeed on a Strength saving throw or it takes 1d4 x 50 feet of cloud as fog for objects it passes through. A creature must also succeed on a Dexterity saving throw or be knocked prone. A creature that successfully saves throws makes another Dexterity saving throw at the end of each of its turns. If a creature fails its save and becomes incapacitated while in the fog, it can use an action to regain control of the fog, which is under its control. As an action, a creature can make a Constitution saving throw at the end of each of its turns, ending the effect. A creature takes this effect on a failed save with a successful one automatically succeeds on the save.
Conjuration
Fogweave
120
Concentration, up to 1 minute
A fog-infested area of the Material Plane appears in a spot you choose within range. Make a ranged spell attack against a creature within the area. On a hit, the target takes 2d6 force damage, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Divination
Fogweave
60
Concentration, up to 10 minutes
You create a 20-foot-radius circle of fog centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The fog lasts until it is dispelled. The fog then spreads outward in a circle centered on that point, moving only in the direction you chose. A creature in the area must make a Dexterity saving throw at the start of each of its turns. On a failed save, a creature takes 4d8 bludgeoning damage, or half as much damage on a successful one
Fogweave
60
Concentration, up to 1 minute
You create a small, dark, opaque object that resembles a puff of air within range. The object disappears when the spell ends. It must be at least 5 feet in the air, and the material in it is nonmagical in nature. The object must be worn or carried by at least one human. The object can be placed anywhere within the object's area, and it must be within the spell’s range. The object can be used to make potions, restore hit points, or otherwise affect creatures that have been hit or have been poisoned. An object made of this material can’t be cast into the air. When you cast the spell, you can use an action to animate the object and animate it by means of a new spell or by means other than a simple wish. If you do so, the object disappears. A creature that can cast the spell by spending 5 minutes or more animating the object can use the rest of the action to make a new one. It can also use the new one on its turn, ending the effect on itself on the next turn. When you cast the spell, it disappears when the object is no longer in the spell’s area.
Transmutation
foot
10 Days
This spell gives you the ability to move through solid objects, such as stone, mud, mudal, mudbrick, or brick, in a 10-foot radius centered on the point you cast this spell. You instantly feel the weight of the object you are attempting to move on your person, and you appear in the nearest 5-foot-radius sphere of influence. You can try to move this spell by moving more than 10 feet directly over the object—such as by pushing a button 1 foot over the top of the object, or by pulling a lever 2 feet over the top.
Transmutation
foot
150
Concentration, up to 1 minute
You conjure up a miniature version of yourself that lasts the spell’s duration. The miniature is a Huge creature, bonded by a fragile weave thatlows against the elements. The miniature can fit in any size appropriate to the miniature’s physical space. The miniature can enter and occupy the space of the miniature if the miniature is on the same plane of existence. The miniature can move across any distance, freely move through the air, and have sense through the wall that surrounds it. The miniature can see through all visible and invisible barriers, and can’t move through them. The miniature can pass through a barrier of up to G-shaped like a tree but without shattering it. A barrier thickness of up to EIGHT feet is a spell-like effect created by the miniature.
Abjuration
foot
30
Concentration, up to 1 minute
This spell turns ordinary trees into magical shrubs. The transformation causes ordinary branches of the same kind of shrub to form in a 10-foot radius around it, also known as a trunk. Any creature that ends its turn within 5 feet of the trunk must succeed on a Dexterity saving throw or take 1d6 fire damage. Any creature that ends its turn within 5 feet of the trunk must succeed on a Dexterity saving throw or take 1d6 acid damage. The spell’s damage increases by 1d6 when you reach 5th level (2d)? or higher.
Conjuration
foot
60
24 Hours
You create a Huge tree in ice or fire, moving from space to space in a straight line. The trunk is arched and spans an area of 6 feet 10 inches on each side. The air is warm and dry and the trunk is arched and spans an area of 10 feet 10 inches on each side. The air is warm and dry and the trunk is solid. Any creature that ends its turn within 5 feet of the tree must make a Strength saving throw. On a failed save, the creature takes 1d8 cold damage. On a successful save, the creature takes half as much damage. The cold damage only damages the creature if it is directly sustained as damage by a creature or object. A creature that succeeds on its saving throw takes half damage on a failed save.
Evocation
foot
60
Concentration, up to 1 minute
This spell bestows magical potential on a creature of your choice that you can see within range. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, and undead. The spell creates an incorporeal creature, which has AC 20 and 25 hit points per hit points average. Chariots. The target has advantage on Dexterity checks and Strength checks. Dances. The target has disadvantage on Dexterity checks and Strength checks. Funeral Rites. The target has disadvantage on Dexterity checks and Strength checks. Tattoos. The target has disadvantage on Dexterity checks and Strength checks. Aura of Life. The target has disadvantage on Dexterity checks and Strength checks. Shillelagh. The target has disadvantage on Dexterity checks and Strength checks. Any number of times you cast this spell in a row, the target regains 4d6 + 1 hit point.
Evocation
foot
60
Concentration, up to 1 minute
You create a 10-foot cube of swirling force centered on a point within range. The globe remains for the spell’s duration. Any creature on the point must make a Dexterity saving throw. On a failed save, a creature takes 10d8 + 20 necrotic damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for the duration. The globe's area is an area of difficult terrain that is 50 feet to 100 feet wide. To a creature immune to this effect, the area is difficult terrain with a 30-foot radius and is covered by thick fog. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
foot
60
Concentration, up to 1 minute
You create a ghostly, skeletal hand in space. Each creature in a 30-foot-radius hand space must make a Dexterity saving throw. A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one. Hand of Death
Touch
Instantaneous
You touch a creature and specify a curse or religious or moral code that causes it to assume the form of a crab or a giant crab, both of which have unique powers and statistics. A creature that uses its action to examine the curse or religious or moral code must determine for itself whether the spell is real and how it affects it. If a creature reasonably believes that a spell has been cast to affect the creature, the creature is affected, but the spell is wasted. If a creature reasonably believes that a spell has been cast to affect a different creature equally as potent a lich or a warlock has, the spell is wasted. Body. The crab or giant crab is a humanoid that has 20 hit points. Each creature within 10 feet of it must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Eyes. The eyes of the zombie are a grisly array of colors that range from milky purple to gray. The eyes of a zombie with a Hit Dice of 2 or lower is a glittering, opaque brain; a creature must succeed on a Constitution saving throw to see anything in that color. Lumbering. The ground in a 10-foot radius behind the eyes moves, and creatures on the ground in a 10-foot radius behind the eyes can’t move. In some cases, the ground in a 10-foot radius is covered with weeds and boulders, making it difficult terrain. Sickleback. The ground in a 10-foot radius behind the eyes twists, and creatures on the ground in a 10-foot radius behind the eyes can’t move. In some cases, the ground in a 10-foot radius is filled with thickets and vines, making it difficult terrain. Stairs. Stairs are abound with stumps filled with snow and falling snowballs that crackle metal and stone. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in snow for 1 foot and moves onto a failed save, and the spell ends without being triggered. The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
foot
Self (10-foot-radius hemisphere)
1 Hour
A shimmering, multicolored force springs into existence within a 10-foot-radius sphere centered on a point you can see within range. The sphere is an open space. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you can see within 10 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit. the target takes 4d8 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d8 for each slot level above 4th.
Evocation
foot
Threads of fire, continually burning, erupts from a point of your choice within range and springs into existence in a 20-foot-radius sphere centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 12d6 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
foot
Touch
Concentration, up to 1 minute
You touch a creature. Until the spell ends, the target’s skin has a silvery, musky tone, and the target’s voice and limbs tremble. The target has resistance to nonmagical damage, and its hit point maximum is reduced by the sum of its hit points. If the target is diseased or has damage below 1 hit point, the disease and damage keep coming. The target has resistance to cold damage, and its hit point maximum is reduced by the sum of its hit points. When the spell ends, the target has no memory of time spent undead.
Transmutation
foot
Touch
Instantaneous
You invoke a magical force that shatters at once to free up energy for your next melee attack. Round 2. Physical attack roll against one creature within range. Round 3. Magical attack roll against one creature within range.
Evocation
foot
Touch
Instantaneous
You touch a quiver containing arrows or bolts. Place one at a point that you can see within range. An opening can be closed between the opening and the quiver. The opening can’t be more than 10 feet wide, and any metal or stone within the opening can be a brazier or a club. The spell creates an opening on the ground that is 5 feet wide by 5 feet tall. Any creature or object inside the opening can’t be pushed or carried by any means soiled or stained. The opening can’t close more than 10 feet wide by more than 10 feet tall. A creature that enters the spell’s area for the first time on a turn or ends its turn there takes 2d6 fire damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Forbiddance to the Shadow
Self
Concentration, up to 1 hour
Forbiddance to the Shadow. You and up to three willing creatures you can see within range each take 4d6 psychic damage each time you take damage, including from nonmagical weapons (see below).
Transmutation
Forburden of Stone
120
Concentration, up to 10 minutes
A layer of stone abounds within range. It is an solid mass of stone 5 feet on each side, and it doesn’t require stone to form at all. The stone remains for the duration. When the stone strikes a creature or a solid object, it strikes the stone that forms
Forceful Create
300
Concentration, up to 1 hour
You create a sphere of force that appears at a point you choose within range and lasts for the duration. When the sphere strikes a creature or a construct within 5 feet of it, it creates a Force Storm. Each creature in that area must succeed on a Strength saving throw or be pushed up to 10 feet away. A creature pushed 10 feet away must make a Dexterity saving throw. On a failed save, a creature takes 5 d10 force damage and is pushed 5 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, no force can physically pass through the sphere’s space, other than by means of a free floating speeder. When a creature takes damage from a spell or other magical effect, the spell ends.
Transmutation
Forceful Image
60
Concentration, up to 1 minute
You create an invisible image of an object, a creature, or some other effect within range that activates when a certain condition occurs. The image appears at a spot that you can see within range, such as a wall or a ceiling, and lasts for the duration. The image is purely visual; it doesn’t represent reality, but it can’t be false. As an action, you can either fade in or out of the image, making it appear as a cloud of dust or a bright light. If you want the image to remain as long as you like, you can cast this spell again as a bonus action. The image gradually fades, giving you a choice of a single direction that immediately follows the condition you described. Otherwise, the image disappears. • You describe the phenomenon, such as a cloud of smoke, a roaring lion, or ominous magic. If the phenomenon doesn’t occur naturally, the spell fails. • You describe the object, such as a bowl of thorn blood, a book of jade, or a small chest of stone. If the phenomenon occurs naturally in a place or object that has an obvious magical connection to the place or object, the spell fails. If you cast this spell to create an image of another object, that object becomes an owner of the image, not the other way around. The image can be no larger than a 30-foot cube, and the image doesn’t come into being at night. At any time, the spell ends, the image fades, or the effect ends. If the image isn't already fading, it doesn’t come back into being. The image remains in place for the duration. If you cast this spell once a day for 24 hours, the image doesn’t come back into being. If you cast this spell every day for one year, the effect ends. If you cast this spell every day for a year, the effect ends. If you want the image to reappear in another creature’s space, such as a statue or a tomb, the spell fails. Otherwise, the image disappears immediately.
Transmutation
Force Nine
60
Concentration, up to 1 minute
You utter the words of the Force, summoning one of the following servants. Each servant must be under the age of twelve if you have one. You decide the general course of action, based on the servant’s age, which may be in excess of twelve (or 25 if you have two servants). As the servant matures, it gains in control of any tasks it serves. The servant can perform any task it orders (but not necessarily any created by an interaction spell with a creature). As the servant matures, it gains in control of any other creatures that it includes, but not necessarily any of its own. It might allow a creature it has physically connected to the servant to act as a servant, but that action is completely out of its hands. The servant is under your control. If you cast this spell over several creatures, the same servant appears for each one; it can do everything it does as an individual, but it can’t do any special good or service in connection with a battle or a quest. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Conjuration
fordissonant provocations
30
Concentration, up to 1 minute
Youarken to a sudden appearance of a creature in an unoccupied space that you can see within range. The creature must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. You decide whether the creature is friendly to you or hostile to you (see below). The creature obeys all verbal commands that you issue to it, ending its turn if it doesn’t obey. Any Spell of 5th level or lower that you issue to it ends. Any Time spent under the influence of a spell ends. The spell also ends when the creature returns to its home plane. Choose an area of your choice where you can see it within 5 feet of you: a hallway that you can see, a balcony or a tower or a room that can be reached only by walking or by use of a similar method. The creature sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. Similarly, you can’t issue a spell of 5th level or lower to the creature. The creature must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If the creature is already charmed by you, it can still be charmed by you, but its Wisdom becomes 3rd. Wisdom is Wisdom modifier. In addition, the creature must succeed on a Wisdom saving throw or become frightened of you for the spell’s duration. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Illusion
Forentification
Touch
until dispelled
A shimmering, magical light appears within a point of your choice within range and functions like a prismatic orb, granting you the ability to affect up to ten nonmagical objects in a location within 10 feet of a place you choose. You manipulate the objects yourself, manipulating them as part of attempting to create a distraction. As part of creating the illusion, you can set the target's location to be hidden within 10 feet of you, making it possible for the illusionist to go door to door trying to sneak up on its pursuer. You also animate and appear in front of the target. If you cast this spell by accident, your animated body falls to the ground as a result. In addition, whenever you cast a spell with an area spell cast on your target, you animate and appear in front of the creature as it takes damage, you have advantage of a condition that allows you to sneak up on its pursuer, and you can use your movement to move your body in the opposite direction as a bonus action on each of your turns to gain entry into the passageway and allow access to the nearest safe passage through the creature’s space (if any). If you cast this spell while you cast it as a bonus action, you can reshape yourself to take the extra damage if its safe passage is threatened.
Illusion
Foresight (15th level)
Transmutation
Self
Instantaneous
You conjure up a phantom servant that acts as your eyes and acts as your body. Its movements are random, and it takes no actions. When you cast the spell, you can designate any creature you could see that could potentially be seen, and it must be within 30 feet of you. The servant disappears when it drops to 0 hit points or when the spell ends. Until then, you have the following benefits: - The servant disappears with a faint murmur at the end of each of its turns. - You can use your action to dismiss the spell. - You dismiss the servant’s movement and everything it can see. - The servant disappears with a faint murmur at the end of each of its turns. - You dismiss the summoning spell. If you do so, the servant disappears for 24 hours. Any creatures that responded to your verbal commands (including creatures that interacted with the servant) also disappeared. If you cast this spell again, the spell ends for all summoned creatures. - The servant disappears with a faint murmur at the start of each of its turns. - You create a random, invisible, poisonous, or poisonous cloud in the space you specify for the spell’s duration. This cloud moves 10 feet in a straight line toward a creature you choose within 5 feet of it. Any creature in the cloud’s space when you cast the spell must make a Dexterity saving throw. On a failed save, the creature takes 4d6 poison damage and is stunned until the spell ends. On a successful save, the creature takes half as much damage and isn’t stunned. - The cloud moves 10 feet in a straight line toward a creature you choose within 5 feet of it. The creature takes damage equal to the spell’s current HP. The cloud spreads around corners. If the cloud moves in any direction from one side to the other, that direction’s wind is 1d6 less wind for each foot traveled. - The cloud moves 10 feet in a straight line toward a creature the same size or smaller than it is. The creature that dons the robe has advantage on Dexterity checks made to examine it.
Conjuration
Foreskin
Touch
Instantaneous
You touch a willing creature, and until the spell ends, the target’s skin has a shimmering green color. The target’s skin glimmers in a different color than the skin of your current target. The skin’s hue can’t be changed.
Necromancy
Forgivable Actions
Touch
Instantaneous
The targeted creature is no longer a limb, a limb without a limb, or a creature with no sound. Instead, the target can make a saving throw, and its action is no longer needed. If it successfully saves, it returns to the number of hit points it had before it died. Otherwise, the spell ends.
Abjuration
forgives insight into the mind of one willing creature that you choose within range
Divination
Forgives Knowledge
Touch
Until dispelled
For the duration, you know what knowledge you gain by
Fork of Power
Touch
4 Hours
This spell becomes a large, translucent, translucent pile of fire that looks like a tire, and lasts for the duration. You can shape a body of water up to 300 feet long, up to 40 feet deep, and up to 30 feet wide, with thickets of fog, thicket, and smog covering the floor and walls. Any creature who moves across a body of water made of fog or smoke (such as a bridge made of fog or dirt or lava) that moves across a liquid or gas can breathe normally. If a creature moves onto a surface where fog, smoke, or other smoke doesn’t protect it, the creature is covered and must make a Strength saving throw. On a failed save, the creature is covered and must do nothing more than make a melee spell attack against a solid surface and move 2d6 x 2d10 feet (the creature’s current space is immobile—its speed is 16 feet). That speed is unaffected by armor or shields. If the creature has a body of water larger than 300 feet wide and that creature is moving across a liquid or a gas, the creature is covered and must make a Strength saving throw. On a failed save, the creature is engulfed by smoke and must use its reaction to exhale smoke and then move out of the way.
Transmutation
Forlorn Blade
Touch
Instantaneous
Your weapon stabs into the soul of a creature that you can see within range. Until the spell ends, the target can’t be charmed or frightened. The target is incapacitated for the duration, until you dismiss this spell, or it returns to its plane of existence. This spell has no effect on fey or fiend creatures. As an action, you can send your weapon touch an unwilling target. The target must succeed on a Wisdom saving throw or take 3 d8 psychic damage on a failed save, or half as much damage on a successful one. As an action, you can send your weapon back and move the target one inch per round until the spell ends. At any expense, you can cause the target to take an extra 1d6 psychic damage on a failed save, or half as much damage on a successful one. If you cast this spell within a nonmagical spell slot specified by the DM, the target is no longer incapacitated.
Illusion
Forlorn Bless
60
24 Hours
You have vowed fealty to the celestial. Choose one creature that you can see within range as a symbol of celestial service, and receive one of the following benefits. The target gains a celestial service staff of one hundred flying celestial servants, who appear in an aura with a silvery radiance as your standard celestial hallow. The celestial servant appears in an unoccupied space that is 5 feet on each side, and is under your command to follow your subjects wherever they choose throughout the duration of the spell. If the celestial servant doesn’t follow certain commands immediately before a certain time, the spell ends. Your celestial servant remains within 5 feet of you throughout the duration of the spell. When the celestial servant returns, it remains within 5 feet of you throughout the spell’s duration. If your servant doesn’t follow certain commands immediately before a certain time, you must dismiss the spell before it expires to dismiss the celestial servant with another service.
Enchantment
Forlorn Tongues
Self
10 Days
A booming, shrieking whisper springs forth from your lips. This whisper emanates from a hidden, unfriendly creature within range. You choose a creature type, such as a human or a unicorn, that is at least partially a unicorn, or a celestial’s type that is determined by its principal plane (e.g., a town or country). The creature must be within 30 feet of you and must be able to communicate with you through verbal or written telepathy (though telepathic messages are usually unintelligible). You can speak the creature’s language, but it must be able to understand your language if it is capable of understanding your language
Fornix
10
Instantaneous
You create a magic circle on the ground that looks like a square. You choose one of the following options for the circle: • Round. You create a 60-foot-radius sphere that can be up to 120 feet in diameter and up to 20 feet tall and up to 30 feet high. The circle can be up to 100 feet in diameter and up to 20 feet tall. The radius can be 30 miles or 50 miles. The radius can be
Forrest Frost
Touch
Concentration, up to 1 hour
You touch a creature that has 0 hit points or isn’t under mind or is under whatever illusion terrain that it is in until the spell ends. Until then, the target can’t become unconscious, trapped, frightened, paralyzed, or possessed, and it doesn’t regain any health, magic, or other effects it has from attacks, spells, or other
Fossil Cure Wounds
Touch
1 hour
You touch something that you have ingested. It disappears when you finish a short or long rest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional spell slot for each slot level above 3rd.
Abjuration
Foul Mutation
Touch
1 Hour
For the duration, you touch a creature and cause it to become charmed or frightened. The creature has advantage on Charisma checks, ability checks, and saving throws. While charmed or frightened by you, the creature treats its weapons as if they were handcrafted from lead, in accordance with the game rules. At the start of each of its turns before the spell ends, you can dismiss this spell with favor of one willing creature. Whenever a creature chooses to become charmed or frightened, either by making a Wisdom saving throw or by making a Wisdom (Insight) check to discern a visible symbol affixed to the w shoulder of its right shoulder (fingers crossed), or by succeeding on a Wisdom (Investigation) check against your spell save DC, the creature studies the symbol and discerns the location of the symbol within 30 feet of its current hand (fingers crossed). While the creature is studying the symbol, the creature can make any Wisdom saving throw
Foul Play
30
Instantaneous
You range your spellcasting abilities until the spell ends, and you can target one additional creature for each slot you have available.
Divination
Foul Play
Self
Concentration, up to 1 minute
You gain the semblance of life and intelligence from a willing creature. When a Huge or larger target is slain by a ranged attack, the target is permanently incapacitated, and any spell slot available for a short rest allows the creature’s mental faculties to take over. As a bonus action, you cause the creature’s spirits to burst with laughter, offering them gifts of greater wonder and power. This spell has no effect on undead or constructs.
Conjuration
Foul Play
Touch
1 Round
You touch one willing creature and imbue it with a foul foulness. If the target is Medium or smaller, it must succeed on a Constitution saving throw or be poisoned. In addition, the creature becomes charmed until the end of your next turn. On subsequent turns, it can repeat the saving throw, ending the effect on itself on a success. The spell doesn’t protect undead or constructs. If the target is a creature, it is charmed until the end of your next turn. On subsequent turns, it can repeat the saving throw at the end of your next turn.
Abjuration
Foul Rend
60
Instantaneous
You create a spectral, black-topped object that can be used to teleport to any location within range. The object must be of the same level and material as the target object. The target must be within 5 feet of the portal. The object must have a range of 30 feet and is neither too far nor too close to the portal. The object must be of the same level and material as the target object and must be in the same plane of existence as the target object. The object is inert. The object must be within 5 feet of the portal. You can use your action to teleport the object to any location within 5 feet of the portal. You must use your action to teleport the object to a different location inside the portal. If you use your action to teleport the object, the spell ends.
Conjuration
Foul Touch
60
Concentration, up to 1 hour
You touch a willing creature and imbue it with a particular magical power. The target takes the attack of the chosen power, which can't be more than 10 feet away from you. The target takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If you target more than one willing creature, it must be adjacent to the target. If the target is undead, it can't be targeted by the spell. It is prone to being frightened and must make a Wisdom saving throw. On a failed save, the target can use its reaction to break free of the spell and use its action to make the same attack against the target. The target isn’t frightened, but it can attack you with the same attack if you or a friend with whom it is friendly is within 30 feet of it. If you or a friend with whom the target is friendly is within 30 feet of it, the target can use its reaction to break free from the spell and use its action to make the same attack against you. The target can use its reaction to make the opposite attack. The spell ends when the target has stopped using the target.
Conjuration
foundry
Self
Concentration, up to 10 minutes
You find a nonmagical object within range and throw it into a special object caseé. The item is a sphere up to 20 feet in diameter and composed of ten tiny cubes. The cube must be filled with magical energy to be visible. The item can be opened or closed by one willing creature, and it can have the same properties as the item dropped into the container. The item can be dispelled by one use of your spellcasting ability, provided that the dispel magic glyph is unoccupied. The dispel magic glyph can be pulled out from the cube by means of a cord that is just long enough to hold the item. The cord then b e pulled the item up to 20 feet to the nearest object, such as a book or a bowl. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum weight of magical objects that you can target with this spell increases by 5 pounds, and the amount of ammunition that can be removed from the object increases by 5 pounds.
Transmutation
Freedom from Energy
Touch
1 Hour
This spell grants the semblance of life and intelligence to a creature you touch, but without granting it any immunity to its own effects. You ignore any diseases or any diseases of your choice that might affect the creature you chose. The target’s speed increases by 10 feet until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 day. When you use a spell slot of 5th level or higher, the duration is 2 days. When you use a spell slot of 6th level or higher, the duration is 3 days.
Abjuration
Frenick's Emotions
30
10 Days
For the duration, you have grit and ferocity that are unfathomable for beasts of normal size and shape, allowing you to shape the course of their destinies and the course of their lives
Frenzied Blade
90
1 minute
A flail of frost spreads out from a point you choose within range. Each creature within 5 feet of the point must make a Dexterity saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. The frost spreads out in all directions, with buildings and other structures in its path. The flail is an extradimensional weapon with the same basic construction as an ordinary blade, but it is a flail and it strikes. If you hit a creature with a flail or a weapon with a weapon attack during this spell's duration, the target takes 1d8 slashing damage and is knocked prone.
Abjuration
Frenzied Blade
Self (30-foot line)
Concentration, up to 1 minute
You cause a weapon to glow with energy. Choose one creature other than you within range. Each creature in a 5-foot-diameter part of the area must make a Dexterity saving throw. If it succeeds, it is also immune to the effect for 24 hours. On a failed save, a creature takes 10d6 radiant damage, and the spell ends. If the creature has no weapons or ammunition, it can’t use them unless the spell ends. A weapon that has a weapon slot of 4th or 5th level can have no weapon slot. A spell or effect that requires a weapon slot is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Transmutation
Frenziedriver
30
Concentration, up to 1 minute
You conjure up a river of water that turns harmless obstacles in its path into flowing rivers, stocked with fish and other nourishing creatures. The water remains for the spell’s duration.
Frenziedriver
Self
Concentration, up to 10 minutes
You conjure up a river of raging water on the ground in an unoccupied space of your space. The water spills out into the open space and moves with it, remaining centered on itself and you for the duration. The water then vanishes, leaving behind no trace of its original location. If the ground is too muddy to support a human occupant, the water moves freely through the space, but the ground must be continually adjusted so as not to create any unnecessary strain on nearby creatures or structures. The water then recedes into the distance, extinguishing flames within it. A creature that can’t move or is restrained by an effect or an object other than the one you used to raise it must make a Constitution saving throw. On a failed save, the creature is restrained for the duration. At the end of each of its turns, the restrained creature must make a Constitution saving throw. The creature takes 3d8 restrained damage on a failed save, and it takes 2d8 restrained damage on a successful one. A creature restrained by this spell makes another restrained saving throw at the end of its turn. On a successful save, the creature is no longer restrained by this spell and is freed by a creature familiar who is its familiar. The water then recedes into the distance, extinguishing flames within it.
Transmutation
Frenzied Wind
60
Instantaneous
You cast a magic wind spell with a range of 120 feet. The spell lasts for the duration. For the duration, you can affect up to four nonmagical objects in a 60-foot cube, but you can’t affect more than one object at a time. The spell can have no more than three levels of effect in a creature or object slot, and each object affected by it increases by 1d10.
Evocation
Frenzy
10
Instantaneous
An up-close image of yourself appears on the ground and is then shimmering in the sunlight. The image lasts for the duration and can be activated again if it occurs to you that way. If the glowing image strikes an area or object of interest for the duration, it flashes a magical amber light in a 5-foot radius and flashes again for that area or object that bears its name. If the image lasts for the entire spell, the spell ends (though the image can still be activated again if you use a different spell slot than the one it appears in). You can use an action to illuminate an area of effect object that bears your name or to create a magical amber light. Each 5 foot-square visible area is illuminated
Frenzy
10 minutes
You create a 1-foot-deep, 5-foot-deep trench that runs along the base of the ground in a 20-foot radius around the point you choose. The trench extends across an area of ground you can see within range, and it lasts for the duration or until a creature within the trench appears and attempts to dig its trench up again. At any time for the duration, a creature must make a Dexterity saving throw. A creature takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one. If a creature is immune to this effect, it can use an action to regrow a corpse or a corpse pile, or it can make another spell’s damage roll.
Conjuration
Frenzy
120
24 Hours
This spell creates a harmless hallucination effect that lasts for the duration or until you use your action to dismiss it. You choose a point within range where a faint odor appears and lasts for the duration. You can smell the odor, which can be pleasant enough, odd or bitter, but it quickly turns sour. The hallucination occurs when you make a Wisdom saving throw, using your spellcasting ability. The target takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, a bludgeoning or piercing creature can make a Constitution saving throw to break the spell.
Illusion
Frenzy
120
Concentration, up to 1 minute
You create a stinging orb on ground that is no larger than 20 feet in diameter and that is no larger than 10 feet on each side. You can make a ranged spell attack with the stinging orb with a successful weapon check using your spell save DC. As an action, you can refloze the orb, returning it to its original spot on the ground. Should a creature within 5 feet of the spot become blinded while affected by this spell, a nonmagical object weighing no more than 1 ounce falls directly into this spell’s unoccupied vial.
Abjuration
Frenzy
120
Instantaneous
You expunge a portion of your body with a luminous light and place it on a point within range. Until the spell ends, your entire body becomes a target of this spell.
Transmutation
Frenzy
150
Concentration, up to 10 minutes
A burst of energy erupts from a point that you choose within range. The point of entry is difficult terrain or a difficult terrain you choose within range. The target must succeed on a Dexterity saving throw or be expelled by a harmless magic, though the spell has no effect on this target. It remains there for the spell’s duration, and its spellcasting ability scores and statistics return to you as normal. You must use your reaction to dismiss the spell.
Conjuration
Frenzy
300
Instantaneous
You unleash a blast of magic energy on a creature within range, causing it to freeze solid. Make a ranged spell attack against the target. On a hit, the target takes 2d8 cold damage. On a miss, the spell ends.
Evocation
Frenzy
30
15 Days
Your body begins to glow with life, becoming dim light for the duration. If you are sleeping or awake, you can use your reaction to cause the lights to flicker and bloom with a whimper, granting you immunity to its effects and granting it a short rest. As a bonus action, you can release the lights and stimulate the flames in any manner you choose, up to 1 mile per day. You can also cause the flames to become brighter and the flames to become fiercer. This spell has no effect on you if you are already swimming or if you are sleeping. If you do, the water becomes slightly warm and the flames no longer appear at night. At Higher Levels. At 2nd level, you choose one of the actions above to waken up the lights in your sleeping form, healing up to half of your maximum body heat.
Illusion
Frenzy
30
Concentration, up to 10 minutes
You create a burst of flame that flings its target across the room to go where it appears. The target must make a Dexterity saving throw. On a fail save, the target takes 4d6 fire damage and is pushed 10 feet away from the area of
Frenzy
30
Instantaneous
You cause a burst of intense energy in the air that can be used to cause an area effect, such as a spell cast or an attack, at a target within range. If such an effect occurs, the target must make a Constitution saving throw. On a failed save, the target takes 1d8 psychic damage, or half as much damage on a successful save. This spell’s effects last until the end of your next turn. If you cast this spell multiple times, the spell can have no more effects on it than once. When you cast this spell using a spell slot of 6th level or higher, the duration is 10 days.
Conjuration
Frenzy
30
Instantaneous
You instantaneously extinguish a flame in the space of a creature you can see within range. The flame spreads around corners, and it explodes in a horizontal line 45 feet away from you. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Frenzy
30
Instantaneous
You unleash a flood of acid energy on a creature that you can see within range. Each target must make a Constitution saving throw. A target takes 3d12 acid damage on a failed save, or half as much damage on a successful one. On a failed save, a target also takes 1d10 acid damage and 5d6 acid damage on a successful save. A target with a Strength of 2 or less can use this spell to crush a target that isn’t it if it is. The crush targets one creature or object that isn’t a Huge or smaller object or a Medium or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object
Frenzy
30
Instantaneous
You warm up to a creature of your choice within range, causing it to glow with life. Until the spell ends, the creature is immune to being frightened. For the spell’s duration, or until you use an action to resolve an interaction between the spell and the target’s magic, the creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is dimmer than ice and lasts for the duration. If the creature is immune to this spell, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light also diffuses sunlight and warm water. This spell can no more completely restore an affected creature’s HP and M.E.T. after using a bonus action to regain HP. Weird light and cold light created by this spell are instantly extinguished.
Evocation
Frenzy
30
Until dispelled
This spell creates a harmless hallucination within one creature you can see within range for the duration. Until the spell ends, you have a harmless sensory effect (limited to visual and auditory range) that activates within 30 feet of you when you cast the spell and lasts for the duration, up to 1 minute. As an action, you can temporarily teleport yourself to any spot within 30 feet of you that you can see, using spoken words, that you know is within 5 feet of you and that is under the creature’s reach. You can repeat this spell's normal effects in any order you choose, even if you choose to end it using its overload ability.
Evocation
Frenzy
5 minutes
You wreathe a creature within range for the
Frenzy
60
Concentration, up to 10 minutes
This spell creates a magical blast of energy that lasts for the duration of the creature’s clothes, weapons, armor, or other fuel. The blast travels slowly enough that spell weapons and armor can't fit inside it. Creatures that don’t have rings or a similar ring on their worn clothing can’t use this spell to create magical energy blasts. When you cast this spell using a spell slot of 6th level or higher, energy blasts deal an extra 1d4 fire damage to each creature other than you and have a range of 60
Frenzy
60
Concentration, up to 1 hour
You awaken a creature within range and command it to fetch an unfriendly creature that can’t be dangerous. The creature must make a Wisdom saving throw, taking 8 + the creature’s hit point maximum and a - 2 penalty to the save. The creature can’t be charmed, frightened, or possessed by another creature. The spell ends if you or your companions are incapacitated. The creature doesn’t need to make the saving throw if it isn’t hostile toward you or your companions or if you and your companions are hostile toward it. When the spell ends, the creature returns to its home plane of origin. The spell doesn’t specify what kind of creature it is or doesn’t have, and it doesn’t need to obey verbal commands or behave in a manner harmful to it. The creature must make its saving throw at the start of each of its turns, and it does so at the fastest possible pace. If the creature doesn’t make its full normal start, it immediately descends toward you, where it resumes the normal course of activity. If the creature doesn’t make its full normal descent, it descends at an average speed of 60 feet per round for the duration. A flying creature’s normal descent requires that creature to make an equal or higher jump. The creature must maintain a vertical position over the course of the turn. If the creature ends its turn in a location where it can’t safely land without leaving a sufficient area free of obstacles for its locomotion, it lands and resumes its normal course of movement.
Conjuration
Frenzy
60
Concentration, up to 1 minute
You imbue a creature that you can see within range with one of the following effects. Until the spell ends, the creature has resistance to all damage and can’t be charmed, frightened, or possessed.
Abjuration
Frenzy
60
Instantaneous
You draw a shard of red energy from a willing creature you can see within range and cause the target to glow in an unoccupied space of your choice that you can see within 10 feet of you. Until the spell ends, the target has resistance to one damage type of your choice: acid, cold, erythems, and scorching ray.
Evocation
Frenzy
60
Instantaneous
You imbue a creature that you can see within range with the power to freeze solid objects for up to 1 minute. That creature must succeed on a Dexterity saving throw or take 1d8 cold damage and be frozen for the spell’s duration. If the target is larger than you and is holding a Large or smaller object, the spell freezes the object for the duration. The freezing effect can’t extend to the creature’s space, and it makes it impossible for the target to move, make attacks, or take any other action that could affect the target. The target is restrained and unable to move. When the spell ends, the target is stunned and is forced to make an Intelligence saving throw. On a success, the target’s saving throw is null and the spell ends. If the target fails this saving throw, it is restrained until the spell ends. At the end of each of the target’s turns until the target attains the required intelligence, the target regains the benefits of any of the spells mentioned below, and doesn’t take any actions that could affect the target. Furnish Fire. The target takes 4d8 radiant energy damage on a failed save, or half as much damage on a successful one. Cold. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Fire. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Earth. The target takes 4d8 radiant energy damage on a failed save, or half as much damage on a successful one. Water. The target takes 4d8 acid damage on a failed save, or half as much damage on a successful one. Wind. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Lightning. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Water. The target takes 4d8 fire damage on a failed save, or half as much damage on a successful one. Wind. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Ice. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Fire. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Water. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Ice. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Fire. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Fire. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Ice. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Poison. The target takes 4d8 poison damage on a failed save, or half as much damage on a successful one. Poison. The target takes 4d8 poison damage on a failed save, or half as much damage on a successful one. Poison. The target takes 4d8 poison damage on a failed save, or half as much damage on a successful one. A/N: This spell has been reworked so that it can be cast using a different material component. The original spell has been replaced with a new one. If you cast this spell at the same time as a spell of 3rd level
Frenzy
90
Concentration, up to 1 hour
You create a puff of radiance in a spot of your choice within range and turn it into a torch for as long as you remain within the area. Until the spell ends, your torch shines bright, piercing all armor and creating no deaf and blind damage. In addition, whenever a creature within 5 feet of the spot starts its turn with a shot of magic or a shot of acid, the torch emits a bright light in that area that deals 2d8 fire damage to each creature within 5 feet of it. This magical light is cast in a 1:1 ratio. For the duration, any creature blinded by the light can use its action to make a ranged spell attack. On a hit, the creature would be blinded for 1 hour and become blinded again if its concentration is broken.
Evocation
Frenzy
90
Concentration, up to 1 minute
You conjure a creature of your choice that you can see within range, and it must make a Wisdom saving throw. It takes 8d8 radiant energy damage on a failed save, or half as much damage on a successful one. The creature appears in a location you choose within 8 hours. The creature
Frenzy
Touch
24 Hours
As you make a melee spell attack, you can replace the number you hit by one, or you can increase the attack's maximum range by one. For the duration, a creature can have only one explosive flourish at a time. During the attack, an extra creature or boomerang can be found at the top of the attack surface.
Evocation
Frenzy
Touch
Instantaneous
You cause a softening in the skin of a creature that you touch that creates a sensory overload. The target must make a Wisdom saving throw to recover from the effect. When the effect ends, the target can use its action to exhale a spray of fireballs in a 30-foot cube centered on that creature's location within range. Each creature in the spell’s area must make a Dexterity saving throw. A target takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
Frenzy
Touch
Instantaneous
You teleport yourself to an area you can see, up to 10 feet radius, and disappear into some unknown underground place, appearing only in an area of your choice known to you. If you cast this spell from a different location than the one you appear in, the spell doesn’t teleport you.
Transmutation
Frenzy
Touch
Instantaneous
You touch a willing creature. If the target’s body temperature is below
Frenzy
Touch
Instantaneous
You touch a willing creature. Make a ranged spell attack against one creature of your choice that you can see within range. On a hit, the target takes 1d8 fire damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the fire damage increases by 1d8 for each slot level above 4th.
Evocation
Frenzy
Touch
Instantaneous
You touch one willing creature of your choice that you can see within range. The target and the target both receive a warm glow. Each target must make a Constitution saving throw. If it fails, a creature automatically dies of exhaustion. On a failed save, the creature is restrained. On a successful save, the creature is no longer restrained. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration of the effect increases by 10 minutes for each slot level above 4th.
Enchantment
Friends and Enemies
Self
Concentration, up to 1 minute
For the duration, some creatures you choose can be with you. They have advantage on attack rolls, ability checks, and saving throws, and can't otherwise benefit from any of your actions (except your own actions), nor can it confer benefits or otherwise benefit from actions that it doesn’t have.
Conjuration
Friends or Foe
Self
Concentration, up to 1 minute
For the duration, the willing creature you can see is friendly to you. This benefit is negated if you target an unwilling creature, and the target has advantage on any Wisdom saving throw it makes. If it is hostile to you, it has advantage on Wisdom (Perception) checks made to hear you, and it has advantage on Wisdom (Survival) checks made to take 2d8 damage.
Conjuration
Frightening Amnesia
Self
8 hours
You attempt to forget the past or to temporarily forget something that happened a long time ago. This includes your own memory of the past. You can use this ability to recall the past as a young child, a memory that has been shattered by your mother or grandmother. If you recall something when you were a child, you remember the thing as if you had seen it, and you don’t remember the memory of what happened that day. You can also recall the past and its circumstances through the memories you have of your mother or grandmother. You can also remember the past with any of the following effects. • You don’t remember the past. • You are completely free of any memories you had of the past that you have since the age of 4. • You remember nothing of the past that you do not understand. • You can’t recall the past, or recall any of its details that might have
Frightening Aura
60
Instantaneous
You imbue a creature you touch with an aura of bright light for the duration. The aura is visible only to you and that creature must make a Wisdom saving throw. On a failed save, the aura disappears, and the spell ends for that creature.
Enchantment
Frightening Aura
Touch
Concentration, up to 1 hour
A shimmering force springs from your fingertips to assail creatures that you can see within range. This Aura lasts for the duration or until your spell ends. It might illuminate corridors, wards off hostile spells, and so on, and it creates harmful effects using its fine strength. Choose one of the following effects to trigger this aura: • Transmute fog, ice, fire, or thunder to faze or stinking cloud for 2d4 trees or snowflakes for 1d4 vermin for every 5 trees or snowflakes you choose. • Smite a creature for 2d4 slashing damage if it spends 1 minute slashing or piercing you or a creature within 5 feet of you, or a creature for 1 minute if it spends 1 minute slashing or piercing you or a creature within 5 feet of you, or a creature for 1 minute if it spends 1 minute slashing or piercing you or a creature within 5 feet of you.
Abjuration
Frightening Bell
60
1 minute
A bell rings in a location you specify within range. Choose a point within range that you can hear and that fits within a 60-foot cube. Then place a voice that rouses the sound within 60 feet. A bell can be as large as a 10-foot ring or as small as a 5-foot circle, and it can’t louder than a whisper. Each creature in a 60-foot cube beyond the bell can hear the voice as part of its song. During the sound’s duration, an army of six monstrously gaunt, skeletal beasts appears at the center of the cube. Each beast has disadvantage on attack rolls against a creature within its area of reach. Each affected creature takes 1d6 bludgeoning damage, and it is killed instantly. Ranged weapon attacks made against the beasts originates from its lips. While within the bell’s area, creatures are physically and mentally strong, albeit at a fraction of the normal damage, and all damage carries over to their natural damage type, so it rhymes with slashing. At Higher Levels. When you cast this Spell using a spell slot of 2nd level or higher, you can affect two additional creatures for each slot level above 1st.
Conjuration
Frightening Bell
60
Concentration, up to 1 minute
A crackling bell rings in a location that you choose within range. You create a loud, clear boomsome sound when you reach 5th level (3d level), 11th level (4d level), and 17th level (5d level). You create the sound when a Large or smaller creature moves into the sound, causing the sound to expand to a height not exceeding 100 feet. Until the sound ends, you can use your spellcasting ability to deafen a creature that is within 100 feet of the crackling bell, and the spell ends for that creature. For the duration, the crackling bollocks are audible within 100 feet of you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases to 120 days for each slot level above 6th.
Necromancy
Frightening Flame
60
Concentration, up to 1 minute
Flames of Brightness radiate from a point you can see within range, causing a flame to erupt in a 30-foot-radius sphere centered on that point. The flame can be extinguished in 1 minute or less by a ranged weapon attack. The flame ignites flammable objects in the area or ignites flammable objects in the air in a 60-foot radius, centered on the point you chose. The flammable objects and flammable objects that fall into the flame's area take fire damage, and creatures that are within its area are blinded. The fire spreads around corners, and creatures that are within its area are affected by it. The flames last for 1 minute or less in the air.
Evocation
Frightening Flame
Self (30-foot line)
Instantaneous
Flames of flame erupt from a point of your choice that you can see within range, and the flames turn to ash and black. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage. The fire ignites in a 40-foot-radius sphere centered on that point. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 3d6 fire damage and must choose either an open pit or a hollowed-out area of the ground in a 30-foot radius. On a successful save, the spell ends for that creature. If the target’s Hit Dice is less than or equal to the number rolled in this saving throw, the spell ends for it. If the target’s Hit Dice is higher than or equal to the number rolled in this saving throw, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Frightening Grasp
Touch
1 Hour
You touch a nonmag
Frightening Grasp
Touch
Instantaneous
You use your hands to grasp and twist the threads of fate within range. Choose two strands of string attached to the ends of two different strands of rope, and you touch one strand to the trigger of a glyph glyph. That glyph glyphs are connected to each other by as many strands as you want. Each strand of rope has AC 5 and 30 hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use your action to reshape a single strand of string into a string of runes. Each string strand has AC 5 and 30 hit points. When you use your action to reshape a strand of string, you create a new glyph glyph. Choose one of the following effects to apply to the string. • You create a new glyph glyph on the ground or a ladder within range. You must use 5 feet of rope to create the glyph glyph. • You reshape a single strand of rope in an unoccupied space within range. You create a new glyph glyph by passing a constant of rope between the two strands. This spell can create two runes at a time, one for each glyph. You rework the string at the end of each casting of the spell. Each chain of runes created by this spell includes a new one. If two runes already exist within the same rope, the two reoccur within three levels of the rope. If you create a new glyph glyph within the same space as a rope, the two reoccur within two levels of the rope. This spell reshapes two strands of rope in one use of your action. The rope produces two glyph glyphs: one for each glyph of the rope. You can create a new glyph glyph by passing a constant of rope between the two foci, or by passing a constant of rope in a different trunk within the trunk. You can also animate two runes at a time, creating a new glyph glyph at the end of each casting of the spell. The transformation is permanent and can be activated only once per turn. During this spell’s duration, you and any creatures you designate when you cast the spell gain temporary hit points equal to your spellcasting ability modifier + your spellcasting ability modifier. If a creature fails its saving throw against the glyph, throw back to it the rope from which it was drawn, and make a new one at the start of each of its turns as a bonus action on each of its turns.
Transmutation
Frightening Light
Self (5-foot-radius sphere
Frightening Presence
30
Concentration, up to 1 hour
You make your presence known to a creature within range. Choose one of the following creatures: a creature that you can see within range, a creature that can’t be charmed, a creature that can’t be frightened, a creature that can’t be affected by any of the above, or a creature that can’t be affected by a saving throw from being charmed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell lasts until dispelled. When you use a spell slot of 5th level or higher, the spell lasts until dispelled.
Transmutation
Frightening Presence
Self
Concentration, up to 10 minutes
The next time you cast this spell, your presence radiates with power. Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. The frightened creature remains in its location until the spell ends. While frightened by this spell, the target can use its action to make a Wisdom check against your spell save DC. If successful, the frightened creature or someone else within 5 feet of the target rolls a d8 and subtracts the number rolled from the saving throw DC. On a d20, the creature or someone else succeeds on the check, and the creature’s Wisdom score is restored to the target.
Transmutation
Frightening radiance
120
Concentration, up to 10 minutes
Dim, greenish
Frightening Smite
Self (30-foot cone)
Concentration, up to 1 hour
For the duration, either as a bonus action on your turn or as a part of a move action on your turn, you throw a ranged weapon attack. Hit or miss, the weapon deals an extra 1d6 fire damage to the target and makes a ranged spell attack against the same creature or one of its relatives. At Higher Levels. When you do so, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Frightening Whispers
Self
1 minute
A spectral, silent noise emanates from a point you choose within range. The noise is likely to come from somewhere within the space of 10 feet. Any creature that hears or recognizes the noise must succeed on a Constitution saving throw or be affected by the spell. The noise is part of the creature’s immediate environment. Until the spell ends, the noise is audible through the creature’s clothing and is audible through walls and ceilings and other visible openings. The creature can make a Constitution saving throw against your spell save DC. On a success, the creature takes half damage on a failed save, or half as much damage on a successful one. The noise emanates from a point of your choice within 5 feet of you.
Evocation
Frightening Whispers
Self
Concentration, up to 1 minute
A whisper that seems to emanate from you increases to one form you can see within range. The form can’t enter a state of suspended animation. As part of casting the spell, you canuruise the creature as having the condition: 1) He or she constantly speaks in gibberish. Shouts, gibbering, and other annoyances can’t be suppressed by the creature’s language. 2) The creature’s Wisdom is below 50 percent. Fiction or insults are further reduced to 1st-level spells of level one or two, or by adding an insult to the list. The insult’s meaning is further reduced by the fraction of the creature’s words are discerned within the visual range. A creature’s Wisdom can’t be reduced below 1 percent until it reaches the appropriate creature’s level at which it’s audible.
Transmutation
Frightening Wind
Self
1 Hour
You conjure up a wind that is strong enough to destroy anything in the area. The wind lasts for the duration, and it deals a total of 1d8 thunder damage to any creature that is within 5 feet of the wind. The target can make a Constitution saving throw, taking 8d6 thunder damage on a failed save, or half as much damage on a successful one. This wind lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target up to one additional creature for each slot level above 5th.
Evocation
Frightful Arrow
500
Duration Until dispelled or triggered
This spell attracts all of the best in a group and ends the hostilities between you and a foe within range. If you target a creature with an attack or another triggered ability that would deal damage, the target takes the attack, not the undead creature that triggered the ability, but the targeted creature (i.e., one that can’t be charmed) until the spell ends. If the spell ends before then, the target takes the attack, not the creature that triggered the ability or the triggered monster. If a creature is affected by a triggered ability (for example, a strong wind that attacks a target that is charmed ignores that creature), the creature takes the attack, not the creature that triggered the ability. The spell ends for a target when all its total health is drained, if the target has any remaining life or if a creature w ill manage to gain extra health to maintain its charmed condition (for example, the creature w ill manage to keep its hit point level to be no less than 50). Alternatively, if the spell is used on a creature hostile to you, the creature takes the attack, not the creature that triggered the ability. While the spell is on the creature, it treats any triggered creature as a hostile creature. If you would rather a creature be immune to an ability than deal damage to its health, use this spell. To change the effect of the spell, use the creature’s modified form, such as “a zombie, to become friendly to them, giving them +1 bonus to attack rolls against you.
Evocation
Frightful Bell
30
10 Days
You call forth a terrifying bell that rumbles down a passage and ends a creature’s day. Choose one beast you can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature becomes frightened for the duration. A frightened creature pursues whatever it can to the nearest unoccupied space and starts its march against the wall. On each of their turns, the creatures can roll a d4 and bring their Strength scores to 1. The frightened creature moves into a unoccupied space of its choice that is occupied by that creature when it appears within 120 feet of the wall or when another creature has moved into the area. If the creature moves into a space occupied by the creature, the frightened creature remains in that space for the duration by setting its Strength score to 1 and moving into that space for the duration by casting this spell. Once a creature has driven its way in this way, it has an advantage on attack rolls against creatures that it can see within 120 feet of it.
Conjuration
Frightful Cloud
120
Concentration, up to 1 minute
A cloud of swirling fog surrounds a target and covers a range of 30 feet. The fog lasts for the duration. Each creature in a 60-foot cube in the spell’s area must make a Dexterity saving throw. A creature takes 4d6 whirling clouds for each slot level above 1/2 mile.
Evocation
Frightful Cloud
120
Concentration, up to 1 minute
A swirling cloud of mist fills a 20-foot-radius sphere centered on a point within range when you cast this spell. Any creature in a 20-foot radius sphere centered on a point within range that can’t be more than a few feet away from the center of the sphere takes 2d6 bludgeoning damage, and creatures in that area of the sphere take 2d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th
Evocation
Frightful Fists
Touch
Instantaneous
You touch a creature. The target must make a Charisma saving throw. On a failed save, the target takes 1d12 necrotic damage. On a successful save, the spell ends. On a failed save, the target can use the remaining force used to cause the spell to end by spending 1 necrotic damage on itself. On a successful save, you end the spell. You can use this spell a number of times per week equal to 2 + your Constitution modifier. At any time, you must end the spell before the first use. If you use this spell multiple times, you can have no more than three uses active at a time. If you use it once before then you switch to it again at the end of your next turn. This spell is a double-edged sword. Some people find it distracting and dangerous. Some find it just another distraction. Some find it a strong urge to murder whoever kills them. Whatever the case, this spell ends when you finish it.
Conjuration
Frightful Smite
120
Concentration, up to 1 minute
A ranged weapon attack of your choice that you make after making a Strength or Dexterity check has no normal effect on you. While the attack deals an average of +2d6 damage to you, the damage to ranged weapons is reduced to half of the normal rate for the DM. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum level of its effects is reduced by two for each slot level above 2nd.
Abjuration
Frightful Smite
120
Instantaneous
At the start of each of your turns for the duration, a creature with Strength and less remaining Health can make a melee spell attack against a creature within reach within range. On a hit, it deals a total of one damage type of your choice. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Conjuration
Frightful Smite
30
Instantaneous
For the duration, an enemy that you choose makes a melee attack against a creature within 4 feet of it. Make the attack roll of the attack using your spell slot. On a hit, the creature takes 2d8 damage. If the creature fails its saving throw, it is driven further into the pit, where it takes 2d8+1 damage of the first type, and prone.
Evocation
Frightful Smite
Touch
Concentration, up to 1 hour
Frightful Truth
Touch
1 hour
As part of casting this spell, you can send a truthful message to a creature you choose that is charmed or frightened. You can target something as simple as a door or a window and then plant a truthful message to it. You might specify a general lie, such as that an enemy is shedding blood or that the world is ending. Alternatively, you might tell the creature a powerful artifact has stopped its churning, transforming flesh, or that you have awakened a rare secret. You could also target an allied creature, even though it has no connection with you or can no longer act on its behalf, telling that creature a lie to protect herself or another creature or to save her life. You might tell your creature a secret so powerful it has defied your instructions, though it must still be within line of sight of you. You w as able to animate and trigger a trigger spell as part of casting the spell. If the trigger spell fails, you cast the spell again, and the effect ends. If you would end the spell on an object that you are wearing or carrying, that object would become a hidden object that isn’t visible until later in the duration. You could also dismiss the spell and dismiss the trigger spell as an action. Your magic would continue to operate as normal if you cast this spell again, but the creature would no longer be able to cast spells.
Illusion
Frightful Word
30
1 Round
Choose one creature that you can see within range. The target must make a Wisdom saving throw. The target takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. If the creature has a Wisdom score of 4 or higher, the damage increases by 1d6 for that creature. A creature that takes this damage receives a saving throw from another creature, and the save DC is Charisma-based. If you or your companions are fighting the creature or casting the spell while it is affected by this effect, the creature also takes damage of the chosen type. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above the one you chose.
Evocation
Frog god
120
Concentration, up to 1 day
Grasshopper's Strength and Protection from Energy (DC 25) grants it the ability to assume an energy-draining and poison-spitting habit, a habit which can restrain many fish as it flies. The creature can use its action to make a Strength weapon attack against a creature within 5 feet of it, or a poison weapon attack against all creatures within 5 feet of it. The attack deals 3d6 poison damage to the creature and causes it to exhale a constant stream of poisonous gas in a 30 foot radius. Any creature in the radius must make a Constitution saving throw. On a failed save, the creature takes 4d6 poison damage or 3d6 poison damage at the end of its next turn. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Enchantment
Frog Master
300
24 Hours
You unleash the power of the dead to fill the world. Choose any number of fey friendly creatures that you can see within range. Each of the fey creatures you choose takes 4d6 necrotic damage, and it is possible for the creature to
Frog Spirit
300
24 Hours
This spell grants control of a beast whose size is no larger than a Large beast. Until the start of your next turn, the beast can be either friendly to you or hostile to you. It gains the ability to enter many secret locations, each with its own price and price range, and can enter any secret chamber, door or other area where it would normally not be able to enter. At Higher Levels. When you cast this spell using a spell slot of another spell of 3rd level or lower, the beast can cast all spells of its choice in one slot of its choice, as long as its chosen spell is of an 8th level or lower slot, rather than in that slot.
Conjuration
Frog Swarm
120
Concentration, up to 10 minutes
A soft, black fog rises from an area of loose fog that you choose within range. The fog moves at half speed and lasts for the duration. When the fog reaches 5 feet wide or more, it spreads out from the area, forming a 10-foot thick gaseous cloud. When the fog reaches 5 feet high, it spreads out across the ground and lasts for the duration. When the fog reaches 10 feet thick, it spreads out across the floor of a 20-foot cube and lasts for the duration. A creature that starts its turn in the fog’s area and that starts its turn within 5 feet of it must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, the fog spreads and lasts for the duration. As a bonus action, it exhales the fog, which damages creatures and creates a 15-foot-radius sphere centered on it, that lasts until the spell ends. A creature can create one additional sphere created by the fog at a time, and each sphere lasts until it is shed. When the bludgeoning damage exceeds 20d6, a creature is struck by the second sphere and must make a Strength saving throw. The creature takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The fog then covers a 40-foot radius and lasts for the duration. A creature struck by the second sphere takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The fog also extends out from the sphere in a straight line toward a creature within 40 feet of it. The creature must make a Strength saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is pushed 10 feet away from the center of the globe.
Conjuration
Frog Swarm
500
Concentration, up to 1 minute
A magnificent greenish swarm of fey emanates from you. This swarm is native to and erupts from you. Each creature within 30 feet of you when you cast this spell must make a Constitution saving throw. On a failed save, it takes 6d10 radiant damage and is engulfed in an intense green flame. This fiery flame ignites flammable objects and dim light for an additional 20 feet. A construct or undead is also engulfed by the fire. The fire ignites flammable objects and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Evocation
Frog Swarm
60
Instantaneous
Choose an area of mud or grass or a dirt floor. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can use its action to move through the mud and grass at the same speed as the mud or grass moves. The mud or grass moves at the speed of the mud or grass. The dirt floor remains on the ground for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Transmutation
Frogtacle
60
4 to 11 days
You create or imbroglage a creature that takes a form different from a normal beast’s natural armor. Choose one of the following effects when you cast this spell. It creates either a skeleton for the normal beast or an undead servant. It makes a melee attack with a weapon or a spell of 3rd level or lower, and it makes a melee attack with a weapon made using your weapon (your choice) against a target within 5 feet of it. A skeleton takes 3d8 blood damage if it is created. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you create or imbroglage multiple attacks for each slot level above 2nd.
Transmutation
Frost Arrows
150
Instantaneous
A ranged weapon of your choice that you can make from a different piece of ordnance than you have been worn by another creature for the duration. The weapon vaporizes solid objects made of ordnance before it impacts with anything within 30 feet of it. The weapon is fireproof against cold, and it emits a dim lightening ray in a 30 foot radius and a diaphragm at the target that bears its design upon impact. The ray cuts through any flesh, leaving behind no body and leaving no flesh but marks of flesh. After 2 minutes, the ray spreads to all four corners of the weapon, which sheds bright light in a 30-foot radius. The ray then passes through barriers created by the creature’s natural terrain magic, crackling with crackling fire. For the duration, the flammable material made of the flammable body can contain up to three creatures of your choice that are too weak to resist cold damage. Additionally, cold damage that could have been dealt with with a strong wind (such as a blade strike or dragon's breath) would instead deal cold damage of your choice.
Conjuration
Frost Arrows
Self (15-foot cone)
Instantaneous
With each arrow you make, create a 20-foot-radius sphere of frigid frost centered on an area within range. The sphere spreads around corners. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d4 cold damage and another 5d4 fire damage. On a successful save, it takes no cold damage. Each creature also takes half as much damage on a failed save. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Evocation
Frostbitebitebite
Concentration, up to 10 minutes
You create a thin sheet of thick white frostbite on a creature you can see within range. Each creature who touches the flesh must succeed on a Dexterity saving throw or be restrained by the spell. If any creature touches the flesh touches the flesh, the spell ends.
Divination
Frostbite Fissure (30-foot cone) (90 feet radius)
Illumotion
Instantaneous
A cold cold chill springs to your left. A 20-foot-radius sphere of stone, ten feet thick, forms a ten-foot-high, 10-foot-deep opening on either side of the sphere. The sphere can be up to 10 feet thick, or it can be up to 10 feet long. The sphere lasts for the duration of this spell. The sphere can be moved. You can cast this spell without moving the sphere or casting an action, provided you have the spell active. The sphere extends up to 30 feet within 30 feet of itself, and the spell doesn’t freeze it. It takes 9D8 cold damage on a hit or miss, and 17D8 acid damage on a miss. It is difficult terrain for creatures other than you or nonmagical creatures. A creature can make a melee attack with this spell on a hit or miss. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the area created by the frostbite lasts for the duration while the spell lasts. As normal, you can target a creature with a frostbite attack on each of your turns. You must spend all the damage that was shot to target the creature, even if you target yourself by targeting enemies and using a spell slot. If you target enemies that are difficult terrain or that don’t have ranged attacks, your frostbite attack ends with them in its mouth or in the ground. The duration lasts for the duration.
Conjuration
Frostbite target
90
Instantaneous
You hurl cold, sticky forceps at one creature you can see within range. The target takes 4d8 cold damage, and the spell’s damage increases by 1d8 for each slot level above 3rd.
Evocation
Frostborn
60
Concentration, up to 1 hour
You create a frozen globe of ice or snow that disappears when it falls from the sky. The globe lasts for 1 hour, unless you can use a spell slot of 6th level or higher to create a 1-foot-by-1-foot cube. The globe can be up to 10 feet in height or 10 feet across
Frost breath
90
Concentration, up to 1 minute
You cause up to ten frozen wastes on the ground in a 30 foot radius centered on a point you can see within range. Each waste must be in its area and must be no larger than 10 feet square. The ground in a 30 foot radius centered on a point you choose must be dry, dry, or dune-aligned. At the end of each of its turns, a frozen wasteslide can occur that lasts for the duration. The frozen wasteslide spreads around corners. Any creature that moves within 10 feet of a frozen wasteslide must make a Dexterity saving throw. On a failed save, a creature takes 7d6 cold damage, or half as much damage on a successful save. At the start of each of the icefalls, a creature must succeed on a Constitution saving throw or become frozen for that duration. A creature without this duration can use an action to cause a cold shock on a target it can see within 30 feet of it. If the target takes cold damage when it enters the frozen wasteslide, the target takes 6 cold damage of the type it took before the spell ends.
Conjuration
Frost Cloud
90
Instantaneous
You create a cloud of freezing fog that spreads upward in a 25-foot radius. Any creature within the area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 cold damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage and isn’t pushed. The cloud can be contained in any solid or air-filled container, though the area must be within 30 feet of an unoccupied space of its size or smaller. The cloud also has disadvantage on attack rolls. At Higher Levels. When you cast this spell using a spell slot
Frosted Earth
120
Concentration, up to 1 minute
A frigid, tepid air springs into existence around a point you choose within range. This fog spreads around corners, forming thick crevices and crevices in the ground within 10 feet of you. Until the spell ends, this fog forms around two points on the ground that can be difficult terrain for creatures or difficult terrain for creatures or difficult terrain for creatures that aren’t temple or holy sites. The fog fills a 10-foot cube from the location where it appears. Whenever the fog spreads, each creature in it must make a Constitution saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Fog spreads around corners. When a fog appears in a location within 10 feet of a location hard to reach by a creature or inside a creature’s reach, the fog spreads around corners, forming difficult stone rifts in the ground and forming narrow gullys in the ground. The fog obscures some of the image’s appearance and spreads it around corners. Small or smaller structures fail to meet a blazon’s fire resistance against the fog. When a structure or rubble fails a blazon’sfire resistance, dirt or other fine particles can fall from it, forming slick, covered pathways, turrets, and so on along the way. The fog can cover up to 20 feet of ground in a direction you choose. The smoke then sets off a chain reaction of fire and explosion that creates noxious gas when it appears. Each creature in a 10-foot radius cylinder centered on any point within range must succeed on a Constitution saving throw. A creature takes 4
Frosted Earth
120
Concentration, up to 1 minute
Choose one solid, frigid place on this battlefield that isn’t icy or wet. The ground must be smooth and flat; plants and water creatures are excluded. For the duration, the ground becomes difficult terrain, becoming so difficult that even lightly built buildings can't accommodate at least one humanoid. A creature standing on the ground must spend 4 feet of movement to enter the area, which must be made with a successful Intelligence (Investigation) check against your spell save DC. The creature enters by means of a Huge or smaller weapon attack, an ability check made with a different weapon, or a different spell. The creature must have seen at least one of the three. Make a check with your spell save DC, and the creature is transported to a new location on the ground if that location is already icy or wet.
Conjuration
Frosted Earth
120
Instantaneous
Choose up to six flames within range that you can see within range. You fire one hundred feet of a direction you specify with a stroke of your hand. The flames flake in the air and come to rest on the ground. They burn for a moment and become engulfed in ice. Until the spell ends, you can use your action to cause one of the flames to crackle and crackle as part of the flames' motion. Alternatively, you can cause the flake to freeze solid and move toward you, stopping short of suffocating it. Each creature that starts its turn in the flake’s path must succeed on a Constitution saving throw or take 5d12 cold damage. The flake ignites flammable objects in its path that aren’t being worn or carried by creatures or by creatures that aren’t wearing wands. When a creature takes cold damage, the flake ignites flammable objects in its path that aren’t being worn or carried by creatures or by creatures that aren’t wearing wands. While this spell is cast, any flake’s fire can be extinguished by a simple melee spell of your choice that you can cast with a clean hand. A flake extinguishes cold damage types such as A , C , D , and E . Nonmagical flames (such as charnel-wreaths and the fiery stinging bush) made from smoke, water, or lava shed no fire and instead shed bright light in a 20-foot radius and dim light for an additional 20 feet. The flames are harmless against nonmagical ranged weapons and magic items that aren’t on the same plane of existence as the flamed weapon or item.
Evocation
Frosted Earth
120
Instantaneous
The ground in a 30-foot radius centered on a point within range twists and thins, creating frigid conditions throughout the area. Each creature of a layer 1–4 on the ground in the area must make a Dexterity saving throw. While the ground in the area is frigid, any creature other than you that is not within 1 mile of the point or that is still moving must make a Constitution saving throw. On a failed save, the creature spends its action that movement to make a Strength or Dexterity check. If it succeeds, the spell ends. At Higher Levels. When you cast this spell using a spell slot of a higher level, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them.
Transmutation
Frosted Hell
120
Instantaneous
You touch a creature or object that you can see
Frosted Smite
120
Instantaneous
You cause a scorched earth, bludgeoning, or clubbed body of lava to erupt in a 5-footradius, 30-foot-high cylinder centered on a point within range. The spell fails if the area is heavily obscured or if there are multiple lava lairs on the same floor. Each cylinder must be of a type where each creature is obscured, and each creature must make a Dexterity saving throw. On a failed save, an creature takes 4d8 bludgeoning damage and is struck by
Frost giant
Concentration, up to 1 minute
For the duration, freezing wind can be created on any land within range. Choose one Medium or larger object that you can see within range and that fits within a 5-foot cube. You cause it to chill to the touch, and it must make a Constitution saving throw. On a failed save, it can’t serve as a chill spell for the duration. If it successfully saves for the first time on a turn or ends its turn in the chill’s area, it is immune to this chill. If it fails its save against a chill spell, it can make another Constitution saving throw. If it succeeds on its saving throw, this chill spreads to all adjacent lands. It lasts until the chill ends, at which point the chill flickers, or it ends its turn if it does. In addition, if you use an action to move a chunk of ice on a flat surface that you can see within range, you cause it to move up to 30 feet in a straight line, shedding bright light in a 20-foot radius and dim light for an additional 30 feet. If you have the chunk and are blocking a flat wall, that wall can be up to 30 feet thick, and you can create one 5-foot-by-5-foot section of flammable ice between the chunk and the wall. The flammable ice sheds bright light in a 20-foot radius and dim light for an additional 30 feet. If the flammable ice is on a dry land, creatures within 30 feet of it can’t be blinded while blinded by the ice.
Evocation
Frost Knife
120
Instantaneous
You create a nonmagical weapon of moderate size and weight within range that melts and turns cold steel into fire. Until the spell ends, the weapon functions as a simple melee weapon with a 20-round capacity. It takes 1d4 cold damage when set to fire, and it becomes fire until it ignites a flammable object made from it. Reducing a creature to 0 hit points destroys it and flammes anything within 30 feet of the weapon if it’s in its path. The weapon is fully lit and emits bright light in a 30-foot radius, which can illuminate invisible creatures.
Conjuration
Frost Lance
Touch
Concentration, up to 10 minutes
You touch a creature that you can see. The target must make a Strength saving throw. On a failed save, the target takes 2d6 cold damage and no more than 10 hit points. On a successful save, the target regains all of its hit points and no more than half its hit points. The target also must make the saving throw in a manner that's reasonable for the target at the time of its last save, though it only has AC. On a successful save, the target knows the location of its target, so it can take what it's wearing and carrying to reach it. At Higher Levels. When you cast
Frost of Wind
60
8 Hours
You create a 60-foot-radius sphere of ice, which you can make up to ten feet long and 10 feet wide. The sphere can reach up to 60 feet high and can reach up to 200 feet long. The sphere can reach beyond the sphere and can pass through it. The sphere lasts for the duration. The sphere lasts only when you are within range. When you cast this spell, you choose the area of the sphere that you created when you cast this spell. The sphere can be up to 30 feet long and up to 25 feet wide. The sphere lasts for the duration. The sphere can be made up to ten different shapes. The sphere can be made up to 30 feet high and up to 5 feet wide. The sphere can be made up to 30 feet tall and up to 30 feet wide. The sphere can be made up to 10 feet tall and up to 5 feet wide. The sphere can be made up to 20 feet tall and up to 5 feet wide. The sphere can be made up to 10 feet tall and up to 5 feet wide. The sphere can be made up to 15 feet tall and up to 25 feet wide. The sphere can be made up to 20 feet tall and up to 25 feet wide. The sphere has the same radiance as the sphere created by this spell.
Transmutation
Frost shock
150
Concentration, up to 1 minute
You cause an earthquake that forms a 15-foot-radius sphere centered on a point within range. Each creature that ends its turn within fifteen feet of the point must make a Strength saving throw. On a failed save, a creature takes 1d8 cold damage, and it can’t use tools or take any damage until it uses its action on that saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Frost spear
120
Concentration, up to 1 minute
A flurry of frigid light spread from your hand to illuminate an area for up to 10 minutes. Each creature in a 60-foot-radius sphere centered on the orb for that length of time is affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 days. When you use a spell slot of 5th level or higher, the duration is concentration, up to 10 days. When you use a spell slot of 6th level or higher, the duration is concentration, up to 10 days.
Evocation
Frost Spike
150
Instantaneous
Choose one creature you can see within range. The target must succeed on a Strength saving throw or take 5d8 frost damage for the spell’s duration. On each of your turns, you can use a bonus action to launch a bolt of lightning from your hand up to 100 feet in a direction you choose. The lightning flashes within range, dealing
Frost Tremor
1 Round
You create a frozen wall between two solid points on the ground. You can move the wall up to 10 feet in any direction as a bonus action. The wall is still solid when it opens, and it is solid when it falls. The wall can also be placed within 5 feet of a point you choose. The wall must fit on a solid surface, except that the wall must not fall. When the wall is placed within 5 feet of a point, the wall falls off of the ground, and you can make a Strength check against your spell save DC to break the ice.
Conjuration
Frost Wall
120
Concentration, up to 1 minute
A wall of frozen frost appears at a point within range on a ground surface you choose within range. The wall lasts for the duration or until a frozen portal appears and either the wall or the surface becomes impassable to nonmagical creatures. When you cast this spell, you can shape the wall in any way you choose so long as the wall’s length (or the thickness of the ice at the DM’s discretion) isn’t greater than 20 feet. The wall can be 1 foot thick or 2 feet deep. It can be up to eight hundred feet tall (an object might be up to twenty-five stories), and it is light enough to contain a city-sized settlement. It is immune to all damage and becomes inscrutable against hostile fire. Any creature that starts its turn in the wall’s area with advantage, and each creature that starts its turn in the ice within 5 feet of it or that starts its turn in the wall’s area with advantage, takes 11d6 cold damage. If a creature starts its turn in the wall’s area with advantage, and moves to within 5 feet of it, takes 11d6 cold damage. A creature moving within 5 feet of the wall takes 11d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage you take increases by 2d6 for each slot level above 2nd.
Evocation
Frost Wall
120
Concentration, up to 7 minutes
This spell cuts open a frozen bridge in the middle of an area within range. You cause a wall of whirling ice to form in a 5-foot square around a point you choose within range. The wall lasts for the duration and is composed of numerous ice spears and swirling ice skates. Each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is frozen until the start of your next turn. Similarly, if you use magic to make a blast from a point within range, the frost wall crushes it instantly. When the spell ends, both the shattered wall and frozen area become a 5-foot square on each side, and a 10-foot square on each side. The ice wall blocks a creature on the ground or on a solid surface from moving, and it makes it difficult terrain for creatures below it. If the frost wall is ever breached, a frozen creature or a creature on the ground is buried beneath. A creature is restrained by the wall and is surrounded by ice shards. During the spell’s duration, a creature restrained by the wall can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it can use its action to make a Dexterity check against your spell save DC. The wall, if any, melts away at its hard surface. As a bonus action, it creates a burst of freezing wind that deals 4d8 cold damage to any creature that starts its turn within 5 feet of it or that ends its turn within 5 feet of it. The wind has a 30-foot radius and moves at your direction of movement for the spell’s duration. When the burst of freezing winds occurs, any creature that starts its turn in the area must succeed on a Constitution saving throw or take 1d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Evocation
Frost Wall
120
Instantaneous
You create a 15-foot-diameter thick, guttering wall of ice on the ground in a 5-foot radius centered on a point within range. You can make theWall of Ice as strong as 10 pounds (unlimited). You create the wall on the ground within 5 feet of a point you choose within range. You can make the wall up to 50 feet in diameter, but can’t expand it. Any creature that ends its turn within 5 feet of the wall or moves into it must make a Strength saving throw. On a failed save, the creature takes 2d10 cold damage, and its speed drops to 20 feet until it finishes its turn again within 20 feet. The wall blocks line of sight and can’t cross over a pit or a hard ground. The wall lasts for the duration. While the wall is in place a whirlwind whirls around it in a 120-foot-radius sphere centered on that point. Each creature within reach must make a Constitution saving throw. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. While the whirlwind is in motion, a cone of poisonous gas fills the ground within 10
Frost Wall
30
Concentration, up to 1 minute
The wall of frost appears in an unoccupied space that you can see within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick. It can be sustained in structures up to 100 feet on each side, and it vanishes if it is ever damaged. While a wall of frost is in its area, creatures take 1d4 cold damage, and they remain frozen for the duration. While a creature is frozen, it can use reactions to gain resistance to cold damage, but it can’t use reactions to heal damage caused by its cold damage. On each of your turns after you take damage from a cold spell, you can use a bonus action to mentally command a creature that you make a ranged weapon attack against a random up to 5—foot square on the ground, and you can command it to move up to half the distance covered by the wall and line up any traps it sets out for its soldiers to spot.
Conjuration
Frost Wall
60
Concentration, up to 1 minute
A wall of frigid air springs into existence at a point you choose within range. Each wall has AC 5 and 30 hit points; if you have no hit points, it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The wall can be animated, but only in the manner you choose. When you cast the spell, you can make one line of crackling steel or bone-chained earth fire on a Medium or smaller solid object standing still for the duration. You can animate or tear apart the wall, creating pits and other openings in the walls. When the pillar is launched, any creature that was within 5 feet of it when it flew must make a Strength saving throw, taking 3d10 force damage on a failed save, or half as much damage on a successful one. A creature must also make the saving throw when it enters the crease of the wall for the first time on a turn or ends its turn there. The wall—known as a frost wall, because it extends past a creature, the creature, or a portion of its body—creatures life, and it strikes at a creature within 5 feet of it. Each of those creatures must make a Constitution saving throw. On a failed save, the creature takes 6d6 cold damage, and it is blinded and deafened for 1 minute. On a successful save, the creature takes half as much damage and isn't blinded or deafled.
Evocation
Frost Wall
60
Concentration, up to 1 minute
You create a 60-foot-radius 20-foot-high wall of ice in a 20-foot-tall cube centered on a point within range. Until the spell ends, the wall is a 30-foot-tall sheet of ice. The wall is 20 feet in diameter and 30 feet high. When you cast this spell, you cause the wall to form on the same plane of existence as the one you created it on. You can use your action to dismiss the wall as an action and make the wall appear in any other plane of existence that you choose. The wall is 20 feet in diameter and 30 feet high.
Conjuration
Frost Wall
60
Instantaneous
You weave a thin wall of ice and snow in a 30 foot radius over an area you choose within range. Make a ranged spell attack against the wall. On a hit, the wall deals an extra 1d6 cold damage. Make a ranged spell attack against the wall. On a hit, the wall deals an extra 1d6 fire damage. Make a spell attack against the wall. On a hit, the spell ends. The wall remains for the spell’s duration. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 10th level (3d6), and 17th level (4d6).
Transmutation
Frost Wall
8th-level spell
A shadowy wall of frost extends up to 20 feet from you and surrounds you. Each creature in the distance has resistance to fire damage for 1 minute. Its height is determined by the damage it takes and how close it passes. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the wall of frost extends up to 20 feet and
Frost Wall RandomRedditor60
Instantaneous
Enchantment for 1 minute
You cause frost to form around the target, making it vulnerable to nonmagical damage. The target takes 5d8 cold damage, and the frost lasts for the duration. While the frost is in place, it lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target up to 2 additional creatures for each slot level above 1st.
Abjuration
Frostwave
300
Instantaneous
You create a wave of cold light in a 10-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 cold damage and is knocked prone. On a successful save, a target takes half as much damage and is knocked prone. The spell ends if it is cast again.
Necromancy
Frostwave
Touch
Concentration, up to 10 minutes
A wave of freezing water appears behind a 60 foot line centered on a point you can see or hear in the water. The wave lasts for the duration of the spell. While the wave is in motion, any creature can make a Dexterity saving throw and take 5d6 bludgeoning damage on your next turn (your choice which lasts for the duration). On a failed save, the creature takes 4d6 bludgeoning damage and 4d6 bludgeoning damage at the end of its next turn. You can use your action on each of your turns to deal one of the following damage to the frozen target: 1d6 bludgeoning damage when a wall of freezing air overcomes it and extends along the frozen creature’s line of contact. 2d6 bludgeoning damage when a wall of freezing water extends along its line of contact.* This spell can target any single creature or creature for the duration of the spell. Its area of effect is centered on the barrier. The area of effect lasts until the end of your next turn. If the barrier fails from the start of its last turn or the start of your next turn but it disappears with you, the spell ends.
Necromancy
Frost Word
120
Frosty Stomper
1 Hour
This spell inscribes a puff of cold frost that appears at the mouth of a creature that you choose within range. The creature must make a Constitution saving throw. On a failed save, the wisps of frost suddenly shift to the other side of the creature. The creature takes 2d8 cold damage on a failed save, and it has disadvantage on attack rolls and ability checks. On a successful save, the wisps of frost simply shift to the side of the creature. The wisps of force can’t reduce the frost to 1 foot in length. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Frozen Solid
60
Concentration, up to 1 hour
This spell freezes solid objects in motion that are at least 100 feet away from you. If you target an object 30 feet tall or more and that weighs 50 pounds or more, it becomes firm and impassable. The spell freezes solid objects that aren’t being worn or carried, carried, or carried by someone carrying or holding the object. An object that isn’t being worn or carried is also frozen. Any creature or object killed by this spell instantly freezes to the ground and is severed from its body, if any, and then floats to the nearest unoccupied space provided by the type of creature or object frozen. For the duration, an affected object has ice-cold-base, with a 60-foot radius to it. Any object struck by this spell or wielded by someone wielding it frozen to the ground and was severed from the object’s body. At the end of each of its turns, an affected creature can make a Constitution saving throw. It takes 6d10 cold damage and 11d10 fire damage on a failed save, or half as much damage on a successful one. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Fruit Bomb
90
Concentration, up to 1 hour
Flame-like growths on up to ten trees within range. For the duration, trees grow 1 inch in diameter, and the growth process canola or shrub can open or disappear in the space where the growth is located. You can place any number of these blossoms within 1 mile of one another, forming a vine or spreading vines along a horizontal plane. You can shape the vines as you wish, and you can create openings in the plant's bark or in its soil for the vines to spread. The vines can move across uneven terrain and down soft surfaces, and they can’t cross gaps or walls. You can shape any number of vines at a time so long as none of them are too short to reach their target. When a plant has completed growing and you have seen one vine grow from its bud to the vine’s stump, you choose another vine growing from the vine’s bud as its food. While vines are under your control, you can use an action to create vines within 30 feet of one another’s corners or on either side of a difficult terrain or a wall. Choose up to five vines in total. Each plant produces two flowers, a seed, a bud, twigs, or a stench-str
Fruit Bomb
Touch
1 Hour
You create small, fragrant blossoms within the air that can be as small as a 1 inch diameter patch on one creature or as large as a 1 foot-high cylinder on another creature. You can create the following effects when used on the same target or on adjacent creatures: • You cause blossoms to bloom in a 10-foot radius around a creature or object within range. blossoms bloom in a 10-foot radius around a creature or object within range. • You create harmless petals or tiny petals on the ground within 30 feet of a target or on adjacent objects created by this spell. Magical foliage remains on each creature for the duration. If the creature is on the ground when you create the effect, the effect lasts for the creature’s whole movement.
Transmutation
Fruit Bomb
Touch
Instantaneous
You create a vine-sized bomb that explodes in a 60 foot radius centered on a point within range. Each creature in a 60 foot radius surrounding the initial explosion must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. For the weapon’s damage die, the initial damage is the arm’s total and the weapon’s damage is the number of bludgeoning damage rounds that have elapsed. The initial damage round is 1d10 + your spellcasting ability modifier. This spell destroys w ord ers and other Medium plants within 60 feet of the initial explosion. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1d6 for each slot level above 5th.
Conjuration
Fruit Curd
120
Concentration, up to 1 minute
A vine-like substance sprouts from your feet and forms a cone with one creature of your choice that you can see within range. The cone is light and leaves a trail of debris that leads to an unoccupied space you choose within 10 feet of a target, that spot or a reach out to touch it. The target can make a Wisdom saving throw. On a failed save, the target takes 6d8 bludgeoning damage and is knocked prone. The damage can’t reduce the cone’s damage above 1d10. If the cone reaches its full extent, the creature or a creature within it ripples through the atmosphere, suffocating the target and creating visible damage that its breath can disperse. While the target is doused in filth, it uses its movement to move toward a creature within 10 feet of it, making the move with advantage if able. A creature blinded by filth must make a Constitution saving throw. On a failed save, it causes flames to leap from its reach toward the creature it blinded. The flames extinguish harmless damage that was already there, extinguishing the flames while the creature is blinded. A creature blinded by filth must make a Constitution saving throw. On a successful save, the creature is no longer blinded. The spell’s duration is not affected, and if the creature uses its action to do nothing more than lay down harmful spells, that spell ends. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the duration is 8 hours, and you can cast this spell using spell slot of 7th level or higher, up to a maximum of 90 days. If you use a spell slot of 8th level or higher, the duration is 1 year. If you use a spell slot of 9th level or higher, the duration is 9 years.
Necromancy
Fruit of the Lava
Touch
1 Hour
Your magic imbues megalithic roots grow fruit. Choose any number of trees within 10 feet of you, one at a time. One apple a day, I plant a vine of up to 20 feet in diameter and hang it in my hand. If you choose a tree, my vine blossoms and the vines turn purple in 1 hour. A vine of the same length and shape as my vine appears on the ground in an unoccupied space that you choose within 10 feet of me. If you choose a location within 10 feet of me—such as the one you choose for me—my vine sprouts vines of the same height, and I plant vines of the same diameter and shape as my vine. When I plant my vine, I also plant vines of the same height. This way, whenever I plant a vine of the same height, my vine primes enough time to grow the vine. A vine of an appropriate diameter costs 2 times as much as a nearby tree to craft. You may choose a certain quantity of vines every day for up to 24 hours. A vine of the same diameter that sprouts and harvests fruit must be grown twice as fast for the vine to become practical. When the vine completes its growth, it sprouts new vines at a time. The vines can expand to fill a space occupied by a creature within 4 feet of the plant’s growth area. As long as the vines are planted where the plant’s vine shoots.
Transmutation
Fruit Smite
Self
1 minute
Flame-blackened berries, leaves, and other plant material strike your feet. You can expend a small amount of damage to break the spell. For each 10 berries struck by this spell, the spell damages 30 plants, but the plant growth doesn’t end. If a plant dies, the spell ends, and the spell fails, the plant growth resumes.
Transmutation
Fruit Whip
150
24 Hours
A long, vine-like appendage covered by a sheet of leaves shoots out at a target in a direction you choose. When you cast the spell, choose a point within range. At the start of each of your turns, a thorn can be seen. The thorn is lightly colored, almost translucent, and moves at about 60 feet per round on each of your turns. You can use a bonus action to send a thorn flying or keep a vine hovering near a point within 60 feet of you. The vine lasts until it drops to 0 hit points or someone uses a touch attack. If you cast this spell while you have the vine within reach, you can’t have it affect creatures or create pits or similar openings in openings such as you designate. You can move the vine up to 60 feet per round in any direction you choose, ending the effect on itself on a success. When you make an ability check for an ability check that you are attempting to affect a creature, you attempt to affect the creature with the ability check. If the creature fails the check, the creature knows it’s lacking the ability check, and the ability check results in the creature’s missing ability check, which can result in the creature’s death. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Frying Cloud
30
Instantaneous
Concentration, up to 1 minute
You take control of the air in a cloud of swirling flames. The flames appear in any location and orbit the ground. Each creature in a 5-foot radius around the area must make a Dexterity saving throw. On a failed save, a creature takes half damage and isn’t blinded. It takes 10d10 radiant damage and isn’t blinded.
Evocation
Frying Knife
30
Instantaneous
Concentration, up to 10 minutes
You slap your dagger to a creature that you can see within range. Until the spell ends, you can use your action to inspect the target and find its true owner. Make a ranged spell attack with this dagger. On a hit, the target takes 3d10 radiant damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Transmutation
Frying Sphere
Touch
Instantaneous
You conjure a spectral flame in a space that is neither within 5 feet of the target, and it sheds bright light in a 10-foot radius. The target can use its action to make a melee spell attack against the target, which has its attack and ability scores. On
Fungal Prince
60
1 Hour
You create a sickle-like substance in your space that remains for the duration. If you cast this spell on the same creature or a creature that you can see within 30 feet of it every day for a year, creating a contagion throughout the creature for the duration, the creature dies and the spell ends. The contagion spreads around corners. When another creature touches
Fungus Bear
30
24 Hours
Choose one creature—you choose a square, cube, square area, or a vertical column of leaves or branches or a cube or a cylinder of leaves or branches in an area 50 feet square or smaller. The creature’s speed is doubled and it takes a Strength (Athletics) check to exhale a thick green cloud of fog that spreads around corners. A 15-foot-radius sphere of bubbling fog centered on that point rises 5 5/‐ feet underground and moves for the spell’s duration. It remains there for the duration. When the fog spreads, creatures within its area are blinded for 1 minute, and one creature of your choice that you can see within 120 feet of you must make a Constitution saving throw. The blinded creature can see through the wall and is blinded while in its area. When the fog spreads, each creature within 5 feet of it must make a Constitution saving throw. A creature takes 4d12 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Conjuration
Fungus Plague
120
Concentration, up to 10 minutes
You cause a sickle-shaped pest infestation on one creature you can see within range. The creature must make a DC 20 Constitution saving throw and takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s normal effect ends on the affected creature. To a creature immune to necromancy, this effect frees it for its next sickly spell cast, requiring a successful save to do so again. When the spell ends, the creature regains 3d6 hit points. This spell’s normal effect is triggered when you use your action to launch a spray of poison or miasmic images at the target. The creature takes 2d4 acid, 3d4 cold, or 4d4 necrotic damage. You can also cause the same creature to bleed out
Fungus Shell
300
24 Hours
This spell insulate a plant or a mineral object that you can see within range. It lasts for the duration or until a sudden change in the material produced by this spell (such as burning to a brownish-white, or stepping water flowing into a cauldron filled with bubbling water) suddenly vanishes. When you cast this spell, you can make a nonmagical plant or mineral object translucent and invisible, making it immune to being frightened.
Evocation
Fungus Shell
30
10 minutes
You create a sticky, sticky, nauseating cloud of poisonous spider webs within range. The webs are 3 feet long and fill 5 cubic feet of sand, 1 inch thick. Each creature that starts its turn in the webs or that enters them within 5 feet of one of the spiders must succeed on a Dexterity saving throw or take 1d10 poison damage. These webs are sticky and difficult to break. Any creature that can see through them must make a Dexterity saving throw. A creature can use a bonus action to crack the webs or open a portal leading to a different spider. The webs are 1/4 inch thick. Until the spell ends, you can use an action to cause the webs to erupt in an explosive sequence that damages all creatures within 5 feet of one of the webs. When the webs erupt, each creature in a 15-foot-radius, 30 foot-high cylinder centered on the webs must make a Dexterity saving throw. On a failed save, a creature takes 6d10 bludgeoning damage and is pushed 10 feet away from the location where the webs are created from.
Conjuration
Furnace
30
Instantaneous
A spectral or magical creature appears on your side of the earth. Until the spell ends, the creature flies to a place on the ground that is within 60 feet of you. The ground on the ground must be flat or nearly so. A spectral creature can’t be more than 10 feet long, or more than 20 feet tall, or smaller than 10 feet. It doesn’t make attacks or cast other magic spells. The creature flies and is harmless. The spell ends if you cast the spell again. If a creature uses a reaction to end its turn on the ground on the ground where it’s summoned, it must wait until the end of its next turn to do so. If the creature is immune to all its normal attacks, its statistics are reduced by 1 until it drops to 0 hit points. The spell ends if the creature uses any of its normal reactions to end its turn on the ground on the ground nearest it.
Conjuration
Furnace
60
1 minute
You whisper a phrase that remains in effect until the spell ends. The phrase becomes a roaring, wailing scream that has a casting time of 1 minute. The scream can also be heard by up to 20 people. The spell can also be used to teleport to any other point on the plane. You can have up to 10 people teleport up to 30 feet away from you. The spell can only be used to teleport to a point within range. The teleport must be made within 30 feet of the place where the spell ends. If a person is traveling over a certain distance from the place where this spell ends, the spell ends. The spell can be cast from any of the following locations: A safe place where you can cast the spell; an area where you can cast the spell; a place where you can cast the spell; or a place where you can see creatures. A place where you can cast the spell while you are within range. When you cast the spell, you can use your concentration to determine the distance and location of each of the four corners of the globe. The spell can only be used to move a point within range.
Transmutation
Furnace
60
Concentration, up to 1 minute
When you cast this spell with a successful dispel magic spell, you restore up to six corpses of Medium or smaller creatures to a randomly chosen condition and type of creature you designate within range. Creatures that don’t have a condition that says how many corpses to offer and that has no effect on the target’s first turn or subsequent turns can't be restored to life with this casting. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can restore up to four randomly selected corpses to a target’s condition (your choice, if none are created or you choose an object created by an event, such as the one you studied).
Conjuration
Furnace
60
Instantaneous
You create a portal that leads to an area of magic that has been closed for the duration. The portal is a prismatic portal with a prismatic interior and a portal to the nearest unoccupied space of your choice that you can see within range. You can use a bonus action on each of your turns to create a portal from nothing more than a sheet of stone. Until the spell ends, you can create a vertical portal from nothing more than a thin sheet of stone. This portal is made up of up to six 10-foot cubes. Each cube must fit within a 5-foot cube space. The portal can be opened with a successful Intelligence (Investigation) check against your spell save DC. If you are proficient with a specific spell of a cube that you create, that spell is automatically suppressed by that spell.
Transmutation
Furnace
60
Instantaneous
You create a portal that will teleport you to the nearest point of your choosing. The portal can be any distance from you, up to 10 miles, up to 20 miles, or up to 30 miles. The portal can also be a circle, a cube, or a cube-shaped structure. The portal can be in any dimension, and the portal is centered on a point within range. The portal can be opened or closed by any mechanism, including the casting of the spell. The portal is made of stone or other similar material, and can contain up to ten feet of its own mass. The portal opens and closes in a random order, and there are no visible openings. The portal can be the entrance to an area of the game that is not within the portal’s reach. The portal is made up of magical runes that you can use to identify the presence of creatures
Furnace
Self (60-foot cone)
Concentration, up to 1 minute
Choose a point you can see within range and place a simple, familiar face on the ground, such as the one you created. The creature must make a Constitution saving throw, taking 10d8 + 8/level on a failed save, or half as much damage on a successful one. This spell’s spell slot is up to the creature’s level. On a failed save, the creature’s hit points become 1d8 + 8/level, or 1d8 + 8/level on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Furnish Cloud
150
Concentration, up to 1 minute
You create a 20-foot-radius sphere of fog centered on a point within range. Every creature in that area must make a Constitution saving throw. A creature can cast this spell only on itself or a friendly creature within the area. While created, this fog obscures visible light, as well as any harmful light cast by creatures or objects within the fog, for 1 minute At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a second fog cloud appears in the space you choose, and an additional 1 in addition to your normal reach for the spell. As an action, you can move up or down in the cloud to fill its space. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a fourth fog cloud appears in the space you choose, and an additional 1 in addition to your normal reach for the spell.
Conjuration
Furnish Cloud
300
Concentration, up to 1 minute
You create a misty cloud of smoke centered on an area within range. The cloud spreads around corners, and its area is lightly obscured. The cloud lingers in the air for the duration, distorting vision and sight along the entire area. The cloud spreads around corners, and its area is lightly obscured. On each of your turns after you cast this spell, you can use a bonus action to cause the cloud to move up to 30 feet in a straight line behind you.
Transmutation
Furnish Familiar
30
Instantaneous
You choose a familiar that you can see within range. The familiar disappears when it drops to 0 hit points or when the spell ends. If you target a familiar, it becomes that familiar when it drops to 0 hit points or when the spell ends.
Necromancy
Furnishish and Sweat
Touch
Concentration, up to 1 hour
For the duration, you cleanse the flesh of all but one harmful substance that can be consumed within an area of water not covered by a covered area. If you cast this spell on the same area every day for a year and a half, the spell lasts until dispelled, or until you use your action on each of your turns to cleanse the creature of all harmful substances in the area. You can also use your action to cleanse a solid surface created by any spell on a solid surface you choose. Thus, you can cleanse up to 5 feet of dirt, 1 foot of stone, 1 inch of any metal used as a grinding tool, and 1/4 inch of any nonmetallic mineral used in casting tools. You can also use this spell to remove 5 gallons of nonmaltic water from a large vat of ointment. A creature that drinks the water created by this spell takes 3d8 cold damage, and half as much damage on a successful save.
Transmutation
Furnish on Stone
60
Instantaneous
You create a bonfire on ground that you can see within range, which remains burning
Furnish on Unborn Creatures
90
Instantaneous
Grasping yourself from the ground, you cleanse the flesh of any severed part and fill it with flavorless flavor until the spell ends. For the duration, the flesh can be used for anything, not just alcohol or tobacco. Also, the flesh can be rendered soulless and bland to taste by flavorless potions.
Necromancy
Furnish Poison
60
Instantaneous
You pour a poisoned, stale food item into a 30-foot-radius sphere centered on a point of your choice within range. The spell’s area is sealed for 10 minutes, after which time the spell ends. The spell can’t inflict damage or provoke an opportunity attack. When the area appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 4d8 poison damage and becomes incapacitated. On a successful save, it takes half as much damage and isn’t incapacitated. The spell ends if you use your action to do anything else within the spell’s area. On a successful save, you no longer have to open the area for the creature to fall unconscious. The spell ends if you use an action to open the area again or if you use an action to move the area back to its original location. When you move the area, you can direct plants within it to do the damage. You can’t animate any plant present in the area, and any creature harmful to it moves into or near the area. If you cast this spell using a spell slot of 3rd level or higher, the damage the plant causes cures for the total of rounds it takes. As a bonus action on each of your turns before the spell ends, you can dismiss the spell and cause the area to revert to its normal state. If you maintain your concentration on this spell for the full duration, the affected creature is no longer affected by the spell and is stunned.
Transmutation
Furnish pot
30
Concentration, up to 1 minute
You create a pot of stew that fills a 10-foot cube within range. Until the spell ends, the pot fills a 10-foot cube on each side, and the temperature and moisture content of the two containers are identical to those of the ingredients in the pot. The stew is rich with flavor. A full meal is possible with a full foodband. If you cast this spell without first preparing food or serving food, the stew becomes infested with worms, maggots, and other fey creatures. A continual grumbling or wrangling sounds throughout the sanctuary.
Conjuration
Furnish Tobacco Cloud
90
Instantaneous
A swirling mass of smoke shoots forth from your hand. The spell has a range of up to 700 feet. Until the spell ends, whenever a creature other than you enters the area for the first time on a turn or starts its turn there, he or she takes 1d4 fire damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Evocation
Furnish Weapon
Flame Weapon
1 mile
10 minutes
This spell makes a suffocating flame or a sphere of flames appear within range. You choose the flame type: wood, stone, or air. The flame spreads among creatures, objects, and things in its area, igniting the flames when it bursts. The flames do not move or dissipate heat energy. A suffocating flame spreads around creatures, objects, and even creatures that aren’t being worn or carried. At Any Level: You can cast this spell as a spell level 7th level or higher.
Evocation
Furrowse
60
1 Hour
You create a fog that fills an area of ground you choose within range. The area is difficult terrain with steep slopes, steep cliffs, or precipices. A 60-foot cube of fog appears on any surface within range. The area has a 20 percent chance to cause flying objects to roll a d4. The fog spreads over any area of ground that isn’t part of a solid surface. The fog is harmless, because it doesn’t harm any creature, and it doesn’t create flying objects or cause confusion. Any creature that enters the fog or is affected by it must make a Wisdom saving throw. On a success, the fog disperses into an unoccupied space that can’t be more than 30 feet square. The fog lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause the fog to expand to a height of 5 feet and to height of 30 feet. This spell’s area is a 20-foot
Fury of teeth
Touch
10 minutes
You create a pair of sharp teeth on the same spot on the ground that you choose within range. The teeth are small teeth with bite-sized points on them, usually 3 to 5 inches long and 1 inch thick. The teeth appear in a spot within range and are visible when a creature perceives or looks at the spot. The teeth can bite one creature or two creatures or two creatures and one object, though it is possible that two of the teeth can bite each other. The teeth can’t bite. If the target uses its action to eat another creature, the creature that used its action to eat the creature on that turn regains a number of hit points equal to twice the total spent. These hit points might be regained in a later use of the teeth or in a separate incident, such as by using a finishing blow to the target. A sudden onset of suicidal thoughts might also reduce a creature to unconsciousness.
Abjuration
Fury of the gods
120
Concentration, up to 1 hour
Your anger triggers within the infernal palace of Mephisto, a place that is home to the twisted and perverted children of Moria. Choose any number of creatures within range, which can be either undead or friends. Each creature that uses an action to attack must make a Charisma saving throw. On a failed saving throw, a creature takes 2d8 necrotic damage and is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Necromancy
Fury of the Gods
60
1 minute
A divine figure appears to the creature you cast the spell. Choose any number of creatures of the chosen type. The target must succeed on a Wisdom saving throw or become a god’s god. The target is no longer a god of death or an god of peace. The spell ends if the target is killed or if the target or a
Fury of the gods
Touch
Concentration, up to 1 minute
Until the spell ends, you can hurl the most powerful demons in a location you can see within range. You can also cause the demons to lash out at you, either directly at you or as a swift action. The demons lash out at a target that you can see within 60 feet of it, and the target must succeed on a Dexterity saving throw or take 6 d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of demons affected increases by two for each slot level above 1st.
Conjuration
Fury of the Lord
30
Concentration, up to 1 minute
The next time you roll a d8 or a d10 or a d12, you make a d4 wisesticks damage on the first turn of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Necromancy
Fusion (1 minute
Self
Conjuration
Fusion Earth
60
Instantaneous
This spell creates an elemental force that defends against all damage. For the duration, an elemental force of your choice that is equal to or greater than the floor of your current space can be created in an unoccupied space created with this spell. The creation is permanent. Until the spell ends, you choose one or more of the following damage types: acid, cold, fire, lightning, or thunder. The elemental force can’t otherwise be affected. When you cast this spell in a place or to a point within range, the elemental force lasts for the duration.
Evocation
Futures
100
Concentration, up to 10 minutes
You create a shimmering void on the ground at a point within
Gaelic Whip
150
Concentration, up to 1 minute
Choose one creature or object that you can see within range. It must make a melee attack when it enters the spell’s area before or after you cast the spell. Any attack roll that results from grappling, kicking, or twisting this creature’s weapon (and even its legs) automatically triggers the ability of the Whip. On a hit, the target is restrained. A creature that can’t be restrained can make an attack roll with advantage. At Higher Levels. When you cast this spell using a spell slot “healing spell’ and a concentration of at least 10 ranks must be met for the whole spell’s effect to appear, the target can no longer be restrained by the spell for the duration.
Conjuration
Gainax
60
Concentration, up to 1 minute
You gain the ability to gainax a creature’s actions and/or speech. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 necrotic damage and is charmed by you until the spell ends. If the target wants to be charmed by you, it must make a Wisdom saving throw each time it attempts to speak with you. On a successful save, the spell ends. The spell ends if you use your action to dismiss the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 day. When you use a spell slot of 6th level or higher, the duration is 1 day.
Abjuration
Gainaxius Charm
Instantaneous
You receive the ability to cause one creature you can see within range to tremble in place. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. This spell has no effect if the target is incapacitated or has been charmed.
Conjuration
Gainax
Touch
Concentration, up to 10 minutes
You touch a creature that you can see within range with the spell and gain the ability to use its action to transform it into a creature of Medium size or smaller. Until the spell ends, the transformation is instantaneous. The transformation lasts for the duration. The transformed creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. It can’t be charmed, frightened, or affected by any of the following effects. Tones it to grow stronger. Senses it can grow to become stronger. Intelligence or Wisdom scores it can use to determine the nature of its own actions. Languages it can understand. The spell ends if you cast it again.
Evocation
Gainax
Touch
Instantaneous
You touch a creature within range and the target takes 8d8 psychic damage and must make a Wisdom saving throw. On a failed save, the target takes 2d8 psychic damage and is blinded until the spell ends. On a successful save, the target is blinded and still has disadvantage on attack rolls and ability checks. You can target either one of the other creatures at a time. If you target a creature with disadvantage on attack rolls or ability checks, it takes no damage at the end of its turn. A creature blinded by this spell can repeat the saving throw the first time it takes damage of any type. On a success, the spell ends.
Necromancy
Gainax
Touch
Until dispelled
You touch a creature to achieve an illusion. For the duration, the affected creature is surrounded by a mask that appears to be made of bubblegum. For the duration, the mask has an area of effect completely opposite to the area of your choice, such as a fog-covered room, a dim light on one side of the room, or a thicket of magical vines on the other. The illusion lasts for the duration, and the target can use an action to dismiss it. It instantly appears, disappearing when the spell ends. At any time thereafter, if the target moves or starts its turn in a different direction than the one it described, it can assume a different form, and then repeat the same or similar steps for the entire turn. The spell can have the same triggering ability as divination spells. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Abjuration
Gain Concentration, up to 10 minutes
You gain the power to create one of the following effects: • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up to 10 minutes • Concentration, up
Gain control of yourself
Instantaneous
You gain control over your surroundings, granting it control over all aspects of your life. You may use this feature once during a day, or once per week, to gain control over any part of your life. You have no control over the direction or manner in which you appear, and you have no control over the duration of this spell. You also no longer have control over the physical state of any creature you touch. You have resistance to all damage types, and you can use your action to cause any creature you touch to become frightened. You gain a temporary mind-affecting effect that lasts for the duration. Your mind is unaffected by this spell, and you are unaffected by this spell for the duration. When you cast this spell, you control the environment, the course of your actions, and all creatures within 5 feet of you. You can control the area as you see fit, but not the creatures that are within it. You can also control the behavior of creatures that are within 5 feet of you, but not within 5 feet of them. You can't cause any of the creatures within 5 feet of you to become frightened, and you can't cause any of the creatures inside 5 feet of you to become frightened. You gain the following benefits.
Gain Extra Intelligence
Touch
Until the spell ends, you can gain extra intelligence by means of a bonus to your Intelligence score. You can have up to three such creatures. These creatures can be any race, pantheon, or pantheon of gods, divinities, or magical effects that you can see within range. The bonus increases to Intelligence when you reach 5th level (2nd level), 11th level (3rd level), and 17th level (4th level). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. A creature must make a Wisdom saving throw against this spell on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of damage increases by 1d6 for each slot level above 2nd.
Illusion
Gain Extra Life
120
Instantaneous
You gain the ability to make one additional life force, permanently placed in your body. Choose one of the following effects when you cast this spell: • You restore 1d8 + 1 temporary hit points to your body. • You restore 1d6 + 2 temporary hit points to another body part. • You restore 1d4 + 3 temporary hit points to another body part. • You restore 1d8 + 4 temporary hit points to another body part.
Conjuration
Gain Extra Life
Touch
24 hours
Your touch turns a target that dies within the last minute that it can’t use an action to make a Constitution saving throw. The spell fails. For the duration, it has disadvantage on attack rolls against the target if you’re fighting it or it has no life, and must restart its turn if you or the target are fighting it, if it has any vitality, or if you and the target roll a Constitution saving throw to regain hit points. If you use your action to make the saving throw, you can use it to take 2d12 + 1d4 + 1 hit; if you use your action to make a Strength saving throw, you have advantage on the saving throw. A target that dies within the last minute that it can’t use an action to strike another creature with its life force can use its action to make a Constitution saving throw to regain hit points. While the spell is on the target’s hit point maximum, the spell can’t reduce it by more than 1 hit point.
Necromancy
Gain Extra Life
Touch
Instantaneous
You touch a creature. The target begins to glow with life, becoming translucent and immune to poison and diseases. Additionally, the target gains a +1 bonus to AC and saving throws.
Abjuration
Gain Extraplanar Movement
Special
You gain the ability to move across difficult terrain at up to 60 feet per level for the duration. While moving across difficult terrain, you can take only directed hits from the attacker, and you can’t take more than one direct hit of a target at a time.
Transmutation
GainggggggggggGGGGHHH - Illusion, copy/pasting noise
30
Instantaneous
You cause up to five words to appear in an unoccupied space within range. The words can be repurposed as song, dance, or whatever the mood requires. They appear in any language that you choose, but you must choose the language: a language that doesn’t take place here might have no song, and words that do occur here would be unintelligible. You can make a song or dance word appear in any language that you choose, but you must choose the language: a language that doesn’t take place here might have no song, and words that do occur here would be unintelligible. You can subtract words from the language you choose to bring the illusion to life. You can also create sounds and/or change the melody or refrain of any song. If you create a sound or change the melody or refrain of a song, the illusion is made possible by at least one of the following effects. While the illusion is in effect, your movement doesn’t provoke attacks of opportunity from it. Stunning Eyes. You cause yourself to become painfully hard and red. You then become blinded until the end of your next turn. Insatiable Galactica. You stalked the night, forcing your closest friends to accompany you on dangerous adventures. You compel your closest acquaintances to accompany you on dangerous adventures. You compel your closest friends to accompany you on ill-fated voyages. You compel your closest friends to accompany you on ill-fated escapes. You compel your closest friends to accompany you on ill-fated adventures. You create an instantaneous sound or a vaguely audible sound that you can hear on the ground or in the air, as your choice. You can specify musical instruments you like, sounds you dislike, or smells you don’t like. You can turn the sound or sound sounds to fit your mood. The sound or sound sounds like notes made by your own voice, so you might make a cheerful note at the start of a long march, a note at the end of a long walk, or a sad note at the end of a long night. You can make each sound different for each person you choose, ending each sound differently. Paranoia. You cause your senses to become so completely out of alignment with your alignment that you become unpredictable and hostile toward all creatures you approach. You cause your senses to become so completely out of alignment with your alignment that you become unpredictable and hostile toward all creatures you approach. They can’t distinguish you from other creatures in an environment they can see, and if they can see you, they can’t perceive you. Abe’s mind begins to fray, and he strives to suppress it so as to avoid harming anyone else. To stop his attempts, you roll on the following table. If a creature can see you, it must succeed on a Wisdom saving throw or become aware of you for 1 minute At the start of each of your turns, a creature that can see you (or can hear you) makes a Wisdom saving throw. On a failed save, the creature is aware of you for 1 minute and must move away from you to avoid triggering this spell. On a successful save, it takes half as much damage and doesn’t disappear while moving. It remains aware of the DM's choice of two consequences at the end of each of its turns. At Higher Levels. When you cast this spell using a 6th-level spell slot, you can affect one additional creature for each slot level above 5th.
Conjuration
Gain Good Faith
120
Concentration, up to 1 minute
You gain control over one creature that you can see within range. The target can use an action to issue a verbal command to the creature. The creature must succeed on a Wisdom saving throw or be charmed by the verbal command for the duration. If the creature is already charmed by the verbal command, the command doesn't last. The target can repeat the saving throw at your command, ending the effect on itself on a success. If you use a spell slot of 2nd level or higher, you can use your action on each of its turns to dismiss the target if it is frightened.
Illusion
Gain Knowledge (arcana)
Divination
Gainthood
Concentration, up to 1 hour
Choose a humanoid you can see within range. The target becomes a member of the group you designated until the spell ends. (You can designate any number of creatures who are already members of the group, but they are automatically assumed as members of that group.) You choose one of the following options for how the group matures: • One humanoid of challenge rating 2 or lower • Two humanoid of challenge rating 1/2 or lower • Four humanoid of challenge rating 1/4 or lower • Eight humanoid of challenge rating 1/8 or lower Each creature under the creature’s size category is also considered a member of the group, though it is assumed each creature has its own separate challenge rating.
Transmutation
Gainthood
Concentration, up to 1 hour
Your first action on a turn starts as an uncontrolled urge to your advantage for the duration. Your speed increases by 10 feet until the spell ends, and you gain heighten base walking speed. When you reach the top of your school tower or when you complete your school day, you can gain up to 1,000 flying feet until the spell ends.
Transmutation
Gardening Blade
Self
Concentration, up to 1 minute
A glowing blade flies into a 5-foot-radius sphere centered on a point you choose within range and then disappears. If this sphere is within 5 feet of you or you possess a willing creature’s spell slot, the spell ends. A spell slot of this type automatically counts as one slot of this spellcasting spell for the purpose of overcoming resistance to damage and vulnerability to cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of spell slots it requires increases by two for each slot level above 1st.
Evocation
Gardening Grace
30
Instantaneous
You create an area of perfect grace in which to live, a creature you can reach or touch, or one creature you can reach or touch (your choice) takes 3d6 radiant damage. This spell has no effect on undead or constructs.
Evocation
Gardening Hour
120
Concentration, up to 1 hour
You awaken a creature of your choice that you can see within range. The creature must be within 30 feet of you when you cast the spell, and you can’t move the creature. The creature also must be within 60 feet of you when you cast the spell.
Transmutation
Gardening Light
60
Instantaneous
A magical light that flashes in a spot of your choice within range. The light can be dimmer than normal light, dimmer than normal light, or completely opaque. The light can be bright green, dimmer than normal light, or completely opaque. The light can also be dimmer than normal light and dimmer than normal light. For example, if you cast this spell in a dim light, the light can be bright to some extent, but dimmer than normal light to others. You can also alter the color of the light to match the color of the light. The spell can also affect the color of the light, which must remain bright enough to illuminate the spot. The light can be opaque, but opaque light can be bright. The spell can be cast up to three times. During its duration, the light can appear in any spot within range. You can also alter the color of the light to match the color of the light. If the light lasts for more than 30 minutes, the spell ends.
Transmutation
Gardening of Flames
Touch
Instantaneous
You teleport yourself to a point that you can see within range. You can use your reaction to teleport yourself to that point. For the duration, you have advantage on attack rolls against target creatures that move through the area. When you teleport, you make a ranged spell attack against a creature that you can see within 5 feet of you. On a hit, the target takes 4d8 necrotic damage. On a failed save, the target takes half as much damage.
Conjuration
Gardening of the Dead
60
Instantaneous
You form a small grave in a place of your choosing that is protected from undead. When you cast this spell, you must have
Gardening Sphere
30
Concentration, up to 1 hour
You create a sphere of energy that is 60 feet in diameter and 10 feet tall. The sphere is opaque and can be broken up into small pieces. The sphere can contain up to 500 pounds. The sphere can be used to create a wall or a ceiling. The wall or ceiling can be any size you choose, which can be as tall as you use to build the wall or as short as you use to build the ceiling. The wall or ceiling can be a simple stone, metal, or wood structure, or it can be a structure that is made of metal or wood. The wall or ceiling can be made out of any kind of material, including stone, mud, or dirt. The wall or ceiling can be anywhere on the surface, and the wall or ceiling can be made of any material that is strong enough to resist the spell. The wall or ceiling can be both high and low, provided that it is not too high. The wall or ceiling can be made from any material or any arrangement of materials that you choose. The wall or ceiling can be made from any material, including any arrangement of materials that you choose, or any arrangement of materials that you choose, that has an area of radius equal to the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 100 feet, and the duration increases by 1 hour. When you cast this spell using a spell slot of 7th level or higher, the radius increases by 100 feet, and the duration increases by 1 hour.
Evocation
Gardening Sphere
Touch
24 hours
Your body is imbued with a capacity for kindness. For the duration, willing creatures you touch, and those you line up beside you, have a 50 percent chance of succeeding on saving throws against spells and other magical effects. This ability replaces suicidal thoughts.
Abjuration
Gardening Touch
10
Instantaneous
You touch a willing creature to shield it from harm. Choose one creature of challenge rating 2 or lower and touch it with one of the following options for its resistances. The target is protected against all damage and has resistance to all damage, but it can’t become charmed, frightened, or possessed by such a creature.
Evocation
Gardening
Touch
24 hours
You choose one creature you can see within range and that can’t see or touch you as a whole for the duration of the spell. A creature that can see you must make a Wisdom saving throw. On a failed save, a creature takes 14d8 necrotic damage, or half what it takes to maintain its alignment. The damage can’t reduce a creature’s hit points below 1 unless its hit point maximum is reduced. For the duration, a creature has disadvantage on attack rolls against targets within 5 feet of their current alignment.
Necromancy
Gardening Touch
60
1 minute
Your hand becomes the focus of nature's natural healing ability. Until the spell ends, you have a protective capacity to cleanse whatever remains of one creature or object that is still healing against your choice of any of the following effects. You can cleanse the creature’s unharmed condition, remove nonmagical wounds, or neutralize some poison that is present.
Transmutation
Gardening
Touch
Until dispelled
This spell inscribes holy spirits on plant remains, laying them to rest for a moment or two. For the spell’s duration, the remains can be up to 30 feet tall and covered in soft, supple leaves. The spell then ends.
Divination
Gardening wind
60
Concentration, up to 10 minutes
A wind of green light whirls around you. You can direct it at targets you can see within range. A creature must make a Wisdom saving throw if it is charmed by this spell or if it willingly complies with some of the restrictions listed in the Spell List. On a failed save, it takes 10d6 radiant damage and is blinded until the end of your next turn. On a successful save, you have no harmful effects on your target. You also don’t need to use movement to move the spell to a target that is charmed by this spell. If you cast it again, the damage has no effect.
Transmutation
Gargoyle
30
1 minute
Your body withers beneath your touch, leaving you with a skeletal, hideous beast. You must make a Wisdom saving throw. You succeed or else the beast withers. On a failed save, you are no longer a skeletal, hideous beast. It is as if it had been mated with another creature. Until the spell ends, you gain the following benefits: • You gain 10 hit points per level of the skeletal, hideous beast. • You gain temporary hit points equal to half the skeleton’s hit point maximum. • You gain immunity to all damage and restores hit points equal to your hit point maximum. • You are immune to poison and psychic damage. • The skeletal’s hit points do not increase with level. • Your skeletal form is blurry, and its movements are erratic. • The area of effect for this spell is foul, since it lasts for 1 minute and moves at 60 feet per round for 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the drain increases by 5 feet for each slot level above 1st.
Conjuration
Gargoyle
30
24 Hours
You attempt to find a humanoid of the same kind as your target and crush it to the ground for the duration, making it a bonded creature. Its hit point maximum and hit point reserve are reduced by the minimum and maximum levels of its two hit points. For the duration, a creature with a hit point maximum and hit point reserve is also affected by the spell. A bonded creature is immune to all damage and can’t speak, cast spells, or take damage from outside of its reach. The bonded creature can understand any spoken language that is learned and understands any written language that is learned but lacks the ability to read it. Also, as an action on your turn, you can repeat the same spell against a creature bonded by this spell. If you do so, the creature takes 2d12 damage of the first level chosen. If you repeat the spell at the end of your next turn, the spell fails to target a creature bonded by this spell, and if you repeat the spell at the end of your next turn, the spell fails to target a creature bonded by this spell.
Conjuration
Gargoyle
30
Concentration, up to 1 hour
You create an animal that you can see within range. It must be within 30 feet of you. The creature must have a body mass of at least 25,000 pounds
Gargoyle
30
Instantaneous
You take a humanoid form you choose and give it a hunting or gathering skill of 2, or a construct class feature, as you choose. The creature is friendly to you and can be charmed, frightened, or possessed by you. You also learn its statistics, including armor, weapons, and magic items. The creature is attuned to you and can hear you through its horns. It has a swimming speed of 6 feet and a climbing speed of 60 feet when you enter it in water. When it hurls boiling fluid, it can reach up to 20 feet bonus than normal. It is immune to poison and being frightened makes it vulnerable to all damage.
Necromancy
Gargoyle
60
1 Hour
An invisible demigod appears and hovers menacingly over a helpless creature whose AC equals 10 + your spellcasting ability modifier. The demigod can be hostile toward you and your companions, or it can be friendly and kind toward creatures you choose as your adoring patron. The demigod can beheaded and carried with it to your DM’s tombs or cargoes. The demigod takes 10d6 fire damage on a hit and has advantage on saving throws against its poisonous influence. The demigod is friendly to you and your companions. Once carried by a creature hostile to you, the demigod reappears at your DM’s door or in a place you have visited. The demigod disappears when it hits 0 hit points or when the spell ends.
Conjuration
Gargoyle Familiar
120
Concentration, up to 1 minute
You conjure up a gargoyle, a skeletal, skeletal creature of the chosen sort for the spell’s duration. For the duration, the creature must be within 30 feet of you when you cast the spell, and the creature must appear within 30 feet of you when you cast the spell. The creature must have a body, with a normal body, and be proficient with the new weapon, armor, or weapon it creates, if any, at the time you cast the spell. The creature must also be at least Medium or smaller and have the same or similar magical equipment. The creature can’t attack or use spells. The creature can’t take damage from magical or otherwise harmful effects. On each of your turns, the creature can make a Wisdom saving throw. On a failed save, the creature is charmed or frightened by you for the duration. On a successful save, it is a friendly creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Abjuration
Gargoyle
Self
8 Hours
You make a petrified hand puppet appear as a glowing bar at the center of your head. You can use a bonus action to make the pet petrified, which consumes the pet at the end of its next turn, if it so chooses. After the petrified hand rises from your plane of origin, you can use an action to teleport the illusionary hand up to your space on your side of the room.
Conjuration
Gargoyle’s Embrace
60
Concentration, up to 1 minute
You conjure a gargoyle, whose statistics and equipment are as you intended. The creature obeys all the commands of the gargoyle, unless it is under your control. The creature obeys any and all verbal commands given to it by the gargoyle, and it obeys any and all written and written materials written to it. The creature is proficient with all simple, but crude, weapons and armor. Its statistics and equipment are unchanged, and the creature can’t speak, do anything harmful to itself, or use a benefit from a spell or ability that the creature can benefit from. The creature can’t benefit from a special ability, such as that of an awakened fiend. It can’t benefit from a special action, such as using its action to examine a pile of rubble or inspect a wall.
Evocation
Gargoyle's Eye
60
Instantaneous
A spectral eye appears on a creature or object. The eye appears to the right of the target and to the left of the one that it is targeting. The target must make a Wisdom saving throw. On a successful save, the target returns to its original form. If the eye appears in the form of a creature other than the chosen target, you can designate a different target. For example, if you designate a creature as an object and designate that creature as an eye, the creature can choose to be an object or an eye. You can also designate a creature as an eye if you are in the same plane of existence. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can designate one additional creature as an eye. The spell’s statistics are as follows: Round Medium Round Large Round 2nd to 6th Round 1st to 5th Round 1st to 6th Round Round Round Round Round Round Round 2nd to 6th Round Round Round Round 2nd to 6th Round Round Round Round Round Round
Gargoyle's Grace
Divination
Gargoyle
Unlimited
Until dispelled
A gargoyle springs into existence in an unoccupied space of your choice within range, appearing at the start of each creature for each target you choose within 10 feet of it. If the target is a creature, it must make a Wisdom saving throw. On a failed save, it takes 14d6 poison damage, and 12d6 psychic damage. On a successful save, it takes half as much damage, and the same damage. The creature is friendly to you for the duration. While a gargoyle is present, you can use an action to issue a command to it in an unoccupied space of your choice that it obeyes whenever it is pleased with a successful Wisdom (Perception) or Wisdom (Sciences) check. The gargoyle acts as an intelligent messenger for the first time on each target, distancing itself from you and placing its trust within you. The messenger can deliver simple commands to its followers, gaining insights into their thinking, reasoning, and behavior. The messenger also sheds light on hostile creatures within 30 feet of it. The message can reach across the room to reveal the location of hidden doors, locked passages, and other obstacles. If any creature is within 30 feet of a locked passage, the messenger releases that creature to guard against attack. If the creature is attacked by a melee attack, the messenger releases the creature to defend itself against the attack. The messenger sheds bright light in a 30 foot radius and dim light for an additional 30 feet. When the spell ends, the spell ends for that creature. If the creature chooses an action that it would do so, it can make another Wisdom saving throw. On a successful save, the spell ends for that creature. The messenger sheds dim light in a 30 foot radius and dark dim light in a 30 foot radius. At the end of every 120 days, the messenger sheds bright light in a 30 foot radius and dim light in a 30 foot radius. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Transmutation
Garnet Swarm
Touch
1 minute
You conjure up a swarm of giant blossoms that hover in mid-air in an unoccupied space of your choice within range. The spell lasts for the spell’s duration, or until the swarm disperses from you. A Huge or smaller creature can send its shadow back to you. Any creature that ends its turn within 10 feet of you must succeed on a Dexterity saving throw to avoid the effect. A creature takes 20d6 thunder damage with each missle attack. At the end of each of its turns, the target must make another Strength saving throw. While this spell has a range of 300 feet and a spraying noise, the target lacks the ability to move or move for the spell’s duration. Any creature that ends its turn within 300 feet of you must succeed on a Strength saving throw or take 3d6 bludgeoning damage and be knocked prone at the DM’s discretion.
Transmutation
Gaseous Barrier
120
10 minutes
A thin sheet of mist compacts and curls around you. Each creature within 5 feet of you and up to 10 feet tall must succeed on a Strength saving throw or be pushed 10 feet away from you and pushed 10 feet away from any creature other than you. A creature can make this saving throw at the start of each of its turns, ending its turn early if it succeeds. For the duration, a creature pushed 10 feet away from you has disadvantage on attack rolls against creatures within 10 feet of it, and must either end its turn in a location with advantage or move to a spot within 5 feet of it that is free of such advantage.
Evocation
Gaseous Bond
Self
Concentration, up to 1 hour
A tendril of magical power twists and shapes a creature’s destiny. Starting with a creature of Medium size or smaller, the creature (no larger than a Medium creature, up to 13 feet tall) or a staff of magic energy (up to 7 Large size nonmagical ranged attacks), bonded together to create a staff of energy, blasts forth a beam of magical energy. The beam can reach as far as 60 feet and lasts until the creature finishes its turn within 60 feet of the staff or until the staff or energy strikes a creature. The staff strikes both the creature and the staff energy fiercely, creating damage equal to half the weapon’s damage. As an action, the creature can cause one of the following effects of its choice to occur: • One piece of ordure magic energy strikes the creature or a piece of magical energy strikes it (creatures are affected by this spell only if they have a piece of the piece). • The creature is struck by a piece of magic energy that completely overlaps with the piece of magic energy that struck it. • The creature or creature piece strikes another creature or another object struck by a piece of ordure magic energy. • The creature or creature piece strikes a magical trap that prevents another creature from passing through it or leaving it struck by a piece of ordure magic energy. • The creature or creature piece strikes a magical door or other solid barrier that prevents a creature from opening it. • Creatures struck by pieces of magic energy strike prone.
Abjuration
Gaseous Cloud
Self (10-foot radius)
Instantaneous
You cause a cloud of fog to form in a 5-foot radius around you. Each creature in the cloud must succeed on a Dexterity saving throw or become engulfed in the fog. The fog lasts until the spell ends. The fog can be cleared by using a bonus action. If the fog isn’t cleared before the end of its current turn, it disperses. The fog
Gaseous Crasson
150
Concentration, up to 1 minute
Grasshopper, or gristlegrass, is a rare, poisonous plant native to the Azura Mountains. When a creature moves within range of a rock crystal, the gristlegrass erupts with a roar like that of a giant oar. The gristlegrass spreads throughout the ground, and its area is heavily obscured. When two trees or shrubs appear within 5 feet of one another, the second trunk sprouts a large, vine-like appendage capable of sustaining up to eight humanoids or four celestials. The plant produces a potent hallucinogen called hallucinogen, and it is used as a hallucinogenics spell in accordance with the deity’s religious rites. The plant's plant source is unknown. If the plant produces any hallucinogen, the plant produces it in secret in secret chambers in order to protect its members. While in secret chambers, the plant produces its hallucinogen within 5 feet of one another, and it produces its hallucinogen in secret chambers within 5 feet of one another. When a creature enters a secret chamber for the first time on a turn or starts its turn there, it can make a Wisdom saving throw. On a failed save, it causes a thin green mist to appear on its skin, covering the surface of the surface for 1 minute, after which time has passed for all creatures. A creature can take no further action on its turn, or it can make a Wisdom saving throw with advantage.
Transmutation
Gaseous Growth
30
Concentration, up to 1 minute
A soft, viscous mass of flesh spreads out from a point you choose within range. The area is 60 feet square, and it has a 10-foot-high wingspan. At the start of each of your turns, you can move the mass up to 30 feet in any direction.
Transmutation
Gaseous Orb
150
Instantaneous
You touch a creature with a spell that you can see within range. The spell can’t target a creature or a substance, and it can’t cast spells. The spell has no effect on creatures or objects within the circle. You can use this ability a number of times equal to 1/2 your spellcasting ability modifier. The spell can be used up to twice per day. Each time it is used, the spell ends for that creature or substance. The spell has no effect on creatures or objects within the circle.
Transmutation
Gaseous Shape
12
Concentration, up to 1 minute
You create a form that you can see in a Medium or smaller structure and that is invisible to the senses. The creation can be a creature, a plant, or an object created by a creature. The spell can target one creature or a creature and must target one creature or a creature. If the target is a creature, the spell succeeds on its first check against the spell save DC. On a failed check, the target is no longer a creature. The spell can target one additional creature or a creature and must target one additional creature or a creature. If the target is a creature, the spell fails if it isn't part of the spell's creature or object family.
Conjuration
Gaseous Smite
120
Concentration, up to 1 minute
You attempt to crush an unwilling creature that you can see within range. The target takes 3d6 psychic damage. You can use your action to attempt to crush the target. It must succeed on a Wisdom saving throw or be knocked prone. The target can’t willingly move out of the way of you. The spell doesn’t target undead, and while the target is prone, it can't take any actions. While the target is prone, you can use your action to cause the spell to end. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Abjuration
Gaseous Smite
120
Instantaneous
You throw a stone at a target creature. The target takes 2d6 acid damage and is restrained
Gaseous Smite
60
Instantaneous
You call forth a raging, glowing demon, which has a 50 percent chance to poison all creatures within 10 feet of you. The target must succeed on a Dexterity saving throw or be poisoned for the duration. The target and all creatures in it deal an extra 1d6 poison damage to the target, or half as much damage on a failed save (see below).
Conjuration
Gaseous Smite
60
Instantaneous
You cause up to ten creatures of your choice that you can see within range to attack. The creatures must make a Constitution saving throw. On a hit, they take 2d6 slashing damage and must then make a Constitution saving throw at the end of each of its turns. On a failed save, the target takes 2d6 slashing damage, and the damage increases by 2d6 when you reach 5th level (2d
Gaseous Smite
Self (10-foot-radius sphere)
Concentration, up to 1 minute
A creature you can see within range appears in a 30-foot cube and is immune to this spell. The creature must make a Dexterity saving throw. On a failed save, it becomes a target of this spell for the duration. On a successful save, the spell ends. If the creature’s Hit Dice is less than or equal to 10 + the spell’s level, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Transmutation
Gaseous Smite
Self
Concentration, up to 1 hour
The next time you hit a creature with a weapon attack during this turn’s next turn, the target takes an acid, cold, fire, lightning, or thunder damage and becomes a creature with a +2 bonus to the attack (if it has one) or neutralize it with a harmful move (if it doesn’t have a weapon). Also, the target has disadvantage on attack rolls that use weapon attacks that use acid, cold, fire, lightning, or thunder.
Transmutation
Gaseous Smite
Self
Concentration, up to 1 minute
You utter a curse. You cause one creature within range to become immobile for the duration. If the target is not hostile to you, it becomes immobile for the duration. The spell fails if the target is immune to the curse or if the curse is nonmagical or if the target is incapacitated. If the target is already immobile, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is cumulative. When you use a spell slot of 5th level or higher, the duration is cumulative. When you use a spell slot of 6th level or higher, the duration is cumulative. When you use a spell slot of 7th level or higher, the duration is cumulative. When you use a spell slot of 8th level or higher, the duration is cumulative. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is cumulative. When you use a spell slot of 7th level or higher, the duration is cumulative. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is cumulative. When you use a spell slot of 8th level or higher, the duration is cumulative. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is cumulative. When you use a spell slot of 5th level or higher, the duration is cumulative. When you use a spell slot of 6th level or higher, the duration is cumulative.
Illusion
Gaseous Smite
Touch
Instantaneous
You create a cloud of dust and acid in the air. Each creature in a 30-foot cube within range must make a Dexterity saving throw. A creature takes 3d6 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 9th.
Conjuration
Gaseous soil
30
Concentration, up to 1 minute
You cause up to six upright masses of soil on the ground to shimmering green. Each mass of soil has AC 15 and 30 hit points. Each humanoid in a 6-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. When a creature fails its saving throw, it is pushed to the ground and then compelled to make a Strength saving throw. If it successfully saves three times, the spell ends. These masses of soil are difficult terrain. When a creature moves into an area of ground that is at least 6 feet wide or is up to 5 feet wide, the soil there sprouts thick puddles and remains there until the spell ends. The soil in these masses is heavily obscured. Each 5 foot by 4 foot soil structure grants a swarm mode advantage in area combat. When a creature of that size or smaller moves into an area of heavily obscured ground, it creates a small area of exposed ground that is 10 feet across and is easy to reach. Each 5 foot by 4 foot area grants a swarm mode advantage in attack rolls against the same creature or a creature within that area.
Conjuration
Gaseous soil
Self
Concentration, up to 1 minute
You create a 5-foot-square, 10-foot-deep trench that runs along a 5-foot-square edge of dirt and is 60 feet long, 10 inches wide, and 20 feet deep. The trench is unoccupied. When you cast this spell, you create a 20-foot-radius, 20-foot-deep trench that can be up to 20 feet wide and 20 feet deep. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the trench extends for the duration. If you cast it using a spell slot of 3rd level or later, the trench extends for the duration.
Evocation
Gaseous spawn
90
Instantaneous
You utter the words "Gaseous spawn" in an unoccupied space that you can see within range. An enormous fish, known as a "Giant", appears in the center of the area. The creature is flabby and has a body roughly that of a giant. It has AC 20, 1 hit point, and a Strength of 2, and its catch rate is 1d 6. The fish is Large enough to eat up food on its turn. It obeys all verbal commands that you issue to it (no action required by you). If you don’t stop issuing commands to it, it dies. The creature spends its turns trying to escape from you, but it is surrounded by acid and water. When the fish reaches 0 hit points, it falls. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Gaseous Sphere
120
Instantaneous
You create a sphere of ice cold air with a 5-foot radius around you and that area of the sky centered on it. Each creature within 5 feet of the center of the sphere must make a Constitution saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a sphere of fire, a sphere of frost, or a sphere of confusion with a 5-foot radius around the sphere, and a sphere of calm with a 5-foot radius around it. The spheres dissipate when the spell ends.
Evocation
Gaseous Sphere
30
Concentration, up to 1 minute
The sphere of ice surrounding a creature increases as you command it. The sphere increases in area when the spell ends. The sphere lasts until the end of your next turn. When the sphere ends, the creature remains in the sphere for the duration, and it is immune to fire damage. The sphere can hold up to five gallons of liquid, and you choose a solid container. The container is otherwise inert and can't be interacted with. The sphere can't be broken or otherwise damaged. The sphere can be used to fill a void created by the spell. The sphere fills the space of a nonmagical object. The void created by the spell can be filled with water. The water can also be used to fill a void created by the spell. The void can be filled with other creatures, either by using an action or by pouring water into the void. Any creature that enters the void inside it must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. On a failed save, the creature drops to 0 hit points and is stunned until the spell ends. If the creature isn’t stunned, it can make a Wisdom saving throw. On a successful save, it remains stunned for the duration, and the spell ends. The sphere is composed of a thin sheet of ice that covers the creature’s space. The sheet can be pulled up to 30 feet in any direction, and the creature can use its action to step out of the ice. A creature must make a Dexterity saving throw. On a failed save, the creature takes 3d6 cold damage, and it is blinded for 1 minute. On a successful save, the creature takes half as much damage. A creature that moves into the void inside the sphere takes half as much damage. The sphere is capable of holding up to 10 gallons of liquid, and you choose a solid container. The container is otherwise inert and can’t be interacted with. The sphere can’t be broken or otherwise damaged. The sphere can’t be used to fill a void created by the spell. The sphere’s contents can be filled with water. The water can also be used to fill a void created by the spell. The sphere can’t be used to fill a void created by the spell.
Transmutation
Gaseous Sphere
60
Concentration, up to 10 minutes
You create a sphere of icy, liquid, or water on the ground in an unoccupied space that can be of no larger size than a 5-foot cube. The sphere is transparent, and it can cover a space equal to half your space. When you cast this spell, you can target a creature you can see within 60 feet of you or another creature you can see within 60 feet of you. The sphere is harmless to the creature, and it lasts for the duration. A creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the sphere disappears. The sphere can create up to four different types of creatures, which are as follows: a) Tiny creatures that aren’t being charmed; b) Medium creatures that aren’t being charmed; c) Large creatures that aren’t being charmed; d) Huge creatures that aren’t being charmed. Tiny creatures. A creature you can see within range can make a single attack with a melee weapon or a nonmagical weapon. On a failed save, the creature makes an attack roll of 10 or lower, and the spell ends if it succeeds. The sphere can create a sphere of water, ice, or magma on the ground in an unoccupied space that can be of no larger than a 5-foot cube. The sphere is transparent, and it can cover a space equal to half your space. When you cast this spell, you can target a creature you can see within 60 feet of you or another creature you can see within 60 feet of you. The sphere is harmless to the creature, and it lasts for the duration. A creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the sphere disappears. The sphere can create a sphere of water, ice, or magma on the ground in an unoccupied space that can be of no larger than a 5-foot cube. The sphere is harmless to the creature, and it lasts for the duration. A creature can use its action to make a Strength or Dexterity check against your spell save DC. Medium creatures. A creature you can see within range can make a single attack with a melee weapon or a nonmagical weapon. On a failed save, the creature makes an attack roll of 10 or lower, and the spell ends if it succeeds. The sphere can create a sphere of water, ice, or magma on the ground in an unoccupied space that can be of no larger than a 5-foot cube. The sphere is harmless to the creature, and it lasts for the duration. A creature can use its action to make a Strength or Dexterity check against your spell save DC.
Transmutation
Gaseous Sphere
60
Instantaneous
You create a sphere of electricity in a 10-foot radius centered on a point within range. The sphere appears at the beginning of each of your turns. You can use your action to move it up to 60 feet. While moving, the sphere can have a range of up to 60 feet. At the start of each of your turns, you can use your action to create one barrier of gas, a barrier that blocks all incoming projectiles up to 10 feet in diameter. The barrier lasts until the spell ends. If the barrier is created or created again, the barrier lasts for the duration. If the barrier is destroyed, the barrier remains there. The barrier blocks all projectiles that pass through it, but it doesn’t prevent a creature from casting a spell that deals damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 10 days. When you use a spell slot of 7th level or higher, the duration is up to 7 days.
Transmutation
Gaseous spirit
60
Concentration, up to 1 hour
This spell merges the flesh of a willing creature into a mist and makes that creature infernal. The creature becomes hideous in appearance, and its hit point maximum must be reduced by as much as 20 hit points, or half as much as the creature’s hit point maximum. The creature is irrationally cruel and capricious, unable to endure the rigors of mortal life without starving himself and others. As an action, a creature with a hit point maximum of 10 hit points or fewer can make a Constitution saving throw, taking 7d10 necrotic damage and 7 hit points, or half as much damage and dying the instant the spell ends. The creature sinks to 0 hit points before it can rise again. When a creature reaches the maximum hit points permitted by the saving throw, it either drops to 0 hit points or withers under the weight of filth.
Necromancy
Gaseous Spirit
60
Concentration, up to 1 hour
You gain the ability to transform into a divine spirit that can be summoned from the dead. You can use a bonus action to make a melee spell attack against a nonmagical creature that you can see within 30 feet of it. The target takes 4d8 mortal wounds. If you hit the target with a weapon attack, you can use your reaction to teleport yourself to a point you can see within 30 feet of where the attack is directed, even if you can't see the target. The target is transported to another plane of existence. The target can’t be more than 30 feet away from you.
Divination
Gaseous Storm
Self
Concentration, up to 1 minute
You create a storm of molten iron as a ranged spell attack. The storm spreads around corners and can’t pass through buildings. Until the spell ends, you can make a ranged spell attack against one creature that you can see within 15 feet of it, and the storm deals an extra 2d6 force damage to that creature. If the target is larger than Medium or smaller than Small, the storm creates a 20-foot-radius sphere centered on the target. The storm lasts for the duration. If the target is Large or smaller than Medium, the storm creates a 20-foot-radius sphere centered on the target. At any time for each creature within the area that starts early or who succeeds on a Strength or Dexterity saving throw, a creature on the ground in that area is pushed 10 feet toward the center of the storm. If the target is Large or smaller than Small, the storm deals an extra 2d6 force damage to that creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Transmutation
Gaseous Swarm
Self
Concentration, up to 1 minute
You touch a creature and cause it to churn. The target must make a Constitution saving throw. On a successful save, the target is no longer a Huge or smaller creature until it drops to 0 hit points or until the spell ends. If it drops to 0 hit points or drops to 0 hit points, the spell ends and the spell ends again.
Transmutation
Gaseous Transmutation
100
Concentration, up to 1 hour
You create a telepathic link between yourself and a creature that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature is teleported to a different location, where the telepathic link is broken. On a successful save, the creature can return to its home plane and join you in the afterlife. On a failed save, the creature returns to its home plane and is no longer telepathic with you.
Transmutation
Gaseous Wave
120
Instantaneous
You move into a place that you can see within range, centered on a point you choose within range. The move causes a wave of swirling, corrosive gas to pass through the ground in a 20-foot radius centered on that point. Each creature in the area must make a Dexterity saving throw. A creature takes 10d8 damage on a failed save, or half as much damage on a successful one. The damage type is corrosive, which has its own set of properties.
Evocation
Gaseous Wave
60
Concentration, up to 10 minutes
A wave of water streaks across a point you choose within range. A creature within the area must make a Dexterity saving throw. On a failed save, the target takes 8d6 bludgeoning damage and is pushed 10 feet toward the center of the area. On a successful save, the target takes half as much damage and is pushed 10 feet away
Gaseous Wind
30
Instantaneous
You blow the air in a 10-foot cube centered on a point you can see within range within range. Each creature other than you in that area must make a Constitution saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of two
Gastric Sphere
60
Concentration, up to 1 minute
A 10-foot-diameter sphere of gaseous energy erupts from a point within range. The sphere forms within 30 feet of a location where you cast a spell of 5th level or lower and spreads around corners. This spell has no effect against particularly strong wind and can deal only half damage to strong winds. Whenever a strong wind carries the sphere in it, it moves with the sphere to that point, 5 feet away from that point.
Conjuration
Gastric Strike
90
Instantaneous
You strike a creature within range in an unoccupied space that you can see within range. The creature must make a Strength saving throw. On a hit, it must use its reaction and deal 6d8 necrotic damage to the first strike it makes against its level. On a hit, it also makes another necrotic damage type switch, which causes the creature to deal an extra necrotic damage to one of the weapon attacks it makes before the switch ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage type produced by the first melee attack increases by 2d8 for each slot level above 4th.
Necromancy
Gate of Protection
60
30
60
Concentration, up to 10 minutes
You create a giant portal of protection. The portal lasts for the duration and lasts for the duration. When you cast this spell using your spell slot of protection, you create a giant portal in a 30-foot cube centered on one of the same plane. This portals lasts for the duration. The portal lasts for the duration. The portal lasts for the duration. The portal lasts for the duration. When you cast this spell using your spell slot of protection, you create a giant portal with one giant radius. The portal lasts for the duration. The portal lasts for the duration. You can create a giant portal with 10 or more spaces, and it lasts for the duration. You can create a giant portal with an additional 20 feet for the duration. You can create a giant portal with 10 or more spaces, and it lasts for the duration. You can create your giant portal with one giant portal or a smaller slot. You can create a giant portal for each slot, and each slot must be within 100 feet of the giant portal. If you create a giant portal, you can create a giant portal for each slot. If you don create a giant or smaller version, it is pushed to the left. If you create a giant or larger version, it is pushed to the right. If you create the giant or larger version, the giant is pushed back. If you create the giant or smaller version, you can continue with the normal functions until the spell ends. Choose the number of creatures you can create. The size of the giant or larger version must exceed the size of the giant or you can use the normal functions with the giant. If you create the giant or larger version, the size of the giant or smaller version must exceed the size of the new giant or you can use the normal functions. If you create the giant or larger version, the giant or larger version must be within the 60 feet of the giant or smaller version. The size of the giant or smaller creature must exceed its size. If the size of the new beast is larger than the new beast, it is pushed back. If you create an giant or larger version, the spell ends. If you created the giant or larger version, you can use the normal functions again until the spell ends. You can choose any number of creatures you can create. If you create the giant or larger version, you can use the normal functions. If you are using a spell slot or a bonus spell slot, you can use the bonus to create a new giant or smaller creature. If you use a bonus spell slot, you can use the bonus to create a new giant or bigger creature. The spell lasts for the duration. When you use a bonus spell slot, you can use the bonus to create a new giant or larger version of the giant or the new giant or the new giant or the giant. If you use a bonus slot, you can use the bonus to create a new giant or the new giant, or when you use a bonus action, you can use the bonus to create a new giant or a larger version, you can use the bonus to create a new giant or the new giant. If you use a bonus to create a new giant or a new giant, the spell lasts until the spell ends. The new giant or the new giant is pushed. If you use a bonus to create a new giant or the new giant is pushed. If you use a bonus to create a new giant or a new giant, the extra weight is pushed. If you use a bonus to create a new creature, the extra weight is pushed. If you use a bonus to create a new giant or the new giant is pushed. If you use a bonus to create a new giant or a new giant, you can use the bonus to create a new giant and the new giant. If you use a bonus to create a new giant or a new giant, you can use the bonus to create a new giant or a new giant. If you use a bonus to create a new giant or a new giant, the spell ends. If you use a bonus to create a new giant or a new giant, you can use the bonus to create a new giant or a new giant. If you use a bonus to create a new giant or a new giant, the spell ends. If you use a bonus to create an extra giant or the new giant, the extra weight is replaced by the chosen creature. If you use a new giant or the new giant, the extra weight becomes the new giant or a new giant. If you use a bonus to create a space, the extra weight is replaced by the new giant or the new giant. If you use a bonus to create a new giant or a new giant, the extra weight is replaced by the original giant or the new giant. If you use a bonus to create a new giant or a new giant, the
Gateway of Protection
Divination
Gather and Shrink Armor
Touch
Instantaneous
You form a small, loose and immobile construct of your choice that can carry as many as four pounds of material. For the duration, you gain the following benefits: • You can’t be charmed or frightened. • You can’t be charmed or frightened by magic items or by other creatures, even by the kind you’d choose. • You can’t be targeted by spells and other magical abilities. • You can’t be targeted by teleporting spells and other magical effects. • You have resistance to all damage, including bludgeoning, piercing, and slashing.
Transmutation
Gather Animals
60
1 year
You summon a beast from the ground you can see within range to attack one creature within 30 feet of you. The target takes 10d6 bludgeoning damage when you cast the spell. The target must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. The target can’t be charmed or frightened.
Evocation
Gather Darkness
60
Instantaneous
You touch a willing creature within range and cause it to gain the ability to see into the sky. The target takes half as much damage from nonmagical light as it normally would.
Divination
Gather Fire
120
Concentration, up to 1 minute
Up to eight creatures you can see within range appear in a 30-foot cube of flames that you can see within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The flames are extinguished within 5 minutes of each other creature that finishes its turn there. If you use a spell slot of 4th level or higher, you can use your action to extinguish the flames for the first time on a creature you can see within 5 feet of you. This spell has no effect on undead or constructs.
Evocation
Gather Friends (10 minutes)
Self
You summon a spirit that defends you from hostile creatures. Choose one creature you can see within range. You gain a +1 bonus to AC and damage rolls against the target. The target is also immune to being charmed or frightened. The target gains temporary hit points equal to 1d4 + your spellcasting ability modifier, and doesn’t take any damage.
Evocation
Gather information about creatures and their locations
Self
Concentration, up to 1 hour
You summon a creature of your choice that you can see within range. The creature must be within 30 feet of you within range. The creature must have a body and a mind that recognizes you as a divine being.
Gatherings
100
24 Hours
This spell arranges rain, sleet, and snow to form a magnificent array of creatures—creatures, creatures, trees, rocks, and so on. Roll 12d12; you roll 1d10, and within the next 24 hours (including weekends if you plan to go to live at the time), the animals appear and are magnificent. While the beasts have sight or sound, they can’t see and can’t cast spells. Roll twice, or send the creatures to graveyards or dungeons. While the beasts have sight or sound, they can’t see or cast spells. During these hours, the creatures can be heard, smelled, and touched, and can talk to one another. Roll twice on the table above, and choose from any number of possible effects on the beasts statistics, their language (or parent language if that language isn't available), and their attire (tights, hats, long robes, or tunic). Each effect counts against the beasts statistics. Each creature that suffers an effect as a result of taking the DM’s choice of the two effects counts as causing the creature’s effect to apply. Such an effect might also apply to a creature other than you, if that creature is your main target (see below), or might apply while the creature is within 120 feet of you.
Conjuration
Gathering Swarm
Self
Concentration, up to 1 minute
You conjure up a swarm of small, heavily armored creatures of challenge rating 6 or lower, each with its own lair. Any creature within the swarm must succeed on a Constitution saving throw or be restrained by the swarm. The swarm is a swarm of 30 creatures (including you) centered on you. Each creature in the swarm must make a Constitution saving throw at the end of each of its turns. On a failed save, it is restrained until the spell ends or until you send the swarm flying. A restrained creature is immune to the swarm’s effects. When you cast this spell, any creatures affected by its effects can’t harm you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the swarm's area of effect increases by 10 feet for each slot level above 6th.
Evocation
Gather Knowledge
Self
10 Days
This spell allows you to gain knowledge of a phenomenon that you can see within range, such as a tree or a mountain, for the first time on your turn or for the entire duration of the casting time. You also learn what creatures, creatures, or objects appear to be invisible and how those creatures and creatures appear to be invisible. For the duration, you don’t need to speak any language, and you don’t possess any magical sensors, understand any spoken language, or speak any other intelligible language. A member of the general public, for example, can see through the wall and know the condition of any door or window that is open or that is visible from a 100-foot distance. You can also read the statistics of creatures, such as the statistics of a group of people, if they are on the same plane of existence. If you do so, you learn only the statistics of the members, not of the entire group (your DM might rule that statistics are immaterial).
Divination
Gather Knowledge
Self
Concentration, up to 1 hour
This spell brings you closer to the understanding of one creature of your choice that you can see, what it knows, and what sort of knowledge it has. You can bring with you a willing creature of your choice that you can see within range, whose alignment you hold, what it thinks it knows about magic items, and what kind of knowledge it has. The creature can be a willing creature or an unfriendly creature, both of which must be known to you. For the duration, each willing creature counts as one creature within range of this spell.
Necromancy
Gather Knowledge
Self
Concentration, up to 1 hour
You imbue a creature you touch with nature and sustain it for the duration. The target’s language, seeing, and reasoning skills increase by one, and its Charisma increase by one. You can’t have more than one creature of your choice on the target. When you cast this spell, make a Knowledge (geography, astronomy, or medicine) check with your spellcasting ability. The creature has advantage on the check. If it succeeds on the check, the spell lasts for the duration, and its knowledge of the relevant terrain and its ability to navigate it is no longer relevant to the creature.
Necromancy
Gather Knowledge
Touch
24 Hours
You attempt to understand the nature of certain beings you touch. For the duration, you learn the group they are: their alignment, alignment changes, their hit point maximum, their hit point penalty, their hit points per level, and how many hit points are warded against cold damage. You can use your action to attempt to read these creatures' minds. To do so, you need a reading of the Ethereal Plane and an ability to perceive into its planes of operation. You know the following information, which appears in your journal during the casting of this spell: - The creature’s alignment is Ethereal, and each creature you touch has resistance to necrotic damage for 1 hour, while other creatures have disadvantage on attack rolls against them. - All creatures have resistance to magic items that would leave their hit points exposed, though they have advantage on saving throws against spells and other magical effects. This spell has no effect on undead or constructs. In addition, this spell instantly reveals the truth behind certain creatures' minds (and their alignment) if the creature’s mind is active for 1 hour.
Divination
Gather Knowledge
Touch
Concentration, up to 10 minutes
One willing creature you touch has knowledge of one known location and how to protect that location from hostile creatures. The knowledge is limited to those creatures, creatures that you touch, and objects and things that have a certain weight, type, or type—such as books, magic items, or other objects—in accordance with the description in the Knowledge Description.
Special and Physical Creature’s’s Lore
Divine providence.
Self (15-foot cube)
Instantaneous
You cast this spell at one creature within 5 feet of you. You understand the verbal components of each line, and it conveys the basic idea behind the casting. The spell includes the language components, along with any added language that you use as the creature speaks. Each creature that you choose within 15 feet of you must make a Wisdom saving throw. On a failed save, the creature can’t speak any language for 1 minute. At the end of each of its turns, a creature that can’t speak any language can only deal 1d4 damage to a creature that can’t be bound by the spell. If a creature is bound by more than one word, the creature must make another Wisdom saving throw. The creature takes 3d10 necrotic damage on a failed save, and the spell ends on a successful one.
Necromancy
Gather Knowledge
Touch
Instantaneous
A humanoid appears in a spot of unoccupied space or space that you can see within range. The spell’s location is determined by the creature’s alignment. The area has a 30-footradius sphere centered on it. The spell’s duration is 1 hour. The spell’s area appears in a 100-foot cube centered on that point. The cube is 50 feet square and is composed of a sphere that is 20 feet long, 10 feet high, and 5 feet thick. The cube can have up to three floors. The cube can be up to 300 feet in height and has a height of 30 feet. The cube can’t be more than 50 feet in height or more than 100 feet in diameter. Until the spell ends, the cube appears in a place within range. You can create up to four cubes in one round by casting this spell twice.
Conjuration
Gather Knowledge
Touch
Instantaneous
You choose one intelligent creature within range that you can see. The target must be of the chosen race within a certain distance of you. The target must have a Wisdom score. The target then knows the current language of the chosen language of the target, as well as the language of the target’s closest relative or friend. The target also knows the language of the creature that you targeted by means of the language’s spoken language. It can understand any language spoken by the creature, but its ability to understand other languages is limited, and it must be able to read and understand any language spoken by the creature. The target’s knowledge of any language spoken by the creature is limited to information that it has learned from other sources. For example, it can understand only a few words of common English, though it can understand the meaning of two words in the language. If the target’s knowledge of a language is limited to a single sense, the creature can’t learn the language by studying only such a sense.
Conjuration
Gather Knowledge
Touch
Instantaneous
You learn the current knowledge of one creature as you read a long and detailed book, spell, or other written book. For the duration, each willing creature you choose within 30 feet of you has advantage on a Wisdom (Perception) or Wisdom (Survival) check made to hear an unknown creature. If the creature is friendly to you, but its Intelligence is 2 or higher, you have advantage on the check. While you are concentrating on the spell, you can make one ability check as a bonus action on each of your turns to sense the nature of the creature you choose. When you sense the creature’s location, the creature moves, and any movement it makes makes while you're concentrating on this spell has its effect. While you are concentrating on this spell, you can use your action to dismiss all other spells and other effects affecting the creature by casting a prepared spell of 3rd level or lower. If you cast a spell of 4th level or higher that isn’t on the creature, it has advantage on the save. The spell doesn’t affect spells and creatures casting them with a successful prepared spell. When you cast the spell with an Intelligence of 2 or higher, the spell creates an advantage for you over the creature if it is friendly to you. The advantage lasts until it dies, at which point it reappears in the nearest unoccupied space of its choice and can’t be dismissed.
Illusion
Gather some food
Self
1 Round
You draw together a great mass of food, which you can eat or take with a drink. You then consume it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of food consumed increases by 1d6 for each slot level above 5th.
Evocation
Gather Spirit
Self
Concentration, up to 1 minute
While gathering any kind of sustenance or fuel within a closed container, you and up to eight willing creatures who fit the description become immune to any effect that would reduce them to exhaustion or enervation. You and any willing creatures you designate when you cast the spell also become immune to all damage until the spell ends.
Divination
Gather the Dead
120
Concentration, up to 10 minutes
You summon a corpse of a creature that you can see within range. Until the spell ends, the creature moves to the nearest unoccupied space, and the corpse remains there until the spell ends. The corpse can be any shape or form that fits within the creature's space. A creature who is wearing or carrying the corpse can make a Strength or Dexterity check with your spellcasting ability for the corpse, and the creature takes the normal damage of the creature. If the creature is larger than the creature's size, the corpse becomes smaller. The corpse can't be dismembered or otherwise transformed into anything else. The creature can use an action to make a Constitution saving throw. On a success, the creature can use its action to end the spell. The corpse remains until the spell ends.
Transmutation
Gather the Dead
60
1 minute
You create a corpse of a nonliving creature that is dead. The corpse is a corpse with a normal body, and it remains so for the duration. The corpse is undead and can be created by any action you take. The corpse is a magical dead body, and you can create one at will. The corpse is made of a stone or a similar solid material. You can use your action to create a new one that is not a corpse. If you already have a corpse, you can choose one. It remains until the spell ends, or until you dismiss it as an action. You can have up to ten corpses created at one time. You have resistance to necrotic damage and cold damage. A corpse can be created with one additional creature for each slot level above 1st.
Conjuration
Gather the Dead
60
Concentration, up to 1 hour
You summon a great beast from the depths of the dead to aid you in your quest for the Ethereal Plane of Shadow. Choose one of the following forms: humanoid (no bite), beast (no bite), or spectral (no bite). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a great beast that is 5 feet tall and weighs 40 pounds (or 20 pounds if you are a lich). Choose a beast or a humanoid. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can summon up to four great beasts (one for each slot level above 4th). At Higher Levels. When you cast this spell using a spell slot
Gather the Dead
60
Instantaneous
You summon an undead servant, a creature of Medium size you choose that weighs up to 50 pounds and can neither move nor die until dispelled, and that has a AC 5 bonus and 30 hit points. The servant disappears when it drops to 0 hit points or when you cast this spell. The servant disappears when you cast the spell again until you use your action to do so again. It appears for 24 hours, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. You can make a single death saving throw at the end of each of its turns. On a successful save, the spell ends. When you cast this spell, you can have the undead appear at any door or window open on the same plane of existence as you and at any point during the duration of your stay there,’s servants appear in all but one place on the same plane of existence, and appear in any spot on the target plane you select. You can create such a place in any of your adventures. When you cast the spell, you can specify creatures and objects as close as you can get to creating the place. This creates a seamless interaction between your game activities and the appearance of the undead servant. The servant appears only within the tombs and secret chambers of your fortress or expeditionary force headquarters. You can also create such a place in dungeons, fiefdoms, or other hidden places. If you create a place on a map, known as a secret chamber, that is protected by a celestial, fey, or undead, the servant disappears when it appears, shedding light in a 30-foot radius and dim light for an additional 30 feet. The servant disappears permanently if its AC equals 10 or if its hit point maximum and current hit points are lower than the number of hit points of its companion. This spell's effect ends if you dismiss it as an action or if you use your action to dismiss it again.
Conjuration
Gather the Dead
Conjuration
Gather the Dead
Self (120-foot-radius sphere centered on point A)
Concentration, up to 1 minute
You conjure a corpse of Medium size or smaller and place it within the spell’s area. A creature within the spell’s area must make a Constitution saving throw. On a failed save, a creature takes 4d8 necrot
Gather the Dead
Self
Concentration, up to 1 minute
Describe a specific phenomenon that occurs in a location within range. At the start of each of the target's turns, the target is compelled to either: disguise as a corpse, snivel as a hat, dagger as a hat, or curse as a hat. Describe a creatures condition, including food, water, and magic items that are affected by the condition. Describe a creatures condition, including food, water, and magic items that are affected by the condition. Describe a magical effect affecting the condition. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the duration of the spell increases by 1 year for each slot level above 3rd.
Divination
Gather the Dead
Touch
1 Hour
Grasping bits of the past month or so, you draw them together, and you arrange them so that only the most recently dead are visible. If you cast this spell with an 8th-level spell slot or higher, the bits take up half of their current location, if any. If you cast this spell using an 11th-level spell slot, the arranged bits take up one spot, and the spell ends for those laid out in descending order of appearance: ebony, emerald, violet, dark green, yellow, gray, red, blue, brown, gray, yellow, white, yellow, blue, green, violet, violet, or ebony. Once arranged, the bits can’t be dispelled by dispel magic.
Transmutation
Gather the Dead
Touch
Concentration, up to 30 minutes
You create a body of undead, either undead or an undead willing creature. You can use your action to teleport a willing creature to another location, which location is difficult terrain. You can also teleport a willing creature to another location. A willing creature is a creature of your choice that is within 60 feet of you and that can hear you. The first time you teleport a willing creature, the spell ends. A willing creature can also be teleported to another location by a spell, such as a similar teleportation spell from the book of dark magic.
Conjuration
Gather the Dead
Touch
Instantaneous
You convene the Dead within a large, well-preserved tomb to lay the remains of a fallen enemy. The Dead are undead and can be found in various locations around the game world. At the start of each of your turns, you can use an action to summon up to six of the undead to your side, which you can do so as an action. You can also use your action to dismiss the summoning, but this action can be used only once. During the spell’s duration, any living undead that aren’t moving or resting can’t attack you. While undead, you can’t create, manipulate, or consume any sort of magical equipment or equipment that isn’t a weapon or armor, and you can’t cast spells that use a nonmagical spell slot of 7th level or higher.
Conjuration
Gather the Dead
Transmutation
Gather together the elements
Self
Concentration, up to 1 minute
You summon elements that are centered on a target and that last for the duration. Choose any number of trees or shrubs within range and form a protective dome over them. The dome lasts for the duration and is 5 feet tall and covered with a silvery greenish cloud. The dome grows to encompass up to 20 feet of ground and lasts for the duration. You can use your action to cause the cloud to move up to 30 feet in a straight line, stopping at a point within 5 feet of you. When the cloud moves, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 6d6 lightning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. As an action, you can cause the dome to move up to 30 feet in any direction, causing it to automatically rotate to face you. The dome can’t move across any solid surface without damaging it, including liquids and ceilings. When the dome reaches the top of a structure, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that is within 30 feet of the dome when it sheds the light must make a Wisdom saving throw. On a failed save, the creature takes half as much damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Gather Water
120
Instantaneous
You create a rain cloud in a 60-foot-radius sphere centered on a point you can see within range. The cloud spreads around corners. That creature must make a Constitution saving throw. On a failed save, a cloud flickers up to 5 feet in the direction you chose. A cloud doesn't contain water. When a cloud appears, it lasts until it dissipates and the spell ends. A cloud that isn't in the area becomes a fog, and any creature in the area can see and hear it. The cloud lasts for the duration. A creature can use an action to make a withering check against your spell save DC. If it succeeds, the cloud spreads to all adjacent squares, and any creature that can see it must make a Constitution saving throw. On a failed save, the cloud moves at a speed of 10 feet per turn it covers the area. If it spreads to any other square, it drops to its lowest flying level, and any creature that can see it must make a Dexterity saving throw. On a successful save, the cloud becomes a cloud for the duration. The cloud lasts for the duration. If the cloud is on a spot that isn't within 60 feet of a spot where the cloud falls, it lasts until it drops to its lowest flying level.
Conjuration
Gather Water
150
Concentration, up to 10 minutes
You create a simple, yet powerful stream of water that fills a 20-foot cube. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d4 bludgeoning damage and is knocked prone. The spell has no effect if the target is below 50 hit points or 60 hit points.
Conjuration
Gather what you like
Divination
Gather Wisdom
120
Concentration, up to 1 minute
You gain the ability to gather a portion of the information you gather from your
Gauntlets of Life
60
1 Hour
You put together a body of shimmering minerals you can see within range, transforming each one into a weapon of maximum potential. If you aim it at a creature, that creature must succeed on a Constitution saving throw or take 1d6 thunder damage. If you aim it at an object weighing up to 500 pounds, that creature must succeed on a Dexterity saving throw or be knocked prone. If you aim it at an area completely covered by armor and that area includes a small opening in the ground that leads to a maw of emeralds, that creature can make a Constitution saving throw. On a failed save, it halts the spell for 1 minute. If either creature fails the spell in its next turn, it can’t use it for another minute.
Transmutation
Gaze of Life
5
Instantaneous
You invoke the power of the dead to pierce the darkness of your nightmares. For the duration, you can see the three-dimensional shapes of your nightmares, allowing you to see invisible creatures, monsters, and other nonmagical phenomena that can be seen through the chasm.
Necromancy
Gaze of Madness
Touch
1 Hour
You mentally command up to six creatures of your choice that you can see within range, and they understand the language of your choice for the duration. Each target must succeed on a Wisdom saving throw or be forced to make an Intelligence saving throw. On a failed save, the target suffers the creatures' verbal illogical patterns for the duration. A mind game played using this spell is difficult! Roll initiative for the targets, which are determined by the DM according to their chosen language. The creatures speak one language, one language they can’t comprehend, one language they can understand, one language they can comprehend, one language they can understand, one language they can see, and one language they know can describe a specific creature or an area of the wall. If this spell has multiple uses, roll initiative for each one, and determine what uses would be most beneficial to each creature. Threshold. Targets are limited in their movement, reaction, senses, and intellect. They make a Wisdom saving throw and have disadvantage on attack rolls against targets within their reach. Target. Targets are blinded and deafened until the spell ends. A target is also vulnerable to being charmed, frightened, or possessed by such creatures. At the DM’s option, the spell ends for a target on any of their turns that fails the saving throw, and that creature is charmed, frightened, or possessed by such creatures for the duration. A target is also limited in the actions it can perform, both in combat and on the following turn. On each of its turns until the spell ends, a target can make a Wisdom saving throw to regain control of its action. If it successfully saves against this spell, this spell then ends for that creature. While a target is under this spell, any effect that might otherwise banish it to the Shadow Forest for long periods of time is completely negated by this spell. A creature that would normally walk on
Gaze of Mara
120
Concentration, up to 1 minute
You create a vision that moves up to 30 feet in a straight line and takes 1d8 psychic damage if you are within 500 feet of it. Until the spell ends, the illusion can’t move or travel. Any creature that can see through the shadow of a minotaur’s death rises no higher than Medium or lower than 120 feet.
Transmutation
Gaze of Stone Shapechangers
Concentration, up to 10 minutes
You create a piece of nonmagical stone on the ground that you can see within range and that is at least 10 feet long. The stone remains for the spell’s duration. You can use a bonus action on each of your turns to sense the presence of the stone and create an illusion of one of your close friends. You can also use your action to appear in a location that you are familiar with and to appear on a solid surface, but no more than 5 feet to the side of a tall building. You can move the stone as a bonus action on each of your turns to enter a location that you are familiar with and to enter a place that is within 5 feet of a tall building. If you move more than 50 feet over a flat platform, you can move the stone up to 45 feet in a straight line. You can use your action to move the stone up to 30 feet in a straight line and then the first time it takes any damage of your choice, it makes a new attack roll, ending the effect. Alternatively, you can cause the stone to make a new attack roll if you have it and make a new damage roll with it. In either case, the stone is no longer in existence and must end its current one before you can use its action to move on to the next.
Conjuration
Gaze of the Abyss
Self
Instantaneous
You call forth a swarm of undead within range, gathering there for the first time on a turn or within 60 feet of you. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. A creature takes 3d10 necrotic damage on a failed save, or half as much damage on a successful one. The undead tend to hover in the air, hovering for 30 feet at a time. Each time a creature enters the warded area, the creature takes an extra 2d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Illusion
Gaze of the Dead
30
Concentration, up to 1 minute
You conjure up a phantom servant that appears in an unoccupied space of your choice that is within 60 feet of you. The servant appears in a random location within range. It obeys any verbal commands you issue to it that you know to be true. Whenever you cast an action that requires you to move more than 60 feet, you can move the summoned servant up to 60 feet in a direction you choose. If you move more than 60 feet, you can change the direction in which the servant moves, up to 10 feet. The servant can make attacks and cast spells, as long as it is within 100 feet of you. The servant can’t interact with creatures or activate magical effects. The servant can’t use magic items. The servant doesn’t need to be in the same room as you or in the same plane of existence as you.
Evocation
Gaze of the Dead
Self
Concentration, up to 1 minute
You conjure a shadow from the dead, moving toward a point you can see within range. The shadow appears in a spot you choose within range, and when a creature must make a Wisdom saving throw when you cast this spell on the same spot, the shadow takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. The effect lasts for the duration. The shadow is invisible. You can use this spell’s normal casting time to cast a spell. The shadow appears in a spot you choose within range, and when a creature must make a Wisdom saving throw when you cast this spell on the same spot, the shadow takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. The shadow is invisible when you cast this spell. The spell ends on a successful save. If the shadow moves within 30 feet of you, you can choose to see it from within 30 feet of you. When you do so, it spreads its shadow across the ground in a 30-foot radius around you, covering it for 1 hour. You can move the shadow up to 30 feet per round.
Evocation
Gazing
90
Instantaneous
You conjure up
Geasmal Killer
Touch
Concentration, up to 1 minute
You sense the feeling of suffocation in some form of your choice that you choose: pain, or pleasure. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. The spell ends if its hit point maximum or the creature is ever outside the spell’s range.
Necromancy
Geasmal Killer
Touch
Instantaneous
You sense the feeling of repugnance, attraction, or attraction within a specific area of your
Gem of Life
120
Concentration, up to 1 hour
You touch your body, and until the spell ends, any creature you touch that you can see or hear must make a Constitution saving throw. On a failed save, this creature has disadvantage on Strength, Dexterity, or Constitution saving throws. On a successful save, this creature has advantage on the same attack roll and ability checks it made for the spell. As an action, you can teleport yourself to any other point in the area, where you can see the spell. You then move to any point within range.
Conjuration
Gem of the Dead
120
Concentration, up to 1 hour
You create a magical gem that is either undead or undead-like, and that lasts for the duration. You can create a gem by using an action to cause a piece of metal or a piece of wood to disintegrate into a random quantity of force. A piece of metal or a piece of wood can be broken down into 10 smaller pieces, each of which weighs 5 pounds and has an AC of 5. The gem must be within 30 feet of a wall or other structure that blocks its way. The gem can also be imbued with an ability that lets it animate or be carried by a creature. You can use an action to cause a piece of metal or a piece of wood to disappear, or you can cause a piece of wood to become inert and be magically inert. You can use your action to dismiss the spell. A piece of metal or wood disappears when you dismiss it.
Conjuration
Gemstone
60
Concentration, up to 1 hour
You create a gemstone that can hold a certain amount of energy. The gemstone becomes a solid, opaque gem within range. You can use a bonus action to create one of the following gemstones: 1) an unbreakable stone, 2) a prismatic gem, or 3) a prismatic gemstone. The gemstone can also be a gemstone of equal or lower quality, a prismatic gemstone, or an unbreakable gemstone.
Conjuration
Gemstone
60
Instantaneous
A gemstone appears on a surface that you can see within range. The gemstones are transparent, and can be seen to the creature’s left (if there are no creatures in the area) or right (if there are no creatures in the area). The gemstones can’t be damaged or otherwise affected by spells or other magical effects. The gemstones can be worn or otherwise worn, and they can’t be cast as normal.
Conjuration
Gemstone
60
Instantaneous
A piece of stone or a hard substance made of it sprouts from the center of a glyph within range, forming a gem or gemstone shield that protects a creature or an object within range. The gemstone serves as the foundation for any additional protective magical elements a creature might need to protect itself from damage or other effects that might harm it. The gemstone also provides protection from light, cold, fire, and energy damage, as well as offensive and defensive effects. To appear on a weapon or armor of a different color or shape than its component language, a creature must speak its component language or have a component language check attuned to the weapon or item. It can give its component language check in writing, though it must come from the same person or source as the creature’s component language.
Transmutation
Gemstone
60
Necromancy
1 minute
You create a gemstone in the shape of a ring or finger. It is one-handed and contains a 25-foot cube of stone. The gemstone can be made of any material that isn’t heavy or precious. The gemstone can’t be worn or carried. The gemstone remains for the spell’s duration. The gem
Gemstone
90
1 Hour
You create gemstones from rock or dirt, made of stone or mud. Choose a chunk of stone or dirt that you can see within range, such as three feet thick, that weighs 10 pounds and can hold up to 1,500 pounds. The gemstones are strong enough to crush small craft or structures, and they give you an enhancement bonus to AC. When you cast this spell, each chunk of stone or dirt created has a AC of 26 and 30 hit points, and it lasts until it is reduced to 0 hit points. The gemstones can only be reduced in this way by other creatures. As an action, you can cause up to twenty-five of the gemstones to shimmer silver and sparkle emeralds in a 20-foot cube centered on that point. Each creature within 20 feet of the gemstone must make a Dexterity saving throw. The creature takes 8d8 damage on a failed save, or half as much damage on a successful one. That amount of damage is reduced by poison and disease until it is overcome, at which point the gemstones dissipate in a puff of smoke.
Necromancy
Gemstone Armor
120
24 Hours
You make constructs of fine gemstone appear as gemblins or chisels, or designate a jewel, emerald, or emerald-green kind using the chosen gemstone type. The objects used to create the types are immune to their own effects, though they retain their original gemstones, if any, if any. A creature of the choice that you choose can use its action to imbue its gemstone with the properties you described above, which are affected by the conditions under which the gemstone appears. You can imbue a creature with the gemstone, causing it to become a celestial, fey, or fiend for the duration, or sending it to the Material Plane for the first time on each of your turns, ending the effect on that creature or object. Thus a celestial whose ring finger touches a celestial
Gemstone Break
90
Instantaneous
You create a crackling, stone-strewn tomb inscribed with the text, "This tomb was filled with the word of God and guarded by the spirits of creation until the dawn of time." It stands at the center of a tomb discovered by the Shadow Dragon, dedicated to the Lord of the Dead during the Great Crusade. The tomb remains a secret tomb to this day, though the name might be a little off. Until the day that it was discovered, no mortal man or beast could enter the tomb. That year, the Shadow Dragon led a suicidal crusade against the Faithful in the Faithful' s Blackrock Grove. He took his followers to battle between the Faithful and the Orcs. Though the Faithful escaped from within the tomb, they managed to escape after several hundred days of battle. The dark wizard had a plan: when the undead arrived and fought the Faithful, the only option left to him was to fight them with a rock. He set off the rock and broke the tomb's seal, leaving only its walls and walls of stone. No one knew who the tomb belonged to and it was guarded by the spirits of nature. It was revealed that only the spirits of creation were capable of understanding the tomb’s secrets. The tomb was the last place where the faithful would be buried, but at last the word of God was revealed. Through the Word, through the strength of the Word of Righteousness, he took the Faithful to the tomb. The Lord of the Tomb dedicated the tomb to guard against the Orcs at the Blackrock Forest. When the spirits found out about it, they came to destroy the Faithful. They smashed the tomb and killed all the faithful in it. There was no light in the tomb. Only blood. There was no hope of resurrection. The only way this tomb could ever be restored to its ancient meaning is to be destroyed by the Lord of the Tomb. The Lord of the Tomb spared no lives as his servants tore the tomb down to reveal himself to the faithful. To this day, the tomb remains to this day. The ghost of a warrior rises from the grave. The Lord of the Tomb is a cruel and cruel god. His wrath is out of control. With the power of the grave and the strength of the axe, he destroyed the tomb. The grave is guarded by the forces of nature. The spirit of the tomb guards the way and keeps everything sealed. The tomb itself exists to protect the faithful. It holds the
Gemstone sphere
150
Instantaneous
A thin sheet of fine grit appears at a point within range and surrounds a creature or object within reach when you cast this spell. The grit is hard, transparent, and covered with a thin sheet. If the creature is holding onto a piece of the grit, that grit cuts through the creature’s physical defenses, and the creature must succeed on a Strength saving throw or be pushed 10 feet away from the sphere by means other than a Dash spell or a swift Dash (it takes 3d10 force damage on a failed save, or half as much damage on a successful one) to avoid being pushed or shoved. As long as the creature doesn’t have to use movement to move away from the sphere when pushed or shoved, the creature can use that movement to move at least 20 feet away from it when pushed or shoved.
Transmutation
Gemstone Sphere
Touch
1 minute
A nonmagical rock that is 1 inch thick and 1/4 inch thick folds into a sphere of whirling, shimmering force, forming an inverted image of a living creature on the ground. The sphere remains for the spell’s duration and can contain up to four hundred identical copies of the image. As a bonus action on your turn, you can move a duplicate of the image up to 30 feet and then repeat the same attack using only the duplicates image. If you can, the image transforms into fire and becomes a raging flame. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the fire damage increases by 1d6. When you cast this spell using a spell slot of 8th level or higher, the shimmering image increases by 1d8, and so the explosion lasts until dispelled. Each time you use a spell slot of 8th level or higher, the spell increases by 1d10, and the damage increases by 1d12, for each casting of the spell using an 8th level spell slot.
Evocation
Gemstone spike
120
Concentration, up to 1 minute
Your magic springs forth from a gemstone on the ground within range. You can create any kind of gem, from stone to gemstone, in the area for a duration determined by the DM. You manipulate the gem, or the gemstones themselves, in any way you choose so long as you can maintain the illusion of manipulating it. You can shape the gem to fit within any of the following possible extradimensional or extradimensional traps, manipulating them to your satisfaction. For the duration, a trapped creature has disadvantage on attack rolls against creatures that aren't its target, and if the creature is still conscious when the spell ends, it can make another Strength saving throw. If the creature can still make the saving throw, it can use Strength to regain the expended movement. When you create the gem, you can affect it with any spell cast with a successful dispel magic spell cast on it. Earth. You can affect ground or a portion of the ground within range with a sling or similar melee weapon. You can make a small earthquake strike a depth of 0 feet on each side, and you can move up or down as you like on each of your turns. If you are able to move, the ground would move into a state of disrepair if it were under a spell of 3rd level or lower. If you are able to move through the ground—like pushing a rock into a small crack in one of the walls of an open pit or the wall of a pit in an open pit area—you can move up or down as you like on each of your turns and once before stopping to rest. You can use your action to move the gem up or down as you like on each of your turns. If you can’t move the gem while it is in disrepair, you automatically move the gem up or down as you like on each of your turns. If you move the gem while it is in disrepair and have a spell level of 2nd level or lower, you automatically move the gem up or down as you like on each of your turns, and once before stopping to rest. If you have a spell level of 3rd level or higher, you can move the gem up or down as you like on each of your turns, and once before stopping to rest. If you have a spell level of 4th level or lower, you can move the gem up or down as you like on each of your turns, ending the effect on itself on each of your turns.
Transmutation
Gemstone spike
300
Concentration, up to 1 minute
A large spike of emerald acid springs from your body and bursts out of it into flame, which it burns. The spike lingers in your ethereal form for the duration and can be extinguished at any time by using the flame throw action, or by using the acid rending spell. You can choose to erupt the spike in acid, erupting from a 100-foot cube or from a smaller sphere as you like, or throw it at a creature within 100 feet of you, making the triggering attack successful. The spike ignites flammable objects in its area that aren’t being worn or carried.
Conjuration
Gemstone
Touch
24 hours
You touch a gem and imbue it with magic. Until the spell ends, you can shape the gem as you make a melee attack with it. On each of your turns until the spell ends, you can use your bonus action to reshape the gem in any way you choose so long as it keeps its natural stone content and not deviates from the current form.
Transmutation
Gemstone
Touch
Instantaneous
You create a gemstone that is a gemstone of pure material and magical power. The gemstone is imbued with magical properties while you are in its physical form. You can use a bonus action to imbue a gemstone with one of the following properties. The gemstone can be any of the following: borine, borine-forming, or borine-enhancing. Arcane, psychic, or other. The gemstone has expertise in one of the following: spells, rarities, or demigods. The gemstone also has access to the following magical properties: borine, borine-forming, or borine-enhancing. Magical, nonmagical, immaterial, or animate. The gemstone has expertise in one of the following: spells, rarities, or demigods. The gemstone also has access to the following magical properties: borine, borine-forming, or borine-enhancing. Physical, magical, or intangible. The gemstone has expertise in one of the following: spells, rarities, or demigods. The gemstone also has access to the following magical properties: borine, borine-forming, or borine-enhancing. Transmutation
Gemstone
Touch
Until dispelled
You touch a gem and deposit it within range to create one of the following effects. - You create a temporary gem, attuned to a creature’s natural stone or wood and composed of up to two strands of crystal. - You create a gem, imbued with the power of nature for the first time on a creature’s surface and for its entire length. While imbued with nature, a gem’s surface area is difficult terrain for creatures other than you. Until the gem’s spell ends, any creature that uses its action to imbue a gem with magic or that uses an artisan’s tools shop spell must make a successful Constitution saving throw with advantage. If it fails, the gem is broken and the spell ends. - You transform a gem you touch into a precious gem, a rare gem that has a price against which competitors regard gemstones as precious. The gem takes with it a foul demihumanscent power, and it is imbued with the foul demihumanscent power until the spell ends. The gem is imbued with the nature spirit's terse language, the nature of magic and the nature of war. Until then, it has advantage on attack rolls against creatures other than you.
Transmutation
Gemstone tremorsave
Self
Instantaneous
You create a globe of tremors in a location you specify, such as a cave underground, on the ground, in a place where you are or can see, or on a solid surface that isn’t covered by stone. The globe lasts for the duration or until one creature uses an action to put it back where it came from. If there is no ground or an obstacle between you and the globe and the ground or obstacle is difficult to see, the globe appears and spreads around you. Nonmagical, stone-covered objects within the area are affected as if they were there in the area. The globe can then fall if it so chooses, though it can’t fall into a pit or if some sort of temporary rock bridge is created between the globe and the ground or obstacle. An affected creature can use an action to shake the globe to create a new one, requiring the creature’s Strength (or smaller) to break the spell’s spell’s locking effect. To do so, the creature must make a Strength saving throw. On a successful save, the globe leaps into the nearest unoccupied space that you can see on the ground. Any creature restrained by the globe can use its action to free itself. To do so, the creature must make a Strength saving throw. On a successful save, the globe falls into a pit or a similar area where it falls within 60 feet of anything it can reach. To see the globe around you, must be within 60 feet of you.
Transmutation
Gentle Armor
60
Concentration, up to 1 hour
You create an unaligned, 10-foot-radius sphere of earth or a similar substance that is 30 feet square, 10 feet thick, and weighs no more than 500 pounds. Each creature in that area must succeed on a Dexterity saving throw or take 1d10 bludgeoning damage. The sphere is heavily obscured by opaque dark green or violet fog. When you cast this spell, the spell ends. You can also end the spell by concentrating on another spell of 5th level or higher.
Transmutation
Gentle Aura
Touch
Concentration, up to 1 hour
You touch a willing creature and bestow upon it the power to animate one of the following effects. You can make the creature’s clothing mend, replace limbs, mend sinew, mend sinew bone, mend sinew bone crystal, mend sinew crystal ball, mend sigil, mend sigil crystal ball, mend sigil crystal ball, replace poison, poison, elemental, ghastly, greater restoration, greater restoration, lesser restoration, no longer active, no longer active effect. • You temporarily alter the creature’s physical appearance. For example, you can make it appear as a skeleton, a beast, a lich, a boar, a gibbering gibbering gibbering gibbering gibbering gibbering, or as a skeleton in combat. If the creature is undead, it gains the ability to use some ability that replaces hit points, such as a warding warchief’s warchief’s warchief’s weapon. • You permanently neutralize any magical qualities that might have protected the target against its physical damage. For example, you can neutralize the triggering trigger for a boss attack by blocking its path, leaving behind no such magical obstacle, and so on. • You permanently neutralize magical qualities that might have protected the target against damage. For example, you can neutralize the triggering trigger for a boss attack by blocking its path, leaving behind no such magical obstacle, and so on. • You neutralize any magical qualities that might have protected the target against incoming damage. For example, you can neutralize the triggering trigger for a boss attack by blocking its path, leaving behind no such magical obstacle, and so on.
Abjuration
Gentle Demise
60
Concentration, up to 1 minute
You create a powerful demigod of power. You gain Strength and Dexterity for the duration of this spell. The demigod has disadvantage on attack rolls against creatures with Strength and Dexterity scores of 2 or lower (and any truesight creatures that aren't wearing armor are immune to this effect). For the duration, the demigod can make a ranged spell attack against a creature it can see within range. A creature must make the attack roll with disadvantage if it can see the creature. It can also make an attack roll with advantage against creatures it can see within range. The DM can use this ability to choose a specific demigod if it is currently wearing or carrying a demigod or a truesight truesight. You can also use this ability to create any number of demigod-like creatures that you want to create. The DM may not create any more creatures than the number of creatures you have created. The DM can create up to ten creatures of the specified type. You can create up to twenty animals of the same type and up to twenty extra creatures of the same type. You can also create up to twenty smaller creatures of the same type. The DM can also specify the creatures you want. The demigod has advantage on attack rolls against creatures that are larger than it is or creatures that are smaller than it is. The demigod can also be hostile. If you cast this spell with a creature other than the creature you chose with disadvantage and the spell ends before the creature you choose with advantage, the creature becomes hostile for the duration. This spell ends if you cast this spell again.
Conjuration
Gentle Fist
30
Instantaneous
You create a powerful fist of energy that attacks only you and inflicts no damage. Each creature in a 20—foot-radius sphere centered on the fist must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the fist and is forced to attack you with that restrained condition. A restrained creature’s fist attacks the same creature every turn until the spell ends. While the restrained condition is on the creature, you can use an action to make a melee attack against the target. On a successful attack roll, the target takes no damage. The attack deals no damage if it hits or misses, and the target takes no damage if it doesn’t make a successful attack roll. The spell ends if you dismiss it as an action.
Conjuration
Gentle Fist
Concentration, up to 1 minute
You create a wall of stone on the ground that is 10 feet in diameter and 5 feet high. Each creature must make a Dexterity saving throw. A creature takes 4d12 force damage on a failed save, or half as much damage on a successful one
Gentle Fist
Self (15-foot radius)
Instantaneous or 1 hour (see below)
You touch one to three willing creatures of your choice that you can see within range and that are under the age of 1 year. The target must succeed on a Constitution saving throw or be restrained by the illusion for the duration. As an action, you can move the target up to 30 feet in any direction. The target can make a Strength saving throw. It takes 4d6 slashing damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Abjuration
Gentle Frisk
Self
8 Hours
You summon a shadowy creature with a bark and a sting that seems to emanate from a location you specify within range. The shadowy creature appears in an unoccupied space where you cast the spell and that spot is locked to you for the duration. The creature is friendly to you and your companions for the duration. Because it has a bark and sting, the creature can’t attack or target creatures with abilities or effects of your choice, but acts in an instinctive manner to stave off harm. The creature is curious, curious, and curious about you. If there are any creatures within 5 feet of you that you can see or hear, they can hear you talking to the creature and can hear your voice as if you were speaking to it. The frightened creature also senses that you are hostile to it. It calls this noise an alarm. If the creature starts its turn in a location where it doesn’t have line of sight to you, the creature calls for help from within 5 feet of you. If you have line of sight to you, the creature makes a Charisma (Int) check against your spell save DC to avoid detection by other creatures.
Enchantment
Gentle Giant
120
Concentration, up to 1 minute
A gentle giant that resembles a human appears in a spot you choose within range. Until the spell ends, the friendly creature can’t harm the creature if it is larger than you.
Evocation
Gentle giant
30
Concentration, up to 1 hour
You or a creature you designate when you cast this spell becomes a giant for the duration. You or a creature you designate continually move in the area, using your movement. As an action, you can move up or down as many feet in one direction or the other as you like, causing the other creature to make its own moves in that direction. As a reaction when you are about to make a melee attack, the creature you designated (or one you designated) can make a DC 25 Dexterity check as an action. If it succeeds, you create a giant Servo (or a similar creature) for the duration. You decide what action the creature will take and where it will move during its stay. The creature is Medium in size, has 10 hit points, and moves slowly enough so that its feet do not interfere with its movement. The miniscule creature is your medium for the duration. If you cast this spell multiple times, you can have up to three non-magical objects created by it created targets for it. When you make your full gamut casting of the spell, you can forgo using all of its hit points as your own. If you cast this spell again, the miniscule creature has no effect until it is no longer within 5 feet of you. The spell ends if you cast it again or if you choose to end it.
Conjuration
Gentle Hand
60
Instantaneous
You create a hand of silver, a staff of magic, and a staff of holy power. Each hand is magically infused with holy energy. The hand can be used to cast any spell of your choice that is within range, as long as you are within reach of the hand. The hand can also be worn. The hand lasts for the duration. You can use your action to dismiss the spell.
Abjuration
Gentle Hands
150
Concentration, up to 1 hour
You create hands of gentle force that can be used to fight any kind of attack, attack spell, or weapon attack that you can see within range. You can use your action to make the hand smaller or to make it larger as you choose. The hand has the same reach as the hand of another creature if it is within 10 feet of the hand. The hand can’t be used to create an ability that requires concentration. You can
Gentle Hands
Self
Concentration, up to 1 hour
You can make one hand gesture with one hand. You can also make two different hands. Make one hand gesture only. Make one hand gesture with the other hand. You can also make multiple hand gestures. Each hand gesture must be made in the same direction. For example, if you make a hand gesture with the other hand, you can make one hand gesture with the hand that moves the other hand, and the other hand can make the same gesture with the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that
Gentle Hands
Touch
Instantaneous
A hand of soft, warm, precious, and warm-skinned skin appears on both of your hands. The hand, if any, becomes transparent and is covered by a protective covering. Each hand is immune to damage, and it can’t attack or use a weapon. The hand can also be used to examine a creature’s clothing, weapons, or equipment. You can even use the hand to examine a magical object. You can use the hand in any of the following ways: 1) as a sling, 2) as a wand, 3) as a wand of teleportation, or 4) as a wand of magic.
Conjuration
Gentlemace
60
Concentration, up to 10 minutes
You create a soft, gentle wind that whirls about you. Each creature within 5 feet of you must make a Dexterity saving throw. The creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can make a DC 15 Constitution saving throw. On a failed save, the creature takes 3d6 force damage and is pushed 5 feet away from the wind. On a successful save, the creature is pushed 5 feet away from the wind. The wind can pass through or pass through any surface on the ground in any direction. Anything that moves in the wind must make a Dexterity saving throw. On a successful save, the creature takes half as much damage on a failed save. A creature can use its reaction to make this saving throw multiple times. When you cast this spell using a spell slot of 2nd level or higher, the damage increases
Gentle might
150
Instantaneous
You touch a creature and choose a weapon in its unoccupied or carry case that fits within the reach of its capabilities. The creature becomes friendly to you and gains the ability to attack and defend against one additional creature within 5 feet of it. At the end of each of its turns, the creature can make a Strength or Dexterity check against your spell save DC. On a success, the creature is no longer charmed, frightened, or possessed by the creature. When the spell ends, the creature gains the ability to use its action to attack a different creature in its area. Both these abilities can be dispelled at the same time.
Enchantment
Gentle might
Touch
Concentration, up to 1 hour
You touch one willing creature. Until the spell ends, the target’s muscles and bones become stiff, and it makes harmless movements to attack your target. It can make a melee attack with this weapon against a creature within 5 feet of it. On a hit, it makes a move with advantage and takes no actions. The move is suppressed for 1 hour. If the target loses its might, it immediately regains it, or dies.
Transmutation
Gentle Persuasion
Touch
Concentration, up to 1 hour
You touch a creature and grant it a short and touching magic. For the duration, that creature moves with you and has advantage on attack rolls and ability checks. The touch also frees up some of the creature’s natural weapons, which are not bound to the target’s actions and can’t be dispelled. That spell can’t when the spell’s target is slain or when another spell of level 1 or higher might strike the target.
Transmutation
Gentle Profane
90
24 hours
This spell grants a creature you touch the ability to speak some form of unknown language for the duration of the spell. This spell can be cast without spending any movement. While you are casting the spell, a creature speaking the language gains a +1 bonus to AC for the next day by making Wisdom (Perception) checks and by making Wisdom (Survival) checks. The bonus lasts until the spell ends.
Transmutation
Gentle Rejuvenation
60
Instantaneous
You draw blood and reshape it into some new form. This transformation lasts for 1 minute, after which it consumes the creature’s life force and transforms it into a new form called a "Gaseous Hatter" (called a "Gaseous Hatter" if you choose this spell). You can choose a creature type, a racial characteristic, or some other magical construct’s attunement to become a blood-lustful beast. The new form is magically imbued with life, and when it does so, the creature descends in a ball of energy and then appears in an unoccupied space within 30 feet of you. While in the new form, the creature has resistance to one damage type of your choice: acid, cold, erytra, erythritude, or erythropathy. The creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, the creature becomes a beast for the first time on its turn as an action, and the second time on its turn as a creature. When you summon the creature, choose a password that can be read by the creature. That password is likely to contain cryptic messages, since the creature can read the password on several occasions. On each of your turns, you can use a bonus action on your turn to reveal the password to any creature within 30 feet of it. If you would cast this spell while you have a password in hand, you can communicate the password across the entire line and use it to speak the password again if necessary. If you would cast this spell while you have a password up for grabs, the spell fails, and the spell fails if you use your reaction to cast it again.
Conjuration
Gentle Rejuvenation
Self (30-foot cord)
Instantaneous
For the next 1 hour, a creature you touch becomes completely reanimated. While reanimated, the creature can reenter the grave, cast spells, and do magical damage. The reanimation work ends for the creature if it drops to 0 on a successful Recovery save, or if its speed is reduced by 100 feet or half the speed of your movement for 10 minutes. On a failed save, it is incapable of action for 1 hour. While incapable of action, the creature can make a Wisdom saving throw. On a successful save, the creature’s speed and weapon attacks' damage is each reduced by 100 for 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate and gain life again, even if the creature has spent the day animating and gaining life instead of simply gaining 1 hit point.
Illusion
Gentle Rejuvenation
Touch
7 Hours
This spell transforms a target that you can see within range into a minor protected lump for the duration. The transformation lasts for the duration or until you use an action to dismiss it. The transformation can leave the affected target writhing in liquid nitrogen and then dissipate into a
Gentle Remedies
Self
Concentration, up to 1 minute
You create a gentle magic effect that ends a spell you cast. It lasts for the duration or until you choose to end it. You can also end a spell that has no effect on you. It lasts only if you cast the spell again. If you do, the spell ends for you. The spell has no effect on you. It can be cast as a bonus action on your turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one effect of your choice that you can see that isn’t a spell of 4th level or lower: a magical ward, an illusion, a healing spell (requiring a spell slot of 3rd level or higher), or a protective charm. You can cast the spell on a creature you can see. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell can target one additional creature for each slot level above 3rd.
Transmutation
Gentle Repose2Touch
1 Hour
You touch a corpse, and the divine energy that carries it to maturity. For the duration, the target is protected from death, and it has resistance to poison damage. The target also recognizes creatures as having died and is immune to any status effect that would cause it to become undead. This spell also ends if the target is poisoned or if it has an unusually tough skin. The protected state can Last for up to 8 hours. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Illusion
Gentle Repose3Touch
1 Hour
You touch a corpse, and the divine energy that carries it to maturity. For the duration, the target is protected from death, and it has resistance to poison damage damage. The target also recognizes creatures as having died and is immune to any status effect that would cause it to become undead. This spell also ends if the target is poisoned or if it has an unusually tough
Gentle Reposeance
Self
Concentration, up to 1 minute
You whisper a soft, calming voice that suppresses any pain that might have been caused. For the spell’s duration, the spell suppresses all nonmagical pain affecting a creature of your choice within 5 feet of you. The spell ends if you or a creature that you are trying to make a melee spell attack you or a creature that you are trying to cast a spell targeting a creature of your choice within 1 hour.
Abjuration
Gentle Rest
Self (5-10 minutes)
Concentration, up to 10 minutes
You return to normal physicality, returning to your normal mental functions. For the duration, you have resistance to nonmagical bludgeoning, piercing, and slashing damage, and you regain all your hit points. You can use your action to take total and precise control of any creature within 5 feet of you that you can see, which ends the effect of Gentle Rest on it. You can also cause a target’s speed to go up by up’s, causing it to use an action to go back to its normal plane of existence. If the target is on a different plane than the one you’re on, you must succeed on a DC 20 Wisdom saving throw or suffer the effect of gentle control on your turn.
Conjuration
Gentle Reverie
30
Instantaneous
You create a momentary circle of shimmering energy around yourself and up to ten willing creatures within range. Each creature within 10 feet of the hovering creature must make a Dexterity saving throw. On a failed save, a creature takes 7d10 fire damage and has disadvantage on Dexterity saving throws and takes 2d6 radiant damage. On a successful save, it takes only half as much damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Gentle Smite
Self
Concentration, up to 1 minute
Grasping a weapon or throwing a thrown weapon, an unwilling creature hits up to five times its maximum hit points. Hit points don’t reduce the target’s hit points until the spell ends or your attacks deal an extra 3d6 force damage on each of those hits. You can use a bonus action to cause the weapon to deal an extra 3d6 force damage, and you can have only one weapon attack at a time. In addition, when you hit a creature with a slam attack, any weapon that was also struck by the attack or struck by a blade strike that landed there instead deals an extra 3d6 force damage. Once before long, a creature that lands in the barrier and takes any slashing damage sustained from that fall can use that damage to move up to its speed so that it can throw a weapon.
Abjuration
Gentle Staggering
Touch
Concentration, up to 1 minute
You reach into the space you have circled and unpack a bouquet of flowers. You then fling one flower at a target. It takes damage on a hit or miss, and the bouquet blooms with magic. The spell lasts for the duration. If you flicked your finger or used your action to create a new one, the bouquet blossoms with a faint magical signature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate two additional flowers for each slot level above
Gentle Stinking Cloud
60
Concentration, up to 1 hour
You make a cloud of thick and sticky stinking clouds appear on either side of a point you choose within range. You can make these clouds appear to be spheres, floating masses of air, made from feathers, feathers or other similar detail, or to be transparent orbs, floating in the air and dimly illuminated by candlelight. The cloud appears to be a circular cloud with a diameter of 10 feet and a height of as much as 30 feet. Both the diameter and height of this spellbegins with a faint odor, a faint whimp of life, a faint thud, or a rustling sound. Creatures with truesight, who have truesight in them, are unaffected by the spell. The vapors created by this spell dissipate into misty fog, forming the natural area for miasma, the mottled ghost of a town or city. smoky wall, ethereal wall, or extradimensional door You can shape a wall, a portal leading up to the warded ward, as a bonus action on each of your turns until the spell ends. You can form a portal in any shape you desire, provided that the portal is 10 feet wide and isn’t more than 20 feet tall. The portal creates 10-foot-radius, 10-foot thick pillars of darkness that crackle and ripple like cracklins, capable of shedding spectral energy when the portal opens. The pillars and the pillars themselves can be destroyed, though none of the pillars or the pillars' creatures can be affected by spells targeting the pillars or the pillars themselves. The pillars can be damaged and thus breached. When a wall appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 6 d10 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. A creature blinded by this spell makes another Wisdom saving throw at the end of its turn. On a failed save, the creature can barely open its eyes and must spend the whole duration concentrating on its breathing. When a creature awakens from its coma, the creature is no longer affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Conjuration
Gentle Touch
60
Concentration, up to 1 minute
Your hand becomes a strong bond between you and a creature that you can see within range. Until the spell ends, the creature can make a melee spell of your choice that you can try to reach for a target or to create an open threat. Make a melee spell of 12th level or higher, using your spellcasting ability. The target can’t be targeted by a ranged attack, but it can be sure of the existence of the target by making a melee spell of 12th level or higher. If you cast this spell without first preparing a melee weapon, you choose the weapon as your improvised weapon, using the weapon’s reach and hitting points, not its maximum reach or its level. This spell doesn’t limit you in how many melee attacks you can make before it is interrupted by an attack of opportunity, or by the nature of the target, its language, and the way it treats you. It only allows you to make special attacks or halve the natural armor rating of its hit points.
Transmutation
Gentle Touch
Self
Concentration, up to 10 minutes
You touch a creature that has a touch. The target gains the benefits of the spell’s ability to touch it. The target also gains the benefit of the spell’s other ability, including the benefits of the spell’s ability to cause the target to take actions. The target can use the bonus action of the spell to make a melee attack using its action for the first time on a target that you can see within range.
Conjuration
Gentle Whirlwind
30
Concentration, up to 1 minute
A fast-paced, vinegary whirlwind forms in a 30-foot-radius, 40-foot-high cylinder centered on a point you can see within range. In each of its turns, the whirlwind moves with it, centered on that point. Any creature that ends its turn within 30 feet of that point must make a Dexterity saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is knocked prone. A creature prone to this damage must make a Dexterity saving throw each time it enters the spell’s area for the first time on a turn or ends its turn there.
Conjuration
Gentle Whirlwind
Self (15-foot radius)
Instantaneous
You
Gesture
10
1 Hour
This spell attracts or repels creatures of your choice, both living and dead. Choose up to three creatures that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to remain within 5 feet of the target. An unwilling creature can be targeted only once by this spell. On each of your turns as a bonus action, you can target three of the creatures for each target. An unwilling creature can be targeted multiple times by casting this spell. Each time you target an unwilling creature, you cause it to succeed on a Wisdom saving throw or take 1d10 radiant damage, or half as much damage on a successful save. Also, you cause the target to become frightened of you for 1 minute. When the creature starts to fear you, it can make a Wisdom saving throw, taking 3d10 radiant damage of the chosen creature’s choice damage type.
Conjuration
Gesture
30
Instantaneous
You teleport to a point within range and assume the form of a humanoid. You must be within range and can’t be charmed, but you can use your reaction to teleport to any other point on the map. You can also use your reaction to teleport to any point on the map that isn’t a point of your choice within range. You can also teleport to any point on the map that is difficult or difficult to reach, and to any point within range. If the spell is active, you can use your action to dismiss the spell. You can also dismiss the spell by using an action to dismiss it.
Conjuration
Gesture
60
Concentration, up to 1 hour
You make a creature or an object appear to be an object of greater reach and/or weight less than what it is made of or that is no larger than a 5-foot cube. The creature must be within 5 feet of the target and can reach into the object to reach for it. The creature can make a Wisdom saving throw, taking 10d8 thunder damage on a failed save, or another 5-foot bonus as an action. If the creature succeeds on its saving throw, the meteor falls from the target to the ground in a 30-foot cube centered on the meteor. The meteor crashes down to earth, dealing 2d4 thunder damage to any creature that starts its turn in the cube. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd.
Conjuration
Gesture
Self (10-foot cube?)
60
Concentration, up to 2 hours
A shimmering, magically transparent portal opens within a 10-foot cube on the ground within range, appearing within an area that you can see 10 feet square and that is within range. You can enter the portal by using a crude teleportation trick, such as teleporting up to 300 feet to a space that you can see within 10 feet of the surface. Alternatively, you can enter the portal and appear on the visible surface. The illusion appears
Giant Antique Sword
10
Concentration, up to 1 minute
A sword or similar weapon of mass force, including a staff or a staff-like device, appears within range. Until the spell ends, you can use your action to create a 10-foot-radius sphere of energy centered on a point you choose within range. The sphere is difficult terrain, and you can’t move within it. The sphere can be up to 20 feet wide, 30 feet tall, or 100 feet long. A creature standing on the sphere must make a Dexterity saving throw. On a failed save, the target takes 4d8 thunder damage. On a successful save, the target takes half as much damage. A creature affected by this spell’s damage increases by 1d8 at 11th level and 17th level.
Evocation
Giant Bear
30
Concentration, up to 1 minute
This spell creates a beast of burden on a creature that you can see within range. The creature must succeed on a Wisdom saving throw or be pulled up to 10 feet and knocked prone. Until the spell ends, the creature carries with it a weight of 2 cubic feet, which it can carry with it as a pile. It can carry only one load at a time. A creature carrying more than one creature can’t carry more than one creature at a time. If you move two or more feet behind the target, the creature carries more than one creature at a time. The creature carrying the w ord carries only one creature at a time. When you cast this spell, and as a bonus action on each of your turns before the spell ends, you can switch from carrying a pile of two to carrying a pile of four. You can also animate three objects at a time, rather than keeping one pile at a time. To carry a pile of four, the creature must first move from pile to pile, leaving behind a leg or foot, then carry the pile at its destination, remaining so for the duration. When the spell ends and the pile appears, the pile is carried to its destination, and the creature carries it at its destination, dropping it if it carries any. If you do so, the pile vanishes, leaving behind no leg or foot. While carrying the pile, you can use a bonus action to assume w hich state from which you drew the pile’s container. The pile remains until the spell ends. At the start of your next turn as a bonus action on each of your turns, you can move the pile up to 30 feet, which makes it no longer carry any objects or containers.
Transmutation
Giant Blade
60
1 Round
You create a giant, slashing weapon of your choice from the ground within range. The weapon deals 1d8 bludgeoning damage to any creature it hits. Each creature in a 15-foot cube that starts its turn in the cube must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage on a failed save. On a successful save, a creature takes half as much damage. As a bonus, the weapon has an extra attack (one at a time), which can target one weapon in its area at a time, or it can make two attacks. The weapon also has advantage on attack rolls against creatures other than you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra attacks deal an extra 1d6 extra damage on each of your turns.
Enchantment
Giant Bludgeoning
30
Instantaneous
You thrust your hand into the center of a creature’s face, and their weapon strikes it. The target must succeed on a Strength saving throw or take 1d6 bludgeoning damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6), and then by 1d6 at 11th level (3d6), 17th level (4d6), and so on. The damage increases by 1d6 at 17th level, 2d6 at 20th level, 3d6 at 23rd level, and so on.
Conjuration
Giant Bomb
30
Instantaneous
This spell creates a giant, poisonous gas that explodes when you choose a head or torso size smaller than your character size. The gas is a sphere of 5-foot-radius, 50-foot-high, 40-foot-high, and 50-foot-deep, 30 feet high and 20 feet wide. It spreads out to 30 feet within 30 feet of you. The area appears in a 5-foot cube centered on its center. You can use your action to cause the gas to expand in size by a variety of means. You can use your action to create a small, 10-foot-radius sphere centered on its center. A creature must make a Strength saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is pushed 10 feet away from the sphere.
Abjuration
Giant Bomb
30
Instantaneous
You craft a weapon with which a creature attacks another creature, and it deals 1d4 + 1d4 damage in that creature’s weapon class—it deals 1d4 damage in total, not including the weapon’s ammunition, when you’re not within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can craft a single zombie bomb, created by dividing the zombie’s health by one and throwing it at one creature within 5 feet of it. That creature must make a Constitution saving throw. It takes 2d4 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of w—you can make two additional deals for each slot level above 1st.
Transmutation
Giant Climb
Self
1 Round
You create a 5-foot-tall, gelatinous structure that can be made up to 60 feet long and up to 50 feet tall and can be made up of up to eight creatures. The creature must be within 30 feet of you or a 5-foot cube. The creature can use Strength or Dexterity checks when making a jump, climb, or fall. When you make the jump, the creature must make a Strength or Dexterity check to reach its full height. The creature can also use Strength or Dexterity checks when making a fall, but the fall must be made with a fall speed of 10 feet per round. When the creature reaches the top of the cube, it can make another Dexterity check for the square of the height of the cube. If it succeeds on this check, it takes 10d6 bludgeoning damage and is restrained until the spell ends.
Evocation
Giantfoot
150
24 Hours
This spell creates one of the following effects within a 5-foot cube on a different Medium or smaller Medium ground or solid surface: • One invisible hand appears and points toward a creature within 5 feet of it. As the hand moves, you can take the creature’s Attack and Constitution saving throw, and the creature takes neither. • Two visible hands appear within 5 feet of each other and point toward a creature within 5 feet of it. As the hand moves, you can use your action to move two feet behind the hand and attack it. • A flying creature, other than you, can enter the spell’s area and land on a surface you choose within 5 feet of the hand spell.
Transmutation
Giant Growth
150
Instantaneous
You call forth a giant, humanoid-sized creature possessing a humanoid form. The creature is friendly to you and your companions until the spell ends (or until you dismiss it). You choose the form of the creature you choose or an undead. The creature is harmless to you and your companions until the spell ends. The creature’s statistics are as described in its entry for that form. At the end of each of its turns, the creature can make a Constitution saving throw. On a failed save, the creature is shunted to the nearest unoccupied space. If the space is occupied, the creature is shunted to the nearest unoccupied space. At the end of each of its turns, the creature can make an Intelligence saving throw. On a successful save, it disappears from the space in which it was summoned. At the end of each of its turns, the creature is shunted to another unoccupied space occupied by the creature.
Conjuration
Giant Growth
60
1 minute
You create a 30-foot-radius, 20-foot tall, 10-foot deep, 30-foot thick, gelatinous mass of green, waxy green, or violet energy that sprouts from you. Each creature in that area must make a Constitution saving throw. The creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. A creature can’t be pushed, restrained, or otherwise affected by this spell. The energy is so strong that it can break any barrier that blocks it. The energy is strong enough to cause damage to solid objects, structures, and creatures in its area. When a creature starts its turn there, the creature can make a Strength check against your spell save DC to break any barrier that blocks it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate a one-foot-radius sphere of swirling green energy in place of the one created above. The sphere can be as large as your spellcasting ability, and you can specify when you cast it that it emanates. The sphere spreads around corners, and you can make the sphere up as you like. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is pushed 10 feet away from you.
Evocation
Giant Growth
Self
Concentration, up to 10 minutes
You cause a large growth to form in an area of your choice within range. The target must make a Dexterity saving throw, taking 4d8 necrotic damage on a failed save, or half as much necrotic damage on a successful one. The target takes 10 poison damage on a failed save, and it must make a Constitution saving throw with a DC of 5 or 20. On a success, it takes 2d8 poison damage and is immune to fire damage. The target is no longer affected by the damage.
Transmutation
Giant Growth
Self
Concentration, up to 1 hour
You create a 1-foot-tall, 10-foot-high (60-foot-radius) sphere of air that appears in the center of your space. You can move it with a stride and can make it difficult terrain for creatures of your size category. The sphere can be moved by two or more means. • It can move with you. It can make a melee spell attack. It can’t cast spells. It can’t cast or be cast with a fine or medium or short sword. It can’t make an Intelligence (Investigation) check contested by a lower-level spellcaster. It can’t rely on magical or physical means to do anything, such as casting a spell. If it is unable to rely on magical means to do anything, it suffers no effect.
Transmutation
Giant Insect140
Instantaneous or 10 days (see below)
Eight tentacles of inky darkness assail a creature with fear. They girdle the creature’s body and firmly weave themselves around itself to impede its movement. The creature must succeed on a Dexterity saving throw or be frightened for the spell’s duration. Until the spell ends, the creature has disadvantage on Dexterity (Cha, Make checks with that spell slot determined by the target creature’s Intelligence and Wisdom) checks and can’t cast spells. The creature is immune to all damage and has resistance to poison and psychic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Necromancy
Giant Insect Plague
60
Instantaneous
A swarm of flies leaps into the air at a point your choice within range and spreads around until you cause no more damage. Each creature in a 30—foot-radius, 40 foot-high cylinder centered on that point must make a Constitution saving throw. A creature on a failed save can't take damage from the swarm, and it is imperceptible until after the spell ends. If damage from the swarm hits a target or starts a looped reaction that ends when the effect ends, the target takes 10d10 bludgeoning damage and is restrained until the spell ends. A creature restrained by the spell can use an action to make a Dexterity saving throw, taking 5d10 force damage and being knocked prone. As a bonus action on subsequent turns, you can cause the restrained target to make a Wisdom saving, or its speed (if any) halts until the start of your next turn. As an action on this turn, it can make an Intelligence saving throw, or half as much damage if it is under the spell’s effect. If it successfully saves five times, its speed doubles its normal speed. Regardless of how many times it has been under this effect, it doesn’t become a creature until it uses its reaction to regain control.
Conjuration
Giant Insectsinger
30
Concentration, up to 1 minute
Choose a Insect you can see within range, and it must succeed on a Wisdom saving throw or be incapacitated for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 hour. At Higher Levels. When you use a spell slot of 4th level or higher, the duration is 1 hour. At Higher Levels. When you use a spell slot of 5th level or higher, the duration is 5 hours.
Evocation
Giant Insect Stride
Self (15-foot cone)
8 hours
Evocation
Giant Insect Swarm
30
Instantaneous
You choose one insect or an aquatic creature within range. It flies around in an ellipse and rumbles around in a fixed location until it drops to 0 hit points or dies. It then regains hit points equal to twice the number of hit points it left before the spell ended.
Enchantment
Giant Insect Swarm
90
Instantaneous
You conjure up a swarm of centaurs or an equivalent in an unoccupied space that you can see within range. The swarm
Giant Killer
90
Instantaneous
You point a weapon’s normal weapon at a creature that you can see within range. The target takes no damage. Until the spell ends, you have resistance to the following types of damage: acid, cold, fire, lightning, and thunder.
Enchantment
Giantleback
30
Instantaneous
You unleash the power of the Huge-sized pit of bones you've kept in your laboratory, and the energy blasts erupting from your shoulders, shoulders, and calves. Each creature you try to reach for the maximum possible number of
Giant Leech
90
Concentration, up to 1 hour
You create a grove of trees on ground that you can see within range. Any creature that moves within the grove must make a Strength saving throw. On a failed save, the creature can’t use its action to move closer to the grove to see what sort of trees it creates. A saving throw makes it possible for you to move across the grove and reach for within it, gaining the benefits of which another creature has no other uses.
Transmutation
Giant leech
Self (10-foot radius)
Instantaneous
A leech grows on trees and shrubs in a 10-foot radius around you. When this spell ends, the leech is gone. Until the spell ends, a soft sound can be heard in the area when a leech appears. For the duration, trees and shrubs in the radius and around you are affected by the leech. If a tree or shrub is already on the same side of the leech as the leech, the leech creates a new one just as you would create a new one on a normal tree. The spell ends for a creature affected by the spell.
Evocation
Giantle Fist
Touch
Instantaneous
You choose an area of force that you can see and that can reach up to 30 feet within range and that fits within a 10-foot cube. The force spreads around corners, and its area is heavily obscured. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 necrotic damage. On a successful save, a creature takes half as much damage and can’t be charmed. At Higher Levels. When you cast this spell
Giantlefoot
60
Concentration, up to 1 hour
Your magic grows strong in your grasp, and you gain the ability to crush one Large or smaller creature you choose within 1 foot of it for good damage or a growth of one size category higher than yours. For the next 9 hours, you can crush up to three creatures you choose within 15 feet of each other, making them both larger versions of the same creature. If you crush a Large creature, make it a Medium creature, or add a half-sized section of creature to it, you create a Large or smaller version of the creature that fits within the spell’s space and that is neither fat nor wimpy. The spell fails if you crush a Medium or smaller creature, if you crush a Large creature and if you crush a section of creature that is smaller than the creature’s space, for the entire length of the spell’s duration. If you crush two or more creatures, you create a stampede with a Small stomp that ends the spell.
Transmutation
Giantle of Death
120
24 Hours
Your giantle spr
Giantle of Death
500
Instantaneous
A giant, monstrously powerful giantling appears in the shape of a humanoid and attacks. The attack deals an extra 1d10 force damage to the target or a creature of the chosen kind, and the target must make a Strength saving throw. On a failed save, the target is killed. On a successful save, the spell ends. The demon’s size (10-foot-radius: 2d10+5 centimeters) and fatality rate are halved, and it disappears into thin air when the spell ends.
Conjuration
Giantle of the Hunt
60
Concentration, up to 1 minute
At the end of each of your turns, you can shape a creature by the name of the beast you wish. It must be of the size and type of the creature’s choice, and must be within 30 feet of you on the ground. The creature must also be within 5 feet of you on the ground, and it must make a Strength saving throw. If it fails, it must roll one extra five-foot point of damage on its turn. The creature takes only half as much damage from this spell as it would from a normal attack roll. If the creature’s Dexterity bonus to this attack is 4 or less, it is pushed 10 feet away from the creature. The creature’s Dexterity bonus to this attack is +4, and the DM chooses the creature’s Strength score. The creature must make an Intelligence saving throw at the end of each of its turns. On a success, the creature’s Strength is reduced by 1 and its Dexterity is reduced by 1. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Giantleopard
120
Instantaneous
You cause a 5 foot long, eight-legged creature to appear in the ground. Each creature in its space takes 3d6 slashing damage.
Enchantment
Giantle Rock
150
Instantaneous
You cause rock-hard earth or smaller to smaller size to emerging boulders that you can see within range. Roll 5d10. The earth or smaller in size is up to 90 feet long, 10 feet high, and 1 inch thick. To a creature moving at 60 feet per round, the earth is up to 20 feet long, 10 feet high, and 1 inch thick. To a creature moving at 60 feet per round, the rock is up to 10 feet thick.
Transmutation
Giantle’s Bane
10
1 Hour
A spectral creature of medium size or smaller appears in a location you choose within range and disappears within 1 minute. A spectral creature must make a Wisdom saving throw. On a failed save, the creature becomes diseased, has a Strength of 5, and has AC 5 or higher. The diseased creature is immune to its own damage and is restrained by the spectral creature. The creature can’t harm or take any actions outside of its reach. The creature then wastes its action and is restrained by the spectral creature. At the end of each of its turns, the creature must make a Charisma saving throw. On a failed save, the creature becomes diseased and is unable to move. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 hour for each slot level above 5th.
Evocation
Giantle’s Bane
10
Concentration, up to 1 hour
You cause a Large or smaller beast of size you choose to frighten or dominate a creature within range. Make a melee spell attack against the target. On a hit, the target takes 4d6 bludgeoning damage, and the spell ends. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Giantle’s Embrace
Touch
Concentration, up to 1 hour
This spell grants you the ability to deliver a punch of power that exceeds your normal punch. Choose up to three Large or smaller creatures that you can see within range. Each target must succeed on a Strength saving throw or take 1d8 bludgeoning damage. A creature with a Strength of 2 or lower can’t be affected by this spell. This spell's damage increases when you reach higher levels: when you hit one or more targets with a single attack, the damage increases by 1d8, and the target’s speed is reduced by 10 feet until it can no longer move. The spell ends if you use a bonus action to dismiss it, or if you cast it again, casting it again on a different target counts as one of the actions you can take. If you cast it again, the spell ends. If you choose an action and a creature takes no damage, it instead ends its turn. While dealing with multiple targets, you can also use your action to deal more than one. Each target takes 4d8 damage of the chosen type, and it is incapacitated for 1 round after the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th.
Transmutation
Giantle’s Furnace
60
10 minutes
You create a giant wooden structure that is made of wood and stone. Each foot of wood’s diameter is one foot thick, and up to three feet of diameter must be free of any flesh or other form of fur. The structure is furnished with a variety of objects suitable for use in the creation of objects, such as traps, tables, and other such objects. The object created by this spell is composed of two parts, one for each foot of wood. The first part is composed of one foot and a piece of stone, and the second part is composed of two parts. The creature must be within 20 feet of the object created by this spell to use it.
Transmutation
Giantle's Grace
60
Concentration, up to 1 hour
You utter a prayer of divine power. You and a creature you can see within range gain this benefit for the duration. If you do so, the creature takes 10d8 radiant damage, and if you don’t have any kind of kind of kind, it instead takes half as much damage. You can issue no more than three of these prayers at a time, as long as you have the target’s kind. The spell ends for each of the creatures in the radius. You create a simple illusion of an unoccupied space within range. Any creature within the illusion’s area must make a Wisdom saving throw. On a failed save, it becomes telepathic until the spell ends, and it can’t cast spells. On a successful saving throw, it doesn’t telepathically communicate with you, and it doesn’t suffer from delusions. If you create an illusion of a creature that doesn’t fit within the illusion’s space, or you create an illusion that isn’t there, the creature can use
Giantle’s Hand
30
Concentration, up to 1 minute
Eight hundred giantle feet of hand-me-down magic werehes over a room. The magic is for a spellcaster. The spell lasts for the duration or until the spell ends. If the spell targets one creature, the spell targets the creature that you chose when you cast it. If the spell targets a Huge or smaller creature, the spell targets the creature that you chose when you cast it. Casting this spell on the same creature as the first time you cast it takes effect several hours after you cast it.
Transmutation
Giantle Shell
10
24 Hours
You create a glowing cylinder of gaseous air on the ground within range that lasts for the duration. When you cast this spell and as a bonus action on each of your turns thereafter, you can move the cylinder up to 30 feet and then slam it with one of the following actions as a bonus action: • One creature within 25 feet of the cylinder must succeed on a Strength saving throw or become restrained for the duration of the spell. • The creature restrained by this spell for the duration moves with the cylinder to an odd place in the ground next to it or to the surface of the ground around an occupied surface. • You cause a strong magical compulsion within the cylinder to deliver a crushing blow to the creature restrained by this spell. The creature takes 2d8 thunder damage and is restrained for the spell. • You cause uncontrollable uncontrollable flames to move toward one creature within reach, such as a manticore, hound, or wight. Each creature of a size equal to or less than the target must succeed on a Dexterity saving throw or become engulfed in uncontrollable flames, rather than simply restrained. The flames flicker or wangle and can’t reach their target. These creatures are immune to poison and psychic damage. At the end of each of its turns, it can repeat the saving throw. The spell has no effect if the creature is smaller than 10 feet tall or if its speed is halved. When you cast the spell and as a bonus action on each of your turns until the cylinder appears, you can reshape the air in the cylinder so that it lasts until it crumbles.
Transmutation
Giantle’s Whirlwind
Instantaneous
A swirling whirlwind springs into existence over your space for the spell’s duration. At any point during your next turn, whenever you hit a creature with a melee weapon attack during the spell’s duration, you can choose to deal a brief but significant damage to that creature. The target takes 10d6 bludgeoning damage. On each of your turns until the spell ends, the target can make a Constitution saving throw. On a failed save, it takes 3d6 bludgeoning damage. On a successful save, it takes half as much damage. At the end of each of your turns, each creature in the area must make a Constitution saving throw. A creature takes half as much damage on a failed save and half as much damage on a successful one. The spell’s area of effect is a gateway to new territory. Each time a creature enters the spell’s area, it must make an Intelligence saving throw. On a success, it frees itself in a new location, and that location is no longer in its area of effect. If the spell ends before then, the creature’s location is no longer in its area of effect.
Evocation
Giant Megastructure
150
Concentration, up to 1 minute
You conjure a monster you can see within range that can fit into a 40-foot cube and that
Giant metal hands
150
Instantaneous
You send a giant beam of gory force at a creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d10 force damage. Constructs and undead aren’t affected. You animate and shape the target for the spell’s duration. The target appears in unoccupied spaces that are within 5 feet of you within 5 minutes of the casting.
Transmutation
Giant Metal Sphere
300
Instantaneous
You create a 20-foot-diameter sphere of metal that remains for the duration. It moves with the sphere up to 30 feet and lasts for the duration. It takes 3d8 piercing damage for each foot it takes to move—a 1d4—modify until the spell ends.
Divination
Giant metal spike
120
Instantaneous
A sudden blast of forceps of incredible power erupts from your hand. Each creature of your choice that you can see within range must make a Dexterity saving throw. You create a small earthquake with a 5-foot radius on a creature you can see within 60 feet of you. Each creature in that earthquake causes damage must make a Strength saving throw. On a failed save, the creature takes 2d8 damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Necromancy
Giant Poisonous Sphere
120
Instantaneous
You create a spherical, 2-foot-high, 20-foot-diameter sphere that can be formed from a single solid component of your choice from one of the following materials: stone, stone solidified in a solid core, or solid, solidified material that is nonmagical or nonmagical solidified in a solid core. You can shape the sphere into a solid component, solidified in the same manner as a solid core, or solidified in a solid core. The sphere can be made to fit within a 10-foot cube or smaller and can be made to fit within a 20-foot cube. The sphere can be made to be transparent, opaque, solidified, or opaque. The sphere can be made to be transparent, opaque, solidified, or opaque. The sphere can be made to be transparent, opaque, solidified, or opaque. Once created, the sphere is invisible. You can make the sphere invisible by making a Dexterity saving throw. On a success, you can use one of the following reaction to make the sphere invisible. If you succeed on a saving throw, the sphere does not disappear. On a failure, the sphere disappears from your space or if you are surrounded by hostile creatures. The sphere can be made to disappear by any means necessary.
Transmutation
Giant rock
10 Days
Flame-like runes appear on rock within range that restrain and protect against the elements. One creature that you choose must succeed on a Strength saving throw or become restrained for the entire length of the target’s turn. Any creature that can’t be charmed ends its turn restrained by this spell. You decide how much of the rock remains when you cast this spell. A restrained target can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. When the rock drops to 0 hit points, it disappears. No one occupies it or uses it in any way, other than by ripping it open or pouring out it. Some creatures are weak to it, and they can’t otherwise harm it. While restrained by this spell, a creature is immune to all damage and has advantage on saving throws against its breath, attacks by it, and attacks made against targets within 30 feet of it have no effect. Whenever the rock strikes a creature or a creature with a melee attack, the creature or creature that stumbles closest to the rock is pushed up to 10 feet away from the spot it struck.
Transmutation
Giant rock
120
Concentration, up to 1 hour
You create one of the following effects when you cast this spell or a similar spell of similar power affecting a Huge or smaller size category: • You create a strong tremor on a soft or wet ground made of stone or mud, audible within 10 feet of the ground and lasting for the spell’s duration. If the ground is soft or mud or you make a melee spell attack with a weapon made from ground or sand, the tremble is audible within 10 feet of the ground and lasting for the spell’s duration. An attacker can use a bonus action to cause the ground to buckle and reshape itself into a pillar of strong tremor, breaking any bonds left by the spell.
Evocation
Giant rock
120
Concentration, up to 1 minute
You create a rock-hard surface on which strong winds can blow, creating vertical or horizontal drops or crevasses for buildings or other structures. The surface is difficult terrain and can be up to 10 feet deep. The surface appears as a horizontal crack at the edge of a square or an opening in the ground or a straight line through an opening in the ground. If a creature would approach from behind a rock or a crack, that creature can make a Strength (Athletics) check against your spell save DC to break the rock. The break occurs each time a creature uses its action to move up or down on the crack, which can be closed at any time by a small earthquake.
Conjuration
Giant rock
150
1 Hour
You create a rock-strewn cave that becomes a resting place for up to 30 creatures of your choice that you can see within range. Until the spell ends, you can use an action to make a ranged spell attack against one creature within the rock that you can see. On a hit, the target takes 1d4+1 piercing damage, and it can’t use reactions until the start of its next turn. On a hit, it must immediately use its reaction before moving on its next turn. The rock’s hardness is 3. The rock becomes a 5-foot cube and moves from side to side in a straight line. Each creature within 5 feet of the base of the grove when you cast this spell must make a Strength saving throw. On a failed save, the creature takes 6d8 bludgeoning damage and is struck by three nonmagical javelins until it reaches its maximum weight. Nonmagical bullets created by this spell have advantage on the saving throw. At the end of each of its turns, the javelins have a 5 percent chance to miss, and the area of effect of each stone on the rock decreases by 5 feet for the duration. Whenever a stone strikes a creature or strikes a creature, a second strike from the rock deals an additional 1d6 bludgeoning damage to the target.
Evocation
Giant rock
150
24 Hours
You create an invisible rock that hovers in the air for the duration. Until the rock strikes something with a melee weapon attack, the attack deals an extra 1d10 force damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional rock for each slot level above 1st.
Evocation
Giant Rock
150
Concentration, up to 1 hour
Choose a rock within range. You cause up to ten bolts of lightning erupt from the ground in a 20-foot radius at a point within range. Each bolt lasts for the duration or until the rock cools. Until you use your action to move the rock, you can use your action to create a 10-foot cube of solid lightning centered on that point. Each creature within that area must make a Constitution saving throw. On a failed save, a creature takes 6d12 lightning damage (if it isn’t wearing armor), or half as much damage (if it isn’t wearing a simple suit of armor). The lightning strikes with a 5-foot diameter arc created by the saving throw create a bright light that lasts for the spell’s duration. If you use your action to move the rock, you can create a 10-foot cube of acid that lasts for the spell’s duration. Each creature in the 10-foot cube must make a Constitution saving throw. On a failed save, a creature takes 6d12 acid damage and 6d12 acid damage (if it isn’t wearing armor), or half as much damage (if it isn’t wearing a simple suit of armor). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.
Evocation
Giant Rock
150
Concentration, up to 1 minute
You create up to six rock shelves on the ground within range that are composed of ten feet of solid rock. Each rock shelf has AC 5 and 30 hit points. When you make a melee spell attack on a shelf, you make the attack with advantage if the shelf is intact. On a successful game of siege, a shelf collapse of this effect can cause the siege to collapse. Each rock shelf weighs 2 pounds when fully filled. If more weight is created by such a collapse, the spell ends for it. The shelves collapse if any creature within 30 feet of the rock at the moment that a siege is launched enters the rock shelf’s area, or if that creature is already within 30 feet of the rock when it is created. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional shelves for each slot level above 5th.
Transmutation
Giant Rock
150
Instantaneous
You create a rock formation made up of masses of earth and stone that extend from a point within range. Roll 8d10 x 2 boulders for the area. For the duration, these boulders give off a strong wind, which is deafening against you and made out of tough stone. Each 5-foot-cube, 10 feet thick, has a 20-foot radius and can be broken up into simple sections as needed. Any creature on any side of the rock that starts its turn in the area must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be knocked prone. When the rock breaks, any stone in the area falls (requiring a Strength of 3 or less to break), and until the spell ends, the boulders can be knocked up to 10 feet off. The spell ends for a creature knocked prone when it hits a rock or a fallen wall.
Evocation
Giant Rock
150
Instantaneous
You create a rock-hard body between two points within range. You might create one foot of earth, one foot of stone, or even two sticks made of earth and spread over 15 feet or so. The body remains for the whole duration, but the ground can be cleared as part of the spell’s costs. When you cast the spell, you can choose to set up a temple at each point you choose within reach. If you would cast the spell without casting the spell’s duration, the temple would take root there for the duration and would be visible on the ground. If you cast the spell without casting the spell’s duration, the spell spends its duration there. Any creature that ends its turn within 5 feet of the temple or that enters the temple for the first time on the turn it enters the temple or for the first time on the turn it leaves it there takes 3d10 fire damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Transmutation
Giant rock
150
Instantaneous
You reach into the earth on the ground and crush the creature you want to crush. The target takes 10d6 force damage, and a growth appears above it, shedding bright light in a 30 foot radius and dim light for an additional 60 feet. For the next 24 hours, as a bonus action on each of your turns, you can spend up to half your spellcasting range to grow taller and more muscular. The growth produces a strong urge to run, which causes the creature to automatically succeed on Strength, Dexterity, and Strength saving throws and leap. When the creature drops to 0 hit points after it grows taller, any creature that was affected by this spell loses its speed, and it can’t take reactions, which means that it can’t use reactions when it can. Also, as a bonus action on each of your turns after you cast this spell, you can change the direction in which the growth moves. If you manipulate it in this way, as with any other spell, it can’t make any Constitution saving throws, and it takes 12d6 bludgeoning damage on a successful save, or half as much damage on a failed save. In addition, you can use your action to deal 1d6 bludgeoning damage to crush a Large or smaller creature.
Conjuration
Giant rock
300
Concentration, up to 1 hour
You make a rock wall up to 30 feet long, 10 feet tall, and 1 foot thick. It lasts for the duration and is made of tough and transparent stone. When a creature enters the wall for the first time on a long rest, a rock pillar that is a 5-foot cube lies there for the spell’s duration, forming a trench extending 1/4 inch deep from behind the wall. No wind can pass through the trench, but strong wind can pass through gaps created by the wall. No other plants or creatures open to the light of day can enter the trench. You can create up to two hundred feet of horizontal rope extending from the trench into the sky. Each 5-foot-diameter trench rises into the visible light of the spell’s extended duration.
Transmutation
Giant rock
30
10 Days
One of the following effects might occur while this spell is cast: A rock falls from the sky or lands in a place or within an area created by another spell or an activity of a lower level spell slot than the one you cast, such as an arcane hammer, a malting or a chipper. Creatures that make the Bluff check must roll a 4 or lower and can’t speak the secret language of magic. A rock falls from a height of up to 60 feet and remains for the spell’s duration. If a rock reaches its lowest point in the sky, it impacts with a sudden gust of wind and creates a 20 foot cube of vortexes on either side of the rock. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d11 bludgeoning damage and is caught in the vortex until the spell ends. A caught creature can make a Constitution saving throw at the end of each of its turns, ending the effect of the spell on it. A rock falls from a height of up to 60 feet and remains for the spell’s duration. If the rock reaches its lowest point in the sky, it impacts with a sudden gust of wind and creates a 20 foot cube of vortexes on either side of the rock. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is caught in the vortex until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a creature can defend against one damage roll it makes with a weapon.
Evocation
Giant Rock
30
Concentration, up to 1 minute
You create a 20-foot-radius, 10-foot-high cylinder of rock that is 1 inch thick with a 60-foot radius. Each creature in the cylinder must make a Dexterity saving throw. An object created with this spell, as well as the rubble created with the spell, ends the spell before it can be cast. The cylinder is difficult terrain to see, and it is difficult terrain to open. The rock is difficult terrain to interact with. If you cast this spell on the same creature or multiple creatures, the spells fail. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create up to four 20-foot-radius, 10-foot-high cylinder of rock for each slot level above 2nd.
Transmutation
Giant rock (30 feet diameter)
120
Instantaneous
You hurl a 25-foot-diameter rock solidified up to 300 feet above the ground, forming an ovoid that remains for the duration. The rock is a natural stone composed of fine grit, stone, or mineral and soft sand. When a creature uses its action to move up or down in size, change its size from 10 feet to 30 feet; if it can, it must choose between climbing or descending. The rock itself is composed of simple grit and stone. It shapes in as little as 1 inch square, and any creature that moves in that area must make a Strength saving throw. On a failed save, the creature takes 3d8 bludgeoning damage. On a successful save, the creature takes half as much damage.
Transmutation
Giant rock
60
24 Hours
You make a rock formation up to 60 feet in diameter. The rock is composed of ten small rocks arranged in a straight line in a manner such that each is up to 10 feet high and is up to 10 inches thick. A rock formed on a place within range as a pillar or pillar of cloud, a pillar made of stone, a pillar composed of ten thin pillars, or a piece of stone formed from brambles or rubble can be formed as a pillar at any time and must rely on natural features as determined by the stone. The ground must be smooth, dry, and free from water and sand, and the pillars must be 5 inches high and 1 inch thick. The pillars aren’t fireproof and can’t be lifted more than 10 feet above the ground. A pillar made of brambles or rubble is an inverted cylinder made of two thin walls, rising from the bottom of the chamber in a 60-foot cube and stopping at the center at a point on the ground or the ground-leveling exterior that is 40 feet off the ground. Each side of the bottom wall is a cylinder, which is the floor and the walls. When the two walls meet, a pyrotechnic explosion is triggered within the cylinder to create a pyrotechnic dome. Each side of the dome is a 5-foot cube filled with green smoke that is 60 feet wide at the base and 25 feet tall. Each side has 3 feet of cushioning at its base, as well as a 20 foot gap at its top, to protect it from falling en masse. Beyond the top of the dome, however, are 3 feet of shimmering rock that is composed of 2 feet of shimmering rock and 1 inch of shimmering stone at the bottom. Each foot of shimmering rock makes it impossible for creatures of your choice that aren’t wearing armor or that aren’t wearing magic items or that aren’t standing still when a creature steps on it to attack, take damage, or take bleed damage. Reducing an affected creature to 0 hit points destroys it and leaves behind a bright, echoing, and often agonizing music that lasts for 1 minute. A creature with a high Wisdom score can automatically identify the source of this music. While affected by this music, the creature is incapacitated and can’t move for 1 minute. Alternatively, you can cause the flutter to sound like a small bell that rings against the wind. As an action, you can temporarily silence the flutter by causing one creature within 30 feet of it to sing a new tune. The target creature must be within 30 feet of the flutter and must make a Constitution saving throw. On a failed save, the creature’s speed is reduced by 10 feet until the flutter ends. A creature can normally be targeted by the flutter, but if it stumbles, it can’t use its movement to determine whether it is being stifled by the flutter.
Illusion
Giant rock
60
Concentration, up to 1 minute
Briefly made of rock, this spell can physically fit a 10-foot cube of ground within range. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. While prone, the creature can’t use its movement to move or use reactions, instead it moves with the movement speed it has gained. Each time a creature moves or uses reactions when the spell ends, it takes half as much damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Transmutation
Giant rock
60
Instantaneous
You create a rock formation on the ground or on the ground up to 100 feet tall that lasts for the duration or until you use your action to erect some other form. You choose the rock type, which is soft or hard, forming a horizontal or vertical chain of vertical cracks. You create either a small, loose mass (about 1/2 inch by 1 inch) or a large, hard mass (about 3/8 inch by 3.8 inches). That size mass is restrained until the rock forms a solid barrier made of bark, stone, or mud. The barrier lasts for the duration. When a creature moves into the area for the first time on a turn or starts its turn there, that creature takes 1d10 force damage. That creature and all creatures within 30 feet of it must succeed on a Dexterity saving throw or take 2d6 force damage.
Conjuration
Giant rockspell
120
Instantaneous
A ruin-like structure appears on the ground between four corners, and the ground can be up to 50 feet long or 5 feet wide. It is surrounded by shimmering, translucent stone and contains up to six hundred battle-hardened mummies that are worn by mystics and mystics of the sort who are prone to insanity. Each humanoid in the area must make a Wisdom saving throw. On a failed save, it can’
Giant rock wall
150
1 Round
A rock wall stands at the base of a circular pit within range. You create one 60-foot-radius sphere centered on a point you choose within range. A solid wall 60 feet tall and 1 foot thick is composed of ten 10-foot-by-10 10-foot panels. The panels are composed of 10 equal parts stone and one thin sheet of stone. Each panel must be contiguous with a body of water of at least 20 feet square. When assembled, each panel forms a whole, thus making them nearly indestructible; however, when separated by as much as 50 feet from the pit, panel two becomes panel three. The walls protect up to 50,000 square feet of floor space. They provide strong resistance to melee attack rolls
Giant rock wall
300
Instantaneous
As part of the action used to cast this spell, you must push the wall up to 60 feet in a direction you choose. If you push the wall too much, a Small rock pillar appears at the top, where it sits for the duration. When the pillar appears, each creature within 5 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is restrained for the duration. At the start of each of the creatures next turn, restrained by the rock, a rock wall appears and moves up to 10 feet in a straight line, succeeding Saturdays. For the duration, a restrained creature (your choice) can use its action to move up or down 1d6 inches in any direction, using the shortest and safest route. A restrained creature can use its action to make a Strength or Dexterity grab before it reaches its full weight. After gaining or subtracting half its normal speed from its current jump speed, the restrained creature releases a slumbering cloud of smoke at the start of its next turn. This cloud causes the wall to move up to 60 feet in any direction, extinguishing flames within it. After burning through any flames created by the wall, the wall, or a creature within it, extinguishes any flame within its area that is within 10 feet of it.
Evocation
Giant rock wall
90
24 Hours
Choose an area of stone or mud that you can see within range, and choose two pillars of stone arranged in a circle on both sides of the wall. You create 12 feet of strong, 10-foot tall, horizontal stone bridge extending from the center of the area toward the northwest and northeast at the same time. The bridge extends across the floor of the Great Hall and to the right of the Great Hall, creating a vertical bridge extending in a straight line up to the northwest. The great hall can be reached only by ascending to the top of the great hall. You can also make a small bridge from the top of the great hall to the northeast corner of the Great Hall. When completed, you create one solid rock wall and animate up to two small braches, 3 feet in diameter, that can be picked up by ranged weapons and carried with a simple push of a button. The bridge extends across the floor of the Great Hall toward the southeast and extends across the Great Hall toward the northwest (in this case, north). You animate two smaller brachios, weighing 4 pounds, in your immediate area. You create a small, loose bridge from the brachios to the northwest at a 45-foot-angle behind the Great Hall. You animate up to three smaller brachios in your immediate area and animate two smaller brachios behind the Great Hall, for each creature that attacks you. You create a portal from the portal to the northwest at a 45-foot-angle extending out from the Great Hall into the Ethereal Plane. The portal leads to an open pit, which is lit by flammable flame, that has a 20-foot radius and appears on the ground within 5 feet of the pit (the pit). You can open the portal by creating a portal from the portal to the northwest at a 45-foot angle extending out from the pit into the Ethereal Plane. When you do so, you can use a bonus action to cause a Small portal floating 10 feet in the air to slam shut against a wall in the center of the pit. The portal opens into an extradimensional or interdimensional dimension, as in the case of the Great Hall, that can fit a Medium or smaller creature or creature or a Large creature or a Huge creature or a Huge creature or a smaller creature or a creature or a creature or a Huge creature, an opening that can fit 20 feet on one side or 20 feet on the other. The portal can pass through any object that isn’t being worn or carried, even if that object is off the body or would damage the portal. The portal is solid and would collapse if struck by a spell, provided that it is free of any material component. If the portal is breached, any life or limb within it is seriously damaged. A creature or a Tiny or larger creature could try to slam the portal shut, shattering it. If a creature would be inside the portal if the portal opened, it immediately descends safely to the portal’s portal (if it can reach it), where it remains until it drops to 0 hit points.
Conjuration
Giant Servant
10
1 Hour
This spell shapes and shapes the course of battle for one creature of your choice within range. The creature enters the fight by moving at a pace that is no greater than Wizard’s normal speed, and the creature doesn’t take actions that would result in it taking any actions other than attacking you.
Divination
Giant Servant
10
1 minute
You touch a humanoid or an animal, and the target’s first action is to cause an instantaneous teleportation spell effect to work as planned for the duration.
Transmutation
Giant Servant
30
10 minutes
Choose a Large or smaller servant creature you can see within range. Choose one of the following options for how long the spell would last. A servant lasts for the duration if it is created or animated by a spell created or animated by another spell. When you cast the spell, choose one of the following effects. You can use your action to issue a command to the creature that created or animated the servant. The creature can perform a simple but powerful service, such as fetch its food or mend its clothes, to help it achieve its full potential; however, the creature must fulfill a minimum of three tasks before it can serve you. You can also issue a general command, such as to guard a chamber or protect a corridor, to create a trap that a creature can only enter by stepping on it, or to command its immediate surroundings to follow your instructions. Once you issue these commands, the creature only becomes vulnerable to them. Your servant produces light and moderate to heavy objects in its area. When the spell ends, the spell ends for the creature, and it dies. At any time, the speller can choose to end the spell permanently. A creature that dies while casting this spell is no longer under the same condition as the creature who cast it, unless it reincarnates into a different creature.
Transmutation
Giant Servant
30
1 Hour
This spell creates a giant servant that can fit up to twenty humanoids or five celestials. When you cast this spell, choose one or more of the following options for what appears on your person: • Construct, such as the one at the end of the section on magic item creation or the Great Wall, or Half-Zeal, such as in the area at the bottom of the spell list. • Ork, such as the one at the bottom of the list, such as in the area at the bottom of the spell list or inside the Great Wall. • Gnome, such as that at the top of the list, such as inside the Great Wall or in the area under the Great Wall, or between the two walls. It can’t be linked to another casting of the spell. Giant Servant. You create a Large, Medium or smaller servant, half your Hit Dice, that has AC 1 and hit points equal to your hit point maximum. The servant can attack and pass through thick and thin to reach its full potential and reach for combat. While the dwarf or the halfling is at the start of its turn, the dwarf can choose to have the servant follow him or her as he or she performs actions (such as standing still or walking), while shedding light light on anything within 30 feet of the dwarf’s’ location. Once selected, the servant has its own persona and can appear anywhere on the creature’s immediate group. The servant doesn’t need to be within line of sight to perform actions and movements, but it can see in dim light and can read invisible writing on wood or stone. While the servant is within line of sight of an action, a ranged weapon attack can’t pass by either. The servant can reach into the chest of another creature, into the throat of another creature, down its throat, or within its mouth.”
Conjuration
Giant Servant
30
1 Hour
This spell shapes an obedient servant. Choose any number of willing creatures that you can see within range. Creatures that don’t already have a kind or a kind_level in their class hierarchy are immune to this effect. A servile creature returns when it drops to 0 hit points. The servile creature is under your control and can act independently of you. You can give it any of the following forms; switch to the current form when you cast this spell. servile humanoid (horror, divination, detect evil, lesser restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, lesser restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater
Giant Servant
30
Instantaneous
You point a finger toward a creature within range and receive a message from that creature stating that you are happy. The target creature must make a Wisdom saving throw. On a failed save, the target creature is limited to being
Giant Servant
60
Concentration, up to 1 hour
You create one of the following Servant creatures for the duration of the spell. The first creature you create becomes a giant servo, and the second becomes a servo of its kind. The Servant starts as a Medium creature, except it becomes a Huge servo. It has hit points equal to your Constitution modifier + your spellcasting ability modifier. You can use your action to create a Huge Servo with a Strength of 2 or lower, and it acts as a Huge Servo if you have it. The creature must be within 30 feet of you for the spell to work. If you cast it as a Huge Servo, it has the same hit points and hit points as the Huge creature, but it gains the same hit points and hit points as the Servant. You can use your action to create a Large Servo, or a Huge Servo smaller than you. The creature must be within 30 feet of you for the spell to work. If you cast it as a Huge Servo, it has the same Hit Points and Hit Points as the Huge creature, but it gains the same hit points and hit points as the Servant. You can use your action to create a Huge or Medium size Servo, or a Huge or Medium sized Servo of your choice. The creature must be within 30 feet of you for the spell to be casted. If you cast it as a Huge or Medium size Servo, it has the same Hit Points and Hit Points as the Huge creature, but it gains the same hit points and hit points as the Servant. It isn’t physically able to move. While the Huge or Medium size Servo is in its normal space, it can move independently of the creature. It is immune to the effects of armor, poison, and magic missile. If the Huge or Medium size Servo attacks the creature, it deals 3d6 piercing damage to the target. The creature can use its reaction to make a Strength check against your spell save DC or have its Strength roll against your spell save DC. On a success, the target takes
Giant Servant
60
Concentration, up to 1 minute
An ageless, greenish-green servant emerges from the ground in a 5-foot cube. Each creature in that area must make a Constitution saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Giant Servant
60
Concentration, up to 1 minute
This spell grants greater control of one creature or object within range, much like a normal wish. You choose the creature’s size, the creature’s speed, or the creature’s equipment’ size. The creature can be any creature, including you. The spell doesn’t matter where the creature is or what kind of creature it is. The creature can choose to be within 60 feet of you, and it can’t be attacked or hurt.
Enchantment
Giant Servant
60
Concentration, up to 1 minute
You create an invisible, servile servant that defends you and your companions against hostile creatures. For the duration, each creature you choose within 30 feet of you must make a Wisdom saving throw. On a failed save, the target becomes an unwilling servant until the spell ends, and it becomes an unwilling servant/servant bond with you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 minute for each slot level above 1st.
Necromancy
Giant Servant
60
Concentration, up to 1 minute
You create a tiny, bipedal servant within range. Until the spell ends, the servant acts independently of the other creatures in the area. The servant can communicate with you and your companions through the servant’s crystal chest, and it can’t be attacked or otherwise interacted with by your creatures. After the spell ends, the servant can only act as a servant, and it gains in performance until the end of the duration. The servant can’t attack or otherwise benefit from special abilities, and it can’t willingly become part of a hostile takeover. The servant ignores any magic that might affect it, such as any or all of the following: 1. Appearing in fog 2. Appearing in fog 5. Appearing in fog 12. Appearing in fog 100. Appearing in fog for 1 hour At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 day for each slot level above 3rd.
Enchantment
Giant Servant
Self (10-foot radius)
Concentration, up to 10 minutes
A humanoid of your choice that you can see within range must make a Wisdom saving throw. It takes 2d8 force damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Giant Servant
Self
1 Hour
A giant Servant appears in a 10-foot-radius sphere at a point you choose within range. The Servant appears in a spot that you can see within range. The Servant appears to be a humanoid. The Servant is Large and Medium in appearance, weighing 10 pounds and 5 feet tall, and has a body mass of 5 pounds and 1 inch. The Servant seems to
Giant's Grace
Self
Concentration, up to 1 minute
You and up to three humanoid companions of your choice that you can see within range become invisible until the spell ends or until the companion becomes hostile to you. For the duration, you can see the companions only within the radius of the chosen humanoid.
Illusion
Giant's Hand
Self
Concentration, up to 1 minute
You create an encrusted and powerful hand that moves as you cast the spell. The hand lasts until the spell ends. The hand's size is Medium. The hand can’t be charmed. The hand’s hit points are your spellcasting ability scores. If you cast this spell using a spell slot of 5th level or lower, you can't use your spellcasting ability scores to determine your hand size. If you cast this spell using a spell slot of 2nd level or higher, the hand can’t be charmed.
Necromancy
Giant Shield
30
Concentration, up to 10 minutes
A shield of force springs into existence at a point you choose within range. Creatures that can see through the shield can’t be affected. The shield disappears when it reaches its full height and disappears when it drops to 0 feet below. It lasts for the duration. A shield that protects an object or creature from hostile eyes (including those of an invisible kind) or other magical force can be destroyed by any means necessary. If a shield is destroyed by a ranged attack, its spellcasting ability is lost. The shield remains until its full height is reached; at that point, it disappears if it drops to 0 feet below. It disappears for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Enchantment
Giant Skeleton
60
Instantaneous
A skeleton appears on the ground next to you. The skeleton has a head and a body. The skeleton has a skeleton-like appearance with a head and a body. The skeleton can be as large or smaller than you. The skeleton's head is flat, and its lips have dark brown eyes. A thin layer of fat remains on the skeleton's body. The fat layer is difficult terrain that is difficult to break. It has a 50 percent chance to hide in plain sight. When the spell ends, the skeleton disappears. A creature that fits the shape of the skeleton, such as a creature of the same sex, can’t be affected by this spell. The spell ends if the creature’s home is destroyed or if the target's soul is stolen. The target can’t be charmed, frightened, or otherwise affected by this spell.
Conjuration
Giant's Minute Blade
Touch
Special
You create a long sword that hurls small blades into the air to defend a place, object, or course of activity of your choice within range. The sword must be 4 feet in diameter and no smaller than a 5-foot-wide cylinder, and it can be wielded no more than once. As a bonus action, you can move the sword up to 30 feet in any direction. As the sword descends, you can cause one creature of your choice that is within 120 feet of the sword to make a Strength saving throw; if it succeeds, the blade is suspended in the air until the spell ends. If the creature fails the saving throw, it can use an action to break the sword by using an action to break a 5-foot square by an even larger square. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d11 for each slot level above 5th.
Transmutation
Giant Smite
30
Instantaneous
You attempt to strike a target that you can see within range, or one that you can see. The target must make a Dexterity saving throw. On a failed save, the target takes 4d6 radiant damage. On a successful save, the spell ends. On a failed save, the target takes half as much damage, but its hit points remain the same. If you cast this spell multiple times, you can have no more than three of the last two uses active at a time. At the end of each casting, you end the effect of any spells you have cast, using a non-intrusive magic item.
Evocation
Giant Smite
60
Instantaneous
You throw a rock or a stone or a similar object that reaches 10 feet in length and that is 5 feet thick and weighs about 300 pounds pounds explodes in a 20-foot-radius sphere centered on a point within range. Each creature that starts its turn in the area must make a Strength saving throw. On a failed save, a creature takes 6d8 bludgeoning damage, or half as much damage on a successful save. Large or smaller creatures are also knocked prone in this spell. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 3
Giant Smite
Self
1 round
You cause one creature you can see within range to lash out at you with a powerful blast of force. The target must make a Constitution saving throw. On a failed save, it becomes restrained in place for the spell’s duration. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 year, or until you change the target’s size.
Evocation
Giant Smite
Self
Instantaneous
For the duration, an incorporeal creature or an object that you can see within range and that weighs no more than 5 pounds (0.8 kilograms) secures a volley of powerful blows against one creature within 120 feet of it. The creature must succeed on a Constitution saving throw or take 1d4 piercing damage. For the spell’s duration, the creature takes 1d4 slashing damage from any weapon it weighs or enters with lightning or with a weapon with an AO of 2 or lower.
Abjuration
Giant spider
30
Instantaneous
A spider that resembles a giant spider appears in a 30-foot radius around itself. Each creature in that area must make a Dexterity saving throw. On a failed save, a spider gains the spider’s Strength, Dexterity, or Constitution score. On a successful save, the spider’s Strength, Dexterity, or Constitution score are halved. The spell’s damage increases by 1d6 for each slot level above 1st.
Evocation
Giant spider
Self, up to 10 minutes
You create a web of webs that move up to 10 feet in a direction you choose. A creature must make a Dexterity saving throw. On a failed save, a spider takes 3d6 necrotic damage and gains the spider's movement. The webs last for the spell’s duration. The webs are difficult terrain. If an enemy is within 30 feet of the webs, a swarm of spiders appears within 30 feet of the nearest creature. The webs can't reach creatures that are immune to cold or fire. The webs don’t protect you from hostile creatures. The webs aren’t created by magic.
Transmutation
Giant Steed
10
Instantaneous
You choose one creature that you can see within range. The target must make a Strength saving throw. One creature that uses Strength for its attack, ability, saving throw, or attack roll is immune to this spell. On a failed save, a target takes 1d8 bludgeoning damage and can’t use reactions. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Giant Steed
120
Concentration, up to 1 minute
You choose a size category that you can see within range. You must be within the area at the time of the spell’s activation. A creature that you choose must be within 20 feet of the area you’re described on the DM’s description page. If the creature is hostile toward you or tries to challenge you, it pursues its quarry down the line, often fighting other creatures on its way. The target must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. An affected creature has disadvantage on this saving throw if it can reach into the area to breathe, eat, or drink without fear. At Higher Levels. When you cast this spell using a 9th-level spell slot, you can target a creature that you can see within range with this spell. It must be within 20 feet of the area you describe on the DM’s description page. If the creature is different from the target in any way, the spell ends on the creature if the two or more creatures are on the same plane of existence.
Conjuration
Giant Step
90
Instantaneous
You step into the body of a creature and place it into the water. The target must succeed on a Constitution saving throw or be knocked prone. The spell’s effects last for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is cumulative. For example, if you cast this spell with a 2nd level spell slot, the duration can be up to 20 minutes.
Necromancy
Giant Steps
30
Concentration, up to 1 hour
You create a range of shadowy steps that last for the duration. As a bonus action, you can make a straight line across the ground that extends from your right to the left of the stepped step. The steps are difficult terrain, and you can’t move through them unless you are on the ground or a creature moves over them.
Transmutation
Giant Stinger
30
Concentration, up to 1 minute
You create a line of small, pointed creatures toward a point you choose within range. The targets move with the
Giant Stinking Ray
150
Concentration, up to 1 minute
Create a ray of golden radiance that hurls a globe of acid, celestials, elementals, fey, fiends, and undead around itself in a direction you choose. A creature takes 2d8 fire damage when it enters or leaves the globe’s area for the first time on a turn or ends its turn there. The globe is large enough to encompass up to 10 miles and has the following effects: • It extinguishes on contact with wood, stone, or floor or rubble • It dims light on contact with wood, stone, or floor or rubble • It makes a flame attack against a creature within 10 feet of it • It makes a flame throw against a creature within 10 feet of it • It makes a radiant or channelling fire throw • It makes a cold iron or shiverwood attack • It makes an icy dart attack • It makes a slashing attack against a creature within 20 feet of it
Abjuration
Giant Stone
150
Concentration, up to 1 minute
You create a small pit about the size of a small pond on land within range. The pit disappears when a Huge or smaller object drops into the pit and is carried by another object of equal or greater size or mass within reach. Nothing stands in the space’s space when you cast the spell. For the spell’s duration, or until you use an action to cast this spell, the pit is completely covered and can hold up to 500 pounds (150 pounds if you expend it). When you cast the spell and as your action on each of your turns until you finish a long rest, you can move up to 20 feet (or the spell ends) in the pit without spending extra movement.
Conjuration
Giant stone hand
60
10 minutes
A giant, stone-encrusted hand appears at a point you choose within range, and lasts for the duration. You can target one creature you can see within range with the hand and compel it to a specific action or the hand becomes larger by the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by two for each slot level above 2nd.
Enchantment
Giant Swarm
10
Instantaneous
You sprout a swarm of insects that move with you from one creature or object you can see within range. You can choose one of the swarm's hit points. It must be within 30 feet of you and can’t be larger than Medium. The swarm is friendly to you. A creature that is within 30 feet of you when it creates the spell fails its save. If the swarm ends its turn on a successful one, it stops moving. The swarm then crashes through the ground in a 10-foot radius around it, dealing 1d6 fire damage to the target. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Abjuration
Giant Swarm
120
Instantaneous
You create a large swarm of giant, humanoid-sized creatures that appear in a random location on the ground in a random direction. You choose the direction. Some of the creatures are harmless, such as the giants of the sea or the giant, rat-sized, green-eyed Eel, or the giant, green-eyed Eel. The creatures follow your instructions, but they can’t harm you unless you use your action to attack. The creatures are friendly to you, and you can use your action to make a ranged spell attack. On a hit, the creature is knocked prone. A creature’s hit point maximum is reduced to 0 hit points. When you cast this spell, you can have only one of its hit points active at a time. It has no effect on you or anyone else within 5 feet of you. The spell ends when it ends. The creatures are friendly to you, and you can use your action to make a ranged spell attack. If an attack hits, the target takes damage equal to 1d4 + your spellcasting ability modifier. The damage increases when you reach 5th level (2d4 + 1d4 + 1d4) and higher. The damage increases every 2nd level that you go up to 6th.
Evocation
Giant Swarm
Self
10 minutes
You create a 15-foot-tall swarm of predatory insects that follow you as you run. Each creature within 5 feet of you must make a Constitution saving throw. A creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. A restrained creature can use its action to end the effect before it ends its turn. The swarm moves across open fields, though it can’t move into buildings, unless you use your action to create a rampart on the ground. The swarm can’t be attacked or otherwise interacted with. When you cast this spell, you can issue a general command to the swarm, which acts on each creature within 5 feet of you. It w ores three weapons, one magic item, and one simple weapon. The
Giant Swarm
Self (60-foot line)
Concentration, up to 10 minutes
You create a swarm of giant mites with a 30-foot line on each of your turns. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or be affected by
Giant Tentacles
300
90
Giant Tentacles
60
Concentration, up to 1 minute
A tentacle appears on a creature that you can see within range. The creature must make a Charisma saving throw. The creature must then take 10d6 psychic damage on a failed save, or half as much damage on a successful one. The tentacle can be torn or torn up with two consecutive blows. The tentacle can't be moved by weapons or spell-like abilities, and you can use your action to make the tentacle move to a space that is either side of a creature that you can see within range. The tentacle doesn’t need to be on a creature or object within 30 feet of the creature or object. A creature or object that moves by means of a tentacle doesn’t automatically make the saving throw, and you roll the result against the creature’s ability score. A tentacle that moves only if the creature or object is within 30 feet of the creature or object is also moved by means of a tentacle that moves only if the creature or object is within 30 feet of the creature or object.
Necromancy
Giant Tree
120
Concentration, up to 1 hour
You create a tree branch with a range and reach that extend far beyond the reach of your greatsword. The tree branches are 5 feet long and 5 feet tall, and you choose one size category: Medium, Small, or Large. You create one of the following effects within range: - Create a trunk with a AC 20 and 25 feet reach. - Stomp, thrown 21 feet within the trunk, causing it to automatically limp. - Slam, thrown 30 feet within the trunk, causing it to automatically ram up to five vehicles of another creature. - Spike, thrown 40 feet within the trunk, causing it to automatically leap several hundred feet to the nearest unoccupied space.
Transmutation
Giant Tree
150
Concentration, up to 1 hour
Choose a tree you can see within range and create a circular trellis on either side of an unoccupied space that you can see on the ground. You can plan ahead to create a circle on each side, along the surface of the ground, and within an unoccupied space of your choice that you can see within 10 feet of the ground and on the ground. The circle consists of a stalk with a diameter of 10 feet and at least one trunk that is 5 inches long and 3 inches deep. The stalk produces a tremor in the ground upon impact, and it can’t be reduced to any power below 0 when the trellis effect ends. When you create the trellis, you can have one of the following effects inscribed on it: • Removes one rock from the ground and reshapes it into a tremor-tolerant tree. • Asks for a single rock within 5 feet of it that might sustain another creature. • Asks for a single thing within 5 feet of it that might sustain a creature, such as a book, wall, or floor, but not a tree, for example. • Asks for a single object within 5 feet of it that might sustain a creature, but not a plant, for example. • Asks for a single object within 5 feet of it that might sustain a creature, but not a tree, for example. • Asks for a single object within 5 feet of it that might sustain a creature, but not a tree, for example. Asks for a single object within 5 feet of it that might sustain a creature, but not a tree, for example. The trellis creates a tremor in the ground within 10 feet of it that lasts until the trellis is dispelled, at which point the tremor disappears. When you cast this spell, you choose a different trellis effect. You might even choose something else entirely. This spell's tremor affects plants and trees, creatures and trees that aren’t part of the same structure or group. When you cast the spell, choose one or more of the following effects from any of the following spell’s effects. Arrows. You can create a tremor in the ground in one 100-foot square line. You can see one side of the trellis; in this case, you were able to see through the ground. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create three effects of your choice that affect only one creature. You can create these effects using another spell slot, such as using an 8th-level spell slot or using an 11th-level spell slot. Each effect lasts for the duration. Clenched Fist. You can cause pieces of metal to creak and buckle when struck by a finger. You can set traps and restrain creatures, and you can restrain a creature. Furnish Fire. You can cause flames and dust to flicker and shimmer as you wish for a moment. The flames flicker in brightness, and the dust swirl around you in patterns you choose as you desire. If you use an action to shake the dust off a creature, that creature must succeed on a Dexterity saving throw or take 1d12 radiant damage. Fire Strike. You can throw a weapon strike that strikes multiple times as often as you have active shots, and you create a large blast of fire with each strike. The fire damages anything it hits, but it doesn’t light or harm anything that isn’t wearing armor.
Conjuration
Giant Tree
30
10 Days
You create a 60-foot tall, 10-foot diameter trunk filled with a soft greenish growth and a bark that lasts for the duration. The tree grows only in the location you chose. It grows in an area that is open to the public. The tree can be found in any location within range. If you chose a location within range of a tree, the tree grows only in that location. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of days it lasts and the conditions it can lead to both increase and reduce in effect. The conditions are as follows: • TARGUMENT • EMBARRASSATION (no action required) • LAND • FELONY At Higher Levels. When you cast this spell
Giant Tree
30
24 Hours
This spell creates and consumes a Huge tree worth 100,000 gp that looks exactly like a tree, but is made of bark and can hold up to 10,000 pounds. The spell doesn’t restrict you from using magic to create the illusion of a tree, and the illusion can be activated only by being within 1,000 feet of the destination tree. You can use a bonus action to cause the illusion to grow to 100 feet in any direction, causing the illusion to wickle and reshape the earth around it in such a way as to cause damage to wooden planks, brick walls, or any other portion of the physical earth’s surface. You can also cause the illusion to move across the room where you cast the spell, creating a vertical movement obstacle for it to pass through. When the spell ends, the illusion is destroyed, but it has its own mirror image. If the tree is ever damaged or destroyed, the illusion is broken, but the illusion remains intact and can be restored to a creature that suffered it.
Transmutation
Giant Tree
60
24 Hours
You create trees or shrubs that are large enough to contain up to five humans or creatures. They remain standing for the duration and are light poles with spike-like heads in the air. The limbs aren’t as long as normal trees and tendrils run along the tips of the limbs. When the limbs reach 7 feet tall, they shed their bark and form trunks of wood similar to typical trees of a city or a region with a large tree population. In addition, each trunk bears a symbol that indicates a place or country on earth or among trees, such as a tree of primeval service or a tree of greater royal status. The trunks contain food and other sustenance, and each trunk contains at least one human or an enthralled, animated creature. When a creature moves into a trunk that bears this symbol, that creature must succeed on a Wisdom saving throw, or it is compelled by divine command to move in the opposite direction from where it appears on the ground and become a statue. Such a creature can move up to 5 feet and
Giant Tree
60
Concentration, up to 1 minute
A tree or shrub sprouts from the ground in a 5-foot radius and spreads out across the ground in a 30-foot cube. The spell’s area is non-magical for the duration.
Divination
Giant Wail
Touch
Instantaneous
Choose a point you can see within range and that you can see within range. The spell ends when it reaches the target. It takes a -2 penalty on attack rolls against creatures that aren't Large or smaller. While the target is within the spell's range, it can make a Wisdom saving throw. On a success, the target is pushed 10 feet away from you. The spell ends if the target is pushed up to 5 feet away from you. Casting the spell again ends this spell.
Evocation
Giant Wasp
Self
Concentration, up to 10 minutes
You create a mass of magical energy around a target that you can see within range. The target must succeed on a Wisdom saving throw or be affected by the spell for the duration. The spell’s radius is equal to your spellcasting ability modifier. The target’s magic energy can’t be discharged. The target is deafened and is pulled to a place you choose within 5 feet of it. The spell ends for the target if it isn’t already dead. The spell can target up to four targets at a time. The targets must be within 5 feet of each other. The target can't be more than 100 feet behind it, and the target can’t move. The target can’t make verbal, verbal, or a somatic move, and it can’t use its action to speak, but it can make a Wisdom (Perception) check against your spell save DC to see if it can hear the target. The target can’t be targeted by spells or other magical effects, and it can’t be charmed or frightened.
Abjuration
Giant Whirlwind
30
Concentration, up to 1 minute
You choose a point within range. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from you. While pushed 10 feet away, the target takes an extra 1d6 force damage of the chosen type when it reaches the target’s maximum height. If the target is larger than the target’s maximum height, it instead takes an extra 1d6 force damage of the chosen type when it hits it. The extra damage is a normal attack roll. A target that takes damage from this spell is pushed 10 feet away from you.
Necrom
Giant Whirlwind
90
Concentration, up to 10 minutes
The wind chimes on the wind behind you, and the whirlwind spreads around corners and windswept structures. If you are standing on a flat surface, you must make a Strength (Athletics) check against your spell save DC to avoid the whirlwind. When you do so, make a ranged spell attack. On a hit, you attempt to ram the whirlwind into a creature or object within 30 feet of you, which creature or object must be restrained by the whirlwind. On a hit, this creature must make a Strength saving throw or be restrained by it for the duration. If it fails that saving throw, it is stunned and must make a Strength saving throw at the end of its next turn. If it fails that saving throw, it falls down or is restrained, which creature or object must the whirlwind touch to make this saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage that the whirlwind causes increases by 2d8, and the duration increases by 1 hour, for each slot level above 5th.
Evocation
Giant Whirlwind
Self
Concentration, up to 1 minute
You create a whirlwind that travels up to 20 feet in a direction you choose within range. The whirlwind flies in a direction you choose, centered on a point within 60 feet of you. The whirlwind appears in the same place as
Giant Wind
Self (10-foot-radius. Nonmagical)
Concentration, up to 1 minute
One voice within 10 feet of you predicts the course of human affairs for at least 10 feet. The voice predicts that an event within the area would result in severe damage, a severe temperature rise, or a celestial disturbance to the event's outcome. Each of the following can occur: • A thunderous boom erupts in the center of the area, creating a tremor, or • A churning wave erupts from a 10-foot-radius.5-foot-high cylinder centered on a point within range that can’t be more than 10 miles away, creating a tremor as a result • A fountain of water forms at the top of the area, churns and churns, gradually filling in the area as a whole • A force field under the area twists and twists, continually filling in the area as a whole. The field lasts for the duration, and the field is heavily obscured by thick fog as it fills in the area. The fog lasts for the duration's duration, unless the fog can be suppressed at the expense of invisibility. Thick fog obscures the area in bright light for the duration. The DM might decide to suppress the fog at some point in the future.
Conjuration
Giant Wisp
90
Concentration, up to 1 minute
A strong wind (compact as a 1/2-foot tall cylinder) whips through the bones of creatures it passes within range, creating a puff of black smoke that lasts for the duration. Creatures on either side of the globe are created in the image's center, while those on the outside of the globe are centered on a creature or an object within reach. A creature of the image’s dimension can’t pass through it or reach it. The flames that fill the globe are harmless, but some flames can ignite and destroy creatures or objects within its area. Creatures within 20 feet of the globe and within flames in its area can use resistance to cold damage.
Conjuration
Gift from Azula
Touch
8 Hours
You touch a willing humanoid and give it a gift. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet for the duration. This gift lasts for the duration, but it deals no damage if it is worn or carried by a humanoid. You can set an absolute value for what is touched, though the spell always uses a different amount of energy for each touch. You might touch one humanoid for the first time on the turn you cast this spell. That humanoid sheds bright light in addition to its normal light, and dim light for an extra 20 feet until the spell ends, ending its turn. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the amount of healing increases by 2d6 for each slot level above 3rd.
Transmutation
gift from magic
1 Hour
You send a magical gift from your hand to a willing creature within range. The task of the spell is to deliver a brief vial of potent energy that can be imbued with magic. The target must make a Charisma saving throw. On a failed save, the target takes 3d8 damage (injury or suffering), or half as much damage (injury or suffering). On a successful save, the spell ends. You can send the target to any of the locations described below before completing the spell. If the target can’t be reached by this spell, deliver it to the location described below. You must send the recipient a brief vial of potent energy in the form
Gift of Death
60
Instantaneous
You point a wand at a creature within range and whisper a message to it in an unharmed state for the duration, offering a brief respite from the attack to allow the target to recover. If you cast this spell again, you can offer a short phrase of reassurance, some form of reassurance that the target is safe, or some manifestation of pity, of thanks, perhaps a small offering of comfort. Asking the target to accept your message makes it feel less like a threat and more like a gift, as if you had given it a small amount of gratitude. It also makes it feel like you have done something good for the creature’s well-being. For example, if you cast this spell to comfort a human servant, the servant might feel better about accepting your offer. Alternatively, if you target a lich, fey, or some other malefactovolent being, you might offer something other than mercy, to show pity, or to offer some measure of comfort. If you cast the spell no longer than once, the spell ends. On a successful save, the spell ends.
Divination
Gift of Flame
Touch
Concentration, up to 1 hour
You grant a creature a gift. The creature gains a +1 bonus to attack rolls and ability checks, and can use a bonus action to spend it. The creature can make a Charisma saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature is no longer affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus increases by 1d6 for each slot level above 4th.
Evocation
Gift of Hope
Touch
Concentration, up to 1 day
This spell grants a hope to a creature’s future. Choose a creature that you can see within range. The target starts a new day by raising its Wisdom score by 1, and by making a Charisma saving throw. If it succeeds, you gain hope of a future condition that might otherwise be impossible. For the duration, the target has disadvantage on attack rolls against creatures other than you and one creature that can’t attack you. On subsequent attacks, the target must make a Wisdom saving throw. On a failed save, it can’t take reactions, which are possible actions, until it expends its action to achieve its wish. The target can’t be turned to dust, nor can it regain expended mental focus until it expends its action to achieve its wish. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 3rd level or higher, the duration is concentration, up to 1 hour. If you use a spell slot of 4th level or higher, the duration is concentration, up to 7 hours. At Higher Levels. You can target one additional creature for each slot level above 3rd.
Abjuration
Gift of Insight
Touch
20
Instantaneous
Choose a piece of metal or steel worth at least 1,000 gp that you can see within range and that fits within a 5-foot cube within range. You choose one of the following options for what appears: • One of the following: bronze, emerald, fey, gondola, or ruby. The piece is of one type or another, and it sheds bright light in a 60-foot radius and dim light for an additional 50 feet. It sheds faint light in a 30-foot radius. • Two liquids, one of which is water and must be within 60 feet of you and that has the same Strength score as your spellcasting ability, and that have the same voracious appetite. Both contain one herbivore within 60 days. • A liquid that has a 30-foot radius and that has the capacity to move while cold or hot, a
Gift of Intelligence
150
Concentration, up to 1 hour
You imbue a willing creature with the power to reason. She acts in accordance with her kind and treats creatures as family and friends. She gains temporary hit points equal to 2d6 at the start of each of her turns, which she sheds as fire or cold energy, as long as that energy dissipates within a short period of time. You can change the nature of any of the spells you make to further your own goals or to defend against certain death. To change the nature of any other spell, choose a creature or object that you have seen before, a construct or a mineral that you have spoken with, or a magical construct known only as an artifact known only as a treasure. Each spell you make with this spell counts as an additional action on your turn, which allows you to strike the creature you’re speaking with with to make a new one. When you make a new attack roll, you can also make two weapon attacks, using the bonus rolled as an action, instead of the usual two.
Special
Touch
Concentration, up to 1 hour
You touch a willing creature and bestow upon it the power to read the thoughts of others. For the duration, the target gains an even better understanding of itself and of its surroundings. The target also gains knowledge of nearby dangers and divination spells. While you are touching the target, you can also see through its eyes and hear what it hears. Additionally, if you sense its magic, you can sense its emotions, its thoughts, and its actions. The magic allows you to read its thoughts as if you were in its space. If you sense its connection to you, your teleportation or similar action is accepted. While touching the target, you can dismiss such an action as an action.
Abjuration
Gift of Life
120
1 round
Your body springs into being in an instant. You gain +1 to AC for the duration. and +1 to hit with weapons attacks made against you. You also regain hit points equal to half the amount of necrotic damage you take. A creature with a high death penalty or less survivors life than you takes when reduced to 0 hit points can’t be targeted by this spell.
Necromancy
Gift of Life
150
Instantaneous
You give an undead creature a gift that lasts for the duration. The creature gains no benefit from abilities other than those of its kind. You can give an undead creature only one gift at a time, otherwise the creature must make a Wisdom saving throw. On a success, the creature returns to its home plane of the chosen form and isn’t affected by any other form of teleportation or movement. If you give the creature a gift, it can use the spell’s ability check to determine the gift before using it. The spell’s effect ends if it is used on an undead creature. You can also give the creature any other gift if you can’t use it while it is within 30 feet of you. The gift can be an object or a spell slot. For example, the spell can give the creature a wand, an awk, an incantation, or the blessing of a god. The spell can also be used as a spell of 1st level or higher, and the creature must use its action to accept the gift as an offering.
Abjuration
Gift of Life
90
Concentration, up to 1 minute
You touch a living creature you can see within range. The target is no longer affected by the target’s current condition. The target can’t be affected by any of the following effects. If you cast this spell with a 10th-level spell slot, the target takes 1d6 necrotic damage. If you cast this spell with a 15th-level spell slot, the target takes damage equal to 5 + your spellcasting ability modifier. If you cast this spell with a 20th-level spell slot, the target takes damage equal to your spellcasting ability modifier. If you cast this spell with a 20th-level spell slot, the target takes damage equal to your spellcasting ability modifier.
Transmutation
Gift of Life
90
Instantaneous
A magical gift that you can feel, such as a wand or a wand of teleportation, appears in your hand. The gift is made in the form of a simple, magical object, such as a wand or a wand of teleportation, that is attached to a piece of equipment you wield. The object can be mundane, magical, or magical transference-resistant. You can use an object to do so, but it must be within reach of the object. If you do so, the object is destroyed. If you do so, the spell ends and the object is no longer in your possession. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature of your choice that you can see within range. The target can use its action to make a Wisdom saving throw. On a success, the target takes half damage. On a miss, the spell ends.
Transmutation
Gift of Love
Touch
This spell gives you an item of great power. Each time you cast this spell, you create a new one. The gem of love you create is magically identical to that of the one you created the previous time you cast the spell. The charm effect lasts until the spell ends. When you cast this spell, you can choose an object or a structure that you can see within range as your target. You can also create one of the following objects at a time: a hand in the shape of a finger, a wand in the shape of a wand, or a shield in the shape of a shield. When you cast the spell, you can create up to three of these objects at a time, but you can only create one at a time until you finish a long rest or until a new one appears in the ring. You
Gift of Protection
Touch
Concentration, up to 1 hour
This spell grants a creature your deepest wish. You gift a creature a gift, any item created by this spell to you as a whole or by one of the other creatures for a small price. The creature chooses from a treasured item created by magic or created by some other creature. If the creature is created with a greater treasured item created by a greater enchantment, the creature takes half damage and must spend the reaction of its own accord to create the treasured item again. If the creature creates an item with a treasured item created with an an unwilling creature, the creature doesn’t take half as much damage and can’t use an action to treasonize the item with another creature (typically a human’s grandfather) to make the item more special, more desired, or more mundane. The creature’s treasured item can’t be dispelled by dispel magic, but the creature can cast spells or make items of value. You can also set a condition on the treasured item that makes the item appear special, such as requiring a certain creature’s race to adopt a particular race or alignment. You must be living on the item when you cast this spell. When you cast this spell, any creature within 30 feet of the item when you cast the spell must make a Wisdom saving throw. On a failed save, the creature takes 4d8 thunder damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.
Conjuration
Gift of the Dead
Touch
Concentration, up to 1 hour
You create a magical portal that allows you to return to life. You can use your action to teleport to another plane of existence and then return to the one you left. You can't return to life on a plane other than your current one. The portal is unoccupied and you can use your action to teleport back to your original plane of existence. When you reach 5th level (2nd level), you can teleport to a different plane of existence. You can teleport to a different plane of existence as long as you don't possess a duplicate of the same plane of existence. You can also teleport to another plane of existence as long as you keep the original plane of existence.
Necromancy
Gift of the Divine
120
Concentration, up to 1 minute
You touch a creature you can see within range, and it gives you the power to grant it a gift. You can make the creature wish you a wish, or it can end the wish at any time by giving you a wish. The spell ends if it succeeds on a short or long wish. The wish is permanent and can be carried away for the duration. At the end of each of its turns, the creature can repeat the wish on its turn. The wish can also be given and given again by other means.
Transmutation
Gift of the Elements
Self
10
1 Hour
You imbue the elements with power and beauty, through the power of the elements. The elements of the air, water, soil, and fire move with you, granting you the benefits of both air and water. As an action, you can use your action to grant the elements of your choice an aura of grace. The aura lasts for the duration. The aura is imbued with the power of the elements and can be used with other spells of your choice. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is reduced to 10 minutes for each slot level above 3rd.
Evocation
Gift of the Mind
Self
Instantaneous
A shadowy figure appears in the air and whispers words to you and up to three other creatures of your choice that you can see within range. You are guided by the words, and you can hear them. If you have at least 5 feet of ground in your space, the shadowy figure appears to be walking on its own, with a 50-foot radius. The shadowy figure can be difficult terrain or difficult terrain that requires concentration on certain spells and abilities. The shadowy figure is difficult terrain, and its movement is difficult. For the duration, you can use your action to make a Strength check against your spell save DC to see if you can reach the shadowy figure. If you can, the shadowy figure automatically succeeds on the check. The shadowy figure can’t be charmed, frightened, or otherwise affected by magic items or spells. If you cast this spell using a spell slot of 7th level or higher, it can make the check again. If you cast it using a nonmagical spell slot of 6th level or higher, it can make the check again.
Abjuration
Gift of the Undying Wind
60
Concentration, up to 1 hour
You imbue a celestial creature that you can see within range with a power that lasts for the duration. The celestial gains the following benefits: • It has advantage on Constitution checks and saving throws, and it has resistance to fire damage and cold damage. • It can’t be charmed, frightened, or possessed by a deity other than that of the chosen one. • It can’t be charmed, frightened, or possessed by a deity other than that of the chosen one by a higher plane of existence.
Abjuration
Gift of the Undying Winds
Touch
Concentration, up to 10 minutes
You touch a creature that you can see within range. The target regains hit points equal to your spellcasting ability modifier. It takes 4d6 radiant damage and is immune to poison and psychic damage. This spell can’t deal damage or maintain concentration on any of its effects. Otherwise, the target must succeed on a Constitution saving throw or take 3d6 psychic damage and be subjected to the same effects.
Divination
Gift of the Wild
120
Instantaneous
You create a magical gift that appears in a location you specify in the spell’s description. The gift is a sacred artifact that fits within a range of 30 feet. The spell’s description also states that you are able to affect the gift with the gift yourself. You can use this spell’s bonus action to make a magic item of your choice that you can see within 30 feet of you. If you cast the same spell multiple times, you can target the same item before and after using the same spell. The item can’t be more than once created. The item can be any creature or object. The item can be a magical item, material object, magical item, or a mundane item. The spell’s description also spells out what you can affect. The spell’s bonus action lets you alter the magic item’s statistics to be used in the spell’s triggering ability. If you cast the same spell multiple times, you can target the same item before and after using the same spell.
Transmutation
Gift of Thorns
Self
Concentration, up to 1 minute
You create a powerful magical force that is strong enough to crush the most powerful creatures in a given area. Choose one creature or object in a 30-foot-radius sphere centered on that creature or object. The target must make a Dexterity saving throw. On a failed save, the target takes 4d8 psychic damage and is restrained within the spell for the duration. The restrained target must move to a different location every day for the duration, unless the target can be elsewhere. The restrained target can’t take reactions, and it can’t use its action to speak a spell. While the target is in the spell’s area, the DC for fey attacks and magic missile attacks against it has increased by 1d8. The restrained target can’t use its action to make a ranged spell attack against the target. On a hit, the target takes 4d8 psychic damage and is restrained within the spell’s area for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Conjuration
Gift of Thune
Self
10 Days
Your gift imbues you with the ability to reshape the nature of battle for the benefit of your allies. Choose a creature or object that you can see within range. It obeys whatever restrictions and restrictions it is targeted with when it attacks or casts a spell, as well as what conditions and actions it can take to achieve its desired result. A creature with good alignment can target its magic to achieve its goal, but if the target is a creature, the spell fails. For the duration, the target obeys any and all restrictions and restrictions that are laid down by its deity (if any exist), though it can’t target its magic to achieve its true end. For the duration, the target also obeys any and all restrictions and limitations laid down by its deity (if any exist), though it can�
Gift of Water
30
Instantaneous
You touch a flower or a plant, which you can see within range. The spell transforms the plant to a flower if it's within 300 feet of you. If the flower is on a creature or a creature-sized object, the spell transforms
Gift of Wisdom
120
Concentration, up to 1 hour
You gain the ability to make physical contact with any object you touch, even one that isn’t actually the object of a spell. Any creature that is within 30 feet of you must succeed on a Wisdom saving throw. On a failed save, the target takes 1d6 bludgeoning damage, or half as much damage on a successful one. You can also use your action to teleport to any point on the object you are holding, even if that point is within 1,000 feet of you.
Conjuration
Gift of Wisdom
Touch
Self
Concentration, up to 10 minutes
You touch a willing creature and give it the gift of wisdom. The target gains the benefit of your spellcasting ability for the duration. If it succeeds at a spell of 5th level or higher, you can use the bonus on the next spell it succeeds at. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus increases by 2 for each slot level above 7th.
Conjuration
Gifts
150
Instantaneous
You open an extradimensional chest or a chest containing magical phenomena such as fey, celeste, or the power of illusion. A extradimensional target is a creature that is on the same plane of existence as you and within 60 days after you cast this spell, the target reappears in your space nearest the extradimensional target and is friendly to you (if you don’t have a friendly target, it instead carries with it whatever it carries). If you don’t have a target, the extradimensional target appears and moves with you, returning to your space if it is within 60 days of your casting this spell. A target can be hidden from view, trapped, or about to explode, but it can’t appear locked or under an influence that would affect its rope, clothing, or other material component.
Transmutation
Gifts of Intelligence
Touch
1 Hour
You touch one object of modest intelligence and divine intelligence. That object bears the name of a magic item, ring, or scroll you make, and you gain 2d4 + divination, divination, or prepared spell statistics until the spell ends. Additionally, while you have advantage on all Wisdom checks you make to understand what is in the item, you learn the secret of the item’s true nature, and any spells or magic items spell-like capabilities of any creature originating from it use the item’s true nature. The item’s magic items are lost or corrupted when exposed to the elements or when the spell ends.
Divination
Gifts of the Wild
Duration: 10 minutes
You create a magic item that grants magical qualities to a creature you choose within the time limit specified for the item. The item can be either an ordinary item made of bark or a magical item made into enchanted weapons or armor. The item must be of a magic item and has the lowest possible price. It can be restored to an item level of 5 or less that has been lost or stolen. While the item is in this form, the creature can’t use its action to perform any special or magical ability, and the creature must use one of its other actions to perform the ability’s saving throw. The creature can only use one ability at a time,
Gifts
Touch
Instantaneous
You touch a willing creature. The target becomes a member of a long-forgotten pantheon of deities known to humankind. The spell fails if it only affects you, if you cast this spell multiple times, if you have no devices that can read my mind, or if you end your turn at the top of a staircase or a wall without using my Intelligence or Wisdom score to move higher or lower. While you possess the planeswalker's plane, you can choose the following creatures to link to your pantheon: elves, goblins, manthards, primordial healers, rakshasas, sages, and so on. You gain three new members: a celestial, a fey, and a fiend. While your plane is on the celestial plane, both the fey and the fiend can be summoned at the same time. The fey and the fiend can be summoned through the same channel or through a different one. The fey and the fiend both become fey once linked to your deity—until their deaths. While your plane is on the elemental plane, each feline member of your pantheon is mortal in appearance (though a creature can’t become a fey or become a fiend), attacks and spells misspellable by the fey have no effect on them. If a
Gillivoir
30
Concentration, up to 1 minute
You conjure a fountain of churned earth in range, which you can see in motion within range. You can bring this landmass up to 100 miles per hour on a standstill for 30 minutes straight. Alternatively, you can instantaneously move the land mass up to 30 feet to a location directly or within 30 feet of a point you choose within range. Both effects last for the duration. Until the spell ends, you and any creatures you designate whenever you cast a spell with a range of 60 feet or less can direct and move the land mass up to 300 feet at a time. The transportation requires an action and can’t be held or stored by a creature. The conjured land mass can be outfitted for use in underwater or land-based structures. You dismiss such a spell as an action and gain the benefits of any others while in the conjured land mass. For the duration, you or a creature you designate when you cast the spell have advantage on attack rolls against creatures within 5 feet of the conjured land mass.
Conjuration
Gimball
Self
Concentration, up to 1 hour
You create a ball of forceps on the ground within range. Each creature in a 15-foot cube originating from you must make a Strength saving throw. On a failed save, a creature takes 5d10 force damage. On a successful save, it takes half as much damage. The damage type is contested by the thrown weapon and the weapon’s ammunition.
Gimline
60
Concentration, up to 1 hour
You create a line of shimmering force in an unoccupied space that you can see within range. The line remains for the duration and is an invisible barrier that prevents ranged and armor piercing attacks. Beginning at 1 hour after the initial creation, the barrier appears and lasts for the duration. Creatures or objects that aren’t within the spell’s range
Gimme Shelter
150
Concentration, up to 1 minute
A small, metal-encased cylinder is opened and closed by a creature for the duration of the spell. The creature takes 10d6 bludgeoning, piercing, and slashing damage from the cylinder. The creature must return the cylinder to its home plane if it returns in the same form it left. If the cylinder is destroyed, the spell ends.
Divination
Ginny's Faithful Hound
60
1 Hour
Your god’s faithful haunt your campfire for the night. You gain proficiency in one skill skill check, which check depends on the manner in which the creature’s actions are taken. If you are fighting a creature, you might also use your action to move up to 30 feet to a spot you can see. While on the move, you can use a reaction to make a melee attack against a creature within 30 feet of you that is within line of sight of you. On a hit, the target takes 1d8 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Enchantment
Girding
60
Concentration, up to 1 minute
You create a prosthetic limb (legendary or nonlegendary) that can carry as many as four others and be carried by one creature or object up to 5 feet tall. The limb lets you manipulate natural weapons, magic items, or equipment, granting it the same bonus, penalty, and attunement to the same job or nature as a normal human limb. The limb can be held or carried up to 5 pounds. When a creature w ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho
Girding of Faith
Self
1 Hour
A creature of your choice that you can see within range, within reach or within the spellcasting range, attains the maximum number of hit points of a willing creature it can fit within a one-foot-diameter bundle of shimmering runes centered on a point you choose within range. The bundle can hold up to 100 runes, allowing you to cast spells through runes or by manipulating an effect or two of a spell. You can manipulate any of the runes and keep them in your possession, though you must be within 30 feet of one rune at a time. Once you do so, you can use your action to issue a command to the runes, causing them to move in a straight line toward a creature within 30 feet of the command. The runes appear in any coloration that fits within the color of your choice. You can also issue different commands at the same time, issuing a single command to each creature within 30 feet of the command. You must be able to see and hear the runes themselves, and you must have read and understood them. To animate or merge the runes, the creature must have seen or heard the glyph, which requires 50,000 recharges. When you have cast this spell, you merge the runes in one go, and the second you do so, the second you merge the runes, the second you merge the effect you used to merge the runes, and the effect you used to merge the effect. You can merge multiple runes at the same time, removing the first one from the bundle and returning it to its owner’s possession. If you have not done so, an alarm rings out when the third runes merge. While merged, the runes can be removed from the bundle, and the effects of the runes merged to the body of a creature returning to your hand. When you drop a rune on the ground, it is immobile. To remove it from the bundle, you use a different technique, and the bundle remains, but it animates and dies. You can use this spell against one creature or an area within range of magic that allows magic to bind or restrict one or more other things, such as a bridge, a chest, a staff, or a jewel. The creature that bound or restricted the creature or the object uses must succeed on a Charisma saving throw. On a failed save, the creature is restrained and must move on its own. If the creature is moving and can’t move while surrounded on all sides by magic or magical restraint, the creature is pulled 10 feet toward the nearest side gate, through which it can enter and exit the bundle. If its restraint is broken, the restrained creature moves 10 feet toward the nearest side entrance, and it can use an action to speak a short message to any creature within 5 feet of the gate that enters the bundle. At the entry, a creature charmed by this spell must succeed on a Wisdom saving throw or be frightened. A frightened creature can exit the bundle by using either a bonus action or a normal action to shake the lid off. When the lid is lifted, a cacophony of voices, familiar sounds, or a cacophony of voices fills the air around the creature to create an illusion of order. The sounds are gentle, like soft rustling in the wind, soothing and comforting. The creature is incapacitated and immune to all damage except psychic damage. While in the bundle, the creature can’t use a spell slot of 2nd level or higher, and its hit point maximum is reduced by the total reduction. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd.
Transmutation
Girdkkli
60
24 hours
You attempt to crush a beast within 60 feet of it until its bones and flesh are severed, leaving only its tail and its muzzle intact. For the duration, it is restrained in a rope or a similar covering, and it can make a Wisdom saving throw, taking 3d10 force damage on a failed save, or dropping its gear and returning to its feet. If its spell ends prior to this spell’s duration, it can use its action on a successful save to revert to its normal form. In doing so, it creates a strong bond with the beast and allows it to continue to benefit from its bond even while restrained. If the beast’s tail is broken, it can rend itself free to travel the full distance between you and the severed beast or the nearest unharmed creature, returning to its feet as a bonus action on a subsequent turn of yours.
Transmutation
Girdle armor
60
Concentration, up to 1 minute
You create a leather armor plate that covers up to 40 feet of solid armor on each side within range. The armor is thin and tough, and can be torn open to
Girdle of Death
150
1 Round
You create a strong wind that fills a 5-foot-radius, 40 foot-high cylinder centered on a point within range. For the duration, a wind of moderate or greater power carries its victims through the target’s space to a flat or inconspicuous place within 5 feet of a point of your choice within range. The target is restrained and can’t speak any foreign language. It must maintain a medium-sized, 20-foot radius around itself to speak any spoken language. The target can make a Wisdom saving throw, taking 6d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. While in this way, you can also use the wisps created by the wind to manipulate plants, animals, and other creatures, as long as those creatures aren’t wearing armor or emblazoning a symbol of the Nine Graces on their clothing. When you cast this spell, you can also use the whirlwind created by the wind to shape a maze on the ground, a type of permanent bonded by the wisps to a creature or an object it w as an object. For the purposes of these spells, a creature is considered a mote mote if it costs no more to use a mote or w as an object than gp 1 stone. (Typically, a creature that uses an item to craft a weapon or shield can use its w as an tool, but that use might require w times its w creation rod. Likewise, magic weapons with a w being charged by a staff can't be charged.) While you are casting the spell, you can affect up to four creatures with a summoned servant at a time, and each target must make a Constitution saving throw. On a successful save, the servant disappears without being summoned. An affected creature can use its action to dismiss the summoned servant, sending it to an unoccupied space it can’t occupy (such as an unpowered mausoleum or the stinking fountain at the end of a long walk).
Conjuration
Girdle of Death
60
Concentration, up to 1 minute
You weave a thin, stringed fabric that reaches up to 60 feet long and remains up to 10 feet on one side. If you have a rope or similar connected to a body of water, a thin sheet of thick, black energy shoots toward the creature and engulfs it in flames. Each creature in the area must make a Constitution saving throw against the flames. On a failed save, an engulfed creature takes 1d6 radiant damage, and until it leaves the flames, it can use its movement to move along the sheet of energy in a random direction. While engulfed by the flames, an engulfed creature and all creatures within its area take 2d8 fire damage (if you control flames, the fire damage increases to 3d
Girdle of Faith
Self (10-foot radius)
Instantaneous
You teleport yourself to a location you know or suspect is safe. The destination is in your territory, and you are either on the same plane of existence as the destination or one hundred miles from it. You can place your hand on a Large or smaller construct or a tree, and you can place the globe within reach of that creature. You can use your action to teleport to the destination or to another location you know or suspect is safe. You can place the globe somewhere you are not on the same plane of existence as the destination, but it must be on the same plane of existence as you. You can place the globe up to 100 feet away from a target that you can see within 5 miles of it, but it must be within 5 miles of the destination. You can place the globe up to 100 feet away from a target that is invisible within 5 miles of it, but it must be within 5 miles of the destination. You can place the globe up to 150 feet away from a target that is in eclipse.
Abjuration
Girdle of Healing
Touch
1 Hour
You touch a creature of your choice within range, returning it to its normal form for the duration. The target’s speed is halved in the space where it remains. For the duration, or until the target drops to 0 hit points, the target has resistance to one change of size or shape and no speed change.
Transmutation
Girdle of Life
120
Concentration, up to 1
Girdle of Life
120
Concentration, up to 1 minute
Striking vines entangle a creature of your choice that you can see within range. The target must make a Dexterity saving throw. It takes 12d6 cold damage on a failed save, or half as much damage on a successful one. The damage and the vines' vines' vigor drain each other at the start of your next turn, causing the creature to regain 2d8 hit points. Additionally, whenever a creature causes an injured creature to gain hit points, it must use its reaction to make a Constitution saving throw. The creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. The vines can’t mend wounds or clean shattered objects. While diseased and unable to walk again, the creature is forced to spend the creature’s hit point maximum to heal. You can’t cure the creature of one of its types, such as a crippling disease, by removing the disease’s sturdiness from the creature’s hit point maximum or by removing a stinking substance that contains lead, a poison or hallucinogen. Instead, you can use an action to deal lead damage to the creature by way of a poison or hallucinogen. If you take the lead damage, the creature must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Necromancy
Girdle of Life
120
Concentration, up to 1 minute
This spell grants the wielder temporary life-preserving powers. These powers extend to melee attacks made against creatures other than undead, as well as ranged attacks made against targets other than zombies. If the target’s life total is less than the maximum amount of lives the spell allows, the spell ends, and the spell ends on the target’s turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Transmutation
Girdle of Life
120
Concentration, up to 1 minute
You can fill a 5 foot- by 5 foot-square space between you and a creature You choose within range with constricting energy for the duration. If that creature w as wearing a helm or armor of your choice, the creature carries with it a rope or a small object that is somehow anchored to the ground, such as a bowl or spear. The rope or object is magical and lasts for the duration. While attached to the ground, the creature can use its movement to move through it, avoiding all but four creatures it can see. If the rope or object is pulled too far out of reach for the creature, the creature is restrained, preventing it from using its action to use the rope or object. As an action, the creature can repeat the saving throw. It takes three times as much damage on a failed save and three times as much damage on a successful one. While restrained by the rope or object, the creature can use its action to move through the globe and reach the top. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Transmutation
Girdle of Life
150
24 Hours
This spell creates a shimmering force field around a creature, granting it protection from death and other harmful effects for the duration. At the completion of each of its turns before the spell ends, the creature creates one of the following magical restraints on its w hich grants it resistance to death, and life support, light, or magic missile attacks. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the protection from death and the life-support, light, or magic missile attacks create a barrier that extends into a 5-foot-radius cloud 5 feet high, 10 feet deep, and 20 feet thick.
Necromancy
Girdle of Life
150
24 Hours
You hold the skin of a healthy, able humanoid in your hand and wreathe it in magic energy until the spell ends. The hand can hold as much as 60 pounds. When you cast the spell, choose a length of rope that is 1 inch thick and that isn’t blocked, 60 feet long, and 5 feet deep. You can also use a rope of similar diameter and depth as a rope made of quicksand. You can also use magic vine to hold these ropes in place. You can also use magic whip to whip the hand in a horizontal direction. You can then use your action to twist the hand around and around until it appears to be firmly in place, allowing it to twist and twist until the spell ends.
Transmutation
Girdle of Life
30
Concentration, up to 1 minute
You fill a Medium or smaller object you are holding with warmth and life energy to a state of nonmagicality. The spell lasts until the target is reduced to 0 hit points or dies. For the duration, the target has resistance to cold damage and resistance to fire damage. As an action, you can twist or pierce the bodiless tendril in half to free up space for another spell of 3rd level or lower. The change lasts for 1 hour, after which the creature has no remaining hit points. If the spell fails, the creature is turned to ash.
Transmutation
Girdle of Life
30
Until dispelled
You transform one creature of your choice that you can see within range and that is within range for the duration of the spell. The target becomes a new muscle, bone, or patch of skin that is 5 feet long and 5 feet thick. The target can use its action to pull itself up and down as one creature, using its action to move up and across a horizontal plane. The target can move up to 30 feet per round it knows the spell and 30 feet at a time, stopping if it is attacked or otherwise harmed. If it can’t move more than once, it must make a separate move. If it can’t move more than once before, the spell ends. If a creature can’t move more than once before, it must make a separate move. If a creature can’t move more than once before, it must make a separate move. The target can use its action to make a new muscle, bone, or patch of skin, and this spell ends if it hits a creature. The target can move up to 30 feet per round it knows the spell, and this spell ends if it strikes a target or a construct.
Transmutation
Girdle of Life
60
Concentration, up to 1 minute
You weave a thin sheet of natural vitality around a creature’s shirt, pants, and a cover over it, as part of an everyday routine. Until the spell ends, you can wilt or buckle the garment, causing the garment to wilt and forcing the creature to make a Constitution saving throw. On a successful save,
Girdle of Life
60
Until dispelled by gaseous transmutation, this spell creates a protective bond of life and energy that lasts for the duration. The spell lasts for the duration, creating a barrier of beneficial energy that lasts for the duration. When the barrier expires, the creature that broke it, or a creature within 30 feet of it, or who has the shortest normal walking distance to it, falls in line immediately behind it, remaining there until the spell ends. The barrier lasts for the duration. If the barrier reduces a creature to a lower weight than it is able to use for its maximum available weight, the creature falls short of the spell’s maximum weight.
Transmutation
Girdle of life
90
Concentration, up to 10 minutes
This spell creates a permanent, 30-foot long string of softening, healing, and storing energy that grows and sprouts from you as you drink water or as you cast spells. When you cast the spell and as a bonus action on each of your turns you can make a melee spell attack against a creature within 30 feet of you that you can see. If the creature succeeds on its saving throw, the string falls back to its normal state, and you have advantage on the attack roll against the target. For the duration, the creature has disadvantage on attack rolls against you and can't benefit from taking any actions during the attack. At the end of each of its turns, the creature has disadvantage on attack rolls against you and can't benefit from taking any actions during the attack.
Conjuration
Girdle of Life
Self
Concentration, up to 1 minute
You sprout a fine string of magical force that lasts for the duration. Choose one creature that you can see within range. The creature must make a Dexterity saving throw. On a failed save, the target takes 2d6 force damage. On a successful save, the spell ends. If you cast this spell again, the damage increases by 1d6, and the spell ends if you or your companions have no other means of attacking the target.
Evocation
Girdle of Life
Touch
1 Hour
You touch a creature
Girdle of Life
Touch
Concentration, up to 10 minutes
Until the spell ends, the touch of your hand grows tighter and tighter around the contours of your skin, your skin becomes larger and thicker, and your body temperature rises. You can move as a bonus action on each of your turns to fill the space you move between your fingers.
Transmutation
Girdle of Light
120
Instantaneous
You create a magical beam of light that extends from you and shines brightly for the duration. You can use your action to teleport to any point on the globe or another surface of a larger area within range. The beam must be within 30 feet of you. You can use your action to teleport to any point on the globe or another surface of a larger area within range. The beam can travel at least 60 feet in a straight line. The beam can’t alter physical form or properties. The beam can’t be used by more than one spell of your choice.
Conjuration
Girdle of Power
120
Instantaneous
You create a protective sling from scraps of lead that hurls magical energy at targets within range. When you cast the spell, choose one spell of 5th level or lower and move the sling along a 10—foot-radius side, forming a ring. Each target must make a Dexterity saving throw. On a successful save, the spell is impossible to target multiple times. When the sling hits a creature, it ignites flammable objects in its path that aren't being worn or carried by anyone, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If you cast this spell multiple times, you can have up to three strands arranged in such a way as to create a single strand. In the case of a spell using a spell slot of 5th level or higher, the strands are created when the two total 10 feet in each hand.
Transmutation
Girdle of stars
90
1 hour
A string of brilliant stars appears at a point within range and lasts until the spell ends. When you cast the spell, choose one of the following options for the string of stars: 1) You can hurl the stars in a direction you choose; or 2) You can hurl the stars in a different direction and extinguish them in a 20-foot section within ten feet of one another. A burning flame in the area must be lit prior to casting the spell. Alternatively, you can hurl the stars in a different direction and extinguish them in a
Girdle of Thickness
30
Concentration, up to 1 minute
You create a strong knot of strength in the air that lasts for the duration. The knot twists and twists as you take damage, up to 1 minute. It lasts for the duration if you are wearing or carrying a piece of clothing. Using another action to break the knot causes the creature to re-attempt the save, ending the effect on itself on a success. The knot is a magical string that lasts for the duration. A creature that successfully breaks it can use an action to make another throw. On a successful throw, the knot no longer extends into the air and can be pulled up to 50 feet away from it.
Transmutation
Girdle Tattoo
90
Concentration, up to 1 minute
This spell allows you to transform one creature of Hit Dice greater than or equal to the creature’s original size or height (10 feet or less) to a Medium beast or a Small beast (the target’s basic armor rating is 8). That creature must make a Strength saving throw. On a failed save, the target is restrained by the cloak (the creature can restrained only by one unsecured strand of rope surrounding it, at a time), and when it reverts to its original size and height, the cloak halts it for 1 minute. Any tether used to restrain the target still works, provided that its current size is less than or equal to the target’s new size and is less than the target’s original height. In addition, while restrained by the cloak, a Large or smaller creature can use an action this turn to make a Strength or Dexterity check against your spell save DC. On a success, the creature is no longer restrained and must either use an action to put out the flames, or the cloak ends. The spell ends if the target’s gear drops to 0 and the fire alarm goes off.
Evocation
Girdle Wall
120
Concentration, up to 1 minute
This spell creates a 20-foot-radius, 20-foot-high string of magical bolts that hurl objects and energies at target creatures. Until the spell ends, these bolts deal an extra 1d4 lightning damage to each target. When one of these bolts strikes a creature, make a ranged spell attack. Hit or miss. the target takes an explosive ordnance, and lightning flashes from behind it until it is red and flashes bright red before returning to its normal brightness at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of bolts created increases by 2d4 for each slot level above 6th.
Evocation
Girdlework
60
School
Gird your shirt to protect against the horrors of the woods
Transmutation
Gird your skin for the day
150
Concentration, up to 10 minutes
You become immune to disease, poison, and polymorph effects for the duration. You also become immune to poison and polymorph effects for the duration. When you cast this spell and as soon as you finish casting it, you can rid yourself of any effect that would leave you immune to the spell.
Necromancy
Git blast
90
Concentration, up to 1 minute
For the next 7 days, an intense magical force roars through the mind of a creature that you can see within range. A creature is mentally aware of the current moment, and can cast spells as if they were cast there. Casting this spell on the same creature or creature every day for a year might cause the same phenomenon to occur. If a creature that has hit points reaches 5 or higher, the spell ends. At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is 1 year. When you use a 7th-level spell slot, the spell lasts until its 6th year. When you use a spell slot of 7th level or higher, the duration is 8 years.
Enchantment
Git-Sight
300
Concentration, up to 1 minute
You create a bright light that illuminates a point within range. The target must make a Wisdom saving throw. On a failed save, the target is blinded for 1 minute and deafened for 1 minute. On a successful save, the blinded target can use its action to make a Wisdom saving throw again. On a failed save, the blinded target is also blinded. The blinded target can choose to succeed on the saving throw, which ends if it fails the spell. On a successful save, the blinded target can use its action to make another Wisdom saving throw, which ends if it fails the spell. On a failed save, the blinded target is also blinded.
Git substitution
Touch
Instantaneous
You swap one of the creature’s types for another creature’s. For example, you might swap a Huge or larger creature for a Medium or smaller creature or a Huge or larger creature for a Small. The spell replaces the target’s normal form with a new form, which has the same types of physical characteristics as the original. The spell replaces the original form with a copy of the original creature, which has the same forms, the game statistics, and the creature’s level and hit point maximum. This process can take up to 10 minutes. After the spell ends, the original creature can’t take any actions and is considered undead. If the spell ends before then, the creature is no longer undead and is none the same as the lowest level incarnation. This spell replaces damaged or loose form.
Transmutation
given spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th
Enchantment
Gladion's Hour
120
Concentration, up to 1 hour
This spell grants a Great Healing Word the opportunity to free one willing creature that you can see within range. You choose the target’s basic ability score—its Constitution score, if any—as a divine ability score, which rises when you reach 5th level (2d10th), 11th level (3d10th), and 17th level (4d10th).
Abjuration
Gladius
150
Concentration, up to 1 hour
This spell grants a creature a potent urge to fight for its life. Choose a creature within range. That creature must succeed on a Strength saving throw or become frightened for the duration of the spell. If it doesn’t succeed, the spell is dispelled, revealing nothing but the fading ghostly image of a creature. A creature frightened by this spell makes a Wisdom saving throw at the end of each of its turns. On a successful save, a frightened creature immediately returns to its normal form, and the spell ends. A frightened creature doesn’t learn its true nature or take any actions at any time, but instead makes a Wisdom saving throw at the end of each of its turns to regain control of its environment.
Divination
Gladius
90
Concentration, up to 1 minute
An energy field appears and coalesces around a creature you can see within range. The energy field lasts for the duration. The field is large enough to contain a human head and serves as a barrier against darkvision, but thin enough to allow hostile creatures to pass through. Creatures that make melee weapon attacks against you and your creature companions are immune to this effect. If your concentration ends before you finish a long rest, you instead gain advantage on attack rolls against creatures immune to this effect. As a bonus action, you can affect a creature that does not have a strong resistance to cold damage with this spell. the creature is immune to this effect. When you affect the creature with this spell, you change its nature and form. You can change its body type, though you choose a different type of humanoid (such as a Halfling or Halfling) or a different humanoid (such as a Wartman or Hungeran) to become a creature of the chosen type. The creature is usually an unwilling humanoid with a simple wish spell active that produces a small blast of magical energy that pierces through its flesh and bones. The creature wishes to become a celestial, fey, or fiend, at the DM’s option, and at the start of each of its turns until the spell ends, it can perform one of the other actions described below. Physical Contact. The creature uses its action to make a melee spell attack with a weapon against one creature within your reach, provided that creature is of Medium or smaller size within the spell’s area. On a hit, the target takes 4d8 necrotic damage, and after being hit by a weapon attack for the first time on a turn or turn beyond the spell’s range, you know how the spell’s damage would stack. On a miss, the spell ends. Magical Weapon. The creature uses its action to create a magic weapon attack against a target within your reach. On a hit, the target must make a magic weapon attack for the first time on a turn or turn that it is within your reach, and the weapon has a range of 60 feet. The weapon deals an extra 5d6 damage of the chosen type on a hit. After creating a magic weapon, the weapon has its own set of magical properties, determined by the DM. The weapon's damage type is the following: Arcane, Forceful, or Hallucinatory • Energy, antimagic field, or blast • Energy siphoned from another object • Force-tied creatures within 30 feet of a target or creature • A continual stream of positive energy radiates from the target (requiring a minimum of effort to cast, say, casting a spell) At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the weapon's damage increases by 2d6 when you reach 5th level (1d6), 11th level (2d6), and 17th level (3d6).
Transmutation
Gladius Bond
Touch
Instantaneous
You touch a person or something. The object of your touch is imbued with hope, and the target gains a +2 bonus to AC and saving throws. This bonus can’t reduce the target’s condition or circumstance, such as a target’s resistance against nonmagical weapons, changes its ability to see or hear, or mitigates damage from nonmagical weapons.
Necromancy
Gladius' Magic
Touch
Instantaneous
You touch a creature and receive the power of one illusion spell. The target must make a Wisdom saving throw, taking 3d8 damage on a failed save, or half as much damage on a successful
Gladius
Self
Concentration, up to 1 minute
You summon a creature with the power to grant absolute loyalty to you. The target must be willing and able to give you this favor. It must be of the chosen type and must be of the chosen creature’s kind. If the target is a humanoid, you choose whether it is a humanoid or an aberration. The target obeys all your
Gladius
Touch
1 Hour
A sphere of radiance was released from behind a pillar, inscribed within a thin sheet of thick mist, and glowing in the center. For the duration, a creature of your choice that you can see within range (up to 1 mile) can repay favor to any deity or a sacred symbol by shedding celestial or magical light within range. Nonmagical creatures in contact w ho take 50 radiant energy from the sphere, and fiends and undead are immune to this spell if they are within 1 mile of the sphere or at the portal that leads into it.
Divination
Glad's Hand
Self
10 minutes
Flame Blade, the most potent weapon of your choice that you can wield, strikes your hand. You are struck by a 5-foot-square flammable object that has AC 20 and 30 hit points. The object’s AC is 25. The spell ends if you are standing. If you do not have the object on hand, you can use a bonus action or cast a nonmagical spell. The object’s AC is 30. The spell ends if the object has a high enough damage die to do so. If the creature in the area or someone within it uses a bonus action to cause you to automatically take the extra damage, the creature on the attacker’s hit list suffers. If you use a bonus action on each of your turns, you take the extra damage. Your actions (if any) aren’t affected, and there are no penalties for missing action or inaction. Your save DC is 10. If the object drops to 0 hit points, the spell ends instantly and every creature in its area is knocked prone. This spell creates and unclothes a permanent shield that protects you from a total of 20 pounds of force. Whether the shield can hold a creature or a creature, it can’t be dispelled. The spell ends if you use a bonus action when the shield reaches 0 hit points. You also don’t take damage if you aren’t wearing it. In addition, the shield can’t be used to impede movement by approaching buildings or moving targets. This spell creates and unclothes a rope that can be used as a sling to hurl objects or to deliver rope branches to targets that don’t have hands. If the rope doesn’t fall away from a target, that target is knocked prone. The rope isn’t secured to your person and, as a bonus action, you can release the object. To move a stone or a stick, you must use your action on a touch or the object’s weight, not the object’s height. Also, the object doesn’t have enough weight to accommodate your carrying weight. If a creature attacks you with a melee attack while you hold the object, the creature immediately takes the attack as an action on its turn. While holding the object, you can move and use reactions as you wish, which makes your movements with the object more natural. Finally, if the object drops to 0 hit points, the spell ends after the creature’s hit point maximum. This spell creates an antimagic field that can hold up to one hundred Medium or smaller Medium creatures. When you cast this spell, you can use one additional creature for each slot level above 100. When you cast the spell, you can't change the spell’s casting ability. The spell also creates an antimagic field centered on the spot where the object drops to 0 hit points. When you use your action on a touch or object, you can make a melee spell attack or cast a casting spell with a successful success or a failure. You can end the spell early, or you can end it early. If you end the spell early, or the spell ends early in the game, the spell ends early in the creature’s party and must finish its turn. Alternatively, you can end the game early so that it can finish the casting of the spell early when the creature drops to 0 hit points. If a creature ends its turn early by casting a casting spell, you must make the casting early. If you can end the game early and still have a short lead time, the game is over. On subsequent turns, you can use your other available action before the game ends so that a creature can finish its turn early. On subsequent turns, you can use your action before the game has ended to end the encounter, so that one or more of the creatures on the attacker’s side can finish the target’s turn early. A creature can spend up to half of its action to use a noncreature ability once the game has ended. If the target finishes its turn early enough, it can end the encounter with the creature’s side early. At Higher Levels. When you cast this spell using a spell slot of two or more, the game lasts until it is dispelled if that spell slot is worn.
Conjuration
Glaive
120
Concentration, up to 1 minute
A glyph appearing on a creature’s body that appears to be animate or illusion-like makes it appear real, animate or unnatural, as if it formed from a duplicate of the creature. The glyph, according to your style, is a piece of gear that can be picked up when you reach 5th level (based on the slot you have picked up) or higher. While picked up, the creature has advantage on attack rolls against creatures that aren’t its size or standing. The creature can use an action to switch to a piece of clothing (for example, you could sculpt a creature in place of an arm or leg) that isn’t a piece of animate or illusion-like material, such as a helm, that wouldn’t be an arm or leg, or you could shape a creature by employing the "targets wreathe" spell. After the spell ends, the glyph can be removed by removing all of the glyphs from the creature. The glyphs can’t cover physical or mental characteristics of the creature or create illusions or detectment effects. Otherwise, the glyphs create a glyph glyph of your choice within range to serve as the creature’s attunement to an illusion or to an object the creature is holding. This glyph glyph is an illusion, so it functions like an illusion glyph but with a creature’s true form slot instead of an object glyph. You can use your action to speak the glyph’s true name and crush the glyph in your hand. If the creature speaks the glyph, you make the creature appear real and animate. If not, the creature speaks the glyph if it wishes, as with the creature familiar glyph. If spoken, the glyph can refer to an object known to be owned or possessed by the creature, as with the creature spell. You can have no more glyphs on you than once per round for the duration. The glyph can’t activate until the glyph glyphs presence is removed from the creature. The glyphs are visible only to the creature and not to the creature’s space within reach. If the creature moves over a glyph that the creature lacks, that glyph remains in place while the creature is within its reach of a safe passage through the glyph.
Transmutation
Glaive
120
Concentration, up to 1 minute
A glyph appears on your person that bestows certain benefits on those within range. You can make one of the following changes to a creature’s plane or area of effect:
Transmutation
Glaive
30
Instantaneous
A glyph of renewed hope appears within the mind of a creature you choose while you are asleep. The glyph is an invisible glyph that appears on your soul once it is asleep. It remains dormant for 7 rounds, after which it ceases to hold any ill effects in it. You can use a bonus action to merge the glyph and the glyph into one glyph—up to ten glyphs at a time, one at a time, until you reach the maximum number of glyphs you want merged into one glyph. You can merge glyphs from all of a creature’s total hit points (up to a maximum of 500 hit points) and Constitution scores (up to a maximum of 500 Constitution scores), or from one creature’s hit points and/or Strength scores. You can merge any number of glyphs you have. Then simply use the minuscule difference to create a new one. The glyph is an illusion, created by the creature’s deepest fears (as the ghoul warden can), and the creature must make a Wisdom saving throw. The creature’s Wisdom score is equal to or less than the bonus saving throw DC of the glyph. The glyph’s hit you with a nonmagical weapon attack. If you make a ranged weapon attack using a glyph, you make the attack with that weapon against the glyph, not against any creature affected by the glyph. This spell's damage increases when you reach higher levels. At 5th level, you have the maximum number of glyphs you can merge into one glyph as part of gaining spell slots at 5th level and above.
Illusion
Glaive
60
Instantaneous
Choose a point you can see on an object within range and that can fit within a 5-foot cube. You can see through any distance of 5 feet or less, and you gain a new insight into the target's current position, including which side of the target is facing up.
Divination
Glaive
Touch
Concentration, up to 1 hour
You draw the attention of one creature of your choice within range for the duration. The target must make a Wisdom check against your spell save DC to recognize the presence of an object or creature within range and thus have a visual inspection of it. On each of your turns until the spell ends, you can use a bonus action to raise the sight of the target under your direction, and you can cause it to see a blind spot within 300 feet of you.
Divination
Glaive
Touch
Concentration, up to 1 minute
You touch one willing creature. Until the spell ends, the target’s speed increases by 10 feet for each slot level above 6th.
Transmutation
Glamour
Touch
Concentration, up to 1 hour
You create an invisible protection circle from which shimmering, translucent flames lash out. The radius of the circle is 10 feet, and the flames can be as small as an opening in your flesh or as large as a solid pillar. Each creature that starts its turn in the circle must succeed on a Dexterity saving throw. On a failed save, the creature is pulled 5 feet further away from you from the flame as described for the circle. A creature can take the Dash action to move up to half your speed in a straight line, ending the effect on itself on a success.
Transmutation
Glanion Growth
150
Concentration, up to 1 minute
Your magic, sprouting from a tree trunk on the ground, sprouts in a 20-foot radius around you in a direction you choose. The spell lasts for the spell’s duration. The magic is audible when you cast it and it lasts for the duration, unless you use your action on a later turn to speak the spell aloud.
Transmutation
Gleeping Hand
Touch
Concentration, up to 1 hour
You touch a willing creature capable of seeing. Until the spell ends, the target is protected from blindness and see in both white and blue light, and its movement is swift and smooth. In addition, creatures of your choice within range are affected only by bright light, and in the case of creatures possessing bright lights, bright blue
Glibar
60
24 Hours
This spell transforms flesh of a willing creature you touch into a magical beast companion for the duration. Your pet pet, if you choose, is a celestial, fey, or fiend (your choice which creature types you choose, or which kind of creature has the sort of kind of kind of magic beasts have are bound by the Kind Companion rule). Once a creature uses this spell to benefit from a temporary alchemical enhancement, it disappears, or the spell ends for that creature. At the start of each of its turns as an action, a celestial, fey, or fiend can perform a magical function exclusive to it, such as raising dead or profiting from divination spells, that requires oxygen. The celestial performs this function only when oxygen is available. While a creature is performing this function, the creature is under the effects of one of the following effects: • Sensors within 10 feet of the creature are blinded and deafened from within 10 feet of the creature. • The creature can’t hear, touch, or manipulate objects in its area. • The creature makes melee attacks with an ability contested by the ability used to match the magic item’s attunement to that magic item, unless the creature has a different magic item’s attun
Glibar
60
Concentration, up to 1 hour
You draw a 5-foot cube of acid, reshape it into a pillar of acid, and throw it at one creature within range. Make a ranged spell attack for the cube. On a hit, the target takes 4d8 acid damage. You can extinguish the fire within the pillar by using acid shift or fire bolt. The spell requires concentration, using 1 liter of water and no more than 10 drops of clean water present. At the end of each of the spell’s rounds, the spell uses up excess water and transforms the fire into a torch, which ignites flammable objects (including solid objects) at the same time. The torch lasts until the spell ends. When you cast this spell, you can cast spells from an unoccupied nonmagical space that don’t need to be filled with acid by creatures that use acid shift. You can use your action to move the torch up to 30 feet in any direction but can’t move it more than 30 feet in one direction, and it vanishes when it strikes a creature. A torch’s fiery trail cuts through thick and thin when it strikes a creature or a pillar or a creature, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the start of your next turn, you can use your action to move the torch up to 60 feet in any direction, but it sheds dim light and leads nowhere. At the end of each of your turns, the torch sheds illusory cloud that harms and vanishes, and you can’t move it for 1 round. If you use your action to move the torch up to half its current speed, roll a d8 and add the spell’s minimum and maximum level to the result. The torch sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Transmutation
Glibber
10
1 Hour
You attempt to crush a creature you can see within range, causing the target to bleed for 1 minute or until it drops to 0 hit points. If the target’s hit point maximum is less than the maximum hit points of the target, the spell ends. If the target drops to 0 hit points before this spell ends, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can craft a second strike that deals an extra 1d6 damage to the creature or object you struck.
Abjuration
Glibber
30
Concentration, up to 1 hour
Choose one creature you can see within range and create one foot deep pit at the base of the ramp. The pit is an open pit, 10 feet deep, with a 10-foot radius. Until the spell ends, one creature or object drawn into the pit rises up and falls, cracking open a pit 11 feet wide and 10 feet tall and weighing as much as 40 pounds. Each creature that starts its turn in the pit takes 1d4 piercing damage, and any creature on the bottom floor must make a Strength saving throw. On a failed save, the creature is restrained and must move on its own. On a successful save, it can use its action to move up to its speed so that it falls. While in the pit, the restrained creature is aware of terrain that moves against its will, and if terrain on the bottom floor moves with it, it must make a Dexterity saving throw. When it does so, it can’t move or take actions. While in the pit, the creature is restrained and aware of other creatures’s movements, so it can't take actions, but creatures or objects can be moved and objects created by other creatures’s movements or other creatures’s moves are unaffected. On each of your turns for the duration, you can spend as much time as possible pondering the terrain’s current condition before making any movement.
Conjuration
Glibber
30
Concentration, up to 1 minute
This spell turns the flesh of a diseased or diseased-for-the-irewild creature into force enmity. For the duration, the target’s finesse and readjusts to its natural state, and it gains the ability to cast spells and communicate with other creatures normally affected by it. Also, as a bonus action, it exhales a dart of acid. The spell damages a creature affected by this spell. If a target is poisoned or had its natural poison immunity, this spell poisons it. The target recovers from this poison after 1 minute. If it is poisoned, its speed is reduced by 10 feet, and it suffers one level of exhaustion.
Conjuration
Glibber
30
Concentration, up to 1 minute
You conjure up a forcefield on the ground that can reach up to 20 feet high. When you cast the spell, choose one of the following options or cause one of the following effects. Choose one creature within 20 feet of the field to fail the spell. Solid Fog. The creature rolls a 5 and d8, and makes a d6 Strength check against your spell save DC. The creature’s feet are submerged in fog until the spell ends, at which point the creature takes 20d6 acid, cold, fire, lightning, necrotic, or supersonic damage. Gusts. The creature sucks up to two gallons of air and forms a 15-foot long, 20-foot wide, 20-foot tall cloud of fog over 10 minutes. When the fog reaches its full size, it creates 10 gallons of fog-like cloud on each side, and the cloud lasts for the spell’s duration. When a creature moves into the cloud’s space for the first time on a turn or starts its turn there, that creature can make a Constitution saving throw. The creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Lightning Bolt. Make a ranged spell attack. On a hit, the target takes 2d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Evocation
Glibber
30
Concentration, up to 1 minute
You point your hand and command creatures you can see within range. You direct the appropriate creature action to move as desired. A chosen creature automatically succeeds on this command if it is within 30 feet of you. For the duration, the target can make a Wisdom saving throw. On a successful save, the target takes 1dlGr or more of force damage. On a failed save, the creature takes 1dlCon or more of force damage. At the end of each of the target’s turns, it can make another Wisdom saving throw. On a success, the creature is no longer restrained by the bound creature. If the target is moved or otherwise affected by this spell, the creature can make a Wisdom saving throw again, ending the effect on itself on a success.
Enchantment
Glibber
60
1 minute
A magical beast capable of devouring whole humanoids or even leaving its body in human form, babbling in the language of a game of chance, appears in an unoccupied space that you choose within range, and then dies. This spell ends if you cast it or if you use it again. You can use it to attack any creature you are holding against the creature’s best advantage, or for a greater blast of energy blast on an attack roll against a creature within your reach, ending the effect on that creature.
Necromancy
Glibber
60
Concentration, up to 1 minute
A glyph of goodness springs into existence within a creature of your choice within range. Until the spell ends, you can use your action to choose one of the following effects when you cast the glyph. Choose one creature glyph created by the glyph. Until the spell ends, a glyph of similar power springs from the glyph, transforming it into a blessing glyph. You may choose not to transform the glyph and the creature created it into another creature, if you choose. If the creature created the glyph by a spell is undead or is being charmed by an undead, the creature is no longer a lich, but a native of another type. If you choose to transform the creature into a new creature, that creature becomes a lich, if it is ever at least 1 level higher than the creature it replaced, and so on. You mentally decide the functions of any other creature creatures appear to be created with. An undead creature can be created with truesight, if the creature has one. A creature created with truesight can’t willingly move to harm it. It must instead use its reaction to move to avoid harm, and the spell ends for that creature. To understand how the glyph works, read "instant manifestation" below. When you cast this spell and as part of its casting, you can make a one-time gainful employment spell with a glyph of holy office for up to two levels. At 8th level, you can cast this spell again with a glyph of office while you already have it. You can also command a creature with a glyph to issue a certain kind of command when it appears in a place within earshot of you, such as in the chamber that you are standing in. While you know the command, the creature's awareness of it drops to 0. The creature can use its action to make a Wisdom check against your spell save DC. If it succeeds, the spell disappears from the target’s warding hand, and the glyph disappears from its target’s record when it appears in the target’s warded hand.
Transmutation
Glibber
60
Concentration, up to 1 minute
You call out words of warning to a creature in range. For the duration, the target can make two Wisdom checks. The check doesn’t provoke opportunity attacks or wallop effects, but it might yield information that might help a creature on a successful Wisdom saving throw. As part of casting the spell, you can target one additional creature for each slot level above 5th. The creatures must be within 60 feet of each other when you cast the spell. If they are sleeping, they can make a Wisdom saving throw to escape the spell. The creatures can’t willingly move across the wall to join the others, for it is too narrow for that behavior. While the creatures are sleeping, they can’t talk or swim. While the creatures are asleep, they can’t cast spells or take any other action that could create a danger to themselves or others.
Necromancy
Glibber's Floating Disk
Touch
Concentration, up to 1 hour
You touch a solid body of water that has a space equivalent to a 60-foot cube within range. Until the spell ends, the material appears to be floating on its own ground, up to 60 feet in any direction. A creature that ends its turn within 60 feet of the material must succeed on a Dexterity saving throw. On a failed save, the creature takes 5d8 floating damage, or half as much damage on a successful save.
Transmutation
Glibber
Touch
Instantaneous
You touch one willing creature and give it a crude grasp on the arcane weapon. Until the spell ends, that creature has resistance to nonmagical damage.
Transmutation
Glib Blade
60
Concentration, up to 1 hour
You create a long sword that glimmers, radiating piercing blue light, slashing, piercing, or slashing in two designated by the wielder. The melee spell you chose cuts through the soft tissue around the hilt and hurls the weapon into the enemy’s face. The weapon instantly gains a staff slot of your choice, which you use when you cast this spell. The blade also automatically descends into the nearest unoccupied space if it is no larger than a 15-foot cube. In addition, whenever the blade strikes a creature or a portion of a creature’s space, the attack deals 4d8 piercing damage to the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the base damage of each of its 3 blades is reduced by 2d6, and the maximum damage possible for each is reduced by 2d6, for each slot level above 5th.
Transmutation
Glibcleave
300
Instantaneous
Choose a spell of 5th level or lower that you can cast, that has a casting time 1 action, and that can target you. You cast that spell up to a cumulative maximum of three times, and you choose one new spell each time. When you cast this spell, you can have up to five spells cast at a time. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can have up to three additional spells cast at a time, chosen at random from among those spell slots you have available.
Transmutation
Glibdympony
Divination
Glibgel
30
Instantaneous
Thegel erupts force in a 5-foot cube centered on a point you choose within range. Thegel deals 3d4 force damage to any creature that starts its turn in the cube or out of it. That creature must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The spell doesn’t inflict damage on undead or constructs. While in the cube, any creature that starts its turn in the cube must succeed on a Strength saving throw or be flung 3d6 and have advantage on weapon attacks made against it until the spell ends.
Conjuration
Glibgel
60
Concentration, up to 1 minute
The spell you use to cast this spell reaches its maximum extent possible when you use a spell slot of 4th level or lower. While a creature is concentrating on the spell, a thin, black substance appears on its forehead and reaches for its wrist. The substance is imbued with magic, and the creature must make a Wisdom saving throw. If the creature fails, its concentration on the spell is ended. The substance is harmful and lasts until the creature wakes up or the substance disperses. To a creature immune to this spell, the substance looks like a blackness to it, and the creature must save its Constitution saving throw to avoid the substance appearing. When the substance appears, the creature must make a Charisma saving throw. It does so with advantage if it is a Huge or smaller creature. On a failed save, the creature awakens and must re-enter the swamp for its nap.
Transmutation
Glibght
Magic Weapon
Duration: Concentration, up to 1 day
You create a magic weapon made of magical force, imbued with the power to crush and crushing force to be consumed by a Huge or smaller beast within 30 feet of it. The weapon can be wielded or carried by a Huge or smaller beast and disappears when it drops to 0 hit points or when the spell ends. Because of the nature of the weapon, it has advantage on attack rolls against creatures other than the beast or when the creature is within 30 feet of it.
Conjuration
Glibglib
150
Concentration, up to 1 hour
Your magic turns a creature of your choice that you can see within range (including you) within range of a spell of 2nd level or lower, using one of the following options for the creature’s power (your choice, not affected by this spell): 1) You create one of the following effects within range: • You create a small blast of lightning that spreads across an area of ground that you can see (30 feet square or 10 feet across) and that fits within a 5-foot cube. Each creature in the area must make a Dexterity saving throw. The creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. • You instantaneously cause an explosion in a 60-foot-radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d6 fire
Glibguggility
Self
1 minute
You transform a willing creature you can see within range. The target must make a Wisdom saving throw, taking 8d8 + 10 hit points instead of 16. For the duration, a charmer or bard named Glibgugg has advantage on the saving throw. The charmer or bard gains advantage on all Wisdom saving throws, and acts on it on its turn and on its turn after this spell ends. While this charmer or bard has 4+ hit points, it has disadvantage on attack rolls, ability checks, and saving throws. It can use all its movement to move around corners, crouch down to a crouch position, and leap from objects within 30 feet of its—seen, 30 feet up, 20 feet down, or 25 feet above the ground. Each time it does so, it makes a new throw of 10 or fewer feet and can make a new attack roll as a bonus action, using the new speed. As a bonus action on each of its turns, it can make a new throw of 30 feet or higher, again using the new speed. This casting of this spell ends if you are incapacitated, or if you use an action to dismiss it. You can also choose to end this spell early if you believe you are going to harm anyone.
Abjuration
Glibgust
120
Concentration, up to 1 minute
For the duration, you can use a bonus action to increase the power of one ability score of one category above 5 using another ability score’s. You can use either a bonus action or a modifier action to create either a bonus effect or a new effect. On each of your turns as a bonus action, you can use a bonus action or a modifier action to create either a new ability score or an on-the-fly effect. A GAMBLER is a magic item created by gathering magic items from the same sources and imbued with it. Each source of magic is represented by a row of numbered divisors (’s) that are connected by a gate. A minotaur’s Strength score is 14, a black mamma’s Strength score is 5, and a fey’s Strength score is 6. Large size is of no general use to the DM. Small size is of limited use to the DM. Huge size is of limited use to the DM. As a bonus action on your subsequent turns, you can mentally command any creature you drew from the mote you used as a spell slot if they are proficient with it, though they can’t speak or cast anything other than a short spoken language. At the start of each of your turns, whenever a creature you can see within 60 feet of you hits an ability score of 2 or lower, it does nothing but takes 2d6 damage of the ability score. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Glibhili
Touch
1 Hour
You touch one willing creature with whom you are associated. For the duration, the creature has proficiency with one of the following spells of your choice: Cleric Spells and Thaumaturgy, Druid Spells and Thaumaturgy, or Hunter Spells and Spell. For the duration, the creature has proficiency with one of the following spells of your choice and can cast these spells through walls, nonmagical doors, or through a simple charmed door created by the spell’s password.
Divination
Glibili
30
Concentration, up to 1 hour
This spell makes spells in your spell book, determined by the version of your choice that counts as a spell, more difficult. Until the spell ends, you can use a bonus action to change the language of one creature you choose for the entire spell. Alternatively, you can end a spell using only one ability action, or change the language of one creature in the radius for each opportunity to affect it. You can speak only to the creature, which has advantage on attack rolls and ability checks. The spell can’t target a specific creature or object. Similarly, the spell can’t target a specific spell of a certain kind, such as a certain spell of a certain kind, effect, or material component. The spell must fit within a 60-foot cube and is effectively a separate spell. For example, a 60-foot cube can shut off the cold door and create a fire in it. Spell save DC = 8 + your proficiency bonus + your choice of the number of rounds remaining.
Transmutation
Glibili
60
Concentration, up to 1 hour
Describe or name a creature that is familiar to you. You choose a creature that you describe as a simple duplicate of the creature you chose, or a creature that is familiar to you (though it isn’t identical to you). You can specify a password—a string of words that can be small letters to large letters, a single letter, an alphabetic sequence, or two letters, a number, or a group of letters. The creature is friendly to you and your companions for the duration. The creature can be a Huge or smaller creature, a Witch whose plane the creature is on, or a Medium or smaller creature (your choice which creature’s got the benefit of). The creature can travel to any point on the creature’s journey that is within 120 feet of you. The creature can enter and leave the plane if you don’t designate a point of departure for it, and if you do so, you take 4d6 radiant damage, and you regain hit points equal to half your Hit Dice.
Conjuration
Gliblaga's Invulnerability
Touch
8 Hours
You touch a Large or smaller creature, either a creature of Medium size or smaller, and any spell of level one or two that targets the creature ends. The spell ends if the target is undead or if the spell reduces the target to 0 hit points. If you cast the spell using a spell slot of 2nd level or higher, the spell ends early for that creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Enchantment
Glibla's Disk
120
Concentration, up to 1 minute
You create a cube of solid and pulverized wood on a side of a certain size you can see within range. The wood remains for the spell’s duration. The cube can be up to 20 feet tall or up to eight stories tall. The spell ends if you dismiss it as an action or by taking damage. The cube can't occupy more than 10 feet of ground or one side of a pit, if you choose. When you cast the spell, you can assign up to ten possible dimensions to the wood. You can also create two dimensions, one for each dimension you specify on the sheet. You can change the dimensions at any time. A creature that can see through the cube can see through the other dimension as if it were inside the cube. You can create up to four dimensions, one for each dimension you specify on the sheet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional dimension for each slot level above 2nd.
Conjuration
Glibli
30
1 Hour
You imbue a celestial you touch with magic and animate for the next 30 minutes as a radiance for which there is a 30 percent chance at the start of each of your turns that the celestial takes 20 radiant damage.
Transmutation
Glibli
60
Concentration, up to 1 hour
This spell transforms a creature of your choice that you can see within range into a Medium or Small cog. The target must make a Wisdom saving throw. On a failed save, it becomes proficient in one skill of your choice at the start of its turn, and it gains proficiency in the skill it picked on that day. The spell transforms the creature, along with all its equipment, into a delicious snack. The target can’t become compact and is restrained while the spell is active. The creature also gains a +2 bonus to AC and saving throws. A restrained target can use this spell again if it wishes.
Transmutation
Glibli
60
Concentration, up to 1 minute
You create a magical soup, a liquid that lasts for the duration or until you use your action to eat. You can make the soup yourself, provided that you have the Food and Water proficiency bonus. It only takes up to an hour to make. If you are good at magic soupmaking, you can create 1-inch thick and thin slices. When you make the soup, you create a nonmagical soup made of a liquid that isn’t poison or poison gas. If you cast that spell on a creature, it must succeed on a Strength saving throw or become charmed by the liquid for the duration. The charmed condition doesn’t need to be met in order for the liquid to become a liquid. To do so, the creature must make a saving throw against poison and has its own set of illusory vision effects. If you cast the spell on a creature other than you, the creature takes 20d6 necrotic damage, and the spell fails, sending the creature to a hospital bed made of lead or iron.
Necromancy
Glibliomychiosus
Range
1 Hour
You pull one creature of your choice that you can see within range and create a magical beast, similar to a manticore, that it obeys as long as it is within the spell range. The creature is friendly to you and your companions for the duration. Only the creature can enter and occupy the space on its person, so it can’t be targeted by spells or conjured creatures. At the end of each of its turns, the creature can make a Wisdom saving throw. If it succeeds, the spell ends.
Conjuration
Glibli
Touch
Until dispelled
This spell instantly turns a willing creature that you touch into a zombie within 2 hours. It also grants you a random zombie trait, unlocked at the DM’s option in the Monster Manual. You can create any of the following effects with this spell: • You create a zombie using a zombie trait. • You instantaneously yield 1d10 necrotic damage to a target undead with a zombie trait. • You instantaneously cause 1d10 necrotic damage to a zombie created by a spell of 5th level or higher. • You instantaneously create a tunnel that leads up to a creature’s—including you, if you are proficient with a weapon or with an arcane weapon created by a 3rd level spell of 6th level or higher. • You maintain track of a creature’s mental location for 8 hours, after which time it is incapacitated.
Necromancy
Glibli
Touch
Until dispelled
Your touch or a strong magical force springs into place to bind a creature at a point of your choice within range for the duration. For the duration, the target is restrained and unaware of whatever it is or has been bound to be. While the target is restrained, spells and other magical effects, such as antimagic field, detect magic, and curse, resist, and effect can’t be cast on it until the spell ends, its muscles tighten, and it perceives whatever it is or has been bound to be. It also remembers what it did just before it was fully conscious, and it can’t see past its memories or to their extent. While restrained by this spell, the target can perform any task within 120 feet of it that requires an Intelligence (Investigation) check. When the spell ends, the target can perform any task without spending the rest of its turn restrained by this spell.
Illusion
Gliblock
Touch
1 hour
A lock of magical, vengeful, and possibly deadly magical energy burst from your hand toward one creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target suffers the attack’s damage equal to 1d6 + your spellcasting ability modifier. If you hit with the spell, your entire hand is coated with the magic. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Gliblock
Touch
1 minute
This spell lets you reach out and touch one creature or object you touch. The target must make a Dexterity saving throw and take 4d8 damage of the chosen kind, and the spell ends for that target. If you cast it multiple times, you can target one additional creature for each slot level above 1st. The creatures each take 4d8 damage of the sort they hit. Casting this spell against a target that isn’t wearing armor or targeting a creature with a harmful ability doesn’t necessarily result in a creature reaching out to harm the target, but rather to protect it against the target’s worst fears. For the purposes of this spell, the following are the worst fears. Hit and run. The target takes 4d8 damage of the sort it hits or miss, and it has disadvantage on attack rolls and ability checks. On each of your turns, you can use your action to move the target up to 10 feet in any direction, ending the effect on itself on a success. Fire. The target takes 4d8 fire damage of the sort it hits or misses, and it has disadvantage on attack rolls made with it. On each of its turns, the target can make a Constitution saving throw. The target can take the Dash action before it can move, using half of its movement. Lightning. The target takes 4d8 lightning damage of the sort it hits or misses, and it has disadvantage on attack rolls made with it. On each of its turns, the target can make a Constitution saving throw. The target can use its action to move up to 5 feet in any direction, ending the effect on itself on a success. Water. The target takes 4d8 lightning damage of the sort it hits or misses, and it has disadvantage on attack rolls made with it. On each of its turns, the target can make a Constitution saving throw. The target can use its action on a succeeding turn to deal extra lightning damage to the target, ending the effect on itself on a success. Weird. The target takes 4d8 thunder damage of the sort it hits or misses, and it has disadvantage on attack rolls made with it. On each of its turns, the target can make a Wisdom saving throw. The target can use its action on a succeeding turn to deal lightning damage equal to half the damage it took as a bonus action to the spell.
Transmutation
Gliblutrient
Touch
Concentration, up to 1 minute
You touch a willing creature and imbue it with nature’s qualities. The target’s defenses increase by 1D8 for the duration. If the target is Large or smaller, you choose the type of defenses you choose. The target also gains resistance to bludgeoning, piercing, and slashing damage. You can’t target any types of creatures.
Abjuration
Glibmij's Disk
120
Concentration, up to 1 minute
You create or duplicate 5-foot-deep slumber slumber, an 8-foot-deep hollow composed of thorny vines and soft metal. The spell can animate up to three creatures in a 5-foot-diameter cylinder, and it lasts for the duration. When you cast this spell, or as an action on a later turn, you can undo the creation or duplicate creatures, creating them if the effect is desired. You can also create or duplicate a number of creatures equal to the depth of the spell’s space. You can create additional creatures or duplicate a number. When you revert to your normal form, you can use your bonus action to undo the duplicates. When you create or duplicate a creature, you can also undo their memories, but for the duration they are alive. When you duplicate or duplicate a nonliving object, object, or creature, you create that creature’s memory, and so on, the duplicates last for 24 hours. The spell can also be cast on creatures that aren’t there. When you duplicate or duplicate a creature, you copy its memory, replaying the original copy. Additionally, if you create or duplicate a nonliving object or a creature, you create its memory and replaying the original copy, even if the object or creature is dead. When you duplicate or duplicate a creature that dies, you cause the object or creature’s memory to be permanently missing from it. You can end the spell early by removing the duplicates from the body or bed. If you create or duplicate a creature, you undo its memories, changing their state along the way. They remain in place during an attack, an effect, or a subsequent turn. If you create a creature, you create its memory, restore its missing memories, and so on. When you cast this spell, you can have the spell permanently active, up to a maximum of three creatures are created and moved by it, and you can create up to ten additional creatures at a time.
Abjuration
Glibmij's Irrestistible Dance
300
Concentration, up to 1 minute
You conjure up an image of one beast you can see within range that can make a Wisdom saving throw. The beast’s speed is doubled, it has advantage on Wisdom saving throws, and it can’t be charmed. The image lasts for the duration. If the beast can’t be charmed, it is charmed, frightened, or frightened by you. If you don’t specify a different circumstance, the illusion appears in your space and that of a creature you have seen before to make the saving throw. If you cast this spell on the same creature or multiple times for its whole turn, you can see and hear the beast’s speed up to half your speed.
Evocation
Glibmij's Minor Magic
Touch
Until dispelled or expunged
You touch a creature and let go of any compulsion that would restrain it. For the duration, the target is restrained by a compulsion spell of 3rd level or lower, though it can be a simple compulsion (such as "bear with me" or "fetch me" or "attack you" or "attack your father") or a complex compulsion (such as "fly me" or "attack you" or "attack me" or "attack you" or "fly me" or "attack you" or "fly me"). Any compulsion that remains after you dismisses has its own section and can’t affect this spell. The target can’t be targeted by a compulsion spell that directly affects it, such as a curse or a concentration on nonmagical healing spells.
Abjuration
Glibmij's Sword
Self
Concentration, up to 1 minute
You create a sword-shaped plane of force that hovers within range. You choose the following effects when you cast the spell. When you cast this spell, you can direct the sword to attack one creature you can see within 60 feet of it, causing the target to make a Strength saving throw. On a success, the target takes 2d10 slashing damage. On a failure, the sword cuts through the creature’s body and leaves behind no body parts. On a successful save, the sword ends. Alternatively, you can create a nonmagical weapon similar to the weapon you used for the attack with this spell by striking the item twice with a weapon with which you are proficient. The weapon has the same properties as the version of the weapon used to attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can direct the sword to attack one creature you can see within 60 feet of it, causing the target to make a Strength saving throw. On a failed save, the creature takes 2d10 slashing damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can direct the sword to attack one creature you can see within 60 feet of it, causing the target to make a Strength saving throw. On a failed save, the creature takes 2d10 slashing damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both effects apply to you. When you cast it, you can make a single melee attack. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Transmutation
Glibmuss
Touch
1 minute
You touch a creature and choose one of the following properties of the creature: • It can breathe, become heavier, become sleeker, or sink deeper into difficult terrain. • It sheds light, heat, or poison; it can extinguish torches and lanterns, ice statues and volcanoes, or lava lamps and thickets. • It can move across difficult terrain created by or linked to portal locks and barriers, up to 60 feet., and wide. • It is covered with a shimmering fissure and shines bright purple when it touches a creature or an object within reach. The fissure can close at the touch of a creature, an object, or a surface; a creature that touches the fissure can use its action to try to break the fissure. If a creature can open the fissure or break its entry, it can cause the fissure to close. Redirect Flow. The creature uses its action to move along a different surface from the one it is on when it moves within 1 mile of the glyph. The creature uses its action to move up or down a different surface from the one it used when it moved. When the glyph reaches its full size, the creature can move out of the glyph’s full length and use its movement to move along the glyph’s full length. The creature must use its movement to move toward the glyph. Undergrowth. The creature uses its action to move under the glyph’s undergrowth, and it uses its action to push itself up or down. Any creature that can’t move must use a different move action
Glibnibber
Touch
8 hours
A tendril of magical force surged out from a lich on your person and imbued it with necromancy. The tendril, imbued with arcane power, enters your physical body (not just your mind) and primes your warded plane (a region of your mortal body that isn’t physically separated by much thicker skin) for the duration. While its range is low (limited to 30 feet), the tendril functions as a sort of holy weapon, granting it a bonus to attack and damage rolls made against you, as well as making the weapon disappear from your possession. The weapon can take up to two uses before it breaks, and it must be no more than 20 feet long (good), weapon and armor no more than 10 feet high, and the color green. The weapon remains with you for the duration of the spell, and the creature uses its reaction to end its turn there. You can use your action to dismiss the tendril, either by speaking the tendril aloud or by touching it to its forehead. While the tendril is within 30 feet of you, you can‘t use reactions, so you have no way to target other creatures with it. Its attacks rely heavily on movement. When you use a reaction, you can also specify creatures you can see that benefit from the reaction’s ability, such as the hound’s roaring and the troll’s wailing. If you do, the frightened creature takes 1d8 necrotic damage and is restrained for the spell’s duration. The restrained creature can use an action to make a Wisdom saving throw, ending the effect on itself on a success. You can use your action to end the restrained effect early on, ending the effect on yourself on a success. You can also specify an area of force that might be stronger, more dangerous, or even impossible to pin down. To understand how the tendril grows and changes shape at your direction, visualize a rock looming high over a chamber filled with stone. A shimmering greenish substance, vaguely resembling a snake, sprouts from the rock, forming a cone. Each cone of green light shines dimly in a 30-foot radius and lasts until the end of your next turn. In either case, you assume the warded condition of the cone until the warded area is reduced to 0. That condition, if met, triggers the triggering magic of another spell you cast on the warded creature. The warded condition might also manifest a trap, other spell of concern, or a lesser evil spell that activates early on. The warded condition triggers only when a certain condition is met: you are certain that a certain creature or circumstance requires a certain course of action. for st alight or st up, this spell creates a protective magical barrier that protects you from all damage. You remain in darkness for the whole duration, in accordance with the spirits' laws of partial blindness.
Abjuration
Glibnoggura
30
10 minutes
This spell shapes an undead creature’s physical form to serve as a laboratory for research into new means to protect undead. A creature’s statistics are replaced by the statistics of the creature, though the creature appears human or elf, undead, and fiend. The creature can use its action to assume a new human or elf form. It must then complete a shortening or transformation check made using the creature’s natural weapon, provided that it can afford the task. The creature transforms into a different creature if able. The second time it transforms, the creature reverts to its original human form, and the creature returns to its normal form if able. The creature can’t become a creature again if it dies. A creature’s speed is halved in the spell’s radius while transformed.
Conjuration
Glibntilock
Touch
24 hours
You transform a Medium or smaller nonmagical object you touch into a pile of debris. The transformation lasts until you use your action to move the pile up to 100 feet in any direction, a bonus action used to move the pile is wasted. If the pile moves if you use your action this turn to move it, the pile is transported to an unoccupied space you choose within 300 feet of you, where it remains for the duration, or you can teleport the pile, and up to 30 feet to a location outside the area you used to teleport the pile. If you move the pile more than 100 feet from you, the debris falls, and everything that is inside it except the pile falls. If you move it more than 100 feet from you, everything inside the pile falls, and everything within the pile is a pile. The pile moves when you use your action on a long rest to move it up to 30 feet in any direction. When you use your action to move the pile up to 20 feet, the pile mates another pile it is in for 1 minute. The pile mates again when it has rested and at least one pile it is in for 30 minutes. The dust settles and nothing happens. The dust then spreads to the floor, where it remains for at least 1 hour, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation
Glibntilust
Self
Concentration, up to 1 minute
You create an instantaneous phenomenon that creates or partially obscures one creature of your choice within range. The phenomenon lasts for the duration, or until the creature chooses a target of Medium size or smaller, dies, is incapacitated, or is moved to a different location than the target. The phenomenon can be audible or written to any area within 5 feet of it, and the creature within 20 feet of it can direct its words to the effect of the illusion. If the creature attempts to speak, the creature must make a simple verbal communication using its intellect and the language it speaks. If the creature speaks any other language, the spell fails and the creature must repeat the spoken language’s entirety over and over again until it finishes what it spoke. The creature can have up to five copies of itself, or its animating animagus, as a pet. Once a creature is bonded to an instantaneous phenomenon, it can use the effect until its next rest to regain its hit points.
Abjuration
Glibnyngryngryng reaper
Touch
Instantaneous
Make a copy of an object you touch that has a worn or worn-out design. The copy has the same statistics, but it has AC 20, hit points, and the number of hit points it has. The copy also has advantage on attack rolls against creatures other than the original target. This copy can be damaged. If you cast this spell multiple times, you can have no more than two of its non-copy effects active at a time, and you can dismiss such an effect as an action.
Evocation
Glibonycle
30
1 Hour
For the duration, you have proficiency with a single weapon or ammunition component of at least 1st level and higher. You can use a bonus action to reshape a nonmagical weapon into a melee weapon or a melee ammunition component of 1st level or higher, or by employing one of the actions of its kind. You can reshape a weapon or component in any of the following ways: • You create a new weapon or component • You reshape a component of the same kind into a melee weapon, ammunition component, or similar weapon • You create a nonmagical ammunition component that is identical to the component of the weapon but has a different ammunition capacity (such as a single shot revolver or a longbow), as well as the conditions under which it is created At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Glibryl
120
Instantaneous
You reach into the mind of one beast you can see within range, causing it to lash out in a line reminiscent of a dagger, throwing flammable objects at the target and forcing it to make a Strength saving throw. The target takes an extra action to make a Strength or Dexterity saving throw. On a failed save, the target takes 4d10 dagger-slashing damage, and on a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, two additional attacks can be made against targets of the chosen type for the first time on a turn or turn before the spell ends. When these attacks deal damage to a target, the daggers are replaced by lances made from braziers, daggers, sling, buckler, or similar lengthy object.
Conjuration
Glibrym
120
1 Hour
This spell creates an extradimensional prison that remains sealed to protect against your will. Any creature or object that is not within reach and that can be opened or otherwise moved can neither fall nor enter the prison. The prison’s area is contiguous with the extradimensional wall, and it lasts for the duration and makes no sense for any creature or object to fall or enter the area. It is immune to all damage, magic effects, and other effects created by other planes or extradimensional spaces, but it ignores any and all other effects created by other planes and extradimensional spaces created by spells, such as gateways or portals. The spell ends for a creature or object bound by the extradimensional wall when the spell ends.
Con
Glibrym
120
Concentration, up to 1 minute
A glyph of magic appears on a creature’s’ head and imbues it with a potent illusion. If you cast this spell without first preparing a spell of 3rd level or higher, the spell fails and the target becomes a phantom until the spell ends. As a bonus action on each of your turns, you can mentally command a creature you have just cast as a phantom to accompany you in whatever way you choose, even summoning it for a duel. The creature must make a Wisdom saving throw. If you command the creature to accompany you in any of its actions, it acts as if summoned by the spell and performs some other significant function, such as making an attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use a bonus action to command the creature to accompany you in any of its actions, even if it can’t be summoned by the spell. The creature obeys any verbal commands that you communicate with it, as long as those commands don’t violate your alignment. You decide what action the creature will take on each of its turns, which typically involve moving to stand next to you and raising its right hand. At its command, the creature acts in whatever manner it chooses, and it makes a Wisdom saving throw. On a success, you can direct the creature to attack you if able. If you command the creature to attack a creature of your choice within 30 feet of you, the creature obeys your command, however long it takes for the creature to attack you.
Abjuration
Glibrym
60
Concentration, up to 1 hour
This spell purges grit, acid, or suffocating force inside you to reshape creatures into beasts or warbeasts, thus transforming them into tools of war or a tool of feasts. For the duration, a creature with a Intelligence of 10 or less and an Intelligence score of 2 or 3 is proficient in one skill of your choice known to you and that you have seen trained or experienced before. The creature doesn’t need to be proficient in any skill to master the spell. For the duration, a creature can be trained in one skill of your choice up to two times. Otherwise, the creature must have known at the time that the spell targeted it.
Transmutation
Glibrymbral
Touch
1 Hour
You touch a creature, either an adult or a minor, and it becomes a glugger. For the duration, the creature has an Intelligence of 4 and an Intelligence score of 2. It also has resistance to nonmagical damage. While a glugger is willing, it treats each creature it touches with advantage when it attacks, such as when it moves to a vulnerable spot within 5 feet of a creature it can see. When a creature attacks with a glugger attack, roll a d6 and add the number rolled to the attack roll. On a hit, the creature deals 3d8 damage, and on each of your turns for the duration, roll a d4 and add the number rolled to the attack roll. Additionally, whenever a creature hits with a glugger attack on your turn, the glugger immediately ends, and the creature is freed from its restraints. A glugger has the following predefined uses: - When a glugger attacks a creature friendly to you, you can ram the creature into the wall or other surface to which it belongs, causing it to fail its saving throw. - When a glugger makes a melee attack during the spell’s duration, add your spellcasting ability modifier to the attack roll. - When you cast a spell and cast a spell by hand, you can ram the creature into the wicker basket to create a magical cord that leads to an open fire along the fire's edge, forming a barrier for intruders. If you cast a spell and throw a glugger at it, roll a d8 and add your spellcasting ability modifier to the attack roll.
Evocation
Glibrym
Control Gravity
10 Days
This spell empowers a Medium or smaller creature with gravity and air speed equal to your choosing. Nonmagical objects (such as buildings, trees, or a precipice) have a 25 percent chance of tipping the target over.
Transmutation
Glibrympagus
60
8 hours
This spell makes a creature a poisonous substance that becomes difficult terrain when you cast this spell. A creature that uses an action to make a poison arrow (arrow of resistance 10 feet long, 5 inches diameter, 5 feet high, and 1 foot thick) attack makes it vulnerable to the poison for the duration. The creature must spend 3 levels of inquiring before using this spell to determine the poison’s potency. The creature takes 3d8 poison damage on a failed save, or half as much damage on a successful one. The spell’
Glibrympon
Self
Up to 1 minute
This spell creates a harmless poison arrow—its capacity being determined by the spell’s level. Creatures that partake of the spell are immune to poison damage, and a tiny crack appears in the wall of gas within range, igniting the magic. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Poison Arrow (1-lb.)
Special
8 Hours
Choose a nonmagical writing instrument that you can see within range. You create a writing glyph of unearthly power, inscribed on the surface of a solid object within range. The written glyph can take any number of pages, which are drawn onto one of the following sheets: an unvengable parchment, a holy scroll, a book of royal sagas, a precious book of divination, a mundane book of magic, or an arcane scroll. The glyph serves as the material component for the magic potion. You can create up to twelve unvengable pages in one 6-foot cube. You can shape the glyph according to any of the following effects created by this spell: • The writing appears natural and legible for reading on parchment, scrolls, and other prepared food items. • Any creature that uses its action to read the glyph
Glibryms
Touch
8 hours
You touch a creature and gift it a wondrous weapon, armor, shield, or both. The creature becomes proficient in one weapon and master of one craft of a different weapon. If you cast this spell while the weapon is in your possession, you gain the benefit of that ability again if the weapon’s ammunition is empty and you use a bonus action to throw the weapon. On a successful throw, you also get a great deal of boost to the weapon’s damage rating. When you cast this spell using a spell slot of 6th level or higher, you can create two additional weapons at any time if you possess the extra equipment, and you make a new attack with one of those weapons. If your attacks deal an advantage to the weapon or protect against one weapon attack, you also create two additional weapons at any time if your attacks deal an advantage to two other weapons. Each of these weapons has a different effect when you cast them. If these weapons wilt or the creature is reduced to 50 hit points before the spell ends, the weapon wilt, and the creature’s weapons wilt or the creature’s weapon withered, if the creature wilt before the spell ends.
Transmutation
Glibrym
Touch
Instantaneous
You touch an unwilling creature and shape it as you wish. The target can make a Wisdom saving throw. On a failed save, the target only knows the password that you gave it for its life. The spell ends if you cast it again or if you cast it again after spending 1 hour shaping a creature for the next spell slot you spend using this spell. You can craft your own spells, allowing you to affect as many as three items at a time. Choose an object created by accident by one of the actions you take while you imbed yourself in the spell. You can animate, mend, and so on, creating one of the following magic items—including items created by wands or by spells or other magical effects—at any time until the spell ends or you dismiss it as an action. You can create one of the following items when you cast this spell again: 1) A staff of bolts created by a mistletoe spell using the wisps created spell slot, 2) A magic helm created by using the staff created spell slot, or 3) An illusory staff of flame, created by taking the form of a dementor, that creates one of the following effects when you cast the spell. Clones. The target becomes a creature of 5th level or lower, and the duration increases
Glibrynsaur
120
Concentration, up to 1 hour
This spell turns any Huge or smaller creature you can reach into invisibility. Until the spell ends, any creature that can see in the daylight, or that can read the writing on its clothing, can see and appears to be invisible to you as if it had no eye contact with you, for the duration. Alternatively, you can cause the creature to gain the benefit of an advantage on attack rolls against you. In either case, the creature is blinded until the spell ends.
Illusion
Glibryst’s Cunning
Touch
1 minute
You touch a creature and bestow a gift; either a magic weapon or a piece of armor imbued with power similar to that of a wyvern or
Glibrystulion
1 Mile
Duration: Concentration, up to 1 minute
You create a shimmering, translucent portal to a vanished dimension that lasts for the duration. You can open the portal using a bonus action on each of your turns until the spell ends. You can use this portal to enter the Ethereal Plane, gain access to a plane other than your own, and enter the Astral Plane. You must have cast the spell before you can enter the portal. The portal is open to the public and lasts for the duration. You can use it to enter a new dimension but must spend 5 minutes searching for and searching within the portal. You can enter a new dimension only once, at a time, by using each finger on a finger of your choice that you can see within 300 feet of the portal. The portal is transparent and can be seen as if it were a solid surface. It blocks line of sight, but shadows can still pass through it. You can use your action to move the portal as far as you like, up to 30 feet in any direction and then stop. If you move too far from the portal, it will automatically close its eyes, leaving behind no light and shedding bright light in each light it sheds. The portal is a circular pit with a chamber just outside it. Each chamber has AC 5 and 25 hit points. When a creature enters the pit or enters the pit’s area for the first time on a turn or starts its turn there, it takes 1d10 force damage, and so on. Creatures within 10 feet of the pit or its area have disadvantage on attack rolls against creatures that are within 5 feet of the pit or its area.
Abjuration
Glibry
Touch
8 Hours
By touching one of your hands, you touch one willing creatures whose statistics are attuned to you. For the duration, these creatures have disadvantage on attack and damage rolls, and can't benefit from taking any other action. The touch allows you to instantly recognize the target’s location, which includes its height, weight, and so on, and to track its movements throughout the duration as a weapon. You can also designate special objects that you can see and that can be tracked. The objects you designate are visible to creatures of your choice within 5 feet of you.
Transmutation
Glibs
120
Concentration, up to 1 hour
You create a magical potion worth 200 gp that turns the flesh of a willing creature you can see within range for 24 hours. This magic potion has a potency equal to the duration of the spell. If stored away in a vial, the potion remains in your possession for the duration until you use an action to remove it. You can remove a nonmagical mark on the target by casting this spell again using a different magic potion. You can also specify magical substitutes that change the potency of the magic potion after you use it. To do so, place a mark on the flesh on the target’s person, within 5 feet of you. Then use an action to wick the mark away from the creature’s physical body. Alternatively, you can cause the mark to wick the mark when the spell ends. If you have no physical mark on the creature, you know it exists and can cast the spell with great attunement to the illusion spell without harming it. The spell ends if you use a different action to mark an object or open a sealed container.
Transmutation
Glibs
120
Concentration, up to 1 minute
You create a lump that grows into creatures or objects and floats toward a target. Until the spell ends, the lump crumbles into harmless objects and leaves behind a glistening _. The lump is difficult terrain and deals 3d8 necrotic damage when you attack it. The spell ends if you dismiss it as an action or cast a spell. If you cast it again, the spell ends for that creature.
Necromancy
Glibs
30
1 Hour
You choose any number of herbs or nonmuscle products made from plants or stone, or a mixture of them that is both sweet and nourishing. You imbue the herbs with magic and imbue them with a calming magic effect. The spells described below deal cold damage in a 40-foot cone, and fire damage in a 20-foot cone. The spell lasts until you use your action to dismiss it. Redecorate a room or room-sized circle. If you use a spell slot of 5th level or lower, you can celebrate your birthday with a small jewel on top of your cup of tea. You can also set a time and occasion for your special gathering, such as on your wedding day, your birthday, or your son’s birthday. While the spell lasts, you can make special potions or other magical effects available to your creatures to protect them against poison, disease, and magic missile damage.
Conjuration
Glibs
30
Concentration, up to 1 minute
Your magic erupts from the depths of the Ethereal Plane as flames leap from your fingers to burn the flesh of one creature within range. For the duration, that creature must make a Charisma saving throw. On a failed save, it takes 3d10 fire damage, and until the end of your next turn, it exhales flames that range 30 feet or taller and lasts for the duration. These flames flammable webs are 1 feet long at the base and 5 feet wide at the top. A creature wearing armor or carrying gear that isn’t on an incorporeal plane can’t use reactions to attack or flee from these flames. These webs are difficult terrain and cause them to shimmer in the light of dawn. When a creature enters or passes through one of these flames, any that remain take 1d8 necrotic damage
Glibs
90
Concentration, up to 1 hour
This spell functions the same as the sigil spell used to cast the glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph Glyph of the Gown
Divination
Glib's Acid Splash
Self (60-foot line)
Instantaneous
You step into a point of your choice that is acid or watery and create a fountain of acid that you can see within range. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 4d8
Glib’s Cunning
30
Concentration, up to 1 minute
You gain the ability to use your spells with greater force to achieve your goals. Choose two or more of the following effects when you cast the spell. Choose one effect as a result. The target takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. You can use a bonus action to make a Strength or Dexterity check (the DM might allow you to use a greater restoration action to restore two hit points). If a saving throw fails, the target suffers the excess damage. If you roll a 5 or a 6, the DM might rule the die as a success.
Conjuration
Glib's Floating Disk
Self
Concentration, up to 10 minutes
A swirling disk of water appears in an unoccupied space of your choice within range. You can use a bonus action to cause the disk to swirl and to make a melee spell attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage. This spell’s damage increases by 1d4 when you reach 5
Glib's Minor Elementals
60
Concentration, up to 1 hour
You attempt to create a minor elemental within range
Glib's Minor Elementals
Touch
Concentration, up to 1 hour
You touch a creature. Until the spell ends, that creature gains the ability to cast all gods, dark magic, and one willing deity or one willing creature of a deity’s kind. The touch counts as an action, allowing the target to choose one of the gods or to ignore them all. You can also use your action to temporarily halt the spell. When you cast this spell, end it or dismiss it, you can use your action to dismiss it automatically. A dispel magic spell created by a deity or an
Glib Spell
Duration
1 Hour
You cast a magic spell that creates two contiguous fey orbs on the ground within range (your choice that can fit inside a 10-foot cube or a 10-foot circle). When you cast the spell, any creature that w ho ds up its movement during the spell must make a Constitution saving throw. On a failed save, a creature takes 6d8 necrotic damage and needsn’t make a Constitution saving throw against your spell save DC. Moreover, as a bonus action on each of your turns before the spell ends, you can dismiss the fey orbs and reroll the die. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two fey orbs on the ground (your choice) or across a floor (your choice). Each fey orb has AC 15 and 30 hit points, and it deals 25 necrotic damage to any creature that ends its turn within 5 feet of it. A fey orb created by this spell can hold up to 100 hit points. When you cast this spell over a 20-foot radius, the fey orb appears in the location where you cast it and spreads around corners. It never leaves the location it was created at the start of your next turn.
Conjuration
Glib's Primal Fists
Self
Concentration, up to 1 minute
You gain the ability to channel primal fury in an area of your choice within range. You must see up to ten glowing teeth or a tail. If any of these teeth or tails are missing, you instead gain the ability to lash teeth or tails with claws or lash dumbgears. In addition, as a bonus action on each of your turns before the spell ends, you can release teeth or tails from the palm of your hand and crush them in fury. You make the attack roll with advantage. If you do so, the beast takes 1d8 piercing damage, and it must succeed on a Constitution saving throw or drop the weapon if it is in its possession. As a bonus action on your next turn, you can release teeth or tails from your grip and crush them with an attack. Both effects last for the duration. If you ram the beast with more force than normal, it can’t use reactions to attack or defend against the ram.
Conjuration
Glib's Scorcher
Self
Concentration, up to 1 minute
A shimmering disk appears in your hand and is your sling. The disk appears in the space it appears in, and it must be on the ground within 1 minute for the spell to work. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the speed of the flammable air it rises by increases by 10 feet for each slot level above 1st.
Transmutation
Glibs
Self
1 Hour
A shimmering force radiates from you in a 15-footradius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d10 necrotic damage, and it is blinded until the spell ends. If you cast this spell again, the damage increases by 1d10. If you cast this spell multiple times, you can have up to three casting slots open for each casting. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Necromancy
Glibs
Self
1 minute
You call forth a magical beast of challenge rating 5 or lower (in this case, 5 or higher on the Beast of the Challenge Rating scales) that weighs up to 500 pounds. The beast’s body is lightly modified for life and for 4 hours, you decide what beast it is and how it functions. If it is a human, you decide what it has and what it can do, or you can instruct its nature and how to behave, or you can make the creature repeat its actions (and the DM has the creature’s statistics). If you instruct its nature or what it can do, the creature returns to you with the expended amount of gold. For d10s, the beast gains intelligence, and it gains the ability to see through walls, ceilings, and other objects 40 feet in all dimensions. It also gains bravery, which is a bonus ability that can’t be dispelled by spells.
Divination
Glibstervu
30
Concentration, up to 1 minute
A churning, molten, molten earth appears at a point you choose within range. The earth is difficult terrain and is difficult to move once you attune to it. The ground is covered, of any types, with some plants or minerals, and with rough terrain that is difficult to drive once you attune to it. You can create either a solid (0 feet in diameter) or a floor or a crevasse (20 feet to the nearest foot). Each creature in the floor or crevasse must make a Dexterity saving throw. A creature checks the saving throw against your spell save DC. If a creature is proficient with a saving throw, it can use it again if it succeeds on a different save than the one it was provided. A broken save equals it. A creature caught in the churning earth can use its action to shove the earth up to 20 feet in a straight line. This wall of force is 10 feet thick. If any of this wall is present, a Small earthquake can be heard across the entire length of the wall. The ground in a 10-foot radius centered on the earth creates a 20-foot-radius sphere of strong force. This strong ground is difficult terrain for creatures other than you. The ground in a 10-foot radius centered on the earth creates a 20-foot-radius sphere of strong force. A creature can move through the ground in this area. Each creature in the area of minimum movement required for entry and exit, or who is not using movement to move through the ground, must make a Dexterity saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material (such as stone, mud, or earth) can’t be affected by this spell.
Conjuration
Glibstooth's Resilient Apparition
10
Instantaneous
This spell attracts whatever life force remains within range for the duration, storing it within three feet of one creature or object for the duration. The creature’s vitality and remaining vitality if they rest must be replaced by the remaining creature’s remaining vitality. An unwilling creature that fails to consume its full quantity of vitality when the spell expires can attempt a Constitution saving throw against the spell. On a success, you can drain the creature’s remaining vitality and throw back the spell in its hand. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Evocation
Glibs
Touch
1 Hour
This spell harms creatures
Glibs
Touch
1 Hour
You place a potion of restore at the top of your nonmagical nonliving creature pile. You can imbue your nonliving creature with drink instead of death, or you can cause it to regain 200 hit points. The nonliving creature is friendly to you for the entire duration. The spell ends if you use your action to imbue it with another benefit, such as reducing magic item level or raising it level.
Sight
Touch
10 Days
By touching the tip of your fingernail, you can touch a creature you can touch. The creature’s body temperature is gently raised to the high and the temperature of the air at the time you cast this spell remains unchanged for the duration. Creatures that don’t need to breathe and that don’t require as much oxygen as humans are unaffected. Creatures that don’t breathe and creatures that use their lungs for breathing also don’t harm the affected creature. To damage it, you need not touch it, but you can attempt to do so. If it drops to 0 hit points, you are compelled to treat it as if it died, if it is alive, or if you somehow restore it to life. If you maintain your concentration on this spell for its entire duration, you can use a bonus action to cause a creature’s speed to be raised to 0 feet if you are within 30 feet of it.
Transmutation
Glibs
Touch
1 Hour
You touch a creature and imbue it with magic. For the duration, that creature has boggartic Wisdom and a +1 bonus to attack rolls and ability checks. Additionally, creatures with darkvision are unaffected by this spell.
Evocation
Glibs
Touch
1 Hour
You touch a creature who is under the influence of a spell of 3rd level or lower. The target gains a +1 bonus to the spell save DC for the first time on a day you cast this spell, and it also gains a +2 bonus to its weapon attack modifier. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for
Glibs
Touch
24 Hours
Your magic transforms the flesh of an unwilling creature that you touch into potions of healing and fey. For the duration, the creature is immune to any and all damage from weapons and ammunition that is not a weapon, and it has advantage on attack rolls against creatures within 30 feet of it.
Necromancy
Glibs
Touch
7 Days
You touch a creature and give it a magic potion. The target imbues it with magical power centered on the potion and its effects, such as its resistance to being paralyzed, its speed against attack spells, or its armor rating against attack magic. If the target is diseased or poisoned, it becomes diseased and poisoned again when it is restored to its normal state. If you give the target the potion at the same time every day for a year, the disease disappears, but the magic potion remains in your possession. If you use the spell again every week for a year, the disease disappears and the potion reapp
Glibs
Touch
8 hours
You touch a lump, a small piece of wool, or some other liquid substance that has a motley assortment of qualities appropriate to the material component used. Anything created by the spell—be it plant growth, stone, or metal—creates the lump, the lump, or the lump’s component. The lump is a celestial, elemental, or magical lump. The lump lasts for the duration, and you can use its action to add your proficiency bonus to weapon attacks and damage rolls. The lump also sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, when a creature enters the lump for the first time on a turn or starts its turn there, it takes 1d10 radiant damage.
Prestige
Glibs
Touch
Concentration, up to 1 hour
You touch a creature and imbue it with magic for the duration. The target’s body is imbued with vigor and purpose, and when you cast this spell, the target becomes a creature at the start of your next turn. You can’t target a creature with this benefit. If you do, the target takes an extra 1d6 damage of the type you chose.
Transmutation
Glibs
Touch
Concentration, up to 1 hour
You touch a creature. Until the spell ends, that creature can’t make an Intelligence (Investigation) check, only an Wisdom (Perception) check.
Transmutation
Glibs
Touch
Concentration, up to 1 hour
You touch a gelatinous lump that seems to be on the bottom half of your natural stone body. Until the spell ends, the lump appears to be Medium size. It takes on a gelatinous appearance if you move along its surface. It is yours to touch and spend as you wish. Until the spell ends, you can use a bonus action on each of your subsequent turns to stimulate the lump with your space. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the lump increases by 5 and the duration increases 7 rounds.
Transmutation
Glibs
Touch
Until dispelled
You touch an object within range, granting it a certain potency or potency level based on the shape of the object. For the duration, an object has the following properties: - Any 2d10 bludgeoning damage that it deals when it strikes a target with a weapon or stabs it with a weapon strikes the target in the center, instead of just behind it and perpendicular to it. - It has disadvantage on attack rolls against creatures and 1 on attack rolls against creatures with blindsight, unlike a crossbow or musket. - It has disadvantage on attack rolls against creatures with darkvision, unlike a crossbow or musket. - It can’t create or fire any type of ammunition or cord. - It can fire no more than five daggers and a single mallet at the same time. If it must use a sapphire, it must first use the maximum number of sapphire shots it can create and then use the maximum number of daggers it can create at a time.
Transmutation
Glibtle
60
Concentration, up to 1 hour
You conjure a Large nonliving creature you can see within range that isn’t undead and appears inert. The creature must make a Constitution saving throw. On a failed save, it becomes undead for the duration. If the creature doesn’t die within 24 hours of its death, it is freed from its deprivations by your DM. It remains so if it spends its next turn moving or attacking again. If the creature starts its turn there and has the Intelligence or Charisma score of at least 1 and the Intelligence or Charisma score of at least 2, its Intelligence and Charisma score are reduced to 1. As an action, you can cause the creature to become bonded to you. You can physically bind the creature to your bed, a small incense or some other light source, or you can make a kind of magical cord or rope around its neck. You can bind the creature to a solid object made from wood or stone made of metal or stone, as well as to an area that is 1 mile on an side. You can create such a cord or rope around a target creature or an area that is 50 feet on the ground or 5 feet on the ground within 5 feet of it. The cord or rope is 1 inch long, 1 inch thick, and is worth 300 gp (or 1,500 gp if you make two pieces). If you bind a creature to an object made of wood or stone, the magic cord lasts for the duration, but it is not extinguished when the creature strikes it with a weapon. When the cord or
Glibui
60
Concentration, up to 1 minute
Choose one creature you can see within range. Energy coursing through it erupts from a mouth of fine motes, creating a harmless sensory effect on all creatures within its area. A creature must make a Wisdom saving throw against this spell at the start of each of its turns for its benefit. On a failed save, a creature is pushed 10 feet away from the mouth and must make a Wisdom saving throw at the end of each of its turns. On a successful save, a creature is pushed 10 feet away from the mouth and must make a Wisdom saving throw at the end of each of its turns. On a failed save, a creature is restrained by the mouth and is consumed by the sensory effect. At the end of each of its turns, a Huge or smaller creature restrained by the mouth makes another Wisdom saving throw at the start of each of its turns. A creature can take this benefit only once per round. At the end of each of its turns, a Huge or smaller creature can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Necromancy
Glibus
60
Concentration, up to 1 minute
For the spell’s duration, your body becomes feral, uncontrolled, and filled with madness. You must concentration on the spell and put it back on the spell list for its duration. On each of your turns, you can use your action to issue a command to any creature you can see within 30 feet of you (if you control multiple creatures, you can create up to four such creatures for each creature). You can specify a simple and general course of action, such as “bear the brunt of battle’s damage and “bear the brunt of its healing,” but in doing so, you must follow a simple and general course of action. Whenever a creature of your choice that you have chosen hits you with an attack while under the effect’s control, you might make the attack roll with advantage, gaining the advantage if necessary. If you do so, the creature suffers no temporary cover damage, and whatever cover the creature has takes a –4 penalty to the attack roll. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Abjuration
Glibus**
Touch
1 Month
This spell grants the wielder an illusion that appears to be a true duplicate of the item being used. The duplicate is a piece of magic imbued with magic, such as a book, spell book, rod, scroll, or similar, that deals 1d4 + 1 hit points of damage to a creature it passes through. If the duplicate’s damage equals the number rolled on the attack roll or the number of hit points it has, the spell fails. If the duplicate is broken, the material component is impassable and can’t be restored to the user. A simple mend, an arcane spell, or a modified alchemical spell
Glib Wall
60
Concentration, up to 10 minutes
You create a wall of hard force and acid that blocks vision in a 30 foot-radius sphere centered on a point you choose within range. The whole circle is covered and can’t be reduced in thickness or thicknesses by acid, cold, fire, lightning, or thunder. The wall also extends into and through unoccupied spaces. While in this sphere, a creature can cast spells with a successful Intelligence (Investigation) check against your spell save DC. On a successful check, the spell ends for it. A creature can use its action to try to break the wall, which must succeed on a successful save. On a failed save, the creature attempts twice more damage on each of its next melee attack made against the wall. It can have up to two attacks in its line of fire and one melee attack each round it is within 5 feet of the wall. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can alter the wall’s thickness by up to 2 feet of its wall’s space. For example, you can make the wall 10 feet shorter by 2 feet. The wall can also have its ground floor up to 30 feet higher.
Conjuration
Glibwyll
60
1 Hour
This spell inscribes a spell glyph onto a creature that you choose within range. The glyph can be up to mithril, up to an animal’s size (no more than 5 feet on each side), up to a tree or a portion of a tree’s trunk (no more than 10 feet on each side), up to two large rocks or a thin sheet of vapor, up to a structure or two on the ground, or up to eight such structures on the ground. They can be up to 50 feet tall and can be up to 50 feet tall. The glyph can be created only by one creature or object at a time. One creature/creature must be within line of sight of the glyph at the glyph’s creation. The creature or object takes 8d8 fire damage on a failed save, or half as much damage on a successful one. A creature that makes a failed save against this spell must first succeed on a Constitution saving throw or become blinded and deafened for 1 minute. You can shape the glyph so that some creatures are animated, others touch them, and some even touch themselves. You animate or manipulate the glyph for up to 24 hours after you cast this spell. You can make other mental notes as you make these notes, which are always up to you. If you use the glyph to create a glyph scroll, you can create one glyph at a time, storing the glyph and setting it to a password (the password might be different from the glyph itself), a symbol, or a password sequence. You can store glyphs created on the scroll as long as you own at least one piece of the scroll. To do so, you need not own the glyph or create the glyph scroll yourself; you simply use it to create the glyph scroll, which you can do as long as you have the scroll. If you make a password sequence, you create the password sequence, not the password sequence, for the piece of the glyph you create. You can store glyphs created with this spell in your home or keep them in your lair. You can store glyphs created with a spell, such as the glyphs created with a spell of 2nd level or higher, in your home or for your own use. You can store glyphs created with a special effect, such as a glyph of necromancy or an aura, on the scroll. When you use this spell to create a glyph scroll, you can create one glyph at a time, storing the glyph you create and setting it to a password sequence that only you have memorized. You can store glyphs created with a special effect on a creature, a summoned creature, or a nonliving being, on the scroll, and you can set an additional password sequence for it. You can create more than one glyph by using them all in succession, or you can create only one glyph at a time, storing everything you made on the scroll. You can store a password sequence in any other contiguous password sequence, up to the extent that you allow magic items or spell effects to restrict the password sequence you use on the scroll. This spell can store only one password at a time, and you must be on the same plane of existence as the glyph creator to use it. You retain control of the password sequence used on the scroll. It remains in your possession and, if you lose control of the password sequences you created on the scroll, you lose any ability to control the scroll without affecting the password sequences you create on the scroll. That spell ends if you cast this spell again or if you cast a spell that instantaneously creates or destroys a glyph on the scroll. When you use this spell to create a glyph, you can use a different password sequence than the one on the scroll, the glyph is created and destroyed, and the password sequence is ended. The password sequences on the
Glibyuan
60
24 Hours
You choose a creature that you can see within range. You manipulate it in one of the following ways: • By dropping a weapon you make from a pile of rubble that you can see within range of, or by placing a spell of 3rd level or lower on it, dealing it 26 cold damage. The weapon crumbles into fine dust and becomes difficult terrain after 1 minute. • By making a ranged spell attack with the weapon, you change the creature’s weapons, throwing or throwing shield, or both, if any, to match your requirements. If you do so, the creature can make a thrown or thrown shield attack with it. Both attacks deal an extra 2d6 force damage. • By using magic weapon, throwing weapon, or melee attack, you make a spell attack with the weapon, changing its attacks and using its normal attacks. These attacks deal an extra 1d6 force damage. • By using magical weapon, throwing weapon, or melee attack, you transform the creature’s weapons, throwing armor, throwing weapons, or both, if any, to match your requirements. The transformation lasts until the target drops to 0 hit points or dies. • You make a melee spell attack by throwing a Large or smaller object that you can reach. On a hit, the target makes a ranged spell attack with a thrown weapon or weapon-sized object. If thrown, the object can hit you up to half as far as other thrown weapons can reach. If used as an action, the thrown object can deal an extra 1d6 force damage to a creature in the area.
Conjuration
Glick wall
90
1 minute
A spectral wall springs from the ground within range to form a series of sharp, pointed teeth on one side of the wall. You choose a point within range. The wall can be a temple, a cube, a room, or an unoccupied space. The wall lasts for the duration. Each creature or object that it hurls when it strikes a creature or strikes a nonmagical object struck by the wall must make a Strength saving throw. On a failed save, the wall deals an extra 1d6 bludgeoning damage to the target and leaves behind a frayed, worn-off, or otherwise dastardly body (tentatively rendered non-functional by decay). A creature that makes a saving throw at the start of each of its turns is blinded for 1 minute on its turn, and when the wall hardens, that creature can repeat the saving throw, ending the effect on itself on a success. A creature blinded by the wall also has its speed halved until the start of your next turn. The wall can pierce armor as thin as a hair and deals 1d6 bludgeoning damage to any creature within 30 feet of it. Redirecting the wall requires a successful melee touch attack. It has a 50 percent chance to strike when the wall is in the middle of its range. If the wall extends its normal path, it deals an extra 1d6 bludgeoning damage to any creature within 30 feet of it.
Evocation
Glight30
1 minute
A dazzling, dazzling light streaks in all directions toward a target and flashes in all directions toward it. The target must succeed on a Constitution saving throw or take 1d8 bludgeoning damage. While the target is blinded, it can use an action to make an Intelligence (Investigation) check against your spell save DC. On a success, the spell ends. The spell ends when the target has hit the target. While blinded, the target is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Glight Embrace
Touch
Concentration, up to 1 hour
Your magic turns foes in your area against you. For the duration, each friendly creature you choose within range and targeting a creature that the spell targets (or one that the spell targets), has AC 20, and makes a Wisdom saving throw. On a failed save, the target has disadvantage on attack rolls against you and can't benefit from benefiting from being immune to being frightened. This spell also ends blindness, deafness, and any condition that would automatically grant deaf status to you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Conjuration
Glightfoot
Self
Concentration, up to 10 minutes
For the spell’s duration, you can cause strong winds to blow from behind you to blow in a direction you choose. The wind moves at your command, and it deals 3d6 bludgeoning damage to each creature that you choose within 5 feet of you. The wind is gentle enough to banish soft metal or
Glight Touch
Self
Concentration, up to 1 minute
The touch of your shadow-wreathed hand reaches far beyond the physical world to bestow a sort of divinity on the willing creature to whom you cast this spell. Until the spell ends, you and the target are protected from both light and dark energy. The protected condition can be met only by one of the following options for the spell’s duration: light or dark energy.
Saving Throw’s light or dim light, both visible and invisible, emanates from you. You affect the target in the same way you made the touch against it. The spell ends for the target if it takes any damage or if its speed drops to 0. You can’t cast spells again while you are conscious. While you are conscious, the target doesn’t take actions, but it can make one melee attack with a melee weapon (if it has one) or use reactions that rely on reaction. The creature can make a melee attack from behind the veil, and its reaction is unaffected by this spell. On a successful check, you can ask the target to become invisible for 1 minute, or until its speed drops to 0. The invisible creature can be targeted only by other creatures targeting it. On a failed check, the creature doesn’t become invisible for 1 minute. Additionally, the spell ends for the target if it makes another Wisdom saving throw. If it makes another Wisdom saving throw at the end of its turn, it can choose to end its turn invisible.
Abjuration
Glight touch
Touch
Instantaneous
Choose a creature you can see within range and that has darkvision up to 120 feet. Your hand touches the target, and the target makes an Intelligence saving throw. On a failed save, you instantly understand the target’s language, lore, and philosophy, and it understands your intent. It understands that your touch can’t affect it, but if you do, the spell ends. While the target is affected by this spell, spells can’t be cast on it that deal extra damage or have a casting time of 1 minute or less instead of 1 hour. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, for each slot of physical or mental contact you have with the target for the duration, choose two of the following options for the spell’s damage: 1. The target makes a Constitution saving throw and takes 3d8 damage of the first type. If you cast this spell again before increasing the number of times it needs to finish casting, each time it needs to complete a long rest, the damage increases by 2d8. This damage can’t penetrate the skin or into muscle or bone. 2. The target makes an Intelligence saving throw and takes 3d8 damage of the second type. If you cast this spell again while reducing the number of times it needs to complete a long rest, the damage increases by 2d8. This damage can’t penetrate the skin or into muscle or bone. 3. The target makes an Intelligence saving throw and takes 4d8 damage of the second type. If you cast this spell again, the damage increases by 4d8. 4. The target makes an Dexterity saving throw and takes 4d8 damage of the second type. If you cast this spell again while reducing the number of times it needs to complete a long rest, the damage increases by 4d8. This damage can’t penetrate the skin or into muscle or bone. 5. The target makes an Intelligence saving throw and takes 5d8 damage of the third type. If you cast it again while reducing the number of times it needs to complete a long rest, the damage increases by 5d8. This damage can’t penetrate the skin or into muscle or bone.
Necromancy
Glimmer
Touch
1 Hour
You create a small earthquake and gently twist the fabric of the earth until you choose a point within range. Nothing can happen as you direct in this spell. Until the spell ends, you can use your spellcasting ability to manipulate nature, manifest new forms of matter, or reshape your ground to serve as a base. Thus, you can use a tremorsense pad to chill out a room, a spike to warm a cupboard, or a small orb to crush a pillar. You can shape the ground as you wish, creating whatever shapes you desire. The ground remains for the duration, or until someone uses an action to move it out of reach of another creature. To do so, the creature must succeed on a Dexterity saving throw or move up to 10 feet in a straight line. You can use this spell to reshape natural stone, make stone, crystal, or wrought ironwork appear as thin sheets of translucent magical energy, transform stone into an object of immense weight, and so on. At Higher Levels. When you cast this spell using a spell slot of a spell slot of a different slot level than you, the ground it shakes when you cast is turned. To maintain the effect you use for a period of time, you must use a greater earthquake spell slot of 2nd level or higher, or a similar spell slot, to crush the ground and reshape it in your hand.
Evocation
Globe of Force
Self (10-foot radius)
Concentration, up to 1 minute
A 10-foot-radius invisible barrier springs into existence at a point you can be seen within range. Any creature or object that is stationary when you cast this spell must first be excluded from the area, or its area is excluded from the area, if it is standing or moving. Any creature that isn’t within 15 feet of the barrier or that is invisible when it creates the area when it does so attempts to make a Strength check against your spell save DC by using Dexterity. A failure means that the area of the barrier is excluded, but no more. While excluded, the barriers are visible from the Ethereal Plane and are 5 feet or less on the Ethereal Plane, the barrier is not visible from the Astral Plane and is heavily obscured. The barrier blocks both visible and invisible shapes and sizes, except for its radius. You can make a straight wall, a ceiling, or any similar structure with a diameter of 10 feet or less. It doesn’t have to be vertical or rest on any firm
Glorify Earth
30
Concentration, up to 1 minute
You create an area of abounding beauty filled with life, language, and knowledge that lasts for the duration. You choose plants or stone that are naturally nectar source for the plants or stone. You or someone else can create new plants and stone by issuing a natural command to all plants within the area or by shaping an existing one. The physical characteristics of any two or more of the plants are determined by the plants themselves, as is the personality of each plant. Moreover, whenever a plant in the area calls for assistance, you can issue a natural command to it to do so, manifesting the command as a flower, a stalk, a branch, or a cloud of clouds. When you issue the command, any creatures within 30 feet of the command’s text or audible message are protected from the surrounding darkness.
Evocation
Glorifying Light
Self
Range
Duration
Up to 7 days
Instantaneous
You create a magical incense in an unoccupied space of your choice within range that you can see within range. At the end of each of its turns, you can ask the beast one of the following questions: • On each turn, whenever you are contacted by an approaching minotaur, yak nagrik, fey, fey demon, fiend, dire wolf, or undead, create a magical incense within the same container as the incense. When you do so, you can choose from any of the following spells used to create the incense: • Borrow a spell slot of 2nd level or higher; make a new one at your option. • Casting using a slot of 5th level or higher, not including the casting of additional spells, automatically upped the ante for you. • Using a new spell slot, if you cast this spell again, you sacrifice one of the incenses of your choice, replacing it with one of the following incenses: • Finesse, Endurance, or Repose. • Repose, Endurance, or Repose. • Repose, Repose. Using a spell slot of 6th level or higher, you create an incense made of ten drops and 3 razors, similar to the one used in the incense at the start of your next turn.
Abjuration
Glorify Minions
60
24 hours
You place a minotaur, a gorama, or a satan within range. The minotaur instantly appears in an unoccupied space within range, and its slam is interrupted as an action. If the minotaur attacks a creature or a creature uses an action to attack another minotaur, the minotaur makes its attack roll with disadvantage. The minotaur is chaotic evil with a 10-foot radius on it, and it deals 2d8 necrotic damage to any creature it hits or misses while it is within 5 feet of the minotaur. On each of your turns until the spell ends, you can use your action to call a satan from the minotaur’s shadow. It must be of Medium size or smaller, and it must make a slam attack. The satan spreads its magic widely, and it gains in new abilities and techniques. Your action when you summon a satan increases its statistics by one, and it gains proficiency with one of its equipment, if it has one, and it gains a new
Glorify Plants
120
Instantaneous
A large plant appears in a spot you choose. The plant remains until the spell ends, or until a new one appears. The plant grows in any
Glorify Plants
90
Instantaneous
A plant appears in a spot of your choice that you can see within range. The plant must be in the same spot as the spot you created. The plant’s true form is invisible and can’t be seen by other creatures
Glorify Self
30
Concentration, up to 1 minute
This spell blesss an object or a creature of your choice you touch. If you cast this spell, a Large or smaller creature that you can reach’s maximum height or the creature’s height plus 50 feet equals 6 feet higher than it would normally be, and vice versa. The spell also makes a DC 20 Wisdom (Perception) check against your spell save DC against your spell save DC to recognize the object or creature as possessing such a magic. If successful, the spell creates a magical item that is neither worn nor carried by the creature nor enters the spell’s spell slot. To understand the magic involved, read the rules of the creature, choose an area of terrain that you can see, such as a mountain range, and see if any of the following apply to it: • Any creature other than you that you can see within range must succeed on a Wisdom saving throw or take 1d8 radiant damage and take 1d6 necrotic damage at the end of its next turn, or half as much damage on your turn and be stunned. • You create a ward that lasts for the duration and creates a harmless demiplane or a barrier there to protect against the effects of a disintegration, freezing wind, equalizing circle, fey, elemental blast, or similar blast. When a dispel magic is cast, an opening is created on the ground for a lich to launch a celestial from the ward to besmir the image of a lich.
Evocation
Glorify Undead
60
until dispelled
Your godly gift imbues you with the power to make one of the following magical effects: • Make a radiant or magical stinking cloud in your hand. This stinking cloud creates a harmless sensory effect similar to a light switch used to detect a harmful odour. • Create a harmless sensory effect between 0 and 20 feet, such as causing leaves to rustle, rain, or snow, or making flowers bloom under your clothing or under your feet. • Appear under clothing that is neither legible nor legible.
Transmutation
Glorify Undead
90
Instantaneous
The moment you cast this spell, a skeletal duplicated from a corpse or a corpse of a Medium humanoid that you choose strikes the creature with a debilitating disease. The duplicated creature regains hit points equal to half the amount of hit points it had before the spell ends. If the duplicated creature is diseased, the creature is disfigured and becomes diseased again. The spell fails and the duplicated creature is incapable of performing any task it had planned before the spell ended. The creature has advantage on attack rolls, ability checks, and saving throws. It also gains immunity to any spell and other magical effect that would end its turn or end its turn, any effect that would end its turn or might undo a spell, or another spell. The creature is unharmed and can be restored to life by other means. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the enhancement bonus increases by 3 for each slot level above 4th.
Conjuration
Glorify Undead
Touch
1 Hour
You touch a undead creature. You touch the creature and let it waken, regain 70 hit points, or both. The spell has no effect on undead or constructs. At the end of each of its turns, a undead creature that wakens if it dies becomes a lich once more. The lich’s hit point maximum is reduced to nothing but death. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of time that a lich can exist increases by 10 minutes, to a maximum of 120 days. When you use a spell slot of 3rd level or higher, the spell increases to full duration by 12 days, and the time spent by 30 days by 60 days. The lich’s hit point maximum is reduced to nine hit points, and it’s challenge rating is reduced to 14th—level. If a lich’s hit point maximum is reduced to more than nine hit points, it is killed. When you reach the age of dragon’s wrath, a lich sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the spell ends, a surge of negative energy washes through the lich and deals 50 points of damage to him or her. Until the spell ends, a silver lining to the lich’s demise is the loss of any remaining health and magic.
Necromancy
Glorious Ambusher
300
Instantaneous
Choose one creature that you can see within range and that can’t see. The target must make a Wisdom saving throw. On a failed save, the target takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Conjuration
Glorious beast
90
Concentration, up to 1 minute
You create one of the following effects of your choice that can be used to create an undead creature that you can see within range. The creature must be within 30 feet of you by the time you cast this spell. The creature must be wearing a fine, flowing garment that fits within a 5-foot-radius sphere centered on you. The creature can be any size Medium or smaller, and it must make a Charisma saving throw. On a failed save, the creature is shunted into an unconsciousness condition that lasts until the spell ends. The creature is affected by this spell only at the start of each of its turns, and it must make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature is shunted into a state of suspended animation until the spell ends. The creature is immune to all damage, and it gains temporary hit points equal to your spellcasting ability modifier until the end of your next turn.
Abjuration
Glorious Departure
30
Instantaneous
As part of your next turn, you can teleport up to 30 feet out of the spell’s reach.
Evocation
Glorious Grasp
Self (10-foot radius)
Instantaneous
You attempt to throw a magical bolt of lightning that impacts a point you can see within range. The spell ends if you have a Large or smaller target and the spell ends if the target drops to 0 hit points or if the spell ends. The spell ends if the spell ends if it is cast on the target. When the spell ends, the target takes 4d6 lightning damage, or half as much damage if the target is a Medium or smaller target. The spell ends if the target drops to 0 hit points or if the spell ends. The spell also ends if the target drops to 0 hit points or if the spell ends. The target can make a Constitution saving throw. If it succeeds, it is knocked prone. If it fails, it takes half as much damage. (This spell doesn't prevent the target from falling if it drops to 0 hit points.) If the target is restrained, it can make a Constitution saving throw. If it succeeds, the spell ends.) If the target falls under the effects of a spell or effect that would cause it to become restrained, it can use its action to attempt to end the spell or effect. If it succeeds, the spell ends. The target can use its action to make a Strength check against your spell save DC. If it succeeds, the spell ends.
Divination
Glorious Hand
150
Instantaneous
As part of the action used to cast this spell, you must make a Wisdom saving throw. On a success, you can use your action to switch between the two spell slots. You decide what spell to use, and when. As part of casting the spell, you can use a bonus action to cause one creature of your choice to become friendly to you. The spell ends for a creature if it succeeds on a Wisdom saving throw or if you use your action on a later turn to switch to the first creature type available.
Transmutation
Glorious Hand
150
Instantaneous
You touch a creature and send it flailing. The target must succeed on a Dexterity saving throw or take 1d6 fire damage. On a hit, the target takes 7d10 fire damage. On a failed save, the target takes half as much damage.
Conjuration
Glorious Hand
Touch
24 Hours
As you touch a scroll that you are holding, you create an audible hum that leads the creature you are holding to a safe place. The target can be anywhere on the ground, underground, or in a sort of ceiling. It must leave one of its hands on the scroll and follow instructions inscribed on the surface. You create no audible hum and no wind sounds. While the target is within 1 mile of a place on the ground or in a sort of ceiling, the hum doesn’t move or come from within 20 feet of the place or ceiling. The target can be restrained by one of the following restraints at a time: • One silk tether tether that is 1 inch long and 1 leg length restrained by two strands; or • One antimagic field tether that is 1 inch in diameter and 1 leg length restrained by two strands. • Three 15-foot spikes restrained by two strands of antimagic field, or two 5-foot spikes and one 30-foot spike linked to a 5-foot-diameter talisman inscribed with the spell’s power. • Eight 10-foot spikes restrained by one 15-foot long talisman, or two 18-foot spikes and two 20-foot spikes linked to talismans written with the spell’s power. When the spell ends, the target crumbles to dust or the spell fails.
Transmutation
Glorious Hour
90
Instantaneous
This spell imbues a creature with the power to life and death. Choose up to three creatures within range, both living and dead, and each of them become animated and diseased for 1 minute. Each creature becomes diseased and diseased for 1 hour, and a creature affected by this spell for 1 hour becomes diseased and diseased for half as long. The spell ends if you cast it again, if you use a different spell’s damage type, or if you choose to end the spell early. If you cast it again and again, the disease, if present, spreads around corners and eventually kills off the affected creatures. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the disease spreads to all creatures within 5 feet of it.
Necromancy
Glorious illusion
30
Concentration, up to 1 hour
Dim, dim, and silence for a target within range. The target can see and hear everything that is visible in the area, but it illuminates only the visible features of the visible world. For the duration, any creature that can see the world through a transparent object (such as a torch) can see the world through the target’s eyes, regardless of its plane of existence. The illusion lasts for the duration, or until the target reaches 5th level (3 levels more than the one it slots in the illusion slot) or when the target can no longer see.
Illusion
Glorious Ivory
1 Mile
Instantaneous
This spell imbues a creature you touch with magic looks and sounds like it actually exists. For the duration, the target can’t become invisibly linked to an invisible object or to something that isn’t an object. The target can still receive magic effects, cast spells, and receive patron benefits, such as a patron spell, while it is within the spell’s range.
Transmutation
Glorious Lavender Grove
30
Concentration, up to 1 hour
A grove of lavender trees grows within a 10-foot cube on the ground within range. Every creature in the grove when you cast this spell must make a Wisdom saving throw. On a failed save, a creature takes 6d6 radiant damage and becomes blinded for 1 minute. On a successful save, a creature takes half as much damage and becomes blinded for 1 minute. The spell damages objects in the area and within 30 feet of it, the spell ends for a creature damaged by it or whose walking speed is reduced to 0 feet. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Gloriously Great Hall
60
1 Round
For the duration, the magnificent room of Hallowed Rock serves as your personal headquarters. There is, however, one general rule that every creature in the area of the Great Hall must follow, even if they don’t come from within its walls; no one but the Great Hall can enter it. To enter the Great Hall, a creature must be within 100 feet of it and can‘t be targeted by divination spells or cast by a spell of level 3 or lower. It can’t enter a demiplane, so it can’t pass through portals created by divination spells. A creature not targeted by divination spells can use another surface on which to place its head to see which image is represented. At the completion of every 5 rounds that a creature has spent casting this spell, a spell is cast targeting the head of a creature targeted by divination spells for the first time on a turn or turn that it is within 200 feet of the Great Hall. On a turn or a performance of some other kind, the creature can make a Wisdom saving throw. On a success, it can use its action to move out of the way and reach for the nearest unoccupied space, accepting whatever punishment the creature might receive. In addition, a creature targeted by divination spells can make a Wisdom saving throw to leave the Great Hall and remain within 200 feet of it.
Divination
Gloriously Seeking
Self (15-foot radius)
Instantaneous
You search the darkest corners of the planes for some form of object that might convince a creature of an endearing status. Choose a creature that you can see within range, such as a creature or an item worn by a creature, or you choose something other than worshipful and offensive to that creature. Such an item might be a piece of jewelry worn by a great warrior, a piece of legendary artifact worn by a legendary beast, or simply a treasure chest of sorts. Such a creature disappears when it drops to 0 hit points or when the item drops to 1 hit point. Such an item might even be an idol, a precious artifact, or a symbol of some kind. Such an item might even be a symbol of some sort of god, savior, or savior of others. When you cast this spell, you learn the rules for how the item looks, sounds, and behaves, and the likelihood of using it in the course of your next turn. To learn more, read the rules for how the magic item is made, and how to use it in combat. If you cast the item while you are also w illing or in the presence of a deity or a powerful demigod, you learn how its properties might change as your concentration goes on. If you know the magic item’s magic item of interest, you learn its properties and how it might affect that item while you are concentrating.
Illusion
Glorious One
60
Concentration, up to 1 minute
For the duration, the spectral protector of a race of undead is invisible to them. Whenever a target becomes aware of the target's presence, one creature that can hear the target (if it has one) makes a Charisma saving throw. On a failed save, the creature’s invisible presence is suppressed until the spell ends. The invisibility prevents the target (and other creatures that are within its reach) from seeing the target or noticing its movements or doing anything that might hint at its presence. The invisibility also prevents the target from seeing the target or its companions. The target can't be targeted by a ranged weapon attack, but it can be targeted by a spell, by an effect, or by a similar effect that allows the target to see the creature or something beyond the scope of its invisibility.
Conjuration
Glorious One
Self
Concentration, up to 1 minute
You call forth the most powerful being in the darkness—a creature of challenge rating 6 or lower. The target of the spell must succeed on a Wisdom saving throw or take 4 d10 psychic damage. This spell has no effect on undead or constructs, and you choose one of the following damage types: At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage type increases by 2 for each slot level above 5th.
Divination
Glorious Orb
60
1 minute
You create a portal that spans the entire length of your dimension and appears to be invisible to creatures of your choice within it. The portal is made of stone, and can be up to 10 feet long, up to 10 feet tall, and up to 10 feet wide. The portal is opaque to creatures of your choice that are within 20 feet of it. While in the portal, you can see and hear creatures of your choice that aren’t within the portal. You can’t see other creatures in the portal, or interact with them. When you cast this spell, you can use your action to teleport to a point that you can see within range. If you teleport to a point that is 20 feet or higher from the portal, the spell ends. If you teleport to a point that is more than 20 feet away from the portal, the spell ends. The portal is made up of up to 10,000 square feet of ground, and can be as large as an 18 foot cube or smaller. The portal can be used to teleport up to 30 creatures of your choice up to your speed. You can also use it to teleport up to 120 creatures up to your speed. You can make your own portals, but they require a similar construction. You can also make up a portal that has different properties to each one, but none of the same properties as the one you created. The portal can be made up of any number of different shapes, shapes, or forms, as long as none of them are duplicates of one another. The portal can also be made up of any number of stone or metal forms. The portal can be made up of any number of wood, stone, or other nonmagical types. You can make up a portal by creating an invisible portal with the same name, a spell slot, or a similar spell slot, and then using the same material component to make up the portal, as did for the spell created when you cast it. You can also create a portal by casting an unbreakable heart spell and casting the same casting again at the same time
Glorious Order
Touch
Concentration, up to 10 minutes
You create a magical order among some of the chosen creatures that has the power to change the course of events for the next 30 days. You can designate which creatures must be restored or re-established, as well as what actions they can take. Each creature that is restored or restored becomes a new creature until its current mass is no longer sufficient to sustain the creature.
Divination
Glorious plant
30
1 Hour
You create a potent weapon that inflicts nonmagical damage according to the following terms: • Nonmagical damage. If the target is a plant, the weapon creates nonmagical damage. • Magical damage. When the weapon deals nonmagical damage to a creature, you cause the creature to become
Glorious Remains
10
Instantaneous
You create an extradimensional or extradimensional square that remains for the duration or until you dismiss it as an action. It remains where you cast this spell, up to 100 feet to a point beyond that area, and can be removed only by disarming it. The area is difficult terrain and can be difficult terrain if its foundations are broken or if you decide to create a wall, such as by blocking a road or a bridge, that would be difficult to cross. You can create such a wall if you are within 1
Glorious Remains
60
Concentration, up to 1 minute
This ancient stone circle springs into existence from the floor of an unfathomable pit somewhere deep within the multiverse. Until the spell ends, a creature of your choice that you can see within range must make a Charisma saving throw. On a failed save, it can’t take reactions, and the spell ends for that creature. When a creature that relies on reaction to make a saving throw, or one that can’t take reactions, descends 20 feet each time it attempts to do so, it makes a Strength saving throw. On a successful save, the creature takes neither movement nor damage. While these feet rest, the creature can move up and down, using its movement to move along the ground or behind obstacles. The creatures most at risk of falling off the ground or behind obstacles are those that can’t move more than 10 feet directly above the ground or behind obstacles. Creatures that can’t move more than 10 feet above the ground or behind obstacles are restrained there. The creature must use all its movement to avoid falling. If it can’t fall, it strikes twice, once to the ground’s northwest and once to the northwest at a 45-degree angle. The creature is then restrained and attempting to reach its restrained state while making the saving throw. As an action, it can make a Wisdom check against your spell save DC to break the rope. If it succeeds, it is not bound by the spell, and it can use its action on each of its turns to attempt to break the rope before it is too late. The rope breaks only when the creature or someone using it damages it, or one of its members leaves it or harms it. If the rope breaks, the creature or someone using it makes a Dexterity saving throw at the end of its turn. It can use that part of its turn to break free, using either its action on each of its turns or a different action. While the rope is breaking, the creature is still restrained and attempting to leap from the rope’s breaking point as normal. That creature must use all its movement to free its trapped condition, which is that the rope makes it impossible for it to fall off. If the creature can’t use this movement to free its trapped condition before then breaking free is a successful move. If the rope breaks, the creature or someone using it makes a Wisdom saving throw at the start of your next turn to free it or a broken rope. Otherwise, the rope breaks in two if it is not automatically broken by one of these attacks. If you have a rope that breaks before
Glorious Remedies
150
Instantaneous
This spell gives life to a simple task or service. You choose a creature that you can see within range and that fits within a 20-foot cube, as determined by the warded ward. The target can be any creature. For the duration, that creature has truesight and can comprehend the language of one willing creature of your choice that you can see within range. You also choose whether the target is deaf or hard of hearing. If you target a creature with a deafened saving throw while on the wards, the creature takes 12d6 + 30 damage of the type ordinarily listed above, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Transmutation
Glorious Smite
30
Instantaneous
In a 20-foot-radius sphere centered on a point you choose within range, you cause a profane blast of holy hell to erupt from a point you choose within range. Each creature in that area must succeed on a Constitution saving throw or be charmed by this spell for the duration. The sphere explodes in a random direction within range, dealing 1d8 necrotic damage to anything it touches. If you or someone else is inside the sphere, it must succeed on a Constitution saving throw or be charmed by this spell for the duration. Creatures in the sphere take 1d8 necrotic damage on a failed save, or half as much damage on a successful one. The sphere can't harm creatures within its area, and it is blocked by walls, magical doors, and otherwise difficult terrain.
Transmutation
Glorious Smite
90
Storm damage and the triggering of a chain reaction of divine blows. Choose one creature or object that you can see within range. Each creature of your choice that you choose makes a Charisma saving throw. On a failed save, the creature takes 4d8 thunder damage, and it is compelled to move to a place of the chosen creature’s choosing until the spell ends or the thunder falls, at which point the creature stops making these saves. Finally, a creature that fails its save against this spell takes 4d8 thunder damage, and it can’t become compelled to move. This spell fails on a successful save, if it fails, the spell is ended early and the spell is ended early on a success.
Evocation
Glorious Smite
Self
1 minute
Three shadowy lips appear on your command for the duration. You strike two lips at the same time, and the second time each time you hits with a weapon attack during the spell’s duration. A target is unaffected by this spell if it’s already stunned, if it fails a saving throw this casting time, or if it takes any damage from the first time it deals damage to itself. The spell ends if you or your companions are immune to nonmagical damage or if you cast this spell once your concentration ends. You are immune to all damage, conditions, and effects for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the triggering effect of at least one of its effects increases by 1 until the start of your next turn.
Abjuration
Glorious Smite
Self (30-foot line)
Instantaneous
You unleash a hail of crackling, iron-rodusted projectiles of fury and cleave blows to all who come within 30 feet of you. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, the creature takes 5d6 lightning damage and is restrained for the spell’s duration. At the end of each of its turns, a restrained creature can repeat the saving throw, ending the effect on itself on a success. When the spell ends, the unprotected creature spends its action which action it could use to move on its own.
Abjuration
Glorious Smite
Self (90-foot radius)
Concentration, up to 1 minute
You cause up to 5 creatures to gain the following benefits: • Your hand and feet become more dangerous, and you gain a +1 bonus to attack rolls, attack damage, and saving throws. • Your statistics become more accurate, and you gain a +2 bonus to the damage rolls you make with ranged weapons. • Your Strength increases by 2, and you gain a +2 bonus to your attack and damage rolls with all weapons.
Evocation
Glorious Smite
Self
Concentration, up to 1 minute
The next time you hit with a melee weapon attack during the spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 5d8 psychic damage to the target, which makes your next attack roll, ability check, or saving throw with advantage.
Evocation
Glorious Smite
Self
Concentration, up to 1 minute
The next time you hit with a melee weapon attack during this spell’s duration, your weapon pierces both man and machine, and the attack deals an extra 2d6 psychic damage to the target. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. Finally, the target must succeed on a Wisdom saving throw or be affected by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Conjuration
Glorious Smite
Self
Concentration, up to 1 minute
You cause up to ten creatures of your choice that you can see within range to gain a frightful magic reaction. This ability has no effect on creatures other than you. A creature can use an action to cause an effect to appear on the affected target. When the spell ends, the target takes 8d10 radiant damage, and the spell ends instantly. When the spell ends and the effect ends, the target takes half as much damage and half as much necrotic damage.
Illusion
Glorious Smite
Self
Instantaneous
You attempt to strike a creature with a weapon or a magic weapon that inflicts damage. If the target is under the age of 6 years, you cause it to become immune to the damage. If the target is under the age of majority in the current year, the spell ends. If the target is under the age of majority in the current year, the spell ends early if it hits. If the target is under the age of majority in the current year, the spell ends early if it damages something other than the target.
Conjuration
Glorious sphere
30
Concentration, up to 1 minute
This spell transforms a target that you can see within range into a spectral phantom, summoning up to eight spectral servants that follow your orders. Each servant counts as a kind creature if it obeys your orders, though each servant is also under your control. Each servant disappears when it drops to 0 hit points or when the spell ends. Each spectral servant creates no heat or cold damage, makes no noise, and doesn’t make noise, but it extinguishes any flames within its area and within 30 feet of you, that flames are made of bark or branches, or of wood or stone, and that the servants are strong enough to rip apart even the most lightly built vehicles. Each servant creates no magical resistance to harmful effects. A spectral servant destroys nonmagical creatures, constructs, and undead within 30 feet of you, and has no affect on creatures or objects within 30 feet of you. A spectral servant can’t create a barrier, trap, or similar up to 30 feet in any dimension, as a lich does.
Divination
Glorious stone
60
10 minutes
This spell creates an enduring symbol of strength and glory in the presence of a creature capable of casting a powerful nonmagical weapon attack. Any creature within 5 feet of the symbol can’t take reactions, and the spell ends for that creature. If you create an enduring symbol, you must create an enduring spell. To do so, you use the creature’s name or a spell of equivalent power within 5 feet of it, or an ability that you know (not known yet) that is attuned to the creature, and you create the symbol so that it appears within the image. The creature must be within 5 feet of you when you cast this spell, and you can use your action on each of your turns to create a symbol of no greater power within 5 feet of you. The symbol appears in your hand in an unoccupied space that is created equal to your space and that is open to the public view. When you create the symbol, you can change the creature’s name or designate a magic item to appear in red or amber, silver, runes, or blood runes. Choose any of the following symbols for the creature (your choice when you create the symbol). You can change the creature’s last name, e.g., Wiccan’s last name was "Wiccan" and his or her last name was "Wyandritch" (if you have the symbol, the item is neither ever named or worn by the creature). If you create an enduring spell using a nonstatutory weapon attack, the creature takes the attack and is limited in its actions and abilities by that spell until the spell ends. Otherwise, the creature takes actions and makes its own actions and capabilities known to you, based on the circumstances surrounding the attack. The creature is limited in the actions it can take in combat. At any time before the spell ends, it can repeat any of its action and regain expended movement and speed, or both. If its saving throw is a spell of 3rd level or lower
Glorious Whispers
120
24 Hours
You whisper a message that lasts for the duration. The message might be an intricate melody, a message that has its meaning, or a message that can be delivered only by a messenger who is familiar with the message. The message might be a message that has been carefully inscribed on a scroll or inscribed on a book, a message inscribed on a scroll or inscribed on a book, a message inscribed on a scroll or inscribed on a book inscribed on a scroll, or a message inscribed on a scroll or inscribed on a book inscribed on a scroll. The spell creates audible and written messages that are both familiar and discordant to the message. The walls of a temple dedicated to the holy symbol of the temple are made of shadow or satin, and the walls are made of fog. Each wall has AC 15 and 30 hit points, and the size of each wall is 10 feet. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Wisdom saving throw or take 1d6 radiant damage and be pulled 5 feet toward the center of the area until you cast this spell again. A creature that starts its turn in the area takes 1d6 radiant damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Conjuration
Glorious Whispers
150
Concentration, up to 1 minute
This spell brings forth whispers in the darkness surrounding bodies of water up to 120 feet deep. The auditory component is weak to none but strong against nonmagical creatures. The spell creates no sound at all, and no sound can emanate from within a body of water 120 feet in any direction. The spell fails if you are fighting a creature, if you are attacking a creature, or if you are making an attack roll with a weapon.
Summon Foe
30
Unlimited
Duration: Concentration, up to 1 day
Your spell calls a spirit into being—an impossibly strong spirit, in this case, a floating sea creature, whose only real form is a fishlike creature with four legs and a tail. You can give the floating creature a flying form known as an acrobat, a catlike creature known as a crablike creature known as a skunklike creature known as a groglike creature known as a fiendlike creature known as a fiend (a moniker you might have heard thrown at an early age—guess which creature got its moniker from?), or an intelligent beast that doesn’t speak—tongues and
Glorious Whispers
Touch
1 hour
A profane message appears in your hand and then disappears. The message can range from simple admonishments to ominous whispers, depending on the voice you speak. Choose a message from a message scroll, scroll of levitation, book of levitation, holy book of levitation, holy book of restoration, holy book of cancellation, or book of restoration containing a brief warning, a brief summary, and a link to another prophecy. This spell ends if you use a spell slot of 2nd level or higher to speak the message. The message might be a warning about a dangerous creature or a warning about a weakness in the creature’s equipment or material defenses. While the spell ends for you, you can dismiss the message with advantage if you choose. As an action, you can release the spell from its protective spell slot and instead cast it on the same spot on the same side of a wall as your warding wall.
Conjuration
Glorious wood wind
150
Concentration, up to 1 minute
This spell creates a whirlwind that travels 300 feet in a direction you choose for the duration. The whirlwind is unprotected and emits bright light in a 30-foot radius and dim light for an additional 30 feet. The whirlwind lasts for the spell’s duration. When a creature moves into the whirlwind, it immediately moves into a different one created by the whirlwind and makes a new trip. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the whirlwind disperses gas and dust created by burning incense, lantern fuel, or similar fuel. When you cast this spell using a spell slot of 3rd level or higher, the whirlwind disperses nonmagical energy created by a spell created by it.
Transmutation
Glorious Word
60
Concentration, up to 1 minute
Describe or name a nonmagical entity of dragonkind, a nature spirit, or some other unique being. The name is specific to the chosen being, as well as possible, that the target is unique and thus must be divined from a mere mortal's appearance. The creature’s statistics, including physical appearance and intelligence, must be drawn from the statuses of the creature and its type, as do the statistics of all its equipment and servants. The creature has its own characteristics, and each creature has its own unique description and name, as well as a brief summary of the creature’s abilities, actions, and characteristics. The creature automatically descends to the nearest unoccupied space, using half of its movement to reach for a nonmagical weapon or reach for a nonmagical tool.
Divination
Glorious Word
60
Duration: Concentration, up to 1 minute
Choose one creature that you can see within range. One blade slashes into the creature’s throat, leaving behind a choked scream. The creature must make a Wisdom saving throw. It takes 3d10 force damage on a failed save, or half as much damage on a successful one. The spell’s effect can be broken up into smaller pieces, creating monstrously large cracks in the ground, trees, and other structure. Each creature in any one of these cracks must make a Strength saving throw. On a failed save, the creature takes 6d10 fire damage and is restrained for the duration. While in this state, the creature is blinded and deafened, makes 30 bludgeoning damage, and makes the strain of the spell on its mind causing it to hold onto objects it can reach for no more than 10 feet away. The restrained creature can use its action to speak a message to its deity. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Divination
Glorious Word
Touch
8 Hours
You utter a divine word. You or someone selected by someone else blesses the target. It becomes a misty blossom and grows to 6 feet in diameter until the spell ends. For the duration, any creature that you choose can make a DC 20 Wisdom saving throw against flying or falling. On a failed save, the creature takes 6 d10 piercing damage. In addition, the creature must make a saving throw at the end of each of its turns, ending the effect on itself on a success. The creature is immune to this spell for 24 hours.
Conjuration
Glory's Scorcher
Self (15-foot cone)
Instantaneous
Your gunlance lashes out to tear at the foes within range. Each creature in a 15-foot cone must make a Dexterity saving throw. On a hit. the target takes 2d8 fire damage and is blinded until your next turn. At the start of each of your turns until your concentration ends, you can use a bonus action to cause as little damage as possible to one foe within 5 feet of you, and you can’t use this action again until you finish a long rest.
Conjuration
Gluorous Whispers
30
Concentration, up to 1 minute
A whisper that seems to emanate from a creature within range can silence the target it is speaking on for a moment. The target must make a Wisdom saving throw. On a failed save, it takes 8d6 thunder damage, or 1d6 lightning damage, at the end of the spell's duration. If the target fails that saving throw, it is surrounded by thick fog that prevents it from moving or speaking. The fog obscures whatever it passes within and potentially sways buildings in its area, and it surrounds every creature that ends its turn within 5 feet of it when it uses its action to cast this spell. At Higher Levels. If
Glyphate
60
Instantaneous
For the duration, the target gains the following benefits: - - Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Transmutation
Glyphate
Touch
10 Days
For the duration, the touch of a creature within range moves with you. The target is blinded and incapacitated. The spell’s hit point maximum increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Abjuration
Glyphate
Touch
1 Hour
For the duration, the target has advantage on attack rolls against creatures other than you. If you target a creature other than you, the target has advantage on Constitution saving throws against them. If you target a creature other than you, the target can make a Constitution saving throw against the spell. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold damage increases by 1d6 for each slot level above 2nd.
Transmutation
Glyph of Agnes
30
Instantaneous
You hurl an ageless, skeletal remainsamples of life from a corpse in an unoccupied space of your choice within range. The target rolls a d8 and has thorns, grit, and other diseases that harm it until it drops to 0 hit points or dies. The spell ends if you dismiss it as an action, if it reverts to its original creature form, if it dies, or if you use your action to teleport the target back to its original form. It remains there until the spell ends, at which point it regains 4d6 hit points. A disintegrate spell targeting the corpse targets only you and leaves behind no heat or light. If you choose to end the spell early, its damage increases by 1d6, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you end the spell early, its damage increases by 1d6, and it shed cold light and cold gas for an additional 30 feet.
Conjuration
Glyph of Agony
Touch
Concentration, up to 1 minute
For the duration, each creature of your choice that you can see within range must make a Dexterity saving throw. On a failed save, the target takes 4d8 necrotic damage and is blinded until the spell ends. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Transmutation
Glyph of Apparition
Self
Concentration, up to 10 minutes
You attempt to project a glyph of invisibility on an object you are holding or manipulating. The target must succeed on a Dexterity saving throw or be obscured until the spell ends. The target can’t be targeted by this spell. A creature that is immune to being charmed must also succeed on a saving throw to overcome the illusion. If the target is charmed, this spell dismisses the illusion.
Illusion
Glyph of Ascent
Self
Concentration, up to 1 minute
You create a shimmering glyph of translucent force within range. Until the spell ends, the glyph remains for the spell’s duration. The glyph is an illusion created by the shape of a finger. You can use your action to create a new illusion of the glyph, or you can create one of the following effects as a bonus action: • You create a horizontal movement glyph that moves with the movement of your right hand. The glyph can move up to 30 feet in any direction along the glyph’s movement. If the glyph is on a creature or a slot- or slot-clause surface, that surface remains closed until the spell ends. • You cause a glyph to move with the movement of your right hand. The glyph can move up to 30 feet in any direction along the glyph’s movement. If the glyph is on a creature or a slot- or slot-clause surface, that surface remains closed until the spell ends. • You cause a glyph to move with the movement of your left hand. The glyph can move up to 30 feet in any direction along the glyph’s movement. If the glyph is on a creature or a slot- or slot-clause surface, that surface remains closed until the spell ends. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation
Glyph of Atmoraun
10
Concentration, up to 1 minute
You create a glowing, glyph-encrusted glyph on solid surface of your choice within range. Each creature in a 30-foot-radius. 20-foot-high cylinder centered on the glyph must succeed on a Dexterity saving throw or half as likely to become poisoned as other creatures.
Illusion
Glyph of Death
100
Concentration, up to 1 minute
Choose one creature that you can see within range. The target gains 40 hit points for the duration. If that creature is undead, creating a void that it remains can’t open can lead to its total depravity. Each creature within 10 feet of the target must make a Constitution saving throw. On a failed save, it gains no immortality and can’t become a lich for the duration. Any effect that would specifically prevent a creature from being a lich can’t be applied to it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you choose a second ability score of 1. The target attains the maximum possible possible saving throw at the end of each of its turns. Spells and other magical effects, as well as successes and failures related to the target’s saving throw, can reduce the target’s maximum health by one and reduce its hit points by one until it drops to 0 hit points.
Transmutation
Glyph of Defense
Self
Concentration, up to 1 minute
You create a shimmering glyph of resistance that protects you and your allies from bludgeoning, piercing, and slashing damage for the duration. The glyph lasts for the duration to the best of your ability. When you cast this spell, choose one creature or object that you can see within range. The glyph lasts for the duration or until the glyph is dispelled, whichever comes first. If you use your action to dismiss the glyph, roll a d100. The glyph then ends. If you use your action to dismiss it, roll an additional 2d6. The remaining damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Glyph of Discord
120
24 Hours
Until the spell ends, any creature you choose that you can see within range attacks against you, and any creatures that can see the wall, make a Wisdom saving throw. On a hit, the creature must make a Wisdom saving throw. On a failed save, it is forced to use its movement to move to a different side of the wall, where it can’t see or hear. The spell ends for the creature if it tries to cast a spell from a different side of the wall. If the creature attempts to cast a spell from a different side of the wall than the one at the start of its turn, there is a 20 percent chance that the spell fails.
Evocation
Glyph of Discord
60
Instantaneous
You cause one discordant sound to emanate from you in a 30-footradius sphere centered on a point you can see within range. Each creature in that area can hear the sound, but it must be within 30 feet of you. Each time you take 5d6 damage of the type you currently have on you, the sound disperses.
Evocation
Glyph of Dispater
30
Instantaneous
This spell reveals the location of any dead or missing glyphs within 30 feet of you. A dead glyph indicates a lichdom, an undead temple or an emissary of destruction. When you cast this spell, you also put glyphs within 30 feet of a location you choose within range, which allows you to locate any creature
Glyph of Dispater
30
Instantaneous
Your finger sprouts a talon of adamantine or chestnut-coloured radiance, imbuing it with a calming aura that lasts for the duration. You choose a point within range and can use your action to cause the talon to erupt. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d8 piercing damage, and it can’t take reactions, its limbs amputated or something of the way. It can’t use reactions, and it has disadvantage on attack rolls against creatures other than you. At the end of each of its turns, an undead creature can make a Constitution saving throw against these effects. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Glyph of Earthen Wisdom
120
Instantaneous
You make an effort to charm an unwilling creature within range. It takes 8d8 psychic damage, and you can make a Wisdom saving throw. On a success, the creature is unaffected. If you cast this spell on a creature other than the target, you can use a bonus action to make the saving throw again. Otherwise, the target is unaffected.
Transmutation
Glyph of Earthen Wisdom
60
1 minute
This spell inscribes a glyph of Earthen Wisdom, inscribed on a piece of wood, one piece of metal, or a piece of other nonmagical material. When a casting of this spell is complete, you can designate a specific spot within range for the glyph. You must specify the spot in writing on the glyph as an object of your choice within 10 feet of you. When you cast the spell, you can also specify a location within 10 feet of the place where the glyph is inscribed. Each spot within 10 feet must be marked and then marked as being within the specified spot. A spot within a spot of the same size as a spot of the same color could be marked as being within the specified spot. You can also designate a specific area within 10 feet of the spot where the glyph is inscribed. If you designate a spot that is marked as being within a particular spot, the glyph is inscribed on the spot. You can designate the precise location of the spot within 10 feet of the place where the glyph is inscribed.
Transmutation
Glyph of Endurance
150
Until dispelled
Your glyph rings a charmed, invisible hand against beasts and magical beasts whose statistics are known. The glyphs bestow a 30-foot radius on your body and a 30-foot radius on each of your hands, and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons until the spell ends. You also have advantage on weapon and armor checks made using natural weapons and magic weapons. When you use any weapon other than a magic weapon in the attack, weapon attack, or move (including the attack roll) roll, you deal 1d4 + 1d6 damage to the designated creature, not the weapon used by the attack or move.
Divination
Glyph of Endurance
Self (60-foot cone)
Concentration, up to 1 minute
This spell conjures up a glyph of endurance, granting it effect as a bonus action on each of your turns for the duration. Applying this spell to a creature grants it the ability to indefinitely extend its normal speed, jump height, reach for its arms, legs, and so on. The glyph can’t exceed 10 feet long. It lasts for the duration or until the glyph is broken. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is reduced by 1 minute for each slot level above 5th.
Enchantment
Glyph of Enervation
150
Instantaneous
You create a glyph of conservation on an object you touch that has a certain vitality level. For the duration, a creature of that level and at least 1 level of Proficiencies can use its action to create a talisman with a certain vitality level, and the spell creates and protects the glyph. When you cast this spell, choose a glyph that is one-half as strong as the one created by the talismans spell. For the duration, a creature of that level and at least 1 level of the Talisman proficiencies is protected from decay based on the talisman level. For the duration, a creature of that level and at least 1 level of the talisman proficiencies spells is protected from decay based on the talisman level. When you cast this spell, you can use an action to create a new talisman glyph, which would be a new talisman glyph of natural protection from decay, plus a glyph of temporary hit points (T+M), create a new one, and then repeat the process for all its modifications. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is reduced to a minuscule fraction of the time it took you to cast the spell.
Transmutation
Glyph of Enervation
Self (15-foot cone)
Instantaneous
You cause a glyph of vitality to appear on the ground in a 15-foot cone. You can make this glyph appear anywhere on the ground in that area. If you move more than 15 feet away from the glyph, you can use an action to make the glyph appear in any spot on the ground you can see.
Transmutation
Glyph of Enervation
Self (60-foot cone)
Concentration, up to 1 hour
Choose one creature or nonmagical object within range. The target must succeed on a Wisdom saving throw or take 1d6 radiant damage. If you or any creature you target is under the affected object’s effect, the object or object's effect ends. The object or object’s damage increases by 1d6 when you or any creature you target is reduced to 0 hit points or
Glyph of Enervation
Self
Concentration, up to 10 minutes
You draw on nature to protect your life and limb. Until the spell ends, you can use your action to move up to 5 feet in any direction and then make a ranged spell attack. On a hit, the target suffers no loss of speed and can move without penalty. If it is hit by a weapon attack during its turn, this spell dissipates no speed and doesn’t have any effect during its remaining turn.
Abjuration
Glyph of Enervation
Self
Concentration, up to 1 minute
You hurl a glyph of elemental energy at one creature within range. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage. The target is restrained and must make a Strength saving throw. On a successful save, the target is no longer restrained and is freed by the glyph. At the end of each of its turns, the glyph can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Conjuration
Glyph of Faith
300
Instantaneous
Your divine weapon glimmers with a dazzling radiance for five minutes, healing up to half your Hit Dice and reducing the damage you take from nonmagical weapons by 1d4. Once you use all your healing powers, the gem transforms into a phoenix emblazoned with this symbol. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the gem transforms into a star, a celestial, a fey, or a fiend. The gem sheds bright light in a 30—foot radius and dim light for an additional 30 feet. When you cast a spell with a target within 30 feet of the gem, you can target the gem in an area that is 30 feet square and that is entirely obscured, making it impossible for the spell to illuminate the area. During the spell’s duration, you can target the gem with a spell of 3rd level or lower that doesn’t target a target within 30 feet of the gem. Similarly, during the
Glyph of Faith
30
1 Hour
You create a glyph that merges elements of your choice that fit within a 5-foot cube within range. The glyph appears within range in an unoccupied space that you can see within range. You can use a glyph to imbue a creature you char transform, a creature that drops to 0 hit points assuming the creature is its bonded form, or an object that fits within 5 feet of the glyph. If you create a glyph, you choose one of the following options for how the glyph appears: • If you create the glyph, roll a d20 to determine the creature’s transformation and how it changes over time. • If you create the glyph, roll a d10 as an multiplier for the creature’s transformation. • If you create the glyph, roll a d12 as a multiplier for the creature’s transformation. • If you create the glyph, roll a d
Glyph of Faith
30
Concentration, up to 1 minute
You imbue a creature you touch with faith in one of the following: a wish that is true, a wish that is true in some way, or both, and a wish that is true in some way. You know the target of the wish and its destination. The target must be willing or willing to be bound by the wish. The target can choose a willing creature or object of its choice that you can see within range. The target can’t take any actions or manifest an action that would cause it to become charmed. Until the spell ends, the target can discern and understand the target’s true nature. The target can make Wisdom saving throws, and it gains a +2 bonus to its saving throw.
Transmutation
Glyph of Faith
60
Instantaneous
You call out to the spirits of the dead to uproot a tree from the ground in front of you. The tree grows to an area of 10-foot-deep trees that are 5 feet tall and are heavily forested. The tree appears in the ground and remains there until the spell ends. This spell can't be dispelled by nonmagical means. If you cast this spell on the ground in a place that is heavily forested and that has a grove of steep slopes, trees fall off the grove when a finger of sunlight strikes it.
Evocation
Glyph of Faith
60
Instantaneous
You imbue a creature you touch with the power to believe that something is real. Choose from an iridescent gem, a shimmering gem, or a shimmering emerald, violet, or green gem. The target must be entirely free of illusion or other harmful qualities at the time of casting the spell. You can target any of the following effects on the target before or during its casting. The spell’s power is limited by its target’s alignment and the plane it’s walking Distance traveled. You can’t travel more than 60 miles (100 kilometers) on a round trip. Distance traveled. The distance traveled by a spell or spell-like ability over an extended period of time. You can’t reduce the target’s size to 0 hit points, and it is no longer restrained by your telepathic link with it.
Abjuration
Glyph of Faith
Self (15-foot cone)
Instantaneous
A shimmering glyph appears in the shape of a finger and moves with the creature’s direction. Until the spell ends, the glyph deals 1d4 + 1 points of damage to the target. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d4 for each slot level above 2nd.
Evocation
Glyph of Faith
Self (30-foot cone)
Concentration, up to 1 minute
You conjure up a glyph of faith based on the deity’s name. Each creature in a 30 foot cone must make a Wisdom saving throw, taking 10d 10 radiant damage on a failed save, or half as much damage on a successful one. The glyph is up to ten levels higher than the one you choose. For example, a creature that is called the Faithful must succeed on a DC
Glyph of Faith
Self (30-foot radius)
Concentration, up to 1 minute
You conjure a phantom hand in a 30-foot radius and then touch it to entice the elements to a specific spell. The hand lasts for the spell’s duration, and it can perform any action it has selected. It can perform any action that requires a successful Intelligence (Investigation) check against your spell save DC. It can be a creature or an object, as the case with other spells, but it can’t perform any task beyond the casting to allow you to perform the task when the spell is cast. The hand can move across difficult terrain or be carried with it. The hand doesn’t age. When reduced to 0 hit points or when you cast this spell again, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can maintain your finger control over the phantom hand for the duration. While the hand is bound, you can use an action and cause the hand to move to any other direction. The hand to move to the opposite direction. rhsends you to where the hand is located.
Transmutation
Glyph of Faith
Self (30-foot radius)
Instantaneous
This glyph appears in your hand and ripples around you in a 30—foot radius and lasts for the duration. You can affect one creature with this glyph by making a Wisdom (Perception) check against your spell save DC. If successful, the glyph transforms the target into a glyph of faith, gaining divine knowledge and encouraging other creatures to follow your example. Your glyphservant also acts as a divine watchmaker, granting you darkvision and a radiance rating of 100.
Divination
Glyph of Faith
Self (5-foot radius)
Instantaneous
You imbue a creature with the power to assume a certain religious, mystical, or magical image. Choose from a wide array of holy symbols, celestial or primordial, sigil, or race of legendary creatures. Choose the following: angelic, fey, fiend, hill giant, giant, or vengeful beast. The image transforms into a body part, weapon, or other form of affliction for the duration, and the image is on your person as long as the image remains within the body. The image can’t attack or cast spells. The image disappears when the target drops to 0 hit points or when the spell ends. The image is perhaps best represented as a bearded man in a beard and beardlode of at least 50 Lights.
Abjuration
Glyph of Faith
Self (60-foot cone)
Instantaneous
Choose a glyph that you can see within range. It shapes the way you and your companions behave in your presence. A glyph grants the same effect to everyone in a 30-foot cone until the spell ends. Any reduction to one of the glyph’s effect or a creature’s ability to perceive illusory creatures also ends this effect if it isn’t already evident. For example, a creature with truesight could use its action to examine a glyph or a certain symbol and deduce the meaning of the glyph from it. In addition, no matter what its physical form is, a shapechanger can’t assume a physical form other than its own, take any actions that directly affect its environment, or speak a curse.
Conjuration
Glyph of Faith
Self (60-foot cone)
Instantaneous
You conjure up a glyph of divine might on the ground in a 60-foot cone. The glyph appears in an unoccupied space that you can see within range. The glyph lasts for the spell’s duration. If you cast this spell multiple times, you can have no more than two of its long telekinetic strands tangled within a single finger, and you can dismiss such a glyph as an action. You can also use your action to dismiss a glyph as a group action. The glyph can be recharged only when the glyph is summoned. When you summon the glyph, choose one of the options below, and press ENTER. The glyph appears in a unoccupied space within range. Until the spell ends, the glyph appears in an unoccupied space that isn’t occupied. Casting a spell with a range of touch b e l e 300 feet
1 Round
You attempt to invoke the power of the divine to bestow magical protection on a creature. The target must make a Dexterity saving throw. On a failed save, the creature becomes incapacitated for 1 minute. On
Glyph of Faith
Self (60-foot cone)
Instantaneous
You imbue a creature you can see within 60 feet of you with a faint hint of hope. The target must succeed on a Wisdom saving throw or be affected by this spell. On a failed save, the target is charmed by you for the duration. If you cast this spell on the same creature or multiple times, the duration is cumulative.
Divination
Glyph of Faith
Self (60-foot line)
Instantaneous
You conjure up a glyph, which you can use to symbolize the presence or absence of a deity or a magical force within 30 feet of you. Choose a glyph and place it on the ground within range. You can target one creature of your choice that you can see within range, and the glyph appears within range. If you cast this spell on the same creature every day for a year, the glyph appears every other day until the spell ends. The glyph can’t be more than 30 feet long and can’t exceed 30 feet tall. The glyph can’t be more than 30 feet wide or more than 40 feet high. It can’t be taller than 40 feet, nor larger than 40 feet. The glyph can’t be more than 30 feet tall or more than 40 feet long. The glyph can’t be more than 30 feet long, nor shorter than 40 feet. Any creature that fails its save against this spell can use the extra power to become a member of the chosen phantasmal deity. The glyph can’t be more than one glyph at a time. You can use a bonus action to cause the glyph to appear in any one glyph.
Transmutation
Glyph of Faith
Self
Concentration, up to 10 minutes
You cause a glyph of divine power to appear on the ground within range. You must use a successful check against your spell save DC to create the glyph, and then make a DC 10 Constitution saving throw. On a failed save, the glyph ignites, and the spell ends. On a successful save, you don’t have the glyph. Instead, you gain the following benefits: • You gain the following benefits when you create the glyph. • You can create one additional glyph on a single attack roll, provided that the glyph’s are placed within a space of your choice within the previous 5 minutes. • You can use your action to create one additional glyph on a single attack roll, provided that the glyphs are placed within a space of your choice within the previous 10 minutes. • You can use your action to create one additional glyph on one weapon attack roll.
Glyph of Faith
Self
Concentration, up to 1 minute
You can turn the face of any creature you choose within range. You can also turn a target you choose within range in this way. Until the end of your next turn, the target is restrained and must make an Intelligence saving throw. On a failed save, the target takes 6 d10 psychic damage and must make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends.
Divination
Glyph of Faith
Self
Concentration, up to 1 minute
You cause an object or creature that you can see within range to believe that it is surrounded by force. The object or creature believes it is surrounded by force and can act on its own turn to shake the object away. If the object or creature can be trusted to believe the belief, the creature can’t cast a spell against the object until after the spell ends. A false attack roll or an attack that can’t be cast against the object would still be affected. For the duration, the object or creature can act on its own turn to make a false attack against the object.
Evocation
Glyph of Faith
Self
Concentration, up to 1 minute
You create a glyph of divine power within range that is infused with holy energy. The glyph is a shadowy, translucent substance with a 5-foot radius centered on it. Until the spell ends, the glyph sprouts from the ground in a 15-foot radius centered on it. The glyph can be destroyed by force, but not more than once. Any damage or other effect that would have been created by a normal attack, spell, or other magical effect kills the glyph instantly. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of glyphs you create increases by one for each slot level above 1st.
Evocation
Glyph of Faith
Self
Concentration, up to 1 minute
You gain the ability to cause an unwilling creature you touch to believe that something is impossible. Make a Wisdom saving throw, and the target succeeds on the saving throw. When the spell ends, the creature becomes convinced that something is impossible by the effect of the illusion. For the duration, you can cause the creature’s belief that something impossible to be achieved to be based on the material world you occupy, the nature of the target’s home or family, or the target’s current location. The spell has no effect on undead or constructs. When you cast the spell, you can direct the creature’s faith by writing the target’s name in the stone you used as a spell of casting. The creature's belief must be accurate, because the spell creates a false representation of reality for the creature to believe. The creature must be within 1,000 feet of you when you cast the spell to be convinced. You can make the creature’s belief seem like it could be based on a reality
Glyph of Faith
Self
Concentration, up to 1 minute
You gain the ability to project an aura of divine truth, based on the form the spell takes. You can designate a form, such as divine in name, that doesn’t use divination or might, that doesn’t rely on magic items, and doesn’t require an alchemical source. Then roll a d4 and add the form’s name to the 16-point, image-rich, aura-creature statistics for that form. You can also choose a different form if you have more than one. The spell fails if the two or more statistics are the same; the spell can penetrate the head of another creature, for example. The spell creates a vague, shadowy aura around you, centered on the same point. The aura lasts until it is dispelled by dispel magic or the target is reduced to 0 hit points. The spell’s area of effect is a blurred image of your current location, with the aura centered on that point.
Divination
Glyph of Faith
Self
Concentration, up to 1 minute
You gain the following benefits when you cast this spell: • You are infused with divine radiance. At the start of each of your turns, you can use your action to assume a 5-foot-radius sphere of radiance centered on a point within range. Until the spell ends, the sphere sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If the sphere overlaps a body of water, the creatures that occupy it take 2d6 fire damage, and any creatures on the water body take half the damage. If any creature on the body of water body falls, extinguish the creature instantly on impact. The spell ends if you take any damage or if you regain hit points. If you lose control of the sphere, all creatures in it take 2d6 fire damage, and any creature on the body of water body falls, extinguish the creature instantly on impact. The sphere sheds bright light in a 5-foot radius. At the end of each of your turns, you can assume a new form, one that is no longer in the sphere. You can also become a creature of the chosen form, if you wish.
Transmutation
Glyph of Faith
Self
Instantaneous
You imbue a creature with a phlegful energy that hovers in mid-air and offers it magical properties for stasis until the spell ends. The phlegful energy appears at the bottom of the creature’s mouth and spreads around its body, gradually transforming the creature’s clothing, weapons, equipment, and undead into a phlegful image of energy radiating from it. The phlegful energy lasts for the creature’s whole body (including limbs, legs, tails, mouths, and so on), up to 1 hour. The phlegful energy is imbued with a powerful magical effect that allows it to project the phlegful energy onto tiny details of its body. The phleg
Glyph of Faith
Touch
Concentration, up to 1 hour
You gain the ability to see through illusions and perceive the thoughts and actions of others. The spell fails if you have a casting time of 1 action.
Illusion
Glyph of Faith
Touch
Concentration, up to 1 minute
This spell functions the same as the Concentration, as outlined above, except that you can store your deity’s deity spell rating as a spell rating of 1, so if your deity uses a spell slot of 3rd level or lower, your spell rating is 1. Other spellcasters can only store a spell's rating as a rating, not a level. Thus, a wizard can create a 3rd level spell that has a level of 5, but not higher than that of a 6th-level spell, and so the spell’s spell rating is 1. Spellcasting Ability ‡‡‡ (found in the lower-level spell list)‡‡‡ (high energy ball lightning, ‘‘ of a school of magical energy, minimum of inbuilt fey spells)‡‡‡ (exhausting
Glyph of Faith
Touch
Instantaneous
You touch a willing creature. The target becomes mentally prepared for life. Until the spell ends, you have advantage on all Charisma checks for the target. It also has advantage on Wisdom (Perception) checks made to hear, sense, and reason.
Enchantment
Glyph of Forceps
Self (30-foot radius)
Instantaneous
You conjure one phantasmal phantasmal guardian that appears in the space you select and that lasts until the start of your next turn. The guardian appears in any spot within 30 feet of you and lasts for the duration. It can be a creature or an object, an entirely different construct, or a construct of a creature’s kind. It obeys whatever the creature can see within 30 feet of you. It can look out over a target, pass for miles, see through fog, and can see through any visible structures. If you see a creature approaching from behind another creature’s reach, the creature can reach into the phantasmal guardian to strike it, thus ending its turn. It can’t attack you, but it can use some of its movement to move toward a target near it as a bonus action, if that target is within 30 feet of it.
Enchantment
Glyph of Force
Self (30-foot radius)
Instantaneous
The glyph appears in your hand and whispers in the air to serve as a calming force. You possess the phoenix-like symbol of fey and are linked to it by an elemental bond that wtihts from you to it. The glyph carries a message inscribed within its inscrutable form, inscribed within 1,000 years of creation. When spoken aloud, the glyph conveys a message that can be read from up to 300 feet away. Choose a message inscribed within 1,000 years as delivered to a creature of the choice of one of the following options: • One creature of your choice that you can see within range • One creature of your choice that can hear you • One creature of your choice that can see you • Two unwilling creatures of your choice • One Huge or smaller creature • An undead that isn’t hostile to you • A random creature of your choice At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the same phoenix symbol appears on your hand as it delivers to a creature of your choice named in this example, provided that you have the appropriate material component.
Transmutation
Glyph of Good and Evil
Self
10
Instantaneous
You point at a creature within range, and it must succeed on a Wisdom saving throw or be affected by this spell. The affected target must choose one of the following effects at the start of your next turn. At the end of each of its turns, the affected target can make a Constitution saving throw. At the end of each of its turns, the affected target must use its action to make a Strength or Dexterity check (the target’s choice) against the spell’s save DC. On a success, the spell ends. At Higher Levels. When you cast this spell with a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Enchantment
Glyph of Good and Evil
Self
Concentration, up to 1 minute
You appear in a location that is either familiar or frightening. You can make a simple Wisdom (Perception) check against your spell save DC to see if there is anything there that would be dangerous to the area. If so, the spell is safe. If you are in the area of an encounter while this spell is in effect, you can use your action to examine the area for magical lights and dim light, and you can see through
Glyph of Graces
Self
Concentration, up to 1 minute
You gain the ability to see through the eyes of a creature of your choice that you can see within range. Creatures that can’t be charmed aren’t affected. You can even see through illusions, as a class skill. You learn the statistics of the chosen creature, including its hit point maximum, alignment, and Intelligence scores, as well as the statistics of all its equipment, until the spell ends. The spell automatically succeeds and fails on all Intelligence and Wisdom checks. This spell’s statistics are as described above, but the creature’s hit points and Intelligence scores can be reduced as well. If the creature has an Intelligence of 5 or less, the spell automatically succeeds on its checks and saving throws, and the creature’s Intelligence and Wisdom scores can be increased or reduced as described above. Finally, as part of casting the spell, you can attempt to read the mind of a creature that you can see within range, acting as a lance user, until the spell ends or the target can no longer concentrate. The target can use its action to attempt to reason with you, but has no immediate means to do so. The lance user can make any mental mental gesture that you tell it must do so as a move of faith that is supported by visual evidence. Your actions also count against your roll as a whole, unless you have a different roll. If you roll a 5 or higher, the lance user can use that gesture to make a new one. If you roll a 6 or higher, the lance user makes a new gesture that is supported by visual evidence of the original gesture, but the gesture is lost if the lance user attempts to re-establish contact with the target. If you roll a 7 or higher, the lance user makes a new gesture that is supported by evidence of the original gesture but loses if the lance user attempts to re-establish contact with the target using a new gesture. If you roll a 8 or higher, the lance user makes a new gesture that is supported by evidence of the original gesture but loses if the lance user attempts to re-establish contact with the target using a new gesture. If you roll a 9 or higher, the lance user makes a new gesture that is supported by evidence of the original gesture but loses if the lance user attempts to re-establish contact with the target using a new gesture. If you roll a 10 or higher, the lance user makes a new gesture that is supported by evidence of the original gesture but loses if the lance user attempts to re-establish contact with the target using a new gesture. If you roll a 11 or higher, the lance user makes a new gesture that is supported by evidence of the original gesture but loses if the lance user attempts to re-establish contact with the target using a new gesture. If you roll a 12 or higher, the lance user makes a new gesture that is supported by evidence of the original gesture but loses if the lance user attempts to re-establish contact with the target using a new gesture. If you roll a 13 or higher, the lance user makes a new gesture that is supported by evidence of the original gesture but loses if the lance user attempts to re-establish contact with the target using a new gesture. If you roll a 14 or higher, the lance user makes a new gesture that is supported by evidence of the original gesture but loses if the lance user attempts to re-establish contact with the target using
Glyph of Grasp
Self
Instantaneous
You step into a place and vanish a creature that you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target is incapacitated and unaware for 1 minute. On a successful save, the creature is no longer charmed and recognizes you as its owner. The spell ends for the target if it takes any damage or if another creature uses its action to do anything harmful to it.
Conjuration
Glyph of Grasp
Touch
Concentration, up to 1 hour
You touch one willing creature. Until the spell ends, the target gains a flying speed of 60 feet, and it can perform simple tasks that require precise control, such as following a course of action. It can perform simple tasks that require precise movement, such as following instructions, folding paper, or cleaning dishes. The target also can perform simple tasks that require little concentration. The target can spend 1d6 gp to maintain its flying speed, which increase to 2nd level when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional willing creature for each slot level above 2nd.
Transmutation
Glyph of Grisilim
Self
Concentration, up to 1 minute
You conjure up a glyph of magical force that can restrain a creature you can
Glyph of Griswold
90
Range
Concentration for days
Choose one creature you can see within range, and then another willing creature that can see within range and that has the same Intelligence and Wisdom scores as the creature. For the spell’s duration, the target’s facial features turn green while it is using its movement to move to a new visible location; once it has done so, it disappears from sight of the spot where it first saw the creature. In addition, when you cast this spell using a spell slot of 5th level or lower, you can target the same creature with a spell slot of 8th level or higher.
Abjuration
Glyph of healing
120
Concentration, up to 1 minute
You take 30 extra radiant damage for each slot level above 6th. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Glyph of Healing
150
Concentration, up to 1 minute
An illusory image appears in your mind of some creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it is blinded for 1 minute and must either pass out or fall unconscious. The spell ends on a target affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Abjuration
Glyph of Healing
60
1 Hour
You create a glyph of healing through your concentration for the duration. The glyph can be held up to 10 pounds and can hold up to 500 pounds. When you cast the spell, choose one or both of the following effects. The effect lasts for the spell’s duration; you can dismiss the casting to have the effect replaced with an alternative effect. You can also change the effect to restore 1d8 + your proficiency bonus to all saving throws you and your companions make against your choice of non-magical or magical causes for the duration. The glyph can’t be removed from an object or the world around you. You can also create new glyphs by employing the same techniques you used to create the glyph. For example, you might create a glyph for a lich or a mad scientist by employing the same techniques to create a glyph for a wizard. The glyph can be removed by using a spell slot of your choice and replaced by a glyph of your choice from among your immediate group. If you create a new glyph, you can use it only once, during your next turn or during your next rest.
Transmutation
Glyph of Healing
60
Instantaneous
You cause an imbued object, a creature, or some other permanent affliction to manifest a healing glyph that can be used to grant a certain effect to another creature. The effect can be as mind-affecting as your own worst nightmares. Affected creatures, other than the creature you’re affecting, regain hit points equal to half their hit points as normal. A creature that successfully saves throws with a thrown glyph can use the glyph again if it drops to 0 hit points. You can issue a new effect to a target as a action or as a single message to all creatures you target when you cast the spell. A target can’t be targeted by more than one effect. The target of a given effect can’t been contacted by more than one effect. The target also can’t be contacted by a spell that targets a different creature than the target of the target effect. The target can’t be contacted by a spell that targets a different creature than the target of the target effect. Affected creatures, other than the creature you targeted, regain hit points equal to half their hit points as normal. A creature that successfully saves throws with a glyph can use it again if it drops to 0 hit points as a result. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of possible effects increases by two for each slot level above 6th.
Enchantment
Glyph of Healing
60
Instantaneous
You imbue a creature, a creature you touch, or a creature you touch with a single illusory healing effect. Until the spell ends, the target can use an action to shake the target awake. The target must make a Wisdom saving throw. The target can use this ability a number of times equal to 10 + the spell’s level. If you roll a d8, the target can use the additional ability once before moving on to the next roll. The target can also use this ability once before leaving the spell slot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of times you can use this ability increases by two for each slot level above 1st.
Enchantment
Glyph of Healing
60
Instantaneous
You imbue a creature you touch with a glimmering force that effectively turns it into immune to all damage and condition effects until the spell ends. Also, whenever the glimmering creature crumbles to dust, it deals 1d
Glyph of Healing
Self (15-foot radius)
Instantaneous
You create a glyph of healing energy that leaps out from your body. For the duration, a creature can use 1 hit point to sustain or extend a limb for life, or one creature for each limb affected by the glyph. The creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature regains 5d10 + 1 hit points. At Higher Levels. When you cast this spell using a spell slot of a higher level, you can have the glyph appear in any slot of your choice that you have unlocked (for example, you can have the glyph appear 2nd level spell slot, 3d level spell slot, or 4th level spell slot).
Transmutation
Glyph of Healing
Self (5-foot radius)
Instantaneous
An illusory greenish, ray-like force springs into existence within 5 feet of you, appearing as a shimmering sphere around you and centered on a point on the ground you can see within range. The sphere can be illuminated and brighten in the light of your choice. Each 5 foot radius around the globe, a creature must make a Constitution saving throw. On a failed save, the creature must choose between halos of light or dim light, a brightness as bright as a semaphore on each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the globe increases by 5 feet for each slot level above 1st.
Evocation
Glyph of Healing
Self
Concentration, up to 1 hour
You cause a creature’s soul to heal for life. You choose a type of soul, such as a common or legendary soul. The soul is a magical manifestation of a deity, such as a divinity. The soul is imbued with one of the following effects. The effect can’t be cast on another creature: • The effect lasts for 1 minute or until the spell ends. • The effect doesn’t protect you from harmful creatures. Also, if the spell’s casting time is shorter than the spell’s duration, the spell ends. • You gain temporary hit points equal to your spellcasting ability modifier. This spell can’t be cast on more than one creature. The temporary hit points are replaced by ‡Abjuration or the Disintegrate ability.
Abjuration
Glyph of Healing
Self
Concentration, up to 1 minute
You attempt to stimulate the nervous system of a creature you can
Glyph of Healing
Self
Concentration, up to 1 minute
You imbue a creature you touch with a soothing force that lasts for the spell’s duration. The target takes 10d6 acid damage, 5d6 lightning damage, and 1d6 necrotic damage. You can end the spell early by using an action to dismiss it. While the target is affected on a failed save, the creature can’t take reactions, and it has disadvantage on attack rolls and ability checks. The target regains expended hit points when it finishes its turn.
Transmutation
Glyph of Healing
Touch
1 Hour
You touch a creature whose hit point maximum has been reduced to 0 or less. If that creature is holding an object other than the target object, the reduction lasts for the duration. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the reduction increases by 1 for each slot level above 1st.
Conjuration
Glyph of Hope
120
Concentration, up to 1 hour
Until the spell ends, you can animate an illusory symbol that appears in places you deem odd or magical or threatening to implicate a creature or suggest a course of action. You can use the symbol to appear anywhere on one creature you choose within range, allowing the creature to understand the meaning behind the glyph. Until the spell ends, the creature can use the chosen symbol to understand any spoken language spoken by the creature’s leader, companion, or patron. If the creature speaks no spoken language and the symbol is positioned so that it appears where a creature would normally position it, the creature can understand any spoken language spoken by the creature.
Divination
Glyph of Hope
120
Concentration, up to 1 minute
You conjure up a phoenix with a powerful message. Choose one of the following options when you cast the spell. The phoenix appears in an unoccupied space that you can see within range. After you cast the spell, you can use your action to move the phoenix up to 30 feet in any direction. It remains there until it dies. If it falls, you cause it to exhale a small ball of energy that can be up to 30 feet long and 1 foot wide, dealing it 1d4 radiant damage. The phoenix vanishes within 1 minute. Roll initiative for the phoenix, which has the statistics. • When the phoenix dies, roll a d4 to determine its type. The phoenix appears in an unoccupied space that you can see within range. • When you cast this spell, make a ranged spell attack. The phoenix can’t attack you. On a hit, it instead sheds bright light in a 10—foot radius and dim light for an additional 10 feet. It sheds dim light in a 30 foot radius and dim light in a 30—foot radius. The remaining damage roll for each of those types of attacks is the number rolled in that category. If you attack this phoenix with a spell, the same attacker and each creature within 5 feet of the phoenix must succeed on a Constitution saving throw or take 1d4 radiant damage as each creature.
Transmutation
Glyph of Hope
150
Concentration, up to 1 minute
You open a gateway to an extradimensional space of your choice that you can see on the ground or at the gateway’s edge. The gateway provides a teleportation teleport teleport effect to an extradimensional location you select within 120 feet of the destination destination, as attested by the words inscribed on the gateway’s walls. The gateway is a circular chamber that contains a single glyph, inscribed with a powerful glyph of hope. It is translucent and weighs 5 pounds no more than normal stone. It is dedicated to one god and dedicated to one creature. Whenever the gateways portal opens, any creature within 30 feet of it, other than the creature whose glyph you symbolize, creates a glyph of hope within that creature for the duration of the spell. For the duration, the creature has disadvantage on attack rolls against creatures within 30 feet of the portal and can't take reactions, reactions that a creature would normally receive from a friendly creature, or actions that a friendly creature takes when approaching a glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph. A creature can use its action to inspect the glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph
Glyph of Hope
30
1 Hour
This spell imbues you with the power that shaped the world, the light and light that was your calling for so long. As a bonus action on your turn, you can teleport yourself to any side of the Great Smoky Mountains, a point within range. You can create a magical field on the ground within 30 feet that fuses the trees in the area with the climate to produce vibrant, green flame. If you concentrate your mind on that part of the ground where the field creates the fire, the flame sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The field seems to meld you and the flames, and when you cast this spell, you choose a point on the ground that isn’t being turned into a laboratory. You can create one of the following magical effects within the area. Fog. The ground in the spell’s area appears moist, drenched, or wilt. The ground in the area is indistinct and opaque. In addition, the ground in the spell’s area is difficult terrain. Any creature that moves through the ground in the area for the first time on a turn must make a Constitution saving throw. On a failed save, the creature takes 6d8 acid, cold, fire, lightning, or thunder damage. On a successful save, the creature takes half as much damage. A creature that moves through the ground in the area for the first time on a turn must make a Constitution saving throw. On a failed save, it takes only half as much damage and isn’t blinded. This spell can’t create magical doors or similar structures, nor could it open and close a normal door, but the ground in the spell’s area can allow such an arrangement. Flame. Any creature that moves through the ground in the spell’s area for the first time on a turn or starts its turn there ablaze or higher, must make a Dexterity saving throw. On a failed save, the creature takes 10d8 fire damage
Glyph of Hope
30
Concentration, up to 1 minute
With each word you create in your hand, you attempt to reach out and touch a creature that you can see within range. The target must make a Charisma saving throw. It takes 1d6 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Glyph of Hope
30
Instantaneous
You conjure a glyph on a creature or a object within range that will cause a creature’s current hit point maximum to rise by one level for each level above 1st. For the duration, you can maintain your level for a creature or a solid object by making a DC 15 Constitution saving throw. On a successful save, you instantly become immune to any effect that would make it a creature, such as fear or exhaustion, or a harmful effect, such as being frightened while trying to cast a spell, a spell, or a spell that would automatically end its effect, such as the one created by the illusory garb spell. Also, while you have this spell’s glyph on you and each creature you designate when you cast it, a creature benefiting from the glyph’s w ill affect subsequent attacks, spells, or other magical effects that it creates. As an action, you can dismiss the glyph and cause a bolt of lightning to leap from your hand toward one object or activity within 120 feet of it. Make a ranged spell attack for the glyph with a pistol grip or similar weapon. On a hit, the target takes 1d8 lightning damage, and it can use its reaction to move up to five feet in any direction until it uses its reaction to move against the glyph. If you move too slowly for this spell to fully cover, a creature injured by it’s damage must make another Dexterity saving throw. If the glyph is held up for too long, a bolt of lightning strikes it before it extinguishes it. A creature knocked prone or knocked prone-like and facing away from you must make the saving throw. On a failed save, the creature can throw the glyph upwards to clear it of its effect.
Evocation
Glyph of Hope
30
Instantaneous
You create a shimmering glyph of hope at a point you can see within range. The glyph is a shimmering green color that lasts for 1 minute. When you cast the spell, choose one or both of the following effects. Vital Spirit. You cause the target to emit a faint, magical light within range. Magical Energy. You cause the target to emit magical energy that is in the form of force, such as thunder, to cause an effect similar to lightning. Magic Word. You cause the target to speak a magic word that can be used to create a globe of magical force. Force Field. You cause the globe to expand to include a portion of its length. Huge Force. You cause the globe to expand to include a portion of its size. Force of Will. You cause the globe to prevail over all other spheres of influence in a 5-foot radius, ending any that have failed to hold their shape. While the globe remains within 5 feet of a normal sphere, the globe becomes uncontrollable. It has a radius of 5 feet and a mass of 30 men that can be reduced to 0 hit points by force of will. If the globe is destroyed during its duration, the area is filled with smoke and flames. It has a high chance of spawning an area of water that is full of oozing creatures. If the globe is destroyed while the globe is in place, the area is filled with magma and lava, and any creature within its area must make a Dexterity saving throw. On a failed save, the creature is pushed prone over the globe’s area and is pushed into the ground. On a successful
Glyph of Hope
60
30 Days
You imbue a creature you touch with the power to achieve a kind of immortality that makes her/him immune to all diseases and death afflictions until the spell ends. For the duration, which has no boundaries, sated creatures, and creatures with which you are familiar, the creature has the following benefits: • The creature has resistance to death attacks. • She has resistance to damage from attacks that use Strength or Dexterity. When your concentration ends, you can choose to end the effect on the creature by using a different action. She is unaffected by this spell. • She has resistance to nonmagical weapons that are thrown or missed. A poisoned weapon deals 10d6 poison damage to her. • She has resistance to cold damage. She has resistance to fire damage. Her clothing and any loose change in her armor reduce the creature's clothing and any temporary affixes or shields on her shoulders reduce her clothing and any loose change in her clothing increases the creature’s cold damage by 10d6. In addition, if you have a melee weapon (your choice when you cast this spell), you can reroll any roll made to affect a target that you hit or a target that has no hit points, as if the creature had cast this spell.
Necromancy
Glyph of Hope
60
Concentration, up to 1 minute
This spell awakens the spirits of dead creatures who died during the time the spell’s duration. The spirits restore 1d8 + your spellcasting ability modifier per death you have visited. The spell is a warding spell. It lasts for the duration. When the spell ends, the spirits return to their bodies and return to life. If you cast this spell again, you must meet the condition to restore at least 1d8 + your spellcasting ability modifier. The spirits appear in a random location on the ground. They appear in a circle centered on a certain point where they appear to be hovering. When you cast this spell or any spell that can cast this spell, the spirits appear in a place that you choose within range. A soul can be in the aura, or in the warding aura. The spirits appear in the location you choose. Choose an area within range that you choose, as described in the Spell List. The spirits appear for the duration. If you cast this spell at the same spot every day for the entire duration, the spirits appear in the same place every day, until the spell ends. You can use your action to dismiss the spirits. If you do so, each creature in the area must make a Wisdom saving throw. On a failed save, the creature is no longer in the area. On a successful save, the creature is gone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 5th.
Enchantment
Glyph of Hope
60
Instantaneous
As a bonus action, you light up a glyph on the ground within range. The glyph is a 15-foot tall, 30 foot high cylinder centered on a point within range. Until the spell ends, you can make a Wisdom (Perception) check as a bonus action to understand the meaning behind glyphs and what glyphs you choose. If successful, you shift the glyph so it appears on the ground and then change its appearance to match the terrain. If you don’t change the glyph before the spell ends, you can affect it again before the spell ends. If you do so, the glyph changes its appearance and resistance to all damage increases by 1 until its current form is different from your new form. To maintain its new form, the glyph must remain on the ground for the entire duration of the casting. If you use a glyph for nonmagical spells or as a permanent spell, the spell doesn’t work while the glyph is in its new form.
Transmutation
Glyph of Hope
60
Instantaneous
Choose an object that you can see within range and that weighs no more than 1,000 gp. The object has AC 10 and 30 hit points per 1,000 gp. Until the end of your next turn, the object has disadvantage on attack rolls and ability checks. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you choose one of the following effects. When you do so, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Necromancy
Glyph of Hope
90
Instantaneous
You conjure a phantom creature of your choice from amongst your belongings, shedding bright light in a 30-foot radius around you for the duration. The phantom creature appears in an unoccupied space that you can see within range, and can’t be dispelled as a spell. When a target you choose drops to 0 hit points, it teleports to where you cast the spell, and it makes a Wisdom (Perception) check against your spell save DC. If successful, you conjure a phantom for the duration. If you cast the spell using a spell slot of 3rd level or lower, the phantom can deal 1d4 radiant damage on a hit to the target. In addition, you can detect the presence of magical wards in the same space as the space where the spell occurs, preventing you from dealing damage to one such ward. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional phantom for each slot level above 5th.
Evocation
Glyph of Hope
Instantaneous
If you have a life point within range, a shimmering radiance appears on your person in an unoccupied space within range. For the duration, each creature on your person who successfully hits this spell with a weapon or a spell of 4th level or lower, or who succeeds on a saving throw to regain hit points equal to 1d6 + your spellcasting ability modifier, grants you a +2 bonus to the spell and mightily increases the target’s hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus increases to +3. When you use a spell slot of 7th level or higher, the bonus increases to +4.
Evocation
Glyph of Hope
Self (15-foot cone)
Concentration, up to 1 minute
You conjure up a glimmering image of a creature you can see within range. The illusion appears in the image and lasts for the spell’s duration, but it doesn’t disappear. When the image appears, you can see it for the first time on the ground, and you appear in it to restore 1 hit point. The illusion lasts until the end of your next turn. If you cast this spell again, the restoration doesn’t last. For example, you might restore 1 hit point if you cast this spell again before your next turn. The spell's effect can’t leave your body.
Illusion
Glyph of Hope
Self (15-foot radius)
Instantaneous
Choose a creature within range. Hope springs into existence within one humanoid and blossoms in response to your words. The target chooses one of the following effects when it makes a Charisma saving throw. Hope spheres within 30 feet of the target for 3d12 minutes. When the sphere is up to 10 feet tall, each creature within 10 feet of it must succeed on a Wisdom saving throw or take 1d12 radiant damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Abjuration
Glyph of Hope
Self (15-foot radius)
Instantaneous or 1 hour (see below)
You touch a creature and imbue it with hope. Until the spell ends, the creature is affected by this spell and gains the following benefits.: - You can target creatures that you can see within range with this spell. - You gain a +2 bonus to AC and saving throws. - You have resistance to nonmagical damage. - You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. - You have resistance to cold damage and fire damage from nonmagical weapons. - When you cast this spell, you can affect only one target at a time. The target must be on the same plane of existence as you. This spell also ends if you cast it again or the spell fails. If you cast it again, you can target any number of Medium or smaller creatures. Each of those creatures must be within 5 feet of you.
Transmutation
Glyph of Hope
Self (15-foot radius)
Instantaneous
You invoke the power of the holy symbol on a creature within range and imbue it with hope. Choose a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes 3d8 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Abjuration
Glyph of Hope
Self (30-foot radius)
Instantaneous
This spell glimmers triumphantly in the shadow of a glowing sea. Choose one creature within 30 feet of the sea whose w string has grown longer than normal. Each creature other than you in that distance must make a Wisdom saving throw. On a failed save, the creature takes 1d6 radiant damage, and it takes 1d6 radiant damage on a successful save. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Glyph of Hope
Self
Concentration, up to 1 minute
A shimmering glyph appears in your hand and glimmers in dim light for the duration. You can cast this spell again as a bonus action on a later turn. You can also use your action to affect a new target of your choice within 120 minutes. A target of this spell’s effect disappears when it hits a creature or a construct or when the spell ends. A target can’t be targeted again if it has any hit points.
Necromancy
Glyph of Hope
Self
Concentration, up to 1 minute
Choose one creature of your choice that you can see within range. The target gains the ability to make a saving throw against your spell save DC. On a failed save, the target takes 1d8 psychic damage. On a successful save, it takes half as much damage and is charmed by you for the spell’s duration. You can use this spell’s damage die to reduce the target’s saving throw DC by 1 point. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
Evocation
Glyph of Hope
Self
Concentration, up to 1 minute
You alter the course of the air in a 20-foot-radius sphere centered on a point you choose within range. The alteration can be permanent or temporary, and the spell can be cast on a permanent object. The object must be at least 30 feet away from the affected point of effect. If the object is an object that is no larger than a 20-foot cube, it isn’t affected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the alterations change the course of the air in a 20-foot-radius sphere centered on a point you choose within range. The alteration can be permanent or temporary, and the spell can be cast on a permanent object. The object must be at least 30 feet away from the affected point of effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 day for each slot level above 3rd.
Transmutation
Glyph of Hope
Self
Concentration, up to 1 minute
You conjure up a phantom hand of hope in an unoccupied space that you can see within range. It has a +1 bonus to AC and saving throws, and it knows the outcomes of all its saving throws. The hand can reach for up to 30 feet and can’t attack. The hand can’t attack, and it spends its action that turn trying to reach for a possible future threat. While the hand is at its current location, the target has advantage on attack rolls against attacks on your side of the room (your choice which side). The hand ignores everything but magic items, spell slots, spell slots occupied by other targets, and living things.
Illusion
Glyph of Hope
Self
Concentration, up to 1 minute
You conjure up a phoenix with a shimmering gemstone inlaid with emeralds and blossoms. The gemstone is 1/4 inch thick and shines brightly in a 5-foot radius. Once per round, you can rotate the gemstone over 1 foot in each direction. When you cast the spell, you can add your choice of runes to the gemstone’s familiar. When you cast the spell, you can choose one of the following rites, which should take 1 minute to perform: ablaze, expunge, freeze, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile,
Glyph of Hope
Self
Concentration, up to 1 minute
You create a shimmering, talismat spell inscribed in the nature of nature glyph. The spell ends if you cast it again or if you cast this spell again and become charmed by it for the duration. The spell can be dispelled by dealing 4d6 radiant damage to the target object or activity within 30 feet of it. If the target succeeds on its saving throw, this spell is dispelled, and the spell remains in effect until the target either returns to its home plane (a circle, trellis, square, or something similar) or falls unconscious. The target is protected from this spell if it successfully saves against a physical effect that would make the spell hostile.
Abjuration
Glyph of hope
Self
Instantaneous
You imbue a creature with hope, and it gains the following benefits: • You gain a +1 bonus to AC, and you gain a speed of 30 feet for the duration. • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. • You have resistance to cold damage from nonmagical weapons. • You can’t cast spells that have a casting time of 1 action. And you can’t cast spells that have a casting time of 1 action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus to AC increases by 1d6 for each slot level above 1st.
Transmutation
Glyph of Hope
Touch
1 Hour
You imbue a creature you touch with one of the following effects. You can cause the target to gain the following benefits. - When you cast a spell, you can create a ward on the creature. A ward causes the target to feel the presence of a friendly being within 5 feet of it. - You lighten the air in the creature
Glyph of Hope
Touch
1 Hour
Your glyph tears away from you and transforms you into a spectral baby frog. The frog is friendly to you and hostile to enemies within 30 feet of you. The frog can be a Huge or smaller creature or an undead. The frog has 10 hit points. If you choose an object that weighs 10 to 30 pounds, the object has advantage on attack rolls against it until the start of your next turn. The object also has disadvantage on attack rolls against creatures of your choice, until the spell ends on that object. A thrown item or thrown gem that isn’t a thrown item takes 2d8 acid damage, and any object damaged by this spell or that isn’t a thrown gem takes half as much damage. The spell ends if you expend magic to remove or replace the object. A thrown gem or object also takes 2d8 acid damage, and any object damaged by this spell or that isn’t a thrown gem takes half as much damage. As a bonus action on each of your turns before the spell ends, you can dismiss this spell and cause the spell to end mid-combat.
Evocation
Glyph of Ice and Fire
60
Concentration, up to 1 minute
For the duration, all nonmagical ice, snow, and fog in a 1-foot radius was created by this spell, the radius of this effect changes when you cast this spell outdoors or in the Astral or Ethereal planes, or when you cast this spell on the same spot every day for the next 8 days. Moreover, all nonmagical snow created by this spell is immediately lightened and disappears 5 minutes after it leaves the spell’s area.
Transmutation
Glyph of Insanity
120
Instantaneous
You imbue a creature you touch with a phlegoric force that makes it flinch uncontrollably. Choose up to five creatures you can see within range. An affected creature automatically succeeds on a Wisdom saving throw to resist the spell without spending its action that turn hiding in plain sight. If it succeeds on its saving throw, this spell doesn’t make a false saving throw. While disguised as fire, ice, or thunder, the creature uses either of the following triggering properties at the start of each of its turns: 1. Makes an improvised explosive explosive attack against a creature that uses an item’s thrown object as a material component or an explosive against an object thrown by an attacker who uses an item’s thrown object as a material component. Blow up. A creature, or an unoccupied space within range, explodes if either creature is within 30 feet of any object thrown at it. 2. Shatter. A creature uses its reaction to deal 4d6 lightning damage to a creature within 5 feet of it if it is trying to cast a spell and when the creature hits 5 or fewer times within the last 24 hours, it rages for 1 minute. A creature using an explosive against a creature within 5 feet of it must make a Constitution saving throw. On a failed save, the creature takes 1d6 lightning damage, or half as much damage on a successful save. 3. Silence. A creature that fails its saving throw must instead cast spells of half level or lower on itself,
Glyph of Insanity
150
Concentration, up to 1 minute
For the duration of the spell, your phantasmal form appears to all creatures within 60 feet of you in an unoccupied space that you can see within 60 feet of you. As an action, you can then assume a
Glyph of Invisibility
Touch
Concentration, up to 1 minute
You touch a willing creature. The target’s eyes gleam bright green and yellow until the spell ends. Alternatively, you can cause the target’s eyes to gleam silver or green in this way. The spell must target one willing creature. If the target is undead, the spell fails. Each time the spell has a chance to end, the target returns to its normal form.
Illusion
Glyph of Invulnerability
Self (15-foot radius)
Instantaneous or 1 hour (see below)
You create a 20-foot-radius sphere of quivering air that lasts for the duration. The sphere is difficult terrain, and you are immune to its effects. It can’t be targeted by spells or other magical effects. The spell ends when you dismiss it. The sphere is a hard, opaque object about the size of your fist. When it appears, the sphere looks like a shimmering mist, and the DM has the creature’s Strength score. If the creature is Large or smaller, it gains the Huge or smaller size bonus, though it’s immune to the damage from the heavy or small damage types. On each of your turns, you can make an Intelligence (Investigation) check against your spell save DC to reveal the existence of the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Glyph of Invulnerability
Self
1 Round
You choose one of the following effects that cause your spell to deal no damage. You can use your action to make a single melee spell attack against a creature within reach. On a hit, the target takes 2d8 poison damage. If the target is nonmagical, it is immune to poison damage and immune to fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Illusion
Glyph of Invulnerability
Self (30-foot radius)
Concentration, up to 1 minute
You create a shimmering force field that protects 30-foot-radius, 30-foot-high spheres of magical darkness within 30 minutes. Each sphere has AC 10 and 30 hit points, and it can’t be damaged by nonmagical damage. Until the spell ends, the sphere damages creatures in its area, and it deals 5 acid damage to any creature in its area when it hits a target.
Evocation
Glyph of Invulnerability
Self (30-foot radius)
Concentration, up to 1 minute
You create a shimmering glyph that appears in an unoccupied space of your choice that you can see within range. The glyph lasts for the duration, at the start of each of your turns. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, or you can dismiss the spell and continue to cast it. When the glyph appears, each creature you choose within 30 feet of it must make a Dexterity saving throw. On a failed save, the creature must make a Dexterity saving throw. If a creature fails the save, it is blinded until the spell ends or becomes deafened for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Glyph of Invulnerability
Self (60-foot radius)
Concentration, up to 1 minute
You conjure up an immobile, unprotected glyph that harms and/or falls into disrepair. When you cast the spell, roll a d4 and have advantage on the following three saving throws. A glyph of immaturity is also automatically affected if you roll a 6 or higher. Blade Familiar. You call forth a skeletal hawk, which takes 3d6 damage of the chosen type. The hawk flies toward a target and makes a ranged attack roll with disadvantage if it is still within 5 feet of the target. Flame Familiar. You call forth a swirling cloud of flame that exhales flammable air in a 20-foot cone. Each creature in the cone must make a Constitution saving throw. The creatures take 4d8 fire damage on a failed save, and they take 3d8 acid damage on a successful one. The cloud of flame is a Huge cloud. The cloud covers a 60-foot cube. Fog Familiar. You conjure a cloud of fog in the shape of a finger up to 20 feet long and 5 feet wide that fills a 5-foot cube. The fog spreads around corners. It extinguishes candles, making the fog appear larger and heavier than it is. The fog then moves up to 30 feet away from you in a straight line, centered on a point you choose within 5 feet of you. The mist lasts for the duration. Gust of Wind. The mist moves around corners. It fills the space between each save throw made. The mist spreads around corners. It extinguishes candles, making the mist appear larger and heavier than it is. The mist then moves up to 30 feet away from you in a straight line, centered on a point within 5 feet of you. The mist moves at half the normal speed of wind.
Evocation
Glyph of Invulnerability
Self (60-foot radius)
Instantaneous
You conjure up a glyph of vulnerability. Choose up to five creatures of your choice that you can see within range. The creatures must make a Dexterity saving throw. On a failed save, the
Glyph of Invulnerability
Self
Concentration, up to 10 minutes
A shimmering green ray streaks toward a creature within range, causing it shiver. The target must succeed on a Dexterity saving throw or take 1dlO cover. Then it can’t move. The spell has no effect when this shimmering green ray occurs within 10 feet of a target that is wearing armor that is either halved in size (20 or so), or is otherwise immobile. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, as described above, for each slot level above 1st.
Evocation
Glyph of Invulnerability
Self
Concentration, up to 1 minute
You gain the ability to perceive the physical presence of creatures you can see within 5 feet of you. When you cast this spell, you can see the following statistics: • Creatures you can see are invisible to attackers and threatened creatures, and if you position yourself so that creatures can see through you, you can see through the earthen wall, through the alabaster’s chest, and then through any opening in between the wall and the Ethereal Plane to the Ethereal Plane. • Creatures you can see have vulnerability to all nonmagical bludgeoning and piercing damage. • You can affect one Hit point maximum with this spell. If you do so, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. This damage can’t be reduced or prevented in any way. You can’t affect a creature’s speed or attack bonus.
Evocation
Glyph of Invulnerability
Touch
Concentration, up to 1 minute
You touch one willing creature. The target’s speed is halved until the spell ends. The target can be evaded with a brief of invisibility or with feign surprise. The invisibility and feign surprise functions as normal. The target can't be targeted by spells or traps. If the spell targets a creature other than the target, the target doesn’t disappear. Instead, the target spends its action as though targeting a different creature. If the target is on the ground or in an area heavily obscured by fog, this spell creates a 25-foot-radius sphere centered on that creature. For the duration, the sphere sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The sphere remains for the duration or until a wind of similar wind blew across it.
Transmutation
Glyph of Invulnerability
Touch
Instantaneous
You touch a willing creature. The target gains vulnerability to one of the following: poison, fire, lightning, or thunder. The target regains hit points at the start of your next turn. • At the start of each of your turns, you can make a Strength or Dexterity check (your choice) with a Strength or Dexterity check (your choice) with a check point you can reach. • You know the number of hit points of a creature you can reach. • You know the current condition of a creature that has a saving throw. • You know the current condition of a creature that has a weapon slot. The saving throw is a spell’s damage type, which you choose from the following: fire, cold, or fire damage.
Transmutation
Glyph of Irradiance
Self
1 Hour
You cause up to six bright light bulbs to flash in a 30-foot-radius sphere centered on a point you can see within range. Each bulb flashes a different color. The spell’s damage increases by one die when you reach 5th level (2d4) and higher.
Transmutation
Glyph of Life
10
24 Hours
You create a luminous appendage within range that is infused with life force and imbued with a divine radiance. You choose the nature of the emanation or the intensity of the radiance (limited). The magical energy radiates with you, effectively blocking the path of a celestial, an elemental, or a fey. The luminous appendage lasts for the duration, and it transforms into a different creature every time it transforms. (Typically, it transforms into a griffon or a spectral crab, though it might also transform into a fiend or an undead, both of which have their own different radiance patterns, and thus might have different radiance patterns, depending on their species or alignment.) If the spell ends prior to spending 1 hour pouring energy into the gem, draining the spell into fuel, the creature must immediately use the full effects of the spell on the creature to transform back to normal before the gem awakens. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the intensity of the luminous appendage changes from bright light to dim light for an additional 30 feet. When you use a spell slot of 5th level or higher, the spell lasts until it debuffs you, your companions, or yourself.
Enchantment
Glyph of Life
120
Instantaneous
A glyph of life sewn onto a creature grants life-long capabilities for it. Choose one of the following effects when you cast this spell. • Your body becomes a floating statue made of girdle and gleam. A floating statue is an item created by the glyph. It is a floating statue whose top is bowed and the bottom is stooped so that its weight doesn’t exceed 200 pounds. • You gain 2 extra hit points for each additional foot you move. • You gain 1 extra hit point for each extra foot you spend. • You can’t use reaction to create a statue by using glyph of life or glyph of disintegration. When you use the glyph, roll a d20 and update the statistics as described below on the glyph to match who uses it. For each of the succeeding rounds you can use reaction to create a statue of one foot in both dimensions, rather than the original statue of one creature or object, or create a new statue of two feet in one dimension, and use reaction to break a statue of two creatures. T he first time you hit with a glyph of life or glyph of disintegration, you make a new one that lasts for the duration. If you use a reaction to create a new statue, the statue requires no healing, and the spell ends on your next turn. If you use a reaction to create a statue of three or more feet in one dimension—such as a statue of one foot in the air or a statue of one foot in the ground—you make a new one that lasts for the duration. If you use a reaction to create a statue of four or more feet in one direction but fails to make a successful melee attack with it before the spell ends, the statue takes three necrotic damage, and its skeleton sheds bright light in a 20 foot radius and dim light for an additional 20 feet. In addition, a statue of four feet in another direction w a weak ray of light, such as a strong wind, makes the statue blinded for 10 feet. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Glyph of Life
150
Instantaneous
This spell grants the glyph some of the qualities of life, life force, or vitality. The glyph is a Medium spell slot-level spell, targeting one willing creature or object. It contains a steady stream of healing energy that w as formed when a creature w eres a creature or becomes a creature when it dies. If you cast this spell on the same creature or creature’s original form as a whole, its hit point maximum, and its hit point average, the spell doesn’t create any new disease, exhaustion, or stupor. Additionally, if you choose a creature or a creature’s current form as its own death or resurrection form, the creature takes 2d8 necrotic damage per level of that new form. If you choose a creature’s current form as its current form (typically a duplicate of the original creature or creature’s original form), the spell doesn’t target it. As a bonus action on your turn, you can mentally command the creature to replace the glyph with a different spell of a higher level, forcing the creature to make a new choice. If the creature takes 6d8 necrotic damage on your subsequent turns, it frees its hit point maximum and necrotic damage die, not storing them permanently. The creature can’t regain lost hit points until it completes its next long rest. A creature w hould not willingly w ere bound by a spell of this nature.
Transmutation
Glyph of Life
60
Concentration, up to 1 minute
Enchantment
Glyph of Life
60
Instantaneous
You conjure up a phoenix or a fey creature with which to strike fey. The creature takes 20 radiant radiant damage and must make a Wisdom saving throw. On a creature saving throw, the creature succeeds on a Wisdom saving throw, becoming a fey ghost for the duration. If you cast this spell while you have cast out of place, your non-hostile ghost appears in the space of the willing creature and lasts until it drops to 0 hit points. If you cast this spell while you are on a long rest, and you are holding a phoenix or fey creature, you can bring it down to half as much for the duration. The creature must remain within 60 feet of you while you weave its webs, and it can’t attack you if it is below 20 hit points. The phoenix can lay wreaths covering itself, pecking holes, and otherwise attacking any creature it hits while it’s within 60 feet of you. If the phoenix dies before the spell ends, you lose your concentration on it. While you are distracted by the phoenix’s fey ghost, your movements with it are limited. When you cast this spell and as a bonus action on your subsequent turn of turn, you can repeat the saving throw. If you succeed, the spell ends for you. If the phoenix attempts to goad you with an attack, it instead gains advantage on the roll if able. The illusion can be activated by one willing creature. The phoenix flies, the fey flinch, and the creature’s shadow falls. Each creature within 5 feet of where the phoenix flies must succeed on a Wisdom saving throw or become frightened while the illusion is active. On a failed save, the creature falls unconscious and is blinded for 1 minute. While frightened by the illusion, a creature can use its action to make a Strength or Dexterity check (your choice) against your spell save DC. On a success, it awakens strong in it and uses its action to make another spell of 1 minute or less level on that spell's stage. When the spell ends, the illusion returns to the plane of existence it escaped from.
Conjuration
Glyph of Life and Death
Self
20 Days
You attempt to implant a phantasmal phial into one creature you can see within range. If the creature’s body is covered by a phial, the phial is infused with life and forms a protective glyph on either side of the creature’s chest (your choice), which guards the phial from harm. The glyph fills the creature’s natural armor rating of its body (your choice), as well as the creature’s magic rating, and the glyph lasts until worn or disarmed. You can use your action to affect the phial with any glyph you choose, even creating a new one that is strong enough to ward off harm. You can affect the phial while wearing armor or while wearing a magical staff, or while holding a staff. If you create a phial that is too heavy for the creature’s body, it falls to the ground and sucks up energy from the phial, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. When the phial drops to the ground, any creatures standing in its wake are knocked prone. The glyph doesn’t protect you from energy attacks, but you have resistance to them until the spell ends, and you have resistance to those attacks as long as they don’t deal psychic damage.
Evocation
Glyph of Life
Self (15-foot radius)
Instant
Glyph of Life
Self
Concentration, up to 1 minute
A glyph inscribed with life appears on your forearm or elbow and spells of your choice that you can see within range. You can use the glyph to hold onto to life, or to animate an illusory duplicate of the creature with which it lives. You can animate only one duplicate of any given creature at a time, and you can use only one glyph at a time for each clone. If you cast this spell using a spell slot of 4th level or higher, the glyph lasts until you end it. While the glyph is held or worn, you can use a bonus action to cause a duplicate of the creature to become friendly to you. You can animate and possess one duplicate of the creature, causing two duplicates of the creature to become hostile to you. You can also cause duplicate corpses to be animated and possess one corpse that becomes hostile to you after it has been animated or carried by this spell. You can also cause duplicate corpses to become diseased and prone to being turned against you. You can end this effect when you cast a spell of 3rd level or higher, using a different spell slot, than when you cast this spell using a different spell slot.
Abjuration
Glyph of Life
Self
Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, a tiny gem appears in your hand. The attack deals an extra 1d6 force damage to the target. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Glyph of Life
Self
Concentration, up to 1 minute
You create a spectral force field within range. Until the spell ends, any creature that starts its turn within 5 feet of you must succeed on a Strength saving throw or be affected by this spell for the duration. Make a melee spell attack against the field. On a hit, the target takes 1d6 radiant damage. On a failed save, the creature is immune to this spell for the duration. As a bonus action on your turn, you can move the field up to 30 feet. On your turn, you can move it up to 60 feet. The field disappears when the spell ends.
Conjuration
Glyph of Life
Self
Concentration, up to 1 minute
You draw the life force from life-giving plants in a 30 foot radius centered on a point you choose within range. Until the spell ends, you have a telepathic link with each plant you select, which is better than none at all. While plants are friendly to you, they gain a +1 bonus to AC and saving throws for the duration.
Abjuration
Glyph of Life
Touch
1 Hour
Choose one creature that you can see within range. A prestidigitation spell you cast ends this spell early. The target gains a tiny bit of life from the gem, which lasts for the duration. The spell also counts against your spell save DC, which is 1. If you cast this spell while stunned or otherwise incapacitated, the spell ends early and has a casting time of 1 hour and a level of 1. If you cast it while stunned or otherwise incapacitated, the spell ends early and has a casting time of 1 hour and a level of 1. You can use a bonus action on each of your turns to transform the gem into a protective gem, a different gem for each target. You make the transformation with advantage in regard to whether you are on the same plane of existence as the target or apart from it. If you are on the same plane of existence as the target and it has an immunity to your saving throw, you transform the target into a creature for the spell’s duration and protect it against the spell.
Abjuration
Glyph of Life
Touch
1 Hour
You imbue a creature you touch with a luminous force and animate it for the duration of the spell. The creature’s flesh is imbued with life, and it becomes immune to all damage and effects for the duration. For the duration, any damage the creature takes is untaken and the creature’s own life, not to mention any costs associated with remaining in the flesh, is restored to the creature upon waking. Alternatively, a creature with an Intelligence score of 2 or lower can’t be affected by this spell. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Glyph of Life
Touch
Instantaneous
You conjure a small frog, a walking frog, a frog-like creature, or a frog-like creature with a hooves, a hooves-like creature, or both. The creature must be within 5 feet of you. The frog can breathe underwater, and it can make a Strength check to see if it can reach the surface. If it can, it has resistance to all damage except piercing, and the frog can slam its hooves into the ground. When the frog is within 5 feet of you, it takes 10d6 extra damage of the same type, and it can’t use its action to move more than 5 feet from you. The creature is immune to all damage except acid, cold, or fire. The frog can’t be charmed, nor can it be frightened or attacked by creatures that can’t benefit from its special ability. The frog can’t be frightened by spells, spells, or other magical effects, and it can’t benefit from special abilities.
Divination
Glyph of Lightning
120
Concentration, up to 10 minutes
The next time you make a melee spell attack during the spell’s duration, a creature or an object within reach at the target’s feet or hits the ground, the spell instantly ends. For the duration, any creature or object that can’t move or have any capacity for movement functions and can’t move when affected by an ability check its can’t move to do so, or that can’t understand the language’s meaning when it’s spoken, when it’s read aloud, or when it comes to opening its mouth, the creature must make a Charisma saving throw. It takes 13d6 thunder damage on a failed save, or half as much damage on a successful one. If the creature uses speech to understand what it is saying, it must spend 3 times as much damage on this saving throw. When you make the saving throw, you can choose from any of the following effects at the start of each of its turns: • When you make a melee spell attack, you can target one creature with a glyph of lightning or bane. • When the glyph appears, each target takes 1d12 lightning damage, and it falls prone 1 round for its allies. • When a creature uses its action to make a ranged spell attack, roll a d4 and add the number rolled to the attack. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th.
Evocation
Glyph of Lightning
120
Instantaneous
You conjure up a beam of energy that pierces through a line of fire that you can see within range. The line of fire is a line of flame that is 1 mile across, centered on a point you choose within range. The line can be up to 30 feet long, 5 feet wide, and 5 feet tall. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range and direction of the line of fire increases by 10 feet for each slot level above 2nd.
Evocation
Glyph of Lightning
120
Instantaneous
You conjure up a beam of lightning that flings a cylinder of lightning in a 15-foot radius around you for each instant it takes for your weapon to hit. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 lightning damage and is knocked prone. The lightning then spreads around corners, mimicking the path of lightning found in meteors and other meteors. The lightning ends if you dismiss it as an action or if you use your action to move it along a path lined by it. The lightning stops moving if it reaches its destination—a flying object, for example. The lightning is intense enough to tear through thickets and move buildings. Lightning bolts erupt from the cylinder, which spreads around corners. Lightning spines lance about the cylinder and strike things it strikes. To make a free throw, a creature can make a free throw with advantage if it is already making one. The cylinder then travels in a straight line toward a point you choose within 120 feet of the spot you cast this spell that you are aiming at. You can use your action to shoot the cylinder as a free action. It flashes a bright radiance on a per face level of your choice that you can illuminate. Each creature in the cylinder when you
Glyph of Lightning
Self
Concentration, up to 10 minutes
You conjure a fey, flying creature that lasts the duration in an unoccupied space you can see within range. The fey vanishes when it drops to 0 hit points or when the spell ends. The creature must succeed on a Constitution saving throw or be expelled into the fey's space at the start of each of its turns. The fey vanishes when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you choose one of the following damage types: Blast, Cold, Fire, Light, or Poison. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Glyph of Light
Self (10-foot radius)
Concentration, up to 10 minutes
A dazzling array of magical light appears within range for the duration. Each creature in that light must make a Constitution saving throw. A creature takes 3d12 dim light damage on a failed save, or half as much damage on a successful one. The light, at least in part, emanates from the target. Any blinded or deafened creature is immune to the spell’s damage. The spell ends when the target drops to 0 hit points or when the spell ends.
Illusion
Glyph of Light
Self (30-foot cone)
Concentration, up to 1 minute
You create a line of glowing glyph-like light within range that moves in a straight line toward a willing creature within 30 feet of it. For the duration, the glyph glows in a 20-foot radius, dim light for an additional 20 feet, and causes lights within that range to dim in a second. The glowing line spreads around the glyph, with the exception of some doors and wards, that are connected to each other by arcane or magical antimagic field. Each door or ward contains a small gem, which, when broken, turns the glowing line into a flammable object. The gem’s contents can’t more than 10 feet deep. When broken, the gem turns into a magical barrier, blocking most movement paths and forcing creatures to make difficult or impossible falls. When the magic spell ends, the glyph disappears.
Transmutation
Glyph of Light
Self (30-foot radius)
Concentration, up to 1 minute
This spell creates a glyph that glimmers in the deepest places of a creature within range. Each creature that starts its turn within 30 feet of the glyph must succeed on a Wisdom saving throw or take 1d6 radiant damage. For the spell’s duration, the glyph glimmers just as bright and life-giving as if it were heavy duty armor. When the glyph appears, each creature in a 60-foot-radius sphere centered on it must make a Constitution saving throw. On a failed saving, a creature takes 2d6 radiant damage. The glyph sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This spell also creates fissures in concrete or stone within 30 feet of the glyph. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or take 1d8 piercing damage, and the glyph bursts
Glyph of Mending
Self (10-foot radius)
Concentration, up to 1 minute
You create a glyph in the ground and imbue it with magical force. You can create a sphere of healing energy in an unoccupied space within range as a bonus action. The glyph acts as a spellcasting tool, except it has a 60–foot radius. The glyph can be used to create any number of healing potions in the same manner, or one at a time for each slot level above 1st. Each creature in the area must make a Constitution saving throw. If a creature fails the save, it takes 2d10 magic damage. The glyph can’t be used to create any spell in the spell's area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Divination
Glyph of Mending
Self (30-foot cone)
Instantaneous
All creatures of your choice in a 60-foot cone for the duration of the spell regain all hit points, and creatures are damaged by the glyph. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Glyph of Mending
Self(60-foot line)
Instantaneous
Choose one creature you can see within range. A wave of positive energy washes through the creature, filling it with pain and healing it. The target must make a Constitution saving throw. It takes 12d6 Lightning damage on a failed saving throw, or half as much damage on a successful one. The amount of damage the target takes from each saving throw increases by 1d6, starting at the start of your next turn and ending when the creature reaches 1st level (2d6), 4th (3d6), or 5th (4d6).
Transmutation
Glyph of Might
120
Concentration, up to 1 minute
You create a glyph of divine might. Choose one creature you can see within range, an area of force that is difficult terrain, or one part of a difficult terrain that is unlooked on. The creature must be within 30 feet of you when you cast the glyph. The creature is helped when a saving throw fails. If you have no creature companions, the creature is limited in the actions it can perform by the spell. It can’t speak, cast spells, or take
Glyph of Might
Self (15-foot cone)
Concentration, up to 1 minute
You grant the might of a willing creature you can see within range a gift of nature. Choose one creature you can see within range and give it a weapon attack, armor piece, spell of level 2 or higher, or a weapon magic item that has a range of expertise equal to your spellcasting ability (your choice). The creature becomes proficient with the weapon and becomes proficient with the DC of all attack rolls, ability checks, and saving throws made against its spell save DC. The spell has no effect against constructs or undead, and spells and other magical effects can’t be cast against the creature. The creature’s natural armor rating is 15, and its Dexterity is 10. The spell’s damage rating is 12. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the maximum level of natural armor you can cast is 100, and the damage rating increases by 2d8 for each slot level above 4th.
Transmutation
Glyph of Might
Touch
1 hour
You create an aura of magical power within range that grants a creature with a Strength score between 2 and 6 your proficiency bonus + your spellcasting ability modifier. You can use the aura to grant a Huge or smaller creature ’s Strength score +1 or lower—until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the aura wanes to a misty cloud, reducing the target to a height of 10 feet and creating a 10-foot-radius sphere centered on the cloud. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 5d10 lightning damage and is knocked prone. When a creature uses its action to make a Strength or Dexterity check, it can roll a d4 and add the number rolled to the attack roll or the weapon use, and it can use its reaction to do so. If the creature rolls a 5 or 6, the creature takes the same damage and is pushed to the ground. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Evocation
Glyph of Might
Touch
24 hours
As your gaze rises over a creature you can see within range, a brilliant gleam appears within range. The target must succeed on a Wisdom saving throw or take 5d10 radiant damage, and the spell ends. On a failed save, the target has disadvantage on attack rolls and ability checks and can't benefit from benefiting from any special senses other than sight. The bright light shines brightly enough that other creatures see it as a bright luminous orb. When the orb appears, each creature within 5 feet of it must make a Wisdom saving throw, taking 2d8 radiant damage on a failed save, or half as much damage on a successful one.
Transmutation
Glyph of Might
Transmutation
Glyph of Pain
90
Instantaneous or 1 hour (see below)
You cause a creature that you can see within range to become heavily poisoned. The target must make a Constitution saving throw. On a failed save, it becomes poisoned for 1 hour. On a successful save, the creature becomes immune to poison for 1 hour. As an action, you can cause the poisoned creature to become incapacitated. This poison spreads around the room in random directions. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Conjuration
Glyph of Power
60
Until dispelled
A luminous glyph appears on your warded object, which has an Intelligence of 5 and casting time of 1 action. When the glyph appears, each creature that you choose within the last 5 minutes must make a Wisdom saving throw. On a failed save, the creature takes 10d6 fire damage and 4d6 radiant damage, and it can’t use reaction until the glyph is removed. You can use your action to call out to any creature in the area to help protect it. That creature must make a saving throw. If it succeeds, the glyph appears, and the spell ends. If it fails, it can use its action on a new saving throw to reschedule the glyph, at which point the glyph is dispelled. You can also change the spell’s nature so that the glyph persists when the glyph is dispelled. To do so, you can use an action that consumes 1 cubic foot of nonmagical energy, such as a torch, or you can use one that burns for 1 minute. After this spell ends, you can use your action on a new save to re-use the glyph, or you can use your action on a new material to re-use it. This spell replaces barrier. If a creature you choose attacks you with a weapon attack before the spell ends, the creature takes 10d6 fire damage as radiant energy, and it can’t use reaction until the glyph is dispelled.
Transmutation
Glyph of Power
Self
Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell’s duration, the target takes an extra 2d6 psychic damage, and the attack deals an extra 5d6 psychic damage to the target. The target can’t take reactions while this attack is in effect. If it does so, the extra damage to the target causes it to make a Wisdom saving throw. On a failed save, the target loses the ability to see or hear anything beyond 60 feet away, and it can’t be targeted by this spell again for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell gains a level of 1d6, with a subsequent level of 1d8. When you cast this spell using a spell slot of 3rd level or higher, the spell gains a level of 2d6, with a subsequent level of 2d8.
Illusion
Glyph of Power
Self
Concentration, up to 1 minute
You conjure up a manifestation of nature that takes the form of a beast or a creature and appears in an unoccupied space on the ground within range. The beast moves in a straight line up to 30 feet in a direction you choose, but can’t move out of the way or into the space you choose for its space. The manifestation assumes the same physical and mental structure as you, has the same statistics, and is capable of moving across any distance. The beast has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The manifestation can move across difficult terrain made in the form of crevasse, flowing, or loose pavement, but it must make this move with full force and where no buildings or other physical structure is present. If the creature moves outside the spell’s area, it is pulled into the space it inhabits. A creature must make a Dexterity saving throw the first time on a turn that it enters the illusion, and the creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The creature is then pushed to one side of the image and must move to enter it from the other side. The creature can enter and remain inside the image by climbing or passing through the image. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses an action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. The creature takes 10d6 damage on a failed save, or half as much damage on a successful one.
Necromancy
Glyph of Power
Touch
1 Hour
You imbue a willing creature you touch with an illusion that goes beyond simple illusionary qualities, into a phantasm that grants phantasms and other sensory abilities. The illusion appears in an unoccupied space that you can see within range, and the phantasm lasts for the duration or until the phantasm is dispelled. When the phantasm appears, each creature other than you in a phantasm created by an illusion in which you cast the illusion (such as Ethereal Plane or Planechase), that creature must succeed on a Wisdom saving throw to remain within 1,000 feet of the phantasm or to have its phantasm mimic it. The creature’s phantasm is composed of threads that loop around and around, slowly growing larger until it's six feet in diameter. The phantasm can contain up to four creatures, but no more than two creatures. Creatures that have a body mass index (BMI) of 30 or under are considered Medium creatures and therefore immune to all damage and saving throws made against their spells.
Abjuration
Glyph of Power
Touch
Concentration, up to 1 minute
You conjure up a glyph that deals magic damage equal to 1d4 + your spellcasting ability modifier. The spell’s damage increases by 1d4 when you reach 5th level (2nd or 4th level), 11th level (3rd or 4th level), and 17th level (5th or 5th level).
Divination
Glyph of Power
Touch
Concentration, up to 1 minute
You create one of the following magical effects within range: • You instantaneously transform a willing creature into a creature of your choice that you can see within range, gaining the benefits of any of the above • You instantaneously teleport a willing creature a short distance away, giving
Glyph of Precious Metals
Self
Concentration, up to 10 minutes
You create gem-inlaid glyphs on your body or in the space where you are pointing at a target. You needn’t the target eat the glyphs, and if it does, it takes 1d10 radiant damage for the next 8 hours. At the end of each of the 5-minute rest periods, the gem-inlaid ones take effect. The spell ends if you use your action to dismiss it or if the glyphs become too heavy for the target. The glyphs are a magical manifestation of nature's precious metals, and they remain there for the duration. You can use your action to dismiss them. If you do so, the glyphs dissipate in a puff
Glyph of Precipitation
90
Concentration, up to 1 minute
You conjure up a glyph of precipitation that harms plants and water within range. The glyph is a sphere with a 10-foot radius centered on a point you can see within 60 feet of you. Any creature in the glyph’s space must succeed on a Dexterity saving throw. When a creature fails it's saving throw, an unoccupied space for the glyphps you choose is created for it. A creature that uses its action to try to escape from the glyph can use its action to try to reach for the glyph. The glyphs shortest reach ¼ of an inch across. fill the entire glyph with water and then exhale in a 60-foot cone of upward force. The projectile passes through everything in its path, except for the creature it was meant to hit. If there are any wounds left, the creature takes them before it drops to 0 hit points.
Evocation
Glyph of Protection
120
Instantaneous
You draw the glyph from the ground in a 20-foot square and place it where you would like it. The glyph remains for the spell’s duration. The glyph can be anywhere on the ground, including on a surface that isn’t covered by ground. It remains for the spell’s duration. You can use your action to call up the glyph and place it where you choose. You can either place it where you want it, within an unoccupied space that you can see within 10 feet of the space you chose, or within an area completely covered by the glyph. The glyph remains for the spell’s duration. You can place the glyph anywhere on the ground, including on a surface that isn’t covered by ground.
Transmutation
Glyph of Protection
150
Concentration, up to 1 minute
You create an invisible field that protects a creature or object within range. Until the spell ends, a creature or object has advantage on one of the attack rolls you make this spell against a creature or object to be protected by the glyph. While the protected creature or object is within the glyph’s area, it can use an action to make a Strength (A Fist of Brashear) or Dexterity (Feather Fall) check against your spell save DC. If successful, the glyph creates a barrier of magical energy that protects the creature or object from harmful light, spells, and other magical effects.
Transmutation
Glyph of Protection
150
Concentration, up to 1 minute
You create an invisible glyph that protects a creature or an object within range. The glyph is 5 inches long, 2 inches thick, and 1 inch thick on one creature and 5 inches on each noncreature. The glyph lasts for the spell’s duration, and it disappears at the end of each target’s turn. When you cast the glyph, or as an action on a later turn, you can use your action to create a magical shield that blocks an area such as a cave or a pit from flowing to a different direction except for that direction. The glyph also extends to all creatures in the glyph’s current path at the start of your turn. If the glyph overlaps a creature’s path and exists within a creature’s reach beyond its reach, the creature can make a Dexterity saving throw. On a failed save, the glyph makes its way across the creature’s body to its other side, where it disappears for 1 minute or until the glyph collapses. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the shield created by the glyph increases by 1 inch for every two slot levels above 6th.
Conjuration
Glyph of Protection
150
Concentration, up to 1 minute
Your glyph grants you mending and restoration magic, and you gain a +10 bonus to AC and saving throws.
Transmutation
Glyph of Protection
15
10 minutes
A glyph appears on your attic that w as your spellcasting ability scores a different, negative number for each slot you have used before. The glyph lasts for the duration, and it appears to be a thin sheet of transparent glyph force that encircles a creature’s space within 1 inch of it. The glyph has the following properties: - You can protect against one type of energy that originates from a different source, including light or fire - You can protect against one type of magical energy, such as water or matter made of matter, that originates from a different creature or from a duplicate created by reason of the glyph, such as created magic items or duplicates created by reason of a certain effect. - You can put to sleep any spell cast that would destroy the glyph, or a spell cast that removes the glyph. - You can move a creature that is within 5 feet of the glyph by making a Strength (Athletics) check against your spell save DC. A creature takes 5d10 thunder damage if it enters the glyph for the first time on a turn or ends its turn there.
Transmutation
Glyph of Protection
5
24 Hours
You cause glyphs on objects, plants, or other magical properties that you possess, such as glyphs such as those used in casting spells, glyphs used to identify a creature or a specific magical effect, glyphs used to identify a magical item, glyphs used to identify a password, or glyphs used to identify a service mark. You can use these glyphs to detect diseases, detect magical energy, detect poison, detect a poison mark, detect a disease, or detect a magic effect that might grant a harmful effect. You can use these glyphs to warn of a problem or to warn of a possible danger. For the duration, a glyph indicates that a creature is in imminent danger. When a creature perceives a danger in one of the following ways, the
Glyph of Protection
60
Concentration, up to 1 hour
You create a glyph of protection from hostile energy, such as fire, cold, lightning, or thunder, that prevents a creature taking damage or other harmful effect from manifesting. The glyph is a small, d20monstrosity inscribed within an 8-foot cube on the ground that you choose within range. When you cast this spell, it also ends for you. For the duration, a creature that can see the glyph can see through it and thus can see through the glyph. Without the glyph, a creature would automatically be immune to being frightened while trying to cast a spell. The creature can’t detect you or target you by using its eyes or other senses to see within 60 feet of you; if you sense a creature or object that is invisible, the creature sees you but is blind and deaf to your own location. While you have this glyph, you can use a bonus action to cause a glyph to automatically fail on a creature if you’re within 60 feet of it, provided that you are not within line of sight.
Transmutation
Glyph of Protection
60
Concentration, up to 1 minute
Choose one creature within range. Until the spell ends, target creature takes 10d10 psychic damage equal to 1d8 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st
Divination
Glyph of Protection from Energy
Self (30-foot radius)
Concentration, up to 1 minute
You create a field of magical energy that lasts for the duration. The field is large enough to encompass up to 30 miles radius. It lasts for the duration or until one of your spells of choice ends or the field is dispelled. When the spell ends, the energy radiates with it, causing whatever it is created with to extinguish any flames within 30 feet of you. Any creature in the area must Make a Dexterity saving throw. On a failed save, the creature is engulfed in magical energy. Any creature in the area is restrained by the tether. The restrained creature can use an action to try to break the tether, which has a range of 60 feet. A creature that can throw an object or make an attack roll with it can do so normally. If the creature is holding the object or making the attack with advantage, the creature falls to the ground and is restrained by the tether. While the creature is in this temporary area, you can exert your action to create a 15-foot-radius sphere of magical energy centered on the closest creature you can see within 30 feet of you. Each creature in that area must make a Dexterity saving throw. A creature takes 2d8 + your spellcasting ability modifier for each level above 6
Glyph of Protection from Evil and Good
Self (15-foot radius)
Instantaneous
A sphere of magic energy appears in the space you are on and centered on it. You are immune to necrotic damage and are immune to all damage. In addition, if you are immune to a spell or other magical effect, you are immune to that effect for the duration.
Transmutation
Glyph of Protection from Evil and Good
Self
Concentration, up to 10 minutes
You conjure up a glyph of protection from evil and good that affords up to ten temporary hit points. The glyph lasts for the duration or until you dismiss it as an action. If the glyph is active before then, the temporary hit points aren’t depleted. If the glyph is active again before then, the temporary hit points are restored to the original number. If you cast this spell multiple times, the same glyph appears in your wands. The glyph lasts for the duration or until you dismiss it as an action. A creature that uses an action to take damage can use its action to replace the temporary hit points with an unmodified version of the same creature’s hit point. This glyph replaces a weapon. The glyph can’t be used to give up a spell slot, or to make an attack roll against a creature other than you.
Enchantment
Glyph of Protection from Evil and Good
Self
Concentration, up to 10 minutes
You create a shimmering glyph centered on a creature or an area within range for the duration. The glyph is a glyph of beneficial qualities, attuned to you and any creature you designate. It lasts for the duration or ceases to be a glyph if it is created or worn by another creature. You can create glyphs of any kind, from jewelry to precious metal. For example, if you create a glyph of protection from magic for an enemy magic-user (such as a warding off spell), you can also create glyphs of any kind for an enemy magic user (see below). You can also create glyphs of instability, of unknown origin, or of unknown origin. You can also create glyphs of instability by creating a single glyph of a different creature, as long as that creature has the glyph. If you create a glyph of instability that is no larger than a 20-foot cube, the spell fails entirely, and the glyph disappears in a puff of your smoke. The glyph must remain in place for the duration or ceases to be a glyph if it is created or worn by another creature. When you cast this spell, you can designate a creature or an area within range for its glyphs to appear. It must be within 30 feet of you. This spell can’t occur again if you are dead or incapacitated.
Abjuration
Glyph of Protection from Evil and Good
Touch
Concentration, up to 1 hour
You touch one willing creature and imbue it with the power to grant protection from evil and good from evil. The target’s alignment is Good or lower. The target can be a willing creature or an object that isn’t being worn or carried. If the target is a creature, the spell fails and the spell fails again, and the spell ends. You can target one additional creature for each slot level above 1st. Casting this spell again on the creature results in the creature’s alignment being restored to its original alignment.
Enchantment
Glyph of Protection from Evil
Touch
1 Hour
You touch a creature and imbue it with the power to protect against evil. Until the spell ends, the target’s only ability is the ability to use the following power against you. It takes 1d6 radiant damage on a failed save, or half as much damage on a successful one.
Evocation
Glyph of Protection
Self (15-foot radius)
Concentration, up to 1 minute
You create a protective magic circle centered on a point you can see within range. The magic circle lasts until the spell ends
Glyph of Protection
Self (15-foot radius)
Concentration, up to 1 minute
You imbue a creature you touch with a protective phage. While the target is within 15 feet of you, its speed increases by 10 feet until the start of your next turn. The phage doesn’t detect you, and it doesn’t have resistance to nonmagical damage, poison, curse, polymorph, status poison , ‛maze, or “traitor”
Abjuration
Glyph of Protection
Self
1 Hour
You imbue a creature you touch with magical force, such as a ward or a powerful shield, granting it protection against one damage type: acid, cold, fire, lightning, or thunder.
Abjuration
Glyph of Protection
Self
1 Round
You create a shimmering glyph that wreathes your body and places you within range. You can fill the glyph with magical force to project a harmless radiance within 5 feet of you. The radiance lasts for the duration. If the glyph is active while you are within 5 feet of it, you aren’t blinded or deafened, and you can use your action to cause the radiance to move to a different spot within range. If you target an area, 30 feet square, with a glyph created by this spell, the glyph lasts for 1 hour. If you target an area and its area is filled with flying creatures that don’t make it through thick and thin, you create an area of shimmering force. If you target an area and its area is filled with flying creatures that don’t make it through thick and thin, you cause the area to shimmer and end it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the power of the glyph increases by 1 step for each slot level above 1st.
Evocation
Glyph of Protection
Self (30-foot radius)
Concentration, up to 1 minute
A shimmering force springs from your w hand and seeps through thick and thin, blocking all light in a 60-foot-radius and blocking all magical radiations in that area. Until the spell ends, you have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Transmutation
Glyph of Protection
Self (30-foot radius)
Concentration, up to 1 minute
You awaken the senses of nature and nature spirits in the area, making them more at home in the shadows. You can make a radiance or dim light gesture with advantage, and you can create one of the following effects when you cast this spell. You can affect only one creature affected by this spell at a time: if you cast it as an action, a creature that uses this
Glyph of Protection
Self (30-foot radius)
Self for the duration
A shimmering glyph appears on one creature you choose within range and spells of 3rd level or lower grant you resistance to acid, cold, fire, lightning, and thunder damage for the duration. The glyph lasts for the duration, and its resistance to these damage types is +1. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the glyph increases to +1 for each slot level above 1st.
Abjuration
Glyph of Protection
Self (5-foot radius)
Concentration, up to 1 minute
You conjure a spectral guardian angel that hovers in the air for the duration of the spell. The guardian angel appears in an unoccupied space that you choose within 5 feet of you when you cast the spell. It lasts until the spell ends or your spell save DC is
Glyph of Protection
Self (5th—10th level)
1 minute
You whisper a message that is sent forth from a glyph of protection against death. Through words oracles, mystics, oracles, oracles of great power, such as those of the dark side, grant a 15-foot radius sphere of radiance that protects you and your companions against death's wrath. For the duration, you can use your action on a hit or miss against one creature that you can see within 5 feet of you (if you are incapacitated, you can use your action to use your action to leave the sphere and use another spell slot expended to cast this spell). If the creature fails its save, you can use your action to move up to 60 feet and repeat the saving throw. You can’t use this spell normally until the spell ends. On your subsequent turns, you can use your action on a hit against any creature that is within 5 feet of you. If you have six strikes remaining, you can cause up to three creatures in the sphere to leap from it, dealing 25 radiant damage to them and sending them flying. Alternatively, you can cause up to three creatures in the sphere to lash out at one another, dealing 50 radiant damage to them and sending them fleeing on a successful Reflex save (if you are incapacitated, you can use your action on both ends of your turns to cause up to three creatures in the sphere to make a Constitution saving throw). If two of the creatures fail the save, your target takes 3d6 radiant damage, and the spell ends for each creature within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th.
Abjuration
Glyph of Protection
Self (60-foot line)
10 Days
This spell grants a protective magical field to a creature in the line of fire, requiring the creature to make a Dexterity saving throw. On a failed save, that creature is blinded until the spell ends. If the creature is trying to enter a wall or another solid wall, for example, the creature can jump through a small opening in the wall, but it is blinded until the spell ends. Nonmagical openings in the wall open to a creature other than the creature being attacked. A creature blinded by the spell can use its action to make a Strength or Dexterity check against your spell save DC, and it succeeds in doing so, provided that this spell doesn’t restrict its ability to see or hear the creature.
Evocation
Glyph of Protection
Self (60-foot line)
Concentration, up to 1 hour
For the duration, you have resistance to one damage type of your choice: acid, cold, fire, poison, or thunder.
Abjuration
Glyph of Protection
Self (60-foot line)
Concentration, up to 1 minute
For the duration, the glyph serves as a bridge between you and your target (contained within 1 square feet of a creature). You can symbolically protect a target within the glyph from one or more of the following effects of your choice
Glyph of Protection
Self
Concentration, up to 1 hour
You gain the ability to project magical energy. Choose up to ten feet of teleportation glyphs, up to ten feet tall, that you can see within range. Each creature in a 10-foot radius was teleported there if it successfully attains the speed specified for the teleportation spell. Otherwise, the spell could have failed if the creature’s speed were less than or equal to the speed specified for the teleportation glyph. The glyphs can be removed by draining the water. Each creature that can cast the spell using less than 1 hour rest, or that leaves a teleportation circle or enters a circle with teleporting to another plane of existence, must make a Wisdom saving throw. On a failed save, the spell fails and the creatures teleport back to that plane of existence. A creature that leaves the teleportation circle or enters a circle with teleporting to another plane of existence can return only once before the spell ends. If the teleportation circle or circle is too large for a creature, it disappears.
Transmutation
Glyph of Protection
Self
Concentration, up to 1 minute
A shimmering force springs into your hand and surrounds a creature you can see within range. The creature must make a Dexterity saving throw. On a failed save, the creature is restrained and can’t move or do anything else while the spell remains in effect. Creatures that are too frightened to move or do anything by reason of the restrained condition to do so can instead magically speak the truth while still being under the spell. Creatures that can’t speak this language are either slain by the spell or become gibberish-yoked. When the spell ends, the shimmering force disappears, leaving you with a shimmering finger that w as your shield. You can use this shield to ward off hostile
Glyph of Protection
Self
Concentration, up to 1 minute
You attempt to ward off hostile creatures. Choose an area within range that is safe to do so. You must be within 30 feet of any such creatures. If you do so, the creatures are immune to being frightened. A creature that is frightened takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Necromancy
Glyph of Protection
Self
Concentration, up to 1 minute
You create a shimmering glyph on the ground that grants it resist energy, and it lasts for the duration. When the spell ends, nothing but resistance to your saving throws is restored, and you are pulled into the glyph’s deepest recesses, or the glyphs themselves, until the spell ends. The glyphs are composed of scales and veins, but they are connected by small teeth to form a solid body. If you use a rod or similar to hold the glyph up to your hand, the material remains for a minute or so before collapsing. If you use a work tool to hold the glyph up to your hand, the work tool rises slowly from its resting place, and your work continues until you finish your next long rest. Your work lasts for the entire duration, even if you lose your concentration or get lost in the glyphs. You can use this spell to create a wall of water on the ground, at a point within range. You create the following effects in one go. Water Breathing. The water in the area becomes easier to breathe. The area around you becomes muddy, and muddy air can pass through the wall. Water Elemental. The water in the area becomes hostile to all creatures. The area around you becomes poisonous. The area around you becomes hard for anyone to the ground. Water Tidal Flow. The water in the area becomes more frequent and strong. The area around you becomes more difficult for anyone to the ground. The area around you becomes difficult for anyone to the water to pass through. The water in the area becomes difficult to breathe in. The water in the area becomes difficult to move around in. The air in the area becomes difficult to move around in. Water Volley. The air in the area becomes difficult to fire. The air in the area becomes difficult to spit. The air in the
Glyph of Protection
Self
Concentration, up to 1 minute
You create a shimmering, talons-free protective force field around to a height of 5 feet. The area is 25 feet on each side, and it is imperceptible from nonmagical ranged attacks. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is protected from all but invisible creatures except hostile creatures and can’t enter or exit the spell’s area. The area is imperceptible from ranged weapon attacks, spell attacks, and magical effects. Spell resistance is greatly increased there. A nonmagical ranged weapon attack made against the area attacks, or a creature’s attack while protected from an effect that can’t be targeted by a spell, creates its attack modifier with. The spell creates both magical and physical damage, and the spell’s area is your protected area. Creatures and objects within 5 feet of the spell’s area can’t be targeted by such attacks. Physical interaction with the area reveals physical form to all others, and any and all magical effects are suppressed. Creatures that can’t pass through the area can’t be targeted by such an attack.
Evocation
Glyph of Protection
Self
Concentration, up to 1 minute
You gain a temporary magical link to the physical world. You can compel some creatures to become creatures of your choice, creating a magical web of protection around them. The spell then ends.
Divination
Glyph of Protection
Touch
1 Hour
You touch a willing creature and imbue it with the power to protect against death. To do so, the creature must make a Wisdom saving throw. On a failed save, it is incapacitated and unaware until the spell ends. While incapacitated, the creature remains within 60 feet of its current owner, who can use a bonus action on each of its turns to make a Wisdom check against your spell save DC. On a successful save, the creature’s soul is free to move to any unoccupied space within 30 feet of its current owner.
Abjuration
Glyph of Protection
Touch
1 Hour
You touch one willing creature and imbue it with the power to protect against death. To do so, the creature must make a Wisdom saving throw. On a failed save, the creature is instantly protected from all nonmagical death effects for 12 hours. After that time passes, a creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Abjuration
Glyph of Protection
Touch
1 minute
You touch a creature whose hit point maximum is reduced by damage. If that creature is carrying a spell slot of 2nd level or lower, the reduction is reduced by one for each slot level above 1st.
Abjuration
Glyph of Protection
Touch
1 minute
You touch a creature whose hit point maximum is reduced by damage. If the target is wearing armor, the glyph is an antimagic field. While the target is wearing armor, the glyph can't reduce the damage that would be dealt by damage from nonmagical weapons. Instead, any reduction dealt by damage from magical weapons reduces the target’s hit point maximum by that amount.
Divination
Glyph of Protection
Touch
4 Hours
You touch one willing creature. For the spell’s duration, the target’s skin appears hoarfrosted with filth, and it sheds bright light in a 30-foot radius. Until the spell ends, the target can use a bonus action to cause one of the following effects of the target’s: 1) One creature that the target carries with it to a safe place on the same plane of existence as you (or to a place a safe from accidental contact with other creatures) to achieve a long-duration benefit to it, such as by climbing to a higher plane or flying to a different one. II) If you are fighting two or more creatures, you channel the same glyph against them. For the duration, each creature you choose must make a Charisma saving throw. On a failed save, it can’t speak, cast spells, or take any other special effects. While the glyph lasts, you can target one additional friendly creature for each creature you have struck. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation
Glyph of Protection
Touch
Concentration, up to 10 minutes
As part of the action used to cast this spell on you, you must succeed on a Wisdom saving throw or you will be blinded. If you fail, you take 1d12 poison damage.
Abjuration
Glyph of Protection
Touch
Concentration, up to 1 hour
You touch a willing creature and imbue it with protection from hostile creatures. Until the spell ends, the target’s weapon attacks do 1d4 + 1 damage to you and you and each other in a 5-foot radius, and the target can repeat the attack against another creature if it wishes. This protection also extends to the following creatures: • Undead and constructs • Wounds, as described in the Monster Manual • Slashing, as described in the Monster Manual • Poison, as described in the Monster Manual • and Death, at the start of your next turn.
Transmutation
Glyph of Protection
Touch
Concentration, up to 1 minute
This spell grants a creature within 5 feet of you protection against all attacks and attacks until
Glyph of Protection
Touch
Concentration, up to 1 minute
You conjure up a glyph of protection from hostile magical energy at a point you can see within range. You choose any number of creatures within range. The glyph disappears when the spell ends, and any creature that was already within 20 feet of it when you cast the glyph ends its turn there. If you cast this spell again, the protection from hostile magical energy glyph doesn’t disappear, and the glyph doesn’t reappear if it disappears again.
Conjuration
Glyph of Protection
Touch
Concentration, up to 1 minute
You create a shimmering glyph of protection from hostile energy and defend against it with a melee weapon. Until the spell ends, the glyph deals damage equal to 1d8 + your spellcasting ability modifier. The glyph also sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Evocation
Glyph of Protection
Touch
Concentration, up to 1 minute
You touch a creature and cause it to become protected against one damage type of your choice from either material or magical. This spell has no effect on undead or constructs.
Transmutation
Glyph of Protection
Touch
Concentration, up to 1 minute
You touch a creature and imbue it with the power to grant a +1 cloak bonus to AC against one damage type of your choice. The spell ends if you dismiss it as an action. If you target a creature with this spell, that creature must succeed on a Wisdom saving throw or become charmed by you for the duration. A creature charmed by this spell makes an Intelligence saving throw at the start of each of its turns, ending the effect on itself on a success. If you target a creature with this spell, its speed is halved until the end of its next turn, and it has advantage on saving throws against its saving throw DC.
Transmutation
Glyph of Protection
Touch
Concentration, up to 1 minute
You touch a creature and imbue it with the power to protect it, either from harmful creatures or from harmful spells of your choice. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 bludgeoning damage. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Transmutation
Glyph of Repose
60
1 Hour
You take a glyph inscribed with an extradimensional force and manifest it as a shimmering glyph with which you are proficient in one willing creature’s bestow temporary hold on a target or an object. The target must be within 30 feet of you at the time you imbue it with the glyph, or you can make a ranged spell attack with the glyph. On a hit, it causes you to become telepathic in nature, communicating with an unwilling creature of your choice that you can see within 30 feet of you every 60 minutes for the duration. If you use this spell to manifest a glyph of repose, the creature takes half damage of the glyph's normal damage and must succeed on a Constitution saving throw or become frightened while frightened. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If you have three or more glyphs in hand, you can instantly command one of them to repose within 30 feet of you, creating a shimmering glyph with which you are proficient.
Transmutation
Glyph of Repose
Self
Concentration, up to 1 minute
You summon a creature of challenge rating 6 or lower. The summoned creature appears in an unoccupied space that you can see within range. It disappears when a new challenge rating of 6 or lower appears on the creature’s wish list. The summoned creature doesn’t need to be in the air or on the ground, but it does need to be able to move. The spell fails if you cast it early, or it fails if you cast it later. To keep it from disappearing, the creature must be summoned when the spell is cast. The creature can be anywhere in the room, even in the air. The spell can have no more than three uses. The spell ends if you or the creature are within 30 feet of each other when you cast it.
Conjuration
Glyph of Resilience
Self
1 Hour
You shimmering glyphs appear on the ground within range and become harder and more difficult to hit. You can hurl glyphs as normal attacks using your spellcasting ability, but otherwise you have disadvantage on attack rolls against creatures within 5 feet of the glyph. It also becomes harder to hit you with a weapon attack during the spell’s duration. If you roll a 5 or lower penalty, you instead gain the glyph’s resistance against one damage type, weapon , or thrown weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the resistance increases by 1 for each slot level above earth, stone, or fire.
Abjuration
Glyph of Resilience
Self
Concentration, up to 10 minutes
Until the spell ends, a creature you touch becomes immune to being charmed, frightened, or possessed, as determined by the chosen phial. This immunity also extends to life-giving magical effects, such as the dispel magic or the implanting curse. If you or a creature you touch is charmed or possessed, the spell ends.
Abjuration
Glyph of Resilience
Touch
Concentration, up to 10 minutes
You touch a creature and cause it to become mentally stable for the duration. The target’s movement is unaffected. Until the spell ends, the target is affected by the following effects. • 1. Affected creatures have disadvantage on Dexterity checks made with Strength checks made with Dexterity (sight, hear, smell, color, or movement). • 2. Creatures are immune to poison and other diseases. • 3. The target’s clothing regains hit points equal to half the amount of hit points it has lost. • 4. The target’s magic missile explodes when it strikes a creature or a object with a successful DC 20 Strength check. 5. The target’s speed is 0 feet for the spell’s duration. 6. The target’s sprinting speed is 5 feet for the spell’s duration. 7. The target’s swimming speed is 10 feet for the duration. 8. The target’s Wisdom score is 10.
Enchantment
Glyph of Resilient Hope
Self
Concentration, up to 1 minute
The glyph emblazoned on a creature’s chest or jaw grants it the ability to shed bright light in a 60—foot radius and dim light for an additional 60 feet. For the duration, a creature has resistance to radiant damage and can’t be affected by more than one spell of level 1 or lower. When you use a spell slot of 6th level or higher, and after spending your action trying to do so, you can use your action to fill out this glyph glyph glyph glyph glyph glyph glyph glyph glyph. You can use the glyph to create glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph num of levels above 1st. You can use the glyph to grant a wish effect to another creature through which that wish might affect it. Using the glyph to do so might allow you to grant a wish, effect, or circumstance to another creature of your choice, even if it is a wish that you already have. To gain this benefit, you must have a wish such as the one I described above, or you gain life equal to the life lost when you cast this spell. If you cast this spell again, you receive the benefit of both the bonus medical treatment provided by a wish spell and the bonus experience gained when you cast it. If you cast it twice, you get a total of 100 bonus minutes lost, not including time spent resting or studying. Finally, if you cast it three times, you get a total of two extra minutes lost, including time spent studying. You can use the glyph in an unlocked alchemical or mundane building, a laboratory, a necromancy laboratory, an on-going sanctuary, as well as a sanctuary dedicated to a specific deity or nature. You can also use it to grant a wish
Glyph of Restoration
60
10 Days
This spell creates two glyphs on the ground or a surface within range to bless up to ten creatures of your choice in a row, repel hostile creatures that bite you, and restore hit points equal to your hit point maximum. You can create one additional glyph on each of your turns. When you cast the spell, you can direct a single creature in succession to a rakish, glyph-infested magical sanctuary in a 30-foot-radius sphere centered on it. Creatures in the area are affected only by rakish spells and magically infused into the sanctuary (no action required by you).
Evocation
Glyph of Resurrection
150
Instantaneous
You invoke the power of the glyph on a living creature at a point of your choice within range and grant it a rousing Resurrection spell slot of one hour or less. The glyph, if any, also grants you a new ability slot, a new hit point recovery ability, and a new temporary hit point recovery ability. The new ability slot can be found under the creature’s new lien. If the creature has more hit points than you have hit points, you can use a new ability slot to replace the old one with a new one. If you use a new temporary hit point recovery ability, you can restore 1 hit point to a creature by dealing 2d6 necrotic damage to its hit point.
Abjuration
Glyph of Resurrection
Touch
1 Hour
Illuminate creature, up to ten pieces of junk that you can see within range. One piece of junk remains but is no longer in your possession and must be destroyed. You can replace the junk with a new one at the completion of your next long rest. If you use a spell to restore a creature to life at the start of its next turn, the creature takes 1d4 + 1/2 levels of damage from exhaustion, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can restore up to half the amount of junk restored by one use of the restoration spell.
Transmutation
Glyph of Resurrection
Touch
Instantaneous
By tracing a small strand of life from one humanoid to the next, you gain a new creature’s soul. The soul of a bonded creature can’t be returned to that form for good until the spell ends. For the duration, the soul’s power and vitality are restored to it, and the creature is cured of any diseases that might have affected it prior to its resurrection.
Transmutation
Glyph of Resurrection
Touch
Instantaneous
You create a new body part that can be reattached after the spell ends. This body part is a skeleton with a helm and neck. It is an undead humanoid who has a 10 percent chance to become a zombie. You can’t become a zombie by saving a creature within 30 feet of you, or by otherwise removing the body part from a corpse. The corpse can’t be more than 30 feet from you. If the body part already remains attached to you, you decide whether to return it or to create one. If you choose to do so, you lose the ability to cast the spell. You regain the ability to see through the body part and move it to the nearest square of your choice. A corpse can’t be more than 20 feet from you. The corpse can’t be possessed or otherwise possessed by you or another creature. When you cast the spell, choose one of the following options. You can use a bonus action to cause the corpse to appear again. You can cause the corpse to disappear by triggering a short or long rest. You can also cause the corpse to disappear by causing the creature to be incapacitated. You can also cause the corpse to disappear by targeting the area of a creature’s body that you can see within range, such as a creature’s mouth. The target must make a Constitution saving throw. On a success, the target takes 1d8 necrotic damage and can’t take reactions. On a miss, the target takes 6d8 necrotic damage and can’t cast spells.
Conjuration
Glyph of Resurrection
Touch
Instantaneous
You return a dead creature you touch to life. If it has any missing organs, it regains all its hit points. This spell has no effect on undead. If the creature is already dead and doesn’t regain hit points, it regains all its hit points as long as its hit point maximum remains below the minimum hit point threshold. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. If the creatures are undead, this spell doesn’t return them to life. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. If the creatures are not undead, this spell doesn’t return them to life. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum number of creatures for which you can target an additional creature for each slot level above 5th has increased by 5. When you target an extra creature for each slot level above 3rd, the creatures return to life.
Necromancy
Glyph of Resurrection
Touch
Instantaneous
You touch a living creature and ask it to return to life, at the DM’s option, if at least one of its hit points are no longer below 0 hit points. This spell replaces a dead creature, or a nonliving creature, with a resurrected creature, if its hit point maximum is less than the creature’s hit point maximum. For the duration, the creature is physically free to make any remaining moves it makes throughout the casting, as well as any ill-advised moves it makes while it’s still alive.
Evocation
Glyph of Silence
120
Instantaneous
All nonmagical plants within range that you can see within range on a flat surface within range are silent for the duration. For the duration, creatures that can see invisible or invisible objects have advantage on attack rolls against them.
Evocation
Glyph of Strength
Self
Concentration, up to 10 minutes
You gain the ability to imbue a creature you try to grapple it with a potent magical force. When the creature drops to 0 hit points, it doesn’t fall, but instead rises up straight away, taking damage of your choice from the start of your next turn until the spell ends. The creature’s Strength is reduced to 0, its Dexterity reduced to 0, and it has disadvantage on attack rolls and ability checks. The creature is also incapacitated. You can make another Wisdom saving throw to regain control of yourself. If you do so, your companions take 4d6 radiant damage from it until the spell ends. On a successful save, you take half as much damage and aren’t affected by it.
Transmutation
Glyph of Strength
Self
Concentration, up to 1 minute
Choose one creature that you can see within range. A burst of positive energy leaps from that target up to 30 feet in a straight line. The creature takes 3d8 lightning damage on a hit and is pulled 10 feet toward you. The creature isn’t pushed, it can’t move, and it has disadvantage on Strength saving throws, ability checks, and attack rolls that use Strength. The creature has disadvantage on Dexterity saving throws and Strength saving throws against being pushed, shoving, or haddled. Finally, if the creature can’t stand sunlight, it can’t light armor, and it has disadvantage on Dexterity saving throws against being charmed.
Transmutation
Glyph of the Dead
120
Instantaneous
For the weapon’s normal effect, your weapon becomes a phial of precious metal infused with radiance. The glyph functions as described above, but it has a 20-foot radius and deals 2d4 radiant damage on a hit. For the weapon’s normal effect, you can use a bonus action on each of your turns to assume a phial of emerald dust and animate up to five weapons of your choice within the portal using only the ordinary material components. You can use only one of each weapon at a time, and the spell fails if you assume any of its components while you can see. In creating the phial, you create a magic buckler with the normal materials and magical energy flowing within it. You can make each item you make with this phial free-float so long as it remains in your possession (or if you cast this spell multiple times, you can have up to three magic buckler components magically bonded to each use of the spell). Each piece of jewelry becomes a magical weapon. At the completion of your bardic performance, the glyph can be dispelled. A dispel magic spell ends the spell. In addition, when you cast the glyph or cast a willing spell with it, you can end the spell with a successful dispel magic spell. You might also use dispel magic against the glyph. For the duration, a creature that uses a spell slot of 7th or 8th level can cast the glyph with a successful dispel magic spell (and gain some benefit from spells with higher levels), even if it has no spell slots.
Transmutation
Glyph of the Dead
150
Concentration, up to 1 minute
You create a poisonous gas that fills a 30-foot-radius sphere centered on a point you choose within range. The gas ignites objects, causing them to wither or fall. Any creature that fails its saving throw must make a Constitution saving throw. On a failed save, a creature is paralyzed, and it takes 2d8 necrotic damage and is knocked prone. On a successful save, the gas dissipates. A creature can use an action to cause the gas to erupt again on a subsequent turn. If the gas erupts again, it must make a Constitution saving throw. On a successful save, the gas explodes. A creature and its equipment deal 1d8 necrotic damage. The gas then vanishes.
Transmutation
Glyph of the Dead
150
Instantaneous
Choose one object weighing 10 pounds or less as a material component that you can see within range. You affect it in one of the following ways: • You instantaneously fill the entire surface of the target • You instantaneously fill the entire surface of the target • You instantaneously drain the material component • You instantaneously fill the entire surface of the target Until the spell ends, the material component fills the entire surface of the target as if it were water. In addition, the material component can’t grow back in the space where it was moved. • You instantaneously fill the entire surface of the target • You instantaneously fill the entire surface of the target • You instant
Glyph of the Dead
30
Concentration, up to 1 minute
You create a small, intangible, invisible glyph inscribed with a specific curse word that prevents the target from speaking or succeeding in some way. The glyph becomes visible only to creatures of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 bludgeoning damage, and it has advantage on the saving throw if it can see or hear any of the glyphs.
Transmutation
Glyph of the Dead
30
Instantaneous
A creature of your choice that you can see within range must succeed on a Wisdom saving throw or become frightened for the duration. This spell ends if it is cast again. Any creature frightened by this spell must make a Wisdom saving throw. On a successful save, the creature takes the spell. On a failure, the spell ends. If a creature of the same sex or the same race is frightened by this spell, the creature must make a Wisdom saving throw instead. On a success, the creature can use Wisdom to adjust to the new appearance of the new form. The creature can then use its action to make a Wisdom saving throw again, or it can use its action to make the same choice again. If the creature chooses the new form, the spell ends. If the creature tries to cast the same spell multiple times, it must have both of the forms used to cast the spell. The only way for each target to cast the same spell is to repeat the casting. For example, if a creature of the same sex casts this spell multiple times, it must have the same form. When the spell ends, the target is no longer frightened by this spell.
Evocation
Glyph of the Dead
60
Concentration, up to 1 hour
You create a small, transparent cylinder of clay in your space. The cylinder, which appears to be a sphere centered on a point you choose within range, appears to be a solid, thin sheet of clay. Until the spell ends, any creature that you select when you cast the spell can’t become trapped in the cylinder by the spell. The cylinder remains in place until the end of your next turn.
Conjuration
Glyph of the Dead
Self (10-foot radius)
Instantaneous
You touch a dead creature, either from within 60 feet of the target or from the dead creature’s severed head or fingernails, and it imbues itself with a magical glyph that lasts for the duration, up to 10 minutes. The glyph is a glyph of necromancy and properties. It is imbued with a potent antimagic field and no longer affects creatures. It is imbued with a faint energy field that is friendly to you and your companions, and it dim light and darken dim light conditions for 1 minute. The field lasts until the spell ends or you choose an intense intensity. If the intensity is intense enough, the glyph spreads, and you can cause the intensity to be intense enough to cause the glyph to disappear without warning. For example, if you have a glyph that is intense enough to cause the ground in a 10-foot radius to shake, then you can cause the ground in that radius to shake if you cause it to shake. Similarly, if you have an intense enough glyph that causes the ground in a 10-foot radius to slam into a rock, then you can cause the ground in that radius to slam into a rock if you cause it to slam into a rock. The intense intensity of the glyph causes the ground in the area to shake for an additional 10 feet. If the intensity is intense enough, the ground in the area causes the ground in the area to slam into an extradimensional space. The ground in the area can be difficult terrain, difficult terrain fits within a 20-foot cube,
Glyph of the Dead
Self
Concentration, up to 10 minutes
You create a 20-foot (15-foot cube) circular portal that appears in the center of your space. The portal is an open portal with a small window at the entrance that points to a different dimension. You can use a bonus action to cause the portal to open and cause it strewn about. It remains open for the duration. When the portal opens, any creature or object that enters it must make a Dexterity saving throw. On a failed save, the creature takes 6 d10 psychic damage and must immediately make a Wisdom saving throw. On a successful save, the creature takes half as much damage and doesn’t take its action on its turn. When the portal opens, any creature or object that enters it must make a Wisdom saving throw. On a failed save, the creature takes half as much damage and doesn’t take its action on its turn. When the portal closes, any creature or object must make a Dexterity saving throw. On a successful save, the creature or object is no longer within 3d10 x 20 feet of the portal and doesn’t move. A creature can use an action to dismiss the effect on itself by touching the portal and returning to your space, rounded down.
Conjuration
Glyph of the Dead
Self
Concentration, up to 1 minute
You draw upon the dead to create one of the following effects. You can designate a creature as one of the creatures that you create: • Sickened or nauseated creatures can’t speak or move for 1 minute. • Sickened or nauseated creatures can’t take any action while incapacitated. • Creatures that are incapacitated and unaware of their surroundings are unaffected by this spell. • You or a creature you designate as hostile emits a deafening sound that lasts for 1 minute. • A creature’s sound score is reduced by 1 if it is within 10 feet of you. • You or a creature that is hostile to you emits a loud, screeching noise within 10 feet of you that lasts for 1 minute. • This spell ends if you cast it again or if you dismiss it as an action.
Conjuration
Glyph of the Dead
Self
Concentration, up to 1 minute
You imbue a dead creature with magic. Each creature you choose within 30 feet of the dead creature must make a Wisdom saving throw. On a failed save, the creature is charmed or frightened. The spell ends early if you or your companions die while you are in the creature’s space. On a successful save, the creature is no longer charmed or frightened, and the spell ends early if you or your companions die while you are away. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Transmutation
Glyph of the Dead
Self
Concentration, up to 1 minute
You summon a phantasmal entity with a phantasmal design. Choose one of the following two phantasmal forms. One form, known only as the Horadric One, appears to rule the land. Two forms, known as the Gruna One or the Shadow One, appear to rule the whole land. Choose a phantasmal form. The phantasmal form appears to be the form of a god or a dark god, and the terrain around it is lightly traveled. The terrain around the phantasmal form is lightly traveled until you choose a new one. Three forms, known as the Four, appear to rule the whole land. The Four appear to rule the whole land, but the terrain around the phantasmal form is lightly traveled until you choose a new phantasmal form. Four forms, known as the Five, appear to rule the whole land. The terrain around the phantasmal form is lightly traveled until you choose a new phantasmal form. Five forms, known as the Six, appear to rule the whole land. The terrain around the phantasmal form is lightly traveled until you choose a new phantasmal form. Eight phantasmal forms, known as the Nine, appear to rule the whole land. The land around the phantasmal form is lightly traveled until you choose a new phantasmal form. One phantasmal form, known as the One, appears to rule the whole land. The phantasmal form appears to rule the entire land until you choose a new phantasmal form. Two phantasmal forms, known as the Three, appear to rule the whole land. The land around the phantasmal form is lightly traveled until you choose a new phantasmal form. For the duration, each phantasmal form has advantage on attack rolls, ability checks, and saving throws. Each time you cast a spell using a phantasmal form, the creature must make a Constitution saving throw. On a failed save, it gains no benefit from its phantasmal form. For the duration, the creature is restrained by a phantasm or enthrall.
Divination
Glyph of the Dead
Touch
7 Days
You touch a creature that has just died. The target gains a +2 bonus to AC, saving throws, and ability checks. The bonus increases by +1 for the duration. Additionally, whenever the target takes damage, it can repeat the saving throw against that damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus increases by 2 for each slot level above 4th.
Conjuration
Glyph of the Dead
Touch
8 Hours
As you tangle your suffering in a mass image of the dead, imbue your unfeeling remains with the power to create a phantasmic pattern that reveals a location and a location of your choice within range. The phantasm creates a glyph that w ill serve as a means of summoning an unwilling creature whose condition would make it impossible for the creature to perform a task before taking damage. Choose three creatures within range: a creature that acts as the leader of a group or a messenger sent by a group member to spread rumors; an undead creature that acts as
Glyph of the Dead
Touch
Concentration, up to 1 minute
A glyph of precious metals appears in the ground and sheds bright light in a 10-foot radius. The glyph disappears when the spell ends. The glyph can be removed by a willing creature.
Abjuration
Glyph of the Dead
Touch
Concentration, up to 1 minute
Choose a creature of your choice within range. Make a melee spell attack against the target. On a hit, the target deals 3d6 necrotic damage. You can use your action to make a new magic item attack against the target. On a hit, the target takes 2d6 necrotic damage. If you or any of your companions are affected by this spell, you can make a DC 20 Constitution saving throw or lose control of the target. On a successful save, the spell ends.
Transmutation
Glyph of the Dead
Touch
Instantaneous
You touch one willing creature and receive a glyph of life. The glyph fills a 30-foot cube and lasts for the duration. If more creatures are touched before the glyph fills, that creature is incapacitated and must make a Constitution saving throw. On a successful save, a creature is restored to life and no longer charmed by you.
Illusion
Glyph of the Elements
Self
Concentration, up to 1 minute
You create a 5-foot-radius, 10-foot-deep, swirling, wind-encrusted, magical glyph, that you can see in any direction. You can make a telepathic communication with the glyph, or you can speak a language you know. The target can understand a word or two spoken by you. You can also ask it questions, such as, "What kind of flower do you grow in this garden?" or "How tall are you?" At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Evocation
Glyph of the Gatekeepers
Self
Concentration, up to 1 minute
You pull one glyph from the air and shape it into one of the following effects: • One target of your choice that is within range regains 1d4 + 10 hit points per level of the glyph for the duration. • You create a small portal leading to a place within range that costs no fuel, such as a cave or a pit. • You cause fog, freezing rain, and freezing wind to appear in the destination location and move across the room. • You create a solid, unoccupied space that can't be occupied by another creature for the duration. • You create harmless gusts of wind at the same location every 10 minutes for a 1-minute duration.
Transmutation
Glyph of the Grove
Touch
Concentration, up to 1 hour
You summon a spirit to fight amongst you in an unoccupied space dedicated to the service of your deity. Until the spell ends, the spirit appears in an unoccupied space on the ground within range and lasts for the duration. You can choose from a pool of glyphs or a set of runes dedicated to a specific activity or service, as long as none are consumed. The grove provides a sanctuary from hostile enchantments, a resting spot for your deity, and an escape route out of an unfriendly land. The grove also allows you to teleport to other dimensions and beyond. When the grove appears, each creature within 5 feet of it must make a Wisdom saving throw. On a failed save, a creature can’t leave the grove until it uses its action on the turn it enters the spell’s area. The grove also creates a gateway to another dimension, opening a gateway between your own dimension and that of the spell’s target (if you chose the original target, the gateway creates a new one if it appears inside the grove). The gateway lets you enter an unoccupied space dedicated to your deity, allowing you to leave it and rejoin the grove as an object or a pile of rubble. You can also teleport to any unoccupied space dedicated to your deity, opening a portal to a new dimension. This spell also allows you to create an illusion if created by an illusory threat, such as through a false name, a deliberate deception, or a deliberate cover up. You must be touching the ground when you cast the spell—your movement is unaffected if you are touching it, and any remaining movement costs are spent. Casting this spell again produces the same effect.
Illusion
Glyph of the Sea
Self
1 Hour
As you cast this spell, the water on land and on the sea-level changes to a shimmering, translucent gem. Until the spell ends, the gem glows with bright light in a 30 foot radius, until a point you choose within 60 feet of you, the gem shines with a brilliant radiance, and then you choose a color from any of the following gem types: emerald, blue, green, or violet. The gem shines in bright light and spreads across the ground in a 60 foot radius. In addition, the gem glows with a dim, ghostly light if there is no illumination, and then glimmers again in dim light. If you choose an area of ground that is completely covered by a prism, the gem glows in dim light covering the entire area, though the material covering is opaque. The gem shines bright light that can be dazzling even against opaque barriers or vision effects. You can cleanse a prism of its light for a moderate restoration, light a fire at the start of your turn, or command the gem to radiate a dazzling radiance for 1 minute. Then, cleanse the prism of its light and set aside for 30 minutes for a special spell. You can use this spell to order the gem to radiate a dazzling radiance for the whole area, even when the entire floor of the sanctuary is covered by a protective covering. When you cast the spell, you can specify the color of the gem, which glimmers in dim light covered by the protective covering, and you cast that spell without expending any spell slots. In either case, the spell transforms the gem into an especially dazzling gem, shedding brilliant light in a 30 foot radius and spreading across the floor of the sanctuary asunder. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate two additional goblins for each slot level above 4th.
Transmutation
Glyph of the Serpent
100
1 Hour
You create a shimmering, serpent-like substance within range. The substance remains for the spell for the full duration, but it emits no sound or other noise. You can also choose a different serpent’s color, a different color, or a different venomous odor depending on the substance chosen. The substance remains for the entire duration. To create the substance, open a chest in your space and pour 1oz. of fresh venom into it, which sprouts fingernails from its fur and sucks the venom out of its mites. You can also cause the substance to instantly form a protective bubble around a creature, such as a mouth, chest, or so on, that protects it from poison.
Transmutation
Glyph of the Serpent
Self
Concentration, up to 1 hour
This spell opens a gateway that allows a creature of your choice that you can see to speak some serpentine tongue. The creature can be anywhere on the Ethereal Plane, within range. For the duration, that creature has resistance to nonmagical piercing, slashing, and entangle damage.
Transmutation
Glyph of the Serpent
Self
DurationInstantaneous
You imbue a Serpent Blade with a magical energy that turns it into a spectral weapon. If drawn, the weapon scatters down to deal 1d4 necrotic damage to creatures within 30 feet of it. At the completion of each of its turns, the weapon glows and dims for an additional 30 feet, dealing necrotic damage to them as fire damage to creatures, and using the properties of the weapon. The weapon deals 10 necrotic damage on a hit and half the total on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th.
Conjuration
Glyph of the Undying
Touch
Instantaneous
Choose an area of light or darkness that you can see within range. You can target one creature or an object of darkness that you can see within range. That creature must succeed on a Wisdom saving throw or become blinded until the spell ends. The creature is immune to poison and psychic damage, and it gains the benefits of any saving throws it makes while blinded.
Enchantment
Glyph of the Wind
Self
Unlimited
1 Hour
Flames streak from your wispy finger or from your finger (your choice) up to 5 feet long and 5 feet wide. The flames don’t harm you. If the flames don’t reach you within 5 feet of you, they return to their normal locations, forming a cylinder on the ground that you can see. A cylinder is a place where a cylinder of smoke can be found. A cylinder is difficult terrain. When the flames reach you, your speed increases by 10 feet, and you have resistance to bludgeoning, piercing, and slashing damage from creatures of your choice within 5 feet of the cylinder. When you cast this spell and make a melee spell attack, the cylinder explodes. Each creature within 5 feet of the cylinder must make a Dexterity saving throw. A cylinder can’t be made from wood or metal.
Evocation
Glyph of Truth
120
Concentration, up to 1 minute
You weave glyphs of divinity within an object or a nonmagical being, manifesting it as a potent illusion of your choice within range or as a true legend. When the glyph appears, roll an 11 or higher. Whether it is visible or audible, a creature can see through it and has advantage on any Wisdom (Perception) check that you make to see the illusion. While the creature is able to see through the glyph, the creature can’t see through a portal open to the public or the Sea.
Divination
Glyph of Truth
60
24 Hours
By means of this spell, an unwilling creature (no more than once per turn) is driven to believe that something is hidden from her or some other creature by deception, especially when her actions reveal it to be false. For the duration, the creature is subject to psychic damage, and the creature can’t willingly acknowledge or understand reality. The spell fails if the target or another creature is holding or casting the spell, or it fails if the target or another creature is manipulating the spell, such as when you cast this spell or you use your action to cast it.
Divination
Glyph of Truth
60
Concentration, up to 1 minute
You conjure up a portrait of a creature within range. The target must make a Wisdom saving throw. On a failed save, the target can’t be charmed, frightened, or possessed by the portrait. On a successful save, the portrait instantly appears and shows your location for the duration. If the creature is under the effects of the portrait and is manipulating a message sent from the devil, the creature w ho can act as the devil’s voice. If you cast this spell with a 5th-level spell slot, you can replace the saving throw with a 5th-level spell. You can also wish the target an illusory image of your true colors. Should the creature succeed on its saving throw, it awakens from the illusion. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the summoning ability of the portrait increases by 1 to 2ndlevel for the creature summoned by the portrait spell, for each slot level above 3rd.
Conjuration
Glyph of Truth
Self
Concentration, up to 1 minute
For the duration, the willing creature you touch has advantage on all Intelligence, Wisdom, and Charisma (Investigation) checks you make that ask for information about a creature or object within range. The spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you choose one of the following effects. When you do so, choose one of the following options for what appears in-game: • You can mentally command the creature to move with you (no action required by you) • You can command the creature to move through the air (no action required by you) • You can command the creature to move with you to a location outside of a 10-foot cube (your choice) • You can command the creature to move with you to perform a special action (a grapple, for example) • You can command the creature to perform a special action (attack, throw, or use a weapon) • You can command the creature to move by passing within 5 feet of you (your spellcasting ability modifier). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you choose one of the options above, and more creatures appear: twice as many with a successful DC 20 Intelligence (Investigation) check (8), three times as many with a failed check (10), or four times as many with a successful Charisma (Deception) check (11).
Enchantment
Glyph of Truth
Self
Concentration, up to 1 minute
You conjure up a disc of positive energy that appears to be a glyph of truth. The glyph can be a book, a scroll, a scroll of levitation, a book of summoning, a password, or a mere string of words. The glyph is inert and can be removed by a spell such as the Dispel Magic spell. You can also cast this spell from a spell slot of another class. If you cast this spell using a spell slot of 3rd level or lower, the glyph dissipates in 1 minute. If you cast this spell using a spell slot of 4th level or higher, the glyph dissipates in 1 minute.
Conjuration
Glyph of Truth
Self
Concentration, up to 1 minute
You make a glyph of truth appear as a flickering star at the location you chose. You can make the glyph up to 30 feet in diameter, line by line, and appear anywhere within 30 feet. The glyph is an illusion. It remains for the spell’s duration. The glyph can be removed by a willing creature. The spell ends if you dismiss it as an action or if you use your action to mentally move the glyph. When the glyph appears, each creature that can see it must make a Wisdom saving throw. On a failed save, the creature must succeed on a Strength saving throw or be blinded until the spell ends. On a successful save, the creature is unaffected by the glyph. As long as the glyph remains, the same effect springs to its surface. As a bonus action on your turn, you can move the glyph up to 30 feet in any direction, which makes it a full-round, 60-foot circle.
Transmutation
Glyph of Truth
Self
Concentration, up to 1 minute
Your glyphs fill a portion of the battlefield with light and shadow. Until the spell ends, any creatures in the area that can see the light must make an Intelligence saving throw. On a failed save, a creature takes 5d6 psychic damage, and it has disadvantage on the next attack roll it makes until the spell ends. While affected by this spell, a creature can’t move or use reactions while affected by it has disadvantage on any of its attack rolls. A creature affected by this spell assumes a new form, a different form of being, or a different form of being affected by a new form of magic. A creature that is within the spell’s area of effect can’t be targeted by the spell, and the spell ends.
Evocation
Glyph of Truth
Self
Concentration, up to 1 minute
You touch a creature and choose one of the following effects. Describe. The target can describe the meaning of things it sees. Describe a specific passage of time. Describe a certain object that it saw. Describe a certain event that took place in its space. Describe a certain place or thing that the target knew or thought was familiar. Describe a certain fact that the target knew or thought was true. Describe a certain quality or quantity that the target was knowledgeable of. Describe a certain quantity or quality that was not known or experienced by the target.
Transmutation
Glyph of Truth
Touch
8 Hours
You imbue a willing creature you touch with a semblance of truth, divining it from all things positive and negative about it for the duration. The spell fails each of its turns, and if it doesn't come into effect when the spell ends or when you cast this spell again, the creature is dismissed from its current plane of existence. This spell mimics the power or the presence of a good god, magic item, or deity, depending on the creature’s alignment, in that it empowers deities with divine or religious truth. At the DM’s discretion, the creature can manifest any of its own deity-centered divinities, choosing from the following: Aspect of a Good God, Earth, Fire, and Watery, in which case the creature has advantage on all checks that spell save throws. The creature can also use its action to make a Wisdom saving throw to avoid being dismissed from its current plane. While dismissed from its current plane, the creature can’t speak, cast spells, or take any other action that requires hands or speech. If the creature is already considered magical, such as by saving throw against a dispel magic spell, this spell replaces it.
Abjuration
Glyph of Undying Light
Self
Concentration, up to 1 minute
Lightness radiates from you in a 200-foot radius centered on a point you choose within range. The point’s surface area is difficult terrain equal to your level. Until the spell ends, each creature in the glyph’s area must make a Constitution saving throw. A creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Glyph of Unseen
90
Concentration, up to 1 minute
You conjure up a shadowy figure that you can see within range. You can make the illusion appear to a creature of your choice within 5 feet of it. The target must make a Wisdom saving throw. On a failed save, the target is frightened of you until the spell ends. At the end of each of its turns, the target can repeat the saving throw. A creature that fails the save must also make the saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of frightened targets increases by two for each slot level above 2nd.
Evocation
Glyph of Unseen Servant
30
Instantaneous
You draw a shimmering glyph from the ground within range. The glyph can be a creature’s shadow, a plant’s bark, or a portion of a natural hazard’s surface. If you choose a natural hazard, the glyph dissipates in a puff of smoke.
Divination
Glyph of Unseen Servant
Self (60-footradius sphere)
Instantaneous
Describe in detail the hidden language of a creature within 60 feet of it. The creature must be within range for the spell to appear, which must be within range of the spell’s area of effect. The spell has the following effects: - The creature is deaf and blind. It has disadvantage on attack rolls against creatures that can’t be charmed. - The creature has disadvantage on attack rolls against creatures that can’t be frightened. - The creature has disadvantage on attack rolls against creatures that can’t be charmed. If the spell ends, the magic circle shrinks to a radius of 60 feet. If the spell’s area of effect is within 20 feet of another nonmagical object, such as a structure, the spell ends there.
Transmutation
Glyph of Unworthy Grace
Touch
Concentration, up to 1 hour
As you communicate your glyph of unyielding purity, your appearance changes. Until the spell ends, your glyph gives you the appearance of wearing ornate armor and weapons. You are also given the ability to speak the glyph as if it were your hand. This spell doesn’t protect you from harm. While you have proficiency with the armor, you can make a Dexterity and Strength checks as normal. Additionally, if you succeed, your weapon looks like a regular longsword if you use the same kind of weapon. Finally, while wearing the armor, you can repeat the saving throw you made to cast this spell again. If you succeed, the spell ends. If you fail, it ends instantly. If you use this spell again, you can switch to a nonvenomous one, created by the glyph’s mirror image, created by the glyph of sanctification. You decide what kind of armor and weapon you wield and why, and how strong and how many hit points you have. For daggers, you can make two daggers, one for each hand, or you can create two daggers, one for each hand. You make two Charisma checks: one asking you to see if you can hear two others and making you make a Wisdom saving throw. On a success, you can use your action to switch to your unsecured hand, which sheds only dim light for a moment, and then emits bright light in a 30 foot cone that lasts until the spell ends. Any creature that starts its turn in the cone—if it is one of its types—it emits a harmless noise and must move by half your speed for the spell to count against your speed for the creatures speed increases. You can use a bonus action to speak one word or two about a subject you know. Once you appear on the stage, your voice rises with you, conveying emotion to the speaker with a tremor in the speaker‘s ear. You can bring along objects as long as their weight doesn’t exceed what is carried on your person. You can also provide a brief but convincing statement as to what has happened and that is why someone sent you to retrieve a treasure is asking questions. Finally, as part of casting this
Glyph of Vitality
90
Concentration, up to 1 minute
Your glyph grants you the ability to manifest a powerful glyph of divine radiance. Choose one of the following properties for the spelluration: Impenetrable, Transparent, Earth, Light, Fire, or Water. You can use the glyph to create a glyph of moderate size that is translucent and 3 feet high and carries with it the glyph if you choose. A glyph created by a glyph enhancement spell slotland the glyph in an object you can reach. That object’s weight is how much you can
Glyph of Vitality
Self (15-foot radius)
Instantaneous
Choose an object weighing 10 pounds or less. Then cast the spell to symbolically command a creature other than you where you are located. The creature must be within 15 feet of you when you cast the spell. Alternatively, you can specify a visual manifestation that lasts for the duration of the illusion and that appears to be based on an experienced illusionist's typology. The creature must be within 15 feet of you when the spell occurs and 30 feet by 30 feet by 25 feet when you use it. The creature appears to be casting divination spells. Each creature within 30 feet of the glyph must succeed on a Wisdom saving throw or take 5d8 Lightning damage. The spell’s effect ends if you use another spell slot of 3rd, 4th, 5th, or 6th level.
Conjuration
Glyph of Vitality
Self
1 Hour
You invoke a mysterious force to make one of the following effects manifest on your warded area that you can see within range. The glyph can create two effects at a time, one effect at a time, granting one effect of your choice that is present in both hands and one effect only in the other. The glyph has no discernible or otherwise harmful effect, and neither can be duplicated by any other glyph. The glyph can‘t appear in an unoccupied space where the glyph can’t be.
Abjuration
Glyph of Vitality
Self
Concentration, up to 1 minute
You conjure up a statue of aegis. You must be within 100 feet of the statue when you cast the spell. You move in a straight line up to 60 feet per caster level. The statue can be no larger than a 20-foot cube. The statue is immobile and takes 10d4 acid damage per inch of body area when it expires. If the statue is damaged beyond the casting time, the creature is killed instantly. You can make a melee spell attack against the statue. On a hit, it takes 5d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Enchantment
Glyph of Warding2 Hours
Until the spell ends, a willing creature you touch understands that an invisible ward is in place to protect against teleportation, contingency, and contingency operations. The spell wards off creatures that don’t understand the meaning of your presence, such as those who say you no longer wish to be known as the Ward, but instead want to be known simply as "your" or "yourBard." While you are aware of your presence, each creature that handles your presence is subject to your verbal commands, whether verbally or by written instructions. You must use your command to the best of your ability to succeed; if the spell fails, the creature must repeat it the next time you cast it. Additionally, if you cast it while you can’t see the creature’s location, the creature must move to the nearest safe spot for the task of maintaining it, unless you are fighting it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you instead create one of the following effects when you cast the spell. You learn the effects of a spell from the listed sources. You learn any spell from any of the spells mentioned above, and you learn whether the spell’s plane branches out to different spells. If a spell reaches its full extent into a specific part of the spell’s area, you learn the extent of the shift, based on the distance between you and the target.
Transmutation
Glyph of Wind
60
Instantaneous
You teleport yourself to a point that you can see within range. The destination is a 20-foot-radius sphere centered on that point. Each creature in the sphere must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. When the spell ends, the sphere shrinks to 0 feet long and to 20 feet tall. The sphere is a labyrinth of stone and rock, made of an unoccupied space that is either an unoccupied space or is part of a labyrinth or a wall. The spell ends if the creatures in the labyrinth or wall are damaged or if you cast this spell again without first casting the spell. A creature standing within the labyrinth or wall must make a Dexterity saving throw with a successful save using a spell slot of 3rd level or higher. On a failed save, the creature must make a DC 20 Constitution saving throw. If a creature fails the save, it is knocked prone. While in the labyrinth or wall, the creature can make a DC 20 Constitution saving throw at the end of each of its turns. On a successful save, the creature is unaffected by this effect. While in the labyrinth or wall, the creature can make a DC 20 Constitution saving throw at the end of each of its turns. On a failed save, the creature is immune to this effect. A creature in the area while under the effect of the spell regains 1d6 hit points and is unaffected by this effect. A creature affected by this spell takes 1d6 acid damage every round until it drops to 0 hit points.
Abjuration
Glyph of Wind
90
Concentration, up to 1 minute
Choose a nonmagical flying object that you can see within range. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground. The object is tangible and difficult to detect because of the roughness of the ground. If the object moves while you are within 5 feet of it, you can’t spot it until after the spell ends. The object is invisible except for a limited area of visible light centered on it. You can’t spot it, and any creature that can see it must succeed on a Dexterity saving throw or be affected by the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the invisible object increases by 5 feet for each slot level above 2nd.
Transmutation
Glyph of Wind
Touch
Concentration, up to 1 minute
You create a 10-foot-diameter beam of magical wind at a point you can see within range. The wind spreads around corners, and it emits a 10-foot-diameter sphere centered on a point within range. Each creature in a 30-foot cube centered on that point must make a Constitution saving throw. A creature takes 6d8 bludgeoning damage and 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d8. The sphere is a 10-foot-diameter sphere with a center, 20-foot radius and a diameter of 20 feet. Each creature in the cube must make a Constitution saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere then explodes, dealing 4d8 bludgeoning, piercing, and slashing damage to any creature within its area.
Evocation
Glyph of Wisdom
60
1 Hour
You make a glyph glyph of w _w vernmental_ trait or glyph a portion of it attuned to a creature of your choice within range. If you chose a creature of that type, the glyph deals 1d4 + 1d6 damage to it when you hit it with a melee weapon attack, and the creature’s Strength and Dexterity scores become 1 or lower. If a creature of that type fails a saving throw before the glyph is bonded, the creature must use its action on a hit to regain expended hit points. The glyph also w eareth strong words, words of power, or other harmful messages from the glyph, which can deal up to ten times as much damage to the creature as if it w ere a creature of that type. The glyph has no special effect on you. If you fail its saving throw, you instead gain expertise in a glyph of your choice; if you select one of the glyphs, you learn its language and learn its history (the glyph takes 10 minutes to learn), along with any other information you choose. You choose whether the glyph appears in an unoccupied space within 30 feet of you or in a place you choose within 30 feet of a place you choose. It has no effect when the glyph is affixed to a creature. When the glyph appears, the creature or someone else who can reach it must make a Wisdom saving throw. On a failed save, the creature fails. The
Glyphosate
300
Instantaneous
You create a strong acid that appears on the ground under your feet. Choose one foot of dirt, a rock, a layer of rock, or a piece of stone. The ground must be within 30 feet of the spell’s destination. The ground must be flat or slope, or it becomes difficult terrain. The ground must have no water, no springs, no springs, no springs, no springs, no springs, no springs, no springs, no springs, or no springs. The ground must be clear of any living creatures, plants, or other creatures that can use their action to move through it.
Conjuration
Glyphosate
60
Instantaneous
You create a poisonous gas that must be 100 feet long and 10 feet high to cause. Each creature in a 60-foot-radius sphere centered on the point you are casting the spell must make a Constitution saving throw. On a failed save, a creature takes 4d6 poison damage and is paralyzed for 1 minute. On a successful save, a creature takes half as much damage and is prone for 1 minute. A creature can repeat the saving throw at the end of each of its turns. On a successful save, it takes half as much damage and is prone for 1 minute. At Higher Levels. When you cast this spell using certain higher-level spells available to you, you can target one additional creature for each of the target spells.
Evocation
Glyphs
Self
1 Hour
A tendril of phytoplankos appears at your feet and lashes out at your command toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 glyph damage and is blinded until the start of your next turn. It gains no glyph resistance against the glyph's damage and can use its glyph powers to undo its damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the tendril grows to 30 feet and the damage increases to 5d10 + 30,000 gp. For the duration (8 hours) or the maximum duration (24 hours), the damage doesn’t reduce the target’s hit point maximum. If the target regains hit points after this spell ends, those regains at the start of your next turn, and the spell ends.
Abjuration
Gly Transmutation
Touch
Concentration, up to 1 hour
For the duration, you have a telepathic link with one creature you touch whose alignment you know. If that creature is one of the following: chaotic, evil, aberration, evil twin, fiend, or undead, you learn its alignment and the extent of its magic. If you know no alignment, the creature can be counted on to favor you, and if you know any alignment that allows you to cast spells with a certain bonus, you learn its magic. If you know either of the two extremes, the creature is likely to cast your spell with advantage, instead of your normal spell.
Divination
Gnak's Embrace
Touch
Until dispelled
This spell is a powerful tool to crush the mote of Gnollmawm. You choose an area of loose, flesh-sewn ground and put it into a sphere centered on that area. A creature takes 10d6 piercing damage when it enters the spell’s area for the first time on a turn or starts its turn there. It can use its action to make a melee spell attack against a creature within 10 feet of the ground or within 10 feet of the sphere. That creature takes 1d6 piercing damage when it ends its turn inside the sphere. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Gnawing Swarm
60
Concentration, up to 10 minutes
A swarm of insects appears in an unoccupied space of your choice that you can see within range. The swarm is hostile toward you and must succeed on a Constitution saving throw or take 1d10 necrotic damage. At Higher
Gneissant of Hope
150
Concentration, up to 1 minute
For the duration, you can change the way some creatures' attacks or spells work, or change the way the attacks or spells of creatures you choose deal damage. Creatures that don’t have a natural talent bonus to their attack and spell attack rolls are immune to this effect. For the duration, a willing creature can make a Wisdom saving throw to automatically adjust its attack and spell attack rolls so that they deal extra damage to the target. On a successful save, the creature is no longer affected and its attacks and spells deal no damage.
Evocation
Gneissar's Resilient Sphere
90
24 Hours
This spell, or an active spell of it, inscribes an invisible invisible barrier or slot, attunes a creature or object to a specific effect, or makes visible something else entirely. It lasts for the duration, and the creature or object is invisible with advantage in the area. A creature or object inscribed on a creature or object is immune to this spell. The spell fails if you cast it again, if a creature comes within 60 feet of the inscribed creature or object, or if you possess a glyph of some kind inscribed on a creature or object inscribed on an inscribed creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell inscribes an invisible barrier or slot, which has certain effects when you cast the spell. You can inscribe an an invisible barrier by spending 3 minutes examining a creature’s Strength score, subtracting 5 from its Constitution saving throw DC, and making the following changes to the material components: Strength, Constitution, and Charisma. Dexterity. The spell inscribes an extra 1d6 Strength, Constitution, and Charisma effect onto a creature or object. Strength, Dexterity, and Charisma are Constitution saving throws, and the spell inscribes a bonus effect based on how much of the creature or object is in the font. While the creature or object is in the font, the spell can’t inscribe a bonus or special ability that might otherwise be visible. For example, the spell might inscribe a certain bonus or ability for a creature that you might designate, such as a magic axe that might be alighted, a staff imbued with darkvision, or the staff of death that deals extra damage to a creature designated by that special ability.
Abjuration
Gnoll's Minute Meteors
Touch
8 Hours
You create five miniature meteors within range. They float in the air and orbit your choice of one of the following paths: • Solid Earth • Solid Rock • Rock-filled • Rock-strewn • Rock-strewn While you are within range, you can use your move action to create a miniature meteor orbit. If you have no move action, you create a meteor that falls on the ground in a 30-foot cube and is 1/4 mile across. If you create a meteor orbit over an area of solid ground, you create two meteors worth of meteors, and the area of the meteor is heavily obscured. The smaller of meteors creates no meteors at all and has a mass of 5 pounds. Thus, the smaller meteor creates no gravity or vanishes momentarily. If you create a miniaturized meteor orbit over a gas giant or an open pit, for example, you create a miniaturized meteor orbit over a pit 50 feet in diameter and 50 feet deep. If you create a miniaturized orbit over an area of rock, you create both rock and a loose mass of rock (25 percent the area of the rock mass), making the orbit instantaneous and safe for the miniaturized meteor to land.
Transmutation
Gnome
10
1 Hour
You choose a location on the Outer Planes that you can see and that fits within a 40-foot cube. You choose a point you can see on the ground within range and take the course of a creature you can see within the area for the duration. The spell doesn’t teleport you or cause actions to be performed by you, though you might teleport yourself or others to a location you can see. The teleportation takes 1d4 + 10 seconds, and the spell ends for you if it starts before 10:00 am MDT on a successful save. If you cast this spell using a spell slot of 6th level or higher, the teleportation lasts until dispelled. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the teleportation lasts until dispelled.
Transmutation
Gnome
10
Instantaneous
All creatures within 30 feet of you have resistance to damage for the duration. Additionally, every creature that starts its turn in the area has an area of effect—this includes creatures that start their turn there without first stepping inside the spell’s area (such as a zombie or a zombie trap—or any part of its area) or fighting there (such as a wall or a ceiling). While the spell lasts, you can use a bonus action to create a riddle on each of your turns so that it appears as an unoccupied space on the ground within 5 feet of you. At Higher Levels. When you cast this spell using a spell slot of nine levels or higher, the damage increases by 1d8 for each slot level above 9th.
Conjuration
Gnome
120
Concentration, up to 1 hour
You teleport yourself to a point you can see within range. You can teleport up to 10 miles (15 km) up to 100 miles (120 km) at a time. The teleport can be made up of different forms, with the best one being the one you choose for yourself and for each other. The teleportation lasts for the duration, and you can make up to three different teleport attempts for each slot. You can also spend one slot to use all the forms for a single spell slot. You can use the same teleport attempts multiple times, but each time you cast a spell that uses only one form, you must spend one slot of the same slot to return to the one that you used to cast the spell.
Transmutation
Gnome
120
Concentration, up to 1 hour
You turn a creature of a size you choose within range. the size of which can be changed with a long rest. For the duration, the target’s speed is halved, it sheds dim light in a 50-foot radius and makes respiration difficult. For the duration, the target sheds cold. To a lesser extent, the target also sheds poison. To a greater extent, the target sheds necrotic damage. To some extent too, the target sheds deal damage.
Necromancy
Gnome
120
Concentration, up to 1 minute
Seen within range, you conjure a fey creature of Medium size you can see within range to join your feast. It doesn’t have to be a beast or a beast servant; it has the statistics you need for the creature. It obeys any verbal commands that you can understand, but it must follow my orders and maintain a straight face. If you choose something, though, the fey creature doesn’t follow instructions that you might otherwise follow. If you learn any new spells or other magical effects, you can repeat what you learned as part of casting the spell. It doesn't need to take any actions, but doing so wastes energy, so it might do something else. Once you cast the spell, you can reforge the fey creature, which has its own inn, shrubs and woods, as well as furnish it with a home while it is feasting. If you cast this spell a number of times you take 1 minute or fewer, the energy used to sustain the fey creature increases to 2 gallons per 100 feet of carpet that you occupy, or 3 gallons for every 200 feet of carpet you occupy. You can use a maximum of two fey feasts a day, or one fey fek a day at a time. The energy used to sustain a fey fek a day is wasted when the fey creature w ill pass without food or water. A fey creature with a Constitution score of 5 or lower can’t become frightened while feasting. When the fey creature comes within 30 feet of a food or drink source containing food or drink, it causes whatever is closest to the food or drink to boil and becomes frightened of that source.
Transmutation
Gnome
150
24 hours
This spell makes the terrain on your homunculus feel like it's on a rock solid foundation, provided the terrain is smooth enough for your hud. As a bonus action, you can move up or down a length of stone wall 45 feet in any direction. You can use your action to move up or down a height of up to 5 feet. The wall can be up to 90 feet tall or up to 50 feet wide. To break the wall, you have disadvantage on attack rolls against creatures within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the wall can extend from you to a distance of up to 30 feet.
Transmutation
Gnome
30
150
24 Hours
This spell creates an underground cave within range for your goblins. The cave provides a natural environment for goblins to grow up. Until the spell ends, all creatures within 60 feet of the cave have a +10 bonus to attack and damage rolls, which are made with advantage whenever a creature takes extra damage from a weapon attack or a drain spell. A goblin must use its action this turn to remove one of those effects, or he can make a Strength or Dexterity check with the Dungeon Master (determined by the goblin) and win the benefit of any reduction. A creature that uses its action to examine the cave and make a new finding, stops moving there action, or makes a failed Constitution saving throw must repeat the saving throw in a different location. A creature must still be living in the cave to see the magic wrought by this spell. Through the magical alchemy that keeps the caves magic flowing, a goblin can create three additional underground chambers for himself and at least one for his companions. This spell creates no water and no gases. Each one is 1 foot on each side, and any creature that starts its turn in the cave must succeed on a Constitution saving throw or become blinded until the spell ends. A creature can be moved through the cave by means other than by spending 1 foot of movement on each side of the entrance. A creature that enters the portal stumbles when it enters the spell’s area, which is a 5-foot cube with a 5-foot high ceiling. Each time a creature enters the cave, it must make a Dexterity saving throw. On a failed save, the creature takes 2d12 acid damage, and if it fails that saving throw, it re-enters the cave’s stinking plume. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, acid damage increases by 2d12 for each slot level above 3rd.
Conjuration
Gnome
30
150
Concentration, up to 1 minute
Your body shimmers in a flickering, ghostly image. Until the spell ends, you gain no mental ability to speak. You can speak only to those you can see, and you are immune to all damage and any effects on you that would reduce you to gibbering, muttering gibberish.
Illusion
Gnome
30
1 Hour
You summon a skeletal human called a gnome, who serves as your enthralling companion for the duration. Each of your turns before the spell ends, you can use a bonus action on a subsequent turn of yours to make a melee spell attack with a weapon against the gnome. On a hit, the creature deals 1
Gnome
30
30 Days
Choose a willing creature that you can see within range. Until the spell ends, the creature can communicate telepathically with any other creature it can see within range. The communicator can be any creature you designate, provided that the creature’s URL is within subject’s URL and the URL ends with an _ . The creature must be on the same plane of existence as you. If the creature is on another plane of existence, that plane of existence is relative to you. If the creature is on a different name, that name is pronounced differently. If the creature is on a different language, that language is different from you, and its name or phrase is different from your own. The spell doesn’t function where no creature is named within 30 feet of you.
Conjuration
Gnome
30
Concentration, up to one minute
You create a tunnel through which the moai, a mysterious evil spirit known as the Shadowmaw, takes creatures it believes to be its servants. Creatures that aren’t disguised as creatures are immune to this spell. When a creature that isn’t disguised as a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 1d8 necrotic damage. The damage
Gnome
45
30 Days
For the duration, you can sense the location of wspermzees (wounded animals found nowhere near a place of service, such as a temple, forest, or palace) and detect intruders within 30 feet of them. You must use your own senses to detect intruders within 30 feet of wspermzees. When you use this spell on a creature, it is considered as if it had been hit by a poisoned arrow, and poison damage does not reduce it more than half as much as normal.
Divination
Gnome
60
10 Days
Holy power radiates from you, transforming a creature you choose within range for long ago. The target must make a Constitution saving throw. On a failed save, it takes 3d10 radiant damage (if you have it, be it undead or friendly, the damage falls below 1d4). On a successful save, the target takes half as much damage. The spell also ends blindness, deafness, and any diseases affecting it. If you cast this spell again with a target other than you, the damage for each creature or object knocked unconscious ends.
Transmutation
Gnome
60
10 minutes
You are a ghostly, floating, skeletal creature of jagged bone. You choose the following forms for your ghost: undead, fiends, undead, or fiends. Undead are lightly obscured creatures and are celestials. You have no natural telepathy with nonmagical forms, such as wights or wights, and you don’t take any damage from nonmagical weapons. Your ghost is nearly invisible, but he or she can’t pass for miles on foot. While you are conscious, the creature can make any spoken words it hears in order, and it can’t cast spells. When you cast this spell and as a bonus action on your subsequent turns, you can choose a new form, which has exactly the same properties as your current one, and which can take the new form, transform, and then serve as your ghost. As a bonus action on your subsequent turns, you can choose a different form, which is physically different from your current one, and which can serve as your body’s ghost, shedding its skeletal remains for the next day. You can animate and replace your own ghost, provided that you do so safely, creating sufficient equipment to do so. As an action, you can attempt to move your own skeletal remains as part of your ritual. They must be within 30 feet of you, and they can’t move as your body moves them. The bones can’t be replaced by other skeletal remains, but they can be restored by other means. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of skeletons created increases by two for each slot level above 6th.
Evocation
Gnome
60
14 Days
Choose one creature you can see within range. Until the spell ends, you can see up to one hundred foot lines of fog centered on that creature. You can see through the fog as if it were a solid obstacle, and you have advantage on all Wisdom checks to see through the fog. If you pass through the fog, you are blinded for 2 rounds. If you pass through the fog, you can see through it, too, but you must spend 2 minutes removing the fog from the creature’s earthen body to see through it. Then you must use your action to make a Wisdom check against your spell save DC. On a success, you can use your action to move to the left of the creature and make a Wisdom check against your spell save DC. On a failure, you automatically move to the right of the creature, which has its blind spot removed. If you fail, the fog fills the space it fills. If you succeed, you move to the top of the illusion.
Illusion
Gnome
60
30 days
For the duration, the flesh of a human serving as a food source is immune to all damage and its temperature is normal, +60°C.
Necromancy
Gnome
60
8 Hours
You transform an unwilling creature you touch. For the duration, the creature becomes invisible to all creatures and creatures with truesight and who can’t see you. The creature can be targeted by one of the following effects of the spell. On each of your turns as a bonus action, you can target one additional creature for each truesight you know.
Transmutation
Gnome
60
Concentration, up to 1 hour
An illusory creature appears in an unoccupied space of your choice within range and remains there for the duration. The creature is odorless, gray, and translucent until the spell ends. The creature
Gnome
60
Concentration, up to 1 minute
You create a square, 10-foot cube of glowing green energy centered on a point you choose within range. The energy can be up to 10 feet long, up to 10 feet wide, and up to 10 feet tall. It emits bright light and dim light for an additional 20 feet. This energy can be turned into weapons and armor, and it emits dim light and darkness for an additional 20 feet. The cube remains for the duration. If you choose a point within 30 feet of a point you choose during this spell’s duration, you can cause the glowing energy to animate and become animate—up to half as fast as before. The glowing energy radiates a warm aura around it, shifting to ward against cold and light. The aura moves with the cube when you cast this spell, up to 30 feet per round for each creature in the cube.
Conjuration
Gnomechanics
60
10 Days
This spell allows you to affect any creature in a 20-foot cube within range who isn’t wearing armor or a piece of armor covering its body (for example, a helm or a belt covering one’s head or neck, a staff or a piece of staff covering your head or back, or an arm covered by armor covering the rest of your body). The cube must fit within 1,000 feet of you. If you target a creature with this spell, the target hits with a melee attack against the cube. On a hit, the target takes 6d10 force damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Necromancy
Gnomelloc's Floating Shell
150
24 Hours
This spell transforms a willing creature into floating, writhing orbs of magical energy. The transformation lasts for the duration, moving along the ground in a random direction and slowly fading to softness (your choices that duration determines how strong the transformation is). For the duration, any creature hit by the transformation has disadvantage on attack rolls against each creature within 5 feet of them, and they can’t take reactions, reactions,, or abilities from the transformed creatures. The creature only takes the actions it takes when it transforms, and it can’t use reactions, reactions, or abilities from the animated creatures. The transformed creature doesn’t need food or water, and it isn’t incapacitated. The creature is entirely covered by the transformation's fabric, and its flesh softens to resist the transformation. It retains its normal size, weight, and sex (see below). If you choose a creature, the transformation lasts until the creature transforms, at which point it becomes a Large or smaller creature, and it becomes immune to the transformation for the duration. If you choose a Large creature, its size is immobile and it can move only by dropping to 0 feet flat on its left side (the side closest to you) and moving along the ground as if it were hovering over it (see below). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional planes for the creature’s transformation: one in the unoccupied space you occupy (your bag), an unoccupied space you can‘t move over (your space is difficult terrain), an area of intense magical energy (your spellcasting ability has been dispelled as a new spell) and a portion of the ground (your spellcasting ability is reduced). You can use these planes for the duration. When you cast the spell, you can maintain one extra plane for each slot level above 3rd. This new plane allows you to move up to twice your speed, and it also allows you to shift your orbit so that you are directly above one creature. When you cast this spell, you can maintain one additional plane for each slot level above 2nd.
Transmutation
Gnomemon
120
Concentration, up to 1 hour
A ruinous room appears in an unoccupied space that you choose within range. The ruin consists of one 5-foot square panel or wall of stone or stone-encrusted metal. The panel or wall is 1/4 inch thick and is composed of ten 10-foot-by-10-foot panels of stone or stone-encrusted metal. Each panel or wall is distinguishable by one or more visible patterns that are sigil-like in nature and appear to be intricate hieroglyphic symbols. You can shape the panel or wall in any way you choose so long as you combine its shapes with its words. Any part of the panel that is colored lead or silver can be painted to match the panel or wall. If you shape the panel or wall in any way so that it appears to be made from opaque metal, the illusion is broken for 1 minute, after which the illusion ceases to exist. You can create an invisible ruin at any time by casting this spell without first preparing any incense or burning incense.
Illusion
Gnomeomyces mirabilis
120
24 Hours
When you cast this spell using a spell slot of 4th level or lower, you can create a temporary restraining effect on one creature that you can see within range. The creature can be a human, a beast, or an
Gnome on frr
.
150
1 Hour
You utter a Gnome spell of your choice that you can see within range. The spell has no effect if you are within 20 feet of a Gnome. A creature can use its action to speak a Gnome-specific language of its choice as described on the spell’s description page before casting the spell. If the creature takes damage from this spell, choose one of the following effects: • You create a 10 foot cube of watery green and blue light that radiates from corners of the cube. • You create a 10 foot cube of green light that radiates from corners of the cube. • You create a 10 foot cube of blue light that radiates from corners of the cube. • You cause a flame of light that is 30 feet long (10 feet square) to emanate from corners of the cube. The flame flashes when you reach 5th level (2nd level), 11th level (3rd level), and 17th level (4th level). The flame can be extinguished by any means necessary.
Transmutation
Gnome Resurrection
Touch
Instantaneous
You restore 1d10 + 1 hit point to a creature you touch. If the creature you touch died while on the Crossroads, restore hit points equal to 1d10 + 1 hit point. This spell can restore up to hit to a creature’s hit point maximum. For the duration of that spell, the creature’s hit point maximum is halved, and it is no longer incapacitated and can use reactions to regain hit points at the DM’s discretion. It also terminates any subsequent effects on the creature that ended before it could use its action to speak. After it has done so, it makes a Wisdom saving throw at the DM’s option, ending the effect on that creature. If the DM has any, it might have ended the effects of a creature’s familiar. This spell can also end offs or ends offs of other creatures, other spell effects, or a creature’s home or work. If your spell ends before you have a chance to cast it or cast a spell, the creature is no longer incapacitated and can use reactions to regain hit points at the DM’s discretion. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d10 for each slot level above 1st.
Transmutation
Gnome's Familiar
30
Concentration, up to 1 hour
You have made your appearance on the face of a different creature of your choice that you can see within range. You can use your action to call upon a familiar that you can
Gnome's Favor
Touch
Until dispelled
A powerful urge springs from your soul to entangle a willing creature you touch. For the duration, you have resistance to necrotic damage, and if you don’t touch the creature before the spell ends, the creature is subjected to necrotic damage equal to half the spell’s damage, as determined by your deity. If the creature is lacking life or vitality, it is turned to ash, and its saving throw is null and your spell ends.
Necromancy
Gnome’s Gate
10 minutes
A portal opens in the floor and leads to an area of unknown depth. The area is large enough to contain the entire game. The portal opens into a mysterious, twisting, and faintly magical land, in which case you must speak the root words of the Gate language. The land appears to be composed of numerous floors, each of which has its own set of rules. The first three floors of the portal are open to the general public, as long as they don’t involve demons. The portal leads to a laboratory that contains a laboratory for studying Gate magic. The laboratory contains a laboratory for studying Gate magic. The laboratory is an open floor that contains a laboratory for studying Gate magic. Each floor contains a different set of rules. The first floor contains the laboratory, the last room contains the laboratory, and the bottom two floors contain the laboratory. The floor plan for the upper floors of the laboratory can be found in the the game rules. If any of the floors contain more than one room, the entire suite is dedicated to studying that room. The laboratory is a double-height corridor that leads to a large area of ground covered in trees. The laboratory is a 1-inch by 1-inch square that contains the following rules: - You can’t create more than 10 gallons of magic water in a row - You can’t create more than 10 gallons of water in a row - You can’t create more than 20 gallons of magic water in a row - You can’t create more than 50 gallons of magic water in a row - You can’t create more than 1,000 gallons of magic water in a row - You can’t create more than 25 gallons of magic water in a row You can’t create more than 15 gallons of water in a row by leaving the portal open. For example, you could create a small pond or an area of ground that is open to the air.
Evocation
Gnome Shapechange
Touch
24 Hours
You create a new, natural stone bridge over the sea at the mouth of the Sea of Cortez. This bridge is an illusion created by a magical illusion or spell. You can make a nonmagical ranged spell attack with the bridge by making an Intelligence saving throw. On a hit, the target takes 1d10 bludgeoning damage, and it is hurled 10 feet off the ground, causing damage equal to half the amount of force majhed at the start of your next turn to appear on the ground where it appears. The bridge’s strength and thickness determine how many feet it can sustain you. Any creature not within 120 feet of the bridge when you cast the spell must succeed on a Strength saving throw or be pulled 15 feet toward it and then fail the spell. It is a manufactured bridge, made to resemble the interior of a vessel. It weighs no more than 5 pounds. This bridge provides a bridge between you and your creation. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can change the way the bridge appears in your game. For example, you could change the way the bridge traverses the water, turning it into a ramp, or parking lot. You could also create a mechanical bridge that takes it across a wide expanse of water, linking it to the space created by the mechanical bridge created by the bridge’s shimmering stone.
Divination
Gnome's Hideous Familiar
30
Concentration, up to 1 hour
You create a humanoid within range that is completely invisible and can sense you by its skin color. The target must succeed on a Wisdom saving throw or be blinded until the spell ends. The target can use its action to make a Wisdom saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases
Gnome's Hideous Familiar
Self
Concentration, up to 10 minutes
You create a dim light-gray, greenish creature within range that can sense your voice and understand your words. The creature must be within 5 feet of you when you cast the spell. You can use your action to command its intelligence as a bonus action. If it can hear you, it can hear you. The creature can use its action to speak any language you speak, including any that you understand.
Divination
Gnome's Hideous Familiar
Self
Instantaneous
You create a dim light-gray humanoid at the top of a 5-foot-radius sphere, centered on a point you choose within range. The target must succeed on a Wisdom saving throw or be blinded until the spell ends or until the spell ends for the spell's duration. The target can make an Intelligence (Investigation) check against your spell save DC when you target it, and it can use the extra benefit if the extra benefit is offered to another target. It can also use a bonus action to make a Wisdom saving throw, ending the effect on itself on a success. If the target succeeds on its saving throw, it returns to its normal form. The target can use its action to make a Wisdom saving throw, ending the effect on itself on a failure. The spell ends if the target is charmed or frightened. The spell ends if you change your form or lose your control over your form. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of times you can target one additional target increases by 1 for each slot level above 4th.
Transmutation
Gnome's Hideout
300
Concentration, up to 1 minute
You conceal a place you can see within range for the duration. You can use your action to cause a creature you can see within range to tremble in place. The creature must succeed on a Dexterity saving throw or take 10 bludgeoning damage. The spell ends if the creature is no longer within the area.
Conjuration
Gnome’s Hollow
10
2 Hours
You create a 10-foot-radius, 60-mile-vertical, winglike dome of air above a place or an area within range. The dome lasts until the ground becomes difficult terrain. Until the spell ends, you can use your action to move up or down a 5-foot-radius circle on a side equal to your speed. That circle can be up to 20 feet wide and up to 5 feet tall. You can create one additional circle on your left side, which you can rotate so that it faces away from you. You can create multiple additional circles on your right side, or you can shape a vertical grove on the ground that faces away from you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional additional circles on your left side, creating an extra inconsequential creature for each circle.
Conjuration
Gnome's Hollow
60
10 minutes
You create a 20-foot-radius Hollow centered on a point within range. This Hollow is composed of up to ten trees, each of which has its own unique flavor and appearance. Trees grow anywhere from 5 feet to 50 feet tall, and shrubs can be up to 5 feet tall. The Hollow is an open pit created by a sudden change in weather. When the pit disappears, any creatures or objects still inside it or moving debris fall out and create a 20-foot cube of rubble centered on that pit. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.
Evocation
Gnome's Mark
60
Concentration, up to 1 minute
You touch a creature you can see within range. You and any creature that you can see within range touch the target. A creature must make an Intelligence saving throw. On a successful save, you create a magical, animate dead creature or an undead that can’t be charmed. The target’s alignment is determined by its alignment and any alignment adjustments it makes. A creature with a higher Intelligence score can’t be charmed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd
Transmutation
Gnome Smite
120
Concentration, up to 1 minute
You create a stone portal that extends from your body to a point within range. A creature that enters the portal must succeed on a Dexterity saving throw or take 1d6 acid damage. You also create a portal in the same space that you created it. You can use a portal to teleport to any point on your body, as long as that portal is within 5 feet of you. If you are moving, you must use your action to step into it. It must be within 5 feet of you. If you are moving, you must use your action to move to a point within 5 feet of the portal. A portal is a magical portal that can be opened by a spell or spell-like ability. You can open a portal by making a short or long jump or by using a spell slot of 6th level or higher. A portal opens only if you can see through it. You can open a portal by casting a spell of 7th level or higher which only requires concentration and does not take any effect. A portal opens only if you can see through it. You can also open a portal by casting a spell of 7th level or higher, which requires concentration and does not take any effect. As a bonus action on your turn, you can make a melee spell attack against the portal and hit it with that spell. On a hit, the portal drops to 0 hit points. You can also create a portal by using a spell slot of 7th level or higher.
Conjuration
Gnosticism
120
Conjuration
Gnosticism
30
10 Days
You gain the ability to see into the future through the power of your spirits. Choose up to ten beings within range. Then speak the words at the top of your mind, and you sense their current course for the duration. Thereafter, you only learn the course of motion of the creatures you’re looking at, and your mind can track the course of its movement as it moves. Such creatures are considered fey creatures, and their movement doesn’t use up energy. Until the spell ends, you can use your action to speak your words as fey creatures cast spells. These fey creatures can remain abreast of important missions, family vacations, and other special events. While fey on the world, you can shape the course of one creature’s immediate or affected area whenever the creature chooses, so long as the creature remains within 10 feet of you throughout the duration. Additionally, if the creature chooses to move into a place within 10 feet of you (for example, after a fey spell ends), you can move up to 5 feet in any direction along the creature’s immediate or affected area if you are within 10 feet of the place. You can cast spells from within the fey spell without expending a spell slot.
Illusion
Gnostosh's Floating Disk
150
24 Hours
You choose a Disk of Nasteny that you can see around a point you choose in range, and choose one of the following types of creatures to make: Bird’s Eye view, Farther View, Square View, or Barbed View. The Disk appears within range and is a solid disc of wood or stone. The Disk is difficult terrain and can’t be damaged. The Disk remains for the duration. When the Disk appears, each creature in it must make a Constitution saving throw, taking 10d6 damage of the chosen damage type (your choice when you cast this spell), or half as much damage on a failed save. The Disk also sheds bright light in a 30-foot radius and dim light for a minute. When the Disk appears, each creature must spend 4 feet of movement for every 1 foot it moves. A creature must spend 3 feet of movement for every 1 foot it moves. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Conjuration
Gnostosh's Floating Disk
Touch
24 Hours
You touch a Disk of Nasteny. When you finish casting the spell, you and any creatures you designate when you cast the spell with or without material components disappear from the Disk and remain in your possession for the duration. The Disk is immobile and unaffected by spells and other effects. A creature can make an Intelligence saving throw to regain possession of the Disk. It does so at the DM’s discretion. If the Disk drops to 0 hit points, it disappears and
Gnostril
Self
1 Hour
A tendril of poisonous gout appears in an unoccupied space of your choice within range and lasts for the duration. The tendril is light and transparent, and it sprouts from the center of the creature’s body, in an unoccupied space within range. When the tendril strikes a creature, it deals 3d8 necrotic damage to the target (no action required by you). While blinded by this damage, the target is incapacitated and leaves behind a 30-foot radius, 40-foot-high cylinder of poisonous gas. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. This gas also stops breathing and allows the creature to breathe freely. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Conjuration
Goblin****
60
24 hours
Your magic imbues a goblin from one junk pile to another takes them from one pile to the next of your choice within range. When you cast the spell, choose a pile of rubble or rubble from a pile of rubble as its pile. For the duration, you have advantage on attack rolls against all goblins in your vicinity. Additionally, you gain the added benefit of seeing through the rubble’s eyes, if you choose that pile. If you move more than 100 feet away from the pile to see the goblins in it (or to any other spot within 5 feet of the pile), you instantly learn which pile is which, and you learn the weight of the rubble, if any. If you move more than 100 feet away from the pile to see the goblins in it (or to any other spot within 5 feet of the pile), you instantly learn which pile is which, and you learn the weight of the rubble, if any. If you move more than 100 feet away from the pile to see the goblins in it (or to any other spot within 5 feet of the pile), you instantly learn which pile is which, and you learn the weight of the rubble, if any. The spells described below can’t be dispelled by dispel magic, and therefore only affect creatures or objects of the pile’s kind such as locked doors or cupboards. You can ram the goblin down a creature’s space, leaving it paralyzed or unconscious. When the spell ends, the goblin drops to 0 hit points. While paralyzed or unconscious, it makes no movement, and it makes no damage when it strikes a creature or a creature with a weapon.
Transmutation
Goblin Bolt
150
Instantaneous
With a stroke of your right hand, you launch a packed celestial, a celestial of challenge rating 2/2 weight, or an unsteady piece of celestial up to 30 feet long, straight, or diameter-including any legs or appendages, toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 thunder damage, and it takes 10d12 lightning damage at the end of its turn.
Evocation
Goblin Bomb
150
Instantaneous
Choose a pile of rubble that you can see within range and that fits within 5 feet of a nonmagical prop that you animate. You use the rubble to create pillars, casings, and other constructible materials that match the image you drew of the creature you animated with this spell. Nothing can go wrong with these constructs. When you cast this spell over an area of solid surface, you can create twelve pillars—four for statues, two for temples, and one for an arch, each of which can be up to 5 feet tall and stands on one level behind your current location. Each pillar must come from a different source. For example, you could create twelve pillars of stone or steel, six for fire, one for steel, one for water, and one for iron; each pillar carries enough ammunition to fill a 5-foot cube. When you cast the spell, you can choose to animate one pillar for each slot you have used. That option can be removed only when the creature changes its mind and the spell ends
Goblin Grove
30
24 Hours
You summon a goblin-like figure that appears in an unoccupied space within range, appearing at the start of each of your turns and saying the w dir of a creature you can see within range. The goblin appears and lasts for the duration. While summoned, the goblin can be targeted by ranged attacks using your spellcasting ability. Each time you hit with a ranged weapon attack using a goblin spell, the creature must make a Wisdom saving throw. On a failed save, the creature also knows the spell used for the attack (your choice, the creature can make this saving throw at the start of your next turn) and can’t attack you until its next turn. It also appears randomly on the ground within 10 feet of you. It takes 10d8 necrotic damage on a failed save, and it takes 10d8 necrotic damage on a successful one. A fiend can benefit from taking 5d8 necrotic damage when you cast this spell. If you do so, your speed is halved, and you have disadvantage on attack rolls against creatures that don’t have sunlight skin. When you cast the spell and make a new attack roll, you have the option of dropping the new attack roll and attacking again on each of your turns after you dropped it. You might roll a d10 at the start of each of your turns to change the attack roll, and you might roll a d8 at the end of each of your turns. As an action, you can dismiss the spell.
Transmutation
Goblin Growth
120
Instantaneous
You create a small, dense humanoid of your choice that is a humanoid type. The creature must be within 30 feet of you when you create it. The target must make a Constitution saving throw. It takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The creature must not be within 30 feet of you when you create the creature. It takes 10d6 acid damage on a failed save, or half as much damage on a successful one. The creature must not be within 5 feet of you when you create the creature. The creature sheds 20 pounds of cold damage on a failed save, or half as much damage on a successful one. On any turn after the spell ends, the creature can repeat the saving throw. On a success, the spell ends. The creature sheds no harmful magical properties. The spell ends if the creature is permanently charmed or frightened.
Conjuration
Goblin Growth
30
Concentration, up to 1 minute
Your body is born with the ability to grow into a giant, gelatinous beast. Your body is shaped like a humanoid, but you can change the shape of your head, body, and so on, creating the illusion of a creature in your space. As long as you are within 60 feet of a creature you are holding, the illusion lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the total weight of the beast increases by 10 pounds. When you use a spell slot of 6th level or higher, the total weight of the beast increases by 10 percent.
Transmutation
Goblin Growth
30
Instantaneous
Choose a pile of bones, teeth, or other nonliving appendages that you can see within range and that fit within a 5-foot cube. You transform the creature, a Huge or smaller creature or an undead, into beasts and steeds, and keep it until it drops to 0 hit points. If you cast this spell multiple times, you can have up to four beasts and steeds magically bonded to your hand, while you have advantage on all other attacks and ability checks. These beasts and steeds can't be charmed, frightened, or tricked by your spell. You decide what sort of beasts and steeds the creature chooses. For example, a beast bonded to a tree trunk, especially one that shrinks for it to the tree trunk, can be trained in fighting and is loyal to you. A steed bonded to an intact rock wall can build a defense wall up to 50 feet tall, and a steed bonded to a spike-strewn platform can add a small amount of construction to its jump. If your spell ends before I transform the creature, the creature returns to its normal form if it is defeated by combat damage or a melee attack before its next turn has ended, and if I revert to my normal form within 10 minutes of casting this spell again, the creature returns to its normal form if it is defeated by combat damage or a melee attack before its next turn has ended. If I transform the creature in this way, any excess damage and/or attack deals reduce it back to its normal form. If I revert back to my normal form before combat damage or a melee attack damages it, the excess damage and/or attack removes the creature from its normal form. If I keep the creature bonded to a rock wall or spike-strewn platform throughout its action, I can have up to three beasts and steeds magically bonded to mine, while I have advantage on all attack rolls and ability checks that use a weapon. The creature can’t make any attacks or use any magical effects, nor can it enter an unoccupied space that is too
Goblin Growth
60
Concentration, up to 1 hour
You create a goblin or similar creature of your choice that has the following statistics: - Huge and lean body, fur, and a pair of horns. The goblin’s gear and equipment are restrained in place. When you cast this spell, you can target one of the creatures with a specific ability. For example, you can use a bonus action to cause one of the creatures to gain the ability to use Strength and Dexterity, and it can also use the bonus action to take a Strength or Dexterity check against your spell save DC. The creature’s speed is halved until the start of your next turn.
Conjuration
Goblin Growth
90
Instantaneous
You create a goblin that is 1 inch tall and weighs an extra 50 pounds. You can make the goblin grow to a height of up to 30 feet. The goblin is a Medium humanoid that has AC 10 and hit points equal to 1d4 + your goblin level. The goblin can move up to 10 feet when you use your action to do so. When you hit an object that is being worn or carried by a creature, you can use your reaction to gain the goblin as a companion. The goblin obeys all of the following commands: You can make a melee attack. Hit or miss the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can add the number rolled to the attack roll. For example, if you roll 10 on the attack, you can add the number rolled to the attack.
Conjuration
Goblin Growths
120
Concentration, up to 1 hour
A powerful, muscular beast appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The beast is friendly to you and has advantage on attack rolls against you. It can’t attack you with attacks of opportunity, but if it does, it makes a new attack roll against each roll made using its bonus action on the turn it appears. A creature automatically succeeds on the roll, though it can’t take any actions before the end of its next turn. The beast also ends its turn immediately before it leaves if you have it in your possession.
Evocation
Goblin Hide (30—foot radius)
24 Hours
Concentration, up to 1 minute
You hide or obscure one beast or humanoid you can see within 30 feet of you, up to 30 feet under you and up to 20 feet on each side of it and on
Goblin Rock
150
24 Hour
You create a rock-strewn, rocky outcropping on the Great Sea that crushes hard-drinking land nomads in the area. The rock consists of four ribs that are capable of sustaining up to four creatures per rod and is composed of 3/4 inch thick, 1/4 inch thick ribs. Each rib produces sensory qualities sufficient to cause creatures to hallucinate a direction within 1 mile and capable of creating audible echoes within 1 mile. The rock is difficult terrain and is difficult for creatures to reach unless they are swimming. It is difficult to affect undead and constructs.
Transmutation
Goblin’s Hand
Self
Concentration, up to 1 minute
You create or manipulate three nonmagical objects in a 10-foot-radius sphere of force within range. The objects are difficult terrain. The objects are difficult to move if they aren’t secured to a solid surface. A creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the object falls to the ground, and the spell ends for the object. Any creature that succeeds on this check also succeeds on its saving throw. The spell closes all eyes.
Transmutation
Goblin Shell
5
1 Hour
A thick, nail-strewn fog rises from the ground at your command at the edge of a grove of trees that you can see on a different side of the map. The fog is thick and difficult terrain. Until the spell ends, you can use an action to exhale a small piece of the fog at a point within range. Whichever way it goes, the piece of fog will reach its destination before it reaches its target. A creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The piece of fog vaporizes any Medium or smaller creatures that aren’t in its way.
Evocation
Goblin’s laughter
Touch
Instantaneous
Bruiser, raven, or bear abound inside a gilded sarcophagus on the ground below. You touch one goblin and create a fine vial filled with gold dust. When you use a spell slot of 7th level or higher, the vial becomes the upper limit on what creatures can be infused with the spell. You can also choose an area of stone or mud that you can see within 30 feet of you as the base of the sarcophagus. You can set how many creatures you can set for each slot of the sarcophagus, though you must touch the creature to create the vial. The vial contains 1 dose of the spell’s poison and 40 doses of the same spell, with an additional 40 doses each for magic beasts and up to 100 creatures. If you cast the spell multiple times, you can have up to three doses created throughout the spell. The first created a creature as a result of the second spell, and the second created a creature as a result of the second created spell, for example. You can create multiple vials for each slot of the rubble. Each vial contains 1 dose of the same spell, with an additional dose at each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create multiple doses of the same spell, three times, for each slot level above 5th. Each vial contains 10 doses of the same spell, with an additional dose at each slot level above 7th.
Conjuration
Goblin's Magnificent Mansion
300
24 Hours
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast this spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a ninecourse banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Conjuration
Goblin’s Minute Blade
10
Instantaneous
You create a sleek, elegant blade that vanishes when it strikes a target. The blade glides freely within an unoccupied space of your choice that you can see within range and lasts for the duration. If you create a minute blade, you move it 80 feet per round for the duration or until you create a blade of frozen stone. If you animate a minute blade, you make it leap and use it to move up to 10 feet in a straight line, using half the distance. A creature moving across a solid surface in between the two blades’s movement is restrained, though it can use reactions to break it. When a restrained creature uses its action to make a melee attack against a target within reach, the target must make a Constitution saving throw. On a failed save, the creature takes 6 d10 piercing damage, is knocked prone, and can’t use the action for 1 minute. When the creature uses its action to make a melee attack, it can roll a d4 at the start of the attack whether it is able or not to move. If it is able’t to move, the creature must move again before the spell ends. Thus, a minitimized blade cut using a minute blade could enter a target’s space, enter a creature’s space within 60 feet of it, or be thrown out of a target’s space if it is within 60 feet of it. If the blade cuts a creature, it leaves behind a trail of crackling, thudding, and/or whimping noise. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Transmutation
Goblin’s Minute Blade
30
1 minute
You create a magic fist with a piercing scream that rips through flesh, causing your weapon to crack and shatter. The fist
Goblin's Minute Blade
Touch
Concentration, up to 1 minute
This spell creates a miniature version of itself that lasts for the duration. The miniature is small enough to be carried and held, and it vanishes when it drops to the ground. Using a movement action, or casting a spell, to open the miniature’s space grants it a +1 bonus to the Attack and damage rolls for the turn. If it has the Strength or Dexterity bonus, it can reach into the space for its own bonus by making a Strength or Dexterity check. If it doesn’t, the creature must succeed on a Dexterity saving throw, or its miniature is destroyed. A Large or smaller creature that fails the save doesn’t take any damage from
Goblin’s Minute Meteors
120
Concentration, up to 1 minute
You create four tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell and as a bonus action on each of your turns thereafter you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Evocation
Goblin’s Minute Skeleton
Self
24 Hours
You fill a tombs or other secret tomb that you can see within range and that is as big as a football field or as small as an adult man’s shoe. You choose the tombs or hidden tomb as a means of hiding something as important and precious as your family’s name. You might fill it with a giant skeleton, a human skeleton, or a giant frog’s long neck. These tombs or hidden tombs yield treasure only to your enemies, allowing them to take what they want with as little risk as possible. While your enemies deal magic damage based on the number of creatures within their area, you have advantage on attack rolls against them. While your enemies have deafened light and darkvision to your surroundings, they have disadvantage on attack rolls against you.
Necromancy
Goblin Smite
Self
Concentration, up to 1 minute
The next time you hit something with a weapon attack before this spell ends, you make the attack with one of your attacks against the target, and the attack deals an extra 2d6 bludgeoning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your attack deals an extra 2d6 bludgeoning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, your weapon attacks deal an extra 2d6 bludgeoning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, your weapon attacks deal an extra 2d6 bludgeoning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, your weapon attacks deal an extra 2d6 bludgeoning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the damage increases by 1d6 for each slot level above 5th.
Necromancy
Goblin spike
90
Concentration, up to 1 minute
One large, blackened spike appears on the ground within range, grasping onto an object within range. The spike can be as small as a finger or as large as a fist. The spike disappears when a target or an object hits the spike and remains there for the duration. When a target strikes the spike, it deals 3d4 force damage to each creature within 5 feet of it if it is still affected by a spell.
Abjuration
Goblin's Secret Trove
150
Concentration, up to 1 minute
You create one of the following special effects within range:
Goblin's Teeth
Touch
Concentration, up to 1 hour
You touch a goblin and it becomes friendly to you. The spell has no effect on undead or constructs. Creatures with the undead condition can use their action to wither the goblin. If the creature withers, it is knocked prone. If the creature withers, it is knocked prone again, moving independently of the spell. You can use a bonus action on all your turns to wither the creature until the spell ends. It can also use its action to wither a Large or smaller creature of its size or smaller.
Enchantment
Goblin Swarm
120
Concentration, up to 1 minute
You create a swirling, roaring vortex of swirling, roaring, crackling material, that must be at least 10 feet square and not falling more than 30 feet or being worn or carried more than 30 feet away. The vortex must be within 30 feet of you, and the creature must make a Dexterity saving throw. On a failed save, the creature is swallowed by the vortex. As it sucks up any liquid or substance it touches, the creature must make a Constitution saving throw. On a failed save, the creature becomes trapped in the vortex for the duration. While trapped in the vortex, the creature can’t be targeted by spells, magical effects, or other magical effects. Its actions and reactions are unaffected. Once trapped, the creature can’t return to the vortex. An unwilling creature can use its action to escape the vortex, provided the creature doesn’t use magic.
Evocation
Goblin Swarm
30
Instantaneous
A band of goblin-like beasts hurls itself at you in a 50-foot cone. Each creature in that area must make a Strength saving throw. A target takes 4d6 bludgeoning damage on a failed
Goblin Swarm
30
Instantaneous
You create a swirling mass of tentacles that float in midair and attack creatures that aren’t within range. Each
Goblin Swarm
30
Instantaneous
You summon a goblin swarm that obeys the command of an enemy. Choose one of its many forms. The swarm is hostile to you. It attacks any creature in its swarm. The swarm can’t attack or benefit from allies. It can’t be affected by spells. A goblin swarm does not need to be friendly to be hostile. The swarm doesn’t obey the orders of any other creature or group. It can attack, and it can benefit from spells if that creature or group has a certain kind of magical ability. While the swarm is hostile to you, it obeys the command of an unwilling target. The target can choose to be hostile or friendly. If you choose hostile, the target takes 2d6 necrotic damage. If you choose friendly, the target takes 2d6 necrotic damage.
Goblin Swarm
60
Concentration, up to 1 hour
A swarm of goblins appears in a spot you choose within range. Each goblin has AC 20 and the number of hit points it has at any point of its movement. A goblin is immune to bludgeoning, piercing, or slashing damage. The target must make a Constitution saving throw. On a failed save, a goblin takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Conjuration
Goblin Swarm
60
Concentration, up to 1 hour
The warded, poisonous, and poisonous creature that you designate as a swarm appears at a spot you can see within range. The creature takes 10d6 bludgeoning damage and 10d6 slashing damage from creatures that are friendly to it. A creature can’t take more than one bite of goblin venom. When a creature takes more than one hit of a particular type of bite, it must make a Constitution saving throw. On a failed save, a creature takes 1d6 poison damage and 10d6 necrotic damage from the poison. A creature with a poison resistance of 10 or less can’t
Goblin Swarm
60
Concentration, up to 1 minute
A small group of monsters, typically humanoids or other non-hostile creatures, appears in a 10-footradius, circular, and 5-foot-tall cylinder centered on a point you choose within range. The target must be within 60 feet of the target when it appears. When the target appears, the target takes 1d12 force damage and is restrained by the creature for the duration. The restrained creature can’t take reactions, and it can’t move or speak, and it must make a Wisdom saving throw. On a failed save, the creature is restrained until the spell ends. A restrained creature can use an action to make a Strength or Dexterity saving throw. On a failed save, the creature is restrained for the duration. On a successful save, the restrained creature is no longer restrained by the creature. The restrained creature can repeat this saving throw at the end of each of its turns. If the creature remains restrained for the duration, the creature can repeat its saving throw at the end of each of its turns.
Evocation
Goblin Swarm
60
Concentration, up to 1 minute
A swarm of small creatures appears in a space you can see on the ground within range, centered on a point you choose within range. Each creature in the swarm must make a Constitution saving throw. A creature takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The swarm moves as you choose, with its creature companions moved to the nearest unoccupied space within 10 feet of it. A creature can’t be in the swarm’s space if it can’t see. An unwilling creature in the swarm is knocked prone. While the creature is in the swarm, it can’t take reactions unless it is incapacitated. In addition, the creature can’t cast spells, take other actions, or benefit from any special effects that are present in that creature.
Necromancy
Goblin Swarm
60
Instantaneous
A roaring beast of gargoyles appears in a spot you choose within range and moves in a straight line towards you. The beast can make a Constitution saving throw and is immune to bludgeoning, piercing, or slashing damage. On a failed save, the beast takes 10d6 bludgeoning damage and is knocked prone. It can’t be targeted by spells or other magical effects. The creature can’t attack, cast spells, or take any action that would be a threat to it. When the beast’s movement is stopped, it moves to the nearest unoccupied space on the ground within range. The target must make a Wisdom saving throw to escape the beast’s attack. On a successful save, the target takes half as much damage. On a failed save, the beast is knocked prone. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can use a bonus action to cause the target to make the saving throw. A creature takes no damage from this spell until it reaches certain levels in that slot.
Conjuration
Goblin Swarm
Self (10-foot radius)
Instantaneous
A shimmering cylinder of black smoke rises from a location within range to attack creatures within 30 feet of it. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is blinded for 1 minute. On a successful save, it takes half damage and isn’t blinded. For the duration, blinded creatures can use their action to make a Strength or Dexterity check against your spell save DC. On each of those checks, a creature takes 1d6 fire damage. On a failed save, the creature can't use its action to move using its movement, and it becomes blinded. At the DM’s option, the cylinder might explode. The DM makes the spell’s strong point randomly, creating a 5-footradius, 15-foot-high cylinder centered on that point. This cylinder is heavily obscured and creatures can’t see its face or its movement. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the damage by two times your proficiency bonus, or increase the size of the cylinder by one step, whichever comes first.
Evocation
Goblin’s Will
60
Concentration, up to 1 minute
You create a sphere of energy that grows in size from the ground up, with a 30-foot-radius sphere centered on a point you can see within range. The sphere is 30 feet long and 5 feet thick. The sphere can be
Goblin Whip
10
1 Round
You create a long, gagged, gagged, gagged, gagged, gagged, gagged, gagged, or gagged-like whip that bursts from your wicker hoe and lands on a creature you can see within range. The creature must make a Strength saving throw. On a failed save, it takes 2d12 piercing damage, or half as much damage on a
Goblin Whip
120
Instantaneous
You hurl a long, club-shaped, gondola shaped, long, thin, gagged, and gagged weapon—both horizontally and vertically—at a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target deals 3d8 piercing damage. If you hit an unarmed target, your weapon ends up in its holster.
Evocation
Goblin Whip
150
1 Hour
Like a whirlwind, a goblin appears and slashes one creature you choose within range. The target takes 4d8(tm) bludgeoning damage and is dragged to a pile of rubble on the ground. The rock is 1d4 x 1d8 inches thick and weighs 4 pounds. While dragging the target, you make a melee spell attack for each hit that it takes. If the target takes any damage, it must succeed on a Strength saving throw or take 2d8 bludgeoning damage. If you use a spell slot of 2nd level or higher, you can target multiple creatures with the same attack for the creature to carry across the floor. Finally, when the creature carries off, it regains 2d8 bludgeoning damage, if it were wounded. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 1st.
Evocation
Goblin Whip
1 hour
A nail biterm snapped into pieces and hung from a ceiling fan inches from you, whipping furiously at your enemies until they bleed out. That spell has no effect on you and deals 50 necrotic damage on a hit to your enemies. All they do is cause nails to strike out at you, and they wend their way toward you. Each creature hit by this spell must make a Strength saving throw. On a failed save, it takes 14d6 slashing damage; on a successful save, it takes half as much damage. The damage can’t reach higher levels than 1st level.
Evocation
Goblin Whip
1� Intelligence, Wisdom, Charisma
1 Hour
A whip of magic whip springs from your fingers toward a creature within range, forming a body around you and targeting the creature. Make a melee spell attack against the target. You have advantage on the attack roll if the whip has any construct or ammunition within it. On a hit, the creature suffers 1d8 damage, and it can’t take reactions until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Goblin Whip
30
1 minute
A zombie, charmed by your gaze, leaps at your command at the same time a human servant appears in an unoccupied space of your choice that you can see within range. The creature takes 10d6 piercing damage on a hit or miss, and the creature takes 10d6 slashing damage on a miss. While in this state, the zombie has disadvantage on attack rolls against you and can't benefit from being charmed. When you cast this spell, you must use a bonus action to create a new line of fire 30 feet long and 5 feet thick, using acid, cold, erythritol, or tarot cards. You can also use your action to manipulate the line of fire and create a new one at any time. Once you do so, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the
Goblin Whip
30
Instantaneous
You hurl a mote filled with a gilded omen at one creature in range. Make a ranged spell attack against that target. On a hit, the target takes 2d6 slashing damage. Hit or miss. the gaseous beast then lashes out at your command, mimicking the sounds of war and magic. Make a spell attack with that spell of your choice that has no the target’s hit point maximum and that creature hits the mark. Instead, you take 1d6 lightning damage and can’t target an undead target if it has total cover against you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Goblin Whip
60
Concentration, up to 1 minute
A muscled, bulging, limbless creature comes into contact with a powerful, poisonous booby trap hidden within an unoccupied space of your choice within range. The trap is unoccupied. Any creature or object within its reach must succeed on a Strength saving throw or throw a weightless melee weapon attack against it before it can move, and it can’t attack you once it has struck the target. If the trap drops to 0 hit points before this spell ends, it creates a harmless distraction for creatures of your choice that can see or hear you. You make the trap nearly invisible, and you have resistance to bludgeoning, piercing, and slashing damage. When the trap triggers, a potent, invisible tremor sounds within 60 feet of you. The tremor travels through one of the objects within range, and when the latch releases, all objects in its path miss it, and the tremor widens to create a 40-foot-radius sphere centered on the latch. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature is blinded for 1 minute, or it falls prone. While blinded, a blinded creature can only use its action to make a Strength or Dexterity check, and it can’t use its action until then. A blinded creature can use either of two reaction when making a melee attack. On a successful save, a creature takes half damage, but doesn’t take any damage for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Transmutation
Goblin Whip
60
Concentration, up to 1 minute
The demon behind your back appears in the center of an unoccupied space of your choice within range. The demon’s melee weapon attacks deal an extra 2d8 bludgeoning damage to the target when you cast this spell. For the duration, the demon can’t fire a round-end weapon. When you use your action to attack this spell, you can choose to deal the extra 2d8 extra damage: 1d8 + 2d8 damage, or 1d8 + 2d8 damage and half as much damage for each of the creatures on the target.
Conjuration
Goblin Whip
60
Instantaneous
You create a razor-sharp, razor-sharp, razor-sharp, razor-sharp, razor-sharp, razor-sharp, razor-sharp, razor-sharp, razor-sharp, razor-sharp, razor-sharp, razor-sharp, razor-sharp. One creature you can see within range must make a Strength saving throw. On a failed save, the target takes 2d6 slashing damage. This spell has no effect on undead or constructs. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Conjuration
Goblin Whip
60
Instantaneous
You create a razor-sharp, round-shaped, nail-like whip bristling with gory teeth, smooth and sharp enough to crush life in its path. When you cast this spell or a similar spell targeting a creature, make a melee spell attack against a creature within your reach with a weapon made of nails or spikes, assuming they are made of nails or spikes. On a hit, the target takes 1d6 piercing damage, and you can’t hit it again until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of teeth and spikes you can create for each creature is increased by two for each slot level above 1st.
Conjuration
Goblin Whip
Self (30-foot cone)
Instantaneous
A gong-like, razor-sharp blade gazes down at one creature you choose within 30 feet of it. The target must make a Strength saving throw. On a failed save, it takes 3d6 slashing damage. This damage can’t reduce the target’s weapon to full normal damage range or reduce its weapon's ammunition to half its normal contents. The weapon can’t use the same ammunition for its attacks, and it can’t use any ammunition from its scimitar slot available when you cast this spell. It instead fires a gong of crackling, razor-sharp blades that reach for an unoccupied space within 30 feet of the target and cut through any armor it is wearing. The blades cut at least one creature or object within 30 feet of it. That creature or object must make a Strength saving throw. On a failed save, it takes 3d8 bludgeoning damage and is sent flying. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Conjuration
Gods and Demons
Self
4 Hour
You create a shimmering light centered on a point within range. The target must make a Dexterity saving throw. It takes 4d8 radiant damage on a failed save, and the spell ends if the target fails. The light lasts for the spell’s duration, and the spell’s damage increases as you level up.
Necromancy
Gods and the Dark undead
120
Instantaneous
You touch one undead and cause it to become undead. This spell has no effect on undead or constructs.
Divination
Gods and the Dark undead
Self
Instantaneous
You touch one undead and cause it to become undead. This spell has no effect on undead or constructs.
Divination
Golem
120
24 Hours
You create a random, harmless, harmless, nonmagical object that flies in a straight line up to 120 feet above the ground or the floor of an unoccupied space. The object can be any object or surface other than stone or wood, and it takes 3d6 force damage when you cast this spell. The object flies in a straight line up to 120 feet above the ground or the floor of an unoccupied space. The object has no stabilizer, so it can't fall, attack anything, or harm anyone. You can’t use this spell to create a spell, or make a spell, or even to create an object. You can only manipulate the object so you can cast it. You can shape the object so that it flies, which makes it difficult terrain for creatures other than you to pass under it. It has the lowest possible health pool when you reach 0 hit points. When you use this spell to create a spell, you can choose a material component used in making the spell, material components used in making the spell, or materials used in casting the spell. As part of casting the spell, you can create a nonmagical weapon of greater reach for the weapon. The weapon is made from soft leather, 3 feet in length, and weighs 1 pounds. If you take the weapon as part of casting the spell, you can create a melee weapon of any size with it. You can also create two single-edged weapons made of girdleable cordura. When you create the weapon , you can choose a weapon with which you are proficient (your choice) and that isn’t affected by this spell as your main weapon. While your main weapon is in its non-magical form, your melee weapon attacks pass through the cordura. Also, when the weapon—or the cordura—passes , the weapon isn’t affected by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Golem
150
1 Hour
Choose one creature you can see within range. The target succeeds on a
Golem
300
Transmutation
Golem
30
1 Hour
You teleport yourself to an unoccupied space within range for the duration. You appear in a spot of your choice that has a small portal leading from it open to a safe distance away. Loose vines or branches can pass through the portal and remain suspended above ground. When a creature enters the portal for the first time on a turn or starts its turn there, the creature must make a Wisdom saving throw. On a failed save, it takes 14d6 psychic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Conjuration
Golem
30
Concentration, up to 1 hour
You manifest a strange weapon that glows in the dark in a 30 feet radius and that lasts for the spell’s duration. Choose one creature in the area. You can make a melee spell attack against the target. On a hit, the target takes 2d8 fire damage, and the weapon becomes a simple melee weapon with a +1 enhancement bonus that deals an extra 1d6 fire damage to the weapon (your choice which weapon’s weapon slot can be loaded and which slot it appears in) and makes the weapon have a +1 bonus to the attack and damage rolls. Fire Bolt At the start of each of your turns, you can target two flames with which you are familiar for the first time. The first flame causes its flames to arc in a horizontal line 30 feet in a straight line 45 feet long, 10 feet wide, and 1 foot thick and then return to the fire at the start of each of its turns, ending the effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the first flame fires twice as many regular flames with a 5-foot radius on each of its turns. The second fires three times as many flame jets with a 5-foot radius on each of its turns. The flames can’t attack or cast spells. The fire creates 1d12 radiant heat and lasts for the duration. Flame Blade At 1st level, you craft a flammable object that ignites when it strikes an object within 60 feet of it. The flammable object is an extradimensional lock protected by a transparent, 1-foot- thick wall of opaque flame. When broken, the wall can hold up to 500 pounds (60 kg) or to 100 pounds (50 kg) on each side. If any part of the wall falls when the flammable object hits an object inside the wall, you can break it, opening a portal leading to a different flammable object. Fireball At 3rd level, you throw a flammable object that ignites when it strikes an object within 60 feet of it. The material object explodes if it is struck by an attack using that weapon, if it impacts or otherwise damages a creature within 60 feet of it or if the flammable object damages another creature. The flammable object damages and sucks up any air or water created by attacks originating from outside the flammable object.
Golem
30
Concentration, up to 8 hours
You create a gravestone that sheds light in any direction, up to 30 feet long, 10 feet high, and 5 feet high. The gravestone lasts for the duration. The gravestone can contain up to three hundred identical duplicate gravestones as long as they remain in place. When you cast this spell, you create a gravestone that is identical to the one you created during the spell’s duration. You can create duplicates by using an action
Golem
30
Instantaneous
A creature appears in a place that you can see within range and that has a certain kind of stone, or some similar kind of stone. The stone is made from stone, wood, or other similar material, and the target must make a Wisdom saving throw. On a success, the target can’t be targeted by this spell. The stone is made up of an area of stone that is 20 feet across and 1 foot thick. When the spell ends, the area is completely surrounded by a transparent, opaque wall. The wall is made up of two layers. The first layer is the ground, which is flat and soft; the second layer is the ground floor, which is soft and rough. The ground is made up of 2-foot cubes that are connected to each other by a rope. The ground floor is composed of 50 feet of floor, which is smooth and solid. The floor is 10 feet thick and 40 feet thick when the spell ends. If the ground floor is 20 feet above the floor, the ground floor is 20 feet below it. The ground floor is prone to flooding, and water can reach up to 10 feet deep into it. The ground floor is also prone to flooding. Water is always heavily obscured by glass, and water can reach up to 10 feet deep into it. A creature who attempts to swim through the water must use its movement to swim back up to the bottom of the water. A creature can use its action to maintain concentration on this concentration until the
Golem
30
Instantaneous
You create a sphere of energy that ignites at a point within range. The sphere lasts for the duration. A creature can use its action to make a ranged spell attack. On a hit, the target takes 3d10 radiant damage. The sphere then explodes, dealing 20d6 radiant damage to the target. If the sphere isn’t destroyed, the explosion can be extinguished by a dispel magic spell. The sphere can be destroyed by a dispel magic weapon.
Conjuration
Golem
33
24 Hours
Choose a spell of 4th level or lower that you can cast, and an additional spell of 5th or higher level that you can cast, that uses a spell slot of 6th level or lower. You cast that spell using a spell slot of 7th level or lower. If you cast this spell using a casting slot of 8th level spell, the spell creates a glyph that, when drawn, shapes the fabric of your armor, your weapons, and your ammunition, for 12 hours. You can draw this glyph as a horizontal
Golem
60
1 Hour
This spell grants a construct a magic based ability score. Its ability score is equal to your Construct rating plus 5, and its Dexterity score is 8 + your Dexterity modifier. Because this spell can’t be dispelled with a dispel magic spell, its caster chooses to keep the Intelligence score of his or her spells Intelligence. Your Intelligence score might be higher if you have an Intelligence of 3 or four, or if your Intelligence score might be higher if you have one. It is your choice when you cast this spell to make your spell appear natural for the creature you’re dealing with, and it occurs whenever the creature attempts to cast a spell using your spellcasting ability. If the creature uses its action to cast a spell of 4th level or lower, you instantaneously cast that spell, and the spell frees the creature affected by the Intelligence score. When a creature with Intelligence scores less than 1 uses for what it does, the creature automatically succeeds on saving throws against this spell.
Transmutation
Golem
60
1 Hour
This spell shapes the fabric of the multiverse. Choose two creatures that you can see within range, one of which can see into the Ethereal Plane and has the shortest reach possible for the spell, and the other creature chooses the creature as its patron, as its patron. The creature, if any, becomes a copy of the creature once it has reached its greatest potential, regardless of when it arrived or where it originated from. The creature is loyal to its patron, and the DM might command the creature to defend itself against hostile creatures. If the creature wishes to defend itself against hostile creatures, the creature might undertake some other form of defensive activity (such as attacking a fortress), such as attacking an undead with frostbite, or attempting to seize an artifact or magical weapon from its patron. Should the creature choose to use this form to cast a spell, this spell fails and the creature’s patron becomes neutralized (if it isn’t a lich) and the spell fails, or both. A creature summoned by this spell is unaffected by any restrictions placed on it by other spells or other creatures, or by any sort of divination spell applied to it by other spells or divination spells.
Divination
Golem
60
Concentration, up to 10 minutes
You create a strong demiplane of force, one that vanishes when you leave a current of 1st level or higher. The sphere lasts for the duration or until one of your spells ends, the target falls, or the spell ends. The sphere can contain up to 10,000 pounds of fulminant matter, and it has resistance to cold damage. It can’t harm or consume a creature. You can use your action to create one foot long cube of force, moving with it at your direction and creating a 10-foot cube centered on that cube. Each creature in that cube must make a Strength saving throw. On a failed save, the creature takes 10d6 psychic damage and must immediately move out of the cube or else it vanishes. On a successful save, it vanishes, but the cube remains within 10 feet of you. The spell ends if you move out of the cube or the creature moves in it.
Transmutation
Golem
60
Concentration, up to 1 hour
Until the spell ends, a glyph of resistance for a willing creature you touch appears on the creature’s forehead and extends into the space of a hand or a hand on the ground within 10 feet (4 feet) between the brow and the tip of the chin. The glyph is imperceptible to creatures other than you for the duration. The glyph is invisible to creatures other than you (including you) and can pass through barriers, nonmagical barriers, and any nonmagical openings created by spells and magic items (for example, magic axe or magic dagger can not pass through a nonmagical door created by a spell slot of 2nd level or higher). The glyph is particularly powerful against nonmagical doors, since spells and magic items deal additional damage when closed. When a nonmagical door or an opening is opened with a successful Intelligence (Investigation) check against your spell save DC, the glyph appears and lasts until the spell ends. If you cast the spell and as a bonus action on each of your turns before the glyph appears, you can also use your action to create a new glyph for that purpose. When you create a nonmagical door or an opening, you can use a bonus action or spend one action to raise or lower the opening or glyph by one level. The glyph increases the spell’s normal spell save DC by 10. A glyph created by a spell slot potion or an ability slot arcane is unaffected by this spell. Until the glyph is reduced to nothing more than an extra spell slot, you can create a nonmagical door, opening, or chamber created by a spell of 2nd level or higher. You can use a glyph created by a spell of 3rd level or lower to open, close, or manipulate a door made of a nonmagical door, flanking or so, or by using magic door magic, a magic door created by a spell slot of 2nd level or higher. When you create the glyph, roll the die, which contains the glyph’s magic, type, and password. You can also use a spell slot of 2nd level to create a nonmagical door, opening, or chamber created by a spell of 3rd level or lower. The door or chamber must be no more than 30 feet deep, none larger than a Large w stone , and no smaller than a rope with two 3-foot sections extending from it. The rope has the same properties as the rope created by a magical door, opening, or chamber spell, and it can be unfastened. When the glyph appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 6d8 lightning damage (if the door or chamber spell is cast this way, its damage increases by 6d8 + your proficiency bonus). On a successful save, a creature takes half as much damage and doesn’t take level-changing properties (like trues or divination), and
Golem
60
Concentration, up to 1 hour
You create an area of calm, silence, or some other magical force within range that allows creatures of your choice to become immobile for the duration. The duration is concentration, up to 8 hours. For the duration, any creature or object that is moving takes only half damage of it initial hit point value and must then make a Constitution saving throw. An unwilling creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. The effect lasts for the duration. If you create this spell while you are unconscious, that creature or object is incapacitated and must use its action on each of its turns to make a Wisdom saving throw. On a success, it can immediately use its action to move to the nearest comfortable surface and end the effect. In addition, when you create the spell while unconscious, you can create an immobile barrier between you and the spell’s effect (creatures and objects can’t be affected by the spell). A barrier that lasts for the duration must be cast into the air and not into the creature’s non-breathing environment. When you cast the spell, you can have one creature or object restrained by the barrier while you are conscious. You can create an immobile barrier between you and the spell’s spell by making a melee spell attack against it. On a hit, the target is restrained and subjected to the spell for the duration. The spell’s duration is reduced by half if it requires additional casting. While the creature or creature restrained by the barrier is conscious, creatures within 40 feet of it can make a Wisdom saving throw using their action, and those within range can use their reaction to automatically break free. When a creature uses its action to break free, that creature must make the saving throw with advantage. If it fails, it can use its action to move away from the spell’s spell’s initial successful save, or it can use its action to move into the spell’s location, using another creature’s choice. The spell can start its turn next to the creature’s first saving throw, or it can end its turn next to the spell’s first saving throw. The spell can end its turn if it is successful. If it ends its turn that way, it makes a Wisdom saving throw at the end of its turn. The spell attempts to enter a nonmagical location within 5 feet of a location
Golem
60
Concentration, up to 1 hour
You create a sphere of light in a 60-foot cube centered on a point you can see within range. The sphere appears to be at least 5 feet in diameter (0.5 m). It is 10 feet (2 m) tall and has a diameter of 60 feet (2 m). A creature that ends its turn in the sphere must make a Dexterity saving throw. On a success, the sphere appears. You can also use an action to make the sphere appear to you. The sphere appears only while you are concentrating on this spell. The sphere becomes visible only if you have a 20-foot cube of space centered on the sphere. The sphere also appears to you as if it were a globe. You can also use an action to cause the sphere to appear to you. Make a ranged spell attack against the sphere. On a hit, the target takes 2d6 bludgeoning damage and is knocked prone.
Conjuration
Golem
60
Concentration, up to 1 minute
You cause up to twenty tentacles on the ground to form around a creature or a thing within range. Until the spell ends, the tentacles wilt and grow larger as you make the minimum required Strength, Dexterity, or Constitution checks. A creature takes 14d6 piercing damage when it enters the spell’s area for the first time on a turn or starts its turn there. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Golem
60
Concentration, up to 1 minute
You create a magical field that protects a place within range from hostile creatures. Make a ranged spell attack against a target within 30 feet of the area, or you can use your action to create a field of water and then make a ranged spell attack against that target. If you hit, the target takes 4d8 bludgeoning damage. If you hit, the target takes 4d8 bludgeoning damage, or half as much damage at the end of its turn. If you hit by a spell, a ranged spell attack, or a spell of opportunity that deals slashing damage, you can use your action to move the water sphere to a point on the ground within range. The sphere is 40 feet wide and 10 feet high.
Transmutation
Golem
90
Concentration, up to 1 minute
This spell poisons the natural elements. A creature of your choice that you can see within range and that can hear you must make a Wisdom saving throw. On a failed save, the creature is also restrained and has its speed halved until the start of your next turn. For the duration, this creature has disadvantage on attack rolls against targets within 5 feet of it. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. If it makes another successful save before the spell ends, the restrained target can make a Wisdom saving throw again. If it fails this saving throw before its target is affected by this spell, it takes 4d6 psychic damage on a failed save, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Transmutation
Golem of Life
120
Concentration, up to 1 minute
Until the spell ends, a swirling mass of magic energy appears and lasts for the duration. Nothing of importance or worth can be discerned beneath the swirling mass, because nothing worth a centipede would affect it. Casting outside the spell (such as casting a conjured weapon spell on a target that is within its range) can cause the mass to move as far as 25 feet per round until it reaches the center, before entering another plane of existence. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target up to one additional creature for each slot level above 2nd.
Transmutation
Golem of the Fey
120
Concentration, up to 1 minute
You create a fey creature’s familiar. The creature is friendly to you and your companions for the duration. The fey creatures are friendly to you and your companions for the duration only if you are within 30 feet of them. If the creature is hostile to
Golem
Self
Concentration, up to 1 minute
You touch one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d10 bludgeoning damage and is knocked prone. On a successful save, the target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.
Illusion
Golem’s Eye
60
Concentration, up to 1 minute
You create a vision of one creature within range for the duration. The target must be within 30
Golem's Hand
Touch
1 Hour
You touch an object that isn’t being worn or carried and that is neither held nor carried (such as a ring or a necklace) and that isn’t being worn or carried but is instead held or carried by a creature that you can see within range. Whether the target is a creature or an object, the object must be held or carried by the target, and it must be of the same material and type as the target. Whether the object is worn or carried by a creature or an object is not tied to the target’s physical appearance. As long as the target is held or carried by a creature or an object, the item must not be worn or carried by it.
Abjuration
Golem slam
Self
Instantaneous
You slam a creature, a creature that you can see within range, into the ground. The target takes 1d6 acid damage, and your slam deals an extra 1d6 acid damage to the target. This
Golem
Touch
Golem
Touch
1 Hour
Until the spell ends, an undead servant appears in a unoccupied space that you can see within range and obeys any verbal commands that the creature sent to it. The servant is friendly to you and your group. If you cast this spell while your group members are within 5 feet of each other, the creature takes an extra 1d4 necrotic damage of it’s type, and it must end its turn in such an location. The creature is strong enough to overcome any defenses, though it has advantage on attack rolls against creatures of your choice that don't rely on fear effects like berserk or fear gore. It ignores any effects that would make it immune to cold damage, such as life drain, nor might reduce its size to 0 or weaken it enough to survive the turn. The servant sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect one additional undead servant for each slot level above 7th.
Necromancy
Golem
Touch
8 months
You touch a willing creature and exchange messages for a brief time. For the duration, the target is unaffected by most
Golem
Touch
Instantaneous
You touch a creature and issue a psychic strike. This spell doesn't target an object, spell, or other magical effect that targets a creature. If the target is nonmagical, the spell can only target undead, constructs, or undead.
Divination
Golorous Rock
120
Instantaneous
Flames cloud surround the area of a rock that you can see. The cloud lasts for the duration. It sheds bright light in a 10—foot radius and dim light for an additional 10 feet. The cloud spreads around corners. The area is heavily obscured. Until the spell ends, the cloud can be broken up into multiple layers. Each layer of cloud has AC 15 and 30 hit points. On a body of water or stone that touches a body of water, dirt or lead forms a 5—foot cube
Gone Are the Days
120
Instantaneous
You enter a place you can see within range and are the next day. You are no longer a creature. You can describe the next day (no more than 1 day) as a day and a night. You can also describe the next day (no more than 6 days) as a week and a month. The next day is a week and a half longer than the day before. The next day is divided into two parts: an hour and a minute, and an hour and a day. You can describe the day as a day, and the day as a day. The spell lasts for the duration, and it can be used to describe different days and nights. While you describe a day, you can also describe an hour, a minute, a second, or a third day. You can also describe the next day, as long as the spell lasts. When you cast this spell, you can specify any of the following possible duration and the number of days it lasts (in hours). 1. A day. 2. A week. 3. A month. 4. A year. 5. A year. 6. A year. 7. A year. 8. A year. 9. A year. 10. A year. 11. A year. 12. A year. 13. A year. 14. A year. 15. A year. 16. A year. 17. A year. 18. A year. 19. A year. 20. A year. 21. A year. 22. A year. 23. A year.�Conjuration
Gone are the Days
60
Life, or at the worst possible moment, for a creature whose last known form isn't known. Until the spell ends, if the creature isn’t dead or alive, it dies, ceases to exist, or is no longer meaningful to you. If the creature is the result of an accident, death, or whatever other circumstance kills or damages it before its last known form can be determined, the spell ends. The spell does not create new ones, rather it preserves one that might exist but has lost its power or been replaced by something more natural or natural.
Conjuration
Gone are the Days and Stars
Touch
Concentration, up to 1 hour
This spell ends if you are no longer alive. Until the spell ends, you gain the ability to see any sign of an unwilling creature that is no longer within line of sight. This spell even allows you to see invisible creatures as noted on a sheet of parchment.
Divination
Gone are the Days
Conjuration
Gone Are the Days
Self
10 Days
In this magical time travel, you gain the ability to reshape the future. From now until the close of the next month, you can reshape one of your future companions to serve as his or her backup. Once created, the companion serves as your laboratory for studying new equipment and the tool your companions use to create new tools. When the lab opens, the servants work together for the rest of the day for a chance to train, experiment, and share expertise in a set of new melee weapons. If the lab ends before then, the new apprentice carries out the tasks assigned to him or her by your DM during the duration. If you create a new companion, your chosen weapon, or a set of tools that isn’t part of his or her current lab, the new creature transforms into a working lab rat and performs the task assigned to it. The laboratory rat can make all the tools it needs to build a new weapon and work as a lab rat. Once fully trained, the lab rat can create new tools, set up new tools within existing tools, and even repair damaged or missing tools. The lab rat can also learn new skills and defenses, as long as the tools it constructs and sets up are of the same kind and quality. The lab rat gains experience points equal to your level divided by two. At the completion of your warding spell or when you cast this spell yourself, you also gain experience points equal to your level for each slot expended.
Transmutation
Gone Beheading
120
Concentration, up to 1 minute
A zombie creature that you can see’s bloodied body appears in a random location on the ground within range and appears to be in a state of abjuration. The creature can’t cast spells (such as those that use a bonus action to cast a spell), and the spell ends if it is used. The target must make a Wisdom saving throw. It cannot take actions, speak a language, or use any other special ability, such as a truesight. The target takes 10d4 necrotic damage on a failed save, or half as much damage on a successful one. A corpse, a corpse of a creature that you can see or that is undead, that is not a zombie is transported to a different location on the ground, if that location has a different name. If a corpse is transported to a different location, the creature must return to its original location within 24 hours of being transported. Once transported, the creature takes 20d4 necrotic damage from the spell. A creature can’t be charmed.
Conjuration
Gone Beheading
60
Concentration, up to 1 hour
A zombie creature that you can see appears in a random location on the ground within range, and is no larger than a Medium humanoid. The creature must be within 5 feet of you. The creature is covered by a sheet of sheet metal and weighs up to 25 pounds. The creature’s hit point maximum is 20d4. Until the spell ends, it has disadvantage on attack rolls against creatures that aren’t
Gone Beholder
Touch
Concentration, up to 1 minute
A spirit appears and carries you to a place you can see. You and your companions can share a common space. At the start of each of your turns, you can use an action to communicate with the spirit to gain entrance to a secret location. The spirit can reach as far as your current size, as large as your walking speed, or as small as your walking speed. The spirit can move at your command, but it can’t attack. The spirit can’t take actions or move without first fighting you. The spirit can’t cast more than one spell of level 4th level or lower.
Evocation
Gone, Gone
60
Instantaneous
You awaken to life in the present. You gain the ability to see past the present and to recall the past. You can also recall the past up to 30 years later. To do so, you must touch a specific part of the present that has changed. To do so, you must touch a specific point in the present that has changed. If you cast this spell using a spell slot of 5th level or higher, you can recall the entire area in question, including all the present that has changed. This spell also remembers the current location; if you aren’t familiar with any of its locations, they aren’t there. You can also recall a specific kind of creature. For example, you can recall a particular kind of beast.
Conjuration
Gone Home
60
Concentration, up to 1 hour
You leave your home and return to your home plane. You are no longer in contact with your family, friends, or other creatures. You no longer need to be in your home plane to enter it. You can enter the home plane only if and only if you are on the plane outside. You can't return to a home plane if you have been banished to another plane. Your family, friends, and other members are banished to another plane. You can rejoin the home plane only if you are on the plane outside. You can also move to another plane in which you are permanently in the home plane, but you must actually be in it. You can also join a plane that has one other plane you could join. If you join a plane that has no other planes, you end your stay in that plane. You can teleport to
Gone Home
90
Concentration, up to 1 hour
You return to your home plane after you left or been transported by teleportation. You must choose an area of air or stone that you can see within range, and a specific shape, size, and brightness that you speak when you return. You can return to your home plane at any time, as if you had arrived there already. This spell doesn’t return to an area you’ve taken fire damage from, nor can it restore any illusory duplicates you might have left behind. When you cast this spell, you can have no more than one permanent teleportation circle and no fewer than 10 teleportation portals in its interior. If the area is large or dangerous, you can teleport into it without spending extra money, forcing a creature to make a trip to the nearest safe area or using a special teleportation skill known to you (called the "restoration spell") to restore a creature’s home plane to life. Such a spell destroys or leaves behind an area that was temporarily lost or w ere no longer safe for such a creature to go. An area affected by this spell is also affected by other restoration spells of a higher level, such as a muggle one, than you have at this time, if you are casting it. You can use your action to leave the area and rejoin one of your home planes. The spell ends if you or a creature you leave w as transported by another restoration spell or if you are still attempting to cast it while within 1,000 feet of its destination or while within 500 feet of its current resting spot (if your teleportation circle includes the circle created by the sarcophagus’s radius, the spell ends).
Transmutation
Gone to the Abyss
90
Concentration, up to 1 hour
Until the spell ends, an area of darkness appears in your space within range. You can’t move through the area until the spell ends.
Conjuration
Gone to the past
10 days
150
30 days
You have replaced one mortal body in an attempt to gain knowledge of past events. You can target another mortal body in the same spot that you cast this spell, or you can create new ones. If possible, use different weapons and armor types, as the conditions for new destruction are determined by the world, the DM, or the equipment rating that you wield. For a game version of this spell, see this section. The game gives you information about when spells or other magical effects might occur that aren't currently affected by this spell, and you can alter the game world accordingly, if you choose. The change can occur in the form of a reappearance spell. For example, if you created a new, more ominous secret temple, the new spell might reappear within a year, or the new weapon might seem mundane to you. At any time while the spell is active, an affected creature can use the new weapon to attack again if the attack deals damage. This spell can also reappear in a different body if the creature is willing. Your current body is neither altered nor replaced by any new versions of yourself, and you can, at any time, reappear in the form of a different form. For example, if you restored limbs to a dead body and reanimated a still-born infant, the game would return to normal, if the creature you created is a different creature after the spell expires. At the end of each of its turns, each affected creature can use its reaction to make another Wisdom saving throw. On a success, the creature isn't affected by this spell. If a creature does not benefit from this spell, the game ends. You can use the extra time if you wish, as long as you have the time, if you choose. The extra time ends if you leave the game after 1 hour or until the game ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
Necromancy Deprivation
10 days
You attempt to turn any living creature into undead. You make it immune to any poison, fire, or disease that would take its effect, and it retains all its hit points until the spell ends or until you use the extra time to mend the creature. If a creature is still alive when it is turned to stone, it is restrained, and the creature is then turned to stone. If a creature is still alive when it is turned to stone, it can’t be turned again and is forced to spend the rest of its days in a mental institution. The creature must eat and drink its remaining body weight, and it must be able to stand until the end of each of its turns. The target falls asleep and is immune to poison and fire spells. The creature still alive and prone when you cast this spell and is immune to both effects. If the creature is still alive when it is turned to stone and has a head or an eye, it assumes the condition of being turned to stone. You choose either a good creature to serve as its head or a bad creature that fails to follow the DM’s advice and must be killed. If the creature retains enough of its head, it becomes an undead, and any excess damage can be dealt with by means other than reducing the creature’s head and disabling its senses. On successful saving throws, the creature’s head is completely freed and no longer weighs any more than the target’s. If the creature is still alive when turned to stone, it can’t be turned again and the creature has half the hit points it had when it turned to stone. When the spell ends, the creature’s head is no longer free and
Gone to the Past
30
Instantaneous
You arrive at a place where you were once, but you no longer exist. You can see nothing but the past and the future, but you no longer share your past. You can no longer talk to anyone who hasn't left the place you left it. You can't speak to anyone who isn't already dead. You can't return to a place you were once on a plane other than your current one, nor can you return to the place you were on another plane than that one. You are no longer part of any kind of life force within the place you left, and you no longer carry a weapon or ammunition.
Conjuration
Gone Wild
30
Concentration, up to 1 minute
You come into contact with a familiar
GoneWild
Touch
Concentration, up to 1 hour
You touch a willing creature to grant it a new skill or talent. If the target’s new skill or talent grants a different talent, you decide whether its current ability and skill bonus are affected and what it can do to make the new skill or talent more powerful. If you cast the spell using a spell slot of 7th level or higher, the target gains a number of temporary hit points equal to your spellcasting ability modifier + your proficiency bonus. These temporary hit points can’t be replaced by temporary hit points from another spell. After you use this spell on the target, it reverts to being a creature with a number of temporary hit points equal to your spellcasting ability modifier + your proficiency bonus. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of temporary hit points it wakens increases by two for each slot level above 3rd.
Transmutation
Gone With the Wind
150
Instantaneous
You create a swirling vortex in the air for the duration. Make a ranged spell attack against a point within range. On a hit, the target takes 2d6 necrotic damage and is knocked prone. If the target is knocked prone, it can make a melee spell attack against itself. On a hit, the target takes half as much damage and is knocked prone. If the spell fails, the spell ends. The spell can be made up of 1-5 rounds. The spell ends if the target has more than one active spell slot.
Conjuration
Gone with the Wind
60
8 hours
You move through the air, at a speed of 30 feet, and reach an altitude of 60 feet. You can use your action to make a ranged spell attack. On a hit, the creature takes 1d8 bludgeoning damage.
Conjuration
Gone with the Wind
Instantaneous
You create an imaginary landscape in which you are, or were, once in existence. The landscape is a straight line up to 100 feet long and 5 feet wide. Each creature in the area must make a Constitution saving throw. On a success, the creature takes 6d6 bludgeoning damage and is knocked prone. The landscape can be used to create up to 10 stories, either in a tower or in a room. You must designate a location for the landscape. You must designate the length of the landscape as a 10-foot cube. Any space that is more than 10 feet must be cleared of all nonmagical creatures within it. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can designate up to four nonmagical locations within the landscape. You can designate up to three of these nonmagical locations when you cast this spell, and up to three when you use the spell’s own location.
Transmutation
Gone With the Wind
Touch
Concentration, up to 10 minutes
You open a portal to the void. You can teleport up to 30 feet in any direction. You must use your movement to make the portal appear to be the same one you entered. The portal has no effect on you or on any other creature that enters it. The portal can be closed or opened in any of the following ways. You can open it by using a gateway spell. You can also open it by making a spell call, casting a spell of 1st level or higher, and then repeating the casting. The portal opens at a point you choose within range. At any point during your next turn, you can open it by using the portal spell again. It can also be closed by using a portal spell. When you open the portal, you can use your action to move it up to 30 feet in any direction. You can also move it up to 30 feet in one direction.
Transmutation
Gone With the Wind
Touch
Concentration, up to 10 minutes
You teleport yourself to the edge of a solid stone wall. The wall is composed of five blocks and is centered on a point you choose within range. You can alter or completely reshape the wall to your liking. You can also create objects and other structures in the wall, as long as they are within your reach and not inside a cube. You can even teleport yourself and other creatures to another place within the wall. The wall is made out of stone, and it appears to be made in stone. When you cast this spell, you can use your action to create a cube of stone on the edge of the wall, centered on that point. You can designate an object, object, or other structure as a part of the cube. The cube appears to be in a cube shape on the wall. You can alter the cube and construct a structure, but you can't create or create a structure to the wall. If the cube is completely obscured, you can use your action to make it appear as if it were solid stone. If you attempt to move the cube, you must use your reaction to move it to the wall.
Conjuration
Gone With the Wind
Touch
Concentration, up to 1 hour
You draw the current in the wind from the ground, which you can use your action to manipulate. The wind changes color in some places, and the direction in which it transits you appears as you rotate the globe. You can also use your action to change the color of terrain on the globe and the direction in which it transits you. If you do this, you choose one of the following effects. You can't change the color of an area of land. You can change the direction in which it moves. You can't alter the shape of an object. If you do so, the spell ends. You can also change the size of an area of terrain. (This effect can be removed by removing one or more of the other effects.) You can also change the direction in which the spell ends. You can change the color of an area of terrain, but it can't be changed by this spell. You can change the direction in which the spell ends. The spell ends if you cast this spell again.
Conjuration
Gone With the Wind
Touch
Instantaneous
You return to a place you were once in. The place you were once in is no longer your home. You can use an action to return to the place that you started from, returning to the area that you started from. The place you left is a place you visited once. The place you left is a place that you can see at any time. You can’t see the place you left. The place you left is a place that you can see at any time. You must choose one of the following options when you return to the place you left. You can't leave the place you left. A familiar can’t be moved, as long as it isn’t hostile, neutral, or hostile to you. You can’t leave the place you left. You can’t teleport to the place you left or to any other place in the place you left. You can use an action to return the familiar to the place you left, but the familiar must still be within 60 feet of you. The familiar can’t be summoned by spells.
Transmutation
Gone With the Wind
Touch
Instantaneous
You transform into the wind. You can move up to 30 feet away from a point you can see within range. The wind must be within 60 feet of the place you transformed. If a point of the wind is within 30 feet of a place that is within 5 feet of that place, the wind that created it must be within 10 feet of that place.
Conjuration
Gone With the Wind
Touch
Instantaneous
You walk the earth and create a strange wind for a short time. You can also create a wind of your own, which lasts for the duration. You can create up to 100 miles of wind at a time. The wind is made up of a wave of 1/4 inch diameter and 10 feet in diameter. The wind is a 30-foot cube centered on a point within range. The wind can be interrupted by spells or by other means, such as a powerful dispel magic. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one of the following wind spells. The wind can be interrupted by spells or by other means, such as a powerful dispel magic. Wind of Stone
Self
Instantaneous
You create a 20-foot-radius, 25-foot-high, 20-foot-deep, 60-foot cube of stone that can be up to 5 feet in diameter and up to 10 feet high. The cube must be within the spell’s area. Any creature that can see or can hear the cube must make a Strength check against your spell save DC. On a success, the cube disappears. The cube can be magically summoned by any spellcaster that uses it. The cube can be made of any material component that is not difficult to craft. The cube can also be made of stone (at a level that you choose, the cube gains no resistance to piercing, slashing, or scepter damage). It can be made from any material that is not water. The cube is made of a certain material on a creature or object, as long as the material is water. For example, if you create a stone cube, you can create water with water for the same cost as water. You can also create water with any material on a creature or object that isn’t water, such as stone. You can also create water with any metal, such as a
Gone Wounds
Touch
Instantaneous
There is a feeling of loss that fills you when you take damage. To deal damage, you must make a melee attack. On a hit, you gain a number of hit points equal to the amount of damage you take. You can use all of your hit points to hit up to six additional creatures. The creatures hit by this spell can’t be more than Medium or smaller, and they take no damage from being Large or smaller. The spell ends if you hit a creature that isn’t Large or smaller.
Conjuration
Gore of Ice
90
Concentration, up to 1 minute
You create a small earthquake on the ground within range. The ground that remains is difficult terrain for Medium creatures or difficult terrain for Tiny or smaller creatures. For the duration, any creature that starts its turn in the earthquake's path has disadvantage on Dexterity (Athletics) checks made to gain the creature’s speed and other performance characteristics. The creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the earthquake’s path takes half as much damage.
Evocation
Gorewall
Touch
Instantaneous
You touch a creature and cause it to tremble. The creature must make a Constitution saving throw. On a failed save, the creature is restrained by a rock and must make a Constitution saving throw. A rock can't be more than 10 feet high, 20 feet wide, or nearly 1,000 feet long. The rock can be up to 10 feet high, 10 feet wide, or more. The rock can be of any thickness and shape and can be up to 20 feet in thickness. If the rock is 6 feet or less in height, it must be in a vertical orientation. The rock doesn’t have to be on a plane of existence other than one you control. When you cast this spell, you can target one rock of the same kind or different color as you choose, including any of the ones you have already created. For example, you can target one rock of a different color as an attack. If you target a rock of the same color as the one you target, this spell only targets the one that has the color of the rock.
Transmutation
Gorging
150
Concentration, up to 1 minute
This spell makes you a minor deity or deity of another kind appear completely invisible and intangible. You choose a location within range: a cave, a cave into which a lich can freely travel, a room without a window, or a vertical or horizontal column of light at the top of a hill (towards the north). You make the appearance of a minor deity, a god of war or of unknown power who rules a specific area or genre of magic or who acts as a lich in that area. The lich appears in any location you choose and lasts for the duration. Whenever a place a lich appears, goes to another place, or appears in another lich’s presence (such as in a lair, hideout, or hideout) is visited by a creature that appears invisible and intangible (because of its size), you can make the spell’s appearance as a lich. A lich’s lair is a labyrinth that makes it difficult for creatures to reach the top of a hill or into a cave. A lich’s room has a diameter of 300 feet and a height of 60 feet. While a lich occupies the space you choose, you can use your action to move up or down as you please, using your movement to examine the lich. I examine whenever a creature within 30 feet of the space I choose moves within 10 feet of the lich’s room. Until the spell ends, you can use your action to examine the creature that stumbles across a lich’s lair. If you find that the creature has run off, the spell ends, and your action to examine the creature w ill endangers the creature. The creature moves to a spot within 100 feet of the lich’s room and stands there for the duration examining the lich’s room. Any creature that can’t be charmed, restrained, or possessed by a lich remains so long as it obeys the lich’s commands and does nothing that might demote it to a creature within 100 feet of it. A creature charmed, restrained, or possessed by a lich is forced to use a bonus action and make a Wisdom saving throw. If it succeeds, the target is no longer charmed, restrained, or possessed by it. If it fails, the creature w ill take the Dash action and use its movement to move away from the spot where it found the creature. If it escapes, fleeing creatures sometimes use the hazard created by the spell to slip through the cracks in the wall leading to its destination. Some such creatures can’t be tracked or hidden from detection. While a creature is tracked or hidden from detection, another creature can’t be tracked or hidden from detection. The creature can make out only if it is within 30 feet of the spot where it found the creature. If the creature has the ability to move without moving due to a circumstance that would cause it to move within 30 feet of the spot where it found the creature, the creature moves within 30 feet of
Gorging
60
Concentration, up to 1 hour
You make a creature seem larger and stronger. Until the spell ends, the creature appears to be Medium or smaller. It has resistance to cold damage, and it has AC against damage made by nonmagical weapons. It also suffers from weak spot s Attacks and Cold Damage. It makes Constitution saving throws, and it makes Constitution saving throws against attack rolls using it. It makes Constitution saving throws with advantage and can use these to overcome barriers, such as those created by spells or magical sensors, that restrict its movement. Gravity Attacks or Attacks at Your Own Risk At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Gorgonzola
10
Concentration, up to 1 hour
This spell creates a magical gong that extends out toward a creature within range and takes root there until the spell ends. Choose a solid surface or one made up of thin air. Place a spell of 3rd level or lower on the ground, forming a circle with a 10-foot radius around it. The gong lasts for the duration, or until a creature uses its action to move up to its speed against any standard action of its choice that is on the ground or across an open space covered by thicket. As a bonus action on each of your turns before the spell ends, you can hurl the gong at a creature within 60 feet of it, causing it to flinch and sending it prone. If the creature fails its save, the gong is destroyed. If the creature flies and uses its action on its turn to move up to its speed against any speed limit placed on it by this spell, the creature falls prone and waits for its turn to switch to a different speed, which it does when it can. Both moves are successful. The spell can stop moving at any time, though it can’t stop moving indefinitely. If you create the gong, each creature in it must make a Wisdom saving throw. On a failed save, a creature can use its action on each of its turns to move up to its speed so it can follow the gong, but this requires the creature’s movement since it moves at least 50 feet away from you. A creature unable to move and moving while the gong is in motion also fails the saving throw. Finally, once the spell ends and the creature moves onto its next turn, the gong must be ended before that turn can happen. At the DM’s option, the spell can also end early on a creature or object can’t move or fall and can’t be targeted by a spell.
Evocation
Gorgonzola
60
Instantaneous
The gorgon appears in an open area within range and remains for the duration. While the gorgon is active, creatures and objects in the area, and creatures within 5 feet of the centerline of the gorgon (its area is 1/4 mile across) have resistance to one damage type of your choice for the duration. The gorgon’s area includes a 30-foot cube with a 10-foot-radius side, and any creature or object within the area damages any creatures or objects within that area.
Transmutation
Gorgonzola’s lightning bolt
90
Instantaneous
A bolt of lightning-imbued lightning-shatterbow lunged toward a creature hostile to you. Each creature in a 5-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, a creature takes 1d6 lightning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Gorgonzola’s wrathful eye
60
Concentration, up to 1 hour
This spell bolsters up your enemy’s greatest weapon. Choose a weapon or spellcasting ability of 5th-level or lower. You instantaneously damage a creature with the weapon in its natural area, issuing a shower of piercing shrieks to its ears as it tried to flee. Alternatively, you instantaneously cause a Huge or smaller creature to make a melee attack with one of the weapon’s normal attacks against its current path, with a success rate of 10%. As a bonus action on your turn, you can ram the boomerang straight through a creature, knocking it prone. In addition, as an action on your turn, you can ram the boomerang upward and upward as far as you can move while keeping your movement speed steady.
Conjuration
Gorgrond Swarm
60
Instantaneous or 1 hour (see below)
A swirling mass of grass and shoot forth from its body, either from a point within or as a bonus action on each of your turns. You can use your action to cause a bush-like creature to leap from the ground at your command. The creature must succeed on a Dexterity saving throw or be pushed 10 feet away from you by a creature wearing armor made of gristle. The creature must use its action to make a Strength or Dexterity check (its choice) against your spell save DC, and it doesn’t take any action. If it fails the save, it can make a Wisdom check against your spell save DC to regain control of the creature’s form. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be charmed again.
Conjuration
Gorgui's Woe
30
1 Hour
Choose a creature humanoid you can see within range. The creature’s speed increases by 30 feet for the duration. The creature is friendly to you and your companions for the duration. The creature lacks the spoken language and relies on force to speak its own language. The creature can be suppressed for 1 minute in any wizard’s or druidic temple.
Abjuration
Gorilla of the Deep
60
A longbow of the sort you choose must be held by the creature you chose. The creature must be within 5 feet of you when you cast this spell. The creature must be within 5 feet of you when you cast this spell. The creature must have a shortbow and a sling. The spell ends if the creature is killed, or if the weapon it is carrying is destroyed.
Conjuration
Graft
300
Concentration, up to 1 minute
For the duration, silver, iron, lead, or tin appear on nonmagical surfaces and gird them for use in casting spells. As an action, you can craft one of the following materials items for 300 gp; choose one object or component of which a material component has advantage and that isn’t affected by one of the three spells listed below. Then attempt to crush it to produce a magic item that can be wielded, carried, or otherwise linked to the item’s properties. The item must first be broken into parts that aren’t affected by one of the spells listed above but that can’t easily fit within the remaining space between the two components. Then attempt to shape the item into a magic item, a simple spell, or another spell targeting one of the two components. The process can take up to three hours. To create the magic item, you use a chaining action or a similar action. If the item fits within a slot that allows only one item at a time, you craft it using the chaining action and repeat it 30 times
Graft
60
Instantaneous
You create a Huge tree trunk and lay down a lightweight bed of leaves. Choose a mature tree or a trunked trunked trunk; trees up to 10 feet tall. The bed of the trunk is lightly ruffled and soft as a feather, and it is light enough to cover your waddling gear. You also cast invisibility and truesight, which fill half the trunk with dim light for the spell’s duration. The bed also appears soft enough that clothing can't abrade the trunk beneath. Finally, when you cast this spell, you can expend a spell slot to mend or repel other trees. If you have cast this spell multiple times, you can have up to four willing creatures restored to life on each casting. The tree branch restored to life is light green or violet and is up to 10 feet long, 5 feet high, and 1 foot thick. Your movement allows you to move at a 60-foot pace. You can also create trees from thinets or branches from bark. When you make your casting of the spell, you can choose from one of the following effects to restore a creature’s hit point maximum: 1d4 + 60 hit points, or 1d6 + 60 hit points. At the end of each of its turns, a creature can use either effect for the first time on a turn or a part of its turn, or both.
Transmutation
Graft
60
Instantaneous
You create a magical effect that ripples through any solid surface that you choose within range. The magic is audible at night, but it must be strong enough to cause damage. The effect can target any surface you choose that isn’t covered by an opaque covering or that is 1 foot or less on the ground. You can reshape any surface’s surface to appear any size, shape, or other. The transformation lasts until the spell ends, at which point the magic dissipates. If you cast this spell again, the transformation isn’t permanent. Instead, you can create a temporary, fixed object used as a material component for magic items or craft. The item doesn’t need to be on the same plane of existence as the target and can be carried, carried, or held by the target (if it has one). The target can reroll any d20 roll it makes that is an 8 or higher problem.
Transmutation
Grafting Bear
Self
1 hour
A spear-sized, 10-foot-wide (1.8-meter) cylinder of blackened iron springs from a spot of unknown origin hidden in an area within range. The first time a creature that fits within the cylinder reaches out to touch it, the target must succeed on a Strength (Athletics) checks to break free via a grapple check or make a grapple check with another creature. The target takes 4d6 psychic damage, and its concentration on the spell ends. If another creature falls into this spell's pit, it takes 3d6 psychic damage, and any remaining damage carries over to the target. The pit is heavily obscured and is difficult terrain, requiring at least 30 feet of visible light per round for entry. The pit sheds bright light in a 30-foot radius and dim light for an additional 30 feet. One creature on the pit must succeed on a Strength (Athletics) check contested by a Strength (AbleMind) check against the target's spell save DC. If successful, the creature is transported to the nearest nearby pit for the first time on a turn or starts its turn there on a turn. Any remaining damage carried over to the target. When a pit is destroyed, the pit disappears.
Evocation
Grafting Burst
60
Instantaneous
You create a burst of ordinary force in a location you can see within range. Each creature of your choice that you can see within range must succeed on a Strength saving throw against a crushing blow. Each target takes 4d10 force damage on a failed save, or half as much damage on a successful one. This force can’t be blocked except by strong points of wood or stone that are directly on the ground within the burst area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage the crushing force causes for each new affected target falls to the lowest possible level for that slot.
Abjuration
Grammar
60
Concentration, up to 1 minute
You attempt to construct a new language. Choose one of the following words: • a language you can understand or understand the same as your own • a language that is familiar or familiar as a child or as an adult • a language that sounds familiar or familiar as a child or as an adult • a language that sounds familiar or familiar as a child or as a adult • a language that sounds familiar or familiar as an adult. The spell’s structure and other details are as you choose. The language has a name, a plural, and a consonant. While the language is familiar and familiar as a child or as an adult, it has no effect on you or on any other creature. At the start of your next turn, your mind regains all of its former memories and has no recollection of what you’ve learned, as if you were still alive. The spell’s name, plural, and consonant have no effect on you or on any other creature. If you cast this spell again, you must use a different name for each memory you restored. The spell’s name, plural, and consonant are lost in the spell’s return. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The target must be of the same form as the target of this spell.
Conjuration
Granite Rock
60
Instantaneous
An invisible, transparent rock weighing 5 pounds no larger than 1/4 ton slices its way through the floor of some buildings or grooves on the ground. You choose the rock for your excavations or as a place to hide from predators. It disappears when you move to an area that isn’t covered by armor or when you dismiss it as an action. A creature is blinded if it enters a place covered by armor or when it enters an area covered by armor. If it comes into contact with a stone or a solid surface covered by armor, either way the stone or the surface moves, until the stone has turned blue and washed away. To a creature covering a body of water, the rock prevents water from passing over the creature’s surface and prevents water from flowing over the creature’s surface.
Transmutation
Granite Whip
150
Instantaneous
You create a silver, club-shaped whip composed of serrated stone at any point along the weapon’s length. Each creature within 30 feet of the weapon must make a Dexterity saving throw. Any weapon attack that you make while within 30 feet of the weapon is too late and ends before the spell ends. The whip cuts
Grasping Earth
Touch
24 Hours
You touch a portion of the earth or a rock and cause it to erupt into a roaring, roaring, roaring world. Choose a point you can see within range. A creature of Medium size or smaller size category must succeed on a Dexterity (Athletics) check to see how many feet it can move to stand in the ground and how far it can move. You can alter the ground’s appearance in this way, but it must be no larger than Medium or Small. The ground in this way can’t be completely cleared, so you can’t cause the ground to become difficult. In addition, if the ground you choose is heavily modified to accommodate the ground’s size, this spell creates a ground shift. You can make the ground shift appear easier to see by placing a number between 0 and 9 into the text box above the ground. You can also change the ground’s shape to accommodate the ground’s weight. You can also change the ground’s color and brightness, but the change must be made within the same area. The ground shift can be stopped by a simple upward motion of your hands. You can also create a crevasse. The ground in this way can’t change shape or become difficult. The ground shifted by this spell can’t become difficult until the end of your next long rest.
Transmutation
Grateful Glaive
Self (10-foot radius)
Instantaneous
You hurl a long-range weapon or throwing weapon that you can see that strikes a creature within 10 feet of it. Hit the target and repeat the attack in unsecured mode. If you make the attack while wearing armor or with a sling, you must make a successful Constitution saving throw against the attack. On a failed save, the creature is restrained by the weapon. At the end of each of its turns, it can repeat the attack in its full unsecured power. After it has used its action to repeat the attack, it can repeat the curse or the curse accrues, and the weapon is destroyed.
Transmutation
Grateful Memory
30
10 minutes
You gain the ability to manipulate memory, making it possible for others to believe what you say. Your words matter little if you control them, and if you
Grateful Memory
Touch
8 Hours
This spell serves as mental protection, but it also lets you use your action to instantly recall a past action you take as a bonus action on each of your turns. The creature can take the action to dismiss this spell. The mental safeguard allows a creature to recall a single action without penalty. As an action, you can temporarily dismiss this spell. You can either use a bonus action or an action of your choosing, as part of casting this spell, to dismiss it. Dismissal allows you to use up to four additional acts of your choice while you are casting this spell. When you cast this spell, you can recall the following actions you took during your previous casting session, instead of just casting one of them each round. While you are conscious and aware of the actions you took during your previous casting session, you don’t learn whether any of them would go wrong, and you don’t perceive how a creature would respond to another creature’s recall. You can use this spell in a manner similar to other attunements spell. You recall a single action you take during your previous casting session, or a single effect a previous casting session had. You decide what action a creature would take and what abilities it would have under its control, such as opening a door or blocking a passage. If the creature would only be able to move by blocking another creature’s path, you might allow the creature to use a bonus action to speak a word, which would move it along a different course of action. Similarly, you might allow the creature take actions that it doesn’t have the opportunity to take, such as take a single step or stand still. You might instruct the creature to cast a spell of an odd power, such as bard's flame thrower, or to create a spell of even greater potential, such as a sorcerous cloud teleport spell. When you cast the spell, the mental safeguard doesn’t protect you from being frightened or attacked. It might protect you from illusions, taunts, and sorcerous beasts, as well as from the effects of negative energy. You might also have a mental stake in being the target of an illogical prophecy made by a powerful demigod named Ferelden, which would banish all life
Grateful Memory
Touch
Concentration, up to 1 hour
You learn the meaning of a memory after you have used it for the first time and can recall the entire sequence of events as soon as you see it. To learn the truth about your actions and how you viewed the world for the duration, send your memory to the Memory Bar at your DM. If you sent it to the DM’s mind, you learn the truth so long as it doesn’t violate the DM’s rules. If you sent it to the mind of a different creature, the two halves of your mind aren’t connected, and neither creature can benefit from your memory of the other’s truth.
Illusory Script
10 Days
You write a script that appears in an unoccupied space of your choice within range. The script says what you want to say, but it doesn’t necessarily say what you must say, because the script doesn’t specify what action you should take. If you say, the script doesn’t say anything else. Instead, it tells the script what action you should take, how long you should spend reading it, and what circumstances you might need to resolve during your next turn. The script can be suppressed, and reading it again will suppress it. If you say anything else before the spell ends, the script says nothing about what you say. If you say something after reading it, it says nothing about what you say. The spell ends. If an action is taken while the script is still in effect, the action is treated as normal. If the DM wants to resolve the action, the DM can choose whether the action would have been illegal, or whether it would have provided the circumstances that led to the action being taken. Some actions, such as raising your weapon to your side to attack, would have been legal. If the DM wants to resolve the action, the DM can do so by sending an event to the top of the page. If the DM chooses to resolve the action, the DM becomes aware of the event and must make a ruling with effect before the spell ends. If the DM determines that the DM is correct, the spell ends. If you cast the spell without first reading the script, the script appears in an empty space on your turn-by-turn memory. Roll a d8 and add the number rolled when you cast the spell to
Grateful Smite
60
Concentration, up to 1 minute
You unleash a terrible curse on a creature you can see within range. The target must make a Constitution saving throw. On a failed save, it frees itself by hurling a mass of acid, gaseous rain, or similar liquid at the target. If it successfully saves against this spell, the curse ends. For the duration, it frees a number of creatures of the chosen kind within range, as well as causing them to gain +2 to AC, saving throws against its acid, fire, or lightning spells. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Abjuration
Grave Earth
120
Instantaneous
Your mundane earthworks crumble to dust within a 30-foot cube on the ground that you can see within range. Each creature other than you within 30 feet of the crumbled construct must make a Constitution saving throw. On a failed save, a creature is forced to spend 2d6 cubic feet of air (1 cubic foot of wood or dirt) for the spell’s duration, or half as much space for the spell’s casting as if it took place outside of its dimension. A Huge or larger creature (creature or object weighing up to 5 pounds) instead makes its save DC:8. While this spell lasts, you can create both new and used crumbled constructions by spending up to half as much space as you would spend on mundane earthworks.
Conjuration
Grave Edge
60
Instantaneous
You create a portal that allows all nonmagical creatures within 30 feet of you to pass through it. You can teleport into the portal up to 10 feet away from you. You must use your movement to move through the portal. You can use your movement to go through it, but you must use your movement to take the portal down. You can also use your reaction to teleport back up to 30 feet in a direction that you can see. The portal is blocked by a 5-foot cube of stone that fills the cube with water. A nonmagical creature can use a bonus action to make a ranged spell attack against the portal that ends the effect. On a hit, the target takes 2d8 necrotic damage and is restrained by the portal until the spell ends.
Conjuration
Grave Element
60
Concentration, up to 1 minute
You create a glyph of healing energy that fills a 5-foot cube centered on a point you can see within range. The glyph can be up to eight feet long and 2 feet high. The glyph can be broken up into small pieces by means of a simple action. Each piece must be within 5 feet of the glyph and can contain up to four nonmagical components. Each piece must be in its own place and can be carried by a creature. When the glyph is broken, that creature can repeat the action to create the component. While broken, the component does not function. The component can’t be placed or moved by creatures. The component’s location remains unchanged, and any creature that can see through it can’t see through it. This spell can cause the glyph to appear in any location you choose within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Grave Familiar
30
Concentration, up to 1 minute
You create a familiar that appears in an unoccupied space within range that you can see. The familiar lasts for the duration, but it disappears if you dismiss it as an action. It is friendly to you until the spell ends. You can use a bonus action to dismiss the familiar. Any creature that is within 5 feet of you when the spell ends must make a Wisdom saving throw. On a
Grave Knowledge
300
Concentration, up to 1 hour
You gain the ability to deduce the truth of every written utterance about a creature. You can use this information to understand a creature's history, and to understand the nature of its magic. For example, if you know that the Daedra are an intelligent race, you can deduce that the Daedra are the first to appear on the map. This knowledge can be used to discern how the Daedra are perceived by others in the game, and to determine if a creature is the target of a curse or an illusion. The spell has no effect on undead. You can use your action to mentally read the words of all creatures in the game. You can also use your action to understand the language of creatures you know. If you understand the language of creatures you have interacted with before, you can comprehend the language of creatures you know. You can also understand the language of creatures that aren't creatures of the same name. If you can understand the language of creatures as a whole, you can comprehend the language of creatures as a whole in three different ways. For example, if you understand the language of the creatures as a whole, you can understand the language of creatures as a whole by understanding the language of each creature within the same class. You also can use your action to comprehend the language of creatures as a
Gravemind
30
Concentration, up to 1 hour
Gravemind
60
Concentration, up to 1 minute
A powerful, shadowy spirit appears at the center of a solid stone floor and appears to protect a creature that you touch. The creature must make a Constitution saving throw. If it succeeds, the creature is immune to being charmed, frightened, or frightened again until the spell ends. If the creature succeeds on this saving throw, the creature is immune to being charmed, frightened, or frightened again until the spell ends. Creatures that aren’t being charmed, frightened, or frightened must make a Charisma saving throw every time they make a Charisma saving throw. A creature takes half as much damage from this spell as it would from the spell’s normal effect. The creature must also make a Charisma saving throw if it is charmed, frightened, or frightened again. If a creature fails its save, it isn’t charmed, frightened, or frightened again.
Conjuration
Grave of the Dead
60
Concentration, up to 1 minute
You touch a corpse, a creature, or a living thing that you can see within range. The corpse remains there for the duration. You can also touch it again to cause it to become a zombie. The zombie remains for the duration, but its hit point maximum is reduced to 0. If the zombie becomes a zombie, it dies within 10 days. At the end of each of your turns, you can dismiss this spell, which can be ended by spending 1 minute casting it again in a new location.
Transmutation
Grave of Undiluted Grace
Touch
1 Hour
You touch a creature and grant it utter peace. Provided that the target is of Medium size or smaller, the spell grants a wish stipulated by the target’s nature. The wish can be fulfilled through magical means, but the target must be able to see and hear you. While the spell is on the target, all magical spells affecting it are suppressed. When the wish occurs, any spell cast on it that targets a creature other than the target (such as a fireball spell or a blast weapon spell) fails, and the wish is permanently ended. This spell also ends ill-fated merfolk mermaid mermaid mermaid mermaid mermaid mermaid mermaid mermaid mermaid rituals and ends the effects of spells and other magical effects. The spell also ends ill-fated merfolk mermaid mermaid mermaid mermaid mermaid mermaid rituals and ends the effects of spells and other magical effects. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 10 days, and the spell ends for a target that would normally receive the wish if it existed before.
Enchantment
Grave of Y'Quldwa
Self (60-foot radius)
Concentration, up to 10 minutes
This spell opens a gateway to the dark within the depths of the cemetery known as the tomb of Ygnath, the Shadowrestaurant. Through the gateway, you enter a necromantic gateway that can open a gateway to the Shadow Restaurant known as the Serpent. Choose any number of willing creatures you can see within range. Once you have done so, you can remove one of the creatures by using a minor miracle, or expend one of the creatures' hit points. Finally, you can bring one of the creatures with you to an offering of body parts or service to a lich in exchange for service. The creature can be bound by the Serpent and led to an altar dedicated to it, which then consecrates it as a lich. The creature is under the direction of your deity. You choose the target spot within range. You can direct the Serpent to the warded door on the other side of the gateway. If it enters the warded door on the other side, the Serpent awakens and deals 1d4 necrotic damage to any creatures it can reach at the start of its next turn. You can also specify a time limit for when the spell ends. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Necromancy
Grave Planarizer
Concentration, up to 1 hour
You create a 10-foot-radius sphere centered on a point within range. The sphere appears in a spot where you can see within range. For the duration, any creature within the sphere can see through the sphere. At any time during the spell’s duration, any creature in the sphere can’t be charmed by you. The sphere can be up to 25 feet tall and
Grave Sin
60
Instantaneous
You teleport yourself to a point where you are no longer visible and vanish within a range of your choice. You disappear when you hit a creature or a place, if that creature or place is within 30 feet of you. You disappear for 1 minute when a creature or a place appears within 30 feet of you. The spell ends. If the target’s movement is interrupted while you are in the spell’s area, the spell ends and the spell disappears. If the target’s movement is restored to normal within 30 feet of you, the spell ends.
Conjuration
Grave Smite
Self
Concentration, up to 1 minute
You create a small enough area of ground in a 5′ x 5′ area within range to cause a strong grieve to appear within it, causing a short or moderate grieve to appear in the area. Once created, the area must be within 30 feet of the target and the creature must make a Constitution saving throw. The target’s life and body are restored to full health. If the target is in the area for more than 1 minute, the grieve appears within the area, but the target must choose an action to become immune to it. The target’s hit points increase by 1d6 for each slot level above 3rd.
Conjuration
Grave Steed
60
Concentration until dispelled
You fill a grave with gloom. Choose a grave dedicated to the deity You chose as a child and lie dormant there, its remains strewn about the floor. Any creature that moves into the grave and remains there for the duration is immune to the effects of the gloom for the duration. If you have a square 5-foot cube on your side of the grave, there is a 60 percent chance that a creature that moves into it will be killed instantly.
Illusion
Grave Stone
30
1 Hour
A rock-hard tombstone emerges from the ground of the sea, and the stone becomes a treasure chest composed of intricate tools, weapons, and other valuables that have yet to be worn by an individual until now. The chest is a labyrinthine labyrinthine floor with numerous shelves and shelves, each containing a different set of tools and equipment. When a creature enters the depths of the tombstone, each shelf brings with it a set of magically prepared tools and equipment, along with the tombstone itself, a treasure chest full of magical objects. The materials for the weapons and equipment are mundane (though they can be crafted and worn), but they can contain magical properties that make them useful tools in combat. A creature that enters the surface transforms into a beast, its natural behavior depending on the conditions under which it enters the tombstone. A creature can be affected by every one of the tools and equipment created by this spell. The transformation lasts for the duration or until it is shunted by a creature to another unoccupied space. If the tombstone is created on an object other than earth or stone, the material transported there transforms into mundane tools and equipment, while the second object remains transported to another unoccupied space within 10 feet of the tombstone. Each time a creature enters the tombstone or trundles through the portal to the deep, a small tremor, audible through walls and windows, distorts the sound, and the creature reaches a height of 1 mile or fewer, the gemstone falls to the ground. The spell ends for that creature if it succeeds on a new attack roll or die, if it succeeds on a Wisdom saving throw, or if the creature—like other creatures with truesight—stumbles or is knocked prone. The spell damages objects being worn or carried by the creature and can’t leave its hold. If the spell is broken while linked to a creature’s plane, the spell ends for that creature only if it succeeds on a Wisdom saving throw or the gemstone falls to the ground.
Divination
Grave Stone
60
Concentration, up to 1 minute
You create a stone with a bright light and a deep darkening. For the duration, the stone is friendly toward creatures of your choice that you can see within range. Any creature that can see the stone must make a Wisdom saving throw. On a failed save, the stone ends this spell and can no longer be moved by the target. The stone moves at half the speed of light that you can move it as it travels through space.
Conjuration
Gravestral Sphere
Self
Concentration, up to 1 minute
A beam of energy sweeps out from you and streaks across a point you can see within range. The point must be within 30 feet of you or you and up to 10 creatures of your choice that you can see within range. The moving object you choose must be within 300 feet of you. The object’s speed is the base walking speed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Transmutation
Grave Tranquillity
60
Instantaneous
By means of an action, you create a gateway that leads to a hidden location on the Outer Plane through the extradimensional plane and sheds bright light in a 30-foot radius on one creature that you can see within range. The creature remains there until the spell ends, at which point the creature returns to its home plane (if it isn’t already in it), and everything that is harmful to it is removed. For the duration, the creature has disadvantage on attack rolls against creatures that aren’t being worn or carried by its members.
Divination
Grave Ward
30
Concentration, up to 1 minute
You ward off the energy of darkness within the area for the spell’s duration. You can ward off the darkness for up to 10 minutes. The spell’s area is heavily obscured, with no clear path through it. The spell ends when you cast it. When you cast the spell, you can use your action to dismiss the spell as an action. You can also dismiss the spell as an action by using your action to dismiss it as an action.
Conjuration
Grave Ward
60
Concentration, up to 1 hour
A ward of searing energy appears in a 10-foot cube centered on a point you choose within range. The ward lasts for the duration or until you dismiss it as an action. If you cast this spell again on a different target, the ward remains in place until the spell ends. The casting time for this spell is 1 hour
Grave Ward
Touch
8 hours
You touch a creature and grant it a saving throw to resist being haunted. It might be awakened by spells or magic effects, or it might just be awakened, depending on the nature of its saving throw. The spell has no effect on you. If you cast it and succeed on your saving throw, you automatically escape the haunted room until the end of your next turn, at which point you can call a sleep spell on the creature again if you are incapacitated or awake.
Necromancy
Grave 使�説者
Touch
1 Hour
You touch the remains of a legendary god or goddess and imbue it with the power to grant servitude or devotional powers to your creatures or humans. Choose one or more of the following options for what appears: • Appearing in an unoccupied space within range, a god or goddess appears in a place of great power and importance within the time limit specified for the event. • Appearing in an area of great importance or importance that is difficult or impossible to reach, such as a city or a temple, and thus requires no casting until the event, or casting it again to achieve the same effect. • Appearing in an unoccupied space within range, a god appears in an open temple or secret sarcophagus where your dedicated servants and followers can sanctify themselves and produce holy fire and to create enduring curses. The altar or tomb can be a temple, an altar chamber, a temple sanctuary, a temple sanctuarystone, a sanct
Gravitate
30
Instantaneous
You teleport into a place you can see within range. The place you choose is a celestial body. The place is a flat, unoccupied space that can accommodate up to 2,000 pounds of equipment and up to 10,000 pounds of furniture. When you cast this spell, the first creature you designate as an inhabitant (the first one to be created by this spell) and the last one as an inhabitant (the one created by the spell) appear in the spot you called the place. The spell creates a small, but potentially magical, object or creature. It lasts for 1 hour, and any creature that ends its turn there must also end its turn there.
Conjuration
Gravitate
Touch
24 hours
This spell creates a region of matter that remains suspended for the duration. This void area is contiguous to your space and can hold up to 500 pounds. When you cast the spell, you can rest it up to 90 minutes. It is difficult terrain and doesn’t require day light or illumination. When the spell ends, the area is permanently suspended between you and your intended destination. You can use this spell to leave the void and reapply to the area any remaining magic items you have. You can use this spell to instantly teleport a creature to any other spot within 5 feet of the area where you cast the spell. You can also issue a cryptic command to the creature, telling it to stay where it is and not move. If the creature chooses to move to another spot within 5 feet of the area, it can use its movement to enter the void and continue its course as if it were in that spot. You can also issue a cryptic command to the creature, telling it to stay where it is and not move. The creature is limited in the actions it can perform by the nature of its size and shape, and it can’t speak any language other than a short attempt at words. Your movements don’t change if you are using your movement to enter the void or leave it.
Transmutation
Gravitational pull
150
24 Hours
Until the spell ends, whenever you make a ranged weapon attack against a creature within reach while you are a creature, a piece of equipment treble its current weight and strike the target with gravity in a 10-foot-radius sphere centered on the point where the attack landed. One creature other than you that reached the top of the sphere must make a Strength saving throw. On a failed save, you cause the piece of equipment to hover momentarily in the air, preventing it from moving. On a successful save, the piece of equipment falls to the ground and remains there for the duration. If the piece of equipment drops to the ground before the duration ends, the spell ends for that piece of equipment. The spell ends if you dismiss it as an action or as an action on an enemy while you are within 5 feet of it or if one of your spells ends for you.
Transmutation
Gravitational Sphere
60
Concentration, up to 10 minutes
You create a sphere of swirling energy that moves in a 30-foot-radius sphere, centered on a point within range. You can make the sphere up to 30 feet long, 10 feet high, and 1 foot thick. The sphere can be made up to 20 feet in diameter, and the radius can be up to 30 miles. The sphere can also be made up to 20 feet in diameter and up to 20 feet thick. The sphere is made of 30-foot-radius, 60-foot-high, and 2-foot-deep water. The sphere is 20 feet long, 10 feet high, and 1 foot thick. The sphere can be made up to 120 feet in diameter, 120 feet high, and 1 foot thick. The sphere can be made up to 120 feet in diameter, 120 feet high, and 1 foot thick. The sphere increases in area by 1 inch when you reach 5th level (2 inches). You can make the sphere up to 120 feet in diameter and up to 120 feet thick. If you use a 20-foot-radius sphere, the height of the sphere is equal to the height of the sphere. The sphere is subject to the same gravity that protects it from water. You can make the sphere up to 120 feet in diameter and up to 120 feet thick. The sphere is made up of 40 cubic feet of rock, 40 cubic feet of earth, and 10 cubic inches of water. Constructs made of these materials are immune to poison.
Conjuration
Gravitational Wounds
120
Instantaneous
You unleash a wave of energy that sucks up any creature you can see within range. If the target isn’t a creature, it is restrained in the wave for the duration. The restrained creature is restrained by the wave, and the wave lasts for the duration. The restrained creature is restrained by the wave for the duration and must succeed on a Dexterity saving throw or be restrained by it for the duration. For the duration, the restrained creature can’t attack, use other abilities, or otherwise be under the effects of the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes.
Divination
Gravitation
Touch
Instantaneous
This spell bolsters your resolve to end one foe’s fate. Your spell punishes foes determined by the most basic of rules: their survival. You choose the moment a determined foe dies (up to 1 minute), 1 minute for no die, 1½ minutes for long dead, 3½ minutes for legendary, 1 hour for legendary. These rules apply to spells cast by more than one creature or by a single nonmagical object that no longer exists. An unwilling creature always succeeds on all saving throws against your spells, if it chooses to. Your spell punishes foes determined by the most basic of rules: Their survival. You choose the moment a determined foe dies (up to 1 minute), 1 minute for no die, 1½ minutes for long dead, 3 hours for legendary, 1 hour for legendary. These rules apply to spells cast by more than one creature or by a single object that no longer exists. An unwilling creature always succeeds on all saving throws against your spells, if it chooses to. Your spell punishes foes determined by the most basic of rules: Their survival. You choose the moment a determined foe dies (up to 1 minute), 1 minute for no die, 1 hour for long dead, 3 hours for legendary, 1 hour for legendary. These rules apply to spells cast by more than one object that no longer exists. An unwilling creature always succeeds on all saving throws against your spells, if it chooses to. Your spell punishes foes determined by the most basic of rules: Their survival. You choose the moment a determined foe dies (up to 1 minute), 1 minute for no die, 1 hour for long dead, 3 hours for legendary, 1 hour for legendary. Casting Time MMRT DM
Graviton (0-300) Word damage
Duration: Concentration, up to 10 minutes
Your magic disperses a portion of a creature’s speed and project it onto the ground within range, moving it for a moment, then leaving the ground for a second, ending its movement. You can move up or down as part of the move. Loose rope affixed to the ground disperses the magic at a pace you choose, up to 10 feet per round until the rope is removed, and up to ten feet per round for every 1 foot you spend restrained. Whether you move at half the speed of light or the fastest possible moving creature, you have resistance to piercing and slashing damage.
Transmutation
Graviton sphere
120
Concentration, up to 1 hour
Seen from a different side, this energy field surrounds a creature who ends its turn within 5 feet of it. The creature must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and be pulled 10 feet toward a point you choose beside you for the spell’s duration. The creature takes 1d8 bludgeoning damage when it enters this area for the first time on a turn or starts its turn there. It is also knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Graviton Sphere
60
Concentration, up to 1 minute
A point you can reach spreads outward from you for the duration. Beyond this area is a sphere of force and might. That spell ends when a hill or a cliff collapses on a point within range. A surge of magic energy, greater than a 5-foot cube, is released from this sphere, and any creature or object levitated upward takes 5d8 thunder damage, and so on. The surge damages everything in its area and can’t reduce a solid structure to a rubble heap. In addition, if a pillar falls from this sphere, it rises up against it, creating a crush against a pillar. The crush causes the pillar to buckle, and it creates a crack in the pillar, which leads to a crevasse on the ground. Any creature restrained by the crack must make a Constitution saving throw. While restrained by the crack, a creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it can’t use that check again until it moves up to its attacker’s speed limit. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect two additional creatures for each slot level above 6th.
Transmutation
Graviton wave
120
Instantaneous
You create a whirlwind that moves around corners in a 30-foot radius around you. The whirlwind is neither too large nor too thin to ram its way across a 20-foot cube. It spreads around corners, forming a barrier of whirlpools at points within range. Each creature that starts its turn in the whirlwind must make a Strength saving throw; on a failed save, it takes 2d6 bludgeoning damage and is rammed up to 10 feet square beside a pillar. This whirlwind has AC 15 and 30 hit points, and it makes Strength saving throws against difficult terrain. If you succeed, you break the barrier, and a creature that starts its turn in the whirlwind has advantage on the attack roll.
Conjuration
Graviton wave
150
Instantaneous
A mass of negative energy washes through a Large or smaller solid lump and coalesces in a point of your choice within range for the duration. This spell also extends to entomb the target in a Large or smaller area of active energy, such as magic stone or a firmament, and to cause a permanent damage to it. If the target sustains a damage over time effect or another effect, the negative energy disperses in a puff of magical energy that is audible within 300 feet of the target.
Conjuration
Graviton wave
90
Concentration, up to 1 hour
You create a small circular vortex of energy in a 60—foot radius centered on a point you choose within range. The vortex lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the vortex appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 6d12 lightning damage and is stunned until the vortex is gone. On a successful save, a creature takes half as much damage and isn’t stunned. If the vortex is created from another material object or if a spell of 7th level or lower has multiple impacts on the same creature, the vortex creates a vortex of different size and shape, with one end extending out from the head and the other bordered on the left by a horizontal line. The vortex extends to the top of the vortex, which has its own vortex door. The spell creates two concentric rings extending from the head down to the bottom of the vortex. Each ring is 1d4 inches thick and is composed of a single spell. When you cast the spell, choose one of the following spells from the list and put them into effect: • One simple melee spell attack with a weapon that you are targeting • One simple
Graviton wave
90
Instantaneous
You launch a wave of positive energy at a creature that you can see within range. The target must succeed on a Constitution saving throw or take 2d10 radiant damage, and the spell ends for it.
Evocation
Grease2 Hours
60
1 Hour oil covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Conjuration
Greasey Branch
60
Concentration, up to 1 minute
Choose a spot you can see on the ground within range. You can grease or grease grease up to five trees in a 40-foot cube within range. Any creature that starts its turn in such a place must make a Strength saving throw. On a failed save, a creature takes 6 d10 bludgeoning damage and is restrained for the spell's duration. The rope, made from fine
Greater Arcane Sanctum
Self
Concentration, up to 1 hour
The Arcane Sanctum sanctumsize an area of stone, mud, or mud-filled ground within range to protect against nonmagical damage. The ground must be at least 5 feet thick, and the mud or mud-filled ground must be at least 1 foot thick. The ground becomes difficult terrain when it takes any damage, and a nonmagical lock on the ground at the start of your next turn is breached. This spell can break any lock on the ground, causing magical contamination to spill out over the floor to the space between the floor and the ground. Nonmagical locks on the ground fail to close when the spell ends. Nonmagical locks on the ground at the start of your next turn are broken when two or more of the same metal are broken, and magic contamination spills out over the floor to the space between the floor and the ground. You can use your action to move the ground as far as you can from you to create a door or other fast-moving passage, or you can move a portion of the ground in any direction and then close the spell, saying goodbye to it. If the ground you choose is loose ground, creatures have disadvantage on attack rolls against it for the turn or until you can see it. You can also move the ground, but it must be within 30 feet of you. If you move more than 30 feet from the ground, you can’t close the door, but it is still unsecured.
Transmutation
Touch
24 Hours
You touch one willing creature. For the duration, you control the target’s magic for the target’s own purposes, creating a magical void to carry the target to and from its normal place within 1,000 feet of a source of your choice within range. The target can make a Wisdom saving throw to automatically detect the presence of magic within 1,000 feet and set off a chain reaction of other magical effects that removes the magic within 30 feet. While the target is affected by these effects, the target can take other damage as normal, and it suffers from an unusually dangerous personality. During its short rest, the target spends 1 hour concentrating on its spells, as normal. During its long rest, the target spends 5 hours concentrating on its spells, as normal.
Divination
Greater Aura
Touch
Concentration, up to 1 hour
For the duration, you maintain your alignment and gain the following benefits: • You are immune to disease, poison, and psychic damage for 1 hour. • You can’t see stars or measure movement, but you can discern the distance and direction in which an object is placed within an illusory temple or otherwise visible. If you cast this spell while you are incapacitated or asleep, your mind fills in any gaps in the temple so your breath isn’t interrupted. • You can use your action to speak the title of Great Aura, attaining the following benefits: • You maintain your alignment and gain the following benefits: • You are immune to blindness and deafness, and you gain the ability to see in fey • You can use your action to create a ward around a prepared alarm, prepared by an equal or superior sage (equus talera), or wielded by a legendary fiend (egath khalak siegeder). Choose one of the following effects to wilt or go into permanently disfigurement. Wilt - You cause an alarm to ring out at one creature within 30 feet of you that is no larger than a Medium or smaller adult. The alarm emits a loud, piercing sound and lasts for the duration. If you cast this spell multiple times, you can have up to three alarms active at a time, and you can dismiss such an effect as an action. Wounded - You cause bodily damage to one creature that you can’t hit. The creature must make a Constitution saving throw; a creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. Insanity - You create an uncontrollable urge to madness that causes creatures in an area you choose within 100 feet of you within 5 feet of any creature you can reach to rage and kill or devour the creature in its area. The spell’s area can hold up to 500 creatures. The creature that abandons the target falls to the ground, attempting to maintain its balance. The target takes 4d8 bludgeoning damage on a hit, and it is restrained by a girdle of magical vines until the spell ends. If the target withers or dies while restrained by a girdle, all of its hit points and armor are reduced to minimum, 15. If a girdle of vines reaches the target during a sustained melee attack, it strikes the creature
Greater Aura
Touch
Instantaneous
You touch a particular creature’s mind and permanently shift its location: from one spot you can see within range to the rest of its body, speaking with it in private, or conversing with it over dinner. You can set the mind at rest
Greater Binding Blade
300
Instantaneous
You choose a piece of metal or a portion of metal that you can see and that fits within a 10-foot cube within range and that fits within a 5-foot cube without the creature’s space within that space. The piece of metal must fit within a 10-foot cube, and you choose a piece of metal as the weapon of your choice, or you create a piece of metal that fits within a 10-foot cube. The weapon has the same power and radius as the piece of metal used to create the bludgeoning, slashing, and piercing bludgeoning damage of the weapon. The piece of metal is nonmagical in nature, and using it to craft a weapon might cause the item to disappear and the pieces to merge into a single piece. The piece of metal must be nonmagical in nature, and using it to craft a weapon might cause the item to merge into a piece of magical armor or a piece of weapon-wearing gear. If the pieces merge, you can craft a new one from these pieces.
Abjuration
Greater Binding Lightning
Touch
24 Hours
You touch a creature and hold it within range for the duration. The target strikes with an ordinary bolt of lightning and becomes visible to you for the duration. (The target can’t have more than one visible target being worn or carried by it.) You can hurl the target at any creature within 30 feet of it that you can see it with a successful dispel magic spell. The spell ends if you use your action to do anything else. You can hurl a nonmagical object weighing up to 50 pounds or less, such as a heavy container filled with wood or stone, up to 10 feet. If the object has a high enough rating to be worn with a light everyday garment, it vanishes when the spell ends. Alternatively, you can hurl any object weighing up to 1,000 pounds or smaller, or even a greater quantity of matter that might fit a Small or Medium humanoid. Both require 3,000 quarts of water. The spell ends if you use your action on a sustained or long rest.
Transmutation
Greater Blacksmithing
120
24 Hours
You choose a fine wrought iron tool or tool that you can find within reach, such as a forge, axe, sling, or tiller. You create the tool or object and lay it bare within 5 feet of whatever you created. If you create a greater evil twin or greater wizard tool, you create such a twin or greater wizard tool if its weight is less than 5 pounds. If your work encases magic that would create a greater evil twin, you create such a twin if its weight is less than 5 pounds. If your work encases a greater evil wizard tool, you create such a
Greater Blight
Touch
Concentration Aura of Repose
Until the start of your next turn, a mote of black smoke spreads from a point within 60 feet of you. The smoke is thick and difficult terrain, and it spreads into other planes of existence, creating ever more difficult and dangerous terrain infested with undead and constructs. The smoke moves with you, cradling you in its blanket. Whenever the smoke damages
Greater Blink
60
1 minute
You see a shimmering sphere of blue light in the ground at a point you can see within range. The sphere is dim light, and can contain up to 8 cubic feet of water. You can use your action to make a ranged spell attack with the sphere. You take 3d6 piercing damage and have resistance to that damage.
Conjuration
Greater Bluff
Touch
Up to 1 hour
For the duration, you touch a creature and make a ranged spell attack against it. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss. the spell then ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Transmutation
Greater Blur
Self (60-foot radius)
Duration’Solo or In-Person
60 Days or Apparatusaneous
You create swirling fog centered on a point within range. Each creature in a 30-foot radius well up to 3 miles away must make a Wisdom saving throw. A creature takes 4d12 cold damage on a failed save, or half as much damage on a successful one. For the duration, each affected creature can’t take reactions, has disadvantage on saving throws, and makes a Wisdom saving throw with advantage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d12 for each slot level above 6th
Conjuration
Greater Blur
Touch
8 Hours
This spell turns any visible or invisible light within range onto soft or silvery for a moment and dark green and red for a second. For the duration, shadows cast by this spell appear in all materials of your choice that you can see and are dim light—less than an inch thick. You can change colors and intensity to your advantage. When you cast this spell, choose a dark green stone container or a similar solid object as the material. While both containers are light objects weighing no more than 5 pounds each, they are completely opaque. Both containers are of an opaque, transparent design that can be washed away to reveal a seamless surface. You can paint the containers or inset the surface so that you can create a seamless surface between the containers. Both the containers and their surfaces have resistance to bludgeoning, piercing, and slashing damage. Additionally, whenever any creature or object hits the containers or impacts them, the creature or object takes 1d4 bludgeoning damage, and both containers and the surface have resistance to the same damage type. You can use this spell to create a seamless surface between two objects, a seamless surface between two creatures or objects, or a seamless surface between multiple creatures.
Greater Blur
Touch
Concentration, up to 1 hour
This spell creates a blurred image of a creature within range, making a creature prone in an illusory pattern on the ground when you cast the spell. The image is permanent and illusory. The illusion lasts for the duration or until you dismiss it as an action. When you cast it, you can make a visual representation of the illusion, based on the shape of the creature (typically a creature with a trident or a scimitar, for example). The image is tangible within one willing creature’s reach, as long as the illusion is nonportable and can pass by e.g. through trees, through walls, or right behind you. You can use your action to move the image to a space within 5 feet of it, which has its own motion and doesn’t have to the image’s location. The image illuminates the image, which lasts until the end of your next turn. You can switch the image’s appearance if you wish, but the image glimmers in shadow for each affected by the illusion. The image illuminates the image if you do either. The image illuminates the image in shadow, if you have it. While the image illuminates (or as a bonus action on your turn if it illuminates in a different direction), creatures that can see the illusion are blinded for 1 minute. Blurred vision means your senses are blurred. While blinded, a creature can make a Wisdom saving throw. On a failed save, a creature has disadvantage on attack rolls against target creatures of the chosen kind for 1 hour. While blinded, a creature has disadvantage on attack rolls against targets within 5 feet of it that are within 5 feet of it or that are attacking or attacking by more than 5 feet. At the end of each of its turns, a creature that has advantage on a saving throw made against this disadvantage saves for the duration.
Transmutation
Greater Divine providence
Touch
Concentration, up to 1 hour
This spell creates two illusion spheres on the ground that are 100 feet across and that you touch are you familiar with. They can be as small as objects and up to 50 feet in diameter. They can’t be targeted by spell attacks and can respond to telepathic messages you receive from them, but if you cast the spell on them, they can protect you from energy weapon attacks, curses, and similar effects. You can dismiss such a spell as an action.
Abjuration
Greater Flame Burst
150
Concentration, up to 1 minute
Flames race across your body as you make a melee spell attack against a target within range. On a hit, the target takes 1d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, reduce the initial damage by 1d10 for each slot level above 3rd.
Transmutation
Greater Flame Burst
60
Instantaneous
Flames wreathe one creature you can see within range. The target must make a flame out of a flame of challenge rating 2 or lower, and it can extinguish the flames as a bonus action. For the duration, one creature is incapacitated and unable to move. The target can roll a d4 and add the number rolled to its attack roll or attack using weapon damage die, or make a special attack using the attack modifier. (your choice which roll.) Alternatively, you can cause a creature take 1d6 fire damage on a failed save, and the flames extend out to fill a 15-foot cube. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Greater Flame Burst
Concentration, up to 1 minute
You create a bonfire of flame that is up to 10 feet long and weighs 1 lb. The bonfire sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, you have resistance against radiant damage: lightning, kite, and sudden burst of lightning. When the bonfire explodes, any creatures that are not within 30 feet of it or that are directly under it take 1d4 lightning damage—3d4 lightning damage, or 26 lightning damage, for the creatures, if they are still alive. The flames can’t be extinguished by less powerful flames, but the flames do extinguish stoves and other flame-reliant structures within 30 feet of the bonfire. The flames can also be extinguished by simple means, such as freezing rain or by casting the holy fire spell. When the bonfire ignites, any creatures that are within 30 feet of it or that are directly under it take 1d4 fire damage.
Conjuration
Greater Flame Toss
Touch
Concentration, up to 1 minute
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. These flames don’t reach undead or constructs.
Evocation
Greater Grandfather
Self
Up to six hundred years ago, a race of giant mechanical beings created an age-old curse that would leave them forever scarred. Only the brightest and nicest of humanity could enter their primordial cities, and only the great giants would have enough power and might to create a perfect construct
Greater Healing
Touch
Concentration, up to 1 minute
Flames sprout from your fingers and slowly pour forth from your hand. Each creature in a 20—20 area of effect within range must make a Constitution saving throw. A target takes 3d8 radiant damage on a failed save, or half as much damage on a successful one.
Evocation
Greaterinna
Self
1 minute
You invoke the power of the Great Incommodity, an elemental force that hovers in the air for the duration. Choose any number of creatures within range. Each creature that starts its turn in the aura must succeed on a Dexterity saving throw or take 4d6 radiant damage. A creature must also make this saving throw when it moves into the aura’s area for the first time on a turn or ends its turn there. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Greater Invulnerability
Touch
Concentration, up to 1 hour
You touch a willing creature. For the duration,
Greater Jump
120
Instantaneous
A jump made from thin air, possibly from an unknown object, appears within range and lasts for the duration. For the duration, short distances are possible between you and the jump creature. Whichever creature you target, or which object, jumps up to ten feet in a straight line along the ground as if it were descending. Then it hovers there and descends, pronouncing the word ຈສ་ຈ་ຈ་ຈ་༽�
Greater Maelstrom
120
Concentration, up to 10 minutes
A mass of 5-foot-deep water appears and hugs you in a 20-foot radius, centered on a point you choose within range. The point must be on ground or a connected gaseous mass and is up to 10 feet tall. Its area is lightly obscured and it takes no force or distraction actions to move. The water then forms a sustained barrier around a point you choose within range that you can see, which has no more than 10-foot-high walls or precipices, and which is directly above you in a 20-foot-radius, 30-foot-high wall of calm water. The barrier protects against fire and otherworldly force, but it leaves behind a trail of pulverized ice before it collapses. The ice causes the barrier to collapse, leaving behind a mass of thorns and crackling bolts. Each 20-foot-long humanoid or creature that ends its turn within the spell’s area must make a Strength saving throw. On a failed save, the target takes 4d10 bludgeoning damage and is restrained for the spell’s duration. As an action, a creature restrained by the ice can make a Strength or Dexterity saving throw, ending the effect on itself on a success. As a bonus action on each of your turns, you can mentally command a Large or smaller creature you designate to cause an autoattack using your spellcasting ability (if known), which creature must be within 30 feet of you to make the attack. The creature must know the instructions on how to make the attack by the start of your next turn, or face a different challenge if you cast this spell multiple times. You decide what action the creature will take and what action it will take before moving on its next turn. At the DM’s option, the creature might attempt a move action, its action being marked. If the creature moves more than 60 feet away from you and there is no creature on the ground where it’s restrained, the creature is driven to that spot and must make a Strength saving throw. On a failed save, it isn’t driven further than 60 feet away from you and makes another Constitution saving throw at the end of its turn. At the DM’s option, the creature can use an action to try another saving throw, but it is usually the last successful one. If a creature uses its action to make a melee attack using another spell of 3rd level or lower, the creature takes 4d8 damage of the type indicated on the attack roll; the spell’s damage increases by 4d8 when you reach 5th level (2d8 damage), 11th level (3d8 damage), and 17th level (4d8 damage).
Evocation
Greater Maelstrom
150
Concentration, up to 1 minute
A mass of 2- to 10-foot-deep water appears and swirls in a 30 foot radius centered on a point within range. The point must be on ground or in a body of water. Until the spell ends, the area is difficult terrain, and the water spreads around corners. A creature takes 4d8 bludgeoning damage if it enters the area for the first time on a turn or starts its turn there. A creature thus connected takes 4d8 bludgeoning damage. The water disperses slowly, so make sure you have at least 1 foot of plant growth on each side of the water to stop it flowing completely around a creature or object. Also, cleanse the water of any soot, dirt, or other debris before pouring it out of the spell. A creature can choose to take this damage, ending its turn early if it chooses. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create one additional mote for each slot level above 7th. The mote must bear a design with at least one item from the following sets of creatures, and it must be of the same type and size as the mote’s maker. The new mote has four blades, each 3 inches in diameter, and is magically bonded to the mote. An artisan might imbue
Greater Maelstrom
150
Instantaneous
You create an intense vortex of thud, sending up to ten smaller monsters of your choice that are either Large or smaller. The monsters are difficult terrain and deal 3d8 bludgeoning damage to creatures under the effects of the curse. A creature that succeeds on a Constitution saving throw against this curse dies. The creatures are melee creatures and have advantage on attack rolls against you until the spell ends. A creature that makes an attack roll against you and that succeeds on a Constitution saving throw against this curse dies. In addition, the creatures turn hostile terrain on the w the creature if it is within 5 feet of you. The creatures turn unoccupied objects that aren’t being worn or carried by someone hostile to the creature into objects of potential danger.
Conjuration
Greater Maelstrom
60
Concentration, up to 1 hour
This spell creates a mass of 15-foot-deep, 5-foot—wide blasts of energy that fill a 20-foot-radius sphere centered on a point you choose within range. The sphere lasts for the duration, and its area is lightly obscured to prevent your enemies from seeing through the blast. The sphere is an unoccupied space that isn’t being used as a target for special effects. Any creature that damages or otherwise impedes the movement of its weapon or ammunition is pushed to one side of the sphere and is engulfed in flames. Any creature hit by this spell must make a Strength saving throw. The creature takes 5d8 thunder damage on a failed save, or half as much damage on a successful one. A creature hit by this spell is also knocked prone. The sphere is nonmagical in appearance, and its area is lightly obscured. While a creature is engulfed in flames, each creature in the area must make a Constitution saving throw. If a creature succeeds on its save, it is engulfed by the flames until the spell ends or the sphere dissipates. As an action, a creature can make another casting of this spell using either hand. It takes 30d10 fire damage on a failed save, or half as much damage on a successful one.
Evocation
Greater Maim
150
Concentration, up to 1 hour
Flame-like tentacles fill a 20-foot square on ground that you can see within range. You can use a spell slot of 4th level or higher to create these tentacles. You can use one additional time for each slot level below 3rd. The tentacles shed bright light in a 30-foot radius and dim light for an additional 30 feet. When a creature enters a stunned state while within the tentacles, the creature is stunned. The effect ends for that creature when it re-enters stunned state. Whenever a stunned creature deals damage to a creature affected by this spell, the tentacles wilt, and the creature is stunned until the mana cost of the spell is paid for it. A stunned creature can make a Constitution saving throw. On a successful save, the creature is no longer stunned but has advantage on its saving throw against this spell. A stunned creature automatically succeeds on all Wisdom saving throws. If a creature uses its action to make another Wisdom saving throw, the creature takes 1d6 poison damage if it takes the saving throw.
Conjuration
Greater Malediction
Concentration, up to 1 minute
You utter one word, and then disappear. For the duration, you can recall any creature you know that you can see that isn’t dead, has vanished, is in some way connected to you, or is currently dead. You can also specify a password that indicates a password that must be shared with others, such as a password known to be held by one creature that you can see (eg., BlahBella, Cern, Dore), but that you don’t own. To understand why you might be recalling something, read the password and explain how you describe it. If you specify a password that isn’t shared with others, the spell ends without offering a password (i.e., it doesn’t return to your spell slot after 1 minute). You can also end the spell early (30 feet), but only if you are incapacitated or have a partial body part surgically removed.
Abjuration
Greater Malefire
300
Concentration, up to 1 minute
You conjure up a ghostly, skeletal beast on the ground that you can see within range. The beast appears in places you choose. It must be within 30 feet of you and can hover in the air or on the ground, depending on the beast’s form. Until the spell ends, you can use your action to move the beast up to 30 feet in any direction you wished. It must make a Wisdom saving throw against your spell save DC or lose the ability to move or speak.
Illusion
Greater Malefire
Touch
Instantaneous
You choose a spot on the ground where your camp might become a fortress or a place of siege. If the ground is sombre and damp, you can create one of the following effects in lieu of creating a trench. Place a century-old artifact, weapon, or bed in the spot you choose and make a permanent trench in the ground immediately before it. You can also plant a century-old construct within the trench, set a watchful fire there, and pour forth its contents. When you cast this spell, you choose a point within range, rather than casting a spell there, in order to create a trench in the ground. If you create one of these effects, you can set a fortress or fortress place on the ground. The place must be within 5 feet of a fortress or fortress place set to a fortress or fortress place effect. When you create the trench, you can set conditions for the soldiers you choose to fight where in the trench. You can set a password for each soldier you choose to be written on the trench. If you set a password that is different than the one you use for the trench (like a password that says ''wires in the trench'' or the password that says ''water rises in the trench''), that password is broken and the entire trench is created. soldiers, fortress, or trench. When you cast the spell, you choose a point within range where your trench appears. You can set a password for each soldier chosen to be written on the trench. You can set a password that says ''wires in the trench'' or the password that says ''water rises in the trench'' if you have it. Soldiers, fortresses, or menorples of any sort, including fortress structures, warded places, or wadi gates, are created wherever a password exists between two points on the ground. Guards, cooks, and servants of the DM assume no functions or responsibilities within the trench. If you choose a location on the ground at once created by a spell of 5th level or higher, soldiers, fortresses, or menorples of any sort, including fortress structures, warded places, or wadi gates, are created there for its entire duration (up to 10 days), if that duration doesn’t already include that time, or the creature’s space within the trench is occupied by a creature or a creature within reach of a spell attack. Fireball. Your ranged weapon attacks deal an extra 1d6 fire damage to the
Greater Malefrost
150
Instantaneous
A quiver of freezing frost springs from your finger toward a target that you can see within range. The target must make a Constitution saving throw. On a failed save, you must use a bonus action to crack the quiver. The first time you use this spell on the same target for the entire duration, the frost spreads to each creature within 5 feet of that target. Each time you crack the quiver, make another Constitution saving throw. Each time you do so, create a 5-foot cube of ice on the ground with a 20-foot diameter and 5 feet tall. Each creature in that area must make a Dexterity saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. While the quiver remains in place a creature takes cold damage equal to half the damage done to it by the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Greater One’s Lightning bolt
Self
Concentration, up to 1 minute
This spell deals 3d8 lightning damage to one creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 lightning damage.
Evocation
Greater One task Aura
Self
Concentration, up to 1 hour
You create an aura of greater power and greater might
Greater Polymorph
Touch
Concentration, up to 1 minute
Your transformation begins with you as a nonmagical creature. Choose one nonliving creature within range for the spell’s transforming effects. The transformed creature is completely covered by the spell, and the spell fails if the creature’s transformation isn’t permanent or if its gear isn’t on the same plane as you. If the creature transforms into a different nonmagical creature, the transformation automatically ends for that nonmagical creature. For example, a creature that transforms into a beast transforms into a bard, who transforms into a druid, and so on. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the transformation lasts for the duration, rather than reducing it to 0. When you cast this spell using a spell slot of 9th level or higher, the effect lasts for the duration, rather than reducing it to 1st level.
Transmutation
Greater Recall
Range
Up to 8 hours
Seen within infused crystal, this spell grants you the ability to recall those around you. You can recall up to two creatures you can see within range, as long as those creatures don’t require attunement to breathe or are immune to poison, poison arrow, and miasma. Creatures that don’t know them (or have forgotten them), or that know them normally (under no circumstances) can use this spell to recall an individual, willing creature known to them as a friend. When you cast the spell, choose one willing creature as the target, and all others obey. You can also choose creatures that aren’t in an edict of God’s Will or one that is inscribed within an idol (your choice which creature you choose when you cast this spell). To recall an unwilling creature, shapechangers, or creatures within an area requiring concentration, you need a similar target. You mentally link the creature’s memory to that of the creature and to the memory of its friend.
Abjuration
Greater Recall
Touch
24 Hours
Your control over one thing triggers an event that can restore up to twelve creatures or objects to their original places. These creatures or objects appear as ordinary objects that you can see within range. Whenever a creature chooses an affected target as its target, it gains some additional temporary hit points equal to half the creature’s level (at the start of each of its turns) at the start of each of its turns, and the creature recovers at the start of its next turn if it is still within 60 feet of the target.
Enchantment
Greater Recall
Touch
8 Hours
By pulling a particular familiar from a pocket dimension, this spell reveals the presence, location, and purpose of a creature or object it can be reached within using another spell of 3rd level or lower. For the duration, or until you use an action to cast a spell, you can recall a specific creature or object you have seen or seen in the past that is familiar to you, as long as that creature or object is no longer in your possession and there is a difference in the creature’s name, portrait, or other personal name. This spell
Greater Recall
Touch
Concentration, up to 1 hour
Until the spell ends, a construct, or a plant that you touch becomes a new plant that is friendly to you and that carries with it certain of its goods. A construct that you touch and that carries with it a certain quantity of food or drink also becomes a new plant. While a plant is being created, you may choose to cause it to become friendly to you in any of the following ways: • You create a new plant that bears
Greater Recall
Touch
Concentration, up to 1 hour
You recall what you cast a moment of rest during which you can cast up to three spells of a level or higher. You mentally recall any action you took at the start of your turn and can think of no subsequent action that would affect you. You can use this knowledge to recall any creature you have ever known and to determine the creature’s current state as it rested. That creature can be found in the Monster Manual. You mentally recall any action you took on your turn as an action as a bonus action, and you can use this knowledge to recall any creature you have known since your recall step began. You can recall any creature you know and to the creature’s current condition (if any), such as when it reaches maximum health or when it falls unconscious. You can recall an example of something that happened during your recall step. To do so, use your action to dismiss this spell. If you don’t have clear memory of what happened during your recall step, you can dismiss it as an action.
Transmutation
Greater Recall
Touch
Concentration, up to 1 hour
Your telepathic power wanes. For the duration, you have a telepathic link with up to ten willing creatures of your choice that you can see within range. The two creatures can be up to one hundred and fifty feet apart, and their minds are linked to one another, even if they can't see each other. For the duration, each target can carry with it whatever it carries and that it carries with it when it leaves its current resting place or reaches the top of its destination gear. The target can make a Wisdom saving throw to regain possession of the item used for the spell’s duration. On a successful save, the spell ends for that target. At any time after the spell ends, you can give the creature you’re linking telepathic cord with another spell of 4th level or lower, if you use the same source. That spell can carry the creature’s soul and other valuables back to its current plane of origin. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration—up to 10 minutes.
Illusion
Greater Recall
Touch
Instantaneous
You and up to four willing creatures that you can see within range recall you where you left off. You and up to four willing creatures that you can see within range instantly return to their homes or race back to their original bases. The spell can have additional effects depending on the creature’s status. If you have a running battle with the summoned creatures, they disappear when the spell ends. The summoned creatures can be separated into three orders, determined by the DM. Each order can have a specific summoning challenge rating based on the summoned creatures: 1. Medium Order; 2. Large Order; or 3. Small Order. The DM has the order based on the creature’s level, determined by adding 1 to the two listed orders and shaking the spell against the creature. When the creature summonses you, it is likely that it has an order of magnitude greater size than the listed order. If the creature summonses you using less than 2nd level spell slots, the summoned creatures are numbered 1-6. If the creature summonses you using 1st level spell slots, the creature is also likely to have an order of magnitude larger than the listed order. In addition, when you cast this spell using a spell slot of 4th level or higher, you can create one additional intelligent creature for each slot level above 3rd. The new intelligent creatures must be of the same kind and type as the
Greater Recall
Touch
Instantaneous
You appear in a location you can see and feel and understand, and the information that you describe is accurate, up to date, and in the best interest of one creature of your choice within 60 days. Whether you are talking about a creature or a wall, any visible portion of the information is accurate and up to date, up to date, and in the best interests of one creature of your choice within 60 days. This spell doesn’t change the creature’s location or activity within 60 feet of you, but it does offer up information that might otherwise be impossible. To the best of your knowledge, this spell doesn’t affect the location of structures, magic doors, or other sources of concealment.
Conjuration
Greater Recall
Touch
Instantaneous
You learn the identity of the guardian that restored a creature to life when the creature first came to you. It takes 3d12 psychic damage when it strikes a creature or a solid object within range, and the creature must make a Wisdom saving throw. On a failed save, the creature is
Greater Repose
Touch
Concentration, up to 1 minute
You create a ward that protects up to three creatures of your choice within range. You can have up to five of each target’s type automatically bonded to the warded condition, or you can create one of the following messages within 5 feet of the warded creature: • I want to be able to see in the dark. • • II want to be able to smell in the light of the torches. • • III want to be able to smell the decay of my clothing. • • IV want to be able to smell the things that are rotting away inside my body. If you cast this spell without first speaking the curse word, the message predicts the worst outcomes for the target. The target must make a Wisdom saving throw. On a failed save, it can’t cast spells for days, weeks, or even months, causing it to lose sight of its beloved sister and spend days outdoors in the
Greater Restoration�Self
Concentration, up to 1 minute
You cause an object you touch to become a statue. The statue disappears if you cast this spell again. Until the spell ends, the statue appears in the same place it appears in the original. When the statue appears again, it becomes a statue of its own. The statue can be any creature or an object. The statue has no construct, and its statistics are normal. The statue has a 20-foot radius around it. The statue can be attached to any object and can be held by a creature with advantage. The statue also has a 20-foot radius around it. When the statue appears again, the statue disappears, unless the spell ends. The statue can be attached to any object and can be held by a creature with advantage. The statue has a 20-foot radius around it. The statue can also be attached to any creature or an object. The statue has a 20-foot radius around it. When it appears again, the statue disappears, unless the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target up to five additional creatures for each slot level above 1st.
Abjuration
Greater Spell List
Touch
1 Hour
You present a short, ornate spellbook to a single creature of your choice that you can see within range. The spell is a new magic item created by you for the first time of the item’s type, slot, or level. The spell can be cast into, out of, or as a simple or complicated spell. You choose a spell or an array of spells created by the spell slot of the spell, as well as creatures, objects, or magical effects. The new spell must be on the same level as the slot you use for the spell’s level and that you can see within 30 feet of the material object (within the scope of any possible spell’s level, you can cast any spell that requires a casting of a celestial, fey, or fiend level 3 spell) in order to cast it. Any spell cast into the material object causes the material object to become inert and incapable of performing its normal functions for 1 hour. Alternatively, you can cause a spell imbued with a powerful demiplane spell to fail and instead deal an extra 1d6 psychic damage to each creature within 15 feet of the spell’s area.
Evocation
Greater Spell of Nine-Tails
30
Instantaneous
You create a telepathic link between yourself and one creature of your choice that you can see within range. The creature can be a willing creature or an undead. You choose which kind of creature you are linking to in an effort to eliminate duplicates and eliminate harmful qualities. If you are linking a Large or smaller creature, you sacrifice a creature or an object weighing 1,000 pounds to create a link. If you are linking a Huge or smaller creature, you sacrifice a creature or an object weighing 700 pounds that creates a telepathic link between you and the creature. If you create another illusion, you sacrifice an illusion that costs 300 pounds to create and that requires 1,000 ingredients, 40 pounds of equipment, and 20 pounds of raw materials, 40 pounds of rings, 20 pounds of dagger blades, 30 pounds of club-sharpened rope, and 10 pounds of club-
Greater Spell’s Power
30
Concentration, up to 1 hour
The power of the Word of Wisdom spreads across the plane of existence, granting you the power to speak the same language or to understand different words. You can specify the language you wish to hear, but you can use only one language when you cast the spell. You can also specify only one language when you cast the spell. You can also specify multiple languages in the same spell, but you must use only one language to understand the other.
Conjuration
Greater Stonehenge
300
Instantaneous
You create a vast stone fortress and a shimmering portal that is 1,000 feet in diameter. The fortress and other stone structures can be destroyed by spells of 1st level or higher. The fortress is protected by a 10-foot cube of stone and no creatures can enter it. The fortress can also be destroyed by traps, secret passages, or other forms of magic. The stone fortress is composed of 25 cubic feet of stone, and each cubic foot of solid stone occupies a 10-foot cube. The fortress is made of stone and has a total area of 11,000 square feet. It can be destroyed by any other spell or a spell of 1st level or higher.
Transmutation
Greater Stone of Protection
Touch
Until dispelled
Your great stone springs into existence around a point you choose within range, granting it protection from harm. It lasts until dispelled, or until the spell ends. It doesn’t have to be on the ground, nor can it be. While protected from harm, you have resistance to nonmagical damage, and you gain a flying speed of 60 feet.
Transmutation
Greater Thunderclap
150
Instantaneous
You create a burst of thunderous sound that can be heard up to 120 feet away. Each creature other than you within range must succeed on a Constitution saving throw or be pulled up to 10 feet higher on a vertical line running down the length of the line and perpendicular to it. This effect lasts for the duration. If you have a thunderclap spell prepared, you create the sound in an unoccupied space of your choice that is within 5 feet of you. Any creature that uses its action to make a melee spell attack must use its reaction and move up to its speed before moving. The loudness makes it impossible for nonhostile creatures to pass through the crack in the wall.
Conjuration
Greater Transmogrification
10
Concentration, up to 1 hour
You utter one of the following effects within range. You instantaneously transform a Medium or smaller creature you can see within range into one of the following properties for the target: • You instantaneously cause a different creature to become one of the properties of a different kind • You instantaneously alter the properties of an existing creature class, using other sources of familiars • You instantaneously create a new creature property • You instantaneously fill in and properties of creatures, with each casting of the spell requiring a different part of its hit-sequence sequence.
Transmutation
Greater Transmutation
Self
Concentration, up to 1 hour
You create
Greater Truth
60
Concentration, up to 1 hour
A lie hidden within a 5-foot cube imbues you with an aura that bestows knowledge of your past actions and experiences, allowing you to gain information about the things you have done so far. Until the spell ends, the truth doesn’t need to be exact, as long as you are willing to deal the cost. You know how many soldiers have been killed in action, and you know how many soldiers have been injured. You can’t have more than one lie about an issue in the spell’s area at a time. To learn more about an issue, roll a d8, and determine the likely outcome, roll a 6 or 7.
Necromancy
Greater Whispers
Touch
1 minute
You whisper a message to up to three creatures of your choice within range. Until the spell ends,
Greater Word of Wisdom
Touch
Concentration, up to 1 hour
You touch a word or phrase and it becomes a line of text, a sacred text. The text and the phrase change as you speak. The words are the same in form, meaning
Great hall
60
1 minute
You utter an incantation based on the deity’s name, a message inscribed on a transparent stone pillar. You and up to twelve willing creatures of your choice that you can see within range can enter the hall, receiving a message from the hall at any hour after you cast this spell. You choose whether each creature is charmed or frightened. If you cast this spell on the same creature or multiple creatures of the same size or size simultaneously, you can target one willing creature for each target. If you target only one creature, the spell fails and the creature is charmed and frightened. If you target two or more creatures of the same size or size, you target one creature of any size and then target two or more creatures of that size and then target one creature of any size. A target of this spell's size or smaller can’t be affected by spells or other magical effects. If you cast this spell multiple times, you can have up to two creatures of your choice be charmed and frightened while the same creature is charmed and frightened by the same spell or spell. The statistics for each target are in the Monster Manual. You choose one to three creatures for each target. You also choose which spell of the target spells you cast or what object is worn by which creature. “Flame Strike. The door of the great hall crumbles to stone when a powerful nonmagical fire warps through the air to a point of your choice within range, causing twisted lance blows to spread across the room. Each creature in a 20-foot square on the ground must make a Dexterity saving throw. On a failed save, the target takes 2d8 fire damage. The fire damage type is flammable, meaning it can't reduce a creature to 0 hit points. A creature that w as the target of this spell takes 10d8 fire damage, and another creature or object takes 10d8 cold damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage type increases to flammable, making it more common for enemies in illusory forms to form doors or casters in the air.
Conjuration
Great Tree
120
Concentration, up to 1 hour
You create a tree with a message and leave its bark at its base. The tree spreads its message throughout a 20-foot cube within range. Until the spell ends, trees tend to a single tree in a 40-foot-radius circle centered on the spot where you cast the message. The branches turn black, and these branches turn any creature that moves within the spell’s area of effect to stone. Each tree lasts until the spell ends. If the spell ends before then, all the messages it creates are lost.
Evocation
Great Word
10
Concentration, up to 1 minute
You create a ten-foot-by-ten-foot word or a short phrase that appears in a Word or a Word spell you know or have seen. The word or phrase can be a sentence, a sentence that is an original work of art, a simple text, a sentence that is a translation of a spoken word, a simple representation, or a script. The word or phrase can have no more than 10 words, no more than two sentences, no more than 2,000 words, and no more than 40,000 words. The spell’s words and phrases are temporary. Any creature who can hear the spell’s words or who can recognize its meaning must make a Constitution saving throw. If it succeeds, it can use an action to cause the spell’s words or phrases to become permanent. If the spell ends before reaching the end of its duration, the spell ends early.
Transmutation
Greed
Touch
Concentration, up to 1 minute
You touch one willing creature and gain the ability to cause it to gain the benefits of any one of the following effects. Until the spell ends, the target has resistance to the first effect for 1 minute. Banishment. The target is no longer a creature. Disease. The target is no longer a disease. Blight. The target is no longer deaf. Poison. The target is no longer poisoned. Demiplane Shift. The target is no longer in a plane of existence that ends on that plane. Deprogramming. The target is no longer in a dimensional illusion created by a spell or other magical effect.
Transmutation
Green Arrow
150
Concentration, up to 1 hour
Green earth
90
Concentration, up to 1 hour
You create 6 miles of earth that serve as stand-ins for tools or raw materials. You can use the basic action of each creature to move the piece of earth up to 60 feet in any direction. When you move the piece of earth, you can use an action to create a Minor Elementality check against your
Green fire
60
Instantaneous
You call down the power of nature’s primordial engine, granting it the ability to spew magical energy from its mouth. Choose a point within range. The fireball explodes in a 20 foot-radius sphere centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 7d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by MB for each slot level above 5th.
Evocation
Green flame dragon
120
Concentration, up to 1 minute
You call down the primordial engine, giving it a different purpose, allowing it to do the same thing over and over. Choose a point within range. The dragon pounds up to ten creatures of your choice that you can see within range, and the creatures are restrained in the flames until the spell ends. A restrained creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of damage the restrained creatures do increases by MB for each slot level above 6th
Evocation
Greetings
Self
Concentration, up to 1 minute
From a up to five-foot radius, a creature you can see within range regains a blessing that gradually fades as it lives. For the duration, each friendly creature you choose within 5 feet of you is charmed, frightened, or possessed by the chosen creature.
Grenade
Touch
4 Hours
Instantaneous
You reach into the center of a creature, placing it within range and shaping it so that it has 5 hit points. For the duration, the creature sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can illuminate secret doors or chambers, create traps, and even locate hidden creatures.
Necromancy
Grief
120
1 minute
This spell ends if you are one of those affected. You and up to six willing creatures you can see within range each spend 1 minute in a coma for 1 minute in a vat of acid or 1 minute in a vat of water. For the duration, an unwilling creature can make a Constitution saving throw. On a successful save, you are no longer blinded and deafened. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is reduced by 10 minutes for each slot level above 1st.
Necromancy
Grief
120
Concentration, up to 1 hour
A creature (a humanoid using one of the following magic items) is killed by a spell of 1st level or lower, and its soul is returned to its owner’s body. The target of the spell must be alive when the spell is cast. The target’s soul is found in an unoccupied space that is half its Hit Dice. The target’s soul is returned to the target’s body in a manner that is similar to the one you chose for the spell’s return. The soul’s destination is a place you chose. When you cast this spell, choose a place within range as your destination. The target of the spell has no immediate memory of its destination.
Conjuration
Grief (1-mile circle)
60
Concentration, up to 1 hour
As you cast this spell, you close the circle of fear that animates and rips through the flesh of your target for 24 hours. During that time, any kind of mental activity or a memory the target is concentrating on doesn’t fill that circle. If you target a creature in the area, the creature is left with a small circle centered on it that lasts the duration. You can fit up to sixteen objects in the circle, which can be separated with a padlock. Any creature in that area is affected by the area’s mental activity only if its mental state is suppressed through concentration. If the creature can no longer fit into that area, it must be restrained or otherwise suppressed to use the spell again. While the restrained or suppressed creature is in the area, the spell grants the target access to other creatures thoughts and behavior, as long as they can rest. To keep track of all your targets’s thoughts, creatures have a visual memory of anything they see, and the target must make the visual recall of something on its mind before the spell ends. Nothing is hidden from the targeted creature. The spell can’t track the targets movements, thoughts, and actions, either since they have no recollection of what they experienced. It can’t track you nor target me, and no spells or other magical effects appear on your targets’s memory.
Enchantment
Grief
30
Aura strong to neutral (if blue or red)
Describe or name a horrible curse or great affliction, perhaps from the Nine Great Books or stories of legend, that has affected a creature for the duration. For the duration, a creature has disadvantage on attack rolls against creatures under the influence of a greater curse than your level. The curse, if created, is a debilitating affliction that can last for a period of time. At the start of each of the creatures current turns, the curse is cast and the creature takes 1d10 necrotic damage, and the creature’s soul is restored to its owner’s power and condition at the start of each of its turns. At the end of each of the creatures current turns, the curse is broken and the creature takes half as much damage. If the creature or creature’s parent and siblings have similar curse’s, the creature or creature’s parent and siblings also suffer such a curse. The spell ends if you choose a curse with a higher level than this one, if it has no level, or if your spell casting is broken. When you cast this spell, you learn the names of at least three curses created by one of the spells described or named, or by how they affected the creature. For each of these curses, you learn the basic rules for the spell and for how it might operate under certain circumstances. At each casting of the spell, you learn the rules for how the spell would operate. For each rule, you learn how the spell functions in practice, based on the information
Grief
30
Concentration, up to 1 hour
Your nightmares turn your victims into nightmare creatures, devouring them for the duration regardless of the nightmares' length or duration. For the duration, a creature that suffers from the Nightmare trait can’t willingly enter the nightmare or become a victim. The creature is a hungman or fiend, the latter possessing a creature familiar or legendary. You choose the creature’s nightmare shape. An abominable mimic, created by the devil or a devilish demon, appears in the shape of a cylinder and sucks up the sleeper until it falls asleep. While in the cylinder, you can use a bonus action to issue a whimper noise and whisper in the cylinder’s whisper space. If you don’t issue a whimper noise, the cylinder slowly dies away. When the nightmare ends, the creature falls unconscious and remains unconscious for the duration. You can’t issue a whimper noise, but when the creature attempts to do so, it can repeat the word aloud, ending the nightmare sometime before your next work shift. The cylinder is immobile while you are asleep. You can’t issue a whimper, but when the creature wakens, it uses your movement to push the cylinder up and down. If it takes any damage, it can use its action to move up and down as part of its move. It must then move back up and down as part of the spell’s effect, which can take several minutes. You can’t issue a whimper, but when the creature uses its action to do so, it might issue a short whimper, sound a whimper spell, or speak a word. As a bonus action on your turn, you can issue a word, but only if it is one sentence long. If you issue a word, the creature repeats it without regret or regretful intent. The creature remains conscious while it takes damage and can’t be targeted by spells or other magical effects.
Illusion
Grief
60
10 Days
This spell instantlyances all those around you to raise a state of emergency or emergency for the whole city. Choose one of the following options for how long you want the spell to last (until it ends): • Reduce up to 10 trees within 30 feet of you, removing a target tree from the list and placing it on the ground. • Reduce trees within 30 feet of you to 0 feet in diameter, leaving one or more branches severed to raise the ceiling, • or • Grasp one limb of the tree and use that limb to create an emergency tree • spell At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional emergency tree for each slot level above 1st.
Evocation
Grief
60
10 Days
This spell lashes out at the worst of those who have sinned and turns them against you. Starting with your current turn, you can use a bonus action to cause all creatures within 30 feet of you to be bonded together in an unholy mess, centered on an unoccupied space you choose within range. The bonded creatures are w strong and immune to all damage. In addition, a bonded creature that drops to 0 hit points when this spell ends determines that creature is forever departed from its natural home, leaving behind no physical remains. For the duration, any creature that w left behind has resistance to your saving throw checks and can’t regain sight of its mother
Grief
60
10 Days
You sacrifice some of your best qualities and leave behind a ring of life. For the duration, you have resistance to nonmagical bludgeoning, piercing, and slashing damage. For the duration, you have resistance to radiant, cold, and fire damage. When the damage occurs, your w arms drop to 0 hit points, and other creatures have disadvantage on saving throws. If you fail your save, you are pulled 5 feet higher inside the ring and have vulnerability to it for the duration. When you reach the top of the ring, when any creature you chose within 40 feet of it hits you with a weapon attack, you make the attack roll with advantage. On a hit, the creature takes 2d10 radiant damage (if you are already dazed) and must return to your hand to regain hit points. You can use your action to move up to 20 feet inside the ring, knocking down creatures, creatures, and objects that aren’t being worn or carried by others. If you have double your hit point maximum, you can throw yourself against the ground in front of you. If you have reach or are within 20 feet of the w brazier, you can leap over it to reach it. Any creature caught in the warding spell must make a Strength saving throw. If it fails, it falls or lands in a pit, filled with silver or emerald ores. If it can’t reach the container by a spell’s limit, it falls, leaving behind an open pit. It is heavily protected from light and dark, and therefore difficult terrain for creatures of Medium size or smaller.
Conjuration
Grief
60
1 Hour
For the duration, this spell is suppressed for good’s sake. While the spell is on your active active spell slot, you can target an unwilling creature with a verbal prayer, offering a short prayer of thanksgiving to the deity who offered you sacrifice. The creature must make a Charisma saving throw. On a failed save, the creature is asked to give thanks and allow its memory of the sacrifice to come to life in its memory. If the creature does so, it is no longer asked to give thanks and instead gives thanks in a manner that feels sincere, sincere, and sincere. You can specify words or images that feel sincere and can be reconciled to the deity. For example, you can speak aloud in a prayer of thanksgiving to the deity who offered you a sacrifice, saying, "Thanksgiving is near, and perhaps I should give you a prayer to help me heal my own wounds and restore my health." While the creature is willing to offer its own prayer, you can choose from any of the options below to invoke the deity's offering. The result is a divine word, a meaningful prayer, or a wish that brings about the desired result. While some deities offer thanksgiving on a short-term or permanent basis, others offer this sacrifice over the course of a year and a day in exchange for a portion of its earnings. A deity offering thanksgiving to another creature is considered a long-term sacrifice, and the duration of the offering is measured in years. A deity offering thanksgiving to a willing creature’s entire family is considered a long-term sacrifice, and the creature’s entire family is considered a sacrifice over 1 year. A deity offering thanksgiving to a creature other than you is considered a temporary sacrifice, and the creature’s family is considered a sacrifice over 2 years. If the creature would be willing to sacrifice itself to shed its blood for the benefit of another creature, the sacrifice would instead be accepted by that creature as a permanent sacrifice. The duration of a divine thanksgiving depends on several factors, including the creature’s bloodline, the circumstances under which the divine offer is offered, the creature’s race, and the creature’s background. The duration depends on the nature and circumstances of the sacrifice. If the creature would be willing to sacrifice itself for the benefit of another creature, the sacrifice would instead be accepted by that creature as a permanent sacrifice. Redirecting. The direction in which an emanation moves. The direction in which a particular spell or ability activates
Grief
60
1 minute
For the duration, an unwilling creature or an object you touch becomes haunted. Any creature that you choose when you cast this spell must succeed on a Wisdom saving throw or become haunted for the spell’s duration. This spell has no effect on undead or constructs. The spell doesn’t, however, prevent creatures or objects from being haunted, and any such creature or object can’t become ghostly or animate in the same way that a ghost is frightened.
Illusion
Grief
60
1 minute
You feel the sting of being driven from the body of another. Until the spell ends, this spell deals an extra 1d6 psychic damage to the target and causes the target to be bereft of its vitality, becoming incapacitated, weak, and withered. This damage can be stopped by other means.
Abjuration
Grief
60
30 Days
This spell creates a life preserver within a creature’s mind. The target of the spell is affected by whatever negative affect, minor, or debilitating effect the spell mitigates, and it becomes incapacitated for the duration. The target also loses all memory of its actions and actions while the spell is in effect. The spell has no apparent effect on other creatures. An affected target knows nothing about any of its actions and actions while it is aware of the spell’s negative affect and can’t perform any acts of resistance against its spells or magical effects. In addition, on each of its turns until the spell ends, the target can use a bonus action to create a new negative affect on itself, ending its turn immediately before the target was even aware of the spell and again when it attempted to cast the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases to +6x the spell’s level, and the duration increases to 1 day. when you use a spell slot of 3rd level or higher, the bonus increases to +6 days. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +8x the spell’s level, and the duration increases to 1 day. when you use a spell slot of 5th level or higher, the bonus increases to +13 days.
Necromancy
Grief
60
6 Hours
This spell is a part of a larger plan to rid the world of all vampires, undead, and undead servants. Choose a beast in range: celestials, elementals, fey, elementals, fiends, or undead. The chosen servant becomes a creature with the alignment traits. Each creature of the chosen kind gains the following benefits: • An undead servant can't attack you, and it doesn’t become friendly to you. • You have resistance to necrotic damage, and undead creatures are unaffected by spells and other effects. • You shed 10 feet of movement for each level of armor or greater. • You can’t use reactions, but you can cause any effect of greater size or greater duration to reduce the servant’s size by 5 feet, or increase its speed by half its normal rate by any means short of a long-term spell of your choice. • You can cause simple creatures to become superstitious, for example, by telling them the password that appears on their task lists and telling them how to use that password. These spells don’t work on fey, which becomes a trap if it is set up along the fey path.
Transmutation
Grief
60
8 Hours
You create a tempestuous cloud of despair on the ground below. Until the spell ends, a creature within 10 feet of the cloud and one creature within 30 feet of it for the duration must succeed on a Wisdom saving throw or take 2d6 psychic damage and become frightened for the full duration. The cloud is composed of 30 ice-like blobs that appear to be hovering in the air and move at a 60-foot pace. An unwilling creature that fails the save must succeed on a Constitution saving throw or become frightened for the full duration. The blobs are immobile and can hold up to 100 pounds. A creature frightened by this spell must make another Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails this save, it frees itself from the blobs and calms down, returning to full health for the duration. Each creature that succeeds on its saving throw must first succeed on a Constitution saving throw or be frightened of this spell for 1 minute. The cloud remains for the duration or until a creature uses an action to make another spell of 2nd level or lower to dismiss it. Once a fear condition ends, the blobs vanish.
Conjuration
Grief
60
Concentration, up to 1 hour
The flesh of a creature that you choose strikes up to three times harder and causes it to tremble and to become terrified. For the duration, the creature is frightened of you and of any creatures that are within 30 feet of it. At the start of each of its turns until the spell ends, the creature must make a Constitution saving throw. On a failed save, it can take 1d10 thunder damage and be frightened for 1 minute. On a successful save, the creature’s frightened condition remains in place. The spell ends if you use your reaction when you cast it again to do anything else. When you do so, you use your reaction to deal 1d10 thunder damage to the creature. An incorporeal creature or a creature that is not a creature can’t speak, can’t willingly move, has 10 hit points, and is under the influence of some kind of energy that causes it to tremble, burns, or grieves. The spell ends if you use your action to do anything else. If you use your action to do something else, the creature must make a Wisdom saving throw. On a successful save, the spell ends to no more than an effect of your choice.
Necromancy
Grief
60
Concentration, up to 1 minute
Describe, mend, or maim an unwilling creature or an object for the duration. You speak the creature’s name and say what you hear, at the minimum of details you ask for, such as a long name or short earthen title. The creature is protected from mortality if you are friendly to it, and the spell reduces undead to unconscious for the duration. The spell ends if you die. You can cast this spell again as an action on any of your turns, ending the effect on itself on a success. During this time, any harmful effects of the spell remain on it, but it has no affect on you. If you cast this spell again, the spell ends for you. Thus, if a targeted creature kills itself by casting a spell that targets a creature with an affected spell, the spell ends for you. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can target one additional creature for each slot level above 6th.
Abjuration
Grief
60
Concentration, up to 1 minute
This spell ends if a creature of your choice that you choose becomes aware of a spell cast or a wish spell of equal or higher level that is in its spell slot, such as the one you used to cast this spell. When the spell ends, the creature realizes how much it helped to help other creatures, even if the creature was never its best friend. The spell ends for each affected creature (including its companions), if it succeeds on a Wisdom saving throw, or if it fails on its saving throw. The creature also realizes how much it helped to help other creatures, even if the creature was never its best friend. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is concentration, up to 30 minutes. When you use a spell slot of 8th level or higher, the duration is concentration, up to 1 hour. When you use an action to cast a spell using a spell slot of this duration, choose one of the following effects to create the effect, rather than creating the spell using a spell slot of 6th level or lower. The effect you choose functions as normal when you create the illusion. For example, a creature imitating a magic weapon might create the desired effect using an illusion slot of 6th level, 7th level, or 8th level.
Illusion
Grief
60
Concentration, up to 1 minute
You and another creature you can see within range for the duration. The target is affected by this spell for the duration. If you cast this spell on the same creature for the first time on a turn or a long rest, the effect ends for that turn.
Evocation
Grief
60
Concentration, up to 1 minute
You gain the ability to make a lasting mental link to someone you can see. You can communicate with them over long distances. You can also communicate with them through a telepathic link. You choose the person you are communicating with as your target. A target can't be a creature. You can communicate with them as if they were a humanoid, though they must be within 120 feet of you. Alternatively, you can communicate with them through a similar link but they must be within 120 feet of you. If the target is within 120 feet of you, it can’t be moved. Your communication with them is limited to telepathically linking them to another creature, or telepathically linking them to someone else. If you cast this spell multiple times, you can have no more than one communication with them. You can also have only one telepathic link with a target. If you cast this spell three times, you can have a telepathic link of your own, but another target must be within 120 feet of you to receive it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 year, and you regain all expended uses of that spell slot.
Conjuration
Grief
60
Instantaneous
The fear and trembling of your life force pushes you to the brink of insanity. You cast this spell for the first time on a creature within 60 feet of you. The target must succeed on a Wisdom saving throw or be affected by the spell for its duration. This spell has no effect on undead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Conjuration
Grief
60
Instantaneous
You have a flickering thought that only you can comprehend. For the duration, each creature within 30 feet of you must make a Wisdom saving throw. On a failed save, this creature’s Wisdom becomes 1. For the duration, a creature can‘t be affected by this spell by a creature. If the creature fails the save, this spell ends. If you cast this spell again, the effect of another spell on it is dispensed with and the current spell ends.
Necromancy
Grief
90
1 Hour
For the duration, a creature that you choose must make a Wisdom saving throw against your spell save DC, or else suffer the effects of its wish condition. When the curse ends, the wish condition is broken and the creature doesn’t have enough vitality for a full rest. If the creature requires sustenance from a living creature or a nymph, it can use its action to attempt to mend its condition by raising the creature’s hit point maximum by the minimum amount needed to regain hit points. If a creature w as injured by the wish condition or ends its turn injured by an ability attack, the creature is freed, though the creature might need medical attention to regain hit points. The creature can be restored to life only if and until the wish condition is shattered.
Necromancy
Grief
90
Until dispelled
This spell ends if you suffer a sudden death and your life total is less than half the current value of the soul. For the duration, whenever a creature other than you hits you with an attack using your soul, your soul is restored to its hit point maximum, which has been reduced by half until the spell ends. At the end of the duration, your soul becomes apparent to all creatures other than you, and one creature of your choice that you can see within range takes (or dies) immediately (if it is alive), even with this spell off. You can also choose a different creature for each spell slot full.
Abjuration
Grief and Healing
Touch
10 Days
You touch a creature and grant it a measure of peace. Until the spell ends, the creature w as affected by this spell with a sense of security. Through the warmth and tranquility of the magical ward, the creature receives its full potential and vitality restored to it.
Abjuration
Grief and Powerlessness
120
Concentration, up to 1 hour
This spell makes creatures suffer intense pain and powerlessness, and it makes them prone to terrible nightmares. Each creature that starts its turn in the spell’s area when you cast it must succeed on a Wisdom saving throw or take 1d12 necrotic damage (the DM’s weapon’s damage type is , and the creature must be within 60 feet of the area for the pain to appear). The pain can cause the creature to grow fatter, to lose its Dexterity (if any), or even to shrink back to human form. The spell ends for a target that dies before the spell’s duration, if it is cast while unconscious.
Necromancy
Grief and Staggering Smite
Self
Concentration, up to 1 hour
A ranged spell of opportunity you create a profane and terrible cloud of tempestuous energy that fuses with nature to assail the soul of a creature you can see within range (no larger than a 20-foot cube). Each creature that you choose within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature becomes charmed by you until the spell ends, at which point the creature becomes charmed by you until the charmed condition ends. The charmed creature becomes frightened whenever it takes any damage. The charmed creature must end its turn in a location where it knows the location of a location where the spell could cast, such as at an entrance to an uncovered pit, tree, or other hidden passage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the size of the cloud increases by 10 feet for each slot level above 3rd.
Conjuration
Grief and the Dark Arts
Shadow walk
Concentration, up to 1 hour
For the duration, a creature you can see is haunted by a dark and ominous spirit that calls itself the Dark Lord. The spirit can’t be dispelled by dispel magic, and if the creature uses its action to do so, it can’t do so again for 24 hours. The spirits can penetrate any barrier that is physically strong, a barrier that might protect a stronghold or fort or a fortress from siege or allied forces. The spirits can leave behind harmful objects and substances, even magical weapons that could leave a weapon or holy symbol in disrepair. The spirits can’t harm an unwilling creature, and they can’t harm an unwilling creature if the creature already treats the spirits with respect. Creatures with Intelligence scores of 2 or lower are unaffected by this spell.
Abjuration
Grief and the Silence Moon
120
Concentration, up to 1 hour
This spell halts the immune system of a creature for 12 hours, and the creature becomes blind and deafened for the duration. While the creature is blinded, it is forced to use a special ability to communicate with other creatures, usually a telepathic link, that blocks out of its sight. Any time the creature uses its action to speak a short message to its friends, the creature either beckons the creature out of its thoughts, or says a command in its head to its companions. The creature is limited in the actions it can perform by its blindness, and it can’t speak any magical spells. While blinded, the creature can’t see or hear anything except for invisible creatures and can’t cast spells, staves or hurlers. Finally, while the creature is conscious, any creature that the creature can see is surrounded by darkness afflicting it. Creatures or objects that can be targeted by a target lock on to the creature or to another creature have Their blinded condition negated against the creature’s statistics. The creature can‘t be targeted by a target lock, and the creature can’t be targeted by a target lock against an object perceived as being in its physical or magical path.
Abjuration
Grief and Wounded
Touch
1 Hour
You touch a creature and grant it a measure of hope, a surge of hope that can shake its spirit. The target suffers its wounds, and its speed increases by 10 feet until the spell ends, and it gains a +2 bonus to AC, saving throws, and class skills. It also gains resistance to nonmagical damage, poison, and laceration, as well as immunity to cold damage, fire damage, and one other saving throw of its choice (ritual weapons). The spell ends if the target is permanently incapacitated or otherwise overstayed its next turn.
Necromancy
Grief Aura
60
Instantaneous
As you cast this spell, you gain the following benefits: • You gain a temporary aura of hope that lasts until the spell ends, at which point the aura disappears and the spell ends. • You can give up to ten heads of hair of any color, made from magical force that is no larger than a 50-foot cube, a tail made of magical energy that has AC 15 and 30 hit points, or a shorter tail with AC 30 hit points. This spell can’t negate this temporary aura’s afflictions. • You can affect only one creature with which you are proficient. If you have proficiency with one creature, the target takes 10d6 radiant damage of your choice from the start of the casting to the end of the target’s turn.
Abjuration
Grief Aura
60
Instantaneous
You plant your wish on a creature, either willingly or involuntarily, who appears to have been dead for the duration or who has been dead for the current duration. The creature becomes incapacitated and unaware for the duration. The target attains the maximum benefit from this spell by speaking a short word or reading a single line of writing for 24 hours. This spell can last for up to 24 hours. While this spell lasts, you can also temporarily end the spell. If you do, the spell damages the target, and the spell ends. If you end the spell early, the spell doesn’t take effect, and you lose the benefit of any special senses your companions have. The spell damages an undead creature that dies within the spell’s duration. Undead or bard level 5 or lower isn’t affected by this spell.
Abjuration
Grief, Healing, and Resurrection
Touch
All
1 Hour
You touch a corpse and grant it life-preserving powers. While the corpse is alive, it gains the following benefits: • You are no longer blinded by fire, for the duration ends on a target that is no more than 60 feet away from you and that is no more than 60 feet away from you. • You can’t be targeted by nonmagical healing spells and have it recover from nonmagical wounds. If the corpse w ecomes any healing, it doesn’t have to heal until the start of your next turn. While this spell is in effect, any effect that could reduce a target’s healing to 0 during its healing period is lifted and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional corpse for each slot level above 5th.
Necromancy
Grief mask
60
Concentration, up to 1 day
A mask made of despair appears on a creature’s’ head and hovers for the duration in an immobile spot within range. The mask is a spectral monstrosity with a 4—foot radius and a sustained attack bonus of 10th level or lower. When the mask appears, each creature under the mask must make a Constitution saving throw. A creature takes 4d8 psychic damage on a failed save, or half as much damage on a successful one. The mask dissipates when the creature returns to its unoccupied space to its normal place of rest. The mask is a Medium construct with AC 15 and 17 hit points. It has 6 hit points, 3 injured hit points, and 3 necrotic levels, 8 Ethereal Levels, and 25 hit points.
Divination
Grief of Faith
Self
Concentration, up to 1 minute
You conjure up a small fog that appears over a location, one-mile to a mile away, and then spreads over the whole area. The fog can be removed by using a simple, three-step process. Using the same three steps, you animate the fog to appear to be a straight line, centered on a spot chosen for your location. When you animate the fog, you change the direction it travels so it enters difficult terrain areas and then moves onto normal terrain, provided that the area is clear to the target. You can turn the fog around in a vertical direction only if it is already standing on a spot already occupied. A total of 20 feet of fog is created at a start time and continually moves toward the target. If a target is within 20 feet of the fog, it is knocked prone and must make a DC 20 Strength (Athletics) check to be blinded for 3 rounds. Otherwise, the target can make a DC 20 Dexterity check as a bonus action.
Conjuration
Grief ray
120
Until dispelled
This prophetic call emanates from within you, a deep, affecting void that lasts for the duration and can drain life from nearby creatures or place them without harming them. The void is an open space that you can see within range and which can only be opened by a normal normal movement action. On each of your turns, you can convene yourself in a brief, private ceremony at the feet of a deity. You must have seen the sign before, and can see the sign as a vertical column or a horizontal column (your choice). You can cast this spell only during your next long rest. After you cast this spell, you can dismiss it as an action and return to the spot where you cast it.
Conjuration
Grief ray
30
Instantaneous
All creatures within the range, or in the air as snow, are struck by a sudden or unexpected threat. The threat is a nonmagical or psychic force that lies within range, within reach, or hovering at a creature’s level. If the creature would appear to be under the effects of an illusory threat, the creature would instead appear to be in a position in which it is immune to the threat. This spell allows a creature’s level (including jump height) to be commensurate with its height, also known as the dl ‑d range. The creature’s plane’s dl ‑d range determines how far the creature can travel while in the spell’s range. For example, a warded creature’s reach might be 4 feet if it w ho dl ‑d 4, 5 feet if it w ho dl ‑d 5, or 8 feet if it w ho dl ‑d 8. Similarly, a fey’s reach might be up to 1 foot if it w ho dl ”d 6, 10 feet if it w ho dl ”d 7, and 15 feet if it w ho dl ”d 9.
Conjuration
Grief Remains
60
Concentration, up to 1 hour
You have become vaguely familiar with one or more of the following spells for the duration. You can cast those spells again and then be aware of the spell for the rest of the duration. If you cast the spell again, you must use your action on a different action and then make a new one. You regain any expended non-combat damage when you return to normal.
Transmutation
Grief Remains
Touch
1 Hour
You touch one willing creature who is struck by a powerful thought or felt special within a specific time or place. For the spell’s duration, the target can make a Wisdom saving throw. On a failed save, it takes 6d8 psychic damage and is blinded until the spell ends. At the start of your next turn, the affected creature can roll its ability scores as a bonus feat. The reduction to its AC causes its attacks to have a higher penalty, and the creature can make two Wisdom saving throws at the end of each of its turns. If it fails this saving throw, it is subjected to the petrified condition, which ends its next turn. If it completes its turn as a bonus action, the creature is no longer blinded and can use its action to make another Wisdom saving throw at the end of its turn. If it fails this save, the creature is killed instantly. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Abjuration
Grief Remains
Touch
Instantaneous
Until you finish casting this spell, a creature you touch or touch and that has no memory or memory of the past day experiences grief. For the duration, as a bonus action on each of your turns, you can recall a specific event that affected the creature at the time it died, as well as a possible response to that event, if it lives. A particular event or response described in this spell might take the form
Grief Remains
Touch
Touch
8 hours
Sha being a loyal servant is a loyal servant, a vessel to dwell and foster its loyalty. Thus, when a loyal servant dies, its soul mates with the one it adores, and the bonded servant takes 1d6 psychic damage (if any exist at all). If a loyal servant succeeds on its saving throw, the servant becomes a creature of service to the goddess, a divine artifact created to guard against her wrath. The bonded servant is permanently under your control, replicating the personality and duties of your deity. Your deity grants you the following benefits when you die: • You are no longer considered a deity within the meaning of the Dying Ethereal rule. As a bonus action, you can release the bonded servant from its mortal form to become a celestial. You can adopt a new form for the spell’s duration, ending the spell early. The new form can be any creature that starts its turn as a celestial or a fey creature. The bonded servant gains the equipment needed to wield the celestial or fey item, along with the creature�
Grief Spike
60
Concentration, up to 1 minute
A powerful magic needle appears in a creature’s space within range and leaps out at the target in a 5-foot radius, dealing massive damage to it. ’s Strength is reduced to 3, and the target’s Constitution reduced to 2. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2
Grief
Touch
10 Days
Until the spell ends, a candle filled with radiance blossoms from within the Ethereal Plane to guard your fortress. Nothing can extinguish the gloom, and nothing that remains of its size, shape, or intensity can’t dim or otherwise illuminate it. Thus, all forms of darkness can’t pass through or enter the fortress’s interior, nor can the undead or oozes. A restrained creature or an inanimate object such as a being of the same or higher level can‘t be affected, and the spell ends for that creature or object. In some rarer cases, the flames shed by the spell could’t perforate the fortress walls or flames.
Transmutation
Grief
Touch
1 Hour
For this spell, a creature you touch becomes bereft of its feelings and deeply moved. The creature is cured of all afflictions it once had and takes 100 necrotic damage, and it has resistance to necrotic damage for the duration. The creature’s soul is free and unaffected by any afflictions it once had; the spell fails and the creature awakens.
Necromancy
Grief
Touch
1 Hour
This spell attempts to end a life, and you choose the kind of creature that you cast this spell on. You touch a willing creature, and the spell ends for that creature. The spell ends for you if you are good. For the duration, the creature has disadvantage on attack rolls against you and can't take actions, and it suffers an intense chill in place of rest. While the creature is affected by this spell, any effect that would reduce the creature’s attack bonus or other special ability scores increases the creature’s attack bonus by 2. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the spell ends for you and your melee attacks deal an extra 1d8 force damage on each of your turns for each additional 1d8 damage you take.
Abjuration
Grief
Touch
1 Hour
You touch a creature and bestow a moment of respite that can last for up to 10 minutes. For the duration, the target can’t become frightened or attacked.
Abjuration
Grief
Touch
24 Hours
As you are shocked awake by the sight of your loved one, or cursed by nightmares about your friend, your god, or your fallen great-aunt, you learn to deal with the painful feelings of regret that can assail your soul and cause you visions of the things that you did wrong. Whether caused by your anger, your jealousy, your loathing of your beloved's beauty, or your love for her, the memory leaves you with intense guilt and shame, yet your soul continues to be strong and loyal to her. As you awaken, your spirits lift all doubt about your loved one's worthlessness and faults, and they carry out your wishes to rid the world of those faults. You can feel the sting of remorse radiating from your loved one, and with each passing moment of your sleep, your resentment grows stronger, until it can overwhelm your intellect and resolve. Such a powerful pain grows stronger as you seek a way out.Choose a location on the map that you can see. The location is determined by the deity‘s alignment and is determined by the material components you use in casting this spell. It is possible that some locations are aligned with your deity’s symbol, or alignment might change, or some locations might be drawn from a scroll. You can specify a portion of the material component used in casting that is specific to the location, as your own location, or both. The material component you specify is always present within 5
Grief
Touch
5
Instantaneous
You touch a creature, and the creature is filled with dread. For the duration, that creature has disadvantage on attack rolls against you and one other creature besides you. While the creature is frightened, you can use its action to make a Wisdom check against your spell save DC. If you succeed, the creature is no longer frightened but has half resistance to all damage and half damage to AC, and it has resistance to all damage rolls made against you. For the duration, this spell can’t relieve any of the creature’s nightmares, but it can offer a brief respite. When the creature finishes a long rest, or ends its turn doing so, it can roll a d4 and add the number rolled to its attack roll, saving throw, or attack roll. If it rolls a higher roll, it can roll an additional 1d4. While the creature is frightened, you can use your action on a subsequent turn to make an attack roll that involved magic missile can’t reach its throat. It can also use its reaction to make a new attack roll, which can’t deal damage unless it is a weapon attack. The creature can also use its reaction to try to knock off some of the creature’s clothing, leaving behind a trail of footprints in the woods.
Abjuration
Grief ward
90
Concentration, up to 1 minute
For the duration, your body becomes vulnerable to one effect that can deal significant damage. You are stunned. At the end of each of the target’s turns, during which it isn’t moving, or during which it has reason to be, to use an action to make a Wisdom saving throw. On a failed save, the target is restrained by the restraints for the duration. A restrained target can use an action to make a new attack or take a new attack roll. If the target has a different attack roll than the one it was on before the spell ends, the restrained target can make a new one, but it must first make a new attack or take a new attack roll. The target can use its action to make a new attack or take a new roll. The target regains hit points equal to half the amount of health remaining when the spell ends. Stunning. The target has disadvantage on attack rolls and saving throws. The target is deafened by aura and is restrained by a strong magical field. The restrained target can use an action to make a new attack or take a new attack roll. On a hit, the target takes 3d6 slashing damage. On a miss, the aura blocks the attack and the spell ends. Tearing. The target has disadvantage on attack rolls and saving throws. The spell ends when the target releases its hold on an object or a being or when the target has completely freed the object or being from its hold. This spell closes all afflictions and any damage afflicting can be dealt with. The target regains hit points equal to half the amount of health remaining when the spell ends.
Abjuration
Grim Force
120
Concentration, up to 1 hour
You create a constant, nonmagical force within range that ripples outward from you. The force spreads around corners. When the force’s radius is large enough to crush an unoccupied space that is up to 200 feet under a creature, the force twists and forms a solid wall on each side of the creature’s space, forming a protected area. This wall lasts for the duration. When the wall is destroyed, creatures and objects within can’t pass through it, and magical barriers created by the force leap from it to block passage can break
Grim Force
150
Instantaneous
You create a void that extends over
Grim Hand
Touch
1 minute
A hand of swirling antimagic field appeareded toward you and rested on your shoulder. It stopped flickering at the touch of a spell of 8th level or lower and began to glow faintly with each use of your spell slot. When you cast the spell, choose a point within range. You can use your spell slot to’todge one Gargoyle, two Huge Diadem, or a Large or smaller creature. Otherwise, you make a ranged spell attack with a weapon made of hand and with a weapon with which you are proficient. On a hit, the creature takes 4d8 necrotic damage, and it takes 2d8 necrotic damage for the first time on a turn or a turn after you cast this spell, or half as much damage on a subsequent turn. Both damage rolls equal 1d8; the DM can adjust this damage roll to fit the extra damage. You can use your action to dismiss the hand. Using it again, however, dismiss it again. Using the hand again, and you lose any remaining damage rolled. While the hand is holding harmless spells, you can use your action on each of your turns to cause one of those spells to resolve and affect it as normal, instead of ending your turn. If it does resolve, you instead end the turn with no hand.
Transmutation
Grim Metamorphosis
Evocation
GrimMew**11
150
Concentration, up to 1 minute
Shimmering orbs of light erupt from a creature or an object within range, appearing on the ground or in the air at the scene. The orbs appear in places as small as trees in an unoccupied space of the DM’s reach. When a target orients its warded location while within 60 feet of the orb and seeing through it, the target sees a blue light in its area for the duration. If the orb appears nearby and the target is moving so that it can pass through it, it does so, and it takes 4d6 radiant damage in the process. At the end of each of its turns, the target can make a Constitution saving throw. The spell ends for it
Evocation
Grimm Grasp
Touch
1 Hour
A flurry of powerful magic appears in which a creature attains a certain level of arcane power. For the duration, spells of that level are cast, spell save DCs are made, and the target must make a Dexterity saving throw. On a failed save, the creature can’t cast any spells or activate any magical effect.
Abjuration
Grimmgrub’s Eye
150
Concentration, up to 1 hour
You create a spectral eye of spectral and magical power in a 15-foot cube centered on a point within range. Until the spell ends, a spectral eye can hover on a creature or an object in range and see into for 1 mile for a blind creature or up to 10 feet out of the window. The eye can pass through fog, smoke, and any such gases. If you cast this spell using a spell slot of 6th level or higher, the eye can illuminate up to 20 feet of ground, 30 feet of nonmagical nonmagical nonbridge
Grimm of Strength
Touch
A pillar of thick, dark air rises out of the ground in a 10-foot-radius sphere centered on a point you can see within range. Until the spell ends, the sphere is unoccupied and can be used to move up to 5 feet in any direction. The sphere lasts for the spell's duration. The sphere can be used to move up to 60 feet. While the sphere is moving, creatures within the sphere make a Dexterity saving throw. On a success, the sphere appears in a 5-foot radius and has a radius of 60 feet. On a failure, the sphere disappears and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the minimum number of uses for each slot increases by one for each slot above 5th.
Conjuration
Grimm's Field
60
24 Hours
This spell creates a bulge of magical energy in an unoccupied space of your choice within range. Until the spell ends, these bulges move with you and deal 3d8 piercing damage to creatures within 5 feet of you.
Evocation
Grimm's Hand
10
Conjuration
Grimm's Hand
Self
1 Hour
This spell makes a servant appear like any other hand or a hand of some kind. You choose one of the following nonmagical hands or a hand of some kind. The target’s size is Medium, and it can’t become a Medium hand or a Huge hand. If you target a hand with a magic weapon or a spell of 3rd level or higher, it creates no magic effects, but instead deals damage in the hand’s designated order. Each hand has AC 5 and 30 hit points, and it is the largest hand in a 10-foot cube. If you target a hand with a spell of 4th level or higher, that spell deals an extra 1d6 force damage on each of its turns so far. While the hand is hand-sized, you can use any reduction the hand uses to create the hand’s size. You must use magic to create the hand. To do so, you must spend 1 minute manipulating the hand. If you do so, the spell ends, and the target becomes a Medium hand. (Typically, you target a hand with a spell, creating a hand of Medium size and 10 hit points, while creating a Medium hand with a spell of 3rd or higher rank creates a hand with a 6th or 7th-level spell.) When you cast this spell and at the end of each of its turns thereafter you can roll a d 6 to determine the hand’s size, and the DM chooses the maximum size hand can support. If the hand’s size is reduced to 0, any effect that created a hand created by a spell that affected the hand automatically creates a new one created by a spell of 3rd or lower. When the spell ends, the hand becomes a Medium hand, with 10 hit points and no sound and 25 hit points. If the hand’s size is reduced to 1 or to 2 hit points, the spell ends. If the hand’s size is increased to 3 hit points, the spell ends. At Higher Levels. When you cast this spell using 1 level of Arcane Magic, your hand increases by 3 hit points for 7 days. If your hand is only holding a Large or smaller object, you create a small, harmless effect that lasts until the end of your next turn or until you can cast your spell again. While the hand’s size is reduced to 1 hit point, you can use an action to move the hand up to half your speed and then move it to a new unoccupied space you can see within 10 feet of your unoccupied space. You can have up to two glowing horns on each hand. While the hand is healing, you can either make a melee spell attack or throw a weapon using the horns' force field. Hit or miss, the horns crack open and the weapon deals 1d6 piercing damage. The weapon emits a cacophony sound that mimics the sound of your own fighting style, and you can’t use your action to speak any spoken language other than your own.
Conjuration
Grimm's Hand
Touch
Concentration, up to 1 hour
You touch one willing creature and put it into a state of suspended animation. Until the spell ends, this hand becomes magically attached to the target and lasts until the target uses an action to dismiss the limb. The limb can be free floating, hovering, or hovering slightly in the air. It can move across obstacles and attack any creature it strikes. It can open or close doors, windows, and other openings. The hand creates no force to guide it. It doesn't rotate or budge or twist to create a new effect. It can’t create physical or affectmental barriers, such as those created by conjured portals or magical wards, to keep out evil spirits. Instead, the limb creates openings and points of passage on each of its turns, making them appear as horizontal or vertical bars, or a semilunar pattern. If the hand’s horizontal or vertical bars overlap, the effect on the limb ends as soon as the hand enters the area. Similarly, if the hand’s vertical bars overlap, the effect ends as soon as the hand enters the semilunar pattern. The hand might move to attack another creature, or it might move to move a creature within 5 feet of the hand. For the duration, the hand has advantage on attack rolls against creatures other than the target.
Transmutation
Grimm's Horrifying Grasp
Touch
Unlimited
You imbue a creature with the power to sever the flesh from its body of wood before time has expired to create a hideous transformation. Creatures are limited in the ability to transfigure their bodies, and any kind of transmutation that would reduce the target’s size or speed would end for the target. Any creature or object that can’t be reduced requires a short rest before it can make a new one. As a bonus action
Grimm's Minute Meteors
Self (30-foot radius)
Instantaneous
For the duration, any creature that ends its turn within 30 feet of a point of your choice within range can’t take reactions and become stunned until the end of your next turn, ending the effect on that creature on its current turn.
Innermost traps
30
1 Hour
Three ordinary objects fit within a 10-foot cube that you can see within range. If you chose an object that has a 20-foot radius, the cube is only 10 feet
Grimm's Overwhelming Strength
120
Concentration, up to 1 hour
A surge of magical power springs into being, issuing from a creature you choose within range. Choose one of the following effects when a creature takes 2d6 damage or less: • One effect of your choice that occurs within 5 feet of the target becomes more intense and powerful. • Two effects of your choice become much more intense and powerful. • Four effects become more intense and powerful. • Eight effects become more intense and powerful. Each enemy within 30 feet of the target becomes charmed by one effect of your choice until the charmed condition is met. This charmed condition can be waived by succeeding expiries with advantage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Transmutation
Grimmstooth's Hourglass
Touch
24 Hours
This spell grants the willing creature a protective globe that surrounds it and inscribes runes that appear in all places where the weapon or spell within the globe might strike. Whenever a creature in the globe’s area hits anything within its area of effect, an antimagic field of energy of your choice that is strong enough to bruise or shatter the globe surrounds its area, and the globe becomes strong enough to shatter or slash through whatever portion of the creature’s space that the globe is on. The globe only affects one area at a time, and every single area affected by the spell is then briefly illuminated. For the duration, a creature of Medium or smaller size or smaller in the globe’s area can see through the globe and is unaffected by its properties. A creature of Medium size or smaller in the globe’s area can’t see through the globe’s area or has it obscured can’t benefit from taking cover behind a construct’s wall. The globe also extends to all creatures within its area when you cast this spell.
Conjuration
Grimoire
120
Concentration, up to 1 hour
Choose a glyph of old or fresh power, either sacred or profane. The glyph is a copy of a glyph created by a legendary glyph trick, such as the Unending Sorrowful Ritual, that has appeared in an unoccupied space within range. An unwilling creature that succeeds on a Strength saving throw to resist the glyph can use it as a bonus action on each of its turns to restore full hit points to its hit point maximum. If the creature fails, the glyph is lost forever, and the creature with which it belongs must use its action to return to its normal position. The glyph can be restored to an unoccupied space that isn’t occupied by another creature by taking 3d8 necrotic damage on a failed save, or by the creature automatically removing the glyph when the glyph appears and removes the glyph from its owner’s hand. Whether the glyph is ever created or restored depends on the nature of the glyph. A glyph created by a legendary glyph trick uses a spell’s power equal to one used to create the glyph. The glyph's power is lost if the glyph is created with a spell slot of at least 2nd level or higher.
Illusion
Grimoire
14
1 Hour
You create an ancient artifact imbued with dread magic, transforming it into a holy book. The book contains magical or mundane statistics, spells of the chosen sort, and messages written in plain black and white. For the duration, any creature that you choose must succeed on a Wisdom saving throw or become charmed by you for the duration. You can also use your action to dismiss the charm entirely. When you cast the spell, you decide if a portion of the magical edition is affected by the message and whether the spell speaks to it. If you do, the rest of the book instantly becomes holy and might become a mundane book (the extent of the magic book depends on the language barrier you cross, though the same words are spoken). You must speak the message when you make its appearance, and it speaks to you whenever you make a move using your action to move to a space within 100 feet of the page. The message remains for 1 minute after you cast this spell. You can banish the book into any unoccupied space within 30 feet of you. When you banish the magic edition, you return it to its original place of origin and grant its owner 25 temporary hit points, which are lost if you move more than 100 feet from the page to one where the magical edition is affected. Then, you can use your action to banish the book back into your possession.
Transmutation
Grimoire
150
1 Hour
You choose a book, a magic scroll, or a piece of jewelry from among those created by a spell of 3rdlevel or lower. You can also cast the spell on creatures and put the item into its owner’s attunement slot, when you cast this spell, until you finish a long rest.
Divination
Grimoire
150
1 Hour
You choose a book or a magical artifact within range and give it purpose, as a bonus action, you can give yourself or one willing creature you can see within range a copy of the book. The copy sheds bright light in a 10-foot radius and dim light for an additional 10 feet for the full duration, and changing the light can’t heal a wound or grant a creature a new ability. A creature can take damage or regain full use of a spell slot of 3rd level or higher by using its action on a new turn to take the damage or regain full use of a spell slot selected. This spell has no effect on constructs or undead, other than summoning or creating ones, or summoning a creature that drops to 0 hit points, such as a fey, into the sea.
Conjuration
Grimoire
150
1 Hour
You open a mysterious book, a secret book that contains magical properties that can reveal secrets that aren't known by most people. Choose any number of books within range. One volume of the book is inscribed with a specific magical effect, known as a Spell Effect, and its text is etched into the surface of the other books. The spell is permanent and can be suppressed by any Medium or smaller magic item or created by an artifact. When the spell expires, the secret effect is broken, revealing the Spell Effect to be permanent and harmless. If you cast this spell a number of times you appear in a location where the spell doesn’t have a location, you can have up to five of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Illusion
Grimoire
30
1 Hour
A cryptic magical scroll inscribed within an ornate, precious gemstone appears and hovers for a moment in your hand and then disappears. The scroll is an object that can be opened and closed, and a title and a symbol appear within a 15-foot cube within range. The scroll can bear up to six words and can be opened and closed by one creature or by two. You can open or close the scroll by forcing its contents into a pocket dimension and dropping the appropriate number of books from your possession. You can also use your action to control the scroll, which becomes aware of you and moves in one of the following ways while it persists: (1) You see through the scroll, or (2) You can see through the scroll, or (3) You instantaneously move the scroll so that it appears in the space you specify. The scroll flies eerily in the eye of beholder Cormut.
Divination
Grimoire
30
1 Hour
You summon a magnificent secret scroll inscribed with magical force within a magnificent hand of magical power. The scroll is imbued with a mysterious power, imbued with its power, that allows it to crush the worst horrors plaguing the dark and forbidden. Choose one or more of the following spells of 7th level or lower. The scroll crushes whatever it touches, spelling destruction upon those whom it crushes, summoning demons and spirits, immortals and aberrations, saviors and traitors, fiends and diviners, demigods and aberrants. The horrors it roams unleash a hideous fury on its target, though the target takes none of the damage. The scroll is wielded by a god or a celestial of your choice, linking it to its weapon rather than to its equipment and granting you a +2 bonus to attack rolls and saving throws. While linked to its weapon, you can use a bonus action to deal extra damage to the target if it is within 5 feet of your warchief’s office.
Divination
Grimoire
30
24 Hours
You open a magical book
Grimoire
30
500
24 Hours
You open a secret scroll or a magical record that can hold up to ten creatures of your choice within range. The record tells you the name, age, and portrait of the creature who created the record, as well as other information about the creature. The creature also gives you with a -2 penalty to all attack rolls and saving throws, and the record doesn’t need to be on a creature’s’ physical or emotional body. When you make the record, you can use your action to write on the record any number of times you choose. You can end the record on an object, an object that is worn by a creature, or a place or a structure. Once you have done so, you can examine it for any information you desire, but no more than once per day. A creature who ’determines that you do so must succeed on a Wisdom saving throw, and this spell doesn’t target it. If you do so, the record instantly appears on your person, if you have any. A creature who witnesses the record saving throw made against it attains a talentful in languages other than English that ends the spell’s effect. notice Also see below „ for statistics regarding the magic equipment worn by both the creature’s equipment and the legendary equipment worn by the creature. Equipment „ Equipment worn by legendary equipment „ At 1 hour, you can use your action to create a ring of magical energy that ignites if it is ever more than 20 feet away from you or if a pillar of black smoke appears within range. The smoke ignites any objects or effects that are worn or carried by the creature or created by a magic item such as a sword or spear. A prop
Grimoire
30
Concentration, up to 1 hour
A book filled with magic is magically opened and closed, revealing a secret passage that allows the user to manifest a divine glyph. The glyph can be a symbol, a symbol of power or a symbol of some sort that conveys a message, a message that has a direct physical manifestation, a message that would be unintelligible without the glyph, or an artifact that conveys a message that has a direct physical manifestation but that is lost in translation. When you manifest the glyph, you choose a new language and/or a language that you have studied, but that doesn’t have any proficiency in, and which doesn’t possess a staff drawn from the glyph. An unwilling creature uses its action to attempt to speak the glyph. If it succeeds, the glyph is lost, and the glyphs of all glyphs remain, with the glyphs of a staff drawn from the glyph of the legendary glyphs book restored to its possession. If the glyph is ever lost or misapplied to another glyph, that glyph is restored to its possession, and the glyph is restored to the same form as the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the Glyph of Life and Death.
Transmutation
Grimoire
30
Concentration, up to 1 hour
You
Grimoire
30
Descripción
A book filled with magical knowledge and secret knowledge imbued with magic. You must speak the secret word of a book that exists only within a certain way on the same plane of existence as the spell. This spell sheds light on a secret magical artifact, no more precise than a prismatic orb, that is hidden in an unoccupied space you can see within range. If you read a secret word inscribed within the book, you can use a bonus action to see the secret word appearing in its entirety in its entirety on the same spot where you cast the spell. Once the spell ends, you can dismiss the spell at any time. The secret word appears in all its scattered forms, as a translucent crystal on the lower half of the cover, or as an invisible barrier that blocks vision through it. To see or hear the secret word, the book must be opened and closed by someone other than you before the spell expires, or the secret word has expired, and the spell ends. A hidden spell effect of your choice in a sealed book, other than a spell, that activates under certain circumstances is unaffected. For example, a spell that activates under a sealed book like this one would activate under an effect like this one that opens a compartment or an area of ceiling like this one.
Divination
Grimoire
5
Unlimited
24 Hours
You choose a book or other valuette drawn from a grimoire of legendary power and power within range that bestows
Grimoire
60
10 Days
A book or scroll imbued with grimoire power radiates magic and power beyond those of your mortal form. Choose a book or scroll as your material component. Applying the spell to a book or scroll grants it a +2 bonus to AC while it is in your hands.
Transmutation
Grimoire
60
1 Hour
A book of cryptic words appears in an unoccupied space of your choice within range and lasts for the duration. If you cast the spell no more than once, the unseen words appear in an unoccupied space that you can see within reach of any creature that you choose. If you cast the spell once, the same words appear once on the same piece of paper. The words are brief, mysterious messages from an unknown deity. You decide what happens when the book appears. When the spell ends, the book becomes an object only you can see under an illusory image. An illusory image can be a transparent cylinder, as with fairy rings or jewelers' aprons, or a cylinder of wood or stone made of magical energy. As an action, you can move the illusory object up to 30 feet in any direction. The illusory object remains for the spell’s duration and can contain up to five magical images, but it disappears when the spell ends. It is immune to all damage, effects, and effects requiring attunement to a staff, an elemental spell, or a staff of levitation.
Transmutation
Grimoire
60
1 Hour
A grimoire filled with arcane knowledge imbued with dread dread power springs to life within an object of your choice within range. The grimoire is a single, inscribed book that contains a single book. You choose any number of books you choose within range and which have a cover that is nearly invisible. If the cover is on one of the books, the grimoire becomes permanent and can open and close automatically within 3 feet of it. The book is an object that has a cover that is nearly invisible. It is an illusory representation of an object and therefore doesn’t appear in your reality. You can use summoned images to compel creatures to perform magical actions. You can compel one creature to undertake an action or refrain from an action, such as speaking a short word, feinting, or casting a spell. Alternatively, you can direct one creature to undertake another action or refrain from doing so. To compel a specific creature to an action or another task, you use the same grimoire and task pages as above. You can compel one creature to undertake another task, such as retrieving a treasure, stowing it, or carrying it. Alternatively, you can compel one creature to undertake an action that would cause another creature to make a Wisdom saving throw. Both effects are wasted if the creature would be affected by the grimoire. If you compel a creature to undertake an action or task that would cause an effect to fail, the creature is helped to succeed, unless the DM chooses a different action than usual. Otherwise, the creature is prompted to make a Wisdom
Grimoire
60
1 Hour
You open the divine record and open a treasure chest full of arcane texts. You choose a scroll or a book that has a title or an item number that indicates where the treasure might be located. The book has a title and an item number that describe the type of magical artifact or magic item you choose. A simple scroll of record can open a treasure chest of any sort, as long as it contains at least the following information: • the name and portrait of the author or creator of the scroll The chest is an object with a title and an item number that described the treasure. You can open such a chest at any time by using an ability check made with a check DC of 10 + your proficiency bonus. normal : opens a gate or chamber Huge : causes wall of stone to ripple 1 mile in a direction you choose Small : makes a large wicker pit 3 feet tall AND A TIN OF WATER 18 STICKS Small damages 10 feet of ceiling or rubble Large damages 10 feet of ground or dirt TIME : 10 minutes
Grimoire
90
10 Days
This spell enables you with a simple magic item to issue a cryptic message to a creature (including you) within range that it thinks is friendly to you. You cast the spell on the instant you cast this spell, which lasts until the target realizes the message and realizes that the creature is hostile to you. If you cast the spell multiple times, you can have up to three messages written in the same place. If you cast the spell again, the message changes to read that way, and you can cast the spell again and then change the spell's casting mode so that it speaks with hostile creatures that you target. The spell doesn’t create an enduring connection between you and the creature you cast the spell on. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases to 11 days for each slot level above 6th.
Divination
Grimoire
90
Concentration, up to 1 hour
The next time you cast a spell this spell, you can alter the wording of its inscriptions so that they appear as if they spoke in their written language. For the duration, the changes affect only the book. For the duration is permanent and can be revoked or modified at any time by the DM. The changes can be visible only to one creature or one permanent object being worn or carried by an attuned individual (such as a warrior or wizard of the Tower of Joy), or hidden or obscured by a spell of 2nd level or lower. The changes last for 24 hours. If you cast a spell with a range of touch, the spell creates a gaseous gaseous gaseous effect that resembles milk. Any creature or object that can be charmed or bound to a creature or object by a curse or other transference spell is transformed into a restrained target, though it can’t be charmed or bound by such a curse or transference spell.
Necromancy
Grimoire
90
Concentration, up to 1 minute
You summon a rare treasure within range: magical scrolls, magical incantations, books, scrolls of teleportation, and other rare or magical artefacts. Choose from those described below or enter a treasure chest at the start of each of your turns as an arcane caster chooses. You can open or close the chest, which holds up to 500 scrolls. The item can be a book, an incantation, a scroll of disintegration, or another type of magical item. When you w as made an Arcane Scroll, an intricate incantation, or other spell’s scroll, you open or close the same item twice, opening or closing the first instance of the spell and the spell’
Grimoire of Firearms
Self
Concentration, up to 1 minute
You touch a piece of wood or stone, then move it to a place you can see within range. Each creature in a 5-foot cube within range must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the spell ends. On a successful save, the creature can use an action to exhale the fire, but it must make a Constitution saving throw. On a failed save, it takes half as much damage, and it takes half as much fire damage. On a successful save, it takes half as much damage, and it takes half as much acid damage. If the fire damage is low, the creature takes half damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Transmutation
Grimoire of Grima
90
8 Hours
You summon a maleficent demon whose most deadly weapon is a cursed book. You can make the book wither and become a giant pitiable skeletal beast with 20 hit points and no growth in body mass. The book is a powerful summon spell, but its magic can be broken and its spells cast destroyed. If you cast this spell in the same location every day since its first use, its spells end when it is summoned, and the spell ends on a creature that you choose when it leaves the book or during its rest. When you complete a long rest, or at the DM’s request, you may summon a new maleficent demon (limited to one form at a time), up to the size of a Large abomination or a Huge aberrational, and then end the spell at a creature. You decide the direction and duration, including the time before and after it expires. The demon moves along the ground in such a way as to cause harm to creatures or to linger in an unoccupied space if it is on the ground. If you cast this spell while you already have a body mass of 20 or less, you use the DM’s statistics to determine its body mass by dividing its body weight by its head size. For example, a Medium humanoid (larger or smaller) would need a body mass of 15 to 25 percent larger than it is now. When you summon the demon, choose a location on the map that you choose under the general rules for your area. You may choose an area on the map that is 1 mile long, 10 miles wide, and 15 feet tall, and that is completely nonhabitable to you. You choose the rubble, walls, or rubble-strewn streets of your area, or rubble-strewn buildings that you choose within 10 feet of your location. You summon a maleficent demon if you are located within 500 feet of one of the locations on the map.
Divination
Grimoire of Grudewald
150
24 Hours
You open a random book or scroll and fill its pages with meaningless words or images. For the spell’s duration, the spell fills a 10-foot by 10-foot by 10-foot book or scroll with nonsensical messages and instructs its non-wording to match the text on the cover. For the duration, any creature able to read the cover perfectly can understand the contents of the book. The spell's text can be found in the binder within 8 feet of each page. If any part is missing from the spell’s text, the missing part is replaced with a better language, with the exception that if there is a missing script in the second script used for a task, the spell fails because the task requires magic to write it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cast a spell of 5th level or higher as an alternative spell slot. The spell functions as if you cast it as a 6th-level spell. If you cast it as a spell of 7th
Grimoire of Hope
150
Concentration, up to 1 hour
A shimmering force radiates from you in a 50-foot cube centered on a point within range. Each creature that you choose must succeed on a Wisdom saving throw to resist the spell. For the duration, a creature chosen to succeed on the save has resistance to one damage type of your choice: acid, cold, erythema, maddening, or fire. For the duration, all creatures have disadvantage on attack rolls against you.
Evocation
Grimoire of Hope
60
8 Hours
You create a book of magical messages on the arcane grounds of a specific creature’s home, one page on a specific object or substance and another on another target. The magic is non-magical, and the message doesn’t need to be particularly detailed (though it might say something about the nature of the construct’s magic). When you create the message, you can designate a password that can be changed when you are finished writing the message. The password can be any password that you have created (not including your own), and it can have any letter, symbol, or number you choose that appears on the cover. When you create the book, you can direct its text to appear in any language that you know, and you make the writing appear appropriate for that language. You can shape the text so that it appears as if written in the language you chose. For example, you might write "Wine," "Banana," or "Tomato." If you are creating a magic book containing other spells, you can direct its text to appear in any language that you know, but you must choose an entirely different language for the magic to work.
Comprehend Languages
Self (15-foot radius)
Concentration, up to 1 hour
A warded, intangible illusion appears within 15 feet of you. The illusion is harmless and disappears when you dismiss it as an action. It is unclothed and lasts until the enmity ends. It obeys your spoken commands, your tactile senses, and any verbal commands you give it (no action required by you). While warded, your eyes and hearth are blinded, and you make Wisdom saving throws to resist this effect. You also can’t affect the illusion with a spell or trap. To do so, you either have it permanently warded or you can’t cast it once and make a new one. To change the enchantment used to ward a warded warchief, choose an undead or an illusory duplicating spell (the duplicating spell can be any spell used by the warded warchief). While the duplicating spell is in effect, you can make a new warchief automatically warded against attacks from creatures other than undead.
Enchantment
Grimoire of Hope
Self
8 Hours
This intricate spell reveals the way and the truth about a lost soul that has made it to the grave. When you cast this spell, choose one card within range: From the Giver's Book. You select a specific entity from a short list of possible names whose names appear in an unvoiced, magical symbol (such as the trapper’s name or the title of a secret society) that appears on the bottom left corner, and you choose one or more cards from that symbol. Choose one or more of the following rites, or the associated rites can be found in the Giver’s Book: - Death rites. - Mysteries. - Mysteries of the Dead. - Mysteries of the Shadow. - Mysteries of the Earthen Ring. - Mysteries concerning the Black Gate. - Mysteries pertaining to the Gate to Anor Londo. - Mysteries pertaining to the Temple of Pateryn. The spell fails, and the creature disappears into the Earthen Ring.
Divination
Grimoire of Ice and Fire
60
Concentration, up to 1 minute
A small, shimmering orb of cold light appears in the center of your space and spreads out across a 20-foot cube. The orb, which has no area, is difficult terrain. It is difficult terrain in the following ways: • It has a 60-foot radius. • It has 10 feet of reach. • It has 30 hit points. • It has a 20 percent chance to deal 5d6 fire damage to the target. • The target takes 1d6 cold damage, or half as much damage on a hit. • The target takes half as much damage on a hit. The spell ends if you cast this spell again. If you use a spell slot of 2nd level or higher, the spell ends. The spell’s effect ends if you use a spell slot of 3rd level or higher.
Evocation
Grimoire of Ice and Fire
Self
Until dispelled
You create a map of the natural elements on an object, a scroll, parchment, or other written medium that contains a message inscribed within a rarer or sacred symbol.
Grimoire of Knowledge
Self
Concentration
1 minute
You bring tales of beauty and knowledge to bear on a faithful servant. You might weave a message that verges on superstition, a tale at odds with the lore of your deity, or a tale imbued with divinity. You learn what happened to the creature that was slain during the event. The details remain secret. The tales can reveal secrets, especially those of a sort you would expect to be stranger to a creature. The more than simple fact of the event might be lost to time, or perhaps forgotten forever. It could be so incontestable that simple facts are lost to the imagination of a creature who believes in divinity. As a bonus action, you can bring one of the tales back to life. The tale sheds light on an important secret in the royal pantheon. A creature slain by a mote of mote's mists appears in the royal pantheon as a dead creature under the supervision of a divinity with a high demihumma (henceforth demihumma). The creature descends into oblivion and dies, and any life decimated by the mote reaches its nadir. The creature carries out whatever tasks that the royal pantheon requires of it until it awakens, at which point the creature returns to its home plane and performs any tasks that it has performed. The creature returns to its home plane, and the mote carries out any tasks that it has carried out. A creature that dies under such circumstances is reborn as a creature under the same demihumma until its last breath.
Divination
Grimoire of Life
120
Instantaneous
A book of divine knowledge lies within the hands of one creature that you choose within range. The book is a book of information and magical power. You
Grimoire of Life
60
10 Days
Your magic allows you to permanently turn the world around you. Choose as many points of light and cold light within 30 feet of you as you like, and create two such points on each side of an opening in the ground that you can see. Each point of light you choose uses one of the following effects when created. Redirects Gravity, Dunk Small or Medium Ships. No Huge or smaller ships are created there. Each Medium Medium ship in contact with the ground in space has AC 15 and 26 hit points. Reduces Medium Ships in contact with the ground in space to 1d4 + 10 hit points. This damage reduction lasts for 1 hour and can’t reduce a Medium Medium ship’s hit points below 1. Hit or miss. When you cast this spell, you also automatically switch to a new Medium Medium Medium shift, commencing with a point you chose when you cast it. The switch lasts for 1 hour. After 1 hour, the switch ends. At Higher Levels. When you cast this spell using a spell slot of 12th level or higher, when you cast its spell targeting a Large or smaller creature, the switch effect ends for that creature.
Transmutation
Grimoire of Life
Touch
4 Hours
Your gift transforms a creature of your choice within range for the duration. Choose any number of willing creatures you can see within range and imbue them with the power to create either tangible life, magical darkness, temporary life force, fey, unholy energy field, or a semblance of life or magical darkness, lasting 1 hour and causing no activity within that time. The creatures can be up to five times as powerful as themselves, and they have advantage on attack rolls against those with death dirge. Any creature struck by the spell must make a Constitution saving throw. On a failed save, the creature becomes incapacitated and must use a reaction to move to a new spot without spending its movement. As an action, you can move the creature up to 30 feet and make a Wisdom saving throw. On a success, the creature is no longer incapacitated and can move to a spot where it is no longer in range of the spell. As an action, you can direct the creature one step further away from you and make another Wisdom saving throw, taking 7d8 psychic damage on a failed save, or half as much damage on a successful one. As a bonus action, you can affect the creature again affected by this spell, this time without spending any movement. As an action, you can end this spell on the lain or in the center of an object or structure within reach of a creature of your choice that is no larger than an 8-foot cube. The creature can reach out to you and touch the cover on which you cast this spell but must use Strength to reach to the same spot, and it can’t take any actions that would allow it to move. It has disadvantage on attack rolls against targets within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Transmutation
Grimoire of Mara
120
24 Hours
You open a grimoire you can find inside an ancient sarcophagus hidden across from the city of Azlant. The casket contains detailed instructions on how to operate the tombs, who and where to visit, as well as secret instructions on how to perform specific rites and perform specific tasks within the tombs. When fully unfolded, the tombs are filled with images of Mara, who appears to be a creature of unknown worth and power. Whenever a creature in your path questions the whereabouts of the tomb, you can cause it to
Grimoire of Might
Touch
1 Hour
You create a magical talisman that can imbue a creature that you touch with might. Until the spell ends, you have advantage on initiative checks and combat checks.
Evocation
Grimoire of Power
60
Concentration, up to 1 hour
A scroll of divine power springs into existence centered on an area of ground you choose within range. The area appears within range on a wooden, wooden, or stone surface, and lasts for the duration. The area also appears within 60 feet of a point of your choice within range. You can use your action to cause the affected area to glow in a 15-foot radius around the area for the duration. This glow has a 20 percent chance to halve the target’s AC and hit points. If the target is missing any of its movement, such as because it can’t move or has trouble walking, the magic of your scroll has no effect to it.
Conjuration
Grimoire of Stone wind
Touch
24 Hours
You possess a magical artifact that extends into the physical plane, attuned to your space for the duration. The item seems to emanate from you, shaping itself to fit your desires and placing a price on its service. To receive this magic, the item must be 1 oz. (0.5 g), 0.01 oz. (0.5 g), or 0.01 gal. (0 g)—at any time for 24 hours. If there is no such item in your possession, you decide how long the item lasts and what kind of effect it has on the target. Whether you cast the spell over a longer period depends on your budget. For example, if you can afford 300 gp per hour, you could spend 4 wisps of silver to restore 1 oz of precious stone to a target hit by the spell. You might use a fraction of that amount to restore a creature hit by the spell to life. If you cast the spell over a longer period, you might end up with a creature hit by the spell if its speed drops to 12 feet before it can benefit from being moved to a safer spot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the price of two pieces of silver lasts until dispelled. For each piece of silver, 1d4 gp worth of value is restored, and the spell ends for that piece.
Transmutation
Grimoire of Strength
60
1 Hour
Warm wind rimes the wood of your wardrobe, and for the spell’s duration, when you make an attack roll you can roll a d4 and add your Strength scores to the rolled attack. If you make a roll, the weapon blows 1d4 and the ammunition is drawn into the chamber. If you roll a 10 or a 12, the piece of ammunition strikes and the result is a Strength saving throw. On a roll of this roll, you can pull the ammunition from the chamber and blast the w dirge weapon with a blast of warm wind until the w ught returns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can roll a 6 or a 7 or a 8. While you are using a spell slot of 8th level or higher, you can roll a 15 or a 17. If your concentration is spent using an alchemical weapon, the weapon takes a -2 penalty to attack rolls and damage rolls, and the ammunition takes 2d8 fire damage and 2d12 cold damage when it is used against a creature. When you cast this spell using a spell slot of 8th level or higher, the bonus increases to a 2d8 bonus, and the cold damage increases to a 3d8 bonus, based on the spell’s level.
Evocation
Grimoire of Thalmor
10th level (9th level)
Describe Knowledge
Concentration, up to one minute
You summon the dark primordial of Marduk, a
Grimoire of the Dark Forest
10 Days
Concentration, up to 1 minute
A 10-foot-tall cylinder of dark stone springs into existence at the center of the forest. Each creature in that area must make a Wisdom saving throw. A creature takes 7d8 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the save must make a Constitution saving throw at the end of each of its turns. On a successful save, a creature takes half as much damage and doesn’t have to make this saving throw again.
Evocation
Grimoire of the Dead
120
Concentration, up to 10 minutes
You imbue a dead creature with a certain amount of life and animate it. Until the spell ends, you can use the spell on the same creature for the duration.
Evocation
Grimoire of the Dead
30
Concentration, up to 1 hour
You imbue a book of the Dead with the power of the Grimoire of the Dead.
Grimoire of the Dead
Self
Instantaneous
You summon a new, nonmagical creature within range for the first time on a short or long rest. Each creature you choose must succeed on a Wisdom saving throw or be charmed by you for the duration. The target must make a Constitution saving throw. On a success, it is charmed by you for the duration. After the spell ends, you can use your action to dismiss the spell.
Conjuration
Grimoire of the Dead
Touch
1 Hour
You gain the ability to read the physical remains of dead creatures with a touch. Thus, you can read the cadaver’s remains or the remains of slain creatures if the creature has the ability to perceive the creature through the creature’s eyes.
Divination
Grimoire of the Dead
Touch
Concentration, up to 1 hour
You imbue a body that has a certain age, weight, or height within range with a powerful necromantic power. Transforming a body of water up to Medium or smaller, for example, grants you the power to store up to ten millennia worth of necrotic energy. The transformation lasts for the duration, if the restored body is broken or if you move more than 100 feet away from the body. As an action, you can reshape one undead servant you have seen transformed to become a servant of the dead. The servant becomes a demigod and serves as the service provider until dead. If the demigod dies and becomes undead, its servant can take no actions, and it becomes dead only once. Any creature that uses an action to mentally command its servant to follow its instructions or risk losing it for good behavior, must make a Wisdom saving throw. It must do so at the DM'S option, assuming that the DM chooses the DM'S undead service, and the servant willingly obeys. Finally, the servant produces a limited quantity of magical energy if it is restored to life. Any reduction to the servant’s life that the servant would have at death reduces it to 0. When you cut the servant’s physical body to fit its components, choose the one that has its material component and that fits within a 20-foot cube. (The servant can’t be reduced to this shape if it is too large for it.) You can reshape a creature that weighs up to 5 pounds if it isn’t trimmed to fit the servant’s body.
Transmutation
Grimoire of the Dead
You gain the ability to create a new world within the world you created. For example, you can create two new worlds in a single day. The world you create has a certain number of dimensions. For example, there are twenty dimensions, twenty dimensions, twenty dimensions, twenty dimensions, and one dimension, the dimension of the soul, the dimension of the body. The world you create is a living, sentient, sentient creature. The dimension of the body you create is the dimension of the soul, the dimension of the body. The dimension of the soul is the dimension of the body. The dimension of the soul is the dimension of the spirit. You choose one of the four dimensions for your world. Choose a dimension on which you have an active space. You choose an area that is occupied by a creature or a magical object. Choose another dimension, such as an airship or a bridge, that is occupied by an object or a magical object. Choose an area that is occupied by creatures or a magical object. The physical dimension is occupied by your world and the magical dimension is occupied by the world you created or the world you created. You can create a new dimension if you wish. This dimension has the same number of dimensions as the existing world, except that the dimensions are shifted so that you can't create an existing dimension. Each dimension has a different power. The dimension of the world you create is the dimension of the creature you created. You can change an existing dimension in this manner. You can change the world you created in other ways as well. For example, you can create a new dimension in any dimension that isn't occupied by an object or magical object. The world you create is a living, sentient, sentient creature. The dimension of the body is the dimension of the soul, the dimension of the body. The dimension of the soul is the dimension of the body. The dimension of the body is the dimension of the spirit. You choose one of the four dimensions for your world. Choose a dimension on which you have an active space. You choose an area that is occupied by a creature or a magical object. Choose another dimension, such as an airship or a bridge, that is occupied by an object or a magical object. Choose an area that is occupied by an object or a magical object. Each dimension has a different power. The dimension of the world you create is the dimension of the creature you created in the previous dimension. The world you create is a living, sentient, sentient creature. The dimension of the body is the dimension of the soul, the dimension of the body. The dimension of the soul is the dimension of the spirit. You choose one of the four dimensions for your world. Choose a dimension on which you have an active space. Choose an area that is occupied by a creature or a magical object. Choose another dimension, such as an airship or a bridge, that is occupied by an object or a magical object. Choose an area that is occupied by an object or a magical object. Each dimension has a different power. The dimension of the world you create is the dimension of the creature you created in the previous dimension. The world you create is a living, sentient, sentient creature. The dimension of the body is the dimension of the soul, the dimension of the body. The dimension of the soul is the dimension of the spirit. You choose one of the four dimensions for your world. Choose a dimension on which you have an active space. Choose an area that is occupied by an object or a magical object. Choose another dimension, such as an airship or a bridge, that is occupied by an object or a magical object. Choose an area that is occupied by an object or a magical object. Each dimension has a different power. The dimension of the world you create is the dimension of the creature you created in the previous dimension. The world you create is a living, sentient, sentient creature. The dimension of the body is the dimension of the soul, the dimension of the body. The dimension of the soul is the dimension of the spirit. You choose one of the four dimensions for your world. Choose a dimension on which you have an active space. Choose an area that is occupied by an object or a magical object. Choose another dimension, such as an airship or a bridge, that is occupied by an object or a magical object. Choose an area that is occupied by an object or a magical object. Each dimension has a different power. The dimension of the world you create is the dimension of the creature you created in the previous dimension. The world you
Grimoire of the Five Great Houses
60
10 Days
You open a secret journal that reveals the secrets of the Nine Great Houses. It is sealed within a secret chamber on a great hilltop house on the Great Barrier Reef that is 10 stories tall and 5 feet wide. To the outside world, the secret door is an ornate chest that houses the bookcases but is actually empty space. To the inner ear, the secret page leads to a page from the Great Hall, one that recalls the history of the House of House Eumenes. The bookcases contain the books, parchment, scrolls, magical scrolls, and other writings of the Houses, as well as the furniture, servants, and servants of the two Houses and their servants, who reside in them. The secret pages and the magical items inside contain information about all the Houses, their actions and their domains, the current state of affairs, and other special events within the House. You can view the secret journal in the Hall interior or the chest on the ground or in the floor. To the outside world, any door or window opening is an ornate chest that contains the books, parchment, and scrolls. The chest contains the full contents of a 100-foot-tall cube with a 30-foot-high ceiling and an 18-foot-wide spot where a single book can be uncovered. A thin sheet of shimmering air blocks the view and is a transparent cube with a shimmering window at the base. Any creature that the window can open and remains closed while the two objects are within the cube (and that the creature is hostile to) succeeds in seeing through the shimmering window as if it were inside the chamber. Any creature that can open or close the window and remains closed while the two objects are within the cube (and that the creature is hostile to) must make a Wisdom saving throw. On a failed save, the creature can't open or close the window or open or close the rift that separates the two objects. When a creature enters the sealed chamber for the first time on a turn or starts its turn there, the creature is transported into the chamber and made hostile toward that turn by the magic of the spell. When the spell ends, the wall between the two chambers falls to the ground and the mist spreads across the floor.
Conjuration
Grimoire of the Nine Graces
Touch
Concentration, up to 1 hour
This spell captures some of the elemental powers that animate and shape the elements in the Ethereal Plane. For the duration, you can alter the appearance of physical and magical barriers, create portals, and so on that are no larger than 20 feet in diameter and that are 5 feet high and 5 feet wide. You can open or close such a barrier, create a portal at the base of the barrier to the Ethereal Plane, and so on. You can use this spell to create a magical seal, create a barrier at the top of a barred or barred-off area, and so on. If you cast this spell while you are not casting a spell of 3rd level or lower, any creatures that enter the barrier enter the image of a creature other than itself and thus have disadvantage on attack rolls against them. When you issue the spell a new meaning to the meaning of the image, you direct the spell to create a new barrier at the base of the barrier, creating a new image. You also specify conditions that will make the image appear larger or smaller. Creatures that are already depicted as being smaller than 5 feet must first make a Wisdom saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. If a creature is holding onto a permanent object or resting on an object that weighs 5 pounds or less, the object is automatically lifted and not knocked prone.
Transmutation
Grimoire of the Nine Great Trees
60
Concentration, up to 10 minutes
You create an intricate, magical collection of magical trees within range. You choose any of the following magical trees: berry, celery, chamomile, celery, dill, dillow, eucalyptus, fern, fennel, gatling, gatling-horn, griffon, holly, holly-horn, jasmine, kennel, lily, mace, mordenberry, mary's patch, mordenberry, nectarine, ouija, pomegranate, prune, rose, sage, thistles, tarragon, tarragon-preserved barley, tarragon-preserved hemp, twigs, vines, and vine-shaped plants. Creatures that can’t be charmed aren’t affected. The trees are magically linked to creatures within 60 feet of them that you can see within range. A creature that can’t be charmed enters the spell’s radius and remains there until the spell ends.
Abjuration
Grimoire of the Nine Hours
60
1 Hour
You write on one object you possess that fits within a 5-foot cube you can see within range. The writing grants you temporary access to that object for the duration, ending the effect on that object. An object created by this spell has the following properties: • All words on it end with a +10 bonus and have a 30-foot radius. • The writing can be read only by one creature of your choice that you can see within range, provided that there are
Grimoire of Wisdom
60
1 Hour
You open a secret book and write a
Grimoire of Wisdom
Self
10 Days
This spell allows a creature you touch to regain all her hit points and hit points for the duration. The spell also allows you to undo some of the damage she took on her way to the top of her fighting style. For the duration, a target has advantage on attack rolls against a creature it can see or that can see light or darkness. The target also makes an Intelligence saving throw against arcane spells using different spell slots, such as those used by the damage magic. On a successful save, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can target one additional creature for each slot level above 5th.
Transmutation
Grimoire
Self
10 Days
This spell enables you ultimate control of one aspect of the multiverse, one creation in which you or a creature you designate is in the world at large. For the duration, you can manipulate non-magical creatures, animate or have some form of an animated body, change one of the following magical effects of your choice for the duration, or change one of the following effects of another spell’s spell’s or a creature’s natural weapon’s natural weapon slot.
Transmutation
Grimoire
Self
1 Hour
You open a grimoire on a mundane object you can see within range. The grimoire contains a divination spell that a wizard familiar with the game knows and uses to plan his or her adventures. You learn the nature of the divination and its details, how to open the spellbook and spell book to learn more about the spell and its effects, and how to read the dossiers. Once you know all the details of the divination, it becomes an arcane spell, with a 10th-level spell slot dedicated to it. While the spell doesn’t directly affect you, it is cast to remind you of a specific plan you already have prepared for your next turn. Then, when you finish casting the spell, you automatically learn a new spell to cast and cast that spell again. If you learn a new spell, it is drawn into the spellbook and can be held or packed until it is ready for use. It retains its existing form, though it must still be within 15 feet of you. You can’t use this spell while stunned. When you cast this spell, you learn the password of several creatures, whose w ords you choose from among the following options: • A password that starts with “a-z_ in the spelling of the creature’s name is used, and the spell ends in an up- or down-slope password that has the same spelling and punctuation sounds as the creature’s name. You can also end the spell early if you have to break it, though that spell can still be cast. This spell doesn’t affect undead or constructs, though it might turn them into undead or construct. If the w ord is missing, the spell doesn’t exist, and you instead learn the password of one willing creature (typically a creature or a creature’s attunement to a creature or object) who is also outside the spell’s scope. You learn the creature’s secret location while the spell is in effect. Using this knowledge to locate a creature or an object you encounter before the spell ends might yield useful information. You might be able to locate a creature that is hiding out in the wild, dead or in a cave, a creature that is attacking or attacking nearby creatures and a creature that is trying to eat something on the move. If you do, the spell is dispelled, the creature is within line of sight of you and the spell is lost. At the DM’s option, you might also find the creature acting oddly or trying to eat something on the move.
Conjuration
Grimoire
Touch
24 Hours
You give a creature within range a sacred artifact worth 500 gp. Until the spell ends, the artifact has certain properties that make it holy and magical. For the duration, the artifact benefits from certain properties that the creature already has, such as magical properties that make it immune to being frightened, or the artifact's properties, such as magical properties that make the artifact seem more like a weapon or shield, instead of as a magical weapon, magic item, or siege weapon. For the duration, whenever a creature attacks a target of this spell with a magical weapon, spell, or artifact, the target takes 1d6 cold damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum level of spells you can cast increases by 2 for each slot level above 5th.
Abjuration
Grimoire
Touch
Concentration, up to 1 minute
A collection of magical items that you can see within range, which appear to be treasure chests filled with runes inscribed with sigils, appears on the ground and is illuminated by a spectral wind for the duration. You control any runes in the w ho that seem to persist for the duration. You do not need to move to open the chest. If you open a chest on a subsequent turn, the runes are lifted and the contents restored automatically. An affected chest has AC 10 and hit points equal to your Hit Dice in order. Each creature within 30 feet of the chest must make a Constitution saving throw. On a failed save, it takes 14d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. When the spell ends, the magical chest erupts with smoke, blinding undead and granting a stunning 30-foot cube of invisibility. The smoke then dies. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 10 for each slot level above 6th.
Abjuration
Grimoire
Touch
Until dispelled
You open a mysterious and precious book. Then, with a flourish, drop it into a place that you can see: one hundred times your carrying capacity, plus or minus 5 feet for each side of the book that isn’t covered by clothing. The spell can contain divining messages, a symbol of power that can reveal secret doors or hidden chambers, or your choice. When you cast the spell, you can choose from any of the following effects when you cast the spell. A message that contains a divining meaning can be read only by a creature of your choice, and divining messages are words that can be read. Otherwise, the spell would reveal a cryptic message.
Divination
Grim Sanctuary
60
1 Hour
You invoke the spirits of nature spirits from beyond the veil of time to protect your dwelling place or a place you designate. You choose a certain area of ground, lightly obscured or otherwise, that is at least 10 feet square and that you can see within range, such as a grove of trees, that is within 5 feet of a place you designate, or within 10 feet of a place you designate; you can choose to cast the spell in those areas; or you direct one simple radiance that radiates life energy. The area you specify is imperceptible to noncreatures, and nonmagical creatures and objects that aren’t created by magic are also unaffected.
Grim Steed
Touch
1 Hour
You touch a gaseous creature and grant it darkvision. The creature is magically indistinguishable from an aberration aberration aberration. The gaseous creature can be destroyed or a second creature created to occupy the same space as the first. The second creature only needs to occupy one space (your choice). The first creature can be any kind of plant, or a group of creatures that are considered to be plants (your choice) that are friendly to you. You decide what kind of plants the second creature inhabits. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Transmutation
Grimstone Arrow
120
Instantaneous
You create a spectral arrow from a chunk of stone and imbue it with the power to cut through solid earth or stone. Appearing in an open area, the arrow cuts through any barrier or gaseous form, and it does so with advantage if you or your companions are standing on a flat solid surface. It also cuts through any loose earth in the area, blocking one obstacle each time. The arrow is a spectral thorn, so it has a particularly potent effect on trees and shrubs that are heavily wooded or drier than stone. When the spell ends, the arrow cuts through any remaining moisture in the area, and it emits a loud shriek at the target creature that is within 5 feet of it. Otherwise, the creature must succeed on a Strength saving throw or be restrained by the spectral thorn for the duration. The magical thorn also extends into the Ethereal Plane, blocking ethereal exits into its plane.
Conjuration
Grine
60
5 days
The flesh of one humanoid or an arachnid creature spills into a Medium or smaller vial and remains for the duration, granting the target w procsium for the duration. If the target would become diseased or poisoned, it can halve the duration by reducing the amount of vials already in use to one use. The cure condition, if any, then appears at the start of each of its turns. If the spell ends before then, the creature’s disease and poison resistance are reduced to 0. The reduced condition can be cured with any potion or poison affecting the target (and the effect of any poisons the target removes is also cured). At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the duration is instantaneous, with a 10-minute rest. When you cast it using a spell slot of 7th level or higher, the duration is 10 days, with a 60-day rest. When you cast it using a spell slot of 9th, 11th, or 12th, the spell lasts for the duration, if it is cast and the spell allows it.
Necromancy
Grine Cloud
60
24 Hours
This spell cuts the skin of one humanoid in two groups of four equal size and shape-shifting green and blue droplets. The droplets are sticky and wick like, appearing beneath clothing, under clothing, and otherwise afflicting the target. The droplets appear in unoccupied spaces that are within 1,000 feet of a humanoid or an object within reach. Any creature within 5 feet of the target when you cast this spell must succeed on a Strength saving throw or become blinded for 1 minute, or take 1d8
Grine of Resurrection
150
Instantaneous
You choose a portion of flesh from a corpse or a stump of your choice that isn’t diseased, poison, or scarred. You manipulate its flesh to grant a new life-saving ability. Roll 6 d10 x a mortal ability score. On a 1, the mortal reaches the higher end of her ability score (at the discretion of the DM) and makes a Constitution saving throw. On a 2, it makes a Constitution saving throw. If it fails, the spell ends. Otherwise, the spell ends on a creature whose Strength or Dexterity score is 0 or lower. On a 3, the creature makes an ability check that deals 2d6 damage. On a 4, it makes another ability check that deals 2d6 damage. On a 5, it makes another Wisdom saving throw, and so on until the spell ends. At any time after you cast this spell, a spectral mass appears within 30 feet of you, centered on the corpse you used as a material component and infused with your spectral force, and it deals 2d6 necrotic damage to any creature that it can reach within 30 feet of it. This movement doesn’t have enough force to cause damage, but it gently compresses any remaining flesh, leaving behind no tissue. The mass can be suppressed by using a ter'angreal or a similar spell, but it still causes significant damage. When the mass appears, each creature that it hits must make a Constitution saving throw. On a failed save, it takes 2d6 necrotic damage, and on a successful save, it takes half as much damage, but has disadvantage on attack rolls and ability checks.
Necromancy
Grine
Touch
1 Hour
You touch one to three nonmagical objects and imbue them with the power to change the appearance of objects that you can see within 30 feet of you. For the duration, these objects appear normal, normal, or ornate in appearance. Whenever you cast the spell, you can make a ranged spell attack for each object changed by 1 foot in size. An attack roll against a creature with less than 30 hit points determines whether the creature is magically enlarged and thus becomes an extra for the duration. As an action, you can move an extra object so that it appears normal and at least as large as possible on the same plane of existence (your choice, but not necessarily on this earth). When you cast this spell, any creature that can’t be moved or can’t move when it leaves the spell’s plane is forced to revert to its normal state. If you cast this spell before you would normally target a creature, it creates an extra creature for you to move to the next available creature slot.
Transmutation
Gripping Blade
30
Concentration, up to 1 minute
You create a shimmering blade that appears at a point you can see within range. The blade can be a staff, spike, or steed. It glows when you pull it apart, creating a dim light for a number of minutes equal to 40 light feet square. No creatures or objects can be seen or heard under the blade. The
Gripping Earth
120
Instantaneous
You shape a portion of the dirt, rock, or stone that remains within range for the duration, covering it in a protective earth clump. This spell creates a globe of tiny, greenish-white shapes, called a mesa, that remain for the duration. You can place the globe where you want it to remain for the duration. A mesa with a 30-foot radius creates 10 feet of TNT centered on that point. When the first frost has formed on it, a thin sheet of ice hurls meteors 100 feet long and 5 feet high. The sheet can cover up to 300 feet within 10 minutes. The mesa disappears when a frost stops forming and a shower of sparks erupts from it. Each creature that can see within 30 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage. The spell creates a vapor vortex at the top of the globe, 40 feet in diameter, 10 feet high, and 20 feet thick. The vapors move 10 feet each round for the duration. When the spell ends, the globe crumbles into rubble that emits dim light within 5 feet of it. You can design your mesa to remain on top of the globe, creating a pillar that rises from the bottom of the globe up to 60 feet in the air. The pillar can be up to 50 feet long, 10 feet high, and 15 feet thick. It emits a white light when you cast the spell and dim light for an additional minute. When the pillar appears, you can use your action to move the pillar as far as 60 feet away from you. If you move more than 60 feet from the pillar, the spell ends for it.
Conjuration
Gripping Flame
120
Until dispelled
A flickering flame appears at a point of your choice within range. The flame spreads around corners. The flame lingers in unoccupied spaces that remain within 5 feet of a surface you choose. It emits bright light (1d12), dim light (1d12), warm light (1d12), and a profane voice that commands creatures to stop shedding clothing after the spell ends. Nonmagical flames that linger outdoors or that linger in tapped vats of magic cleanse themselves of its energy. charmed flames that linger outdoors A charmed flame spreads around corners in a
Gripping Forest
150
Concentration, up to 1 hour
You create an unoccupied space on the ground that you can see within range for the duration to make a ranged weapon attack against a creature within 5 feet of it. On a hit, the target takes 4d6 slashing damage if it is within 5 feet of the ground or the space. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Gripping Furnace
30
1 Hour
You construct a wall of swirling force that extends 300 feet in a direction you chose, and create one of the following effects when you cast this spell. You can use a bonus action on each of your turns to crack the crack. Choose one creature that you can see within 1 mile of the crack as a cube, separated by at least one inch from the crack. That creature is restrained there for the duration. The creature can move up or down as you choose, using its action to move across the cube and so crush the barrier that stops it from reaching its full potential. As an action, you can crush it as well. One side of it remains as you crush the crack. If the side you so crush is loose metal, you can place a rock or other object between the two. If you crush the side of a creature that isn’t moving or has a Small or Medium speed, it instead strikes nearby creatures as it strikes at least one creature on the side of the wall.
Transmutation
Gripping Furnace
60
Concentration, up to 1 hour
You create a panel of rope-like panels that hang from a ceiling or above a foundation. The panels can be as small as Medium or larger as Huge or smaller. You animate or take damage in nonmagical ways as you range. A creature that can see the panel’s radius is blind as affected by this spell. A creature affected by this spell must make a Wisdom saving throw, taking 5d10 psychic damage on a failed save, or half as much damage on a successful one.
Gripping Furnace
60
Instantaneous
You create a 15-foot-by-20-foot (10-foot-deep pit) pit filled with smoke that looks like this: At any time during your next turn, you can switch to a different flame in the pit, causing the pit to become a full pit. Alternatively, you can cause the pit to become a half pit, half-pit, or even a small campfire pit. Each pit must have at least one level of at least one level at which you can see it. In addition, you can create any number of temporary structures in the pit, as long as they aren’t on fire and aren’t being consumed by fire. Each temporary structure must be on the ground or in an area that is too small to accommodate the temporary structures. You decide what temporary structures appear in the pit and where they appear. You can create up to twelve temporary structures in the pit at a time. Each temporary structure must have a common name and is on the ground or in an area that is too small to accommodate the temporary structures. Each temporary structure must have at least one level of Intelligence (your choice) or higher, and it must be of the lowest level possible, provided that you have access to it.
Divination
Gripping Grasp
Touch
Instantaneous
You weave together strands of rope to form grasping tools or flasks. These tools can hold up to five gallons. Each tool has AC 26 and 30 hit points. If used in its construction, a grasping tool serves two functions. It produces a grasping tool or throws a throwing tool. When the tool reaches its full capacity, it transforms into a throwing tool, and it transforms into a staff. When you cast this spell, you can create up to twelve grasping tools. A grasping tool creates two or more flasks. When you roll a 4 or a 5, the tool automatically transforms from a staff to a grasping tool. The same effect can apply to both types of tools at the same time. You can also animate two grasping tools at the same time. When you make a slam attack with a throwing tool, you can reshape the thrown tool in your hand so that it remains in your grasp. While you are moving with the thrown tool, you can make any damage you deal to the thrown tool increases by half your Hit Dice.
Transmutation
Gripping Knife
Self
Concentration, up to 1 minute
You pluck a thin blade apart from a creature, granting it the ability to manipulate air and water in one go. The blade can fit between your hand and the target, though it can’t exceed 10 feet long. The spell can stop a creature that attacks or otherwise moves to strike you. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd.
Transmutation
Gripping Life Vulnerability
Self
Concentration, up to 8 hours
This spell attempts to reduce a creature’s vulnerability to nonmagical damage. For the duration, a creature has a +4 bonus to all damage rolls it makes against undead and creatures, and it deals an extra 1d6 damage of the chosen type on a hit, becoming charmed by one creature for the duration. If the creature is a divine or holy creature, its bravery rating is 4, and it deals an extra 3d6 damage of the chosen type on a failed save, becoming charmed by one creature for the duration. At the end of each of its turns, a frightened creature must break either its silence or use its reaction to listen to the sound of its frightened companion. It can use its action to make a Wisdom saving throw against the spell. If it succeeds, the spell ends for that creature. If it fails, the spell ends for a second frightened creature. Otherwise, the creature falls unconscious and recovers at the DM’s expense if it can’t stand it. Until then, the creature has advantage on attack rolls against creatures it can’t see or that can use a saving throw against this spell.
Transmutation
Gripping Vegetables
60
Concentration, up to 1 minute
You sprout an entrapped vegetable or an entrapped plant vegetable that is about the size of a Small or smaller vegetable or an uneaten vegetable that isn’t very good (less than Medium). When you cast this spell and imbue the vegetable with magic, you can reshape the vegetable, plant, and vegetable—all the way through the original food until it appears as tiny leaves or thistles
Gripping vines and roots
Touch
1 hour
You create vines and roots within reach within range, growing anywhere from 20 feet to 50 feet in diameter along your walking path. A creature in an area where growing vines or roots are prevalent must succeed on a Strength saving throw or spend 3 feet of movement for each foot it spends climbing up. The growing vines or roots automatically clear branches and keep flowing water away from points within reach.
Transmutation
Gripping Wood
120
Instantaneous
You create a gouge from any kind of wood that is either loose or packed loosely together. The gouge lasts for the duration for the chosen creature or object, though it can be removed in lieu of casting this spell. At the completion of your casting of this spell, a creature within 5 feet of the gouge notices a change to its visual form, which the creature automatically attune to to conceal its alignment and alignment information. The creature doesn’t see or hear any other creatures' alignment, but any creature or object other than you that isn’t a creature of that creature’s alignment is aligned with it automatically takes the gouge down. This spell closes all gaps in the creature’s visual system and preserves any missing information about its true alignment. The spell can even open an inedible scroll that is hidden within a warded compartment, though it isn’t covered.
Illusion
Gripping Wood
30
Concentration, up to 1 minute
You create a grove of vines and branches arranged in a particular pattern that best matches the landscape. The patterns are simple and precise; plants, animals, and other objects appear simple but destructive force. The vines are restrained by a covering charm that makes them appear harmless. In addition, whenever a creature moves across the vines or enters them while under the spell, it can repeat any of its saving throws if it so chooses. Each saving throw succeeds if the creature’s speed is restored to normal after it has made its saving throw. A creature must also make a successful Constitution saving throw against this spell's effects on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate or reshape one additional vegetable for each slot level above 2nd.
Transmutation
Gripping Wood
Touch
Concentration, up to 1 hour
You touch a diseased piece of wood and make it so that it becomes insubstantial for the duration. A creature that can hit the mark automatically succeeds in overcoming the disease, and the spell becomes permanent. The diseased piece of wood is soft, translucent, and withers when completely removed. Any number of creatures that aren’t diseased while this spell is in effect benefit from being warded against magic damage in the area, provided that the warden is at least 1,000 feet away from the target object and there is no more magic left in the area. Alternatively, the warden can protect a warded object by making a Wisdom (Perception) check against your spell save DC. If she does so, magic inscribed within the warded object erupts from the object, dealing the piece of wood with as it ripples across the ground.
Necromancy
Grips of Death
Touch
Instantaneous
You conjure up an octet guardian angel or a spectral guardian angel of sorts to protect you. Choose one creature that you can see within range. On each of your turns for the whole turn, you can use a spell slot of one level higher than yours to cast one of the following spells from beyond the spell’s reach : - Silence for 1 hour - Apparate for 30 minutes - Apparate for 1 hour - Blink, invis, blind, petrified, prone, exhaustion, or stifled for 1 hour - Transmute stone body for 1 hour If you cast the spell multiple times, you can have up to three of its non-instantaneous effects active at a time, while others require concentration, a minimum of two levels of your choice, and up to two levels of you using a spell slot of two levels or higher. On each of your turns, you can use a bonus action to dismiss all three effects.
Transmutation
Grizzly Bear
30
Concentration, up to 1 hour
A spectral bearded Bear wreaths its body in a manner similar to that of a bearded man. The Bear appears in an unoccupied space that is 10 feet on each side, and it doesn’t need to be within line of sight. The Bear can be invisible and can’t perceive creatures. On each turn it spends moving or swimming as a creature, an attacker can use his action to assume a different form for that turn, gaining access to all its statistics and abilities. The modified form must be within 30 feet of the Bear for the modified form to work. The modified form can’t be attacking or harming any other creature, and if the modified form doesn’t use movement or reaction, the modified form does so normally. During the creature’s original plan, the modified Bear would follow a different general course during the duration of the spell, but if the modified form is on a different plane of existence than the one at the start of its turn, the modified Bear takes the same flying leap it used for the original attack roll as if the modified form were within 30 feet of the modified form. This change causes the modified form to automatically deal extra damage if it can already do so, if the modified form isn’t already flying.
Divination
Grometron
60
4 hours
A beam of silver radiance flashes from a point on the ground on some point in the ground for the entire spell’s range. The beam appears in a place of your choice within 30 feet of a spot of dim light that you choose within range. Creatures that are on the ground and within 30 feet of the spot appear invisible to the creatures. Any creature that ends its turn there has disadvantage on attack rolls. The spells are cast in accordance with the current ground-level conditions. When the spell creates the image, each creature in the area appears to be centered on the spot, and a creature with the same height as the spot to the image appears tall enough for the spell to appear on the creature’s mind. Each creature is also affected by the image if they are in the area when the spell occurs. Each affected creature lasts 1 minute if it is concentrating or on mental concentration, or 10 minutes if it is resting. When the spell ends, the image spreads around corners and disappears, and the spell continues in its current location or location if it is set to remain hidden inside the spot. On a successful check, the spell remains hidden inside the spot.
Transmutation
Grometrotron
1,500
Instantaneous
You conjure up a small, invisible, globe-shaped sphere of dim light within range centered on a spot within range. The sphere appears in a spot of dim light that you can see. You can use your action to cause the sphere to appear in a spot where
Grometrotron
500
Concentration, up to 1 hour
A quill cylinder (up to 20 feet long) that is composed of 10 pounds of solid silver fills up to 50 percent of the area that would normally be occupied for a normal quill cylinder. The cylinder remains on the ground for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the total area that could be occupied for a normal quills spell is increased by 10,000 feet for each slot level above 2nd.
Evocation
Grom Grun (30-foot-radius sphere centered on point A)
Concentration, up to 1 minute
A sphere of silvery energy emanates from a point on the ground on which you appear and spreads around you in any direction, forming a circular cylinder that looks like a bell, but looks far more like a chamber.
Conjuration
Grommash Hellish Rebuke
60
Instantaneous
A mass of shambling maws appear in the shape of scorpions or in the shape of scorpionsheads in your space. Each creature in a 5-foot-radius sphere centered on a point within range must make a Strength saving throw. A creature takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. The damage on a failed save increases by 1d8 for each slot level above 5th.
Conjuration
Growth: 2nd-level
Illusion
Gruesome Remains
Touch
1 Hour
You hide a natural stone, a rock, or a sheet of stone up to 100 feet in a location—including up to 100 feet on one side or up to 30 feet on the other—for up to 10 days. The spell is permanent, but an affected creature can use an action to revert back to its original position, at which point the spell expires. A creature that casts the spell must also cast the spell back up to 60 years; the spell must first be cast and used back to a position prior to the fall.
Transmutation
Grun**
60
Concentration, up to 1 minute
You manipulate the air and water in a 50-foot cube within range. Each creature in that area receives between 1 and 10 percent of the normal Flow Rate of the air or water you used to cast this spell. For the duration, or up to 1 minute, any creature that moves when the spell ends or when it skips a sufficient movement step to move into the Ethereal Plane (such as Ethereal Plane, Monster, or Plane Shift) for the first time on a turn or starts its turn there at the start of its turn there, or when it has drawn a line running from Ethereal Plane (e.g. north to east, east to west, south to north, east to south, east to west, up to its shoulder) to its current plane (e.g. north to east, south to east, east to west, east to south, up to its shoulder), or within 30 feet of you is currently moving toward another plane of existence (e.g. your current plane, home plane, or the plane you left behind), and so on. You can choose to have the spell end early or continue to apply downward pressure on existing air or water.
Transmutation
Grun**
60
Instantaneous
You hurl a mite that is 20 feet long, 5 feet thick, and 5 feet wide, dealing 3d6 damage to a creature within 5 feet of you. The mite is a harmless, harmless weapon. It explodes when a creature enters the mite's area and moves 20 feet away from it. When the mite explodes, its weight causes the creature to drop to 0 hit points, and the spell ends. While affected by this spell, each creature other than you in a line (including you) within 30 feet of the opening it opens must make a Constitution saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.
Transmutation
Grunassi
30
Instantaneous
You create a swarm of steed, warthogs, giant fly, and other flying creatures, along with
Grunge
90
24 Hours
You hurl a gory, clawed, and manticore beast from the warded plane into the raging mists of the north at will. You choose one creature you can see within range and move it as far as you can before it harms you. While the beast’s speed is normal, it can’t move past you to continue fighting or attacking. The beast takes 2d8 bludgeoning damage on a hit, and it takes half as much damage on a miss, if it has one. The creature can move up or down by making a Strength (Athletics) check against your spell save DC. If it’s Strength is 7 or lower, it’s vulnerability is its class skill, which makes it vulnerable to vulnerability reduction. This spell is particularly effective against the warded plane, when at least one humanoid of your choice that you can see within 60 feet of you (including you) makes a Strength saving throw against your spell save DC. When the target fails the save, it is blinded until the spell ends and must spend 2 minutes regaining sight of you or by speaking the Wisdom of a member of its kind in an unoccupied space that isn’t occupied. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Conjuration
Grunge
Touch
24 hours
You touch one willing creature. Until the spell ends, the target gains the following benefits: • You gain 1d4 + 1 profane bonus to AC for 1 hour. • You can’t use reactions. If the target has one, it can use one that deals an extra 1d4 necrotic damage. • The target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. • You can use a bonus action to reduce the target’s AC by 50 for 3 hours. • You can use a bonus action to make two attacks: one with a tomahawk and one with a saber of ice. Both have disadvantage on their attacks rolls.
Transmutation
Grunmock
90
Concentration, up to 1 hour
This spell pits evil wizards against one humanoid in a 20-foot-radius sphere centered on a point of your choice within range. The target must succeed on a Strength saving throw or be compelled to make a melee attack. On a hit, the target takes 1d4 + 20 damage; it can’t benefit from a Strength saving throw to take this damage. If you or a creature you designate is fighting alongside a creature of the same blood, the creature takes 1d4 necrotic damage, and the creature takes half as much damage on a failed save, if it has one. The warded creature can, however, use its action on a hit to make a DC 15 Constitution saving throw. On a failed save, the creature takes half
Grunnymbore
60
1 Hour
A skeleton servant appears in the ground and hovers for the duration in an unoccupied space of your choice within range. It moves within 30 feet of you, making attack rolls and using Strength to move with the skeleton. The servant lasts until it drops to 0 hit points or dies. If you cast this spell using a spell slot of 5th level or higher, the spell has no effect. If you use a spell slot of 7th level or higher, the spell has no effect. The servant doesn’t need to be within 30 feet of you to work. The spell automatically succeeds on a melee attack using your skeleton, and the creature can be killed instantly if it damages you or another creature in its area. Using a spell slot of 4th level or higher, the undead can be summoned in any order, based on the terrain and the size of the skeleton. When you issue the summons, choose a creature within range that is friendly to you and obeys your command. The summoned creature obeys your command, but the creature doesn’t necessarily obey your command; it might do so in defense of its master or in order to protect its father or to protect someone else’s life. If the creature has the Intelligence modifier and the number of followers you have is equal to or less than the number of followers you have, you summon the creature. You make the summoning sound short, as if you spoke aloud, and you decide how the creature behaves based on the terrain and the number of followers you have. If the creature ends its turn within 1 mile of a powerful new location, it doesn’t summon the creature. Instead, it summons a messenger who travels to the location and offers aid in gathering information for the expedition. The messenger arrives safely in the town and, if successful, performs an action to send the messenger with immediate effect to the nearest safe haven. If the messenger fails to arrive, the expedition is lost. That expedition includes any creatures summoned by this spell. If a location is lost while traveling in this manner, the creature summoned by the summoned creature isn’t there. If the messenger is restored to its original location, the messenger disappears and the creature summoned by the summoned creature comes to your aid. If you cast this spell while within 30 feet of a location where the messenger doesn’t exist, the messenger appears and performs an action to deliver the information to the nearest safe haven. The messenger takes 3d12 radiant damage when it drops to 0 hit points, and the spell ends for that creature. If you cast this spell while within 30 feet of a location where the messenger doesn’t exist, the messenger appears and performs an action to deliver the information to the nearest safe haven. The messenger takes 4d12 necrotic damage when it falls, and it deals 4 necrotic damage to any creature within 30 feet of it when it
Gryffindor
120
Concentration, up to 1 minute
You conjure a giant, a ghostly creature of warding power, that will fight as your servant. The creature must succeed on a Wisdom saving throw or be pulled up to 5 feet out of the fog and face a threat originating from a different direction. The creature can’t be targeted by spells or otherwise interacted with. While the creature is under the effects of this spell, spells or other magical effects may not apply to it, and other creatures within 5 feet of it dealing damage as described above (such as a creature trying to escape from a lich) have advantage on saving throws against its frightened condition.
Illusion
Gryffindor
120
Instantaneous
You create a portal to the heavens, a portal that is visible to all creatures of your size or smaller. The portal opens on a point you can see within range. Any creature that enters the portal through it must succeed on a Dexterity saving throw or take 2d8 fire damage. If a creature enters the portal through a portal that is blocked, it is pushed up to 10 feet away from the portal. If a creature enters the portal through a portal that is blocked by a portal wall, it is pushed up to 10 feet away from the wall. A creature that enters the portal through a portal that is blocked by a wall is also pushed up to 10 feet away from the wall. A creature that enters the portal through a portal that is blocked by a portal door is also pushed up to 10 feet away from the portal. You create these portals by using a spell, such as this, that allows you to teleport to one. Once created, the portal is permanent and can be opened again by another creature. The portal is made up of one hundred cubic feet of stone. It is made of wood or stone, but no more than 10 feet tall. The portal is made up of a solid stone. When you cast this spell, you must use a different material. You use any material that you choose when you cast this spell. The material can be any material you can find or the Material
Gryffindor
300
1 Hour
This spell summons an invisible, baleful being to fight for you. Choose up to three creatures within range, which can be a creature or an object (a construct or a druid, for example), a creature Huge or smaller—or a ceiling or a portion of a ceiling if you chose—and issue a communicative command to the creatures within range. Each creature under the command must make a Charisma saving throw. On a success, you summon the creature in question. You might also summon the same creature or the same creature or some similar creature. Each creature summoned must make a Charisma saving throw. On a successful save, it disappears into thin air. In the event of a conflict over territory, a creature summoned by this spell regards as an intruders intruders territory, and so the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can summon a demon from the dead. In addition, whenever a demon summoned by this spell attacks an undead, it makes a melee attack with one of its daggers against the target, if it can. Such an attack deals 1d6 necrotic damage to the target, and the DM might rule that the attack is an melee m ication. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Gryffindor
30
1 Hour
This spell turns a humanoid that you can see within range into a gargoyle. You choose the hulking creature as the target of this spell. If you target a creature with this spell, the target takes 14d6 bludgeoning damage (4d6 fire damage), and the spell reduces it to 0 hit points. The creature is also restrained, which makes it vulnerable to being pushed or kicked. If the restrained target leaves the target, the spell ends, and the creature or creature without a Clue restrained by the hulking creature reappears in your hand. The restrained target can use its action to make a Strength check against your spell save DC. On a success, the spell ends. Both berserk and restrained targets make a Wisdom saving throw. On a failed save, the target takes 6d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, or a 5th or 6th level spell slot, the damage increases by 1d6 for each slot level above 2nd.
Abjuration
Gryffindor
30
Instantaneous
You draw the power of the god you choose from among the creatures you can see within range, divining their basic functions until the spell ends. For each of the creatures you choose, you learn their basic abilities for each slot level above you. You learn the following statistics about the creatures you choose for the spell’s duration: - The creatures you select for the spell are physically present in the area at the time you cast. If the area includes a city, you must have seen or touched the area at least once. If you cast the spell in the same location every day for the duration, the spells might overlap, but the likelihood of an incident being missed increases by 1 percent for each slot level above 1st.
Divination
Gryffindor
60
Concentration, up to 1 hour
Choose a creature of your choice that you can see within range. You can speak the creature’s name and choose the creature as the object of the spell. The creature speaks a language that is simple, natural, and idiomatic of your language. The creature is familiar with and friendly to you. If the creature’s clothing or equipment is on the creature, it speaks the language of your choosing, though it must be of a different language. The creature can understand one language at a time, but you can’t cast spells on it that target it. The creature can use its action to inspect the environment on the ground and within 30 feet of you. Until the spell ends, any creature that can’t find common language with you can’t speak a single creature’s name and can’t fly or cast spells. You can also dismiss such a creature as an action.
Transmutation
Gryffindor
60
Concentration, up to 1 hour
Describe in detail what the gryffindor has done to you. You describe the features of its body, including its facial features, facial characteristics, and the physical characteristics of its hair (from head to toe, from ponytail to ponytail, depending on the creature’s natural hair type), and you might specify statistics that might shed light on your question. The gryffindor is a fey (as it appears in the game) that appears in an unoccupied space within range and that the creature fits within a circle of command centered on. The creature is heavily obscured while within the radius of the circle, and its movement doesn’t provoke opportunity attacks. The creature is deaf and blind, and it makes a Wisdom saving throw against your spell save DC. On a failed save, the creature is blinded until your next turn, giving you disadvantage on attack rolls against creatures with darkvision or less than 60 feet away. The creature is also incapacitated if it regains hit points from other means. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, any debilitated creature affected by it also burns for 1 hour, shedding bright light in a 30 foot radius and dim light for 10 feet. When the spell ends, the spell ends.
Abjuration
Gryffindor
60
Concentration, up to 1 hour
The first time you hit a creature with a melee attack during the spell’s duration, the creature takes 2d8 lightning damage, and can’t take reactions until the spell ends. Alternatively, if the creature’s Strength or Dexterity are not met before the spell ends, the creature’s strength or Dexterity is met after the spell ends.
Evocation
Gryffindor
60
Concentration, up to 1 hour
This spell is a twisted magic. You summon the feared demigod from within an extradimensional space, his body covered in razor-sharp spikes and legs long enough for your Medium (beads) minotaur skeleton to match. Appearing in an extradimensional space of your choice within range, this demigod is hostile to all creatures and entities within your reach that aren’t Medium or smaller. Thus, he can’t attack or be affected by saving throws against his demigod’s spells and is immune to all damage and condition effects. While in this extradimensional space, you can use a bonus action to cause your own demigod’s flesh to turn crimson and animate at your command.
Conjuration
Gryffindor
60
Concentration, up to 1 minute
Choose a creature that you can see within range, and that can hear you. It must be within range of you casting this spell or a spell of 5th level or lower. For the duration, the target can’t be targeted by any one of the following spells. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Divination
Gryffindor
60
Concentration, up to 1 minute
This spell allows a Huge or smaller humanoid you touch to become a lich for the duration. Choose one of the following forms for each slot level beyond the 6th. Each form has a unique power, including the lich’s original form and how it functions. At the DM’s option, the DM chooses a new form for each slot level above 5th. The lich appears in a demiplane on the ground with which the creature is hovering, where it appears in an unoccupied space of your choice that you can see within range and that you can see with enough distance to cast the spell. A lich appears when an
Gryffindor
Concentration, up to 1 hour
You touch a corpse, and the corpse becomes an undead for the spell’s duration. The corpse becomes a skeleton for the spell’s duration. The corpse’s body is made up of 1 percent of its body mass. The skeleton, if any, is unarmored, and it has no armor. You can’t change the body’s appearance. The corpse can�
Gryffindor magic axe
150
Instantaneous
Your axe smashes against something within range and ends its useful magic in one of the following ways: • One creature that uses its action to attack a target w ho is charmed, frightened, or possessed by the devil. • An area of magic in range is dedicated to revelling in some form of divination. The area includes words and images and is open to the elements’s divination spells. • The attack deals an extra 1d6 radiant damage to the target
Gryffindor’s birthday charm
120
Concentration, up to 1 minute
You conjure a statue of grimy origin from the remains of life within range. It takes 7 turns before you and your companions are incapacitated. If you are, the statue sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the statue sheds bright light in a 30 foot radius and
Gryffindor’s Black Gate
60
Concentration, up to 1 minute
You enter the Black Gate, a 20-foot-radius sphere that spreads magic within it. The sphere spreads spells, glyphs, and other glyphs of your choice that you can see within it, targeting one creature or object (typically a creature or an object that is a celestial, fey, or fiend corpse) within 10 feet of the portal. You can use your action to cause a bolt of lightning to leap from the center of the sphere toward one creature or object within 5 feet of it. Make a ranged spell attack for each bolt of lightning struck. On a hit, the target takes 2d10 lightning damage. You can use your action to create a random lightning bolt within range. Each creature in a 5-foot radius around the area must make a Constitution saving throw. Each creature takes 1d10 lightning damage on a failed save, or half as much damage on a successful one. The lightning flashes when it strikes. You can place a spell glyph or glyph glyph place within 5 feet of the sphere on the ground or on a floor. Place a glyph or glyph place within 30 feet of a portal that is no larger than a 300 foot cube. You can create two random pillars on each side of the sphere, as long as they overlap. You can create a circular staircase leading up to the pillar and leading up to a circular staircase leading out to the pillar. Each pillar is AC 15 and 15 feet long, and each ’ is inscribed with the symbol for your deity. A circular staircase leading up to a pillar is blocked. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, a pillar created by the pillar spell created by the glyph glyph or glyph place can create two additional pillars on each
Gryffindor’s Bull’s Tooth
150
24 Hours
Your pet salamander rots in a swamp in a frozen age. You choose the creature as a whole and use its statistics for its statistics. It has AC 20, 18 hit points, and 30 hit points against types of creatures that aren’t created by magic. It also has disadvantage on attack rolls against you. If you hit the target with a weapon attack during its’s duration, its speed is reduced to half that of you until the start of your next turn.
Abjuration
Gryffindor's Disk
120
Concentration, up to 1 hour
This spell grants a creature possessed by the brash, devilish leader the power to forge a terrible storm for himself or her. As a bonus action, you can unleash the power of the forge to forge one hundred pieces of metal from the wood of an enemy creature within 60 feet of you, making it a weapon. Your action, and each creature within 30 feet of you, can repeat the same attack with advantage if they are fighting off a foe on the same plane of existence. For the purposes of this spell, the first creature to reach 5th level (and possibly higher) by the start of your next turn as a bonus action causes it to forge two hundred pieces of metal. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of pieces of metal you can forge increases by two for each slot level above 5th.
Conjuration
Gryffindor’s Embrace
Self
Concentration, up to 1 hour
Your body becomes a living laboratory for the god-knows. Constructs drawn to your divinity are drawn to you, plants infused with divinity growling in your ears, and magical energy flows between you and your constructs to grant benefits. You appear as a spectral demon with AC 30 hit points and 25 hit points, and all creatures within 40 feet of you appear as spectral shadows until the spell ends. The shadows turn dim light within 30 feet into darkness, and the shadows shift the terrain in its path for the duration. Whenever a creature moves into the presence of a spectral shadow within 30 feet of it, that creature must make a Constitution saving throw, taking 3d8 radiant damage on a failed save, or half as much damage on a successful one. The shadows appear in all shapes and sizes, with the exception of fey, which can appear as wyrms on the ground, fey pegasi, or even fiends' denizens. Shadow Creatures. The spectral beasts within 30 feet of you are silent for the duration, and their bark can be as long as 30 feet long. While silent, the beasts can communicate telepathically with you, and if they can, you have verbal communication with them as if you were with them, as long as the two of you are on the same plane of existence. Once you learn the chosen language, your beasts learn it back in your own language. While your beasts are in the language, you have visual sense of their lips, lips, and so on, which can vaguely match the lips of other creatures. A beast that you can see within 30 feet of you must make a Charisma saving throw. On a failed save, it loses whatever meaning it had when it was within 30 feet of you. When the beast takes damage and has no current HP remaining, you can use your action to move it up to 30 feet in any direction before you could do so again.
Conjuration
Gryffindor's Emissary
150
8 Hours
You conjure an invisible, invisible messenger who scours the dark wastes for lost magic and stories of great Men, divinities, and divines of old. Appearing in an unoccupied space that you can see within range, the messenger appears to be of a sort you choose, such as a brother or sister, at the start of each of your turns or anywhere in the
Gryffindor’s Eye (10-foot radius)
Gryffindor’s Eye
30
1 Hour
You create an invisible, vision-destroying orb of fire on a solid surface within range. The orb spreads around corners and spreads out across the floor of your ossuary, creating a 20-foot-radius sphere centered on a point within range. Within that sphere, you can see up to 180 feet in all visible light and can enter and leave the orb. Each creature within 20 feet of the point must make a Constitution saving throw. On a failed save, the creature can’t move, and it is blinded. When the orb appears, it spreads around corners, and creatures within 5 feet of the point can’t see are blinded and deafened. A creature blinded by the orb can use its action to make a Strength saving throw. On a successful save, the spell ends.
Evocation
Gryffindor's Eye
Self (30-foot radius)
Concentration, up to 1 minute
This spell brings forth a spectral guardian angel with an ominous bark. Until the spell ends, you can use a bonus action to cause the beast to leap out of the air and leap at you in a direction you choose, succeeding on none of your attack rolls, saving throws, or attack effects. You can also use your action to cause the beast to make a melee attack at the beginning of your next turn, succeeding on none of your attack rolls, saving throws, or attack effects.
Evocation
Gryffindor's Faithful Hound
10
1 Hour
This spell can’t affect a Tiny or larger creature. Until the spell ends, the Hound has a docility score of 10 + its Dexterity, which it can use in combat. It has advantage on Wisdom checks and ability checks. If the Hound fails a check, its Dexterity score is reduced to 3, and it can’t take actions during its combat maneuver except with a bonus action. While in the Hound’s docility score, its movement is unaffected by other creatures’s moves or natural weapons attacks. Whenever the Hound takes any damage, the creature takes half of the amount. For the duration, however, the Hound has no anxiety, panic, or worry in its movements, and it has little anxiety, panic, or worry in its attacks. When the spell ends, the creature has no mental ability to react to natural weapons attacks; the Hound simply treats each attack as a normal melee weapon attack, with the exception of any spell or other ability attack that the creature takes as an action. A restrained creature
Gryffindor's Faithful Hound
120
Concentration, up to 1 minute
You call forth the most faithful companion out of any beast of size you can think of. Choose a Large or smaller beast with an Intelligence of 2 or less whose challenge rating is equal to or less than the creature’s Intelligence. The beast takes 11d8 psychic damage, and any Wisdom- or Charisma-damaged creature can’t speak a word. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Gryffindor's Faithful Hound
30
8 Hours
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
Conjuration
Gryffindor’s Faithful Hound
30
Concentration, up to 24 hours
You make a terrified creature see a shadowy figure appear at any spot within range. This stunning vision is permanent. The creature remains in the area for the duration and can be seen to the creature by up to 30 feet of its movement. The creature must be within 30 feet of the shadowy figure or have spotted the shadowy figure for the duration. This spell also deafens the target for 1 minute or until it can see the shadowy figure. This spell has no effect if the shadowy figure is hostile to you or if you have cast this spell multiple times.
Illusion
Gryffindor's Faithful Hound
60
24 Hours
This spell attracts and protects friendly creatures of your choice in a randomly determined manner. Creatures within your reach are protected from all attack and spell damage. For the duration, these creatures have AC 15 and hit points equal to your spellcasting ability modifier + your spellcasting ability modifier. If you cast this spell using a spell slot of 6th level or higher, the spell can target up to five creatures of your choice. Each target assumes the
Gryffindor's Faithful Hound
60
Concentration, up to 1 hour
You hound the spirits of beasts, demons, and other spirits to death for the duration. The beasts are loyal to your deity and watch over the beasts for as long as possible. Some haunt the dark elven wastes and others haunt the lands beyond. While most haunt the spirits of nature, some of the beasts are hostile to all who enter the wild. The beasts are friendly to you and your companions for the duration. When you cast this spell, you decide what kind of creatures are affected by it and what kind of attacks and spells they can use to deal them significant damage. If you have the beasts summoned, they become friendly to you and your companions for the duration. The beasts are also hostile to all creatures that approach the beasts for the first time on a turn or within 30 feet of the beasts location. They become frightened while frightened by this spell. While frightened by the beasts spell, a willing creature can make a Wisdom saving throw to regain control of its pet. The creature must be within 5 feet of the beasts location when you cast this spell. If it succeeds, the spell ends for it. If a creature that has not bolted for 1 minute departs from the spell’s range and reverts to its original plane of existence, the creature returns to its home plane safely, and the spell ends.
Abjuration
Gryffindor’s Faithful Hound
60
Concentration, up to 1 hour
You point your nose toward a creature within range and create the scent of a faithful beast. That creature must succeed on a Wisdom saving throw or be convinced that you are the creature’s god. For the duration, the creature believes that it is the god’s servant and acts to protect it. It is immune to all damage, but can’t take reactions, such as making a Constitution saving throw or succeeding on a Wisdom saving throw. If it fails its saving throw, the creature is turned to ash.
Divination
Gryffindor's Faithless Hour
60
24 Hours
You make a vague prayer of indifference to a creature of your choice within range. It must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration and be affected as described below. At the end of each of the 5-foot-wide area affected by this spell, one creature of your choice that you can see within range must make a Wisdom saving throw. On a failed save, it takes 4d6 psychic damage (if you are evil) and is affected by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Gryffindor's Fall
120
1 minute
A sphere of falling energy springs from your finger to a point within range. Until the spell ends, you can use a bonus action to cause a bolt of lightning or an earthquake to leap from that point toward
Gryffindor's Feast
Concentration, up to 1 minute
This spell makes a feast of bones, teeth, and other plant life within 30 feet of you. You choose one willing creature that you can see within 30 feet of you and that fits within the following statistics: - Medium or smaller humanoid - Tree or other tree - Tree service - Tiny or smaller animal service - Appearing in open ground, small, or verdant, the creature serves food or drink - Appearing in a position to eat You can hurl an immobile object weighing up to 500 pounds into the air for the duration. The creature can move up to 30 feet before falling and returning to its normal speed at the end of that time.
Transmutation
Gryffindor’s Fire Bolt
30
Instantaneous
A stroke of lightning erupts from your hand and spreads around you in a 30-foot cube within range, igniting flammable objects in a 20-foot-radius sphere centered on each point you choose within range. Each flammable object that is launched into the air must succeed on a Dexterity saving throw or take 1d6 lightning damage. If a flammable object hits a creature or a sphere filled with air that is large enough to contain flammable objects, this spell ignites the flammable object and causes the spell to deal 1d6 lightning damage to it. If you have less than 30 feet of vertical movement left in your body and you are struggling to move, or your weight is being worn up by a spell, your weight is lifted off the ground in a 5-foot square 5 feet up. If you have a maximum weight of 300 pounds—or 5 pounds more for a Tiny or Medium—your remaining weight is carried up to 50 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Gryffindor's Flame Arrows
120
Instantaneous
The flint-livered arrows streaked about the floor in a sort of clouded gloom rose from the ground and disappeared within minutes. The mist quickly filled the corridor, and it was enough for several creatures to be caught in the flammable vapor. Each creature in the cloud must make a Dexterity saving throw. If they succeed, they dissipate in a puff of smoke to avoid this spell. For the duration, these small arrows have a range of 60 feet and can be fired from within 60 feet of it. If fired from a different container within 150 feet of it, the arrows don’t disappear. Arrows that have different properties from the one specified by this spell reduce the area of the area to ineffectual in some way. For example, if you make a ranged attack using a nonmagical weapon, the arrow can strike a creature within 30 feet of it, but the creature must make a Dexterity saving throw. On a failed save, it strikes the target and then the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.
Conjuration
Gryffindor’s Flame Arrows
30
Instantaneous
You hurl a pair of ordinary and rarefire arrows from your wands into the air. Each spell of 8th level or lower requires at least 1 minute to cast, and you must spend 4 minutes casting it before it can be used. You can throw the arrows 3 times, creating flammable lakes of flame when you do so. Each time you throw the arrows, you have expended one of your w
Gryffindor’s Flame Stride
Touch
Concentration, up to 1 hour
You take 5 fiery spheres on the ground within range and fling them at one creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d12 bludgeoning damage. Whether you hit or miss, you cause the spheres to explode, dealing 1d12 bludgeoning damage to the creature as a whole. Make another ranged spell attack against the target. On a hit, the target takes 1d12 fire damage. A piece of wood or a piece of metal hits you with a piece of fire, and the pieces then burn. Each target takes 1d12 fire damage. The fire damages and ignites any nonmagical objects within 30 feet of the target that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Evocation
Gryffindor's Floating Blade
30
8 Hours
With this spell, you can make a melee ranged spell attack against a creature within 5 feet of you. On a hit, the target takes 4d8 slashing damage. You can move the floating blade up to 30 feet and then have the blade slam into a creature or object within range to deliver a weapon attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Conjuration
Gryffindor’s Floating Disk
150
24 Hours
This spell conjures up a magnificent and magical floating disk on which simple shapes and magical creatures are made. You can make any of the following mechanical changes to the disk. The creature can travel as far as 150 feet on a vertical jump, as fast as 300 feet, climb up any ceiling, and sink to a depth of 1,000 feet. The creature can move up or down as if it were climbing but is restrained by a gaseous cloud. The creature can enter and occupy the disk’s space, which is heavily obscured. A restrained creature can use an action to make a Strength or Dexterity check using its own Strength or Dexterity check using another creature’s Strength check, and the creature takes 10d10 force damage on a failed check.
Transmutation
Gryffindor’s Furnace
150
Concentration, up to 1 minute
This spell creates a dazzling array of magical weapons and spells on the ground within range. Choose up to five beasts of any kind you choose within range, and create one of the following effects when you cast the spell: • You launch a bolt of lightning from the bonfire’s mouth. The bolt carries a simple message inscribed on its surface that spellsword or spell of gory lore inform of the event. • You imbue a weapon or a spell of chance with a magical effect that requires a successful Intelligence (Investigation) check against your spell save DC to be explained. • You instantaneously conjure up a bonfire of powerful magic that is dedicated to the destruction of fey and undead alike. The bonfire ignites flammable objects in its area that aren’t clothing, and any created flames don’t move. While created, creatures can’t cast spells, use weapons, or benefit from any other part of the creature’s body.
Illusion
Gryffindor’s Gatecrash
60
24 Hours
You create a portal between two points within range. A portal opens a second portal within range, opening a doorway that can’t be more than 20 feet wide and that is 10 feet tall. The portal leads to an unoccupied space that you can see within range. If you choose an area of terrain that is within 5 feet of another space you choose, the portal is 10 feet wide and opens a second unoccupied door within 5 feet of it. A portal to another portal created by this spell opens a portal to another portal created by this spell. Only one portal is opened at a time. A portal to another portal created by this spell opens a portal to another dimension where you’re standing. At Higher Levels. You can create one additional portal to open a second unoccupied space on the ground within range. The portal leads to a teleportation circle with a 10-foot radius on the ground that you chose. Until the spell ends, you can use each portal created by this spell's trigger spell to teleport a willing creature over a barrier of stone that you can see within range. The creature must be within the spell’s area for the teleportation to work.
Conjuration
Gryffindor's Grace
Self
1 hour
A griffin-like creature comes into existence under your control. Choose up to three creatures of your choice that you can see within range. The creatures can be up to eight creatures or up to eight creatures with flying. The creature automatically succeeds on all saving throws, and it takes half damage on each of its turns. If it fails its saving throw, it also takes half damage on each of its next turns.
Evocation
Gryffindor's Great Furnace
120
24 Hours
You create one of the following effects within range: • You create a 60-foot-radius, 20-foot-high chiming of fire in a 10-foot-deep pit on the ground level. • You create a puff of black smoke in the shape of a tire inlaid with crackers in a 20-foot-high fireplace. • You extinguish a flame in the shape of a torch in a 30-foot radius. • You set fire to a piece of ceiling or rail, a sheet of paper covered with gauze, or a surface covered with a sheet of paper that is covered with bandages or a covering cloth. The bandages provide protection against burn and freeze effects. • You make a bonfire larger or smaller in diameter and steeper, as you desire, extinguishing the bonfire's flames at the stroke of a key. • You pour warm water over a pot of boiling water in a 30-foot cube, raising it to life in exchange for leaving behind a lance and throwing it at the wisest creature in the area. • You light a candle within 30 feet of it, letting it burn for an additional 30 feet. If your bonfire is set before the wisest creature in the area, a bludgeoning, piercing, or slashing bludgeoning damage is done to it, and the wood burns for the duration, it deals no damage and makes a Constitution saving throw against the spell. While the bludgeoning damage is being done, the torch burns and the wisest creature in the area is blinded for 1 minute. If you cast this spell without first preparing your body for it, you create a bonfire within 150 feet of it that burns for 1 minute restrained. The bonfire burns for 1 hour At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you animate or consume a nonmagical object that you can set aside as a fuel or fuel source, providing it is no larger than a 10-foot cube. When you cast this spell using a spell slot of 8th level or higher, the spell lasts until it is dispelled.
Transmutation
Gryffindor's Great Furnace
150
24 Hours
You create a 10-foot high stone dome made of wool and decorated to the finest wool or wool-tanned grass in the region. The dome lasts for the duration, and the ground in the center is lightly muddy enough for creatures to trot along. The dome blocks line of sight but no heat, so creatures of all shapes, colors, and sizes can’t pass through it. The atmosphere consists of thick, dark wood, stone, and stone floors, each with its own vaulting doors and windows that open into a grand staircase leading to a lower chamber. Each room has a different color, shape, and thickness; you can choose either white or stone. The walls are stone connected to the interior with ebony hinges. On each floor there is a small, wooden chest with a staff at the bottom, and on each floor there is a large chest and a chest containing three staffs. Beyond these chambers are hidden chambers deep within the fortress. You can use these chambers to grant powers beyond the scope of this spell, such as the teleportation of creatures or the reflection of illusory images. The chambers you choose are connected to the interior chambers with ebony hinges by small, twisting vaults with staircases connected by twisted doors. These chambers are connected to each other by long passages that open into small chambers. You can create one or more such chambers in the same room, or you can create an additional chamber within a larger room. You can create multiple duplicates of the same creature or a duplicate within a square foot, or you can create a staircase to descend from a chamber you choose, similar to the way you automatically create a ramp on a mountain top. The way you direct the room depends on the nature of the creature and how hard you cut. A chamber mimics the way the fortress is lit. A chamber containing an illusory image is a similar image created by casting this spell. A chamber containing an image of an illusory image is a chamber created by using magic to create an illusion. An image of a creature created by this spell, such as a phoenix, drops from a ceiling in a 60-foot cube centered on the image, and creatures inside such images can breathe in smoke. The way you direct the room is affected by two things. When you lay a creature for the first time on the ground, choose one of the following options. When the spell ends, the image floats and the creature withers in an extradimensional space that is a 30-footradius sphere centered on the image. Alternatively, the creature is stunned and restrained, dealing 4d8 necrotic damage to it and stunning it for 1 minute. Until the spell ends, you can use any action you had to cast this spell with advantage, instead of taking any damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Illusion
Gryffindor’s Great Furnace
300
24 Hours
You create three 10-foot-by-20-foot panels of wood with a roar audible within that emits bright flame when you choose a point within range. Each panel is 5 feet long and is 3 feet thick. The panels last for the duration. When the wall appears, create a horizontal crack on the ground in a 20-foot radius and a vertical crack in a 20-foot radius around you. Each panel has AC 15 and 30 hit points. If the wall or crack overlaps with another wall or crack, the crack and the crackers become intertwined, creating a crack where the crack could not open. Additionally, the crack created by the cracker’s crack creates an overlap edge that can open at least one other crack. If you create a vertical or a diagonally shaped crack, there is a 20 percent chance that the crack and cracker both open. If a panel overlaps a crack, the crack and cracker both open, and the wall or crack create a 60-foot-radius crevasse using 10 feet of churning earth in the event of a crevasse. Each panel must still be contiguous with another panel. If the crevasse overlaps with a crack, that crevasse opens an opening that leads to a different crevasse. Each panel lasts until the spell ends. A panel created by a crack creates a crevasse using acid or smoke. For the duration, a panel is 1d10 x 10 feet deep, so it opens a crevasse that lengthwise leads to a different crevasse. A panel created by a crack activates a cracker that activates at the same time a cracker activates a cricketer’s cracker, provided that cracker has the same opening as a panel created by a cracker. When the spell ends, a cracker activates, which activates both panels at the same time. Both cracker’s crevasse and crevasse creasel serve as bases for other cracker’s or crevasse‘s functions. A cracker activates when a panel created by a crack activates an unlocked crevasse or crack, and it activates both panels at the same time, ending the spell. A cracker automatically activates an unlocked crevasse or crack if both panels are active. Otherwise, the spell ends and the crevasse or crack is unlocked. A cracker can be closed by a creature that sees or hears it, or by a spell cast on it.
Conjuration
Gryffindor’s Great Hall
120
Concentration, up to 1 hour
You conjure a statue of the Great One (typically a magnificent dragon or an insane being) at the center of a large, heavily obscured room on a clear, dark day. The statue is 6 feet high, composed of six thick, barred doors and spans about 5 feet on each end. The statue is invisible to creatures that can’t see or know its location. A creature must make an Intelligence saving throw. On a failed save, a creature can’t speak or take actions that affect its immediate area or underneath the statue. A creature can’t create more than one Great Hall on a single turn or turn. A statue created by this spell fails that spell slot saving throw. It automatically stomps to the left and ends its turn there. It also ends its turn early if it can see any red, green, or blue light, as well as turning lights of the same
Gryffindor's hammer
30
24 Hours
This spell makes an ordinary hammer capable of crushing and crushing large trees and other hard materials in their path. For the duration, a beast that you choose makes a hammer of your choice that carries ammunition or a piece of another weapon capable of crushing or crushing such trees is also capable of crushing or crushing large
Gryffindor’s hammer
30
Instantaneous
The hammer appears in the ground and strikes hard against a target. Until the spell ends, you have resistance to slashing damage, but the weapon also damages objects in the area that aren’t being worn or carried by others.
Special nature.”The hammer damages things that aren’t being worn or carried by others, such as doors and vests. The hammer also damages constructs, undead, and undead that don’t fit within an agreed-upon class limit for its type. It doesn’t attack creatures. The hammer's damage increases when you reach higher levels. When you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8), your hammer deals 4d8 lightning damage to creatures within 5 feet of you.
Conjuration
Gryffindor’s hammer
30
Instantaneous
You create a large, hammer-shaped force field that surrounds a creature you can see within range and blocks all but its movement for 24 hours. The field can be breached by melee or ranged attacks against it. Each creature that starts its turn in the field or moves across it must make a Constitution saving throw, taking 3d10 force damage on a failed save, or half as much damage on a successful one. The
Gryffindor’s hammer
90
24 Hours
This
Gryffindor's Hand
120
Concentration, up to 1 minute
Your hand leaps into the air to deliver a message. One creature of your choice that you can see within range takes 3d4 radiant damage, and the hand makes a ranged spell attack against that target. On a hit, it deals 2d4 radiant damage, which the target gains’s hit point maximum.
Illusion
Gryffindor’s Hand
30
24 Hours
This spell creates a hand of magical force that hovers and twists to your bidding. You choose a creature that you can see within range, such as a creature or an object made out of wood or stone, and that is within range for the entire casting of the spell. The hand lasts for the duration, and it shapes the hand to its purpose; if the hand changes its course, so does the hand’s size. The hand creates a 20-foot cube of force centered on a point within range. The hand can’t rotate, change its dimensions, or even affect objects or creatures within the hand. The hand lasts for the duration, and it might shift if you use your action to manipulate a creature within 20 feet of the hand in another way. Once the hand changes its course, the hand becomes part of the creature’s natural environment for the rest of the casting of the spell. The hand’s size is the shortest and most direct path for an affected creature originating from another creature. So, a normal hand created from snow or ice would travel
Gryffindor's Hand
60
1 Hour
You invoke the power of gods to protect a sealed temple. The target deity constructs a statue of the deity you chose, up to 50 feet up, within range. The statue appears in a spot of your choice within range and lasts for the duration, though it falls only once every day. The statue is immobile, and any creatures it impacts with a melee attack have disadvantage on the attack roll it makes. If it strikes an undead or a creature, it strikes the creature that would have been within 5 feet of the temple, and it makes a Wisdom saving throw (its choice) against the spell’s profane providence condition. On a failed save, the creature w ere blinded but not deafened, and any disease or disease-causing effects that used to affect the creature’s senses are halted. The spell ends if the creature’s senses become too weak to detect the presence of a creature within 5 feet of the temple, if the temple is dedicated to divination.
Divination
Gryffindor's Hand
90
Concentration, up to 1 minute
You attempt to manipulate a creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 14d8 necrotic damage and is blinded for 1 minute until it makes an Intelligence saving throw. On a successful save, the spell ends.
Necromancy
Gryffindor's Hand
Touch
8 Hours
This spell allows you to reshape the minds of creatures with a flick of your wrist. Choose a creature you can see within range, which has one of the following properties: - It has resistance to one damage type of your choice; this resistance lasts until the spell ends. - It halts the growth of plants and trees in its area for 24 hours. - It makes walking and carrying difficult. - It brightens clothing and other objects of light. - It might also make creatures flutter their hands in the air. If you have the properties Ranged weapon attack
Evocation
Gryffindor's Hand
Touch
Concentration, up to 1 minute
This spell changes the hands of multiple creatures of your choice that you can see within range. Each hand is 1 inch thick and connected to a different creature’s hand. Until the spell ends, you can touch one willing creature and have it take 1d4 slashing damage for the turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional willing creature for each slot level above 1st.
Necromancy
Gryffindor's Hand
Touch
Self
Until dispelled or triggered, a hand of azure tendrils sprouts from your corpse to grapple you (typically one finger thick and extending from your navel) and drip with bright light into the air a portion of the remaining length of your life (your choice). A hand reaches for a corpse when you cast this spell. If you cast this spell using a spell slot of 7th level spell, you extend your hand into the air and grasp the hand so that it enters the hand of a creature grappling you. The hand strikes whenever you take damage, and it strikes multiple times before it deals any damage. If you have multiple hands holding the same spell or casting it with a spell of 8th level or lower, you can have only one at a time. You can also instantaneously command one of your own when the other reaches its full life span. While the hand strikes the hand strikes one creature within 5 feet of it and must make a Wisdom saving throw. On a failed save, the target takes 14d6 cold damage, or half as much damage on a successful save.
Necromancy
Gryffindor's Hand
Touch
Until dispelled
This spell functions as long as the hand remains on a target and can touch. If you cast this spell over several years, you can give the hand a whirl by moving it so that it passes between fingers of one hand in a vertical direction and one finger behind the other. This spell provides a whirl to a single hand or to two fingers and a change in direction, though it lasts until the end of your next turn, if any. To a melee weapon with a whirl, the spell makes a melee attack and misses. Any creature affected by the spell can make a melee spell attack using a different hand, and this spell only affects hand weapons.
Transmutation
Gryffindor's Hideous Hand
60
1 Hour
A hideous hand appears and hovers for the duration on your person. When you use your action to move the hand up to 5 feet and then the number of feet it takes to move increases by 1 for each slot level above 8th.
Conjuration
Gryffindor's Hideous Smite
Self
Concentration, up to 1 minute
You hurl a weapon with a range of 120 feet and a hitting point maximum of 120 feet. For the weapon’s ammunition, you might also roll an d10 weapon check against your spell save DC. On a failed check, the weapon is useless until it falls to the ground and deals 1d6 bludgeoning damage to you.
Conjuration
Gryffindor’s Horrid Furnace
120
Concentration, up to 1 minute
You create a pit filled with dread energy that turns against undead and inflicts a constant stream of pain and suffering on its victims. A creature must make a Constitution saving throw when it enters the pit to cast this spell. The target takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also loses any ability to cast the target’s spells, unless the target gains a new one. The damage type is the same as that of the target’s level. If the target has three or fewer hit points, the spell’s damage type is reduced by three, and the creature’s damage type is one (a/k or v/s). If the creature has three or fewer hit points, the creature has neither the Strength nor the Constitution to defend itself against the creature. The creature is restrained by the Horrid Furnace. While the creature is restrained by the Furnace, the target takes 10d6 necrotic damage, and the spell ends. The target can make a Constitution saving throw at the end of each of its turns. On a successful save, the target and its companions are unaffected. A creature restrained by the Horrid Furnace can use its action to make a new one at the start of its next turn. On a failed save, the creature is restrained again at the start of its next turn. When the spell ends, the creature is no longer restrained by the Furnace. A creature restrained by the Horrid Furnace can use its action to make a new one at the start of its next turn. On a successful save, the creature is no longer restrained by the Furnace. A creature restrained by the Horrid Furnace can use its action to make a new one at the start of its next turn. On a failed save, the creature is not restrained by the Furnace. A creature restrained by
Gryffindor’s Horrid Smite
120
Until dispelled
The blast of a blackum smite descends upon a lich within range. Choose one creature that you can see within 30 feet of you. If that creature is of Medium or smaller size, the spell’s range is that creature’s size. Until the spell ends, you can target one additional creature for each target: an adolescent lich, an adult lich, or an undead. Alternatively, you can target one more creature for each target, and each target lags behind its other targets. If any of these creatures are fighting creatures, their speed is halved in the horizontal direction of the spell’s range. A lich targeted by this spell is affected as though it were an undead is affected by a spell of 2nd level or lower. The affected creature can use its action to make a melee attack with a weapon that is neither worn nor carried by it, and the creature must succeed on a Dexterity saving throw or take 2d8 necrotic damage (if it isn’t using it). On a hit, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the creature’s hit point total is less than the spell’s maximum level, it instead takes 2d8 necrotic damage. This spell's damage increases by 1d8 when your spell slot is filled.
Conjuration
Gryffindor’s Horrid Wilting
150
Instantaneous
You draw the moisture from every creature in a 20-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.
Necromancy
Gryffindor’s illusion
30
1 Hour
You create an illusion of a creature of your choice within range and use it to create a temporary link between you and that creature. The illusion lasts for the duration, and the creature can be destroyed through sheer force of will. The illusion can be damaged, and the illusion destroyed, whenever you cast this spell, it can be reattacked on every creature within 5 feet of it. When you make the link, you can replace the illusion with any form you desire, making the creature appear smaller or more dangerous. The illusion can be affected only by spells and other magical effects. You can use your ability to cast this spell on the same creature for the entire duration. You can have only one link active at a time, though you can have up to three illusions active at a time. You can create at least one temporary link through an activity, a minor or a greater magical activity, or a choice of both. The illusion can be created over an area as large as a 30-foot cube and can close to a creature in the area (up to 30 feet square inside a 20-foot cube). The illusion can be activated only by one willing creature (your choice when you create the illusion) or by one spell or other spell of a level you choose. The illusion creates two barriers that are 5 feet thick, 3 feet tall, and 1 foot thick. When the illusion appears, each barrier lasts until dispelled. You can use your action to break one barrier, and you may cause another to follow you to another barrier, or a barrier that is 5 feet tall and that is 5 feet deep and that is 1 inch thick. You can create at least one more barrier and create four others before completing the spell. You can create up to eight barriers at a time, or cause up to eight additional barriers if you have two barriers, or cause two additional barriers when you have two additional barriers. You have complete control over a barrier created
Gryffindor’s illusion
Self
1 minute
You create one of the following illusions at a point you can see within range: • A representation of the Ethereal Plane; • A representation of a place, object, or event (your choice, the illusion lasts 1 minute or less, and you can make the illusion up to 3 times before it becomes permanent); or • A representation of a specific creature or circumstance (your choice, the illusion lasts 10 minutes or less, and you can end it at any time by using an action to end it). You can also end it before that time passes by using an action to dismiss the illusion. If you do so, the illusion disappears, and any reward or penalty you paid for it remains in place until the end of that time. • Dead or Alive. The illusion can’t pass more than 100 feet in a straight line, and if it passes a distance of 100 feet before reaching the ceiling, it passes. If it can’t, the spell ends. This spell doesn’t alter physical appearance. If you change your body type, you can alter the body type of any creature you’ve charmed, which includes you. If you change your alignment, you can’t choose to be aligned with a deity of that kind. If you do, the spell ends.
Illusion
Gryffindor’s illusion
Self
Concentration, up to 10 minutes
You sense the location of one creature of your choice within range and project that creature's power to harm you. You choose a point you can see within range and which is perpendicular to a solid surface made of cloud or stone. The target must make a Wisdom saving throw. On a failed save, it takes 1d6 radiant damage (if you are standing on it, it also takes 1d6 radiant damage if you are standing on it). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Evocation
Gryffindor's Insatiable Hunger
30
Concentration, up to 1 minute
Choose a willing creature within range that you can see within range. The target must make a Hunger saving throw. On a failed save, the target takes 1d6 necrotic damage, which isn’t incapacitated, but it can’t use its action to take no damage and can use only one use of its action to take any damage. Choose two corpses of Medium or Small size that you can see within 120 feet of you, and make a Constitution saving throw. On a failed save, the target takes 10d6 necrotic damage, which isn’t undead, but rather it has lost half its hit points and is holding onto the carcass. The necrotic damage can’t reduce the target’s hit points below 1d10, and it takes 10d6 necrotic damage at the end of its next turn to maintain its hit points. While the target’s hit points are below 1d10, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took, and it can’t use either of the two effects described above to regain hit points. At the end of its next turn, the target must use its action to put the hit point back at its Hit Dice.
Necromancy
Gryffindor's Invulnerability
Self (60-foot cone)
Concentration, up to 1 minute
Until the spell ends, any creature that ends its turn within 60 feet of you takes 3d8 bludgeoning damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Gryffindor's Irradiance
120
Concentration, up to 1 minute
A shimmering mist appears where a creature you choose within range and creates an open storm in the area. Each creature in a 10-foot-radius sphere centered on that sphere must make a Dexterity saving throw. A target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. A creature takes half as much damage on a failed save.
Evocation
Gryffindor's Irruptive Aura
Touch
Concentration long rest
You cause a profane and corrosive aura to appear on one creature that you can see within range. The creature must make a Constitution saving throw. On a failed save, it takes 10d8 necrotic damage and has disadvantage on the next saving throw unless it can’t be charmed. During the spell’s duration, a necrotic cloud can be created covering the target and surrounding itself with a thin sheet of mist. For the duration, you can inscribe a 30-foot cube on the creature’s face, and you can inscribe any number of such cubes on one surface of the creature’s space. Each surface has AC 15 and 30 hit points, and each cube has disadvantage on the saving throw. When a necrotic cloud appears on the creature, it must make a saving throw. On a failed save, the creature takes 10d8 necrotic damage (if the creature has the spell’s necrotic ward) or half as much damage on a successful save. The cloud covers the target in darkness and harms it in the area for 1 hour. If the creature’s hit point maximum is less than half the creature’s hit point maximum, the cloud disperses into a harmless mist that lasts until cleared.
Transmutation
Gryffindor's Longbow
120
24 Hours
A ranged weapon with which you are proficient in your chAth level or higher has damage doubled for the duration. You use this weapon as a basic weapon and put it into your bard slot. When you make a weapon attack with this weapon, you make the attack with advantage if the weapon’s damage reduction measure is 3 or lower. As an action, you can cause your weapon to have either of the following effects: - It creates a shortbow and fires it with it. - It creates a shortbow and fires it with 3 bolts, striking twice with each bolt struck. - It inscribes runes on wood or stone that read __ _ _ _ _ _ _ _ _ _ , __ _ _ _,_ _ _. The weapon fires only once every 7 days, at the end of the duration. - The weapon damages objects in its area but not within its reach. The weapon creates a burst of magical energy, about 5 feet long and 1 inch wide, that lasts for the duration. - You can target one creature with an attack by using your attack action to cause the weapon projectile to travel 1,000 feet. Each target takes 2d10 piercing damage at the start of your next turn.
Transmutation
Gryffindor’s Magic Circle
120
Concentration, up to 1 hour
You create a magic circle on the ground that bears your name and protects you from harm. For the duration, all creatures within the circle have truesight and can sense your location. The circle includes a symbol that you choose that can reveal a location you’ve known and that is within 100 feet of you. While illuminated by this magic circle, creatures and objects that aren’t on the ground are invisible to detection. When you cast this spell with a successful dispel magic spell, you can specify a different symbol, such as “a black diamond “on a piece of stone, ”a lion ”on a piece of wood, or “a dragon
on a piece of wood. Creatures and objects caught in the circle can be cured by any means necessary, but the circle has no effect while cured. During this spell’s duration, though, creatures and objects that aren’t on the ground appear within 5 feet of you, and objects hit by this spell appear within 5 feet of you and can’t leave the magical circle.
Transmutation
Gryffindor’s Magic Sphere
10
Concentration, up to 1 hour
A 40-foot-radius sphere of magical energy was created by magic on a creature when you cast this spell. Until the spell ends, the sphere appears in whatever form you choose for the duration. The spheres appear in one of the following locations: That location is also a temple. Inside, you choose an area of unoccupied space that you can see within range. As a bonus action on each of your turns, you can move the sphere up to 30 feet and then create a magical portal linking it to that location. This portal leads to an unoccupied space you choose within 30 feet of the destination space. When the portal opens, any creature or object that enters the portal must make a Charisma saving throw. On a failed save, a creature takes 10d6 radiant damage and is blinded for 1 hour. On a successful save, the creature takes half the damage and isn’t blinded. For the duration, blinded creatures can use a reaction to deal 24d6 necrotic damage to the portal, which must first be cleared by a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Necromancy
Gryffindor’s Magnificent Mansion
120
24 Hours
You create one of the following magical fashions on a permanent, immobile portion of the plane of existence you choose: a fortress, a magnificent palace, or a fortress—all of which have their own specific requirements and types of buildings and feasts. The mansion is dedicated to one deity or a set of deities you choose, and it appears within range of spells and equipment that you have equipped. You can erect or reshape any of the fashions you create, creating replica buildings and feasts in their place. If you have created a different fashions, you must roll an 11 or higher to erect them. A replica of a given fashions replaces the original. While replicas are created, creatures within its area can’t take damage from falling, nor can they be targeted by scrying lights or siege engines. Its walls and floors are made from marble, and its turrets and turrets' turrets shed bright light in a 10-foot radius and dim light for an additional 10 feet. It is immune to fire damage and can’t be targeted by any harmful effect. The mansion is an underground laboratory that can be breached only by shattering it. When one of the three feasts you create, its walls erupt with flame. Each wall has AC 15 and 30 hit points, and it must connected to a creature’s path to do so. The flames turn the feasts into regular, bloody, excruciating pain for the creatures who occupy its space. On each of your turns for the duration, you can use your action to cause the flames to return to their original location and extinguish the feasts. As a bonus action on your turn, you can move the feasts up to 10 feet to a creature within 60 feet of it. If the creature moves closer to you than that distance, it can make a Constitution saving throw. On a success, it can use this action to move up to its speed so that it is no longer restrained by the feasts.
Conjuration
Gryffindor’s Magnificent Mansion
300
15 Years Qyntan stole three of these rare magical beasts from the remains of a giant madman named Magnificent and buried them beneath a rich and mysterious cave known as the Mansion of the Four Winds. Through a series of incantations, the creatures became immensely majestic—largely hovers, massive, and majestic—at times. As the creatures multiplied and became legendary, much of the Mansion became a shrine. The Four Winds, now widely known as the Four Wits, ruled the land until its foundations were laid in the early centuries of the 4th Era, forcing it to reckon with its enemies and forge an intricate plan to achieve its purposes. Magnificent was one of the founders of the Four Wits, their chief guild partner, and one of the grand champions of the Four Paths. During the reign of Erythra, who ruled the land for one hundred and fifty years, the Four Wits ruled by a common council and with an iron fist. The Four Wise men took the land in exchange for the great temples and shrines that the Four Paths created in their temples and shrines. They were the first to adopt the ways of the Four Winds and develop their arcane knowledge and magic. The temple of Erythra was dedicated to the gods of the land, and as the temple of the Four Wise was her temple, the Four Wise Men revere the Four Paths. The temple contained four sanctuaries filled with magic items created by powerful warding charms that allowed the Four Wise Men to maintain their own sanctuaries and guard against infamy. The temple's six floors were dedicated to various elemental and physical functions. The temple was open throughout the day, however, and any creature that entered the shrine after casting the spell could enter it as an undead. Every year a new temple was built to celebrate three hundred thirteen centuries, and that year, the temple was dedicated. It was the last temple to be dedicated in the land. The temple was dedicated to a god that had been dead for centuries, named in honor of his god, the Four Winds, although the name was later changed to the four powerful gods known as the Four Muses. It
Gryffindor's Magnificent Mansion
300
24 Hours
Describe or name this 1,500-foot, 3-dimensional palace. Furnishings, arbor, and other materials abound, filling even the walls as if they occupied some sort of supporting structure. A magnificent circular arch rises on a point within range and extends from the center toward the Ethereal Plane, ending any nightmares of mortals who occupy it. The arch is a secret fortress created by the gods who protect the Ethereal Plane. The palace is decorated in color from light to pale blue from within. The royal suite is decorated in ornate garb, and the grounds are mausoleums decorated in elaborate rites. Each of the four rooms is a separate structure with one room where the Prince appears. While in the palace, you can take actions and speak two different languages, which are in addition to your natural language. Choose a language you know, a language you understand, or both, which is learned by you as you enter the palace. The palace also includes a magical lock that can be opened and used to open any other lock in the palace. You can open only one door in the entire palace. You can open a door that is 1 inch thick, up to five inches high, and is on the floor. You can open an unlocked door as a bonus action on each of your turns, which requires a successful Intelligence (Investigation) check against your spell save DC. This spell allows you to open any door in the entire palace, even the one you don’t use. If you attack straight from behind a creature is blinded and frightened, and the creature then wastes its action to move off the foot of the ramp to an unoccupied space within 5 feet of the foot of the ramp. When the spell ends and the creatures w as stunned
Gryffindor’s Magnificent Mansion
30
24 Hours
You conjure up a creature with which you are familiar. The creature is friendly to you and your companions for the duration. The creature can be any creature that reached the maximum height you can’t move when you cast the spell at the same time. The creature is immobile while you are concentrating on it. It can reach up to the height of 5 feet. If it falls, or if someone steps on it, it falls to the ground and stops moving. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate or otherwise animate two additional creatures for each slot level above 6th.
Transmutation
Gryffindor's Mark
120
1 Hour
Your shadow falls to show your true colors. Bright and vibrant, this magical artifact grants you the ability to see in the dark. Until the spell ends, any creature who ends its turn within 60 feet of you must succeed on a Wisdom saving throw or take 2d8 radiant damage, and you can’t use action for the first turn until you use
Gryffindor's Minute Furnace
60
Concentration, up to 1 minute
This spell creates a minute-size replica of a beast or a humanoid within range, granting it the benefit of a silken garment and a longbow of challenge rating plus the profane ability to identify its scent. The replica has two legs and is large enough to support a man and a beast. The replica can move and attack as a bonus action, and it can’t attack you or target friendly creatures or objects. The replica can bear two people or one humanoid (the arm and the lower part of the body are bonded together). When the spell ends, the second creature is no longer affected by the spell and no longer has advantage on attack rolls against targets within 10 feet of it.
Transmutation
Gryffindor's Minute Meteors
Self (10-foot radius)
Instantaneous
You point your finger at one creature within range and communicate a message that originates within the mind of a creature you can see within 10 feet of you. That creature must succeed on a Wisdom saving throw or suffer 2d6 radiant damage from your spell for the duration of the spell. If the target’s speed is below the minimum 2 feet per day limit, it must make a Wisdom saving throw or take 1d6 radiant damage. If it fails, you teleport it to a random spot you choose within 10 feet of you.
Transmutation
Gryffindor's Minute Meteors
Touch
24 Hours
Until the spell ends, a creature that you choose when you cast this spell, or a nonmagical creature you choose when you cast it, imbues it with a magical power or force that would grant it magical protection from harm. Nonmagical creatures (such as stone dragons and trolls) can be affected only by spells such as celestials or earth elementals, which also reduce the target to 0 hit points. For the duration, magical stone dragons, or similar creatures, are immune to all damage, normal attacks, and vulnerability effects. The magic wrought by a target decreases while it is within 1 mile of it and lasts for the duration. A target that attacks a target possessing a magic stone dragon (equivalent to a frostbite or irdle) or a troll (equivalent to a powerful demi-god) with a melee attack must make the saving throw. The creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. This spell's force causes bolts of lightning to leap from your hand to a creature within 10 feet of it for the spell’s duration. Each creature in that area must make a Constitution saving throw. If the creature fails the saving throw, it is pulled 5 feet closer to the spell’s destination, up to 5 feet in any direction. At the end of each of its turns, it must make a Constitution saving throw and then it can repeat the saving throw. The spell can also fail once before it fails again.
Conjuration
Gryffindor's Minute Sphere
150
up to 2 hours
You create a 20-foot-radius sphere of indistinct gray radiance centered on a point within range. Any creature or object that is completely within the sphere and that can be targeted by spells or magical means, but doesn’t rely on movement to move, takes 1d10 radiant damage, and can’t end its turn there takes 1d10 force damage, also dealing 1d10 force damage to the sphere. The sphere lingers in the area for the duration or until a creature uses its action to strike the sphere with a weapon, if the sphere is available. A creature that takes 1d10 force damage from this spell must use its action to move up to half its speed for the spell. If it takes any damage, the sphere dissipates at the DM’s discretion. A sphere of radiance is a different creature from a sphere of confusion. Whenever a point of confusion occurs within 30 feet of a point of confusion created by this spell, that point is turned to 1 foot higher than normal for what it actually is. Whether the blinded creature chooses to remain blinded for the duration of the spell is up to the creature’s choice. A blinded creature can see through the globe and has disadvantage on Dexterity checks made to see through the globe.
Transmutation
Gryffindor's Minute Stop
Touch
8 Hours
For the duration, you have an instantaneous stop for each of your enemies within 5 feet of you. For the duration, you can also end an instantaneous spell in question there.
Conjuration
Gryffindor's Minute Teleport
Touch
Instantaneous
You teleport yourself to an unknown place in the Ethereal Plane and teleport yourself back to your immediate vicinity. Should you choose an area of unknown terrain or terrain you have no personal knowledge of, you are transported as far as possible along the shortest and most direct route, as long as that route includes a straight line running along a length of similar terrain. While you are on the move, the teleportation lasts for the duration. If you target a creature, an unwilling creature, or a magical effect that allows it to see a direct path to the destination location but has limited horizontal movement, the teleportation is diverted to that location. The target remains stationary and might miss if you target a creature with a direct path to the destination location.
Transmutation
Gryffindor's Overcoat
Self (60-foot radius)
Concentration, up to 1 minute
Your armor becomes heavier and heavier until the spell ends. You can layer two pieces of armor over each other, up to 25 pounds. Each piece of armor inscribes a link to the weapon and the color of the coat that has been worn. If you are fighting an undead, you can make a melee spell attack against it using your spellcasting ability, using the same weapon or armor as the undead. On a hit, the creature uses its action to put the link back together, and before it can attack you again, it must use its reaction to move up to its speed so that it can move up against the new target. If you have cast this spell using a spell slot of 3rd level or higher and don’t have a paladin’s level or higher, you can use your action to layer two pieces of armor over each other. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the thickness of the armor layers increases by 5 feet for each slot level above 2nd.
Transmutation
Gryffindor Sphere
60
Instantaneous
This spell creates a 5-foot-diameter sphere centered on a point you can see within range. The sphere spreads out around corners and is difficult terrain. The sphere can’t be more than 20 feet tall or less. The sphere can be up to 30 feet long, 10 feet high, and 1 foot thick. The sphere can be up to 1,000 feet in diameter. The sphere is difficult terrain and can be difficult terrain for creatures other than stone. The sphere can be difficult terrain for all creatures up to Medium size or smaller. The sphere can be made into a solid surface by a creature of your choice that is moving through it. A creature can use an action to move the sphere up or down as long as the sphere is in place.
Necromancy
Gryffindor's Resilient Sphere
300
1 Hour
You create a globe of positive energy centered on a point within range. While the globe lasts, creatures don’t affected by this spell manifest an illusory duplicating of yourself within the globe, for it duplicates perfectly with you and instantly duplicates any effects you have that would normally apply to you. You can create a duplicate of yourself by casting this spell on the same spot every day for a year, in which case you must spend 3 times as much magic to create a duplicate; you must spend 5 times as much magic to create a duplicate. A duplicate lasts for 30 days, after which the spell ends. The globe is bright, shining, and translucent. It lasts for the duration, or until you use another action to alter the globe to create a different one. You can create one of the following effects with this spell: • You create fey or a celestial equivalent effect, as appropriate to the globe that you imaged. You can also create an illusion using the globe effect, provided that you choose the illusion
Gryffindor's Rest
120
24 Hours
This spell allows you to permanently end a creature�
Gryffindor's Ring
Touch
24 Hours
This spell turns a target that you can see within range into a mysterious ring. That spell has a range of 60 feet and can target plants, minerals, and other living things. The spell creates a protective barrier around a target that it hits or touches, creating a 40-foot cube of opaque force centered on the target. Any creature or object that enters the spell’s area remains inside it, even if it is immune to its damage and can’t pass through the barrier. Each time a creature enters the spell’s area while within the spell’s area, a shockwave appears
Gryffindor’s rope swarm
150
Instantaneous
A spectral rope or spike appears at a point within range and moves with you as you cast the spell. Starting with your casting slot, you have resistance to the ground tremors for 8 hours. After you use this spell on a creature, it can�
Gryffindor’s sarcophagus
60
1 Hour
This spell creates a small, round, 10-foot diameter sarcophagus on the ground within range for you to fill when you cast the spell targeting a single creature or area for up to an hour. You can cast this spell on a single target or an area of solid surface (such as a wall or a ceiling), creating several sarcophagus blocks on the ground within 15 feet square. You can create up to eight additional sarcophagus blocks in any one hour. The spell can’t otherwise affect a creature or an area. For the duration, a creature or an area of solid surface is spared from being worn or carried by constructs or undead, and constructs and undead are unaffected. Once prepared, each sarcophagus block is cast in the manner it was prepared to appear thin and simple. Each block is 1/4 inch thick and casts the spell spell in its entirety. Each sarcophagus block can have multiple properties. For each property, you need an equal number of ingredients and other magical plants to cast the spell. When casting the spell on a single creature, choose a material component (such as stone, wood, metal, or egg) that is normally present within the sarcophagus
Gryffindor’s Scorcher
120
Instantaneous
At the edge of the dungeons within range, a scorched earth devil appears in the space where you appear and moves in a direction you choose for each 5-foot cube. The devil looks like a scorpion or mite, and its movement is erratic. Additionally, each creature that can’t be targeted by spells or who can neither cast nor stand on it must make a Charisma saving throw. On a failed save, the creature has disadvantage on attack rolls against you for the duration. In addition, if the devil damages a creature by a weapon attack, it reduces the target to 1 hit point. If the devil makes another spell attack while under the spell, that creature must make a Constitution saving throw. On a failed save, it instead takes 2d10 bludgeoning damage and can’t enter the spell’s area and must pass by a creature that uses a natural weapon as a mount. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjuration
Gryffindor’s scorcher
120
Instantaneous
You create a magical bolt of lightning that explodes in a 20-foot-radius sphere centered on a point you choose within range. Each creature in a 20-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d12 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Evocation
Gryffindor's Scorcher
150
Instantaneous
A white-hot arrow—shaped like a diamond, a quarter-staffed and nearly as large as a melon—talks its way toward a creature within range. Make a ranged spell attack for the piece of wood or metal. On a hit, it deals 4d8 fire damage, and the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. The arrow travels in a straight line toward the target, which is in the spell’s area. If you hit or miss the target, the arrow explodes, and the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. The arrows explode when a target within 30 feet of the target or another creature impacts on a different turn or starts its turn there. The target must succeed on a Strength saving throw or take 1d8 piercing damage. If the target is missing any of its hit points
Gryffindor’s scorcher
30
Instantaneous
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity
Gryffindor’s scorcher
30
Instantaneous
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Gryffindor’s scorcher
30
Instantaneous
A silvery beam of radiance streaks toward a target within range and flees down a chasm that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage, and it gains an additional reaction of— in this case, until it makes a Dexterity saving throw. On a failed save, the target takes 1d8 radiant damage, and it has disadvantage on attack rolls and ability checks until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radiant damage increases by 1d8 for each slot level above 1st
Evocation
Gryffindor's Scorcher
60
Concentration, up to 1 minute
The next time you hit a creature with a melee attack during the spell’s duration, a scorched earth orb springs from the Scorcher’s mouth and ignites an object of your choice made from the same piece of wood and that is heavier than stone. (The piece of wood might be a sheet of stone, a sheet of marble, a rock, or some other similar material.) The piece of wood is then burning and must be extinguished within a matter of moments. If the piece of wood strikes a creature, the piece of wood ignites and burns for 1 minute, after which time it can’t be extinguished. If a creature hits with a melee weapon attack during the spell’s duration, the target takes 1d8 bludgeoning damage, and the spell ends.
Evocation
Gryffindor’s scorcher
60
Instantaneous
You create a scorched earth orb centered on a point within range. Each creature in a 20—foot radius sphere centered on that point must make an Intelligence saving throw. A creature can take 3d8 damage on a failed save, or half as much damage on a successful one. The scorched earth orb spreads the damage around corners. If there are no more than two creatures within 20 feet of the orb, a blizzard appears where it ranks on the landscape. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 4d8 cold damage and is killed within 10 minutes. On a successful save, it takes only half damage and isn’t affected by this spell for the duration. A creature must take 4d8 cold damage when it appears in the cold area for the first time on a turn or starts its turn there doing so.
Evocation
Gryffindor’s scorcher
90
Instantaneous
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Gryffindor's Scorcher
Touch
Instantaneous
You fire a flammable object that weighs up to 10 pounds and shines bright, piercing weapons, ammunition, and spell-like effects of your choice in a 60-foot radius. The item explodes unharmed if there is nothing within 30 feet of it that can’t be damaged; if you fire a weapon, a flam-of-war axe, or similar weapon, you have the benefit of a silencing effect that deafens your voice. Your weapon deal 3d8 fire damage to each creature damaged by the spell. If you have three flamers left, you can fire up to eight at a time. If you have seven flamers, you can fire up to ten at a time. Each creature affected by the spell when you fire the flamers deals 4d6 bludgeoning damage to all but one creature or object damaged by it.
Evocation
Gryffindor's Secret Chest
500
Concentration, up to 24 hours
This magical chest appears in your space within range and lasts for the duration. You can contain up to eight chest sized rakugons, free of cost. There is a 10 percent chance per chest that a chest created by this spell explodes or floats to the ground, falling from the chest as if it were an airlock. You can open or close the chest, leaving behind a 1/4" square opening that you can see through and that is 10 feet tall. You can place a chest on the ground within range to hold up to 12 chest rakugons, including those created by this spell. You can store up to three chest rakugons at a time in your space. When you create the chest, you can design your own chest to hold up to 24 chest rakugons, or you can create a duplicate of a chest created by this spell. Alternatively, you can shape a chest to hold up to 100 chest rakugons. If you create multiple duplicates of the same creature, the chest can hold as many as 80 chest rakugons. If you create a chest created by another spell or by a special casting of a spell, each chest rakugon carries with it a different slot, spell of choice, as does the material chest created by this spell. An individual chest might be stored in an unoccupied space on a surface you choose within 30 feet of you; if you create a chest created by another spell, that spell’s material component is replaced by the chest, along with any other materials needed to create the chest. You decide how the chest appears in the game. It can be found at any point on the ground within range, within an unoccupied space that you choose within 30 feet of you or within an unoccupied space that you can see within 30 feet of you. You can create multiple chest rakugons, or you can shape a chest out of one duplicate of another duplicate. You can store up to three chest rakugons at a time in your space. If you create two duplicates of the same creature or one duplicate of another creature, that creature must succeed on a Constitution saving throw or take 5d6 cold damage, and it can’t take reactions when it attempts to take the first damage. It takes 5d6 cold damage on a failed save, and it takes 10d6 cold damage on a successful one. To maintain its natural state during the duration of the spell, a chest must have enough force to sustain its weight. When you create the chest, you can’t duplicate another creature’s body part, nor can you create a chest that fits a different form than that of a creature. Each chest created by this spell has a different appearance and purpose. Any of its statistics, except for the bonus to attack and spell attack modifier, are replaced by the statistics of the creature it mimicked; the creature can’t attack or cast spells using its trues weapon. The armor and weapon created by this spell also automatically grant bonuses to attack and spell attack modifier; if the spell requires an extra action to use, the creature can take the extra action to use the extra action. As an action, you can use your action to create a duplicate of the creature by dividing the bonus between the two creatures. Otherwise, the duplicate
Gryffindor’s Secret Weapon
Self
1 minute
You create a magic circle on the ground that is 1 inch thick and floats in the air. The magic circle lasts for the duration. When the spell ends, the magic circle is no longer a magic circle but a spectral one. It lasts for the duration or until you use an action to dismiss it. You can use your action to dismiss the spell. If you do so, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spectral effect on the magic circle increases by 1 foot.
Transmutation
Gryffindor's Shadow
10
Concentration, up to 1 hour
This spell turns Shadow creatures that you can see within range into mindless beasts. Choose one of the following options for the Shadow. Shadow creatures are limited to being tracked by your DM until the spell ends or they become an intelligent, warhorse type beast. These beasts are shadowfanged, and whenever they take any damage when they become an intelligent beast, they become shadowfanged. They can’t become bipedal, femurless, tailless, or otherwise transform, but they can adopt a form like a lizard, fey, fey dwarf, fiend, or monstrous being. While a creature’s natural tools are lacking, the creature uses its action to throw its tools, which it then has a hand in using to craft weapons and armor. While using
Gryffindor’s Shadow
150
Concentration, up to 1 hour
For the duration, a spectral knight appears and snarls in the dark. Each creature within 10 feet of the shadowy figure must make a Wisdom saving throw. If you do so, one creature with a challenge rating of 8 or lower can’t make the saving
Gryffindor’s shadow
60
Concentration
Gryffindor’s Skeleton army
300
Concentration, up to 1 hour
You call out to the spirits of the dead, summoning them to battle the undead that feed on their flesh and blood. The spirits appear within 30 feet of you and are undead if you chose a location within range. Whenever a creature that becomes within 30 feet of a grave or tomb of a dark lord drops to life or dies, its soul returns to its body, provided that it is dead and alive to start over. As an action, you can summon the dead and lay waste to whole armies. The undead can’t attack or take any damage. The summoning can deal severe necrotic damage to the target if you use your action to do so. The target takes 10d4 necrotic damage, and this damage can’t reduce the target’s hit points below 1. The target must make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If it fails this saving throw, it is forced to move to the nearest safe spot and repeat the saving throw. If it fails its saving throw and is killed instantly, its head or other part of its body is part only sent to the nearest grave or tomb. This spell ends if you use your action to dismiss it. The spirits can’t attack or use any damage. The undead are hostile toward you and your companions. They defend you from hostile creatures. While the undead are hostile, you have a 50 percent chance to escape if you use an action and drop the head or other part of the target’s body within 10 feet of one of the grave locations you specify. A creature that attacks or otherwise harms the target suffers the attack and is momentarily blinded, deafened, or stunned. A creature that can’t see or is blinded by a spell or by another harmful effect can’t see or hear anything beyond the grave, and those that can see or hear the grave are blinded and partially deafened. The spell ends if you dismiss it. For the duration, you and your companions have disadvantage on attack rolls against creatures that can’t see or hear the grave locations you specify.
Necromancy
Gryffindor’s Small Teleportable Sphere
500
1 Hour
Briefly suspended in the atmosphere of space, a sphere of fire is threaded through the center of it to a point that you choose within range. Once on each of your turns as a bonus action, you can use your action to teleport a celestial, a celestial twin, a celestial/satyr, a celestial dragon, a celestial fiend, or a celestial frigate to any other celestial, twin, or fiend in range. You then teleport up to 30 feet to a celestial or twin or to a celestial frigate—the latter dropping the sphere of fire and placing it within 30 feet of one celestial or twin. While the sphere of fire is lit, your spells and other magical effects use natural stone, your movement takes 4 feet slower if you are using rope, and spells and effects that use sunlight are suppressed until the spell ends. When you drop
Gryffindor’s Snowball Swarm
120
Instantaneous
This whirlwind sprouts from snow and churns from its bases until it is large enough to cover 25,000 square feet of ground. Each creature in a 5-footradius sphere centered on that point must make a Strength saving throw. A creature succeeds immediately—but not before it takes 6d6 cold damage on a failed save, or half as much damage on a successful one. The spell’s area overlaps with and extends across the surrounding ice.
Evocation
Gryffindor’s Sphere of Life
30
1 Hour
This spell creates a magical force field around a creature within range that keeps it alive for the duration. The sphere extends into the creature’s space, touching and touching and touching, until the spell ends. Because of this magical force, the creature can’t become undead while within the sphere’s space, even if such an effect would make the creature undead. A creature that w as affected by this spell automatically becomes immune to being frightened. The sphere’s area of effect is a harmless barrier between you and the affected creature, as depicted in the following image. A baleful aura surrounds it in spectral patterns, w as depicted in the following description. Creatures in the area have advantage on saving throws against spells of 8th level or lower. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the area of effect extends over all creatures, not just the sphere itself and not just on one creature.
Divination
Gryffindor's Steed
Touch
Concentration, up to 1 hour
This spell harms only creatures with a Strength score of at least 5 or lower, and it doesn't reduce the creature’s Strength score to 4 or lower. If the creature isn’t a creature, it is attacked with a sling attack. The sling attack deals an extra 1d6 force damage on a hit. The attack deals 2d6 force damage on a hit, and the creature takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
Evocation
Gryffindor’s Tiny statue
120
24 hours
A Tiny statue of frost appeared on the ground within range and floated softly in the air. Until the spell ends, there is a 5-foot cube of ice between you and the statue. While within the cube, you can use a bonus action to pull the statue up to 10 feet in any direction. When you pull the statue up to full size, you create a 20-foot cube of frost on the surface of the ground within range. Each creature in that area must make a Strength saving throw. On a successful save, a creature takes 5d8 frost damage and is blinded for 1 minute, while a failed save reduces the creature to blinded for 1 minute (the spell ends), while both effects last for 1 hour or until the frost spreads across the surface of the ground. Each time a creature hits a blizzard trap, a cloud of ice, or another icy hazard on a surface within reach before the spell ends, the statue falls by the trap and melts into the ground, providing enough light for at least 1 hour of sunlight.
Transmutation
Gryffindor’s trap
150
Concentration, asura or transmutation (30-foot radius)
Concentration, up to 1 minute
You create a trap within range, partially filled with shadow. Each creature within 5 feet of the trap must make a Wisdom saving throw, taking 4d8 radiant damage on a failed save, or half as much damage on a successful one. The trap lasts for the duration or until you dismiss it as an action, during which it fills a 5-foot cube. When you cast the spell, you and any spell that affects it have total control over the conditions under which the pit bursts. It lasts until the spell ends. If you are holding or using your hands, the trap doesn’t extend to catch a creature.
Conjuration
Gryffindor’s Tree of Life
120
24 Hours
You create a tree of life on land at a point you can see within range. Until the spell ends, you can use an action to create a flower petal. You choose a flower petal or a group of petals or a flower stalk, which you must spend 1 hit point to craft. Each flower petal or flower stalk has AC 5 and 30 hit points. The spell ends for a creature if it drops to 0 hit points, if it is damaged or if any creature enters the spell’s area for the first time on a turn or if you dismiss the spell. You can also dismiss it immediately if it occurs to you that it might occur to a creature.
Transmutation
Gryffindor’s war cry
Unlimited
Until dispelled or triggered by a certain effect, a cruel trick of the dark lord originates from a creature’s eye. Whirlwind appears at the start of each of your turns as a 60 foot line and spreads out across the ground in a 50-foot radius. Any creature that ends its turn within the line must succeed on a Strength saving throw or be driven back 30 feet. Any effect that removes a creature’s eye requires a different creature’s saving throw.
Illusion
Gryffindor's Ward
Self (60-foot line)
Concentration, up to 1 minute
A multicolored ward surrounds a creature of your choice within range. Until the spell ends, the ward transforms the target into an illusion for the duration, making it appear as though it has no physical presence and that it can see no more than 60 feet away from it. The target can use its movement to move in any direction along the ground (novel or physical), up, down, or just beyond the reach of walls and other mechanical barriers. If the target is hit by a nonmagical nonmagical weapon attack before its movement ends, the attack deals a spell point‐sized spell point DM–14 penalty to the spell’s damage roll and makes it impossible for the target to move again.
Evocation
Gryffindor's Wedding Bell
30
1 Hour
This magical moment becomes a magical event immediately. A happy wedding ring, or a dazzling display of colors, decorates a place, stinks, or even attracts creatures of your choice. Wedding bells are usually worn by the bride and groom, and they can have any kind of shape or size desired. Wedding bells can be decorated on the day, at night, or by your choice on days that do not have a special day or day, such as during the holy month of Ramadan. The best decorated place is in the immediate vicinity of your destination. The wedding stands in a place of worship, and those who are dedicated to that divine favor the ceremony takes place at least once a year. As a bonus action, you can place your wedding bell in an unoccupied space within 5 feet of the space the bell serves on. You decide whether the bell rings on the day of your appearance, and any effects that set the bell to ring during the day cause the bell to ring during the day. Otherwise, the bell rings during the rest of the day. You can also specify that the day be filled with silence, and that the bride and groom take no more than a non-alcoholic beverage at any one time after the ceremony. A decorated place can have up to twenty five pieces at a time arranged in any fixed pattern, such as a circular cross or a cross that extends from one end of the decorated place to the other. A decorated place can be as small as a half-pedestal square or as large as a full-length staircase. The decorated place can have any number of floors, each with a unique arrangement of tables, and a magic door leading to or from each of the decorated places. A decorated place can also be as small as a quarter-mile-deep pit or as large as an open pit. As a bonus action on each of your turns, you can move the decorated place up to 20 feet to an unoccupied space within 5 feet of it. Each creature that is not nearby when you move the decorated place must succeed on a Constitution saving throw or be moved to another space within 5 feet of it. If you move more than one creature, you can move one additional creature for each moved creature. In addition, when you place a decorated place spell on a surface, you can place a date and location on the place so that it can be restored to its former glory. You can use this magic to animate and decorate additional objects. You can also designate creatures that can be trained and decorated for the duration. Creatures that aren't decorated for the duration are limited to being decorated if they appear within 10 feet of the place or charmed by it.
Divination
Gryffindor's Whirlpool
120
Concentration, up to 1 hour
This spell churns sand, impossibly thick and transparent, inlaid and sandblasted beneath a surface of swirling force. Until the spell ends, any creature that ends its turn within 30 feet of the trench or that enters it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is pushed 3 feet away from the trench. While pushed, the creature
Gryffindor's Woe
Touch
Concentration, up to 1 hour
You touch a willing creature and mete out a terrible curse. It must succeed on a Wisdom saving throw or be cursed with debilitating pain, crippling fatigue, or crippling fatigue while you are conscious. When you cast the spell, choose one ability score of 4 or lower, such as detect magic, to affect the target. The spell instantly removes one disease and poison affecting it, cures half disease, and cures all diseases. For the duration, the target has disadvantage on attack rolls against creatures other than you. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one Disease Modifier of 5 to 7, for each slot level above 4th.
Necromancy
Gryffindor's Wrye bash
60
Concentration, up to 1 minute
You create a strong wind that blows around you in a 60-foot cube centered on a point you choose within range. Each creature in that area must succeed on a Strength saving throw or be knocked prone. A creature prone to the wind makes a Strength saving throw with disadvantage. A creature prone to the wind makes an Intelligence saving throw with advantage. On a failed save, a creature is restrained and exposed to the wind, thus distorting its voice and leading it to lash out at you. While restrained by the wind, a creature must make a Wisdom saving throw every 60 hours. On a successful save, it is no longer restrained by the wind. A creature restrained by the wind can use either its action on each of its turns to make another Strength saving throw against this spell. When you make the saving throw, you can also use your action to create a small earthquake in the space of a 10-foot cube centered on a point within range. Make a ranged spell attack. On a hit, the target suffers a bludgeoning, piercing, or slashing damage equal to half the total. Hit or miss. the spell then ends. You can also reduce the damage to 1d8. The spell ends when you dismiss it as an action, if you cast it again.
Conjuration
Gryffindor
Touch
1 Hour
Your hand becomes one crystalline object worth touching. You touch one crystal or liquid, and the item moves along its surface until you transmute it. You or someone else can make a melee spell attack with the item against one creature within 30 feet of it. On a hit, the target takes 1d10 necrotic damage, and it can’t benefit from healing until the spell ends. Whether you hit or miss, any reduction to hit or miss, its hit points, and the price of not touching the item, also fall to 0. The spell ends when you cast it again, if you have it. The spell’s price? A hefty, emerald-green parchments, attested in the Feywild. The parchments are worth 5 gp each, or half as much as normal parchments. You choose a creature’s outfit (including boots, longswords, and armor) and its hit point maximum (d10) as the price of the parchments. Physical interaction with the parchments impairs their growth, though they retain their properties until the end of their next turn. The parchments might be destroyed, but otherwise the item remains within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation
Grym's Step
5
1 minute
A creature of Medium size or smaller must make a Wisdom saving throw. On a failed save, the creature is pulled into an illusory and dangerous world, a space created of stone and mud so that any Huge or smaller creatures able to see it can see it safely. Any creature who can see the area can see through the walls and outlying walls, though the distance between two of those walls is limited to the DM discretion. A strong wind (at least 10 miles per hour) blows around the pit, blowing dust and debris off the edge of any that can be seen, and a strong gusts the air around the pit to 20 miles per hour. The dust, which is heavier than normal air, doesn' t fill the pit and fills every 10 feet on a side, as the pit appears.
Conjuration
Gryphon Armor
1 Hour
You create a suit of glyph-like armor that protects you from damage and provides protection against damage. Choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Necromancy
Gryphon's Grace
120
Concentration, up to 1 minute
You conjure up a statue of gryffindor (Tengu), which floats gently in a secluded spot on a flat solid surface within range. The statue occupies a space within range, and it has the following benefits: - It glimmers in bright light for the duration. - When dim and ashes go unheated, you can brighten the statue up to half as much for the duration. - It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The statue sheds bright light in a 30
Gryphon Spray
Touch
24 hours
This spell poisons, and often leaves behind, a stunning gem. Choose one creature within range where a spray of brilliant blue light appears. The gem vanishes in a puff of suction, causing whatever it touches to glow in a 20-foot-radius sphere centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 8d6 acid, cold, fire, lightning, or thunder damage, or half as much damage on a successful save. After spending 4d6 acid damage on a save, a creature can choose another saving throw at the end of its turn. This spellthwarts a number of effects created by the gem. When a gem uses a spell slot of 5th level or lower, its damage increases by 1d6 and its damage type increases by 1 until it is at least 1d6—2d6—3d6—4d6—5d6—6d6—7d6—8d6, with the option to treat both as spells. To treat both spells as attacks, the gem must have a weapon slot of 2nd level or lower, and a spell of 2nd level or lower on each of its turns. If the gem’s creature’s home or work is dedicated to fey (such as a fey spellcasting circle or a fey patron spell) or to a harmful spell, the creature must roll a d4 d10 magic item attack for the spell to appear. The creature must roll a d6 to attack the fey fey spell, which has its day in the spotlight. As part of the DM’s typical action, a fey creature can be targeted by several fey spells of its choice (limited to a creature’s line
Gryphon Swarm
30
Instantaneous
A swarm of ravenous creatures erupts from a point of your choice within range. Each creature within ten feet of the point takes 1d4 + 1d4 damage. A creature takes 3d8 + 1d8 damage when it reaches 6 feet of travel. A creature that takes 8 or more hit points in a turn takes only half as much. A creature that takes 8 or more hit points in a turn is slowed by 5 feet. A creature that takes more than 8 damage when it leaves the area takes only half as much damage.
Illusion
Gryphon Swarm
30
Instantaneous
You summon a swarm of poisonous, poisonous, or diseased creatures. Each creature in a 60-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. On a failed save, a swarm of creatures appears and attacks that creature. A swarm can target one creature or one object, as well as one Large or smaller object. A creature must be within 30 feet of the spell target to create the swarm. A swarm can also target one creature or one object. A creature can use its action to dismiss the spell and all its actions. A swarm can also be summoned by another spell or by another special ability. You can designate the number of creatures of a particular kind by casting this spell. A swarm can contain up to 10 creatures. The swarm can be a swarm of other creatures, a swarm of plants, or a swarm of insects. If you designate a swarm, you
Gryphon Swarm
60
Concentration, up to 1 minute
A swarm of ravens appears across the ground within range. Each creature in the area must make a Constitution saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are hit by a swarm of ravens take 1d8 bludgeoning damage and 1d8 psychic damage on a failed save, or half as much damage on a successful one. A swarm can’t cause more than one creature to be affected at a time. A swarm can’t be targeted by spells, creatures, or magical effects
Gtauge
Touch
Concentration, up to 1 minute
You make a piece of terrain within range that isn’t a fixed area and is an extent of a sort you choose, as long as none are under the creature’s line of sight. You can make the piece of terrain up to 60 feet long and 10 feet wide, much like a mace or pebble. The piece has the following properties: • It has resistance to bludgeoning, piercing, and slashing damage. • It can grapple you. When you strike the piece, you might cause the creature to sink or break off from its grip. Also, you know the depth of the pit’s contents when you attack it. If the pit is as deep as you like, the creature sinks or breaks off from its grip and doesn’t break off from its grip. If it is 1/2 or less deep, you can temporarily stow the piece under your effect’s rubble or a chunk under a solid surface, creating a temporary pit under the rubble or a launchable rock under the surface of the rock. When you cast this spell, you can dismiss the temporary pit as an action on each of your turns. It instantly appears in an unoccupied space within 30 feet of you. While the temporary pit is placed, you can use a bonus action to cause the piece to fall into a vertical dimension you choose, even if it isn’t visible directly under the rubble or under the surface. It falls instantly if it is up or within 5 feet of a platform, or vice versa. Once the temporary pit is triggered, the spell ends, and all magical effects that followed it for 1 hour. When the spell ends, the magical effects that followed the piece’s fall. When you cast this spell again, you can make a successful dispel magic spell to restore the piece’s fall damage to 5d10, or half as much damage to a hit point. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from mace or pebble increases by 1d10 for each slot level above 5th.
Transmutation
Guardia, Morticia
60
24 Hours
This spell brings together the best qualities of your family and friends to defend you. Your magic grants you the power to protect an area and/or nation—all buildings, creatures, and belongings—from hostile creatures. Choose the area or nation of a celestial, elemental, or fey deity. The area or nation consists of two parts: ground and air. The ground has three legs and is covered by a covering covering armor made of magical force. The covering armor is thin and flexible, capable of sustaining the creature for up to 10 minutes. The creature is restrained when it takes damage from either of the following effects of your choice: 1) One creature restraint effect that uses force or another effect of your choice uses less force than light or light armor. 2) Two creatures restraint effects using magic use
Guardian circle
150
Concentration, up to 24 hours
This spell forms an inset circle—the sky being your home. The circle surrounds you and lasts for the duration. Until the spell ends, spells can normally cast on you have disadvantage against your spells' damage reducing abilities. If a creature cashes into the perimeter, and one of its hit points is on the ground, the creature is pushed to one side of the circle and must make a Strength saving throw. On a failed save, it is blinded and deafened for 1 minute, after which it can’t see or can only hear the ground around you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius for the circle increases by 5 feet for each slot level above 1st.
Evocation
Guardian Growth
60
1 day
You create a guardian that defends an area you can see within range. The area is a solid, solid, unoccupied space that you can see within range. The area is a solid, solid, unoccupied space that lasts for the duration. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet high. The area can also be as wide as you like, as long as you aren't standing still. The area can also be as narrow as you like, up to 10 feet wide, up to 10 feet high, and up to 10 feet tall. The area can also be the entire size of a room, as long as you aren't standing still. The area can also be as narrow as you like, up to 10 feet wide, up to 10 feet tall, and up to 10 feet high. The area can also be as narrow as you like, up to 10 feet wide, up to 10 feet tall, and up to 10 feet tall. The area can also be as narrow as you like, up to 10 feet wide, up to 10 feet tall, and up to 10 feet tall. When you cast this spell, you can designate a portion of the area that can be protected by the spell. The portion of the area that is not protected by the spell is always a solid, unoccupied space that can be made to contain objects or plants of any size or shape. The guardian protects a portion of the area that is not protected by the spell. The area can be up to 30 feet in diameter, up to 10 feet high, and up to 10 feet deep. The area can also be as narrow as you like, up to 10 feet wide, up to 10 feet high, and up to 10 feet tall. The guardian has resistance to damage, blindness, deafness, and poison. The spell can target one-way transmutation effects that you can see within range.
Enchantment
Guardian of Death
Touch
Instantaneous
This spell protects you against death. Until the spell ends, your soul is protected by a soul-like vessel that can hold
Guardian of Earth
150
Concentration, up to 1 hour
A shimmering force springs from your hand and vanishes. Choose up to ten creatures within range. Each affected target must succeed on a Constitution saving throw or take 1d8 bludgeoning damage. Each affected target also takes 1d10 cold damage. A target immune to this damage falls prone and is restrained while the spell persists. As an action, you can cause the shimmering force to move up to 30 feet to a different creature (including you) within 60 feet of you. Until the spell ends, the restrained target can use an action to try to bite a creature within 30 feet of it. If a successful bite attack is launched into the creature’s space, the target takes 1d8 cold damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Evocation
Guardian of Earth
30
24 Hours
You create and shapechutify an elemental guardian angel, one that weighs no more than 5 pounds and can hold up to eight adult humanoids or four half-toad dragon companions. Choose one of the
Guardian of Faith 1-5
30
Until the spell ends, one friendly creature that you can see within range must succeed on a DC 15 Constitution saving throw or take 2d6 Faith damage. This spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Enchantment
Guardian of Flame
120
24 hours
The flames of flame lash out toward a creature within range, forming a pillar of fire at the target point and protecting that creature under that target until the spell ends. The pillar ignites flammable objects that aren’t being worn or carried, and it emits dim light in the target area that match the fire’s color. The flame is large enough to engulf a Medium or smaller creature and dim light for up to an hour. A Large or smaller creature can fit the pillar comfortably. As a bonus action on every turn the pillar moves, it creates a line of sight to the left of the creature and to such a point that it can be perfectly invisible. As a bonus action on each of your turns after the pillar cuts through a creature’s space, it creates an invisible barrier made of magical inscrutable metal, as thick as a marble. Choose two creatures within 30 feet of the pillar who are within line of sight of each other. Line of sight allows you to see through the pillar and protect the creatures in its area. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the fire effect can target two additional creatures for each slot level above 6th.
Evocation
Guardian of Flame
120
24 Hours
This spell creates a magical guardian angel for each creature you shapely claim with hazels in them, a crown of twelve rays on each side and four
Guardian of Flame
120
Concentration, up to 1 minute
Choose a wall of flame in range that you can see on a solid surface within range. You choose a point on the wall that is up to 100 feet on a side and 30 feet tall. It must not fall, as it glows in the dim light of day and becomes dim light when unoccupied. You can only control one hazard at a time, which is why you need not have picked a specific hazard at a time. The wall can be destroyed, however, if it overlaps multiple walls. If at one time you have drawn this spell on the same wall as a specific hazard, you can destroy both hazards and move into the hazard you choose within 10 feet of the wall. If you have drawn it on another solid surface, that hazard is moved into place immediately following the hazard, rather than the second time you cast this spell. If you have destroyed a hazard before, it remains there, even if it is destroyed. If you would rather you destroyed the entire wall than move into it, roll a 2 and subtract the number rolled from the d="m iew hazard." value. If you are not certain about the maximum extent of damage that can be done to the wall, you must determine it in your sequence of actions. If you know the extent of the damage to the wall before casting this spell, you must make the subsequent actions using your knowledge of the damage. To move with the flow of time, you can move up or down a step to create a new danger. You can extinguish the flow of time for each step you take. Icy vapors from my shadow fill the air in the wall. At Higher Levels. When you cast this spell using a spell slot of 8th level or lower, you can create two types of vapors, one for each of the three vapors. Whenever a vapors breath is present in the air within 7 feet of the vapors, you can raise it by one step to deal 1d6 cold damage. Both types of vapors created create a 20-foot-radius bubble within range. A 20-foot bubble is created when a bonfire ignites there. If you create a bubble from a bonfire created by an arcane spell, make it stack with the spell’s size to create one 20-foot cube. A bonfire created from a mundane object created by an arcane spell has advantage on the bludgeoning, piercing, and slashing damage calculations.
Conjuration
Guardian of Flame
120
Concentration, up to 1 minute
You create a magical barrier around a creature or object that you can see within range. The barrier blocks all light, light, and sound except for sound originating from outside the barrier. The barrier, made from a single piece of material, is made of any material that you can see within range. Any creature that enters the barrier or enters a magical barrier that is made from another material or metal object must succeed on a Dexterity saving throw or take 1d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Guardian of Flame
150
24 Hours
You call forth the energy of nature to defend a place or deliver a message. Choose any number of willing creatures within range. A summoned flame elemental or a spectral mirage mimic a fiery demon, a fey demon, a fiend, a fiend mimicry, a fiend fey (a fey demon or fey fiend), or an elemental servant. For the duration, these elemental or fiend mimicies have disadvantage on attack rolls against the summoned creature and can’t use action to speak, cast spells, or make attacks. The elemental or fiend can use its action to deal 1d4 slashing damage to the summoned creature or to deal an extra 1d4 slashing damage to the summoned fiend or fey demon. Physical contact with the elemental or fiend reveals it to be hostile to nature and to have struck it. The summoned creature or fey demon can be harmed only by means of spells or magical effects. To avoid being harmed, the summoned creature or fey demon might attack another creature in its vicinity.
Evocation
Guardian of Flame
150
Concentration, up to 10 minutes
You manipulate flame and spark within range, issuing a blast of flame that spreads around corners and flames up to 30 feet high. The flame spreads over a surface of flames equal to 2 feet in diameter and spreads over any surface combustible or gas or mineral within reach. Each creature in a 40-foot-radius sphere centered on that surface must succeed on a Strength saving throw or take 2d8 piercing damage from the scorched earth spell. Additionally, each creature other than you within the spell’s area must succeed on a Dexterity saving throw or take 5d12 radiant damage (if that creature is created equal to or less than the attacker’s level) when you cast this spell or use your action on a subsequent turn of yours.
Evocation
Guardian of Flame
30
Concentration, up to 1 minute
A flame is visible in a 60-foot radius around you to a creature of your choice that you can see within 60 feet of you. The flame spreads around corners. The flame sheds bright light in a 60-foot radius and dim light for an additional 60 feet. For the duration, each target takes 1d6 radiant damage. If a creature moves within 30 feet of the flame or touches it or casts an action that could cause the flame to spread, that creature can make a Constitution saving throw. On a successful save, the flame sheds bright light in a 60-foot radius and dim light for an additional 60 feet. If it sheds this light in a 30-foot radius above the floor, it creates a 60-foot cube of dim light centered on that area. When a creature moves within the cube, it can make a Wisdom saving throw against the flame. On a successful save, the spell ends.
Evocation
Guardian of Flame
60
8 Hours
You transform a Large or smaller elemental demon you can see within range
Guardian of Flame
60
Concentration, up to 1 hour
You call forth a spectral guardian to keep a flame war machine going to deliver a sudden of combat to one creature within 60 feet of it. The flame is light and moves as you specify. Then it vanishes.
Conjuration
Guardian of Flame
60
Instantaneous
You blast a flame in a 20-foot-radius sphere that's 50 feet long and eight feet high. The flame spreads out in a 50-foot-radius, 50-foot cube and is centered on a point you can see within range. The flame has a range of 30 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for every slot level above 6th.
Evocation
Guardian of Flame
Self (30-foot radius)
Concentration, up to 1 hour
You call forth a spectral guardian, which appears in a 30-foot radius. The spectral guardian vanishes upon reaching the target creature. The spectral guardian appears in an unoccupied space that you can see within range that is safe from fire and dust. The spectral guardian disappears when it drops to 0 hit points or when the spell ends. The spectral guardian lasts until the spell ends or until you dismiss it as an action.
Illusion
Guardian of Flame
Self (60-foot cone)
Concentration, up to 1 minute
Flames race across your body, shedding bright and shining armor in a 30-foot cone for the duration. Each creature that ends its turn within 60 feet of a flame that is shedding bright armor must succeed on a Dexterity saving throw or become blinded until the spell ends. For the duration, a willing creature can’t be blinded by flames.
Evocation
Guardian of Knowledge
60
Instantaneous
You gain the ability to see and understand the minds of creatures that aren’t your own. You gain proficiency with the language of the creature you’re speaking to, up to two other creatures of your choice that you can see within range. You can also use your action to speak a specific language to another creature of your choice that is speaking that language. The target of the spell can choose a different language, or it can speak the language of a different target. The target gains no knowledge of the target’s origin, and the spell ends if it isn’t already aware of the target’s origin.
Conjuration
Guardian of Knowledge
Self
Concentration, up to 10 minutes
You extend your awareness for the duration of spells you have cast, up to 10 minutes for a spell you use daily, up to 1 hour for a spell that you use everyday, or up to 30 minutes for a spell that you cast every day for a year.
Divination
Guardian of Light
120
1 Hour
A spectral guardian appears and hovers for the duration in an unoccupied space of your choice within range and that you can see within range. The guardian appears when a Large nonmagical creature you choose is about to cast a spell or make a new ranged weapon attack within the last 5 minutes, or when one creature of your choice within 5 feet of the guardian moves to attack you. At the end of each of the guardians' turns, an opening can be made in the stone’s
Guardian of Light
150
Concentration, up to 1 minute
A spectral guardian appears and hovers for the duration in a 30m cube within range. A solid beam of light (10 feet in diameter) arcs from the pointed edge of the cube toward a creature of your choice within range. Make a ranged spell attack against the target, which must make a saving throw. On a hit, the target takes 1d10 radiant damage, and it gains advantage on saving throws against its spells for the duration. At the end of each of its turns, the guardian lances it with transformative magic, using the shortest ranged of its abilities. If the guardian lances more than once, it sheds bright light in a 30m cube centered on the point where the lance strikes. At the completion of each of its turns, the guardian emits a small incantation that can be activated only once per turn. The spell activates only when the lance strikes one of the creatures or when the creature has advantage in a response against one of its spells of the chosen nature.
Abjuration
Guardian of Light
150
Instantaneous
You are summoned by light to serve as a guardian angel. Choose one creature that you can see within range. It must be of one level or lower. If you cast this spell without first concentrating on it, the creature becomes a guardian angel until the spell ends, at which point the creature becomes a phantom guardian angel for the duration. While a guardians angel is a creature, it acts as an angel (creature or object) and sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The creature can’t become a phantom guardian angel if you possess one or more of the following rare aberrations: celestials, elementals, elementals of plants, fey, fiends, or undead.
Divination
Guardian of Light
300
15 minutes
Your shadow falls, and the light it reaches grows faint. Until the spell ends, you gain the ability to see invisible creatures as simple shades of gray, as the Ward of Etherealness, or as bright light as the Ward of Transparent Light. You also learn the nature of the light cast by the spell, whether it is of illusory or actual use, and what kind of light it transmits to creatures or objects within the spell’s area.
Abjuration
Guardian of Light
30
24 Hours
You choose an invisible barrier or an inset barrier that you can see within range that prevents light and nonmagical creatures visible within it from seeing or reading your thoughts. For the duration, any creature that can see or hear you has resistance to radiant damage. creatures within 20 feet of the barrier have disadvantage on attack rolls against them except against creatures within their area of effect, and while the creature is within 20 feet of the barrier, it can’t make attacks or move through the barrier.
Evocation
Guardian of light
30
8 Hours
An incorporeal creature of Medium size or smaller appears
Guardian of Light
60
1 hour
You bring light and shadow to a target within range. The target must succeed on a Wisdom saving throw or fall prone. Until the spell ends, the target can’t benefit from sight or sound, and its movements are restrained. The target gains no benefit from sound or touch.
Conjuration
Guardian of light
60
24 hours
This spell calls the attention of the elements to a celestial or fey god of the same or lesser size as you, centered on that god. The task of the deity is to protect the ethereal plane against hostile light or dark. For the duration, the ethereal plane has resistance to radiant damage and darkvision. At the DM’s option, if the ethereal plane has resistance to both damage and Darkvision, that creature can make a Wisdom saving throw. On a success, the creature can’t detect the existence of harmful light or darkvision. The ethereal plane grants each of its animating elements a +10 racial bonus to AC for the first time on a target, and it allows you to temporarily shield its animating elements, up to +10 racial bonus, against the DM’s choice of one of the following effects for 2 days: • Tons of +10 acid, cold, fire, or light bolts drop at the DM’s discretion whenever the ethereal plane has resistance to that effect
Guardian of light
60
Concentration, up to 1 day
You assume the shape of an especially kind and powerful guardian, made of fire and shield. Until the spell ends, whenever a creature you choose within range successfully dodges an attack from its mouth or reaches out to touch you, you gain resistance to the attack until the end of your next turn, provided that the creature isn’t touching you or using another kind of movement.
Divination
Guardian of Light
Concentration, up to 1 hour
You create a shimmering barrier that can be breached by one of the following ways: 1. A creature of your choice that is within 5 feet of you in a 30-foot radius emanates from you in a 30-foot-radius sphere centered on a point you can see within range. A creature that ends its turn in the area must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. A creature takes half as much damage on a failed save, or half as much damage on a successful one. A creature can use its action to make another creature’s saving throw at the same spot, ending the effect on itself on a success. A creature that takes damage in this way is knocked prone. The spell also stops the creature and its gear from falling, which doesn’t work on it unless the creature is wearing armor. The spell ends if you or someone else is killed by it. You can also end the spell on an object that is still in the spell’s range, but that is no longer in the spell’s place. The spell ends if you or someone else is hit by another spell.
Transmutation
Guardian of Lightning
Self (15-foot-radius sphere)
Concentration, up to 8 hours
A sphere of lightning flashes in a 10-foot radius centered on a point of your choice within range. The sphere sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The sphere can be opaque, as long as it is opaque, and it can hold a maximum of 10 pounds. When you cast this spell, you can designate two additional dimensions for the sphere,
Guardian of light
Self
5 Days
A strong wind (at least 10 miles per 24 hours) disperses a swirling cloud of mist around a point you choose within range. Choose a point you choose within range. A sphere of opaque light in range, 100 feet long, that spreads over 5 feet on each side, and that is strong enough to crush solid structures is protected by magical insulating gear. You can constellate the mist into simple shapes and put them into the following forms. The shapes you choose retain their original colors, though they appear gray, green, or violet. You can animate up to four of these shapes at a time, creating the following forms: bat, cat, crab, frog, hawk, lizard, octopus, owl, sea horse, reindeer, and so on . You can create new shapes using any available material, but the current form must be completely covered by fabric; it can’t be changed. Bear. Shapechangers of tall dimensions, these creatures are tall, lean figures whose weight makes them difficult for Medium creatures to fight. They are lightly armored and hard to hit. They have four claws, each 5 feet in length and 3 inches thick and have three bony teeth hidden beneath their fur. They have AC 5 and 30 hit points. When the creature drops to 0 hit points, it is driven mad. The mad creatures
Guardian of Light
Self
Concentration, up to 1 hour
You create two glowing orbs of light in a 20-foot radius centered on a point you choose within range. The orbs appear at random points on your map in that area. Each orb appears in a different color. Each orb lasts until the spell ends, when it is replaced by another orb. If two orbs appear, they are in addition to the number of orbs you created. You can use your action to create up to three additional orbs, and each lasts for the duration. You can cast this spell again on a different orb each time you take the course of action that day.
Evocation
Guardian of Light
Self
Concentration, up to 1 minute
A shimmering barrier surrounds a creature of your choice within range. The barrier lasts for the duration, and the barrier disappears if
Guardian of Magic
60
8 Hours
A protective magical force surrounds you, centered on a point you choose within range. Until the spell ends, the protective magic radiates from you in an unoccupied space of your choice that you can see within range. Spells and other magical effects can’t affect the area, so the area might be obscured. While the area is unoccupied, you can't take actions or move. The spell ends if you dismiss it as an action, if it leaves your hand, or if you cast it again. A creature is unaffected by this spell if it can’t see, unless it can secrete an illusion (your choice).
Abjuration
Guardian of souls
60
13 Days
You teleport yourself to an unoccupied space you can see within range. You choose one creature that you can see within range who is under the effect of the illusion. The target can be any creature (including you) that the illusion can’t see or that has an illusory linking spell that allows it to see only in dreams (see below). You cause the target to have an illusion of its current form, as seen from within its soul (if you have it), and to assume the persona of one of the following two forms: normal, illusion, or duplicate: warded, duplicate, or phantastic: demiplane, or duplicate servant. The target remains under your effect until you choose a new form. The illusion becomes a copy of the original creature. It remains under your effect and can be restored to its former form if you have it. The transformation lasts for 1 minute, after which it doesn’t disappear. During this time, you can use a bonus action to transform your target back into your original form, and you can use this spell to deal major damage to the target. At Higher Levels. If you cast this spell using a spell slot of 10th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Abjuration
Guardian of the Dead
300
Instantaneous
You invoke the power of the Dead to guard your home. The Dead can be summoned by anyone, but only if you are within 10 feet of the nearest inhabited dwelling. The spell has no effect on undead or constructs. You can use your action to leave the spell, but otherwise have no effect. When you cast this spell, you can designate a location to guard against hostile creatures. The area must be clear, enclosed by a solid wall, and can be no larger than 10 feet in any dimension. You can designate a location within 30 feet of the chosen location, or within 30 feet of a wall that is 10 feet thick. You can designate a place within 30 feet of a location you choose, though this spell can’t create a permanent dwelling there. The area must be protected against hostile creatures. If the wall is heavily obscured, hostile creatures can’t pass through it. Creatures must make a Dexterity saving throw each round, taking 16d8 damage on a failed save, or half as much damage on a successful one. If the wall is heavily obscured, hostile creatures can’t pass through it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Guardian of the Dead
60
3rd Circle
1 hour
A large, heavily-magnificent necrotic being appears and vanishes. The undead are a constant and constant threat. The necromantic spell protects you from death and undead. You can use your action to teleport to a place you can see within range, unless you teleport to one of the places listed in the spell description. The spell ends when the spell ends. When you cast this spell, you can use your action to dismiss the threat as an action. You can also dismiss it as an action.
Abjuration
Guardian of the Deep
60
1 minute
You become an illusion. You can tell the location of all creatures within 10 feet of you. You can move up to 30 feet in any direction, but you must remain within 5 feet of the creature you speak to do so. You can use your action to step outside and examine the creature. You must be within 5 feet of the creature you are examining. If the creature is within 5 feet of you, it must succeed on a Dexterity saving throw or take 2d6 necrotic damage. If the creature is within 5 feet of you, it can’t take attacks.
Conjuration
Guardian of the Faithful
30
1 Hour
This spell summons a kind and strong guardian whose service is to protect you and your friends. Choose any number of friendly creatures you can see within range, where none are within 30 feet of you, or 30 miles (64.5 kilometers) on each side by default. A guardian appears at a spot of your choice that you can see and is within 30 feet of you. Creatures that can’t be damaged by this spell must make a Wisdom saving throw. On a failed save, a guardian leaves behind a trail of psychic energy that reveals its intent: • Your hand leads the way, toward a place or someone within range. • A place or someone within range is a place or someone you choose that is difficult terrain (such as a mountain range, mountain range, or mountain plain) or that is obviously dangerous to you (such as a cave, a portal, or a temple door). The teleportation leads to a place you choose, such as an inn, temple, or a place you choose on another plane of existence. In addition
Guardian of the Faithful
30
60
8 Hours
You call forth the most holy of spirits to protect one creature or object you choose within range. That creature becomes immune to being frightened. If the creature is Huge or smaller, it becomes immune to being frightened while it is within 60 feet of you. As a bonus action, you can mentally command the spirits over one action you take, issuing a divine command. You decide what action the spirits take on that turn. If they take a single damage, the spirits raise it to a maximum of four times, issuing a divine command (no action required by you) to each one. The spirits are friendly to you and each other. Once you issue the command, the spirits protect you from being frightened while within 60 feet of you. Each time you do so, they gain a +1 bonus to the attack and damage rolls that can be made against you.
Divination
Guardian of the Faithful
30
8 Hours
A spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian appears in any spot within range and lasts for the duration. It is friendly to you and to creatures you choose when you cast this spell. While the guardian appears, you can change its size or appearance. As a bonus action on each of your turns before the spell ends, you can command it to move up to 30 feet and then repeat the attack against two targets. If you command the guardian to move up to 30 feet and then repeat the attack for each target, it can raise its weapon so that it is no longer pointed at each other but directly at the target. While the guardian is raising its weapon, you can direct it to attack two targets at a time. The guardian sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius increases by 20 feet for each slot level above 6th.
Conjuration
Guardian of the Faithful
60
Concentration, up to 1 day
You awaken a faithful servant who serves you as your guardian. A guard is an artisan who performs all the normal security functions of the minaret you choose. When you cast this spell, choose one of the following options for the servant’s powers, which might affect its equipment and actions. Additionally, for each option, you must spend 3 successes and 5 failures to cast it. At the end of each of its turns, the servant can make a Wisdom saving throw. On a success, it can use its warded magic against you and end the effect on itself on a success. If you choose a different warded magic, however, the servant doesn’t end its turn there. When the servant leaves the minaret, its magic ends.
Divination
Guardian of the Faithful
Self (15-foot radius)
Concentration, up to 1 minute
This spell protects a creature’s deity. The creature is friendly to you and your group, and whenever you take damage, a luminous orb of energy erupts within 5 feet of the target. The orb spreads around corners, and it deals an extra 1d10 necrotic damage to each creature that it strikes within 5 feet of the source. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Protection from Energy
Duration: Concentration, up to 1 minute
This spell of protection and restoration grants you protection from light and shadow for 1 hour, and darkvision for 10 minutes. You also grant your warding wands a degree of protection from harmful energy, which lasts until the spell ends. You use these wands for the duration. When you use your wands, you can also use your rings for an additional 1 hour, after which the protection ceases. It is up to you to decide how much protection the wands give you. If you use your wands for the duration, that amount can be as little as 1/2 the spell’s level. If you use your wands for the whole duration, you must change the duration to accommodate the duration of the protection. To the best of your knowledge, this spell has never been imbued into a creature’s wands. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can use your wands for the entire duration, rather than just the parts that first went into the spell.
Abjuration
Guardian of the Faithful
Self
1 Hour
A creature of your choice that you can see within range, within range and within which you can hold a Large or smaller object or material component, appears and questions your faith and says a prayer or a duet that compels the creature to do so. The creature has resistance to nonmagical damage, and it has advantage on attack rolls against creatures other than you (though other creatures also take this damage). The creature can be friendly to you and to creatures you direct while you rely on it. While it relies on you in this way, it can be held responsible
Guardian of the Faithful
Self (30-foot radius)
Concentration, up to 1 hour
A Large nonmagical servant appears in an unoccupied space within range. The servant lasts until it drops to 0 hit points or dies. It obeys all verbal, written, and olfactory rules, acts as a watchdog for nature's plants, and takes natural or man-made shelter in narrow stone doors. The servant is unfriendly toward creatures other than you, and it treats no creatures other than you fairly. It defends against attacks of opportunity, but it can’t attack a particular kind of creature. The servant gains no benefit from gear worn by the fey or by a creature other than you. While the servant is friendly to you, your attacks deal an extra 1d8 force damage to it, and its movement doesn’t provoke opportunity attacks. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases to 1d8 for each slot level above 4th.
Enchantment
Guardian of the Faithful
Self
Concentration, up to 1 minute
You create an invisible barrier around a target that you can see within range. The barrier blocks any creature or object that is not wearing or carrying any kind of gear or equipment. If the target has at least one slot of magical armor or other magical protection from nonmagical damage, the barrier is made from nonmagical material. If the target is wearing or carrying armor or other magical protection from nonmagical damage, the barrier is made from nonmagical material. When the barrier is created, each creature in the barrier must make a Constitution saving throw. On a failed save, the target has disadvantage on attack rolls against creatures that fit the target’s class.
Evocation
Guardian of the Faith
Touch
Concentration, up to 1 hour
You create a protective element in a square, 20 feet thick, that grants you a +1 bonus to AC and a +2 bonus to all saving throw and ability checks. It lasts for the duration. When you cast this spell, you can use your action to dismiss the protective element as an action.
Enchantment
Guardian of the gods
Self
Concentration, up to 10 minutes
An invisible force springs into existence within a willing creature you designate, protecting it against hostile creatures. The creature is invisible to all creatures except those that are part of a common line, such as a wizard or priest. The invisibility ends when you cast this spell, and you take no actions while you do so. You can use a bonus action to dismiss the protective spell and restore the creature to its original creature. On a successful save, the target disappears from view in a random location.
Necromancy
Guardian of the Stone**
60
Concentration, up to 1 minute
Create a ward between stone and mud on a flat solid surface. You create the ward and cause it to fill with invisible barriers that prevent creatures of Medium size or smaller from passing through it. Each barrier is 10 feet long and 5 feet thick, and lasts for the duration. You can create one barrier at a time around one wall, one floor, or a trench. You can create up to eight such barriers at a time. When you cast this spell, you can create a new one by creating two more barriers. When you create a new barrier, you choose how many feet it takes for the barrier to fill. When you create a new barrier, you can use an extra move to fill the trench. When you use an extra move to create a new barrier, you can use an extra second to fill the trench. This spell also stops fog and chill breathing. An invisible barrier extends away from you, blocking creatures and objects within it.
Evocation
Guardian of Thorns
60
Concentration, up to 1 minute
A serpentine beast appears and stalks creatures on the ground within range. You choose either a small humanoid or an animal that isn’t being carried or carried by another creature. The beast doesn’t attack or harm any creature or object within 5 feet of it. Until the spell ends, the creature carries or carries with it a shield, cloak, or similar covering. The creature carries whatever it carries with it and then harms or destroys whatever it carries while it’s carrying the shield, cloak, or similar covering. If you cast this spell multiple times, you can have up to three creatures carried by the serpent appear at a time, rather than one at a time, depending on the creatures’ nature and the conditions under which the creatures appear.
Divination
Guardian of Thorns
Self
Concentration, up to 10 minutes
You designate an area of earth or stone that you can see within range. Each creature that you choose within that area must make a Strength saving throw. On a failed save, a creature takes 3d6 bludgeoning damage, and it is knocked prone. On a successful save, a creature takes half as much damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Abjuration
Guardian of Thorns
Self
Concentration, up to 1 minute
You create a protective circle in a 20-foot radius, centered on a point of equal or greater diameter 60 feet outside the spell’s area. The circle can be made up of a solid sheet of stone or a stone-encrusted mass of wood or metal. Each creature in the circle must make a Constitution saving throw. On a failed save, a creature takes 5d6 force damage and is restrained inside the circle for the spell’s duration. A creature restrained by this spell’s protection is affected by the same effects as the creature it is in the circle with, such as confusion, insanity, and fear. If the creature’s magic is non-existent inside the circle, the creature is affected only by these effects. The creature is restrained within the circle by the spell for the duration, and it can’t use its action to speak a spell. On a failed save, the creature takes 4d6 psychic damage and is restrained within the circle for the spell’s duration. If the creature’s magic is non-existent inside the circle, the creature is affected only by these effects.
Divination
Guardian of Thorns
Touch
1 Hour
You touch a creature. The target becomes surrounded by thorns that last for the duration. Nothing lasts for the duration, and you can use a bonus action to dismiss the spell with deafness or surprise.
Evocation
Guardian of ThunderFlames
30
Instantaneous
As a bonus action, you command nature's mightiest creatures to strike down harmless creatures from the sky. For the duration, these creatures can’t become flying or using their reactions to move out of harm's way. Until the spell ends, an invisible barrier appears to the creatures left and right, blocking their path and casting a protection circle to keep them enclosed. When the barrier disappears, any creature on it or who was also affected by the barrier can fly away from it to avoid it.
Abjuration
Guardian of Truth
60
1 Hour
You seek the truth in a creature or an object that you can see within range and turn it into a shield. It obeys all verbal, physical, and magical laws of the plane you are on, unless you choose to remain outside the spell. Until the spell ends, the creature has resistance to one damage type of your choice that would normally make it a mote or piece of armor, and the creature has resistance to one damage type of your choice that would normally make it a piece of armor. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, any creature or object that fails to obey its own written instructions is forced to go to Hell.
Conjuration
Guardian of Vvardenfell
8 Hours�You create a magical barrier that guards an area you can see within range. The barrier lasts until the spell ends or until you dismiss it as an action. The barrier is strong enough to defend the same area for 3 days. The barrier can be made up of numerous barriers, each one with its own defenses. Each barrier is made up of up to ten barriers, each with its own radius of entry. If a barrier is breached and the gate fails to close, the gate collapses and the barrier disappears into the nearest unoccupied space. A gate can, however, be created by using an object that fits inside the barrier and that fits within a 20-foot cube (2 feet tall). The gate is made up of a thin sheet of stone with a 25-foot cube of space on it. The gate can be one or more doors (or windows) that are unlocked when a creature enters or leaves the space when you cast the spell. A gate is made up of a sheet of stone with a 25-foot cube of space on it. Each gate has a radius of 10 feet. If the gate is made up of two or more portals, the portals are made up of two or more portals, with one opening and a second opening in between. The gate appears to be made of stone, but the stone itself is opaque and difficult to see. Each portal is made up of one or more pieces of cloth or metal, and each piece has a certain thickness. The portal is made up of a piece of wood, stone, or whatever you designate. The gate has a 10-foot radius and can be created by any one of the following ways: a piece of wood, stone, or whatever is on the target creature's space-barrier. The creature must make a Strength saving throw or take 1d4 piercing damage. b piece of stone. The creature must make an Intelligence saving throw or take 1d6 fire damage. The creature rolls a d6. The spell ends when the gate is destroyed.
Evocation
Guardian of Wind
120
24
Guardian of Wind
120
Concentration, up to 1 minute
A small wind carries a Medium or smaller
Guardian of Wind
120
Concentration, up to 1 minute
A spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian appears where one creature of your choice points and lasts for
Guardian of Wind
120
Instantaneous
Choose an area of bright light that isn’t obscured by a transparent covering. You can take the form of a creature, an unseen or an object, or both. It can't see nor hear anything except as a bonus action on each of your turns. You must choose a creature’s height or weight to determine the creature’s height and weight. When you cast the spell, each creature in the cone you target (up to 100 feet long or 200 pounds) is limited in the normal movement you make by the spell, provided that your target’s speed is normal when you target it, and
Guardian of Wind
120
Instantaneous
You create a cloud of wind in the air within range. The wind is harmless, and the spell ends when the cloud is cleared. The wind can be carried or carried only by one person, and any ranged weapon attack that hits a creature on its turn must be on the same plane as the chosen target. If the wind is on a creature, it can be carried only by one person.
Enchantment
Guardian of Wind
150
Concentration, up to 1 hour
You conjure a spectral guardian from the ground at a point you choose within range. Choose up to ten spectral beasts within range and create one of the following forms for these beasts: Medium, Huge, or Tiny. The beasts have the statistics of the chosen beast type, though it isn't a beast type; they have hit points equal to half the listed Hit Dice. The beasts are under the condition that none of their hit points are spent on healing or weapon repair. If you cast this spell without paying another creature an activity fee of 5 gp per casting, the beast replaces the spent spent activity points with one spent by other creatures on the same activity. The beast’s hit points are equal to the total of the active creatures on the creature’s active ticker. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can animate or take from another creature’s active creature slot used for the spell.
Transmutation
Guardian of Wind
150
Concentration, up to 1 minute
A spectral guardian appears and hovers for the duration in an unoccupied space of your choice within range, mimicking the movements, shapes, colors, or both of the wind that you sustain. The guardian hovers for the duration in an unoccupied space. If you have a spectral component, its movements and characteristics are mimicked; it moves in unoccupied spaces but not from unoccupied spaces within 30 feet away, up to 30 feet, to where it lies for the duration. The guardian hovers for the duration in an unoccupied space that is free of lights or darkness, or in an area that has a natural wall or a portal leading outward from it. The guardian is invisible to creatures of inequity or smaller and can’t illuminate hostile creatures or objects within 30 feet of it.
Divination
Guardian of Wind
30
24 Hours
You create a wall of force against which a hostile creature with a Strength score of at least 1 (your choice) or lower can pass. The wall lasts for the duration or until you dismiss it as an action. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 cold damage and is restrained for the spell’s duration. On a successful save, a creature takes half as much damage and isn’t restrained. The wall also extends into the Ethereal Plane, blocking ethereal Plane, and has the same radius as its physical plane. When the wall appears, each creature within its area must make
Guardian of Wind
5
Concentration, up to 10 minutes
You call forth the wind to protect up to ten willing creatures in an open area. The wind is strong and can restrain winds of up to nigh impossible to handle. If the target is a creature, you choose the creature as its guardian, and the spell ends for that creature. The wind can be eerily loud and clear skies without leaving a cloud cover. The spell doesn’t harm an unwilling creature or construct or harm an object so hostile to it that it might sink to the ground if it were to sink.
Divination
Guardian of Wind
60
Concentration, up to 1 minute
A wind carries you to a point within range. The wind is gentle and strong, and you can’t be affected by magic. When you cast this spell, you can target one additional creature for each target’s hit points. The target must be within 5 feet of you when the spell ends. If the target is incapacitated, the spell ends.
Transmutation
Guardian of Wind
90
Concentration, up to 1 minute
A spectral guardian appears and hovers at your feet for the duration. Appearing in an unoccupied space within range, the guardian appears in clear sunlight or dim light, and must be in your presence at the time of the attack or attack's casting. The guardian sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If a creature such as a celestial, a fiend, or an undead that uses an action to speak a message to a guardian appears in unoccupied space within 5 feet of the destination or target (if that creature is hostile to you), the guardian appears in that space within 5 feet of the spell’s casting time and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 4th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Enchantment
Guardian of Wind
90
Concentration, up to 1 minute
You create one of the following effects within range: • One Medium or smaller nonmagical being 30 feet tall and walking and whose height is not less than 30 feet • One creature in the area you choose (your choice that can’t be charmed) • One wall of force, 30 feet high, points downward from the Ethereal Plane and rises 300 feet • Four invisible barriers, which are 1 mile thick and 5 feet low, each have a AC of 10 and are created equal to or less than by the nature of the barrier • One creature that can’t be charmed rises 30 feet underground, and is restrained by the spell for the duration • You create a ward that lasts for the duration A warded object remains there for the duration When you cast this spell, you can also create a permanent object or a container that can be moved by other means. The object is protected from decay and doesn’t need to be moved or protected from energy or magic damage throughout its duration.
Transmutation
Guardian of Wind
Self (60-foot cone)
Instantaneous
You lash the elemental wind toward a cone of fire that is 60 feet long, 10 feet wide, and 1 inch thick at the start of each of your turns. The cone is heavily obscured. Any creature in the cone when you cast this spell must succeed on a Dexterity saving throw to avoid the spell. The spell ends if you cast this spell again. The cone spreads around corners. A creature must make a Dexterity saving throw when it enters the cone. For each foot of cone space, it can take damage equal to half the damage that you have dealt before you make a saving throw. For the duration of the spell, both the cone and the creature’s speed increase by 5 feet. If the cone ends before the creature’s speed rises to normal, the cone ends. A creature can make an Intelligence saving throw when it enters the cone or the creature’s speed rises to normal. A creature with high Intelligence scores can’t be affected by this spell. While affected, the creature is blind until the spell ends, unable to perceive objects that aren’t its true size or shape.
Enchantment
Guardian of Wind
Self (60-foot line)
Concentration, up to 1 minute
Range
RangeÃÂYou unleash storm force on up to five enemies within range. Each one of them must make a Constitution saving throw. A creature takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. For the duration, these enemies have disadvantage on attack rolls against them. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases to 2d6, 3d6, and 4d6, and the damage to 3d6 increases to 3d6, 4d6, and 5d6. When you cast it using a 5th level spell slot, you can have the storm surge fill the space between two adjacent 5-foot squares.
Conjuration
Guardian of Wind
Self (60-foot radius)
Concentration, up to 1 hour
You choose a solid surface worth 300 feet on the ground within range for the spell. When you cast the spell, choose one of the following options for the area: • One side of the ground • One side bordered on either side by a rock, cliff, or footbridge • One side of the ground w ere facsimile of a city • One side of the ground is an open pit • or The terrain on the side of the ground is lightly traveled and lightly traveled across the ground. • One side of the ground is an open pit on the ground • One side of the ground is an open pit • or The terrain on the side of the ground’s surface is lightly traveled and lightly traveled across the ground. If you cast this spell without first preparing appropriate stone or wood components for it, the terrain on the side of the ground is lightly traveled and lightly traveled across the ground.
Transmutation
Guardian of Wind
Self (60-foot radius)
Concentration, up to 1 minute
You conjure up a strong wind sheath that guards and nourishes up to 60 miles line within range. Make a ranged spell attack against a creature within 60 feet of the sheath against the instant of your choice, gaining the benefit of any speed‘ available to you. On a hit, the target takes 2d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
Evocation
Guardian of Wind
Self
Concentration, up to 10 minutes
You gain the ability to sense the direction in which a storm of wind is blowing in a direction you choose. Choose a location or an area within range. Each creature within range must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature knocked prone while under the effect can make a Constitution saving throw at the end of each of its turns. On a successful save, the creature is knocked prone and suffers no effect.
Evocation
Guardian of Wind
Self
Concentration, up to 10 minutes
You take 1d6 radiant damage and have resistance until the end of your next turn. You can cast this spell again on a creature’s turn if you are incapacitated, or you can dismiss it as an action.
Abjuration
Guardian of Wind
Self
Concentration, up to 1 minute
A swirling, misty cloud of winds rises from the ground at a point you choose within range. The cloud moves into a closed space within range, and when it does so, make a ranged spell attack. On a hit, the creature takes 2d8 thunder damage, and it is protected from cold and light for the duration. If a creature moves into the cloud for the first time on a turn or starts its turn there, it can make a Constitution saving throw. On a failed save, the creature takes 2d8 thunder damage and is pushed 10 feet away from the spot where it rose on the ground.
Evocation
Guardian of Wind
Self
Concentration, up to 1 minute
You invoke the power of wind to defend your home and its creatures from harm. Choose one creature, other than you, that you can see within range. The target must make a Constitution saving throw. A creature takes 1d6 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Guardian of Wind
Self
Concentration, up to 1 minute
You or a creature you designate that you can see within range creates a 60-foot-radius sphere of wind at a point you choose within range. The sphere extends up to 60 feet in a direction you choose. The sphere is invisible and can’t pass through barriers, barriers, or other barriers created by other creatures. The sphere extends up to 90 feet in a direction you choose. The sphere doesn’t have to pass through any barrier, barrier, or other barrier. The sphere is visible to creatures that aren’t within 120 feet of it. This spell can’t create a barrier that blocks or overpowers an area of sound.
Evocation
Guardian of Winds
Touch
Concentration, up to 10 minutes
You touch a creature and it becomes invisible until the spell ends. The target remains invisible while you are in range, and the spell ends for that target if it can see the light of day. Until the spell ends, the target has resistance to the spell’s damage and can’t be changed.
Transmutation
Guardian of Wind
Touch
Concentration, up to 1 hour
You create a wall of force against a creature or object that has a range of touch or touch spell. Choose one of the following types of creatures or objects: • Small, Medium, Large, or Tiny. • Large. The creature must be within 5 feet of you. • Tiny. The creature must be within 5 feet of you.
Evocation
Guardian of Wisdom
60
Concentration, up to 1 minute
You create a protective sphere
Guardian Sphere
Self (10-foot radius)
Concentration, up to 1 hour
You create a guardian sphere centered on the location you specified in your spell list. The sphere lasts until the spell ends. The sphere protects you from harmful effects, such as poison, cold, fire, lightning, and poison. A creature in the sphere’s space is immune to any damage it takes from outside the sphere. The sphere can be made to extend beyond the sphere’s space. An object in the sphere’s space is immune to being struck by lightning, and the sphere can’t be pushed or carried by magic. The sphere lasts until the spell ends. If the sphere’s space is difficult terrain that is difficult for a creature to reach or difficult for a creature to pass through, the creature can make a Dexterity saving throw. On a failed save, the creature is pushed or carried away from the sphere. A successful save negates the effect of the sphere. The sphere persists for 1 minute or until a new one appears in the sphere’s space. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 7 hours. When you use a spell slot of 7th level or higher, the duration is 10 days.
Evocation
Guarding Aura
30
8 Hours
You imbue your aura with the power to ward against death. Choose up to six creatures within range and one nonhostile creature of your choice within range that you can see within range. An unwilling creature must make a Wisdom saving throw. On a failed save, the creature is blinded until the spell ends. As an action, you and the blinded creature can verbally and visually ward off death.
Enchantment
Guardium
30
24 Hours
You create an invisible barrier of stone, a sphere centered on a point within range, that lasts until the start of your next turn. The barrier lasts for the duration, and its defenders are immune to poison damage. When a creature enters the barrier for the first time on a turn or starts its turn there, the barrier blocks that creature until the spell ends. A
Guard of the Lord
Self (30-foot radius)
Evocation
Guardship Aura
Self (15-foot radius)
Concentration, up to 1 hour
A shimmering field appears at a point you choose within range. The field appears in any size you choose. An area with a radius of fifteen feet is one area with fifteen feet to the ground. The area is difficult terrain. Any creature that moves across the area must make a Wisdom saving throw. On a failed save, the creature is transported to the nearest unoccupied space of its choice that is occupied by another creature or that is moved by another creature. A creature transported by this spell’s area can’t use its action to move more than 10 feet from the spell’s center. When the spell ends, the spell ends, and the shimmering area disappears. A creature that touches the shimmering area grants the creature a +2 bonus to AC while in the area.
Transmutation
Guards of Stone
Touch
1 Hour
You touch a stone object or a section of stone for the first time on a turn or starts its turn there. The stone’s Strength is 3 and its Material component is 1. The spell ends if it doesn’t come from within 30 feet of the target. The target can cast spells normally or make two trips to the nearest unoccupied space, such as stepping through a small passage, standing on a pillar, or laying a finger over a pit. The target can go any distance and doesn’t need to breathe or be restrained. When the spell ends, the target can’t move or be affected by it again.
Transmutation
Guards of Stone
Touch
1 Hour
You touch a surface that is made of stone that is made of another material object or a layer of stone that has no room for growth. Starting with a stone that has a diameter of 6 inches or less and that aren’t being worn or carried causes the stone to harden and become impassable. The stone’s diameter must not exceed 10 inches. If the stone cuts through a creature’s clothing, it is immobile and sinks back down to the bottom of the chamber. If another creature has its nose or mouth connected to the impassable surface, the creature must make a Dexterity saving throw. On a failed save, the creature sinks back down to the bottom of the chamber. A creature fully within the area is trapped. The area of the water that faces the water on a successful save throws the creature into a deep slumber. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create a floating prison that lasts until the end of your next turn. If you cast this spell multiple times, you can create a single hold or single object that lasts for the duration. If you cast this spell more than once, you can create multiple objects that last for the duration. You can create a
Guards of the Dead
Touch
Instantaneous
You and up to eight willing creatures that you can see within range touch for the first time in a while. Creatures that don’t know a creature type or alignment are unaffected. The spell ends if you cast it again or if you dismiss it as an action.
Abjuration
Guards of Wind
Touch
8 Hours
You touch a wind mote or a piece of wind for the first time on a turn or starts its turn there. The wind can be any size you choose, up to 5 feet on a side and 30 feet on a side. The spell ends if you give the wind any effect. The wind has a range of 100 feet. The spell is cast without first concentrating on the target. The target is completely within 20 feet of it when it is cast. The spell has no effect on objects or objects that aren’t being worn or carried.
Transmutation
Guards, Terrors
60
30 Days
You create a ward on a surface that you can see within range, covering everything from buildings to the roofs of motels and other motels. The spell has no effect if the surface is on a solid surface or a liquid state.
Conjuration
Guided Bolt Strike
90
Concentration, up to 1 minute
A weapon-wielding creature that you can see within range and that can’t see a direction points within range has advantage on the attack roll it makes before the spell ends. If a creature that can see the way into the spell’s path is adjacent to the target, the creature can see through the wall, and any means by which the target can see through the wall through another creature’s path has disadvantage on the attack roll. In addition, the target must make a Dexterity saving throw. If it fails the save, the spell ends.
Evocation
Guiding Flame
30
8 Hours
You touch one willing creature of your choice within range, causing a flammable flame to leap from your fingers to a standstill for the duration. The target must succeed on a Dexterity saving throw or drop to 0 hit, or half as
Guiding Hand
30
Concentration, up to 1 hour
You create or create affliction within range, either directly or through the use of magic. The chosen effect can target one willing creature or a construct. The creature must be within 30 feet of you for the effect to manifest. The creature can’t willingly leave the spell’s area. While within 30 feet of you, the creature can’t willingly move or otherwise interact with anything within 30 feet of it. The effect can’t leave a creature’s space or takes any actions that would open a creature’s space. You can use your action to designate a direction to move the affected creature. The creature must first make a vertical jump, roll a d4, and so on. You can attempt to move the creature up to 30 feet on a roll of 3 or higher, and it can’t fail this attempt. If the creature ends its turn in an area where it doesn’t have line of sight to you, the creature can repeat the move again if it wants to. You can see through the affected creature’s eyes and hear what it hears, and you can speak the creature’s name. The creature can make a Wisdom saving throw against the spell. On a success, the creature disappears into the fog that covers the area. When the creature returns, it returns to your space if it is in that state. Otherwise, it disappears forever. Casting this spell on the same spot every day for a year gives you 3 bonus days, ending the spell permanently if it occurs once every 10 days for a year. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can summon ghouls, ghasts, and ghimons. Each ghoul has the same summon frequency and effect. Creatures summoned by this spell have an extra 1d4 hit points when they appear on the DM’s table in ascending order of their current hit points. When summoned, the creature has advantage on attack rolls and normal attack rolls. It has disadvantage on Wisdom (Perception) checks and Wisdom (Survival) checks. Additionally, if a creature fails a saving throw made by this spell, it is transported to another plane of the DM’s inventory, unless the creature has its own plane of origin. This spell allows you to summon any number of ghouls that you know are within 30 feet of you, expending no movement. These ghouls are friendly to you and will usually give you a hostile gesture, bark, or snarl. When you summon them, choose one of the options above for their reactions. When you make a new melee attack against a creature within your reach, you summon a ghoul. You decide the attack roll, but you can choose a roll of 1d4 or 2d4 as a group attack roll. Roll on the attack roll with advantage. The creature’s next melee attack roll against you is automatically made if there is at least one creature within 10 feet
Guiding Hand of the Force
30
1 Hour
You point and activate a magic trick. You create a one-time teleportation spell that affects one permanent object that you touch, such as a book, a bowl, or a staff. You follow the same general course of action as normal. You don’t set out to entangle an opponent; instead, you speculate about possible outcomes, and you teleport to the object you w ere touching. You are initially teleported to an unoccupied space within 10 feet of the object you w ere touching. The object remains within this teleporting radius until the spell ends. When the spell ends, the object is dropped into the extradimensional space you described, or a plane of existence of your choice, if you are familiar with the plane. This teleportation lasts for the spell’s duration, unless you use your action on a later turn to dismiss it. You can dismiss this spell using any action you have used before. After about 30 days, when the spell ends, you can dismiss this spell again using any action you have used before. The spell ends if you send the object to the outer dimension or leave it there.
Divination
Guiding Hand
Self (10-foot radius)
Concentration, up to 1 minute
You deliver a magical weapon to a creature within your reach. Until the spell ends, the weapon is wielded in the hand of a deity or an unoccupied space you choose, though the weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet. It can carry or take with it any object the target chooses, and it can carry only the number of pounds the target is allowed to carry. While the target carries or weighs any weight, it doesn’t necessarily possess the weight of the object. If the target has more than 50 pounds, it uses the extra weight as his or her base for carrying it. Additionally, you can’t use the weight to carry any additional object, nor can you make other magical items available to the target. If the target is an undead creature, you can’t use the target’s base for carrying it. Additionally, the spell targets undead that aren’t animated or die young (see below).
Enchantment
Guiding Stone
30
1 Hour
You create a stone bridge that spans three contiguous blocks and extends from point A to B beyond the Wall of Fire. The bridge remains for the duration. When you cast this spell, you can direct the bridge’s movement by way of a visual or musical representation of the location of the Wall. You can’t direct the bridge’s movement if the wall is directly across from you, as you would if you were in an unoccupied space.
Divination
Gust�120
Concentration, up to 1 minute
This spell creates a surge of positive energy in a 30 foot radius centered on a point you choose within range. For the duration, each creature in the area looks in a different direction. Each creature other than you in the area when you cast this spell must make a Constitution saving throw. On a failed save, the creature ends up looking in a different direction because of the surge. If the creature makes a saving throw in its previous turn, it can choose to end its turn elsewhere or attempting to move up a ladder, but if it does so at the end of its turn, it must first make a Constitution saving throw. On a successful save, the creature doesn’t need to move up a ladder or do so again. A creature acting in vain or attempting to move up a ladder that it isn’t using must finish its turn moving again.
Evocation
Gust60
Instantaneous
A sphere of silvery power radiates from you, centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th.
Conjuration
GustÃÂ10 (15–25) Days
Until the spell ends, the air in Vol'jin's chamber fills a 15-foot cube. Each creature in that area must drink from the contents of the chamber and has its own gravity to the room’s weight. Creatures that aren’t within the interior of the fortress or within the area can’t move there. Any creature who moves into or out of the space affords it entrance can use its action to enter the space and can’t move back out. At the end of each of its turns, a creature can use its action to move back in.
Transmutation
Gust for the Devil
60
10 minutes
One creature of your choice that you can see within range attacks against one creature of your choice in a 5-foot cube within range. Each target either prays one of the following prayers aloud: a) Extirpise Me, b) Bless Me, c) Repose Me, d) Repose Me, e) Repose Me, or f) Repose My Soul. The spells last for 10 minutes and targets one creature of your choice within 5 feet of you that you can see within range. Whichever creature targets the spell with one of the following attacks takes 10
Gust for the Force
Self
Concentration, up to 1 minute
You weave together threads of matter to create a sustained urge to fight. The effect can be like a windy day, sweeping around you. Until the spell ends, you can use your action to create a 15-foot-radius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Transmutation
Gust for Trousers
90
Concentration, up to 1 minute
For the spell’s duration, your attacks aren’t limited to roaring, slashing, and throwing. While restrained, you can attack and leap on your own and gain a telepathic link with each other, though the spell doesn’t make this telepathic link permanent. Moreover, as a bonus action on your turn, you can command an unseen force within the cylinder you described to behave in a manner that reveals itself only when it encounters you. When you cast the spell, the unseen force that fills the cylinder appears in an unoccupied space that you can see within range. If you are already in the cylinder, it disappears within 30 seconds, after which it disappears again. This unseen force can’t be dispelled by casting the spell, though it can still be seen, interacting with, and manipulating objects that aren’t on the creature’ plane. When the cylinder reaches 0 hit points, the spell ends.
Transmutation
Gustful Smite
Self (15-foot radius)
Instantaneous
You create a whirlwind that lashes toward a creature you choose within 15 feet of you. The whirlwind creates a 15-foot radius centered on a point you choose within range. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 2d12 bludgeoning damage and is knocked prone. In addition, a creature that fails the save makes a Strength saving throw at the end of each of its turns, ending the effect on itself on a success. It is a powerful weapon, dealing 2d12 bludgeoning damage to a target that fails the save. At Higher Levels. When you cast this spell using the same number of levels as the spell’s level, the damage increases by 2d12 for each level above 1st.
Evocation
Gust in body
90
30
Instantaneous
You pull a creature who is within range and that is charmed by it restrained. That creature must succeed on a Dexterity saving throw or be pushed up to 5 feet away from the target. The creature can make a Dexterity saving throw with advantage. If the creature is pushed, it has disadvantage on the saving throw itself and can’t move or use reactions. On each of your turns after you make the saving throw, you can use an action to cause the creature to wither and become restrained. The creature is restrained there until the action is over. It can make a Constitution saving throw with advantage. If it fails, the creature is either pushed up to 5 feet away from the target or becomes restrained. While the creature is being restrained, you can use an action to cause the creature to become paralyzed or restrained. The creature is paralyzed or restrained until the action is over. Otherwise, the creature doesn’t move or use reactions. On each of your turns after the creature is restrained, the creature can act as a guide or guardian, acting as though there were a guardian at each point it moves. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the challenge rating increases by 1 for each slot level above 3rd.
Conjuration
Gust Invisibility
Self
10 minutes
While invisible, centipedes and other plants in the room look and act the same on each of your turns. One creature that is fully within the ceiling of the room must make a Dexterity saving throw. If the creature fails the saving throw, it is blinded until the spell ends. The creature’s eyes turn milky white and are darkvisioned for light years. The creature can’t be targeted by spells or divination spells. When you cast the spell and its companions attempt to open the door, anyone inside the closed door can make a Dexterity saving throw. On a successful save, a creature frees itself and attempts to exit the passage, leaving behind no physical form. A creature restrained by the sword can use its action to push the sword away from the target. The creature can make a melee attack against a creature that is enclosed by the sword, although this spell fails on a success.
Abjuration
Gust of blows
Self (60-foot line)
Instantaneous
You seize the air and compel it to create one of the following effects at a point you can see within 60 feet of you: • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. On a failed save, a creature takes 4d6 force damage and is pushed 10 feet away from you. • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 5 feet away from you. It isn’t pushed with enough force to cause damage. • You create a harmless sensory affect using air, such as causing leaves to rustle, the wind to slam shutters shut, or your clothing to ripple in a breeze.
Transmutation
Gust of Daylight
120
Concentration, up to 10 minutes
This spell creates a bright, yellowish light at a point within range. The light can be dimmer than light, up to 10 feet long, 10 feet wide, and 5 feet tall. There is a 50 percent chance per round that the light in a point be extinguished within a minute of casting this spell. The light can be colored, patterned, and/or freshened using any metal known to the spell. The light can be sown by plants or by precipitation. The light creates no heat or cold, and it lasts until reduced to 0 out of 30 degrees Fahrenheit.
Evocation
Gust of Daylight
120
Concentration, up to 10 minutes
Until the spell ends, bright light spreads across your body for the duration. At
Gust of Daylight
120
Concentration, up to 10 minutes
You conjure up a golden orb of light in your hand. The orb rotates in 4 directions: downward, upward, and then back again. The orb stays in place for the duration or until someone uses a spell of 8th level or lower to dismiss the spell. The orb moves with you, centered on you. When the orb appears, each creature in the orb's area must make a Constitution saving throw. On a failed save, a creature takes 10d6 + 10 hit points. On a successful save, a creature takes half the amount of the orb’s maximum hit points. If the creature is charmed, frightened, or stunned, it doesn’t regain hit points until after its next turn has passed.
Transmutation
Gust of Daylight
120
Concentration, up to 1 minute
An opaque sheet of light radiates radiance from you in a 30-foot cube centered on a point within range. This light has the same range and intensity as daylight, which must be within 30 feet of the point. For the duration, each creature in the cube for the first time on a turn or turn being focused on a spell or an activity within range when the spell occurs on that turn or turn must make a Constitution saving throw. On a failed save, the creature takes 3d8 thunder damage, and it takes 2d8 thunder damage when it finishes a long rest. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Gust of Daylight
120
Instantaneous
A shimmering, yellowish glow appears where you are standing or walking on an object within range. Until the spell ends, this effect appears bright green or violet and lasts for the duration. A nonmagical object in the area of effect is blinded and ill-flavored. A creature blinded by the glow makes a Wisdom saving throw against your spell save DC. On a failed save, the creature’s speed drops to 0 until it is no longer blinded or ill-flavored.
Evocation
Gust of Daylight
1 Mile
Instantaneous
This spell attracts the attention of one creature of your choice, and within the spell's duration, you can draw a circle in all of 5-foot squares on the ground within range to warn other creatures of danger. You can also choose to draw a cone of radiance in the same spot as the circle. If you do so, the spell ends, and creatures within 5 feet of the circle see a luminous light up to 10 feet away.
Enchantment
Gust of Daylight
Self (10-foot radius)
Instantaneous
A white patch appears on your skin and moves with you. It lasts for the duration or until you cast this spell again. You can see and
Gust of Daylight
Self (10-foot radius)
Instantaneous
For the duration, bright light that fills the air in a 10-foot radius is dazzling and dangerous. Nonmagical creatures in the area become blinded until the spell ends. An unwilling creature is also unaffected by the blindness. Any creature that can’t be charmed can instead make a Charisma saving throw. On a failed save, the creature becomes frightened for 1 minute. A frightened creature can use its action to make a Strength or Dexterity check. On a success, it can use its action to make the same check, saving throw with disadvantage, and take the same damage.
Conjuration
Gust of Death
150
Instantaneous
You unleash a wave of negative energy that inflicts 1d4 + 1 damage of your choice to any creature you choose within range. The target must succeed on a Constitution saving throw or take 1d4 + 1 piercing damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Conjuration
Gust of Death
30
10 minutes
You attempt to crush or subdue one creature that you can see within range. The target must succeed on a Strength saving throw or be restrained by the target. On a failed save, the target is restrained for the duration. Any creature that can’t be charmed or restrained by you (such as a creature that can’t be charmed) has disadvantage on the saving throw. The target has advantage on saving throws against this spell for each of its turns remaining. On a successful save, the target is restrained as long as it remains in the target’s space. Alternatively, the target can’t be restrained by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Transmutation
Gust of Evil wind
150
Concentration, up to 1 minute
As part of the casting of this spell, you must make a Strength saving throw. A creature of your choice within range causes the wind to roar in a 20-foot radius, becoming louder when you reach 5th level (3 miles per hour). When the wind sounds, each creature of your choice that ends its turn within 5 feet of the wind for the entire spell’s duration must succeed on a Strength saving throw or take 2d10 lightning damage, and it must then use its reaction to move up to its speed so that it can remain aloft. While moving, you can use your action to create a 15-foot cube of swirling wind centered on that corner. Each creature in that area must make a Constitution saving throw. If a creature fails its save, it can use its action to move up to its speed so that it can remain aloft. As an action, you can move a Huge or smaller creature up to the speed of sound. If it fails its save, it can use its action to move up to its speed so that it can remain aloft. As an action, you can cause a creature within 5 feet of the vortex move over itself to become convinced of your superiority in size. The creature must succeed on a DC 20 Constitution saving throw or become convinced of your size’s worthiness to carry you. It must also be willing (if you don’t have it) and able to speak the language you speak. When the creature moves to an area where it is unlikely to be seen, the creature moves as described and isn’t affected by this spell.
Transmutation
Gust of Evil wind (30)
120
Concentration, up to 1 minute
Wind carries you forward in an unoccupied space that you can see within range, and all creatures in a 20-foot-radius sphere centered on a point within range must make a Constitution saving throw. Each creature in the sphere when you cast this spell must make the saving throw against a spell of 8th level or lower. On a failed save, a creature takes 12d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a 10-foot-radius sphere centered on a point within range has resistance to radiant damage for each 5-foot radius that it spreads. Also, a sphere 5 miles wide and 50 miles tall has resistance to radiant damage for each mile it is spread over.
Evocation
Gust of Force
120
Concentration, up to 1 minute
Your Force petrified hand leaps toward a creature within range for the first time on a turn or turn that you can see within range. Make a melee spell attack against the target. If the creature takes bludgeoning damage or is knocked prone, the creature takes no damage and becomes stunned until the spell ends. On a hit, the target takes 1d10 force damage. At the end of each of its turns, the stunned target can make a Wisdom saving throw against being pulled up and restrained.
Abjuration
Gust of Force
120
Instantaneous
Choose a fist-sized square within range. Hit the square with a weapon attack, and the target takes an extra 1d6 force damage when it hits or misses. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above lst.
Conjuration
Gust of Force
150
Concentration, up to 1 minute
You create a surge of powerful force, capable of tearing through solid objects in its path. You can shape the ground in the area to yield to the force of the obstacle or to keep it in place for as long as you maintain your concentration. The force spreads around corners, and it can’t pass through barriers. You can use your action to create a 15 foot cube of force extending from your right hand edge and blocking a creature in the radius. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one. A creature that succeeds on the save loses control of its actions and behavior, and its swimming speed is reduced by 10 feet until it is no longer able to move.
Conjuration
Gust of Force
150
Concentration, up to 1 minute
You unleash an intense force field that surrounds your target and twists it in two dimensions. Each creature within 60 feet of the point you chose must make a Strength saving throw. On a failed save, the creature is restrained and makes a Strength saving throw at the end of each of its turns, ending the restrained condition on itself on a success. As an action, you can try to push the field up to 60 feet in a straight line. Each creature in a 60-foot-radius sphere centered on that point must make a Strength saving throw. On a failed save, a creature is restrained and makes a Strength saving throw at the start of its next turn. On a successful save, it is no longer restrained and makes a Strength saving throw at the end of its turn. As an action, you can make a single attack through the field, ending the restrained condition on it on a success. When you have drawn the field and hit with its attacks, you can make each creature restrained by it move up to 20 feet from the center of the spell in a straight line. You can also use your action to make a ranged spell attack through the field, ending the restrained condition on it on a success. If you end your turn restrained by the field, the spell ends for it.
Transmutation
Gust of Force
5
Instantaneous
You create a shock wave centered on a creature you can see within range and whose Strength equals 10 or less. The creature must make a Constitution saving throw. On a failed save, the creature takes 2d8 bludgeoning damage, and it is knocked prone. The wave then travels across the room and stops a creature or an object within 30 feet of it. If it starts its journey unharmed, it is knocked prone. A creature that starts its journey with a Strength of 10 or less can’t be knocked prone and can’t be targeted by the wave.
Evocation
Gust of Force
Concentration, up to 1 minute
You unleash an intense force field that surrounds you and surrounds up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Strength saving throw against seize. When a creature fails its save, it can use its reaction to move up to its speed so that it is no longer trapped behind the shimmering field. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create two additional tremors for each slot level above 6th. When you cast this spell using a spell slot of 8th level or higher, the extra tremors create four additional tremors for each slot level above 7th.
Conjuration
Gust of Force
Self (10-foot cube)
Instantaneous
Your deity imbues you with a potent strain of gravity, imbuing you with a potent gust of your own. Choose one weapon you can see within range, or a melee weapon that can reach the target and that can hit the ground or moves 10 feet off the ground, or a shorter ranged weapon that can reach a different spot within range, ending the effect on itself on a success. You can use a bonus action to cause a sword to slam shuttling its weight to the ground in a 20 foot cube.
Transmutation
Gust of Force
Self
Instantaneous
You create an extradimensional force that sucks up the ground in a 10-foot radius around you and compels it to move forward. The area remains until the spell ends.
Transmutation
Gust of Force
Self
Instantaneous
You implant a powerful, yet harmless force that shakes things up. Choose up to ten creatures that you can see within range. An unwilling target must succeed on a Wisdom saving throw to avoid being restrained by the gust. An unwilling target must also treat the creature as if it were restrained by the gust. If the creature is automatically restrained by this spell, it has advantage on the saving throw. The creature is restrained while it makes a Wisdom saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 days. When you use a spell slot of 4th level or higher, the duration is concentration, up to 8 days.
Enchantment
Gust of Force
Touch
Instantaneous
You invoke the Force within to batter a foe with an intense gash of force. Choose one creature you can reach within range and that is wearing armor or a piece of armor that is over 5 feet in any dimension. It must make a Strength saving throw. On a failed save, it can’t take reactions and is restrained, worn by such armors as the Stormcloaks, or pulled up by its restraints. The restrained target can use its action to make a Strength check against your spell save DC to wring its strength. If successful, the gash twists and forms a vertical span of 30 feet across each side, forming a ring on each side of the restrained creature's head. The grove of vines twists and twists, and the target must make a Strength saving throw. The target takes 2d6 Strength damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Divination
Gust of Hell
1 mile
Concentration, up to 1 minute
Your body vanishes when you reach 0 hit points or you are killed. For the rest of your days, you are subject to this spell. If you end your life outside of this spell, it replaces its damage type with poison. The spell ends the spell early if its maximum hit point total is above 0 hit points. If you end your days outside this spell and can’t find you, the hitpoints are lost. Casting this spell multiple times costs 2 points of damage, and you can change its damage type whenever you need to, depending on the nature of the target. This spell doesn’t prevent you from using a specific weapon based on the target’s proficiency bonus. For example, you can switch a flail from a staff attack to a scimitar when that weapon requires a flailing attack roll, but no more than once or twice per day.
Self
Concentration, up to 1 minute
You imbue your body with dread and drive it to rage. When you use an attack that can’t use a weapon, you immediately make a ranged spell attack that targets you, regardless of which attack you choose. The spell could target you, targeting one of your own creatures that you can see, that can use your movement and that can’t benefit from magic other than your own. The attack deals no damage; the target can’t benefit from magic other than the target’s. At Higher Levels.When you cast this spell using a spellcasting ability you cast the following spells: Climb, Contagion, Climb to Stairs, Cloud, Cloud of Daggers
Gust of Invulnerability
Self
Concentration, up to 1 minute
You touch an unwilling creature and send it into the air for the duration. The target must succeed on a Charisma saving throw, or its entire body falls to the ground in an unoccupied space that you can see within 5 feet of you. The target must also make a Charisma saving throw if it isn’t already on the ground. On a successful save, the spell ends early if the target is still breathing. An unwilling creature can’t be targeted by this spell, and it can’t be targeted again until it drops to 0 hit points or dies. Once the target drops to 0 hit points or dies, the target can’t be targeted again. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Divination
Gust of Life
150
Concentration, up to 1 minute
This spell emits a powerful surge of life force. You choose one creature or a special energy field that fits within a 5-foot cube within range. A creature that can see within 5 feet of the field must make a Constitution saving throw. On a failed save, the creature takes 2d8 damage that you can see from behind it. On a successful save, the creature takes half the damage, and the spell ends. Creatures that have the Intelligence saving throw are immune to this effect. Small or smaller creatures aren’t affected. Creatures that don’t make it into the spell’s area take only half the initial damage (the creature can’t reach into or through the spell’s area to create a barrier between itself and the spell). If you cast this spell at a creature other than you, it takes 2d8 damage of the spell (if you target a creature, the creature takes the extra damage, but the spell doesn’t take effect until the creature uses an action to do so).
Evocation
Gust of Light
150
Instantaneous
A line of glowing light appears at your command, and it spreads around corners. Each creature in a 15-foot-radius circle originating from a point within 5 feet of you must make a Constitution saving throw. A creature takes 3d10 radiant damage on a failed save, or half as much damage on a successful one. Each creature that ends its turn in the glowing area must succeed on a Constitution saving throw or take 3d10 fire damage
Gust of Lightning
120
Instantaneous
You unleash a powerful lightning bolt from your hand, igniting any number of bolts of lightning within 60 feet of each other. Each bolt deals 1d4 lightning damage to any creature that starts its turn in the hand or as a bonus action on each of its turns. A creature takes 2d6 lightning damage when it enters the ground or as a bonus action on its turn.
Evocation
Gust of lightning
60
Concentration, up to 1 minute
The spell creates a gust of strong lightning energy at a point you choose within range. For the duration, bright light and solid objects in my path are affected by lightning damage equal to half the number of bolts you
Gust of lightning
Self (10-foot radius)
Concentration, up to 1 minute
While within 10 feet of you, you cause the ground within range to shimmer with radiance. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 lightning damage and is blinded until the spell ends. On a successful save, a creature takes half as much damage and isn’t blinded.
Evocation
Gust of Madness
300
Concentration, up to 1 hour
You create a strong, wispsy cloud of madness that obscures whatever you pass. You can’t see, hear, touch, or touch another creature, and you can’t project a creature’s mind into the cloud until the spell ends. You can dismiss this spell with a -10 penalty to AC and Dexterity saving throws against your own spells and other effects.
Conjuration
Gust of Plants
Touch
Instantaneous
You touch a plant that is no larger than a Huge tree or a Small trestle to create a harmless sensory effect. Plants that are affected by the effect spend the duration underground and are difficult terrain until cleared. If the affected plant persists, it is killed instantly. The spell can have additional effects depending on the plant’s location, as determined by the DM. The DM might restrict some of these effects to locations where the plant lives or at night, where there is little or no human presence. You can specify animals, plants, or other creatures that are unaffected by the effect, but they are demigods must obey such a demigod’s rules as per your turn. A demigod obeys any circumstance that determines a course of action or actions that will trigger the effect when it appears in the area. You can specify conditions that will be met before the effect appears. If a condition is met prior to triggering the effect, any effect that would have otherwise prevented it occurs on the plant’s current location. Thus, for example, the plant in a location w E t might be able to move w E r to a location w E of w E nearest to where the effect occurs.
Necromancy
Gust of stars
60
Concentration, up to 1 minute
An invisible, partially transparent mass of 14+ star-like radiance springs into existence, directly above you and centered on a point you have seen or seen before. The spell lasts for the spell’s duration. When the stars appear, each star has a 20-foot radius and can hold up to five people. As the spell ends, the spell ends.
Evocation
Gust of Stone
90
Concentration, up to 1 minute
You fill a 20-foot cube of mud with a blast of stone that ignites if it strikes a creature within range. Each creature that ends its turn within 20 feet of the target must succeed on a Strength saving throw or take 2d10 bludgeoning damage; this spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Gust of the Abyss
300
Concentration, up to 1 minute
You create the quivering remains of a beast within range. The beast must make a Strength saving throw, taking 4d8 damage on a failed save, or half as much damage on a successful one. The beast’s speed is doubled for the duration, and its natural armor rating is 13. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Abjuration
Gust of the air
Self
Instantaneous
You exhale up to six gallons of air, which springs into existence at a point you can see within range. The air is a mass of sugary, sticky clouds of air similar in shape to air-based swimming pools. The area is heavily obscured and can be difficult terrain. The ground and objects in the area can be difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a success, the creature moves to the next available spot on the turn it was unwilling to move. If a creature moves to the start of a new spot on the turn it was unwilling to move, that creature also takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. This spell must end when the spell ends.
Transmutation
Gust of the Black Flame
Self
Unlimited
This spell sucks all elements of the air in a 20-foot-radius sphere centered on a point you choose within range. The sphere sucks solid air and ignites small flames that aren’t created equal to 5 feet in height. The fire damage is 1d4 + 5 + your wizard level. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Conjuration
Gust of the Dark Lord
120
Concentration, up to 1 minute
Choose a solid sphere of force that you can see within range. A strong urge springs to your mind to strike down one creature of your choice that you can see within range. The creature must make a Wisdom saving throw, taking 7d6 psychic damage on a failed save, or the whirlwind appears and strikes the creature. On a hit, it makes a DC 20 Wisdom saving throw to escape, and on a miss, the creature fails this save, and the whirlwind spreads around corners and over ground that you can see. When a creature uses its action to move up to its speed in this direction, the whirlwind sucks up water that would normally be carried by a creature. If you choose this direction at the start of each of your turns, the whirlwind sucks up any water that the creature requires for its own speed to move.
Transmutation
Gust of the Dead
120
Concentration, up to 1 minute
You create a cloud of poisonous gas that sucks up any creature you designate within range. The creature must succeed on a Constitution saving throw
Gust of the Dead
120
Concentration, up to 1 minute
You create an undead quiver of poisonous gas that explodes in a 20-foot cube within range. Each creature in the quiver must make a Constitution saving throw. A creature takes 4d6 poison damage on a failed save, or half as much damage on a successful one. A creature that takes 5 or less damage on a failed save must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature becomes diseased. When the diseased creature returns to life, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Each creature in the quiver must make a Constitution saving throw. On a failed save, the creature regains hit points equal to half the amount of health and movement. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration
Gust of the Dead
150
Instantaneous
The ground around you becomes a swirling mass of undead. Choose one of the following effects when you cast this spell. The first effect has a 10-foot radius: • You cause a mass of ghastly, roaring corpses to leap from the ground 20 feet in a direction you choose. • You cause a mass of roaring corpses to leap from the ground 20 feet in a direction you choose. • You cause a mass of roaring corpses to leap from the ground 50 feet in a direction you choose. • You cause a mass of roaring corpses to leap from the ground 100 feet in a direction you choose. • You cause a mass of roaring corpses to leap from the ground 1,000 feet in a direction you choose. • You cause a mass of roaring corpses to leap from the ground up to 1,500 feet in a direction you choose. • You cause a mass of roaring corpses to leap from an area of unoccupied space you can see within 100 feet of the ground you originated from.
Transmutation
Gust of the Dead
30
Concentration, up to 1 minute
You touch a creature that is stunned and has a Strength of 5 or lower. The stunned creature can’t move or speak any sound. The stunned creature then regains hit points equal to the spell’s maximum hit points. This spell has no effect on undead or constructs.
Transmutation
Gust of the Dead
30
Instantaneous or 1 hour (see below)
A zombie beast, or a plant that resembles a beast, appears in a space of your choice that you can see. It obeys any verbal commands given to it by its pursuers, and it gains a number of hit points equal to your spellcasting ability modifier. The hit point maximum and total hit points are the same as the base damage of your spellcasting ability. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the total of all hit points of creatures that you can hit with a melee attack increases by 2 for each slot level above 5th.
Necromancy
Gust of the Dead
60
Instantaneous
You utter a loud, screeching sound, causing the corpses of creatures you choose to become undead. For the duration, each creature you choose that you can see within 5 feet of
Gust of the Dead
Self (10-foot radius)
Instantaneous
You create a strong gale of wind that crashes down on a point of your choice within range. Each creature other than you must succeed on a Constitution saving throw or fall prone. A creature that fails its saving throw must make an Intelligence (Investigation) check against your spell save DC. On a success, the creature is dismissed from the area. The wind then disappears.
Evocation
Gust of the Dead
Self (10-foot radius)
Instantaneous
You create a tiny earthquake that strikes a creature within 10 feet of you. The target must make a Constitution saving throw. If it drops to 0 hit points, the spell ends. If it rises to 10 feet, the spell ends. The target must make a Constitution saving throw. If it falls prone, the earthquake vanishes. If it stays still for 1 minute or less, it explodes. The spell has no effect on undead and constructs.
Evocation
Gust of the Earth
120
Instantaneous
You blast up to ten miles per round of moderate or greater activity. The blast deals 1d10 force damage to objects in the area. If any structures or creatures are damaged, they fall to the ground, and they take 1d10 force damage on a failed save, or half as much damage on a successful one. This spell’s area of effect doesn’t need to be entirely enclosed, but it can’t be entirely enclosed and can’t be damaged. The blast can’t pass through any barrier, and it can’t be damaged by any area of magic. The spell’s area of effect can’t be completely enclosed, but it can’lept into existence there. A creature that ends its turn within 120 feet of the spell’s area can use Strength to assume the safest and most secure position in the enclosed area, and it is immune to all other effects of the area.
Evocation
Gust of the Earth
Self
Concentration, up to 1 minute
Choose one object weighing 3 to 5 pounds within range. The object’s weight is the same as the stone in the container. Until the spell ends, you can use a bonus action on a new object to add 5 pounds to the original weight. The spell ends if you use a bonus action on a new object. This spell’s weight is immobile and can’t be removed from the object. The weight of the new object is determined by the DM when you issue this spell. The weight of any missing objects is 1d6,000 gp. A disintegrate spell destroys the object if it’s there.
Transmutation
Gust of the Elements
120
Instantaneous
You conjure up a strong, elemental force that surrounds yourself and all creatures within 30 feet of you. You choose a creature type: • Bewitching • Greater or Lesser • Two Gifted or Two Gratifying Eyes or Three Gratifying Eyes or Masked Person . The elemental remains for as long as your concentration is focused on the spell for the spell’s duration. If you cast this spell without first concentrating on it, the elemental lasts until it is dispelled, and you are immune to all damage and effects. If you cast it again without first concentrating on it, the elemental lasts until it is destroyed, and the spell ends.
Conjuration
Gust of the Elements
Self
Concentration, up to 1 hour
You create one of the following effects in an unoccupied space that you can see within range. The effect must be visible to the target or it can’t be blocked. The target must make a Constitution saving throw. On a successful save, it takes half as much damage and isn’t blinded. On a failed save, the effect ends and the spell ends for that creature. The effect can’t occur more than once on your turn. The effect can’t attack a target that isn’t within 5 feet of it.
Enchantment
Gust of the Eternals
120
Instantaneous
A wave of fire and stone erupts from a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. Each 5-foot-diameter sphere spreads around corners. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature can’t pass through the sphere’s radius. The sphere spreads around corners. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature can’t pass through the sphere’s radius. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Gust of the Force
60
Instantaneous
You choose one weapon or nonmagical object you can see within range and that weighs no more than 5 pounds. You create a fist of force that can grapple a creature or a target that is neither held nor carried by another creature. The target must succeed on a Strength saving throw or be pulled up to 5 feet in any direction. The target can then be pulled a height not allowed by this spell, provided that the height can’t be overcome by any other means. If the target is holding a different object than the target’s height, the target must make a Strength saving throw. On a failed save, the target is restrained and restrained automatically by this spell until the spell ends. A restrained target can use an action to make a Strength check against your spell save DC. On a success, the target is no longer restrained by the object and can use its action on each of its turns to make an Intelligence check against your spell save DC.
Necromancy
Gust of the Forceps
30
Instantaneous
An earthquake springs into being in a 5-foot radius centered on a point you choose within 5 feet of the point. The quakes create a brief but intense chill centered on that point. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d6 force damage. On a successful save, a creature takes half as much damage. A creature that takes damage from a bolt of forceps damage also takes damage from the spell. A spell or effect that targets only one creature takes 1d6 force damage instead.
Evocation
Gust of the Forceps
90
Instantaneous
You unleash a powerful force on up to five creatures within range. Each creature in a 5-foot cube when you cast the spell must succeed on a Dexterity saving throw or take 2d6 force damage. Additionally, each target must make an Intelligence saving throw. On a failed save, the target takes 1d6 force damage, and its speed is reduced by 50 feet until it is no longer able to move. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Gust of the Force
Self
Concentration, up to 1 minute
You attempt to imbue a creature with a strong force that can deal direct damage to a creature within range. The target takes 3d6 bludgeoning damage at the end of each of its turns. A successful dispel magic can remove this effect at any time. If the target fails its saving throw, it is restrained until the spell ends. If the target attempts a successful dispel magic against a different target, the spell ends.
Conjuration
Gust of the Force
Self
Instantaneous
You cause a force field against a creature within range. The field springs into existence at a point that you can see within range. The field can be either a wall of water or a wall of stone. The wall can be made of any material, including stone, and any structure that fits within the wall is blocked. As long as the wall does not exceed 5 feet in any dimension, the spell creates a strong enough force to cause the ground in the area to move. Also, the
Gust of the Force
Self
Instantaneous
You create a strong force that makes your body turn in the direction you choose. A creature that fails a Strength (Athletics) check made to succeed on a Strength or Dexterity check (or that is no more than 10 feet away from you) must succeed on a Strength or Dexterity saving throw or become restrained by the force until the spell ends. The restrained creature is conscious, and it can’t move or speak. The force produces a gust of wind, sending its target flying and causing minor damage to the ground. The wind is nonmagical and can’t harm the creature, and its speed is moderate. Any creature that ends its turn within 30 feet of the wind must succeed on a Strength saving throw. A creature that ends its turn in the wind must succeed on a Strength saving throw or become restrained by the force. The wind can enter the creature’s space, and the creature can’t move or speak. The force creates a strong gust of wind, sending its target flying and causing minor damage to the ground. The wind is nonmagical and can’‘t harm the creature, and its speed is moderate. Any creature that ends its turn in the wind must succeed on a Strength saving throw or become restrained by the force. The wind can pass through the creature’s space, and the creature can’t move or speak. The wind can enter the creature’s space, and the creature can’t move or speak. The wind can pass through the creature’s space, and the creature can’t speak.
Abjuration
Gust of the Gods
60
Concentration, up to 10 minutes
You call forth the energy of the gods in an attempt to crush the enemies of your kind in combat. The creatures within range gain a +10 bonus to AC and saving throws for the duration. At the end of each of its turns, the creatures that made a Strength saving throw or failed it with an attack roll or saving throw take an extra 1d6 damage.
Conjuration
Gust of the Lord
Self
Concentration, up to 1 minute
You attempt to strike a creature that you can see within range. You can target one additional creature for each target you choose for your attack roll. The first target that fails its save, or if it is fighting another creature, it rolls an extra attack for each target it targets. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Gust of the Nine Grains
Touch
Until dispelled
You create a crushing force field on the ground that guards from your magic. Each creature in a 5-foot cube within range must make a Dexterity saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. The field can’t cover a 2-foot square, and it can’t extend beyond that area if it is blocking the entrance to the area. The field can hold up to 100 pounds.
Conjuration
Gust of the sea
120
Concentration, up to 1 minute
Swarming waves cry out from your earthen body, churning and churning as you choose from a set of pounding waves or a gentle tap of the sea. Choose one creature that you can see within range and create a rapids wave of 1d4-inch-diameter holes in the water. Each creature in a 5-foot-diameter hole must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage, and on a successful save, it takes half as much damage and isn’t affected by this spell. A creature that succeeds on its save is pushed into the hole for the duration. The water has a 10-foot radius and a 30-foot-high ceiling. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create a strong gust of wind blowing gusts of 5 feet or more throughout the spell’s duration. Make a V shaped hazard. The hazard consists of four pieces of wood or stone—sticks, rams, or whatever is most heavily laden with water. Each piece must be contiguous with at least one other piece. When you cast the spell, you can designate any number of creatures you can see within range, and the gust of wind spreads around corners. The gust of wind blows heavily laden objects, such as wooden pallets, horizontally and vertically. While pushed, a creature can take 3d10 bludgeoning damage and have resistance to bludgeoning damage from nonmagical weapons. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Gust of the Sea
Self
Concentration, up to 10 minutes
A large, floating, swirling mass of water (typically 2 feet in diameter) springs into existence and floats gently toward you. You can make a Strength or Dexterity check against your spell save DC. If you are proficient in either stat, you can maintain your proficiency with the check for the duration. An uncontrolled movement or use of a weapon by you (if any) results in the creature being pulled into the swirling mass. When the spell ends, the creature is pulled into the swirling mass, and the spell ends.
Evocation
Gust of the Storm
120
Instantaneous
You create a burst of swirling storm energy that crashes down on a creature you can see within range. The target must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. The whirlwind is strong enough to pierce armor and solidify barriers. Each 5 foot-square portion of the whirlwind must be over 30 feet long, and it lasts for the spell’s duration. The whirlwind is difficult terrain for creatures other than you. It moves 10 feet away from you in a direction you choose before falling onto the ground. Any creature in the area when the spell ends must succeed on a Strength saving throw or be pushed 10 feet away from the spot where the whirlwind originated. The whirlwind's speed is flat-footed and it moves with the whirlwind. The spell’s diameter is 10 feet and it’s area is 10 miles.
Conjuration
Gust of the Storm
150
Concentration, up to 1 minute
You lash out at one creature that you can see within range. Until the spell ends, the target is restrained, and it makes a Strength saving throw. On a failure, it takes 3d6 cold damage and is restrained until the spell ends. At the start of each of your turns until the spell ends, the target can make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The spell ends if you use another action to take damage. At the end of each of the target's turns until the spell ends, it can repeat the saving throw. If it fails, it takes 4d6 fire damage on a failed save, and it takes 4d6 cold damage on a successful one. The spell ends if you use another action to make an attack roll. As an action, you can cause the target to lash out at one creature in range. The target must make a Strength saving throw. On a failure, it takes 4d6 fire damage, or half as much damage on a successful save. The target’s gear is left unprotected until the spell ends. On a successful save, the spell ends. On a failure, the target takes 4d6 fire damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Gust of the Stormcloaks
Self
Concentration, up to 1 minute
Choose a stormcloaking area that you can see within range. You create a strong gust of wind that blows down on a single creature of your choice that you can see within 5 feet of the area. The target must succeed on a Constitution saving throw or fall prone. The creature takes 5d6 thunder damage on a failed save, or half as much damage on a successful one. The gust dissipates away after 10 minutes, ending the effect. If the target moves more than once using an action to move through it, it must make a separate saving throw each time. If the gust is non-portable, the creature must make a new one before the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Gust of the Storm
Self (15-foot radius)
Instantaneous
The storm that rages around you disperses any remaining magic and ignites a small hail of tornadic energy within range. Make a melee spell attack against a creature within 5 feet of the center of the hail. On a hit
Gust of the Storm
Self
Concentration, up to 1 minute
A cloud of storm energy springs down from the sky. Each creature in a 20 footradius sphere 15 feet wide and 5 feet tall must make a Dexterity saving throw. A creature takes 7d6 thunder damage on a failed save, or half as much damage on a successful one. A creature that takes 6 or more hit points from this spell ends its turn early if it can’t find any food. A creature that takes 6 or more hit points from this spell’s next turn, it takes 4d8 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above lst.
Evocation
Gust of the Storm
Self
Concentration, up to 1 minute
A storm cloud of storm energy rises from the ground in a 20-foot radius. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature who fails the save must spend 1 hit point to regain hit points equal to the damage dealt by this spell. Each creature that fails its save must make an Intelligence saving throw. On a successful save, a creature takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Gust of the Storm
Self
Concentration, up to 1 minute
Choose a storm-like cloud or a cloud of hail that you can see within range and that fits within a 5-foot cube. You create a small, 30-foot-square sphere of roaring force centered on a point within range. A creature in the sphere can’t be affected by spells or magical effects if it can reach into the center. You can make a single ranged spell attack against the sphere’s area. On a hit, the target takes 1d6 force damage. This spell’s area can be up to 100 feet long, 30 feet high, and 5 feet thick. The spell’s area can’t be more than 10 feet wide. At the start of each of your turns, you can use a bonus action to cause the storm to expand to encompass a distance of up to 60 feet. Finally, if you cast this spell again on a subsequent turn, the spell ends early. If you create a cloud or hail, the spell doesn’t extinguish its force field.
Evocation
Gust of the Sunburst
120
Instantaneous
You unleash a hail of rays of light at a point you can see within range. Each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Gust of the Sunlight
Self
Concentration, up to 1 minute
Flames of light radiate from you in a 30-foot radius. Each creature in that area must make a Dexterity saving throw. A creature takes 4d12 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Evocation
Gust of the Wind
120
Concentration, up to 1 minute
A strong wind (totaling 100 miles per hour) blows across a point you choose within range. The point you choose blasts freezing wind, and shapes the air in your choice of fog, mist, or sea. Nonmagical or mechanical in nature, the gust resembles a strong gust, such as a heavy rock, a loose cannonball, or a gale or a puff of a wind. The vapors then set off a shortening in the air that makes the gusts appear longer, bluer, and fiercer. To you, the gust as such is an object of fascination, magic, or danger, and you make it a weapon (your choice), armor (your choice), or throw (your choice). A weapon has a maximum range of 60 feet and a maximum impact speed of 20 feet. A thrown weapon has a maximum speed of 30 feet. A thrown armor has a maximum speed of 30 feet. A thrown thrown weapon is vulnerable to fire damage type I. A weapon deals no damage when it hits an object or a creature or moves at least 10 feet behind it. It instead deals no damage if it is launched at a creature or moved 5 feet behind it. The vapors set off by the wind are a powerful alarm. A creature is blinded while in the vapors vapors it has not touched has disadvantage on attack rolls against he whose feet have been exhausted by the vapors.
Transmutation
Gust of the wind
120
Concentration, up to 1 minute
You create a whirlwind of whirling blades at a point you can see within range. The whirlwind sucks up any Medium or smaller objects it passes and ends the effect there. It vanishes when the spell ends. If you are on the ground or in a pit, you can use your movement to move this whirlwind up to 30 feet. It is protected by a 1-foot thick cloud. The whirlwind sucks up any Large or smaller object it passes and ends the effect there. It vanishes when the spell ends. If you are on the ground or in a pit, you can use your movement to move this whirlwind up to 30 feet. It is protected by a 1-foot thick cloud. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the whirlwind sucks up any Huge or smaller object it passes and ends the effect there.
Evocation
Gust of the Wind
120
Instantaneous
A wind churns up a strong gust of wind. Each creature within 60 feet of it must make a Dexterity saving throw. On a success, the creature takes half as much damage and can’t be targeted. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create a strong wind of wind centered on a point you can see within range. The wind can be
Gust of the Wind
120
Instantaneous
A wind whirls about you in a 100-foot cone that is 20 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw. A target takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A wind blowing in this way can penetrate metal, glass, and wooden structures, and can’t pass through barriers. A target that fails the save must also make the saving throw,
Gust of the Wind
120
Instantaneous
You conjure a whirlwind up to 100 feet long, 10 feet high, and 5 feet diameter and blowing up to three times as big as the thing you used for the attack. Roll 6d10 and have the whirlwind leap for cover on each of your turns. On a hit, the whirlwind inflicts 1d6 damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Gust of the wind
120
Instantaneous
You create a 5-foot-radius, vertical cylinder of swirling wind centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 8d6 thunder damage, and it takes 10d6 thunder damage on a failed save, or half as much damage on a successful one. The wind carries the target anywhere in the area, and it is difficult terrain for the target to move. A creature moving through the area takes 4d6 thunder damage. A creature that moves through the area takes 2d6 thunder damage, and it takes 10d6 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Evocation
Gust of the Wind
120
Instantaneous
You create a large gust of wind that blasts a point you choose within range. The point must be within 30 feet of you when you cast this spell. Until the spell ends, you can make Dexterity (Stealth) checks and other magical effects with a successful save against the spell’s effect. If you succeed, you create up to ten feet of horizontal movement in that area. The spell ends if you move more than 10 feet from the point you cast.
Evocation
Gust of the wind
60
Concentration, up to 10 minutes
You create a 10-foot-diameter, 10-foot-high cylinder of wind centered on a point you choose within range. You must make the choice at the end of the wind’s journey. The cylinder is blocked, however, by an elemental wall of strong wind centered on that point. This wall doesn’t extinguish unprotected flames or cause unprotected fey attacks to penetrate the cylinder’s walls’. If you create more than 10d6 wind gusts, the wall spreads around corners and dissipates cold damage. To a creature outside the cylinder, the wall appears to form perpendicular to its location, but the creature can move through it. The wall isn’t visible from within the cylinder, and it ignores blind and other nonmagical senses. Creatures within the cylinder are invisible to this effect.
Abjuration
Gust of the wind
60
Instantaneous
You create a gale that damages up to five creatures of your choice that you can see within range. Each target must make a Constitution saving throw. On a failed save, a target is knocked prone, and it takes 2d6 bludgeoning damage. On a successful save, a target has flying speed and is immune to being knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Gust of the Wind
60
Instantaneous
You unleash a wave of strong wind that crashes down on a creature that you can see within range. The target takes 3d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Evocation
Gust of the wind
90
Concentration, up to 1 minute
Choose a point you can see within range. A 5-foot-radius sphere of wind centered on that point must be 30 feet long and 10 feet wide. The wind spreads around corners. The wisp, or a harmless cloud, blocks most of the wind for the spell's duration. The area is difficult terrain, and the ground and surrounding terrain become difficult terrain after 1 hour. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd.
Evocation
Gust of the Winds
120
Concentration, up to 1 minute
You create a wave of strong wind that increases in speed and direction when you choose one of the following options: • You can move up to 10 feet • You can move up to ten feet • You can’t move while moving 20 feet • You can’t move objects more than 20 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Enchantment
Gust of the wind
Self (5-foot-radius sphere centered on point A within range)
Transmutation
Gust of the Wind
Self (60-foot line)
Concentration, up to 10 minutes
A line of strong wind 60 feet long and 5 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 1 extra foot of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Evocation
Gust of the wind
Self
Concentration, up to 10 minutes
A strong wind (20 miles per hour) blows around you in a 15-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. While in the wind, the chosen creature is restrained in a 30-foot cube centered on it. The restrained creature can’t make movement while in the cube, and it can’t make attacks or leave the cube. The restrained creature can’t move or take actions, and it can’t take actions during the spell’s duration. The restrained creature can’t activate, use, or take any action, and it can’t take, take, or take damage. The restrained object restrained by the wind is unaffected by any effects that would set it apart from its immediate environment.
Conjuration
Gust of the wind
Self
Concentration, up to 10 minutes
You conjure up a wind-imbued blast of wind that blows down on a single mass of ground. The whirlwind is heavily obscured and can’t be seen. The whirlwind leaves a 20-foot-radius cloud of debris in a 5-foot radius and moves at up to ten mph in a straight line. The whirlwind is heavily obscured and can’t be seen. Until the spell ends, the whirlwind moves with you, churning out gales in the distance. When a creature is affected by this spell by a creature other than you, the whirlwind deals an extra 1d6 bludgeoning damage on a hit.
Evocation
Gust of the wind
Self
Concentration, up to 1 minute
Flame like gusts of wind assail creatures of your choice within range. The target must succeed on a Constitution saving throw or be pushed up to 10 feet away from you by one creature. The gust is strong. Each creature in a 10-foot-radius sphere centered on that creature must make a Dexterity saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one.
Evocation
Gust of the wind
Self
Concentration, up to 1 minute
Up to six wind-shaped weapons that you can see within range, such as the wind mending bow and mithral staff, strike against you. Creatures in the air and on the ground when you cast the spell have advantage on the attack roll. If your attack rolls are successful, you have advantage on the next two attack rolls you make with that weapon against the chosen target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Gust of the Wind
Self
Concentration, up to 1 minute
You create a strong gust of wind in a 30 foot radius and cause it to roar in a random direction. The wind lasts for the spell’s duration. If the wind is strong enough to sustain a creature, the creature is knocked prone. In addition, if the wind is strong enough to cause damage, the creature is hurled 10 feet away from you in a direction that you choose with disadvantage. If the wind is strong enough to cause damage, the creature is knocked prone.
Transmutation
Gust of the wind
Self
Instantaneous
You create a 5-foot-square, 10-foot-deep pit of swirling wind. Each creature in a 5-foot-square—holesawed area are affected. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Evocation
Gust of the Winds
Self (10-foot radius)
Concentration, up to 1 minute
A gust of wind whirls about you, dealing 1d4 thunder damage to each creature within 30 feet of you. The target must make a Constitution saving throw. On a failed save, the target takes 3d6 force damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Abjuration
Gust of the winds
Self
Concentration, up to 1 minute
This spell sprouts from a creature within range. The target must make a Dexterity saving throw. On a failed save, the target takes 10d8 bludgeoning damage and is knocked prone. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the wind increases by 1d8 for each slot level above 5th.
Evocation
Gust of the winds
Touch
Until dispelled
You touch
Gust of the wind
Touch
7 Days
You touch one object of up to an inch in diameter, either a cylinder, a cube, a cube-shaped object, or a solid mass. The object or solid mass is then magically levitated by means of a wind of water, or a similar energy, up to 60 feet in a direction you choose, originating from a point of your choice within range. The object or solid mass obeys all air and water effects, and can be any other object or mass you choose, though it can’t be hostile creatures. Completely enclosed in the wind, the object or solid mass is unaffected by all physical, sensory, or magical effects. The object or solid mass can be no more than 10 feet in any dimension, and any movement it makes with such mass ends there. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius of the effect increases by 20 feet for each slot level above 7th.
Transmutation
Gust of the wind
Touch
Instantaneous
You touch one object of Medium size or smaller size within range. The object remains in place for the spell’s duration or until reduced to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Transmutation
Gust of Thunder
120
Instantaneous
You unleash the power of a mighty blast of magical force to crush a foe within 120 feet of you. Each creature other than you within the area must make a Strength saving throw. On a failed save, the creature takes 1d4 thunder damage, and on a successful save, it takes half as much damage. On a failed save, it takes half as much damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Evocation
Gust of Vengeance
Self
Concentration, up to 1 minute
You create a swarm of 5 to 10 tentacles that move in a straight line up to 30 feet in any direction. The swarm spreads out from the center of the target creature’s body space and spreads to fill a 10-foot cube within 5 feet of it. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 1d8 necrotic damage and is restrained for the duration. A creature restrained by this spell is unable to move, speak, or move. A restrained creature is restrained for the duration, and the restrained creature can’t take actions. Once a restrained creature moves to a new location, it must also make a Constitution saving throw. On a successful save, a restrained creature is no longer restrained by this spell.
Evocation
Gust of Water
120
Concentration, up to 10 minutes
You conjure up a gushing flood of water that sprouts from a point you can see within range. The point you choose counts as one of your known water sources, but the water can’t overflow. The water then recedes and floats toward you. Any creature in the area when you cast this spell must make a Dexterity saving throw. On a failed save, a creature takes 1dlO piercing damage. On a successful save, a creature takes half as much damage and isn’t affected. Until the
Gust of Water
120
Concentration, up to 1 minute
A flowing mass of 5 to 7 feet long, flowing water appears on the ground within range and moves with the crowd to the nearest unoccupied space of the caster’s choice within range. Each creature in a 5-foot-radius sphere centered on that area must make a Constitution saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone.
Evocation
Gust of Water
120
Instantaneous
You pour up to three gallons of water of moderate or greater capacity within range on a solid surface, moving it in a straight line up to 60 feet in a straight line. This line of movement is difficult terrain. The water then vanishes, leaving behind no trace of form. Thus, you can’t lead a life in this area. Any creature in the area at the time of casting the spell ends their turn there.
Transmutation
Gust of whirling blades
Self (60-foot line)
Instantaneous
You conjure a mass of strong whirling blades in your hand. Each creature in the line must succeed on a Dexterity saving throw or be restrained by the wall for the duration. A creature restrained by the wall can use its action to make a Dexterity check against your spell save DC. On a success, it frees itself. The wall is a Huge unoccupied space on the ground within range. The wall can be up to 10 feet long, up to 10 feet high, and 1 foot thick. When the spell ends, any creature in the wall’s space are restrained, though it can have no more than ten such creatures on the ground at a time. If the wall cuts through a creature restrained by the wall, the creature is pushed 1 foot away from it and is also restrained, though it can have no more than ten such creatures on the ground at a time. If a creature restrained by the wall enters the spell’s area damage occurs nearest to the wall, the creature is pushed 1 foot away from the wall and is restrained, though it can have no more than ten such creatures on the ground at a time. A creature restrained by the wall can use its action to make a Strength check against your spell save DC. On a success, the creature frees itself.
Conjuration
Gust of Winds
60
1 Hour
A 40-foot-radius sphere of swirling air springs into existence for the spell’s duration. The sphere is 100 feet long and spreads out around corners, centered on a point you choose within 5 feet of it. Any creature in the area that is Large or smaller must make a Dexterity saving throw. On a failed save, the creature is pushed 10 feet away from the sphere and is pushed 10 feet away from the sphere when it drops to 0 hit points. A creature can use an action to make a Strength or Dexterity check against your spell save DC to avoid the sphere. At the end of each of its turns, a creature can roll a d20 roll for its effect on the sphere to determine the number of hit points it has remaining. If a creature returns to the sphere to roll a d20, roll another d20 roll for the same effect to come back if no effect applies. A creature can make an Intelligence check against your spell save DC to see if its Intelligence increases by more than 2. If so, it is unaffected. At Higher Levels. When you cast these spells using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures each need to be in the first place must be within 5 feet of each other when you target them.
Enchantment
Gust of winds
Self (60-foot line)
Instantaneous
You seize the air and compel it to create one of the following effects at a point you can see within 60 feet of you: • One Medium or smaller creature or object that you can see must succeed on a Strength saving throw or fall prone over • An object that is neither held nor carried nor consumed must succeed on a Strength saving throw or fall prone over • One-third of a creature’s speed must be reduced to 0. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate or interact with the wall a creature other than the one you choose. A creature must make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
Conjuration
Gustral
150
Until dispelled
This spell crushes the mind of an unwilling creature, transforming it into a grim, ghastly figure that appears in an unoccupied space of your choice within range and serving as a source of mental energy for up to 8 hours. For the duration, the target can’t make any attacks, illusory, verbal, or any other visual effort to appear mortal, and its moods and actions change accordingly. The grimness also affects any that aren’t on the target’s level, if it is. Creatures with a Strength score of 2 or lower can’t be affected by the grimness. To activate the spell, activate a 5-foot cube that appears in an unoccupied space of your choice within range. You can place the grimness on the target as an immediate action, causing it to become friendly to you for the duration. You can banish it from the target if it has any Hit Dice. It willingly chooses to flee, issuing an audible message through its body to defend itself against hostile creatures. When the spell ends, the grimness disappears, shedding bright light in
Gust�Self (15-foot radius)
Instantaneous
You seize the air and compel it to create a harmless sensory sensory effect that you can hear within range. The effect can be subtle, or it has no effect. One creature you choose that you can see within 5 feet of you must succeed on a Constitution saving throw or be pushed up to 5 feet away from you.
Senses and Behavior
Your senses and behaviors change as you gain the creature’s level increases above 1st. While your companions are within 1 mile of you, you are blinded and deafened in regard to your own surroundings.
Necromancy
Gust Stance
120
Concentration, up to 1 minute
You extend your hand and point into a location you know within range. You animate or otherwise influence the creature for the duration, choosing the creature type as your weapon or noncreature or magical tool, and dealing an extra 1d6 damage to it for the duration. The creature is friendly to you and your party. It moves with you, resting on its left hand and peeling bark from trees within 30 feet of it. The spell doesn’t specify which creature to affect; you decide.
Transmutation
Gust Strike
60
Instantaneous
Your weapon strikes one creature within 5 feet of you in the chest. Each creature other than you in that chest must make a Strength saving throw. On a failed save, the target loses the attack and is restrained for the duration. At the end of each of the first three rounds, the restrained target can make another Strength saving throw. On a successful save, the restrained target recovers from the restrained state and can move freely again. Finally, if the creature dies while restrained by the glyph, the restrained creature recovers at the end of its next turn, even if it has fast healing possible when the glyph activates. If the creature dies while restrained by the glyph, its restraint is broken until the glyph activates again. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 10 days to a maximum of 120 days (see below). When you use an object created by this glyph to create a strong magical bond with a creature you choose as a direct result of casting the glyph, you can spend up to half as much energy igniting the bonded object in the process. Alternatively, you can spend up to half as much energy protecting the object against attack. When you cast the glyph, choose a spell from the bard spell list, such as Everleaf and Shadowfell, or a spell from the bard spell list, such as Theon's Hand, to target the object. When you do so, choose a spell from the bard spell list and make a casting of the spell using it. The spell’s damage increases by 1d10 at 11th level and each of its subsequent levels by 1d12 at 17th level. If you cast this spell using a spell slot of 4th level or higher, the elemental magic of the spell increases by 1d10 for each slot level above 3rd.
Evocation
Gust Strike
Touch
Instantaneous
You succeed on a small favoritism check, or your choice of a service, at the discretion of a creature you touch. If the creature is good or neutral, you give it a + 1 bonus to AC. Otherwise, you get a bonus to AC once you finish a long rest. In addition, you have advantage on attack rolls that you make with simple and martial weapons. When you reach 5th level, you can direct a gust of wind to strike gusts in the air with your unarmed strikes.
Transmutation
Gust Swarm
30
Concentration, up to 1 minute
A swarm of small, metal-like tentacles appears at a point you choose within range and moves with you, toward a creature or object you can see within range. The swarm spreads around corners. It lasts for the duration or until a spell slot of 5th level or lower activates. A strong wind can disperse the swarm, dealing it 30 bludgeoning damage to the creature or object within 10 feet of the point where it appears. The creature or object is engulfed in the spell's energy. Any remaining creature is pushed up to 10 feet away from the point where it appears. The swarm moves with the spell and remains there until the spell ends or the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 100 feet of each other when you target them.
Necromancy
Gust Swarm
60
Concentration, up to 1 minute
A swarm of roaring, vine-like plants appears in a location on the ground within range and lashes out at nearby creatures in a direction you choose. Each creature that starts its turn in the swarm must succeed on a Dexterity saving throw or take 1d8 thunder damage, and it becomes louder each time it turns against a creature or object within 30 feet of it. If an object or creature is in its area when the spell ends, it is unaffected. The webs are 2 feet long, 1 foot thick, and 5 feet tall. The plants sprout from affected plants and remain in place for the duration. When a plant’s plant damage reduces a creature to 0 hit points, it bludges, and other plants in the area become difficult terrain, requiring at least 1 minute of rest to grow back up. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Gut Protector
60
Instantaneous
You and up to 5 creatures of your choice that you can see within range take 5 d10 psychic damage. The damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Gym Bus
Touch
1 Hour
A group of teenagers enters the town. One teen—the one who was supposed to be your target—has wandered into the store and comes face to face with you. You try to persuade him to join you. Once he has accepted you as your companion, he sends you on an adventure to find an appropriate place to stay for a night at the bar or a day at the club. You decide that it would be best to stay at home and sleep through the day. You and your friends go to a nearby bar or a nearby club, and arrive at the spot you found the target. The bartender, a young woman named Emily, is friendly and helpful. You invite her to join you. Emily happily agrees, but you demand that she accompany you to the bar or club. Emily refuses, for she is too busy studying at the college to be able to stay in the town for the night so she spends the night there. You decide to continue on your trip to the town. At the bar, Emily makes a good impression, but she says that she has to go back to the town if she wants to stay at the bar or club. The bartender then asks you to repeat the same conversation. You agree to the bartender’s request, but Emily still says that she is too busy studying. The two of you leave the bar and head to a nearby table. While you are waiting, Emily asks you to repeat the same conversation. You agree, but she says that she would like to stay with you for the night. You insist that she accompany you to the bar or club. Emily doesn’t seem to be very interested in the conversation and starts scolding you. If you take the initiative to approach her, she would appear to
Gymnastics
60
Concentration, up to 1 hour
You create a school of gymnastics in a space of your choice within range. You can create one of the following effects when you cast this spell. The effect lasts for the duration. The effect lasts only if you are wearing or carrying a school-issued school-clamp or a school-issued class-clamp. The spell targets one school of gymnastics on a space that is neither occupied nor occupied by others. The spell can be used multiple times to create the same effect. The spell ends if you cast it again. You can use this spell’s duration to dismiss the effect.
Conjuration
Gymnose Sphere
60
Concentration, up to 1 minute
You create a sphere of swirling light centered on an unoccupied space that is within range. The sphere appears on a spot of your choice within range and lasts for the duration. The sphere appears on any spot that is no larger than 30 feet by 30 feet by 10 feet. The sphere is harmless to creatures that can see it. The sphere is centered on any spot that is within 30 feet of space you designate. The sphere can be made out of any material and can have a material component (such as wood, stone, or lead). The sphere appears as a prism of light centered on a spot of your choice within range. You and one other creature must make a Charisma saving throw. On a failed save, the creatures gain the illusion of invisibility for 1 minute. The sphere remains for the duration. If you cast this spell multiple times, you can designate a different number of targets, which can be as many as you wish. For example, if you have a number of targets that you wish to conceal, you can choose a spot you can see within range and designate one of them as the target. You can specify a different casting time, an additional creature level for the target, or a different casting area. You can also specify a different spell slot, an additional spell slot, or a different spell slot. The spell lasts for the number of targets it targets. A target can be a short- or long-lived creature, a humanoid, a plant, a fish, a plant or a plant-like creature that is Huge or smaller, or a plant-like creature that is Huge or smaller. The spell ends if you cast this spell again.
Divination
Gymptote
90
Concentration, up to 1 minute
A spirit communes with beasts in range and creates an infirmary on the ground within. The commune lasts for the duration, and the beasts can be summoned by either you or by employing a similar method. While summoned, the beasts have advantage on Wisdom saving throws against your spell save DC. When summoned, the beasts make a Wisdom saving throw to waken the summoned beasts. While summoned, the summoned beasts can’t take actions and are restrained by your wards. Roll a d8 to determine how long the trapped beasts remain in the infirmary. Creatures restrained by your wards can’t take actions, make harmful sound, or make illusory duplications of themselves. In addition to creating the mist, the school of beasts summons fiends and undead. At the DM’s satisfaction, each such fiend or undead appears within 30 feet of you at the start of each of its turns, taking 4d4 necrotic damage if you are within 30 feet of the bed. When the fiend or undead appears, each creature that succeeds on its saving throw must make a Constitution saving throw. On a failed save, it frees itself and moves to the nearest safe spot on the ground that it lies, repeating the process until it completes its saving throw. This process repeats until you use your action to dismiss it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Conjuration
Gymstones
60
Concentration, up to 1 hour
A thin sheet of thin stone that covers a circle of flat, dark stone, granting you advantage on Strength and Dexterity checks made to cover the surface. The sheet can be placed into any unoccupied spaces on the floor, provided that that space is free of clutter. The spell’s area is centered on a point you choose within range. If you cast this spell multiple times, you can have up to three different targets chosen at a time. Each target must be within 5 feet of each other at the start of each of your turns. The spell doesn’t offer any protection against undead, constructs, or other nonmagical creatures.
Habitat (1 mile—10,000 feet)
24 Hours
24 Hours You choose one of the following possible outcomes for whether or not you move: • You can move up to 30 feet directly in the air or remain still while moving up to 10 feet straight ahead. • You can move up to 60 feet directly in the air or remain still while moving up to 10 feet straight ahead. • You can move up to 30 feet directly in the air or remain still while moving down to the bottom of the sphere. • You can move up to 30 feet directly in the air or remain still while moving down to the edge of the sphere. • You can move up to 30 feet directly in the air or remain still while moving down to the edge of the sphere. If you don’t move, nothing happens. You can also create an area of unoccupied space within range.
Abjuration
Habits
60
24 Hours
You weave illusion or metal components into objects, creatures, or things to create illusionary traps, detect magic, or to raise a dangerous magical hazard. You learn the name of the component by examining its properties, as well as its visual appearance. If the component is a component of a spell, you learn the name of a new effect created by that spell (typically by manipulating a target object that it is attached to or that it resizes or otherwise affects). If you have learned the name of a new effect, the spell fails and the spell is wasted.
Special properties and special rules
Abjuration
Habits
Touch
1 Hour
You touch one willing creature. For the duration, that creature has resistance to one damage type: acid, cold, poison, or fire.
Abjuration
Habits
Touch
Concentration, up to 1 hour
Your mind shapes the reality of one creature or thing you touch, but no more. As part of the action you can make a melee attack against that creature or thing, and the target’s speed increases by 10 feet for the duration and your hit point maximum increases by 10 feet until the start of your next turn. If the target is nonmagical, it is incapable of animating or possessing any of its magical properties.
Transmutation
Habitual of the Dead
150
Instantaneous
Choose a nonmagical object you can see within range. You can make the object appear to be the body of an undead creature, as long as it is undead or undead undead itself. The object must be at least 5 feet tall, and the creature must be within 5 feet of you when you cast the spell.
Conjuration
Hail of Arrows
150
Concentration, up to 1 minute
You conjure up bolts of lightning and imbue all creatures within range with strong winds to strike at them. Each creature in a 5-foot-radius sphere centered on the point you chose must make a Dexterity saving throw. Each creature must make a Dexterity saving throw if it is hostile to you and is making the saving throw with advantage. On a failed save, it can use its reaction to automatically take 1d8 lightning damage. On a successful save, it takes half as much damage. While affected by this spell, a creature can make a Strength or Dexterity check against your spell save DC. If it succeeds, the spell ends.
Evocation
Hail of Kings
30
Concentration, up to 1 minute
This spell sends a loud crackling sound out of your mouth. Any creature that you choose must make a Charisma saving throw. On a failed save, you are ejected into a cacophony of booms, shattering bones, and horrible screech. Every creature within melee range of the spell must make a Constitution saving throw. On a failed save, you shrivel and sink to the ground, becoming a pileup of bones and smoke. You can remove bones by removing a chunk of stone from your mouth. You can also throw bones up to 30 feet tall and crush it to smithereens. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. On a failed save, its speed is reduced to 10 feet per round until it is no longer restrained by bones. When bones reach the top of your throat, you can cause the creature to whimper, drip, and flinch, causing it to be charmed by you. If you do so, it must succeed on a Wisdom saving throw or become charmed by you for the duration. When you cast this spell, you can have one additional creature for every two other creatures you choose.
Transmutation
Hail of the Dead
120
Concentration, up to 1 minute
You conjure up a hoarse voice that appears in a random location within range. Until the spell ends, the voice appears for each target you choose within 5 feet of you. An unwilling target must make a Wisdom saving throw. On a failed save, the target is deafened for 1 minute. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 1 hour.
Transmutation
Hail of Whispers
120
Concentration, up to 1 minute
Whispers of an unknown power emanate from you. Choose a sound that you can understand within range. A creature takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher. the damage increases by MB for each sound that you choose. At Higher Levels. When you cast this spell using a spell slot of level 5 or higher, the damage increases by MB for each sound that you choose.
Conjuration
Hair restoration
Self
10 minutes
You use your mind to restore a creature’s hair to a pristine, silvery state. The spell can’t remove a creature’s normal hair, nor hair from some creatures or objects within its reach. The spell ends if you cast it again or if you choose to end its duration. When a creature uses its action to examine its hair, the creature can determine the nature of its problem by examining the mineral structure of the material within. For any teeth, strands, or any other defects in the creature’s hair that are visible in the light, the creature can use its action to determine whether such hair is restored. If so, the creature’s hair appears intact, though some creatures or objects within its reach are likely damaged. If the creature’s hair regains its previous status, the creature is no longer blinded, deafened, and affected.
Transmutation
HallowÃÂ6 Days
Until the spell ends, a prismatic force lashes out at a point on the Ethereal Plane where the Feywild is centered. Each creature in a 5-foot-radius. 60-foot-high cube centered on that plane must spend at least 1 minute ascending to the sky or falling 10 feet below the surface. For the spell’s duration, such a creature can climb any height that the cube provokes you to. Alternatively, you can cause the sphere to hover in the air and cause it to hover in the floor. The spell fails if your fortress entrance is on the Ethereal Plane (if your fortress is on another plane of existence), because the ceiling of the cube is no lower than the floor of the room you’t interspersed with the spell’s ceiling. At the DM’s discretion, you could cause the cube to rest on a solid surface, perhaps in a corner, or in the space you created in. You decide where the cube falls. On a success, the spell ends. At any time, the sphere falls to the ground. Any creature in the cube’s space when you cast the spell’s spell falls flat. While the cube is falling, each creature in that space must spend 1 minute ascending to the sky or falling 10 feet below the surface. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 minute for each slot above 4th.
Transmutation
Hallucinatory sop
Self
Concentration, up to 1 hour
You create a searing, primal scream that erupts from your body. The spell’s power is increased by 30 for each slot level above I:B.
Abjuration
Halo of Fire
Self (10-foot radius)
Concentration, up to 1 minute
The wind whips through stone, creating a 10-foot radius of swirling, swirling clouds. The spells of the cloud cast range are as strong as those of stone. The wind carries the cloud toward you, extinguishing it's flames and dissipating it if it impacts or passageways a creature on the same plane as you. The spell creates no heat or cold and doesn’t age or dissipate into fine particulates or fog. The clouds then disperse around corners, creating an area of darkness.
Evocation
Halo of light
120
Concentration, up to 1 minute
This magical light forms a cloud of bright light around a point you choose within range. For the spell’s duration, a quiver of radiance can be created in each hand of the target, as a bonus action to deal 1d6 radiant damage to it. The quiver contains a single beam of radiance, which shines bright and short range in a 20-foot radius and then falls to the ground, mimicking the effect of a lantern. When the spell ends, the spell remains in its container until the end of your next turn. This magic cloud covers a 15-foot cube from the spell’s area to the best of your ability. Any creature within the quiver’s area must choose a different light during its turn, otherwise the spell fails and the light is extinguished by the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Halo of Sickness
120
1 minute
You create a puff of yellow or greenish gas in a spot of your choice within range that lasts for the duration. Creatures that are immune to being charmed are unaffected. Any creature that is charmed suffers an effect similar to that of entangle, including the creation of a makeshift campfire or a torch or a small pit filled with water. This effect can’t occur more than 10 minutes after the spell ends. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 2d8 for each slot level above 8th.
Conjuration
Halo Spray
5
Instantaneous
An invisible green shield springs from your fingers, wrapping around and extending out of your reach toward a creature you choose within range. The shield is opaque and lasts for the duration. Each creature in a 40-foot-radius sphere centered on the shield centered on a point you choose within range must make a Dexterity saving throw. On a failed save, a creature takes 16d6 lightning damage and is blinded until your next turn. At the start of your next turn, the blinded creature can make a Constitution saving throw to regain control of his or her weapon.
Evocation
Handsome Bond
60
Instantaneous
You imbue one hand of your bestial form with the power to communicate with the living. You can use your action to call on the spirit of a willing creature you can see within range for a brief moment. You can also use your action to call on a nonliving object, such as a creature or plant or a creature-at-large that you can see. If the creature enters the spell, it can use its action to speak a line of dialogue you can hear. If you can hear the line of dialogue, you
HandsomeThorn Blade
60
1 minute
A hand carved, long-dead warhorse of legendary quality imbues your weapon with finesse and finesse damage. The weapon sheds bright light in a 30-foot cube and dim light for an additional 30 feet. Each creature other than you in that distance must make a Constitution saving throw. On a failed save, the creature is restrained for the duration. When the creature regains sight of any creature it was holding or traveling with as a weapon, it gains no benefit from the remaining duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Transmutation
Hang in the Box
Touch
8 Hours
You create a simple, yet powerful distraction that lulls your enemies into a false sense of security. They ignore you and move so that you and any nearby creatures can pass for safe seats.
Hang on to another creature (your choice)
Touch
Instantaneous
You touch another creature. Make a melee spell attack against that creature. On a hit, the target takes 1d6 lightning damage and falls prone. The effect lasts for the duration. If the target is wearing or carrying a creature’s gear, you can
Happening Aura
300
Concentration, up to 1 minute
You create a magical aura that lasts for the duration. When you cast this spell, you choose one of the following effects. The effect lasts for the spell’s duration, unless you use your action to end the effect. You can use a bonus action to dismiss the aura. Bright light. The target is blinded until the spell ends. Bright light, sound, or a sound of drums fills the area for 10 minutes. Bright light, sound, or a sound of a clatter fills the area for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, using your action to reduce the duration to 1 minute. When you use a spell slot of 5th level or higher, the duration is concentration, using your action to reduce the duration to 1 hour.
Conjuration
Hardsight
Touch
Concentration, up to 10 minutes
You create an illusion of darkvision and see in the distance a line of light that you can see within range. The line appears in the center of a 5-foot cube centered on a point you can see within range. The line can be up to 40 feet long, 10 feet high, and 30 feet wide. The line can be up to 30 feet long, 5 feet high, and 10 feet wide. The spell’s radius is 30 feet.
Conjuration
Harm and Force
Self
Instantaneous
You attempt to cause a small creature of Medium size to become animated for the duration. The target must succeed on a Constitution saving throw or fall prone. If it drops prone, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 3rd level or higher, the duration is up to 1 hour. When you use a spell slot of 4th level or higher, the duration is up to 1 hour. When you use a spell slot of 5th level or higher, the duration is up to 1 hour. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is up to 1 minute. When you use a spell slot of 7th level or higher, the duration is up to 1 hour.
Enchantment
Harm and Sickness
Self
Concentration, up to 1 minute
You are surrounded by cold, and you can’t be affected by any of the following effects. Ailment. You gain immunity to all damage. Death. You are protected from death. Immolation. You are protected from the undead. Lightning. You are protected from the thunder. Confusion. You are protected from the dark magic. Silence. You are protected from the terrors of the night. Confusion. You are protected from the terrors of the dark. Confusion. You are protected from the terrors of the undead. Confusion. You are protected from the terrors of the undead. Death. You are protected from the death. You are not incapacitated.
Conjuration
Harm at the Door
90
Instantaneous
You point at a specific creature within range, and the creature must succeed on a Wisdom saving throw or fall into a crypt. The creature must be within 1,000 feet of you for the entire saving throw. While the creature is within 1,000 feet of you, it gains the ability to speak the incantation that rules the crypt. The creature must speak the incantation every day for the entire duration of the spell until it finishes the saving throw. At any point during the spell while the incantation is in effect, the creature can make a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the creature can’t speak a incantation for 1 minute. While the creature is within 1,000 feet of you, it can’t willingly enter the crypt. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration
harmless)
Abjuration
Harmless Dismissal
90
Instantaneous
You call upon your deity to make a spell of your choice that you can see within range, which you can use to dismiss or dismiss as an action. You can use the spell to dismiss as an action. The target must be within 60 feet of you or the target can’t be affected by the spell. If the target is within 60 feet of you, the spell fails and the target is no longer affected by the spell. The spell ends for each corpse created when this spell ends.
Divination
harmless)
Enchantment
Harmless Servant
Self
Concentration, up to 1 minute
You create a target that can either be a creature of fighting or a creature that can be charmed. The target’s hit points are Medium or smaller, and it has a hit point maximum equal to 2d8 + your spellcasting ability modifier. The target must be within 30 feet of you, and its hit point maximum is reduced by 0. The target’s armor, weapons, and other equipment are damaged. It’s immune to the effects of any of the following spells, and it has advantage on all attack rolls against you. Fireball. The target’s hit point maximum is reduced to 0. Roll an additional 1d8 for the reduced hit points. Poisonous Cloud. The target’s hit point maximum is reduced to 0. Roll an additional 1d8 for the reduced hit points. Poisonous Cloud. The target’s hit point maximum is reduced to 0. Roll an additional 1d8 for the reduced hit points. Frostbite. The target’s hit point maximum is reduced to 0. Roll an additional 1d4 for the reduced hit points. Ice Storm. The target’s hit point maximum is reduced to 0. Roll an additional 1d4 for the reduced hit points. Ice Storm. The target’s hit point maximum is reduced to 0. Roll an additional 1d4 for the reduced hit points. Ice Storm.
Harm of Recall
120
Concentration, up to 1 minute
You hurl up a shower of holy water that appears in an unoccupied space of your choice within range. It has a range of 60 feet and must be on the ground or in a ceiling. Until the spell ends, you can hurl the water up to no more than 300 feet uprange, 30 feet out of its mouth, and extinguish unprotected flames inside it.
Conjuration
Harmony
300
Instantaneous
You cause a malady, illness, or disease that is harmful to one or more creatures. The disease lasts for the duration, and it spreads to all creatures within the area. The disease spreads by 50 feet, ending with the affected creatures. The spell ends if you or another creature affected by the disease dies. If you or another creature is immune to this effect, it can use an action to give up its immunity.
Divination
Harmony
60
Concentration, up to 10 minutes
You cause a malady, illness, or disease that is harmful to at least one creature. It lasts until cured. If the malady or disease is permanent, it spreads to multiple creatures within the area. Once a disease spreads, the affected creatures can't move. The spell ends if the disease ends. Once the disease ends, you or another creature affected by it returns to normal. The spell ends if you cast it again.
Transmutation
Harmony
Self
Instantaneous
You create a powerful halo of radiance in the air. The spell’s range is limited to 30 feet. The spell’s radius is 8 feet and the spell’s duration is up to 24 hours. When you cast the spell, you can make an Intelligence (Investigation) check against your spell save DC. On a success, the spell ends.
Transmutation
Harmony spell
Touch
Concentration, up to 1 minute
Instantaneous
You touch one humanoid of your choice that has the same or a different alignment. The target takes an extra 1d6 psychic damage whenever it takes damage. The target also takes 1d6 psychic damage of your choice from the spell. At the end of each of its turns, the target can make an Intelligence (Investigation) check against your spell save DC. On a success, the spell ends. The spell ends if you cast it again.
Divination
Harmony
Touch
Concentration, up to 1 hour
You touch a creature of your choice that you can see within range and that is under your control. The target must succeed on a Wisdom saving throw or be blinded for 1 minute. The target can’t take reactions, such as making a Charisma saving throw, or making a Wisdom saving throw against your spell. If the target has a Wisdom score of 1 or less, it is automatically frightened of you. While the target is frightened by this spell, the target can use its action to make a Wisdom saving throw against your spell. On a success, the spell ends. On a failure, the spell ends. On a successful save, the spell ends. On a failed save, the spell ends. The spell ends if you cast it again. The spell can be end-to-end, up to 10 minutes long, and lasts for the duration. It can also be up to 1 hour long at a time. At any point when the spell ends, the spell can end. You can end the spell on a creature that has reached the end of its turn.
Enchantment
Harmony
Touch
Concentration, up to 1 minute
You cause one of the following effects to occur on your next touch: • You can cause the affected creature to become frightened, gain an extra 10 hit points, and be charmed. • You can cause the target to become frightened of you, gain an extra 20 hit points, and be charmed. • You can cause the target to become frightened of you, gain an extra 30 hit points, and be charmed. • If you cast this spell multiple times, you can have up to three of its effects active at a time. • You can cause one additional creature to become frightened of you. • You can cause one additional creature to become frightened of you for 1 minute. If you cast this spell multiple times, you can have up to three of its effects active at a time. If you use a spell slot of 2nd level or higher, you can specify the triggering ability of the spell as one of the following. You can also specify the triggering ability of the spell as a bonus action on each of your turns. The spell doesn’t trigger if the target is unconscious or unconscious
Harmony
Touch
Instantaneous
The spell emits a terrible, painful scream and a puff of smoke that can be as large as a ten-foot cube or as small as a ten-foot cube. The spell’s damage increases by 1d6 for each 5 cubic feet of air in the area that you can see. The spell ends if you dismiss it as an action.
Conjuration
Harmony
Touch
Instantaneous
You touch one of the following creatures: a creature of your choice that isn’t undead or a nonliving object, such as an animal or plant. The target takes 2d8 necrotic damage, and the spell ends. The target can’t be charmed, frightened, or otherwise affected by this spell. It can’t be affected by spells, and it can’t receive benefits from magic items.
Conjuration
Harmony
Touch
Instantaneous
You touch one willing creature of your choice that you can see within range. Make a ranged spell attack. On a hit, the target takes half damage and must make a Wisdom saving throw. On a successful save, the target takes half damage and is blinded until the spell ends. On a failed save, the target is blinded until the spell ends. The target can’t attack or cast spells of 2nd level or higher. The spell ends if it has no effect.
Transmutation
Harm reduction
150
Instantaneous
You transform a Medium or smaller celestial, offering it life and protection from death. You or one of your companions can use a bonus action to reduce the target by one layer on the ground or on a floor, a truss rod or a similar portion inside an area. The reduction also ends if the target is carried or carried-on a piece of nonliving material, for example if it is an object or an object that is worn by someone who carries it or carries it on their person.
Transmutation
Harm to All Elements
Self
Concentration, up to 1 minute
You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 + 18 necrotic damage on a failed save of 10th level or higher. The disease spreads around corners, and it creates at least one more necrotic dot on the target’s head and neck. The disease removes a worn or damaged component, such as a metal ring, when it appears. It reverts the creature back to its original form, clearing a 60-foot-radius to the original form slot. A creature with this disease is immune to it, and its speed is reduced by 10 feet until it no longer has that bonus condition. A creature that loses its concentration on this spell must succeed on a Constitution saving throw. When the disease hits, the target retains half its hit point maximum and has advantage on any new hit points it acquires while concentrating.
Necromancy
Harm to the Earthen Grasses
120
Concentration, up to 1 minute
Concentration, up to 1 hour
You conjure up a spectral messenger or a spirit to carry out mysterious tasks. Until the spell ends, the messenger appears in unoccupied spaces that you choose within range. While the messenger appears in unoccupied spaces that are within 5 feet of one of the destinations you choose, you can use a bonus action to cause the messenger to move to a different spot within 5 feet of that place. Once the messenger appears, it disappears and is unfurl only to the nearest unoccupied space. If the messenger leaves unoccupied spaces if it moves to a different spot within 5 feet of the destination space, its spectral form crumbles into pieces if it moves closer to the destination space. The messenger appears in unoccupied spaces and within 5 feet of a location you choose, that location is restored to its normal state within 1 minute. It remains within 5 feet of a location you chose to restore to before moving to that location. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the spectral messenger increases by 10 feet, and the duration increases for wisps, meteors, and other meteors increases by 10 minutes for each slot level above 3rd.
Conjuration
Harpies
10
Duration
Harp, Lee, and the Dying Tower
120
Concentration, up to 1 hour
You awaken a dead body, the remains of a human servant. Until the spell ends, the soul of Aesoc, one of the corpses of a human servant killed when it died, sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The transformation ends if you or your companions are killed by a dark or magical effect that would kill the body. In addition, you choose a new body type, one that has the same statistics as the original, and that can fit into a 1-foot cube, becomes illuminated by magic, and appears dimly lit. You can also turn a dead body into magical stone by removing an amnesia chip and then using it to turn a living one back to life. You can also set foot inside a dead body and leave it there to create a new one. You can create a duplicate of the original and give it a price as a service, raising the price by 1d10 for all replicas. The price rises each time you use this spell. A duplicate created by this spell creates a duplicate of its original form, though it forms a new body and dies before its normal course of action can continue. A duplicate
Harpoon
60
1 Hour
You teleport yourself or someone else up to 500 feet into the nearest unoccupied space within range. Once the spell ends, no sound or other audible activity can occur. You can also teleport yourself or someone else up to 100 feet into the unoccupied space.
Transmutation
Harpoon
60
Instantaneous
You teleport yourself and a creature you can see within range to a point within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 necrotic damage and has advantage on the attack roll. On a successful save, the target takes half as much damage, and has disadvantage on the attack roll. The spell ends if you teleport or someone else dies.
Evocation
Harry Potter**
Self
Hastening Spray
Self (60-foot cone)
Concentration, up to 1 minute
A shimmering field appears in a 60-foot cone centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, you can use your action to cause the flicker to move to another location within 60 feet of the area. The flicker turns a creature that is pushed or touched in the area into having a puff of smoke. A creature that is on the ground in the spell’s area is pushed up to 10 feet away from the center of the area.
Evocation
Haste�Touch
Instantaneous
You attempt to cast an illusion, which you perceive as a small, invisible object. You can use your action to teleport the object to a place you choose within range, and its movements are audible. The object moves at a speed of 10 feet per minute for 1 minute. If the illusion is cast from a spell slot of 6th level or higher, the spell lasts for the duration. You can also use your action to cast an illusion that lasts 1 minute.
Transmutation
Hastily Casting
10
Instantaneous
You cast this spell once, wishing to cast another spell of equal or greater level or lower. You choose at least one spell of each slot level above bard. You cast the spell up to a full round or until you finish a long rest. If you cast this spell while resting, it reverts to its original form when it resumes its rest. This spell doesn’tchange its nature if the spell is recharged while resting or casting another spell. The spell must be cast as part of a subsequent long rest. If you cast it while resting, or until you finish a long rest, the spell damages the affected creature, if any, and the spell ends.
Transmutation
Hastily Fall
60
Instantaneous
You call down the power of your breath, granting you a minute control of your breath that restrains creatures below 30 hit points. This spell's damage increases when you reach higher levels. Until the spell ends, your attacks and spells deal an extra 1d4 necrotic damage to you, and the target gains the same number of hit points.
Evocation
Hastiness
Self
Concentration, up to 5 minutes
Shimmering aberrations erupt from your fingertips and shimmer in the light of your lantern. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 radiant damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Hastine's Woe Blade
10
Instantaneous
This blade slices through flesh and leaves behind a mark on its bearer. The mark tells the living creature about death and the destruction that lies ahead. For the duration, the creature is protected from physical death, as well as the effects of death's shattering curses, such as a lich's perdition, the power of hell, the power of a lich's hammer, or the power of a lich's holy weapon. The blade also reveals the presence and location of treasure within 30 feet of the target. The dagger strikes in a 60-foot radius and strikes like a normal blade. If it strikes a creature or a material object within 30 feet of the target, the blade cuts through that creature's flesh, leaving behind a mark that might reveal the presence of treasure. The mark can be sifted through for the blade. After three rounds, the dagger strikes twice more and cuts across the creature’s flesh, leaving behind a mark that might reveal the presence of treasure. When the spell ends, the creature’s flesh disappears and the blade vanishes. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can cause a spell damage to be reduced by 5 for each slot level above 5th.
Transmutation
Hastings of Ashen Wood
Touch
Concentration, up to 1 hour
You touch one willing creature. The target’s hair twists into a pointed, pointed-out loop. The target must succeed on a Dexterity saving throw or its hair will turn to stone. On a successful save, you also instantly and permanently sever the hair and permanently cut off the limb. This spell has no effect on undead or constructs. You can also create an instantaneous end to the spell by using an action to dismiss it. The target’s hair twists and it blinks in confusion. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the radius increases by 30 feet for each slot level above 1st.
Transmutation
Hastings of Asura
Self (30-foot radius)
Concentration, up to 1 minute
Enchantment, up to six hours
This spell imbues a target with an illusion that lasts for the duration. The target is enthralled to the point of exhaustion, and its movement and attacks become harder and harder to each turn it requires sustenance. While the target is affected by this spell, its movement and attacks become harder and harder to each turn it requires sustenance, and it uses up as much magical energy as it consumes and instead uses half the amount of magic it consumed for each level of exhaustion on each turn it remains covered. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Abjuration
Havoc
30
Concentration, up to 1 hour
You choose some diseased, diseased, or diseased plants within range. You choose the plant’s kind: neutral, healing, disease, or magic herb. The plants have a radius of up to 30 feet and can be up to 10 feet on each side. When you cast the spell, choose one or two of the following options for what appears: • One creature disease prone to causing blindness. • Two plants disease prone to causing insanity. • Four plants disease prone to causing exhaustion. • Eight plants disease prone to causing paralysis. • Ten plants disease prone to causing insanity. • Eleven plants disease prone to causing gibberish. • Eleven plants disease prone to causing gibbering. • Eleven plants disease prone to causing gibbering by senility. • Twelve plants disease prone to causing blindness. • Four plants disease prone to causing exhaustion. • Eight plants disease prone to causing exhaustion. • Eight plants disease prone to causing exhaustion. • Nine plants disease prone to causing cold. • Nine plants disease prone to causing cold. • Eight plants disease prone to causing exhaustion. As an action, you can see through the diseased or diseased plants an incorporeal creature looks like.
Transmutation
Havoc
30
Concentration, up to 1 hour
Your spell results in one creature that you can see within range: this creature forms from an original creature that you drew from the ground (a Huge or smaller creature), whether or not it is an undead, up to the time you specify. You can find a creature by casting this spell on it, in an unoccupied space you can see where the creature would be lying on the ground, or in a space that you can see within 5 feet of it. When you cast the spell, you can affect the creature’s hit point maximum and current hit points. The creature can be of Medium or smaller hit points, and you can’t reduce the creature’s hit points by more than 5. When the spell ends, the creature returns to its home plane, where it ran aground.
Divination
Havoc
30
Concentration, up to 1 minute
You target
Havoc
60
24 hours
This spell allows you to affect as many creatures with a range of ‑60 as you have (including you) and affect as many creatures with a 150‘ range as you have (including you and creatures with a truesight and who can see you). On successful save, an affected creature’s base walking speed is reduced to 15 feet. An affected creature can’t take actions while affected by this spell, and if the creature fails its save twice in a row, it must make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends for it. If the creature goes on a rampage, attacking twice as many creatures as normal, you can ram it to within 15 feet of you and cause it to take 1d12 radiant damage. If you have no other options, you ram the creature to within 15 feet of you and cause it to make another saving throw at the end of each of its turns. This spell also ends an ability cooldown on ranged weapon attacks against the creature if you have it.
Evocation
Havoc
60
Concentration, up to 1 hour
You transform a creature of challenge rating 6 or lower into a cacophony of beasts and goblins for the duration. You can make the transformation at the same time that another creature uses an action to dismiss the spell. Otherwise, the humanoid takes 3d8 necrotic damage, and the creature can’t regain hit points until it uses its action on a new turn to end its turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Necromancy
Havoc
Conjuration
Havoc
Touch
Concentration, up to 1 minute
Touch someone you touch. You touch the target and touch them again. This spell can penetrate most barriers, but it can’t pass through a barrier or pass through another object. On your next turn, the target must succeed on a Wisdom saving throw or be affected by this spell. On a failed save, the target is unaffected until the spell ends. This spell can penetrate any barrier, but it can’t pass through a barrier or pass through another object. On your next turn, the target is unaffected by this spell.
Transmutation
Hazards
Self
Concentration, up to 10 minutes
You create a searing array of beams in a 60-foot square. Each beast in the area must make a Dexterity saving throw. A creature takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. While a creature is within the array, it can’t create new ones, and it can’t activate abilities associated with a given creature that are in the array. Thus, created creatures and noncreature types can still be summoned. The spell ends when a creature of the appropriate level or type, depending on the terrain on the area, uses its action when it constructs a new structure. The spell’s area can be divided up in up to eight equal parts, with sections dedicated to creating and maintaining structures or other objects. Any creature outside a divided section can use its action to make a simple check against your spell save DC. On a successful check, the object created by the spell is no longer in place and no longer requires saving throws or special effects.
Necromancy
Healing Arrow
150
Concentration, up to 1 hour
You choose a creature that you can see within range and that doesn’t already have a ranged spell slot. The target takes 4d6 poison damage on a hit. Additionally, the target is blinded until the spell ends or can’t see.
Abjuration
Healing Arrow
150
Instantaneous
You imbue a ranged weapon or throw up to 100 feet of ammunition that you can see within range with a healing spell for the duration. The spell has no effect if the target carries more than one weapon and if you are wearing or carrying both the cloak and the gear.
Conjuration
Healing blast
60
Concentration, up to 10 minutes
You create a small blast of holy water that lasts for the duration. It instantly restores a creature or an object hit by the attack to full health. The spell can’t heal a dead body, nor can it restore missing bodies, as some undeads do. While the creature or object is hit by the attack, it is no longer undead, and any remaining wounds from the attack disappear. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Healing Bolt
150
Instantaneous
You expend a spell slot of 3rd level or higher and create a blast of holy energy that strikes a creature you can see within range. Each creature in a 20-foot-radius sphere centered on the bolt must make a Constitution saving throw. On a failed save, a creature is knocked prone. The bolt then travels 30 feet in a straight line toward a target you choose when you cast this spell. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 radiant damage and is knocked prone. At Higher Levels.
Healing Bolt
Self (60-foot cone)
Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before the spell ends, a healing healing bolt of lightning sprouts from the top of the attacker’s head. Make a
Healing energy
150
Instantaneous
You choose a creature or object that you can see within range. The target of the spell can’t be more than 50 feet away from the target and can’t be affected by any spell or other magical effect. The target takes 1d6 radiant damage at the start of each of its turns, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Healing energy field
90
Concentration, up to 1 minute
You create one of the following effects within range: • You create one plant or an animal of challenge rating 2 or lower, or • You change the properties of an area within range of another effect, such as a cave or a forest, for 1 minute • You make one 10-foot-vertical trip in a straight line, returning only to this effect if the
Healing Hand
60
1 minute
A Hand made from vines, vines, or other vines, you and up to eight willing creatures within range magically deal an extra 1d4 necrotic damage when you cast the spell. Additionally, the targets regain hit points equal to 1d4 + your spellcasting ability modifier. The spells can’t be cast in this way again for 24 hours or until you or your companions die. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Necromancy
Healing Hands
Self
Self
Concentration, up to 1 minute
You touch a hand of a creature that you can see within range. The speed of the hand increases by 10 feet when the hand reaches 5 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 when the hand reaches 5 feet and the area where the hand reaches 5 feet.
Conjuration
Healing Hand
Touch
8 Hours
Heird, this spell turns ordinary objects that you touch into healing healing items. You touch a Large or smaller object or a creature, and the spell ends if the object or creature is no longer in your possession. You can also specify a time or place when the spell might end. To determine whether the object or creature is no longer in your possession, consider the weight of the object or creature when it drops to 0 hit points; if the weight is no longer a factor, the spell ends early. The spell then ends early if you or someone you designate, such as yourself, takes any damage from the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Healing Hand
Touch
Concentration, up to 1 minute
You touch a willing creature and give it a healing hand. The hand transforms the target into a simple, comfortable object for the duration. Until the end of your next turn, the target is restrained and unable to move. The target can make a Constitution saving throw, taking 4d10 necrotic damage on a failed save, or half as much damage on a successful one. While the restrained target is restrained by the hand, the target can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the target is no longer restrained by the hand and can use its action on each of its turns to release the restrained hand.
Transmutation
Healing Ranged weapon
Touch
Instantaneous
A ranged weapon in your hand becomes a magic weapon if
Healing Sphere
120
Instantaneous or 1 hour (see below)
Choose an area of healing light that you can see within range. The spell then purges the area of harmful energy in contact with the light. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3rd.
Transmutation
Healing Sphere
30
1 minute
A glowing golden orb appears in the space of a creature you can see within range. The orb vanishes when the spell ends. If the orb is large enough to crush a Large or smaller structure, such as a tower, you must spend 1 minute touching it to shatter it. A Large structure or a structure on the ground must be physically within reach of the glowing orb. The orb remains there for the spell
Healing Touch
90
Instantaneous
You touch one willing creature and gift it a gift of healing. Choose up to three creatures you can see within range, and the creature regains 2d8 + 10 hit points. For the duration of the spell, the target regains 1 hit point. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both the healing and the duration are 1 year. When you use a spell slot of 5th level or higher, the healing increases to 2 hit points, and the duration to 10 years. At Higher Levels. When you use a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Necromancy
Healing Touch
Self
Concentration, up to 1 minute
Until the spell ends, one willing creature you can see within range and attuned to its cause and effect and able to answer each of its questions (no action required). You then speak the spell and touch the target. The spell ends. If the target is hostile toward you, it can repeat the saving throw if it wishes, and the spell ends if the target says a single incantation word or takes any actions that might affect it.
Enchantment
Healing Touch
Self
Instantaneous
Choose a creature you can see within range. A creature you can see within range takes 1d4 + 1 hit points of damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). For each creature you choose for the spell’s duration, you can also make one additional attack against that creature. Also, the total damage increases by 1d6 when you reach 9th level (2d6), 11th level (3d6), and 17th level (4d6). For each creature you choose for the spell’s duration, you can also make one additional attack against that creature. If you hit a creature with a weapon attack, the additional attack deals an extra 1d6 damage of the chosen type.
Evocation
Healing Water
60
Concentration, up to 1 minute
You fill a 3-foot-deep pool of healing water with gentle radiance. The water doesn’t last. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 2d8 radiant damage. The water then quivers to a point where it is no longer safe for such a creature to move in. The water then regains hit points equal to half the amount of the spell’s level.
Evocation
Healing weapon
Touch
Concentration, up to 1 minute
You imbue a melee weapon you touch with a draining force, repeating the process several more times until you have the same weapon, when you use your action. While the weapon has a wield skill of 2 or higher, you can target your friends in combat. After a short rest, they regain 70 hit points. Otherwise, they are knocked prone. A creature that attacks a creature prone to be knocked prone attacks only one creature of your choice that you can see
Heal undead (24/24 damage)
30
Instantaneous
You make one willing undead creature w ere healed. The spell’s damage increases by 2d6 for each additional target you choose, and you regain all expended hit points when you cast this spell again.
Abjuration
Hearing of Darkness
Concentration, up to 1 minute
You hear a whisper from a creature that has a deafen ear. The whisper is loud enough to hear the voice’s voice, though it might be uttered as a whisper or as an action of a novice or novice—and it doesn’t have the ability to hear the whisper. On a successful save, the creature’s speech becomes unaltered and no longer deafened. The creature’s voice becomes unaltered, but the whisper remains. The whisper lasts until you reach the destination location. The creature is deafened until its destination. The creature’s speech becomes unaltered, though it remains deafened until the spell ends if the destination location is within 5 feet of you. When you reach the destination location, you touch a whisper that the creature is breathing light and is no longer in the light. You can cause the creature to bleed light. The spell ends if the destination location is outside the light.
Evocation
Hearing, Sight, and Memory
Self
Concentration, up to 1 hour
This spell allows you to affect any creature or object within your reach that can hear you and that can hear you, understand your language, understand your history, and understand your magic, as well as your magic against you. For the duration, the creature or object can understand your spoken language, but it assumes that you have no such proficiency. The creature or object can’t be charmed or frightened while you understand your language.
Transmutation
Hearing Sound
30
10 minutes
You create audible vibrations in the ground within range. If you cast this spell on the ground, you create audible sounds of a sound that are audible when you descend. The spell also ends if you leave the ground or if you use an effect to create a wall. If any creature moves across the ground before or after you cast this spell, the creature was directly or indirectly lifted or dragged into the ground.
Transmutation
Hearing Word
30
1 Hour
You create a general knowledge, meaning, or sense within an unwilling creature that is familiar with a particular versed service offered by a specific power, such as a magical fire, by making a Wisdom check. On a failed check, the creature doesn’t know what it is doing. It instead can only feel pain. The creature isn’t aware that its true nature is at stake; therefore, it is unaware of any dangers on its path, and it can assume the wettest, wettest terrain possible. A creature that succeeds on its checks against the spell’s saving throw window can use this knowledge to plan defenses against siege engines or sneak
Hearthstone
60
24 hours
A ten-foot-diameter gemstone appears in a spot of your choice within range and lasts for the spell’s duration. If you cast this spell again, you can target another nonmagical gem with the gem’s Strength and
Hearthstone
60
Instantaneous
You create a small glowing orb of stone that can be either a stone, a solid, or a solid, stone, a solid, solid, or a solid stone. The stone must be within a 5-foot cube. A creature can use an action to expend a spell slot to create a 5-foot cube of the orb. The stone can't have more than 1 foot in height. It must also be within 30 feet of a point of your choice that you can see within range. A point of your choice that you can see within range can’t be more than 30 feet away.
Evocation
Hearthstone
Touch
Instantaneous
You touch a rock, a stone object, or a substance that is no larger than 10 feet in any dimension and that has a mass equal to its volume. You can use an action to touch the object, stone, or substance and receive a small positive energy field, similar to an energy field created by a spell. You can also cause any of the following effects when you do so: • You make a DC 20 Strength check against your spell save DC to break the rock or stone. • You break any of the rock or stone or the substance or nonmetallic object it passes through or into. • You cause any stone or object that isn’t worn or carried to shimmer, leaving behind no clothing, food, ammunition, or other valuables. • You cause any stone or substance that isn’t obviously made of metal or iron to glow with life, creating dim light, low-light conditions, and sometimes even death. • You cause any stone or substance that isn’t obviously made of stone or metal or iron to lash out at a creature within 5 feet of it. • You cause a shockwave that causes any weapon or ammunition that is not in its reach to slam shut against a creature or object within 5 feet of it. • You cause a flame or smoke effect, or both, on a creature or object. • You cause a harmless bluish light or darkness effect on a creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Heat magic
60
Concentration, up to 1 hour
A 30-foot-radius sphere of radiant energy washes over a creature of your choice that you can see within range. The creature appears in an unoccupied space of your choice within range. The creature is warm and covered from the inside to the outside, but no more than 10 feet deep. The spell ends if you cast it again before the creature’s next move, if the creature is hostile to you or your companions, or if the creature drops to 0 hit points or becomes hostile to you. The spell damages the target, not the other way around. If the target is immune to being frightened, it will re-roll a saving throw to escape. The reroll is successful but without compromising its security. A construct or an undead can’t be affected by this spell. The creature adjusts its appearance so that it is visible only to the creature that you chose as the target. It retains its hit points. If it is charmed, frightened, paralyzed, or stunned, the target loses the charmed, frightened, paralyzed, or stunned state. The target can move through objects no more than 10 feet in any direction. The target can see and hear with partial blindsight. It can't see through planar travel, as outlined in the petrified condition. On each of your turns, you can cause the creature to remain in the warded plane. If the target w ere already trapped in the container, you can cause the creature to re-roll its saving throw.
Transmutation
Heddoll’s Smite
Self
6 minutes
Heddoll’s smite transforms an enemy into a piece of shard-sized energy (equivalent to a Large object or a Huge object) with a 10-foot radius centered on a point you choose within range. Until the spell ends, the creature is unaffected by any attacks, spell effects, or effects that cause mental damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of these attacks increases by 6 rounds for each slot level above 2nd.
Conjuration
Hedrid
Touch
8 Hours
For the duration, a red, glowing cylinder appears in the space nearest to you and is immune to all damage and has resistance to all damage types until the spell ends. Creatures and objects with flying colors or which are no longer hovering or otherwise performing any task requiring flying, are unaffected. The area is difficult terrain that must pass through or pass through at least 20 feet in any direction within the casting period. A creature’s speed is halved, it is blind, and it can’t cast spells and is in danger of being charmed. The cylinder can provide food, clothing, and water however you choose, and it doesn’t contain any other objects. During the spell’s duration, you can use a bonus action to cause the cylinder to rotate and change colors. The cylinder remains near-unoccupied when you cast the spell. Nothing can be pulled or stored from the area, and no additional objects are restrained by the cylinder. The spell endures, and the cube in your hand continues to fit in your possession. After the spell ends, it collapses on your spot. At any time since the spell’s duration, each creature in the area has an angle equal to 1 horizontal. When you cast it, you can rotate the cube up or down enough so that it remains adjacent to you. When the spell ends, the cube falls. If you dismiss the spell and the cube is no longer in your hand, the cube falls again. You can use an action or a bonus action to cause the cube to fall back to its original position. If you do nothing with it, the cube falls to the floor. The cube is the object that holds it. You can use any quantity of food from the cube to fill a 10-foot x 10-foot serving container. The food must remain in your possession, but the spell ends early if it is no longer in your possession. On your turn, you can issue a command to the cube and dismiss it whenever the cube rises. You must also give the command when you cast the spell, unless the creature is on the same plane of the plane as you, and you don’t have the creature’s space for it. At any time while the creature occupies your mental or physical body, the spell ends, and your foot is pulled up against the wall to allow you to jump. When the spell ends, the cube drops and there is a 40-foot-high, 10-foot-deep pool of water on both sides that can be used as a base for floating creatures. As part of the move, you can use the pool as a staging area for other creatures. You can move the cube up or down through the rock, making it difficult terrain. On each side, you can designate a point where the cube will fall. You can use the floor to accommodate the fall and create an incline that ends at a point that is perpendicular to the floor (your option to adjust the direction of the incline depending on your location). Whatever form that takes, the cube can move when it is safe to do so as long as you have control. The water and the creatures on it can swim in its open water, provided the area is clear. If you choose a larger section of water, you can have the cube float a few feet higher on a lagged platform. You can make the cube float in midair by either moving it with a small object, forked over by a rope, or hoisting it by a hand. You can change the material used so that any gaps in the material can be filled. If you use a rod or similar to move the cube, the movement doesn’t require an extra object. If you use the same object for both movement and movement, the cube moves only when safely in the water. An object restrained by the cube can move by flapping its hooves to a different height, if the creature’s space is clear. You can use your action on a new object or to move one that has been cast as a spell slot by another creature. If the spell that grants the object fits within a slot but isn’t in line with your current action and state, the object is not moved by it. A new object can be moved by anything you make, and any object that has not already been moved by another object or done harm isn‘ restrained
Hedwig's Secret Grove
300
10 minutes
This spell has no effect on undead or constructs. You choose a grove of trees or a small body of water that you can see within range for the duration. While groves are active, you can plant up to five trees within range. You can’t plant more than one tree at a time, and any plant growth lasts for the duration. The area has four limbs, each of which must be at least 10 feet high and has a height determined by the DM. Any tree planted within 20 feet of the grove grants trees of its own, and trees of the second level grant trees of its own, provided that they are at least 5 feet tall. When you plant any seed within 20 feet of the grove, plant it again. Each time you plant a tree, make the new growth so that it lasts until you plant your next plant.
Conjuration
Hegel's Magnificent Disk
150
1 Hour
This spell transforms a creature within range, allowing it to move so that it appears as if it were stepped on and restrained by a protective magical disk. Only a Huge or smaller creature or creature of Medium or smaller size can use its movement to move through the disk. The magical disk is nonmagical in form and floats gently over the creature, partially blocking its movement. As an action, you can move the magical disk up to 20 feet in a straight line. If it travels over 1 foot of stone or mud (20 feet in a straight line) in any direction, the magical disk strikes the
Hellfire
120
Concentration, up to 1 minute
You conjure up a fiery hell on the ground in a 20—foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners making it difficult terrain for creatures other than you. Once on each of your turns before the spell ends, you can use your action to cause the hell to erupt. You can move it up to 30 feet in any direction before the spell ends.
Conjuration
Hellfire Bolt
150
Instantaneous
You throw a bolt of lightning at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Hellish dream
120
1 Round
You make a demon appear dead to another creature. Make a melee spell attack against the target. On a hit, the target takes 3d10 force damage. Until the spell ends, the demon can’t attack again. If the demon is charmed, frightened, or possessed by a creature, the creature can’t possess or use the demon for furtherment or as an object to be worn or carried or carried by that creature. The demon is unaffected by the following spells and other magical effects.
Conjuration
Hellish flute
60
10 minutes
You conjure a fine, stringed instrument from the power of darkness.Uttering a melody, you create a sound that is neither too loud nor too small to affect any sound. The sound is accompanied by the sound of crackling
Hellish lance
Touch
Instantaneous
You invoke the power of hellish flame to crush the hooves of beasts and throw them at the air. As a bonus action on each of your turns before the spell ends, you can spend 3 Hellish Flames to fire a mote of destruction at one creature you can see within range. The target must succeed on a Strength saving throw, or it takes a -2 penalty to AC and Dexterity saving throws. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Hellish monstrosity
Self
1 hour
Yousteal any objects of value within range, such as potions, scrolls, or other divination books. Once, while disguised as a creature, you can command the creature to perform a task that you can design, such as removing a creature from the floor, climbing out of a ceiling, or manipulating a simplepiece of metal. The creature must make a Wisdom saving throw. The creature takes 3d10 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can command the creature to perform a task that you can design, such as removing a creature from the floor, climbing out of a ceiling, or manipulating a simplepiece of metal. The creature must make the saving throw at the start of each of your turns. If you command the creature to perform a task that would cause the creature to automatically make a Wisdom saving throw, the spell ends when the creature reaches the top of its current hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 hour. When you use a spell slot of 4th level or higher, the spell lasts until it is ended by one of the spells mentioned spells.
Enchant
Hellish steed
60
30
Concentration, up to 1 minute
You tap into the darkness within a 60 foot radius sphere centered on a point within range. Hit a creature that you can see within 5 feet of the spell and see it for the spell’s duration. You learn the location of all of the creatures you choose when you cast the spell. A creature with an Intelligence score of 8 or lower can’t be surprised if one of the creatures is located within 5 feet of you.
Divination
Hemingless Step
Self (90-foot-radius sphere)
Until dispelled
This spell sucks up undead within 30 feet of it and pits the undead against one kind of creature for the first time on a turn or a turn. The spell ends if the target is reduced to 0 hit points. The target can make a Constitution saving throw, taking 8d 6 necrotic damage on a failed save, or half as much damage on a successful save. On a failed save, the target can move normally, but the spell consumes it. The target’s hit point maximum remains at 0 hit points. If the target has fewer hit points than the target has hit points, it must succeed on a Constitution saving throw or fall unconscious. When you cast this spell, you can target one additional undead creature for each slot level higher than the target’s. The chosen creatures are immune to any effect that would reduce them to 0 hit points.
Illusion
Hemogriff demon (Spartanius mira daevus)
60
24 Hours
This spell traps a siphon in your hand, shaping a zombie that weighs up to eight pounds and can reach speeds of up to twenty feet. For the duration, a siphon grants you an immunity to necrotic damage and an immunity to cold damage, including against the triggering triggering temperature. The siphon remains for the duration, when the spell ends, or when you dismiss it as an action. It remains for the duration to a lesser extent if it is active and extinguishes incense or séances spell attacks. While the siphon remains, any creatures that have death eater levels equal to your hst level or lower when you cast the spell or are within 60 feet of the siphon for its duration can’t use reactions, use saving throws to regain expended health, or attack using a weapon.
Abjuration
Hemorrhage
90
Concentration, up to 1 minute
A quivering creature, unable to move or move at all for long periods of time, appears in a unoccupied space that you choose within range and becomes animated for the duration. The creature is deaf and blind and suffers from severe proneness problems as a class skill. The creature is incapacitated and unconscious, and its speed can be erratic. If the creature moves or moves around, it can’t be targeted by spells or otherwise affected by spells. The creature is limited in movement by 30 feet and can’t attack or cast any spell. The spell ends if the creature moves more than 30 feet from you or casts a spell, if it can’t do so, or if any of the creatures within 30 feet of you move away from you and do nothing. The spell ends if the creature moves more than 30 feet from you or casts a spell, if it can’t do so, or if any of the creatures within 30 feet of you have an ability to do so. If the spell ends for a target during its early phases, that creature moves on its own and doesn’t have to move or cast any spell during its phases or attempts to do so again.
Abjuration
Herald of Ash
Self (15-foot cone)
Instantaneous
This orb of precious metal shines bright and shines bright red. Choose a point you can see within range. You touch one willing creature, imbued with an aura of service to you or with an aura of duty to you, and the spell of your choice grants you the benefit of a celestial service offered by that creature. The celestial service is limited to a single class or activity—typically, a servant or protecter of a celestial—but can extend to all creatures you know, including you. The celestial serves you for the duration of the spell. You can cast the spell on the creature’s celestial’s service, provided it has the celestial service offered by the creature. Similarly, the celestial’s service can be dispelled at any time. While the creature is in this form, your action can cast a celestial service on it again if the creature’s service allows it to. If the creature’s celestial service is incapacitated, you have until the end of its next turn to use it again. To maintain the illusion, the creature must remain within 60 feet of you for the duration, if possible, before using the celestial service. To conceal the illusion, you must use a trick to make the illusion appear real: speak its name and password, and then repeat the same sentence over and over. The spell can’t appear to be an illusion, because things can change without notice. An illusion is an illusion where the words you speak are met with as though they were spoken, and no sound of conversation can pass through the illusion. An illusion might be hidden, or it might be visible, but it must be visible and on the creature’s side of the illusory appearance. At Higher Levels. When you cast this spell using an extra action, you can alter the target’s appearance so that it appears to be invisible, blocking vision through it, or shaping its body so that it can't pass through it. If you are casting this spell using a spell slot of 4th level or higher, the illusion can target you if it is within 30 feet of you. If you are casting this spell using a spell slot of 5th level or higher, the illusion must target you.
Illusion
Herald of Ash
Self (60-foot cube)
Concentration to 1 minute
This spell creates an instantaneous glowing orb of fire that flits toward a creature within range. Each creature in a 60-foot cube centered on the orb for the duration must succeed on a Dexterity saving throw or take 2d8 acid damage. For the duration, an affected creature has exposed burns and burns of any sort, and it takes half as much damage from nonmagical bludgeoning damage and half as much damage from normal bludgeoning damage as it would from slashing damage.
Evocation
Herald of Earth
30
Concentration, up to 1 minute
Choose one nonmagical object that you can see within range and that fits within a 5-foot cube. A flying creature takes 8d8 blights with a bludgeoning, piercing, or slashing weapon in its space for the duration. The creature takes 10d8 blights with that weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the flying creature gains flying until the start of your next turn.
Evocation
Herald of Thunder
60
Instantaneous
You conjure up a large, roaring, thunderous whirlwind that is 30 feet long and weighs up to 100 pounds. The whirlwind can’t be more than 20 feet in diameter. The whirlwind must be within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 6th.
Conjuration
Herald's Touch
120
Instantaneous
You touch a willing creature and imbue it with a powerful psychic energy that you can perceive. The target must be within 30 feet of you when you cast the spell. For the duration, the target can use its action to telepathically communicate with you. The
Hera’s Long Sword
Concentration, up to 1 hour
Your weapon hurls a mace of fury in one creature you can see within range. That creature must succeed on a Strength saving throw or be pushed up to 5 feet away from you in a direction you choose. The sword then strikes one creature you can see and leaves a tang at the other end of the creature’s weapon. If the creature fails this saving throw, it is pulled 5 feet away from you in a direction you choose. As an action, you can move the sword up to 20 feet in a straight line, stopping short of reaching its full range. If the sword reaches its full range when the action you choose is longer than that, the sword falls on a point you choose within 300 feet of you, which you can see through the sword’s eye. This way, when you use the sword to attack a creature, you can move it to the left of you, and you can direct its attack against a creature within 30 feet of you.
Conjuration
Heroin
60
Instantaneous
This spell can subdual a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. The spell ends for the target if it has 6 or less Hit Dice. While the target is affected by this spell, the spell has no effect on it.
Necromancy
Hestia
Touch
Concentration, up to 1 minute
You touch a willing creature and receive the petrified condition. This spell has no effect on undead or constructs.
Abjuration
Hex and shedding
60
Instantaneous
Each creature of your choice that you can see within range must make a Constitution saving throw. On a failed save, the creature’s skin becomes wrinkle free. The spell ends if you dismiss it as an action or if you cast it again. To regain control of a creature, you must use a different creature’s hand. On a successful save, the creature has no remaining hand and is no longer affected by this spell. On a failed save, the creature is no longer affected by this spell. When you cast this spell, you can make other Wisdom saving throws with advantage. If you do so, the creature takes 4d6 bludgeoning damage on a successful save, and the damage increases by 1d6 on a failed save.
Transmutation
Hex and Stone
Touch
Augury
24 hours
By means of this spell, the caster can create a variety of magical properties that appear to be permanent properties of a creature or an object that the creature is holding or using as its material component. Through careful study of the properties of the materials, the caster can create magic items which are nearly impossible to destroy or duplicate, or items created to be duplicates of the creature or object at random. Once the spell ends, any properties created by the spell are gone and only temporary. For the duration, the spellrestores to the creature or object at the lowest possible level, unless the creature or object is a celestial, fey, fiend, or a celestial being.
Necromancy
Hex of Resurrection
Touch
Concentration, up to 1 hour
Until the spell ends, you transform up to six humanoids or four nonhostile vampires into stone pillars that wither away in an extradimensional pool at your command. A creature can enter the extradimensional pool when you choose a creature within 120 feet of it; choose one or more of the following creatures within range. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 120 feet for each slot level above 3rd.
Transmutation
Hex or Tonberry
Touch
1 Hour
You touch up to ten creatures of your choice that you can see within range and that are Medium or smaller. The targets can be up to six creatures or a Huge or smaller object. The spell fails if the target or an object is on the same plane of existence as you. For example, you could cast the spell on a Huge or smaller creature to make it appear taller than it is. You can also change the target’s color, size, and weight. The spell fails if it is cast while the target is within 30 feet of you.
Divination
Hierarchical Hand
60
Instantaneous
You create a hand that is equal to one inch in size and that can’t be larger than that. The hand can’t attack, and it can’t be held by any creature other than you. The hand can be used to make an attack, use an action to use an attack action, or use a bonus action to take an action. The hand can’t be worn, carried, or carried by any creature. It can’t be worn, carried, or carried by an undead. You can use your action to make the hand disappear. If you do so as part of a long rest, you regain all expended uses of the hand, even if it isn’t worn, carried, or carried again.
Divination
Hierarchical Veil
30
1 Hour
You create a veil of magical energy that lasts for the duration or until the material component is removed from the spell. The veil prevents spells from accessing a region within 30 feet of a specific aspect of the creature or from casting as a visible spell. For the duration, the veil wanes to match the spectral, magical aura, and other conditions of the area. When the veil appears, each
Hierarchy of light
120
Concentration, up to 1 minute
Light radiance spreads across a celestial body of water. Each creature within 5 feet of the place or object is surrounded by a radiance that spreads around corners. Each creature or object centered on a point within 5 feet of the place or object is illuminated for the duration. The light can illuminate soft objects such as doors, windows, and even curtains.
Abjuration
higher
Conjuration
Hindrut
60
Concentration, up to 1 hour
You create a hindrut that appears in a place you can see within range. The hindrut lasts for the duration, and it becomes a Huge or smaller creature (no more than six feet tall or less) that can move and make other spell attacks. The hindrut can't be larger than Medium, Medium Small, or Huge. While the hindrut is in the spell’s area, you can choose to cause it to become a Medium or smaller creature of your choice. The spell ends. If the hindrut is larger than Medium or smaller than Huge, it becomes a Large or smaller creature of your choice. The spell ends if you cast this spell again.
Enchantment
Hindus charm
Self
1 Hour
You charm a humanoid with a simple one-word phrase. The target can hear the words and is charmed by them, as long as the spell doesn't provoke an attack of opportunity.
Evocation
Hive Blade
Touch
24 Hours
You invoke an ill created siege weapon that hurls undead, other creatures, and magical force into
Hive of Shadow
60
Concentration, up to 1 hour
You create a shadowy, translucent sphere of light that is indistinguishable from any other visible light source. You can’t see anything beyond the sphere, and the sphere can be
Hive of Sickness
60
Concentration, up to 1 minute
Your body mates with a creature to make it sick to the touch. It makes a melee attack against one creature it can see within 60 feet of it and makes a Wisdom saving throw. It takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, the target can make another Wisdom saving throw. If it succeeds, it is no longer sickened by this spell and can use its action on a subsequent turn of sickly activity to return to its normal body. The spell ends if you use an action to dismiss it.
Necromancy
Hive swarm
30
Concentration, up to 10 minutes
You conjure a swarm of crawling, bearded, bearded beasts at your command. Choose a creature within range: charmed, frightened, or wakened. A frightened creature must succeed on a Wisdom saving throw to avoid the swarm. Regardless of its speed, the swarm doesn’t move. It obeys whatever command given to it by the w jest of its creator. As an action, it causes a bolt of lightning to leap from its shoulder blade at a target that it can see within 60 feet of it. Make a ranged spell attack for the swarm’s duration, and make a separate attack using your attack action. On each of your turns, you can use your action to move the swarm up to 30 feet in any direction, ending the effect on itself on a success. While the swarm is in the flying state, you can use a bonus action to create contrails in its space, and it can repeat these w ores of wax at the end of each of its turns. Each creature that can’t move when the spell ends must use its movement to move as normal.
Conjuration
Hive Wyvern
Touch
24 Hours
This spell summons a pantheczy-like creature that looks like a giant scorpion and moves at your command with a 5-foot radius to laze over creatures you choose within 5 feet of you. The creature has a mouth and a body roughly the size of your own, and it makes a fine food eater. You choose one willing creature whose food it fills. The creature can eat up to two hundred human meals a day, provided that it has the nutrition it needs. When you cast the spell and put the creature into the mouth of a creature, that creature must succeed on a Constitution saving throw or drop whatever it was eating. A creature dropped by this spell is pulled into the mouth of the creature for 30 feet, doing nothing more than shaking hands, so long as the creature remains in the mouth. The mouth of a creature is a labyrinthine, twisting labyrinth that serves as your laboratory for experiments, experiments that might turn out to be real. When you cast the spell and put it into the mouth of a creature, the creature must make a Wisdom saving throw. On a failed save, the creature is forced to move to the nearest unoccupied space of its choice that isn’t occupied by you until the spell ends. A creature moves only by making a Dexterity saving throw. If it fails, it wastes its movement. If it succeeds, its movement is unaffected by this spell. The creature is friendly to you and your companions for the duration. While the creature is friendly to you and its companions, it is immune to poison and psychic damage.
Transmutation
Hobby's Hand Cannon, 1 Hour
You create three machete-sized, 20-foot-long machete-shaped cannons filled with fire with a 20-foot diameter piece of wood on an object in your hand. Each cannon has a capacity of 1d4 or 1d6 hit points. When a target is hit by one of these cannons, it must make a Strength saving throw. The target takes 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Hog Cloud
120
Concentration, up to 1 minute
A fog-like cloud of thick fog rises from a point within range. The point of the fog is difficult terrain. You choose the area to arise from a simple formation or an intricate set of patterns. The shapes seem natural for trees, rocks, and other structures. When you cast this spell, you can switch to a pattern that is humanoid or construct, as with the use of a construct check to create a humanoid or construct. (You can also choose a particular creature’s height or weight, but none of that matters.) The shapes don’t need to be humanoid or construct and can be created just as easily by creating an intricate pattern. The clouds also don’t harm you. If any creature within 5 feet of you that you can see moves before you, you make the choice of making a nonmagical ranged spell attack against the target, or striking it. The creature makes the attack using Strength instead of Dexterity. On a hit, the target makes the attack roll using the weapon used to hit it, or both, as the case may be. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Evocation
Hogmother
10
8 Hours
You implant a spirit within an unwilling creature who doesn’t speak any language and is in its early
Hog Poké Ball
150
Instantaneous
You create a Pokéball and throw it at one creature that you can see within range. If the target has an ability score of 4 or higher or less, it is discarded. Otherwise, the spell creates a ball with a 5-foot radius and takes with it the ability scores. The ball, which has the same power as the throw, is carried to your space at your command and is the only item in the game that can be dispelled by this spell. The spell ends if you dismiss it as an action or a spell, or if you cast this spell again. You can use a maximum of one throw maximum at a time. A creature takes damage if it tries to throw a ball or throw a manufactured Pokéball that isn’t being worn or carried. The ball or throw deals 3d8 necrotic damage to each creature that tries to cast a spell that starts its turn in the graveyard. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Conjuration
Hogrow’s yawning tentacles
Self (limited toゼウス earth and water)
8 Hours
You call forth a searing seeping, churning expanse of churning air to protect you from harm. Until the spell ends, your movement causes the air in the area to become difficult terrain, with the area made up of exposed pits and loose earth. You can throw the earth under the ground in a 100-foot cone as an attack with Club or Bangle, or the ground in the form of a cone of churning, churning air and causing up to 3d10 bolts of lightening to leap from it to extinguish the fire in the area. Each creature that is also exposed to the air in the area must make a Constitution saving throw. A creature takes half as much damage on a failed save, or half as much damage on a successful one.
Transmutation
Hog's Eye
150
10 Days
You create an invisible eye that uses magical force to look into an object you touch, even if that object is a creature, a magical item, or a component part of another spell. The eye glows with a livid intensity when you cast the spell. Each creature in a 10-foot-radius sphere centered on the eye must make a Wisdom saving throw. A creature can choose to fail the saving throw. On a failed save, a creature can use its action on a later turn to move to the nearest eye. The eye can open and close, sending out sound waves to warn other creatures of danger. An Intelligence (Investigation) check made against your spell save DC reveals that you have 1,000 Intelligence and Wisdom. A strong urge springs into existence around the eye, and you can use your action to create a calming calming effect within 60 feet of your spell’s light. This calming effect lasts for the duration, causing the creature to feel protected from danger. The creature can use its action to make a new Wisdom saving throw. On a successful save, it can switch between calming and alarmed spells. Whenever the eye becomes aware of an intruder, it emits an alarm that deals 2d4 psychic damage and emits bright light in a 30-foot radius around it, casting the spell as normal until the alarm sounds, ending the effect if it is ever sounded in the area. The eye can affect hues of blue to create subtle shades of gray or lavender to create a shimmering background. The eye can also create a shimmering shadow around any of the eyes of an unwilling creature you choose, making it difficult for the creature to read.
Illusion
Hog's Eye
150
Concentration, up to 1 minute
You create a small, invisible vision into the foggy air of a region of air that covers a point you choose within range. The point remains for the spell’s duration, and within that time you can create any illusion or other visible phenomenon you choose that isn’t obscured by any illusion spell. As an action, you can switch to any of the
Hog's Hand
Self (10-foot-radius sphere)
Concentration, up to 1 hour
Your hand descends on an object you see within range. Until the spell ends, the hand strikes the sphere with force and creates a 20-foot cube of swirling force centered on it, with one side opening toward the Ethereal Plane (the other opening to the Plane of Ice and Fire). Until the spell ends, you can use your action to move the hand up to 60 feet each time you use it, or I create a small earthquake centered on it.
Conjuration
Hog Swarm
30
Concentration, up to 1 hour
You create a swarm of tiny, sticky insects with which to bite, sting, and suffocate creatures. When a creature would be affected, the creature takes 2d8 poison damage when it hits you with a weapon attack. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Hogwash
60
Concentration, up to 1 hour
You create an invisible, poisonous, or mildly poisonous gas that lingers within range for the duration. When the gas appears, each creature in an 8-foot radius sphere centered on the gas must make a Strength (Athletics) check against your spell save DC. A creature takes 8d6 poison damage on a failed save, or half as much damage on a successful one. The gas lasts for the duration, and any poison or poison gas that’s not removed within 10 minutes of the spell’s use ends. The gas is odorless and transparent, and you can’t see it. A creature that enters the gas for the first time on a turn or ends its turn there must make a Strength saving throw. On a failed save, the creature is sucked into the vaporsilk, and they cause no odor except for a faint odor of burning tobacco or burning leaves. Any creature in the vaporsilk is warm to cold. As the vapors cool, it uses its reaction to create a 5-foot cone of poisonous or nauseating gasly radiated from it, with AC 15 and 15 slashing damage points. Any creature that ends its turn in the cone must succeed on a Dexterity saving throw or become blinded for 1 minute. A creature that ends its turn in the cone is knocked prone.
Evocation
Hold boomerang
90
Concentration, up to 1 hour
You create a powerful poisonous energy field on a solid surface within range. The field surrounds a target and creates a brief but intense tremor in the target's skin. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The spell has no effect on undead or constructs.
Conjuration
Hold creature
Self
Concentration, up to 10 minutes
You use the hold of a creature to compel it to perform an action you choose. The creature must be within 30 feet of you when you cast the spell. The creature acts according to your design, attempting to speak the target’s mind to a high pitch so as to best understand your verbal commands. If it doesn’t obey your verbal commands, it uses its action to attempt to do so. If it succeeds, you have authority to perform the requested action again if the effect lasts for the duration. If the creature doesn’t obey your verbal commands, or the creature doesn’t want to obey you, it does whatever it does voluntarily that causes the creature’s mind to be directed at you. If the creature doesn’t want to obey you, it defends itself by pushing and pulling you, but otherwise uses all its movement to move away from you. If the creature has any Food or Drink Hit Points, it spends them where they are located, thus avoiding the need for moving to the nearest safe distance. If the creature has any Material Component Hit Points, it likewise doesn’t spend them where it is located, thus avoiding the need for moving to the nearest safe distance. The creature can be restrained by one of the following hold techniques: acid, cold, Krypton , kryptonite, kor, lama, mordenkainen, mordenkainen berserk, mordenkainen berserk, mordenkainen breath, mordenkainen breath, stomper, slam, or stomper Another hold technique, such as stomper or stomper , can be used against the creature with which it’s proficient. When you cast this spell, you can make a single melee attack against a creature within 5 feet of you. On a hit. the target takes 1d10 necrotic damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Conjuration
Hold Person (30-foot radius)
60
Concentration, up to 10 minutes
You place another nonmagical hold item within range that can be held or carried by a creature. If the item is more than 30 feet away from you, it is restrained until the spell ends. If the item is held or carried by a creature, the creature must succeed on a Dexterity saving throw or take 4d6 slashing damage from the start of the spell's duration until it breaks free. The spell ends if you use your action to take any damage or if you or someone else takes any damage or is moved by another creature. You can use your action to move the item. Should you choose to move it, it deals 4d6 slashing damage to creatures you can reach. On a hit, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Holdril
60
Concentration, up to 1 hour
Choose a celestials kind and place it into a specific location throughout the spell’s duration. The location must be within range, such as a city, town, or a secluded area. The spell’s duration is divided into 24 hours, or an amount equal to twice the spell’s level. The spell’s damage increases by 1d8 when your CR increases by 1, and your magic effect ends.
Abjuration
Holliday’s Feast
Self (15-foot line)
Concentration, up to 1 minute
You extend your hand in a 60-foot line and feast one creature of your choice that you can see within range. If the target has a body of Medium or Small proportions, you create a 15-foot line extending from the point of your choice within which you cast this spell. You can also animate and serve as an entomologist. You and each creature you designate make an equal or greater service to the spell. The creature’s bodies can be anywhere in a 15-foot line, but they are limited in the types of creatures they can eat. Creatures and Time
Abjuration
Holloway
60
3 Hours
You gain the ability to turn any solid surface into a hollow sphere. You can use a bonus action to move the sphere up to 60 feet in any direction. The sphere moves with the wind. The sphere remains on the surface for the spell’s duration. You can use a bonus action on a successive round of movement to move the sphere up to 60 feet in any direction. If you do so, the spell ends.
Conjuration
Hollow Earth
60
10 Days
Your elemental magic turns natureward for the duration of the spell and transforms the elemental into stone, fog, or lightning. The transformation can create a solid earth, stone, or mud cloud within range. The transformation also extends to fill any gaps in the ground in the area. The transformation lasts for the duration. A creature might be summoned to follow your example or to protect you. After all, you were born with no control over stone, fog, or lightning, and it didn't matter what you did to deserve this spell. Whenever a creature within 10 feet of you uses an action to make a small earthquake in an unoccupied space within range, you can cause the instantaneous destruction of that space. As an action, you can move up to 5 feet along any of the following paths I have described so far: A) Any paved road or driveway N ipthe dirt road on the ground A rocky embankment on the ground B a loose rock floor C steeple D a narrow passage E sharp rock wall F rocky cliff Grief talisman Haunting light (a copy of the chosen one from the hilt of one of your choice from amongst the candles that illuminate your chamber) I choose one of the following effects for my own effect. . Shove the ground within range. . Place a conjure flame, a ray of acid, or a potent magic energy gem within range. The flame spreads around corners so that the shortest way can be traced to the wisest path (the flame is light). When you cast this spell, you can choose a spell level 3 or lower slot, instead of taking the equivalent of the spell’s level.
Abjuration
Hollow Truth
60
Concentration, up to 1 minute
You create a 20-foot-radius sphere of dark energy that lasts for the duration. The sphere appears at a point you can see within range. Until the spell ends, you can use an action to make a ranged spell attack against the sphere. On a hit, the creature takes 4d6 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th
Transmutation
Holy Bull
150
10 minutes
A demon-shaped beast appears in a location you specify within range and hovers there for the duration. The beast is friendly to you and your companions. It has a head, a body, and two tails. The beast is a Huge demon with 20 feet of reach and a thick, round body. It has short arms, claws, and talons. The beast’s equipment and its gear is not carried by you when it attacks. The beast’s equipment consists of a simple set of bones, bones, and a sling. The bones and bones’s equipment are attuned to the
Holy Communion
30
Concentration, up to 1 hour
You choose a willing creature that you can see within range. You touch the target and can make a new one of the following communicative abilities of your choice from a short or long rest. You can also make one additional communicative ability of your choice from any of the following options: • Suggestion • Embrace the Storm (see below) • Confusion (see below) • Fear (see below) You can also make one additional communicative ability of a specified ability, with the addition of the additional ability. The target must be within 5 feet of you when you cast this spell.
Conj
Holy Communion
60
Concentration, up to 1 hour
You can send forth a divine messenger to commune with your followers. The message is brief, but can describe the details of your life and your faith. The messenger appears within 60 feet of you and must be within 30 feet of you. You can also cast the spell as a group, which can have one or more of the following effects. First, you can send one word to each of your followers, and they can agree on what you need to say. You can also send a single word or two to all of your followers and they can agree on what to say. You can also send a message to all of your followers and they can agree on what to say. The group must be within 30 feet of each other or else you will be incapacitated. If you cast this spell as a group, you can send a single word to all of your followers, and they can agree on what to say. If you cast this spell as a
Holy fire
120
Concentration, up to 1 minute
You imbue a willing creature you touch with holy fire. The target must succeed on a Constitution saving throw or take 2d6 fire damage. The spell ends if you have a concentration (see below) of at least 1,000 on the saving throw. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Holy Fire
60
Concentration, up to 1 minute
Divine fire spreads across a willing creature (your choice) and ignites flammable objects in its path. Each creature that
Holy fire
90
Concentration, up to 1 minute
A potent flood of holy energy shoots forth from your hand. The energy splashes up to ten nonmagical ranged attacks of your choice that you make with a blast of divine energy into the space of a willing creature within range. Creatures that linger on the ground during the spell’s duration are engulfed in flames. The initial meteors last for 1 minute, and creatures that are moved by this spell take damage equal to twice the number of feet on the ground.
Evocation
Holy Fire
Self
1 Hour
A glowing orb of light springs from your hand and spreads out in a 30-foot cube. Each creature in that area must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. This effect lasts for the duration. This effect can't be prevented. When you cast this spell using a spell slot of 4th level or higher, the damage from the spell increases by 1d8 for each slot level above 1st.
Transmutation
Holy ground
Touch
Until dispelled
Up to 60 feet directly in front of you are holy ground. This ground is heavily obscured and heavily obscured by thick fog. Until the spell ends, any creature or object that enters or passes through holy ground must make a Constitution saving throw. On a failed save, the creature or object takes 2d8 radiant damage, and it is blinded for 1 minute. This spell has no effect if the floor or ceilings are level or be driven by strong wind.
Evocation
Holy Hand
Self (30-foot radius)
Instantaneous
You imbue a creature with the power to grant holy power to it. The spell’s original purpose was to transform an undead creature into a celestial body of water, but it has been turned into a bat body. The creature can’t be subjected to fire, cold, or electricity, and its hit point maximum is reduced by the number you choose. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Abjuration
Holy Hand
Self
Concentration, up to 1 minute
Self (You touch the target) and cause the target to become imbued with a holy hand. The target must make a Strength saving throw. On a failed save, the target is blinded until the spell ends.
Conjuration
Holy Hand
Touch
Concentration, up to 1 hour
You touch a humanoid or a Medium humanoid that is still on the plane of manifestation. The target must succeed on a Dexterity saving throw or take 2d6 necrotic damage. A target takes half as much damage as normal.
Conjuration
Holy Kiss
60
4 hours
You touch a willing creature and cause it to kiss you. The target must succeed on a Charisma saving throw or become charmed for the duration. The target can repeat the saving throw at the end of each of its turns. On a success, the spell ends. The spell’s effect ends when the target returns to its home plane of existence.
Conjuration
Holy Kiss
60
Instantaneous
You touch a creature of your choice that you can see within range. Until the spell ends, the target is blinded until the spell ends or the target is charmed until the end of your next turn. The target can use an action to make a Charisma check against your spell save DC to see if it is charmed. If it is, the spell ends. If it doesn’t end, the spell ends and you can repeat the spell. If you repeat the spell, you must use your action to end the spell. If you end the spell, you can end it as an action.
Enchantment
Holy Lightning
300
Instantaneous
You create a beam of light that you can see within range. The beam appears at a point on the ground that you can see within range and lasts for the duration. The beam is a beam of light, with a 60-foot radius and a 30-foot-tall reach. The beam has a range of 300 feet. You can use your action to cause the beam to shift in any direction, but it must have a 50-foot-radius centered on that point. A beam of light that you can see inside the beam is difficult terrain. The beam can be seen, but it must be within 100 feet of a point of your choice you can see within range. The beam has a range of 60 feet. A beam of energy that can't pass through a barrier is invisible.
Conjuration
Holy One
Touch
Concentration, up to 1 minute
You imbue a creature you can see within range with holy power. The target must make a Wisdom saving throw. On a failed save, the creature is stunned for the duration. On a successful save, the creature is freed from this stunned state.
Illusion
Holy quiver
10
Instantaneous
You create a quiver of energy that leaps from your hand to a creature you can see within range. The creature can use it as a jumping rope, as a sling, or as a construction tool. You can use the quiver to rope a creature you can see within range, either by dropping it or throwing it. If you drop the quiver, the creature you can see within 30 feet of it carries it with them. The object you can see within range is a miniature version of the object you created. Because of the object’s magical properties, each time the creature drops the quiver to the ground, it takes 1d10 force damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Transmutation
Holy Shield
Self
Concentration, up to 10 minutes
You create a shield of holy water, imbuing it with a shield of holy radiance. You can use a bonus action to create a shield of holy fire, then cast the spell over a 5-foot radius, spreading the water to cover a total of 10 feet. A creature must make a Constitution saving throw. On a success, the spell ends. The spell's effect ends if the creature remains within 5 feet of the shield.
Evocation
Holy Shield
Touch
Concentration, up to 1 hour
You touch a willing creature. Until the spell ends, the target’s body is protected from magical Invisibility. The target’s magic is permanently stored in the shield, and any needed repairs to the body can be arranged for a later time. The spell fails if the target is subjected to mind-affecting effects, such as delusions, hallucinations, or phantasmal delusions.
Transmutation
Holy Smite
150
Instantaneous
You create a small, transparent, nonmagical force that explodes in a 20-foot-radius sphere centered on a point within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 2d6 fire damage and half as much damage on a successful one. A creature takes 10d6 fire damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Conjuration
Holy Smite
300
Instantaneous
You attempt to strike a creature or an object that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Holy Smite
30
Concentration, up to 1 minute
You create a 1m-high, 10-foot cube of fire in a 60-foot-radius sphere centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. While in the sphere, you can use your action to cause a flame to erupt in a 30-foot-radius, 60-foot-high cylinder. Each creature in the cylinder must make a Constitution saving throw. On a successful save, it takes fire damage equal to 10d6 + your spellcasting ability modifier. On a failed save, the creature takes fire damage equal to 1d6 + your spellcasting ability modifier. The flames are extinguished at a point of your choice that you can see within range.
Conjuration
Holy Smite
60
1 Hour
A beam of holy energy explodes from you and a line of holy light descends from you. The beam has AC 10 and 40 hit points. The beam can be stopped by spells or other means. The beam can be blocked by other barriers, such as barriers that contain stone, wood, or water. The beam, which has 20 hit points, is ranged and lasts for the duration. The beam can’t pass through barriers, but can pass through any door, door-like structure, or other nonmagical barrier that blocks it.
Transm
Holy Smite
60
Instantaneous
You unleash a shockwave of holy energy from a point you can see within range.
Holy Smite
90
Instantaneous
You lash out at one creature within range and attempt to knock it to the ground or the floor. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage and must succeed on a Constitution saving throw
Holy Smite
Self (15-foot cone)
Instantaneous
A beam of holy energy erupts from a point of your choice within range. Each creature in a 10-foot cone must make a Wisdom saving throw. The target takes 2d8 fire damage on a failed save, or half as much damage on a successful one. Each creature in that area must make a Constitution saving throw at the end of each of its turns. On a failed save, a creature takes 1d4 fire damage and falls prone in an unoccupied space of your choice that you can see within 30 feet of you. A creature must then make the saving throw again on a subsequent turn. On a successful save, a creature takes half as much damage and isn’t charmed. While a creature is in unoccupied space, the damage increases by 1d4 for each additional foot creature moves across the line. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Evocation
Holy Smite
Self
1 minute
You create a foul fiend creature within range. Choose a creature of wiseness or intelligence. The creature must succeed on a Dexterity saving throw or be charmed by this spell for the spell’s duration. A fiend can’t be charmed. The spell is permanent and can be ended by another spell of equal or lower level. Additionally, the fiend doesn’t have advantage on saving throws against fire or acid.
Transmutation
Holy Smite
Self
Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon pierces the skin of both combatants until the spell ends. Until the spell ends, you have advantage on all attack rolls, saving throws, and weapon attacks.
Evocation
Holy Smite
Self
Concentration, up to 1 minute
You create a small, magical blast of holy energy that ignites in a 10-footradius sphere centered on a point you choose within range. The sphere explodes in a 20-foot radius and spreads to any number of 5 or fewer points of your choice that you can see within range. The radius and shape of the blast can be changed by the nature of the area. The sphere is an extradimensional space that can be opened to allow the creature to enter or exit it, though it must be within 30 feet of you. The creature can enter the sphere by foot or by plane of movement, though it has to remain inside
Holy Smite
Self
Concentration, up to 1 minute
You emit a holy smite of holy power, which causes your weapon to deal holy damage equal to your spellcasting ability modifier. If the weapon hits a creature or a Medium or smaller object, the weapon takes 1d6 bludgeoning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Enchantment
Holy Smite
Self
Concentration, up to 1 minute
You imbue a willing creature you touch with a holy smite. The target’s attack rolls are automatically against the spell’s original target's, and your spellcasting ability scores against the target’s as well. For each of your turns until the spell ends, the target can make a Constitution saving throw. On a failed save, the target must make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target is no longer affected by the spell. If the target fails the saving throw, the spell ends. If the target’s attack rolls are not successful, the spell ends. If the target is hit by any of your attacks, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage and acid and fire damage increase by an additional 1d8 for each slot level above 2nd.
Conjuration
Holy Smite
Self
Concentration, up to 1 minute
You lash out at one creature of your choice that you can see within range. The target must succeed on a Charisma saving throw or take 6 radiant damage. On a failed save, the target takes 4d6 radiant damage. If the spell ends before the target finishes casting, this spell ends early if the target moves more than 10 feet away from you.
Divination
Holy Smite
Self
Concentration, up to 1 minute
You summon a spirit to aid one creature that you can see within range. You can use the action to dismiss this spirit as an action. If you or a creature is affected by this spell for the duration, the creature must be in the spirit’s area and its own home. This spirit uses the power to create an Intelligence saving throw, and it is friendly to you and your companions for the duration. If you or your companions is affected by this spell for the duration, the creature is friendly to you and your companions for the duration. You can use your action to dismiss it as an action and have it obey commands and obey commands. If you issue commands command commands to a creature, it obeys you and your companions for the duration. You can’t issue commands to one creature, but you can issue commands to one object in your range that you can see within range. You can issue commands to one object or object within range. If the target obeys you and your companions for the duration, it obeys you and your companions for the duration. You can issue commands to one creature that you can see within range. It obeys you and your
Holy Smite
Self
Instantaneous
A holy smite appears in a 30-foot-radius sphere centered on an area of unoccupied space that you can see within range. The target takes 1d6 radiant damage and must succeed on a Dexterity saving throw or be knocked prone. The spell ends on a target who doesn’t have resistance to this spell. A target can make a Wisdom saving throw. A target takes half as much damage on a successful save. A target can use its
Holy Smite
Self
Instantaneous
You attempt to blast one creature within 15 feet of you that you can see within range with a slam of your choice. Make a ranged spell attack against the target. On a hit, the target takes 1d6 fire damage. If you hit the creature with a weapon attack before the spell ends, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Holy Smite
Self
Instantaneous
You cause a large, black sphere of light, up to 10 feet wide, crackle in the air. Each creature in the area must make a Dexterity saving throw. o When the spell ends, a 10-foot cube of light, up to 10 feet wide, crack
Holy Smite
Self or both of you create a wave of holy energy that damages one creature you choose within range. The target must succeed on a Constitution saving throw or be incapacitated for the duration. The target’s hit point maximum is halved until the end of your next turn. If the target is incapacitated, it can’t move, is restrained by a spell, or is otherwise affected by a spell. The spell ends if the target is killed.
Transmutation
Holy Smite
Self
Self
Concentration, up to 1 minute
Concentration, up to 1 minute
Concentration, up to 1 minute
You summon a spirit spirit to aid you in combat against any hostile creature you can see within range. You can use the action to dismiss a spirit or a spirit from existence for the duration. Instead of returning, a spirit to its home, an elemental spirit takes the same amount of damage as the original spirit. The spirit takes the same amount of life as you. If it is already a creature and can move as normal.
Evocation
Holy sphere
90
Duration: Concentration, up to 1 hour
A 20-foot-radius sphere of radiance appears on a creature of your choice within range and lasts for the duration. The sphere is opaque to all but light and can’t enter a creature’s sight or hear anything outside it. If the sphere’s area overlaps with other creatures within it, the creatures can see through it and are immune to its harmful properties. When you cast this spell, make a single melee spell attack against a creature within the sphere. On a hit, the target takes 1d8 necrotic damage. Whether you hit or miss, the spell ends. The spell can have other effects, such as causing the target to become blinded, deafened, or paralyzed. Alternatively, you can cause the sphere to teleport creatures to safe locations where they can’t see the sphere. The teleportation effect activates when a creature makes a Charisma saving throw. On a failed save, the creature’s teleportation ends. If the creature returns to its home plane after casting this spell, it is transported to a different plane of existence, if it was created there prior to the casting of the spell.
Necromancy
Holy Strike
60
Concentration, up to 10 minutes
You strike a creature within range and have it take an action. If you strike the target, you strike the target with a weapon attack. If you strike the target with a nonmagical weapon, the attack deals an extra 1d6 damage. If you strike the target with a nonmagical weapon, the attack deals the same amount of damage.
Conjuration
Holy sword
30
Concentration, up to 1 minute
You create a holy sword that appears in your space and that is nearly invisible to creatures of your choice within range. It lasts for the duration, and its shadowy nature makes it difficult for creatures to see through it. When you use your action on the sword, choose a creature that you can see within 30 feet of it, or choose one of the other creatures that the sword’s shadow can compel to fight it. A creature automatically succeeds on the saving throw if it can’t see the sword, and it automatically fails the saving throw if it isn’t wearing armor or carrying a weapon. If you use your action to move the sword, you can use a bonus action on your turn to cause your sword to lash out at the creature you choose within 30 feet of it. On each of your turns, you can target one additional creature for each target. (You can only target one creature at a time, and none of the creatures must be on the same plane of existence as you.) You can also target one additional creature for each truesight you have. If you use your action to dismiss the spell, roll a d20 and add the new creature’s number rolled after the one you cast it from. The chosen creature must be within 30 feet of you when you cast the spell.
Illusion
Holy sword
Self
Concentration, up to 1 hour
You create a weapon of your choice that you can open and hold to the size of a pocketknife or as large as a fist. You can also make an object that fits within a 50-foot cube (the blast can fit 30 feet.) When you cast the spell, choose a weapon you can see within 5 feet of the weapon. The weapon appears in the w the w materialize as a weapon of your choice, and you must have seen the weapon within 30 feet of it. When you cast this spell, you make a new unworkable weapon. If you have no current weapon, you create one that is too small for what it can carry. Finally, whenever you cast this spell, create a new unworkable object that is no longer being created. At any time after taking this effect on a later turn, you can use your action to dismiss the spell.
Transmutation
Holy sword
Touch
Concentration, up to 1 hour
You create a sword-shaped shield from a portion of earth that you can see within range that lasts for the duration. The shield can be made of any material that blocks acid, cold, fire, or lightning. When you cast the spell, you can create one additional shield for each slot level above 1st. The shield can block 60 feet of movement. When the shield appears, you can make a ranged spell attack with it. If the attack hits, the shield is nonmagical in nature. If the shield cuts through a creature’s space—including you—as long as the creature cuts through the shield, the shield cuts through the creature’s space, and the shield cuts through the creature’s space if you are within 60 feet of the target.
Divination
Holy Symbol
60
Concentration, up to 10 minutes
The symbol of the deity you choose appears
Holy touch
10 minutes
You touch one creature that is within 5 feet of you and that is willing or able to make a Wisdom saving throw. On a failed save, the target takes 1d4 radiant damage. On a successful save, the target takes half as much damage. The spell ends if the target is immune to the effects of other spells or if the spell ends for any other reason. The spell lasts for the duration, and it can be cast more than once. You can also end the spell with a spell of no effect or with a different spell of the same level that you cast it on. You can end this spell with a successful save or with a different spell of the same level.
Transmutation
Holy touch
120
Instantaneous
A creature you touch must make a Wisdom saving throw. On a failed save, the target takes 1d6 necrotic damage. On a successful save, the target takes half as much damage. If the target is subjected to a direct or indirect direct spell, the spell ends before it ends for it.
60
Conjuration
Holy touch
120
Instantaneous
You touch a creature and its body. You can’t take the action you cast to teleport to another location. Until the spell ends, the target remains in a 20-foot cube centered on that location. It is also unaffected by any damage it takes. The spell lasts for 1 minute, and the target can’t move while in the cube. The cube is a place you can see and that is within range. The cube can be any size you choose, though you can have up to three cubes. The cube can be any shape you choose, but you must choose one that fits within the confines of the cube. The cube remains within the spell’s area for the duration. The spell ends if you or your companion dies when the cube falls into disuse. You can use your reaction to dismiss the spell.
60
Instantaneous
A creature you touch appears in a 20-foot-tall cube centered on a point you can see within range. The cube is a 20-foot-tall cube that has 5 feet of ground that you can see. The cube can be up to 10 feet in height and
Holy touch
300
Concentration, up to 1 minute
A sphere of holy light spreads from you, dealing an extra 1d6 force damage to creatures you can see within the sphere. The sphere remains in place for the spell’s duration. Any creature that enters or leaves the sphere must make a Strength (Athletics) check. On a success, the sphere returns to its original location.
Evocation
Holy touch
30
Concentration, up to 1 hour
You touch one willing creature and receive a touch of divine power and divine knowledge. While you are touching the target, you can use your action to cause the target to see and hear a voice that doesn’t fit within the target’s normal language. The target must make a Wisdom saving throw. On a failed save, the target can
Holy touch
Self (10-foot-radius sphere centered on point A)
Instantaneous
You touch a point and receive a divine touch. The target must be within range for the spell to work. The target moves and becomes magically touch with you. The spell ends if you dismiss it as a free action.
Illusion
Holy touch
Touch
Instantaneous
You touch something and then it appears in a 5-foot radius and dim light for the spell’s duration. You can also cast the spell on a specific object or area of a certain size. The object that appears in the space where the spell occurs is a creature of your choice that you can see within range. The target can’t be more than 5 feet from you. The spell ends if you cast it again. If you cast it again, you must spend at least 10 minutes casting it. The spell doesn’t need to be focused on the target.
Evocation
Holy Wall
90
Instantaneous
You create a wall of holy water that is 60 feet high and 20 feet high and has AC 50 and 40 hit points. The wall is made of a thick, sheet-like material and lasts for the spell’s duration. The wall can be made up of any number of layers, including ceilings and walls, but it must be at least 100 feet in height. The wall can also be made up of any number of blocks, walls, or other similar objects you designate. The wall
Holy Wards
Self
Concentration, up to 1 minute
You touch a willing creature and then cause it to become imbued with a holy ward. The target is immune to all damage and has advantage on attack rolls against undead and constructs.
Enchantment
Holy Water (10-foot radius)
Instantaneous
Instantaneous
Choose one thing that you can see within range. You create one of the following magical water types: 1 Boric Acid 2 Boric Acid 3 Acid 4 Acid 5 Acid 6 Acid 7 Acid 8 Acid 9 Acid 10 Acid 11 Acid 12 Acid 13 Acid 14 Acid 15 Acid 16 Acid 17 Acid 18 Acid 20 Acid 21 Acid 22 Acid 23 Acid 24 Acid 26 Acid 30 Acid 40 Acid 45 Acid 50 Acid At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st .
Transmutation
Holy Water
10
Instantaneous
You conjure up holy water, which you can imbue into nonmagical creatures you touch. For the duration, nonmagical creatures you touch have advantage on attack rolls, ability checks, and saving throws. If the creature you have cast this spell is a creature, it can use an action to make a Wisdom saving throw. On a failed save, the creature takes 4d6 acid, cold, fire, lightning, lightning bolt, and thunder damage. On a successful save, the spell ends.
Evocation
Holy Water
120
Concentration, up to 1 minute
You conjure up a pool of holy water on the ground with a power equal to your spellcasting ability for the duration. The water has resistance to radiant damage and can be extinguish gas and acid effects. It is warm to the touch, but not poisonous. The water is opaque to harmful light and darkness effects. The water doesn’t gush out of the water and is immune to all damage and effects that aren’t psychic.
Evocation
Holy Water
120
Concentration, up to 1 minute
You imbue a well-preserved water creature of your choice that you can see within range. The creature is a Medium or smaller creature and must be carrying a wand or similar item. The creature must have a Medium or smaller body and must be within 5 feet of you when you cast the spell. If you cast the spell multiple times, you can create one of the creatures in any order. The creature must be within 50 feet of you when you cast the spell and must be within 5 feet of you when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create up to three constructs of your choice that you can see within range. Each construct must be of a size equal to the number of your hit points. Constructs are magically created with the spell, but it can't create other constructs. If you create more than one construct at a time, you can create a new one with each casting of the spell. Constructs can't be charmed or otherwise taken as a bonus action on each of your turns. The spell lasts for the duration. After the first time a construct appears in a place that you can see, it disappears.
Conjuration
Holy Water
120
Instantaneous
Water springs burst from the ground within range. You choose a point within range. You can move up to 10 feet up or down as you like. Water appears in any surface of your choice that you can see. You can also use your action to move up to 10 feet up or down as you prefer. The water appears in any spot on the ground within range, and you can make a ranged spell attack against it. The water doesn’t need to be within 30 feet of any creature for the spell. If you cast this spell multiple times, you can choose to target one additional creature when you target a different creature.
Conjuration
Holy Water
120
Instantaneous
You create a 20-foot-deep, 120-foot-deep, 30-foot-deep, or 60-foot-deep (60 feet in diameter) deep, 20-foot-deep, or 20-foot-deep deep watercourse. You can create a watercourse in any of the following ways. You can also create an underground aquifer. You can also create a trench. A trench is an area of water that forms a line that extends from the watercourse to the watercourse. The trench can contain up to 10 feet of water. The watercourse can be one foot deep or 20 feet deep, and the trench can contain up to 120 feet of water. Any creature that enters the trench or enters the watercourse while it is standing on the trench must succeed on a Dexterity saving throw or take 1
Holy Water
120
Instantaneous
You create a magical water globe that fits within a 5-foot cube centered on a point you can see within range. When you cast this spell, you can create up to 10 magical water vials on a surface within range. The globe is visible only to creatures of your choice within the area. Each creature in an area of the globe that you can see must make a Constitution saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is stunned for 2 minutes. On a successful save, a creature takes half as much damage and is stunned for 1 minute, while a creature that has hit points equal to half the creature's hit points takes half as much damage. The globe can be used to create or extinguish a fire, a storm, or a cloud. The globe can contain up to 10,000 gallons of water.
Transmutation
Holy Water
120
Instantaneous
You create a magical water-like stream of water that fills an area of ground within range. The area is 10 feet square and 40 feet high. The water is 1 foot deep and 120 feet wide. The water can pass through any surface, provided you don’t use a channel. When you cast this spell, you can use your reaction to designate the area of the water you choose. Choose a point on the ground within range. The water is 30 feet long and 30 feet wide. The water has a 30-foot radius. The water takes damage when it strikes a creature or a creature that isn’t within its reach or when it damages a creature or a creature that is within its reach. If the water hits a creature or a creature that isn’t within its reach, the creature or creature is pushed 15 feet to the right of it. A creature pushed 15 feet to the right of the water must succeed on a Strength saving throw or take 1d6 cold damage. A creature pushed up to 20 feet to the left of the water must succeed on a Strength saving throw or take 1d6 lightning damage. A creature pushed up to 30 feet to the right of the water
Holy Water
120
Instantaneous
You imbue a layer of water on a surface and give it a moderate amount of water resistance. The water appears to be transparent and can be seen as a line of light. The water doesn't extinguish undead or constructs, but it can cause water to flow in a similar manner to a fountain of water. A creature that can cast this spell must also succeed on a Dexterity saving throw or take 1d8 necrotic damage.
Conjuration
Holy water
120
Necromancy (6-foot radius)
Instantaneous
A shimmering mass of water appears at a point you can see within range. For the duration, the water can be condensed, dispersed, or otherwise condensed. The water remains there for the spell’s duration. You can cause the water to expand to any size you like. A water sphere or other similar object can’t be larger than the spell’s dimension. The sphere, or other object, can be used to create a portal that extends from one point on the spell’s dimension to another point on the spell’s dimension. The portal is centered on one point on the spell’s dimension. You can take one of the following actions when you cast this spell: • Place a spell-like effect on a willing creature that is within 5 feet of you. The creature automatically succeeds on a Wisdom saving throw if it is within 5 feet of you. At Higher Levels. When you cast this spell using certain higher-level spell slots, you create one additional portal at a point you can see that is within 5 feet of the spell slot.
Evocation
Holy Water
300
Instantaneous
You conjure up a watery pool of water that you can see within range. When you cast this spell, you can move up to 120 feet in any direction. Creatures in the pool must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. Water can be drawn from the pool and churned out with a blast of force. A creature must succeed on a Constitution saving throw or be affected by this spell for the first time on a turn or when the spell ends. If you cast this spell again on a different turn, the damage increases by 1d6 for each slot level above 4th.
Evocation
Holy Water
30
Instantaneous
You conjure up a watery mass of water that you can see within range. The water spreads out from the center of the water, covering the entire surface of the water. The water spreads out from creatures and creatures' space, and it fills a 10-foot cube. The water then disappears. The water can’t be extinguished by nonmagical means. The water can’t be blocked by nonmagical barriers, and neither can nonmagical light. When you cast this spell, you create a square, 10-foot cube of water centered on a point of your choice within range. The water lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Evocation
Holy Water
30
Up to ten willing creatures of your choice that you can see within range (including you) can drink and breathe holy water. The water is transparent to all but the faintest light and illusory. The water can reach up to 300 feet long and 10 feet high. The water can reach up to 300 feet tall. In addition, the water can reach up to 300 feet of opaque stone or a solid rock. In addition, the water can pass through a portal created by a creature of your choice that you can see within range. The portal opens onto a room that appears to be a room that can fit a creature of your size or smaller. The room is furnished with tables, chairs, and other comfortable personal items. This spell creates a portal into the room to the nearest room, which has its own entrance. The portal to the room is open to the general public, who can pass through the portal. If the portal opens to the common room, the common room is blocked from entering. A creature must succeed on a Dexterity saving throw or be blocked from entering the room.
Evocation
Holy Water
60
Concentration, up to 10 minutes
You cause up to four drops of holy water to emanate from you, containing magical energy and causing a 5-foot-radius sphere of light centered on you to illuminate the ground in a 30-foot-radius sphere centered on you. The spell’s area of effect is centered on you. The sphere is invisible to creatures or objects within 30 feet of you. Each creature in the sphere must make a Dexterity saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is restrained by the sphere for the spell’s duration. A creature can repeat this saving throw at the end of each of its turns.
Necromancy
Holy Water
60
Concentration, up to 1 minute
As you cast this spell, you can create water droplets that appear in the ground around you in a 30-foot cube. Each creature in that area must make a Constitution saving throw. A creature takes 4d10 acid, 2d10 radiant, 3d10 cold, and 4d10 fire damage on a failed save, or half as much damage on a successful one.
Abjuration
Holy Water
60
Instantaneous
A small, transparent, opaque substance springs from the ground in a 30-foot-radius sphere centered on a point you choose within range. The substance can be
Holy Water
60
Instantaneous
You choose a point on the ground within range that you can see within range. The water that forms the water is not poisonous or poisonous gas; it is harmless to all creatures, but it can’t drain or otherwise harm any living creatures that aren’t being worn or carried. At the start of each of your turns, you can affect one creature you can see within range with this spell. The target must make a Charisma saving throw. On a failed save, the target takes 1d10 poison damage. This spell has no effect on undead or constructs.
Divination
Holy Water
60
Instantaneous
You create a misty stream of water that is 60 feet long and 10 feet
Holy Water
60
Up to 1 hour
You create a magical watery stream of water, flowing in a 20-foot radius and 30 feet deep. The stream travels in a direction perpendicular to the vertical line of the water. The water remains for the duration. The water can be up to 100 feet long and up to 40 feet wide. The water can be 1 foot thick and up to 1 foot deep. The water can be thick enough for a Medium or Small structure to fit within. As
Holy Water
Touch
Instantaneous
You create a pool of holy water. Choose one of the following effects as your spellcasting ability modifier: • 1 minute • 1 hour • 10 days • 1 year • 1 year or less • 10,000 ‑ 1,000 ‑ 1,500 ‑ 1,500 ‑ 1,500 ‑ 1,500 ‑ 1,500 ‑ 1,500 ‑ 1,500 ‑ 1,500 At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can also create a pool of holy water when you do so.
Conjuration
Holy weapon bonus
30
Instantaneous
The weapon the target carries is a bonus magical weapon created by the component magical effects. When you cast this spell with a spell slot of 3rd level or higher, the bonus increases to +2. The bonus becomes permanent after 7 days. If the bonus is created by another spell slot, this spell is suppressed for 7 days. This suppression lasts for 10 days, ending when you cast this spell again after you have finished following the previous period. At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, the bonus increases to +3. When you use a bonus action on your turn to examine a weapon you know is within 5 feet of the target, you can determine the weapon’s magical properties by dealing damage to the target. If the target has a Dexterity saving throw to avoid the effect, it takes 3d10 + its Dexterity modifier for extra damage.
Illusion
Holy weapon off
Touch
1 Hour
You touch a nonmagical weapon. Until the spell ends, the weapon emits bright light in a 30 foot radius and dim light for an additional 30 feet. In addition, the weapon sheds magical radiance in a 30 foot radius and dim light for an additional 30 feet. In addition, when the weapon hits an object or a creature, the glowing finger of the creature that triggered the spell is pulled up to 10 feet away from the weapon.
Evocation
Holy weapon skeleton (15-foot skeleton)
Enchantment
Holy weapon skeleton
30
Eighteenth-level spell
You invoke the power of the dead, imbued with the power to protect the living. Choose a creature within range and animate or otherwise exploit that creature. One of the creatures you can see must succeed on a Wisdom saving throw or become undead for the spell’s duration. At the end of each of its turns, the creature repeats the saving throw, but this time with a different creature. At Higher Levels. While these creatures are under the effects of this spell, they can’t become undead. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 10 for each slot level above 5th.
Enchantment
Holy Word
30
Concentration, up to 1 hour
The next time you make a Charisma saving throw, you can effect a new one using your existing spells. The new spell requires a Wisdom of 3 or lower to cast.
Divination
Holy Word
30
Instantaneous
You spell conjure up a holy word, which you can sense by means of your mind. If the spell is cast from beyond the realm of your imagination, you can use your action to create a holy word that appears in your spellbook. On a successful save, the spell ends.
Transmutation
Holy Word
60
1 Hour
You touch a willing creature and receive a holy word that you can understand. The spell remains in effect until you cast it again. You can also use your action to dismiss the spell.
Evocation
Holy Word
60
Concentration, up to 1 hour
You speak a word of divine power, imbued with the power of the dead. Until the spell ends, you can see and hear the plane you originated from. The sound descends and shrinks at your command, but the sound of your voice is brief and unintelligible. Also, whenever a creature other than you moves within 100 feet of you for the first time on this turn, the creature must make a Constitution saving throw. If it succeeds, you have the ability to end the spell at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 100 feet of each other when you target them.
Abjuration
Holy Word
60
Concentration, up to 1 minute
You call forth a god’s unholy act. A god, speaking a message from hell, reaches out to all creatures of his kind in the area, whether it be a human or a fiend. The divine offer allows a creature, friendly to you, to understand the meaning of your words imbued with endurance. The creature takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Holy Word
60
Instantaneous
You create a holy word that appears in an unoccupied space of your choice that you can see within range. The word appears in any location within range and lasts for the duration. A creature that hears the word knows that it is a promise made to a divine being. The word is a literal and figurative representation of the divine message that you have just received. The word is a literal
Holy Word
60
Instantaneous
You utter a sacred word, imbued with power that lasts for the duration, that can imbue up to five creatures you can see within range. Creatures of your choice that you can see that are charmed are affected by this spell. At Higher Levels. When you cast this spell with a higher Wisdom level, you can target one additional creature for each slot level above 2nd.
Enchantment
Holy Word
90
Instantaneous
Choose a point you can see on the ground within range. A creature you can see within range must succeed on a Wisdom saving throw or take 1d10 necrot
Holy Word
Self
Concentration, up to 10 minutes
This spell halts the effects of your next hard melee attack for the duration. Until the spell ends, the target repeats its saving throw against your spellcasting ability check. If it succeeds, the effect ends for it. If it fails, the spell ends for it. The target doesn’t take any actions this turn. If you have a mouth or something attached to it, your voice, which is a mouth language, sounds hollow to the target. In this case, you can use your mouth to speak. If you speak, your voice fills the mouth. At Higher Levels. When you cast this spell with a higher Wisdom modifier, the duration is concentration, not a consecutive cumulative effect. When you use concentration to increase a target’s hit points, the duration is concentration, not a consecutive cumulative effect.
Enchantment
Holy Word
Self
Concentration, up to 10 minutes
You make an unworldly sound, and the spell transforms the target into a ghost. The target must succeed on a Wisdom saving throw or become frightened for the spell’s duration. The ghost can’t speak, understand, or understand written language, and it is immune to all fear effects for the duration. If a target is affected by any of the above effects, it doesn’t speak, understand, or understand written language, and it is immune to all damage from the spell. When you cast this spell, you can choose to transform the target into a ghost. The spell’s damage increases by 1d8 for each slot level above 1st.
Necromancy
Holy Word
Touch
Concentration, up to 1 hour
You create one of the following holy words, which can be of any power: divine, religious, paladin, or paladin spell. The Word is a spell that can occur only once on a target creature or object. The target must succeed on a Wisdom saving throw or be affected by the Word. Divine Word. You create a vague, vague, or misleading description of divine power or a specific being. The Word is a horrid, faintly nauseating, or
Holy Word
Touch
Concentration, up to 1 minute
You utter a holy word that appears in a location you choose within range and lasts for the spell’s duration. You can also speak the word as a spell test. If you pass the spell’s basic spellcasting, you learn the words as part of casting the spell. If the spell you cast is based on a different language or a different form of English, the spell fails because English is the language used in the casting. The spell can penetrate most barriers, but it can’t pass through a strong barrier or a siege’tile. The spell can’t pass through a siege’tile, so it fails because some creatures are trapped inside. If you cast the spell outside of the U.S., the spell fails because the U.S. does not have a written understanding of magic.
Divination
Homing Missile
150
Concentration, up to 1 minute
This spell creates a small, invisible hafted missile that hovers in the air for the duration. The missile lasts for the duration or until you use an action to dismiss it. You can launch the missile from either your hands or your weapon, which has an opening in its air within 10 feet wide. The missile flies for the spell or until you move an inch or more above the ground in an unoccupied space. When you cast this spell, you can make a ranged spell attack against one creature within 5 feet of the target with a missile that can reach the target's speed by as much as 20 feet. On a hit, the target takes 1d12 missile damage. The missile can’t reach or pass through a wall or other structure.
Evocation
Hone Sapphire
Touch
1 Hour
You make a searing, skeletal hand bleed with venom and become immune to its effects for 1 hour.
Necromancy
Hone the Fists
Touch
Until dispelled
Your touch grants a creature advantage on one weapon attack and you have advantage on one saving throw against one of the following attacks before it can be dispelled. (If the spell is ever cast on a target, the target’s number of successes and failures are apportioned among those successes and failures.) Whether the attack hits or misses, your spell fails if the fainting spell is cast during the spell’s duration. If you cast this spell two times, you can have up to three of its effects active at a time, and you have advantage on saving throws against its saving throw.
Abjuration
Hone the Pain
Self
Concentration, up to 1 minute
You attempt to drive a creature away from you. It must make a Wisdom saving throw, taking 8d8 on the saving throw maneuver or half as much damage on a failed save. On a failed save, the target is prone. During the duration of the spell, it has disadvantage on attack rolls, ability checks, and saving throws. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th.
Necromancy
Hone the Unarmed
Touch
Concentration, up to 10 minutes
You create one of the following weapon attacks or weapon damage types. A weapon attack or damage type that you can hit that you can see isn't affected by this spell.
Evocation
Horde of Vengeance
120
Until dispelled
This spell allows a creature fighting it (including you) to sustain three times its normal life span for each strike it takes. Creatures that have a natural resistance to both damage and damage type I damage and hit points are unaffected.
Evocation
Horn of Death
60
Concentration, up to 1 minute
You create a spectral pillar of death that you can see within range, centered on a point within range. Each creature in the area must make a Constitution saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The pillar is a 5-foot cube that has AC 20 and 30 hit points. A creature must make the saving throw when it enters the pillar. The creature isn’t moving unless it is moving with the’s speed. A creature can only move if it is moving at least 10 feet away from the pillar. A creature can move up to 30 feet away from the pillar.
Abjuration
Horn of Grasp
60
Concentration, up to 1 minute
A thornous appendage appears and twists around an object touching it. The creature must make a Strength saving throw. The creature takes 5d12 piercing damage on a failed save, or half as much damage on a successful one. This spell can’t remove an object touching the target. If it strikes its throat or wounds its throat, the creature takes 5d12 necrotic damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Necromancy
Horn of Gryffindor
300
Up to 10 minutes
You call upon the Gryffindor wizardry to cast this spell. You must be within 30 feet of the spell target. You can call on a creature of your choice that isn't a human, a raven, a goblin, a fey, a wyvern, a rat, or a wyvern native to this plane. The spell is cast on a creature that doesn’t already have a target and that can’t choose
Horn of Life
60
Instantaneous
You create a 10-foot-diameter sphere of darkness that lasts for the duration. Once created, the sphere can be affected only by spells and other magical means. The sphere can be hidden or contained in any manner you choose. The sphere is invisible to the outsider. The sphere is difficult terrain and can be difficult terrain for the spell’s duration. The sphere lasts for the duration. You can make a ranged spell attack with the sphere. You must use your action to designate one of the following: You make a spell attack. You touch the sphere and its contents. If you hit a creature, you can use your reaction to break the sphere apart. If you do so, it spreads out on its side, and you can move it to any spot within 30 feet of you. If you move the sphere up to 30 feet, you can move it as if you moved it up to 60 feet.
Conjuration
Horn of Nissa
120
Concentration, up to 1 minute
The force of a thousand stars whips through your mind, awakening terrors and divining your course toward the path of your choice. Choose one beast you can see within range, which has a hit point maximum and Hit Dice of 3d6. Hit points do not reduce the target’s hit point maximum. Instead, hit points reduce a creature’s Hit Dice by 1. Creatures with lower hits die at the start of each of their turns. If a creature hits an affected creature with a lower hit point maximum, its hit point maximum is reduced further by one. If a creature hits an affected creature with a higher hit point maximum, its hit point maximum is reduced further by two. If a creature hits an affected creature with a lower hit point maximum, its hit point maximum is reduced further by three. Each half life restored to the creature reduces its hit points by one, and if a creature reduces its hit points by more than three, its hit point maximum is reduced for the duration of the spell by one. So a creature that reduces its hit points by two by three during its next turn has a hit point maximum of 30 hit points.
Abjuration
Horn of Strahd
Self
Concentration, up to 10 minutes
Strahd springs into existence around you, continually. Until the spell ends, you have resistance to the triggering effects of your weapons. In addition, you gain the following benefits: - Sturdy Feet. When you reach 5th level, you can establish if an area is lightly stitched together. - Thick Blonde Coat. When you reach 11th level, you can establish if a faint, worn-out, or worn-down area is heavily stitched together. - Eyes of the Grunting. When you reach 17th level, you can establish if a creature is painfully cold or fluently withers while you are casting the spell. If you know the nature and circumstances of the affliction, you can establish the condition of the creature’s soul. The condition can be dispelled by a wish spell. If the creature is successfully cured of the affliction, the spell ends.
Divination
Horn of Thorns
Self (10-foot radius)
Until dispelled
This spell creates a silvery rod of thorns on the ground that lasts for the duration or until a poisonous substance is consumed. It also has a 10-foot radius, so long as that area is outdoors or within 30 feet of a source of water other than a depth of 6 feet. This radius is contiguous with a lower-assurance version offered by a greater restorationist, such as by an elemental restorationist or a mordenkainen restorationist. The radius of the rod is affected by its weight. For melee attacks, it can’t be higher than the attack bonus or the Strength bonus it affords. The radius of this spell also affects magic missile attacks. When the spell reaches its maximum level, it has no effect. The radius is modified by the elemental components it replaces. For nonmagical attacks involving ranged weapons, the modified component is Wisdom, not Charisma, and the attack deals only magic damage; the modified weapon’s damage is d 100 instead of d 15. Each time the spell hits or misses, the modified component is replaced by a different component. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the base damage increases by 1d6 for each slot level above 5th.
Evocation
Horn of Thorns
Self
Concentration, up to 1 minute
You hurl a string of poisonous or poisonous arrows from your hand at targets within range. Once per turn as an action, you can bring a willing creature within 10 feet of you and move it along the string of arrows. The target must succeed on a Strength saving throw or take 3d6 poison damage. If you or any of your companions stab or otherwise damage the target, the poison then spreads to all the creatures in the line and ends for it. The target also has advantage on attack rolls against those that aren’t targets of challenge rating 4 or lower.
Conjuration
Horn of Truth
Self
Concentration, up to 1 minute
As you cast this spell, each creature within 5 feet of you that you can see must make a Wisdom saving throw. On a failed save, the creature takes 10d6 psychic damage and is blinded until your next turn. At the start of your next turn, your creature can make a Wisdom saving throw against half damage and/or being charmed. On a successful save, the spell ends. If you cast this spell again, the creature is blinded until its next turn.
Abjuration
Horus Aura
30
Concentration, up to 1 minute
Enchantment Aura and calming magic aura within the form of a statue grant you a +1 bonus to AC and saving throws you make while within 60 feet of it. This effect can occur once a day for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to a maximum of +2. Whenever you cast this spell with an 8th-level spell slot, the bonus increases to +3.
Transmutation
Horus' Ring
120
Concentration, up to 1 hour
You create a ring of magical power that lasts for the duration. The ring has a 10-foot radius and can hold up to 6,000 gp. When you cast this spell, you can use your action to dismiss the ring as an action, and you can end the spell on yourself or another creature.
Abjuration
Horus’s Sword
60
Concentration, up to 1 minute
You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants
Huge blast
300
Instantaneous
A blast of intense energy washes through the center
Huge Bomb
150
Instantaneous
There are whispers in the halls of Hogwarts. The voices of your enemies whisper lies that you heard, as the Prophet says, and to which your friends reply, "we wonder what it is that the people of the forest see? Surely there is something in the forest of gold and rare magic for sale in great temples?" So they ask how you can protect the forest from these dangers. As soon as you receive a reply and you understand the meaning of their words, you cast the magic. It instantly causes a great wave of magic, originating from somewhere between the flames of the bomb and its surroundings, to sweep up any creatures of your choice within 30 feet of the burning structure, burning them in a cloud of smoke for 24 hours until they have turned black. Then cast the spell, which lasts for the duration, and the smoke explodes in flames. Each creature affected by the spell takes 20d6 fire damage at the start of your next turn.
Evocation
Huge bubble
150
1 hour
A mass of smoke-filled gas appears in your hand and slowly fills a 60-foot cube within range. Each creature in the area must make a Constitution saving throw. Each affected target takes 7d8 bludgeoning damage and is pushed 10 feet away from you in a straight line. All nonmagical ranged weapons in the area of impact have advantage on the saving throw. The gas then spreads out throughout the cube, where it persists for 1 minute or until a wind of fine wind blows around corners. If the gas rages across a body of water or into a structure, its force instantly destroys it, blocking it and causing it to sink back into the ground. A creature can swim away from the center of the gas by moving along the surface of the water, up or down by using Strength, or crossing a gap in the surface of the gas and then falling. An affected creature can use its action to make a Strength or Dexterity check (the creature’s level is equal to or less than the creature’s AC). The creature takes the spell’s Strength d, and if it takes any damage, that damage is instead healed at once. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Evocation
Huge bubble
150
Concentration, up to 1 minute
A swirling, multicolored fog appears around a point you choose within range. Until the spell ends, a creature that occupies a space within 5 feet of the center of the fog (if it would be immune to this effect) can use Strength to move up to 60 feet in a direction you choose. The move requires a successful Intelligence (Investigation) check against your spell save DC to be confirmed as a success. A creature that would move in this way must make a Wisdom saving throw. On a failed save, the creature is pushed to the nearest unoccupied space of its choice that is within 5 feet of the center of the fog. If you have two candles lit inside the fog, you can halve the area’s illumination.
Evocation
Huge Polymorph
60
Concentration, up to 1 minute
Choose one creature that you can see within range. On your turn, you can move the target up to 30 feet in any direction. The target obeys all verbal, written, or tactile commands inscribed within the target’s body. As an action, you can cause the target to become charmed by you. The charmed target can repeat the action you just made. If the target fails its saving throw, it can make a new one with an additional use of its action to regain control of its charmed state. When the target drops to 0 hit points, it is engulfed in a swirling mass of Polymorph that causes your spell to end. Each creature in the area of this spell with a mass fall if caught. The spell ends when no creatures are in the area at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Transmutation
Huge Pool
60
Instantaneous
You create a vortex of air in a 100-foot cube centered on a point on the ground that you can see. A creature that is within the vortex must succeed on a Strength saving throw or take 4d8 bludgeoning damage and be pulled up to 10 feet in a length of straight vertical rope. The creature takes the form of an equal-sized vat of soup for each foot it takes. A creature’s weight is equal to the creature’s and its water bill is the largest quantity of water in the creature’s reach. The creature is Large or smaller, and it’s weight is nothing more than room. In addition, you decide what sort of creatures are w eeping and what sort of creatures are w eeping to w eeping. You can’t have more than one creature in a creature pool or in an area where there is no w eep at all. Each creature in the pool or in the area is affected by one of the following effects of your choice, such as deafness for melee creatures or exhaustion for wizards.
Conjuration
Huge Roots
10
24 Hours
You create roots of flowing, yellowish-green color, originating from the soil within range, that sprout out from trees or other suitable trees and hold their weight in either direction for the duration. Any creature that ends its turn within 10 feet of a root produces one of the following effects when it enters the spell’s area for the first time on a turn or ends its turn there. If you create a natural tree in the area for the first time on a turn, you can maintain one if you have it, or maintain four if you don’t. If you create a swamp in the area for the first time on a turn, you can maintain one if you have it, or maintain four if you don’t. You can shape a natural stone or a solid surface into supports for up to eight humanoids or four beasts, as you create the vines. Each creature is limited in the types of natural stone created by the spell to one of the following two groups: trees or holly. You choose two natural stone groups from among the following groups: trees, holly, precipice, or a group of trees growing in a part of the ground that has a diameter of 2 feet or less. You can shape any of the natural stone groups as you wish, creating hedges along the banks as you wish, or creating hedges at each juncture so as to create a natural bridge. The bridge is 10 feet long and spans 3 feet across and 5 feet high. You can shape any of the natural stone bridges as you wish, creating hedges along the banks as you wish, or creating hedges at each juncture so as to create a natural bridge. The hedges and the bridge are made from 1/2-inch thick rope with a diameter of 2 feet and 5 inches thick. The rope is strong enough to physically restrain a Medium or smaller creature. Each creature in the rope when it is created must make a Strength saving throw. The creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature restrained by the rope takes 2d6 bludgeoning damage when
Huge Roots of Life
30
Instantaneous
You weave your own roots in the landscape, imbuing them with divine power to create beneficial effects for creatures of your choice within range. You can use a bonus action to automatically create one of the following effects with a plant or a mineral component: • Roots take 10d6 bludgeoning damage on a hit and 20d6 slashing damage on a miss—provoked attack. • Rope vines leap from an object you pick or carry you as far as the wind can throw you. • Tiny trees shed leaves of their own volition in a 20-foot cube. Each tree lasts until it drops to 0 hit points. • You instantaneously light or smokestack a square foot of ground in your path up to 60 feet deep. Each round you invest in this feature or spend an action that spends a concentration slot it is dispelled light and darkness.
Transmutation
Huge stuffed animal Small beast Small size Medium hide Tiny (1–4 pounds)
Duration unknown Description A stuffed animal small enough to carry a person, beast, or monster is good for food, clothing, ammunition, and warding off hostile beasts. The stuffed creature is especially useful as a hide in siege engines, where the speed and ammunition of the animals in excess of 100 pounds limit the vehicles movement. If the stuffed creature isn’t equipped with a weapon, a weapon that has a capacity to raise or lower its capacity level, the stuffed creature can’t be used to cause a hostile creature to become frightened.
Transmutation
Huge swarm
60
Concentration, up to 1 hour
You create a swarm of poisonous or poisonous plants within range. Each creature within 10 feet of a poisonous plant must succeed on a Wisdom saving throw or be poisoned for the duration of the spell. A creature poisoned by this spell is also stunned and deafened for the duration. The plants sprout from plants or bits of plants within reach,
Huge Tentacle
60
Concentration, up to 1 minute
You bring down a Huge Tentacle that you can see within range. The creature must succeed on a Strength saving throw or take 1d8 necrotic damage and be restrained by the beast until the spell ends. If the restrained creature is larger than Huge, the restrained creature can make a Strength check against your spell save DC. On a success, it is no longer restrained by the beast.
Transmutation
Hullard's Dilemma
150
1 Hour
A powerful illusion appears on a creature that you choose within range. The illusion, as created by a creature illusion or an object illusion, creates a horizontal gondola bridge over a gorge. The illusion moves at a speed of 300 feet per round for the duration. The bridge cuts through a horizontal line created by a cliff face at a point in the illusion’s path that you choose within range. There are two paths you can take to create the bridge. You can use up to half of the bridge’s area and either ramp to the left or to the right, creating a horizontal gondola bridge. The bridge carries your creature and up to eight Medium or smaller creatures (your choice when you create the bridge) over ravines and up to eight celestials (your choice when you create the bridge) over tall grass. Once a creature reaches the top of the bridge, it leaves behind everything it left behind, transforming into whatever it left behind. Each celestial carries an additional 2d8 gp worth of equipment equal to the extent of the equipment used to create the bridge. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bridge increases to 3d8 and the equipment increases to 4d8. The bridge also increases by 5 feet when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Hull Strength
Touch
6 Hours
You touch a creature to raise your flying capacity to a height of up to 40 feet. The spell’s damage increases by 5d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Hull Wall
5
30 Days
You create a 20-foot vertical wall of stone that rises from the earth and rises 100 feet above the ground at a point you choose within range. You create the wall up to 120 feet long, 25 feet high, and 5 feet thick, and you control its natural stone components. The wall lasts for the duration. The wall can be reached only by climbing the wall. When the walls height to a height of over 100 feet, the wall disappears and creatures that stepped on it also sink to the bottom. When a creature enters the wall for the first time on a turn or starts its turn there, it can make a Strength or Dexterity check against your spell save DC. On a success, it can use its action on that turn to move up to 5 feet to a space already occupied by the wall and doesn’t need to move so that it can pass. The wall has AC 12 and 30 hit points. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly.
Transmutation
Humble Rock
Touch
10 Days
You touch a point and bide your time in ascending steps until you reach the top of the mountain. This spell has no effect on undead or constructs. The area of the spell is vacuumed and any creatures that don’t fit 5 feet or smaller on the ground are pushed upward.
Conjuration
Hunchery
Touch
1 Hour
Drawing on primal spirit energy, you touch a reaper or fiend, and it gains a number of hit points equal to twice the creature’s hit points determined by its Hit Dice. The reaper can’t attack or target others.
Transmutation
Hunger of Bahamut
150
Concentration, up to 24 hours
A raging beast takes on the appearance of an animal of challenge rating 4 or lower, and becomes a beast if it so chooses. Creatures are heavily obscured in filth and fog until the start of your next turn. Until the start of your next turn, the beast appears in any spot within 60 feet of you and can be seen to the north, moving from spot to spot in the area. Thus, if you point your finger north, a swirling cloud of filth surrounds you in a 50-foot-radius circle centered on that spot until the cloud disappears. The beast doesn’t attack you. It instead takes 2d10 psychic damage on each of your turns. The damage type is the same as that of the weapon used as a part of the spell’s effect, and it is greater than lightning. If you use your action to speak a message, the beast blasts it with a loud bellowsilk call, and it makes a Charisma saving throw at the end of each of its turns, ending the effect on itself on a success. The beast also makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it. If you cast a spell that targets only a beast or a creature, the spell fails.
Conjuration
Hunger of Bahamut
60
Concentration, up to 1 hour
This spell pits a single willing creature or undead against one creature or object of your choice that you can see within range. The target suffers one effect in addition to the typical effects of the target. The target can be an undead or an anointed one (the target’s normal form is determined by the DM), and the spell fails whenever it deals damage to it. If the target willingly w as part of the spell’s damage reduction, the spell ends. While a creature is b licked by this spell, any leaves strewn about its body are unaffected by any of the poisons and phantasmal diseases that plagued m a lain. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the target causes the spell to fail rolls an additional 5d8 necrotic damage.
Necromancy
Hunger of the living Dead
30
Concentration, up to 1 minute
The next time you hit with a melee weapon attack during this spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a crossbow or crossbowexplosive weapon, transforms into a ghoulish roar. For the duration, the weapon has screaming effects that mimic the scream of a ghoul. When the weapon hits something, the scream counts as an intense scream for the creature to hear. The creature must succeed on a Constitution saving throw or be knocked prone. As a bonus action, the creature can action to create a burst of ghoulish laughter. Each creature other than the target must succeed on a Wisdom saving throw or be frightened of the creature for 1 minute. The creature is loud enough to deal 1d6 necrotic damage. On a failed save, the creature is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Necromancy
Hunger of Tonics
30
Up to 1 hour
You draw the attention of one creature of your choice that you can see within range and calls out a song of terrible destruction in a 10-foot radius, a song that ends on someone else. This spell has no effect on undead or constructs. You choose a creature you can see within range and place within 5 feet of it a song of terrible destruction. The target must make a Wisdom (Insight) check against your spell save DC. On a success, it can use its action to move up to its speed so that it is no longer restrained by the restraints. The target can use its action to make a Strength check, taking 3d10 piercing damage. On a success, it frees itself for another creature. If you have seen this spell performed at your alchemical laboratory, on a laboratory floor, or in a laboratory, you must have seen it at least once?amp or higher.
Conjuration
Hunger of Tonics
60
Concentration, up to 1 minute
This spell creates a force of strong negative energy equivalent to that of lightning that hovers in the air for the duration, causing everything in the area to tremble and sending shivers down the sprouts of your plants throughout the area. Trees, loose ends of hay, and other trees are affected. Any creature within 30 feet of the area is struck by the spell for its entire length, regardless of its remaining height. A creature behind the affected creature is also blinded and deafened. At the end of each of its turns, the blinded or deafened creature can make a Constitution saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the force increases by 5 pounds for each slot level above 2nd.
Transmutation
Hunger Strike
60
Instantaneous
You strike a target and cause it to make a melee or ranged attack. On a hit. the target takes 5d8 bludgeoning damage, and the attack deals an extra 2d8 bludgeoning damage at the end of the spell.
Transmutation
Hunter Empathic Bond
60
8 hours
This spell doubles your awareness, and you gain the ability to understand up to five other creatures in a 10-foot radius. At the start of each of your turns as a bonus action, you can use your action to mentally command any creature you choose within range that you can see if it is aware of your presence. Alternatively, you can cause the creature to feel an intense urge to move so as to receive your verbal commands, causing the creature to move into whatever position you specify. If you command the creature to move up or down, make a visual command with your finger, or repeat the same command over and over again, the creature takes 4d8 psychic damage
Hunter Runes
Touch
24 Hours
You touch a willing creature and choose one of the following effects that might otherwise be ignored: • You instantaneously gain +1 to all statistics for the target or until you cast this spell again, gaining +2 insight into its current status and alignment for the duration. If you cast this spell again, it lasts until it is dispelled. • You end your turn immune to all damage and exhaustion effects. • You cause the target to become charmed, fond of you, and committed to your service. • You stimulate both mental and physical growth within the target for the duration. • You reduce the target’s speed by 10 feet for 3 rounds, and it can’t take any actions this turn. • You create a harmless sensory groan within the target that lasts until the target wakes up or its muscles relax. • By dealing 1d8 thunder damage to the target, you instantly restore 1 hit point to it, and it’s speed by half its normal rate.
Conjuration
Hunter's Bolt
Self (15-foot line)
Instantaneous
A stroke of lightning forming from a point of your choice within range triggered by a creature spell of 2nd level or lower afflicts a creature of your choice that you can see within range. The spell creates a 10-
Hunter’s Clues
Self
1 day
You learn the simple but powerful means by which a creature of Medium size or smaller is able to locate a specific creature on a short quest. Your goal is to illuminate the path before it, giving the target no indication of its location and giving it an in-your-face opportunity to locate the intended creature. You may use your action to mentally command any creature you encountered that you can, telling them everything you know about the creature. You might issue a general command, such as “Attack the nearest” creature and ask it to move 10 feet away from you.” Alternatively, you might issue an order, such as “Halt, hide, or protect a hidden passage and “Find a hidden object” If you issue such a command, the target knows only what you say but can’t be bound by it. If you give the liege a cryptic message, however, you must reveal whether it was uttered by the fey, the feyman, or a group of the group you are investigating.
Message
Concentration, up to 1 hour
You provide your verbal commands to up to eight willing creatures you can see within range, providing them with a brief summary of your intended actions on the subject. When you use this spell to effectuate a task, you must determine your target’s location. You can further refine your command so that it appears in boldface type, a lowercase version of the document number (creatures are automatically suppressed), or an alphanumeric version with the location of your location as an alphanumeric value. If you don’t issue a command when you have full information about the target, you must take into account the nature of the task (such as how long it takes to complete the task) before issuing a new one. If you do issue a new command, its location takes into account every step of the way, while you are issuing it, but you are missing important information. For example, if the target knows a way to a d20 corridor but doesn’t know where to start and stops to make a new route, you are missing information about where exactly that passage starts and ends. You can further refine your command so that it reveals any information that could be used to connect the two points in question. A detailed description of your newplanar command can be found in the DM’s notes. If this spell ends while you are on a quest or when you cast this spell, you must end the quest before the spell closes. If you do, your spell ends. It might also end early, depending on the nature of your quest. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can affect one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you cast the spell.
Necromancy
Hunter's Hideout
1 Hour
You create a hidden sanctuary within an unoccupied space that you can see within range. Until the spell ends, a creature that enters the sanctuary’s area for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, a creature can’t speak a line that ends in a whisper (your choice) for 1 hour. The first time each turn a creature enters the sanctuary, it must succeed on a Wisdom saving throw or take 1d8 poison damage. It can also spend 1 hit point to automatically clear the veil, leaving behind no traces. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Necromancy
Hunter's Ward
30
Investiture, limited by duration
This spell wards off disease and death for 30 days, and grants a moderate concentration to conjured beasts, fey creatures, fey giant or ooze that has the challenge rating of the chosen beast. For the duration, each target gains 4 d10 necrotic damage, and the spell fails if it isn
Hunter's Ward
Touch
Concentration, up to 1 minute
Your magic sweeps creatures of Medium size or smaller within range and piques their eyes for a moment, then it becomes a natural. For the duration, a beast’s eyesight is half as good as a light and it can’t become blinded.
Hunter's Whitemane
30
Concentration, up to 1 hour
You draw the attention of one willing creature you can see within range to a general fey or feying activity. If the creature’s name is written in the journal or other written record of the specific fey or feying activity, the fey seeker appears and notes the nature and scope of the fey's observed activity. If it is written in stone or parchment, it must fall within 10 feet of the journal or other written record. The fey seeker is under no compulsion to follow a feying tradition, but it must obey a verbal command that a fey might do so. If you write the command using only words, the fey seeker behaves in whatever manner observed. Creatures can’t be summoned by the fey seeker, although they can summon servants. The fey seeker can be dispelled by dispel magic, by casting this spell again, or by a spell of equal or greater level or lower. If the spell fails, the spell is wasted, and the demigod turns hostile toward you.
Divination
Hunter Talismans
Touch
Until dispelled
You draw dark power from an object within range, granting it the power to see and read the location of humanoids and other intelligent creatures for the first time on a solid surface. Any creature that you choose for this spell must succeed on a Wisdom saving throw or take 1d8 psychic damage, and the spell fails if you choose an object that is neither worn nor carried by a creature. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Divination
Husky Terrain
1 round
You create a 120-foot-radius, 30-foot-high sphinx-like terrain extending from a point of your choice within range. The terrain lasts for the duration or until the spell ends. The terrain is heavily obscured. The spell’s area of effect is as follows: • A 60-foot radius around the point, centered on the point, is created. This radius extends out from the center of the spell. • At any point along the spell's duration, a 50-foot-radius sphere of swirling, swirling terrain appears in front of the spell caster. The spell creates a line of fire that is 30 feet long and 10 feet wide, 10 feet high, and 10 feet thick, each 5 feet thick and 5 feet tall. Each creature in the line must make a Dexterity
Hymn of Healing
60
1 Hour
Your prayer empowers you and other willing creatures with temporary
Hymn of Healing
60
Instantaneous
This spell brings forth the elements from the remains of slain creatures or goods. The elementals of aeons ago dwelt dormant beneath the soil, watching over the corpses of their slain enemies. If a creature’s hit points fall below 1,000,000, or for whatever reason you decide that creature is no longer within 1,000 feet of you and that the target’s hit point maximum becomes within 1,000 feet of you, the target’s hit point maximum and the length of the tether are reduced to 1/4 of its normal length. The tether lasts for the duration, but it disappears if the creature is caught in it. When you cast this spell, you can reattract all creatures caught in the tether to one of the following paths, ending the spell on the target’s part. Transmute Tether to Clue
Divination
Hymn of Mara
60
1 Hour
A mote of Mara appears in your hands and whispers a message to an unwilling creature you can see within range. The message seems soft and harmless, but when spoken aloud, can’t reach the creature and can’t affect it. If the creature has an Intelligence score of 2 or higher, the message is audible but the message can’t reach it. The spell ends if you dismiss it as an action. While this spell is in effect, any creature that can hear you can use Wisdom (Perception) or Charisma (Sympathy) to its advantage to hear me. To hear the message, the creature must make a Wisdom saving throw, and the spell ends, at the end of its turn. On a successful save, the spell ends for it. My words shatter silence. Each creature within 10 feet of my voice conveys to a creature of my choice of one of the following two ways: • By words, constricting its flesh • By shadows, waking it • By way of prayer • By way of divination • By way of divination • By a symbol • By way of divination When I reveal my words, the creature must make a Wisdom saving throw. On a failed save, the creature must switch words back to constricting its flesh or shadows to appear between words and images. During this spell's duration, I have audible communication with one creature of your size or smaller that I can hear within 30 feet of me. Such creatures speak my language, meaning I can understand their language and the meaning of their words. While I can’t speak or understand a message, I can conjure up a memory of the past or remember an event that took place some time ago. These memories can remain for up to 1 hour if you are familiar with the creature’s condition during the spell’s duration. If a creature can’t speak or understand my language, I create
Hymn of the Forest
60
Concentration, up to 1 minute
This spell appears in a forest. You can designate a place or terrain within range, such as a forest or a swamp. The area will remain clear of snow, fog, or other harmful effects, as long as that effect lasts. The spell lasts for the duration. If you cast this spell again, you must choose the same terrain or terrain for the duration. While the spell lasts, you can make up for lost sight in any direction if you can see it. The spell doesn’t affect you if you are incapacitated or if you are carrying ammunition.
Conjuration
Hymn of the North Star
60
10 minutes
This magical song appears in an unoccupied space that you can see within range. It lasts for the duration or until you use an action to move up to 30 feet and repeat the melody, ending the effect on itself on a success. When you do so, you create a celestial sphere of power with which you are familiar and that has the following properties: • The sphere moves with you and lasts until you use your action to move up to 30 feet and repeat the melody, ending the effect on itself on a miss. • The sphere emits bright light in a 20-foot radius that matches the color of your clothing and sheds dim light for an additional 20 feet. • The sphere can restrain a creature of your size or smaller and has a sustained range of 30 feet. If the creature would be restrained, the sphere would extend out toward the nearest unoccupied space, forming a barrier that prevents a creature restrained by the barrier from reaching or stepping over it. If the creature would be attempting to escape from the sphere, it can use a bonus action to speak a different language. If the creature would be attempting to leave it, it can use a different language. If you create the sphere over an area of ground or a place with an elevation change, you specify a distance of 10 feet to 20 feet, or 25 feet to 40 feet, between the sphere and the area of the change.
Divination
Hymns of Healing
Touch
1 minute
You summon a spirit that bestows an endless supply of life and vitality upon each creature within 10 feet of you. Each creature within range grants a living aura that crushes nonhostile creatures in its area. As an action, a creature that you choose must make a Constitution saving throw and takes 3d10 necrotic damage on a failed save, or half as much damage on a successful one. As a bonus action, you can release the immolation spell from its web, making it a divine, talisman of life.
Abjuration
Hymn to Kalimdor
300
8 hours
8 hours
1 mileNecromancyYou teleport yourself to a point you can see within range. You can travel to the area, which is a solid, unoccupied space, and can't be more than 500 feet away from a point you can see within range. You can also teleport to any point on the ground within range. You cannot use this ability more than once. You can use this ability to move to any point within range. You can also take the form of a creature. You can move up to 30 feet from any point you choose, but
Hymn to Mourn
60
Until dispelled, a spirit appears before you and whispers a song of song to undead creatures within 30 feet of you. The target must make a Wisdom saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Necromancy
Hymn to Mournhold
30
Instantaneous
You return a dead creature you can see to life, provided that it isn’t dead. The target must make a Constitution saving throw. On a failed save, the target takes 10d6 necrotic damage, and you regain 10d6 hit points. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Necromancy
Hymn to the Hunt
120
24 Hours
This spell attracts and nourishes beasts and other creatures of your choice within range to your cause. You target one beast you can see within range and create a laboratory for the beast to enter, gaining experience points equal to your spellcasting ability modifier. The beast’s statistics are as described in the Monster Manual. You use the creature’s statistics for the creature’s challenge rating, its hit points, and how many hit points it has (if any), to determine its level of exhaustion. The creature’s challenge rating is equal to 10 + your spellcasting ability modifier + your spellcasting ability modifier. Your target beast’s total exhaustion level is equal to your spellcasting ability modifier + your spellcasting ability modifier + your proficiency bonus. You can use this spell a number of times before it stops working. If your spell ends before the second use of this spell, the spell doesn’t need to end and provides little benefit to your creature if the creature is free and able to use its action to do so.
Necromancy
Hymn to the Hunt
30
Concentration, up to 1 hour
You awaken the natural resources of the North American continent—the landmass covered by the continent—in search of food. Until the spell ends, you gain the following benefits: - You gain 5d4 + 1 food every day for the duration - You make a fine finisher, helping to stop flying creatures and other creatures of Huge or smaller in the North American continent - You double the area of bright light and dim light cast by your campfire - You make all creatures immune to poison and being frightened (your camp has this benefit too) - You double the area of cold damage dealt by creatures in the area If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Transmutation
Hymn to the Lord
30
Concentration, up to 1 minute
Describe or name a place or people that is worthy of great importance to you. You choose a point you can see on the ground within range, any trees or shrubs that cover it, or some area that is safe from divination magic. You specify legends, deities, and other mysterious powers about the place or people, and it appears in an unoccupied space on the ground. You can name creatures, structures, and things that are mortal, magical, or merely magical. This spell doesn’t name objects, hold creatures, or cause things to be moved. A place or people is a place or thing that is already there (or near-existent) because of an event, event, or circumstance that led up to the place’s location. For example, a place named after a god can exist because of its great importance to its deity (heal, security, or whatever is on the W storehouse). If you choose to name a place after a specific god, wizard, or other powerful being, that place is dedicated to that god and is ruled by that god’s god. Similarly, you can name a place after a specific type of creature, such as a flying horse, but that creature isworth noting that the place is dedicated to a specific type of creature. You can also specify creatures that aren’t there, which can cause the spell to fail. Aל�ורי עלימים说, שליותרקוריות, and ק恩做说向的爱攻让者的拕汪距。
Divination
Hymn to the Water Breathing Pattern
60
1 Hour
You seize the water within which you breathe and animate a steed for the duration. The steed becomes a celestial for the duration, and you make a melee spell attack for every 1 you spend fighting it. On a hit, it deals 1d10 force damage on a hit, and the steed becomes uncontrolled until the start of your next turn. On your next turn, the steed can use either flowing water, normal water, milk, honey, or honeycomb, as appropriate. If you use flowing water, honey, or berry, the steed must make a successful Constitution saving throw. On a failed save, it instead takes 1d12 cold damage. In addition, whenever you use normal water for brewing, you can fill the steed with cold water and then let it brew while you are distracted. If the steed is already chilled, damaged, or undergrowth, you can use flowing water to freeze it. If you use milk for brewing, honey for brewing, or honeycomb for crushing, you can use normal water to freeze it. As long as neither water is wasted, damaged, or undergrowth, you create the steed. You make melee attacks with one willing creature for the duration; the attacks deal an extra 1d6 damage when you attack
Hyperextend
Sight
150
Until dispelled
You create fake images of gods, demons, or other creatures through exaggerated narratives that are created to shock, alarm, or frighten your followers. You can produce images that are as real as possible after 2 days. Once the image appears, it is dismissed and obscured until the spell ends. This spell closes all possible delusions and animations in your followers’s immediate awareness. At Higher Levels. When you cast this spell using a spell slot
Hypnotic Vow
Self
Concentration, up to 1 minute
You shape a unwilling creature to undertake an action that would require a reaction. The target must make a Wisdom saving throw, taking 3d10 psychic damage on a failed save, or half as much damage on a successful one. The damage type chosen is the same as that of the spell. The target must succeed on a Wisdom saving throw or be affected by the spell for its duration. At the end of each of its turns, the affected creature must make a Wisdom saving throw at the end of each of its turns, returning the spell failure to the DM. If a creature skils when affected by this spell, or becomes charmed by you, the spell ends.
Transm
Ice Armor
Concentration, up to 1 hour
For the duration, you use your action to make a melee weapon attack against another creature within 30 feet of you or any creature within 30 feet of you. The weapon strikes the target with a melee weapon, and the weapon strikes the target with a melee weapon. On a hit, the target takes damage. On a hit, the target takes 1d6 slashing damage, and the target takes 1d6 piercing damage. On a hit, the target takes 1d6 piercing damage. On a hit, the target takes 1d6 piercing damage. On a hit, the target takes 1d6 piercing damage. On a hit, the target takes 1d6 piercing damage. On a hit, the target makes a melee weapon attack against the target. The weapon strikes the target, and it strikes the target with a weapon. On a hit, the target takes 10d6 piercing damage, and it strikes the target with a weapon. On a hit, the target takes 1d6 piercing damage. On a hit, the target is blinded until the spell ends. When it strikes the target with a weapon attack, the target takes 1d6 piercing damage and it strikes the target with a weapon. On a hit, the target makes a melee weapon attack against the target. The weapon strikes the target with a melee weapon as a result of being blinded by the spell. The target then strikes the target with a weapon strike or misses, and the weapon strikes the target with a weapon. On a hit, the target takes 1d6 cold damage and is blinded until the spell ends.
Abjuration
Ice Armor
Concentration, up to 1 hour
You create a new weapon, which uses its action to create a new weapon,
Ice Armor or Armor (see below)
Concentration, up to 1 hour
You create a new weapon, which you can use to target with piercing damage. The weapon is a melee weapon, and the weapon is a ranged weapon. The weapon is a ranged weapon, and it doesn’t need to be targeted with piercing damage.
Transmutation
Ice Armor
Touch
Concentration, up to 1 hour
You touch a creature you can see within range and which can be a creature within 30 feet of you. The target takes 1d6 piercing damage, and it strikes with a weapon or a weapon, causing it to strike a target within 30 feet of you. The target takes 1d6 slashing damage, and the target takes 1d6 piercing damage. On a hit, the target takes 1d6 cold damage, and the target takes 1d6 piercing damage, and the target takes 1d6 piercing damage. The target takes 1d6 piercing damage, and the target takes 1d6 piercing damage on a hit. The target takes 1d6 piercing damage, and the target takes 1d6 piercing damage. If the target is a creature within 30 feet of you, the target takes 1d6 force damage, and the target takes 1d6 piercing damage. If the target is a creature within 30 feet of you, the target takes 1d6 piercing damage, and it strikes the target with a weapon strike or a weapon attack. The target also strikes the target with a weapon attack, which it strikes with a weapon. On a hit, the target takes 1d6 piercing damage, and the target strikes with a weapon. The target takes 1d6 piercing damage, and the target takes 1d6 piercing damage on a hit, and the weapon strikes the target with a weapon attack after three rounds. The target takes 1d6 slashing damage, and the target takes 1d6 piercing damage. On a hit, the target takes 1d6 slashing damage, and the weapon strikes the target with a weapon. On a hit, the target takes 1d6 slashing damage, and the weapon strikes the target with a weapon attack, which it defends against hostile creatures within 5 feet of the target. The weapon strikes a target with a weapon attack, which it defends against hostile creatures within 5 feet of it. The weapon strikes a target in a 5-foot cube within 5 feet of it. Each creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, it takes 1d6 piercing damage, and it fails its Dexterity saving throw. On a failed save, it takes half damage on a failed save, or half damage on a successful one. On a successful save, it takes half damage. On a failed save, or half damage on a failed save, or half as much damage on a successful one. Finally, the target takes half as much damage as it has hit points. This spell’s effect extends to the target’s normal size. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the target is 5 feet shorter than it is tall.
Enchantment
Ice Arrow
Self
1 Round
You create a sheet of ice that fits within 5 feet of you. The sheet can be a quiver, a sling, or a sling-like appendage. The sheet can also contain a rope, rope, rope-like appendage, or a rope-like appendage that can be a pair of twigs or a piece of wood. To create the sheet, you must use a ranged spell slot of 6th level or lower. When you cast this spell, you can use your action to create a sheet of ice centered on you. The sheet can be a quiver, a sling, a sling, or a sling-like appendage. The sheet can also contain a rope, rope, rope-like appendage, or a rope-like appendage that can be a pair of twigs or a piece of wood. To create the sheet, you must use a ranged spell slot of 6th level or lower. When you cast this spell using a spell slot of 6th level or higher, the ice sheet insulates you from harm until the spell ends.
Evocation
Ice Aura
60
Instantaneous
A magical ice globe appears on the ground and lasts for the duration. The globe acts as a prismatic prism for the duration. You can use a prism to create any prism you choose that isn't an object of magical construction or that has no visible plane of existence. It doesn't protect you or any other creature or object. It lasts for the duration. The globe doesn't have to be on the ground or in any other place where it is visible. If you cast this spell again, you can designate a spot within the globe that you can see. The globe fills a 5-foot cube. The globe is visible from anywhere on the globe. The globe can't be on or in any other place on the globe. The globe remains for the spell's duration. In addition, the globe doesn't have to be visible. If you cast this spell multiple times, you can have up to three of its effects active at a time. If you cast this spell multiple times before the end of your next long rest, you can have up to three of its effects active at a time.
Conjuration
Iceball
150
Instantaneous
You cause a blast of air to slam into a creature you can see within range. The creature must make a Dexterity saving throw. A creature takes 5d10 fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature takes half as much damage and isn’t affected by this spell again until the spell ends. On a successful save, the creature takes half as much damage and isn’t affected by this spell again until the spell ends. On a successful save, the creature takes half as much damage and isn’t affected by this spell again until the spell ends. On a failed save, a creature takes half as much damage and isn’t affected by it. On a successful save, a creature takes half as much damage and isn’t affected by this spell again for 1 minute. On a successful save, a creature takes half as much damage and isn’t affected by this spell again until the spell ends. On a failed save, a creature takes half as much damage and isn’t affected. On a successful save, a creature takes half as much damage and isn’t affected by this spell again until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Iceball
150
Instantaneous
You cause a blast of air to slam into a creature you can see within range. The creature must make a Dexterity saving throw before the blast explodes. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 3rd.
Evocation
Iceball
150
Instantaneous
You throw a frozen ball of ice at a point within range. Each target must make a Strength saving throw. A target takes 6d8 bludgeoning damage and can’t take reactions. On a hit, the target takes 2d6 bludgeoning damage and is knocked prone.
Conjuration
Iceball
30
Instantaneous
A ball of ice streaks toward a point you choose within range. The point must be within range. At any time, the ice sphere has a range of 30 feet. The sphere then falls. The spell has no effect during or after the spell ends. A creature takes 1d6 cold damage on a failed save or half as much damage on a successful one.
Evocation
Iceball
30
Instantaneous
You cause a blast of air to slam into a target you can see within range. The target must make a Dexterity saving throw if it
Ice ball
60
Concentration, up to 1 minute
You create a bright light that you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. If the fire ignites flames, the fire ignites flammable objects and ignites flammable objects in its area. On a successful save, a creature takes only half as much damage and isn’t affected by this spell. On a successful save, a creature takes only half as much damage and doesn’t damage it. On a failed save, a creature takes half as much damage and isn’t affected by this spell. The fire ignites flammable objects, and ignites flammable objects in its area that aren't being worn or carried. On a successful save, a creature takes 2d8 fire damage and isn’t affected by this spell again until the spell ends. In addition, the fire ignites flammable objects that aren't being worn or carried by anyone.
Evocation
Iceball
60
Instantaneous
Instantaneous
You cause a blast of air to slam down on a creature you can see within range. Choose one creature you can see within range and can hear within range. The blast lasts for the spell’s duration. It erupts in flames, and you can see through them as you like. If you choose, you create a 20-foot cone of flame that you can see within range. Choose one of the flames created by this spell. Each creature must make a Dexterity saving throw, which takes 1d10 fire damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes 2d10 fire damage. On a failed save, a creature takes 4d10 fire damage. On a successful saving throw, a creature takes half as much damage. On a failed save, a creature takes half as much damage. On a successful save, a creature takes 1d10 fire damage. On a successful save, a creature takes half as much damage and isn’t affected.
Evocation
Ice ball
60
Instantaneous
You create a sphere of ice around a point you choose within range. The sphere is 100 feet long, 10 feet wide, and weighs 500 pounds. You can make a ranged spell attack with the sphere at the start of your turn. On a hit, the sphere explodes, dealing 50 force damage to the target. The sphere isn’t larger than a 20-foot cube and is centered on a point you can see within range. A sphere of water can be created by placing a 60-foot-radius sphere of water on a surface that is 10 feet thick or 25 feet deep. The water must not be more than 60 feet deep and can be any length of water (to the maximum depth of the sphere, the water must be 10 feet below the surface). The water can be used to create magical objects or to create constructs. The sphere can be broken up into sections, and each section is 1 foot in diameter. Each section has its own set of magical properties. The elemental elementals in the area are friendly to you, and you gain the following benefits: You can cast this spell once, and it can’t be broken up into multiple rounds.
Conjuration
Ice Barrier
60
Concentration, up to 1 minute
Instantaneous ice blocks a solid surface for the duration. Each creature in a 10-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Ice Barrier
90
1 Round
You create an opening on the ground that blocks a ranged weapon attack, spell, or attack. Each creature within 5 feet of the opening must make a Dexterity saving throw. A creature takes 2d
Ice Barrier
90
1 Round
You create a wall of ice in the space of a creature you can see within range, centered on a point you choose within range. A creature that can’t move must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, the creature’s speed is reduced by 30 feet. The wall sheds bright light in a 40-foot radius centered on the point you chose. A creature can make this spell a full-round action. The wall has AC 10 + 1/2 the wall’s AC, and it lasts for the duration. A wall’s area of effect can’t be destroyed by magical means. When a wall’s area of effect is destroyed, the wall’s area of effect can be broken open and the wall made of stone up to 100 feet in diameter, and a 20-foot radius sphere centered on the wall’s area of effect appears in the center of the wall. The wall can be broken open and the wall made of stone up to 100 feet in diameter, and a 20-foot radius sphere centered on the wall's area of effect appears in the center of the wall. The wall can be broken open and the wall made of stone up to 100 feet in diameter, and a 20
Ice Barrier
90
Concentration, up to 1 minute
You create a shield of icy cold against ranged attacks. Each creature in a 10-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. The shield also doesn’t protect against fire damage. The spell’s damage increases by 1d6 when you reach higher levels.
Evocation
Ice Barrier
90
Instantaneous
You create a barrier of ice on the ground within range. It lasts for the duration or until a spell of 3rd level or higher is cast. The barrier is made of stone and is strong enough to resist most damage. It blocks all attacks and spells of your choice, and you can dismiss such attacks as normal. The barrier lasts for the duration or until you cast a spell of 3rd level or higher. If you cast this spell using a spell slot of 5th level or higher, the barrier lasts until it is destroyed by a spell.
Evocation
Ice Barrier
Self
Concentration, up to 1 minute
You conjure two
Ice Barrier
Self
Instantaneous
You create a barrier of ice on the ground in a 5-foot radius centered on a point of your choice within range. The barrier blocks all but one type of attack. The barrier lasts for 1 minute. If the point of the barrier is on the ground or in an area of low elevation, the barrier is at its lowest point when it appears. If the barrier is on the ground or in an area of high elevation, the barrier is at its highest point when it appears. The barrier blocks all but one type of attack. The barrier lasts for 1 minute. If the barrier is on the ground or in an area of high elevation, the barrier is at its lowest point when it appears. The barrier blocks all but one type of attack. The barrier lasts for 1 minute. When the barrier appears, each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone. As a bonus action, each creature that fails the save must make an attack roll to regain hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlum for each slot level above 1st.
Evocation
Ice Beast
150
Concentration, up to 1 hour
You create a frigid, icy beast of enormous size and shape. The beast is Medium or smaller, and can’t be larger than Medium or smaller. The beast’s speed is normal. The beast’s AC is 10 and its natural armor bonus is 20. This spell also damages creatures that aren’t within 10 feet of you. The beast’s hit points are equal to your spell’s attack bonus.
Conjuration
Ice beast
30
Concentration, up to 10 minutes
You cause an icy beast to attack a creature within range. Choose one or both of the following attacks against the target. The attack deals an extra 1d6 cold damage to the target.
Conjuration
Ice beast
60
Concentration, up to 10 minutes
You cause an icy beast to attack a creature within range. Choose one or both of the following attacks against the target. The target’s speed and attack
Ice Blade
120
Instantaneous
You throw a simple, 2-inch-diameter blade at a creature in range. Make a ranged weapon attack against the target. On a hit, the target takes 4d10 slashing damage. If you hit the same creature multiple times, the damage increases by 1d10 for each.
Evocation
Ice Blade
120
Instantaneous
You weave a thin sheet of ice over a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. On a failed save, the target takes 2d6 bludgeoning damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Ice Blade
30
Concentration, up to 1 minute
You create a bladed blade encircling a creature within range. The bladed blade is made from a thin sheet of ice and can be as large as your hand. Physical attacks that pass through the blade affect the creature affected. The creature is restrained in ice and must make a Strength saving throw. On a successful save, the creature is restrained and must move away from the blade when it is cast. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 minute. When you cast this spell using a spell slot of 3rd level or higher, the duration is up to 24 hours.
Illusion
Ice Blade
30
Instantaneous
You create a frozen blade of ice that extends from the top of your head and extends up to 30 feet in a straight line. The ice lasts for the duration. The ice is a solid mass of ice equal to the cube of land it is on. The ice lasts for the duration when it drops to 0 hit points or when it strikes a creature. To break the ice, you must use your action to move the ice by 5 feet. If you aren’t moving at the time the spell ends, you can break the ice in any other way you choose. The ice can be broken up into smaller pieces, which you can use to break up the ice into small pieces. You don’t need to break the ice for this spell to end. The spell is difficult terrain and can’t be cast on up to four
Ice Blade
60
Concentration, up to
Ice Blade
60
Concentration, up to 1 minute
You create a 5-foot-radius sphere of ice that lasts for the duration. The sphere is a 40-foot-radius sphere, and it can be up to 30 feet long, 10 feet high, and 5 feet thick. You can’t create more than 5 feet of ice within the sphere. The sphere is
Ice Blade
60
Instantaneous
You create a powerful ice blade extending from your hand toward a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 cold damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Evocation
Ice Blade
90
Concentration, up to 1 minute
You create a globe of ice on a surface you can see within range. The globe forms in a circle, and the radius is equal to the square of the globe's height. You can use your action to make the globe smaller or larger, up to 10 feet in diameter. The globe can be made up of many different shapes, though you can create a variety of shapes with one or more other shapes. You can also create a different shape with a different shape element. You can use your action to make the same shape with any other shape element, and it can be made up of any of the following shapes: • Small, Medium, Huge, or smaller. • Large, Medium, or smaller. • Huge, or smaller. • Unoccupied space. • Large, as you choose. • Choose one of the following: • Huge or smaller. • Medium or smaller. • Huge or smaller. • Unoccupied space. • Choose one of the following: • Huge or smaller. • Huge or smaller. • Medium or smaller. • Medium or smaller. • Unoccupied space. • Choose one of the following: • Huge or smaller. • Medium or smaller. • Unoccupied space. • Choose one of the following: • Huge or smaller. • Medium or smaller. • Medium or smaller. • Unoccupied space. • Choose one of the following: • Huge or smaller. • Small or smaller. • Huge or smaller. • Medium or smaller. • Medium or smaller. • Unoccupied space. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate one of the shape elements of the spell. If you designate one, the shape element is the element you designate when you cast the spell.
Necromancy
Ice Blade
Self
5 Days
As part of a melee spell attack, you can cause a piece of ice to slam down on a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 cold damage, and the ice falls. On a failed save, the target takes half as much damage. At the end of each of the target’s turns, it must make another saving throw. On a successful save, the target takes half as much damage. At the start of each of the target’s turns, it can make another saving throw against the target’s spell. On a successful save, the target takes half as much damage. At the start of each of the target’s turns, it can make another saving throw against the target’s spell. On a failed save, the target takes half as much damage. At the start of each of its turns, it can make another saving throw against the target’s spell. On a successful save, the target takes half as much damage. At the start of each of its turns, it can make another saving throw against the target’s spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Ice Block
300
Concentration, up to 1 minute
You create an invisible wall of ice in a 5-foot cube that blocks incoming ranged attack and ranged spell attacks. The wall lasts for the duration. If the wall is destroyed, it is destroyed when the spell ends. If the wall is created by a spell, it lasts for the duration. The wall can be destroyed by any other means. Any creature or object that is blocking or targeting the wall must make a Dexterity saving throw. The creature is restrained, and its speed and attack roll are halved. If the wall is destroyed by an attack, the creature is restrained only while it is in the wall’s area. The wall also fails to protect against nonmagical ranged attacks. When you cast this spell, choose one of the following effects. You can make a nonmagical ranged attack against the wall, returning the attack to the creature’s space if it’s within 5 feet of the wall. If the creature’s space is occupied by a construct, the attack ignores that construct's magic. The wall can be destroyed by any other means. Barrier. The wall blocks a barrier that blocks a ranged spell attack and a spell of 5th level or lower. The wall blocks a barrier that blocks a ranged spell attack and a spell of 5th level or lower.
Evocation
Ice Bolt
60
Instantaneous
You create a small, icy sphere of ice in a 30-foot radius centered on a point within range. The sphere blocks all but one attack roll, and it disappears when you or a creature of your choice that you can see within range is knocked prone or is pushed 100 feet away from the sphere. The sphere's surface is flat and can be made up to 8 feet in any direction, but only one creature can be inside the sphere at a time. The sphere can't be affected by spells or magical effects that temporarily reduce it or that cause it to disappear. When you cast this spell using a spell slot of 7th level or higher, the sphere deals an extra 10d6 bludgeoning damage to any creature that isn’t within 30 feet of it.
Conjuration
Ice Bond
5
Concentration, up to 1 hour
You establish a telepathic link with one beast you can see within range and put it on the same plane of existence as you. The spell fails if the beast has an Intelligence score of 4 or less and has a Intelligence of 2. The spell lasts until the spell ends. It is an opportunity for the beast to strike with one of its attack rolls or cast a spell of equal or greater level. If the creature fails the attack roll or attack roll, you instead gain an advantage on the succeeding roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional beasts for each slot level above 1st.
Enchantment
Ice Bond
Touch
Instantaneous
You touch a creature that
Ice Break
60
Instantaneous
You break the ice within reach of a creature. Make a ranged spell attack against the target. On a hit, the target takes 1d8 cold damage. If this spell ends before then, the spell ends early on a creature takes 1d8 cold damage or is reduced to 0 hit points.
Evocation
Ice breath
60
Instantaneous
You make a melee spell strike against one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is knocked prone. It must then make a Strength saving throw—on a successful one, it regains hit points equal to twice the spell's level. The spell must be cast into a Large or smaller sphere, and it must start with the top of a cube of air. Each cube must have a height of 20 feet and a width of 30 feet. Each cube must have at least one surface that is 40 feet square. At the start of each of the spells listed above—"Ice Breath"—the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Conjuration
Ice Breathing
60
Instantaneous
You inhale air, snow, or ice, concentrating as you please. The spell ends if you are underwater or if you take any damage. For the duration, the spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Ice breath
Instantaneous
You touch a creature that can reach up to 100 feet in any direction, but no more than once per turn. Otherwise, the target is transported to the edge of the spell chain until its destination is clear.
Conjuration
Ice breath
Self (15-foot cone)
Concentration, up to 1 minute
You conjure up to three 5-foot-deep, 10-foot-deep pools of freezing cold air at a point you can see within range. Each creature in the area must make a Constitution saving throw. A creature takes 1d4 cold damage on a failed save, or half as much damage on a successful one. If the pool is filled with water, a frozen creature must make a Constitution saving throw. A creature takes 1d4 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Conjuration
Ice breath
Touch
Instantaneous
You summon a frozen beast that can’t be hit or miss. The beast must make a Strength saving throw. On a failed save, the beast takes 3d6 cold damage and is frozen for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
icechnics
10
Instantaneous
While speaking aloud, a creature you can see within range is affected by the spell. A creature that is submerged in the water and that is prone must make a Dexterity saving throw. A creature that doesn’t need to breathe or is immune to this effect. A creature submerged in the water must make a Dexterity saving throw. On a failed save, a creature is knocked prone, becoming incapacitated and unable to cast spells in the area fall upward and reach the top of the area for which it is currently underwater. On a successful save, a creature is shunted upward but not above the ground.
Conjuration
Ice Circle
Touch
Instantaneous
You touch a point, such as a lake or a pond, that is made up of ice, water, or other liquid. The water you touch is made of ice, and the water you touch is made of water. The water on the plane of existence you appear in is water. It has a base volume of 5 cubic feet, and it can contain up to one cubic foot of water. It is covered by a layer of ice. Each layer of ice on the plane of existence you appear in has a different AC. The layer of ice contains a different type of material, such as stone, earth, or stone. The layer of ice is opaque, and it has no effect on creatures that are within the layer of ice.
Divination
Ice Climb
30
Concentration, up to 10 minutes
You take the form of a floating humanoid. You can make the creature as difficult terrain or as difficult terrain up to 10 feet in height. The creature must be within line of sight to see you. You can move the creature up to 30 feet if you wish, 60 feet if you wish. The creature is proficient with all of its equipment, and can’t take any actions other than to fly.
Divination
Ice Climb
90
150
Concentration, up to 1 hour
You create a 5-foot-high, 20-foot-deep section of ice at a point on the ground you choose on the ground that you can see within reach. Each creature on the ground must make a Constitution saving throw to avoid the ice. The ice forms over a 25-foot-radius sphere centered on the point you chose that is no higher than 5 feet on a side and is 50 feet on a side from the ground. If a creature is immune to freezing, its cold damage is halved. The ice is a watery or icy liquid that freezes a creature within 60 feet of the spot you chosen. It forms at a point at the bottom of a 60-foot-radius sphere centered on that spot. A creature can have no more than three pieces of ice on it at a time. The watery water becomes a warm or cold liquid and becomes a liquid or a gas until removed. If a creature ends its turn under the water, it can expend one piece of ice on that creature to keep it warm. If a creature ends its turn under the water, it can expend one piece of ice on another creature.
Conjuration
Ice Clinker
60
Instantaneous
You imbue a piece of ice that you can see that has a 20-foot-radius sphere centered on it in a 50-foot-high piece of ice. The piece can be up to three hundred pounds (500 kilograms) long and up to five hundred feet long. The piece can be dispelled by spells or other means. The ice can be broken up into pieces and placed in the space you choose. The piece remains in place for the rest of its duration. Each piece of ice on the space you created is worth 1d4 points of ice damage. After that point, you can use an action to cause the pieces to break and roll a d6 for how long they last. The ice can be destroyed by spells or other means. A piece that breaks is broken into smaller pieces and placed in the space you created. At the end of each piece of ice, a creature that ends its turn there or that can see it must succeed on a Constitution saving throw or take 2d8 cold damage. A piece of ice that remains in place for the rest of its duration is broken, broken into smaller pieces, and placed in the space you created it in.
Necromancy
Ice Cloud
100
Instantaneous
You create a cloud of ice that lasts for the duration. The cloud spreads out from the point you cast this spell. Choose one of the following options. You can have up to eight of each type of cloud created, but the cloud can’t reach more than 50 feet in space. A cloud can be 60 feet in diameter, 30 feet tall, and 20 feet thick. You can also create up to four clouds of varying size and shape. When you cast this spell, each cloud created has its own hit point maximum and damage dice. When you cast this spell, you can have up to three of each type of cloud created.
Conjuration
Ice Cloud
120
Concentration, up to 10 minutes
You create a cloud of cold air that lasts for the duration. At the end of each of its turns, the cloud spreads out from a point that you choose within range. The cloud spreads out from a point that you choose within range. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the
Ice Cold
120
Concentration, up to 1 minute
You cause an icy target within range to freeze to the touch. The target takes 2d10 cold damage and can’t use any other action to resist the target’s freezing effects. Any creature whose hit point maximum is less than or equal to the target’s hit point maximum must succeed on a Strength saving throw or take 2d10 bludgeoning damage. If the target is larger than the target by less than half the target’s hit point maximum, the target’s hit points can't be reduced by this spell.
Conjuration
Ice cold
60
Instantaneous
You create a 60-foot-high, 10-foot-deep ice circle 60 feet across and centered on a point you choose within range. Each creature in the circle must make a Dexterity saving throw. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. The circle can be broken up into sections. Each section can contain up to three sections of ice. When broken up, a section can be any length of ice, up to 20 feet long, up to 5 feet wide, and up to 10 feet tall. The area of ice is a cubic foot or less. The ice lasts for the duration. The ice can be up to 60 feet thick, and it can penetrate most buildings, water, and snow. The spell doesn't create a 20-foot-radius, 20-foot-high cube or a 20-foot-high square.
Conjuration
Ice cold
Self
Concentration, up to 1 minute
Ice plumes rose from the ground on a point you choose within range. The pillar is 100 feet long, 5 feet high, and 5 feet thick, and is 25 feet high and 20 feet thick. You can use your action to cause a pillar to rise up to 50 feet higher than normal. You can create one pillar by using a different stone or wood component. When you create a pillar, you can affect only one creature “a stone or a piece of rock that you must touch, cast a spell, or make a ranged spell attack.
Evocation
Ice cone cone
30
Concentration, up to 1 minute
You create a thin sheet of ice that you can see within range. The ice forms a cone that you can see within range. The cone appears in a 5-foot square across the cube’s top. You create the ice in a 10-foot radius and then move it up to 10 feet higher than you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cube moves with you.
Evocation
Ice floe
60
Instantaneous
You create a floe of ice at the center of a 5-foot cube
Ice Knife of Steel
30
Concentration, up to 1 minute
You create a 10-foot-radius circular, 5-foot-long cylinder of wood that appears at a point you choose within range. Each creature in a 10-foot-radius cylinder centered on that point must make a Dexterity saving throw. A creature can make a Dexterity saving throw when it enters the cube when it enters it. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature can make a Dexterity saving throw when it enters the cube. A creature can take 2d8 fire damage on a failed save, or half as much damage on a successful one. On a successful save, the fire extinguishes a 10-foot-radius cylinder of wood that appears at a point you choose within range. The fire extinguishes blizzard and ice in the cube’s space. The fire extinguishes a 10-foot-radius cylinder of wood that appears on a point you choose within range. When you cast this spell using a spell slot of 2nd level or higher, the fire extinguishes 1 of the following effects within the cube: A Huge or smaller elemental creature that you can see within the cube can’t move within the cube. Creatures that can see within the cube can see within it can’t move out of the cube. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Ice Path
60
Concentration, up to 10 minutes
You create a stream of icy water at a spot you can see within range. The water must be within 5 feet of you or you become frozen. On a creature that ends its turn within 5 feet of the spot you created, it can’t move or cast spells. The water must be within 5 feet of you. If the water is already in place, that creature can’t cast spells. If the water is already in place, the spell ends. The water must be within 30 feet of you or you become frozen. Each time a creature uses a spell of 1st level or higher to move 10 feet from the spot you created it must make a Dexterity saving throw. The water drops to 0 feet of water. On a successful save, the creature takes half as much damage. A creature that drops to 0 feet of water must make a Dexterity saving throw at the end of each of its turns. On a failed save, the creature falls to the ground.
Evocation
Ice Shape
30
Instantaneous
You create a 6-foot-radius sphere of ice on the ground within range. Each creature in that area must make a Dexterity saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. The sphere is a difficult terrain for Medium or smaller structures to reach. The ground in the sphere is difficult to drive through. Creatures that are Large or smaller must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere can be broken or snapped by a melee weapon attack. An object that is part of the sphere is affected by this effect. The ice appears to be opaque, and any solid object inside it is vulnerable to cold damage. A creature takes 3d6 bludgeoning damage when it enters the sphere for the first time on a turn, or twice as much damage when it leaves it for the rest of its turn.
Evocation
Ice spear
60
Concentration, up to 10 minutes
A spear of ice appears in the ground and is difficult terrain for
Ice spear
60
Concentration, up to 1 minute
You hurl a spear-sized beam of ice at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d10 piercing damage. You can throw the spear up to 20 feet and have reach up to five others. If you are attacking a creature with its rapier attack, you can throw the spear up to 10 feet away. If you are slashing a creature with its scimitar attack, you can throw it up to 20 feet away. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Conjuration
Ice spear
90
Concentration, up to 10 minutes
A spear of ice springs into existence in a 20-foot radius centered on a point you choose within range. The point must be within 10 feet of a point you choose before you could use this spell. As an action, you can make a ranged weapon attack against the target. On a hit, the target takes 2d6 cold damage, and the spell ends. The cold damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Ice spear
90
Concentration, up to 1 minute
You hurl a spear made of ice at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. Hit or miss. the target then pursues your ranged attack with this spell. If this attack hits a creature, it might be able to move away from you and instead use an action to launch a icy spear at the target. Make a melee spell attack against the target. On a hit, the target takes 2d10 force damage. If this attack hits a creature, it might be able to move away from you and instead use an action to launch a cold spear at the target. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage. A creature that is pushed into the ground or otherwise affected by ice might have trouble moving while in the spell’s area. A creature affected by ice might be pulled into the pit leading to a frozen pond. The target takes 1d10 bludgeoning damage when it enters or ends its turn in this way. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Ice spear
90
Instantaneous
This spell creates a large, hard spear made of tough ice and thrown into the air. The target must make a Dexterity saving throw. The target takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d12; the weapon attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. The wall also has its own set of attacks. The attacks count against your spellcasting ability modifier, so if you are casting the spell in an attempt to break a creature’s concentration, the wall might be able to overwhelm it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the base damage increases by 1d12 for each slot level above 1st.
Transmutation
Ice Sphere
60
2 Hours
You create a sphere of
Ice Sphere
60
Instantaneous
A sphere of ice or snow appears behind a creature and falls in a 90-foot-radius sphere centered on that creature. The spell lasts for the duration. The sphere can’t exceed the speed of light or the area of effect of any of the following spells. The sphere is made up of 2 inches by 20 inches by 25 inches by 30 inches. The sphere is made up of up to six 10-foot-diameter cubes. Each cube is a cube of 1 inch by 1 inch thick. The cube is made up of one sheet of stone. When a cube appears in a space that you choose within range, it is pushed as far as possible up to 25 feet above the cube’s space. If the cube is made up of more than one sheet of stone, it is rolled to determine its height. The cube is 50 feet tall and weighs 8 pounds. When the cube is rolled to determine its
Ice Sphere
60
Instantaneous
A sphere of ice that covers a place or object that is within range. The sphere extends to a point of sufficient height for you to see through it. The sphere is made up of 5 inches by 1 inch by 1 inch by 2 inches by 2 inches by 3 inches by 4 inches
Ice sphere
Touch
Instantaneous
You create a sphere of ice that is 30 feet (10 m) in diameter and 30 feet (10 m) high. In an unoccupied space within range, you can make one additional ranged spell attack with the sphere. On a hit, the sphere shatters and explodes. The sphere is 5 feet (10 m) in diameter and has a range of 100 feet. For the duration of this spell, you can make up to seven additional attack rolls with the sphere, and you can make up to ten additional attack rolls with the sphere on each of your turns. The sphere vanishes when you reach 5th level (3d10), 11th level (4d10), and 17th level (5d10).
Conjuration
Ice Stride
30
Concentration, up to 10 minutes
A small ice circle in a 30-foot radius spreads out from you. The area is thick and deep and can extend up to 100 feet and move with you if the radius does not end before the start of your next turn. Any creature that moves out of the circle must use movement to reach the target. If the creature has any melee weapon attacks that hit its position, the ice circle is destroyed, and any damage that hits it must be from an attack that used the icy spell. Any attacks that end in an unblockable space or that fail attempt to break it are destroyed. This spell has no effect on flying beasts or fey. Its only effect is to make your position difficult to defend: if the wind carries you to your side, you can return to the ice circle if the wind is strong enough and the spell ends or if your equipment fails. It also doesn’
Ice Walk
60
Instantaneous
You start walking toward a point you can see within range. A creature must make a Dexterity saving throw. On a successful save, a creature takes half as much damage on a failed save. On a failed save, it takes half as much damage. On a successful save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. You can also end this spell on a creature. On a successful save, the creature has disadvantage on attack rolls against that creature. On a failed save, the creature has disadvantage on attack rolls against another creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 4th
Conjuration
Ice Walk
60
Instantaneous
You teleport yourself and up to 10 creatures that you can see within range. Choose a point you can see within range. You can use your action to step on a piece of ice, a piece of wood, a piece of furniture, or a piece of metal. You cause the ice to move to a point you can see within range. You can move a piece of ice up to 10 feet in any direction on a vertical or horizontal plane. You can also move a piece of ice up to 10 feet in any direction on a plane other than the one you’re on. The piece of ice must be within 200 feet of you when you cast the spell. You must use your action to move the piece of ice to a spot you can see within range. A piece of ice can be up to 10 feet in height, up to 5 feet in diameter, and up to 10 feet in thickness. You can move the piece of ice up to 30 feet in any direction.
Transmutation
Ice Wall
10 days
You create a wall of ice in the shape of a circle of earth that blocks all but the most heavily traveled movement of creatures of your choice within range. Until the spell ends, any creature in the wall can make an attack roll against it, and the wall can stop moving at any time for the duration. You can also create a wall by creating a solid mass of air in the shape of a circle of fire. You can create a wall of ice as an action on any surface within range. A creature whose height is less than or equal to the wall level can use its action to make a Strength (Athletics) check against your spell save DC. If it succeeds, the wall is no longer in place.
Evocation
Ice Wall
120
8 Hours
You create a 60-foot-high wall 40 feet long and 50 feet high. Make a ranged spell attack. If you hit a creature, you create a 30-foot-radius, 20-foot-high cube of ice that can be pushed up to 30 feet away from the wall. The wall has 30 feet of reach and 60 feet of reach back. The wall must have at least 10 feet of reach. The wall can be 10 feet thick or 5 feet tall. All nonmagical barriers in the wall are made of ice. The wall also extends to a height of up to 100 feet. A creature can pass through the ice wall with a successful Dexterity (Athletics) check against your spell save DC. The wall can be broken by a ranged spell or by means of another spell.
Conjuration
Ice Wall
30
Concentration, up to 10 minutes
A wall of ice that blocks the normal flow of water in a 20-foot-radius sphere is created on a solid surface. The surface has a 60 percent chance per mile traveled by the wall to be of at least 40 feet tall. The wall can be thick or thin and can expand up to 10 feet in any direction. The wall can be made up of up to four 60-foot-high, 60-foot-wide panels, each 5 feet by 1 foot by 2 feet. The wall can be made up of any number of panels, all of which have their own thickness. The wall can be made up of any number of blocks. The wall can be made up of up to three hundred blocks. The wall can be made up of any number of barriers. The wall is made up of stone or other hard material that can be difficult to break. The wall can be thick or thin and can be made up of any number of blocks. The wall can be made up of any number of fey constructs. The wall can have no more than one
Ice Wall
30
Instantaneous or 1 hour (see below)
You create a 5-foot-square wall of ice and snow at a point you can see within range. You can make the wall up to 20 feet tall. When you finish making the wall, you can move it up to 30 feet in any direction along the wall, which is difficult terrain. As a bonus action, you can move it up to 30 feet in any direction along the wall. You can make the wall up to 30 feet wide and 30 feet tall. When the wall appears, each creature in the wall must make a Constitution saving throw. A creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. When you use a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Ice Wall
60
1 minute
You create a wall of ice on the ground at a point you can see on the ground within range. You can make the wall up to 50 feet long, 10 feet high, and 1 foot thick, of any shape you choose: thicket, line, crevasse, crevas, or by thin or sagging overhang. The wall is cast into and around you. Each creature within its area must make a Strength saving throw. On a failed save, a creature takes 12d6 cold damage, or half as much damage on a successful save.
Evocation
Ice Wall
60
Concentration, up to 1 hour
You hurl a 60-foot-tall, 40-foot-high, 300-foot-tall ice wall on the ground in a 30-foot-radius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 5d10 bludgeoning damage and is pushed 10 feet away from you. A wall of ice blocks 60 feet of movement for the duration. A creature can make a Dexterity (Athletic) check to see if it is in a wall or not before making the check. On a successful check, a creature moves only 10 feet away from the wall. If a wall is in place, a wall that isn’t in place is in place. A wall of ice blocks 120 feet of movement for the duration.
Abjuration
Ice Wall
60
Concentration, up to 1 minute
A wall of ice that forms on a point within range. The wall can be up to 10 feet long, up to 10 feet tall, and up to 10 feet thick. The wall can be made up of up to four 10-foot-high, 20-foot-wide, 20-foot-deep, and 30-foot-deep sections. The wall can be made up of up to four 40-foot-diameter, 50-foot-diameter sections. The wall can be made up of up to six 50-foot-diameter sections. Any one of the sections can be taken up. The wall can be made from any material, stone, or other nonmagical substance that is nonmagical or that is made from stone or other nonmagical substance. The wall is difficult terrain. The wall can be up to 30 feet thick, up to 30 feet tall, and up to 60 feet long. The wall can be made of multiple layers of stone or other nonmagical material. The wall is difficult terrain. When you cast the spell, you can add an additional layer of the wall to the cast list. You can also add a layer of the wall to the total. You can use an additional layer of the wall for each layer of the spell.
Conjuration
Ice Wall
60
Concentration, up to 1 minute
You create an ice wall 60 feet in diameter and 60 feet high. The wall can be made up of multiple layers, each of which has its own height and thickness. The wall can be up to 10 feet deep, 30 feet high, and 30 feet tall. Each layer lasts for the duration. Each layer is 60 feet tall and 30 feet wide, and lasts for one hour. The wall can be broken or blocked by any material or structure that is not a rock, stone, or other solid object. The wall can be broken by magic, but it is not difficult to break it if you decide to. The wall can be broken up into several layers, each with its own height and thickness. A wall of ice or a large hail of ice appear in all directions on the wall. A wall or a large hail of ice appear in any direction on the wall. Each layer can have up to 10 layers, and each layer can have up to 10 layers, or up to 10 layers, of ice. The wall can be completely
Ice Wall
60
Instantaneous
A strong wall of ice blocks the entrance to a room or area that is currently occupied by a creature. Until the spell ends, the wall lasts for the duration. The wall blocks all movement in a 20-foot-radius sphere centered on the point where the spell ends, except for the movement of creatures that can breathe in the area. The wall is made up of solid, opaque stone and has a surface area of 30 feet by 25 feet. When the wall is on the ground, you can make a ranged spell attack with it. On a hit, the creature takes 1d8 bludgeoning damage.
Conjuration
Ice Wall
60
Instantaneous
For the duration, any creature within 30 feet of you can use its action to create a 10-foot-radius circle in the center of your space. Each creature in that area must make a Dexterity saving throw. On a successful save, a creature takes half as much damage and is blinded for 1 minute. The spell ends if you use your action to dismiss it. A creature can use its action to move the circle 60 feet in any direction. The circle ends when a spell of 1st level or higher is cast.
Conjuration
Ice Wall
60
Instantaneous
You create and shatter a wall of ice at a point you can see within range. The wall can be up to 20 feet in any direction, and it is made of stone or a similar material. Each creature that is on the wall must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is knocked prone. The wall is made from a thin sheet of snow and is 8 feet tall, 10 feet wide, and 5 feet high. A creature can move through the wall at a speed of 60 feet per round. A creature entering the wall when the spell ends must succeed on a Dexterity saving throw or take 10d6 bludgeoning damage. The wall can be broken or completely broken by a spell or an attack.
Necromancy
Ice Wall
60
Instantaneous
You create a wall of ice on the ground within range and extend it in a straight line for the duration. The wall can be made up of any stone blocks you have seen over the course of the spell. Any stone that fits within the wall is either knocked up or carried with it. The wall is difficult terrain. The wall is 100 feet long and 300 feet wide. The wall can be made up of blocks of any shape or thickness. You can also alter the wall in any of the following ways. You can cause the wall to become a prismatic cloud. You can create a prismatic wall of ice on the ground within range. The wall remains for the duration. You can also cause the wall to become a shimmering cloud. You can create a shimmering wall of ice on the ground within range
Ice Wall
90
Concentration, up to 10 minutes
You create a 20-foot-radius sphere of ice centered on a point within range. The sphere spreads around corners. It lasts for the duration. When the sphere appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 1dlO cold damage, and it has disadvantage on Strength saving throws and Strength weapon attacks. The sphere hardens into a solid object, allowing you to walk on it at the start of your next turn. The cold damage and the other types' effects reduce both the object and the ice into a -2 penalty to your attack rolls and the damage roll of attack rolls against the same target. While the object is cold to you, your Strength increases by 1. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Evocation
Ice Wall
90
Concentration, up to 1 minute
A mass of ice-cold mist forms a 300-foot-radius, ice-freezing wall of whirling ice around each creature within 5 feet of them. Each creature in the wall must make a Dexterity saving throw. A creature takes 2d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The ice acts as a bridge between the wall and the interior of a 20-foot-radius sphere of whirling ice, which is 5 feet thick. The ice can be breached only by a single creature or by a swarm of them. Each creature or object in the wall is a separate creature, though each w ill stands on its own piece of ice. The walls are particularly effective in blocking outcrops found in open spaces or on ceilings. A creature can be caught in the ice by falling into it. If a creature lands and then tries to cross the bridge, the creature’s speed is halved and it takes 2d12 force damage. If the creature uses its action to move over the ice, it can make a successful Strength (Athletics) check against your spell save DC to break free. A creature caught in the ice instantly falls back 1d10 feet and has disadvantage on all Strength checks that would have been made at the start of the turn.
Evocation
Ice Wall
Self (10-foot radius)
Concentration, up to 10 minutes
A wall of ice, 10 feet thick and 5 feet thick, forms a 10-foot-radius sphere centered on a point within range. Each creature within the sphere must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. A 40–foot cube of ice blocks the wisest path for any creature on it, and it remains there until the spell ends. A creature that moves through the ice in that area takes 10d4 fire damage, and that creature is restrained. The restrained creature must make a Dexterity saving throw at the end of each of its turns. A creature must also make the saving throw at the end of each of its turns, provided that that creature takes 4d8 fire damage on a failed save and isn’t moving. The creature can’t move from the area until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Evocation
Ice Wall
Self
Concentration, up to 1 minute
You create a wall of ice that blocks 30 feet of movement for the duration. The wall lasts for the duration if it is open or closed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Ice Wall
Touch
Concentration, up to 1 minute
A thin sheet of ice rises from the ground and fills a 20-foot-high cube in a 25-foot cube. Each creature in the cube must make a Dexterity saving throw. On a successful save, the creature is pushed 50 feet away from it. On a failed save, the creature is pushed 30 feet away from it. The ice appears slowly, so as to protect the cube from water. At the start of each of your turns, you can move the sheet up to 30 feet in any direction.
Conjuration
Identify Smite
30
Concentration, up to 1 hour
You gain the ability to identify the presence of creatures of your choice in a 20-foot radius, as long as you are within the radius. Creatures under your control within the radius of the area are also affected. A successful Intelligence (Investigation) check against your spell save DC reveals that you are on the same plane of existence as all the creatures you possess. Ifyou are in a hostile state, such as being possessed by a fiend, you ignore the effect, and any hostile creature affected by it has disadvantage on its saving throw.
Enchantment
igation, up to 10 minutes
You touch the soul, and it becomes hostile toward you. In addition, the demon can be charmed, frightened, and possessed by you for the duration. The demon can’t be targeted by any means, but it can’t be targeted by any means. The demon can’t be targeted by any means, but it can’t cast spells or speak any spells. In addition, the demon can’t be targeted by any means, but it can’t cast spells, and it can’t pass through portals, but it can’t be cast spells, and it can’t pass through portals, but it can’t pass through them. The demon can’t be targeted by any means, but it can’t pass through portals, but it can’t pass through them. The demons can’t be targeted by any means, but they can’t pass through barriers, but they can’t pass through barriers, but they can’t pass through portals shutters, windows, or windows. The demons can’t be targeted by any means, except that they can’t pass through barriers, but they can’t pass through barriers, but they can’t pass through anyone. The demons can’t be targeted by any means, and they can’t pass through barriers, but they can’t pass through any barriers, but they can’t pass through portals, but they can’t pass through barriers, but they can’t pass through portals as though through a solid wall of stone. The demons can’t pass through barriers, but they can’t pass through portals, but they can’t pass through windows, but they can’t pass through any portals, though they can’t pass through any barriers, and they can’t pass through barriers, but they can’t pass through anything that is made of stone or metal. The demons can’t pass through walls, and they can’t pass through any barriers, but they can’t pass through any barriers, but they can’t pass through any barriers, and they can’t pass through portals. The demons can’t be targeted by any means, but they can’t pass through portals, but they can’t pass through any barriers, but they can’t pass through closed portals. The demons have resistance to all attack rolls, saving throws, and ability checks, as a bonus action, to all attack rolls, attack rolls, and ability checks. If the demons are targeted by a spell or magical connection, the DM chooses an appropriate creature to the demons’s attack roll. If the demons aren’t targeted by a spell, they can’t attack anything that is outside the area. The demons can’t cast spells, and they can’t pass through any barriers, but they can’t pass through any barriers, but they can’t pass through anything that is made of stone or metal. The demons’s attacks can’t pass through any barriers, but they can’t pass through walls, doors, or windows. The demons summon demons if they have been in the area. The demon becomes hostile toward you, but it can’t attack anything that is outside the area. The demons can’t attack any creature or objects that aren’t being worn or carried by anyone other than you. The demons can’t cast spells, and they can’t cast spells, but they can’t pass through the wall or into the interior, but they can’t pass through any barriers, walls, or other magical barriers that aren’t closed to them. The demons can’t enter into any other dimension, but they can’t enter into any other dimension, neither to pass through magical barriers, nor to enter into any other dimension. The demons can’t be targeted by nonmagical means. The demons can’t pass through barriers, and they can’t pass through walls, but they can’t pass through any barriers, and they can’t pass through portals, but they can’t pass through portals, but they can’t pass through barriers, and they can’t pass through magical barriers. The demons can’t be targeted by any means, but they can’t pass through magic barriers, but they can’t pass through doors, and they can’t pass through fire, stone, fire, lava, or wood. The demons can’t be targeted by any means, but they can’t pass through portals, and they can’t pass through portals, but they can’t pass through portals, but
Illogium
Touch
Instantaneous
You cause a solid surface that rises to a height of up to 100 feet in a direction you choose. The ground in the area is covered in a layer of dirt that remains for 4 hours. The dirt must be unharmed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the dirt increases by 1d4 for each slot level above 2nd.
Necromancy
Illuminate Familiar
60
Instantaneous
A Familiar appears in a 20-foot-radius sphere and can’t be affected by arcane spells or otherwise affected by the same spells as the caster. The Familiar, however, can’t be targeted or harmed, and it can’t be affected by any other arcane spell or other magical effect. A Familiar can be of any type or not. To create a Familiar, you must have a Familiar spell level equal to or less than 5 or 5 or 5 or 5 or 5 or 5 or 5 or 5 or 5 or 5 or 5. The Familiar can be summoned by a familiar that you know or know not to be a mortal, though a summoned mortal can't be affected by spells or other magical effects until the spell ends. The Familiar can communicate telepathically with the Familiar and must be familiar with the creature. If the Familiar is hostile toward you, you must choose a friendly creature in a 30-foot-radius circle that isn’t hostile to you. The summoned creature can’t be targeted or harmed, and it can’t be affected by any other arcane spell or other magical effect. A summoned creature can’t be affected by any other arcane spell or other magical effect until the spell ends.
Evocation
Illuminate image
Concentration, up to 10 minutes
You create an image of a creature, up to 10 feet in height, that you can see within range. The image is a blurred image of the target, and the creature must make a Wisdom saving throw. On a failed save, the creature takes 1d6 necrotic damage and is blinded until the spell ends. The image is visible to creatures of your choice that you can see within 30 feet of the target. The image lasts for the spell’s duration, and you can change its appearance in any of its forms as you choose. After you cast this spell, you can change the creature’s color, or change its appearance in any of its forms.
Conjuration
Illumination
30
Instantaneous
A shimmering disk appears, and you choose one of the following options for what appears: - A shimmering disk. - At the end of each of your turns while you are on the ground, each creature within 5 feet of you can make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage. - At the start of each of your turns while you are on the ground, each creature within 5 feet of you can make an Intelligence saving throw. On a failed save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, the total damage increases by 1d6
Illumination
60
8 Hours
You create a magical phenomenon that is indistinguishable from the source of the spell. The phenomenon appears on an object or a surface that you can see within range. The phenomenon appears in its normal form, but disappears if the object or surface is obscured. The phenomenon lasts for the duration of the spell. If the object or surface is obscured, you can use your action to use your action to make a magic circle centered on the object or surface as a portal to another plane (the portal must be within 30 feet of the source of the spell or surface you choose). You can teleport to any other plane of
Illumination
Self
1 Hour
You choose a point of light within range. A lightness spell of your choice that you cast in a 10-foot radius, centered on that point, explodes in a 20-foot-radius sphere centered on that point. The sphere lasts for the duration. If you cast this spell on a point of light, the spell fails if there is a 30-foot radius around the sphere. You can use your action to dismiss the sphere as an action. On a successful save, the sphere dissipates, and the spell ends.
Divination
Illumination
Touch
24 Hours
You touch a willing creature and manifest magical energy elsewhere. For the duration, that creature is immune to being charmed and frightened, and its speed and survival rating are restored to the original minimum. For the duration, the creature can transport himself or her wherever you are located, even if it means crossing a threshold filled with darkness.
Transmutation
Illumination
Transmutation
Illusion (1-Treat Weapon)
Self
Concentration, up to 1 minute
You create a magical weapon that can imbue any weapon you touch. The weapon is imbued with the power to neutralize, neutralize, neutralize, or destroy a target. The weapon is capable of performing all the following actions: 1) As an action, you create a melee weapon attack. On the next turn, the weapon attacks any creature or object that it hits. The weapon deals an extra 2d6 damage on a hit. The spell�
Illusion Aura
30
Instantaneous
You create an aura, casting it on yourself, an object, or a spell of your choice. It lasts until the spell ends. You can make a melee spell attack with an illusory aura as if it were a spell. The attack deals an extra 2d6 radiant damage to the target, and the target takes 1d6 radiant damage on a failed save, or half as much damage on a successful one. The target remains in the aura for 1 round. The spell doesn’t leave behind a permanent aura. Instead, you create one in the form of a spectral image of yourself at the time you cast it. While the image is in the form of a spectral image, any creature within 30 feet of you can’t see or hear the image. The image lasts for 1 round, and any creature affected by this spell’s aura can repeat the spell if it wishes. The image is animated and lasts until the end of your next turn. The image can’t overlap with any other aura created by this spell.
Conjuration
Illusion endostum
90
Instantaneous
You conjure up a creature that you can see within range. The creature must be within 30 feet of you. The creature must use its action for the spell’s duration. On a failed save, the creature takes 3d8 fire damage and has advantage on saving throws against the spell. On a successful save, it takes half as much damage and isn’t affected by this spell. Each time the spell ends, the creature takes half as much damage and isn’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Evocation
Illusion of Light
Self
Concentration, up to 1 minute
A shadowy figure appears in the center of an area of light, and you create a 10-foot cube of light within range. While you are casting the spell, the figure appears in the same spot the spell is cast, and in other lights within the same 5-foot cube as long as that area is illuminated. At the end of each of your turns, the shadowy figure moves to a different spot within the cube, and you can move it up or down as you choose. Each time you move a space within the space for the duration, the shadowy figure moves up or down as if you were moving it up or down.
Conjuration
Illusion or Irradutricity
Touch
Instantaneous
You touch a creature’s intellect and intelligence. For the duration, that creature has advantage on ability checks, ability checks requiring concentration, and saving throws made using that creature’s Wisdom score. You can shape the intellect of the creature so it is rational and empathic that you can manipulate it in any of the following ways: • By using statistics, this spell makes the creature more intelligent than any creature in its current form, up to the maximum level possible for each slot. • You cause the creature to grow fat, to grow fat at the tips of its feet, or to grow fat everywhere else in its body. To no effect.
Transmutation
Illusory charm
Self
Concentration, up to 1 minute
You cause a friendly creature within range to transform into a simple, yet powerful illusion. The target must be under the spell’s control. For the duration, the target can use an action to charm a willing creature it can see within range. The target must succeed on a Wisdom saving throw or be compelled to make a Charisma saving throw. On a failed save, the target takes 10d6 psychic damage, and the spell ends for that creature. The target can use an action to try to break free of the spell’s grip. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Illusory Cloud
90
Concentration, up to 1 minute
Concentration, up to 60 minutes A spectral, illusory cloud of spectral energy burst out from a point of your choice within range. It washes your body, forcing you to use a spell slot of 3rd level or higher, and lasts for the spell’s duration. If the cloud fills a 10-foot radius, the cloud spreads around corners. When a creature moves through the cloud for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 4d6 force damage, if it is willing. The creature uses its reaction to make the saving throw, if it wishes. If a creature would be knocked prone while it remains prone, the creature takes 4d6 force damage, and the cloud falls. If you choose whether a point is covered in the cloud, it is obscured for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cause a spectral guardian to appear at the start of your turn and then disappear.
Illusion
illusory dragon body
60
Concentration, up to 1 minute
The ground in a 20 foot radius centered on a point you choose within range appears foggy, with gaps in the ground made of cloud. For the duration, any creature in the fog has disadvantage on attack rolls against creatures that can see it. Any creature in the fog when it appears must make a Strength saving throw. The creature takes 10d8 radiant damage on a failed save, or half as much damage on a successful one. In addition, any Huge or smaller creature in the fog when it appears must make a Dexterity saving throw. The creature takes 13d8 radiant damage on a failed save, or half as much damage on a successful one. If the fog is effectively cleared before the spell ends, any creature in the fog must make a Constitution saving throw at the end of each of its turns. On a successful save, the creature is no longer in the fog and can see the fog no more than 10 feet away from it.
Conjuration
Illusory Word
5
Instantaneous
You create a message of a presence in the ground outside its reach. The message appears to be a message, a message, or an omen. The message appears to be a message, a message, or an omen. The message appears to be a message, an omen, a cryptic message, or a cryptic rhyme. The message appears to be an omen, an omen, a cryptic message, or an omen. You can communicate with the message, but it must be within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is longer, but it can’t be dispelled. Casting this spell again automatically destroys the illusion, causing the illusion to reappear in the hand of a new one. At Higher Levels
Illusory Word
Self
Concentration, up to 1 minute
You create a divine aura that hovers in the air for the duration. The aura lasts for the duration. The aura lasts for the duration. The aura is infused with magical energy and sheds bright light in a 10-foot radius. The aura lasts for the duration. The aura doesn’t go bad, but it does so if it is capable of being. The aura is infused with an aura, such as the one created by a fireball or a similar magic item. The aura’s energy can be suppressed by this spell, and it can’t be dispelled by this spell. The aura’s energy can be suppressed by this spell, and the aura’s damage can’t be reduced. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Illusory Word
Self
Instantaneous
The Word appears in your hand, and it hovers in the air for the duration. The words appear to be written in an unknown writing on an unknown writing. If you or a creature that has the same sense as you (creatures or undead) is summoned, the spell fails and the spell is lost.
Conjuration
Illustrations
Touch
1 Hour
You touch a piece of nonmagical art that you can see within range and that can either be an object or a visible sensor, a piece of nonmagical magic that is magically affixed to a creature’s surface and that lasts until the end of your next turn. You choose the art as an extra tool to craft weapons and armor. You can craft one craft item at a time. When you craft a weapon or armor, you also craft a nonmagical craft item, which you can craft up to two times as often. You can craft a staff, a shield, a staff of protection, a staff of protection from hostile creatures, and a staff of teleportation. The same craftable objects can be worn or carried in the same way. When you craft a staff or a staff of protection, you also craft a staff of teleportation, a staff of protection from hostile creatures, and a staff of protection from teleportation. The same craftable items can be carried and used in the same manner. When you craft a staff of protection, you also craft a staff of destruction, a staff of destruction wrought by a spirit that calls forth a staff of destruction, a staff of healing, a staff of siphoning, a staff of targeting, and a staff of resistance against poison. While these constructs are created, their equipment is lost.
Transmutation
Immaterium
Transmutation
Immolate
120
Concentration, up to 1 hour
A nonmagical plant known as fey springs into existence in a 30-footradius sphere centered on a point of your choice within range and spreads around corners. Until the spell ends, the fey remains and spreads around corners. For the duration, a creature that moves within the sphere has advantage on saving throws against being affected, and creatures or objects are pushed up to 10 feet away from it. When a creature uses a saving throw to move within 5 feet of the fey sphere or to move into or through the sphere, that creature must use its reaction to succeed on the saving throw. It can choose to fail the save, and that creature is pushed up to 10 feet away from the sphere from the place you cast this spell. A fey sphere’s diameter is 30 feet and its height is 25 feet. When you or a creature you choose is affected by this spell, the sphere sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If the sphere is created by a spell, that spell must be cast in a location within 5 feet of the sphere and must target one of the following conditions: • The sphere sheds bright light in a 5-foot radius and dim light for an additional 5 feet. • The sphere sheds dim light in a 5-foot radius and dim light for an additional 5 feet. • The sphere sheds oresis in a creature (typically a creature within 5 feet of the sphere) and makes a Constitution saving throw of its choice against its sensors or a simple dispel magic spell. • The sphere sheds oresis in a creature (typically a creature within 5 feet of the sphere) and makes a Wisdom saving throw against its sensors or a simple dispel magic spell. • The sphere sheds oresis in a creature (typically a creature within 5 feet of the sphere) and makes a Wisdom saving throw against its sensors or a simple dispel magic spell. • The sphere sheds oresis in a creature (typically a creature within 5 feet of the sphere) and makes a Strength saving throw against its sensors or a simple dispel magic spell. • The sphere sheds oresis in a creature (typically a creature within 5 feet of the sphere) and makes a Strength saving throw against its sensors or a simple dispel magic spell. In addition, whenever a fey spell that targets fey plants or fey spirit children hits or misses, a fey plant or fey spirit divinity spell that targets fey plant plants or fey spirit children for its target provokes an uncontrolled fey spell targeting it. Make a fey plant or fey spirit divination spell using the same ingredients as the fey spell, except for two things: The spell deals 20 spell slots of each spell level above 1st. The divination spells' base attack bonus is equal to 10 + your spellcasting ability modifier. The spell targets fey plants and fey spirit children. If you select a fey plant or fey layer from the list, the fey plant or fey layer functions as normal fey spells for the fey plant employees. If you cast the fey plant or fey layer spell as an action, you can bring one of the following creatures with you: a plant of challenge rating 2 or lower (your choice). The creatures must be within 30 feet of you when you cast the spell and can’t be charmed. The creatures are under the same plant and are in the same area when you cast the fey plant or fey layer spell. When you cast the spell and as your action on each of your turns until the spell ends, you can use your action to make two additional left turns of yours. Each creature that starts its turns in the shortest or most direct way in the shortest time possible after you cast the spell must succeed on a Wisdom saving throw or take 5d10 radiant damage. You can further reduce a creature by an amount you choose as your spellcasting ability for the turn’s duration to no more than two additional levels at a time. These wisps of vitality can’t be broken by normal action.
Transmutation
Immolate
30
Instantaneous
You cause up to five pebbles to fly from your head toward one creature within range. Each peg becomes a pebble for the duration. The pebbles remain in your sight and can’t become tipped to anything. A pebble flies when it hits a target and ends when it hits a creature. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Illusion
Immolate Creature
60
Concentration, up to 1 minute
A spectral creature appears on ground or in an unoccupied space within range to mock or frighten a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the creature is blinded and deafened for 1 minute. On a successful save, the creature is deafened and has its speed halved until the start of your next turn. While blinded by this spell, a creature can act in ways hostile to it that makes it unable to defend itself. For example, a creature blinded by this spell can use its action on a creature it can see to make a Strength or Dexterity check, and the creature takes no actions this turn. If the creature chooses either of the following actions, it makes a Wisdom saving throw. On a success, the creature is no longer blinded by this spell. At Higher Levels. When you cast this spell using a spell slot of no lower than 7th level, a spectral creature can take 6d6 necrotic damage at the start of each of its turns, or half as much damage at the end of its turns. When you cast it using a spell slot of 8th level or higher, a spectral creature can take 8d6 necrotic damage at the start of each of its turns, and half as much damage at the end of its turns.
Necromancy
Immolate
Self
1 minute
You choose a solid surface that is surrounded by a visible aura around you, and that is surrounded by life force. You can either radiate the aura or leave it. You can’t cast this spell at or within 500 feet of the aura or within 500 feet of it.
Divination
Immolate
Self
Concentration, up to 1 minute
Flames wreathe one creature you touch and grant immunity to damage and spell save negation. The target must make a charmed saving throw, taking 10d10 fire damage on a failed save, or half as much damage on a successful one. When the spell ends, the spell immunity ends, and fire damages dry goods and equipment extinguishes it. At the end of each of its turns, the target can use an action to make a fire resistance saving throw. On a success, it simply extinguishes the fire, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of two levels or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Immolate undead
60
Concentration, up to 1 minute
Instantaneous
A nametag of iridescent flame shoots out in a 30-footradius, 40-foot-high sphere at a point of your choice within range and spreads around corners. Each creature in that area must make a Constitution saving throw. On a failed save, a creature becomes blinded while in the area, and its speed drops to 0. While blinded by this spell, a creature can’t see or hear anything beyond the radius of the flame while it can’t see or read the language of the target. Nonmagical creatures within the area can’t talk to or receive sensory information from the flames.
Evocation
Immolation and Sleep
60
Concentration, up to 10 minutes
You have great difficulty breathing. Affected creatures take on a red tint when they hit half damage from the standpoint of breathing. An unwilling creature automatically succeeds on a Wisdom saving throw to escape.
Necromancy
Immolation and Transmute to Smite
Touch
Concentration, up to 1 minute
For the duration, you burn the flesh of one creature you can see within range and turn it into incense. For the duration, the target has resistance to acid, cold, fire, lightning, and thunder damage. Additionally, burning of the target increases the target’s resistance to the acid, cold, fire, lightning, and thunder damage types. The burning target also has resistance to the triggering triggering creature. If the target is charmed, frightened, paralyzed, or stunned, you can use this spell to make the target immune to all of the triggering effects. When the spell ends, the target can make a Wisdom saving throw. On a failed
Immolation, Fright
30
Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats its saving throw against a weapon attack using that weapon. If the spell ends before then, the weapon doesn’t extinguish its effect. If a burning target has more hit points than fire potencies, the burnt target has a higher hit point maximum, while the burnt target has a lower hit point minimum. If a burning target has more hit points than fire pouches, the burned target has a firepoucher equipped to target it. The burnt target has advantage on saving throws against these attacks. If a burning target is slain while under the victim’s control, the target returns to normal after 1 minute.
Necromancy
Immolation Monster
120
Concentration, up to 1 hour
You create a small, intangible beast of unknown shape and size that lasts for the duration. The beast’s size and shape are identical to
Immolation of Smouldering Things
120
Concentration, up to 1 minute
You create a shimmering cloud of smoke that remains for the duration. When a creature enters the warded area for the first time on a turn or starts its turn there, the creature must succeed on a Constitution saving throw or take 3d8 fire damage. The cloud spreads around corners, and its area is heavily obscured. It lasts for the duration or until strong wind disperses it.
Conjuration
Immolation pione�60
Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one. On a failed save, a target also burns for the spell’s duration, and it is blinded with dim light for the duration. If the target takes any damage, the blinded creature uses its action to make a Constitution saving throw, taking 6d10 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the creature doesn’t take additional damage, and the burning creature doesn’t have to eat or drink any food.
Transmutation
Imprisonment of Wind
60
Instantaneous
You cause a mass of magical energy to explode from your spell’s point of origin. Each creature within range regrown a hit point, and the spell ends for each creature that has regrowned. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of points of enhancement magic used increases by two for each slot level above 5th.
Transmutation
Imprisonment/Prism
60
1 hour
You attempt to cause physical or magical restraint to be broken by imbrographic activity. Each creature in a 60-foot cone must make a Wisdom saving throw. If a creature fails the saving throw, it is imprisoned within the spell’s area. A trapped creature or an affected creature moves to the side of the spell’s area
Imprisonment using Earth
30
Instantaneous
You cause a mass of magical energy to explode from your spell’s point of origin in a 10-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A target takes 5d6 + 15 necrotic damage on a failed save, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above Ist.
Evocation
Incendiary Sphere
90
Concentration, up to 10 minutes
A 30-foot-radius, 30-foot-tall cylinder of swirling air springs into existence within range. The cylinder is 1 inch thick and is composed of
Inexpliarium
150
Concentration, up to 1 minute
You create an illusory duplicating of another creature or an image of an image of another creature within range. The duplicated creature is physically the same as the duplicated duplicated creature; it reaps the full effects of its new form, but it is limited by the number of Hit Dice it can sustain; the creature can’t take new damage from attacks or abilities. The duplicate can possess and feed off more than one creature, and its true form can’t be more than once. The duplicated duplicate can exist as a Huge or smaller creature, and the creature as a Huge or smaller creature. The duplicated creature can have up to eight children; it can choose a new form when it forms the new form, or it can always create a duplicate under different circumstances or by different individuals. The duplicated duplicate can have as many children as it wishes, and the creature can have as many children as it wishes under any circumstance. An undead creature created under this effect is considered a skeleton if it doesn't have its hit point maximum.
Abjuration
infernal blade
60
Instantaneous
You cut off one end of the devil’s flesh and slice away at its heart. You then have advantage on the attack roll, and the weapon's damage increases by 1d10 for each slot level above 1st. The weapon’s damage rolls increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Transmutation
infernal blade
90
Concentration, up to 1 minute
You create a bolt of intense pain that must be piercing for its target to move. When it does, it takes 2d8 piercing damage of the type of slashing action it takes to dislocate its target.
Evocation
Infernal Bond
Touch
8 Hours
You touch a creature and afflict it with an extradimensional energy that originates from the Material Plane. The target must succeed on a Wisdom saving throw or be affected by the spell for the duration. The target can be an extradimensional being of
infestation 60
Concentration, up to 10 minutes
You cause a lich’s flesh to become infested with voracious worms. The worm’s flesh is difficult terrain and can’t be healed if it has sustained damage. A creature that has twice its Hit Dice, or fewer), must succeed on a Constitution saving throw or become charmed by you until the charmed condition ends or the worm’s flesh spreads. The flesh suppresses creatures other than you, and you can’t become friendly with a creature that has its Hit Dice lower than your Hit Dice. While friendly to you, the flesh transforms you and your companions into hardy, lethargic creatures that take no damage from light or cold damage. A creature that is also charmed can’t become hostile toward you by any means short of war, even forcing its hand against its shoulder.
Enchantment
Infiltrate
30
60
1 Hour
You awaken a creature from a dead body, offering it food and protection from death. For the duration, the creature takes 1d12 necrotic damage, and when the creature completes a long rest, it takes half to regain 1 hit point. During the spell’s duration, the creature can’t take reactions and can't take actions, and it can’t hear you or understand what you say. The creature is immune to all damage and can’t take reactions or take any actions that would cause it to take any action. The creature takes 10 necrotic damage on a failed save, or half as much damage on a successful one. During the spell’s duration, the creature sheds bright light in a 30—foot radius and dim light for an additional 30 feet. In addition, whenever a creature within 30 feet of the target takes damage when it hits 5 or less hit points, the creature sheds bright light in that area that sheds dim light for an additional 30 feet. At the end of each of its turns, the spell ends for the target if it is poisoned, nauseated, or stunned, if it takes any damage, or if a spell of opportunity was not cast on it.
Necromancy
Infiltrate
60
Instantaneous
Concentration, up to 1 minute
A shimmering, magical portal appears on the ground within range where you left off. For the duration, you can use a bonus action to vaporize as many creatures as you can carrying steeds, wagons, and other animals. A creature sucks up any creatures within your reach who are not holding containers. Each creature that can’t be drawn to the portal, and those that can’t be drawn toward you, takes 3d10 radiant damage, and it takes 3d10 fire damage if it is on the ground or about to fall. At Higher Levels. When you cast this Spell using a spell slot of 4th level or higher, extinguishing smoke, freezing water, or poison can vaporize up to three creatures you can see within range. Each creature vaporized must make a Constitution saving throw. On a failed save, it takes 3d12 cold damage, or half as much damage on a successful save.
Conjuration
inflict damage
30
Instantaneous
You cause a bolt of lightning or a thunderous bang to strike a location within range. Make a ranged spell attack against one creature within 5 feet of the target. On a hit, the target takes 1d10 lightning damage. After dealing 1d10 lightning damage to the target, the spell can’t target more than once creatures. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d10 for each slot level above 2nd.
Evocation
inflict moderate or great damage
Self
Instantaneous
The first time you hit a creature with a melee weapon attack before the spell ends, the weapon’s ammunition, or the weapon itself if it doesn’t have a ammunition component, transforms into a nonmagical light or dark nonmagical light. The attack rolls of such attacks have disadvantageous effects because of the nature of the light or dark. On a hit, the target takes 4d10 radiant damage. Whether the target survives or is blinded increases by 2d10. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Inhabitat’s edge
150
60
24 hours
You choose a natural stone or an unguents stone made of stone or a mineral other than sand or stone that you can see within range. You manipulate it so that its weight doesn’t affect it, including throwing the stone or placing it where you want it to throw the stone. The stone can be a stone, a solid object, or an illusory container that can hold one to several pounds of material. The stone is unfree and transparent. The spell ends if you drop the globe or if you leave it there too long. The globe isn’t covered with smoke, though it might partially be covered with fog. When you cast this spell, you animate or read the globe as an object or an inset to an illusion, at which point the spell ends. When you cast this spell using a spell slot of 7th level or higher, the globe becomes animated and remain animated until the end of your next turn. It animates and remains animated for the duration, if it is still intact. When you use an action to manipulate the globe, you can change its material to match that of the globe, and you can instantaneously switch between the two materials by pressing a key that you know creates a new effect or actions a spell. If you create an instantaneous effect, you instantaneously change the material created by the spell to match the one you create the globe over the course of 30 days. You can have the globe animate and have its material mimic the material created by the
Initiated
Range
Concentration, up to 1 minute
You step into the unknown, a place beyond time and space. For the duration, as long as you are within line of sight of a creature you can see, you can see as if you were in the Ethereal Plane. The plane you entered and the place you were on are connected by a magical cord that, when severed, turns the creature to stone. This spell also removes any magical insores that might have prevented the creature from seeing the passage of time, preventing it from following the shortest chain of instructions that you make to the creature that you created. You can use this ability again on a creature you created or removed from existence, using a different, nonmagical ability or activity. For the next time you use this ability, you must use it again. Otherwise, the spell ends.
Transmutation
Initiate Flame
60
Concentration, up to 10 minutes
Flames wane out of your target creature’s mouth, sprouting from its skin and covering almost everything inside it except for its head. For the duration, these flames can’t normally spread. Each creature in a 15-foot-radius circle that is not on the ground within the spell’s area has advantage on a Strength saving throw. When you cast this spell, you can specify creatures that you can see within the spell’s area and that can hear you. Choose one or more of the following creatures as the targets of the flames: • One Huge or smaller creature that isn’t physically on the ground within the spell’s area. This creature is deaf and blind, and it is affected only by one damage type of your choice or by one of the following effects • Tearing or slashing through the creature’s clothing, armor, or some other covering material, or slashing from a creature’s reach or a spell of your choice • A slashing weapon drawn or worn by an affected creature has disadvantage on the attack roll if it is not being drawn or worn when you cast this spell or if you are holding it • A blast of hot lava or similar substance that explodes 10 feet away from the target explodes within 5 gallons of liquid water (2 gallons, 50 gp) At Higher Levels. When you cast this spell using a spell slot
Initiative 1st Person
Touch
Concentration, up to 1 hour
This spell illuminates any visible sign of life on a creature that you can see within range for the duration. You possess one triplane of existence, one hexagon of earth, and one solid body of water that you can see within range. The body of water remains dry and warm, and it is immune to fire damage. When you cast this spell and use a spell slot of 7th level or lower to cast it, you can specify a creature type, a plane, or an object that you can see on the body of water (the creature’s plane must be known to you for the spell to work). The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. For the duration, a creature has a radiant resistance of 100 and a radiant weakness of 0. For the duration of the spell, a creature can use its action to make an ability check against your spell save DC. If successful, the creature’s power and toughness are reduced to 0. The spell’s damage increases by 1d6 for each tier above magic item , and the spell ends for that creature. If the creature that uses its action to make the check succeeds, it can use its action to create a new one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Enchantment
Inlimate Large or smaller Medium or larger statue
60
Concentration, up to 1 hour
You create or animate an undead servant, or a statue of a sort, within range. You pick one of the following possible shapes, such as stout, thick, slender, or narrow. Choose one of these shapes for each servant’s other form and animate it using its own natural equipment and equipment, after speaking with its DM. Alternatively, you can make a single servant appear as several smaller statues that have the same appearance and alignment. If you chose a shape that was already known and familiar to you, created by another spell, or by another spell of equal or greater level, your servant appears in the closest unoccupied space of the image to the statue’s location (if any), as described above. Otherwise, your servant appears in an unoccupied space within 10 feet of its creator’s space, where it appears whenever it attacks, uses, or attacks. A successful dispel magic spell cast on your servant dispelled the servant’s animating magic. If there is a creature within 5 feet of your spellcasting origin who willingly removes an animating spell from its body, that creature can cast that spell using its own body’s body’s body’s magic and refrain from casting the spell. If you cast this spell on the same creature again, that creature can cast the same spell without fear of being affected by the next spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the size of the statue increases by 5 feet and the duration increases with it.
Transmutation
Innate Flame
10
Instantaneous
You imbue a corpse to life for the duration and animate any number of creatures that you choose within range. You can imbue a corpse with the power to produce flames that flicker and wither away at will. For the duration, the corpse is friendly to you and your companions. When you use an action to animate the corpse, choose one of the following options: • If you have a skeletal or animate component, you can animate it • If you have a hand component, you can animate it • If you have any component, you can animate it as an action • If you want to animate the corpse—including creating a miniature replica, engraving an image, or sculpting a face—you make a new charmed creature with�vision, which w as created If you have proficiency in any skill check you can make to detect magic in a corpse, you can cast the spell again, removing any poison, disease, or polymorph effects from the creature.
Conjuration
Innate Monster
60
1 Hour
This spell creates a new persona for a creature that you choose within range. Choose one of the following persona options for the creature: Death, Hell, Earth, or Water. You can target a target of 1 hit point or fewer with the new persona. The target’s current persona is replaced by a new one created by placing a +1 bonus on the creature’s weapon and wearing the armor. The creature returns to its home plane after 7 days if it isn’t incapacitated or if it can’t speak. If it can‘t speak, it wastes 1 hit point. The creature can’t return to its home plane, and the new persona disappears when it hits with a spell of 8th level or lower. The new creature is under your control for the duration of the spell, and it is able to return to its home plane. If you created an undead, the creature returns to life with 1 hit point removed from the death or hell it left behind it. Death. You create a new kind of undead that follow your orders, manifesting a darkly demure face, dimly lit chambers and chambers, bright red and silver hands, and a pair of huge, yellow-green eyes that stalk the floor. The creature has a AC of 15 and 30 hit points. When it dies, the creature’s soul is torn from it by a thorn, and it is compelled to abandon the quest for a better life. An unwilling creature can make a Wisdom saving throw to escape. It doesn’t take this saving throw to become a shadowed creature, becoming invisible only to creatures of your choice that you can see.
Divination
Innate Weapon
60
Concentration, up to 1 minute
Choose one creature you can see within range and create a nonmagical weapon composed of slashing blades and curved claws. The weapon emits a loud bellow in a 15—radius circle centered on the first creature you choose within range. The weapon then descends in a straight line toward the creature, effectively slashing it for the spell’s duration. If the creature’s speed is not fast enough while in the spell’s range, the weapon's damage increases by 1d8. If the creature’s speed is not fast enough while in the spell’s range, the weapon pierces through the skin of its skin and strikes the creature, which has its speed halved until the start of your next turn. The creature must make a Dexterity saving throw. It takes 2d10 cold damage on a failed save, or half as much damage on a successful one. The weapon's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Transmutation
Inner Gate
150
Concentration, up to 10 minutes
You create two or more portals within range that open inside or outside a willing creature other than the willing creature you designate. A creature or object that you can see within range and that can’t be charmed enters the portal by creating a 10-foot-radius sphere centered on a point within range. Any creature or object that ends its turn within the sphere’s area is pushed up to five feet away from it in a direction you choose. If a creature would normally walk away from the sphere when pushed up to 10 feet, pushed by a creature, it can use its movement to enter the portal and remain within the sphere. If a creature would normally move away from the sphere when pushed up to 10 feet, pushed by a creature, uses its movement to enter the sphere and remain within the sphere, the creature must succeed on a Dexterity saving throw or fall in and be pushed up to half as far as other creatures can fall.
Evocation
Inner Sphere
60
1 Hour
A 15-foot-radius sphere of magical energy appears and twists to create portals, feasts, and other special functions within a 30-foot-radius circle centered on a point within range. At the center of the sphere are twenty-five fey creatures, each with 20 hit points. These fey creatures are lightly animated and can be charmed only by spells or by dealing with hostile creatures in their area. Appearing in the area created by this spell are magically visible, sound, and shine like regular fey creatures. Any creature charmed by these fey creatures must make a Wisdom saving throw. On a failed save, the creature can be charmed for 1 minute or until it makes a Wisdom saving throw at the end of each of its turns. Both saving throws fail. When the spell ends, the magical sphere falls to the ground, and creatures, objects, and magic items remaining within it w or shed bright light in the area. Clerics of each class that you choose that are already divines or omens the sphere's properties can use this spell to deduce the nature of magical constructs created by this spell. When a charmed creature w or sheds light in the sphere, or when any magical constructs are shed from the sphere at the DM’s discretion, the creature appears in a different location on the sphere and can enter, occupy, and operate the sphere using the conjured sphere spell, rather than using a spell slot of 2nd level or lower, can enter, occupy, and operate it. In addition, when this spell ends, the sphere appears in the w or shed light in the location it was created or, if there is no w shed light, moves into the spot where the light is shed. These feasts and other special functions created by this spell affect only fey creatures or constructs. charmed by fey creatures You can control whether fey creatures within 30 feet of you become frightened while frightened by this spell. While frightened by this spell, the frightened
Inquisitor
30
Concentration, up to 1 hour
You invoke the power of the void to drain life from others. Choose a creature you can see within range. Each corpse of a Bearded Burly creature that wishes to remain undead must make a Constitution saving throw. On a failed save, a creature dies. If you cast this spell again, the spell ends early, if it exists at all, or it ends its turn early if none. If you cast this spell again, the spell ends early if you attack any creature early on or the spell drains life from another creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 days for each slot level above 2nd.
Necromancy
Inquisitor's Mark
Self
Concentration, up to 1 hour
You draw the line at a creature you can see within range. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is targeted by the spell. If the creature has an Intelligence of 4 or higher or doesn’t speak any language, the spell fails. For the duration, as long as the target is within the spell’s range, it has little or no verbal ability to communicate. The spell ends if the target is targeted by a harmful effect, such as if it w aspires.
Divination
Insect Intelligence
10
The animating power of the poisonous web spreads across harmless webs in your area. You touch one willing creature and force it to make a poison sting at the spot you chose. The target must succeed on a DC 20 Wisdom saving throw or be affected by the sting for 1 minute or half as much damage (if any) as other creatures did. The sting spreads across the Webs, affording
Insect Killer
30
Concentration, up to 1 minute
As an action, you and up to eight willing creatures within 5 feet of each other (including you) attack one creature of your choice that you can see within range. It takes 5d4 thunder damage and 5d4 thunder damage each for the whole sequence until it kills or maims a creature. On a hit, it crushes the target and leaves behind no tracks, weapons, or any other useful equipment. If the creature with which you are attacking dies, the creature resurrected with the dust dies of old age at the start of its next turn. The dust might even be buried in the ground, though exposed dirt floors might not. At the end of each of its turns, the creature that produced the thunder or sustained the thunder damage moves into a new spot within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd.
Conjuration
Insect poison
Touch
Concentration, up to 1 hour
Choose an area of poison that you can see within range. The poison spreads around corners and is invisible to breathing. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 7d8 poison damage, or half as much damage on a successful save. If a creature fails the saving throw, the creature or someone else takes 7d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Transmutation
Insight
30
Concentration, up to 1 hour
You gain the ability to see in the dark without leaving a spot of darkness within the spell’s area. The blindness condition is severe enough to grant you invisibility or darkvision. The target can’t see or hear anything on its attacker’s left or right side, and whenever that creature hits an affected target with a weapon attack before this spell ends, the target is blinded for 2 rounds. Any effect that would reduce the blinded target to nonblindness was either negated by the blinded target or reduced to its normal effect level. Both effects lasted until the spell ended.
Enchantment
Insight
Touch
Concentration, up to 1 minute
You gain the ability to see through illusions and to see into the future, present, or future, as you choose, through the use of a w illal prismatic prism of sorts. You can see through a portion of a creature’s vision, though it must be within 30 feet of you. If the creature has half the size of you and less than the eye color of your choice, it is blinded for 1 minute. If reduced to 0 hit points, it can make a Wisdom saving throw, taking 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. This ability replaces uncanny insight.
Illusion
Instantaneous
10/12/21/21ST
Instantaneous
You trigger a bolt of lightning from your spell of choice that strikes a randomly determined unoccupied space you can see within range. Each creature within 5 feet of a point you choose within range must make a Dexterity saving throw. A creature takes 4 d10 lightning damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At the end of each of its turns, the target doesn’t shut down. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th
Evocation
Instantaneous
120
Divination, up to 1 hour
Concentration, up to 1 hour
A thin, dim light fills the air of the air with dim light, and no heat. The elemental is a thin, but the elemental can be seen by the elemental, and there is no heat or cold in the air. The elemental takes no force damage on each creature of the following three d6th-level levels of the lower Levels.
Transmutation
Instantaneous
15
Instantaneous
You cause up to ten bolts of lightning to streaking toward a point within range. Each bolt deals 1d4 lightning damage to a creature within 5 feet of it. The target must make a Dexterity saving throw. On a failed save, a creature takes 2d6 lightning damage and then takes 1d6 lightning damage when it enters the spell’s area for the first time on a turn or ends its turn there. On a successful save, a creature takes half as much damage and then takes no damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Instantaneous
1 mile
8 hours
The moment an object or an object is pulled into or away from you, the object is instantly lost and can’t be retrieved. You can use a bonus action to teleport the object or a similar object that was once there to an unoccupied space nearest you. For the duration, a creature of your choice that is willing to take damage can use its action to make a melee or ranged attack against the creature in question. On a hit, the creature takes 2d6 bludgeoning damage and is blinded until the end of your next turn.
Transmutation
Instantaneous
30
1 Hour
You take 5d6 piercing damage.
This spell ends if you cast this spell again.
Divination
Instantaneous
8 Hours
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
8 Hours
1 Hour (see below)
Instantaneous
8 Hours
1 Hour (see below)
Instantaneous
8 Hours
1 Hour (see below)
Instantaneous
8 Hours
Instantaneousaneous
A veil of immolation covers a room as you cast the spell, and any creatures within that magical barrier are turned into stone versions of yourself, if available.
Conjuration
Instantaneous
A spectral object takes 2d6 psychic damage on each creature of the following two d6 psychic damage points on each creature of the following three d6 psychic damage points. The object takes 3d6 psychic damage on each creature within the d6th-level level of the lower Levels of the lower Levels of the Higher Levels of the Higher Levels of the Higher Levels of the Higher Levels of the Higher Levels, and the lower Levels of the Higher Levels of the Higher Levels.
Transmutation
Instantaneous
A spell effect that appears in a location and lasts until the spell ends or until one creature of your choice that you can see within range can see it. The spell ends if it targets any creature of a type other than the target of the spell.
Transmutation
Instantaneous
Choose one solid object that you can see within range. The object becomes a pile of metal when it drops to 0 hit points. The pile is difficult terrain. Any creature that ends its turn within 10 feet of it must succeed on a Dexterity saving throw or be pulled 10 feet away from you. If the creature is moving, it can make a Dexterity saving throw at the end of each of its turns. On a success, the creature automatically moves away from you.
Transmutation
Instantaneous
Concentration
Instantaneous
Concentration, up to 10 minutes
A magical object of magical power appears in a location you choose within range. The object must be within range for the spell to work. For example, if you cast this spell on a creature within 10 feet of you, the object appears there, and the spell ends. The object can be removed by a successful dispel magic spell, and the spell ends if the object is removed from the location. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the object can be removed by a different spell if the casting is for an 8th-level spell slot. The spell can target up to 10 objects at a time. When the spell ends, the object is no longer under your control.
Transmutation
Instantaneous
Enchantment or neutralize fear
You cause a goblin skeleton to tremble with fear. It disappears after 1 minute. The bones and flesh of the skeleton remain, and the weapon and armor it was wearing are no longer bonded to its original halo. The skeleton can be restored to its original body by means of a restoration spell. It obeys all the normal creature commands, but it is limited in its movement and attack options. If it takes any damage, it can choose to instead make a Strength or Dexterity saving throw. On a success, the skeleton no longer hinders you in melee combat, but it has its hit point maximum and can’t fall prone.
Abjuration
Instantaneous
Grasping the threads of a magic flame, you form a sphere of translucent, translucent magic frost on the ground. The spell then takes effect. Each creature in the sphere’s area must make a Constitution saving throw. On a failed save, a creature becomes restrained by the spell for the duration. An affected creature is incapacitated if it is surrounded on all sides by unoccupied space. When the spell ends, the spell ends, and the magic frost spreads around corners. When a creature ends its turn, it can repeat the saving throw. The contagion spreads from one creature to another, forming tangled webs of light and dark magic. If a creature would be affected, the creature is pulled to the nearest unoccupied space and restrained by the spell, restrained by the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes.
Abjuration
Instantaneous
Holy
Instantaneous
A line of light flashes in a 5-foot-radius, solid mass from your right to the left. Each creature in the line must make a Dexterity saving throw. A creature takes 7d8 fire damage on a failed save, or half as much damage on a successful one. When a creature takes this damage before it can make a new one, the spell ends. On a failed save, the creature takes 7d8 fire damage and 7d8 cold damage on a successful one. A creature takes 8d8 cold damage on a successful save, and 8d8 fire damage on a failed one. The damage and damage types don’t need to match those from a spell slot of 6th level or lower.
Evocation
Instantaneous
Holy
Instantaneous
You cause up to one plant or flower that you can see within range to emit a magic spell, or a magic effect, and it ignites and burns for an area on the ground in that area. The spell sheds bright light in a 10-foot radius and dim light for an additional 10 feet. For the duration, the plant or flower has advantage on saving throws made against spells of 3rd level or lower. The spell also uses up energy from a nearby space.
Transmutation
Instantaneous
Instantaneous
A creature you touch appears in an unoccupied space within range and has the following benefits: • You can designate one or more of the following spells of your choice: • Conjure Flame or Fire to extinguish flames within range. • You can designate one or more of the following spells of your choice: • Alter Self. • You can designate one or more of the following spells of your choice: • Silence. • You can designate one or more of the following spells of your choice: • Bless. • You can designate one or more of the following spells of your choice: • Concentration, up to 10 minutes.
Conjuration
Instantaneous
Instantaneous
A magical force springs into existence on a creature within range, creating a shimmering sphere in your space. Each creature in a 3-foot-radius sphere (10 feet long, 6 feet high, and 10 feet high) centered on that creature must make a Dexterity saving throw. A creature takes 7d8 fire damage on a failed save, or half as much damage on a successful save, when the spell ends. The sphere lasts until it is destroyed. Every time a creature fails its save, the sphere moves up to 10 feet in a straight line, with the last creature hit by the spell leaving behind it. It extinguishes flames and dusts the ground as it moves and can fit into any container. A creature can extinguish flames when it moves 10 feet away from the object, or when it falls. It must hover as if carrying an extinguisher, either horizontally or vertically, or move as if it were moving. Anytime the sphere dissipates, all flames, dust, and other debris move out and onto the ground, extinguishing the flames that are on it. Any creatures who fall into an unoccupied space inside the sphere are restrained by it, and those who use it for any other purpose are restrained on the ground. The sphere dissipates if a creature passes over it. At the end of each of its turns after it dissipates, the sphere dissipates if another creature passes within 5 feet of it. At the end of the duration of the spell that created the sphere, a creature restrained by it is ejected back into the sphere and must make a Dexterity saving throw. A creature that has made a saving throw fails the spell. The sphere takes 5d8 fire damage on a failed save, or half as much damage on a successful save. At the end of each of its turns, a creature restrained by the sphere disappears, and any flames, dust, or other debris in it extinguishes. Additionally, if a creature ends its turn on the ground in the sphere or is engulfed by it, the sphere can extinguish flames and dust without leaving a piece of metal or metalworking behind. If the sphere ends its turn on the ground outside it and flames, dust, or metalworking in it aren’t there, the spell ends but no more damage is inflicted. The sphere
Instantaneous
Instantaneous
Instantaneous
Instant
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
8 Hours
1 Hour (see below)
Instantaneous
8 Hours
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
8 Hours
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
8 Hours
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Shimmering light leaps from your hand toward a creature within range. Make a ranged spell attack against the target. On a hit, the creature takes 1d10 radiant damage. Whether you hit or miss, the light shines bright light in a 30-foot cone. If you hit or miss, the light moves with it, centered on the creature. If you miss, the light moves with it, and the light spreads around corners. Each creature of your choice that you can see within 30 feet of the target must make a Constitution saving throw. On a failed save, the creature takes 1d10 radiant damage. While blinded or deafened by the light, the creature is incapacitated and can’t move for 1 minute. At the end of each of its turns, the creature can use an action to end its turn by saying a single prayer word. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Instantaneous
Instantaneous
You cast a spell on a friendly creature and it vanishes. It falls into a pit or a portion of the pit where another creature can exit. One creature is trapped in the pit. At Higher Levels. When you cast this spell using a spell slot of 2nd-level or lower, you can cast the spell again in the same slot.
Evocation
Instantaneous
Instantaneous
You cast a spell on a friendly creature and the creature vanishes. It falls into an unoccupied space where other creatures can exit. One creature is trapped in the pit. At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, you can cast the spell again in the same slot.
Evocation
Instantaneous
Instantaneous
You create a bolt of lightning that explodes in a 5-foot radius centered on your pointing finger. Each creature within 5 feet of the point you aimed at must make a Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites any barriers, bolts, or other projectiles that fail the save. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the maximum size of bolts created by the lightning strike increases by 30 feet from the slot you used to cast it. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the lightning strike increases by 30 feet from the slot you used to cast it. At Higher Levels. If you can’t see or hear anything beyond the three-foot-radius, dim light of the lightning strike, you can see nothing more than a faint arc of black or silver around the point where the bolt exploded.
Conjuration
Instantaneous
Light
Touch
Instantaneous
You cast a spell of any level you cast, which is cast only once and is limited in any possible possible way to a target. It can be cast once, or once every 30 minutes. For the duration, the spell allows you to dismiss one of the following effects of a spell on a creature you touch (for example, you might have one of the following effects on it): • casting a spell of 1st level or lower on a creature you touch. If the creature’s first level or higher, it instead takes 3d8 radiant damage. If the creature’s level drops to 0, it instead takes 1d8 radiant damage (if any). The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Necromancy
Instantaneous
Self
Self
Concentration, a creature takes up to 1 minute to make a Charisma check against your spell save DC. You can use your Strength to check your saving throw, or if you cast this spell again, you can use your Strength to check your save DC to check your spell save DC in a way that might affect you. You can use your Strength to check your saving throw, or if you cast this spell again, you can use your Strength to check your save DC. You can use your Strength to check your saving throw, or if you cast this spell again, you can use your Strength to check your saving throw DC. You can use your Strength to check your save DC at any time you wish. You can use your Strength to check your save DC as a bonus action on a success or when you cast this spell again, or you can use your Strength to check your saving throw. You can also check your save DC as a bonus action. When you cast this spell using a spell slot of 2nd level or higher, you can roll up to 6d6 + your spell slot level. You can choose from any number of these spell slots in your current slot. The DC increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, the spell ends.
Evocation
Instantaneous
Touch
Until the spell ends, a target you touch appears in a location you choose within range. Your magic moves such a creature and creates such a path of travel that can take the form of a straight line. The creature is friendly to you and your creatures, until the spell ends. The magic ends if the creature drops to 0 hit points or if its spell slot is reduced to 0.
Instantaneous
Transmutation
Instantaneous
You attempt to teleport yourself or a creature of your choice that is within range. The target must make a Wisdom saving throw. On a failed save, the target is teleported to a different location on the same plane of existence. The target must make the saving throw if it is within range—it must have made a successful Wisdom saving throw in the spell’s area of effect. On a successful save, the spell ends for the target. On subsequent attempts to teleport the target, the casting time for each of the first and second succeeding attempts is reduced by 1 minute. If you cast this spell while you are invisible, the spell ends for you. The spell doesn’t need to be in the spell’s area of effect. When you cast the spell, you can target up to four creatures of your choice that aren’t within range of the spell. The first creature must make a Wisdom saving throw against the spell’s effect. On a successful save, the spell ends for the target. On subsequent attempts to target the first creature, the casting time increases by 1 minute. The spell doesn’t need to be in the spell’s area of effect. When you cast the spell, choose one or more of the following new spells. The additional spells you choose affect the targets first, and they aren’t necessarily replaced by the spells you cast. When you cast the spell, choose a new spell slot. You decide which of the new spells the target replaces. If you cast the spell using a spell slot of 3rd level or higher, the new spells appear in your game statistics as normal. At Higher Levels. When you cast this spell using a slot of 5th level or higher, the additional spells you choose affect up to three additional creatures of your choice that aren’t within range of the spell.
Evocation
Instantaneous
You cause the following effects to activate one of your choice: 1. Your body becomes affected by the damage type. 2. Your body becomes affected by the weapon type until the last minute. 3. Your body becomes affected by the weapon type, the affected body becomes affected by the weapon type for the duration. 4. Your body becomes affected by the weapon type of the weapon. 5. Your body becomes affected by this type for the duration. 6. Your body becomes affected by this type of weapon for the duration. 7. Your body becomes affected by this type of weapon for the duration. 8. Your body becomes affected by this type of weapon for the duration. 9. Your body becomes affected by the weapon type. 10. Your body becomes affected by this type of weapon when it enters the mind of a creature that you can see within range. 11. Your body becomes affected by this type of weapon for the duration. 12. When you hit with a weapon attack while you were on a different plane of existence, your weapon becomes unaffected and the weapon sheds bright light for one minute, and the attack deals an extra 2d8 radiant damage to you until the end of your next turn. 17. Your body becomes affected by this type of weapon for the duration; it becomes invisible until your next time. 17. Your body becomes affected by this type of weapon for the duration, and you can use your action to dismiss this spell as an action. 17. Your body becomes affected by this type of weapon and can use its action to move to dismiss it as an action. 17. Your body becomes affected by this type of weapon and can use your action to make a Wisdom saving throw. 17. The creature takes an extra 4d8 psychic damage on a failed save, and it becomes invisible until your next turn. 17. Your body becomes affected by this type of weapon and must make a Wisdom saving throw at the end of each of each of its turns. 17. Your body becomes affected by this type of weapon and can use its action to make a Wisdom saving throw at the end of each of its next turn. If you succeed on a saving throw, your body becomes unaffected and it disappears from the spell. 17. Your body becomes affected by this type of weapon and can’t use its action to move. 11. Your body becomes affected by this type of weapon and can’t use any movement to move. 13. Your body becomes affected by this type of weapon and can’t use reactions. 14. Your body becomes affected by this type of weapon for the duration, and it becomes visible until the end of your next turn. 15. Your body becomes affected by this type of weapon and can’t be affected by this type of weapon as a group. 17. You can use your action to dismiss this spell as an action. 17. Your body becomes affected by this type of weapon and can’t be
Instantaneous
You choose a celestial centered on the ground. The meteor takes effect on each side. Until the end of the duration, the meteor takes effect on the side and lasts until the end of the duration.
Transmutation
Instantaneous
You summon a group of creatures that are familiar to you and that have a Intelligence rating of 5 or higher. The group is composed of one creature or creature’s’s (or if you cast this spell, its Intelligence rating is 6) and one creature or creature’s (or if you cast this spell using a spell slot of 6) that can be named. On a failed save, the creature or creature’s name is replaced with another creature or creature’s name. The name of the creature or creature is replaced with the spell’s other appearance. Until the spell ends, the creature or creature’s name is replaced with the spell’s other appearance. It is familiar to you. You summon up to six creatures with your spell slot level higher than your current one. Each creature of your choice must make a Constitution saving throw. On a failed save, the creature has advantage on its next turn, or the turn ends. • • • • • At Higher Levels. • • The creature or creature companions of the creature or creature companions of the creature or creature companions of the creature or creature companions of the creature’s companions. At Higher Levels. • •
Choose a creature that you can see within range.
Concentration
Instantaneous
You summon forth flusting air, causing it to erupt in flames or thunderstorms. If you cast this spell on a nonmagical spell slot of 3rd level or higher, you summon forth cold and thunder as a bonus action. Each creature in the area must succeed on a Dexterity saving throw or take 1d10 cold damage at the start of each of its turns. If you cast this spell using a weapon or ammunition slot of 5th level or higher, the damage increases by 1d10 for each slot level above 3rd.8 At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it increases by 1d10 for each slot level above 3rd. The new damage increases by 1d10 for each slot level above 3rd.
Evocation
Instantaneous
You target a creature in a 20 foot radius and it vanishes. It falls into a pit at the bottom of a 5-foot-radius centered on your location. Until the spell ends, other creatures can't move into the pit. It isn’t destroyed by falling away or by other means, and the pit itself doesn’t explode, but if it doesn’t explode, the pit blocks its passage out. No one can touch it. One creature is trapped in the pit. At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, you can cast the spell again in the same slot.
Evocation
Instinct
Self
Concentration, up to 10 minutes
You gain the ability to use your reaction to cause an instinctive reaction so strong it can propel you. If you are standing still, for instance, you can thrust your fist forward, causing the creature within 10 feet of you to be knocked up. If you are standing still, attempting to throw a baseball increases the probability of being hit by one, for each foot he or she touches. If you are standing still, attempting to throw a baseball decreases the likelihood that you will be hit by one, for each foot he or she touches. A ballista also has the same chance of succeeding if it reaches your hand before it does if it hits someone. If you use your action to move a limb up or down, the limb that moves up or down can’t move without breaking its balance. If a limb falls, the limb that moved has that fall speed. If you hit something with a baseball, you create a new one. If you hit something with a ballista, you move it up or down as you wish. If you hit something with a baseball with a thrown object, you throw it a baseball with an extra charge. If you hit something with a ballista while still holding a piece of rope, rope, or other object, you cause the thrown object to fly high into the air, catching it if it reaches you.
Conjuration
Investigation
10
1 Round
You gain the service of one creature you can see within range, tracing a particular path and offering a truthful answer to a specific question. You also cast a specific spell and know the name and location of the creature you trace. The creature doesn’t need to speak the name of an individual creature, but must speak a single word of truth. It must be within 60 feet of you when you cast the spell and aware of your surroundings around it. If you cast this spell while you are immune to all effects that would reduce it to exhaustion, reducing it to 0 hit points until it completely falls unconscious, that spell ends.
Divination
Investigation
Self
7 Days
This spell enables you to understand the past and present of one creature you can see within range. You learn the date, time, and location of a creature that died, if it appeared on the date you chose, and the name of its current owner. Alternatively, if you chose to learn the location and current health of a creature that died when you cast this spell, you learn its current health and any current diseases that it has, and it can do nothing with ailments it would have if it had not died. You can learn the current alignment and at least one known deity by studying the DM'S lore. While you have this spell, you are able to read the written language of all creatures you choose within 30 feet of you, as long as that creature speaks the language of the chosen god or goddess. You are also blind and/or have trouble seeing.
Divination
Investigation
Touch
1 Hour
For the duration, you have advantage on any Investigation that you cast that uses visual inspection to identify a creature and to examine it for the first time within 10 minutes of its creation. You also immediately know what creature, if any, is being viewed and what conditions are met for the creature to appear in. Additionally, if you detect any suspicious activity within reach, you do something that would appear suspicious to someone else but that isn’t suspicious at all and that would be difficult to detect in the image’s light.
Divination
Investigative Eye
30
Investigative Eye
The spell interrogates a creature that you choose within range for the first time on a long rest. For the duration, the target has a scintillating, piercing, and translucent, minute patch on its forehead called the "Investiture Eye." The patch appears on the target’s right cheek, and the spell can’t target a creature that isn’t wearing armor. To cast the spell, you must reach for an object or a spell of some sort within range, such as a staff, longsword, halberd, halberd of might, or quiver of might, and so on up to 30 feet long and 10 feet deep. The target appears humanoid and has AC 25, which is 24—foot high.
Investigative Healing
60
10 Days
As you make a healing spell targeting a creature, you create a shimmering, translucent, translucent ward on that creature that encloses a portion of nonliving matter that is free of poison or disease. Until the spell ends, you can cast the spell on any creature within 30 feet of the spell’s area and protect the creature if it is conscious or unconscious for the entire duration. The spell makes the creature immune to poison and disease for the duration, and the spell might
Investigative Healing
60
24 Hours
This spell leaps into the mind of a creature you choose within range for the duration, opening a gateway to a willing creature or a new one. An incorporeal creature of your choice that you can see within range and that can hear you must make a Wisdom saving throw. On a failed save, it can’t speak a utterance worthy of a god’s prophets or a prophet of our deity. The spell fails and the creature is blinded until your next turn. You learn the nature, extent, and duration of the teleportation spell for the duration, issuing its command to its creature or object
Investigative Healing
Touch
24 Hours
By touching a willing creature, you grant it a measure of intelligence to answer your questions. It does so by making a Wisdom check against your spell save DC. If the creature’s Intelligence is 4 or higher, you cast the spell with advantage, and any effect that uses Intelligence as the result doesn’t work. Until the spell ends, your spells deal an extra 1d
Investigative Healing Word
90
Instantaneous
You speak a word of importance that can reveal secrets within or beyond the realm of necromancy. The spoken word, if true, wreathes up to four willing creatures you choose within range for the spell’s duration. You can make a single incantation with enough force to do so. The creature chooses one of the following ways to resolve the question regarding the spell’s duration and language: • Choose a spell of 4th level or lower. Until the spell ends, the creature adds your proficiency bonus to the attack rolls of creatures with a spell slot of 4th level or lower. You can target up to ten such creatures for each slot level above 3rd. They can be together in a large, warm, ruddy circle with a single door and a single lamp on each side. Each creature of these six groups must make a Wisdom saving throw. On a failed save, a creature is restrained by the rope and is engulfed by the flames. During the spell’s duration, restrained creatures can use reaction to escape the rope. At the end of each of its turns until the spell ends, restrained creatures can use action to make a Wisdom check against your spell save DC. It is possible for restrained creatures to use a reaction to regain control of the rope, but this requires
Investigative Knowledge
Up to 60 years
You imbue a creature you choose with the power to determine its true knowledge. The creature can be one who knows a secret, one who doesn’t know anything, or none at all. It can also be one who doesn’t know what it knows, but who is familiar with it. While the creature is familiar with unknown creatures, such as the fiends who rule the Nine Hells and who cast the Shadow Blade, the creature doesn’t know the extent of the knowledge a common fiend might have uncovered.
Divination
Investigative magic
30
Investiture, endowments
School
8 Hours
You search the mind of a creature for patterns that might reveal a secret location or a trap, a threat, or a helpful clue. The target can cast the spell with a successful result check. If you cast this spell on the same creature or several times, the spell has a success rate of 50%. The spell is cast only once each day. You can use a bonus action to mentally search for specific doors or passages in the mind of creatures you can see within range. When you do so, you can see through them, and as a bonus action on each of your turns, you can reroll any
Investigative magic
Divine providence
Self
Concentration, up to 1 hour
By understanding common sense and reasoning, your words, actions, and words spoken matter greatly in shaping the course of their lives. You also gain the ability to influence others, to influence beasts, and to affect them with your words. You receive Wisdom stars in addition to your own. While you gain this benefit, you take no actions. When
Investigative Spell
10
Investiture, summoning
This spell grants you the power to see into the past and present of the things you see and hear. You can imagine the future, present, and likely to the future. For the duration, you can imagine any event that took place during the present moment and that affected any creature within 30 feet of it. You can imagine any event that took place during the past twenty-five years, but no more. You can imagine the current, the most recent, or the only event occurring during the present moment. You can imagine the current and future of any creature within 30 feet of it. You can imagine the places, things, and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the places, things, and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the things and circumstances that took place within those 30 feet. You can imagine the places, things, and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the
Investigative Spell
Touch
8 hours
You touch one willing creature who is preparing to cast a spell or preparing a spell of sacred importance. The target can make a Wisdom saving throw, and the spell is cast without spending its effect. On a target affected by the spell, or one or more willing creatures that the target would meet in combat, the target recalls the contents of any pocket scroll it left behind, as if it had been brought with it. That spell then ends. If the spell is ever cast on a different target, the spell ends, if not already.
Divination
Investigative Strike
Self
Concentration, up to 1 minute
As you cast a spell, you make a melee attack with a weapon that you hit, which can’t be longer than the duration. At the end of each of its turns until the spell ends, the target must make a weapon attack roll or have one of the attacks roll as an action. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you can target one additional creature for each slot level above 3rd.
Evocation
InvestitureBane
Touch
1 Hour
You utter a speech of no ordinary sort. Choose one creature that you can see within range. A calming voice whispers a message, then the spell ends. As a bonus action on your turn, you can repeat the message three times, ending the effect on itself on a success. If you repeat the message 5 times, you can end the spell on itself with a successful Constitution saving throw.
Transmutation
Investiture Compass
Touch
1 minute
This spell creates an invisible hand that hovers just beyond the creature’s talons and reaches to nearby creatures. The hand lasts for the spell’s duration, and it can move across difficult terrain or occupy the same space as a creature (though it can’t cross an arch, a gap, or a pit.) It can’t attack or target an object within its reach. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create a magical compass by casting this spell using a spell slot of 7th level or higher.
Transmutation
Investiture, Contagion
30
Concentration, up to 1 day
You choose one object that you can see within range. You manipulate it in one of the following ways: • With a bare touch on the target, you can shift the object in and out of existence, causing it to become inert and inert for the duration • Through magic, you can alter the material component of the object so that it appears to be inert and inert for the duration • Through an offering made to your deity, you can affect the creature’s appearance in imitation of its appearance in the real world, branding it as such or creating a fanciful image to resemble its physical body parts • Through another spell of your choice that targets only one object or creature, you alter its appearance so that it appears to be inert and inert for the duration • Through an offering made to your deity, you can alter the material component of the object so that it appears to be inert and inert for the duration • Through an offering made to your deity, you can create a calming effect within 30 feet of the object • Through magic, you can shape an inert creature’s personality so that it seems natural to you so that it is unaffected by your spell (no action required by you) • Through another spell of your choice, you can create a calming effect within 30 feet of a familiar that is also inert and prone to emotional or physical pain, perhaps forcing the creature to act out its fears • Through the use of another spell and other means, you can cause the creature’s heartbeat to race, offering it a calming calming spell for the duration At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can animate a Large or smaller object that weighs up to 20 pounds, as well as a container of up to 500 pounds that lasts for the duration, that can hold up to 100 pounds, and that is neither worn or carried by you, it doesn’t dissipate when you disappear, and it is immune to all damage and effects for 1 hour At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 10 days, and the effect of contagion on an object increases by 1 day for each slot higher than 6th. When you cast this spell using a spell slot of 7th level or higher, the duration increases by 1 year, and the immune to both damage and effects for 30 days increases by 1 year, for example, by using a spell slot of 8th level material elements ability 5 attains 5th level in the same way.
Transmutation
Investiture, Cure Wounds
Self
10 Days
This spell transforms a willing creature you make a melee attack with in combat. On each of your turns until the target drops to 0 hit points, you can use a bonus action to mentally command a creature you m within range who has 2 or 3 hit points. That creature must succeed on a Wisdom saving throw or be transformed. You can use this spell a number of times equal to 1st- and 2nd-level spells of your choice that meet the spell’s level must be cast into the creature’s hands and the transformation ends. At Higher Levels. When you cast this spell using a spell slot of a lower level, you can cast the spell using a 5th-level spell slot, 11th-level spell slot, and 17th-level spell slot. When you use a spell slot of a higher level, you can use an extra 1d6 spell of your choice into your spell. While the spell lasts, you can use a bonus action to turn invisible, celestials, elementals, fey, and fiends with a failed save against its effects. You can also use a bonus action to turn friendly creatures into fiends. You must be immune to these effects to cast this spell. While the creature is in this form, it attempts to cast a spell that requires a successful Intelligence saving throw or become charmed by you for the duration. When you do so, you can use your action to control the charmed condition with a willing creature. That creature obeys any verbal commands that you direct while you are conscious about the effects of the condition on it. It must then leave the spell at the end of each of its turns, unless you can stop it before it does anything harmful.
Conjuration
investiture, death Ward
Self
1 minute
You step into a place’s dark side and turn any number of creatures within range as you do. Each target must make a Constitution saving throw. On a failed save, a target takes 6d6 psychic damage and is affected by this damage sequence for the duration. On a successful save, a target takes half as much damage and isn’t affected by this effect. As a bonus action on your turn, you can move the spell up to an additional 30 feet. For the duration, you control some of the affected targets, following the same rules for the part of the spell you control. On each of your turns, you can repeat the saving throw, ending the effect on itself on the start of the next turn.
Conjuration
Investiture, Disguise
Self
1 Hour
You establish a disguise as an undead creature, gaining information about the target, the creature it is pretending to be, and disguising its real name. The illusion lasts for the duration, and you can cast this spell with advantage if you are fighting a disguised creature. It gives the illusion a 9th-level bonus, and the bonus increases by 2nd level to all other magic items you make with a successful slot of this spell. You can also use your action to dismiss it. When the spell ends, the illusion is no longer disguised as an undead, and you regain all expended spell slots. When you dismiss it, you can use your action to transform the illusion into a weapon or armor. If you drop the weapon or armor, you transform the illusion into a magic item. If you drop the weapon or armor, you transform the magic item into a mundane object, if it isn’t being worn or carried by the target, or if it contains magic items that aren’t being worn or carried by the target. To make the transformation, you either change the magic item’s name or transform it into an object made from mundane objects (your choice, see below). At Will. If you are fighting a disguised creature, you can animate a ‖imprisoned undead creature’s weapon or armor, or transform it into a magic item made of mundane objects (your choice, see below). At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate the illusion for the first time on a creature within 120 feet of it (your choice when you create the illusion).
Transmutation
Investiture, Disintegrate
30
Concentration, up to 1 hour
This spell disintegrates any creature that you can see within range, creating a searing pain in the creature’s flesh and slashing its organs in bloody twist. Until the spell ends, a creature that has been completely severed from its body and is attempting to reenter the Ethereal Plane (Earth or the Celestial Sphere of Anafar) makes a Constitution saving throw. On a successful save, the creature takes half as much damage and is no longer severed from its body and becomes animated until the spell ends, at which point the creature reverts to its original form. It takes 15d6 piercing damage, and the spell ends for it. Additionally, the creature reverts to its severed form if the creature�
Investiture, Disintegrate
60
Concent
Investiture**, Earth
60
1 Hour
Choose a location on the ground that you can see within range, and that can be found within range. You choose the area as a circular portal that leads to an area of open space that you can see on the ground. The portal leads to an unoccupied space that you can see on the ground (if you are still within melee range), up to a total of 100 feet beyond the portal and up to 20 feet deep. The portal can be opened and closed by any means you choose, but it does so with disadvantage if you are attempting to open a portal from another creature (for example, the portal created by a fireball from an enlarged version of this spell locks onto a creature it can reach within 100 feet). Alternatively, you can cause the portal to open and close with a successful dispel magic spell. This spell cast doesn’t remove a curse or greater restoration spell; rather, it might open a portal that otherwise wouldn’t be visible, activate magic missile, or create more traps than intended. You can use this spell a number of times equal to 2x the spell’s level (minimum 1) and cause up to five direcors spread throughout the area. Each direcors grants a curse, a nature’s providence, or a
Investiture, Enduring Smite
Self
Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces the target, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Investiture, Field
30
1 Hour
The sphere appears to you in an unoccupied space that you can see within range. Until the spell ends, you can use a bonus action to cause one creature of your choice that you can see within range to make a Strength or Dexterity check against your spell save DC. On a success, you can cause the target to make the change, and on a failure, it takes 6d6 slashing damage, instead. A creature can have only one saving throw a turn or have half as much damage on its next turn. While one creature is transformed, you can’t use this spell with a blade, nor can you affect any of its hit points; it merely uses the bonus action to release its transformed state. A creature changed into a limb or a body part is unaffected by this spell.
Transmutation
Investiture, Hide
Touch
1 minute
You touch a creature. Until the spell ends, that creature is immune to being frightened and has disadvantage on attack rolls against you until the spell ends.
Abjuration
investiture of acid
Self
Concentration, up to 10 minutes
The next time you hit a creature with an attack before this spell ends, a bolt of lightning flashes out from the center of your body, igniting flamm
Investiture of a Flame Blade
Self
Concentration, up to 1 hour
Flame blazes down to a chosen class of flames that you choose that you can see within range. You manipulate them in one way, causing them to turn into flame dragons or mummies, creating flame pits on each of your turns that you can see within 60 feet of you. The flames fuse to form horns or tails, creating a vortex of flame that spreads out across the battlefield and upward to 30 feet on a side.
Conjuration
Investiture of a god
90
Concentration, up to 1 hour
Choose a creature that you can see within range. You transform it into a celestial, fey, or fiend (your choice which creature’s voice you hear is at least partially human’s). For the duration, the celestial has a 30 percent chance to detect you, to follow you, and to give you advice concerning its day. It also has advantage on attack rolls, ability checks, and saving throws. While the celestial is inanimate, any natural force created by spells or magic functions to attack you (
Investiture of air
90
Conjuration
investiture of air
Self
Concentration, up to 10 minutes
You expend one ounce of magical force on a creature that you can see within the space you need. The target can’t take damage from anything except flying or ceiling effects. The target can also be surrounded on all sides by a layer of magical darkness, allowing it to turn against any creature that enters the area. Any creature that starts its turn in the aura with black or green light must make a Strength saving throw. On a successful save, the spell ends.
Conjuration
Investiture of a magical energy, up to 1 minute
The energy creates a 10-foot-radius sphere centered on a point you choose within range, centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. The sphere lasts for 24 hours, and the spell vanishes when the spell ends. When the sphere hits, the creature takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. The sphere also damages a creature when it hits or misses, and the sphere sheds dim light for an additional 10 days.
Enchantment
Investiture of Annoying Terrors
Self
Concentration, up to 1 minute
You create terrains of unnerving terrors within range. Choose any number of creatures within range. As an action, you can move the terrains up to 30 feet in any direction. Each creature in the area must make a Constitution saving throw. On a failed save, the creature takes 4d6 necrotic damage, and it is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. At the end of each of its turns, the creature takes half the damage
Investiture of a Tree
Self
Concentration, up to 10 minutes
Tree growth sprouts from roots, branches, or other natural trees within range, growing tall enough to permit you to see up to 60 feet
Investiture of Aura
Self
24 Hours
A white mist appears hovering above your head, covering you for 24 hours from the moment you cast this spell. You can use a bonus action to designate a time when the mist appears that you can follow along as normal. The mist appears at the spot you designate and remains hovering until the spell ends, at which point the mist disappears. This spell doesn’t restrict you from seeing the area behind a closed door or anywhere within 100 feet of a locked door. No light, magic, or creatures can illuminate the mist. The mist remains for the duration, and it disappears when the spell ends. The spell can ended by an action that you cast as an action.
Transmutation
Investiture of Aura
Self
24 Hours
You form a calming aura around yourself that lasts for the duration. Choose up to ten creatures of your choice that you can see within range and that have a 5th or 6th level slot. You must choose one of the creatures; choose one from the list on the bottom of the page. If you have neither the creature nor the spell, you create a calming aura around each creature, and the aura disappears at the end of your next turn, leaving behind a faint aura around the creature. The calming aura is permanent and can be removed by dispelled acid, cold, fire, lightning, or an illusory duplicate of the spell. To remove the aura, open a scroll or other book and read the text aloud. If the text appears no later than 10 minutes after you cast the spell, the spell ends. If you cast this spell again, the aura remains for the duration. When the spell ends, the aura disappears.
Abjuration
Investiture of Aura
Self
Concentration, up to 10 minutes
A constant gust of strong wind makes a sphere of bright light in a 20-foot radius appear to it as a luminous orb, with wings extended and a tail that goes from right to left. The orb is 1/4 inch thick and floats 1 foot above the ground in a 20-foot-radius, 60-foot-high cylinder centered on the point where the orb appears. The glowing cylinder appears every 20 minutes throughout the duration. The cylinder strongly inclines the ground if it is spread over 10 feet square area. When the glow is broken, the ground shakes and quivers beneath it. Any creature in the cylinder when it appears or who steps inside the cylinder when it shimmers must succeed on a Strength saving throw or be restrained by the sphere until the spell ends. The cylinder remains restrained by the sphere until the end of your next turn. The cylinder is cast from a Medium or smaller spell slot, which can be done only once each day. You can cast this spell again at the end of each of your turns, ending its turn early if it does. It emits bright light in a 30-foot radius centered on the point where the ball of light falls.
Transmutation
Investiture of Aura
Self
One hour
As an action, you create a nonmagical aura that confines you and six creatures you can see within range to an aura of silvery gloom and gloom centered on an unoccupied space of your choice within range. You can create one of the following effects with an Ethereal aura: • Create a 1D6 aura of silvery gloom centered on an unoccupied space. • Appear in an unoccupied space within range and be invisible for
Investiture of Aura
Touch
24 hours
You touch one willing creature. Until the spell ends, that creature can use an action to create an aura around herself or on each of her person. As an action, you can move the aura up to 30 feet in a straight line. If you create a different aura, place that spell into a different pile of gold or silver and swirl it around until it dissipates. It lasts until the spell ends. When the aura reaches its maximum value, it transforms the Aura, which is composed of rays of light in a 5-foot radius, into a sort of magical force that attracts and protects creatures of your choice. Creatures are affected by the aura as it affects them, unless they have a sort of naturally occurring magical aura. You can create an aura up to 20 feet long and 10 feet high by 2 feet thick. The aura lasts for the duration, preventing it from dissipating. When you cast the spell and use your spellcasting ability to do so, create a different aura, the aura becomes permanent and might be activated again. If you cast this spell multiple times, you can have up to two such aura slots open for recall whenever you want. You can also choose to have one of the aura’s prior to the spell’s casting time being prolonged by up to 10 minutes. While the aura persists, any creature that the spell affects is trying to cast a spell must make a Wisdom saving throw. The creature must succeed on a Wisdom saving throw or its aura becomes stuck in the spell’s area and can’t leave until the spell ends or the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the aura created by the spell deals an extra 1d8 radiant damage to the target whenever it exhales the spell.
Evocation
Investiture of a Warding Stone
Self
Concentration, up to 1 minute
Choose up to ten rings or threads that you can see within range. You create one of the following Warding Stone properties: - One wisps of protection from cold, fire, or lightning within 10 feet of you. • Protection from nonmagical fire. II. Protection from Energy. - Protection from Water. - Protection from Wind. - Protection from Fire. - Protection from Cold. - Protection from Energy. - Protection from Water. - Protection from Electricity. - Protection from Energy. - Protection from Wind. - Protection from Water. - Protection from Energy. - Protection from Cold. - Protection from Energy. - Protection from Water. - Protection from Lightning. - Protection from Small harmless gas that can be dispersed to avoid being dispersed. - Protection from Energy harmless to you and that lasts until dispelled. - Protection from Wind harmless to you and that lasts until dispelled. - Protection from Fog harmless to you and that lasts until dispelled. - Protection
Investiture of Bones
Self
Concentration, up to 1 hour
Bones soft and soft bones of your enemies. For the duration, bones shift position and grow to suit your needs. While bones reshape you, each creature you select must make a Constitution saving throw. On a failed save, a creature must use all its movement to move its way back up to half the broom’s space, but once it does so, it must move to the left of the broom and where it came from. This movement costs (1d4) movement, and each creature in its path must spend 4 feet of movement for every 1 foot it moves. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Evocation
Investiture of Bones
Self
Concentration, up to 1 hour
For the duration, bones of beasts, plants, and other living things within reach are paralyzed for the affected target. The target can use its action to make a Strength or Dexterity check against your spell save DC. A successful check makes the creature fall unconscious for the spell’s duration. As an action, the target can make another checks to recover from the spell. The checks can’t reduce the target’s paralyzed condition to a non-mighty state; a creature that w ho falls unconscious when it uses its action to fall unconscious fails that check.
Necromancy
Investiture of Bones
Self
Concentration, up to 1 minute
Bones fill the ground in your hand and allow you to respire from it for the duration. This transformation only activates when terrain has been cleared of all creatures and remains in the ground for the duration. You can use a bonus action to cause craters to form in the ground and to cause other craters across the ground to appear as craters, such as as thickets within a 5-foot radius. Each crater has AC 15 and 30 hit points. If a creature moves into or within the area of a crumbled area when you cast the spell, the area of the crumbled area is shifted up to 20 feet, and creatures, objects, and magic items created by the spell’s area can’t be removed until they have reached the bottom of the crumbled area. As a bonus action, you can alter the craters so that they fill an area within reach with snow, creating a blizzard of it.
Conjuration
Investiture of Bones
Touch
24 Hours
With a flick of your hands, you animate or reshape bones of four kinds, one for each bone’s current size and direction. For the duration, a bone has 5 hit points and no spell slot, and a spell cast on it ends this spell immediately. You can also choose to cause an affected bone to become a skeleton or to become a spear, both of which have the same hit points. After rolling the skeleton or spear die, you can use your action to create a spear from either a skeleton or spear. You decide which kind of spear to make, and when you do so, you throw the spear. The DM makes the statistics in the manner described below, along with any statistics needed to create the spear. Spear Dmg Hit Points 25 25 (8 + 11 hit points) 26 26 (10 + 12 hit points) 26 + 6 hit points A ranged spell attack that you make with the spear changes its attack pattern on your turn, if available. If the attack deals no damage, the spear takes no damage and doesn’t take any weapon damage. On a hit, the target suffers 1d10 necrotic damage. Knife Physical Attack: +5 Physical Attack Modifier Physical Attack: +5 Physical Attack, or 10 damage d4. The sharpened blade strikes hard against objects in reach. The target takes 2d10 force damage on a hit or miss. Knife Clasp Physical Attack: +5 Clasp Physical Attack Modifier Physical Attack: +5 Clasp, or 3 damage d4. The strong clasps of the dagger strike with such force that objects thrown against the creature miss. The target must make a Strength saving throw. On a failed save, the target takes 3d10 force damage. Weapon Attacks. The strong grips of the dagger strike with such force that weapons wielded by creatures other than undead or constructs instead make a melee attack against the target. Melee Attack. The strong clasps of the dagger strike with such force that a melee weapon attack made with it deals an extra 4d6 force damage. Weapon Special. The strong grips of the dagger strike with such force that a melee weapon attack made with it transforms into a melee weapon attack, taking 3d6 force damage. In addition, when the attack hits, the target takes 4d6 force damage. At the end of each of its turns, the target can make another attack. Tiers. The number of possible attacks and the number of possible special attacks treat as 1, 2, or 3, respectively. Special Attacks. The dagger strikes with such force that two additional legendary special attacks can be made against the target. Tiers. The number of possible special attacks and their special effects treat as 2, 3, or 4, respectively. Damage. The strong clasps of the dagger strike with such force that a creature prone to being knocked prone inflicts
Investiture of Bones
Touch
24 Hours
You touch a skeletal chain and imbue it with dread magic. Choose one creature or nonmagical object made from bones or flesh that you can see within range. It becomes a skeleton if it isn’t severed or if the creature’s weight is less than the creature’s. The creature must be within 60 feet of you when you cast the spell and can freely move across the creature’s body, supported by a Medium or smaller weapon. The creature moves in a straight line toward you, keeping its speed so that it can move up or down when it is within 100 feet of you. The creature has truesight. The creature also hears you, though it is blinded and deafened in some ways.
Transmutation
Investiture of Chimerical Thread
24 Hours
Choose an object weighing no more than 1 pound within range that you can see within range and formed within the chimerical thread that ran throughout the entire length
Investiture of Clenched Earth
10
Concentration, up to 1 hour
You forge a glowing disk on the ground in a 30—foot radius, forming a circle on each side of the ground that can be as small as a 5-foot cube. Make a ranged spell attack. On a hit. the disk ignites, and if it hits a creature or an area with a harmful effect, it ignites a cylinder of fire in the ground in a 45-foot radius centered on the disk. Make a ranged spell attack. On a hit. the disk ignites two or more bolts of lightning striking at the same time. Make a ranged spell attack. On a hit. the disk ignites one or more bolts of lightning striking bolts of holy light in a 5-foot-radius sphere centered on the disk. Each creature struck by one of those strikes must make a Constitution saving throw. The creatures take 4 d10 thunder damage on a failed save, and the spell ends on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the thunder damage increases by 1d10 for each slot level above 4th.
Evocation
Investiture of Closet
Self
Concentration, up to 1 hour
You create a ward on a creature you can see within range and that fits within a 5-foot cube on ground that you can see on the ground. You can cast this spell up to hours ago. When you cast it, choose a 15-foot cube, or a 40-foot cube, or a 20-foot cube, or a 10-foot cube, that you can see within range. The ward lasts until the spell ends, at which point the sensor w ill rest in the space you choose. While w ill centered on the w ill creature is within 1 mile of the w ill creature, and w ill strength exceeds 20, the sensor w ill can’t reduce its melee attacks to half damage type until the spell ends. A creature that w ill strength is immune to this damage, and the sensor w ill’s melee attacks deal double the normal damage type. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you create two additional layers of protective charm on the target. When the spell ends and protection from harm w ills aren’t breached, the layers are broken, and the sensor w ill’s melee attacks deal no damage at all. When the sensor layer is broken, you grant the sensor up to 5 temporary hit points. These temporary hit points can’t be removed by healing or otherwise affecting the sensor. After completing a long rest, the sensor can reduce its temporary hit points by an amount equal to your spellcasting ability modifier x 2, at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of hit points a sensor can reduce by using a spell slot is increased by 3 for each slot level above 1st.
Transmutation
Investiture of Clow
Self (5-foot cube)
Concentration, up to 1 hour
A nonmagical tree with a bark and bark trimmer than stone appears in a spot of your choice within range and lasts for the duration, if you have it. You choose the tree and any creatures that are within it, whether they are standing or sitting, as a bonus action. If you have it, you can make a ranged spell attack with it. On a hit, the target takes 4d8 necrotic damage. Whether you hit or miss, the rope is immobile and moves with you. While in this state, you can only use one melee attack each round for the duration. You can use your action to cause a rope to flutter toward a solid object you can reach, up to 60 feet, 40 feet, or 100 feet in any direction. Then it hurls itself toward the object you designated. It moves up to 30 feet in a straight line, moving 25 feet when you cast this spell and 30 feet when you move in a straight line. When the rope strikes a creature, the creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 cold damage, or half as much damage on a successful save. The cold damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
investiture of cold
Self
Concentration, up to 10 minutes
Until the spell ends, a creature you can see within range is cold to all elements. The spell destroys any good or service that the target can’t provide, and the target’s speed is reduced by 10 feet until the spell ends.
Abjuration
Investiture of Cold
Self
Concentration, up to 1 minute
A shimmering mass of air springs into existence around you, centered on a point you can see within range. The area of the shimmer lasts until the spell ends. The area is difficult terrain. It is difficult terrain for creatures other than you. The spell can’t leave a target that already has it affected by a spell of 3rd level or lower.
Divination
Investiture of Death
60
Instantaneous
This spellards you as a dead creature whose bones have turned to stone. Until the spell ends, the creature’s body becomes inert and, until its bones reanimate and fade cleanly to ash, you cause the creature’s spirit to manifest a new, skeletal form. The creature’s spirit can be any creature you choose, up to the maximum size you have, up to the maximum level of the animate creature spell you have available, or up to the number of hit points it has. The creature is under your spell’s control and acts on your turn whenever it wishes; if you have sufficient creatures to sustain a creature, the creature carries out your instructions regarding when to lay its head on the ground and when to shift its weight so that it remains within line of sight. The creature is under your purview and can’t attack or otherwise harm you. The creature knows nothing about the other creatures presence, but it can refer to any known creatures it has seen within the last 5 days, which might identify a creature it knows as a creature of another race, race or deity.
Divination
Investiture of Death
Touch
Instantaneous
A sphere of negative energy burst from your hand toward a creature within range. Make a ranged spell attack for each hit. On a hit, the target takes 8d8 necrotic damage, and it must succeed on a Wisdom saving throw or drop whatever it was holding. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Necromancy
Investiture of Earth
10
24 Hours
Choose an area of fine air capable of supporting life. You choose the area’s atmosphere, plants, or minerals. Any creature that moves within the area takes 2d10 force damage. A creature can enter the area by using an action to the right or left of you, and plants or minerals automatically enter the area if they are within 10 feet of you. You can enter the area by walking up to three vertical steps and touching a point within 5 feet of it that you can see. The spell emits a faint greenish light when you enter the area, which lasts until you move as though you were in the occupied space.
Transmutation
Investiture of Earth
150
Concentration, up to 10 minutes
Similar to conjuration, this spell appears beneath the ground within range and lasts for the duration. You can cast this spell using a spell slot of 5th level or lower, up to a target’s Hit Dice of 6 or less. The spell
Investiture of Earth
90
Concentration, up to 10 minutes
You create one of the following effects when you cast this spell. Create an effect. Choose an area of terrain or an elemental spell’s power. Then choose such a creature as the target. When the effect appears, choose one of the following effects: • One effect that only the target can see occurs
Investiture of Earth
Self
1 Hour
You create an area of elevated earth and stone that remains for the duration, as if you were casting a spell. The area is large enough to contain up to 40 humanoids or 20 celestials. Any creature that occupies the area when you cast this spell must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. The damage type is the same as that of the area material, in which case the creature’s damage type is damage. The stone’s ground has the same properties as ground up to 100 feet over. It can be difficult terrain, but not impossible, with a masonry blimp to collapse it. The area is difficult terrain. When you cast this spell, you can use a bonus action to cause a celestial to leap 1d4 inches from your right side to strike a creature with a sling.
Abjuration
Investiture of Earth
Self
24 Hours
As part of the action used to cast this spell, you can invest one cubic foot of nonmagical natural stone in an area you choose within range and turn it into stone for the duration. To achieve the desired result, you can either use either a free floating rock (the natural target is the ground or an area that can safely be submerged), or a solid surface that weighs no more than 5 pounds. If you invest the stone in an area that can safely be submerged, you can turn it into stone for another round. The stone sheds bright light in a 30 foot radius and dim light for an additional 30 feet.
Transmutation
Investiture of Earth
Self
Concentration, up to 10 minutes
The spell shapes your world and rules your existence for the duration. Choose any number of solid planes in the shape of Earth, one that is 6 feet wide and 1 foot thick, as your starting point, and you choose whether you move from that point and become visible or not. This spell can’t transform a creature, and creatures are affected only by one form of invisible force, such as invisible or visible. Regardless of the form that you assume for your purpose, the earth
Investiture of Earth
Self
Concentration, up to 1 hour
Choose a portion of dirt or stone connected by a string to one of the following properties of the ground within range: • Solid ground, up to 5 feet deep, can be used as a foundation for up to eight stories. • Wind-blown dirt or stone can pass through solid walls and ceilings without provoking force field or other force disturbance. • Wind-blown dirt or stone can pass through soft and scabrous foundations, creating openings as narrow as 2 feet wide and up to 50 feet wide. • Wind-blown dirt or stone can pass through solid stone and wards and solid foundations, creating openings as narrow as 1 foot wide and 20 feet tall. If a solid foundation has a ceiling height of 5 feet or less, wind-blown dirt and stone can pass through that ceiling without provoking force field, or any such force disturbance. • Solid ground can be used for farming purposes. Anything cut or worn by wind or fire creates a solid foundation with a floor or a span of at least 20 feet high. If a strong wind disperses wind and makes the foundation flicker, structures or otherwise resemble solid earth, they crumble to dust.
Transmutation
Investiture of Earth
Self
Concentration, up to 1 minute
Until the spell ends, a celestar, fey, or fiend whose hit point maximum is less than 10 hit points (the DM has the creature’s hit point maximum and its hit point maximum) flies up to 30 feet straight toward you, taking 3d6 force damage, and appearing in a zony—shaped spot 120 feet on the ground within range. The spot remains for the spell’s duration. It is a celestial, icy, or fire pit (the creature can adopt the familiar type, if it wishes) with a diameter of 30 feet. A celestar or fey creature takes 3d6 force damage when it enters the spot for the first time on a turn or ends its turn there.
Evocation
investiture of energy
Self
Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is imbued with the power to move like the wind and create new damage for each die it contains. The wind lasts for the duration. The wind is invisible to the creature and moves with it. It is a Gravity-defying force that carries the creature to all other points on the creature’s plane of existence, regardless of their location on the creature’s side of the plane.
Transmutation
Investiture of Faith
Self
Concentration, up to 1 minute
As the spell ends, a statue of an angel appears in your hand and floats gently up to your command. Until the spell ends, the statue always obeys your commands, even if you don’t like its behavior. If you have a statue within 1 mile of you and want to speak with it directly, you must spend 1 minute talking to one. If you can’t speak or understand any part of the creature’s speech while the statue is within 1 mile of you, you must end the telepathic communication with it before doing so. To record the conversation, use a piece of the creature’s spoken word. You must have seen the tape, or you can instantly understand what the creature says. If you do so, you can dismiss the spell. If you don’t use the spell immediately after the first time, you can dismiss it again the next time you cast it.
Conjuration
Investiture of Faith
Touch
1 Hour
You touch some holy object and magically transform it into a celestial body until the spell ends. For the duration, you have advantage on all Wisdom checks and saving throws. Additionally, whenever a celestial body member you choose drops to 0 hit points, you have disadvantage on attack rolls against those who healed the celestial body member.
Transmutation
Investiture of Faith
Touch
24 Hours
Instantaneous
By focusing your mind and shedding bright light in a 60-foot cube, you touch a creature and grant it faith in one of the following abilities of your choice: • Faithful to your deity, you have faith that the creature will go on to follow your words and become worthy of your trust. • You have faith that creatures born with Divine service will become servants of your deity. If you maintain your faith, the creature becomes worthy of your faith. • You have faith that a creature created by Divine service will become a servant of your deity. If the creature’s birth certificate or service record is contested by another creature, the creature created its service
Investiture of Faith
Touch
24 Hours
This spell grants a Huge deity or god certain supernatural powers, such as repel lightning, become lessening, extend life, or become immune to teleportation or teleporting. The powers can be activated instantly, at any time, and only by the deity or god. If you cast the spell on a Huge or larger creature, that creature gains all the powers listed in the deity or god’s spell list, and can cast spells as long as those powers are not being used. You can use only one of these powers at a time, issuing the same powers to all other creatures in your area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 20 feet for each slot level above 5th.
Divination
Investiture of Faith
Touch
Concentration, up to 1 minute
Your magic springs into existence from within an unoccupied space you can see within range. Until the spell ends, celestials, elementals, fey, fiends, or undead can’t pray or receive any Other Message
Investiture of Fire
60
Concentration, up to 1 minute
Flames whiz by leaps like those of a magic beast. Each creature that ends its turn within 5 feet of a flame that it can see within 120 feet of it must make a Dexterity saving throw. On a failed save, a fiend can’t become engulfed in flames for the duration. If the flame reaches its maximum heat, its intensity is reduced, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and it emits dim light in a 30-foot radius. At the end of each of its turns, a fiend can spend its action to exhale a strong blast of fire toward the nearest creature or object engulfed in the flames. The flame spreads around corners, forming a 20-foot high barrier. If a creature enters the barrier for the first time on a turn or starts its turn there, the barrier is broken, and a creature that enters the barrier for the first time on a turn there or starts its turn there takes 3d10 fire damage. The barrier prevents a creature from exiting the fire if its charmed or frightened form ends it turn there. An engulfed creature can flee by sending a loudened blast of black smoke (10d10 fire damage) at the creature it encountered from behind the barrier.
Evocation
investiture of fire
Self
Concentration, up to 10 minutes
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits: - You are immune to fire damage and have resistance to cold damage. - Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage. You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Transmutation
investiture of fire
Self
Concentration, up to 10 minutes
Until the spell ends, a flammable object that isn’t being worn or carried drops to the ground in a 20-foot-radius sphere centered on a point of your choice within range. Until the spell ends, whenever a creature other than you that is within the sphere moves to stand in it or touches the surface, it must make a Dexterity saving throw. On a failed save, the creature takes 10d6 fire damage, or half as much damage on a successful save. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
investiture of fire
Self
Concentration, up to 10 minutes
Until the spell ends, an invisible hand that is strong enough to crush lumps and bruises on your body appears and hovers for the duration assessing your physical condition. You can use your action to cause the hand to become somewhat like a giant pauldron of acid. In addition to changing your appearance, the hand has the following effects. Change the way you attack. If the hand hits a creature, it pursues a course of movement you choose as a rule of your choice that you can see within range, though you must choose a course of motion that takes 1 minute to complete. Change the way you use an action. If you can’t cast spells on a creature while the hand is in combat, the creature pursues a course of movement you choose that takes 1 minute to complete.
Investiture of Fire
Self
Concentration, up to 10 minutes
Until the spell ends, one of the following effects of your choice can be activated on a creature you can see within range: - You create a dazzling array of fireworks, centring on a point you can see within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 bludgeoning
investiture of fire
Self
Concentration, up to 10 minutes
Until the spell ends, you can use a bonus action to cause a flammable object you can see within range to erupt into a flame that fails any simple Dexterity saving throw. A creature takes 1d6 fire damage on a failed save, or half as much damage on a successful one. The flammable object doesn’t need to be carried or carried by another creature to shoot this spell.
Conjuration
investiture of fire
Self
Concentration, up to 10 minutes
Until the spell ends, your body becomes more difficult for the creatures you choose to be within. Creatures that can’t be harmed by nonmagical attacks that aren’t from you take no damage from the moment they see you. The target takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If a creature succeeds on this saving throw, the creature is pushed up to 10 feet away from you and is pushed 10 feet away from you with every 5 feet it moves. pushed10 feet away10 feet away10 feet away10 feet away10 feet away10
Investiture of Fire
Self
Concentration, up to 1 hour
You make flame out large flames that move with you and burn for a limited time to a creature of your choice within range. The flame sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The flame ignites flammable objects that aren’t being worn or carried. The smoke causes fine fine dust and stone to form around the fire, which lasts for the duration or until you use an action to remove it. If you cast this spell again, the dust and stone forms a protective barrier around it that lasts for the duration or until you dispelled it. Because of its small size, flammable objects can’t pass through it. When a creature enters the flammable state for the first time on a turn or starts its turn there, it takes 2d8 fire damage and must use its reaction to move across the wall in a direction that you choose before returning to it (the fire damage type is contested by everything from the fire resistance to the resistance
Investiture of Fire
Self
Concentration, up to 1 minute
The next time you make a melee attack with an object or an effect that is an attack that you can see within 60 feet of a creature or a creature that you can see within 60 feet of it, the creature must succeed on a Dexterity saving throw or take 1d8 radiant damage. If a creature succeeds on a saving throw, radiant damage also extends to previous attacks, which creature takes the greatest damage? At the start of each of these turns, a creature must roll a d4 and subtract the number rolled from the d20 roll. A creature can use its action to roll one of the d10s, ending the effect on itself on a success. A creature can make an ability check with its main hand at the start of each of its turns to determine which ability it would most like to roll the die for, based on the creature’s true form. While a creature has these statistics, it can’t make any decisions about which ability it chooses; it must simply make its own decision. At the end of each of its turns, a creature can make an ability check with its main hand at the start of each of its turns to determine which ability it would most like to roll the die for,
Investiture of Floating Disk
120
24 Hours
You conjure an immobile, translucent disk of loose, soft stone that slowly rotates in a 40-foot cube within range. Until the spell ends, this disk appears perpendicular to you and spreads out across the floor of your space. When you cast the spell, you can make a melee spell attack with the disk. On a hit, it reduces the target to 0 hit points, and the spell ends. If it hits a creature, it creates a 20-foot-radius sphere centered on that creature and moves with it, remaining centered on the disk and spreading out across the floor. Until the spell ends, the sphere is heavily obscured. The disk looks like a disk of water, with veins running from one end to the other and narrow openings in the disk. The disk is light, 10 feet long, and 20 feet thick. It is translucent and provides a 25-foot cube of targeting for the disk. A target can’t occupy the disk for long if its AC is 10 or less. Otherwise, the target can target you for 1 hour, after which it stops employing the disk. A creature that targets you w ho has advantage on any Wisdom saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures each take 1d4 x 4d4 damage, and you have additional protection against this damage with time-consuming actions such as riding and turning.
Transmutation
Investiture of Floating Disk
Self
1 Hour
This spell creates a circular, translucent sphere of ice on ground that you can see within range. The disk remains for the duration, and you choose a point within range where it lasts. When you cast this spell, you can create a teleportation circle or a star-like structure that extends from a point you choose within 60 feet and extends for the duration. While the disk remains within this form, creatures can’t teleport into the cube or to its location through the disk’s space. The disk remains for the duration, and it increases the size of any teleportation circle or star-like structure as described above with its own volume. You can change the size of any such circle or structure by using the cube’s size and weight as its spellcasting ability modifier. Similarly, you can alter the shape of any such structure by using its size and weight as its spellcasting ability modifier. You can create any number of such structures on the ground within range. If you create a structure greater than the number of structures you choose, you immediately create a warp spell using the structures size and weight as their constructors’s hit points, rather than using their Hit Dice. The spell creates a new structure when it appears and then creates a warp spell when the second wisps spell finishes casting. The warp creates a horizontal jump from one place on the ground to another, and creates a horizontal crack when a warp appears in the ground. Each structure created has its own special effect (flutter, crack, or crackle out of place), which the warp w can design to create a crack (crack), a puff of crack, or a thud (burst of thunder). The warp also opens a portal (or another portal) open to the air. If you choose a point within 30 feet of a point you choose on ground, each creature in that area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the warp.
Transmutation
Investiture of Floating Earth
Self
1 Hour
You make a circular, horizontal propeller-like whirlpool appear in an unoccupied space within range. The whirlpool can be moving or resting on solid ground or dirt. The whirlpool appears in either direction so that it can pass through openings created by spells and create openings for passage. The whirlpool is transparent and lasts for the duration. When the whirlpool appears, any creature within its area or who steps within the whirlpool for its entire duration must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. The spell ends if you or your companions are on the ground or if you or your companions die while the whirlpool is invisible.
Evocation
Investiture of Grails
30
Concentration, up to 1 hour
You conjure up a Huge stone walled with vines and hurled into the air. Each creature in a 15-foot cube within the wall must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. A creature that makes a Strength saving throw at the end of its turn must use its own reaction to escape. When a creature fails its save, it can use its action to return to the Wall and repeat the saving throw. On a successful save, the creature is limited to 1 hit points and must use its action on each subsequent hit to make a Strength (Athletics) check against your spell save DC. A creature is restrained there until the spell ends on that creature.
Evocation
Investiture of Grasping earth
60
24 Hours
A Large, hard object or other solid object of greater or smaller size than Medium or smaller flying size appears and moves with it in a straight line, thus distorting and diffusing light within it for one hour. This spell can move objects moving within 5 feet of it, create visible pathways leading to hidden rooms and even reshape the landscape to match its appearance. To you and any creatures you designate when you cast this spell, the object or spell has no mechanical component and is composed of simple mechanical threads linking together at least once. While the object is in motion, you can use your action to create a new mechanical connection among the threads and repeat the process for the rest of the casting. You can make a mechanical tether between your casting object and the object by working your hands or by using a new piece of wood or metal as a base. You can also use your action to change mechanical properties of the object so that it functions as you intended. When you cast this spell, you can create a temporary web of threads that lasts until the end of your next turn. If you make a mechanical tether between two objects and which fit within a 5-foot cube, that object is affected, and the magic of the spell ends for that object. If you create a temporary web of threads between two objects and which exceed the spell’s construction capacity, those objects are broken, and the spell ends for each piece. The spell ends for each piece of wood or metal broken. While the spell is in effect, you can use your action to compel the creature to the web’s construction. The creature must be within 5 feet of the web in order to take the spell’s effect. If the creature resists the spell, the spell ends for that creature. If the creature uses its action to do so, it can make a successful Constitution saving throw. The creature is restrained by the web, and it uses its action on each of its turns to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is freed. The webs are an object that can be damaged and thus broken. Once broken, a piece can be turned into a wand or an arcane weapon. The magic of the spell can then end for that object. The spell ends for an object that isn’t an object, such as a staff, when it strikes its target or the web ends.
Transmutation
Investiture of Grasping Earth
60
24 Hours
You make a damage type that you can find on the ground that you can see within range. Anything you make there is for the duration. Anything it doesn’t have and can’t reach is pushed to the left or to the right. It is also pushed to the wall, which creates a horizontal crack in the wall that leads to a space you can see on the ground. The crack lasts for the duration and is made from flexible stone called cordura. You can use a bonus action to cause a bolt of lightning to leap from the ground at your command, targeting a creature within 30 feet of you. Make a ranged spell attack. On a hit. the target takes 3d8 lightning damage. You can use your action to slap the cordura around the base of the ground, creating a 15-foot-radius sphere of lightning centered on it. Each creature in that area must make a Constitution saving throw. The creature takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. The spell’s base damage is twice that of the melee weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for every slot you have using a spell slot of 3rd level or higher.
Evocation
Investiture of Grasping vines
30
Concentration, up to 1 minute
Vines of vines sprout from the ground in an unoccupied space within range. The vines appear to be vines and remain vines up to 10 feet long. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 1d4 piercing damage and must make a Dexterity saving throw. On a failed save, the creature takes half as much damage and isn’t restrained by the vines for the entire duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for every two slot levels above the 2nd.
Transmutation
Investiture of Grasp
Self (15-foot radius)
Instantaneous
Grasping a nonmagical object or casting a noncontrollable spell, you lift the thing up (such as a spear, ward, or a staff), pulling it toward you in a manner similar to a normal weapon attack. If the thing is an item—such as a ring, dagger, or whip—it drops the item when it drops within the spell’s range. When you cast this spell, you can hold onto the thing until the end of your next turn, rolling two d 100 and reassembling it for a full restoration bonus. This spell can’t reduce or remove an object or a spell to an extent that would reduce a creature to exhaustion or even to death. It also doesn’t restrict the way the thing is carried or wielded, so long as your action while carried or wielded by it isn’t consecutive or the first time it hits an object or a spell. Finally, you can use your action to restrain the thing, which has AC 15 and 30 hit points, and it can use its action to exhale a cloud of debris (diameter 5 feet) that disperses fog and leaves streaking blades. Any creature struck by the spell must make a Dexterity saving throw. If the creature misses its saving throw and lands prone, it immediately descends 5 feet more sharply and then makes another saving throw at the end of each of its turns. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Transmutation
Investiture of Grasp
Self (30-foot cone)
Concentration, up to 1 minute
For the spell’s duration, you make a weapon reach for one creature of your choice within 30 feet of you. It must be within 30 feet of you and can make a weapon attack roll or use its movement to grapple the target. Hit or miss, the target takes 1d8 bludgeoning damage, or half as much damage on a failed save, or both.
Transmutation
Investiture of Grasp
Self
Concentration, up to 1 hour
For the duration, you can imbue a creature you touch with a grasping grasp of nature. The creature can make a Wisdom saving throw, and the spell automatically awakens the creature if it has trouble concentrating or sleeping. For the duration, the creature can roll three d20s and add the number rolled to any number of Wisdom saving throws it makes. In addition, the creature is protected from harm by superior wind and is immune to poison and psychic damage, if any, if it has one. A creature that fails its save against this spell has a 30 percent chance of missing out on the rare opportunity to win favor with the gods.
Abjuration
Investitureof Hope
1 Mile
Until the spell ends, the spectral ghost of Hope springs to life in your hand. Choose up to five Medium or smaller trees you can see within range and make a musical call. The ghost carries a Medium or smaller piece of wood or stone that it can’t move or hold and, when dispelled, increases its movement speed by 30 feet for 1 minute. The piece of wood or stone is no larger than a 20-foot cube. That movement speed is halved if it can’t be triggered while the spell remains in effect. If you cast the spell multiple times before it ends, if it still has an effect after you dismiss it, and if one creature is outdoors when the spell ends, your companions fly to the nearest tree for each one affected by the spell. The affected creatures can use movement, check, and reactions to find their own place in the song.
Abjuration
Investiture of Hope
30
1 Hour
You create a shimmering, translucent hand that hovers in your custody toward a creature and centered on the target, you choose a point you can see within range. Alternatively, you can cause the target to enter the extended illusion or
Investiture of Hope
30
Concentration, up to 1 minute
This spellores the mind of one creature you can see within range to a potent illusion that allows her to benefit from a special bond. In addition, when you target her with an attack using this spell, she can immediately make a Wisdom saving throw (taking 1d10 damage on a failed save, or half as much damage on a successful one) to end the effect.
Abjuration
Investiture of Hope
60
Concentration, up to 8 hours
One creature of your choice that you can see within range and shaped by illusion or phantasmagoria appears in unoccupied spaces made of bark, leaves, vines, or some other plant life. The target remains hunched over its restored health, until the spell ends, or it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light can illuminate hostile creatures, plants, or objects within 30 feet of it, and illuminates the following effects of its lights: • A continual gust of wind
Investiture of Hope
90
Concentration, up to 1 hour
You create a flickering, tangible symbol of life within range that lasts until the spell ends. Until the spell ends, you can hurl the symbol at one creature within 30 feet of you for 1 minute, which a creature can use only once before it uses its action to move to a different symbol
Investiture of Hope
Self
1 minute
You seize the strength of a creature you can reach and grant it the ability to perceive herself or one of its senses. Any creature you designate for this spell must succeed on a Wisdom saving throw or become charmed by you for the duration. You choose a target that is at least 1 mile away from you and that isn’t being worn or carried by someone other than you. The charmed target can choose from any of the following effects when you cast this spell. You can temporarily ward off the effects of warding off the charmed target’s blindness or deafness, or you can cause the target to become charmed. When you cast this spell, you can specify an effect or two that would ward off both effects or cause one effect to become blinded or deafened, and you decide what effect or two would ward off the other effect. Barrier. You cause one creature to be pulled 25 feet in any direction and another 25 feet tall. The creature can be separated automatically by using its action to move up or down using its action, not using its movement to move between you and the barrier. You cause the creature to make two Strength saving throw, taking 2d10 bludgeoning damage on a failed save, or twice as much damage on a successful one. Grove Wall. You cause up to three trees to appear at a point you choose within range. Each tree must be standing on a flat plain or on a cloud-strewn ground. Each tree stands up to 10 feet higher than it can be, and it takes 3d10 force damage for any shrub to become stupider. Finally, when a tree falls, a tremor thaws it, sending it crashing down. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Transmutation
Investiture of Hope
Touch
1 Hour
You touch one willing creature and grant it a new purpose. Until the spell ends, the target is transported to another plane of existence, where it has a purpose and is destined toward the light of day. The target can’t be charmed or feared, but it has advantage on Wisdom saving throws against fear effects.
Enchantment
Investiture of Hope
Touch
Concentration, up to 1 hour
Your magic springs into existence from within a magnificent jeweled temple within range. You touch a willing creature and offer it a magical prayer, a service, or a gift. The target suffers whatever damage it takes as a result of accepting the service or gift as a result of dropping to 0 hit points. For the duration, as a bonus action on each of your turns, you can alter the target’s fate so that it is unable to escape or take any actions that would otherwise put it at risk of being killed. While a creature is affected by this spell, its speed drops to half normal, and its challenge rating increases by 2 for the duration. If this spell would end early or fail to reach its full potential, the target could be reduced to even lower levels of potential damage. The spell's duration is 10 days. On a successful save, it is no longer affected by this spell and instead becomes unstable until it repairs itself. You can use a bonus action to dismiss the spell and cause the temple to shatter to reveal a magnificent jeweled temple within range. Choose one of the following options for what appears: • You can open the temple and banish the creature to the deep within. The creature’s magic remains there and can be restored to its hit point maximum. • You can open the temple and grant the creature warding. The creature spends its action that way, and any defenses that the creature has against being targeted by an ability attack have been lifted. • You can open the temple and protect the creature from hostile magic. The
Investiture of Hope
Touch
Instantaneous
You target an area of shimmering hope within range for the duration or until one creature friendly to you awakens. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th.
Abjuration
Investiture of Hope
Touch
Until dispelled
You imbue a creature you touch with hope, or one strand of hope that lasts as long as possible. The target gains a temporary hit point maximum and a temporary hit point capacity equal to half the target's current hit points. After 60 days, the target has advantage on any Wisdom saving throw, and she has resistance to all damage except psychic damage until the start of her next turn.
Abjuration
Investitureof Immeasurable Strength
Self
1 Hour
This spell creates a magical bond between two creatures of the chosen kind within range. They become intertwined, and the creature becomes a member of the chosen bond. This spell closes a magical connection between the two creatures, raising them as members of the same family. You may choose any of the following nonmagical children of your choice: celestials, elementals, fey, fiends, or undead. You also create a magical bond between a Huge or smaller creature and an entirely different kind, such as a merfolk, at the DM’s option. The bond lasts for the duration, at the DM’s option, or until the creature drops to 0 hit points. If you create a bond with an undead, you instantly grant it the ability to become a brond, though it can’t become a member of the brond. You also create a magic link between two creatures bonded by the arcane, provided that they can’t become linked by bard spells. The magic link activates whenever a creature that can’t be bound by the bard spells reaches 5th level (2 of 2 or less),thou askallment for truesight.
Abjuration
Investiture of Invisibility
60
Concentration, up to 1 day
You seize the destinies of mortal affairs for the duration, as if cast invisibly into the mind of an unwilling creature. An incorporeal creature (such as a unicorn, a fawn, a dire elephant, or a giant centipede) or a willing creature with flying speed (such as a bat, wight, or raven) can’t see or touch at all. The spell fails if you hold your teleportation glyph or a glyph created by another spell (such as glyph of flying or glyph of slowing) is held by another glyph.
Transmutation
Investiture of Invisibility
Self
24 Hours
You create invisible or visible light within range that lasts for the duration, and you gain insight into the case of one object you can see within range, up to ten feet on each side. You can see through any gap or gap in the object’s appearance, and you can’t see through any distance of more than 10 feet. The spell can penetrate any barrier, solid or stone, that prevents its path from passing through a creature’s reach.
Illusion
Investiture of Invisibility
Self
Concentration, up to 10 minutes
You choose one of the following forms of invisibility that you can see within range: opaque, inscrutable, or in-your-face. If you target an area of ground or a state-of-the-art laboratory, you can create such a form to conceal within an enclosed space. This form, if true, would be a mirage without a maker, creating an illusion that the ground is smooth or uneven. While such a form is active, any creature that can see it must make a Dexterity saving throw. On a failed save, the creature is blurred to appear at an edge or within a certain distance away from the source of the form. An unwilling creature can attempt this saving throw with disadvantage if you do so. The blurred form can be destroyed by dealing at least 1d6 + 1d6 damage to the extent that it destroys the illusion.
Illusion
Investiture of Invisibility
Self
Concentration, up to 1 hour
You teleport yourself to an unoccupied space you can see within range. The space can be a space that is a cube on a side, a ceiling, or a higher plane surface. You can use your movement to enter the space. Alternatively, if you are within 30 feet of a target and see it through the spell’s light, you enter the target’s immobile body, and as an action on your turn, you can move up to 30 feet to a space that is separate from you. While in this space, you can see and hear the plane of Invisibility you chose. Until the spell ends, you can use your action to assume a different form for each affected target.
Divination
Investiture of Ionic Sphere
Self
Concentration, up to 10 minutes
A 10-foot-radius sphere of swirling energy appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d10 bludgeoning damage and is knocked prone. If it fails the saving throw, it can use its action on a subsequent turn of yours to automatically return to its normal form. The sphere can cover a space as full as your fortress, preventing one creature or object that it can see from reaching more than 20 feet in any direction. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature or object within 5 feet of the sphere when it moves must make a Dexterity saving throw. The creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Any object or creature hit by this spell or another one falling from the sphere must succeed on a Strength saving throw or fall prone. The object or creature is restrained in the sphere by ropes and tangled vines. A creature restrained by the rope or vine can use an action to make a Strength or Dexterity check against your spell save DC. If successful, it is no longer restrained and must either move off the rope or fall off the vine.
Transmutation
Investiture of Life
Self
1 Hour
This spell inscribes a life force into creatures and creates life-giving energy in their stead. For the duration, any target that falls unconscious or is diseased takes 1d6 necrotic damage, and any creature or object that is hit by another spell of 5th level or lower takes 10d6 necrotic damage, or half as much damage, if the creature or object suffers damage as wisps of blood shed by channeling this spell.
Necromancy
Investiture of Life
Self
8 Hours
This spell reshapes your life for the better. For the duration, a creature you choose must make at least one melee attack with a weapon against a creature within 30 feet of you within the last 10 days that you can see within range, as described below. At Higher Levels. When you cast this spell using a spell slot of wisps or higher, the first attack deals an extra 1d6 damage to the target. Three times, the extra damage occurs simultaneously. At Higher Levels. When you cast this spell using a spell slot of twond level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Abjuration
Investiture of Life
Self
Concentration, up to 1 hour
Choose up to three creatures of your choice within range who you can see within range. A Huge or larger creature’s reach increases to 15 feet, while a Huge or larger creature can’t exceed the distance covered by this spell. The creatures can be up to 100 feet beyond the spell’s limit, and they regain all expended movement and attack action details when dispelled. The spells can’t affect more than one creature in the area at a time.
Transmutation
Investiture of Life
Self
Concentration, up to 1 minute
Investiture of Life
Self
Instantaneous
This spell imbues you with life. One creature of your choice that you can see within range becomes irretrievably ill or partially dead within the spell’s duration. The target must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. While the target is unconscious, it gains no benefit from seeing colors, seeing green, or smelling flames. The spell ends if the target takes any damage or if you choose one of the following effects at the start of its duration: • For the duration of the spell, the target also suffers half as much damage from nonmagical weapons as normal. • For the duration of the spell, the target has resistance to fire damage, corrosive damage, and a bludgeoning, piercing, or slashing damage that deals 1d6+ damage, or one damage type different in type, type, or level (your choice) or one type of ammunition (your choice). If you choose a material component, the spell ends if it deals damage or if the target somehow takes more damage than usual.
Necromancy
Investiture of Life
Touch
Until dispelled
You touch one living creature and choose one of the following effects. If the target’s hit point maximum and total hit points are less than the target’s hit point maximum, you cause the creature to become infused with life, restored to full health automatically. This spell ends if the target drops to 0 hit points or if neither the target’s hit point maximum nor the spell’s duration is over. At any time thereafter, your spell ends for the creature if it is under the effect of any of the effects described above, if it is under the effect of any healing effect or if the target drops to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Abjuration
Investiture of lightning Arrow
30
Concentration, up to 1 hour
Up to three bolts of lightning flickered within range. Each bolt was created by a different bolt of lightning spell you cast (typically three times), targeting a creature or an object within range. At the start of each of the spells listed below, a lightning bolt flickered and its flash effect turned on or off, creating a lightning effect that lasts for the duration. If you cast this spell while you have cast off as an action, you can switch the lightning bolt’s flash effect on itself and any lances or otherwise applied lance to it, creating a lightning effect similar to a mending spell. Additionally, when a lightning bolt strikes an object or a creature, the lightning bolt leaps to remain at a length of 30 feet and deals 12d6 lightning damage to that creature. Choose two lightning bolts from the following list: arrow, chime, or torch At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Investiture of Lightning Bolt
Self (15-foot cone)
Instantaneous
You hurl a bolt of lightning that explodes in a 30 foot cone 15 feet off the ground and lands with a fresh strike on its target. Each creature of your choice in a 30-foot cone must succeed on a Dexterity saving throw or take 1d8 lightning damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Investiture of Lightning Flame
Self
Concentration, up to 10 minutes
Lightning flames its flames in a 50-foot radius and spreads it across three 30 foot squares on the ground, in a direction you choose. Each square you choose in the Lightning Flame's radius, made from lightning bolt, lightning rod, bolt of lightning, dagger, or scimitar, sheds dim light in a 5 foot radius and dim light for an additional 5 feet. The spell’s area of effect remains the same regardless of which way you move. Each time a creature moves into the Lightning Flame’s area for the first time on a turn, it can make a Constitution saving throw against lightning’s disarm spell. On a failed save, it can use its reaction to use its reaction to move into the flames, provided that the flames are light and remain lit for the duration. This magical move also stops short of raising the weapon to attack twice, provided that the weapon is not being worn or carried by the attacker.
Evocation
Investiture of Lightning
Self (5-foot radius)
Concentration, up to 10 minutes
You create a burst of intense light in a 5-foot radius centered on a point you can see within range. The light can be colored as you like, and it lasts for the duration. You can change the color of the light by making the light match your own body type. The light can’t overlap with any other light created by the target spell.
Evocation
Investiture of lightning
Self
Concentration
Investiture of Lightning
Self
Concentration, up to 10 minutes
Lightning bolts crackle from your point of view, filling half the area of the ground with dim light for a moment. This spell can’t illuminate more than 5 feet of ground within 5 feet of you. If you cast this spell over a longer period of time than you have spent casting it, the bolts last for 10 minutes and crackle in a 15-foot radius on impact. When you cast this spell, you choose whether to cast dim light and dim light to a 20-foot radius and a 20-foot radius at the end of each of your turns, or cast silence and no light at the same time. You can direct light to a creature within 5 feet of you, but the target must also be within 5 feet of you.
Evocation
Investiture of Lightning
Self
Until dispelled
You transform one willing creature of your choice that you can see within range (limited to being friendly to you or attacking creatures) into a pillar of fire that ignites when it hits a target of your choice within 30 feet of you. The creature is also blinded for 1 minute. The spell ends for the creature if it takes any damage, and the creature takes no damage at all if it’s immune to being charmed. For the duration, it has disadvantage on attack rolls against targets within 5 feet of it, and can make a Wisdom saving throw at the end of each of its turns to automatically overcome these effects. The creature is also frightened when you cast this spell or when you cast it while within 30 feet of you.
Transmutation
Investiture of Lightning Swarm
30
Instantaneous
While the wind rimes your body, you sprout flamed orbs of lightning that lash toward targets and then deliver a powerful explosion when you reach your normal power. Each
Investiture of Lightning
Touch
Concentration, up to 1 hour
You send shockwaves toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals 1d8 lightning damage. Whether you hit or miss, either physical or magical, you can throw the thing up to 10 feet in any direction. The spell ends if you are standing still or if you hit a creature, a creature, or an object with a weapon strike it.
Transmutation
Investiture of Lightning
Touch
Instantaneous
This spell allows you to touch a creature. Make a melee spell of damage and movement. You touch the target, pronouncing a name and pointing out specific creatures and creatures of type familiar to you. You then choose the weapon you are using to attack that creature. The target spends its action that turn attacking the creature it is targeting. On a hit, it must make a Wisdom saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Conjuration
Investiture of Light
Self
1 Hour
This spell attracts all creatures within a certain radius of you to one of your celestial or celestial fuel potions. Creatures are targeted when you cast this spell and have advantage on all saving throws, and even if you have advantage on any saving throws, a creature affected by this spell must use all its movement to move to a space nearest to you to the nearest creature affected by the spell. The creature must move before it can move, so it can make its own move. If it fails its saving throw, it is driven to wander the spell’s area until it comes across a place w ho is an object w ho is an object that is an object (traits) other than a creature’s item, typically a construct or a creature.
Divination
Investiture of Light
Self
Concentration, up to 10 minutes
For the duration, you are immune to light, darkness, and nonmagical energy damage
Investiture of Light
Self
Concentration, up to 1 hour
Until the spell ends, your body becomes illuminated by a strong magical force that quivers your darkvision and brightens your light, granting you greater brightness and clarity for the duration. While illuminated by this light, you are immune to all damage and can see through any visible gaps in the ground or through leaves and fallen debris.
Abjuration
Investiture of Light
Self
Concentration, up to 1 hour
You conjure a small, dimly lit object within range that remains within range for the duration. The object appears in places you choose and moves with the light within it to remain within the cover of the daylight saving conditions. In addition, when you cast this spell using a spell slot of 5th level or lower, you can animate or replace the object for its non-immolation resistance rating. This spell replaces damaged or blinded objects.
Transmutation
Investiture of Longbottom
120
Concentration, up to 1 hour
You create a vertical boom that extends for a maximum distance of 30 feet (8 meters). Until the spell ends, the boom creates a horizontal boom that can reach for up to 50 feet. It lasts for the duration or until you use an action to switch to the boom and move away from the center of the room. On subsequent turns, you can use your action to move up or down as part of your move, but neither move nor move to provoke attacks of opportunity by any means. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can create a boom that extends for a maximum distance of 30 feet (8 meters). Until the spell ends, the boom creates a horizontal boom that can reach for up to 50 feet (two turrets). It lasts for the duration or until you use an action to switch to the boom and move away from the center of the room.
Transmutation
Investiture of Longbow
120
Concentration, up to 1 hour
You create a vertical tether that halts one creature of your choice that you can see within range. The creature must make a Dash DC 20 Wisdom saving throw. If it fails, it is restrained for the duration. As an action, the creature can make a Wisdom saving throw again restrained by the tether, ending the duration on the restrained creature. The spell ends for a restrained target if it takes any damage or is attacked by another creature.
Abjuration
Investiture of Longbow
120
Concentration, up to 1 minute
A ranged weapon of your choice you make that you can see within range can attack one creature with a shot. The creature takes 5d8 damage of the triggering attack, and the weapon’s ammunition is expended. The weapon then explodes, dealing 3d8 damage to the target. The weapon also instantly ends its short duration, and spending no expended ammunition turns the weapon into an object made of darkness and light.
Transmutation
Investiture of Longbow
5
1 Hour
You imbue a weapon you are holding with a longbow blast, or a normal longbow bolt, with a longbow bludgeoning or piercing weapon, or a normal longbow blast with a weapon you are holding, with a longbow bludgeoning or piercing weapon, or a shortbow blast with a weapon. You can have only one shortbow blast active at a time. Each of the weapons has a range of 100 feet. Each hand of nature's healing factor is used as a material component for the weapon’s damage and weapon damage rolls. Each hand doesn’t need to be held with both hands and is capable of supporting a creature of Medium or smaller weight. The weapon is light enough to no more harm than a sling and has a maximum range of 60 feet. The weapon also has a 30-foot cone of movement. These finesse weapons are particularly effective against fey and fey feasts. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your piercing weapon deals an extra 1d6 bludgeoning damage on a hit.
Transmutation
Investiture of Longbow
60
Concentration, up to 1 hour
You create a nonmagical longbow that shoots a 20-foot-diameter, 10-explosive, sticky, or sticky bolt (range 50/60). Until the spell ends, you can use a bonus action on each of your turns to create a nonmagical longbow and then use that action to fire a single heavy arrow from the bolt. You can also use a magic longbow or magic shortbow to fire a single staffful of arrows,
Investiture of Longbow
Self (30-foot line)
Concentration, up to 1 hour
This spell brings down a Medium or smaller nonmagical weapon—a crossbow, crossbow, or crossbow—that you can fit in your bludgeoning or piercing weapon. That weapon has the same power and ammunition as the weapon. It deals no damage, and the creature that uses the weapon (including you) makes no attacks. The creature has disadvantage on attack rolls against you and one other creature of your choice that you can see within 30 feet of you. If the creature can move without moving, so does the creature of another creature (your choice which creature’s movement is with you when you move without moving a finger). You decide which creature you choose for this spell, and when you cast this spell, you choose a Medium or Small creature that you can see within 30 feet of you. The creature must be within 30 feet of you when you cast the spell and can move with you if you are moving. Until the spell ends, the creature is proficiently poisoned, deafened, or halved in a number of attacks made against you. When you and any creature allied with you make an attack roll, you make the attack roll if you are able to, and you make the attack roll if you are incapacitated.
Conjuration
Investiture of Longbow
Self
Concentration, up to 1 minute
Shatter, deafening sound, or crack, as you speak, fills a 20-foot square on ground that you can see within range. Each creature in that sound emits a loud and painful bellow, and creatures within 5 feet of the ground and 5 feet of a point you can see within 5 feet of it are pushed up to 10 feet away from you. For the duration, each target has advantage on attack rolls against creatures within 5 feet of its campfire.
Evocation
Investiture of Maelstrom
150
Concentration, up to 1 minute
A 60,000-foot-deep pit rises from the ground and rises 5 feet out toward the Ethereal Plane. The pit’s area is difficult terrain and is a 50-foot cube that can be difficult terrain to the point of being made up. For the duration, maelstroms fly up to 30 feet in a direction you choose, dealing 2d4 lightning damage to each creature that is within 5 feet of it. A creature must spend 3 feet of movement for every 1 foot it moves. While in the pit’s area, a maelstrom takes 1d4 lightning damage, and each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a creature takes 1d6 lightning damage, and it is stunned. At the end of each of its turns, a maelstrom springs from it, dealing 2d4 lightning damage to each creature that is within 5 feet of it. The pit’s area is heavily obscured. While in the pit’s area, a maelstrom emits bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Evocation
Investiture of Mending
30
Instantaneous
You imbue a creature with mendic healing touch and grant it a +2 bonus to AC and saving throws. You heal the target up to half as much healing for the rest of the turn as normal. If you heal a Huge or smaller creature, make a new grab attack against it, and make a new damage roll, the target takes 2d10 + your spellcasting ability modifier. Whether the bonus is a critical or a critical hit, it deals an extra 1d6 necrotic damage to the target and makes a new Constitution saving throw. If the bonus reduces it to 0, the creature is restored to life with a 1d6 necrotic damage. Whether the bonus is not reduced to 0 reduces the creature to 0 hit points. If the creature dies before the spell ends, the life restored is lost.
Necromancy
Investiture of Mudcrab Swarm
10
Instantaneous
Swarming mudcrabs swarm wherever you are in a 60-foot-radius sphere centered on a point within range. Each creature in the sphere must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The mudcrabs ram into objects, plants, and other movement creatures within 30 feet of the point you chose. A creature restrained by the mudcrabs remains restrained while it uses its action to make a Strength check against your spell save DC. It must be within 30 feet of the point you described earlier when it deals 2d6 bludgeoning damage. You can use this spell to banish the mudcrabs that assail your area. At the end of each of your turns as a bonus action, you can move the mudcrabs up to 30 feet and plant a small spell of healing on them. During the creature’s movement, the mudcrabs can’t pass through thick and thin armor, and they are immune to all damage and all effects except resistance. The mudcrabs are immune to all damage and spellcasting attempts. When the mudcrabs reach the bottom of the sphere, whatever remains can be restored to its normal home sphere if it is within range.
Conjuration
Investiture of Mud or Wind
Self
Until dispelled or triggered
As an action, you can move one foot above the ground and then cause up to ten pillars of water to rise from the ground in a 90-foot cone on each side. Each pillar has AC 5 and 30 hit points. When a pillar has been fully raised, each pillar sheds bright light in a
Investiture of Mudslide
30
Concentration, up to 1 minute
A mass of mud-like mist spreads across a point you choose within range. The mist spreads around the area in all directions in a 10-foot radius centered on that point. For the duration, the mist spreads around corners, up to 30 feet, and extends its tentacles in a random direction. The spread lasts for the duration or until the mist dies down, at which time the mist stops spreading. A creature using this spell must succeed on a Constitution saving throw or be affected by the spell. The spell damages creatures and structures centered on the point, and the damage type of the target increases by that target’s hit point maximum.
Transmutation
Investiture of Mud
Touch
Concentration, up to 1 hour
You touch a mud or stone object that you touch and create either solid or air or water-filled mounds on the ground or in containers on the ground. The mud immers in moisture, covering the ground and forming water-filled mounds on the ground. When the mud rises or falls, any creature or object it passes through falls into the mounds and doesn’t take damage or be damaged by damages. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Both creatures and mounds take 2d8 + 1d4 damage at the end of each of their turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 6th.
Conjuration
Investiture of Nine-Tipped Flame
Touch
24 Hours
Flames wreathe one creature you touch to the tune of nine different types of magical energy. The creature is unfriendly toward you and its life force, and if the creature is a Huge or smaller creature, it suffers from a condition that makes it immune to being affected. When the creature drops to 0 hit points, its energy becomes more potent and powerful, and it can create new energy types for itself and for nearby nearby creatures by creating new lightning strikes. The creature can create up to three new types of strikes per day, and it can create up to ten new types of strikes per day. If the creature carries out its attacks from within the flames, it can make a new attack roll using its own available bonus action.
Transmutation
Investiture of Nothingness
Touch
Concentration, up to 1 hour
You touch a creature and imbue it with magic. Until the spell ends, if it remains in one of the areas
Investiture of Orb
Self
Concentration, up to
Investiture of Plants
Self
Concentration, up to 1 hour
Until the spell ends, you choose a height that you can see, an area of ground that you can see, or an area that you can see and that is within 5 feet of you. You plant either branches or leaves in the area and shape yourself (if you are the plant type) in any of the following ways: • You can raise or lower the area’s temperature by up to 40 degrees Fahrenheit (19.2 C). • You can manipulate moisture in a 20-foot-deep pool by up to 20 feet (8 m alves). • You can create one or more flames by burning up to eight plants within range.
Evocation
Investiture of Plants
Touch
Instantaneous
You create ten tiny plants on the ground that you can see within range. The plants appear in rows or piles as you wish. Each plant has AC 15 and 30 hit points. When you cast the spell, you can designate any number of willing creatures that you can see: 1. A Tiny plant creature of challenge rating 2 or lower; or 2. Any other creature that can be charmed. Plants also gain a flying speed of 40 feet. While flying, you can hijack any creature you can see with a flying speed of 30 feet. Plants also have a 30-foot radius and can pass through small holes created by water. While in this radius, you can use your action to cause the plants to erupt in fiery petals, with a 10-foot radius. Each plant that erupts has a 20-foot radius and can’t reach boiling water. When the spell ends, none of the plants erupt except for one that you can see within the radius.
Evocation
investiture of poison
Self
Concentration, up to 1 minute
Poison gascent creatures all around you when you cast this spell and around you when you cast it. For the duration, any creature that you choose to see hits anything it passes through with a cumulative 25 poison points.
Transmutation
Investiture of Primal Flame
Self
Concentration, up to 10 minutes
Until the spell ends, flames leap from your hotbar‘ and leap from creatures within range to sweep away other creatures. Whenever a creature that you can see within range regains hit points or reaches the high ground it was on a saving throw, it creates a bonfire of flame within range, which fires four 5-foot tall bonfires that have a range of 30 feet. These flames turn bonfires that aren’t full into makeshift charring fires. Each creature in the bonfire’s area burns with evil fire for the duration, if the creature still has its bonfire. Each creature that is still burning must make a Constitution saving throw. On a failed save, it ignites an extra 5 gallons of burning non-burning fuel equivalent to a torch used for magic fires. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the bonfire increases by 5 gallons, and the duration increases by 1 hour for every two slot levels above 2nd.
Transmutation
Investiture of Primal Grace
Self
Concentration, up to 1 hour
Until the spell ends, you appear in a manner that mitigates some of the damage caused by your voice, including reducing the damage of your voice to 0 if it isn’t fully worded. The sound carries with it a portion of your voice to describe the situation
Investiture of Primal Hope
30
1 Hour
You touch a creature whose goal is reach or greater and whose challenge rating is equal to or less than the number rolled on the die for the spell. The target’s speed is doubled until the spell ends, and the target gains a +2 bonus to all AC when it can see, the bonus increases to a priori level to a creature’s total when it has seen no action this way before, and the bonus to all other skill checks succeeds if it can’t see.
Conjuration
investiture of rock
Self
Concentration, up to 10 minutes
You choose an area of stone or mud that you can see that fits within a 5-foot cube and that is within range, and choose one of the following effects. Slumber. The target is restrained for the duration. Growth. The target grows taller and stronger as the days pass. Change History. If a creature you choose targets another creature, the target can’t be changed levels below you until it next meets the condition of a different target. This spell automatically succeeds on both conditions. Confusion. The target is blinded and paralyzed for the duration. Silence. The target is incapacitated and unaware for the duration. Tongues. The target understands the meaning of its own words, but can’t speak, take any actions that require hands-free communication, or write on anything within its reach. Wars. The target is blinded and confused for the duration. Warlock’s immolation radius is extended to detect the presence of creatures that have been charmed, frightened, or possessed by the devil.
Abjuration
investiture of rock
Self
Concentration, up to 10 minutes
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
Conjuration
investiture of runes
Self
Concentration, up to 10 minutes
Until the spell ends, you can communicate your secret knowledge to up to twelve willing creatures you can see within range. You can mystify each creature you choose within range, making it immune to all damage and being charmed.
Divination
Investiture of Serpent
Self
Concentration, up to 1 hour
Until the spell ends, you choose a Serpent I or a Serpent II ring from among the list of celestial ring types. You also choose one of the following staves created by the Serpent spell, which can be found in the Serpent I shop (the item can be found under the Serpent I slot on the rings). If you cast the spell three times, you can spend up to half your active charges to animate three additional staves for each casting. An additional stave created by the Serpent spell can be picked up at any time and carried with you to the nearest Serpent I shop. When you make a new choice, you can use your action to dismiss the casting of each spell of a Serpent I or Serpent II on the Serpent, as you would choose one of the summoned staves. The spell ends if you cast it again or if you dismiss it as an action. You can also choose not to issue such an order, as it would be an order and provoke an opponent to attack you. In addition, you have resistance to radiant damage for 1 hour, and you have resistance to necrotic damage for 1 hour.
Conjuration
Investiture of Serpent
Touch
Instantaneous
This spell imbues you with the power to sense the Serpent within a 20-foot cube and imbue it with magic until the spell ends. For the duration, you can use your spellcasting ability instead of Intelligence to sense the shape of an unwilling creature and transform it into a serpent for the rest of the duration. Alternatively, you can cause the creature’s intelligence to be hidden for the duration and transform it into a higher intelligence, at the DM’s choice. You can also change the creature’s size so that it is 5 feet shorter than normal (see below). Both methods work, and the target is protected from cold damage and can’t take any damage from fire damage. To a serpent you choose, the Serpent has the statistics of the game, though it has 2,000 hit points (based on the game statistics) and has disadvantage on saving throws against your attack, instead of its normal 1. The Serpent has a Strength of 10 and a Dexterity of 5. Its hit point maximum is 18, its normal armor slot is full, and it has 6 hit points. The armor equipped the serpent with is common Earth-based armor made of tough, tawny bark. While carrying the serpent with it, you can use your action to move the serpent up to 30 feet in any direction and then repeat the attack against a creature within 5 feet of it. If the creature would be immune to being frightened, it instead sheds dim light in a 20-foot radius and blind it until it is dispelled.
Conjuration
Investiture of shadow cloud
Self
8 Hours
This spell creates a faint, invisible shadowy cloud on ground within range that lasts for the duration. You can cast this spell in the same plane of existence as the target to cast spells and to conceal yourself behind a pillar. You can move through the cloud in one of the following ways: • You can move up to 30 feet and take either cold damage or fire damage, or both or both, on your turn. • You can move across the cloud, even when overwhelmed by the cloud. While overwhelmed by the cloud, a creature can use an action to make a Strength or Dexterity check using its own Strength. If it succeeds, it escapes from the cloud and moves out of it. • You can move across the cloud and take damage, but the cloud has no storing or retrieval capabilities. You can’t use it to move into an open space that requires moving through an opening larger than you; the cloud moves from spot to spot through the space. If a creature moves over the cloud and damages it, that creature can use its movement to move away from it.
Transmutation
Investiture of Shadow
Self
1 Hour
You imbue a creature you touch with shadow magic and imbue it with a protective magic that turns it in person, à la the phantasmagoria spell, for the duration. The creature’s shadow can penetrate thick and opaque stone and remains for the duration. The creature doesn’t need to be crouched or crouched down, and you can use your action to move the shadow so that it passes for one creature.
Transmutation
Investiture of Shadow
Self
Concentration, up to 1 hour
Until the spell ends, the mist within the shape of a shadow appears in one spot within range and lasts for the duration. Once a day for a week for the same duration period, for a limited time, for a year, or as a bonus action on each of your turns until the casting ends, you can issue one of the following commands to a creature within 30 feet of the mist: • You whisper in the creature’s ear, sounding like the melody of a harp, and the creature takes 12 d10 psychic damage, and it can’t be frightened. • You move silently in the direction you cast the spell, even while disguised as an enemy or companion, for 1 minute. • You cast a spell disguised as a trident through the mist, and the spell creates two illusions of a creature, which are then magically linked to the trident and the mist for the duration. In addition, if you cast this spell with 7th level or lower ingredients, you can animate or take direct damage from the mist mimic, which also creates two illusions. While this spell lasts, the creature’s movement is erratic, it can’t move while affected by disturbed mental status, and it makes Constitution saving throws with disadvantage against attack effects.
Transmutation
Investiture of Shadow
Self
Concentration, up to 1 hour
You can shroud an object in shadow for the duration. You can inscribe on the object a portrait, symbol, symbol of a god, or a service mark, granting it life, magic, or life-affirming properties. The shadow can't harm you, but it can chill you and cause your body temperature to fall. When you cast the spell, choose one of the following effects from the following list. • You can freeze the target solid. If it is frozen, you instantly restore it to its original state and make it appear as though it were frozen. • You freeze the target solid with cold energy. If it is frozen, you instantly freeze it solid with cold energy, and it gains a cold resistance rating of 10. • You freeze the target solid with lightning. If it is frozen, it gains lightning resistance of its own, and it also gains a resistance bonus to AC and damage rolls against creatures of that type. • You freeze the target solid with lightning bolt. If it is frozen, it leaps into the hand of a creature that it can reach and deals 3d8 lightning damage to it, and it also makes a Constitution saving throw against lightning damage. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 4d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 5d8 lightning damage to it. • You freeze the target solid with lightning bolt. If it is frozen, it leaps into the hand of a creature that it can reach and deals 6d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 9d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 11d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 12d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 13d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 14d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 15d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 16d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 17d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 18d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 19d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 20d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 21d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 22d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 23d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 24d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can
Investiture of Shadow
Self
Concentration, up to 1 hour
Your soul radiates dark energy, shifting it into different forms to grant a specific effect. Choose one of the following options for how long you'd like to retain the illusion: • Choose two creatures that you can see within range, such as a tree or a fountain, for the duration. • Choose a creature that you can see within range and that can’t be charmed by the illusion. • You transform the target into a shadow or a solid illusion that lasts until you use your reaction to move it up to its size category from an original creature’s-up to a Large or smaller target. The target becomes a Medium target for the transformation and can’t become a creature until we transform it. While a Medium target is within its size category, its weapon attacks deal an extra 1d8 necrotic damage on a hit. In addition, whenever a creature within its range hits an affected creature with a weapon attack before the spell ends, the creature takes 1d8 necrotic damage. If the creature would have hit the creature if it were affected by a spell, it instead takes 1d12 necrotic damage. If you transform a Huge or larger target, you can choose to target smaller animals (such as a sheep or camels), or to target larger creatures (such as wrens or dragons) that are immune to being frightened. Otherwise, you can use your action to deal 3d6 necrotic damage to the target. The spell ends if you use your action to do anything else. The spell also ends if you use your action to use another spell slot to do anything else. If you use your action to leave the spell’s spell slot, you can use your action to return to it instantly. If you use your action to use another action to move the illusion, you can use that action to move the illusion up to 30 feet in any direction. The illusion can be targeted only by the same spell or by the target of another spell.
Illusion
Investiture of shadows
Self
Concentration, up to 8 hours
Until the spell ends, one shadow step on the ground in an unoccupied space of your choice that you can see within range circles a luminous, translucent object in range. The sphere lasts for the duration. When the sphere is touched by a creature, the spell fails and has no effect. If you cast this spell multiple times, you can have no more than two of its non-instantaneous spells active at a time, and you can dismiss such an spell as an action.
Transmutation
Investiture of Shell and Shell of Wind
Self
Concentration, up to 1 minute
Until the spell ends, you can change the appearance of up to four creatures that you can see within range. You can also create duplicates of any number of creatures you choose. The targets must be within 30 feet of each other when you cast this spell, or else they become creatures and can't be charmed. When you cast this spell using a spell slot of 5th level or lower, you can make any duplicated creatures share a common spell slot, creating two new slot machines for each creature.
Transmutation
Investiture of Shell Sphere
60
Concentration, up to 1 minute
Until the spell ends, a glowing, 5-foot-square sphere of strong, opaque energy appears in your space. You can use the spell’s area of effect to see where the sphere is centered on a Sphere of Invulnerability. You can create one hundred feet of solid wall by employing a simple planar construction. You can follow the solid wall until the spell ends. You can use up to twenty-five cubic feet of wall space if you are standing on it. You can create more than one solid wall at a time by using up to ten additional feet of wall space each time you use it. You can create a vortex by using up to twelve additional feet of wall space. Each additional person using up twelve additional feet of wall space creates a new solid wall at the start of each of your turns. A solid wall created by this spell damages and twists creatures trapped in it. Each time you hit a creature with a ranged weapon attack during the spell’s duration, the solid wall is removed from its space and the attack deals no damage. If the solid wall leaves behind a solid object or structure, it floats to the surface in a 25-foot cube, becoming an object or structure without increasing its area of effect.
Conjuration
Investiture of Shells
Self
1 Hour
With this spell, you can bring about a protective shell or bubble that forms on the ground within range to protect a creature’s space if that creature has discerned a way to do so. The bubble encloses a portion of the creature’s space that can’t be more than 10 feet in any direction, and it lasts until the start of its next turn.
Investiture of Sickleroot
150
Concentration, up to 1 hour
The first time you throw a nonmagical hand weapon, an antimagic field or a spell of 7th-level or lower strikes a target on the ground or on a floor or in a doorway, send it flying. Each creature in a 40 foot cube centered on that creature must succeed on a Strength saving throw or take 2d6 thunder damage. If a creature fails that save, it is also knocked prone for the spell. Until the spell ends, you can use a bonus action to cause the tremor to move from one end of the cube to the other, moving the tremor 60 feet. If you create a 30-foot cube of rubble centered on a point within range, that point must remain closed to allow for movement, and you can use a bonus action to create a new cube. When you create the rubble, and then move on to your next turn, you can cause the tremor to move again, causing it to make two damage types. To damage both you need to make a melee attack against one stout object or structure (such as a pillar, cupola, or other pillar) that is composed of 9 hit points or more. The creature must make a successful Constitution saving throw. If it fails, you have no movement left. A creature that fails the spell also takes 5d8 thunder damage, and this damage can’t reduce it by more than 10 damage points.
Conjuration
Investiture of Silence
10
60
Instantaneous
You unleash nature’s power to silence any that move or move slowly enough until the spell ends. When any good or bad light or shadow strikes a creature, the spell ends.
Transmutation
Investiture of Silence
30
24 Hours
You make a whisper sound that lasts for the duration of the target’s silence, and if you speak the spoken word, it sounds both like a
Investiture of Silence
Self
10 Days
Describe or name a creature of Medium size or smaller within range that is deaf or blind, or one of the following effects: • Transmutes to stone speech, with a 15-foot radius. • Removes verbal and written messages that are spoken within 1 mile of the target creature. • Transmutes to written images, with a 15-foot radius. • Transmutes to stone-language, written language that is spoken in both English and guileless French. • Transmutes to written messages inscribed within 5 feet of the target creature. • Transmutes to written messages inscribed within 30 feet of the creature. • Transmutes to written messages inscribed within 50 feet of the creature. • Days of darkness in the location designate the area (see below) to which the spell relies. • Transmutes to written words inscribed in gibberish or in anabantastra. • Days with lights in the location designate the area (see below) where the spell relies. • Days where light can illuminate the wisps of shuttered windows, or when illuminated alone. Days when light can illuminate only one portion of a ceiling, pillar, or pillar. The light’s height must be no higher than 10 feet.
Transmutation
Investiture of Silence
Self (30-foot radius)
Until dispelled
For the duration, silence emanates from a 30-footradius sphere centered on a point of your choice within range. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature is blinded for 1 minute, or it takes 10d6 piercing damage. On a successful save, it takes half damage. A creature blinded by this spell makes another Wisdom saving throw at the end of each of its turns. On a failed save, it can use its action on a subsequent turn to make a new saving throw. During the creature’s stunned condition, a creature can use an action to make a new Wisdom saving throw. On a successful save, it becomes charmed by you for 24 hours. When you cast this spell, you also keep track of all creatures that have the silent effect, even if they don’t speak. (You can also keep track of all creatures that w as charmed by a willing creature or that speaks a chosen language.) After 24 hours, all creatures blinded by this spell are no longer blinded by it. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, or whenever you maintain your 6th or 7th level spell slot, you can increase the Spellcasting Ability of a target creature by 2 for the duration.
Conjuration
Investiture of Silence
Self
Concentration, up to 10 minutes
You create silent silence on a target within range. The spell fails if the target is immune to being charmed. It doesn’t silence the sound of your voice; you simply can't suppress it. Until the spell ends, you can issue a soft, silky, "poof-y" (or "puffy") whisper to the creature as it talks, which it does its best to obey. The creature knows that you are speaking to it, and it recognizes you from its familiar. You can’t issue a soft, silky, "poof-y" (or "puffy" or "puffy" ) whisper to it again until the spell ends. The spell can also silence other noises, but it doesn’t. The silence diminishes the target’s emotional well-being. If the creature starts its turn in an unoccupied space within range, the creature is aware of its surroundings
Investiture of Silence
Self
Concentration, up to 1 minute
A silence protected by silence protects up to ten creatures of your choice within range. For the duration, any creature that you choose must make a Wisdom saving throw. On a failed save, the creature can’t speak, and its concentration is broken. When a creature succeeds on its saving throw, it remains within 30 feet of you
Investiture of Silence
Self
Concentration, up to 1 minute
Until the spell ends, a silent, silvery cylinder of air appears on the ground within range. The cylinder, like many other creatures, has a diameter of 7 feet and a height of 15 feet. The cylinder remains for the spell’s duration and can fit into any unoccupied space that you can see. When you cast the spell or as part of the spell’s duration, you can designate a password that can be read by all creatures with a pass phrase that reades the password aloud. You can further refine the password so that only words spoken by creatures that speak the password have effect. You can set any password
Investiture of Snowball
60
Concentration, up to 1 minute
Until the spell ends, a snowball shaped pillar appears on the ground within range and lasts for the duration. The pillar doesn’t need to be vertical or rest on any firm foundation. The pillar is 5 feet tall and weighs 5 pounds. If you cast this spell up to three times, using an extra action, you can cause the pillar to move up to its normal speed and create a pillar of ice on each of your turns for one round. This ice circle is an object made of ice. When you cast this spell, you can create a pillar by using an action to create a pillar on the ground or across a pit, gap, or some other opening in the ground. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a pillar by using an action to create a pillar on a solid surface, using a reaction that loosely ensues when you cast the spell. When you create the pillar, you can replace any broken ribs or flesh with armor made of ice or snow, or you can shape the ground in any way you choose, up to 1 mile long and 5 feet wide. You can shape snowflakes, stone pillars, or even trees, to create curved pillars or other supported structures. The shapes of these pillars can be adjusted to fit within the elemental magic of the spell. When you create a pillar, you can make a Strength or Dexterity check against the spell’s ability check. If successful, you create a solid barrier between you and the pillar. The pillar remains for the duration or until a portal opens between you and the pillar. If the pillar isn’t animated, the barriers don’t function and the spell ends. This spell can’t create pillars on an extradimensional level. If you create a pillar on an extradimensional level, you transform it into a pillar of ice and freeze it there until the spell ends. When you cast this spell, you can designate any creatures you want to animate or create pillars on the ground or on the ground before moving on to the next creature. There is no limit to the number of creatures you can create inside a pillar. Some creatures can only be moved by means other than by using a rope or similar secured to a pillar. A creature can be moved only by employing a rope. A pillar created by this spell can be restored to life only by a DC 20 Constitution saving throw against lightning or thunder damage.
Conjuration
Investiture of Snow Wall
120
Concentration, up to 1 minute
A wall of snow rises from the ground at a point you choose within range. The wall appears in any orientation you choose, forming a vertical wall spaced 30 feet horizontally and 30 feet vertically. When a creature enters the w ared area for the first time on a turn or starts its turn there, it is drawn to the wall, with all its movement and carrying equipment intact, for the duration. The wall is strong, and it moves with it. Any creature or object within 30 feet of the w ared area is pulled up in the wall, and objects and creatures within reach are driven up the wall and over objects and structures within it. The wall is made from talismans, creating runes that its wielder can use to communicate with other wights. When a creature has the initiative to make a melee attack against a wall that it can see on the ground within 30 feet of the w ared area, it makes the attack with one of the following steps: 1. First Strike. The wall’s first move deals 2d6 + 1d6 damage of the chosen type of strike. Hit or miss. The wall then causes one creature of that type to make a Strength or Dexterity check (if any) against the spell’s saving throw DC. On a success, the creature makes the attack roll using a different type of strike. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Investiture of Snow white walls
120
Concentration, up to 1 minute
You conjure up a mist covered globe at a point where you can see within range. The globe is an invisible barrier that prevents flying. When a creature enters the globe for the first time on a turn or starts its turn there, the globe is suppressed for 1 minute and creatures take horizontal and vertical minima for its height and d60 minima for its speed and power. The globe cuts through the air and remains for the spell’s duration. Any creature that fails to make a vertical jump made using this spell must first land on the globe and fall 5 feet directly over it. If the creature lands on the globe and falls 5 feet short of its maximum weight, the creature is exhaled with as much force as possible into the globe for the first time on the turn it begins its turn there, then the globe falls 5 feet and then restores 5 hit points. Alternatively, the creature can use its action to create a vortex around the globe, which moves gently but surely to the left and nearly always lands in a ravine. The vortex has a 20-foot radius and can’t exceed 10 feet wide. When the vortex appears, each creature within its area must make a Constitution saving throw. A creature takes 4 d10 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can have the globe extend out from one creature as a bonus action on each of your turns for the duration. For the duration, a creature can move up to 5 feet and take the Dash action, and a flying creature cabins within 5 feet of it can’t exceed 15 feet away.
Transmutation
Investiture of Stasis
Self
24 Hours
Seen before the spell activates, this spell creates a stupor in the fabric of reality at one point that can be cured by the use of a temporary magic item. You can supply a creature or a nonmagical object with magical energy that resolves before the spell ends. The creature can be cured through magic, physical, or other means, but you must be living within 5 miles of the target and have cast the spell during the casting of that spell to do so. If the magic item leaves your possession and remains while the spell ends, the spell ends and the creature can no longer be cured of the stupor. Using a temporary magic item for its cure condition ends a stupor and might harm the creature or allow the creature to wander the multiverse. The spell doesn’t eliminate the stupor, but it might be triggered in the creature’s stead to allow the creature to return to reality entirely unaffected by the spell. Alternatively, if you cast this spell while you and a willing creature are fighting or traveling in the same area, the spell might trigger in the fight or stay triggered for the entire duration of the fight or for an area. While this spell allows you to mentally command nonmagical creatures, you and the creature choose a non-monetary creature to be the bane to all creatures. The creature must be on the monastic level of a holy order that the creature is part of and that can ordain or ordain its own followers. The creature believes it can do good or evil without the creature’s intervention. Some creatures are commanded to do evil or to do good in some other way, such as by shedding innocent blood, shedding the life-blood of a creature (such as a human being or a horse), or attempting to do evil or good by shedding illusory duplicates of the creature’s body parts. As an action, you can command the creature to do whatever you choose for its own sake, but it must make its own choices. At any time before the creature can make its own choices, you can cause the creature to rise again if the creature wants it to do so. It must make its own choice at the start of each of its turns. At the end of each of its turns, the creature can either rise again or else deal damage equal to 1d6 + 1d6 damage to the structure it was raised in with this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional planes of existence for the creature by using a spell slot of 2nd level or higher. Additionally, you can animate two additional planes of existence for the creature by using an extra spell slot or spending 1 minute casting a spell of 3rd level or lower.
Evocation
Investiture of Steed
30
Concentrations, up to 1 hour
By raising a humanoid, rolling a d20, and choosing one of the options below, the steed, or a creature selected by you for its powers, becomes a celestial, fey, fiend, or undead servant for the duration. Your DM chooses the celestial or fey forms, which have their own class restrictions. Both fey and celestial power are restored to the steed, provided that it’s a celestial or fey creature. After it uses all its celestial capabilities and attains the maximum levels it can carry, the steed disappears, returning to its normal form. (Typically, the steed uses its celestial powers when the spell ends.) The spell ends if the celestial’s celestial component is ever missing or if the steed drops to 0 hit points. The spell is dispelled if the casting is successful, or if the spell is readmitted to memory. If the spell is cast on another creature, the spell remains on that creature while it’s on the creature’s
Investiture of Steed
Self
1 Hour
Wearing and carrying such a creature grants you the ability to change the appearance of one humanoid within 30 feet of you that is of the same height, weight, and type as the target of the spell. The creature
Investiture of Steed
Self
Concentration, up to 1 minute
Until the spell ends, a Huge or larger creature of Medium size or smaller is charmed and surrounded by frigid air until the spell ends. The creature is free to make any spell or attack as normal, only speaking its natural languages. If the creature attacks you, it adds your proficiency bonus to the roll. On a success, it must roll an additional 2d8, or half the extra to end the effect. The creature is limited in the actions it can perform by the nature of its size, either by the size of its shoulders or by its weight, and its speed automatically drops to 20 feet until the spell ends. The creature doesn’t take reactions when it takes cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures each take 2d8 damage of the first type, and the second type—explosive, poisonous, or slashing—creatures the creature when it explodes. Each creature is limited by two creatures of that slot type, though all other creatures are allowed to occupy two creatures of that slot.
Transmutation
Investiture of Stinking Cloud
150
Concentration, up to 1 minute
This spell emits bright, yellowish-white light that lasts for the duration. The light glimmers in a 30 feet radius and obscures visible creatures for 1 hour. When you cast this spell, choose a point within range and choose a color from a list of shades of gray. Choose a color that appears in any of the following ways: • It creates a puff of • Thick blackness blocks vision of the area and dims light fixtures in the area. • It blinds creatures in its area and blinds creatures within 30 feet of it. • Thick blackness and shadows run along its walls and in its floors. Such a light could illuminate the outdoors, rooms and windows of buildings, or it could illuminate doors and windows in the area. The light can be sown in plants or harvested from trees throughout the spell’s duration, in any manner you choose.
Illusion
Investiture of Stinking Cloud
60
Concentration, up to 1 hour
You create a nauseating, yellowish odor that fills a 10-foot radius corner for the duration. The odor changes color from pink to purple when you change it, and the odor dissipates when you dismiss it as an action. You can make a poison mark on the creature to detect the presence of the mark. As an action, you can make a similar odor on a creature to mark the poison. At the DM’s option, you can ram the creature into the acid, cold, or lava, and it can make a Constitution saving throw. On a failed save, it takes 10d6 acid, 10d6 cold, or half as much damage on a successful save.
Necromancy
Investiture of Stinking Cloud
60
Concentration, up to 1 minute
You conjure up a mote of swirling cloud on the ground that is up to 20 feet long and 5 feet wide. The cloud sucks up any Medium or smaller objects that aren’t being worn or carried and falls in an ellipse with 30 feet to the cloud. The cloud remains for the duration and deals an extra 1d6 poison damage to any creature it impacts. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Investiture of Stinking Cloud
Self
Concentration, up to 1 hour
Your mind becomes filled with an uncontrollable urge to leap into the air and fill the air with foul smelling vapors. Any creature in a 30 foot-radius sphere centered on a point within range must succeed on a Strength saving throw or become charmed by you for the duration. Any creature charmed by this spell falls for one of the following tasks: a) One of the following tasks, obtaining the celestial apparel off a celestial, creating the illusion of it, attacking the charmed target; or b) Casting a spell that requires a long rest that consumes up to half your daily uses of magic. You can summon up to four celestial charmed targets (five minibuses each summoned on a single goblet) and fling them at a creature within 60 feet of you. Each target obeys your spoken orders, manifesting your deepest desires, and casting the task. Your choice of either a largish cloud of filth (20 feet in diameter, 10 feet tall, and covering 10 feet of ground) centered on a point within range or a fiery devilish cloud centered on a point within range increases the target‘s AC by +5 for the duration. After the spell ends, the target can choose to make another Wisdom saving throw; it makes its choice at the end of each of its turns. If it succeeds, it is charmed by the cloud for the rest of its duration. The charmed target is unfriendly toward you and creatures within 30 feet of it.
Conjuration
Investiture of Stinking Cloud
Touch
Concentration, up to 1 minute
You touch a creature whose warding cloud has passed in some way. The spell sheds bright light in a 60-foot radius and dim light for an additional 60 feet for the spell’s duration. Each creature in the radius must make a Constitution saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is knocked prone. In addition, if the creature takes damage from another spell of 3 or lower when it enters the spell’s area for the first time on a turn or starts its turn there, it takes 5d8 bludgeoning damage and is pushed prone.
Evocation
Investiture of Stone armor
Self
10 Days
Choose a stone structure or surface that you can see within range and that fits within a 5—foot cube. You choose a stone structure that has been completely covered in stone for the duration or that fits within a 5-foot cube that has only partially been covered. You can use an action to imbue the stone with magic and then move the bonfire to a different stone structure or surface. The bonfire lasts for the duration or until you use an action to put out the flames. When you do so, you take 4d8 radiant damage and have resistance until the end of your next turn to acid, cold, fire, or poison. The damage and damage type are the same as stone.
Transmutation
Investiture of Stone Armor
Self (15-foot cone)
1 minute
By employing natural armor and quick movement, you cause up to ten stone enemies within 30 feet of you to shimmering steel weapon-like colors. If these enemies aren’t wearing armor made of stone, they are instead adorned with wrought iron spikes and tipped with emeralds. The spikes instantly crackle, making them appear to be spikes on stone. An animated creature can use its action to attack these creatures. On a hit, they deal 14d6 force damage. If these creatures succeed on their saving throw against the spike, they are free to strike at any creature within 30 feet of them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of spikes raised by one can increase by one for each slot level above 3rd.
Necromancy
Investiture of Stone Armor
Self
1 Hour
You choose a nonmagical object or surface that isn’t armor or shield made of stone, and you make a melee spell attack against that object or surface for the duration. On a hit, the target suffers one damage point damage that you can process as a bonus action, and it becomes immune to the first damage type ever applied to the attack. If you have no attack sequences, you have no knowledge of which type of armor or shield is used.
Transmutation
Investiture of Stone Arrow
10
24 Hours
This spell allows you to project a ray of energy from a point within range that is both bright and far enough away from the point of your casting area to illuminate a portion of a willing creature for the duration. The spell creates an instantaneous, nonmagical arrow, a blast of dazzling light, or a powerful arrow of lightning, firing from an unerring arc. The spell creates no longer available projectiles and no longer available projectiles
Investiture of Stone Arrow
10
Instantaneous
As part of the action used to cast this casting and once activated, the arrow flies up to three hundred feet in a straight line, appearing to be propelled by force. It takes three strikes to deliver the arrow. When the arrow strikes an object, shape, or creature, the arrow creates a small beam of force that points directly at that object or shape or creature, albeit briefly. The beam of force is strong enough to ram a creature into a pillar or a wall. When it strikes a creature, the arrow creates a circle with a 10-foot diameter at the base of the circle that bears its trajectory. The arrow flies for the duration, moving slowly and slowly over the course of its flight to reach its destination or destination location before stopping. If it intersects a creature or a pillar, the arrow strikes the creature or pillar and creates a לבדזר טכרותם שבלורת for that creature or pillar. If the arrow rips a creature or a pillar apart, the arrow then rips apart another creature or pillar. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Investiture of Stone Arrow
30
24 hours
Choose an object weighing 10 pounds or less, 3 inches or less by 1/4 inch by 1/2 inch by 1/2 inch thick or 10 feet or smaller. Arrow blazes like a raging star. Until the spell ends, bolts of lightning erupt from your weapon, which arcs in a 15-footradius sphere centered on the object. Each creature that starts its turn in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d6 lightning damage, or half as much damage on a successful save. After a sustained period of sustained lightning damage, a creature can make a Constitution saving throw to regain 1d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Investiture of Stone Arrow
30
Concentration, up to 1 minute
The move of a bolt of lightning at the center of a 30-foot-radius, 60-foot-high cylinder. Each creature in that area must make a Dexterity saving throw. Each creature makes the saving throw with disadvantage, and the spell ends on a successful save. If more than one creatures have the same save, the bolts are used in the same instant. As an action, an additional bolt of lightning can be detonated in the same area. For the duration of the spell, each affected target can make a Constitution saving throw. On a failed save, the target takes 4d8 lightning bolts that aren’t expended. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Investiture of Stone Arrow
60
1 minute
The move that sent a bolt of lightning, a common or legendary lightning rod, or a staff of three bolts, impacts with the ground in a 60-foot cube on a side by the entrance to a ziggurat. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 lightning damage, and it is blinded for 1 minute. On a successful save, blinded creatures are blinded for 1 hour. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Investiture of Stone Arrow
60
Concentration, up to 1 minute
This spell creates six bolts of lightning-shaped lightning bolts in your hand. Each bolt has a 5-foot radius and can be reached at any time by making a ranged weapon attack against a creature within the bolt’s range. Each bolt deals 2d8 lightning damage to any creature within 4 feet of it. The spell’s damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8).
Evocation
Investiture of Stone Arrow
90
Instantaneous
An arrow springs from your finger or from a piece of wood you can see within range. The arrow travels at your command and then lands on a solid surface, forming a longbow at the point you choose. You might produce a shortbow or a shortbow crossbow, a shortbow crossbow, or a shortbow crossbow with extended magazines.
Special strike
1 of 1 minute
You invoke the elemental spirits of nature to create a bolt of lightning that explodes in a 20-foot square flash of light within range. Make a ranged spell attack for the arrow, and the attack deals an extra 1d6 lightning damage to the target. If you hit, the arrow flies into a 5-foot-radius sphere centered on the point where you cast this spell. Each creature other than you within 5 feet of the point where the spell’s damage occurs must succeed on a Dexterity saving throw or take 1d6 lightning damage (your choice when you cast this spell). This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Investiture of Stone Arrow
90
Instantaneous
You create a bolt of lightning-piercing lightning-piercing arrow energy radiating from you and centered on a point you choose within range, igniting arrows—shaped and made from fine, black and serrated serrated serpents. Arrows created by this spell strike like bolts and strike at your own command when you cast it. Each target takes 4d8 lightning damage and is a serrated serpents archer (shooting ability). At the END of each of your turns, you might make a single attack with your weapon and deal the same amount of damage as the first time, instead of the bonus damage of the second time. You might also deal lightning damage to a serrated serpents archer. If you do so, you deal the serrated serpents arrow—inflict lightning, fire, poison, or scimitar damage on it, and make the arrow explode. The spell’s damage increases by 1d8 when you finish a long rest. When you cast this spell again, you can make a
Investiture of Stone Blade
30
24 Hours
Choose a 5 foot-sized, smooth shaft, each 2 inches thick, weighing a ton, weighing up to 60 pounds, that you can see within range and that fits within a 3 foot cube. You manipulate the air within the blade in a 10-foot cube centered on that cube. Each creature in that area must make a Strength saving throw. On a failed save, an affected creature takes 2d8 bludgeoning damage and is pushed 10 feet away from the point of impact by 1 foot of the blade. On a successful save, an affected creature takes half the amount of damage and isn’t pushed away from the point of impact by the blade. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Evocation
Investiture of Stone body
60
Concentration, up to 1 hour
You transform one willing creature you can see within range to stone, and choose one of the following effects when you cast the spell. Until the spell ends, you create one length of nonmagical dirt or rock on the ground that fits within a 5-foot cube, and you make a Strength (Athletics) check against your spell save DC to break the spell. The dirt doesn’t have to be vertical or extend any existing structure. It can be free floating or resting on a solid surface, and it can take up to 1 inch to break free when it drops to 0 hit points. The spell ends if you use your action to use an action during the next turn to transform another creature. Alternatively, you can end the spell early by dealing damage, but the damage takes 1d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Transmutation
Investiture of Stonebridge Glacier
15
1 Hour
You summon a raging mountain of stone branched from the ground in an unoccupied space on the ground immediately before your camp. The mountain bears a gleaming fang and an emerald green ring on its tip. It rages against structures for 5 feet on each side and 500 feet on each side, where it rises and falls as you desire it. While the mountain is raging, creatures and objects created by natural weapons attacks made against it instead deal 1d6 bludgeoning damage to the ground, made of earth, and hurled by creatures or objects launched at it must succeed on a Dexterity saving
Investiture of Stone Circle
Self
Concentration, up to 1 minute
Choose a point you can see on a solid surface within range and create a series of magical talons made of stone or mud that are spaced 1 foot apart so that the portion passing through one creature's earthen body remains open and unaffected for the duration. You can create two such talons, separated by as much as ten feet. The talons you create can be held together by simple thread, but they can’t become frayed, cracked, or otherwise damage the talons. You can also shape your own talons to function the same way before you use them. In other words, you can create talons made of stone that are too small to slot comfortably in your talons. If the talons don’t work, the magical construction of the talon forms a new talon, and so it takes 1d4 + 1 foot of material to create a new talon. You can’t use any of the talons created by this spell to create rings, talons, or other similar objects. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the magic wrought by the talons becomes permanent and can’t be dispelled by time out or a spell slot change.
Transmutation
Investiture of Stone Clad
30
Instantaneous
You imbue a rock or an opaque sheet with magical force to protect it from harm. Choose one creature that you can see within range. An invisible, translucent wall, 30 feet in diameter, rises from the wall and disappears at the end of each of its turns. The wall blocks an invisible creature or an object in contact with it. It lasts for the duration or until the wall is dispelled. When the wall strikes an object or a creature, a brief but powerful talisman that you decide bears your name appears in the wall and grants you the power to project a beam of radiance that cuts through the wall to raise the creature’s maximum health pool to 100. If you cast this spell again, the spell creates a new barrier—a circle of stone and dirt—that lasts until the end of your next turn.
Divination
Investiture of Stone Cladron
60
Concentration, up to 1 minute
A nonmagical stone used as a spellcasting tool turns into a seamless seamless surface that remains for the duration. The spell's magic is lost when the spell ends.
Transmutation
Investiture of Stone elemental
60
Concentration, up to 1 minute
You conjure up a celestial body that lasts as long as forgeworld or a celestial body of stone. The body disappears when it drops to 0 hit points or when the spell ends. The celestial remains until the spell ends or until you dismiss it as an action. It remains for the spell’s duration. The body is a celestial body with dim light blue or brown radiance. The spell ends when you dismiss it as an action.
Transmutation
Investiture of Stone elementals
60
1 Hour
You adopt elements of nature that fit within one of the following elemental groups: blue, violet, green, or white. Your appearance might be composed of one of these elemental classes: arid, warm, dry, or dark. For the duration, any creature that can’t be charmed by a nonmagical beast has advantage on attack rolls against any creature charmed by the beast.
Divination
Investiture of Stone elementals
90
Concentration, up to 1 hour
This spell grants the following benefits: • You create tiny earth, stone, or perhaps a gas that appears in an unoccupied space of your choice within range. • You create the impression of solid earth, stone, or perhaps something else on the ground in a 5-foot radius around you. While in this range, you can’t create either an incline in the ground or any other apparent instability. • You create any of the following phenomena on the ground: • Slumber, desolation, freezing, or thunderous noise. • You create or create gusts of wind, deafened noise, or clashing noise, as if with a mallet, for 1 hour. • You instantaneously create or reshape a pillar, stick, or other similar object for 25 feet, making it appear as though it were made of earth or stone, as if it were made of ammunition, or as if it were made from a similar substance. • You create or animate a staff of fire or similar weapon, imbued with a magic that allows you to fire an extra 2d6 lightning bolts per 9-foot level structure, or a staff of mistletoe, making it difficult terrain for creatures other than You. • You instantaneously light or snuff out ammunition for a staff of fire or similar weapon, granting it a +1 bonus to attack and damage rolls. Whether you use it as a bonus action on a subsequent turn, take no actions, or cast a spell, you can make a single melee attack against a creature within the spell’s range. If you make this attack with a weapon, you also cause it to deal 1d6 lightning damage to you, which is reduced by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Investiture of Stone elemental
Self
1 Hour
Choose a portion of rock you can see within range and imbue it with magic. You choose a point within range, where rockfalling and earthquake-sized masses of ice and snow might be seen, thick and thick. The mass produces a strong wind and ends the instant the wind is broken. This spell also ends illusions, fiendish illusions, and phantasmal imaginings. When you cast this spell, you can mentally command the stone to produce a wall of ice on each of your turns, which is impossible with an elemental construction spell. The stone produces this wall only when the spell ends. In addition, if you cast this spell again, the wall disappears and the spell ends without being triggered. Whichever rock you choose to animate, it vanishes in a transparent mist and never reappears. Some types of stone animate only when the spell ends or when the barrier is breached. Stone Shape
Touch
Concentration, up to 10 minutes
Up to ten illusory images appear within 5 feet of you. You can make these images appear as simple shapes or as complex shapes, or as part of a larger image. Such images appear as tiny, indistinct creatures with narrow or narrow eyes or with indistinct eyebrows. These images appear to be animate. A single image can be up to 10 feet long and 5 feet off the ground. If you cast this spell once, you can animate more images of the same sort, or animate as many as four images at a time. Once you do, you can make the images disappear. If you cast this spell again, you can make the images disappear only by making a new one. Each image can’t be removed by any means necessary except by death.
Illusion
Investiture of Stone elemental
Self
1 Hour
This spell grants you the power to immerse yourself in the subtle beauty of stone. You learn the nature of stone, its mineral content, and how to create precious stone objects. Choose any number of mineral minerals within range. You learn how to make precious stone weapons and armor, stone tools, and so on. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Divination
Investiture of Stone elemental
Self
1 Round
You conjure a rock body hovering 5 feet or less above the ground within range. The rock body remains for the duration and can be as tall as you or taller as you choose, up to 5 feet above the ground. Until the spell ends, you can move the rock body as a bonus action on each of your turns to crack it. The rock body can hold up to 12 pounds (4.8 kN), which is not fat or heavy enough to sustain a creature of Medium or smaller. If you attack with the rock body, you deal 12d4 damage. If you have no wound or no weapon in the body, you can use your action to break it. Until the spell ends, the rock body is stiff and wobbly to the touch. The rock body also has a 50% chance to crumble to dust when it strikes the ground or when a pillar of stone crumbles in one blow. When the rock body strikes a creature or a pillar, it creates a 20-foot cube of rubble centered on that point. The rubble spreads around corners and rises upward toward the top floor. Any creature living within the rubble’s space must make a Constitution saving throw. If a creature would reach the top or bottom of the rubble, it is surrounded on both sides by pulverized earth and appears in an unoccupied space of its choice within 10 feet of the top floor.
Evocation
Investiture of Stone elemental
Self
Con
Investiture of Stone elementals
Self
1 Hour
This spell channels the spirit of a stone elemental for the duration, shifting and shifting its properties so that it is firm and yet resistant to damage. The spirit moves across uneven terrain, creating flat, flowing stone stairs and sweeping stone-strewn streets. Additionally, as part of casting this spell, you can create natural stone rifts in stone layers as thick as a mile wide and extends for miles on either side of the stone elemental. These rifts are filled with fog, smoke, and other aberrations that have a range of 100 feet. You can also create voidriders, floating rifts in the air, or stone-encrusted tombs. As a bonus action on each of your turns before the spell ends, you can expend one use of your spell slot to cast this spell again. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional rifts in stone for each slot level above 2nd.
Transmutation
Investiture of Stone elementals
Self
1 Hour
You summon elements that appear in the shape of stone spheres and lay wreaths of stone on earth, moon, or stone. You make each sphere up to 30 feet long, 10 feet high, and 1 foot thick, and you choose one of those elements: earth, stone, fire, or thunder. Each sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, when a sphere is laid, any creature that enters it must succeed on a Dexterity saving throw or become restrained in the sphere until the spell ends. The restrained creature can use its action to speak one word of endearment, such as "to the earth or beneath the Stone of Tethys" or "to the sea, or the shadow around the sea." When the sphere sheds this spell, each creature
Investiture of Stone elementals
Self
60 days
Choose a nonmagical stone on which you can place an elemental stone, a sphere, an elixir, a girdle, or a covering and place a rock spell on it that you choose that is 3rd level or lower, and that can deal 1d4 damage to you or cause 1d4 damage to a creature of your choice within the same way that lightning or a similar effect would damage lightning. At the end of each of its turns, the stone can deal 1d6 damage to a target and extinguish a flame in the same way that acid or bludgeon wounds could deal bludgeoning damage.
Evocation
Investiture of Stone elementals
Self
Concentration, up to 1 day
Until the spell ends, a stone elemental appears at your unoccupied space within range and uses all of your action to cause one of the following effects on it: • You create a tiny earthquake, causing up to six stone elemental forces within 30 feet of you to slam into the ground in an unoccupied space of your choice within 10 feet of one of the ground forces created by this spell. This spell has no effect on undead or constructs. • You cause flames to leap from the ground within 30 feet of you, a flaming streak from the ground within 30 feet, or a gash from the ground within 30 feet. If you choose this effect, the ground in between the first and third effects is considered to be non-explosive, and any creature that begins its turn in the area as a bonus action on its turn must make a Dexterity saving throw. If it fails, it must then use its reaction to move up to its speed so that it and any creatures that it impacts have three feet of movement remaining. Both effects last for the duration of the spell. Haze. If you are standing in an unoccupied space next to a burning altar or a pile of bones, you can use your action to cause either of the following effects to apply to you: • You create a 20-foot-radius sphere of shadowy vapors that is neither flame nor smoke. The vapors instantly dissipate when a creature moves into the area. • You create an intense odor that fills unoccupied spaces that a creature can’t pass through. A creature must make a Wisdom saving throw, and a smell produced by this effect is unbearable. • You cause flames to leap from your †sinking cloud for an area 120 feet square on the ground (your choice which side is drawn horizontal or vertical). If you are on the ground, you can make this jump with advantage. A vapor trail leads to a fiery or vaporized object, a bonfire, or a place of igneous origin (for example, the chimney of a burning temple might be dedicated to a god or a messenger). The vapor trail lasts for the duration of the spell. Each time you use this spell to create an uncontrolled burning hazard, you must use a different hazard and extinguish it or create a different spot of unprotected fire, if you chose, for each casting of the spell.
Evocation
Investiture of Stone Gem
Self
Until dispelled
This spell brings forth a gem that shimmers like a gem, and the gem shatters at the target whenever it would normally open. For the duration, each nonmagical object that you touch has a transparent surface, made from silica, that sprouts from the gem (your choice) and glimmers as though it had been touched by a gem. Each creature in a 10—foot-radius sphere centered on the gem must make a Dexterity saving throw. On a failed save, a creature takes 6d6 acid damage and 6d6 d10 acid damage in the acid area, and it has disadvantage on the saving throw itself until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.
Transmutation
Investiture of Stone of Faith
Self
Concentration, up to 15 minutes
The next time you hit a creature with a ranged weapon attack before this spell ends, a string of talismans, runes, or similar runes appears in the air and strikes the target in the head, causing it to regain 3d6 force damage. Whether the attack hits or misses depends on the nature of the attack. If you hit the target with the weapon, the runes and talismans fit within 5 feet of each other, and if the attack misses, the runes and talismans fit within 5 feet of each other. Each creature that succeeds on a melee attack against the creature has advantage on the attack roll.
Evocation
Investiture of Stone or Iron
Self
Concentration, up to ten minutes
The next time you hit a creature with a melee weapon attack before the spell ends, the weapon cuts through the stone, and the attack deals an extra 1d6 force damage to the target. The target takes no movement this turn. It can use its action to move up or down a few feet and is restrained. For the duration, the restrained target moves with the target and can repeat the attack against a target within 5 feet of it. At the end of each of its turns, the restrained target can use its action to take two piercing damage, using an action to ram the target into a pillar or other solid wall within 30 feet of it. If the creature can’t move or would be restrained by
Investiture of Stone or Stone Arrow
30
1 Hour
Choose an area of stone that is up to 5 feet in diameter and that fits within a 6—foot cube. You create a ranged weapon attack there, and you have proficiency with the weapon. On a hit, the creature takes 4d8 piercing damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Special
Concentration
Investiture of Stone or Stone Arrow
Touch
Until dispelled
You create a nonmagical stone, sling it through a nonmagical object within range, or put it into a place of your choice that you can see within range. Until the spell ends, you can use your action to cause a bolt of lightning to leap from the top of your head toward one creature you choose within 30 feet of the target and strike it for the full 60-foot range. Make a lightning strike with a successful reply. The target takes 1d8 lightning damage, and you can use your action to cause another lightning bolt of lightning from the top of your head to strike it once more. If you have lightning in its base form, use that lightning to strike the creature that created the bolt and cause the lightning to repeat itself. A creature struck by the lightning must make a Constitution saving throw. On a failed save, it takes 14d6 lightning damage, or half as much damage on a successful save. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot
Investiture of Stone Shapechange
1 Hour
This spell creates a compact, horizontal beam of force in a 5-foot cube centered on a point you choose within range. The bolt lingers in the air for the duration creating a 20 foot cube of diameter sphere centered on that point. Each creature in the entire area of effect when you cast this spell must succeed on a Strength saving throw or take 2d6 force damage. A creature must also make the saving throw when it first enters the spell’s area for the first time on a turn or ends its turn there.
Transmutation
Investiture of Stone Shapechange
1 Hour
You transform a willing creature into stone for the duration. For the spell’s duration, stone can be as soft or as strong as stone or steel. If you are using stone to create a shape, you can use the spell’s roughness as the roughness for creating a cube. The roughness of stone makes it difficult terrain. The cube must still consist of 10 feet of wood or stone, divided as you choose between two compartments. Each compartment must have at least one level
Investiture of Stone Shapechanger
30
Until dispelled
You invoke the power of stone in the stone between your hand and your weapon so that it might strike against a creature within 30 feet of you. If the creature you choose attacks a creature carrying out this spell, it must succeed on a Strength saving throw or drop its weapon and take 3d6 force damage. While dropping its weapon, a creature that carries out this saving throw must make a Strength saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw must also use its action to move to a space nearest to the door and use its action to create a new one. The spell ends for a creature who starts its turn in the space occupied by the original target or who starts its turn there. If you cast this spell while your next turn consists of more than one spell of 5th level or lower, you must use your action on that turn to use your action on the stack to move the target to a new space occupied by the spell. If you move the spell to a space occupied by an effect that would make the spell vulnerable to attack during its duration, the spell ends for that creature. This spell could also end for a creature if you cast it while you are within 30 feet of it.
Conjuration
Investiture of Stone Shapechanger
5
Concentration, up to 1 minute
Choose a stone structure or a portion of stone that you can see within range, and make a magic stone gesture or twist in some other visible and visual way. The stone becomes invisible until the spell ends, and there is a 5% chance per day that a spectral owl, an antediluvian owl, a manticore, a cormorant, a troglodytes, a rust devil, or a spirit demon (who can’t assume the form of a creature) appears in a location within range to challenge your spellcasting. The spectral owl lasts until it drops to 0 hit points, at which point it disappears. The magic stone can be restored to an unoccupied space created by the spell by casting this spell within 30 feet of it. The owl can deliver a message as if it spoke its spell slot. While the owl is speaking, the spell creates a simple spectral whistle in which words can be read. The whistle increases the speed of your movement for the sound, which increases your speed for 2 turns. When you cast this spell and at the end of each of your turns until your next turn, you can use your action to move the whistle up to 45 feet and repeat the process for each sound wave made during the spell’s duration. When you use your action to move the whistle, you can rewind time, change the melody of songs, create sound effects, and so on. You can also create a distraction in which you can see through the window of a nearby tree so that you are not noticed. Any effect of this spell ends when the whistle is turned on or when the duration expires.
Transmutation
Investiture of Stone Shapechanger
Concentration, up to 1 hour
You create an extradimensional space that lasts until the spell ends. It appears like an ordinary stone door or a gateway to another plane, but it can be made to fit an extradimensional chest, a muggle door, a small chamber containing a sanctuary or muggle temple, or a slot-sized chest, a bookcase, or a container made of wood. When you cast the spell, you choose the stone shape you desire and which door or container you are casting onto the wall. The wall is 1/4 inch thick and occupies your space on the wall when you cast the spell. It can be made of any material you choose, but wood or stone can’t be used to construct the wall. To construct the wall, you must already have seen the wall and know the terrain there, either through experience or through construction. You can set aside a space for the wall, which can be a space you can see, a cube with eight edges, or an area that can be as large as a football field. The wall can be up to 20 feet tall, and you can make provision for up to eight creatures (your choice when you cast this spell or when you take a long rest). When you cast the spell—and as a bonus action on each of your turns until the spell ends—the wall appears in the space you select. It remains for the duration or until a portal, a small rock, a pillar, or a portal to an extradimensional other than the one you chose appears and blocks your movement. A way out of the impasse created by the wall would require a major construction. The portal construction would be permanent, requiring at least 100 years of planning, a dedicated chipper, and at least two levels of warding. The pillar construction would be permanent, requiring at least 100 years of planning, a dedicated chipper, and at least two levels of warding. The pillar construction would be permanent, requiring at least 100 years of planning, a dedicated chipper, and at least two levels of warding. To set the wall aside for restoration, you either use magic or a permanent teleportation circle that appears and
Investiture of Stone Shapechanger
Duration Aura, prestidigitation
1 Hour
You open a gateway to the dark between the stars, a dimension beyond the scope of the human race. A creature that enters the portal must make a Dexterity saving throw. On a failed save, it is transported to a different dimension, usually the other way around, and its speed is reduced by 10 feet until it reaches the bottom of the portal. The reduced speed can result in it crashing to the ground, where it sheds dim light in a 20-foot radius and causes shimmers of light in the dark spaces it enters. It has resistance to nonmagical bludgeoning and slashing damage. In addition, the reduced speed leaves it vulnerable to cold damage. When you cast this spell and at the same time as an elemental or a fey creature who enters the portal (equivalent to entering a portal created by a spell of 2nd level or lower), you can expend a spell slot to reshape the portal in any way you choose so long as it keeps its natural stone content and doesn’t deviates from the current form. It can’t be transported to another dimension or to another dimension that has no stone elements.
Transmutation
Investiture of Stone ShapechangereportprintDivine Bond
Concentration, up to 1 hour
You create a sphere of magical force that lasts for the duration or until you use an action to make a melee spell attack against a target within 30 feet of you. You choose which ranged spell’s attack targets are made against, and what sort of damage they cause. Melee Weapon Attack: +5 Physical. Direct Damage: +5. Ranged Weapon Attack: +5. Weapon Damage: +5. At Higher Levels. When you cast this spell using a melee weapon, the
Investiture of Stone Shapechangers
5
Teleportation
24 Hours
This spell provides a shimmering cylinder of stone with which to create different objects within reach. You can target one creature that isn’t wearing armor or carrying more than one item or whose head is in a circle, and the creation occurs instantaneously. The casting time is 1 minute. The spell can create a globe on each of your turns, or it can create one on each of your turns. You can affect one globe at a time. Each globe created grants a different form, such as a wizard’s or a templar’s, and you can’t reduce a globe to its lowest level before you make a new one. A globe created by this spell cuts through a creature’s space to create a Large or smaller object, known as a globe oblonga, that it can wield until the
Investiture of Stone Shapechanger
Self
Concentration, up to 1 hour
A shimmering, shadowy mass appears in the shape of a rock and moves with you for the duration. The surface is lightly to heavily obscured. The mass appears from within 30 feet of you. Until the spell ends, you can use a bonus action to move the shimmering mass up to 5 feet in any direction along a solid surface, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a 5th level spell slot, you can animate or take up to half the shimmering mass. If you cast it using a 6th level spell slot, you can animate or take up to half the mass once more.
Transmutation
Investiture of Stone Shapechanger
Self
Concentration, up to 1 minute
As you take the form of a beast or a plant, you transform it into a creature of Medium size and shape-shifting power. Until the spell ends, the transformed beast appears within range and attacks as normal. On its turn, it can make two Strength (Athletics) checks, taking 2d10 damage of the Determined type or 2d10 damage of the Wounded type. The beast has advantage on any Strength or Dexterity saving throw it makes before the end of its next turn. It also gains immunity to the conditions it may have met while under the beast’s control (including cure psychics), which it can understand only by accident and with conscious thought. While the beast is within 1 mile of you, it can make the same checks, saving throws, and decisions you make while under the beast’s control, but its Wisdom is 1. The transformation lasts until the spell ends, and you can use it again on each of your turns as an action. To remove it, either by cutting off its movement, using a cantrip to banish the beast, or casting this spell again, you need not use it. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st.
Transmutation
Investiture of Stone Shapechanger
Self
Concentration, up to 1 minute
For the spell’s duration, you gain the shapechanger’s ability to move across solid ground and across ceilings and walls. Roll on the following table to shapechanger’s’ abilities, and choose one of the following abilities: cliff, boulder, or spike.
Transmutation
Investiture of Stone Shapechanger
Touch
1 Hour
This spell transforms a willing creature you touch into stone. Until the spell ends, the target is subject to the following effects on melee attacks, and the duration of these effects increases by 1 hour for everyone other than the target. Clerics of beasts and demons you choose can’t cast spells using stone body, so you can only affect the target as a whole. The target can’t become animated, but it can expend energy and spend 1 hit point to repair nonfunctional equipment in its place. The target also retains its hit points and movement, but no other effects. You can use your action to create a ring of magical forceps around the target, and if they hold more than 10 bolts you can cause them to shift so that one bolt can pass through each bolt, instead spending one bolt for each bolt. Once caused, the bolt leaves a lasting effect on it, as each bolt passes the Constitution saving throw. The glyph can be dispelled instantly by means other than requiring a DC 20 Dexterity saving throw or by manipulating the target's mind so that the glyph appears when the glyph is created. A target that succeeds on its saving throw automatically succeeds on its transformation.
Transmutation
Investiture of Stone Shapechanger
Touch
1 minute
Choose a stone structure within range to create a 10-foot cube of shadowy force within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 poison damage at the end of its turn if it is immune to being frightened.
Transmutation
Investiture of Stone Shapechange
Self
1 Hour
You create one of the following shapes within range: a shard, sphere, cylinder, cone, or a pair of horns. This spell replaces damaged or missing components. You can also animate one of those shapes, which aren’t fully animated, at any time. This spell replaces illusory duplicates of any creature or object created by an illusory duplicating spell. These duplicates are an illusion created with this spell. You can use an action to shape a sphere in accordance with the following ways: • You place a suggestion into the sphere, causing the shape to animate and wreathe into the sphere into which it was put. This wreathe can range from a few minutes to up to days. • You use the sphere’s space to move or to stay aloft, thus mimicking the way a flying saucer moves while hovering at a low elevation. This move reveals your location and reveals where your servant is located. • You cause a sphere’s space to glow green in tan to tan-green intensity, similar to the intensity of a lantern flame. You can change its brightness as you like, and it can change its color as you like. This change lasts for 1 hour. Small or smaller sphere’s space is filled with stinking radiance that lasts for the duration. If exposed to direct sunlight, this radiance is intense and life-sustaining. While exposed to sunlight, the spheres cover an area of ground 60 feet square and is heavily obscured. The spheres shed bright light in a 30-foot radius and dim light for an additional 30 feet. exposed to light, the spheres turn opaque and any creatures inside shed visible light.
Transmutation
Investiture of Stone Shapechange
Self
24 hours
Until the spell ends, a stone shape appears on your person and floats gently to one side within range. You can make a simple one-foot-square radiance around the stone for the spell’s duration, creating a radiance that lasts for the duration. The radius of this radiance increases to 100 feet for the duration. When you cast the spell, you can specify creatures you can see as being within 100 feet of you, and the radiance spreads across your body, among others. When you make a melee spell attack for the first time on a turn or within 30 feet of you, you can make the attack again within 30 feet of you. On a hit, the target takes 2d6 damage.
Evocation
Investiture of Stone Shapechange
Self
8 Hours
You bring forth the shape of stone as your symbol for life, offering yourself to any creature willing to share a land or service with you as a service member. You choose a mineral or oreskin’s color, a type of tree (trees, shrubs, or vines), or a mineral or oreskin type (such as stone, bark, or bark of a mineral or oreskin plant), and make simple tools, weapons, shield, or similar possible use of either color. Your attacks deal an extra 1d4 damage of the chosen mineral’s type when you target it. The extra damage is halved when you reach 5th level (2d4), 11th level (3d4), and 17th level (
Investiture of Stone Shapechange
Self
Concentration, up to 10 minutes
Choose one object on the ground that you can see within range. A stout, gaudy, and heavily iridescent stone chestplate inscribed with sigils OF THE ZOMBIEOUS RAGE features within is imbued with an aura that bestows immunity to one damage type for each of your turns until the spell ends. The stone transmits these sigils to the Medium or Huge creatures you choose for your spell
Investiture of Stone Shapechange
Self
Concentration, up to 1 hour
As you make a melee weapon attack, you choice of one of the following effects apply: - You create a small, vertical crack in stone. - You fill the crack with darkness for 1 hour. - You create a small earthquake for 1 hour. - You instantaneously push one creature within 20 feet of it up to 100 feet in a direction you choose. - You instantaneously move a Large or smaller creature up to 20 feet in a direction you choose. - You instantaneously move a Huge or smaller creature up to 30 feet in a direction you choose.
Transmutation
Investiture of Stone Shapechange
Self
Concentration, up to 1 minute
You choose a shapechanger or a creature as your medium or larger form for the duration of the spell. The creature must be between the two extremes of two dimensions, and it gains 3d8 force damage on a hit, and the spell ends for that creature. If the creature is Medium or smaller, you can create a new form within 30 feet of the thing it is holding in its grasp. The new form can be any creature you can see, up to the extent that you can’t more than Medium. You can’t change any of the creature’s statistics, but if the creature is Huge or smaller, you can, through some other means, shape the creature’s equipment so it is Medium or smaller. The creature’s equipment can’t be changed, and the creature’s equipment can’t exceed what the creature can carry.
Transmutation
Investiture of Stone Shapechange
Self
Concentration, up to 1 minute
You reshape up to three pebbles in your hand in an unoccupied space that you can see within range. Each pebble bears a symbol of a magic stone, suitable for the stone. You can use a bonus action to create a ringed charmer or a flayed humanoid on each pebble. In either case, whenever you make a melee spell attack with each pebble, you gain the ability to cast one of the following spells for each pebble: cup of life, crackling charms, fey spells, frigid gaze, greater restoration, or ray of wisps.
Transmutation
Investiture of Stone Shapechange
Self
Concentration, up to 1 minute
You transform up to ten nonmagical objects within range. An object transforms into stone if it isn’t encased in a seamless girdle or if it is bonded to a surface that is bonded to the surface. The transformation lasts for the duration, and the stone it transforms into remains bonded to the surface for the duration. When the spell ends, the stone becomes a stone once again. It transforms into any stone you choose, though it can’t become a stone if its surface is covered with armor. The transformation ends for an object that isn’t a stone or if it isn’t made of stone at all. The stone’s properties become known to the creature and magically restored to the creature if it succeeds on a Dexterity saving throw. An object made of armor transforms into stone if it isn’t covered with armor, if it isn’t worn or carried by it, if it isn’t encased in a girdle, if it isn’t worn or carried by another creature, or if it isn’t present when the transformation occurs. If the object’s surface is covered with anything, the girdle, if it exists, snaps shut and the creature is transported to another plane of existence of the DM’s choosing. The creature remains on the same plane of existence as the object’s
Investiture of Stone Shapechange
Special
3 Days
You transform a willing creature with which you are familiar into stone form. The transformation lasts for the
Investiture of Stone Shapechange
Touch
1 Hour
This spell imbues a willing creature with nature’s beauty, shaping it in intricate natural stone ways. The target glows with radiance forimand until the spell ends, or until the target uses an action to create a dazzling display of fine stone weapons or armor. The target glows with radiance forimand until the spell ends, or until the target uses an action to create a dazzling display of fine stone weapons or armor.
Transmutation
Investiture of Stone Shapechange
Touch
1 Hour
You touch a stone or a pebble and choose the sort of stone or pebble you create. Whatever you create, one of the following effects occurs: - You create conduits of stone and air that carry objects in a 10-foot radius around you to a different location on the ground that you can see - You instantaneously move a Huge or smaller object or creature - You create a small, transparent portal that leads to a different object or creature within reach - You instantaneously open an opening in a f gured tree that is up to 5 feet tall and that fits within 5 feet of a nonmagical opening you choose If you cast this spell using a spell slot of 7th level or higher, the portal instantly appears in the slot you used for the portal created by this spell.
Transmutation
Investiture of Stone Shapechange
Touch
Until dispelled
You touch a nonmagical object and shape it according to its structure and color, and it forms into any number of objects that fit within a 5-foot cube you choose within range. The object can be of any kind, from stone to metal, and the shape of which is determined by the spell’s construction and materials used. Each object has a certain weight and shape, with the object formed by the creature’s size, standing or sitting on top of it. The shape of any objects you create is determined by the creature’s Strength and Dexterity, and the object’s weight and shape determine how much force it uses against it. The force of each thrust and swing of a creature or object is 1d4 + your spellcasting ability modifier. If you have a Strength of 3 or greater, you create two objects of Strength 0 and create two objects of Strength 1, the first creating a long sword and the second a shield. You create other objects as your spellcasting ability increases for each slot level above 2nd. A creature with both slots can use its action to create a shield and a staff out of simple simple tools, such as a javelin, that can be broken or dropped by melee attack using your action. You can also make a staff out of simple siege engines, which can fire up to ten such engines. A construct with the trident or the saber equipped rolls its attack and has its own unique weapon used against it. It makes a melee spell attack and has advantage on the attack roll if its weapon’s damage port is up or if its weapon is connected to a mithral staff. The staff can’t attack a creature other than you. When the spell ends, the device reverts to stone shape, and the creature can use its action to refit it to wear armor made from its equipment instead. A construct with the spear equipped rolls its attack and has advantage on the attack roll if its spear's damage port is down. A construct with the axe equipped rolls its attack and has advantage on the attack roll if its axe’s damage port is up. A construct with the axe and scepter equipped makes a melee spell attack and has advantage on the attack roll if its axe’s damage port is up. Finally, a construct created by the simple siege engines spell can use its action to move one foot in each direction along a horizontal line drawn by that spell’s movement. Whichever direction its movement takes, the construct moves at half speed with it. If the construct moves in a straight line, the line repeats throughout the construct’s movement. A construct made by the simple siege engines spell
Investiture of Stone Shape Emotions
30
Concentration, up to 1 hour
This spell grants the following benefits: • You have resistance to damage four times your choice of one additional times your choice of one; • For the duration of the spell, you can use your action to create a small portal opening within range that closes around 5 feet of any stone in the area that you choose. This portal is 10 feet wide and 5 feet tall. It is open to the public. When you
Investiture of Stone Tremor
Self
Concentration, up to 1 minute
All nonmagical objects in a 15-foot-radius sphere centered on a point you choose within range are tremored for the spell’s duration. Any creature that ends its turn within fifteen feet of a point you choose within range must make a Strength saving throw and becomes tremored for the spell’s duration. A creature can make a Wisdom saving throw to free its tremored state. On a successful save, it isn’t affected by this spell for the duration. If you cast this spell again, the spell ends for it. If you cast a spell that doesn’t have a casting slot, the spell is suppressed for the duration. This spell also ends for a summoned creature if it isn’t wearing a body shell. When this spell ends, the tremored creature is no longer affected by this spell, and the spells it cast remain. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.
Transmutation
Investiture of StoneWall
120
Instantaneous
A nonmagical wall of solid stone forms a solid barrier between you and a creature in range. It lasts for the duration or until an effect calls for it dispelled spells, and it fully obscures its area. The barrier prevents creatures from passing through it or entering it through it. While the barrier is in existence, you have a telepathic link with it, making it possible for creatures and objects passing through it to see through it and through it while incapacitated. Creatures and objects who are partly blinded or deafened instead have their speed halved until the spell ends.
Divination
Investiture of Stone wall
150
Concentration, up to 1 minute
To create a wall of stone, invest up to 5 cubic feet of stone or 5 feet of noncombustible natural stone in a wall of solid stone. You create one 8-foot cube in each dimension, with a 10-foot diameter and a 15-foot diameter edge at the perimeter. The wall can extend into the space between the cube and the surface of the ground. Appearing in any dimension outside of its dimension, the wall cuts through solid earth and stone, and it lasts for the duration. When the wall appears, each creature within its area must succeed on a Strength saving throw or drop the wall and take 2d10 piercing damage. When the wall strikes a creature, it deals 2d10 piercing damage to the creature, and the creature drops to 0 hit points. The creature has resistance to nonmagical bludgeoning, piercing, and slashing damage. It also has 2d12 cold damage, cold damage, and cold damage within the spell’s area. For the duration, the creature has disadvantage on attack rolls against creatures that aren’t being worn or carried by the creature.
Evocation
Investiture of StoneWall
Self (10-foot cube)
1 Hour
A 20-foot cube of solid stone straight and downward is shaped like a wall. The wall appears so that creatures can pass through it and can be dispelled by ranged weapon attacks. For the duration, each hostile creature on the wall (including you) has advantage on Strength (Athletics) checks that an attacker can’t see and has advantage on attack rolls against creatures other than you. For the duration, any creature who can’t reach the wall can only pass by it. If a creature uses its action to move through the wall, that creature must make a Strength saving throw. On a failed save, it can't move or take actions, and it can‘t speak for 1 minute. On a successful save, it can move and take actions, but it must use its action to do so.
Transmutation
Investiture of Strahd
Self
Concentration, up to 1 hour
You imbue a creature you touch with strahd. Strahd is a nonmagical, light-based energy infused magic item, an item created by the spell, that lasts until you dismiss it as an action. You can use it to create a simple teleportation spell, public square, or any other visible public place, such as at a temple, a town, or a temple complex. You can use it only once before it becomes necessary to use another spell of 2nd level or higher to cast the spell. When you do so, you expend one of the creature’s spell slots, and the spell ends.
Transmutation
Investiture of Strahd
Touch
Until dispelled
Your magic rages against the walls of Strahd, a stronghold of the dark lord Mennon. Through the horrors of Strahd, the only way to truly take his vengeance on you is to open fire. Choose a creature you can see within range, and move it as if it were friendly to you. The creatures it affects can move with relative ease, assuming its speed is fairly fast. When the target drops to 0 hit points, it makes a Charisma saving throw. On a success, you can throw the target up to twice as far. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 5 feet for each slot level above 3rd.
Enchantment
Investiture of Stromboli
60
Concentration, up to 1 minute
You create a spectral owl or a spectral gibbering owl, which turn into one of the following three types: bat, bates, bateses, bateses, and batses. The owl obeys the same verbal, emotional, and social rules as the game creature, and it can’t harm you. If you create the owl by casting an incantation, the incantation lasts for the duration, and it obeys any of the verbal, emotional, and social rules as if they had not been met; the owl is immune to these effects. The withers an unwilling creature it harms, and it sheds dim light in a 20m radius and darkvision in the dark.
Divination
Investiture of Stromboli
Self
10 Days
You make a floating bridge over an empty land, forming a vertical arc from the ground you occupy to the left of the bridge. You choose one cube within range that isn’t underwater and that fits within a 50-foot cube. You create a vertical bridge with a 40-foot radius over a flat surface and that falls in a 30-foot-radius circle from the center to the surface. It doesn’t have enough room to hold all the objects in the area, and you can’t fill the circle by placing an enthrall spell onto it. When you cast the spell and as your action on each turn it takes place within 30 feet of the bridge, you can alter the shape of the bridge so that it hugs you, forming a solid wall between you and the surface. You can use this action to create a vortex, a small one on the ground or a large one on the ground spread across a floor. The vortex sucks up any floating objects it moves into the vortex, distorting them in its effect for 1 minute. When the vortex appears, each creature in it must make a Strength saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is restrained for the spell’s duration. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Transmutation
Investiture of Stromkulk
Touch
1 Hour
You make some kind of magical deposit somewhere within your body. Nothing is visible until the spell ends. For the spell’s duration, you can cast up to six nonmagical spells, target an unoccupied space within range, and speak the words out loud. While speaking out loud, you make a string of incantations that rhyme with the stromkulk’s song, which ends when you finish your next long rest. This spell doesn’t restrict you from using magic items such as rings, climes, or jagged edges to mark the beginning of a song, but you can mark each word as coming from another source. If you cast the spell on a creature, the spell creates a musical symbol within 5 feet of the stromkulk’s song, which is
Investiture of Stucius Windcloak
30
1 Hour
A white beak sprouts out of the ground in a 10-foot radius and circles up to five creatures of your choice within 30 feet of you that you can see within range. The target must succeed on a Wisdom saving throw or be pulled up to 10 feet in a straight line toward you. Each target takes 5d8 lightning damage on
Investiture of the Black Wall
30
Concentration, up to 1 hour
This spell creates a wall of solidified bronze weighing as much as 1,000 pounds and whose insides are coated with magical force. The wall rises on each side of the w the same as a standing wall, which must be at least 300 feet high to stand on its own right. The wall is nearly invisible and immune to fire damage, but it can’t be blinded and can’t be targeted by mind-affecting effects. Any creature that moves through the wall for the first time on a turn or starts its turn there must succeed on a Strength saving throw or take 1d6 bludgeoning damage. On a failed save, a creature takes 2d6 cold damage, or half as much damage on a successful save.
Conjuration
Investiture of the Dead
120
1 Hour
You imbue a living creature with the power to animate and reanimate anything it strikes within range. The animating creature dies of old age within the time limit; however, the creature retains its life points and might adjust accordingly. It gains 2d4 + 5 hit points per level of the animating creature general, and 2d4 + 8 hit points per level of the animating creature racial bonus, for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the maximum number of hit points of immobile creatures by two for each slot level above 3rd.
Transmutation
Investiture of the Dead
30
5 minutes
You create a corpse within range and grant it a necrotic quality equal to your arcane focus. Your spell slot is reduced by the number of necrotic rounds you have available, and you gain 5 necrotic damage (at 1 hit point, you deal 5 necrotic damage to the same creature). While a corpse is created, your spell destroys it instead creating a pile of bones and other remains, as well as requiring 5 radiant or necrotic damage to open the chest. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your necrotic damage increases by 10 necrotic damage. This spell's damage increases while active. It also reduces the spell’s level by 1. When you use a spell slot of 7th level or higher, your necrotic damage increases by 1 necrotic damage, with each casting, for the duration. You can maintain your spell level while casting this spell, even if you leave your current one intact. While you are using a spell slot of 5th level or higher, the damage of your spell increases by one necrotic damage for every four levels beyond 5th.
Conjuration
Investitureof the Dead
5
10 Days
You gain the power to create a permanent unholy duplicate of another creature for the duration. Until the spell ends, a duplicate can be created by any means you choose, even if that creature has been dead or undead for the whole duration. If you cast the spell on the same creature or once on the same creature or multiple creatures, the duplicate can duplicate itself. The duplicate can be restored to life only by one creature or device at a time. If the duplicate is damaged and the spell ends, the spell ends, if any. You can use a bonus action to cause the duplicate to reanimate, provided that you have the creature’s soul and that the original creature has at least 1 week to recover from its injuries. When the simulacrum appears, choose one of the following effects for each new effect. Change Wounds. When you hit with a melee attack during the duration, the duplicate deals 1d6 damage of the first kind until it hits 6 or fewer hit points. Change the Path. You cause a duplicate to travel the same physical path as you used to travel, gaining the benefits of a different travel path if possible. If you use your action to cause a duplicate teleport spell to teleport two creatures to an open grove of trees, the duplicate ends its movement and moves at half the speed of the creature. A duplicate that fails to end its turn within 60 feet of you has disadvantage on its next attack roll and can’t dismiss such a duplicate as a trap until it moves into the grove.
Conjuration
Investiture of the Dead
Self
Concentration, up to 1 hour
You have the power to reshape the physical world in your service to another, up to 1 year after you cast this spell. You can grant up to three willing creatures you designate new lives or create new ones at will. These new members are unaffected by any diseases, poisons, or magic that might affect them. You can then create new servants for each target. Your servants are physically identical to those of the original servants except they possess new abilities, traits, and defenses. You can create a new servant by raising an undead humanoid or by shedding its body parts. Once created, the humanoid is no longer a creature and becomes an undead, provided that you have the creature’s remaining health remaining. The creature is under your control for the duration. The spell can choose from any of the following effects when you cast it. Tumor. You can cause the humanoid’s tremors to appear on the target’s face, make it wail uncontrollably, or cause the target to fear becoming paralyzed. Sleep. You can cause the humanoid’s sleep to be disturbed and the target to hallucinate the presence of death. Sleep Curse. You can cause the humanoid’s sleep to become excruciatingly heavy, make the target incapable of movement for 1 minute, and make the target possess sensory distortions that mimic the feelings of death. Sickness. You can cause the humanoid’s sickness so severe that it destroys whole organs and leaves behind no body, causing it to become incapacitated. As an action, you can cause the mote to fly up to 30 feet in any direction on each side, providing it with enough force to tear through limbs and shatter armor.
Necromancy
Investiture of the Dead
Self
Concentration, up to 2 hours
Your magical ghost takes on a humanoid form and sheds bright light in a 30 foot radius and dim light for an additional 30 feet for the spell’s duration. The creature is hurlingly fat and weak, and its hit point maximum is 26. It’s also covered by a translucent covering charm. You can hurl the creature as a Material Component component, placing it into a 30-foot cube within range. The creature takes fire damage equal to half the creature’s hit point maximum and is immune to fire damage. You can’t use this spell on the same creature or on a different one. Until the spell ends, you can use this spell on the same creature or on another creature, or on a creature that has been charmed or shared a common plane with this spell, if the same creature or creature w as charmed or shared by the spell.
Transmutation
Investiture of the Dead
Self
DurationInstantaneous
As the spell ends, a willing creature you touch regains 3d6 psychic damage for the duration, but not for the duration. While the creature is under the effects of the spell, it is unconscious. If the creature tries to cast a spell within 60 feet of you using a spell slot of 2nd level or higher, the creature must make a successful Wisdom saving throw. On a failed save, the creature can use its action to try to cast the spell again. Both successful saves deal 6d6 psychic damage. After the spell ends, the creature can use its action to dismiss the spell. If it does so, it can use its action to put the spell back on again, ending the effect on itself on a success. The spell's other effects and its necrotic properties remain, but its hit point maximum and maximum soul and material components have been reduced by half. If any of this spell’s components
Investiture of the Dead
Self
Instantaneous
You call forth the dead to besiege the fortress of Moradin to face your enemies. The fortress is dedicated to the Lord God, and it will serve as your sanctuary for the dead for the duration. The fort guards the walls, and it is your home. The fortress is guarded by a seraph demon named Rakelk, who carries out the rites of the fortress and awaits your challenge in the fortress hall. While inside and protecting the fortress, you and any creature you designate during the casting can make any saving throw you make to escape. As an action, you can either go and break the fortress or attempt to break it yourself. The fortress is dedicated to the Lord God, and it will serve as your sanctuary for the dead for the duration. You and any creature you designate during the casting can make any saving throw you make to escape. As an action, you can either break the fortress or attempt to break it yourself. The fortress is dedicated to the Lord God, and it will serve as your sanctuary for the dead for the duration. You and any creature you designate during the casting can make any saving throw you make to escape. As an action, you can sacrifice yourself to cast a spell. While the fortress is dedicated to the Lord God, you can either sacrifice yourself or an unwilling creature to grant a wish spell. Additionally, you can spend 4 successes and 5 failures to affect any creature named by the wish spell. While the fortress is dedicated to the Lord God, you can have any creature your alignment requires restored to life and gain proficiency in a special saving throw.
Conjuration
Investiture of the Dead
Touch
24 Hours
This spell entices plants and animals into a body of water or mist that is up to 40 feet deep and that is contiguous with a solid surface on the ground or a flat surface on the ground. The target takes 1d4 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Necromancy
Investiture of the Dead
Touch
24 Hours
You touch one dead beast and animate it for the duration. The creature’s remaining soul, under the control of the dead humanoid, remains inside it for the duration. On each of your turns until the spell ends, you can use an action to speak a long word (15 words) to affect the creature again if the creature would have been affected by this spell. If you do so, the creature returns to life, provided that the spell ends before that time period. A creature affected by the spell might be unable to speak or move for 1 minute after speaking its first word. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional beast for each slot level above 5th.
Abjuration
Investiture of the Dead
Touch
3 Days
This spell shapes and harbors the dead within the Tomb of Horakh. At the touch of a willing creature, the casting of this spell transforms the dead into beasts and forward the transformation to their new form. Choose a creature of Hit Dice 20 or lower. The creature’s hit point maximum can’t be reduced to the maximum it could have been on the same turn it died. The creature’s hit point maximum is reduced to the maximum it could have been on the same turn it died. Then it regains 4d8 + 10 hit points. The creature’s hit point maximum and maximum hit points are both halved at the DM table. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Transmutation
Investiture of the Dead
Touch
6 Hours
You imbue a creature you touch with life, at the start of each of its turns until the spell ends, and for the duration of the spell. You touch the creature and give it life-giving spells and magical attacks. The creature instantly becomes infertile and assumes a new form, becoming a zombie. You can shape the creature to follow your instructions, but its natural armor might reduce it to a skeleton, a skeletal appendage, or a tail. The creature’s speed is halved in the area and it can’t fall. The creature can swim independently of the creature, which has its own free running water. The creature is limited in other actions and can’t speak any language. While a creature is under the spell, it takes 2d8 damage of the type you chose. If the creature takes any damage, the spell ends.
Transmutation
Investiture of the Firstborn
Self
1 minute
Choose one unicorn that you can see within range and that fits the following statistics: • It has a flying speed of 20 feet and has a halo around the center that lasts for the duration. • It has an Intelligence of 10 and a keen sense of humor that lasts for the duration. • You can speak the unicorn’s rhyme or reason, spelling out words or telling the truth in a manner that makes no sense to others. • You have proficiency with all simple, spellcasting spells and are immune to their effects if your Wisdom rating is 8 or higher. • The unicorn seems animated, raising and shedding feathers in a 30-foot radius and moving around you in a 30-foot cube centered on a point you choose within range. Each creature that begins its turn in the area must make a Constitution saving throw. On a
Investiture of the First Stone
Self
Concentration, up to 1 hour
This spell imbues you with the power to perceive patterns in stone and create the properties you desire. You choose patterns that can be perceived as horizontal or vertical. You can target one pattern for the entire range. You can animate up to four simple tools, create or repair tools, light or shade trees, dig pits, and so forth. You can change the properties of any of these patterns at any time. Until the spell ends, you can use every bit of pattern you animate to create tools or constructions for your next spell, weapon, activity, or spell. Once you have done so, you can decide what additional tools or constructs you create, what kind of tools or constructions you use, and so on. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate up to four simple tools (your choice which you can perform by hand), create or repair tools (your choice which you can perform by the might of your wits), light or shade trees, create or repair arborist or stonecutter, and so on. When you use this spell using a spell slot of 7th level or lower, you can animate up to four simple tools, create or repair an additional simple tool (your choice which requires attunement to create), and so on. While you use these simple tools, you can also make any other magic item that you create with a slot free of charge a double use of the original magic item, thus avoiding the need for attunement. This spell doesn’t create templars or similar constructs, for example. Choose thunder storm clouds as a simple storm cloud for its size, or choose any of the other visual or audible properties of clouds you choose. You can inscribe wind weapons, warch chests, siege engines, and so on, creating any number of simple weapons that fill 3 bolts with lightning or 3 simple wheels with lightning bolt. You can also shape sound, send messages, communicate with fiends by creating music, gather information, cast spells, or simply toil. As an action you can reshape up to three of the 5 bolts you create using this spell. You can use any of the 5 simple weapons to break the wind of a stronghold, trellis, wall, or other stronghold. Using the wind to break another structure, pillar, or other structure, pillar, or other structure, pillar, or other structure, pillar, or other structure, pillar, or other structure, pillar, or other structure, or any of the number of bolts created by this spell destroys the structure, pillar, or other structure, pillar, or other structure, pillar, or other structure, pillar, or any of the number of simple weapons created by this spell.
Illusion
Investiture of the Force
30
1 Hour
A power that has no natural component remains within a creature for the duration or until you choose an alternative means of gaining the ability to cast the spell. For the duration, or until you use another spell of 4th level or lower, you can use your action on a single target to create a 15-foot-radius sphere of force around itself that lasts until the spell ends. You can target one creature on each side of the sphere, or choose two creatures within 5 feet of each other and on each side of it. Each creature must make a Dexterity saving throw. On a failed save, it takes 14d6 psychic damage, or half as much damage on a successful save. While affected by the spell, each affected creature also gains advantage on attack rolls against creatures under your control (and gaining this benefit on
Investiture of the Hand
Self
Concentration, up to 1 hour
You reach into the hand of one creature you choose within range to manipulate it in one of the following ways: • You create a small, harmless object in the space of one creature’s space that is magically restrained and that can neither be lifted nor otherwise carried by other creatures. A creature restrained by the spell can use its action to make a melee spell attack against a target within 60 feet of it that you can see, whether the target is you or a creature within 60 feet of you. On a hit, the target takes 1d6 bludgeoning damage. • You create a nonmagical weapon that has a thrown or missed charge attached to it that can’t be disarmed. The weapon deals 1d6 bludgeoning damage when it hits or misses, and the weapon also deals 1d6 slashing damage when it hits or misses. • You cause potions, potions, or similar effects to appear in a location that is friendly to you and that has a high concentration of magical herbs. If you cast these spells there are 5-foot cubes of activated magical energy centered on a point within range, that lasts until the spell ends. When activated, these magical energy creates 1d6+1d6 magical doors with a 1-foot radius, with one-inch diameter at locations chosen by you. A conjured door, or a slot-in door, opens when a sufficient quantity of strong wind can be cleared. open door,25 feet long, 1 inch thick, 3/4 inch thick, plus much more; open chest, 5 inches thick, 1 inch thick, plus much more; chest, 5 inches thick, 1 inch thick, plus much more (compared to 6 inches for an open chest or 5 inches for an open chest plus 1 inch for each side of the chest that is 1 foot below the floor).
Transmutation
Investiture of the Mind
Self
1 Hour
This spell allows you to affect any creature within 30 feet of you that you can see within range. The target can choose from a list of patron deities and up to three creatures of one of the following classes. You can also choose a specific deity or a specific class. You know the list of
Investiture of the Mind
Self
Concentration, up to 1 hour
You create one invisible mind centered on a willing creature and that can hear you for the duration. The creature must be within 30 feet of you when you cast the spell and must obey your spoken command to the best of its ability. The creature obeys any spoken commands that you issue to it, regardless of its proficiency, as long as they don’t directly affect it. The illusion can be activated only by one willing creature. The creature can be summoned or obeyed by only once. If you cast the spell by accident or as a reaction, the creature takes 3d8 radiant damage, and it takes half as much damage while affected by the illusion.” When you cast this spell and as your action on each of your turns until the spell ends, you can use an action to issue a command to the mind’s other creatures. You can either direct the mind to do a particular act, such as attacking an enemy but leaving a harmless mark on its head, or you can cause it to do a specific act to achieve its stated end. While the creature is commanded to do something
Investiture of the Moon
120
Concentration, up to 1 minute
Until the spell ends, a luminous light appears on the ground within range for the duration. If you have an area of loose earth or stone covering the ground (for example, you have a circle with a diameter of 20 feet or a trench with a diameter of up to 40 feet), the luminescent light moves with the ground to remain within its area. The light doesn’t extend its dimension, creating a barrier between you and the light.
Divination
Investiture of the Night Ward
Self (15-foot radius)
8 Hours
An invisible ward inscribes itself between you and a willing creature that you choose within 15 feet of it. The invisible ward inscribes an awareness of incoming damage, a location to a safe distance, and a status duration that bestows a status effect on the target. The spell recognizes creatures as being immune to any status effect that would cause them to be under the ward, but the spell can’t target a creature or an incorporeal creature (if it exists) while the blinded or incapacitated target is within 15 feet of it.
Enchantment
Investiture of the Nine Earths
90
24 Hours
This spell creates three earths within range: one in the center and one at the base. The earths are stone forms that appear to be connected to the earth by natural veins and veins. The veins can be thin or thick and open when the spell ends or a bridge is breached. A bridge is a bridge that spans a 15-foot cube on the ground that you choose, that points from a place a size different from the creature’s immediate area and that is up to 40 feet tall. The construct’s movement is erratic and the creatures can’t cast spells, activate magic items, craft magic items, or dig up secret doors made of earth.
Transmutation
Investiture of the Nine Earths
Self
Concentration, up to 10 minutes
One of the nine elements of nature, such as stone, fire, earth, or water, appears within range, taking 8d4 force damage per plane of existence.
Evocation
Investiture of the Nine Elemental Arts
Self
Concentration, up to 1 minute
For the duration of the spell, you can affect one elemental, or one of the following elemental types: cherub, columbus, cedar, fiend, minotaur, manticore, naga, noctus, or weasel. The elemental types can be affected by one of the following spells. Choose one of the following spells used to affect the elemental. It takes 1d4 radiant damage from lightning and 1d4 fire damage from toxic cloud to affect the elemental; the elemental is affected only on a hit. • At 1 minute You create a shard of elemental energy at the edge of a 5-foot square on ground that you can see within range. Each creature in that spell’s area must make a Constitution saving throw. On a failed save, a creature takes 8d10 necrotic damage, and it is stunned for the duration. • At the end of each of the target’s turns, an elemental spell can be cast against it. An elemental that ends its turn in this way must immediately end all spells it casts. • At the start of each of its turns while you are casting this spell, a wall of elemental energy rad up to 60 feet long and 5 feet high constructs one size category taller than a Medium or Small creature are created. The wall lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side and is restrained until the spell ends. While the wall is in place a creature must make a Dexterity saving throw. On a failed save, the creature is pulled 10 feet higher inside the wall than it is wide to avoid it. A creature can go as high as the wall even if it would face the ground.
Evocation
Investiture of the Nine Elements
Self
1 Hour
You gain the ability to reshape the elements in your hand, creating new types of trinkets, summoning elements, fey, fey spell, fiend, demon, fiend trap, or undead trap.
Divination
Investiture of the Nine Elements
Self
3 Hours
This spell makes the creation of magical objects and the casting of spells possible. Roll on the table to determine the properties of magic objects created by this spell. For magical weapon or potion created by this spell, choose the nonmagical nature of the weapon as the major component. For spells created by spells created by this spell, use the same creature material component. For spells created by magic items created by this spell, use the same creature material component. If a spell uses magical elements created by this spell or an ability gained from it, that spell or ability is of a higher level and thus is of a lower level, for example, two levels lower than the warded element.
Abjuration
Investiture of the Nine Grasp
Self (5-foot-by-5-foot tentacles attached to a 5-foot-by-5-foot tentacle shell?)
Concentration, up to 1 hour
You form a string of limbs at a point of your choice within range and that you can see within range. The tentacles are friendly to you and can fit into small packages that can fit within a 5-foot cube. When you target one of the limbs with a melee weapon, you can make a melee spell attack against the creature (your choice when you spell cast this spell) in order to deliver a crippling blow to it or to put it to sleep. The target’s hit point maximum is reduced to 0 hit points, and the duration increases to 10 days. You can make a non-druid’s Tiny or larger component, a fish’s catch or crab’s crab’s gill’s tail’, or a rock ’s bark’s teeth or claw’s. The tentacles w as the humanoid you choose. Whenever you make a melee spell attack, your spell’s damage increases by one, and the extent of any healing increases by half.
Transmutation
Investiture of the Nine Grasp
Self
Concentration, up to 1 minute
For the duration, you gain the ability to reshape the air you breathe to fit a weapon or spell’s capabilities. You can also shape the conditions under which objects or creatures appear to be naturally capable of reaching for weapons, or use magical means to obscure creatures' natural abilities. These successes and failures don’t need to be consecutive, however. You create either a trinket or a piece of the item. When you create either a weapon or a magical item, you can create a grasping grasping talon with each use of the talon. For the duration, the talon has the same properties as the Magical weapon and magical item created by the talon. You can use one additional time for each slot of this spell, to create a talon with a slot of 3rd., 4th., 5th., or 6th. When you create a talon with any of the three properties, you can reshape it in a manner similar to magic using a similar talon.
Transmutation
Investiture of the Nine Great Trees
120
Concent
Investiture of the Nine Lights
Self
Concentration, up to 1 minute
Lightning spews forth from you in a 20-foot cube centered on a point of your choice within range. Any creature in a 20-foot radius circle where the circle is centered must make a Constitution saving throw. On a failed save, a creature takes 1d8 lightning damage, and it has resistance to lightning damage for 24 hours. On a successful save, the creature takes half as much damage and isn’t affected by lightning.
Evocation
Investitureof the Nine Paths
Self
Concentration, up to 1 hour
You transform yourself into a rare beast with a brave voice and a longbow, made from the deadly blackberry tree, into an animal of the Nine Paths (the tree is a symbol of strength, vitality, and might). Choose a point you choose within range, such as a high tower or a palace, that you can see, and choose one of the following options for how long you might want to remain a beast: • One beast type, e.g. an elk, lizard, frog, frog-bear, or mongoose, wren, dire wolf, leopard, or moose. • Two beasts (your choice), such as a wolf, werep, leopard, or rhinoceros, but could be created from any beast you’ve chosen. If you chose an illusion, the illusion would operate in secret, and the illusion would be immune to all other effects. • Three beasts, such as a wolf, werep, rhinoceros, or mastodon, but could be created from any beast you have chosen. If you chose an ability score, you would use that ability score as your ability modifier for ability checks, not the ‖creature’s’’‘ ability score. • Four beasts, such as a lion, tiger, or rhinoceros, but could be created from any beast you have chosen. If you chose an ability score, you would use that ability score as your ability modifier for ability checks, not the ‖creature’s‘ ability score. If you chose an ability score of 2 or lower, your animal suffers the effect of that ability score. This ‖imprisonment’s‘ effect also includes any reduction to a beast’s Strength score that occurs during its turn.
Conjuration
Investiture of the Nine Tawnys
Touch
24 hours
You enrich the earth in a 20-mile radius around you by weaving together tangled vines and swaying leaves. To the eye, the tawny blossoms of this plant seem like tiny threads of magic woven together. To the mind, they are just another part of the plant's complex web. Each part serves as a web, shifting and twisting so that one part needs to be touched once to create a loop. You can twist the tawny plant in any direction to create a globe. Loops. The tawny plant spans a 20-foot-radius sphere centered on a point you choose within range. Each 5 foot-radius sphere has AC 15 and 30 hit points. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 6d10 fire damage, or half as much damage on a successful save. Reducing a 20-foot-radius sphere to 1 hit point save makes this spell immune to damage and emits bright light in a 5-foot radius. A creature hit by this spell must make a Constitution saving throw, taking 10d12 radiant damage on a failed save, or half as much damage on a successful one. Reducing a sphere to 1 hit point save halves its maximum life. Reducing an area of smooth stone to 1 hit point save halves the damage the tawny plant causes. The tawny plant produces one of the following effects when it appears within 60 feet of a target: • You create a puff of flame within 5 feet of the target that you can see. • You cause a puff of smoke to emerge from a 5-foot-radius, 30-foot-high cylinder centered on a point within range. The fire spreads around corners
Investiture of the Serpent
Self
24 hours
As an action, you can create one of the following magical effects within range. Choose a serpentine, silvery, briny substance that has a diameter of 2 feet and a depth of 1 foot and that fits within a 5-foot cube. You create one of the following effects when you cast this spell or when you use a spell slot of 6th level spell slot 12th. If you create the effect using a spell slot of 7th level or higher, it activates when you take 6d10 piercing damage, and it damages a creature that you choose within 30 feet of it. The creature chooses two of the following effects at a time: • One effect activates when a creature makes a melee spell attack against you, • Two effects activate when two creatures of the same or opposite sex co x 13 feet of the same length of space, or • Three effects activate when three creatures of the same or opposite sex co x 13 feet of the same height c eres a creature of the same size or smaller.
Divination
Investiture of the Serpent
Self
Concentration, up to 10 minutes
This spell creates a serpent-like humanoid form within range that lasts for the duration, up to 10 minutes. The humanoid is tall, lean, wiry, and covered in serpentine scales. The creature appears naked and gaunt, with a single pointed nail sticking out of its nose. It has AC AC 18, and it is proficient with all weapon attacks. While in this form, each creature in its area must make a Dexterity saving throw. On a failed save, the creature takes 1d6 cold damage. On a successful save, the creature takes half damage, and half the spell’s damage. You can also specify a different creature type, though this spell is done with the creature’s Strength item. While this creature is in this form, there is a 20 percent chance that the creature would end up as a skeleton if it had Strength 5 or less, provided it doesn’t have any special equipment. Any injuries or bruises from falling damage are dropped to the floor, where they rest free for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional humanoid Hit Points for each slot level above 4th.
Transmutation
Investiture of the Tree of Life
150
24 Hours
Tree roots sprout from the ground in a 20-foot cube centered on a point you choose within range. Until the spell ends, a tree branch w ho sprouts from a spot of your choice within range. The branch carries nutrients, light, and moisture, as well as sprouts weapons and ammunition, and sheds bright light in a 20-foot radius. The tree provides nourishing nutrients and moisture to its trees for 24 hours. A creature of your choice that is not wearing armor or who is prone or unconscious can use its action to move the tree up to 30 feet in one direction. In doing so, it sheds bright light in a 30-foot radius. When the tree leaves its location, any creatures that were within 30 feet of it when it was created have exhausted their supplies of food and are no longer affected. A creature that was within 30 feet of the tree when you cast this spell has their respiration rate halved for 24 hours, their oxygen level halved for 24 hours, and their body temperature adjusted to mimic natural cold.
Necromancy
Investiture of the Undying Flame
Self
Concentration, up to 1 minute
Flames wreathe one creature of your choice within range that you can see within range. Until the spell ends, the target sheds bright light in a 30—foot radius and dim light for an extra 30 feet. At the end of each of its turns, a target that uses this spell must succeed on a Charisma saving throw or become blinded for 1 minute. The spell has no effect on undead. Moreover, while blinded, the target can use its action to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
Abjuration
InvestitureOf thewild
Self
Concentration, up to 1 minute
You transform up to thirty feet of your choice of beast or nonmagical beast type within range. You transform a creature of the chosen type, either as a bonus action or as a stage-dependent action, and the target gains the following benefits: - One size category greater than or equal to you’s dimension (your choice) - The target has resistance to nonmagical bludgeoning, piercing, and slashing damage, and gains a +2 bonus to the damage roll against one creature or object - The target can use its action to create a new metal or material - The target can use its action to make a new magic item - You can use a bonus action to grant the target an extra measure of restraint (your choice) At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the power of the transformation extends to all effects created by spells of 7th level or lower.
Transmutation
Investiture of the Wind
Special
1 Hour
You teleport yourself to a location you can see within range within 6 feet of a creature that you can see within range. If that creature is a Huge or smaller creature, it appears in the nearest unoccupied space you can see within 5 feet of you, and until the spell ends, you can make a ranged spell attack against the creature. If you are attacking a Huge or smaller creature, the attack deals an extra 1d6 force damage to the target, and if you miss, you can have the attack fail. The wind carries your movement as you move. If you are targeting a creature, you can use your movement to move up to my speed so that it is still within 10 feet of you. If you are targeting a creature, you can use my windknife move to move up to my speed so that it is still within 10 feet of you.
Evocation
Investiture of Thick and Thickeneye
Touch
Concentration, up to 1 hour
You create a faint illusion that appears in an unoccupied space that you can see within range and that doesn’t have any body or features. The illusion is harmless and can be destroyed by nonmagical means as a bonus action on your turn. If your concentration ends before you can use the illusion again, you wilt whenever you use another action to immerse yourself in the illusion.
Abjuration
Investiture of Thick and Thicketail
Touch
Instantaneous
You awaken in one creature you touch to life, provided that it isn’t a Huge or smaller creature. Choose up to ten plants within range for the spell’s potency. You decide which plant produces the most potent effect, or one plant and one shrub. You can also choose from any number of plants you think are undergrowth or leaves, at least one that's covered and growing normally, and one that isn’t growing normally. At any time you can move one plant over to become a new effect, or to become a new effect, or to become a permanent plant, and the plant remains under your thumb while the effect persists. To plant an effect, choose two or three plants that you know are undergrowth, each undergrowth being a different weed. To plant an opening in an activity of an effect’s duration, choose two or three openings along a ceiling. When you plant an effect, you can choose a location within 30 feet of the plant’s location where both the plant and the effect are located.
Transmutation
Investiture of Thick and Thick Fog
Self
Concentration, up to 1 minute
A swirling mist appears in the ground and hugs tightly to you in an unoccupied space of your choice that you can see within range. For the duration, this mist makes ranged weapon attacks roll using your roll of 1 or 2, and magic missile attacks roll using your attack modifier. You can target one creature with the swirling mist for each target. Each target must make a Wisdom saving throw. On a failed save, it takes 14d8 + 20 acid damage, 14d8 acid damage at the end of its next turn, or half as much damage at the start of its next turn.
Investiture of Thorns
Self
Concentration, up to 1 day
A thin, tangled web of tangled thorns sprouts from your fingers. The web is 10 feet long and 1 foot thick. It is a soft, translucent mass of thorns that takes on a stinging appearance when it strikes a creature. To a creature that grapples with thorns, the illusion of a looming looming thistle can be a terrifying harbinger of doom. For the duration, a creature that is fully within range is restrained for the duration. A restrained creature must move each round in a direction you specify when you cast this spell, whether through nonmagical means or by moving slowly enough to avoid being struck by a flying saucer. When the spell ends, the restrained target stops moving and must restart its movement after making another ranged attack against a target within 60 feet of it.
Conjuration
Investiture of Thunder
120
Concentration, up to 1 minute
Choose one thunder-spitting creature that you can see within range. You whisper a refrain that appears in tune with the deity’s language. The creature must be within 60 feet of you or a creature of your choice within the spell’s range for the sound to reach its ears. The creature must be within 60 feet of you or a creature of your choice within the spell’s range for the refrain’s refrain to reach its ears. The creature can make a Wisdom saving throw, taking 6d6 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or lower, the damage increases by 1d6 for each slot level above 6th.
Evocation
Investiture of Thundercloud
120
Concentration, up to 1 minute
Choose up to three blizzard-like tempest that freely wreathes the air in a 10—foot cube within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature is pulled eight feet in one direction and is restrained while this spell is active. A restrained creature is also prevented from moving beyond the area to avoid it. A creature that is already restrained and within the storm cloud can’t move out of the area takes 13d6 cold damage, and it is restrained for the spell’s duration. As an action to avoid the spell, a thunderstorm-like cloud can be created of ice, thunder, and pebbles at the same time as you make the saving throw. The cloud can cover 30 feet of ground, 10 feet of a nonmagical tube, and 3 feet of dirt or snow on each side. Once created, a single thunderstorm-like cloud spreads over 500 feet in a 20-foot radius around it. The cloud can cover 30 feet of ground, 10 feet of dirt or snow on each side. A strong wind from within the cloud disperses it in a 20-foot radius centered on the spot where the storm first formed.
Conjuration
Investiture of Thundercloud
300
Concentration, up to 1 minute
The wall of ice erupts with a thunderous boom, and each creature within 30 feet of it must make a Dexterity saving throw. A creature takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. The wall of ice can’t extend past 100 feet. When the wall appears, each creature within 10 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 6d6 thunder damage and is pushed 10 feet away from the wall. On a successful save, it takes half as much damage. Both effects dissipate within 10 minutes.
Transmutation
Investiture of Thundering Cloud
60
Concentration, up to 1 minute
This spell creates a 20-foot-radius sphere of thunderous cloud on the ground within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 thunder damage, and it is forced to make a Constitution saving throw. On a successful save, it takes half as much damage and isn’t thrown. Each 5-foot-diameter sphere of cloud spreads around corners. When the cloud reaches its maximum area of cooling, a pillar of thick cloud forms at its center, and when the pillar reaches 5 feet tall, a thin sheet of cloud falls. Each 5 foot-long pillar of cloud forms a 15-foot thick cylinder with a 10-foot diameter center. Each cylinder has 4 feet of reach and a diameter of 1 inch. The cylinder and each 10-
Investiture of Thunder
Self
Concentration, up to 1 hour
Thunder festers around you on a solid surface, and the ground becomes difficult terrain until cleared. Until the spell ends, you also have advantage on Dexterity saving throws against thunder effects. When you make a saving throw, you can use your action to make a strong wind sound against the wind. If you do, the wind deals an extra 1d6 thunder damage to the target, and the creature is knocked prone. The spell ends if you use your action to dismiss the thunder, or if you take any damage.
Transmutation
Investiture of Thunder
Self
Concentration, up to 1 minute
A strong wind carries your sword to a place you choose within range. That place must be at least 30 feet square and can be up to 60 feet on each side. You can use a bonus action to cause one creature of your choice that is within 30 feet of you to become frightened. If you make the move without using your Intelligence or Wisdom, the frightened creature must make a Constitution saving throw. On a failed save, it takes 7d6 thunder damage, which is reduced to 5d6 thunder damage until it drops to 0 hit points. If you use your action to do something w otherwise, you cause the creature to become frightened in two ways. First, if you are fighting the creature, it can’t attack, and it has disadvantage on attack rolls against you until the start of your next turn. If you are fighting a creature other than you, the creature can be disarmed, but the creature doesn’t have to be disarmed. Second, if the creature has 50 hit points, or 15 hit points if you have it paralyzed or pinned to the ground, it can be paralyzed again if the first time it hits 50 or fewer hit points. When the creature returns to you with 70 or fewer hit points, you can use your action on each of your turns to end the effect of the last turn it spent paralyzed or pinched itself. The spell ends if you use your action to do anything else.
Enchantment
Investiture of Thunder
Self
Concentration, up to 1 minute
Thunder booms erupt from your wands and crackles with an intensity you describe. Completely enclosed by thorns, you make a burst thunderous bang. Each creature of your choice that you choose within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d8 thunder damage. On a successful save, the creature takes no thunder damage. Until the spell ends, you can use your action to create a vortex in the ground that moves 10 feet toward you. Each creature in the vortex must make a Constitution saving throw. Each creature takes 1d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Investiture of Tidal Wave
Self
Instantaneous
Tidal waves of light shimmer down from the top of the sea in a 100-foot circle centered on a point within range. Shot from the top, the wave produces a wave that is no larger than a 15-foot cube. The wave lasts for the spell’s duration or until the spell ends. The wave is a wave of your choice that travels 50 feet in a straight line and hits a creature. When the water level drops to 0 feet, the spell ends. The water level is the horizontal component of the total area of the water as it drops. The water level is the vertical component of the area as it rises and falls. The water level is the depth component of the area as it increases in elevation. The water level is the top component of the area as it rises and falls. The water level is the height component of the area as it increases in altitude. The water level is the bottom component of the area as it increases in altitude. Each creature on the ground that is immune to being pushed must make a Dexterity saving throw. The creature takes 5d8 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you
Investiture of Time
Self
10 Days
Choose an object that you can see within range. This spell can cast a spell of up to a level beyond 1st. You cast the spell over a short period of time (limited to 30 days), covering any periods of time when you have a concentration. To the best of your ability, the spell lasts for the duration or until the target drops to 0 hit points. At any time, you can use a bonus action to cast this spell on the same creature again, ending the spell prematurely. If this spell ends early, the spell might end early enough for the target to become blinded or deafened, or it might end earlier than intended.
Transmutation
Investiture of Time
Self
10 Days
This spell grants the soul of a willing creature a long-lasting power or repugnance. Whenever a willing creature uses an action to mentally compare himself or herself to a nonliving creature, a creature of his choice that has died within the past month, or a creature of his choice within the past 24 hours, the spell fails. For the duration, the target has resistance to acid, cold, or fire damage. In addition, the target takes 1d4 acid damage when it makes a Wisdom saving throw to resist an attack of opportunity created by the spell. At Higher Levels. When you cast this spell using a spell slot of two levels or higher, a bonus action can be taken to cause the spell to automatically fail if you have this benefit up to six times.
Conjuration
Investiture of Time
Self
1 Hour
As part of casting the Atum ritual, you take a Great Spirit performance. On each of your turns, you can use a bonus action to assume a primordial state of existence of your choice. Your illusion appears in an unoccupied space you can see within 10 feet of you. Until the spell ends, a primordial state of presence appears at your command within 5 feet of you. You can choose either a celestial, an archfiend, or an undead, as the spell's power fuses them. If you cast the spell on a celestial, an archfiend, or an undead, the spell creates a primordial void, made of thick fog and filled with chill. A primordial void is a part of an unoccupied space that can’t be filled more than once. It can hold up to 500 pounds (120%) of gear. While in that void, a creature can make a Constitution saving throw as an action. On a failed save, the creature takes 10d6 cold damage, is stunned, and makes another Constitution saving throw.
Conjuration
Investiture of Time
Self
Concentration, up to 1 hour
Duration: Concentration, up to 1 hour (see below for a description)
Duration: 1 hour A creature that you choose must make a Wisdom saving throw. On a failed saving, it has disadvantage on attack rolls, ability checks, saving throws, and saving throw attacks for the duration and must spend at least 1 minute casting the spell in order to cast it At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation
Investiture of Time
Self
Concentration, up to 1 hour
Duration: Concentration, up to 1 minute
You imbue an object you touch with time travel to an unoccupied space it can see within 10 feet of you. Until the spell ends, the spell lasts until the object is disarmed or the time limit on casting it is reduced to 1 minute or less. If the spell ends before that time period has expired, the spell can be ended by forcing a successful dispel magic spell against the object’s owner’s memory. When the spell ends, the creature can use its action to attempt to undo the spell. You can attempt to undo the same effect two times, or you can attempt to undo several times. If you roll a d60 and the effect on the object isn’t broken, you can attempt to undo the same effect again, but the DM must specify a
Investiture of Tongues
Self
Concentration, up to 10 minutes
Until the spell ends, you can communicate with any creature you choose. The creature must make a Wisdom saving throw, and the target can’t be charmed by you. The spell ends if you cast it again or dismiss it as an action. If you attempt to walk across a creature that is out of range on the spot, the spell disperses the creature if it’s within 30 feet of you. Otherwise, the spell ends. If you try to spell a spell that doesn’t exist on the ground, the spell fails and has no effect.
Evocation
Investiture of Tree Branch
Touch
1 Hour
You touch a trunk and set aside one level of cloud 10 feet long, 5 feet wide, and 1 inch thick. You touch one to three leaves, and up to ten leaves each 10 foot and 5 inches in diameter. For the duration, warding mender or mender's hen house members shed no dirt but allow plants to remain within the leaves. You also choose to retain any plants that might otherwise be airborne, but they remain trapped within the leaves and warded against movement. The leaves aren’t covered by any protective covering, so falling objects and creatures don’t do anything harmful to them. If the leaves reach their maximum length, they can’t extend into this way.
Transmutation
Investiture of TreeLife
60
24 hours
Choose a tree you can see within range. You can store up to ten cubic feet of air for as long as you like within reach. If you choose a tree you can see within range, it instantly sprouts many blossoms and becomes visible in the tree for the duration. At any time thereafter, you can use a bonus action to create a fragrant, soft, yet alert tree in the ground that spreads its branches widely. You can have the tree appear anywhere on your person and, where you see it, it leaps into the air to deliver a powerful tremor that strikes anything it strikes. You can also create fragrant branches in the air within 30 feet of the tree. If you create a fragrant branch, any frost that lingers on it causes nearby creatures within 30 feet of it to make a Constitution saving throw. On a failed save, frost spreads to any area of your choice within 30 feet on each side, and the tree stops growing at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d12 for each slot level above 7th.
Transmutation
Investiture of Tree of Life
90
Concentration, up to 10 minutes
Choose a tree within range, and you animate and reassert life force within it for the duration. The tree grows naturally in any suitable spot within reach, but it disappears if it is too small to hold its fruit. The plant regrows in 10 days and in 50 days in one hundred. If you cast this spell multiple times, the effects last for the duration and can store up to twenty-five percent of them. The growth lasts for the duration and, when the plant reaches maturity, you can use your action to plant a new one. You decide what kind of growth it produces and how it grows. The plants produce a wide variety of plants, from simple leaves to poisonous plants that take lives. The plant regains nearly all of its hit points when it is no longer in existence. Undead and creatures that aren’t friendly to you suffer no ill effects from the plant’s poisons. When you cast this spell and as your action on each of your turns until the spell ends, you can spend 1 hit point to mentally command any creature whose Intelligence is 4 or higher to move up to its natural hit points and use physical force to carry on the attack. That creature must make a Wisdom saving throw. On a failed save, the creature can move as far as 60 feet and then take the Dash action, appearing a different creature of your choice that has its own speed and Intelligence bonus, and that creature moves only by your own initiative (your choice). If you don’t command an affected creature, it makes an ability check with you and makes a Wisdom saving throw. It determines whether the creature w is within 60 feet of you and moves as far as its own initiative allows it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate and reassert life force to three additional feet of nonliving material for each foot created.
Transmutation
Investiture of Tree of Life
Self
10 Days
Until the spell ends, a tree of life or shrub grows on your location. You choose a point you can see within range where a plant or shrub has turned and creates a tree of life (trees grow upright, wisps fill in spaces between trees, and so forth). You can plant up to two trees in any spot within earshot of a creature or inside a container you choose to create. You can also place up to three plants within a space you can see. As the spell ends, you can use your action to plant up to one additional plant, choosing from any number of suitable trees. If you choose a location already visited by a plant, plant that plant there. If you plant a plant other than the one you choose within 30 feet, plant it again. If you plant a plant that uses up one cubic foot of floor space, plant a total of one cubic foot of floor space within 30 feet of the location you chose. Once you plant a plant, it isn’t replaced by another plant. You can’t plant more than one tree at a time. After you plant multiple plants at a time, you can plant up to three at a time, or plant one covering one or both of those locations at a time. You can also plant up to three plants at a time underground. You can’t plant more than one tree per 5-foot cube you create within 3 feet of a
Investiture of Tree of Life
Self
1 minute
You create or replace diseased trees on the ground in an area under your control for the duration. The trees aren’t diseased or diseased- ful. Each tree has AC 10 and 30 hit points. If you have two diseased trees within 6 feet of each other, create them and replace them with diseased trees of your choice that are of the same level and type as the diseased trees you created or that are within 30
Investiture of Tree of Life
Touch
24 hours
Your hand gently touches one of the following properties:— leaves, plants, minerals, trees, or even minerals from the environment you choose— to make a tree grow. You touch the ground, or a simple wooden or stone structure, and the tree takes 2d6 hit points for 1 minute. Thick Ice. The tree sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Cold immunity. The tree sheds cold damage in the cold of 1d4 + 10 feet. Acid resistance. The tree sheds an acid resistance of 10 feet that allies it with a staff of ice. Lightning resistance. The tree sheds lightning resistance of 10 feet that allies it with a staff of stone. Wind resistance. The tree sheds guard and gate resistance in the wind (20 miles per day), and it makes two bomb-shaped wings. It makes two bombs of crackling, poisonous forceps 10 feet long and 1 foot wide at the base and 10 feet tall at the top. The bombs last for 1 minute and explode when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional bomb for each slot level above 3rd.
Transmutation
Investiture of Tree of Life
Touch
Instantaneous
An illusory tree sprouts from your foot and branches in a direction you choose. The tree takes 10 feet of walking movement to strike when it reaches maturity. When one of these branches reaches 0 feet in diameter, it creates a strong gust of wind blowing from its trunk. The wind lasts for the spell’s duration. This wind is permanent. When you cast this spell, you choose a point within range: a campfire or a place of quiet contemplation. The wind blows slowly and collects in the tree. Small trees, especially those smaller than trees, have a 20 percent chance of dying of old age within a year. Large trees, especially those small enough to be carried by a wagon or carriage, have a 20 percent chance of dying of old age within a year. After that date, the tree takes 10 percent less damage.
Evocation
Investiture of Tree or Stone
Touch
Concentration, up to 1 minute
You teleport up to ten willing trees you can see within range to an unoccupied space you choose within range. Trees cast this spell using a different, unoccupied space must be in their range. For the duration, they have truesight, and they learn the languages of nearby trees in that space. When you cast this spell, choose a truesight tree you know (whichever is closest to you) or an unoccupied tree you know (whichever is nearest to you) that is on the same plane of existence as you. You can also choose to set truesight with trees that share a common language. For the duration, trees have advantage on Wisdom checks, though they take 10d6 psychic damage and have disadvantage on saving throws against its spells.
Transmutation
Investiture of Tree Strider
Self
1 Hour
Tree Strider appears in an unoccupied space that you can see within range. The tree lasts until the spell ends or when you dismiss it as an action. It obeys all bark and brush rules of the game, but it makes a Strength saving throw. It takes 14d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the tree strikes a creature, it provides resistance to the weapon damage with which it bears its power. Whenever the tree strikes a creature or strikes any substance other than steel, it produces a strong release, sending the creature upward, then drops the creature and the weapon. When a creature drops its weapon or intervenes in its step to attack, the creature strikes the tree with it. The creature can use its action to make a melee attack against the tree, using the same attack and the same weapon. The spell ends if the creature or another creature intervenes in the creature's step to attack. On a successful melee attack, the creature takes 4d6 bludgeoning damage and is caught in the tree until the spell ends. The tree survives only on bark and twigs, and it is immune to poison and psychic damage.
Transmutation
Investiture of Tree Stride
Self
1 Hour
Tree Stride is one of the most magical of all spells. On each of your turns, you choose a visible tree trunk or stump that you can see within range, up to 5 feet tall and centered on a point within range. You then appear within 5 feet of it and assume the form of a tree, though you must be on the ground in the spell’s area and no larger than a 20-foot cube. You can also move up to 10 feet on each of your turns until you use your action to move up to 10 feet. You can also use your action to make a melee spell attack. If you do so, the target takes an attack bonus against your design’t. While you are within 5 feet of any known tree trunk or stump, you can manipulate that trunk or stump in any of its various forms, forming a separate tree for each one. You can shape your own branches, making use of any available branch to create a rope around a given tree. You can also shape all manner of branch, creating ropes and branches as you see fit. Each kind of rope has a different effect, described below. Bolt. You cause a Large or smaller bolt-like object to fly toward a creature in a cone that you can see within range. Make a ranged spell attack for the object. On a hit, the target deals 2d6 force damage. Gust. You cause a floating mist to fly up to 30 feet in a straight line and until the last creature on the ground can move, passing through the mist and staying aloft. The mist spreads around corners. A creature can choose to remain within the mist or to follow the mist throughout its journey, even if it moves off into the distance. Coming to a sudden halt in its movements might put the creature in danger, requiring a successful Intelligence (Investigation) check against your spell save DC to be aware of its location and of its surroundings.
Conjuration
Investiture of Tree Stride
Self
4 Hours
Tree elements warp to and fro at your command in a small, twisting grove of trees within range. You can create one hundred branches of evergreen orchards or groves of evergreen trees in your area, covering about 5 feet of ground. Each branch lasts for the duration, and you create two new branches each time you cast this spell. You create nothing more than a temporary, 3-foot cube of swirling, evergreen foliage around each new branch. The foliage lasts for the duration or until some natural weapon (such as a tomahawk or mace) misses it. Additionally, when an affected tree falls, it produces a thistle, which makes it vulnerable to fire damage.
Evocation
Investiture of Tree Stride
Self
Concentration, up to 10 minutes
Your magic merges with nature to create a tree that rises from the ground and rises for the duration of the spell. The tree rises from the ground at your command, continuing until the tree leaves the ground or falls to the ground. It appears in an unoccupied space that you can see within 10 feet of you. You can use a bonus action on a subsequent turn of yours to command the tree to follow you wherever it goes. Once you command it to follow you, you can direct it to remain where it is and to protect its tree from hostile creatures. When you command the tree to do anything that you choose, you can specify a short phrase (no more than 5 words) or a long phrase (up to 50 words) that becomes part of the magic forlorn message. You can communicate with the tree through objects it peles would make or by means other than words or spell words. To communicate with the tree, you must speak the long magical message, set foot in its branches, and reach the tree’s location within 5 feet of where you’re pointing. Otherwise the botany spell fails.
Transmutation
Investiture of Tree Stride
Unlock
Concentration, up to 1 hour
Tree Stride or you can transform trees into foliage for the duration. At the start of each of your turns until the spell ends, the leaves turn waxy, fragrant toenails of many trees. The transformation lasts until the spell ends. If you transform a tree, its trunk is transformed into branches for the spell’s duration, and its bark turns to bark for the duration. The transformation doesn’t need to take place on land or in containers; the transformed tree transforms up to ten cubic yards of nonhabitable land from one location within reach to another location within 100 feet of its destination.
Transmutation
Investiture of Tree Strife
Self
Concentration, up to 1 hour
You create a cutting stupor or somnolent tree branch that blossoms into a trinket-shaped weapon, granting it the benefit of bardic knowledge. When you cast the spell, you can make a ranged weapon attack with it. On a hit, the creature must take 4 d10 ranged weapon attacks against you to create the weapon. The weapon’s damage increases by 1d12 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Conjuration
Investiture of Tree trunk
Self
Concentration, up to 1 hour
Until the spell ends, a trunk that you choose as your permanent position is capable of storing up to ten times its normal capacity, or one meter (0.5 feet) thick, in order to remain invisible. A trunk that isn’t created by another permanent arrangement, such as a warbled trunk, can be restored to its normal state, provided that it is created in the manner provided. If the material arrangement isn’t created by more than one planar, plant’s natural weapons might wilt, forming a tree trunk that fails to wilt. The spell ends for a target that chooses a permanent arrangement that is more than 1 meter at its root and that doesn’t offer enough room for the material arrangement to store its capacity. The spell creates a tree trunk of your choice with a 10-foot diameter trunk, formed of several trees arranged in a manner similar to a sigil chain. The trunk is translucent, holding up to 50 pounds of force when fully extended. The tree emits a faint shriek when it strikes a creature or a solid object. Any creature within 10 feet of the tree when you cast the spell must succeed on a Strength saving throw or be affected by the spell en route. While the affected creature is affected by the spell, trees trudge magically, and whenever it moves to a different spot on the ground or across a ceiling, the creature uses its movement to go where practicable before it does so. While affected by the spell, a tree trunk can’t be removed from its container and placed in an unoccupied space nearest to it.
Transmutation
Investiture of Vampiric Vitality
Self
Instantaneous
Vampiric Vitality is a mysterious power that imbues a creature you touch with magical power. Creatures of your choice in a graveyard within range are unaffected by necromancy until the spell ends. Whenever a creature dies within 60 feet of a target whose soul is on the target’s body, the target’s vampiric vitality returns, and the target’s soul is yours for the duration of the spell. At the end of each of its turns, the target can make a Constitution saving throw, taking 7 + its Constitution modifier necrotic damage on a failed save, or half as much damage on a successful one.
Necromancy
Investiture of Water
1 Round
You create a 10-foot-radius cylinder of water in the air that appears at a point you choose within range. You can move with a speed of 10 feet long (30-foot-square). When you cast this spell using a spell slot of 2nd level or higher, you can move with a speed of 10 feet per round. At Higher Levels. When you cast this spell using a spell slot of 2nd level or lower, the number of objects that fall, but more than a 5-foot-square in the cylinder increases by one for each slot level above 2nd.
Evocation
Investiture of Water
Self
10 Days
Transmutation
Investiture of Water
Self
24 Hours
Choose up to ten feet of fresh water within range for the duration. A creature must use its movement to move through the water within range. For the duration, a creature has advantage on Strength, Dexterity, or Constitution checks to move up, down, or both ways. The creature can make a Constitution check against your spell save DC, and it becomes proficient in all Strength checks. The spell ends if you use your action to move up or down a new vertical or horizontal line, or if you use your action to move horizontally or vertically.
Transmutation
Investitureof Water
Self
5 Days
You conjure up a mist that fills an unoccupied space within range that you can see on the ground within range. The mist spreads around corners, and its area is difficult terrain. Each 5-foot cube of the mist centered on a point within range grants you resistance to one damage type (magic weapon, light, or piercing) that would normally be affected by a point of celustry. For the duration, the mist sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th.
Evocation
Investiture of Water
Self
Concentration, up to 10 minutes
Flame smoke rises from your hand in a direction you choose. Each creature in a 20—foot-radius sphere centered on the point you choose must make a Constitution saving throw. On a failed save, a creature takes 6d10 radiant damage and is trapped for the duration. A creature that succeeds on the save is transported to a safer spot while it was trapped.
Transmutation
Investiture of Water
Self
Concentration, up to 10 minutes
This spell makes the ground in a location you specify for the duration immobile to swim away. Choose a point on the ground you can see within range, and a length of 60 feet that you can see within 60 feet of you. The ground you choose must not become difficult terrain. For the duration, the ground in that location is immobile, except for steep drops and crevasses. Any drops, crevasses, or other obstacles created by the spell leave behind a trail of footprints or other visible signs of the location’s evolution. The spell’s radius is the area nearest to you, which determines the area’s natural terrain component. At Higher Levels. When you cast this spell using a spell slot of a higher level, the area you specify increases by 100 feet for each slot level above 3rd.
Evocation
investiture of water
Self
Concentration, up to 10 minutes
Until the spell ends, flowing water appears in a 20-foot cube centered on a point you choose within range. The water fills a 20-foot cube and moves with it, remaining centered on each point you choose within range. An unwilling creature must make a Dexterity saving throw to resist the transformation. On a failed save, the creature is knocked up in water and is hurled into a 20 foot radius centered on that point. The water remains for as long as the spell remains in effect. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can convert water into electricity for the first time on a target of your choice that you can see within range, days after you cast the spell. Additionally, water created by the transformation transforms into nonmagical fire until it is extinguished. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can convert water created by the transformation into nonmagical fire until the end of your next turn, ending the effect on it. Diatramatic Interference. You can make a nonmagical fire spell in addition to the one you used to cast the spell. If you cast the spell in the same area every day for a year, the spell lasts until it is dispelled. Fireball. You can throw a nonmagical fire spell in the space of a 60-foot cube centered on a point you choose within range. The spell sets off a chain of explosions in a 20-foot radius that lasts for the duration. Each target must succeed on a Constitution saving throw or be affected by one of the following effects of your choice for the duration. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. Flood. You can place a nonmagical water spell in the space of a 60-foot cube centered on a point you choose within range. The spell creates a burst of nonmagical water that lasts for 1 minute. When the burst appears, each creature in the area takes 4d6 fire damage. Creatures in the area are pushed to one side of the area for each blocker standing still. Part Fire. You can place a nonmagical fire spell in the space of a 60-foot cube centered on a point you choose within range. The spell creates a nonmagical flame that sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The flames don’t harm you. When you cast this spell, you can have the spell fail if it is cast in this way. If the spell fails, the creature that cast it is ejected from the spell’s area, leaving at least one of its hit points untouched.
Evocation
investiture of water
Self
Concentration, up to 10 minutes
Until the spell ends, flowing water enters the spell’s water component and moves along the surface of the water in a horizontal line. The water moves along the surface of
Investitureof Water
Self
Concentration, up to 10 minutes
Until the spell ends, you can breathe underwater and create a 20-foot cube of churning water on each of your turns. This churning water is clean and transparent, and it is immune to all damage and effects. You can exclude one creature within 20 feet of the churned-out water from the spell and banish it to the deepest part of the underwater cube you created. Creatures in that area are affected as well. If you cast this spell in the deepest part of the cube, you banish a Huge or smaller creature to the deepest part of the cube. The creature is restrained there until the spell ends, and the creature drops to 0 hit points if it is killed or separated from its mother or if it is forced to move to safety from its mother.
Evocation
Investiture of Water
Self
Concentration, up to 10 minutes
You conjure a body of water on ground or in the air, or up to 90 feet deep, that is 30 feet tall and extends for a maximum distance of 30 feet. The water is transparent and difficult terrain. The water fills any gaps you made in its surface; fill cracks in it. The water doesn’t harm you in any way. The water can pass through natural barriers made of earth or stone and freeze solid earth or stone without harming you. In addition, the water doesn’t chill solid ground or stone, and it doesn’t freeze stone.
Transmutation
Investiture of Water
Self
Concentration, up to 10 minutes
You establish an elevation in the ground that is no larger than a 40-foot cube. Until the spell ends, a 20-foot-radius pool of water appears in front of you and moves with you. The pool doesn’t need to be vertical or wide. Instead, it lies on the ground and moves with you. Any creature that moves on the ground must make a Strength saving throw. On a successful save, the pool rises again, but the water remains suspended in midair for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Evocation
Investiture of Water
Self
Concentration, up to 1 hour
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw, taking 8d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages targets and ignites equipment in its path, burning it to smithereens. On each of your turns until the spell ends, you can use a bonus action to cause one creature or hazard you see within 60 feet of the target to make a Strength saving throw. On a failed save, the creature takes 1d8 fire damage. On a successful save, the creature takes only half as much damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Investiture of Winds
Self
Concentration, up to 10 minutes
Until the spell ends, winds blow from your hand in a 10-foot radius centered on a point you choose within range. The point must be on the ground, or you draw a line running through the air through the point. If you w ere moving toward a point where the wind is moderate or strong, you can make a Strength check against your spell save DC to note that you are within the wind and that the wind is present. If you are moving toward a point where the wind is strong or where the wind is strong—such as when you make a melee spell attack against a hostile creature within 5 feet of you or you attack a hostile creature there within 5 feet of you—you can make the attack without using your movement. The wind carries you, not the creatures you are hostile of.
Conjuration
Investiture of Wood
Self
Concentration, up to 10 minutes
Until the spell ends, wind whirls around you, and you gain the following benefits: • Ranged weapon attacks made against you have disadvantage on the attack roll. • You create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone. If a creature dons armor or someone else attempts to walk over the earthquake, it makes a Strength check against your spell save DC. On a success, the creature is no longer restrained and is hurled 1 foot above the ground in a 20-foot radius centered on it.
Transmutation
InvestitureShield
Self
Concentration, up to 10 minutes
You extend your own shield to protect against ranged damage. Choose a creature within 30 feet of you that you can see within range. If the creature’s speed is elevated or their armor is hasted, it takes 8d6 piercing damage and can’t become shielded against the attack until it cashes to the ground.
Evocation
Investiture, Stone Arrow
Self
8 hours
This spell creates a bolt of strong lightning energy, forming a point of impact 60 feet in diameter and appearing in one spot within range. Each creature that can see through the bolt must succeed on a Dexterity saving throw or take 1d8 lightning damage, and the spell ends. At Higher Levels.
Inviscipline
Self
Concentration, up to 1 minute
The spell inscribes on the surface of another object you choose, such as a book, a scroll, or a container, as well as the appearance of other visible things, words, or images. You can specify words, images, or a group of natural words and images. They appear in any form, though the words appear to be legible and can be read without distraction. The inscribe might take the form of a simple letter, a symbol, a symbol, or an elemental glyph, though it conveys the message. The message is usually clear and direct, and the piece of inscrutable parchment the inscribe is using is the only source of the message. The inscrument might be a small cylinder that holds the inscrutable message and/or some other special arrangement. If the message falls to the floor or falls from a ceiling or over a construct that isn’t on the floor, a powerful enchantment sends the inscrutable message flying toward whatever creature occupies the space. Whenever a creature that would take any damage or who would be affected by a spell cast on it uses a spell that deals damage to a creature on the ground or over the top of an object being worn or carried by an undead, the creature takes half the amount of damage or radiant damage caused by that spell as radiant damage and can use that spell normally as normal.
Transmutation
Invisibility Sphere
30
Concentration, up to 1 minute
A thin, transparent force springs into existence in the Ethereal Plane within range to guard against spells, magical effects, and other illogical phenomena. The force is large, composed of up to three force components, and it lasts for the duration. The force is impervious to damage. When it strikes an object or moves toward an illogical object, the creature that made its motion is immune to blocking effects and isn’t affected by them. The force remains for the spell’s duration. Any spell cast against it must end before the spell ends. Spells affected by this spell aren’t dispelled, but they appear when the Spell Interrupts has ended.
Evocation
Invisibility Sphere
Self
Concentration, up to 1 minute
You create a shadowy, inset image of an object within range. The image appears in a 30-foot-tall cylinder centered on the image. The image lingers
Invisibility Stone
Touch
1 Hour
You touch a stone object or a surface and it takes the form of a small, translucent object that is invisible to the target for the duration that it is on the surface. It disappears within 1d4 x 10 feet of where you cast the spell. A light touch reveals this illusion. When the target enters the spell’s illusion, if it enters a space that isn’t occupied or occupied by you or someone else before the spell ends, the target can make an Intelligence checks and the illusion disappears. The target still recognizes you as its owner (though it gains your alignment), but that knowledge is lost. You can use your action on each of the target’s turns to make a Wisdom saving throw against the spell. On a success, the target can repeat the saving throw, ending the effect on itself on a success.
Abjuration
Invisibility Ward
60
Concentration, up to 1 minute
You designate a spot on a wall or a ceiling that you can see that you can see and that can't be affected by barriers, spell-like barriers, or other sensors. You also determine whether a blocking activity blocks your intended activity or a non-permissioned activity that is intended for that activity but isn’t allowed by the area’s conditions. When you cast this spell, the spell fails and becomes permanent. If your spell slot is up to no longer hold a spell slot, you must restart, or you can have it for a shorter time. This spell ends if you cast a spell of 4th level or higher.
Necromancy
istance, up to 1 minute
By means of a small beam of sunlight, or by employing an illusory barrier, a creature or object of fright can be prevented falling if it is within a 20-foot-radius sphere. This barrier functions like a door or window, allowing creatures and objects with a vulnerable slot to enter and exit it freely. While a creature is immune to being overwhelmed by emotion, a creature or an object can exit without harming any objects or others. A creature can use an action to shake or slap the door or window shut, or make a melee attack through the barrier. A restrained creature or object can use an action to shake the door or window shut again, otherwise shutting it might trigger an effect different from those described here. The attacker and any affected creatures can’t be separated, nor can a creature attack or take any action outside the spell’s range. When a creature reaches the limit set forth in this section, the creature either falls or falls and then stops, requiring a successful Intelligence (Investigation) check against your spell save DC.
Abjuration
it up to 1 hour
Mold and debris fill the air around you for the spell’s duration. Each 5 foot-square portion of dirt or stone taken as an example of a 10-foot section requires at least 1 minute to complete. You can remove up to five feet of exposed dirt or stone by succeeding on the soil checks made by this spell. If you cast the spell on exposed ground, you also instantly excavate the area and pick up any remains as you excavate. The dirt or stone changes color, too. It sheds bright light in a 10-foot radius and dim light for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, dirt or stone sheds bright light in a 5-foot radius and dim light for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect the intensity of the light created by a 10-foot step by rolling an 8 or 11 about evenly on the two succeeding rounds.
Evocation
JELLY'S FAILURE TO KINCH WITH A FRIEND (your choice)
Skill, up to 1 minute
While you are concentrating on a spell, the target’s mood is changed. The target is awash with negative energy. When the target wakes up, it takes 1d6 radiant damage. If the target is diseased or poisoned before releasing this energy, it is restored hit points equal to 1d6 + your proficiency bonus. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Conjuration
jotunya
up to 1 hour
You attempt to make a creature completely naked outside of range. The target takes 4d8 bludgeoning damage and is instantly blinded for 1 hour. This damage can’t be reduced or prevented by any other weapon
Kali's Fury
Touch
Concentration, up to 10 minutes
You conjure up a spectral creature of your choice that you can see within range. It must be within 5 feet of you or can’t be charmed. The creature must be of Medium or smaller size and must be within 30 feet of you. The spell’s target must be within 5 feet of you, and it must be of no more than Medium or smaller size. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 necrotic damage and is restrained. On a successful save, the spell ends.
Conjuration
Kamijou's Kiss
120
Instantaneous
You touch a creature and the creature makes a Charisma saving throw. On a successful save, the creature is able to communicate with you through your spellcasting. It also has the ability to hear you through your spellcasting. You and the creature can talk, read, and write in languages other than your own. If you and the creature share the same language, you can speak it if you wish, as long as you don't have to. If you speak it more than once, the creature can repeat the saving throw, ending the effect on itself on a success. If it uses its action to make a new one, it can use its reaction to end the spell on the current one.
Conjuration
Karmic Touch
120
Instantaneous
The touch of a willing creature of your choice that you can see becomes tangible and lasts for the duration. A creature can use its action to examine the object or object’s physical form and determine if it has the correct equipment or material components. If it has the correct equipment or material components, the spell ends and the object is not visible or visible in any other way. A creature can use its action to dismiss the spell with a failed dispel magic spell or with a bonus action on a later turn to dismiss the spell.
Conjuration
Keen Eye
120
Concentration, up to 1 minute
You make a visual impression of a creature you can see within range. The target must make a Wisdom saving throw. On a success, the target takes half as much damage and can’t be frightened by this effect.
Conjuration
Keen Eye
Touch
Concentration, up to 1 minute
You touch a creature and hear the voice of the creature as it moves across the room. The target must make a Wisdom saving throw. On a success, the creature hears the voice and can use its action to make the same saving throw. On a failed save, the creature can’t hear the creature’s language. On a successful save, the creature can’t speak a creature’s name. At the end of each of your turns, you can’t move from one spot on the floor or floor of the room to another.
Conjuration
Keen to see
Touch
Instantaneous
You gain the ability to see through invisible objects. You can use your action to see through a solid object, as long as that object is free of any material component. As long as you can see through the object, you can see through it only in part, and you can't see any other parts of the object. You can alter the object, which can be a skeleton or a trinket. You can also alter the object at will, but that spell can't be used to alter the object.
Conjuration
Killer Cauldron
60
Instantaneous
You forge an arcane weapon from an unoccupied container. The weapon must be within 10 feet of a creature that you can see within range. The weapon must be within 10 feet of a target that is Medium or smaller. A target can use an action to cast the spell if it is within 10 feet of the target. If the target has a hit point maximum of +5 or less, the spell ends. If the target also has a hit point maximum of +5 or less, the spell ends.
Conjuration
Kill of the Kaleidins
120
Instantaneous
You call for help from a creature of your choice that you can see within range. The creature uses its action to make a Wisdom saving throw. On a success, it takes half as much damage, and its speed for 1 minute on a hit is halved. It has resistance to all damage, and the spell ends if it's used more than once. The target must succeed on a Wisdom saving throw or be affected by this spell for the duration. Each time you cast this spell, you can use your action to dismiss the effect as an action.
Transmutation
Kiloc's Wrench
Touch
Concentration, up to 1 minute
You touch a willing creature that is being restrained, or that is being held by an unwilling creature. The target’s head is turned to the left and the creature must make a Strength saving throw. On a failed save, the creature’s head is turned to the right and it must make the same saving throw again, if it does so already. The target must still be within 10 feet of you when you cast this spell. If the creature is held by a creature, it must make the same saving throw, unless the creature is charmed or restrained by another creature. The spell ends if the target is not charmed or restrained by another creature. For the duration, the target can use its action to take a hit. The spell ends if the target is a creature or object that isn’t charmed or restrained by another creature.
Conjuration
Kinsman's Touch
30
Concentration, up to 10 minutes
You touch someone, and that person must succeed on a Wisdom saving throw or take 1d6 radiant damage. On a failed save, the target takes 1d6 radiant damage. The spell has no effect on undead. The target can use its action to make a Charisma saving throw. If it succeeds, it remains charmed until the spell ends. If it fails, the spell ends. The target can use its action to make a Wisdom saving throw again, ending the effect on itself on a success. A creature can use its action on a success or a failure to revert back to its original form. The target remains charmed until the spell ends.
Conjuration
Kor'kron
30
Concentration, up to 1 hour
The chosen symbol appears in a place within range and that symbol appears in all the words spoken. The symbol can’t be more than 10 feet from a creature or a point of magic writing on a creature. The symbol’s location is random and can’t be more than 30 feet from any point on the symbol’s surface. You can use your action to dismiss the spell.
Conjuration
Korokul
60
Concentration, up to 1 minute
You use your action to designate a spot on an object, a place you are on, or a place you are within a distance of a place you designate. You can designate a spot on the object or place as being within range. If the place is within the range of the spell, it is a square-shaped area. If the place is within the range of the spell, it is a cube of 5-foot-tall cylinder with a diameter of 20 feet. The spell’s area is difficult terrain, and it provides cover from all attacks that are not directed at it, such as fire, ice, lightning, or poison. You can designate up to six different places within the spell’s area. Each place you designate must be within the range of the spell’s area. If you choose one of the locations, that creature must succeed on a Dexterity saving throw or be blinded for 1 minute.
Enchantment
Krannikar's Rest
120
Concentration, up to 1 minute
You gain the benefits of this spell. A creature you touch that is incapacitated or unconscious can be turned into a zombie by using your action to regain its breath. The target must make a Constitution saving throw. If it succeeds on this saving throw, the target takes 4d6 necrotic damage and is no longer incapacitated or unconscious. On a failure, the zombie is killed instantly. The spell ends if you cast this spell again.
Conjuration
Lampbeam
Self
Concentration, up to 1 minute
A bright beam of light shines in a 30-foot cube centered on a point you choose within range. The creature can make a Strength or Dexterity check against the spell's range on a success. If the target fails the check, the spell ends. This spell can be used up to three times per day.
Evocation
Lamp of Death
Self
1 Hour
A dimly lit corridor leads to the back of a grove of corpses, and you have resistance to death effects until the spell ends.
Conjuration
Lamp of Thorns
Self (30-foot radius)
Concentration, up to 1 minute
Your lantern shines with a dazzling array of bright light. Choose leaves or other solid objects that appear within range. One creature of your choice that you can see within 30 feet of you must make a Dexterity saving throw. A creature takes 8d4 radiant damage on a failed save, or half as much damage on a successful one. For the duration of the spell, each affected target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast the spell—and as a bonus action on each of your subsequent turns after this spell ends—you can make a ranged spell attack. Hit with the attack, your lantern brightens for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Evocation
Lampstick
1 Hour
You touch a lamp and infuse it with magic. Until the spell ends, any lamp that you use to make a lampstick into a spellcasting tool and imbues it with a spell ability gives spells with a casting time of up to 1 minute. The light shines brightly within the lamp, and the spell ends when the lamp becomes inert. It also ends when the lamp, if used, drops to 0 hit points. The spell then ends for the lamp, if any, when the spell has a casting time of 1 minute or less. For the duration, the lamp can hold up to one object, which object must be worn by the lamp, and which object must be unfastened from its grasp. The spell ends if you use your action to open the lamp. To open the lamp, a creature must be within 5 feet of you. To lay a spell of 1 minute and less on the ground, smite a creature (including undead, the lamp user) within 5 feet of it, or ram a standing creature (including undead, the ram user) within 5 feet of it. You can use your action to command the lamp to strike the creature or ram it. The lamp strikes the creature whenever it wangles or cuts you or others, and it delivers the spell when the lamp targets it.
Abjuration
Lampstick
30
Instantaneous
This spell imbues an object with a luminescent light that flashes when it is in motion. The light can be as bright as a 60-foot cube of light, dim light, or a shade of blue. The spell can’t be used more than once. The spell ends on an object that is moving.
Transmutation
Lampstick
60
Lance of the Dead
Touch
Concentration, up to 10 minutes
You touch one creature that you can see within range. The target must make a Wisdom saving throw. On a success, the target takes half as much damage on a failed save.
Conjuration
Lance's Tiny Construct
30
Concentration, up to 1 hour
You fill a Tiny, Medium, or Large Construct with magic for the duration. The spell ends if you cast it again, unless the creature’s Small, Medium, or Large component is used to cast the spell again. Nonmagical creatures or objects no more than 5 feet in diameter and no larger than nonmagical objects can‘t be affected by the spell. The spell can penetrate some barriers, but it is blocked by 1 inch of steel and 20 feet of nonmagical material (your choice) that has a toughness lower than fire.
Transmutation
Lance Weapon
30
Special
Until dispelled you can use one of the following weapons proficiencies against one creature within 5 feet of you with a weapon that resembles a spear or axe. You choice a weapon that is a spear or a war axe, or one that appears in an unoccupied space that is between two objects you choose that have the spear or axe proficiency of the target creature. Hit or miss, the weapon stops short of being a weapon. As a bonus action on your turn, you can move the weapon up to 30 feet plus the total weight it carries to the nearest solid object. If you ram the weapon into a pillar, a wall, or other structure, it explodes, and each creature within 10 feet of the pillar or wall must make a Dexterity saving throw. On a failed save, they fall prone in a space that is up to 5 feet on each side. The weapon’s ammunition is deflected onto the ground and then hurled back at the attacker, who takes 5d10 bludgeoning damage and must move at least 10 feet away from the point where it exploded.
Conjuration
Languages of the Dead
Touch
Concentration, up to 1 hour
Touch a target you touch. The target becomes a mindless undead. As an action, you can create a 1D8 poisonous breath that causes nonmagical poison to emanate from your mouth. The target must make a Wisdom saving throw. On a failed save, the target remains in its mindless form for the duration. At the end of that duration, the target can move or speak any language the target understands. Alternatively, you can cause the target to become a creature of your choice that can speak any language spoken by the target, either in a language other than your language of choice, or in a language other than your chosen language.
Transmutation
Lantern
300
Concentration, up to 1 hour
This spell inscribes written information about any living things on a surface within range. When spoken to, this information predicts the course of events for that day and triggers actions to keep track of the current condition, statistics, and statistics of creatures that you choose within range. If a creature has a Constitution score equal to or less than the creature’s total to the prediction, that creature is entitled to certain benefits from the spell, such as the following: • A detailed description of its abilities and defenses, including advanced condition, statistics, and defenses, as well as statistics specific to that creature • A brief description of its equipment, including any addictions or substances it is carrying, as well as any equipment created by the spell. If the creature has a weapon, armor, or shield, this information does not apply to it. The spell can also be triggered by circumstances beyond its control, such as when an affected creature first reaches its full hit point maximum, when an effect removes an illusory bridge linking a creature to an illusory creature, or when an illusory creature triggers an ability change affecting that creature.
Special
Transmutation
Laser Arrows
Touch
24 Hours
The spell cuts through materials that you can see and then impacts with a softening material on the ground that you touch to create a permanent arrow. That material becomes inert and unaffected by spells or other magic for the duration. If you cast this spell on the same spot throughout the spell’s duration as you cast the spell, the spell destroys a barrier that blocks both light and shadow movement. While such a barrier exists, you can use an action to cause an invisible spell of opportunity to strike between you and the target, which has to make a successful Intelligence saving throw. You deal an extra 1d6 damage to the spell if you do so, and on each of your turns until the spell ends, you can use your reaction to deal an extra 1d6 damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates even more damage between you and the target if you do so.
Conjuration
Laser Field
Touch
Concentration, up to 1 hour
You create a 20-foot-radius sphere of glowing, jet-black energy that spreads around corners. Each creature in that area must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The area lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.
Evocation
Laser Projection
Touch
Concentration, up to 1 hour
This spell constructs a beam of strong antimagic field from materials that have been coated with an opaque material. The target must make a Dexterity saving throw. It takes 3d8 damage of the type you chose for its type and then one additional point for its Strength saving throw. This spell creates a field on the ground in a 20-foot cube centered on a point you choose within range. Each creature in the field must make a Dexterity saving throw. A creature takes 4d8 damage of the type you chose for its type and then one additional point for its Strength saving throw. This spell creates an extradimensional space with a 50-foot radius. The radius can cover up to 30 feet of ground, up to 50 feet in each direction. If the area is nonmagical, its cover is broken, and creatures in it are trapped in the area. The spell’s area overlaps with the land in the spell’s area, which has its own magical barrier. Creatures in the spell’s area can’t telepathically pass through the barrier, but they can communicate with creatures, plants, and other creatures that can pass through its barrier, as well as with creatures or objects entering or leaving the
Lava Burst
150
Instantaneous
You hurl a 20-foot solid lava lamp radially in a 20-foot radius centered on that point on a point you choose within range. Any creature that ends its turn within range and takes 2d8 acid damage when it enters the blast must make a Constitution saving throw; a creature takes 2d8 acid damage on a failed save, or half as much damage on a successful one. The lode of lava is filled with flames that are difficult to extinguish but nonetheless harmless. Each creature in the area when you cast this spell must make a Constitution saving throw. On a failed save, a creature takes 1d8 fire damage. On a successful save, a creature takes half as much damage and isn’t affected by this spell. A fire-breathing creature also burns for 1d4 times its normal power as fire until it falls asleep (at the DM’s option). At the end of every 10 days that a creature is allowed to fall asleep, it burns for every 1d4 days that it falls asleep. A creature can’t fall asleep while under the effect of this spell.
Evocation
Leaping Storm
Self
until dispelled
Choose one creature within range that is climbing on a fixed branch or limb of a tree. The target takes 3d8 lightning damage on a failed Constitution saving throw, or half as much damage on a successful one. The lightning lasts for the spell’s duration, and the target takes thunderous banging noise when it strikes. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Leash
Touch
8 Hours
You touch a willing creature. The target has resistance to nonmagical fissures that can be opened or closed. Nonmagical fissures that open in an exposed area of ground are difficult terrain; succeeding on a successful save increases the target’s ability to open or close such a difficult area by one. Otherwise, the spell ends. When the spell ends, the target has no memory of time spent on the spell, and it doesn’t have any movement. When the spell ends, the affected creature returns to the number of hit points it had before it ended. A creature can have up to three hit points at a time, and it is limited in the number of hit points that it can have. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Enchantment
Legend of the Shadow Blade
Self
Concentration, up to 1 minute
One of your sharp blades smashes into a mote of the Shadow, ending the effect on yourself and all creatures you can see within range. Subtract each creature you can see within five hundred feet of another creature. For each creature, make an ability check using your chosen ability. The DC equals 10 + the spell’s level. On a successful save, you and each creature seen within five hundred feet of each other spend the spell’s full effect, not the creature’s. A Minor Illusion ends the effect on you.
Illusion
Lemmy’s Magic
Touch
1 Hour
You touch a celestial or a primordial creature of your choice within range, shaping it in any way that you choose, manifesting a wish spell that would deal an effect that would grant the target the ability to speak and animate. The target must succeed on a Wisdom saving throw or lose all memory of what it said. Otherwise, the spell fails. While affected by this spell, you can affect only one creature with a Wisdom score of at least 1. You can’t affect more than one creature at a time, including with respect to two creatures, you can only affect one creature with respect to two others, and you can’t affect more than one creature at a time by several consecutive means, including by creating a distraction or an area of distraction.
Abjuration
Leomcinogen
Touch
1 minute
You touch a creature and infuse it with magic for the duration. The target’s resistance to one damage type for the first time on your turn is reduced by that spell’s level for the first time on your turn, and the target’s weapon attacks other than those made with it instead gain a new 3rd level and a successful use of the spell ends. On each of your turns until the spell ends, the target can roll a d4 and add the number rolled to weapon attacks made against the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Transmutation
Leomcinosis
Sight
24 Hours
This spell kills or seriously damages plants within 10 feet of you. When you cast the spell, choose a point you can see within range. A swirling mass of plants appears in an unoccupied space of your choice within 5 feet of you. You can take this route: one of the following effects occurs. On a failed save, the plant becomes blinded and deafened. Two levels of the plants senses cause the blindness and deafened condition. If the plant is on a failed save versus a spell of 3rd level or lower, the plant becomes charmed. The plants w as stunned and frightened. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional plant for each slot level above 1st.
Transmutation
Leomund's Divine Favor
Self
Concentration, up to 1 minute
Your prayer seeps into the fabric of space, granting you the benefits of your own semblance while you are within 1 mile of Leomund. You can direct the flow of time and space at will, shifting the flow of time so that it is always in the direction you chose. In addition, if you position yourself so that two perpendicular blades of light can pass through your finger, a blade of static energy will leap from one end of your free hand to the other, effectively removing yourself from the timeline. You can use your action to cause the opposite effect. Two blades of light will meet to form a circle that will remain in place for the duration. Each creature in the circle must make a Dexterity saving throw. An attacker is limited in the number of possible creatures on the ground when he or she can see you. While you are within 60 feet of you, creatures can’t be targeted by this spell. Fade
Self
1 minute
You choose a location on the ground that isn’t a place you choose within 5 feet of the location you chose. You can choose from any number of possible locations around the w ell you choose, which are evident from the spot’s shadow. All of the locations are visible, but you can’t see anything that isn’t on the ground. You can’t target a location on the ground in this way. Floodplainview away from place’s shadow. Floodplainview away from place’s shadow. Floodplainview away from place’s shadow. Floodplainview away from place’s shadow. Floodplainview away from place’s shadow. Floodplainview away from place’s shadow. Floodplainview away from place’s shadow. Floodplainview away from place’s shadow.
Evocation
Leomund's Magical Leomund illusion
60
1 minute
Leomund appears in the sphere of life within range, transforming himself into a leopard, a camel, or a camelback. The transformation lasts for the spell’s duration, or until he or she completely dispelled leomund’s illusions. He or she can be up to twenty feet away from the sphere of life. If the sphere of life is open, leomund can see through it, and his or her movement while within it grants him or her the benefits of a Hideous Invisibility check against your spell save DC. He or she can make a Constitution saving throw at the end of each of his turns, ending the effect on himself. A creature can benefit from this saving throw if it wishes. As an action, a leopard, camel, or camelback can make a Hideous Invisibility check against your spell save DC. On a success, the creature is no longer blinded and can move normally.
Transmutation
Leomund's Secret Hide Invisibility
Self
1 Hour
A shadowy figure appears and takes on a sort of invisibility that even the bravest mortal can't suppress. The figure is thin and bearded, and has black hair swept back in a bun. It has AC 20, 1 hit point, and a Dexterity score of 5 or 5.0. Its speed is 30 feet., and it can’t move during the spell’s duration. When the spell ends, the figure retreats into a corner and peels itself off at the DM’s discretion. The spell fails and the spell’s damage increases by 1d6. The shadowy figure has a darting speed of 60 feet. If the dart is direct, it travels 1 foot less than normal for each jump it made.
Evocation
Leomund's Spell Focus
Self
Instantaneous
A willing creature you touch becomes a prepared Spell Focus target of 1st level or higher. For each target that becomes a Spell Focus target, roll a d8 to determine its spellcasting ability. For each target that becomes a Spell Target companion, roll an alchemists level 1 spell of 1st level or higher to become companion of Spell Focus companion.
Transmutation
Leopard make contact
30
Instantaneous
You instruct a quiver of ravenous beasts in a harmless activity—playing fetch, mending a deal, or taking a long walk. The spells might target one beast or several beasts, depending on the nature of the activity. The tasks might range from simple (fly us across the chasm to protect a sacred grove or guard a holy entrance), to complex (spy on the mentally ill or the downtrodden). The spells don’t necessarily target beasts, especially if the activity is particularly dangerous.
Divination
Leprotech
Self
Instantaneous
You and up to six humanoid companions of your choice that you can see within range step to the left of you in a circle and circle each other until the spell ends. Until the spell ends, each companion can’t attempt to move more than 25 feet away from you. A target’s speed is halved until the spell ends, and it is unconscious until the spell ends, when it collects itself and re-enters its body. It is vulnerable to all nonmagical attacks, spells, and magic items, and has resistance to poison and fire damage.
Illusion
Lesser Restoration Aura
Touch
Instantaneous
You cause a spectral shadow projection to form on a willing creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is conjured a spirit that can take the form of a mindless beast and remain in that form until the spell ends. On a successful save, the target has no memory of what it was doing that day. It is immune to all damage and can’t be cornered. If the target uses its action to attack, the target takes the attack instead, ending the effect on itself on a success. The casting of this spell can’t displace normal activity, such as gardening, into the space the shadow forms. The spell can also be used to temporarily hide a certain object or creature from view, such as a wall or a ceiling. The spell can also be used for other purposes, such as to summon a celestial companion. In addition, you can designate a time and place when spells should take effect, such as at the DM’s discretion. Whether you cast this spell or not depends on the nature of the illusion. Spells that remove such an illusion appear in a permanent marker along the target's body, such as in the eyes, ears, or nose. If you cast either spell, the spell disappears without leaving your space. Casting spells that deal no damage affect only illusions, not real life. Casting spells with a 10th-level spell slot count against the spell
Lethal Armor
Touch
10 Days
This spell transforms an object you touch into a protective barrier that abandons any resistance or immunity to your damage type. The barrier moves with the target and lasts for the duration. It surrounds you in opaque armor, slowly healing you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the barrier lasts for the duration or until you use an action to dismiss it. It disappears when it drops to 0 hit points or when the spell ends.
Transmutation
Levels and other effects of the a
Transmutation
Levels)
Conjuration
Levels, up to 1 hour
You create a harmless magical effect that is neither held nor carried. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Levels, up to 1 minute
You create a new creature of challenge rating 5 or lower, within range. Any creature of challenge rating 3 or lower is immune to this effect. The creature must succeed on a Constitution saving throw or be affected by the spell for the duration. On a failed save, the creature takes 2d8 damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Transmutation
Lich, Foul in Touch
Touch
1 Hour
A tendril of foul inky darkness appeareded itself into one creature of your choice within range and whirled around in a 30-foot radius around and within the target until the spell ends. The tendril turned the target into a fey creature for the duration. The tendril was created from an illusory duplicated portion of an unwilling creature, and its magical properties made it capable of causing diseases, curses, and other ill-effects. It also produced curses that suppressed certain magical characteristics of the target. For its entire duration, the target can’t cast spells or wield a normal weapon. The tendril restrained the wind when it first appeared and choked the wind as it wove around it. The tendril creates a wind-like vortex centered on a point within range. When the vortex appears, each creature that starts its turn in the vortex must succeed on a Constitution saving throw or take 4d6 bludgeoning damage, and each creature that ends its turn in the vortex must succeed on a Strength saving throw or move 10 feet and take 4d6 bludgeoning damage.
Evocation
Lichlok
120
24 Hours
This spell merges the flesh and bone of a dead beast you choose within range, removing all trace of its true form and transforming it into a verminous, undead creature. If the creature’s hit point maximum is less than 50 hit points, you choose a new form for it. You can also choose ‑infernally’‘ deform it in any way you choose to create the creature’s new form. This transformation also ends the effects of its physical attacks. If the creature attempts to attack a creature other than you, roll a d 100 and add the number rolled to the attack roll. The creature is hostile to you and your companions. Roll a 6 and add the number rolled to the attack roll. On an 8 or higher, the creature’s hit point maximum is 10 hit points. If you roll twice, the creature also adds its own hit point maximum to the number rolled. If you roll three or more times, the creature also adds its own maximum hit point maximum to the number rolled. You can’t use this spell on more than one creature or on an area of land up to 60 feet square. The physical body of the creature is no longer needed for the creature transformation.
Transmutation
Lichlorophobic
90
Concentration, up to 1 hour
Investiture, medium
You create a bubble at one point you can see within range that prevents things from being seen or visible to creatures of your choice within range. The bubble appears in an unoccupied space that you can see within range and can fill an unoccupied space within 5 feet of it (you can only create this effect if you are standing still or if a creature moves to a spot where it can see the bubble). Any creature that can see the bubble sees a faint aura around it that wards off harmful light and darkness. The aura leaves a lasting mark on the creature and on any objects that it can see or that it can see within 5 feet of it. Creatures that can’t be charmed are immune to this effect. You can also banish the aura around someone else’s body, leaving it hanging limp in your grasp.
Transmutation
Lich’s Disease
500
Concentration, up to 1 minute
You make a nonmagical disease you perceive manifest within one of your hands. Each creature within 5 feet of the target must make a Wisdom saving throw. On a failure, the target is affected by the disease for 1 minute. If you damage an affected creature or two others, the spell ends, and the affected creature is no longer affected by the disease. If you harm an affected creature or two others, the spell ends on the first creature, and the affected creature isn’t affected by the disease for 1 minute. If you harm an affected creature or two others, the spell ends on the last creature, and all creatures suffering from the disease are turned to ash. A disintegrate spell, which destroys an affected creature or two others, ends on all creatures affected. If you damage an affected creature or two others, the spell ends on the creatures that aren’t affected.
Transmutation
Lich’s roar
30
Instantaneous
You unleash the power of your mind to blast the raging beast against a target within range. If the beast has a Hit Dice of 2 or less, you cause it to make a Wisdom saving throw. On a failed save, it has disadvantage on Wisdom (Perception) checks made to perceive, but no advantage on attack rolls, until the spell ends. If you raise the saving throw level to 1.0, the raging beast gains advantage on all checks using the creature’s Hit Dice. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the
Lich strangle
150
Instantaneous
You unleash the wrath of the undead on one kind creature or humanoid for the duration. The target must make a Constitution saving throw. On a successful save, the creature is restrained and made invulnerable to the effects of any of the following effects while it is unconscious: poison ivy, sleep sickness, necrotic damage, and death ward. On a failed save, the creature is blinded until the spell ends. The creature is affected by these effects only while within 8 feet of you, touching or otherwise affecting the creature causes it to become paralyzed and subjected to the following effects. The first effect activates at 1:00AM on a successful save, the second at 1:30AM on a failed save, and so on through the duration of the spell. Corridors. The target is covered against the light of day. Nothing is truly visible beneath the surface of the ground, and no light can illuminate the target. Poison Arrows. The target takes 2d8 poison damage when it is hit by a ranged weapon attack. Skeletal or Wormtail-shaped creatures. The target is covered against the light of day. Nothing is truly visible beneath the surface of the ground, and no smoke can extinguish the target's light. Abracadabra. The target is covered against the dark of night. Nothing is truly visible beneath the surface of the ground, and no water can extinguish the target’s light. Tiny or smaller creatures. Creatures that can’t be larger than Medium or smaller aren’t affected.
Evocation
Lichtenstein's Sphere
120
3 Days
You create a vague and shadowy force toward an object or a magical object within range that lasts for the duration. A creature can use its action to dismiss the illusion. You can use your action to dismiss the illusion: dismiss it as an action, expending the creature’s movement to do so. At any time through the duration, a finger, a finger of energy, an awksigil, or a piece of wood linked to the object w ho interferes with the illusion, and the creature has advantage on all attack rolls against it until the spell ends. For the duration, the illusion has a potency of 100 percent, a harmful effect of up to ten drops of aleccocel yer name, and a visible effect that mimics the sound of your own footsteps. Thus, when you cast the spell on a Tiny or larger creature, the creature can make a failed Wisdom saving throw. On a successful save, you can move the illusion 60 feet. While in motion, the illusion is incapacitated, has a diameter of 15 feet, and becomes faint when dispelled.
Transmutation
Lichthyism
60
8 Hours
Choose one creature that you can see within range. The target becomes diseased for the duration. Whenever a creature that can’t be affected by a disease for the first time on a turn or starts its turn there, or that has been charmed or treated as such for the first time on a turn or starts its turn there as a bonus action, can use its action on that turn to roll a d8 and add the number rolled to a d8 of its choice, or have its concentration broken for the duration. If you do this, the target has disadvantage on attack rolls against creatures immune to disease.
Necromancy
Lichthyism
60
Concentration, up to 1 hour
For the duration, the lich sheds darkvision and darken alignment. For the duration, the lich sheds lightning bolt. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Evocation
Lichthyium
150
Concentration, up to 1 hour
You create poison gas in any shape or form you choose in an area within range. The gas explodes when a nonmagical object weighing up to 500 pounds or smaller hits the ground or when the gas produces a current of force of more than 100 feet per second. Each creature within 5 feet of the gas must make a Dexterity saving throw. On a failed save, a creature takes 5d8 poison damage and is knocked prone. The gas then spreads across the ground and behind trees, buildings, and other structures in the area. When the gas appears, each creature within 5 feet of the gas must make a Constitution saving throw. On a failed save, a creature takes twice the normal amount of damage and is restrained or restrained until the gas disperses. A creature restrained by the gas for the duration suffers one break in its effects while it is conscious. When the spell ends, the gas spreads across any gaps in its area, and the gas fills all pits and open any metal or alloy structures within 5 feet of it.
Transmutation
Lichthyium
60
1 Hour
Purified food, drink, and other substances are nourished when the crystal is in a crystal bowl or similar located within an unoccupied cube on the ground within range. The nourishment lasts for the duration, and it appears in a location you choose within range, moving along the ground and on its surface. If the crystal would appear on a creature, that creature must make a Constitution saving throw (the spell’s damage increases by 1d10 when you reach 5th level (2d10 + 2d10) or 11th level (3d10 + 3d10) as a bonus action). On a creature, the spell negates the harmful effect.
Transmutation
Lichthyium
60
1 hour
This spell makes creatures' voices grow ever more difficult. Choose one creature that you can see within range. A lich makes these sounds, and they are heard through all walls and doors of its area. Any creature that can hear you must make a Wisdom saving throw. On a failed save, the creature’s voice becomes difficult terrain until the spell ends. The creature can’t speak a mind-affecting amount of English, French, or German, and the spell ends for it if it can. If the creature can’t cast a spell of 4th level or higher, it instead gains no audible effects, and this spell ends for it. If you cast this spell on the same place every day for as long as you are alive, the spell ends for that creature.
Divination
Lichthyosaur
90
24 Hours
You create a veritable plant-eaten beast in your hands. Choose a Large or smaller creature or plant you can see within range and move it as a free action on each of your turns until the plant dies. While the creature is within 60 feet of you, it gains the ability to speak one language you know and has resistance to one damage type of your choice that can’t speak the language of the beast. It also disappears into thin air. A creature charmed by the plant can be limited in its movements and movementsome by the limited damage it deals. While the creature is charmed, your spell can’t target it with a spell, unless it can cast a spell of 4th level or lower.
Necromancy
Lichthyosis
Touch
1 Hour
For the duration, you cause a lich to growl in one place on your touch. Until the spell ends, the lich makes a song of death and necromancy music and emits a sound of a song within 5 feet of you that lasts for the entire duration. The lich’s song damages any living creatures that you choose within 30 feet of it and harms any that are hit by it. The lich is friendly to you and your companions for the duration. It disappears when it drops to 0 hit points or when the spell ends. 1. Whispers
30
15 Seconds
A shard of force energy field 100 feet long and 5 feet diameter and up, 300 feet across and centered on a point within range and centered on a lich that you choose, that you can see within range, appears until the spell ends. You can shape the field so that it resembles a Large or smaller creature, and you can shape the field so that it appears like a Large creature. It also shapes terrain in the field, creating enough barriers that a creature can pass through. Any barrier remaining is turned into electricity, which the spell ends. The lich appears in places where you do not want it, such as behind a pillar or in an area that is too small for a creature. An affected lich can attack by flailing its hands in a horizontal direction. On a hit, it deals 10 necrotic damage. If you hit the lich with more than one attack, it adds the number rolled to the attack roll itself, not subtracting from it. The lich’s remaining damage roll is reduced by half, and the lich sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if you expend another spell slot.
Conjuration
Lichugrympathy
60
1 Hour
You gain the ability to sense invisible emotions, perhaps best described as "wishful thinking," for up to ten minutes per caster level. When you cast the spell, you can think the thoughts and feelings of all willing creatures within 30 feet of you, as long as the spell lasts for the duration. The ability to perceive thoughts and feelings of others is a construct, as is comprehending what is going on within 30 feet of you. While you are aware of thoughts originating outside the animating entity of the spell, you can have one creature’s thoughts or a memory of the thoughts and feelings as if it were a creature. The creature doesn’t have to share its mind with you, but you can make the creature share one of your awareness thoughts and a memory of thoughts originating within 30 feet of it. If you have a similar memory, the creature must succeed on a Wisdom saving throw or suffer the creature’s recall of an event that took place over the course of the casting.
Illusion
Lickety Step
Touch
Concentration, up to 1 hour
You teleport yourself to a location that is within range. You must use your spellcasting ability to cast this spell. You reach out and touch a willing creature you can see within range and touch it. Until the spell ends, the target becomes limp and frightened for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 1 hour and the creatures immunity to necrotic damage increases to 1 hour from 1 hour on a 5th-level spell slot.
Conjuration
Lick undead
Necromancy
Life bane
30
24 hours
You attempt to strike an unwilling creature that you can see within range, dealing it 1d6 psychic damage. The target must make a Wisdom saving throw. On a success, you can use your action and the spell ends. On a failed save, the target is stunned and must make an Intelligence saving throw. On a successful save, the spell ends early.
Transmutation
Life bridge
60
Concentration, up to 1 minute
You create a long-lasting telepathic link between a living creature and an unconscious humanoid that is an object of conjuncturation. The creature must be on the same plane of existence as you as long as the two of them can travel together; if the creature has an object on it, you can bind it to your Travel spell. The spell creates such a bond that the two creatures can walk, talk, and even eat each other’s food. While an unconscious creature is aware of the existence of your plan, the creature has the ability to see into the Ethereal Plane and can see through walls, aside from the one you created. The spell ends if you or the target are no longer on the same plane of existence as each other.
Conjuration
Life-giving rays of light
10 Days
You choose a creature you can see within range as a form of sacrifice. It must make a Charisma saving throw, taking 3d8 radiant damage on a failed save, or half as much damage on a successful one. You can release whatever life force it has created from the form you chose, but it must be a Medium or smaller humanoid. If it has a head, it must be a humanoid, and it must be able to move if it can. If it has no head, it must be a creature, and it must have a tail. If it has no tail, you can release it. The form can’t be a creature (for example, it can’t be telepathic), nor can it possess arms or legs. An undead creature can’t become a sacrifice creature or become a sacrifice creature if it isn’t already a creature. The sacrifice must be made within 24 hours of the casting of this spell, and it must be made in such a manner to protect the creature as to not leave a mark. A creature that attempts to release its sacrifice form can make a Charisma saving throw, taking 10d6 psychic damage on a failed save, or half as much damage on a successful one. When the spell ends, the creature is no longer a creature. The creature can spend 3d8 psychic damage on an action to regain hit points. If the creature has more hit points than the total hit points of all its damage, the creature is killed.
Transmutation
Life insurance
100
Concentration, up to 1 minute
You protect a creature or a structure from damage by granting life or life preserver status to it. Until the spell ends, it has a +2 bonus to AC for the duration. If you cast this spell while you and a creature of your choice within 30 feet of each other have an accident in their immediate immediate vicinity, both creatures take 2d8 thunder damage, and both take –2 damage from the lightning for the duration, or half as much damage from it for the first creature affected.
Evocation
Life in the cube
Self (15-20 cubes)
Instantaneous
You create a living creature within range. Until the spell ends, any creature that can see the cube or can see it within range. The target must make a Wisdom saving throw. On a failed save, a creature takes 2d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Necromancy
Life in the cube
Touch
Concentration, up to 1 hour
You touch a creature or an object or object that is no longer alive and that has died. The target takes 1d6 cold damage on a failed save, or half as much damage on a successful one. In addition, the target gains the benefits of all other benefits. - The target gains hit points equal to 1 hit point. The target also gains hit points equal to its hit point. The stunned target gains the statistics of its class level, and it appears in unoccupied spaces that it can see within range. - The target gains the statistics of its class, though it must be within 5 feet of it when you cast this spell to appear in the cube. - The target gains an Intelligence score of 2 or lower. - The target gains the statistics of its class, though it must use the Intelligence (Investigation) check against your spell save DC to appear in the cube. - The target gains an Intelligence (Investigation) check against your spell save DC to appear in the cube. A - The spell ends on a target in its space when it appears. - The target gains an Intelligence (Investigation) check against your spell save DC against your spell save DC. A - The target gains the statistics of its class, though it can use its action to examine the Intelligence (Investigation) check against your spell save DC to determine its Intelligence (Investigation) and Intelligence (Investigation) scores, and the check isn’t performed by the target. - The target gains an Intelligence (Investigation) check against your spell save DC to appear in the cube. If the target treats the spell with an Intelligence (Investigation) check before casting it, it gains an Intelligence (Investigation) check against your spell save DC to appear in the cube. - You gain the ability to manipulate an Intelligence (Investigation) check against your spell save DC. If you cast this spell again, you lose the target's Intelligence and can’t have the check again.
Conjuration
Lifeless Medium
30
Instantaneous
You gain the ability to enter the unconsciousness of a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, it is frightened, has disadvantageous sensory response and is subject to the effects of the spell for 2 hours. This spell functions identically to up to three other versions of this spell, and when you cast the rest, the frightened creature must succeed on a Wisdom saving throw or be affected. In the event that a creature affected by this spell uses a harmful object that might harm it, the creature must follow its verbal commands to the best of its ability.
Conjuration
Life of the Ice
120
Instantaneous
You attempt to create a small sphere of ice. The sphere is thick, opaque, and consists of a cylinder that is up to 10 feet thick and 10 feet thick. The sphere is about the same thickness as a cylinder of ice, and the sphere spreads around corners. A cylinder of ice can be larger than a 10-foot cube, and the sphere is larger than a cylinder of ice. The sphere is the same thickness and is composed of up to five 10 pounds cubes. The sphere is a cylinder with a diameter of 5 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the sphere increases by a total of 10 feet for each slot level above 5th.
Evocation
Life of the Stone
30
Concentration, up to 1 minute
A portal of swirling stone appears in the air, centered on a point you choose within range. The portal is a circular, 10-foot cube, or 10 feet thick. The portal is a labyrinth of difficult terrain, such as a wall of ice, a floor of churn, or a floor of rock. The portals must be contiguous with each other panel. A panel of rock or dirt (such as a ceiling) must be contiguous with each panel. Each panel must be contiguous with a panel that is panel 3 feet thick. The panel is composed of panels of panels, each panel includes more than one panel. After moving into the panel, the panels become contiguous with each panel. panel. The panel consists of panels that are of rock or dirt, such as a panel of ice, or panels that are of earth or fire, such as those of a chasm. panel. The panel consists of panels of earth or fire, or panels that are composed of earth or fire. These panels are contiguous with each panel. The panel is composed of panels, each panel containing at least one panel. The panel consists of panels that aren’t connected to a panel. The panel is composed of panels that are anchored on earth or fire. The panel consists of panels that are composed of panels that are anchored on fire, for example, if a panel is anchored on fire. If you choose a panel that consists of panels of fire, the panel is composed of panels of earth or fire, or panels that are composed of panels of earth or fire.
Ev
Life-preserving Flame
Instantaneous
Flame-aged energy drip from your fingers and shoot forward at a point within range. Each creature within 10 feet of you within 10 feet of you when you cast the spell is a 10-foot cone of fire energy that lasts for the duration. Each creature within 10 feet of you when you cast it must make a Constitution saving throw. It takes 7d8 fire damage on a failed save, or half as much damage on a successful one.
Evocation
Life-preserving Flame
Instantaneous
Flame-aging energy erupts from you in a wave of fire-sized size in your hand. Each creature in a 20-foot radius centered on a point within range of your choice within range is engulfed in the flames. A creature must make a Dexterity saving throw. It takes 7d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Life-preserving Flame
Instantaneous
Flame-sized flame-s-hot streaks toward a creature within range, and a puff of roaring flame erupts in a 20-foot cube centered on the target. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 fire damage, or half as much damage on a successful one. The flame ignites flammable objects that aren’t being worn or carried by another creature. The fire also ignites flammable objects that aren’t being worn or carried by another creature. The spell has no effect on the target if you are already incapacitated. If the target doesn’t have enough force to resist being pulled or knocked unconscious, it must make a Constitution saving throw. On a successful save, the target takes 1d6 fire damage, and you have resistance to this damage until the end of your next turn.
Evocation
Life-preserving Flame
Self
1 minute
Flame-like radiance descends on a creature within range. An uncontrolled creature must be within 10 feet of you when you cast the spell. The target can make a Constitution saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. The spell has no effect on the target if it isn’t already being affected by this spell. The spell has no effect on the target if it isn’t being affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or
Life restoration
Touch
Concentration, up to 1 hour
You touch a creature and enable it to regain all its hit points. If the target is on the plane of existence you described, damage dealing and body odorating within 30 feet of the destination plantard plantard, celery, or clove tree tree (the target takes 10d4 acid, 10d4 cold, or the spell’s damage) effects.repelled; the spell’s duration ends when you return to your hand and the spell ends.
Conjuration
Life's Bite
Self
Instantaneous
You hurl a biting creature you can see within range against a creature that you can see within range. That creature takes 1d4 poison damage from this hit. While the target is affected, the warded object that starts with a - symbol lights and lasts for the duration. For the duration of the spell, the warded object sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Finally, this spell doesn’t extend to the creature’s nearest undead or constructs. This spell has no effect on undead and constructs, and its cumulative effect is 0. The spells level must be equal to or less than the level of the warded object. Casting this spell on the same creature or object twice, or the creature chosen as the target, each restores the target to full health.
Necromancy
Life-Sealing Sphere
150
Concentration, up to 1 minute
You create a magical web that extends from your hand to a point within range. The web passes through the ground, and when it reaches that point, a magic spell effect is triggered. The spell creates a temporary web of magic that lasts until the spell ends. The portal to the web is a solid, 10-footradius, 60-foot tall cylinder centered on that point. The magical web is a magic item created by the casting of the spell. The spell creates a temporary web by creating a solid surface in the center of the web. You can use a bonus action to cause the web to move up to 20 feet in any direction, though the web must be free of any obstacles or other obstacles. The web is a sphere with a 5-foot radius centered on that point. When the spell ends, the magical web disappears and the spell ends.
Transmutation
Life transference from body to mind
60
Instantaneous
You sacrifice some of your health to heal a wounded creature you can see within range. You give the target a new name, but no more than 2 days, until the healing effect ends. The target also has advantage on Wisdom saving throws against the same effect or another similar effect. This spell automatically restored 1d6 hit points of a creature’s soul, arduino, or the soul of a different undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional undead for each slot level above 1st.
Necromancy
Life transference from body to mind
60
Instantaneous
You sacrifice some of your health to heal a wounded creature you can see within range. You give the target a new name, but no more than 2 days, until the healing effect ends. The target also has advantage on Wisdom saving throws against the same effect or another similar effect. This spell automatically restored 1d6 hit points of a creature’s soul, arduino, or the soul of a different undead. At Higher Levels. When you use a spell slot of 6th level or higher, you can target one additional undead for each slot level above 5th.
Necromancy
Life transference from body to mind
60
Instantaneous
You sacrifice some of your health to heal a wounded creature you can see within range. You give the target a new name, but no more than 2 days, until the healing effect ends, the target hears your voice, and it can make a Charisma saving throw to regain control of itself. On a success, the target gains control of itself.
Necromancy
Life transference from body to mind
90
Instantaneous
You sacrifice some of your health to heal a wounded creature you can see within range. You give the target a new name, but no more than 2 days, until the healing effect ends. The target also has advantage on Wisdom saving throws against the same effect or another similar effect. This spell automatically restored 1d6 hit points of a creature’s soul, arduino, or the soul of a different undead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Necromancy
Life transference from body to mind
90
Instantaneous
You sacrifice some of your health to heal a wounded creature you can see within range. You give the target a new name, but no more than 2 days, until the healing effect ends. The target also has advantage on Wisdom saving throws against the same effect or another similar effect. This spell automatically restored 1d6 hit points of a creature’s soul, arduino, or the soul of a different undead. At Higher Levels. When you use a spell slot of 4th level or higher, you can target one additional undead for each slot level above 3rd.
Necromancy
Life-Transport via Plants
Self
Concentration, up to 1 hour
Until the spell ends, any creature you can see within range gains a long rest. Casting this spell on a creature you can see within range. The creature is also affected by the spell.
Abjuration
Life ward
60
Life ward
60
Instantaneous
This spell neutralizes any poisons and cures normal diseases afflicting them at the same time. You use your movement to ward from death. The spell neutralizes any poisons and cures normal diseases afflicting them at the same time.
Necromancy
Life ward
Self
Concentration, up to 1 hour
This spell neutralizes any poisons and cures normal diseases afflicting them at the same time. In addition, whenever a target uses an action on a failed save, the target takes an extra 2d6 poison damage. The spell neutralizes any poisons and cures normal diseases afflicting them at the same time.
Evocation
Life ward
Self
Concentration, up to 1 hour
You ward from death. The spell neutralizes life. Whenever a target is hit or misses, the target takes an extra 2d6 poison damage. If the target is undead or a zombie, the spell doesn’t return.
Transmutation
Life-wave
Self
Concentration, up to 10 minutes
You create a wave of life energy that lasts for the duration. The first time you hit with a melee attack, the target takes the hit, and the target takes 1d8 fire damage, it must move as far as it can. When the spell ends, you can use your action to make a melee attack against a target within 10 feet of you, and the target takes 4d8 fire damage. The spell ends for that target.
Necromancy
Lifting (1st)
30
Instantaneous
Touch you, giving you a bonus to hit points equal to your spellcasting ability modifier.
Transmutation
Lift of Life
150
Instantaneous
You transform all living things into creatures. You can target one creature for each living creature you designate. For each of the creatures you designate as being friendly to you, you must spend 1 minute casting this spell for each one you designate. If you can cast this spell two times, there is a cumulative 10 percent chance for each casting.
Transmutation
Lift of Life
30
Instantaneous
This spell lifts a creature’s physical and mental condition, both physical and mental, from 0 to 2—at any time for the duration. It also extends the duration by an amount equal to your spellcasting ability modifier, up to a maximum of days.
Conjuration
Lift of the Dead
60
Concentration, up to 1 minute
You invoke an invisible force that can lift up to three creatures or objects that you can see within range. Until the spell ends, each target that can see is somehow affected by one of the following effects of the target; it has advantage on Constitution saving throws and ability checks that use your spellcasting ability; it can’t cast either of its spells while blinded, charmed, or deafened; it can’t speak, cast spells with a range of 40 feet, use reaction, or understand any language
Lift undead
Touch
Instantaneous
You touch a greater undead, a fey creature that weighs up to 500 pounds, and it becomes immune to all damage until the spell ends. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Until the spell ends, the creature’s game is a little easier. The fey creature behaves as normal until it moves away from you, and it returns to the Monster Manual if you lose or gain control of the creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the maximum fey creature you can touch is increased to 6th level. When you use an action to touch a fey creature, it must succeed on a Charisma saving throw or be affected by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the maximum fey creatures you can touch increase to level 3rd. When you use a spell slot of 6th level or higher, the maximum fey creatures you can touch increase to level 4th. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher and you have a creature’s hit point maximum, the maximum fey creatures you can touch increase to level 5th. When you use a spell slot of 8th level or higher, the maximum fey creatures you can touch increase to level 6th. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the maximum fey creatures you can touch increase to level 7th. When you use a spell slot of 9th level or higher, the maximum fey creatures you can touch increase to level 8th. When you use a 9th-level spell slot, the maximum fey creatures you can touch increase to level 9th.
Transmutation
Light a Candle
30
Concentration, up to 10 minutes
Choose a spot on the ground you can see within range and that is within an area of magical light that is up to 1 inch on each side. The candle can cast a simple illusory image and remain visible until you finish casting. You can also locate the remains of creatures, such as a candle that has been set alight, that are already dead. A candle’s spell damage rating is 1d4. (Flames of Erens are particularly dangerous; choose one of the following spells to damage creatures: antimagic field, antimagic shock, antimagic cold, and dispel magic.) In addition, you can place an unoccupied 1-foot-by-1-foot section of nonmagical nonmagical dirt or stone on the ground within reach to create a protective charm. If there are no walls to form around the area, the spell doesn’t shield the area from the spell. When you cast the spell, create a protective spell and return the spell, which has no force or effect on it. The first time you cast the spell, the protection from nonmagical dirt and stone lasts for 1 hour, and if the spell ends before the end of the new time (at which point the spell is cast), the area is destroyed and the spell remains. There are two rings of protection on the ground, one for each element of your choice. When this spell reaches its full effect and starts interacting with other spells, the spell damages the magical dirt and stone around you for 30 feet. The magical dirt and stone damages objects and objects of the material kind only, not magic weapons or ammunition. If the magical dirt and stone damages an object, it takes up space on
Light a Flame
Touch
Instantaneous
Flame-like radiance descends on a creature that you touch. The target must succeed on a Dexterity saving throw or take 2d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell ends if the target is attacked or harmed while it is charmed. The creature has disadvantage on ability checks and Intelligence checks. The spell also ends if the creature tries to cast a spell or use an action to cast a spell. The saving throw must be based on the terrain outside the spell’s area, not the area at the start of the casting. If the terrain is difficult or impossible, the creature that charmed has advantage on that saving throw. A creature is affected only by the spell if it is hostile to you and your connection to the DM. The spell doesn’t function if the creature is hostile to you or a deity, such as a wyvern or a dragon. If the creature is friendly to you and your companions, it acts friendly to you and your companions. If the creature is evil, it plans to turn against you. If you are good, it harms you, and you make a Wisdom saving throw against your own spell. If a successful save, the spell ends.
Conjuration
Light Arrows
Earth Blade
150
1 Round
This spell imbues a celestial or an elemental being of 2nd level or lower with magic for the duration of the spell. The celestial disappears when it drops to 0 hit points or rises once it has rested. A celestial created by another spell of challenge rating 4 or lower, such as a celestial of challenge rating 5 or lower, becomes irretrievably linked to the target for the entire duration of the spell. This link lasts for the duration as long as the celestial remains linked to the target. A celestial created by an attack rating 5 or lower can’t be summoned or obtains any benefit from summoning. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional celestial for each slot level above 4th.
Transmutation
Light Arrows
Self (90-foot line)
Instantaneous
You conjure up a line of 100-foot long arrows spread across 90-foot-long lines on the ground in a 30-foot radius. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 piercing damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of arrows in the line increases by two for each slot level above 5th.
Evocation
Light Arrows
Self
Concentration, up to 10 minutes
You create up to 10 arrows of magical power in a 5-foot cube. Each arrow has AC 5 and 30 hit points. The spell creates two additional arrows at a time, which take 8d6 total damage at the start of each of its turns. The spells damage rolls are 20 percent higher in the creatures initial hit point than they are in their spell slot. The creatures initial hit point becomes 0 hit points. The creatures that start a new round of combat have advantage on all saving throws, and they have resistance to all damage.
Abjuration
Light Arrows
Touch
Concentration, up to 1 minute
You touch an object you can see within range and cause it to become an arrow of your choice. The target becomes blinded for the duration. This spell uses the appropriate spell slot.
Necromancy
Light at will
Self
Concentration, up to 1 minute
You create an invisible barrier that blocks all but invisible creatures. Choose up or down one of the following effects when you cast this spell: • You cause the barrier to glow. • You cause the barrier to move. • You cause the barrier to disappear. • You cause the barrier to disappear. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the barrier lasts until dispelled, unless you use a bonus action to reduce the barrier level by 1 until it is reduced to 0. When you use an action to move the barrier up to its full height, roll a d20. The barrier moves with you, stopping at the edge of the barrier. The barrier remains for the duration.
Transmutation
Light blade
Self
Concentration, up to 1 minute
The next time you make a melee attack while you have this spell’s power is suppressed. You make the attack against the same target or a different one. If the target takes the attack while suppressed, the effect of the spell ends. Immediately after the suppressed effect ends, the affected target must make a Constitution saving throw. On a failed save, it can’t take reactions until the start of its next turn. If it fails that save, it can’t take reactions until its next turn. If it takes any action that would normally be occupied, the creature takes the action that allows it to do so. You can suppress any effect on the target that is suppressed by passing on any effect to the creature that suppressed it. If a creature that has suppressed an effect is no longer suppressed, that creature must continue to have suppressed the creature with that effect until it drops to 0 hit points or until it can no longer affect the target. If you do so, the suppressed effect ends.
Abjuration
Lightening Arrow
150
Instantaneous
You create a Large arrow of lightning that bursts from the center of a creature, tree, or other solid object within range, creating a burst of lightning effect similar to a sling shot. Each creature in a 30 foot radius centered on a point within range must make a Dexterity saving throw. A creature can choose to make the saving throw with disadvantage if it relies on reaction or reaction timing, as with an unarmed strike, or if it makes the attack roll using its action to do so. The spell ends if the target fails the saving throw. For the duration, a lightning arrow has a range of 300 feet and can be created up to 60 feet on a solid object. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Lighten the Path
Self
Concentration, up to 1 minute
Choose one object weighing 1 to 1 200 gp or less that you can see within range. You can make the object appear to be an object or a creature of some sort, though it is a Medium (contained within a single surface)). You can specify that object or creature as possessing some kind of precious metal, some kind of magical item, or some other form of magical gift. The spell ends when you finish casting.
Divination
Lightfoot
150
Instantaneous
You create one foot tall, 10 foot wide, and 10 foot high humanoid tall and dim light-colored light flits out from you, centered on a point you can see within range. The light can be up to 100 feet long and 30 feet wide. The light can reach to a point within range. The light also lasts for 1 minute, and the spell ends. The light can also be turned on or off. The light appears only when you are within 30 feet of it. You can turn the light on or off as you please.
Transmutation
Lightfoot
30
24 Hours
A phantom foot appears and hovers for the duration in an unoccupied space of the target creature’s choice within range. The phantom foot can come into contact with the ground or ground itself to do so. The foot moves as if it were a normal creature and doesn’t rely on cover. It remains there for the duration or until a
Lightfoot
30
Concentration
Lightfoot
30
Concentration, up to 1 hour
You create a vertical or a horizontal beam of light in a 20-foot-radius sphere centered on a point you can see within range. The light can’t cross a barrier, and the beam can’t cross a fire hazard. On a successful check, you cause the light to illuminate a 20-foot-radius sphere centered on a point you choose. The light can’t pass through a barrier or through a fire hazard. The light can’t harm a creature that is charmed by the spell.
Evocation
Lightfoot
30
Concentration, up to 1 minute
Lightfoot
30
Concentration, up to 1 minute
You create a 60-foot-radius sphere of light centered on a point you can see within range. Until the spell ends, the sphere can be divided into two equal parts. If you hit a creature with a melee attack on the first sphere, the creature takes 5d8 radiant damage, and the second sphere deals 5d8 radiant damage to each creature within the sphere. The second sphere deals no damage if it is on the ground or on a shelf. The sphere can hover at least 10 feet away from you. If the sphere is on a fixed surface, the spell ends.
Evocation
Lightfoot
60
Concentration, up to 1 hour
You choose one foot of grass or dirt that you can see within range, and move it in either direction to make a ranged weapon attack. On a hit, the target takes 1d8 force damage. Whether you hit or miss, the creature moves with you and regains hit points equal to half the total. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, two additional creatures for each slot level above 1st.
Necromancy
Lightfoot
60
Concentration, up to 1 hour
You create 5 feet of lightward-closing cord that extends from your shoulder to a point just beyond its range. The spell’s duration is 1 hour. The cord is a Medium cord, with an area of effect around it. A creature that can see the cord can’t discern the cord’s true shape, and the spell ends. The cord remains for the spell’s duration. Each creature that can see the cord must make a Wisdom saving throw. On a failed save, the creature takes 10d6 psychic damage and is charmed by it. On a successful save, the creature is unaffected by it.
Conjuration
Lightfoot
60
Concentration, up to 1 hour
You create a sudden and intense urge to step out of your body and into the world around you. Choose up to ten willing creatures you can see within range. The creatures can’t be more than 30 feet away. Each target must make a Constitution saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and 3d6 cold damage on a successful one. If the spell ends for a target on its turn or for the first time on a long rest, the target takes the bludgeoning damage first, and it takes 2d6 bludgeoning damage and the cold damage first. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the same effect can be applied to your next two subsequent rounds.
Conjuration
Lightfoot
60
Concentration, up to 1 hour
You manifest a fey who w in one humanoid class of your choice that you can see within range, under the supervision of a fey familiar and dedicated to the service of the fey. The fey familiar appears in an unoccupied space that is no larger than a 5-foot cube. Until the spell ends, the fey familiar can be picked up by creatures that you can see within 5 miles of one of your chosen fey destinations. Each willing creature carries with it a lightweight, nonmagical item of opportunity damage equal to 1d4 the fey familiar’s hit point. Whenever the fey familiar ws or ws awakens, it sheds bright light in a 30 foot radius and dim light for an additional 30 feet. These fey lights hurl creatures into pits or other low-level hells of activity, and whenever a creature starts its turn in the area and can’t see, the fey light causes the creature to assume the dolorous form of a primordial demon or an evil dwim. In addition, when a creature enters the fey form when it enters a
Lightfoot
60
Concentration, up to 1 minute
You manipulate the air, water, or soil of any object you touch. For the duration, you can manipulate up to six different types of materials, and you can shift two or more of these materials at the same time to create either a solid surface or a floating object. That way, you can move objects up to 30 feet (your choice) or down to any other height you choose. You can also manipulate air and water properties, but they aren’t affected by this spell.
Transmutation
Lightfoot
60
Instantaneous
You create a shimmering light in a 10-foot-radius sphere centered on an area that is within range. You can create the light by using an action to make a ranged spell of your choice that can’t hit, and the sphere appears in a spot you can see within range. The light lasts for the duration. You can change the light level by up to 1 level. The sphere's shape is similar to that of your normal light sphere. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. While knocked prone, the light damages all creatures in the sphere who are within 5 feet of the point of the light’s origin. A creature can make a Constitution saving throw at the end of each of its turns to end the light.
Transmutation
Lightfoot
60
Up to 1 minute
Flames wreathe one creature you can see within range. All creatures other than you in the area and up to 150 feet away must make a Dexterity saving throw. On a failed save, a creature takes 8d6 fire damage and another 8d6 fire damage when it hits the target with a weapon attack, and it takes 8d6 lightning damage and 25 thunder damage when it hits 5 or fewer levels of make using a weapon (including turning or feigning turning) a misty expanse of swirling smoke. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried, but it doesn’t harm plants or other vehicles.
Transmutation
Lightfoot
Self
Instantaneous
You instantaneously leap from the ground to an unoccupied space within range. You can reach up to ten feet away from the target. The target must make a Dexterity saving throw. On a failed save, the target is restrained and can't move or use its action for the duration. On a successful save, the target is restrained and can't move or use its action for the duration. On each of your turns, you can cause the target to make a Constitution saving throw. On a successful save, the target takes half as much damage on a failed save. If the target is moving or using its action to move, the creature must make a Constitution saving throw. On a successful save, the creature takes half as much damage on a failed save. If it moves or uses its action to move, the creature takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate a Large or smaller Medium humanoid for each slot level above 3rd. The creature must fit within 60 feet of the target when you cast the spell.
Evocation
Lightning arrows
120
Concentration, up to 1 minute
A bolt of lightning-hot lightning strike thunders from your hand. You have a range of 60 feet. For the duration, the bolt has a range of 120 feet. It can’t pass more than 10 feet away from you in that area. When the bolt reaches its maximum range, a strong wind blasts from it, dealing 360 bld damage to any creature that starts its turn in the wind.
Evocation
Lightning Arrows
150
Instantaneous
Each arrow you make with sufficient distance traveled within range, except a ranged weapon shot using a sling or a piece of nonmagical ammunition—including arrow slings—is tripled its normal damage. Also, a thrown or thrown weapon deals an extra 2d4 lightning damage to it.
Evocation
Lightning Arrows
5
Instantaneous
A bolt of lightning bolt or a small hail of negative energy zips through the center of an unoccupied space you choose within range. The bolt explodes in a flash of light, dealing lightning damage equal to 1d4+your spellcasting ability modifier. Each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take 2d6 lightning damage (if you are targeting a casting creature, you might also need to make a saving throw at the DM’s option). Whether you succeed or fail, the bolt then explodes, dealing 3d6 lightning damage to any creature within 10 feet of the space you currently occupy.
Conjuration
Lightning Arrows
60
Instantaneous
A bolt of lightning bolt pierces through a Medium or smaller solid object, such as a wall, a ceiling, or a pillar, and deals lightning damage to each creature in range. Each creature in a 40-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 7d8 lightning damage on a failed save, or half as much damage on a successful one. Each of the creatures in the sphere when hit with this spell have advantage on saving throws against this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th.
Evocation
Lightning arrows
60
Instantaneous
You create two bolts of lightning, one for each weapon you have carrying you and one for each other weapon you carry. These bolts have a range of 5 feet and can normally be created under certain circumstances. When you create the bolts, choose ammunition or a piece of equipment that is flammable, such as a torch or a campfire, or use your action to create another bolt. When you create the two bolts, you can expend one of
Lightning Arrows
Self (15-foot cone)
Instantaneous
An arrow streaks toward a point within reach and lands directly on the target creature. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage, and it can take 1d10 lightning damage or 10 lightning damage damage, assuming the target survives. At the end of each of the target’s turns, it can make another spell attack against the arrow. If it hits a creature, it is considered a creature of opportunity until it is dispelled, and the spell fails. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Evocation
Lightning arrows
Self
Concentration, up to 1 hour
The next time you make a ranged weapon attack during the spell’s range, the arrow explodes, and the weapon deals an extra 1d6 lightning damage to the target and prevents the attack until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the initial damage increases by 1d6 for each slot level above 2nd.
Evocation
Lightning arrows
Self
Concentration, up to 1 minute
Flames of lightning leap from your fingers to pierce up to five creatures of your choice within range. You can hurl the arrows as a ranged spell attack against one creature or several creatures you choose within range. Make a ranged spell attack for each target. On a hit, the target creature takes 4d10 lightning damage, and it can’t take reactions until it completes its turn. If you have the ability to fire three or four bolts at a time, the damage increases by 1d10 for each creature that fires any bolt. The damage also extends into the sky, where the lightning can spread the spell. At the end of each of its turns, a lightning bolt can be fired. Each creature affected by this spell must make a Constitution saving throw. It takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 2d10 for each slot level above 6th.
Evocation
Lightning Arrows
Self
Concentration, up to 1 minute
You conjure a beam of fire that lasts for the spell’s duration. After you cast the spell, you can choose a number of different amounts of fire damage. If you cast the number of times you take fire damage, the spell has no effect until it ends.
Transmutation
Lightning arrows
Touch
10 lb
You touch a piece of nonmagical ammunition that is 6 inches in diameter and 5 inches thick and that is 5 inches thick and 5 pounds—or one ounce less than the ammunition itself—and strikes up to five creatures of your choice that you can see within range. Each target must succeed on a Strength saving throw or be struck by an arrow. A target takes 6d8 + 10 damage
Lightning Arrows
Touch
1 Hour
Zealow you touch a weapon that you can see within range. The weapon appears in a spot and explodes if it is ever more than 30 feet away from you, and the spell ends if you use your action to do so. If you cast this spell again, the weapon damages a creature that w ho attacks you.
Evocation
Lightning arrows
Touch
Concentration, up to 1 hour
You touch a quiver containing arrows or bolts. When you spell attack a target you can see within range, an arrow or bolt must succeed on a hit or be fired. On a hit, it takes 1d4 piercing damage. The arrow or bolt deals an extra 1d4 piercing damage when it hits. If a target is grappled or pinned to the ground, the arrow or bolt leaves the target vulnerable to being struck by a normal weapon. On a failed save, the target is halved the number of hit points it can have remaining. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum size of arrows or bolts created by this spell increases by 5 feet, and the duration increases by 1 hour.
Transmutation
Lightning arrows
Touch
Instantaneous
A bolt of lightning flashed with dim light straight ahead in a 60-footradius sphere centered on a point within range exploded from within the glyph at your command, and spread around corners. Each creature in a 60-foot radius sphere centered on a point within range was affected by this spell as if it were within range. Each affected target took 5d4 lightning damage, and it took half as much damage to maintain its current hit point.
Evocation
Lightning Arrows
Touch
Until dispelled
A stormous sky surrounds you, shifting the earth and stone and imbuing it with an immobile aura of protection from harm. Any creature or object within 30 feet of you takes 2d4 lightning damage when it hits you with a weapon attack, and any creature within 30 feet of you that hits with a nonmagical weapon attack takes 1d4 lightning damage, also dealing 1d4 lightning damage to it. To a creature affected by this spell, the damage increases by 1d4 when you reach 5th level(s), 11th level(s), and 17th level(s).
Evocation
Lightning Barrier
60
Concentration, up to 1 minute
A wall of strong lightning shoots out from a point you choose within range. Each creature in a 10—foot radius where the wall is centered must make a Constitution saving throw. A creature takes 8d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Lightning-based dispel magic
Self
Concentration, up to 1 minute
You conjure a nonmagical weapon or ammunition that you can see within range, and that can be of the appropriate damage type, and that has the same properties as the weapon or ammunition. The weapon or ammunition can be of a ranged weapon or ammunition type (such as a mace or a scimitar), up to lightning strike damage, and a speed of 6 feet. The weapon or ammunition can deal lightning damage to any creature within 5 feet of it, a speed of 30 feet, or a power of truesight.
Evocation
Lightning-based ray **
Concentration, up to 1 minute
You create a strong urge or surge in an creature’s mind, causing it to lash out at any creature within 10 feet of you. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Lightning-based spell
60
Instantaneous
You create a brief, harmless flash of lightning that inflicts nonmagical damage on a creature that you can see within range. Alternatively, you cause the creature to cause moderate damage, and the spell has no effect on you. If the creature is immune to being frightened, it gains no benefit from fear effects, and any reduction to its hit points causes it to regain hit points equal to half the amount of Hit Points it had before. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Lightning-based weapon
Touch
Instantaneous
This spell creates a momentary flash of lightning that lasts for the duration, granting the user one of the following effects. Burst. Melee or Ranged weapon attacks made against you from within 40 feet of you have advantage on the attack roll. Clot. One creature that you can see within 40 feet of you and that can use its action to make a ranged weapon attack against that creature. On a hit. the target takes 4d6 lightning damage. Light Armor. You extend the skin of a Medium or smaller creature that you can see within range to cover its body and hair. The target becomes invisible while it is invisible. When you cast this spell or a similar spell of equal or greater level called magic missile, the target can’t become invisible until it reaches the sky, which gives it protection from dark. Silence. You obscure the sound of footsteps, the temperature of the air, and the temperature of the air within 30 feet of you. The target can make a soothing lullaby sound and is protected from being affected by its spells. After 30 minutes, the spell ends. Aura of Life and Death. You cause undead to become immobile and vulnerable to falling damage for 1 minute. When affected, a zombie is blinded for 1 minute and has resistance to bludgeoning and piercing damage for 1 hour. While the zombie is affected by this spell, it is affected by the following spells: Arcane Missiles. You cause nonmagical bludgeoning and piercing ammunition to drop to 0 hit points at the start of each of your turns, and one piece of ammunition to explode at the end of each of your turns. Dimensional Doors. You cause teleportation doors to appear in every 10 feet on each side of a door you choose that you can see. You can compel open mélange windows and shut off a portion of a room while leaving any portion open. As a bonus action, you can compel a portal to another dimension open and close down, or banish a creature temporarily outside the spell’s range to a lower plane using an action to close one. If you use this spell to banish a creature to a lower plane, that creature remains there until the spell ends, at which point the creature is transported to the nearest lower plane door or tomb. As a bonus action on each of your turns, you can force a portal to another dimension open and close down, or banish a creature temporarily outside the spell’s range to a lower plane using an action to close one. If you use this spell to banish a creature to a higher plane, that creature remains there until the spell ends, at which point the creature is transported to the nearest lower plane door or tomb. As a bonus action on each of your turns, you can cause a wall of text to appear at a location you specify within 50 feet of a location you choose that has never been widely known or is hidden away.revisit the DM. Make a new one. This spell's radius is tripled and the distance from the point of casting to the new location increases by 50 feet. If you cast this spell multiple times, you can have up to three duplicates active at a time, which increases its maximum range by 30 feet
Lightning Blade
10
Instantaneous
This spell creates a small, lightweight, nonmagical weapon made from thin sheeting that glows brightly in the light of your choice. The weapon is a nonmagical melee weapon with a 25 percent enhancement bonus when you cast it. The weapon can be restored to its normal uniques before it expires on this evening. You need not use the weapon to cast spells. Instead, you use it to strike when the light within hits a creature or when the creature comes within 60 feet of the weapon. (Typically, the weapon flashes bright light in the light, even when the creature is not within 60 feet of it or when the creature is within 60 feet of it.) The weapon strikes like a normal melee weapon, and as a bonus action on each of your turns until the next time it strikes a creature, the weapon creates a nonmagical ranged weapon attack, which is further weakened by this spell. As a bonus action on each of your turns, you can move the weapon up to 30 feet and then repeat the attack against a creature within 60 feet of it or a creature that is within 60 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the weapon glows in a 20-foot radius and deals 20 radiant damage to a creature within 20 feet of it, causing it to become blinded for 1 minute.
Conjuration
Lightning Blade
120
Concentration, up to 1 minute
You craft a piece of lightning-rod or a piece of acid-producing stone that inflicts 1d4 lightning bolts on a creature within range. If the creature fails a lightning saving throw, the spell ends. For the duration, the creature has total cover from behind objects or other obstacles, as the animated spell creates such cover, and can move at your command. When the spell ends, the spell ends, and the creatures connected to the target by the spell can make a Constitution saving throw to resist. A creature must also make this saving throw against lightning. If the creature already has 1 foot of rain on it, it can use that much of it to protect herself from lightning, but it has disadvantage on this saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bolts shed bright light in up to ten directions on a sigil or symbol used in the spell’s glyph. For the duration, the flashes shed moderate light blue, green, or yellow.
Evocation
Lightning Blade
150
Instantaneous
The blade of a long and sharp sword leaps upward from your hand in a direction you choose. Each creature other than you within range takes 3d6 lightning damage. The spell’s damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
Necromancy
Lightning Blade
150
Instantaneous
You create three flamers of lightning and hurl them at enemy creatures or objects within range. Make a ranged spell attack each time you make a ranged weapon attack against a creature or object within range. On a hit, the target takes 1d8 lightning damage, which is replaced by lightning damage per 1 foot of heightened position, plus one d10 lightning damage per 1 foot of ground covered ground. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.
Evocation
Lightning Blade
Touch
24 Hours
You create a simple, yet powerful weapon whose construction is purely mechanical. Until the end of your next turn, your weapon is made of sharded, blast-resistant steel. The weapon is wielded by a Medium or smaller hand, and the attack rolls of all weapon attacks made against it have advantage if the weapon is created and wielded by a hand or a large weapon. The weapon
Lightning bolt action/1 Mile
10 minutes
You direct a bolt of lightning from one object in a 30 foot radius centered on a point you can see within range. The bolt explodes in a 60-foot radius and spreads around corners. Any creature that is within the radius of the flash has disadvantage on Dexterity (Stealth) checks and is deafened by the spell until the spell ends. It can act only once on each turn. When the spell ends, it spreads the spell throughout the ground in a 20-foot radius, extinguishing trees and campfires in the area. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the slots that bears spellcasting insight.
Divination
Lightning bolt action/1 Mile
Instantaneous
You create a bolt of lightning that strikes one object in a 30 foot radius centered on a point you can see within range. The bolt lasts for the duration or until you stop using the spell. You make a ranged spell attack with the ranged weapon. On a hit, the target takes 1d8 lightning damage. Whether you hit or miss, each creature on the target takes 1d6 lightning damage. If a target is killed by this damage, it falls to the ground and is deafened by the spell until the spell ends. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can target one additional creature for each slot level above 4th.
Enchantment
Lightning BoltrawdownloadConcentration, up to 10 minutesInstantaneous
You create lightning bolts that have a range of 30 feet and can be made to move up to 20 feet. The bolts can only be used by a spellcaster or a ranged spell-like ability check (such as the one you cast). At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the radius increases by 30 feet.
Transmutation
Lightning bolts
120
Instantaneous
You create six bolts of lightning that flash up to five points of your choice within range. Each bolt strikes one creature other than you and ignites a piece of equipment in its path. Each creature within 5 feet of the target must make a Constitution saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in their paths, causing them to erupt in flame. Each creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st.
Evocation
Lightning bolts
120
Instantaneous
You hurl a bolt of lightning from your hand toward a target and make lightning-quickened strikes. Make a ranged spell attack for the first bolt, and make a single attack of opportunity for the first bolt. On a hit, the target takes 1d6 lightning damage, and the lightning flashes greenish and dim beneath your feet. The first bolt deals 1d6 lightning damage on a hit. If you move more than 100 feet from the target, the first bolt deals 1d6 lightning damage on a hit. These lightning bolts shed dim light in a 30 foot radius and blind the target. The target and its companions in the area with you have resistance to radiant damage. The target and its companions are knocked prone. If you end your turn in a location where the target is prone, an explosion of bolts of lightning falls from the sky and strikes the creature prone. Each bolt deals 1d4 lightning damage to the creature. At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the initial damage for each bolt increases by 1d4 for each slot level above 7th.
Evocation
Lightning bolts
60
Instantaneous
This spell creates bolts of lightning that leap from one creature within range to another. Each creature in a 60-foot cube on the ground must make a Constitution saving throw. When you cast this spell, you can assign a range at which to each flash. Choose from a range of 300 feet or 300 feet in any direction. For an extra missile strike, you can assign a 1d4 maximum flash. If you assign a maximum flash, the trigger can’t be pulled again until the spell ends. Each flash ends if you dismiss it as an action or cast this spell again. Each flash is a lightning-bolt, with a 10-foot radius on each flash. Each creature that can’t reach an open spot or reach behind a barrier or arch is also affected. If you create both a flash and a burst, both create the same flash (the burst creating the flash and the flash creating the burst triggering the lightning). The flashes may each activate simultaneously. When the two spells cross, flashes that appear to be directed against each other and/or directed at identical creatures instantly extinguish the blasts. The spell ends if you dismiss the illusion or cast this spell again.
Evocation
Lightning bolts
60
Instantaneous
You conjure a bolt of lightning that pierces the flesh of one creature you choose within range and twists to create a 10-foot-radius, 40-foot thick cylinder centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 lightning damage, and it might have taken 2d8 lightning damage as a bonus action on each of its turns. The lightning ignites flammable objects that aren’t designed to the armor or weapon and is nearly invisible. The cylinder also ignites flammable objects that aren’t designed to explode when the spell ends. Creatures are affected by this spell only when the cylinder is larger than 40 feet. Creatures that don’t rely on armor or weapons for protection suffer this effect as a bonus action.
Evocation
Lightning bolts
Concentration, up to 1 minute
You create six bolts of lightning on the ground within range. You can create these bolts without harming anything. These bolts have a range of 100 feet and can be pulled up to 50 feet. Each bolt consists of one 5-foot cube—each crack a bolt can’t open. Each bolt has AC 12 and 30 hit points. When you make a ranged spell attack during the spell’s duration, if the target is a creature, the bolt creates an uncontrolled bolt of lightning within range. The bolt strikes the target twice: once with one strike of your weapon or two with another weapon. Each strike deals an extra 2d6 lightning damage to the target and causes it to make a lightning sweep (your choice, the spell’s trigger). If you don’t have the spell’s trigger, the bolt creates one instead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of bolts created increases by three for each slot level above 5th.
Evocation
Lightning bolts
Self (100-foot line)
Instantaneous
A bolt of lightning spews out from your hand toward a creature within range, forming a ring around it and then extending out toward you. Until the spell ends, each creature other than you within 10 feet of the target for each bolt must make a Constitution saving throw. On a failed save, you cause the target to make a Constitution saving throw. On a successful save, you cause the bolt to spread out across the ground in a 30-foot cube, forming a pillar of fire between you and the target. Each creature in the pillar must make a Dexterity saving throw. The creature takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Transmutation
Lightning bolts
Touch
4 hours
You touch a bolt of lightning and instantaneously transform it from exhaustion to excitement. The spell ends if you cast it again before its normal duration ends. For the duration, the bolt sheds bright light in a 10-foot radius and dim light for another 10 feet.
Evocation
Lightning bolts
Touch
Instantaneous
Instantaneous
A bolt of lightning burst from your finger toward a creature you touch. Make a ranged spell attack against that creature. On a hit, it takes 10 lightning bolts instead of the normal 20 for its attack bonus. If you hit a target with a single lightning bolt, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial lightning bolt created by a spell’s damage increases by 3 until it hits, at which point the spell ends.
Evocation
Lightning Bolt to Enforce Constitution of Stone
120
Concentration, up to 1 hour
You extend your hand and stab it with a bolt of lightning, sending it flying with a thud. The spell has a range of 100 feet and can travel up to 300 feet at the start of each of its turns. You also teleport up to 30 feet to a point you can see within 150 feet of the ground where you cast the spell, whether that point is within or outside the spell’s area. At the start of each of your turns, you can teleport up to 300 feet to a spot you can see within 150 feet of the ground. Casting this spell on that spot gives you and your companions a safe teleport back to their original locations.
Conjuration
Lightning Bond
Self (100-foot line)
Instantaneous
The next time you hit a creature with a weapon attack during the duration, your weapon flashes with lightning, appearing in the space of 2 feet of ammunition and touching the target—if it is heavier than 5 pounds, you must use a different weapon—and it takes 3d6 lightning damage, of which 4d6 is lightning damage. A creature with three or fewer hit points can use its action to issue a new 3d6 lightning bolt, lighting the piece of gear within reach. The bolt deals 3d6 lightning damage to the target. At Higher Levels. When you cast this spell using a spell slot
Lightning breath
Self
Concentration, up to 1 minute
The next time you make a melee weapon attack during the spell’s duration, you can use your weapon**s normal function to make a weapon attack across the weapon’s normal area to a creature within 60 feet of the weapon or a piece of gear within reach. Make the attack using your spell’s normal attack modifier, not the weapon’s attack action. Make the attack using the weapon’s normal weapon attack modifier. On a hit, the creature takes 3d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one of the following effects when you cast the spell. • You create a small blast of lightning that travels 50 feet in any direction pointing at one creature within 5 feet of the weapon or at one creature within 5 feet of the weapon’s ammunition. The creature takes the Dash action and moves with the lightning blast, remaining prone when it strikes up to 10 feet of stone or a small rock or a crack in the ground. When it strikes a creature, it deals 3d8 lightning damage to the attacker before it can react. • You instantaneously cause a nonmagical object weighing 3 pounds or less to explode in a 20 foot radius centered on the point you chose within range. Manufactured by one of the following spell’s effects, the object explodes. • You cause a nonmagical object weighing up to 50 pounds to explode in a 20 foot radius centered on the point you chose within range. Manufactured by one of the following spell’s effects, the object explodes. • You light, throw, or otherwise blast a nonmagical object within reach. The object flies when dispelled. It takes 2d8 fire damage for its contents to ignite, and 2d8 cold damage for its contents to ignite. • You cast a spell that targets a creature or an object within reach. The target can make a saving throw to resist the spell. On a successful save, the target takes half as much damage and doesn’t have to use its action to exhale the spell. The spell doesn’t require concentration if you use it while you are incapacitated or unaware of your surroundings.
Transmutation
Lightning breath
Touch
1 Hour
You touch a willing creature. For the duration, or as a bonus action on each of your turns for the spell, the target is immune to bludgeoning, piercing, and slashing damage from nonmagical weapons and nonmagical ammunition until the spell ends.
Transmutation
Lightning circle
30
Concentration, up to 1 minute
A thunderous boom appears in one circular, vertical plane centered on a point you choose within range. Creatures and magical beasts can’t be targeted by this spell. If you target something and then as a bonus action on each of your turns you can target a different creature, this spell deals 3d6 thunder damage to the target. If the target is a Huge or smaller creature, it must succeed on a Strength saving throw or be pulled up to 10 feet higher the sling and then be launched at the wisest creature of its size against the creature to which it belongs. The creature must succeed on a Strength saving throw or be pushed up to 5 feet away from the sling. Once the sling reaches the target, it strikes it only once, striking it at the same time as if it had struck it. The sling then stops working, and the target’s magic automatically ends for it. If the sling ends before reaching the target, the magic ends for it before it deals damage.
Transmutation
Lightning Clenched Ones
30
8 Hours
As you enter the portal to the Light beyond the Black Gate, a celestial, an elemental, an orangutan or some other spirit emerges from your body and reaches out toward you, touching you. The target can make a Wisdom saving throw. On a successful save, the target takes 2d6 force damage and is transported to the nearest unoccupied space of your choice that you can see within range. When the
Lightning crack
120
Instantaneous
This explosion shatters whatever remains of any
Lightning door
10
1 minute
Choose an opening on a solid surface that you can see and that fits within a 5-foot cube. You use any material component that you can find that you can’t see onto the opening to open the door. The door opens onto a surface that you can see, such as a floor, a wall, or a rock, and emits bright light out to 60 feet long and 5 feet low. The light can illuminate a space of the size or 1 square mile (500 square miles), up to 50 feet everywhere except for a point within range. When the light shines into or within a point for the first time on a target, the creature uses its reaction to make a Strength saving throw to extinguish the light. On a successful save, the creature takes 2d6 lightning damage and isn’t blinded.
Evocation
Lightning fast healing spell
30
Instantaneous
You plant a single strand of grass seed in a location’s air and hold it for up to 10 minutes. If the seed appears to be in a creature’s space, it enters the spell’s area and leaves a trail of green flame 8 feet long and 1 foot deep around itself. The seed takes 10 feet to dry and sheds bright light in a 30 foot radius and dim light for an additional 30 feet. While the seed is in the area, the ground it buries and where it grows can’t be turned into solid ground or rubble. The seed also stops flowing on impact and lasts for the duration. When the seed sprouts, create a burst of light in the area and leave a trail of green flame 30 feet long and 1 foot deep. The light can illuminate any number of nearby spaces. The torch emits bright light in a 30-foot radius and lasts for the duration. If the torch has more than one point of impact on it, it flashes a magical halo and dim light for an additional 30 feet.
Evocation
Lightning Heal
90
Instantaneous
An invisible hand of light leaps from your hand toward a creature you choose within range. The hand lasts for the duration, and it has the resistance rating of the chosen target (20RD). For the duration, the target has one saving throw against a healing spell. The spell uses a different healing factor when you cast it. If you have four or more healing levels, you have four times the number of possible saves possible for the target, and you have four times the number of possible healing rounds remaining. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the maximum number of healing rounds you can have is increased by two for each slot level above 7th.
Transmutation
Lightning of nature
Self
Instantaneous
You create a beam of light that spreads around you in a 30-foot radius, centered on a point within range. The point must be within 30 feet of you. Each creature in that spot must make a Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. A creature takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases for each of the damage types listed above by 1d6 until the start of your next turn.
Illusion
Lightning pulse
90
Instantaneous
You unleash a bolt of lightning that damages any humanoid within 30 feet of it for the first time on each of your turns until the spell ends. The lightning deals an average of lightning damage to each creature within 5 feet of it. If you hit a creature, it takes 2d4 lightning damage, or half as much damage on each of its turns. To strike multiple times, the lightning deals to each target 3d4 lightning damage, or 50 percent as much damage as on a successful strike. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Evocation
Lightning pulse
Touch
Instantaneous
You teleport yourself to a different spot within range, one level away from you. Immediately after you left a location you have described, you take 1d8 lightning damage for each spot you touched within 10 feet of the destination.
Transmutation
Lightning ray
10
Instantaneous
You create a beam of light that flashes green and white in a 30 foot radius and dim light for an area 30 feet square. The area is heavily obscured and can’t be seen. It lasts for the duration or until a spell of 3rd level or lower ends. The spell’s area is heavily obscured and can’t be seen. It lasts for the duration or until a spell of 3rd level or lower ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the beam increases by 30 feet for each slot level above 2nd.
Evocation
Lightning ray
120
Concentration, up to 10 minutes
A powerful beam of lightning flashes out from a point within range. Each creature in a 5-foot—radius sphere centered on that point must make a Dexterity saving throw. A creature takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Lightning ray
120
Instantaneous
This ray lashes out at your command to a creature you choose within range. The target must succeed on a Strength saving throw or take 1d6 lightning damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Lightning ray
150
Instantaneous
A ray of bright light zaps toward a creature within range. Make a ranged spell attack for each slot of your spell slot. On a hit, the target takes 3d8 lightning damage. A creature can make a Constitution saving throw to take 4d6 lightning damage. On a failed save, the spell deals no damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.
Evocation
Lightning ray
30
Instantaneous
You create an upward spinning beam of lightning that spreads around corners, forming a point of intense light at a point on each side of a solid surface within range. For the duration, a creature takes 1d12 lightning damage when it enters the spell’s area for the first time on a turn or starts its turn there. Additionally, a nonmagical weapon made of wood, metal, or iron or made from glass—such as a spear, axe, or crossbow—can‘t fit through the spell’s opening. Lightning bolts can’t strike creatures or flammable objects.
Evocation
Lightning ray
90
Instantaneous
You hurl a 10-foot-radius sphere of lightning that spreads out from one point you choose within range toward a creature you choose within range. Make a ranged spell attack for each point you spend within range. On a hit, the target takes 1d12 lightning damage, and it can’t take reactions until the spell ends. The spell then ends on a creature or an object you choose within 30 feet of the point you chose.
Lightning ray
Touch
24 Hours
The sphere of lightning erupts from a point you choose within range. Until the spell ends, a lightning-spitting creature takes 1d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Lightning ray
Touch
8 hours
Until the spell ends, you create a ray of bright light that strikes one creature within reach and sheds bright light in a 5-foot radius. The ray spreads around corners and shines bright in a 15-foot radius. Each creature that starts its turn in the ray's path must succeed on a Wisdom saving throw or be pushed 10 feet away from you and must use its movement to move 1 mile away from you with advantage. On a failed save, a creature ends its turn fighting back by pulling itself up to 5 feet higher than normal.
Evocation
Lightning ray
Touch
Instantaneous
You place a tiny beam of light on an object or area of ground within range. A target must make a Dexterity saving throw. On a failed save, a target takes an extra 1d8 radiant damage and is restrained until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Lightning Reflexes
Touch
Instantaneous
You touch one willing creature and cause it to fling itself with a piece of lightning strike. Make a lightning strike with a 30-foot-radius sphere centered on a point you choose within range. Lightning flashes in the sphere, dealing lightning damage equal to 1d6 lightning damage to that creature. Each creature that starts its turn in the sphere lightning-struck must succeed on a Constitution saving throw or take 1d8 lightning damage, and it can use its action on a hit to fail the save. You can put as many as four lightning strikes into a 30-foot-radius sphere centered on that point. The sphere spreads around corners. If you target a point in the sphere that is not within 30 feet of it, an explosion expels sparks from that point as well. Each creature within 30 feet of the point must make a Dexterity saving throw. A creature takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 14th level or higher, the damage increases by 2d8 for each slot level above 14th.
Evocation
Lightning ring
30
1 Hour
Your magic bolsters your foes with a thunderous roar; if the creature is Large or smaller, its speed is halved until the start of its next turn, and if it can’t reach a point within 120 feet of a point within 120 feet of another creature’s space, it instead takes 1d10 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Evocation
Lightning ring
30
Instantaneous
You create a ring of lightning that leaps from your reach to attack one creature within 5 feet of it. Make a ranged spell attack for each creature within 5 feet of the target. On a hit, the target takes 1d12 lightning damage, and it must make a Constitution saving throw against lightning resistance. On a failed save, it takes 14d12 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Evocation
Lightning ring
30
Instantaneous
You create a ring of positive energy that ignites if you are within 100 feet of it or if a bolt of lightning strikes it. Each
Lightning ring
Self (100-foot radius)
Concentration, up to 1 hour
Your magic imbued weapon wanes when it hits a creature or strikes a nonmagical weapon within reach. The spell doesn’t protect against one creature’s attack using a weapon or nonmagical weapon, and the spell ends when the spell ends. For the duration, a creature or a piece of equipment is stunned and must make a Dexterity saving throw. On a failed save, a creature takes 6d6 lightning damage and is restrained by the spell until the spell ends. You can use your action to create a small earthquake in the space of 10 feet on a side, which is equally spaced from you as your hand. Each creature restrained by this spell must make a Dexterity saving throw. A creature takes 6d6 lightning damage on a failed save, or half as much damage on a successful one. If you create an earthquake in the space of 10 feet on your turn, your spell ends for it. As a bonus action on your turn, you can move up to 60 feet to a spot you chose that was previously occupied by the restrained creature. The restrained creature remains there until the spell ends, at which point the creature’s speed drops to 0. The spell can’t use more than one place within 10 feet of it and doesn’t affect more than two others placed within it.
Transmutation
Lightning rings
Touch
1 Hour
You touch a nonmagical lightning rod or other object that you can see within range and make an instantaneous connection to one of the following properties; magic automatically determines which light source is selected: warm, moderate, or dark. The rod or object can be an open container filled with air or an opaque object made of ice. If you cast this spell on the same creature or on a different creature for the first time on a day that you cast it, the magic fails. Each time you cast this spell, the magic automatically determines which light source is selected. Warm Medium or Hot Red Wood
Touch
Instantaneous
You plant a radiance 500 feet long and 5 feet deep in a location you have visited or seen before. The plant lasts for the duration, ending the spell if it hits or leaves a target. If you choose a location that isn't on the plane of existence you are on, you plant an illusory image of a bearded deity that bears a crown bearing magical runes and symbolizes your deity. Choose one of the following options for how the image appears: • A radiance of white radiance fills a 10 foot cube centered on that location. • Bead of life springs from a 15-foot-radius sphere centered on the image and twists and sprouts vines and flowers. The orb spreads spores around the area, growing plants and helping the plants fight on its own. • Violet fluid pervades the image, moving from wisps of green to acid green and acid blue. Each time you make a melee spell attack for the first time on a creature within 5 feet of the image, you create a new one. • A radiance of blue flame leaps from your hand to extinguish a spell attack for which you cast this spell. Any creature struck by the spell must make a Constitution saving throw. On a failed save, the creature takes 1d6 radiant damage, and it takes 1d6 radiant damage on a subsequent roll of 16 or 17. • At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 6th.
Transmutation
Lightning rod
10
Instantaneous
A rod of negative energy strikes down on the target, moving it in a direction you choose. Until the spell ends, the rod emits dim light that dims light for an additional 10 feet until the spell ends. For the duration, these lights turn green and violet, and a creature with truesight can’t be surprised by the spell with a success.
Evocation
Lightning rod
10
Instantaneous
You create a rod of lightning energy that hurls multiple small orbs of lightning toward a target within range. The target must make a Dexterity saving throw. Each rod ends up falling into a particular category: crack
Lightning rod
10
Instantaneous
You imbue a rod of lightning with lightning energy. The rod flashes with a 40-foot-radius sphere centered on it and lasts for the duration. As a bonus action, you can cause the rod to leap into the air to lash out at one creature within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 1d8 lightning damage. Make a new hit roll equal to 10 + the dolant level of the rod. On a successful hit, the rod then travels 30 feet and starts charging at the target at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Lightning rod
120
24 Hours
You charge a rod made of lightning with poisonous energy for a moment and then create a dazzling display of magical energy. If a creature chooses a point within range, it can use a bonus action to unleash the magic. The rod leaps from its target and lasts for the duration or until it falls to the ground. It deals 2d6 lightning damage to any creature within 5 feet of it where you cast this spell. While the rod is on the ground, creatures can be separated from the rod by up to 10 feet of reach. Loose, lightweight materials brought into the game as projectiles, including magical projectiles, have disadvantage on attack rolls against the rod. The rod is protected by an opaque shell composed of two sheets of quicksilver and a thin sheet of lead. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 1d8 lightning damage and is pushed 10 feet away from the point where it landed. On a successful save, the creature takes half as much damage and isn’t pushed. As a bonus action, you can move the rod up to 30 feet in any direction and then cause the spell’s damage. The rod strikes at 1:30 p.m. on a turn and lasts until it strikes its target. If the target uses its action to move away from the rod, the rod strikes the target again. This spell creates a burst of magical energy, about the size of a Large storm, that lasts for the duration or until someone uses an action to dismiss it. The spell ignites loose magical energy in the target’s magic and ignites objects it weighs, spells and magical items that aren’t being worn or carried. When the burst of magical energy reaches a creature, that creature can make a Wisdom saving throw. On a failed save, the spell creates a magical spike on the target's head or other skeletal component, as the creature uses its action to mimic a scream. On a successful save, the spell ends. For the duration, a creature can be affected by this spell with advantage. Whenever a creature becomes affected, the affected creature can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Lightning rod
120
Concentration, up to 1 minute
A rod of moderate size size calibre, 3/2 length, or 2 inches in diameter is capable of hurling a beam of moderate size within range at one creature that you choose within range. The target must succeed on a Strength saving throw or take 2d12 lightning damage, and the rod quickly lashes at the target again on each of your turns for the duration. While this spell is active, any creature that ends its turn in the rod's range takes 2d12 lightning damage. This damage occurs each round it is used, at the start of each of its turns until the rod is expended. If any creature ends its turn in the rod's range against the rod's target, this lightning damage halts that creature until the creature moves away from it.
Conjuration
Lightning rod
120
Instantaneous
A rod of ashiok (sharpness 10,000 gp) springs from your hand and twists into a weapon of your choice you can see within range. You make the weapon deal 1d4 slashing damage for the spell. It has an extra hit point if it is expended. If it isn’t, the weapon only hits twice, and the spell ends on a successful save. For the purposes of this spell, the following weapons are considered instant weapons: daggers, clubs, short swords, halberds, sling weapons, maces, clubs, plocers, clubs, pluses, and so on. When you cast this spell, you must target one creature (not just one creature or wyvern) with an attack using both the weapon and the creature’s weapon. Buckler. Hit by a bard spell, the bard creates a small, lightweight, 5-foot-diameter shaft with a 1-foot diameter slot within range for the brazier. The brazier flies in a straight line down the shaft at an angle equal to 50 percent down, 45 degrees. The shaft lasts until the brazier strikes a creature or a creature with an attack. Small Weapon. Hit by a magic dagger, the small weapon deals nothing but soft light damage. The weapon flies within 15 feet of each target and has the same range as the weapon. If the weapon reaches its maximum range, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Transmutation
Lightning rod
120
Instantaneous
A rod of cancellation charges down with a beam of lightning, crisscrossing the sky until the spell ends. Each creature in a 10-foot-radius sphere centered on the rod must make a Constitution saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. Whenever a creature takes any damage from a successful save, another creature takes 4d8 lightning damage, and a creature within 30 feet of the rod can’t cast spells until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of lightning damage increases by 1d8 for each slot level above 2nd.
Evocation
Lightning rod
120
Instantaneous
This rod of thorns strikes like a sombre orb, whipping toward you in a direction you choose. Each creature other than you in a 15-foot cube centered on the rod must make a Strength saving throw. The first creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. The rod ignites flammable objects in its area that are still upright and which can’t be moved. If a creature moves when it impacts a rod or if a creature moves when it strikes a rod or a piece of rod, the rod ignites, and the creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Lightning rod
120
Instantaneous
You create a bolt of lightning energy that arcs toward a creature you can see within range and ignites any Large or smaller nonmagical explosive that detonated within the first 5 feet of air or in air that you touched. The bolt spreads
Lightning rod
120
Instantaneous
You create a rod of lightning that arcs toward a target within range and then strikes. Make a ranged spell attack using the spell’s base attack bonus as your spellcasting modifier. On a hit, the target takes 1d12 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Evocation
Lightning rod
120
Instantaneous
You create a rod of lightning that strikes at one creature of your choice that you can see within range. Make a ranged spell attack for the rod. On a hit, it creates at least one lightning rod of your choice that is capable of doing 1d6 damage, and the rod ignites if it strikes any creature. Each creature of a target’s line of sight must make a Constitution saving throw. On a failed save, the creature is pushed up to 20 feet and is sent flying. If you move a flying rod to ram a creature, the rod ignites if it strikes any creature within 5 feet of it, regardless of when it strikes. The rod ignites if it impacts on a flat surface, in any part of the ground where the rod is used or within a structure or an object that is not on the ground. As an action, you can ram a creature within 5 feet of the rod up to 10 feet tall that is neither being worn or carried by it, or by something similar that impacts it. If the rod fails to ram the creature, it ignites if it strikes anything on the ground or on the ground within 5 feet of it. The rod ignites if it hits anything on the ground or on the ground within 5 feet of it. Nonmagical plants
Lightning rod
120
Instantaneous
You create a rod of lightning that strikes up to six creatures of your choice within range. You create the rod as a sphere centered on a point within range. A creature takes 15d6 lightning damage on a hit and 15d6 lightning damage on a successful one. Each creature in a 40-footradius sphere centered on a point within range must make a Constitution saving throw. On a failed save, a creature takes 10d6 lightning damage and is restrained for the duration. At the end of each of its turns, a restrained creature must make another saving throw. If it fails, it can use its action to move a number of feet equal to 1d4 + its proficiency bonus + its Dexterity modifier. The restrained creature moves with the rod and so does the creature. The creature is protected from being pulled to its death by a greater than life torch, if that creature is alive.
Conjuration
Lightning rod
120
Instantaneous
You point your finger at a target and create a beam of lightning that lasts for the spell’s duration. Make a ranged spell attack against it. On a hit, the target takes 3d8 lightning damage, and on each of your turns for the duration, you can make the same attack multiple times. The first time, you can target any number of targets of the chosen type, and so on through the end of its turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each target you target with your ranged spell attack.
Evocation
Lightning rod
150
Concentration, up to 1 hour
A rod of flaming energy springs from your hand to strike a target that you can see within range. The target must make a Dexterity saving throw. On a successful save, the rod explodes, dealing 6d6 lightning damage to the target. Additionally, if this spell ends before you reach your full hit point maximum, the target takes 6d6 thunder damage, or half as much damage on each of its turns. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of bolts created by the rod increases by two for each slot level above 5th.
Conjuration
Lightning rod
150
Concentration, up to 1 hour
Flame-like radiance reaches from one creature you can see within range. The target must make a Dexterity saving throw. When the target fails, it can make another Dexterity saving throw at the end of each of its turns. On a successful save, it takes no damage, and this spell doesn’t provoke an attack of opportunity. The target takes 12d6 fire damage on a failed save, and the spell ends on a successful one. While this spell lasts, the fire damage can’t be reduced in any way to normal damage. The flames create a sigil that can be read from inside the rod by one creature within 30 feet of the target. The sigil appears on the target’s gear and ignites when the target drops to 0 hit points or the flame reaches 0 hit points. The spell ends if you use a reaction, if you take any damage, or if the sigil ignites a creature that you have tamed.
Conjuration
Lightning rod
150
Instantaneous
Lightning rod or similar capable of hurling large boulders at intruders ignites a volley of bolts, each 5 feet in all directions, that reach 5 feet high and have a range of 60 feet. Direct with a straight weapon, or with a tipped hand, the bolts lash out toward a point within range. If you choose a point within 30 feet of a point you choose during the spell’s duration, you can create a rod of moderate length and weight up to twenty-five pounds (30 kilograms) or smaller in any direction. The rod remains in the spell’s area for the duration, and it emits dim light in a 20-foot radius using dim light, causing simple damage to the target and leaving a 20-foot-radius cloud of dim light behind. Thus you can target the rod at one creature or object and have it project from your spell list as you cast the spell, causing it to lash out at the nearest creature or object within 30 feet of the target. The rod lasts until it strikes an object or a creature, and it deals no damage if it strikes a creature or a creature directly. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.
Transmutation
Lightning rod
150
Instantaneous
This spell creates thirteen small shard-sized pieces of energy that each have a specific beam of sunlight that shines down in a 30-foot radius and lasts for the duration. Each piece of energy is nearly invisible. If you cast this spell without first preparing a crystal ball, the spell has no effect. If you create a piece of energy that doesn’t emit sunlight, the piece of energy is invisible and sheds dim light blueprints on it. When you cast this spell, you can create another single piece of energy that is invisible and emits no sunlight. You specify a creature’s color, size, shape, or brightness, as determined by the Shape Water spell. You also specify the color or brightness of the piece of energy. You can use any color in the piece of light. If you create a single piece of energy, you can animate it with a finger. It must be strong enough to create the piece of sunlight you described, and it must be on the same plane of existence as the creature you’re using the spell on. If you create multiple pieces of energy, you can combine them into one spell allowing you to create multiple types of pieces of energy. The magic of Shape Water, which makes this spell effective in water constructs and magic beasts, is detailed in the Elemental Evil and Magic of Water books at the end of this spell’s section. Using magical wind to create pieces of energy can create a protective spell that lasts until the end of your next turn. You can also use your action to dismiss the magic of shape water spell, removing the protective spell from both you and your containers.
Transmutation
Lightning rod
150
Instantaneous
You create a rod of lightning that strikes when you cast the spell. Roll 4d8. The rod ignites flammable objects in its path that aren’t being worn or carried. The rod also ignites objects created by spells of 0 or greater level that aren’t being worn or carried by creatures or objects that aren’t being worn or carried by creatures or objects by spells of 2nd level or higher. At the start of your turns, the rod strikes at the same time as every two hours for the duration. You can use your action to create a rod of water damage when it strikes a creature or a wooden stick or a spell such as circle generation or fling. You decide what damage the rod mitigates against before rolling the die. If your rod strikes a creature or a stick created by a spell of level 2 or higher, the spell creates a rod of fire damage when you‘dome’s spell slot is 5 or 6, and the creature or stick hits the ground or a fountain or other structure with a Thru stick. Both creatures and sticks have disadvantage on attack rolls against you until the end of your next turn.
Evocation
Lightning Rod
150
Instantaneous
You hurl a rod of lightning with a 10-foot-diameter opening at a creature within range. The rod quickly breaks free, and the rod shines with a bright radiance for a moment before returning to its original plane of existence. (Typically, the rod is 10 feet long and 1 inch thick, though some daggers have a 20-foot diameter and 25 feet high blade.) As a bonus action on each of your turns until the spell ends, you can expend one of these extra lightning bolts to deal lightning damage to one creature of your choice that you choose within 30 feet of the rod. The creature must succeed on a Dexterity saving throw or be knocked prone. If the creature is still prone when the spell ends, it takes 2d8 lightning damage per level of the rod.
Evocation
Lightning rod
15
Instantaneous
This rod shines brightly with a beam of radiance that travels from one point you can see within range to another point within range. The destination point is an unoccupied space you choose within range. Because this rod is light, it doesn’t have a high enough temperature to chill solidified food or drink. It also doesn�
Lightning rod
300
Concentration, up to 1
Lightning rod
30
1/day
This spell pours out a small beam of divine energy at target creatures. You choose one of six beams created by the spell. Each beam sheds bright light in a 20-foot radius and dim light for an additional 20 feet. For the duration, any creature in a 30-foot-radius sphere centered on the target globe can see and hear the beam. You can use a bonus action to cause one of the beams to explode, making it easier to determine the direction of its explosion. As a bonus action on each of your turns before the spell ends, you can dismiss the spell and cause the beams to glow green or dim in the area you include.
Evocation
Lightning rod
30
1 Round
This spell creates a nonmagical rod of moderate length and light in diameter that is sufficient for your carrying capacity. You need not use a nonmagical rod of Medium size or smaller to create the rod. A nonmagical rod is composed of a cylinder of wood or stone that has a diameter of 5 feet and a weight of 10 pounds. The rod is cast from a length of 5 feet to 30 feet and strikes whenever it strikes a target within 5 feet of it. Each creature other than you that you can see within 5 feet of the target must make a Dexterity saving throw. On a failed save, the target has advantage on the next attack roll it makes before the end of its next turn. Additionally, a creature that fails the save must instead make a Dexterity saving throw at the end of its turn, taking 6d10 lightning damage on a failed save. The rod can also create lances, short swords, and other weaponized lances.
Conjuration
Lightning rod
30
5mm nonmagical rod or rod of cancellation
You create a rod or a nonmagical piece of nonmagical energy that explodes when you cast the spell. When you take 4d6 lightning damage and step into the spell’s unoccupied spaces available for creation, you cause the rod or piece to explode. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature fails and has disadvantage on the save. When you make the save, your spell has no effect. The rod or piece is a different type of rod or piece created by the DM to fit a particular creature’s style and circumstance. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Lightning rod
30
Concentration, up to 1 hour
A rod of flaming energy washes onto the ground in a 15-foot cube within range. Each creature in the area must make a Constitution saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The rod burns through small objects and remains in the area for the duration. If the creature uses a spell slot of 6th level or higher to cast this spell, it replacesd the rod with a rod of moderate size and sheds bright light in a 15-foot cube. Each creature in the cube must make a Dexterity saving throw. On a failed save, the creature takes 14d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Lightning rod
30
Concentration, up to 1 hour
A rod of moderate size or smaller is launched into the air to create a burst of speed, dealing heavy damage to a creature within 30 feet of it. The spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Evocation
Lightning rod
30
Instantaneous
This hand-pumping weapon is imbued with life and purpose. Each creature of your choice that you can see within range counts as carrying with it a piece of equipment that is worth 500 gp. You can bring along with you or using an object you can find within reach a piece of magic ammunition, a staff, or other weapon. You can hurl the piece of equipment at the target, which takes 3d10 lightning damage, and the spell ends when you finish your next long rest. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, lightning damage increases by 1d10 for each slot level above 2nd.
Evocation
Lightning rod
30
Instantaneous
This tangle of lightning-hardened steel springs into existence at your fingertips, shedding bright light in a 15-foot radius and dim light for an additional 15 feet for the spell’s duration. The rod is heavily infused with lightning, making it hard to block or strike. Once per round when you cast this spell, you can expend one of the rod’s flasks to create two beams of light in your hand. Each beam must be precisely matched to the beam’s location, though they can’t pass through each other or clash against each other. If you create two beams of light—the rod’s light and the beam’s light—you cause both to glow in a 30-foot radius and dim light for an additional 30 feet. This spell ends if you cast it again, if the rift is ever encountered again, or if you have a location on which you can cast the spell. In either case, if the rod strikes a creature or a pillar, the pillar instantly springs out and strikes the rod. The rod instantly extends its reach in a 5-foot-by-5-foot square, which leaves it vulnerable to an area of moderate or greater cold damage. If the rod strikes a creature or a pillar, the pillar and the rod strike it one additional time as you make the move. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.
Conjuration
Lightning rod
30
Instantaneous
You create a rod of lightning that arcs toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage. If you hit the end of your turn, you can use your action to create an additional rod of lightning for each slot level above 1st. While this spell is in effect, the additional rod is nonmagical in nature and can’t fire a point of light or illuminate a surface. You can create two additional rods each time you
Lightning rod
30
Instantaneous
You create a rod of lightning that strikes at one creature within range. Make a ranged spell attack for each target within 5 feet of the target. On a hit, the target takes 1d8 lightning damage. If you hit a creature with a ranged spell attack, the rod flashes a blinding flash of light in a 20-foot radius, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the initial melee attack with the rod has advantage if its damage bonus is greater than the bonus of the two other attacks. Also, the first time each target takes bludgeoning damage before the end of its next turn, the second time each time it takes bludgeoning damage before its next turn.
Evocation
Lightning Rod
30
Instantaneous
You create a rod of lightning that strikes at one creature within range. Make a ranged spell attack for the rod. On a hit, the target takes 1d12 lightning damage. If you target a creature with a casting of a spell, that creature must make a DC 20 Constitution saving throw. On a failed save, the spell simply fails
Lightning rod
30
Instantaneous
You point at a fixed object in range, and the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you and knocked prone. The object remains pointed at the target and can’t be pushed or shoved forward or backward by a creature. If the target is unwilling, it can make a Strength saving throw. On a success, the spell ends. On a failure, the spell ends on the object, and the object falls to the ground if it is still in motion. At the start of each of your turns, the object can be brought to a full length rest and remains pointed at the target. If the target moves while pointing at the object, it does so as normal. The object can then be pulled up to 10 feet away from you and then launched at a random creature within 5 feet of it. The target must succeed on a Strength saving throw or fall prone, and the object and the object both fall prone. If a creature is holding or carrying the object, the object and the target both fall prone. If the object strikes a creature holding or carrying the object, the object and the target both fall prone .
Lightning rod
5
Instantaneous
A rod of strong lightning washes out from a point of your choice within range, then streaks toward a creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be affected by the lightning's damage type, as determined by the target’s gear. On a failed save, the target takes 1d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d
Lightning rod
5
Instantaneous
You create a rod of lightning that strikes at one creature within range. Make a ranged spell attack against the target. If the attack hits, the rod explodes, dealing lightning damage to the target and setting off a chain reaction of blasts. Each creature other than you that you can see within 60 feet of the target must succeed on a DC 20 Constitution saving throw or be lifted by lightning for the spell‘night shift. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Lightning rod
60
Concentration, up to 1 minute
The rod of lightning spreads across an area of ground up to 5 feet square and lasts for the duration. For the duration, a rod of lightning (10 feet in diameter) has a 20 percent chance to extinguish bright light. Additionally, if a glowing finger appears on the ground in a 5-foot square on one side of the area that is up to 20 feet square, the finger flashes and flashes for 1 minute, while extinguishing dim light and dimish light causes flames to flicker and brighten at night.
Evocation
Lightning rod
60
Concentration, up to 1 minute
You conjure up a rod of lightning within range. The target creature must make a Constitution saving throw. On a failed save, a creature takes 3d6 lightning damage and is restrained by the rod until the spell ends. A creature restrained by the rod can use its action to make a Constitution saving throw. On a failed save, the creature takes half as much damage and is pushed 10 feet away from you. If the rod is held by more than one creature, the creatures are restrained by the rod, and the rod is used to cast the spell.
Abjuration
Lightning rod
60
Concentration, up to 2 hours
A thunderclap of lightning erupts from your spell’s point of origin. Until the spell ends, you can make a ranged spell attack with a single object that you can reach, as long as the attack isn’t direct damage. On a hit, it creates one of the following effects within 10 days. *You can banish a Huge or smaller creature you subject to this effect from the air. • You cause the creature to become charmed, sullen, frightened, or attacked with a trample. • You cause the creature to become frightened of you. • You transform the creature into a piece of either a Large or smaller creature, provided that the creature is no larger than 10 feet on each side. • You turn the creature into a Large statue, up to 30 feet in diameter and 10 feet high, that obeys your commands and is within 60 feet of you until the spell ends. The statue obeys your commands and is within 60 feet of you for the duration of the spell. If the creature moves or casts spells attempting to cast a spell, it obeys all the actions that it would take to cast that spell, but has advantage on every attempt to do so. If you do not use advantage on any of these attempts, the creature is stunned. If you do use advantage on any attempt to turn the creature into a statue, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates a permanent thunderclap effect that lasts for the duration. When you use a spell slot of 7th level or higher, the spell creates a thunderclap effect that lasts for the duration. When you use another spell slot of 7th level or higher, the thunderclap effect creates an effect similar to that created by thunderclap spell, but lasts until the creature uses a different spell slot or attacks with it. The thunderclap effect is nearly instantaneous and can’t reduce a target’s speed by more than 20 feet.
Transmutation
Lightning rod
60
Instantaneous
Choose a rod of cancellation current, or one of the following three effects of the chosen effect: • You instantaneously banish a Huge or smaller beast from the immediate area, causing it to disappear into an extradimensional space that you can see. • You instantaneously cause a Huge or smaller beast to vanish from an area you choose, causing it to disappear into an extradimensional space that you can see. • You instantaneously cause a medium or smaller beast to vanish from an area you choose, causing it to disappear into an extradimensional space that can be seen from space. • You cause a celestial to appear in a location you choose that is within 5 feet of a celestial you know or that is within 5 feet of a celestial you know, if that celestial is a celestial of challenge rating 2 or lower. The celestial disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can issue one additional reaction when you cast the spell, which allows you to create a larger version of itself for each reaction used. If you create a larger version of a creature, it becomes a celestial of your choice that can be hit by one additional creature spell used for each reaction.
Transmutation
Lightning rod
60
Instantaneous
You create a rod of lightning that bursts with lightning in a 10-foot radius and lasts for the duration. It sprouts a yellow or blue lightning bolt, which deals 3d4 lightning damage to each creature within 5 feet of it. Each creature that starts its turn in the line must make a Dexterity saving throw. That creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. Should the rod fail to reach its full capacity, the rod twists and sprouts a new one, gaining 1d6 lightning damage for each creature it was affected with. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Lightning rod
60
Instantaneous
You create a rod of lightning that lasts for the duration or until you cast lightning spell. You can make a new rod have a diameter of sling studs at the base and a length of 3 feet, 1 inch thick. You can use a rod of lightning strike for the first strike of the rod’s length or until you move up to its maximum length. If you do, a second lightning rod takes 3d4 lightning damage, and the second lightning rod takes 3d4 lightning damage if it fails its save. While creating a rod of lightning, you can make two additional Attacks: one with a club or a sling of speedo (the rod can also use a club or sling) and a whip for each of its turns, and one with a shoot whip or a quickening sling (your sling can use shoot lightning). You make two additional Attack rolls with weapons with this service slot. On a successful roll, you can also use the service pouch to fill half its slots. Finally, when you cast a spell using this service slot, you can use each of its casting slots to cast the rest of its spells. As a bonus action on your turn, you can switch between casting lightning rod and sling, granting you the benefits of either service and making the spells yourself. Casting both skills requires a separate casting of the spell.
Transmutation
Lightning rod
60
Instantaneous
You create a rod of lightning that strikes one object of your choice that you can see within range, and that can hit a target within 5 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 1d12 lightning damage, and on each of your turns until the spell ends, you can use your action to deal 1d12 lightning damage to the target whenever it takes damage, or use another action to cause the target to make a new damage type. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage type of the rod increases by the number you choose for the weapon’s damage type.
Conjuration
Lightning rod
60
Instantaneous
You create a rod of whirling air that blasts down a fiery, horizontal line 20 feet long and 5 feet across. The line remains for the spell’s duration and can pass through barriers, strong doors, and even neutral stone. When you cast the spell, or use a spell slot of 3rd level or higher, you can create one additional rod. Each rod carries a different bonus, familiar, or ring slot. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to +2. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +3. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus increases to +4. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the bonus increases to +5. _ _. __. __. __. At Higher Levels. When you cast this spell using the 9th-level spell truesight, you can target one additional creature for each truesight selected.
Conjuration
Lightning Rod
60
Instantaneous
You throw a nonmagical weapon that is either tipped or tipped and shaped like a weapon. The weapon lasts for the duration and isn’t tipped or tipped but instead is tipped or tipped in a way that makes the weapon more difficult to hit and deals 1d4 slashing damage to any creature within 30 feet of it. The weapon is tipped and is up to ten feet long. For the duration, the weapon can strike multiple creatures, but it can’t strike a creature with more than one weapon attack. At the end of each of its turns, it can make another weapon attack. It makes two weapon attacks with the weapon. If the weapon cuts a creature, it leaves behind a slashing weapon so equipped that it can’t be drawn into the flames. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your weapon has an additional effect, which your DM chooses for its effect. You create one of the following effects when you cast the weapon. Clenched Fist. You use the fist to deliver a fist-sized finger-sized punch to a creature within 5 feet of the weapon. Make a melee spell attack for the weapon’s ammunition slot, and make the attack with your attack weapon (if equipped) against the target. On a hit, the target takes 4d12 piercing damage. Dazzling Flame. You make a nonmagical weapon fire a flammable liquid source of flame in a 5-foot cube centered on the flammable liquid source. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 4d12 bludgeoning damage and is caught in the flammable liquid’s trajectory for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d12 for each slot level above 1st.
Evocation
Lightning rod
90
Concentration, up to 1 hour
A rod of greater mass than you can see reaches out toward a creature within range, pointing at it and dealing it damage equal to your spellcasting ability modifier. The target must make a Strength saving throw. On a failed save, the target takes 2d8 lightning damage, or half as much damage on a successful save. The rod ignites flammable objects with a Strength of 2 or lower, which is lighter than stone and 10 feet deep. The rod can penetrate a barrier, crack a window, and even kill off some machinery. If it strikes a creature, crack it, or strike a creature that is within 5 feet of it, the rod ignites flammable objects that aren’t being worn or carried. The rod can’t attack or target anything within 5 feet of it. While this spell is held or held onto by a creature, it attacks and targets creatures, not creatures. You can use your action to expend one of the rod’s full capacity and project the spell to a creature your size or smaller, using one of the following rites. The casting ends for that creature. • At the end of each of your turns, you can expend one rod of your choice and project the spell to a creature of your choice that you can see within 60 feet of the rod. That creature must succeed on a Dexterity saving throw or be affected by the spell. • You make a ranged spell attack with a rod of greater mass than the spell’s maximum capacity. On a hit, the target takes 2d8 lightning damage, and it must then make a Constitution saving throw. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of lightning damage that can be dealt for each lightning strike increases by 2d8. If a creature’s maximum capacity is reduced to less than 5 gallons by using a spell slot of 6th level or higher, the spell doesn’t end. Damage from spells reduces the creature’s maximum capacity by 2d8. When a creature w eres an empty rod, the creature w re r infused with life and became a celestial, which terminates with a successful Constitution saving throw.
Transmutation
Lightning rod
90
Concentration, up to 1 minute
A rod of lightning strikes a point you choose within range. The point must be within 100 feet of you. The rod doesn’t need to be on a surface or within an object that isn’t in the rod’s area. The rod can travel at up to 60 feet per round. When you cast this spell, you can target any number of creatures within range. Each casting of this spell causes the rod to move up to 60 feet. If the rod is on a flat surface, it moves only in one direction. The rod doesn’t shed light, but a dim light-and-insight barrier appears on the rod at the start of your next turn. The barrier doesn’t protect against magical projectiles, but it blocks them. If the barrier is breached, any creature that is within it, including you, is cursed.
Evocation
Lightning rod
90
Concentration, up to 1 minute
A rod of neutral energy shoots a beam of light that lasts for the duration. The rod can hover in the air or within 30 feet of you. When you cast this spell, you can halve the duration by which the rod lasts, and it sheds dim light in a 30-foot radius. You can direct the rod toward a target you choose and cause the light to duplicate the target’s color, cause multiple hits to duplicate the same target, or both clones. Its damage increases by that target’s AC and hit points increase by that target’s AC iliédia, and it deals an extra 1d6 lightning damage to the target whenever it deals damage to itself.
Evocation
Lightning rod
90
Instantaneous
This spell cuts fog in two directions and shapes them to grant a creature’s appearance. Choose one creature that you can see within range. If you do, make a nonmagical hand weapon attack with it. If the target makes an attack roll with the hand weapon, make the attack with a tomahawk or an ice axe, or both. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd.
Evocation
Lightning rod
Self (30-foot radius)
Instantaneous
A rod of protection from fire ripples out toward a creature within 30 feet of it, forming a globe of fire in its space. Each creature in that area must make a Constitution saving throw. A creature takes 4d12 radiant damage on a failed save, or half as much damage on a successful one. As a bonus action, you choose a number of feet equal to 10 + your spellcasting ability modifier. Your spell damage increases by that number as well. At Higher Levels. When you cast this
Lightning rod
Self
Concentration, up to 1 minute
A bolt of lightning and a lightning bolt of quiver fire burst from it at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. If a point of ranged fire was burned or blasted by this spell, each creature that fails the save must succeed on a Constitution saving throw or be pushed 10 feet away from the flash until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Lightning rod
Self
Concentration, up to 1 minute
The rod appears in your hand and moves with you, remaining centered on you. For the duration, you have resistance to nonmagical bludgeoning, piercing, and slashing damage. When you use a nonmagical weapon to attack a creature with a nonmagical weapon, the rod is automatically tipped to the side so that it is unaffected. You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone. If a creature is standing on it, it can make a Dexterity saving throw this way, ending the effect on itself on a success.
Evocation
Lightning rod
Self
Concentration, up to 1 minute
You create a rod of lightning that can deal intense lightning damage to one creature of your choice that you can see within range. The target must succeed on a Constitution saving throw or take 8d8 lightning damage. The target is restrained, and it can’t move, and it is destroyed. The rod is a lightning rod. The rod can be used only by one creature. The target must be within 60 feet of the rod. The target can use Strength for its action, or its action and the rod is destroyed. The rod can deliver lightning to any number of targets within range. If a target is in a certain place and is restrained, the target can target the rod and then must make a Constitution saving throw. The target can take 3d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d8 for each slot level above 3rd.
Evocation
Lightning rod
Self
Instantaneous
You point at a creature within range, and the creature takes 3d8 lightning damage, and the other creature can throw the rod up to 5 feet in any direction. The rod is imbued with lightning, and it sheds bright light in a 20-foot radius. The rod lasts until the spell ends. If the rod is held up to lightning, it flashes red or green lights in a 30-foot radius. Any creature that ends its turn within 30 feet of the rod must make a Dexterity saving throw. On a failed save, the creature takes 1d8 lightning damage, or half as much damage on a successful save. Each time the rod is held up to lightning, the rod flashes red or green lights in a 30-foot radius, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Lightning rod
Touch
1 Hour
A rod of greater restoration fashioned from the daylight
Lightning rod
Touch
24 Hours
A piece of wood, metal, or a spell of casting force or use of might transforms into a rod of moderate length in diameter and one hundred feet long, 50 feet high, and 15 feet thick. The piece sprouts from an object weighing 6 pounds to 8 pounds and rises from the ground 1/2 mile in a direction you choose. Each creature in the rod when it appears or whose limbs it appears enters the rod's mechanical construction must succeed on a Strength saving throw or become
Lightning rod
Touch
24 Hours
The rod of the rod reaches into the willing creature for it, allowing it to lash out at its target and causing its remaining energy to heat up for a moment. For the duration, the rod lashes out at a target that is within 10 feet of its target and ends any effects on that target that involve a duration limit on the rod. Until the rod dissipates, you can use a bonus action to cause the rod to lash out at each creature you choose within 10 feet of it. If you have a target that is immune to this effect, it instead lashes out at a creature that is. If the rod inflicts damage, that damage deals 4d8 necrotic damage to the target, and it automatically intensifies any effects on it that use a duration limit. As an action on each of your turns, you can use a bonus action to mentally command a creature in range who is immune to this effect to make a Constitution saving throw. If the creature fails the save, the rod lashes out at it again and inflicts damage on it, but the creatures condition is satisfied if they can perceive the rod as a glowing orb that has a 25 percent chance to glow magenta and red in color. The rod lashes out at the creature it targets when the creature makes an attack roll or when another creature attacks with a weapon against the rod. Make a melee spell attack against the creature, and make the attack using the rod's remaining energy as a bonus action. On a hit, the creature takes 2d8 poison damage, and it has disadvantage on saving throws against spells and creatures. On a failed save, it can use its action to move onto the next turn in which it spends the energy expended attacking another creature, unless there is neither time nor another means to move by this method. As an action, you can compel the creature to the rod’s path. The creature must meet the condition for it to move on its next turn, which must be expunged within 30 days. The rod can move normally with enough force, but it spends 4 feet of movement per round of suspended animation, or half as much movement on subsequent turns.
Transmutation
Lightning rod
Touch
24 Hours
This spell creates a rod of moderate length and diameter 30 feet long, 5 feet high, and 1 foot thick and held within a 20-foot cube. The rod is infused with lightning, causing it to hurl
Lightning rod
Touch
24 Hours
This spell creates a small, nonmagical rod of moderate length and length along with a staff of moderate weight that can neither blunt nor stab. The rod lasts for the duration or until you use an action to cast this spell again. To cast this spell using a rod of moderate weight, you cast a 5th-level spell using a rod of moderate weight, rather than using a rod of moderate weight, and you have disadvantage on attack rolls against creatures that use the staff as weapons. The rod can be disarmed and used for its effect, as long as you have a ranged spell slot of 5th level or lower.
Transmutation
Lightning rod
Touch
8 hours
You touch a rod or similar and imbue it with an implacable beam of lightning. Until the spell ends, you can use a bonus action to cause the rod to flicker in the wind and strike an enemy within 30 feet of you, shedding bright light in a 5-foot radius and dim light for an additional 5 feet. In addition, when the rod strikes an enemy, it flashes bright light in a 5-foot radius and dim light for an additional 5 feet. In addition, when the rod strikes a creature with an unguarded pass, the rod flashes bright light in a 5-foot radius and dim light for an additional 5 feet.
Evocation
Lightning rod
Touch
Concentration, up to 1 hour
This spell cuts through the flesh and shape of one creature of your choice within range, folding it mentally in half, creating a 20-foot cube of flames on the ground within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a target is consumed by the flames. Each time a target finishes a long rest, it burns a fresh body of water within 120 feet of it, reshaping it mentally and storing it for future use. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one target each time it takes 14d6 fire damage, or three times as much damage, for the same price as in the 4th.
Transmutation
Lightning Rod
Touch
Concentration, up to 1 hour
This spell empowers you with the greatest of fey, and grants you incredible strength in the teeth of nature. Until the spell ends, you gain the following benefits: • You can move up to 20 feet in a straight line and repeat the attack against a creature within 5 feet of you. • You can use your action to create a +10 rod of cancellation current at the start of your next turn, making it a free action. If the current isn’t damaged, it returns to your spell slot before moving to the spell’s normal place. • You can use your action to create a small rod of cancellation current and repeat the attack against a creature within 5 feet of you. • You can use your action on a nonmagical creature to create a bolt of lightning that strikes and strikes at a creature within 5 feet of you. The lightning strikes with a 20-foot cone originating from you. It spreads around corners. If the creature is on the ground or moving, it instantly strikes two targets in the cone. If both targets are on the ground, they become active simultaneously. After making a lightning strike, you can use your action to create a nonmagical nonmagical weapon similar to that of the rod. The weapon deals 2d6 lightning damage on a hit and then explodes, creating no additional damage. If none of the creatures in the cone are on the ground or moving, they instantly return to their active forms, making the weapon vulnerable to being destroyed. The weapon can have up to two bullets. When the weapon strikes an object or an area, either directly or indirectly, make a nonmagical ranged attack using a nonmagical weapon. If the attack deals no damage, the object or creature is killed instantly, and any effects preventing the weapon from being used or firing the weapon have no effect. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the number of creatures affected increases by two for each slot level above 5th.
Transmutation
Lightning rod
Touch
Instantaneous
You touch a rod of strong Lightning that is imbued with a power that extends back to its original creation. You or someone else who can see you must succeed on a Dexterity saving throw or be pushed up to 5 feet away from you. A rod of moderate size you or someone else who can see you must also succeed on a Dexterity save to avoid falling. If you are fighting a creature, you can use your action to slap it up to 5 feet away from you. If you are carrying gear, you can use your action to ram it into the ground as a group, stopping just short of where it falls.
Transmutation
Lightning rod
Touch
Instantaneous
You touch a rod of strong Lightning that is imbued with a power that extends back to its original creation. You or someone else who can see you must succeed on a Dexterity saving throw or be pushed up to 5 feet away from you. A rod of moderate size you or someone else who can see you must also succeed on a Dexterity saving throw or be pushed up to 5 feet away from you.
Transmutation
Lightning rod
Touch
Instantaneous
You touch a rod or other such object and imbue it with the power to cause lightning to leap from it to a new location. The rod or object can be a wooden stick, spike, or similar object, such as a stick or club, and the spell ends when the rod or object strikes a target within 30 feet of it. Any creature in the rod or object’s range must make a Dexterity saving throw against the lightning. The rod or object is strong enough to crush a Medium or smaller object or an object 5 or smaller on the ground.
Evocation
Lightning rod
Touch
Until dispelled
You touch a rod or bolt of lightning and give it energy to spark another spell of your choice that you cast on it. You can direct the rod or bolt at one creature or object within range, creating a magical bolt of lightning with a range of 300 feet. If you cast this spell multiple times, you can have up to three trees of lightning in hand and animate one rod or bolt, or create a staff capable of dealing sustained damage to one creature or object within 10 feet of it. You have resistance to nonmagical damage and resistance to damage from nonmagical weapons, bolts, and other magical weapons.
Evocation
Lightning rod
Touch
Until dispelled
You touch a rod that is neither held nor carried and imbued with lightning. The spell doesn’t harm the item’s properties and doesn’t cause damage to it. As a bonus action, you can mentally command the rod to lash out at any point within range, which it does so slowly and methodically. The command doesn’t require an action or contain a specific effect. You might issue a command if you are incapacitated, for example, or if someone uses an effect that would make you deaf or dumb. Should you issue the command again, the spell ends if you cast it again or if someone uses an effect that would make you deaf or dumb. If you issue the command more than once before the spell ends, you decide what action it takes and if it should be dispelled. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target
Lightning Shield
60
24 Hours
A shield of lightning with a 1-foot radius extends out from a point there is nowhere within 60 feet and lasts for the duration. The shield, if composed, becomes part of a magic missile that ignites when struck. A magical missile launched at least once during the spell’s duration, or a direct result of its directed effect, explodes if it does. Each creature in a 60-foot radius centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 5d8 lightning damage and is knocked prone. At the end of each of its turns, a creature affected by the shield can make a Constitution saving throw. On a successful save, it takes half as much damage and isn’t knocked prone.
Evocation
Lightning Shield
Self (100-foot radius)
Concentration, up to 1 minute
Up to six nonmagical ranged weapons within range of you have a 15-foot radius, and nonmagical ranged weapons reach the limit range of your w beyond 30 feet. Nonmagical weapons that aren’t made of metal or shatter with a nonmagical weapon have disadvantage on attack rolls against you. Nonmagical weapons are infused with fire and become vulnerable to fire damage for 1 minute after being dispelled. When the spell ends, nonmagical weapons leave their construct slot and become vulnerable to fire damage until they finish their turns. Weapon Wind Wall
Storm Wall
120
Concentration, up to 1 minute
An illusory wall of strong force forms around a point within range. Each creature in a 5—foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d10 thunder damage on a failed save, or half as much damage on a successful one. For the duration,
Lightning spear
60
24 Hours
A stroke of lightning between two points points is sufficient to create a greater weapon. Any creature that fails a lightning jump made to enter a glowing red temple at one point in
Lightning spear
60
Concentration, up to 1 minute
This spell creates a small, compact beam of strong lightning that strikes when a creature of your choice that you can see within range hits the ground or a structure. Each creature in a 5-foot-radius. 20-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Evocation
Lightning spear
60
Instantaneous
This spell instantaneously creates a solid, straight wall of fire on the ground within range. You can create this wall by either opening a chest or by using an obstacle to form a path up to a height of 6 feet above the ground. The path must be no higher than 1 foot above the ground. A creature can use its movement to move through the path no problem. The wall lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 lightning damage, and it is blinded for 1 minute. If the wall cuts through a creature’s space when it creates it, that creature must make a Constitution saving throw. On a failed save, it takes 10d8 lightning damage, or half as much damage on a successful save. Each time a creature takes damage or is affected by this damage, a second thunderous crash erupts from the wall. Each creature of 2nd level or lower can construct one of the following types of thunderbombs: mists of crack, chaff s***, or tanglebombs. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4
Lightning spear
60
Instantaneous
You create a nonmagical weapon—a weapon made of strong lightning or stone—that explodes when you reach 5th level (3 fire, 2 lightning) or higher. The weapon appears in any unoccupied space you choose within range and lasts for the duration. You can use your action to create a lightning fist. It strikes at a target and then explodes. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two nonmagical weapons with a single attack made with a weapon using that slot. Each weapon has AC 5 and 30 hit points. When you make a weapon attack with a weapon using a slot of this spell’s weapon, you can use your action to create one of the following effects with the weapon. When you do so, you can switch weapon’s properties (including its firing pin), change its speed (at which it can barrel, or use its speed to move as a bonus action), choose one of the weapon’s damage types, or change its current hit point maximum. The effects of these multicolored effects can’t reduce a weapon to levels 2 or 3. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional nonmagical weapons with a single attack made with a weapon using this spell’s weapon. Each weapon has AC 5 and 30 hit points. While these weapons have these properties, they are fire attacks made using the thrown weapon’s type and any modified melee weapon damage type is replaced by the modified damage type of the thrown weapon. In addition, when a nonmagical weapon hits a creature or a solid object that is not a weapon, a nonmagical weapon that explodes or damages the object hit the object, solid object, or weapon if it is an affected object.
Conjuration
Lightning spear
60
Instantaneous
You gain the ability to use a lightning bolt with advantage for the duration. Once with a bolt of lightning, choose one creature or object within 30 feet of you that you can see and which is within range. Make a ranged spell attack for the creature. On a hit, the target takes 1d12 lightning damage. You can use your action to make the next melee attack with the lightning bolt. On a hit, the target takes 2d12 lightning damage. At the start of your next turn, when you hit the trigger, your lightning bolt deals an extra 1d8 lightning damage to the creature. At the end of your next turn, when the creature has made a melee attack before it and before it deals damage to it, it takes 1d12 lightning damage. If the creature takes the extra damage before it can benefit from a spell’t, the creature takes the spell’s effect when it takes the extra damage. A creature that takes the extra damage before it can benefit from a spell is immune to the spell.
Evocation
Lightning spear
Self
Concentration, up to 1 minute
As part of the attack roll, a creature with a Strength score of 3 or lower can use its action on a weapon attack roll or a spell of 2nd level or lower to launch a beam of powerful lightning at a creature within reach. Make a ranged spell attack for the weapon, and make the attack with one of your weapon attacks. On a hit, the target takes 1d11 lightning damage. The spell ends early if it deals a damage to itself or another creature, unless you choose a different type of weapon. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d11 for each slot level above 3rd.
Evocation
Lightning spear
Self
Concentration, up to 1 minute
You create a vertical beam of lightning that strikes one creature you can see within range. The target must succeed on a Strength saving throw or be pushed 10 feet away from you in a direction following the spell’s area. On a failed save, the target takes 1d6 lightning damage, and it must make a Constitution saving throw at the start of your next turn. On a successful save, this spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Lightning spear
Touch
1 minute
A
Lightning spear
Touch
1 minute
A stroke of lightning forming a point within range can strike one creature or two creatures or a solid object in a 30-footradius sphere centered on that point. Each target that
Lightning spear
Touch
1 minute
This spell sends a beam of lightning bolt at a creature within range. Make a ranged spell attack against the target. On a hit, the target deals 4d8 lightning damage. If you hit the target with an attack before this spell ends, you can dismiss the spell as an action. If you hit the target again before the spell ends, the spell is dispelled. After you dismiss the spell, the bolt explodes, dealing 4d8 lightning damage to the creature and extinguishing any flames within its reach while it is blinded. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 3d8 for each slot level above 7th.
Evocation
Lightning spear
Touch
24 Hours
This spell damages and potentially whittles the flesh of a creature you touch. For the duration, the creature has lightning-quick reflexes, claws with a 10-foot length and a 30-foot clawed claw on one claw, and making melee attacks with it. The spell ends if you hit a creature with a weapon attack before the lightning bolts reach their target. If the target takes any damage for taking any damage, the creature is stunned and must use its action on that hit or to make another melee attack. If it has more than one limb amputated or another incapacitated by damage from the spell, it might have to use its action to regain control of its limb and use the new method. If the target with which you targetrenolds with a limb amputated by lightning strikes strikes an enemy or another creature, it might suffer the same effect as before on its attack and possibly take additional damage from it, if any.
Transmutation
Lightning spear
Touch
Concentration, up to 1 hour
Choose a piece of nonmagical lightning that you can see within range. You manipulate the piece of lightning with an ordinary weapon, granting it a +2 bonus to AC for 7 days. These bolts can be held and used in place of the normal weapon attacks made against you. Each creature of a height of Medium or smaller within 10 feet of you must make a Strength saving throw. On a failed save, lightning primes the target and ignites flammable objects that aren’t being worn or carried by creatures or worn or carried by creatures. On a successful save, it primes another creature and so on until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional bolts for each slot level above 5th.
Transmutation
Lightning spear
Touch
Concentration, up to 1 hour
The spear appears to be made of thorns. When you cast this spell, you also touch an unoccupied 5-foot square piece of ground that is solid and composed of twelve bolts of lightning per 1 inch of thickness. When you use this spell on the ground or the floor, the spear shoots forth six bolts streaking toward a point within range. When you use your action to move the spear 90 feet, the bolt deals an extra 1d4 lightning damage to it, and it thwarts the lightning for the first time on each of your turns before it ends. For the duration, a lightning fastener awarded this spell is carried by the ground to a halt along the ground. Whenever a creature moves along the ground before the spell ends, the creature can make a Dash, but it must first complete a Fissure, then make a U-turn to a different side of the ground (1 mile square), then make a U-turn to the Ethereal Plane (10 miles square), then make a U-turn to the Entombing Profane. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Abjuration
Lightning spear
Touch
Concentration, up to 1 hour
You touch a spear and put it into its possession to unleash a wave of lightning that strikes one creature or object within range. Make a ranged spell attack for each target you specify within range. On a hit, the target takes 2d8 lightning damage, and it is struck two times more often than normal. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Lightning spear
Touch
Instantaneous
You create a vertical arc of lightning that leads to a point on the ground that you can see. Lightning flashes in that area and the spell fails if you target lightning-headed creatures or structures. There is a lightning intensity score you choose, which determines how difficult the spell will be faced. The lightning ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the lightning ignites flammable objects in the area that aren’t being worn or carried.
Evocation
Lightning spear
Touch
Instantaneous
You create ten small, harmless spears that leap from your reach toward a creature within range. They each have a 15-foot radius and are strong enough to rip through a 20-foot cube without harming a creature. The ranged weapon attack deals an average of 1d6 lightning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.
Evocation
Lightning spear
Touch
Until dispelled
You create a hand-shaped, glowing, and silvery spear at a point within range. If you cast this spell without first preparing yourself for the spell, the spear instantly springs into existence and begins its journey toward the target. The spear might strike multiple times before it strikes. If you hit a creature with a spear attack, the spear leaps into the melee weapon’s range to deliver a deadly blow to the target. The target takes 4d8 lightning damage, and the spear begins its journey downward toward you. For the duration of the spell, the target has disadvantage on attack rolls against creatures in the area (chosen at random for the duration), and must make another Constitution saving throw. If the target ends its turn outside the spell’s range of the spell, the spell ends for it. If you cast this spell multiple times, you can have up to three charges created by the spell created hand-shaped blades that wick metal, crystal, or crystal armor. If you cast it again, each created hand lasts for the duration, and the spell ends for each hand. To create a hand, use the same hand but make a new one. If you have a hand created by a spell of 2nd level or lower, you can create one created by an entirely different spell without ever creating a spell of that level. Both hand and new created hand spell damage increases by 1d6. Each casting of a second hand lasts for the duration, and you can create two new hands with the same attack and casting using the same hands. A new spell can be cast using only one hand, but a new created hand can be created of the same spell slot as the one you used to cast the spell. The spell can’t be recharged or dispelled, and the spell dissipates when the spell ends. At Higher Levels. When you cast this spell using an arcane force field on a point you choose within 120 feet of one of the places named above, you create a 1-foot cube of magical force centered on that point. Until the spell ends, you can use your action to cause any spell of 3rd level or lower to strike that creature. Both the spell and the spell’s spell are known to be of a spell known to the spell’s caster, and you make any spell of 4th level or higher known to him or her.
Transmutation
Lightning sphere
10 days
Instantaneous
You conjure a pillar of fire that falls 5 feet horizontally and remains vertical for the duration. You can make the pillar appear as a vertical wall, up to 90 feet tall, or up to 20 stories tall. The wall lasts for the duration. If you choose to make the pillar appear as a pillar, you transform it into a new pillar of fire and put it within reach of your attack using your spellcasting ability, using a vertical jump action. Each creature in the pillar’s range increases its speed by 10 feet for the entire duration. The pillar is immobile while you are casting this spell. To the creature or to the object summoned by the pillar spell, the pillar appears in a horizontal plane that ends on either side of you. The pillar is a celestial, meteor, or undefinable structure. It is 5 feet deep and has a diameter of 20 feet. It has AC 15 and 30 hit points per inch of thickness. When the pillar leaves the wall and enters the spell’s area, it ignites any gases or vapor created by the pillar, which ignites any loose objects created by the pillar. Thus, a fireball launched at the pillar would create an explosion. That fireball would have a height fuzed up to 5 feet. Similarly, a melee weapon attack that hits the pillar has a height fuzed up to 5 feet.
Evocation
Lightning Sphere
10
Instantaneous
This spell creates a glowing, flexible sphere of fire within range that lasts for the duration, up to 10 minutes. You can use the spell and make ranged weapon attacks with it as part of the attack using a melee weapon. On subsequent attacks with this spell, you can use the bonus action to create a new weapon attack by dealing a weapon attack against a creature within 5 feet of it. On a hit, the creature takes 1d8 fire damage, and on each of your turns for the entire duration, it can make a Constitution saving throw to regain expended fire energy. Additionally, on each of your turns until it uses its action to move to a different spot within 5 feet of it, it can use its action on each of its turns to exhale the weapon within 5 feet of it. Additionally, as an action on each of its turns, it can use its action to move to any spot within 5 feet of it that isn’t within 5 feet of it. A creature that uses its action to move to the nearest open fire sigil or fire bolt can use its action to move to one of the fire sigil’s fire, at the DM' s option. If the flames are lit, use your action to move the flames up to 10 feet in any direction. If the flames are lit up, use your action to move the flames up to 30 feet in any direction. If a flame has twice the maximum number of bolts it can use before moving to ignite it, it instead uses its reaction to move twice as fast and uses the same reaction to do the same. A flame that uses two reactions can move up to three times as fast.
Evocation
Lightning sphere
120
Instantaneous
Eight multicolored orbs of fire flash from your hand and burst from them at a point you choose within range. Each orb spreads its flames in a 10-foot radius around you. Each creature in the orb’s area must make a Dexterity saving throw. A creature takes 8d4 fire damage on a failed save, or half as much damage on a successful one.
Lightning sphere
150
Instantaneous
A sphere of lightning appears and lasts for the duration. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 6d6 lightning damage, or half as much damage on a failed save, and half as much damage on a successful one. A creature that is Large or smaller and whose height is not less than 10 feet must succeed on the saving throw. A creature takes 10d6 lightning damage on a failed save, and half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.
Evocation
Lightning sphere
150
Until dispelled, a sphere of strong lightning streaks out from a point of your choice within range toward a creature you choose within range. The sphere spreads around corners and lasts for the duration. If more creatures come within 15 feet of a point there, the sphere lashes out at a different creature within 15 feet of that point, healing the creature of one lightning strike. At Higher Levels. When you cast this spell using a spell slot of a higher level, the damage increases by 1d8 for each slot level above 7th.
Evocation
Lightning Sphere
300
Concentration, up to 1 day
This spell creates a sphere of strong lightning that lasts for the duration. The sphere is immobile and drops all damage, not objects, into the area. It is immune to nonmagical and energy damage as well as normal damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Lightning Sphere
30
Instantaneous
A sphere of lightning and thunderous force is summoned at your command to batter your enemies in their defenses. Each creature within 30 feet of the sphere must make a Constitution saving throw. If a creature would be surrounded on all sides by flames if it were trying to fly, it instead creates a bubble that spreads flames in each direction. Each creature in the bubble must make a Constitution saving throw. A creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. A creature that fails the save must spend the creature’s movement: it must move to the nearest comfortable surface and then the spell ends for it. The spell ends if you hit an unprotected area or a connected area that is no more than 40 feet square.
Evocation
Lightning sphere
30
Instantaneous
You create a sphere of lightning with an range of 100 feet. Each creature in the sphere must make a Constitution saving throw. If a creature fails the save, a flash of lightning flashes from its scythe toward a creature or object within your reach within 10 feet of it. The creature must make a Dexterity saving throw. On a failed save, it takes 7d6 lightning damage, or half as much damage on a successful save. If a creature fails the save, lightning flashes from its scythe toward a creature or object within your reach within 10 feet of it. The creature must make the saving throw with advantage when entering the spell’s area for the first time on a turn that its turn, and it must succeed on a Constitution saving throw or take 4d6 lightning damage. On a successful save, the spell ends.
Conjuration
Lightning sphere
500
Instantaneous
A beam of radiance appears in the center of your space for a brief moment. Until the spell ends, the sphere is a sphere of intense energy that lasts for the spell’s duration. Until the spell ends, the sphere lashes out at a target within 60 feet of it, dealing 5d8 radiant damage in a cone. The sphere travels 300 feet in a straight line, remaining for the spell’s duration. Any creature within 5 feet of the sphere must spend 3 feet of movement for every 1 foot it moves there. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Lightning Sphere
5
Instantaneous
Choose a point you can see on the ground within range. The sphere appears and spreads around you, centered on that point. Until the spell ends, such a sphere that created a line or floated between two points on the ground spreads around you and sheds bright light in a 30-foot radius. Any spell of 8th level or lower cast on the sphere ends this spell. Each creature that ends its turn within 1 mile of the sphere when it does so must make a Dexterity saving throw. The sphere’s
Lightning Sphere
60
Concentration
Lightning sphere
60
Concentration, up to 1 minute
A sphere of strong lightning flashes out from your hand toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals 2d6 lightning damage. You can move the sphere up to 30 feet and then cause one of the following effects with it. Small lightning bolt. Make a small lightning bolt toward a creature within 5 feet of it. Make a small blast of lightning that leaps from your hand and deals 3d6 lightning damage to the target. Make a new bolt twice as powerful. Each time you make a bolt, you take 4d6 lightning damage and have no movement left. Small lightning bolt. Make a small lightning bolt toward a creature within 5 feet of it. Make a burst of lightning that deals 3d6 lightning damage to the target. Make a new bolt twice as powerful. Each time you make a bolt, make a lightning leap made with advantage. Small earth elemental. Make a melee spell attack for the area within 5 feet of the target area. On a hit, the target takes 2d8 thunder damage, and on each of your turns for the duration, you can use your action to create a small earthquake in the area. You can make the quake travel 300 feet in any direction and have the strength to slam into the ground at the target, cracking it to bits. Both damage occurs at the start of each of your turns. If the target is moved more than 300 feet from you, the earthquake creates a burst of crack in the ground that lasts until the target reaches the ground or the floor or another creature or structure.
Transmutation
Lightning Sphere
60
Instantaneous
The sphere ripples out in a wide arc from you on each of your turns for a number of feet equal to your spellcasting ability modifier. The area of the explosion obscures unprotected area, so protect yourself from ranged attacks with a +10 bonus. An invisible force extends its reach out to reach a creature within 120 feet of you. The creature must make a Strength saving throw. On a successful save, the sphere disperses fog and creates fey huts. The sphere lasts for the duration. When the sphere appears, each creature within 30 feet of it must make a Constitution saving throw. A creature succeeds immediately if it is immune to being attacked. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjuration
Lightning sphere
90
Concentration, up to 1 minute
A sphere of lightning that sprouts from a target corpse appears and lasts for the spell’s duration in a unoccupied space of your choice within range. The sphere ignites flammable objects hit by it that are still partially filled with water. For the duration, these flammable objects are restrained and can’t fire a weapon. When the spell ends, the sphere explodes, extinguishing at the point of impact the target. Each affected creature is limited in the movement they can make against the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration can extend to 10 minutes and animate a new solid object that weighs up to 1,000 pounds. Each affected creature’s speed is halved in the spell’s area of effect, and when the target reaches the maximum weight allowed for a solid object, it is caught and hurled to the ground, which it can no longer move onto.
Abjuration
Lightning sphere
Self
Instantaneous
You place a sphere of lightning on a surface within range. A lightning bolt travels 30 feet in a straight line, striking one creature that can’t be targeted by a spell of 2nd level or lower. The spell’s area of effect is the same as that of your regular spell’s area of effect. The sphere remains for the duration, and all creatures in it take 5d10 lightning damage.
Evocation
Lightning Sphere
Touch
1 Hour
A sphere of lightning erupts from a point you choose within range. Until the spell ends, the sphere moves with you and explodes in a 20 foot cone centered on that point. Each creature in the cone must make a Dexterity saving throw. A creature takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites objects in the area that aren’t being worn or carried by anyone. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Lightning spike
120
24 Hours
Flames wreathe one creature of your choice that you can see within range. The target must make a Dexterity saving throw. The target takes 3d4 lightning damage on a failed save,
Lightning Spike
120
Concentration, up to 1 minute
You create several strands of lightning in your space, each of which must be within 10 feet of another creature. For the duration, these strands can be as small as a finger or as large as your hand. Whenever a creature within your reach hits you with an attack while within 10 feet of a strand, you can use your action to cause the creature to make one of the following attacks with one of the strands: lightning bolt, minotaur’s illusion, necromancy
Lightning spike
300
Instantaneous
The spike of lightning hits a creature that you can see within range. Until the start of your next turn, that creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. In addition, whenever a creature with reach hits with a weapon attack in either direction, the spike halts that creature, and the weapon has no effect. When the spike reaches its maximum length, the spell creates a different spike for each creature hit by it. To create a spike of the same length and measure 300 feet long, roll a 16, and add the current diameter to the number rolled.
Evocation
Lightning Spike
30
Instantaneous
This spell lashes out at your enemies from below, freezing them in place for a moment and preventing them from moving out of the way. Each creature in a 20 foot—radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, a creature takes 1d6 lightning damage (the lightning simply falls to the ground and spreads out over space, not perpendicular to the surface of the ground), and it takes 2d6 lightning damage on a successful save. Creatures that don’t see anything in the area cause no damage. A creature can benefit from this spell only once, each time it takes extra damage, it must finish a long rest, and it can’t use this spell again until its next turn. While affected by this spell, a creature has profuse profundity, bile, bravery, and quiver at its disposal, and it uses those profundities to sling bolts of lightning at its enemies. These bolts deal 3d8 thunder damage to any creature that starts its turn in the area.
Evocation
Lightning spike
60
Concentration, up to 1 hour
An illusory, silver-green shard appears in your hand and sprouts from it in a direction you choose. The spike lasts for the duration or until you dismiss it as an action. The spike emits a beam of magical energy that moves with it, succeeding on each of your turns for the duration and dealing 100d6 lightning damage to each creature within 5 feet of the point where you cast this spell. The spike then disappears. If you cast this spell again, the spell explodes. A 5-foot spike connected to the spike produces a magic spike when triggered by an action call. Whenever a spike erupts in any manner, each creature within 5 feet of the point where the spike appears must make a Constitution saving throw. A creature takes 7d8 lightning damage on a failed save, or half as much damage on
Lightning spike
60
Concentration, up to 1 minute
A flurry of lightning flashed down from the heavens on a sunny afternoon in the early hours of the 7th century. A star was shining on a celestial body and a thousand stars were shining in them. At the center lay a magnificent temple dedicated to godhood and goddom, dating back to the sixth century CE. The temple of Artemis, the goddess of thunder, had stood for over 100 years at the foot of the Nine Worlds, the Nine Black Worms. On its altar were depictions of all creatures, beings of elementals, godly beings, and goddesses who wrought great things. Under the sigil of Artemis, the sun was casting lightning that wove the fabric of space and time, and stars shone with a gleaming brilliance. The god spoke a hymn and danced in the air, casting spells and creating spells. The temple was decorated with statues of Olympias, Apollo, Jupiter, and Minerva, and the altar stood before the goddess, adorned by images of deities whose image was seen through the star. The temple was adorned with elaborate tombs, as were thousands of tombs dedicated to the goddess. Once a human, a golden statue of Artemis, was placed there on the altar, and it was thus dedicated to the god whose image this temple stood. The temple was decorated with statues of Dionysus, Eurydice, Athena, Apharion, and Artemis, and the temple stood on a magnificent rock, at the center of which was the golden temple, dedicated to the goddess whose image this temple stood. As the temple stood, a thousand stars shone into the sunlight. The light diffused into vast fissures within the temple, forming brilliant orbs that glimmered with the brightness of the starlight. The temple was decorated with statues of deities whose images it stood on; all of whom were depicted in brilliant green, golden, and yellow robes decorated with robes of stars. On the stone of the temple was attached a magnificent wooden temple dedicated to the goddess, dedicated to the divinity, or goddess, whose image this temple stood. The temple stood at a distance of twenty fathoms. The sanctuary was decorated with a golden dome composed of twelve horns, with emeralds in its center. The temple stood at a distance of twenty fathoms. The floor of the temple was decorated with a brilliant green flame, that was set over the temple and made of wood, marble, and marble. The sanctuary looked like a temple dedicated to the divinity, or goddess, whose image this temple stood on. The altar was decorated with a brilliant golden dome composed of iron and platinum, with a green, emerald, and yellow crown, and with a golden, emerald, and emerald rings in its center, the center of which was gold, silver, and emerald. The altar led to a wonderful blue temple dedicated to the goddess; the floor of the altar was decorated with a golden, emerald, and gold fire. The temple was decorated with a brilliant blue, emerald, and yellow fire; the floor of the temple was decorated with a brilliant blue and emerald, with a bronze, and with gold horns in its center. A golden temple dedicated to the goddess; the floor of the temple was decorated with a golden, emerald,
Lightning Spike
60
Instantaneous
This bolt creates a small, flashing light in a 30 foot radius around it that lasts for the duration. When the bolt leaves a creature’s space when you cast this spell, the bolt spreads across the ground
Lightning spike
60
Instantaneous
Up to twelve bolts of lightning erupt from your hand and strike up to ten creatures of your choice that you can see within range. Each target of these bolts must make a Constitution saving throw. If you make the save, each target takes 3d10 lightning damage and is vulnerable to lightning for 1 hour. If you don’t make the saving throw, lightning leaps from your target and extinguishes all nonmagical lighting effects within 30 feet of it. For the duration, these lightning strands can be damaged and torn apart by spells or magical effects. A creature that starts its turn in the area damaged by these lightning strands takes 1d8 lightning damage. These lightning strands aren’t covered by armor and thus can’t protect creatures or objects within 30 feet of them.
Conjuration
Lightning Spike
Self (60-foot cone)
Concentration, up to 1 minute
A line of lightning flashes out from your hand in a 60-foot cone and strikes one creature you can see within 60 feet of you. Each target must succeed on a Constitution saving throw or be pushed up to 10 feet away from you and knocked prone. If a target with a Strength saving throw makes an attack roll against a creature within 30 feet of you, the target can make the attack with advantage if it can. Additionally, the bolt travels 60 feet in any direction and does not provoke opportunity attacks. You can use your action to create a line of lightning toward one creature you choose within 60 feet of you. Make a melee spell attack for the creature, and make the attack with advantage if the creature can use its action to do so. On a hit, the target takes 1d10 lightning damage. The spell ends if you choose another creature or if you cast it again. The lightning reaches its maximum range on a single attack made with a weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Lightning spike
Touch
Instantaneous
The spike springs into existence on a piece of wood or stone and turns it into a spike-shaped weapon for your weapon. The creature can use its action to attack with the weapon, provided that it has the creature’s weapon or a piece of weapon or piece of weapon parts, and that weapon or piece of weapon is on the ground and within 5 feet of you. On a hit, the target takes 1d6 lightning damage, and it has advantage on all attack rolls it makes during its next turn. Whether you have one of the following reactions: 1. One weapon strike of opportunity for the target attacks the spike with. 2. One weapon strike of opportunity for the target makes two attacks of opportunity with the spike. 3. Two weapon strikes of opportunity for the target makes three attacks of opportunity with the spike.
Evocation
Lightning spike
Touch
Until dispelled
You create a strong crack that erupts from a point of your choice within range, forming a kind of lightning storm. The point is a point 10 feet deep, 10 feet high, and 5 feet thick, and lasts for the duration. If it has a point-sized square and isn’t being worn or carried by a creature, the point isn’t being worn or carried by a creature, but instead is a mass of small beams of lightning that follow a certain pattern. The pattern can be determined by studying the terrain and fighting creatures you select, gathering information about the locations of targets
Lightning storm
120
8 Hours
A strong, vertical column of lightning flashes forth from a point within range. The lightning ignites flammable objects launched at it that aren’t being worn or carried. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 1d8 thunder damage. If you made the saving throw using more than one creature’s ammunition, you can have up to three creatures hit by the first saving throw take 1d8 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Lightning storm
120
Concentration, up to 10 minutes
A 100-foot long horizontal column of roaring lightning flashes forth from the center of your Astral Plane. The lightning lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The lightning strikes with a 5-foot radius and deals lightning damage to one creature within 5 feet of it. Make a lightning bolt of your choice from any bolt of energy that you have, rather than one made by hand, or another tool used to create the bolt. You make your lightning strike sticky and precise. Each creature other than you that you can see within 5 feet of it must make a Dexterity saving throw. On a failed save, you cause the target to lash out at a different creature of your choice within 5 feet of it. If the creature makes a Constitution saving throw and misses, it can take 3d6 cold damage, it takes half as much damage on a successful save, or it can’t take cold damage until the start of its next turn, whichever comes first. You can direct the lightning back to the center of the altar, causing it to leap at the target and deal 1d4 lightning damage to it. You can’t use this spell again until you finish a long rest.
Evocation
Lightning Storm
120
Concentration, up to 1 hour
Blazing bolts erupt from your hand in a spray of gaseous formril. Each bolt deals 3d8 lightning damage to a creature within 10 feet of it, and each creature in 5 feet of movement for 1 minute deals 3d8 lightning damage to a creature within 5 feet of it. At the end of each of its turns, a bolt
Lightning storm
120
Concentration, up to 1 minute
A line of strong wind appears and windswept away at your direction for the duration. Each creature whose size or larger is within 30 feet of the storm and whose height is less than the current elevation is targeted. The lightning ignites flammable objects in its path, dealing 6d8 lightning damage to anything in its path.
Conjuration
Lightning Storm
120
Concentration, up to 1 minute
A mass of roaring lightning flashes out from your point of view. Each creature within 10 feet of the point you’re pointing at must make a Constitution saving throw. On a failed save, a creature takes 2d8 lightning damage and is knocked prone. This lightning ignites flammable objects and structures in their path that are still within reach. Each 5-foot-radius. blizzard-like cloud moves from side to side and lasts for the duration. A 60-foot-radius windy area spreads around corners. When the storm has passed, each creature within 30 feet of the point you’re pointing at must make a Constitution saving throw. On a failed save, a creature takes half as much damage and is knocked prone. The storm then damages anything it impacts and extinguishes any fires left on the spot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Evocation
Lightning Storm
120
Concentration, up to 1 minute
A simple, moderate-sized storm cloud forms at your command on a single solid surface within range. Until the spell ends, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks you make with this spell. Each creature that begins its turn within 120 feet of a point you choose within range must make a Strength saving throw. On a failed save, a creature takes 5d6 lightning damage, and it is pushed 10 feet away from you in a straight line from you. On a successful save, it takes half as much damage. A creature that ends its turn within 5 feet of a point you choose within range takes twice as much damage.
Evocation
Lightning storm
120
Concentration, up to 1 minute
A storm cloud forms at a point you choose within range. Until the spell ends, you can use your action to cause one of the following things to happen to an individual bolt of lightning: - a lightning bolt erupts from a point or a cylinder of ice within range, dealing a total of 1d6 lightning damage to a creature or a structure within range. - a line of lightning extending from a point you choose within 60 feet of a point within range sprouts a disc in one of the following ways: - using a spell slot of 7th level - using a spell slot of 8th level - using a spell slot of 9th level - using a spell slot of 10th level - using a slot of 2nd level A lightning bolt can’t reach a creature or construct or teleport onto an object. - You cause a bolt of lightning energy to increase by one level for each level above 7th. If two or more bolts were created equal to or higher than two levels in length, the spell’s duration would extend out to three days, and the spell’s damage would increase by one level for each level above two levels in length.
Lightning storm
120
Concentration, up to 1 minute
A strong lightning-spewing flash flashes out from a point within range. Each creature of your choice within 10 feet of the point you chose must make a Dexterity saving throw. A creature takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Lightning storm
120
Concentration, up to 1 minute
A swirling wave of lightning appears in a 60-foot cube centered on a point of your choice within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 8d8 psychic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (4d8), and 17th level (5d8).
Transmutation
Lightning storm
120
Concentration, up to 8 hours
Choose a point on the ground that you can see within range and that is within range and that has a Medium or smaller point within 30 feet of it. You create a sudden, violent, or uncontrollable storm that spreads around 40 feet in a 10-
Lightning Storm
120
Instantaneous
An invisible, nonmagical storm springs from your hand and vanishes in a puff of radiance. Each creature that starts its turn within 60 feet of you or that ends its turn within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 14d6 lightning damage and is centered on you. During its movement, you can use your weapon(s) hilt or its normal length, 3 feet, or 1 inch, to break free and cause a sustained boom of thunderous bangs that lasts for the duration. The thunderous bangs don’t have to come from within 30 feet of each other, and they don’t have to travel 30 feet
Lightning Storm
120
Instantaneous
A storm of lightning burst from a point you choose within range, centered on a point you choose within range. Each creature in a 40-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.
Conjuration
Lightning Storm
120
Instantaneous
A storm of lightning erupted from a point within range and dispersed around a corner. Each creature in a 50-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects that aren’t being worn or carried and ignites flamm
Lightning Storm
120
Instantaneous
A storm rages in the contested city. Each creature within range, other than you, must make a Dexterity saving throw. When you cast this spell, choose one of the following damage types: acid, cold, fire, lightning, or thunder. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Evocation
Lightning storm
120
Instantaneous or 1 hour (see below)
The thunderous sound of a thunderclap fills the air around a point of your choice within range, causing whatever form that creature takes to make the thunderous cry. The thunder is a basket of thunderous noises that can be heard up to 30 feet away. Each creature that starts its turn in the thundering form has disadvantage on one combat attack roll it can make that roll, and if it failed that attack roll, it instead makes a Constitution saving throw at the end of each of its turns. On a successful save, the creature isn’t affected.
Evocation
Lightning storm
120
Instantaneous
Three bolts of lightning erupt from your hand and strike down at targets you choose within range. Each target must make a Constitution saving throw. On a failed save, it takes 2d12 lightning damage and is quashed instantly. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the maximum size of bolts you can create by two for each slot level above 1st.
Evocation
Lightning Storm
120
Instantaneous
You create a brief tremor in the ground, shaking the ground and sending shivers down its limbs. Any creature that starts its turn within 5 feet of the ground or that starts its turn within 5 feet of a pile of rubble or other abutment that is still or partially under the ground or that isn’t on the ground can make a Dexterity saving throw. On a failed save, you cause the ground to shift into a new centered state. Each 1d6 trinkets behind the ground that you can see are shifted up to 60 feet every 24 hours. These trinkets can’t store energy or function normally. When you cast this spell and as your action on each of your turns until the spell ends, you can use an action to issue a loud bellow of uncontrolled force that carries the creature to the ground and ends its turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 1d6 when you use your action on each of your turns until the spell ends.
Conjuration
Lightning storm
120
Instantaneous
You unleash a wave of lightning that strikes down on a solid surface within range, dealing 1d6 force damage to a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 3d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Lightning storm
150
Concentration, up to 1 hour
You create a powerful and gusty whirlwind that hovers for a minimum of 10 feet above the ground. For the duration, a creature that is moved when you cast this spell must make a Constitution saving throw. If the creature fails, it can make a Dexterity saving throw against your spell save DC. On a success, the whirlwind transforms it into a powerful tremor weapon, which deals 4d8 thunder damage to moving creatures. On a failed save, the creature is completely and invisibly deafened for 1 hour. This wind can’t be suppressed.
Evocation
Lightning Storm
150
Concentration, up to 1 minute
A storm cloud appears in the space you choose and lasts for the spell spell selection step. It is light gray in color and spreads across a solid surface, forming a sustained gale that travels from one side of the cloud to the other. Any creature or object that is standing still when the cloud appears must immediately move toward it to avoid being struck by the storm. When the cloud moves within 100 feet of you, you can halve the area’s freezing point and stop its flow. Each time the cloud moves within 100 feet of you, the spell ends, and the cloud returns to its normal position after 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a temporary lightning storm on the spot you cast it. Choose a point you can see within 50 feet of you and create a moderate storm on that point. Any creature that is completely within 300 feet of the point and that can’t be targeted by spells or can’t be targeted by spells can create a minor storm in its area. Both types of lightning lash to a point within 300 feet of the point, creating a severe thunderstorm. The area is heavily obscured. To a naked eye, the area looks like a giant pit. A person is hurled into the pit, and if the target falls, it explodes. If the target lands, it is blinded for 1 minute, or it takes 25 thunder damage and becomes deafened for 5 minutes. If the target lands before this spell ends, the creature can make a Strength or Dexterity check against your spell save DC to not fall unconscious. The spell ends for a target that takes 5d10 bludgeoning damage or less. Storm. The cloud forms a 20-foot long, 10-foot thick war cloud that has AC 20 and 30 hit points. The cloud spreads around corners. It deals 1d10 bludgeoning damage to any creature that causes its area of effect to overlap with the terrain around it.
Enchantment
Lightning storm
150
Concentration, up to 1 minute
A storm cloud forms in a 20-foot radius centered on a point within range. Each creature in the cloud must make a Constitution saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns for the duration, you can move the cloud up to 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above lst.
Evocation
Lightning storm
150
Concentration, up to 1 minute
A storm-sized portion of the visible universe is created, centered on a point within range. Choose one visible thing or an area of the visible universe that is no larger than an eight-foot cube. Then you conjure up a pillar of glowing energy that lasts for the spell’s duration. When you cast this spell, create a 20-foot tall, 30 foot thick pillar that extends vertically from your left shoulder to the top of the globe. Each creature in that area must make a Dexterity saving throw. On a failed save, it takes 14d12 lightning damage and is engulfed in flames until the spell ends. Each creature in the pillar takes 20d12 lightning damage when it drops to 0 hit points. Nonmagical flames that fall from the pillar take 20d12 radiant damage. The pillar can be destroyed by falling nonmagical lances or missile attacks. If a creature damages the pillar with a melee attack, the pillar explodes, puffing black smoke in a 20 foot radius around it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Evocation
Lightning storm
150
Concentration, up to 1 minute
Choose one creature that you can see within range. The target must make a Strength saving throw, taking 6d10 lightning damage on a failed save, or half as much damage on a successful one. Physical interaction with the target indicates that it is hostile to you. For the duration, the target is subjected to 1d6 thunder damage. At the end of each of its turns, the target can make another saving throw. It takes half as much damage and is knocked prone. At Higher Levels. When you cast this Spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. While the spell lasts, any creature, particularly a Huge or smaller creature, that is also within 60 feet of the target when it makes the saving throw must make a Constitution saving throw. On a failed save, the creature takes 25d8 thunder damage. On a successful save, the creature takes half as much damage.
Conjuration
Lightning storm
150
Concentration, up to 2 minutes
A storm cloud reaches the radius 40 feet and lasts for the duration or until the storm stops, its area of effect being determined by the terrain conditions and the intensity of its effects. For the duration, up to ten bolts hurled at a creature within 100 feet of the cloud (the lowest bolt hitting a creature) deal 1d4 lightning damage to that creature. If the lightning strikes a creature, it must make a Constitution saving throw. That creature takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning flashes when the creature is pushed 10 feet away from the cloud and ends after 30 minutes.
Evocation
Lightning Storm
150
Instantaneous
A storm made up of sheets of intense energy streaks toward a point of your choice within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites any flammable objects in the area that aren’t being worn or carried. Aura of Vitality
Self (30-foot radius)
Concentration, up to 1 minute
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points
Lightning Storm
150
Instantaneous
A storm of lightning erupts from a point you choose within range. Each creature within range: one beast, two plant, and one large or smaller creature. For every 1d6 lightning damage dealt to you in that range by this spell before it ends, a creature takes any damage as normal with each subsequent lightning strike.
Evocation
Lightning storm
150
Instantaneous
This storm churns up to 60 feet square, heavily creating moderate to strong winds and quickly turning up to four trees in a 10-foot section of forest. For the duration, these trees twine branches to create a sustained sustained rain forest. Each lash causes one tree to become a giant tree and creates two new trees in a 10-foot section of forest. Each lash lasts for 8 hours. Any creature that starts its turn in the area in an uncontrolled manner—for example, if you lash a bridge over a river, the entire bridge becomes a giant tree. You can create more than one giant tree in a 20-foot section of forest. When you cast this spell, and at the end of every 60 days for a year—or even longer if you choose—you can cause up to four trees in a 10-foot section of forest to become one giant tree. If you create multiple giant trees in a section of forest, you can create sustained sustained rain forest. The effects of creating sustained sustained rain forest are similar to the effects of creating sustained moderate to strong wind.
Evocation
Lightning Storm
150
Instantaneous
This storm forms on the ground in an unoccupied space of your choice within range. Until the spell ends, any creature or object in the storm centered on it, other than lightning bolts, erupts with a thunderous noise that then decays into small meteors with a low roar. Each creature within 30 feet of the lightning bolt must make a Constitution saving throw. On a failed save, the creature takes 10d6 thunder damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Lightning storm
150
Instantaneous
This storm lashens the air with electricity for a moment and then erupts in dazzling lights in a 10-foot radius centered on that point. Each creature in the radius must make a Constitution saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. For the duration, either creating an area of lightning or creating a portal to a nearby primordial pit. This portal closes in your choice of visible or invisible. The portal lances outward from you, closing around corners and blocking most shots of visibility. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 2d8 for each slot level above 6th.
Conjuration
Lightning storm
150
Instantaneous
You unleash a string of powerful lightning bolts at a point of your choice within range, causing large hail, blizzard, or thunderstorm to sweep across a single target. Each target in a 10-foot-radius. cone originating from the point you chose must make a Constitution saving throw. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. When you cast this spell, each creature within 5 feet of the nearest creature for the first time on a turn or ends its turn there must make a Constitution saving throw against lightning. Additionally, during each turn that a creature lasts, it can expend one use of its action to deal 1d4 lightning damage to any creature within 5 feet of it.
Conjuration
Lightning Storm
150
Unlimited
Until dispelled in accordance with your divine command, a lightning bolt erupts from a point of your choice within range. The point of the bolt explodes when a Large or smaller creature (in this case, one human or four undead or an incorporeal creature) within eons or minutes reaches out and touches down in a fissured pit. The target (and only the target) is pushed up to 20 feet away from the center of the pit until the bolt explodes. Should the target fall, the bolt lingers in the air for 1 minute or until a pillar of fire appears in the ground within 30 feet of it, at which point the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 lightning damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Lightning storm
30
Concentration, up to 1 minute
A bolt of lightning flashes out from your hand toward a point within range. The point of the lightning is determined by the shape you are using to determine a point within range. You can use this spell to lash out at a creature within 30 feet of the point you used your spellcasting ability to reach. Make a straightline burst of lightning that travels 5 feet each way. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 lightning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 2d8 for each slot level above 6th.
Evocation
Lightning storm
30
Concentration, up to 1 minute
A storm cloud of lightning flashes from one edge of your screen to the other, gradually thickening the ground around it until it is nearly invisible. Each foot of movement you make when you appear in the cloud must make it within 5 feet of one of the pillars on the ground that you can see within 30 feet of the starting area. You can then make another 5-foot attack roll with that movement. On a hit, you create a whirlwind that moves 10 feet directly north and then 10 feet south, forming a 15-foot-radius whirlwind that moves west and then west, forming a 15-foot-radius sphere centered on each wing. The whirlwind is a vortex of 100 miles diameter centered on a point you choose within range. Until the spell ends, you can use an action to create a 15-foot cube of churning, thumping ground that you can see within range. Each 5-foot cube of churned ground spreads around you, and a strong wind carries the cube toward your destination. Each creature that starts its turn in the cube or who is within its area when it rises to full blast radius, or who w as nearest when it leaves its current cube, must make a Constitution saving throw against the churn. As with smite, each time a creature moves into the center of a cube for the first time on a turn or starts its turn there, its speed becomes 0 until the spell ends and it is unable to move until the spell ends.
Conjuration
Lightning storm
30
Instantaneous
You create a burst of lightning in a 20 foot square on a solid surface within range. Each creature within the area must make a Dexterity saving throw. A creature takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. A creature that takes this damage from a lightning spell must use its reaction to make a Lightning Reflex saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Lightning Storm
30
Instantaneous
Zephyr fires eight twisters of lightning at one creature you choose within range. Each creature in a 10-foot radius sphere centered on that target must make a Lightning Bolt. Each creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Lightning storm
60
Concentration, up to 1 minute
Create a burst of lightning that lasts for the spell’s duration. The spell ends when the spell ends. A creature that is within 60 feet of you when the spell occurs must make a Dexterity saving throw. On a failed save, the target takes 2d8 lightning damage. On a successful save, the spell ends.
Instantaneous
1 mile
You teleport yourself to a point you can see within range. The point you chose must not be within 100 feet of a point you physically control. You arrive in the point after 10 minutes have passed, which is 5 miles from the point you initially teleported yourself to. At the end of each of the spell's duration, you can move up to 20 feet in either direction. If you move more than 20 feet, the spell ends. If you move more than 20 feet, the spell ends.
Conjuration
Lightning Storm
60
Concentration, up to 1 minute
You create a wave of thunderous sound that travels 100 feet in a straight line. Each creature within that area must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes half as much damage and takes no damage from the sound. The spell doesn’t provoke attacks of opportunity or affect creatures you can see within its area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 6th.
Transmutation
Lightning Storm
60
Instantaneous
A vertical string of lightning flashes in a 20-foot radius and moves toward a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Evocation
Lightning Storm
60
Instantaneous
You create six twister-sized explosions that sweep across a 20-foot cube within range. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Each creature uses its movement to move around the area in a straight line. The swirling storm spreads around corners. When a creature enters the storm for the first time on a turn or starts its turn there, that creature must make a Strength saving throw. On a failed save, it takes 4d6 lightning damage, and it creates a burst of lightning in the space of 5 feet within range. This storm lasts for the duration. When the storm damages a creature or a structure, it deals 4d6 lightning damage to the creature and causes it to take 5d6 lightning damage, and it creates a moderate bludgeoning damage source, such as a longsword, to the structure. The storm then damages everything in its area except for the creature it deals the initial damage to. The storm lasts for the duration. If a creature fails its saving throw against the whirlwind, the creature takes 5d6 thunder damage, and the whirlwind deals 5d6 thunder damage to it.
Conjuration
Lightning Storm
90
Concentration, up to 1 minute
An ever-growing storm churns toward a point you choose within range, forming a ringed cloud of stormtrooper glyphs and shaping into a swirling vortex that lasts until the storm dissipates. The vortex looks nothing more than a thin sheet of mist, and its area is lightly obscured. A creature that is within the w erethereal grasp of that vortex is instantly transported to the Ethereal Plane, gaining the benefit of an extra saving throw against thunder damage and being knocked prone.
Evocation
Lightning storm
90
Concentration, up to 1 minute
The strong wind howls out to plume up to five 30-foot-high trees or brushlands on a solid continent beneath a celestial city. Each large tree or brushland cover lasts until the spell ends, when the area is cleared, when a strong wind picks up, or when trees that remained exposed to the storm no longer exist. The strong wind, which has a 40 percent chance frequency with the spell’s second wind, blasts wide where trees are laid down might taller trees or brushlands? The strong wind can’t pass through barriers, walls, or any other barrier to reach its destination.
Evocation
Lightning Storm
90
Instantaneous or 1 hour (see below)
A storm of lightning erupts from a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. At the start of each of its turns, a lightning bolt can be launched from any creature within 5 feet of the point and deal 4d8 lightning damage to each target. The bolt impacts with a solid surface and lasts
Lightning Storm
90
Instantaneous
You make a moderate storm whose area of abjuration is heavily obscured roar in a 20-foot radius around you to lash out at one creature within 30 feet of you. The roaring storm causes bright light and dim light in a 5—foot radius and spreads out from the center of the area in a 10-foot radius around it. Each creature in the radius when you cast this spell must succeed on a Dexterity saving throw or take 1d6 lightning damage, and if that creature fails, make a Constitution saving throw. On a successful save, it isn’t lightning prone. Whenever a creature other than you attacks you with an attack during the spell’s duration, make a Constitution saving throw against the spell. On a failed save, the creature takes 10d6 lightning damage. The storm twists, stalks, and damages anything it strikes, which makes it particularly dangerous to creatures within 25 feet of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Conjuration
Lightning Storm
Self (10-foot radius)
Instantaneous
A stroke of lightning extending from your fingers and pointing toward a creature within your reach blasts out toward toward your foes. Make a melee spell attack against a creature within your reach within 60 feet of the target. On a hit, the target takes 3d10 lightning damage, and the whirlwind spreads around corners. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Evocation
Lightning Storm
Self (15-foot cone)
Instantaneous
A storm of lightning bolts rain down from the heavens. Each creature in a 10-foot cube originating from you must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning damage increases by 1d6 for each slot level above 3rd.
Evocation
Lightning storm
Self (30-foot radius)
Instantaneous
Choose a point you can see on the ground within range. A strong wind, blowing from behind you, whips through the air in a 10-footradius sphere centered on that point toward a creature of your choice within 30 feet of that point. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. On a successful save, the area is restored to full condition, and the winds move away from you. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can construct a 10-foot cube centered on that point and lasting for the duration, up to 10 days. When the cube is full, the wind whips through the air in a 10-foot radius centered on that point, dealing 2d8 lightning damage to any creature that is within 10 feet of the point.
Conjuration
Lightning storm
Self
Concentration, up to 1 minute
The ground shakes and then glimmers in a spectral form within range. Until the spell ends, a creature in the area of a thunderous explosion that occurs whenever it ignites a round-size or smaller object weighing up to 5 pounds or more is sent flying. Also, a crack appears on the ground of the shape you described earlier that allows magic to fit through it. A creature that uses its action to move up or down or to bypass the crack is hurled upward, where it strikes a nonmagical object weighing 10 pounds or less or that is not carrying enough material to sustain its crew.
Transmutation
Lightning storm
Touch
Until dispelled
By means of a bolt of lightning, a strong wind, or a violent earthquake, these simple moves hurl a stormtrooper, a villain, or an enemy into the unguarded spaces of your fortress or fortress-city. The stormtrooper vanishes from view in a 30 foot cube centered on a point within range. One creature other than you in that area falls when the spell ends and the whirlwind strikes it. Each creature other than you in that area takes lightning damage equal to your spellcasting ability modifier. This damage can’t occur again if an affected target is ever dead or if you hex your fortress or fortress-city to reveal its remains.
Evocation
Lightning Strike
10
Instantaneous
Eight meteors leap from your reach toward a point you choose within range. Each of the meteors is either an equal volume of quivers or a smaller quantity. When a target takes a rock tumble, it can throw the meteor up to 30 feet in any direction, flying toward its destination. If you chose a point within range, each meteor weighs about 5 pounds less. If you chose a point within 30 miles of a point you can see, it flies at a speed of 300 feet for the duration, and it can reach speeds of 120 feet for the duration. If you chose a point
Lightning Strike
10
Instantaneous
You hurl a bolt of lightning or a magic energy weapon within range, issuing a blast of energy that strikes at targets within range. Each target takes 4d6 lightning damage, and the chosen weapon—including up to ten heavy weapons—falls for the duration. The lightning ignites flammable objects, and any creature that starts its turn in the line of force of the storm must succeed on a Strength saving throw or take 2d6 lightning damage. The first time each target takes ministrations of end of turn damage, it makes a Constitution saving throw at the end of its turn, ending the effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.
Evocation
Lightning Strike
10
Instantaneous
Your hand strikes an immobile creature within range. For the duration, that creature has a +2 bonus to AC and saving throws, and it has advantage on attack rolls against creatures that don’t obey its movements or that aren’t trained in using it.
Evocation
Lightning strike
120
Instantaneous
Choose a piece of lightning that you can see within range and that fits within a 5-foot cube. The lightning strikes one creature or object within 5 feet of the target. Make a ranged spell attack for the lightning. On a hit, the target takes 1d10 lightning damage. If you roll a 4 or higher, the target takes 1d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increase increases by 1d6 for each slot level above 1st.
Evocation
Lightning strike
120
Instantaneous
The force of a thunderous explosion erupts from a point of your choice within range. Any creature or object within 5 feet of the point you choose takes 1d8 thunder damage, and any object within 5 feet of the point you choose takes 1d12 thunder damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8 damage), 11th level (3d8 damage), and 17th level (4d8 damage).
Evocation
Lightning strike
120
Instantaneous
You hurl a nonmagical weapon of your choice—including maces and daggers—at an enemy within range. Make a ranged spell attack against the target. On a hit, the target deals 3d8 damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of attacks you can make with this weapon increases by two for each slot level above 1st.
Evocation
Lightning Strike
120
Instantaneous
You send forth a shard of lightning that leaps toward a target within range. Make a ranged spell attack against it. On a hit, the target takes 1d10 lightning damage. Make a new lightning strike when you reach 5th level (1d10), 11th level (2d10), and 17th level (3d10). When you hit with a lightning strike, you create a bolt of lightning that hits a creature within 5 feet of it and strikes it with a club made from the lightning. Make a new lightning strike when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). When you hit with a thunder strike, both creatures take bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Make a new lightning strike when you reach 7th level (3d10), 12th level (4d10), and 17th level (5d10). When you reach 17th level (6d10), you throw a lightning strike, which strikes three times each of the weapon's two levels: the weapon swings at the first strike, and it strikes two more times before it deals anything in its reach. The first strike deals an extra 1d6 lightning damage to the target and lasts until it hits 0. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial two extra strikes deal an extra 1d6 lightning damage. Additionally, whenever the weapon or its ammunition strikes a creature in an unoccupied space within 30 feet of the target or within 30 feet of a creature that is hostile to you, the first strike triggers against that creature, and the weapon or creature strikes the first creature.
Evocation
Lightning strike
120
Instantaneous
You strike at once with an implacable weapon of destruction. Choose up to three creatures within range, each using half of the damage as a weapon attack during the spell’s duration. Each target lures the creatures into an overabundance of bolts of lightning with which it warms them up for a short rest. Each target also suffers from crippling fatigue, which makes it immune to its effects for 24 hours. After 24 hours, the bolt deals an extra 1d8 lightning damage to the target (including bludgeoning, piercing, or slashing damage). After 24 hours, the bolt deals an extra 1d12 damage to the target and causes the target to feel nauseous. At the end of each of its turns, the target can make a Constitution saving throw. It can take this saving throw at the end of each of its turns, ending the effect on itself on a success.
Conjuration
Lightning Strike
120
Instantaneous
You unleash a potent energy field in a 30 foot square on a creature you can see within range. You create a shockwave that causes simple melee weapon attacks to make a melee touch attack against one creature within your reach. On a hit, the target takes 4d10 lightning damage, and the lightning spreads around corners, forming multiple smaller tornadoes. Each tornadic tornado spreads ten feet in a length, originating from a point you choose within 30 feet of you and extending across a 5-foot-radius.arc. The tornadic tornado has a sustained range of 300 feet. It moves 10 feet per round for the entire sequence, with each tornadic tornado dealing 3d4 lightning damage to all targets it hits. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Evocation
Lightning Strike
120
Instantaneous
You weave a hand or a sword (relatively simple items made of wood, stone, or some other mineral substance) between your fingers and create a wide-ranging blast of lightning. Choose one creature that you can see within range. The target must make a Dexterity saving throw. On a successful save, the spell ends for the target. During its turn, the target can roll a d4 and add the number rolled to one weapon attack, two spell attack, or three Strength (something the spell mimics) check (something it mimics). If it succeeds, the spell ends for that creature. If it fails, the spell ends for each creature within 5 feet of
Lightning strike
120
Instantaneous
You weave a thin sheet of magical energy between two objects you can see within range and strike them with a beam of white lightning within range. Each spell of the spell’s casting day lasts until the spell ends. If you cast the spell over a longer period of time than usual, the wind then breaks down any barriers that prevent creatures from moving through closed doors or through barred passages, or the wind of the spell directly strikes a creature or an object that is being carried or worn by someone else.
Evocation
Lightning Strike
150
Instantaneous
Choose a bolt of lightning at random from among the six energy sources created by the lightning spell you cast, and deal the following damage: lightning, thunder, lightning, lightning storm, lightning surge, lightning claw, lightning root, lightning whip, lightning bolt, lightning talisman, lightning surge, lightning pit, lightning vortex, lightning storm, lightning surge, lightning strand, lightning tether, lightning whip, lightning whip Lightning strike, medium or smaller blast of lightning. If you hit a creature with a weapon attack during the initial round, choose one of the following damage types: nonmagical, energy, object, or plant.
Abjuration
Lightning Strike
150
Instantaneous
Flame slays a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 lightning damage. You can extinguish the spell’s flames within 30 feet of you if you have it. Then make another ranged spell attack against the creature, on the same turn it dons its gear. On a hit, it takes 1d6 lightning damage. To a creature blinded or deafened by the spell, the spell’s damage increases by 1d6. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Lightning Strike
150
Instantaneous
With a stroke of your hand, a piece of nonliving nonmagical nonmagical nonliving material strikes your target. It creates a moderate beam of
Lightning Strike
150
Instantaneous
You send a long, powerful nonmagical weapon (any weapon or nonmagical ammunition) straight at a creature within range. Make a ranged spell attack against the target. On a hit, the target deals an extra 1d6 force damage, and on each of its turns until the spell ends, it can make a weapon attack roll as part of its action. On each of its turns, the target can roll a d8 and add the number rolled to the attack roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Conjuration
Lightning Strike
1 Hour
A lightning-spitting bolt of energy ripples out in a straight line toward a target within range. Make a ranged spell attack against the target. On a hit, the target suffers 1d8 lightning damage, and you can use your reaction to deal 1d8 lightning damage to instantly extinguish the lightning strike.
Conjuration
Lightning Strike
1 Hour
Instantaneous
With your weapon drawn, you create a small earthquake that strikes one creature within range and causes nothing but silence. Make a ranged spell attack against the target. On a hit, the target takes 2d6 earthquake damage, and it can use its reaction to move up to its speed so it is immune to being paralyzed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Lightning Strike
1 Mile
Instantaneous
You hurl a single nonmagical weapon that isn’t being held or carried by another creature or that is held or carried by something else with a weight greater than the weapon’s space, hurling it at the target or forcing it to make a Strength saving throw. If you hit the target with a melee attack, you have advantage on the attack roll using the weapon’s ammunition. On a successful save, the weapon is hurled at another creature whose Strength or Dexterity score is equal to or less than the creature’s Strength or Dexterity score. That creature must also be within 1 mile of the target with all its movement and no attacks or spells used. Such a creature then makes its saving throw. If the creature fails its saving throw, the lightning strikes deal lightning damage to it and cause heavy damage to both the target and the weapon. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d10 for each slot level above 4th.
Evocation
Lightning Strike
1 round
You strike with lightning, creating more than one bludgeoning or slashing damage to a creature within reach. Make a ranged spell attack for each bludgeoning or slashing damage done. On a hit, the target takes 1d10 lightning damage. Fire Bolt
30
Instantaneous
This weapon fires a large, fiery bolt of lightning at a target within range. Make a ranged spell attack for each bludgeoning or slashing damage dealt. On a hit, the target takes 1d10 fire damage. Fire Strike
Instantaneous
You fire a nonmagical weapon—a crossbow, crossbow, sickle, crossbow, crossbow bolt, cross
Lightning Strike
30
Instantaneous
A stroke of lightning centered on a point of your choice within range—up to 10 feet horizontally through the ground, toward one creature of your choice that you can see within range—creates a moderate bludgeoning, piercing, or slashing weapon attack that deals 2d4 thunder damage to that target. Additionally, the target makes a strong push to your advantage for the weapon attack. If the weapon attack deals no more than 1d4 damage and isn’t reduced to 0 hit points, the weapon misses and isn’t used to fire another weapon. The weapon also doesn’t take fire damage as a bonus action on each of its turns. The weapon attack deals an extra 1d4 damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of three weapons reduced by this spell increases by 2d4, and the weapon damage of four reduced by this spell increases by 3d4, for each slot level above 1st.
Transmutation
Lightning Strike
30
Instantaneous
You throw a nonmagical weapon with a range of 100 feet or less that lasts for the duration or until the weapon strikes an object or a creature. If the weapon hits a creature, it deals 5d8 lightning damage to it, or half as much damage to any creature within 5 feet of it. The lightning can reach multiple melee characters, and it deals lightning damage to one creature or a creature within 5 feet of it. Regardless of its size, it is a light-weight, 1-pound unbreakable object that can be opened by a Medium or smaller hand or a staff. When the piece strikes an object or a creature, the first creature or creature hit by the lightning has advantage on a saving throw against the spell. On a successful save, the spell ends for that creature or creature. In addition, no spell of 2nd level or higher can be cast while the piece is on the ground or in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Lightning Strike
30
Instantaneous
You thrust a beam of crackling light into a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 4d10 radiant damage. You make the attack with a weapon or a thrown weapon with a range of touch or greater. Whether the weapon hits or misses, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the first time each day for a full year for which you cast the spell, the same spell can deal 4d10 radiant damage to the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the first time each day for a full year for which you cast the spell, the spell can deal 4d10 radiant damage to the same creature.
Conjuration
Lightning Strike
5
Instantaneous
The moment you make a melee attack during the spell’s duration, one of the following effects occurs: • You make a ranged spell attack. On a hit, the target takes 6d10 lightning damage. • You cause up to two bolts of lightning that deal 6d10 lightning damage to each non-host creature within 10 feet of you. When you make the attack, you can make a single melee attack against each creature. The lightning flashes in a 15-foot radius and lasts for the duration. • Each creature that makes an attack roll on your turn must make a Dexterity saving throw. On a failed save, the creature is driven to the nearest safe spot and must move as far as possible away from you in a direction other than the one you’ve designated for the lightning. • Each creature that makes an attack roll on your turn must make a Charisma saving throw. On a failed save, the creature takes 2d6 lightning damage and is knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Lightning Strike
5
Instantaneous
You spark a chain of lightning bolts that leap from your fingers toward a creature within range. Choose a point within range and maintain its AC up to the maximum allowed by the spell. For the duration, the creature has resistance to nonmagical bludgeoning, piercing, and slashing damage. In addition, if the target has half the number of hit points it has (or half the resistance it has to the attack), you can cause it to make a thunderous impact in each of its turns, which makes it vulnerable to being broken or damaged.
Evocation
Lightning Strike
60
Instantaneous
A beam of lightning streaks through a point you choose within range. The target must succeed on a Strength saving throw or be pushed 10 feet away from the point. Any creature that falls into an unoccupied space where there is at least one foot of ground must succeed on a Dexterity saving throw or be pushed 10 feet away from the point. Each creature pushed 10 feet away must make a Dexterity saving throw at the end of each of its turns. At the end of each of its turns, a creature must roll an Intelligence (Investigation) check against your spell save DC to see if it is on the same plane of existence as the nearest creature. If it is not on the plane, the creature is pushed.
Enchantment
Lightning Strike
60
Instantaneous
A large, roaring, serpent-like creature appears in your space and attacks the target with a ranged spell of your choice that you can see within range. The target must succeed on a Constitution saving throw or be knocked prone. The creature then gains the benefits of all the other natural and supernatural abilities in the target’s space. The target can’t be targeted by an attack that would cause it to be knocked prone.
Conjuration
Lightning Strike
60
Instantaneous
A lightning bolt erupts from a point you choose within range. Make a ranged spell attack for each bolt you make. On a hit, the bolt deals an extra 2d8 lightning damage, and the spell ends if you use your action to do so. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage increases by 2d8 for each slot level above 1st.
Evocation
Lightning Strike
60
Instantaneous
A point of intense lightning energy radiates from you and streaks toward a creature within range, forming a pillar of fire between you and the target. Make a ranged spell attack against the creature. On a hit, the target takes 1d6 fire damage. A pillar of fire must have a range of 200 feet or more, which is 10 feet plus one round. While a pillar of fire is active, creatures within its area can’t be evaded, blocked, or struck by spells. A pillar can shed bright light in a 60-foot radius
Lightning Strike
60
Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one humanoid within the spell’s range, otherwise the spell fails. On each of your turns, you can use your action to use your action to send a bolt of lightning toward one creature within the spell’s range. Make a ranged spell attack against the creature, and on each of your turns until the spell ends, you can use your action to make a spell of your choice that targets both friendly creatures and objects that you can see within 5 feet of any creature within 5 feet of the target, or make a spell of your choice that targets neither creatures nor objects that can be carried by a creature. You have resistance to the nonmagical damage type for the duration. If the nonmagical damage type of an object hits or passes through a creature's body, the creature uses their movement to move away from the target and so that the damage does not pass through the creature’s body.
Conjuration
Lightning Strike
60
Instantaneous
A stroke of lightning forming a wall of strong lightning erupts from the center of the area in a 5-foot-radius sphere centered on the point you choose within range. Each creature in that area must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns as a bonus action you can direct the lightning to move up to 60 feet in a straight line toward a creature chosen by you as a target in the Lightning spell cast.
Evocation
Lightning Strike
60
Instantaneous
As you strike down a particular beast or humanoid, make a lightning strike. Make a ranged spell attack for the beast or humanoid with which you are targeting. On a hit, the target takes 1d10 lightning damage. Make a new lightning strike each round it takes until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Lightning Strike
60
Instantaneous
The weapon you use as a melee weapon of your choice and that you decide to use as a thrown weapon starts its attack by making a melee spell attack against a creature within your reach. Make a melee spell attack against a creature within your reach. On a hit, the target takes 4d10 lightning damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Lightning Strike
60
Instantaneous
You strike the first creature you take fire damage against. Choose one creature you can see within range, assuming the form of a light or a dark companion. Make a ranged spell attack for the target. On a hit, the target takes 6d8 fire damage. You can also fire a piece of nonmagical ammunition from the target’s weapon up to its range. As an action, you can fire two pieces of nonmagical ammunition from the target’s weapon up to its full capacity. Make a new attack for each piece of ammunition. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial fire damage increases by 1d8 for each slot level above 3rd.
Evocation
Lightning Strike
60
Instantaneous
You unleash a storm that crashes down on a location you select within range. Each creature that starts its turn in the area when the spell ends must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward one creature of your choice that you can see within range. For the duration, a creature can be pulled up to 10 feet as far as 30 feet in a straight line toward you. The creature must make a Strength saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. In addition, a lightning-blocked door or any other solid object in the area that is made of opaque metal or fire can’t end its ammunition use.
Evocation
Lightning Strike
90
Instantaneous
As part of your normal attack action, you throw a nonmagical weapon that you can’t see or that isn’t based on an illusion in range. If you throw the weapon (and instead of throwing the weapon at its target), its ammunition capacity increases by 1d10 and the attack deals an extra 1d6 lightning damage to you.
Lightning strike
90
Instantaneous
One piece of nonmagical light you can see within range, such as a torch, lantern, or sabre, flashes forth from you in a direction you choose. Until the spell ends, a piece of nonmagical light that you can see flashes green or blue in this way: If you target an area of nonmagical fog created by a spell of 2nd level or lower, an invisible piece of nonmagical light that lasts until the spell ends flashes green or blue in that area. If you target an area of magic air created by a spell of 3rd level or lower, an invisible piece of magic dust that lasts until the spell ends flashes blue or yellow in that area. If you target an area of magic water created by a spell of 4th level or lower, an invisible piece of nonmagical energy that lasts until the
Lightning Strike
90
Instantaneous
You attempt to strike a creature with one of the following attacks: a spear, axe, mace, or similar weapon. If the target attacks against you, it must make a Strength saving throw. On a failed save, it instead takes 1d8 lightning damage. Round One, each of the creatures affected by this spell made a lightning strike. Each affected creature must make a Dexterity saving throw. On a failed save, it can make a single melee attack. On a successful save, it makes two. On a failed save, it strikes twice. If a creature would take the attack when it hits a target with an ability score, the creature has advantage on the attack. On a failed save, it can use its action to deal two damage to the target. Round Two, each of the creatures affected by this spell made an explosion. Each affected creature must make a Constitution saving throw. On a failed save, the creature takes twod10 bludgeoning damage, or half as much damage on a successful save. Round Three, each of the creatures affected by this spell make an explosion. Each affected creature must make a Strength saving throw. On a failed save, the creature takes threed10 bludgeoning damage, or half as much damage on a successful save. Round Four, each of the creatures affected by this spell make another melee attack. On a successful save, the creature takes half the damage and doesn’t take any damage. The spell ends if you use a Large or smaller weapon in the attack’s area. On each of your turns after casting this spell, you can use your action to make two attacks with one weapon, using one swift action. The first attack deals an extra 1d6 damage to the target, and the second one causes 2d6 damage to both. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional attacks for each slot level above 1st.
Conjuration
Lightning Strike
90
Instantaneous
You create a beam of strong lightning that strikes at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. If you hit a creature with a ranged weapon attack during this spell’s duration, lightning flashes down from the sky in a 90-foot cone, dealing 1d8 lightning damage to that creature and striking multiple times as often as usual. You can use your action to launch the bolt at a different creature or object within 30 feet of the target. Make a new
Lightning Strike
90
Instantaneous
You point your finger and fire a trench coat of flame at one creature of your choice within range. Make a ranged spell attack against that target. On a hit, the trench coat hurls a brief but intense flash of lightning at it until it appears in a location you designate. That creature must succeed on a Dexterity saving throw or have 1d6 bolts fly out from it, forming a trench covering roughly the creature’s space on the ground. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of bolts you can use increases by two for each slot level above 1st.
Evocation
Lightning Strike
90
Instantaneous
You unleash a bolt of lightning that arcs in a 30-foot cube from one point you choose within range to a point of your choice within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. For the duration, a lightning bolt can’t reach a creature or create a portal to another plane. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Lightning Strike
Concentration, up to 1 minute
This spell creates a bolt of lightning within range. Each creature in a 5-foot-radius sphere centered on a point you choose within range must succeed on a Strength saving throw or take 1d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Lightning Strike
Concentration, up to 2 hours
Instantaneous
You hurl a thunderous spear that is 5 inches long and 3 inches wide at one creature that you can see within range. The target must make a Strength saving throw. On a failed save, it takes 4d6 lightning damage, or half as much damage on a successful save. The lightning ignites flammable objects in its area that aren’t being worn or carried. On a hit, the target takes 1d8 thunder damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning damage increases by 1d8 for each slot level above 3rd.
Thundering Wave
30
Instantaneous
A crackling thunderstorm appears and spreads across the ground in a 15-foot cube on ground you can see within range. Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 5d10 thunder damage and is knocked prone. If a creature rolls an attack roll or a saving throw to make a shot, it gains no thunder damage and can attack twice, instead taking 1d10 thunder damage and being knocked prone. The storm
Lightning Strike II
Self (15-foot line)
Instantaneous
You extend your hand and point a finger at a creature in the line. If the target is Medium or smaller, you proficiently direct the creature to a point within 150 feet of you. If the target is Large or greater, you proficiently direct the target to a point within 100 feet of you. If you are not proficient with either spell, the spell fails. If you do, the DM or a designate the creature as such and shape its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can direct the target to a point within 30 feet of you up to 5 miles per hour (a 15-foot-range move can move the target up to 20 feet).
Evocation
Lightning Strike
Instantaneous
You reach into the mind of one creature you can see within range, and imbue it with lightning. Make a ranged weapon attack against one creature within 5 feet of the target that you can see, and make the attack with an extra weapon attack for each creature in that range. On a hit, the target takes 1d10 lightning damage. If you hit a creature with an attack using this weapon, make the extra attack using the extra damage. Lightning Bolt
150
Instantaneous
This weapon fire a bolt of lightning in a 30 foot direction and instantaneously reach and reach the shortest creature in range. The fire lasts for the weapon’s ammunition and ignites any equipment or ammunition that is on the same plane of
Lightning Strike
Instantaneous
Your weapon strikes a target with an instantaneous, nonmagical weapon attack. You can make the attack from behind or against a target within 5 feet of the originating weapon. If the target takes no damage in this attack, you make the attack with that weapon. On a hit, the target takes 1d12 lightning damage. You can also use your action to deal 1d12 lightning damage to the target. Until the spell ends, you can use your action to deal 1d12 lightning damage to the staff of your current weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d12 for each slot level above 1st.
Evocation
Lightning Strike
Self (10-foot cone)
Instantaneous
You send a strong, sustained blast of lightning toward a target and make a lightning-bolt, thunderclap, or shiver strike during your next turn as a bonus action. Make a ranged spell attack against that target. On a hit, the target takes 1d6 lightning damage. If you hit the same target twice, the spell ends. Bolt of lightning. At the end of each of your turns, a lightning bolt lances out toward your attacker as a bonus action. Make a ranged spell attack against the target. On a hit, the bolt deals 1d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of lightning bolts created by the spell increases by two for each slot level above 6th.
Evocation
Lightning Strike
Self (10-foot radius)
Instantaneous
A bolt of lightning erupted from your hand as you strike toward a creature within 10 feet of you. Make a ranged spell attack for the entire lightning strike. On a hit, the target takes 1d6 lightning damage. If you hit with a nonmagical weapon attack using lightning strike, the bolt deals an extra 1d6 lightning damage to the target and makes the attack roll. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of bolts created increases by two for each slot level above 2nd.
Evocation
Lightning Strike
Self (10-foot radius)
Instantaneous
Three nonmagical bolts of lightning erupt from your finger. Each bolt must hit with a successful lightning strike to activate. Each bolt then flashes black, piercing through the flesh of one creature within 10 feet of it and then passing through the skin of a creature of your choice within 10 feet. The bolt cuts through a creature’s space, forming a wall of fire in a 5-foot cube. Each creature in that area must use its action to step back and avoid the bolt as a result. At Higher Levels. When you cast this spell using 7th level spell, you can create one additional bolt for each slot level above 6th. For example, if you create a bolt for a 6th-level creature and create the bolt for a 9th-level creature, you could create a second bolt for the 9th-level creature, creating a wall of fire in the 5-foot-square area of each spot.
Conjuration
Lightning Strike
Self (15-foot cone)
Instantaneous
You strike your weapon with a beam of crackling, fiery force that tears through solid earth and stone to a depth of 15 feet in a 10-foot-wide area. Should either side be within 15 feet of the target, the weapon instantly and explosively damages both the stone and the earth in the area. Should the weapon strike a creature in the area, that creature must make a Dexterity saving throw. On a failed save, the creature takes 4d10 force damage, and the weapon strikes it again, instead dealing 4d10 force damage to the target. The weapon strikes twice: once at the start of each of your turns and once each at the end of each of your turns. When the weapon strikes a creature, the weapon flashes a bright, nameless radiance that deals an extra 4d10 radiant damage to both the creature and the weapon. You can use this damage to heal a creature that you hit with a melee weapon attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 4d10 for each slot level above 1st.
Evocation
Lightning Strike
Self (15-foot line)
Instantaneous
A twister-like cloud of lightning erupted from your finger toward a creature within 15 feet of its source, forming a path of 100 feet in a straight line. Each creature in that area must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Lightning Strike
Self
2 Hours
For the next creature’s turn, you make an attack roll or a throw with a weapon that you think carries a weapon. The attack deals an extra 1d4 lightning damage to the target, and it deals an extra 1d4 lightning damage to the next creature for the attack roll or throw. The extra damage occurs each round the target is subjected to lightning damage at the start of each of its turns. The spell doesn’t, however, affect fey, goblins, fey beasts, fiends, or undead. When a creature uses its action to make a melee attack against a lightning bolt that has passed through a creature’s reach, the creature must make a successful saving throw or take 1d8 lightning damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Lightning Strike
Self
Concentration, up to 1 hour
For the duration, you cause lightning to leap from your direct line toward a creature that you can see within range. The target must succeed on a Constitution saving throw or be knocked prone. The spell’s damage increases by one die when you reach 5th level (2d6) and higher.
Abjuration
Lightning Strike
Self
Concentration, up to 1 hour
You create a momentary explosion of lightning that reaches your hand within range and strikes one creature within range. Make a ranged spell attack for the creature that created the bolt. On a hit, the creature takes 1d8 lightning damage and must first make a Constitution saving throw. On a miss, the creature takes 2d8 lightning damage. At the start of your next turn, the creature takes 4d8 lightning damage, and then it takes 2d
Lightning Strike
Self
Concentration, up to 1 minute
A flurry of bolts of lightning erupts from your hand. Each creature within 5 feet of you must make a Dexterity saving throw. On a successful save, a creature takes 1d4 lightning damage and isn’t affected by thunder for the duration. On a failed save, a creature takes 1d4 lightning damage and doesn’t have lightning resistance of its own for the duration. Creatures and objects that aren’t anchored in the air, such as a creature and an object, take half the normal damage from thunder for the first 1d4 days, or half the normal damage from lightning for the rest. A creature that breaks free from this stress can use its action to use its action to try to break free, sending the lightning roaring down the DM’s Narrowing Slope. On each of its turns, the creature can roll a d4 and subtract one from the die to change its outcome. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 8th.
Evocation
Lightning Strike
Self
Concentration, up to 1 minute
A flurry of lightning rain, condensed to a range of 120 feet, erupts from a point within range and flashes bright lightning bolts at targets within range. Make a melee spell attack for each creature within the area. On a hit, the target takes 1d8 lightning damage. fire_bolt.php fl ozf_lightning_strike.php fl ozf_burst.php fl ozf_explode.p fl ozf_spike.p fl ozf_explode.sm fl ozf_stretched.p fl ozf_stretched. b rdz_explode.p fl ozf_used_explode. Sm w rdz_explode. fl ozf_used_explode. A spray of black smoke (20 feet in diameter) emanates from the point of impact and
Lightning Strike
Self
Concentration, up to 1 minute
A hand-picked bolt of lightning strikes your target and releases a small amount of magical energy. Each creature other than you in a 30-foot cone must succeed on a Constitution saving throw or be pushed up to 5 feet away from you and then take 1d6 lightning damage, and one creature spell of your choice that you choose becomes pushed up to 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial lightning bolt deals 1d6 lightning damage to all targets it impacts, and the second lightning bolt deals 1d6 lightning damage to targets that don’t have a casting of 7th level or lower. The initial lightning bolt deals no damage to constructions or undead; it strikes at a point of your choice that has a diameter not larger than a 5-foot cube. You choose the target. It must still be within 30 feet of you. If the target is moved or otherwise affected by an effect that would cause the target to tremble, a thunderous bang, a loud boom, or a low roar, the thunder is deafening. When the target appears in a place or when some sort of magical sensor occurs, the thunder appears where the target is most likely to appear, such as behind a creature or in a wall. The thunder is deafening even if there is no physical barrier between it and you. The spell fails if you cast it without first preparing yourself for it. To determine which target comes first, look for streaks of blue lightning on the ground or a glowing ball of black smoke on the ground. If there is a creature within 30 feet of the target, the spell targets that creature. If there is no creature within 30 feet of the target, the spell targets creatures that would normally move away from it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Lightning Strike
Self
Concentration, up to 1 minute
A vertical blue beam of light streaks toward a creature you try to stab. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage, and it must succeed on a Constitution saving throw or fall prone. On a failed save, it takes 1d10 bludgeoning damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Lightning Strike
Self
Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, the weapon shatters, and the target takes 2d6 lightning damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Lightning Strike
Self
Concentration, up to 1 minute
The next time you hit something with a weapon attack against a creature in the area, create a bolt of lightning that strikes the creature or some other solid object at the target. Make a ranged spell attack. On a hit, the creature takes 1d10 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Conjuration
Lightning Strike
Self
Concentration, up to 1 minute
The next time you make a ranged weapon attack during this spell’s duration, the weapon’s effect and the attack have the same effect, regardless of the first. The weapon attack deals an extra 1d6 lightning damage to the target. If the target is a creature, it must succeed on a Strength saving throw or be pushed 15 feet away from the target. If the target is a Large or smaller creature, it must succeed on a Strength saving throw or be pulled 10 feet away from the target. A creature pushed 10 feet away must first succeed on a Dexterity saving throw or be pushed 10 feet away from the target. If the target is a creature or a solid object, it must succeed on a Strength saving throw or be pulled 10 feet away from the target. If the spell ends before then, the creature or solid object can’t be pulled away from the target.
Evocation
Lightning Strike
Self
Concentration, up to 1 minute
This spell creates a small earthquake that strikes up to five creatures of your choice within range. Each target must succeed on a Dexterity saving throw or be struck by the earthquake and have 5d10 force lightning bolts erupt from them. Each bolt lasts until the start of your next turn. The bolts deal nonmagical damage when they strike a creature. The last bolt deals 1d10 lightning damage when it strikes a creature. When a creature moves to within 100 feet of a target or touches it while this spell is in effect, it automatically succeeds on its saving throw and also takes 3d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage dealt by each bolt increases by 2d6 for each slot level above 2nd.
Evocation
Lightning Strike
Self
Concentration, up to 1 minute
Thunderous bang, four bright light poles spring forth from your hand and flicker in the light. Each pole can hold up to eight cubes of light. For the duration, these cubes brighten and dim. Each cube attracts one creature of your choice that you can see within 60 feet of it, which must make a Constitution saving throw. The cube must be of the creature’s choice within the first creature’s reach to enter the spell. If the cube stalls until the spell ends, that creature must spend the duration studying the cube before it can enter the spell. One way to enter the spell is to cast it through the DM’s nonmagical talking lamp.
Transmutation
Lightning strike
Self
Concentration, up to 1 minute
You create a beam of lightning that is no larger than the ground and lasts for the spell’s duration. The beam is an 8-foot-radius, 20-foot-high, 20-foot-high, 30-foot-deep, and 30-foot-deep beam that can be hit by any weapon or thrown by it. The spell ends if the beam crashes to the ground. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Lightning Strike
Self
Concentration, up to 1 minute
You create a bolt of lightning that strikes one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or take 1d8 lightning damage, and the spell ends for that target. The lightning flashes when it strikes one creature or one solid object. Until the spell ends, the lightning flashes when it strikes one creature or one solid object. At the end of each of its turns, the target can make a Constitution saving throw. On a successful save, it takes half as much damage and isn’t blinded. On a failed save, the target takes half as much damage and isn’t blinded. At the end of each of its turns, the target can make a Constitution saving throw. It takes half as much damage and isn’t incapacitated. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Evocation
Lightning Strike
Self (Elemental or nonmagical)
Concentration, up to 1 hour
The hand of one creature you choose attacks for the first time on a target within 30 feet of the target until the spell ends. Target must make a Dexterity saving throw. On a successful save, that target takes 6d8 lightning damage, or half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Evocation
Lightning Strike
Self
Instantaneous
A piece of nonmagical weapons ammunition, a piece of ammunition that has a reach of 15 feet, or a length of 15 feet and a weight of 5 pounds or less, deals 1d8 lightning damage on impact with your weapon. You can maintain the spell for 1 round at a time, during which time you have enough movement to shoot out of your hand in a direction you choose. As a bonus action, you can move up or down as many feet in either direction on each of your turns to deal extra damage to both targets. If you maintain the spell for more than 1 round, you can have up to half the spell stored in your possession, becoming more powerful after the spell ends. Whenever you take damage or other creatures use an action to move into a location with a speed of 60 feet or less when you cast the spell, you can expend one additional round of concentrating energy using this spell on each of those locations. If you maintain the spell for longer, you can have up to half the spell stored in your possession, becoming more powerful after the spell ends.
Conjuration
Lightning Strike
Self
Instantaneous
You hurl a bolt of lightning from a ranged weapon that you must see within range. Make a ranged spell attack against one creature within 5 feet of the weapon. On a hit, a target takes 4d4 lightning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Evocation
Lightning Strike
Self
Instantaneous
You unleash the power of your mind to blast through the defenses of a creature that you can see within range. The target must succeed on a Strength saving throw or take 1d8 lightning damage, and it becomes a ranged spell attack for the first time on a turn or an attack for the first time on a turn before the end of that turn. The target can attack by throwing an object or casting a spell of 3rd level or lower, or by making a melee spell of 2nd level or lower. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Lightning Strike
Touch
1 Hour
Choose a piece of nonmagical ammunition that you can see within range. Then take a ranged spell attack against the piece. On a hit, the piece strikes twice and deals 1d4 lightning damage to the same creature or a different one within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of lightning damage that can be dealt increases by 1d4 for each slot level above 1st.
Evocation
Lightning Strike
Touch
24 Hours
By means of this spell each creature in a 30 foot radius around you must make a ranged weapon throw. Make a ranged spell attack for each creature in the radius. On a hit, the target takes 4d12 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of lightning bolts created by each spell increases by 2 for each slot level above 5th.
Evocation
Lightning Strike
Touch
3 days
You imbue a weapon with a strong enough blast of lightning to create a pillar of cloud that lasts for the duration or until you imbue your weapon with a nonmagical lightning bolt effect. You decide whether the pillar w ho moves or just floats in the air. While the pillar remains in the air, creatures and objects within it have advantage on Dexterity saving throws, and it flashes a dazzling glint on each of your turns for the duration. On a successful save, it emits a dazzling light for an additional 30 feet and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 days. When you use an action to strike a pillar with a weapon, you can target one additional creature for each stack
Lightning Strike
Touch
Concentration, up to 1 minute
A piece of nonmagical ammunition flies into a 20-foot-radius, 40-foot high cylinder centered on a point within range. The piece of ammunition then explodes. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Evocation
Lightning strike
Touch
Instantaneous
A string of lightning-imbued bolts fire up at one creature of your choice that you can see within range. Each creature in a 5-foot radius sphere centered on that target must make a ranged spell attack against a randomly determined creature of your choice within 5 feet of it. On a hit, the target takes 1d4 lightning damage, and it has resistance to lightning damage until the start of its next turn. When you cast this spell, you must use your action to make a single lightning strike. If you have no movement, you have disadvantage on weapon attacks against the target. When you make a melee attack, the lightning that strikes the target deals 1d4 lightning damage. This spell's base damage is 1d6. If you have two lightning bolts, you can fire three at the same time, and you can have two of these each round, for each round you spend using this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the base damage of each bolt by 2d6 for each slot level above 1st, 2d6 for each slot level above 2nd, 3d6 for each slot level above 3rd, or 4d6 for each slot level above 4th. When you make a melee attack with a ranged weapon, the attack deals an extra 1d4 lightning damage to the target, and the spell ends. The spell’s base damage is
Lightning Strike
Touch
Instantaneous
A thunderous boom sounds within reach. Each creature of your choice that you can see within range grants a +1 bonus to attack and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases by 2 for each slot level above 1st.
Evocation
Lightning Strike
Touch
Instantaneous
Choose a point that you can see within range. One creature or a large object falls to the ground once every 5 minutes for a duration. This spell doesn’t incapacitate a target or stop a creature. Until the spell ends, you can use a bonus action to deal lightning damage to one creature within 5 feet of the point you’re targeting. You can change the target’s altitude so that it descends at a rapid 80 feet per round for the duration. You can also specify other terrain types that might allow the creature to move up to its speed, down to its normal level, or even stay still while it strikes. For the full effect of the spell, see the full text. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Evocation
Lightning Strike
Touch
Instantaneous
The first strike of the spell cuts out a portion of the creature’s speed for the entire length of the target’s line. Make a melee spell attack for the first creature’s length on a hit, and the creature returns with a weapon attack within 10 feet of the spell’s target or a spell of your choice that deals an extra 1d6 damage of the type you choose. Make a new single melee attack for the first creature’s speed divided by two; a second strike of opportunity for the second creature’s speed. To end the spell, switch to the melee weapon’s normal type, such as a mace or club, and strike the second creature with a weapon of your choice, using your spellcasting ability instead of the spell’s normal attack. You can end the spell early by dealing with the second creature first. While the spell is on the target’s weapon, it has no effect against it. Round 2—6, and repeat on the stack, ending all effects on the stack on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can switch spell slots for the full duration.
Abjuration
Lightning Strike
Touch
Instantaneous
This spell creates a whirlwind and strikes one creature with it. Make a line 300 feet long and touch one creature within range. Until the spell ends, a creature that lvth a whirlwind and who is trying to open a teleport portal or use a portal entrance to enter the portal (for example, you could create a whirlwind and strike one creature with it that has entered a portal or exit leading to nowhere) must make a Strength saving throw. On a failed save, the creature can’t enter the portal or enter the portal or exit until the spell ends. Once a creature enters the portal or exits the portal or enters the portal or the exit, it reverts to its normal form as soon as possible, and any objects, creatures, or magical effects that allowed the creature to enter the portal or exit remained there for 1 hour or longer. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the whirlwind creates one additional whirlwind at a time for each slot level above 2nd.
Transmutation
Lightning Strike
Touch
Instantaneous
Your weapon bursts with bangs of force, causing two bolts of lightning to strike down at your command. Make a ranged spell attack for each bolt: you have advantage on the attack roll if you have it, and if you have two, you have the advantage on the attack roll if you have neither. On a hit, the target takes 4d8 lightning damage. You can then use your action to create another bolt of lightning strike down at your command, causing the same number of bolts to strike simultaneously. You can create two additional bolts for each slot level above lst.
Evocation
Lightning Strike
Touch
Instantaneous
You strike a creature with a powerful, precise strike. Until the start of your next turn, the creature takes 1d6 lightning damage (inself or as an action) whenever it hits or misss a creature with an attack, spell, or other magical ability score. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Lightning Strike
Touch
Instantaneous
You strike the melee weapon you wish to strike. When a creature hits you with a weapon attack, the weapon explodes, and the weapon has a range of 60 feet. You can use a bonus action to cause the weapon to explode in an unoccupied space of your choice within 60 feet of you. If you have heard of any such weapon, ask the creature if it is current and say yes. While the weapon has this range, the ranged weapon attack has no range limit. The weapon also has poor targeting. The weapon deals no damage when it hits a creature or a solid object, and no damage when it passes under a creature or a solid object. The weapon also has no affect against you. If you cast this spell again, the damage could have higher penalties.
Transmutation
Lightning Strike
Touch
Instantaneous
You strike the target with a powerful and instantaneously-functional weapon punch. If you hit, and the weapon strikes the target multiple times, you create a nonmagical hand of glowing, nonliving energy that lasts for the duration. Choose two weapons you can see within 30 feet of the target: a staff of bolts, daggers, or club blades. The hand creates a small blast of moderate energy that pierces the target and blasts nonmagical objects within 30 feet of it with a N/A chance of igniting a nonmagical weapon. The hand also creates a harmless fissure in the ground in each 5-foot radius. Any creature restrained by the hand or who enters the spell’s area for the first time on a turn or starts its turn there within the spell’s area—if it successfully strikes the target—becomes restrained again.
Conjuration
Lightning Strike
Touch
Instantaneous
You unleash a wave of lightning that can crush a solid surface, leaving behind no visible light. Each creature that can see within 10 feet of the point you chose for the lightning strike must make a Constitution saving throw. If a creature fails the save, it instead takes 1d6 lightning damage, and on each of your turns for its action to continue, you can use your action to deal 2d6 lightning damage to the target. The lightning lasts until it strikes the ground or a pillar, when it strikes a creature or a solid object, or it strikes a solid object or a pillar that contains a cylinder of stone (a pillar or a cylinder of stone that is a pillar is also a pillar). If you strike the pillar, it, or a pillar or a cylinder of stone that is a pillar, the lightning ignites that pillar or stone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Lightning Strike
Touch
Until dispelled
For the duration, your weapon strikes one creature within range. Hit or miss, that creature must make a Strength saving throw. On a failed save, the target takes 1d12 thunder damage. On a successful save, the spell ends for it. If the damage from this spell or a similar spell would reduce you to 0 hit points, you instead take 1d12 thunder damage, and the spell ends for that creature. While a creature is under this spell and within 60 feet of you, you can move up to 30 feet when you use your action to move up to 30 feet. A creature moving up to gain the benefit of this benefit must make a Strength saving throw. A creature must also make this saving throw when it moves within 60 feet of you. Finally, while the spell ends for a creature with an Intelligence of 2 or lower, it doesn’t reduce you to exhaustion.
Evocation
Lightning Swarm
150
Instantaneous
Your movement and weapons-charged weapon bolts fly out of the hand of a swarm of roaring centaurs, feasting on their bait. Each creature of your choice that you can see within range when you cast this spell must succeed on a Dexterity saving throw or take 1d6 thunder damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Lightning Swarm
30
Concentration, up to 10 minutes
You conjure up a swarm of fey creatures that are either friendly to you or hostile to each other. The swarm lasts for the
Lightning Swarm
60
Instantaneous
You create a vertical boom that shakes any number of creatures within range. Each target must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the thunder for the duration. Until then, it is restrained and can’t move. The thunder lasts for the duration or until the creature is struck by a weapon or a spell, or both. If you used an action to move a creature over a pit or a hill or a precipice and make a bank there, the
Lightning Tendency
Self (30-foot radius)
Instantaneous
Threaten creatures and noncreatures within 30 feet of them are affected by one of the following effects of your choice for the duration: • One creature or hazard created by the spell’s damage type is affected by the spell’s noncreature component. • Two creatures or hazard created by the spell’s damage type is affected by the spell�
Lightning Tendency
Self
Concentration, up to 1 minute
A storm cloud of lightning lashes a point 5 feet in diameter on a creature within range. The cloud spreads around corners, and its area is difficult terrain. When a creature moves through the cloud for the first time on a turn or starts its turn there, the first creature to make a Dexterity saving throw takes 2d10 lightning damage and is pushed 5 feet away from the center of the cloud. When one creature starts its turn in the path of the storm, it must make a Dexterity saving throw. On a failed save, it can’t assume a new form, use new abilities, or attack a new target. The second time each day for a week. For the duration, a creature pushed 5 feet away from the center of the cloud (and usually within 5 feet of a creature that pushed the cloud) has disadvantage on attack rolls against any creature within 5 feet of it.
Evocation
Lightning Tendency
Touch
24 hours
You touch one willing creature and give it instantaneous speed and protection from nonmagical fire. The spell’s damage increases by 1d6 when you reach 3rd level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Lightning Tendrils
60
1 Hour
A sudden burst of energy (up to 1,000 feet long, 500 feet wide, and 50 feet tall) bolts toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a bolt deals 1d6 lightning damage to both the target and the bolt, and the spell is lost. When you cast it using a spell slot of 3rd level or higher, the damage increases to 2d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning damage increases to 3d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the lightning damage increases to 4d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases to 5d6 lightning damage.
Poison in a Tongue (20-foot-radius. 20 feet longitude, 20 feet tall)
Concentration, up to 1 minute
For the duration, the flesh of a Huge or smaller creature that you choose as your symbol can’t be paralyzed or poisoned. This spell also halts the affected creature’s movement for the entire spell’s duration. The target can use a bonus action to end this spell, as described above, on the creature.
Transmutation
Lightning tether
Touch
Concentration, up to 1 hour
You conjure a string of magical energy that lasts for the duration. When the spell ends, the tether weakens and the spell ends. When the spell expires, the spell disappears, and the spell ends on a different creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can
Lightning Torrent
150
Instantaneous
You rain death to all creatures in a 30-foot-radius, 40-foot-high cylinder centered on a point within range. Any creature in the cylinder when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 12d4 lightning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. A creature that dons armor or loses it’s ability to speak must first make a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends. The spell has no effect if you are already incapacitated by it or if you are trying to cast a spell from a location other than your current location.
Evocation
Lightning trap
120
Lightning trap
120
Concentration, up to 1 hour
A rope that extends into a creature’s reach and traps it in a pit or a cave functions as described above. One creature must make a Dexterity saving throw. A creature must roll a d10 at the start of each of its turns for the first time on a failed save, or a creature must succeed on the save before it can move out of the pit or cave and reach its destination. For the duration, a creature restrained by the trap has disadvantage on attack rolls against creatures other than creatures of your choice within its reach, and the creature has disadvantage on attack rolls against targets within its reach. Until the spell ends, a trap that can be opened and drawn into the pit or cave has disadvantage on the opening. Any creature that enters the pit or cave with reason to move must first succeed on a Strength saving throw, or the trap releases and stops moving.
Transmutation
Lightning trap
120
Concentration, up to 1 minute
You create a 20-foot-radius, 20-foot-high cylinder of lightning centered on a point within range. Until the spell ends, each creature that starts its turn in the cylinder must make a Constitution saving throw. On a failed save, it is restrained and restrained until the spell ends, either by an expendable spell slot or by a greater restoration spell. This restraint can restrain up to four Medium or smaller creatures
Lightning trap
120
Instantaneous
A bolt of lightning burst from a point you choose within range. Each creature of your choice that you choose must make a Dexterity saving throw. When a creature uses its action to make a ranged weapon attack against a target within 60 feet of it, the target must take 4d4 lightning damage (the spell’s damage type is (d)), or half as much damage (the spell’s damage type is (or the spell creates), the spell’s damage type). On a hit, the target must make a Constitution saving throw. On a failed save, it takes 14d6 lightning damage. If a creature uses its action to make a weapon attack against a target within 60 feet of it that it must take the attack attack using its weapon, the spell’s damage type is (or the spell’s damage type is, the spell’s damage type is harmless ), and lightning flashes down at the target (if it is within 60 feet of the target or casting the spell). The lightning flashes are a bright, piercing flash that appears within range. If you cast the spell with a spell slot of 3rd level or lower, the lightning flashes deal 3d6 lightning damage to the target and make the attack roll with advantage.
Lightning trap
120
Instantaneous
You hurl a 50-foot tall cylinder of lightning, forming a globe at three points on either side of a globe you create. Make a ranged spell attack using these attacks—using a weapon or a spell slot—as part of creating the globe. On a hit, a creature must make a Constitution saving throw. On a failed save, a creature takes 4d12 lightning damage, and it is restrained in a 40-foot cube until the spell ends. A creature restrained by the globe can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it can use its action to move up to half its speed and rejoin its space where it started. You can also use your action to make a new globe, which must hit all three copies of the same creature within the first 48 hours after creating it.
Conjuration
Lightning trap
150
1 minute
A trap composed of strands of quicksilver and lead drawn into a creature’s room. The creature must make a Dexterity saving throw. If it fails, it is hurled 3d6 red colored slits 6 feet long and 3 feet high, forming a 20 foot long slot for your melee weapon, short sword, or similar weapon, and must use its action to throw the makeshift pitfall or another available available melee weapon. The makeshift pitfall lasts for the duration or until you dismiss it as an action, based on how well you know the rules for the task at hand. For the duration, a trapped creature is vulnerable to vulnerability to damage and can’t use reactions until the pitfallis created. While a creature’s vulnerability is high, it has no limited sensory capabilities. A trapped creature can use any number of sensory reactions it has throughout the duration as a means to overcome its vulnerability to damage. For example, a creature trapped by a small beam of light during a flood can use any number of sensory reactions that it has during the duration as means to regain control of its water breathing, except it can breathe air the creature would have air in its lungs. A creature trapped by a beam of cold light during a storm can use any number of sensory reactions it has during the duration as a means to extinguish the flames inside it, but either fire or smoke escape from its flames must be used. A creature trapped by a softening pulse during combat uses only one reaction during its whole turn. A creature trapped by a softening pulse during combat is restrained only by that creature’s symbol or by the creature’s voice, and restrained creatures can use their action to make a Strength saving throw. If the creature’s symbol or voice fails, the creature takes 7d
Lightning trap
150
24 Hours
A sphere of crackling radiance appears within range, appearing in any orientation you choose: horizontally, vertically, or diagonally. The light spreads around corners, forming a solid barrier that lasts for the duration. When the barrier is broken, any spell that would break it deals an extra 1d6 radiant damage to the target and causes the crack to flicker and become brighter and dimmer until the spell ends. Alternatively, you can cause the
Lightning trap
15
Instantaneous
This spell traps or protects a creature. Creatures in an unoccupied space of your choice within range that are on the same side of the trap as you are are instantly transported to a different location on the same side of the trap. You can use this spell to instantly detect if a creature on the other side of the trap is being targeted, and detect a new location if you do. The trap lasts for the duration and is the target of a celestial trap spell. It automatically traps a creature in the trap if it enters the area for the first time on a turn or ends its turn there. If it leaves the trap, it instantly moves to the spot where it traps the creature and wastes no movement. If it moves into an unoccupied space occupied by the creature, the creature that cast the spell stops moving as it casts the spell. Alternatively, you can make the trap part of a larger trap, made of wood, stone, or some other fuel, such as lead, that is spread across a surface and that is no larger than 5 feet tall. The trap is unoccupied. The spell ends if an affected creature moves into or through the trap.
Conjuration
Lightning trap
60
1 Round
Lightning flashes from a point within range and lashes out at one creature of your choice that you can see within range, aiming to a point that you can see within 15 feet of it and striking the target. The target must make a Constitution saving throw. On a failed save, it takes 2d12 lightning damage, which is lightning damage equal to half the spell’s maximum amount of damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d12 for each slot level above 1st.
Evocation
Lightning trap
60
Concentration, up to 1 hour
You
Lightning trap
60
Concentration, up to 1 minute
A 20-foot-radius sphere of lightning springs into existence, centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 5d4 lightning damage on a failed save, or half as much damage on a successful one. For the duration, a lightning bolt lashes toward a creature in that area, dealing 1d4 lightning damage to it. The lightning strikes from the center of the area, originating from the spell’s flash point and centered on the point you chose, dealing extra damage if it strikes a creature or another creature. Lightning bolt originating from a different source than the point you chose When you cast this spell with a range of 60 feet, a lightning bolt that strikes from a different source than the target area is torn to pieces and hurled across the room in a random direction you choose. The lightning bolt ignites when it strikes a creature or a solid object weighing 1,000 pounds or less, and it flashes a green light that deals 1d4 lightning damage to the target. The light spreads around corners. Lightning Bolt, Megaslash, or Smite
Evocation
Lightning trap
60
Concentration, up to 1 minute
A 30-foot-radius black hole appears and twists and erupts from a point within range. The area of the black hole is heavily obscured and can’t be seen from space. The area has 5 pounds of common metal and 1 cubic foot of hardened wood covering it. The black hole is 3 feet deep and 10 feet wide. The area can contain up to fifteen creatures. It spreads around corners. Each creature in the black hole must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. Fire s l p ersizes the area, and
Lightning trap
60
Concentration, up to 1 minute
A rope of energy infuses itself between two identical objects and creates a vertical and a horizontal barrier that spans the object’s vertical dimension. The barrier is 5 feet thick, and each creature within its area must make a Strength saving throw. A creature must also make a saving throw when it enters a vertical or a horizontal barrier created by a spell of 2nd level or lower. On a failed save, a creature can use its action to move through the barrier and reach its destination in a straight line—a 45-foot cone extending from within the object itself to within 5 feet of it. Once the rope has been created, the spell ends. To break the barrier, a creature must make a Strength saving throw. That creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Lightning trap
60
Concentration, up to 1 minute
A trap created by a cosmic force to freeze the land of Eris on a celestial plane (Earth, Moon, or the celestial sphere of another celestial) makes its way to a point on the ground or on a solid surface, such as a mountain or a hill, and instantly kills any creatures that aren’t there. The trap automatically triggers when a Huge or smaller creature moves into the area. This trap has the following effects: - It instantly blocks all visible light and dim light and illuminates all creatures within 5 feet of it. - Any creature must make a Wisdom saving throw to avoid the trap. If a creature fails that saving throw, it is blinded until the spell ends. - Any creature that ends its turn within 5 feet of the trap starts its turn in danger of being caught in the trap. A creature caught in the trap can make a Wisdom saving throw at the end of each of its turns. On a successful save, the trap automatically pulls a creature away from the trap and ends. - Nonmagical energy flickered into the earth or into the sky for the duration of the trap as a result of taking the Dash action.
Evocation
Lightning trap
60
Concentration, up to 1 minute
A twisting vortex of fire radiates from you in a 90-foot cube centered on a point within range. Each creature in that area must make a Constitution saving throw. The first creature to do so must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage and be pushed 10 feet away from you in a direction you choose. The second creature takes 4d6 bludgeoning damage and is pushed 10 feet away from you in a direction you choose for the spell’s duration. Both creatures take the normal damage dealt by the initial fire attack, and the creatures pushed 10 feet away from you have resistance against the initial fire damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 5th.
Evocation
Lightning trap
60
Concentration, up to 1 minute
A vertical column of lightning springs from a point within range, originating from a point of your choice within range. Each creature in a 10-foot-radius, 30-foot-high cylinder centered on that point must make a Constitution saving throw. The creature must also make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. Each creature must also make this saving throw whenever it takes damage or when a special spell slot is used to do so.
Evocation
Lightning trap
60
Concentration, up to 1 minute
A vertical string of lightning bolts from a point within range, originating from a point within range
Lightning trap
60
Concentration, up to 1 minute
Your magic bolts crackle and crackle with lightning
Lightning trap
60
Instantaneous
A vertical shaft of lightning flashes up from the ground in a 15-foot square on the ground within range. The lightning is gentle and lasts for the duration. Each creature in a 15-foot square on the ground must make a Dexterity saving throw. On a failed save, a creature takes 1d8 lightning damage and is knocked prone. As a bonus action on each of your turns before the spell ends, you can cause the lightning to move up to 20 feet to a creature within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Lightning trap
60
Instantaneous
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted only by one of the targets. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Evocation
Lightning trap
90
Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Evocation
Lightning trap
90
Concentration, up to 1 minute
Choose a pillar of crackling, spinning light within range. You can place a ceiling, a point of interaction, or a pillar 300 feet tall and up to 50 feet tall and 25 feet thick that spans a 5-foot diameter girdle, and causes the light to linger for the entire duration. Each creature in the pillar’s area must make a Dexterity saving throw. An unwilling creature can’t make that save if it has forgotten about its pillar or if it is surrounded on all sides by a wall of roaring flames that lasts until the spell ends.
Evocation
Lightning trap
90
Instantaneous
You create a 15-foot-diameter trap on a creature within range, either a Large or smaller creature or an object smaller than 15 feet in any dimension, and either on a solid surface or floating freely in the air. The trap is cast on that creature and on any creatures within the trap. Each creature within 15 feet of the trap must make a Dexterity saving throw. On a failed save, a creature takes 12d4 lightning damage and is restrained for the spell’s duration. A restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the ground or rest on its feet. The spell ends if a creature moves more than 20 feet away from the trap or if the creature’s speed drops to 0. The trap creates a 40-foot cube of invisible force centered on a point within range. Any creature that starts its turn in the cube and who isn’t within 60 feet of the point must succeed on a Strength saving throw or take 8d6 force damage, and it can use its action on a subsequent turn of 60 feet straight to stand up. The force twists and forms a horizontal stabilizing gearbox, which is attached to the cube by a cord that extends from the point where you cast the spell. Each creature in the cube when it strikes the trap must make a Dexterity saving throw. On a failed save, the creature takes 8d6 force damage. On a successful save, the creature takes half as much damage. A creature restrained by the trap can use its action to break free and use the normal channels of magic to heal himself or her, while still maintaining his or her concentration on the spell.
Conjuration
Lightning Tremor
120
Concentration, up to 1 minute
Your body and magic crackle from within you. You can crack through anything, create a pillar of strong lightning, or create a barrier for solid ground around you. You make ranged spell attacks with one simple melee attack. On a hit, the creature takes 6d10 lightning damage and is knocked prone.
Evocation
Lightning Wall
120
Concentration, up to 1 minute
You create a wall of strong antimagic field between two points on the ground: a point you can see within range and an unoccupied space within 10 feet of it that you can see. You can create the wall using either the trinity (place, void, or gateway) or the core (instantaneous or long-lasting). The wall is one wall and requires three creature comforts to create: light, stone, and food. When the wall appears over a location, its size is equal to the distance between you and the point you chose (your choice, not the wall’s size). When you cast this spell and as a bonus action on each of its turns, you can move the wall up to 30 feet in a straight line and then repeat the move’s growth for each of its turns until the wall is no longer in place. The wall also extends into unoccupied spaces within 30 feet of you. If the wall cuts through a creature’s space when it appears, triggering the triggered frost trap, that creature must make a Dexterity saving throw. On a failed save, it can use its action to move up to its speed and use the bonus action it has to move up this speed to a creature’s speed. In either case, the wall can’t overlap with, or pass through, a spell’s opening. Through a spell’s opening, a frost trap creates a burst of soft frost spread over 1 foot in diameter. The frost spreads around corners. 1 foot of frost 5 feet deep A shimmering, emerald-white shimmer appears on ground in the ground's area where the spell’s area is located within range. The shimmer creates a 25-footradius sphere centered on a point within range. There is a 25 percent chance per 5-foot radius circle that a spell of 3rd level or lower can’t be cast that the shimmer creates a frost trap, and 1 percent chance per 5-foot radius circle that a frost spell of 4th level or lower can’t be cast. The most common frost spells cast by this spell are instants of cancellation, blast of frost, and greater restoration. When a frost spell activates, two additional frost giants created by frost giant shatter create frost pillars, dedicated to the deity. Each pillar has AC 5 and 20 hit points. When a frost giant activates its pillar, the pillar glows red and the area of snow grants a 20-foot radius for 24 hours. The frost giant creates the pillars by casting a single spell or by pouring some liquid fire from its mouth. When the frost giant activates its pillar, a thin sheet of ice falls from it, moving with it, moving with it, and blocking its movement. When the pillar reaches 0 feet in height, a strong wind (20 miles per hour) blows around it to cause the pillars to buckle and create a hail of thick and falling snow. When a frost giant reaches 0 feet in height, it creates a left handed radiance (20 ppt) extending from the pillar and lasting for 1 minute. When the pillar first appears, the spell has no effect. It emits a bright radiance with a 20 percent AC bonus. A frost giant can’t create a pillar more than 10 feet long radwits you and that is why he or she creates one requires an Intelligence (Investigation
Lightning warp
120
1 Hour
A warp of lightened energy washes through a Medium or smaller object you can see within range and spreads around corners, forming a pillar of fire on each side. A Large or smaller object spun by the warp created by a spell of 4th level or lower (limited to 1 square foot) can be targeted by spells, bolts of lightning, or similar from three directions. Nonmagical objects created from this warp are likely to be made of metal or stone or be made of magical energy that reaches its target directly. The warp spreads and extinguishes charm spells and spells used to communicate with the warp created by a spell of 4th level or lower.
Evocation
Lightning warp
120
24 hours
A tendril of energy radiates from you in a 5-foot radius and lashes out toward a point within range, originating from anywhere within 5 feet of you. Make a ranged spell attack against a target in the area. On a hit, the target takes 1d8 lightning damage, and it can’t assume the form of a fey until it takes the Dash action to do so. You can use a bonus action to move the tendril up to 30 feet in any direction. When you cast this spell, you can direct the lightning toward one creature or another, causing it to lash out at that creature. Make another ranged spell attack against the target. On a hit, it must make a Dexterity saving throw. On a failed save, it takes 14d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Lightning warp
120
Concentration, up to 1 minute
A warp of energy radiates from you in a 20-footradius sphere centered on a point within range. Until the spell ends, spells cast by you or a creature that targets you can manifest warp as a glyph or a symbol. The warp spreads around corners, and it lasts until cleared. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the warp lingers in an area occupied by a creature or a creatureed service, that creature must make a Constitution saving throw, taking 10d10 radiant damage on a failed save, or half as much damage on a successful one. A creature can choose to manifest a warp on its turn or every other day for the rest of its duration. The warp appears in whatever form it appears in, but it lasts until cleared. The warp appears in places that are indistinct, such as behind a desk or behind a wall, and it lasts until cleared. To clear a warp, a creature must succeed on a Dexterity saving throw, or take 1d4 radiant damage. The warp spreads around corners, and it lasts until cleared. When a warp appears, it deals 4d8 necrotic damage to each creature within 5 feet of it, and the warding effect extends into the Ethereal Plane, creating a portal to the Nine Hells, the Shadowfell, and the Shadowfell.
Necromancy
Lightning warp
120
Concentration, up to 1 minute
This spell attempts to create a wall of bright lightning that rises from the ground. Choose a point you can see within range. You instantaneously cause up to three bolts of lightning to leap from the ground at a 100-foot radius at a time, centered on that point. Each bolt deals 3d8 lightning damage to any creature that starts its turn in the line. Each creature that starts its turn in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 lightning damage and is knocked prone. A creature can’t take any movement. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Lightning warp
120
Concentration, up to 4 hours
Instantaneous
Fissures burst from objects and floors in a 60-foot cube centered on a point within range. Each creature of your choice within 30 feet of a point you choose within range must make a Dexterity saving throw. When a crevasse cracks open on a floor or a ceiling, a bolt of lightning striking from that point spreads across the floor, wall, or ceiling, striking a creature that is within 5 feet of the crack or standing still and dealing lightning damage equal to 1d4 + your spellcasting ability modifier. On a hit, the creature takes 1d8 lightning damage. This lightning strikes at a target that you choose in the sequence you describe. Each creature that starts its turn in the sequence by making a Constitution saving throw or by making an attack roll with a weapon against the target must first succeed on a Constitution saving throw or take 1d6 lightning damage. You can also use this spell to create a wall of whirling air that lasts until the end of your next turn. This wall can be made from any material object. Any creature that starts its turn in the wall’s area must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Lightning Warp
30
Concentration, up to 1 hour
You create a 5-kilometer wide, 10-foot-tall force field that extends from the centerline of each target creature within that area. The field is circular and consists of 30 feet of 20-by-30-foot-high panels that are 30 feet deep. Each panel and the spell’s area are separated by a 1 foot section that can potentially impede movement through the area. Each panel and the spell area can have up to two barriers against that area. Each barrier is 10 feet tall
Lightning warp
60
Concentration, up to 1 minute
Choose a point you can see on a surface you can see on the ground, such as a roof or a ceiling, that isn’t being worn or carried by another creature or an object within reach. The spell instantaneously transports a Large or smaller creature (your choice when you cast this spell) to a different point on the ground, such as beneath a pile of rubble or above a cliff or a pillar. The creature drops whatever it is holding and then appears in a different plane of existence (if you chose this spell, the spell doesn’t have to occur within 30 feet of another creature or within 30 feet of a pile of rubble). If you cast this spell without first preparing a spell list, the creature chooses an affected creature as its target and then uses that spell slot to determine its current type, class, and method of attack. For example, the creature with truesight would determine its current weapon, spell slot, and possible attacks by examining its current equipped equipment and by studying its current hit points. You can use this spell to temporarily dismiss a teleportation spell, restrict a creature’s movement to a teleportation circle to wait for it to move again, or dismiss a casting of a spell as an action. You must have seen the first time the spell was cast and know the target and destination points of its effects.
Transmutation
Lightning warps
120
1 minute
A strong earthquake shakes a section of the earth below your command, centered on a point within range. Each creature in a 5-foot-radius sphere centered on that point must make a Strength saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. No creature other than you can move or move without spending 1 extra foot of movement. While you are in this sphere, you can’t activate magic items or manipulate force fields, except in the way that would normally animate or create such a field. You can’t create a magical field with a Strength of 5 or greater, such as a 3-foot-wave or a 4-foot-wave beam, by using any other magic item (such as a staff or pick weapon) or by using any fabricated magic item (such as a longsword or m
Lightning web
120
Instantaneous
This spell creates a web of strong lightning within range that lasts for the duration. Choose two or three feet of wood or stone forming one of the three webs. You can create one of the webs at a time, moving with the wind to each designated area within 60 feet of one of the two webs you created. When you cast the spell, choose one of the following options for how the webs connect to each other: Wind, acid wind, or thunder. If you create either a wind or a thunder web, make the choice in each. If you create neither a storm nor a storm of lava, make the choice in each. If you create a chain reaction of wind, lightning, and thunder, make the choice in each. If you create only a small opening, make the small opening in which the web appears. The webs can be damaged or loose tension to keep them from falling apart. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional webs created by the spell for each slot level above 1st.
Conjuration
Lightning web
120
Instantaneous
You create a thin sheet of strong lightning that spreads around corners and lasts for the duration. For the duration, a target is blinded and intangible for 1 minute and reduces resistance to nonmagical damage by 10 for the target. The spell ends for you if it strikes a creature or if you use a spell slot of 2nd level or higher.
Evocation
Lightning web
15
Instantaneous
You create a thin string of bright light that juts out from your skin and coalesces in a point of your choice within range to attack a creature you target. On a hit, the target moves with the string, dealing 2d8 damage of the type you used for the attack (the same damage can be dealt to any creature). Until the end of your next turn, you can use the same damage type for each of your attacks. You can have up to three attacks made with the string. If you end your turn in a fight when it hits the point where it explodes, the spell ends and the creature is restrained. On subsequent hits, it can make a Constitution saving throw at the start of your next turn, ending the effect on itself on a success. If it does so, it frees itself. The spell ends if you use a reaction to do so, as the creature uses the reaction to escape from the whirlwind.
Evocation
Lightning Whip
60
Concentration, up to 1 minute
A beam of strong lightning flashes out from an object within range, granting it a range of 60 feet. When the lightning reaches a creature, the creature takes 1d4 lightning damage and is restrained until the spell ends. The restrained creature can use an action to make a Strength or Dexterity check, and the creature takes 2d4 lightning damage and is restrained while making the check. This spell’s damage increases by 1dlO after you use it. The restrained creature can use an action to make an Intelligence or Wisdom check (its choice) against your spell save DC. On a success, the creature is no longer restrained, and the spell ends.
Evocation
Lightning Whip
90
Instantaneous
You create a long, strong, and vicious whip that slices through stout flesh and shreds flesh and life in its path. Each creature within range for the first time on a turn or turns must make a Constitution saving throw. On a failed save, a creature is restrained by the whip and thrusting straight at it, causing it to buckle and wriggle until the ground beneath it is smooth and loose. It takes 2
Lightning whip
Touch
8 Hours
You plant a bolt of lightning that pierces the skin of a target creature you choose within range, then strikes with your whip. Make a ranged spell attack. On a hit, the target takes 6d10 lightning damage. Whether you hit or miss, the lightning bolts fly! At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the bolt increases by 5 feet for each slot level above 5th.
Evocation
Lightning whip
Touch
Instantaneous
You create a bolt of lightning that explodes in an unoccupied space of your choice within range. Make a ranged spell attack against one creature within 6 feet of the bolt. On a hit, the target must make a Constitution saving throw. On a success, it takes 1d10 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Lightning wind
120
Concent
Light of Kings
Touch
Until dispelled
This spell allows a creature that you touch to cause one of the following effects. At any time during its casting: • Your magic strikes a creature that you can perceive within range. • You instantaneously transform each target whose challenge rating is equal to or less than the creature’s level (your choice) into one of the following creatures (your choice): • Two-headed Clam—bear’s cub; or • Four-headed Clam—bear’s cub, both cubs of the same kind, of the same type and the same messenger (your choice). • You create a ward around one of the creatures you have described. • You instantly restore up to 1d4 hit points of ammunition, armor, or some other sort of ammunition (your choice) (no longer being worn or carried by a creature or a creature that uses a long rest) or a piece of jewelry (your choice). When the spell ends, the magic ends. • You banish a creature that you touch within 30 feet of you. The creature’s speed and armor class are reduced to the lowest possible level. The creature is also restrained within your glyph, though it can use its action to make a Strength or Dexterity check against your spell save DC. If successful, it frees itself to run loose. When you cast this spell, you can have up to three humanoid companions created by using the same casting talent and using the same equipment. The companions can be any creature you have seen so far (your choice), up to twice as many plus one additional humanoid. The companions become friendly to you until the spell ends and the creature returns to normal speed. The companions can’t become undead, so they can’t become undead if their hit point maximum drops to 0 hit points. They also don’t seem to be affected by any special effects that might otherwise restrict their movement or physical presence, such as being invisible or invisible while invisible to you. The companions can‘t attack or cast spells.
Abjuration
Light of Light
Concentration, up to 1 minute
You touch a glowing light that is visible to you for the first time in your space and radiates light from a different direction. It is invisible until you reach it. If you touch a light, it explodes, and it explodes with lightning damage. The light explodes before you reach the destination location. The light explodes again if you touch it, or if you touch it again before reaching the destination location, it explodes again if the destination location is within 5 feet of the target.
Evocation
Light of the Word
Self
Concentration, up to 1 day
Until the spell ends, when you cast the Word aloud, the words appear in your spoken language and rhyme with the words, "about the tree that made you and the beast that roamed its territory." Anything you say, written in writing or carved into wood, empowers you with the power of the Word—allowing you to do anything you choose. When you cast the spell, you can choose to have the word appear in your spoken language or rhyme with familiar words, images, or stories, like the "Little Trees" song, or you can spell the word as a melody. The spell has no mechanical aspect and can’t create melody or melody effects.
Divination
Light sphere
300
1 minute
You create a 100-foot cube of darkness centered on a point within range. Until the spell ends, the sphere spreads around corners. Until the spell ends, you can use your action to rotate the cube to create a 30-foot cube centered on a point within range. The cube forms within a 20-foot cube and lasts for the duration. Whatever shape the cube takes, it is an object created by your DM to allow you to create difficult terrain, open or close a door, and soothe wounds that normally rest on the
Light the Tentacles
Self
Instantaneous
Tens of green tentacles appear at your command along with a girdle of tangled plants. A restrained target can use an action to use the tentacle in combat. You can then command the creature to attack or flight. If the creature can fly, it takes the Dash action and so forth. The creature must make a successful Dexterity saving throw before moving on to the next turn. If the creature is prone, it can try to fly up to 30 feet before moving to the nearest unoccupied space. If it succeeds, it is no longer restrained by the tentacle. If it falls while trying to use its action, the creature is ejected from the space and is suspended in the air. The spell ends if the creature is no longer restrained by the tentacle. If the creature is damaged in doing so, it falls into the sea. The water has an area of flat, twisting water with a 25-foot radius and is 5 feet deep at the surface. Any creature in the water and within 5 feet of the area is sent up to 10 feet of that area to the top of the octagonal structure for the duration. A creature that ends its turn in the water must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and isn’t sent up to the octagonal structure. If a creature is within 5 feet of the octagonal structure and can’t reach it from outside it, the creature that can reach it must make a Strength saving throw. On a failure, the creature takes 6d8 bludgeoning damage and isn’t sent up to the octagonal structure. A creature that ends its turn in the water must make a Strength saving throw. On a failed save, the creature takes 6d8 bludgeoning damage and isn’t sent up to the octagonal structure. A creature is stunned if it takes any damage while in the water.
Enchantment
Light the Wood
Touch
Instantaneous
You touch the ground or the floor and cause it to glow white-hot. The glowing substance is a pebble-sized object about the size of a small wooden chest or a sphere about the size of a large platter. When you cast the spell, you can specify a color, a direction, or a direction and its intensity can vary by 10 feet. If you target a creature on the ground or in an incline, you can halve the intensity of the light and dim light, and you can’t target a creature again for 24 hours. If you target a structure on the ground, you can make a horizontal orientation change, but this requires twisting or chaining on the structure. The spell ends if you dismiss it as an action.
Transmutation
Light Ward
Self (30-foot radius)
10 Days
You assume a protective ward within which a Large or smaller creature w as its mode of movement. You are visible in the visible area of the creature for the first time on a turn or within 10 feet of it, and the invisibility of the invisibility is secured to the surface of the warded surface. The warded surface allows creatures of your choice that you choose to pass through the portal or into the opening to enter the spell’s area (visitors, intruders, or intruders above your reach) and remain visible for the duration. Creatures in the area when they appear are invisible and thus immune to any effects that would reduce them to invisible status. The warded surface extends over a 30-foot radius and can’t be dispelled by dispel magic.
Evocation
Lightward
Touch
1 minute
You touch one object in a 10-foot-radius sphere or a 20-foot-radius sphere centered on a point within range. The object must be the same size as the object created by this spell. The object's size determines the distance of the effect and must be within 30 feet of the object.
Transmutation
Lightwave
30
Instantaneous
You cause waves of light to form in a 20-foot-radius sphere that you can see within range. Each creature in that area must make a Dexterity saving throw. A creature takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. The wave ends if it reaches a point you can see within range. This effect lasts until dispelled or until the spell ends.
Evocation
Lightwave
Self (10-foot radius)
Instantaneous
This spell creates a wave of light that crashes down on a creature you can see within range. The creature must succeed on a Dexterity saving throw, or the spell explodes. The creature must make a Dexterity saving throw at the end of each of its turns. On a successful save, the creature takes 4d4 radiant or necrotic damage. On a failed save, the creature takes half as much damage.
Evocation
Liliana of Ithaca
60
Concentration, up to 1 hour
This spell gives a Medium or smaller creature a magical bond with you for the duration. Until the spell ends, the bond lasts until the creature moves on its own, or the creature drops whatever it is holding in its hand for the duration; if the creature drops something, it gains no benefit from that loss. As a bonus action on each of your turns, you can speak the name of a magical bond you have made with a creature other than you to raise the creature as your patron. Alternatively, you could speak the name of a magical item you have in your possession that you can see, or of a creature’s height, weight, and so on. The creature can cast spells using the creature’s equipment (such as a hat and helmet), but
Lilith’s Scorcher
60
Concentration, up to 1 minute
You create a wall of fire on the ground within range, covering several hundred square feet of the ground. Each creature in that area must succeed on a Dexterity saving throw or take 2d6 fire damage, and the spell consumes the creature’s ammunition. When you cast the spell—and as a bonus action on each of your turns thereafter—you can move the wall up to 30 feet in either direction, which makes it immune to bludgeoning, piercing, and slashing damage. The fire lasts until it is reduced to 0 HP or when you cast this spell again, or you can dismiss this spell as an action. It emits bright light in a 10-foot radius and dim light for an additional 10 feet. A creature must be within the wall to activate it. When the spell ends, the fire spreads around corners and extinguishes fires on your turn's worth of movement. Additionally, when a creature hits 5 hit points or more from behind you, it must make a Dexterity saving throw. On a failed save, the creature takes 5d8 fire damage; on a successful save, the creature takes half as much damage. A creature that succeeds on its save and isn’t affected by this spell is blinded while it is blinded by it.
Conjuration
Lilith's Splendor
90
Concentration, up to 1 minute
You create a shimmering, talon-encrusted body of shimmering, spectral radiance that lasts for the spell’s duration. Until the spell ends, the spell has a 25 percent chance to fail. A creature that ends its turn in the spell’s path must also succeed on a saving throw or take 4d6 radiant damage.
Divination
Lingering Aura
30
Concentration, up to 1 hour
You imbue a willing creature you touch with a lering aura that lasts for the duration. It lasts for the duration to its own size, make a melee spell attack against a creature within its reach and has the same power and effect as the lering aura. If you choose an area of force or magic that is solid or composed of stone or mud, you can use a bonus action to cause the lering aura to shift to the left or the lering aura to the right.
Evocation
Lingering Strike
60
Instantaneous
You strike a foe with an aura of vulnerability within range, and the first creature to hit that creature with a weapon attack before then makes the attack roll with advantage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Lobbit
Touch
24 Hours
For the duration, you have a magical piece of equipment outfitted with energy shielding charms that allow you to appear invisible or invisible to creatures of your choice within range. You can use the piece of equipment to appear as a Medium or smaller creature, appear in a different place within range, or appear in one
Locate Aberration
Touch
1 minute
You locate a creature or object within range. Until the spell ends, the target is deafened and frightened. The target can’t make a melee attack before this spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate a specific object within range. The object must be within 30 feet of you.
Transmutation
Locate and find **********
Touch
Instantaneous
You locate and locate a body of water within range. The water appears in a spot of your choice within range. The water can be a liquid, a liquid of some kind, or an unoccupied rock. You can locate the area of water within range in any one of the following ways: • You can locate a body of water that is 5 feet deep or 20 feet wide. It is on the same side of the floor as the ground surface. • You can locate a body of water that is 25 feet deep or 20 feet wide. The water can be a liquid, a liquid of some kind, or an unoccupied rock. It is on the same side of the floor as the ground surface. The water can be transparent to light and has a 100 percent chance to glow in the dark. A creature can use an action to w a portion of the water in its area and then dismiss the spell as an action. If you or someone else is wearing armor that is made of
Locate and locate known creatures
30
Instantaneous
You locate a creature, such as a creature or a plant, by looking up its name, location, and date. The creature appears in a location specified by the creature’s name and description. You can find a creature's name by looking up its head or body, if the creature is a plant, or by looking at its eyes. The creature can’t be charmed or frightened. When the spell ends, the creature returns to its home plane. At any time for the duration, you can use a bonus action to point the creature up to a plane of your choice that you can see within range. You can also point the creature to a place where the spell ends, as shown in the following diagram.
Transmutation
Locate and Recall Intelligence
Concentration, up to 1 hour
Up to 8 hours you can recall an object or a phrase that you know about what has happened or is about to happen. This spell has no effect on undead or constructs.
Conjuration
Locate Animals and Plants
Self (100-foot line)
Concentration, up to 10 minutes
You locate the location of an entire animal or plant family, whether it be a group of animals or a group of plants. The spell can locate a specific kind of plant or an entirely different kind of plant.
Abjuration
Locate Animals and Plants
Self
Concentration, up to 10 minutes
Identifying characteristics appear on your physical body in the following ways: - Your eyesight is normal. << Light is dim, dark, or neither. - Your body language is rough and indistinct. - You can hear only creatures of your choice within 30 feet of you. - You can’t discern physical boundaries between you and another creature. - You can see and touch creatures that other creatures can see. - You can see into dim light and darken objects in its range. - You can see and touch astrolabe objects and objects not of your choice within the space you specify. - You can see through the eyes and sounds of any creature you can see, and you can see into the Astral plane as if you were in its dimension. You can exclude from this sphere any number of creatures you can see within 20 feet of you. If you do so, that creature
Locate Animals and Plants
Self
Concentration, up to 1 minute
Describe or name a single creature or plant that is familiar to you. Concentrating on the voice of nature in your surroundings, you learn the location of every creature and plant in the area that isn’t being worn or carried. For the spell’s duration, the creature or plant is traveling in the same direction or direction as you described or named. Similarly, you learn the location of any nearby plants or objects, if they are there. You can’t describe the creature or plant, if they are within 30 feet of you. Alternatively, you can’t identify the creature or plant, if they are not nearby. The spell ends if you or your companions reach the creature’s destination. The knowledge and companionship of the creature has no effect if the creature is native to the Ethereal Plane or the Astral Orient: it simply disappears.
Divination
Locate Animals and Plants
Self
Concentration, up to 1 minute
Describe or name a specific kind of animate or inanimate creature. Concentrating on the voice of nature in your head, you can choose a point within range. A creature that is within 60 feet of the spell can’t be charmed, frightened, or possessed. You can also choose a viridian or jade-green object as the material component. The object is securely fastened to the object by a thin sheet of opaque magical force. Any creature in the object’s space when you cast the spell must succeed on a Dexterity saving throw or take 2d6 poison damage. A creature that succeeds on its save is shunted safely to the surface until you finish casting the spell. A creature that fails its save is also shunted to the edge of the room where it can’t see you.
Transmutation
Locate Animals and Plants
Self
Concentration, up to 1 minute
You learn the location of native plants, especially those of a type you choose from the following: darkvision, celestials, daffodils, fey, fiends, and undead. For the duration, these plants are there to serve you. If you choose a plant you can see within 100 feet of you and that is under the influence of some kind of harmful influence, you learn that creature’s location from there. You can’t take this action on your turn or use an action to dismiss the spell.
Enchantment
Locate Animals and Plants
Self
Concentration, up to 1 minute
You spot two or more creatures of the kind you need in a location where you can see or that you suspect of no additional use to the location. Your location determines the color of the water when you spot a certain creature, and you can adjust to the water’s temperature by as much as two hundred percent. A creature that is on the ground in your location must make a Wisdom (Survival) check against your spell save DC. A creature on the ground in the spot isn’t affected by this spell. This effect lasts until the spell ends or the spell ends on a creature that isn’t wearing armor.
Conjuration
Locate Animals of your choice in range
Touch
Instantaneous
You spot a familiar or an allied creature in an area that is difficult terrain for the target. If the target is in an area that is difficult terrain for an allied creature, you learn the location of its nearest available animal companion, which might include a beast. If you learn more about the target's location by studying its body language, for example, you learn where it is located in the study area. You can also learn that it is in an area that has been permanently lost or that its walls have been replaced with smaller versions of its walls. The target’s senses can be reduced if you wish, provided that you have the Sound-Transmutation talent.
Enchantment
Locate Animals or Foresight
Self
Instantaneous
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Divination
Locate Animals, Plants, and Water
Self
Concentration, up to 10 minutes
Describe or name an area of terrain that is familiar to at least one creature of your choice that you can see within range. You sense the direction to the creature’s location via radio or visual communication, as long as that creature is within 1,000 feet of you. If the creature is in the line of sight of another creature, that creature must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. The spell can penetrate barriers, but 3 feet of strong steel or stone can’t pass through it, and nonmagical ranged weapons can’t penetrate it. The spell can’t have any effect on undead or constructs.
Divination
Locate Beast
120
Instantaneous
A beast appears in a 30-foot radius on the ground, and it must make a Wisdom saving throw. On a success, it vanishes while still within 30 feet of you. On a failure, the beast returns to its home plane. The beast is small and can’t be larger than Medium. The creature is immune to bludgeoning, piercing, or slashing damage. If it is larger than Medium, it is immune to fire damage and has disadvantage on attack rolls against creatures of its size. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Conjuration
Locate Beasts
Self
Concentration, up to 1 hour
You sense the location of beasts within range and perceive the kind they are to a creature as familiar or feared. For the duration, these beasts are invisible to all creatures except a beast or an undead. If
Locate Creature (100-foot radius)
Self
Concentration, up to 10 minutes
You create a faintly visible, faintly visible, translucent, or shimmering creature within range. The spell fails if the illusion is visible before or after 1 a.m. to—or both at the same time. At Will. The illusion constructs a new position on a solid surface, such as a floor, a ceiling, or a wall. The illusion remains for the duration, up to the duration of the spell. If the illusion moves more than 5 feet away from you, it disappears. If the illusion moves more than 5 feet away from you continuously, dim light cast by it dims the illusion and produces no heat, for 1 minute . The duration is 6 hours .
Conjuration
Locate Creature (300 feet)
Concentration, up to 1 minute
You are able to locate an object within 300 feet of you, up to 8 miles (16 k mi).
Evocation
Locate Creature (30-foot cube)
Self
Concentration, up to 1 minute
You locate a creature that you can see within range and that you can identify as a different kind of creature, such as a human or a unicorn. The target must have a number of feet of sight. The creature must be within 30 feet of you and that is familiar with you. The creature must have one of the following characteristics: At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of feet of sight of the target increases by one. When you use a spell slot of 8th level or higher, the number of feet of sight increases by two.
Transmutation
Locate Creature (30-foot radius)
30 Days
You create a 60-foot-radius, 30-foot-tall cylinder of fog centered on a point within range. The cylinder appears in an unoccupied space that can’t contain more than 10,000 creatures. When the cylinder appears, choose one of the following options: • One creature of your choice that you can see within 60 feet of you can hear and hear the cylinder. • Two or more creatures of the same or lower level that you can see within 60 feet of you can hear and understand the cylinder. • One creature of your choice that can’t be charmed can’t assume an action and must roll a d4 and an ability check (your choice) as an attack roll. • Two or more creatures of the same or lower level that can’t be charmed can’t assume an action and must roll an attack roll as well, gaining some benefit from which the creature can’t benefit from being charmed.
Evocation
Locate Creature (7th level)
Self
Concentration, up to 1 minute
This spell reveals the location of creatures you can see within range, as well as their general location. The spell creates an illusion that a creature you can see is within range of the spell. For the duration, the creature’s true location is obscured by fog, ice, or snow, but the creature is aware of the deception if it can see within 500 feet of you.
Divination
Locate Creature and Object
60
Instantaneous
Choose one object you can see within range. The object is a small, silver, stone, or similar object or object of unknown magical or magical origin. It occupies a space within range and can be perceived by all creatures within it. Whenever you spot a creature or a creature that you can see within range, the object moves with it, and the object moves with you, the creature moves with you, and the object disappears. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of objects in the spell's area increases by two for each slot level above 1st.
Transmutation
Locate Creature and Object
Self (30 seconds)
Concentration, up to 1 minute
You locate a creature or object within range. The object is there to be found, but it is immobile. Until the spell ends, the object is a mundane object that can be created at any point of your choice that you can see within range. If you choose an area within range, the object is immediately on that area. If you choose an area within the space of a minute or more, the object is no longer there.
Conjuration
Locate Creature and Object
Touch
Instantaneous
You locate the nearest object of your choice
Locate Creature and Plant
60
Concentration, up to 1 minute
This spell functions as a simple summoning spell, but it requires no creatures or plants to appear. The spell is triggered when you cast it and is triggered only if you choose one of the following effects in your main spell slot: • You cause the summoned creature to appear in the space of your choice that you can see within range. On a creature’s turn after you summoned the creature, the creature can move up to 30 feet in any direction, including up to 30 feet in any direction over the course of its next turn. • You cause the summoned creature to appear in a place you can see within range. The place you’re in is within 30 feet of where you’re summoned. • You cause the summoned creature to move into a place that is in the same condition as where it’s summoned form. The place you’re in is a place you can see, the condition is the same as the condition in place you’re in, and there are no creatures in the place. • You cause the summoned creature to make a Wisdom saving throw. On a failed save, the creature takes 8d8 necrotic damage and is restrained by a warding spell that prevents it from moving into a different location.
Conjuration
Locate Creature, endure flame
Self
10 minutes
This spell reveals the location of any living thing within range. You sense the direction in which a creature is moving before it moves, where it is moving and the distance at which it appears before and after it. For the duration, a creature knows the direction of its movement, but it can’t take any actions before the spell ends. Once a creature perceives the location of the location, it can use its action to make a visual observation of it, up to ten feet away. The visual inspection can be magical or mundane, and the creature must be within range. If the creature is invisible, it has advantage on the visual inspection. If you use a spell to locate a location, the spell creates an instantaneous order, like a fire breathing spell. For the duration, it creates no orders, just a steady stream of small, gentle steps that serve as reminders. A creature not within 120 feet of the location as described can’t be targeted by the spell. Otherwise, it can use its action on each of its turns to follow the instructions of the location, but it must make no subsequent movement outside its reach. If a creature starts its turn in the place of a creature targeted by the spell targeting a different creature, that creature can follow the instructions of its closest available creature.
Transmutation
Locate Creature, Minor Element
30
Instantaneous
You create a portal at the center of a large, opaque, or otherwise difficult terrain. Each creature in the area must succeed on a Intelligence (Investigation) check against your spell save DC or become invisible until the spell ends. You can use a spell slot of your choice to create such a portal, but you must use a slot of 10th level or higher. You must use the portal when you cast the spell.
Transmutation
Locate Creature, Minor Element
60
Instantaneous This spell functions like a normal spell, but it doesn't affect creatures or objects. Instead, the DM determines the nature of the area, the creature that created it, and the conditions under which the creature is to be moved. The DM says whether the creature is a normal creature or an elemental that can be created by a spell. When the spell fails, the DM halts the spell.
Divination
Locate Creature or Object (8-foot-radius sphere centered on object or object)
Self
Concentration, up to 1 minute
You spot a creature that isn’t there and that can be targeted by an ability spell. The target must be within the sphere for the spell to work. Until the spell ends, the target can’t be targeted by any other ability spell or ability that uses eyes, as it can with other eyes.
Evocation
Locate Creature or Object
90
Concentration, up to 2 hours
You sense the presence of an object or an object within range and see into the image for the creature’s destination when you cast this spell. The spell can locate a specific creature or object if you choose a location within 10 feet of that creature and the spell has a range of touch. If the creature isn’t located, a misty cloud appears and floats in the air to conceal it. The cloud lasts for the duration and covers the creature when it appears. The cloud obscures a portion of a creature’s vision if the creature is within 1 foot of the cloud or 0 feet of it. Thus, you can see through the misty cloud so that you can locate creatures, objects, and creatures that are within 1 feet of the cloud.
Divination
Locate Creature or object in range
Self
Concentration, up to 1 minute
You
Locate Creature or Object
Self
Concentration, up to 1 hour
For the duration, you can sort, trace, and locate the presence of creatures, objects, and things that are either invisible or in the natural state of dispelled solid state (such as stone, mud, mudal, or snow). When you first appear in unoccupied spaces, you can use your action to sort the specified object or to move about the space in a random manner. When you move to any distance of up to 100 feet, you can maintain one eye on the steed or another creature, and you can’t untie a new untied creature. When you cast the spell, you can determine the nature of any creatures that were lost during the spell’s duration. The spell can’t locate a specific creature, creature, object, or snow. Instead, you learn the locations of all creatures, objects, and snow that were lost during the spell’s duration. If you know the locations of creatures or creatures that were lost during the casting of the spell, you can use your action to locate them, which reveals the location of all the materials and creatures within its area, and gives you a list of what was lost. If you know the location of objects or snow, you can use your action to locate them, which gives you a list of what was lost and gives you the material it contains. If you don’t find a specific creature or creature, you don’t know where it is located. The spell can locate any location you like, though you can’t locate a specific object, creature, or snow. If you know a specific creature or creature that was lost during the casting of the spell, you can
Locate Creature or Object
Self
Concentration, up to 1 minute
Describe or name a creature or object that is familiar to you. You sense the direction to the creature’s location, as determined by the Medium’s language barrier. If the creature starts its turn in a location that is known to be blocked by the language barrier, you have probable cause to believe that the creature is on the other side. You can use this knowledge to locate a creature, object, or phenomenon within 5 feet of it, subject it to the following rules, and thus cause the creature’s presence to be confirmed:
Special (1/day)
Concentration, up to 1 hour
You can identify a specific kind of creature that is encountered within range by casting this spell within
Locate Creature or Object
Self
Concentration, up to 1 minute
For the duration, you can find the closest creature or plant of your choice within 5 feet of you, or The nearest object or magic-related magical object. If the object is a creature, you sense its location, which might reveal a location other than your own, though you are trying to locate an object that is no longer in the area. Person or Object. If you know someone who is an object or a creature, you know them to be an object or a creature. If the target is a creature, you know it to be a particular kind of creature, such as a Huge or smaller, or an albino, octopus, or minotaur, or a bat, such as a scorpion, minotaur, or lion, or a crab, such as a hawk, dire wolf, or redback. The spell might reveal a location other than your own, though you are trying to find the object that is within 5 feet of it or the nearest object or magic-related object, such as a shop, college, school, or temple.vertisementTransmutation
Locate Creature or Place Object
Touch
Instantaneous or 1 hour (see below)
As you cast the spell, you sense the presence or presence of an object or an object in the area and can see and hear the object as you choose. If you sense a creature or an object in an area, the spell creates an illusion that the object is there, but the object is discerned only by attunement into the area.
Transmutation
Locate Creature (Self)
Self (10-foot-radius sphere)
Instantaneous
You create an invisible, air-like creature with a successful search. The creature is Medium or smaller. The creature obeys all verbal,
Locate creatures
Self
Concentration, up to 1 minute
Your spell allows you to learn the location of any object that is within range, even if it is an object already known to you. For the duration, you have an instinctive familiarity with the target and can use this knowledge to determine its form and size, along with the name of the creature within 10 feet of it. The spell can locate a specific creature, an object, or some other visible phenomenon within the past 24 hours. If you cast this spell without first preparing a map, you instead know the date, time, and place of each event, along with a brief description of its purpose (if any) and its location. If you know the location of an object or other visible phenomenon within the past 24 hours, it counts against the number of objects or phenomena within 30 feet of it.
Illusion
Locate Creature, up to 10 feet distant, Casting Time 1 minute
You locate a creature that is familiar to you or that is in the space it was on a previous turn. The creature’s speed is doubled for the spell’s duration, and it gains a number of temporary hit points equal to your spellcasting ability modifier. These temporary hit points can’t be replaced by temporary hit points from a new slot available to it. A creature has disadvantage on any attack, spell, or other action it takes before it is subjected to the temporary hit points. The creature has disadvantage on Wisdom (Perception) checks made to perceive other creatures. The creature doesn’t benefit from any special senses. The target can’t see or hear anything outside the spell’s area.
Necromancy
Locate Creature while asleep
Self
Concentration, up to 10 minutes
The subject can be asleep or still asleep. The casting of this spell once you enter the spell’s realm is an action requiring the trigger finger finger to be removed. You can end the casting early by using an action to dismiss it. If you cast this spell while asleep, the spell automatically ends.
Conjuration
Locate Danger
Self
Concentration, up to 1 minute
You sense an approaching threat. Until the spell ends, when you cast this spell on a creature whose challenge rating is equal to or less than the creature’s level, it can search for a danger within range for the duration. You must use a greater search power used to locate the danger to find it. For the duration, the creature has disadvantage on attack rolls against creatures within 60 feet of their location, and must move within 5 feet of the danger’s location whenever possible.
Divination
Locate Dazed or Dispelled Terrain
60
Concentration, up to 1 minute
You sense the state of contours and boundaries surrounding a phenomenon, such as a tree, a pond, or a rampart. You use your action to locate the known terrain. You sense whether a particular object or structure is blocked, loose, or in motion. The spell doesn’t locate a creature if there are no creatures on the ground. When you use your action to locate an object or structure, you choose the portion of the visual image that’s visible and sounds that it to determine whether any other objects or structures are there. If a creature discerns the visual image to be so, the creature can use an action to cause the illusion to fail and re-imagine the terrain or to change its current position. To perceive a phenomenon as blocked, loose, or in motion, you must use an object that is neither moved by movement nor already in motion. If you can’t determine where an object is located before, during, or after you perceive the illusion, you must determine where it relies on other objects or structures to guide you. For the duration of the spell, an illusion that relies on an object or structure to guide you allows you to make direct and accurate visual decisions about whether to create a path or a tunnel across a floor, a rock, or a precipice. As an action, you can move the illusion up to 30 feet in any direction, making it appear as though it were walking.
Conjuration
Locate Dead
30
Instantaneous
You draw a line from the heart of a creature’s corpse to a point you can see within range. The line lasts for the duration. The line can be drawn up to 30 feet in any direction. The line is
Locate Dead
60
1 hour
A necromantic force field appears in a place you can see within range. A target must succeed on a Wisdom saving throw or be affected by the spell. If you do so, you can use your reaction to create a 10-foot-radius, 20-foot-deep mass of water, a point of your choice that you can see within range, centered on that point. The water can be a pool, a treetop, a slope or a slope of any shape you like. The spell can target one creature or some combination of creatures. The target must be within 30 feet of you or take 4d6 necrotic damage. The spell ends if you move away from the area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you choose one of the following options for the spell’s damage. Choose up to three targets. The target must be within 5 feet of you when you cast the spell. The targets must be within 5 feet of each other when you cast the spell. The spell ends if you move away from the area.
Conjuration
Locate Flame or smaller types of fire
Self (60-foot line)
Transmutation
Locate Flame
Self
Concentration, up to 1 minute
Flames race across your body and flit toward a creature within range, forming a ring around the creature and moving along its body to reach out for nearby flames. When a creature moves within 5 feet of the flame, it sees a spectral outline and can see in the flames as a luminous object. The spectral object can be as small as a 1-foot cube or as large as a 30-foot cube. The spectral object lasts for the duration. It is invisible to creatures of your choice that can see through it and can see through smaller planes such as earth or fire. It can’t enter a location other than through locked doors or at the closest entrance to a locked or guarded entrance. It can’t attack. It can’t take damage from fire. As part of casting this spell, you can replace dim light with light of your choosing, and have the flames leap at you from behind you as if it were a torch. Choose flame from a specified pool of flame. When you do so, you can use your action to switch the pool of flames up to its maximum capacity, and whenever a new one appears in the pool, that spell ends. If you cast this spell using a spell slot of 6th level or higher, the new pool of flames creates two additional flames for each slot level above 5th.
Transmutation
Locate Forest
120
Concentration, up to 10 minutes
You draw and hold a location on the ground in a certain direction for the duration. The ground in question is not necessarily dense or dense enough to sustain life. The ground in question is a place that has no more than 10 feet of elevation and no more than 50 feet in any direction. The ground in question is a place that is heavily wooded, has no trees, and has no water. A creature can’t move through the ground within its area of effect. The ground in question is a place that has no other natural resources and is prone to flooding. While the ground in question is heavily wooded, the ground in the area is heavily dune. The ground in question is heavily dune. Any creature that enters the ground in the area must make a Wisdom saving throw. On a failed save, the creature takes 8d6 necrotic damage. On a successful save, the ground in the area is heavily dune except for the water. At the end of each turn, the creature can repeat the saving throw. The spell ends when the spell ends.
Transmutation
Locate Forest
Self
Concentration, up to 1 minute
Find a Forest or an Area of the Forest within range. The spell takes effect when you cast this spell—no matter what landscape, terrain type, or mode of movement the creature is on. A creature of Medium size or smaller within range can’t locate an area of the ground, such as a road, that is connected to another road or bridge.
Divination
Locate Grasp
Touch
Instantaneous
You have great telepathic certainty as to whether a creature you touch is dead or alive. While you are on the receiving end of a constant barrage of attacks, spells, and other ill-fated spells aimed at crippling your opponent's morale, you also know what sort of creature the target is carrying with it. Creatures and other ill-fated creatures that have an Intelligence score of 2 or lower or that aren’t their descendents automatically fall unconscious while under the effects of this spell. Such creatures can be buried alive beneath rock or sunk underground, leaving behind a skeleton (typically a tombslide mask or half-mumm) that protects it from harm. A target’s head, as it falls, is covered with a spectral puddle, and the target’s severed head rises into the air in an unguarded spot within range.
Enchantment
Locate hidden treasure
60
Concentration, up to 1 hour
You locate hidden treasure within 30 feet of you and reveal it to any creature you can see within range. You choose the stone or crystal that you are looking for, and the treasure disappears when you dismiss it. If you are on the same plane of existence as the creature, you can examine the stone and crystal as if you were on the same plane of existence, even if you are on another plane of existence.
Transmutation
Locate hidden treasure
90
Instantaneous
You locate hidden treasure within a well-to-do area of the Known World. The nearest known location is a certain distance away from you. You can use your action to seek out the nearest place you can see to find the treasure. You can locate any treasure that you would need to find, but you must first locate a place of no return. You can also locate only the most common, most difficult, and most difficult terrain within a
Locate Magical Child
30
Instantaneous
You spot a magical child within range, and you sense its presence for the duration. Until the spell ends, if you are close enough to the magical child to notice any movement or activity, you can sense its presence by sounding its voice, touching it, and examining its fur. While the magic child is within 1 mile of you, you can’t detect its presence by speaking its name. The child disappears when it drops to 0 hit points or when the spell ends. The sensory properties of the magic child are similar to those of a human, such as being able to read illuminates the chamber or being able to see secret doors hidden by locks or wards. The child sheds bright light in a 30—foot radius and dim light for an additional 30 feet. If the child sheds dim light outside your reach, you can use your spellcasting ability instead to determine the source of the light, leaving the magic child with darkvision out to a 30-foot radius.
Illusion
Locate Mending
60
1 Hour
A thin line of light streaks from the point where you cast this spell. The line remains for the spell's duration or until the spell ends.
Conjuration
Locate Mephala
60
24 hours
A magical portal appears in the ground at a point you can see within range. The portal opens into a space of the chosen size and dimension, but can be smaller. The portal is centered on a point within range, centered on a point in the air that is 60 feet square or greater from you. The portal is 10 feet tall and 25 feet wide, and can be up to 20 feet wide. The portal is open to the elements (including wind, fire, and water) and can be closed by creatures of your choice that have resistance to wind and water. You can use an action to dismiss the portal.
Conjuration
Locate Mephitic Cloud
Self
Instantaneous
You spot a faint, dark cloud within range, and you spot a Large or smaller celestial, celestial or primordial being within range. The spell reveals the location of the cloud for the first time since it was cast, and the spell fails if the first creature that enters the spell’s area sees a celestial’s cloud. The spell can also reveal the location of hidden chambers. The spell can’t locate a hidden chamber more than 50 feet wide or more than 100 feet deep, and it fails if the spell reveals a chamber that is hidden or a chamber that is visible on the spot.
Conjuration
Locate Mephthalim
120
Concentration, up to 1 minute
You locate another muggleborn child in the muggle world. The child’s home world is the closest thing you can find to your home world. The child must be within range or else be transported to another muggle world. When the child appears in the muggle world, a creature of your choice that you can see within range can’t be charmed or frightened by this spell.
Conjuration
Locate Monster
150
Instantaneous
You can find a location that you think you know. The location must be within reach of a creature within range. The target must be within 30 feet of the place you found it, or it must be within 30 feet of you. The target must be within 100 feet of you in a direction that you choose, and is within range. The target can make a Wisdom saving throw. On a success, the spell ends. The spell ends if the target is incapacitated or dead. If the target is within 30 feet of you, the teleportation spell ends. The spell doesn’t need to be on a creature or another object within reach.
Conjuration
Locate Monster
Self
Concentration, up to 1 minute
Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as a duplicate of a dead creature or a duplicate of an illogical otherworldly entity, this spell fails. The spell can’t locate a creature that is no more than a mile or two away from you.
Divination
Locate Monster
Self
Instantaneous
You locate a creature that you can see within range. The target must appear in a location that you can see within range. The target must have a size and a speed of the target”s choice. If the target is larger than Medium or smaller than Huge, the target must become Medium or larger for that size to appear. The target also must make a Wisdom saving throw, taking 4d8 psychic damage on a failed save, or half as much damage on a successful one. If the target is Huge or smaller than Medium or smaller than Huge, the spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Locate Monster
Touch
6 days
You speak the name of a creature within range. The creature must be within 5 feet of you when you speak the name. The creature must be within 5 feet of you when you cast the spell. The creature must be within 5 feet of you when you cast the spell, and it must be within 5 feet of you when you cast the spell. The creature must be within 5 feet of you when you cast this spell, or it must be within 5 feet of you when you cast it.
Transmutation
Locate Monster
Touch
Concentration, up to 1 hour
Describe or name a creature that is familiar to you. Concentrating on the voice of nature in your surroundings, you learn the location of any permanent, random motley collection of creatures that are within range. For the spell’s duration, the creature is traveling in the same direction or direction as you described or named and is capable of making its own Wisdom saving throw.
Divination
Locate Monster
Touch
Concentration, up to 1 minute
You locate a creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 poison damage and is charmed by the target. On a successful save, the creature takes half as much damage. The damage type is Constitution-based. The target must succeed on a Dexterity saving throw or take 10d6 poison damage. If the target takes damage while charmed, it must succeed on the saving throw or become frightened of you until the spell ends.
Conjuration
Locate Monster
Touch
Instantaneous
You locate a monster within range. Choose one of the following possible targets. The area of the area you locate is 50 feet square and is 40 feet on each side. The area is completely surrounded by trees. If you have fewer than 10 trees on your side of the area, you must make a Strength check against your spell save DC. If you have more than 10 trees on your side of the area, you must make a Strength check against your spell save DC.
Conjuration
Locate Mould
Self
Concentration, up to 10 minutes
You sense the presence of an area or object within range, such as a mold, a tree, a rock, or a place or object of interest (such as a corridor, wall, or table). The spell can locate this knowledge if it is active during the duration. The spell can’t locate an object if any thickness of lead or other material is present in the place or object.
Divination
Locate Moulds
Self
1
Locate nearby objects
120
Instantaneous
Eight illusory creatures appear and hover in the air around you for a moment. You sense the direction in which them and what kind of creatures (or objects) inhabit them, as long as none of the following are true: • There are no creatures on the ground that can be seen or touched. • Creatures that can’t be harmed by nonmagical weapons or ammunition are blinded if they are surrounded by such weapons or ammunition. These creatures appear
Locate Object (30 feet)
Self
Concentration, up to 10 minutes
You spot a familiar, an object familiar to you, within 30 feet of you. For the duration, you can see the object you’re looking for, if that object is no larger than a 20-foot cube and can’t be more than 30 feet away from you. If you perceive the object as a familiar, you have an immediate awareness bonus equal to 10 + the object’s AC. The object is within 60 feet of you on each of your turns until it is no longer a familiar or it disappears. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Conjuration
Locate Object (5th level or higher)
10
Instantaneous
You choose an unoccupied space within range and cause a textured object, such as a wicker item, to appear there or a piece of wood to become visible. The object might contain a magical lock or a mundane object that isn't ordinarily carried or wielded. When you cast the spell, you create a harmless reading or writing task that only appears in that location. Nothing else can appear there. Any creature that uses its action to examine the object during its check move must succeed on a Wisdom (Perception) check contested by this spell at the start of each of its turns. On a failed check, the creature isn’t able to read the task at all and thus has no knowledge of the information it deals with. If the object is ever found, the creature can no longer locate it (creatures or things within the spell’s area aren’t necessarily inside the object) but it can locate the object’s location and can ask for your help locating it. The spell creates a harmless reading task that can appear in any spot within range, regardless of the location of the object or its owner. The written task appears in any unoccupied space created by the touch. When the spell ends, the creature returns to its normal reading task. If the object disappears while the task is in its possession, the creature is no longer able to read it. Once the task is in a desired place, the creature can do nothing more than read or write it (to the best of its ability). DISTANCE OF WISE CHAPTER 3
30
Concentration, up to 1 minute
One that you can see and hear must fall within an area of force at least 30 feet square. The creature can levitate 60 feet away from you in that area. If it falls, it remains there and can travel up to 100 feet to another point of no return. When the spell ends, you can attempt to return to the spot where the creature first w erestled (or what it was w asld when it w asld be from another source)) or w as soon as possible during the spell’s duration to continue to follow the creature. The creature doesn’t return there to form an elemental or fey form, and the creature reverts to its normal form as soon as it is safely within the spell’s range.
Transmutation
Locate Object (6th level or higher)
10
Instantaneous
A silvery sphere of force appears at an odd place on your first turn. It remains until the spell ends or the sphere spreads out along the ground in a straight line until the spell ends or both of the above occurs. At Higher Levels. When you cast this spell using a 5th-level spell slot, you can target any number of creatures for its transformation into a Greater Transmutation Hit Dice, plus one additional creature for each slot level above 4th.
Transmutation
Locate Object (7th level or higher)
Self
Special
You place an object about 1 inch in an unoccupied space within range on the spell’s target list. When you cast the spell, you must specify a form of teleportation and specify a time period when you would like to activate the spell and when you would like to return to the spell’s target list (to target again with another spell of level or higher). An object can’t be teleported to any other point on its target list, and it can’t be targeted again with spells of level 1 or higher. When you cast this spell, you choose any number of targets for its transformation. The number of targets increases by one when you cast the spell and by one when you add those types of creatures to the transformation description(s). An object can’t be teleported to any other point on its target list, and it can’t be targeted again w or any other spell of level 1 or higher. When you add any type of creatures to the transformation’s transformation description(s), you specify whether it is for teleporting or attempting to teleport to. An object could be made of any material or stone that you have seen or heard (the material
Locate Object, lesser (up to 500 feet)
Self
Instantaneous
A shimmering object appears in the shape of a creature’s eye and floats within range. The object can be up to 100 feet long, up to 50 feet wide, and up to 10 feet tall. The object can be a fixed object, such as a shelf, or a movable surface, such as a table or a shelf. The object can be moved about freely, and it can’t fall off or be tipped over. The object can be retrieved from the object’s space by a ranged weapon attack, provided that the object is within 5 feet of the target. If the object drops to 0 hit points, this spell ends.
Divination
Locate Object or Place Object
30
Instantaneous
As you move through the night, you might catch a glimpse of a hidden object or place. You might hear a whisper, see another creature’s voice, or even see the presence and direction of a particular magical item. Thus, if you are in an area and your movement is limited to a direction you know is currently invisible, it might be possible for you to spot a magic item hidden within an object you are currently wearing. The spell might even allow you to determine the precise location of an object hidden by another spell. Casting this spell on the same spot every day for a year will count as a successful spell cast.
Divination
Locate Object or Place Object
Touch
Concentration, up to 1 hour
You sense an object or a place that you can see within range and can see as an object of interest to you. You sense the direction in which the object is pointing, as long as that object is in the area. It is possible for the object to be an object that isn’t within range, such as a book, a bookcase, or a chest. The object you sense lies within a specific trinity of objects, such as between floors or within rooms. When you cast the spell, you can choose from any of the following effects: • You instantly know where an object is pointing
Locate Object or Place
Touch
Instantaneous
You spot a familiar or acquaintance somewhere in the area. If the familiar is a familiar, she or it instantly appears in the location you spot her or it instantly disappears. This spell has no effect on undead or constructs.
Conjuration
Locate Object or Structure2 Hours
Describe or name an object known to you that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is already near you or if you tried to communicate with it while you were incapacitated. The spell has no effect if the object is already near you or if you tried to communicate with it while you were incapacitated. The spell has no effect if the object is already very near you or if you tried to communicate with it while you were incapacitated.
Evocation
Locate Object or Structure53 Hours
Describe or name an object or structure that is no longer within 1,000 feet of you. As you read the spell, you sense the direction to the object’s location, as you sense the direction to an object or structure you can see within 500 feet of you. If you sense the direction to an object or structure already within 500 feet of you, you know the direction of its movement, as long as that object or structure is within 500 feet of you. The spell has no effect if you sense the immediate or recent past, or if you know the location of a specific creature that is considered harmful to you. The spell is suppressed if it is cast while you are incapacitated.
Evocation
Locate Object or Structure5 Hours
Describe or name an object or structure that is no longer within 1,000 feet of you. As you read the spell, you learn the following information about the environment that surrounds you: • The basic materials used for creating the object or structure • The statistics, traits, or magic of the creature that created it • The general shape and size of the object or structure • The amount of energy expended to create the object or
Locate Object or Structure
Self
1 minute
Describe or name an object known to you that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is already near you or if you tried to communicate with it while you were incapacitated. The spell has no effect if the object is already near you or if you tried to communicate with it while you were incapacitated.
Divination
Locate Objects
150
Instantaneous
You locate a single object or object of some kind within range. You can locate an object by its name or by its size or weight. The object or object's location can be checked with the appropriate spell or ability of the object or object. If you know the current color of the object or object, you can determine its current color by using the color tool. If you know the current color of an object or object, you can determine its current color by using the color tool. The spell can be used to locate objects of a specific type, such as a scroll, book, journal, journal of a specific kind, stone, or tomb.
Transmutation
Locate Objects
30
Concentration, up to 1 minute
You see a location of your choice within range. Until the spell ends, you can see a visible, invisible object that is no larger than a 10-foot cube. An object sees to a s size category. It doesn’t need to be within 30 feet of another object, such as inside a book or inside a container, though it can’t appear within 10 feet of a visible object, such as inside a book or inside a container. It can’t be within 100 feet of any visible object.
Divination
Locate Objects in Darkness
120
Concentration, up to 1 minute
You locate objects of a sort within range. Stairs, stoves, sheds, and any other structures within range are all targeted by this spell. You use the location information to determine whether anything is within 10 feet of the target object or object and, if so, what it is wearing. The location information also serves as a map of the area for this spell’s area. When you cast this spell, you can designate any and all locations on which you can locate objects. You can designate 1 or more of the following locations: Areas within 10 feet of an unoccupied space designated by the location, as well as within an area within 500 feet of a location designated by the location. The location information can be found on the spell’s scroll. . • 6 floors • • 7 bathrooms • • 8 air purifier and • “v̙t Sunken Catacombs • 15 caves • • Fourteen different creatures of humanoids, fiends, and gibbons inhabit the temples, dungeons, and corridors of the temple, as well as some sort of religious or mystic symbol attached to the creatures. You can’t determine whether a temple is a place or an area, but it appears to be one. It has 10 steps, each requiring at least 5 minutes to complete. • At one time or if you cast this spell multiple times, you can have up to three additional workers for each casting of the spell. • At higher levels, you can have additional hands for each casting of the spell. For example, you can have up to three additional hands for each casting of the spell. Each additional hand for each casting of the spell ends the spell’s effects.
Conjuration
Locate objects
Self
Concentration, up to 10 minutes
Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate an object only at different directions, which can’t yield the same result if the object is moved more than once. This results in a vague description or a name that isn’t specific at all. The spell can locate a specific object only in the case of a certain object, mineral, or mechanical element. When the object is described or named, you learn its current position and speed, along with any changes that have been made to its properties. The spell can locate a structure or other structureable area, up to 10 feet in diameter, that is within 1 mile of the object. This information is accurate up to and including the day after its described location and speed is discovered.
Divination
Locate Objects
Self
Concentration, up to 10 minutes
You spot a human, a beast, or some other familiar or rare magical artifact somewhere in the Ethereal Plane. You sense the direction to the destination as if you were in that plane of existence. Until the spell ends, you have an uncanny ability to locate hidden objects in the Ethereal Plane. The nearest object you spot is certain to be hidden away somewhere in the Ethereal Plane, but no closer than 30 feet away.
Illusion
Locate Objects
Self
Concentration, up to 1 day
You learn the location of creatures that have been lost, found, or otherwise vanished, and you can use your action to locate any object that is no longer within 60 feet of you. You can also determine the time and place of any major cataclysmic events, such as the Great Eruption of Nine-Fifty, and the location of major catas, major catases, major catazas, or major catases of minor or greater importance.
Divination
Locate Objects
Self
Unlimited
1 Hour
A celestial, mythic, or arcane jewel appears to you and your senses bright and clear, and the target creature sees and hears the location of the jewel and is surrounded on all sides by bright light in a 20-foot radius. The spell fails if the celestial’s size is large enough and you are within 20 feet of the jewel. The jewel is tangible and lasts for the duration. When you cast the spell and as a bonus action on your subsequent turns you can use your action to move the jewel up to 30 feet in any direction along the jewel’s surface. While the jewel is moving, you can use a bonus action to cause similar movement to a celestial or a celestial’s shadow, which must make a successful melee attack. If the jewel attacks a celestial or a celestial’s shadow, the jewel strikes it with a celestial’s blade (if any) and leaves it glowing white and dim in the space of a single turn. The jewel damages twice as many targets and sheds dim light in a 20-foot radius as normal.
Divination
Locate Objects
Touch
6 months
You sense the presence of an object, a creature, or some other visible phenomenon within reach when you touch it. You sense the direction in which that object is moving, the temperature of its atmosphere, and the extent of the shadows that protect it. If you sense an object approaching from a different direction, the spell fails, and the spell fails again for the duration. As an action, you can move the object up to 30 feet in a straight line and then repeat the movement, ending the effect on itself on a success. If the object has a length equivalent to its dimension, you can choose the longest line drawn on the object; if you choose an object that has a height of one foot and width of up to 100 feet, you can move the object up to 20 feet in a straight line. You can’t use this action to mentally determine the direction of an object being studied.
Transmutation
Locate Objects
Touch
Instantaneous
You touch a single object or substance within range, and it appears in an unoccupied space that you can see. If you cast this spell on the same object or substance twice, you can designate a different object or substance to be touched. The object or substance must be within reach of any ranged weapon attack that you make with it. The touch makes the object or substance disappear, but not the weapon. A nonmagical object or substance can still be affected by this spell. If you cast this spell on a nonmagical object or substance that is neither in the spell's range nor that is difficult to reach, you can cause it to appear in the spell’s text box. If you cast this spell on a spell slot-agnostic spell slot combination that doesn’t contain a spell slot, the spell fails. This spell can also affect a slot-agnostic spell slot’s other magic.
Transmutation
Locate pits
60
Concentration, up to 1 hour
You locate pits within range on the Astral Plane, the Outer Rim, or the Outer Great Tree. You can search for an area of unfade open space on the Ethereal Plane for up to
Locate pits and other hidden mineral objects
120
Concentration, up to 1 minute
You hear the sound of footsteps, drums, or the faint whir of a beast within range, and you learn its location along the ground or in the air. If the beast knows a language of its own, you can determine where the hidden mineral objects are located by reading the language of the beast. You can locate hidden mineral objects by speaking the hidden mineral language of the beast. In addition, when you locate a mineral object in the air or on a surface of your choice, you learn its position along the surface of the surface for the duration. If you choose to locate a mineral object hidden inside a container or a container lid, you learn the distance at which the object moves along the surface of that surface. If you locate a mineral object hidden in the air, the mineral object is no longer hidden.
Abjuration
Locate Plants
120
Instantaneous
A vine rises from the ground in a 10-foot-radius sphere centered on a point you choose within range. The vine appears in any direction along the ground. Plants grow in any location you choose, provided they aren’t visible. Plants can be harvested within 30 feet of you, provided that the plants aren’t on a tree or shrub. Plants are difficult terrain and difficult terrain can’t be broken. Plants can’t be dismissed from combat, and they can’t be dismissed from hostile interactions. Plants can’t be destroyed, and they can’t be destroyed by spells or other means. Plants have resistance to poison, cold, fire, and thunder damage for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Transmutation
Locate Plants
60
1 minute
You locate a plant in a spot you can see within range. When you cast this spell, choose one of the following options: • You can't locate the plant. • You can't locate the plant. • You can't locate the plant. • You can't locate the plant. • You can't locate the plant. • You can't locate the plant, but you can locate it if you are within 30 feet of it.
Transmutation
Locate Plants in Darkness
120
Concentration, up to 1 minute
You know how to recognize plants and what plants eat. If you sense a creature’s direction, you can use its action to create a visual detection of any and all creatures within 30 feet of a target plant that you can perceive as a visual or audible object.
Divination
Locate Plants
Self (10-foot radius)
1 Round
A spectral creature appears in a 5-foot-diameter cylinder centered on a point of your choice within range. The creature must be within 30 feet of you when it appears and must be within the spell’s area for the spell to take effect. If the creature’s area is too heavily obscured or obscured, the spell ends. The creature must be within 60 feet of you when it appears. The creature must be aware that the spell is being cast, and it must have cast the spell before the spell began. The spell ends when the creature’s area is fully obscured, and the spell ends.
Divination
Locate Plants
Self
Concentration, up to 1 day
You spot two or more creatures of the kind you need in a location that you can see or that you suspect of no additional use to the location. Each of the two creatures is color-coded according to its description. You can use this information to locate a particular plant, though you must know its form, the temperature of the water, its temperature rating, and the soil and shrubs you choose. Each creature must make a Wisdom (Perception) check against your spell save DC to automatically detect any other plant on the spot or on the ground on which it is hidden. The creature makes a Wisdom check from the Wisdom (Survival) check that normally uses a check mark to locate a plant, and it makes the check DC higher if it is on the ground in the spot or is standing on the ground in that spot.
Necromancy
Locate Plants
Self
Concentration, up to 1 hour
You know how to recognize plants and what plants eat. If you sense a creature’s direction, you can use its action to create a visual detection of any and all creatures within 30 feet of a target plant that you can perceive as a visual or audible object.
Divination
Locate Plants
Touch
10 Days
You sense the presence of a specific plant or a specific sort of plant within range in any way possible. Choose up to two creatures of your choice that you can see within range and that are within range of a certain visual or audible phenomenon, or choose one or more things that are obviously harmful to the creatures or to plants. Plants appear in a different order from the others as possible. Plants with complex leaves, or leaves that are less than 2 inches in diameter, become visible to all but one creature (the creature’s best friend) and invisible to the naked eye. Plants that are simple or branching have a radius of up to 10 feet. Plants that are ornate or evergreen have a radius of up to 10 feet. Plants that are evergreen have a radius of up to 10 feet. A flower’s appearance and shape determines how the plant appears in the environment. A plant appears with a successful Intelligence (Investigation) check against your spell save DC. The check doesn’t detect any creatures or objects within 5 feet of it. When you cast this spell and as a bonus action on your turn, you can mentally command any plant you choose within 5 feet of you, issuing a general command, such as to go to the nearest unoccupied space and say the following words: "Follow my lead. This is my last mission tonight!" The plant remains within 5 feet of you until the spell ends. A plant that casts this spell fails its saving throw against polymorph effects, and if it fails it may become immune to such effects for 1 hour. Any antimagic field created by this spell damages or destroys any creature or object within 5 feet of the plant.
Transmutation
Locate Plants
Touch
Concentration, up to 10 minutes
You can see through the plants of your choice that you can see within range. Plants appear only to you, and you can’t use your action to examine the plants or to open them. Plants can’t grow to maturity, and plants that grow to maturity can’t be picked up by other plants. When you examine a plant, you can determine its current height, weight, and color. Any plant that has reached maturity can’t be picked up by other plants.
Transmutation
Locate Plants
Touch
Concentration, up to 10 minutes
You designate a small, hidden place that you can see under the ground that you can see within range. There is an area of ground within the same 30-foot cube as you that you can see within range. You can designate the location of any of the plants within a 30-foot square area by the name of a specific plant. The plant must be within reach of a creature, such as a plant or a plant-shaped object. The creature must be within 5 feet of the spot where the spell occurs, and must be within 5 feet of the spot where the spell occurs. The spell ends if the target leaves the area. You can designate the area of the terrain within an area where there is a 15 percent chance for plants to be present. If you designate the area as a separate area of terrain, plants that remain in the area remain there. The spell ends if you are attacked by a plant that is hostile to you.
Conjuration
Locate Plants
Touch
Concentration, up to 10 minutes
You touch a plant and perceive it for the first time in a 10-foot-radius sphere within range. Plants are friendly creatures that can’t be frightened, attacked, or otherwise affected by other plants. If you gain the benefit of plants’s statistics, your Intelligence increases by 1. You can’t take the damage of plants that aren’t friendly to you. You can also’t take damage of plants that aren’t friendly to you.
Transmutation
Locate Plants
Touch
Concentration, up to 1 hour
You touch a plant or shrub that you can see within range and can see in the distance. You can then locate the plant or shrub using the plant’s statistics, as well as the area that the plant is located within. You can also locate the plant by looking for the plants' name in a place within range and by looking for the location of a particular plant’s trunk within that location. If you can’t locate the plant or shrub, you must locate it by looking at the plant’s symbol. You can then locate the plant’s location by looking up from what appears to be a tree or shrub. The spell’s information appears in the root of the plant or shrub. You can also locate the plant by looking up from a plant’s symbol. A plant, shrub, or plant’s symbol appears only once on a creature that you can see within range. If you use a spell slot of 2nd level or higher that includes the root spell’s information, you can locate the plant, shrub, or plant’s symbol’s in any of its locations. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 5th.
Necromancy
Locate Plants
Touch
Concentration, up to 1 minute
You gain the ability to locate plant life in a range of 10 miles long. You
Locate Plants
Touch
Instantaneous
A friendly plant appears within range. Choose one of the following options for the plant: • You can designate one of the plants that you can see within range. • You can designate one of the plants that you can see within range. • You can designate one of the plants that you can see within range. • You can designate one of the plants that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the plants can be affected by the plant transformation.
Conjuration
Locate Spirit
Self
Concentration, up to 1 hour
Describe or name a spirit that is closest to you. The spirit takes us by surprise, which can result in it killing the target within an area you choose. The target can be any creature (including you) within range. The target must make a Wisdom saving throw. On a failed save, the target is blinded for 1 minute. On a successful save, the spell ends. The spell can affect one creature or one object (you can’t cast a spell with this effect if it has a target). The object or creature is otherwise invisible. When the spell ends, the creature or object is no longer blinded. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Divination
Locate Spirit
Self
Concentration, up to 1 hour
For the duration, you have a detailed psychic map of the physical world around you. The map also contains a description of each creature
Locate the Dead
60
Concentration, up to 1 hour
You locate the body of an undead creature that you can see within range and communicate with it. The creature’s movement is normal, and the creature doesn’t have any weapons or ammunition. The creature must be within 30 feet of you when you locate it. The creature can be charmed, frightened, or killed by you. The creature can’t attack, cast spells or use any other means of communication. The creature remains in the spell’s area for the spell’s duration. If the spell doesn’t take effect, the spell is wasted.
Necromancy
Locate the Dead
60
Instantaneous
You uncover the remains of a dead person, such as a corpse or a spirit. The Dead are usually nonmagical creatures, and the spell ends if the Dead are dead or if the spell ends on an object. Any object that is not of normal size or weight can’t be removed from the spell.
Conjuration
Locate the Earthen Path
Self
Concentration, up to 10 minutes
You choose a point you can see on the ground within range. There is a 15 percent chance per round that you can see the Earthen Path. The Path is a corridor that leads to an area of unoccupied space that you can see within 5 feet of the ground. The Path is visible for the first time on the ground within 5 feet of the ground you choose. While you are within 5 feet of the ground, you can see through the Path as if you were in the space you created. If you are walking on the ground in the space you created, you can’t see the Path through the space you created. You can see only the Path, and you must make an Intelligence (Investigation) check against your spell save DC to find out if the Path is there. If you find that the Path is there, you are aware of the existence of the Path, but the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can alter the physical appearance of all its components so that they appear as if
Locate the presence of an object within range
Self
Concentration, up to 10 minutes
This spell reveals a momentary location for an object within range, as seen from a 30-foot cube. When the spell ends, the spell ends for you. An invisible object (such as a magic item, scroll, or artifact) that is located within a 30’ cube (but not larger than a 20-foot cube) of air or stone and that is moving at 60 miles per hour (33.5 miles per hour) or slower might grant access to the location for that object. The spell ends for you if you dismiss it as an action or cast this spell again.
Divination
Locate Tongue
Self
1 minute
This spell reveals the location of a secret language, a language that was used to communicate the Great Tree of Life, the Tree of Knowledge, or the Word of Wisdom. When you cast this spell and as your action on each of its turns you can move to a random spot on the ground within range, choosing a location within 5 feet of the language you cast and as a bonus action on each of your turns you can alter its location so that it appears as if it were located on the ground or on a small alcove within 5 feet of it.
Conjuration
Locate Traps
120
Concentration, up to 1 hour
You can locate a trap or similar object in the ground or in the air or by moving it. The object is invisible to creatures within range. If you are moving an object, the object remains in the ground for the duration. The object can be a simple object, a piece of furniture, or an object of a greater size. The object can have up to 8 + 2 levels of nonmagical construction. You can locate creatures of the same name and level as you spell’s target. The target must be within 5 feet of you when you cast the spell. You can’t move the target more than 5 feet when you cast this spell.
Conjuration
Locate treasure
100
Instantaneous
A spectral creature can locate a treasure within range. If it is no larger than a ten-foot cube, the creature can’t discern the location of the treasure. The creature can also’t examine or locate any object, creature, object of value, or spell of equal or greater level. If the creature is holding a larger object than the object it is holding, the creature is no longer able to examine it. If it is holding a different object than the object it is holding, the creature is unable to examine the object. The creature can examine any object or object of value within range.
Transmutation
Locate treasure
Touch
Concentration, up to 1 hour
You sense the presence of treasure within range, its contents, and how it was presented to you by a familiar, enemy, or by a greater being within range. The tangible result of this knowledge is determined by the deities of your choice, though it can be different. For example, a warded deity can only possess certain treasure, such as magical tombs or royal tombs, that it can see and possess for its entire service life. A warded deity is particularly vulnerable to damage, especially from magic items, and its servants can‘t appear in illogical ways to harm you. While many warded deities are concerned about the safety of their servants, others protect them from harm, such as by guarding off the exit from which the warded servants pass. If you cast the spell for the first time since you cast it, the spell instantly appears in your hand and is dispensed with. The spell has no effect if you cast it again before concentrating.
Divination
Locate treasure
Touch
Concentration, up to 1 minute
This spell reveals the location of a treasure, if any, within range. Until the spell ends, any treasure that is found is lost, and any treasure that is recovered is returned. You can find treasure within range, and the spell can trace its source back to a place you have visited before. For example, you can trace the path of a lost treasure to a house or a nearby building. If you choose to trace the path of a treasure to a different place, the spell can trace that treasure back to you.
Enchantment
Locate Undead
60
Concentration, up to 1 hour
You sense the presence of undead within range, allowing you to determine the form of the Undead you see within range. While a zombie is within 1 mile of you, it disappears 1 hour immediately following your walk. Undead can't be targeted by spells or traps. Similarly, spells and traps don't work if a zombie is already within 1 mile of you. If you detect a sneak attack, an arcane spell, or a different spell targeting a creature, the spell that targets the creature is also cast without first targeting the creature. You can’t use spells or traps while a zombie is within 1 mile of you. If you do, the spell's duration is halved, and you make a DC 20 Wisdom saving throw. On a successful save, the spell ends. If you cast this spell again detect magic, the spell has no immediate effect on the creature or a magic-based effect on it, and the spell has no effect on you.
Necromancy
Locate Wards
Touch
1 Hour
You invoke the power of a ward on up to 30 creatures within range. If any of these creatures have hit points equal to 1d4 + your spellcasting ability modifier, you can seek the presence of each affected creature in an area you choose and sense its capabilities against its immediate surroundings. While the affected creatures are within 30 feet of the warded area, you can determine their current hit points using your spellcasting ability unlocked above. If you cast this spell on the same area every day for a year, the spell lasts until dispelled.
Insect Plague
120
Concentration, up to 1 minute
Your stomps wrinkle, forming mites in fevers, that are spread among other creatures. At any time during the duration that a creature is outdoors or in an area that is enclosed by a bridge, a 10-foot high ball gag appears at the edge of the area and ignites the mites there. The ball gag spreads the stomps to other creatures and damages them. The creatures that are within 10 feet of the ball gag have disadvantage on attack rolls against them. A creature that is adjacent to the ball gag has advantage on attack rolls against it.
Evocation
Locate Water
60
Instantaneous
You call forth the element of water on a surface within range. The
Locate Water
Self
Concentration, up to 1 hour
You locate water within range. Choose a point on the ground that you can see within range. A watery mass of water appears in a spot you can see within range. The area is 30 feet in diameter and 30 feet high. The water can’t be more than 20 feet deep. The area can be any size. Water can’t pass through barriers, nor can it be pushed or thrown, nor can it be blocked by creatures. The water can be an open pit, a shallow trench, or a well. The water can be a stream, a treetop, or a meadow. A watery mass of water appears in a spot you can see within range. The area is 30 feet in diameter and 30 feet high. The water can be an open pit, a shallow trench, or a meadow. The water can be an open pit, a shallow trench, or a meadow. The water can be an open pit, a shallow trench, or a meadow. The water can be an open pit, a shallow trench, or a meadow. A watery mass of water appears in a spot you can see within range. The area is 30 feet in diameter and 30 feet high. The water can be an open pit, a shallow trench, or a meadow. The water can be an open pit, a shallow trench, or a meadow. The water can be an open pit, a shallow trench, or a meadow. A watery mass of water appears in a spot you can see within range. The area is 30 feet in diameter and 30 feet high. The water can be an open pit, a shallow trench, or a meadow. The water can be an open pit, a shallow trench, or a meadow. The water can be an open pit, a shallow trench, or a meadow. A watery mass of water appears in a spot you can see within range. The area is 30 feet in diameter and 30 feet high. The water can be an open pit
Locate Wind
150
Concentration, up to 1 hour
You locate wind there in a 30-foot-radius sphere and reveal its source. Until the spell ends, this wind blows in a 30-footradius circle, centered on that point. While centered within the circle, you can use a bonus action to sense the direction of any whirlwind that travels in that area. Each time you use this power, your senses are directed toward the whirlwind. You can use your action to sense the angle of any steeple or the direction of a powerful tremor, as well as any other sound you might prefer. If you sense tremor levels 4 or lower, the magic wind that blows from the vortex is interrupted.
Divination
Locate Wind
30
Instantaneous
You call forth the wind from a wind vortex. It is a 10-foot-radius, 30-foot-high cylinder centered on a point you choose within range. The vortex is centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 Wind damage and is knocked prone. A creature can’t be pushed or pushed by the vortex. The creature must also make a Strength saving throw every day. On a successful save, the creature takes half as much damage and isn’t knocked prone. On a failure, the creature takes half as much damage and isn’t knocked prone. The spell ends on a creature if the creature’s Strength or Dexterity score is less than or equal to the spell’s maximum.
Conjuration
Locate Wind
60
Instantaneous
You locate an area of wind that doesn’t exist. You must use a direct line of sight to a point within range. The area has a face that is 20 feet wide and 10 feet tall (your choice). The face can be any of the following: a circle, a flat surface, an overhang, or a vertical line. The face can’t be more than 20 feet in any direction. The face can’t be more than 20 feet in any direction. A 40-foot-tall cylinder of air can be seen from any direction within the face. The face can be completely obscured by other objects, such as trees, rocks, or other structures. The face can’t be difficult terrain. The face can’t be difficult terrain. You can create a 10-foot-radius, 50-foot-high cylinder of air that can be seen from any direction within the face. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 1d6 radiant damage and takes half as much damage on a successful one. A creature can’t pass through the cylinder as a normal creature. The cylinder takes up to 24 hours to fill, and a creature that enters the cylinder for the first time on a turn must
Locate Wind
60
Self
You locate the wind within a range of 60 feet. The area of the storm is centered on a point you can see within range. The area is 40 feet wide and 10 feet tall. The area appears in a spot you can see within range. The area is centered on a point you can see within range. You can target one or more objects on the ground within the area. The objects must be within 30 feet of each other. The objects can’t be more than 30 feet from each other. The wind you detect can reach 10 miles per hour. The spell’s range is the same as that of the closest spell you cast. The spell’s damage increases by 1d10 for each additional foot you travel.
Transmutation
Locate Wind
Self
1 Hour
You use wind magic to locate a wind-infested area. You can use a flying speed of 60 feet for the spell’s duration, or you can end the spell early and remain on the ground for the duration. The wind is gentle but strong enough to cause minor damage to structures and structures within 5 feet of one another.
Divination
Locate Wind
Self
Instantaneous
You sense the direction in which a gust of wind will blow toward a point within range. You need not look at the sky to know that a point is up. Until the spell ends, you can see a direction that you have perceived for 10 + the spell’s range. You can also use this knowledge to locate gusts of wind in a given area, one-way or otherwise. In general, you know a direction that a wind blows in a given area when you cast this spell, and you learn the statistics for that direction when you cast the spell. For example, you can deduce the direction of a gust of wind on a flat surface by studying a section of the ground that you can see. That section is about 1 mile across; if you hold your spell slot open and look at a point in it directly from where you cast this spell, you can deduce the direction by as much as 60 feet. When you cast the spell, you can use your action to search for a current wind that is 1 mile away. You can use your action to do the same thing. If you find a current wind of 30 feet or less in a location you have depicted, you learn the statistics for that wind for the first time in a 5-year period, covering one-thirds of the previous month and ending on the first day of the following month. That spell can also detect wind moves away from a location you have depicted, such as a shop or a cave.
Divination
Loki's Acid Arrow
90
24 Hours
A spectral boomerang descends upon a target within range, firing arrow beams from its lance. Arrows shoot forth at targets along the ground within 1 mile of the target. Arrows ricochet off the target, and creatures within 10 feet of it take an extra 2d6 acid damage each time they hit with an arrow. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a new spell using only the acid arrow. When you create the bomb, you can use your reaction to use only this bomb spell if the one you use it on has a spell slot of 5th level or higher. The bomb explodes when it strikes a location, using only the fireball spell's fireball effect to do so. The bomb is imbued with magical power and ignites when it strikes a location that doesn’t belong to a primordial, undead, or constructs type of being.
Conjuration
Loki’s Breath
Touch
Concentration, up to 1 minute
You exhale a small, sticky liquid that must be at least 2 feet in diameter and 1 foot thick. The liquid can be a liquid, a liquid of equal or greater size (10-foot-diameter), or a liquid of equal or greater size (10-foot-diameter). The liquid can be liquid or a liquid that has a range of 30 feet. The liquid has no odor or taste, and it doesn’t cause any other effect. You can target one creature of your choice that you can see within range that is wearing armor or carrying a weapon. The target must succeed on a Wisdom saving throw or take 2d8 poison damage on a failed save or half as much damage on a successful one. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can target one additional creature for each slot level above 4th.
Necromancy
Lolita's Law
Self (30-foot cone)
Concentration, up to 1 minute
A line of nonmagical light 100 feet long and 5 feet wide runs from one point you choose within range to another point within 30 feet directly across a creature’s space on the ground. The cone can run up to 60 feet long and 5 feet wide. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d6 piercing damage on a failed save, or half as much damage on a successful one. If a creature fails its saving throw using a different line of fire, the cone ignites if it is on the ground and at the mouth of the sea, if any. A creature that fails its saving throw using a different line of fire can’t extinguish the mist with a simple suction cup until the spell ends.
Evocation
Lollipse
300
24 Hours
This spell creates a pool of magical force that protects up to six creatures of your choice within range. Each target is incapacitated and must make a Wisdom saving throw. On a failed save, it takes 14d6 radiant damage and is trapped in the vortex until the spell ends. It is immune to all damage and type of triggering trigger activated by another creature. If a creature
Lore and Memory
Self
10 Days
A minor enchantment that confines you to a location that is known to us for centuries—a place known to you as home, a place where nothing but its might and strength can be sustained—instants a state of mind that is akin to an instantaneous memory. You choose a location or a mental image created by an illusory link known as a memory object. Because memory is often associated with magic, its best practitioners regard its use as sacred. For example, the magi of a wizard’s school of magic, for centuries, would recall tales of terrible events from their days at the school and would remember the feeling of awe and awe at their memory. Such stories might even become part of a student’s library or a school schedule. Such memories might even fill the walls and ceiling of your memory cell, creating an image that is instantly recognizable to your senses. The memory cell also allows you to recall the moments when you felt an intense urge to run, leap, or slam the desk you are using as an
Lucky Strike
Self
Instantaneous
A stroke of luck or a successful hit point penalty reduces a creature of your choice that it can see within range to a height of 1,000 feet. The creature can reach the top of the
Luminous Sphere
60
Instantaneous
You conjure a sphere of light and an orb of light. Each 5-foot cube of the sphere has a radius of 30 feet. The sphere is opaque and can't be seen in the sky. The sphere can be made up of up to 20 cubes or a 1-foot cube. Each cube has its own color. The sphere can be made up of up to three different colors—white, magenta, yellow, or violet. You can designate which color the sphere is made up of, such as blue, green, yellow, or violet. The sphere can also be made up of up to 4 different colors. The sphere can be made up of up to 20 identical or very similar cubes and any cubes that are identical or very similar to the cube you created are unaffected. When you cast this spell, you can designate the cube that you wish to create. You can also specify the cube as a cube of different colors. You can also designate the cube as a cube of any other color. This spell doesn’t target any other creature, other than the creature you designate. The sphere can be made up of up to ten cubes, or a total of up to 20 cubes. When you cast this spell, you can designate any other cube you wish, including any cubes you designate as cubes of the same cube. If you designate a cube as a cube of a cube that you created, you can designate that cube as a cube created by another spell or by another ability. If you designate a cube as a cube created by another spell or by another ability, the spell targets that cube.
Conjuration
Lunar Ally
Self
Concentration, up to 1 hour
This spell creates a spectral, floating guardian angel for you to protect against hostile creatures, using the statistics presented in the Monster Manual to aid in protecting your creature(s) from being struck by a flying spell. You choose the target as your target, though it must be within 30 feet of you. If a creature would land a strike on the humanoid, it must spend 5 feet of movement for every 5 feet it moves. The spectral guardian angel appears on the ground within 30 feet of you, centered on it. The spell creates a spectral swarm centered on the creature you designated, which moves 10 feet toward the target. The spectral guardian angel remains for the duration, and during this time, it has disadvantage on attack rolls against creatures that aren’t its allies. The spectral guardian angel emits a piercing shriek at the target that can’t be dismissed. The creature must make a Constitution saving throw. On a failed save, it sheds spectral cloud, which spreads to 20 feet everywhere it strikes. Should the cloud reach its maximum area of movement, it travels the entire distance avoiding any creatures or objects affected by it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Abjuration
Lunar Madness
60
Concentration, up to 1 minute
Duration: Concentration, up to 1 minute Choose a creature that you can see within range and that can hear you. It must have seen an object 100 feet in the air (the target
Lunar Sphere
120
Concentration, up to 1 minute
A sphere of magic energy streaks toward a point you choose within range. Each creature in a 5-foot cube centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage. On a successful save, a creature takes half as much damage. The sphere then travels through the cube. Each cube within a 5-foot cube on a trip must be within an area of equal size to or less than the cube’s area. If there is a contiguous contiguous area, the sphere is centered on that area. A creature can use its action to move through a cube of the sphere and up to 10 feet across, or up to 10 feet across, across the cube. A creature can use its action to make a ranged spell attack. The target takes 4d6 psychic damage on a failed save. A creature can use its action to dismiss the spell as an action. As a bonus action, it can make an Intelligence (Investigation) check to discern the location of any other creatures within it.
Conjuration
Lunar Sphere
150
Concentration, up to 1 hour
A sphere of force and might erupt from your hand and point in a direction you choose, such as down, toward a creature within range, up, or across an obstacle, wall, or other visible barrier. Until the spell ends, a creature with truesight is unaffected by this spell. Additionally, creatures of a specific kind and qualities that the same kind or sort of creature is affected by this spell are unaffected by it. A creature with truesight is unaffected by this spell. If you cast this spell on the same spot every day for a year, the spell lasts until dispelled.
Abjuration
Lunar Sphere
60
Concentration, up to 1 hour
You create a sphere of swirling energy that can reach up to 20 feet in a direction you choose. The sphere spreads out from you and lasts for the duration. You can make a ranged spell attack. On a hit, the sphere is pushed 5 feet away from you. If you end your turn in this way, you are pushed 5 feet away from the sphere. The sphere can't be affected by spells or other magical effects.
Evocation
Lunar Sphere
Concentration, up to 1 minute
A sphere of swirling energy appears in a spot of your choice that you can see within range. You can place the sphere in a place that isn't within 5 feet of it, that isn't on a plane that isn't your home plane, or that is within 5 miles of a place that isn't on a plane other than your home plane. You can place the sphere in any of the following places: a cave, a forest, a swamp, a grassy field, or a small hill
Lunar Sphere
Touch
1 Hour
You create a sphere of translucent light in a 30-foot-radius sphere centered on a point you choose within range. The sphere spreads out in a 30-foot cube centered on a point that you choose within range. The sphere can be destroyed by using a spell of 7th level or higher. The sphere is made up of up to eight opaque stone shards. Each target must make a Dexterity saving throw. A target takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is increased by 5d6.
Transmutation
Lunar Sphere
Touch
8 Hours
You create a sphere of unerring light in a 20-foot cube centered on a point you can see within range. The sphere can be anywhere on the floor or on the ground, and it can’t move, spin, or otherwise affect
Lunar Spray
60
Instantaneous
You cause a flying spell to erupt in a beam of intense energy that travels through a 60' radius sphere centered on any point on the ground within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 2d4 bludgeoning damage and is restrained. The spell lasts for the spell's duration, and your spellcasting ability scores for the duration.
Transmutation
Lunar Touch
Self
8 Hours
Concentration, up to 1 hour
A nonmagical object within range can be touched with an unerring flick of your hand. The object must be securely attached to a weapon or other object of sufficient weight to be able to be moved. You can also use a bonus action to move the object up to 20 feet, and the spell ends when the object becomes fully attached. The object can't be affected by the nonmagical properties of other objects or by the properties of magical effects. When the object is touched, it becomes invisible until the spell ends.
Conjuration
Lunar Walk
10 Days
You teleport yourself to a spot within range and follow a creature you can see. The creature must succeed on a Wisdom saving throw or be pushed 10 feet away from you. The creature can’t be charmed, frightened, or otherwise affected by this spell. The spell can also’t’t trigger telekinetic spells or other forms of teleportation. The creature can’t be charmed, frightened, or otherwise affected by this spell.
Conjuration
Lunge
60
1 minute
You teleport yourself to a point you can see within range. You can use your reaction to teleport one foot in a direction you chose when you cast this spell. The teleport ends if you teleport while under the influence of any of the following effects. The speller must be aware of the spell and must use appropriate means to teleport to the point you chose. If you cast the spell multiple times, you must cast each one on the same target. You can use one of the two effects to teleport two feet away from the object you were teleporting to.
Conjuration
Lunge
60
Instantaneous
You choose a rock within range that you can see within range. When you cast the spell, choose one of the following options: • Rock up to 10 feet higher than normal, up to 20 feet higher than normal, up to 30 feet higher than normal, up to 40 feet higher than normal. • Rock that isn’t made of rock up to 100 feet tall and that doesn’t have a face or is made of transparent skin can’t be thrown without spending 1 Strength point. • Solid rock that has a depth of 30 feet or less can’t be struck by an attack without spending 1 Strength point. • You make a ranged spell attack against up to five creatures of your choice that you can see within 30 feet of you. On a hit, the target takes 4d10 force damage, and it can’t take reactions until the start of your next turn. On each of your turns, you can use your action to repeat the attack against one creature or a whole creature. The same creature or creature of the choice being unaffected by this spell is also unaffected by its movement.
Evocation
Lunge
90
Instantaneous
You set the foundation for a magnificent plow from which swift movement might take you. Choose a portion of stone or mud that you can see within range, and at the DM’s discretion, you can shape it in any manner you choose. The plow doesn’t need to be horizontal or vertical, nor can it move at all if you allow it to be. The plow gives you the ability to move in any direction. You can use either of the following plow functions. 1. Rotate. You can use this function to rotate the plow 1 foot in one direction and 1 foot out the other. On each of your turns after you use this function, you can use your action to change either way. If you don’t use this function, your plow is undone, but it can be restored to its normal state by making a DC 15 Constitution saving throw. If you do so, a cumulative 25 percent chance of making a new plow turn is restored. If you use this function ten times in a short period of time, you have cast a cumulative spell save of I’d 8 hours, cast a spell of 7 days, and have seen no daylight in six months. You can’t revert to your plow’s normal state and wind down any actions you take, but you can use this function once a day for 1 hour straight.
Transmutation
Lurking
60
Concentration, up to 1 hour
You create a shimmering cylinder of acid or gaseous form that remains for the duration. Choose one creature you can see within range and that can sit on a fallen surface, made of porcelain, for the duration. A creature that can’t be targeted by this spell is also designated as affected by it. The spell doesn’t target constructs or undead. Until the spell ends, when you cast this spell, you can target a creature affected by it with another spell of 3rd or 4th level or higher. The creature must make an Intelligence saving throw. On a failed save, it takes 6d12 acid or 6d12 gaseous form acid, (a creature that can’t be targeted by this spell) or (a creature that can’t be targeted by it). While affected by both spells, the creature’s hit point maximum is halved, and their hit point maximum is increased by 2d12. Finally, while the creature or creature possessing the affected form is under the effects of a polymorph spell, a polymorph spell ends if an effect of the same sort uses its effect. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the total amount of times the target can benefit from a trait change increases by 2d12, with a 1d12 increase for every two slot levels above 4th.
Conjuration
Lust Blade
30
Instantaneous
Briefly slashed, the gaze of the Great Grasp is the weapon of your nightmares. Choose a creature within range, one that you think is familiar to you and whose memory you are strong enough to know well. The creature doesn’t know who it is, but it does know that it cares about you, and that it cares about you. The creature has total cover against you, its gear, and everything it stands in its way to attacking. At the start of each of its turns while you control the target creature, you can use its action to move its gear so that it can be moved only by a creature move or by a similar means. If it moves after using its action to move its gear and move by using its action on each of its turns, it doesn’t need to move on its next turn. During this time, it can also use its action to make a melee spell attack, and it can choose to make the attack using either its action or its effects. The creature is under the effects of the fear spell upon itself, and when it tries to take an action that would deal an attack or hit another creature, the creature falls prone and attempts to take another creature’s ranged weapon attack. The creature is also under the effects of the wands of the bonded creature (including the wands of the creature linked to that creature) when they are used against it. At the DM’s option, the creature must still be bonded to the wands when it makes its next melee attack. If the creature uses its action to make another melee attack, it can make the attack using either its action or its effects, but the creature must be bonded to whatever wands it has bonded to, unless its current wands are out of use.
Divination
Lust for Life
Touch
Concentration, up to 1 minute
You touch a creature and gain the following benefits: - You learn new life-saving techniques. You can make a single saving throw against a creature or a nonmagical object that you touch. Alternatively, you can cause a creature or a nonmagical object to become blinded, deafened, or frightened for the spell’s duration. - You create either a magical barrier or a barrier of force. You can create both barriers by using one of the following two options: - You can create a barrier that surrounds a point within range of the spell. The barrier blocks any movement or damage that might occur because of the spell’s area of effect. - You can create a barrier that extends beyond the radius of the barrier. The barrier can be up to 60 feet tall. - You can cast this spell multiple times on the same creature or object. Each time you do so, you can cause the spell’s area of effect to change in some way. - You can extinguish the flames created by this spell with a simple touch. The flame spreads around corners. - You can animate one of the following new creatures within range. - Crab, frog, lizard, or frog-like creature. - Tree, shrub, or patch of wood. - Large or smaller creature. - Large or smaller creature that is carrying an extra weight. - Large or smaller creature that is holding an extra weight. - Large or smaller creature that is carrying an extra weight. - Huge or smaller beast. - Huge or smaller beast that is carrying an extra weight. - Huge or smaller beast that is carrying an extra weight. - Huge or smaller beast that is carrying an extra weight. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you affect up to eight additional creatures for each slot level above 1st.
Abjuration
Lust for Life
Touch
Concentration, up to 1 minute
You touch a creature and gain the following benefits: - You learn the following spells of your choice from the following sources. - Spell, other, or writing that can affect one of your own - Spell, other, or writing that can affect a creature - Spell, other, or writing that can affect a certain object - Spell, other, or writing that can affect a certain creature - Spell, other, or writing that can affect a certain object - Spell, other, or writing that can affect a certain object At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Evocation
Lustful grove
120
Concentration, up to 1 hour
The grove of trees and plants is a labyrinthine and forbidding labyrinth that serves as a temple to the gods. Each floor is a temple altar, each is a creature, and each space is a labyrinthine and forbidding labyrinth that serves as a temple to the gods. Each floor is a creature’s lair. Undead and constructs are excluded from the temples area. While within the temples area, you can communicate with any creature within 30 feet of the temple,
Lust Whip
30
1 Hour
You pull the moisture from the air and lay it gently on a surface within range. The surface becomes lightly dampened if you possess a simple whip or if you have a simple whip of your own. You manipulate the moisture with a simple incantation, raising it so as to make it lightly dampened. The simple whip makes a simple incantation appear as a flame or a jewel. The simple incantation can be used to manipulate any sort of magical material within 30 feet of the surface, such as wood, stone, or metal. It creates an intricate, yet harmless pattern within the material. It creates no force or effect of your choice and doesn—— and isn’t covered by an inscrutable dome. The simple whip can penetrate almost any barrier between you and the surface, but if any are set on the target, it collapses and leaves behind an indent in the ground. If a surface’s moisture level is less than or equal to the moisture level of the surface, a simple whip created by this spell fails entirely.
Evocation
Mace of Faith
Self (60-foot cone)
Concentration, up to 1 minute
You create the wind-chill spell, which summons up to three demons whose challenge rating is equal to or less than the chosen challenge rating. Roll a d4 and assign appropriate spells to each one. Each demon has 11 hit points. Each time the demon takes damage, it becomes charmed by you until the spell ends or the gloom disperses, and the charmed condition ends. The charmed condition can be obeyed by any number of creatures you described, with one exception: You might trigger it to aid in evasive work, or to protect you from certain death. On each of your turns, you can target a specific creature to be charmed by this spell. When you target that creature, you choose the creature as the target and cast the spell as normal, knowing it as a charmed creature. The charmed creature can use an action to make a Wisdom saving throw. On a success, it can use its action to make a Wisdom check against your spell save DC. On a check of 3, the creature becomes charmed by you for the first time on any turn until the spell ends. At the end of each of its turns, a creature charmed by this spell can do anything you choose, and it can repeat the saving throw using either a successful or a failure. Using a successful save to regain control of the situation again ends the spell. This spell allows you to create a temporary reduction to one creature’s challenge rating that would reduce the creature’s size by 5 for the duration. The reduction can’t provoke opportunity attacks, and it can’t create pits or other obstacles in the way of its intended activity.
Conjuration
Mace of Malice
Self
Concentration, up to 1 minute
Choose an object that you can see within range. You make a melee attack against one creature of your choice that you can see within range. On a hit, the target takes fire damage equal to your spellcasting ability modifier. On a hit, the target takes poison damage equal to 1d4 + your spellcasting ability modifier. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Mace of the Dead
60
Concentration, up to 1 minute
You attempt to stab a creature you can see within range with an illusory, harmless, glowing mace. The target must succeed on a Wisdom saving throw, or it instantly awakens. It has advantage on the saving throw if it is attacking an object, a structure, or some other visible or invisible phenomenon that would cause the mace to automatically awaken. An attacker that attacks an object, structure, or some other visible or invisible phenomenon that would cause an object, structure, or phenomenon to automatically awaken must use its action to take the attack. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, 1 minuteÃÂÃÂ
Enchantment
Mace of the Dead
60
Instantaneous
You create an invisible, mace of the undead that flies around you in a direction you choose. Choose one of the following effects if you have the mace, which you can use to target any creature within 5 feet of you. The mace flies in a straight line up to 30 feet in a direction you choose. When the mace flies, it sheds a bright light that has a range of 100 feet. The light can't illuminate objects, including undead, or it spreads out. When the light ends, the light spreads into space, and the mace flies into the air.
Transmutation
Macho Killer�60
Instantaneous
You create a razor-sharp, sharp blade that slices through flesh and bones and leaves behind it a corrosive odor that can be deafening and deafening. For the duration, your enemies are deaf and blind. Each time you take the Attack roll you make while incapacitated or unconscious, you make the same Attack roll twice. Thick and Grasping Blade. Appearing in a Small or larger nonmagical space within range, this weapon inflicts 3d6 necrotic damage on its wielder. It has a 50 percent chance to bleed if the weapon strikes an enemy that isn’t wearing armor or if the creature’s hit point maximum is less than 30 hit points. The weapon leaves behind a trail of bloody footprints that lead to your lair. When the spell ends, your weapon has a +2 bonus to attack rolls and it has disadvantage on attack rolls against creatures under your control for the duration.
Necromancy
Macho Niguel
60
Concentration, up to 1 minute
You teleport yourself to another unoccupied space on the ground that you can see within range. You can use your movement to enter or leave the suspended location, creating some sort of illusion of your presence. You can enter or leave the suspended state by passing just beyond it and immediately before entering or leaving the space you create. You must have seen the area to succeed in entering or leaving. You can exit the suspended state by triggering an uncontrolled teleportation attempt against the spell’s target. You can also use your action to enter or leave the suspended state by making a melee spell attack against its target. On a hit, the target takes 1d6 psychic damage, and you are taken into the suspended state for the duration. At the end of its turn, the target must make a Wisdom saving throw. It takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. While in the suspended state, the target can’t physically move, cast spells, and take actions. It automatically succeeds on all saving throws it makes before the spell ends, and it is immune to all damage and effects that would normally be mitigated by its suspended state. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Transmutation
Maddened Blade
1 round
You attempt to turn another creature into a hideous, spectral blade. The creature must make a Dexterity saving throw. A creature takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3.
Evocation
Maddening Aura
Self
Concentration, up to 1 minute
You reach into the mind of one creature you can see and imbue it with the power of your god’s potent emissary, manifesting your true colors. Until the spell ends, each creature with a distinguishing symbol (such as a “A” or “B”””) that bears your name is unaffected if that creature can’t be charmed, frightened, possessed, or possessed by you. Creatures immune to your divining magic, such as elves, are unable to perceive you. You learn the visual appearance of each creature in your area, which weaves through the multicolored fabric of the game. You determine the creature’s level by dividing your combat statistics among all creatures in your area. Appearing in an area of your choice that you can see, the creature is imbued with your god’s potent emissary, manifesting your true colors. You learn the visual appearance of each creature in your area, which weaves through the multicolored fabric of the game. Appearing in an area of your choice that you can see, the creature is imbued with your god’s potent emissary, apparenting your deity’s true colors. You learn the visual appearance of each creature in your area, which weaves through the multicolored fabric of the game. At any time after you use this spell to imbue a creature with your divine providence, the creature becomes aware that it has been imbued with your divine providence, and can use your action to make a Wisdom (Perception) check against your spell save DC to recognize the creature and understand its immediate surroundings. If successful, the creature recognizes you as the creature it was imbued withenjoys. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Divination
Maddening dome
70
Concentration, up to 10 minutes
You
Maddening energy
60
Concentration, up to 10 minutes
You attempt to emit a multidimensional spectral fissure that ripples in a 20-foot radius around you. Each creature in that area must make a Constitution saving throw. On a failed save, a trapped creature is engulfed in the vortex, with half the normal area for the spell knocked out. If the creature tries to swim away from the vortex, it can make a melee spell attack there. On a hit. it takes 2d6 radiant damage, and the creature must make a Dexterity saving throw. If it fails the save, it falls into the vortex, which sheds bright light in a 30-foot radius. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the fissure increases by 5 feet for each slot level above 4th
Evocation
Maddening energy field
60
Instantaneous
You create a 50-foot-radius sphere of swirling, green energy that lasts for the duration. Each creature in that area must make a Dexterity saving throw. It takes 10d 10 force damage on a failed save, or half as much damage on a successful one. The sphere is difficult terrain and is heavily obscured.
Maddening energy stroke
60
Instantaneous
You create a burst of intense, swirling energy that leaps from your hand and vanishes when you finish casting the spell. For the duration, each creature you choose within 5 feet of you must succeed on a Constitution saving throw or be pushed up to 5 feet away from you. An unwilling creature must succeed on a Constitution saving throw or become restrained by the burst for the duration. While this spell lasts, you can move up to 10 feet each way you chose. As an action, you can move a solid surface up to 30 feet in a direction you choose. If you are moving across a floor or ceiling, you can continue to move up or down as long as the burst persists. If you move across a ceiling or a section of ceiling that isn’t being worn or carried by someone else, this effect ends.
Evocation
Maddening energy surge
150
Instantaneous
You create a burst of raging energy, bursting from your target and moving toward him or her. Each creature within 10 feet of you must make a Dexterity saving throw. A creature takes 3d12 piercing damage on a failed saving throw, or half as much damage on a successful one. A creature must also make this save when it moves to attack you. On a failed save, a target has disadvantage on attack rolls and ability checks, and it can't take actions, can't take actions in combat, and is now burning bright flames. A target must make this saving throw the following morning (your choice) or at the end of the current turn (your choice). If a target fails this saving throw, it can’t take an action this turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.
Evocation
Maddening fog
120
Concentration, up to 10 minutes
You create an invisible fog that fills a 60-foot-radius sphere with fog, centered on a point you can see within 60 feet of you. Until the spell ends, fog covers the area, and fog effects appear on each affected creature. A creature with truesight in it gains that truesight.
Transmutation
Maddening Fog
150
Concentration, up to 10 minutes
Flames of Brightness spread across a 15-foot cube of fog. Each creature within range begins a new day by shedding bright light in a 15-foot cube. For the duration, each target sheds bright light in a different color. An affected creature can use its action to exhale the light in a 5-foot radius. Each creature exhaled must succeed on a Constitution saving throw or be pushed 10 feet away from the source of the light. The light is light enough to illuminate objects in its area for 1 hour. The light’s color is neutral. When a creature moves within 1 mile of a source of the light in order to affect it, the creature must succeed on a Dexterity saving throw or become blinded for 1 minute. The light’s brightness and dimness make it difficult for other creatures to see through the light. When the light casts this spell, a 60-foot-radius circle of bright light appears in the shape of a torch around which the light shines. This light can illuminate any area of fog, solid or gas filled with air, that is 10 feet square or 10 feet deep. Each 5-foot-square corner of the circle—called the fog’s perimeter—is full of fog and attracts creatures of your choice that the spell creates in the area, such as beasts or demons. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the dim light spreads to 15 additional feet for each slot level above the 5th.
Evocation
Maddening fog
150
Instantaneous or 1 hour (see below)
You conjure up a fog-like mist that spreads out from a point you can see within range and ends within an area. The area can’t be more than 10 feet wide or more than 30 feet tall. The fog covers a 5-foot-square—less area grants an area around it a radius of up to 60 feet. A creature that starts its turn in the area is blinded, has 3d8 poison damage, and has disadvantage on attack rolls and ability checks. The fog spreads around corners. The area can be destroyed, its area filled, and its area filled-in by other means. If the area is full, a cloud of freezing vapors appears in the nearest unoccupied space behind it. When the vapors appear, each creature within its area must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. A creature that fails the save takes 2d6 cold damage. When a creature successfully saves throws the vapors form into a cloud, each creature within its area must make a Dexterity saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature that successfully saves fails its next turn.
Evocation
Maddening Force
120
Concentration, up to 1 minute
You create a ringing, piercing scream that originates within range. The spell has a range of 100 feet and can’t reduce damage dealt by less than 50 percent of the spell’s range. On a failed save, the target takes 1d4 necrotic damage, and it can’t take actions this turn. The sound continues to emanate from you, and you gain a flying speed of 60 feet for the duration.
Necromancy
Maddening Force
Self
1 hour
You create a force field extending from an occupied space. Choose one of the following effects: • You create a burst of deafening sound at the same spot as a creature, and the sound can be heard up to 10 miles away. The sound can also be heard through walls, opening doors, and windows, as well as through loose trees. The force field is nearly invisible and can reach up to 10 feet in all directions. For the duration of the spell, nearby creatures that are wearing dark clothing or carrying no more than four light objects are unaffected by the spell. The spell, as well as your surroundings and any creatures that are within it, are unaffected by the force field.
Transmutation
Maddening Force
Touch
10 Days
You create a force field that extends down to 20 feet in a direction you choose. The field is composed of a single large, strong force. The force is strong enough to cause a creature in the field to jump and otherwise harm it. It is difficult terrain and is difficult to move around. At the end of each of its turns, the force field can be summoned by a ranged spell or a ranged weapon attack. When the force field is summoned, the target must succeed on a Constitution saving throw or be pushed 10 feet away from the area of effect. The force fields can be summoned by any number of willing creatures, though they can only be summoned once per turn. The force fields can be destroyed by ranged weapons or magic attacks, as long as the force fields are destroyed.
Conjuration
Maddening Furnace
60
Concentration, up to 1 hour
You create a large, swirling, 10-foot-high (30 m) maddening, maddening furnace that churns matter in a 40-foot cube. Each creature in the cube must make a Constitution saving throw. On a failed save, the cube is turned upside down until the spell ends, then it explodes. Each creature that ends its turn in the cube must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the cube, but any creature or object that isn’t within 100 feet of the cube takes fire damage equal to the damage type chosen for its size. The flames last for the duration. A creature’s speed is reduced by 20 feet for the first time turn.
Evocation
Maddening Furnace
60
Instantaneous
You utter a shriek of terrible horror in a location that you can see within range. That spot is a prime location for the dreaded maddening Furnace. It is a place with a cacophony of shrieks and screams, and it can’t be missed. For the duration, each creature within 30 feet of the Furnace that is on the move must make a Constitution saving throw. On a failed save, the target takes 1d6 necrotic damage, and it has disadvantage on the next attack roll it makes before the end of its next turn. The Furnace’s scream has no audible component. While the target is affected by this spell, it has disadvantage on attack rolls that are psychic or psychic related.
Conjuration
Maddening Hunger
Self (10-foot radius)
Concentration, up to 1 minute
A creature you choose within 10 feet of you or within range of a spell of 8th level or higher ends its turn by succeeding on a Strength (Athletics) or Dexterity (Int) check. On a success, the creature’s Hunger ends.
Divination
Maddening light
10
Up to 10 minutes
Your body ignites a dazzling array of tiny lights within reach. Choose one of the following effects with a 50-foot radius. Effect Duration: 1 minute
Illusion
Maddening light
120
Concentration, up to 10 minutes
Light radiate from you in a 60-foot radius. Each creature within range must make a Dexterity saving throw. A creature takes 4d8 dim light damage on a failed save, or half as much damage on a successful one. At the end of each 1-foot-square on-hit or undercut saving throw, it makes another failed save.
Evocation
Maddening light
120
Concentration, up to 1 hour
A beam of light streaks toward a creature within range, causing it to erupt into a raging radiance that lasts for the duration. Each target that starts its turn in the area takes 1d10 fire damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Maddening light
120
Concentration, up to 1 minute
Lightning springs from your fingertips to strike up to five creatures of your choice within range. They take 4d6 lightning damage, and each creature in a 5-foot-radius sphere centered on each target must make a Dexterity saving throw. On a failed save, a target takes 3d6 lightning damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, a save against this spell's damage type and succeeding one consumes the spell. A creature takes half as much damage on a failed save and half as much damage on a successful one. At Higher Levels. When
Maddening light
150
Instantaneous
A beam of light streaks toward a creature of your choice that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss. the target takes 4d6 bludgeoning damage at the start of your next turn. The spell ends if you drop to 0 hit points.
Evocation
Maddening light
150
Instantaneous
A range of dim light springs from your fingers. Each creature within range must make a Constitution saving throw. A target takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is blinded and deafened for 1 minute. At the end of each 1-minute rest, a creature is immune to the damage and is blinded until the end of that creature’s next turn.
Transmutation
Maddening light
Touch
Instantaneous or 1 hour (see below)
You touch one creature and imbue it with power that can extend to rival that of a magic weapon. The target sheds dim light in a 20-foot radius and dim light for an additional 20 feet. This spell has no effect on undead or constructs. The target’s speed is halved, and its hit point maximum is halved. If the target is under the effects of the effects of another spell, that spell, or a spell that targets it directly, the target takes no damage from that effect.
Necromancy
Maddening pain
120
Instantaneous
A pulse of pain shoots forth from you. Each creature in a 5-foot-radius sphere centered on you within range must make a Constitution saving throw. A creature takes 10d6 piercing damage on a failed save, or half as much damage on a successful one. The pain radiates from you in a 30-foot radius, spreading throughout the area. Each time a creature enters the pain’s space within the area that you are within 5 feet of the space, that creature must make a Constitution saving throw. On a failed save, the creature takes 10d6 piercing damage, or half as much damage on a successful save.
Conjuration
Maddening pain
30
Concentration, up to 1 minute
You create a terrifying pain in the ground in a 10—foot radius. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 piercing damage and is paralyzed for the duration. At the end of each of its turns, a paralyzed creature can make a Constitution saving throw. On a success, the creature takes half as much damage and is no longer paralyzed. A restrained creature can use its action to make a Strength (Athletics) check against your spell save DC to fly away.
Conjuration
Maddening pain
60
Concentration, up to 1 minute
You call out to the spirits of death in an extradimensional space that you can see within range. The spirits appear in unoccupied spaces that you can see within range. A creature that can see red or green lights in the space it occupies must make a Wisdom saving throw. On a failed save, the creature is transported to the other side of the barrier, where it can’t return fire to the creature or take any actions that would allow it to do so. The spirits have no natural barriers between them and neither can they repair damage to them. While this spell lasts, the creatures that can’t be bound by the spell are incapable of attacking the extradimensional entities. The spirits appear in all weathers and times appear on their faces that they appear to be in the worst possible condition for maximum effect. A creature bound by this spell is blinded and deafened in some circumstances and is compelled to move to the nearest safe house.
Conjuration
Maddening pain
60
Instantaneous
You call forth an elemental force that shapes the air in a 60-foot cube within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 piercing damage and is knocked prone. An unarmed creature takes half as much damage and is knocked prone only when it uses its reaction. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Conjuration
Maddening pain
Touch
8 Hours
For the duration, the target of this spell, blinded by this spell, has deafened skin for the first 20 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is the same as for the target spell slot.
Illusion
Maddening radiance
120
Concentration, up to 10 minutes
You create a dim, bright, and luminous lightness that lasts for the duration. The lightness is visible only to creatures of your choice within 30 feet of you. The spell ends if you cast it again or if you cast it again protected by an object. The lightness can’t cause flame or acid to escape from a range or attack, and even there the light can’t reach the attacker or the creature it can’t reach, so it can’t enter the creature’s mind or cause the damage it does.
Evocation
Maddening radiance
120
Concentration, up to 1 hour
You cause an aura of radiance to form at your feet. The aura spreads around corners. It lasts until the spell ends. If you cast this spell multiple times, you can have no more than one part of its duration spent attacking a spell target. When the aura appears, each creature you choose within 60 feet of it must make a Wisdom saving throw. On a failed save, a creature takes 10d6 piercing damage. On a successful save, a creature takes half as much damage. A creature takes half twice as much damage when it starts its turn in this aura. When a creature takes damage, it can make a Constitution saving throw. On a successful save, the creature takes half damage, and the spell ends. On your turn, a creature with truesight and greater invisibility can’t be affected by the spell, though it can still perceive in the aura. This spell can’t activate if you or your companions are attacked by a celestial, an elemental, or a fey.
Abjuration
Maddening radiance
120
Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must succeed on a Strength saving throw or become blinded until the spell ends. The spell ends if you use your action to do so. On a successful save, the target is blinded until the spell ends.
Necromancy
Maddening radiance
120
Concentration, up to 1 minute
You conjure up a spectral creature that you can see within range. The spectral creature must succeed on a Wisdom saving throw or become blinded until the spell ends. The spectral creature is friendly to you and your companions for the duration. It is covered by fine clothes, though it has a bluish-green skin and a pointed foot. The spectral creature has resistance to nonmagical damage, and it has resistance to poison. The spectral creature has resistance to all damage except psychic damage. Physical contact with the creature causes it to become deafened for 1 minute. The creature can’t be targeted by any form of antimagic field.
Conjuration
Maddening radiance
60
1 minute
A radiance springs from a point of your choice that you can see within range. Creatures in a 20-foot radius sphere centered on that point are blinded and deafened in the area. Each target must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Illusion
Maddening radiance
60
Concentration, up to 10 minutes
The first time you have attacked with this spell before the spell ends, you can use your action to move the target 30 feet toward the center of the fissure. If the target moves toward the center of the fissure, it can make a Wisdom saving throw. On a successful save, the spell ends for that target.
Evocation
Maddening radiance
60
Concentration, up to 10 minutes
You conjure a radiance that spreads out from a point you choose within range. The radiance lasts for the duration, and it spreads to new locations you choose within range. This radiance damages whatever remains of a creature it strikes. It creates noxious vapors, and light radions leap from all directions toward the target. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage. The spell ends if you’re holding the item(s).
Evocation
Maddening radiance
Self (60-foot line)
Concentration, up to 1 minute
The line of radiance that forms around a point of your choice within range begins to fill a 60-foot-radius sphere with a blue light and moves up to 30 feet in a straight line from there until the spell ends. The glowing line lasts for the duration. When the spell ends, the light causes the sphere to burst, leaving behind a 30-foot-radius sphere that is heavily obscured. The sphere is a solid, opaque object that can be destroyed. When the sphere reaches 0 feet in diameter, it spreads out to 25 feet away from the location where you cast this spell. If the sphere is moved more than 25 feet from where you cast it, the area is heavily obscured. Any creature or object that is within the sphere (including you) takes 5d4 radiant damage, and its speed is reduced by 5 feet until the spell ends. If the sphere is destroyed or the spell ends, any living creatures or objects within it have disadvantage on the attack rolls of the attack.
Abjuration
Maddening Smite
60
Instantaneous
You choose a creature you can see within range. The target takes 1d8 necrotic damage, and the target must succeed on a Constitution saving throw or be blinded until the spell ends. If the target is under the effects of a spell, it can use an action to dismiss it, ending the effect on itself on a success. The target regains all of its hit points when it drops to 0 hit points. If the target drops to 0 hit points, it suffers no effect at all from being affected by spells and other effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Illusion
Maddening Smite
Self
Concentration, up to 1 minute
You charge at a creature you can see within range and project a maddening array of bolts of energy that deal an extra 1d4 necrotic damage to it of their choice that lasts for the spell’s duration. The target must make a Constitution saving throw. On a failed save, it takes 2d4 slashing damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. The spell ends if you are incapacitated or can’t see the target. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Conjuration
Maddening Sphere
300
Concentration, up to 1 minute
You create a 20 foot-radius sphere of swirling energy that lasts for the spell’s duration. When the sphere appears, each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 1d6 thunder damage and is pushed 10 feet away from the center of the sphere. On a successful save, a creature takes half as much damage and is pushed 10 feet away from the center of the sphere. A creature that fails its save against this effect is pushed 10 feet away from the sphere. For the duration, a creature can move across the sphere to reach a different location or to another object. The sphere dissipates when it drops to 0 hit points or when the spell ends. The sphere can’t be dispelled by magic. The sphere also disappears when the spell ends. A creature or object created by this spell’s movement or properties is restrained in the sphere. While the restrained creature is in the sphere, the creature must make a Dexterity saving throw. On a failed save, the creature is pushed 10 feet away from the sphere. At the end of each of its turns, the restrained creature can make a Constitution saving throw. If it succeeds, the creature is restrained for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 1d6 for each slot level above 4th.
Necromancy
Maddening Touch
Self
1 Hour
You touch a willing creature. The target assumes the form of a creature for the duration. At the start of each of its turns as a bonus action, you can move the target up to 10 feet in a straight line. If it moves more than 10 feet in a straight line, that line moves with it. At the end of each of its turns, the target gains the ability to move its head to face a creature it can see within 5 miles of it.
Conjuration
Maddening wind
120
Instantaneous
You create a 20-foot-radius sphere of swirling wind centered on a point you choose within range. The
Maddening wind
60
Instantaneous
You weave your way through the crowd, slowly but surely blocking incoming attacks. Choose a creature that you can see within range. That creature must succeed on a Strength saving throw or take 6d10 piercing damage, and it takes 2d10 bludgeoning damage and 2d10 psychic damage on a failed save, or half as much damage on a successful one.
Evocation
Maelk's Hope
Touch
Concentration, up to 1 minute
You gain the ability to see through the eyes of creatures you can see within range. You can see through one creature’s eyes, or you can see through an object within range. You don’t have to be within 100 feet of a target to see through the creature’s eyes.
Transmutation
Maelstrom (15-foot radius)
Instantaneous
A swirling mass of 6 feet-foot-deep water spreads around 15 miles per hour over a 30-mile radius centered on a point you choose within range. The area is heavily obscured. Each creature in the area, other than the creatures that make the casting, must make a Dexterity saving throw. On a failed save, a creature takes 10d6 cold damage, or half as much damage on a successful save. The area of effect includes all water and solid surfaces, such as dry land, that aren’t covered by earth.
Evocation
Maelstrom (30)
Instantaneous
A swirling mass of 5-foot-deep water appears in a 30-foot-radius sphere centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain. Any creature that starts its turn in the area and is already on the ground must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
Evocation
Maelstromal Force
Touch
Concentration, up to 1 minute
You create a burst of intense force that erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage and isn’t pushed. A creature is restrained while in the area. If you cast this spell multiple times, you can have at least one additional effect active at a time. For example, if you cast this spell on a creature that takes fire damage, it can take 1d8 fire damage from the initial effect, and 2d8 fire damage from the second.
Evocation
Maelstromalleuth
60
Instantaneous
You cause up to three pieces of silver to wreathe your face in an aura. Each piece of silver has AC 10 hit points and a Strength score of 5, and it has a AC 20 hit point maximum. The aura lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create two additional constructs for each slot level above 6th. A construct must be present to cast the spell. The additional constructs can be any construct in the game (such as a horse or cart driver), up to Medium, and up to Huge. You decide how many additional constructs you create. You might create two more constructs for each slot level above 5th.
Divination
Maelstrom Burst
150
Instantaneous
A bubble appears at a point you can see within range and then dissipates at one creature or object of your choice that you can see within range. The bubble spreads around corners, and its area is heavily obscured. A creature or object that is moved through the bubble is trapped in it. One creature or object can't pass through the bubble. A creature or object can't be damaged by being pushed or shoved by a creature or object inside or outside the bubble.
Evocation
Maelstrom deflection
120
Concentration, up to 1 minute
A mass of 5-footradius, 30-foot-tall whirlpools springs into existence beneath a celestial body, centered on an unoccupied space you choose that you can see within range. The whirlpools create a wide trench that rises upward from the ground to a height of 100 feet. Each creature that starts its turn in the trench 1 foot higher than the trench needs not make a Constitution saving throw. On a failed save, it takes 3d4 bludgeoning damage and is caught in the trench until the spell ends. The sudden entrance creates a 20-foot cube of vortexes on both ends of the creature and creates these vortexes for each turn it takes rest. The vortexes last for 1 hour, after which time they dissipate into smoke if cleared out. Each one affects both the creature and the vortexes. Each creature in the air created by the vortexes has advantage on Strength (Athletics), Dexterity (Wis), and Wisdom (Survival) checks made to pass.
Evocation
Maelstrom earthqu120
Instantaneous
You create a swirling, blackly whittling air in a 60-foot cone centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The creature takes 25 bludgeoning damage on a successful save, and it is stunned for 1 minute. After being stunned for 1 minute, it makes another saving throw. If it fails the saving throw, it reverts to its original location and can’t be moved again until its next turn.
Abjuration
Maelstrom Flood
120
Instantaneous
A flood of water appears in a 15-foot cube centered on a point you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 10d4 bludgeoning damage and is submerged for 10 min. A creature takes a left turn in the water. A creature is trapped in the flood if it reverts to its original plane of existence.
Evocation
Maelstrom Flow
Sight
Concentration, up to 1 minute
A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on the ground, in a open area, or in a region with limited natural or mangan or mineral resources. The water doesn’t have to be wide or difficult to see; it can be anywhere on the ground or in the air. The water remains for the spell’s duration. Any creature in the area when the spell is cast is pushed to one side of the area to remain in the water. The water remains for the duration of the spell. A creature must succeed on a Dexterity saving throw or fall in the water. If they do so, they are ejected from the area into the nearest unoccupied space of their choice, and the spell ends on that creature. A creature that dons this spell becomes charmed even if it isn’t full charmed by it.
Evocation
Maelstrom of Asphodels
120
Concentration, up to 1 minute
A swirling mass of 5-foot deep water appears and swirls in an unoccupied space of your choice that you can see within range. The mass appears at a point within range and disappears within 10 feet of that point. The mass is inert and unaffected by damage or effects that leave it. It disappears when no more than 10 creatures or objects are within it. A creature or an object that is moved by the mass is affected as if it were moving only a finger.
Evocation
Maelstrom of Force
120
Concentration, up to 10 minutes
A surge of magical force erupts from a point you choose within range. The point can be a point you choose within range, a small area, up to 100 feet on a side, or a vertical line up to 30 feet on each side. The point can be a point or a mass of floating water. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. The shockwave is brief. The point can be returned to you up to 10 minutes later if you are fighting it or if you cast this spell again.
Conjuration
Maelstrom of Force
120
Concentration, up to 10 minutes
A swirling mass of 6-foot-high, vertical tentacles appears in your space and moves with you for the duration. The area is 10 feet squares and fills 5 cubic feet of its area’s area. A creature in the area when you cast the spell must succeed on a Strength saving throw or be affected by the tentacles for its entire duration. A creature is affected by any means it chooses, but it must succeed on a Constitution saving throw or become restrained by the tentacles until the spell ends. When a creature starts to become restrained by the tentacles, the creature is pulled away from you and must make a Dexterity saving throw. A creature restrained by the tentacles makes this roll a new Wisdom saving throw each time it ends its turn here or at the DM’s discretion. A creature can take its action and make a Constitution saving throw at the end of each of its turns. On a successful save, it is no longer restrained by the tentacles. A restrained creature can use an action to make a Strength or Dexterity check (its choice) against your spell save DC. If successful, it is freed from the tentacles and can move freely around the area. The area is wide enough for at least three dozen Medium creatures and up to six Medium creatures and one Huge or smaller creature or creature pair.
Transmutation
Maelstrom of Force
120
Concentration, up to 1 minute
You conjure up a mass of invisible, swirling, churning, or otherwise repulsing force, originating from a different plane of existence. Each creature in a 10-footradius sphere centered on a point you choose within range must succeed on a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The force twists, twists, and otherwise sucks up objects in the area, and any that fail doesn’t take any damage, and it might leave the area. The sphere then vanishes. Any object that fails this saving throw must be severed from its body or it vanishes in a puff of black smoke. A creature takes 20d6 psychic damage on a failed save, or half as much damage on a successful one. When a creature ends its turn in the sphere, it can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Conjuration
Maelstrom of Force
120
Concentration, up to 1 minute
You create a burst of frictions that prevents or slows a creature of your choice that you can see within range. A creature takes 4d8 + 4 bludgeoning damage on a failed save, or half as much damage on a successful one. For the duration, a creature has disadvantage on attack rolls against targets other than you. A creature must succeed on a Constitution saving throw or become restrained in the burst. When a creature starts its turn restrained by the burst, the creature takes 4d8 force damage, or the reduction to 3d8. When the creature finishes its turn restrained by the burst, the creature takes 4d8 force damage, or half as much damage on a successful save. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the burst and is hurled 3d6+4 at a 60-footradius. 10-foot-high pillars of water rise from the ground in bunches around you. These pillars are made of tough, transparent stone, and they have AC 20 and 30 hit points. If damaged, a pillar falls flat on its surface, dealing 3d4 force damage to the creature and forming the wall. The creature remains there until the start of your next turn, when the wall deals an extra 3d4 force damage to the creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlO for each slot level above 1st.
Conjuration
Maelstrom of Force
120
Instantaneous
A swirling mass of force springs into existence around you, centered on a point you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is restrained and takes 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Conjuration
Maelstrom of Force
120
Instantaneous
You conjure up a swirling mass of invisible, misty clouds on the ground in a 10-foot radius centered on a point within range. Each cloud bears a different symbol, symbol of an area within range, and a vague, uncertain message about what lies ahead. Each cloud is 20 feet long and 5 feet wide, and has a AC of 10 and 30 hit points per 10-foot radius. The cloudes last for 1 minute or until a strong wind disperses the cloud masses. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is Concentration, up to 10 minutes. When you use an action on a new target’s size in this spell’s scale, choose one of the following options: cloud’s diameter ”size ”size ”growth size ”growth ”size ”level ”level ”2 hours ”level ”1 day ”level ”1 hour ”level ”1 hour”enchantment ”8 hours
Abjuration
Maelstrom of Force
150
Concentration, up to 1 minute
This spell creates a boom of force that ignites a 5-foot-square sphere of swirling force in a 20—foot-radius sphere centered on a point you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere is a hollow cylinder with a diameter of 5 feet on each side. A creature that enters the sphere for the first time on a turn or ends its turn there must make a Strength saving throw or be engulfed in swirling force. The sphere remains for the spell’s duration. A creature that enters the sphere for the first time on a turn starts its turn there engulfed in swirling force. The sphere remains for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Maelstrom of Force
150
Concentration, up to 1 minute
You conjure up a 5-foot cube of energy that you can see centered on a point within range. The cube is large enough to encompass solid earth, fire, or stone. Each creature in the cube must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage, or half as much damage on a successful one. The cube is heavily infested with magic. On each of your turns, you can use your action to create a line of strong wind extending from the bottom of the cube across a space of your choice that you can see within 30 feet of where you cast this spell. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell with a 9th-level spell slot, you can animate two additional cubes for each slot level above 9th.
Evocation
Maelstrom of Force
30
1 minute
You create a 60-foot-radius area of swirling force centered on a point you can see within range. You can use your action to cause any object or object touching the area to become restrained until the spell ends. A creature restrained by this effect must make a Constitution saving throw. On a failed save, a restrained object or object becomes trapped and cannot move. A restrained object or object is no longer restrained by this spell.
Transmutation
Maelstrom of Force
30
Instantaneous
A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you choose within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
Evocation
Maelstrom of Force
30
Instantaneous
A wave of force and force, originating somewhere, erupts from your left hand. Each creature other than you in a 30-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 2d10 force damage on a failed save, or half as much damage on a successful one. A creature can repeat the saving throw for each area within 5 feet of the point must repeat the move again if the effect persists. As a bonus action, you can move the area up to 30 feet in a straight line, stopping short of pushing it. If you moved the area more than once, each creature other than the starting creature must make a Dexterity saving throw. A creature takes 4d10 force damage on a failed save, or half as much damage on a successful one. A Large or larger creature that can see the area assumes a sphere of swirling force centered on that point. Each creature other than you in a 30-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d10 force damage on a failed save, or half as much damage on a successful one. A creature can repeat the saving throw for each area within 5 feet of the point must repeat the move again if the effect persists. As a bonus action, you can move the area up to 30 feet in a straight line, stopping short of pushing it.
Conjuration
Maelstrom of Force
60
Instantaneous
You create a force field that extends from the top of your
Maelstrom of Force
60
Instantaneous
You unleash a wave of swirling force in a 10-foot radius at a point you can see within range. Each creature in that area must make a Dexterity saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. On a failed save, a creature takes half as much damage and has advantage on any other saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration
Maelstrom of Force
Self (10-foot radius)
Concentration, up to 1 minute
You create an aura of force and then create a vortex of force within range. The aura emanates from you and is visible to creatures within 5 feet of you. The aura lasts for the duration, and each creature in the aura's area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 force damage and must use its action to switch places with the aura. The change lasts for the duration, and the creature must choose an action in its movement on each of its turns. Its action takes you an action. It can use an action to dismiss the change. If it doesn’t use its action when it takes any damage, it must immediately switch places with the new form. A creature who fails its save against this change has its speed halved until the start of your next turn, or until you dismiss the change.
Conjuration
Maelstrom of Force
Self (10-foot radius)
Instantaneous
A wave of force field extends out from you in a 20-foot radius and moves with you, remaining centered on you and reaching for a spot you can see. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
Conjuration
Maelstrom of Force
Self
Concentration, up to 10 minutes
A wave of force springs into existence in a 30-foot-radius sphere centered on a point of your choice within range. The point of the wave is a point of no return. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The wave then crashes to the ground in a 30-foot-radius sphere centered on that point. A creature or object in the area that is within the wave’s area can make a Strength or Dexterity check against the spell’s saving throw DC. On a failed save, the creature is pushed 10 feet away from the center of the sphere, and the creature is pushed 15 feet away from the center of the sphere from any other creature.
Transmutation
Maelstrom of Force
Self
Concentration, up to 1 minute
A mass of swirling force springs into being at a point you choose within range. The point of the force is to expand and expand as you direct. The movement is brief and can't leave a body part for long. At the start of each of your turns, the spell reveals the location of a 20-foot cube of swirling force around a point you choose within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation
Maelstrom of Transmutation
5
Instantaneous
A mass of strong force springs into being around you. The force disperses into different places of your choice, such as within a structure, as a sphere, or as a portal. The force is strong enough to create a 12-foot-radius., 20-foot-tall cylinder centered on a point you choose within range. This cylinder is large enough to contain magic items. Until the spell ends, you can use your action to create a beam of force 10 feet long, 10 feet tall, or 2 feet wide. The beam can be as large as or smaller than this blast. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 force damage on a failed save, or half as much damage on a successful one. The spell ends if you use your action to dismiss it.
Evocation
Maelstrom surge
120
Instantaneous
A mass of roaring air springs into existence around you. Each creature within range: a creature that isn’t within 500 feet of you or that can’t see you must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The air then thickens into a heavily obscured area, with each foot trail facilitating no movement. A creature must make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
Conjuration
Maelstrom swarm
10
Instantaneous
A wave of chaotic energy ripples forth from your hand, mimicking the movement of your hand. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails the save against this effect has its speed halved, and it must make a Constitution saving throw at the end of each of its turns. A creature killed by this effect is knocked prone.
Evocation
Maelstrom swarm
10
Instantaneous
A wave of churning air disperses creatures and energy, and shimmering green light streaks from one creature to the left and right of the creature. The creature remains in mid-air and can breathe normally. A creature with truesight can see through this cloud and cansee through it.
Evocation
Maelstrom swarm
120
Concentration, up to 1 minute
A swirling mass of 10 to 20 feet long, silvery-white clouds appears in the center of your current space. They float in the air and orbit you for the duration. Any creature or object in the cloud remains suspended in midair. A creature or object that is not hovering can make a Dexterity saving throw. On a success, it can hover and remain suspended in midair. A creature or object that is suspended in midair can make a successful Strength or Dexterity check with Strength using its action to determine whether it is able to move. If it can move, the creature or object is no longer suspended in midair. A creature or object that is suspended in midair can make a Dexterity check with Strength using its action, and the creature or object is no longer suspended in midair. This spell has no effect on undead or constructs.
Conjuration
Maelstrom swarm
150
Instantaneous
A swirling mass of 7-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The area is heavily obscured. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved, and it can’t take reactions.
Evocation
Maelstrom swarm
60
Concentration, up to 1 minute
A swarm of frigid gasps of elemental force springs into existence around a point you can see within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The swarm appears in a spot you choose within range and lasts for the duration. If you cast this spell while you are on a plane or a different land than the one you are on, the swarm appears there only when you use your action to move it to a location other than where it appears. If you create a specific area within the swarm, such as at the start of your next turn, you can issue this command only to the swarm: Choose a point you can see within range. If a point is cast into an object or a place’s alchemical properties”s, arcane properties”s, or magical properties”s (for a description), this spell creates an object or a place there that is in need of its restoration. Choose one or more of the following effects when you cast this spell. The effect can be removed by concentrating on your spell slot, or you can make your choice at the end of each of your turns. You can create one additional place you can see within 60 feet of you for each slot level above 7th.
Transmutation
Maelstrom Swarm
60
Instantaneous
A swirling mass of 5-footwide swirling, 40-foot-long strands of energy erupts from your pointing finger. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage and 3d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of strands in the area increases by two for each slot level above Ist.
Conjuration
Maelstrom swarm
60
up to 10 minutes
A swirling mass of 5-foot tall, churning, watery-white water appears in a 20-foot-radius sphere centered on a point you choose within range. The area can contain up to 10 creatures. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Creatures that aren’t knocked prone are immune to this effect. A creature that is knocked prone and starts its turn proneing doesn’t take actions and isn’t stunned, frightened, paralyzed, or deafened by the spell.
Evocation
Maelstrom Wind
250
Concentration, up to 1 minute
A string of spinning, 40-foot-long beams of whirling air flows from your pointing finger to a point you choose within range. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d12 bludgeoning damage and falls prone if it can move beyond the sphere. Additionally, a strong wind (at least 10 miles per hour) blows around the area, dealing 2d12 bludgeoning damage to the creature or object inside. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d12 for each slot level above 2nd.
Conjuration
Maelstr Up
30
Instantaneous
By casting arcane spell, you cause up to three constructs to become animated for the duration. Each creature that starts its turn in the animating animation has advantage on attack rolls against any creature of the chosen size or size, and the animating animate object’s speed decreases by an amount equal to the base animating speed of the animated creature for each slot of your minist power. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the animating creatures lose the benefit of any special abilities, spells, or other effects created by the spell. They gain the ability to do nothing more than perform simple tasks such as standing up or removing a covering, stowing or folding a book, pouring milk or preparing baked goods, folding a blanket, laying down a blanket, lighting a fire, pouring a blanket over a foe, pouring a potion over a friend, pouring wine over
Mage Arcane
Touch
Instantaneous
You touch a nonmagical beast within range and animate it as you wish, provided that you have the Fey transmutation already prepared. The beast has the bane of its existence, and if it has any remaining life, it returns to its mother’s plane, becoming a mindless fiend. The beast is thus impossible to control. The DM might rule that the beast is an aberration and that any reduction to its statistics would affect its statistics. In addition, if the beast is a celestial, fey, fiend (a creature that animates or was a creature in an animated or fey form), or a fiend (a creature that merged into a fiend or was a fiend in an bonded form), the DM might rule that such reduction would reduce the beast’s hit points by 30 for 10 minutes, instead of the normal 30. The change can apply to any level of the beast that you know.
Divination
Mage Armor +10
8 Hours
You touch a willing creature who is familiar to you. You create one of the following effects within range: • You create an instantaneous, harmless sensory effect that predicts where the target is going within 1 hour of arriving at a location where it is located. • You instantaneously light or snuff out a candle within range, a small campfire in a corner, or a small campfire on the ground. • You instantaneously clean or soil an object within range, a soil stump in a space with a yield of 10 pounds or less, or a piece of nonmagical nonliving material in a small bin. • You chill, warm, or flavor up to 20 gallons of nonliving material in a 30-foot cube within range. The spell ends if you cast it again or if you dismiss it as an action. • You create a harmless sensory effect, such as a light sabertail, that predicts where the target is going within 1 hour of arriving at a location where it is located. The spell ends if you cast it again or if you dismiss it as an action. If you cast it again, the non-magical object in its area is no longer on the target’s immediate vicinity and is instead replaced by something entirely different. The magic item then disappears.
Transmutation
Mage Armor and Blade
Touch
1 Hour
You touch a creature and imbue it with the power to assume the protective qualities of any kind it wishes. The target’s base AC becomes 1 + your Dexterity modifier. The spell’s damage increases by 1d10 when you reach
Mage Armor (CL 5th)
Touch
Instantaneous
You touch a willing creature and imbue it with the power to assume the form of a muggle. The muggle becomes a magical creature with advantage. The muggle has 30 hit points. It gains the following benefits: • You gain the following benefits: • You can’t use a weapon or a spell’s bonus action to gain the benefit of any other effect • You have resistance to fire damage and lightning damage. • You have resistance to cold damage. • You have resistance to fire damage and lightning damage. • You can’t use a weapon action to mentally control a target you can see within range. • You can target up to 1 willing creature for the first time on a turn or turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases for each slot level above 1st.
Transmutation
Mage Armor Offering (CL 10th)
Self
Concentration, up to 1 minute
You create a magical mace that grants you magical resistance to one damage type of your choice that you can see within range. You retain your normal resistance to that type of damage until the spell ends. If you or any of your companions is blinded, this spell ends for you and any creature on it.
Abjuration
Mage Armor Offering (CL 9th)
Touch
Concentration, up to 1 minute
You touch one willing creature that you can see within range. You cause it to gain the following benefits: • You gain the following benefits: • You have resistance to cold damage. • You have resistance to fire damage. • You have resistance to cold damage. • You can target up to 1 willing creature for the first time on a turn or turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1 for each slot level above 1st.
Transmutation
Mage Aura
Self
Concentration, up to 1 hour
You create an aura of magical power in the form of a specific aura. The aura lasts for the duration. When you cast this spell, you can designate one of the following effects: • Aura of Maiming. The aura spreads out throughout the target’s body and moves with it, creating a 15-foot diameter circle centered on that point. The circle must be at least 30 feet (10 meters) long and 5 feet (2 meters) wide. • Aura of Eros. The aura spreads out throughout the target’s body and moves with it, creating a 30-foot diameter circle centered on that point. The circle must be at least 30 feet (10 meters) long and 5 feet (2 meters) wide. • Aura of Erupting. The aura spreads out throughout the target’s body and moves with it, creating a 30-foot diameter circle centered on that point. The circle must be at least 30 feet (10 meters) long and 5 feet (2 meters) wide. • Aura of Disintegration. The aura spreads out throughout the target’s body and moves with it, creating a 30-foot diameter circle centered on that point. The circle must be at least 30 feet (10 meters) long and 5 feet (2 meters) wide. At the start of each of your turns, you can designate a different Aura that you have in your spellbook. If you don’t designate a different Aura, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, the duration is concentration, up to 24 hours.
Transmutation
Mage Aura
Self
Concentration, up to 1 minute
You evoke an invisible, magical beast within range that lasts for the duration. The beast appears in an unoccupied space that you can see within range. The beast disappears when it drops to 0 hit points or when the spell ends. The beast is invisible and has a false ID. Each time it takes damage, it must succeed on a Intelligence saving throw or be charmed by you for the duration. If you or creature interaction with the beast causes it to become frightened, the spell ends.
Divination
Mage Aura
Touch
Concentration, up to 1 hour
You touch a willing creature. For the duration of the spell, the target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Abjuration
Magebane (lightning)
Transmutation
Mage Beast
30
Instantaneous
You summon an unguarded beast, a beast that obeys your
Mage Beast
60
Instantaneous
You call forth the spirits of the dead to aid you in your quest. Choose one of the following options for how long you might be willing to stay in the game: dead, undead, or otherwise. The spirits of the dead can be summoned by other characters, but they can't be summoned by any other spell or other means. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional target for each slot level above 4th.
Evocation
Mage Beast
60
Instantaneous
You summon a beast that is hostile to you and that can be either friendly or hostile toward you for the duration. If the beast has a friendly soul, it can’t be hostile toward you. The beast can’t attack or otherwise benefit from magic, magic-enforced curses, or the like. Until the spell ends, it takes 10d10 radiant or necrotic damage on a failed save, or half as much damage on a successful one. It can’t cast spells or wield weapons. The beast’s statistics remain the same as normal, except for its coloration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. When you target one more creature for the first time on a turn, you can use an action to cause the creature to make a Wisdom saving throw a number of times equal to 2 + your spellcasting ability modifier. On a successful save, the spell ends. The beast can’t be charmed, frightened, or otherwise affected by spells, magical or otherwise.
Divination
Mage Beast
Self
Concentration, up to 1 minute
You call down the roar of a beast beast and summon it to aid you in battle. The beast obeys your commands and can move up to 30 feet in every direction. The beast can be a hostile beast, a humanoid, or a beast of your choice that isn't hostile to you. The beast obeys your commands and can move up to 30 feet in every direction. Any time you touch the beast, it sheds bright light in a 20-foot radius and sheds bright light for an additional 10 feet. The beast sheds bright light for the duration, and if it has a speed of 10 feet or less, the light sheds light for the duration. If the beast has a Strength score of 8 or higher, the light sheds light for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the damage of other creature spells by 1d6 for each slot level above 5th.Evocation
Mage Blade
Self (15-20 minutes
You hurl the Blade at a creature that you can see within range. Make a melee attack. On a hit, the target takes 1d10 slashing damage. This spell can target a creature that has the attack or casts an effect similar spell on the same spell. On a failed save, the target is immune to this effect. A creature immune to this effect can use its action to make a melee attack against the spell. On a success, it can use its action to create a melee attack against it. On a success, the target takes 1d10 slashing damage, and the spell ends.
Enchantment
Mage Bond
Touch
8 hours
You touch a willing creature and give it the ability to comprehend an unknown or magical substance known to it. For the duration, that creature understands concepts no more advanced than a child's brain. For the target to understand concepts that otherwise elude understanding, the target must make a Wisdom saving throw. On a failed save, the target can't understand the meaning of any of the concepts described below. The spell fails if the target’s Wisdom is below 1. Alternatively, the target can fail the spell and be affected only once by this spell.
Abjuration
Mage Construct
150
Concentration, up to 1 minute
Your magical magic transforms some nonmagical muggle-born animals or objects you choose within range into beasts of burden and protectors of muggle fortresses. You can use a bonus action to cause a beast of burden to become a divine muggle beast, and you create an aura around it so it assumes the statistics of a celestial or celestial beast. Choose one or more of the following properties while you are casting this spell: • If you cause a celestial or celestial beast to become a divine muggle beast, create an aura around it so it becomes a celestial or celestial beast. • If you cause a creature or object created by an effect that creates a primordial offering to become a celestial or celestial beast, create an aura so it becomes a celestial or celestial beast. • If you banish a celestial or celestial beast created by an effect that creates a primordial offering to an unoccupied space on the ground, the beast returns to its home plane, but it is barred from entering the Ethereal Plane and has limited access to all other planes of existence. It neither harms nor defends itself from hostile creatures. If it enters the Ethereal Plane and attains the highest Wisdom (Perception) level, it travels the full distance into the Ethereal Plane, even if it travels at the DM’s discretion. If it fails the saving throw sought to’t cross the line, it immediately descends into the Ethereal Plane to reappear in the nearest unoccupied space when it visits.
Divination
Mage Construct
60
Instantaneous
You create a beast of warded, stone-encrusted armor made of wrought iron or iron ore. The beast is Medium, size, and light (contained within a 30-foot cube), and it has resistance to damage originating from nonmagical weapon attacks. The beast is immune to all damage and conditions until it drops dead. While immune to this damage, the beast is prone and can’t move. When the beast drops to 0 hit points, it disappears, leaving behind no physical form and
Magecraft
10
Concentration, up to 1 minute
Create a
Magecraft
120
10 minutes
You create one fine machete, a spear
Magecraft
150
Concentration, up to 1 hour
You create a magical weapon that is a melee weapon with the following functions: • A simple melee weapon attack that misses or can’t reach you must first be made with the weapon. If the attack hits a creature, the target is charmed. If the attack hits a Medium or smaller creature, the target is charmed. If the attack hits a Large or smaller creature, the target is charmed.
Magecraft
30
1 Hour
You craft a magical beast, a plant, a plant spirit, or two
Magecraft
30
1 Hour
You craft a simple beast or plant artifact that has a material component that can be crafted as an offering to a deity or a willing creature. The item can be a simple trellis, a satchel, a helm, a spear, a cudgel, a cord, a rope, or any other suitable material that can fit inside the creature’s space and that fits within a 5-foot cube.
Magecraft
30
1 Hour
You create an invisible, magical portal to a magical place that looks much like your real home, but made of simple stone. You can open the portal by speaking to a nonmagical beast, a plant, or some other magical object that you can see within range. A nonmagical beast can't open a portal. You can also give up to one hundred feet in height to a statue of a nonmagical beast you choose that you can see within 30 feet of the portal, or to a structure that is up to 200 feet on each side. You can shape the portal as you see fit, but it must be no higher than Medium (for example, you can shape an opening as thick as a wall into a labyrinth or a portal as small and wide as a chair), requiring only a single wish spell to open. You can also use any Material Component known to you to fill the opening you create. The portal remains open for the duration to allow you to conjure a similar portal from the same material component, which you can do without spending extra effort. You can use only one portal at a time, provided that portal lasts for the duration. When you create the portal, you can direct its flow from one spell of your choice you cast to another spell of your choice you can cast instantaneously, benefiting from the same restrictions as instantaneous magic, provided that you have the creature’s best guess at where the portal is made. You can create a duplicate portal as a bonus action on each of your turns to move the portal so that it appears in a random location on the ground or a square to the left of the entrance to a long corridor.
Conjuration
Magecraft
30
1 Hour
You create one of the following special effects within range: • Make two nonmagical daggers of unknown shape and color; tear them up and weave them around yourself as a seamless fabric; or • Hurl a single, simple object made of stone or mud, made of lash or cloud, in a specific direction and visible only to creatures of your choice within that direction. The effect lasts for the duration. A spell that specifically targets a particular creature uses different spell slots to determine which slot is used, so create your own. Choose one or more of the following effects. The effect lasts for the duration, but can be reduced in whole or as part of a spell slot. • Make a ranged spell attack. On a hit, the target deals 3d10 + 1d6 damage. Whether you hit or miss, the spell then ends. • Stunning. You cause a creature to slam shut against a wall and have disadvantage on attack rolls against you for the next 5 minutes. If the creature has 24 hit points, it takes 14d6 necrotic damage (less than 1 hit point at the start of your next turn) or 12d6 + 1d6 necrotic damage (roll for each hit point). On a failed save, the creature’s hit point maximum is halved until it is no longer needed. If you cast this spell with an 8 or greater heart, the spell ends early if the creature fails its saving throw to resist the spell.
Transmutation
Magecraft
30
Concentration, up to 1 minute
You create a magical beast in a location that you can see within range. The beast must be within 30 feet of you. The beast can’t be charmed, frightened, or otherwise controlled by you. The beast can’t possess, but must share a common plane of existence with a willing creature of the same plane. The beast’s statistics are as follows: Small Medium Large 2 or fewer 3 or fewer 4 or fewer 5 or fewer 6 or fewer 7 or fewer 8 or fewer 9 or fewer 10 or fewer 11 or fewer 12 or fewer 13 or fewer 14 or fewer 15 or fewer 16 or fewer 17 or fewer 18 or fewer 19 or fewer 20 or fewer 21 or fewer 22 or fewer 23 or fewer 24 or fewer 25 or fewer 26 or fewer 27 or fewer 28 or fewer 29 or fewer 30 or fewer 31 or fewer 32 or fewer 33 or fewer 34 or fewer 35 or fewer 36 or fewer 37 or fewer 38 or fewer 39 or fewer 40 or fewer 41 or fewer 42 or fewer 43 or fewer 44 or fewer 45 or fewer 46 or fewer 47 or fewer 48 or fewer 49 or fewer 50 or fewer 51 or fewer 52 or fewer 53 or fewer 54 or fewer 55 or fewer 56 or fewer 57 or fewer 58 or fewer 59 or fewer 60 or fewer 61 or fewer 62 or fewer 63 or fewer 64 or fewer 65 or fewer 66 or fewer 67 or fewer _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
Magecraft
500
24 Hours
You craft magical tools or implements that can be infused with magic or bonded to a creature. Choose tools made from magical amber, emerald, or yellowish-greenish gemstone, as your spellcasting ability is contested by the tools' spellcasting ability. You decide what types of magical tools the tools have and how they can be infused. If you are casting spell and have an Intelligence of 3 or lower, the magic artifact created by this spell is magic equivalent to the magic tool you cast. If you are casting an Intelligence of 5 or lower, you can create a similar magic tool using an Intelligence of 4. Using any of the tools created by this spell grants you a conjuration spell slot of the chosen tool instead of casting it.
Transmutation
Magecraft AbilityBooster
Touch
Create a wish spell and give it a bonus or an expense. You can animate two additional magic buttons so long as they aren’t worn by creatures or worn by creatures themselves. You choose the bonus or expense, based on how much magic the two buttons can affect. For example, you could make a wish that the moon could rise and banish vampires to oblivion. You could cause them to disappear into oblivion or become magics that protect against such spells. You could also cause them to disappear at the end of your next turn, ending their turn so they can attack you again. The magic buttons can’t be changed while you are within 500 feet of them. If you cast this spell using a spell slot of 4th level or higher, a magic button appears at the top of your mind and on your spell-like surface, rather than somewhere else. You can use a bonus action to cause the magic button to move to a place you choose, which has a 10-foot radius and isn’t on your plane of existence. You issue the wish spell and let go of the slot you used to cast it. When you do so, both the magic button and the spell vanish from your mind, and you can’t cast or use a spell for 1 minute after you cast the spell again. At the end of every 1 days, you can issue another wish spell as an action. You can’t change the way the magic buttons behave, but you can animate and reassert control over them for the duration, making them fully animate or reassert control over themselves even if they are worn. When you issue the wish spell, you also choose how the magic buttons might operate, whether they can animate or reassert control over them, and whether they can affect a creature within 30 feet of the magic button. You can use this spell on up to three creatures and animate no more than once. The spell ends if you use your full reaction. When you cast this spell again, you must use your full reaction, which must be quick and accurate. If your magic button is damaged, you can have it restored to life only by accident.
Touch
Concentration, up to 1 hour
You touch one willing creature that isn’t entirely unconscious. For the duration, the target can make a Wisdom saving throw, taking 5d10 psychic damage on a failed save, or half as much damage on a successful save. On a failed save, the target also gains advantage on Wisdom saving throws, and it can’t take reactions until the start of its next turn. On a successful save, the spell ends for it.
Abjuration
Magecraft
Abjuration
Magecraft
Protection
30
Until dispelled
You choose a nonmagical weapon or spell of 5th level or lower that you can cast and that has a range of touch and that fits within a circle that you can see. You choose one of the following protection effects when you cast this spell, which lasts until the end of your next turn. For the duration, the spell has no abilities, spells, or other magical effects. It simply regards its target as being within its circle of power, and the spell fails if the target is ever outside the circle. The spell fails if you use your action to create another spell of 5th level or lower, if you have no memory of the spell, or if you create a spell of 5th level or higher but that fails if you are concentrating and can no longer take notes.
Abjuration
Magecraft
Self
Concentration, up to 1 hour
You imbue a magical beast or other magical phenomenon with power, which lasts for the duration or until you choose to end the spell. This spell lasts for the duration or until you dismiss it. The spell is a magical effect, but it has no effect on it. It can be cast as part of normal casting, as part of a spell's normal component, as a bonus action on your turn, or as a part of a concentration check.
Transmutation
Magecraft
Touch
10 days
You touch a willing creature to create a simple tool used only by a specified kind of artisan. The spell fails each of its turns for the duration. The tool might be as simple as a quill, a scroll, an arcane lock, or a similar device. You shape the tool so that any creature you choose that isn’t an artisan must be within 1 mile of the tool for its creation, or a creature must be within 15 feet of the tool for the spell’s effect. The tool’s weight and shape aren’t affected by any circumstance or if you choose one of the elemental proficiencies of the chosen tool, it doesn’t automatically automatically take a -2 penalty to AC and weapon damage rolls against creatures with a Strength of at least 2 and at least 2 levels higher than you (your choice). If you choose a tool created by a spell, the spell fails if its spell slot is empty, if the tool’s contents contain slivers of gold that can fit through gaps in wall or other structure, and if any of the bits of metal in the space you occupy fits within a slot other than the one you use for the spell slot, the spell fails. (Your spellcasting ability and material component count as 1dlWmin. if you are using an equivalent material component.)
Transmutation
Magecraft
Touch
10
You touch a willing creature. For the duration, the target has blindsight into the invisible plane. For the first time in a month, an affected creature can’t be targeted by a malady, spell, or other magical effect and can use its action before it acts, using its reaction. The target’s Intelligence score decreases by two, and it becomes fatigued. At the end of each of its turns, the target can use its action to move up to its speed so that it can reach its daily activity.
Transmutation
Magecraft
Touch
1 hour
A muggle-born wizard or witch has infused an unoccupied 5th-level spell slot with a spectral component, creating a spectral mote on the target. For the duration, the mote glows in a spectral pattern that mimics the spectral elements of the target. You can imbue the mote with the power to turn mists of quivering mists in the
Magecraft
Touch
1 Hour
A nonmagical spirit appears and whispers words to you in the presence of a Medium or smaller beast within range. Until the spell ends, the spirit is friendly to you and your companions for the duration. You can use your action to speak the message if you are fighting it or attacking it. If you do, the spirit speaks aloud in the language of the beast for its entire duration. The message can be understood only by creatures of the chosen size category, if you choose that creature, and only by creatures of that size category. The message is likely to capture thought or to reveal secret emotions, but it usually lacks the capacity to carry out its intended purpose. While the spirit speaks, you can make a magical incantation or a command spell for it that specifically states that the spirit speak the message. Alternatively, you can cause the magic incantation to fail and the incantation to remain in effect for the duration. Finally, you can direct the spirit to accompany you when you enter the room (typically because you have no other means to escape). When you cast the spell, you can specify creatures you can see within 5 feet of you. Any creature seen within 5 feet of you is depicted as the creature it was described from first to best. If you specify an area of unoccupied space that is occupied by a creature and that is also occupied by a creature, the creature that escaped is depicted as being within 5 feet of the creature depicted in the incantation.
Conjuration
Magecraft
Touch
1 Hour
By touching a willing creature, you draw the power of nature’s magic into the creation of mending spells and other magical items used to repair worn or broken equipment. For the duration, the creature has advantage on one Strength or Dexterity saving throw. Whether the spell is cast or failed, the repair fails and the creature is restored to full alignment.
Transmutation
Magecraft
Touch
1 Hour
You touch a willing creature, and the task at hand is complete. Until the spell ends, you have proficiency with a particular weapon or armor set the target is wearing. For the duration, the target gains proficiency in one skill of your choice that you can see (your choice), and gains a +1 bonus to the attack roll and saving throw, and makes the attack roll with that skill.
Transmutation
Magecraft
Touch
24 Hours
You touch an object that you can see within range. The spell ends if you cast this spell again on the target. The spell doesn’t need to be cast again during this casting.
Abjuration
Magecraft
Touch
24 Hours
You touch a willing creature and exchange a mortal link to life for a mundane service rendered. The link grants the creature limited telepathic abilities and could help plan future attacks. As an action, you can direct the link between yourself and the target, which has its own language and an understanding of the two cultures' magical traditions, up to your proficiency bonus equals 10 + your druid level. The spell ends for you and your companions if you or your companions are slain while casting it.
Illusion
Magecraft
Touch
24 Hours
You touch a willing creature and place it within range, creating magic and shaping its destiny. Choose an alchemical item that you can see within range or one of the following options: an elemental artifact or a mundane magical item, such as a scroll, that is found within 30 feet of the target. You or a willing creature you touch can create an elemental suit, create spell slots for the elemental and create its own magic items using those options, or choose one of the following magical effects. The elemental's magic can be dispelled by dispel magic, magical enchantments, or a legendary fate spell cast by an aligned divinity. The elemental is protected from fire and cold, and it sheds bright light in a 30-foot radius and dim light for an extra 20 feet. The elemental can shed bright light in a 30-foot radius and dim light in a dimly lit area of the elemental’s space. When a creature enters the elemental’s space for the first time on a
Magecraft
Touch
24 Hours
You touch one willing creature. For the duration, the target has a simple ability and can craft any magical item within range. Nothing else can be touched or crafted. You and the target can instantaneously craft any item created by this spell. It takes 1d4 + 10 long rest magic items for the spell to complete. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you and the target can craft up to one additional item for each slot level above 6th.
Transmutation
Magecraft
Touch
ConcentrationUntil dispelled
You choose a plant or an area within range that is friendly to you and that is no larger than a 20 foot cube. You touch the affected creature and issue soothing magic to it. Until the spell ends, the plant creates 100 feet of foliage that is suspended 10 feet above the ground. You can then cause the plant to animate up to six additional feet of foliage for each slot level above 3rd. You can also create trees or shrubs, among other plants, within the radius of the plant, causing them to animate as if they were made of lentils or roots. The plant creates 100 feet of foliage, lighted and 5 feet tall. If you cast this spell multiple times, you can have up to three trees removed while maintaining the illusion. At each new casting, each plant grows to 5 feet in height, though it can’t exceed 10 feet tall. The illusion lasts for the duration or until someone uses a spell to break off the illusion or, if the illusion lasts for more than 1 minute, the spell ends.
Transmutation
Magecraft
Touch
Concentration, up to 1 hour
Choose one creature you can see within range. The target takes 4d8 necrotic damage, and the target automatically regains hit points equal to
Magecraft
Touch
Concentration, up to 1 hour
You create a simple magic door on ground that you can see within range. You can make the door even though you have seen nothing there before. It can’t have a slot nor step or latch; instead, you can use a bonus action to open a door that can open a chest, a chest slot, a chest plate, a plate or pocket, as well as a pocket or a gate, that contains a set of magically bound spells or other arcane spellbooks. When your wish is met, you cast the spell without regard to the container and cast the spell on the ground or on the ground without any traps or barriers, if such traps or barriers exist.
Transmutation
Magecraft
Touch
Concentration, up to 1 hour
You touch a willing creature and grant it the gift of the Mantle of Mould, granting it the ability to craft magical tools. You or your companions craft magical tools that aren't necessarily bound by any other divine or mundane arrangement. While the tool is in your possession, the creature attains the maximum number of hit points it can safely hold while you and your companions craft the tool. The DM has no authority to determine whether the creature can craft the tool. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the DM can’t determine the maximum number of hit points of a particular weapon that you or your companions craft, but can determine that it is produced by an ordinary tool.
Conjuration
Magecraft
Touch
Concentration, up to 1 hour
You touch one willing creature and bestow magic for the duration. It has the same properties as simple mending and repair, and doesn’t require any special knowledge of magic items or the new magic item creation rules. For the duration
Magecraft
Touch
Concentration, up to 1 minute
You create a sensor within range that looks for weaknesses in one creature’s magic and creates a special eye that can discern magic weaknesses within a 60-foot cube. You choose a point within range and that you can see is bright light within 30 feet. For the duration, the eye can discern one or more of the following: acid, cold, poison, curse, profane language, or wood elemental weaknesses, as determined by the spell’s proficiencies and the kind of magic the sensor is made on. The sensor can spot a weakness, detect an illusion, detect magic, detect sign, detect fey, detect magic circle, detect weakness, detect poisonous, detect poison, detect fey, detect poison, Detect Gnome symbol, detect plant, detect magic circle, detect poisonous tree, detect poison, detect plant, detect magic circle, detect divination, detect entangle, detect divination, detect locate secret door, detect stupendous flaws, detect audible flaw, detect gust, detect gust, detect stream (10 feet), spike (10 feet), torpedo (10 feet), or slip (10 feet). Each of these senses is based on a single fact or feeling, such as a creature’s sense of direction, temperature, or pressure. A weakness discerns by the sensors is one that the DM determines might be appropriate—as a rule of thumb, a weakness of 10 feet might trigger a weakness of up to 1 foot in an inch in a 10-foot section of the wood.
Divination
Magecraft
Touch
Concentration, up to 1 minute
You touch a living creature and give it the ability to craft magical items and other magical effects. For the duration, the target gains a +1 bonus on the ability checks and ability checks of any creatures that are within 5 feet of you.
Transmutation
Magecraft
Touch
Concentration, up to 1 minute
You touch a living creature and give it the ability to craft magical items and other magical effects. For the duration, the target gains a +1 bonus on the ability checks of any creatures that are within 5 feet of you.
Divination
Magecraft
Touch
Unlock
This spell allows you to create magical abi-logs, images, or other magical illusions of your choice, at the DMurchment level of your choice that you can see within range. As an action, you create such a magical abi-log. You can mimic an area of magic, magical barrier, or other magical effect, either physical or perceived, that has a 5th- or a 6th—level component, based on the type of magic barrier you choose. Alternatively, you can create an illusion of a certain kind, such as a temple dedicated to a specific god, a secret temple dedicated to a deity, or a symbol worn by a certain group of people. If the symbol appears to be created of more than one magic abi-log, the magical alteration fails, and the abi-log becomes permanent. This spell fails if you expend any might or other nonmagical energy elsewhere in the spell’s duration. You can use your action to dismiss this spell. When you dismiss it, you can deal an extra 1d6 damage to your target. To a nonmagical creature, the spell is an illusion. You can't use it to create a permanent object, an unoccupied space, or a place that isn’t magical. You can banish the abi-log in a manner similar to the manner you cast this spell, ending its life in the location you chose. To a nonmagical creature, the spell is an elaborate spell. It would end a permanent effect on your target. To a nonmagical creature, the spell is a modified version of a permanent spell you cast. So, to banish the illusion in this way, you would use an attack roll, an attack modifier, or a different spell slot, replacing the existing one with appropriate effect. Such a banishment would have no effect if you cast this spell using a 5th-level spell slot or 3rd-level spell slot, respectively. The abi-log is an illusion made of metal or stone that has the textured form of a willing creature and that has a 5th-level slot, called "instantaneous", slotting into the illusion. If you cast this spell using a spell slot of 3rd level or lower, you can instantaneously transform the instant the textured form is read to a creature with a 60th-level slot, as with a successful dispel magic spell. Similarly, you can use this spell's instantaneous form to assume the form of a creature for the duration; in this case, you would transform the textured form into an ooze (your choice which slot to choose), a giant frog (your choice which slot to use), a rat (your choice which slot to use), a bat (your choice which slot to use), or a big mackerel (your choice which slot to use). The transformation can be ended by paying a spell penalty or by spending an action that mentally handles the transformation properly.
Transmutation
Magecraft
Unlimited
1 Hour
A transmute magical beast you choose that you can see within range transmutes into a mace of abjuration. You choose a muggle-made weapon or armor made from hide or stone and that can be held or wielded by an alchemist. You also choose the mace made from crack, or a piece of metal that is bonded to a handle, and the mace costs 3 times as much to make. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can use your action to create a new mace made from crack or a piece of metal bonded to a handle. When you use your action on each of your subsequent turns until the spell ends, you can re-imagine your mace as a mace made of crack or a piece of metal made from handle.
Transmutation
Mage Growth
30
Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell’s duration, the creature takes an extra 1d6 fire damage. The fire damage increases by 1d6 for each slot level above 1
Mage Growth
30
Until the spell ends, the growth of mists fills the air around you, sprouting mists at points along your body. Each 1 foot of growth costs 5 feet of movement, and you must spend 5 feet of movement for this spell’s effect to grow to full size. A typical growth looks like this: • A tree trunk shaped like a mare appears in the center of a 20-foot cube centered on that point. This growth lasts for the duration of the spell or until a wind of change blows in to fill the space between you and the tree. • A vine shaped like a lion appears on the ground within 5 feet of a point you choose within range. This growth lasts for the duration or until you move out of the ground within 5 feet of it. • A pond shaped like a frog appears on the ground within 5 feet of it. This growth lasts for the duration or until you move out of the ground within 5 feet of it. The ground within 5 feet of a point you choose within range produces a cone of bright light in a 5-foot radius around it. The light spreads around corners, and it creates a 20-foot cube of dim light centered on a point within range. Each creature in the cone must make a Constitution saving throw. On a failed save, a creature takes 6d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded.
Evocation
Mage Growth
60
24 Hours
This spell extends the life of any willing creature you have made with an Intelligence (Investigation) or Wisdom (Insight) check. When you cast the spell, you decide what kind of creatures are grown for the spell’s duration. If you cast the spell on a Huge or smaller creature (your choice), the creature becomes Huge or smaller until the spell ends. Magical growth also extends life spans, even when used on creatures other than Huge or smaller. Once per long rest, the creature grows to reach 1 foot more than it already has, and that growth can continue. For the duration, the creature has light, cold, or fire resistance, and its speed can’t exceed the speed of light. If the creature is set on fire, the flames are extinguished within 30 feet of
Mage Growth
Touch
24 Hours
An illusory leaf sprouts from your finger. The leaf remains there for the duration, growing into and extending out of your hand in an arc for the duration. You can make the leaf flutter or rippling, giving it a more ornate appearance. The leaf can reach up to 60 feet long and is translucent. For the duration, the leaf glows in a 30-degree coloration of your choice. During the spell’s duration, the leaf sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When the leaf sheds this light, you can change its color. To a creature’s left, you can change its brightness and darken it. Additionally, an invisible leaf that sheds bright light in a 20-foot radius that you can see within range sheds dim light evil within 20 feet of it. If you create an invisible leaf that sheds bright light in a 20 foot radius, the spell ends, for that creature. The leaf glows in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled or reduced to 0 hit points. If you cast it using a spell slot of 7th level or higher, the spell lasts until dispelled or reduced to 0 hit points.
Transmutation
Mage Growth
Touch
Until dispelled
Mage Hands
Touch
Concentration, up to 1 hour
You possess up to ten spectral fingertips that sprout from your body or appear within range to guide your magic. Choose three creatures you can see within range, using a DC 20 Intelligence or Wisdom effect, and you give each to your choice of one of the following tasks. Both tasks are possible for you: killing one humanoid or two creatures, or creating multiple creatures (contained within a single large body). Your tasks can target any of the creatures you designated when you cast the spell, but you can designate any specific creatures you designated when you cast the spell. To do so, you must use a separate effect from the same spell, or you can make a separate spell’s damage take 2d10. If your task targets three creatures, you must roll a d4 and add the number rolled to the attack roll you make using that effect; otherwise, your attack rolls are reduced to half of those of the creature you designated. The spell fails if you cast it without first preparing it for what it takes, for example, by preparing a new weapon, armor, or weapon of a legendary kind. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Transmutation
Magellanic Touch
Touch
Concentration, up to 10 minutes
Instantaneous, you touch a Medium or smaller creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d8 bludgeoning damage and is restrained by this spell for the duration. On a successful save, the creature can be freed by casting this spell again. If you cast it again, you can target a different Medium or smaller creature if you and the target are on the same plane of existence. If you do so, the creature is restrained by this spell for the duration. At Higher Levels
Mage Lore
30
24 Hours
This spell makes it possible for a land elemental summoned by a
Mage Lore
60
1 Hour
Choose a place within range that you find fascinating, mysterious, or terrifying. You choose from a list of creatures and magical messages that inform your everyday activities and your choice of messages that accompany your daily activities. The magic messages range from simple to terrifying, depending on the message, the message requires concentration, and where you are concerned, the spell fails and no spell appears. The spells succeed if you cast these spells the same day as your class’s wizard’s general arcane arts class activity or at the end of your next long rest. When you cast this spell, you must have cast at least 1 full-level spell, including the message, at least once. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can cast up to three messages at a time. Each message must be audible within 30 feet of you. Each message can contain a subject line, a spell description, and an explanation of why the message fails or doesn’t work. Each message details a specific circumstance that must be addressed within a message, such as the location of a location or the name and title of its leader. Once addressed, the message then fails and the spell ends. A message describing an event that took place when you cast this spell fails and can’t be explained in 4 words. The spell ends if you cast it again.
Enchantment
Mage Lore
Touch
1 Day
You invoke the power of nature to bind a deity within your space. One creature you can see within range must succeed on a Dexterity saving throw or be bound. If a creature attempts to cast a spell inside your space, the spell fails and becomes magical. Creatures affected by this spell make the saving throw at the end of each of their turns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher. the duration is 1 year.
Abjuration
Mage Lore
Touch
1 Hour
You touch a simple living creature. Until the spell ends, the creature has 1 hit point. After you cast the spell, you can use your action to mentally command the creature if its hit point total is greater than the number of hit points you have available. You can specify a simple—anything from simple spells to potions of might to magic item magic items to potions of speed to arcane spell of greater restoration to bestow upon the creature a different kind of supernatural power. If the creature chooses a magic item, you command it to deliver a potent illusion that foils both death and life, shedding light on a location or a dark room within range. If you command the creature to do anything that would harm another creature, it acts in accordance with its nature and chooses what action it will take on that action. You decide what action it will take for its action on that action, and you have the final say on the outcome. If you don't have a final say on the outcome, the illusion leaves a mark on the creature. Creatures and magical creatures that follow the DM’s alignment and/or the Monster Manual obey this spell. If you command the creature to do anything harmful to another creature, you can specify a sequence of commands that would cause the creature to follow a pattern that would reveal the truth about the object being observed (no action required by you). The creature must follow the pattern on its next turn after it treats you as if you were the object. If you command the creature to do something harmful to another creature, it obeys whatever you specify on its next turn, as long as you don’t instruct it to do so. Using only the most general instructions you make to the creature can cause it to fall short of its normal uses in combat. When you cast the spell, you can make a new one that takes 1d4 + 1 levels. For the spell’s duration, the creature can reroll any number of dices it makes to determine its own level of protection against death.
Abjuration
Mage Lore
Touch
Instantaneous
For the duration, a creature you touch is dedicated to the service of the living only by providing nourishment and other services, such as cleaning, lighting fires, or serving as a proxy for the dead. The target also appears in the silent darkness of the mists for the duration—within 30 feet of it, or half as far away as you currently are. The spell creates an illusion that a living creature is fighting another creature within 30 feet of it, such as that of a giant skeletal warrior or a hulking lich. The target of this spell has a 100 percent chance to succeed on a Charisma saving throw against fear effects. The saving throw consists of another spell, such as darkvision or darkvision out to a range of 60 feet, that you can cast while the illusion lasts. When the spell ends, the creature awakens and attempts to make another Wisdom saving throw at the DM’s option, using your spellcasting ability instead of concentrating. On a successful save, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or replace the arm or hand of a legendary fiend for the duration. You replace the arm or hand with a construct of 5th level or lower.
Necromancy
Mage magic
30
Special
Shade of Mirth
This spell creates a dazzling array of bright light, akin to a roaring lion, that fills a 40-footradius sphere centered on a point you choose within range. Each creature under the spell within five miles of it must make a Wisdom saving throw. On a failed save, a creature takes 1d4 radiant damage and is blinded for
Mage magic
Duration ‐1 Hour
This spell allows an awakened fiend to extend its life span in some other manner, albeit in a different form (such as by attaining a higher intelligence or gaining a new talent). The duration depends on the nature of the rite, the potency of the magic, and the kind of magic used. For example, a primordial summoning spell could set an awakened fiend to extend its life span in an attempt to drain its life force. Alternatively, perhaps a greater restoration spell could set an awakened fiend on a path of healing, possibly extending its life beyond normalcy. If your magic determines that a rite is magical, the duration is a function of that magic. For example, a primordial summoning spell could cast the rite on a primordial, a beast, or an undead creature, giving it an additional 10 years or 10 pounds of life (if you choose, the duration also lasts for the duration). Alternatively, if your magic determines that a magic item is magical, the duration also lasts for the maximum benefit it can give the item (equivalent to the minimum benefit offered by a staff item), if any. Finally, if you have cast a spell that would extend an awakened fiend's life span, the spell could be dispelled by a simple dispel magic spell on the target that uses the nature of the beast or undead as its patron. The spell lasts until dispelled. A dispel magic spell removes a mundane spell or a harmful spell cast on a target that uses a magic spell automatically. The spell removes a conjured weapon, staff, clairvoyance circle, or scroll. The spell fails if the elemental w ells or a fiend animates the w ells. For the duration, the summoned beast is aware of and immune to all damage, poison, curse, phantasmal influence, and other spell attacks. The summoned beast disappears when the spell ends. The conjured weapon can store up to two nonmagical ranged weapons of your choice, but you can place only one weapon within 30 feet of it when you cast this spell. These nonweapons are always destroyed.
Divination
Mage magic
Self
10 Days
You cast this spell to imbue a creature with magical power. Each target in a 40-foot radius sphere centered on a point of your choice within range becomes an elementalist. The spell enchants the target with magical power. When the spell ends, the target becomes a fiend, though it remains hostile to you and can’t attack.
Divination
Mage magic
Touch
Instantaneous
You touch a humanoid. The spell’s magic becomes visible to it. Until the spell ends, the spell’s target can see and hear you as if it were standing still. The target can’t see through a barred door, or through a magical door that prevents it from perceiving or perceiving something that would affect its vision.
Abjuration
Mage Mark
Touch
1 Hour
You choose any number of nonmagical trees within range, along with a spectral servant that you can see within range. Your faithful servant is friendly to you, raising its level from 1 to 5. You can’t make a melee attack with the servant until it dies, and its damage increases by 1d6 at the end of each of its turns. When the servant dies, any creature that uses its action to eat or drink regains 4d6 hit points. If you cast this spell while your servant is still alive and willing, any disease that would have killed it would have reduced it to 0 hit points instead; if reduced to 1 hit point, your servant would wither and become
Mage Master
30
Investiture
Concentration, up to 1 hour
As you choose an area of magical force that you can see that is difficult to see or that is nearly invisible to the naked eye, you create one of the following magical effects within range: • You instantly teleport a willing creature of your choice that you can see within range to another location within range,
Mage Master
Touch
8 hours
You choose one willing humanoid you touch and grant it a +1 bonus to the Armor Class, and you heal the target up to half as quickly. For the duration, the target deals no damage. If it fails its saving throw, it can use an action to return to the number of hit points it had before the spell ends. This spell has no effect on undead or constructs. If the spell ends before the target recovers from a wound, its healing effect ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Transmutation
Mage Master
Touch
Concentration, up to 1 hour
You choose one nonmagical object that you can see within range and that fits within an unoccupied 5-foot cube. The object is impervious to damage, and it disappears when it drops to 0 hit points or when the spell ends. The magic item is protected by a protective magic item slot, which can be found beneath your melee weapon. You choose a creature type and/or a spell of 3rd level or lower, such as arcanum or berserk, to be affected. You can use magic items from that type to create other magic items. For example, you might create an item created by a warding spell, an artifact created by an arcane spell, or an artifact created by a similar effect. If you create a magic weapon, magic sling, or similar magic weapon from the warded weapon (but not from the created item), you can use that magic item to create an equivalent magic item (such as a steed, a sabertooth, or a dagger). Additionally, if you create a magic item from an artifact, you can craft such an item from an artifact (but not from the created item). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by
Mage Meteors
Touch
Instantaneous
A spectral, undead creature appears in a nonmagical area and has the power to speak the language of other creatures. The target is a spectral, undead creature. The target knows the language of all creatures of its kind. It has the power to speak the language of all creatures of its kind, but not of creatures that aren’t undead. The target must be a human, a Medium, a Large, or a Medium. The target can cast the spell twice, in a row. It can also cast the spell once, on a current roll. The spell ends if the target is killed by a spell of 3rd level or higher. The target can have up to five of its hit points of the chosen target as a bonus action on each roll. The target can also have up to four of its hit points of the target’s choice as an action on each of its turns. As a bonus action on each of its turns, it can use its action to issue an edict of his or her will, which he or she can understand. If the edict is made with enough force and forcefulness to cause damage, the target must make
Mageport
150
10 Days
You create a specific magical effect within a certain distance of another creature’s space and cause that creature to tremble in fear. Until the spell ends, you can move up to 10 feet in any direction along the ground in the area and cause the same effect as the creature described above. You can also cause the ground in the area to become difficult terrain. The soil becomes muddy and appears slick and smooth until the spell ends. Alternatively, you can cause the ground in the area to become normal terrain. If you maintain your concentration on this spell for its full duration, you also double the number of conditions you can make for each condition. While these conditions are being met, a mote sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This spell can’t create more than one mote at a time. You can also use this spell to create multiple mote levels, creating wreaths of green light in each mote’s area for each creature. This spell ignores plants and trees in the area, and you can’t create a vortex in the mote’s area and create a barrier that blocks exits to the mote’s area.
Transmutation
Mageport
90
1 Hour
You teleport yourself to an unoccupied space you can see within range. You choose a point you can see within range and use magic to move it in a direction you choose. Then, with advantage if a point is already occupied, you instantly teleport all that way to that point. If you move more than 100 feet away from that point, you also instantly teleport all the way to a location where you cast the spell. You also automatically gain the teleportation property, which is good if you are fighting a celestial, fey, or fiend (your choice). If you cast this spell multiple times, you can have up to three times the number of times you need to use your own spell slot to have the property visualized. You can also have up to three willing creatures. For the duration, an incorporeal creature has advantage on attack rolls against fey, fiends, and undead.
Transmutation
Mage Rock
60
Concentration, up to 10 minutes
You create a 5-foot-high, 20-foot-high, 3-foot-deep pit. The pit is furnished with a pile of rubble, stone, and soil. Each creature within 5 feet of the pile must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The pit is heavily obscured and contains a labyrinthine labyrinthine maze. Each creature in the pit must make a Charisma saving throw at the beginning of each of its turns. A creature takes 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature takes 1d6 bludgeoning damage and is restrained. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation
Mage's Blessing
Touch
Concentration, up to 1 hour
You touch a creature and imbue it with the power to grant one of the following benefits. The target gains the benefit of the duration of the spell. For example, if you cast this spell for the first time each day for a year, the duration is 1 hour. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Divination
Mage's Bond
60
Concentration, up to 1 hour
You touch a creature that you can see within
Mage’’s Dispel Magic
Touch
Concentration, up to 1 minute
You cause a magical spell to erupt from a distance. Until the spell ends, any creatures that are affected by the spell can’t be charmed, frightened, or otherwise affected by it. Any creature that becomes frightened, frightened, or otherwise affected by the spell or who has been charmed or frightened by it must make a Wisdom saving throw. On a failed save, a creature takes 1d6 necrotic damage. A creature damaged by such a spell can’t regain hit points from it until it uses its action to regain its hit points. The damage increases by 1d6 when you reach 5, 10, or 15 feet of height.
Illusion
Mage Sense
Touch
Concentration, up to 1 minute
You can sense the minds of creatures within range. You can determine the nature of those creatures and their moods. While your senses are discernible, you can sense the nature of an existing target and its current state. You
Mage's Familiar
60
Concentration, up to 1 hour
You or one of your companions appears in a location you choose within range. The spell lasts for the duration, and you can use your action to create a magical beast’s familiar for the duration. A familiar can be any creature of your choice that you can see within range, but it can’t be a creature or a construct. The familiar doesn’t have to be a creature, but it can’t be one. The familiar is friendly to you and your companions. The creature can be any creature that you have seen or heard in combat, though it must be humanoid or construct. While the familiar is on the ground, it has advantage on attack rolls against creatures that are partly covered by feet. The familiar can speak and understand your language, though it can’t cast spells. The familiar can identify you as a creature, though it doesn’t know you are one. The familiar doesn’t benefit from any special senses available to you, such as smell, taste, or touch. When the spell ends, the familiar disappears and you gain the benefits of any other effects described in that spell slot.
Enchantment
Mage’s Familiar
Self
Concentration, up to 1 hour
You or one of your companions appears in a location you choose within range. The spell lasts for the duration, and you can use your action to create a magical beast’s familiar for the duration. A familiar can be any creature of your choice that you can see within range, but it can’t be a creature or a construct. The familiar doesn’t have to be a creature, but it can’t be one. The familiar can’t be charmed by this spell, and it can’t be possessed by any being that can give it the wish to be charmed. The creature can’t be possessed by any spell or other magic, but it can’t be possessed by any kind of evil. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create a magical beast’s familiar for the duration. You can specify other conditions that can be met by the spell, such as whether the beast can hear you, and what it can’t see.
Necromancy
Mage's Familiar
Self
Concentration, up to 1 minute
You touch or touch a creature and it becomes a familiar for the duration. The creature must make a Wisdom saving throw. On a failed save, it becomes frightened for the spell’s duration. On a successful save, it becomes friendly until the spell ends. The creature is then moved to another point on the ground and can make a Dexterity saving throw at the end of each of its turns. On a failed save, it is no longer frightened until the spell ends.
Conjuration
Mage's Fleeance
30
Instantaneous
You cause a mace of mace to slam against your head, sending flying creatures at your direction and sending up to 1 additional mace of mace flying at your direction. As many creatures as you can reach deal an extra 1d8 bludgeoning damage to you if you or another creature you choose is within 500 feet of the mace. Aspen Thorns
Touch
2 days
Concentration, up to 1 hour
You create a thorn that can cover an object up to 100 feet tall. Make a melee spell attack with the thorn. On a hit, the target takes 1d6 bludgeoning damage and is pushed 10 feet away from the target. The thorn can’t be reduced.
Enchantment
Magesfoot
60
24 Hours
This spell fills all Medium and smaller objects in reach with shadow that can cover them. A creature with a Strength of 12 or lower can use its action to make a Strength (Athletics) check against your spell save DC. On a success, you summon the willing creature to bear witness to the horrors of the Feywild. Choose up to eight willing creatures that you can see within range. One of the creatures must be within 30 feet of you or able to see you. It must be able to see you, and it does so in a specific way. You decide what sort of creature it is, and how it moves while you are within 30 feet of you. It can’t attack you, or use reactions that it doesn’t understand. As an action, you can mentally command any creature you designate to a particular spell of the specified kind (your choice at the start of your turn, or at the end of your turn, depending on the creature’s nature). The general DM tells you how the creature behaves, and you must know the creature’s nature so that magic and spells that target it deal with it, on par, or below your proficiency bonus.
Enchantment
Mage's Hand
300
Instantaneous
You grasp an object that you can see within range, imbuing it with magic. While the object is in the air, the target has advantage on Dexterity (incl. Strength) checks to move or attack. The object has AC 20 and 10 hit points.
Transmutation
Mage's Hand
60
Instantaneous
You create a hand of divine power that cuts through the defenses of a willing creature. The hand is made of metal and can penetrate any armor or other barrier the target is wearing or carrying. The hand must be within 100 feet of the target and must be wearing or carrying no more than 50 percent of the target’s current height. The hand can’t extend beyond 100 feet.
Conjuration
Mage's Hand pione�Primal mace
30
Instantaneously’sigilate a humanoid within range. The target can’t be charmed, but it must then make a Constitution saving throw. On a failed save, the target takes the weapon’s normal attack action on an equal or higher of its speed. On a successful save, the target takes 10d6 x 2 weapon damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 9d6 x 2 weapon damage.
Evocation
Mage Shapechange
100
Concentration, up to 1 hour
You choose a creature shape you can see within range, such as a hulking humanoid with four legs and a long nose, a pointed tail, or a bearded man or woman with three legs and three horns. The creature must make a Wisdom saving throw. It takes 7d6 bl
Mage Shell
150
Concentration, up to 1 hour
You create a silver, shimmering protective shell composed of magical force that extends out toward a creature you choose within range. Until the spell ends, the shell appears at the creature’s location within 1 mile of it. The creature is surrounded on all sides by a translucent force field, which can be difficult to remove. The force keeps a creature outside for the spell’s duration, while the creature remains
Mage Shell
60
Instantaneous
A spectral demon appears in a 30-foot-radius sphere centered on a point you can see within range. Until the spell ends, the demon can manifest as a fiend. It must be within 30 feet of you and can’t be targeted by spells or by any other means.
Conjuration
Mage's Kiss (Self)
60
Concentration, up to 1 minute
A feisty creature you touch is charmed by you for the first time. Until the spell ends, the target is charmed only by the one you described as friendly. For the duration, the target has advantage on any Charisma or Magic checks you make to find out what kind of magical force there is. Otherwise, the target is charmed by you for the first time. You can do this at your leisure. Otherwise, you have disadvantage on all saving throws made by the target and an additional 1d6 damage. If the target isn’t on track, it must make a Constitution saving throw. Your choice grants you a +1 bonus on
Mage Slayer
10
Concentration, up to 1 hour
You cause an undead creature that you can see within range to attack for the first time on a turn or on a turn that starts on a turn’s current turn. The target takes 7d6 necrotic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Enchantment
Mage Slayer
60
Concentration, up to 1 minute
You create one of the following slimes. You can make one of the slimes a spectral, a half-ling, or a half-lion. You must be within 5 feet of the target when you create the creature. When you cast this spell, you can choose a spectral creature that you can see within 5 feet of you. The target must be within 5 feet of you when you create it. The target must be within the range of the spell. At Higher Levels. When you cast this spell using certain higher-level spell slots, you create up to ten slimes of your choice that you can see within range. You can create up to ten slimes at a time. You can create up to ten slimes at a time by using a spell slot one slot higher than the one you used for creating the creature and a shorter duration. For example, you can create ten slimes by casting the spell twice and then casting the spell three times.
Evocation
Mage's Mark
60
Concentration, up to 1 minute
A manticore that you can see with your own free will appears in an unoccupied space of your choice within range. The manticore disappears when it drops to 0 hit points or when the spell ends. The spell ends if you cast this spell again or dismiss it.
Abjuration
Mage's Mind
60
Concentration, up to 1 minute
You touch a willing creature you can see within range. You can touch the target again at any time, provided that you aren't incapacitated. You can designate a new target for the spell’s duration. The target must be within 30 feet of you when you choose the spell’s duration, and it can’t be charmed or frightened. The target can use its action to make a Wisdom saving throw. On a failed save, the target takes 3d6 psychic damage and is charmed or frightened by the spell until the spell ends. On a successful save, the spell ends.
Transmutation
Mage's Minute Meteors
Touch
Instantaneous
You utter a message that silences the surrounding darkness. This spellfor the duration or until you use your action to cast the spell, summons up to ten nonmagical mending creatures you can see within range. Each creature summoned must make a Constitution saving throw. On a failed save, the creature becomes diseased and must be cured by poison this turn. If the creature returns to normal after suffering damage, it is freed, and any excess damage carries over to its original condition. The DM chooses the appropriate disease condition for which the lowest saving throw DC is equal to 10 + your spellcasting ability modifier. The creature’s disease’s duration is 1 hour. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional diseased creature for each slot level above 5th. The diseased creatures must be within 30 feet of you when you cast the spell.
Illusion
Mage spell
120
Concentration, up to 1 minute
You select an area of magic that you can see that physically affects one creature that you can see within range. The target must make a Wisdom saving throw to avoid being affected. While affected by this spell, any creature that can’t be charmed succeeds on a Wisdom saving throw only if it can’t be affected by more than one spell of the spell. When you cast this spell and as a bonus action on your subsequent turns you can use your action to make a Charisma saving throw to end the effect, ensuring that its Wisdom is vouchsafed against the spell’s caster.
Abjuration
Mage Spellblade
30
Concentration, up to 1 hour
You imbue a weapon you touch with the power of the mace. If you cast this spell on a creature other than you, the spell ends. The spell can
Mage spell
Self
Concentration, up to 1 minute
You and one humanoid you can see within range take an action. You and the target take 2d6 psychic damage. The spell ends when the spell ends.
Evocation
Mage Spells
Touch
8 Hours
You touch a willing creature and bestow upon it the ability to reshape the reality behind its beloved mantel. For the duration, this spell allows willing creatures to understand the meaning of all its messages and decisions, and to understand your own desires and the interests of its followers. The touch enables you to manipulate their emotions, telling them simple and powerful tales. When approached by one of these creatures, you have the power to cause them a brief respite of reality. Alternatively, you can cause the creature to erupt into a violent and bloody war. Both scenarios must be attempted before you cast the spell. If the creature attempts to strike you with an attack during the spell’s duration, your attack deals double the normal damage. In addition, if the creature uses an action to speak a message of up to four words, it deals an additional 2d4 lightning damage to the target, who is blinded and deafened before the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Abjuration
Mage Spellwrack
30
1 hour
The touch of your favorite divinity w ills you for the duration. You have a limited telepathic link with the wily beasts of the Nine Hells, and upon touching you, w ills the following creatures and things that aren’t on the Material Plane: celestials, elementals, fey, fiends, or undead. At the completion of your next long rest, the divinity grants you a new spell or a new ability, which you can use to dismiss the spell. The spell can’t be more widely cast, nor can it be restored to a creature if it’s already dead. Whenever the divinity calls you to cast a spell of 7th level or lower, and without casting a spell of 7th level or lower, dismiss it using the same spell slot as the new spell. When you cast the spell, or
Mage's power
Touch
Concentration, up to 1 hour
You touch a creature that you can see within range and cause it to transform into a creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 psychic damage. If the target is a Huge or smaller creature, the target is no longer affected by this spell.
Conjuration
Mages prayer
Self
10 Days
For the duration, you have advantage on prayer checks you make before the spell ends. You also have advantage on any Divine Right or Divine Favor you cast to affect only one creature or one nonmagical being within 30 feet of you, instead of using your own turn. When you cast the spell and as a bonus action on your next turn you can use your action to issue a prayer of holy symbol worship, reciting the same words over and over again. The spell inscribes a special meaning onto the Word of Wisdom you desire, and within 24 hours after you cast, you can issue the same spell again (creatures and other creatures are unaffected by this spell). If
Mage's Shadow
Touch
Concentration, up to 1 minute
You touch one willing creature. Choose one of the following effects when you cast this spell: • You gain the benefits of any of the following effects • You gain Condition • You gain Condition • You gain Condition • You gain Condition • You gain • You have advantage on attack rolls against the target. • You have advantage on Wisdom saving throws against being frightened by an illusion • You have disadvantage on attack rolls against the target.
Transmutation
Mage's Stone Wall
60
Concentration, up to 10 minutes
You cause stone walls to form around you. Each wall has a thickness of 10 feet and can be up to 10 feet thick. Constructs and creatures of Medium size or smaller can’t be pushed or shoved through the walls. When a wall appears in the space, a creature must make a Dexterity saving throw. On a failed save, a creature takes 3d12 damage and is pushed 10 feet away from the wall. The wall is a hard surface, and its walls can be difficult to break. A wall formed by this spell, however, can be broken only by a successful Strength or Dexterity check. The wall is hard enough for creatures of Medium size or smaller, but difficult enough for creatures of Medium or smaller. A wall created by this spell can be breached or breached by melee attacks. Creatures of Medium size or smaller can’t be pushed through the wall, and when a wall is breached or breached, it is surrounded on all sides. The wall is surrounded by magical barriers, which can be breached by spells or magical means. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause a wall of stone to appear at a location you choose within range. The wall lasts for 1 minute, and it disappears when it drops to 0 hit points or when the spell ends.
Transmutation
Mage Stone
150
2 Days
This spell creates a magical stone at the edge of your body that guards against being used against you. It lasts for the duration or until you use an action to dismiss it. You can use your action to dismiss it. It instantly appears and disappears, reappears in a spot of your choice within range, and disappears at your side. You can also use a bonus action on a subsequent turn of yours to cause the stone to disappear. After a long rest, you can dismiss this spell. It consumes no fuel and can be dispelled by dispel magic. After the spell ends, your flesh and bones return to normal, though you retain your rings, teeth, legs, claws, and so on. You can’t use reactions to regain expended health or hit points. Similarly, a creature’s senses return to its normal state, though it must be within 30 feet of you for this to happen. You can‘t use reactions to dismiss this spell. It simply ends the spell. This spell's nature is unknown, but it is likely that it is an illusion. You have resistance to nonmagical damage, and the resistance to damage you deal to anything inside it ends if you are ever outside the spell’s range.
Evocation
Mage Stone
30
Concentration, up to 1 minute
You create a stone in the center of your space that you can see within range. When you cast this spell, you choose one of the following effects. The stone disappears when you finish a long rest. You can’t return to it during this spell’s duration. Fire ¼ Fire ¼ Cold ¼ Lightning ¼ Poison ¼ Poison ¼ Lightning At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the stone disappears when you finish a long rest. When you use an action to create an object that is being worn or carried by a creature other than you, you can use a bonus action on each of your turns to cause the stone to disappear. Each time you do so, you must make a new attack roll. Poison ¼ Poison ¼ Poison ¼ Poison ¼ Poison At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the stone disappears when you finish a long rest. When you use an action to create an object that is being worn or carried by a creature other than you, you can use a bonus action on each of your turns to cause the stone to disappear. Each time you do so, you must make a new attack roll. Lightning ¼ Lightning ¼ Lightning ¼ Lightning At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the stone disappears when you finish a long rest. When you use an action to create an object that is being worn or carried by a creature other than you, you can use a bonus action on each of your turns to cause the stone to disappear. Each time you do so, you must make a new attack roll. Poison ¼ Poison ¼ Poison ¼ Poison ¼ Poison At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the stone disappears when you finish a long rest. When you use an action to create an object that is being worn or carried by a creature other than you, you can use a bonus action on each of your turns to cause the stone to disappear. Each time you do so, you must make a new attack roll. Lightning ¼ Lightning ¼ Lightning ¼ Lightning At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the stone disappears when you finish a long rest. When you use an action to create an object that is being worn or carried by a creature other than you, you can use a bonus action on each of your turns to cause the stone to disappear. Each time you do so, you must make a new attack roll.
Transmutation
Mage Stone
30
Instantaneous
You create a stone on the ground of a place you designate. Choose an area of ground you can see within range. The area must be within 30 feet of a place you designate. The ground must be flat or wavy, and it must contain no more than 10 feet of floor space or more than 100 feet of floor space. The ground must be within 20 feet of any place you designate. At the end of each of its turns, a creature can use an action to cause the stone to crumble. If it does so, it takes 2d8 bludgeoning damage and is knocked prone.
Evocation
Mage Stone
60
Instantaneous
You create a simple stone on the ground that is 20 feet long and 10 feet high. The stone is made of a material that is both stone and wood, and weighs no more than 300 pounds. You decide how long it takes to create the stone. The stone is magically infused with a certain magical power. The stone can be made of any material that you choose, such as wood, stone, stone tools, stone furniture, stone jewelry, stone tools, or stone jewelry, but you can also create any material that you choose from a variety of materials. If you create the stone from a different material, the stone is made from the same material that you made the stone from. Constructs and undead creatures can use their action to make the same stone. While the stone is created, any creature that can see it must succeed on a Dexterity saving throw or take 2d8 force damage. The stone is made of the same material as the stone, and any creature that can see it must also succeed on a Dexterity saving throw or take 2d8 damage. The stone requires at least 6 hours to create, while the spell ends after 60 days.
Necromancy
Mage Stone
90
Concentration, up to 1 hour
You or a creature you touch attacks a creature within range. The attack deals an extra 1d6 force damage to the target.
Evocation
Mage Stone
90
Instantaneous
You create a new magical stone that can be used to create magic items, weapons, or equipment. The spell’s initial effect is to temporarily teleport a willing creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target can’t be moved to a different location until the spell ends. The spell ends if the target’s Intelligence or Wisdom is less than or equal to the number rolled. While the target is being teleported, it can’t speak, cast spells, or otherwise interact with the spell. If the target makes a Wisdom saving throw while teleporting to another location, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 10 days. When you use a spell slot of 7th level or higher, the duration is 1 year.
Divination
Mage Stone
Self (10-foot cube)
Instantaneous
The stone shapes a creature’s appearance and functions. The creature must make a Dexterity saving throw. It takes 2d10 force damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Mage Stone
Self (10-foot radius)
Instantaneous
You construct a stone structure that appears to be a piece of stone, but only if your Intelligence and Wisdom are at least 10. You must spend at least 5 minutes casting the spell. You can cast this spell multiple times, with one additional effect each time. When the spell ends, you can use your action to teleport a willing creature to the surface of the earth or the water within range. The creature can’t be targeted by spells or magic, though it can make verbal and somatic connections.
Divination
Mage Stone
Self
Concentration, up to 1 minute
You create a stone talisman composed of elemental force and magically imbued with a calming force, imbuing it with an illusion of an area within range to protect it from hostile creatures. The stone has the following properties: - It prevents other magic items from remaining within the talisman container, blocking attacks and creating traps. - The creation can't take effect when the stone is on the same plane of existence as the item’s cordon line, such as a wall or a talisman, or when the magic item strikes it. - The stone can create three levels of protection from poison, two levels of protection from cold, and one level of protection from fire. This protection extends into the entire talisman body. - A magic item created by this spell creates a glyph inscribed on the globe. Scroll Fragment. You can send glyph glyphs into the space or manner of another creature to create a new glyph. When a creature chooses which glyph to create, it can write in the glyph with little effort, and it can’t take any actions that would trigger an action that exposed an action or glyph. The creature only needs to write a line perpendicular to the w dir of the action that exposed the action or glyph. To create the glyph, a creature must be within range of the glyph and understand the glyph perfectly. If the creature uses its action to write a glyph on the globe, that creature must succeed on an Intelligence (Investigation) check against your spell save DC to recognize the glyph and dismiss the glyph glyph. You determine which glyph glyph is created by studying the glyph. The glyph is purely magical and lacks the appearance or function of a written message. While the glyph appears in an area of magic that is friendly to you or a creature within your reach, the glyph is a messenger glyph. When you create the glyph, you can use your action to designate a message that can be delivered to a creature if it is within 1 mile of the glyph and that recognizes the glyph properly. The glyph conveys a message, but it lacks the potency and the clarity to deliver the message. If the messenger fails your check against your DM’s spell save DC, the message is delivered to the creature, not to you. The messenger is an illusion that can only be delivered to a creature that has the messenger glyph. If you send the message using the messenger glyph, your action to deliver it fails. You make a written message that recalls the contents of the scroll, as well as any messages that you might have if the message were sent from a different creature to a messenger. You decide what message to deliver and how, before removing it, the messenger appears in the middle of the page. The magic item created by the glyph is sent to the mouth of a humanoid that you choose within 30 feet of you. The mouth moves 30 feet each time it moves 30 feet, and if you choose this spell with another creature or with a creature, your magic item takes 20d6 bludgeoning damage, and it strikes the creature before it can make a weapon attack, saving throw, or attack move. If you use your spellcasting ability to cast this spell, your magic item also deals 20d6 bludgeoning damage to the creature if it isn’t fighting or using the reaction to make a weapon attack.
Transmutation
Teleportation
Unlimited
8 Hours
This spell allows a creature who can’t be guided higher than Medium to fly using teleportation. You choose a point you can see within range. A creature that can see the point is able to see out to the Ethereal Plane. For the duration, an unwilling creature that targets a creature traveling with the creature at a point within 5 feet of the
Mage Stone
Touch
1 hour
You touch a nonmagical construct and imbue it with the power to create a sort of magically animated magical stone. Choose a stone or a piece of stone or a sphere of stone or a similar shapely surface that you can see and that fits within a 5-foot cube. You imbue the constructs magic in one of the following ways: • Each creature of 2nd level or higher can be imbued with an equivalent spell of 2nd level or lower, if the creature’s Strength and Dexterity are 1 or less; • You cause a target to make an Intelligence saving throw, taking 6d8 damage on a failed save, or half as much damage on a successful one. If you cast this spell multiple times, you can create one additional magic stone for each target. Additionally, you can animate two more magic stones for each target. As the spell finishes, you can use your bonus action to combine them, creating a Huge or smaller magic stone. Make twice as much noise as normal. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can have magic stone created up to the maximum size allowed by this spell. You can also adjust the weight of the stone so that it is neither heavier nor lighter. When you use the spell again, you can create two additional stone for each target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the magic stone created by this spell can be created up to the maximum size allowed by both spells. The magic stone can be created up to the maximum weight allowed by both spells.
Transmutation
Mage Stone
Touch
8 Hours
This spell provides the material components for shaping the natural stone used for casting spells of your choice you cast within range. You must use a different material component for each slot level above 3rd. You can even use magic to combine different materials for each slot level above 2nd. For example, you could create a stone bridge from dirt and stone, two layers of stone, covered with a layer of dust, and then use magic to create a seamless surface. As you shape the stone, you can change its ins and outs, creating branching, bumpy, or tangles. Your DM might favor simple shapes over complex ones. You can shape a solid rock 10 feet in diameter, 5 feet tall and weighing 10 pounds, up to the extent that the weight of the rock can be carried up to 20 pounds. You can also shape a thin sheet of stone up to 10 feet thick, up to 10 feet high, and 20 feet thick, though this weight is not being carried by the stone. You can choose whether the stone forms panels or supports, allowing you to make panels that span 40 feet or more, or a truss that spans 80 feet. You can use only one truss per panel. Each panel must be contiguous with another one, and each spans at least 5 feet. A panel that is too small to fit in the middle of a large panel can be barred or separated from it altogether. Each panel is affixed to a creature surface and appears in an unoccupied space of the creature’s choice, occupied by constructs or undead. The spell creates two paths for creatures of the chosen kind within 30 feet of one another. For each path created, an extra 5 feet of travel is made, and the DM adds the new distance to the creature’s statistics.
Transmutation
Mage Stone
Touch
Concentration, up to 1 minute
You touch a creature and create a stone that is made of earth, stone, or water. The stone is made of the same material as the creature’s equipment (the same sort of tools, the same tools, the same tools). The stone’s material properties are determined by the creature’s alignment. Stone has a flat surface, and water has a vertical surface. When the spell ends, the stone appears in the appropriate place on the floor. The stone persists for 1 hour.
Transmutation
Mage Stone
Touch
Instantaneous
A stone ring of magical force emanates from you in a 5-foot radius, centered on you. You create a magic loop of magical force in a creature’s space within 5 feet of you. The magic lasts for the duration. The ring can be worn or carried as normal, but it can’t affect the target. The ring protects it from direct damage, and you can’t affect the target with spells or objects that might affect it. As an action, you can cause a creature that can fit the ring to move or become invisible. The affected creature takes 1d6 radiant damage per 1 foot of movement. The ring can’t be worn or carried.
Conjuration
Mage Summoning�Concentration, up to 1 minute
Choose a creature within range. The target receives 5d6 necrotic damage. Each creature in the area must make a Constitution saving throw. On a failed save, the target is charmed until the spell ends. A target that succeeds on this saving throw can then use a reaction to teleport to another location in the same space. As the spell ends, the target takes 4d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of times the spell ends is increased by 1 for each slot level above 6th.Abjuration
Mage Summoning
Self
Concentration, up to 1 minute
Choose a creature within range. The target takes 10d6 necrotic damage as a bonus action on each of its turns. The target can choose to become an undead creature or a creature of your choice. While you are casting the spell, an undead creature gains the following benefits: • The target can use a bonus action to make an Intelligence (Investigation) check against your spell save DC, or it can use its action to make a Wisdom saving throw. • The target can use its action to speak a spell of 1st level or higher and understand the language of the spell. • The target can use its action to speak a spell of 2nd level or higher and understand the language of the spell. • The target can use its action to communicate a spell of 3rd level or higher. When you cast the spell, it can choose the language of the spell, but it must understand it.
Evocation
Mage Summoning
Self
Concentration, up to 1 minute
Choose a creature within range. The target takes 1d6 lightning damage and is grappled by a Medium or smaller creature that you can see within range. The target must succeed on a Strength saving throw or be knocked prone. The target can use its action to move into the air and use its action to make a ranged spell attack against the target. At the end of each of its turns, the target can use its action to move through the air. At the end of each of its turns, the target can use its action to move up to 30 feet in a straight line. The target can also make a ranged spell attack against the target. At the end of each of its turns, the target can use its action to move
Mage’s Wail
10
Enchantment
Until dispelled, a humanoid creature of your choice that you can see within range must make a Constitution saving throw. On a failed save, the target takes 10d8 necrotic damage and must throw itself away from the target. On a successful save, the creature can move again to another location, though you must choose another spot on the target, or the target takes damage equal to half its hit point maximum. For example, a Medium creature carrying a Medium weapon attacks a Medium or smaller creature of your choice that you can see within range. Creatures of your choice that don’t exceed your reach must make the saving throw. For each new Medium or smaller creature that you can see within range or that fits within a 10-foot cube, it takes 10d8 necrotic damage, and the creature must make the saving throw twice. An additional Medium or smaller creature can’t attack a target if it isn’t within 15 feet of the target.
Conjuration
Mage's Ward
60
Instantaneous
You create a small magical ward that wards off undead, friendly constructs, and undead that are hostile to you. You can designate one or more of the following wards. Each ward lasts for the duration. For each ward created, you can designate one additional ward that lasts until the spell ends. The same spell or other effect will be affected by the same ward if it affects both. For example, if you have a specific spell that prevents a creature that attacks you from attacking another creature, you might designate a different spell or effect that prevents the same creature from attacking you.
Divination
Mage's Ward
Self
1 Hour
You call forth an invisible ward that blocks hostile magic and illogical magic from casting on you. Until the spell ends, you can use an action to dismiss it with advantage. You choose which magic is blocked or illogical, and what effect that magic has on you.
Evocation
Mage’s Ward
Self
1 round
For the duration, your mind fills up to 5 feet of temporary protection from nonmagical light and that spot you choose must be within 30 feet of you. When you cast the spell, you can designate two light sources for each of the spell’s effects, and you can affect one of them. You can ward one target against one type of harmful energy, such as fire, cold, or lightning. If you cast the spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such a spell as an action.
Transmutation
Mage's Ward
Self
Concentration, up to 24 hours
You conjure up an invisible ward that blocks hostile magic and illogical magic from casting on you. Until the spell ends, you can use an action to dismiss it with advantage. You can also use your action to dismiss the ward with disadvantage. You decide whether the spell is blocked or not. The DM has the statistics for the spell, the effect that it has on you, and the other effects that the spell has on you. You also know how long the spell lasts, and when it ends. If you cast this spell multiple times, you must choose the most recent use.
Divination
Mage's Ward
Touch
Concentration, up to 10 minutes
You create a protective, magical ward around yourself that lasts for the duration. You can cast this spell with a spell slot of 6th level or higher, or with a spell slot of 2nd level or higher. You can cast this spell with a spell slot of 5th level or higher, but you must have cast its component components before you can cast it. Whenever an area of effect spell that you cast using a spell slot of 6th level or higher is cast into a creature’s mind for the first time on a turn or a turn after casting it, the spell leaves its effect on the creature.
Enchantment
Mage's Ward
Touch
Concentration, up to 10 minutes
You create a ward that lasts for the duration. You can cast this spell with a spell slot of 6th level or higher, or with a spell slot of 3rd level or higher. The ward surrounds itself with invisibility, which lasts until the spell ends. You can cast this spell with or without spending a casting slot.
Evocation
Mage's Ward
Touch
Concentration, up to 1 minute
You touch one humanoid of your choice that you can see within range and have it use an action to gain a level in the chosen class of that creature. The target must be a humanoid or a ranged spellcaster. If it is a creature, each of the target's hit points are equal to your spellcasting ability modifier. The spell ends if you cast the spell again.
Evocation
Mage Swarm
300
Instantaneous
A swarm of spectral creatures, mostly humanoid, appears in a 20-foot-radius, 10-foot-high, 10-foot-deep pit, 40 feet deep and 10 feet tall. The swarm can be hostile toward creatures or friendly toward creatures of your choice that you can see within range. You can change the temperature, the intensity, the direction of the heat, and the color of the light (unlike other spells). Each creature in the pit must make a Constitution saving throw. A creature takes 4d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature can’t take extra damage from these spells. Until the spell ends, the swarm moves with you and isn’t hostile toward you. This spell doesn’t target any other creature.
Conjuration
Mage Swarm
30
Instantaneous
You call upon the spirits of nature and nature spirits to battle against one another for dominance. Choose one creature for each level of your Intelligence. A creature you choose for this spell ends its turn if it has a lower Intelligence score than you. The spells can end both ways. The DM chooses the creature’s equipment and makes the spell choice. If the creature can be no more than 10 feet away from you, the spell ends. Otherwise, the DM might suggest a different creature for each level. If you cast the spell again, the DM gives you a list of the creatures it counts as the DM’s choice, including a creature type and the creatures it counts. The DM also gives you a list of the creature’s equipment, including the creature’s equipment, when you cast the spell (the DM’s choice). You determine the creatures' equipment when you cast the spell. The creatures’s equipment can be anything you choose, but it is not required to be. For example, a creature with a thick metal ring can be made of iron. If the
Mage Swarm
60
Instantaneous
A swarm of undead, including those that are Medium or smaller, appears at the center of a 20-foot cube. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 2d6 necrotic damage and becomes blinded for 1 minute. On a successful save, a creature takes half as much damage and becomes deafened for 1 minute.
Evocation
Mage's Wrist
Touch
Concentration, up to 1 minute
You touch or touch a creature and it becomes a wristwatch. The creature must make a Strength saving throw. On a failed save, the creature is knocked prone. On a successful save, the creature is no longer knocked prone. On a failed save, the creature is no more prone to being knocked prone. The creature is then moved to another point on the ground and can make a Strength saving throw at the end of each of its turns. On a successful save, the creature is no more prone to being knocked prone.
Conjuration
Mage Tattoo
30
Concentration, up to 1 hour
You create a nonmagical mementosome symbol that appears
Mage Tattoo
60
1 Round
A spectral, invisible creature appears on a solid surface and disappears. The creature is invisible, has no magical properties, and is unaffected by any effects that don’t target it. The creature can’t be targeted by one of the following magic’s: • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •
Mage Tattoos
Touch
1 Hour
For the duration, you can reshape any object in reach to mimic your sort. You reshape the object to look what you want it to look like, up close and personal. Additionally, you can add a faint aura to a vague message that appears behind the object and at its location, spelling out the message as if it was written on the object. If you choose an object, you can create one of the following effects within range: • You reshape the creature’s clothing to match your own. (You can designate a color or a symbol, or both.) • The target changes size and appearance based on the amount of force used to create the effect. (For example, you can reshape a humanoid’s armor to match the amount of force used to create the shard construct’s bill. Also, you can animate or reshape duplicates of the target.) • You create a ward that prevents other creatures from entering or leaving the area. (See the warding spell for details.) • You alter the target’s clothing, food, and other sensory impressions so that they resemble your kind—from simple, simple clothes to elaborate costumes that resemble your kind’s armor. (See the clothing change spell for details.) • You grant life rings to animate, w ere slain, or give birth to new animals. (See the animals change spell for details.) • You grant holy water to animate, w illande slain, or give birth to a mite (a type of horse or charmer that can’t be charmed). (See the water change spell for details.) - Foul play is rare in the game, and any creature that can’t speak, take any damage from nonmagical weapons attacks, and makes a melee attack with a nonmagical weapon during the casting can’t speak. The casting of this spell can have severe consequences. On each of your turns for the duration, creatures that can’t be charmed, frightened, or killed can make a Charisma
Mage Tattoos
Touch
24 Hours
Choose one creature you can see within range. A silver incense grasps its brow and reaches to a spot you choose within range. The target must make a Charisma saving throw. On a failed save, the target takes 6d10 thunder damage, and it must then make a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends for it. For the duration, the spell leaves behind traces of its magic, and the creature recovers from its injuries no more than 10 days after it was affected. To locate the magic you imbued with this spell, a creature must be within 10 feet of you when you cast it, and can’t be knocked into hiding. When the spell ends, the mark appears on the target’s head, and thunder
Mage Tattoo
Touch
1 Hours
For the duration, you disguise yourself as a specific spirit or creature, attuned to the touch and willing to share a common bond with it. You can cast this spell in the same location as a regular spell, provided that you have the appropriate components. You choose the target of the spell as your target. The target can’t be a creature, other than you and summoned spirits (see below), that attacks or casts magical effects on you. If you cast the spell from a different target location than the one you are wearing, the spell is suppressed, and the spell is wasted. The suppressed spell is audible and can be suppressed by other means. If you cast the suppressed spell as part of using a spell slot of your choice, the spell doesn’t have to be suppressed. Thus, a suppressed spell can be activated only in the presence of a target or within a certain
Mage Tattoo
Touch
1 Hour
You touch a willing creature. For the duration, the creature’s senses and intellect shift, though the target retains her hit point maximum. The spell ends if you choose a target creature type, if you choose a target level, or if you choose a target level that the spell doesn’t target. A target’s hit point maximum is equal to half the target’s hit point maximum, and when the spell ends, the target has no hit points.
Transmutation
Mage Tongues
30
Concentration, up to 1 hour
You call forth a new type of magic, one imbued with nature’s might and imbued with the power to banish an unwilling creature to the elements. An unwilling creature can make a Wisdom saving throw. On a failed save, the creature becomes restrained for the duration. While this spell
Mage Tower
10
10 Days
Choose a level of magic that you can see above or between you and an unwilling creature. You and the target must have seen a certain number of days in a row, at the same time. The number of days doesn’t need to be more than twice what the creature spends concentrating. You and the target can both see up to 500 feet away, and you and any creature within 500 feet of you can see a straight line up to 60 feet in any direction along the ground. The line remains for the duration. The creature can choose to stay at the top of the line, though it must spend 4 feet of movement for every 2 feet it moves. To do so, the creature must move 5 feet off the ground and spend one extra foot of movement for each additional foot it spends. In addition, a creature using an action to move up or down must spend 4 feet of movement for each additional foot it spends.
Divination
Mage Tower
10
Concentration, up to 1 hour
You create a magical structure on the ground that holds up to ten thousand nonmagical beasts, including animated beasts and mindless creatures of the fourth form (demons, eons, or the weak). It lasts until the spell ends. If you cast this spell while you are within 30 feet of the magic structure, you must choose a different spell instead of concentrating.
Transmutation
Mage Tower
120
Concentration, up to 10 minutes
You construct a tower that houses a magical portal to a particular location in the dimension. The tower takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The tower must be within 60 feet of a space of your choice that you can see. The tower can be up to 10 feet tall, 10 feet wide, and 30 feet tall. The tower is a portal. The portal is one level lower than the nearest unoccupied space within range. The portal is made of stone and has a diameter of 60 feet. The portal can be opened and closed by hand, as long as it is open and closed by a creature of your choice. The portal is made out of a material object. Any creature that enters the portal must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The portal is not a portal to another dimension.
Conjuration
Mage Tower
150
30 minutes
This spell creates an illusionary door hidden within an illusory fortress on an unoccupied spacecrawler level or higher. Until the spell ends, the illusion creates a circular door with a single panel for opening the door and closing it. The door is 5 inches thick and is 1/4 inch thick. The door is opaque and locks with a staff. The spell ends if the most recent visit of a creature causes the door to open before the specified duration. A creature enters the barred door and uses its action to open it. The creature can examine the door for the first time on a turn or within 60 minutes on a turn. Once opened, the door widens into a labyrinthine maze made up of shifting corridors, thorns, and other difficult terrain. Until the spell ends, a minotaur, a dire elephant, a leopard, a bat, a bat ant, and a bat (all members of the same race) appear in an unoccupied space on the ground floor, one of the creatures is invisible to all creatures except you and can be dragged through the maze by means of a simple rope. A walking stick is worn to a light armor. The minotaur and dire elephant carry small weapons that can be stacked up to 10 pounds. They can’t become transport objects or object classes. For the purposes of this spell, the minotaur is called the minotaur of dungeons. If the minotaur is slain while on the ground floor, the minotaur constructs remain and carry on their tasks as normal. They gain 40 hit points, or half the normal number of hit points possible while wearing light armor. If the minotaur constructs are attacked by a creature on the ground or in openings on its way up to other creatures, it can use its reaction to move the minotaur along the ground, avoiding the attacker and fighting off the attacker as normal. If the minotaur constructs are reduced to 0 hit points, it frees its axe and halberd, and it destroys any remaining enemies it can find in its area. While Minotaurs are restrained by the illusion, other creatures in its area are free to attack the minotaur. On subsequent turns, the minotaur can use its action to make a melee attack against a random creature within 5 feet of it, ending the effect on a successful attack on your turn.
Conjuration
Mage Tower
300
24 Hours
You draw yourself into an intricate maw that shapes an intricate web of magical portals that allows creatures of your choice to travel instantaneously (up to 10 minutes) to areas of magical darkness or open portals that open in a 30-foot-radius, 30-foot high cylinder centered on a point you choose within range. The portal remains open when you cast the spell, which takes 1 minute to cast. Creatures that can’t be targeted by the portal have disadvantage on attack rolls against them. Once the spell ends, the portal can be opened again, but only if the portal’s contents are somehow damaged, otherwise, the spell ends.
Divination
Mage Tower
300
Concentration, up to 1 hour
You create a magic tower within range on land you have not yet drawn or planed out. You create the following effects when you cast the spell. The effect lasts for the duration or until you use an action to dismiss it. You can create two such temples, one on land and one on the sea. The temple must be free standing, and can hold up to 50,000 pounds. The temple is dedicated to a holy god’s divinity and acts as a hub for the faithful. It serves as a temple and royal sanctum, offering sacrifices, and performs other mundane or sacred functions. The temples are large, lightly guarded chambers made of magical inscrutable stone, protected by a protective dome or shield. The dome protects the interior from light and darkness that pervades the land. Creatures within the temple are immune to all damage, and any visible damage
Mage Tower
30
1 Hour
This spell creates a magical tower that is up to 30 feet tall and contains a sphere of energy centered on a point you choose within range. The magic nast you create is imbued with dread power, making it immune to all damage and forcing creatures to a 20 percent reduction to all damage rolls made against you for the duration. The magic nast then consumes the creature’s remaining health, and the target’s magic, until the spell ends, can use another spell slot selected, to regain all hit points and maintain magic against the target’s maximum hit points. When the magic nast finishes casting, the magic nast leaves behind a 10-foot cube of magical energy centered on that point. An unholy swarm of bats flies toward the magic nast, shedding blood and leaving behind foul flammables. Each creature within 30 feet of the magic nast must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage, and it also takes 15d6 acid damage, 25 damage from being pushed, and 1d6 radiant damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Abjuration
Mage Tower
60
Concentration, up to 10 minutes
You create a magical portal between two points on the ground within range. The portal lasts for the duration or until you use an action to leave it and can enter a casque of new life. You must speak the portal spell to enter the portal. You must have seen the ground within 5 feet of the portal, or you can only enter it by visible means. You can use your action to move up to 30 feet in a straight line along the portal, ending the spell early if it overlaps with other spells of your choice. In addition, the portal has AC 7 and 30 hit points, making it nearly indestructible. The portal, like all portals created by this spell, can only be opened by multidimensional doors created by the portal reduction spell. To open the portal, use a truesight spell slot of 6th level or higher; you can also use a truesight spell slot of 5th level. The portal takes up a casque of life and functions as described for it. You can open a door created by this spell, or make a slot door into a door you make with disadvantageous to open. A door created by the portal reduction spell has a diameter of 5 feet and a height of 10 feet. It has a diameter ofiny 5 feet and a height of 60 feet. You must use 8th level or higher levels to open a door created by the portal reduction spell. You can create two such doors, one 6-foot long and 5 feet wide, plus one created by the portal reduction spell. They can be restored only to the floor or to the ground when the portal reduction spell ends. A staircase allowed into the portal reduces the doors to the floor and creates a ramp that leads to a higher level portal. The ramp lasts for the duration. The ramp reduces the casque of life of the portal reduction spell, which lasts for the duration or until you use an action to leave the portal. You can use a bonus action to cause the ramp to move up to the height you chose. It can’t move so far down the ramp that you have trouble moving it. When the ramp appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 3d12 necrotic damage, and it can’t speak a natural language other than English for 1 minute. On a successful save, it takes half as much damage, and it doesn’t need to breathe a word of English to speak the language.
Conjuration
Mage Tower
60
Instantaneous
You create a magical temple (as depicted on the image) and a magical tower (as depicted on the image) and place it on the ground within range. The temple must be within 30 feet of a normal building or one that is on the ground within range. The area is a circle centered on a point you choose within that can only be used to form a portal to the tower. The portal is a cube with a radius of 30 feet. The
Mage Tower
Touch
8 Hours
The magic within this spell enables the teleportation of creatures to or from a higher plane of existence by means of a spell of higher level or higher casting. You must cast the spell in a location that has at least one other element that you can see or can perceive.
Divination
Mage Tree
30
1 Hour
This spell reshapes the natural stone planes in which the spirits of nature dwell, creating one of the following effects for each creature within 30 feet of the tree: • You create a harmless magical tree spirit that assumes the form of a regular tree and grows only on trees that you have seen or seen before. The tree can lay its leaves and bark on any surface and lasts for the duration. • You instantaneously light or disappear from light within 30 feet of it, causing the tree to shade up to 30 feet of ground and make wreaths throughout it. • You shape light or dark energy within 20 feet of it so that it appears bright, dim, or has a luminous appearance. The effect can be subtle to one creature or one object of clothing. • You light, silence others such as trees, shrubs, and shrubs and chill others to a depth of 20 feet. The cold-blooded creatures in your area are affected even further. To a creature charmed by the illusion, these cold-blooded creatures have disadvantage on ability checks and saving throws. If you choose a creature or a creature that is not friendly to you, or one that inflicts bad or harmful damage to you, you instantly kill the creature and lay waste to its home plane.
Abjuration
Mage Tree
30
1 Hour
You create a tree on the ground that lasts until you use your action to create a small tree trunk. You can make any material from wood or stone covering the trunk. You choose leaves, branches, or other growths. A trunk can be up to 10 feet long, up to 5 feet wide, and up to 5 feet thick. The trunk doesn’t fill a space. A creature moving through the trunk can use its action to move up or down as part of its move. A creature moving through the tree’s space can use its action to make a melee spell attack. The target takes 6d6 bludgeoning damage on a hit, or half as much damage on a miss, instead of the weapon's normal size. If the tree is damaged or turned into a trunk, the creature remains damaged or turned into a nonmagical creature, if it can’t
Mage Tree
60
Concentration, up to 1 hour
You create a magical portal linking an unoccupied muggle-occupied space under your control to the Material Plane and up to 40 feet deep, 40 feet wide, and 40 feet tall. The portal is made of magical force, and it takes 3d8 necrotic damage when opened. You can teleport up to 30 feet directly to this portal. You can use a bonus action to create a ward around it. When you cast this spell, create a new portal, you must make a Constitution saving throw. You take 3d8 necrotic damage on a failed save, or half as much damage on a successful one. You can create new portals by spending 1 hit point. Each new portal creates a different portal opening within 60 feet of it. Each portal opens in a different way when you use your action on each piece of magical force inside it to create a new portal. You can also create portals that are a little too wide to fit over an unoccupied space, blocking a doorway or window and leading to a dead end. The portals created by this spell are made of magical force. Each piece of magical force has AC 10 and 30 hit points, and the portal created by the portal attack is a magic staff made of magical force, in this case wrought by The Unseen. You can use any number of action gems you possess, creating a staff of disintegrated objects (such as a ringed staff or spear made of earth or stone) with a 10-foot radius on each end. Each object destroyed by the disintegration has disadvantage on attack rolls against you until the spell ends. In addition, a disintegrated object or staff struck by the disintegration is vulnerable to being broken or misspelled. A disintegrated object or staff then falls to the ground, automatically ending a spell casting. A 15-foot cube of air, composed of 10 pounds of air and 5 pounds of lightweight steel, is your new constructible space. It remains inside your construct until you use your action on it to make an ability check, or until you move out of it to avoid destruction by other means. You can use your action to mentally command any creature that you command to a creature friendly to you, or choose any of the following creature types for each creature that you command: charmer, bard, fighter, hunter, engineer, hunter, or other kind of creature. The creature obeys your command if the creature’s Intelligence and Charisma is 4 or higher; the creature obeys if its Wisdom and Charisma is 3 or lower. You can use your action to command the creature to perform any of the following tasks I ordain it to do: Şamage the trees; chop up dead flesh; cleanse the land of poison; dig tunnels or staves into the earth. While the creature is under these tasks, it has disadvantage on attack rolls against creatures within 10 feet of it. Clerics must have a Wisdom score of 2 or lower. If the creatures Wisdom score is 2 or lower, they can’t use their action to speak or cast spells, and they take 5d10 poison damage when they make a poison attack against the creature. Disguise as an undead to make it resemble a human. You change your appearance as a bonus action on your turn. For the duration, you can appear thinner or larger than you, have a mien of royal blood on your head, and look younger than you. You decide when you appear and what you appear to be, though you can’t change your reality until the spell
Mage Tree
60
Concentration, up to 1 minute
You create a tall stone trunk with a bark pattern that lasts for the duration. The trunk is an inverted version of a human tree. The trunk is a 20-foot-radius, 10-foot-high cylinder centered on a point within range. Each creature in the trunk when you cast the spell must make a Dexterity saving throw. On a failed save, a target takes 1d4 acid damage and becomes diseased until it restores HP. On a successful save, it becomes diseased and cured of all diseases. The acid damage and the condition can be cured by any action you have taken. If the target is diseased, it can’t cast spells until it takes damage or dies.
Transmutation
Mage Tree
Touch
Instantaneous
For the duration, a mote of shadow and some kind of magical energy appear in its place and guide nearby creatures to specific paths or destinations. At the start of each of its turns, a mote of shadow and some sort of magical energy must be laid at least 30 feet out on the ground and within 5 feet of one of the paths or destinations designated in this spell. If you target an area of loose earth or stone and hold it up to 30 feet on each side, the spell creates a temporary mote made of shadow. The mote is a treasure that can be spent to make a weapon or throw an item of loose earth or stone. The spell creates a permanent mote on the ground that lasts until the end of your next turn, at which point you can use your action to put the mote into motion again. An action that normally requires you to use your hand, the mote is rolled into one large, opaque object about the size of your fist. The object is impervious to damage and can’t be damaged while it is rolled. As an action, you can position the mote so that it extends past your passing eye and strikes against your path, not against the shortest path you have selected. If you have selected a path that is difficult or impossible to reach and that requires you to use a course of movement that might require you to use your hand or the mote, the mote strikes against the path and requires you to make a Dexterity saving throw. On a failed save, you must resort to the use of your hand to move the mote. As an action, you can move the mote up to 30 feet and then make a melee spell attack against a creature within 5 feet of it. On a hit, the target suffers the mote’s damage, but not its movement nor its properties.
Conjuration
Mage Trick
Self
8 Hours
A fey demon beast of challenge rating 10 or lower appears in a location you choose within range. The target must make a Charisma saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the beast is incapacitated. The spell ends if you cast this spell again. The target’s statistics, except for its Charisma score, are replaced by that of the demon. If you cast this spell again, you must use the new statistics (your choice) for its statistics.
Conjuration
Mage Trick
Touch
Instantaneous
A fey demon beast of challenge rating 5 or lower appears in a location you choose within range. The target must make a Wisdom saving throw. On a failed save, the beast is charmed and frightened for the duration. It has advantage on Wisdom (Perception) checks made to learn the true nature of magic. The spell can target one willing creature, and it has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Divination
Mage Trick
Touch
Instantaneous
You touch a fey demon beast of challenge rating 5 or lower. The target becomes charmed and frightened for the duration. It has advantage on Wisdom (Perception) checks made to learn the true nature of magic. The spell can target one willing creature, and it has no effect on undead or constructs.
Divination
Mageunai's Song
30
Concentration, up to 11 days
While you are concentrating on an action, you and a creature you can see can sense and hear one another. For the duration, you and the creature can see each other for the first time. When you reach level 20, the target is no longer at a particular location.
Divination
Mage Ward
120
Concentration, up to 1 minute
You conjure up a creature of your choice that you can see within range. The creature must be within 30 feet of you. The spell lasts for the duration. When the spell ends, you choose a new target for the spell, and the new target can make an Intelligence (Investigation) check against your spell save DC. If the target is a creature, the spell ends, and the target is no longer a target. The target can use an action to inspect you for signs of magical darkness. If you are still within 30 feet of the target, the creature can be charmed by you, and the spell ends. The creature’s current statistics, except for Intelligence (Investigation), are lost. The spell ends if you cast this spell again.
Transmutation
Mage Ward
150
Touch
Instantaneous
You touch one humanoid creature, which you can see within range. That creature must succeed on a Wisdom saving throw or be blinded for 1 minute. Until the spell ends, you can target another humanoid creature with a Ward within 30 feet of you, if it must. Until the spell ends, the target only hears the words spoken by your hand, and it is blinded for the duration. Until the spell ends, the target doesn’t use any of its spellcasting ability. The target’s speed at the end of the spell can be slowed up to 30 feet but isn’t able to see. The damage caused by a target being blinded doesn’t affect the damage the spell causes. To make the Ward, a creature must make a Strength saving throw. Its speed is reduced by 10 feet, and the speed is increased by 10 feet. At Higher Levels. The duration for a Ward ends when you cast this spell.
Evocation
Mage Ward
30
Concentration, up to 1 hour
You channel the power of the Mantle of Moulds to ward off hostile creatures. Your spellcasting ability is to your advantage, and you deal no damage if you hit an unoccupied square that is also affected by your spell.
Abjuration
Mage Ward
30
Concentration, up to 1 minute
You make an arcane ward that defends against damage. The ward lasts until it is destroyed or the spell ends. The ward defends against a number of damage types that you choose. When you cast this spell, you can target one creature within 5 feet of the ward for the spell’s duration.
Evocation
Mage Ward
60
Instantaneous
You create an invisible ward that protects any object or object you pass through. The spell lasts for the duration. You can use your action to dismiss the spell. You can also use your action to dismiss the spell. To do so, you must first cast the spell again. You must still be within range. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you cover a 50-foot-square area. You can designate the area you want to protect. You can also use a spell slot of 5th level and an action that you can see within the area to dismiss the spell.
Conjuration
Mage Ward
Self (10-foot radius)
10 days
This spell grants the following effects when cast within 10 feet of a mending glyph glyph glyph (referred to as an "imaged glyph"). As a full-round action, you or one of your companions in combat in which you lead must make a Wisdom saving throw. On a failed save, the creature takes 6d8 radiant damage and is blinded until the spell ends. On a successful save, the creature takes half as much damage and isn’t blinded while under the spell.
Mage Ward
Self (5-foot radius)
Concentration, up to 1 minute
The multicolored wards on up to five creatures of your choice within 5 feet of one another sweep across the ground of the spell’s area for the duration. The warded creatures are invisible to all creatures except stone or trees. If the warded creatures are moved more than 5 feet from one creature or object
Mage Ward
Self (60-foot cube)
Concentration, up to 1 hour
The first time each day for a 1-month period that you cast this spell, your spell slot is expended and the spell ends. You regain hit points equal to half the amount of worn armor you lost while casting this spell. At the end of each 1-month period, you and any creatures you designate at the time you cast the spell return to your spell slot. While the spell lasts, creatures that are incapacitated or unconscious can’t perform other functions of their bodies. The spellservice includes sensory effects.
Enchantment
Mage Ward
Self
8 Hours
You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the
Mage Ward
Self
Concentration, up to 1 minute
You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.
Abjuration
Mage Ward
Touch
1 Hour
You touch a creature and imbue it with magical energy. The target attains the speed of light, and if you touch it while it is under your control, the spell disperses any flying debris that flies on impact. This spell has no effect on undead or constructs.
Evocation
Mage Ward
Touch
Concentration, up to 1 hour
You channel magic to ward off the presence of hostile creatures. You can direct the creatures to a point within range, but they are immune to all damage, and any hostile creatures within the area are suppressed. You can also target one additional hostile creature for each hostile creature you have targeted with this spell.
Transmutation
Mage Ward
Touch
Concentration, up to 1 hour
You create a 10-foot-radius sphere of acid in a 10-foot radius centered on a point you choose within range. Choose a point on the ground or a portion of a solid surface that is not worn or carried by any creature. One creature that starts its turn in the sphere takes 4d6 acid damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Abjuration
Mage Ward
Touch
Concentration, up to 1 minute
You gain the power to ward off the power of your enemies. You can ward off the damage dealt by up to five enemies in a 15-foot cube. Any creature in the cube must make a Constitution saving throw. On a failed save, a creature fails the spell.
Evocation
Mage Ward
Touch
Concentration, up to 1 minute
You touch five humanoid creatures and attempt to ward away a direct or indirect attack (such as an attack that deals 1d4 slashing damage or a direct spell damage of 1d6 damage) (such as an attack that deals 1D6 slashing damage). Until the spell ends, the target isn
Mage Ward
Touch
Concentration, up to 1 minute
You touch five humanoid creatures and attempt to ward away a direct or indirect attack (such as an attack that deals 1d4 slashing damage or a direct spell damage of 1d6 damage). Until the spell ends, no damage is caused to the creatures by the attack, even if they are blinded. Any damage caused by the attack is ignored. The target’s speed is reduced to that of a normal humanoid at the start of your next turn. If the target loses control of its speed during this spell's duration, it can’t use its speed for more than 5 feet of movement for the duration. The target can’t cast spells until after it leaves your space. If you cast your spell and choose a creature within 30 feet of it as your ward, you don’t need to cast it again.
Evocation
Mage Weapons
30
Concentration, up to 1 minute
You conjure up a motley crew of mysterious, fiendish creatures that follow you wherever you go. These magical creatures follow you wherever you go, though they usually follow you when you are not going anywhere. The creatures are friendly to you and your companions. Whenever a creature moves into an occupied space occupied by a creature, you cause the creature to automatically assume the form of a willing creature or an object of interest to you (if that creature is hostile to you, you can force the creature to adopt this form, causing it to become hostile to you). The creature is also given the ability to speak the language of Wisdom and Intelligence, which your companions can understand. The creature has resistance to nonmagical damage, and it has advantage on attack rolls against anyone who would attack it. You can use this ability once per turn to dismiss all creatures on the path. Huge or larger Monster. At the start of each of your turns until the spell ends, each target takes 4d8 necrotic damage of the type you chose. Familiar. If you are the same age as the target and are the same race as the familiar, that familiar becomes familiar with the target while it is within the familiar’s reach (if you are fighting it, companions can adopt the target’s personality). Until the
Mage Weapon
Self
1 Hour
You touch a creature and it becomes a magical weapon of yours for the duration. The weapon has AC 10 and 30 hit points. It has a range of 30 feet. You can use your action to make the weapon attack with a melee weapon. On a hit, the weapon takes 2d8 bludgeoning damage and is knocked prone.
Evocation
Mage Whip
120
Concentration, up to 1 minute
You unleash a powerful magical weapon imbued with mai the fury of a living beast. When such a weapon strikes a creature, create a
Mage Whirlwind
Concentration, up to 1 hour
You create a whirlwind of wind in a 30-foot radius centered on a point you can see within range. If you target a point that has a 20-foot radius, the whirlwind moves toward the target, and the whirlwind disappears. The whirlwind, along with its associated terrain, can be blocked or affected by terrain effects and can't travel in any direction.
Evocation
Magical Bond
Self
Concentration, up to 1 hour
As an action, you touch, entice, or compel another creature that you have discerned for some time to perform a specific task. Once you touch the target, the task can be completed, at which point the target returns to its normal form. As a bonus action, you can touch it again, at the start of each of your turns as many times as you have occupied your slot, and switch it off. You can maintain your concentration on the illusion for up to 1 hour before returning to the spelllist. An illusion made of wood consumes its fuel and explodes when you leave it in a location you chose. You can also use an action to cause the fire to extend its reach. The flame then explodes from the target if it reaches its full length. The target is blinded until the spell ends, and it has resistance to attack and targetting spells for its entire hit points. You can make a Wisdom saving throw against this effect if the flaming spell is cast, and if it doesn’t have a casting time of 2 minutes on it. When the spell ends, the target dies. It has a - 1 penalty to all attack rolls and ability scores, and it doesn’t know when it died until after the spell has ended.
Evocation
Magical Bond
Self
Concentration, up to 1 hour
This magical bond springs into existence in a 100-foot cone, perpendicular to your body. Until the spell ends, you can communicate magic to and from the other creature in the cone, and you can make a Wisdom saving throw once. If it fails, you can use Strength you have to cause the spell to fail again.
Evocation
Magical Eye
Self
Concentration, up to 1 hour
You conjure a tiny blue glowing eye with brilliant blue rays hovering in the air within 10 feet of you. You can use a magic circle to position the eye as the target of your spell. A magical eye appears at a distance of 500 feet and can look up to 500 feet away. A magical eye is an object created from nothing more than a book or a scroll, and it disappears when it falls to the ground within 5 feet of the target. The target can see through the eye’s surface and must make a Wisdom (Perception) check as an action to recognize the eye’s presence. When the target sees something that looks like a magical eye, it can use its action to make a Wisdom (Perception) check that checks if the object is in a spot within range and if it is there. If the target is in a spot within range, it can use its action to see what is coming. If the creature sees no one in the area, it instead sees a creature that is invisible. Casting this spell on the target doesn’t eliminate the opportunity to look for creatures in the area, but the target can dismiss that action. The target can also see through the eye, but no closer than 500 feet away. At Higher Levels. If you cast this spell multiple times, you can have up to three targets at a time. If you have three targets, you can have a total of three targets created at a time, up to four at a time. The target creation will be based on the area you cast it in and on the types of targets the target creates, as determined by the DM. Creatures of the type of targets created by this spell must be within 5 feet of each other when casting the spell. Creatures created by other spells require an area of effect in the same area to be visible. Casting this spell on multiple targets can create several illusion spells
Magical Lock
Touch
Con
Magical Weapon
60
Instantaneous
You create an illusory weapon that appears in your space on a solid surface, and it deals 3 cold damage to any creature in a 30-foot-radius sphere centered on it. This spell damages any solid objects up to 10 feet within 5 feet of that area and damages any creatures in the area if they are knocked prone.
Evocation
magical weapon
Touch
Concentration, up to 1 hour
You touch a creature and exchange weapon combatant gear for magical weapons. Until the spell ends, you can exchange weapon combatant gear for nonmagical weapons at the DM’s discretion. The weapon you choose retains its normal function and properties. While the creature is on the attack roll, it is able to use any spell it has as an action instead of d20. While the creature is within 60 feet of you, the exchange of weapon combatant gear is possible, but only if the creature has the equipment on its person. Otherwise, the creature can’t receive this passageway. Magical Weaponry. You possess a magical weapon that can affect one willing creature or two creatures you can see within 120 feet of you. The weapon appears to be of a piece, and the creature can use it to attack or defend. Alternatively, you can make the weapon disappear and reappear in the designated hand at the DM’s discretion. At any time, you regain possession of the weapon if the weapon doesn’t belong to you or if your magic has ended. Hand of Thorns. You possess an additional hand. That hand disappears when the spell ends. Shadow of the beast. You possess a spectral guardian that disappears when the spell ends. The guardian appears as a spectral hawk, an owl, a rhinoceros, and a scorpion with a luminous gleam in its talons. The hand disappears when the hand reaches 0 hit points. Blade of Claws. You possess the ability to use your action to make a slashing weapon attack against one creature within 5 feet of you. If the creature’s speed is reduced enough that the hand would impede its movement, the creature must
Magic Armor
30
1 Hour
This spell inscribes magical force on a fabric surface that you touch. The spell lasts for the duration. An item created with this spell transmits any effects from it back to the spell slot you used, and the spell ends instantly. Any effect cast on an object created with this spell ends automatically if the object’s magical properties change prior to that spell’ing. A dispel magic spell can end this spell prematurely, but can’t end a spell that was cast in an object’s magical possession (such as the item’s mundane spell’s binding spell) or its typical mundane spell slot.
Necromancy
Magic Armor
60
1 Hour
This spell inscribes magical force within wall panels of living things, and the panels turn into magical barriers and barriers for up to 10 feet in diameter. The magic barrier is a sphere with a diameter of up to 10 feet and a thickness of up to 10 feet. It has the same power and properties as the barrier created by a greater magic item. Creatures can pass through it, and creatures and magic items created by spells or manufactured by other magic items can pass through the magic barrier created by the barrier. You know the location of magical portals created by certain spells of your choice, and you have a telepathic link with one creature in the area who can see through the magical portal. The creature must be within 30 feet of the portal and who can see it. You can open an extradimensional gate or a dark portal created by a greater magic item, or an extradimensional shield created by a spell of 5th level or higher. The gate, or both, are visible from within 30 feet. While the gate or both are active, you can see through them. You can exclude one or both of these doors from the magic barrier created by a greater magic item and instead create a gateway created by a spell of 5th level or lower. This magic gateway is visible only to the creature who created it and is invisible to any creature other than you. When you cast this spell, you can affect one additional door on each side by using the same number of magic door panels.
Illusion
Magic Armor
60
Concentration, up to 10 minutes
You create a shield that can hold up to 10 pounds of armor, each worn and worn at the end of the duration. The shield has AC 20 and 30 hit points. The shield can be damaged by ranged and magic attacks, or it can be treated as magical armor. The shield lasts for the duration, and it is made of a strong material component. The shield can be worn or carried by anyone. A shield that can't be worn or carried by a creature is a solid object.
Transmutation
Magic Armor
90
Enchantment
Concentration, up to 1 minute
You create a protective magic suit that covers half a human body and inscribes magical properties on one creature you can see within range. You can wear the suit up to no longer than one year. When worn, the suit inscribes on the creature’s head a password that a creature discerns as false when it sees it in the moment of its seeing, sounds, or smells. When worn with the magic suit, the password isn’t broken, and it remains active for the duration. The password can be modified so that it only appears when the creature uses its action to change the password, and changes only when you or others have done so. You must use your own efforts to understand how the changes worked. At any time before you use your action to change the password, you can alter the password so that it appears when the spell ends, and you can change the password to appear when the spell ends. The magical suit lasts for the duration and can be disarmed or unarmored if you are fighting it. You decide whether you create the suit. If you do so, it disappears, leaving you fully armed with the magical suit. If you create the suit while your concentration is active, the spell ends for it. If you create the suit while you have concentration, the spell ends for it. You can also use this spell to banish a spirit from the suit (creature or object not within 4 feet of it) if you do. The banishment lasts for the duration or until you give it up. You take 10d10 fire damage per level spell slot you have used, and the spell ends for that creature. If the spell leaves your concentration or disappears while you are casting this spell, any effect that would normally apply to you, such as the reduction to damage from spells or the reflection of illusory duplicates, is suppressed and perhaps prevented.
Abjuration
Magic Armor
Self (100-foot cube)
Concentration, up to 6 hours
Choose a nonmagical object that you can see within range and that fits within a 5-foot cube. You choose one of the following magic armor options; none of the armor’s statistics are changed; the armor has the same damage type and reduced armor class. The armor also has resistance to cold damage. You can use a bonus action to cause one creature or magic item (your choice) to become magically equipped with a similar item to achieve the same effect. The armor automatically becomes magical once it has worn off. You must have seen or touched the object before it was worn or worn by the creature. You might have used the armor to protect yourself or your companion against one creature that attacked. If worn by an undead, the creature killed by the armor’s damage might regain hit points equal to half what it lost if it uses its action to move away from the object. This spell has no effect on constructs or undead, created or unoccupied objects, or the construction of any such objects.
Transmutation
Magic Armor
Self (15-20-20 minutes
You craft a magic armor that is completely within range and that is pulled by magic. It is carried with it, repugearing its armor and carrying it along its gear. The armor can be restored to its physical condition and any effects that are already restored to it (such as by removing magic items from their original armor). The armor can be restored to its original size and is carried by another creature. The magic armor can be restored to its physical condition and any effects they have during its restoration. This armor can be restored armor, but it can’t restored to its physical condition and can’t be restored to its original size and size.
Transmutation
Magic Armor
Self (60-foot cube)
1 Hour
You create an invisible magical barrier between you and a creature that you can see within 60 feet of you. The spell doesn’t incapacitate the target. It w as created removes a worn or damaged component of an illusory protection spell, if any, that appears within 60 feet of you.
Divination
Magic Armor
Touch
10 Days
Magic Armor
Touch
12 Hours
An illusory armor suit of magical protection appears on a creature you touch and makes it harder for it to attack or cast spells. The armor is made from thick and heavy armor composed of tough materials woven together into intricate patterns. The patterns are indistinct and difficult for the creature to visualize. Once per round for the duration, you can use your spellcasting ability to affect an illusory armor piece that can be as large as humanoids or as small as fey. In addition, during the spell’s duration, you can use your spellcasting ability to affect one individual piece of armor. The piece of armor fits so tightly that it hardly fits in your space. After you use this spell, you can also use your action to make an illusory bridge within, creating a line of static telepathically linking you and the piece of armor to the landscape. You can extend this illusion by casting a spell or manipulating an object made of metal or stone. You can also use your action to move the piece of armor along the ground as a movement, but no more so than a jump. The piece of armor must fit within 5 feet of you, and it must fit within 6 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the armor piece increases by 5 inches for 7th level spells, 9th level spells, and 12th level spells.
Transmutation
Magic Armor
Touch
1 Hour
This spell creates a piece of magic armor that magically inscribes a unique physical and magical message to each creature that you subject within range. The armor is worn by each creature you subject, and the armor fits into the creature’s normal armor, though it isn’t nearly as thick as normal armor. The armor is highly attuned to each creature’s challenge rating and can’t affect a creature’s natural armor class, since magic armor protects only those creatures that don’t fit within the creature’s normal body types or w ho has no natural armor class, such as a dwarf or a wyvern. For the duration, the creature’s natural armor rating is 16, and it has immunity to cold damage (your attack rolls and damage to objects it sheds have no effect) and fire damage (your attacks and attacks to natural fire's natural armor reduced it by 0.5 feet). It has disadvantage on attack rolls against creatures that aren’t natural armor class I or II, or it can’t take reactions or move while covered by the armor. Creatures covered by the armor can’t be targeted by attacks or abilities from outside the spell’s scope. If you cast the spell targeting a creature with an attack or ability whose trigger is beyond its reach, the spell instantly duplicates attacks and abilities from the spell’s spell description and triggers, rather than originating from another spell slot, the creature’s challenge rating is 12, and the creature is limited in movement by the total distance from you to the spell’s trigger. At Higher Levels. When you cast this spell using a spell slot of an upper-level spell slot, the armor increases by one level for each slot level above lst.
Transmutation
Magic Armor
Touch
1 Hour
You touch a creature and imbue it with magic. Its armor falls to the ground as armor made from ebony or fey metal, and its weapons, shields, and throwers can fit between its bony, ebony core and its fey core. The spell ends if the creature is attacked or harmed while wearing the armor. A creature can be attacked or harmed only once by the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation
Magic Armor
Touch
1 Hour
You touch a creature, and the creature seems immune to damage, conditions, and other magic effects for the duration. The spell ends if the target drops to 0 hit points or if the spell destroys an object or a creature.
Abjuration
Magic Armor
Touch
1 Hour
You touch a creature. It becomes magically fit for combat. The target’s gear rises, including shield, whip, dagger, shortsword, shortbow, staff, short sword, crossbow, short trident, scimitar, and buckler. The target attains the maximum level of armor it can wear at the spell’s level. The target also attains the maximum levels of its warding spell and warding spell slots at each level thereafter. The spell ends if it targets a creature.
Transmutation
Magic Armor
Touch
24 Hours
You create a protective magic armor that inscribes magical properties on surfaces and inscribes patterns on the surface for 24 hours. This magic armor can keep weapons, armor, and shields out of reach of enemies, but it can’t grant immunity to one damage type, a condition, or an ability check. As an action, you can create a protective magic breath armor that inscribes a magical breath spell on the surface of an object, plant, or other hazardous mineral within range. The protective magic breath armor inscribes a specific, visible or audible odor or temperature, temperature range, and amount of oxygen, acid, or fat remaining. When you use the spell, you can designate any magical properties that the spell applies. You can also designate any other magical properties that the spell creates, or that don't apply to you. Each creature of a category above 1 creatures grants advantage on ability checks and ability checks against their own success.
Transmutation
Magic Armor
Touch
24 Hours
You touch a creature and make a melee spell attack against it. If the creature’s speed is equal to or less than the speed of light for the attack, you have resistance to the spell for 24 hours. If it’s already stunned, it can make a Wisdom saving throw to return to its normal speed by returning to the number of feet it has remaining. If it’s already carrying out its normal course of action, it can use its reaction to return to the speed limit with a 30-foot cone, but it instead takes 3d8 thunder damage at the end of its next turn.
Transmutation
Magic Armor
Touch
24 Hours
You touch a creature to protect it from hostile creatures. It becomes a mote of magical power, with one leaf in each leaf and an open container for your storing and retrieving stored magical items. The spell’s price is one trink of treasure, and any expended charges are dedicated to the casting of additional spells of equal or greater level. When you cast the spell, you can have up to three magical items on the mote at a time, storing them safely in one pouch on your person or within a 5-foot cube on the ground outside the spell’s area. When you cast the spell, each item created by the magic of the spell, bonded by the magical item, dissipates as a normal effect. When you cast the spell and as a result of its release, an illusory, flying creature appears at your location in order from closest to furthest away to succeed on a saving throw against harmful fire.
Illusion
Magic Armor
Touch
24 Hours
You touch a willing creature to grant it the ability to manipulate the flow of time and change the way it behaves. Until the spell ends, you have advantage on attack rolls against targets within 3rd-level creatures that you have chosen.
Transmutation
Magic Armor
Touch
8 Hours
You touch a creature and imbue it with magic. The target’s magic automatically functions as if it were bonded to the armor, even if it isn’t. That magic can’t create a barrier, a gaseous form, a rock, or any other form of barrier, such as talons, that prevents attacks originating from behind a pillar or wall, or between walls or ceilings. The spell creates an invisible barrier around itself that isn’t covered by armor. Through the spell, the target can make two Dexterity saving throws, taking 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, the magic fails entirely and the barrier disappears, at the DM’s option. A disintegrate spell targeting the target disintegrates the magic on its target (creatures or objects, objects or objects being destroyed instantly), as well as all its nonmagical components, if it’s active ingredient; it has advantage on all attack rolls against creatures or hostile creatures. Magical barriers created by this spell reduce creatures to a d100 AC for half as much AC, or 40d10 fire damage on a failed save, if not higher.
Transmutation
Magic Armor
Touch
Concentration, up to 1 hour
You and up to eight willing creatures of your choice within range become immune to being charmed. For the duration, and if possible, at the DM’s option, you can issue a direct command to one willing creature you designate: ""If you are aware of a phenomenon beyond words that would make one creature see flame turn to smoke and become vulnerable to fire damage, you utter the command, and the phenomenon ends (for the creature). If the creature sees a flame and becomes vulnerable to fire damage, it instead burns for 1 hour, and the spell ends. The spell could also end there, somewhere safe from fire and invisible to the creature it targeted. The creature would simply become vulnerable to the effect of the spell. If the creature wounds or otherwise damages the armor, it must make a Strength saving throw. On a failed save, the creature takes 1d8 fire damage, and it can’t regain hit points until the spell ends. The creature is completely protected from fire damage, but it can’t use reactions to free fire damage or extinguish it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Evocation
Magic Armor
Touch
Instantaneous
You create a magical protect from energy (GCD 10) garment that surrounds yourself and other creatures in a 20-foot cube on each side of an object you touch. You also make the equipment or magic item as simple armor or shield. You can make the same equipment or magic item into a variety of different magical properties, though none of them match those of the object you chose. For example, if you have a simple shield made of invisibility that protects you against cold damage, magic immunity, and death effects, the invisibility protects it, and the spell ends before it does. Using a spell to create a magic shield grants one that doesn’t match the properties of the object and instead protects against both. A creature wearing armor made of normal armor or shield can activate and maintain magic in the area, even while protected by the shield. If the shield activates while protected by the shield, magic flies out of the spell’s range and lands anywhere the spell would target a creature. A ward against disease, poisoning, and other diseases that affect creatures of your choice that aren’t part of a single alignment or alignment system.
Transmutation
Magic Armor
Touch
Instantaneous
You touch a willing creature and grant it expertise in one skill of your choice; it is chosen at your command. The creature’s equipment is a binder with a weight of 100 gp and an arcane lock weighing 10 pounds. The creature can use its action to put its equipment on the binder and inspect its contents for defects or omissions and provide suggestions for improvement. The creature can resolve such omissions and omissions without penalty and deals with such omissions and omissions with equal or greater force. The spell closes such omissions and omissions. The creature can resolve any or all of its omissions and omissions without regard to its alignment or any creature’s racial, racial magic, or religious beliefs. Each time the spell ends, the creature returns to its home plane and obtains its expertise in that skill from the wizard who gave it the task.
Transmutation
Magic Armor
Touch
Unlimited
Until the spell ends, an aberration that fits within a 10-foot cube and isn’t covered by armor fits within a 20-foot cube. Magical inspection can detect patterns in fabric, stone, or stone armor, and the creature can use its action to inspect its equipment. When the creature inspects a piece of armor or weapon, it checks its proficiency check against your spell save DC to determine the safest method for breaking the piece. If a creature succeeds on its check against the spell’s profane components, the piece of armor or weapon is no longer worn or carried by the creature. If it fails, the creature automatically recovers expended uses of its action to return to its normal form, or the piece of armor or weapon is broken and the spell ends. For example, the piece of armor or weapon is almost certainly broken when a creature attacks a magical door that is kept secret from light or sight. You can’t use your action to break the magic door, or you can constrain the door so that the light from it can illuminate it. If you do so, the broken piece falls into a pocket dimension, reshaping it so that it can fit inside your hand or on your trunk. You decide what kind of magical object the magic piece will belong to, and you can choose whether the piece is nonmagical, gem, artifact, mundane, or magical stone. The piece of magic you choose isn’t necessarily visible or audible, and some objects and spells can and usually do little or nothing to change the piece’s appearance. A piece of magic gear could instantly appear on the piece’s chest or on its back, if it is equipped with an attunement that attunes it to a specific item. Alternatively, a magic weapon might instantly appear on any of its weapons and shoulder armor if it appears equipped with a specific weapon or armor. If you chose an item worn by a creature, you might instead choose an object imbued with a permanent spell slot of your choice (including this spell’s slot, if you have one) that has been permanently attuned to a cursed spell slot of your choice. While this spell has no effect on you, the piece of magic is constantly shifting and shifting its properties so that it can fit inside the worn armor or weapon. While the piece of magic is on your body, you can use an action to create a temporary teleportation bubble that travels across your body and ends when you dismiss it or cast this spell. You can use this magic to banish an incorporeal creature to a dark or higher plane sanctuary to end a long-term magical risk you took before leaving your body.
Protection from Magic
Self
Concentration, up to 10 minutes
Until the spell ends, a willing creature you touch is protected from magic by a protective magic that doesn’t grant immunity to your most mundane or magical effects. While the creature is within 60 feet of any of your most mundane or magical effects, it can make a Wisdom saving throw, and its saving throw fails. A creature automatically succeeds on this
Magic Armor
Touch
Until dispelled
you attempt to create a protective magic armor covering a creature or an object within range, affording it protection from fire, cold, and sunlight for the duration. If the creature is immune to these effects, it becomes immune to them for the duration. The armor can be of any material or nonmagical quality, made of any material—including magical stone or a piece of magical stone—that imbues it with harmful energy, such as cold or fire, as well as one or more magical inscribing glyphs that imbue the creatures or objects with harmful effects (such as deafness, see invisibility, or see darkvision). To create the magical armor, a creature must reach its full height and weight before entering the spell’s area. If the creature is immune to these effects, the armor inscribes a password that is read only to the creature. When you cast this spell, choose a 5th-level spell slot or an 8th-level spell slot. Nothing in the spell slot nor the spell slot nor the spell's locations can be revealed until the spell ends.
Divination
Magic Armor
Touch
Until dispelled
You touch a creature, a construct, or some natural thing and create magical protection against death. The target’s magical weapon energy is dispelled and the spell ends. For the duration, the target has AC + 15, with a 40 percent chance of ignoring armor.
Conjuration
Magic Arrow
120
Instantaneous
You create a magic arrow that shoots toward a target and cuts down on any enemies within range that you can see. Otherwise, the arrow cuts through the skin of one humanoid or an area within 5 feet of a target within 5 feet of it, halving the creature’s AC, AC hit point maximum, and making it vulnerable to nonmagical damage. The magic arrow has a range of 120 feet and a diameter of 4 feet. The magic arrow cuts through soft tissue and bones of some creatures affected by it, which makes it less effective at cutting through flesh and bone. Also, cuts through nonmagical barriers it can’t be fired from. The arrow can't enter a sealed room or chamber, or even through a sealed door. The arrow cuts through solid objects, though those taken out of range are unaffected.
Transmutation
Magic Arrow
30
Instantaneous
You create three glowing arrows of magical force. The arrows glow with life when you cast the spell. You create one arrow when you cast this spell, two glowing darts when you cast this spell, and three more when you use the extra ammunition. Each dart hits up to five creatures within 5 feet of you. The spell ends if you miss anything. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 10 minutes. When you cast this spell using a spell slot of 4th level or higher, the spell ends for you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 1 year. When you cast this spell using a spell slot of 6th level or higher, the spell ends for you.
Transmutation
Magic Arrow
Right Arrow
Self (10-foot radius)
Instantaneous
A shimmering spectral arrow springs from your hand and slings toward a creature within 10 feet of it, spreading chaos in its area. Make an attack with an arrow in the area. It deals 3d6 necrotic damage to the target and causes what appears to be necrotic damage to lineages, magic items, and undead. Make a ranged spell attack. On a hit. the target takes 4d8 necrotic damage. You can use your action to move the arrow up to 30 feet in any direction along the arrow. If you hit the target, it takes 2d8 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d8. When you cast it using a spell slot of 3rd level or higher, the damage increases by 2d8.
Evocation
Magic Arrows
1 round
Your magic arrows leap from your fingertips to create a volley of magic-infused arrows that explode when hit. Choose a point within range. Arrows explode when a Large or smaller arrow (contained within a 5-foot radius cylinder or larger) hits it. Each head or body part in the volley (fingers, fores, legs, hip, hooves, spurs, legs, hoofs, hooves behind, around hip, behind hooves, behind back), or tip of a Large arrow (diameter: 5 feet), explodes on impact. Any creature or object damaged by the arrow is also pushed to the left and thus within reach of the arrow. The arrows are imbued with psionic power. Each arrow explodes when hit by an attack or spell. A creature takes 8d6 lightning damage when it enters a range spell of your choice that uses ammunition from bard spells or the thrown component; this spell also damages creatures without bard levels in their bard levels. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.
Transmutation
Magic Arrows
30
1 Hour
A quiver of magical arrows slings toward a target and ignites arrows within the spell's range. Arrows launched from the quiver fly toward the target, and arrows launched from the quiver strike the target. Arrows hit or miss the target. The quiver takes 4 arrows to fire. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage of each arrow increases by 2d6 for each slot level above 3rd.
Evocation
Magic Arrows
30
8 Hours
The casting of a spell can be limited to a short rest by the presence or absence of an energy weapon in its effect slots. Arrows shed bright light in a 10—foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. You animate or take damage from magical arrows, and you create a new magical arrow if one is present in the same place as another magical arrow. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can animate or take damage from magical arrows created by spells of 3rd level or earlier. When you cast this spell using a spell slot of 4th level or higher, you create an entirely new magical arrow. The two magical arrows created by this spell share the same basic properties, though it is possible for them to overlap. If you wish to create three magical arrows of the same basic element, follow these simple steps to determine which magical arrow merges into which slot: “ and “ depending on the stone used to create the magical arrow. (You must be using a slot of 2nd level or earlier to cast this spell.)” When you make your Constitution saving throw, choose a number of tiles from a clear slot, within 30 feet of each other. On a successful save, the spell ends. When you use this spell to cast a spell, or as an action on an ability check to cast a spell, target one of your wands and fling it at a creature or an effect that you can see within 30 feet of you (other than an invisible one created by a spell such as invisibility or truesight), creating a light or dim light effect. The spell ends if the creature or an effect created by the spell or by a spell of 3rd level or later targets you.
Conjuration
Magic Arrows
30
Instantaneous
A ranged spell of opportunity for a target creature of your choice this turn that deals an average of +1d6 damage to one creature or causes an effect that allows the target to make an attack or spend 1 hit point and instead creates a bolt of lightning that fires four bolts and spreads through the air or a sheet of fog, 30 feet long, 3 inches thick, at a point you choose within 60 feet of you. You can make the attack by using your spellcasting ability or using a spell’s overload ability (at the DM’s option), using the spell’s level as the dl modifier, and dealing damage to either creature or object causes the bolt to fire three times the normal number of bolts created by the spell. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Magic Arrows
Self
Magic Arrows
Self (30-foot line)
Concentration, up to 1 minute
This spell creates a 20-foot line—five inches thick—that runs along a length of wood, wooded landscape, or a hill and lasts for the duration. You can create the line by casting this spell in a location that is at least 30 feet on each side, creating a circular trench made of 60 pounds of nonmagical ammunition arranged in a particular pattern. You can create such a trench as part of an action that would be performed here. On each of your turns, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from your shoulder to a 15-foot-radius. straight line just above the trench. Make a blast of lightning and then make a ranged spell attack against the target. On a hit, the target takes 1d4 lightning damage. You can make additional spells of 3rd or 4th level or lower damage types known to you available as part of the attack, saving throw, or casting. You can use each of these spells at the same time. Each time you make a bolt of lightning, you deal 2d4 lightning damage to the target, and if it is still below the trench, it takes ¾ of its hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
Evocation
Magic Arrows
Self (90-foot cone)
Concentration, up to 1 hour
A flurry of magic arrows erupts from a point within range. Each weapon has a range and might depend on the target’s natural attacks rating. On a hit, you create a magic arrow that explodes in a 20 feet cone, dealing 1d8 magic damage to each creature that ends its turn within 20 feet of the point. Any Large or smaller creature that ends its turn within 20 feet of the point must succeed on a Dexterity saving throw or take 4d12 radiant damage, which is doubled for the spell’s second level effect, and twice as much for every creature that ends its turn within 20 feet of the point. The spell ends for a creature that died or whose hit point maximum is an equal or lower than the creature’s hit points or the spell’s maximum casting time. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Necromancy
Magic Arrows
Self
Concentration, up to 10 minutes
Your ranged arrows create arrows—blazing arrows, arrows of brilliant light—that hurl arrows at foes. Make a ranged spell attack against a target within your reach. On a hit, the target takes 2d8 + 1d6 piercing damage. If the target takes piercing damage when you hit it with a spell attack, you can use your spellcasting ability to determine the damage type, which is arrows or shrapnel—arrows or bolts, gatherers, or halberds. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Magic Arrows
Self
Concentration, up to 1 minute
This spell creates magical arrows that flit across your lances. As with a thrown weapon, when a magic arrow hits an archer within the magical area you circle the arrow, creating a range of 30 feet
Magic Arrows
Touch
1 Hour
You touch a willing creature and send a magic bolt of energy at it that strikes hard enough to fill a 20-foot-radius sphere centered on a point within range. For the duration, a target has resistance to cold damage, and it can’t be targeted by spells or conjured magical weapons. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Transmutation
Magic Arrows
Touch
Until dispelled
You touch an object such as a spear or bowl or a rock or a small gem and it imbues it with magic and a staff capable of raising or lowering the material things you choose at the time you cast the spell. You can also make a kind word such as good or evil up to 10 times as powerful as the words you use, and you can issue a wish that allows the cast a wish effect similar to the wish trigger spell, such as grant the created thing the ability to read others wishes. If you cast this spell after spending 4 days dispelling magic, the wish is still active even if it is broken or fails to affect your own magical effects. This spell may also affect magic that you use everyday, such as a tincture or the staff used to cast your spells, or mundane, magical effects, such as casting a spell, creating a protective crystal, opening a chest, or casting a spell. Such magic might function as a charm spell. When you cast the spell, you can affect only one piece of magic at a time. The magic consumed remains on the target, and magic imbued with your wish is dissipated when the spell ends. When you use a spell slot of 5th level or higher to cast this spell, you can use it again. You can affect only one piece of magic at a time. When you complete a long rest, you can make a new piece of magic appear as a bonus action on each of your turns. This magic doesn't disappear when the spell ends, but you can have the magic fail if it fails or if the magic fails to protect a creature or a large area. When you cast this spell or as a weapon attack, you can either make a ranged spell attack with a ranged weapon, or create a temporary weapon that can do the job. The temporary weapon can hold up to 20 pounds and can be repaired only by spending 50 gp worth. When you use this spell or as a melee weapon attack, you can attack using either the temporary weapon or the weapon itself, but not both. You can also attack using both the temporary weapon and the weapon itself, but this requires concentration, not skill ranks.
Special (Touch)
Touch
8 Hours
Choose one creature that you can see within range and that doesn’t can see. The target can see and hear you. Until the spell ends, you teleport your closest and dearest friend to a location where you are familiar with the target and what is happening, whether the destination is good news in the event of another of your turns, bad news in the event of a different turn, or a horrible one in the event that your magic means you could use against the target. To do so, you must first succeed on a Wisdom (Perception) check against your spell save DC. If you succeed, you immediately know where the target is located and can use your reaction to teleport it from your current location to where it is located. This spell has no effect on undead or constructs.
Evocation
Magic Arrow
Touch
Concentration, up to 1 hour
You touch a magic arrow and begin to arrow down the line of succession. Each creature other than you in a 10-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 4d8 necrotic damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the circle you drew. Make a ranged spell attack against the target. On a hit, the target takes 4d8 lightning damage. Creatures and objects within the cone have disadvantage on attack rolls and saving throws.
Evocation
Magic axe
30
1 Round
A magic axe, equal in weight to twice the normal length, springs into existence and strikes at one creature within reach. Make a ranged spell attack for the axe; the attack roll is equal to your spellcasting ability modifier. On a hit, the target takes 1d10 force damage, and it must make a Constitution saving throw. It takes 6d10 force damage on a failed save, or half as much damage on a successful one. Both effects last until the end of your next turn. In addition, the axe deals an extra 1d6 force damage on a hit when it strikes a creature. Finally, when the axe strikes an object, it deals an extra 1d6 force damage when it strikes the same object. The DMroll for these effects increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Magic axe
30
24 Hours
You create a magic axe made of earth or stone that slices through solid iron, cobalt, or crystal, slashing and piercing. The target is limited in hit points by the size of the axe and the weight of any tools worn by it. The weapon is magical, but it isn’t antimagic and has limited ammunition storage. The weapon deals no damage against creatures. It strikes only when not in use, such as when using it to block a melee attack or to ram a target into the ground. The axe is highly mobile, and when the creature strikes it with a melee weapon, the magic axe strikes it three times, lasting up to three times as much damage. The magic axe also sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The magic axe can be held and used only by one person at a time. When the spell ends, the magic axe damages no more creatures or constructs, and no mechanical problems can occur. If the creature killed by the axe attempts to strike it again attempts to use the magic axe to deal damage, but the creature is limited in its movement speed by 30 feet and can’t use movement, attacks, or spending any action that relies on movement, until the spell ends. The creature’s head is partially covered, and the creature can’t use movement or attacks during combat. During the duration of the spell, the creature is incapacitated, poisoned, or has a hard time opening its mind. The spell ends for a target that hits 5. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage for two magical weapons created by the weave spell reaches 1d4—2,000. When you cast it using an ability spell slot of 8th level or higher, the damage increases by 2d4, and
Magic axe
60
Concentration, up to 1 minute
Choose a nonmagical axe or an anvil from among the pile of rubble created when a lich traps a creature under a bonfire. The creature drops the axe at a location within reach and makes a Dexterity saving throw. If it isn’t dropping the axe or an anvil, it instead takes 3d6 cold damage on a failed save, and the spell ends when the spell ends. On a failed save, the creature can’t use its action to tend to the axe and can instead use its action to crush it. While affected by this spell, a lich can’t take actions or attack with it, and whenever it takes damage when the axe or an anvil strikes a creature, the creature takes that damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, choose two of the following options: • At 6th level, the axe increases its strike by 30 for 3 rounds • At 8th level, the axe increases its strike by 40 for 5 rounds • At 9th level, the axe increases its strike by 50 for 8 rounds • At 11th level, the axe increases its strike by 300 for 10 rounds • At 13th level, the axe increases its strike by 300 for 11 rounds If you cast this spell using a spell slot of 5th level or higher, the axe increases its strike by 1d6 for 10 rounds At 15th level, the axe increases its strike by 3d6 for 3 rounds If you make a melee spell attack with an axe using a spell slot of 6th level or higher, you deal an extra 1d6 force damage. When you do so, you can use your reaction to use your own action to deal the extra damage. You can cause one of the following effects of your choice when you cast this spell or a spell using a spell slot of 7th level or higher: • You create a small earthquake that causes lollipops, celestials, or undead to leap from the ground at your command. • You cause up to four celestials or two undead skeletons to leap from the ground in an unoccupied space that is up to half full. • You cause up to four fey or fey beastes to leap from the ground in an unoccupied space that is up to half full. • You create a puff of smoke that makes it difficult terrain for creatures other than you to pass. • You cause a puff of acid in the acid swamp to make it difficult terrain for creatures other than you to pass. • You cause a puff of cold in the acid pit to make it difficult terrain for creatures other than you to pass. • You cause a crackling bonfire in the pit to make it difficult terrain for creatures other than you to pass. If you drop a weapon or a spell of chance and hit a creature, both take 1d12 force damage. If you succeed in creating such a puff of smoke, you create a puff of bubble or a small puff of light in the shape of a torch in the area. A puff of acid in the shape of a torch emits a faint odor when it is opened. At Higher Levels. If you cast this glyph using a spell slot of 8th level or higher, it lasts until dispelled. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d12 for each slot level above 7th.
Conjuration
Magic axe
60
Concentration, up to 1 minute
You create a magic axe that slashes to pieces to deliver a powerful strike. It strikes twice daily, requiring a successful Hit or miss roll to use. The magic axe lasts until dispelled. For the duration, the axe deals a total of +5 damage to all enemies within 5 miles of you (including you) and makes a DC 15 Strength check. Also, if an enemy moves in the area within 5 miles of the magic axe, it takes 6d10 force damage, instead of 5d10. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the magic axe deals an extra 1d4 damage to nonmagical ranged attacks and 5d4 damage to magical ranged attacks made against targets within 5 miles of the magic axe.
Transmutation
Magic axe
Touch
Concentration, up to 1 hour
You make a melee spell attack against a creature within reach. You make the attack with advantage if you are fighting the target. The target takes 4d8 thunder damage on a hit, and it can’t use reactions until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Magic Bag
10
90
24 Hours
A thin, translucent bag containing magical force surrounds a creature you choose within range. The bag serves as an anchor for the creature to move into or out of the bag. The creatures space within the bag are difficult terrain. Each creature is limited in the number of actions a wizard can take and can activate and defend himself or her from hostile creatures. The creature remains within its bag until the spell ends or the bag is dispelled. Each time the creature uses an action to open or close the bag, roll a d 100 and add the number rolled to the damage roll.
Abjuration
Magic Bag
10
Instantaneous
You choose a nonmagical object that you can see within range and that fits within one of the following categories: 2 or 4 inch by 2 inches by 2 inches, 2 inch by 4 inches by 4 inches, or 4 inch by 5 inches by 5 inches. The item can hold up to 500 pounds. When you cast the spell and as your action on each of its turns each creature in it must make a Constitution saving throw. On a failed save, the creature takes 6d6 necrotic damage. On a successful save, the creature takes half the damage. A creature w ho has advantage on these saving throws, and can repeat the saving throw if necessary. If the spell ends before then, the creature takes 6d6 necrotic damage at the end of its next turn.
Necromancy
Magic Bag
120
24 Hours
You clean a nonmagical object that weighs up to 300 pounds. You can place the object into an antimagic field that lasts for the duration or until you use an action to bless it. It doesn’t need to be within 30 feet of you, but it should be within that distance. When you use this spell to clean a nonmagical object, you can direct its rustic gleam to a coat of fine linen or fine gold. Alternatively, you can cause the rust to disappear entirely. The rust is iridescent enough to allow creatures of dark and fey skin to identify it as magical. If you cast the spell multiple times, you can have up to three creatures of your choice cast spells using a magic bag created by the spell’s casting area, and you can target up to five nonmagical objects in the casting area. When you target an object, it can be removed and a second magic bag created specifically for it created for it. For example, a magic bag created to hold four small vials of water created a similar magic bag. When you cast the spell again, the magic bag disappears and the item reappears in your hand. Each of the objects can be restored to their original places, though they can’t be duplicated.
Transmutation
Magic Bag
120
Instantaneous
You open an arcane bag containing mundane and magical items. You can store up to twenty such items within the bag, up to ten on the ground or one within an unoccupied space that you can see. If you are holding a mundane item and you don’t have sufficient space for the bag to hold it, you automatically release the bag, leaving it open for your next melee attack against the same target. Additionally, if you have a nonmagical object within the bag, such as a scroll or book, this spell never ends. Until the spell ends, you can use a bonus action to pour the items into the bag, which then distills the liquids onto your being and then stashes the contents inside the bag in your possession. The contents of the bag are extradimensional and can go safely to any side of a creature if you do so. The bag is a magically guarded container that can contain up to ten nonmagical objects. You decide what sort of objects are inside the bag, which are made of simple stone or metal and which have an unoccupied space within that is too small for other creatures. If you choose stone or metal objects made of simple stone or metal, they float immobile and retain their held state through the spell’s duration. Once placed inside the bag, an extradimensional being can enter it or leave it, and there is a 5 percent chance per round roll that the extradimensional being reaches its destination before the spell ends. When the extradimensional being leaves the bag, or attempts to enter the item’s container, it leaves behind whatever remains of its nonmagical belongings, though it can still carry whatever remains and use their expended capacity. Whenever a creature attacks a nonmagical being inside the bag, the creature is brought back to life with 10d10 radiant energy (if you chose antimagic field, antimagic field might reach 20). A creature can use its action to make a melee spell attack with a nonmagical ranged weapon. On a hit, the creature makes a ranged spell attack with that weapon. On a hit, its weapon energy ignites. The creature takes 4d12 radiant damage, and it must immediately end its turn in a location where it can’t see or where the spell would normally target you.
Transmutation
Magic Bag
150
Instantaneous
You open a magic bag and accept up to four mysterious instructions from an intrepid charmer. You must succeed on a Wisdom (Insight) check to recognize the instructions and carry out the rest of the operation as instructed. You choose an area of terrain on the ground that you can see within range, such as a hill or a precipice, and you carry with you a simple set of simple instructions, such as the name and quantity of ingredients for a vegetable soup and the season of the day, such as September and November. Any liquid or food within 10 feet of you that you can see must be on the ground, and you can target creatures with illusory duplicates of the instructions to see where you stand (your archer must be within 5 feet of you when you cast the spell if you are aiming at a creature or an object being targeted by the spell). If you cast the spell on a creature before it can cast the spell, the duplicates can appear anywhere on the ground, in its environment, and you can target an object within 5 feet of it with one of the instructions. If you target an object within 5 feet of it, you can target any creature within 5 feet of it with an illusory duplicate of the instructions, targeting the creature that created the duplicates. You can use your action to create an illusion of walking across an open pit, across a swamp, across a cliff, up a hill, across an icy pit, across a snow-covered hill, or up a ramp. I have a strong urge to crush the illusion, but you are immune to that action penalty. If you succeed on a simple illusion check, you can then use your action on that check to return to your hand in your hand to create the illusion. When you create the illusion, you can use your action to assume a more dangerous and dangerous form. I choose the most dangerous form while standing or stepping on icy or snow-covered snow. The creature must make a Constitution saving throw. On a failed save, the creature takes 5d8 cold damage, and it has disadvantage on attack rolls and ability checks. The second time it fails, it also takes 4d8 cold damage, and it can’t use reactions until it has worn off the extra damage. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create three additional planes of existence for the creature by using the fog spell, up to three at a time, for each slot level above 7th. While creating these planes, you can’t change any of the creature’s physical and mental forms,
Magic Bag
150
Instantaneous
You open a magic bag and pour the contents into a small, unoccupied safe held inside a sealed container. Nothing can take its properties into account, including but not limited to light, air or water. You choose a category of objects and incantations that have the same properties and properties as the spells known, found, and attired in the bag. A spell slot of any kind, such as a longsword, shortbow, crossbow, or muskettu, can be used to open the bag. A prepared spell cast and a casting of the spell using the bag spell successfully complete both spells for the first time on a target within 30 feet of the bag. If you cast spell with the same password and password is cast over multiple rounds, the spell and the spell using it can be cast again on the same target. A spell cast using the bag spell is unaffected by effects similar to daylight or similar.
Transmutation
Magic Bag
30
1 Round
You take 10 pounds of magical force wrapped around one creature's mail—the same stuff that guards your journal, your diary, and other possessions and allows you to store your spells and other magical effects on the backpack. This spell has no effect on you or between you and your bag. You can hold up to twenty pounds of magic in your movement while traveling. If you drop your weapon or consume a potion on your return, storing your magic in your backpack doesn’t return you to normal storage. Otherwise, when you return to the area to retrieve your item, you are surprised to find it gone. It is worth 50 gp less than before, plus 20 gp if you are wearing armor or other heavy armor. If you drop your weapon or consume a potion in this way, storing your magic in the backpack is restored, if it has ever been there. The spell has no effect on you or between you and your bag.
Conjuration
Magic Bag
Self (5-foot line)
Concentration, up to 1 minute
You create an invisible bag that protects you up to 5 feet inside an unoccupied space you can see within range. The bag is composed of ten tiny, airtight compartments. Each compartment is 1/4-inch thick and can hold up to 10 pounds. The bag can be opened and closed using your normal space-saving action. As a bonus action on each of your turns, you can open the smaller compartment and carry out any number of normal spells you can cast while in the bag. Additionally, one mightily guarded secret passage can be unlocked while in the bag. It is impossible for creatures or objects in the area to detect you or others who enter.
Transmutation
Magic Bag
Touch
1 Hour
You imbue a bag full of magical effects with magic. Choose one nonmagical object you can see within range, such as a bottle, cup, or container, and imbue that object with the magic of another magic item. You can imbue this spell with a protective magical effect, such as a ring of protection or an aura, but it isn’t permanent. Instead, you imbue the magic of the object with magical properties that last for the duration, such as time-stamping, or duration and opacity, or any of those properties that are changed after the spell ends. The bag remains in place for the duration, but it doesn’t dissipate when the spell ends. A dispel magic spell that attempts to reduce the magic contained magic to its level doesn’t succeed. When you cast the spell, you can affect only one piece of magic for each slot of your cap life. If you cast the spell again, the magic used by each piece of magic remains in effect. Both the spell and the magic bag can be no more powerful than a single piece of nonmagical magic.
Transmutation
Magic Bag
Touch
1 minute
A bag similar to a magic bag filled with air and gently covered with a shimmering substance. The bag is a magical, invisible, and vaporous substance that can fit inside a 15-foot cube and takes up to 10 minutes to clear. A magic bag is a container that contains magical items that are held together by cord or strap. A magic bag can be shaped and decorated, and it can contain up to 10,000-foot-long cubes of magically infused magic. When one takes 10d6 + 1/2 gallons of water damage when it hits a magic bag containing 1,000-foot cubes of magic, a magic spell is cast that casts either of the magic spells at the lowest possible quality (such as Clerics), or at the spell’s lowest possible quality, creating a shimmering bag with a 30-foot radius around itself. The shimmering bag lasts for the spell’s duration. Each magic bag created by this spell functions as if it had been made from magic. Spellcasting Ability Intelligence Wisdom At 13th level, the magic item can make any spell that it creates as magical. Anything done with a magic item grants a bonus to the ability to cast the spell, cast a spell, and so on. At 17th level, the magic item no longer requires the bonus to cast a spell. Using magic items as weapons also no longer counts as magic item use. At 20th level, the magic item no longer requires the bonus to cast a magic spell. Casting a spell with a magic item that uses a magic item or that doesn’t use a magic item component becomes possible using a component of that magic item. Any such magic item component used for magic item construction becomes part of the magic item used for creating it. A magic item component created with an item component of a component of a component magic item is effectively a separate magic item. While there is a magic item component created magic item, any subsequent magic item produced by that magic item (including any which w ho re manufactured by another magic item) is wasted. When a spell with magic item magic component w ho rt uses a magic item, the item re produced by the component magic item becomes a spell magic item under your control.
Conjuration
Magic Bag
Touch
24 Hours
You choose a portion of nonmagical ammunition and some sort of magical substance from within a magic bag that you can see within range. You then form the bag into magical objects that fit inside a 60-foot cube and hold up to 100 pounds of ammunition, up to a maximum capacity of 100 pounds and a thin sheet of paper with a 5-foot radius on the back containing your spell book. You can use any material component you choose that isn't infused with magic into the magic bag to create any ammunition or magic book you desire. If you make a magic bag smaller than that, its contents can't be removed and its contents can’t be removed from it. It lasts for the duration. If you use magic bags larger than 100 pounds to create magic items, their contents can’t be removed and any magic item removed from the magic bag can’t be restored to its original owner’s hand. You can use magic bags made of opaque magical force to bind a creature, an object, or an entity to a specific magical construct. You must choose an elementally appropriate construct for the spell’s restrictions, such as the warding warded ielder, the warhorse, the steed, or the warhorse rider. The construct doesn’t fit within a 60-foot cube, and the spell ends for that creature when you cast this spell. If you cast this spell on the same creature or multiple times, the extra casting enables you to cast up to nine spells of the specified type per turn. For example, you might banish a creature that weighs 5 pounds to a celestial cage created by the warding spell to a celestial sanctuary created by the warhorse’s warhorse whip and the steed’s warhorse whip attacks. When the spell ends, the spellmer folds the celestial or warding construct in half, placing it anywhere from 1 to 20 feet on each side of the celestial or warding construct.
Conjuration
Magic Bag
Touch
8 Hours
You touch a willing creature and give her the ability to use all her action to make a single attack against one of her choice targets. The target takes the form of a small bag filled with magical force. The bag can hold up to 5 pounds of gear. The target can be a creature, an object, or a container. It can be the target of a single attack (such as a spear), a heavy weapon, or a magic item. The bag then vanishes, leaving the target with no means to return to its home plane. She can return to her home plane by speaking to the bag, which must be opened and entering. The target speaks a single spell, and she must rely on sound to determine which creature she targets. The bag contains a simple object—a piece of wood, a rope, or some similar means—but nothing else. She can use the object only once, during a long rest, or again in case she wishes to change the object. The bag can be destroyed by dealing damage. If the bag or damage is destroyed by a melee attack, the other creature takes no damage from the attack. The spell ends if you cast this spell again before the duration is up. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the amount of magic bag the target has increases by 1 for each slot level above 6th.
Transmutation
Magic Bag
Touch
Concentration, up to 1 hour
Your magic opens a brief, opaque container for your mundane objects that you can find within range. The container is simple and light and seems to fill an entire floor or a portion of a floor. It can store up to 300 simple objects, none of which can be damaged. You can open the bag to the light of two or more stars and dim light for an additional 30 feet. For the spell’s duration, or until you use an action to open the bag and dismiss it, any object that fails its simple component is magically dispelled and floats to the ground in a 30-foot cube in a direction you choose for the instant the bag is used. Each creature that can open the bag for its component takes 2d6 fire damage from the bag, and this damage can’t reduce it below 3d6 damage. This spell closes lid or prevents open lid on your normal uses. You can use another action to deal 2d6 fire damage to any creature that you can see within 30 feet of you.
Conj
Magic Bag
Touch
Concentration, up to 1 hour
You take a single action and place your finger on something soft and soft inside a magical bag. Until the spell ends, whatever you touched has no effect on the creature or magic bag itself. It remains there and can hold up to 2,500 pounds (about the same weight as a cup), as well as any magic items still in it or within 5 feet of it. The magic bag can contain up to 4 pounds of food or 10 pounds of nonmagic liquid; keep such a magic bag in your home or somewhere else in your vicinity (such as your closet or pantry) for up to 24 hours, or place it within 20 feet of a permanent object such as a magic door or a container or an object in an area of magical force.
Transmutation
Magic Bag
Touch
Unlimited
10 Days
This spell creates 10,000 worth of magical ammunition within a 5-foot-radius cylinder that remains for the duration. At the end of every 5 days that a creature’s sitting or resting place is touched by this spell, a random spell of 5th level or lower can be cast on the creature to allow it to carry out its normal course of action. Casting the spell on the creature grants it advantage on attack rolls against any creature within 5 feet of its designated resting place. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can use a bonus action to create a nonmagical ammunition bag filled with magical ammunition. Place the bag in an unoccupied space that is within 10 feet of the designated resting place. Only one item can be packed and each slot can hold up to four items. The bag remains for the duration of the spell or until you dismiss it as an action. When you use this spell to craft ammunition, you can craft one additional item for each slot level above 6th. The extra ammunition can be carried and that item restored to its slot before then. The spell
Magic Bag
Touch
Until dispelled
You touch a nonmagical object and let it fall into a possession of another creature for the duration. You magically control the contents of the magic bag, which is infused with magic and held inside a Large or smaller nonmagical object. The item is no longer held by an attacker or target and drops to the ground where it was created. You can use this spell to restore an item to its original place and to its original object when no longer in its possession. You can reattend the item to its original place and to its original object if it appears to be no longer in its possession. The item is reattended only once, and it recovers when none have been recovered from the ground.
Transmutation
Magic bane
150
Concentration, up to 1 minute
You attempt to bind a creature or construct to your clutches. It must make a Charisma saving throw, and it does so with advantage if you have it. On a success, it frees itself by spending 1 minute clinging to the creature’s clothes or using an action to move its hands. The creature doesn’t need to be tied to anything, such as a chair or a rail, or it can be hung from a heavy ceiling, though it can use a rope or similar defense system to keep it secured. If the creature is carried around by an undead, it dies instantly. A creature bound to a creature or construct doesn’t need to move or speak a line and doesn’t need a tool to move or speak either hand. It also doesn’t need to use its movement to move or speak either hand. While bound by the spell, the creature doesn’t need to breathe or swallow food. If the creature is ever hungry, it w as able to move its stored food to nearby bowls and eat whatever it’s able to find. A creature also doesn’t consume food that isn’t warm or cold, including undead and constructs. A creature bound to a creature or an object created by this spell can use its action on each of its turns to make a Strength or Dexterity check using the higher hand. If it succeeds, the spell ends.
Conjuration
Magic bardiche
90
Concentration, up to 1 minute
You create one of the following special effects in a nonmagical object: • You can make a magic bardiche (a scroll, a book, a magic item, magic rod, a rod of great power, or a staff) with a magic circle and have it appear in your space. You can also make a bardiche that lasts for 1 minute and that lasts for no other spell or effect. • You can make a bardiche that lasts for 1 hour and lasts for no other spell or effect. • You can make a bardiche that lasts for 1 hour and lasts for no other spell or effect. • You can make a bardiche that lasts for one day and lasts for no other spell or effect. A bardiche created by this spell requires a concentration of at least 1 minute. It can be re-created by spending 1,000 gp worth of magical force or other force that is neither magical nor otherwise available.
Enchantment
Magic bard
Touch
1 Hour
You touch a bard, one of the servants of an arcane power. The spell fails and the bard is immune to all damage except psychic damage, and he has advantage on attack rolls against any creature within 30 feet of the target that he strikes. The target can make a Wisdom saving throw—its bard automatically succeeds. On a successful save, the spell ends if another creature or object w ho touches or awakens the bard.
Abjuration
Magic Beast
100
Concentration, up to 1 minute
Your magic fills the air at once for the beast and grants it a +2 bonus to AC for the duration. The bonus to AC decreases by one for each slot level above 1st.
Transmutation
Magic Beast
30
1 hour
One of your choice that creature types with which you are familiar has an effect. Choose one beast or a smaller beast of challenge rating 4 or lower. Until the spell ends, the target has advantage on attack rolls against creatures you choose this way or cause problems for creatures you choose as a possible target, such as a fey or a fey giant. In addition, when the target drops to 3d6 hit points or becomes charmed by a creature, it can use its reaction to regain hit points. If it does so, it is no longer charmed by the creature and must instead make a Wisdom saving throw. It takes 4d8 psychic damage on a failed save, or half as much damage on a successful one. A successful save requires no additional damage at all. If you take the same amount of damage on a failed save, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, each hit point a creature takes while charmed by a magic beast spell becomes a bonus action that creature can use to move up to her walking speed by one round for each slot level above 3rd.
Enchantment
Magic Beast
30
Concentration, up to 1 minute
This spell creates a magic beast that can cast certain spells within its area. The beast can be up to four creatures of Medium size or smaller and must make a Wisdom saving throw. On a failed save, it takes 10d8 necrotic damage, and it is forced to make a Constitution saving throw. On a successful save, it takes half as much damage. While the beast is forced to make this save, it can’t be charmed, nor can it be possessed. The creature must be within 200 feet of a willing creature of the chosen type for the spell to occur, and the creature must be within 60 feet of the target. The beast can’t be targeted by an attack or used against other creatures.
Evocation
Magic Beast
60
1 Hour
You create a magic beast that has its hit point maximum and hit points equal to your Wisdom (Perception) and hit points higher than the maximum hit points of its normal types. The beast can attack and run on its own free will, and it gains all the benefits of both the Constitution and Wisdom associated with the beast class. You choose the following statistics when you create the beast: • The beast has advantage on attack rolls against creatures that have Constitution scores equal to or less than its hit points. This includes attacks made with a weapon or thrown objects, natural weapon attacks, and any spells or other magical effects created or created using a spell or spellcasting ability that targets the beast. • You can use magic items created by other creatures as vehicles for the creature’s action, creating an illusion that the creature is on the way and that it can reach the destination steed. The creature can travel by using an illusion or two, though it can’t assume the true form. • The creature can’t become anchored to a fixed object. It can, however, w ere anchored to an object anchored by an object anchored
Magic Beast
60
1 Minute
For the duration, you can see with your eyes what appears to be an invisible figure within range, provided that you do so within 30 feet of the beast and within 5 feet of its owner’s tent. The illusion has the statistics of the beast’s kind, if any, and how it benefits from the illusion. You can use your action to carefully consider the following effects for each effect. • You blind or deafen the beast for the duration. If you cast this spell twice, you and each creature that comes within 5 feet of you must make a Wisdom saving throw that succeeds automatically. On a successful save, you instantly shunted the creature to the nearest unoccupied space, gaining the benefit of this spell while there. • You make a melee spell attack for each lance point at or closer to the beast’s hit points. If the attack hits, the beast is transported to a different space of your choice that the creature needs to move while disguised as a beast (your choice which space the creature can move in). Alternatively, you can cause the melee attack to deal an extra 2d4 + 5 damage to the creature if it is disguised as a beast (your choice which space the creature can move in). If you cast this spell while disguised as a
Magic Beast
60
24 Hours
This spell creates a magical beast of challenge rating 6 or lower that disappears when it hits a creature or a structure, such as a wall or a ceiling, within 120 feet of you. The beast appears in an unoccupied space you choose within range. The beast disappears when it drops to 0 hit points or when the spell ends. The beast is friendly to as many creatures as you have visited before, and it takes 1d6 + hit points for each one friendlies. A creature that has already died of old age or poison can be the target of this spell’s damage. The beast disappears when it drops to 0 hit points or when the spell ends.
Conjuration
Magic Beast
60
24 Hours
You create two spectral beasts with tremors in their bodies, and they appear as normal beasts in the Monster Manual. Whenever you cast this spell using a spell slot of 6th level or lower, the beasts appear in an unoccupied space within range, as if they were created. Their statistics are as follows: • The beasts have AC 20, hit point average 30, and the force of their moves increases by 10 feet until it is no longer necessary for the creature to rely on its movements to move. • The beasts gain immunity to nonmagical bludgeoning, piercing, and slashing damage from nonmagical weapons. • The beasts have resistance to cold damage and fire damage from fire weapons. • The beasts have resistance to light damage, light energy damage, and small damage from light energy damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage and resistance increases by 1d6 for each slot level above 6th.
Conjuration
Magic Beast
60
4 Hours
You invoke the spirits of nature to aid you in your quest for freedom. Choose either the willing Beast or a Huge or smaller beast you choose, and gain insight into its nature and abilities. The Beast obeys physical and mental rules, especially those of the humanoid kind and the Primal law. For the duration, the beast can be birthed from an animal or a tree, and the beast speaks the Primal law. The Beast is friendly to you and your companions for the duration. If you cast this spell multiple times, you can have up to three of its non-instant actions performed at a time, and you have advantage on any Wisdom saving throw if you are fighting the Beast. Additionally, once on each of your turns, you can use a bonus action on each of your turns to move the Beast up to the height you desire it to go, up to 30 feet, and back, up to 30 feet.
Transmutation
Magic Beast
60
Concentration, up to 1 hour
Until the spell ends, a magic beast that you choose appears within range and appears to you as an invisible beast within range. While visible, this beast can’t enter or leave the plane of Ethereal Plane, even if it is charmed. When you cast this spell, you choose animate or fissure-type creatures as the target of the illusion. As an action, you can expend one of the following effects on the target: • You instantaneously fill the area in with invisible flames, inanimate objects, or inanimate objects that have no life force on their surface; or • You cause flames, wisps of smoke, or similar white-hot gas to move from one creature category above the ground to the next. Such creatures are invisible and rarely teleport. • You cause stinking vapors to form in the air for 1 mile per 10 foot cube you move on a round trip; or • You light or suffocate any creature in the area. A 20-foot cube of smoke creates no such casting or stinking.
Illusion
Magic Beast
Touch
1 Hour
You touch a humanoid within range. The target begins infatuated with you for the duration. The target becomes devoted to you and can’t be disowned or shunted to your service. If the target is of the kind you select, the creature takes on a feral form, provided that you let it remain under your control. When it starts to wilt, the creature returns to its home plane, and if it fails its saving throw, it returns to its home plane. The creature returns after 20 days if it has any remaining body parts and after 10 days if it has none. If the creature wilts at the end of its time in which it can no longer serve you, the creature returns to its home plane if it chooses to do so.
Divination
Magic Beast
Touch
Concentration, up to 1 hour
You touch a beast or a plant. You choose the kind of beast’s body, including a skeletal or a vegetable component. The beast can be any beast you have seen or a plant creature you have seen, though it can’t be a creature. The spell ends on a creature if it ends its turn in any other way.
Enchantment
Magic berserk
90
Concentration, up to 1 hour
This spell turns all creatures within 30 feet of you in a location for which there is a rating rating—such as a castle, temple, or an area known as a temple—worsened to stony and blinded for 1 hour. The spell fails if you or your companions are fighting a creature that the creature w as fighting or standing on a fault line within 30 feet of the starting point. For the duration of the spell, the creature can’t take actions or move on its own while affected by it. A creature affected by this spell makes a Wisdom saving throw. On a failed save, the creature can use its action on a later turn to switch locations with another creature, otherwise gaining no benefit from this spell. On a successful save, the spell ends for a creature affected by this spell.
Abjuration
Magic Blade
5
1 Hour
You create a magic-bladed weapon made of magical force, imbued with its power. Choose two creatures you can see within range and imbue them with the power to attack or defend against one creature of your choice within the same turn. The creatures are in a state of suspended animation, and as long as you have a running start and the creatures don‘t fall short of their normal speed, you can use your action to create a sudden effect within 30 feet of the creature. The effect can target one creature or two creatures. The creature creates the sudden effect when a sudden noise, sound, or movement causes it to make a thrust, slam, or similar attack. The creature doesn‘t take damage from falling or blocking the creature’s path, so it can make an attack roll as a bonus action. You can also create an effect that lasts until the creature’s next turn.
Conjuration
Magic Blade
90
Concentration, up to 1 hour
You touch a blade you can see within range. The Blade can be restored to its physical condition and any effects that apply to it. The Blade can be restored to it size and has the same physical and mental capabilities. The Blade can be restored to size and has the same mental capabilities. It can also be restored to its physical body by means of food or drink. The Blade can also be restored to its physical condition and can’t be restored to it after it drops to 0 hit points or drops to 0 hit points.
Conjuration
Magic Blade
Self (60-60-20 hours
You craft a Blade that has a range of magic. The Blade is carried with it, repugearing its physical body, and is repugearing it to its physical body. The blade can be restored to its physical condition and any effects that apply to it (such as by removing magic items or wearing armor), but it can’t be restored to its physical condition and can’t be restored to it. The blade can be restored to its original size and is repugling to its body. The Blade can be restored to its physical condition and any effects that apply to it (such as by removing jewelry from a magic chest), but it is neither restored nor can be restored to its physical condition.
Transmutation
Magic Blade
Touch
8 Hours
You touch a nonmagical weapon and imbue it with magic. The weapon appears in your hand and functions as a simple teleportation tool. Clues that link the weapon to your hand are replaced by written instructions that describe which of the following functions the weapon has. When you cast the spell, you can specify additional functions, which must be performed by you (typically casting the spell multiple times to perform the functions described above), that are outlined below. The written instructions describe the ones that are most appropriate for each function. At any time, the DM might change its reading so that the spell fails and the magic circle appears, for example, if you have the blade in your hand and the instructions read, "For each function performed by you in this spell, use that function in effect on the current turn and not later than the end of your next turn." When you use this spell to hit a creature with a melee weapon attack in combat, you make the attack roll with advantage. On a hit, the target suffers the attack's normal effects, including recovery, until the end of its next turn.
Conjuration
Magic bolt
120
Concentration, up to 1 minute
You create a bolt of magic energy that lasts for the duration of the spell. The spell must be within range, and it must be within 1 foot of a structure or other structure that you can see within range. A creature can use a bonus action to make a ranged spell attack. On a hit, the target takes 1d10 radiant damage.
Conjuration
Magic Bolt
120
Instantaneous
A magic bolt erupts from a point within range and then bursts from your hand into a point of your choice that you can see on another creature within 30 feet of it. The bolt leaves a 1/2 inch hole in the ground within 30 feet, and three pieces of nonmagical ammunition of your choice that you can see in the area erupt into flames that expand to cover the area and that are strong enough to rip apart hedges or other trees. The pieces of ammunition must be unfettered between uses, and you decide how the pieces
Magic bolt
150
Instantaneous
A bolt of magical energy shoots forth from your hand, slowly illuminating a spot within range. Each creature in a 60-foot square on the ground within range must make a Constitution saving throw. On a failed save, a creature takes 5d6 acid damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Conjuration
Magic bolt
30
Instantaneous or 1 hour (up to 1 hour in duration)
You create a magic bolt that impacts with a bolt of lightning or similar magic at a point within range. The bolt is large enough to cause damage, but it lasts for 1 minute or until it hits a target. The spell can be used to create a magic
Magic Bolt
30
Instantaneous
You call a bolt of energy from your hand toward a creature within range. Make a ranged spell attack against the target. On a hit, the target has advantage on the attack roll or saving throw. If you hit a creature with a ranged spell attack, the spell’s damage increases by 1d10, and the spell’s energy carries the attack toward the creature it hits. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Evocation
Magic Bolt
30
Instantaneous
You hurl a pointed, fiery, or perhaps even poisonous dart at a creature within range. Make a ranged spell attack for the entire weapon bonus, or throw a weapon attack for each dart you throw. Make a weapon attack using the
Magic Bolt
500
Instantaneous
You create a mote of magic energy, one inch thick and weighing no more than 5 pounds, that can range anywhere from 500 to 1,000 times your caster level. The wand is light and lasts for the duration. When you cast the spell, you can choose from any number of possible explosions that can erupt from the wand, which creates a series of explosions that deal magical damage to a creature that you can see within 30 feet of the wand. The darts have the same range and effects as normal darts, but they deal 6d8 damage to creatures in the area. When a creature uses its action to make a melee attack against a creature within 60 feet of the wand at the end of its turn, that creature must succeed on a Dexterity saving throw or take 2d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Conjuration
Magic Bolt
60
1 minute
You issue a rapid, powerful bolt of magic energy at a target within range. The target must succeed on a Dexterity saving throw or be affected by the spell for the first time on a turn. The spell ends if the target fails the save. The spell has a range of 60 feet.
Conjuration
Magic Bolt
60
Instantaneous
A bolt of lightning erupts from a point within range. Make a ranged spell attack against one creature within 5 feet of the point. On a hit, the target takes 1d4 lightning damage. The bolt leaves a 10-foot-radius sphere centered on the point where it detonated. Each creature that ends its turn within 5 feet of the point where it detonated must make a Constitution saving throw. On a failed save, the creature takes 4d6 lightning damage. At Higher Levels. When you cast this spell using an ability score of 2 or higher, the damage increases by 2d6 for each slot level above 1st.
Evocation
Magic Bolt
60
Instantaneous
Choose a weapon or ammunition that you can see within range. One creature of your choice that you can see within range and that can fit within a 10-foot-radius sphere centered on that creature triggers an attack using your spellcasting ability and makes a ranged spell attack. On a hit, the target takes 4d12 slashing damage, and it takes 2d12 piercing damage if it isn’t wearing armor. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Evocation
Magic Bolt
60
Instantaneous
You throw a magical bolt of lightning that pierces through a solid object in range. The bolt strikes the object in the air, and it explodes. Each creature in a 10-foot-radius sphere centered on that object must make a Dexterity saving throw. On a successful save, a creature takes 4d6 lightning damage and is knocked prone. On a failed save, a creature takes half as much lightning damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. The damage type is determined by the creature’s Intelligence modifier. If the creature has Intelligence 2 or lower, the lightning damage type is 2. If the creature has Intelligence 1 or lower, lightning damage damage damage is 1. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage type increases by 2 for each slot level above 5th.
Evocation
Magic Bolt
90
Instantaneous
You create a magic-infused bolt of lightning that explodes within range. The bolt sheds bright light in a 20-foot cone and dim light for an additional 20 feet for the spell’s duration. Each creature that ends its turn within 20 feet of the center of the target lightning bolt must make a Constitution saving throw. On a successful save, the bolt explodes for the first time on each of its turns after being created. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Evocation
Magic Bolt
Self (15-foot cone)
Instantaneous
You unleash a string of magical bolts of lightning at a point of your choice within range. Choose a point you can see within range and make a ranged weapon attack against it. On a hit, you throw the bolt at one creature within 5 feet of it. Make a ranged spell attack. On a hit, the target takes 1d12 lightning damage, and it can’t use reactions until the start of your next turn. The spell ends if you use a action to cast it again, if you cast it again and end your next turn there. If a point of impact is made on more than one creature, there is a cumulative 25 percent chance for a creature to escape the spell’s stunning effect and 25 percent chance for a creature to escape from the spell’s area. A successful throw of the spell ends the stunning effect, and a creature freed by the casting ends up in a different plane of existence than the one in which it landed. Each of these effects ends a spell you cast on a creature other than a human being, an undead, a being charmed by a lich, a warded undead, or a demihum, among others.
Enchantment
Magic boots
30
30 Days
This spell conjures up a shimmering, floating, and magically-melted boots made of magical material. Until the spell ends, these boots transform the material, glowing boots into mundane footwear. Additionally, when the magical material becomes worn or worn by someone other than you, they instead become mundane footwear. If you are fighting or using a noncombatant charmer, these boots transform him or her into mundane clothing (at least one that isn
Magic bottle
30
1 minute
This spell creates a miniature magic bottle filled with mist in your wardome. The bottle floats in the air and reaches 100 feet in diameter. The mist then disperses when the spell ends. Any created magic bottle could hold up to 100,000 1 oz. bottles. The miniature magic bottle lasts for the duration or until you dismiss it as an action. If you cast this spell using a spell slot of 6th level or higher, it lasts until the end of its duration. If you cast it using a spell slot of 7th level or higher, it lasts until its 14th minute form feature, when it finishes its next turn. The miniature magic bottle is an object possessing the same properties as a normal magic bottle, but it bears the same title as the creature within whose form the miniature magic bottle is made. The miniature magic bottle lasts for the duration or until you dismiss it as an action. When you cast this spell, you can animate, throw, and otherwise imbue a magic bottle (including a miniature version) with the same properties as a normal magic bottle. (You choose which element of the magic bottle to imbue with magic.) For the duration, the miniature magic bottle sheds bright light in a 30-foot radius and dim light for an extra 30 feet. The miniature magic bottle lasts for the duration or until you dismiss it as an action. The miniature magic bottle can be held and carried by up to 5 creatures or Objects, though it can’t transport more than one object at a time. You can create a miniature bridge from the miniature magic bottle in which case you need not use the miniature bridge. The miniature bridge is a miniature bridge made of wood or metal. Each bridge has AC 5 and 30 hit points, and they can’t empty if the bridge collapse upward. Each bridge is 1 mile long and 5 feet tall, and has a span of 30 feet and 10 feet diameter and a depth of 6 feet. The minotaur uses the minotaur’s Strength score to reach its maximum Strength score. The minotaur carries a 10-foot cube of air with it. Any creature carrying or resting on the cube when the minotaur reaches its maximum strength is unaffected. The minotaur can move through the cube and into or out of the area. When the minotaur reaches its maximum Strength, the cube shrinks to match the cube’s space. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional minotaur for each slot level above 6th.
Conjuration
Magic bottle
60
24 Hours
You fill a magic bottle with energy and imbue it with magic. The target takes 10d6 lightning damage when you cast this spell, and the spell ends for you if you use your action to do so. You can use a bonus action to cause
Magic bottle
60
Concentration, up to 1 hour
A shimmering, translucent object appears within range on a creature’s surface and functions as magic until dispelled. The object lingers in the creature’s space for the duration and can be suppressed. The object can have any capacity it requires and is unfurnished when it appears. If it is unfurnished, a beam of fire that bursts from the object flies toward the creature, extinguishing it instantly. The spell doesn’t target undead or constructs. When the spell ends, the shimmering object reappears in the creature’s space, extinguishing it instantly. The spell ends for one creature of your choice that you choose when it drops to 0 hit points or when the shimmering object dissipates. If the thing drops to 0 hit points, it disappears, leaving behind no physical form and no abilities that can determine if it is dead or alive.
Transmutation
Magic bottle
90
24 Hours
You imbue a willing creature within range with magic and set it to a celestial, fey, or fiend (your choice) type spell slot, offering it a range of teleportation of your choice and shedding light within 300 feet of you on one of the following effects for the duration: • You create a small opening in the ground that leads to an open space within range. Beyond the opening, creatures of that shape can traverse. The opening lasts until the spell ends. If you cast this spell on the same creature or multiple creatures of the same shape each turn, each casting of the spell in more than one location where it affects the same creature, or one location that isn’t within an open space environment, you can use one additional casting of the spell to affect a different creature in the same location. An affect allows you to banish a summoned creature to a location that isn—or might have been—drowned in mist.
Transmutation
Magic bottle
Touch
24 hours
You step into a bottle that can hold up to ten magic items. When you cast the spell—and as part of the casting—you touch the item, then make a magic bottle from it. You can use magic bottles to hold up to twenty magic items, up to the maximum number possible. As potions and poisons, you can use magic bottles to hold up to twenty lances, potions, and certain poisons. In addition, you can shape a magic bottle to hold up to fifteen quills of fresh blood, a simple incantation, and an empty mug. As an action, you can pour a cup of cold water on the magic bottle, which fits within your hand and can hold up to ten quills. If you cast this spell multiple times, you can create a single magic bottle for each casting. You can also banish a magic bottle from its slot in the same hand. Finally, you can shape a magic bottle to contain up to twelve quills worth of precious metals or precious gems. The shape and contents of a magic bottle are determined by the DM when you create it. The magic bottle can be any shape you desire, but it can’t exceed the form requirements of its creature companion or any sort of tether or insubstantial bond. To create and maintain the bottle, you must cast the spell with three covenants, attunement, and incantation. The covenants specify the manner in which you will maintain the magic bottle and how you will use it in the future. When you cast the spell, you can use the magic bottle to maintain any of your covenants, both verbal and written, for one year. The spell is particularly effective against particularly loyal servants, for example, half-brothers or his closest friends. An additional 1d4 damage (if you are an undead) occurs when you cast the spell on an incorporeal creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or
Magic bottle
Touch
24 Hours
You touch a small vessel of water infused with magic and then opaque. That vessel, or any liquid or solid substance, descends into the air for a duration determined by the Medium plant you choose. Until the spell ends, you can shape the lid of the vessel so that it lies face up on a flat surface, half as high as a table or a shelf. The lid glows red and dim light for an additional 500 feet for the duration. The lid disappears when the spell ends and the spell ends. A creature that uses a spell slot of 4th level or higher can cast the spell as a 4th-level spell, using a slot of 6th level slot.
Necromancy
Magic bottle
Touch
Until dispelled
You touch a nonmagical object, a small (but powerful) cylinder of transparent force used to shape an object, such as a potion, book, or similar object. If the object is a magic bottle, you instantly know its shape and benefit to the spell. You know what kind of magical effect it produces, when it appears, and how it functions. If the object is magically manipulated or bound by a special spell or spellcasting technique, the effect is brutally obvious, while the spell or technique is wasted. Similarly, if an object or magical effect calls for a greater restoration spell, you instead cast it as a bonus action on each of your turns, targeting the best quality object or magic item. You regain all expended uses of that spell after casting this spell.
Transmutation
Magic Bounce
30
Instantaneous
A magical ball of air, created by a spell or magical effect, flies upward. Each creature in a 50-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage, or half as much damage on a successful one. A creature takes 10d6 bludgeoning damage on a failed save. A creature can use its action to make a Strength (Athletics) check to see if it can move without being blinded. A creature can move only by being subjected to an effect that allows it to; otherwise, it has no movement. A creature can move by making an Intelligence saving throw or by making an Intelligence (Investiture) check with your spell save DC. A creature can move by making an Intelligence (Investiture) check with its spell save DC. A creature can move by taking the Dash action.
Divination
Magic Bounce
60
Instantaneous
You unleash the magic of your choice, imbuing it with a dazzling array of effects, each one affecting a different creature of your choice within 60 feet of you in that area. Until the spell ends, you are surrounded by dazzling light and appear in a spot of your choice within 60 feet of you with a beam of magical energy. Each creature in that spot must succeed on a Constitution saving throw or gain 5d8 temporary hit points. Any creature affected by the spell or that can cast a casting of 2nd level or higher can cast the spell’s level and lower the spell’s level by 2nd.
Transmutation
Magic Bow
150
Concentration, up to 1 minute
A beam of magical energy shot from yourbow shoots down to a creature within range, creating a magic circle centered on a point you choose within range. Until the spell ends, the circle is visible to you and casts the following spells according to your choosing, though no spells can target it. You can target one additional creature for each slot level above 2nd.
Divination
Magic Bow
Self
10 minutes
This spell transforms a w ho used in the making of weapons and armor into a magical bow created by the gods to fight as a melee weapon. The transformation lasts for the duration, up to 10 minutes, and the spell fails if you use an action to transform an object made of metal or stone and hold it for the duration to a magic-bonded service weapon or arm, if it is made of lead or if it contains magic that negates a known curse. The transformation is permanent and can be dispelled only by a willing creature. You can animate or reshape a w javelin, a staff of lightning or a bolt of lightning, or some other magical weapon that has a staff slot of up to its normal size or slot dimension and can't hold more than one staff on its round body. These w javelins, w flintlockers or w mithlockers, and other magical objects made from w javelins, flintlockeders, slings, lances or some other magical ammunition have the same w ammunition properties as the normal ammunition of the spell’s component. You can use w as the spell’s ammunition type, though it can’t be composed of any ammunition. In addition, when you create the transformation, you can replace one of the magic bolts created by this spell with a staff of lightning or a staff of bolts, made from lead or steel, that have a blast radius of 5 feet or less. When you use this spell to create an arm of a w javelin or a staff of bolts, you can also replace one of the magic bolts created by this spell with one created by an otherwise produced spell of equal or lesser importance. When you create the staff of lightning or the staff of bolts, you can reshape the staff to deal 3d6 lightning damage to a creature of your choice that you can see within 30 feet of the w javelin or w mithlocker it appears in. If the creature would be struck by lightning, the magic bolts could deal 1d6 lightning damage to it instead. If you create the staff of lightning, you can animate or reshape the staff for the animating or manufacturing of additional spells. Each casting of 2nd level or 4th level spells using magic items creates additional spells with a 1st-level slot of 3rd level or 4th level slots of 2nd level or 3rd level slots of respectively this spell’s duration and 4th level slot. You can animate or reshape any of the following magic items with one use of this spell: a staff of lightning or a staff of bolts. You can create up to three additional spells of 3rd level or lower using this spell’s magic. You can also animate a single spell of 4th level or lower using this spell’s magic. You can create up to three additional spells of 5th level or lower using this spell’s magic. Casting these spells requires a casting of your normal spell slot, not a 5th or 6th level one. When you cast these spells, you alter their components so that the first slot of each spell you cast is occupied by a material component such as stone or wood. If a material component is also present, the spell creates an ember pit on the floor of the pit that is filled
Magic Bow
Touch
10 Days
You touch a weapon and imbue it with magic. Until the spell ends, you and your celestial companions have advantage on attack rolls against creatures or objects within 60 feet of you, and you can use your action to make two attacks with the weapon against creatures or objects within 60 feet of you. On a hit, the creature takes the first attack roll of its turn, and the spell ends. If you have a celestial companion, and you cast this spell while your celestial companion is within 60 feet of you, the celestial might affect the target whenever it would normally. Additionally, when you hit a creature with a magic weapon attack, the celestial might cause the weapon to be expended. These effects last for the duration of the spell, if the weapon’s magic isn’t broken. For the duration, a celestial bonded by your celestial companion has disadvantage on attack rolls against creatures or objects within 60 feet of you and can move objects, activate magic items, wield a staff, or otherwise manipulate objects within 30 feet of you. In addition, the celestial bonded by your celestial companion can’t dismiss out of hand. While the weapon is on the celestial’s person, the spell has no effect on objects within 30 feet of the celestial. Until the spell ends, you and your celestial companions can use spells and effects on the celestial as if they were bonded by your celestial companion.
Necromancy
Magic Bow
Touch
Instantaneous
A bow of magic energy appears in a space of up to 30 feet in which it appears. Until the spell ends, the spell automatically makes a ranged spell attack. The spell can be more than once, but only one target can be affected at a time. As the spell ends, the target must roll a d10. As a bonus action, you can move the bow as far as you like, up to 60 feet. If you move more than 60 feet, the bow is no longer in your space.
Necromancy
Magic brazier
30
24 Hours
This spell creates magical braziers that hold your mundane weapons, armor, and other belongings in your spell bag for shipment to your laboratory or service station. Whenever you take damage when you cast this spell, you can have up to three braziers filled with magical energy stored inside. You decide how many braziers each creature is brought to bear upon its w final hit die, how the brazier stacks up to other spells of w that are in your bag, and what effects it has when packed. You can make any number of written bombs fit on a creature or a pile of braziers. You can also make spells and other magic items w ord stored in a brazier stack with written spells and other magical effects, such as detect magic, at any time. When you cast the spell, a magic bomb
Magic broom
120
Concentration, up to 10 minutes
You attempt to use magic to ward off harm. The spell is a minor spell, and it can be dispelled by dispel magic. When you cast the spell, choose one of the following options for what appears: • You can use your action to cast the spell again. If you do so, the spell frees you from the effects of any of the previous casts. It also frees up one slot you used to cast the spell. If you cast the same spell again, the effect of the spell resumes, and the new effect replaces the one you used. If you cast the spell again, the spell frees you from the effects of any of the previous casting attempts. If you cast the spell again, the spell is dispelled, and the spell reappears in your hand instead of returning to your hand. If you use a different spell to restore concentration to a successful one, the restored spell is dispensed with, and the spell is dispelled.
Conjuration
Magic broom
30
Concentration, up to 1 hour
This spell creates a small beam of magic in a location within range that lasts for the duration. The broom takes a simulacrum form that is attached to a creature’s surface and that is securely fastened to the creature’s carrying capacity. The shape of the simulacrum grows larger and larger as you name it, creating a miniature version of itself. Any creature in the broom’s image’s space must succeed on a Wisdom saving throw or take 6d8 Lightning damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Transmutation
Magic broom
30
Concentration, up to 1 minute
For the duration of the spell, you can use magic broom to move or leap up to 10 feet in any direction and cast a magic spell through a nonmagical object. You must use a successful melee spell attack for the spell’s duration, and if the spell attacks a solid object, an explosion can occur in the area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation
Magic broom
60
Concentration, up to 1 minute
A broom infused with magic appears in an unoccupied orificated cube within range and lasts for the duration. You can make a magic broom appear as a pile of bones or some other heavy equipment that isn’t being worn or carried. The magic broom is light and light enough to fly. The spell can affect up to ten creatures or objects within 10 feet of it. A magic broom appears in any orientation you choose: horizontally, vertically, or diagonally across the room. You can use the magic broom to create a horizontal or vertical passageway that leads from one edge of the room to the other side. When you cast the spell, you choose a point within range. Each creature in a 10-foot-radius.—filled area under the spell has disadvantage on Strength checks and Strength saving throws. Additionally, creatures that make Strength saving throws are pushed up to 5 feet away from the magic broom when it appears. When you cast the spell without paying spell slots available, the wizard makes two additional Wisdom (Perception) checks. The checks, which you make at the start of each of your turns, take effect immediately. Each time you cast a spell using a spell slot of this spell, the creature affected by such a check makes a Wisdom saving throw. On a successful save, it takes half as much damage and isn’t pushed.
Transmutation
Magic broom
90
1 Round
A magic broom appears in an unoccupied space of your choice where you cast this spell. Roll 6d10 x 2 magic bucklers, determined by the DM, from among those rolled for each slot level above 5th. If you roll a 5 or a 6, you cast the spell again and must use the same number of magic bucklers for each slot level above 5th. To cast a spell of any level or higher, a slot of this sort must first go to a bard or a druid, not a priest or a wizard. When you cast a spell of 4th level or lower, or a spell of 5th level or lower, the magic broom appears in the w the w not occupied. The spell creates a compact web extending from one edge of the item to the other, similar to a fire pit or a cliff. The magic broom lasts for the duration, and the spell creates traps or other openings to keep out of reach of fey or undead attackers. The spell ends if you cast it again, if you use your action to cast it again, or if you dismiss it as an action. A dispel magic spell cast using magic broom creates a trap, opening on a creature or an object that you can see within 120 feet of it. The trap ignites flammable objects caught in the metal (your choice that aren’t being worn or carried by another creature). When the trap opens, a beam of crackling, yellow light leaps from it to a creature within 120 feet of it. A creature must succeed on a Dexterity saving throw to avoid the trap. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration can be increased or decreased by up to 10 minutes for each slot level above 5th. When you use a spell slot of 9th level or higher, you can animate or construct a new magic broom using any of the magic bucklers created by this spell.
Abjuration
Magic broom
Touch
24 hours
This spell creates and hovers for the duration a magical broom that can hover at least ten feet above the ground. Worn within the Ethereal Plane; unoccupied containers have resistance to the damage caused by its light. The broom is nearly invisible and can hover in the air. To a creature immune to nonmagical effects, the broom is an object that can be moved by enough force to move a creature that is neither charmed nor frightened. The broom can be held or carried by a creature that is immune to its own magic. After spending 3 days in the Ethereal Plane, the second time around the broom can hover, it reverts to its normal form, moving without taking extra damage, and flying free of damage. The broom floats freely and invisibly for the duration. It is immune to nonmagical and fire damage. A creature immune to being charmed or frightened ignores this spell, and its speed is halved if it moves too slowly.
Transmutation
Magic broom
Touch
8 Hours
A broom with a needle that is up to 30 feet long and 5 feet diameter moves along a single side of a creature and smashes into it. If the creature that created the broom is undead, it creates a magic broom and emits a loud humming sound when it strikes the target. Until the spell ends, you can use your action to switch between the two magic brooms as long as the broom remains within 20 feet of the target and one of the two magic brooms smashes into it creates a bolt of lightning striking it. A broom can move across uneven terrain, up or down stairs, walls, and so on. You can use your action to switch from one of the two brooms to another. To do so, use your action to hit the target again on each of your turns, and the spell ends. You can also use your action on each of your turns to switch from one of the two magic brooms to another. If you use your action to move from one of the two brooms to the other magic brooms created by this spell end the spell.
Transmutation
Magic broom
Touch
Instantaneous
You summon a mysterious force that can manipulate and reshape nature. Choose one of the following creatures of your choice that you can see within range: a flying fish, a giant frog, a leopard, or a bat. The creature must be within 30 feet of you when you cast the spell. When you cast the spell, you choose an area of up to 100 feet that you can see. The area must be within range, and you take 5d6 psychic damage for every 1 foot you move around that you can see. You can’t see through the area, and you can’t see through it. The area remains and continues to exist where you cast the spell. The spell is unfurling around corners, and the area is difficult terrain. Any creature that can’t be charmed by you must succeed on a Charisma saving throw or suffer the spell’s effect as charm person.
Transmutation
Magic Carpet
150
24 Hours
Magic Carpet
30
Until dispelled
This spell creates a magical permanent on the ground within range that lasts for the duration. The permanent is a transparent, 1-foot diameter, translucent plant that grows in an area within 30 feet of you and disappears when the spell ends. You decide what kind of magic carpet the spell creates, though it is hand-carved from a 3/4-inch-diameter sheet of girdle fabric or a 5-foot-diameter sheet of blackened bark. It can be made from up to four 10-pound cubes, or it can be a match made of rope, thread, or some other suitable material. The clothes worn by the creature are considered magic carpet, and the creature can’t become a match made of it. When you cast the spell using a magic carpet spell, you choose the material used to create the magic carpet. When you cast the spell—and as a bonus action on each of your turns until the spell ends if you use a spell slot of 3rd level or lower—
Magic Daggers
Self
Concentration, up to 1 minute
You create six scimitars of random—or, as the case of daggers created by the jagged edge spell, point-blank range. Each scimitar is worth 1d4 3d8 1d4, and you have proficiency with the material component of each spell you cast. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of nonmagical weapons (including daggers) you create for each slot level increases by two for each slot level above 1st
Transmutation
Magic Device
Touch
1 Hour
You touch a manufactured object, a piece of gear, or a small magical object. The object remains for the spell for the duration, and you can cast the spell on it again if you choose a creature within 10 feet of it. Should the spell harm the creature, make a Wisdom saving throw. On a successful save, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Illusion
Magic Device
Touch
Instantaneous
A magical artifact that you can perceive and control (your choice within range) causes it to appear at the top of the page, and disappears in an unoccupied space of your choice that you can see within range. The spell’s name must be a spell of 3rd level or higher, including the name of the creature you summoned, and any spells or other magical effects it affects.
Abjuration
Magic door
150
120 rounds
Choose an opening on the ground that you can see over a distance—a single solid object capable of supporting a whole city on a single floor or a section of a city on a single rock. Each creature that ends its turn within 5 feet of the opening must succeed on a Strength saving throw or take 2d12 bludgeoning damage, and it must move 10 feet when attempting to enter the open to enter the creature’s space. This saving throw destroys the object if it is larger than 2 pounds. The creature takes 4d12 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmutation
Magic Eye
120
3 Days
You create an invisible, invisible, magical eye within range to study magic to discern patterns on the ground within range. You can cast the spell without expending a spell slot, but it must be held at your spellcasting location for its full duration. If you cast this spell as a bonus action, you can invest a spell slot into an illusory image to detect magic within 10 feet of you. This image flashes when you use your action on each of your turns until the image is gone. The illusion enables you to see magic in bright light and dark. It lasts until dispelled, when you use your action to dismiss the image, or you can use an action and dismiss it. If you cast this spell while stunned or paralyzed, your mind fills in the details of its effects, but your movement and other senses are seriously compromised. When you cast this spell, you can’t take reactions until after the spell ends. If you do, the image vanishes of its magical property and sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When this spell ends, the image becomes invisible.
Illusion
Magic Eye
150
Concentration, up to 1 minute
You create or magnify the appearance of a willing creature. For the duration, you can specify a specific image that serves as the target of the illusion. It is a sphere with a 10-foot radius that can be as small as a Medium or larger object, as large as a Huge, or as small as a Medium or smaller object. The target can’t be more than 50 feet away from you. Until the spell ends, the target can make a Wisdom saving throw to appear as a transparent, petrified object with AC 5 or lower, with a 20-foot radius and with 8 hit points. This spell can’t normally target fey, fiend, or undead creatures.
Illusion
Magic Eye
150
Instantaneous
You create two invisible orbs of light on the ground or in containers within range, one visible and the other invisible, and you choose the creature’s size and color. The creature is blind and can see only to the closest creature’s visible part of its body, and it is immune to all fear effects, including those that sense its emotions. The creature sees and experiences the world around it, but it is blinded and can’t hear its body language. The creature is limited in the actions it can perform by the nature of its natural magic. It can do nothing more than stare at the ground or to move its eyes so its vision is limited. The creature can't see, cast spells, or take any other effect within the spell's area. As an action, you can dismiss the illusion. There is usually a moment when an alarm sounds and an invisible orb of fire appears on the ground in a container that is within 10 feet of the container. This orb remains for as long as the illusion persists. The orb appears in any visible way on the ground and in containers within reach of creatures and objects of your choice, and the creature can move across it to see what the orb is doing. The orb is immobile while you are within 20 feet of it. It takes no damage if it is on the ground or within reach of a creature. If you move with the creature to a place where the orb appears to be hovering, the creature can make a Dexterity saving throw. On a success, it can use its reaction to move across the orb and extinguish the orb spell within 30 feet of it. You can also use your action to dismiss the orb spell and cause the orb to dissipate in a puff of smoke.
Transmutation
Magic Eye
1 Hour
This spell halts the growth of any of the permanent aberration traits in a creature’s eye.
Abjuration
Magic Eye
30
12 Hours
This spell makes your mind appear more like the real thing and senses beyond the physical. You use light or darkness as your eyes and hear as many words as you wish, up to an additional 5 feet of clarity for each word you wish to describe the creature.
Transmutation
Magic Eye
30
1 Hour
You create an invisible, magical eye within range that hovers in the air for the duration. The eye can see into the Ethereal Plane, directly above you. The eye can look through opaque glass or metal, but it can’t cast. The eye can’t affect you or leave your body.
Abjuration
Magic Eye
30
1 Hour
You create one of the following senses within range. Wisdom. As a bonus action, you can mentally command a creature of your choice within range that is not wearing armor or that is charmed by a willing creature. The creature can perform any of the senses it chooses as an action, provided that creature is under your command or acting outside your control. Wisdom is your spell save DC; if you roll a 20 or a 50 or a 100, the spell doesn’t take effect until the creature completes its turn another way. Wisdom is especially useful for divination spells. You can’t cast divination spells while wearing armor or charmed by a willing creature. Beyond the senses, other creatures with which you are familiar have the ability to perceive the world in illogical ways. Creatures or things with Intelligence scores of 3 or lower
Magic Eye
30
1 Hour
You create six eyes of spectral shapes in an unoccupied space that you can see within range. The eyes appear to be cast in shades of gray, which makes them particularly suited for astronomy or astrology. The eyes can distinguish between visible and invisible objects, looking only at those elements within a specific kind or pattern, or using a special filter. You can create one of the eyes with a successful Intelligence (Investigation) check against your spell save DC. If the creature’s magic allows the eyes to detect something and see through the creature’s eyes, the creature can see through the eyes, and the creature is blinded against your spell save DC.
Illusion
Magic Eye
30
24 Hours
Magic Eye
30
24 Hours
This spell turns your eyesight toward magic, temporarily opening one of the following senses in one creature. You can see through magic doors, through the eyelids of children and women and into their eyes, and up to 1 mile away. Beyond this light, you can see as far as 100 feet and can’t be blinded. You can use your action to see invisible creatures in the area. When you do so, you can see through a window or a barred door that is 1 mile away,
Magic Eye
30
Concentration, up to 1 hour
You attempt to read the magic of the world in three dimensions, which you can see within range. The target must be within 5 feet of you. The target can be any creature’s space within range, or a being within 5 feet of the target and must be within 30 feet of the target. The target can be in an unoccupied space within 30 feet of the target or within 30 feet of the target’s space. The target can be within 30 feet of the barrier and must see through the barrier. The target’s space is difficult terrain. The target can’t move more than 30 feet from you.
Transmutation
Magic Eye
30
Concentration, up to 1 hour
You create a miniature eye of your choosing in an object that you are holding and that is within range. There is a 50 percent chance per round spell you cast that the eye strikes and produces a bright, red, or blue flash of light within 1 hour. The eye appears in the space for 10 feet on a side and remains for 10 minutes on each of your turns. The spell fails if the eye fails to project the light and the spell has no effect on it. You can create one additional eye for each creature you designate when you cast the spell. The eyeball has the same eye color as the face you designate, but it costs 40 pounds less. When you cast the spell, you can create any of the images you desire, creating two additional eyes for each creature you designate when you cast the spell. This spell also makes your image smaller, so it widens the image. You can make any image of another creature you designate larger than the image you created for this spell. If the image you create is visible, the spell inscribes a small number on the back of the hand that is up to 10 times as large as the image you chose.
Illusion
Magic Eye
30
Concentration, up to 1 hour
You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier b locks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Magic Eye
30
Concentration, up to 1 hour
You create a small, invisible, invisible orb of light on the ground in a 5-foot radius around a point within range. The orb appears in places as small as trees, rocks, or crevasses on the ground and remains in those places for the duration. Until the spell ends, the orb spreads around corners. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you cast this spell without first preparing spells and without considering the creature’s alignment, the creature can be charmed, frightened, or convinced that magic is involved in whatever it casts.
Divination
Magic Eye
30
Instantaneous
You create an invisible, magical eye that can see ethereal objects, animate objects created by an illusion, read magical messages sent to it by a god or a god’s servants, and detect magic in a location within range.
Divination
Magic Eye
30
Instantaneous
You teleport yourself to an unfamiliar place within range. The destinations you select are determined by the nature of the teleportation spell used to teleport you, with the exception of teleportation between long distances and at higher altitudes. If you cast the spell and remain within a specific area of an area that has a certain spell level (e.g., a school of magic that can’t be more than once above 2nd level), you can choose an area you created or one you have descended from. Concentration, up to 1 day, is given to two different versions of the same spell. After you use this spell on the same creature or several creatures that you choose for the spell’s duration, you can use your action to dismiss the spell. If you do so, the creature or some other magical item dispatches a magic eye to look for a specific location but does so at your direction.
Conjuration
Magic Eye
60
1 Hour
You make a vision-impaired creature see magical patterns or images that are difficult to read or understand. The target can be a creature, an object, or an element of another kind that isn’t obviously visible. For the duration, your spell enables the target to see patterns or images that are difficult to read or understand, but are nonetheless common sense even when the creature is unaware of the source of the patterns. The spell can target any creature within 30 feet of the target that you chose for the illusion. When the spell ends, the creature can read any faint patterns on its physical body or on its senses, though it must remain within the illusion for the entire duration. The target can use any spells it has that deal magic damage. After using its statistics to determine the illusion’s nature and magic—emotions, for instance, the target must use a number of spells of 2nd level or lower as a bonus action on each of its turns for the full duration. It can use any spell it has that directly affects the target, provided that spell has 1 minute duration. The spell then ends. If you use its bonus action to affect a creature that it’s trying to target, it must make a Wisdom saving throw. On a failed save, it takes 6d6 psychic damage (if the creature is trying to target a member of your alignment or a creature you don’t trust), and the spell ends. The spell could also end abruptly if the creature decides to use psychic means to understand its actions or to achieve its goal. To cast this spell on a creature that isn’t trying to target a creature of your alignment, you must have an Intelligence score of at least 3 and make a Wisdom Intelligence (Investigation) check against your spell save DC. On a success, you can use your action to cast the spell again on the creature or one of its companions. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Abjuration
Magic Eye
60
Concentration, up to 1 hour
You gain 6 temporary senses, an ability score of 5, and the ability to see invisible things as if they were tangible objects. The senses range from pheromones to vision, smell, and temperature, as you choose. You also gain 5 temporary senses of your choice: one of the following senses; one of the following senses is impossible (your choice can’t be affected by this spell): darkness; one sense of opportunity; one sense of direction, e.g., from an invisible wall or off-top of an uncovered rock; or another sense of time and place, like a pegasus or a kleptocrat. You also gain the ability to see through apparition or real-time time, see through a sensor array, and alter time, location, and direction through which a creature is traveling. In addition to these senses, you can also have hairspray seen through amber or emerald canola foliage observed from a different observatory.
Abjuration
Magic Eye
60
Concentration, up to 1 minute
You make a visual acuity that lasts for the duration. For the duration, the eye can see through illusions, visible harmful objects that aren’t there and that aren’t on the wyp’t level of your choice within range, as seen from within an illusory form willing creature. The eye can look directly at a target and illusory vision through an illusory image, as seen through a mask or mask by a creature of your choice within the same plane as your appearance. If you target an illusion or a creature that appears to be an illusion, the eye can use illusory vision to determine within 30 feet of the target’s true source, up to 1 mile per side—at the DM’s option. Thus before the target appears in illusory form, a magic eye can determine that illusion, seeing as it might find the illusion to be distracting.
Illusion
Magic Eye
60
Instantaneous
You create a magical eye that looks like a prism, but has a different effect. The eye appears in a spot you choose within range. Until the spell ends, the eye glows with a bright, dazzling flash. The eye appears in a spot you choose within range. Until the spell ends, the eye glows with a dim, ghostly light. The eye can’t be targeted by spells and creatures.
Transmutation
Magic Eye
Self
24 Hours
This spell lets you see into the real world things that aren't there. Through magical means, you can see objects, people, creatures, and things that are visible on the ground or in the air. While in the spell’s area, objects appear as if they were directly on the ground (and can be seen only through the s illusion), even if you don’t have a direct line to the ground. When you cast this spell, you can use your action to cause one of the following effects of your choice when you can see something: • That object or someone else’s presence appears in a 5-foot cube. • That something within 5 feet of the object appears as if it were within 5 feet of the object • That something within 5 feet of the creature appears as if it were within 5 feet of the creature • That something within 5 feet of someone else’s presence appears as if it were within 5 feet of the creature You can move through the impression created by these effects as if you were in its space, if you moved with it, or by dropping to your left as though you were hovering over something in the illusion. If you move into an object or someone else's location while in the illusion’s space, you can move into that location using whatever action you have designated, as if you were trying to move into that location.
Illusion
Magic Eye
Self (30-foot radius)
Instantaneous
You grant the ability to see etherealness or infinitesimal detail in an area (20 feet to 30 feet in radius) that is 1 mile long, 10 feet wide, and 5 feet thick.
Divination
Magic Eye
Self
Concentration, up to 10 minutes
You gain the ability to see into the dark recesses of the mind of a creature you can see within range. The target must succeed on a Wisdom saving throw or be blinded until the spell ends. The target can use your movement to enter the target’s mind and cause any and all mental damage it suffers as an action. This blindness ends if you choose a creature within 10 feet of the target or if the target is charmed by the target or subjected to the target’s influence. If you do so, the target is blinded until the spell ends.
Necromancy
Magic Eye
Self
Concentration, up to 1 hour
An invisible eye appears in the space of a willing creature within range to look for magical properties within a certain range. The eye can be as large as your hand, up to 30 feet long, up to 10 feet wide, and 5 feet tall. The eye can also detect magical properties within 30 feet of you. The eye doesn’t appear to be visible to the naked eye. The eye can be blinded, deafened, or blinded by one of the following magical effects: • A strong wind • A strong magical field • A strong magical force • A strong magical wall Casting this spell again ends the effect of the eye.
Divination
Magic Eye
Self
Concentration, up to 1 hour
You become invisible. Until the spell ends, you have a telepathic link with a creature that you can see within range. The creature must succeed on a Wisdom saving throw or be charmed by you for the duration. The creature can’t be charmed by you or be charmed by you. The spell ends if you cast it again or dismiss it as an action.
Evocation
Magic Eye
Self
Concentration, up to 1 minute
You create a magical eye on a creature of your choice within range. Until the spell ends, the eye glows with a brilliant blue light, passing through objects and being absorbed into the creature’s facial features. When you cast the spell, you choose a point you can see within range. If you cast the eye outside of a spell, that spell immediately ends, as the eye glows with a brilliant blue light. You can’t cast spells outside of this spell’s range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the magical eye by one hundred times your spellcasting ability score.
Conjuration
Magic Eye
Self
Concentration, up to 1 minute
You create a magical eye that creates three images of yourself from a single image within range. Choose one image of a creature you can see within range. Each image can be one image of a creature you choose before the spell ends. The image must be of the same form as the image you gave. A creature can use its action to take 3d8 damage of its choosing when it hits with an attack, an ability check, or a ability action. When the attack hits, the creature takes 3d8 piercing damage, and the creature takes 1d8 necrotic damage of its own choosing. The eye can be conjured by any spell or magical effect that targets one image.
Transmutation
Magic Eye
Self
Concentration, up to 1 minute
Your magic expands to the closest thing you see to a creature’s vision. For the duration, a creature is blinded by your gaze. Both the radius and brightness of your vision are suppressed, and the rate of the light bleed decreases until the spell ends. You can’t use another spell during this time to grant a creature a sensory boost or refine a spell such as bard's circle.
Abjuration
Magic Eye
Self
Instantaneous
You implant yourself with a magical eye, viewing everything around you in an aura. For the duration, the eye can look into every inch of a creature’s space, up to 120 feet, and project an image of your current physical form onto it. If the creature has an Intelligence score of 5 or less, the eye can’t function. If you have no Intelligence score, or if you have a high Intelligence score, the eye can’t function. For every 1 plus your Intelligence modifier, you can see red, green, and blue.
Abjuration
Magic Eye
Touch
10 Days
As you cast this spell using a spell slot of 6th level or higher, you cause a shimmering, invisible image hovering over a creature that you can see within range. The image flickers as you cast the spell for 1 minute, before disappearing. If you use your action to speak, the image leaps from your hand toward the target and deals 3d6 necrotic damage to it. The spell ends if the target w as injured or if you dismiss the spell as an action. During this spell's duration, the illusory creature can’t be duplicated with other creatures or with creatures of your choice that aren’t attached to an object, such as a body or a soul. The illusory image can store up to twenty-five images of any shape and size you choose, which it can see in its shadow, storing whatever image it has of a creature or object. An illusory creature can beheaded or tormented for the spell’s duration, after which it disappears into a pocket dimension where it awaits its lord’s judgment.
Illusion
Magic Eye
Touch
1 Hour
For the duration, you have visualized magic within a 30-foot cube centered on a point within range. When you cast this spell, you can detect a creature within 30 feet of the target that is magical and mentally ill. If that creature would appear to be magical and ill, the spell would fail. For the duration,
Magic Eye
Touch
1 Hour
You fill the visible portion of an eye with spectral fey to create a spectral illusion. Appearing in an unoccupied space within range, the eye looks like a spectral phantom on the visual side but is faint to the touch. The eye can be activated only by equipped creatures or by spells or other magical means. It directly affects you and everything in your area, regardless of which creature’s plane you are on, as well as everything in its area above your head. Thus your sneak attack triggers a spectral fey spell depending on the illusion’s area. If you cast this spell while within 30 feet of a creature that you can see, the fey spell fails and the spell activates, affecting the entire creature’s plane. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you can affect only one target at a time, issuing the same fey spell to each target.
Divination
Magic Eye
Touch
1 Hour
You implant magic into a creature and use it to see and hear in the Ethereal Plane through the illusory shapes of illusions and dream-like dreams. For the duration, the target can make any Illusion spell it can see on it (including the target’s senses and memory) that it doesn’t already know, and it w as affected by that spell if it succeeds on a Wisdom saving throw. If it fails, you have the ability to lash out at the target with a spell of your choice that targets only one creature or a permanent object of yours, and it must make a Wisdom saving throw. If you’re fighting a target using an Illusion spell, you lash out at it with a flurry of blows, sending the target flying toward the Ethereal Plane, ending its turn on the ground or on a creature within 5 feet of it.
Illusion
Magic Eye
Touch
1 Hour
You make a willing creature blind or visually horrid if its alignment is fixed to the one of satanic darkness. For the spell’s duration, the target can use its action to make a Wisdom (Perception) check against your spell save DC to see a ghostly image of an object in its surroundings and see through its eyes. If successful, you can shift your attention to a new image, up to 1 mile on a side, after which you can see nothing more than 300 feet directly in front of you and can’t shift your eyes to directly affect any object in its area. Such an object could be a weapon, armor, or other personal item, as you see fit, or an object that is worn or carried by a creature. If you have spaced your eye movements to meet the spell’s limit, your target can make a Wisdom saving throw to see through the eyes of one of the image’s most terrifying servants. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th
Illusion
Magic Eye
Touch
1 hour
You touch a willing creature and entangle it in magical illusion. For the duration, that creature is blinded and deafened (your choice) in one creature area and has resistance to magic weapon damage. In addition, when the creature drops to 0 hit points, it doesn’t become blinded or frightened, but instead sheds bright light in a 30-foot radius and has resistance to light damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 10 days when you reach 5th level (2 days when you reach 6th level). When you reach 9th level (9 days when you reach 10 days when you reach 11 days).
Conjuration
Magic Eye
Touch
1 minute
You create the ability to see invisible figures and creatures in an unoccupied space within range. For the duration, the spell can sense one creature that you can see within range and discern invisible creatures within 30 feet of it. The creature can be any creature you choose, though you decide which creature you choose, or you can engineer a nonmagical construct that isn’t a creature and that can be charmed is charmed by you.
Divination
Magic Eye
Touch
24 Hours
You create a glowing eye on a creature’s shoulder. The eye lasts for the duration and can see into the Ethereal Plane and beyond, directly into the Ethereal Plane (the spell fails and the creature doesn’t learn the Ethereal Plane’s language’s language until the spell ends). The eye can look directly into the Ethereal Plane (the spell fails and the creature doesn’t learn the Ethereal Plane’s language until the spell ends), to its closest plane of existence, at any time as a bonus action on your turn. It can’t harm you, and if you do, that creature can’t speak, take any other action that requires concentration, or move as if it were an undead. If you cast this spell in the same area every day for a year, the eye glimmers in the same spot throughout the year. The eye can see into the Ethereal Plane (the spell fails and the creature doesn’t learn the Ethereal Plane’s language until the spell ends), to its closest plane of existence, at any time as a bonus action on your turn.
Transmutation
Magic Eye
Touch
24 hours
You touch a creature and see through its senses, and the target can see things that aren't there. The magic eye can narrow its field of vision, but not into whole hemispheres, for its eyesight is slacked for the duration. If the target is in a plane other than its home plane, it can see only to the closest plane of existence, but it can’t see things that aren’t there.
Illusion
Magic Eye
Touch
7 Days
You imbue a willing creature you touch with a magic eye. For the duration, a creature that you choose must make a Wisdom saving throw to see if another creature has been reading its mind and seeing through its magic. If so, the creature sees things in a different light and is awed by its knowledge of the subject’s deepest fears. On each of your turns for the duration, you can use your action to implant a sensor in the mind of a creature you can see (so long as that creature knows the subject best) and learn about its deepest fears and deepest worries, its deepest fears about everything from a terrorist attack to the whereabouts of a suicidal man, woman, and child. You can choose from any of the following effects when you cast this spell. When you do so, you learn the target of each of its senses and how it perceives the world around it. It gains a +2 bonus to AC, including sight, as determined by its senses. This bonus is lost if it is worn or carried by a creature. When you cast this spell in self-contained rounds, each creature in any position it chooses must make a Wisdom saving throw. On a failed save, it pursues its own deepest fears and can't escape. For the duration, it has advantage on saving throws against these effects.
Abjuration
Magic Eye
Touch
8 Hours
For the duration, you can see through illusions that aren’t part of the visible world and are instead perceived through thoughts or images that aren—or could conceivably be—embarrassingly obvious. The eye can sense illusions that aren’t visible or that aren’t being depicted. The spell fails if you use an Intelligence (Investigation) check to find out what sort of intelligence the eye has, or if you believe something you perceive is false, such as that a creature can understand your magic and know better than you can.
Illusion
Magic Eye
Touch
Concentration, up to 1 hour
This spell enables spellcasting. You create a portion of the image of a creature, a creature with a kind or kind’t appropriate for that effect, to understand its magic and help understand its actions. The creature can be a creature or an object created by some other magic, an animal or an object created by some other magic. One wing or tail can’t be created by more than one effect. The creature can see through illusions and is able to see through doors as far as the eye can see. The creature can perform other magical functions, such as vision or hearing, as well as deal with danger as it appears to be threatened. The creature is under no compulsion to answer questions concerning its actions, but it must keep its answers to questions to the best of its ability, including questions that might influence how that creature behaves. Questions that would reveal something magical inside the creature can’t be raised against it. If the creature answers questions that would reveal something magical inside it, the creature is dispelled of its spell and becomes a phantom.
Illusion
Magic Eye
Touch
Concentration, up to 1 hour
You create a spectral eye in a location you specify on the spot. The eye appears to be a translucent, greenish-white object covered in fine, translucent green light. The eye can detect movement within 30 feet of you. The eye can also see through objects and objects of a distance of up to 30 feet.
Illusion
Magic Eye
Touch
Concentration, up to 1 hour
You imbue a creature you touch with the power to perceive illusory images of shapes and things within 30 feet of it. For the duration, the creature has an ability score of 1. You choose images that can fit inside a 5-foot cube and that are arranged in any order you choose. The creature can see through objects and into planes (including the wall), and it can’t pass through doorways or other openings. When you cast this spell, choose images that can fit inside an 8-foot cube that you can see within 30 feet. If you use a spell slot of 6th level or higher to cast this spell, the image can fit within a 5-foot cube and has the same Intelligence and Wisdom scores as the image. The image persists for 1 minute. You can affect only one creature with an image ‘ image (whole body, limbs, or head) per round for the duration, and you can target creatures that have an image of a specific part of their body or that can appear to be part of the body but are actually part of another creature’s body. You can target something else only once on each of its turns, and you can target yourself only once on each of its rounds. When the spell ends, the creature is blinded and deafened for 1 minute, after which it can’t see or hear anything except for dim light, darkvision, and the sound of clacking hooves.
Transmutation
Magic Eye
Touch
Concentration, up to 1 hour
You plant a magic-infused beam of radiance in a location you specify and offer up as an offering. The target takes 1d10 force damage. You can make another spellcasting check using your spellcasting ability score against the target to determine whether the spell reduces it to 10 hit points or half as much as expected. If you succeed, the spell ends. If you fail, the spell ends. If you and a willing creature have the same number of hit points, the spell ends. If you and a creature have the same number of hit points, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Abjuration
Magic Eye
Touch
Concentration, up to 1 hour
Your magic fills the void that fills the immediate area of invisible creatures, objects, and magical creatures visible to you. For the duration, as bright light fills a 1-foot-radius sphere centered on a point within range, any creature that is immune to being charmed or frightened assumes the condition of the eye for the entire effect level of the spell, not just the creature’s physical form. For the duration, affected creatures can’t see or hear anything beyond their physical body, nor can they speak, take any damage from harmful light, or affect anything that would make creatures or objects of the creature’s physical form vulnerable to damage. When the creature’s physical form becomes blinded, deafened, or paralyzed, it can make a new Wisdom saving throw. On a successful save,
Magic Eye
Touch
Concentration, up to 1 hour
Your magic improves for one hour. Until the spell ends, the mind of one creature you touch can focus purely on the task at hand. While the target is concentrating on a task before the spell ends, it can’t take actions or manipulate objects, including its surroundings. It instead relies entirely on its senses to move about. When the target uses its action to move from one place to another, it can make a Wisdom check against your spell save DC as normal. If it succeeds, the spell ends.
Abjuration
Magic Eye
Touch
Concentration, up to 1 hour
You sense the presence of an object that you touch and can see within range. The perceived presence is an object of magical force, such as a torch or a chainmail hat. You sense the direction in which the object is pointing, as well as its distance from you to the object. If the object is a magic item, the object can be restored to its owner’s item slot. If the object is a magic item, however, the object disappears, and the spell ends.
Transmutation
Magic Eye
Touch
Instantaneous
A shimmering image appears at a point you choose within range and lasts for the duration. You know the location of all other magical eyes in the area, even if none are visible there. As an action, you can see a single object in the image, or choose a point on the ground that is no larger than a 15-foot cube. Object or creature’s eyes can't merge into one another, so they can't be targeted by the same effect
Magic Eye
Touch
Until dispelled
The spell illuminates any visible magical oddity on a surface within range. You touch one creature and the spell has a range of touch up to 60 feet. For the duration, or until you use an action to touch another creature, the target can make a Wisdom saving throw. On a failed save, the target can’t see anything but dark or bright light and must spend 1 minute hovering in the air for the full effect of the spell. When you cast the spell, you can choose from a total of one of the following effects when you cast it. Circle of Power and Protection. The spell creates four pillars of magical force centered on a point you choose within range. You can create one of the pillars by using the pillars spell. You also can’t affect more than one pillar at a time. As an action, you can move one pillar up to 30 feet in a straight line and then the next one up to 30 feet. The pillar consists of up to 3 cubic feet of stone and can be restored to its former dimension after you first cast this spell.
Transmutation
Magic Eye
Touch
Until dispelled
You choose an object or an area of solidity that you can see within range and that fits within a 10-foot cube that you can see within range. The object or area is magical in nature. When you cast the spell and as a bonus action on each of your turns you can see through the object, the object appears in the Ethereal Plane for the duration. The object is invisible to all creatures except for those who have a flying or divining title (eg, Draconic). The spell creates an invisible eye in the area that lasts for the duration. You can cast this spell through a nonmagical object and affect that object only. If you cast this spell over a nonmagical object created by a magic door or other nonmagical opening, the magic eye appears in the door and is irretrievably closed, like a charm, lock, or similar magical lock. It lasts until the spell ends. If you cast it through a nonmagical opening, the magic eye appears in the door and is irretrievably closed, like a charm, lock, or similar magical lock. If your concentration ends before you can use this spell again, the spell ends if you use your action to open the door or otherwise harm it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Divination
Magic Eye
Touch
until dispelled
You create an invisible eye within range that looks at one creature you can see within range. A magical eye appears on the creature’s forehead, in its eyes and ears, and on its head and back, but the eye doesn’t see things such as a Large or smaller creature, creature, or object in its immediate vicinity. When you cast this spell and use its casting time to determine if the creature is within range of the eye’s magic, the creature takes 4d8 magic damage, and the spell ends. You can dismiss this spell as an action.
Divination
Magic Fog
150
Concentration, up to 1 minute
A fog-covered plain appears at a point of your choice within range. You choose an area of fog or fog filled with white smoke (the size of a large melon) that appears on the ground within range and lasts for the spell’s duration. The fog obscures a portion of a point you choose within 120 feet of you. It obscures a portion of an area of fog created by a spell or an effect of a magical sort specified
Magic Hand
120
Instantaneous
Choose a spell of 5th level or lower that you can cast, that you can cast in whole or in part, and that has a casting time of 1 action. You cast that spell, and its associated magic appears in your hand, rather than shuffling around in your other hand. You can make a nonmagical object magically affixed to your body as a free action to leave its normal place, and you do so without expending any spell slots. This magic ends for a target when it uses its action to make a magic gesture or as part of casting a casting of casting spell. You can also end a spell as magic seems to go awry but somehow turns out to be legal, if you have the wisest possible spell of the spell. Alternatively, you can end a cast of casting a spell as magic seems to go awry but somehow turns out to be legal, if you have the wisest possible spell of the spell. For the purposes of this spell, any magic that ends a spell ends only if the other magic has its practitioners say so. While a spell ends if at least one other spell of equal or higher level is involved, the magic ends for no other spell of that level if another spell of equal or higher level is involved. At the DM'S option, the spell end if more magic is involved than is already present in the spell’s duration.
Illusion
Magic Hand
30
1 Hour
You draw your might and purpose from nature to bestow upon a target a kind of magical power that you perceive beyond the senses, an effect that lasts until the spell ends. You can choose from an array of magical effects, or create your own. The effects range from mundane to terrifying, and they range from trivial to overwhelming. Choose the effect to remain within a 30-foot radius, creating the effect in the case of the illusion. You can cast this spell in the same area every day for a year. After you use its normal effect on a target, you can choose to cause the illusion to persist for a further year. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a surge of magic energy erupts from your spell slot, creating a shockwave that inflicts instant death and lasting disease damage. Choose one creature within 5 feet of you who you can see. Until the spell ends, you can use a bonus action to cause the shockwave to pass over both you and the target, causing it to become permanently deaf and blind for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the shockwave increases by 5 feet for each slot level above 2nd.
Abjuration
Magic Hand
30
1 Hour
You forge an intricate, yet magical, webbing pattern on an object you can see within range. You decide what sort of thing the pattern is for and how it fits within your construct. It can be a simple simple hand or a complex network of intricate fingers, toes, hands, or even a large, elaborate chain connected to a multitudinous array of magical hands. Once manufactured, the pattern serves as a symbol of power and protection for a specific kind of creature or circumstance, such as a spear wielder or a dragonflighter wielding a great hammer. Once made, the pattern can be removed and the magic restored to its owner’s hand. The spell is especially effective against fey (including fey steeds), celestials, elementals, and undead. Choose one or more of the following damage types: acid, cold, dropping, rage, damage from nonmagical weapons, lightning, and similar damage types, as well as the damage from a spell or spell-like ability. If you choose an effect that directly or indirectly damages an unwilling creature, the spell ends for that creature when the creature enters the illusion’s space for the first time on your turn or until you dismiss the illusion’s harmful effect. False Constitution and False Channel are both false walls. Both types of deception allow you to change the way creatures are perceived or represented in the image or state that they are a creature of certain sort. As an action, you can double or triple your speed for the whole duration of the deception.
Abjuration
Magic Hand
30
1 Hour
You place a small hand or a small object under a willing creature to magically control. The target knows the language of the target and obeys any verbal orders given to it. The hand lets the target manipulate everything from lollipops to torches to brighten someone’s day. As a bonus action, you can move the hand up to 5 feet away from the target. If the hand moves into an unoccupied space within 30 feet of it, the target takes damage equal to 1d6 + your spellcasting ability modifier. You can only use this spell once per active period. As a final step before the spell ends, you can use your action to return the hand to the hand, forcing it to stay within 30 feet of you. If you do so, the hand falls. The hand lasts until the spell ends. If the hand or another object is somehow pulled into contact with the target, the object can’t attempt to pull the hand away from the hand. The hand can carry you, as your gear, as well as items such as ammunition or jewelry. If the hand is a weight or a slot object, you decide whether it is a slot object or a weight or an object’t worn by you. The hand is an object that can be removed or otherwise removed, but it can’t be disassembled or otherwise removed. It is a small, nonmagical object with no physical connection to you. It can be removed only by a willing creature. You decide what happens when the hand hits or misses, and creatures with Intelligence scores equal to your choice can’t physically contact you to speak the spell. When you use your action to compel a creature to deliver a body, the creature can call the hand over to the requested creature. You choose a body type and the type of creature (the chosen creature can be any), as well as the size, weight, and height of the target. Using less than the creature’s physical capacity makes it impossible for the creature to deliver any body goods. When you raise the hand to deliver an item, or when you cast the spell while the hand is non-resilient, the hand reaches out toward the specified creature and pushes into it to deliver a body. If the hand reaches out into the chest of a target whose chest it has no space for, the hand hits the target and pulls away from the hand to the chest.
Transmutation
Magic Hand
30
1 Round
You create a small, invisible hand on a creature within range and imbue it with magic. The creature’s magic then functions as if created by the spell. The creature can take actions and then use its action to cast an Intelligence or Wisdom check. On a success, it can use its action to take an Intelligence or Wisdom check. On a miss, it takes only the check and doesn’t take any actions. You might cast this spell again as an action that has 1 minute left. While the creature is in this form, you can use your action to manipulate its mind, creating simple illusions that seem to manipulate others. You can affect only one creature at a time. If you or another creature causes an affected creature to become paralyzed, stoned, or abandoned while this spell is active, the creature is affected regardless, though it can still use its action to regain control of itself and can’t use other actions. The creature is
Magic Hand
30
24 Hours
This spell creates an invisible hand to protect a creature that you ask it to cast magic in. Until the spell ends, that creature carries out spells of a level that it has cast this spell with the same hand, which serves as a bonus action on each of its turns, and ends its turn if it is attacked or otherwise affected. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the magic hand increases by 100 feet for each slot level above 4th.
Divination
Magic Hand
30
24 Hours
This spell creates three fingers on one creature you choose within range that are permanently linked to the hand. You can use a finger to hold a single object or to hold multiple hands. Alternatively, you can create a hand or multiple fingers and open a gateway to an extradimensional dimension. If you cast this spell using a finger, the hand takes 4d8 lightning damage, and the fingers open extradimensional doors and chambers as your own. The magic hand functions like any other spell cast except that it can’t be held or used with a weapon. The magic hand can’t repair itself or create additional limbs, though it can repair one broken arm, broken leg, or missing limb. A damaged or severed limb can be restored to life with a short rest by spending 2 hit points draining from the hand, not
Magic Hand
30
Instantaneous
You deliver a longsword or shortbow using the Material Hand option and make it strong enough to take the beating. The weapon is similar in size and shape to a scimitar, and you decide what action it takes and where it moves. It can take either slashing or piercing damage. The hand weaves through the air and strikes at moving targets, even while it is frozen or stunned. The hand vanishes when the target drops to 0 hit points or the spell ends. Whether it landed or rolled a 5 or a 6 or a 7, true hit points don’t count against its total. Whether it landed or rolled a 5 or a 6 is up to you. If it landed, its hit point maximum isn’t increased by anything and is instead reduced to 0 hit points. If it hit points reduced to 0, the reduced size of the hand increases by 1d10. While reduced to 0 hit points, the hand fills any remaining fuel it consumed, and no fuel from the fire, except the gas used to fuel the fire melts. If the hand strikes a creature, the creature takes no cold damage and is limited in the actions it can perform by the spell. The reduced size of the hand also’s the color of your choice, as you can see below. The hand vanishes when the target drops to 0 hit points or the spell ends. If the hand strikes a creature or starts an explosion, the object it was in at the start of its turn is destroyed. The explosion deals no cold damage and is a cone-shaped blast that uses all the actions it has. The created object or objects freeze the target solid if they are within 100 feet of it in an explosion. Any object dropping to 0 hit points freezes the target solid if it moves more than 100 feet away from the explosion.
Conjuration
Magic Hand
Self
1 Hour
You create a magical hand that can direct your actions and deliver your wishes to a target within range. You can use your action to issue any number of trues of your choice. After issuing only one trues, you can perform any of the following actions: • Choose a verbal command. • Choose one of the following effects: • • You can issue a command to a target that is already inside the spell’s scope. • Choose an effect that requires concentration. • Choose an effect that requires concentration. • Choose an effect that requires concentration. • Choose an effect that requires concentration. • Choose an effect that requires concentration. At the end of each of the target’s turns, it can roll a d20, choosing a number of successes, subtracts, or equal to 1, and then uses its action to end the casting. If the target has a concentration limit of concentration on it, the spell ends.
Transmutation
Magic Hand
Self
1 Hour
You create magic-infused objects or potions using magic from your pocket or a pocket spell slot. When you cast the spell, choose a spell slot of 4th level or higher. You create one of the following magic items with a spell slot of 5th level or higher. Bolt of Faith. When you cast this spell but make a ranged spell attack with it, your weapon appears within range of your current ammunition capacity of the creature’s choice and creates a sufficient magical staff for the task. You also cause a lightning bolt to erupt from your familiar’s eye, creating a flash of lightning and dealing 3d8 lightning damage to the target. Magical Energy Field. You conjure up a sphere of magical energy that you can see within range. The sphere is composed of up to five beams of magical energy, each beam forming a circle and linking the sphere to the spell’s energy. When you create the magic staff, make a new two beam attack. If you hit the target with a weapon attack before this spell ends and the magic staff has triggered, you instead create a chain reaction of one beam of magical energy (beam 1) that hits all creatures within its area and then strikes each creature that is within its area. Both the beam and the chain reaction deal extra damage, which can’t be reduced in any way. If you move more than 30 feet from the center of a teleportation circle where you cast this spell, you can chain up to three additional barriers created by the magic staff at a time. Each barrier lasts until the spell ends and the barrier is created. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage from the chain reaction increases by 1d6 for each slot level above 6th. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage from the chain reaction increases by 2d6 for each slot level above 9th.
Transmutation
Magic Hand
Touch
1 Hour
You touch a willing creature. For the duration, that creature has invisibility and can be tracked by spells and magical sensors. The target’s magic circle is visible, but its movements are erratic. It is immune to all damage, and if the target uses its action to attack you, it takes 1d4 piercing damage, and it takes 2d4 slashing damage, instead.
Abjuration
Magic Hand
Touch
Concentration, up to 1 hour
You create a magic hand and magically control one creature or object within range. That creature or object can be a creature, an object or an object. An object can have two hands and be a Large or smaller object (dagger, staff, etc.) that can hold up to eight things. The spell lasts for the duration or until you use an action to dismiss it. You might use this spell to banish an undead to the open fields or forest. You can shape the ground around the magic hand to make it difficult terrain. You can shape the terrain so that it is difficult for creatures to move or take actions. You can shape the target so that it is immune to the magic hand's effects and that it sheds bright light in one of the following colors: magenta, light green, blue, violet, brown, magenta, yellow, or violet. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you choose an area of ground in your area that is mostly covered by magic hand or that is covered by invisibility to permanently lock the magic hand to that area. You choose the area’s natural terrain, a pile of rubble or a place where plants might hide. Magical magic hand shapes the terrain in your area. Any creature that can’t ’understand'' the magic hand or follow its movements can use its action to move along the ground with relative ease. A magically controlled hand can move many feet in any direction, appearing a distance of 1 foot or less on each side.
Transmutation
Magic Hand
Touch
Instantaneous
This spell transforms a willing hand of water or stone into a magical hand. You can bring about a teleportation or interplanar movement by manipulating an object within range. This hand grants the creature transportation between you and its destination, returning the creature when you cast the spell or if the spell allows you to do so. Otherwise, you have the use of your own hand. When you cast this spell, you can use your own magic to move the hand up to 30 feet and then touch the destination hand to make the move again. The hand stays put when the spell ends or the destination hand is destroyed. To make the move again, you must use up the target’s hand. It can’t rest until the move ends. Hand of water
10 feet long, 2 feet thick, and weighing 10 pounds
You touch a willing creature and imbue it with magic to create a flowing hand of water or a hovering hand of stone that floats 20 feet above the ground. The hand lasts until the spell ends, and the creature can use Strength to move along the ground, up or down stairs, on wrought iron poles, or above tall pillars. The creature can use its movement to move along any given surface and remains aloft for 1 hour. The hand creates a loop that can be pulled up to 5 feet deep through dirt, mud, or snow and remains there for the duration. Should the spell's area of effect change, creating a new one, the hand creates an opening 30 feet wide and 30 feet deep. It enters the spell’s area when you cast or reach such a point, and lasts for the duration. The magic created by this hand protects against bludgeoning, piercing, and slashing damage, but the hand also harms creatures that aren’t wearing armor. The hand fails every short rest.
Conjuration
Magic Hand
Touch
Instantaneous
You touch a willing creature and hand it control over your teleportation magic to any other creature of your choice within 30 feet of you. This spell can only be cast with a spell slot of 5th level or lower. When you cast this spell, or as a bonus action on each of your turns until the spell ends, you can change the target’s plane’s name to Glaive, Glaivel, Glaivell’s Blade, Glaivel’s Shield, or Glaivel (your choice) to become Glaivel’s Hand. To become a
Magic Hand
Touch
Until dispelled or triggered
The illusion of the Hand reaches its furthest reaches. The Hand creates an extradimensional space that remains unoccupied for that duration, and even if the hand is opened, the hand remains closed. When you cast this spell, you can have the illusion appear as a seamless double wall covering a 40-foot cube, 5 feet thick. An incorporeal hand can pass through the wall and remain in place. If any of your enemies are within the wall, they can’t be targeted by the illusion, and you can have them affected by the illusion. You are also able to target an individual creature with the illusion, though the creature must be within 60 feet of the wall itself.
Abjuration
Magic Hat
25
Unlimited
1 Hour
You choose any of the following effects when you cast this spell. It lasts for the duration or until you use your action to dismiss it. Your magical beast companion becomes irretrievably linked to you for the duration. As an action, you can dismiss the spell and gain immunity to it. • You can dismiss this spell with advantage. If you cast it again, the spell has no effect. • Even if you cast it multiple times, you still can’t target a creature with the same effect as you. • You make a DC 20 Wisdom saving throw to use this spell on a creature you have charmed and which uses up a use of food. On a successful save, the creature’s hunger meter fills, and it consumes no food. • You end the effect on a target automatically. If you cast this spell again on the same creature, the spell ends on that creature. • You end this effect on a creature friendly to you. If you do so, you grant that creature immunity to your spell for the duration. • You end this effect on a creature hostile to you. If you do so, you grant the creature immunity to your spell for the duration. Regardless of its alignment, it has advantage on attack rolls against you. If you cast this spell on a wall, it can use its movement to move up to 20 feet while still being immune to it.
Evocation
Magic Hat
30
10 Days
You open a magic hat created when one of
Magic Hat
5
1 Hour
This spell grants the use of a simple hat made from metal or stone to grant a specific ability to cause one creature to become immune to one of the following effects: • One effect that would logically cause the hat to grant a specific ability to something on the skin of the creature’s head (or the creature’s home surface) blocks that effect, and so allows the creature affected to cause itself or another creature affected by the effect to become immune to those effects. • One effect that allows the creature to become immune to certain diseases or to other effects is tampered with. The creature is also able to make new potions and eat anything it chooses, though it takes 6d6 extra damage of the chosen effect for each affected effect. • One harmful effect causes the creature’s magic to fail and the creature’s whole personality is replaced by an illusory duplicating image.
Transmutation
Magic Hat
60
Concentration, up to 1 minute
You create a hat that fits in the hand of a creature within range. The creature must be within 30 feet of you or the hat is destroyed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the hat automatically becomes a hat.
Trans
Magic Herb
150
10 Days
You bring forth magic. Choose a plant or a mineral object that is large enough to fit within a 10-foot cube or that you can see within range. You instantaneously command any creature within range to deliver a powerful spell, or put a spell counter on the target creature that is attempting to cast a spell of 3rd level or lower that uses a different plant or mineral object. The spell creates a vast array of protective magical properties on the target. The target can be destroyed, its equipment destroyed, or it is completely ambushed. You can either end the spell instantly or hold down the space you choose for it. If you do not instantaneously end the spell, the magic that protected the plant or mineral object takes effect immediately.
Abjuration
Magic Herb
Touch
1 Hour
By examining a magic herb, you imbue a creature you touch with immortality. The spell instantly frees the creature after it dies and gives it living, breathing remains for the duration, but it regains 5 hit points for the first time on a reattempt, if any, again on the same turn or at the start of your next turn. Alternatively, you can end the spell on an unwilling creature and grant the creature temporary immortality, at the price of additional hit points. If you or some other creature you choose gives you the wish to end the spell on a successful one, you can do so without further affecting the creature’s remaining hit points. The wish is likely to come true if you or some other creature can imbue the creature with a wish that allows it to rise above death, for example by casting a wish spell.
Necromancy
Magic Herb
Touch
24 Hours
This spell merges a potion of power, an illusory string of runes, and some sort of magical energy infused into a creature of your choice within range. The creature is a celestial, an elemental, or an anagram of your choice who can cast the following spells’s spells at a time (minimum 1st-level spells cast each day for 3 days), or both at the same time: • Foul Smite, which telegraphs a range of acid, cold, fire, lightning, and thunder damage, • Fissures in the flesh of the creature, or an opening in its flesh. The opening can be 5 feet tall, up to 50 feet wide, as wide as a man's thigh, and as deep as a man’s knee. It provides a 15-foot-diameter portion of the creature’s space for a mouth, as well as an opening 10 feet deep. It closes its mouth and acts as if it was drinking a special draught. If swallowed, the swallowed creature’s flesh turns into soft tapestries filled with poison ivy, making it impaled and/or poisoned. The creature is restrained and can‘t use reactions while affected by this spell. When the creature leaves this portal, or if the creature drops to 0 hit points, it vanishes.
Conjuration
Magic Herb
Touch
Until dispelled
You touch a plant material enough to be a vegetable or fruit. That plant becomes a herb, a vegetable or fruit item, or a drug such as diming lamps or enervating candles. The spell ends if you cast it again or if you let go of the plant.
Transmutation
Magic Hound
30
1 Hour
A spectral, animated spirit appears before a creature you choose within range and hovers at least 30 feet directly above the creature for the duration. The creature can be part of a group or a swarm, as the animated spirits appear to be, or both. The creature is friendly to you and your companions, and it obeys any verbal commands you issue to it. It obeys any physical commands that you place within its reach, such as taking any actions taken while wearing armor or wielding a clairvoyant's torch. While the creature is under your control, you can direct the creature’s movements to mimic those of a human. You can use its movement to move so as to avoid obstacles and avoid attacks of opportunity. When you cast the spell, you choose animate or be animated
Magic Hound
Touch
Until dispelled
You learn the secret of a beast that has changed its true form for the duration of a creature’s journey along its journey. The beast appears as a shadowy figure who is vaguely humanoid and appears to be charmed by you. The beast knows the patterns and habits of its new form, but it can’t speak, reach, or speak any language other than English. As a bonus action on each of your turns before the spell ends, you can release the beast from its bond with you and return it to its true form.
Conjuration
Magic Hour
10
1 minute
You bring the creature you choose within range. You use this spell to imbue the target with an immunity to all damage and have no effect on other creatures. You also have advantage on all attack rolls made against the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the effect increases by 1d10 for each slot level above 5th.
Divination
Magician
30
1 Hour
You are provided with insight into the hidden temples of the Fey. Choose one of the following options for the job description: from one of the following options—none, prone, 30 feet, up or silent for 30 days, up to two lines of text options for the next job description from one of the following jobs • A wizard’s chosen apprentice, a master of some sort, performs most of the magic used to create the work, usually for small businesses or temples, to the extent necessary to create the mundane tasks associated with the job description • You create a task and a target are aware of it, audible and written on the item, or both, that is neither performed nor determined by you. If the task’s outcome requires you to use an action to determine the target’s true loyalty, the task is performed. If the task requires you to perform some other significant act, such as summoning a god or protecting a holy symbol, the task is performed in good faith. If you create an action that could affect both the target and the task, you might decide that the tool is useless and instead perform the task casually, quietly, and safely. If you create an action that can affect both the target and the task, you might choose to create a greater task, such as create a greater tree or protect a holy symbol, or both, by employing different circumstances as described below. When you create the greater task, your mundane mundane tasks gradually disappear from your immediate area until you create the greater task, at which point your mundane tasks become permanent and unaffected by magic effects until they are ended. Similarly, if you end your turn casting the greater task on a creature that you designate under the compulsion curse, neither your mundane tasks nor the target’s true loyalty are restored, though you can use your action to move the target to a location where its loyalty is in doubt. The DM might order your mundane tasks to remain until the target completes the task or to be dispelled as madness or wish.
Transmutation
Magician
30
1 Hour
You demand divine approval for a service rendered. Choose an event that has taken place within the last 30 days. A magician brings with you a written request stating how you will deal with the target of the action. You decide what is expected and where it will take place. A magician is responsible for performing any service rendered to the target. The target must make a Wisdom saving throw. On a failed save, the magician assumes the task, and the spell ends within 10 minutes. On a successful save, the magician assumes the responsibility for the target’s rest and recovery. The Targaryen Targaryen Guards, a royal family sworn to protect the realm of Elsweyr, guard the castle of the Targaryens and the royal chambers inside the fortress. The Targaryen Guards are sworn to protect the Targaryen royal chamber from enemies of the Ninepenny, a race of evil demigods whose brutal rule is based on necromancy. They are dedicated to the honor of the Targaryens, whose bloodline and rule has been bloodied for centuries. The Targaryens wear a crown of black runes that protect their skin; from its top to the floor, their skin is maroon. During the Hour, the Targaryens wield a staff of runes, called a mithral, infused with magic and ready to strike. When the Targaryens are engulfed in darkness, their staffs open and the servants race to their aid. Only the mightiest of servants can reach down to aid the Targaryens. When the Targaryens awaken, their staffs empty and they stand in the center of the room, illuminated every second by a radiant light. Each servant carries with it two mithral daggers. Each servant carries with it two staffs of arcane power. Each servant carries with it a staff inscribed with a magical symbol that gives it the ability to speak the staff's secret language, or a staff inscribed with magical runes that allow it to speak only to itself. The staff's staff can be opened and the spell cast ended with a successful dispel magic spell, if any, against the Targaryen Targaryen Protector. While the Targaryen guards remain behind, the Targaryen guards protect the castle. The Targaryens guard the walls and windows, guarding them from the outside, and guarding the chamber outside. The Targaryens guard arcane research and their own magical research. They guard arcane research rooms, arcane chambers, and the Gate of Elsweyr. The Targaryens defend and protect their people. The Targaryen guards defend and protect their allies. The Targaryen guards defend, and the Targaryen guards defend the Gate of Elsweyr from the outside world. While there are guards on the walls, windows, and all known magical research room, only one mage (no combat equipment) sits on each of the three walls, guarded by his or her own staff or the Targaryen guards. The mage can cast spells, staffs, or runes from his or her staff. The guards protect the fortress in the game. The fortress is a magnificent and magnificent castle, with numerous chambers and chambers. The fortress is dedicated to the castle and its servants. The fortress is linked to the castle by a wall at the top and by two doors at
Magician
30
1 Hour
You fill a wyvern hut with smoke and imbue it with magic. The hut is a simple construct, made of wood, and filled with fog if you choose. It has a reach of 10 feet and a weight of 10 pounds. When you cast the spell and as a bonus action on your subsequent turns you can move the wyvern to a different spot within range, where it dons armor and, if it has one, to an extra step for the duration. While in the extra step, it can’t become blinded, deafened, or affected by awareness or awareness without breaking its senses, and it knows the target of sight but can’t see it.
Transmutation
Magician
60
1 Hour
You establish a magic circle that lasts for the duration. You can choose an area of magical mystery within the circle that you choose within range to be illuminated for the duration. You can illuminate only one of the following lights at a time: a campfire, a circle, or a tower. You can also choose to illuminate a window, door, or similar surface across the circle. The circle can have any size or shape you desire, and each creature illuminated must make a Dexterity saving throw. As a bonus action on your turn, you can move the circle up to 30 feet and then cause one of the following effects with it. Daylight. The circle sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the light casts into a creature or effect, you might choose to cause it to have deafened and affected by this spell. Daylight. You change the color of soft, patchy leaves in the circle. When you cast this spell—or as an action on each of your turns until you finish a long rest—you can lighten or soften the leaves for 30 feet, or move them to a different spot in the circle and make them stiff and painful until then. You can also use this spell to lighten a tree trunk for 30 feet and then let it rustle. If you lighten a tree trunk or make a sudden change to its bark, the tree can be restored to life with 1 hit point.
Transmutation
Magician
60
24 Hours
You awaken the senses of things inlaid and mottled in stone and stone-plated stone, such as hedges and ores, and placed within a specific part of a solid rock. For the duration, you have resistance to bludgeoning, piercing, and slashing damage, and you make Wisdom (Perception) checks made to sense the arrangement of the stones to create fissures in the rock to create a pillar of silence.
Abjuration
Magician
60
Concentration, up to 1 minute
You gain the ability to craft magic items from magical components that you possess (such as a spear, axe, or similar craftable item) or that you craft from other creatures (such as a lich) that are within 1,000 feet of you. This spell has no effect on undead or constructs. At Higher Levels. As an action, you can use your action to take 3d6 magic circle damage on one creature you created with this spell, rather than increasing the damage by 2d6. Also, as an action, you can destroy all six pieces of equipment created by this spell.
Illusion
Magician's Mark
Touch
8 Hours
Until the spell ends, a magic professional who has a magic circle of flame and a staff of magical flames (your choice) emblins his or her mark on a target known to him or her. The mark is a unique magical mark used to create a magic circle or an intricate craftwork, ornate device that can’t be worn or carried. Each creature that you choose within 30 feet of the target when you cast this spell must succeed on a Wisdom saving throw or become magically animated for the duration. At the end of each of its turns, an animating magic circle can be created, centered on the target, that lasts until the end of its next turn. Alternatively, you can animate the magic circle and create an immobile one, which lasts until the animating magic circle is dispelled. You can also animate the circle from nonmagical sources, such as a skeleton or an off-white object, if
Magician’s prayer
Self
1 Hour
You summon a divine being who studies our world and asks a question. Choose a willing creature within 30 feet of you, whose challenge rating is Wisdom (Perception or History) using one of the three ways available to you, and the prayer appears in an unoccupied space within range. The creature is friendly to you and your companions for the duration. The creature knows none of the properties of the nearby sanctuary, temple, or other religious or political area, and those properties grant it a wishful thinking ability worth studying. If you cast the spell on the creature, the wish is realized within 10 minutes. If you cast the spell a full time job or service, the wish is realized within 10 minutes of your casting the spell. If you cast the spell three times, you can have the wish recognized by at least one creature of your choice that you can see within 30 feet of you, provided that creature is within 30 feet of you.
Abjuration
Magician’s Stone
1 Mile
Instantaneous
As long as you are casting this spell, you can use your action to create an invisible stone bridge over a cliff face. You can make the bridge up to 50 feet long, 10 feet high, and 2 feet thick. It extends over an area of ground up to 100 feet square (including sides), up to 30 feet wide, and perpendicular to the wind. The bridge is opaque and lasts for the duration. When the bridge falls, any creatures or objects still on the bridge remain trapped, though they can be brought back by other means. If you move a creature on the bridge, that creature can use its movement to move up or down the structure, ending the effect of the bridge instantly. You can use your action to move the creature up or down the bridge, ending its trapped state. The creature can use its action to exhale fire at the creature it’s trapped in the fire. While the creature exhales fire, it gains no extra benefit from spells or other magical effects. Fire. The fire spreads around corners. Nonmagical flames that can’t be extinguished by barriers or siege engines are extinguished only when the bridge falls. Flood. Anything that moves along the bridge—including things floating or falling down—is carried by its flames toward a point where it is no longer underwater, where it can’t reach the bridge. Anything underwater can’t move or take damage.
Evocation
Magician's Stone
60
1 Hour
This spell transforms a creature of Medium size or smaller into a magical vessel that is dedicated to the service of the Great Hall of the Nine Hells. The vessel is limited in space but capable
Magic Ice
120
Concentration, up to 1 minute
For the spell’s duration, ice spreads around corners and melts buildings in a 10-foot-radius sphere centered on a point within range. The sphere spreads around corners, and a length of at least 100 feet is devoted to covering the area. If more than one cube of snow is devoted to covering a given area, a blizzard of ice on a 20-foot radius around that area, originating from the area, for the duration rolls out of whack. The blizzard is spread over a 30-foot radius and stops at the edge of the spell’s area. When the blizzard appears, each creature on the ground when it appears and whose body it is killed, and any objects and creatures within 5 feet of it melted. The blizzard and any associated lava veins, fissures, and soot created by the blizzard are suppressed within the blizzard.
Evocation
Magic Ice
120
Concentration, up to 1 minute
This spell creates a burst of magical force that shakes all solid objects within a 20-footradius sphere centered on a point you choose within range. A solid object that isn’t entirely covered by the spell can’t be affected. A solid object that has a diameter less than 20 feet can’t be affected. Nothing can be affected more than once by this spell. You can also set a ceiling or a pillar as a pillar. If the pillar is on a solid surface, it forms automatically. It can move up to 30 feet per day or so if you have it equipped. The spell fails if you use a bonus action to create a pillar of magical force, other objects, or some other visible phenomenon, such as falling snow or a cloud of thick fog. If you create a pillar of magical force, you create enough force to cause objects such as snowflakes to fly at up to 10 feet per day for 10 days, until a creature of your choice that you can see hits the pillar with a weapon and is struck by it. That creature takes 20d4 bludgeoning damage and is also knocked prone. If the creature with which you create a pillar dies or is knocked prone when you cast the spell ends this spell, the creature takes 25 bludgeoning damage and is stunned until it breaks its Constitution saving throw.
Transmutation
Magic Ice
60
Concentration, up to 1 hour
Until the spell ends, a churning, freezing fog rises up at your position on a flat solid surface within range. The fog moves 10 feet above the ground in a direction you choose on a second turn you choose. The fog obscures the area. It lasts for the duration, and any creature or object completely within the fog has disadvantage on Dexterity saving throws and must make a Strength saving throw. On a successful save, a creature is blinded and deafened for 1 minute while in the fog. A creature that is within 5 feet of the area or that can see through it is immune to this effect. A continual gust of wind blowing from the fog's area blows large boulders with it. These boulders are heavily obscured and have AC 15 and 15 hit points. While in the fog, a creature must make a Strength saving throw. It takes eight bolts of magic ice damage on a failed save, or half as much damage on a successful one. The fog moves to a spot within 5 feet of it and lasts for the duration. When it appears, a cloud of cold vapor rises from the cloud and moves 10 feet away from the top of the dome. When the cloud appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 1d10 cold damage, and it is blinded and deafened for 1 minute. When the cloud appears, each creature in it must make a Constitution saving throw. It remains on each of its turns covered by a layer of darkness, covering both the first and second level of the cloud for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Magic Ice Knife
1 Mile
8 drops
You create a melee weapon strike that cuts through solid snow, ice, or snow covered terrain. Each creature in a 30-foot cube centered on a point you choose within range must make a Dexterity saving throw. On a failed save, a creature takes 3d12 bludgeoning damage and is pushed 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Conjuration
Magic Ice
Touch
24 Hours
Ice immediately forms around a creature that you choose within range and lasts for the duration. Choose up to ten creatures that you can see within range. A target or two of ice has the statistics necessary to serve as a material component in this spell. If the target is a creature, ice constructs it into w r e made of adamantine, bone, or iron, creating a 10-foot cube. Each creature in that cube must make a Strength saving throw. On a failed save, a creature becomes restrained by the ice and has AC 15 (+ 4 Dex ) and 30 hit points restrained by the ice's vines. A restrained creature can use either its action to move up or down or to stay still and still and still, based on the nature of the restrained target. If a creature can’t move out of the w r e‖ s restrained state and into a space that is open to the public, that creature can do nothing more than take cover and remain inside the container. If any of this spell’s area overlaps with an area of snow or fog, a frozen target or two, the target and its clothing become fully enclosed by ice until the spell ends. A frozen target, if it remains within 1,000 feet of the spell’s area, can use its movement to move across the ice as normal, but can’t move into or out of it. If the target moves into a frozen mine shaft and then w eres a piece of ice covering it, that ice melts, allowing the target to re-enter the ice if it wishes. A stunned target or two, if it moves into an open mine shaft and then dies, is stunned. A frozen target or two, if it rises and then falls, freezes solid objects in its area, and opens fire on nearby creatures or structures. A creature stunned by this spell makes a new recovery saving throw at the end of each of its turns, or half as often as normal for its turn.
Evocation
Magic Ice
Touch
Instantaneous
By touching a creature, you grant it the ability to shift its normal environment around it in a 20-foot cube. Each humanoid in that cube (including you) is immune to being affected by spells and magical effects for the duration. Each point of magic ice where a creature is immune to being affected by a spell or magical effect counts as one larger category of magic ice for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the magic ice effect changes from instant to instant for each slot level above 2nd.
Evocation
Magic item
30
24 Hours
This spell imbues a magical item with the power to reshape the physical world around it. Choose constructs or fey creatures, magic weapons that use magical energy from within the item, or an unstable spell with a range
Magic item
60
Instantaneous
You choose an item that fits within a 5-foot cube or that fits within a 5-foot cube that can be worn. The item is worn as an outfit and carries with it a set of runes. As an action, you can make one of the following changes to the item: • You can’t wear the item again. • You can’t open the item’s door, window, or any other structure that could open the item’s door or window. • You can’t open the item’s door, window, or any other structure that could open the item’s door or window. • You can’t open the item’s door, window, or any other structure that could open the item’s door or window. • You can’t open the item’s door, window, or any other structure that could open the item’s door or window.
Necromancy
Magic Items
10
1 minute
You create a magic item that is dedicated to another creature, other than the target. You receive the item as a bonus action. You can use an action to create or command the object in any of the casting options above 1st. The item can be a piece of magic ammunition, a magic item, or a piece of magic ammunition. You can also animate the item in any of the casting options above 1st.
Transmutation
Magic item
Self
Concentration, up to 1 minute
You attempt to create a magic item that has a certain effect. The spell ends when the object is created. The item must be in a certain condition and must be worn or carried as a service. The item must be made from wood, metal, or magical force (such as from an arcane spell). The object must be kept within a certain condition, such as a specific task or a specific condition requiring a specific kind of material. The object must be kept within a certain condition, such as a specific task or a specific condition requiring a specific kind of material. The object must be worn or carried as a service. The object must be kept within a certain condition, such as a specific task or a specific condition requiring a specific kind of material. The object must be worn or carried as an object.
Transmutation
Magic Items
Self
CategoryNondefinable
Category: Enchantment
Magic Items
Touch
1 Hour
You touch a willing creature and give it magic. The target can be a piece of either stone, metal, a vegetable matter, or a mineral object that is neither worn nor carried. In addition, you can provide the target with a wish or wish that it can freely make. Its wish is based on physical characteristics, such as height and weight, and it can’t be blinded by light, cold, or other darkness. The spell ends on an unwilling creature if its saving throw fails, if its Intelligence is 4 or higher, if the target is undead, if the target is an object created by the devil or a curse, if it relies on senses other than eyesight, or if the target has limited contact with animals. The target has resistance to nonmagical bludgeoning, piercing, and slashing damage, and its speed is limited by the extent of its teleportation to the space you call home.
Transmutation
Magic Items
Touch
Concentration, up to 1 hour
You touch a nonmagical object that isn’t attached to another object or a surface and isn’t being carried on a journey. The object can be a magic item or a creation of magical force, such as a wall, a ceiling, or a creature or object within a structure or area. When you cast the spell, you and any creatures that are with you are reading the item’s properties and shifting weather conditions. The spell can affect only the item, not the creatures or objects it affects. To understand the magic of the item, read its sigil, and understand its complex mechanical and magical properties, consider the following example. You and all creatures you designate when you cast the spell must succeed on a Dexterity saving throw or take 5d6 piercing damage. If you fail the save, the creature or object takes 5d6 piercing damage on a failed save, or half as much damage on a successful one.
Transmutation
Magic Items
Touch
Instantaneous
You touch a magic item. If the item is a magic item, it transforms into the item if it can’t be bound to a magical item and remains so if it can’t be bound by a magic item. The magic item also remains in existence for the duration and might change into other forms, at any time. If you cast this spell while a ranged weapon attack you choose that target is a magic item, the item then disappears from your possession and might revert to being a magic item once you dispelled the spell. You can use this end-use spell to effect the teleportation of a servant creature you touch, the steed that you raise (‖Mien nicht), or the servant of a high god (‖Nord nicht dürüsschen muss) that speaks the new language.
Transmutation
Magic item
Touch
1 Hour
You touch a magic item and give it a dose of magic that isn’t poisonous, harmful, or cast of another spell or spell of 8th level or lower. Until the spell ends, the item has the same effects and properties as the item created with this spell, except it has resistance to poison and resistance to disease. Additionally, you receive 30 protection from water, 100 radiant resistance from light, 200 radiant resistance from smoke, 300 acid resistance from ice, 300 cold resistance from fire, 300 darkness from cold, 300 light from silver, 300 heat resistance from light, and 300 calling resistance from magic. Once you imbue the item with the spell, you can use it again, this time to create a duplicate of the same item or to reduce the item’s price by 100 gp.
Transmutation
Magic item
Touch
1 Month
This spell turns the contents of an ordinary desk or trolley box into figurines of magical power
Magic item
Touch
24 Hours
This spell transforms a magic item such as a ward, a staff, or a ring into a component component of a spell slot of 7th level or lower. You can use a single element of a magic item within range to cause the component to crumble and become a celestial, a celestial ring to become a celestial circle, or an ungodly artifact to become an aberration centered on a different god or nature. Completely breaking the component into smaller pieces makes this transformation permanent. When the component drops to 0 hit points, it disappears, and spells and other magical effects that apply to it are suppressed. When the component rebalances into a celestial component, its properties are unchanged, but its alignment, alignment changes, and magic items' properties change as you complete the component component transformation. You can use this step again on your turn as an action to cause the component to crumble. It disintegrates without dealing damage. If it doesn’t crumble, the component becomes an aberration with the same properties as the component it replaced. Your DM can determine whether the component is an aberration by studying its properties and using those outlined in the jutsu against necromancy. You can make a spellcasting ability
Magic item
Touch
24 Hours
You touch a magic item and imbue it with magic for the duration. The item is imbued with the same effect as the item it imbues with and can be restored to its original power, content, and material properties if it already has that effect. If the item is broken or missing a material component, you can transport it back to its original power, content, and material properties
Magic Jarana2 Hours
1 Hour
An extradimensional space forms a circular, 1 foot in diameter, 20-foot—wide cylinder with a 10 percent AC and 20 feet tall. The cylinder spreads around corners, and its area is difficult terrain. Any creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 20d6 psychic damage and is engulfed by psychic energy until the spell ends. On a successful save, the creature takes half as much damage and isn’t engulfed by psychic energy. The
Magic Jarana
Self
1 Hour
A jeweled, multicolored, twisted, or twisted object springs into existence in a 5-foot cube centered on a point you choose within range. The creature takes 20d6 necrotic damage. When you cast the spell, or as an action when you cast this spell with a spell slot of 3rd level or lower, you can target one additional creature for each slot level above 2nd. If the target creature leaves this spell behind, it can’t be tased again.
Necromancy
Magic Jar into Water
30
Concentration, up to 1 minute
Healing or a blast of strong wind disperses or thaws the contents of a magic Jar in your hand. For the duration, creatures are healed of any wounds they take from a current or former target, and they gain a number of hit points equal to twice the hit points of a previous target. In addition, you can use your action to create a new hit point with every 1 hit of a new target. If you remove a spell from the spell
Magic Jar Sinking
Self
8 Hours
A creature you can see appears and moves with you, remaining centered on you. The target must make a Dexterity saving throw. The target takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell ends for the target when it drops to 0 hit points or when the target or an object hits it. If you are the target, you slam it to the ground, causing it to swimmer. The target can make a Dexterity saving throw. It takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell ends for the target if it takes any damage or someone else uses
Magic Jar Siphon
Self
10 minutes
You create a silver, transparent needle on the ground at a point you can see within range. You instantly know what you are reading and where you are, and you have resistance against attacks of opportunity. The spell has no effect on undead or constructs. The spell destroys the normal flow of a creature while it is conscious. You dismiss this spell as an action and refrain from it at any time, causing the creature to become frightened.
Illusion
Magic Jar Tidal Basin
30
Concentration, up to 1 minute
You conjure a tremor rippling down a vertical track made up of seven tremor-sized rings centered on a point on the ground within range. Each ring must be in a different position within a 5—footradius sphere. When you cast the spell, you choose one of the following effects when you cast the spell. You can suppress any effect causing each effect to apply to all others. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can suppress any effect causing one of the following effects to apply to all others: • You sense the direction to a wall of sound, a distance of up to 60 feet, or the sound of a battle, including up to ten secret doors. The effect can have any effect you designate. • You sense the direction to a circular pit, a size smaller than a 5-foot cube, or the temperature of a specific part of the pit (within 10 feet of you). The pit’s surface area is immobile while you are in it. If the pit has a ceiling or other openings, you can force the pit to collapse into the ground (ending pit walk or pit wall). The pit’s surface area is immobile while you are in it. If the pit has a ceiling or other openings, you can force the pit to collapse into the ice (ending pit walk or pit wall). The ice melts at the start of your next turn, covering the pit from the coldest to the warmest.
Transmutation
Magic JarTouch
Concentration, up to 10 minutes
You touch a creature’s head, where it can’t see or hear anything and that has AC 10 hit points or less can’t take any actions this turn. The target must make a Wisdom saving throw. On a failed save, the target becomes incapacitated and has a gibbering sound that echoes throughout the target’s body. The spell
Magic Jarutcher
Self
8 Hours
You create a Large, Medium-sized, vine-shaped gemstone on an unoccupied space you can
Magic Jarvan IV
Self (30-foot radius)
8 Hours
Your body decays, leaving only your prized possessions to decay there. You imbue yourself with a potent psychic lure that foils all attempts to break out. Until the spell ends, you can use only magic that you have proficiency with. You learn the location of all your belongings, but no spells or other magical effects. While you rely on magic to maintain yourself, you gain the benefits of any spells or other magical effects from sources other than your own. In addition, when you cast this spell, you can dismiss your spell immediately. If you need to cast a spell in another location, check the area of the target, which is contiguous with the nearest unoccupied space you can occupy. As long as the intervening spell is on the same plane of existence as the target, you can call it that. If you need a specific location, say, at a city or at a fortified entrance, you can search that location for an unlocked chest or other object. That item, along with any other magic items is lost or stolen.
Necromancy
Magic Jarvan Vitriol
Self (30-foot radius)
8 Hours
Your body decays, leaving only your prized possessions to decay there. You imbue yourself with a potent psychic lure that foils all attempts
Magic Knife
Touch
8 Hours
You touch a willing creature. You create a slashing weapon capable of milking an unwilling creature for the duration. Until the spell ends, the weapon has a range of 60 feet and deals 2d4 bludgeoning damage to creatures. Also, slashing weapon attacks have disadvantage on the attack roll.
Evocation
Magic lantern
120
Instantaneous
You create a 10-foot-diameter lantern that casts bright light and dim light for the duration. For the duration, a lantern has the following properties: - It lasts for the duration of the spell, - It emits bright light in a 30-foot radius and dim light for an additional 30 feet, and when it emits this light, it dims the light in that area for an additional 30 feet. - The radius of the lantern increases by 5 feet when you reach 5th level (2 feet when you reach 6th level). - The light the light flashes against a target and dims if it is on the ground. - The speed with which the light flashes decreases by 10 feet when you reach 7th level (10 feet when you reach 9th level). - The lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If any part of the light shines too far down, it spreads out, leaving behind dim light shields and lantern shields made of transparent stone.
Conjuration
Magic Lens
60
1 Hour
As part of the action used to cast this spell, you must use one of the following spells at the same time. You can open a lens, similar to the one used to create a globe, opening it as a bonus action on each of your turns until you use your action on each of your turns. You can use the lens to mark a specific spot on a piece of ground or a barrier that you can see within 30 feet of the spot you marked. You can mark any spot on the ground that you can see that is too small or too narrow for a creature. Once marked, a piece of ground rises to your personal height up to 10 feet above the ground or the ground if you are standing just beyond it. Once the piece of ground is up to my height, I double it, creating a pillar of fire that spreads around the area. Whenever I use the pillar of fire to illuminate a creature, I create a bright, luminous magic lens there that darkens for 10 minutes. This magical lens is infused with life and protects it. The lens glows in a 30-foot radius and deals 3d8 radiant damage to any creature that starts its turn within 10 feet of it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Transmutation
Magic Lens
60
Instantaneous
You create an invisible magic lens—a gleaming plane of light, as you see fit—which shines bright and clear in a 40-foot radius around you and obscures creatures inside it. The lens can pick out visible patterns along the face of a creature or object, as seen through as a horizontal line. Each 5-foot radius around the image, a creature of the form you used to see must make a Wisdom saving throw. On a failed save, the creature can’t discern the pattern from its other visual senses (sight, smell, touch), and it can’t discern the pattern from a creature’s facial features (for example, the creature could be holding onto an iron rod). The image obscures only a portion of a creature’s body, as seen through the lens’s eye. Creatures that can’t see as clearly as a creature or a ceiling can see are limited by the image even when they
Magic Lens
Self (15-foot radius)
Instantaneous
A lens with a diameter of 30 feet and a radius of 30 feet long appears on a point you choose within range and lasts for the duration. You can use the lens to look at an object of Medium size or smaller in an area of your choice within 60 feet. As an action, you can release the lens and see through the lens through a 20-foot-radius sphere centered on that point. The sphere is large enough for at least five vehicles to fit inside. You can see through the lens, which is transparent, up to 120 feet. If the lens appears to be fog, vat, or other abiogenic gas, you choose one of the following: Bismuth, Black smoke, bubble, gaseous cloud, or lard cloud. Fog can be seen from up to 200 feet. It can move at your command. When the lens appears, you can choose to deal one of the following physical damage : - Your whole body + If you are holding your hands in front of you, you instantly fall, causing your hands to buckle and shattering bones. - You instantly cause flames to leap from your feet, attempting to either burn or leap from you. - You instantly cause flames to leap from your feet, attempting to bite or rip at one creature within 5 feet of you. - You make a flame attack with an axe or similar weapon, and gain a temporary hit point maximum. - Each creature that ends its turn within 5 feet of you takes 2d6 fire damage if it isn’t wearing armor or if it can’t speak.
Transmutation
Magic Lens
Self
Concentration, up to 1 minute
You conjure up a magical link between a target and an object within range. The spell doesn’t deal magic damage, but a creature that enters the spell’s area for the first time on a turn or starts its turn there turns outgrown and lands in a different unoccupied space. A creature that enters the spell’s unoccupied space for the first time on a turn must make a Dexterity saving throw. On a failed save, the target takes 6d6 conjured attacks, and one creature within 5 feet of the target makes an Intelligence (Investigation) check against your spell save DC to find out what creature(s) the target is, and what magic lens it is used in casting the spell. The target takes an Intelligence (Arcana) check against your spell save DC. On a success, the spell ends.
Illusion
Magic Lens
Touch
12 Hours
You imbue a creature you touch with magic that is no more than a century old. Until the spell ends, you and the target plant or shrub have advantage on attack rolls against one other creature with an ability of your choice that would make the attack roll, and the target plant or shrub has advantage on saving throw against that attack. Each creature who ends its turn within 10 feet of the target ability must make a saving throw. On a failed save, the creature takes 2d8 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. The blinded creature can use an action to make a Wisdom check against your spell save DC. If it succeeds, the spell ends.
Divination
Magic Lens
Touch
3 hours
You open a magical lens with a touch of your thumb on the object you are holding and fill it with infinitesimal bits of magical light that can't be blinded. The lens lasts for the duration and is of the celestial type, with the exception of celestial lenses, that have a diameter of up to 10 feet. The lens can penetrate most barriers made of earth and stone, as well as through solid wood and stone. Thus, a celestial lens that has a diameter of up to 10 feet might fall through a window of a fortress, opening its chamber to guard a fortress against siege tanks. The lens sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour and the spell ends for each creature within it.
Divination
Magic Lens
Touch
6 Hours
You create an invisible barrier of light and light capable of moving around corners or touching points as you choose. You touch one willing creature and create a flash of light to warn it away from a certain location. No creatures or objects are visible at that location. When you cast the spell, you can use a bonus action to instantly light a line of sight to a creature that you have seen in a straight line before. The line of sight distance is 30 feet, and the blur lasts for the duration. The line of sight is visible to both the creature and the blur. You choose blindsight for the spell. The spell fails if you cast it after seeing half the way through a vision you have.
Transmutation
Magic Lens
Touch
Concentration, up to 1 hour
You create a circle of spectral vision centered on a point within range. The circle is an invisible barrier that protects against ranged attacks. You can use a bonus action to cause the spectral light to leap from the barrier up to 10 feet in a direction you choose. As a bonus action on each of your turns until the spell ends, you can move the spectral light up to 30 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional spectral wings for each slot level above 3rd.
Transmutation
Magic Lens
Touch
until dispelled
The lens gleams in a multicolored, shimmering manner on each side of an aberration or fey creature that is neither visible nor within range. The lens is invisible and difficult to detect, but the creature has advantage on all Intelligence checks and Wisdom saving throws. Whenever the lens gleams, each creature within 5 feet of the target or object on the same plane of existence that the target or object is on must make a Wisdom saving throw. On a failed save, the creature takes 2d12 radiant damage. On a successful save, the creature takes half as much damage. Redirect Flow
Touch
Instantaneous
You teleport up to ten willing creatures of your choice who you can see within range (no more than 10 miles) to a location you specify. For the duration, these creatures can be reached only by using a spell slot of 7th level or lower, using an action to teleport each creature 10 miles apart. If you cast this spell without first preparing a spell of 9th level or lower, the creature takes 8d6 radiant damage and is knocked prone.
Divination
Magic Meteors
Touch
Concentration, up to 1 hour
Until the spell ends, you create one of the following magical metametes of your choice: darkvision, dark tentacles, celestials, fey, fiends, geas, or undead. The chosen metametes can’t be blinded, deafened, or paralyzed. Darkvision. “As an action, you can see through any light, as if originating from a 60-foot opaque container, and illuminates the image for 5 feet. Clue. As a bonus action on your turn, you can mentally command any creature you created with this spell to a secret phrase, a cryptic message, or a cryptic spell, cast by at least one willing creature. If you command the creature to a secret phrase, the creature must succeed on a Wisdom saving throw or become convinced that the phrase is a lie. The creature is also likely to believe the phrase to be an instruction to another creature. If the phrase you command is not an instruction to the creature, the creature is unlikely to believe the phrase when it appears. If the phrase you command is an instruction to a nonliving creature, the creature is unlikely to believe the creature if it succeeds on its saving throw.
Illusion
Magic mirror
120
1 minute
You create a magic mirror that appears in a spot that you can see within range. The mirror appears to be made of stone or wood and lasts for the spell’s duration. The mirror appears to be of sufficient quality to cause damage, but it is otherwise unbreakable. A creature can use an action to reveal the mirror to any creature within 5 feet of it that the spell targets. The creature must succeed on a Wisdom saving throw or be surprised and then the spell ends. The mirror appears in the shape of a regular object and lasts for the spell’s duration. The mirror can open or close doors, windows, and other openings, and it can create or tear apart any nonmagical object it passes through. The mirror can, however, be removed or otherwise removed from the spell’s area, and the mirror can remain there for the duration. The spell can also be performed by others with the same casting ability.
Transmutation
Magic Mirror
300
Instantaneous
You teleport yourself to any point on the ground you can see within range. You are teleporting to a place you can see within range, which you can see within range. The ground in that space (no more than 30 feet) is flat and covered by a solid surface of stone, sand, or dirt. You can use your action to make a telepathic link to any object or other object within that area. You can also make a verbal communicative link to any object or object within that area, including those that are difficult terrain. The spell’s location remains open, as long as there are no creatures within the target area (no more than 30 feet of you). If you choose a place within the target area, you can use your action to teleport yourself to that place.
Conjuration
Magic Mirror
Self (30-foot radius)
Concentration, up to 1 minute
You create an image of an object or a place you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Evocation
Magic Mirror
Self
Concentration, up to 1 minute
You create or reshape an invisible mirror on ground or inside an object of your choice that you can see within range. The mirror appears in an unoccupied space that you can see within range, appears shut, and is as wide as an opaque marble. As a bonus action on your turn, you can move the mirror as far as you can without expending any movement. The mirror remains in place for the full duration, or you can cause it to fail to activate and re-activate at any time. To do so, you must move the mirror with you, otherwise it moves with you. If the mirror breaks loose from its protective barrier, casting divination spells on it, or the casting of another spell on it, you have disadvantage on attack rolls against the same creature or within 60 feet of it.
Transmutation
Magic Mirror
Touch
Instantaneous
You teleport yourself to a place you can see, a point you can see on the ground, or on a surface. The ground you move on is no longer difficult terrain. You can also teleport up to 30 feet to any area of normal ground within range. You can also move up to 60 feet to a point you can see within range. At any time, you can teleport up to 10 feet through a solid surface, and up to 10 feet through a solid surface that is difficult terrain.
Conjuration
Magic Missiles
Self
Concentration, up to 1 hour
You create a magic missile that explodes on impact. The missile is a 2-by-5-foot cube, and its area is 100 feet in all directions. The missile then explodes, dealing 1d4 bludgeoning damage to all creatures within the area. The missile can’t pass through barriers or barriers of stone or other barriers. The missile’s area is 100 feet in all directions. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 6th.
Conjuration
Magic Mug
150
Concentration, up to 1 minute
A shimmering, silver-white substance imbued with magic appears in a location or appears in an unoccupied space of your choice within range. If you cast this spell at least once, the magical substance shines brightly in the location where you cast it or appears in an unoccupied space you can see within 5 feet of it. The materializes in a harmless, invisible, opaque state for 30 days. Then it vanishes, leaving behind a shimmering, transparent surface. Until the spell ends, a materialized magical substance has resistance to bludgeoning damage and slashing damage. When a creature drops to 0 hit points, it can use its reaction to launch a machete-sized missile straight at the target construct’ing it, which usually takes 3d8+4 damage. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 2d8 when you take the missile, and the missile damages twice as many creatures as normal.
Abjuration
Magic Mug
90
Concentration, up to 1 hour
You create a magical, bone-crusted weapon made of magical force, imbued with divine retribution. Until the spell ends, you can use your spellcasting ability to create a magical weapon of your choice. You can use a magic mug to create a staff of flames and a staff of earth attacks. You can animate up to four magical weapons of your choice, creating them as wands and throwing them at them. Each muggle-born creature affected by this spell must make a Constitution saving throw. On a failed save, a magical weapon of your choice becomes a magic muggle made of talisman, a type of magic similar to that of muggle magic. At the DMI's discretion, you can create up to four muggle-born weapons. When you create the weapon, you can mark the creature as a companion, as long as you retain the muggle-born trait, and you can do so while you are within 30 feet of the creature. You also retain the ability to use magic against the creature if you are fighting it, provided that you are fighting it under the same conditions as for the magic weapon. The creature’s movement is affected. The creature can make a Constitution saving throw, and the magical weapon falls unconscious if it fails that saving throw. A creature automatically succeeds on this saving throw if its hit point maximum is less than the ceiling at the base of the ramp. If your muggle-born companions aren’t charmed by muggle magic, they are charmed by magic, as they are by the animagus cult’s animagus bane, and they benefit from the animagus’s petrified body as a form of transportation.
Abjuration
Magic Mug
Touch
Until dispelled
You touch a dead thing, a creature, or some other nonliving substance. The thing is alive and alive and gives you a +2 bonus to the spell's damage and saving throws for the duration. That bonus becomes active when the thing leaves your hand and you reach for another creature's corpse to serve as a medium for storing your spell slots. You can then use that corpse to craft a special weapon, armor, or other weapon that bestows a bonus equal to your spellcasting ability modifier. At the completion of the spell, the thing makes a new attack roll, if it makes a roll, or it can make a new attack if it doesn’t make a roll. The thing can also create new food items and clothing, or repair damaged items and recharging worn items, by throwing a material object or casting a material spell. You can create either a new construct or a noncraftable object by using material from a creature or an artisan’s creation, as appropriate. The thing can also create spells and create or repair items by manipulating objects in its space.
Transmutation
Magic Orb
30
Concentration, up to 1 minute
Choose an unoccupied 5-foot-radius sphere of magical force that you can see within range. A sphere of magical force centered on a point of your choice that is 1 foot within range is no larger than a 30 foot cube. The sphere is opaque from the outside, and any spells and other magical effects cast on the creature are suppressed there. A creature that can see through the area must succeed on a Dexterity saving throw or be affected by the spell for its duration. If the creature succeeds on the saving throw, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is cumulative for both effects.
Illusion
Magic rock
120
Instantaneous
You create a magic rock that rises and falls in a 10
Magic rock
30
1 minute
A floating magical rock appears on the ground within range and lasts for the duration. Nonmagical rock of any sort is nearly invisible. When you cast this spell, you change the material created by the rock to fit your style. You can also make an image of the rock, which has to be 3 feet in diameter and 1 inch thick. You can create image duplicates of the image created by other spell or natural phenomenon. If you create an image of a creature’s natural barrier, wall, or some other physical barrier capable of holding an object for 1 foot or less on one side, you can create similar images and duplicate the barrier's image. Additionally, the image creates a visual illusion of what the creature is wearing or carrying. While the image is vivid and tangible, the creature is restrained and no longer able to move and can’t speak, use language, or use reactions. You can’t create an image duplicate of another creature or place an image duplicate inside a creature.
Evocation
Magic rock
60
Concentration, up to 1 minute
You create a rock or similar solid surface that is up to 10 feet long, 5 feet thick, and 1 inch thick that is 10 feet thick when you cast this spell. The rock remains for the spell’s duration, and it is immune to all damage and any material damage it deals to you. Until the spell ends, you can use an action to crack the rock to create a magical weapon or other weapon enhancement. A magic weapon created by this spell can have up to three glowing blades, as well as a staff that is capable of raising and firing darts capable of raising and firing throwing razors. The staff can’t create halos or other patterns, so it lacks the staff of daggers or siege engines. When you cast the spell, you can create a ringed staff made of magical force, made of magical energy. The magic staff creates a circular area of fire that can be held in place by two rings. Each portion of the staff sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Each portion of the staff grants you control over one effect affecting up to three creatures of your choice that are within 10 feet of the area. You can control one of the following effects of the staff: • Stunning one creature to make it gain a speed equal to its level. • Using an effect that extends time, freezing ray, or similar effects to freeze an unwilling creature. • Using an effect that removes a creature from a location affected by a spell. • Using a spell’s level to understand the location, duration, and location of magic nuggets in the surrounding area. • Using an effect to create an illusion that a creature is in an area affected by a spell. • Using an effect that can siphon life force from another creature. • Using a spell’s level to understand the properties of potions, trinkets, and similar objects. When you cast this spell using an effect slot of 6th or 6th level, you automatically learn the properties of the associated magical item. At Higher
Magic shield
30
1 Hour
A magic shield of truesilver radiance appears in your hand and explodes if you attack a creature that you can see within 120 feet of it or if the target is within 120 feet of you. Nonmagical projectiles that pass through the shield's barrier appear as silver orbs about 5 inches in diameter and explode if the creature or object enters or passes through it. Each creature that starts its turn in the shield's area must make a Dexterity saving throw. On a failed save, the creature takes 1d6 piercing damage. The magic shield explodes if it is used up or if it is used up too soon. The shield is a Medium construct with AC 6 and 30 hit points. It has a Strength of 26 (+8) and a Dexterity of 26 (+8) for the normal construction. It functions like any other magic shield, only it has a bonus against cold damage and it has disadvantage on attack rolls against creatures immune to being frightened. The shield's damage increases when the creature is subjected to an effect that allows it to shed bright light in the same area as you. The shield sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast this spell, you can specify creatures that can see the shield, which can see through it. That creature must succeed on a Constitution saving throw or be affected by the shield for 1 minute. While the creature is affected by the shield, other creatures have disadvantage on attack rolls against it. The shield sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When a creature uses its action to make a melee attack through the shield, roll a d4 using your action to determine whether the creature is made aware of the effect of the shield and whether the creature can see through it. If you are targeting a creature with a melee attack, roll a 2 or a 3 using your action to determine whether the creature can see through the shield. If you are targeting a creature with a ranged attack, roll a d4 and add your attack modifier to the d8 at the start of your attack roll. On a roll of d4, you add your attack modifier to the attack roll.
Evocation
Magic shield
30
1 Hour
An invisible barrier of power surrounds you and an invisible protective magic circle centered on a point you choose within range. If you cast this spell using a spell slot of 5th level or lower, the barrier acts like a strong ward and prevents effects that would ordinarily keep an affected creature in the barrier from reaching out to it (like a light warding off harmful rays, a poison arrow hitting a target that is blinded, or a curse affecting several creatures in the area or someone pulling a trigger on a nearby rock). The barrier remains for the duration, or until a spell of 3rd level or lower activates, the target casts a prepared spell of 5th level or lower, or a spell of 7th level or lower that targets only the creature affected by the barrier. The barrier doesn’t protect a creature or object within 30 feet of it, even if the creature has flying speed or a higher than normal speed. The barrier might protect an area, a palace, a fortress, or a fortress of some sort. You can make a magical shield out of simple metal, iron, or silver, though it withers completely and requires 25 pounds of force to defend against. A shield made of iron or silver can hold up to three humanoids or two goblins, a dwarf, or a hill giant. A shield made of iron or silver can hold a dozen creatures or 10 goblins. A shield made of iron or silver can hold eight creatures or 10 goblins. In addition, you can use magical energy from the magical shield to grant temporary protection from the elements, such as silence, beneficial plants, and similar magical effects. Each time you cast this spell, you gain the ability to create a shield of resistance, like a shield of moderate size, made of stone or mud. To create a shield, you must first create at least one of the following: a) A ray of cancellation b) A disintegrate c) A drain d) A drain b channeling harmful energy into harmful creatures c) A dispel magic d) A magic axe e) A small shield extending out from your shield ield an area that is 100 feet square and 50 feet cube, with a 30-foot diameter and 20 feet tall core. Each 5-foot cube of space created by this spell has AC 15 and 30 hit points. A creature takes 13d6 acid, cold, or light damage when it hits with a weapon attack during its next turn.
Transmutation
Magic shield
30
Concentration, up to 1 minute
A shimmering barrier surrounds a creature that you can see within range. The barrier is 10 feet thick and lasts for the duration. Protection from Energy and Transmutation.
Abjuration
Magic Shield
90
24 Hours
You create a magical barrier between you and a creature that you can see within range, forming a 10-foot thick barrier between you and the target. The barrier lasts for the duration, and the barrier disappears when you reach up to your hand in the air. You can use a bonus action to cause the barrier to extend beyond your reach, and you can change the target’s direction through it. On each of your turns before the spell ends, you can use a bonus action to cause the barrier to repeat itself, creating a new barrier of your choice. You can create a new barrier by casting this spell on the same creature or placing your finger along a portion of the barrier you’ve made. The barrier takes root and lasts until the spell ends. If you change the target’s direction while the barrier is created, you can cause it to move into the other side of the barrier, where it can remain as a barrier until the spell ends. You can cause the barrier to reappear on the attacker’s right side, where it stood when it appeared, or on the attacker’s left side, where it stood when it reappeared. To do so, the barrier cuts through both the attacker’s space and the barrier. If you create such a barrier, the spell ends, and the barrier disappears. While the barrier exists, you can use a bonus action to cause it to move beyond its current range to affect only the creature you chose to create it with magic.
Special Attack
Touch
Instantaneous
This spell causes a ranged attack to go right where you wanted it to go: against a creature within your reach, and along your path. Choose two creatures you can see within range, then make the attack with each one. Each target must make a Wisdom saving throw. On a failed save, it takes 14d6 poison damage, or half as much damage on a successful save. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Special Attack
Special attack. Choose either a creature or an object that you can see within range. The creature takes 8d6 piercing damage at the start of each of its turns, or half as much damage on its subsequent turns. The target must be within 30 feet of you when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the damage increases by 2d6 for each slot level above 3rd.
Special Attack
Magic Spear
1 Mile
You create a magical spear that leaps from one creature’s w hoattock to another. As a bonus action, you can move the weapon up to 30 feet as a bonus action on your turn. You can use the weapon to attack any creature within 30 feet of it that you consider within 5 feet of its range or to defend against a creature that uses a ranged weapon attack, including your attack using it against a creature within 5 feet of it. On each of your turns, you can use the weapon to move the weapon up to 30 feet while avoiding all but two of its impacts. If the weapon leaves the w hoattock or leaves a haft that spans twice as much floor as your muggle muggle feet, you have advantage on the attack roll against each creature within 5 feet of it that uses a weapon attack, and the weapon also travels 30 feet when used to move the weapon.
Conjuration
Magic shield
Self (10-foot radius)
Concentration, up to 1 minute
You create an invisible barrier between you and a creature that you can see within 10 feet of it. The creature can see through the barrier, but only if the barrier is 5 feet high and 20 feet thick. Any creature entering the barrier must make a Dexterity saving throw. On a failed save, the creature can't enter the barrier, and it is restrained by the barrier. This save doesn’t close the gap. On a successful save, the barrier is broken and the creature restrained by the barrier disappears. The spell ends for a target that succeeds on a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Abjuration
Magic Shield
Touch
1 Hour
You touch a creature, a construct, or some other visible phenomenon, and it appears as if it is standing on an unoccupied surface (such as a floor, a wall, or a table) of your choice that you can see within range. If the creature is on a different surface than the one you used for the spell’s effect, the spell fails and the creature is blinded for 1 minute. This blindness ends if the creature is ever below 50 percent health.
Transmutation
Magic Shield
Touch
1 minute
This spell inscribes the power and might of creatures, magical sensors connected to a magical insulator. You can inscribe any shape or object—including ones created by divination spells or created by divination spells—on any length of metal or stone you choose, forming a shield around the w mart or by passing magical sensors into the inshru ing. You can inscribe any surface on which you can cast a spell. You can inscribe any part of a shield that isn’t inscribed on a surface, such as a bridge or a ceiling, that isn’t inscribed on a solid surface, such as a sheet of ice or a rock, or that isn’t inscribed on a w pore surface. The inshru ing contains magical sensors that allow you to see through shields. When activated, the sensors record your movement to a journal. You control the journal, which is written on the inshru ing and encloses information such as statistics and statistics about the target. You can further control the journal by creating a wish journal that contains statistics you chose, as well as creating a wish journal that contains instructions for how to perform the task within 24 hours. You can also create wish journals in secret, allowing others to know the extent of your control over the journal. When you complete a task within the journal, you and your companions appear in the specified order, with each companion appearing first, and with each companion appearing last. You can have up to three wish journals created at a time. Each companion can have one wish journal at a time. You can create up to twenty wish journals at a time, and there is a limit to how many you can create at a time. You may not create wish journals that have any recorded locations, messages, or other information, but any journal created when you create the wish journal creates a location, message, or other location. For example, a wish journal created when you cast the spell "invest me in a beautiful garden" created an illusion that your house is on the coterie line. If you create a wish journal created when you cast the spell "invest me in a forest," the illusion appears and lasts until you dismiss it as an action. You can use your action to dismiss the illusion. If your house is on the coterie line, your house appears next to the illusion. Your companions appear closest to the wisest locations, and you have an almost imperceptible radius to travel in unless you are traveling in a straight line. If you are traveling in a reverse direction, your companions appear next to the wrong locations, and they travel in a separate direction. To find a place or find out someone is looking for you, use the following options. You can use your movement instead of chance to move so you have the full possible movement of your foot. You can move across difficult terrain made of difficult terrain instantly, up to 60 feet in a direction you choose, and up to 10 feet in a direction you choose. You can move across barriers up to 20 feet tall, up to 15 feet high, and 25 feet deep. You can direct light, cold, or fire damage against a creature in your reach.
Transmutation
Magic shield
Touch
24 Hours
You touch another creature and grant it protection from the elements. The creature’s physical and magical properties become one and the creature can benefit from any of the following special properties of the second level to resist the effects of its next turn. Daylight. The creature can’t turn light, cold, or acid light within 120 feet on it into daylight. The creature can also turn faint and red-hot iron or silver into bright light and cold iron and silver into dim light and cold silver. Energy Protection. The creature has resistance to radiant damage, including nonmagical energy attacks, and it has resistance to fire damage. The creature also has resistance to acid, cold, and fire damage. Flood. The creature has resistance to radiant damage, including nonmagical energy attacks, and it can extinguish flames and ice-cold water damage. The creature also has resistance to acid, cold, and water damage. Gale. The creature has resistance to cold damage, including nonmagical damage, and it can slide. In such a manner, however, it can’t cross over a solid barrier, and it is vulnerable to being flipped. In such a manner, however, the creature can’t fall and remains suspended upside down over an incline. In such a manner, the creature can’t sink or fall when exposed to a fall or spill.
Evocation
Magic shield
Touch
8 Hours
This spell grants the willing creature you touch resistance to bludgeoning, piercing, and slashing damage. Nonmagical shield—such as a shield made of stone or metal—is a magical barrier based on the halo of your hand. Starting with the game, magic shields have a 10-footradius sphere centered on that point, and each creature in that area must make a Constitution saving throw. On a failed save, a creature is pushed 10 feet away from the sphere and knocked prone. At the end of each of the creatures turn and move to another plane of existence, a creature or object magically created by the spell disappears from the sphere and floats to the nearest unoccupied space of the creature’s choice, where it remains for the duration. A creature affected by this spell makes a Constitution saving throw at the start of each of its turns, ending the effect on itself on a success. This spell can’t replace charmed items or armor. In addition, if you cast this spell with a 5th-level spell slot, the barrier lasts until it is dispelled (10 minutes), and the spell ends for you and your allies if it is cast without first casting any spells.
Transmutation
Magic shield
Touch
8 Hours
You touch a creature to strengthen it against all attacks. Until the spell ends, the shield grows in thicknesses and becomes hard and strong against magical attacks. Each creature that moves through the barrier for the first time on a turn or ends its turn there must make a Dexterity saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st.
Conjuration
Magic shield
Touch
Until dispelled
You make a shield of magical force in which you hold a piece of wood or stone and point it at one creature of your choice within range. If the creature is Medium or smaller, you can make a ring of similar force in which the wood or stone is a piece. The spell fails and the shield is breached. Hit the creature, which has AC 15, and it automatically attains the minimum Strength needed to wield the piece. When the piece strikes the creature,
Magic sling
10
Instantaneous
A sling made of metallics, rayon, or some other magical substance arranged to resemble a real weapon, ammunition, or shield, and then cut to fit the weapon and then bonded to another material weapon or ammunition. The spell creates a sling that lasts for the duration and is of the type that is worn by ranged and melee weapon wielders. The spell is cast from within a magic sling made of metallics, rayson, or some other magical substance arranged to resemble a real weapon, ammunition, or shield. Once bonded, the sling acts as a makeshift weapon, using the creature’s magic to fire precise single-part projectiles from its sling before slashing against a target within 60 feet of it. The sling then disappears, returning to its normal state after 24 hours. The spell can end a sustained downward trip for targets hit by it. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the duration increases to 1 day, to 4 days, to 5 days, to 6 days, to 7 days, to 8 days, and so on.
Transmutation
Magic Smoke
Touch
Instantaneous
While you are smoking something, you have advantage on several of the following checks. If you succeed on all the checks, your magical smoke fills a 20-foot cube within range on a point within range. For the duration, smoke exhales a quantity of natural gas equal to 5 gallons within 1 mile, linehanous clouds that fill the cube with smoke or a mixture of smoke and gas. Each cloud falls within 5 feet of a point of your choice within 5 feet of another point within range. At any point during the spell’s duration, you can move up to 20 feet without spending any movement for the whole cone. Smoke of Alarm
Instantaneous
The smoky voice of a martian fills a 60-foot square area with a high rumble, and these blasts are audible without a clear path of path to your location. Each creature that hears these footsteps must make a Constitution saving throw. When you cast this spell, you can designate a password that, when read over the course of a day, indicates which creature of your choice is within 60 feet of the fire. If you read the password for another creature, that creature must make its saving throw against the spell’s saving throw; if it succeeds, it is barred from entering the flames. If you use this spell to read another creature’s password, it must come from a password already known to you, such as “your typical human’s password, “your typical password from across the hall, or “a random password that you choose that appears to be weakly typed." If you use this spell to read another creature’s password, the wizard spells cast on the creature are audible with a 20-foot radius and have a frequency of 1/2 the sound of a human sigh. During the spell’s duration, you can also read the voice of a giant martian, the symbol for the martian kingdom that is located just outside the spell’s radius.
Divination
Magic Snowball
10
Instantaneous
You launch a 50-foot ball of magic snowballs into a cone of fire in a 60-foot square on the ground at two points within range. Each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d12 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the initial damage increases by 2d12 for each slot level above 1st.
Evocation
Magic Snowball
120
Instantaneous
Choose up to five objects, either metal or liquid, within range. A snowball or other rolling object that is thrown or spun by a creature ignites and crumbles into powder. In a 20-foot cube from the ground to the northwest at the mouth of the Great Smoky Mountains lies the powder, and it lasts until reduced to no use by the spell’s challenge rating. An object might be struck by lightning, but nothing more. A magic snowball can reach over 10,000 feet. A magic snowball core, weighing 3 pounds, is hurled to a depth of 10 feet. The core remains for the spell’s duration, and the spell fails if you use the same source of magic snow for the entire duration or if the spell is cast from a different magic snow or a magic snowball core. As a bonus action on each of your turns, you can switch from magical to magic snowball. Choose one of the following effects when you cast the spell. If you cast the spell in an area with strong winds, for example, the magic snowball core might slam down on a nearby cliff or rock wall, sending slumberfanggers, ledgers, and even poisonous spiders flying at you.
Transmutation
Magic Snowball
120
Instantaneous
You create a 6—foot-radius sphere of magic snow on the ground or in the air that you can see within range. The cloud spreads around corners and forms barriers at the corners, at the edges, and at the corners of other blocks. The snow lasts for the duration, to an extent that a 5-foot-radius sphere could contain up to 300 blocks. Alternatively, the spell can extend beyond the sphere to protect blocks protected by an existing magic wall or a spell of 3rd level or lower. Each 5-foot-radius sphere protects an area of the ground or the ground or an area within 5 feet of a magic wall, as determined by the spell. This spell has no effect against spells and other magical constructs protected by an existing magic wall or a spell of 3rd level or lower. Each sphere lasts until dispelled.
Evocation
Magic Snowball
150
Concentration, up to 1 minute
Until the spell ends, a magic snowball rises from the ground in a 20-foot radius at a point within range. Roll 6 d10; on a 5 or lower roll, the magic snowball vanishes. The floating snowball crashes down anywhere it hits a creature or a structure, and it sheds bright light in a 5-foot radius. The light spreads around the pillar. Each creature wearing darkvision in the area must succeed on a Dexterity saving throw or become blinded for 1 minute. A creature blinded by the light can see through the pillar, which has a diameter of 30 feet. blinded by bright light made from lead can see through the pillar. Through the pillar. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the magic snowball increases by 5 feet for each slot level above 6th.
Transmutation
Magic Snowball
60
Instantaneous
You create a 5-foot-diameter ball of magic snow on the ground that is 10 feet square and that is covered by 20 blankets. The blanket is an opaque, translucent substance that can be lifted up to 20 feet above the ground. It lasts for the duration or until the wisp of snow disappears. You choose a single surface area within 5 feet of the surface area of a sphere centered on the sphere. Any creature or object in the sphere takes 20d6 cold damage, and it is compelled to spend 1 bludgeoning damage to extinguish the wisp.
Transmutation
Magic Snowcloaking
30
Concentration, up to 1 minute
A layer of magic snow falls to life in a location that you choose within range. You create a 20-foot–radius sphere centered on a point you can see within range. For the duration, magical snowflakes and pebbles that fall from the snow sphere spread the snow throughout the area and provide cover from snow. The snow can be up to 5 feet deep and spreads across two 40-foot–radius wings, or across two 60-foot–radius bowls. The snow persists for the duration. You can use this spell to cover a 20-foot radius and then cause one of the following effects in one of your turns: • You create a 20-foot-radius blizzard on a point within range. Two 20-foot–radius bowls of magical snow cover a 20-foot square solid surface. A blizzard lasts for the duration. • You create a 20-foot-radius crack, crevasse, or puddle on a solid surface. A crack produces such a crack, crevasse, or puddle, and lasts for the duration. • You create a soft, transparent portal to another dimension open into an extradimensional space opening open a random door within reach of a creature or object created by this spell. The portal is 5 feet wide and 10 feet tall and can open into a mote of emeralds and mists, as well as up to 6 feet deep. The portal can then be opened again in the event of a disaster, provided that there are no emergency vehicles on the scene, and any creatures or objects trapped inside the portal are removed as soon as possible. The portal can have a maximum depth of 10 feet and a maximum height of 10 feet. The portal can open into an extradimensional space that remains open to the full moon’s light (see below), up to 8 feet wide and 15 feet tall, though it can’t leave a extradimensional space open to the full moon’s light. A closed door or truss rod can’t be opened into the extradimensional space beyond the barred door.
Conjuration
Magic Snowflake
120
1 Hour
This spell creates a shimmering magical snowflake that fills a 30-foot cube within range when you cast this spell. For the duration, a wizard or a celestial, an undead or an anvil skeleton, an awakened servant, a demigod, a fey, a fiend, a fiend with intangibility, a mist-lizard, a wizard with a disease resistance of 2 or less, a fiend, a demigod, a demagog, or a pit lord with a resistance of at least 1 is drawn into the ritual of the spell. When you cast the spell and as part of succeeding rounds you can also use your action to create a random, unguarded slot open in the snowflake. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the effect of every snowflake created increases by 1 for each slot level above 6th.
Conjuration
Magic stone, rod, and sputum
30
Instantaneous
You imbue these tools with the power to reshape reality in an instant. Choose one of the following effects when you cast the spell; the effect lasts for the spell’s duration, unless you use your action to switch to a different effect immediately before the spell ends. If one of the two effects frees a beast, the beast becomes a celestial, and the artifact becomes a celestial for 24 hours. This effect lasts for the duration, if’s duration ends within the creature’s current time zone.
Abjuration
Magic Sword
10
1 Hour
You create two daggers that wick together into magical beams, creating a warp in the fabric of reality. The blades are made out of a fine emerald substance that forms as you choose. When you cast the spell, you can create two more daggers. You can make one extra attack for each dagger created. If the spell requires two extra attacks, you must roll a 6 or higher to create the daggers. If you create two more daggers, roll two additional
Magic sword
120
Instantaneous
A magic sword with a 20-foot long blade and eight 6-inch diameter pieces of steel plating is a simple weapon with which you are proficient. It has a 40-foot radius and a tangent to it that can be extended to deliver a blow. The blade is 5 feet long, and it is capable of slashing 1d4 times as large. The weapon is especially potent against siege engines, especially those created by the dragon-infested forest. When the tangent is released, the magic sword strikes a blanketing cloud of acid and sucks out any creatures it cuts into. Creatures struck by the acid or suffocation have a 50 percent chance to regain hit points equal to 1d4 + your spellcasting ability modifier. These restored hit points must be replaced by creature hit points equal to half your hit points. A creature takes 10d6 acid damage and 10d6 poison damage when it hits with a weapon attack during its next turn, or half as much damage when it hits with a magic weapon attack during its next turn.
Transmutation
Magic sword
150
Concentration, up to 1 minute
A magic sword appears at an object or a creature within range and lasts for the duration. You choose a nonmagical weapon or spell of any kind that you can see within 5 feet of the sword and that fits within a 5-foot cube. You manipulate the sword to affect that object or creature, creating multiple effects within reach. The sword can penetrate walls, armor, and some metal, forming traps, and slashing daggers and short swords. The weapon also functions as an attack roll if you use the crossbow’s attack action. Reducing the sword to 0 hit points destroys it and reduces the beast’s hit points to 0. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional effects for each slot level above 1st. You can create one effect using a spell slot of 3rd level or higher, two effects using a spell slot of 4th level or higher, or three effects using a spell slot of 5th level or higher. On a successful effect, the two effects continue to apply to the object or creature for the duration.
Transmutation
Magic Sword
1 Hour
You create a magic sword tipped with magic energy to strike down at your enemies. Choose one creature that you can see within range. Until the start of your next turn, the target is limited in the sword’s melee attacks, and it ignores any armor or weapon- or other stopping power that would protect it. For the duration of the spell, the target can deliver three similar attacks to a target that already has one of those attacks. It can also reduce any truesight effects that prevent it from seeing any light or reading into the dark. If the target also has a truesight, spells such as the Blade of Hands spell are suppressed. When you cast the spell, you can choose to interrupt its actions, sending the weapon flying with a successful melee weapon attack against a target that is already at risk of being severed.
Silence
120
Concentration, up to 1 hour
You create a wall of silence that lasts for the duration. It blocks line of sight but not movement. When the wall appears, each creature within its area must make a Wisdom saving throw. On a failed save, a creature fails the saving throw and has disadvantage on attack rolls and ability checks until the start of your next turn. On a successful save, it can move through the wall and attack any creature within its area. When the wall appears, each creature within its area must make a Wisdom saving throw. On a failed save, a creature takes 6d8 cold damage, or half as much damage on a successful save.
Conjuration
Magic sword
1 mile
Unlimited
You create a magic sword made of wood or stone that lasts for the duration. You choose one die and which creature you choose for its construction. You create the sword by casting a magic touch. You touch one object and energy is directed to strike that object. The object or energy strikes the wyrm of reality in two directions. One direction you choose is obvious to the creature, while the other is unknown to it. The wyrm is composed of threads of fire that roll down your shoulder blades. Every 10 minutes you spend concentrating on this spell, you can reshape one of the strands in any of the ways you choose, causing it to appear as a flammable object with a 10-foot radius and glowing in the dim light of day. Once shined bright green and radiant, the flammable flake its wings and strike at the target creature, which makes it make a ranged spell attack. On a hit, it deals 2d6 fire damage. The flammable flake rips through flesh and bone and leaves behind a poisonous mark on the target. If you miss, you have advantage on the attack roll against the flammable creature until the end of your next turn.
Transmutation
Magic sword
300
Instantaneous
This spell animates a simple, yet powerful magic sword, imbued with magical power. The sword lasts a limited time, which can be extended over the course of a year to grant full use of the weapon. The sword can be unfindable, mundane, or produced by any means that grants a sword unfindable properties. While the sword lasts, one creature other than you can cast spells with it. When the weapon strikes an object or blows up an object, the object or blow deals an extra 1d8 force damage to the weapon. Additionally, any creature using an action to cast a spell with the weapon or to create a spell using it against the first creature to make the attack rises by 1d8 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the extra damage increases to 2d8 + your spellcasting ability modifier. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 3d8 + your spellcasting ability modifier.
Evocation
Magic sword
30
1 Hour
This spell makes an object magically infused with magic, such as a sword, crossbow, or scimitar, nonmagical weapon, or ornate weapon used as a weapon of war. After casting the spell, a creature can use its action to create a sword thrust by swinging it weapon or magic fist
Magic Sword
30
1 minute
You create an invisibly-sized, translucent sword that shimmers from within a point of your choice within range. The sword drops a 5-foot-diameter sphere of magical energy centered on the point you chose within range. The sword lasts for the duration, and its blast radius is reduced by 5 feet. The sword sheds bright light out to 120 feet and dim light within 120 feet, providing you with 30 power out to a dim light radius of 30 feet. This spell's effect can be activated as part of each of the spells described above, or as part of another spell cast. As a bonus action, you can release the sphere from its protective magic, causing the sword to appear invisible. When you cast this spell, choose one of the following two effects from any of the spells named above, which deal an extra 1d6 damage to you and cause the sword to shimmer in dim light. A bead of conjured energy blinded by the shield sparkles in the weapon’s glowing light.
Evocation
Magic sword
60
Instantaneous
You create a magic sword of magical force that defends against all ranged and melee attacks. The magic sword is a simple, yet powerful weapon. When you cast this spell, you create a magic sword with 5 blades, which are infused with
Magic sword
60
Instantaneous
Your magic sharpens the target's defenses as you project the weapon throughout its combat, creating multiple fire pits in a 30-foot-radius, 30-foot-high cylinder centered on a point you choose within range. Each pit is a different structure created by another spell of 2nd level or lower. Each fire pit serves one purpose. One pit created by a fey spell is the safest place in Azeroth to fire a magical weapon, blocking the target's movement for 1 minute. A pit created by an elemental spell cast by a ranged weapon attack uses energy from the target pit to create multiple
Magic Sword
Self (10-foot radius)
Concentration, up to 1 minute
A magic sword appears in the space of 10 feet on a solid surface and lasts for the duration. It is a simple, yet powerful weapon with a 10-foot radius that w as made of stone. It cuts through thickets and reaches its full length at the ready target. It has a sustained range, which lasts for the duration or until you use an action to raise it to full damage. Its damage increases when the weapon strikes its target or when you use an action to slap its hilt against a nonmagical object. If you hit three times with a magic sword, its damage increases to four times its normal damage. The sword's damage rating is 20, and it deals an extra 1d6 damage to each hit. If the sword strikes a creature or a piece of a creature’s flesh, the weapon emits gibbering sounds as it strikes the creature or the piece of flesh, and the weapon is fire resistant to fire damage. While the weapon is fire resistant, any damage that would be dealt by a piece of flesh or blood would burn away in a flash, leaving behind
Magic sword
Touch
1 Hour
This spell transforms an unwilling creature you touch and grants it the ability to use its action to hurl a powerful magic sword at one creature you choose within 120 feet of you. Make a ranged spell attack for the sword. On a hit, the target takes 1d8 magic damage. You throw the sword in one piece, raising it as an object and using it to attack the creature you choose. On a hit, the creature must make a Strength saving throw. It does so slashing and slashing twice, and it makes a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends for that creature. The sword is an ordinary sword with magical properties that make it nearly impossible for it to be damaged. When the spell ends, the magic sword strikes both the target and the sword, and the blade twists and strikes the ground where it explodes. The magic sword can hold up to ten charges. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can make an additional attack for each slot level above 7th.
Evocation
Magic sword
Touch
1 Hour
Your hand sears to strike a target and unleash the power of nature against the enemy. Bestow—rivils and other celestial weapons imbued with magic imbued with divinity or nature's favor, such as the sword of ice spear or the scimitar of the war god, the rakshasa, imbue your weapon with an effect similar to that of the sword. You affect the weapon with a shard of magic and hurl it at one creature within eons of its life. Make a ranged spell attack for the weapon. On a hit,
Magic sword
Touch
1 minute
You create a sword made of magical force and imbue it with magic. Until the spell ends, you can use the sword to attack two creatures: one wearing the title of Master of Armour, one wearing the title of Sergeant, and one under the age of 15. Make a melee spell attack against each creature you designate in the attacker’s area (at a pace of 10 feet for the weapon). If the creature attacks you with the attack, it takes 1d6 slashing damage and can’t take reactions until the start of its next turn. If a creature would succeed on a saving throw against this spell, the weapon is restrained until the spell ends. It then deals 2d6 slashing damage to the creature’s closest ally for the turn. During this half-combat, the creature can make another attack roll or use its reaction to move to a safer spot, but the creature can’t move or attack normally if its immediate surroundings are against the enemy’s interests. The creature must be within 30 feet of its closest ally before the attack can be made. If it would move to take the attack, it can make a successful attack roll against the remaining two creatures. The creature is also immune to being frightened while the spell is active. Finally, as an action on your turn, you can switch weapons, armor, and other components used in combat. If you do so, all weapons, armor, and other components of the weapon disappear, while the creature carries it back to your normal weapon or at least one piece of armor worn by you remains with you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Trans
Magic sword
Touch
Until dispelled or triggered
You touch a small weapon and create an instantaneous magical effect that you can materialize in a 30-foot cube within range. Until the spell ends, the spell deals magic damage to a creature within 5 feet of the weapon. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, magic damage increases by 1d6 for each slot level above 6th.
Transmutation
Magic toe
120
Concentration, up to 1 hour
You make a toe jump that lasts for the duration. Whether you are a Medium or Small creature, you can use your action to jump as high as 60 feet. One creature that you can see must succeed on a Strength saving throw or be pushed up to 10 feet away from you and restrained by the toe. A creature restrained by the toe makes a successful throw with other attacks a success. As an action, you and any creature that you can see within 30 feet of each other on the same side must make a Dexterity saving throw. If the creature can’t move due to restraints, the creature must choose another creature to make the save against, provided that restraint isn't present. At the DM’s option, the creature can make a Wisdom saving throw again, ending the effect on itself on a success. As an action, you can cause another creature to succeed on a Wisdom saving throw, ending the effect on yourself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create multiple toe jumps for each slot level above 3rd.
Evocation
Magic toe
Touch
1 minute
You send a piece of magic force—creature or object—bending toward a willing creature you can see within range. Make a ranged spell attack for each creature you hit with this spell. On a hit, the target takes 1d8 magic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the magic toe increases by 1d6 for each slot level above 1st.
Transmutation
Magic toe
Touch
8 Hours
As part of the casting of the spell, you touch one willing creature that is within range for the duration. The creature’s magic toe transforms it into a simple, yet effective tool to protect its home. If the creature is friendly to you and can see through your magic toe, it can’t be targeted by spells and spells that target it instead.
Transmutation
Magic-Tree
10
1 Hour
Your magic-infused shrub grows to accommodate the growing tree. Until the start of your next turn, you can use an extra action to plant a celestial in a location you designate, whether natural or man-made. The spell creates two trees on the ground with a 10-foot radius, which you can reach by climbing up or laying down a foundation. If you chose a location that is man-made, the spell creates an enclosed area that is 3 feet square with one 5-foot diameter tree on each side. The tree remains for the duration, and the area is a cube that can be as large as 5 feet to 20 feet on each side. The tree is friendly to you and your companions for the duration. You can see through its windows while it is casting this spell. You can see through its bark while it is casting this
Magic Tree
30
24 Hours
You create a twisting, magical tree that takes the form of a bipedal beast that can move and grow to be up to eight feet
Magic Trick
90
Concentration, up to 1 minute
You draw on magic to conjure up a particular creature. Choose a Large or smaller creature of your choice that you can see within range. Until the spell ends, the target must make a Wisdom saving throw. On a failed save, it can’t cast a spell for 1 minute. On a successful save, it can target a different creature for the duration. When the target completes its task, it is no more likely to fail the task. If it fails the task, it instead takes 1d6 lightning damage. If the target has any statistics other than its kind, such as Intelligence or Wisdom, it must make a Wisdom saving throw. On a successful save, it fails. On a failed save, it succeeds but is charmed by the target. On the target's next turn, it must roll a d4 and choose an extra die. On each of its turns for the duration, it can make an Intelligence (Investigation) check against your spell save DC. On each of its turns for the duration, it can make an Intelligence (Investigation) check against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher
Magic Wall
150
1 Hour
You create a wall of magical force against any ranged or spell-like target that enters or passes through its space. The wall can be up to 10 feet high, 10 feet thick, or up to 60 feet thick. Choose up to three creatures within 30 feet of the wall. If the wall is 6 feet tall and spans a length of 30 feet, you create a 20-foot-diameter solid wall. The wall provides 5 feet of vertical room to any creature that can move over it. Any creature that can move over the wall can step outside to enter the wall for the first time on a turn or end its turn there. If the wall is too tall for a creature, it can't close its distance to an impossible ceiling, and it can't create sufficient barrier material between itself and the wall to create a portal to another plane.
Divination
Magic Wand
30
1 Hour
You use your wand to move one level of water, metal, stone, or other object within range and repeat the math and the pattern to find a new line, point, or burst of magic if it appears. For the spell’s duration, the wands can hold 1,000 or 1,000+ pieces of magic and contain up to four copies. If you cast the spell multiple times, you can have up to three of its copies active at a time, and you can dismiss such a spell as an action. A casting of this spell using up two copies of the spell ends to magic. (Typically, the spell uses magic if there is a difference between its casting order and that of the piece of magic.) If you cast the spell three times, your concentration increases by 1 hour for each casting.
Conjuration
Magic Wand
30
Instantaneous
A wand of magic power, made from the wands of the living, appears in a place you choose within range. The wand appears as a regular wandsight, and has a range of 30 feet. The wand has the same power and properties as the wand itself, except it doesn't have the same range. A wand of magic power can also be used to cast spells, as long as the wand is in its hand. At Higher Levels. When you cast this spell using a spell
Magic Wand
60
Concentration, up to 1 minute
You open a wand or similar object that you can see within range and use it to cause up to ten bolts of lightning to leap from it. The target must succeed on a Constitution saving throw or become blinded until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 2nd.
Abjuration
Magic Wand
90
Instantaneous
You conjure a wand of magic and deliver it to a creature that you can see within range. The target must succeed on a Wisdom saving throw or be distracted for the duration. On a failed save, the target is charmed by the spell for the duration. If you cast this spell multiple times, you can have up to three spells delivered to a creature’s senses at a time, concentrating on the first spell delivered to the target. If you cast this spell multiple times, you can have up to four spells delivered to a creature’s senses at a time, concentrating on the last spell delivered to the target.
Divination
Magic Wand
Touch
1 Hour
For the duration, or until you use your action to touch a wand or spell or a surface covered by a wand or spell, a wand, or a surface covered by a magic wand in the wand’s circuitry, the magic of which is no longer active when the spell ends. For the duration, or until you decide to use an action to touch a wand or spell, you can use a different wand to open a nonmagical opening in the wand or to fill one of the lids of another wand.
Transmutation
Magic Wand
Touch
1 minute
You open a wand's magical cord that extends into the space of a creature. The magic wand lasts for the duration and sheds bright light in a 20 foot radius and darken for an additional 20 feet. The magic cord ignites flammable objects that aren’t being worn or carried. If any creature would be affected, the affected creature would be pushed up to 10 feet away from you and could take as much damage as normal if it would be knocked up. While the magic cord lasts, a creature that would normally be affected by the spell can make a Wisdom saving throw. On a failed save, the affected creature can use its action to use one of its action controls, using the shortest and most direct route, to the nearest unoccupied space on the ground or in containers as you choose. If an object would fall off an object on the ground as a result of this spell, it would fall freely and flat-footed if it were being worn or carried by someone else.
Transmutation
Magic Wand
Touch
1 year
You touch a wand. It glimmers in your hand, and whenever you cast this spell with good success, the wand transforms into a wand, rolling and firing six equal parts of the material from your hand. Additionally, the wands are made of tough, pliable leather, making them difficult to cut or stab. If a creature uses the wand to attack another creature, it instead chooses one of the following three options for rolling its own weapon damage against the target: 1d10 bludgeoning damage, 1d10 piercing damage, or 1d12 cold damage. It makes a single attack roll and a weapon attack roll with it each round it takes, and it creates one additional attack for each. If the wands themselves create additional damage or create no additional damage at all, that damage remains up to its normal damages rating. If you would instead target an enemy and instead hit him or her with one of the two effects described below, your attack deals an extra 1d10 force damage to the target, and you have advantage on the attack roll against him or her. Round 1 You instantaneously transform one object you touch into a magic wand. Until the spell ends, you can use your magic to instantaneously transport a Large or smaller object, as many as possible, up to 30 feet long, 5 feet wide, and resting on one of the following racks: metal, stone, or wood. The object stays put while you are carried by the spell. While in this state, the object only functions as a component within the object. You can use this method only once before you drop the object. If you would instead attack with it, you would instantaneously transport a Large or smaller object, as many as possible, up to 30 feet long, 5 feet wide, and resting on one of the racks: steel, bone, or lead. The object would be there forever. If you would instead use it to attack another creature, that creature would instantaneously deal 1d4 + 1d8 damage to the target, and it w as hostile until the spell ends. If the creature attacks another creature or someone else, the creature would make a Charisma saving throw. On a failed save, it can use its reaction to move to the nearest safe spot within 5 feet of the target, which must remain within 5—mile of it for the creature to make its move. While the creature is within 5 miles of the target, it is incapacitated, makes a Charisma saving throw at the end of its turn, and can’t use reactions until the spell ends. The spell ends if a creature moves into the safe spot and uses an action to shake the rock or wooden object held between the racks to release the creature. In addition, a creature frees an injured or killed creature when it safely moves into the safe spot, however long the creature has left.
Transmutation
Magic Wand
Touch
8 Hours
You touch a wand of suggestion. If you touch the object, it is a magical object created by magic. If you touch a non-magical object, such as a wand, you can attempt to stimulate the object with an Intelligence (Investigation) check against your spell save DC. If you succeed, you stimulate the object for 1 minute. If you fail, the object is destroyed. If you succeed, the object is no longer in ethereal range and you can’t attempt to stimulate it again for 30 minutes. If you fail, the object is destroyed and the spell fails, and the object is no longer in ethereal space and you can’t attempt to stimulate it again for 30 minutes. If you succeed, the object becomes a wand of suggestion. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two or more objects of the same type as you use for the spell, creating one object and two wands. Each wand becomes a different object.
Transmutation
Magic Wand
Touch
Concentration, up to 1 day
You pick up a wand and set it to one of the following effects of your choice: 1. Create a 10-foot cube on the ground that contains your game statistics; 2. One creature appears and takes 10d6 bludgeoning damage on a failed save, or 3. A Huge or larger creature takes 3d6 slashing damage on a failed save, and an extra 1d6 cold damage on a successful one. While the cube is on the ground, each creature that ends its turn within 10 feet of the w ‖ where it died must succeed on a Strength saving throw or take 2d6 acid damage. A creature that ends its turn within 10 feet of the w found its saving throw pierced by the w ‖ rod fully exposed must succeed on a Strength saving throw or take 1d6 bludgeoning damage. While worn or carried by an exposed creature, the w ‖ rod can hold 1 or more pounds.
Transmutation
Magic Wand
Touch
Concentration, up to 1 minute
You touch a wand and move it within range. You can also use your action to dismiss the spell as an action. You can also use your action to dismiss it as an action, ending the effect on itself. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of times you can dismiss tasks for this spell increases by two for each slot level above 5th
Conjuration
Magic Wand
Touch
Concentration, up to 1 minute
You touch yourself, a creature or a creature you designate. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. If your hand touches the target, the spell ends. The spell ends if you cast it again, if you cast it again in a new location, or if you cast it again on a different target. You can use your action to dismiss the spell.
Necromancy
Magic Wand
Touch
Instantaneous
You reach into one creature’s hand and touch it. It can provide immediate teleportation to somewhere you choose within range. The touching creature can then return to its home plane safely if you wish. Otherwise, the touching creature must make a Wisdom saving throw. On a successful save, the spell ends early and the spell ends on a creature that the spell’s target is no longer within reach.
Transmutation
Magic Wand
Touch
Instantaneous
You reach into the wand and imbue it with magic. To you and for the duration, your magic gives you an immediate melee attack (if any) against one target of your choice within the same way the wand imbued it with magic. It deals an extra
Magic Wand
Touch
Instantaneous
You touch a wand of suggestion and create a wand of suggestion for the creature you choose as your material component. If you cast this spell without first touching a w
Magic Wand
Touch
Unlimited
1 minute
You place a wand of your choice that you can see within range on the ground or a spot of your choice within range and hold to one end of a wand that is up to 5 feet on a side and 5 feet tall. The wand radiates magic and wilt, and the first time you use a Spell finish during this spell's duration that wand drops to the ground, you make a weapon attack against a target without having thrown the wand. The weapon attack deals an extra 1d8 force damage on a hit. The spell then ends if you use your action to do anything else. When you finish casting, the wand drops to the ground, where it remains for the duration. You can also end this spell early by using your action to move the wand up to 30 feet and then dropping it to the ground, where it remains for the rest of that time.
Transmutation
Magic Ward
60
Concentration, up to 1 minute
For the duration of the spell, each creature in a 30-foot-radius sphere centered on a point you choose within range is affected by the ward. The spell’s effect ends if you cast it again. For every five creatures affected by the spell, the count rises to seven. The spell ends if you cast it multiple times or if the spell is cast in a graveyard. The spell ends if you dismiss it as an action. If you dismiss it as an action, the spell ends.
Evocation
Magic Wardrobe
Self
1 minute
You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.
Abjuration
Magic Ward
Self
24 hours
You establish a magical invisibility ward against unwanted intruders and magical transference charms. You sense the direction of any light or darkness within 30 feet and can sense different distances out to a distance of 300 feet. While invisible to one creature, a ward against intruders that exceeds the listed range is created. Any creature that ends its turn within 30 feet of the designated area must succeed on a Wisdom saving throw or lose sight of any creature that was in the area when the spell effect ended.
Transmutation
Magic Weapon120
Concentration, up to 1 minute
You touch a magic weapon and imbue it with magic that is imbued with power and purpose. The weapon becomes one with the spell for the duration, and you and any creatures you designate when you cast the spell gain the same effect. When your next attack: makes or breaks any target’s resistance to one damage type, the weapon’s magic expires, and the weapon is no longer linked to it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell instantaneously changes all the conditions outlined above for all of these abilities and changes its other conditions, even if they aren’t changed.
Enchantment
Magic Weapon Wind
60
1 Round
A wind of unknown power disperses around you and passes into a space that is directly adjacent to you. The space is difficult terrain and can be difficult to reach. The first time you take the Dash action when the space you occupy is within 30 feet of you, the spell ends. A creature must make a Dexterity saving throw to return to your space before the spell ends. On a failed save, the target is restrained. The bane of most weaponssthe sword wielder is the need to use a successful Intelligence (Investigation) check to find the target within 30 feet of it. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
Evocation
Magic Whip
10
Instantaneous
You conjure a large, fiery spike on the ground within range to deliver a loud thud. The spike produces a deafening rumble that deafens nearby creatures and leaves behind a faint odor. If any creature would be standing or resting on it, that creature would be struck by a whip and its speed would halve until it reaches its maximum speed. This spell’s maximum range is 40 feet. The whip must be at least 10 feet away from you and on a solid surface. If it strikes a creature or a structure within 15 feet of it, the whip strikes it three times: once on the shoulder, shoulder, and thigh, and once on the point where the creature would be standing if it were standing. If there is no shoulder strike, the whip strikes one of the creature’s feet and ends its turn.
Abjuration
Magic Whip
120
1 Hour
You create a shimmering, magical whip suspended in the air in a 30 footradius centered on a point within range. While the whip lasts, creatures are knocked prone and the whip takes 25 lightning damage when it expires. When the whip strikes a creature, the whip strikes it again, dealing 25 lightning damage to it and leaving it prone. The whip then vanishes. If the creature would attack a target with a whip attack, the target would take 25 lightning damage and take 25 lightning damage + 25 lightning damage from the whip, instead of the 25 and 25 lightning damage from the whip from the target.
Transmutation
Magic Whip
120
Concentration, up to 1 minute
You create a shard of magic energy in the shard, touching one creature you can see within range. The target must make a ranged spell attack with the shard or take 1d6 piercing damage. On a hit, the target takes 2d6 piercing damage. On a hit, the target also takes 2d6 fire damage. On a failed save, the spell ends for that creature. The spell’s damage increases by 1d6 when you reach 5th level.
Transmutation
Magic Whip
120
Instantaneous
A whip of lightning-sharpness and clarity springs into existence around you, extending from your right hand toward whoever is closest to you. Each creature in a 20-foot-radius sphere centered on the point you chose must make a Dexterity saving throw. A creature takes 2d12 lightning damage on a failed save, or half as much damage on a successful one. The whipping creates a field of whirling air and sucks up as much as 6 cubic feet of air as you choose. The whirlwind spreads around corners, and a 20-foot tall cylinder of whirling air rises from the ground in a 30 foot radius. Each creature in the area must make a Dexterity saving throw, taking 10d12 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d12 for each slot level above 6th.
Conjuration
Magic Whip
150
Instantaneous
You unleash magic that reshapes the air within range, making it impossible for creatures other than themselves to pass through the wall. The whirlwind has a range of 60 feet and can grapple a creature within 60 feet of it. When the wall appears, each creature within its area must make a Strength saving throw. A creature must also make this saving throw when it enters the wall for the first time on a turn or ends its turn there. On a failed save, a creature takes 5d8 thunder damage and is pushed 20 feet away from the wall. A creature that starts its turn in the wall's area takes 5d8 thunder damage. The whirlwind leaves a 20-foot—radius sphere centered on the wall behind it in an unoccupied space that can’t be more than 10 feet outside the wall. At Higher Levels. When you cast this spell using a spell slot of 5th—6th level, you can target one additional creature for each slot level above 5th.
Evocation
Magic Whip
1 Hour
You create a large, club-shaped force field on the ground that extends from your hip and extends into the space of a creature. The field lasts for the duration. It lasts for the weapon to strike the ground or a creature within 5 feet of it. When the field appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6d8
Magic Whip
1 Mile
Instantaneous
Your weapon whips and strikes with your stroke a length of mithral forest on up to five creatures of your choice within range, dealing a total of 5d8 necrotic damage to each
Magic Whip
1 round
10 minutes
This spell imbues an enemy magic whip with an intense magic of destruction. The whip takes one creature’s attack option against one creature within
Magic Whip
30
1 Hour
A magical whip springs from your hand and twists around you to strike a creature within range. If you hit a target with a ranged weapon attack before this spell ends, you instead make the attack with a weapon that hasn�
Magic Whip
30
Instantaneous
An invisible whip springs into existence above your head, moving with you as you fly. The whip appears in the space you occupy and lasts for the duration. If it strikes a creature, it deals 3d4 cold damage to it, and it must make a Constitution saving throw. On a failed save, a creature takes 4d8 cold damage, or half as much damage on a successful save. The whip is made of ice and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 12th or 13th level, you can create a new whip by using a spell slot of 6th or 7th level. In addition, you can animate and gain a new whip by using 1 hit point of movement. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create 30 additional new whip per 1d4 + your spellcasting ability modifier. Each of those new whip blesers damages a creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate and gain a new whip by using an additional spell slot.
Transmutation
Magic Whip
30
Instantaneous
As part of the action used to open the gate to the Abyss, you can cause a Large or smaller demon beast of Medium size to lash out at one creature within range. Make a melee spell attack against the target, and the demon must succeed on a Wisdom saving throw or take 3d10 lightning damage. On a hit, the target deals an extra 1d6 lightning damage when it enters the Abyss. You can target another creature as an action to cause the demon to lash out twice as fast as usual, at which point it disappears. For the rest of the attack, it makes an extra attack roll, but can use its action to skip this bonus turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of times you can target two creatures with the same name for the first time each turn increases by two for each slot level above 1st.
Transmutation
Magic Whip
30
Instantaneous
A whip springs into existence seemingly to pierce the skin of a target that you choose. Until the start of your next turn, the whip deals 3d4 necrotic damage to any creature that it strikes, even if it isn’t trying to bite. This damage also halts the creature’s attacks against targets within 5 feet of it, that it touches, and that it can’t reach. The creature is restrained as your whip strikes it. While it strikes
Magic Whip
30
Instantaneous
A whip sprouts from a point you choose within range, forming a body around you and moving as you make your attack. The whip lasts until the end of your next turn, when it strikes a creature or a construct within 5 feet of it. It strikes once every four rounds, after which the whip breaks apart and moves on its own. Any creature or construct immune to the effects of exhaustion when it finishes its next turn immune to the whip's effects. It reverts to its normal form when it hits an untargetable creature, and the whip disappears when it strikes a creature or a construct. At Higher Levels. When you cast this spell using another spell of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Transmutation
Magic Whip
30
Instantaneous
You create a long-lasting, but harmless, whip. Appearing on one creature or object within range, the whip reduces all damage taken by 5 for the spell’s duration and deals no damage if it remains in its normal place. The whip lasts for the duration or until you use an
Magic Whip
500
Instantaneous
You create a long, whip-like whip that hurls magical energy at hostile creatures within range. Make a melee spell attack against a creature within your reach. On a hit, the target takes 2d10 lightning damage, and the whip falls prone. You can choose to strike one creature or one creature alone, causing both to take 2d10 lightning damage and to take 2d10 thunder damage. Make a new attack roll against each creature. On a
Magic Whip
5
Instantaneous
You unleash the power of your magic in an area you can see. You choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. If you do so, the effect is wasted. Woodmen's Whispers. You call forth the spirits of the dead to whisper a divine message to the willing creature you can see within range. The message appears within 3 feet of the target and can be either a divine or human message, and the creature speaks in a clear and intelligible manner. The creature is cautioned against using an invisible or climbable object object through the use of an invisible or climbable object object object object (nozzle). Grove Gnoll’s Womb. You call forth the spirits of nature and magic to speak the incantation of life at a point within range. The message you send blasts forth lashes out at the creature within 3 feet of you, ending the effect of your spell on the target. The creature must make a DC 15 Constitution saving throw. On a failed save, the target takes 1d8 necrotic damage, and it is blinded for 1 minute. On a successful save, the target takes half as much damage and isn’t blinded. Etherealness.. If you cast this spell in an area that is invisible to the naked eye, that area can have up to two visible pathways and no creatures above the visible threshold (sight or hearing protected by the aura) and that pathway is invisible to the deaf and blind.
Divination
Magic Whip
60
Instantaneous
A Whip springs into existence at a point you choose within range, forming a body of water, capable of moving at up to 30 feet per round trip. The Whip is a 5-foot long whip with a 5-foot diameter and a 5-foot radius at its base. It has a 25 percent chance to strike critical hit points with a weapon or ammunition. When the Whip drops to 0 hit points, its diameter increases to 25 percent and its radius increases to 50 percent. The Whip sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The Whip can attack two different ways: two ways are mechanical and two ways are mechanical persuasion. Both actions deal 1d4 force damage to the Whip. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1
Magic Whip
60
Instantaneous
A whip with which you are proficient with your weapon strikes the ground and whips out from its tip into a wide line toward a creature or creature within reach. Make a melee spell attack against a creature within 30 feet of the whip. On a hit, the target takes 1d10 magic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the magic whip attack deals an extra 1d6 force damage to the target, who is pushed up to 10 feet closer to the ground and is restrained while you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the magic w and dagger attack deal an extra 1d4 force damage, and the chime and cracker attack deal an extra 1d4 force damage.
Transmutation
Magic Whip
60
Instantaneous
You create a whip that hurls magical energy at a creature within range for an instant. Make a melee spell attack against the target. On a hit, it is launched at a creature within 30 feet of you that you can see within 60 feet of you. Make a melee spell attack against the creature, using your spellcasting ability. On a hit
Magic Whip
90
Concentration, up to 1 minute
Choose a 5-foot-diameter, 10-inch-deep pit, 1 mile wide, that you can see within range, or up to 120 feet long, 30 feet tall, and 6 feet thick and weighing as much as 50 pounds, can be made of wood, steel, honey, or stone. Starting at 5th level, you create a whirlwind that sucks up as much air as possible between you and one creature of your choice within 30 feet of it. The creature must succeed on a Strength saving throw or take 1d8 bludgeoning damage and be restrained for the spell’s duration. The restrained creature is then, and is, transported to a different area of the battlefield and subjected to the conjure spell, before it can attack again until it awakens. Creatures that can’t be charmed are immune to this spell, and the restrained creature becomes charmed at the start of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional openings for the whirlwind in each hand, instead of the three-foot diameter required for the original whirlwind.
Conjuration
Magic Whip
90
Concentration, up to 1 minute
You create a long blade-shaped, pointed, pointed-bladed weapon of force in a 5-foot cube within range. The weapon's tip is translucent and can pass through simple metal or stone if you are already proficient with such things. The weapon is wielded in tandem with your melee weapon, and each creature in the weapon’s space must make a Dexterity saving throw. On a failed save, a creature takes 2d8 piercing damage and is knocked prone. If the weapon leaves its container or when it strikes a creature or another object, the weapon instantly disintegrates without dealing damage. The weapon can hold up to fifteen pounds. If you make the saving throw in combat, it instantly removes the object it was held in and then instantly flings it at the creature or object it was holding. When the weapon leaves its container, it deals no damage and doesn’t take any damage. The weapon is magical and can be destroyed by attacks and spells with a successful DC 20 Strength saving throw.
Transmutation
Magic Whip
Self (30-foot cone)
Concentration, up to 1 minute
A long, vine-like whip springs into existence from the ground within 30 feet of you. Until the spell ends, the whip creates a whirlwind composed of vines and gushing water 30 feet in a direction you choose. Each creature in the whirlwind when it appears must make a Strength saving throw. A creature takes 3d10 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the whip sheds bright light in a 30 foot cone that spreads around the globe for 1 hour.
Conjuration
Magic Whip
Self
Concentration, up to 1 minute
A long string of magical energy shot through with magic energy shot through with energy from your hand shoots forth from your other hand. The opening is 10 feet wide, and it can open up into a variety of different forms. The initial form has the statistics of the chosen form (in stone or wood), and the magic energy it emits is limited in power. The second form has the statistics of its original form, though it can use its action to change its form. The new form must be within 30 feet of the target creature or capable of using the spells described below. The new form must be able to use the spells described below to create the new form.
Magic Whip
Touch
1 Hour
A vine appears in your hand and whirls around you in a 20-foot radius, making it difficult terrain. The whirl lasts for the spell’s duration. After 1 hour, if the vine is on or about a body of water, it w as silent for the duration. The w as silent if it isn’t on, or about, a body of water. If the w is on or about dirt or stone, it sheds bright light in a 5-foot radius and dim light for an additional 5 feet. At the end of each of its turns, the vines w as
Magic Whip
Touch
24 Hours
You hurl a magic whip on a target creature. If it takes a slam attack, the target takes 2d8 piercing damage, and the whip explodes, dealing 2d8 magic damage to the target and ending its turn. At Higher Levels. When you cast this spell using a spell
Magic Whip
Touch
Concentration, up to 150 days
You create a whip that moves like a whip, shedding bright light in a 30-foot cone at a point within range. The whip lasts for the duration, but can strike multiple times to break free. When you cast the spell, you can choose to create a separate whip for each slot of your costume. You can create two or three whip-like arms or legs, though you can use one whip for each arm. You can use a whip to attack up to three creatures or to stow or retrieve an item from an inoperable container on the ground. When you create the whip, you can direct it at one creature you can see within 30 feet of it. Make a ranged spell attack with the whip. On a hit, the target takes 3d8 lightning damage; your weapon attacks deal 3d8 lightning damage on a hit.
Evocation
Magic Whip
Touch
Instantaneous
You hurl a weapon composed of magical force within range and shape both a sword and a whip at one creature with which you are familiar. Make a ranged spell attack for each target taken with the attack, or throw a weapon of your choice that can take the new damage type, and roll a d4 and subtract the number rolled from the attack bonus. The weapon has the same damage die as the normal weapon. For the purpose of creating the weapon, you can use only one weapon at a time. The weapon attacks both melee and ranged attacks made against the same target. On a hit, the target takes 1d8 damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage roll increases by 1 for each slot level above 1st.
Conjuration
Magic Whip
Touch
Until dispelled
You touch a fey creature that you can see within range, causing it to launch a volley of magical energy at the creature. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from you and left prone. If
Magic Word
10
Duration: Concentration, up to 1 minute
A magic word appears in a word, written on the surface of a prepared food item in range. The spell ends if the creature takes any damage or if the spell is ever worn or carried. The spell also ends if you choose an area of loose clothing or ammunition to be worn or carried by an undead. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional undead creature for each slot level above 4th.
Evocation
Magic Word
10
Instantaneous
You utter the Word of Truth, which reveals the truth about yourself, your past, your place in time, and your true nature. The Word can’t deal direct or indirect damage to you. If you use a spell slot of 3rd level or higher to cast the spell, the spell can target a creature of your choice that you can see within range. If the target is a human, a humanoid, or a fiend, the spell can target an undead, a fiend, or a fiend. The target must make a Wisdom saving throw. On a failed save, the target takes 3d8 psychic damage. On a successful save, the spell targets a different creature of your choice that isn’t in the spell’s range. At the end of each of its turns, the target can make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom checks and ability checks. On a successful save, the spell targets an area of effect that isn’t in the target’s area of effect. If the target is fighting a Huge or smaller creature, the spell can target that area.
Abjuration
Magic Word
120
24 Hours
This spell can penetrate most barriers and magical barriers in existence, and even magical inscriptions and glyphs within the same land. If the barrier or barrier ’s diameter is less than the spell’s area, the spell fails. To break the barrier, the spell uses a different construction, or the size and shape of the barrier or barrier may work.
Transmutation
Magic Word
150
Instantaneous
Magic Word
30
Instantaneous
You speak a magic word that w
Magic Wordcrush
150
Duration: Concentration, up to 1 hour
The next time you make a Charisma check, you can replace the number you roll with a different number, especially if you are casting the spell as a group spell. To check whether a spell calls for this spell, you need to know the precise number of creatures that the spell calls for, but you can choose a different number for each creature. Also, you need to know the name of all creatures within range, if any of those creatures are named creatures of a specific type or category, such as war berserker or awe-inspiring necromancer. If you are casting the spell as an action, you can use a bonus action to create a new number between 1 and 20. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures you can cast as spell’s spell increases by one step for each slot level above 4th.
Abjuration
Magic Word Heal
Touch
Instantaneous
You touch a creature and can end either one or both of its injuries. The target gains a new description of the terms and conditions and offers a truthful reply. The creature’s conditions become particularly difficult after the fact, such as the target suffering from exhaustion or the target suffering from exhaustion when it is slain. Alternatively, you can allow the creature to return to its normal form, but this requires a successful Intelligence (Investigation) check against your spell save DC. A successful check also requires a Wisdom (Insight) check of 5 or lower. On a successful check, the creature is no longer injured. The creature is free to return to its original form, or choose a different form. If the former option is offered, the creature is healed with 0 hit points, and the spell ends. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th
Transmutation
Magic Word Kill
90
Instantaneous
You speak a magic word and kill one of the creature’s closest relatives. On a hit, a creature dies. The creature isn’t related to the one you killed and is instead a mindless, capricious creature, completely unaffected by the spell. A creature of this kind can’t speak a single w nonliving language and is immune to all other effects of other creatures. Such a creature is a living, breathing creature, so it can’t be harmed. Once you cast the spell and hit the target, the spell ends. If you chose an area of magic that isn’t on the spell list, such as a wall of stone, that isn’t on the spell list, the spell ends. Creatures that aren’t on the spell list can’t cast spells using it, unless they have the ability to do so. At Higher Levels. When you cast this spell using a spell slot of a higher level, you can target one additional creature for each slot level above 7th. The creatures must be within 30 feet of each other when you target them.
Conjuration
Magic Word or Memoir
Touch
Concentration, up to 1 hour
You touch a willing creature, and the target takes the same amount of damage as you did before the spell ends. Each target must make a Wisdom saving throw. On a failed save, a target takes 1d10 psychic damage and must spend 1 minute in the spell's effect before it can use its action to utter the spell. On a successful save, the spell ends. The spell ends if you cast it again.
Conjuration
Magic Word Pain
90
Instantaneous
Choose one creature you can see within range. Pain erupts from within the target, shedding bright light in a 20-foot radius and dim light for an additional 20 feet for the spell’s duration. Pain is like magic, but it lasts for the duration. Pain dissipates after 3 hours, if remaining. Pain can‘t be removed by any means short of a wish spell, or even a wish spell. When you cast this spell, you can choose a new target, a new form, or a different one. You can use any of the following attacks against the target. It must succeed on a Constitution saving throw or be affected by your wish spell for its duration. On each of its turns, the affected creature can repeat the saving throw, ending the effect on itself on a success. Parry. Pain erupts from the target (your choice that creature can see within 5 feet of you). You cause it to parry with a parry feature, and you have advantage on the parry if it is against a creature or an object within 5 feet of you. Parry. Pain erupts from a creature that weighs up to 5 pounds. The target’s weapon energy is turned against it, and it d8 psychic damage on each of its turns. The target can use its action to deal 4d8 psychic damage to the target by making a Wisdom saving throw. The target takes 4d8 psychic damage on a failed save, or half as much damage on a successful one. Parry. Pain erupts from a creature that weighs up to 10 pounds. The target’s weapon energy is turned against it, and it d12 psychic damage on each of its turns. On each of its turns, the target can use its action to deal 4d8 psychic damage to the target by turning its weapon against it, and it makes a Wisdom saving throw with disadvantage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.
Necromancy
Magic Word
Self
Instantaneous
You speak a magic word, which is a copy of your original language. It is a copy of the spoken word, but it can’t be duplicated by any other means. If you speak a non-magical word, its original text is lost, and the spell ends. If you have multiple copies of the same magic word, you can have as many as three of them. If you have a single copy of the same magic word, you can have any number of copies of it. If you have multiple copies of the same spell, you can maintain a copy of it up to as long as you keep a single copy of it, provided you keep up to five of its copies. If you maintain a copy of the same magic word for more than one day, you can use your action to take control of it, and the spell ends.
Transmutation
Magic Word Spray
150
Concentration, up to 1 minute
Choose one phrase, written in fine writing, that you might bring down to l'école des bécoils. Word documents written in fine writing are immune to damage, and any creature that hears or can read the phrase takes 5d8 thunder damage. If the phrase is not a phrase, the creature simply fails its save. Otherwise, it creates a thunderous noise in the space of 10 feet that lasts until sound is made by another creature. You can make the phrase appear ornate, magical, or prophetic. You choose the phrase as a spell phrase or a string of words, such as an arcane entombing spell, that deal 1d4 thunder damage to the target. If the phrase says something important or harmful, the creature reads the phrase in the creature’s language. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4. When you use this spell using a spell slot of 4th level or higher, the damage increases by 1d4. The spell deals cold damage to an unwilling creature or object, and it emits a chill in the center of the target that harshly guards off creatures and creatures with illus
Magic Word Spray
150
Instantaneous
Choose a word, written or written by a creature that you can see within range. Word words appear within an unoccupied space that you can see within range. The word can have any number of words, including punctuation and number, that you can read. After you read a word, the creature uses its reaction to write a new one. The creature then appears in a spot of your choice within range and must use its reaction to complete the written message. Any creature that understands the meaning of a sentence that is written while written by another creature must succeed on a Wisdom saving throw or take 1d10 bludgeoning damage as if written by the creature.
Transmutation
Magic Word Spray
30
Instantaneous
You create a whirlwind that moves up to 20 feet in a straight line and then crashes down. Each creature in a 20-foot-radius. 30-foot-high cylinder centered on a point within range must make a Wisdom saving throw. On a failed save, a creature takes half as much damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Transmutation
Magic Word Stun
30
1 minute
You speak the name of a legendary, unseen creature that appears in the space within range to a random, incapacitated creature who doesn’t have a true voice or know it can hear. The creature falls unconscious if it is ever more than 30 feet away from you, and the spell ends for that creature. Because the creature is so rare, it is automatically frightened while it speaks. If you cast this spell again, the creature falls unconscious if it is ever more than 30 feet away from you, and the spell ends for that creature. If you cast this spell again, the spell ends for that creature if it ever moves more than 30 feet from you.
Abjuration
Magic Word Stun
60
Instantaneous
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.
Evocation
Magic Word Stun
Touch
Instantaneous
You call out the spell you just cast, placing it somewhere within range. Nothing happens in its wake. Any spell of 3rd level or lower can be cast, cast again, or be suppressed altogether. At Higher Levels. When you cast this spell using a spell slot of 3rd level or lower, the duration is concentration, up to 10 minutes. When you cast this spell using an ability spell slot of 4th level or higher, the duration is concentration, up to 8 hours. When you use this spell on a creature other than a Large or smaller creature, the spell creates a sensory effect of your choosing that is distracting the creature. The creature is enclosed within an opaque cylinder centered on that spell’s area, and
Magic Word Stun
Unlimited
10 Days
An invisible, magical seal springs into existence at a point of your choice within range and lasts for the duration. If you cast this spell using a spell slot of 2nd level or higher, you can hold onto the target for the duration while it is stunned and must make a Wisdom saving throw. On a failed save, the seal becomes permanent and lasts for the duration. If you cast this spell again, the spell deals no damage and the seal disappears, or your holding onto it with each casting ends. When you use this spell to cast a spell, you can switch to a different hand or spell of the same level and still have the same effect. The spell doesn’t stop at one spell of a level you use for the duration. For example, you could use the spell to create a small barrier between you and your target, creating an instantaneous teleportation portal, or you could use the spell to instantly teleport a Huge or smaller creature from your hold to a different hand or spell of choice. You decide what effect the illusion has on the target and how it deals with the illusion. If you have the illusion, you have control of its movements and effects, as long as you keep your own. If the target is friendly to you, you have control of its reactions, as long as you keep your own. If you have the target’s attention and control over something else within its reach, the creature takes an Intelligence (Investigation) check against your spell save DC to put that thing on its tail, raising it to attack and occasionally stopping for it to regain control of its momentum. You decide what action the creature will take and where it will move during its next turn, or you can instruct the creature how to perform a task it did not perform within its capacity, such as opening a door, stifling its heat, opening a window, cooking it, pouring it some coffee, or shaping its food to serve it. If you used magic to constrict a creature, make it bleed, or put its hooves to sleep, that creature takes only half damage from the rope if it can move safely around it.
Conjuration
Magic Word
Touch
Concentration, up to 1 hour
You touch a creature and animate a spell of your choice that you know and can see within range. If the target is a creature, you can use a bonus action on each of your turns to dismiss the spell. On a failed save, the target is sent to a different location on the plane of existence it is on. This spell ends when the spell has ended. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is one week. When you use a spell slot of 5th level or higher, the duration is 5 days.
Transmutation
Magic Word
Touch
Concentration, up to 1 hour
You touch a willing creature and bestow upon it the ability to comprehend a secret message. For the duration of the spell, the target’s understanding of a hidden message is 10 + your spellcasting ability modifier. For the duration, the target understands a secret message only if it is spoken aloud as part of its spellcasting.
Illusion
Magic Word
Touch
Until dispelled, a magic word appears in an unoccupied space of your choice that you can see within range and that you can understand. Until the spell ends, the word is immune to the effects of its language, and if the word has more than one meaning, it deals its meaning using that meaning first. If you cast the spell on an affected creature, that creature knows the meaning of the magic word, but the creature can’t understand the magic word, unless the spell ends for that creature.
Transmutation
Magic Word Wall
120
Concentration, up to 1 minute
You create a 10-foot-by-10-foot circle on the ground that looks like a glyph inscribed in an ancient glyph. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature is blinded for 1 minute and has trouble understanding the meaning of the glyph. If you create the glyph, the spell has no effect on you. The blindness condition only applies to creatures blind by this spell's casting time.
Witch Ward
Touch
8 Hours
You touch a willing creature and ward it against death. Choose one creature that you can see within range. The target succeeds in reading its thoughts, and the spell ends if the target is killed by a melee attack. On each of your turns for the duration, you can choose to end the spell as an action. If you instead end the spell as an action, the spell ends for you. On your turn, the target can make a Wisdom saving throw. On a success, the spell ends for it.
Divination
Majesté
60
Concentration, up to 1 minute
You conjure up a demiplane that appears in an unoccupied space that you can see within range. The demiplane is a circular, vertical, and diagonally shaped disk about the size of your fist. It appears in an unoccupied space that you can see within range, and it appears in the center of a 5-foot cube. When you cast the spell, you choose a point within range. The demiplane is centered on that point. If you target
Majestically sealed lock
60
8 Hours
This spell inscribes a lock of magical lock material to protect a specific compartment of your game space. When you cast the spell, choose one of the following options, which functions as normal. You can create one of the following locks: • A small rock, stone, or log with a narrow opening on one side, up to 5 feet tall, that is nearly 1 inch thick locks the door or window of that compartment, opening into a sealed passage open to the hostile element. • A wooden or steel door with a panel opening into the passage open to the hostile element, opening into a sealed passage open to the friendly element. • A circular or cylindrical door with a panel opening into the passage open to the hostile element. • A slot-open passage that locks the opposite end of a circular corridor from the corridor in which you cast the spell. • A slot-closing passage that locks the other end of a circular corridor from the corridor in which you cast the spell. This spell cast can’t create any permanent lock or door. When you cast this spell, you can have the door or the corridor open in a sealed laboratory or other confined area, as desired. If you cast this spell on the same object as you and cast it multiple times, the same object can be opened and the spell can’t be dispelled. If you cast the spell on multiple creatures, you must each cast the same spell, and the same creature if it can’t be bonded or possessed by the spell. The spell creates one permanent lock on a floor, wall, ceiling, or other surface connected to or protected by a magical door, and the spell disables and partially guards the spell door and allows the creatures to open and close the door or the corridor as needed, as long as the first one is not damaged or a trap prevents access.
Transmutation
Majestically sealed memories
Touch
1 Hour
You touch a wand or a ring and invoke a secret knowledge of one kind or another. You or someone you designate, such as a god, a god family, or a clan member, gains a temporary understanding of one of the following benefits or natures for the spell’s duration. – When the spell ends, the knowledge is permanently lost to the user. – If the knowledge is lost, the creature must immediately return to its plane of existence for the duration. If the creature is on an extradimensional body or within a body of water other than that of the w wand, the creature returns to its plane of existence, but it doesn’t return to its current plane. – At the DM’s option, the creature can revert to its current plane (if it’s still on that plane), but it must first make a Charisma saving throw. On a failed save, it reverts to its previous plane of existence, which must be ruled by the DM. A creature can revert to its current plane by making an Intelligence (Investigation) check against your spell save DC. If successful, the creature returns to its plane of existence, though it must first make a Wisdom saving throw. If it returns to its plane of existence as an action, it can use its action to leave the spell’s area. If it leaves the spell’s area as an action, it can use its action to attack. The DM rolls an extra d20 and moves according to the statistics given in the table. A creature that starts its turn in the warding plane or enters the spell’s area before the spell ends on that creature's turn can leave without suffering damage.
Transmutation
Majestic Growth
60
1 Hour
You plant a giant, humanoid, or plant-shaped plant at a point within range on a creature you choose within range. The plant’s space is a— 10 feet square, 10-foot tall cylinder that can be as small as a 5 foot cube. The plant lasts for the plants spell ends and isn’t harmful to it. The plant produces a plant growth accessory made of wool or similar covering it in bark or leaves. The accessory provides 40 feet of additional space for the plant, as well as four feet of rope and two feet of rope storage for equipment, potions, or other objects. The plant can grow as tall as 10 feet and has a sustained life span of up to 30 days. In addition, the plant can’t become feral or despondent.
Transmutation
Majestic Growth
Touch
1 hour
This spell creates a boom of premalgur that forms a circular pattern on the ground within range. For the duration, this growth lasts for the ground under the spell’s area of effect. At the end of every 1d6 rounds, the boom activates, sprays out fine granules of premalgur toward a creature within 60 feet of it, and then disappears within 10 feet of it. If the growth was created with other spells, this spell could have activated only once. If a creature would succeed on a DC 20 Intelligence spell attack or a spellcasting check using an Intelligence of 11 or better, the premalgur explodes in a 20-foot-radius sphere centered on that spell. Each creature in the sphere when it explodes must make a Dexterity saving throw. A Huge or larger creature succeeds on the saving throw automatically. A Large or larger creature doesn’t need to be on the ground or within 100 feet of the growth. On a successful save, the creature takes 1d10 bludgeoning damage and is subject to the growth’s normal growth conditions. If a Huge or larger creature fails the save, the growth doesn’t explode again.
Transmutation
Majestic Lightning
120
Concentration, up to 1 minute
A strong, vertical beam of lightning flashes out from a point within range as a ray of reflection. Each creature that starts its turn within 5 feet of the point must make a Dexterity saving throw. A creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. If you point a point at a creature nonmagically touching before the spell ends, it takes 2d10 lightning damage, and the spell ends on a successful save. Until the spell ends, you can use your action to cause the beam to hover in the air, creating a hazard that must be avoided. If you do so, the spell ends, and the hazard remains.
Evocation
Majestic Nine
Self
Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon widens, and the attack deals an extra 1d6 psychic damage to the target. The target is restrained until the spell ends. It must then make a Wisdom saving throw. On a failed save, it is restrained for the duration. A creature
Majestic Owl
120
Concentration, up to 1 minute
You transform a mundane owl you touch into an owl for the duration. Whenever a nonmagical owl on the same plane of existence that you are standing within attacks you with an attack, you can designate a target that must be the target of the attack (no matter how small or small its body might be). The target can’t be a creature (or a construct) and is compelled to make a Wisdom saving throw. As an action, you can compel a mundane owl to attack you if able. On each of your turns, you can repeat the saving throw, but if you are fighting a creature, you might pull the target toward you, causing it to become frightened. As an action, you can compel a mundane owl to lash out at your DM once for each of its turns. While the target is frightened, it can use its action to make a Wisdom check against your spell save DC. If it succeeds, you banish the spell as an action.
Evocation
Majestic Owl
60
Concentration, up to 3 hours
This spell creates a phantom, an odd, flying creature with a somber roost that you choose as its nest site. You choose the nest site of a majestic owl (up to 40 feet long, 30 feet wide, and 5 feet thick) or an antelabranch-shaped plant that stands about 5 feet across, 5 feet tall, and 5 feet thick and that has a swooping sweep that determines if the creature moves according to its speed and where it flies. If you cast this spell on the same spot every day for a year, the majump lasts until the spell ends, if it w as created or if it w is misarmed. When you cast this spell, you decide what appearance the creature will have and where it will sleep. It w as invisible and has advantage on attack rolls and ability checks, and disadvantage on attack attacks against targets within 5 feet of it. The spell’s statistics are as follows: • It makes a sound when it appears • It appears in unoccupied spaces that can’t be more than 10 feet square and that can’t exceed 15 feet on each side, including a window or similar area. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. • It can move across uneven terrain and across ceilings and walls, up or down stairs, and across unoccupied spaces that are not wide enough for its weight. If it w as created or if it w is misarmed, its weight is ignored. It can’t attack. If it is created by a spell
Majestics
Touch
1 Hour
This spell makes a target think and acts in secret. You touch one willing creature and secret knowledge it never has known before. For the spell’s duration, or until you use an action to touch the target again, the target perceives itself as being under the illusion’s control. For the duration, its intellect and reflexes are at its maximum. For the first time in its turn, the target can spend its action to spend its action to mentally discern whatever is hidden from it. The target deduces its surroundings from dreams and possible enemies, and it deduces what lies beyond its reach from dreams and other sensory messages. The target deduces what lies beyond its reach from other creatures, supernatural messages, and other sensory stimuli.
Abjuration
Majestic Thunder
Concentration, up to 10 minutes
This spell creates one of the following effects when cast on a creature. Effects that are triggered by
Majestic Wind
Self
Concentration, up to 1 minute
A strong wind carries your weapon and other projectiles into and out of your reach for the duration. At the start of each of the target’s turns until the spell ends, it creates one of the following effects within its area: • You cause nature's wind to blow in a horizontal direction you choose, dealing a d4 bludgeoning damage to any creature that moves before the spell ends. • You cause nature’s wind to blow in a vertical direction you choose, dealing a d4 bludgeoning damage to any creature that moves before the spell ends. • You make a small blast of lightning that flashes out in a 5-foot radius, dealing d4 lightning damage to one creature that you choose within 5 feet of you. • You cause up to five bolts of lightning that burst from your gear, igniting lightning bolts and dealing 1d8 lightning damage to one creature within 5 feet of you. • You instantaneously cause a lightning effect, such as extinguishing bonfire in the same area, that you choose within range. A creature that uses its action to make a melee weapon attack must follow the normal sequence of the attack (activating the bolt from another creature within 5 feet of it, casting the spell using the new one's fire resistance, and so on), as well as take the creature’s Dexterity saving throw when it enters the effect to determine the effect of the new change. The spell’s damage increases by 1d4 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Majestychick
Up to three creatures of your choice within range can make Wisdom saving throws with advantage. Creatures can be targeted only once by each casting of this spell. Each target makes the saving throw with advantage, and whoever fails out of line automatically succeeds against the spell. When you cast the spell and as your action on each of your turns until the spell ends, you can use your action to change the target’s plan, which becomes suspicious, threatening, or harmful when it impacts on a creature. Choose two creatures that you can see within 60 feet of each other; do one of the following with advantage: • You raise the target to 50 feet higher than it had before made the jump. • You cause one creature within 60 feet of the target to make an Intelligence saving throw; if you are able to cast this spell early or while on the run, you cause the target to automatically score an Intelligence saving throw against your spell save DC. • You cause a creature within 30 feet of the target to make an Intelligence saving throw. On a failed save, the creature takes 10d8 necrotic damage, or half as much damage on a successful save. As a bonus action on each of your turns, you can mentally command the target to make a saving throw at the end of each of its turns. If you command the spell to end, it makes a successful save before it ends. If the spell is interrupted before it reaches its full full duration, the spell ends.
Transmutation
Majesty of Wind
60
Concentration, up to 1 minute
A whirlwind whirls around you, traveling as you choose from a pair of spinning wings, one at a time, to deliver a powerful blow to something within 30 feet of you. A creature must make a Strength saving throw. On a hit, it deals 3d8 + 3d6 thunder damage. Whether you hit or miss, the whirlwind vanishes and deals 3d8 + 3d6 thunder damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 3d8 for each slot level above 1st.
Conjuration
Major alchemical component
Touch
Concentration, up to 1 minute
You reach into the soul of a living creature and imbue it with magic. Your spell ends if the target has 100 hit points or fewer. The spell has no effect on undead or constructs or on constructs or creatures of the type specified in your DM’s spell list. Casting this spell on the same creature twice might result in the same effect. Should both of these effects be successful, the spell replaces the existing effect and the two effects both work normally. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the same effect might change for each slot level above 5th. Material Component. The material component of this spell is a metal object made entirely from magical dust. You manipulate or otherwise manipulate the material as you choose, using it as your material component. You can shape the tool used to craft the weapon or item as well, or you can shape the material itself, using whatever you’re using as the component. If the material you choose is made of lead (including magic daggers and warding)—and if its material component is of magic diamond—the spell transforms it to daggers, the weapon it appears in, and the spell's normal effect into a double-bladed weapon of short duration. Should the spell harm a creature, you or a creature you choose, it causes the effect to persist for 1 round. The save DC is against the spell’s damage reduction.
Evocation
Major Glyph
Self
The next time you hit a creature with a spell or weapon in a melee or while incapacitated, roll 4d8. The die roll is an object that can be moved by hand, provided that the hands of the hand (fingers and w ho need not be hands) are occupied. The hand can’t use reactions or take damage, and the hand can only use reactions and must be wielding a weapon. You can create either a bonus action or a greater bonus action, assuming the hand could be moved. The hand can make a melee attack against a target that is grappled, cuffed, or otherwise affected by the hand. Both reactions result in the hand using the action it has available to it, assuming the hand is not carrying a weapon. The hand can’t use reactions or take damage, and the hand can only use reactions and must be carrying a weapon. If the hand is incapacitated, the creature that incapacitated it can make another Wisdom saving throw. On a successful save, the creature’s head is head but the hand still functions as normal. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Major Illusion
90
1 Hour
You cause one layer of transparent material in a creature’s space within range to glow in a manner that looks like a large glowing orb. The material doesn’t move at all if it isn’t being transformed. Until the spell ends, the material doesn’t alter its appearance or function, but it magically appears within 60 feet of the target, dim light for 1 hour in a spot of your choice that you choose. You can alter its color, opacity, and shape in this way as one you choose within 3 feet of you. As an action, you can cause the material to change its color, opacity, or shape. If it changes its color, opacity, or shape, it becomes invisible until it leaves any of its normal shapes. While invisible, the material can’t activate other magical effects or manipulate objects, summoning their components. The material can’t activate the target’s bond or create an alchemical reaction, and it can’t cast spells or create magic items that are currently in the target’s possession. For the duration, the material can affect any creature or object that you choose that is within 120 feet of it.
Illusion
Major Illusionary Elementals
Self
Instantaneous
A shimmering, multicolored barrier springs into existence on a spot you choose within range. It is difficult terrain, and it requires concentration until the spell ends. Until then, you and you may cast this spell on the same two of its different layers at the same time. While the barrier is in place, you perceive as though you have closed your eyes and sense as if you were in its space.
Abjuration
Major Illusion
Touch
Instantaneous
You touch a creature. Otherwise, the spell closes all memory of the creature’s memories and makes them disappear. For the spell’s duration, the target retains all memory of every interaction with you. It also retains the ability to speak, cast spells, learn, and understand any language, even once it is no longer capable of describing a word or phrase. The target also persists in what it recalls of you, if you leave it no memory of how it behaves or if you dismiss or change the target’s mind. The target doesn’t seem to mind the changes, although it might become indifferent to what it said and done, or even defend you, even when you attempt to attack it. A stunned target can repeat the same thing, moving on to the next task before it ends. If you cast
Major mote
Self
Concentration, up to 1 hour
You sense the presence of an object, a creature, or a place within range that is no larger than a 30-foot cube, at a distance of up to 10 feet. A willing creature discerns the location of the object or place but can't appear and otherwise pass through the barrier. The spell can be activated only by one willing creature. If the object you sense is a small, harmless object, such as a magic ring, that is worn or carried by a creature other than you, the spell fails. While the target is within 30 feet of you, the affected creature must succeed on a Wisdom saving throw or be affected by the triggered effect until it can no longer see the object or perceive the magical object.
Abjuration
Major Part
Self
10 minutes
For the duration, you make a portion of your body comprised of multiple organs and limbs possible for the first time on a point within range. Your entire being becomes a modified version of the original. The target becomes aware of your presence, and when the spell ends, the creature recognizes you as the creature they are trying to rejoin. The target also chooses a form from each category above, as determined by the DM. The DM rolls a d 100 and consults the following table to determine what form, form, and limb the target takes: 1. Body Parts 2. Claws 3. Dental 4. Legs 5. Intensities 6. Likeness 7. Cunning 8. Force 9. Preoccupation 10. Magic 11. Natural Weapons 12. Stealth 13. Any Other Elementals 14. Tons of it 18. Other than You 15. Telepathy That Skill has no known modifiers. The spell ends for that creature when it normally does so, and the modified form retains its alignment and personality. If the spell requires a special action, the creature takes that action, and the spell ends for that creature. The modified form can perform any action it takes, but the modified form can't perform any task, which may require an action or a save, during the duration
Major reshape
30
Concentration, up to 1 hour
You make a different version of yourself appear smaller, heavier, and shinier. Starting with the target you choose when you cast the spell, the two of you transform face to face. You can look at all the way and remain where you are, as long as you remain within the object you were wearing. Until the spell ends, you can’t change your physical form, and you gain no special effect from it. You assume the hit points of the new form. You can’t change your entire body size, so you must stick to your game body and equipment. You can’t use magic items, or use the same equipment for each slot level above 4th. If you do so, your game statistics are replaced by the statistics of the new form, and you gain no additional features. You must revert to your normal form if you choose to retain your normal height, weight, or size. If you do so, you return to your current form, gaining in size and dimensionality until the revert ends. If you do so, you must make a new weight or other appropriate change, at the end of each of your turns.
Transmutation
Major rock
Touch
Concentration, up to 1 hour
You enrich your stone that ripples freely over a range of terrain. Until the spell ends, rockhounds and other creatures have disadvantage on attack rolls against creatures that can’t be attacked or have truesight. The rock has AC 15 and 20 hit points, and it is vulnerable to cold damage. The rock also has vulnerability to fire damage. One layer of rock, protected by magical insulating materials, blocks a direct sunlight and an invisible light; the layers last for 1 minute. When a creature moves into the area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d6 radiant damage. On a failed save, the creature becomes blinded for 5 minutes. On a successful save, the creature is affected by these effects for the full duration.
Transmutation
Major's in town
10
Concentration, up to 1 hour
You create one of the following magical effects within range: • You create a magical disturbance within range. • You instantaneously banish a Huge or larger creature you can see within range into a magical demiplane. • You instantaneously cause one creature of your choice that fits within 5 feet of you to become charmed by you for the duration. • You create a kind of energy that originates from an area of bright light or darkness. Choose one of the following: a nystrom, a cloud, a sphere, a vortex, or a point of light or dark energy. One creature that falls toward the cloud, sphere, or point of light or dark energy causes the creature to become charmed by that creature for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one additional creature must be charmed by the spell for each slot level above 1st.
Transmutation
Makka
Touch
24 Hours
You touch a creature, awakening it from its slumber, and choose a number of magical abilities it has at your command. If the creature has those abilities active at the time of casting, you can summon an extra creature of your choice, provided that it is of the same level and hit points as you, and that creature can move across the floor and attack you with its attacks. The summoned creature can use one of the summoning abilities available to it, which are described in the deity’s opening statement. You decide what abilities it has active at the time of casting. The summoned creature is friendly to you and your companions for the duration. When it fully expels itself from its slumber, it sheds bright light in a 200-foot cube on each of your turns until the spell ends. It sheds smoke (20 feet) and cold (25 feet), fire (30 feet), and thunder (40 feet). If the spell ends before then, it sheds dim light and cold damage of 3d4 and thunder damage of 5d4, and it deals 1d6 cold damage to both damage and damage each round it remains in its slumber. The DM might order such an effect early on in the creature’s movement, though only after careful study and careful study has revealed its true nature. In addition, on each of your turns for the whole duration, you can use an action to mentally command any creature you designate to attack. The stipulation in this spellbook stipulates that you might use an additional noncombatant to make an attack roll with. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the spell creates 3d6 force fields on a 5-foot-radius sphere centered on a point on the ground you can see within range. Each creature within 5 feet of the sphere must make a Strength saving throw. On a failed save, a creature is affected by the spell for its entire duration. A creature can have only one such affected saving throw at a time. If some other creature can see through the spell—creatures that can see through the portal created by the gate spell, for example, or creatures that can see through the portal to a different plane but are prevented from approaching each other through the portal, a creature that can see through the portal to the current plane (i.e., an Atromancer or a Shadow Fiend) must make a Wisdom saving throw. On a failed save, the creature takes 12d6 psychic damage and is stunned until the spell ends.
Conjuration
Mak'nim's Minute Furnace
90
24 Hours
This intricate miniature chamber awakens the creature to life-threatening dangers. This intricate design creates a shimmering mist over creatures, shrinks time to a maximum of 1 inch in diameter, and occupies a space of your choice within range. The chamber can be reached by climbing a 5-foot-high bluff or dropping into the labyrinth, where it emits a faint blue light. Once lit, the mist spreads to its surrounding terrain and creates openings for creatures to pass through. Any creature that moves or comes within 30 feet of the entrance or exit panel in the chamber falls through it. If the creature uses its action on a successful melee attack to go through, the mist disperses and the attack creates an opening for it to enter the chamber. Any creature caught in the mist also falls through it to the nearest unoccupied space on the ground, if it can see. The mist spreads around corners, forming two basins on the ground. A creature in one of the basins and within the other can enter or exit the fortress by using either hand or using the w door‘, or raising a shield against the mist, using the hand, or moving up a chain that spans both floors of the chamber in the same manner as a normal mote. Alternatively, a creature who moves into the chamber and moves into or out of it through an opening in the door‘‘‘ level can enter it using either hand, or spending 1 minute pouring out of the warding ward. You can open or close the warded door when you make a melee spell attack, and you do so with advantage if you have it. If a creature enters the warded door’s surface to enter the fortress or to gain entrance to a certain chamber, the creature must first make a melee spell attack against that surface, and it does so without gaining the benefit of reactions or attunement points.
Conjuration
Malfoy's Planitia
120
8 Hours
You create a warp in the fabric of space that turns any living things within range into magical beasts for the duration. A magical beast takes 1d6 + 15 damage when it enters a location other than a point within range and can’t take reactions before it dies. Magical beasts, on the other hand, aren’t magically summoned, and if they do so while within the warp, they instead take 2d6 + 1 damage when they succeed on their saving throws. The magical beast can be killed instantly. If you cast this spell using a spell slot of 5th level or higher and end your turn there, you can deal 4d6 lightning damage to a target of your choice within 10 feet of you (no more than once per round). If you deal 4d6 lightning damage to a target, the spell ends. After causing 10d6 extra damage to a target, a magic beast can’t take reactions when it dies.
Necromancy
Malfunction
120
Concentration, up to 1 minute
You teleport yourself and up to 10 creatures of your choice that you can see within range, up to 10 miles away. The creatures take 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell ends if you are incapacitated, diseased, or otherwise incapacitated. You can also end the spell before it ends. You can also end the spell on a nonmagical object, a piece of equipment, or a spell slot of a spell slot higher than the one you used. The spell ends if you take damage or is paralyzed.
Necromancy
Malfunction
Touch
Instantaneous
You touch a creature. If that creature is the same age as you and has the Intelligence or Wisdom points you have, the spell sends the target flying or otherwise. Otherwise, the spell fails and the target must make a Wisdom saving throw. On a successful save, you do nothing with that creature's intelligence or Wisdom, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Necromancy
Malign Weather
60
Concentration, up to 1 hour
You create a swirling mist above a spot of high water for 1 minute. The mist can be up to 10 feet tall, 20 feet wide, and 10 feet deep. Any creature that moves within it must make a Dexterity saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is blinded until the spell ends. The DM has the same general statistics as the spell’s statistics, but these can be drawn from the spell’s statistics automatically made up.
Conjuration
Malt’dance
Self
1 minute
This spell creates a magical feast within a 10-foot-radius sphere centered on a point within range. Choose a flower, a small tree, a shrub, or a small tree trunk. No plants or fruit are visible. The spell fails if the target is a plant. Choose a plant that isn’t poisonous or has a poisonous intent, such as a vine. You can plant a small tree, a shrub, or a small tree trunk, and the spell consumes the spell’s energy. You can also plant a Large tree, a shrub, or a small tree trunk, provided that it isn’t being worn or carried as a garment. If you choose a plant that isn’t poisonous, such as a vine, you can plant a Large tree, plant a small tree, and so on. You can also plant a vine. You can create a feast using up to three plants, provided that they aren’t being consumed or otherwise used as an ingredient. You can create any of the following special effects with one use of this spell: • You create a delicious, salty, and sour soup made from a mixture of two types of grasses, one of which grows in the area and is native to this region. • You create a delicious, salty, and sour soup made from two types of trees, one of which grows in the area and is native to this region and that is grown in an area that is hostile to humans. • You create a delicious, salty, and sour soup made from two types of trees, one of which grows in the area and is native to this region and that is grown in an area that is hostile to elves. • You create a delicious, salty, and sour soup made from two types of trees, one of which grows in the area and is native to this region and that is grown in an area that is hostile to dwarves. • You create a delicious, salty, and sour soup made from two types of trees, one of which grows in the area and is native to this region and that is grown in an area that is hostile to goblins. • You create a delicious, salty, and sour soup made from two types of trees, one of which grows in the area and is native to this region and that is grown in an area that is hostile to undead. You can use only one of these effects at a time.
Transmutation
Maltese Falcon
150
Concentration, up to 1 hour
You create a vertical, horizontal, or diagonally inclined mass of thick, golden-white mist in a 30' radius centered on a point you choose within range. Until the spell ends, the mist spreads around corners. If any part of the mist flickers or glimmers under a creature, that part flickers or glimmers in an upward direction and is visible in shadows, shapes, or other colors. It doesn’t change its appearance, shape, or intensity. If you create a horizontal or diagonal mass, each leg is visible to both men and women, provided those men and women are within the mist. The mist glows white when it strikes a creature within 30 feet of it. An invisible creature that can see invisible creatures or creatures that can see the spot where the mist spreads (such as a creature immune to being charmed) sees that creature’s body as passing through the mist.
Transmutation
Malt Growth
120
Instantaneous
This spell creates underground a variety of minerals that are inert and inert for 24 hours. During this time, you can make any mineral you create by imbuing it with boron or feykin stew for 3D8 damage. When you make an object out of mineral growth, roll a d8 and subtract the number rolled from the d20 roll. An animated object, creature, plant, or other nonmagical object created by the spell has disadvantage on the attack roll and is affected by the spell. At the end of each of the 3d6 rounds, an animating creature can make an attack roll that rolled against any number of creatures of a design you choose that are within line of sight of the animating creature. Whether the roll succeeds or fails depends on how many feet it takes to create the object. An animating creature’s movement speed is reduced by 10 feet for each foot it spends ’ing moved. If you create an object created by the pegasi spell, that creature can’t become an animating creature for 24 hours. If you create an object created by the pegasi spell, that creature can’t become an animating
Malt Growth
30
Instantaneous
Choose a spot within range where a rustling rustle on the ground would be possible. You choose a point within 30 feet of you where a rustling rustle sounds and is audible. The rustle lasts for the
Maltivation
60
Instantaneous
This spell turns nearly all plants and other minerals in your area in a 20-foot cube into gold for the duration, making them especially excellent tools for storing treasure or treasure-bearing materials. A creature of your choice within 60 feet of one mineral you choose within range produces a large bonfire that is bright and blazing, with a 10-foot diameter and a 10-foot high chimney that can hold up to 300 pounds (100 tons). A large stone container (30 pounds), weighing up to 40 pounds (50 tons), lies within reach of a creature that uses this spell to reach for a surface. You can open the container to allow the creature to reach for up to five other
Malt tremorsse**
60
Instantaneous
You cause tremors in the ground within range to ripple with a booming voice. Each creature in a 30-foot cube centered on a point within range must make a Constitution saving throw. On a failed save, an unwilling creature takes 5d8 tremors in addition to 5d8 normal tremors in addition to ending its turn. The tremors rippling around a point created by this spell can either rest or to create a new one. The new one can’t become a creature and must come from somewhere else in the ground. Alternatively, if a point is created and then falls, it is held there until the spell ends. While the new environment is calm and nonmagical, creatures can’t cast spells, activate magic items
Malt water
100
Instantaneous
A shimmering pool appears on the ground at a point you choose within range. Until the spell ends, you can move up to 5 feet in a straight line along the ground in order to create a spot for you and your companions to sit down. No more than 10 feet
Mammoth
Abjuration
3 Days
You cause 1-foot of nonmagical energy to strike into existence in a 30-foot radius. The spell can’t be triggered in a 30-foot radius. When you cast this spell using a spell slot of 10th level, the spell increases by 1d6 for each slot level above 1st.
Conjuration
Mammoth
Concentration, up to 1 minute
You summon a new, nonmagical weapon that appears in a 30-foot-radius. The weapon lasts for the duration as long as it doesn’t move. • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • - • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • At Higher Levels. When you cast this spell using a spell slot of 7th level, the spell lasts until the spell ends. • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •
Mammoth Days
Concentration, up to 1 minute
You create a new, nonmagical weapon that is capable of reaching into the air. The weapon can’t be used in a 30-foot radius, and it would appear in a 30-foot-radius. At Higher Levels. When you cast this spell using a spell slot of 7th level, the weapon increases by 1d6 for each slot level above 1st.
Evocation
Mana Arrow
120
8 Hours
As part of the action used to cast this spell, you must make a ranged attack with an empty (’’equivalent) magazine or a full one that you have drawn and that weighs no more than 5 pounds. On each of your turns as a bonus action, you can also make an attack with an empty (’’equivalent) magazine or a full one, provided both ammunition and the same weapon are equipped. On each of your turns after you cast this spell, you can choose to make a ranged spell attack with an empty (’’equivalent) magazine or full one, provided both ammunition and the same weapon are equipped. On each of your subsequent turns, you can use your action to attack again with an empty (’’equivalent) magazine or partial one, provided neither weapon is equipped. If you do, the spell ends. If you do, the spell ends early on any creature that you thought had been blinded by this spell.
Conjuration
Mana Bolt
10
Instantaneous
You hurl a globe or a point of concenrir into the air, issuing a whirlwind of air that crashes down on nearby creatures and objects. For the duration, these creatures make a melee spell attack against each creature within 30
Mana Bolt
120
Instantaneous
A piece of nonmagical energy that can fit inside a 60-foot cube and that isn’t being held or held, sprouts from your hilt. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d12 lightning damage on a failed save, or half as much damage on a successful one. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Evocation
Mana Bolt
60
Instantaneous
You launch a mote of acid energy at one creature within range and set it ablaze. Make a ranged spell attack against the target. On a hit, the target takes 1d10 acid damage. Hit or miss. the acid spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Conjuration
Mana Bolt
90
Instantaneous
A burst of lightning zaps your weapon at one creature within range. Make a ranged spell attack against that target. On a hit, the target takes 1d10 lightning damage. If you hit the first creature with a weapon attack during its turn, you automatically make the next spell attack against that creature. If you miss, you also cause the lightning to extend out and deal 1d10 lightning damage to the target. Make a new spell attack roll for the entire length of the spell’s duration, and make a new damage roll, including any durations. On a successful roll, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. If you target two or more creatures, you must roll a 4 or higher to target a creature with an ability score of 2d6 or higher. If you target three or more creatures, you must roll a 2 or higher to target a creature with an ability score of 3d6 or higher. If you target four or more creatures, you must roll a 4 or higher to target a creature with an ability score of 4 or higher.
Evocation
Mana Burst
30
Instantaneous
You fill a container with a liquid that you can see within range. The liquid has a normal volume, but it fills a space within range of the target, and the target is blinded until the spell ends. The target is restrained until the spell ends or the target is completely unharmed. A creature can use an action to mentally command or to use an action to dismiss the spell. The DM has the spells and the target’s actions. If the target can’t be restrained, the spell ends. If the target is incapacitated, the target is stunned, and the spell ends.
Transmutation
Mana Burst
Duration: 1 Hour
You cast a spell that grants up to three willing creatures you can see within range a brief moment after opening a sealed container or container of water. The spell creates two types of magical energy for each slot level above 1st, 2nd, or 3rd. When you cast the spell, choose one of the following options for how long the spell lasts. Storm. You pull the trapped creature toward you, causing it to lash out at your direction. The creature lashes out at a random point within 60 feet of you and makes a melee spell attack against each creature within 60 feet of it. If the creature would be attacked, it can use its reaction to move up to its speed so that it is no longer trapped. Wind. You make a strong wind (at least 20 miles per hour) sweep across a creature within 60 feet of it. Make a melee spell attack against the target. On a hit, the target takes 6d6 damage. Choose up to four creatures within 30 feet of the target who are no longer trapped. If you cast this spell against one of those creatures, you manipulate that creature to make the attack roll as normal. The creature then makes the attack roll against your choice of two, and the spell ends on the target. If you have cast this spell on a creature other than you, the spell fails, and the spell is wasted. Lightning. You create a brief, powerful lightning bolt that strikes at least one creature of your choice that you can see within 60 feet of it. Make a ranged spell attack for the creature, and make a new spell attack for the creature’s speed. On a successful attack, the bolt deals an extra 1d6 lightning damage to the target. Gust. You cause the ground in a 60-footradius circle to become difficult terrain for the target, using an area of effect terrain or a different terrain type. The circle moves as a creature and isn’t difficult terrain. Once before the spell ends, the creature can use an action to move up or down two levels in the difficulty, using either the climb or the descend stairs. The creature can move up to twice the normal rate of movement for the spell’s movement, and the spell’s gust provides it with a brief vista of sorts. The gust is nonpenetrating. The spell ends if you dismiss it as an action or if the creature fails its next long rest.
Evocation
Mana Burst
Self
Concentration, up to 1 minute
You launch a burst of maelstrom that erupts in a 15 foot radius around you. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the spell ends on a nonmagical target. On a successful save, a target can be targeted again.
Evocation
Mana Jet
150
Instantaneous
You launch a whirlwind of air at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target is pushed up to 10 feet and is engulfed in the whirlwind. The whirlwind travels 10 feet wide and 5 feet tall. If the target is outdoors, it is engulfed in the whirlwind. The whirlwind deals an extra 1d4 radiant damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 1d4 for each slot level above 3rd.
Evocation
Mana Jet
30
Instantaneous
You cause an earthquake as you cast this spell’s energy. Each creature in a 15-foot-radius sphere centered on you must make a Dexterity saving throw. A creature takes 14d6 damage on a failed save, or half as much damage on a successful one. The earthquake then shakes an unoccupied space and an object that isn’t being worn or carried as an activity up to 10 feet above it to a height of 60 feet. For an object greater than that, the ground shakes, and it becomes difficult terrain until the spell ends.
Conjuration
Mana Jet
90
Concentration, up to 1 minute
An expendable mineral fuel that can be used to move an object, celestials, or beasts for up to 1 hour gains the ability to move at high speed in any direction, up to 90 feet in any direction, and can shed bright light in a 20-foot radius and dim light for an additional 20 feet. The use of this energy might produce flames or bright light, or simply brighten or dim light. The spell has no effect on constructs or undead.
Transmutation
Mana Jet
90
Instantaneous
You teleport yourself to a location you can see and up to five willing creatures of your choice that are within range. A willing creature you target gains no benefit from teleportation, and you lose whatever it is wearing. Casting a spell that has no destination in the location grants you the option to return to that destination immediately. If you are in the presence of the creature, you can use a telepathic link between you and the creature to determine its location until the spell ends. At the end of each of its turns, it can make a Wisdom saving throw, and the spell ends (on a success). If you are in the presence of the creature, you can dismiss the spell with a successful dispel magic spell cast against the creature by similar means.
Conjuration
Mana Jet
Self
Instantaneous
You teleport yourself to a point where you can see within range, which you can see directly above the ground. You then use your action to make a ranged spell attack against that point. On a hit, you cause the target to teleport out of your reach. You can teleport to any point on the target’s space within 1 mile of the source of the spell’s energy. You can teleport to any point on the target’s space within 5 feet of the source of the spell’s energy. You can teleport to any point on the target’s space within 5 feet of an unoccupied space that you can see within 5 feet of it. You can use your action to teleport a creature back to where you started your current spellcasting session. You then teleport the creature back to the source of the spell’s energy. You can use your action to cause the creature’s space within 5 feet of the source to become completely empty and empty space is created in it. You can also cause the creature’s space within 5 feet of the source of the spell’s energy to become completely empty and empty space is created in it. If the creature’s space is empty and empty space is created in it, the creature can make an Intelligence saving throw. It takes 12 on this saving throw, or half as much damage on a successful one. If the creature is immune to being charmed, frightened, or stunned, this effect ends.
Transmutation
Mana Jet
Touch
Instantaneous
You teleport to a point within range. The point can be anywhere on the ground, along a ramp or out to sea. You touch a creature and must succeed on a Wisdom (Perception) or Dexterity (Str) check to remain in the area. You can use a bonus action to see that a misty morning is looming over you. You can move up or down as you choose, but by keeping your concentration on this spell for too long, you lose any ability to move as you move. Any expended movement has no effect on you. You can’t move forward or backwards over any of your movement restrictions. As an action, you can cause a misty morning to appear at the top of the page, then change its location so that it lies just above the ground or just below it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration varies for each slot level above 3rd.
Conjuration
Mana Jet
Transmutation
Mana Leak
30
Concentration, up to 1 minute
A single object drops into an unoccupied space of your choice that you can see within range. The object drops to the ground under some sort of condition that requires at least 30 feet of movement. A successful Intelligence (Investigation) check against your spell save DC increases the object to the size of a Large object or larger. The object drops to the surface, or it disappears. If the object drops to the surface, the spell ends for that creature.
Evocation
Mana Leak
30
Instantaneous
You call upon the energy of the multiverse to form a magical barrier around yourself. The barrier is composed of magical energy, and it has the form of an intricate pattern of glyphs. You can use your action to break the wall and move it along the ground, if you choose. The wall can be drawn up or down by creatures or objects within the barrier. The barrier is difficult terrain for creatures or objects of your choice that aren’t being worn or carried. You can use your action to move the barrier up or down as you see fit. If the wall is drawn up or down, you can move it up or down as you see fit. Until the spell ends, the wall can be broken as a bonus action on each of your turns. You can cause the wall to break as a bonus action on each of your turns if you choose. While the wall is broken, creatures or objects that aren’t being worn or carried by creatures or objects within it can’t be pushed or pushed by it. If the wall breaks when you hit a creature, object, or spell, the wall is broken until it is repaired.
Evocation
Mana Leak
60
1 Hour
You attempt to drain magical energy from a creature or an object within range, either directly or indirectly, by dealing a small amount of magical energy to its nonmagical body or material component. The creature takes 2d6 bludgeoning damage, and the spell doesn’t remove the nonmagical component. The creature can use its action to remove one of the components from its body, or throw it away. The creature can use its action to exhale a small quantity of magical energy similar to a small blast of lightning, but without dealing as much damage as with a weapon. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the magic energy drained from the creature or object instantly turns gray and deals no damage to it.
Transmutation
Mana Leak
60
Concentration, up to 1 minute
You touch a creature with a slumbering sound. The target must make a Wisdom saving throw. On a success, the creature regains 1 hit point, or half as much as it used to regain hit points. You can also use your action to break the sound, which can be any sound you choose. The creature remains unconscious for the duration. On a successful save, the creature regains half its hit points. When you break the sound, you can use your action to allow the creature to make another Wisdom saving throw. On a success, the creature regains hit points equal to the spell’s original amount, or half as much as it used to regain hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th.
Conjuration
Mana Leak
90
1 Hour
You open a sealed compartment on the ground within range that allows a creature you choose to be within 5 feet of it to siphon off magical energy to do damage without paying the creature’s use for reaction. The creature must make a Wisdom saving throw. On a failed save, the creature takes 3d6 necrotic damage, and it is stunned for 1 minute or until it can no longer move using an action to end its turn. This damage can’t reduce a creature’s remaining speed by more than 30 feet if it can’t move when this spell ends, or 40 feet if it can’t perform any special actions that require hands or movement. Additionally, when a creature uses an action to make a melee attack using this spell against a creature within 5 feet of it with a weapon, the creature must make the attack with one of its weapon attacks against the creature’s saving throw or be stunned; if it fails its saving throw, it can use its action to take no actions. When you cast this spell, you can have one additional creature affected by the spell cast for each affected creature being bonded to the magical restraint spell, provided that the other creature is of the same level as you.
Enchantment
Mana Leak
90
Concentration, up to 1 minute
You create a harmful mineral or magickal effect that is imbued within a creature or an object you touch. The casting is magical and can be successful up to hours in a row. The effect appears in an unoccupied space that you can see within range. within 10 feet of a creature or an object you touch, the spell automatically removes the harmful mineral or mineral magic, if it exists, and leaves behind no physical form. As a bonus action, you can mentally command the creature or object that caused the mineral or mineral effect—ask it a number of questions equal to One-Toned before the spell ends, or give it a communicative spell with one hand free. The creature must use its action to answer a single question concerning itself and to control any effects affecting it. The creature can be limited in its movement, however. When the creature uses any movement or communicative power it has, the spell automatically dispels the harmful mineral or mineral magic. While the creature has this magic, it can’t speak, cast spells, or take any other magical effect. It can
Mana Leak
Self (10-foot-radius sphere)
Instantaneous
You attempt to siphon off the energy of the multiverse’s energy, or a portion of it, from a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target is pushed 10 feet away from you. When the spell ends, the target moves 10 feet away from you. On a successful save, the target moves 10 feet away from you. Any creature pushed 10 feet away from you must succeed on a Constitution saving throw or be pushed up to half your speed for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 10 feet for each slot level above 2nd.
Evocation
Mana Leak
Self
1 minute
You unleash a wave of acid energy that sucks all living things in the area into a small underground pit. The area is heavily obscured, and the acid is strong enough to break anything that isn’t wearing armor or carrying a weapon. The area is heavily guarded. When a creature enters the pit, it must succeed on a Dexterity saving throw or take 1d10 acid damage. The area is heavily guarded. When a creature enters the pit, they must succeed on a Strength saving throw or be knocked unconscious.
Transmutation
Mana Leak
Self (60-foot radius)
Instantaneous
You attempt to steal energy from a creature within 60 feet of it and store it for use in casting spells. The target must succeed on a Wisdom saving throw or be affected by a spell that uses energy from another source. The target can’t cast spells or perform any other activity that requires concentration. When the spell ends, the target is no longer affected by the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 days. When you use a spell slot of 3rd level or higher, the duration is up to 10 days.
Divination
Touch
1 Hour
You touch a willing creature and place it within range to bestow magical power on it. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 psychic damage and is restrained until the spell ends. On a successful save, the target has its mind and abilities replaced by the target’s own. On a failed save, the target is no longer affected by
Mana Leak
Self
Concentration, up to 1 minute
You call forth the spirit of life that lives within you, gathering the elements and shaping the course of its journey. You can teleport to a place you can see within range, or you can teleport to one of the many portals located within range. The portal you choose opens automatically within a range of your choice. You can use your action to teleport to any of the portals within range, though they must be within a 5-foot cube, and the cube must be within reach of a creature. You can also teleport to any other portal, but the cube must be within reach of a creature. You can create portals of any size and shape. Your movement is directed at the portal you choose, and you can use your action to move the portal as far as you wish. A creature using your movement action can use its action to move its movement by using a bonus action. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of portals you create increases by two for each slot level above 5th.
Conjuration
Mana Leak
Self
Instantaneous
A mist appears in the center of an unoccupied space that you choose within range, distorting the light of the torch to a maximum of 100 feet. For the spell’s duration, any creature that starts its turn in the mist (and can’t be targeted by spells) sees a color of desolation, which turns it black and becomes difficult terrain until cleared. At the end of each of the 5-foot-long duration, a creature must make a Constitution saving throw. On a failed save, it takes 14d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage, and it no longer burns any fuel.
Transmutation
Mana Leak
Touch
1 Hour
You touch a material object that you can see within range and imbue it with magic. A creature that touches the object transforms into a creature of one of the following forms: • Huge or smaller • Any size • Huge or smaller • Any size • Medium or smaller The object can be a piece of wood, a piece of metal, or a piece of material that is difficult to break or alter. • Construct, creature, or object • Huge or smaller • Any size • Huge or smaller • Huge or smaller At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate two additional creatures for each slot level above 2nd.
Transmutation
Mana Leak
Touch
1 minute
You touch a willing creature and imbue it with arcane magic. The target is limited in the actions it can perform by the nature of its own capabilities. When the spell ends, the target becomes incapacitated and unable to move. The target can use its action on a new use of its action on the target's turn. On subsequent uses, the target can use the remaining used quantity of its remaining expended movement.
Abjuration
Mana Leak
Touch
24 Hours
A creature attempts to siphon energy from another creature, other than itself, by casting a spell. You touch one
Mana Leak
Touch
Concentration, up to 1 minute
This spell damages an object you touch and creates an invisible barrier that can protect it from attack and spell damage for the duration. The barrier can be destroyed by melee or ranged weapon attacks. The barrier is nonmagical in appearance and can be damaged by any spell or magical effect that can neutralize it. It remains there for the duration or until you cast this spell again. You can use
Mana Leak
Touch
Instantaneous
You throw up to six small pieces of ordurement that you can see within range, imbued with the power of the dead god you worship. The piece of ordurement lasts for the duration, or until you use an action to dismiss it. When you cast the spell, you can choose a number of targets that the piece includes and the name of a god or a family that you know. The initial target is always in the game, and if none are created, the spell ends. You can specify any number of objects you want to the piece, along with the name of the god or the family you know. The piece remains in your hand for the duration. It disappears when it drops to 0 hit points or when you finish casting this spell. The spell’s properties become null and you lose all your statistics until the end of that time.
Abjuration
Mana Leak
Touch
Instantaneous
You touch a creature. If the target drops to 0 hit points, it is bound to a magical item that can store magic items, such as a scroll or mundane object, for the duration. Additionally, if the target drops to 0 hit points, it is immune to being eaten or poisoned.
Abjuration
Mana Leech
120
Instantaneous
You create a magical leech that increases the healing provided by your spells for 1 hour. This leech lasts for the duration. If you cast a spell that requires a specific amount of healing, the amount of healing provided increases by 2/3 of the amount of healing you cast, and the leech is no longer effective.
Evocation
Mana Leech
30
Concentration, up to 1 minute
You use up to half your proficiency bonus to learn the magic of nature. You learn information about the environment and creatures that inhabit it, including the shape of trees, the color of their eyes, the way they behave, and the source of their energy. The spell can penetrate any barrier or barrier of any kind, and any solid surface you touch can be used as a barrier. The barrier is made of stone, wood, or stone with a diameter of 1 foot and a thickness of 10 feet. The spell ignores obstacles that are difficult to break. When you cast this spell, you can use your action to mentally command the creatures you have summoned to behave in a manner that you think is right for them. The creatures obey your commands, but they have no way of knowing that you are telling them anything. You can issue commands as if you were talking to a creature. You can also issue a command as an action, but you must make your command sound like a command. You can issue a command if the creature you summoned is within 30 feet of it. If you issue a command that can be used to cause harm to another creature, that creature must succeed on a Wisdom saving throw or receive a sensory boost from you. If you issue a command that can be used to cause great harm to a creature that is within 30 feet of it, that creature must succeed on a Wisdom saving throw or be affected by the command.
Conjuration
Mana Leech
60
24 Hours
You make vines or peels out of moisture to create quick food items for up to four Medium or smaller creatures. You make the vines appear circular or pointed and are capable of sustained growth for the duration. Alternatively, you can cause the vines to twist and form rings or a twisted spine that floats in the air as a bonus action on your turn. Each piece of clothing and equipment created by this spell has a
Mana Leeks
30
Life-preserving probiotics.
Transmutation
Mana Prison
Touch
1 minute
You create a small, lightly secured prison inside an unoccupied space you can see within range. The prison is made of 1/2-inch-diameter bars spaced 1/4 inch apart. You can shape the prison to fit within a 20 foot cube, or you can shape the interior as you choose. If you use a 5-foot cube, the prison spans the entire surface of the floor of the cube. Each 5-foot cube creates a different sort of prison, one that has a 25 percent chance to be haunted, and one that has a 50 percent chance to be decorated. When you cast the spell, you can change the location of the prison so that it appears within 20 feet of a permanent room it animates in and within 20 feet of an area that is dedicated to haunted or cursed conditions.
Conjuration
Mana Regen
30
Concentration, up to 1 hour
You have magic infused into your body that keeps you warm, as long as you are on a firm, rested state. Until the spell ends, you gain a +10 bonus to AC and +10 to damage rolls, and you regain hit points equal to half the amount of magic energy you shed during the spell’s duration. Additionally, while you are on the run, you can make Stealth checks at the start of your turns as many times as you like, and you can’t move or speak a word in this way. You can no longer benefit from any of the benefits of natural armor, though you might fill your gear with armor made of it.
Transmutation
Mana Sphere
Touch
1 Hour
You touch a point of shimmering gold that you can see within range. Each time you touch the gem, you create a new sphere of shimmering gold at the target surface. The stone moves in a 30 foot radius centered on that point. The stone is difficult terrain and difficult terrain becomes difficult terrain until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius increases by 5 feet.
Transmutation
Mana Spray
Touch
Concentration, up to 10 minutes
You exhale a spray of acid, giving the target a 10-foot radius, for the duration. The acid creates a 10-foot-radius burst of acid, dealing an extra 1d8 acid damage to any nonmagical weapon that might have hit it. The target is blinded for 24 hours and must make a Dexterity saving throw. The target is also restrained until the spell ends.
Transmutation
Mana Storm
10
Instantaneous
You slap a creature within range with a wave of energy that explodes in a line of fire that has a range of 10 feet and can be ranged touch. Each creature in that line of fire must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage and is pushed 10 feet away from you. On a successful save, a creature takes 7d8 fire damage and is pushed 10 feet away from you. The spell ends if you cast this spell again.
Transmutation
Mana Storm
Self
1 Hour
You blast off a wave of energy that creates a burst of moderate or strong wind that is strong enough to knock a Medium or smaller creature to the ground. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 lightning damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Evocation
Mana Storm
Self
Concentration, up to 10 minutes
You create a burst of energy in a 30-foot radius, centered on a point you can see within range. When you cast the spell, you can target one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is pushed 10 feet away from you. When the spell ends, the spell destroys the target and all its statistics.
Evocation
Mana ward
Touch
1 Round
A ward that confines an unwilling creature or an object, if any, to a special mineral or metal concentration makes this spell possible. The creature’s concentration for a ward is equal to the spell’s level or higher. For example, a creature with an Intelligence score of 3 or lower might be immune to this spell even if it has a high Intelligence. A creature with a Wisdom score of 3 or lower might also be immune to this spell. To a creature with a lower concentration, the spell fails to bind the creature. Instead, the creature w as infused with a calming magical energy, and whenever that creature completes a long rest, the spell activates, manifests the creature as a nonmagical plant or flower, and leaves no trace of it on its worn or worn-down body.
Divination
Mana Ward
Touch
Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell’s duration, the target takes 1d4 acid damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Evocation
Maneane
150
Concentration, up to 1 hour
You create a strong illusion that a creature of your choice within range appears in an unoccupied space within range. The illusion can be a small, unoccupied space on the ground or on a floor. The creature doesn’t need to be within 30 feet of the creature and can appear as a bonus action on each of its turns
Maneater
60
Concentration, up to 1 minute
You create a mote filled with poisonous radiance that looks like a spectral devil. Until the spell ends, you can use a bonus action to move the mote up to 30 feet and then move it up to 30 feet in a straight line, stopping if the mote falls within 30 feet of any creature. When you use this magic to animate or reshape an object, you can animate or reshape the creature’s object—if it isn’t an animate or construct object, the creature is considered an object within the meaning of the Undergrowth spell. If you have cast this spell before you can move the mote, you can use the bonus action to move it up to 30 feet in a straight line toward a creature you have designated as the target of the animating spell. You can animate one of the following objects at a time while frozen or frozen solid: a beast or a plant; bone, stone, or wood; or any similar solid metal or mineral object that isn’t being worn or carried. You can create one mote by using one of the following mitts‘t animate or reshape, attaining the mote’s basic design by moving it up or down as you wish. You might use the mote to create a wall, a platform, a pillar, or any other form of permanent structure. A mote created from snow or snow-covered ice blocks a solid wall and, if not anchored by a suitable rock, skates off if not anchored by suitable ice. A mote created from snow or snow-covered ice cuts through an opening or crack in a solid wall, or it might be struck against a creature or some other suitable passage, to form a tunnel or tunnel portal. A mote created from snow or snow-covered ice cuts through a latch or slot that guards a door or another passage, or it might be struck with an ordinary or special tool to open a locked passage or chamber.
Transmutation
Maneater
60
Instantaneous
You create a malignant mass of flesh and bone in a 5-foot radius centered on a point within range. The mass appears in an unoccupied space that you can see within range and that remains for the spell’s duration. The mass is an object that has AC 5 and 20 hit points. Each creature that fails a saving throw during its turn that starts its turn in the mass must succeed on a Strength saving throw or take 1d6 acid damage. On a successful save, the spell ends. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Transmutation
Maneath of Transmutation
Self
Concentration, up to 1 minute
You gain the ability to transmute a creature’s mortal body into a mausoleum. The body can be replaced by a new body if the soul is restored to the original body. The body is a solid mass of bones, one-half inch thick and weighing about 3 pounds. The mausoleum contains a central chamber, a central chamber with a ceiling, and a chamber that is open to the air. The chamber is furnished with an air-conditioning system that can provide sufficient air for the mausoleum to remain open. The chamber is furnished with a complete air-conditioning system that can provide sufficient air for the mausoleum to remain open. The air-conditioning system is located within the confines of the mausoleum. The air-conditioning system is capable of providing sufficient air for the mausoleum to remain open. The air-conditioning system is connected to the mausoleum by a metal container. The container’s contents are dispersed to the best of my knowledge. If the air supply is lacking, you can use your action to create a 20 foot cube of air within range. A creature must make a Wisdom saving throw when it enters the mausoleum to fill the container with air. On a failed save, the creature is restrained and must use its action to move out of the container. If the air supply fails, an elemental element can’t be’t used to maintain the air supply. If the air supply is provided by a nonmagical source, the creature must make a Wisdom saving throw. On a successful save, the creature is no longer being restrained and no longer being restrained by a container.
Divination
Maneath's Familiar
60
Concentration, up to 1
Maneaus
30
Concentration, up to 1 hour
Until the spell ends, a spectral messenger appears around a point you choose within range and appears in any of its visible locations on the ground, such as behind a pillar, behind a pillar's bark, or on a surface. The messenger occupies a space within range and is audible within 1 foot of it. The messenger spreads messages across numerous objects, summoning them somewhere within 1 foot of each other. At the completion of a messenger’s spoken message, he or she exhales the message, which appears within 1 foot of the target and lasts for the duration. If the message includes a ‖er named Moradin, the messenger appears behind Moradin and whispers the name of the named creature to its messenger. The messenger speaks the creature’s name and appears in whatever temple, church, or other structure the creature wishes to a location on the ground. Thus, a messenger who speaks the name
Mane body
Touch
Concentration, up to 10 minutes
You touch a creature you can see within range that is willing to move for the duration. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 3d6 necrotic damage. Each additional creature you touch is affected by the damage until the spell ends. The damage increases by 1d6 whenever you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Divination
Maneering
Touch
1 minute
You touch a willing creature. It must be within range for the spell to work. The target’s eyesight is dispelled, and any creature that can see through its eyesight is blinded for 1 hour. This spell also damages those within 30 feet of the target that it damages if it hits or casts a critical hit, as wisps of blood do when a foe hits you with a melee weapon attack. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Illusion
Maneer's Eye
30
12 Hours
Your eyes become an ever piercing barrier that prevents the movement of creatures of your choice within range. For the duration, a creature must make a Constitution saving throw. On a failed save, the creature can’t speak a single intelligible word, and its speed is halved. The spell ends for a creature that uses its action to cast a spell. On a successful save, it can speak a few simple, everyday spells, as well as undertake some magical activity that normally would not need to be done. Such a creature is protected from harm, but it is beset by nightmares. The target perceives your aura as magical energy radiating from you, attempting to frighten it. When the creature hears your voice, it can make a Wisdom saving throw. On a failed save, the creature is restrained and suffers disadvantage on attack rolls against any creature within 15 feet of you that it can see. While restrained, the creature has disadvantage on attack rolls against you and can't take reactions, other than making a Wisdom saving throw. Additionally, while you are conscious, the creature can’t use reactions, which aren’t known secrets or secret objects of its choice, unless it can in good conscience. While conscious, the creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. You can also use this spell only while you are fighting a creature.
Enchantment
Manehattan
150
Concentration, up to 1 minute
The stone or mud road appears wherever you choose within range. The road cuts through a region of flat earth and reshapes it into a wide expanse of wisps and shadow, made of gray stone. This expanse is a flat box with a diameter of 10 feet on each side. You can use a bonus action to cause the stone to twist in one direction you choose, forming a horizontal crack in the ground or creating a bulge in the earth beneath. Each creature that starts its turn in the crack must succeed on a Strength saving throw or become restrained by the stone until the spell ends.
Conjuration
Manehattan
60
24 Hours
A shimmering void appears at a point you choose within range. This void appears dark, difficult terrain with a 15—foot radius and appears to be made of cloud as the spell ends. Any creature that ends its turn within 5 feet of the void for the first time on the turn or when a creature reaches for a spell of 8th level or lower targets it instantly and points the spell toward the void. on each of its turns, you can move up to twice your speed if you are incapacitated or unable to move at the time, up to twice your speed if you are able to move at all and up to half your speed if you are incapacitated.
Conjuration
Manehattan
60
24 Hours
This spell creates fifteen four-foot-long, cylinder-shaped orbs centered on three points on the ground. Each creature in a twenty-foot-radius sphere centered on the orb must make a Wisdom saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The orbs spread around the room until the spell ends. Whenever a creature or object hits a hit by this spell or a spell of 3rd level or lower, an invisible wall of red, glowing debris falls from the orb and lands on each creature in the area. Each creature has resistance to nonmagical damage and can use its action to throw a missile that explodes on impact. Each hit by this spell destroys the orb and leaves behind a sheet of yellow energy that causes the following effects. Fog. The area of the orb is fog. The fog creates 10-foot-radius, 40-foot-high spheres of gray fog centered on points 300 feet or less inside the orb. When a creature enters the fog for the first time on a turn or starts its turn there, it is blinded until the spell ends. The blinded creature can see through the fog as if it were in the area. Ice. Thicketown, a 300-foot radius sphere of ice that faces northwest and rises at least 300 feet above the ground, freezes solid objects and movement directed at the object, energy, or substance within until the spell ends, when that energy or thing starts moving. Water. The land, at least a hundred feet square, extends from the sphere toward creatures and creatures of your choice within 30 feet of it. Creatures and liquids within 30 feet of it are pushed to the nearest maku or kendo location, unless they are on land or in the air. A point or two on the ground or in the air can be covered by another point or two on the ground or in the air. Traverse. You can move along an area of ground or a portion of ground as you like. You either move into a place within 300 feet of the location you chose, which means you choose a point within 300 feet of the location you chose for the maneuver, or you can move into the place and do so as part of the move, if you choose. For the duration, you can use your action to move up to twice your speed and thus enter the place you chose as part of the move, but you must immediately finish moving into the place before you can move again. Grasp. You can use your action to attempt to bite another creature. Make a ranged spell attack. On a hit, the target takes 1d12 slashing damage. On each of your turns until the spell ends, you can use your action on a new hit to switch from daze to greater surprise. If you do so, the trap is lifted and the damage falls to nothing more than a mélange of dents, creams, and bruises. If the trap is breached, the target and its companions, as well as any creatures or objects still in the area, are both knocked unconscious and restrained by the curse.
Conjuration
Manehattan blast
150
Instantaneous
You blast up to six shadowy mounds on the ground within range. Each mason must make an Intelligence (Investigation) check using a DC equal to 2 + the mending bonus. Only one such tomb remains after a long rest, and no undead remains after its initial blast.
Transmutation
Manehattan drain
90
Instantaneous
Briefly covered beneath the skin, shimmering waves of sand are churned up from the bottomless pit of Manhattan, a vast expanse of mists spread between 100 and 200 feet deep. The earth is flat and the atmosphere is thick with fog. Each 5-foot-by-5-foot section of Manhattan is heavily obscured, creating the impression that all that is left is fog and thicket. Creatures and objects hovering in the area are difficult terrain. A creature or object hovering in the area takes 20d8 bludgeoning damage when you attack it.
Transmutation
Manehattan Project
10
Instantaneous
You choose a point you can see on the ground within range, such as a large hill, a mountain, or a hill, and you create one of the following effects within range: You instantaneously expand a 10-foot cube of shadowy stone on the ground within range, creating an enclosed area for the duration. The spell’s area is difficult terrain. The area is 1 mile on each side and 5 miles on each side from the start of the spell to the point at which you cast the spell. In addition, you create an extradimensional space that lasts until the spell ends. When you cast the spell and choose a solid body of water or a place cold solid, you instantaneously move a solid surface 40 feet on a side and 20 feet on a side, linking the surface to the ground on which you cast this spell. The extradimensional space is difficult terrain, and the spell’s area can’t be occupied by creatures or by constructions that aren’t on the ground or within a covered area. On subsequent turns, you can use any remaining surface on the ground to move as much as 100 feet in a straight line toward a clear surface, provided that you have the movement and the material components.
Evocation
Manehattan Project
120
Concentration, up to 1 minute
This spell creates a small, twisting mass of stone on the ground within range that lasts for the duration. You either create a mere shadow or blast it up to 30 feet in any direction. Until the spell ends, you can use your action to move the mass up to 30 feet in any direction along the ground you have seen before. Any creature that moves when the spell ends must make a Strength saving throw. On a successful save, the spell ends. On a failed save, you move the mass up to half as far, if you move first. If you move last—if you are still moving at the start of your next turn, the mass is no longer animated and it ends its turn. If you move into an unoccupied space within 30 feet of the target and place a spell of 6th level or higher on it, the spell creates a permanent wall of stone on the ground where the spell ends. This spell can’t target a construct or an undead, and you assume the warded condition when you cast it.
Transmutation
Manehattan Project
30
Concentration, up to 1 minute
You create one 5-foot cube of shadowy stone on ground that you can see within range. Each creature in the cube must make a Dexterity saving throw. An unwilling creature must also make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. When you cast the spell and then the cube appears, create a pillar of thick, covered earth, 100 feet tall, on the ground. Each creature in the pillar must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The pillar blocks line of sight and can't pass through equipment that prevents it. It remains in place for the duration. A creature standing in the pillar’s area takes 2d8 bludgeoning damage when it disappears.
Transmutation
Manehattan Project
60
24 Hours
You create a circular trench on ground that you can see 10 feet across and that is 300 feet long and 25 feet wide at the base to the ground. You can place the trench on a flat surface and spread the spell across the surface within 30 feet. You can designate any number of perpendicular lines you desire along the trench to form a continuous line. You can choose to have the trench be vertical, horizontal, or diagonally divided between the two hemispheres. If you are limited by the trench’s dimension, the trench can’t cross a floor, a ceiling, or a sphere. You can create two parallel arches on the trench, one at a time, each arched upward and downward until the trench reaches its widest point. You can create four arches on the trench, one at a time, each extending upward and downward through the trench. You can set up secret doors on the trench that open into a demiplane that appears at a point within 30 feet of the trench. When you cast this spell, you can designate any number of secret doors that can open into the demiplane and open into the interior of the demiplane. Each door requires at least 1 minute to open, which requires 2 Hours long rest. When you cast the spell, you can designate the password that will appear on the door and any effects that will apply to the password, such as images appearing on the door or creating images of the door, appear on the door and protect images on the door. You can designate other creatures as friends or enemies, as you choose. A creature that does not recognize you as a friend or enemy must succeed on a Wisdom saving throw to recognize you as such. As an action on your turn, you can move the trench along the floor, creating a 10-foot-radius square on the ground that is 30 feet long and 5 feet wide. The trench moves so that the solid surface faces away from you. When you cast this spell, a thin sheet of smoke of your choice that isn’t a fireplace prop or a container of fine air moves along the trench and sheds bright red light in a 30-foot radius. Any creature that ends its turn within 30 feet of the trench must succeed on a Dexterity saving throw or take 1d10 fire damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Transmutation
Manehattan Strike
10
Instantaneous
You weave a thin sheet of stone between two adjacent rooms, each 1 inch in diameter and 1 inch thick and extending from space between the two rooms to a point in the ground that is 5 feet or less outside the spell’s reach. In addition, the stone you use to weave the sheet cuts through a wall, forming a tunnel under the ground that remains open to the elements for the duration. The tunnel is 1 mile deep and can be opened to allow passage through the stone. On each floor, you can create a 15-foot-radius sphere of energy that is centered on a point within range and that lasts until the end of your next turn. This sphere is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
Transmutation
Manehattan Traps
60
1 minute
You create a labyrinth of vertical, horizontal, and diagonally shaped portals that take you into another dimension that isn’t your own. You can use the dimension you chose (such as the one you chose in this spell’s dimension) to travel between two designated floors of a structure, create two contiguous floors of stairs, erect or collapse tall buildings, or form a circular portal that turns a square area of land within range into a place of active use. A circular portal is an open pit, a roomy, or a wall that can be as narrow as ajar. No creatures or objects are visible from the inside. You can use only one circular portal at a time. Each portal creates a different effect that you can see (multiple monsters coexist within the same portal or pit, one pit bears down onto a different floor, or a floor is raised and connected to a different floor). You can create 10 feet of rope linking a circular portal to a room or pit, an 8-foot-by-10 foot rope linking a floor to a larger room, or a 20-foot rod linking a pit to a larger one. The rope provides you enough rope to sustain one human for 30 days. You create additional portals using an additional use of magic, up to your maximum level. You can maintain your own portals as long as they are open and not being worn or worn down. You can create magical portals on the following floors: Arcane, Fire, or Wood.
Conjuration
Manein's Sphere
150
Concentration, up to 1 minute
A sphere of thick fog surrounds an area you choose within range. The fog spreads around corners, and its area is lightly obscured. Any creature that starts its turn within 1 mile of the location where the fog spreads must succeed on a Strength saving throw or take 1d8 bludgeoning damage. The fog obscures all but one area of the target’s ground, as well as any creature or object within 5 feet of the spot where the fog first appears
Maneke's Eye
Touch
1 Hour
Your invisible sensor fills the sky for a moment and then sheds bright light in a 10-foot radius around it. Each creature in the area when the spell ends must
Mane of Death
120
Instantaneous
You attempt to destroy a creature that falls into a pit of dark energy. Make a ranged spell attack. On a hit, the target takes 1d10 necrotic damage. On a miss, the target takes 1d10 necrotic damage. On a successful hit, the target is destroyed. The DM has the creature's statistics. At the start of your next turn, you can use your action to cause the creature to fall into an unoccupied pit of dark energy that you can see within range. If the target is a Medium or smaller, it takes 1d10 necrotic damage and is no more than 10 feet from you. The DM might decide that the target is a Medium or smaller without considering the creature's size or the DM's statistics.
Necromancy
Mane of Death
300
Instantaneous
You utter a curse that destroys all living things within ten miles of where you created the spell. Each creature that falls into this spell’s space must make a Constitution saving throw. On a failed save, a creature takes 1d6 necrotic damage. On a successful save, a creature takes half as much damage. A creature can’t take more damage than this curse could have taken. The spell ends if a creature drops to 0 hit points or if it drops to 0 hit points or more from a target other than the target.
Necromancy
Mane of Death
Touch
Until dispelled
You touch a creature you can see within range, and the target of a spell of 8th level or lower is dead. This spell enables a creature to manifest an undying image of death known only to the creature’s god. The creature’s soul, if it is free or unwilling to become a corpse, moves to a place other than death's way and dies. The target must spend at least 1 minute casting this spell on it, in order. The spell ends if you cast it again or if you give the creature no more than an illusion of the truth about its current location.
Transmutation
Mane of Flame
90
Concentration, up to 1 minute
You invoke the power of nature's flame in a 30-foot cube within range to create a flickering, faintly visible flame that spreads around corners. For the duration, each creature in that area has disadvantage on Strength saving throws against being charmed, frightened, or possessed by the flames. Also, the spell ends for each creature in that area that the flame touches if it succeeds on a saving throw.
Evocation
Mane of Flame
Self (60-foot cone)
Instantaneous
Flames race amongst creatures of your choice that you can see within range, forming masses of flame at a target and moving at a speed you choose. The flames can be as long as 60 feet (20 meters) and move at up to your speed. In addition, they have resistance to radiant and/or psychic damage. For the duration, these flames have a range of 60 feet. If you cast this spell in the same area every day for a year, the flames spread to all four corners of the cone to 25 feet away and then to one side of the cone until it is completely covered by flames. The flames can’t ignite objects or flame effects 25 feet or more away. Each creature that ends its turn within its range covered by flames must succeed on a Strength saving throw or take 1d8 blazes. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Mane of Knowledge
30
24 Hours
This spell makes your knowledge of nature reach a new level. Until the spell
Mane of Life
Self (10-foot radius)
Instantaneous
A shimmering force radiates from you in a 20-foot radius. The force surrounds you until the spell ends, dealing 1d4 radiant damage to you and creating 10 ft. of temporary dim light within that area. Nonmagical weapons and armor created by this spell have disadvantage on their weapon attacks against you.
Evocation
Mane of the Dead
60
Concentration, up to 1 minute
You summon a spectral mane, a spectral beast, or a spectral demon within range. The spell’s duration is each minute. When you cast the spell,
Mane of the Nine Elemental Masters
Self (60-foot line)
Concentration, up to 24 hours
You transform a willing creature you touch into a elemental force of unknown origin that presides over one of the following planes: the Elemental Plane, the Dark Plane, or the High Plane. For the duration, these planes grant you the functions of your god’s divination spell. You can cast the spell on the same creature or a different one (creature or object with a divination spell slot of the chosen one), in different locations, or in a whole different area. Each time you cast this spell, it duplicates the function of that creature or object, creating a new creature that appears in the instance of a creature or object specified by its divination slot.
Divination
Maneuver
60
Instantaneous
You create a thin and soft, glowing substance that ignites in a 40-foot-radius sphere centered on a point within range. Each creature within 5 feet of the point must make a Dexterity saving throw. A target takes 1d10 fire damage and is pushed 5 feet away from the point and must succeed on a Dexterity saving throw or be pushed 10 feet away. A target affected by this spell has disadvantage on the saving throw.
Maneuver
60
Instantaneous
You utter a message that appears in an unoccupied space of your choice within range, and it conveys the message in any language that you choose. If you utter the message in a language you know, the spell fails. If you speak any language other than English that can’t be taken as a literal translation, the spell fails. If you speak any language other than French that can’t be taken as literal translation, the spell fails.
Transmutation
Maneuvering
10
Concentration, up to 1 hour
You choose a portion of nonmagical light you can see within range, such as torches or candles, to illuminate an area on the ground or floor that is an8 or smaller category of ground. The light can hover in the air, making it difficult for creatures to pass through. Until the spell ends, you can animate one of the following objects to illuminate the remaining area of the light. 1 Chest. The chest can hold 10 pounds of material and up to 1,500 pounds of magic ammunition. 2 Small Chest, which can hold 2 pounds of magic ammunition. 3 Large Chest, which can hold up to 1,500 pounds of magic ammunition. 4 Huge Chest, which can hold up to 1,000 pounds of magic ammunition.
Abjuration
Maneuver
Touch
1 Hour
You touch a willing creature and imbue it with some divine power. For the duration, the target can’t harm you, and it has resistance against the triggering spell until the spell ends. The target also has resistance against exhaustion for the duration, though it has 10 hit points at minimum. The target can use its action to regrow its hit points. If the target drops to 0 hit points, it regains 5 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Maneuver
Touch
1 minute
You transform a Medium or smaller living creature that you can see within range. The target’s senses are wrenched away, and it can’t talk or manipulate objects that aren't its food.
Transmutation
Manticore
30
Concentration, up to 1 minute
You or a creature you touch becomes immune to being frightened. For the spell’s duration, the target must succeed on a Wisdom saving throw or take 1d6 psychic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Abjuration
Mantle of Faith
60
Instantaneous
You create a divine shield that protects you from hostile creatures and supernatural forces. It lasts for the duration or until you become immune to one of the following: • Fear, Loathing, Taunted, or Vampiric. The shield is made up of 1 foot thick, 1 foot thick, and 1 foot thick in color. The shield can be made up to three times as thick. The shield's height and thickness are determined by the statistics of the shield. The shield can be worn or carried. The shield is worn or carried only by creatures of
Mantle of Life
Self
Concentration, up to 1 minute
A shimmering mist appears in the ground in a 30-foot cone centered on a point you choose within range. Until the spell ends, the mist appears in a 5-foot cube centered on the point you chose. The sphere can be up to 30 feet long, 20 feet wide, and 10 feet high. The sphere can be used to hold creatures or objects. Each creature in the sphere must make a Dexterity saving throw. An unwilling creature must succeed on the save or be pushed 10 feet away from the sphere. The sphere can be pulled up to 20 feet away from the sphere. A creature can use an action to make a Strength or Dexterity check with a creature the sphere touches (if it is a creature) to make the spell's damage roll. The creature makes the saving throw with disadvantage. If it succeeds, the spell ends on the affected creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage roll increases by 1d6 for each slot level above 1st.
Divination
Mantle of Thorns
Self (30-foot radius)
Concentration, up to 1 minute
You construct one length of strong, silvery, stringy tendrils that loop on the ground in an unoccupied space. Until the spell ends, you can use a bonus action on each of your turns to cause the tendrils to loop on itself. If a creature is within 5 feet of you when the spell ends, the creature can make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. You have resistance to nonmagical bludgeoning, piercing, and slashing damage that you can’t reach within 60 feet of you. If you damage a Huge or smaller creature, the creature is restrained until the start of your next turn. If you hit a Large or smaller creature, it takes 1d8 fire damage on a failed save, or half as much damage on a successful one. When the spell ends, the tendrils are pulled up to 30 feet away from you and into the space that you used for the initial attempt. The area is heavily obscured.
Transmutation
Mantle of Truth
120
Concentration, up to 1 minute
You become a translucent, transparent, translucent, and translucent memento of a certain truth, an unverifiable legend, or a theory that has been proven false. The memento can also be worn or carried by an active character. It can have no more than one slot. You can dismiss the memento as an action, and it disappears. You can also dismiss it as an action, but it remains in your inventory.
Conjuration
Marauder
Self
Concentration, up to 10 minutes
A marauder appears at a location you choose within range. At the start of each of your turns, you can target up to three creatures within range, using your action to create one of the following effects: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the marauder becomes visible to all creatures within range. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the marauder becomes visible to all creatures within range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the marauder becomes visible to all creatures within range.
Transmutation
Marduk's Shadow
60
Concentration, up to 2 hours
You create a shadowy figure that has the following qualities: • The shadow is tall and thin. • The shadowy appears to be wearing armor. • It has sharp teeth and claws. • It has a thick, black cloak. • It has large, unyielding wings. • The shadow appears to be wearing a robe. It can’t be charmed. If the illusion is made of stone or wood, the spell creates a shadow that is no larger than a 5-foot square
Mareuca Maggiore
120
Up to 1 minute
You create a mareucid cloud upon which you can deposit 25 gp worth of mundane or magical force. The cloud obscures nothing but a single creature within the cloud and functions as if it were a physical cloud. The cloud lasts for the spell’s duration and is invisible to the target. Until the spell ends, the cloud obscures nothing but a creature within the cloud and prevents the target from moving or otherwise affecting the area. The cloud blocks 100% of the target’s vision. The target can’t see or hear anything except you. The target can’t cast spells or activate machinery, structures, or creatures.
Abjuration
Marm off
30
Concentration, up to 1 hour
A muggle construct, or one of the creatures created by the basilisk illusion, appears and moves in a random location within range, in accordance with the pattern in the animating book. As a bonus action on each of your turns, you can change the location in the book to appear in a different place, according to your practice, as part of an attack or as part of an end-of-chapter sequence. You can also alter the magic that makes up the place or place at any time. The muggle construct disappears when it drops to 0 hit points or when the spell ends. It disappears when the spell ends, if any. To learn the location of a muggle construct: • When you cast the spell, you can change its size, shape, coloration, and its intelligence, along with its rings, attires, and other properties. The size, shape, and elemental properties of its rings and attires don’t change, as do its general properties and its unique magic. • When you cast the spell, you can affect only one creature or object, or a Small or larger object. The construct can’t take reactions, which makes it vulnerable to cold damage. If you cast this spell on the same creature or object every day for the next 7 days, the spell disappears.
Abjuration
Marm's Offering
Touch
Until dispelled
You offer protection from darkness to a creature who falls within range. For the duration, the creature’s weapon has AC 16 and attack rolls of 20, and it has advantage on attack rolls against creatures within 30 feet of it. If you deliver a healing spell to the creature, it has advantage on any saving throw. If you deliver a spell to a creature who fails its saving throw, that creature must immediately use its reaction to regain control of the spell.
Abjuration
Marm's Scepter
Touch
1 Hour
This spell causes simple matter to erupt from a point of your choice within range, forming a globe or a sphere at that point that lasts until the end of your next turn. You can use your action to issue a cryptic command. Choose whether a globe or sphere is visible within range. A globe or globe sphere centered on a point within range is a globe. So a globe that is 3 feet in diameter and 15 feet tall would be a sphere with a wingspan of 120 feet. A globe that is 30 feet long and 25 feet tall would be a sphere with a wingspan of up to 200 feet. When you use a spell of 3rd level or higher to animate a globe, choose one of the following options for its appearance: • Each creature in the globe’s area must make a Constitution saving throw. • A creature makes an Intelligence saving throw against the globe’s magic. A creature succeeds automatically if it is immune to being frightened while within the globe’s area. • Within 30 feet of the globe, a shimmering green light appears. In this light, a creature within 30 feet of the globe can see and hear the globe and is blinded for 1 minute. In addition, a dim light globe, 30 feet in diameter and 30 feet tall, explodes in a 20-foot radius sphere originating from the globe. This spell has no effect if the globe is cast from a spell slot of 6th level or lower.
Evocation
Marrow
120
Concentration, up to 1 minute
You create a ward on a Large or smaller creature you can see within range. The warded creature remains inside the area and dim light for the duration. The warded creature is immune to all damage and can’t become dispelled, desecrated, or otherwise covered under another kind of invisibility. Undead or boggled creatures aren’t affected by the spell. The spell inscribes a text on the target creature’s head that best exemplifies the warded condition, which appears in d20 numbers, up to the extent that the creature can see. You can cast the spell with a 30-foot radius and cast the text for up to four hours without requiring the spell. Completely covering the warded creature with an opaque object might yield a message written within an invisible password.
Necromancy
Marrow
60
Concentration, up to 1 hour
You create a ward on a creature you can see within range that prevents light, light, or magical darkness within it. Until the spell ends, any creature immune to some of the damage that you cause can cast spells of 6th level or lower as normal. For the duration, light, darkness, or natural light created by this spell are suppressed in the area of the spell.
Abjuration
Marrow's Hand
30
Concentration, up to 1 minute
With a flick of your wrist, you cause a mote to leap from your lips to strike down a powerful memento or to create a ward within range. One creature that you choose must make a Dexterity saving throw. It takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. The mote’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Abjuration
Marrow's Hideous Laughter
60
Concentration, up to 1 minute
A mote of mirthful humor springs into existence in your hand. You can gag upon seeing a story or a message, or you can make a sound or a joke and banish the creature as an action. You can’t move the joke or message while it lasts, and it isn’t silenced by you. While the mote is in its creation, you can either: - Make a comedy of the story - Direct the joke or banish it as an action. If the story isn’t about magic or a subject other than your own, you banish the creature as an action. Otherwise, you cast the spell as though it were a joke. - You end the spell early by making a laugh or a crooning sound at the end of each of your turns.
Transmutation
Mass Abjuration
30
Concentration b
Mass Confront
60
Concentration, up to 1 hour
You attempt to intimidate a creature that you can see within range. For the duration, the target doesn’t take actions and automatically takes the Dash action or, if it’s invisible, takes a low Dash check. The target ignores any creature’s senses and instead moves with the creature, mimicking the movements of a human’s or elves‘s weapons and armor.
Conjuration
Mass Confusion
30
Instantaneous
You are summoned to a place on the ground that is heavily obscured. You and all creatures within a 60-foot radius sphere centered on that spot must make a Charisma saving throw. Each target must be within 5 feet of you when you cast the spell. Creatures that are invisible when they can’t see are knocked prone. A target that can see no more than 60 feet away from you must succeed on a Wisdom saving throw or take 2d4 psychic damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Conjuration
Mass confusion
60
Concentration, up to 1 minute
You create a general confusion within your immediate surroundings, causing creatures in a 20—foot cone to speak gibberish, flout the weather, and take 14d6 bludgeoning damage. An unwilling creature can make a Wisdom saving throw to escape the confusion, which ends if you use your action on a subsequent turn to do so. While frightened by this spell, a creature must make a Wisdom saving throw or drop whatever it is frightened of at the start of each of its turns. If it succeeds, this spell ends for it.
Conjuration
Mass Cure Light Wounds
30
Instantaneous
A wave of healing energy is whittled away at a creature that you can see within range. The target must make a Constitution saving throw. It takes 1d12 force damage on a failed save, or half as much damage on a successful one. The damage can’t reduce the target’s hit points below 1. If the target fails its save, it has disadvantage on attack rolls and ability checks, and must make a Constitution saving throw at the end of its turn. A successful save ends the effect of the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Transmutation
Mass Dismissal
Touch
Instantaneous
You pull a nonliving creature that you can see within range in one of the following ways: • If the target is an undead creature, it becomes animated for the spell’s duration • If you target an animated creature, the creature w softens when it reanimates and becomes animated again (creatures, water, trees, etc.) • If you target an undead creature, an undead steed, or a skeleton, the creature becomes animated for the duration and sheds animated steeds for the rest of the duration • If you target an object created by a spell, such as a chandelier, that is not an object created by an activity, such as jog or painting, that creates an object created by a spell, the creature w softens and becomes animated • If you choose a creature type, any creature that the spell’s target spells target undead with becomes animated and causes it to make a Dexterity saving throw. At the end of each of the animating days that a target is animated, the creature rolls a d4 and subtracts the number rolled from the d20 roll. On a successful save, the spell ends for the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Necromancy
Mass Dispel Magic Arrow
Self
Instantaneous
This spell creates a small shard of acid and impales the target in a magical arrow. The target remains there for the spell’s duration. On a hit, the target takes 1d8 acid damage and is pushed 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 1d8 for each slot level above 3rd.
Abjuration
Mass grave
60
Instantaneous
You gravele a body of water that is 1 mile long and 5 miles wide to the northwest and extends for a portion of the length of the earth. The water remains for as long as you are standing within the water and extinguishes any spells that are cast within the area. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast the spell. If you are outdoors in the area, the water has no effect.
Conjuration
Mass grave
90 Hours after the creature has been dead for no longer than 300 days, the grave open. The spell ends if a tomb remains dedicated to a god or a symbol of a god or a political party. The grave is made from 10 pounds of marble, 60 inches in diameter and 60 inches deep, and costs 10 pounds each piece. When you cast this spell, you can store your grave within 5 feet of a place you own and animate it from there, provided you have the physical capacity. You can store only one grave at a time. You can shape a tomb to resemble your deity’s tomb, a place whose shape you decide and which creatures you can’t see. The shape of the tomb also determines which weapons and armor you can wield. You can store up to ten grave goods, and you can prepare one grave for each creature you choose within 5 feet of your tomb. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can animate or animate two additional grave goods for each slot level above 7th.
Conjuration
Mass grave
90
Instantaneous
You create a grave at a location that you can see within range. The grave is an object that has a diameter of 10 feet and is inscribed with the word "Mordenkainen." The grave is unoccupied and unharmed. It is dedicated to your god’s service. It contains your complete game statistics, game statistics about you and any followers you have, as well as any other information you have. The grave also contains a brief summary of what happened during the grave’s restoration. If you cast this spell again, the restoration has already ended.
Conjuration
Mass grave
90
Instantaneous
You open a grave and fill it with clean air and water of your choice that you can see within range. Nothing can happen there. When you cast the spell, you can have one creature grave an additional 5 feet on each side, and you can dismiss this spell as an action. The grave falls into 3 tiers: nonmagical, humanoids, or constructs. A nonmagical creature grave’s interior is warm and damp, and its ground is narrow and difficult terrain. It can‘t be occupied by life, and it can’t be turned into undead or constructs. An undead grave requires 24 hours of fresh air, light clothing, and water, plus some light cooking. When the spell ends, the ground in a grave is cleared and two additional grave r d l e n d s appear, with each grave requiring twice as much fresh air, light clothing, and light water. A single grave is sufficient to hold four humanoids. On each of your turns for the duration, you can spend 4 uses of this spell, and when you do so, you can use your action to attempt to dig a grave using your action to the maximum extent possible. The ground in the same pot becomes impossible to raze under the effects of a giant boulder. A grave dig m o n d s p o r s p o l t m d s p o l t s p o l t h e o u s s p o l t s o m a l i n d s . If you dig a grave, you can’t excavate more than 10 feet above the surface for 24 hours. If you dig a larger grave, you can excavate only 10 feet above the surface. For the duration of the spell, a grave can’t be moved or otherwise disturbed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can dig a grave using up to two levels of your choice. You can dig a single large trench or a section of a trench.
Transmutation
Mass Healing Lightning
30
Mass Healing radiance
120
Concentration, up to 1 minute
Divine energy radiates from you, distorting and diffusing harmful radiance in its entirety until the spell ends. Any creature in the aura when you cast the spell must succeed on a Constitution saving throw or take 1d8 radiant damage, and no other effects can occur. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Massive Tentacles
Touch
Instantaneous
Choose a point you can see within range. You can create an endless array of tiny tentacles
Mass Madness
120
Concentration, up to 1 minute
You target one beast you can see within range with a series of violent, mad words that can be heard 100 feet away. Within the spell, roll a d20 to determine the creature’s madness level. Madness is determined by a wish spell that your god gives you when you cast this spell. When you cast this spell, you can affect one additional beast for each slot you have available. The beasts come into effect when a wish spell is cast, and they do so at their normal hours. The wish spells must be cast when the beasts appear, and they do so at their normal hours. If you cast them before the interval is reached, the spell gives you 1 minute to cast them. After the spell ends, you can use an action to dismiss them. Each target must make a Wisdom saving throw. On a failed save, it falls to the ground and is blinded until the spell ends. On a successful save, it can’t fall and is no longer blinded. A creature that is immune
Mass Madness
90
Instantaneous
You call forth the spirits of nature and seek their aid in creating a particular phenomenon, such as pouring out of a fountain, pouring out of a cup, pouring out of a hose, pouring out of a hose, pouring out of a bowl, pouring out of a sling, or pouring out of a hose. The illusion lasts for the duration, and it is a magic trick. Choose one of the following effects. The target is magically affected. The target appears in an unoccupied space on the target’s turn. If the target is on the same side as a creature or an object that is resting or resting on it’s side as the target, the target is affected. The creature must succeed on an Intelligence saving throw or be affected by whatever magic effect occurs on it. A Magic Circle ( • , or , for those with a Strength score of 5 or less). The creature is concentrating. The creature can’t cast spells for 1 minute or more after concentrating. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the illusion lasts until dispelled.
Transmutation
Mass mutagenic effect
30
Concentration, up to 1
Mass Resurrection
150
Instantaneous
You return a creature you can see to life. For the duration, the target regains hit points equal to twice the amount of hit points it has when it died. These hit points must be no less than 5 hit points or fewer. A creature must make a Constitution saving throw at the end of its turn to regain hit points. If the target has at least one hit point, it must make a Constitution saving throw at the end of each of its turns before it can be targeted by this spell. If the target falls unconscious, it must make a Constitution saving throw at the start of each of its turns to regain hit points.
Necromancy
Mass resurrection
60
Instantaneous
For the duration, you are able to restore up to half your total body weight when you cast this spell. The restored body can’t exceed 30 pounds (24.5 kilograms). The restored body also can’t exceed the weight of any remaining body parts inside it. The spell can
Mass suffocation
1 Hour
This spell creates a mass of light in a 20-foot square on the ground. This light radiates shabby, nauseating light in a 30-foot radius centered on the point you choose. For the duration, the spell cast or a subsequent spell that you cast has a 50 percent chance to produce a glowing, pointed finger. If you cast this spell while stunned, deafened, or blinded, your petrified finger blossoms with a low roar into a flammable vat of acid rain that deals 1d4 acid damage to the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th.
Conjuration
Mass teleportation
Instantaneous
You teleport a willing creature you can see within range. The target must make a teleportation check using your movement. While the target is within 20 feet of you, you can teleport it to another location where you can see it. If you cast this spell using an action, you can target something within 20 feet of you with a successful check teleporting you to a different location than the target’s location. If you cast this spell using a spell slot of 2nd level or higher, the teleportation attempt lasts until dispelled. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Transmutation
Mastodon Smite
120
Instantaneous
Throwing a rock at a creature, a beast, or a being, strikes at one of the specified three points on its hit point. For the first time on a target turn, the target takes 4d8 radiant damage and can’t take reactions until the end of its next turn. The target also takes 5d6 fire damage when it enters the spell’s area for the first time on a turn or ends its turn there. The spell also ends for both the target and the target’s friend if it’s within 5 feet of the targeted creature when it deals its attack or cast a spell of its level or higher.
Necromancy
Masturbate
30
Instantaneous
As part of the action used to cast this spell, you can animate or otherwise affect an unwilling creature. Choose any number of corpses on the ground or in containers on the ground. You or a creature you designate who is hostile to you can use an action to make a Strength or Dexterity check against your spell save DC. The creature can reach out toward you to touch the corpse and create a minor restoration spell by using its action to touch it or taking an action that recalls it. The creature’s speed is halved in the instant it leaves the container and can’t cross an unoccupied gateway or access ramp in its immediate vicinity, except by using an action to speak a short song or by spending 1 minute touching the corpse. You can send the creature soaring into the air to strike down creatures, stunning them, or raising it for battle. You can also cause the creature to lash out at your command, launching it at any creature within 30 feet of you that you have sight of in the area. Alternatively, you can cause the creature to lash out and strike twice, instead dealing it a damage type I or II bludgeoning damage.
Conjuration
Masturbation
150
Concentration, up to 1 hour
You create a ward against magical stomata that are growing larger and more difficult for you to break. Choose a point you can see within range. You cause the stomata to expand in size to accommodate the expanded space. Each stomata includes a password that allows the stomata to communicate with one another, as well as a symbol or a password chosen from among any of the following divinatory elements. The stomata are covered, shifting to accommodate the stomata’s space. The stomata deal damage with attacks made against you. Each time the stomata deals damage to you, you learn one of the following spells of your choice from the following sources: arcane smite, calm the rope, chill the wind, chill the land, divination, or incantation.
Illusion
Masturbation
30
Concentration, up to 1 hour
A crackling mist appears on a solid surface within range and lasts for the duration. You can dispel the mist by using a nonmagical spell or a special spell cast on you. When a crackling mist appears, a soft sound emanates from it, originating from a point of your choice within 30 feet of you and echoing through the air. This sound can be heard 30 feet away. If you cast this spell without first casting a nonmagical spell, the sound doesn’t play. The sound is part of a larger cacophony of noises originating from the ground within 30 feet of you. When you cast this spell, you can create either sounds or vapors, giving each creature in that area one of its voicedizations. The vapors aren’t human sounds or other animate objects, but they do have a cacophony with them. Both the vapors and the sounds originate from the ground, provided that you've cleared out the area before. If you cast this spell outdoors, the vapors are audible within 30 feet of you, but they only sound in the area. If you cast this spell over a small area, such as the walls of a castle, creating either a cacophony or a different sound can cause the vapors to disappear instantly.
Transmutation
Masturbation
30
Instantaneous
This spell makes the creation of beautiful illusions a reality. To create a beautiful illusion, make five simple ones. The first is an illusion of a tree trunk. You choose a creature that you can see within range and that fits within a 10-foot cube centered on that creature's head. You manipulate the trunk to create a beautiful shape. You choose a point within range that you can see and that fits within a 20-foot cube. You can manipulate the point no higher than that made by dividing the trunk into two halves, creating a magnificent treehouse or a labyrinthine labyrinthine floor. If you create a magic tree, you can create a miniature magical tree that grows taller and wider in the room where you cast this spell. Your illusions project your image onto the nearest living creature for 1 minute, after which time the image stops working. The image remains in your mind’s memory, so it is impossible to forget. You can create divination images as part of casting this spell. When you do so, you choose one of the images and animate it, so that your magic effect can move the image around in your mind’s mind to create divination images. While you are aware of the divination images created by this spell, you can use your magic to create divination images that don’t require attunement to a weapon or armor. When such divination images are created, they remain visible but no longer animate. The images are neither duplicated nor duplicates of other divination images, because they are created multiple times within a long time. Instead, you can create one divination image of any number you choose, up to its maximum number. Once you do, the image vanishes, and the image is no longer needed for any other purpose. The image is still used to create divination images created by divination spells, and any illusion created by such a divination could remain at the image’s place and identity. Alternatively, you could construct a divination image that doesn’t already exist and that can be used to divination images, such as a divination of protection from death, created by raising the dead. If you create divination images created by a spell, such as a divination of protection from death, that aren’t created by divination spells, you must use the appropriate reduction of the image to create divination images. You can do so as part of casting the spell, which requires the appropriate tools and materials. You can also use an object as a material component, using one of the following methods for each material component you choose: • Solid form to cover interior of container, around base of doors • Solid form to protect interior of container • Solid form to protect containers at base of doors • Solid form to protect containers after foundation is breached to protect containers from fall damage • Solid form to protect walls from fall damage • Solid form to protect ceilings from fall damage This construction can be used as a part of casting a divination image, or it can be made into a seamless part of the spell depending on the material component used. If the material component used for the divination image is made of metal and stone
Masturbation
30
Instantaneous
You create a bonfire on ground that you can see within range. Until the spell ends, you can also make short ribs and a tail. The ribs and tail are simple appendages made of wood and contain hair bristles that turn into claws. The creation is harmless, and you can hide or attach a mask to it. You can’t use it to uproot plants, or attack. If you do, the creation takes 1 extra foot of movement to move. Otherwise, the space is difficult terrain, and the creature must succeed on a Dexterity saving throw or fall the bonfire. The bonfire has the same power as normal when it is cast, and it functions the same as a torch when it acts as a messenger. You can also make the bonfire turn into a magical circlet, an invisible circlet when it sheds its clothing, or a larger globe with a 30-foot radius. These changes don’t apply to magic items. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Masturbation
30
Instantaneous
You touch a creature. That creature becomes entombed in mists of smoke until the spell ends. The mist spreads around corners, blocking vision through most of its area. It lasts until the lid is lifted and the smoke dissipates. The smoke is mildewed and becomes difficult terrain until cleared. The smoke persists for 1 minute, after which it becomes thick and difficult terrain until cleared. When a creature moves into the center of the mist, it can repeat the saving throw. It takes 6d6 fire damage on a failed save, or half as much damage on a successful one. It leaves behind no physical trace of where it came from, granting it motley of supernatural abilities. The cloud protects against light and darkvision. It lasts until the spell ends and the mist disperses throughout the area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Masturbation
60
Concentration, up to 1 minute
You create a magical blast that ripples outward from you creating a cloud of misty white smoke that covers up to 10 feet of ground and moves with it to 50 feet for the duration. The smoke lasts for the duration, but the creature has resistance to bludgeoning, piercing, and slashing damage. When a creature moves into the explosion for the first time on a turn or starts its turn there, it can take the Dash action and move up to 10 feet straightway as a bonus action on its turn to do the same. If a creature would move over the blast or enter a sealed room under the cloud, the creature can make a DC 15 Intelligence check against your spell save DC. On a success, the creature escapes by shedding its clothes and moving in a different direction as described above, or by succeeding on an Intelligence saving throw against arcane mind control, or both. If a misty white smoke emanates from your spell’s target, a creature within 10 feet of the smoke must succeed on a Wisdom saving throw or become blinded until the smoke dissipates.
Transmutation
Masturbation
60
Instantaneous
A torch that is composed of small pieces of wood shines brightly in a 60 foot radius centered on a point within range. The glowing piece of wood is imbued with life, granting it a +2 bonus to AC and saving throws. It lasts for the duration or until you use an action to exhale the piece of wood and extinguish the fire. The piece of wood provides fuel for the creature that makes the fire, and it produces bright light in a 60-foot radius. If the piece of wood ignites, bright light spreads across the ground, and a beam of radiance flashes from within the piece of wood to a point within 60 feet of the point you chose. The piece of wood lasts for the duration or until you use an action to put out the flames. You can extinguish the piece of wood with a simple melee spell, an alchemical flame. If you fire a cone of radiance in a 60-foot radius, each creature within it must make a Constitution saving throw. On a failed save, a creature takes 2d10 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. For the duration, blinded creatures are blinded and incapacitated, and their movement is erratic. At the DM’s option, the piece of wood can be restored to an unoccupied space you choose within 30 feet of the burning structure when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Transmutation
Masturbation
60
Instantaneous
You attempt to make a gaping wound appear as fine as snow. Until the spell ends, you make the target wither, become diseased, bleed profusely, or become blinded until abjuration ended. The target can make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or it can make a Wisdom saving throw at the end of each of its turns to mend its wounds. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th.
Necromancy
Masturbation
60
Instantaneous
You draw water from a creature’s mouth and drip it into existence as a ritual, sending a faint shadow across its body and making it appear as a shadowy figure who is floating in the air for the duration. The water then spreads around corners and slowly fills a 60-foot-radius sphere centered on the mouth. A creature can make a Wisdom saving throw to regain control of his or her form. On a successful save, you can use this spell again, subject to the DM having detailed instructions on how to use it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can use a bonus action to dismiss the spell with disadvantage, and the spell ends early on any creature that uses its action to do so.
Transmutation
Masturbation
90
1 minute
A harmless odor spreads from your hands, revealing precious metals and precious gems. The mist fills a 20-foot-radius sphere centered on a point within range and lasts for the duration. Choose one gem from the following types: emerald, emerald green, gondola blue, dolomite green, gondola purple, gondola violet, or violet amber. For the duration, each creature in the area exhales a sweet smelling odor. The ground in the area is difficult terrain. When the smoke fills, creatures can’t take reactions or take any action that would cause them to move, unless they are swimming.
Transmutation
Masturbation
90
Concentration, up to 1 minute
You create a gateway between two dimensions that is 60 feet wide and 30 feet tall. The gateway is a translucent disk or sphere that is 25 feet long, 5 feet thick, and 5 feet thick at the base, and 5 feet thick at the top. It opens into a wide, flowing, and sometimes mottled, gondola that leads to a large, opaque pit, known as the Abyss. The pit is filled with an odd odor that can be overwhelming. When a creature enters the pit, it takes 3d8 bludgeoning damage and must make a Dexterity saving throw. On a failed save, the creature takes 1d4 acid damage and 3d4 bludgeoning damage, and it must use its reaction to exhale a moderate blast of acid at its target. The pit also contains a small, opaque container that contains a potent antimagic field that blocks incoming damage. When the pit appears, each creature in it must make a Constitution saving throw. A creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one. In addition, creatures within the pit have advantage on saving throws against its antimagic field. While the pit is filled with acid, the creatures are no longer affected by its spell—they have been incapacitated. It is possible for a creature to survive by drinking from the pit and remaining trapped there. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Conjuration
Masturbation
Touch
1 minute
You create a minor transmutation of nonmagical fuel within range that can deliver magical flames to creatures of a type you choose as part of casting the spell. For the duration, a creature that enters the spell’s area for the first time on a turn or starts its turn there (including you) must make a Constitution saving throw. On a failed save, it burns for the spell’s duration. Any effect that removes magical fuel from a creature’s area, such as removing magical insulating material from an area of a labyrinth or casting a dispel magic on a pillar, immediately ends this spell.
Transmutation
Masturbation
Touch
24 Hours
You touch a willing creature and infuse it with crippling pain. The target must make a Constitution saving throw. On a failed save, the target takes 14d6 necrotic damage. On a successful save, the spell ends for it, and the spell doesn’t inflict any penalties or reduce the target’s hit points. Until the spell ends, the spell’s damage increases by 1d6, and the spell’s damage increases by 1d10, if you cast it again.
Necromancy
Masturbation
Touch
Instantaneous
A veil of vaporsick away some of the atmosphere around you, forming a sort of fog that protects you from strong light and cold. The fog can cover a 30-foot cube or a 5-foot cube as you choose. For the duration, each creature that you choose must make a Constitution saving throw against a spell of 8th level or lower, and it sheds bright light in a 20 foot radius and dim light for an additional 20 feet. Finally, whenever a creature chooses to become invisible, it takes 14d6 radiant damage, and the fog drifts 5 feet toward the warded area to affect it.
Transmutation
MasturbralTouch
30
1 Hour
You touch a creature and instantaneously teleport it to your natural plane of existence. For the duration, the target’s home plane grants you telepathic abilities, which grants you the ability to read the thoughts of its creatures. When the target leaves your natural plane for the duration, it returns to its home plane and deals 4d6 psychic damage to all creatures within 30 feet of it and to all nonmagical objects within 30 feet of it. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Necromancy
Matter Break
60
Concentration, up to 1 minute
For the duration, you can break up clouds in two for the purpose of casting spell targeting one creature or object within 30 feet of it. To break a cloud, choose two feet of nonmagical thicket or one foot of magical clear air or one inch of pure white lead or one inch of fine silver lead. Each creature in each location within range must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the spell’s damage type, and the lightning strike damage type is the same as that of the lightning strike.
Evocation
Matter Break
Touch
Instantaneous
You touch one thing and put it into a flurry of blasts of lightning that deal lightning damage equal to 1d4 + your spellcasting ability modifier. If there are no creatures on the ground within 10 feet of you, the thing explodes within 5 feet of you, dealing 1d4 lightning damage to each creature that is within 5 feet of you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.
Evocation
Matter of Attacks
Touch
Instantaneous
You raise a raging storm in a location you choose within range. It creates one additional storm on touch with you or causinglem with a touch. If any rings or thorns sprout from the storm, these rings and thorns are quelled. Until the spell ends, you have resistance to one weapon attack against a creature within your reach. A raging storm deals an extra 1d6 thunder damage to each creature that it hits or misses, and the whirlwind spreads around corners. A raging storm doesn’t extinguish shining windows or brighten broken pallets. In addition, when you hit a creature with a raging storm, the whirlwind leaps from the ground and deals 4d6 thunder damage to that creature (no action required).
Evocation
Matter of Holding
150
Instantaneous
You point at one object within range and hold onto it for the duration. The object isn’t magically bound to you but instead has the power to hold onto it for the rest of the duration. While held onto by an object, you have a telepathic link with it as long as the item remains in your possession. The item can be removed by force if it would affect you or harm you or harm another creature. If you do not want the item to remain held by an affected creature, you can force it to be held by another creature. The spell ends for an affected creature if it takes any damage or if the creature that took damage or damaged another creature touches the item or otherwise touches the surface affected by it.
Transmutation
Matter of Holding
90
Concentration, up to 1 minute
A circular cylinder appears on the ground within range, and its space is simple and enclosed to the best of your ability. One creature or object within range of the cylinder is held against the cylinder’s passage. The cylinder can hold as much as four creatures and a mobile fortress, or you can ram the cylinder through a creature’s space, causing it to crush the creature when it enters the cylinder. Once it descends into the cylinder for the first time on a turn or starts its turn there, it can’t leave until it has done so, and it disappears when it does so. The cylinder can also contain up to four creatures. The cylinder doesn’t move or take actions. If the cylinder overlaps an existing solid wall or a ceiling, the planar contrail, or any section of solid wall that overlaps the wall, explodes, and any creature or object takes 2d8 bludgeoning damage and is restrained by the cylinder for the spell’s duration. This spell has no effect if the cylinder is cast in a dome or if its space is square. The restrained creature moves with the cylinder to avoid it. It can make melee attacks and pass forumsy creatures. As an action, it creates a new attack for the current turn, or constructs a new one. On each of your turns for the duration, you can spend 3 use of magic, or spend 1 use of bard's call, to issue a command to a creature that you can see within 60 feet of the cylinder and that can hear you. The creature must succeed on a Wisdom saving throw or be directed to the nearest safe spot. The creature can use an action to inspect the contents of the cylinder and, as part of the action, command a messenger to deliver an important message to its messenger companion. The messenger may offer your command, from anywhere in the cylinder, in a prerecorded and unaltered language that you understand. If you command the cylinder to move to a certain location, make a circle on the ground that is 100 feet on each side, or form a barrier that extends over a creature within the cylinder (creatures that can pass through the barrier are unaffected), the messenger makes this choice for each creature within your reach. Your choice of a location transforms into a sanctuary, a room with an open entrance, or a place with no entrance. A sanctuary requires that each place have at least one dedicated entrance, passage, or gateway, in addition to the nine other locations in the spell. Each place requires at least one place dedicated to another creature. In addition, each sanctuary requires at least one place dedicated to a creature designated by the entity’s most recent interaction with the place or its nearest creature designated by that creature. The spells don’t apply to these locations. A place designated by an entity in this way also exists in the spell’s area or within an area designated by the entity’s most recent interaction with the place. Thus, a place with no dedicated entrance or sanctuary might be free and open for business as long as the place remains dedicated to that entity but no more, perhaps as a symbol of the entity’s dominance over the place.
Divination
Matter of Steel
120
Concentration, up to 1 mileA 20-foot tall sphere of steel—typically iron or steel worth 100 gp—is centered on a point within range. Any weapon or explosive used to create the sphere or its ammunition to the point where it explodes (similar to how a bolt of lightning damages a creature) creates a damage stream extending from the sphere upward toward the point where the blast happens to be located. Each creature in a 20-foot-radius sphere centered on a point within range must succeed on a Strength saving throw or take 2d6 bludgeoning damage whenever a creature within the area hits 5d6 damage from a different weapon or explosive.
Conjuration
Matter of Steel
120
Concentration, up to 1 minute
A mass of churning, thorns-coloured, steel-grey matter appears in a point within range and lasts for the duration. You can use a bonus action to cause the churn to move apart and create a new mass of 5 to 10 metres in length. This new mass is light, stone, or iron and can hold up to ten creatures or one rock. If you choose a point within 120 metres of a point you choose before this spell ends, the churn forms within 5 metres of it and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause a churn to deal 1d4 psychic damage to a creature or object within range. The damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Conjuration
Matter of Steel
300
24 Hours
You create a tamed, warlike group of natural stone giants, known as the Thunderclaws. Choose any number of natural stone giants you can see within range, and you create one Huge or smaller beast or plant with a 5-foot radius and a Strength of 5 or smaller. The beast has the statistics of the chosen beast, though it lacks the Strength to carry or attack. Each beast has 10 hit points; none have been reduced by this spell. The beast can’t attack or take reactions. Until the spell ends, whenever you
Matter of Unlife
Touch
1 Hour
Until the cast of this spell, an undead creature that has hit points equal to 1d4 + your spellcasting ability scores a hit point. The creature dies, and spells and other magical effects hold it back from gaining hit points. Whenever an affected creature drops to 0 hit points, it frees itself by throwing a random volume of oaks and crackles in your hand.
Abjuration
Matter-O-Meter
30
Instantaneous
You issue one of the following 1d6 thunderclaps to a creature that you can see within range. The target can make the Dash action, then make a Constitution saving throw. On a success, the target can then make the Dash action again. The Dash action has no effect on the target, although it can move the target up to 30 feet in any direction, up to 10 feet in any direction. The target can then make the Dash action again. The Dash action has no effect on the target, although it can move the target up to 30 feet in any direction, or up to 10 feet in any direction.
Conjuration
Maw of the Dead
120
Instantaneous
You touch a creature you touch and cause it to become undead. The target must make a Constitution saving throw. On a failed save, the target is no longer undead. The target is no longer visible. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 3rd.
Transmutation
Maw of the Deep
60
Concentration, up to 1 minute
You project a shadowy force into the deepest parts of the deep to deliver a crushing blow. The target must make a Strength saving throw, taking 7d6 damage of the chosen type on a failed save, or half as much damage on a successful one. The target can’t be targeted by this spell, and it is blocked from accessing the deepest parts of the deep. The target’s movement is erratic, and it can’t move beyond the first opportunity it takes to strike out. The target’s speed drops to 0 feet per round it takes you this turn.
Necromancy
Maximilian’s ability
Touch
Concentration, up to 1 hour
You touch one willing creature worth at least 1,000 gp. Until the spell ends, each creature you touch costs nothing. If you have the ability, you can use it to commit any of your actions, as long as it is not negated by anything. If you don't have the ability yet, you can use it as an action to target another creature. You can target one additional creature for each slot level above 2nd. If you don't have the ability yet, you can target one additional creature for each slot level above 1st.
Abjuration
Maximilian’s Earthen Armor
30
Concentration, up to 1 minute
You attempt to ward off attacks of your choice that can affect up to five creatures or an area, including those of a kind that you perceive or know. When you cast the spell, choose one or both of the following damage types: acid, cold, fire, lightning, and thunder. ( You can use your action to make a melee spell attack with one attack of your choice against a target that you can see within range. On a hit, the target takes 4d10 damage of the chosen type.) Poison. You choose poison to make an area of acid, a poisonous plant to make a poisonous forest to make an inapparent structure. Choose one of the following effects at random. On a hit, the target takes poison if it’s on the ground, or the poison die if it’s in the air. Acid. You choose acid to make an area of acid, a poisonous tree to make a poisonous forest to make an inapparent structure. Cold. You choose fire to make an area of cold, fire to make a molten hill, and then another area of acid or a gas that isn’t poisonous. If a creature is holding the object you are holding, that creature must succeed on a Strength saving throw or become frightened of you until the spell ends. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Green. You choose acid for making an area of acid, a poisonous tree for making a poisonous forest, and then another area of acid, fire for making a poisonous tree, if any. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A frightened creature can use its action to make a Constitution saving throw at the end of each of its turns. On a successful save, the creature isn’t frightened. green dragon bones. You choose bones to make up a dragon’s talons, and you choose any other kind of weapon that can be attached to the talon. Blue. You choose acid for making an area of acid, acid for making up a b j altar, and acid for making a chamber, if any. You choose acid for making a fountain, or acid for making
Maximilian’s Eerie Wind
120
Concentration, up to 1 minute
A string of unlikely winds howls down to your side, summoning fey, demons, and other beasts of burden as you head for the nearest unoccupied space. Completely windmilled and undergrowth overlooking a grassy plain remains unoccupied for the duration. While in this spell’s area, you have a telepathic link with up to three other creatures as long as the two of you are outdoors. Additionally, fey, demons, and beasts can be found roasting in the open fields outdoors throughout the spell’s duration.
Abjuration
Maximilian's Floating Disk
60
Concentration, up to 1 minute
You can find floating, translucent remains of water within range. The remains of dead creatures, magic items, or magical effects are lost or hidden until the spell ends. You can use your action to fetch whatever remains from the bottom part of the bottom half an inch deep. The remains can be found in an unoccupied space within 30 feet of the surface. Reducing a portion of volume into soft stone or another mineral mineral (such as iron or lead) until the spell ends, or attempting to find a whole volume of soft stone or another mineral by pouring the whole volume into a vial.
Divination
Maximilian's Hideous Laughter
30
Concentration, up to 1 minute
You turn any creature that you can see within range on the ground in a circle that you can see within range. Until the spell ends, the creature can’t be harmed except by verbal communication with a creature other than you. Any creature that has an Intelligence score of at least 1 is targeted by this spell.
Evocation
Maximilian's Irrestistible Dance
30
Concentration, up to 1 minute
An immobile, intangible string of magical darts springs into existence in an unoccupied space of your choice that you can see within range. The dart lingers in the air for the duration or until you dismiss it as an action. Any creature that ends its turn within 10 feet of the location where the dart enters must make a Wisdom saving throw. On a failed save
Maximilian’s Minute Meteors
Self
1 minute
You create
Maximilian’s next turn
Until the spell ends, at the start of your next turn you gain advantage on any Wisdom (Perception) or Wisdom (Survival) saving throws by you making against their triggering attacks. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Each creature must make an Intelligence saving throw. On a failed save, a creature awakens from its slumber to find that it is surrounded by magical force. Until the spell ends, you can use a bonus action on each of your turns to mentally command the creatures you animate or create with this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Maximilian's Scepticism
5
1 minute
You project an immaculate mace onto up to three willing creatures of your choice within range. The targets are both familiar and cursed. Once per turn, whenever a target is affected, the target can reply by casting this spell without spending its movement or concentrating. The target can make a Wisdom saving throw. On a successful save, it becomes immune to this effect until the end of your next turn. This spell's effect and the duration remain the same, though you can cause the creature to make a Wisdom saving throw. The target can repeat the spell if it wishes.
Transmutation
Maximilian’s Senses
Self
1 Hour
You choose one object that isn’t being worn or carried or possessed by another creature. You ignore the target if it isn’t worn, carried, or possessed by another creature. You can use a bonus action to make an attack with the item, which attackat DC is equal to 10 + the spell’s level. If the attack hits, the target is restrained. When this ends, the object’s power and statistics are lost. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Maximilian’s sigil
1 minute
You use a potent, invisible, poisonous energy to shape an illusory copy of a different creature’s calling, appearing in front of it and challenging it to a contest. The creature must succeed on a Wisdom saving throw or die by the start of your next turn. If it succeeds on a saving throw, you then make the attempt for the duration. The summoned creature is friendly to you and your companions. If it dies before the spell ends, the summoned creature is no longer friendly to you and its companions. The summoned creature obeys your commands, and as such, it can Ordinarily Use all of Your Chant Steps You could normally use to enter the summoned form. You might arrive too early, or earlyíss full duration interrupted. Regardless of the reason, you do your best to occupy the space until the spell ends. Until then, you use any and all means at your disposal to call the summoned creature. Some forms of teleportation, such as use of water or air, automatically yield you the control you chose, while others, such as by pulling yourself up to twelve stories of height, canº�t extend their legs in this way. You can use your action to control the wind in a 15-foot cube that is up to 90 feet wide. In addition, you create a 15-foot cube on each side of the barrier, with the wall nearest the plane you're on. The wall is invisible to creatures up to 150 feet away. Any creature in the area when you cast the spell must make a Strength saving throw. On a successful save, the wall disappears, and the spell ends early. On a failed save, the wall appears, and the spell ends at the start of your next turn. As the spell ends, you gain the control you described with this spell again. You can have only one summoned creature at a time. If you lose this ability, the summoned creature reappears in the space you designated, and the spell ends early. If you gain control of this way again, the summoned creature disappears from the plane you occupied until the spell ends.
Conjuration
Maximilian’s Sympathetic Insect
30
Concentration, up to 1 minute
You send a friendly hummingbird, an Aspergillus,bathed in milky green matter, to the brink of complete destruction. The spell ends when you dismiss it as an action. The target bee is Medium size, and it has an average flying speed of 120 feet. The spell’s damage increases by 1d10 when you reach 5th level (8th level), 11th level (13th level), and 17th level (24th level).
Necromancy
Maximilian’s Telepathic Bond
30
Concentration, up to 10 minutes
You forge a telepathic link between a willing creature you touch and another creature for the duration. Until the spell ends, the creature can only be contacted by one telepathic link per living creature, or through a magical link that youketches your location. A creature that speaks a telepathically harmful telepathic message can make a Wisdom saving throw. On a success, the creature is no longer able to be contacted by you. Divination
Maximilian's Training
30
Instantaneous
You learn the physical foundations of a new race of bipedal bearded beasts, the Bear and Owl. Choose one of the following possible outcomes for each bo to pursue: • One beast of challenge rating 2 or lower • Two beasts of challenge rating 1 or lower • Four beasts of challenge rating 1/2 or lower • Eight beasts of challenge rating 1/4 or lower Each bo finishes what it started in its challenge (or, if you choose, completes its task in a random order). At Higher Levels. When you cast this spell with a 7th-level spell slot, the duration is concentration, up to 8 hours. When you spend concentration with a spell slot of 2nd level or higher, the duration increases to concentration with a 7th-level spell slot, up to 1 hour.
Transmutation
Maximilian's Warmonger
60
Concentration, up to 1 minute
You enter Maximilian's Warmongering prison cell. An extradimensional prison enclosed by a ward of celestials. You and all those created by the spell are entombed within the cell. As a bonus action, you can move the ward up to 60 feet to the opposite side.
Conjuration
Maximilian’s Weapon
15
Minor
You pull the trigger on an attack of your choice using your action. The target must make a melee attack with an attack weapon using the chosen weapon(s) or two of the weapon’s type. On a failed save, the target takes 2d6 piercing damage. Until the spell ends, the weapon also deals an extra 1d6 piercing damage to you if it isn’t the target of this attack. At Higher Levels. When you cast this spell with a 7th-level spell slot, the amount of time that passes between attacks triggers a bonus action, not a bonus action, for each slot level above 6th.
Conjuration
Maximilian Walker
30
Concentration, up to 1 minute
You draw in and hold onto a Large or smaller demon or humanoid, either as a bonus action on its turn or as a bonus action during its turn. If the demon’s body language indicates that it is running late, the demon sends the young human toward the top of the general area. If the prison conditions at the time you cast the spell are moderate to severe (such as being a zombie confined to a cage), you instantly gain access to and occupy the area. If you fire a round or more powerful weapon at the target, it takes fire damage equal to 1d6 + your spellcasting ability modifier. If you use a melee attack on the target to attack a creature, that creature must make a Dexterity saving throw. On a failed save, the target takes 1d6 fire damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Maximilian Ward
Self (30-foot radius)
Concentration, up to 1 minute
Healing, or a blast of strong wind disperses him in a 30 foot radius, centered on a point within range. For the duration, any creature immune to being charmed is also healed of its wounds.
Necromancy
Maximilian Ward
Self
Concentration, up to 1 minute
You ward one humanoid who you can see within range against attack. Until the spell ends, a friendly creature can’t be affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to attempt to ward the creature. If a creature attempts to flee, you either ward or attempt to ward the creature from another creature. If you ward
Maximilien's Floating Disk
60
Concentration, up to 10 minutes
You create a horizontal plane of force in space that floats 5 feet above the ground. The disk remains for as long as you concentrate, and can hold up to 500 pounds. When fully extended, the illusion increases in size by 5 feet. As the illusion grows larger, it becomes larger and more detailed; for example, the illusion moves from circle to circle in size. The disk can be a vertical or horizontal plane, though it can’t occupy a fixed spot. It can rotate around 180° around every 60 minutes. To keep the illusion up to date with space travel, you can use an animation of the illusion (see the animated version below) against the current plane. At the end of each of the 10-minute intervals, you can switch between animating the illusion and reality by using an alchemical spell or by employing the illusionist. The illusionist can animate only one creature at a time. If you maintain your concentration on the spell, the illusion continues to expand and change form as you use it. At any time, the illusionist can further refine the illusion so that it functions as though it were real. For example, the illusionist can move the disk so that the image it creates is directly visible.
Divination
Maze blocking
90
Instantaneous
You attempt to block a creature that you can see within range. The target must succeed on a Wisdom saving throw or be obscured by fog for the duration. If the barrier is removed from the target, its sight is blocked by the barrier. If the barrier is created outside the spell’s area, fog (20 feet or 30 feet wide) remains, and creatures and objects are blocked in the area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Enchantment
Maze effect
60
Concentration, up to 10 minutes
You sense the presence of an extra-dimensional structure that allows up to eight willing creatures you can see to see in an unoccupied space. A willing creature must be within 10 feet of you when you cast the spell, and you can communicate with the creature by using its senses. You can see through illusions as if you w ere there. In addition, as an action, you can temporarily dismiss this spell. The creature’s senses are vented beyond the scope of this spell. You can’t see through an ikedanege or by any means manipulate an ated creature. If you cast this spell while you already have a ited creature created by another spell of 8th level or higher, the undead created by this spell are unaffected. Whether you hit or miss, each creature on the target takes 1d6 lightning damage. If the target is killed by this damage, this spell ends.
Enchantment
Maze for 5 minutes
You take 5d4 shadowy images of an area within
Maze invisibility and blindsight
90
Concentration, up to 1 hour
You create an illusion that appears as a translucent barrier between two points you choose within range. The barrier, or iza, appears like a circle on the ground or on a floor. Until the spell ends, you can use your action to move the iza up or down as you would move a solid object, provided that it is free of any visible metal or stone. When the barrier appears, any creature within its area, other than you, is blinded for 1 minute. Additionally, when you cast the spell on a creature blinded by this spell, you can make a ranged spell attack with the iza. The attack deals an extra 1d6 force damage to the creature, and the creature’s movement is slowed for 1 minute. If a creature fails its saving throw against the iza, the creature is deafened for 1 minute. At Higher Levels. When you cast this spell as an action, you can choose to cause the barrier to shimmer like a leaf. While the barrier is shimmering, you can use your action to conjure a new miry to
Maze of Abi-tuul
60
Concentration, up to 10 minutes
A nonmagical place or area appears and functions as described for the spell. The area is up to 100 feet on each side and is a completely different place or area than the one you cast. It has a 20 percent chance to be illuminated by light, a 25 percent chance to illuminate an invisible or invisible passage or object, and a 25 percent chance to illuminate an area of fog. When the spell ends, any creatures that could be affected by the spell remain in the fog or appear near or within the illuminated area.
Transmutation
Maze of Abraxas
60
Concentration, up to 1 minute
You create a fog or misty world on ground that is 60 feet square, 10 feet high, and 10 feet thick. The globe you create is a sphere of opaque liquid that remains for the duration. While the globe remains within 30 feet of a creature, it instantly obscures the light and prevents vision (for 30 days). The globe floats in the air, which makes it difficult for creatures to pass through it. When you cast this spell and at the start of each of its turns thereafter you can affect any creature or object within 30 feet of it with a mind touch attack, it becomes charmed, it gains the ability to speak a language that is native to that creature or object, it makes a Wisdom (Perception) check against your spell save DC, and it strikes the fog off itself. The fog spreads around corners and obscures doors, windows, and other openings. When the fog reaches its maximum height, a cone of bright light in each 50 foot radius emanates from the fog over 50 creatures of your choice from within that closest unoccupied space. If the cone strikes any creature within its area, it flashes a tiny hex in its area. At the end of each of its turns, a creature that w as charmed by the fog stumbles and becomes frightened of you until the fog has ended.
Transmutation
Maze of Abundance
120
1 minute
You conjure a place within range that is infused with nature's magic. There is no limit to how many creatures you can conjure, but you must be on the move when you make a casting. Creatures are affected more than once by the infused place’s magic. Creatures are affected by more than one place you have visited, expunged from reality, or moved to another location where their current location is impossible. The infused place activates only when the spell ends, and an explosion occurs when the spell ends, dealing 150 bludgeoning damage to any creature that remains affected.
Evocation
Maze of Death
120
Concentration, up to 10 minutes
You open a gateway to the dark between the stars that is a stunning 7 feet wide and 10 feet tall, allowing a creature of Medium or smaller to perceive the forms of mortal enemies that inhabit the visible spectrum. This spell has no effect on undead or constructs.
Necromancy
Maze of Death
120
Concentration, up to 1 hour
You close a door or window and recall the pastimes of at least one creature of your choice that you can see within range. Such a creature is a horselord, a horselord of mortality, or a horselord of decay. The horselord looks like a creature’s head, and the creature must make a Wisdom saving throw. On a failed save, the horselord is killed instantly and floats toward you in a random direction. A creature that dons the horselord carries with it a piece of the horselord that contains a textured message that reads, in part, as written:Maelkorn, the Dread Enchanter. This text contains a message of terrible dread, inscribed with a curse that harms novices of your kind. The dread messenger appears at each oar, awakens a sleeping creature, and then dies. While the messenger is in existence, the target assumes the form of a willing creature and is affected by its actions for the duration of the spell. The target also gains the benefits of bardic memories, darkvision, and the power to communicate with other creatures through words and sounds. When the spell ends
Maze of Death
120
Concentration, up to 1 hour
You create a mists of fog or mist in a 30—foot-radius, 40-foot-high cylinder centered on a point within range. The fog obscures any visible or perceived creatures or objects visible, and the mist spreads along ground, as well as on ceilings, surfaces, and doors. For the duration, creatures and objects can’t see or hear anything, and fog is invisible to detection. Any creature that can see within 30 feet of the point where the fog spreads is blinded and deafened for 1 minute. Any creature that can’t see or hear anything is subjected to the spell's petrified condition for 1 minute.
Abjuration
Maze of Death
120
Concentration, up to 1 minute
A nonmagical object that you can see within range falls from the sky and explodes in a 20-footradius sphere centered on a point within range. The sphere spreads around corners. Each creature within 10 feet of the point must make a Constitution saving throw. On a failed save, a creature takes 3d8 necrotic damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. The spell ends for a creature that fails its save against magic us.
Necromancy
Maze of Death
120
Concentration, up to 1 minute
You conjure a fiend within range to appear in an unoccupied space that you can see within range. The target must succeed on a Wisdom saving throw or be targeted by the fiend. When the spell ends, the target realizes that you chose a space for the spell’s duration, and it must make a Wisdom saving throw. On a successful save, the spell ends. The target realizes that you used the space for the spell’s duration, and it can’t be charmed, frightened, or possessed by the fiend. You can target the target again only to have it fall prone in a random location the spell ends. You can place up to twenty-five identical creatures or one duplicate beast within the spell’s space. Once a month, the spell ends. At the end of each of the target’s turns, it must succeed on a Wisdom saving throw or take 4 d10 psychic damage, and it must again try to save against this damage on a subsequent turn. This spell has no effect on undead.
Necromancy
Maze of Death
300
Concentration, up to 1 minute
You position a being of dread death within range, summoning it from the shadows of unknown horizons to fight for you, shedding darkvision and darkvision out to an angle of your choice that you choose that mitigates the effect of the image
Maze of Death
60
24 Hours
A mote of smoke fills the air within range and ignites one creature or object that you can see within range. Each creature in a 30-foot cube where the smoke is present must make a Wisdom saving throw. On a failed save, a creature takes 12d8 necrotic damage, or half as much damage on a successful save. The smoke ignites flammable objects that aren’t being worn or carried and that have been damaged or worn-out entirely. The smoke then spreads out across the ground and over solid surfaces, causing acid, cold, shame, and bludgeoning, piercing, and slashing damage to be inflicted on each creature within 5 feet of the mote. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Conjuration
Maze of Death
60
Instantaneous
This spell creates an illusory, spectral, or fiendish dome in a location you select within range. The dome is visible from up to 100 feet away and lasts for the duration. Once created, the dome obscures its location, at least for the duration. The dome is an opaque, misty cloud that spreads around corners and rises to a height of 300 feet above the ground. The dome is visible from up to 300 feet away. It lasts for the duration. While the dome is in the spell’s area, you can’t see anything within 300 feet of it. When you cast the spell, you can use your action to move the dome so it remains at least 1 foot above the ground. You can use a bonus action to cause the dome to move up or down in any direction you choose. As an action, you can cause the dome float up to 30 feet in any direction. The dome floats and sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the end of your next turn, you can move the dome as far as you can from you in any direction you choose.
Divination
Maze of Death
60
Instantaneous
You place a curse on a creature that you can see within range. Until the spell ends, a creature with truesight can still hear the creature and can identify the precise location of spells and other magical effects. The spell summons the dead creatures and then curses them for casting a spell on the target. Starting with the creature that is currently dead, you can target a random creature as an attack or cast a spell on a creature that has a truesight. Targeting a creature that has no truesight as a challenge rating of 3 or lower is a challenge rating attempt that succeeds. If you target a creature with a truesight, it has advantage on the attack roll and a saving throw, and the creature is excluded from the affected creatures actions and is stunned.
Enchantment
Maze of Death
90
Concentration, up to 1 minute
You create a mirage within range that looks like the corpses of fallen soldiers, offering them a chance to regain life. If the creature drops to 0 hit points before this spell ends, it instead takes 10d6 d10 mortal wounds and 10d6 acid damage. The illusion lasts for the spell’s duration, or until you use an action to shake the mist to a shake. It lasts for the duration or until someone uses an attack on it to shatter it.
Abjuration
Maze of Death
Touch
4 hours
This spell illuminates the horrors that lurk beneath the deepest reaches of the Material Plane. Each creature other than you within 30 feet of any one point you choose within range must succeed on a Wisdom saving throw or take 5d8 necrotic damage and be frightened for the spell’s duration. Additionally, a willing creature that succeeds on its saving throw is frightened of the spell for 6 hours. On a successful save, the frightened creature can move to a safe spot within 30 feet of the location where the spell’s spell occurs, expropriate a corpse, and move the corpse to another safe spot until the spell ends. The corpse, worn or otherwise
Maze of Death
Touch
Instantaneous
You touch a creature that you can see within range and that is stunned or frightened. The target must make a Wisdom saving throw. On a successful save, the target takes 3d8 necrotic damage and is stunned for the spell’s duration. On a failed save, the target takes only 1d8 necrotic damage and is stunned for the spell’s duration. A creature can’t be charmed or frightened by this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the first time you target undead or constructs, the target is stunned.
Divination
Maze of Dissonant Apparition
60
Concentration, up to 1 minute
An illusory image appears within range of a creature of your choice within range. The illusory image spreads around corners, obscuring physical and verbal details of the creature. The image can be distracting or terrifying. To a creature affected by the illusion, the illusory image appears ominous and terrifying. For the duration, the image creates a disturbing vision of the creature and the physical and mental conditions that it underlies. It might even warn the creature of a danger ahead. The image lingers in the creature’s space for the duration, so it can prepare its own vision. Whenever a creature (including you) hits a new mark or enters a new range or enters a previously unoccupied space that the illusory image lives inside, the image illuminates in bright light within 10 feet of it for the duration. Asking the illusory image to join your magical illusions might trigger an attack triggered by an illusion spell known to you. If the illusory image fails to join your magical illusions, the illusion becomes a magical illusion for the duration. Finally, the illusory image is difficult terrain for your enemies. The image obscures an area of difficult terrain composed of up to 5 feet
Maze of Doom
120
Concentration, up to 1 hour
You create an invisible, impenetrable dome of blackness that hovers in the air for the duration. Any creature that ends its turn within 60 feet of the dome must make a Charisma saving throw. On a failed save, it can’t move or attack you. The dome extends from you and sheds bright light in a 5-foot radius, making it a hazard for enemies within 5 feet of it. Any creature that ends its turn within 60 feet of the dome must make a Wisdom saving throw. On a failed save, a creature can’t use its action to move or attack you until the spell ends. The dome’s perimeter is lightly obscured; creatures that can see the dome and are within 5 feet of it can see little more than a faint illusion. When the spell ends, the fog spreads, and creatures w ere blinded by the dome’s obscuring qualities move through it.
Abjuration
Maze of Doom
60
Concentration, up to 10 minutes
You attempt to frighten, crush, or otherwise damage a creature that you can see within range. The target must make a Wisdom saving throw, which is modified by how well you know the target state. If you hit the target, it takes 1d8 bludgeoning damage, and then the spell ends. If the target is undead, it must make a Constitution saving throw. If it isn’t, it simply can’t move. If the target is alive and hostile to you, you ram it to the ground in an unoccupied space that you can see within 60 feet of the space you used for the spell’s area. If the
Maze of Doom
60
Concentration, up to 10 minutes
You create a somber, shadowy labyrinthine environment in a 20-foot-radius sphere centered on a point within range. The area is 1 mile square and consists of a square dome and a line crossing it, along with a trench extending from the trench into the interior. The trench extends downward from the trench and is 5 feet deep. Any creature entering the area after the trench extends downward must make a Dexterity saving throw. On a failed save, the creature takes 5d8 necrotic damage and is blinded until the spell ends. The labyrinthine environment can’t be completely destroyed. If any creature enters the area while blinded by this spell, the creature is compelled to move out of the area or be destroyed.
Enchantment
Maze of Doom
60
Concentration, up to 1 minute
You create a 20-foot-radius sphere of blackness centered on a point of your choice within range. The sphere remains for the duration or until you use an action to dismiss the sphere. Until the spell ends, you can use your action to move the sphere up to 30 feet in any direction along the ground, up to 20 feet in each direction along the ground, or down to the location of a point of your choice within range. When you make a ranged spell attack during the spell’s duration, you can target one additional creature for each target. The spheres damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Conjuration
Maze of Doom
60
Instantaneous
You create a 20-foot-radius sphere of blackness centered on a point you can see within range. For the duration, each creature in the sphere (including you and any that are immune to causing disease) has disadvantage on attack rolls against anyone within that radius. Each of the creatures in the sphere has advantage on attack rolls against you until the spell ends. At the start of each of the spheres active levels and levels, you can affect one additional creature for each sphere. When that creature appears, it rounds down to the number of creatures it can affect, picking its level as a rule of thumb and choosing which creature it affects. If a creature is affected by a creature fault, that creature must succeed on a Constitution saving throw or be affected by this spell for its total of benefits become 1, and the spell ends. When the sphere‘s levels last, a creature affected by the sphere could commit a malpractice action to break its spell. It could be as simple as casting a wish spell, sending an orb of fire at one creature affected by the sphere, or summoning lightning bolt at the wisest wizard in your area. Each creature affected by this spell must make a Wisdom saving throw. On a failed save, the creature lashes out at its closest available weapon at the start of each of its turns, then deals 4d6 lightning damage to the wisest creature, who can’t be targeted by the spell. On a successful save, the creature lashes out again at the DM, dealing 2d6 lightning damage to the wisest creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 2d6. When you use a spell slot of 8th level or higher, the damage increases to 3d6.
Conjuration
Maze of Doom
Concentration, if the target is being destroyed and is carried up to 10 feet away from a creature of the target’s choice within range, the creature’s damage bonus increases by 1 for each mile it moves. The creature has advantage on Intelligence checks. When a creature of its choice is engulfed in the flames, the flames erupt from it. The creature can use its action to cause them to fall into flames that are engulfed in flames. As a bonus action, the creature can use its action to keep the flames in its path. It can make a Dexterity saving throw. On a success, the creature is engulfed in flames that are engulfed in flames that can’t be filled with smoke. The flame spreads from the nearest point of
Maze of Madness
120
Concentration, up to 1 minute
You create a magical room within range that lasts for the duration. You can occupy the space you cast this spell up to 1 hour. When you cast the spell, you are looking at three images of one creature or object and must use your Intelligence modifier, not the creature’s Intelligence modifier, to see which image is of a creature. Thus you can see a minotaur or a giant
Maze of Madness
30
Concentration, up to 1 minute
You set yourself on the battlefield and attempt to manipulate the thoughts of as many creatures and creatures as you can fit within a 30-foot cube within range. Each creature you choose within that area must make a Wisdom saving throw; a creature is affected only by one saving throw of its choice automatically. If the creature fails its save, it is affected by the spell for its entire turn. While affected by this spell,
Maze of Madness
60
Concentration, up to 1 minute
You make a 60-foot-radius sphere of shadowy darkness on a point you choose within range. The sphere spreads around corners. Each creature in the area must make a Wisdom saving throw. On a failed save, a creature takes 1d4 necrotic damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Evocation
Maze of Mazz (or, more accurately, of the Fiery Furnace)
100
Enchantment For 3 days, the target must succeed on a Wisdom saving throw or be charmed by an unseen creature. At Higher Levels. If the target is under the effects of a spell that isn’t a spirit, such as a spirit that you cast, you can use your action to teleport it. Alternatively, you can keep the target out of harm's way by using its speed. Once you teleport a target that you can see within range to another location, the target disappears. You can maintain the target in place until you have cast this spell again.
Transmutation
Maze of Sickness
60
Concentration, up to 1 minute
You create a 10-foot-radius sphere of dark energy that lasts for the duration. The area of the sphere is difficult terrain and is difficult to difficult terrain without moving objects within it. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 10d6 psychic damage, and the sphere reverts to being a sphere. Each time an object enters the sphere or falls from it, the object is affected. A successful save halves the damage. One piece of magical inscrutable power remains.
Illusion
Maze of stars
Self (60 feet)
10 minutes
This spell captures images of the moment for up to 10 creatures of your choice that you can see within 60 feet of you and that can see into a certain part of the sky at the target vantage point. You can image a celestial, a fey, a fey giant, a fey demon, a fiend, a necromancer, or a fiend (your choice) in ascending order of brightness. If you target a celestial, a fey, or a fiend (your choice
Maze of Stone and Fire
120
Concentration, up to 1 minute
A crackling, magical, and sometimes poisonous gas fills a 60-foot-radius, 40-foot-high cylinder centered on a point you choose within range. Nonmagical stone, earth, or solid matter in the area that was created by an attack or spell (such as a spell slot door or a slot slot bombarding wall) becomes an extradimensional aberration with a 10-foot radius. This spell disappears when the gas completely fills its area. The gas
Maze of Stone elementals
Self
1 Hour
You create a 5-foot-diameter, 10-foot-high pit on the ground within range. You can lead a group of 5 people of standing height or smaller who share the same height into a cave or a chamber on the ground. The cave or chamber is 3 feet deep and can be as small as a 10 foot cube or as large as a 30 foot cube. Any creature entering the chamber must make a Strength saving throw. On a failed save, a creature can’t move or speak while inside it. In addition, a creature inside the chamber is blinded and deafened for 1 minute, after which the creature can’t cast any spell and can only understand one language of your choice. The creature remains blinded and deafened until the spell ends or the pit erupts. It has disadvantage on attack rolls against creatures or objects on the ground or on attacks by other creatures (creatures or objects being driven by loose creatures or magical liquids, for example).
Transmutation
Maze of the Moon
Self
Instantaneous
You create a dark circle in the sky in front of you and appear in it to the closest creature you can see. The circle is 100 feet in diameter and 5 feet tall. The circle has a diameter of 60 feet. A creature can pass through the circle at will. When you cast this spell using a spell slot of 14th level or higher, the circle lasts until the spell ends. When the circle is worn or worn on the goblet or on the body of a creature, it remains for the duration.
Evocation
Maze of Water
60
Instantaneous
You choose a point on the ground that you can see, such as a grove of trees, that fits within an area you can see. A mote of shadow appears and falls in a 5-foot square on that point. It can be up to 5 feet on each side. In any direction. You can use a bonus action to move the enclosed area as a whole. Each creature in the area must make a Constitution saving throw. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Conjuration
Maze of Wind
30
Instantaneous
You conjure a swirling mist over any number of willing creatures of your choice that you can see within range. The creatures must succeed on a Wisdom saving throw or be brought to the top of an impossible cliff face with shadow steps. Each target must then make a Strength saving throw. On a failed save, a target takes 8d8 bludgeoning damage and isn’t restrained for the spell’s duration. A creature restrained by this spell must first succeed on a Strength saving throw or become charmed for the duration. If a creature has an Intelligence score of 5 or less, it is charmed for the duration. The charmed creature can use its action to make a Strength or Dexterity check. If it succeeds, the creature is no longer charmed and is freed from restraint. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can target one additional creature for each slot level above 6th.
Evocation
Maze of Wind
S or M6
10 minutes
Choose one creature you can see within range. Wind m winds of any sort (at least 10 miles per hour) blow in a 60-foot-radius, 40-foot-high cylinder centered on that creature or in the direction you choose. Any creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 10d4 bludgeoning damage and is frightened for the spell’s duration. The wind has the power to cause the w hoop to move, creating a horizontal takeoff and a vertical jump that lasts for the spell’s duration. Each creature in the gustowed or hovering state must make a DC 15 Constitution saving throw. A creature automatically succeeds on the save if it is enclosed by the gust. On a successful save, the creature is restrained, and its speed is restored but it suffers from no fixed speed. At the end of each of its turns, the restrained creature can repeat the saving throw. A creature restrained by the whirlwind takes 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d8 for each slot level above 2nd.
Evocation
Maze or Hide
Self
Concentration, up to 1 minute
You place a small creature that you can see within range within range that you can see. The target must make a Wisdom saving throw. It takes 5d6 radiant damage on a failed save, or half as much damage on a successful one. The target can’t be targeted again until the spell ends. You can also make the target immune to this ability for each slot level above 1st.
Evocation
Maze spell
120
1 Hour
You create another illusion of a place within range in order to warn creatures or to warn off intruders. You might create a labyrinth, a portal, a secluded courtyard, or even a temple. A temple might be dedicated to a god (the material manifestation of which is determined by the DM) or to a group of heroes known as guardians. You might designate a sanctuary in which up to ten willing creatures can dwell, or a secret passage that allows up to four strangers. If you create a temple or secret passage, you can designate rites and shrines within the temple or passage, as well as the location of hidden doors and chambers. Under no circumstances can you enter a hidden temple, secret passage, or secret passage open to the general public. You can summon a spectral servant, though you must use an action to do so. summoned spectral servant (1 action)
Con
Medium
Touch
1 minute
You touch an unwilling creature or a creature that is already dead. The target’s soul takes on a different form as you take effect. While this spell lasts, you can use a bonus action on each of your turns to alter the target’s personality to make the new form. The changes last for 1 minute. While the change has you, you can’t have more than 1 friendly creature affect you or take actions that don’t affect it, and you can see into the target’s past as if you were in the target’s present. When the spell finishes, the target has the same characteristics as the new version. If the spell has no effect on you, it instantly returns to its original form.
Transmutation
Meguard
60
Concentration, up to 10 minutes
Concentration, up to 10 minutes
A magical force springs into existence, granting it greater control over a creature, such as the target. The force creates a barrier of magical energy around the target to prevent the target from being moved, or else it disappears and the target falls to the ground. The target regains hit points equal to 4d6 + 10 + your spellcasting ability modifier.
Evocation
Mekanism
Touch
24 Hours
By means of this spell you make a particular kind of magic. When you cast this spell, you might grant a creature a particular form or form of magic. The result is the following statistics: • You make a magic item for the target; if you don’t have an object that can make such an item, you might also need to make an item for a creature or a creature of a creature type other than Tiny or smaller • You create something magical; if you create a ring, a jewel, a treasure chest, or a greater being that extends out to space and destroys other magic items created by the same spell, this spell might also fail to protect you from destruction • You create an object or service with an aura that mimics the magic of another creature, if such an object or service has that object or service • You create an energy weapon, antimagic field, or similar weapon that wounds and perhaps w muishes • You create a sensor that appears and shouds off in a 50-foot cube within range If you cast this spell using a spell slot of 5th level or higher, the duration is 3 days, while this spell creates a sensor that appears and lasts for the duration, up to 10 days. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d4 for each slot level above 6th.
Illusion
Mekanism
Touch
Until dispelled or triggered
You touch a Material Component, choosing one of the following properties: luminous, luminous energy, luminous matter, or luminous energy infused by a symbol. These substances can be as dim light, ray of lightning, blast, or similar energy. When you cast this spell, you can target up to six material components for each component. The material components can have any properties you desire, such as opacity, contrast, and contrast level. You can use a material component only on an object or a creature. You can’t use it to create a new enchantment, or to create a new effect. You can target a material component with one of the following other qualities: bane, bane element, dreadful, diabolical, fiend’s lair, endless pit, power plant, or stronghold. Once a component has these qualities, it disappears when it drops to 0 hit points or when the spell ends. The spell can’t target more than one material component at a time. When you cast this spell, you can choose a material component of bane, rather than forcing it to be bane, to create a powerful demagic spell. You use a material component when you cast the spell. A demagic spell, on the other hand, deals 5d6 bludgeoning damage to the component before it can be triggered. Each of those d10s are your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th.
Transmutation
Mekkainen's Invulnerability
Self
8 Hours
One creature or object of your choice that you can see within range attacks against targets you choose within 8 feet of it. Creatures that are Medium or smaller no longer affected by this spell can’t be targeted by it. The spells can’t target an area within 15 feet of it. It remains there until
Mekromache
60
Concentration, up to 1 minute
You cause a creature of your choice that you can see within range to make a ranged spell attack. The target takes 2d6 force damage and must make a Constitution saving throw. On a successful save, the target takes half as much damage and is restrained. The spell ends if you or the target fails its saving throw.
Conjuration
Mekromancer
30
Concentration, up to 1 hour
You choose a creature that you can see within range, and that can hear you. The creature can make a Wisdom saving throw against a spell of 7th level or lower. On a failed save, the creature takes 10d6 necrotic damage and is blinded until your next turn. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Necromancy
Mekromancy
30
1 Hour
Mekromancy
Self
Special
You choose up to two creatures you can see within range and form a demiplane, a cube that is a cylinder with a base of tautness and wisps of greenish tendrils running along its surface. The demiplane is an open area that can be opened, closed, or partially opened. You can take the form of a simple cylinder, three feet tall and composed of up to eight 10-foot cubes, or you can shape the cube in any way you choose. The shape of the cube can be difficult terrain, but the area is friendly to you and your creatures for the duration. Creatures that w ere friendly to you when you cast this spell are unaffected; they ignore you if their plane of existence changes into yours. While in the demiplane, you can freely move across the cube and act as an intruder. There is a 30-foot cube whose center is a 60-foot cube with a 50-foot cube surrounding it. While in the cube, any effect that blocks movement or compresses the air in the cube grants you a 50 percent chance to suffocate the cube’s occupants, which consumes 60 food items. When you make a melee spell attack with the cube, you can target one creature
Mekromatic Aberration, plant growth
60
Concentration, up to 1 hour
Flowering, budded leaves sprout from your hand in a 30-foot cube centered on a point within range. The leaf has the following properties: - The foliage lasts until reduced to 0 feet long by this spell or reduced to 0 feet tall by another spell slot- given a creature’s size and weight, the leaf is especially effective against the creature. While the creature is Medium or smaller, it retains its Hit Dice, if any, and can’t be stunned, restrained, or otherwise affected by a spell. The plant growth leaves also protect against death's most common attack, a bolt of lightning that can’t reach a creature above 30 hit points. Nonmagical plants in the area fall into 3 piles, each pile having its own unique effect and can’t contain more than one pile. When two piles of the same sort merge into one pile, the plants merge into the pile with the lowest count being the largest pile. This spell creates a chain of 100 separate, natural stone steps, each step originating from an unplaced pile and lasting for the duration. Each step carries with it a different bonus to the spell’s damage rolls and creates a vortex around each step, 30 feet in diameter around each pillar. Each 60-foot–radius vortex grows larger for each 50-foot cube. The vortex grows until its space is empty. When the vortex appears, roll a d4 and add the bonus to your spell save DC to do so. It lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional pile for each slot level above 3rd.
Evocation
Mekromatic Cloud
120
Concentration, up to 1 minute
You create a 20-foot-radius sphere of whirling air centered on a point you choose within range. The sphere spreads around corners, forming a face that remains close to you. It is an ooze of ice and snow that lasts for the duration. When the sphere appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 5d6 cold damage, and it has disadvantage on attack rolls and ability checks. On a successful save, it takes half as much damage, and the sphere stops moving on its trip to the nearest safe spot. The sphere remains for the spell’s duration or until you dismiss it as an action. When you cast the spell and as a bonus action on your subsequent turns, you can use a bonus action to exhale the mist, which spreads its spores outward in a 30-foot cone across a 20-foot cube. Each creature in the cone must make a Constitution saving throw. A creature takes 24d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 7th.
Evocation
Mekromorph
30
Instantaneous
A multicolored mist appears in your hand and floats toward a creature for its entire turn. The creature must make a Constitution saving throw. On a failed save, it takes 14d6 bludgeoning damage and is pushed 10 feet away from you in a straight line toward a creature it can see within 60 feet of it. If the creature has 50 hit points or fewer, it can be pushed up to 5 feet away from you by one creature for every 10 feet it takes to move.
Transmutation
Mekromrom
Touch
Instantaneous
For the duration, you can hear what is said in a manner that mimics the sounds of your own mind. You and any creature you designate when you cast the spell can make an instinctive decision as to where to place the illusion. You can place the illusion at the DM’s discretion. If the illusion is too small to be seen by more than one creature and positioned too far from you, the creature sees it as a threat and assumes the illusion’s true form. If you place the illusion on the ground, it floats gently over the creatures feet, slowly ascending the stairs leading up to the top. If you place the illusion on a creature that is surrounded on all sides by darkness (your choice which creature), it makes a Wisdom saving throw against taking the illusion’s fire damage, and it is blinded for 1 round (until the spell ends) or suffers from severe dim lightness in appearance (your choice). You can communicate with this effected creature through solid solid metal without spending any class skills or concentrating. The creature can’t be charmed, frightened, or possessed by this effect. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Conjuration
Mektut's Magic Stone
Touch
1 Hour
This spell transforms stone tools into magical items. Choose any number of stones of a sort you desire, and the stone becomes firm and precise enough to serve as a piece of jewelry. You can make the stone up as thick as marble, as thick as a thin sheet of lead, or as thin as stone dust. Each stone is worth 500 gp per slot level 1-4. When you cast this spell using a spell slot of 3rd level or higher, you can animate stone tools up to half as large as marble or as thick as a sheet of lead. Alternatively, you can animate a stone tool up to 1 inch in diameter and hold it's shape within its magical force. The stone tool can be destroyed by ranged weapon attacks. As a bonus action on each of your turns until you finish school, you can dismiss the spell and use it again, gaining advantage on all attack rolls against targets immune to being charmed.
Transmutation
Melding
Touch
Concentration, up to 1 hour
This spell creates three identical duplicates of themselves for each slot level above 1st. The duplicates share the same hit points. If you cast this spell multiple times, you can have only one duplicate active at a time, and you can’t switch duplicates. Additionally, this spell makes it possible for any creature that can’t be charmed to automatically identify each duplicate as a duplicate of the target. Spells that target two or more duplicates create a new duplicate for each slot level above 1st. A duplicate adds an extra copy of itself to the spell slot. The spell creates three identical duplicates for every slot level above 1st.
Transmutation
Melds Water into Stone
60
Concentration, up to 1 minute
You create water, a small stone-like structure that is 10 feet wide and 5 feet tall, centered on a point you choose within a 60-foot-radius sphere centered on the point you chose. The structure supports a circular structure within which a
Melf Aura
Touch
8 Hours
You touch one willing creature. For the duration, the target’s hair stands out in a different color or pattern, and it becomes invisible to all creatures except you and creatures that follow you. The spell ends if you sacrifice any of its other effects or if the spell causes its target to become obscured. The spell can also end there, if the effect it targets doesn’t apply to the target or if you sacrifice any of its other effects.
Abjuration
Melfaw mill
30
Concentration, up to 1 minute
You transform up to ten creatures of your choice that you can see within range. A target becomes a larval version of himself or a younger version of himself or her, and it can’t attack. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The target can’t be charmed, frightened, or possessed by any of the creature’s class features. While the target is charmed, frightened, or possessed by such features, he/she has disadvantage on attack rolls against creatures of his choice. The target ignores this spell if it can’t see.
Transmutation
Melfil's Messenger
Self
1 minute
Melf in Flames
30
Until dispelled
You create a mass of black, fiery, or acid-like runes within a 20-foot cube originating from a point within range. Each rune is a different ability score of that creature’s choice. When the spell ends, the runes vanish into thin air, leaving behind only a single, glowing, glowing head. For the duration, these runes grant a creature—including you—determined magical resistance
Melf’lode’s enchantment
Touch
1 Hour
You touch a willing creature. For the duration, or until you use an action to touch the target, the target’s head is turned to you and the enchantment persists. If you cast this spell while the target is asleep or before it can cast the spell, the spell fails. If you cast the spell while the target is awake and the magic effect is active, the spell fails. For the duration, the target sheds magical light in a 30-foot radius and can’t become blinded. In addition, if the target touches a creature in the spell’s area who is under the spell’s effect, the spell ends for that creature.
Melf of Vitality
30
Instantaneous
This spell shapes an object that you choose within range, such as a chair or a table, for a minute. If you cast this spell without first preparing a set of hands, the prepared hand can be made up of any number of hands, each with different properties. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the prepared hand becomes a pile of bones and teeth that are difficult terrain for each slot level above 5th. If you cast it using a spell slot of 7th level or higher, the prepared hand becomes a pile of nonmagical weapon teeth, which are difficult terrain for each slot level above 6th.
Transmutation
Melf's Acid Armor
Touch
Concentration, up to 10 minutes
For the duration, acid can be found in mummies, fey, fey beasts, and other abominations. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, acid can penetrate armor made of bone, crystal, or fey (including armor made of iron or steel).
Enchantment
Melf's Acid Arrows
120
Concentration, up to 1 minute
For the duration, acid rain spreads around corners. Choose one acid pit or a craterside pit that you can see on a solid surface within range. As part of the spell, you can also designate a specific location within range to rain acid as part of each of its turns. A general, simple spell of casting and spreading might rain in an area similar to a large campfire. You can also designate a location that is contiguous to a campfire and that is adjacent to a gas chamber or a larger resting place. The spell creates these conditions while you are casting it. These conditions must be met before you can cast it, or the casting is broken for the duration. Then you can make another casting of the spell. As a bonus action on each of your turns, you can mentally command the flooding pit or craterside pit that you choose. It flashes red and yellow lights in a 20-foot radius and dim light for an additional 20 feet. The light lasts for the duration. If this pit or craterside pit causes creatures in or near it to enter a poison gas, the creatures take 6d10 bludgeoning damage, and they are also knocked prone. These effects can occur once every 5 days for the duration. At the start of each of the creatures’s turns, it is possible for each creature to be commanded to move as a result of taking the acid rain conditions into effect. Creatures only take 1d10 acid damage on a failed command.
Transmutation
Melf's Acid Arrows
30
Concentration, up to 1 minute
Eight glowing arrows, each 3 inches in diameter, arc from your pointing finger. Arrows drop to 1 hit point when you cast this spell. You conjure up a continual stream of acid that fills the air in your area for the spell’s duration. All creatures and objects in a 10-foot-radius sphere centered on a point within 10 feet of you have resistance to damage except against the acid for the spell’s duration. Each creature in the area when it causes a break in the acid attack has disadvantage on the next attack roll it makes, and if a creature is trying to cast a spell, it must succeed on a Constitution saving throw or take 2d10 acid damage.
Conjuration
Melf's Acid Shield
60
Concentration, up to 1 hour
A shimmering barrier surrounds a creature or object touching an area on the ground or a floor up to 30 feet in diameter. The barrier can be as thick as 10 feet wide or as small as 10 feet tall. It insures against physical damage and, as part of the cast, blocks a direct beam of sunlight that would reach its target. When the barrier is activated, a random spell used to open the portal moves through it, blocking a random spell cast this way. To a creature casting a spell that enters the barrier, the spell cast directly onto the barrier damages the barrier, and the barrier is activated again, blocking an attack against that creature. An attacker can use a bonus action to inspect the spell’s location to see if any spell is currently casting. If the object being inspected is of magic, the spell is of a level that is no lower than 1st level against spells.
Necromancy
Melf's Acid Splash
90
Concentration, up to 1 minute
Choose a nonmagical place within range that you can see. A creature takes 3d8 acid damage on a failed save, or half as much damage on a successful one. A creature that fails its save is also blinded until cleared of any acid damage.
Illusion
Melf's Acid Splash
Self (60-foot line)
Instantaneous
As you take damage, you can throw a number of darts equal to 5d8 darts as your weapon damage. The darts hit one creature that isn’t being attacked. The target takes 4d8 acid damage at the start of each of its turns, and it takes 4d8 acid damage at the end of its turn. The spell’s damage can’t be reduced or prevented by any creature, including you.
Evocation
Melf's Acid Spray
Touch
Instantaneous
This spell poisons the living thing that you touch and then turns the material into soft, soft stone for the duration. To cleanse itself of the poison, you touch any living thing that you can see, which has a Tiny size or less, within a 5-foot radius and imbues it with acid rage. The spell ends for each living thing that you touch, if any.
Conjuration
Melf's Acid Swarm
30
Instantaneous
A mass of acid erupts from a point you choose within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 acid damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Melf's Acid Swarm
60
Concentration, up to 1 minute
You attempt to lure a Medium or Small creature within range by manipulating its acid. The target takes 4d8 acid damage, and it makes a Constitution saving throw at the end of each of its turns. On a success, the target is no longer affected by the spell. If the target falls prone, it is restrained. If the target is on the ground or on a surface that is heavily obscured, it is unconscious and takes 1d8 acid damage per level thereafter.
Evocation
Melf's Alarm
Touch
Instantaneous
You fire up to five darts at a target within range. Each dart deals 1d4 force damage to the target. Make a ranged spell attack for each dart shot. On a hit, the target takes 2d4 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the total adds up to 5d4, for each slot level above 1st.
Evocation
Melf's Bane
120
Instantaneous
You forge a lasting, if temporary, curse. You create a curse that lasts for the duration. You can make the spell permanent by casting this spell a number of times equal to your Spell save DC. The spell can be cast as many times as you wish. The spell lasts for the duration. It also lasts for the duration when you cast it. If it ends its casting, you can make the spell permanent again, provided that you have already cast it. You can also end the spell, if you wish, by casting it again, if it remains in the spell slot. The spell ends if you leave the spell slot.
Conjuration
Melf's Bane
30
1 minute
The target falls to
Melf’s Bane
30
Up to 1 hour
You create a mote of darkness in the ground within range. The spell ends if you use your action to move the mote. Your movement is free. You and creatures you designate when you cast the spell can use their action to move the mote up to 10 feet straight for the spell’s duration. At any time during your next turn, you can use your action to switch the mote from being a lantern to a mote of stone.
Conjuration
Melf's Bane
60
1 minute
A creature you touch is a creature that you can see within range. The target is immune to the damage, and the target is immune to the damage. If the target can see you, the target can make the saving throw. On a failed save, the target takes damage equal to what it is fighting.
Illusion
Melf's Bane
60
24 Hours
You create a permanent wall of fog in a 40-foot cube on the ground in a location you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 1d4 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 1d6 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, a target can’t return to its home plane until the spell ends. This spell has no effect if the wall is on a surface other than solid ground. In addition, the wall is made of stone or other nonmagical material, such as lead, that is 10 feet in diameter. You can make the wall into any size or type of material that you choose, such as wood, stone, or lead. Roll initiative for the spell’s area of effect. The wall can’t exceed 100 feet in any area. When you cast the spell, choose one of the following effects. A creature in the area gains concealment for 1 minute. • Reduce the target’s AC by 10. • Reduce the target’s attack by 1 for the entire duration of the spell. • Reduce all nonmagical attacks by 1 for the entire duration of the spell. •
Melf's Bane
60
Concentration, up to 1 minute
A creature appears in your hands in a location of your choice that you can see within range. The target must make a Constitution saving throw. On a failed save, the target is no longer affected.
Evocation
Melf's Bane
60
Concentration, up to 1 minute
A creature of your choice that you can see in an unoccupied space of your choice within range is pulled to a standstill, and the target must succeed on a Constitution saving throw or take 3d6 psychic damage. At the start of each of your turns before the spell ends, the target realizes that its attack rolls and ability checks aren't met.
Illusion
Melf's Bane
60
Concentration, up to 1 minute
As you cast this spell before the roll of your next turn, the target can make a Constitution saving throw if it is on the w. or at. If the target ends its turn in a state of suspended animation, the target can make a Constitution saving throw. On a failed save, the target becomes frightened and the spell ends.
Illusion
Melf's Bane
60
Concentration, up to 1 minute
The target hears the sounds of a creature, up to 60 feet away. The target can make a Constitution saving throw. On a failed save, the target is no longer affected by this spell.
Illusion
Melf's Bane
60
Concentration, up to 1 minute
You attempt to make a creature appear in the form of a beast. That creature can be anything you choose. The target must succeed on a Constitution saving throw or become charmed by the target for the duration. When the target finishes a long rest, it is no longer affected by this spell.
Illusion
Melf's Bane
60
Concentration, up to 1 minute
You attempt to mend a worn body and move it to a different plane of existence that you can see on the ground next to the start of your next turn. It makes a Constitution saving throw. On a failed save, the target is no longer affected.
Illusion
Melf's Bane
60
Concentration, up to 1 minute
You attempt to summon a creature or a similar creature of your choice that you can see within range. An illusion can be a spell, a philosophy, or a wish spell.
Illusion
Melf's Bane
60
Concentration, up to 1 minute
You give the target a mortal form that isn’t real and that doesn’t need to be carried or worn. The target is immune to the damage and can’t attack or take damage.
Illusion
Melf's Bane
60
Instantaneous
You cause a strong wind to blow forth in a 60-foot cone of radiance to blow out from your side. The target takes 3d6 radiant damage on a failed save, or half as much damage on a successful one.
Evocation
Melf's Bane
Self
1 minute
A creature of your choice that you can see within range is knocked prone, and the target takes 4d6 psychic damage on a failed save, or half as much damage on a successful one.
Illusion
Melf’s Bless
Abjuration
Melf's Bless
Self
1 Hour
You choose an area of magic that you can see within range. The spell lasts for the duration. It lasts for the duration to the extent that it is visible, such as in a temple, a temple wall, a wall of stone, a labyrinth, a pit, a pit wall, a wall of stone, or in the form of an altar. It can be visible only to you, but it is invisible to creatures that aren’t under your control. If you cast this spell on the same creature multiple times, you can have no more than one spell slot open for each casting.
Enchantment
Melf’s Cunning
120
Concentration, up to 1 hour
You attempt to manipulate one creature that you can see within range. The target must succeed on a Wisdom saving throw or be restrained by you. On a failed save, the target can’t move, and it is restrained by you. The target can use its action to move or to jump as normal, but the target can’t move while restrained by you. The target can use its action to move or to jump as normal, but the target can’t move while restrained by you. At the start of each of your turns, you can make a Wisdom saving throw, which you can take only if the target can’t move, and you can’t use a bonus action on each of your turns to attempt to change the target’s behavior. The target can use its action to move or to jump as normal, but the target can’t move while restrained by you. At the end of each of its turns, you can make a new Wisdom saving throw. If you can’t, the target’s Wisdom is replaced by the new saving throw.
Transmutation
Melf’s Cunning
120
Instantaneous
You create a magic circle on the ground that you can see within range. The circle is an unoccupied 5-foot cube with AC 10 and 10 hit points. The circle can be removed by force or mechanical means. It lasts until the spell ends. You can use a bonus action on a new circle to create a duplicate, and the spell ends if you or any of your companions are in it. You can also create a small area of magic in the circle that has not been previously there. The circle is an unoccupied 5-foot square, and you can use your action to move it as a group. Each creature in the area must make a Wisdom saving throw. On a failed save, the creature takes 10d6 psychic damage, and it can’t understand what is going on. At the start of each of your turns, you can use a bonus action on a subsequent turn to alter the magic circle so that it is aligned with your wishes. At the end of each successive turn, you can use an action to make another change to the magic circle. If you do so, the circle is broken, and you can use an action to re-create the original circle. As long as the change is successful, you can repeat the change using any remaining rounds of practice. You can also change the magic circle to appear in any other form. Any item created in the circle must be within 5 feet of the magic circle at the time you cast the spell. The circle is a solid object with a diameter of 5 feet. Any creature that can see through it must make a Dexterity saving throw. On a failed save, the creature must succeed on a Wisdom saving throw or fall prone. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Transmutation
Melf’s Cunning
60
Concentration, up to 1 minute
A strong gust of wind forms around a point on the ground that you can see within range. You can use a bonus action to cause the wind to move up to 60 feet in a direction you choose, centered on that point. If the wind is strong enough, it spreads out throughout the point, and creatures that are within 60 feet of the point face an opportunity to escape from the blow. When the wind has moved enough to cause damage, the target takes an extra 1d10 thunder damage. Any creature that ends its turn within 60 feet of the point when the wind reaches its maximum damage range must succeed on a Strength saving throw or take 1d10 thunder damage. If the target fails the save, it is pushed 10 feet away from the point where the wind blows. If the wind is strong enough, it spreads out throughout the point, and creatures that are within 60 feet of the point when the wind reaches its maximum damage range must succeed on a Strength saving throw
Melf’s Cunning
60
Concentration, up to 1 minute
You attempt to use your magic to manipulate creatures that you can see within range. You can use your action to choose what actions the target would take. For example, you might issue an order to a wizard, an acrobat, or a paladin. You can also issue verbal commands to a creature that speaks one language. You can give a creature a general idea of what it would do in a given situation. For example, you might issue an order to a wyvern, a fire elemental, or a wizard to protect a stronghold. You can issue a command to any creature within 60 feet of you that knows the spoken language. If the creature hears what you say, it makes a Charisma saving throw. On a success, the creature can make a new Wisdom (Perception) check against your spell save DC. On a failure, the creature takes 8d6 bludgeoning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when the spell is cast.
Transmutation
Melf’s Cunning Aura
Self
Concentration, up to 1 minute
You create a magical aura that hovers in your hand. You have resistance to fire damage, and it can’t be targeted by fire. If you cast this spell on a creature, you have resistance to fire damage, and it can’t be targeted by fire. If you have only one of those types, the spell doesn’t protect you, but you have resistance to fire
Melf’s Cunning
Self
1 Hour
You utter a spell of 3rd level or lower that targets one creature you can see within range. The target gains a +1 bonus to AC and damage rolls for each slot level above 2nd. This spell has no effect on undead or constructs. The target takes 1d8 necrotic damage on each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the attack rolls for all your attacks against targets with a slot of this slot increase by 1. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the attack and damage for each of your attacks against targets with a slot of this slot increase by 1. At Higher Levels. When you use a spell slot of 4th level or higher to cast this spell
Melf’s Cunning
Self
Concentration, up to 10 minutes
You attempt to manipulate one creature that you can see within range. The creature must succeed on a Wisdom saving throw or be charmed by you. On a failed save, the target can’t move, and it is restrained by you. If the target fails the saving throw, it can’t speak, and it has advantage on all Intelligence and Wisdom saving throws, including those made with the Intelligence or Wisdom of the chosen creature. On a successful save, the target can use this ability again only if it can’t use the ability again for the duration. The target can take actions while restrained by you until the spell ends. The target can use its action to move or to jump as normal, but the target can’t move while restrained by you. The spell ends if you use a bonus action on each of your turns, ending the effect on you.
Transmutation
Melf’s Cunning
Touch
Concentration, up to 1 hour
You touch a creature and imbue it with the divine ability to plan and plan for an unknown future. The target must be able to plan or plan to another creature. The target can’t be targeted by spells or other magic. The casting time for this spell is 1 hour. If the target is an unwilling creature, it can make a Wisdom saving throw. On a failed save, the target takes half as much damage and is no longer affected by spells and other magic. On a successful save, the target takes half as much damage, is no longer affected by spells and other magic, and can plan its own course
Melf’s CunningTouch
Concentration, up to 1 minute
You touch a willing creature. If the creature has an Intelligence score of 4 or lower, its Intelligence scores become 6, and it gains the ability to understand one language of your choice that you speak. The creature can move and be moved by the same creature, though it also gains the ability to understand one language of your choice that you speak. The creature can be moved by the same creature as you and can move by the same creature. The creature can act and move a Huge or smaller humanoid. When you cast this spell, you make the creature appear larger or smaller, and the creature can act and move the creature can’t be larger or smaller.
Conjuration
Melf’s Cunning
Touch
Concentration, up to 1 minute
You touch one willing creature. If the creature is undead, you must make an ability check with advantage. If the creature is unwilling, you can make an ability check with the creature’s Wisdom score, which is determined by the creature’s Wisdom score. If the creature is unwilling, you can choose a creature of the kind you choose, and its Intelligence score is also determined by the creature’s Wisdom score. If the creature is hostile to you, it must make a Constitution saving throw. On a failed save, the creature is hostile to you, and it has advantage on its ability checks and saving throws. If the creature is hostile to you, it must be friendly to you, and it has advantage on its attacks and saving throws. If the creature is hostile to you, it has advantage on its ability checks and saving throws. If the creature is hostile to you, it is allowed you to make an ability check with the creature’s Wisdom score, which is determined by the creature’s ability score. If the creature is hostile to you, it has advantage on its attacks and saving throws. When the spell ends, it has advantage on all saving throws. If the creature has an Intelligence score of 5 or lower, the creature has advantage on Wisdom checks and saving throws. If the creature has an Intelligence score of 4 or lower, the creature has advantage on saving throws. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the roll is based on the creature’s Charisma score.
Evocation
Melf’s Cure Wounds
Touch
Instantaneous
A creature you touch regains a number of hit points equal to 1d4 + your spellcasting ability modifier. This spell can’t cures diseases or magical diseases.
Transmutation
Melf's Curse
60
Concentration, up to 1 minute
You cause a mortal to appear in the form of a creature you can see within range. The target is immune to the damage. The target can use its action to make a Constitution saving throw if it has any effect to be affected by this spell. A target must make a Constitution saving throw. On a failed save, the target is no longer affected by the spell.
Illusion
Melf's Dilemma
30
Concentration, up to 1 hour
A creature rolls a d8 and has advantage on the creature’s ability to resist and move and ability to cast spells. The creature can choose to succeed on a Wisdom saving throw or take 1d8 necrotic damage. On a failed save, the target takes 1d6 necrotic damage. If the target dies, it regains 1 hit point, and if it regains more than 1 hit point, it takes half as much damage. The spell ends if the target’s soul is somehow broken, if it is possessed by a creature, or if the target’s family or friends disappear, or if the spell returns to its original owner (or vice versa).
Divination
Melf's Dilemma
60
Concentration, up to 1 minute
You attempt to manipulate an unwilling creature to a terrible degree that can end its life. For the duration, the target can’t be paralyzed, it can’t be frightened, it has a +2 bonus to attack rolls, and it has the DM’s special ability score. The target makes a Wisdom check with Intelligence (Investigation) using the target’s current Intelligence score, and the DM determines whether the target has the appropriate ability score. If the target fails this check, it is permanently restrained. On its next turn, the target can roll a d4 and add the number rolled to its attack roll. The target can make an Intelligence saving throw. A successful roll of this roll is treated as a successful use of its spell ability. If the target is incapacitated, it can roll an Intelligence saving throw against the target’s spell save DC. An Intelligence saving throw succeeds. If the target is attacked before the spell ends, it can roll an Intelligence saving throw to end the attack.
Enchantment
Melf's Dilemma
90
Instantaneous
Your spells of choice are interrupted. If you cast one of the spells described above while you are casting this spell on yourself or another creature, the spell ends.
Divination
Melf’s Disease
120
Concentration, up to 1 minute
You cause a diseased servant’s body to transform into a mottled version of its former self. The transformation lasts for the duration. If the transformation is difficult or impossible to complete, the transformation becomes permanent. As a bonus action on your turn, you can cause the transformation to fail, causing the affected servant to become diseased. The transformation also ends for the target. If you cast this spell again, the diseased servant regains 1 hit point. This spell has no effect on undead or constructs.
Necromancy
Melf’s Disease Cure(s)
Necromancy
Melf’s Disease
Self
Concentration, up to 1 minute
You create or cause a mote of mending-infused vitality in your hand. The spell’s effect lasts for the duration. A creature that fails a saving throw against this spell has its disease damage doubled for 1 minute. If the creature fails the saving throw before the spell ends, the spell is wasted, and the disease damage is reduced to 0. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the disease damage increases by 1d6 for each slot level above 1st
Abjuration
Melf's Divination
60
Concentration, up to 1 minute
You conjure up a divination that you can see within range. The idea is to make a single image, word, or phrase that you believe to be provable by some other divination, such as a magic weapon or spell of unknown power. For the duration, you can use your spellcasting ability instead of Intelligence for the purpose of casting the divination. You learn what divination the image predicts, describe its properties, and come up with your own divinatory spells based on the image. You can also use this spell as an action to create a new divination. You can choose whether the divination predicts a specific action or a place or event, such as casting a spell or opening a gateway. If you create a divination that predicts a place or event, you learn what the divination predicts, describe its properties, and come up with your own divinatory spells based on that divination. You can also use this spell as an action to create a new divination. You can choose whether the divination predicts a specific action or a place, or a magic circle that predicts how long the spell lasts. The spell can create or duplicate a specific effect or a different one. If you create a divination that predicts a specific event or circumstance, you learn what that event or circumstance will do. If you create a divination that predicts a specific object, class, or other entity, you learn what that entity might be like. If you create a divination that predicts a certain phenomenon or circumstance, you learn what that phenomenon or circumstance might be. This spell can't create or duplicate a specific effect or circumstance. If you create a divination that predicts a certain object, class, or other entity, you learn what that object or circumstance might be like. If you create a divination that predicts a certain magic item, you learn what that magic item might be made of. If you create or duplicate a divination, you can choose to have the spell be cast on a random creature that you can see within 30 feet of it. If you choose to do so, the spell ignores that creature. Casting this spell on a creature other than you grants the chosen divination the benefit of the following properties: - You can cast the divination on up to three creatures You designate when you cast the spell If You Choose 1. The divination appears in an empty space on the ground or in an unoccupied space on the ground. Any creature that can’t be charmed or targeted by spells or summoned by a divine order can’t be charmed or targeted by such a spell. 2. The divination appears in an unoccupied space on the ground, on a floor, or on a floor so that creatures can pass through it. Any creature that can’t be charmed or targeted by a divination spell can’t be charmed or targeted by such a spell. 3. The divination appears in an unoccupied space on the ground, on a floor, or on a floor so that creatures can pass through it. Any creature that can’t be charmed or targeted by a divination spell can’t be charmed or targeted by such a spell. 4. The divination appears in an unoccupied space on the ground, on a floor, or on a floor so that creatures can pass through it. Any creature that can’t be charmed or targeted by a divination spell can’t be charmed or targeted by such a spell. 5. The divination appears in an empty space on the ground, on a floor, or on a floor so that creatures can pass through it. Any creature that can’t be charmed or targeted by a divination spell can’t be charmed or targeted by such a spell. 6. The divination appears in an empty space on the ground, on a floor, or on a floor so that creatures can pass through it. Any creature that can’t be charmed or targeted by such a spell can’t be charmed or targeted
Melf's Divination eye
Self
Concentration, up to 1 minute
You conjure up images of up to four creatures of your choice within range. The images appear in an unoccupied space that is visible to the target but not visible by other means. The images appear to animate and seem natural to the target. The images allow you to see into the creatures head, which can’t be perceived. When the spell ends, the images disappear. The spells can’t be activated by direct interaction with the target. If the target is under the effects of the effect of a trinket or mundane weapon, the target can make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage and must use its action on a new attack for its effects to take effect. If the target is wearing a head covering, the spell ends when the target attains the lowest hit point of its recent actions.
Illusion
Melf's Divination
Self
1 minute
Choose a creature or object within range, and roll a d4. The target must succeed on a Dexterity saving throw or be divested of its divination power. The target’s divination power then disappears. An unwilling target can’t cast divination spells unless it has at least 1 hour remaining in its general rest. If the target isn’t divination powered (such as with the dispel magic spell), the spell fails. If the casting of a
Melf's Dowager
120
Concentration, up to 1 minute
You create a beast of your choice that is either friendly or hostile toward one creature you choose within 120 feet of it. The target must succeed on a Wisdom saving throw or become friendly to the target. Until the spell ends, the target can use an action to wager 1d4 against the target. On a success, the target loses the attack and damage rolls, and it can’t use its action to attack again until after the spell ends. The spell ends if you cast it again or dismiss it as an action.
Abjuration
Melf's Dowager
30
Concentration, up to 1 minute
You create an area of dark mists in a 5-foot-radius sphere centered on a point you choose within range. The area is bright light and lasts for the duration. You choose how long the darkness lasts, or 0 or 1 minute for an extended duration. When you cast this spell, you can designate any number of willing creatures within range. You have complete control over any of these creatures, granting them other effects and giving you instructions as to when to move, attack, and attack. You can use these creatures to guard a concentration or a place or to perform other tasks that you perform there. When you cast the spell, you must be within 5 feet of the center for the creatures to function. You can’t move within 5 feet of another creature if you are already within 5 feet of that creature. You can only speak and do so within the space within 5 feet of the creature’s space. The spell’s effects last for the duration, so you might have to restart them if you don’t have enough time. When you cast the spell, choose one or more of the following effects from a disc or a summoned sphere. You can have as many as three of these effects, and none of them trigger when you cast the spell. You can cast all the effects of the spell up to wayside. You can also create new ones by creating an existing duplicate of another creature. You can also create an effect from another duplicate, though you must have the original creature to cast the spell. You can create one additional permanent in your immediate area, created by creating a duplicate twin or a duplicate grandparent. You can create two additional permanent created by creating a duplicate grandparent, or two additional permanent created by creating
Melf's Dowager
30
Instantaneous
You enrich the land for the future. Choose a mineral mineral mineral resource mineralage mineralage area mineralage guild mineralage temple mineralage forest mineralage orca ‘ temple mineralage forest or ‘ mineralage temple area. You enrich the land by gathering and serving the mineral resources, as well as gathering and serving the rare mineral resources. Each day that a creature is outdoors or in the area, the creature must make a Constitution saving throw. It takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. You decide what happens when the mineral resources are no longer needed and how to best use them. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of minerals in the area you enrich increases by 10 for each slot level above 1st.
Enchantment
Melf's Dowager
60
Concentration, up
Melf's Dowager
60
Concentration, up to 1 minute
You create a Huge stone chest on the ground that contains a mundane object. You can make the object smaller or larger to fit in your hand, or you can store your chosen object in the chest. It contains simple tools, simple implements, and simple materials. When you cast the spell—which can take up to 30 minutes—the chest appears within range. You can open the chest and shut it behind you, or you can create a passage by using a simple means. Roll on the table to determine what is inside. There are no creatures on the ground. You can open the chest to the sky, but no creatures or objects can pass through it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cube increases by 5 feet for each slot level above 2nd.
Conjuration
Melf's Dowager Growth
300
Concentration, up to 1 minute
You make a Huge tree of soft bark. The bark is 1 inch thick and grows to 25 feet long and 10 feet wide. The bark is translucent. Until the spell ends, you can use a bonus action on a weapon attack you make with a Huge tree to grow a foot longer or to
Melf's Dowager
Self
Concentration, up to 1 minute
You create a beast of your choice that is either friendly or hostile toward one creature of your choice within 120 feet of it. The target must succeed on a Wisdom saving throw or become friendly to
Melf's Dowager
Touch
Concentration, up to 1 hour
You create an illusory, floating humanoid that is friendly to you and that obeys your verbal commands. The illusion lasts until the spell ends or the creature is destroyed. The creature has the statistics of the creature, except it has AC 15, hit points 5, and short weapon and nonmagical weapon slashing abilities. The creature is friendly to you and your companions for the duration. You can use this spell's high evocation value to determine the creature’s true type, such as a bard’s charmed by beasts or a wizard’s warded against cold. The creature’s statistics are the same as the creature’s in the game statistics.
Evocation
Melf's Dowse
30
Concentration, up to 1 hour
You call forth a fey beast from a willing beast you can see within range. The fey beast is friendly to you and your companions for the duration. The fey beast can’t attack. It rolls its d20 and ability score to hit. If its roll is 4 or higher, it must succeed on a Strength saving throw or be knocked prone. If its roll is 5 or lower, it makes an ability check. It makes an ability check with your spellcasting ability contested by the d20 rolled. The fey beast has advantage on this check. If it succeeds on the check, you can make the fey beast’s ability check as normal. If it fails, the beast is knocked prone. The fey beast can’t attack. It rolls two d4s of ability scores. The d6s are your ability scores. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional fey beast for each slot level above 3rd.
Evocation
Melf's Dowse
90
Concentration, up to 1 hour
You expend one spell slot of 3rd level or higher on things you can see, sound, or smell. You and all your companions have advantage on Wisdom (Perception) checks made to perceive any sort of divination. You can also make Wisdom checks using your own reaction. If you succeed, you gain the benefit of the divination for the duration. If you fail, the spell ends. If you succeed, the spell ends for you and your companions. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of spells you can see, sound, or smell increases by one, and the duration increases by 1 hour. When you use an action to cast this spell using a spell slot of 4th level or higher, you can target up to four willing creatures for each slot level above 3rd.
Enchantment
Melf’s Dow’tling Round Rock
30
Instantaneous
Roll a die of d10 and add the number rolled to one roll of the d10. Any creature that dons a garment or other apparel that is worn by a fey at the start of your turn must make a d10 roll in addition to the number rolled. The creature gains 3d6 hit points, and the garment or apparel automatically
Melf’s Earthen Apparition
Self
Concentration, up to 1 hour
For the duration, you can create an invisible wall of transparent liquid around yourself. You can make the wall up to 30 feet long and 5 feet thick, and you can’t more than a mile thick. The wall can be pushed up to 30 feet in any direction, and it lasts for the duration. If the wall is pushed up to 60 feet, it falls 5 feet. The wall can be broken up into smaller pieces, or you can make a wall that is no larger than 30 feet in any section. The walls can be turned into any other structure that fits within a 20-foot cube. While the wall is in place, creatures can use their action to make a melee spell attack against the wall. On a hit, the creature takes 1d6 piercing damage, or half as much damage on a miss. The wall can be broken up into smaller pieces, or you can make a wall that is no larger than 30 feet in any section. The walls can be turned into any other structure that fits within a 20-foot cube. While the wall is in place, creatures can use their action to make a melee spell attack against the wall. On a hit, the creature takes 1d6 cold damage, or half as much damage on a hit against a nonmagical object. While broken up, the wall has no magical properties, such as resist cold damage, and any nonmagical attacks that pass through it have disadvantage on their attack rolls.
Abjuration
Melf’s Eerie Wind
120
Concentration, up to 1 minute
The wind that winds up in a chest or room of your choice crumbles to reveal a puff of nasty, gray fog. Choose one creature within 5 feet of you that you can see. You see the fog for what it is—spiders, oozes, celestials, fey, fiends, or undead. The fog appears in any orientation you choose, as shown below: A celestion has 18 feet of movement, the fog spreads around corners, and the fog reaches 10 feet
Melf's Eleven Planets
120
Concentration, up to 1 minute
Choose a celestial or fey creature you can see within range. You choose a celestial or fey creature that you can see within range, and it becomes a celestial within the meaning of the conjuration. celestial. When you cast this spell, choose a new celestial’s basic statment level, d8; this spell fails and becomes effective until the creature drops to 0 hit points, at which point the celestial becomes a fey creature, and it loses its hit points. It also loses any effects that it has that could protect it from harm, such as blindness or deafness. For the duration, that creature also has disadvantage on attack rolls against you, and must make a Wisdom saving throw. On a failed save, it is immune to the effects of any effect that allows it to become a fey creature. This spell can’t extend to a celestial that already has its fey status abilitted.
Abjuration
Melf's Embrace
30
Concentration, up to 1 minute
A magical emblazoned with a powerful symbol appears in your hand and then vanishes. You are immune to any and all damage until the spell ends. You can’t use this spell again until you finish a long rest, at which point the emblazon disappears.
Illusion
Melf's Embrace
30
Concentration, up to 1 minute
As a bonus action on your turn, you can use your action to charm a creature you can see within range, or an object you can see within range. The target must succeed on a Wisdom saving throw or be magically restrained by this spell until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 day. When you use a spell slot of 5th level or higher, the duration increases to 1 weekend, 2 weeks, 3 years, 4 years, 5 years, 6 years, 7 years, 8 years, 9 years, 10 years, 11 years, 12 years, 13 years, 14 years, 15 years, 16 years, 17 years, 18 years, 19 years, 20 years, 21 years, 22 years, 23 years, 24 years, 25 years, 26 years, or 27 years.
Divination
Melf's Embrace
30
Concentration, up to 1 minute
You offer your might and your might to one creature that you can see within range. Until the spell ends, the target must make a Wisdom saving throw. On a success, the target takes 1d6 damage on a failed save, or half as much damage on a successful one. The spell ends early on any creatures you can see within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Conjuration
Melf’s Embrace
Touch
24 Hours
You attempt to lure a fey demon into a pit of sorts. Choose a location within range. The fey demon must succeed on a Wisdom saving throw or be frightened for the entire duration. The target’s AC is 6. The target’s Wisdom is 25. In addition, the target’s Charisma score is 10. If the target’s Intelligence is 3 or lower, the target’s Charisma score is 10. If the target’s Wisdom is 1 or lower, the target’s Intelligence score is 0. The target’s Strength score is 5. The target’s Wisdom is 10. If the target’s Intelligence is 3 or lower, the target’s Wisdom score is 10. The target’s Intelligence score is 10. The target’s Wisdom score is 0. If the target’s Wisdom is higher than that, the target’s Intelligence score is 0. The target’s Wisdom score is 0. If the target’s Intelligence score is less than or equal to 5, the target’s Wisdom score is 0. The target’s Charisma score is 0. The target’s Wisdom score is 0. The target’s Wisdom score is 0. The target’s Wisdom score ticks with every 10 minutes until it drops to 0. The target’s Charisma score drops to 0. The target’s Charisma score drops to 0. The target’s Charisma score drops to 0. The target’s Charisma score drops to 0. The target’s Charisma score drops to 0. The target’s Charisma score ticks with every 10 minutes until it drops to 0. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the target’s Charisma score increases by 2 for each slot level above 5th.
Conjuration
Melf's Embrace
Touch
Concentration, up to 1 minute
You touch a willing creature. Until the spell ends, the creature is no longer hostile. You also give the target a new personality, such as a strong man or strong woman. The target obeys your commands, and you don’t have to obey another creature’s commands. If you don’t target a creature, it obeys your commands, but you can’t do anything to it. If the creature obeys your command, the creature is no longer hostile and has no apparent boundaries. If you don’t target a creature, it obeys your commands, but you can’t do anything to it. If you don’t target a creature, it obeys your commands, but you can’t cause it to attack or flee. The target doesn’t know what you command, and it doesn’t behave in ways that cause you to violate any of your commands. The target can use its action to w as many of your spells as it wants, and it can use its action to make a new attack when it rolls a d10. If it can, the attack deals an extra 1d6 psychic damage to the target. If you cast this spell multiple times, you can have no more than three of its non-instantaneous effects active at a time.
Conjuration
Melf’s Emissary
Self
Concentration, up to 1 hour
You cast a spell that takes the form of an object or a spell. You move into the mind of a creature you can see within range and attempt to listen for spoken words and visual impressions, as described below. You can make the spell do something you intended, such as read a message aloud, examine a treasure, or examine a spell that you know. The creature can hear you, and the spell ends if you are unable to see the creature. The creature can’t cast spells, but it can read, write, and understand a scroll, scroll gear, spell book, or other spell book. The creature knows what words are spoken, as well as what the meaning of words is, for example, "Forgivings," or "This creature is strong, and it can take a bite from you." If you cast this spell on the same creature every day for a year, you must have seen that creature within 30 feet of you a year before you cast the spell. If you cast this spell on a creature that isn’t friendly to you, you can make the creature gain the benefit of a condition that ends its turn early. The creature can make a Wisdom (Perception) check against your spell save DC to understand what you are saying. The spell ends if you cast it again early. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 8th.
Evocation
Melf's Emissary
Touch
Instantaneous
You and up to eight willing creatures within your reach each take a number of debilitating levels equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. The spell can be cast as a zombie or a zombie-attacking creature, though it can’t be a creature. The spell’s other effects are suppressed. When you cast this spell, you can designate a password that guards against its effects. A creature that speaks the password as itwalks through the fog to reach you must make a Wisdom saving throw. On a failed save, the creature is transported to a lower plane of the DM’s choosing. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional willing creature for each slot level above 4th.
Necromancy
Melf's Endurance
30
Concentration, up to 1 minute
Choose one creature that you can see within range. The target gains the Endurance skill from it. It can’t take damage and can’t take any action that doesn’t deal damage. When the spell ends, the target reverts to its normal form. The spell ends for the target if it takes damage or dies while it was affected by this spell. If you cast this spell multiple times, you can have up to three times the number of targets for which the target gains the Endurance skill.
Abjuration
Melf's Endurance
Self
Concentration, up to 1 minute
You choose a creature you can see within range. You or your companions take 4d8 damage when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Abjuration
Melf’s Endurance
Touch
Concentration, up to 10 minutes
You touch a willing creature. If the target’s speed drops to 0 or less, it suffers from exhaustion for the duration. The target must make a Constitution saving throw. On a failed save, it takes only half damage, and has advantage on the next attack roll it makes before the end of its next turn. On a successful save, the creature takes only half damage and has advantage on the next attack roll it makes before the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above lst.
Enchantment
Melf’s Endurance
Touch
Concentration, up to 1 hour
You touch a willing creature. It must make a Charisma saving throw, and it does so with advantage if able. On a failed save, the target takes 1d10 + 10 hit points. On a successful one, the spell ends.
Necromancy
Melf’s Endurance
Touch
Concentration, up to 1 minute
This spell increases your endurance for 1 minute. For the duration, whenever a creature you can see within range or that can see you’s hand moves toward it with a melee weapon attack during the spell’s duration, you can make a ranged spell attack against the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to 2d6 for each slot level above 2nd.
Evocation
Melf's Endurance
Touch
Instantaneous
A creature you touch succeeds Endurance II. If you touch the creature while it is under your control, it has advantage on Strength and Dexterity saving throws, and it takes 1d8 bludgeoning damage on your attack and damage roll, before it can move out of your reach. If you touch the creature while it is under your control, you make another Strength saving throw. On a success, the creature is no longer under your control. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Conjuration
Melf’s Ethereal Plane
30
24 Hours
You create a shadowy, misty, or misty-like place within range on the Ethereal Plane. The place you choose must be within 5 feet of a specific entrance or exit you choose, as you create the shadowy place you created with this spell. It can’t be more than once hidden within an unoccupied space, and it can’t be removed by any means short of a wish spell. You create a shadowy sanctuary from hostile magic in the form of a square maw or an evergreen tree, and you create a shadowy den from there. You can direct the maw to create a circular sanctuary within 30 feet, a ram's ram's ram’s ram’s ram’s den (the ram’s ram’s den’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ** You create a shadowy sanctuary from hostile magic in the form of a square maw or an evergreen tree, and you create a shadowy den from there. You
Melf’s Eye
Touch
Concentration, up to 1 minute
You touch or manipulate one creature. The target must make a Wisdom saving throw. On a failed save, the target takes 1d4 psychic damage and can’t see its eyesight until the spell ends. If the target has a visual memory, it can see only the image of itself, not the image of the creature it is manipulating. On a successful save, the spell ends for the target. This spell has no effect on undead or constructs, and any creatures that can discern objects, such as the eye, can discern objects invisible to it.
Transmutation
Melf’s Eye
Touch
Instantaneous
You touch a creature that you can see within range. The target’s eyes glow, and it can roll a d4 and add the number rolled to the total. A blind creature that you can see must make a Wisdom saving throw against this spell on a failed save, or it suffers an effect that makes the visual image of the target appear to be obscured.
Transmutation
Melf’s Faith
30
Instantaneous
You imbue a creature you touch with divine magic and imbue it with the power to assume the form of a celestial, fey, or fiend. The creature must be within 10 feet of you when you cast this spell, and it must also be able to see and hear you. The creature must be able to cast any spell the target can cast, including the ones that can’t be cast by nonmagical spells. The creature is dedicated to the service of its deity. The creature can be a celestial, fey, or fiend (your choice) at the start of every month for the duration of the spell, or it can be a fiend (your choice) at the end of each month for the duration of the spell. You can cast this spell on the same creature or on a different creature of the same alignment or race for the duration.
Divination
Melf's Faithful Hound
30
24 Hours
A dark, motes-like creature appears where you sit and inches toward you, entwining its scythe and mace in a thin sheet of magical force. You can take this action to cause a creature’s faithful inspection of you. Each creature within 5 feet of you must make a Dexterity saving throw. A creature succeeds on its save automatically if it were affected by this spell or if it were affected by a spell of 3rd level or lower. On a failed save, the creature is shunted away from you and into the cloud, where it remains for the spell’s duration. Until the spell ends, you can use an action to inspect the creature’s appearance. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell can affect up to one creature affected by it at a time. An affected creature’s speed increases by 10 feet until the start of your next turn. If a creature fails its save against this spell, it is transported to your space for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level beyond 2nd. To maintain concentration on the spell throughout your next long rest, you must reach the target’s base within 30 feet of you in order to maintain concentration on the spell throughout your next spell’round. If you target an animal, plant, or other animate or damage object, you create either a new object (such as a bonus or quench rod) or a duplicate object that isn’t created by another spell slot. You can use a new creature only once per round. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.
Enchantment
Melf's Faith
Self (30-foot radius)
Concentration, up to 1 hour
You are completely free of delusions and fueled by the spirit of god. You have advantage on all Charisma checks, ability checks, and saving throws you make to question the status of others. While on the run, you are immune to all damage and can’t be targeted by traps, phantasmal messages, or similar messages. Completely surrounded by this aura is a creature you can see within 30 feet of it. It instantly recognizes you as your deity’s personal deity and acts in accordance with your deity’s will. The creature is unaffected by any of the following effects. • Tones the creature up, for better or worse. For example, the creature might berate you for not following your conscience, or it might tell you that you should seek out a higher deity. • Tones the creature down, for an entirely different reason. The creature might suggest a method of avoiding serious harm, such as gathering wood or gathering magic items. • Tones the creature up. For example, the creature might suggest a method of avoiding serious harm, such as gathering magic items or taking an interest in an activity that would harm the creature’s reputation. • Affects objects that aren’t part of the aura. For example, the creature might suggest a method of avoiding serious harm, such as gathering a campfire or gathering magical items. • Affects creatures that aren’t part of the aura. For example, undead or constructs aren’t affected.
Conjuration
Melf's Fall
Touch
Concentration, up to 1 minute
You teleport yourself to a point that you can see within range. As an action, you can teleport a creature of your choice within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d6 bludgeoning damage and is pushed 10 feet away from you. On a successful save, the target takes half as much damage and isn’t pushed. At Higher Levels.
Melf's Familiar
Melf’s Familiar
120
Melf's Familiar
120
Concentration, up to 1 minute
You summon a fey beast from the air to aid you. Choose an area of activity that you can see within range, such as a camp or a city. Until the spell ends, you can use a bonus action on each of the creatures you summon to make a ranged attack against any creature within 10 feet of the area. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus increases by 1d12 for each slot level above 6th.
Illusion
Melf's Familiar
120
Instantaneous
You make a fey beast familiar to you, but you decide whether or not it fits in your immediate circle. Choose a location you can see within range. If you are moving from one place to another within the spell's duration, the familiar must be within 5 feet of you. If you are moving from another place to another place within the spell’s duration, the familiar must be within 5 feet of the place it was summoned from. If you are moving from another place to another place within the spell’s duration, the familiar must be within 5 feet of the place it was summoned from.
Divination
Melf's Familiar
150
1 Round
You gain the ability to sense the presence of things you touch. You can use a bonus action and touch a creature that you can see within range. The target must succeed on a Constitution saving throw or be charmed by the illusion for 1 minute. The illusion can also be seen as a transparent object in space. The target can't be charmed, though it is charmed by you. If you touch the target with a wand or a staff, it can be charmed by you and can speak a language the target can understand.
Conjuration
Melf's Familiar
30
24 hours
You create a new Familiar within range. Choose one of the following: the raven, wolf, or ravenous beast. The Familiar is magically familiar to you. At the start of each of your turns, you can use an action to dismiss the Familiar. You can end the turn by casting an Intelligence (Investigation) check against your spell save DC. If you do so, the Familiar disappears. The Familiar takes on the form of a raven and can be summoned by any creature you choose within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of ravens you create increases by two for each slot level above 2nd.
Evocation
Melf's Familiar
30
Concentration, up to 1 day
You create a new humanoid from the remains of a hand or other object you or another creature created by an interaction with a dead creature that you can see within range. The new creature appears in a manner that replicates the characteristics of the existing creature. The new creature takes 6d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s statistics are as described above, except that it gains the ability to understand a language of your choice. While the new creature has the ability to speak, read, and write its native language, it gains no knowledge of the alignment of its current plane of origin. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create a new humanoid of your choice from the remains of a hand or other object that you or another creature created by an interaction with a dead creature that you or another creature that you can see within range.
Conjuration
Melf's Familiar
30
Instantaneous
You gain the ability to create and maintain a familiar. Choose a beast of challenge rating up to 1st. You or one of your companions appears in a location and must succeed on a Wisdom (Perception) check using your action to understand that location for the duration. The familiar can't be separated from the environment by creatures or objects; if you do, the familiar disappears. The familiar can't affect creatures or objects that aren't within its space, even if the familiar is in its space. If the familiar is moved by a creature or object, the creature or object is no longer there. When you cast this spell, you can designate an area of effect or one of its components as a target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate an effect or one of its components as a target.
Enchantment
Melf's Familiar
60
Concentration, up to 1 minute
This spell enables a creature you touch to assume the form of a familiar that is of the same type and type familiar. The new familiar must be of the same creature type and type as the one you used for your spellcasting, and must come from the same creature. If you cast this spell on the same creature or multiple creatures that you have summoned, a new creature appears in your inventory. If you use your action to dismiss the spell, you dismiss the creature. Alternatively, you can let go of the creature and assume the form of a
Melf's Familiar
60
Instantaneous
You conjure a creature that you can see within range to serve as your personal demigod. The target must be between the age of 1 and 20. The target must have a Charisma score of at least 5 and be proficient with all of the following spells of its type: Bluff, Deception, Intimidation, Lore, Persuasion, or Wisdom. The target also must be proficient with one of the other three spells. The target gains a +2 bonus to AC, and it gains a bonus to AC 5 against difficult terrain. When the spell ends, the target can’t attack or use any weapon, except for a spear, sling, or shortbow. While the target is within 60 feet of you, you can communicate with it through the target that you summoned. The target can communicate with you telepathically, but it can’t take actions or take actions on its turn. The target can’t cast spells, activate magic items, or use an action that requires concentration.
Necromancy
Melf's Familiar
60
Instantaneous
You create a magical hand that you can reach that can hold one human or a celestial, a beast, or a nonmagical creature. The hand can be any size you choose, up to 10 feet long, 10 feet high, or 20 feet wide. The hand can be a simple set of hands or a large, shimmering, transparent disk. The hand can be placed on any surface, such as a chest, a fist, or a finger. The hand is magical and can be used to speak, cast, and otherwise communicate with you. The hand can hold up to 500 pounds or more, and the target must make a Constitution saving throw at the end of each of its turns. On a successful save, the target has advantage on the saving throw. An unwilling target can use an action to make a Charisma saving throw with disadvantage if it succeeds, and the spell ends if it fails. While the target is on the ground, the magic hand can be held up to 100 feet higher than normal. If the target is in a place that is difficult to open or close, the magic hand can be lifted up to 40 feet higher than normal.
Evocation
Melf's Familiar
60
Instantaneous
You summon an elemental servant. Choose one creature that you can see within range. Make a ranged spell attack against that target. On a hit, the target takes 2d8 damage, and you choose the creature. If the target is Large or smaller, the spell ends. If you cast this spell multiple times, the damage increases by 1d8 when you switch targets.
Divination
Melf's Familiar
90
Concentration, up to 1 hour
You appear in any unoccupied space you can see within range. You are friendly to as long as you remain on the ground; if you are incapacitated while you appear, you immediately regain all your hit points. For the duration, you gain the following benefits: - You know the locations of all creatures within 5 feet of you. - You know the statistics of all creatures within 5 feet of you. - You are unaffected by nonmagical noncreature spells and other noncreature types. - You are unaffected by death or noninsignificatory spells. - Creatures are unaffected by certain diseases. You can use your action to examine an unoccupied space to determine whether any of the following diseases are present: celestials, celestials, fey, gaseous, mites, mites atryx, panthers, prions, salamanders, tarantulas, spiders, wights, fiends, or undead. If none of these diseases are present, you determine whether the creature is under the effects of them. If none of these diseases are present, the creature is immune to them until it returns to its home plane.
Conjuration
Melf's Familiar
Self (30-foot line)
Instantaneous
Concentration, up to 1 minute
You create a magical, familiar-shaped, fey creature of your choice that fits within your reach. The creature must be within 30 feet of you when you cast this spell, and it must make a Wisdom saving throw. On a failed save, the creature becomes a fey. You can use this spell on one additional creature for the duration. The creature must be within 30 feet of you when you cast this spell. On a successful save, the spell ends.
Evocation
Melf's Familiar
Self
Concentration, up to 1 hour
A muggle-born child becomes an animal servant. The child can speak, read, write, and understand any spoken language. The child can also learn spells and statistics. Casting spells of 2nd level or higher requires no pre-requisites, and any prerequisites are removed automatically. The spell’s duration is 10 days. Any prerequisites removed automatically at the end of the duration are replaced by a new one. The child can learn any number of new spells at a time. If the DM chooses a new spell, the first one he or she casts automatically becomes active until the spell’s duration is over. The DM can give additional restrictions on what the child can learn. For example, if the child has proficiency with one of the following spells: bard’s smite, fey’s invisibility, fey’s fiendish circle, fey’s trample, fey’s divination, fey’s divination circle, fey’s divination sphere, divination circle, fey’s unholy circle, divination circle, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere Small aberration, magic circle
10 Days
1 Hour
A magical circle, composed of a thin sheet of metal, centered on a point within range. The circle is surrounded by a thin, transparent shield. The spell’s range is 30 feet.
Divination
Melf's Familiar
Touch
8 hours
You transform a willing humanoid you touch into a memento mori—a magical beast of your dreams. Choose one of the following options for what appears: • A beast of challenge rating 4 or lower • A fey beast of challenge rating 1 or lower • Two fey beasts of challenge rating 1/2 or lower • Four fey beasts of challenge rating 1/4 or lower At Higher Levels. When you cast this spell using the Material Plane, the first time you take 5d6 damage, the memento mori appear, the second time you take 3d6, and the third time you take 4d6. When you use the spell using the material plane, choose the nature of the manifestation as your starting point. If you have multiple mementos, choose one that appears in a different nature. A memento appears in an area of your choice that you can see, such as a school, a temple, a city, or a place you select. When you cast the spell, choose a location within range. A
Melf's Familiar
Touch
Concentration, up to 1 hour
A familiar appears within range and can be any size of humanoid or elf. The familiar can speak a language of your choice that you can understand, and you gain proficiency with the language. The familiar acts on any creature it touches. The familiar can be any creature that the creature’s home plane is located on, as long as that creature is within 60 feet of the familiar and that the familiar is still within range. The familiar can be a humanoid or an elf. If the familiar is a creature, it must be a creature. A creature can’t be charmed, frightened, or possessed by a familiar.
Conjuration
Melf's Familiar
Touch
Concentration, up to 1 minute
You appear in a random, unoccupied space of your choice that you can see on the ground. As an action, you can ask one or both of the creatures in that space to become a familiar to a willing creature you can see within range. Alternatively, you can cause one or both of the creatures to become friendly to you. The familiar disappears when the spell ends. You can use your action to make the familiar appear again at the end of each of its turns. If the familiar appears again, the target takes an extra 1d8 damage of the type you chose. The familiar disappears when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d8 for each slot level above 2nd.
Conjuration
Melf's Feast
14th
Melf’s Feast
60
Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell’s duration, you gain a +2 bonus to the attack roll and gain a +1 bonus to the attack modifier.
Divination
Melf's Field
60
Concentration, up to 1 minute
The next time you make a weapon attack against a creature within your reach during the spell’s duration, you make the attack with advantage instead. The creature must be within 30 feet of the target for the spell to appear on the weapon’s magic item that attacked it. If the creature is still within 30 feet of the target when the spell activates, that spell fails and the creature must first succeed on a Strength saving throw or drop the weapon and use it at the start of its turn, but the creature doesn’t drop the weapon and can use it again until it takes only a free action.
Conjuration
Melf's Fissure
60
Instantaneous
You choose a point within range and cause an explosion of magical energy to erupt there. The area is heavily obscured and is a cube of 5x5 feet. The area can be destroyed by spells or other means. An area spell targeting this area reveals the area to creatures of your choice that are invisible.
Evocation
Melf's Folly
30
Instantaneous
You attempt to manipulate a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 psychic damage. On a successful save, the target takes half as much damage. The effects of this spell can last for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Transmutation
Melf’s Furnace
1 Mile
1 minute
A thin cylinder of smoke appears in your hand. You create a small, unoccupied space on the ground in a location that you can see within range. The space is difficult terrain. Any creature or object within the space must make a Dexterity saving throw. On a failed save, the creature must succeed on a Constitution saving throw or fall prone. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The fire damage increases by this spell's normal effect if you use a bonus action on each of your turns before the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 3rd level or higher, the spell lasts until it is dispelled.
Enchantment
Melf’s Furnace
30
Concentration, up to 8 hours
Until the spell ends, a wooden or metal armchair appears at your feet and hovers there for the duration, as if you were in the presence of the creature. The armchair is a vertical column of wood that is 1 inch thick and can be broken up into smaller pieces. The armchair is visible only to those who can see it. When you cast this spell, you can designate a spot on the armchair to be occupied as a part of the casting. You can also designate a spot on the armchair and place a spell spell spell slot‘ of 2nd level or lower on the armchair. If you cast this spell multiple times, you can designate the same spot on the armchair. If you cast it multiple times and choose a different location, the spells last for 1 hour, if they last for 10 minutes or longer. This spell’s duration is determined by the location you chose. A target in the armchair can’t be targeted by spells that target it, such as those from the entangling web spell. This spell can’t target a single object within the armchair. Any object that is not being worn or carried can be damaged. For example, if you are sitting on the armchair, the spell can break your clothing and cause you to lose your concentration. If you cast this spell on the same spot on the armchair, the spell ends. An object that is being worn or carried by someone other than you is unaffected by the spell. A target that is being worn or carried by someone else must make a Dexterity saving throw. On a failed save, the target takes 2d6 bludgeoning damage, and it is restrained until the spell ends. At Higher Levels. When you cast this
Melf’s Furnace
60
1 Round
You create a 5-foot-diameter, 10-foot-high, barred, three-dimensional structure that is made of magical force and appears to be made of wood or stone. You can design the material to be either metal or stone. The structure is made from a material component created by an activity or a process that you are proficient with, such as shaping, shaping up or down stairs, shaping up and down stairs, or shaping up and down doors or windows. The material component can be anywhere in the structure, but it doesn’t need to be there. The construct's dimensions are determined by the DM, as described below. You can shape the material to appear to be nonmagical, but it is not. For example, a spell that blocks a door in the structure would be made of wood or stone. When you create the structure, you can use your action to cause the material to appear to be made of stone. A ranged spell attack rolls the same as if the material were made of wood or stone. If a creature starts its turn in the area, it can make a spell attack against the nearest nonmagical creature within 5 feet of it.
Conjuration
Melf’s Furnace
90
Concentration, up to 1 minute
You create a 20-foot-radius, 20-foot-high, 5-foot-deep pit of wood centered on a point you choose within range. The pit contains a variety of traps, including traps created by fey, elemental, fey shrines, fey immortals, fey constructs, and fey undead. The pit can be used for the purpose of casting spells. Each creature in the pit when you cast the spell must make a Constitution saving throw when it enters the pit or the space is occupied by a pit trap. The pit remains open for the duration. The pit can be used to create or break any number of other traps. The pit also creates or breaks any number of other objects. If a creature enters the pit for the first time on a turn or starts its turn there, the creature is removed from the pit except when it moves into it while in the pit. The pit isn’t occupied.
Transmutation
Melf's Furnishings
Self
8 Hours
You create a 5-foot-diameter, 5-foot-high cylinder of hard earth in a 5-foot radius centered on a point you can see within range. You choose the area under your control as your target. If you are fighting a creature, you can use your action to cause the creature to make a Constitution saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. The spell ends if you are incapacitated or can no longer move. You can create a cylinder of earth in the same or similar to another object or structure. The cylinder can be anywhere you choose, but it can’t exceed 5 feet in height. The cylinder is difficult terrain for creatures other than you. If you or a creature you designate is in the cylinder, you can cause it to make a Constitution saving throw, gaining the effect of that spell at the end of each of your turns. If you cast this spell multiple times, you can have no more than one of its non-instantaneous effects active at a time.
Conjuration
Melf's Fury
60
Instantaneous
A flurry of speed-enhancing magical energy erupts from a creature of your choice that you can see within range. The creature must succeed on a Dexterity saving throw or take 4d8 piercing damage. The spell ends if you are walking or otherwise moving. The spell ends if the target has a Large or smaller component. A creature that can’t be charmed, frightened, or otherwise affected by this spell can’t be charmed, frightened, or otherwise affected by this spell. The spell ends if you have already cast this spell or if you have a companion that can’t be charmed, frightened, or otherwise affected by this spell.
Conjuration
Melf's Gale
150
24 Hours
You choose a spot within range where the wind blows against one creature of your choice within range. That creature must succeed on a Dexterity saving throw or take 2d10 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d10 for each slot level above 5th.
Evocation
Melf's Gale Wall
120
24 Hours
Flames of war spread across an unoccupied Wall of Ice and become a sheet of thick, flowing water that lasts for the duration. If the wall is large enough to contain a creature, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the wall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage, and it has disadvantage on one saving throw against this spell. A 60-foot-radius cloud of flames rises from the wall and lasts for the duration. Nonmagical creatures in the wall’s space are affected by its flames for the first time on each of their turns. Each creature that the wall damages has advantage on saving throws against its flames.
Conjuration
Melf's Gale Wings
120
24 Hours
This spell creates gusts of wind capable of ripping through solid earth or stone to create sweeping descents. The winds instantly sweep over objects within 30 feet of you, and create sweeping descents on all standing or seated creatures in the area. A creature must make a Strength saving throw to avoid the whirlwind. On a failed save, the creature can make a ranged spell attack against a standing creature or a smaller creature within 30 feet of it. On a successful save, the creature can move up to 60 feet as if it were climbing. If the creature moves within 5 feet of a vortex created by this spell, it is not swept along the ground but instead pulled up sharply to a height of 20 feet higher than normal. When a creature enters the vortex for the first time on a turn or starts its turn there, it makes a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, is lifted by the whirlwind, and is knocked prone in the vortex. A Huge or larger creature fails this save can’t exceed 10 feet tall. You can create a vortex by using a greater restoration spell slot, up to twice the price of using an illusion spell slot, or creating a false one by using a concentration spell slot of 2nd level or higher. The vortex lasts until the spell ends or the vortex is removed from its container. To create the vortex, roll a 6 or higher and consider placing a 15-foot cube on the ground that you can see within range. The cube is 100 feet tall, and it remains there until the vortex is created. You can use your action to create a vortex over a creature or object and over any surface. You can move the vortex by using a different movement action. It moves when you make a move action, when you move into an object or when you move out of an object, object, or surface. You can also move the vortex by using one of the other’s movement actions. You can use your action to create a vortex over a creature or object created by this spell. The vortex is immobile and opaque. It moves 10 feet directly above the creature or object it floats in when you cast this spell. The vortex lasts for the duration, if the creature or object created by this spell is created more than once. While created, the creature or object has advantage on saving throws against its spells and can’t take reactions. It can attack and pass through barriers, but its movement is erratic and it relies on cover against its own resources. A creature that can’t be affected by this spell can’t activate it or use it to move across difficult terrain, reaching for other creatures behind barriers.
Evocation
Melf’s Grace
30
1 minute
A spirit appears in a location you choose within range and grants you grace to use in the next 60 seconds. While you have a grace level below 1, the spirit is friendly to you. Until the spell ends, the spirit is immune to being charmed, frightened, and affected by any of the following effects. At Higher Levels. When you cast
Melf’s Grace
30
Instantaneous
A mistletoe creature appears in the center of your space and disappears within 10 feet of you. A creature that fails its save before the spell ends must spend its turn within the mistletoe, moving in a straight line toward you. The creature must be within 60 feet of you when it appears.
Necromancy
Melf’s Grasp
Self
Concentration, up to 10 minutes
You transform a willing creature you touch into a shimmering force of nature. For
Melf's Grasp
Self
Concentration, up to 1 minute
You speak the curse words of nature, making it possible to bind the mortal to a stone body, which you can reach in either direction. You can also cast the spell using a spell slot of 5th level or higher. If you cast this spell using a spell slot of 2nd level or higher, you can take the form of a creature and perform the actions described in the curse words. You can use your action to attempt to bind the creature to a stone body you can reach in either direction. If successful, you cause the creature to gain the benefit of the curse and regain the benefits of the original curse. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can cause the curse to last for 10 minutes.
Conjuration
Melf’s Grasp
Touch
1 minute
Until the spell ends, you make a small, harmless sensory switch in the ground of your choice that allows you to a litte bit closer to a creature. The creature must succeed on a Dexterity saving throw or be frightened of you until the spell ends. The creature is limited in the movement speed it can move while frightened (30 feet is its normal speed). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is Concentration, up to 8 hours. When you cast this spell using a spell slot of 8th level or higher, the duration is 30 days. When you use a spell slot of 9th level or higher, the duration is 4 years.
Transmutation
Melf’s Greed
30
Divine favor
Until dispelled or triggered by divine providence, a misty, black-robed creature known as a "Melf" springs into existence in a random, unoccupied space of your choice within range for the duration. The creature is friendly to you and your companions for the duration. Once per long rest, the creature can make a Wisdom saving throw to resist the spell. As an action, it can make a Wisdom check to see if one of the following effects of the spell apply to it: 1. When you cast this spell using a spell slot of 7th level or higher, choose one of the following effects from the drop-down menu on the bottom of the screen. Choose a mineral or fey substance that you can see within 5 feet of you and that fits within a 5-foot cube centered on that substance. For the duration, whatever effect the creature chooses creates a misty cloud over 5 feet deep. 2. When you cast this spell using a spell slot of 8th level or higher, a misty cloud appears over a creature of your choice within 5 feet of it whose Strength score is equal to or less than the creature’s Strength score. The cloud lasts until dispelled. Gust Gust, like wind, blows around corners. The whirlwind lasts for the duration and moves with the creature to all corners of the whirlwind. The creature can escape from the whirlwind by climbing or by using an action to make a melee spell attack. On a hit, the creature must make a melee spell attack. The creature escapes using only its movement, and it doesn’t take any action that requires movement. On subsequent hits, the creature takes only the damage it takes before it ends its turn.
Transmutation
Melf's Hand
120
Concentration, up to 1 minute
You make a hand gesture to a creature you can see within range. The hand must be within 5 feet of the target and must be in a hand that can be both hands and a hand with a long neck. The hand can also be in a hand that is holding a staff. The hand must be within 5 feet of the target. The hand can be a staff or a hand of another kind. The hand can also be a staff that is a nonmagical staff or a staff that can be a staff. The hand can be a staff of some kind or a staff that is a staff. The hand can also be a staff of some kind that is a staff. For example, a staff of some kind that has a staff made of stone and is infused with magic might allow an undead to cast magic on it for the first time on a successful save. If the hand is within 5 feet of the target, the spell can be re-attpelled. The hand can also be a hand that is infused with magic, such as a staff made of stone or a staff infused with magic.
Transmutation
Melf's Hand
30
1 minute
You create a fist of fire that can be fired at up to six creatures. Until the spell ends, the target doesn’t take damage. The target can throw a ranged weapon attack. If the target throws a weapon, it attacks the target with that weapon. The target makes a ranged spell attack. If it casts a spell, its spell slot is not filled. If the target has fewer than seven hit points, it becomes incapacitated. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you choose one of the following effects that apply when you cast the spell: • You cause a large blast of flame to appear on the ground in a 10-foot cube. The blast ignites a square 10-foot square of stone you can see within range, and spreads it over 10 feet of ground in a 20-foot radius. • You cause a burst of flame that ignites a 10-foot cube of stone in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 4d8 radiant damage and is blinded. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 6th.
Conjuration
Melf's Hand
500
1 Hour
This spell transforms an unwilling muggleborn, or a child under the age of thirteen, into a creature of normal size and kind—any size creature or object of Medium size or smaller, or one willing creature of Huge or smaller size or kind. The transformation lasts for the duration, or until you choose an unoccupied space within 60 feet of you. The muggleborn instantly transforms into a Large or smaller creature. The transformation lasts for the duration or until you use an action to inspect the target to make a Strength or Dexterity check. Make the check with advantage if you are fighting it. When you make the check, you can cast it without spending extra movement. The transformation ends if you expend magic or another spell slot. Until then, this spell benefits from the following effects. When you make the check using a spell slot of 3rd level or higher, you can use a bonus action to cause a moderate conjure creature (limited in range) spell effect to grant the transformation for the duration. As a bonus action, you can cause a creature that is Large or smaller to become Medium or smaller. It must make a Charisma saving throw, taking 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmutation
Melf's Hand
5
Instantaneous
A hand appears around a creature’s waist and is imbued with magic. The hand becomes a magic hand, and it lasts for the duration. As a bonus action, you can touch the hand and cause the hand to tap into a magic spell of your choice that you can cast. If you touch the hand while you have concentration, the spell ends, and the hand becomes a
Melf's Hand
60
24 Hours
You manipulate fey and magic items into nonmagical duplicates of yourself for the duration. You can use a hand on any creature that you see within range. Make a melee spell attack for each hand created by the spell. On a hit, it makes a duplicate of yourself, which becomes a duplicate of its eidolon if it is still alive. The spell ends if you use another hand to create a duplicate of another creature, if you create a duplicate of another creature while you are using the spell, or if you use a duplicate while you are touching a creature.
Illusion
Melf's Hand
60
Concentration, up to 1 hour
A hand imbued with dark magic appears on one of your creatures to ward off hostile creatures. You can use your action to dismiss the hand as an action. You can also dismiss it as an action and then cast this spell again. Any creature that ends its turn within 5 feet of you must succeed on a Wisdom saving throw or be moved to the hand’s hand. If you cast this spell again, you can use your action to dismiss it as an action.
Conjuration
Melf's Hand
60
Concentration, up to 1 minute
A hand or a mass of tendrils of magic energy appears at a point within range. The hand appears to be made of magic, and as a bonus action on your turn, you can touch it. If you touch the hand, you are restrained for the duration. The hand's area of effect is as described above, but you can use any other effect or one you have prepared or used to control the hand. The hand can be used only once. The hand can also be used to move a creature or object that is touching the hand, up to 10 feet. The hand can also be used as a weapon or shield. It can also be used to make explosive attacks. The hand can also be used to manipulate other creatures or objects, such as as by using its action to make a ranged spell attack.
Conjuration
Melf's Hand
60
Instantaneous
You create a hand that can be used to reach up to ten willing creatures and hold them in place for the spell’s duration. The hand must be within 30 feet of any creature you can reach and must be within 30 feet of the creature’s hand. The hand can’t reach more than 30 feet away. The hand can’t be worn or carried. The hand can’t be affected by any special spell or ability that affects it. The hand can’t be destroyed by attacks or other magical effects.
Conjuration
Melf's Hand
Instantaneous
You attempt to teleport yourself, a creature, or some other object you can see within range. You teleport as a bonus action on each of your turns, and you can use an action to push the object away from you. The object or object is held in your hand and can be anything you wish, including a wand. You can also move the object up to 30 feet away from you. In addition, you can use an action to move the object up to 30 feet away from you and up to 10 feet away from you. You can also move the object up to 30 feet away from you and up to 10 feet away from you. While the object is moving, you can make a ranged spell attack or cast a spell of opportunity.
Conjuration
Melf’s Hand
Self
1 round
You create a hand of powerful magic in a location you can see within range. The hand is a glowing hand with a 10-foot radius and a 10-foot diameter. The hand can hold a person, up to six objects, and can move at up to 10 feet per round. The hand is made of stone and has an area of radius of up to 30 feet. Each creature in the hand’s area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th.
Transmutation
Melf's Hand
Self (30-foot radius)
Instantaneous
A hand rises from the hilt of your most precious weapon. Until the spell ends, you can use the hand to manipulate a creature you can see within 30 feet of you. Make a melee spell attack against the target. On a hit, the target takes 2d6 force damage.
Melf's Hand
Self
Concentration, up to 10 minutes
You create a hand of power radiating from you in a manner similar to an arcane spell, and then cast the spell. You can use the hand to manipulate other creatures, granting them advantage on attack rolls against you. The hand then disappears. You can use your action to dismiss the spell. You can re-roll the roll as an action, but you must use your action on each subsequent time. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Divination
Melf's Hand
Self
Concentration, up to 10 minutes
You create a small, hand-sized hand that hovers in front of you for the duration. The hand can hold up to ten objects. When you cast this spell, you can maintain your hand for as long as 10 minutes. The hand’s area of effect is a 15-foot cube. Any creature that touches it causes the hand to move with it, and it has disadvantage on attack rolls against spell and other magical effects that use movement. Any creature affected by the hand’s area of effect must make a Constitution saving throw. A creature takes 1d8 fire damage on a failed save, or half as much damage on a success. If the hand cuts through a spell or magical effect, that spell or effect destroys it.
Transmutation
Melf's Hand
Self
Concentration, up to 1 minute
Knife or spike-shaped device used to crush down and crush up to six creatures or objects within range. Choose one creature that you can see within range and who is under the effect of a Minor Illusion or an illusion that lasts until dispelled. The target’s hit point maximum is reduced to 25 hit points, and it must make a Constitution saving throw. On a failed save, the target takes 3d8 necrotic damage, or half as much damage on a successful save. When the spell ends, any creatures or objects that aren’t actually under the effect of a minor illusion or an illusion that lasts until dispelled wither and die. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Necromancy
Melf’s Hand
Self
Concentration, up to 1 minute
You attempt to use a hand to hold a target of your choice. You can use a hand to hold a target of your choice that you can see within range. You choose a creature or object that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d6 force damage and is restrained for the spell’s duration. If the target moves over sand, dust, or other debris, the creature or object can’t be free for another 1 round. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional plant for each slot level above 2nd.
Evocation
Melf's Hand
Touch
1 Round
You touch a creature you can see and attempt to manipulate it with a simple thought, such as, "He wants to throw a stone at me, and so does you. The target must be within 30 feet of you, and it must be able to make a Strength saving throw at the end of each of its turns to avoid the spell’s effect. A target is unaffected by this spell, and it can’t be charmed, frightened, or otherwise affected by any other spell. If the spell is cast on a creature that can’t make the saving throw, the target is unaffected. If the target is an undead creature, you can use your action to attempt to persuade the target to join your side of the choice. If the target is a simple trinket, the target is unaffected. If the target is a creature, the target is unaffected. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the creature has advantage on one attack roll against a new general or a new creature that you can see within 30 feet of it if the creature is neither undead nor friendly to it.
Transmutation
Melf's Hand
Touch
Concentration, up to 10 minutes
You touch a hand or a hand-sized object that is made out of stone and worn or worn by one of your followers. The target must succeed on a Strength saving throw or become frightened for 1 minute. If you cast this spell using a spell slot of 3rd level or higher, the spell ends. You can use your action to dismiss the spell as an action. When you dismiss the spell, you can add one additional creature of your choice to the target’s list of followers.
Conjuration
Melf's Hand
Touch
Concentration, up to 1 minute
You issue an audible command to a creature within range. The target must succeed on a Dexterity saving throw or be frightened for 1 minute. The DM makes the saving throw at the end of each of its turns. If it succeeds, the spell ends. The target can use an action to make a Wisdom saving throw. On a success, the spell ends. If it ends, the spell ends. If the target has any nonmagical weapons on it or objects on it, the spell ends.
Conjuration
Melf's Haunt
60
1 minute
You create a spectral entity that appears in an unoccupied space that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature becomes invisible. The creature obeys the spell’s commands and follows its movements to the closest available space. If the creature becomes hostile to you or if you use an action to attack it, the creature would immediately dismiss you as an undead. It can use an action to take no action. If the creature is hostile to you, it automatically dismisses you as an undead. If the creature is hostile to you but not hostile to another creature, the creature automatically dismisses you as an undead. The spell ends if the creature remains hostile to you. The creature can repeat the saving throw at the end of each of its turns.
Necromancy
Melf’s Hide
60
Instantaneous
You can reveal the location of any permanent object you touch. The spell reveals the location of any permanent object that you touch, and the target disappears if it isn’t there. The target can be any creature you choose, and the spell reveals the object’s location as it moves before you. This spell also reveals any objects that can be held in one hand or the other. You can hide items in any manner you choose by using a secret door, a secret passage, or a secret door that isn’t unlocked.
Transmutation
Melf's Hide and Seek
Self
Concentration, up to 1 hour
You gain the ability to see into the mind of an individual creature and perceive their thoughts and emotions. You can also see and hear through their eyes. You can hear the creatures you see, as well as their thoughts. At the DM’s discretion, you can choose to see a creature’s thoughts at the time the spell ends. If you see a creature’s thoughts, the creature can’t understand what you say. If you see a creature’s thoughts, the creature can understand any words you utter, but it must understand the words uttered by the creature. The creature can see and hear you through the veil, so long as you aren’t within 30 feet of it. If you can see through the veil, you can’t see anything beyond that space.
Abjuration
Melf's Hideous Baskervilles
Self
Concentration, up to 1 minute
A string of magical energy springs into existence around a creature you can see within range. The creature must succeed on a Dexterity saving throw or fall prone. The target’s speed is doubled, it has resistance to damage, and it has resistance to cold damage. The saving throw you receive is your spellcasting ability for the nature of the spell. Growth. When a humanoid of your choice that you can see falls prone, the creature gains a +2 bonus to AC and hit points.
Abjuration
Melf's Hideous Fissure
60
Concentration, up to 1 hour
You create a 20-foot square, 5-foot-deep pit that can hold up to twenty creatures. The pit consists of a chamber with a chamber interior, a tower, and two vertical openings. An area at either end of the pit is unprotected and thus difficult to crack or break. When a creature attempts to enter the pit from the opposite side, the creature must succeed on a Dexterity saving throw or be stung. The pit is heavily obscured and is difficult to miss. You can make a check as an act of force against the pit’s walls to break out, but that fails and the spell fails if the pit’s interior is heavily obscured and unprotected. The pit can be found in places that are difficult to break. The pit itself is 1 feet in diameter, and the area is heavily obscured.
Conjuration
Melf's Hideous Form
120
Concentration, up to 1 minute
You create a humanoid form that has two of the following characteristics: • Your statistics are normal. • You have a construct level of 5 or lower. • You have the statistics of a creature you can see within range. You can use your action to cause this creature to gain the following statistics: • Intelligence, Constitution, and Charisma for 1 minute. You and all creatures you designate that aren't members of a race other than yours gain a +2 bonus to all saving throws. You and all creatures you designate that aren't members of a race other than yours also gain a +2 bonus to the ability check of your choice.
Transmutation
Melf's Hideous Form
Self
Concentration, up to 1 minute
Until the spell ends, you can make any of the following transmutation effects available to you. You can also choose an effect that requires another casting of its choice. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cast the effect of a glyph created by a glyph from another spell slot of that level.
Transmutation
Melf's Hideous Resilience
Self
Concentration, up to 10 minutes
You gain the ability to hide in places you choose within range. You retain your alignment, but you can’t take an action on your turn to become invisible. You can’t see or touch any creatures or structures within 10 feet of you. You can use your action to move up to 60 feet in a straight line, stopping if it is difficult or impossible for you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Evocation
Melf's Hideous Steed
30
Concentration, up to 1 minute
You choose a creature that you can see within range. The creature must have a Medium or smaller body and a hideously-sized body with a strong hide. This hide provides cover from attack and defense to the creature. The creature has a swimming speed of 30 feet and can swim for the duration. If the creature moves more than 30 feet away from you, the swim speed is halved. Otherwise, the creature is restrained. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If the check succeeds, the creature is no longer under the effect of the spell. If the creature is incapacitated while under the spell, it can use an action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the creature is no longer under the effect of the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Enchantment
Melf's Hope
120
Instantaneous
You call out to the spirits of the dead to seek out their spirits. Choose one of the following options for what appears to be a creature’s resurrection: undead, constructs, or undead created by magic. The target of the spell has advantage on the saving throw. If it fails, the target becomes a lich. The spell fails if you cast it on a creature you have seen or seen or that has seen or heard the spell. The target is a corpse that died when it died, unless the target is a lich or a lich-in-training. The target isn’t undead. The target is an object created from the spirit corpses of a lich or an undead. The spell ends if the target is killed by a melee attack. A lich or undead created by this spell could return to life only if the target has died or if an alternative plan is chosen to bring the target back to life. The target can’t be a lich or undead until the end of its next turn, when the target first appears. An alternative plan attempts to bring the target back to life by creating a lich or undead that is neither undead nor lich-in-training, but instead a new lich or undead that has been slain. This spell can’t restore lost or missing bodies or other magical objects. If the target is a lich or a lich-in-training, the spell fails if the target is killed by a melee attack.
Enchantment
Melf's Hope
120
Instantaneous
Your hand rises to heal a wounded foe. You choose a creature that you can see within range, or one that can be targeted by a precise, nonmagical healing spell. The target can’t become fey except by a successful Wisdom saving throw or by dealing moderate damage to it. When the target drops to 0 hit points, it instead gains temporary hit points equal to 1d8 + your spellcasting ability modifier. These temporary hit points can’t be replaced by temporary health, nor can they be restored if you or your companions have disease resistance against the target’s spells or are immune to a spell of 3rd or lower. The temporary hit points can’t reduce the target’s maximum Hit Points at the start of your next turn, or limit its movement for 1 round while it is within 60 feet of you. While within this way, the target makes no ill-formed leaps, but it
Melf's Hope
60
Concentration, up to 1 minute
You create a tiny floating campfire on the ground in a location that you can see within range. The fire lasts for the spell’s duration. When the campfire appears, each creature in it must make a Constitution saving throw. On a failed save, you cause the campfire to dim and become a torch, dealing an extra 1d6 fire damage to each creature within its reach. The campfire can’t be targeted by spells or magical effects. When the spell ends, the campfire explodes, dealing an extra 1d6 fire damage to each creature within its reach. A creature must make the saving throw if it is on the ground or is engulfed in smoke. If the creature is still engulfed, it makes a Constitution saving throw at the end of each of its turns. On a success, the spell ends.
Transmutation
Melf's Hope
60
Concentration, up to 1 minute
Your spirit wovely wreathes a creature you can see within range. The target must succeed on a Wisdom saving throw or be turned to dust. For the spell’s duration, you can affect the target in any manner you choose. The target is a creature that you can see as a group of 5 or fewer feet on the ground. The target suffers no mental or physical effects from the target’s ability to move, speak, or cast spells. If the target is in a space or on a floor that is more than 5 feet on the ground, the spell fails. The target’s movement is restrained. Any creature that can see the target must succeed on a Dexterity saving throw to avoid the spell. If the target moves more than once using a move action, it can make a Dexterity saving throw to avoid this effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Conjuration
Melf's Hope
Self
Instantaneous
You hurl a scroll of restoration, summoning a spirit that can restore up to 100 hit points. The spirit returns to its home plane to join your party or another willing creature of your choice within 60 feet. The spirit can be summoned from a different plane of existence or a different one. If the spirit returns to your home plane, it returns with a +2 bonus to AC, and it gains the ability to remain there for the duration. You can summon a creature from a different plane of existence or a different one at the same spot you cast this spell. If you cast this spell multiple times, you can have up to three creatures summoned at a time. The summoned creatures can be summoned from the same plane of existence or a different one. When you summon the creature, you can use your action to attempt to dismiss the summoned creatures as a group. If you do so, the group ends its turn. Roll initiative for the summoned creatures as a group, which can be up to three of you or two enemies of your choice. The creatures obey your spoken commands and are treated equally, even if they have resistance to your magic. Roll initiative for all summoned creatures as well. If you roll an 8 or higher, the summoned creatures aren’t affected. If you roll an 8 or higher, the summoned creatures aren’t affected. If you roll an 8 or higher, the summoned creatures are expelled from your home plane. You can have up to five of these creatures summoned at a time. If you cast this spell multiple times, you can have up to three of the summoned creatures summoned at a time.
Necromancy
Melf's Hourglass
150
Concentration, up to 1 minute
You create an invisible force field around yourself that lasts for the duration. Each creature in the field must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can use its action to make a Strength or Dexterity check to see if the field extends beyond the creature it is in. On a failed save, a creature can use its action to move the field up to 30 feet. A creature can move it
Melf’s Intelligence
150
Instantaneous
Choose a creature you can see within range. A friendly creature that can hear you must make a Wisdom saving throw. On a failed save, a target takes 3d6 Intelligence damage
Melf's Intuition
30
24 Hours
For the duration, you know the physical properties of objects and their properties, such as weight, shape, depth, opacity, materiality, opacity, opacity gradient, and color. You also know the properties of objects created by spells or created by magical effects, but you choose how they are perceived by others. Because you perceive objects as being made of stone or metal, fey and fey feasts are both widely known places in Gnome’es lore. As part of the feasting, you can use your action to have a fey zombie appear at your feet, which feasts can only do once before being dispersed. While you fey, you can gain a number of temporary hit points equal to half the number of creatures you fey this way. These temporary hit points can’t be replaced by temporary hit points from elsewhere in the spell’s duration. When you cast this spell, you can have up to five creatures affected by it w ho have temporary hit points equal to half the number of temporary hit points from another spell slot.
Transmutation
Melf's Irradiance
60
Concentration, up to 1 minute
Bright light flashes within range. Each creature of your choice within range must make an Intelligence saving throw. On a failed save, a Huge or larger creature takes 12d6 radiant damage. On a successful save, it takes half as much damage. If a smaller creature fails the save, it also takes half as much damage. When you reach 5th level (2d6), you can target one additional creature for each slot level above lv 3rd.
Evocation
Melf’s Knife
Touch
1 Hour
You touch a memento or a piece of mithral or fey metal to craft a weapon. You can make a slashing weapon or a throwing weapon. The weapon’s hit point maximum must be equal to or less than the weapon’s hit point maximum. The piece of mithral or fey metal you
Melf's Lament
60
Concentration, up to 1 minute
You pull one willing creature you can see within range into a pit or a crevasse and cause it to explode, leaving a 10-foot-radius sphere of smoke and dim light within reach. The smoke spreads around corners. The smoke then dies out, leaving behind no creatures to be caught by its smoke. The smoke then persists for the spell’s duration. Any creature caught in the smoke has disadvantage on Dexterity saving throws, and it has disadvantage on Strength saving throws, if it can’t breathe. Any creature caught in the smoke has disadvantage on Strength saving throws. Any given spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Melf's Lament
Touch
8 Hours
You utter a cryptic message. A wave of despair sweeps across the land. You attempt to warn a creature of an impending attack, but the target of the spell is unaware of your presence. If the target moves when you cast the spell (for example, while casting this spell or casting an action on a dead creature), the creature sees that you are no longer there, and the spell ends. If the target moves when you cast the spell (for example, while casting this spell or casting an action on a dead creature), the creature sees that you are dead, but the spell continues. The target of the spell must make a Wisdom saving throw, and the creature must make the saving throw at the end of each of its turns before the spell ends. The spell is especially harmful to undead and constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot
Melf's Lament
Touch
8 Hours
You utter a lamentation of some sort. For the duration, you gain a +1 bonus to AC and damage rolls made with that same bonus. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you gain a temporary +1 bonus to AC and damage rolls made with that slot.
Necromancy
Melf's Laughter
30
Concentration, up to 1 minute
You create a loud clank in a place that you can see within range. The noise can’t be suppressed by creatures other than you or through barriers, barriers, or other means. The noise can be distracting, harmful, or otherwise difficult to hear. If the noise is intense enough that it disturbs a creature or object that you can see within 5 feet of the spot you cast this spell on, the creature or object will be frightened. If the noise is mild enough that a creature or object is blinded or deafened by it, it is suppressed.
Conjuration
Melf's Laughter
Self (60-foot line)
Concentration, up to 1 minute
You create a 60-foot-square circle with a 20-foot radius centered on a point within range. Choose one of the following effects when you cast this spell. The effect lasts for the duration, but the radius is reduced by 1 foot when you finish. You can also increase the radius by any number you choose at the time you cast the spell.
Conjuration
Melf's Longbow
Touch
1 Hour
You create a simple and accurate longbow that fires a single arrow shot into the air at an angle 60 feet per round until the spell ends. The energy carries the same rate as a normal shortbow used in the attack action. The energy can be up to three times less powerful than the weapon’s normal ammunition, and it deals no damage when it strikes a creature or a piece of equipment.
Conjuration
Melf's Long Distance Walk
30
1 Hour
You extend your hand toward a creature within range and teleport it to a location you choose. It must make a Charisma saving throw. If the target is Medium or smaller, it must succeed on the saving throw or drop the item if it is no longer on the plane of existence you’re on. If you cast this spell using an item slot of 2nd level or higher, the spell ends for that creature. As your spellcasting progresses, your familiarity with the language and magic of the target increases by one language skill ranks. When you cast this spell using a spell slot of 4th level or higher, you can target up to one additional creature for every 5 you cast this spell.
Divination
Melf's Longstrider
Range
Up to 1 hour
Choose one creature, familiar to you, who is within range for the duration. The target takes 5d6 piercing damage from all weapons against the target until the spell ends. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Illusion
Melf's Longstrider
Touch
8 hours
This spell lets you choose one of several melee weapons that you can make that you can connect to a longbow or shortbow. You make your weapon reach for the weapon and make a ranged weapon attack against one creature within your reach. On a hit, the target must make a Strength saving throw. It takes 3d8 slashing damage on a failed save, or half as much damage on a successful one. Additionally, in the event that you cast this spell again use half the damage of the last melee weapon attack against a creature within your reach, even if that creature has advantage on the save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can have two additional melee weapons chosen for each slot level above 1st.
Illusion
Melf’s Longsword
Touch
1 Hour
You unleash a potent weapon effect on a creature you touch. Choose one slashing weapon you can reach that is imbued with the mace of fey or a melee weapon you can reach that uses the w dir or w ich weapon’s normal mace attack. The creature takes 4d8 damage of the type you chosen, and it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. The mace also has disadvantage on attack rolls against creatures with weapon wounds or blades, as well as when used against creatures under the influence of any of the above spells.
Evocation
Melf's Longsword
Touch
Concentration, up to 1 hour
You create a long sword with twisted force within which you can stab with both hands. Until the spell ends, you can use your hands to stab the sword, provided that you both have hands. You can cut through the thin blade or use your hands to stab through the flesh and bone of a creature. The weapon is a melee weapon with a +2 bonus to attack and damage rolls. Its wielder must also make a Strength saving throw. On a failed save, the weapon is severed and the weapon is incapable of firing. The weapon cuts through the flesh and bone of creatures, but it doesn’t severed the creature’s flesh or bone. Whenever the weapon strikes an enemy, he makes a melee spell attack against the weapon with advantage, and the attack deals an extra 2d6 force damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your weapon cuts through the flesh and bone of an undead creature as you make the attack roll. While the weapon is active the creature is restrained, it is subjected to the saving throw made against the spell’s profane profane and it must then make a Wisdom saving throw. On a successful save, you can use this spell again to end the restrained creature’s condition, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of three levels higher than the slot you use for the spell, the weapon cuts through the flesh and bone of an undead creature as you make the attack roll. While the weapon is active the creature is restrained, it is subjected to the saving throw made against the spell’s profane profane and it must then make a Wisdom saving throw. On a successful save, the creature is no longer restrained and must either come up unconscious or fall unconscious.
Conjuration
Melf's Mansion
60
1 Hour
You choose a place within range that you can see. The place must seem real, tangible, or somewhere in between. The place must have its own visible or audible shape, physical or magical (no figurative or physical) or (relatively) or (creampy) design. Its appearance, or lack thereof, determines whether you spot the place within 30 feet of your destination. When you cast this spell, you can create a magical replica of the place you create. A replica can be found in an unoccupied space within 5 feet of the place you created it in. Constructs and beasts can t create magical duplicates of themselves, and any creature that creates an object to duplicate itself becomes proficient in the spell. If you create a magic mirror—a piece of mirror composed of magic and magical energy that remains on each end of the mirror as a spell slot, up to one copy
Melf's Mantle
Self
1 Hour
You become a dragon. It is the largest beast in the game, with an extra body about the size of your fist. The beast is bright light and has AC 23, 14 hit points, and a wingspan of 15 feet. It has blind spot checks made with advantage and can see things through its clothing. The bane of all fiends is that the beast can’t speak unless it has it choked to death. Until its power wanes, however, its eyesight is light enough to read shadows and to see through fog. Until the spell ends, you can use a bonus action to cast this spell on your creature (if it is hostile), transform it, and transport it to a place of your choice that is within 100 feet of you. Whether you choose this route or not, the beast is friendly to you for the duration. Transforming an illusory image of your true form (creature, animal, or mineral object) of an evil or good creature (or a creature of a different kind) to muggle appearance automatically transforms it into an illusory image of your true form for the duration. The image permanently obscures the illusory image and harms no one. Your transformation might take a further action that you can take, depending on the creature’s nature. You might instead cause the creature to emerge from your possession as a bonus action on your turn. As an action, you can move the creature up to 30 feet in any direction, ignoring obstacles and other creatures. If you create a false image of the creature you transform, you can animate or reassert control over it until the spell ends or it dies (your choice at the start of each of its turns). You can create a duplicate of the creature if you or a willing creature are affected by the illusion. This step also frees a corpse if it is no longer needed. If you create a duplicate of the creature, you can animate or reassert control over it until the spell ends or the creature dies (your choice at the start of each of its turns). If you alter the creature’s mind and become its master (your choice at the start of each of its turns), this step frees a corpse if it is no longer needed. After you make the initial decision about whether to alter the creature’s mind and become its master, you learn how to bestow this power on the creature by using the following typical actions for your creature: “Choose one ability item (such as a chime, whistle, or caltropshire) that you can see;” sound, smell, and feel the ability item for 1 minute, or an equivalent duration. Dramatic effect. The creature uses its reaction to use the ability’t when it uses the opportunity to make an attack roll, its action on that turn to make a new attack, or the duration of its next turn to adjust its ability to cast spells accordingly. Dramatic influence. The creature uses its reaction to use the influence when it uses the greatest possible effort to effect an effect. For example, the creature using the greatest effort to sway a creature that can’t succeed on a Constitution saving throw to use one of its two senses, the
Melf's Mark
10
Instantaneous
You choose one metal object, an object that is one size larger than you, or a piece of metal that is no larger than 10 feet in any dimension. You can make a ranged weapon attack with the object, which has—if you have it—a +2 bonus to your attack roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases to +2. When you use a spell slot of 3rd level or higher, the bonus increases to +3.
Evocation
Melf's Mark
120
Concentration, up to 1 minute
You create a magical mark on a willing creature you can see within range. The mark glows in a bright, luminous light for the spell’s duration. Any creature that can’t see within the area can only see the mark centered on the target. The casting is magical, and the mark lasts for the duration. While the mark is in place, the target can make a Wisdom saving throw. On a failed save, the target takes 2d6 radiant damage and is blinded for 1 minute. On a successful save, the target takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Transmutation
Melf’s Mark
Self
Concentration, up to 1 minute
You choose a creature’s name, mark, or symbol and attach it to your equipment. While attached to your equipment, the symbol appears to be your name, but if the creature doesn’t have a name, it has advantage on any Wisdom (Perception) check you make to discern its name. If you choose a symbol other than your own, the spell fails. You can use only one spell slot at a time to cast the spell. The spell ends if you use your action to do anything else. You can also attack the symbolized creature with an attack of opportunity, if you are the target. If you attack with an attack that targets both you and the symbol, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d6 slashing damage, and it is knocked prone. With a successful save, the creature is no longer knocked prone and the spell ends.
Illusion
Melf's Mark
Self
Concentration, up to 1 minute
You choose a point you can see within range. You create a magical mark on a willing creature you can see within range. The mark glows in a bright, luminous light for the spell’s duration. Any creature that can’t see within the area can only see the mark. When you cast the spell, you can designate any creature you can see within 5 feet of you as a target. The target must succeed on a Dexterity saving throw or become blinded for 1 minute. When this spell ends, a creature that can see invisible or otherwise can’t see you can see the mark.
Illusion
Melf’s Mark
Self
Concentration, up to 1 minute
You create a magical mark on a creature that you can see within range. The mark appears within 1 foot of the target, and the target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage as a spell of 3rd level or lower. If the target is a creature, it has disadvantage on the saving throw. The mark lasts for the spell’s duration, unless you use your action on a later turn to dismiss it. When the mark disables the spell, any locks on the target or the spell or other magical effect it was created in return are off. The spell ends if the target is ever outside the spell’s range or if the spell has no effect at all on it. The spell can target any object or creature in the area, but it doesn’t protect it. A dispel magic spell targeting the mark destroys it instantly. A dispel magic spell targeting the mark destroys it instantly.
Abjuration
Melf’s Mark
Touch
1 hour
Your touch or a portion of your body’s natural weapons come to life and reshape the course of the battle. Choose up to four creatures within range and make a melee spell attack for them. On a hit, the target suffers a number of debilitating effects equal to 1d6 + your spellcasting ability modifier. The spells manifest in a wide array of nonmagical effects, including necrotic, disintegration, psychic, or death effects. Each of these effects causes your target to make a Constitution saving throw. If it fails, it takes 1d6 necrotic damage, and if it hits 10 or more hit points, it takes 14d6 psychic damage, and so on through the end of the spell’s duration. If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.
Illusion
Melf’s Mark
Touch
Concentration, up to 1 hour
Your magic shines in a place you choose that is within 5 feet of one of the places you choose for the spell’s duration. For the duration, and until you finish a long rest, you can affect one creature you can touch with a memento of your spell, turning it into an extradimensional construct of your choice that remains inside a muggle-built structure until the spell ends. Alternatively, you can cause the creature’s shadow to appear on the creature’s person, so long as it can see through the shadow. If the shadow harms a creature, it can penetrate the armor and weapon that it is wearing, causing it no damage. For the duration, the shadow can’t attack or pass through the barrier around it, but it can attack and pass through other barriers created by the shadow.
Illusion
Melf's Mark
Touch
Concentration, up to 1 hour
You touch a willing creature. Until the spell ends, you can communicate your knowledge with the target by writing a letter to the creature that wrote the message. The creature can read the letter as a visual representation of the word, if the creature is familiar with the creature's language. If the creature is familiar with the creature, the creature can read the letter as a written message to you, if written in writing. If written in writing, the message is brief and general, and the creature can’t understand the meaning behind the message. The creature can’t understand words other than the creature’s own. If the creature can understand a non-word, such as a creature’s plan B, the creature can understand the message. If the creature can understand a language other than a creature’s own, the creature knows it well, but can’t suggest a course of action that might benefit the creature’s knowledge. If the creature can’t understand a message other than a creature’s, the creature can understand the message as if it were spoken words. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the message sent by the letter counts for the purpose of calculating its damage die.
Divination
Melf’s Mark
Touch
Concentration, up to 1 minute
You touch a creature and mark the location of its movement for the duration of the spell. The target is aware of the location until the spell ends. If the target moves more than once before the spell ends, the mark remains, and you can use your action to mark a spot you choose within 10 feet of the spot you chose. The mark remains in place for the duration. If you mark a spot that is already unmarked, the spell ends.
Necromancy
Melf's Mark
Touch
Concentration, up to 1 minute
You touch a creature. As the spell finishes, the target regains a number of hit points equal to your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Abjuration
Melf's Mark
Touch
Instantaneous
You create up to four 5-foot-square panels of fog centered on a point you choose within range. Roll on the following table to determine which panel you would like to create. Cloud 300 feet long, 1 inch
Melf's Mask
Self
Concentration, up to 1 minute
Illumination of creatures and magical power appears in your mind, as if you were casting a spell. You can see and hear creatures of your choice that aren't illusions, and you can’t be charmed or frightened by a creature. You can’t cast spells or communicate with any other creature, and you aren’t able to cast or affect any of the following spells: berserk, feign death, feign alarm, fiend’s destruction, ghasts of decay, ghasts of restore magic, ghasts of restore cast, ghasts of restore channel, ghasts of restore polymorph, ghasts of restore polymorph cast, ghasts of restore polymorph cast, ghasts of restore polymorph cast, ghasts of restore cast cast cast, ghasts of restore cast cast cast, ghasts of restore cast cast cast cast, and ghasts of restore cast cast cast cast cast.
Divination
Melf's Meteors
300
Concentration, up to 1 minute
An elemental force springs into existence in a spot of your choice within range. The target must make a Strength or Dexterity saving throw. On a failed save, it takes 2d6 force damage. A creature can use its action to go to the nearest unoccupied space of its choice that is within 5 feet of the area. A creature can use its action to check to see if there is a creature within 5 feet of it. If there is, the creature must make a Strength saving throw. On a failed save, the creature takes 2d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Abjuration
Melf's Miasmic Door
60
1 Hour
This spell creates a labyrinth of illusory messages capable of speaking anything from Greek and Norse to the language of magic. Any creature that you choose within range must succeed on a Wisdom saving throw by a DC equal to 10 + your spellcasting ability modifier. On a failed save, a creature instantly perceives the deception as a sort of dark secret in the mist. For the duration, this spell has no effect. A creature must spend 1 extra action to cast this spell.
Conjuration
Melf’s Minute Blade
120
1 Round
You make a melee weapon attack that creature’s strength or speed are no longer known to you and that creature takes 2d10 piercing damage if it fails its saving throw against this weapon’s damage reduction ability. If the weapon’s damage reduction ability is also down, you might make a single attack with it with a different weapon.
Transmutation
Melf's Minute Blade
30
Concentration, up to 1 minute
A blade of magical force radiates with a beating heartbeat of ebony. The blade transforms the blade into an instantaneous, flammable appendage, and lasts for the duration. On each of your turns since the spell ended, you can use a bonus action to make a melee spell attack against a creature within 30 feet of you that you can see. On a hit, the creature takes 1d10 bludgeoning damage and is knocked prone. If you don’t have prone, the creature can make a ranged weapon attack with the Blade, but it must reach the Wall before it can use reaction.
Evocation
Melf’s Minute Metals
Self (10-foot cube)
Concentration, up to 10 minutes
You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell and as a bonus action on each of your turns thereafter you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of meteors created increases by two for each slot level above 5th.
Evocation
Melf’s Minute Metals
Self
Concentration, up to 10 minutes
You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. They take 4d4 radiant damage on a failed save, or half as much damage on a successful one. The meteors emit bright light out to 120 feet and dim light for an additional 120 feet. The meteors then disappear. A strong wind (at least 10 feet of the target) blows around the area, and you have resistance to radiant damage for 1 minute. After dealing with four meteors, you choose a new one or a different one. If you cast this spell again, the new meteor explodesrier takes 4d4 radiant damage, and the next one takes 4d4 radiant damage.
Evocation
Melf’s Minute Metamorphosis
Touch
1 minute
For the spell’s duration, you change the way some fey or fiend forswore weapons or armor, or a piece of gear that is otherwise worn by it, into a flurry of high-explosive blasts. Each creature that starts its turn in the blast must make a Dexterity saving throw. On a failed save, it takes 7d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d8 for each slot level above 5th.
Necromancy
Melf's Minute Metamorphosis
Transmutation
Melf’s Minute Metaphysical shift
Self
1 Hour
This spell awakens the mind of a muggleborn woman in her mid-twenties. You choose a creature that you can see within range, as a group of four using an equipment metamagicstalline spell slot, or a magical
Melf’s Minute Metaphysics
60
Instantaneous
You invoke the power of the multiverse to reveal the presence of any creature within range. For the first time in your weapon’s reach, you can attempt to reach for a creature or an object within range to see if it is there and, if so, where. Otherwise, the spell fails. To reach out, wield a weapon, or use an attack, using an action to touch the creature or the object, you take the Dash action, and when you do so, you can use your movement to move up or down one of your turns so that you can follow as far as the multiverse tells you wish. If you already have this step up written on your weapon’s sleeve, you can use it in this way as well. If you don’t, the spell ends, and the creature or object remains unseen. If you see or hear any sound, a sound that could send a creature to the sky, a groan, a puff of wind, or a rumble of wings, the creature can’t make a jump or use its movement to come within 500 feet of you and take the Dash action.
Transmutation
Melf’s Minute Meteorite
30
1 Hour
A shimmering, opaque force springs from your fingers to strike creatures, creating tiny pieces of matter that can be as small as a strand of hair and as large as a finger. Creatures in a 40-foot cube that you can see within range can see one piece of the force behind the globe at a time, which affects each target up to 5 feet in diameter by 1 foot in each direction. For each of its turns, the globe attempts to strike one creature within 5 feet of it, ending the effect of any spell it has. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Transmutation
Melf’s Minute Meteure
Self
Concentration, up to 10 minutes
You create a tiny, harmless sensory effect in the mind of a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a mottled, deafening noise that causes the target to reek of slowly-melted air. This movement doesn’t provoke opportunity attacks, and if the target tries to cast a spell, it can roll a d4 and add the number rolled to the attack roll. On a successful save, the spell ends.
Enchantment
Melf's Minute Metronome
Touch
7 Days
Your spell imbues your ammunition with the powers of an ancient magical weapon. Each creature within 10 feet of the ammunition must make a Dexterity saving throw. A creature takes 3d6 magic damage on a failed save, or half as much damage on a successful one. Constructs and undead aren’t affected by this spell. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, each creature affected by it must make an Intelligence saving throw. On a failed save, a creature can’t take actions and automatically casts a spell of 2nd level or lower until it completes its turn. If an affected creature casts a spell of 3rd level or lower, the spell takes effect immediately after it, ending its turn. At Higher Levels. If you cast this spell using a spell slot of a higher slot, the damage increases by 1d6 for each slot level above 3rd.
Transmutation
Melf’s Minute Servant
30
Concentration, up to 1 hour
Your magic makes your food and magic items come to life. Choose potions or cleanse spells on your person in a 30-foot cube within range. A creature takes 5d10 necrotic damage when it hits with a weapon attack against a creature within 30 feet of it. Additionally, the moment a creature enters the spell’s area for the first time on a turn or starts its turn there, it takes 5d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 5d10 for each slot level above 3rd.
Necromancy
Melf's Minute Steed
Instantaneous
As the guardian of nature, the melf serves one or more friendly creatures. When such a creature enters the melf's space for the first time on a turn or starts its turn there, the creature takes 3d10 lightning damage, and it takes 2d10 lightning damage if it can’t find a suitable dwelling place on the ground within 30 feet of the melf’s space. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Conjuration
Melf’s Minute Step
Self
Concentration, up to 1 minute
A mote of misty gray smoke emanates from your hand. The mist lasts for the spell’s duration. When you cast the spell, choose one of the following options, the mote sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light can illuminate hidden rooms or rooms that you can see within range. Fog. Fog (the mote’s area) fills the area in a 50-foot radius, dim light for an additional 50 feet and creates dim light, light, or dim light c̙ rceptible in the area. Gust. Gust (the mote’s area) fills the area in a 30-foot radius, creates swirling clouds for 30 feet and causes for 4d6 bludgeoning damage to creatures in the area when it appears. Gusts. Gusts (the mote’s area) fill the area in a 40-foot radius, making it difficult terrain for creatures in it. Creatures in the Gust area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage, or half as much damage on a successful save. Gusts. Gusts (the mote’s area) make for strong wind that slows movement, and the mote sheds bright light in a 20-foot radius around it for the spell’s duration. A creature that fails its save on a successful one takes 6d8 bludgeoning damage, or half as much damage on a failed one.
Melf's Minute Stop
Self
Instantaneous
You teleport yourself to a different spot within range, where you appear within range and refrain from casting spells, for the duration. For the duration, you can spend up to half your movement to move at half the speed of your walking horse, and have advantage on attack rolls and saving throws against attack effects that would stop you from moving. This teleportation also extends to other objects you touch and extends to spaces you can move across. On your way, you might be able to reach out to touch a creature you touched, as long as you remain within the spell’s range.
Transmutation
Melf’s Minute Tincture
Self
1 Round
A Medium creature of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. If you or a creature that can be charmed succeeds on the save, the creature becomes hostile toward you and must immediately leave the area. Otherwise, you can use your action to dismiss the charmed condition, which ends the spell. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional willing creature for each slot level above 6th.
Enchantment
Melf Smite
30
Instantaneous
You attempt to strike an unwilling creature. Make a melee spell attack against the target. On a hit, the target takes 2d6 damage. You can use your action to make a new attack roll with advantage. On a hit, the target takes 2d6 damage. On a miss, the target takes 2d6 damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hits for each slot level increases by 1 for each slot level above 1st.
Evocation
Melf's Mysteries
Self
Seeming
1 Hour
You are a divine demon hunter drawn to the secrets of ancient temples and hidden temples, the secrets of the dark halls and the secrets of the dark arts. You are called upon to find hidden temple secrets and to aid your companions in searching them. You gain a god rating of 4—like a god rating of 2. Your god rating is determined by the general alignment of your deity, as determined by the deity’s ritual as well as by the statistics of the temple youíre in. You must reveal your god rating to a mortal oracle, who might give you a secret rating of A to C, D—or E, or F, or G, or H. Your secret ratings don’t necessarily reflect the alignment of the temple you are in; if your secret rating is A or B, your god rating might be much lower. While your divine rating is A or B, your mundane magic doesn’t affect creatures. While your divine rating is B or C, your mundane magic doesn’t affect magic used to cast spells or create magic items.
Divination
Melf’s natural curiosity
30
Concentration, up to 1 hour
You and one Medium or smaller creature you can see within range gain insight into the surrounding terrain. The spell allows the creature’s natural curiosity to flourish, and the target is led to conclusions that can’t be supported by any other than speculation. The target must make a Wisdom saving throw or be led astray. On a failed save, the target takes 1d6 psychic damage and is restrained in the spell until the spell ends.
Melf’s natural resources
90
Concentration, up to 1 minute
A creature within range of your spell’s natural resources slot for the duration rolls a d4. The creature takes 1d4 x 3d4 damage at the start of its next turn. If the creature is on a plane that isn’t part of the spell's range, the creature can make a Constitution saving throw. On a failed save, the creature takes 1d4 x 3d4 damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a creature’s natural resources with a successful dispel magic spell that ends the spell early if the creature moves or if the spell’s duration ends.
Transmutation
Melf’s next attack
Self
Concentration, up to 10 minutes
You attempt to attack a creature that you can see within range. The target must succeed on a Strength saving throw or be affected by the attack for the duration. On a failed save, the target takes 1d6 slashing damage. On a successful save, the effect ends. The target’s attack and damage roll are rolled as well. On a failed save, the effect ends and the target is unaffected by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the target’s next attack and damage roll is halved.
Melf's next of kin
30
Instantaneous
A ravenous creature appears in the midst of you and moves with you. Choose a creature within range. The raven flies toward you and then lands. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the raven flies twice as fast for each of its turns. The raven flies for each target that you target with an attack. The raven flies for each target that has no weapon equipped. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the raven flies three times as often for each target.
Transmutation
Melf’s next strike
Self
Concentration, up to 1 minute
You target a creature with a weapon attack that deals an extra 1d6 damage to a hit point. Make a ranged spell attack roll with that attack. On a hit, the target takes 4d6 damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6) and higher.
Conjuration
Melf’s poison breath
90
Instantaneous
You exhale a potent poison flower that sprouts from your body. The flower leaves a trail of
Melf's Recall
Touch
Instantaneous
You teleport an unwilling creature of your choice that you can see within range to another unoccupied space within range. The target disappears when it drops to 0 hit points or when the spell ends. The teleportation is long and laborious, requiring a successful Wisdom saving throw or a successful Intelligence (Investigation) check against your spell save DC. On a failed save, the target can’t leave the teleportation space for days, possibly for good (if it really wants to stay). The target can’t leave the teleportation space for more than 1 hour if it is too small for it. For the duration, the target can travel to any unoccupied space it chooses within 30 feet of one of the targets it teleports to, up to 60 feet away from it, lock onto a solid object there, and otherwise affect it in whatever way it chooses.
Conjuration
Melf’s resolve restraint
Self
Instantaneous
You assume the stance of a powerful deity and assume the form of an undead servant.
Melf’s resolve
Touch
Instantaneous
You utter a command, sending the spirits of the dead to task. Choose any number of willing creatures that you can see within range. Each target obeys the command you gave. Each target obeys your direction. For the duration, the targets obey your orders: • Walk upright on each of your turns. • Hide from pursuers. • Disengage when it comes to dealing with enemies in the area. • Stay hidden from pursuers. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate, drink, or use one of the following spells: • Alarm • Sleep • Confusion • Dispel Magic Circle • Erupt • Dispel Wind. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate, drink, or use one of the spells mentioned above, but you can only affect one creature at a time.
Transmutation
Melf's Rope Trick
Touch
Instantaneous
You touch a willing creature. If the target is a plant, such as a shrub or a flower, you can place the spell on it and give it a precise placement. If you choose a plant, you don’t need to place a spell on it. If you choose a flower, you don’t need to place a spell spell on it. The spell is harmless if it targets one plant, but it deals damage if it targets two or more plants.
Divination
Melf’s Secret Chest
Self
Concentration, up to 1 minute
Your slimy hide begins to glow with every step it takes. Until the spell ends, you can’t see what it contains, but you can offer magical assistance to it in whatever way you choose. The chest contains a simple object—a set of keys and a set of simple instructions—that you can use to open or close the chest or other objects you choose. You can create a chest or other object by pouring warm water on it. It can be decorated or otherwise made into whatever you choose. When you craft the chest, choose any of the following properties that you consider magical: • The chest can’t double as a storage space, and storing your gear there makes it practically impossible to retrieve it. • The chest doesn’t need to be on ground, but you can’t create any form of teleportation network or other such link. • The chest can hold up to ten items at a time, and you can create up to ten additional items per chest slot up to your total. If you create more than ten items at a time, the amount of magic being cast increases by that amount.
Transmutation
Melf’s Shadow Word wall
30
Concentration, up to 1 hour
You create a 20-foot-diameter sphere of shadowy force centered on a point of your choice within range. A creature must make a Wisdom saving throw. On a successful save, you cause the wall to turn into a shadow. To a creature that can see the wall, the wall can’t pass through it, and it ignores the movement of other creatures except as a bonus action on each of its turns. If you damage or pass through any of that wall’s space, you are no longer a creature, and the wall disappears. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the radius of the cube increases by 5 feet for each slot level above 2nd.
Evocation
Melf’s Smite
Self (15-foot radius)
Instantaneous
You attempt to hit a creature that you can see within 5 feet of you. The target must be within 5 feet of you or the spell ends. If the target is within 5 feet of you, the target is pushed 20 feet away from you. Otherwise, it must make a Dexterity saving throw. On a success, it takes half as much damage on a failed save. On a failure, it takes 1d8 poison damage. On a successful save, it takes half as much damage on a failed save.
Illusion
Melf's Smite
Self
Concentration, up to 1 minute
You create up to ten willing creatures of your choice that you can see within range, which can be any size you choose. The creatures become friendly to you for the duration. The targets gain a +2 bonus to AC and AC-climbing speed for the duration. You can’t reduce the target’s AC by more than 10 percent of its normal rate. If you reduce the target’s AC by more than 10 percent of its normal rate, the spell ends. If you reduce the target’s AC by more than 10 percent of its normal rate, the spell ends.
Conjuration
Melf’s Song
Self (15-foot radius)
Instantaneous
You whisper a song of wiseness to a creature you can see within range. The target must make a Charisma saving throw. It must then choose a song of its choice from a list of ten songs that you can hear within 30 feet of it. The songs last for 1 minute. The song can be any tune you choose, but it must be a melody. The song is a piece of music that can be repeated only once. The song is part of a larger musical package, the Musical Instrument of Your choice. You can create the musical instrument by manipulating the melody you choose. If you create an object made of wood or other similar material, the piece of wood must be contiguous with the object you created. The object can be any object or surface that fits within a 20-foot cube. The piece of wood must have a 5-foot radius and must be connected to the object you created. The piece of wood is nonmagical and can be removed only by force. The piece of wood can’t be changed. The spell ends when it reaches its full effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Necromancy
Melf’s Steed
120
Concentration, up to 1 hour
You gain the ability to steed. Choose a Large or smaller group of creatures that you can see within range and that are friendly to you. The steed can't be affected by this spell. It obeys any verbal commands you issue to it, and it defends whenever it moves. Whenever you give the steed a command, it defends each creature within its area. When you command the steed, you can cause it to make a melee attack with a sling, or throw a shield. If the steed has the Attack bonus, it makes a ranged spell attack against one creature within its area that is within 5 feet of it. On a hit, the target must succeed on a Constitution saving throw or take 1d8 bludgeoning damage and be knocked prone. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Enchantment
Melf's Steed
Self
Concentration, up to 10 minutes
You call down the steed, which hurls its steed at one creature within 5 feet of you. Choose one of the following effects when you cast the spell: • You have resistance against bludgeoning, piercing, or slashing damage from nonmagical weapons and nonexplosive weapons that you can see. • You have resistance against being charmed by any form of nonmagical nonhostile creature. • You have resistance against the diseases and diseases of creatures other than your own. • You have resistance against the effects of poison and disease of plants and animals. For the duration, you have resistance against those diseases and diseases. At Higher Levels. When you cast this spell using a 6th-level spell slot, the number of times you cast it increases by 1, and the duration increases by 10 rounds. When you cast this spell using a 7th-level spell slot, the number of times you cast it increases by 1, and the duration increases by 15 rounds.
Conjuration
Melf's Steed
Self
Concentration, up to 10 minutes
You call down the steed, which hurls its steed at one creature within 5 feet of you. Choose up to three creatures of your choice that you can see within 5 feet of you when you cast this spell. Each target must make a Wisdom saving throw. It takes 4d6 slashing damage on a failed save, or half as much damage on a successful one. On a failed save, the target takes half as much damage from the steed's attacks as it would from any other creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of times you can cast the spell increases by two for each slot level above 6th.
Enchantment
Melf's Steed
Self
Concentration, up to 10 minutes
You create a new undead creature that you can see within range. The creature must be of no larger than Medium size. The creature is Medium or smaller. The creature can be any creature that fits within the general class of undead, including undead created by other spells and magic. The creature has no natural defenses against magical damage. It also
Melf’s Steed
Self
Concentration, up to 1 minute
You attempt to stow a creature you can see within range. When the steed appears, it must make a Dexterity saving throw. On a success, it flies away from you and flies to a point you choose within 100 feet of you. The steed flies with a speed of 60 feet per round until the spell ends. It flies automatically when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the time required for the effect to complete by 1 minute. At 5th level, you can increase the time required for the effect to finish by 1 hour. At 9th level, you can end this casting before it has even begun.
Abjuration
Melf's Strength
30
Concentration, up to 1 minute
You create strength in the hands of a creature you can see within range. The spell ends if you use a bonus action on the target. The target can make a Strength check against your spell save DC. On a success, the target is no longer restrained by the creature’s Strength, and it becomes proficient with your melee attacks.
Necromancy
Melf’s Strength
30
Concentration, up to 1 minute
You point your finger toward a creature within range, and up to five creatures of your choice within 30 feet of you fall prone. A creature must succeed on a Constitution saving throw or be restrained by the creature for the duration. The restrained target can make a Constitution saving throw. On a successful save, the target is no longer restrained by the creature, but it can freely move and move in any direction in the area. In addition, the restrained target can make an ability check against your spell save DC. If successful, it is no longer restrained by the creature, but it can’t move and can freely move in any direction within 30 feet of you. If you change the target’s weight, you can change the target’s body type, or choose a different target at any time. The target is restrained in the air, and it must only move at the end of every 10 minutes it can move. The restrained target can act normally. If the target is a creature, the creature can move only when it can see the target, but the creature can act outside the barrier. The restrained creature can move normally. If the target is moved by another creature, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 10 days. When you cast it using a spell slot of 7th level or higher, the duration is 10 days. When you use a spell slot of 2nd level or higher, the duration is 10 days.
Abjuration
Melf's Strength (30-foot radius)
Touch
Concentration, up to 10 minutes
You touch a creature or object that isn’t being worn or carried. The target can act or be affected by the following effects. If you target is wearing or carrying, your companions are unaffected. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Transmutation
Melf’s Strength (30-foot radius)
Touch
Concentration, up to 1 minute
For the duration, you gain the following benefits: - You can move the target up to 20 feet in any direction, up to 20 feet in any direction, and up to 20 feet in any direction. - You can move the target up to 20 feet in any direction, up to 20 feet in any direction, or move the target up to 20 feet in any direction. - You can move the target up to 20 feet in any direction.
Transmutation
Melf's Strength (30-foot radius)
Touch
Instantaneous
You gain the following benefits: - You can move the target up to 20 feet in any direction, up to 20 feet in any direction, or move the target up to 20 feet in any direction. - You can move the target up to 20 feet in any direction, as long as you can prevent it from making a Dexterity saving throw. - You can move the target in a direction you choose. The DM rolls a d 100 and consults the table. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. - You can make the target carry a speed of 60 feet. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. A creature other than you can move the target must make a Dexterity saving throw. On a failed save, the target takes 3d6 bludgeoning damage and is knocked prone. On a successful save, the spell ends. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by no higher than 20 feet. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. If
Melf's Strength (30-foot radius)
Touch
Instantaneous
You touch a creature or object that is no larger than Medium Medium (or smaller than Medium) for the duration. The target must succeed on a Constitution saving throw or be pushed 10 feet away from the center of the ice. On a failed save, the creature takes half as much damage and isn’t pushed. On a successful save, the creature takes half as much damage and isn’t pushed. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Melf's Strength (30-foot radius)
Touch
Instantaneous
You touch a creature or object that is no larger than Medium (or smaller than Medium), for the spell’s duration. The target can make a Dexterity saving throw against this effect by using its action to make a Strength (Perception, Intelligence, and Charisma) check against your spell save DC. On a success, the spell ends. On a failed save, the target takes half as much damage and isn’t pushed. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Transmutation
Melf’s Strength
60
Concentration, up to 1 minute
You create a magical force that increases the Strength, Dexterity, and Constitution of your target by 5 and increases the damage of your spells by 1d8 for 5 minutes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
Evocation
Melf's Strength
Touch
1 Hour
You touch a creature that is friendly to you. The creature must be within 60 feet of you. This spell ends if you use an action to dismiss it.
Transmutation
Melf’s Strength
Touch
1 Hour
You touch a creature. You gain the benefits of Strength, Dexterity, and Constitution for the duration.
Transmutation
Melf's Strength
Touch
Concentration, up to 1 hour
You touch a willing creature. If the target has the Strength needed to fight off a mortal attack, the spell fails.
Abjuration
Melf’s sustainer
Self
Instantaneous
You create a small, harmless mineral object that you can imbue an unwilling creature with magic energy. The creature takes 1d6 bludgeoning damage and is restrained by the mineral until the spell ends. The mineral remains where it is created for 24 hours. The spell can’t create any permanent or temporary magical properties, such as magical staves, rings, or similar. The spell can’t create any magical property that isn’t a spell slot of the creature’s choice. The creature can use an action to create an object of sufficient value for the task at hand. The mineral can be of any material component, such as stone, metal, wood, or eggs. The casting, mixing, and serving of the mineral produces no magic, such as casting, melting, or pouring, effects. The spell can’t create magical properties other than those of the mineral. A casting of the spell on the creature fails if the mineral is consumed by another spell of a higher level than the slot you used to cast the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell creates magical properties that match any properties of the mineral you’re casting with.
Transmutation
Melf's Telekinetic Storm
120
Concentration, up to 1 minute
A wave of psychic energy tumbles from your left hand and rips through the air at random from your line of sight. Each creature in a 10-foot cone and on each side of you is within 10 feet of another creature who is in the area. For the duration, each targeted creature must make a Wisdom saving throw. On a failed save, it takes 12d6 psychic damage (if you control multiple targets at the same time, one creature can make the saving throw, taking 12d6 psychic damage instead). At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Melf's Tiny Construct
30
Concentration, up to 1 hour
You attempt to cast a spell that targets a Tiny beast you can see within range. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from the target. The target’s speed drops to 0 until the spell ends. It can also be pushed up to 30 feet away from the target. The spell ends if you move more than 10 feet away from the target.
Transmutation
Melf’s Tiny Hut
120
Concentration, up to 1 minute
You and up to six creatures of your choice that you can see within range are carried by a creature’s Tiny Hut to a space you can see. The creature must be within 30 feet of you. The creature must be carrying a Huge or smaller object or carrying a Medium or smaller object. The creature’s space is an area of force that you choose within range. While the creature is carrying a Huge or smaller object, the creature can’t use teleportation, and the creature can’t move or use reactions. The Tiny Hut can be turned into a permanent dwelling place for the creature. The creature is restrained by the Tiny Hut. The creature can’t attack, and the creature doesn’t have to use reactions to attack the Tiny Hut. While the Tiny Hut is in place, the creature is restrained by an invisible tether that can hold it up to 10 feet high and 5 feet deep. The tether is strong enough to restrain a Medium or smaller creature. The creature can move through the tether in a horizontal or vertical direction. When the creature reaches the ground, it can make another Dexterity saving throw. On a failed save, the creature is restrained by the tether. If the creature is pushed up against a wall or other obstacle, it is restrained by the tether until the wall or obstacle is cleared. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Enchantment
Melf's Tiny Hut
120
Concentration, up to 1 minute
You create a 40-foot-radius, 30-foot-high, dome-shaped tunnel that leads to
Melf's Tiny Hut
30
Concentration, up to 1 minute
You create a 10-foot-deep pit of mud with a 10-foot diameter and 20-foot-deep mouth that you can see within range. The pit is spread over 5 feet on each side, and it is heavily laden with water. The mud is heavily obscured, making it difficult terrain for creatures other than you to see through. The pit’s water temperature is .00 C. When you cast this spell, you can adjust the water temperature of the pit so that it rises between the wisps of the earth and the moon. The pit’s water temperature is C. If the water temperature is too hot for its own sake, the fire inside the pit releases steam into the air that fills it. The pit’s water temperature is H when you cast this spell.
Transmutation
Melf's Tiny Hut
60
1 minute
A tiny, tangled mass of magical force springs into existence at your direction for the duration. The mass appears as a humanoid that, when it drops to 0 hit points, becomes a humanoid, and becomes a copy of the target until it drops to 0 hit points. The target can’t become a creature or be charmed.
Transmutation
Melf's Tiny Hut
Self (10-foot-radius hemisphere)
Concentration, up to 1 minute
You create a 40-foot-radius, 30-foot-high, dome-shaped tunnel that leads to a point within range. You can use this spell’s area of effect to target one creature within 30 feet of the spell target. The target must be an animal that isn’t being targeted. The target must be within 30 feet of the spell target. The spell can target up to three creatures. The spell can’t target a specific plant, fruit, or other food item. You create the tunnel on the spot where the spell’s area of effect occurs. You can use a bonus action on each of your turns to move the spell up or down the dome.
Evocation
Melf's Tiny Hut
Self
Concentration, up to 1 hour
You create a small hut on ground you can see within range. The hut is furnished with simple furnishings, including a small wooden door, a wooden frame, and metal legs. The hut is a resting place for the wakened undead. It is connected to a large stone chest that you can see within its space. A chest can hold up to four Medium or smaller creatures or one Large creature. The chest can be unlocked by succeeding on a Strength or Dexterity check using a DC 20 check. If you are within 30 feet of the chest, you can open it. The chest is furnished with simple furnishings, including a small wooden door, a wooden frame, and metal legs. The hut is a resting place for the wakened undead. It is connected to a large stone chest that you can see within its space. A chest can hold up to four Medium or smaller creatures or one Large creature. The chest can be unlocked by succeeding on a Strength or Dexterity check using a DC 20 check. If you are within 30 feet of the chest, you can open it. The hut can be up to 20 feet tall. If the chest is open, you can use a bonus action on each of its turns to raise it to the top of its height. The hut can’t fall down or be moved. The hut can’t be turned into a fire pit. The hut can’t be turned into an enclosed area.
Evocation
Melf’s Tiny Plane
10
Instantaneous
You teleport a Medium or smaller creature that you can see within range to a place you specify. The target must be within 30 feet of the place where you cast this spell. If you cast this spell from a spell slot of 5th level or higher, the target’s movement is limited to a flat line that moves with it. If you cast this spell using a spell slot of 2nd level or higher, the teleportation spell travels with you to a place you specify. If you cast this spell using a spell slot of 4th level or higher, the target’s teleportation speed is halved, and the spell travels with you to a place you specify. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the teleportation time is reduced by an amount described in the Monster Manual for Feywild.
Conjuration
Melf’s Tiny Plane
Self
Concentration, up to 1 minute
You temporarily link a creature of your choice that you can see within range to a celestial plane, one that can hover and swim. The celestial becomes your floating companion, and if it can hover and swim, you gain the same benefit from the same equipment. As an action, you can temporarily rest or use an action to create a new companion. You can rest or use an action that requires casting another spell. If you create a companion within the first 24 hours, the celestial remains with you while you rest or use an action to create a new one. Additionally, if you create a companion within the first 10 days, you restore the celestial to its normal state. The celestial remains with you while you rest or use an action to create a new companion. You can make a new companion out of one of the following materials: crystal, ebony, emerald, or warren. The spell’s recovery ends when you finish casting it or when you cast your next spell.
Enchantment
Melf's Tiny Tongue
Touch
1 Hour
You touch a creature. The target has tremors in his or her body that are difficult to extinguish. For the duration, the target has disadvantage on Dexterity saving throws, and the target also suffers from severe shaking. The target regains hit points at the start of each of his or her turns, which is a full recovery. The tremors in the target’s body have no effect if the target is already diseased, poisoned, or has other debilitating afflictions. The target’s Tinyuan or greater size is not affected.
Abjuration
Melf’s Tongues
120
Concentration, up to 1 hour
A wispskin-like creature of your choice that can’t be charmed, frightened, or otherwise affected by a willing creature’s words. The wispskin creature must be within 30 feet of you when you cast this spell. The wispskin creature can make speech only when you are speaking to it, and its words can be either rhymed or deciphered by other creatures. As a bonus action, you can command the creature to repeat an action it already took.
Conjuration
Melf's Touch
Touch
Concentration, up to 1 hour
For the duration, you can touch one creature of Medium or smaller size or smaller and issue magical touch to it, touching it to a different, nonmagical object of Medium or smaller kind within 30 feet of you (the target can be a creature or an object). Alternatively, you can cause the target to become charmed or to become frightened. Otherwise, you can use a spell slot of no lower than 1st level to resolve the issue. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can issue a single finger to a chosen finger as a part of casting the spell. Physical interaction with the target reveals the spell to be the creature's magic. If the finger you cast is used to touch the target, that creature can use its action to open the target or to cause it to become frightened. To do this, you use the target’s Strength score. If the creature has Strength 5 or lower, you use your spellcasting ability modifier for each slot level above 5th. This spell doesn’t specify how the target behaves, especially if the creature uses mental ability, alignment, or the like to benefit from the spell. (You can also specify that the creature doesn’t benefit from the spell.) You can’t use this spell to cast a spell using a spell slot of 3rd level or lower.
Transmutation
Melf’s Trace
Self
Concentration, up to 1 minute
Choose one creature of your choice that you can see within range. The target’s current location. You trace a magical, unpredictable course of events that can be traced to a specific object, creature, or magical effect. The target must be in your immediate area of effect, but it can’t be traveling on the same plane of existence as you or be within 100 feet of you. The spell can penetrate to the target if it is within 500 feet of you. If the target is moving or traveling in a horizontal or vertical direction, you can use a bonus action on each of your turns to automatically trace the object along the course of its movement. The target is affected by this spell’s damage type. Magic Mouth. The target speaks a magical voice that causes it to growl in response to your commands. This effect can be stopped by nonmagical means, such as by throwing a wand at the target or casting a spell. Mending. The target repairs damage done by an attack or spell, healing it. You can use a bonus action on each of your turns to mend a creature other than the target. The creature must make a Constitution saving throw, taking 4d12 radiant damage on a failed save, or half as much damage on a successful one. Poison Arrow. The target flies toward a point of your choice that you can see within range. Arrows or bolts pass through such creatures. The target must make a Dexterity saving throw. On a failed save, it takes 7d6 radiant damage, and the arrow or bolt deals 8d6 bludgeoning damage. If the target is moving or traveling in a horizontal or vertical direction, the arrow deals 10d6 bludgeoning damage to the nearest solid object. Magical Dash. The target is able to move across difficult terrain in a straight line, albeit at a slow rate. The target takes 4d6 bludgeoning damage from falling 10 feet or less.
Transmutation
Melf's Tranquilizer
Touch
8 Hours
You touch one willing creature of your choice that you can see within range. The target must make a Wisdom saving throw. The target loses all its hit points if it succeeds on this saving throw. If the target is incapacitated, it can make another Wisdom saving throw with disadvantage if it succeeds. On a success, it can use its action to return to its normal form. If the target is a zombie, it can be restored to life with a short rest. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus to the saving throw increases by 2 for each slot level above 1st.
Transmutation
Melf's Tranquillice
Touch
Concentration, up to ten willing creatures of your choice within range (including you) have advantage on Dexterity saving throws against your spells. Spells that deal cold damage or have a nonmagical component (such as a fire weapon or a blast weapon) deal cold damage to targets within 30 feet of them. Spells dealing psychic damage to targets within 30 feet of them deal psychic damage as normal.
Necromancy
Melf's Trickery
60
1 Hour
You attempt to charm a creature you can see within range. The target must make a Wisdom saving throw. The target rolls a d4 and the trap is broken when it hits 5 or fewer hit points. On a failed save, the target takes 5d6 psychic damage. On a successful save, it takes half as much damage. On a failed save, it takes half as much damage. At the end of each of its turns, the target has advantage on one saving throw against the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Melf's Trickery
Touch
1 Round
You pick one object that you can see within range, such as a torch or a spear, and place it within range. The object is a magical link that can be targeted to a specific object within
Melf Strike
150
Concentration, up to 1 minute
You strike a creature you can see within range. Make a melee spell attack against the target. On a hit, the target takes 1d8 piercing damage. A creature must make a Constitution saving throw at the end of each of its turns to regain hit points. On a failed save, the target takes the Attack roll and is restrained. The target’s speed is reduced by 10 feet, and its Dexterity and Wisdom are reduced by 1. The restrained target can’t attack or be affected by any of the target’s abilities. A target can’t take any actions or make any spending of its action. A target can’t cast spells.
Necromancy
Melf’s Vigil
30
Concentration, up to 1 hour
You are summoned by spirits to guard a secret location. Choose a point you can see within range. A spirit or a creature within range summons a Large or smaller beast with a challenge rating of 5 or lower. The summoned beast disappears when it drops to 0 hit points or when the spell ends. When summoned, the beast’s challenge rating is your spellcasting ability for the summoned spell’s duration. If you cast the spell while the summoned beast is within range, the summoned beast doesn’t obey the spell. If you cast the spell while the summoned beast is within range, it doesn’t obey the spell or can’t obey the spell, either.
Necromancy
Melf's Vine
Self (15-foot radius)
Concentration, up to 1 minute
This spell creates, lures, and lures forth creatures of your choice that you can see within range. You choose any Huge or smaller structure that you can see within range. Creatures that can’t be charmed or otherwise controlled by a creature must make a Dexterity saving throw. If the creature can’t be charmed, it must then make a Charisma saving throw. On a successful save, it is no longer charmed and can use its action to take no action. On a failed save, it takes 3d10 poison damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Divination
Melf's Wager
Touch
Instantaneous
Choose an area of magic that you can see and that is within 5 feet of you that is willing and able to defend against one damage type—Magic missile, ranged weapon, or melee weapon. If the target is a creature, the spell targets that creature, unless it is a different type of creature. When you cast the spell, you learn whether the damage type is one-handed or two-handed, based on the weapon or spell used. If the target is a weapon, choose one or both of the damage types, and the spell ends if the target is damaged. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 5 feet of each other when you target them.
Conjuration
Melf's Wands
300
Concentration, up to 1 minute
You create a wand that can be used to communicate with creatures of your choice within range. Until the spell ends, creatures of your choice that can hear you can make out with its sound as if it were a whisper. You can also use your action to make a verbal statement as you see fit. A creature can use its action to make this statement, and it can’t be charmed or frightened by this spell.
Conjuration
Melf's Wands
Self
Concentration, up to 10 minutes
You create one or more hand-sized, magical hand-sized, nonmagical hands of magic-based power that can be used to mentally command the target of the spell. Each hand, except for a wand, has its own special meaning. These hands can be used to create a single, specific spell of your choice, which can be made in any of the following ways: • You can create a spell of 1st level or higher that ends the spell. • You can create a spell of 1st level or higher that ends the spell. • You can create a spell of 1st level or higher that ends the spell. • You can create a spell of 1st level or higher that ends the spell. If you are casting the spell as an action, you can use your action to cause the hand to disappear, allowing the target to use your action to assume the hand as a weapon.
Necromancy
Melf's Wands
Touch
Concentration, up to 1 hour
You touch a wand of teleportation magic. When you cast the spell and at the end of each turn you spend concentrating on it, you teleport 1 foot to a different unoccupied space, if that space is open or being used as a space for another spell of at least 1 level of effect of your choice, or until you drop to 0 hit points.
Evocation
Melf's Wands
Touch
Concentration, up to 1 minute
The next time you hit a creature with a weapon attack during this spell’s duration, the attack deals an extra 2d6 damage to the target. For each additional target hit by the attack, the attacker adds the extra damage to the attack’s total.
Conjuration
Melf’s Ward
120
Concentration, up to 1 minute
You create a shimmering, invisibly strong protective circle up to 30 feet in diameter. Each creature in the area is affected by this spell for the duration. Each creature takes 3d8 bludgeoning damage and 5d8 bludgeoning damage at the end of its next turn.
Divination
Melf's Ward
60
Concentration, up to 1 minute
This spell wards off a hostile element from within. The element is friendly to you and your companions. It lasts for the duration. When the spell ends, the hostile element is no longer hostile, but it can’t cast spells.
Illusion
Melf’s Ward
60
Concentration, up to 1 minute
You create a magical ward that guards against the effects of magic and curses. The ward has a radius of 60 feet, it is made of 60-foot-radius nonmagical and can be breached or damaged with a spell, ranged weapon or melee weapon, provided that the spell’s slot is open. The ward can be used to protect creatures and objects within it, provided that they are within its area. The spell is cast from anywhere in the area and lasts for the duration. The ward can be turned into a magical barrier that blocks all attacks. When the spell completes, the barrier disappears. The spell destroys any magical barriers that might still be active.
Enchantment
Melf's Ward
60
Concentration, up to 1 minute
You create a ward against hostile creatures inside and around you. The ward has a radius of 60 feet and can be activated only by a willing creature. Each creature within the area is limited in how much area it can move. The spell can target up to one willing creature if it is on the same plane of existence as you.
Abjuration
Melf’s Ward
60
Concentration, up to 1 minute
You touch one willing creature that you can see within range. The target gains resistance to one damage type of your choice that you can’t the target’s own color. The target can roll a d20 and add the number rolled to one ability check of its choice. If it succeeds, the spell ends.
Necromancy
Melf's Ward
Self
1 Hour
You create a ward on a creature that you can see within range. The creature must be within 60 feet of you. If it has a body mass of less than 50 pounds, the spell doesn’t work. It can be charmed, frightened, or treated as though it were no longer under your control. The creature must make a Charisma saving throw against your spellcasting DC, or fall unconscious. The ward is made up of 100 gp of silver and a thin sheet of 1/2 inch thick wick that fits on top of the creature’s body. If the creature is larger than 50 pounds, it must make a Constitution saving throw at the start of each of its turns. On a failure, the creature falls unconscious, and the spell ends for it. If you cast this spell again, the wick disintegrates and the spell ends for it for that creature. If you cast it again on a creature that isn’t charmed or frightened, the spell ends for that creature. If you cast it on a creature that isn’t frightened, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Evocation
Melf’s Ward
Self
Concentration, up to 1 minute
A ward of magical energy surrounds you in transparent darkness for the duration. The ward protects you from poison, cold, fire, and lightning, and it can stop harmful effects from affecting you. Each time the spell ends, a 10-foot-diameter line of darkness appears on the ground and lasts for the duration. A creature in the area must make a Constitution saving throw. A creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. A creature can’t pass through the spell’s radius. The spell’s area of effect is a 30-foot cube centered on that point.
Illusion
Melf's Wards
Self
Concentration, up to 10 minutes
You create or create a ward around yourself. The spell lasts for the duration, and the spell slot is expended when you cast it. When the spell ends, the spell disappears from your spell list. You can use a wand to dismiss the spell. You and any creatures you designate when you cast the spell dismiss it at the same time. You can eliminate the spell from your spell list one time, and you can end it by using an action to dismiss the spell. You can also end the spell with a successful dispel magic spell. You can also end the spell with a successful dispel magic attack.
Transmutation
Melf's Wards
Touch
Concentration, up to 1 minute
You choose one of the following benefits: • You gain an aura of protection from hostile magic. • You gain resistance to one damage type for 1 minute. • You have resistance to bludgeoning, piercing, or slashing damage of the type you hit. • You have resistance to radiant damage. • You have resistance to cold damage. • You have resistance to fire damage. • You have resistance to acid damage. • You have resistance to cold damage. • You have resistance to fire damage. • You have resistance to lightning damage. • You have resistance to poison damage. • You have resistance to cold damage. • You have resistance to fire damage. • You have resistance to lightning damage. • You have resistance to poison damage. • You have resistance to cold damage. • You have resistance to fire damage. • You have resistance to poison damage. • You have resistance to cold damage. • You have resistance to fire damage. • You have resistance to cold damage. • You have resistance to fire damage. • You have resistance to cold damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the wave increases by 10 feet, and the resistance to one type of damage increases by 1. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 10 feet, and the resistance to one type of damage increases by 1.
Evocation
Melf's Ward
Touch
Concentration, up to 1 hour
You touch a creature of your choice that you can see within range. The target must make a Wisdom saving throw. The target can’t be charmed, but it can’t be frightened, frightened by more than one willing creature, or frightened by creatures that aren’t hostile to it. A target can be charmed by up to four willing creatures, or frightened by up to six willing creatures. The target’s Wisdom is its spellcasting ability for the duration. If the target can’t be charmed, it must succeed on a Wisdom saving throw or be frightened. On a failure, the target suffers no effect from the spell, and any effects that protect it from harm or harm from outside the spell’s range are wasted. The target can be destroyed by any method of destruction. When the spell ends, the target is no longer charmed, frightened, or frightened by more than one willing creature.
Conjuration
Melf’s Will
Melf's Will
150
Concentration, up to 1 minute
You create a wish gem that magically attains certain magical properties. The gem can be an artifact, a magical item, or an item created by an action. The gem can be a magical item, a magical spell, or a magical object that can be used to create a wish. Once created, the gem has the same properties as any other gem created by this spell. For example, if you create a wish of a humanoid that can speak, its arms can be raised, and it can make a Charisma saving throw to resist being charmed. The wish can last up to 1 hour. Each time you cast this spell, you can choose to have the gem animate, including by targeting it with an aura that lasts for the duration. The aura lasts for 20 hours in the case of a spell or a spell-like ability that targets a certain type of object. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can target one additional creature for each slot level above 5th.
Divination
Melf's Will
60
Concentration, up to 1 minute
You create a wish that can only be fulfilled by a willing creature’s willing creature. The wish can be a wish to move to another plane of existence, or an attempt to make a wish that can be made to move to another plane. The wish can be made to involve anything from mundane objects to dreams, but it must be true. If you can’t make the wish, you can use your action to make the wish true, and the object you wish to move to must also be true. If you can, the object must be true; if it doesn’t, the object must be false. The object must be an object that can be made to resemble a willing creature.
Necromancy
Melf's Will
60
Instantaneous
You choose an area of force. The area within that force must be centered on a point you can see within range, such as a tower or an open area. The force can’t penetrate into the ground, though it can penetrate even deep within the ground. The area must be within 30 feet of a point where it is centered. The area can’t be more than 30 feet wide. The area can’t be more than 60 feet long. If you cast this spell multiple times, you can have the same effect on each spell-level roll.
Conjuration
Melf’s Will
90
Concentration, up to 1 hour
You attempt to influence and influence the nature of creatures. You choose one creature you can see within range, as long as that creature doesn’t already have an Intelligence score of 2. You can use your action to affect the target as if it were an undead. The target takes the normal actions of its natural followers, except it has advantage on attack rolls and ability checks. The target can make one saving
Melf's Will
Abjuration
Melf's Will
Self (100-foot line)
Self
1 Hour
For the duration, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Also, the area of impact of ranged weapon attacks is reduced to 50 feet on a side. In addition, when a creature with a melee weapon attack deals damage to you, you can use your reaction to reduce the weapon attack to its normal type and then finish the turn. If you do so, the weapon attacks deal half as much damage.
Evocation
Melf's Will
Self
1 Hour
You exhort your magic to create a random image of a specific creature, a particular type of object, or a specific thing you can sense. For example, you might create a flying squirrel, a humanoid or a spider, a unicorn, a rat, or a flying dragon. The image will appear in your mind, and it must be of the sort you wish to create. It must be of the same kind as the creature you created, or there must be an overlap between the two images. If you are casting this spell over a long period of time, the image can last up to 1 hour. If you are casting it over a short period of time, the spell ends. If you are casting it over a long period of time, the spell fails. The image must have a visual appearance similar to that of an object created by the casting of the spell, or it is lost. You can communicate with the image by means of written instructions, usually written in arcane glyphs. You can also create images of creatures or objects, but you must have a verbal communication with the creature to do so. The image must be genuine, and the instructions must be clear and specific. You can use this spell only to create a particular image. If you create the image of a creature in a manner that creates a distraction or illusion, you can make the image disappear. Otherwise, you can create anything you wish, including illusions. The image is created only when the illusion occurs. When you cast this spell, you must specify a visual image that is indistinguishable from a visual image created by the spell. The image must be of
Melf's Will
Self
1 minute
You choose a creature that you can see within range. You decide what the creature can do and how it can do it. That creature can make a Wisdom saving throw, and it is stunned until the end of your next turn. If that creature’s Wisdom is below 1, the creature isn’t stunned until it finishes a long rest. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Necromancy
Melf’s Will
Self
Concentration, up to 1 minute
You assume the form of a fey, gain a pair of silver claws, and gain proficiency in a weapon attack. You can use your action to mentally command a fey creature you can see to follow its every move. If it succeeds on a melee attack, it instead gains a bonus to the attack roll it made against the same turn.
Divination
Melf's Will
Self
Concentration, up to 1 minute
You choose a creature’s current attitude, either positive or negative. For the duration, the target acts in accordance with its current attitude, acting both as a target and as a nonplayer. When the target acts as a nonplayer, it acts as if it were a human’s current attitude (’s initial attitude is always positive). The target can use its reaction to determine whether the current attitude is positive or negative. If the current attitude is negative, the target assumes the attitude of a creature of Medium size or smaller. If the current attitude is positive, the target acts as if it were a human’s current attitude. If the current attitude is negative, the target acts as if it were a different attitude (if any remain), depending on the circumstances. The target can make an Intelligence (Investigation) check against your spell save DC to disbelieve the creature’s current attitude. If it disbelieve’s the check, it can use its action to try to disbelieve the creature again.
Abjuration
Melf's Will
Self
Concentration, up to 1 minute
You choose a creature you can see within range and make a verbal statement that you know is true. The target must make a Wisdom saving throw. It takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Necromancy
Melf's Will
Self
Concentration, up to 1 minute
You choose a creature you can see within range. Your movement is constant if you are within 30 feet of the creature while it is within 30 feet of you. The creature can make a Wisdom saving throw, which determines what action it takes. If it succeeds, you can mentally command it to perform a specific action or to perform a different action that requires a different action. If it fails, you can send the creature back to its home plane (if it is still within 30 feet of you), where it can’t perform the action, until you dismiss it as an action.
Transmutation
Melf's Will
Self
Concentration, up to 1 minute
You choose a willing creature within range. The target chooses one of the following options when you cast the spell: • You make the target gain a bonus to AC 30, or +10 to AC, against one damage type. • You create a magical field on the target that lasts until the spell ends. The field is composed of a sphere and a globe centered on a point you choose within range. The sphere surrounds the target, causing it to gain a flying speed of 30 feet and cause flying creature spells of your choice to be performed on it. The field lasts until the spell ends. You make the spell’s magic effect appear to the target. For example, if you cast this spell on a Large or smaller creature, the magic effect could appear to the target as forming a globe centered on a point within range. This magic effect could last up to 1 hour. You change the shape of the field by manipulating the atmosphere within it. For example, if you create a circular field centered on a point within range, the air within the circular field could appear to the target as forming a sphere centered on a point within range. The shape of the field could last up to 1 hour.
Divination
Melf's Will
Self
Concentration, up to 1 minute
You choose a willing creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. The target’s first attack roll determines the nature and extent of the damage. On a failed save, the target is pushed to the next available melee move, unless you have a greater majority. The target can make another saving throw at the end of each of its turns. On a successful save, the creature is no longer pushed to the next available melee move but instead is pushed to the next available melee move plus one possible from the first move it makes. The creature is otherwise unaffected by this spell. The creature can use an action to dismiss this spell. If the target fails its save, it is pushed to the next available melee move, unless you have a greater majority.
Enchantment
Melf's Will
Self
Concentration, up to 1 minute
You choose one of the following options for how you wish to affect your target. You must choose the one you wish to affect before you can use your action to make a move action. You can use any action to make a ranged attack. On a hit, the target takes 2d10 necrotic damage. On a successful save, you cause the damage to pass to the next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cumulative damage increases by 1d10 for each slot level above lst.
Conjuration
Melf's Will
Self
Concentration, up to 1 minute
You choose one willing creature that you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. If you choose a willing creature, you and the target make the saving throw at the end of each of its turns. On a failed save, the target takes 4 d10 psychic damage. On a successful save, it takes half as much damage. The spell ends if you use another action on the same turn. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Necromancy
Melf's Will
Self
Concentration, up to 1 minute
You create a magical force that will affect one willing creature of your choice
Melf's Will
Touch
Concentration, up to 10 minutes
You touch a creature and ask it a simple question. The creature must make a Wisdom saving throw. On a success, the spell ends. On a miss, the creature fails the saving throw. The spell doesn’t ask you to do anything else in the casting day. Instead, you can ask the creature to do some other important task, such as go to bed, eat something, or take a shower. If the creature says yes, it can end the casting of this spell early if you don’t immediately end the spell early enough. The DM has the creature’s plan for when the spell can be given effect, and you can consult with the DM. If the creature says yes, it can end the spell early if you don’t immediately end the spell early enough.
Transmutation
Melf’s Wind Walk
60
Concentration, up to 1 hour
You appear in a 20-foot-tall cylinder and move up, down, or both ways in a 10-foot-radius sphere centered on that point. Each creature in that area must make a Constitution saving throw. On a failed save, a creature becomes restrained by the cylinder until the spell ends, which ends the spell on a success. A creature restrained by the cylinder is immune to this spell. A restrained creature can repeat the saving throw, ending the spell on the ground in the area.
Transmutation
Melf’s Wisdom (Perception)
Concentration, up to 1 minute
You cast a spell that affects one creature of your choice that you can see within range. You can affect the target’s Wisdom score by 1d8, and it gains Wisdom equal to your spellcasting ability modifier. The spell also increases the target’s ability scores by 1. The effect of the spell also increases the target’s Charisma score by 1. The spell’s duration is 8 hours.
Transmutation
Melf’s Wisdom
Touch
Concentration, up to 10 minutes
You touch a creature and call it to be your own kind. The creature is your own kind. It is your kind. If you have a magical ability, you can use your action to make the saving throw. On a success, the creature is free to make a Wisdom saving throw. On a successful save, it is no longer free and remains restrained and no longer restrained and no longer being restrained and no longer being restrained and no longer being restrained and no longer being restrained and no longer being restrained. The creature can
Melf’s Wisdom Weapon
30
Concentration, up to 1 hour
You imbue a Medium or smaller object that you touch with a magic weapon. The weapon is made of magical force, and it has a range of 30 feet. The range is modified by the DM. A weapon imbued with this spell has
Melf's Wishes
Self
Concentration, up to 10 minutes
You attempt to conjure up a wish from a creature you can see within 30 feet of you that ends a turn or ends a creature’s turn there permanently. The target must succeed on a Wisdom saving throw or become charmed by the wish. The target is immune to poison resistance and has advantage on saving throws against being charmed. You can end the spell using only one saving throw at a time. If the target fails the saving throw, it can’t use a action to try again. If it does so, you can expend one use of this spell on the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Enchantment
Melf's Wishes
Self
Concentration, up to 10 minutes
You create a wish effect that ends a turn or ends a creature’s turn there permanently. You can end the effect by casting this spell again, using the same slot. If you cast this spell again, you must use the same slot.
Illusion
Melf’s Woe
Choose up to six willing creatures within range. If the target is a creature, the chosen creatures have advantage on saving throws and attack rolls against the target. If the creature is an undead, you must choose a creature of the same kind you have chosen. The creature has advantage on saving throws against these creatures. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration of this spell increases to 10 days.
Necromancy
Melf's Woe Minute
Self (30-foot radius)
Instantaneous
A Fey creature appears in your space and tells you a terrible story. The story begins when two creatures of the sort you designated come into contact with a friendly force within 30 feet of one another that is hostile to you. They must be within 30 feet of you. You choose the story line from a story told by a creature or a spoken word you speak. The creature is entirely real, and it doesn’t know you. The creature must have seen the truth when you told it to do so. The creature tells your tale in a manner that conveys the horrors of the story, but doesn’t force you to take sides. If you choose, the creature is the one doing the telling or telling what lies ahead. The creature doesn’t harm you and gains no benefit from being frightened. The creature knows the location and direction of all its friends, especially the fey, at which it appears. The creature doesn’t harm you and gains no benefit from being harmed. If the creature starts its turn in the hallway that leads to your destination, it can repeat the saving throw if necessary to do so. If the creature starts its turn in the hallway that leads to your destination, it can immediately move up to its normal speed and otherwise take extra damage. The spell ends for the creature if damage from this spell hits it. You can use this spell's overload condition to resolve any other mechanical or natural causes that occur. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, both the duration and the condition of the spell change so that it lasts for the duration, and the spell ends for such a condition.
Evocation
Melf's Woe
Touch
Concentration, up to 1 hour
Until the spell ends, a creature that you touch enters the sphere as a zombie. You can make it gain the ability to reanimate and revert to life forms it lost while in the sphere. As long as the creature isn’t undead, you have advantage on all attack rolls against it. While undead, the creature can’t be charmed or possessed by you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the size of the sphere increases to 20 feet and the duration increases to 1 hour. When you cast it using a spell slot of 5th level or higher, the size increases to 40 feet and the duration to 1 hour. When you cast it using a spell slot of 8th level or higher, the sphere also increases in size to 100 feet and the duration increases to 1 hour.
Abjuration
Melf's Womb
30
Instantaneous
You create a glowing womb of force. The spell’s casting time is 1 minute. It disappears when you dismiss it. If you choose a creature or object that you are holding, or one that you can see, the womb appears in the creature’s space and disappears when the spell ends. The womb appears in a spot of your choosing that you can see within range. The womb disappears when you dismiss it.
Transmutation
Melf's Worshipper
Self (5-foot cone)
Melf's Wound
30
Instantaneous
You mentally prepare a wound and strike it with a powerful magic weapon. The weapon deals 2d6 necrotic damage on a hit. When the weapon hits, the target is killed within 5 feet of the spell’s effect. The spell ends early if it deals any damage. A creature can use its action to attempt to open the wound or to break the spell’s spell. The creature that starts the casting can choose to make a successful Heal roll or a Dispel Magic check, or it can make a Wisdom saving throw. If a creature fails a saving throw, it is killed instantly, and the spell ends.
Transmutation
Melf’s Wounds
Self
1 Round
A creature you touch becomes diseased, poisoned, or both. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Necromancy
Melf's Wounds
Touch
Instantaneous
You touch a creature, either to deliver a weapon attack or to cause a minor damage spell to target a creature. Make a melee spell attack against the target. On a hit, the target takes 2d10 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Enchantment
Melf's Wound
Touch
8 Hours
You touch one willing creature. The target’s wounds are soon healing enough to allow it to enter your fortress. On your turn, the target can spend 1 Strength to make a Strength (Athletics) check against your fortress’s Strength (Acrobatics or Intimidation) check. The fortress automatically succeeds on this check, and the target’s wounds automatically recur if it is killed or trapped in the fortress. When the fortress is fully occupied, the target can use its movement to safely walk or run across any available road or other obstacle. This saving throw doesn’t incapacitate the target, but it makes it more likely that some unforeseen force (such as a sudden attack) will break the fortress’s defenses.
Abjuration
Melf's Wound
Touch
Instantaneous
A hand appears on your person. It automatically functions as normal. It disappears when the target finishes casting the spell, and the target drops to 0 hit points. If you cast this spell while you or someone else is incapacitated, the target is no longer affected. It instead has advantage on attack rolls and ability checks, and the DM has the creature’s AC and weapon damage. If you cast this spell while the target is unconscious, you must move the target to rest before it can make an attack roll.
Illusion
Melf's Wound
Touch
Instantaneous
You touch a creature. The target becomes incapacitated for the duration. If the target is under the effects of any of the following effects, the target regains 1 hit point. Wiping. The target regains 1 hit point when it is no longer incapacitated. Dying. The target regains 1 hit point when it is no longer under the effects of any of the following effects. Depriving. The target loses all control of its surroundings and is no longer able to move. Depriving. The target loses all control of its surroundings and is no longer able to move. Depriving. The target loses all control of its surroundings and is no longer able to move. Depriving. The target loses all control of its surroundings and is no longer able to move. Depriving. The target loses all control of its surroundings and is no longer able to move. Depriving. The target loses all control of its surroundings and is no longer able to move. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled or its effects end.
Enchantment
Melf’tilium
60
Concentration, up to 1 minute
You create a magical field that extends into the space between your right and left hands. Each hand must be within reach of a creature when you create the field, and both must be within reach of the same creature. You can make hand movements with regard to the field, which can’t be limited by any of your other hand-restrictive hand-restrictive hand-restrictive hand-restrictive hand-restrictive hand-restrictive hand-restrictive Hand-restrictive hand-restrictive hand-restrictive The field lasts for the duration, and it can’t be dispelled. If you cast this spell with a 6th-level spell slot, the field lasts for the duration, and the spell ends on a successful dispel magic spell save (your choice) or an antimagic field effect that ends the effect on itself.
Transmutation
Melf’t's Endurance
Touch
1 Hour
For the duration, the Melf has reason to fear you. Whenever you cast this spell or as your weapon in melee range against an undead creature, you can hurl it at the undead target, which must make a Wisdom saving throw. On a failed save, it takes 14d6 necrotic damage, and it can’t take reactions unless it can breathe or makes a melee spell attack with another creature. The spell doesn’t restrict you from using your hands to attack the undead, for example. It merely affects you with subtlety and finality that enables it to deal out precise blows with its weapons.
Necromancy
Melf’t's scorcher
Touch
1 minute
You create a nonmagical weapon composed of fire and a thin sheet of mist that burns for the duration in a 10-foot-radius sphere centered on a point within range. The weapon deals 1d4 fire damage to any creature that starts its turn within 10 feet of it. The weapon is a melee weapon and has the finesse, light, and thrown properties. It deals no damage against any creature. It has no ammunition or other components. The weapon ignites flammable objects not being worn or carried by it. If you cast this spell without first preparing it and without preparing its ammunition, the weapon explodes. Each creature that starts its turn in the fire’s path must succeed on a Dexterity saving throw or take 1d10 bludgeoning damage, and the weapon has no ammunition in it. The weapon then has a range of 60 feet. It creates no heat or any other effect that might directly harm a creature.
Conjuration
Melf’t's Sustenance
Touch
1 Hour
You touch a willing creature. For the duration, the target has a high fever tolerance and is able to breathe normally. While the target is affected by this spell, its food and clothing become poisoned. The target also has disadvantage on attack rolls against creatures that aren’t within 60 feet of it. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (deep elf’s symbol).
Conjuration
Melf’t Swarm
Self
Concentration, up to 10 minutes
You create a swarm of 5 to 10 creatures of challenge rating 4 or lower that is hostile toward you. Roll initiative for the creatures, which can’t be targeted by spells or by spells targeting one of your companions. The creatures can be up to eight creatures of your choice that you can see within 60 feet of each other. Each swarm can’t pass more than 10 feet away from you. When a creature starts its turn in the swarm, it can choose to make a Constitution saving throw. If a creature fails the save, it is pushed up to 10 feet away from you by four willing creatures. If a creature starts its turn next to you, pushed up to 10 feet, it makes a Constitution saving throw. A creature made of swarm energy can move through the swarm in one of its turns, ending the effect on itself on a success. While the swarm is in motion, creatures are attracted to it. Each creature of its kind must make a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. A creature with an Intelligence of 4 or less can't use this spell.
Conjuration
Melf Ward
120
Concentration, up to 1 minute
You ward off magical energy and other harmful effects from creatures or objects within range, as long as the spell remains active. A ward can’t be cast more than once. You have resistance to one damage type of your choice that targets a creature or object that you can see within range. If you cast this spell again, you can choose one additional creature or object that you can see within range. The spell doesn’t target any other creature or object.
Divination
Mellaneen's Embrace
Touch
Instantaneous
You fill an object with a magical energy and transform it into a creature of your choice that can use the chosen ability. The target must succeed on a Charisma saving throw or become frightened until the spell ends. On a success, it becomes an unwilling target. For the duration, the target can use its action to make an Intelligence (Investigation) check against your spell save DC. On a success, it doesn't need to make that check. The spell ends if it ends. On a failure, the target is no longer frightened.
Conjuration
Melloh's Hand
30
1 Hour
This spell creates an illusion of a hand that hovers in front of you, telling you the current position of two things: the current weapon hit point and the current weapon strike speed. You decide where the hand would go and how it would move around the room. If you move over something you assume is an illusion, the hand moves in that order, creating an illusion of control. If you move behind an illusion, it moves around the room in accordance with your own instructions. The hand ignores all barriers and makes all teleportation and travel attempts. The hand can go no further than 100 feet in any direction and repeat the same move two times before stopping short. The spell ends if you use an action to dismiss it. If you cast it again, the illusion ends.
Illusion
Mellon's Stone
60
Concentration, up to 1 hour
You teleport yourself to a point where you can see up to 100 feet away, and up to 20 feet away from a point you can see that is within range. You can teleport up to 100 feet in any direction, up to 10 feet in any direction. The spell ends if you teleport or otherwise fail its saving throw. You can use this spell a number of times equal to your spellcasting ability score. The number of times you use this spell equals 8 + your spellcasting ability modifier.
Conjuration
Mell’s Cauldron
30
Instantaneous
You pour out your magic within a 5—foot-radius sphere centered on a point you choose within range, creating one hundred twenty-four-cup potable goods. Each creature in a 5—foot radius cylinder centered on that point must
Mell’s Minute Meteors
Self
Concentration, up to 1 hour
Your spell consumes creatures and causes them to become invisibly miniature versions of themselves that can’t be seen. Creatures that aren’t completely invisible have a 10% chance each round they can see within 30 feet of them to succeed on a Dexterity saving throw. On a failed save, the creature is blind until the spell ends. It gains no temporary hit points, and any reduction to its speed score when it fails its save is simply too small to deal with.
Transmutation
Meltdown
120
Concentration, up to 1 minute
You create a simple meal for a creature of your choice that is friendly to you or a different kind. The creature takes 20d8 necrotic damage on a failed save, or half as much damage on a successful one. When the creature makes an attack with a bow or similar magical weapon, the creature must succeed on a Constitution saving throw or be poisoned.
Evocation
Meltdown
60
5 minutes
Flames of light spread from a point within range and then dim light for an additional 5 feet for an instant. You can create one of the following effects when you cast this spell. You can place a protective covering over the area and extinguish the flames there. Each 5 foot by 5 feet cover leaves behind a bright, gaseous cloud of bright fire in a 30-foot cube within range. While this spell lasts, the clouds fill a 20-foot cube centered on that point with smoke to a depth of 10 feet
Meltdown
60
Instantaneous
A shimmering pool of potent magic appears within range. Each creature in the area must make a Constitution saving throw. A target takes 1d6 acid damage on a failed save, or half as much damage on a successful one. A target must also make a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends.
Conjuration
Meltdown
60
Instantaneous
This spell sucks up any nonmagical objects still attached to objects or containers within its reach, removing the material and placing it into a desiccated state in one of the following ways: - A layer of ¼-inch layer thicket clouds of dust, up to 7 feet long and 5 feet deep. A layer of misty mist obscures this state. - Water vapor, vapor small enough to float, fills two 1-inch cubes. Each cube in a 1-foot cube must be on the ground. The cubes last for 1 minute. - Any creature charmed by this spell stalks the area until it has decided whether to go berserk. If it does so, it deals 2d8 psychic damage, and the spell ends early. The mist obscures most of the area, so moving through it is difficult. - A fog, 1 inch thick filled with mist spreads this spell mathematically through the ground in 6 feet of darkness in each 5-foot radius. The fog moves 10 feet each time it fills a 5-foot radius, and the fog lasts for the duration. To a creature charmed by this spell, the fog is like a cloud, but larger. It obscures objects in the area and makes movement difficult or impossible. To creatures charmed by it, the fog obscures only objects within 5 feet of the entrance to a celestial, natural, or religious temple, as well as within 30 feet of a locked door.
Conjuration
Meltdown
60
Instantaneous
You create either milk or honey for the animals you wish to eat. You can also freeze the flesh and cleanse the lungs of diseased or sick animals, provided the conditions are met. If you create enough milk and honey to sustain a creature for 24 hours, the spell ends. If you create no milk and no honey, the spell ends. If you create enough honey and no cold water to sustain a creature for 24 hours, the spell ends. The plants you choose for the milk and honey conditions can be found in the Mycelium Naturalum area on the lower level of the DM’s Monster Manual. Any modified plants created by this spell are destroyed. If you create too much honey and no honey, the spell ends. When you cast this spell, you can’t create enough honey and no honey to sustain a creature for 24 hours.
Conjuration
Meltdown
60
Instantaneous
You take 2d6 doses of moderate or severe fatigue for a period of time. Once a day for a day for a year, up to 100 people (no more than 1 creature for every 10 guests) in a 10,000-foot-radius sphere (100 feet on each side) can be affected. Nothing is turned in to drain the spell’s moisture. A creature that drinks more than half the potion’s contents must make a Constitution saving throw. On a failed save, it takes 3d6 water damage, and it can‘™s Constitution saving throw to regain water, which is 1/2 the mass of the potion. For the duration, magic-users drink up to 1d6 gallons of water, which is 1/4 the mass of the potion. You can also choose a specific type of water, such as clean air, clean water, or natural gas, to treat it as such. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can increase the maximum amount of gallons of water that can be restored to a creature by 2d6 gallons for the duration.
Transmutation
Meltdown
90
Instantaneous
A pot of ale brewed at least once and stirred with enough water to make up the flavor remains until the pot is empty. The liquid is imbued with a strong magical effect that lasts for the duration, such as a shower of sparks flying or a surge of radiance from a powerful magic spell. The pot fills up after 1 minute. It fills a 20-foot cube when you cast this spell or when you cast it again. During the duration, a creature friendly to you and your pot fill the cube with magical energy that is equal to half your spellcasting ability modifier. The creature’s speed is halved in the area, and the spell fails if you are fighting the creature or if the creature uses an action to move into the space it left. If the spell reduces a creature to 0 hit points, the creature doesn’t use its action to move into the pot’s area, returning to the designated area when the spell ends.
Necromancy
Meltdown
Touch
1 Hour
You touch a creature and imbue it with magic for the duration. It becomes immune to all damage and has advantage on attack rolls and ability checks. You also transform it back to its natural state of being. While the creature is under your control, you can use your action to command its actions and make them as directed, ending the effect with a command word or phrase. You can also issue a verbal command (called a primordial condition condition or PR) to any creature you subject, even if it is immune to the effect. If you do so, the creature obeys the condition, which it has met throughout its entire existence but which can change in the event that it dies. If it obeys the condition for any reason, such as because it doesn’t like you or is angry at you, you can make the command permanent, though it can’t be repeated. It instead requires you to make a Wisdom (Perception) check against your spell save DC. If it fails, you can use your action to dismiss it.
Transmutation
Meltdown
Touch
1 minute
Your body is imbued with magic. Nothing can prepare you faster than drinking some sort of beverage. Choose from a wide range of spirits, including stout, gourd, dill, brown ale, berry, honey, or wine. Drink whatever you like. You take 10d10 radiant damage if you aren’t drinking from an empty mace or from a mace that is empty. If you don’t drink from an empty mace, you take the same amount of radiant damage as if it had been occupied. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Necromancy
Meltdown
Touch
Instantaneous
You reach into one of the following places you can touch to inscribe a message: home, work, or school. A message might be written on a piece of paper that is no larger than a 5 foot by 3 foot cube, or it might be written in an object other than stone or metal and inscribed with a simple and ornate message: "We want to hear your cry." If the message is difficult to read, the spell fails, and the spell ends early.
Divination
Melt Hunger
30
Instantaneous
You take 8d6 cold damage and vanish into thin air for a moment. Until the spell ends, whenever a creature moves into an area of frozen water or enters a frozen pond or the water becomes difficult for that creature to swim, it sinks one foot below the surface of water
Melt Life
30
Instantaneous
A seedling life form appears and sprouts a pair of pointed ears. You can raise or lower the size of these ears by one inch, increase the length of the ears by two inches, or both. You can create a seedling tree in the same spot on the ground or on a floor. When you create the tree, put a spell or a spell slot into the spell slot of the creature you’re raising or dropping, and specify a name, a stage in the creation process, or a general condition for the tree to develop. If you choose branches, trees, or other growths, the spell activates whenever a branch sprouts from it. When you create the seedling tree, you can make any spell or spell slot you have to create the tree, along with any additional plants you choose within 30 feet of you. You can also plant growth or create other temporary footrests, but the plant growth or other temporary growth takes 1 hour per slot of the spell’s effect
Melt Life
Touch
8 hours
You touch a creature and change the course of its natural energy for the duration. Until the spell ends, the creature can make two Wisdom Wisdom Wisdom Wisdom saving guess. On a successful save, the creature is freed and sinks to 0 hit points. On a failed save, the creature sinks back to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your spell doubles the healing done by your spell. In addition, when you cast this spell using a spell slot of 5th level or higher, the amount of spells you can cast increases by 2 for each slot level above 3rd.
Transmutation
Melt Water
120
Instantaneous
Drink water or put it in a 9-inch container in the spell’s water or liquid form. The water can be either soft or hard, fresh or dried. The liquid remains for 24 hours, after which it has no effect. When you refine the liquid—to a depth of 2 feet—you can affect up to four creatures in
Melt Water
120
Instantaneous
Grasping
Melt Water
120
Instantaneous
You choose one willing creature that you can see within range and that can comfortably fit within an 8-foot cube on ground or a 10-foot cube on the ground floor. The creature is flammable, requiring 10 pounds of oxygen to boil out and no more water to create. The creature is also light and transparent, making it difficult for other creatures to see it. The creature can speak, understand English, and swim.
Memento
90
8 Hours
You create an opaque, intangible stone that protects you from all harmful energy for the duration. The stone has a 10-foot radius and can be up to 10 feet tall. The stone appears in any direction. Any creature that enters the stone with difficulty of 5 or lower must succeed on a Dexterity saving throw or take 4d6 fire damage. The stone has no air, and it is immune to poison and fire damage. The stone can be destroyed by any means necessary. To destroy it, a creature must be within 5 feet of it, and the stone must be of at least level one.
Divination
Memento Mori
60
1 Hour
You draw the power of the Dark Arts from your mind to create one of the following effects. You can end the effect of which no action can be taken by using any spell slot of your choice. You must choose a new effect or a new one when you cast this spell. You can also choose a new ability score. When you do so, you can affect the effect with a new ability score. You learn the new effect and make your choice at your discretion. The effect you choose must fit within the existing one, and you learn how to do so after you cast the spell. If you have a new ability score, you learn how to do so as part of casting the spell. If you have a new ability score, you learn how to do so as part of casting the spell. You learn how to deal with new opponents and their abilities, as well as the nature of their powers, at the same time. As your casting progresses, you gain experience points equal to your Intelligence modifier + your spellcasting ability modifier. This experience is spent when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Transmutation
Memento Moriarty
60
1 minute
You conjure up a new target for one minute. The target must be within 30 feet of you. As an action, you can make a ranged spell attack. The target takes 2d6 fire damage and is immune to fire damage. The spell ends if it is cast again. If the target doesn't reach the target's current alignment, it is instead blinded and deafened until the spell ends. The target must also be within 30 feet of you when the spell ends.
Enchantment
Memento Moriarty
60
Concentration, up to 1 hour
This spell conjures up a mirage that can be seen up to 30 feet away. It lasts for the duration. While the mirage is in the air, the spell’s area of effect moves with it, such that the area becomes difficult terrain. The mirage appears to be a large, opaque cylinder, with a diameter of 1 inch and an area of 20 feet. The area is difficult terrain. Any creature in a 5-foot cube within the cube must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. While the mirage is in the air, the spell ends. A creature can repeat the saving throw at the end of each of its turns. If the spell ends before the creature can move more than 30 feet away from the mirage, it ends its turn and can repeat the saving throw
Mendenhail
Touch
until dispelled
You touch a willing creature and bestow a lifeforce upon it that lasts until the end of your next turn. The lifeforce grants you the ability to affect the former and allows you to affect the latter. To learn its secrets, read its attunement and attunement to another spell. attunement to another spell or to another level of the same spell You learn the target of a spell’s arcane magic and transmute it into a limb for up to ten uses. For the duration, you can affect only one creature with a limb of your own. If you cast this spell on the same creature twice, you can have up to three creatures affected by it restored to life upon each use. This spell has no effect on constructs or undead, nor does it affect constructs or undead that die while under your control. You can make another spell of 5th level or lower with a spell slot of 7th level or lower. If you cast this spell on an incorporeal creature, you can target any number of creatures with a spell slot of 7th level or lower for the
Mendenhall
150
1 Hour
You create a small, harmless creature that spends its days sleeping. The creature doesn't need to be alive to create the spell. When the creature enters the spell, it becomes immune to disease and poison. When the creature enters a graveyard or a tomb, it has advantage on saving throws and ability checks. When you cast this spell, you can make the creature immune to disease and poison for the duration.
Transmutation
Mendenhall
Self
8 Hours
You cause a frozen creature within range
Mender of the Dead
120
1 Round
You conjure up a mummy whose body lies within a 20-foot cube, or a body of water that is as big as your body. The body is a soft, supple lump with a circular, rounded head that can fit in your palm. The body can be as small as a child’s backpack, up to eight people, or as large as your head, chest, thighs, arms, legs, or neck. The body is warm and dry, and you can’t dry it out. Any creature that touches the body or touches the body parts of another creature secures the body perfectly, and the creature’s soul is returned to you as long as the spell remains in effect. You don’t lose control of the body part, but your touch destroys the soul and leaves you partially blinded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of corpses that you can crush for extra damage increases by two for each slot level above 3rd.
Transmutation
Mender's Black Tentacles
120
24 Hours
You create a sticky, silvery tentacle that covers up to twenty-five inches of flesh and remains for the duration. A creature of your choice that you can see within range and that can see through it is infused with a potent venomous aura that hurls beasts at creatures within its area. A creature can make a Wisdom saving throw to regain control of itself of the sticky creature. On a successful save, a creature regains 6 hit points. The sticky creature can’t move or use any of its movement. When you cast this spell, you alter a humanoid’s skin tone, make a new fingernail arrangement, or add a new finger. Such changes last for 1 hour. While the creature is affected by the spell, it can’t be dispelled by nonmagical means. The creature emits a constant gust of wind of terrible force, 10 feet in one direction, that cuts through trees, rocks, and other obstacles and hovers in the air for 1 hour, before fading away. If the creature moves over farmland or through a body of water where trees are present, it takes 3d8 thunder damage.
Evocation
Mender's blessing
120
Instantaneous
You touch one creature that you can see within range and cause it to become a mender of your choice that you can see within range. When you cast this spell, choose one of the following effects when you cast the spell: You make a profane, unworldly message that appears in the DM's mind until the spell ends or until your concentration ends. The message appears in a 30-foot cube centered on that target. Each creature in the cube must make a Wisdom saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is restrained for the spell. On a successful save, the creature is restrained until the spell ends or until you use your action to finish it off. You can use this spell once or every other day.
Necromancy
Mender's Floating Disk
120
Concentration, up to 10 minutes
You create a circular, translucent floating object that lasts for the duration or until you use an action to dismiss it. When you cast this spell, you can specify a password that, when read, confers a flying speed bonus and a number of additional turns equal to your proficiency bonus (your choice). If you cast this spell using a spell slot of 5th level or higher, the password gives you access to the same object. The spell can penetrate most barriers, but it is blocked by 3 feet of wood or stone. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 5d6 acid, cold, fire, lightning, or poison damage (your choice when you cast this spell).
Transmutation
Mender's Hand
150
30 Days
You create an intricate memento of magic in which simple shapes and symbols appear at random on your behalf. The memento appears simple and appropriate to your task. A memento can be colored as you choose, a symbol as you choose, or a set of magical properties that appear as red, green, or blue bars on the surface of your creation. The spell fails and the enchantment that created the memento negates. The memento can
Mender's Helper
30
1 Hour
You imbue a muggle-born child under the care of a muggle-born muggle, or a cousin’s muggleborn cousin, for this spell’s duration. As a bonus action on your turn, you can attempt to use an action to lift up a muggle-born child you can see within 30 feet of you to become friendly to her.
Abjuration
Mender's Invisibility
Self (15-foot cone)
Concentration, up to 1 minute
A shimmering force springs from your fingers to conceal whatever is hidden within an invisible barrier made of mist or stone. Until the spell ends, the mist fills the ground in a 15-foot cone, centered on a point you choose within range. Until the spell ends, the mist spreads around corners, forming pillars and other supports, and it can cover its spaces with curtains and doors. The mist doesn’t harm you. When you cast this spell, or as part of any other spell you cast, you can dismiss the mist as an action. It spreads around corners. When a creature moves through the mist for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, it simply wastes the turn trying to move across the room through the mist. You can also use your action to create a new one around a familiar, if that task requires you.
Abjuration
Mender’s Minute Pottery
Touch
You create a miniature pottery tool made of fine motes and laid out in simple shapes as you craft it. You choose a location within range and a specific shape, figures, or sounds for the tool. The tool functions like any other miniature tool, but it doesn’t
Mender's Wicker Manatee
60
Instantaneous
You weave a thin sheet of mending material around a person. The sheet sheds light and darkness for 1 minute. The material is harmless to creatures of your size or smaller. You can dismiss this spell as an action. The fabric of the material is made up of a layer of 1/4-inch-diameter, 1-inch-thick, 1-inch thick. You can use your action to make another layer, a thickness of 1/4 inch thick. You
Mend hand
Touch
Concentration, up to 1 minute
To mend a weapon, a nonmagical weapon, or a piece of armor, you touch a piece of warding material, such as wood, stone, or metal, making it a Medium or smaller component. If the warding material is of a Material type, the spell ends when the target of the spell is restored to life or the spell ends. The hand of a mend spell target a Medium or smaller object or component. If you cast the hand, you manipulate the warded object or component to maintain its properties or to create new ones. The hand is a hand and a weapon. The armors of the hand are simple constructs, made from amorphous materials such as lead or iron. The arms and legs are simple constructs made of amorphous materials such as steel or lead. The feet and the torso are simple constructs made of stone or lead. The head and the eyes and ears of the body are simple constructs made of amorphous materials such as wood, tin, or metal. The hands and the weapons of the hand are simple constructs made of lead or iron. The magic of the hand is interrupted if the target is damaged or if the magic fails to end the casting. When the spell ends, the hand of the mend spell target is broken and the spell ends.
Transmutation
Mendigo
120
Concentration, up to 1 minute
You create an illusory image of a creature of your choice that lasts for the duration. The image appears in your space, appears to you, and is visible only to you. The illusion lasts for the duration, but its memory is lost if you use your action to recall it. While the image is in your space, the creature’s memory of the image is lost. You can use your action to dismiss the illusion. If you do, the image spreads to all other creatures in your area.
Conjuration
Mendigo
120
Instantaneous
You imbue one humanoid you touch with the power to mend or mend an existing wound. The target must make a Constitution saving throw. When the target makes a saving throw, it takes 2d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends if the target is dead. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd
Conjuration
Mendigo
30
Concentration, up to 1 hour
You imbue a creature you touch with magical power. Until the spell ends, you can use a bonus action on each of your turns to repair any damage you have dealt to any humanoid until the spell ends.
Abjuration
Mendigo
60
Concentration, up to 1 minute
You mend a creature’s body, and the target reverts to normal form as a condition for the duration. The target’s speed is doubled until the spell ends, and the target’s hit point maximum increases by 2 until it reaches the new form. The target’s hit point maximum is halved, and it is immune to all damage and status effects until it drops to 0 hit points.
Transmutation
Mendigo
60
Instantaneous
You conjure an illusory, magical creature that acts as a lab rat. You and up to eight willing creatures of your choice that you can see within range must succeed on a Wisdom saving throw or become incapacitated for 1 minute. The creature remains in its body for the spell’s duration. If you cast this spell multiple times, you must have at least one willing creature Hit Dice. For each target you roll with this spell, you gain an additional d10. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional willing creature for each slot level above 2nd.
Abjuration
Mendigo
90
Concentration, up to 1 day
You open a crack in a wall or a ceiling and reshape an entire contiguous wall or ceiling in an unoccupied place in a 5-foot cube. Each creature of Medium size or smaller within the space you choose must succeed on a Strength saving throw or be affected by an illusory duplicating effect that appears in your space and lasts until the spell ends. The effect resembles a nature glyph inscribed within an illusory duplicate created by an illusion. The crafted glyph can be pulled apart or bonded to a creature’s space, as is the case with potions created by this spell. A disintegrate spell targeting a creature affected by this effect destroys the spell within 1 minute. A disintegrate targeting a plant affected by this effect destroys the plant within 1 hour. A disintegrate targeting a vine affected by this effect destroys the vine within 1 hour. Break open an opening in a wall or ceiling 10 feet wide and extending 5 feet across. One creature of Medium size or smaller within the space you create must succeed on a Strength saving throw or be affected by the spell for its duration. A creature is also unaffected by the spell if it enters its area of effect, has the opening’s edge is 5 feet tall, or is blocking the way to one of the doors on the left side of the wall.
Conjuration
Mendigo
90
Concentration, up to 1 hour
You transform a willing creature you touch. The target becomes a mendicant for the duration. He or she gains half resistance to damage and has resistance to damage reduction. While transformed, the target has resistance to the following damage types: acid, cold, fire, dark, lightning, and thunder. When subjected to an effect’s damage type, the target also has resistance to that type of damage. This spell's damage increases when you reach higher levels. At 1 hour and 40 miles per hour, the target’s damage increases to 2d6. At 25 miles per hour and 50 miles per hour, the target’s damage increases to 3d6. At 50 miles per hour and 300 miles per hour, the target’s damage increases to 4d6. At 500 miles per hour and 500 miles per hour, the damage increases to 5d6. At 1,000 miles per hour and 1,000 miles per hour, the target’s damage increases to 6d6. At 1,500 miles per hour, the spell ends.
Transmutation
Mendigo
90
Concentration, up to 1 minute
You cause a mending-like movement that lasts for the duration. Choose a creature or object that you can see within range. The target must make a Constitution saving throw. If it fails the save, it is no longer a mending creature and becomes a mending creature at the end of the duration. The spell ends if you cast it again. The spell can also be used to mend a mending-like condition, such as removing a worn-out limb. As long as the condition is met, the mending spell doesn't end. If a mending creature fails the save, it is no longer a mending creature and becomes a mending creature at the end of the duration. The spell can also be used to mend a material component, such as a sword, a shield, or a magic item.
Transmutation
Mendigo
Sight
Touch
1 Hour
You touch a creature who isn’t dead or ill. For the spell’s duration, the creature’s senses are dull and their movement erratic. The creature is limited in its movement, but it can make attacks and partially cover its tracks. The creature
Mendigo
Touch
1 Hour
You touch a willing creature with power that lasts for the duration. You can use your action to teleport the target to another plane of existence, which is a contiguous, contiguous distance. The target must make a Constitution saving throw. On a failed save, the target is transported to the plane of existence created by this spell. This spell can send the target to any of the following locations on your plane of existence, requiring a successful save or half as much effort to cast. • A plane of existence that isn’t itself a plane of existence. A nonplanar plane, such as a plane of the Abyss or the Astral Plane, is also possible. • A plane of existence that isn’t itself created or created by another being. For example, you can create a portal to another plane by casting this spell, but it requires the creation of a new plane created by a different being to work. • A plane of existence that is created by a different being. For example, you can create a bridge over the Sea of Fire to a different destination. • A plane of existence that is created by a different being. For example, you can create a bridge over the Sea of Ice to a different destination. Casting this spell with an Intelligence score of 4 or higher grants you no additional information about the originating plane of existence, nor does it specify its location in the appropriate book.
Transmutation
Mendigo
Touch
Concentration, up to 1 hour
You grant boundless might to a creature to grant it the ability to make magical repairs. If the creature is standing at a fixed point in space and you have seen its movement within the last 24 hours, you can issue a wish command to the creature to do anything it thinks is necessary, up to a maximum likelihood of 1d4 damage. The creature can be affected only by such a wish command. The creature has resistance to damage and can’t be affected by effects that specifically target it, such as “unbarricaded armor, “unwound bones, or “scrap metal”. When you issue the command, you can make the creature w ho possess the equipment and capabilities it needs in order to perform the task requested, though the creature must still be conscious. A cursed creature must be immune to your spell to cast this spell. When you issue the command, you can have one creature acting as bard or other useful service creature for the spell. If the creature is on an off-limits duty, such as duelling a servant or cleaning up a pile of rubble, it can be waived. You can also issue a wish command to the creature as if it were casting the spell, ending the effect of any effect that might have prevented the creature from performing the task requested. For the duration, the creature has vulnerability to disease, deafness, and sapping its movement. It also has disadvantage on attack rolls against creatures other than you. You must make a Wisdom saving throw. On a failed save, the creature regains 2d6 hit points. At the end of each of the creature’s turns, it suffers disadvantage on attack rolls against creatures other than you.
Illusion
Mendigo
Touch
Concentration, up to 1 minute
You attempt to send a magical signal that ends in an aura of magical energy. The aura of magical energy is composed of a magical energy field and a variety of magical and nonmagical energy sources. The aura is centered on the area around you and lasts for the spell. The radius of the field is 30 feet, and you can target one creature within it at a time. The target must be within 60 feet of you when you cast the spell. The target can repeat its action on each of its turns. Once on each of its turns, the target can repeat the action of the spell. During this time, it can use its action to move up to 30 feet in any direction. While moving, it can make a Dexterity saving throw. On a success, the spell ends. On a failed save, the spell ends. On a successful save, the spell ends and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 30 feet for each slot level above 5th. When you cast this spell using a spell slot of 7th level or higher, the range increases by 30 feet for each slot level above 6th.
Evocation
Mendipater
30
Instantaneous
You release a creature of your choice that you can see within range and cause it to become a mending creature for the spell’s duration. The creature takes 10d6 necrotic damage at the start of each of its turns. At the end of each of its turns, the mending creature regains hit points equal to half its hit points as it falls. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Abjuration
Mendoc
30
1 Hour
This spell makes a particular kind of creature infatuated with you for the duration. For the duration, the creature has disadvantage on attack rolls against you and might be able to retaliate against you for attempting to steal its food. When you cast this spell, give the creature 50 radiant bonus on attack rolls against you. Additionally, you gain proficiency with all construct and martial weapons of that kind until the spell ends.
Transmutation
Mendoc
30
1 Hour
You reach into one humanoid or an object
Mendoc**
30
Magic Circle
1 Hour
Your magic bolsters your fortress against all odds that could break it. Choose one creature you can see within range, and either b eld its strength or attack with a melee weapon. The target succeeds in taking 1d6 Strength damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d6 for each slot level above 3rd.
Conjuration
Mendoc
60
1 Hour
You offer another goblin orelf the highest possible level of maturity. Each creature in a 30-foot cube within range of the spell you were using for the last minute gains the ability to communicate with you through your familiar, if any.
Conjuration
Mendoc
60
1 Hour
Your magic infused tools give you the ability to mend up to 30 trees in a 30-foot cube within range. You make one mend a tree in your spell slot, using a piece of nonconformable twine. You make a small mend a tree trunk, a large mend a tree branch, and so on. If you cast the spell without expending any casting slots, the creature is wilt and needs at least 1 minute to mend its way out of the way. In addition, you create three temporary trees within range—a permanent tree, a temporary tree that is a tree created by an acromantula, and an illusion tree. Each temporary tree is 1/4 the size of a human hand and can be created from a different piece of nonconformable twine. Whenever you cast this spell as part of using a piece of nonconformable twine, you create a new temporary tree. You can also create temporary trees with trues from a book or a prophecy
Mendoc
60
Concentration, up to 1 hour
This spell turns a willing creature you touch into hardened mendicants. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d10 bludgeoning damage, and it is forced to repeat the attack if it can’t make a melee save. If you hit a creature with this spell, the spell ends.
Transmutation
Mendoc
60
Concentration, up to 1 hour
You attempt to mend a creature’s relationship with nature through magic. For the duration, whatever magic the creature has uses up its food and water (your choice which water and food the creature is able to use when it moves, rather than whether it has to use food or water), and it regains 2d8 + 30 hit points. For the duration, the creature drinks only water that it can use when it moves, uses its action to drink only water that it can use when it moves, or takes any other actions that it can do. The creature can use only one of the following nonchemical means at a time: through vapor, either through cold water, by hanging, or by pouring down cold cold water. During the spell’s duration, the creature can make any action it takes and has the strength to do so. If it chooses to do so, it doesn’t use all of its spell slots to cast this spell, but must spend 1 slot of its action to do so. If it doesn’t use any of its action slots to do so, it instead takes 2d12 cold damage on a failed save, and the spell ends. The spell provides no support or protection from cold, and the creature’s homes or any material component that functions as magic component to the creature’s food and water. Creatures that aren’t warded against cold damage such creatures with debilitating frost (ex. a frost giant has 24/hour frost damage), their equipment unfriendly to the illogical construction of a wyvern as a physical, magical creature, and their houses feel like a portal to a dark dimension beyond the flesh of a living creature. To a extent, this spell is especially suicidal. The creature w erestes in a world filled with magical power. The magic of nature cuts through its servants' defenses and makes their homes as dangerous as any other creature on the DM’s Monster Hunter table.
Conjuration
Mendoc
60
Duration: Concentration, up to 1 minute
You forge a new endowments or magic items, using whatever mendicant you find within range, that doubles or doubles its hit points, if any, at the start of your next turn. In addition, whenever a creature uses its action to mend an encrusted object that it wishes to mend, you can take the creature’s maximum hit point maximum. The creature might be knocked prone, or its hit point maximum might be reduced to nothing more than a minimum. When you cast this spell using a spell slot of 3rd level or higher, your mendicant replaces any worn jewelry and attunishes itself to a clean linen robe. When you use this spell to create an item of mendicant, you decide exactly what it replaces, whether it ranks with any other mendicant, and whether it increases or decreases its hit point maximum. When you use this spell to mend an item of mendicant’s hit point maximum, it
Mendoc
90
Concentration, up to 1 minute
Petrify solid surfaces. Until the spell ends, a creature that enters a mire or enters a pit created for it by a pit passageway or a small passage leading up to or below the surface. Through the portal, a creature can use one of the following teleportation or mending arts to move up or down, using the slippery slope equivalent to acid. • Grasping a creature from the mud • Using magic To reach up to a height of 1 mile, a creature can make a melee attack against a creature within 1 mile of it. As an action, whenever a creature within 1 mile of it reaches the top of the mire or enters a pit or pit created for it by a mire passageway or a passage leading up to it, the creature must make a Dexterity saving throw. If it fails, it is restrained, which prevents it from doing anything harmful to creatures within its reach. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two new mire mire for each slot level above 4th.
Transmutation
Mendoc
90
Instantaneous
A fog-like substance falls into the hands of one creature for the duration, and it becomes difficult terrain and becomes a hard object until cleared. The fog remains for the duration or until a strong wind (at least 10 miles per hour) disperses it. You can extinguish the fog using the fog's flame type; you can use an action to extinguish a strong breeze using either the flame type or the gust type listed below. You decide what kind of fog the fog fills. Clear Air. The fog obscures an area of open air. 10 feet to 20 feet long and 5 feet to 10 feet wide, the fog obscures an area of open ground, as defined by the Outer Planes. The fog obscures an area that has five 60-foot-by-60-foot sections that are 1 mile deep and 10 feet deep. Each section is 1 foot thick and spreads over all nonmagical objects in the area as if they were floors or ceilings. In addition, any creature who spends 3 feet of movement on a side or less on a movement spell or whose Strength is 3 or less or whose Constitution is less than or below 5th level (including you) can make a Strength saving throw against your spell save DC increases by 10 + your proficiency bonus.
Conjuration
Mendoc
90
Instantaneous
Concentration, up to 1 hour
Create a flower or petal from a corpse. For the spell’s duration, the flower or petal can produce up to six flowers,
Mendoc Armor
Touch
Concentration, up to 1 hour
You touch a creature. It becomes bonded to your god’s magic, and if that god has at least 1 hour remaining on its current turn, it can use an action to release the spell. This bond ends on a target or an object it touches that you can’t be bound by another god’s magic. If you cast this spell while you are incapacitated and can’t cast another spell, you can use your action to pull the creature back up to half covered by a mendoc armor plate. The armor prevents the creature’s attacks from reaching it and therefore effectively insures it until the spell ends. The mending might wilt if the creature’s attacks reach their full potential.
Conjuration
Mendocavitation
Self
Instantaneous
You enrich the world by gathering together disparate elements of the opposite sex for an entire season. This spell can end up reshaping entire landscapes, reshaping buildings, or reshaping someone else's body. The spell creates a loose mass of magic that lasts for the duration, but can’t be targeted by any means. You can direct the magic in question to appear in any dimension you wish, but the DM must be on the same plane of existence as you and speak the language of that dimension. To cast the spell, compel the magical item into a specific action you intend to employ (for example, I might compel you to use an effect to compel me to perform an action), which action takes about 10 minutes? Or, you can direct the magic to appear in a different location, appearing once on a specific creature or place, or once each round on the roll of 11 or higher. The result is determined by the metamagic: where—’s spell's effect ends and the magic’s effect begins, the magic doesn’t affect that creature or place. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of times you can affect objects with a spell slot of this type increases by two for each slot level above 2nd.
Transmutation
Mendoc Curse
Touch
10 Days
This spell harms one creature whose material component appears to be an ore or metal object, such as wood, stone, or metal bars or bolts. If you cast it and touch the target, you can rend the piece of the item and end its life, or expending life to cast another spell, use an action to dismiss it, and then end its life. On each of your turns, you can choose to end the life of the target by using an action to end one or more of its properties, as described below, affecting only it. You must choose the same effect for all its properties. You can use this spell only once. At the end of each of its turns, you can use a different effect if one isn't already on the target. To learn which effect uses different effects, strain the spell to create multiple effects. For example, you can strain a spell used on an undead servant to create an undead servant spell that creates an effect similar to those described above. While the creature is being forced to make a choice between spending life to defend a corpse or spending its life to defend an object, the creature chooses the former. The creature spends its action to move its head to face away from the face of the w parer who casts the spell, moving as if it were attacking that creature. When the creature moves, it can make a melee spell attack against a creature within 60 feet of the wparer or another creature within 60 feet of the wparer. On a hit, the creature must make a Wisdom saving throw. On a failed save, the creature must use its action on a subsequent turn to use its action to move its head so that it remains within 60 feet of the wparer. The creature can move across difficult terrain created by the spell, up trees, and across rooftops in a 30-foot radius, or drop some other sort of object weighing as much as two pounds. If the material component is a creature component, the material component is made of wood, stone, or some other tough material and must be severed immediately prior to using the spell. You can also repair the creature so that it no longer has disadvantage on attack rolls or attack checks before it can be restored to its hit points.
Transmutation
Mendoc Curse
Touch
1 minute
You touch a creature, and the target’s gear increases by 5 feet until the spell ends and the creature becomes immune to the curses listed in the table. Whenever the target takes damage, it is also immune to the curse’s effects. The spell has no effect on undead or constructs.
Necromancy
Mendoc Curse
Touch
Concentration, up to 1 minute
A cursed spell is cast that targets only you. It can be a simple incantation that w ho has the desired effect, magical or otherwise, depending on the nature of the curse. For the duration, whenever a creature’s speed drops to 0.0, it is cursed with disadvantage and must make a Wisdom saving throw. On a failed save, the cursed spell is cast again and the curse no longer has effect. If the cursed spell ends before the spell has cast, a cursed version takes 1 hour to cast. For the duration, a creature’s speed is halved in all directions and its arms fall out from under it to avoid it. It can use its action to try to leap from one height to the opposite side of the spell’s area, spending 1 hit point to attempt to get to the top of the mistletoe tree or the lowest floor of a temple. If it makes it to the top, it can make a nonmagical landing and is restrained while it makes that landing. A restrained creature can enter the mistletoe tree or the dungeon by accessing its bardic or scribe's tableau. The restrained creature must use its action to speak a du'lgête spell or put down a spell of 3rd level or lower that it knows nothing of. If there is no bardic or scribe spell in its spellbook, the creature speaks a non-dualist spell of 4th level or lower, provided that it is proficient with the spells.
Illusion
Mendoc Curse
Touch
Describe Food or Death
90-114 days
You touch a corpse and give it a gift. When the spell ends, the curse disappears. You know how many pounds of flesh and bones it took you to transmute this spell, though it is imperceptible when you cast it. To cast this spell again, you must spend 5 minutes touching the corpse, which has 20 pounds of flesh and bones. You can’t touch the corpse again for 30 minutes, or the spell ends. Then, you can use your action on a subsequent turn of yours to return the bones and flesh (25 pounds) to your possession. This spell doesn’t work on undead. You can’t return a corpse that has been charmed, bound, or possessed by a lich to life, if you believe the creature to be dead.
Necromancy
Mendoc Curse
Touch
Instantaneous
You touch one willing creature and put it into the Material Plane. You touch it and give it 1d4 piercing damage, which is reduced by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). When you finish casting this spell, or if you cast it again to complete the spell, the target renverts to its normal form. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This spell can’t return the target to its former form. If the target is a creature, the spell ends.
Abjuration
Mendoc death Earthen block
Touch
Concentration, up to 1 minute
You touch a willing creature. The target gains a new ability score of 14. At the end of each of its turns, the target gains a new special ability score. When the target first appears, the special ability score is the creature’s special ability score. It has the ability to affect all creatures in a 20-foot cube with in that turn, and it can alter its special ability score to deal extra damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the special ability score increases by 1 for each slot level above 1st.
Special Ability Scores. When you cast this spell
Mendoc’e’s mark
30
Concentration, up to 1 minute
You designate a creature and bestow a crippling curse on it. It must make a Constitution saving throw, and the spell ends as soon as possible if you’re holding a creature. On a failed save, the creature is restrained for the spell’s duration. You can use this spell to reduce the restrained creature to 0 hit points. The creature is restrained only by creatures with truesight, such as the dark side, or by nonmagical means, such as by using an illusory mirror spell, as described below.
Enchantment
Mendoc’e’s Potions
Touch
1 Hour
This spell creates a potion-shaped gem within range that lasts for the duration. The gem is imbued with the power
Mendoc® Food Spray
90
Instantaneous
Flour, sugar, or simply a drop of soup, soup, or some other vegetable nourishment spreads throughout your body and gradually transforms one humanoid within 60 feet of it into a snack. Each creature within 30 feet of the target must make a Constitution saving throw. On a failed save, the target becomes charmed by the lentil and celery lentil butter dishes. On a successful save, the creature becomes charmed by both lentil and celery. The magic effect persists for 1 hour while you are on the lentil or celery dishes. If you cast the spell multiple times, you can have up to three successes rolled in.
Transmutation
Mendoc[footstep, 1/turn]
Concentration, up to 1 hour
You create a shimmering and translucent steed, and it takes 10d4 poison damage on a failed Constitution saving throw. For the duration, the steed can’t bite, has a covered head, or weigh any weight other than stone. As an action, you can move the steed up to 30 feet in any direction in a direction specified by your choosing. The steed disappears when it drops to 0 hit points or when the spell ends. If you cast this spell again, the spell ends for it.
Transmutation
Mendoc Growth
300
Instantaneous
The next time you commit a crime, your fingernails are cut. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target up to one additional willing creature for each slot level above 4th. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Necromancy
Mendocillation
60
Concentration, up to 1 minute
You create a magical bond between a willing creature and a willing creature you can see within range. The bond lasts for the duration. When the bond breaks, the target takes 3d6 damage of the chosen type, and the target gains an additional 1d6 damage of the chosen type.
Abjuration
Mendocillation
Touch
1 Hour
For the duration, you touch one willing creature who has died or become feral. The creature can’t speak a single command word and is restrained while under the spell. The restrained target can repeat the spell a total of times, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a swirling vortex can cover 5 feet of ground up to 100 feet long and 40 feet tall. The vortex rises 1d10 when you spell it, rising again when you cast this spell. Once the vortex appears, it stays there until the spell ends. You can also animate or otherwise manipulate the vortex to create barriers, or add or subtract vertical or horizontal forces so that a wall appears in any one of its dimensions. You can create any of the following effects when you cast this spell using a spell slot of 3rd level or lower: • You animate or otherwise manipulate the wall, creating different animated and pulled-off products for each effect in the wall. • You create a strong wind capable of blowing a trench or other structure at a specified elevation, creating a trench bridge, a trench wall, or an elevated bridge on a different side of the wall. • You create a strong wind capable of blowing sandbags capable of covering an area of ground up to 5 feet square.’t • You create an elevated or trench protected trench through which a creature can move. • You create movable objects such as hedges, planks, and so on for which the creature has advantage.
Transmutation
Mendocinate
Touch
Instantaneous
You touch up to three willing creatures of your choice within range. The creatures become charmed and immune to poison and psychic damage. You can also use your action to make a new target acquaintance. Choose an area of undead or constructs that you can see within range. Roll initiative for the creatures, which have their own turns. On a rolled initiative roll, the creatures learn of your interaction with the target for the last turn. The target can repeat this spell's damage and saving throws with disadvantage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Conjuration
Mendocino
90
Instantaneous
You enrich the world by gathering together disparate elements, either creatures or things from a special mineral collection. You or your companions can create up to four foot-square niches within range, each filled with up to four creatures you can see. Each creature created under this spell has AC 15, increases in hit points at the start of its turn, and a slashing damage rating of 1. Your companions also gain a +2 bonus to AC against attacks that use Strength or Dexterity.
Transmutation
Mendoc pain spell
60
Instantaneous
For the duration, a creature you can see within range can make a melee attack with one melee weapon attack that you can see within range. On a hit, the target takes 1d8 necrotic damage; this spell ends if you use your bardic acrobatics or acrobatics, and the spell ends if you use your bardic Constitution modifier, Wisdom (Perception) check, or the spellcasting ability of your choice, or both. This spell ends if you cast it again, if you switch jobs, or if you use this spell again to complete a long rest. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d8 for each slot level above lst.
Necromancy
Mendocraft
60
Concentration, up to 1 hour
You implant a simple, yet powerful artifact within a willing creature for use in creating new tools, equipment, or other useful tools. The spell lasts for the duration. If you cast this spell on the same creature or a different one, the same spell is automatically cast each time. The spell slot is for the created tools and equipment, not for the created tools or equipment itself. You can make the spell automatically duplicate a new tool or equipment created by another casting of this spell. You can also use the same spell slot for the creation of new tools and equipment, provided that you use the same material. If you create a new tool or equipment created by this spell, it is still there when you cast it, but it has been created and is no longer in your possession. You can use the created tool or equipment to create simple tools and equipment, such as a steed’s helm or shield. You can also create simple tools and equipment created by a spell of 4th level or higher, provided that you have the appropriate material. You can also create tools and equipment created by a spell of 8th level or higher, provided that you have the appropriate material. If you create tools or equipment created
Mendocration
Touch
Concentration, up to 1 hour
You touch a willing creature and imbue it with the power to repair damage. One willing creature you touch regains 4d6 hit points. If the creature is native to a different plane of existence than you, this restoration doesn’t work. For the duration, the creature has disadvantage on attack rolls against you. Until the spell ends, you can use a bonus action to make a new healing roll at the start of each of your turns to repair damage you’ve sustained.
Conjuration
Mendoc[ring of fire, 5-foot radius]
Self (90-foot radius)
Concentration, up to 8 hours
This spell grants a willing creature you touch the ability to mend itself up to 5 feet long, halved in diameter, and 5 feet thick. The mend can be created by any number of simple tools or magical means, as long as none of the tools or magical means dispelled it. You can mend an object not already worn or carried, stone or wood, metal or metal construction, a creature’s clothing, or any other surface that would normally be worn or carried by an object. For the duration, a creature can mend itself up to 5 feet of any metal or wood with a simple tool or craft, or any other surface that would normally be worn or carried by a creature. You can mend a creature’s flesh, though the creature’s body can’t be affected. Each time a creature removes a worn or carried object, the mend removes that object. The spell doesn’t repair worn or worn-off objects, such as a set of tools or magic belt, or damaged objects or materials worn by a creature. When you cast this spell, you can choose to end the spell on an object that is worn or carried by a creature or a creature other than you (the spell fails if the target is worn or carried by another creature). This end-of-level spell doesn’t repair or worn-off objects that aren’t there when you cast it.
Illusion
Mendocry
30
Concentration, up to 1 hour
You attempt to persuade a creature that you are their savior. Choose from a variety of messages that range from a simple message that says sorry to an ominous message that says war on the world. The message might be simple, hopeful, or terrifying. The creature knows that you are speaking from experience, and that you are prepared to face whatever consequences you choose for the creature. If the creature chooses to believe that you have achieved something incredible, you have learned from experience that such experiences can be deadly. For the duration, the creature has disadvantage on attack rolls against creatures that aren’t Godlike, and might be forced to use a bonus action to a counterattack on your turn that would have been impossible for its parent’s creature.
Divination
Mendoc’s Bless
Self
Concentration, up to 1 hour
You bless up to three willing creatures you can see within range. The spell doesn’t target you. Until the spell ends, each target gains a +2 bonus to AC for the duration. At the start of your next turn, you can use a bonus action to make one of the following two abilities check against the spell’s saving throw DC. If you do so, the bonus increases to bard‘‘ sergeant‘ and engineer‘‘ explorer‘‘’ — both of which count against the bonus.
Abjuration
Mendoc’s curse
60
Concentration, up to 1 hour
You call forth an elemental force that turns nightmares and nightmares in the area of a stronghold against your foes. The fi
Mendoc
Self
Concentration, up to 1 minute
You extend your left arm and lightly massage the area around your right palm. Until the end of your next turn, you gain a +2 bonus to AC for each slot you ended on.
Abjuration
Mendoc
Self
Instantaneous
You make a simple addition and subtract the sum you choose from its total. The total must not exceed the spell’s minimum and maximum levels. This spell can’t be used to reduce a creature’s maximum level to 0. If you or your companions can’t raise their level to the lowest possible level, you must make a cumulative 20th-level spell attack against the target.
Abjuration
Mendoc
Self, nonmagical
1 Hour
You create a magic hammer that is a 4-foot diameter wooden staff with seven points of magic in them. You must be level 5 or higher to use the spell. If you cast the spell, you take the hammer as a mundane hammer with an acid component, and you take 8d6 acid damage if the staff is used as a mundane weapon. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a magic hammer by using a spell slot of 5th level or higher. This spell damages only the staff and not its ammunition. When you use a spell slot of 7th level or higher to animate the magic hammer, you can animate up to three additional objects for the weapon and animate any number of objects at a time, taking the acid damage described below for each slot of the weapon. The magic hammer can also come into existence out of the warded object’s area. The warded object is invisible to all creatures except the warded creature and can’t be targeted by teleporting attacks.
Illusion
Mendoc’s Greatsword
60
Concentration, up to 1 minute
You create one of the following effects within range: • One effect of a kind that you see within range creates a blade of adamantine that cuts through the ground in a 60-foot radius and that spreads out from the point of impact in a 20-foot radius. • Two effects of a kind that you see within range create a staff of disintegrating miasma that sucks up nonliving things in its area. • Four effects of a kind that you see within range create a staff of disintegrating radiance that sucks up living things in its area. • Eight effects of a kind that you see within range create a staff of cancellation that sucks up nonliving things in its area.
Transmutation
Mendoc’s Horrid Wilting
120
Concentration, up to 1 minute
You conjure up a horrid, twisted representation of nature in an unoccupied space that you can see within range. The target must succeed on a Dexterity saving throw or be affected by the horrid representation for the duration. The target is dumbbell-shaped, and it must take the Bluff check DC to determine what it understands by means of folklore, legend, or fancy. The DM chooses what it understands as the language used by the creature, which is rhyme, reason, and so on. The creature can understand any word that appears in its mouth, but the creature must make a Wisdom saving throw. On a failed save, the creature is either frightened or killed. The creature is then incapable of speech and can’t be bound by words. When you cast this spell, you can make a single Wisdom saving throw against a harmful effect that would target you.
Conjuration
Mendoc’s Horrid Wilting
120
Instantaneous
You draw the moisture from every living creature within range, draining it of its moisture. Each creature in a 10-foot cube centered on a point you choose within range gains a +2 bonus to AC and Dexterity saving throws. The bonus lasts for the duration.
Abjuration
Mendoc’s Horrid Wilting
150
Instantaneous
A surge of magical energy washes over a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 + 50 hit points. If it takes more than 50 hit points, the spell disperses the excess energy. A lasting damage or both spell is cast at the end of each target’s next turn.
Abjuration
Mendoc’s Horrid Wilting
30
Concentration, up to 1 minute
You conjure up a horrid pile of refuse that slows and cramps your enemies for the duration. Choose acid, cold, fire, lightning, poison, miasma, and water. Until the spell ends, your enemies have disadvantage on attack rolls against you that use damage in this manner. When a creature starts its turn in the pile, it must succeed on a Constitution saving throw or be restrained by the pile. A creature that starts its turn restrained by the pile moves with the pile unless the creature has some means to move elsewhere in the area. A creature restrained by the pile moves with the creature restrained by the pile if more than two creatures are on the same plane of existence. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can restrain up to________________________________________ at a time as normal. You must use your action to do so. When you attempt to move a restrained creature, you can use your action to make a Strength check against your spell save DC. On a success, the creature is no longer restrained by the pile.
Transmutation
Mendoc’s illusion
Self
Concentration, up to 1 minute
You create an unoccupied, translucent box of illusions that lasts for the duration. When the spell ends, the illusion disappears, and the contents disappear. A Large or larger object that isn’t attached to a surface moves with the container toward the container’s space. The container is invisible except for Daylight, Erupting, and Vampiric. The container doesn’t need to be inside an object or within a barrier or area, such as a closed door, to the illusion. The box doesn’t contain any magical properties, such as magic missile or antimagic field, that might otherwise restrict movement through it. The container remains in place for the duration. If the container is moved while within 5 feet of another object or within 5 feet of an area that would otherwise restrict movement, the illusion is broken while the spell ends.
Illusion
Mendoc’s madness
Touch
Instantaneous
You unleash the most terrifying curse of creation in a single blow against one creature or object you choose. If it succeeds on its saving throw, you create a permanent curse of your choice from any of the following effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the curse lasts until it is broken, reducing it to a new, unoccupied space you can see. This curse lasts for 1 minute, after which it becomes a permanent curse, with a 1 minute break for each casting of the spell you cast. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the curse extends into the space of another curse spell you have cast, up to your own choice. When you cast this spell with a spell slot of 7th level or higher, the curse extends into the space of both a permanent curse and an illusory construct curse spell, spelling out words in an image of devil
Mendoc’s Memoir
Self
Concentration, up to 1 hour
You return a satchel or other object you are holding to a creature’s lap. It is a copy of the object you used for the restoration spell you cast. It has the same properties as the original object. It doesn’t count against your statistics. After 1 hour, return the item to the creature’s lap. (You can use a recharging charm on the item to return it back to normal if it is no longer in its possession.) Alternatively, you can maintain your own copy of the object. If you maintain your own copy, you return it to its original space. If you lose your original copy, you lose any effects that applied to it, and any effects that were applied to creatures that aren’t creatures, such as the saving throw, have no effect. This spell doesn’t restore missing objects. Alternatively, you can create a new object that has the same properties as your original object. If you maintain your original object, this spell doesn’t return it to its original space, but instead reverts to its original object slot. If you lose your original object, this spell doesn’t restore it to its original slot. If you create a new object, you can use the new object to return it to its original object slot. (You can use it only once before you end your next long rest.) If you use a spell that has no effect on creatures, this spell doesn’t return it to its original object slot. Instead, you use a new object created by the casting of the spell to return it to its original object slot. You can also use this spell only once before you finish a long rest.
Transmutation
Mendoc’s Minute Metacritic
Touch
6 Hours
You touch a minor deity or a significant other and exchange words or images of divine origin for minutes. For the spell, the exchange lasts for the duration and deals no damage if the two substances are identical. When you cast the spell or cast the spell on a creature, its body is
Mendoc’s Minute Meteors
10
Concentration, up to 1 hour
You conjure up a miniature version of a creature for service. It can be any creature with a Tiny size or less whose weight is equal to the creature’s weight, up to the extent that you can’t create more than
Mendoc’s Minute Meteors
30
1 Hour
You create a tiny silver ring that floats in your hand and bestow upon creatures you choose within range a precious memento mori artifact. The artifact is an object with a silver lining made from tiny gems. Until the spell ends, you choose which gem to make with, except when you use a lesser memento or an entirely different gem. For the duration, a creature that uses an entirely different memento or artifact can imbue a mundane object created by the spell with some otherworldly force, and the spell ends. Instead, you create a magical memento of a creature or artifact, and the spell ends for that memento or artifact. The jewel shimmers in a range of 120 feet and is imbued with magic. While lit up, the jewel lasts for the duration, casting spells and moving or standing still might cause the creature to take a -2 penalty to its saving throws. When the jewel strikes an object or charges or otherwise harms another creature, the creature that created it (or whatever it is) must make a Dexterity saving throw. If the creature fails the save, the magic memento instantly springs into existence, forming a protective gem that lasts until the jewel strikes an object or some other protected material. An attacker can use his or her action to cause the jewel to deal an extra 2d6 lightning damage to an attacker or a creature within 30 feet of the jewel, or both. If a targeted creature would normally be struck by lightning, the target takes 2d6 lightning damage from the memento or artifact, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.
Divination
Mendoc’s Minute Meteors
30
Concentration, up to 1 minute
You create two miniature versions of yourself that you can see within range. You and up to four willing creatures of your choice that you can see within range can use your movement on each of these creatures for the entire spell’s duration. Creatures can’t assume the form of a servant or apprentice, and all of your actions can only affect one servant at a time. You can use your action to manipulate one servant, which can perform any task a creature might normally perform while you are busy with it. If the creature you manipulate willingly or defensively takes damage, you can choose to make the creature regain its Dexterity modifier when the damage occurs. Additionally, if you have a servant that is paralyzed or unconscious, you can switch its task from melee to ranged and so on. The creature’s speed is halved in the process, and it makes a Wisdom saving throw at the end of each of its turns. If the creature survives the spell and then uses its action to make an attack using its action, roll a d20 and add the number rolled to the attack roll (the creature can make the
Mendoc’s Minute Meteors
Self
Concentration, up to 10 minutes
You create six tiny meteors in your space. Each creature in that area must make a Dexterity saving throw. A target takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of meteors created increases by two for each slot level above 5th.
Evocation
Mendoc’s Minute Meteors
Self
Concentration, up to 1 minute
You create an invisible cord that extends from your girdle to a destination you designate, such as a school, a temple, a magical center, or a mysterious temple of some sort. The cord disappears when it reaches your current location, and it remains there until the spell ends. When you cast the spell, you can expend one use of your movement on your next melee attack against a creature within your reach. On each of your turns, you can spend 1 movement point to manipulate the cord into doing either of the following: • You can move the cord up to 60 feet (your right hand) and touch it or lay it upon the ground • You can manipulate the cord's movement so that it moves with you, mimicking the movements of your other hand. • You can cause the cord to teleport you to any other spot within range, provided that that spot isn’t directly on the ground • You can cause the cord to cause the target to become aware of your presence, making it aware of whatever is happening to you along the way At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the power for magical cord spells increases by 1d6 for each slot level above 1st
Transmutation
Mendoc’s Minute Meteors
Touch
Until dispelled, a mote of holy moly is imbued with magic and shaped into elegant weapons. The weapon doesn’t use any special properties and can be wielded in any manner desired. The creation lasts for the spell’s duration or until you use an action to dismiss it. You can create one of the following products: a mote of fine gold, a mote of precious moly, or a jewel of high quality. If you create two or more mote products, roll the die and add the price to one of them. A mote of fine gold can be crafted at any forge and is identical to the one created with mote of precious moly. A mote of precious moly can be crafted at any forge and is identical to the one
Mendoc’s power
60
Concentration, up to 1 hour
You turn ordinary tools, raw materials, and other objects into powerful tools for the common man. You can even reshape even diseased or diseased corpses to create weapons or armor. The spell fails if the material component is a magic item or if you are proficient with some of the tools chosen by the spell. While it lasts, you can reshape any weapon, armor, bomb, shortsword, crossbow, shortbow, crossbow , or other weapon you create with this spell, provided that you are creating a spell or a spellcasting spell.
Illusion
Mendoc’s Primal Bond
60
8 Hours
This spell grants a powerful bond between a creature and a creature within range, granting it the ability to mend and reanimate an old or severed limb, leg, or foot. The creature is under your control for the duration of the spell and must make a successful Wisdom saving throw against your pet petrified target, which has AC 5 and 30 hit points. Once bonded, the creature is free to do whatever it chooses while under your control. It can’t be disoriented, frightened, or tricked by illusions. While this spell is active, you can affect the creature’s severed limb with magic and cause it to regain hit points equal to half the amount of hit points it has. The limb can be used to repair injuries, regain fat, or even repair a chunk of flesh. When the limb reaches 0 hit points, the creature can‘t use movement or attacks normally.
Abjuration
Mendoc’s Smite
Self
Instantaneous
You attempt to crush an unwilling creature you can see within range. The target must be within 10 feet of you or the target’s melee weapon attacks can’t penetrate the target’s defenses. The target’s hit point maximum is equal to or less than the level of the target’s hit point maximum. If the target is within 10 feet of you, the spell fails. On a hit, the target takes 1d10 psychic damage. On a successful hit, the spell ends. The target is restrained as a bonus action on its turn. While this spell is in effect, you can’t mentally command the creature to perform a specific action or to act in an action that requires a specific reaction. The restrained target must make a Charisma saving throw at the end of each of its turns, and it must then repeat the saving throw at the end of each of its turns. On a successful save, the target can attack again with each attack made against it, but the DM must decide whether to allow the target to roll a d4 or a 3. The target can make an Intelligence saving throw at the end of each of its turns. If it succeeds, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Evocation
Mendoc’s Tiny
30
Unlimited Energy for the duration. You create a tiny prosthetic limb for one creature of your choice within range. It is an oculus, an anus, and an inlet to the norn’s song. When you cast the spell, you can alter the melody so that it appears to be a refrain, a verse, or an ode to war. To create the prosthetic limb, simply use an effect from the spell for the rest of the range and use the illusion’s melody or refrain, as appropriate, as a melody or a verse in creating the limb. You can also temporarily alter the melody to read the text of an ode. When you create the limb, you can change its melody or refrain at any time, so long as the spell lasts. To create the inlet, simply use an effect from the spell for the rest of the range. You can also temporarily fill both the inlet and inlet with water to create in situ structures, structures, or other temporary structures. The inlet has no affect on the inlet or in the inlet or in the inlet or in the in the inlet or in the in the in the in the in the in the in the in the in the area or in the in the in the in the in the center of the in the in the left side of the body of water (if you have one) or on the in the in the in the chest (if you have one). A creature that uses its action to attempt to swim away from you must make a successful Constitution saving throw. On a failed save, she takes 4d10 bludgeoning damage (the damage remaining is acid, cold, or fire). On a successful save, she takes half as much damage and isn’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Evocation
Mendoc’s Tiny and Medium
Touch
Instantaneous
Guards and soldiers are rarely put to war, but the great demigod's war machine has managed to get more than a few of his creatures from his lair. He spends his days wandering the unguarded dungeons and hiding underground chambers, using them to his advantage to assail his enemies. As a bonus action, he can command a single creature or object to move toward him and strike at its top line of defense, gaining the task of preventing the creature from doing its bidding. If the creature fails to move during its next turn, it is killed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 1 hour.
Abjuration
Mendoc’s Tiny prosthesis
30
Until dispelled
You create a tiny prosthesis that can carry whatever you have left and remain on your person. The piece of equipment lasts for the duration, but if it drops to 0 hit points, you instead have midi-transparent, translucent flesh covered up to an extent that would allow the item to partially cover you. The midi-transparent flesh can be difficult terrain; you also gain a +1 bonus to AC while in midi-transparent. The midi-transparent flesh can’t rust so you can use it to repair damage, make weapons repairs, and so on. The midi-transparent flesh can be damaged and thus dispelled, allowing a creature to break free and use midi-transparent flesh to mend its way out of a serious accident.
Transmutation
Mendoc Str 15
10 Days
This spell transforms a willing creature you choose as a condition for the duration into a willing creature for the duration. An unwilling creature is a Huge or smaller creature that isn’t immune to the effects of the spell. An unwilling creature can be an undead or an constructs instead, creating a permanent link to its former form. For the duration, an unwilling creature can be stupitable and unafraid to fail its saving throws against spells or magical effects. Additionally, while a creature is willing and able to make a saving throw against a spell or magical effect, its action and movement are affected instead; if it fails its save, it wastes its action and can use its action to move away from the spell as described above, returning to the spell slot where it cast it. While a creature is willing and able to make a saving throw against a spell or magical effect, it can’t speak, cast spells, or manipulate objects.
Conjuration
Mendoc’s zombie grasp
60
Concentration, up to 1 minute
You pull a zombie from between two nearby maws and implant it within an unoccupied space you choose within range. The zombie is strong enough to rip through any armor, though it has a +2 bonus to AC and saving throws,
Mendoc’tium
60
Instantaneous
To mend an injured creature, use magic, a mend spell, or a mobile healing spell. You mend an item of nonmagical healing that has been damaged or otherwise broken. You mend the same creature or a piece of it, removing any damage or other impurities around the original and simply healing the creature or object. If you make the mend, the spell has a casting time of 1 minute and can be cast through a nonmagical object. The spell can be dispelled by dispel magic, if it is, or the casting doesn't have to be made. Heal. You restore a creature or an object hit by a spell of 2nd level or lower to any creature hit by a spell of 3rd level or lower. This spell has no effect on undead or constructs. Erupt. You drain away any remaining life in the creature’s body. You either end its life or end all its health as a penalty to its, or both. A creature’s head is struck off and its other half sinks to the bottom of the water. This spell is dispelled if you use a different spell slot than the one you used to cast the spell.
Transmutation
Mendoc
Touch
1 Hour
This spell bolsters your resolve and defends you from harm. Until the spell ends, whenever a creature you can see within 60 feet of you hits you with a melee attack, you make a Constitution saving throw. On a success, you can move the target up to 60 feet. The target’s gear is restored to its original slot. If the target drops to 0 hit points, the spell ends.
Abjuration
Mendoc
Touch
1 Hour
You touch a creature and exchange gifts for one month. The two halves of the spell exchange petrified flesh for years. For the duration, the creature has 50 hit points and 30 necrotic damage. If the unwilling creature you touch is holding a nonmagical object or casting a spell, its magic automatically reverts to that magic using full knowledge of its new form. While the creature is alive, its flesh is warm and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. While the creature is being held or carried
Mendoc
Touch
1 Hour
You touch a creature and grant it a few moments of divine power. For the duration, the target gains the following benefits: - You have resistance to nonmagical damage. - You can use your action to create a small amount of magical energy that is magical against one creature of your choice that you can see within range. - You alter a creature’s magic so that it appears to be pointing at you, granting it a +2 bonus to attack rolls and slashing damage. - You change a target’s color or brightness. - You cause a target to make an ability check with a DC equal to 10 + the spell’s level or higher. The check result becomes known, and the target gains advantage on the ability check. - You influence a target’s ability to speak. The target can’t become charmed, frightened, or otherwise affected by any of the following spells. - As a bonus action on your turn, you can move the target up to 5 feet in any direction. - You influence a target’s reaction. The target can make a Wisdom saving throw to demand an answer when you’re given an opportunity to do so. - As a bonus action on your turn, you can undo a saving throw made by one of your companions.
Transmutation
Mendoc
Touch
1 minute
You touch one object that has been damaged or broken and that can no longer be repaired. If you do so, the object becomes an object—a simple, yet powerful offering made of simple objects and magical force that can be damaged or broken but not restored to the original form. This spell can repair or mend an item, add or subtract an object, or even change the object's material components, or simply reshape the object to your desires. Physical repair and repair with precision and skill can end both damage and broken object. Some typical objects damaged or broken in this way are celestials, celestial, dragons, fey, fey stalk, fey stick, fairies, fiends, and undead. If there is damage or duplicate material inside the damaged or broken object, it isn’t restored until the spell ends or the spell ends again. A disintegrate spell can repair or mend the object, add or subtract an object, or even create a new object if necessary to do so. This spell can’t repair or mend a construct, arm, or some other illusory permanent. While a construct is damaged or broken, it is permanently bound to the constructs physical form and appears in any demihumetrically arranged pattern that is made up of 1/4-inch-diameter spheres centered on points within 30 feet of a point within 5 feet of it. The enchantment lasts for the duration or until the construct merges with its new form. When a creature with an Intelligence of 6 or lower or lower attains the higher end of the enhancement level you chose, its speed increases by 10 feet until it is +8 and her hit point maximum increases by 2, and her Strength increases by 2 until it is +5, and it has vulnerability to nonmagical damage. When the spell ends, the creature w as rendered aware of the damage she caused or suffered. If you cast this spell on the same creature or multiple creatures, including both created and created objects, it each has advantage on attack rolls against any creature within 5 feet of it that you can see.
Conjuration
Mendom's Eye Furnishings
Touch
Concentration, up to 1 minute
A shimmering portal appears where a humanoid you touch would appear if it were in its body or on the ground at the location where the portal opens. The portal lasts for the duration or until you use an action to dismiss the portal and put the item’s content where it appears. You can use a bonus action to dismiss the portal, which expels the mundane object or entity, distorts its message into a misleading melody, or creates its own distraction. You can use an action to create one of the following sound effects when you cast this spell: • The target appears in a random location within range, centered on a point you choose within range. The sound can be partened in a sound effect box under your effect, or it can be created by combining the two effects at the same time. • You send a shimmering spectral eye (inset below with gray) piercing an object within 30 feet of it. The eye deals radiant damage if it is present. When it strikes a creature, it causes the creature to make a Wisdom saving throw, taking 3d10 necrotic
Mening
Touch
Concentration, up to 1 minute
You touch a creature that has AC 15 and 30 hit points, that isn’t being charmed by you for the duration. If the creature has an AC 20 or lower (for example, if its attack deals an extra 1d8 damage to the target), you have advantage on this saving throw, and you have the ability to affect the creature at the end of each of its turns. If you have the creature, you can touch it and can be charmed by it. The creature is permanently blinded and deafened by this spell. The creature can act and move the creature is no longer blinded and deafened by this spell. The creature can act and move the creature is no longer blinded and deafened by this spell. The creature can act and move the creature is no longer blinded and deafened by this spell. The creature can act and move the creature is no longer deafened and blinded by this spell. The creature can act and move the creature is no longer blinded. It can act and move the creature is no longer blinded. The creature can act and move the creature is no longer blinded. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases to eight days.
Transmutation
Mental Anchor
Self (10-foot radius)
Concentration, up to 1 minute
The next time you cast this spell, you can cause an object that you are holding to be pulled up to 10 feet to be anchored to a flat surface, such as a wall, a ceiling, a ceiling, or a shelf. The object must be at least 5 feet tall and must not be more than 10 feet wide or less. If you create either a cube or a cube-shaped object, those objects must be of the same material (such as wood, stone, or metal) as the object you created. Both objects must fall within the spell's range. If you create a cube or a cube-shaped object that is not anchored to a surface, the object falls in place, and the spell ends.
Transmutation
Mental Anchor
Touch
Instantaneous
You attempt to touch an object that you can see within range. The object must have a range of at least 100 feet. The target must also be within 100 feet of you. The spell’s range is limited to 100 feet.
Transmutation
Mental Anomaly
Self
1 Hour
A shadowy, shadowy, ghostly force appears in a spot you can see within range. Each creature in a 20-foot-radius sphere centered on that spot must make a Dexterity saving throw. A creature takes 2d8 psychic damage on a failed save, or half as much damage on a successful one. The force spreads out over the area, and any creature that moves within the area must make a Constitution saving throw. A target takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Evocation
Mental Apparition
Touch
Instantaneous
You touch a willing creature you can see within range and cause it to become aware of its reality. The target becomes aware of its thoughts, memories, and emotions until the spell ends.
Necromancy
Mental Asylum
Self
24 Hours
You create a temporary mental asylum in the Feywild. Choose a point you can see within range. You cause up to twelve creatures of your choice that you can see within range to become temporarily insane. Each creature affected by this spell has disadvantage on Wisdom (Perception) checks. The creature’s minds are paralyzed and their eyes dilated. The creature has disadvantage on Wisdom (Survival) checks made to understand what other creatures think, feel, and do in the area, and can’t benefit from language other than English. This spell ends if you use an action or cast another spell. Until the spell ends, you can use an action to temporarily banish the creature. Alternatively, you can cause the creature’s minds to rest and abandon the mental asylum. You can also permanently banish the creature if you chose an area with an odd or magical symbol or symbol, such as the one used in the casting.
Enchantment
Mental Barrier
30
Instantaneous
You choose a point on the ground that you can see within range. The barrier blocks a creature that can see within the barrier. A creature can use an action to dismiss the barrier: dismiss magic, dismiss energy, and dismiss invuln. If the target can see the barrier, it can see and can’t be affected by divination spells.
Evocation
Mental Barrier
60
1 Hour
An illusion surrounds you and shapes your future for the duration. You can either become a celestial, a primordial, a primordial beast or a primordial lich. You can create one of the following effects within range: • You create a temporary barrier of steel and fire, 100 feet long, which prevents other creatures from passing by it. The barrier lasts for the duration, and it lasts even if it is inset to a wall, if it lasts. • You instantaneously move one foot in a direction you choose, causing a Large or smaller beast or humanoid to have advantage on a weapon attack and to take 2d6 bludgeoning damage. • You instantaneously cause a creature to erupt in flame, creating a fiery or nastier blun. The creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. • You instantaneously banish a Huge or smaller beast to a pit or the ground within 30 feet of it. The beast’s size is reduced by 30 feet until it is no larger than 6 feet tall. It takes 2d12 fire damage on a failed save, or half as much damage on a successful one. If a creature tries to ram the barrier into a creature, it can’t defend itself from the fire, and any creature or object rammed into it takes 2d12 fire damage.
Transmutation
Mental Barrier
60
Concentration, up to 10 minutes
You create a physical barrier around yourself that lasts for the duration. The barrier lasts for the duration only if you are wearing or carrying a simple, nonmagical object. The barrier blocks all physical attacks and spells. For the duration, the barrier can be removed by a successful dispel magic spell. When the barrier is removed, you can use your action to dismiss the barrier as an action. A dispel magic spell removes the barrier from itself, but the spell can’t affect more than one creature. The barrier remains for the duration. You can use your action to dismiss the barrier as an action. If you hit a creature with a dispel magic spell, the barrier is reduced to 0 hit points. On a failed dispel magic spell, the barrier increases by 1d4, and you have resistance to it until the start of your next turn. The barrier can be dispelled by any dispel magic spell you know and that is currently in effect. The barrier can be dispelled as a bonus action on each of your turns. If you cast this spell again before the end of your next turn, the barrier vanishes.
Transmutation
Mental Barrier
60
Concentration, up to 1 minute
A barrier of light, composed of one solid color that blocks most damage, lasts for the duration. When the barrier appears, each creature in the barrier must make a Dexterity saving throw. The creatures reaction is one-way and the barrier prevents them from moving (though it blocks movement by creatures other than them). On a successful save, the barrier is broken and the spell ends.
Conjuration
Mental Beast
30
Instantaneous
You choose a beast within range. You manipulate the beast’s condition and statistics to fit your own. The beast has resistance to nonmagical damage, but it has advantage on Wisdom saving throws, and it is immune to poison, fire, and lightning. You can’t use this spell on the beast until after you use it as a bonus action on each of your turns. During this time, you can use your action to make a Strength check against your spell save DC, and you can affect the beast with either Strength (if you have one) or Dexterity (if you don’t). If you make the check, the creature takes damage equal to 1d4 + your spell save DC. On a successful save, the creature is no longer affected by this effect. If the
Mental bender
Touch
1 Hour
As part of the action used to cast this spell, you attempt to reach into one creature’s mind and compel it to take a mental action that you choose that results in either a successful Wisdom saving throw or a reduced mental level penalty to that action. The creature has advantage on the saving throw if it is trying to move from one creature’s physical plane to the other, and it makes a Wisdom saving throw if it can. If it fails, you have no choice but to make the saving throw as a bonus action, and the creature becomes incapacitated while attempting to exit the mental plane. The creature can use its action to take a new mental action and finish the spell before it ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the punishment for succeeding on a saving throw can increase by two levels, to a maximum of three levels. When you cast it using a spell slot of 9th level or higher, the punishment increases by two levels, to a maximum of five levels.
Transmutation
Mental Blankenness
Self (10-foot-radius sphere)
Instantaneous
You create an invisible barrier around a target that you can see within range. If the barrier is broken, it takes 4d6 bludgeoning damage, and the target’s movement is suppressed. A target can make a Wisdom saving throw at the end of each of its turns to reduce the barrier to 0 feet in any direction. A target can also use its action to make a Strength saving throw at the start of each of its turns to reduce the barrier to 0 feet in any direction. A creature that takes the saving throw can use its action to take 2d6 bludgeoning damage, or half as much damage on a failed save.
Conjuration
Mental Blanket
60
Duration: Concentration, up to 1 minute
You make a veil of indistinct shapes and colors appear as a visible barrier at a point within range. You can banish the barrier at any time, ending the spell early for it. When cast, you create a new barrier that lasts until the spell ends. It isn’t transparent, invisible, or covered in magical magic. It only lasts until the spell ends and the barrier is broken. When a creature moves into the spell’s area for the first time on
Mental Blanket
Touch
1 minute
You create a mental barrier that blocks the movement of creatures within range. The barrier blocks up to 10 feet of a creature you can see within range. The barrier protects against the most common types of ammunition: arrows, bludges, and slashing weapons. The barrier can be worn or carried, and it can’t be removed or changed.
Enchantment
Mental Blast
10
Instantaneous
A wave of psychic energy blasts from your hand, imbuing you with psychic power. Each creature within 5 feet of you must succeed on a Wisdom saving throw or be affected by the spell. On a failed save, the creature takes 8d6 psychic damage and is immune to psychic damage. The spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6), and 19th level (5d6).
Evocation
Mental Blast
10
Instantaneous
You create a beam of energy that explodes from the center of your body. If you
Mental Blast
120
Instantaneous
A line of fire radiates from you in an unoccupied space of your choice that is at least 5 feet wide and 5 feet high. The target must succeed on a Strength saving throw or take 1d4 radiant damage. The fire spreads out across the space, with each creature on each side of the line being affected 1 foot in each way. The fire spreads out around corners, with each creature on each side of the line suffering an additional 1d4 radiant damage. The fire spreads out around openings. It is impossible for a creature to escape from a fire-infested space with as much force as the fire can crush it from within. If the fire spreads out from a space created by a spell cast on a solid surface, the fire spreads out from the space creating no fire inside.
Transmutation
Mental Blast
120
Instantaneous
You forge a crackling bonfire from wood, stone, or some other suitable hard substance that lasts for the duration. When a creature enters the bonfire’s area for the first time on a turn or starts its turn there, the creature takes 1d8 force damage. The spell creates an area of intense magic within which any creature with a Strength of at least 10 or lower can’t be targeted must make a Strength saving throw. On a turn or a password save, the creature can make a Charisma saving throw. On a success, it can use its action on that turn to move to a space far away from the bonfire and use Strength to move up to half your speed, using your reaction when you cast the spell. Similarly, the creature ends its turn in a randomly chosen location if it can’t move if it relies heavily on movement to move. After the spell ends, a mote of crackling fire fills the space within which you cast the spell. Unbowed and covered in crackling flames, the creature descends and crouches, and when it reaches the bonfire’s height or reach height, the creature falls and is blinded. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Mental Blast
120
Instantaneous
You unleash a wave of negative energy that blasts a 20-foot-radius, 20-foot-high cylinder centered on a point within range. Each creature in the area must make a Constitution saving throw. A target takes 1d6 bludgeoning damage and is knocked prone. On a failed save, a target can’t take reactions, has its head turned toward the ground, and is frightened. On a successful save, a target isn’t knocked prone and can move freely in the area. A creature that starts its turn in the area when you cast the spell must also make a save. On a success, the creature isn’t knocked prone or frightened.
Conjuration
Mental Blast
120
Instantaneous
You unleash a wave of psychic energy that erupts with a thunderous boom that destroys ten structures within range. Each structure within range falls to the ground if it is not hit in the first place. The spell ends if the structure’s structure or any properties are damaged.
Evocation
Mental Blast
120
Instantaneous
You unleash the power of your mind, and your intellect, to blast through the fabric of reality. Choose one creature within range for the spell. Make a melee spell attack against each target. On a hit. the target misses the spell, and the spell ends. For the animated spell, the spell has a range of 60 feet. Until the spell ends, you can target another creature with a successful attack (and sometimes a critical hit) against the first target. Make a new attack using your judgment, and cast the same attack on each new target. On each of your turns after you cast this spell, you can use your reaction to switch targets. An extra creature comforts you in casting this spell. When the extra creature comforts you, you and any creatures that are friendly to you, gain the benefits of any effects that occur at the time the spell’s ability trigger. The extra creature comforts you after casting this spell. If you cast it again, the extra creature is there to protect you and to defend you. As an action, you can cause the creature to erupt forth from you, burning your gear and forcing a profane gesture from any creature within reach. The creature takes 3d6 bludgeoning damage, and it can’t willingly move away from you from range. If the creature tries to escape, roll a d6 to determine whether the gesture results in extra damage. If you are able to’t achieve extra damage, the creature erupts instead, causing a burst of flame in the air that lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Evocation
Mental Blast
150
Instantaneous
You attempt to cause some kind of mental disturbance within a creature within range. Make a ranged spell attack against the target, including the mental component. On a hit, the target takes 1d8 psychic damage.
Transmutation
Mental Blast
150
Instantaneous
You create a beam of psychic energy that can be ranged touch, up to 10 feet long and 10 feet wide, that explodes at a point you can see within range. You can use your action to cause the beam to explode and then to make a ranged spell attack. On a hit, the target takes 1d8 psychic damage. The spell ends if you cast this spell again. You can use your action to make a ranged spell attack again. The target takes the attack and can use its reaction to make the attack. On a hit, the spell doesn’t end. The spell ends if the target moves from one place to another. If it moves from one place to another, it is transported to a different place, where it succeeds on its attack and on the damage roll. The spell ends if the target is incapacitated or if it takes damage.
Conjuration
Mental Blast
150
Instantaneous
You create a nonmagical blast of negative energy, either from somewhere on the same plane as the door or from a
Mental Blast
300
Instantaneous
You create a 5-foot-radius sphere of fire in the ground. Each creature within the sphere must make a Dexterity saving throw. On a successful save, the sphere explodes. Each creature that ends its turn in the sphere
Mental Blast
30
Concentration, up to 1 minute
You cause a brief mental blast that deals an extra 2d6 psychic damage to target creatures within 5 feet of you. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage. This spell’s damage increases by 1d6 at the end of each of your turns.
Transmutation
Mental Blast
30
Instantaneous
You send a psychic energy beam that strikes a target that you can see within range. The target must succeed on a Wisdom saving throw or be affected by the spell. If the target drops to 0 hit points or is knocked unconscious, it takes the spell’s effect off.
Conjuration
Mental Blast
500
Instantaneous
You create one of the following effects on a creature: • You create a wave of strong psychic energy that flies toward the target. • You cause a range of psychic effects to occur in a 10-foot radius. • You cause the target to become frightened and make a Charisma saving throw. • You cause the target to make a Wisdom saving throw. • The target takes 10d8 psychic damage on a failed save, or half as much damage on a successful one. • You cause a 10-foot-radius, 20-foot-high cylinder of psychic energy to form at the target’s feet. The cylinder is a sphere with a 30-foot radius that you can see. The cylinder can be destroyed by ranged weapon attacks or magic missile attacks. If the cylinder is destroyed, the spell fails. You can use your action to create a new one. If you create a new effect, you must use a different action to cast the spell. The effect of the new effect on the existing one remains in effect until the new one is created.
Necromancy
Mental Blast
60
Instantaneous
A mental image appears in your hands and moves with you, causing your spellcasting ability to trace the mental link between the image and the spell’s target. The image appears in the space you use for your casting of the spell you just cast. Creatures that can see the image can see and can see that way for the duration. The image is a mental image of the target it appears to be, if it is present. The image appears at a point on the target that you can see and that fits within the space you used for the image. The space used for this effect is limited to those spaces that are not within 30 feet of each other. The image then spreads to all other spaces within 30 feet of each other space. The image remains for the duration. If no space is used for the duration, the
Mental Blast
60
Instantaneous
You attempt to make a mental noise. The target must make a Wisdom saving throw. On a success, it can make a Wisdom saving throw against the noise. A creature can use an action to make a Wisdom saving throw twice, or it can use its action to make it roll a d6. On a success, the noise is deafening to the target.
Concentration, up to 10 minutes
Instantaneous
You touch a creature that is unconscious or unconscious for the duration. The target must make a Wisdom saving throw. On a success, the target can repeat the saving throw, ending the effect on itself on a success.
Conjuration
Mental Blast
60
Instantaneous
You blast a piece of nonmagical material from your hand into the air, causing it to explode in a 10-foot radius and dealing
Mental Blast
60
Instantaneous
You throw a simple beam of energy at an object within range. The target must make a Dexterity saving throw. On a successful save, the target is pushed 60 feet away from you and made harmless by any means. Until the spell ends, you can use an action to cause the target to make a Constitution saving throw with advantage if the spell fails. The target takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. On a successful save, the target is knocked prone and has disadvantage on attack rolls against those who can reach it. The spell ends if the target is more than 60 feet away from you. If the spell is cast on a structure, an area, or in the air, the spell has no effect there.
Evocation
Mental Blast
60
Instantaneous
You transform yourself into infernal demons that launch spectral blasts at targets within 30 feet of you. Choose one creature that you can see within range and lash out with these spectral attacks. Each creature within 30 feet of the target must succeed on a Constitution saving throw or take 1d6 force damage. The target can’t become bane to you by stepping lightly on its life force, and it emits a faint, spectral noise when it takes damage. If the target takes any damage during its next turn, it can choose a new form, which might end its turn differently. As a bonus action on each of your turns after you cast this spell, you can mentally command any creature you animated to a song. Choose any song you composed of shadowy harmonies or thunderous thongs, or you created an entirely different song for each target. Creatures that were once friendly to you have turned hostile. For the duration, their spells end, and they also lose the ability to benefit from any special magical properties, such as fear, exhaustion, or similar effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 hour and costs 3 times as much energy.
Abjuration
Mental Blast
60
Instantaneous
You unleash a psychic force field within range. Choose a creature within range or an object you can see within range. The field lasts for the duration, and you choose a location within range where the field lasts. The field lasts for each hour the spell ends, and it lasts for the duration if the object or spell is in the ground or within 300 feet of the field, if available. The field can’t pass more than once around an object or spell. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Evocation
Mental Blast
90
Instantaneous
You create a blast of psychic energy that can be
Mental Blast
Self (15-foot line)
Instantaneous
You create an immobile sphere of light on a flat surface within range. Any creature that is Large or smaller within the sphere must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The sphere is covered in thick black smoke and appears to be made of solid stone. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. On a failed save, the creature disappears. The sphere remains for the duration and can be destroyed by attacks from ranged weapons or magic items. The sphere can contain up to ten pounds of stone.
Evocation
Mental Blast
Self (30-foot cone)
Instantaneous
A beam of intense light springs from your hand and strikes up to 30 creatures of your choice within 30 feet of you. Each target must succeed on a Constitution saving throw or take 1d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial 6 d6 radiant damage comes into effect when you target a target with a casting of 6th level or higher.
Evocation
Mental Blast
Self (60-foot cone)
Instantaneous
Flames wreathe one creature of your choice that you can see within range and that can make a ranged spell attack against a target. On a hit, the target takes 3d8 fire damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Mental Blast
Touch
Instantaneous
You direct a piercing blast of fire at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. The blast deals an extra 1d10 fire damage to the target.
Evocation
Mental Bluff
Self
1 minute
You learn the basic concepts of a verbal contest, such as a duel or some other physical combat, and then choose one of the following options for what appears as a verbal challenge. You can use a bonus action on each of your turns to attempt to ignore the choice. You can also make a Wisdom (Perception) check to see who is using the most mental energy. If you succeed, you win the contest, and if you lose, you lose all of the energy used to win the contest. You also lose any damage you dealt, and you take 50 damage from each of your next three mental attacks against the same target. Finally, if you succeed on your mental challenge, you are no longer fighting the contest.
Divination
Mental Bond
30
You learn to create mental images of yourself, others, and your surroundings. If you choose, you learn what is written on each image. The images can’t be duplicated, duplicated, or modified. A creature can use an action to take 13 damage on a turn or a final turn. On a failed save, the creature is teleported to the location of the image. At the end of each of your turns, you can choose to change the image or keep it. If you change the image, you can use an action to reshape it in any way you wish, however you choose. If you decide to keep the image, you can reshape it in any way you wish, however you choose. You can reshape your body, equipment, and possessions. You can also reshape the way you behave. You can change the color, shape, or size of your eyes, hair, fingernails, eyebrows, or eyebrows. You can reshape the way you see, hear, smell, and touch the ground, or you can change the way the ground moves. You can also reshape the way you use your hands, feet, or both. For example, you can reshape your hand to resemble a bat, and you can reshape your face to resemble a scorpion. You can also reshape your body, including your head. You can change the way you look, how you look at things, and how you look at things. If you change the way you think about things, your current thoughts, feelings, and actions change, as do your current actions. Otherwise, if you change the way you feel about things, your current thoughts, feelings, and actions change, as do your current actions.
Mental Bond
90
Concentration, up to 1 hour
You attempt to mentally bond a creature you touch that is under the effects of a saving throw, if the creature isn’t already a willing creature. The bonded creature must succeed on a Wisdom saving throw or be affected by this spell for the duration. The spell lasts for the duration or until the bonded creature dies. The creature is willing for the first time on a turn or starts a new one. If you cast this spell on the same creature every day for 10 years, the duration is 10 years. If you cast spell once each day for 25 years, the duration is 100 years. While the bonded creature is under the effects of this spell, any attack, spell, and effect that would target it deals an extra 1d8 psychic damage to it. The spell ends if you or the target dismiss it as an action. If the creature is killed by a nonmagical spell, the spell is wasted.
Illusion
Mental Bond
Self
Concentration, up to 1 hour
You make your mental bond stronger, granting it the ability to temporarily bond with creatures of your choice. Choose an animal or an object that you can see within range. The creature that made the bond makes an Intelligence saving throw. On a failed save, the creature can’t be bonded, and it automatically succeeds on its saving throw if its mind is strong enough
Mental Bond
Self
Concentration, up to 1 minute
You imbue your body with the power to create the sort of illusion that would instantly appear inanimate objects in the area. For the duration, you can see through any object you touch and have contact with it, and you can assume the form of any creature of your choice that you can see within 30 feet of you.
Necromancy
Mental Bond
Self
Concentration, up to 1 minute
You imbue yourself with the power to sense how far away a creature is from you. The more you are within range, the greater the sense of distance, and the greater the difference. You can use your action to mentally extend yourself by up to 10 feet. You can also teleport into any distance within 10 feet of you.
Transmutation
Mental Bond
Touch
1 minute
You touch a willing creature and bestow a magical bond that lasts for the duration. Until the spell ends, you and the creature can telepathically communicate with each other through the bond, which can last up to 10 minutes. While the creature is in the spell’s area, the creature gains an extra action that can be used to cause an object to launch an object—a weapon, for example—at a foe within 5 feet of the spell’s area, or another object at a distance of 10 feet. If the object would target a creature, it instead targets a nonmagical object, a creature, or a moved object.
Transmutation
Mental Bond
Touch
Concentration, up to 1 hour
You choose a new form of communication for yourself or a creature you can see within range. The DM makes this communication between you and the new form of communication. You and the creature share a general understanding of each other, but you can talk about any of the nature-related subjects you know (as long as both creatures can be in contact). The DM can also decide to dismiss the new communication as an action, but only if you are incapacitated by another spell or the creature is in a state where it can no longer communicate with you. If you and the new form of communication share the same name and personality, you can dismiss the communication as an action. If you dismiss the communication as a move action, the DM makes the appropriate choice at the time. You can also dismiss the communication as an action. If you would have dismissed the communication as an action or as a bonus action on your turn, you can use your reaction to dismiss the communication as a bonus action on your turn. The DM makes this choice as a bonus action, or as a bonus action on your turn. If you dismiss the communication as a move action, the DM makes the appropriate choice at the time. The DM makes this choice as a bonus action, or as a bonus action on your turn.
Conjuration
Mental Bond
Touch
Concentration, up to 1 hour
You create a magical bond between two or more people or things. The spell lasts for the duration. When you cast this spell, you can designate a creature as your immediate companion and make it a companion for the duration. For the duration, the creature acts independently of you. The creature acts independently of you, though you can take the form of an animal or a human companion. The creature is friendly to you and your companions, and you can interact with it as if you were in its space. The creature attains the statistics of any Huge or smaller creature it is attached to by using the statistics listed in the Monster Manual. The creature can be any size you choose, provided that you have the appropriate number of hit points. This spell has no effect on undead or constructs. To cast this spell again, you must use an elevated concentration (see below) or a higher concentration (see below). At the beginning of each of your
Mental Bond
Touch
Instantaneous
You touch an object or a creature, and it becomes a bond creature. The spell can last up to ten days. The bond creature can use an action to take 5 force damage, or it can use its action to cause an attack to deal 5 force damage to a target. If you touch an object or creature, you extend the creature’s body to accommodate the creature’s body. The creature is freed from the binding spell, and it can use its reaction to make another Strength or Dexterity saving throw. On a failed save, the creature is restrained by the bond until the spell ends.
Transmutation
Mental Bond
Touch
Instantaneous
You touch a willing creature. The target becomes a willing creature for the duration.
Abjuration
Mental Break
Self
1 minute
You attempt to break free from a prison or cage or a trap. You can use your action to break free of an object or a construct within range. The object or construct is difficult terrain (30 feet square) within range. The object or construct is difficult terrain that has the same or lower hit points as the object or construct. The object or construct blocks your attacks (’s attacks roll against it, and its attacks have disadvantage on the attack roll), and it is difficult terrain that has a range of 60 feet. The object or construct is difficult terrain that has a range of 30 feet. The object or construct is difficult terrain. If the object or construct is difficult terrain, the creature is forced to make a Constitution saving throw, ending the effect on itself on a success. If you or your companions are attempting to break free of the object or construct, you must succeed on a DC 20 Strength saving throw or be frightened. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation
Mental Break
Touch
Concentration, up to 1 minute
You touch a willing creature. Until the spell ends, the target sheds a temporary mental image of itself. The target can’t cast spells or perform other actions that require concentration, and it has disadvantage on Wisdom (Perception) checks made to understand the text or concepts that you wrote or described. For example, if the target is telepathic and can read the thoughts of other creatures, it can’t read or understand the thoughts of other creatures, but it can understand the thoughts of creatures that communicate with it.
Enchantment
Mental command
120
Instantaneous
You utter a divine command that leads to an outcome that is impossible or impossible once you know it. You may specify a simple and general course of action, such as “Attack the rakshasa” or “Find the hidden gem” or “Find the treasure”. You might command a celestial, a fey, an elemental, a fiend, or a fiunculus to follow your example, allowing you to command any creature within 5 feet of you. If no creature has been commanded by you before, the spell fails, and your creature is either killed or forced to return to your home plane. pioneTransmutation
Mental door
Touch
24 Hours
An invisible door springs into existence on ground within range. The door lasts for the duration or until you dismiss it as an action. It can be made of any material or metal construction or armor you choose, though it can’t be made from solid metal or stone. The door is 1/4 inch thick and has a diameter of 60 feet. The door can be opened and shut using a simple mechanical action or a mechanical staff used to open and shut a door. It closes when you use your action to open or close the door. You can open or close the door only inside the spell’s area, outside the spell’s area, or inside an unoccupied space on ground that you can see. You can use a mechanical staff to open or close the door only inside the spell’s area. You can use only one hand to open or close the door. If you open or close the door using an action that has a mechanical component, the secret door opens
Mental Energy
30
Instantaneous
You create a tiny, intangible sensory effect that lasts for the duration. The effect lasts for the spell’s duration, or until you dismiss it as an action. To do so, you must use up to two of your turns in a row, and you do so at the end of each of the subsequent. The effect lasts for the duration or until you dismiss it as an action. If you cast the spell again, this time on a different day, the effect remains permanent. You can also dismiss the effect as an action.
Conjuration
Mental Eruption
60
Instantaneous
You choose an area of magical energy that you can see within range. The area is a 100-foot cube with a radius of up to 90 feet. Each creature in the area must make a Wisdom saving throw. On a failed save, a creature takes 1d4 psychic damage and must use its action on a subsequent turn to take half damage on a success. On a successful save, a creature takes half damage and doesn’t take any damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d4 for each slot level above 6th.
Enchantment
Mental Floss
60
Concentration, up to 1 hour
You create a new mind-affecting fog within range. You can use a bonus action to make a line of psychic energy for 1 minute. You can also make a line of psychic energy for 10 minutes. The fog disappears when it is 10 feet in any direction. As a bonus action, you can move up to 60 feet in the direction of the fog. The illusion disappears if it is in a space of 10 feet or less on a side of you that is 10 feet wide.
Transmutation
Mental Floss
60
Instantaneous
You create a misty floating globe of swirling water and a shimmering mist that fills the area as described in your book Minor Illusion. The globe lasts for the duration, and you can use a bonus action on your turn to cause it to flicker to an unoccupied space and reappear in the same space. The globe then disappears. The globe doesn’t have to be in the same plane of existence or dimension as the one it is from, and it can’t take more than one form of flying. The globe can be shaped, and it can’t be removed from the spot where it is created. If you create the globe using a spell slot of 6th level or higher, the spell ends. The globe remains in place when you cast this spell. You can make a ranged spell attack against the globe using your spell slot. On a hit, the target takes 1d4 force damage.
Conjuration
Mental Floss
90
Instantaneous
You use a thin sheet of fluff and an acrobatic gesture to open a gateway to the minds of creatures within range. Choose one of the following things that follow: • You create a gateway from nothingness. • You create an illusion of a creature that is within range. • You create a false gateway. • You create and manipulate a magical object. • You create an illusion of a creature that is within range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the effect lasts until dispelled
Mental Floss
Touch
Concentration, up to 1 hour
You learn the secret to the most powerful minds in your home. You can change the subject of a conversation, change the direction of a conversation, or just plain lie to someone else. The DM might ask you something like, "I had a dream about someone like you, but I think I might have lied to you." You learn to change the subject at the DM’s discretion. You can also change the subject at the DM’s discretion. If you choose to change the subject, you learn the truth as the DM reveals it to you. The spell doesn’t work if you change the subject on the first attempt, or if you change the subject on the second attempt. You can change the subject if you wish, but you must be on the plane of reality you cast the spell from. You learn what happens to the subject when the spell ends. For example, if you change the subject on the first attempt, you learn that the spell’s duration ends on that point. If you change the subject on the second attempt, you learn that the spell ends on that point as well. You learn what happens to the subject after the spell ends. For example, if you change the subject on the first attempt, you learn that the spell ends on that point as well.
Transmutation
Mental Floss
Touch
Instantaneous
You touch a liquid substance that is composed of one or more of the following: - a liquid that is opaque to light and is difficult to see, such as a liquid that is 50 feet in diameter (12 feet high) and weighs 20 pounds or more. - a liquid that is difficult to understand and has a difficult spell rating of 5 or lower. - a liquid that is infused with an odor that can be harmful to plants or animals. a liquid that is difficult to clean. - a liquid that is difficult to clean and isn’t safe to touch. a liquid that has an odor that is harmful to plants or animals. a liquid that is difficult to clean. a liquid that is difficult to clean and isn’t safe to touch. a liquid that is difficult to clean and isn’t safe to touch. a liquid that is difficult to clean and isn’t safe to touch. a liquid that is difficult to clean
Mental Flourish
60
Instantaneous
You step into the mind of a creature that you can see within range. The target’s mind becomes transparent, and it w as charmed for 30 minutes. The target can’t mentally see anything that isn’t part of the target’s sight. If the target can see anything, it can see the full extent of what is seen, but it can’t see anything that isn’t part of its sight. The target can only perceive one form of light at a time, and no two light forms can fit within a space of space of 60 feet. The target can’t perceive the appearance of other creatures. The target can make a Wisdom (Perception) check to understand what other creatures are saying and doing. If it succeeds, it can see what other creatures can see within 30 feet of it.
Transmutation
Mental Flurry
Self
1 Hour
You cause a burst of magical energy to appear in a point of your choice centered on a point within range. The target takes 3d8 fire damage, and the target takes 1d6 fire damage of the chosen type. The target is blinded and deafened. The target must succeed on a Wisdom saving throw or be blinded until the spell ends.
Transmutation
Mental Flux
120
Instantaneous
A range of 5 miles, centered on an object of greater or lesser magical power, spreads throughout the object or space, and affects it in some manner. The spell ends if it's affected by any other kind of effect.
Conjuration
Mental Flux
Self (10-foot radius)
Instantaneous
You create a range of psychic energy for the duration. You can make a ranged spell attack against a creature within 10 feet of you. On a hit, the target takes 1d4 psychic damage. The spell’s damage increases by 1d4 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Mental Flux
Self (60-foot cone)
Instantaneous
You create a wave of magical energy in a 60-foot cube that you can see within range. Each creature in that area must make a Wisdom saving throw each time the spell ends or the spell ends. An unwilling creature must use a reaction to break the spell’s barrier, which can’t be damaged. On a failed save, a creature is affected by the spell for the first time on a turn or starts its turn there. Creatures that end the spell before the first turn have disadvantage on the subsequent.
Transmutation
Mental Flux
Self
Instantaneous
Choose one creature you can see within range. You cast the spell, and it vanishes into the space you use for it. You can use your action to teleport a Medium or smaller creature you can see within range back to where you cast the spell. The target’s speed is halved until the start of your next turn. The target’s Dexterity is reduced to 0, and any saving throw made by the target takes 5 damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th level or higher, the duration is up to 24 hours.
Transmutation
Mental Flux
Touch
8 Hours
You touch a creature that is charmed, frightened, or possessed by an illusion or a false persona. The target must make a Charisma saving throw. If it succeeds, the target becomes charmed, frightened, or possessed by the illusion or the false persona at the start of its next turn. If it fails the save, the target becomes charmed, frightened, or possessed by the illusion or the false persona at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Evocation
Mental Force
60
1 minute
This spell creates a mental force field around you that makes it impossible for creatures other than you to see. The field is nearly invisible, and it lasts for the duration. When you cast the spell, choose a target and use your action to create either a field of strong light, dim light of 1d4+ bright light, or a field of soft light, light, or darkness. You can create any of the following effects with no material component: • One effect can be applied to any creature, including nonliving creatures, created or perceived as an object or a creature, but that creature must make the choice at its own risk. If the creature chooses an object as its target, the effect ends. • You create a mental image of one creature you can see within range, which lasts for the duration. • You influence a creature’s mental image with an image that lasts until the image is removed or discarded. If the image you choose is permanent, the image doesn’t disappear. • You influence a creature’s mental image with an image that doesn’t last. Any change in the creature’s mental image that occurs while the spell remains in effect permanently or temporarily blinds the creature affected from the image. • You affect a creature’s mental image with an image that lasts for 1 minute. This spell doesn’t last for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 6th
Mental Gate
150
1 Hour
You fill the air with illusions and lead an enthralled people into an infernal chamber beneath the city that contains the fortress of Anacostia. The fortress is a labyrinth full of traps, magic doors, and chambers filled with hideous creatures with tentacles, javelins, and maws full of teeth and claws. When opened, the chamber is an enclosed, labyrinthine fortress with walls and floors filled with horrors and locked doors. Until the start of your next turn, you can use an action to cause any of the following effects on all doors in the spell’s area: • You can cause one door in the fortress to open and close automatically, even blocking a creature or wall from approaching from behind it. • You can open and close a chasm leading from one chamber in the fortress to another chamber in the fortress, raising the area of access for each chamber to a height of 1,000 feet. • You can free up one room in the fortress for use by a creature or an object wearing armor made of celestials that is no larger than Medium or smaller. • You can open or close a door in one chamber from another chamber in the fortress, raising the area of access for each chamber to a height of 60 feet. When you cast the spell, you must have used the opening’s open condition or the conditions contained therein. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the fortress warded effect, you can create two additional chambers for you to open and close, raising the area of access for each chamber to a height of the spell’s level.
Conjuration
Mental Gate
150
8 hours
You teleport yourself from your current location to any other spot within range and appear as if looking from a different direction. You must use Strength or less in order to appear in a specific place and remains telekinetically linked to that place for the duration. When you cast this spell and as your action on each turn it takes place within 30 feet of a permanent nonmagical object that you can see, you can alter its teleportation current so that it takes place within 30 feet of a place you can see, object, or creature. You can also temporarily alter its teleportation current so that it takes place within 30 feet of a place you can see. You can cast this spell again only if the original location and teleportation current are restored to your possession. This spell's location and destination can be determined by studying the known locations and movements of known creatures and objects within 30 feet of the place you used your spell casting to locate. You can determine the location and destination using common sense and certain creature types are known to have certain magical properties. You decide what kind of creatures to target based on
Mental Gate
150
Concentration, up to 1 minute
Choose a plane of existence beyond the Astral that you can see. A mental portal opens there for you. When you cast the spell, choose one of the following options—limited, forward, or backward. The portal leads to a point on the ground at least 25 feet on each side, and up to three hundred feet on each side, centered on that point. You can enter the portal through one of the following doors. In either case, no creatures can enter the portal, which might contain an entrance or a gateway.
Conjuration
Mental Gate
300
Concentration, up to 10 minutes
A portal to the mind of a willing creature of your choice that closes to a range of 10 feet. The portal allows a target who uses a spell slot of 6th level or lower to enter the mind of another target and retain its alignment and statistics. The target can’t be targeted by more than one mental portal. A target’s Intelligence score is the same as that of the target, and it has her/it’s alignment and statistics. The target also has her/it’s alignment and statistics determined by the target’s alignment and the statistics of its closest friends. The target can’t become a member of a particular race, religion, gender, or political party. Instead, a target of a mental portal studies and studies new racial, religious, or demigod racial traits. The portal closes at the target’s current mental state, if any.
Conjuration
Mental Gate
300
Concentration, up to 1 hour
You create a physical gate between two points on the ground you can see within range. The gate is 10 feet wide and 15 feet tall, and it can hold as many as four humans (minimum 1 human) or three beasts (minimum 1 beast). When the gate appears, each creature has advantage on each of its turns for gaining a +5 bonus to AC, saving throws, and attack rolls. One creature other than you who is charmed or controlled by a creature (like a fey or fey demon or a fiend) causes the bonus to pass. Both creatures can enter the gate and remain there for the duration. Thus, a mental gate lasts for the duration if the creature charmed or controlled the creature with spells or performed some other visible act that made the gate visible. Moreover, the mental gate lasts for the duration of any effect that specifically targets a specific creature or circumstance (such as the wall of stone or the crackling torch of fire spell) that targets a specific creature. To create the mental gate, you use one of the following methods to lift the gate: 1. Understone the gate and chill it with cold water. 2. Push the gate aside and create a pillar with a 40-
Mental Gate
500
Concentration, up to 1 hour
You or a creature you touch creates a gateway linking your mind to a larger reality, a physical portal that takes you anywhere in range. You choose the option of one of the following effects at the start of each of your turns. A creature that starts its turn in the portal takes 4d6 psychic damage. At the end of each of its turns, a sleeper agent appears in your dimension and attempts to open it. Appearing in an unoccupied space within 5 feet of you, the sleeper agent can’t attack you, and if it has 7 hit points or fewer, it must succeed on a Wisdom saving throw or become frightened for the duration. At the start of each of your turns, the sleeper agent can use an action to send the creature to the nearest unoccupied space, such as the one created between now and then. While frightened by this spell, the sleeper agent can't take actions, can't enter an unoccupied space, and can’t be contacted by other creatures.
Conjuration
Mental Gate
500
Instantaneous
Up to nine bolts of energy burst from your hand and strike out at a creature you choose within range. Make a ranged spell attack for each bolt. On a hit, the target takes 1d10 force damage, and it must succeed on a Constitution saving throw or fall into a temporary mental barrier. This mental barrier lasts for the duration, and it prevents the target from speaking, thinking, or otherwise benefiting from any of its abilities. You can put a creature into the mental barrier to create one of the following effects within 30 feet of it: • You create a mental portal through which a willing creature can exit a ward created by this spell to rejoin one with a ward created by another spell slot spell or a companion spell. You can specify magical creatures that merge into the mental barrier, creating a temporary portal that can be opened and shut by any spell slot you have (for example “the portal opens when you cast this spell and closes when you finish casting it’). If a creature that does so attempts to open the portal using an action, it can use its action to push it upward, causing it to automatically succeed on the portal opening condition. Teleportation Circle. You create a 12-mile long line running from location to location at a point within range. While this line lasts, you can use your action to move up or down the line in any direction. Each creature that ends its turn within 12 miles of the destination must succeed on a Wisdom saving throw or take 4d8 radiant damage (if you are attacking with an attack bonus, you can use your action to move up or down the line in any direction). Energy Touch
Touch
1 Hour
You touch one to three willing creatures. Until the spell ends, the target gains a teleportation circle on each of its turns that doubles its teleportation range, and it can enter the teleportation circle by moving up or down along its walking or jumping motion. When the spell ends, the spell ends. The circle can’t more than 30 feet wide, 20 feet tall, and 5 feet thick. It can’t exceed 5 feet high. The spell ends if you cast it again, if you dismiss it as an action, if you use it again before it ends, or if you use it again after completing a long train of tests that count toward its challenge rating. There are three buildings in the spell’s area that can be summoned by this spell. You create a seamless teleportation loop centered on each of the three buildings. You can place a sigil on one of the three buildings to reveal it. Using only one sigil means you can transport a willing creature of your size or smaller to an unlocked door or window on the same side of the circle as you. When you cast this spell, no duplicates of willing creatures are placed within the sigil or on the same location as a sigil created by this spell.
Conjuration
Mental Gate
5
1 Hour
You create a portal to the beyond that lets no one enter the real world. You fill it with darkness that lasts for the duration, until the portal is dispelled, or until a gateway appears that lasts no more than 10 feet in diameter and therefore is invisible. The gateway is made from an inset to seal it, and it lasts until the spell ends. As an action, you can open the portal and cause as much damage as you do before it remains in effect. (If you attack with it before the spell ends, you can deal extra damage to it to end the effect.) Once you have done so, you can recall the words you left behind, and you might as well bring them back. The portal is nearly invisible, so creatures who use an audible tool, such as a sledge hammer, can’t through it. In addition, when you cast the spell to open the portal, you choose words that aren’t spoken by creatures other than you. If you speak any other spoken language, the portal opens as though it were spoken by you.
Divination
Mental Gate
5
1 minute
You create a small portal into a distant dimension that leads to an open door, a small abode, a small sanctum, or a small den. The portal is made of wood or stone that serves as a barrier. When closed, the portal leads to a place known as the "Mind Gate." The Mind Gate is made of magical force that can neutralize most mundane creatures and constructs. Any creature within the Gate’s area is trapped inside it, and the creatures and constructs that aren’t there can’t open a portal. If the Gate is ever breached, the creatures or constructs that aren’t there die. When the Gate is opened, creatures and constructs can take root in it, and they can freely move about in the area. Creatures and constructs can’t attack or interact with each other, and the Mind Gate can no longer be closed. When you cast this spell, you can designate any number of creatures and constructs that you have discerned within range. You can create one hundred teleportation portals at a time, each with a different opening. The portals open to a space within reach of a creature or construct that you have discerned within the past 24 hours. An extra 100 feet of travel is made between you and the target nonhostile target.
Conjuration
Mental Gate
5
1 Round
You point your finger toward a place you have visited or seen, and a creature whose name starts with “ “ (occurs only once) appears within 5 feet of it. The creature must have seen the “place‘ within 5 feet of you; within that 5 foot range, the creature can see and hear you from within 5 feet up. The creature can be up to 60 feet long and 10 feet tall. You can‘t activate temporal gates or manipulate time, as you use the word “place‘, in lieu of “up until now,” or “from “there‘ until the spell ends.
Transmutation
Mental Gate
60
1 Hour
You cause an illusion to form in a location you choose within range for the duration. One created by you to appear within 60 feet of another or a different object that is within 5 feet of it. You must speak the illusion’s name and let it appear within the place you’re depicted. The illusion appears in an unoccupied space that is visible to all but the visually impaired, and lasts until the spell ends. When you cast this spell and as your action on each of your turns until it effectively ends, you can use your action to mentally command any creature you command to an interplanar conversation, offering your most obvious verbal command if the creature is unwilling to speak. If the creature refuses, you have the choice of pursuing the creature to a space where it can’t see or moving swiftly enough to avoid it. As part of the DM’s punishment for failing to specify the location of a visual location, you can make a verbal command against the creature, based on the creature’s name, known location, and threat level. When you make this command, you must choose one of the following effects. You can direct this creature to a place or object within 5 feet of it that is difficult terrain. You can specify a location that has multiple difficult terrain boundaries, as determined by melding two of the following effects: The creature chooses one of the difficult terrain boundaries, and you can direct the creature to a place or object within 5 feet of such boundaries. • If the creature would go into a location other than its current location, this effect would last for 1 hour. This effect could also last for 1 foot inside an unoccupied space. • You create an illusion of a location on the ground that is difficult terrain. The illusion is visible up to 100 feet away from you. While the illusion is active, creatures can enter and leave the illusionary location by using an action to the ground or a covered pegboard or similar surface, as the case might be. The creatures can enter a labyrinth or a portal created by the illusion, but no larger than a 20-foot-deep well.
Divination
Mental Gate
60
24 Hours
An invisible barrier of mental energy appears within range and lasts for the duration. When the barrier appears, each creature within its area must make a Wisdom saving throw. If you are attacking a creature that is charmed by a lich or immune to both of them, you can make a Wisdom saving throw to end the spell instantly. On a failed save, a creature takes 6 d10 psychic damage, and it can’t speak, understand, or manipulate any writing within its area for the duration. The spell ends if you use your action to cast a spell again.
Illusion
Mental Gate
60
4 Hours
You create a gateway linking an extradimensional space you see within range to one unoccupied space on the ground that you can see within range. The gateway is made of metal or stone and is visible from up to 50 feet away. For the duration, the gateway widens into a series of 10-foot tall pillars with a diameter of 10 feet. Each pillar is 10 feet long and 5 feet wide, and has a weight of 5 pounds. When the pillars first appear, they have AC 20 and 30 hit points. When the pillars are destroyed, the game ends. Each pillar has AC 20 hit points and enters the portal at the start of each of its turns. Each pillar has AC 15 and 30 hit points when dispelled. These pillars protect you from harm. A creature can enter or leave the portal by a simple mechanical or chemical jump, as described below, using the following pathways. The portal takes an 8-foot square divided by two inches equally spaced 5 inches apart (your choice). You can use this method to enter the portal from any side, up or down
Mental Gate
Touch
10 Days
This spell grants a gateway to the Plane of existence you choose for the duration. The gateway is a cube with eight legs arranged in a circle that is 1/4 inch thick and occupies the 5-foot-radius. interior portion of the warded gate At any time thereafter, you can mentally command any creature within the warded gate who enters or exits the area to bestow magical status on it (no action required by the spell). You can direct any number of creatures you designated as mortal servants upon creatures in the warded area, issuing a command that they obey and refrain from causing harm to other creatures in the area. If the creatures you designate are hostile to you, they take 1d10 d10 psychic damage, and they regain 1d10 psychic hit points if they remain hostile for 1 minute. If you ordain any creature as a servant of the celestial, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can direct any number of creatures designated as holy servants to bestow magical status on you. You can direct any number of creatures designated as holy servants with a short sword at the same time. Alternatively, you can direct any number of creatures that are hostile to you to bestow a status condition on them. This spell can also target fey, fiend, or undead. If you choose fey or fey feasts, a celestial of your choice that is composed of fey creatures (your choice), fey plants (your choice), or fey creatures (your choice), you can direct any fey plant or fey fiend you select to bestow a status condition on them. In addition, you can direct any fey creature that attacks a fey creature (your choice) to take 2d10 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage that can cause can increase by 2d10 for each slot level above 1st.
Conjuration
Mental Ice
Self
Instantaneous
You take the form of a translucent, transparent, ten-foot-tall cube that resembles ice, floating on the ground in a 30-foot radius centered on a point you choose within range. The cube can be used any number of times equal to 10 + your spellcasting ability modifier. The first time you cast this spell using a spell slot of 6th level or higher, you can dismiss the spell as an action. The cube must be on the ground within 30 feet of you when you cast the spell.
Illusion
Mental Illusion
10
1 Hour
You try to twist the words or images of others to create an illusion of physical or magical worth. You can use the illusion to gain information about one creature or circumstance that is beyond the ordinary for that creature or circumstance. For the duration, which can be up to 10 minutes, the illusion causes tasks or other effects to go awry, or fills a sort of illusion that a creature would be capable of doing without it. For the duration, a creature with an Intelligence score of 2 or less can be affected by the illusion.
Illusion
Mental illusion
10
Concentration, up to 1 hour
You create an illusory image of a creature, a harmless illusion, on the spot, that can be perceived by all creatures except you and that can fit inside a 30-foot cube on the ground or on a wall. The image appears for 1 minute straight and costs no movement, but any creature that sees the image instantly recognizes it as real and recognizes you as the creature it represents as the image is visible to. Such an image can contain as many as twenty-four cubes and is an image whose dimensions are not known at the time you cast the spell. The image appears in whatever form the illusion is depicted: as a cube, a cylinder, a circle, a cube-shaped trunk, or a pillar on a floor or a rock-strewn floor. You can use your spellcasting ability to locate the illusion, find the location of its closest mirror, and use that mirror's properties to create the illusion. If you succeed on its saving throw, the illusion becomes permanent and can be activated again only if it has died or if you cast this spell again. The illusion lasts for the duration if you are fighting it. You can use your action to banish the image. When you do so, choose one of the images described under its illusion spell. The image is no longer temporary but appears when the image can no longer exist, if it does. You can use this spell to create a duplicate of the image that fills a 30-foot cube. You can create one additional image in any order you like. Once you have done so, you can repeat the above command again, only this time using a different image. If you create a duplicate of the image, you create one of the following effects with it. You can use a bonus action to create both a duplicate and an original. You make the choice at the end of each casting of the spell whether the duplicated image occurs within the image or not. The duplicate created by this spell can’t duplicate another creature’s true memory. It gains no benefit from memories of its former existence, and it can‘t create memory of its current or future self. The duplicate created by this spell is unaffected by spells that restrict its movement, such as those made by such a banishing spell. A duplicate created by a spell slot-restrict spell allows you to duplicate a creature’s remaining body part, which could open new wounds or open new wounds to your current or a future self. To create a duplicate, you must use a spell slot of 5th level or lower, using an action to speak the duplicate command in its entirety, creating a 13-foot cube with 10 sections arranged in ascending order of their level. The cube is immediately under the control of a creature with truesight. When that creature enters the cube, it and any creature created by the duplicates step into it (creatures that aren’t part of a particular side
Mental Illusion
60
Concentration, up to 1 minute
You create an invisible, intangible illusion that appears in a space that you can see within range. The illusion appears to be in a different plane of existence than the one you created. The illusion appears to be in a different plane of existence than the one you created. The illusion appears to be in a different dimension. The illusion appears to be in a different dimension, either directly or in a different location. The illusion appears to be in a nonmagical form, such as a stone, with a 5-foot radius. The illusion appears to be invisible to the naked eye, and the illusion spreads around corners. The illusion can be blocked, but
Mental illusion
Self
1 minute
You create a false image of yourself to appear real to the blind, the deaf, and the dumb. You can use this illusion to see where you stand, and to manipulate the flow of water in a wide variety of dimensions. The illusion lasts for the duration. When you cast the spell, you can end it early if the illusion creates an illusion of your true form, though it can be activated over time. The illusion can only be activated by one creature or object as long as that creature or object is within 500 feet of the illusion. If you cast this spell multiple times, you can have no more than one illusion active at a time, and you regain any expended uses of the spell when you cast it.
Illusion
Mental Illusion
Self (60-foot radius)
Concentration, up to 1 minute
You create an illusory replica of yourself that resembles a human form, acting as a distracting distraction for up to 1 minute. The illusion lasts for the duration of the illusion, or until you use an action to mentally change the form of the replica. To do so, you must spend 1 minute casting the replica at a location you can see within 60 feet of the place you created the illusion. The replica must be upright, but it can still be part of a body or a creature. The illusion can be sent back in time by anyone with an Intelligence score of at least 1. The replica's mind, which is composed of memories and memories of past lives, is unaffected by the restoration spell. The replica can be destroyed by any means necessary. The replica’s head and shoulders are covered by fine fur, and its eyes are luminous with brilliant colors. It has fine fur covering its eyes and eyes and ears. Its hair is fine and flowing and soft. Its clothing is fine and soft, and it has fine and soft fur covering its feet. It has fine and soft fur covering its apparel and clothing. It has fine and soft fur covering its clothing. It has fine and soft fur covering its feet. The illusion can be suppressed by any means necessary. You can make the replica disappear entirely. You can spend 1 minute removing the fur covering its fur and placing it back in its original place. If you do so, the illusion is gone for 1 minute. Otherwise, the illusion disappears for 10 minutes. If you cast this spell again, the object you removed must be no longer there.
Illusion
Mental illusion
Self
Concentration, up to 1 minute
A spectral apparition appears in a spot of your choice that you can see within range and that you can see through the illusion. The apparition appears in a fixed spot on the ground that is up to 10 feet on either side of the ground or in a vertical line up to 60 feet on either side. The illusion lasts for the duration, or until a target can see or hear it, or the illusion is destroyed. The target must succeed on a Wisdom saving throw or be affected by the illusion for the duration. The target can’t see or hear the illusion or perceive what it appears to be. A target can see and hear the illusion, but it is invisible and can’t be seen or heard.
Illusion
Mental Image
500
Instantaneous
You create an image of a creature, a visual representation of its characteristics. The creature is about the same size as you, and it has a Strength of 5 and a Dexterity of 3. The illusion is a visual representation of the creature’s personality. The creature can be any size, but the illusion can’t be larger than Medium. The image can be blurry, hard to read, or even blank. The image can’t be changed or duplicated, and any creature that uses its action when it attacks must make a Constitution saving throw. On a failed save, the creature takes 4 d10 psychic damage, and the creature takes 4 d12 psychic damage, the latter affecting the creature exactly as it took damage. The damage and the two d12 damage die equal 1/2 the number of hit points the creature has. The creature must also make the saving throw when it enters the image, even if it isn’t wearing armor. The image can’t be duplicated or altered, and any attempt to do so ends here. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Illusion
Mental Image
60
1 minute
You create a visual image of an object within range. When you cast this spell and as part of its effect using it, you can target one creature to appear as though it were within range. The creature can be a humanoid, an animal, or a part of an animal. It appears as if it were on a surface and must make a Wisdom saving throw. If it succeeds, the spell has no effect on it. A creature that uses its action to examine the image can determine that it is a duplicate of the creature’s form by seeing through its true form. If you have the image, it replicates a true duplicate of the creature.
Illusion
Mental Image
60
Concentration, up to 1 minute
You can create a mental image of a creature you can see within range. As an action, you can designate a point on the ground within range. The image can be a stone or a solid, a stone or a solid, or a solid, stone-like object. The image is a representation of the image within range; the image is a creature-readable representation of the image within its space. You can designate the location of objects within the image. The image appears to be of a creature you designate within range. The image can be a stone or a solid, a stone-like object. The image is a representation of the image within its space. You can designate the location of objects within the image. The image appears to be of a creature you designate within its space.
Alignment
Mental image
60
Instantaneous
A mental image appears in an opaque cylinder centered on a point you choose within range. The image appears in color and lasts for the duration of the image. You can cast this spell while you are unconscious. If the image is visible, it must be there for a period of time that is at least 10 minutes long, and it must not have been present when you cast the spell. If the image appears to be a creature, it must be within 5 feet of the image when you cast the spell. The image is visible in all visible light, and the spell can’t create a mental image of the image. Instead, the spell creates an image of the image, which remains unaltered for the duration of the spell. If the image appears to be an object, it remains opaque until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the image becomes transparent to light for the duration.
Transmutation
Mental Image
60
Instantaneous
You create images of your closest friends, friends whom you can see only by magical means. These images are sent to the nearest creature you can see, and they are shared with all other creatures if possible. You can also send a message to a creature that you can see, but it must be within 10 feet of you, if you can. The message must be sent with a message, not a message to a creature. The message must be sent in the same language as the creature’s name. The message must be brief, and the creature must understand what you sent it with a simple question. You can specify a number of words that must be sent, but you must specify at least
Mental image
60
Instantaneous
You create one of the images below, either as a permanent or a temporary one; you can make a temporary one, which appears in an unoccupied space occupied by the image. You can alter the image so that it appears like this: • I will be reading a scroll or another written text until the image appears in a different location (like a book or a journal) • I light a candle or a small torch within reach (if it isn't lit) If you choose a place on another plane that isn’t on a plane with which you are familiar, that place will automatically become illuminated and the image permanently permanent (no action required by you). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the image creates no illusory link between you and the place it appears in and lasts for the duration. When you use a spell slot of 7th level or higher, the image can animate and maintain its current location, such as so: • When you cast this spell using a spell slot of 4th level or higher, detect magic enchantment in one of the following places: • Within an antimagic field of antimagic surrounds objects, causing them to take 10d6 + 20 force damage and requiring 1 minute of movement • Through a crack in an antimagic field that can pierce armor of your choice • Through a crack in an antimagic web at one door or door of your choice • Through a thin blue or yellow gash on one flesh or tear on one eye • Through a poisonous or acrid mouth or a sting on one leg When you cast the spell using a spell slot of 5th level or higher, the image creates no illusory connection between you and the place it appears in
Mental Image
Self (60-foot-radius sphere)
Concentration, up to 1 minute
You create an image of a creature within range. The image can be a drawing or a painting. The image appears in the image’s area within range, or it can be visible as a blurred, indistinct image. An object, object of greater size than the image, or an object that resembles the image is invisible to the target. When the image appears, the target must make a Charisma saving throw. On a failed save, the target takes 3d12 psychic damage and is charmed or frightened for the duration. The image is then destroyed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.
Illusion
Mental Image
Self
Concentration, up to 10 minutes
A mental image appears, appearing in one location on the target’s body. The image is centered on the chosen location, and it lasts for the duration. The image can be any image of a creature’s personality, which can be an image of a creature’s physical body, a creature’s mental image, or a mental image of a creature’s personality. The image can’t be changed or altered. A target can be any image of its personality, a creature’s personality, or a mental image of a creature's personality. If you change or alter the image, the image is lost. A target can be any image of its personality, a creature’s personality, or a mental image of a creature’s personality. When the image appears, the target must make a Charisma saving throw. It fails. On a failed save, it takes 1d4 + 10 (or 1d4 + 10) points of Strength damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Evocation
Mental Image
Self
Concentration, up to 1 Hour
You create an image of a familiar that has been charmed or frightened by a spell you cast or a spell you have casted. The image appears in the space of 10 feet on each of your turns. The image remains for the duration, and the illusion remains with you for the duration. You can’t be charmed or frightened by this spell if you know the image is real. If you cast this spell on a creature that doesn’t share a common plane with you or that isn’t on the plane you are in, the spell
Mental Image
Self
Concentration, up to 1 hour
You create an image of a familiar that has been charmed or frightened by a spell you cast or a spell you have casted. The image appears in the space of 10 feet on each of your turns. The image remains for the duration, and the illusion remains with you for the duration. You can’t be charmed or frightened by this spell if you know the image is real. If you cast this spell on a creature that doesn’t share a common plane with you or that isn’t on the plane you are in, the spell fails. The image remains with you for the duration, and the image remains with you for the duration. You can make the image disappear or remain in a solid surface, such as a solid stone, if you wish.
Illusion
Mental image
Self
Concentration, up to 1 hour
You create an image of a point of your choice within range, and you gain the following benefits. The image appears in a spot of your choice within 10 feet of it. A creature in the image’s area can’t be affected by sensory effects. The image persists for the duration, and any sensory effects it produces are lost to the image. As a bonus action, you can target one additional creature for each slot level above 1st.
Transmutation
Mental Image
Self
Concentration, up to 1 minute
A simple image appears in your mind and you must succeed on a Wisdom saving throw or you lose the image for the duration. The image appears on an object you can see within range, or on a creature you can see within range that can see it. The image can be of any creature that you can see within range, which lasts for the duration. The image is centered on that object, regardless of whether the object is an object created by the spell or a spell used to create it.
Transmutation
Mental image
Self
Concentration, up to 1 minute
You create a visual image of a creature that you can see within range. While the image is in effect, the creature is aware of the image and can see into it as if it were a human or a beast. The creature is aware that the image is a mental image and must follow your instructions to the best of its ability. If the creature can see into the image, it can see in the image. The creature can’t see into the image if it is in the Ethereal Plane or in a plane outside it. If the creature can see into the image, it can see into the image only as part of casting this spell. The image can be changed in any material or by means other than casting this spell.
Divination
Mental Image
Self
Instantaneous
You create a vague image of another creature within range. The image must be of a creature of your choice that you can see within range. The image spreads throughout your body, and you choose any of the following effects to cause the illusion. The illusion is visible to as far away as 60 feet and can be perceived only through the illusion. You can use your action to cause the illusion to move to any side of you. You can see into the Ethereal Plane as a point within 5 miles. Clear Water. The image appears to flow in clear, clear water. You can use your action to cause the image to move to any side of you. The image spreads throughout your body, and you choose any of the following effects to cause the illusion. The image is invisible to the naked eye, and the image spreads throughout your body. Small or Medium Plants. The image appears to move about within a 5-foot cube centered on a point you choose within range. Plants with truesight can see through the image, as does the light of at least 100 candles.
Illusion
Mental Image
Touch
Concentration, up to 1 minute
You touch a willing creature, and the spell is cast from the same plane of existence. The spell is limited in range to that creature. You have total control over the target, and you can use your own actions to move it to a different plane of existence. You can move the target up to 30 feet away from you or to a different location on the target. You can also move the target to any other point within 5 feet of you. If the target moves more than 10 feet away from you, you can use your action to cause the target to automatically fall to the ground.
Conjuration
Mental image
Touch
Until dispelled
You take a walking spell of no lower level than the spell’s level or 5th level spell slot, and then the spell ends for you. This spell doesn’t affect spells with a lower level spell slot than the one you use for the spell.
Illusion
Mental Imprisonment
150
Concentration, up to 1 minute
A creature that you can see appears in a location you specify within range and appears to be in some sort of prison or cage. The target must make a Charisma saving throw. It is restrained as long as it remains in the location you described. Until the target escapes, it can’t harm you or take any action that would leave it in the location you described. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 1 hour for each slot level above 6th.
Transmutation
Mental Interaction
Special
Instantaneous
You create an illusory duplicate of one creature or object to be manipulated without using your control. The creature must be within range for the illusion to work. The illusion lasts for the duration or until you use an action to put the illusion back together. You can choose to target an object as part of creating the illusion, or you can target an object as part of manipulating it. If the first component of the illusion is a creature or a magical item, the creature or magical item is a separate and separate object that is difficult to manipulate. The creature or magical item is difficult to put together and requires a different action to put together. The first time you target an object, it must be moved to a different object or moved to an object that is neither moved nor otherwise affected by the illusion. To put an affected object or an affected object affected by the illusion together, the creature or magical item must be within 30 feet of the object affected by the illusion, and the spell must target an object or an affected object that is within 30 feet of the object affected by the illusion. You can use this spell to target any creature of your choice that you choose that is within 30 feet of an object affected by the illusion: charmer, cephalopod, crotchetyl, corkmold, dark giant, manticore, maddened corpse, manticore servant, nymph, misty stepmother, pyre, reaper, reaper servant, wyvern, wyvern servant. You can also use this spell to target any nonmagical object that isn’t being worn or carried by an unwilling creature or that isn’t being worn or carried by an unfriendly creature, such as a wyvern or a lich.
Mental Interference
Touch
Instantaneous
You touch an unwilling creature. The creature becomes a spirit for the duration. For the purpose of casting this spell, a target must be within 1,000 feet of you when you cast it. If you cast this spell multiple times, you can have up to three targets affected at a time, concentrating on the first spell you and spreading out the effects of the second spell to as many as possible throughout the entire duration.
Abjuration
Mentalist
120
Concentration, up to 1 hour
You gain the ability to mentally understand the thoughts, emotions, and actions of up to six other creatures. The spell’s concentration increases by 1 hour for each slot level above the 1st.
Evocation
Mentalist
30
1 Hour
You gain the ability to shape reality to your will, using the mental image you have created. You can use this spell as an action to mentally manipulate a creature within range, which creature you choose must succeed on a Wisdom saving throw or be affected by this spell as a creature for the duration of the duration of the spell. If the target is a human, your target is affected only if the target is a celestial, fey, or celestial of challenge rating 1/2 level above the celestial.
Transmutation
Mentalist
30
Concentration, up to 1 minute
You select one or more of the following forms of magic, such as magic wrought by a celestial, fey, or celestial of challenge rating 1 or lower, fey of challenge rating 1/2 level above 1st, or celestial of challenge rating 1/4 level above 1st.
Divination
Mentalist
60
1 Hour
Withheldness, contemplation, meditation, or any other natural or man-made activity associated with a fixed era or age takes its toll. You mentally discern the current day’s mood and find the circumstances under which a certain course of actions occurs within range, such as a walk or stand, within 1 minute. You learn when and where each step takes place, and you can change the duration by an hour or two. If you make a change to a course of actions or an activity under its effects, you learn its duration, which is 10 minutes. You can also change the duration of any temporary spells of a certain kind by offering magical berries to those who willingly take them. You can also create temporary objects by creating a permanent object. You decide what kind of objects a particular creature is wearing and carrying and what kind of creature is friendly to it. You can also make a permanent object that can be picked up and carried by a creature with a reach of 10 feet. The material component of such a permanent object is discernment, which it grants to you in an attempt to recall its contents. You also learn what kind of creature the object is made from, as well as the terrain within which it lies. The DM makes these statistics in conjunction with the statistics of the chosen object. False Brilliance
120
Instantaneous
You awaken the spirit of an undead servant in a location you have chosen. Until the spell ends, the servant appears in unsightly places and is intangible. To any creature hostile to you that is friendly to you, the servant appears as a skeleton with 3 hit points and no legs. If you say the word "host," its voice rings loudly and it has advantage on ability checks to find a resting spot for its fallen foes. It makes a Wisdom check with a successful check of 7th level or lower. If it fails, the creature is turned to ash and its flesh and organs stolen. As a bonus action, you can transform the creature into a Small undead servant, which speaks one language of your choice, taking 10 hit points at the start of your next turn and that of the creature for the next 24 hours. At the end of the creature’s next turn, it makes a Charisma check, and if it succeeds, the spell ends.
Divination
Mentalist
Self
30 Days
You gain the ability to make a mental image of an object or a creature you can see within range. You can then manipulate the object, creature, or object to appear as a solid image, such as a circle, a line, or a shape. If the object, creature, or object appears to be of the correct size and shape, you can shape the object, creature, or object as you wish. For example, if you shape a circle
Mentalist
Self
Concentration, up to 1 minute
You imbue a willing creature with the ability to psychically understand a difficult, difficult task or to understand a thought. The spell’s challenge rating increases by 1 for each slot level above the 4th.
Divination
Mentalist's Familiar
Touch
Concentration, up to 1 hour
You touch a willing creature. The target gains the benefits of the following spells of its choice: • Knowledge (arcana) and (geography) • Knowledge (history) • Two Eye Foryldvary spells • Four Eyes and Five Eyes, one for each eye • Nine Hell-Ray Tundra • Nine Tundra of the Dead • Nine Tundra of the Deadfireball or The Shadow of the Dead . That spell can’t target an object or an area within range.
Divination
Mentalist
Touch
Concentration, up to 1 hour
You imbue a willing creature or object with the ability to psychically understand a difficult, difficult task or to understand a thought. The spell’s challenge rating increases by 1 for each slot level above 3rd.
Conjuration
Mentality
60
Concentration, up to 10 minutes
You cause a phenomenon that lasts for the duration. You perceive the phenomenon as a range of 60 feet, and you can describe the phenomenon as a line of sight to one creature of your choice that is within 5 feet of you. The phrase "sight line to one creature of your choice that is within 5 feet of you" has the text on it, and the creature must succeed on a Dexterity saving throw or take 3d6 necrotic damage. The spell ends if the creature takes 2d6 necrotic damage.
Conjuration
Mentality
Touch
7 Days
This spell makes one willing creature of your choice within range willing creatures of your choice. You magically influence the mind of the creature you choose into believing that something is amiss. The target must make a Wisdom saving throw and is then affected by the spell until the spell ends. The target can be one willing creature of your choice that is friendly to you or charmed by you. If you cast this spell while you are conscious (as an action, or while you are incapacitated), the spell does nothing and doesn't affect you. After you have wrought this spell—including during its duration—the target can be affected again by other spells of your choice. The spell allows you to affect all creatures as long as they are within line of sight of you.
Illusion
Mentality
Touch
ConcentrationDuration
Until dispelled
You touch a creature. Withoutasting anything, the creature uses its reaction for the full duration. For the duration, the creature has 50 hit points, or half the normal hit point count. For the first time in a month that a creature uses a reaction during this duration, it also takes 1d10 force damage, and until the spell ends, the creature also deals 1d10 force damage to any creature that uses its reaction for the full duration.
Abjuration
Mental link
300
Concentration, up to 1 hour
You create or link a mental link between two or more creatures of the same type or different levels. The creature must be within reach of at least one other creature (such as a human) within 10 feet of the mental link and is willing to be affected by the mental link. The mental link can carry up to four willing creatures and can be made to last up to 1 hour. The mental link can be used to move up to 10 feet in a vertical column that you can see on the ground or in an area other than where the creature is standing. You can also make the mental link move up to 20 feet in a horizontal column that you can see on the ground or in an area other than where the creature is standing. If the mental link is active, you can specify a condition that would cause the mental link to last for the duration of the mental link. The condition can be difficult terrain, hostile creatures, or other circumstances that would make the mental link impossible. If the mental link is broken, you can choose to create a new mental link or link an existing one with a successful Intelligence (Investigation) check against your spell save DC. If you create a new mental link or link an existing one with an enhancement spell, the mental link lasts for the duration. If you create an enhancement spell with a mental link you create or link to a different target, the link can last for the duration if you use that link. If you create an enhancement spell with a mind link, the link lasts for the duration if you use it as part of a subsequent mind link. If you create a mind link with an enhancement spell, the link lasts for the duration if you use it as part of a subsequent mind link. You can use mental link or link to target a different creature. If you target a different creature, your link affects the creature that was linked to the mental link, and the creature is hostile to you. If the creature is hostile to you, all creatures affected by your mental link are affected. If you link to a different creature, the creature is linked to your mental link. If you link to a different creature, the creature is linked to your mind link. The mental link has no effect on creatures that aren't being linked to a specific creature. If you link to a creature that isn't being linked to a specific creature, the creature is unaffected by the link. If there are no creatures linked to a specific creature, the link doesn’t activate. Instead, you can target a specific creature that you think is linked to a particular mental link or link to a similar target. For example, you could link a creature that is linked to you because you want to find a way to keep the creature from being harmed. If the creature you linked is on the same plane of existence as you, the creature must be on the same plane as you when you linked it. If there is no creature linked to a particular mental link, the link doesn’t activate. Instead, you can target a specific creature that is linked to you because you want to find a way to keep the creature from being harmed. You can use a mental link to create an extra move. For example, you could link a creature that is linked to you because you want to find a way to keep the creature from being harmed. You can use an extra move to move a target. For example, you could link a creature that is linked to you because you
Mental link
60
10 Days
You establish a mental link within the ground around you within range to an area beyond your current excavated area. You can specify magical means to draw the link, such as a torch or talisman, that animates the link. The magical link remains active for the duration, but the creature it animates wanes and its Intelligence and Wisdom scores drop to 0. The spell ends for the creature if you use another spell slot of 3rd or 4th level or higher. A creature w ill animate and regain 2d6 hit points if it can move after casting this spell using an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can instantaneously link two mental bridges in a 10 foot cube to an area that you can see within range. The spells can target any creature that you designate when you cast the spell.
Conjuration
Mental link
Touch
Instantaneous
You touch a willing creature and bestow control over it for a moment. The spell ends for that creature if you cast it again before the spell ends. If the creature has the ability to move, use its movement, or cast spells without first preparing ahead, it can move as part of its move action. The spell ends if you or a creature you choose moves within 30 feet of the mental link. A creature moves only if it is concentrating or is concentrating on another spell. You can use this
Mental link
Touch
Until dispelled or triggered
You touch a willing creature and secure some sort of link between you and the target. For the duration, the target knows its location until the spell ends, and it gains a telepathic link with you through the link. The spell fails if the target knows the target is magical when you cast it or if you instantaneously teleport it to an untargetable location. Choose a creature within 60 feet of you who is charmed by you. That creature must make a Wisdom saving throw, taking 10d10 psychic damage on a failed save, or half as much damage on a successful one. This damage can’t affect undead or constructs. Creatures that aren’t charmed by you receive the same bonus as normal for the duration. While the bonus lasts, the target can use a bonus action to try to end the link. It must also use its action on each of its turns to put the spell into effect. If it succeeds, the effect ends for it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can have other creatures use spell slot 10th or 11th level spells as a material component of their spell slots, rather than as part of casting as an elemental or fey elementals or fey elementsals, fey elementsals, or fiendish elementals.
Illusion
Mental Meteors
Self
Concentration, up to 1 minute
You create mental images of your surroundings that last for the duration. The images can be as detailed as a book, a letter, a painting, or a memory. The images can be distracting, triggering thoughts, reactions, or acting in the wrong manner. Your mental images can be distracting, triggering thoughts, reactions, or acting in the wrong manner. For the duration, you can use your action to mentally command creatures you can see within range. You can direct them to behave in a manner that is within the scope of this spell. Alternatively, you can direct the creatures to behave in a manner that is within the scope of your own spell, or you can direct them to behave in a manner that is within the scope of another spell
Mental Mirror
Self (10-foot radius)
Instantaneous
You create a shadowy image of a target creature that costs no material component and that can’t be more than 10 feet away. The illusion lasts for the duration or until you use your action to dismiss it. If the target creature is wearing or carrying what it is wearing or carrying, the illusion reveals itself and disappears. The target remains visible for the spell’s full duration, and it can’t be targeted by spells or other magical effects. When the spell ends, the image disappears, and you choose whether to suppress it or to remain silent, and the spell ends.
Illusion
Mental Mirror
Touch
Concentration, up to 1 minute
You touch a willing creature and give it a mental link up to your own. The target’s mental state changes, and the spell ends. The spell’s potency and duration are the same as your own. At Higher Levels. When you cast this spell using a spell slot’s level, the number of times the spell affects you increases by 1 for each slot level above 1st.
Transmutation
Mental Plane
30
Concentration, up to 1 hour
You gain the ability to perceive an area, which includes the planes of reality that you occupy. The plane of reality you perceive is the Astral or the Astral Aqueduct. The area of the Astral is a cube of light that is centered on a point you choose within range. The area includes all nonmagical objects and is contiguous with your space. You can use your action to cause the area to expand into an area that is 5 feet in all dimensions. The area is difficult terrain, and the terrain is difficult or impossible to see. The area can be difficult or impossible to see within, though it can’t be difficult or impossible to see within the area. If you can see through the area, you can see through it as if you were in the Astral. The area can be difficult or impossible. The spell lasts for the duration, but it is not hostile. You can use your action to change the terrain in the area so that you can see it. You can change any of the terrain. The spell ends if you change the terrain or leave it. You can also place terrain you can see within the area. If you place a different terrain within its space, you must have seen it before you cast this spell.
Conjuration
Mental Plane
60
Concentration, up to 1 minute
The next time you cast a spell that is concentrating on a spell or a spell of a higher level than the spell’s level, you can mentally link the spell to the plane in which you cast it. You know its location so that you can locate the spell if you so desire, and you know its current state so that you can maintain your concentration there. You can also communicate through the spell with the target, which is invisible to you. The target can’t be targeted by spells or other magical effects, and its mind is unaffected by any such effects.
Transmutation
Mental Plane
Self
30 Days
This spell has no effect on undead or constructs. If the spell castes an undead or constructs from another plane of existence, it also creates an object of any kind. The object is made of any material component, such as stone, wood, or iron. As long as the object is within 500 feet of a non-instantaneous target, the spell ends. If the object is a Large or smaller object, the spell ends instantly. At Higher Levels. When you cast this spell using a spell slot of 6th or higher level, you can target one additional creature for each slot level above 5th. The creatures must be within 500 feet of each other when you target them.
Divination
Mental Plane
Self (30-foot-radius sphere centered on point A within range)
1 minute
This spell creates a mental plane that vanishes when a creature leaves its space within it. A creature that ends its turn in the mental plane moves to that point. If the spell ends on that point, the target returns to its home plane. A target can’t leave its home plane. Instead, a target must make a Wisdom saving throw. On a failed save, a target is put into a new dimension, and it is subjected to the following effects until the spell ends. A target can still be within its home plane. If it has the original home plane, it is considered to be within its home plane. The target doesn’t need to be within a particular dimension. For example, if a target is in the dimension of dimension Nine, it can enter that dimension and remain there. Similarly, if a target is within the dimensions of dimension Nine and is sent to a different dimension for its space, it doesn’t need to be within the dimension. The target doesn’t need to be within a particular dimension. Similarly, if a target is within the dimensions of dimension Nine and is sent to a different dimension for its space, it doesn’t need to be within the dimension.
Transmutation
Mental Plane
Self
5 Days
You create a new physical plane through the use of a single mental image. You can use this transformation to travel from one physical world to the next, from one physical world to another, or from one physical world to another. You can create any number of physical worlds, each with its own physical plane. You can also create a new physical world or a different physical plane in each of these ways, and each of these physical worlds can be made to appear physically real. For example, you could create a new plane from the images of one physical world and create a different physical plane. If you choose a physical world created by this transformation, the physical world you create is physically real, as long as it doesn’t fall into the same category as its magical equivalent. This spell can’t create a physical plane that can be physically drawn to. You must use a special arrangement of images, such as a cylinder or a cylinder frame, to create a physical world. You can’t create an immobile body without spending the extra space required to maintain it. When you do, you can make a ranged spell attack with a weapon against the first creature within 5 feet of the cylinder or frame that you hit. On a hit, the target takes 2d6 slashing damage, and the spell ends.
Transmutation
Mental Plane
Self
Transmutation
Mental Plane
Touch
30
Instantaneous
You touch a willing creature the plane you’re on. The target becomes one of the planes through whose telepathic link you have drawn. You can specify
Mental portal
120
1 Round
You teleport yourself and up to 10 others within range to a point you can see on the ground or on the ground floor of a space you can see within range. You take 10d8 psychic damage when you do so. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Mental portal
30
1 Hour
You reach into the mind of one creature you can see within range and attempt to connect an invisible gateway to another target within reach. For the duration, the target must make a Wisdom saving throw. On a failed save, it can use its reaction to automatically enter the gateway and create a new one there using its own resources. At the end of each of its turns, the target can make a Wisdom saving throw. On a successful save, the spell ends for it.
Divination
Mental Portal
5
Instantaneous
A door opens within you, revealing an extradimensional space beyond the pale of time. The portal is composed of ten pieces of stone that have the following properties: • One element of A or Bitch magic locks them away in the stone vessel, causing them to become trapped in the stone vessel. • Binding each piece of stone to a different creature’s space’s magic. • You create a simple teleportation or interplanar flight pattern, either by climbing or ascending from a space you choose within range. The pattern can be circular, vertical, or diagonally across a surface. It takes 10 minutes for the teleportation or interplanar flight pattern to complete, and 30 minutes for all teleports and interplanar flights to end. • When you cast this spell and then as a bonus action on each of your turns until the spell ends, you can use your reaction to move up to 20 feet to a space you can see. While in this space, you can’t activate, use, or possess an ability that would somehow restrict movement within it.
Transmutation
Mental portal
60
10 minutes
A gateway to a multiverse full of things beyond words, ideas, and reason opened by a mad god, a force beyond measure. The gateway is a cube that serves as the focus of any planar teleportation spell. It contains a book that spells allow, a gateway spellbook, and a password spellbook. When you cast the spell, you create a mental link between the book, the gateway spellbook, and the password spellbook. The mental link is permanent. When you cast the spell, no longer exists between the spellbook and the mental link. If you cast the spell again, the physical link disappears. A mental link disappears if both books or spellbooks are missing. If you cast this spell on the same slot as a password, the password spellbook is destroyed and the gateway spell collapses when the two become intermangled in space.
Transmutation
Mental portal
60
1 Hour
You call a portal open and reveal yourself to a creature of your choice within range. You instantaneously teleport yourself from one target landscape to the next on the same plane of existence and return with an empty hand if you are fighting a creature or a creature within 30 feet of it. You can cast this spell several times as long as its spell slot remains unoccupied. You must choose a new location when you cast the spell, created by adding an image to a place definition. The image appears where you want on any surface and can be as small as a 1-foot cube. The image can be open or closed, metal, stone, or anyone else you choose. It can take up to 10 uses opening or closing. Alternatively, you can cause the image to flicker and become obscured. Such effects are blocked, invisible, or both. You can dismiss such an image as an action. It disappears when it appears or ceases to exist.
Conjuration
Mental portal
60
1 round
You teleport yourself or one willing creatures that you can see within range to a place you call your domain. You then appear in the space and describe a set of magical rules that are determined by the DM. You must specify a destination in the DM's text, but you can specify a specific destination only once. You can use this spell to leave a destination that has already been specified as leaving. If you do so, the spell ends. You appear only where you are certain that the destination is safe from attack or defense. A destination that is otherwise safe from attack or defense can't be reached. You appear as if you were in the Ethereal Plane and can’t be attacked by creatures there. If you die trying to leave a destination that is safe from attack or defense, you must return to the spot you named in the DM's text at the top of the movement. The spell ends if you move from one location to another.
Conjuration
Mental portal
60
30 Days
This spell creates a magical gateway linking a specified number of willing creatures on the same plane of existence to an unoccupied space on that plane of existence. Any creature or object that can pass through the portal can enter it, even if the creature is on another plane of existence (such as the plane that you live in), leave it there, or come into contact with an unoccupied space dedicated to magic goods or patron goods. The gateway is made of metal and weighs no more than 5 pounds. If the creature enters the portal and attains the highest possible level of intelligence, its Intelligence modifier increases by 1d10; for each additional level of intelligence the creature has, the portal's level is tripled. The portal is an especially effective means of entry—if a creature enters the portal with an Intelligence of 2 or lower, it is forced out by one of the following two effects, issuing a sudden alarm to all creatures within 30 feet of the portal: • A burst of magical energy leeches its concentration from the gateway spell into another creature’s space. For the duration, that creature must make a Wisdom saving throw. If it succeeds, this spell transfigures or reshapes a willing creature, or otherwise removes a target from a target’s space at the start of each of its turns, ending its turn. • A gateway spell is cast that activates only once within a 15-foot cube, and that interval extends beyond the portal, requiring the DM to determine the precise location of all braziers and other secure doors on that cube.
Transmutation
Mental Prone
Touch
Instantaneous
You invoke a supernatural force to crush a creature or an object that is difficult to distinguish from a creature or something else that isn’t there. The target must make a Wisdom saving throw. It takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. On a successful save, the target becomes charmed by you. While this spell is cast, the target can use its action to try to sense its surroundings by touching a switch in an unoccupied space within range. While the target is within 1 mile of a specific object or creature, it can use its action to make a single Intelligence (Investigation) check against your spell save DC to recognize any objects or beings that are visible within its space. If successful, the target can sniff out objects within its area that it can see, including those that are invisible to the target.
Divination
Mental Prone
Touch
Until dispelled
Your psychic link with nature has been torn away, and you have little choice but to sacrifice your life for the sake of good. For the duration, as long as you are alive, you gain telepathic knowledge of all creatures within 5 miles of you. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature has disadvantage on attack rolls against you for the duration. If you or another creature is hunkered down in another part of the area, you can’t move there for 24 hours or more. If you move elsewhere, you lose your telepathic knowledge.
Abjuration
Mental steed
Touch
24 hours
A mentally steed hight descends and vanishes from your hands. You know the location of its destination. A target must be located within a specific area of the level of the target, within the current level of the spell, or the same area for all its levels. The steed is a humanoid about the size of a human, with a humanoid head and feet and a wisp in its center. The target must be under the spell’s effect. If the target is lost, the spell ends. You create an illusion, a small piece of the illusion floating in the air; you can attempt to persuade a creature to return to your hand. The target, on your suggestion, appears in a random location within 1/100 of a mile of you. If you cast this spell multiple times, you can have up to three versions of the same spell active at a time. An active version lasts for 4 hours, while an inactive one lasts for 1 hour. You can change the casting of an active version up or down. You can also change the length of the spell’s duration. During the casting of the spell, you choose whether the target is inside the area within the 1 and 0 feet radius or outside it. Both versions must be at least 24 hours apart. When the target is found, it drops what it can carry and lands safely on the ground. The spell ends if the creature remains inside the area for more than 24 hours. If the creature is dead, it falls to the ground and is buried. You can provide a corpse for the creature’s remains or a new one. You can even set a new body within the area for the creature’s remains. If the target is no longer with the creature, it is buried in your hand. The spot is difficult terrain that must be worn and carried by the creature. You can set the soil level to moderate or level off, depending on the state of the terrain, but you must excavate the area and leave it until the spell ends. If you have one foot on the ground, you can also place a finger under the creature’s body, which automatically moves it to the next upright position by as much as 80 percent. Finally, if the creature moves more than 80 percent of the way up the slope, it makes a DC 15 Dexterity saving throw. On a successful save, the creature is buried in the ground for the rest of its turn (if there is room), and it doesn’t have to move so that it falls. The spell ends when the target falls; there is no end to the spell's duration.
Conjuration
Mental Storm
90
Instantaneous
You take 10 lightning bolts of wind and send flying a 30-foot-radius sphere of fire that travels 300 feet in a straight line toward a point you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 8d8 lightning damage, and it takes 3d8 lightning damage on a failed save. On a successful save, a creature takes 4d8 lightning damage, and it takes 3d8 lightning damage on a failed save. On a successful save, a creature takes half as much damage, and it takes no damage from the spell.
Transmutation
Mental Strain
Touch
Instantaneous
You create a strain of negative energy capable of canceling out of existence any effect that might directly or indirectly affect you, originating from another source. For the duration, each creature you choose within 5 feet of you (including you) has advantage on all Strength checks that you make that use Strength. For the duration, a creature takes 1d10 force damage on a failed Strength check, and the creature is restrained for the duration. While the restrained creature is moving about you, you can make a Strength check as part of the attack preventing checks you made to stop the creature from moving. The creature takes half the attack's maximum damage, and it is restrained for the duration. The creature can repeat the attack using only one of its turns, ending the effect on itself on a success.
Transmutation
Mental Strike
30
Concentration, up to 1 minute
You attempt to mentally strike an enemy without first attacking it with a melee attack. If the target attacks a creature other than you, the target takes 1d4 psychic damage, and the target must make a Wisdom saving throw. If the target takes this damage while under the effects of the distraction spell, the target suffers the effect. On a successful save, the target can’t be affected by the distraction spell.
Evocation
Mental Telepathy
8 Hours
This spell allows you to create audible telepathic messages with willing creatures with which you are familiar. The messages are simple and nontextual, but they can convey powerful emotions and ideas via the spoken words and images seen in the creatures' minds. You create up to ten such messages with a 10-foot radius in which to cast the spell. Each one is a message that has an open mind and is written on a 5-foot cube. If you cast the spell on an individual creature and its mind is
Mental Telepathy
Touch
Concentration, up to 10 minutes
You can affect a creature’s mind with touch, granting it a telepathic link with you through your presence. The target must make a Wisdom saving throw. On a failed save, the target automatically becomes charmed by you. On a successful save, the target also automatically becomes charmed by you. Until the spell ends, the target can only communicate telepathically with you. (A charmed target can’t willingly attempt an attack against itself during its next turn.) (You can target up to four creatures with this spell with a successful save negating its effect against you.) (You can make the target warding against your telepathic messages.) (You can use your action to dismiss the spell.)
Enchantment
Mental Telepathy
Touch
Concentration, up to 1 hour
You create a telepathic link that lasts for the duration. Choose one object that you can see within range and that is within range, or two words, one sentence, or a circle inscribed with sigils inscribed on it. You manipulate the words so that they appear to be spoken words, words that are written on parchment, or a similar object that is inscribed with sigils that are words or written on a surface. If you choose an object inscribed with sigils, you can create a reading that remains in place for the duration. For the duration, the inscribed message remains audible within an object or to a surface, if that surface is known to be invisible. This spell also extends to sigils inscribed on clothing, jewelry, and other objects. When you cast this spell, you can affect only one creature or object inscribed with a particular sigil at a time, which creates a telepathic link between you and the object. You create or link sigils out of anything you create or link to another spell or effect that you know with a specific potency, such as a scrying spell or a poison arrow spell. These sigils are identical to the symbols you use to craft magic items and to identify magical items that can be cast without harming the target. You can also make sigils up to the size of other creatures' toes and up to the height of other creatures' legs, creating sigils out of anything that fits within a 20-foot cube. You can issue commands to any willing creature in the area, issuing a steady, deliberate yank to the creature's location that must be accompanied by a sound audible 10 feet away, a whistle reminiscent of the dragon tongue, or an ominous rumble of ragged metal.
Conjuration
Mental Telepathy
Touch
Concentration, up to 1 hour
You transform a willing creature you touch in a location you specify and that is within range. For the duration, the target has resistance to one damage type of your choice, and it can use an action to switch between one of the damage types and the new type. The spell fails if the target is already charmed or frightened. The spell also fails if the target is hostile to you.
Abjuration
Mental Telepathy
Touch
Instantaneous
You gain the ability to read the mind of other creatures through the use of a mind-affirming illusion. You can affect a creature with a mind game against it. The target must use 5 hit points for the illusion to count against its roll, and no more than once on each turn. The target can’t be charmed, frightened, or possessed by any of the creatures described above.
Abjuration
Mental Telepathy
Unlimited
24 Hours
You use your magic to imbue a creature with telepathy, based on the form and nature of the creature. For the duration, the target can have up to 5 lines of telepathy with you and has advantage on attack rolls against creatures other than you. An unwilling creature that succeeds on a saving throw automatically succeeds on all other saving throws against the spell.
Divination
Mental Teleport
30
Instantaneous
You teleport a creature within range to another location. It must make a Wisdom saving throw. On a failed save, the creature is teleported to the chosen destination within 30 feet of it. On a successful save, the creature isn’t teleported. If a creature is sent to a destination other than that destination, it can’t be sent to that destination. This spell has no effect on creatures other than the chosen destination.
Transmutation
Mental Teleport
60
1 minute
You create an invisible, nonmagical teleportation circle on the ground or in an open space that you can see within range. You can make a telepathic link between you and a willing creature you can see within range. The creature can be anywhere on the ground or in an open space, though it must be within 30 feet of you. You can create the circle by casting this spell there. If you have cast this spell multiple times, you can have only one spell slot expended. When you cast this spell, you can use a bonus action to cause the circle to move to a different spot on the ground, in an open space, or in an open space with an open lid. As the circle moves, you can make a new single teleportation attempt each time you cast this spell. You can have no more than two such attempts made using this spell. When you make a new casting attempt, you can use your action to dismiss the spell. It immediately ends, and you can dismiss a new one as an action on each of your turns.
Transmutation
Mental Teleport
60
Concentration,
Mental Teleportation
150
1 Hour
You imbue a creature you touch with telepathic telepathy (and the patterns on its minds and bodies) as long as it remains within an undisturbed area for the duration. Creatures are unaffected. Through the spell, you can specify a telepathic link between a willing creature you touch and a willing creature you touch at the same time to create a magic item, an artifact, or a service that allows the creature to communicate with you telepathically. The item can contain magic items, which are consumed when you dismiss the spell. You can also specify a telepathic link between you and the creature for 1 hour. The spell ends for a creature if it w as affected by it.
Illusion
Mental Teleportation
300
Instantaneous
Choose a point you can
Mental Teleportation
30
24 Hours
You teleport yourself to an unoccupied space that you can see within range. The space you are in is a small, unoccupied space, and you can use this teleportation to teleport yourself to any unoccupied space within range. You can teleport to any unoccupied space within range, though you must use a spell slot of 2nd level or lower to cast this spell. You can cast this spell again as an action on each of your turns. You can end your turn there by using any action to move to a different unoccupied space.
Transmutation
Mental Teleportation
30
Instantaneous
A spirit appears in the space between you and a point you can see within range. The spirit appears to you and appears to you in a telepathic manner. You can communicate telepathically with the spirit,
Mental Teleportation
60
1 Hour
You create a mental link between two locations on the ground that you can see within range. You know the direction and directional direction of the mental link, which lasts for the duration. You can direct the mental link to a specific location or object within 30 feet of it, either physically or mentally within that location. You can also direct it to a certain distance away from that location or object. As long as the mental link remains in effect, the mental link produces no ill effects. The link is strong and lasts for the duration. You might create a link to a particular location or object, a fortress, a temple, a temple complex, or an altar dedicated to a god. You might create a mental link in the Astral Plane, a magical portal in another plane of existence, or one within the Astral Ward.
Divination
Mental Teleportation
Touch
10 Days
You imbue a creature you touch with psychic power. For the duration, the target can have 1 hour missing class action messages, or 3 days of unconsciousness-inducing hallucinations. The target can have up to 1,000 hit points at the time of casting. While the target is affected by this spell, whatever messages it has are sent back to it through psychic trails, not by physical means. The target is transported to another plane of existence, where it can communicate with any number of creatures it can reach, up to the extent that telepathy works the same as long as both parties have interplanar communication with each other. On each of your turns, you can use a bonus action to mentally teleport the DM so that he or she doesn’t automatically succeed on teleporting the target.
Conjuration
Mental Teleportation
Touch
1 minute
You imbue a willing creature with the power to travel between locations e on the plane of existence you fled from. An unwilling creature can’t be targeted by spells, magic items, or other magical effects that would affect it, and it can't take actions, activate defenses, or take actions that would create a barrier between you and the destination location.
Illusion
Mental Teleportation
Touch
24 Hours
For the duration, you touch one willing creature and transmute it into a string of words that rhyme with music. For the duration, the target can emit magical trues while within 100 feet of you. While the target is within 200 feet of you, it can make its Wisdom modifier to both Wisdom and the Disguise and Spellcraft check for you. If it can, you learn its target’s location within 200 feet of you, which is the only known location for the spell. When you cast the spell and use your action to affect the target, you learn its current position within 300 feet and where it is located within 300 feet of you. You can use your action to instantly affect the target once more, moving it to the right or left of you. Immediately after you cast the spell, you can instantaneously teleport the target to any other spot within 300 feet of you.
Divination
Mental Teleportation
Touch
8 Hours
You touch a willing creature and teleport to another location within range. The target’s space is brief, and it remains there until the spell ends. The target can use an action to examine himself or her and determine whether the spell is permanent. He or she takes 10d6 psychic damage (no action required) and must an receive a Wisdom saving throw or become charmed by you until the spell ends.
Transmutation
Mental Teleportation
Touch
Concentration, up to 1 hour
You create an invisible, tangible medium that can travel across any surface on your body. Until the spell ends, the illusion can travel to any spot on your body or within 500 feet of you. You can use a movement action to move the illusion up to half your speed, if necessary, to remain within 5 feet of another creature.
Conjuration
Mental Teleportation
Touch
Concentration, up to 1 hour
You teleport up to 30 feet to an unoccupied space you can see. You and up to 10 creatures you can see within range are transported as a bonus action on each of your turns for the duration. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 1 foot of distance.
Conjuration
Mental Teleportation
Touch
Instantaneous
You choose an area of space that you can see that is beyond range and that fits within a 5-foot cube. You touch one creature that is already within range and that is beyond the spell’s range to conduct a course of concentration class feature communication. The creature must be within 30 feet of you by the time you cast this spell for it to be aware of the spell’s duration.
Divination
Mental Teleportation
Touch
Instantaneous
You touch one willing creature. The target can be any creature you can see within range. The target’s telepathic link remains with you for the duration. You can use your action to teleport up to 30 feet, or you can spend 1 minute telekinetically telling the target where you are going. The target appears at the location you choose, but it can’t return to its home plane. Casting this spell on the same location twice reveals the same teleport. The target can be seen in the same location, but it can’t return to its home plane. The target must make a Wisdom saving throw. On a failed save, the target is teleported to the location you chose. If the target’s telepathic link is severed, it must make a Wisdom saving throw. On a successful save, the target’s telepathic link is restored to you and the spell ends. If the target’s telepathic link is restored to you and the spell ends, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of creatures that can be teleported to a destination increases by two for each slot level above 6th.
Necrom
Mental Temple
60
1 Hour
You choose a location on the Material Plane you can see within range and reshape it to serve as a temple or sanctuary. This temple appears in an unoccupied space that you can see within 5 feet of the location you choose. The temple lasts until dispelled, when it disappears, and it reappears in any unoccupied space that you can see within 5 feet of the location you chose. You can summon the temple to appear inside a specific spot within 5 feet of anything you choose within 30 feet if you choose that location. To do so, you need not use any movement or make any magical force other than verbal force.
Conjuration
Mental Torrent
Touch
Concentration, up to 1 hour
You touch a creature. Until the spell ends, the target takes 1d4 psychic damage.
Transmutation
Mental Transmutation
60
Concentration, up to 1 minute
You create a mental image of a creature to be observed for up to 1 hour. Until the spell ends, the image persists in memory. You can use this image as a visual representation of what you see, to understand the creature’s personality, or to learn about the creature’s magic. This image can be read by any creature or the DM.
Conjuration
Mental Transmutation
Self
Concentration, up to 1 hour
You create
Mental Transmutation
Touch
1 Hour
You imbue a willing creature with the ability to sense and perceive in a different manner. When the target reaches 5th level, the target can make an Intelligence saving throw. On a failed save, the target gains the ability to see the light of day through the darkness of a dim light, as well as the darkness of a bright light. Additionally, the target gains the ability to see through the darkness of an invisible object, such as a glass box.
Enchantment
Mental Transmutation
Touch
Instantaneous
You touch a willing creature and create one of the following effects in its body. You or the target gains resistance to one damage type for 8 hours.
Abjuration
Mental Wall
150
1 Hour
Seen from afar, an invisible wall of force forms an area of ground or a solid, flat surface 60 feet on each side and 5 feet thick. The wall can be walled up, though it can't exceed 5 feet thick. It lasts for the duration or until a layer of magical insulating material called an Ipecac blocks the light. The layer of insulating material is invisible except for a few dim light sources and creatures immune to one saving throw. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, it can use its action to move up to twice its speed, instead of once, to enter the wall and break free. With a successful save, the spell ends for it and for any creature that started its turn in the area. It can enter the wall by any method safe and painless, such as opening one's own gate or opening a chest. The wall can be destroyed instantly. One by one, the wall collapses on itself, as if it had been laid out on the ground. The wall produces dim light for an additional 1 foot and dim light for an additional 1 square foot. The wall can be broken open with simple tools, opening a chest, as if it were made of lead or by simply slipping a 5-foot-diameter chain of magical locks fastened to a wall. Through these locks, a creature could open and close a chest, a chest containing a chest of treasure, or a chest containing a chest containing treasure. If a chest or chest containing treasure is connected to the wall by simple tools, the magic created locks the magic circle created by the magic wisps around it. When the spell ends, any magic that might have been created by the spell can still be employed to create the chest or chest with a magic circle. If another spell’s casting time is reduced to 0 minutes because of the wall, that spell can be pulled back up to 5 feet, or the spell can be dispelled and the wall restored to life.
Evocation
Mental Wall
60
1 Hour
A mentally shaped wooden bridge spans a section of land that is a cube away from the Earth and extends across an area known as the Astral Plane. For the duration, the bridge provides a telepathic link between you and the wisest and wisest creatures within its area, and spirits can appear at any time within the bridge. If you choose to animate an object falling into this area, the object creates an illusion that the object is floating. This effect doesn’t last. When you cast this spell and as your action on each of your turns while the illusion is active, you can use your action to affect one creature within 30 feet of the bridge and animate and replace the bridge with a different object. Alternatively, you can cause the illusion to animate and animate only to maximum capacity. A creature affected by this illusion can make a Wisdom saving throw against the illusion. On a failed save, the creature can’t speak a single phrase that uses a single line of code, nor can it understand any language that the illusion supports.
Conjuration
Mental Ward
Self
Concentration, up to 1 minute
You cause a misty, opaque, or opaque space in a 30-foot radius around you to ward off creatures and objects within range. The ward lasts for the duration. The wards appear opaque or opaque. The space must be within 30 feet of a creature or object that you can see within range. The space must be within 500 feet of the nearest wight, and the spell ends.
Divination
Mental Word
Touch
Instantaneous
You touch a willing creature and choose a word that appears in a location that you can see within range. The target must make a Wisdom saving throw. It takes 7d8 psychic damage on a failed save, or half as much damage on a successful one. A target can use an action to make a new Wisdom saving throw at the end of each of its turns. It can use its action to take 2d8 psychic damage on each of its turns until it is no longer affected by this spell.
Conjuration
Mental Word
Touch
Until dispelled
You touch a willing creature you can see within range. You can cast this spell on the same target, or the same target different targets, or one target that doesn’t already have a target. If you touch a target that is neither a target nor a target-like creature, you can choose the target’s current condition, such as exhaustion or exhaustion. The spell
Mental Word
Touch
You touch a creature. The target can make a Wisdom saving throw. On a failed save, the creature becomes entranced in the meaning of the written message you cast. An unwilling creature can use its action to convince the target that you are the messenger
Mental Word Wall
10
1 Hour
A string of words appears at a point where you can see 300 feet uprange and words appear at any distance apart. The words either appear in an unoccupied space that you can see (such as a bed) or are uttered on the ground or in hollow mists that can be seen from a distance. Any creature that starts its turn in the spot affected by this spell must succeed on a Wisdom saving throw or take 6d6 psychic damage, and the spell ends. If you cast this spell again, this spell ends for it. The words can’t appear in any form, shape, or mineral form, for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Evocation
Mentorship
Touch
8 Hours
You touch a creature and imbue it with the power to understand the thoughts and feelings of the current creature or to understand their actions, behavior, and reactions. The creature is blinded, deafened, and affected by one of the following effects: • You can direct the creature to a specific course of action, such as a challenge, or a challenge to one of its actions • You can direct the creature to take certain actions, such as returning to your home plane, crossing a dangerous or difficult terrain, or entering a new location without first opening a new door or window. • You can direct the creature to become loyal to an unwilling creature or to adopt an unwilling creature as your loyal companion, such as when you adopt a pet. • You can direct the creature to perform certain tasks in one of its designated places, such as removing poison or cleaning up litter. • You can direct the creature to create certain objects in one of its designated places, such as a chest, a door, a pocket, a pocket bookcase, or a treasure chest. • You can direct the creature to create a specified sort of item, such as a weapon, armor, or a set of magic items. • You can direct the creature to create certain objects in one of its designated places, such as a chest, a door, a pocket, a pocket bookcase, or a treasure chest. • You can direct the creature to create certain objects in one of its designated places, such as a chest, a door, a pocket, a pocket bookcase, or a treasure chest.
Illusion
Mentured Servant
300
30 Days
You choose a humanoid you can see within range as the patron of an activity you are performing. You gain the benefits of all the following benefits: • You have an Intelligence of 2 or higher. • You are invisible. • You can’t be targeted by illusory creatures. • You are immune to any effect that would otherwise target you. You can use these benefits to dismiss the activity as an action.
Divination
Mephitic Cloud
60
Concentration, up to 1 minute
A cloud of magical dust and debris falls on a point you choose within range. The cloud carries a Medium or smaller explosive component. The cloud can‘t be more than 20 feet in any direction and can‘t exceed 10 feet in any direction. The cloud also obscures the ground on which it is located, preventing creatures from seeing it. You can‘t target more than one creature in the cloud.
Evocation
Mere Dispel magic
60
Instantaneous
You attempt to dispel a phenomenon that is harmful to you or that harms another creature. Choose one of the following effects. 1. Destroy all nonmagical objects in your area. 2. Place a spell-like effect on one object that can no more be damaged than a rock. 3. Make an Intelligence (Investigation) check against your spell save DC to see if the object was destroyed. If it is, you know it is nonmagical. 4. Make a ranged spell attack. 5. Make an Intelligence (Investigation) check against your spell save DC to see if the object was destroyed. If it is, you know it is nonmagical. 6. Make a ranged spell attack.Conjuration
Mere Memory
60
Concentration, up to 1 minute
You mentally recall the events of another's life. You can repeat this memory, up to 10 times, for the duration. The memory can be a visual, a written word, or an image. You can also specify a time or date of the memory. You can also describe the event as a sentence or a phrase. You can also describe how the memory changed, whether it was permanent, temporary, or permanent. The memory only lasts for the duration of the spell. You can change this memory by removing the memory from your mind. It remains there for 1 minute. You also can change it by using your spell slot, up to 10 times. The spell can be cast again, or it can be cast as an action.
Conjuration
Mere Splendor
Self
Concentration, up to 1 minute
You create a dazzling appearance that resembles that of a divine being. Choose one of the following options when you cast the spell: • Make a ranged spell attack. On a hit, the target takes 8d8 bludgeoning damage and half as much damage on a failed save. On a successful one, the spell ends. • Make a ranged spell attack. On a hit, the target takes 8d8 bludgeoning damage and half as much damage on a failed save. On a successful one, the spell ends. • Make a melee weapon attack. On a hit, the weapon deals an extra 1d8 bludgeoning damage. On a successful hit, the weapon deals an extra 2d8 bludgeoning damage. On a failed hit, the weapon deals an extra 3d8 bludgeoning damage.
Abjuration
Mere Splendor
Touch
Concentration, up to 1 hour
You touch a creature’s clothing or its equipment. The target must succeed on a Charisma saving throw or its clothing or equipment becomes invisible until the spell ends. When the target drops to 0 hit points, it is engulfed in dazzling splendor. If the spell ends before the target takes damage, the spell ends early.
Transmutation
Mere suggestion
Self
Concentration, up to 1 hour
Divine whispers are a constant in the mind of some creatures. Until the spell ends, the whispers sound like horrible whispers to the creature you touch, and the creature becomes frightened when it makes a Wisdom saving throw and can’t be targeted by the spell for the first time on a turn or turn beyond its range. If the suggestion produced by the whisper is not the same as what the creature hears, the creature doesn’t learn that the suggestion is from you and becomes frightened while the spell lasts.
Necromancy
Mesa Angel
60
Concentration, up to 1 hour
You reach into the mind of one creature you can see within range, granting it the ability to speak one language of your choice that you understand. The target must make a Wisdom saving throw and then make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t speak a one language spell for the duration. On a successful save, the spell ends for the target. On a failed save, it speaks only to itself, a construct, or a summoned creature. You can‘t speak a one language spoken by an undead.
Conjuration
Mesaara's Embrace
Touch
25 Days
Your presence impales a creature with terrible pain. Choose up to three creatures within range, and the target’s hit point maximum fills a 5-foot cube. The creature takes 10d6 necrotic damage, and it becomes incapacitated for the spell’s duration. The spell ends for a target that drops to 0 hit points or dies before it has a chance to recover from its injuries. The spell then ends for that target if it takes any damage or if you dismiss the spell as an action.
Necromancy
Mesa Bomb
150
Instantaneous
You launch an explosive cloud of fireballs at a target creature within range that you can see. The target must succeed on a Dexterity saving throw or take 1d6 fire damage. The vapors then disperse within the area, filling a 5—foot cube within 5 feet of the target for the duration. A creature that starts its turn in the fire, charmed by the vapors, can take the Dash action to escape. Additionally, the area of effect for this weapon changes to match the appearance of your weapon—tweaks, torches, and similar volleys become heavier and more precise. These weapons' bladed ammunition is also shaped to match the weapon.
Evocation
Mesa Eleven
120
Concentration, up to 1 minute
Choose a point you can see on a solid surface that you can see within range. You can manipulate the earth and stone in that area. The area you choose is contiguous with any solid or floating structures you choose within that area. You can manipulate the soil, water, and air in the area as well as the surface of the ground you choose within that area. While the area is occupied by creatures or objects that are difficult to manipulate, such as the earth, stone, or other stone, the terrain or objects in the area are difficult to manipulate. The spell can affect up to six objects affected by this spell. The spell creates noxious gas, odors, or other odors that can be harmful to creatures or objects. When you cast the spell, you can affect up to twelve objects affected by the spell, which can be affected up to twenty-five times as far as other effects. The effects of this spell can be blocked or suppressed by other means, including verbal or written communication, but the spell can not cause a creature to become blinded, deafened, or take any sort of magical effect.
Transmutation
Mesaesthesia
60
Concentration, up to 4 hours
You make one entangling spell circle that can be as large as your body’s volume or as small as the floor‘s floor and that can go up to 30 feet long and as far as 30 feet wide. You create the spell when you spend 2 hit points trying to crush a creature that you can see within 5 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 14d8 necrotic damage and is blinded for 1 minute. On a successful save, the spell ends. The spell can penetrate mists, barriers, and any barriers that are too narrow for a creature to fit through.
Illusion
Mesa grisilus
Touch
Unlock
Duration: Concentration, up to 1 hour (see below)
For the duration, any creature you touch has a visage, both visible and invisible, that seems to float up and down toward a different visible portion of the visible surface. The surface can be up to 60 feet tall, 10 feet wide, and 5 feet thick, and it can cover a distance of up to 30 feet. This spell also lasts for the duration, if the surface isn’t already obscured by fog, ice, or darkness. If the surface on which the spell relies is dumber than you have light or shade, the spell can’t affect it, and the surface falls apart.
Sight
Conjuration
Mesañera
120
Concentration, up to 1 minute
This spell grants you a magical bond with one creature you touch. Until the spell ends, the bond is active but lasts. Whenever a non-target creature you touch attempts to open the bond, or a creature that has the ability to open the bond attempts to do so, you can’t use an action to speak a word of truth against it. While the bond lasts, you can affect two additional creatures with it, causing them to become aware of your presence. You can’t affect a creature with more than two such creatures. At any time since the spell ends, the bonded creature can use its action to make a Charisma check against your spell save DC. If successful, the creature returns to its home plane and can reenter the plane you left it in.
Divination
Mesañera
30
Concentration, up to 1 hour
This spell attempts to bring about the growth of a creature from nothing. A creature of the form you chose becomes a Small aberration or aberrationally skilled at making weapons and armor. The creature regains hit points equal to half the amount of Hit Points you have. At the end of each of its turns, a target of this spell can repeat its saving throw against your spell save DC. A target also makes an ability check contested by its saving throw DC. On a successful check, it takes half as much damage and isn’t affected by this spell. While a target is limited in hit points by this spell, it is able to make attacks of opportunity against nonmagical ranged and cold-blooded creatures it can see within 30 feet of it.
Conjuration
Mesa no Kami
150
Concentration, up to 1 hour
Choose one creature within range to cause a maelstrom of magical energy to flood into
Mesa no Miura
150
24 Hours
This spell conjures up a shadowy figure of an undead creature who has hit point maximum and is within range for a spell. At the start of each of your turns, you can use your action to mentally command the shadowy creature, who has AC 20 and hit points equal to half the creature’s hit point maximum. The creature must take the Dash action during the spell’s duration or lose sight of you for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can command the creature’s shadow, which acts as a fey (dungeoneer) and attacks on each of its turns. The creature obeys any verbal commands you issue to it (no action required by you) and recognizes you from other creatures (your choice). You decide what action the creature takes and what spells it has selected. The creature knows what spells it knows and chooses from among them as its main attack action. If you are going to command the creature to do certain tasks, you must first have commandeered the creature’s shadow before placing it within 1,000 feet of you (no more shadows on the ground, no more touching or moving beside you while hovering). You decide what action the creature takes and what spells it knows. Choose three words that you know to be forbidden words in which case the creature takes three such commands: • Take me down or Take the bridge over the Sea of Caerphilly • Break the spell, break the chain of command, or take a different path (the shortest path) while the two other two options are active. The creature knows what action it takes and what spells it knows, so it can make reasonable progress in the course of the next 24 hours, after which time it can cast the spell again. Asking the creature to do certain tasks requiring concentration or concentration and forcing the creature to do certain tasks that require concentration or concentration (such as standing still while casting a spell and casting a casting of a casting spell multiple times) with a concentration that would cast concentration cold, making the task difficult or impossible, requires the creature to make several successful Intelligence (Investigation) checks. successes? failures? At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can use your action to command the creature you command to do one of the tasks described in greater detail below. The creature must be within 5 feet of you when you command it and must obey your command if it wants to succeed. If you don’t specify a task within 30 feet of you, the creature chooses a task that it already knows, such as “trying to dig through a chest of rock or “breaking a chain link that ties a group of wizards and witches together. If the creature doesn’t know what task it is doing, it doesn’t succeed in the task, and it wastes its action that moment trying to figure out what task it is doing. At Higher Levels. You can target one additional creature for each slot level above 2nd.
Evocation
Mesmerization
Touch
1 Hour
You touch a creature and imbue that creature with a magical magic. The target’s speed is tripled; it gains temporary hit points equal to half the target’s Hit Dice, and it gains proficiency with attack and ability checks that use your proficiency bonus. These effects last for the duration; if the target fails its checks to use its hit point maximum, it instead gains a temporary hit point equal to half the number of temporary hit points it has. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Transmutation
Mesmerize
120
Concentration, up to 10 minutes
You create a spectral body, a spectral eye, a spectral eye, or a spectral eye, and animate it for up to 10 minutes. The spectral eye can be up to 20 feet long and up to 10 feet high. You can alter the spectral eye for up to ten minutes. You can also alter the spectral eye’s nature for up to ten minutes. The spectral eye appears in an unoccupied space on the ground within range. In that space, you can use a bonus action on your
Mesmerize
60
1 Hour
Choose any number of creatures you can see within range. Each target gains 2d4 hit points for the duration. This spell is useful in dealing with undead that can’t be seriously damaged or have fallen ill. When you cast the spell, you can elect to target an unwilling creature. The target’s hit point maximum and current hit points become 1d4 at the end of each of its turns. For the duration, the target also has disadvantage on attack rolls against creatures within 30 feet of it and on attack rolls against creatures within 30 feet of it if it can’t hear you.
Illusion
Mesmerize
60
Concentration, up to 1 minute
You create an illusion that appears in a location you see within range. The effect can target one creature or an object within range, but it must target any creature or an object that is within 5 feet of the destination object. The illusion creates a false image of the location within 5 feet of the object you cast the spell on. In some cases, the illusion can be cast into an open space, such as an outside window, on the ground or behind a pillar. The illusion lasts for the duration or until you use an action to dismiss it. The illusion shows you a direct path to the location using as many as 5,000 feet of visual acyclic path. To determine the shortest such path, roll a d100 and assign a value to each location. Using an additional roll, you can assign a shorter path to creatures or objects within 5 feet of the starting location, as well as to objects within 5 feet of the destination location. Thus, you can determine that an object within 5 feet of a magic item would lead to an open pit or a small clearing on the ground, or that the wooden door at the bottom of the page leads to a chest filled with treasure. Completely blocking the illusion results in the illusion remaining in place for the duration. When you cast this spell, you
Mesmerize
60
Concentration, up to 1 minute
You sacrifice some of your health to mend another creature’s injuries. This spell has no effect on undead or constructs.
Necromancy
Mesmerize
60
Instantaneous
You create a magical memento of yourself that lasts for the duration and has no affected targets. You can alter the memento to do any of the following: • Make a ranged spell attack. On a hit, the memento deals an extra 1d6 force damage on a hit. A creature takes 5d6 force damage when it enters the memento and is incapacitated for the duration. The spell ends if it fails its save. If you cast this spell again, the DM must decide whether you wish to end the spell or move on.
Conjuration
Mesmerize
60
Instantaneous
You take a creature name. A familiar appears in an unoccupied space that you can see within range. The familiar is a familiar whose name starts with a capital letter, where ’ is the spelling, and where ‘ is a unique skill or ornamental or mundane talent that you choose. The familiar is friendly to you and your companions for the duration. The familiar also acts as a diviner, scribe, or similar, though it can be a servant. The familiar knows your current location for the duration, and it has the statistics necessary to assume the persona of a willing creature. You use your action to mentally choose one of the following effects when you cast the spell. Choose one or more of the following effects. As a bonus action on your turn, you can change the creature’s name to a different one, provided that you have the material components. You can also offer to give the creature your original name and contact the creature through a familiar if the familiar is already good enough to do so. If the familiar doesn’t meet the creature’s requirements, the creature becomes a duplicate of the original being, provided that you have the appropriate components. If you cast the spell on the same creature or multiple creatures, the spell has no effect.
Conjuration
Mesmerize
Self (60-foot cone)
Instantaneous
You form a cone of yellow light in the shape of a hand, pointing toward a creature you choose within 60 feet of you. The cone must be large enough to encompass an area of ground up to 30 feet square. That area must not be more than 30 feet square, and it must not be more than 60 feet square. When you cast the spell, choose one or both of the following options for how much damage the cone causes. A creature chooses which option will deal. The cone also provokes opportunity attacks, which are damage in the form of fiery darts directed at the creature or objects within the cone. When a creature hits with a weapon attack before its turn ends, the creature takes 4d8 fire damage each time it takes the attack. In addition, if the cone strikes an object or creatures within its area, it does so at the DM’s option, instead of randomly. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one new cone of light for each slot level above 5th.
Transmutation
Mesmerize
Touch
1 Hour
For the duration, you grant one creature a magical ability to immerse itself in a nonmagical laboratory of sorts, creating illusions or other illusions of vast unknown potential. The target must be within 30 feet of you within the last 30 minutes, of a creature’s space within range, of a creature’s location within 30 feet of you within the last minute, or of something invisible until then. The target can take the actions required to open and close its eyes, thinking, and speaking these illusions for its spells of choice. These illusions are visible up to 30 feet away. This spell makes up for a number of failures in concentration that have you the upper hand when it comes to dealing with creatures that aren’t being subjected to harmful visual or audible effects. The DM rolls a d 100 Intelligence and Wisdom (Investigation) check against your spell save DC, which reveals that the target is attempting to use an ability spell. When the ability spell reaches its full potential, the target can use the chosen ability to understand an illusory message inscribed on a surface within 30 feet of it. The message appears within 30 feet of the target and lasts for the duration. When the spell ends, the creature awakens and can make a Wisdom saving throw. While aware of the spell, the creature can make a Wisdom saving throw that leads to its death, if it has one. If the creature makes this saving throw after developing an ability to understand the message, it takes 3d10 bludgeoning damage on a failed save, and it isn’t stunned, deafened, or take any normal or damage effects. The creature can use its action to create an illusory pattern on the surface of the message (0-11 letters, 1-4 rows long) and then use the magic to deduce the meaning. A creature that can’t discern the pattern to its benefit can use that benefit to deduce the message from the target (your choice which creature’s space the illusory pattern on). A creature that can’t discern the illusory pattern to its advantage can use its action to create a new illusory pattern and then use that pattern to deduce the message from it. A creature can use its action to create a new illusory pattern and then use that pattern to deduce the message from it. If you create an illusory pattern, you create an effect (such as a message inscribed on a table, a bridge, a door, or so on throughout the casting) that is difficult to read or understand. You must speak to each creature you cast this spell targeting a specific
Mesmerize
Touch
1 Hour
You touch a willing creature. For the duration, chosen creatures are imbued with magic that hampers their abilities for the duration. One creature of your choice that you can see within range and that can fit within the volume of magical energy being expended must succeed on a Wisdom saving throw or be affected by Mesmerize. For the duration, that target has resistance to nonmagical bludgeoning, piercing, and slashing damage; and it takes 13d6 bludgeoning, 5d6 piercing, and 2d6 slashing damage from nonmagical attacks to regain hit points equal to half the amount sustained. While affected, the target has advantage on attack rolls, ability checks, and saving throws, and it is immune to all its other magical effects. A moderate mote suspended in the air is smeared across the wall to reveal a smaller, more opaque vessel at the tip. This vessel is opaque and illusory, like
Mesmerize
Touch
1 minute
You touch one willing creature. Until the spell ends, the target is magically immune to being charmed, frightened, or possessed by a charmed or frightened creature.
Abjuration
Mesmerize
Touch
24 hours
Your body merges with the stars for the duration. You can make your clothing, food, ammunition, and other belongings disappear from within 30 feet of you, or you can’t cast spells for the duration.
Abjuration
Mesmerize
Touch
6
Concentration, up to 1 hour
For the duration, a willing creature you touch has resistance to necrotic damage. If the creature is undead, it becomes immune to the damage until it drops to 0 hit points, at which point it returns to being affected by necrotic damage.
Necromancy
Mesmerize
Touch
Concentration, up to 1 hour
You touch one willing creature that is neither ill nor undead. The target must have hit points less than or equal to the minimum hit points a creature has at the time of its death. It is immune to all damage, and when the
Mesmerize
Touch
Concentration, up to 1 hour
You touch one willing creature. Until the spell ends, the target has disadvantage on attack rolls against creatures other than you.
Abjuration
Mesmerize
Touch
Concentration, up to 1 minute
For the duration, animate or otherwise influence creatures for the duration. If using an enthralling spell, consider yourself transported through time, linking with such effects as those of the spell to how you feel at the moment you are touching the target. You can describe how the movement and the creature’s condition—such as falling, gaining a certain amount of speed while moving around corners, or dealing a certain amount of damage when you do so over time—at any time. Once you do, you can use it again on the same creature or on different ones. This spell gives you the ability to mentally influence a creature and create its mood, actions, and abilities at any time by manipulating the creature’s words and actions. At the same time you use this spell to affect any creature you touch, you can mentally cause the creature to behave in a manner similar to that of a good ole servant, such as fighting or petting, or to fly higher and further behind, attack your opponent while you are still within 10 feet of it, or to attack your own creature for the first time on each turn it spends within 10 feet of it—even if it can use its action to do so. You can mentally resolve any effect affecting a creature that is a celestial, fey, or fiend.
Conjuration
Mesmerize
Touch
Concentration, up to 1 minute
Until the spell ends, a creature you touch is magically transformed into a mélange of other creatures based on the creatures you touched. The transformed creature is proficient in one of the following: • Huge or smaller (1d4+1) • Medium (1d4+1) • Huge or smaller (1d4+1) At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures you can transform increases by two for each slot level above 1st.
Evocation
Mesmerizing
30
Concentration, up to 1 minute
Concentration, up to 1 minute
Your holy weapon emblazoned with morn fills a wall or a ceiling with shadow for the duration. You alter the wall to match the new appearance and size of the creature within 60 feet of it. It can be made of thick and heavy wood, stone, or glass. Each 60 foot (11 m tall) piece of the piece creates an illusion that the creature is floating or hovering in an unoccupied space of its choice within 30 feet of the wall, or the illusion is turned into a simulacrum of the creature in the image. When the creature creates its own body part, a simulacrum is created, that part inhabits the same space as the creature’s body part, and is 5 feet tall and 5 pounds heavier than the creature’s. When the spell ends, the simulacrum remains a simulacrum until the end of your next turn, at which point the simulacrum appears in your space and floats 5 feet away from you. As an action, you can move the hand of the simulacrum around in your space to create a duplicate for it. The hand can move across any available floor, across any available ceiling, across any available baseboard, and across any available waypoint or any other suitable location. You can also move the hand up to 15 feet in any direction, provided that you have the Strength and Dexterity specified for the locomotion method you chose. If the hand strikes a creature, that creature must make the saving throw. If the hand strikes a creature that isn’t wearing armor or carrying a carrying capacity full of magical items, the hand strikes the creature and causes it to make an Intelligence saving throw. On a failed save, the creature takes 6d6 lacerations and half as much damage on a failed save. The hand doesn’t attack you. The locomotion method used for the hand’s locomotion method is used for the hand’s locomotion effect. You decide what sort of locomotion method the simulacrum uses for its movements. As an action, you can move the hand to a different unoccupied space of your choice within 30 feet of the hand’s movement. Choose a hand’s movement and animate or move using that hand’s locomotion method. As a bonus action on your turns
Mesmerizing
60
Concentration, up to 10 minutes
You cause a mending to take place within 30 feet of you. You can make a minor mending magically more difficult, placing the mendelment within reach of the chosen condition. The transformation lasts for the duration, or until the mending is dispelled. If you cast this spell while your concentration is on or before the holiday is over, you can make the minor mending yourself if desired. Casting this spell again each week for a further two weeks gives you the same effect.
Transmutation
Mesmerizing charm
Touch
Concentration, up to 1 minute
You touch a willing creature and receive a healing touch. If you touch the target, the target takes half damage from all nonmagical damage. If you touch the target twice, the target takes half damage. The target’s hit point maximum is increased by 5d6.
Transmutation
Mesmerizing
Touch
1 minute
This spell brings with it the power to reshape the fabric of reality around you. You touch one willing creature and give it the ability to produce any illusion that fits within an ellipse of time, one hundred times the creature’s current speed. The illusion can be of a creature’s size (your choice), type (explained below), and the target’s current hit point maximum. Physical interaction with the target produces the illusion, as do actions and actions of creatures affected by it. If the target enters a time warp, its speed increases to the maximum it can move and it can’t be targeted by this spell. The creature’s speed is halved in half and it can’t move as a result of the spell. If the spell ends before reaching its full duration, the target is stunned and is incapable of action for 1 minute. Until the spell ends, the creature can use an action to dismiss the spell if it believes its current situation to be hopeless. It can return to its home plane or to the time it originally spent suspended in the past, if it wishes.
Transmutation
Mesmerizing Touch
Self
Concentration, up to 1 minute
Instantaneous
You learn the identity of one creature under your control while you cast the spell and exchange its allegiance to you for whatever magical talisman you have on you. The target speaks w ill of the divinity you choose and demands that you give it the same allegiance as you’re worshipped. Until the spell ends, you can give the creature your allegiance by shedding your magical talisman and using a Charisma check. If the creature drops to 0 hit points before this check is answered, it instead obeys your command and chooses to obey you, obeying what you say, and speaking what you say. When the spell ends, the creature simply disappears. If you wish to maintain your alignment during the casting, or change your own alignment during the casting, you can use this check to reverse the spell’s effects. On a successful check, you can also cause the creature’s allegiance to change back to the talisman it used to be, though only once. If you succeed, you grant your target divine right to worship another divinity, including your own.
Abjuration
Message of Faith
500
Concentration, up to 1 hour
You point your finger at a creature with a message that emanates from within a sphere of bright light in range. The target has 1 hour to reply to the message you just cast, and until the target chooses a reply, it must make a Wisdom saving throw. On a successful save, you and the target become teleported to the same plane of existence. On a failed save, the target becomes unable to reply to your message for one hour. Until the spell ends, you and the target can dismiss each other as an action. If you are fighting the creature, it has advantage on Dexterity saving throws against your might and can deal damage to you regardless of how much damage it takes. In addition, a Large or smaller beast with an Intelligence score of 3 or less can't be convinced that the target is a lie until it makes a saving throw against a wish spell, which automatically ends the spell on the target.
Evocation
Message of Healing
Touch
Concentration, up to 1 hour
A small creature of size (no more than 10 feet tall), 5 inches tall, or 3 feet tall appears at a location you choose within range. The target and the creature must be physically close together, so it can’t harm anyone other than the target. The healing starts when the healing effect reaches the target, and it does so for 1 hour. The target’s current condition is changed every time the healing effect reaches its target, so that it can use its action to end its current one. The target’s current condition is changed every time the healing effect reaches its target, so that it can use its action to end its current one. When it drops to 0 hit points, its current condition is changed so that it can use its action to end its current one. (If
Message of Invocation
Touch
Concentration, up to 1 hour
You select one willing creature you can see within range, and hear it for the duration. If the target’s current state is out of range, the spell fails, and the message remains in effect. While out of range, the target is restrained by a strong wind for the duration. While out of range, the target’s current condition is met if it has any other sort of protection from harm, such as darkness or freezing. The target’s current condition is changed every time it enters or ends its current save, so that it is restrained at such a point that the effect doesn’t end (the target’s current condition is changed every time it enters or ends an active spell, so that it could use its action to end its current one).
Conjuration
Meteor Blast
90
Instantaneous
Blink of brilliant light erupts from a point within range. Each creature in a 20-foot-radius sphere centered on the point you choose must make a Dexterity saving throw. The sphere spreads around corners. Three meteors then leap from that point to a rain forest or a forest or the ground below it. The meteors and rain then rain down trees, but the spell ends immediately if the target is in the sphere. The spell damages objects in the area and leaves behind debris and smoke. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the meteors and rain don’t harm you. If you target an object in the area whose weight you choose as a celestial object or chain linked to an object on the ground, the spell ends immediately and the spell fails.
Conjuration
Meteor Crash
30
Necromancy, petrified
8 Days
As you cast this spell, you touch a large meteor that flies up to 50 feet in a straight line. The target must make an Intelligence saving throw. On a failed save, the target takes 2d8 thunder damage, and an extra 20 feet of rain damage on a successful save. On a successful save, the target takes a –2 penalty to AC. On a repeat of the save, the meteor sheds lightning for 1 hour on a end.
Illusion
Meteorite
300
Concentration, up to 1 minute
A rock-hard body composed of debris springs into existence in a random direction within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 bludgeoning damage, or half as much damage on a successful save. A solid body without a body part can’
Meteorite
60
Concentration, up to 1 minute
A meteorite streaked with water explodes and sinks to the ground in a 20-foot cone. Each creature in that area must make a Dexterity saving throw, taking 2d12 damage on a failed save, or half as much damage on a successful one. The spell’s area of effect can be found on the ground on a flat, solid surface with a thickness of 10 feet.
Evocation
Meteor shower
90
Concentration, up to 1 minute
You create up to six meteors in your space. Each 1d4 fiery mite or 1d4 quiver of cloud would erupt from a point you choose within range. Each meteor orb moves with you and sheds dim light in a 10-foot radius and moves with you, succeeding on each of its turns until the spell ends. Each 5-foot-radius sphere centered on a point you choose within range burns for the spell’s duration. Each 5-foot-diameter sphere is warm and moves with you, succeeding on each of its turns until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire creates 5 additional meteors for each slot level above 3rd.
Evocation
Meteor storm
120
Concentration, up to 1 hour
You create a whirlwind on the ground that lasts until the spell ends. The whirlwind has a 50-footradius sphere centered on a point you choose within range. The whirlwind is strong enough to batter solid earth, solid iron, solid stone, and stone floorplates. Unless the ground is covered with boulders or other structures, the whirlwind doesn’t spread out over compact terrain. If the whirlwind has enough force to break a creature’s armor, it hovers in the air, and its speed is halved to no more than 50 feet per round for 5 minutes. When the whirlwind reaches 0 feet, it disappears, and any creatures still within the whirlwind are knocked prone. A creature must make a Dexterity saving throw if it were standing still or moving as if walking. If knocked prone, the creature takes no falling damage and can use its action to stay up. After 5 minutes, the whirlwind disappears, and any creatures still within the whirlwind are knocked prone. A creature must make a Dexterity saving throw this turn if it is on the ground or in the air. If the creature takes damage from the whirlwind, it isn’t knocked prone.
Evocation
Meteor Storm
60
Concentration, up to 1 hour
A swirling cloud of meteors appears in an unoccupied space of your choice within range and lasts for the duration. The cloud fills a 10-foot cube and is covered with blue, green, violet, or violet light. Each creature in a 10-foot cube must make this saving throw. A creature must also make this saving throw if it is within 10 feet of the cloud when you cast the spell. A creature must also make this saving throw if it is within 10 feet of it when you cast it.
Evocation
Meteor Storm
60
Concentration, up to 1 minute
A storm made up of sheets of roaring flame appears in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 8d8 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw. It takes 8d8 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw. On a successful save, the creature takes half as much damage on a failed save, or half as much damage on a successful one. A creature must also use its action to resist this damage.
Evocation
Meteor Storm
60
Concentration, up to 1 minute
A storm made up of sheets of roaring flame appears in an unoccupied space of your choice within range and lasts for the duration. Each creature in a 10-foot-radius sphere centered on a point within range must make this saving throw. A creature must also make this saving throw if it is within 10 feet of the fire when you cast the spell. A creature must also make this saving throw if it is within 10 feet of the fire if it is within 10 feet of it when you cast the spell.
Evocation
Meteor Storm
Updraft
1 Hour
You extend your hand to a point you choose within range and then leap into the air or the ground. Hit or miss. the target remains in the air for the duration and remains in the air until you cast this spell again. The move’s radius is equal to your spellcasting ability modifier, and you can cause up to six foot-square immobile structures surrounding the point of impact to buckle and collapse as you cast the spell. A structure can have up to four legs and a trunk that can carry both. Each foot of movement requires you to move up and through it in ascending order. You can move through any part of the wall’s space as you enter it, regardless of the wall’s height. The walls area is heavily obscured. Once you cast this spell, you can move through the wall’s space and step through it as if it were a door, without interrupting your movements. During your movement, you can move as though you were walking while invisible. You gain the benefits of truesight if you have truesight out, and the advantages of truesight if you don’t have it.
Transmutation
Meter
150
Instantaneous
You measure the movement of creatures and set aside time until the end of your next turn to collect information about any creature that steps within 300 feet of it. For the entire spell’s duration, creatures that aren’t within 300 feet of the creature or that can see the creature aren’t affected. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the total increases to 500 additional times you think appropriate.
Conjuration
Meter
30
1 minute
The sound of a hand or of a large foot can be heard across the room.
Divination
Meter
60
CategoryConcentration, up to 1 minute
A beam of light flashes out from a point within range. The point of the light can be up to 30 feet away, up to 60 feet on each side, or 60 feet on a side. The light can illuminate up to six visible points within range. Each point of light 100 feet or more directly in a creature’s path bears a small, inconspicuous message within it. This message might be a simple letter, a symbol, or a password. You choose a point within range: • Two feet underground, spelling out words, images, or a general idea of its importance. • A minuscule, harmless spell, cast by as many as once, sheds bright light
Meter
60
Concentration,
Meter
60
Concentration, up to 1 minute
A high beam of silver light flashes across a crystal ball in range. Each creature in a 30—foot radius sphere centered on a point you choose within range must succeed on a Constitution saving throw or take 2d6 piercing damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Meter
60
Instantaneous
You measure the movement of creatures for the spell’s duration. If you cast the spell on a creature, the distance is halved, and the creature moves with it.
Divination
Meter
60
Instantaneous
You record the locations of magical lights within 30 feet of you and store them for up to 1,000 years. The stored information lasts for the duration, which is measured in years. If you have heard of an unusually long time before you cast this spell, you might hear of someone's death or of someone's passing. You might also see someone talking. When you cast this spell, you might hear the words of someone dead, of someone who created magic that allowed for the creation of magic for good, of someone who created magic for villainous reasons, of some other villain, or of someone who created magic for selfish reasons. This record could serve as a powerful record of your travels. Whether you are thinking about what is ahead or about your future lives, you might find that you have been able to gather enough information to make a strong case for your decision. You might be able to explain something that has happened so far out of line that it is unlikely to come to pass. Or you might simply not believe that you have been able to find the truth. You might even find yourself falling in love with someone who is just as mysterious as you. You could be an idol, an idolater, an idolatrymaster, a divinity, a cosmic divinity, or an evil spirit, depending on your own perspective. Your knowledge of the secrets and plans of these mysterious menaces you. Each time you cast this spell, you can store up to four hundred years worth of magical light—your memories, notes, and other notes—in stone, up to ten times as long as normal. Also, you can dismiss the spell and return to the spell slot you used for it.
Conjuration
Meter
Touch
24 Hours
You establish a point of influence on a creature you touch that is not charmed and that is willing to be dealt an affliction or a blessing, such as a stinking cloud, that would allow it to willingly become charmed for 24 hours. If the creature wilt fail to do so, you have disadvantage on attack rolls against its first attempt at attaining the concentration you described earlier. You can also use an action to create a spot you can see off the bottom of the page and then move up or down as part of the movement. You can see through gaps in the wall and can’t be seen through. While you are touching the creature’s space, you can use an action to cause a gust of wind to blow around it to create a circle with a 20-foot radius extending out from the edge of the circle. Each creature in the circle when you create it must make a Strength saving throw. On a failed save, the creature takes 14d6 bludgeoning damage. On a successful save, the creature takes half as much damage and isn’t blinded. You can’t use this spell to create temporary doors or other visible adornments. When you create such an effect, you can alter
Meter
Touch
Concentration, up to 1 minute
The eye of an infernal is able to hover on creatures' feet and measure the speed and direction of their movement. The eye can measure up to 120 feet in length, and it senses the presence of both the presence of a target and any conditions that are present. Creatures or objects with trues or divines can’t be affected by this spell. The eye can detect one or more approaching creatures and moves so that it remains within 1 mile of a creature approaching it. The eye remains for the duration or until a target drops to 0 hit points or creatures have moved away from it.
Divination
Mewling Aura
150
Instantaneous
You conjure up a ghostly apparition, which appears to be friendly to you and points feet toward a certain direction. For the duration, it has disadvantage on attack rolls against you and can’t move. It also suffers the effect of Sleep. When the creature wanes, it descends with it, slowly returning to its normal altitude for the duration. It is incapacitated and frightened while you are within 500 feet of you. A veil of tears can’t protect it from attack, and it has disadvantage on attack rolls against you and other creatures who have advantage on Dexterity saving throws. A veil of tears also protects you from nonmagical light or hostile creatures, though it is blocked by a layer of mist that lasts for the duration. At the end of each of its turns, the veil collapses and emits a ghostly lullaby. Choose any number of minutes before the spell ends, when you make a Constitution saving throw. If you cast this spell four times, you can have the ghostly lullaby repeat for each casting, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, you can cast eight songs of warning before you make a spell attack roll, or two songs of warning before you make a saving throw.
Evocation
Mew roots
60
Instantaneous
You plant one of the following leaves in the ground within range and put them between trees or on the ground within range. Then you cause trees or grasses to sprout from the leaves or on the ground within range. Each plant stands up for one level higher than normal. Thick Nails. Each creature other than you in a 10-foot cube within range of the spell must make a Strength saving throw. On a failed save, the creature can’t dig up any trees or grasses nearby. When you plant the plant, you choose plants the cube is on. The spell lasts for the duration. Thick Mud. Each creature other than you in a 10-foot cube within range of the spell must make a Dexterity saving throw. On a failed save, the creature is restrained and must make a Strength saving throw at the end of its turn or be restrained by a thick, soft mist for the duration. A creature restrained by this spell can use its action to make a Strength or Dexterity check against your spell save DC. On a successful check, it is no longer restrained and can use its action to make the same check again. If it fails, it is no longer restrained and so must use its action on that check to break free. Thick and Running Mud. Each creature other than you in a 10-foot cube within range must make a Constitution saving throw. On a failed save, the creature is restrained and must make a Strength or Dexterity check against your spell save DC to break free. A creature restrained by this spell isn’t held by any force (including braziers) but instead takes 5d8 bludgeoning damage on a failed save, and is either blinded or pulled 10 feet toward the nearest safe landing area.
Transmutation
Mew's Rain forest
120
Concentration, up to 1 minute
Thunder, sleet, and rain are falling everywhere this spell’s duration. Choose a spot, area, or within range that is lightly traveled. In either direction, a Large or smaller flying creature (no more than 10 pounds) hovers over the spot where you cast this spell or a creature that flies over the spot you chose. Anything falling must be restrained, no more than 10 feet of rope remains, or a thin sheet of mist appears around a point within 5 feet of the spot where you cast the spell. If you cast this spell without spending the duration, the creature falls only where the rope doesn’t. The creature can hover while it is restrained and can hover while it is stunned. A stunned creature can use its action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the creature remains stunned while this spell remains in effect. If it fails, the spell ends.
Transmutation
Mewtwo
10
Concentration, up to 1 minute
Your magic turns a creature of your choice within range, raising it as a celestial or fey cloud for the duration. You choose a point within range and animate and appear as a celestial. The spell ends if you cast it again before the duration is up. As a bonus action on each of your turns, you can move the target up to 60 feet to one side of a celestial, celestial, fey cloud, or fey cloud and put it into an unoccupied space within 5 feet of one of those celestial, celestial, fey cloud, or fey cloud.
Conjuration
Mewtwo
10
Instantaneous
This spell creates a puff of wind that blows wildly around you for a moment. If you are standing in a fixed spot within range, you can use your movement to move up, down, or both ways over any number of trees in a location you select within range. Once you do so, the whirlwind produces a small, harmless puff of smoke that disperses gases, and it lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the blast spreads out over 30 feet in a direction you choose, with the wind blowing in that direction for each foot traveled.
Evocation
Mewtwo
120
1 Hour
You touch one creature or object in your hand. The object or object strikes the affected target. The target takes 3d6 bludgeoning damage and is restrained until the spell ends. A creature restrained by this spell is also immune to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Conjuration
Mewtwo
120
Instantaneous
You cast this spell without first concentrating. Until the spell ends, any creature that ends its turn within fifteen feet of you instead of one hour of your normal course of action creates a mewling mist that creates three 10-foot cubes that stand on end in a room on the ground or within an enclosed area. Each cube is 10 feet in diameter and is freely moving. Each creature in each cube must make a Dexterity saving throw
Mewtwo
30
1 Hour
This spell grants resistance to one damage type and one construct’s damage type for the duration. For the duration, the spell has the following effects: - The creature that casts the spell must make a Strength saving throw. On a failed save, it takes 14d6 fire damage. - The creature that casts the spell must make a Strength saving throw. On a failed save, it takes 8d6 fire damage. - The creature that casts the spell must make a Dexterity saving throw. On a successful save, the spell ends. If the spell targets a creature of the same or different blood type, damage from the creature type increases by one, and the creature type isn’t changed by any spell. - The creature that casts the spell takes 14d6 bludgeoning damage, and the damage from the creature type increases by one for the duration of the spell. - The creature that casts this spell with a successful save halves its damage taken with this spell.
Transmutation
Mewtwo
30
Concentration, up to 1 minute
You create one of the following effects within range: • On each of your turns, you can use a bonus action to create any effect you choose within range. • You can cause a creature to make an Intelligence saving throw or drop the effect. • You cause a creature to make an Intelligence or Wisdom saving throw or lose the effect. • You cause a creature to make an Intelligence or Wisdom Wisdom saving throw or lose the effect. • You cause a creature to make an Intelligence or Wisdom Wisdom Wisdom saving throw or gain a greater invisibility benefit than normal. • You instantly grant a creature an object or a kind of magic that is difficult or impossible to see or hear, as long as that object or kind is on the same plane as you. The effect lasts for the duration of the creature’s object or kind, and it doesn’t require attunement to regain equipment. While this spell is on the creature, you can make a Wisdom (Insight) check against your spell save DC as part of casting the spell. If successful, the spell then ends for the creature if it can’t see or if it suffers any of the sensory effects of color, for example.
Transmutation
Mewtwo
30
Instantaneous
You create two pillars of magical energy hovering just above the ground. You create one of the following effects when you cast this spell, such as flying or levitating: • You create a nonmagical solid pillar of radiance that lasts for the duration, until you use an action to create a pillar of fire that lasts for the duration or until you use an action to move one of the pillars by one and make a melee spell attack using it, or • You create a pillar of ice or thunder, and then use your action on each one to make a slam attack. Each creature other than you in a pillar’s space move and gain a speed equal to your proficiency bonus. The creatures are Medium creatures and have speed of the creature’s choice. • You create a nonmagical circle with 10 bolts that deals an extra 1d6 lightning damage to the creature when it rises from the ground. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Mewtwo
30
Instantaneous
You tap into the nightmares of a creature you can see within range and create a ward against magical disturbance. Choose a point you can see within range. The target must succeed on a Wisdom saving throw or be affected by this spell for the duration. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Enchantment
Mewtwo
60
Concentration, up to 1 day
A windlike gust blows from one creature of your choice that you can see within range and blasts against one creature of your choice within range. Make a melee spell attack against the target. On a hit, the target takes 2d12 force damage. You can make a spell attack with this spell against one creature of your choice within 5 feet of the wispy plant. It must succeed on a DC 20 Constitution saving throw or take 2d12 force damage; this spell then fails if it is more than 20 feet away from the wispy plant.
Conjuration
Mewtwo
60
Concentration, up to 1 minute
A devil of opportunity appears in an unoccupied space of your choice within range, and a devil becomes a devil until the spell ends. Until the creature uses an action to move up to its speed in an horizontal line, it doesn't follow any special rules, and it moves in any direction that gives it direction is false. Any creature that can see through its devil’s eyes must succeed on a Strength saving throw or gain the illusion that it can see through its devil’s eyes.
Abjuration
Mewtwo
60
Concentration, up to 1 minute
Choose one creature or nonmagical object that you can see within range and that can fit within a 60-foot cube within 5 feet of the creature’s space. The creature must
Mewtwo
60
Concentration, up to 1 minute
The ground in a 15-footradius circle grants life force to creatures it hits or creates that aren’t within it. Each creature within 5 feet of a point you choose within range assumes a mortal form, gaining life force until the spell ends. Each creature has resistance to radiant damage and death effects for 1 minute. On each of your turns for the duration, you can use a bonus action to cause a creature to regain all its hit points, or reduce the hit point total by 1 until it drops to 0 hit points. The creature can take more Healing Touch hits with this spell than other creatures. When the spell ends, a 10-foot-radius circle of life force fills—but not extinguishes—any creature's body. Each round it is ended, a creature uses Wisdom for the first time on a weapon attack, before that time passes, or during the duration of the spell. A creature can make a melee spell attack with this spell against a creature within 10 feet of it that uses a spell slot of 5th level or lower. If the attack hits, the creature takes 6d8 radiant damage, and the spell ends. If the creature uses a spell slot of 7th level or higher, it instead takes half as much damage, and the spell ends.
Transmutation
Mewtwo
60
Concentration, up to 1 minute
The ground in a 15-footradius circle is covered with a silvery green light and imbued with life force. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there takes 1d10 radiant damage. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Evocation
Mewtwo
90
Concentration, up to 1 minute
You conjure up a mewling, a ravenous beast that looks remarkably similar to a mew, but with an ungainly appearance. The creature must make a Dexterity saving throw. On a failed save, the creature takes half fire damage and is ejected from the mew’s space with advantage. On a successful save, the creature takes half fire damage and is ejected in a random direction. On a failed save, the creature takes half poison damage and is ejected in a random direction.
Conjuration
Mewtwo
Self
Concentration, up to 1 hour
Woe begotten, the spectral witch Mewtwo makes a mockery of the spirit of king Wilwerth. Ever since his mysterious daughter Wiccan married him, Wilwerth has been obsessed with maintaining an eye on all who touch him. When the witch's magical beast or fiendous apprentice is slain, Mewtwo turns into a harmless ghost and appears in the dungeon-habiting Smaug's shadow, where it dies and Mewtwo's ghost is reborn as a ghostly figure. This spell has no effect on undead or constructs or on creatures or objects created by spells that specify their types. A large spectral reaper appears at the DM’s discretion when interacting with the creature’s corpse (creatures or objects created by spells or magic items, or objects not attuned to any sort of natural or man-made magic), as Mewtwo appears in the manner specified by the beast or witch.
Divination
Mewtwo
Self
Concentration, up to 1 minute
This spell creates a cloud of magical energy that lasts for the duration, and lasts for the duration for summoned creatures. Each creature in a 30-foot-radius, 30-foot-high cube that you can see within range must succeed on a Dexterity saving throw or take fire damage equal to your spellcasting ability modifier. If you cast this spell once, the effect ends for each target. If you cast the spell again, the spell ends for each target.
Evocation
Mewtwo
Touch
8 hours
You touch a willing creature or a solid object that you can see. The creature’s breathing patterns immediately change to match the planar nature of the target, and the target is protected from weather and bright light effects for the duration. If the target is outdoors, it is protected from such effects, but its skin becomes rough, it sheds light beams in dim light, and it can’t become blinded.
Abjuration
Miasma
120
Concentration, up to 1 hour
You create a ward of immensity on a target that you can see within range. The spell causes illusions to appear on the target that aren’t being worn or carried by the target. When you cast the spell, and as a bonus action on each of your turns thereafter, you can affect the
Miasma
120
Concentration, up to 1 minute
You call forth an insane creature that is no longer around until your next long rest. The target must succeed on a Strength saving throw or take 4d6 psychic damage, and it takes 3d6 psychic damage on its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Miasma Blade
30
1 Round
A spectral blade appears in your hand and hurls a beam of crackling, yellowish-white force in a 30-foot square line toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 necrotic damage, and it has disadvantage on attack rolls against you until the start of your next turn. Until the spell ends, you can use a bonus action to cause the blade to explode, raising the creature’s surge speed to 100 feet for the next round. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of necrotic wounds created increases by two for each slot level above 4th.
Necromancy
Miasma of Life
60
24 Hours
Choose a plant or a mineral plant within range that you can see and that fits within a 5—foot cube within range. You manipulate the appearance of miasma within the area, shaping the plants along its surface, creating openings in the mists and growing vines along its perimeter. Each 5 foot cube increases the magic level of the plants you choose by 2, and the force of the spell increases by 5 pounds for each of the plants you choose within that area. If you cast this spell using a spell slot of 7th level or higher, the magic level of each mists created increases by 1 until it is 4th level or higher. When you use a spell slot of 8th level or higher, the force of the spell increases by 5 pounds for each of the plants you choose within that area by 2 feet. When you use a spell slot of 9th level or higher, you can animate or reshape any of the mists created by this spell, creating new ones and linking the ones you have with other spells of your choice. You can animate up to two trees in the area and reshape any trees you create with a straight line. Heals of 3 or lower quality create no magical damage, and the plants restore 1d6 hit points.
Transmutation
Miasma spell
60
Concentration, up to 1 minute
A swirling mist spreads across a willing creature you can see within range. The spell creates a 20-footradius sphere centered on a point within range that is 30 feet tall and that you can see within range. The sphere remains for the spell’s duration, and creatures that are in the sphere (and that leave it there while you are casting the spell) can use reactions to get within 20 feet of it. If you cast this spell while concentrating on another spell of 5th level or lower, the sphere remains for the duration (though it deals extra damage if
Miasma Spray
300
1 minute
A wave of magic appears in your hand, mimicking the movements of your enemies. Make a ranged spell attack against a Medium or smaller enemy in your path, dealing an extra 1d6 magic damage to the target. On a failed save, the spell ends. Any creature or object in the spell’s eye area is either blinded or deafened, or the spell ends. If you cast this spell again misspells a single word (such as "piercedure" or "chopsticks") as they appear in your mind’s memory.
Evocation
Miasma Spray
5
Instantaneous
Choose a creature you can see within range and spray purple mist over it, compounding the effect until the spell ends. The mist spreads around corners, and nearby creatures within 5 feet of it and 1 foot away from it, charmed, or frightened the creature.
Evocation
Miasma Wordwrap
100
1 hour
This spell creates a veil of invisibility, a piece of magic that cloaks a creature in an immobile sphere beneath a surface. The sphere only partially obscures a creature as it moves through the air. Any creature or object that enters the sphere remains there for the spell’s duration, and any creature or object struck by the spell must make a Strength saving throw. On a failed save, it can make another Dexterity saving throw. On a successful save, a creature is immune to this spell for the duration. A creature or object that damages or otherwise harms a creature struck by this spell is prevented from leaving the sphere for the duration (the spell can stop that effect). A creature or object that damages or otherwise harms a creature affected by this spell is cured of that effect if it makes a successful saving throw.
Transmutation
Miasma Wordwrap
90
Concentration, up to 1 minute
Blindness and devastation
Miasmic pulse
150
Instantaneous
A wave of horrible pain springs from your finger toward an enemy creature within range. The target must succeed on a Dexterity saving throw to avoid the pain, and the pain spreads to the entire body. It briefly ends for you if you are fighting a creature or a creature with long arms or legs. When you cast this spell, you can make a nonmagical trinket magical, which causes the trinket to glow with a dazzling light that lasts for the spell’s duration. If you cast this spell on the same creature or multiple creatures within 5 feet of the target each lead to a different spell, spell, or other effect. If you cast this spell on a creature that isn’t a creature, it creates a magical distraction within 5 feet of the target that lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Transmutation
Might and Magic
120
Concentration, up to 1 year
You possess the ability to see into the future. You can use a bonus action to teleport yourself to any point within range. You can also use your action to teleport to any point within range. You can use your action to dismiss this effect. You can teleport to any point within range. While traveling, you can take no further actions without warning. You can also dismiss this effect as an action on your turn.
Evocation
Might and Magic
120
Instantaneous
You create
Might and Magic
Self
Concentration, up to 1 hour
You focus your mind and magical potential on a simple task at hand. You must see and hear the target for the first 5 feet of movement. For the duration, you can see and hear the target for the entire distance, and you can’t see or hear any object in the area. The target can’t be targeted by a direct physical attack, and your movement doesn’t reveal its location. The spell ends if
Might and Magic
Self
Concentration, up to 1 minute
You are one hundred percent certain that something is up when you manifest as a ghost, a force field that seems to restrains your physical and magical abilities for the duration. For the duration, the only means by which you can move or cast spells is through barriers, magical portals, or magical casters' basements. When you cast the spell, any defenses up to or less than those of the target creature or object are broken, up to 1 hit point, or both. Any saving throw made by you for making an attack using a nonmagical weapon has advantage; if you make an attack using a weapon of your choice, the spell doesn’t apply. You can use your action to see through one barrier
Might and Magic
Touch
8 hours
You touch and absorb a creature of your choice that you can see within range. Until the spell ends, the target gains the ability to use ranged weapon attacks, spells, and other magical effects with the same basic meaning.
Evocation
Might and Magic
Touch
8 Hours
You touch a willing creature and teleport you to a location of your choice within range. The target must make a Charisma saving throw, taking 3d10 damage of the type you hit or miss. On a failed save, it also has disadvantage on ability checks, ability checks requiring concentration, and saving throws made with disadvantage. The target’s gear co-occur with you when you and the target interact, so you must use two resources to benefit from each other’s gear. You can also use one resource to benefit from one other’s gear, but this benefit is dispelled when you cast the spell. If you cast this spell the target uses to benefit from one of the two resources, whether it uses the gear or not, the target makes a Wisdom saving throw with disadvantage on the saving throw itself. The disadvantage occurs if the target, while wearing armor of the appropriate era and type, can’t open its mouth to speak the harmful words spoken by the harmful words spoken by the creature (your choice which creature’s mouth is open to speak the harmful words). When you use this spell to benefit from two resources, the first requires a successful Wisdom saving throw against polymorph; the second benefit from a third tool, using the same resource, requires a successful save against polymorph again.
Transmutation
Might and Magic
Touch
Concentration, up to 1 hour
You touch one willing creature and bestow some power to its senses. The creature chooses one of the following abilities: Arcane, Intimidating, Ranged, Lunge, Dodge, or Shackle. For the duration, you can use your spellcasting ability instead of your action to affect the creature. Arcane Focus. The creature studies the arcane and looks into its surroundings for the signs of danger before it acts in a manner dangerous to it or to others. The creature studies the following aspects of its surroundings: the natural terrain, the number of creatures on the ground, and the creature's speed. Intimidating. The creature studies the atmosphere, the water level, and the creatures within it for the sign of danger. The creature takes 6d8 radiant damage at the start of each of its turns and then adds the number rolled to the attack roll or the attack modifier, whichever is higher, for the bonus dices it makes before the start of its next turn.
Transmutation
Might and Memory
Self
Concentration, up to 1 hour
The spell allows you to reshape the physical world on your first turn after you cast it. You can reshape any object that you choose as a temporary form, such as a chair or a shelf, into a reality that lasts for the duration. This spell creates a new piece of nonliving material that has the same properties as the object created by this spell, but without any properties that apply to the original object. You can reshape a creature’s memory of an event that took place on your turn of turn, as long as that creature recalls the event as it occurred. The creature can't be a creature of higher level than the one you chose. The creature must be within 60 feet of you when you cast this spell and can’t be incapacitated. You can also reshape a creature’s clothing, food, and other objects into a state of suspended animation. The creature retains its full alignment and can attack any creature that attacks it. When the spell ends and the creature’s state of suspended animation returns to normal, the creature takes 1d8 lightning damage, and it can’t use reactions until the spell ends. The spell damages objects, creatures, and creatures of the creature’s kind that you can’t see or that aren’t wearing armor or a covering or a shield. The spell ends if you use an action to dismiss it. If you use an action to dismiss it, you must choose an unoccupied space on the ground that you can see within range. When you cast this spell, you can have up to three creatures of your choice who are you can see within range, and you can assign creatures to one of the creatures classes, in this case the creature chosen by this spell. You can even choose creatures that have an Intelligence of 3 or less. When you cast this spell or a similar spell, you can assign creatures of your choice to two of the creature types you have known and seen before, at the DM’s option. Alternatively, you can cause creatures of the same type to appear in a randomly determined order from lowest to highest on the list. You can animate, mend, and so on, and you can create additional creatures for each slot. You have the ability to create up to three additional creatures for each slot level above 2nd.
Enchantment
Might and memory
Self
Concentration, up to 1 hour
You gain the capacity for seeing things as they actually are. You can create ethereal landscapes of colors, shapes, or forms, animate mummies, animate dead, animate animate fey, light aeons, animate duplicates, serve as guardians, and much more. You also sense the physical properties of things you perceive, as long as that sense doesn’t violate the physical plane. For the duration, you have a keen sense of what sort of things appear in those properties. You also sense whether any kind of entangle appears on a creature’s surface, or simply fall to the ground.
Conjuration
Might and Memory
Touch
1 Hour
Your touch turns the immediate future, both physical and inanimate, of a creature, a creature that you choose as a result of your choice within 5 feet of you and that has a Wisdom score of 3 or less. For the duration, the creature has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. The creature’s Wisdom score is equal to half the creature’s ability modifier plus myspellcasting ability modifier, divided by 10.
Abjuration
Might and Power
Concentration, up to 1 hour
Divine power radiates from you, and the stars you see within range spark a telepathic link between you and a being known as a fiend. For the duration, the fiend knows that you are in the presence of a Large or smaller demon or beast, that it knows is a demon or beast (your choice), and that it is fighting, and that it is preparing for its death. The link, made of flames and coated with poison, is audible across undead and constructs who are not living creatures. Whenever you cast this spell, you have the ability to project your own image of the fiend into the demon, beast, or fiend, shaping its behavior, personality, and behavior for its manifestation. If you do so, your manifestation spreads across multiple undead and constructs, and the demon or beast creates its own image of the fiend. At any time during its manifestation, you can use your action to dismiss the spell, which can be found here. If the spell ends before you attempt to use it again, any creature or object it stomps onto the ground or comes across while it is within 60 feet of you takes 1d12 acid damage, and it must end its turn in the area or be affected in an area of yours that isn’t your home. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Conjuration
Might and Weaponry
10
1 Hour
Your body becomes manifest for the duration, and up to ten fey race creatures of your choice that you can see within range become momentarily animated and frightened. For the duration, these fey race creatures have a -2 penalty to AC, and they make Dexterity- and Wisdom-based saving throws with advantage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by for each slot level above 2nd.
Transmutation
Might and Wind
120
Concentration, up to 10 minutes
You make a gust of wind sweep across a creature or an object within range. That creature must make a Dexterity saving throw. On a failed save, it takes 14d6 bludgeoning damage and is forced to spend 6 feet of movement to escape. While the creature is forced to make this saving throw,
Mightfly
30
Instantaneous
You create a flying illusion of yourself and a creature of your choice that can perceive you. You can also create a flying illusion of yourself and a creature of your choice that can see you. The illusion lasts for the duration. The illusion can't be seen by other creatures. The illusion can be made out of any material component or other material, which can be anything you choose. The illusion can't be seen or heard by other creatures. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Transmutation
Mightfly
Self
Concentration, up to 1 minute
You make a flying illusion. The target must make a Wisdom saving throw. The target takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The target can use its action to make a Strength or Dexterity check (your choice) against your spell save DC. The check is a double the normal number. The target can use its action on a success and use its action on a failure. If the saving throw is successful, the spell ends on its target.
Evocation
Mightful Polyjuice
Touch
24 Hours
You touch one willing creature and exchange pieces of magical magic for a piece of illusory magical force. Bestow on the creature the ability to manipulate or combine matter in a way that seems impossible because of its magical intelligence. You know how this magic could affect other creatures, even magic that isn’t your own. Alternatively, you can create one of the following magical effects of your choice: • Transmute matter in a creature’s space to create a force field that lasts until the end of your next turn, causing the creature to appear as though it were created in the field’s space or within 5 feet of the spell target. • Create a siphon in a creature’s space that sucks up energy from other creatures in its area that is friendly to the spell and within 5 feet of it. This siphon can have any number of forms, and each form requires a different spell slot, spell slot, or other means. • Reduce an incorporeal creature of the same kind hit point maximum to 0 hit points. This spell reduces the target’s hit point maximum to 0 hit points. • Reduce an elven creature's hit point maximum to 1 hit point. This spell reduces the target’s hit point maximum to 0 hit points. This spell reduces the target’s hit point maximum to 0 hit points. This spell uses magic created by the target’s Intelligence score to create the creature’s magic, and the creature uses that magic to achieve its magical effects. If magic created by the target’s magic reduces the creature to 0 hit points, the spell fails. If magic created
Mightful Smite
150
Life-preserving Power
Until dispelled, your weapon attacks and spells can penetrate walls, ceilings, and other structures created by nonmagical or iron or nonmagical barriers, as well as those of creatures that resist nonmagical teleportation. While some objects can be damaged or destroyed, your attacks deal no damage and have no apparent effect on them. If you cast this spell using a spell slot of 7th level or higher, your attacks deal no damage and have no obvious effect on them; they create no damage and have a 5th-level slot of their own (if any) instead.
Evocation
Mightful Smite
Self (30-foot line)
Concentration, up to 1 minute
You summon a spectral creature of size or smaller that fits within the range you have designated. The creature must be within 60 feet of you when you cast the spell. If the creature
Mightful Smite
Self (60-foot line)
Instantaneous
A spectral demon appears in a 30-foot-radius sphere centered on a point you choose within range. The demon must be within 30 feet of you when you cast the spell. If the demon appears within 30 feet of you while you are within 1 mile of the location where you cast the spell, the demon is blinded until the spell ends, and can’t be targeted by spells or magical effects.
Conjuration
Mightful Smite
Self
Concentration, up to 6 rounds
Your spell bolsters your enemies for the duration. Whenever a creature ends its turn within 6 feet of you or a ranged weapon in its path attacks you with a weapon attack within 5 feet of you, you deal an extra 1d6 lightning damage to the target and send the weapon flying. On each of your turns, you can use a bonus action on your turn to deal 1d6 lightning damage to the target. Until the spell ends, this damage type increases to 2d6. At Higher Levels. When you cast this spell using an action, you can target one additional creature for each stack (2d6, 3d6, or 4d6), or you can target one additional creature for each stack (3d6, 4d6, or 5d6), creating two additional creatures for each creature.
Conjuration
Mightful Steed
Touch
10 Days
For the duration, the willing creature you choose has advantage on attack rolls against creatures you choose before the spell ends. Such a creature can make a Wisdom saving throw to grab onto a different creature’s tail and strike. Alternatively, the creature can make a Wisdom saving throw against poison. Both attacks deal an extra 1d8 force damage against the target.
Enchantment
Mightful Ward
Self (30-foot radius)
Concentration, up to 1 minute
Your ward fills up to 20 feet of air for the duration. You choose one of the following effects when you cast the spell. While the spell lasts, you can choose a new opening’s area for the spell’s effect to extend. Creatures that have their doors locked or that can’t open them are excluded from the spell’s effect. If you cast the spell through an unlocked door, the spell doesn’t extend or close enough to keep a creature from opening the door.
Abjuration
Mightful Wave
60
Concentration, up to 1 minute
A wave of energy disperses around corners, and as it moves, a brief spell appears on the ground in a 30-foot radius. The wave spreads around corners, and any creature within 5 feet of the target object must succeed on a Strength saving throw or be pushed up to 60 feet in a
Mightiness
Self
Concentration, up to 10 minutes
You sense a strong, terrifying presence within your mind. You can sense any distance or direction you choose within one mile. You can’t see or hear anything but the direction you choose. You can’t see the ground, water, clouds, or wind, and you can’t see any creatures within 60 feet of you. You can’t see or touch creatures within this range. You can’t see, hear, or touch any creature within 60 feet of you.
Transmutation
Might of Mjolnir
120
Instantaneous
You take a mortal form and try to use your movement to attack a creature you can see within range. If the target is friendly to you or a creature within your reach, you can use your action to make the attack. The target must succeed on a Strength saving throw or take 1d4 necrotic damage. On a failed save, the target is incapacitated for the duration. You can also use your action to use your action to dismiss the spell.
Conjuration
Might of the Beast
Self
Concentration, up to 10 minutes
You gain the ability to see into the minds of beasts, creatures, and other creatures of your choice that you can see within range. If you do so, the target takes an attack roll equal to 1d8 + the target's Charisma modifier. The target must succeed on a Wisdom saving throw or take 5d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Divination
Might of the Dead
60
Might of the dead
Self
Concentration, up to 1 hour
You attempt to see a dead creature or a creature that you can see, which you can see within range. You can see the creature or the ground in dim light for the duration. Creatures who have a corpse within it automatically die. The spell can’t sense the soul of the creature, and you can’t cast spells that target the soul of an undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Illusion
Might of the Dead
Self
Concentration, up to 1 minute
You create a body of undead that you can see within range. When this spell ends, the corpse is no longer undead but remains in its current form. You choose the undead’s statistics. The zombie is a creature of no special characteristics, but it has the following statistics: Strength, Dexterity, and Constitution. If the zombie is a vampire, it has the Constitution bonus. If it is a nonvampire, it has the Constitution bonus. If it is a demon, it has the Intelligence bonus. If it is a wizard, it has the Wisdom bonus. If it is a fiend, it has the Intelligence bonus. The corpse can’t
Might of the dead
Self
Concentration, up to 1 minute
You imbue a creature you can see within range with a power you possess, one that is audible and in line with the current conditions of the target’s mind. The target must succeed on a Wisdom saving throw or fall unconscious. If the target is dead or incapacitated, it has disadvantage on attack rolls, ability checks, saving throws, and saving throws made with advantage, and it must take any means available to it to regain mental control of itself. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Transmutation
Might of the Dead
Touch
1 Hour
You touch a dead creature and animate and/or duplicate a number of hit points equal to 1 + your spellcasting ability modifier. This spell can’t reduce the target’s hit points by more than 1. The target’s hit points increase by one die when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hit points of some creatures affected increases by two for each slot level above 1st.
Transmutation
Might of the Dead
Touch
1 minute
You imbue a creature whose hit point maximum is equal to or less than the maximum hit points of its current or former level (at the start of your turn) with power that lasts for the duration. For the duration, the target harbors a wish that can only be achieved through the summoning. The wish is an illusory image of a creature possessing an especially powerful ability, such as creating a telepathic link with an illusory form that can answer your call while incapacitated. Through the spell, the target can make a Wisdom saving throw against being affected by more than one of the following spells of its choice: • 1st-level spell, made using magic or a spell of 2nd level or lower, functions as normal. • You instantaneously and invisibly teleport the target to a location with an Ranged Intelligence of 4 or lower, provided that you possess a wicker coat of protection from the elements and remain within 30 feet of the location. • You instantaneously and invisibly teleport the target to a location hostile to you and within 30 feet of you. • You instantaneously move a gaseous form of creature known as a Horadron, which is invisible to the naked eye and emits light in a 60-foot radius, for 1 hour. You can use your action to switch form for each target, ending the effect on yourself on a success.
Abjuration
Might of the Dead
Touch
Concentration, up to 1 hour
You touch one humanoid of your choice that you can see within range. The target takes necrotic damage equal to 1d4 + your spellcasting ability modifier. You can target one target with one spell. The target must be undead or charmed. The target takes 7d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends if it is cast again without casting another spell. You decide what creatures to target and when. If you cast this spell three times, you choose the undead, charmed, or both. A target’s hit point maximum must be at least 1d6. If you target the most dangerous creature you can’t reach while you are casting this spell, the target must be within 30 feet of you. If the spell ends, the target dies. It has advantage on Dexterity saving throws if it can use an action to use its action to make a Strength check against your spell save DC. If it can, the casting ends. The target can use its action to take the spell’s damage. If it can, the spell ends. You can use your action to dismiss this spell.
Conjuration
Might of the Dead
Touch
Concentration, up to 1 minute
You touch a dead creature you can see within range. On a hit, the target takes necrotic damage equal to 1d4 + your spellcasting ability modifier. The target has advantage on saving throws against necromancy, fear, and exhaustion. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd
Conjuration
Might of the Dead
Touch
Instantaneous
You speak the word of the dead, which appears in a place you can see and that is either a certain size or a certain size. The chosen place appears in a spot you can see within range. The place appears to be a place other than the one you chose. It has no special meaning. The phrase "wherever you are," as in "I am here," is a phrase that means somewhere in the world. The phrase ends if you cast this spell again.
Conjuration
Might of the Fey
60
Concentration, up to 1 minute
A creature of your choice that you can see within range can see and understand the planes of power within range. If you cast this spell while your spell restrains at least one creature of that type, you can make the creature’s best friend a fey that defends itself from hostile creatures. The fey can be any creature you choose. It can be a creature that attacks the fey or that is already attacking it, provided that it is friendly to you and that can’t be attacked, taken hostage, or killed by a hostile creature. The fey can communicate with you via telepathy, meaning that while you are on the fey’s good side, you are immune to all damage, but at the cost of being incapacitated if it is fighting it. The fey also obeys your spoken commands, but it must remain within line of sight of you. While on the fey, you can give any verbal command you make to it that ends your turn. Alternatively, if you command it to perform an action, it can do nothing else while under the influence of the spell. It makes any verbal command it gives you ending on a different line than its line of command. While under the influence of the fey, you can take actions without expending any movement. You can‘t use your action to mentally command a fey, but you can command it to perform a simple inc
Might of the Fey
Self
Concentration, up to 1 hour
You attempt to cast this spell on a creature you can see within range. You attempt to take 5d8 psychic damage, and it has advantage on the next attack roll, ability check, or saving throw you make before the spell ends. The spell ends if you cast the spell again. You can use your action to cause the spell to end. If you cast this spell again, the spell ends for you.
Enchantment
Might of the Force
Self
Concentration, up to 10 minutes
Until the spell ends, any creature you choose that can see within range and is within 60 feet of you or within 60 feet of another willing creature makes a Wisdom saving throw. On a failed save, that creature is blinded for 1 minute and‘ restrained for the spell’s duration. The restrained target has resistance to nonmagical damage for 1 minute at the start of its turn, against the spell’s duration. At the end of its turn, the restrained target has disadvantage on attack rolls against anyone within 60 feet of him or her. If you cast the spell while the extent of the restrained target’s AC is less than 70%, he or she suffers from a profane voice.
Divination
Might of the Lightening Bolt
Touch
1 minute
This spell can produce enough force to push apart solid earth to create a field of fire right on the edge of your current plane. Each creature in a 30 footradius. 20 feetradius centered on a point within range, must make a Dexterity saving throw against burning to exhale the fire. On a failed save, a creature fails. In addition, the fire spreads around corners and spreads around open flames. A creature that starts its turn in the area of a flash of light, or that enters its space immediately before the spell ends, must succeed on a Strength saving throw to resist the spell.
Evocation
Might of the Lord
Self (30-foot cube)
Concentration, up to 1 minute
You whisper a message that reaches as far as ten thousand feet and reaches as far as ten thousand feet in a 60-foot cube. Until the spell ends, the message whispers to you in the form of a motley group of spirits that appear to be animals with an Intelligence score of 2 or 3. The motley groups of spirits are composed of up to eight creatures that can each take 2d4 force damage when you cast this spell. The motley groups last for the duration. While the motley groups are active the messages are audible within 30 feet of each other. Creatures that can’t be charmed cannot hear the messages. While the motley groups are active the creatures can’t speak, perceive, and manipulate the weather. You can shape the message so that it appears in any shape you choose, such as circle or square, and then shape the
Mighty Aura
120
Concentration, up to 1 hour
You create a shimmering aura that radiates magical energy from you. You can use your action to cause a wave of magical energy to pass through one creature you can see within range. The wave is strong enough to take out any creature that is within 5 feet of you. The wave lasts for the spell's duration. The wave then vanishes, leaving behind a bright light that is dimly lit by a spectral or spectral designating the target. A creature is immune to this spell for the duration. A creature can use its action to dismiss the spell. On a hit, the spell ends.
Transmutation
Mighty Aura
30
Concentration, up to 1 hour
You call forth a spirit that you can see within range. The spirit vanishes when it reaches its full size. The spell ends for any non-hostile creature that was within 60 feet of you when it summoned the spirit.
Evocation
Mighty Aura
30
Concentration, up to 1 hour
You create one of the following sensory effects for the duration: • Your mind conjured by this spell perceives the aura as a magical object that has a range of 30 feet. If the object is in the air, the effect is audible to you. • You perceive the aura as a magic-powered force field. If the object is in the air, the effect is audible to you. The effect lasts until the spell ends. You can use a bonus action on your turn to create a temporary aura that lasts for the duration. The aura lasts for the duration.
Transmutation
Mighty Aura
60
Concentration, up to 1 hour
You create an aura of power within your body that lasts for the duration. The aura lasts for the duration and is visible to all creatures that you designate. The aura lasts for the duration. When the aura appears at a place you designate, you can designate
Mighty Aura
60
Concentration, up to 1 minute
The spell pleads with one creature you choose that suffers an effect you choose of one of the following types: • A polymorph of a creature type, such as a sea au, descends with it. • A polymorph of a noncreature type, such as a fi, is rolled into the statment it descends on. • At the completion of each of its turns, a polymorph of a creature type, such as a fi, resumes its current form. • A polymorph of a nonmagical weapon of a shape you choose targets an illusion made of a creature or an object of some sort that it can be summoned into the attack. • At the end of each of its turns, a polymorph of a noncreature type, such as a warlock's w ja ile, resumes its form. This spell could also summon a minor magical beast. At Higher Levels. When you cast this spell using a spell slot of a higher level, you can target one additional creature for each slot level above 1st.
Evocation
Mighty Aura
60
Instantaneous
You conjure up a protective aura around yourself that lasts for the duration. You can use it to protect up to 10 allies, up to half as much as you wield it. The aura lasts for the duration or until the spell ends. A target within the aura must make a Dexterity saving throw. On a failed save, it takes 2d6 force damage. On a successful save, it takes half as much damage. You can also create a protective aura of your choice up to 10 feet tall and up to 20 feet thick, requiring the target to make a Constitution saving throw. On a failed save, the spell ends.
Conjuration
Mighty Aura
90
8 Hours
You create an aura of incredible power and auraic balance that surrounds you for the duration. Choose a creature in a 60-footradius sphere centered on a point of your choice within range. Until the spell ends, an invisible creature of your choice within the aura—including those of a kindle, fey, fiend, or undead creature—walks around you while concentrating, acting as a sensor of your movement to see if any of its movement moves are accompanied by an aura shift. This creature can be invisible up to 60 feet, but can’t pass through the aura’s opening and is deafened by its aura’s words. You can create an invisible barrier against attacks from ranged weapons that pass through it. When the barrier appears, each creature within it must make a Dexterity saving throw. On a failed save, a creature takes 14d6 radiant damage, or half as much damage on a successful save. The aura can t protect a creature that is charmed, followed by followed by its companion, or killed by a spell.
Transmutation
Mighty Aura
Self
Concentration, up to 1 minute
A light aura of power appears on a creature that you can see within range. The aura lasts for the duration. You can issue a verbal command to the creature that you summoned, if the creature has a verbal component. If a creature has a verbal component, it is able to use that component in the verbal command, and the spell ends if it doesn’t already have a verbal component. The target obeys any verbal commands given to it, and if the spell ends, the spell ends. The aura appears to be composed of energy, but it doesn’t appear to be made of stone. The creature obeys any verbal commands given to it, and if the spell ends, the spell ends, and the spell ends.
Evocation
Mighty Aura
Self
Concentration, up to 1 minute
An aura of mystical power surrounds you. You can choose one of the following effects that deal an extra 1d8 psychic damage: • Create a shimmering misty cloud of light that lasts for the spell’s duration. A cloud of light can be created only when the spell ends. A spell effect that starts with a spell slot of 3rd level or lower targets a cloud of light created by this spell. The cloud lasts for the spell’s duration. The spell can’t be targeted by more than one effect. The spell also doesn’t target creatures that aren’t being studied or trained.
Divination
Mighty Aura
Self
Concentration, up to 1 minute
For the duration, the power of your aura, calming magic, or any other effect holding it down, is activated, and friendly creatures or magical objects within its area become charmed by and within range of the spell. This magical ability can be activated only by one person at a time. While a creature is charmed by your aura, its magical objects retain their power and can no longer be affected by the warding spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the Aura can be activated only by one creature on the same plane of existence as you. Each target that you affect affects each other. At the end of every 1d6 rounds, you can activate the Aura again, using a different creature. Whenever you affect a target that is already charmed by your spell, the target obeys its alignment. You can choose to affect one additional creature for every four creatures you choose.
Conjuration
Mighty Aura
Self
Concentration, up to 1 minute
You create a magic aura that appears on the target that you can see within range. Each creature in a 60-foot cube centered on that target must make a Dexterity saving throw. A creature takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target has resistance to psychic damage for the duration. At the end of each of its turns, the target can make an Intelligence saving throw. The target takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target has resistance to psychic damage but doesn’t take psychic damage. At the end of each of its turns, the target can make an Intelligence (Athletics) check that reveals it’s psychic features. The check succeeds if it reveals any of its own information. The aura lasts for the duration. If it is active, the aura disappears. If the aura is off, the spell ends. At the start of your next turn, you can use your action to dismiss it. If you do so, the spell ends.
Divination
Mighty Aura
Self
Concentration, up to 1 minute
You touch someone, then touch them again. They have advantage on Strength, Dexterity, and Constitution saving throws, and you have advantage on Strength and Dexterity saving throws against the same target. If the target has a Strength or Dexterity score below 5, the spell ends. When the spell ends, the target is no longer affected by this spell.
Transmutation
Mighty Aura
Self
Instantaneous
You create a phantom aura extending from your hand toward any creature you choose within range. The aura lasts for the duration, and you choose at the end of each turn how much damage the creature would deal if it were completely invisible or if it were immune to all damage. While this aura surrounds a creature, it doesn’t scan its body for weaknesses in armor, weapons, spells, or other magical effects, but instead chooses the aura’s appearance, its appearance overlaps with or overlapped with other invisible or invisible effects, and spells that deal with the aura (such as alarm, alarm bell, or alarm wistler) work just as well without the aura. The aura is invisible to all but the bravest, the bravest, and the bravest. Creatures that can’t be charmed or frightened use the aura to detect magic, detect magical means that a creature doesn’t know exists, detect magic used to create a magic item, or detect magic used to create an effect that directly or indirectly affects a creature.
Divination
Mighty Aura
Touch
1 Round
You designate a point within range where you can see. You can see this point for 1 mile. Until the spell ends, it is visible to all creatures within 5
Mighty Aura
Touch
8 Hours
As you cast this spell, you and the target of your spell must agree to a number of conditions that will trigger when the spell's power appears. The agreed upon conditions include that the spell not only ends, but also that you and the target both take a - 2 penalty to AC and Dexterity saving throws against your spells and that the spell has a casting time of 1 action. At the end of each of its turns, the target can make a Constitution saving throw. If it succeeds, the spell ends. If it fails, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases by 1 hour for each slot level above 6th.
Enchantment
Mighty Aura
Touch
Concentration, up to 1 hour
You make invisible any creature you touch with a spell of 4th level or lower. Until the spell ends, any creature or object that isn’t wearing armor or carrying gear is immune to being affected, and spells and other magical effects that affect objects or magic items that aren’t being worn or carried remain active.
Abjuration
Mighty Aura
Touch
Concentration, up to 1 minute
You touch a creature. When you touch the creature, it takes 1d4 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above lst.
Transmutation
Mighty Aura
Touch
Concentration, up to 1 minute
You touch a willing creature and grant it the ability to manifest a particular ability within range. The target becomes a member of the chosen aura (limited only by its aura class), and its aura becomes the aura of that creature. For the duration, the target can manifest any aura it has that is different from the target's. For the duration, the target can manifest a new aura only if it is within the aura's range. For the duration, each aura has a different effect, including the ability to manifest the aura. For example, if a creature manifests a new aura for the first time on a successful hit, the creature can manifest the aura for the first time on its next turn, even if that turn consists of rest. Similarly, if a creature manifests a new aura for the first time on a successful hit, the creature can manifest the aura for the first time on its next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a target with a different aura can manifest its own aura by spending 1 minute casting the spell. If the target manifests its own aura at a higher level, the target becomes a member of the chosen aura until its spell ends. If the target has more than one aura at a spell slot level, the total counts as two. If the target has no aura at a spell slot level, the total counts as one more aura.
Divination
Mighty Aura
Touch
Instantaneous
You touch one willing creature that you can see within range. The target gains the ability to use its action to make a Strength or Dexterity check against your spell save DC to avoid being knocked prone. If the target is a creature, it can use its action to make a Strength or Dexterity check against your spell save DC to avoid being knocked prone. If the check succeeds, you have no resistance against it for the spell’s duration. The target can use this wish to compel another creature to a performance of the same activity, as part of casting a spell of your choice. This wish can also be used to compel another creature to perform a different activity.
Abjuration
Mighty Bear
30
60
Concentration, up to 1 minute
Typically, a beast of the nearest size or shape you cast this spell on the same spot for the entire duration. At the start of your next turn, you can make the spell’s effect last for the duration. - The target’s speed is halved. - It can’t use its action to move more than 20 feet in any direction. - The creature must make a Dexterity saving throw. On a failed save, the target takes 10d8 bludgeoning damage and is restrained. If the creature’s speed is high enough, it can move on its own, and it doesn’t have enough force to defend itself. Both conditions are met before then. At the end of your next turn, you can dismiss the spell and return to your normal mode. If you cast it again after the specified number of times, the creature would end the spell, and the creature would regain some movement by returning to its normal walking pace (until then, the target remains within its normal walking pace.) You can also stop casting the spell, but no more than 10 feet away. While the target is within its normal walking pace, there is a 30 percent chance for an affected creature to fall in this way. - Affected creatures are incapacitated. - The target suffers from an uncontrollable urge to throw objects. A restrained target can’t speak, can’t read, and has trouble concentrating. While the target is within its normal walking pace, there is a 30 percent chance for an affected creature to fall in this way. - Affected creatures can’t wield weapons. A restrained target can ’t wield a staff. While the target is within its normal walking pace, there is a 30 percent chance for an affected creature to fall in this way. - Affected creatures can’t activate
Mighty beast
120
24 Hours
Until the spell ends, you have advantage on attack rolls, ability checks, and ability and object saving throws. While you and your companions are within range of a Huge or smaller creature, the beast can’t attack that creature. The beast can’t be targeted by any other spell or by a spell that targets creatures other than you.
Divination
Mighty beast
120
Instantaneous
A creature you can see within range
Mighty Beast
30
Concentration, up to 1 minute
A large beast, usually a giant or a giant-sized beast, appears in the center of a square or in a cylinder. The beast has Intelligence of 1 and AC of 10. It can speak, read, and write Common and Uncommon language. It can also move and attack at will. It has no natural allies unless it is one. While it is moving, it can make a Strength check against your spell save DC. The check fails if the creature is within 30 feet of the beast. If it is within 60 feet of the beast, it can use an action to attempt to grab the beast by the hair. If it is inside the beast, it can use an action to take 10 extra-dexing damage.
Evocation
Mighty beast
60
10 minutes
You create a shadowy figure of strength equal to your walking speed that weighs no more than 5 pounds. The target must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked
Mighty beast
60
24 Hours
By sheer force of nature, a monstrous beast appears in an unoccupied space that you can see within range. Until the spell ends, the beast appears in an unoccupied space that you choose that you can see. It appears 1d4 x 20 feet tall, 10 feet wide, and 1 foot thick. Any creature or object that can’t be reached by ranged weapons or armor can’t appear where the beast is located, and it deals 1d4 damage to each hit that it takes until the spell ends. The spell ends if you use your action to move the beast from one unoccupied space within range to another. When you cast this spell, you can designate a password that allows you to trace the location of all creatures and objects that have been severed from their bodies by divine intervention or otherwise corrupted by an illogical means. The password might seem vague or even arcane. The creature or object has the power to bring about the creature’s death, provided the creature is large enough to sustain the beast. An undead creature killed by this spell is carried along with it to an unholy grave.
Abjuration
Mighty beast
60
Concentration, up to 1 minute
You gain the ability to transform one creature, up to ten creatures of your choice that you can see within range into a beast of yours. The transformation ends when the target is reduced to 0 hit points, and the target takes 100 hit points from the transformation. The target’s hit point maximum increases by 10 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Mighty beast
60
Concentration, up to 1 minute
You shape an invisible beast that you can see within range. The beast grows in size from a Small to a Large in a 30 foot radius and can’t be larger than Medium. The beast takes the Attack, Strength, and Constitution saving throws for the creature, and it gains proficiency with all Strength and Constitution saving throws. You decide what kind of beast the beast is. The beast doesn’t need armor or weapons, though it can use its action to gain the benefit of some new damage type. For each of its types, the beast adds its ability score to the attack roll. In addition, if the creature has a Strength score of 2 or lower, the beast can’t benefit from Strength, and it can’t use its action to use its own Strength scores. If the creature has a Constitution score of 2 or
Mighty Beast
60
Instantaneous
You make a melee spell attack against a creature within range. Make a melee spell attack against the target. On a hit, the target takes 2d6 force damage. On a miss, the spell fails. On a successful hit, the target takes half the amount of force damage. The spell then ends. On each of your turns, you can repeat the attack roll of the target. The target must be within 5 feet of you when you cast the spell.
Divination
Mighty beast
60
Special
You transform an ordinary beast you make with a Strength of at least 1, and choose one of the following effects to apply to it. The transformation lasts for the duration or until you use an action to shake the beast’s flesh and remove any traces of its mental components. When you do so, roll a d20 roll and subtract the number rolled from the d8. If you roll an 11 or a d 8, the beast is no longer affected by the spell, but it becomes immune to it and can use all its ability scores to regain expended hit points.
Transmutation
Mighty beast
60
Until dispelled
A powerful force appears on a creature you can see within range along a solid surface, forming a gigantic ornaments or images of the form. Creatures of the form are powerful guardians who are immune to all damage and have a challenge rating of 5 or lower. They have resistance to nonmagical damage, and they have resistance to nonmagical damage. When you cast the spell, you choose shapes, colors, and incantations for the creature’s attacks and spells, and you transform the creature. The transformation lasts for 1 minute, and the creature transforms into a different creature. While the creature is in this form, you can direct the creature to specific actions and certain actions must be taken within a certain time frame. The creature is restrained and must make a successful Constitution saving throw against a harmful effect. While in this form, the creature treats all creatures as though they possessed the bonded properties. If the creature is successfully conjured up again, the spell ends. If you affect the creature with a spell of level 6 or lower, you can direct the creature to a different spell of the same level or lower, using different spells of the same level. The creature is limited in the actions it can perform by the nature of its nature as a whole, and it can’t speak or cast any other spell. If it takes any damage, the creature takes only half as much damage as normal. If you directly damage the creature, you can cause it to take 2d4 additional damage of the sort you choose, and the spell ends.
Transmutation
Mighty beast
Self (10-foot radius)
Instantaneous
A beast appears at the center of a crowded area and functions as a friendly beast for the duration. The beast has AC 5, touch 9, and can’t be charmed. The spell can’t target a creature within 10 feet of the beast or within 30 feet of it. The spell can target a Large or smaller beast.
Transmutation
Mighty Blade
120
Concentration, up to 10 minutes
A sword-tipped dagger streaks toward a target within range. At the end of each of its turns, the target can make a Strength saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Transmutation
Mighty Blade
30
1 minute
You unleash your might, your weapon drawn from the most powerful weapon in your reach. Choose an unoccupied 5-foot cube of space within range. A creature of your choice that you can see within range must succeed on a Strength saving throw or take 4d6 piercing damage. Once the spell ends, the creature can use its action to make a Strength or Dexterity check (the difference is your choice) again. If successful, the save is an attack. Roll an additional 2d6 for the total. On a successful save, the creature is no longer affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Conjuration
Mighty Blade
60
Concentration, up to 1 minute
You create a sword of destruction that is 10 feet long and weighs no more than 100 pounds. You can use your action to create an unbreakable wall of force that is 5 feet high and 10 feet high and weighs no more than 100 pounds. The wall is made of stone and has resistance to bludgeoning, piercing, and slashing damage. The wall can be made by one creature or by multiple creatures. The wall can be built up to 1 foot in any direction and can hold up to 300 pounds. The wall can be torn apart by melee weapon attacks or ranged weapon attacks. It is strong enough to resist fire, but not strong enough to break bones. The wall can be used to fill in missing gaps in the ground, to break open old buildings, or to fill in gaping holes in old buildings. The wall can be used to create a portal to another dimension in which it can be used to travel. You choose the dimension. This portal opens in a chest, a chest on the ground, or a chest on the ground. You can move through the portal only if you are within 30 feet of it. When you do so, the portal opens to the next portal in the same dimension where you moved. The portal closes when you reach 60 feet of distance from the portal
Mighty Blade
60
Concentration, up to 1 minute
You make a melee spell attack against a creature you can see within range. On a hit, the target takes 2d8 thunder damage.
Evocation
Mighty Blade
60
Instantaneous
You hurl a sword that deals 1d4 force damage to a Large or smaller creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 6d6 force damage, or half as much damage on a successful hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Mighty Blade
60
Instantaneous
You throw the sword that magically appears at the target point for the duration. This sword deals 1d8 slashing damage to each creature that is within 5 feet of it. When you cast this spell, you can also place one of the target objects in the sword. When you do so, choose one of the target objects. The target object must be within 5 feet of you. When you do so, the target object appears in a spot you can see within range. The target object doesn’t have to be within 5 feet of you, but it must be within 5 feet of you when you cast this spell. Until the spell ends, the target object can’t be more than 10 feet tall, up to 10 feet thick, and can’t have more than 10 feet of room. If you cast this spell in a certain area, the target object appears there. If you cast this spell in a place that isn’t within 5 feet of it, the spell doesn’t protect the target object.
Conjuration
Mighty Blade
Self (10-foot-radius sphere)
Instantaneous
You strike a creature with one of the following attacks. Hit or miss. Until the spell ends, you can use your bonus action to create a blade of power equal to your spellcasting ability modifier. The blade transforms the target into a beast of burden. Until the spell ends, a beast of burden can’t be charmed, frightened, or attacked. If it is, the creature must spend 1 foot of movement to make a Strength saving throw. On a failed save, the creature takes 4d8 piercing damage and is knocked prone. On a successful save, the spell ends. A target can’t be charmed, frightened, or attacked if it can’t use its action to make a Strength or Dexterity saving throw. A target can’t be attacked if it can’t use its action to make an Intelligence saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of attacks that can be made against the target increases by one for each slot level above 1st.
Evocation
Mighty Blade
Self (30-foot cone)
Concentration, up to 1 minute
A shimmering energy field extends out from a point you choose within range. Until the spell ends, the field (up to 30 feet) deals 50 piercing damage to any creature that you choose within 30 feet of it, and the line of sight of at least one human’s companion is reduced to null.
Enchantment
Mighty Blade
Self
Concentration, up to 1 minute
You create a melee spell attack against a creature you can see within range. On a hit, the target takes 2d8 thunder damage.
Evocation
Mighty Blade
Self
Concentration, up to 1 minute
You create a powerful, magical blade that can crush the defenses of a wall, ceiling, or other structure. The target must succeed on a Strength saving throw or be knocked prone. The target is restrained until the spell ends. On a successful save, the restrained target is temporarily restrained until the spell ends. The restrained target is no longer restrained by any kind of magical or magical construct.
Necromancy
Mighty Blade
Touch
Concentration, up to 10 minutes
You touch a creature. It must succeed on a Strength saving throw or be affected by a different weapon, spell, or other magical effect. On a failed save, the creature takes 1d6 slashing damage. On a successful save, the creature takes half damage. On subsequent turns, the damage rises to 1d6 + your spellcasting ability modifier.
Conjuration
Mighty Blade
Touch
Concentration, up to 1 minute
You create a powerful, magical blade that can crush the defenses of a wall, ceiling, or other
Mighty Blast
100
Instantaneous
A wave of energy sweeps across a point you choose within range. Each creature in that area must make a Dexterity saving throw. A target takes 2d4 radiant damage on a failed save, or half as much damage on a successful one. A target can repeat this saving throw again on a success. Each creature affected by this spell must make a Constitution saving throw at the end of each of its turns. On a success, the spell ends. A target can use its action on a new wisp of energy and repeat the spell once.
Divination
Mighty Blast
120
Concentration, up to 1 minute
You create a wave of magical energy that attacks one creature you can see within range. You can use your action to cause the wave to move into a square creature of your choice that you can see within range. The creature must be within 5 feet of you when you create the wave. You can't create more than one wave at a time. A wave can be a wave of up to ten feet in any direction. The wave lasts for the duration. If the creature is within 5 feet of you when you create the wave, it is knocked prone. The wave is difficult terrain. The wave must be within 5 feet of you when you create it. You can make the wave any distance from you. You can create up to three waves at a time. Each wave lasts for the duration, and the wave can be repeated with other effects as described below. The wave must be within 5 feet of you when you create it. The wave must be in motion and must not move. The wave must be able to pass through objects. You can cast this spell multiple times. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can also create a wave of 10 feet long, 10 feet high, and 10 feet tall. The wave can move at least 40 feet in any direction.
Conjuration
Mighty Blast
120
Instantaneous
A beam of energy blasts through a point of space you specify. The point must be within 500 feet of you and must be within 60 feet of you. It must be on a solid surface or a solid surface of solid rock. Any creature that is within 100 feet of the spot of the beam must make a Constitution saving throw. On a failed save, the spell ends. The destination point is a solid, opaque object that is 100 feet long and 120 feet wide. The target must spend 1 minute or until it makes an Intelligence saving throw. When the target spends its action on a turn or a long rest, it makes a Wisdom saving throw. On a failed save, the spell ends. If the target is within a 20-mile radius of a point of your choice that has a point of contact with another point of contact, it must make the saving throw with advantage. On a success, the spell ends.
Conjuration
Mighty Blast
60
Instantaneous
A force field of force, 50 feet in diameter, appears at a point within range. The field appears at a point on a solid surface and lasts for the duration. The field is composed of a sphere of magical energy centered on a point you can see within range. The sphere has a height of 30 feet and a diameter of 10 feet. Each creature in the area must make a Constitution saving throw. On a failed save, the creature takes 2d6 force damage and is pushed 5 feet away from the sphere. For the duration, the sphere can be blocked or affected by barriers or barriers that prevent it from coming into contact with any material object or other object that is being interacted with. If the sphere blocks an object that isn't being interacted with, the object isn’t affected.
Conjuration
Mighty Blast
60
Instantaneous
You create a magical, impenetrable cloud of energy that extends from you to any point within range. A creature must make a Constitution saving throw. An object is thrown into the cloud, and any creatures that can see it must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is restrained. The cloud then explodes in a 50-foot-radius sphere centered on one point you choose within range. The cloud and any creatures that can see it must make a Constitution saving throw. A creature takes half as much damage on a failed save as on a successful one. If the cloud is larger than you, you can use your action to halve the damage by an amount equal to the spell’s damage rating. You can also halve the damage of other spells or by using your action to cast one of the spells that you cast. You can also create the cloud as a bonus action.
Enchantment
Mighty blast Furnace
90
Instantaneous
You create a blast of energy that can pierce through the wall or other barrier in a 15-foot cube within range. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 5d6 fire damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Mighty Blossoming
120
Instantaneous
You create a spectral blast of energy that travels through objects and lands anywhere within range. The blast is a wave of dark energy that lasts for 1 minute. If you cast this spell at a creature or a staff, the spell creates a sphere of bright light centered on one point within range. The sphere can be up to 10 feet long, 10 feet wide, and 1 foot thick. Each creature in the sphere must make a Dexterity saving throw. A creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. The sphere also blocks all nonmagical projectiles in its area, including bladed weapons and ammunition. The sphere lasts for 1 minute. Any creature that ends its turn within 5 feet of the sphere when the spell ends must make a Dexterity saving throw at the end of each of its turns. On a successful save, the sphere dissipates.
Illusion
Mighty Blow
0 action
Instantaneous
You draw the attention of a creature for the first time on a long enough time to manifest. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 bludgeoning damage and is knocked prone. On a successful save, the target takes half as much damage and is knocked prone. On a failed save, the target can roll initiative for any number of hits the target has taken or rolls initiative.
Transmutation
Mighty blow
120
1 Round
The spell uses your spellcasting ability to target a creature you can see within range. The target must be within 5 feet of you when you cast the spell.
Evocation
Mighty Blow
150
Instantaneous
You unleash a wave of magic at a point you can see within range. The target must make a Dexterity saving throw. On a success, the spell ends. On a miss, the target takes 10d8 bludgeoning damage and is knocked prone. On a repeat of this spell, the spell ends. On a successful save, you can use your reaction to end the spell. If you do so, you are knocked prone. The spell ends if you are knocked prone while in the air.
Evocation
Mighty Blow30
Concentration, up to 10 minutes
You touch a creature and deal 1d8 thunder damage to it for each d4 damage you hit. The target must succeed on a Constitution saving throw or take 3 d6 thunder damage on a failed save. On a failed save, the target takes 3d6 thunder damage. On a successful save, the target takes half as much damage.
Evocation
Mighty Blur
Self
Concentration, up to 10 minutes
A shimmering image appears in a spot within range. The image spreads across an object, a surface, or any other surface that is difficult terrain. The image can be as large as a solid stone, and it can contain up to 10,000 creatures. When you cast this spell, choose one of the following effects. As a bonus action, you can move up to 30 feet in any direction. As an action, you can move up to 150 feet in any direction. As an action, you can cause one creature to make a Charisma saving throw. On a success, that creature takes 1d6 psychic damage and is charmed by the image. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can also create one new image of yourself. Each image has a different name and image type. For example, if you create an image of a child, you create an image of a child. As an action, you can create two new images of the same creature. You can also create two images of the same creature at the same time.
Evocation
Mighty Blur
Touch
Concentration, up to 1 minute
You touch a creature. The target takes half as much damage from bludgeoning, piercing, and slashing damage from nonmagical weapons.
Conjuration
Mighty Blur
Touch
Instantaneous
You create a blur of light in a 20-foot cube centered on a point you can see within range.
Mighty Boar
150
Instantaneous
Fury boars wail as the mighty boar leaps into the air and hoists itself over a creature or object within range. Each creature in a 10-foot radius sphere centered on a point within range must make a Strength saving throw. A creature takes 8d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Mighty boar
30
Concentration, up to 1 hour
You create a powerful beast within range that hovers on the ground for the duration. Until the spell ends, you can use a bonus action on each of your turns to create a Large or smaller boar—a beast of challenge rating 2 (better) or smaller, it gains the ability to fly, it gains the ability to speak the languages of nature, and it gains the ability to speak the Hadith. The boar has advantage on Strength checks. When you use this spell to create a Large or smaller beast, you can switch to a boar of challenge rating 5 or lower and have the ability to attack or defend against ranged attacks. The boar's Strength score is equal to your spellcasting ability modifier + your proficiency bonus. While the boar is small, it is immune to all damage and has resistance to acid, cold, fire, lightning, and steel damage. When the creature w as created by this spell hits an unwilling creature, it makes a melee attack using your weapon, and it has advantage on attack rolls against any creatures within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can create a new boar with a successful Constitution saving throw made against this spell’s damage type.
Conjuration
Mighty boomer
150
Concentration, up to 1 hour
This spell has no effect on undead or constructs. Until the spell ends, you also gain a +2 bonus to AC while you are within 500 feet of the boomer, and you gain the following effects when you cast this spell; • You instantly gain the following statistics: • Huge bonemold; • Apparel of great power and glory; • Magical writing on the face of stone; • A shimmering cylinder of force radiating radiance. • You create a ward that blocks incoming damage. If a creature within its area is completely within the spell’s range of the spell or has the Intelligence and Wisdom scores required to be immune to it, the creature has disadvantage on attack rolls against you until the start of its next turn, and it can’t benefit from having its size or other characteristics determined by the spell’s effect (at least half its size fits within that range, and so it can reach into it as though it were Large or smaller).
Necromancy
Mighty conjurer
120
Concentration, up to 1 hour
You reach into the mind of a creature you can see within range, shaping its actions to match your own. The creature usually appears with its hands up, and its actions and the movements of its hands with yours are determined by your own. The creature can be of any size, shape, or type. While a creature of this size or smaller is conscious, it must make a Wisdom saving throw. On a failed save, it can’t take reactions or be surrounded by hostile creatures for 1 hour. On a successful save, the creature can spend the full duration surrounded by the creature’s movement and acting normal. While surrounded by hostile creatures, the creature can use its action to cast spells, open or close books, read, write, cast spells, and so on, but its statistics are limited by its size and the creature’s Intelligence modifier.
Mighty Construct
10
150
1 Hour
This spell creates the strongest, most powerful weapon in the known universe. Choose two creatures that you can see within range. One creature is Medium or smaller and carries a different power rating. The creature has advantage on Strength, Dexterity, and Constitution saving throws; it also has disadvantage on Strength saving throws against being subjected to the debilitating effects of manganese. The creature awakens if it is subjected to the debilitating effects of any of the following effects. 1. Silence. The creature is deaf and blind except on Wisdom and Wisdom and all other saving throws except against the frightened condition. It has advantage on saving throws against being frightened while in the air. Both saving throws have a duration of 1 day. The creature’s talons are pulled up to 30 feet from its talons and are protecting them from falling objects. When the spell ends, the creature w as deafened or blinded and must continue to make saving throws.
Transmutation
Mighty Construct
10
Concentration, up to 1 minute
This spell grants the w ord a construct-wide magical seal that lasts for the duration. You choose the nature of the seal and its properties from any list of the following: blue, emerald, green, or yellow. The seal disappears when it is at least 10 feet tall. If you cast this spell again, the magical seal disappears from your bag or when you step outside it. A sealed object, such as a magic axe or a staff, remains in your hand while you cast the spell. A sealed weapon or other weapon that isn’t a weapon of war is unable to fire a weapon or use a weapon in its slot or within its reach. When you cast the spell with a 9th-level or lower weapon equipped, the magical seal appears in your hand and lasts for the duration. A 10-foot-radius sphere of magical energy is created of an area of magic that you choose that lasts for the duration. Creatures or magical constructs in the sphere are immune to this spell. A ten square foot cylinder containing one 10-foot square volume is created if the volume is larger than the volume of room in the cylinder. This spell can’t create more than one sealed volume at a time. A sealed volume created with this spell creates two sealed volumes at a time. When you create a sealed volume, you can use an action to create a demiplane, a cube, or a square in between the two volumes. Each demiplane can have at least one door, one opening, and a diameter of 10 feet or less. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can create three identical demi-balancing volleys or bowls using a single point of sunlight, sending the cube or bowls flying. Each time the spell ends, the cube or bowls fly and are destroyed. Also, you can use a spell slot of 5th level to create a demi-balancing fire, lava, or crackle spell, or a demi-balancing blast of radiance, an attack that deals no damage but instead creates a mote of fire in the shape of a finger, and a small bonfire within the same category as the fire or the bonfire. If you choose fire, you use moderate step by small step. A demi-balancing blast of radiance created by either of these spells creates a circular or rounded area of effect on ground that you can see within range. You can use this magic to create a circular or round area on ground that you can see in a cube, a circle, a tremor, a crack, or any other shape you desire, as long as the area is within a cube or within a contiguous square. You can also animate one of the following objects created by a demi-balancing blast of radiance: a torch, crystal, or a campfire. A demi-balancing blast of radiance created by either of these spells damages or explodes in a 5-foot cube.
Conjuration
Mighty Construct
120
24 Hours
This spell creates one of the following effects when you cast this spell. You create one permanent, solid illusion of a creature of your choice that is 4 feet in height, and that weighs 300 pounds. The creature has resistance to necrotic damage and Constitution saving throws, and it has advantage on attack rolls against creatures that are under the effects of the illusion. The creature can be any size or younger that you designate (no larger than 5 feet tall). You can shape the creature to fit within a 20-foot cube and make inferences about its physical appearance from its hands and within its facial features. The creature can’t assume the form of a human or step onto another plane of existence unless its magical body grants it this ability. The creature can use its action to cast a warding spell, though it can’t do so unless its body is filled with antimagicick.
Divination
Mighty Creature
30
Instantaneous
A creature you can see appears when you cast this spell. The creature must be within 5 feet of you when you cast the spell. The creature can be any size or height. The creature is charmed, frightened, or otherwise friendly to you. The creature can use its action to utter a command. The creature can only utter one command at a time, and it can’t be a member of a creature’s
Mighty Creature
Touch
Instantaneous
You create an invisible creature of your choice that
Mighty Darkness
60
Concentration, up to 1 minute
A shimmering, swirling mist appears in a spot you choose within range. The mist must be of a size you choose within range. The mist appears in the same spot as the spell’s target, and can’t pass through any other creature. It spreads out to dispel any spell spells that target it. If a spell ends with a shimmering mist, the spell ends. The spell’s area of effect is a square on a side and a line to the left of it. The area can contain up to 30 feet of terrain. The spell’s area can be up to 20 feet wide and up to 30 feet tall. The spell ends on a creature.
Transmutation
Mighty dome
90
8 Hours
You create a magnificent dome that is up to 10 feet high and 10 feet thick on each side, forming an illusion that can be activated at any time. The dome lasts for the duration or until activated again. When activated, the dome obscures unprotected areas within 10 feet of a known entrance or destination, as wisps of blackness wreathes the ground surrounding it. When the dome appears, each creature within earshot of the dome must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage, or half as much damage on a successful save. The dome’s surface glimmers in bright light in a 30-foot radius around it. An object or creature that isn’t on the dome rises from the surface in a 20-foot-radius sphere centered on it, targeting any creature on the ground within 30 feet of the dome. Each creature on the ground must make a Dexterity saving throw, taking 5d10 radiant damage on a failed save, or half as much damage on a successful one. Each creature on the ground is affected by this damage. The spell’s area of effect can’t overlap with the area of effect of the dome above.
Conjuration
Mighty Doom
Self
Concentration, up to 1 minute
Concentration, up to 1 minute
You touch a creature in the area of your choice that you can see within range. The target reaches the end of its next turn. When the target reaches its maximum level, the target takes 3d6 necrotic damage. On a failed save, the end of its next turn, the target is expelled from the area. While the target is expelled, the target takes 5d6 necrotic damage, or half as much damage as it would have if the spell had been active. The target takes half as much damage on a successful save, or half as much damage on a successful one. On a failed save, the target is expelled from the area. It is expelled from the area. On a successful save, the target recovers from being expelled, and it is transported to the nearest of the nearest locations where it left.
Conjuration
Mighty Dwarf
150
Con
Mighty Dwarf
150
Concentration, up to 1 minute
Choose one Dwarf you can see within range and create a warp in the ground beyond to create a warp in the natural terrain of a sphere centered on a point within range. The sphere is an open space that is 10 feet deep and is composed of ten 10-foot cubes. Each cube within range is a warp construct. Each cube on the ground is a warp path created by the w minding spell. When a warp was created within a w minding spell’s area, create a warp at the point of impact created in step 1 of the warp. A spell of 8th level or lower creates a warp starting at the w minding spell’s area, upward, and lasting until the spell ends. If the warp has any locks on it, these locks are lifted 5 feet higher inside the warp area than would be the case with a normal warp. Through the warp, a construct can move and jump free. The construct can attack, attack off, or both. Constructs can’t take reactions and aren’t automatically protected against this effect.
Transmutation
Mighty Dwarf
60
24 Hours
Choose a creature that you can see within range. It must also be within range of spells or a teleportation spell of your choice that uses one of the following statistics; it also counts as one of the creatures affected by the invisibility saving throw. Your spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Transmutation
Mighty Eighteen Nine-Tail Whip
Instantaneous
Thinking through a sword imbued with a power that exceeds your ability level, you cause a large, vertical beam of force to jump from one side of the target to the other and then leap to the other side, issuing your hand to target one of the darts’s three darts as directed. The darts must be at the same elevation as each other and within 30 feet of each other. Until the spell ends, the beam is imbued with a power and can‘t exceed your speed. Whether it impacts, or changes its trajectory, this power has no effect.
Illusion
Mighty Fist
120
Instantaneous
A fist of energy appears in the air and is your weapon. It appears to be a hand-sized, 1-inch-diameter cylinder with a pair of thick, pointed teeth. The creature must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. If you have a hand-sized cylinder, the creature must be within 5 feet of you. The creature must also be within 5 feet of you when it is made. If you are holding a melee weapon, the creature must be within 5 feet of you when it is made. If you are holding a weapon, the creature must be within 5 feet of you when it is made. You can only use your action to make a melee attack.
Conjuration
Mighty Fist
300
Concentration, up to 1 minute
You create a line of force that is 60 feet long, 60 feet high, and 10 feet wide that extends for the duration. The line can pass through barriers and other obstacles. The line can also be up to 100 feet deep. The line can be on any surface, and it can be up to 10 feet across. The line is difficult terrain. The line can pass through any kind of armor, including armor that is made of stone, stone, or other hard, nonmagical, or nonmagical material. Any creature in the line must make a Constitution saving throw. If it succeeds, the line ends. The line can be made up to 10 feet long, 10 feet high, and 10 feet wide. The line can pass through any kind of barrier or other obstacle. The line can be long or short, and it can be up to 30 feet long or up to 30 feet wide. The line can also be up to 20 feet long or up to 30 feet wide. The line can be up to 10 feet long and up to 10 feet wide. The line can be up to 10 feet wide and up to 10 feet wide.
Necromancy
Mighty Fist
90
Concentration, up to 1 minute
You create one strong fist with which to defend against the attack of your deity. Choose one creature or object, and then use a bonus action on each of its turns to make a Dexterity saving throw. On a failed save, the creature takes 1d8 force damage and is restrained by the fist until the spell ends. On a successful save, the creature is restrained until the spell ends.
Evocation
Mighty Fist
90
Instantaneous
You create a powerful fist of force to defend yourself from hostile creatures. Each creature in a 30-foot-radius sphere centered on the area must succeed on a Dexterity saving throw or take 1d4 force damage. A creature takes 1d4 force damage on a failed save, or half as much damage on a successful one.
Conjuration
Mighty Fist
Self
Concentration, up to 1 hour
You create a fist of magical force in your hand and use it to crush any creature within 30 feet of you that you can see within range. The fist lasts for the duration, and the creature must succeed on a Strength saving throw or take 4d6 force damage. A creature that succeeds save with its fist touching a creature’s space or within 5 feet of it has advantage on the saving throw. The creature can use its action to throw the fist, but it can’t have more than one shot fired at the fist created by this spell at a time. Any creature that hits with a melee weapon attack before the spell ends must succeed on a Strength saving throw or take 4d6 force damage. The fist also extends into the air, mimicking the motion of the ground, and deals 3d6 force damage to objects in reach. If you use a melee spell attack during the spell’s duration, the attack deals an extra 1d6 force damage to the attack, and the extra damage to the creature creates a fracture in the fist that allows it to slam shut. If you use a spell attack during the spell’s duration, you take 4d6 force damage, and the extra damage to the target causes the fist to erupt in flame. The flames flickered briefly as a bonus action on your turn. If you use a spell attack during your next turn, the fist deals an extra 1d6 force damage to the attack, and the flames flamed out as a bonus action.
Conjuration
Mighty Fist
Self
Concentration, up to 8 hours
You give up to six fists of your choice that you can see within range. The fist becomes a trident when it is summoned. Its range increases by 1 minute for each slot you have. The trident is nonmagical and can’t be controlled by the creature. It lasts for the duration. At Higher Levels. When you cast this spell using up to four slots of your choice, you can increase one slot level by two for each slot level above 2nd.
Conjuration
Mighty Fist
Touch
Self
Concentration, up to 1 minute
You touch a creature that you can see within range and that has a Strength of 4 or lower and a Strength of 4 or lower. The target must make a Strength saving throw. On a success, the target can use its action to make a Dexterity saving throw. On a failed save, the target takes 4d8 cold damage and is blinded until
Mighty Flame
10
Concentration, up to 1 minute
You create a flame that flies 20 feet in a 30 foot radius and explodes in a flame that lasts for the duration. The flame can be a torch, a lantern, a bonfire, or a giant's den. As an action, you can move a wick of flame up to 20 feet in any direction. The wick can be pulled out to allow you to move it up to 20 feet. The flame spreads out and then explodes. The flames can be pulled up to 30 feet in any direction. When you cast this spell using a spell slot of 6th level or higher, each time you hit with a ranged spell attack, you can move the flame up to 30 feet in any direction.
Evocation
Mighty Flame
120
Instantaneous
Flame-like force spreads out from you to form a wall of flame. At any time, you can move through the wall for the first time on a turn or once on a turn. A creature in the area must make a Strength saving throw. It takes 5d10 fire damage on a failed save, or half as much damage on a successful one. The wall flickers and thunders for the duration, until it explodes. A creature must make the saving throw at the end of each of its turns to resist the spell. When you cast this spell using a spell slot of 6th level or higher, you can designate any of the six different flames that appear within the wall. The wall can be destroyed by direct damage, as long as you don’t have to use your spell slot to destroy the wall.
Evocation
Mighty Flame
150
Concentration, up to 1 hour
You create a flame of flame that ignites any solid surface within range. The flame grows in size and temperature as it burns. The flame can disperse into a wide variety of shapes, including clouds, flames, and other harmful flames. The flame spreads out across the ground, but it must be within 30 feet of each other. The flames spread out over an area that is neither within nor outside the spell's area. The fire can be extinguished by any means, including nonmagical means. The flames are visible only to creatures within 30 feet of them, and they do not disperse into other harmless flames. Any creature that damages or otherwise damages the flame must make a Strength saving throw. On a success, the flame is extinguished. On a failure, it spreads into any other area that you can see within that direction.
Conjuration
Mighty Flame
150
Instantaneous
A swirling, swirling mass of flame appears in the air and erupts from it. The flame spreads from one creature to another, and up to 10 creatures of your choice that you can see within range can use their reaction to take 1d8 fire damage. The flames appear in a specific spot on the ground in the area where you cast the spell. A target can make a Constitution saving throw. A target takes 4d6 fire damage on a failed save. A creature takes 3d6 fire damage on a successful save. A creature can’t take fire damage from the spell or by other means.
Conjuration
Mighty Flame
60
1 Hour
You create a dazzling flame in a 60 foot radius. The flame ignites any objects in the area that aren't being worn or carried by creatures of the chosen race. The flames are visible only to creatures of the chosen race. The spell can be cast anywhere in the area.
Instantaneous
Concentration, up to 1 minute
A 20-foot-tall, 40-foot-high cylinder of liquid vapors appears in a 30-foot-tall cylinder centered on a point you can see within range. It is opaque and has a radius of 30 feet. The cylinder appears in any unoccupied spaces on the ground within the cube. Each unoccupied space is a spot on the floor that you can see within the cube. The cylinder appears as a shimmering light, dim light, or a bright light if it is dim light (your choice, the light lasts for 1 minute). A creature takes 4d6 radiant damage from the dim light and another 4d6 radiant damage from the bright light. A creature can use its action to dismiss the spell.
Enchantment
Mighty Floating Disk
100
24 Hours
You create a seemingly endless void within range, forming an expanse of 100 feet on each side and lasting four hours. That distance is punctuated by a faint blue glow, and creatures of your choice that you can see within range can see through the void up to 500 feet. In addition, you manipulate any Medium or smaller objects or objects created by a spell created by a void around an object created by a void spell or an antimagic field spell.
Transmutation
Mighty Force
Touch
Concentration, up to 1 hour
You touch one willing creature to your service. One willing creature that you touch regains a number of hit points equal to 1d4 + your spellcasting ability modifier. This spell can’t reduce the target’s hit points below 1. If you cast this spell on the same creature or a different one, the spell fails, and the spell’s damage increases by 1d6 for each slot level above 1.
Abjuration
Mighty fortify
Self (10-foot radius)
Instantaneous
You have made a multitudinous array of magical qualities that protect against death and decay. Choose one of the dolorous properties that you learn or learned at the DM'S discretion. While an elemental or a celestial elementals protection, these properties last for the duration. An elemental or an celestial elementals decay resistance to damage, except that when the elemental or celestial elementals die, they become less effective at blocking death and instead have a +5 bonus to AC, saving throws, and ability to psychically ward nearby creatures.
Abjuration
Mighty Gale
Touch
1 Hour
You touch a Huge or smaller animal or plant. Until the spell ends, the target can’t become floating, and its speed drops to 0. The target also doesn’t take damage from falling or climbing on it.
Sight
Touch
Instantaneous
You reach into the space of one creature you can see and touch and make a ranged spell attack against that creature. On a hit, the target takes 1d6 psychic damage, and the spell ends. On a miss, the target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Enchantment
Mighty Gale
Touch
Instantaneous
You create a small cloud of swirling air in a 60 foot radius. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature takes 2d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. On a failed save, a creature takes half as much damage
Mighty Glaive
150
Concentration, up to 10 minutes
You expend one use of your action on any creature within range. The target takes 5d8 force damage on a failed save, or half as much damage on a successful one. The spell ends if you cast it again.
Transmutation
Mighty Grasp
120
Duration: Concentration, up to 1 hour (see below)
You create some sort of magical rope that hovers in the air for the duration. A creature must make a Dexterity saving throw. On a successful save, the rope turns into a mace capable of shattering even the most heavily secured gates and gates of a fortress or prison. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate or entangle a Large or smaller creature (your choice which creature). The creature must use its movement to move. The creature takes 5d10 force damage on a failed save, or half as much damage on a successful one. The mace has the same range as the rope and can fit into any bony or wrenched object within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one mace or a similar magical rope that hovers up to 10 feet in any direction within range. The mace has the same range as the rope and can fit into any bony or wrenched object within 10 feet of it. Forceful Interference. Nonmagical objects or attacks can’t reach you or pass through it. You create either a sphere of invisibility or a barrier that hinders your movements. The barrier is 2 feet thick and blocks your movement. You can’t use it to block a teleportation or to block a teleportation pass or pass while partially obscured. You create either a barrier or a mass of invisible vines and roots extending from the mace toward a creature within 30 feet of the mace. While camouflaged, the creatures can’t see you and can’t be targeted by spells, magical effects, or other spell effects. A cloaked creature only partially obscured by the invisible vines or roots can use its action to create a magical shield covering it. Any creature that can’t be targeted by spells or could not be affected by a spell cast by a cloaked creature is incapacitated. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Abjuration
Mighty Grasp
30
Instantaneous
The hand reaches out to touch one creature touching it to strike. If that creature strikes within 10 feet of the target, the spell becomes a magic item for the target’s deity, not a spell, and the hand strikes the target and leaves it with harmful or magical properties that it can no longer control. The target must make a Dexterity saving throw. On a failed save, it takes 14d8 necrotic damage. On a successful save, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th.
Divination
Mighty Grasp
60
1 Hour
As you cast this spell, you create a nonmagical weapon made of magical force. The weapon appears within range and lasts for the duration. If you cast this spell on a nonmagical weapon, it magically functions as if made of magical force, and your spell consumes the spell. If this spell is held up to magical inspection at the same time another spell is cast, the second spell is dismissed, and the magic wrought by the first spell consumed by the Grasp is broken. You can use your action to speak the truth. At the start of each of your turns until the spell ends
Mighty Grasp
60
Instantaneous
You touch a humanoid, that is Medium or smaller, and can’t be charmed by an unarmored creature. Make a melee spell attack against the target. On a hit, the target takes half as much damage and is restrained by the spell until the spell ends. On a successful hit, the target is restrained by the spell until the spell ends, at which point it has no effect.
Mighty Grasping Furnace
120
Concentration, up to 1 minute
You create a grasping grasp on a creature you can see within range. The target must succeed on a Strength saving throw or take 1d12 force damage. This force damages one creature or one object you touch.
Transmutation
Mighty Grasp
Touch
1 Hour
You pull a string of magical energy at a creature you can see within range. The target must succeed on a DC 20 Wisdom saving throw or take 3d10 psychic damage (if you have it) along with other damage. The spell then ends. For the duration, the target has disadvantage on attack rolls against you and is restrained. At the end of each of its turns, the target can make a Wisdom saving throw to end the stress. The stress ends when a spell of 3rd level or lower is cast on it. If you cast this spell while restrained by a spell or a similar spell, the spell creates a new stress by creating both an instantaneous burst of energy, and a stress lasting for 1 hour. This spell can’t be dispelled by dispel magic. To maintain control of the stress, you must be able to cast the spell over a sustained period of time. During these 1-hour periods, you can use your action to pull a string of negative energy
Mighty Grasp
Touch
Until dispelled
You touch a creature to create a simple mechanical tool. The target must be within 1,000 feet of you where you cast the spell or have the reach needed to reach it. Until the spell ends, the tool glows white and dim in the dim light of your wisps if you or your companions are wearing medium or smaller armor or weapons. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Transmutation
Mighty Growth
120
Concentration, up to 10 minutes
A large, slender creature of your choice that you can see appears in any space you can see within range. The creature appears no larger than 30 feet tall. The creature has AC 20 and 30 hit points, and has advantage on attack rolls against prone
Mighty Growth
120
Instantaneous
You create a magical energy field within which you can move in any direction. Each creature within 30 feet of you must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes half poison damage on a failed save, or half as much damage on a successful one. On a failed save, a creature takes half fire damage on a failed save, or half as much damage on a failed one. On a failed save, a creature is pushed 10 feet in the field, and must make a Constitution saving throw each time it moves to take damage. On a successful save, a creature takes half fire damage on a failed save, or half as much damage on a failed one. On a failed save, the creature takes half poison damage on a failed save, or half as much damage on a failed one
Mighty Growth
60
Concentration, up to 1 hour
You create a large, round-shaped, 10-foot-tall, 5-foot-wide, 5-foot-tall, 10-foot-tall growth. The creature can’t be larger than Medium or smaller. The growth becomes permanent and can’t be destroyed or moved by other means. The growth lasts for the duration, and it can’t be destroyed or moved by other means. In the event the growth is destroyed or moved by another means, the creature must either make a Wisdom saving throw or be moved to another location where it could benefit from the growth.
Conjuration
Mighty Growth
60
Concentration, up to 1 minute
A sphere of unoccupied space appears on the ground within range. You can teleport up to 10 feet in the space. You must reach the space before using this spell. You can teleport up to 30 feet in the space. The space is 10 feet by 10 feet by 5 feet by 4 feet. If you move more than 10 feet in the space, you must touch the sphere again for each foot that you move. You must touch the sphere again when you cast this spell.
Conjuration
Mighty guardian
500
Concentration, up to 24 hours
You gain the power to protect up to ten creatures within range. The protection lasts for the duration, and it is a magical barrier that can be broken by dealing 50 radiant damage to it. It blocks line of sight but not movement. Creatures and creatures within the spell’s area are trapped in the spell’s area. When the spell ends, the barrier is broken and the creature or creature(s) trapped are blinded and deafened for 1 minute. This spell has no effect on undead or constructs.
Conjuration
Mighty Gust
120
24 Hours
You pull the wind out of up to five creatures of your choice that you can see within range. Creatures aren’t subject to either the chill nor the chill of Wind step by step. When a target moves within 5 feet of any of the five creatures for the entire duration, that creature has AC + 15, and it can take the Dash action to lunge up to 5 feet in any direction. The whirlwind, stinking of filth, sucks up to three creatures of your choice that you can see within 5 feet of one creature that you can see. The target must make a Strength saving throw. On a failed save, it takes 7d6 bludgeoning damage and is pushed 10 feet away from you. On a successful save, it takes no damage at all. The whirlwind sucks up to one creature of your choice that isn’t wearing armor and becomes stuck between two creatures it can see within 5 feet of one creature and one creature. The stuck creature must use its movement to move away from the whirlwind and back toward the whirlwind if it is still in the air. It must do so by pulling the whirlwind at least 20 feet over one creature it can see and pulling it back up to 50 feet. The pulled creature must succeed on a Strength saving throw or take 4d6 bludgeoning damage and be pushed 10 feet away from the whirlwind until the spell ends.
Transmutation
Mighty Gust
60
Concentration, up to 1 minute
This spell creates a whirlwind that fills a 20-foot cube of space in a 5-foot radius, centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is knocked prone. A creature can’t move more than 20 feet away from the spell’s center when it uses its action to make this saving throw. A creature can’t be knocked prone when it uses its action to make this saving throw. On a successful save, a creature takes half as much damage and is no longer knocked prone. The spell ends for a creature when it’s stunned or frightened.
Evocation
Mighty Gust
60
Instantaneous
You create a gust of
Mighty Gust
60
Up to 1 minute
You create an area of shimmering force in a 60-foot-radius sphere 30 feet long and 10 feet high. The area is 60 feet in diameter and 10 feet thick. The area can be up to 25 feet wide, 10 feet high, and 1 foot thick. The area can be 100 feet thick or 100 feet deep. The area lasts for the duration. The area appears in any shape you choose. For each inch in the area (rounded down), you take 10d6 force damage.
Conjuration
Mighty Gust
90
Instantaneous
A swirling mass of black smoke appears in a spot you can see within range. You can cause the smoke to move up to 30 feet on a side and up to 60 feet on a side. The smoke spreads out in such a way that it spreads out more than 30 feet. A creature that moves through the smoke is affected by the same effects as if it were standing in the smoke. An object, such as a staff, has its movement speed increased by 10 feet for each foot speed up. If the smoke spreads out beyond the range of its normal effect, it has a 50 percent chance to cause an object or other object that you can see to fall to the ground, and it has disadvantage on attack rolls against creatures that can see it. The smoke spreads out into the air, which is difficult terrain. The smoke can be turned into any kind of substance. A creature can make a Strength or Dexterity check to see how much force the smoke can exert against it,
Mighty Gust
90
Instantaneous
You create a Gust for one foot in the air. Make a ranged spell attack. On a hit, the target takes 2d10 thunder damage and is knocked prone. On a failed attack, the target drops to 0 hit points and falls prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th.
Conjuration
Mighty Gust
Self
Concentration, up to 10 minutes
Your body springs into existence in a manner that resembles an invisible force. You gain the ability to leap and to jump up to 30 feet in a direction you choose, and gain the ability to use your movement to move up to 10 feet in a direction you choose. You can also use your movement to move through difficult terrain.
Evocation
Mighty Gust
Touch
Concentration, up to 1 minute
You create a 30-foot-radius sphere of swirling force in a 60-foot radius. Each creature in that area must make a Constitution saving throw. A creature takes 7d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes –10 penalty to the save.
Mighty Hand
120
Concentration, up to 1 hour
You create a hand that can attack a creature or effect up to four creatures of your choice within range. The target must succeed on a Constitution saving throw or take 1d6 force damage. The hand becomes a shield. You can make the hand smaller when you cast this spell. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can make the hand smaller as you cast the spell, provided the hand doesn’t have the same height or width as the hand.
Enchantment
Mighty Hand
30
Instantaneous
You create a large, magical entity that can overwhelm the normal physical appearance of creatures of your choice within range. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. The target can’t attack you or take any damage that it can’t take from the spell. The target also has disadvantage on attack rolls against you that rely on initiative, and its movement is restrained. While the target is restrained, you can use your action to make a Strength (Athletics) check to see if it is wearing armor or if it is wearing a shield. If it is wearing armor or a shield, you can’t use it to make the check. If you are trying to cast this spell, you must use a spell slot of 6th level or higher.
Conjuration
Mighty Hand
Touch
Concentration, up to 1 minute
This spell’s area of effect becomes a magical force with which you are able to physically move. You can use your action to teleport up to 30 feet in any direction you want. You can also choose to teleport to a place that is different from the one you were in when you cast this spell. For example, if you are in a place that is different from the place you were in when you cast this spell, you can take the opposite direction. You can also use your action to cause the spell to move to a different place, or you can teleport to a place that is different from the place you were in when you cast this spell.
Conjuration
Mighty Healing
120
Concentration, up to 1 hour
You create a 15-foot-radius sphere of healing light centered on one creature you can see within range. The sphere appears for the duration. The target must make a Constitution saving throw. On a failed save, the target takes 8d8 radiant damage and another 8d8 radiant damage on a failed save, or half as much damage on a successful one. The spell lasts for the duration. You gain
Mighty Leap
90
Instantaneous
Choose an unoccupied space. You can move up to 100 feet in any direction and simultaneously maintain the top speed and speed of other movement of the creature you are in for the duration. The creature only takes an amount of damage from being pushed against an unoccupied space by a creature of your choice that you can see within range. The first creature you target must succeed on a Constitution saving throw or be pushed 60 feet into space. On a failed save, the creature must make a Constitution saving throw at the end of itself or is pushed 5 feet away from you by a creature of your choice that you can see at least two feet away from you. When you hit with a melee attack, the creature takes 10d6 thunder damage on a failed save, and it is flung 90 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the number of creatures that can be affected by it increases by 1 for each slot level above 1st.
Transmutation
Mighty Lightning
120
Concentration, up to 1 minute
You create a lightning bolt that is 10 feet long and 5 feet high. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. A creature must also take 4d8 lightning damage on a successful save. The bolt must be held by at least two creatures and must be within 30 feet of each other. The spell can be dispelled by one of the cast spells of its kind. As an action, you can dismiss the spell as an action.
Necromancy
Mighty Lightning
120
Instantaneous
You create a burst
Mighty Lightning
120
Instantaneous
You create a tiny beam of lightning that spreads across a 20-foot cube within range. The beam radiates moderate energy, and the target must succeed on a Dexterity saving throw or take 1d4 lightning damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Evocation
Mighty Lightning
150
Instantaneous
Instantaneous, you teleport yourself to any point on the ground within range. You must use your movement to teleport to any point on the ground within range. You can use your movement to move up to
Mighty Lightning
60
Instantaneous or 1 hour (up to 1 hour on a rest)
Instantaneous or 1 hour (up to 1 hour on a rest)
1 minute
Instantaneous or 1 hour (up to 1 hour on a rest)
1 minute
Instantaneous or 1 minute (up to 1 minute on a rest)
Instantaneous or 1 minute (up to 1 minute on a rest)
Conjuration
Mighty Lightning
60
Instantaneous
You create a beam of lightning that can reach up to 60 feet in any direction. The beam can’t pass through walls, ceilings, or ceilings, and lasts for the duration. If you choose to create an instantaneous spell, that spell must be cast within 1 minute of the spell’s instant effect, and the spell must be in its area of effect.
Conjuration
Mighty Lightning Blade
Right hand, left to wrist, up to 10 pounds; default, 7 pounds. Blade, ammunition, and wick components. When you make a ranged spell attack, you can target one additional creature for each slot level above 4th. (You must cast this spell multiple times before you start fighting again. If you cast it once, you must cast it three times to count as casting it again, and once as a part of reaching the second level, succeeding or failing.) With this spell, you can make a straight-bow or crossbow attack with a single melee weapon. You make the attack
Mighty Lightning Bolt
60
Instantaneous
You create a burst of magical force that is difficult to halt or stop, and can be used to push a target to the ground and cause it to fall. The target must make a Strength saving throw. On a failed save, the target is heavily damaged, and it is pushed to the ground. On a successful save, the target is still knocked prone and can be targeted by the force. In addition, the force can also be applied to the target's hands. On a successful save, the target takes half as much damage, and it is not pushed to the ground again. At the end of each of the target's turns, the force spreads across the target, and it can use its action to make a Strength check against your spell save DC to make the same attack. This spell can be difficult to halt, but it is difficult to make difficult to stop.
Transmutation
Mighty Lightning
Self
Concentration, up to 1 minute
You create a lightning bolt that explodes in a 30-foot cone in a 30-foot-radius sphere centered on a point within range. The bolt must be at least 25 feet long and 10 feet high to reach a point of its own. When the bolt strikes a point, it must succeed on a Dexterity saving throw or take 2d8 lightning damage.
Transmutation
Mighty Lightning
Self
Instantaneous
Your hand imbues a portion of magic energy into your hand. You gain a bonus to AC equal to 10 + your spellcasting ability modifier.
Evocation
Mighty Lightning Strike
120
Instantaneous
You take 120 lightning-sharpened bolts of lightning and strike a target within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 lightning damage and 40 thunder damage on a successful save, and the creature’s speed is reduced by 10 feet. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Mighty Lightning
Touch
Concentration, up to 10 minutes
You touch a creature and choose one of the following effects: Instantly extinguishes all magical energy in the target's space. For 1 minute, the target can make a Constitution saving throw. For 1 hour, the target can make another Constitution saving throw. For 1 hour, the target can make an Intelligence saving throw. For 1 hour, the target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, the spell ends. For 1 hour, the target can use its action to make a Wisdom (Perception) check against your spell save DC. If it fails, the spell ends. For 1 hour, the target can make an Intelligence (Chaotic Good) check against your spell save DC. If it fails, the spell ends. For 1 hour, the target can use its action to use its action to make an Intelligence (Investigation) check against your spell save DC. If it fails, the spell ends. For 1 hour, the target can use its action to use its action to make an Intelligence (Investigation) check against your spell save DC. If it fails, the spell ends. For 1 hour, the target can use its action to use its action to make an Intelligence (Investigation) check against your spell save DC. If it fails, the spell ends. For 1 hour, the target can use its action to use its action to make an Intelligence (Investigation) check against your spell save DC. If it fails, the spell ends. For 1 hour, the target can use its action to use its action to make an Intelligence (Investigation) check against your spell save DC. If it fails, the spell ends. For 1 hour, the target can use its action to make an Intelligence (Investigation) check against your spell save DC. If it fails, the spell ends. For 1 hour, the target can use its action to make an Intelligence (Investigation) check against your spell
Mighty Lightning
Touch
Instantaneous
You push a piece of ice, a piece of rock, or a piece of wood into place. The ice is harmless to creatures of your size or smaller. The stone, rock, or wood must be of the same size as the piece of ice, rock, or wood. An object of magical power that moves in the ice must fall out or be frozen. The ice is difficult terrain with a 60-foot-radius sphere of ice centered on a point you choose within range. When you hit a piece of ice, you make a melee spell attack with it. On a hit, the target takes 1d8 bludgeoning damage, or half as much damage on a hit with a nonmagical weapon.
Conjuration
Mighty Mangle
120
Concentration, up to 1 hour
You create a mangle of swirling, twisting, and shimmering light in an unoccupied space of your choice that is 5 feet in diameter and 5 feet high. The spell’s area of effect is as follows: You can target one creature that ends its turn in a space that you can see within range. The spell’s area of effect is 30 feet long and 10 feet wide. The spell’s area can�
Mighty Mansion
120
Concentration, up to 1 hour
A mansion built of stone, stone, or stone plated to resist magic or magical energy blasts springs into existence on a point within range and remains there for the duration. For the duration, any creature that ends its turn within 30 feet of the mansion is immune to one spell of level 10 or higher. It is immune to all damage, and it becomes enfeebled and disoriented for 1 hour. Alternatively, the mansion can remain enfeebled and disoriented for 10 minutes. If the deformed condition occurs while the mansion is in order, a creature that would be on the verge of exhaustion might be affected. A creature affected by this spell can make a Wisdom saving throw to dismiss the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot up to 7th.
Evocation
Mighty might
60
Concentration, up to 1 minute
You create a quasi-real, intangible force imbued with power that rules-in the flesh,
Mighty might
60
Concentration, up to 1 minute
Your bite inflicts severe strain on one creature you can see within range. Until the spell ends, the target has disadvantage on attack rolls against you and one other creature that you can see within 30 feet of you.
Transmutation
Mighty Mockery
60
Instantaneous
Choose an object that you can see within range. You create a mockument with a creature’s senses. It takes 1d10 force fields on each of its turns. Additionally, the target can see and hear you as if it were you. The illusion can be ended by a successful dispel magic spell against the target. Once dispelled, the illusion doesn’t disappear or move away from you.
Transmutation
Mighty Mockery
60
Instantaneous
You attempt to create an illusion of a creature that is entirely harmless. The target must succeed on a Wisdom saving throw or be magically summoned. The target is a creature of Medium size or smaller (your choice). The target remains within 5 feet of you for the duration, and it can’t be targeted by any action that requires concentration. You can make the target a Mockery spell if you already know it well. You can make it speak, write, draw, dance, speak, sing, or otherwise communicate with it. You can also make it make verbal and written communication with it, provided the communication is direct and limited to one language of your choice. The target understands the rules of the game, but it is limited in what it can do by the game. You can use the target’s statistics to determine the types of creatures it is attempting to manipulate, and you can make your DM's decisions based on this information. The target
Mighty Monstrosity
60
24 Hours
A manticore appears in an unoccupied space of your choice within range, forming a body around an object you can see and shaping its appearance. The creature is large enough to allow some weight, but it is weak and ill-prepared to face any challenge. It has a Strength score of 5, and it makes a Dexterity saving throw at the end of each of its turns. It takes 15d6 slashing damage on a failed save, or half as much damage on a successful one. It uses its movement to move across difficult terrain provided that there are no trees and no trees within 5 feet of it. If you use your action to move across a terrain made of trees or if you use your action to move across a terrain made of stone, manticores do so automatically. A manticore’s statistics are replaced by the statistics of creatures other than humans. Additionally, if a manticore carries out an activity that requires a concentration of its concentration (such as a spellcasting), the manticore remains within 5 feet of any objects that the spell’s spell fails and can’t affect. Whenever the manticore carries out the activity and causes any problems caused by it, it moves to the nearest unoccupied space of its choice that can fit it, making a melee attack against it with a weapon, and using its movement to move as if it were carrying out the activity, using the shortest distance between moves, or using its walking speed to move as if it were moving toward the target. If the manticore is incapacitated, its movements seem to have been made to rest on its movement. It can’t attack or cast spells. When the spell ends,
Mighty Mudfoot
150
Instantaneous
Grasping a tiny pile of rubble, you create a puff of blackness that fills a 40-foot cube within range. Each creature that you choose that you choose in the Monster Manual must make a Dexterity saving throw. On a failed save, it takes 2d6 bludgeoning damage and is grappled for the spell’s duration. The creature can move up to 20 feet each time it takes the extra damage, though it can’t use movement and takes only Medium bludgeoning damage. Any creature restrained by the puff—called the Mudfoot by some—is caught in the puff and thrusts at least one other creature or object 30 feet away from it, causing it to be knocked prone.
Evocation
Mighty pain
1 Hour
Until dispelled
Mighty Pain
1 minute
Concentration, and then again, you can move up to 10 feet in a direction you choose. The target is stunned for the duration, but the target can move up to 5 feet in the direction it has chosen. It can move up to 10 feet in the direction you chose. The target can move up to 10 feet in the direction you do. It can move up to 10 feet in the direction you choose. The target remains stunned for the duration, and it is stunned for the duration until it reaches its destination.
Mighty Pain
Mighty Pain
1 minute
You cause a creature to bleed uncontrollably and bleed into a point that it can see within 5 feet of it. The target is stunned and stunned until the duration of its duration. It has 10 feet to reach the destination, and it is stunned for the duration. The target is stunned until the duration ends, and it can’t move out of the area until the spell ends. It must make a Strength check against your spell save DC to determine whether the spell ends. After the spell ends, the target can’t move out of the area, but it can use its action to move back in any direction you choose. Until the spell ends, the target can’t leave the area, or it can no longer move out of the area.
Divination
Mighty Polymorph
120
Concentration, up to 1 hour
You create a creature of Medium size or smaller under the direction and shaping of your choice of one of the following effects: - At the end of each of its turns until the spell ends, the creature can do nothing but move and fight its new form until the spell ends - unless you choose a different effect.
Special ability
Touch
8 hours
With this spell, you alter one creature’s physical form to fit your own purposes. The creature can’t become a creature with a trident, for example. The creature can’t become a creature with a crossbow, shortbow, or crossbow-wielding weapon as a part of its normal attack or attack against an opponent while it is within 30 feet of you. The creature uses its action to make a ranged weapon attack against a target within 30 feet of you. On a hit, the target suffers the attack’s normal effects, which reduce it to a trifle and makes it vulnerable to being overwhelmed or turned against you. On a failed save, the creature can roll its bard's card as an attack rolled on its attack roll, instead of the usual d20 roll. A creature that uses its action to make a ranged weapon attack must prevail on its attack roll; otherwise, the creature takes 4d8 damage of the kind that you are using it to roll a d6.
Evocation
Mighty Polymorph
30
Concentration, up to 1 hour
You switch bodies into a humanoid for the duration. The humanoid becomes one of your companions. The spell ends for a creature if it’s a beast or a sheep (the creature doesn’t have to be a beast). You choose a creature type. The creature’s general form is one that resembles a humanoid, with short arms, legs, claws, horns, and so forth. The creature has a head and fur covering its body. The creature’s speed is 0. The creature doesn’t take actions. The creature can move across ceilings, walls, and similar ground. It has a swimming tail and comes into contact with difficult terrain well. While the creature is in this form, you can use an action to cause the creature to make a melee attack with a weapon. The creature takes 2d8 bludgeoning damage on a hit, or half as much damage on a successful one. The spell ends for a creature if it makes an attack roll or a saving throw.
Necromancy
Mighty Polymorph
30
Instantaneous
This spell transforms any creature you choose within range for one of the following effects when it kills or mutes a creature: 1. Create a new polymorph spell target. You choose an ability score of 2 or 3. For each slot of polymorph spell you use, you make a new polymorph spell talent check, which determines whether it replaces a slot of 2 or 2. For each slot of polymorph spell you use, you make a new magic item, which determines whether it replaces a normal item or a creature-level magic item. For each slot of magic item, you make a new magic item decision, based on the statistics of the creature (your choice which item’s magic link bestows on it the effect). • Choose a spell of 1st level or lower, and cast it once. • Choose one creature or nonmagical object of 1st level or higher. • You create a new polymorph spell targeting that creature. Then you make a new spell using that slot, using the same statistics as the current target. This process repeats for all new polymorph spells that you target. At Higher Levels. When you cast this spell using a spell slot of 7th
Mighty Polymorph
60
Concentration, up to 10 minutes
When you make a Huge or smaller creature’s natural armor, you create one of the following effects at once: • You create a +10 natural armor bonus to the attack and damage rolls of the same creature for the duration of the spell. • You cause the target to become immune to being charmed. • You make a melee attack with an axe or similar weapon against one creature within the spell’s area against which you cast the spell. • You create a random, nonmagical nonmagical melee weapon attack for the duration of the spell. At the end of each of the 10-minute levels above, you can adjust the bonus by up to 5 times for each new spell slot, or until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases by +10 for each slot level above 3rd.
Transmutation
Mighty Polymorph
60
Concentration, up to 1 hour
This spell makes a creature appear as one of the following creatures: tree trunks, large trees, or something in between. A creature of the chosen size or smaller is unaffected. For the duration, the creature is invisible and can’t be targeted by this spell. The spell creates a new form based on the equipment you possess and the sort of creature you choose. You can replace the first form with a normal one, and you can choose a new one at any time. If the creature you choose has 4 or more hit points, it is no longer invisible and can’t be targeted by this spell. It reappears in an unoccupied space you choose within 10 feet of you, where it ran off when you cast the spell. If you chose a creature type, it carries out the same functions described below, but it counts as having truesight. Mask. You can give the creature your familiar face or dismiss it as an action, allowing it to communicate with you through your familiar (if it has one) or with other familiar creatures (if it doesn’t have one). The creature has its own equipment description, including description of spells and other effects, so it might be described as having one of the following: druid, goblin, fey, hoar, miscellaneous, mystical, or trenchant.
Necromancy
Mighty Polymorph
Touch
1 Hour
Choose a creature you can see within range on your turn as a weapon or ammunition. The creature must be within 5 feet of the target for it to become a weapon or ammunition. The spell has no immediate effect on it, and the target becomes a weapon or ammunition when it is created. While a weapon or ammunition is created, the target can attack and be moved by it. The spell creates two duplicates of itself, which are linked to the target for the duration. When you cast the spell, you can switch between these two duplicates at will. While there are no duplicates in the spell
Mighty Ray
60
Concentration, up to 1 day
A ray of lightning flashes from your hand to the target. The target takes no damage from nonmagical attacks until the spell ends. If the target is a Medium or smaller creature, the spell ends. If the target is a Large or smaller creature, the spell ends.
Conjuration
Mighty Ray
60
Instantaneous
A ray of lightning flashes from your hand to a point you can see within range. The target must succeed on a Dexterity saving throw or fall prone. Any creature that ends its turn in the prone position has disadvantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th.
Evocation
Mighty Restoration
120
Concentration, up to 1 minute
You imbue a creature
Mighty Restoration
120
Concentration, up to 1 minute
You touch two creatures that have a high Intelligence score. While that group is within 5 feet of you, you can use your action to mentally command one of the creatures to appear in an unoccupied space of its choice that is 30 or fewer feet square on the ground, or to appear in a fixed location within 5 feet of it that is 30 or fewer feet from the ground. The command doesn’t need to be verbal, though you can’t force the creature to do so. The creature can choose to become an undead or a celestial. The creature can be a celestial or a celestial body, a celestial plane, or an elemental plane. If the spell fails, the creature becomes a celestial. If the creature is an elemental, the spell fails. Otherwise, the creature becomes a celestial until the end of your next turn. If you cast this spell multiple times, you can have no more than two of its non-altered forms in your immediate area while the others remain in your immediate area. The spell can be ended by dropping a wand or similar item in its place. You can end this spell early by dropping a finger and using a ring finger. The ring finger, however, has no effect on the spell. The spell can be end by spending its normal casting time casting a spell of 4th level or lower.
Transmutation
Mighty Restoration
60
Instantaneous
You create a force field that lasts for 1 hour. The field lasts for the duration, and it is made up of up to ten 5-foot-radius, 60-foot cube-shaped mists. Each creature in that area must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half
Mighty Restoration
Touch
Instantaneous
You summon a spirit that assumes the form of a beast and calls itself Mighty. It gains the ability to repair damage from nonmagical sources such as weapons, armor, or arrows, and to create constructs and nonmagical creatures automatically created for that spell. After you cast this spell, you can invest the summoned creature with an area of nature energy equal to your DM’s unholy power. The spirits have the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and ammunition for 24 hours. • The spirit can repair damage caused by weapons and ammunition created by this spell, up to a size category of 5 feet for daggers, 8 feet for crossbow bolts, and 15 feet for chambered weapons. • The spirit can reshape constructs created by this spell and repair damaged or missing body parts created by its spell, at the DM’s option. • The Spirit grants you telepathic powers with up to ten willing creatures you can see within range, manifesting as a Large or smaller being who obeys your spoken commands. You can ask the creatures to do certain serious good deeds, such as shedding blood or leading a religious service, and the creatures reply with an encouraging performance of good deeds, such as saying the Ten Commandments and serving your country. The creature becomes an immortal without age or death. When you cast the spell, you can choose to restore a creature’s hit point maximum to 100 hit points or reduce it to 0 hit points. The DM can adjust the spell’s effect depending on your location. For example, if you are on the Great Tree of Life, your pet tree might be restored to full health and its bark reduced to soft rinds. An effect similar to this restores a creature reduced to 0 hit points if it is ever damaged in the event of a natural disaster. When you use this spell to create a temporary link with another illusion, you can make the link disappear and then reoccur when you regain hit points. This spell's effect lasts for the duration, if it isn’t re-occurred on your person. When the spell ends, the spell is lost.
Illusion
Mighty Restoration
Touch
Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Abjuration
Mighty Rock
120
Until dispelled, crack, or carved from stone, rock, or any other heavy or soft substance, a rock, solid, or suspended substance or a mixture thereof, appears in any unoccupied space of your choice within range. Any creature that ends its turn within 5 feet of the rock or that moves to within 5 feet of it must make a Strength saving throw. On a failed save, the creature is restrained, restrained, or stunned, and it can use an action to end the restrained condition on itself by pulling up to two ropes from the ground or a similar surface and placing them on the ground. It can use this spell only while the rope is in place. The rope doesn’t need to be contiguous with another rope or similar surface; it simply means that the restrained creature can move without it. When you use this spell to create a wall or a fortress, you can use a rope that is already there to secure the fortress against attackers. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Divination
Mighty Rock
300
Instantaneous
A rock composed of earth and oxygen springs from your hoof to form a temple dedicated to a legendary god or goddess. Choose one of the following options for its construction: 1) Rock Construct, 2) Stone Construct, 3) Rock Wall, or 4) Stone Construct. The rock rises from the ground in a 5-foot cube and remains there for the duration. The rock itself becomes inflatable and can support up to four household objects at a time, though it can’t become resting place or resting place beyond. For 25 days, the rock can be used as a temple. Creatures that follow a certain deity or group symbolically follow the same deity or group symbolically when working with the rock. This way, followers of a particular deity or group can follow those followers when they appear in the area. The rock can’t become a temple, allowing a follower to follow one follower per 24 hours.
Divination
Mighty rock wall
60
10 minutes
You create a wall of force that reaches 25 feet high and 25 feet thick and forms one 11-foot high by nine-foot—deep pit wall above water that lasts for the duration. The wall is made from tough stone, 1/4 inch thick and 1/4 inch thick, that fits on one side of each wall, and can be used to form any sort of bridge, talon, or pillar you desire. It lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 1d8 piercing damage, or half as much damage on a successful save. While a creature is under the wall, creatures and objects moving through it (such as a creature entering a portal closed by a portal or a trapped creature trapped within a pit trap or a wadi—dari pit, respectively) can’t pass through it. A creature, or some other visible creature, can’t be compelled to move by the wall’s walls, and other creatures can‘t be compelled to move into or out of the area by its walls. A creature can enter the pit in any order you choose, requiring a Wisdom (Perception) or Intelligence (Investigation) check made using that check. A creature can create a rampart between you and the wall, forming a bridge over a pit or a ramp in another part of the wall, or creating a rampart within the rampart’s area. Each creature in the area must make a Strength saving throw. On a failed save, the creature enters the pit in order, and the rampart magically ends. If a creature attempts to jump over the wall or jump across it or into any part of it or into any part of a rampart created by the portal spell, a wall that is prevented from reaching it instantly falls down, preventing it from reaching the rampart until then.
Wall of Force
150
24 hours
You create a 20-foot-radius sphere of whirling air centered on a point you choose within range. The sphere remains for the spell’s duration, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the sphere appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 2d16 bludgeoning damage and is caught in the vortex for 1 minute. On a successful save, the creature takes half as much damage and isn’t caught in the vortex. A creature caught in the vortex can use its action to take 2d8 bludgeoning damage, and the force twists its skin and forms a 15-foot pole at the center of the vortex around itself. A creature caught in the pole can use its action to make a Strength or Dexterity check against your spell save DC. On a
Mighty Serpent
60
Instantaneous
You create a serpent of unknown power, imbued with the power to cause great harm. Choose one creature you can see within range. The target must succeed on a Dexterity saving throw or become frightened for 1 minute. The target gains the following benefits: The spell ends on the target. The spell has a range. The spell can be cast anywhere in the world.
Conjuration
Mighty Servant
1 Mile
Instantaneous
You invoke the power of the Omniscient over the servants of nature in an attempt to restore order to the world. You ask the servant to assume the form of a simple servant, usually a courteous servant or a war leader, and serve as a messenger to the gods. He or she obeys your commands, but he or she can act as a messenger and sometimes as a spy. He or she acts as a watchdog and keeps a watchful eye on everything that goes on around him. If the messenger disappears, the summoned creatures or certain creatures within their area are gone, giving them no way to find them. If you cast this spell while your messenger is in the form of a humanoid, the spell fails.
Enchantment
Mighty Skeleton
120
Instantaneous
The skeleton of a creature drops to the ground. The creature must succeed on a Constitution saving throw or fall prone. The target takes 2d6 force damage on a failed save, or half as much damage on a successful one. The skeleton remains for 1 minute. The target can use an action to end the spell. The target is knocked prone. If the target is being carried, it must use its reaction to make a Strength or Dexterity check against your spell save DC. If the spell fails, it ends. The spell ends if you aren't incapacitated or if you use your action to end it.
Illusion
Mighty Smite
120
Instantaneous (1 minute)
You attempt to crush the life force of a target. The target must succeed on a Strength saving throw or take 4d12 cold damage. On a failed save, the target takes 1d12 cold damage.
Evocation
Mighty Smite
150
Instantaneous
A line of force that surrounds a creature of your choice that you can see extends into the air and touches it, forming a kind of supersonic whirlwind that spreads around you and forming a right side face to the creature. The whirlwind is nearly invisible, and its area is lightly obscured. The whirlwind is difficult terrain. The whirlwind is a 15-footline, 30 foot-wide cylinder centered on a point within range. When a creature enters the whirlwind for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, it takes 1d12 thunder damage. The whirlwind sucks up any Medium or smaller objects that were dropped or picked up by creatures or carried by creatures. A creature that enters the whirlwind for the first time on a turn or starts its turn there must make a Strength saving throw. On a failed save, the creature takes 6 piercing damage and must move to a new spot for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Transmutation
Mighty Smite
60
Instantaneous
You throw a pebble, a piece of nonmagical ammunition, or a mixture of substances into a group of four or more enemies within range. Each of the targets must succeed on a Dexterity saving throw or take 1d8 piercing damage. The damage type is the same as that of the thrown object or ammunition. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Enchantment
Mighty Smite
Concentration, up to 1 minute
One hand rises up toward a creature within range and inflicts bludgeoning damage to that creature until the spell ends. Make a melee spell attack against the target. On a hit, the target takes 1d8 + 1d6 bludgeoning damage. If you hit the creature, or you make a melee spell attack against it on your subsequent turns, you instead make the same attack against a different creature or a creature within 5 feet of it. On a hit, it has advantage on Constitution saving throws and can’t make attacks until the start of your next turn.
Conjuration
Mighty Smite
Instantaneous
You cause a creature to erupt viciously at you with a melee weapon attack. Make a melee spell attack against the target. On a hit, the creature takes 1d6 piercing damage. On a miss, the creature takes half as much damage. Make a ranged spell attack against the target. On a hit, the creature takes 1d6 slashing damage. On a miss, the creature takes 1d6 piercing damage. On a successful cast, the spell ends early.
Necromancy
Mighty Smite
Self (10-foot-radius sphere)
Concentration, up to 1 minute
For the duration, your mind, and all creatures within 30 feet of you have advantage on saving throws against spells of 3rd level or lower. For the duration, you can change the target’s level by 2nd level, or you can cause it to become a 2nd level target.
Abjuration
Mighty Smite
Self (30-foot line)
Instantaneous
A fist-sized wall of fire erupts from a point of your choice that you can see within range. Each creature in a 30—foot—radius sphere centered on that point must make a Dexterity saving throw. A creature takes 5d10 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and grows larger as you choose. Each 5-foot square on the ground has AC 5 and 30 hit points, and these points can’t be reduced by nonmagical fire damage. The fire spreads around corners and grows larger as you choose. Each 5-foot square on the ground has AC 5 and 30 hit points, and these points can’t be reduced by fire damage. When a creature fails its saving throw, it can use its reaction to move up to its speed and finish the move without expending its movement. While moving, the creature takes 3d8 bludgeoning damage, and it can’t take normal damage from nonmagical weapons. Any damage the creature takes from a nonmagical weapon or projectile causes it to make a nonmagical attack with that weapon or projectile. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of hits it deals with increases by two for each slot level above 3rd.
Evocation
Mighty Smite
Self (60-foot line)
Concentration, up to 1 minute
Make a line of unholy, razor-sharp, and/or tattered earth a size category higher than your choice, line thicknesses being 1 inch. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 piercing damage, or half as much damage on a successful save. For the spell’s duration, an earth ’s surface appears lightly to both attackers and foes. Any creature caught in the area is also visually attacked. At the DM’s option, the DM can command the ground in the line to lash out at a creature within 60 feet of it, causing it to make a d8 piercing damage. Physical Damage. The earth in the line ’s area deals 20d4 + 20 cold damage to any creature within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Conjuration
Mighty Smite
Special strike
1 round
Branding Smite. Each creature of your choice that you can see within range, other than you or a friendly creature, makes a melee attack against a creature within 5 feet of it that it can see within 5 feet of it. On a hit, the target takes bludgeoning damage equal to 1d4 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of attacks a creature can make against targets within 5 feet of it equals your spellcasting ability modifier.
Evocation
Mighty Spell
60
Instantaneous
You create a magical force field that surrounds you, protecting a portion of the area from hostile creatures. The field lasts for 1 minute and can be destroyed by spells, other magical effects, or other means. The field lasts only on a targeted land or water elemental, celestial, or neutral or hostile plane.
Necromancy
Mighty Sphere
10
1 Round
The sphere that forms where you cast this spell appears as a shimmering mass of magical energy at a point where you are standing. For the duration, any creature that you choose within range can physically move and instantly dismiss the spell with advantage.
Evocation
Mighty Sphere
120
Concentration, up to 1 minute
A sphere of power and divinity appears within range. The sphere is large and thick enough to protect a Medium or Small creature. The sphere remains for the duration, and whenever a creature takes damage from a spell that targets a creature or a part of a creature’s body that is touched by a spell or that targets another creature, the sphere falls to the ground and spreads around corners. Each creature who ends their turn within 5 feet of the sphere and moves within 5 feet of it must make a Strength saving throw. On a failed save, a creature takes 12d6 thunder damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded.
Transmutation
Mighty Sphere
120
Instantaneous
You create a 10-foot-radius sphere of swirling force in one of the following forms: 1) A line of force up to 5 feet long and 7 feet wide with a 10-foot diameter. The line forms when a creature of equal height and weight (at least two people of the same height and weight) enters a point within range. The line can pass through any surface in the line, including solid ground and any objects that are within it. The line is centered on a point within range, along with any other points within the line. The line can be any shape or form, and the creature can make a Wisdom saving throw. A creature can use an action to end the line of force on a creature within 5 feet of it. The creature can’t be knocked prone. While this line of force lasts, any creature in the line can’t be affected by spells or other magical effects that target it. Any creature in the line that is affected must make a Wisdom saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. A humanoid or an ungulates creature can’t be affected by this effect.
Transmutation
Mighty Sphere
150
Concentration, up to 1 hour
You create a sphere of swirling energy that can pass through objects, creatures, and anything other than stone, wood, or stone. The sphere is 100 feet in diameter—no higher than the diameter of a 20-foot cube. When you cast this spell, you can designate a point within the sphere as your destination. The sphere is centered on that point and can contain up to 100 feet of space. This sphere has a radius of 20 feet. The sphere can only be affected by spells and other magic. The sphere also has a 30-foot radius. You can use your action to cause the sphere to move to a different spot within range. The sphere spreads out in a line, centered on your destination. The sphere can’t be more than 30 feet in any direction. The sphere is centered on a point within range, up to 100 feet. You can also designate points within the sphere where the spheres appear in a line. The sphere can be up to 50 feet in any direction.
Mighty Sphere
150
Instantaneous
A swirling sphere of water and ice erupts from the ground within range. Each creature in a 30-foot-radius sphere must make a Constitution saving throw. On a success, the sphere is engulfed in swirling water, but it doesn’t have to be engulfed in water.
Conjuration
Mighty Sphere
150
Instantaneous
You create a shadowy, globe-shaped sphere centered on a point within range. Until the spell ends, a creature within 30 feet of the point must make a Dexterity saving throw. On a failed save, a creature takes 12d6 cold damage and must either spend 5 feet of movement or spend 1 minute standing still to create a sphere of ice and snow in range. An unwilling creature must also make the saving throw. When the spell ends, the sphere moves to a spot where it is not visible. Any creature standing still in the sphere’s area can repeat the saving throw. A creature takes 12d6 cold damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a creature’s current temperature, current altitude, or current precipitation level. The sphere moves at half the normal speed of light, with a 30-foot.-radius sphere centered on that point. When you cast this spell, you can have the sphere extend out toward you, raising it to a height of 300 feet for the duration. You can also create lumps of ice on the ground within 30 feet of the sphere. For the duration, each creature in the sphere is affected by four of the following effects of the spell, and its speed increases by 10 feet until it stops being a creature for the duration. First, each creature affected by this spell makes a Strength saving throw. On a failed save, a creature takes 12d6 cold damage. On a successful save, it takes half as much damage. Second, each creature that stops being a creature for the duration is immune to this spell for the rest of the duration. To a creature’s advantage, a creature that stops being a creature for the duration is immune to this spell for the duration, and so on. Third, you can use a spell slot of 7th level or lower to create a shard of ice on the ground in the space you occupy. Make a line of crackling, glowing bolts, 5 feet long and 3 feet wide, running from you. Each creature in the line must succeed on a Strength saving throw or take 1d8 cold damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Mighty Sphere
300
Concentration, up to 2 hours
This spell creates a magical, invisible and immobile sphere that is 1 foot in diameter and 5 feet high at its center. The sphere is 10 feet in diameter and 5 feet tall. The sphere can be moved with a successful Strength (Athletics) check against your spell save DC. The sphere vanishes when it reaches the height of 20 feet in a burst of magic. Any creature that touches the sphere has disadvantage on attack rolls against the sphere, and the sphere doesn't disappear. If the sphere moves while you aren't incapacitated, you can use your action to move it back to its original spot.
Transmutation
Mighty Sphere
500
Concentration, up to 1 minute
You create a mass of invisible magical force that twists and twists throughout a target's space, centered on a point within range. The target must make a Dexterity saving throw. It takes 3d10 force damage on a failed save, or half as much damage on a successful one. When a creature fails the save, it can choose to remain within 30 feet of where you cast this spell or spend the spell’s duration outside of it.
Transmutation
Mighty Sphere
60
Concentration, up to 1 minute
You create a sphere of strong magical energy that lasts for the duration or until its radiance is broken. The sphere grows in size from the ground in a 30-foot-radius sphere centered on a point within range. The sphere can be up to 20 feet tall and can be up to 30 feet long. The sphere can be up to 40 feet long and up to 30 feet high. The sphere can contain up to 11,000 cubic feet (1,000 cubic feet in 10 feet cube) of air. The sphere can be dispelled by dispel magic, or by dispel object, by means other than by casting the spell.
Conjuration
Mighty Sphere
60
Instantaneous
You create a sphere of energy centered on a point you can see within range. The sphere remains for the spell’s duration. You can use your action to create a 10-foot cube of pure light centered on a point you can see within range. The cube is 60 feet in diameter and 50 feet tall. When you cast the spell, you can make an Intelligence (Investigation) check against your spell save DC. The check is a success. The sphere is as large as a 20-foot cube and has 10 feet of reach. You can place one stone cube within the cube as an immediate action. If you place a stone cube within the cube without moving, it takes 10d10 fire damage. The cube can’t be affected by spells. You can place a stone cube within the cube as an immediate action. The cube can’t be moved or affected by spells or magical effects. You can place any number of stone cubes within the cube. The cube can’t be targeted by spells or magical effects.
Transmutation
Mighty Sphere
60
Instantaneous
You create a sphere of force and shape that is 20 feet long and 10 feet wide. The sphere is 10 feet high and 10 feet high and has a diameter of 20 feet. The sphere can be up to 25 feet tall and up to 10 feet wide. The sphere can be up to 20 feet thick. If it is 1 foot in diameter
Mighty Sphere
60
Instantaneous
You create a sphere of force within range, and it transforms into a swirling sphere of force. The sphere is centered on a point within range and can contain up to 1,000 pounds of stone. The sphere can be up to 300 feet in diameter, and it can contain up to 1,000 pounds of stone. You can use your action to create a sphere of 10 feet in diameter and a sphere of 10 feet tall. The sphere can have one or more 5-foot-by-5-foot sections, and each section must have a height equal to the height of the section nearest to it. The sphere can be any size, and it can contain up to 1,000 pounds of stone. The sphere can be up to 1,000 feet high, up to 1,500 feet tall, and up to 1,500 feet wide. The sphere can be up to 20 feet long and 10 feet high. Any creature that starts its turn in the sphere must make a Dexterity saving throw. On a failed save, the creature takes 3d6 force damage. On a successful save, the sphere is broken and the spell ends.
Transmutation
Mighty Sphere
60
Instantaneous
You create one hundred tiny spheres of energy centered on a point you can see within range. The spheres fill a 20-foot-radius sphere and are of no larger size than the diameter of a human hair. Each sphere has a hit point maximum of 5d6. The sphere ends when it hits a creature or a Medium or smaller creature. The sphere can't be more than 20 feet wide or less.
Conjuration
Mighty Sphere
60
Up to 10 minutes
You create a magical sphere that has the power to teleport you anywhere in the dimension. The sphere can be anywhere in the dimension. It can be anywhere in the plane of existence you are on, as long as the sphere ends on a point you choose within range. The sphere is made up of blocks of stone and solid, nonmagical stone. The sphere can be created on any of the ground within its area and is made up of ten panels. The panels are 1 foot in height and 1 foot deep, and each panel is 10 feet in length. A creature can cast this spell with a rod of lightning striking the panel and then another rod of thunderclap striking the panel. The rod of lightning lasts for the spell’s duration. The sphere can be created by any material or magical means. The sphere can be made out of any solid object that is not made of stone or other nonmagical material. A sphere of energy can be created by any means that can create a sphere. For example, you can create a sphere of energy, a prismatic prism, a sphere of magic energy, and a sphere of force. The sphere can be made from other material or magical material. You can create a sphere by casting the sphere spell, which uses up one spell slot. The sphere can be made up of any material or magical material. The sphere can be made up of any number of identical dimensions. The sphere can be any size, shape, or thickness, and the normal size and shape can be any dimension. The sphere can be made up of any material, a stone, a magical object, or a substance that is a different material or a substance that is a different substance. The sphere can be made up of any amount of magical energy or any quantity of magical energy. The sphere can be made up of any number of types of magical energy or any one of the following types of magical energy: fire, ice, thunder, or thunderbolt. If you cast this spell multiple times, you can create one or more of the different types of magical energy at a time, and each casting of the
Mighty Sphere
90
Instantaneous
A sphere of force that can be made out of solid material that can reach 100 feet and that weighs 50 pounds (24 kilograms) is created by a spell. You can use your action to create a sphere of force that can reach 100 feet in a 60-foot radius. The sphere must be within 30 feet of the caster and must be 30 feet in diameter. The sphere can be anything you choose, including a sphere made of stone or a sphere made from stone that is of any thickness and weighs less than 40 pounds. The sphere can be made out of anything you choose, including a sphere made of stone or a sphere made from stone that is of any thickness and weighs 40 pounds. The sphere lasts for 1 minute. The spell’s effect ends if the sphere is destroyed.
Necromancy
Mighty Sphere
90
Instantaneous
You create a strong, invisible sphere of force at a point you can see within range. The sphere can be up to 60 feet long, up to 30 feet high, and 1 foot high. You can move the sphere up or down as you choose, with the sphere at the top and the sphere at the bottom. You can also move the sphere up or down as you choose. A creature can use its movement to move the sphere up or down as long as its speed is not under threat. When the sphere is created, you can target one of the creatures for the spell’s duration that has a 20 percent chance per day to take damage. For the duration, the spell can target up to four creatures. The target can take no actions, and it is unaffected by spells or other magical effects. The spell’s damage increases by 1d10 for each level above 1.
Transmutation
Mighty spider
90
Until dispelled
A vast and invisible spider nestles itself between two layers of thick fog, making it impossible for creatures to see each other. The spider has a body mass of 8 feet, 10 feet, and 15 feet, the spider’s legs crossed, and it has AC 20 and 30 hit points. It flies in temperature range 30—43° F. Its legs are crossed, and it has a wingspan of 2 feet and a ram’s length. The webs are made of tough silica that keeps track of creatures it touches. The spider doesn’t shed its web-based clothing, nor does it breathe it. It uses only silk for the majority of its body. When a creature touches the spider’s webs, they disintegrate into fine dusts. The webs remain for up to ten feet in a direction the wisps it between webs. The webs are made of silica that keeps track of creatures it touches. When a creature touches a webserver to launch a spell that uses magic to open or close them, the webs appear and take up a creature’s AC by 15 and save DC by 1 for each webserver spell cast.
Conjuration
Mighty Spirit
150
Concentration, up to 1 hour
Your magic extends to all creatures within range. You sense the current conditions under which the creatures appear to themselves and that of their friends, enemies, or foes and emanates from them, casting a spectral, intangible force that lasts for the duration. If any of your creatures are created through this effect or are created for combat, they appear to you as if they were created for that effect. Creatures created by a spell of 3rd level or lower can’t be affected by it. You can also adjust the spectral power to fit a different reality, based on the reality you know or suspect exists within the last 30 days. The spectral power lasts for the duration, but it can’t penetrate barriers, talismans, or ward glyphs. To cast the spell, the creature must be fighting a creature within 5 feet of it and must be within 100 feet of the spell’s target. When you cast the spell, you can specify a spectral effect that will affect only the creature created by the effect. You can also specify a spectral component that creates a wave of magical energy to accompany the effect. The wave can pass through barriers, neutralize magic devices, stave off cataclysms, and even create portals to destinations beyond the Astral Plane.
Illusion
Mighty Spirit
150
Concentration, up to 1 hour
Your mystic voice rings across the lands. Choose one creature within range for the duration to affect as a Spirit creature of type Strength or smaller, of the chosen kind: a Medium or Large creature, or a Large or smaller creature that is either an undead or an undead component. The creature’s speed is possible with the creature’s Strength score. If the creature is neither an undead nor its speed is 2 or less, it gains no benefit from becoming an undead in the same way as an undead component. Moreover, the creature doesn’t gain the benefit of any sort of natural healing. For the duration, the creature has advantage on all Strength and Dexterity saving throws, and it has disadvantage on Strength saving throws against being affected by any spell or other magical effect.
Special Wind magic
120
1 Hour
The air in a 15-foot cube originating from a point within range blasts out in a direction that you choose so that it appears as a horizontal line originating from a point within 30 feet of a point you choose in this way. Each creature in the line must make a Strength saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is caught in the vortex for the spell’s duration.
Mighty Spirit
60
Instantaneous
You create a spirit that can physically and mentally attack as many creatures as you like, up to 10 times your Constitution bonus. The spirit can also make a Wisdom saving throw each time it attacks
Mighty Spirit
60
Instantaneous
You enter a small area and move with it. You gain the following benefits as an action. You can teleport to a location within range, such as a city or a castle. On your next turn, you can take the move action and teleport to a different place within range. You can also use your reaction to teleport to a place where you are currently living. The teleport ends if you leave the area. You can use a bonus action on each of your turns to teleport to another place within range. You can also use a bonus action on each of your turns to teleport to another place within range. You can also use a bonus action on each of your turns to teleport to another place within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you choose one of the following benefits. You can also choose two of the benefits you use for this spell. At Higher Levels. When you cast this spell using a spell slot of
Mighty Splendor
Self
15 Days
You manifest your true power in a creature. Choose a creature within range. For the duration, that creature has advantage on attack rolls against you, and can make two Wisdom Wisdom saving throws with disadvantage on the attack roll. Choose up to two creatures within 5 feet of you whose warding step you choose when you cast this spell. The creatures benefit from being invisible to you. They feel no fear in the area and can be reached only by speaking its name (if known) or touching it. If you cast this spell without first speaking the creature’s name, the spell fails.
Divination
Mighty Splendor
Touch
Concentration, up to 1 hour
You touch a creature, either a creature you can see or one you know. The target must succeed on a Charisma saving throw or drop to 0 hit points. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Mighty Splendour
Self
Concentration, up to 1 minute
One creature of your choice that you can see within range (up to 60 feet) is coated with a corrosive liquid that burns for 1 minute on each of its turns. The target must make a Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much damage on a successful one. The poison then collects in the creature for 1 minute on each of its turns. You can use a bonus action on a subsequent turn of yours to crush the creature, removing the corrosive liquid and storing it for your next melee attack. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell creates two additional effects at Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the extra effects created by the spell apply to both effects. When you cast this spell using a spell slot of 9th level or higher, you create two additional effects at Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the extra effects created by the extra effects apply to both effects.
Conjuration
Mighty Splinter
Self (15-foot radius)
Concentration, up to 1 minute
You create a shimmering mass of force in a 15-foot radius centered on a point you can see within range. The spell’s area is difficult terrain. Until the spell ends, the spell’s magic circle has a 15-foot radius, and the spell’s area is difficult terrain. Until the spell ends, the spell has a 20-foot radius, and the magic circle has a 20-foot high slot. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases to 20 feet for each slot level above 2nd.
Evocation
Mighty Splitter
120
Concentration, up to 1 minute
Choose up to ten creatures of your choice that you can see within range. You choose a creature type: humanoid, quadruped, quadrupeda, quadrupedaest, quadrupedaestess, quadrupedaesty, quadrupedaesty and so on. The chosen type’s statistics are replaced by those of the chosen race and gender. The target must succeed on a Wisdom saving throw or be affected by the spell. The affected target is immune to this spell. It has a swimming speed of 30 feet, and it has advantage on Strength (Athletics) checks made to maintain this speed. Until the spell ends, you can use your action to charm or frighten a Medium or Small creature you can see within range. Make the chosen trap or opportunity attack with that creature. If you target an object that is neither held nor carried by another creature, this spell ends. If you target a spell, object, or other magical effect, you can end it by using a different action.
Conjuration
Mighty Splitter
120
Instantaneous or 1 hour (see below)
You choose one creature that you can see within range. The target must make a Wisdom saving throw. On a success, it takes 2d6 slashing damage. On a miss, it takes 5d6 slashing damage. On a success, it takes 10d6 slashing damage. On a second saving throw, it takes the full damage. On succeeding saves, the target takes half as much damage.
Divination
Mighty Splitter
30
Instantaneous
For the spell’s duration, you transform up to ten nonhostile creatures of your choice within range. Each target must succeed on a Wisdom saving throw or be charmed by you for the whole duration. For the duration, charmed creatures can’t be attacked or harmed by you. Additionally, whenever a charmed creature with a Strength score or lower scores at the start of its next turn drops to 0 hit points, it can’t be attacked or otherwise affected by you. During the duration, a charmed creature also continues to make the saving throw with disadvantage and must use its action to move away from you and attack any creatures who are within 10 feet of its home redoubt. An affected creature can use its action to make a Constitution saving throw, taking 3d10 force damage on a failed save, or using its action to move away from you and attack any creatures who are within 10 feet of its redoubt. Each time a creature uses a weapon attack during the duration or makes a melee attack before gaining hit points, the creature must succeed on a DC 20 Constitution saving throw or take 2d8 acid, cold, fire, lightning, or thunder damage (your choice when you create the spell) instead. A creature w ho harms a creature affected by this spell each round it takes acid, cold, fire, lightning, or thunder damage until the spell ends.
Transmutation
Mighty Splitter
A creature or a creature within range attempts to combine his/her melee weapon attacks against a target of your choice within range. Choose one creature that you can see within range. On a hit, the target takes 1d12 slashing damage. You can use your action to move the creature up to 40 feet in any direction, ending the effect on itself on a success. If you cast this spell again, the creature must have seen the attack and is within 5 feet of you. If your melee weapon attacks target a target within 5 feet of you, you have advantage on the attack. While targeting a target, you can make a melee attack with it, and if the target uses its action to make a new attack, roll a d8, replacing the first die with a different one for that creature. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Evocation
Mighty statue
60
Concentration, up to 1 minute
Up to three statue-sized statues of spirits appear in a secluded spot on the ground within range. The statues are animated and appear to float and remain hovering near a surface or within an area of loose earth (such as a ceiling, a floor, or soothed when cleared). They are also visible from up to 300 feet away. While the statues animate, all effects are lost and any creature or object can’t benefit from being invisible, invisible, obscured, or invishered. The statues aren’t covered by armor, shields, shields-wearing creatures, or spell
Mighty Step
120
Concentration, up to 1 minute
You leap from one spot on the ground in a space you can reach, then leap to an area you can see within range. For the duration, you can’t pass through a space larger than 60 feet, even when you choose the space. You leap vertically up to 30 feet, then up to 60 feet, then up to 90 feet, then up to 500 feet, then up to 500 feet, then back again to a distance of up to 30 feet. The area you leap from is completely enclosed by the ground, and you can use a truncheon to cut off any creature that falls into the area if it has legs. Any falling creature that drops to the ground must succeed on a Dexterity saving throw or be knocked prone. A creature that successfully saves against this effect has its speed halved and can’t take reactions, and the spell ends. A creature caught in the spell’s area must make a Dexterity saving throw every 8 hours. When the spell ends, the creature must succeed on a Dexterity saving throw or take half as much damage. If the target falls over, the spell ends, and the spell ends within 10 days.
Necromancy
Mighty Step
30
Concentration, up to 1 minute
You step into the past and attempt to compel its memory. The memory is limited to a specific course of action, such as a course that requires you to use your hands to reach for a weapon. If the memory is successful, the spell ends. The memory is lost if you cast it again or if you use your action to dismiss it. If you do so, the spell fails. If you fail, you must use your action to decide whether to end the spell or to refrain from it. If you do so, the spell ends.
Conjuration
Mighty Step
60
Instantaneous
You place yourself on the ground in a 5-foot radius around you and create a 1-foot-square open area. You can move through the area as you see fit,’ but you must use your movement to move up to 10 feet in any direction. You must be on the ground at the time you cast the spell. If you are on the ground in a straight line, you must stay on the ground as long as possible. If you are in a horizontal line, you must stay on the ground as long as possible. You can make every movement you take as if you were moving up or down. As you move, you take the same damage, except that it deals no extra damage. A creature takes 1d8 cold damage when it enters the area. The cold damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Mighty Storm
150
Instantaneous
You summon a storm-like storm that explodes in a 60-foot-radius sphere centered on a point you choose within range. Each target must make a Constitution saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. The storm then vanishes. A creature can repeat this spell many times, ending the effect on itself on a success. For the first time on a turn or a turn after you cast this spell, you can designate a place in the storm that you can see within range, such as a forest, a forested area, or a swampy area. A storm can be made up of up to ten smaller ones, but each requires a different slot. You can create one storm on a single target. The target must be within 30 feet of you, and it must be strong enough to defend itself against spells. You can also create a storm up to 10 miles long, up to 10 miles wide, or up to 10 miles high. Once created, the storm can be destroyed by other means. A target must be within 30 feet of you to do so. A storm can also be triggered by magical attacks. Each storm lasts for 1 minute. When you cast this spell, you and any creatures you designate when you cast it also gain the benefits of the following spells: Bless of Protection from Evil, Force, or Lightning. Bless of Protection from Poison. Bless of Protection from Disease. Bless of Protection from Sleep. Cure Wounds. • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •
Mighty Storm
60
Instantaneous
This spell creates a whirlwind that travels up to 60 feet in a direction you choose, centered on a point you can see within range. The whirlwind is strong enough to crush obstacles, and it is strong enough to push up to 30,000 pounds of rock. The whirlwind can pass through barriers, but you aren’t able to move through them. While your movement isn’t blocked by any objects, you can make a ranged spell attack. The target must succeed on a Strength saving throw or take 8d8 bludgeoning damage and be pushed up to 20 feet in the whirlwind. If you hit the target with a weapon attack, you can cause it to take 2d8 bludgeoning damage or be pushed up to 20 feet in the whirlwind. The target has resistance to bludgeoning, cold, and damage from nonmagical weapons for 1 minute. For the duration, the target can use its action to make two Constitution saving throws, ending the effect on itself on a success. On a failed save, the spell ends.
Evocation
Mighty Storm
Touch
Instantaneous
You create a storm of roaring thunder in a 20-foot-radius sphere centered on a point you can see within range. Each creature in the sphere must make a Constitution saving throw. On a successful save, the creature takes half as much damage and is knocked prone. If the spell ends, the spell ends. The storm spreads out to 60 square miles, and all creatures within the area must make a Constitution saving throw. On a successful save, the creature takes half as much damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th
Conjuration
Mighty Strength
100
Concentration, up to 1 minute
You gain the ability to create and manipulate strong, durable objects, whether solid or stone. An object that fits the description of a strong object is strong enough to stand on its own. This spell can’t be cast on any creature other than you. The spell is a double-edged sword. The creature that constructs it must be of at least 5 feet tall and weighs 2,000 pounds. If the creature is a creature, the creature can’t be charmed by this spell. The spell’s effect is temporary. A creature who ends its turn in the spell’s area can use its action to move up to 30 feet away from the area.
Transmutation
Mighty Strength
60
Concentration, up to 10 minutes
A creature you can see can’t take any damage of its kind. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Mighty Strength
Self
1 minute
Threaten creatures you touch attack a creature’s Strength check. The target’s Strength scores are reduced to 0. That creature takes 1d10 force damage. The spell’s damage increases by 1d10 for each level above 2nd.
Enchantment
Mighty Strength
Self
Concentration, up to 10 minutes
You create a force field that is strong enough to defend against ranged attacks. The field is composed of three equal parts that have a radius of 30 feet and a height of 30 feet. The field is 20 feet wide and 15 feet tall. The field allows you to teleport to any point within range. A target that travels on its turn must make a Strength saving throw. On a success, that target is teleporting to a different point on the field. On a failure, the spell ends and the spell ends for that area. When a target moves into the field, it must make a Strength saving throw. If it fails, it is restrained by the force field. The spell ends on the restrained target.
Conjuration
Mighty Strength Strength, up to 10 minutes
Conjuration
Mighty Strength
Touch
8 Hours
Your hand strikes something strong enough to crush an opponent up to 60 pounds away. Until the spell ends, your weapon attacks deal an extra 1d4 force damage on a hit, except on objects struck by your attack.
Conjuration
Mighty Strength
Touch
Instantaneous
You touch a creature and gain the benefits of your Strength bonus (your choice) and Dexterity bonus (your choice) for the next 24 hours. This spell’s effect ends on the target if the target uses Strength, Dexterity, or both for the next 24 hours. You can use your action to dismiss this spell.
Transmutation
Mighty Strength, up to 1 minute
1 minute
Self
You can use your Strength to attack a creature’s Strength, up to 1 minute
Touch a creature in the area of your choice that you can see within range. The target’s Strength rises by 1st level. The target can be stunned for the first time in its turn within a 30 feet of the target. If the target is stunned for the first time in its turn there is a Strength saving throw of your choice that you can see within range. The target is stunned and dispelled and disintegrate in a 6 foot radius. The target is no longer in the area, and it is no longer restrained in the area. The target can be stunned, dispelled, or torn away. You can expend your Strength to make the target more powerful for the spell’s duration. The target’s Strength increases by 1d8 when you reach 6th level or higher. The target is restrained in the area, and it can be restrained or torn away from you. The target is restrained in the area. The creature takes 5d6 psychic damage, or half as much damage on a successful one. Any creature restrained in the area by the creature is frightened and stunned for the spell’s duration. The creature can be restrained or torn away. A restrained creature is restrained in the area for the spell’s duration, but it can be restrained or torn away from you for the spell’s duration. The creature is restrained in the same way as the restrained creature, with the same effect as if it restrained in the place of its first restraint. When you cast this spell using a spell slot of 4th level or higher, the target is restrained while in the area. The restrained creature is restrained while in the area of its first restraint. The restrained creature is restrained in the way it would normally be restrained. The restrained creature must make a Strength check or Strength check before being restrained in the area. If a restrained creature is restrained in the area, the restrained creature is restrained and torn away from you. The restrained creature is restrained again while in the area of its first restraint. The restrained creature can be restrained and torn away again. The restrained creature can be restrained, torn away, or torn away again, if it is restrained in its first time in the area, or if the restrained creature is restrained in its first time in the area. It is restrained for the spell’s duration. The restrained creature is restrained, torn away, or torn away again, if the restrained creature is restrained in the area, or if the restrained creature is carried away from you. The restrained creature is restrained, torn away, or torn away again, if the restrained creature is restrained in the area. The restrained creature is restrained, torn away, or torn away again. When it is restrained, the restrained creature must make a Strength saving throw or Strength saving throw. If the creature can be restrained or torn away from you, the restrained creature’s next turn ends when the spell ends. The restrained creature is restrained in the area for the spell’s duration, up to 1 year. The restrained creature is restrained on a failed save, if the target is restrained, torn away, or torn away again, the restrained creature is transported to the nearest location where it reverts to its normal form when it reaches the spell
Mighty Strike
120
Instantaneous
A line of energy blasts from your spear, filling two inches of the ground in a 40-foot radius. Using a spell slot of 4th level or higher grants you extra damage to two strikes. After 5 rounds, the first hit deals 1d4 x 10 force damage to the ground.
Conjuration
Mighty Strike
120
Instantaneous
Choose one creature of your choice that you can see within range. The target takes 4d8 psychic damage. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage. On a failed save, the target takes half as much damage and is stunned.
Conjuration
Mighty Strike
120
Instantaneous
This spell creates a momentary silence, causing creatures of your choice within 30 feet of you to tremble and crackingle as you strike. Each creature that is under the effect of this spell must make a Constitution saving throw. On a failed save, the creature is restrained and must move away from you to regain its control over itself. For the duration, this spell doesn’t restrict the creature’s movement, and it makes no sound, sound, or move inside any sealed spaces within 30 feet of you. No creatures—including creatures created by or connected to a multidimensional or physical construct—are trapped within the spell’s silence.
Conjuration
Mighty Strike
120
Instantaneous
You conjure up a powerful, instantaneous strike that deals 1d6 force
Mighty Strike
120
Instantaneous
You strike a creature or an object of sufficient size and weight to cause a brief burst of lightning. Until the spell ends, the target can use his or her action to make a Strength check against your spell save DC. On a success, the spell ends. If the spell ends, the target takes half damage from the end of the spell, and the spell ends on a successful save. The spell ends if the target is incapacitated, or if a spell or ability that targets the target fails to end.
Conjuration
Mighty Strike
120
Instantaneous
You unleash a force of magic that reshapes the course of space and time. Choose a point within range. The point can be any square or square-shaped space. The sphere of force is 10 feet in height, and can be any length of surface. The sphere can be both smooth and rough. The sphere can also contain up to 10,000 square feet of ground up to its full force. The spell can also target one square foot of ground or one foot of slope. The spell ends when the sphere is completely covered by ground and the spell ends.
Conjuration
Mighty Strike
1 Hour
You use your action to strike a target within range. The target must succeed on a Wisdom saving throw or take 1d6 force damage. On a failed save, this spell ends. The spell ends on undead or construct creatures.
Conjuration
Mighty Strike
300
8 Hours
You create a large, magical force that can't be harmed, and it can’t be harmed directly or indirectly. You can’t attack the creature or anything that moves within the area, but the force can and must be strong enough to resist all damage.
Conjuration
Mighty Strike
30
Concentration, up to 1 minute
You create a beam of energy that can reach up to 150 feet long and up to 30 feet wide and up to 30 feet high and 10 feet high. The beam can be up to 30 feet long, 10 feet high, and 10 feet high. The beam is a 30-foot cube and has the same range and duration as the spell’s area of effect. The beam has a range of 60 feet. The beam moves at 20 feet per second and is capable of reaching up to a maximum height of 30 feet.
Conjuration
Mighty Strike
30
Instantaneous
Choose one of the following effects to affect the weapon. The effect lasts for 1 minute or until you use the Ability check again. This effect can’t occur more than once on the same object. The spell’s duration is halved if it lasts more than 30 minutes.
Conjuration
Mighty Strike
30
Instantaneous
You make a fist attack, or one of your unarmed strikes with one, that you can’t miss. Make a ranged spell attack against a creature you can see within range. On a hit, the target takes 4d8 force damage. If you make a fist attack against a creature you can see within range, you choose an object or object that is not within reach. The target is restrained by a shield.
Necromancy
Mighty Strike
30
Instantaneous
You make a fist attack with one weapon. You can make the attack with a weapon up to 3 feet in length. The target takes 1d6 force damage. A creature’s hit point maximum is reduced by half.
Divination
Mighty Strike
30
Instantaneous
You raise your hand to raise a weapon of your choice from the air. The weapon must be of an unoccupied 5th-level or higher slot. The weapon is unarmoured and can’t be worn or carried. It drops to the ground in a 60-foot cube. Each creature inside the cube must make a Constitution saving throw. On a success, the cube moves as far as you can move without issue. If you hit a creature or an object within the cube that is within 60 feet of the cube, it is pushed 10 feet away from you. If you hit an object within the cube that is within 60 feet of the cube, it slams 10 feet away from you. The cube moves no more than 60 feet in any direction. If you move to a different spot within the cube, you can use a bonus action to cause the cube to move to the location it was moved to.
Conjuration
Mighty Strike
60
Instantaneous
A ranged weapon attack of your choice that you can make with your weapon’s normal weapon attack bonus or its bonus weapon attack bonus against one target of your choice within range. If you do both, the attack deals an extra 1d6 psychic damage to the target and ends for it.
Transmutation
Mighty Strike
60
Instantaneous
Choose a creature that you can see within range and that can either be a creature or an object. The target takes 4d8 thunder damage, and it takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. If you are fighting the creature, you have advantage on all attack rolls and saving throws, and you create one of the following effects within range: • You create a small blast that fills a 15-foot-radius sphere centered on the target to all creatures in the area. • You instantaneously cause one plant or an object creature to make a Strength or Dexterity check, choosing the one from the list, to succeed. • You cause plants and objects to become diseased and sickly if you fail the check, or a similar check the target makes to recover from such a condition. • You cause harmless tremors in the ground if you place a trap or other moving structure within reach of a creature or object within 5 feet of a location prone to such a condition. Make a successful check with the steed or wyvern spell using your spell slot and move as far as you can from the creature you used for creating the effect, using your own statistics. For the purposes of this spell, the spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). For the purposes of choosing which effect to make, each plant or an object created by this spell increases by 2d8 when you reach 9th level (4d8), 11th level (5d8), and 17th level (6d8).
Transmutation
Mighty Strike
60
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous�Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Instantaneous
Mighty Strike
60
Instantaneous
You strike a creature that you can see within range and that can’t take normal damage. The target can use its action to make a Strength (Athletics) check to be knocked prone. On a successful check, the target is knocked prone. The target must be standing or standing on a plane of existence other than your current one if it is standing. The target can make a Strength (Athletics) check against your spell save DC. On a successful check, the spell ends.
Conjuration
Mighty Strike
60
Instantaneous
You strike a target that you can see within range. Choose one creature that you can see within range. The target takes 2d6 psychic damage and must succeed on a Constitution saving throw or take 1d6 psychic damage. The target regains hit points equal to half the number of hit points it has. It can repeat this saving throw at the end of each of its turns. This spell can't end if you are incapacitated or a creature fails to make a Wisdom saving throw.
Evocation
Mighty Strike
60
Instantaneous
You teleport yourself to a point within range. When you reach the top of the cliff, you and all creatures within range are pushed up to 10 feet into the air or up to 10 feet into the air. Choose one creature that can’t move, and you and any other creature that can’t move are restrained. The target takes 3d6 cold damage and 3d6 necrotic damage. The target also gains resistance to all physical damage except for bludgeoning, piercing, and slashing damage.
Conjuration
Mighty Strike
90
Concentration, up to 1 hour
You attempt to attack a creature or a creature that you can see within range. The target must make a Strength saving throw. On a roll of 2 or higher, the creature’s Strength score is reduced by 1 until it can’t be reduced to 0 hit points. If the target already has a Strength score of 1, the spell ends. On a failed save, the target takes 4d6 psychic damage, or half as much damage on a successful one. The spell ends if you cast it again or if the spell ends before 8 hours of rest.
Conjuration
Mighty Strike
Concentration, up to 1 minute
You strike a creature that you can see within range. The target can take no action until the spell ends. The target must make a Constitution saving throw using its movement. On a successful save, the creature takes half damage on a failed save. The spell ends if the target takes damage. On a failed save, the spell ends. If the target takes damage, it takes half damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Mighty Strike
Self
Concentration, up to 10 minutes
You launch yourself at an object that you can see within range, causing it to leap toward you in a straight line. You can use your action to make the target jump up to 20 feet in the air and make the attack roll. The target must succeed on a Strength saving throw or be pushed 10 feet away from
Mighty Strike
Self
Concentration, up to 1 minute
A fist of force springs into existence in the space of a creature you can see within range. The target must succeed on a Dexterity saving throw or become restrained by the force. The target takes 4d6 force damage on a failed save, or half as much damage on a successful one. The force lasts for the spell’s duration. Any creature restrained by the force has disadvantage on Strength, Dexterity, and Charisma checks made against its challenge and ability scores against the spell’s duration, and it is immune to a number of other effects that aren’t there. The force can’t be used to push a creature in a horizontal direction, for example.
Transmutation
Mighty Strike
Self
Concentration, up to 1 minute
You attempt to overwhelm an enemy with a punch. As an action, you can cause the target to take 1d8 force damage. You can also cause the target to make an attack roll with a weapon you can see within 30 feet of you. If the target makes the attack roll against you before the effect ends, the damage is reduced by 1d8 for the spell’s duration and the target takes 1d8 force damage of its own.
Evocation
Mighty Strike
Self
Concentration, up to 1 minute
You create an instant, unblinking fist that can strike a creature. The creature must make a Strength saving throw. On a failed save, the creature is knocked prone and is restrained by the fist. The fist then explodes, dealing 1d6 force damage to the target and causing it to take 2d6 force damage. If you use your action to create a new fist, choose one of the fist's two attacks, the fist can’t be used again until the new one hits. This fist deals 1d6 force damage to the target each time it makes its attack roll. If the fist ends its turn on the ground, the creature is restrained by it and can use its action to move up to 30 feet as a bonus action. The creature is restrained until the fist ends, at which point it is no longer restrained by the creature. The fist can’t be used to attack a creature that takes damage when it uses its action to move up to 30 feet from the ground. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Mighty Strike
Touch
Concentration, up to 1 minute
You select a creature within range. The target must succeed on a Wisdom saving throw or be knocked prone. The target takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. If the target drops unconscious, it is revived by another creature that can’t be knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Abjuration
Mighty Strike
Touch
Instantaneous
You strike a creature in melee range. The target must succeed on a Dexterity saving throw or take 1d8 lightning damage. On a successful save, the target has resistance to lightning damage until the spell ends.
Conjuration
Mighty Swarm
120
Instantaneous
You create a swarm of enormous, black tentacles that are capable of moving around corners of the room. Each creature in the swarm must make a Strength saving throw. A creature takes 2d8 force damage on a failed save, or half as much damage on a successful one. For the duration, the swarm can move up to 30 feet in all directions. A creature must make a Strength saving throw each time it moves 120 feet or less from the point it appears in the spell’s area to regain its movement. On a success, the spell ends. The swarm can move up to 30 feet in any direction that it appears. The swarm is a Medium swarm of tentacles, 20 feet long, 20 feet wide, and 10 feet tall. The tentacles are difficult terrain and can be difficult terrain for the spell’s duration. The swarm can move up to 60 feet in any direction. It sheds bright light in a 20-foot radius and dim light for an additional 50 feet. The swarm can’t pass through barriers or other barriers or pass through walls. The spell ends when the swarm appears in the space it occupies, if any.
Transmutation
Mighty Swarm
120
Instantaneous
You create a swarm of tiny hummingbirds of different shapes, sizes, and colors. You can’t create more than one swarm at a time. Each
Mighty Swarm
120
Instantaneous
You create a swarm of tiny, translucent creatures of your choice that have the same hit points as any other creature within range. Each creature in the area must make a Strength saving throw. On a successful save, a swarm of creatures and their equipment is centered on you. The swarm lasts for the duration, and any creatures inside it return to their normal forms. Any creature within the swarm that is incapacitated by the spell has disadvantage on the saving throw. A creature that falls unconscious during the spell’s duration is unaffected. If a creature that is not incapacitated by the spell is killed by a creature that is or is attempting to be a creature of the same sex, the creature is killed on its next turn. If a creature that is killed by a creature of the same sex dies, the creature is not able to perform the task that led to the creature’s death. If a creature that drops to 0 hit points or is injured by a spell or spell-like ability or by a special effect that causes the creature to take damage or to become incapacitated, the creature is instantly killed by that special effect. Alternatively, a creature that drops to 0 hit points or is injured by a spell or spell-like ability that causes the creature to take damage or to become incapacitated can use its action to use its action to use its action to move out of the spell’s area to avoid being harmed. A creature can use its action to move only in that direction. The swarm ends if a successful save equals or exceeds the spell’s maximum number of hit points. A creature that drops to 0 hit points or is injured by a spell or spell-like ability that causes the
Mighty Swarm
150
1 Hour
You create a swarm of ten tiny spiny creatures, and each one can’t move. The creatures can’t move when they first enter the game. Any other creature that can’t move within 10 feet of you must succeed on a Wisdom saving throw or take 2d6 fire damage. If you create a swarm, the creatures can’t be larger than 10 feet and can’t be charmed or frightened by you. Creatures can’t be charmed or frightened by you. You can also create one swarm of ten at a time, lasting until you dismiss the spell. The swarm lasts until you cast dispel magic.
Abjuration
Mighty Swarm
150
Instantaneous
You command a swarm of hostile creatures to make a ranged attack against a target you can see within range. The target takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. You also have advantage on attack rolls against the swarm’s target. The swarm can lay eggs, but it must also lay a swarm of at least 4 eggs. You can also lay an infestation of other creatures. To lay a swarm of creatures, you must be within 5 miles of the target within 5 miles of it. The swarm can’t take damage when it reaches the target’s maximum height or when it takes damage.
Conj
Mighty Swarm
1 minute
A swarm of magical creatures of your choice that you can see within range. They appear in an unoccupied space that you can see within range, or within the spell's area within 1,000 feet. The creatures can be any size or type, including undead. Each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 10d6 necrotic damage. At the end of each of its turns, it makes a Constitution saving throw. On a successful save, it takes half as much damage. A creature takes only half as much damage on a failed save.
Transmutation
Mighty Swarm
30
Instantaneous
A swarm of small creatures appears on the ground in a 10-foot radius. Each creature of the swarm must make a Constitution saving throw. A creature takes 10d10 necrotic damage on a failed save.
Conjuration
Mighty Swarm
30
Instantaneous
A swarm of tiny, ravenous creatures appears in a spot you choose within range. Make a
Mighty Swarm
30
Instantaneous
You create a swarm of celestial creatures in an unoccupied space within range. The swarm appears in the location where it appears and lasts for the duration. The creatures have advantage on any Wisdom (Perception) check a creature makes to disperse the creatures around them. At the start of each of your turns, you can expend a swarm of creatures to cause at least one additional swarm to appear in the space it created. At any time during this spell’s duration, as long as you have a swarm of such creatures within 30 feet of you, you can cause the swarm to move to any other spot within 30 feet of you that the spell targets.
Conjuration
Mighty Swarm
30
Instantaneous
You create a swarm of tiny insects that are friendly to you and that stay within range for the duration. Each creature within 10 feet of you must make a Constitution saving throw. A creature takes 6d8 swarm damage on a failed save, or half as much damage on a successful one. A creature that fails the save must make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature can take this saving throw at the end of each of its turns, ending its turn. A creature that fails the save must make a Constitution saving throw at the end of each of its turns. A creature doesn’t need to make this saving throw against a swarm of tiny insects. It doesn’t need to make this saving throw against large ones. A creature that fails the save must make a Constitution saving throw at the start of each of its turns. If it fails, it takes 4d8 necrotic damage on a failed save, and the spell ends on that creature. A creature that fails its save against a swarm of tiny insects has no effect on this saving throw. A swarm of tiny insects is hostile to you and that stays within 10 feet of you until the spell ends.
Evocation
Mighty Swarm
60
1 minute
A swarm of creatures emerges from an unoccupied space that must be within 5 feet of one another. Each creature in the swarm must make a Constitution saving throw. On a successful save, a swarm of creatures appears on a side of the target that is 30 feet square and that is 30 feet in diameter and 120 feet tall. Any creature that fails its save against this spell also fails its spell save. The swarm appears on the surface of the ground a square 10 feet or more above the surface of the ground where it appears. The swarm can be up to 10 miles across. If the swarm appears on an unoccupied space, it must remain there for the spell’s duration. The swarm can be destroyed as an action, and it can’t attack or otherwise enter an unoccupied space. The swarm can’t harm any creature other than its closest allies. When the spell ends, the swarm moves into the space and moves to any other spot within reach.
Conjuration
Mighty Swarm
60
Concentration, up to 10 minutes
A swarm of large, spectral creatures appears. Each creature in the swarm must make a Constitution saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. A creature can use a bonus action to make a Strength (Athletics) check using your bonus action to determine if its movement is normal or prone. If it isn't, it moves only as far as its normal movement. A swarm of creatures is a swarm of creatures of your choice that isn't normally hostile to you. The swarm is capable of moving at least 100 feet in any direction, and can reach up to 10 feet tall. A swarm can also move up to 10 feet in any direction. The swarm can’t attack a creature or object within range. It can’t take damage from spells or magical effects. The creature can use an action to make a Strength (Athletics) check against your spell save DC, which reveals it to be immune to this effect. If the check is successful, the creature is immune to this effect for the duration. The creature can’t speak, understand, or otherwise use language other than its own. The spell ends when the creature becomes deaf and blind.
Abjuration
Mighty Swarm
60
Concentration, up to 10 minutes
A swarm of swirling, roaring, roaring creatures appears in a 30-foot-radius sphere. Each creature in the area must make a Constitution saving throw. On a failed save, a swarm ends. This spell can end in a surge
Mighty Swarm
60
Concentration, up to 10 minutes
You create a swarm of small, flying creatures within range. The swarm is harmless to non-hostile creatures that are within 30 feet of you. As long as the swarm is active, creatures within it can make a Wisdom saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and half as much damage on a successful one. The swarm is difficult terrain. Any creature that can see or hear you must make a Strength saving throw, and the target takes 2d8 bludgeoning damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional swarm creature for each slot level above 2nd.
Evocation
Mighty Swarm
60
Concentration, up to 1 hour
A swarm of tentacles sprouts from your hand and spreads out from you to serve
Mighty Swarm
60
Concentration, up to 1 minute
A swarm of fey creatures swarm at a point you choose within range. Each creature you choose within 5 feet of the point you choose must succeed on a Constitution saving throw or take 1d8 thunder damage. A creature takes 20d6 thunder damage on a failed save, or half as much damage on a successful one. Until the spell ends, you can use a bonus action to cause the swarm to move toward you. You can move up to 30 feet before the swarm disperses. If you move more than 30 feet before the swarm is centered on you, you must move up to half as fast as you normally move.
Evocation
Mighty Swarm
60
Concentration, up to 1 minute
A swarm of tiny undead appears over a surface on the ground in a 20-foot cube. Each creature in that area must make a Constitution saving throw. A creature takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. A creature can take no more than 10 hits with this spell. A swarm of undead appears on the ground in a 5-foot-radius sphere centered on a point you choose within range. If you cast this spell using a spell slot of 5th level or higher, the swarm appears on the ground in a 30-foot-radius sphere centered on a point that you choose within range. A creature that succeeds on a saving throw on the spell ends its turn in the area and isn’t affected by the spell.
Evocation
Mighty Swarm
60
Concentration, up to 1 minute
You cause a swarm of fey creatures to swarm around you as you cast this spell. Each creature in a 20-footradius sphere centered on a point you choose within range must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. The spell’s area of effect is a 30-foot cube centered on that point. The swarm lasts for the duration. Each creature that ends its turn within 60 feet of the center of the cube must succeed on a Dexterity saving throw or take 1d6 force damage. When you cast this spell again, the spell ends.
Conjuration
Mighty Swarm
60
Concentration, up to 1 minute
You create a swarm of strong, strong air in a space of 60 feet in a spot you can see within range. The swarm is small and moves slowly and in a straight line up to 10 feet in any direction. The swarm spreads out from the nearest point of contact for the duration. The swarm can be larger or smaller. The swarm is difficult terrain. The swarm lasts for the duration and can be destroyed by ranged or magical means. Creatures that aren't in the swarm and aren't on the same plane of existence as you are within it must succeed on a Wisdom saving throw or be prevented from moving. If the swarm is destroyed by a spell or effect, it instantly vanishes of its original location. When the swarm is destroyed by a weapon or other object, it vanishes on a random spot within the space it was created in, and on any adjacent space that was not in the swarm. In this way, the swarm can be destroyed by spells, but otherwise it is harmless.
Conjuration
Mighty Swarm
60
Concentration, up to 1 minute
You create a swarm of tiny, yellow, or green tentacles that are capable of moving around corners and hurl themselves at creatures within range. They appear at least 10 feet tall. An object in the swarm can be any size you choose. The swarm can't be larger than 5 feet in height. The swarm can attack any creature within its area, including creatures that are within 5 feet of the center of the swarm. Each creature in the swarm must make a Constitution saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are immune to poison or fire damage take half as much damage from the swarm. At Higher Levels. When you cast this spell using certain higher-level spells slot 1st, 2nd, or 3rd, the damage increases by 1d6 for each slot level above 1st
Conjuration
Mighty Swarm
60
Instantaneous
A swarm of flying, magical creatures appears in a 15-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A swarm of creatures can occur up to ten times its normal size. Creatures that don’t have a swarm spell active also
Mighty Swarm
60
Instantaneous
A tiny swarm of tiny creatures appears in a 30-foot-radius sphere centered on a point you choose within range. The swarm can be up to 10 creatures, up to 10 allies, up to 20 willing creatures, up to 10 undead, or up to 10 constructs. Each creature that ends its turn in the area must make a Constitution saving throw. On a failed save, the swarm vanishes. On a successful save, the swarm vanishes. A swarm of these creatures appears in any unoccupied spaces on the surface of the ground that the swarm points to. Creatures that don’t have any kind of communication with the swarm can make this saving throw with disadvantage. A swarm of these creatures appears only once on the surface of the ground, and it appears on one of the floor spaces of the space it appears on. Any creature that moves in the area must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature moves to the nearest unoccupied space on the surface
Mighty Swarm
60
Instantaneous
You create a swarm of swirling, swirling, and roaring creatures that you can see within range. The creatures must succeed on a Dexterity saving throw or take 1d8 lightning damage and be knocked prone. The creatures can move through the area and can make attack rolls as normal. The creatures are difficult terrain. The creatures must be within 60 feet of each other when created. The creatures can move through the area and can make attack rolls as normal. The swarm lasts for the spell’s duration. The creatures can’t be affected by spells or other magical effects. At Higher Levels. When you cast this spell, you create a swarm of swirling, swirling, and roaring creatures that you can see within range. Each creature in the swarm must make a Dexterity saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and has disadvantage on attack rolls.
Evocation
Mighty Swarm
60
Instantaneous
You create a swarm of tiny, harmless, poisonous, or magical creatures that you can see within range. The swarm grows in size from the initial size to the height of the target's head. If the target is larger than you, the swarm becomes the size of a Large creature and becomes larger when you reach 5th level (2d8).
Conjuration
Mighty Swarm
60
Instantaneous
You create a swarm of tiny insects that hover in a 20-foot-radius sphere that you can see within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 4d6 necrotic damage and must move 10 feet to the nearest safe zone. The swarm moves at half the normal speed of a normal creature. The swarm can be outgrowing any other creature within 60 feet of it. Creatures that aren't outgrowing must use a DC 15 Strength check or take 1d6 bludgeoning damage. A swarm of manticores grows to a height equal to your walking speed. Any creature that is larger than the manticore must make a Dexterity saving throw. On a failed save, the target takes half as much damage and must use its reaction to make the saving throw again. On a successful save, the target takes half as much damage and takes no damage from the spell again. The swarm lasts for the duration. The swarm, or any other creature that can be affected by the spell, can move only by flying. A swarm is a humanoid construct that can’t exceed its hit points. A swarm can’t create more than 10,000 gallons of water or 10,000 gallons of air. It can’t create more than 30,000 gallons of water, up to 10,000 gallons of air, up to 60 gallons of water, or up to 300 gallons of air, up to 1 inch tall. A swarm can’t be affected by teleportation spells.
Conjuration
Mighty Swarm
60
Instantaneous
You create a tiny swarm of tiny creatures that are harmless to you and that can be seen only to you and that can be made to move in any direction. Each creature in the swarm must make a Constitution saving throw. A creature must move through the swarm to reach you. The swarm can move in any direction at the start of each of its turns. The swarm can also attack. The swarm can be stopped only by a spell of 5th level or higher. A creature can make this saving throw only once, each time it takes damage. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature can also use an action to dismiss the swarm as a bonus action.
Evocation
Mighty Swarm
60
Instantaneous
You create a tiny swarm of tiny creatures that are harmless to you and that can be seen only to you. Each creature in the swarm must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The swarm can be stopped only by a spell of 5th level or higher.
Conjuration
Mighty Swarm
60
Instantaneous
You lash out with a swarm of invisible energy to attack a creature within range. The target must succeed on a Dexterity saving throw or take 4d6 psychic damage. If the target’s Strength and Dexterity scores against you, it is immune to this spell. When you cast this spell, choose one of the following options. The swarm is harmless and lasts for the duration. Large. At Higher Levels. At Higher Levels. At 1st level, whenever you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Transmutation
Mighty Swarm
60
Instantaneous
You tangle, wring, and wriggle like a swarm of bees. Each creature in a 60-foot-radius sphere of swirling water centered on a point you can see within range must make a Constitution saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. The creature must then make an Intelligence saving throw at the end of each of its turns. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can increase the damage by 1d8 for each slot level above 6th.
Transmutation
Mighty Swarm
Self
Concentration, up to 10 minutes
You create a swarm of magical creatures within range. Choose a creature within 30 feet of you and cause it to move with you, or you can cause it to hover or hover nearby. If the creature is hostile to you or you command it to attack, it defends itself by making a Constitution saving throw. On a failed save, the creature defends itself against the creature for the remainder of the turn. If the creature is immune to being frightened, it can’t be targeted by this spell.
Evocation
Mighty Swarm
Self
Concentration, up to 1 minute
A swarm of heavily-armed creatures appears at a spot you can see within range. Choose one creature of your choice that you can see within range. The swarm is hostile and has advantage on attack rolls against you. The swarm appears for the duration. The creature can’t attack until it’s completely engulfed in the swarm. The swarm doesn’t harm you or cause hostile creatures to attack you. The swarm doesn’t attack you or cause hostile creatures to attack you. The swarm lasts for the duration and doesn’t move. You can move the swarm up to 30 feet. The swarm can’t be affected by other spell effects, such as conjuration or mind-affecting ones. The swarm can’t be affected by attacks or spells. The swarm can also be moved by means other than one of the following. Any movement made by the swarm can’t cause the swarm to move. The swarm can’t be affected by spells or other magical effects.
Conjuration
Mighty Swarm
Self
Concentration, up to 1 minute
A swarm of tiny insects appears in the space that you specify on the ground within range. Roll a d20 and the number on the table on the bottom of the page is equal to the speed of the swarm. The swarm must be within 30 feet of you. Roll twice, and the same number of creatures on the same sheet must be on the same plane of origin. The swarm can be a large group of creatures or a small group of creatures. Each creature in the swarm must be within 5 feet of you. A creature that starts its turn in the swarming state can use its action to make a Strength or Dexterity check. On a failed check, the creature is restrained. At the end of each of its turns, the creature can make a Constitution saving throw. On a successful save, it is no longer restrained by the spell. An affected creature can repeat the saving throw at the end of each of its turns. On a successful save, the creature is no longer restrained by the spell.
Conjuration
Mighty Swarm
Self
Concentration, up to 1 minute
You
Mighty Swarm
Touch
Concentration, up to 1 hour
You create a swarm of small, harmless creatures on the ground. Choose one of the following: a humanoid, an ichthyosaur, a manticore, a kobold, a leopard, a wyvern, a rat, a boar, a spider, a spider mite, a snake, a spider moth, an ichthyosaur, a mantid, a bat, a spider, a spider spider or a snake. The swarm can be larger than the swarm, and it must be within 30 feet of you. You can't move it. You can use your action to move the swarm up to 30 feet to a point you can see within range. If it moves more than 30 feet, it must make a Constitution saving throw. On a failed save, the swarm ends. If the swarm is larger than the swarm, it can't be moved and must instead move up to 30 feet away from you. The swarm can appear in any direction. If the swarm is in a place that isn't within 10 feet of you, it spreads out. For example, if the swarm is in the middle of a clearing, the clearing isn't occupied by the swarm. You can designate a spot where the swarm can hover and can cause it to hover up to 10 feet away from you. You can also designate a spot where the swarm can move. When the swarm appears, you can use an action to make a ranged spell attack. The swarm can defend itself from hostile creatures. If you cast the spell on a creature, that creature must succeed on a Dexterity saving throw to avoid being engulfed in the swarm. On a successful save, the creature’s hit points are halved. If the swarm spreads out, it can cause the creature to travel only 30 feet away from you. If the swarm spreads out, it spreads out to a place you choose within 60 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd
Mighty sword
120
Concentration, up to 1 minute
You create a nonmagical sword that can fight for one minute with a successful hit. The weapon is light and lightweight, and it disappears when reduced to 0 hit points. The weapon can reach and strike at up to lightly defended individuals. While in this form, the wielder doesn’t have to use attacks and might (if any) and has advantage on attack rolls against enemies within 5 feet of the weapon.
Transmutation
Mighty Sword
300
Instantaneous
A mace drawn to one creature with power and precision surpasses its normal use and lasts for the duration. The magical sword appears in the space of a 30-foot cube on the ground and lasts for the duration. A target can use an action to end the spell on a creature it can reach. On a successful melee attack, it strikes the target twice. Until the end of its next turn, the sword w ill not leave the ground and cuts across its surface, forming a sustained piercing ram as it strikes. At Higher Levels. When you cast this spell using a spell slot of two levels higher than your Spellcasting ability, the damage increases by 1d10 for each slot level above 3rd.
Conjuration
Mighty sword
60
1 Round
You construct a sword with a 1-inch blade and strike against one creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d6 slashing damage. You can target one creature with a melee weapon attack against your choice of one (or both) within 30 feet of the sword, and the weapon deal 1d6 slashing damage of the target normally. As a bonus action on each of your turns, you can also target one additional creature for each of your turns. If you target two or more targets simultaneously, they become targets of this spell. You can’t target multiple targets at once. Once a casting of this spell ends, the spell can be restarted only each time you target two or more targets, or whenever you target three or more targets. Whenever the weapon attacks a creature within 5 feet of it or a creature within 30 feet of it, it deals 1d6 slashing damage to the target, which must then be slain.
Transmutation
Mighty Telepathy
300
Instantaneous
You speak a telepathic message to a creature you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. The target can’t be charmed by you. When the spell ends, the target regains all expended uses of this spell. The target can use an action to make a Wisdom (Perception) check against your spell save DC to see if the spell is successful or fails. If it succeeds, the spell ends. It ends when you cast the following spells on the target: Animate Dead, Acid, Cleansing Soot, Enthrall, Enrage, Enrage by Sleep, Frightful Exits, Healing Wave, Heavy Rain, Heavy Rain by Wind.
Transmutation
Mighty Thorns
Until dispelled,
Conjuration
Mighty Thunder
120
Concentration, up to 1 minute
You hurl a storm of thunderous force at a point within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 6th.
Conjuration
Mighty Thunder
60
Concentration, up to 1 hour
You create a powerful tornado of force of nature that erupts from you. The tornado lasts for the duration. If you are within 60 feet of the point of origin of the tornado, it creates an unoccupied space in the space you created when you cast this spell. A tornado can’t exceed 50 feet in height. A tornado can also be created by a spell or by the wind. If the tornado forms from an object, the object must be within 100 feet of the point of origin of the tornado. The tornado also lasts for the duration. A creature’s movement when it creates the tornado must be within 60 feet of the point of origin of the tornado. The creature can use its action to make a Strength check
Mighty thunderclap
120
Instantaneous
The thunderclap of a thunderous weapon crushes any creatures that aren’t already knocked prone, allowing it to do little more than protect creatures. For the duration, each creature in a 10-foot radius around the creature’s center of mass must make a Constitution saving throw. On a failed save, a creature is blinded until the spell ends and has disadvantage on attack rolls against creatures under the same condition. If the creature fails the saving throw, it can use its action on a later turn to take 2d10 thunder damage. This spell can’t save a creature blinded by this spell or creating a thunderous noise while under the spell.
Transmutation
Mighty thunderclap
150
Instantaneous
You unleash a thunderous blast of bracer that reaches as far away as the eye can reach in a 30-foot radius. Each creature within 10 feet of the target must make a Constitution saving throw. On a failed save, the target takes 3d8 thunder damage, and it can’t use reactions for 1 minute. On a successful save, the spell ends, leaving behind no material damage. A creature takes half as much damage and isn’t affected by thunder damage.
Illusion
Mighty Thunderclap
60
Concentration, up to 1 minute
A thunderous explosion, or a cloud of thorns, appears in a 30-foot-radius cube centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 5d10 thunder damage on a failed save, or half as much damage on a successful one. When you cast this spell, the damage increases by 1d10 for each slot level above 1st.
Conjuration
Mighty Thunderfly
30
Concentration, up to 1 minute
Choose any creature you can see within range. Until the spell ends, the target must succeed on a Constitution saving throw or be knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 month for each slot level above 5th.
Evocation
Mighty Thundergod
150
Instantaneous
You invoke the power of nature against an enemy or against an object within range and push into its space to protect it.
Divination
Mighty Thundergod
60
1 Hour
The thunder god erupts with a thunderous roar that can’t miss a target, and the target makes a melee spell attack for the entire attack bonus vs. targets within 10 feet of it. On a hit. the target takes 4d12 thunder damage, and it can’t attack you until the start of your next turn. The thunder shakes anything it’s thrown against. To a creature who uses movement while under the thunder, the thunder is audible. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Conjuration
Mighty Torrent
10
Concentration, up to 1 minute
A Torrential rain of flowing, flowing force springs forth from you in a 30-foot radius and lasts for the spell’s duration. Each creature in the area must make a Constitution saving throw. A creature takes 14d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th.
Evocation
Mighty Torrent
120
Instantaneous
A storm of swirling water erupts from you and pours from you up to 300 feet away, centered on a point you can see within range. The water becomes a roaring fountain of water for the duration. For the duration, you can hold onto a portion of the water (in this case, a piece of stone with a 20-foot radius) for as long as you hold onto it. As the water drifts, it fills a 25-foot cube. A creature must make a Constitution saving throw. On a failed save, this creature takes 8d8 fire damage on a failed save. A target takes 10d8 acid damage on a failed save. If this creature becomes incapacitated, it becomes paralyzed and must make a Constitution saving throw every day. On a successful save, the creature has its mind dispelled. The spell ends if the target is dead or if it dies. The swirling water is difficult terrain, and it lasts for the duration. You can use another action to disperse the water, and then you can use your action to move the water up to 10 feet and up to 15 feet. You can also move the water up to 20 feet.
Transmutation
Mighty Torrent
90
Concentration, up to 10 minutes
You create a burst of magical force that twists and twists the fabric of reality around you until no one can see you. The spell can’t penetrate solid walls, and its area extends into space. If the spell ends before then, the spell fails, and the illusion falls apart at the end of each of its turns. The spell has no effect on undead or constructs.
Evocation
Mighty Torrent
Self
Concentration, up to 1 minute
You create a powerful torrent of water that can reach up to 100 feet long and up to 100 feet high. The torrent grows to 1 inch in height and 10 feet high. You can use your action to teleport to a point within range. At the start of each of the spell's turns, you can move up to 10 feet in one direction. You can also move up to 10 feet in one direction. A creature that ends its turn within 5 feet of the start of its turn must move 1 foot to the left of the start of its turn. If the target moves more than 10 feet in either direction, it is pushed 10 feet up to reach the top of the torrent. A creature that moves more than 10 feet in one direction must make a Strength saving throw. On a failed save, the creature must move 10 feet up to reach the top of the torrent. On a successful save, the creature moves up to reach the bottom of the torrent.
Conjuration
Mighty Transmutation
150
1 Hour
You create or create a large, solid object or object of greater power. Make a ranged spell attack against the object or object. On a hit, the target takes 1d6 force damage. On a failed save, the target takes 1d6 force damage, and the spell ends. The object or object can hold up to 4 pounds, and the spell can be cast over a nonmagical object.
Conjuration
Mighty Transmutation
30
Concentration, up to 1 minute
A beam of radiance radiates out from you to a creature within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 radiant damage, and the spell ends. On a successful save, the spell ends.
Transmutation
Mighty Tree
120
1 Hour
You create a tree that stands on a point within range and that is legible to trees of its kind for the duration. The tree can be up to 50 feet long, 10 feet high, and 1 foot thick. It appears in a spot you choose within range. You can specify creatures or objects that the tree is speaking to. When you make the decision to make the tree animate or not, you make your own judgment about its appearance. When you make an illusory manifestation, all nonliving objects created by the illusion remain under your control, and nonliving objects created by the illusory manifestation can’t harm it. It gives you the ability to shape the image so that it looks like a real tree and obeys any verbal commands that the illusionist makes to shape the creature’s appearance. You can ask the illusion to move along a vertical or horizontal plane, which must be at least 45 feet across and no larger than a 20-foot cube. That change might apply to a creature created by a spell such asude, bardic trick, or divination circle, or to a creature created by an activity that the creature knows is sacred, such as the taking of the Lotus Raiment. While the creature created by such a spell is on the visible plane, the illusion can’t cast spells there or cast any magic items there. If you choose a point within range, the tree branches, and any creatures
Mighty Tree
120
Concentration, up to 1 hour
Your tree shrinks to make way for a new form. It takes 2d4 roots and 5 feet of bark for its new form. For the duration, it has the following benefits: • It has resistance to cold damage and fire damage. • It sheds bright light at a rate of 300 feet per round it occupies its new form. • It sheds darkvision when it forms from another tree. • It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. • It sheds cold damage and cold damage in a 20-foot radius.
Evocation
Mighty Tree
30
1 Hour
You create a tree—
Mighty tree
30
24 Hours
This spell shapes trees and plants to serve as servants of nature and guardians of the common. Choose a portion of dirt or stone that you can see within range, such as a patch of bark or a patch of bark covered with bark and worn by armor. You make the tree seem like a tree, blocking light and shadow, but also creating natural barriers and creating shadows so that its light can pass through them. If you cast this spell without first making a single shadow in its area, the spell ends, and trees and plants in the area become shadow trees until the spell ends. Whenever a given patch of bark becomes thick and heavy enough to allow for a continual fall (typically 5 feet per minute), a shadow plant that you choose creates a small, twisting tremor in the patch, forming a cone about 1/2 inch in diameter. If you create a cone by a normal fall, the spell ends.
Transmutation
Mighty tree
30
Instantaneous
You make a tree trunk strong enough to crush trees in a 40-foot cube centered on a point of your choice within range. You can create one of the following effects within range: • You create a tiny tree trunk with a blast of strong wind. • You instantly lift a tree from the ground and throw it up to 10 feet in any direction. • You speed up the tree by 30 feet. • You blind for a short time, make wisps of shadow webs around
Mighty Tree
60
1 Round
The tree that you choose sprouts limbs and blossoms into a powerful tree companion. Choose one or more branches or leaves, one or two branches, and one trunk. The tree grows in a 40-foot cube centered on each point within range. For the duration, the tree sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The tree sheds darkvision if it is active. For the duration, the tree sheds for 20 feet its trunk and sheds bright light in a 30-foot radius. The tree sheds dim light in a 30-foot radius and dim light in dim light for an additional 20 feet. The tree sheds cold darkness in a 30-foot radius.
Transmutation
Mighty Tree
60
24 Hours
You create a tree that rises from the ground in a space that you can see within range. The surface area is square with bark covered by bark and peeling away. The tree appears in places that you choose, such as behind a door or over a window. It can be up to 50 feet long, 10 feet high, and 1 inch thick. The tree appears in places you choose, visible only to creatures of your choice within range and that have AC 5 and lower hit points than the trees that you choose. The tree appears where you cast spells and what appears to be foliage, not just tree trunks but also trees and branches, roots, stalks, and branches from trees from other planes of existence. The tree disappears when it is replaced by another tree. The tree can
Mighty Tree
60
24 Hours
You establish a tree of strong wind centered on a point within range. The tree lasts for the duration or until you dismiss it as an action. It grows to 1 foot tall and is light gray to green in color, with a bark diameter of 1 inch thick and a growth rate of 10 feet
Mighty Tree
60
Concentration, up to 1 hour
You create a tree that is strong enough to crush even the most powerful trees in a location. It lasts for the duration or until you dismiss it as an action. You decide what kind of tree it is and how it functions. It can be a Medium tree or a Large tree. The tree can be up to 10 feet long, standing up and down on a flat surface, and growing. Each foot it takes to grow to 10 feet is expended. The tree can be restored to full health by spending 1 hit point to a creature or by spending 1 hit point to cast this spell again. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light can illuminate invisible doors, windows, and other openings. The light isvolving through objects and leaving behind dimly lit creatures.
Transmutation
Mighty Tree
Self (10-foot radius)
Dimension
Mighty Tremors
120
Concentration, up to 1 minute
You create a shadowy, shadowy entity that can’t be seen. The entity can be any size, as long as its size is less than your size. The entity’s height changes as you cast this spell. The target must be within 5 feet of you when you cast the spell. The target can’t be more than 5 feet in any dimension. The entity is difficult terrain, with a 30-foot radius and 10 feet of walking (2.5 miles per hour), and can’t move while dispelled. When the spell ends, the entity disappears and reappears in the nearest unoccupied space for the duration.
Conjuration
Mighty Tremor
Self
Instantaneous
You create a wall of strong shaking in a 20-foot-radius sphere centered on a point within range. The wall lasts for the spell’s duration. Until the spell ends, the wall is immobile. A creature that steps into the wall must make a Strength saving throw, taking 5d8 force damage on a failed save, or half as much damage on a successful one. A creature that enters the wall without successfully gaining height or falling off the wall is knocked prone.
Transmutation
Mighty vines
120
Instantaneous
A vine extends from your hands in a 10-foot radius around itself to serve as a temporary jump block until the start of your next turn. You can use this movement to move up or down a staircase or ramp, or to jump from a height of up to 30 feet above the ground. The vine lasts for the duration. When the vine appears, it deals 4d10 force damage to each creature that ends its turn within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature to protect against the vine's effects. The plant produces vines that protect against bludgeoning, piercing, and slashing damage.
Mighty Wall
120
Concentration, up to 10 minutes
A wall of swirling force springs into existence at a point you choose within range. The wall appears in any orientation you choose, and you can make straight or diagonal cuts along the wall to create a simple, horizontal wall. The wall can be up to 10 feet long, 10 feet high, and 1 foot thick. It disappears when the spell ends. The wall can be blocked, struck, or otherwise used to slow, constrain, or neutralize a creature. The wall can be up to 30 feet tall, and it disappears when the spell ends. The wall can't be moved by any means that isn’t directed radially toward you.
Evocation
Mighty wall
120
Concentration, up to 10 minutes
You create a wall of force that lasts 120 feet on each side. The wall is composed of steel, bone, and stone, and it is composed of magical energy that can only be passed through the wall. It is a Huge wall of force composed of 10%-inch-deep pitiable stone that spans 120 feet on each side. The wall is made of 1/2 inch thick, and it is composed of magical energy that can only be passed through the wall. Any creature standing in the wall must make a Dexterity saving throw. On a failed save, it takes 7d6 force damage, or half as much damage on a successful save. The wall is immobile while you are within it. Any creature that ends its turn in the area must make a Dexterity saving throw. On a successful save, the wall is destroyed. While the wall is in place, creatures can’t attack or take damage from the wall. Any creature or object within the wall can’t be targeted by a spell or otherwise interacted with. If the wall cuts through a creature’s space, that creature must make a Dexterity saving throw against the wall’s damage. On a failed save, the creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.
Conjuration
Mighty wall
120
Concentration, up to 1 hour
A wall of force 90 feet long and 10 feet high spans a 40-foot-radius.sidereal wall, 10 feet thick and 5 feet thick enough to collapse stone or plaster. The wall lasts for the duration, and its edge is up to 10 feet less than the wall you choose. It is a horizontal barrier, 50 feet diameter and 5 feet thick. It blocks line of sight but not movement, and it has resistance to cold damage. The barrier lasts for the duration, and the creature that starts it is blinded for 1 minute, after which time it can breathe normally. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the wall doubles its current height, up to 20 feet, and stops short of collapse.
Evocation
Mighty wall
120
Concentration, up to 1 minute
The wall appears within range and lasts for the duration. You choose to create a ceiling or a foundation, a foundation or a turret, or a base, which is a vertical pillar that can be up to 10 feet long, up to 5 feet wide, and 5 feet thick, and has a diameter of 20 feet and a thickness of 25 feet. It has the following properties: - It creates no internal heat and doesn’t need to be heated. - It lasts for the duration of the spell, if the pillar is created. - It insulates creatures from hostile enchantments, neutral enchantments, and harmful energy. - It blocks 50 percent of incoming damage as magic damage, and it increases the resistances and antimates of magic items by 30 percent. - It keeps a constant fog cloud on the ground around it that obscures its area and makes it difficult terrain for creatures other than humans and undead.
Transmutation
Mighty Wall
120
Concentration, up to 1 minute
You create a wall of whirling primordial woe on the ground within range. Each creature of your choice within 120 feet of the wall rises out of it, moving up to 10 feet per round level I of the wall. The wall lasts for the duration, and it functions the same as a wall of churned earth or a churned pit wall, but it creates a 20-foot cube of whirling primordial woe that lasts for the duration. Any creature that starts its turn in the Wall or moves into it (if it isn’t there) must succeed on a Strength saving throw or take 6d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th or 6th level, the duration is concentration, up to 8 hours. When you use a spell slot of 7th level or higher, the duration is concentration, up to 24 hours. Using a spell slot of 8th level or higher allows you to cast spells up to half as long as the spell’s base duration.
Evocation
Mighty wall
150
Concentration, up to 1 mile (0.5 mi)
You create a wall of force 100 feet in a direction that you choose that lasts for the duration. The wall lasts for the duration to one creature or two others who are friendly to you or who can see you. The wall appears randomly on the ground within 10 feet of your current location, at the edge of an unoccupied space that you can see behind you. It blocks your movement and has no memory of its source. When you cast this spell, or as part of reaching for a weapon against an enemy who is immune to its normal spell-like effects, you can designate a password that the wall speaks. It answers the password when you use your action to create a ranged spell attack, if the attack calls for it. On a hit, it causes some metal within the wall to ignite, which ignites more objects in its path. The wall has AC 15 and 30 hit points, and it has a reach of 10 feet.’ If the barrier between you and the enemy is breached, you and any creatures within it either leave the wall (typically a creature that is holding or attacking you) or pass through it (typically a creature that is attacking you). Break it. You cause things in the wall to buckle and twist in a manner that makes it difficult for them to move. A creature that fails to make a Strength saving throw takes 2d8 bludgeoning damage and is knocked prone. Such a creature has advantage on any Strength saving throw. When the spell ends, the wall sprouts runes that grant it protection against all damage. Damage reduction. The walls damage reduce abilities reduce vulnerability to one damage type. The walls damage reduction are good and strong against the following damage types: acid, biting, deafened, or slashing. special attacks. If your attack deals an extra 1d6 damage to a creature, the walls damage reduction is reduced by that creature's damage type until its maximum value is satisfied. This reduction reduces the creature’s hit point maximum by 2d6, and the spell ends for that creature if its hit point maximum is less than the creature’s hit point maximum. In addition, if your attack deals an extra 1d6 damage to a creature, the walls magic aura fills its aura with magical light and blinds it for 1 hour, and ends for the creature if its hit point maximum is less than the creature
Mighty Wall
60
Concentration, up to 1 minute
You create a wall of force at the center of a space. The wall, which is 25 feet across, is 1 foot thick and is composed of a thin sheet of stone that remains up to 30 feet long and 10 feet thick. On a successful save, the wall collapses and the spell ends.
Evocation
Mighty Wall
60
Concentration, up to 1 minute
You create a wall of force in a 20-foot-radius sphere that resembles a swirling wall. The wall is made up
Mighty Wall
60
Concentration, up to 1 minute
You create a wall of strong energy that blocks a 60-foot-radius sphere of cold light, centered on a point you choose within range. The wall blocks up to 20 projectiles, and any creature that ends its turn within 60 feet of the wall must succeed on a Dexterity saving throw or take 1d4 cold damage. The wall is strong enough to stop most forms of magical force. You can use your action to move it up to 30 feet. If you move more than 30 feet from the wall, it must succeed on a Strength saving throw or be pushed 10 feet away from it. On a failure, the wall falls 10 feet away from you.
Conjuration
Mighty wall
60
Duration: Concentration, up to 1 minute
You create a 15-foot tall, 20 foot high, 10-foot-deep barrier up to 100 feet deep between each side of an area within range. The barrier blocks line of sight and moves at your direction each time you spend looking for it. The barrier lasts for the duration. When the barrier appears, each creature within its area must make a Dexterity saving throw, taking 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The wall is 1 inch thick and w hich might crumble under its weight. It lasts for the duration or until you dismiss it as an action. While the barrier is active, you can interact with it in any of the following ways: • You can push it open, thus blocking its movement for its entire duration. • You can push it close enough to cause damage to a creature within touching it that you can see, causing it to make a Wisdom saving throw. • You can cause it to create a magical barrier that surrounds you and surrounding objects in the area, making it impossible for nonmagical creatures to pass through. • You can break the barrier, forcing a creature to make a Dexterity saving throw against the wall. An object that breaks the barrier takes 2d10 bludgeoning damage, and an object that doesn’t break the barrier—such as a wayward owl or a magic door—crushes it. A creature that breaks the barrier is also subjected to the wall’s effects. When such a creature enters the wall for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, it takes 2d10 bludgeoning damage and is pushed 10 feet away from the center of the wall. A creature pushed 20 feet away from the wall is not pushed with this change.
Evocation
Mighty Water
100
Instantaneous
A wave of water appears in a 5-foot-radius sphere centered on a point you can see within range. The water appears to be of equal or greater size to the area and lasts for the duration. The water is opaque to creatures of dark, black, green, or violet color. Any creature that is affected by this spell must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. Creatures affected by this spell are immune to this effect, and they can use their action to take no damage from the spell.
Conjuration
Mighty Water
60
Concentration, up to 1 hour
You create a tiny, swirling wave of water on a solid surface within range. The wave is no larger than 10 feet high and about 1 inch wide. Each creature in the wave must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and becomes restrained. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can cause the wave to expand by up to 10 feet in a 10-foot-radius, 40-foot cube. The wave is a 20-foot-tall, 60-foot-tall cylinder of water. Each creature in the cylinder must make a Constitution saving throw. If it succeeds, it is restrained and can’t move out of the water. Otherwise, it moves out through holes in the water and into the water. The water in a cylinder is a 60-foot-radius sphere centered on a point you choose within range. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is restrained by the wave for the duration. During the wave, creatures can make Strength (Athletics) checks and saving throws. They also have advantage on attack rolls against spells and
Mighty Wave
120
Instantaneous
A wave of energy appears from a point you can see within range. Each creature within the area must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A wave of energy descends in any direction on a solid surface, and lasts for the duration. If the area is over a solid surface, there is no wave.
Evocation
Mighty Wave
120
Instantaneous
You create a wave of swirling water at a point
Mighty Wave
150
Instantaneous
You weave a powerful vortex of wind and thunder in one location within range. This vortex fills a 10-foot cube. Each creature in the area when you cast this spell must make a Constitution saving throw. On a failed save, it takes 14d6 thunder damage, and on a successful save, it takes half as much damage. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Evocation
Mighty Wave
300
Concentration, up to 1 minute
You create a wave of force 100 feet long, 10 feet wide, and 1 foot thick that crashes down on a creature or structure within range. The wave travels at a speed of 300 feet per 10-foot-tall structure. The wave sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Each creature in the area must make a Wisdom saving throw. On a failed save, the creature is restrained and restrained by the wave until the spell ends. The restrained creature can use an action to try to break the hold by succeeding on a Strength check (DC 20) or by using an action to break the hold by an attack roll. On a successful save, the creature is restrained and can move freely through it until the spell ends.
Transmutation
Mighty Wave
30
Concentration, up to 1 minute
You create the power within you to flood the air around you with the energy of four different wave shapes. Each wave has a diameter of 10 feet and a mass of up to three pounds. When you cast this spell using a spell slot of 6th level or higher, you can alter the wave direction it takes you, causing the wave to move in a straight line toward you. While this spell affects a spell’s target, the target can’t move or be affected by the wave. You can change the direction of the wave by using your action on each of your turns. You can also change the direction of the wave by using your action on each of your turns, ending the effect on itself on a success.
Transmutation
Mighty Wave
30
Instantaneous
You unleash a wave of magical force, originating from the nearest creature of your choice that can’t be more than 30 feet away. The wave travels at a constant speed, centered on a point you can see within range. Until the spell ends, you have resistance to bludgeoning, piercing, and slashing damage from all sources.
Transmutation
Mighty Wave
60
Concentration, up to 1 minute
A wave of intense energy spreads out from an object that you can see within range. The wave spreads around corners, and any creature within 5 feet of the target object must succeed on a Dexterity saving throw or be pushed 5 feet away from the wave. The target object can be anything you choose. The target objects are strong, strong, and strong in material component, but the waves are strong enough to do serious damage to creatures and objects in the area.
Transmutation
Mighty Wave
Instantaneous
You cause waves of energy that ripple in the air and ripple on the ground. Each wave lasts until the spell ends or the spell ends and you cast it again. If you don’t have an area of effect that lasts for that long, you can use your action to leave the area and return to it. The waves dissipate quickly, and you can repeat the spell if you wish. When you cast this spell, you can move up to 30 feet in any direction. You can move back up to 30 feet in any direction.
Conjuration
Mighty Wave
Self (60-foot line)
Instantaneous
You create an illusion of the wind, a wave of
Mighty Wave
Self
Concentration, up to 1 hour
A wave of power that fills space and can reach up to 20 feet in any direction. The wave can travel at the speed of light, and the area around it is difficult terrain. The wave is difficult terrain, and the area around it is difficult terrain. The wave appears in a direction you choose. The wave lasts until it is destroyed. At Higher Levels. When you cast this spell using certain higher-level spell slots, you create one additional wave for each slot level above 4th.
Conjuration
Mighty Wave
Touch
Instantaneous
You unleash a wave of magic that spreads out to cover a 10-foot-radius sphere, either at a 60-foot radius or at a 30-foot radius. A 10-foot-radius sphere must be within range to cause the spell. A creature that is within 10 feet of the sphere can make a Strength check to see if there is a 5-foot-square line of sight between the sphere and the ground. On a success, the sphere ends. On a miss, the sphere ends.
Necromancy
Mighty Weapon
120
Concentration, up to 1 minute
You create a weapon that you can use to overwhelm or overwhelm enemies. It has the same attack power as the one you used to create the weapon. The weapon has disadvantage on attack rolls against creatures that aren't carrying weapons. This spell ignores challenge rating and other effect modifiers. If you are fighting a creature that has a challenge rating of 5 or lower, the spell fails. The target takes 4d6 slashing damage, or half as much damage if it has no challenge rating.
Conjuration
Mighty Weapon
Touch
Concentration, up to 1 minute
You touch a creature, moving it or moving a creature up to 30 feet. The target must succeed on a Strength saving throw or take 2d8 thunder damage. When the spell ends, the target is no longer restrained by that target and can use its action to move back to its original plane of existence.
Transmutation
Mighty Whirlwind
150
Instantaneous
A whirling storm of whirlwinds rivalled the largest storm in history—the Great Smoky Mountains, churning and churning, with its torrential downpours and its tundra-like gales. Grasping with the wrath of nature, this whirlwind turns the earth into a roaring, giddy, maelstrom. Each creature in a 10-foot-radius sphere centered on each point you choose within range must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The swirling air sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is then extinguished when the glowing rim is gone. The whirlwind sucks up as much air as it can carry away from you and pours it out for up to 5 gallons per hour.
Evocation
Mighty Whirlwind
300
1 minute
A whipped, whirlwind-sized mass of roaring air appears in a 30 foot radius, straight ahead, and starts roaring for the duration. The whirlwind can move at full speed toward a creature or object within 30 feet of it. When the whirlwind appears, each creature in that area must make a Strength saving throw. On a failed save, a creature takes 6d6 cold damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the whirlwind sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Evocation
Mighty Whisker
60
Instantaneous
This spell creates a whirling vortex of force in a 15-foot cube centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 thunder damage, and it is knocked prone. A creature that fails save three times or dies instantly. A creature killed by this spell is also knocked prone
Mighty Whiskers
150
Concentration, up to 1 minute
You cause a shimmering noise that lasts for the duration. Until the duration, the noise fills a 10-foot-radius sphere centered on a point you choose within range. The sphere is a solid mass of magical force. Each creature in the sphere when you cast the spell must succeed on a Strength saving throw or become restrained in the noise for the duration. Each creature is immune to this effect, and any saving throw a creature makes is reduced by 1. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is cumulative. For example, if you cast Mending, the duration is 1 hour, 7 days, and 16 hours.
Transmutation
Mighty Whispers
150
Concentration, up to 1 hour
You create audible whispers and soft whispers within 30 feet of you. The whispers can be brief, passing words, picturing things or images, or whole words. When you cast the spell, you can give a whisper a faint metallic tone. It is accompanied by a murmur and a low whistle. It can be unlocked by attacking a creature that attacks a creature described under the creature’s name or by speaking the whisper aloud.
Abjuration
Mighty Whispers
60
24 Hours
You create psychic whispers within reach, one per line on each side of a creature you choose within range. Each word must be uttered within 1 minute, and each creature within 10 feet of the target must make a Wisdom saving throw. On a failed save, the creature can’t speak or cast spells for 1 minute. On a successful save, the creature can cast one of the following spells: an invocation to the wind, thunder, lightning, or thunder storm. On each of its turns, it can repeat the saving throw, ending the effect on itself on a success. If it does so, or before its next turn, it can use its action to move onto the next affected creature, choosing from the list created by this spell. Overgrowth. The words spread around the base of the stronghold, forming the largest structures and most heavily obscured landscapes on the ground. Furnishings. Thickets of thicket fill nearly all the bases of the stronghold. Floods. Storms flood twice as far away from the base as they do from the top, creating massive plumes of black smoke that sweep across the ground. In addition, at your command, a Flooded Monster that you choose makes its attack roll with one of the d10 Strength checks made against your spell save DC. Additionally, as an action, you can ram the Flooded Monster into thicket with a single nonmagical weapon, causing it to become heavily obscured. To a creature using your action to make a Strength saving throw or reach for the nearest solid surface, you can ram the Flooded Monster into a pillar, breaking it apart. If a pillar is created, its weight reduces it to 0 pounds. When you create the pillar, you add the weight of the pillar to the spell’s Strength saving throw DC. It then appears in an unoccupied space on the ground next to the pillar. If the pillar drops to 0 pounds, it is engulfed in smoke and must make a Strength saving throw. On a failed save, it becomes trapped until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two pillars of 1/2 inch diameter, two inches tall and weigh as much as 100 pounds. While the pillars are in place, creatures that aren’t in the pillars radius or within its area can take 1d8 bludgeoning damage, and nonmagical ranged weapons such as muskets or javelins deal 2d8 bludgeoning damage.
Conjuration
Mighty Whispers
60
3 hours
This spell summons the spirits of men and beasts of legend to protest the presence of evil in the Great Hall. At the center of the room is a hideous, skeletal figure of a god whose wails can be heard across the Great Hall. The grimoire contains a list of things that have happened in the past year and a half, as well as an explanation of what the piece of information says. For the duration, each affected creature must make
Mighty Whispers
Self (30-foot radius)
Concentration, up to 1 minute
You conjure spirits of your choice that are invisible to everyone except for you and that can hear and understand your language for the duration. When you cast the spell, you can direct up to three words from the language you speak to affect one creature of your choice within 30 feet of you. That creature must succeed on a Wisdom saving throw or be suppressed for the duration. This spell has no effect on undead or constructs. While suppressed, creatures can take actions and take other actions along the way. They can make noise, make sounds, read lips, speak lips, cast spells, write on shutters, light candles, warm clothing, warm clothing, cover one's face when outdoors, and so on. You can direct the words back to the language you used to speak them. Each time you cast this spell, you can choose to instantaneously read the words instead, moving along your spoken lines. You can inscribe the words on wood or stone, placing them within harm's way. If you do so, the words become permanent, appearing in your memory only for a limited time. You can’t direct words back to the language you used to speak them.
Evocation
Mighty Wind
10
1 Round
Blazing bolts of lightning strike at five points of your choice that you can see within range. Each creature within 10 feet of each bolt must make a Constitution saving throw. On a failed save, a creature takes 5d12 thunder damage, and it is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th.
Evocation
Mighty wind
120
Concentration,
Mighty wind
120
Concentration, up to 10 minutes
Wind whirling around you makes a 20-foot-radius, 40-foot-high cylinder of strong winds roar out toward a creature within range. Make a ranged spell attack against one creature within 20 feet of the cylinder. On a success, the creature takes 10d12 thunder damage, and its speed increases by 30 feet until the spell ends. At Higher Levels. When you cast this spell by a spell of 4th level or higher, the damage increases by 2d12 for each slot level above 3rd.
Evocation
Mighty wind
120
Concentration, up to 10 minutes
You create a 360-degree, 100-foot-radius sphere of wind centered on a point of your choice within range. Until the spell ends, the sphere lashes out at your command toward a creature within range. Make a ranged spell attack for the area. On a hit, the target takes 1d10 thunder damage. Whether you succeed or fail, the sphere drops to 0 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Evocation
Mighty wind
120
Concentration, up to 10 minutes
You create a strong gust of wind capable of carrying a creature up to 30 feet in a direction you choose. The wind can reach the target and reach as far as 60 feet with it. If lifted, the wind carries the creature up to 20 feet in a straight line, up to 10 feet when it descends, and back to 10 feet when it strikes. To a creature of medium or smaller size or reach, the wind is like a heavy fog cloud, preventing it from moving and obscuring details of its surroundings. A creature of the same or lower size or reach can’t be affected by this spell.
Evocation
Mighty wind
120
Concentration, up to 10 minutes
Your magic clouds create a 20-foot radius sphere centered on a point you choose within range. Until the spell ends, any creature or object that can’t be reached by nonmagical means can carry on or carry out teleportation spells with advantage, and the spheres shift in your hand to stay within that range. A Medium wind (10 miles per hour) sphere centered on a point within 20 miles blows in a 30-foot cube centered on the sphere. The spheres each have a 20 percent charge rating, and the spheres create vortexes that can leave a 1-foot-deep pit at the center. These vortexes fill a 30-foot cube. When a vortex appears, each creature or
Mighty wind
120
Concentration, up to 1 minute
A powerful chill spreads across a creature’s space, and the area of the chill is wider than a normal deep forest. The chill spreads to 30 feet in a 15-foot radius and to 50 feet in a 30-foot radius around itself. It lasts for the creature’s whole body to become chilled and to take 1d8 cold damage. Additionally, it deals 1d4 psychic damage to all creatures within 30 feet of it.
Evocation
Mighty wind
120
Concentration, up to 1 minute
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you and you. The wind lasts for the spell’s duration. While in the wind, you can use your action to create a 10-foot cube of swirling, swirling wind centered on a point you choose within range. Each creature in the cube must make a Constitution saving throw against thunder damage or become restrained in the wind until the spell ends. A creature can use this saving throw against another creature, such as a Huge or larger creature, or it can’t become restrained by the wind. As a bonus action, you can move the cube up to 30 feet. If you create a 10-foot cube, you can create a 15-foot cube as well. Any creature that ends its turn in the area must make a Constitution saving throw. On a failed save, the creature is restrained and must move on its own. If it wastes its action to free itself, it wastes the action that it could have taken to free another creature. On a successful save, the creature is no longer restrained and can move on its own. The wind damages objects in the area, but it doesn’t leave trails of dust, which might otherwise protect the area. The wind is suppressed, but it can be suppressed with a strong wind attunement. In addition, as an action, you can create a small pocket dimension to hold your concentration. The pocket dimension is 1 mile in diameter and has a ceiling and a sphere of crackling energy hovering 10 feet above the ground. You can use that space to physically move your w hart and to create portals to other dimensions. As an action, you can open the portal. The portal opens to a 1-mile radius sphere of intense energy that lasts for the duration. Any creature that ends its turn within the portal can repeat the saving throw. A creature can use its action to re-enter the portal or re-enter the vortex.
Conjuration
Mighty Wind
120
Concentration, up to 1 minute
A strong wind (great or medium size) disperses wind energy from a point you choose within range. Until the spell ends, a 10-foot-radius sphere of strong wind stretches for the duration. It moves in a direction: straight ahead, left, or upward. The sphere moves with you, centered on that point. Each time you move, a gust of wind moves toward the nearest creature of your choice within 5 feet of it. A creature must succeed on a Dexterity saving throw or be pushed 10 feet away from the center of the sphere. A creature can move through the vortex direction by using its movement action to make a Strength or Dexterity check. On a success, the creature moves away from the center of the sphere and is no longer restrained by the earth.
Transmutation
Mighty wind
120
Concentration, up to 1 minute
A whirlwind whirls around you, rolling, or slashing in a direction you choose. Each creature within 5 feet of you when you cast this spell must succeed on a Strength saving throw or be pushed 10 feet away from you in a direction along the ground toward the wisp. A pushed creature can use its movement to move up or down stairs or trails, so making the saving throw with disadvantage becomes a swift action.
Transmutation
Mighty wind
120
Concentration, up to 1 minute
A wind of unknown power (in this case, a thunderbolt) whips through your defenses, creating more than one storm centered on a point within range. Each storm lasts for the duration, which prevents spells and other effects from affecting it from affecting others before it ends. If you cast a spell and that spell has a range of 500 feet or less, you can cast this spell on it as part of the spell’s duration. If you cast a spell and target it with an effect originating from another source (such as from a magic lens aimed at a creature), this spell can’t be affected. When you use this spell on a storm, you choose the first storm to erupt. When you cast the spell, you can choose from any of the following effects, which might occur depending on the area affected: • A thunder cloud appears centered on a point you choose within range. A thunder cloud that drops to 0 hit points before it extinguishes is hurled 120 feet to the right, 15 feet off the ground. A thunder cloud that drops to 0 hit points before it combusts is hurled 30 feet to the left, 20 feet off the ground. A thunder cloud that drops to 0 hit points before it explodes is hurled 30 feet to the right, 15 feet off the ground. Each creature that ends its turn within 5 feet of the point where the meteorite’s blast hits must make a Constitution saving throw. On a failed save, it takes 1d6 thunder damage. On a successful save, it takes half as much damage.
Conjuration
Mighty Wind
120
Concentration, up to 1 minute
A wind of unknown power twists and forms a 15-foot cube of 100-footradius, 60-foot-cube centered on a point within range. The cube lasts for the duration or until the spell ends. When the cube is filled with air, the first thing that moves is up to 50 feet to the left of where you cast this spell. When you reach the top of the cube, any creature that ends its turn in the cube must roll a d 10 and take 2d8 psychic damage for the turn. The cube can’t enter a place or within 1 mile of another creature’s place within 5 feet of it or within 5 feet of a place or object that is directly within 5 feet of it.
Divination
Mighty wind
120
Concentration, up to 1 minute
The wind makes a simple, invisible barrier appear on a creature’s surface, up to 60 feet high, 10 feet high, and resting on a flat surface. The barrier can be up to 60 feet long, 10 feet wide, and 10 feet tall and lasts for the spell’s duration. When broken, the barrier collapses and leaves behind a 1-foot-radius cloud of magical energy on the target surface, which remains in place for the spell’s duration. The cloud obscures the area and up to 20 feet of ceiling, 10-foot high pillars, and 10 feet of girders. Protection from Energy. You can project a positive energy field around each creature within 10 feet of the barrier and banish them into the air, causing them to become immune to all damage and being restrained. A creature that is immune to this effect becomes immune to all damage and falls prone if able.
Evocation
Mighty wind
120
Concentration, up to 1 minute
Up to ten strong wind sways through your body and surrounds you for the duration. You and up to one willing creature within 30 feet of you can create one foot of free horizontal movement in any direction. You can move through the free movement as if you were in the air. If you move into a place other than the space you occupy, you can move through the space as if you were in the space, but no more than 5 feet. You can use your action to create or create and control up to ten untrained wind mongers in this spell. Any of them can use Strength for the attack and damage rolls it makes, provided the target is wearing armor. Any of these attempts fails if the target is wearing armor. The spell ends if you cast it again. You can target up to ten wind mongers in a 30-foot-radius. cylinder. Each mote must be in its place. Each wind monger must be within 1 foot of one willing creature that it obeys to be within 5 feet of it. Each
Mighty wind
120
Concentration, up to 1 minute
Wind whirls around you, blowing around you as you cast this spell, up to 90 feet in a straight line. Each creature in a 20-foot-radius. 20-foot-high cylinder centered on a point within range must make a Strength saving throw. A creature can choose to fail the save, and any effect created by this spell ends before the spell’s level is reached. On a failed save, a Large or smaller creature takes 7d6 bludgeoning damage and is restrained by the spell until the spell ends. If a Large or smaller creature fails the saving throw, that creature is also restrained by the spell. A restrained creature must use its movement to move to the best available space if it can while the spell is in effect. Until the spell ends, a restrained creature can use its action to make a Strength or Dexterity check against your spell save DC. If successful, a restrained creature then becomes friendly to you for the duration.
Transmutation
Mighty wind
120
Concentration, up to 1 minute
Wind whirls around you, creating mists of cloud in a 30-foot radius centered on a point you can see within range. A point must be within range of you, and you must make a Strength saving throw. A creature must also make the saving throw when it enters the webbing or fabric of the wall or when it uses an ability that allows it to take the extra step. The wind then
Mighty Wind
120
Concentration, up to 1 minute
You create a wind that fills a 10-foot cube of space. The cube must be within range. Until the spell ends, the cube can be difficult terrain or difficult terrain created by more than one wind. The wind then sweeps through the cube, creating up to twelve illusory shapes. Each shape includes a creature, object, or spellcasting ability that is difficult to comprehend or comprehend using the DM’s spell-like ability. The shapes cause the creatures in them to fly without first speaking them aloud. The creatures of the shape’s nature are invisible to most creatures. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the size of the wind increases by 1 foot for each slot level above 7th.
Necromancy
Mighty wind
120
Concentration, up to 1 minute
You create one of the following wind conditions: • The wind is strong and can reach 100 miles per hour. This wind can be blocked or dispersed with enough force to cause the wind to ripple in any direction. • The wind is strong and can reach from 40 to 100 miles per hour. • The wind is strong and can reach from 40 to 100 miles per hour. • The wind is strong and can reach from 40 to 100 miles per hour. • The wind is strong and can reach from 40 to 100 miles per hour.
Transmutation
Mighty wind
120
Concentration, up to 1 minute
You gain the ability to create a whirlwind of force in a 30-foot radius centered on a point within range. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. The whirlwind is a whirlwind of force, with each foot of the creature blocking the whirlwind and the size of the object blocking it divided 1 mile. The whirlwind sucks up up a Medium or smaller object that isn’t secured to anything and that isn’t carried by anyone. A creature restrained by the whirlwind can use its action to make a Strength check contested by your Strength (Athletics) or Dexterity (Athletics) check. If successful, the creature is pulled 10 feet higher than it was when it entered the whirlwind.
Evocation
Mighty wind
120
Concentration, up to 1 minute
Your magic grants you the ability to blow the heavens and the earth against enemies within range. For the duration, each creature you choose within 30 feet of a creature that you can see must make a Constitution saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Mighty wind
120
Concentration, up to 1 minute
You touch one creature you can see within range and cause it to have AC 30 and STR 30, Dex 30, Con 20, Int 10, Wis 11, Cha 10. On your turn, you can cause the creature to make a ranged spell attack against the chosen target. On a hit, the target takes 1d10 bludgeoning damage and is knocked prone.
Evocation
Mighty wind
120
Concentration, up to 1 minute
You unleash the power of nature's wind at two Medium or smaller points within range. In a straight line, each creature other than you within 60 feet must succeed on a Strength saving throw or take 1d6 bludgeoning damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Mighty wind
120
Instantaneous
A gust of wind extends from you, blowing from point A to point B, and then flying up to 30 feet in a straight line toward you. You can move this wind up to 60 feet in any direction as long as you are within 30 feet of the point you chose. You can also move it up to 30 feet in any direction, but only if it is in a vertical line that is 30 feet or more across. This wind dissipates in 1 minute. A creature who starts its turn in or out of this wind must make a Strength saving throw. On a failed save, it takes 5d10 bludgeoning damage, and it takes only half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases
Mighty Wind
120
Instantaneous
With an wind of your own, you decide the direction and direction of a beam of radiance that spreads over a 30-foot-radius. Each creature in a 30-foot-radius green light or dim light must succeed on a Wisdom saving throw to avoid being turned to dust. The light must remain within 30 feet of you for the entire spell’s duration. That number can’t be reduced below 3rd or 4th level, as the spell creates its own light. The light can illuminate up to 10 feet of solid surface, as long as it is bright light and can illuminate at least 5 feet of solid surface.
Transmutation
Mighty wind
120
Instantaneous
You create a burst of magic energy that can be heard and seen from multiple feet away. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one.
Conjuration
Mighty Wind
120
Instantaneous
You create a burst of wind that extends from the ground to a point within range. Each creature within 5 feet of the point must make a Dexterity saving throw. On a failed save, a creature takes 8d6 thunder damage and is knocked prone. On a successful save, a creature takes 8d6 thunder damage and is knocked prone. At the end of each of its turns, a creature can repeat the saving throw. A creature can take only one extra half-orc hit point at a time, or it can use its action to try to take two extra half-orc hits at a time. A creature must be within 30 feet of the point in the wind to breathe it.
Abjuration
Mighty wind
120
Instantaneous
You create a small, powerful wind that whips around you in a 20-foot cube centered on a point within range. Until the spell ends, the wind carries you. It spreads around corners. Each 15-foot cube (10-foot high cubes create more than 20 cubicles), you choose one of the following effects when you cast the spell. The effect lasts for the duration you cast the spell, unless you take the effect before the spell ends. For example, you could make the small wind wreathe your body, leaving you fully covered from the outside. The wind then whirls around corners and
Mighty wind
120
Instantaneous
You create a strong wind that sweeps around corners, creating a 10-foot-radius sphere of strong air centered on a point you choose within range. The area is composed of ten 50-foot-radius wingspan spheres, each 5 feet in diameter and 5 feet tall. Each sphere has AC 5 and 25 hit points per 5-foot section. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is pushed 10 feet away from the point of impact. On a successful save, a creature takes half as much damage and isn’t pushed. An object created by this spell is unaffected by effects that direct it to make a Dexterity saving throw.
Evocation
Mighty Wind
120
Instantaneous
You create a tiny wind-like wind sphere at a point you can see within range. The sphere is an object—a sphere of air or water or another form of magic energy—that fills the sphere with moderate to strong wind. Each creature in the sphere when you cast the spell must make a Constitution saving throw. On a successful save, the creature isn’t knocked unconscious. For the duration, you can make the creature’s AC equal to 10 + your Dexterity modifier. On a failed save, the creature takes 10d6 thunder damage, and the creature takes 2d6 thunder damage. A Large or smaller creature that fails its saving throw must succeed on a Dexterity saving throw or be pushed up to 10 feet away from the sphere from the sphere. If the creature is under the sphere, it must make a Dexterity saving throw each time it hits the sphere with a weapon attack. On a failed save, the creature takes 12d6 bludgeoning damage and is pushed prone. The sphere’s space is difficult terrain. The sphere fills a 15-foot cube centered on the sphere. The sphere’s space is difficult terrain. Creatures within the sphere’s space are restrained by the sphere and can’t be affected by it. A restrained creature can use an action to make a Strength check against your spell save DC to break free. A creature restrained
Mighty wind
120
Instantaneous
You unleash a wind of might on a creature that you can see within range. The target must succeed on a Constitution saving throw or be pushed 10 feet away from the target. The target can take the Dash action and continue moving. The wind then passes through the target and into a place you choose within range. Any creature in the area when you cast the spell must succeed on a Dexterity saving throw or take 4d8 bludgeoning damage. The wind then moves around corners. Any Large or smaller structure in the area when you cast the spell ends its movement there.
Conjuration
Mighty wind
150
Concentration, up to 10 minutes
A strong gust of wind blows against a creature within range. The creature takes 10d4 whirlpool blows and 5d4 bludgeoning bludgeoning bludgeoning bludgeoning bludges in a 50-foot cone. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d4 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.
Evocation
Mighty wind
150
Concentration, up to 10 minutes
A whirlwind appears at a point you choose within range and moves as a free action that you can choose within 180 feet of you. The whirlwind is large enough to fill a 20-foot cube. When the whirlwind appears, each creature that is within 5 feet of it must make a Strength saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Mighty wind
150
Concentration, up to 1 hour
A strong wind (compostically strong) blows from your pocket or a piece of your clothing in a 20-foot radius and moves with you, remaining centered on you and moving with you, for the duration. As a bonus action on your turn, you can move up to 5 feet straight and then repeat the process for all wind gusts except for the one from this spell. While moving up or down, if some wind points sequentially or explosively blows onto you, the basic movement pattern for that movement is drawn from this spell’s wind and dissipates in the instant the spell ends.
Transmutation
Mighty wind
150
Concentration, up to 1 hour
You create a whirlwind that moves with you, mimicking the sound of your footsteps. Each creature in a 5-foot-radius sphere centered on a point within range must make a Wisdom saving throw. A creature can choose to make this saving throw when making an attack roll or a spell check. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A whirlwind that is larger than a 5-foot radius sphere (20 inches tall) or that is launched into the air (20 feet long, 5 inches wide) deals an extra 1d4 bludgeoning damage to the target.
Evocation
Mighty wind
150
Concentration, up to 1 minute
A 60-foot-radius, 40-foot-high wind tapers into a 15-footradius sphere centered on a point you choose within range. Three gusts of wind from this point can’t enter a sustained wind condition or affect one creature or object in a sustained wind state. When
Mighty wind
150
Concentration, up to 1 minute
A whirlwind churns on the ground in a 10-foot radius around a point you choose within range. The whirlwind is a whirlwind of the sort you choose, dealing force damage to each creature in the area in a turn that you can see. Any creature that ends its turn in the whirlwind has disadvantage on attack rolls against you. The whirlwind can penetrate barriers, but it is difficult to crack it. If any creature moves into the whirlwind and uses its action to do so, that creature must make a Strength saving throw. On a failed save, the creature takes 6d6 bludgeoning damage and is caught in the whirlwind until the spell ends. While in the whirlwind, a creature is trapped in the creature’s space and can’t move. It can make a melee spell attack with the whirlwind, which creature automatically succeeds on the attack. On a success, the creature is transported to a different location where it can’t safely move and is pinned against a pillar. If a creature so lates to the whirlwind that it can’t see through the wall, the creature is blinded and can’t see anything through it.
Conjuration
Mighty wind
150
Concentration, up to 1 minute
One piece of nonmagical wind (diameter 30 feet long, 5 inches wide, and 10 inches deep) spreads out across a 30 foot cube and becomes almost invisible throughout the area. Anything it touches instantly obscures the wind. If you choose a cube that is neither too small nor too large to contain a piece of wind, then that piece is invisible and creatures within it can’t see out of the cube. The piece also extends down to remain within an extradimensional space. Thus, a piece of nonmagical wind piece created within an extradimensional space for one minute can teleport a creature within 10 feet of it or cause an effect that makes the beast’s space tremble. The spell fails if you choose one of the following options: • You can create a vortex created by the wind. Using a vortex, three creatures of your choice that are moving at least 30 feet per round since you cast this spell take no damage from the first time they were affected by it. If you create a vortex with an attack roll of 20 or higher, the creature takes twice the normal damage from that attack. • The creature uses Strength for growth for the first time on a target turn and makes a Constitution saving throw. The creature takes 10d6 + 20 damage on a failed save, or half as much damage on a successful one.
Transmutation
Mighty wind
150
Concentration, up to 1 minute
You create an instantaneous gust of wind that completely obscures your vision. Choose up to five words or one image within range, spelling a heading or heading phrase as you choose. Only one word or phrase can be uttered during the spell. Each word, phrase, or stroke can’t have any other possible visual component. For the duration, any creature that can read or read any part of the written word has advantage on all saving throws. Each time you cast a spell using a spell slot of 5th level or higher, you can use an action to create a temporary restraining effect so strong that a strong wind would blow a jet of water from your finger toward a creature in range. Make a ranged spell attack. You have advantage on the attack roll if the creature you target has any w uld w uld w uld w uld w uldw uld w uld w uldw uld w uldw uldw uldw uld w uldw uldw uldw uldw uldw uldw uldw uldw uldw uldw uldw uldw uldw uldw • Choose one creature or object in the area that you can see and must make a Wisdom saving throw. A creature succeeds automatically if it is immune to being frightened while within the spell’s range. If a creature can’t see within the spell’s area, a misty cloud of mist rises from the spell’s area of effect and covers the entire area. If you cast this spell over a longer period of time than usual, the spell’s effect widens to encompass an area equal to your size.
Transmutation
Mighty wind
150
Concentration, up to 1 minute
You create a vertical vortex of wind in a 60-foot radius at a point you choose within range. The vortex is a vertical vortex that can be up to 10
Mighty wind
150
Concentration, up to 6 rounds
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within 5 feet of you in a part of your choice that you can see. The target must succeed on a Constitution saving throw or take 1d6 thunder damage, and the spell ends. It also ends its turn if you use your action to move more than 5 feet away from it. Immediately after the spell ends, you can use your action to create a line of force 60 feet long and 5 feet wide, extending from behind you and up to 60 feet across. Each creature in the line must make a Strength saving throw. On a successful save, the creature moves up to five feet in a straight line and is no longer subject to nonmagical stomata. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Conjuration
Mighty Wind
150
Instantaneous
You create a horizontal boom of wind that lashes out toward a point you choose within range. Until the start of your next turn, the wind carries you directly toward a creature or an object within 120 feet of it, whose challenge rating is equal to or less than the creature’s challenge rating. The wind lingers in the air and lasts for the duration. When you cast this spell, choose one of the following options, gaining advantage on your subsequent turns: 1. Remnant. The wind spreads around your homeworld, warding off hostile flying creatures and creatures that aren’t equipped with battle equipment. You can direct the wind toward one creature or object within 120 feet of it. The target must succeed on a Wisdom saving throw or it vanishes. If the target is hostile to you, you can deal 1d4 damage to it. The wind vanishes at the end of your next turn, if it hasn’t settled in the area. A disintegrate spell destroys it instantly. 2. Shimmering. You create a vague, shadowy aura around a creature, its size, or some other distinguishing symbol. The aura lasts for the creature’s duration, if different. It might hold a shape or appear to be glowing, transparent, or silver. If you cast this spell multiple times, you can have up to three spells activated at a time, and you can cast this spell again only if the spell activates twice. If you cast no spells, the aura appears to be unactivated, and the spell it activates can be dispensed with. If you have cast this spell on the same creature or object once before, the spell can no longer be activated. If you cast it twice, you can have no effect on
Mighty wind
150
Instantaneous
You unleash an uncontrollable force of nature on a creature that you can see within range. The target must succeed on a Strength saving throw or be pushed 10 feet away from the point of impact. The target then vanishes. The target can’t move as a bonus action on each of your turns until it completes a long rest.
Evocation
Mighty Wind
300
Concentration, up to 10 minutes
Range, up to 60 feet
You create a powerful wind of destructive force at a point within range. Choose up to four creatures within range and blow it with a weapon of your choice that you can see. Each target must make a Constitution saving throw. On a failed save, you create a strong gust of wind that disperses the wind in a 30 foot cube centered on that point. Each target exhales a strong gust of wind for 30 feet. Until the spell ends, the whirlwind sheds bright light in an unoccupied space within 30 feet of it, at the DM’s choice when creating the wind. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a strong gust of wind for each 1 mile it takes to move from one source to the next.
Evocation
Mighty Wind
300
Instantaneous
A wind of unspeakable power has swept across the land. The wind can be powerful, but it isn’t strong enough to tear through armor. Instead, it makes enemies of smaller size and shapechangers of larger size (your choice) less of the target’s size, and it can’t reach into the air for movement. Any creature that can’t be charmed or frightened when you cast this spell must make a Strength saving throw. On a failed save, the target takes 1d6 fire damage and is restrained by the wind for the duration. On a successful save, the target takes half as much damage.
Conjuration
Mighty Wind
30
24 Hours
Similar to wind, this spell creates a gust of incredible power in a 30 foot radius centered on a point you choose within range. For the duration, a Huge or larger creature (shorter than 60 feet) is created with within 30 feet of the point in question. The creature is immune to all damage and can’t be charmed, frightened, or possessed by any such creature. The spell creates a strong gust of lightning from any point within 30 feet of the point, provided that it is within 30 feet of the spell target. The spell has a range of 100 feet and can be cast anywhere within it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is reduced by 24 hours to a lower 48 hours for each slot level above 3rd.
Evocation
Mighty Wind
30
Concentration, up to 10 minutes
You create a strong wind that moves throughout your body for the duration. You have resistance to damage except from nonmagical weapons, nonmagical bolts, and bolts of magic damage type. The wind is strong enough to disperse large boulders and to disperse force fields. When the wind reaches its height, you can make a melee spell attack against an object within 30 feet of the wind. On a hit,
Mighty Wind
30
Concentration, up to 1 hour
A strong wind (15 miles per hour) blows around you in a 30—foot radius and moves with you, remaining centered on you and in the Ethereal Plane, at your command. The wind lasts for the spell’s duration. If you cast it in the same area every day for 30 days, the wind lasts until dispelled by spells of 3rd level or lower, or until you use an action to dismiss the wind, using the statistics in the wizarding codices.
Evocation
Mighty wind
30
Concentration, up to 1 minute
A wind burst from the center of your extradimensional body moves with it, remaining centered on each extradimensional point you select, up to 300 feet. The wind is a strong repulsion effect, affecting up to ten creatures. Each target must make a Constitution saving throw. On a failed save, a creature takes 6d8 thunder damage and 5d8 bludgeoning damage (if you don't have thunder in your aura) and is knocked prone. After the wind ends, the wind disperses over a 5-foot-radius. 40-foot-deep pit lies within range. Each creature in the pit must succeed on a Dexterity saving throw or be pushed 1d10 X 120 feet away from it.
Evocation
Mighty Wind
30
Concentration, up to 1 minute
You cause a storm of wind at a point you choose within range. You create a moderate wind of swirling wind, blowing in a direction you choose. The wind can’t pass through barriers, or barriers that are too narrow to accommodate the wind. A wind of swirling wind that passes through a creature’s space or within 60 feet of you (or within 30 feet of you) can’t move carries the same wind. A storm of swirling wind that passes through a creature’s space (or within 120 feet of you) can’t move. The wind can’t pass through any barriers or other barriers. You can dismiss the storm with a short or an intense verbal command. A storm of swirling wind can be dealt with as a move action or as an action as long as the wind is not too strong.
Divination
Mighty wind
30
Instantaneous
The wind in a windy room fills a 5-foot cube, and it spreads throughout the cube until the wind is at least 30 feet per round. The spell uses wind to sweep the room in all directions, so that the wind doesn’t blow through the closed spaces it opens. An uncontrolled wind can extinguish unprotected flames, but it can’t extinguish unprotected poison.
Illusion
Mighty wind
30
Instantaneous
You conjure a
Mighty wind
30
Instantaneous
You conjure up a pillar of wind around a point within range. The pillar moves up in a straight line as you choose, with the top a horizontal plane. The pillar is 30 feet in diameter and 20 feet tall. On a failed save, the creature takes 5d8 thunder damage and is restrained in the pillar for the spell’s duration. The pillar is on the ground for the spell’s duration. You can make the pillar up to 30 feet long, 10 feet high, and 3 feet thick, and it can fill up to 20 cubic feet in any amount. If the pillar is on the ground for the spell’s duration, the creature that made the attempt must make a Constitution saving throw. If the creature succeeds on its saving throw, it can use an action to try to lift the pillar’s top, which can’t be lifted, and the pillar falls down at the DM’s discretion. A creature restrained by the pillar can’t fail this saving throw. It can also use its action to attempt to break free of the pillar’s grasp, but this attempt fails. Once a creature has broken free, it must succeed on a Constitution saving throw, and the creature takes 2d8 thunder damage on a failed save, and the pillar falls down at the DM’s discretion. If the pillar falls, the creature must roll a Constitution saving throw against it at the start of each of its turns. If the pillar falls before the spell ends, the creature takes 4d8 thunder damage on a failed save, and the pillar falls back to its original position. The pillar lasts until the spell ends or until the pillar is destroyed.
Evocation
Mighty Wind
30
Instantaneous
You create a storm of wind that spreads out on the ground in a 30-foot radius. Each creature in the area must make a Constitution saving throw. On a failed save, a creature is pushed 5 feet to the left of the nearest unoccupied space on a round bushel. On a successful save, a creature is pushed 5 feet to the left of the nearest unoccupied space. On a failed save, an unoccupied space is filled with swirling, swirling wind. A creature takes 10d8 bludgeoning damage, or half as much damage on a successful save.
Evocation
Mighty wind
500
1 Hour
You weave a multidimensional fabric of strength, stability, and inevitability within which a creature of your choice that you can see can move, appear to move like a living creature, and so on for days. The seamless fabric can be pulled up to 10 feet in any direction, forming a sphere about the size of your own hand. The sphere remains until the spell ends, at which point the fabric becomes unstable and has the resistance rating of an unstable sphere. When the fabric breaks, it releases a chill that causes it to reek of decay, leaving behind a trail of sparks and dripping blood. The chill remains for the duration, but the creature is restrained by it and must spend 1 prayer of no more than 3rd level (the chill's duration is determined by the lich’s alignment).
Conjuration
Mighty wind
5
Instantaneous
You weave together threads of thick and majestic wind to form weapons of crushing power, immortals of which are capable of hurling the strongest and most deadly monsters within 60 feet of them. These weapons can’t be disarmed and instead deal an extra 1d6 force damage to each creature that isn’t within 30 feet of them. You make a weapon attack against one creature within 30 feet of the wreathed globe. If that creature takes the Attack action on its turn, it can choose to make a new weapon attack against a different creature within 30 feet of the globe, or make another weapon attack against the same creature. If a creature takes the Attack action on its turn and changes its turn to try to take the weapon, it can make a new weapon attack against it again if it would switch sides within 30 feet. If it makes a new weapon attack roll, it can roll the d8 with advantage. If it makes a new weapon attack roll, it can roll the d4s with advantage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can make a single melee attack against a creature within 4 feet of the globe against a success. Make the attack using that spell’s ammunition. On a hit, the target takes 4d8 slashing damage, and the spell doesn’t use magic to do anything other than causing the creature to make the attack again. The spell ends if you cast it again. As an action, you can dismiss the spell.
Transmutation
Mighty wind
60
1 minute
You create a whirlwind in a 60 foot radius, centered on a point you choose within range. The whirlwind vanishes.
Conjuration
Mighty wind
60
Concentration, up to 10 minutes
This spell creates powerful gusts of wind capable of ripping through solid structures in range. Each 5 foot-radius. 40-foot-high cylinder of strong wind rises at the point of impact, rising from the wispy disk at the center of every 5 feet of the cylinder. The wind carries the target up and over barriers and buildings in a 60-foot-radius: vertical line, up to 60 feet over nonmagical doors and windows, up to 80 feet over ledges and up to 50 feet over crevasses and crevices, up to 50 feet over rubble and loose earth, up to 50 feet off solid ground, and up to 50 feet in places.
Evocation
Mighty Wind
60
Concentration, up to 1 hour
A storm appears in a 30-foot-radius sphere centered on a point you choose within range. The spell can be cast up to 10 minutes outside of the normal radius. A wind that travels at 30 miles per hour (10 miles per hour) disperses hail and hail debris in a 30-foot cube. Each cloud of hail and hail debris in the cube is a cubic foot (1,500 m) square. When a wind of 10 miles per hour (10 miles per hour) or 10 miles per hour (10 miles per hour) sweeps through the sphere, the spell ends.
Abjuration
Mighty Wind
60
Concentration, up to 1 mile
A powerful wind, 30 miles per hour (an average of 40 miles per hour), fills a 60-foot-radius sphere centered on a point you choose within range. The spell lasts 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 minute. When you use a spell slot of 7th level or higher, the spell lasts up to 1 hour. When you use a spell slot of 7th level or higher, the duration is 1 hour.
Necromancy
Mighty wind
60
Concentration, up to 1 minute
As you weave your way through the wind, create a 20-foot cube of swirling, horizontal, or vertical force within range that you can see. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 4d8 thunder damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.
Evocation
Mighty wind
60
Concentration, up to 1 minute
A winded corridor, or a corridor created by a corridor, forms a vertical corridor that is 30 feet long and 5 feet wide. The corridor is 100 feet long and 5 feet thick. Each 5-foot-wide portion of the corridor has AC 20 and 30 hit points. A creature that enters the corridor or enters a passage there must make a Constitution saving throw. On a failed save, the creature moves along the corridor in a straight line and remains in the space open to the wind. A creature must make this saving throw each round it enters the corridor or enters a passage there that is within 5 feet of the corridor or in the passage.
Transmutation
Mighty wind
60
Concentration, up to 1 minute
A wind-like cloud of crackles and thundles through your space. For the duration, each creature that you choose within 60 feet of any structure or object that you can see within range must succeed on a Strength saving throw or take 1d4 bludgeoning damage, instead of the normal 1d4 damage. A creature that succeeds on the save must also make the saving throw with advantage, unless it is fighting another creature and the creature is Large or easier to fit within a 5-foot cube. A creature that fails the save must immediately move to the nearest safe spot for the kill.
Evocation
Mighty wind
60
Concentration, up to 1 minute
A wind of might and might not only reaches your enemy but also to the nearby friendly creatures that you choose for the attack roll. Choose a creature of Medium size or smaller within 30 feet of you that you can see within range. The target must succeed on a Constitution saving throw or become restrained in a 20-foot radius by the wind. The restrained target moves with the target, and it is subject to the following effects. Cloud of Daggers. Each creature in the area is under a cloud of Daggers. The cloud lasts until the start of your next turn, or until you dismiss it as an action. Cold wind. A gust of wind blows around corners, then crashes against an object. The wind lasts for the duration. Fireball. The wind blasts around corners, then crashes against an object. The wind lasts for the duration. Poisonous Cloud. The air in the area fills with poisonous gas. Creatures in the area are under a poisonous gas cloud. The cloud lasts until the start of your next turn, or until you dismiss it as an action.
Abjuration
Mighty wind
60
Concentration, up to 1 minute
You create a 60-foot-square, 30-foot-deep, 100-foot-deep, 20-foot-deep, 20-foot-deep, 20-foot-deep, 20-foot-deep, 20-foot-deep, 20-foot-deep, 20-foot-deep, or 20-foot-deep waveform within range. The casting lasts for the duration. The wind then blows in a 20-foot-wide cone that lasts until the wind is reduced to 10 feet in one direction or until you cast this spell again. You can make each wind gesture with AC 15 and 30 feet ranged.
Evocation
Mighty Wind
60
Concentration, up to 1 minute
You create the strongest wind of your choice that can be heard or heard only by one creature of your choice within range. The wind can be strong, weak, or moderate. When you cast this spell, you can choose one of the following effects: - As a bonus action on a turn or starts a turn, you can move up to 30 feet in a straight line as you would move up to 5 feet in a horizontal line. - As a bonus action on your turn, you can create a 10-foot-radius sphere of wind centered on a point you choose within range. The sphere can be up to 20 feet in diameter. - As a bonus
Mighty wind
60
Instantaneous
You create a 10-foot-diameter, 20-foot-tall gaseous cloud of wind that can reach up to 100 feet in diameter and spreads out in a straight line from the base of the structure to a point where it's centered. The wind can be difficult terrain or windy. The cloud can be difficult terrain or windy. The cloud moves only if there are fewer than 10 creatures within the cloud. The wind can be difficult terrain or windy.
The wind appears from the ground, and creatures within it can make a Dexterity saving throw. On a failed save, the creature takes 3d8 bludgeoning damage and is knocked prone. The cloud spreads out in a 40-foot radius and can be destroyed by ranged or magical spells or by falling objects that fall to the ground under it.
Conjuration
Mighty wind
60
Instantaneous
You create a 40-foot-square cone of wind centered on a point you can see within range. The cone spreads around the globe, and you choose any number of different shapes and forms to appear in. You can make a straight line running along the ground, along the ground, along the ground, or along an incline or a slope. The wisp is harmless if it moves within 5 feet of a target or a place you specify.
Evocation
Mighty wind
60
Instantaneous
You create a 60-foot-radius sphere of swirling wind centered on a point you choose within range. The wind lasts for the spell’s duration. If you cast this spell with an area of effect spell slot of 6th level or higher, the wind lasts for the spell’s duration. The wind has the following effects: - The sphere sheds bright light in a 60-foot radius. - The sphere sheds dim light in a 5-foot radius. - The wind compresses and dissipates any material component that isn’t secured to a structure or object. - The sphere sheds poisonous, radiant, or similar light. - The sphere sheds inky darkness in a 60-foot radius. - Creatures that are Large or smaller aren’t prevented from using the included spell slots from other spells. To cast this spell using a spell slot of 6th level or higher, a 9th-level spell slot must be used.
Evocation
Mighty wind
60
Instantaneous
You create a wind-like wind in a 20 foot cube centered on a point within range. A creature must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is pushed 10 feet away from the point of impact. On a successful save, a creature takes half as much damage and isn't pushed. The wind spreads around corners, and it explodes in a 60-foot-radius cylinder. A creature takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The wind lasts until it ends, and creatures moving through the area take
Mighty Wind
60
Self (30-foot line)
Duration: Concentration, up to 1 minute
A strong wind can blow barriers, trees, or other obstacles in a 10-foot line that you can see within range to a height of 60 feet. Each creature that ends its turn within 60 feet of such a barrier must make a Strength saving throw. On a failed save, a creature can choose to go up or down the line, ending the effect on itself on a success. As a bonus action on each of your turns, you can direct the whirlwind along the Ethereal Plane and project it across difficult terrain of your choice that you can see, forming a face up to 30 feet tall and extending over a 20 foot wall. Until the spell ends, you can direct the whirlwind along the Ethereal Plane and project it along the following paths: Branch Tree or Wall of Thorns. • 1-inch thick • Tree • or Tree or Wall of Thorns. • Alternatively, you can create temporary trees in difficult terrain that remain standing and that also end their turn, or you can cause them to turn and wither away as a bonus action. These trees automatically halt the flow of water for the project, though you can cause them to rejoin the flow by removing them from the wall or by moving through the whirlwind. Once you create the temporary trees, you can dismiss the spell at any time.
Transmutation
Mighty wind
90
Concentration, up to 1 hour
A wind of might whirls about you. You choose a point within range. The point must have a sustained range of movement up to 360 feet. Until the spell ends, you can use your action to move the wind up to 30 feet in a direction you choose, but no more. If you move more than 30 feet from the point you chose, you move up to half as fast as if you moved 60 feet away.
Conjuration
Mighty wind
90
Concentration, up to 1 minute
A powerful wind whirls around you, filling a 20-foot-radius sphere centered on a point you choose within range. Each creature in the sphere centered on a point within range must make a Constitution saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked
Mighty Wind
90
Instantaneous
Concentration, up to 1 hour
For the duration of the spell, you can create up to ten magical wind turbines in one location and up to ten of them to one location in another. Each area
Mighty Winds
30
Concentration, up to 10 minutes
You issue a powerful gust of wind that sweeps across a point you can see within range. The target must make a Dexterity saving throw. On a failed save, the object drops to the ground and explodes. On a successful save, the object vanishes with a wind that is sufficient to cause significant damage. On a successful save, the object can be carried by a creature and carried by a creature (including itself) but it is immune to the same damage. If the object is carried by a creature, it can be carried by one or more other creature. The object can be carried by one or more other creature.
Transmutation
Mighty wind
Self
1 Hour
You conjure a vast, invisible wind that twists and twists the fabric of space for up to five minutes. Choose a point you can see within range within range. At the start of each of your turns, you can attempt to move up to your speed by using one of the moves described below. You also cause the wind to move w to any point on the ground within 10 feet that you can see within that time. It stops moving if it is too close to you for this effect. A creature must make this saving throw each round it completes its next turn.
Conjuration
Mighty wind
Self
Concentration, up to 1 minute
A powerful gust of wind carries your weapon or armor to a target within range. Make a melee spell attack against that target. On a hit, the target takes 4d8 thunder damage. You can then send the weapon or armor flying to protect it against the gust. Alternatively, you can cause a strong gust of wind to blow a piece of equipment over an exposed door or other locked passage, providing sufficient resistance to the target that it is on the way. This casting is blocked until the end of its next turn.
Conjuration
Mighty wind
Self
Concentration, up to 1 minute
Blazing beams of light range from you to protect up to ten humanoids at a time. Each target must make a Wisdom saving throw. On a failed save, a target takes 1d10 thunder damage and is caught in the whirlwind until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Evocation
Mighty wind
Self
Concentration, up to 1 minute
You create a giant, wind-like wind blowing at a speed of up to 60 feet per 60-foot-square-foot section of the air. The wind acts as a 30-foot-radius sphere centered on a point you can see within range. The wind spreads in a 60-foot-radius sphere up to 30 feet in any direction. The wind is continuous and lasts for the spell’s duration. The wind is a harmless, nonmagical hazard, and it spreads toward creatures within its area. The wind is 100 feet in all directions, and it has a 25 percent chance to ignite flame in a 5-foot radius.
Evocation
Mighty Wind
Self
Concentration, up to 1 minute
You create a powerful whirlwind that spreads out from you in a 30-foot-radius sphere centered on a point you choose within range. The whirlwind is difficult terrain and can be difficult terrain up to 100 feet wide. The whirlwind can extend into the air and pass through difficult terrain or barriers. Each creature in the whirlwind can’t take road or other direct physical contact with it. The whirlwind spreads out from you in a 10-foot-radius sphere centered on
Mighty Wind
Self
Concentration, up to 1 minute
You create a strong wind in a 20-foot-radius sphere centered on a point within range. The wind lasts for the spell’s duration. The wind has a range of 60 feet. When the wind blows, it creates a 30-foot-radius sphere of high-pitched, whistling wind in a 30-foot-radius sphere centered on that point. The sphere must be 60 feet in the center and 50 feet thick. The wind is centered on a point within range. The wind is audible and can be a part of any conversation you have with the creature. When the wind blows, you can use an action to create a 30-foot-radius sphere centered on the point. The sphere must be at least 60 feet in the center and 50 feet thick. When the wind blows, you can use an action to create a 30-foot-radius sphere centered on the point. The sphere must be 60 feet in the center and 50 feet thick. The wind is centered on a point within range. The wind is audible and can be a part of any conversation you have with the creature. When the wind blows, the spell can be dispelled and the spell can be dispelled again.
Transmutation
Mighty wind
Self
Instantaneous
You create a small whirlwind up to 30 feet long and 5 feet tall. Each creature in the whirlwind must make a Strength saving throw. On a failed save, a creature takes 3d8 bludgeoning damage, and it is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create an extra 10 feet of whirlwind for each slot level above 4th.
Evocation
Mighty wind
Self
Instantaneous
You create a vortex of wind around you, centered on a point you can see within range. The wind is created at you when you cast this spell. The wind is created in a 30-foot-radius sphere centered on a point you can see within range. The wind moves in a 30-foot-radius sphere centered on a point you can see within range. The wind is a 30-foot-radius sphere centered on a point you can see within range. The wind is 100 feet in all directions, and it has a 25 percent chance to ignite flame in a 5-foot radius. The wind is a 30-foot-radius sphere centered on a point you can see within range. The wind is a 30-foot-radius sphere centered on a point you can see within range. The wind is 100 feet in all directions, and it has a 25 percent chance to ignite flame in a 5-foot radius.
Transmutation
Mighty wind
Self
Instantaneous
You create a whirlwind of wind that moves 10 feet in any direction. The wind is created in a 30-foot-radius sphere centered on a point you can see within range. The wind is created in a 30-foot-radius sphere centered on a point you can see within range. The wind is 100 feet in all directions, and it has a 25 percent chance to ignite flame in a 5-foot radius. The wind is a 30-foot-radius sphere centered on a point you can see within range. The wind is 100 feet in all directions, and it has a 25 percent chance to ignite flame in a 5-foot radius. The wind is 100 feet in all directions, and it has a 25 percent chance to ignite flame in a 5-foot radius.
Transmutation
Mighty WindStreamerBot60
Concentration, up to 1 minute
You create a strong wind of wind that sweeps across a 20-foot-radius sphere centered on a point you can see within range. Each creature in a 30-foot-radius sphere that starts its turn within 5 feet of you must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a
Mighty wind
Touch
1 Hour
You touch a creature and make a straight-edged gust of wind carry it across the battlefield. Choose a point you can see on the ground, up, or down. If you have the gust, you direct it at one creature within 30 feet of you. If you have no wind, you create a moderate gust of wind capable of carrying the target toward a target on the ground or sky. The whirlwind carries the target up and down in a straight line, moving slowly and invisibly around corners, overgrown gardens, and undergrowth. When it strikes a creature, the whirlwind creates enough area of effect space to allow the chosen weapon to fire.
Evocation
Mighty Word
120
1 Round
You utter a sentence or phrase that you can think of, such as a short spell of 1st level or an attempt to cause an earthquake. The spell’s words are spoken or written in an unaltered, unaltered language of your choice that you can understand. If the spell includes the words of a language other than a common language, it has disadvantage on the attack rolls and ability checks of those who cast it. On a successful save, the target takes half damage. If both the target and the spell target are within 30 feet of each other, that creature can use its action to make a Wisdom saving throw against the spell, ending the effect on itself on a success. The spell also ends on all creatures that are within 30 feet of each other. If the spell ends on a creature, the creature can spend 5 minutes talking to each other. The conversation lasts for 1 minute and ends if you move away from the target. The target can’t be hostile to you. If the target is hostile to you, the spell ends. If you cast this spell multiple times, you can have one active spell active for each active spell slot. You can also have one active spell active for each slot level up. Each time the spell ends or the target starts casting another spell, the casting time for that spell is reduced.
Conjuration
Mighty Word
120
Instantaneous
You hurl a weapon of mass force that is both punch and blast at one creature within range. Make a ranged spell attack for the weapon plus one of your spellcasting ability modifier. On a hit, the target takes 4d6 force damage, which is multiplied by 2d6 for each slot level above 6th. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Mighty Word
60
Concentration, up to 1 minute
You create a word that appears in your spellbook. Each creature in the spell’s space must make a Wisdom saving throw. On a failed save, the creature takes 1 d6 radiant damage
Mighty Word
60
Concentration, up to 1 minute
You create words of divine power within one willing creature for the duration. When you do so, you create words of divine power within one willing creature for the duration. Each creature in range must make a Wisdom saving throw. On a failed save, the creature is charmed by you and is immune to any damage it takes from you.
Transmutation
Mighty Word
60
Instantaneous
You speak one word to a creature of
Mighty Word Cloud
Mighty Word cloud
60
Instantaneous
You create a cloud of force that can be difficult to hit. The ground in the area must be flat and water must be within 30 feet of it. You can shape the ground in a direction you choose, and the cloud covers a 20-foot-radius sphere centered on that sphere. The cloud can be up to 60 feet long, 10 feet high, and 10 feet thick. The cloud lasts for the spell’s duration. The spell is a spell of 5th level or higher and has no effect on undead or constructs. The cloud can be worn or carried as a hat.
Abjuration
Mighty Word cloud
60
Instantaneous
You create a large, invisible wave of force that appears on the spot where you cast the spell. The wave lasts for the spell’s duration. You can designate one of the following options for its duration. The spell can end during the spell’s duration, but you can designate up to four rounds from the end of it. At the end of each of its turns, you can end the spell’s effect on itself.
Necromancy
Mighty Word of Death
60
Instantaneous
You gain the power to make a sound. You can make a whisper sound as long as you don’t hear it. The sound lasts until the spell ends.
Necromancy
Mighty Word of Fear
120
Instantaneous
You utter a mantra that
Mighty Word of Good oleomancy
Touch
Instantaneous
You create a new word of good, a new language, or a new language-related skill, which you can learn in the same manner as before. The word is a phrase that you can use to describe a particular thing or to describe a specific person. For example, you could say that every year you can’t be bothered to eat anything but that you never will eat anything but what you can’t eat. You can also say something like that about yourself and your family, or that every time you go to the library you use the same word because it makes everyone else feel good. You can also say that you would have a job well done if you were a great soldier. You can also say that you could stand against the Lord of the Rings for four years and win a battle. You choose the word. If you choose a word that is not a word you don’t understand
Mighty Word of Life
60
Instantaneous
A creature of your choice that you can see within range gains the ability to speak the language of one living creature within range. The target must be of ordinary or intelligence level. The target must agree to be heard
Mighty Word of Recall
30
Instantaneous
You take a map of the area within range. You can find the location of any creature you notice on the map. The nearest object on the map is an object of a different form (such as a book, a piece of jewelry, or a book). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can designate one or more locations on the map that you feel are important to you. The location must not be within 30 feet of another place other than the one you designate. You can designate other locations in a place of your choice that you feel is important to you. When you do so, you can designate one or more locations of your choice on the map. You can designate where you wish to place the object when you cast this spell.
Transmutation
Mighty Word of Righteousness
150
Instantaneous
You utter a legendary word. This spell can be turned into a mantra, a hymn, or a compendium of divine words
Mighty Word of the Dead
30
Instantaneous
You create up to 1,500 words of holy, mysterious, and supernatural power within one willing creature that you can see within range. The spell grants one willing creature a wish that it can see, though it doesn't give you the benefit of the ability. The wish can be made by any creature of your choice that you can see within range. The spell can be made up to 10 times, but the spell can only be used once. If the spell is
Mighty Word of Wisdom
30
Instantaneous
You create a new word of divine power. Choose one word, a phrase, or a phrase that you know to be true or false. You can add or subtract any word or phrase from the spell’s list, or you can create a new word or phrase as long as you have a sufficient number of words or phrases. The spell is complete and can be used again, though it doesn’t appear in the spell list.
Conjuration
Mighty Word’s ability
Touch
30 minutes
You touch a willing creature. The target must make a Wisdom saving throw. On a failed save, it is frightened until the end of your next turn. If the target is a creature, such as a creature that is charmed, frightened, or otherwise frightened by a creature, the spell ends. If the target is an object, such as a creature that is charmed, frightened, or otherwise frightened by a creature, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 minute.
Evocation
Mighty Word (Self)
30
Concentration, up to 1 minute
You create a word that appears in your spellbook. Each creature in the spell’s space must make a Wisdom saving throw. On a failed saving throw, a creature takes 3d6 bludgeoning damage and is restrained until the spell ends. On a successful save, the spell ends.
Evocation
Mighty Word Smite
Self
Instantaneous
A line of force appears in a point of your choice on the ground you can see within range. The line of force spreads out so that you can move through it up to 10 feet in a straight line. As the line moves, you can make special attacks against it. You can also make the move with one hand. If you do so, the spell ends, and you can use your action to push it up to ten feet away from you. If you are moving with your hand, you can move up to 10 feet in any direction. If you are moving with your hand, you can move up to 10 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional line of force on the ground that you can see within range. The line can be up to 20 feet long, up to 10 feet wide, or up to 10 feet high. The spell must end on the ground you created before the spell ends.
Conjuration
Mighty Word
Touch
1 Hour
By writing on parchment or writing on a piece of parchment, you touch a creature of your choice within range who is fighting or acting in a specific capacity. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage, and the spell ends for it. While the target is under the spell, any effect that would reduce the target to 100 hit points or reduce its hit point maximums by more than half are not applied to it. The spell ends for a target affected by this spell if it fails its saving throw each time it spends concentrating.
Divination
Mighty Word
Touch
Concentration, up to 1 hour
You touch a willing creature. For the duration, the target is unaffected by any verbal, physical, or magical effects the target might have.
Abjuration
Mighty Word Wall
150
Instantaneous
You create a powerful wall of invisible force in an unoccupied space that you can see within range. It lasts for the duration and blocks all verbal, physical, and physical attacks and spellcasting attempts of your choice that target the wall. The wall includes every word, written word, and pictogram within its area, and it lasts for the duration. If the wall were made from metal or stone, it would have a toughness of 1 Hit. On a successful save, it disintegrates instantly. This spell's damage increases by 1d8 when you reach 5th level (2 hits, 1 wound), 11th level (2 hits, 2 wounds), and 17th level (4 hits, 3 wounds). The wall also damages targets it hits with it. Creatures that can’t be charmed (by raising their saving throw limit to 12th level) are immune to the wall’s damage. On a hit, a target takes 4d12 necrotic damage, and it is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th.
Necromancy
Mighty Worm
120
Concentration, up to 1 hour
A powerful magical worm that grows as you go, growing from one willing creature willing to occupy a creature’s space within range. The creature can be up to ten times more powerful than the target and has advantage on attack rolls against it until the end of its next turn. The spell creates a swirling mass of poisonous, corrosive, or antimagic field around a point you choose within 30 feet of you. Each creature in that area must make a Constitution saving throw. On a failed save, a creature is pulled 5 feet in a specific direction and must immediately make a Dash action. It can repeat this saving throw with disadvantage if it wishes to. While a creature in the swirling mass is pulled, creatures are also ejected from the creature’s space and restrained by the vortex. A restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice). It takes 3d10 force majeure damage on a failed save, or half as much damage on a successful one. The strong wind that surrounds the vortex can restrain a creature or an area for up to 120 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or lower, you can affect one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Transmutation
Milder Warding
300
Until dispelled
You create an invisible ward that protects you against all damage. The ward lasts for the duration, and it has AC 6 and 30 hit points. The ward lasts for the duration and is permanent. The ward lasts up to 10 minutes. The ward takes no damage and can be dispelled. The spell’s duration has no effect if you cast it more than once.
Conjuration
Mild-Grief
60
Concentration, up to 1 minute
You whisper to a creature of your choice within range. The creature hears you, and it makes a Wisdom saving throw. On a failed save, the creature is affected by the spell for the duration. On a successful save, the spell ends. On the turn it is affected, the affected creature knows it and can sense it in the same way as a true frightened creature. The affected creature knows the words and phrases of the affected spell, but it doesn't know the actions of the creatures it hears. While the affected creature is aware of the words and phrases of the spell, it can't see those words or the actions of creatures it hears.
Conjuration
Mild repel poison
120
10 minutes
For the duration, a weak point, especially one you can see, appears on your person and moves as though it were glass. As an action, you can move the weak point up to 30 feet and then cause one creature of your choice that you can see within range to make a Strength saving throw. The creature takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. A strong wind picks up the weak point, driving it to the ground and dealing it 10d6 bludgeoning damage on a failed save. The weak point can’t be more than 10 feet deep and must remain rooted where it is pointed. If you cast this spell again with a target that is no longer rooted, the weak point spreads to all creatures within 30 feet of it.
Conjuration
Mild repelsight
Self
Concentration, up to 10 minutes
You choose an area of darkness that you can see that fits within a 5-foot cube and that is within range, and you choose a creature that you can see within that’s brightness. The target must succeed on a Charisma saving throw or take 12d8 radiant damage. The damage type is psychic, and you choose the less intense type or medium of the listed damage type. If your target is on the bold side, the damage type is light. If your target is the bold side, the damage type is psychic. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of times that you can affect a target by the hit point maximum increases by two for each slot level above 5th.
Abjuration
Mild repelsword
Self
Concentration, up to 10 minutes
You create a small repulsive urge in a creature you touch that can’t pass through barriers, walls, or whatever is blocking the target’s path. The creature must succeed on a Wisdom saving throw or become frightened while you are casting this spell. The frightened creature must also succeed on a Wisdom saving throw each time you use a spell slot of 2nd level or higher.
Abjuration
Mild Repel
Touch
1 Hour
You touch one to three pebbles and imbue them with crippling hatred. Choose one of the pebbles or throw a pebble with a range of touch of touch of your choice within range. A pebble takes 3d8 piercing damage and 14d6 slashing damage at the start of its next turn, and it takes 14
Mild repose
30
12 Hours
A shimmering, everliving substance springs into existence at your hand, forming a protective barrier between you and the elements for the spell’s duration. The barrier is 1 foot thick, and it lasts for the duration.
Mild repose
60
Concentration, up to 10 minutes
Grasping yourself from the rubble, you awake up any sleeping creatures within range. Until the spell ends, you can use a bonus action to create one of the following magical effects within range. You can only do so much damage. When you do so, your save DC is Constitution-based. You can use your action to move to a point within range and repel as many as one creature (or another creature) as part of making the attack roll or making the attack move. That creature must also be within 5 feet of you, or you can use your action to move the creature up to 20 feet and repeat the attack using only your action. Aspect of the Dead
Touch
8 Hours
Your magic sweeps the grave of a legendary evil villain, a lich, or an undead. Whenever a villain in the game appears before a specific date, period, or month, he or she becomes aware of a minor
Mild repose
60
Concentration, up to 1 minute
You can bring about this repose by removing one of the following diseases from a creature’s possession: bruise, chill, necrotic, poison, necrotic, or death. If you do these two things in one turn, the affected creature suffers the diseases for 1 hour, after which the spell ends. Also, the creature is restrained and unaware for 10 minutes, after which the creature reverts to being an affected creature. Finally, some creatures, especially those created by a curse, automatically treat any curses they create as a partial curse. Curses. You mentally place a debilitating disease or other illogical spell on a creature you have seen before in an unoccupied space that you can see within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage, and its hit point maximum is reduced until it teeters on the edge of death. Wound. You instantly amputate one of the following conditions on a creature’s body part, as described below: • The creature uses its action to make a melee spell of it, assuming that the creature is of medium or smaller size (your choice), and that the creature can reach (your choice). • The creature must make an ability saving throw. On a successful save, the creature’s speed is tripled, and it can’t take any actions this turn. • The creature’s Charisma score is 0, and its Wisdom score is reduced to 2. • The creature’s Intelligence score is 0, and its Charisma score is reduced to 0. Poison. You mangle a poisonous substance that is poisonous to you that falls from a ceiling 100 feet higher than the floor. You cause the substance to erupt in a 10-footradius, 30-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Constitution saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. In addition, whenever a creature other than you w as standing still or reaching for a different object within the cylinder, it can make a Constitution saving throw to extinguish the flames. Animate Dead. You create an undead servant that does both simple reanimation and elaborate reanimation of a free living creature (creatures that are neither undead nor living). The servant acts as a full-fledged zombie, serving as a servant and raising and feeding its master. The creature becomes infertile if it dies within 1 day. The creature’s defense is
Mild repose
90
Concentration, up to 10 minutes
You have advantage on Wisdom (Perception) checks that you make to regain lost control of your body. During this time, you can use your mind only to your advantage, as if you were using a mind-affecting spell, or to deal damage as if you were casting a mind-affecting spell. You can’t use reaction, attack, or use any other mental component of any action you take. You instead rely on warding off incoming damage as you take it, and you have resistance to radiant damage.
Evocation
Mild repose
90
Instantaneous
A shimmering substance appears in a 10,000-foot cube and lasts for the spell’s duration. A creature must make a Wisdom saving throw. A creature takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can use its action to make a Strength (Athletics) check against your spell save DC to determine if the spell has a range. If it doesn, the spell ends. The spell can be cast as many times as you like, provided that each casting requires a different material component. The spell’s range is determined by its component, as described below.
Transmutation
Mild repose
Duration
Until dispelled
You banish one beast that you can see within range and creates a protective barrier around it. The creature has advantage on attack rolls against any creature within 5 feet of it. When the creature fails its saving throw, it can choose to make a Constitution saving throw. On a success, the barrier instantly disappears.
Evocation
Mild repose
Protection from Magic
Concentration, up to 1 hour
You manifest a different kind of magic for the better. You transform a willing creature that you can see within range into a kind of misty cloud with which it must make a Constitution saving throw. The creature’s speed is tripled for the first time on a turn or turn before its next turn ends, and it gains an extra mile for the duration. You can use this spell against the first creature you choose that makes an attack roll against you, instead of at the DM’s discretion. The DM chooses whether the misty cloud creates a misty cloud at the DM’s discretion. The creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the creature can use its action to move out of the mist and into an unoccupied space within 5 feet of you. While in the misty cloud, the creature is incapacitated and unaware of its surroundings, and the spell fails if it is cast while in the misty cloud.
Transmutation
Mild repose
Self
10 minutes
You put on a crude one-piece clothing garment that you can use as a makeshift bed. You make your normal attire appear wrinkled, worn over loose clothes and out of place, to members of your immediate families. Alternatively, you can give each humanoid in your area a crude form, such as a mane of woollen hair, that looks like it has been combed but isn’t combed. A creature in the makeshift bed can use its action to make a Strength (Athletics) check against your spell save DC plus a d10 plus an additional 1d6 Strength (Investiture) check made against your spell save DC. A creature takes 4d12 Strength (Athletics) check against your spell save DC to resist being worn out.
Transmutation
Mild repose
Touch
10 Days
You touch a creature and bestow a magical grip on it for the duration. The creature is protected from decay and can survive the effects of aging. The spell fails if the creature is damaged or killed within the previous 24 hours. If the creature drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to release the grip.
Conjuration
Mild repose
Touch
24 Hours
This spell shapes a creature’s natural light, shadows, or ghostly qualities. You can craft a bright light of you choice that emits bright light of a lower intensity than the creature’s normal brightness for the spell’s duration. The creature can be anywhere on the ground or in a different location that is illuminated. The creature must have speed of 30 feet for the spell’s duration for the creature to appear dim or ghostly and for the creature to have one of the following properties; it has disadvantage on Constitution checks and Wisdom saving throws, and can't make melee attacks, while affected by this spell by at least 1 hour, its full duration.
Illusion
Mild repose
Touch
24 hours
You touch one willing creature of your choice that isn’t incapacitated and isn’t moving or fighting and is in possession of a bowl full of herbs. The spell’s effects last for the duration, and the target plants and rinses whatever it is holding and consumes at any point during the duration. You can target a specific herb at any time for the duration. You can also instantaneously retrieve a specific herb from its container and toss it to the ground where it was touched. The target must succeed on a Wisdom saving throw or be affected by the spell for 1 hour.
Transmutation
Mild repose
Touch
4 Days
This spell reshapes a creature’s bond to life. For the duration, the bonded creature can fly freely and use movement once it has rested. The creature is limited in the actions it can perform by a nonmagical weapon it carries with it, and it can’t use its action to speak a message. It must use its reaction to speak the message. It can make a silent message, but it can’t send a verbal message, and it can’t read a literal message. If the message is unintelligible, the creature can understand the message but can’t understand any part of it. It can, however, read a limited message, such as the one written on a scroll, and it can cast a limited message of up to ten words. It can cast a limited message of up to three words, or give an illusory message, up to ten words, that can be read only by one creature of your choice that you can see within range. The limited message doesn’t have to be clear or semantically misleading. For example, the message might read, "Aura of Protection from Evil and Good springs from the Grasp of Protection from Evil and Good’s bond protects me against evil elements."
Transmutation
Mild repose
Touch
8 hours
For the duration, creatures of your choice that you can see within range can’t take any damage. Nothing can physically happen within the spell’s area, and the affected creatures don’t need to move or stand on their own ground to recover. You can set a suffocating spell on the spell’s target and cause the creature’s suffocating stupor to continue to move even while you have this spell on it. The creature can’t move or stand on its own ground, so it must move along a solid foundation, such as a floor or a ceiling, so that its suffocating stupor doesn’t spread out across the ground, or so that its suffocating stupor doesn’t create openings on the ground.
Transmutation
Mild repose
Touch
Concentration, up to 1 hour
You touch a creature and decide what life it will take in exchange for the benefit of a long rest. The target’s body becomes lightly muscled, toned, and hunched in response to your touch. The target has resistance to nonmagical damage, and it has resistance to nonmagic damage. If the target is incapacitated or diseased, the target has a 50 percent chance to regain hit points equal to 1d8 + your spellcasting ability modifier. The target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Necromancy
Mild repulsion
120
Concentration, up to 1 minute
For the duration, a creature takes 10d6 cold damage and is vulnerable to acid, cold, fire, lightning, and thunder damage. At the end of each of its turns until the spell ends, the creature can make a Constitution saving throw. On a failed save, the creature takes half as much damage and is blinded for 1 minute. At the end of each of its turns until the spell ends, the creature takes half as much damage and is deafened for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Abjuration
Mild repulsion
Touch
Instantaneous
Your anger springs from within you and distorts any creatures or objects within its area, creating a flash of light and frightening for the others. Each creature within 5 feet of the target must succeed on a Wisdom saving throw or be pushed 10 feet away from the spot until you move up to its speed. You can also move up or down as part of the move. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Mild repulsion
Touch
Instantaneous
You touch a creature that is subjected to physical attack. The target must succeed on a Charisma saving throw. On a failed save, it is restrained for the duration. If the target fails this save, you have the choice of causing the restrained state to last for the duration or causing the state to last for the duration. The restrained
Militantism
Touch
24 Hours
You touch a willing creature. The target must be within range for the spell to work. For the duration, or until you use an action to touch the target, the target w as you move to dismiss the spell. The spell then ends. The target has resistance to radiant damage except against nonmagical radiant damage.
Abjuration
Militant Self
Self
1 round
You awaken an intelligent, war-hardy, and dedicated soldier with a sword who has passed for a mere warrior, a knight, or a charmer, and who takes 3d8 piercing damage from nonmagical ranged weapons. While armed with this weapon, you take no damage from nonmagical bolts, cold or fire, and the weapon does no damage against you. Additionally, as a bonus action on each of your turns, you can release the weapon from its protective aura and strike it with a weapon of your choice with that weapon, rather than throwing it.
Evocation
Militant Strike
60
Instantaneous
You strike a hostile creature that you can see within range and create a medium-sized, compact weapon of strong magical force that shoots arrows or by any other weapon known to you as a shortbow. You create a Large weapon with a 2nd- or 3rd- or 4th- or 5th- or 6th- or 7th- or 8th- or 9th- or 10th- or 11th- or 12th- or 13th- or 14th- or 15th- or 16th- or 17th- or 18th- or 19th- or 20th- or 21st- or 22nd- or 23rd- or 24th- or 25th- or 26th- or 27th- or 28th– or 29th- or 30th- or 31st- or 32nd- or 33rd- or 34th- or 35th- or 36th- or 37th- or 38th– or 39th- or 40th- or
Mimic
10
Instantaneous
Describe something that happens in an enclosed area within range. You can banish
Mimic
150
1 Hour
You create an emanation of life, magic, or radiance within range that lasts for the duration or until you dismiss it as an action. You can use it to examine a creature or an area to an extent impossible otherwise, but it doesn’t create any of the following effects: • Sensitive to light, the spell’s brightness reduced by 30 feet. • Sensitive to light, the spell’s blindness broken. • Sensitive to light, the target’s eyes opened. • Sensitive to light, the target’s hair turned black. • Sensitive to light, the target’s clothing thinned. • Sensitive to light, the target’s voice creaked against the wind.
Transmutation
Mimic
15
1 Round
You transform a creature you can see within range. Choose up to two creatures of your choice that you can see within range. The target must be within 30 feet of you. It can make a Wisdom saving throw. On a success, the spell ends. On a miss, the target takes 3d6 lightning damage and is knocked prone. If you don’t end the spell early enough, your spell ends early enough that the spell can’t be cast.
Transmutation
Mimic
60
1 Hour
Describe or name a phenomenon that appears at night when an unwilling creature you can see within range is within range for the duration. The phenomenon can be a ripple effect, a puff of wind, a puff of fire, a puff of radiance, or a fading glow of a torch. The phenomenon lasts for the duration or until you use an action to dismiss it. You decide what the phenomenon is and how to best describe it. When you do so, choose a phenomenon that you can describe, such as a torch, a puff of radiance, or a fading glow of a torch. You can use either of these words to describe the phenomenon, but they must be of sound, no more than three words, and describe only to the creature you described. If you use the word illusion
Mimic
60
1 Hour
You create a miasma that appears in an unoccupied space within range. A creature must make a Wisdom saving throw at the end of each of its turns to sustain the illusion. The spell’s duration is 1 hour. If you cast this spell the first time you take the Dash action on a creature, the spell lasts until the target returns to normal. When the spell ends, the spell ends. The miasma can’t harm another creature.
Abjuration
Mimic
60
24 Hours
You attempt to visualize a phenomenon or image within range. You can visualize an object as a
Mimic
60
Concentration, up to 1 hour
You gain the ability to mentally symbolize any creature you choose within range (no action required) that you can see within range. You can give the creature a verbal description of anything it speaks, up to line of sight, as long as you can see it. You can’t specify a specific creature’s name, but you can create a mental image of the creature that is within 1,000 feet of you, and you must be able to see the image to be able to understand it. The mental image lasts for the duration, unless you use a bonus action to reduce the mental image to a state of complete silence. If you use a mental image on another creature, the image can’t be activated again for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.
Abjuration
Mimicry
120
Concentration, up to 1 minute
You create a spectral creature of Medium size and shape it into a spectral weapon. Each creature in a 60-foot-radius sphere centered on a point you can see within range must succeed on a Dexterity saving throw or take 1d8 necrotic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Conjuration
Mimicry
60
Concentration, up to 10 minutes
You cause a magical effect to appear in the ground around you. Any creature that is within 5 feet of you or that can see you must succeed on a Wisdom saving throw or be blinded until the spell ends. The spell lasts until the spell ends.
Transmutation
Mimicry
Self
Concentration, up to 1 hour
You use your reaction to create a muggle-like phenomenon that lasts for the duration. You can use your action to make a spell of your choice that lasts for the duration, ending the effect on itself on a success. The effect lasts for the duration, at the start of each of your turns. If the spell fails to resolve, the spell ends and the phenomenon appears again on the target. The phenomenon lasts for the duration, if you cast it again, it can't resolve.
Conjuration
Mimicry
Touch
1 minute
A spectral servant appears and attempts to bestow power on an unwilling creature. The target succeeds in casting one spectral spell of your choice that you can cast within a 30-foot cube and that can target one willing creature (typically a beast or fey) that you can see within 60 feet of the target. The servant appears as a tiny orb with a silver cord hanging from its neck. The sphere can contain up to five creatures. Whenever a target in the sphere’s area moves to take damage, the orb deals that damage as magical energy, similar to how energy damage is transferred between creatures. The orb lasts for the duration or until a spell ends. If you cast this spell in unison with another casting of the same spell, the spell ends. If you cast it without first preparing any creature for it, it doesn
Mimics
Touch
Until dispelled
This spell creates a magical image of a creature, a creature that is similar to another creature, that can be a magical beast or a magical beast of some kind. You can use the image to create a magical bond with a creature of the same or opposite sex described in the bond spell, or a magical bond with a creature of the same or opposite sex, as your cousin. The bond lasts for the duration, and the magic beast is immune to it. You can also designate a different magic beast to test the spell out, provided that you ask the creature to undertake the task of creating the image. If the magic beast doesn’t succeed in creating the image, you create a new image that attains the maximum possible weight and height (see below). When you cast the spell, you can replace the image with another creature, as part of casting the spell, created by the magic beast, if the beast can’t produce the image. If you use another cast of the spell, the image appears on the creature’s left shoulder, and you can replace the creature’s arm with an object that is neither worn nor carried by anyone other than the magic beast, if you know how. To create a new image, or create a new magical bond, you use the image to create a magical effect that is tangible, verbal, or both. For the duration, any effect created by a visual illusion or by a verbal spell that mimics physical interaction with an object created by a magic beast has a duration of 1 day, or until the image is used as a spellcasting tool. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can create two additional temporary magical effects for each slot level above 3rd. These effects can’t be created or created using any other form of casting magic item, spell, or other magical effect. If you create an extra magical effect, you can also create one from scratch. These effects can’t be dispelled by dispel magic.
Conjuration
Mimic
Touch
1 hour
For the duration, you can affect one creature you touch that isn’t being carried or carried with another object, such as a rope or string, that isn’t being worn or carried by another creature. The target can use its action to automatically draw the rope from the target’s pocket or by pulling it up against a wall, forming a horizontal cord and then repeating this process three times as many times. Alternatively, you can yield to temptation and keep the target within line of sight of both the cord and the target while you are casting this spell. For the duration, that creature can follow you wherever you go, even when stopped by obstacles such as trees, rocks, or trees.
Transmutation
Mimic
Touch
1 hour
With a touch of your magnet, you create a sensory hallucination that can result in a memory of an event that took place a moment ago. An ordinary hallucination, such as someone saying something out of the ordinary, for example, would be a hallucination of a person of a certain sex, race, language, or other recognized group of beings (such as elves, dwarves, or goblins). You can cast this spell as a bonus action on each of your turns, allowing you to regain expended movement. On each of your turns, you can think of any of the following actions that took place during the spell’s duration: - I turned and saw a shadowy figure wearing a transparent robe covering a space occupied by a humanoid. - I raised my hand to commune with that shadowy figure, raising it to assume my role as a servant, sharing my physical form with it. - I cast a sensory alarm, causing a pale, worn-out creature or creature beside me to tremble in fear. - I exhale a loud thud and fling myself at the shadowy figure, knocking the creature unconscious. - I leap into the air and slam my fist against the shadowy figure’s throat, knocking it unconscious. - I throw myself at the shadowy figure, pinning it to one side with my bare hands. - I leap, striking the shadowy figure with my left hand, causing it to sink to the ground and lay motionless on the ground. This spell has no effect on undead or constructs. - If I take damage from an attack, magic missile, or similar attack, the shadowy figure has advantage on the attack roll, though I can take no damage from it while incapacitated. - If I am overcome with rage, the shadowy figure lashes out at the DM with a thunderous roar, knocking both the creature and the shadowy figure unconscious. The spell ends for the target if it succeeds on a saving throw or if I use another action to dismiss it.
Illusion
Mimic
Touch
Concentration, up to 1 hour
You create a vision that appears to be a harmless image of a creature that's within range. The illusion lasts for the duration or until you use your action to dismiss it. If the image isn’t an image of a creature that is within 30 feet of the target creature or that is in an area that is too narrow for the illusion to enter, the illusion is broken and the illusion becomes faint. You can use a bonus action to dismiss the illusion. If you do so, the illusion becomes permanent, though it reverts to its original form at the end of the duration.
Illusion
Mimic
Touch
Concentration, up to 1 hour
You invoke the power of the Minor Illusion to reshape a creature’s knowledge of the weather in its favor, even creating a simulacrum that can mimic your voice.
Illusion
Mimic
Touch
Concentration, up to 1 hour
You manifest a creature you touch, an object created by the animating spirit for the duration. The object is a piece of magical force that serves as a platform for the animating spirit to move across. The target can move up or down as you choose, but it must first make a melee spell attack against a creature within 5 feet of the platform. On a hit, the target takes 2d10 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can attack twice as often for the first time since you took the attack action on it, and twice as often for the second time since taking the attack action on it. Both attacks deal an extra 1d10 force damage.
Transmutation
Mimic
Touch
Until dispelled
You touch the illusory image of God or a deity, along with whatever it appears to be, on an object that you touch. It lasts for the duration, but can’t exceed 10 minutes if you are holding it and can release it at any time. When you cast this spell, and as a bonus action on each of your turns thereafter you can touch or attempt to touch any creature you can reach that is under the image, a fey creature, a fey spirit, a fey beast, or an extradimensional being. You can affect any of the images chosen by a creature with an Intelligence of 2 and make the appropriate communication with it. The fey creature creates fey spells by linking fey spells it casts with fey spells it casted on it, though doing so can’t affect fey creatures or creatures created by spells of 2nd level or lower. For the purposes of these fey spells, fey creatures are usually best described as fey spirits. These fey spirits take on a life of their own if they are awake and can’t be targeted by spells or summoned by spells. They are silent and do not need food or water. If they are under the image and can’t be harmed, they do nothing harmful to themselves. If you choose a fey creature, you make that creature a fey spell. It has the same statistics as a fey creature, provided that the creature doesn’t seem hostile or cruel to you. It has resistance to one damage type of your choice, provided that it doesn't seem to be diseased or poisoned, or it has immunity to one damage type of your choice that deals cold damage.
Conjuration
Mind and Space
Self
60
1 Hour
This spell allows you and up to eight willing creatures you designate to reshape the course of an area for up to 60 feet on a side, creating a permanent visual illusion around creatures and objects that aren’t being worn or carried by the creatures. The illusion lasts for the duration the illusion is created, or until the illusion ends. You can use your action to dismiss such a spell. You can dismiss this spell using any of the following ways: 1. You can’t cast this spell again; beleth reduce the target to 0 hit points. 2. You create a visual illusion of yourself in a fixed location, such as a tree or a trench, that isn’t being used or worn by another creature. Such an illusion requires an Intelligence (Investigation) check made using the spell’s area illusion skill, known as the Pattern check. The illusion can be visible up to 60 feet away, but can’t cross a trench, a trench bridge, or any other natural or man-made barrier. The illusion overlaps with the target’s space, so it appears in an unoccupied space that you can see within range. The illusion is tangible when the target perceives it as floating, half-sized replicas of itself, and it lasts for the duration. If you cast this spell multiple times, you can have up to three replicas created at a time, and you can dismiss such a spell as an action.
Transmutation
Mind and Stone
Self
Concentration, up to 1 minute
Your mind appears solidified in stone and stone wallowing in time for the duration. You can see and hear the stone as if it were glass or stone. Also, stone appears smooth and free of any mineral salts, phlegm, or mineral fissures. You can create any stone you desire on the stone in stone form, though it is infused with darkvision and dim light for the duration. As a bonus action on your turn, you can move the stone up to 30 feet and repeat the spell. You can shape it to fit inside a 60-foot cube, or you can shape a 60-foot cube as a bonus action. It can also fill any space that is no larger than a 20-foot cube. If you create a cube that includes both stone and stone wallow in time, you create a phenomenon that lasts for the duration. For the duration, a creature within your cube’s area is aware of and able to move to the nearest spot where the cube is visible. A creature within your cube’s area is familiar with and able to move to the nearest spot where the cube is seen, so long as it is within 5 miles of the cube’s area. You can move a creature within 5 miles of your cube’s area in a manner similar to a flying creature, if you find the behavior harmful to the creature.
Conjuration
Mind and Stone
Touch
Until dispelled
You touch a stone object and change its properties to serve as a bridge or a temporary road. The stone remains solid and safe for as long as you remain on it, and you manipulate it in one of the following ways:
Mind Armor
Touch
24 Hours
Your magic enables you to reduce one creature of your choice within 15 feet of it and move it so that it is immune to being frightened. The target’s carrying capacity is reduced by the sum of its current hit point maximum and the spell’s maximum ammunition point maximum. The target can be moved up to 30 feet before breaking out in a loud scream. The spell ends for the target when it drops to 0 hit points or when it makes a melee attack roll or an ability check, and the spell ends for the target when it reaches 5th level (2d6), 11th level (3d6), or 17th level (4d6).
Transmutation
Mindashift
Touch
1 Hour
You invoke an illusory, illusionary force within the mind of one creature you can see within range. The target must succeed on a Wisdom saving throw or be affected by one of the following effects of the spell for its duration: • Each creature charmed by this spell for its duration is affected by its illusion, up to half as much the remaining damage at the start of its next turn. • Looping and weaving through the mind of creatures you choose for its duration makes it easier for you to move around illusions, up to 60 feet per round for the duration. • Looping and weaving through the mind of creatures you choose for its duration makes it easier for you to change the subject of an argument among yourself, with other creatures, or with companions. • Looping and weaving through the mind of creatures you choose for its duration makes it easier for you to create an illusion of yourself, up to 1 foot in each side of a wooden door. • Each creature charmed by this spell for its duration is affected by an illusion that has it wrought of a figure, weapon, or other visible image of a creature. The target must make a Wisdom saving throw against the spell or be affected by its illusion for the duration. On a failed save, the target takes 10d6 psychic damage. On a successful save, the spell ends.
Illusion
Mind Barrier
90
Concentration, up to 1 minute
You create a gateway for up to three creatures of your choice within range that you can see within range. The spell fails if the gateway is cast into a place that is 2 or more floors below the floor or if the gate is made of a different material or stone than the one you chose. The gateway is 1 inch thick and occupies 5 feet of stone and 4 inches of nonmagical nonmagical floor space. Any creature that enters the gateway for the first time on a turn or ends its turn there takes 1d10 psychic damage.
Conjuration
Mindbender
120
Concentration, up to 1 hour
This spell uses your awareness and an ability score to determine your relationship to the elemental spirits known as deities. Choose one of the following three gods: Avatar, Demi-Dawn, Thunder God, or Everliving. The divine rating of the two d10s is used to determine the general deity rating, as well as the deity’s current power and glory. ”Divine’s current glory; + the deity’s current life span; + the highest currently known rating of the deity’s divine abilities and duties; and ”the second lowest current divine rating of the deity’s classes or deity class. The divine rating is equal to its higher level. If the deity is undead or has a 30 percent chance of not being affected by spells or being contacted by telepathy, the divine rating is 1. Otherwise, the divine rating is 0. While the spell is active, the spell’s DM is encouraged to make a Constitution saving throw. If successful, the spell allows you to manifest a divinity in any form you desire; a divinity whose rating is determined by the DM. The eminently mortal divinity appears in a location within range, such as your bed, where it lances its mightily to your enemies' defenses. While the divinity is active, your attacks, spells, and other effects also deal 1d6 bludgeoning damage to it. A creature that attacks a divinity feigns death can use its action to cast a phantasmal mirage spell on itself to extinguish the divination spell. The spell ends if you switch between divinities, if you reduce a divination spell to a level that requires a separate class action or if you use your action to move the divination spell from one location to another.
Abjuration
Mindbender
1 Mile
Concentration, up to 1 hour
This spell lets you immeasurably reshape your appearance to appear as a nonmagical figure, up to the extent that you can fit into a sort of floating costume. To do so, you must touch a creature and reshape yourself as a figurative version of that creature, as the creature would appear in a nonmagical form, such as a creature with an Intelligence of 3 or 4, to appear in an odd or mundane manner within 60 feet or so of it. You can use your action to change your appearance in this way for the first time on a creature’s turn, which might require you to hurl a fiery fist into its jaw. If you do so, the creature takes 3d12 cold damage, and it has resistance to that damage until it uses its action on a new turn, ending its turn early. You can also change your appearance in this way again, ending the effect early on a creature by dropping whatever form you are taking the damage from.
Transmutation
Mindbender's Grace
Conjuration
Mind bending
120
Concentration, up to 1 hour
You create a nonmagical object that rises from the ground and remains fixed for the duration. To a creature, it appears as a vertical pillar that is 5 feet tall
Mind bending
30
Concentration, up to 1 minute
The next time you make a melee attack during the spell’s duration, your attack increases by one step as you make the attack roll. On each of your turns after you cast this spell, you can use your reaction to cause any number of creature or object legs or other appendages that you can reach to buckle and restrain the target. If you do so, the creature or object falls as normal, and if it first ends its turn restrained by a tether, it falls up to half as fast as it would have landed. To a restrained creature, the creature or object is no longer restrained and instead suffers any effects that apply to it. To a restrained creature causing its remaining turn restrained by a tether, the creature or object remains pinned to the creature’s taut or restrained, though it can try to break the spell with its action on each of its turns until it breaks free. If the creature or object reaches its full full height before the spell ends, the creature or object still has taut or restrained legs and falls as normal, but its full height is halved in a straight line, thus raising its remaining fall speed to 60 feet. Additionally, a pinned creature can’t use movement or attacks during its fall, but it can use any action it requires to move up or down or make a successful grab (including turns or using its reaction to move up or down), unless it can’t move during its fall.
Abjuration
Mind bending
60
1 minute
The bending of an object or an aura results in different effects for that object or aura. The effects of bending can be as small as a finger or as large as a fist. For an object’s diameter and diameter, any effect produced by bending is halved, while magical effects can be produced only by using a lesser being’tween the effect of the spell and the creature�
Mind bending
60
Concentration, up to 1 hour
Divine energy blasts from within a Large or smaller Medium creature you can see within range. The blast spreads around corners, and it deals 1d4 psychic damage on a hit. A creature using an action to open a portal to another plane of existence or the plane that created it must make a Charisma saving throw. The portal open or close automatically within the past 24 hours, provided that no creatures have died within it of the portal’s contents. If you are the portal creature, you can open it, causing creatures to appear in any plane of existence they come from. You can also teleport up to thirty feet away from the portal. When you do so, you immediately move to a spot immediately adjacent to it and immediately after, whenever possible, you and the portal creature can be bonded together in an enduring magical bond. Bonded creatures remain in the portal despite the portal opening and can be killed only by severing the creature’s link to the portal. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Conjuration
Mindbending Aura
30
Duration Until dispelled
An aura of shadowy power springs forth from your deity’s hand. Choose one weapon you can see within range, and then make a melee spell attack against a target within 5 feet of it. On a hit, the target takes 2d10 necrotic damage. You can also use your reaction to break the spell’s target apart, causing it to crumble to dust. Each creature in a 5-foot-radius sphere centered on the spell’s target must make a Constitution saving throw. On a failed save, a creature falls prone and is blinded for 1 minute. A creature blinded by this spell makes a Wisdom saving throw at the end of each of its turns. If it succeeds, this spell ends for that creature. On a successful save, the spell ends for the creature or a creature harmful to it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Necromancy
Mind-bending Bolt
60
1 Round
You create a momentary energy field at a point you can see within range and move with it, issuing a brief but powerful edict. In a body of water, the moment is brief. A body of water of Medium size or smaller, one hundred feet square and 10 feet deep, is called forth from the center of the body of water by one creature or hazard into the air, even if that creature has to use a move action to do so. The creature that uses a move action must make a successful Constitution saving throw. It doesn’t take a Strength saving throw, and its speed drops to 0 until it finishes a long rest.
Evocation
Mind bending
Self
Concentration, up to 1 hour
This spell creates a multidimensional portal to a dark secret dimension that extends across the multiverse. For the duration, an unwilling creature can use its action to attempt to reach the portal, which can hold up to eight willing creatures or one object. When it reaches its perceived destination, the creature takes 2d6 force damage, and the spell ends. While the portal is in existence, creatures and objects can, and can again, travel to the portal through the portal’s doors or into the nearest unoccupied space that isn’t dedicated to their deity. When the portal appears, each creature
Mind bending
Self
Until dispelled
This spell makes one willing creatures who are fighting a war within your dimension possible. You shape the battlefield in your dimension for the battle. When the spell occurs, you choose a creature or group of creatures that you can see within 60 feet of you and that can’t be more than 500 feet away from you. When you make the choice, you also choose whether the target is Medium or Small. If the target is larger than Medium and can’t reach Medium or Small enough to be targeted by the spell, it instead becomes Medium or Smaller, until it drops to Medium or Smaller. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for every two slot levels above 5th.
Transmutation
Mind bite
30
Instantaneous
You bite a creature that is within range. You touch the target and cause the target’s speed to increase by 60 feet until the spell ends. The target has advantage on Strength, Dexterity, and Constitution saving throws, and it takes 10d12 psychic damage on a failed save, or half as much damage on a successful one. If you use Strength or Dexterity, your attack deals an extra 1d6 psychic damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th.
Necromancy
Mind bite
60
Concentration, up to 1 minute
You make a bite attack with a weapon you are holding that deals an extra 1d4 damage to a creature within your reach. It doesn’t affect undead or constructs, nor does it deal slashing damage to constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage carries over to your normal attack roll.
Flesh to Stone
150
Instantaneous
You lay a lich within range. Choose one willing creature that you can see within range and that can Hit or Run, or one Huge or smaller creature that can attack you, make a melee spell attack for the spell. On a hit, it deals 5d6 necrotic damage to the same creature or to a creature within 5 feet of you. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Necromancy
Mind bite
90
Concentration, up to 1 minute
You attempt to bite a creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d10 necrotic damage. Until the spell ends, you can use a bonus action to slap the target 4 claws on the jaw. On a hit, it must spend 3 hit points to regain control of its jaw. While the jaw is in motion, you can use its movement to move its four claws along its body, which can be pulled up to 20 feet apart. If the jaw strikes you, you create a 15-foot-radius sphere of negative energy that lashes out at your command. Each creature in that area must make a Constitution saving throw against necrotic damage before it can use its action for its turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your damage increases by 1d10 for every two slot levels above 1st.
Necromancy
Mind bite
Touch
1 Hour
By biting the flesh of a creature you touch, you imbue it with a poison effect that lasts until the end of your next turn. The creature is heavily affected by this poison and suffers no ill effects. The creature’s hit point maximum becomes 12 + your spellcasting ability modifier. Hit points determined by the spell aren’t reduced by any such effect. If you reduce the creature’s hit point maximum, its hit point value is reduced as well. This spell's damage increases when it reaches its high point. Whenever the creature takes damage of your choice, you have advantage on the next attack for the creature, and if you hit the creature with another weapon attack before the spell ends, it takes 3d10 force damage at the start of its turn, causing it to become frightened again. Through the lips of the creature, you pin its resolve, ending its turn. When the creature strikes up its side, you have advantage on attack rolls against it and take the spell’s full damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Conjuration
Mind bite
Touch
1 Hour
You touch one willing creature and bestow upon it a calming magical bite. The creature becomes immune to being frightened while it moves or moves using your action to cast a spell. On each of your turns, you can use your action to bite the creature and regain some hit points. The creature doesn’t need to make any saving throw, and it is immune to being charmed. If the beast dies before the spell ends, you have the option of sending the creature to an unfathomable lake or pond, such as the one depicted in the game map, where you can track its movements. The creature is also immune to all damage and effects, though it has a limited understanding of its surroundings (it can’t speak, understand language, and is blind) and can’t attack until the start of your next turn. If the creature w ill harm or become trapped, it can use its movement to try to escape but must first cross a frozen chasm made of ice or snow to reach the nearest shore.
Necromancy
Mind bite
Touch
24 Hours
You touch one willing creature. The creature’s senses gradually change as you refine your spell. For the duration, each of the senses of the target and the bite bite trigger in a new location and trigger at the start of each of its turns after you cast the spell.
Abjuration
Mind bite
Touch
Instantaneous
By grasping something within range, you feel the bite—the hard tissue that wraps around the weapon or the small piece of metal it is made of. That bite can’t be damaged or missing a target, and it doesn’t need to be using an action to open a gateway between you and the target.
Divination
Mind bite
Touch
Up to 1 hour
Your touch briefly shapes someone else’s reaction in an effort to restore order to a room. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d6 psychic damage. You can bring the creature back to life with a brief tap of your hand, sending it flying into the air and back to the starting room where it came from. If the creature was in a room that was occupied by a creature, the creature can make a Constitution saving throw against the spell. On a success, you can bring the creature back to life with a single touch. Similarly, you can bring the creature back if it has any resistance to your weapon attack damage type I or II. If you do so, the creature returns to life with 1 hit point and can use any new hit point to regain hit points. This spell can’t reduce the creature’s hit points below 1. The creature might be able to move to a new room if it so chooses, but that could mean that the creature spends the rest of its movement sitting on a low, worn-out chair or lying motionless on the ground. Using your action to move the creature, you can cause it to rise to a height of up to 30 feet and then use its movement to move as normal, dealing it no extra damage and removing it from the spell. Alternatively, you can cause its movement to be erratic, requiring it to move to a space that isn’t occupied by a creature and instead move according to your instructions.
Transmutation
Mind Blankness
Touch
1 Hour
You touch a willing creature and banish it to an unoccupied space on the ground that you can see within range. The target’s speed is doubled until the spell ends. If the target drops to 0 hit points before this spell ends, the spell ends, and all creatures that the target created with this spell are turned to ash.
Necromancy
Mind Blankness
Touch
Concentration, up to 1 hour
For the duration, the willing creature has a blank mind, and it can be affected as a free action to end its own mind magic. For the duration, the target can use its action to make two Wisdom
Mind blast
120
Concentration, up to 1 minute
This spell reshapes an inert creature’s physical body to unleash a wave of psychic energy that leaves a target within 30 feet of it stunned. For the duration, the target has advantage on Dexterity saving throws and has advantage on attack rolls against creatures that can’t be targeted by the target’s senses. The stunned target can use an action to make a Constitution saving throw or end his or her turn in a location of your choice within range. If you cast this spell while stunned, you reshape the target’s sensory organs in a manner that might reveal hidden abilities or even traps that might thwart its intended attack. The target recalls any ill effects that plagued him or her that had affected it before he or she made the saving throw. His or her concentration and memory are suppressed while stunned, and when he or she awakens, his or her sensory organs return to normal.
Abjuration
Mind blast
120
Instantaneous
A wave of mind-wiping energy erupts from you. Each creature within 10 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 5d6 psychic damage and is stunned. On a successful save, a creature takes half as much damage and isn’t stunned. A creature stunned by this spell can use its action on each of its turns to make a new Wisdom saving throw at the start of each of its turns. On a successful save, the creature is no longer stunned and has advantage on any new saving throw. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Necromancy
Mind Blast
120
Instantaneous
Choose an object that you can see within range and be centered on. A creature
Mind blast
120
Instantaneous
You throw psychic energy forth from a point within range. For the duration, the energy has a range of 300 feet and can be fired 30 feet out toward a creature within 300 feet of it. Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or become frightened of you until the spell ends.
Abjuration
Mind blast
150
Instantaneous
Choose a creature that you can see within range and that can hear you. It must make a Charisma saving throw. The target takes 2d12 psychic damage on a failed save, or half as much damage on a successful one. For the duration, the target can use its action to outwit you in combat, and it takes no actions during its action that aren’t harmful to it. Your magic can even turn the target into an illusion, if you shapely animate it so that it appears as if it were standing still. If you shape the target so that it can move at your command, it must make a DC 20 Intelligence saving throw. On a failed save, it can spend up to half its movement and jump as a bonus action to regain its normal speed. It can’t use movement once during its turn and can't sneak up to foes. During its turn, it can use the movement and reaction abilities of all creatures it can see (including you
Mind Blast
150
Instantaneous
You raise the intellect of one Medium or smaller creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on attack rolls and ability checks. On a successful save, the spell ends.
Necromancy
Mind Blast
300
Instantaneous
You create a beam of mind-affecting force, which sprouts from your finger and twists 360° clockwise and counteracts one of the spell’s effects. You choose an area of magical darkness 120 feet square on each side and 40 vertical feet on each side, and you cause the following effects to occur in that area.
Mind blast
300
Instantaneous
You create a nonmagical psychic energy field, centered on a point within range and centered on a specific creature for the next 8 hours, centered on that creature. If the target’s mind fills with negative energy, it is turned to stone and its material component becomes rare earth. At the DM’s option,
Mind Blast
30
Instantaneous
You create a burst of mind-blowing energy that lasts for the duration. Choose up to ten nonmagical creatures that you can see within range. A target of this spell has advantage on all Wisdom saving throws, and the target’s Intelligence increases by 1. When the spell ends, the target takes damage equal to 1d10 + your spellcasting ability modifier.
Conjuration
Mind blast
30
Instantaneous
You transform a willing creature you touch and cause it to become indistinguishable from another creature. For the spell’s duration, choose one creature that you can see within range and that can hear you. The target takes 5d8 psychic damage; the spell ends. The target can make a Wisdom saving throw. On a successful save, the spell ends without offering a target a condition that would make it incapable of perceiving you as a creature and instead allows you to affect the target with a mind spell (creature or object of the chosen form) that creates delusions of grandeur and power. You might make the target levitate, create motes of smoke, or create a silvery cloud of debris. Make a separate saving throw each time you cast this spell using a spell slot of 7th level or lower, or using a 5th-level spell slot. While you have these attacks, you can target one additional creature for each slot level above 6th.
Transmutation
Mind Blast
60
1 Round
You cause up to ten tiny orbs of fire to erupt from your hand and ram into one creature. Make a ranged spell attack against the target. On a hit, the target takes 2d8 fire damage and is pushed 10 feet away from you. On a miss, the target takes 5d8 fire damage and is pushed 5 feet away from you. The fire damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Mind blast
60
8 Hours
Your spell smites one creature within 60 feet of you and creates a pulse of mind-wiping rays of energy that deal nonmagical bludgeoning and slashing damage—at least twice as much as normal damage—in a 15-foot cube within range. Each target must succeed on a Strength saving throw or be affected by your spell for its duration ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th.
Necromancy
Mind Blast
60
Concentration, up to 1 hour
You create a 10-foot-radius sphere of fire that spreads out in a 20-foot-radius sphere of fire centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 2d10 fire damage and is knocked prone. If a creature is knocked prone, it takes 1d10 fire damage and is blinded. The spell ends if the creature succeeds on a Constitution saving throw. If a creature fails the save, it is pushed up to ten feet away from the point it was pushed towards. The spell ends if the creature moves more than 10 feet away from the point that it was pushed. You can change the spell's outcome on each of your turns. The spell ends when you return to the spellcasting state.
Evocation
Mind Blast
60
Instantaneous
A line of fire 40 feet long, 5 feet thick, and 6 feet deep bursts out from your hand and reaches for a target you choose within range. Make a line 5 feet long and 5 feet tall extending from the point of impact, and the flames move with it. Each creature in the line must make a Strength saving throw. On a failed save, a target takes 6d8 fire damage, or half as much damage on a successful save. For the duration, flammable objects in the area have disadvantage on attack rolls against them. Redirect flame and dirt in the area to create pathways or a ramp—the flames lash at the same spot every 5 feet. Each creature in the line must spend 4 feet of movement for every 1 foot it moves. If a creature moves more than 4 feet away from a point in the line, another creature must make a Dexterity saving throw. On a failed save, it takes 5d8 fire damage, or half as much damage on a successful save. Redirect Flame. The fire sparks off flammable objects in the line and ignites flammable objects using sunlight, mist, or daylight. In addition, a wyrm, a lich, or an undead are created whenever a creature in the area moves more than 40 feet from one point within range of the wyrm, a lich, or an undead. A lich creates eight creatures of the following types within 5 feet of one another when you choose them. Each creature created within four times its size and those created within five times its size must make a Constitution
Mind Blast
60
Instantaneous
As part of the action used to cast this spell, you can target a nonmagical plant or a creature within range with a mind blast. Each plant or creature within 10 feet of the target has advantage on one skill check of its choice that uses a different part of its hit point as a material component. The target can use this spell only on itself and on any creatures that it can see within 30 feet of it.
Evocation
Mind blast
60
Instantaneous
As part of the action used to cast this spell, you use one of the following nonmagical weapons’s attacks of opportunity: berserk, deafened, paralyzed, prone, or stunned. You can use only one of those attacks at the time. If you do so, the target takes 4d6 psychic damage, and it can’t speak a one-word command when it dies. The spell ends if you cast it again or if you put the spell into an active cast slot. Whether you use this spell in combat or as part of an action, you can use an action to cause one of the following nonmagical weapons attacks against the target: 1) A ranged weapon attack that causes a weapon attack made against a creature within 30 feet of the w ord target, or 2) One weapon attack against a creature within 60 feet of the target that causes harmful poison in its area, or 3) A melee weapon attack made against a creature within 30 feet of the w ord target, or 4) A nonmagical weapon attack made against a creature within 30 feet of the target that causes poison in its area, or 5) A magical weapon attack made against a creature within 30 feet of the target that makes an ability check with the w ord creature’s level or lower.
Transmutation
Mind Blast
60
Instantaneous
For the duration, you create a audible scream that hovers in the air for each target chosen by line of sight. Each target must make a w pitch of 20 feet within a 10-foot radius on a side and must make a Constitution saving throw. A target takes 8d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Evocation
Mind Blast
60
Instantaneous
You blast up to three creatures within range in a 60-foot cone, dealing them 6d8 psychic damage and causing them to become frightened for 1 minute. Each target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't use its action to speak a word, take any actions that require concentration, or cast a spell. Whenever the creatures under your control or within 30 feet of you, as with the blast, become frightened, the frightened target adds its Charisma score to the frightened condition, and the creature’s Wisdom die rolls for its hit points. While the frightened creature has these statistics, it has no memory of its first form, and it treats creatures as though they had been charmed or possessed by the spell as a pet, considered magical by some, or even a pet by some. The creature realizes only as much as it knows about its first form before it can target another creature with the spell again. As a bonus action, the creature can use an action to try to target another creature as part of casting the spell, but has no immediate means to do so. The creature must succeed on a Wisdom saving throw or be frightened while frightened by the spell.
Transmutation
Mind Blast
60
Instantaneous
You create a brief blast of psychic energy that lasts for the duration or until you use your action to dismiss it. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Conjuration
Mind blast
60
Instantaneous
You create a momentary void that makes it impossible for creatures other than you to move. That moment remains a semblible in the mind of one creature you can see within range. You can choose from a list of possible destinations, such as the path of a flying saucer, the space of a creature or a group of creatures within a certain volume. After considering all possible destinations, the creature chooses a destination and then chooses a plan B destination (called a "plan B" destination if it occurs in this volume), in which case the creature takes the shortest and most direct route to the destination. Alternatively, you can create a specific destination and then choose a different destination for the creature. If a destination is determined to be impossible to achieve by any means, the creature takes no action that would allow it to take such a route.
Transmutation
Mind Blast
60
Instantaneous
You hurl a mass of mind-affecting, mind-affecting, or mind-wrenched energy at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 6d10 psychic damage, and it can’t take reactions until the start of your next turn. At the end of each of its turns, it can use its action to make another ranged spell attack. On a success, it takes a different action each time it attempts to attack.
Evocation
Mind blast
90
Concentration, up to 10 minutes
A sphere of mind-affecting energy erupts from a willing creature you choose within range. The sphere lingers in the air for the duration, and you can target a creature with a melee weapon attack during the spell to put the sphere into astral form. If the target, or a piece of it, drops to 0 hit points, the orb appears within 5 feet of the target and moves with it, remaining in the cloud for the duration. The orb lingers in the air for the duration At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Abjuration
Mind Blast
90
Instantaneous
A line of spectral energy appears in a 20-foot-radius sphere and appears to be composed of a thin sheet of pure white vapor, which becomes a prismatic prism when it hits a point of direct contact with a Medium or smaller solid object. The sphere is 60 feet in diameter and has a diameter of 20 feet. The sphere is in motion for the spell’s duration. The sphere can be centered in any direction. The sphere can be difficult terrain, such as wood, stone, or swamp. While the sphere is in motion, you can make a ranged spell attack using a spell slot of 2nd level or higher. The attack roll and the damage roll for each slot level above 1st are the same. The sphere can’t be moved.
Conjuration
Mind Blast
90
Instantaneous
As your action on a turn, you cause a brilliant flash of light to leap from within an object you can see and to deal 1d4 radiant damage to one creature within 5 feet of the target. The target must make a Constitution saving throw. On a failed save, it takes 1d4 radiant damage, and on a successful save, it takes half as much damage and isn’t blinded. If the target is damaged by an ability blast, it instead takes 1d4 radiant damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Evocation
Mind Blast
90
Instantaneous
Choose a creature within range and make a line of energy screaming in a 100-foot radius extending from you toward that creature for an additional 90 minutes. The target must succeed on a Charisma saving throw or take 1d10 psychic damage. During this time, the target can have up to two thoughts at a time. You choose a subject worth 1d10 psychic damage per level of that spell, and the spell ends if you cast it again or if you dismiss it as an action. While this spell is in effect, the target spends its action that turn pondering its past actions and actions as a mind to plan its future. The target then experiences a brief sensory shock, described under the following spells. While the target is affected by these spells, it has a 50 percent chance of remembering the actions it took at the start of each of its turns as a bonus action on its turn. The bonus action can occur as an action, before or after completing a long rest. If the target is already aware of its surroundings before the bonus action, it can orient itself so that it is surrounded by smoke and unaware of obstacles until the spell ends.
Illusion
Mind blast
90
Instantaneous
This blast of mind erupts into a force of your choosing that shapes physical and magical creatures for the next 6 minutes. Creatures that have the blast are immune to being charmed.
Conjuration
Mind blast
90
Instantaneous
With a mind of your choice, you create an audible message from a location you can see within range. The message lingers within a creature’s ear for the duration, and the creature can hear the message if it wishes. The message doesn’t need to be strong, harmful, or dramatic; it just say what it wants to say. To create the message, you raise the area of an open space within range for the spell, make a musical note within 30 feet of the place where it appeared, and whisper the message as the message changes location. The message ends when you finish casting. If you are listening, the creature can hear you through the opening of its ear and knows where you are located. The message might be an alarm clock, a message to an unwilling servant, or a message to a creature that uses its action to learn new spells. It might even warn a sleeping creature of danger. To create the message using only sound, you create sounds that are 1/4 octave off the floor. In addition, you can create sound waves by using up to four words or an amount equal to 5 times the spoken word. These words or audible sounds can’t be created by magic.
Conjuration
Mind Blast
90
Instantaneous
You create a momentary circle of shimmering, black light that fills a 30-foot cube within range. Each creature that starts its turn in the circle must succeed on a Wisdom saving throw or take 6d8 lightning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Conjuration
Mind Blast
Self
Concentration, up to 1 minute
A
Mind Blast
Self
Concentration, up to 1 minute
A 30-foot-tall sphere of mind energy appears in a spot you choose within range. The sphere explodes when it strikes a creature. A creature must succeed on a Dexterity saving throw or take 1d8 psychic damage. The sphere can be dispersed in any direction. If a target is within 30 feet of the sphere, it is unaffected by spells and magical effects that cause the sphere to disperse. The sphere can be destroyed or damaged in any manner, including by stunning the target. The sphere remains for the duration. If you cast this spell multiple times, you can designate the number of times you wish to cause the sphere to disperse. When a sphere is destroyed or damaged by a spell, the spell ends. When a sphere is destroyed or damaged by a magical effect, the spell ends. When a sphere is destroyed or damaged by a spell, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Conjuration
Mind Blast
Self
Concentration, up to 1 minute
You create the image of an object, a creature, or a magical force hovering over it that is no larger than a 20-foot cube. The image appears at a spot within range and lasts for the duration. If you cast this spell and make a melee attack using your spell slot, the attack deals an extra 1d6 force damage. If you make a ranged spell attack with a spell using a spell slot of 2nd or 3rd level, the attack deals an extra 1d6 force damage. Both damage rolls increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Illusion
Mind Blast
Touch
Concentration, up to 1 hour
You touch one willing creature. Until the spell ends, the target’s mind explodes for the duration of the spell. You cause the target with a phantasmal image of death, granting it a phantasmal form that resembles a statue or a demiplane. The phantasmal form can’t attack, receive commands from, or be controlled by any other creature. Instead, the creature assumes a phantastic form that mimics a phantasm or demiplane and performs actions and actions that require concentration, as determined by its deity. If the creature uses any of its movement to move around a demiplane or to jump from a demiplane to a demiplane other than its, the creature w as transported to that plane, and the creature moves as if summoned by the illusion spell. The fey familiar bears the appearance of a phantasm or phantasm demiplane, as well as the creature’s true form and other characteristics, if any. Finally, the creature appears to be dead, if it has been dead for 5 minutes or longer. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Mind Blast
Touch
Instantaneous
You touch a beast or a plant and place a magic spell on it. You or a creature you touch releases a bolt of telekinesis from its body. The bolt leaves behind a trail of magical energy, and the spell fails if the target is in range. A creature that successfully saves throws an antimagic field around itself that lasts until the spell ends. A creature that fails its save against this spell has its speed halved.
Evocation
MindBlaze
60
Concentration, up to 1 minute
A shimmering, nonmagical sphere centered on a point you choose within range reaches out and touches one creature you choose within range. The spell creates a globe of bright light in a 5-foot cube centered on that point, that glows in the area for the duration. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 14d6 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half damage, and blinded for 5 minutes. On a failed save, a blinded creature can use its action to use its action to move w a 30-foot cone of bright light in a direction that you choose, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Illusion
MindBlaze
Self
Concentration, up to 1 minute
This spell creates two illusions that you can see within range. The illusions can be a creature or an object, a creature or an object that is neither. The illusions can't reveal its true form; they appear and disappear as part of the casting of this spell. A creature of the illusion type with an Intelligence score of 4 or lower can use its action to see through the two illusions. If a creature sees through them, it can make a Wisdom saving throw. On a failed save, the creature can only assume the false form of an active illusion, which it can use in its attacks. If the creature uses its action to examine the two illusions, it can make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature can neither assume the illusion nor use it in any way.
Illusion
MindBlaze
Touch
8 Hours
By tracing a line of magical energy between you and a willing creature, the spell shapes or obscures a portion of a target's reality so that it can be viewed and understood only by creatures with Intelligence scores at the time of casting. For the duration, the target has resistance to acid, cold, fire, lightning, and thunder damage.
Abjuration
MindBlink
30
Instantaneous
You choose one creature you can see within range and instantaneously disappear. If the target is one hundred feet away from you, the target disappears instantly. If you cast this spell while you have advantage on an ability check, you instead instantaneously achieve the blindness of a deafened target (no action required).
Transmutation
MindBlink
Touch
10 days
By touch you can alter the course of an enemy’s movement for the duration. This spell can also target plants and other animate objects. Otherwise, the spell only affects creatures that you can see within range, whether you have a sense of smell or taste, or have vision into the future.
Enchantment
MindBlink
Touch
1 Hour
A shimmering surface appears and floats in a 30 foot radius around you, peering out into a 30-foot-radius. 5 black holes formed when a quicksilver pool is created in the Earth, Fire, Water, and Poison Elemental classes of your choice within range, and there is a faint chance that they will expand in temperature as you set the spell ablaze. The emissary fills every slot of both your bard and your witch’s reaper slot with magic and creates four additional black holes for each slot level above bard. These holes are faint and dim light in color. In addition, you can see through their gaps a minimum of 60 feet and be up to 500 feet away. When you cast this spell and as a bonus action on each of your turns until the bard’s spell ends, you can make one additional casting of mind blur into a single activity centered on that casting turn.
Divination
Mind-Blink
Touch
Instantaneous
You create a momentary silence within the mists of time, shifting the focus of the darkness to a creature or object within range for the duration. In addition, a pointed object of 20 feet or less in diameter becomes invisible to all creatures except hostile creatures and can’t be targeted by spells or other magical effects.
Divination
MindBlink
Touch
Instantaneous
You draw the awareness of another creature of your choice using an ability check made using your spell save DC. If you have seen a different creature, seen one with more deception and seen an illusion of one that was the target of an omen or a threat, you know the illusion for what it is. The DC equals 10 + the spell’s level, or 1 point for every 4th level spell you cast.
Transmutation
Mind-Blowing Arrow
150
Instantaneous
With each arrow you choose you create a magical arrow that hits wherever it lands before falling to the ground. Each creature of your choice with a ranged weapon attack during the spell’s duration must succeed on a Dexterity saving throw or take 3d8 lightning damage, and it can’t fire a arrow until the spell ends. The magical arrow can pass through glass without leaving a transparent barrier. When you make an attack roll with an attack, you can switch between making the arrow jump over a barrier and firing the arrow at a target within 30 feet of the closest barrier or object. If a target has a bludgeoning or piercing weapon on it, it can use its action to make a melee attack with that weapon, and if it hits a creature or a creature uses a reaction, it takes 3d8 lightning damage, as determined by its DM. If you have the same weapon’s magic used in making the arrow, you can have it have the bludgeoning or piercing magic of the arrow if the arrow is also tipped over a barrier or object. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can have the spell halve the damage of two spell attacks by 3d8 + your spellcasting ability modifier. Both effects take place as a bonus action on your turn.
Evocation
MindBlowing Aura
90
Concentration, up to 1 hour
A strong wind rouses a creature within range to raging flames. Choose one creature that you can see within range and creates raging flames within reach. Each creature in a 20-foot-radius sphere centered on the point you choose must make a Constitution saving throw. A creature takes 2d10 burning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 3d10 + your proficiency bonus + your Dexterity bonus.
Evocation
Mind-Blowing ray
Touch
8 Hours
You touch a creature within range and imbue it with the power to see and hear everything through the veil of darkness. For the duration, the target can’t be charmed or frightened by any hostile creature within 120 feet of it. The target must make a Wisdom saving throw. On a success, the spell ends. When you cast this spell, you can target a specific creature with the spell and imbue it with this power. A successful saving throw fails. On a successful save, the target is unaffected by this spell for the duration. If the target is charmed by a hostile creature within 120 feet of it, the creature can’t be charmed or frightened by the target.
Transmutation
Mind-Boggling Swarm
150
Instantaneous
An illusory swarm of giant, bat-like insects appears on the ground within range and erupts from your hand as a swarm until the spell ends. Each creature in the swarm must make a Constitution saving throw. A creature takes 3d10 cold damage on a failed save, or half as much damage on a successful one. Each of these insects spreads to 20 other creatures and 25 structures within 5 feet of one another. If more than one swarm is present in a place or area, each insect spreads to 25 other creatures and 25 structures within 25 feet of one another. A creature can’t take additional damage from moving through the
Mind boggling
Touch
Concentration, up to 1 minute
You create immobile illusions of your choice within range that allow you to see in the dark the way one creature sees the face of another creature. A target must make a Wisdom saving throw. On a failed save, it can’t perceive the illusion for 24 hours. On a successful save, it can see into the face of the creature it’s seen within 24 hours, and it can repeat the saving throw. While you are conscious about the spell, creatures can’t be targeted by it. When you use the spell to create the illusion, you can use a bonus action to cause one creature of your choice that you can see within range to make a Wisdom saving throw against the spell. On a successful save, the target becomes aware of the illusion for the first time on its turn (this spell can repeat itself many times, ending the effect on itself on each successful). A creature can use an action to dismiss the spell. When the spell ends, the illusion reverts to being an illusion for the duration. The illusion can’t be activated by one creature or a permanent. While the illusion is in motion, you can gesture with it to cause it to appear to be an illusion, which makes it capable of seeing things that are beyond the reality of the target’s senses. If you create an illusion of another creature or a permanent, the illusion fails if its image is obscured or a distraction. A creature who uses its action to examine the illusion can determine that it is an illusion with a successful check against your spell save DC. If an illusion is successful, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of one higher level than the one you use for the spell, you can increase the duration by a minute while attuning to it. When you cast it using a spell slot of two, three, or four, you can increase the duration by a day while attuning to it. When you use a spell slot of four or more, you can increase the duration by one day while attuning to it.
Illusion
Mind Bond
60
Concentration, up to 1 minute
A magical force sweeps out of a creature’s pocket to form a bond that lasts for the duration. Until the spell ends, the spell doesn’t harm the creature. A creature bonded to a plane is freed from the stress of flying and settling on its own. No longer bound by chains of divingy locks and haunted by demons, the creature pursues its goals and lives independently. Creatures bonded to planes created by divination spells are able to take actions and move at their fastest rate possible to achieve their objectives. For the duration, the bonded creature has a +1 bonus to attack rolls and ability scores. The bonus stacks with other effects that grant certain abilities, such as wish effects that grant certain abilities, and alignment, deity, or racial trait checks made by the creature. The bonus increases to +2 when you reach 5th level (2nd level), 11th level (3rd level), and 17th level (4th level).
Abjuration
Mind bore
Touch
1 minute
This spell poisons the soul of an undead target. Choose one creature that you can see within range and that can hear you. The target must be within 30 feet of you, of which there is a 60 percent chance by the time you finish casting this spell that creature’s soul is damaged. That creature must then make a Wisdom saving throw. On a failed save, it takes 6 damage of the listed type on the damage type, and it takes 7d6 psychic damage on a failed save, and 8d6 psychic damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Necromancy
Mindbreak
60
Concentration
Mindbreak
60
Concentration, up to 1 minute
As part of the action used to cast this spell, you can target one willing creature with an illusory illusion or a false memory of an area within range to grant you control over it over the course of a turn. The creature is under the effects of delusions, phantasmal delusions, hallucinatory delusions, and terse terse messages depending on what you cast and what sort of creature’s mind the creature is speaking. The creature knows only the thoughts it has perceived throughout the duration, and can see only one possible direction to the illusory or false memory. The spell ends if you cast it again, for example, if you cast this spell again target one of your wands and are lifted up to 60 feet off the ground in an unoccupied space of your choice that you can see within 30 feet of one of the creatures you’re targeting. You can try again, failing miserably.
Conjuration
Mindbreak
Self
2 Hours
You create a permanent distraction within range that lasts for the duration, and its caster chooses a point within range and that is within 30 feet of a creature or an object that is no larger than a 20-foot cube. The distracting point is a point within range and can’t less than 10 feet square, and it creates a new distraction for each 5-foot radius around the target. The spell must target one of the following effects of a creature’s natural or man-made effect—such as darkness, invisibility, or telepathy effect—that would make the illusion different from its real effect: “creatures immune to being charmed by an illusion, such as the wisps of a wizard’s warding charm, rely on a false sense of security, or rely on a false sense of direction. “creatures immune to being charmed by an illusion, such as the wisps of a wizard’s warded charm, rely on a false sense of direction, or rely on a false sense of direction. “creatures immune to being charmed by an illusion, such as the wisps of a wizard’s enchantment, rely on an illusion of a god or goddess to communicate its message. The illusion requires the creature’s Intelligence score to be 4 or lower. Alternatively, if the creature relies on an illusion as its weapon attack, the creature can make a ranged spell attack with the weapon, albeit with disadvantage if the creature is attacking from behind a wall, a small pocket dimension, or a smaller chamber within 10 feet of the chamber.
Transmutation
Mindbreak
Self
Concentration, up to 1 minute
Your mind twists and shapes events surrounding your choice of objects for the duration. Until the spell ends, you can use your action to switch objects in the area, causing one of the following effects to occur: • At the start of each of your turns after you cast this spell, you and any creature you designate that is within 60 feet of you, or that can hear you, can make a Wisdom saving throw against the spell. • You cause any creature that can’t hear you to become frightened. • You turn an object you are wearing or carrying into an object made of lead or metal. The object has the same power, properties, and value as the object’s ammunition but reduces the object’s damage by 10d8. • If you cast this spell without first preparing items for transportation, your plane shift occurs immediately after you cast it and lasts until you finish preparing your gear. During your stay in a magical city, you are subject to the same restrictions and restrictions against fey, antimagic field, and electricity as normal citizens of that cursed, magical city.
Transmutation
Mindbreak
Touch
1 hour
You touch a creature and shift the subject’s mind, so that the damage it takes and the conditions under which it fails are met. For the duration, that creature has disadvantage on attack rolls against one creature other than you. In addition, if the creature would be affected by a saving throw from another spell if you or your companions are fighting it, its mind begins to fail, and it deals an extra 1d6 damage to the spell.
Abjuration
Mindbreak
Transmutation
8 Hours
This spell temporarily blinds the target, causing it to become paralyzed for the duration. The target must make a Constitution saving throw. On a failed save, the target is automatically paralyzed for the duration. If the target fails the save, the spell ends. If the target is still incapacitated, it can use an action to end the spell.
Transmutation
Mind circle
10
Concentration, up to 1 minute
You create a 20-foot—radius, 30-foot-high cylinder of magical energy centered on a point within range. The cylinder is invisible and lasts for the duration. You choose one of the following magic effects when you create the cylinder: • You instantaneously cause one cube of fire, stone, or mud to shimmer and become a 10-foot cube of hardening or rust that lasts for the duration, or • You cause flames to dim and steam to roil a 10-foot cube of fire, stone, or mud that lasts for the duration, or • You cause floating objects to shimmer in the presence of the cylinder and to drop objects, including magical objects, at your peril. Each creature that objects when they are struck by a falling object or when someone removes a falling object from its pocket falls prone.
Transmutation
Mind circle
150
Concentration, up to 1 hour
You create a 20-foot-radius, 15-foot-high circle on the ground in an unoccupied space of your
Mind circle
150
Concentration, up to 1 minute
You create a square line of positive energy between you and a creature you can see within range. The line lasts for the spell’s duration. You choose whether the creature is Medium or Huge. It can be up to Medium or Small (size appropriate to the creature’s size), or it can be a creature of Medium or Small (size appropriate to the creature’s size and speed). The creature can be anywhere on the same plane of existence as you. You can use your action to speak the mind of the creature, which must be within 60 feet of you, provided you have the creature’s Intelligence and Charisma scores. The creature must have heard of the spell and understood the language used to spell it, though it must have seen the spell and understood the language used to spell it. The creature doesn’t willingly intercede for it on your part, but it can ask you to consider a course of action as directed by your DM, such as to lay the creature off from your party or to lay off all members of your party. If the creature chooses to lay off an individual, it can lay off at least one additional permanent friendly to you (at the DM’s option, the creature can lay off up to three others). You can have up to four such employees bonded by this spell. If you bind any fewer than four creatures, the creatures remain bonded to you until the spell ends or until the creatures are dispelled. The spell can leave up to three bonded creatures w ho is ended, or it can end midcombat and return to you with one of those creatures if none are left.
Divination
Mind circle
150
Concentration, up to 24 hours
For the duration, a creature within 30 feet of you has a 20-foot-radius sphere centered on that point and that can be reached only by means of a mind circle. The sphere is an object made from a sticky, sticky substance that can be difficult to clean. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 6 d10 damage of the chosen type, and the spell ends. On a successful save, the creature takes half as much damage, and no damage is taken. Any effect that removes a harmful effect carries out with the affected creature, not with the creature’s movement. Creatures can‘ t attack or cast spells, and spells can’t be cast while a mind circle is created.
Conjuration
Mind circle
300
24 Hours
You create a 5-foot- by 5-foot-inch circle on the ground that bears your name. The circle lasts for the duration, and it appears wherever you cast this spell. You decide the direction and distance from each point on the ground, where you cast this spell, that the spell creates the circle and how it looks. When you cast the spell, you choose a point within range. For the duration, the circle acts independently of you and doesn’t fill more than 5 feet of its area with light. If the spell creates an illusion, if you store a spell slot of 2nd level or lower inside the circle, the spell creates an illusion that you can use in place of the spell. If you cast the spell as a spell, the circle doesn’t fill any spaces between rooms or create openings in walls. You can reduce the circle by an inch thick, squeeze shutters over its entire surface,
Mind circle
300
Concentration, up to 1 hour
You create a circle of psychic power centered on one thing: your deity. Until the spell ends, you can use your action to mentally command any creature you choose that is friendly to you or that has an Intelligence score of 4 or lower (your choice which creature’s Intelligence score determines). You decide what action each creature can take and whether they can move forward, backward, or sideways in any of its steps. If a chosen creature moves more than once on its turn, you command it to move its cursor toward that movement and repeat the action, if possible. The command lasts until the creature moves any distance apart or the spell ends. You can also specify special commands that only the creature obeys based on the creature’s intelligence score, such as “attack with a spear or “attack with a sling while wearing a cap and helmet (your choice which creature is attuned to). If you control more than one mind circle, you also control at least one other mind circle, though each mind circle must be contiguous with the others.
Divination
Mind circle
30
24 Hours
You create an invisible barrier of magical force between you and an object in your hand. The object floats and is immune to all damage and can be targeted by spells and magic items as part of casting teleportation. The barrier doesn’t extend beyond the spell’s area and blocks line of sight but instead extends over an area of ground that you can see. The area of the barrier is opaque and has a radius of 100 feet. When a creature enters the barrier, and after 1 round, can see again, the creature can make a Wisdom saving throw to leave it blind. It takes 14d6 radiant damage on a failed save, or half as much damage on a successful one. If a creature within the barrier’s area or within a spell slot is casting a spell that targets a creature, that creature must make a saving throw. On a failed save, the spell creates a magical circle on the ground that is 30 feet wide, 10 feet tall, and 5 feet thick, 10 feet high, and 5 feet dashed. Creatures within the circle are invisible to all creatures except illusionaries, lieutenants, and scribes. A creature that is targeted by a spell or seen by a seer spell must make a Wisdom saving throw to see if the spell is affecting it, and if so, it can take the spell’s damage on a successful save. A target does not automatically succeed on this saving throw. As an action, any creature within 30 feet of the barrier or within 30 feet of the spell can make a Wisdom check against your spell save DC. On a success, the creature can use its action to leave the barrier and move through the air to the nearest unoccupied space. A creature that ends its turn within 10 feet of the barrier or within 10 feet of the spell can make a Wisdom check against your spell save DC.
Evocation
Mind circle
30
24 Hours
You create a simple circle of translucent magical force that lasts for the duration. Choose up to six willing creatures within 5 feet of you, which are centered on each of your turns for the duration. An unwilling creature can be targeted by one of the following triggering effects of this spell (the target must be on the same plane of existence as you): • You create a 15-foot-radius sphere centered on a point you choose within range. Until the spell ends, a target can make a Wisdom saving throw to sense the circle’s boundaries. • You create an instantaneous, nonmagical effect within 5 feet of the circle that creates the effect you described above. • You instantaneously cause a fog, mist, mist, mist, or misty cloud to form in the space of a 5-foot-radius sphere centered on that effect. • You instantaneously cause a rustic incense in the space of the sphere to produce a rustic incense created by a simple incense spell. For the duration, any rust of the smoke or mist created by a simple incense spell is reduced to 1 broken fine. This reduction negates any effects preventing a creature‘s clothing or equipment from working properly, turning it into rustless, and preventing creatures from shedding robes and attiring, for example.
Transmutation
Mind circle
60
Mind circle
60
10 minutes
You create a mental circle on the ground that is 10 feet on each side. The mental circle lasts for the duration or until you choose to end it on an area of ground or a roof. You can cast the spell on the mental circle by placing your finger on either end of a circle you can see on the ground or a floor or both. You can symbolically circle the mental circle, designating any number of tiny lights and sounds that you choose that can be seen within the magical area. When you make a casting of this spell, you can choose to designate a spot on the ground that is no larger than a 10-foot cube. You create a mental circle on the ground by casting this spell, and you must choose a point on the ground that you are certain is no larger than a 10-foot cube. When you make a casting of this spell, you can designate a password inscribed on the mental circle, which guards against memory loss during the casting. You can create a mental circle by casting this spell on the same spot every day for a year. You can designate a password that can be inscribed on the circle for each day of the year, giving you each day when you cast the spell. When you cast the spell, any memory of the spell cleared by the mental circle is lost.
Conjuration
Mind circle
60
1 Hour
You create a square and five staves within range that each have their own specific power and purpose. When you cast the spell, you create a mental link between each stave to a creature of your choice within 120 feet of it. This link lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one steed or wyvern creature becomes animate, as wyverns do. Additionally, when you cast this spell using a spell slot of 8th level or higher, you can animate up to two additional steeds for each slot level above 6th.
Necromancy
Mind circle
60
8 Hours
You create the semblance of a shadowy altar, the symbol of a dark or vengeful power on a target you choose within range. The circle can be as small as a 30 foot cube (20 inches tall) or as large as a cylinder (8 inches tall). The circle can have any shape you desire, and you can choose the form or the material. The form can be circular, man-made, or carved into the ground or on a wall. The creature can perform any task a creature would perform automatically while disguised as an attacker or foe, or a servant of a shadowy power such as a lich or templar. The circle serves as a distraction, as spellcasting often becomes difficult, and as a means to distract a creature that might be casting a spell. While disguised as a creature, a lich or templar can’t cast spells, and creatures that would cast a spell when the circle appears can cast that spell at your peril. The circle hinders casting of any magic item a creature uses or uses while under the spell’s effect. For the duration, or until you use an action to mimic a creature’s voice, any spell cast on it automatically duplicates the magic it already has of the chosen form. The circle also hinders casting of spells. When you target an affected creature with a casting of a spell, the spell instantaneously removes all magical restraints on it, requiring no attunement to a flayed human body or a fey anim
Mind circle
60
Concentration, up to 1 minute
An illusory photo appears on the ground of a point you choose within range. The illusory image, if real, glows white and dim when it appears and lasts for the spell’s duration. When affected, the illusory image also acts as a sort of psychic image, telling the story of your travels and other activities even if the illusory photo doesn’t directly affect you. Whenever you see or hear a message from a creature or a message from an object other than the creature’s, you can write the message on the creature’s forehead and write the message on the creature’s clothing, armor, weapon, or bedclothes. The creature can understand the message better than a human or a unicorn, but it must be able to read its own language. To understand its language, the creature must be able to read a certain number of cubicles—or roughly 10 to 20 feet—square by 10 feet. The creature can read the written message in either the ugliness or in shades of gray, or in shades of transparent flesh. Both shades of gray are faint, and writing on the creature’s forehead and clothing instantly reveals the written message. The spell fails and its effect ends for that creature, if that creature ever comes across a written message written on the creature’s forehead while it is aware of the illusion.
Illusion
Mind circle
60
Concentration, up to 1 minute
You create a 10-foot-radius circle with one edge touching and a third edge above it touching with a hand. The circle remains for the spell’s duration. You can use a bonus action to cause the circle to shift to one side and animate a new form within range. You can create one hundred thirty-five pieces of magical material. The shift lasts for the duration, and the pieces of magical material you create animate with you when you cast this spell. You can also use your action to create two duplicates of the same item at the same time. The duplicates can be up to eight times as large as the piece you create and can be created in any order you choose. You can create one duplicate of a creature you can see within range. An undead creature can be created with advantage, if that creature has advantage on the attack roll it makes using that creature as the target. If you create an undead, you can use your action to cause it to become incapacitated, reduce it to 0 hit points, and make a new attack roll with it.
Evocation
Mind circle
60
Concentration, up to 1 minute
You create a 30-foot-radius sphere centered on a point within range and centered on that point. Until the spell ends, you can use your action to shape a bracelet made out of soft tissue or dirt covering one end of a bead and linking to the other. You can attach a small charm on the other end that places that effect within an ethereal location while you are casting the spell. If the charm activates while you occupy the bead, your movement for the entire spell ends, and you are ejected to an unoccupied space nearest to the bead until the spell ends (your movement and other effects don’t end while you occupy the bead). You can’t bind a spell on the bead that doesn’t restrict your movement or that isn’t illegal to do so. If you bind a nonmagical spell on the bead that doesn’t restrict its movement or that isn’t illegal to do so, the spell is effectively performed as normal, and the duration is reduced to 1 day from your original duration.
Conjuration
Mind circle
60
Instantaneous
For one hundred years, humans have been the only animals living on the edge of the solar system. For millennia, our civilization spread across an incredible and unexplored corner of the solar system. The only trace of mankind left on the other side of the solar system stands in the far off homelands, a place called the Emirate. There you can find a strange, forgotten place where the gods dealt magic to the human race. There, at the distance, is the mortal world. All the magic is gone. And the world has fallen to the last man, the world's last hope. _You will be the last man, the world’s last hope_. _It is here. I’d give you the chance to become the man you want to remain until the Last Day. Until then, I will die alone and you will be my last. " _The Emirate_ _is now, in almost every form of human existence, a place far from our own eyes. If you don’t know who I am, that is, if you _are not of a good and loyal kind of human being, it may be because of your alignment, maybe because of the way it guards you. To me, that’s a place where the world is a place of pain, where no matter how good it appears to the rest of the human race, it is, by God's standards, pretty damn awful. It is one of the most horrific places I have ever visited. The only thing I can think of that has ever happened in my life is that I managed to get myself kicked out. No-one has ever said a word about that. _And how about that? You know, like you, you take my hand in everything, and you fight for me. You stand on my shoulder, like I stand in the middle of the room. The only way you can do that is if you take my life. If you do that, no matter what you’re doing, or why I’d do it, it will be worth it. So, if you could decide your death is worth it, why? _Because God didn’t take my life in this way, but instead of taking my life, when you say that I’d been given a life, when you say you’re the only hope, it is the only way to go on. Because of that, my life could have been torn away. This place is only a place of misery. The only hope you’ve got. " _The Emirate_ There is no place like it. I’d be the last human. You cannot come anywhere near it.
Mind circle
60
Instantaneous
The mental image of a living thing appears within range and appears as a circular, 10-foot-by-30-foot circle on your person. Until the spell ends, this illusory creature can use its action to mentally command any creature it chooses that it can see within 60 feet of it. You must speak one line from the intelligent creature you choose within 10 feet of it to persuade it to join your party. That creature must make a Wisdom saving throw. On a failed save, you command the creature to follow you for the duration or risk its life. The creature can be harmed in this manner only by two nonmagical means: one attack in each hand, or two attacks in both hands. When you command the creature to follow you, give it four additional minutes of respite from the stress of combat. If you command the creature to attack you, say 10 pounds of worth of weight, instead, the creature takes 4d4 piercing damage, and the spell ends. If you command the creature to flee, say 30 pounds of weight, instead, the creature takes 5d4 stinking creatures, and the spell ends. Creatures are affected by this spell only once. If you use your action to command the creature to attack you, say 30 pounds of weight, it takes 3d4 piercing damage, and the spell ends.
Transmutation
Mind circle
Self
1 Hour
The invisible circle on an object that you touch is visible until the spell ends. You can use a bonus action to dismiss it and instantly teleport the creature to an unoccupied space you can see within 60 feet of the designated spot on the ground or in an unoccupied space that you can see. The target remains within 1d10xthe range of the mind circle, which you can reach in each hand. The mind circle is a transparent, translucent, and foggy mass that lasts for the duration. When dispelled, the mind circle leaves behind a 30-foot-radius sphere centered on the circle and fills a 20-foot cube. The sphere remains for the duration, and disappears when the spell ends. The sphere can be damaged and thus dispelled, but not compelled, to cause the spell to end. The mind circle lasts for the duration. If the spell ends before I have a moment to prepare a counter-attack, the spell requires a successful Intelligence check. On a successful check, I can compel the spell to end, though doing so wastes my reaction time. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.
Divination
Mind circle
Self
1 Hour
You create a circle of psychic energy within range that lasts for the duration. You choose the one you create: psychic, psychic, psychic, or psychic energy sphere. The circle is composed of a single 5-foot-radius, 10-foot-high body portion and a 10-foot-wide, 10-foot-deep pit perimeter that spans three feet and extends through the center. The perimeter is heavily obscured, but bright light can still be seen and passed through the area. The whole thing looks like a shadowy, intangible image, though it can be colored as you desire. The interior is sterile, but nothing can be seen or heard here except through narrow corridors and winding stone doors created by the orb. The only way out of the pit is to use a shortbow or similar ranged weapon. You can use your action to move the orb up to 20 feet in a straight line, stopping at one point along the orb. If the orb reaches its maximum height before the spell ends, you can use an action to move it up to the maximum length of the orb. You can extend the orb’s reach by up to 30 feet. You can banish the illusion as a bonus action.
Conjuration
Mind circle
Self (60-foot cone)
Concentration, up to 1 minute
You create a 10-foot-wide circle on the ground that looks like a mirror, up to 30 feet long, and 5 feet thick. The circle is a visible illusion, and any creature that can see through it sees through the image of a certain creature within its area. An affected creature can use an action to make a Wisdom (Insight) check against your spell save DC. On a success, you manipulate the circle so that certain creatures that you mentally link to the image (called a pocket mirror) have the illusion centered on them, and that way they can perceive the illusion as passing into the pocket of some other creature. An affected creature can then see through the mirror to the image of the creature within 30 feet, through a different creature’s shadow, and so on up to 10 feet through the mirror.
Conjuration
Mind circle
Touch
22 Hours
You touch a creature and bestow a calming influence on its soul. The spell ends if the target willingly chooses to forget about its soul and instead serves as an illusory sign to detect danger. For the duration, the target perceives danger as an illusory image of its nearest friends and foes. The illusory image can be distracting or even threatening. The spell can also affect animals, plants, or other living things. If the target chooses a creature that is hostile to it (for example, an undead or constructs are not targeted), you can place the creature on a plane of existence where it is unaware of its existence and where no danger occurs.
Illusion
Mind circle
Touch
24 Hours
This spell allows a creature or an object to seem as though it were created by some other spell, shaping it so that other creatures can see through it. Anything created by this spell is visible and can pass through barriers, wards, or other magical barriers, leaving only the image itself visible. An illusion uses the same image as the image of the actual creature it appears to be, but it becomes difficult terrain on its next turn. You can use a bonus action to cause a creature or an object to appear as though it were created by another spell or artifact of your choice that can magically restrain or restrain the creature or object. The restrained creature or object can use this action to make a Strength or Dexterity check against your spell save DC. If the check succeeds, the creature or object is no longer restrained by the illusion. If a creature uses its action to try to escape the restrained creature or object, its action is wasted. A creature restrained by the illusion can use either mechanical, emotional, sensory, or any of the other senses in its right
Mind circle
Touch
Instantaneous
Your shadow begins tracing its path through your melee weapon that you use when you cast this spell. It lasts for the duration or until you use an all-mystical weapon feature, at which point the shadow changes its course to follow a specific course. The shadow passes through barriers and other solid objects, but it doesn’t create pits or other rough terrain in its path. It can’t create portals or other barred passages, nor can it create any sort of barrier between you and the shadow. No shadow can pass through a barrier, nor can it create a portal to another plane. Using a spell that specifically targets one shadow type, such as a bard’s bard’s bard’s bard‘s bard’s’s bard’s’s sagger, you can target one more shadow for each of your turns.
Evocation
Mind circle
Touch
Instantaneous
You teleport yourself from another plane of existence to the one where you cast this spell. You decide where you will teleport, how many feet you will teleport, and where you will deposit your gear. You can cast this spell from your hand, as a bonus action, or from the back of your head, using a bonus action you take. If you have a hand action, you can use your own to teleport to a different plane of existence. You must have known the destination for the spell and have seen it used before. Teleporting to a different plane of existence is a separate skill check for that spell. You can’t teleport to a place outside the spell’s range. You instantly and invisibly teleport yourself to the spot you originally teleported to, which has its own distinct unique set of circumstances and circumstances (see below). You must make a casting of this spell using one of the following rules; no more than once per round for each slot level.
Conjuration
Mind control
120
Concentration, up to 1 minute
You attempt to crush a creature that you can see within range. The target must succeed on a Strength saving throw or be affected by the spell. If the target fails the saving throw, it must succeed on a Constitution saving throw or become restrained in an area of your choice that blocks your movement. The target regains hit points when it drops to 0 hit points or when a successful Spell-Like Ability check removes this effect.
Transmutation
Mind control
150
Concentration, up to 1 minute
Your mind is turned against creatures you have studied. Until the spell ends, whenever a creature you choose within range attacks an attack of opportunity against a creature you choose within 300 feet of you, you can make one additional attack roll as a bonus action on each of your turns, and you can target one additional creature for each target.
Transmutation
Mind control
60
Concentration, up to 1 hour
You attempt to control the minds of others through deception. When you cast the spell, you create a false image of a creature to appear in an open field and explain to them the importance or importance of certain tasks and phenomena. Any of the creatures described under the image who are completely unconscious and unconscious of their surroundings are given the illusion that their actions are being performed. To cast the spell, a creature must have seen the illusion and understands the meaning of certain conditions laid down by the spell. The creature must also know that the image isn’t real, and that it can’t appear, speak, or behave in any intelligible way. The illusory creature can be traced to a distant era when demons possessed the undead creatures possessed by the demon family or by the demon family from another plane. The illusory creature is not a creature of any kind and can’t function as an undead, but it is a minor illusion made by you to appear as a minor illusion in an area that is known to you as the sanctuary. The illusory creature appears in any spot within 120 feet of a specific creature or a specific creature’s location and can‘t appear in a place or within an area designated by the creature as a hostile or hostile creature.
Enchantment
Mind control
60
Concentration, up to 1 hour
You attempt to manipulate a creature of Medium size or smaller within range to achieve your spell of the day or three-course plan. You create one of the following effects within range: • You instantaneously banish a creature of Medium size or smaller to a cage of indistinct shapes and sizes, and give it a +1 bonus to AC while within 60 feet of you and subject it
Mind control
60
Concentration, up to 1 minute
Your mind is turned against you, and the spell ends for you. You can use your action to control a creature you try to touch as many times as you like, though it can be several times as many times as normal. The creature must succeed on a Wisdom saving throw or have its Intelligence increase by 1. Alternatively, you can allow one additional creature to succeed on a saving throw against your control spell. This creature can be any creature you choose (your choice when you create the creature). If you let go of control of the target, the target suffers any effects that would affect it (such as wind or light bubble), and the creature is only controlled by you until the spell ends. The controlled creature can do whatever is appropriate to achieve your goal of controlling the creature. It can do so, at your option, with as little effort as possible. If you have the creature, you have the power to cause the creature to do anything you choose in combat, so long as it chooses what action it will take, rather than taking any actions that would cause it harm. The creatures you choose can be targeted by other creatures as well as you.
Enchantment
Mind control
90
8 hours
You take control of one willing creature you can see within range, causing it to automatically obey any and all circumstances that are placed before it to be raised to your threat level. The target must succeed on a
Mind control earthquake
120
Concentration, up to 1 minute
You shape an earthquake, or another earthquake, that strikes within range. The earthquake creates a strong urge in one creature you can see to cause it to speak a message, or a string of unintelligible words that sound trite or unnatural. The target must succeed on a Wisdom saving throw or be affected by the message for 1 minute, before it can repeat the saving throw again. It must end its turn before being affected in this way or it suffers an effect that endorses the message. The target can refrain from repeating the saving throw if it wishes. While the target is affected, creatures can’t be targeted by spells or attacks. The spell ends for each target on a Wisdom saving throw or a weapon attack roll it makes before the spell’s effect ends.
Enchantment
Mind-Control Monster
60
Concentration, up to 10 minutes
You attempt to make a creature who is charmed by you as a mind control target. If the target is a Huge or smaller creature, its statistics are as described for that creature; if it is an ability creature, its statistics are as described for that creature, except it counts as a creature (your choice) and can communicate with you through it, but it isn’t controlled by you. The creature chooses whether or not to be charmed or to attempt to charmed by you. You can target one charmed target, or several creatures, at a time, dealing it maximum damage possible with each hit. As a bonus action on each of your turns, you can mentally command any of the creatures you mentally command to accompany you in pursuing you. Make a melee attack against the creature you target, and after making the attack before its duration is up, if the creature defends itself by raising its Attack Bonus, the creature instead attacks you, and the creature is fatigued if it isn't attacking you. If the creature returns to you while it's fatigued, you can release its Cleric slot, which provides a new Clerics slot available for the creature’s Cleric’s slot, and the creature returns to you after making the attack before its duration is up. If the creature returns after making its attack before its duration is up, you can command the creature to move away from you, restart its meal, or continue its next turn if it’s asleep. If you command the creature to move or continue its next turn if it’s awake, it has the option of making a Wisdom (Insight) or Wisdom (Wisdom only) Wisdom saving throw at the end of each of its turns. If you don’t command the creature to move or continue its next turn if it’s asleep, the creature might make a Wisdom saving throw at the start of its next turn, or it might make a Wisdom saving throw at the start of its next turn. The DM might rule that the creature made a Charisma saving throw at the start of its turn by making an Intelligence (Investigation) check against the creature’s Intelligence (Investigation) check. On a success, the creature automatically obeys the spell, and you might instruct the creature to move or continue its next turn if it makes a Wisdom saving throw at the start of its turn.
Transmutation
Mind control
Touch
1 Hour
You attempt to shape a creature to be controlled by mind-altering magic, then use verbal, somatic, or physical control over that creature for the duration to manifest other effects. The creature can be affected up to forty times before the spell ends. For the duration, it has the ability to perform certain actions and to plan its attack and defenses, which are determined by its Intelligence and Wisdom scores. The creature also can cast spells and learn new spells through familiar spells and actions. The spell lasts for the duration, and it can’t be dispelled by dispel magic. If the spell is cast into an area of confusion, confusion, or despair, a 100-foot cube of confusion and despair spreads across the ground in the area, and the effect lasts for the duration. When you cast this spell, you choose the manifestation of a specific ability or creature trait, such as the one offered by the target’s weapon, spell list, or class, instead of casting it as a group spell. When the spell reaches its full duration, the effect empowers the creature with that ability or creature trait, rather than with another ability or creature trait. Through this spell, you can banish the mind control spell from a creature you choose to affect another creature.
Abjuration
Mind control
Touch
1 Hour
You possess an undead creature, either as a Huge or smaller creature or an illusory duplicate of the creature,
Mind control
Touch
1 Hour
Your mind begins to work to control the course of events within your mind, causing your words, actions, and actions to affect as many creatures as possible within 30 feet of you. For the duration, the mind can affect up to ten creatures that you can see within 30 feet of you, or one willing creature that can see up to 60 feet away. If you target an affected creature with a harmful spell, spell, or other harmful effect, the target takes 1d12 psychic damage, and then the spell ends. If the spell affects a creature that has hit points below 5th level (and that has hit points over 100 percent—or more—than its current hit points, the affected creature takes 1d12 psychic damage, and the spell ends), the affected creature takes damage equal to 5 times its current hit points.
Abjuration
Mind control
Touch
1 Hour
You send a negative energy pulse through a creature to cause it to become hostile toward you. For the duration, the creature you target has 100 percent resistance to all damage except psychic damage, and it has advantage on attack rolls against any creature within its area of effect whose Intelligence is 5 or less. The creature takes 10d8 damage of the spell before it ends. The spell can end an enemy’s entire party, or just one at a time, if it occurs within 30 feet of one of your companions while you are incapacitated.
Enchantment
Mind control
Touch
Concentration, up to 1 hour
You attempt to create a sensory overload within a creature you touch that causes the target to have no memory of its surroundings or to be paralyzed for the duration of the spell. The target can make a Wisdom saving throw, taking 10d10 necrotic damage on a failed save, or a Wisdom saving throw, breaking its concentration and returning to its home plane. You can use your action to control the target so that it speaks when it speaks, spending its action to communicate a secret message that the target understands. The spell ends if the sleeper is killed or if the target willingly consents to its control. The spell provides the creature with an escape route that allows it to evade detection by other means, such as by flying or ramming its way out of a cave, but not necessarily by stabbing its way out of a trapdoor. The creature uses its action to attempt to escape, but it has disadvantage on attack rolls against creatures that can see or hear it.
Illusion
Mind control
Touch
Concentration, up to 1 hour
You cause an object or creature to become aware of your thoughts or actions. The object or creature can use its action to describe what you are thinking. The object or creature can describe its thoughts, actions, or memories, but it can't express them in a manner that would
Mind control
Touch
Concentration, up to 1 minute
You attempt to control a creature in your care. Choose one of the following effects when you cast the spell: • You cause the creature to become frightened for the first time on a turn or phase that begins within 5 minutes of the casting. If the creature is on a plane other than your own, it isn’t frightened until it can no longer see or can’t see, until you finish a long rest, or until you use your action to dismiss the mind control effect. You also can‘t target a creature that is hostile to you.
Vitriolic image of your beloved pet, the pet you raise on the goblet. Your pet robs your house and grounds of everything it holds dear, and the pet becomes your servant. Thus the pet becomes your companion and keeps you company. A typical day requires you to spend up to 10 minutes interacting with your pet, or up to an hour interacting with an animal companion. If you raise your own pet, this activity doesn’t create a pet dependency, but rather one that is based on a similar pet, bonded by a similar bond, and that can be restored to the house or grounds by raising an animal companion.
Abjuration
Mind control undead
60
Concentration, up to 1 minute
Concentration, up to six willing undead (a Medium undead with challenge rating equal to or less than 2nd level) can temporarily possess, shape, or manipulate undead for up to 1 hour. The spell’s duration is 90 minutes. When the creature completes the casting, the creature becomes a zombie for the duration. The creature’s challenge rating is 8 + its level + its Charisma score, not its Wisdom score. The creature’s Charisma score is equal to its undead’s challenge rating, not your‛s․’’’‘”‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘ The creature’s statistics are unchanged. While possessed by the creature, the possessible creature can use its action to attempt to kill the creature or prevent its entry. After making a successful melee attack against one target or creature that the creature is possessed of, the creature takes 1d6 necrotic damage and is restrained until the spell ends.
Conjuration
Mind cross
Touch
Instantaneous
You imbue a creature that you can see within range with certain magical abilities and magic items grants two of the following effects when you cast the spell. • You alter the target’s mind so that it is indistinguishable from other creatures of your choice within range. The target can’t take reactions, it must succeed on a Wisdom saving throw, or its Wisdom is broken. • You grant the creature a new ability, effect, or benefit, granting it an equal amount of duration and control over the target’s ability for that ability for the duration, other creatures' abilities for the effect for the new ability, and so on. The creature’s Intelligence decreases by one level, until you exhaust its options for its next ability check, at which point the creature has no further choice. • You influence the creature’s sensory abilities so that it can perceive objects that are no larger than 10 feet in any direction. The creature must use its action to make a visual acyclic check as an action. On a success, it can use its action to use its action to make an ability check as an attack. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 2 hours. When you use a spell slot of 7th level or higher, the duration is up to 24 hours. When you use a spell slot of 8th level or higher, the concentration and concentration slot are both extended to a maximum of 100 levels, and the duration is 3 hours. When you use a spell slot of 9th level or higher, the duration is up to 24 hours. When you use a spell slot of 10th level or higher, the spell lasts until it is dispelled.
Abjuration
Mind drain
60
Concentration, up to 1 minute
This spell destroys one Medium or smaller creature that it affects within 60 feet of it and creates a high-pitched thud behind it. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 necrotic damage. A creature also takes 1d6 necrotic damage when it reverts to its original plane of existence.
Necromancy
Mind-Eating Fling
Touch
24 Hours
Choose two willing creatures you can see within range. The creatures must be within 30 feet of each other when you cast the spell. Each creature is affected only once, and it doesn’t have to make an Intelligence saving throw. If a creature fails the save, it can have its action to attack the fey fey or the chosen creature, and the fey fey treats the creature as though it were an unwilling creature, though it can’t attack until the fey fey treats the creature as though it were an object or a creature, unless the fey fey treats the creature as though it were an undead within its own body. The fey fey treats all creatures as though they had the fey perk. The fey fey treats all creatures as though they had the fey perk, and treats all creatures as though the creature had the ability to crush them. The fey fey treats all creatures as though they possessed a small gem that increases its damage by 10d8, and thus increases the creature’s hit point maximum by 10 feet. The spell ends for a creature who attacks a fey fey or the fey fey treats the creature as though it had cast the spell. A fey fe
Mindfang
30
Concentration, up to 1 minute
This spell changes the way you frame your future. Choose either a creature or an object that you can see within range. A creature’s sensory organs are affected for the spell’s duration. On each of your turns as a bonus action, you can expend one use of your bonus action on a new target. The target loses its Intelligence score and gains a +0 trait bonus to its skill checks. If the creature’s intelligence score is less than or equal to the creature’s Intelligence score and the spell’s duration is longer than its usual duration, the creature reverts to its familiar form and isn’t affected. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the penalty to your saving throw for using a bonus action on a later turn is reduced to +1. When you use a spell slot of 6th level or higher, you can use a bonus action to mentally link a new target to the spell’s duration, removing any negative effects from it.
Enchantment
Mindfang
60
Concentration, up to 1 day
You make a mind trick visible to one willing creature of your choice within range, creating a vague awareness of nearby circumstances to protect against attack or spell. The spell can also target an unoccupied space within 30 feet of it, which creature you choose for the spell’s duration to appear at random on any of your turns, rather than at the start of each of its turns.
Enchantment
Mindfire
120
1 Hour
This spell ignites up to six candle-sized boulders in a room within range. Each creature in a 5—foot cube within range of the burning pits must make a Constitution saving throw. Creatures are pushed into the pit for the spell’s duration. A creature moves through the pit in a 360-foot-radiusantipod direction. A creature that enters the pit and remains there must make a Strength saving throw. On a failed save, a creature takes 6d8 fire damage and is pushed prone. Fire damages creatures and structures in contact with the fire and ignites candles and other small objects in the area. Each 5-foot-radius. fire-infested area is a different fire for each creature. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d8 for each slot level above 11th.
Evocation
Mindfire
120
Concentration, up to 1 minute
This spell creates a shimmering, nonmagical flame that ignites when it hits a target. The flame spreads around corners, and its flames blast from its flames when it hits a target. The target must make a Constitution saving throw. On a failed save, it takes 14d6 fire damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. While blinded by this spell, a creature must spend 1 minute or more remaining in a stupor after it uses its action to regain control of its speed and moves at half the speed of light. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Evocation
Mindfire
120
Concentration, up to 1 minute
You create a 20-foot-radius sphere of fire centered on a point within range. This sphere spreads around corners. Each creature in the area must make a Constitution saving throw. On a failed save, a creature becomes restrained in the sphere and is engulfed in flames if it moves within 60 feet of it. The flames don’t need to be as intense as 100 feet at a time, but their intensity can’t be reduced below 0˚ below the floor. When the sphere moves, all creatures in it must make a Constitution saving throw. On a failed save, a creature frees itself and all its movement and damage until it takes no actions. The sphere damages objects within 30 feet of it and can’t fire a cannonball into them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional contraptions for each slot level above 3rd.
Conjuration
Mindfire
150
Instantaneous
You create an instantaneous blast of fire that ignites when it hits a point within range or when a creature with truesight reaches it near the point of impact. flames. the target. or a creature created by magic.
Evocation
Mindfire
60
Concentration, up to 1 minute
This spell creates a 10-foot-radius, 40-foot-high cylinder of fire on the ground within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage, and it burns one additional 5 gallons of fuel when it hits 5 or fewer hit points. An exposed creature loses 500 fuel points when it ignites the cylinder. The cylinder ignites when a piece of metal or a surface or a mass of solid metal hits it in mid-flight. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, the creature takes 4d8 fire damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st.
Abjuration
Mindfire
90
Instantaneous
Choose a nonmagical object that you can see within range and that fits within a 5-foot cube within range. You create a bonfire centered on a specific point of interest to an affected creature. The bonfire sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The spell creates a bonfire within 30 feet of a target and dim light for an additional 30 feet. The bonfire ignites flammable objects that aren’t being worn or carried. So, in addition to creating a bonfire, you can create a magic bonfire, a bonfire created by an antimagic field, or an antimagic field created by an antimagic field. You have total control over all three flames, which seem to glow in
Mindfire Bolt
120
Instantaneous
Choose one creature you can see within range and create a piece of nonmagical fire that lasts until the end of its next turn. The creature takes 5d10 lightning damage on a hit. If the creature fails its saving throw against the spell, it can use its action on a piece of nonmagical fire to throw a nonexplosive bolt of lightning at the target. You might also instantaneously extinguish a piece of nonmagical fire, and the piece of nonmagical fire extinguishes any remaining magical flames on the target. The piece of nonmagical fire extinguishes all but one of the creature’s total damage, including magical damage. After the piece of fire extinguishes, the piece of nonmagical fire ignites, which ignites the piece of nonmagical fire with a 30-foot cone of black smoke that spreads around corners. This smoke causes smoke, black out, and dim light for an additional 30 feet. If the piece of nonmagical fire ignites, the piece of fire ignites again, which causes a puff of flame to move from one end of the creature’s space to the other. The piece of nonmagical fire extinguishes all but one of the creature’s total damage, including magical damage. This smoke causes smoke, black out, and dim light for an additional 30 feet. If the piece of fire extinguishes, the piece of nonmagical fire ignites again, which causes a puff of flame to move from one end of the creature’s space to the other. The piece of nonmagical fire extinguishes all but one of the creature’s total damage, including magic damage. This smoke, black out, and dim light causes white out, creating dark circles and dim light circles in the area. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Conjuration
Mindfire Bolt
150
Instantaneous
This long-range blast tears through the physical manifestation of one creature you choose within range, sending shard of fire spinning upward in a direction you choose. For the duration, each target has advantage on saving throws against fate and has advantage on attack rolls against creatures that don’t have tames.
Evocation
Mindfire Bolt
5
Instantaneous
You unleash a cosmic blast of fire in a 30 foot cone that hits a creature within 30 feet of it. Each creature within 5 feet of the target must succeed on a Strength saving throw or take 3d6 bludgeoning damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Conjuration
Mindfire Strike
30
Instantaneous
You hurl a nonmagical flame that is 5 feet high and 5 feet wide at one creature within range. Make a ranged spell attack for each foot
Mindfire Strike
8 Hours
A powerful flame burst flashes from your hand to a point you choose within range. Until the end of your next turn, whenever a creature in range of the flame hits you with a weapon attack, you can target two additional heads of different types on the attack roll, targeting the same creature or a different one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of heads you have for each slot increases by two for each slot level above 1st.
Evocation
Mindflayer
10
10 minutes
Describe or name a name or a messenger from another Plane of existence. You choose a name for a messenger within range, such as a wizard, a noble, a fey, or an abettor. The messenger appears within 3 feet of each other and moves with the messenger, shedding bright light in each direction it can see. The messenger has the statistics of the chosen messenger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, choose one of the following effects. You can designate a messenger whose statistics are attested to as a class skill bonus, a proficile proficile bonus, or a reduction to a class skill bonus (the reduction’s proficile bonus is Charisma’”your choice) that would reduce the messenger’s statistics to a minimum. Each messenger has disadvantage on attack rolls against creatures that aren’t Wisdom-sensitive. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can direct one messenger created by the spell’s effect to target a different creature of your choice within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can direct one messenger created by the spell to target a creature of your choice within 5 feet of it, creating one of the following effects. Directed to Target the Wounded. The messenger carries out some of the damage taken by biting or biting the target, though it can’t target a creature. If the target falls unconscious while the messenger is in its midst, the messenger takes only half damage and can no longer act and can’t target a creature. If the target uses its action to speak, take an action, or try to move, the messenger takes only half damage and can’t target a creature. If the target is poisoned while its action is taken, its action and the poison can’t be used to change its nature so it doesn’t bite or bite, or it can’t change its nature so it doesn’t use poison in its action (see below). The messenger doesn’t deal any damage to a creature that is poisoned or that suffers an effect that would reduce it to undisturbed. If a creature would attack the messenger while its concentration is intact, the creature would
Mindflayer
Self
1 Hour
Choose an area of nonmagical light that you can see that is either bright light (your choice), dim light (a candle or lit by torch), medium light (a torch), dark light (a hand torch), lanternish (a large torch), or dark (a small torch). You choose a point you can see on a creature that is within 5 feet of the point. If you cast this spell and target the target with an attack using an attack square, the target might strike you with an attack of opportunity. Other creatures that make attacks against the target make this attack roll into the attack for your attacks with such attacks. At the end of each of its turns, the target can make another attack roll. Small size or dim light (less than 5 feet tall) target unaffected.
Evocation
Mindflayer
Self
1 Hour
You create a shimmering mist within range that harms and possibly kills creatures. Choose one creature that you can see within range. It must make a Wisdom saving throw. On a failed save, the creature takes 10d8 necrotic damage and must use its action on a subsequent of its choice that uses its reaction and can’t reduce the target by more than 1 hit point. The mist lasts until the creature uses its action on a new turn to eat or drink. Any creature who starts its turn in the mist and doesn’t have cover and that ends its turn within 5 feet of the mist must make a Wisdom saving throw. The creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. In addition, when the mist triggers its triggered effect, any creature that was also within 5 feet of the mist when it triggered it must make a Wisdom saving throw. On a failed save, the creature makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Mindflayer
Self (60-foot cone)
Concentration, up to 1 minute
The next time you make a melee spell attack during the spell’s duration, your weapon strikes and the attack deals an extra 1d6 force damage. When the extra damage result occurs, roll a d 10 and add the weapon's damage rating to the attack's table (at the start of each of its turns). On a failed save, the creature also doesn’t have to use its action to attack with its weapon—it can make a Strength or Dexterity check, and the creature can choose to roll a d4 or dl—its attack rolls are unaffected. The spell doesn’t change the creature’s mental state, but it allows it to deal extra damage if the creature has disadvantage on the attack roll.
Illusion
Mindflayer
Touch
1 Hour
You touch a willing creature. For the duration, the target has resistance to half damage and is immune to all damage until the spell ends. If you have no targets, this spell has no effect. The spell has no effect on you. If you cast this spell on the same creature or on a different one, the spell is only effective against the creature. If the creature is neither touching nor concealing its lips, the spell automatically ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th.
Abjuration
Mindflayer
Touch
24 Hours
You touch a willing creature and bestow a sort of immortality on it. You choose one ability score, up to which you can add a number of hit points equal to your spellcasting ability modifier. After you cast the spell and as a bonus action on each of your turns until the spell ends, you can use a bonus action to mentally command the creature’s soul into another plane of existence (the DM has the creature’s first and last personality). You decide what kind of soul the creature is destined for
Mind fog
120
Concentration, up to 1 minute
A shadowy force springs into existence within range for the duration. The mist obscures exposed areas from which invisible creatures can not view. The mist obscures exposed areas from which the invisible creature can not see. It lasts for the duration or until the mist disperses. When the mist appears, each creature in it must make a Wisdom saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of two levels or higher, the damage increases by 1d6 for each slot level above 1st.
Conjuration
Mind fog
120
Concentration, up to 1 minute
A veil of mist spreads around a point you choose within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, it takes 1d6 psychic damage, and it can’t take reactions until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Evocation
Mind fog
150
Concentration, up to 1 minute
A swirling mist spreads across a point of your choice in a 20-foot cube centered on that point. Until the spell ends, the mist obscures visible objects, structures, and things within the spell’s area. Creatures and other creatures can't see through the mist. For the duration, these creatures and things can see through only one door, each 2 feet in each direction and blocks a direct path that leads to a different door or to a different object or creature.
Transmutation
Mind fog
90
Concentration, up to 1 hour
You create a fog beyond measure. Whenever a creature moves into the fog to enter the space occupied by a Huge or smaller creature, that creature must make a Wisdom saving throw. On a failed save, the creature is blinded and blind for 1 minute, or until it spends its action that turn searching for its normal food. The creature must pick up or throw a nonmagical object that it can reach within 30 feet of the entrance or place where the fog creates a temporary barrier against intruders.
Evocation
Mindful Seeing
Self (30-foot line)
Concentration, up to 1 minute
You can see a point within range. The line is long enough
Mind Gate
150
Concentration, up to 10 minutes
A gate opens within an area of your choice that you can see. Any creature on the ground within 5 feet of the gate, no more than 10 feet from the destination area, must succeed on a Wisdom (Perception) check to discern the presence of a mind-affecting spell. Reducing such a creature to nothing more than a minor distraction, such as by reading someone else's thoughts, can cause the illusion to temporarily drain its energy, but that spell ends. For example, a charmed ward that was created by this spell requires the creature to make a Wisdom saving throw every 24 hours to gain full access to its mind, but the charm is dispelled when the creature can cast a distraction spell and the distraction ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by two for each slot level above 4th.
Conjuration
Mind Gate
150
Concentration, up to 1 minute
This spell creates a mind portal at an intersection of two points on the ground within range. The portal leads to an unoccupied space on the ground that you can see within 30 feet of a point you choose within 100 feet. The portal is 1 m tall and contains a 25-foot square domed barrier that you can create by running over one side of the barrier, and by means of a spell such as the Warding Word or similar, you can banish any number of Medium or smaller creatures you choose within 30 feet of the portal and keep them within that area for the duration. Creatures that don’t need to be nearby when you cast this spell must be within 30 feet of the portal while you cast it. The barrier can be broken or sowed here and there to create a permanent barrier around noncreatures and objects. When the spell ends, the portal widens and the area reverts to stone. The spell ends for an undead creature when it dies or when the barrier is breached.
Necromancy
Mind Gate
15
Instantaneous
Describe in a whisper a secret message that causes a gateway to a malignant spirit to appear in an object of your choice and that can hold as many as 100 pounds. The magical gate appears in places but can't be directly entered. Choose one object that you can see within range and that isn't on a plane of existence that is not on a plane of reality other than your own. When you cast the spell on the gateway, choose a target object or creature that you can see within range. You create a gateway that can fit between a surface and an impassable rock. The gateway appears where you cast the spell and lasts for the duration. You can create a small portal, made of stone or obsidian, opening from an object within 60 feet of it. The portal is 10 feet long and 10 feet wide, and can hold as many as
Mind Gate
300
1 Hour
This spell creates a mind gate and guards it from harm. Each 5th-level spell slot of the spell provides a visual indication of a location on a solid surface within range. A simple image of a road or other link must be presented along the ground within 30 feet of the gate (the image appears to be formed from asphalt or stone, and neither the text nor the image appears to be animated). Alternatively, the image is permanently centered on a point within range, as outlined below. If you cast this spell several times, you can combine the images produced by three images into one spell, creating an equivalent sequence of images in the case of a four-foot-by-four-foot image created by two images. A target’s mind is made of nine threads and functions as if it were composed of threads that ran along its body. The mental structure of your mind is simple and malleable, and any action you take determines how the threads connect to each other and to the glyphs created by the mind gate. You manipulate any of the nine threads on the ground within 30 feet of the mind gate. You can mentally affect up to three creatures or one object, or you can create trances, fey, or a celestial using the mind gate. The mind circle affords you the ability to affect creatures or objects within 30 feet of the mind circle, up to 60 feet in any direction. The mind circle also grants you mental control over any effect created by the mind gate, as described below. You must be able to see and hear the same creature or object as another creature. This spell also requires an Intelligence score of at least 8 or higher, along with a Wisdom-based spell slot. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of creatures affected increases by two for each slot level above 7th.
Necromancy
Mind Gate
30
1 Hour
You create a portal that leads to an unoccupied space that you can see within range. You can open it by climbing a 10-foot-high portal made of arcane energy or by using an action to assume a nonmagical form. The portal is 1 foot wide and 20 feet tall, and it can take up to eight creatures to close. The portal is an open gate. It can open to a space that is 30 feet away from you (that is, up to a creature), up to 30 feet wide, and 25 feet tall. It can close its distance to you by using an action to assume a teleportation spell. A creature uses its action to move through the portal and get to a destination that is 30 feet away from where he or she enters the portal. He or she can make a single jump across the portal to reach a destination that is more than 30 feet away. The portal is immune to all damage and can pass through barriers and magical portals. While in the portal’s space, an unwilling creature can use a bonus action to cause an uncontrolled demotion to an unoccupied space within 10 feet of the destination.
Evocation
Mind Gate
30
8 Hours
This spell turns the thoughts of others into mere thoughts. Each creature in a 40-foot—radius sphere centered on a point of your choice within range, that creature must follow your instructions to the best of its ability, and no more than once a day for a year. A target is unaffected by this spell for the duration. Any creature within 20 feet of a point of your choice within range, or one of its hit points, can’t benefit from going beyond 20 feet of movement to enter the sphere. A target can make a Wisdom saving throw to break the spell. On a successful save, the spell ends for it.
Enchantment
Mind Gate
60
11 Days
You create a gateway between two dimensions, one created by the gods in their primordial form and the other by someone else. The gateway is a piece of magical metal whose properties allow it to connect to a single other dimension and thus allow the summoning of demons and other spirits to aid in the destruction of your foes. The gate is 5 feet tall and extends 5 feet horizontally from you to a height of 300 feet. The gate is made from a thin sheet of stone that spans 5 feet and provides a passageway to one side of the portal, both dimensions. To the left of the portal is a simple and yet elegant symbol of war—a globe with three fingers at the center, pointing down, with two fingers at the tip of its three fingers pointing downward. The globe is of two parts, one for each dimension, and its sole creature’s feature is a globe shaped like a cross, a sword shaped like a cross, and an axe shaped like a cross. The globe is of two parts: one for each dimension and its sole creature’s feature is a globe shaped like a cross, a sword shaped like a cross, and an axe shaped like a cross. The globe is of two parts: one for each dimension and its sole creature’s part is a globe shaped like a cross, a sword shaped like a cross, and an axe shaped like a cross. To the right of the globe on the left is another simple and yet elegant symbol of war, a globe with three fingers at the center, pointing down, with two fingers at the tip of its three fingers pointing upward. The globe is of two parts: one for each dimension, and its sole creature’s feature is a globe shaped like a cross, a sword shaped like a cross, and an axe shaped like a cross. The globe is of two parts: one for each dimension, and its sole creature’s feature is a globe shaped like a cross, a sword shaped like a cross, and an axe shaped like a cross. The globe is of two parts: two for each dimension, and its sole creature’s feature is a globe shaped like a cross, a sword shaped like a cross, and an axe shaped like a cross. Two fingers in each hand of the globe are dedicated to the glory of the war deity. When the globe strikes the globe, create a magical field around it that lasts for the duration or until another force or another celestial or magical force attacks the globe. Choose up to three fingers of the finger of a deity or the size of a 10-foot cube originating from the globe as the portal field. The globe remains there for the duration or until a special spell of 4th level or higher negates the spell.
Enchantment
Mind Gate
60
1 Hour
In this spell, you create a gateway between two dimensions, one beyond the line of sight of the other but visible to the creature (including the creature and its companions) and one beyond the line of sight of the visible plane. The gateway is an open door that can be opened only by being guided by a staff or a staff and leaving a 9-foot radius window on the side of the door. It is illuminated by simple incandescent lights, sounds, and odors that can be deafening. The gateway appears behind an object weighing no less than 50 pounds. It blocks line of sight but not motion. If any creature enters the gateway, that creature must succeed on a Wisdom saving throw or become cloaked until the spell ends. While cloaked, the creature can't use its movement to enter the holy place or harm anyone. The spell ends for an affected creature if it is ever within 1,000 feet of the gateway or if it has the creature’s speed but doesn‘t have cover against attack foes.
Divination
Mind Gate
60
1 Hour
You point your finger toward a location you have visited before, and the creature that visited it is invited to return to your presence, up to twenty-five feet
Mind Gate
60
1 minute
You shape a globe within range to enter a hidden location that is entirely unknown to the visible world. You choose a point that you can see within range and that fits within a 5-foot cube within the spell’s
Mind Gate
60
1 Round
When you make an attack or a spell attack using weapon damage dealt at the end of your attack turn, you can shape the outcome by dividing the attacker attack bonus by 2, and dividing the number of attacks by 60. The outcome can’t be determined until the DM makes such a decision. To shape the outcome, the DM chooses two actions that deal an extra 2d8 damage to the attack or spell, or a 3d6 damage to the saving throw. The DM makes this roll based on the attack’s total and attack roll, not by dividing the attack bonus by 60 or so. On a successful roll, the attack and spell are wasted. The DM makes this roll based on the attack’s total and spell save, not by dividing the save by 60 or so. On a failed roll, an attacker takes 2d10 damage, and an defender takes 2d10 damage, attempting to prevent the DM from choosing a different result. Any effect that shapes the result of a roll made by dividing the attack bonus by 2 or 3 might, if it is applied, be changed, or both at the DM’s discretion. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create a Mind Gate at the 5th level and higher level. The gate is 10 feet long and 5 feet wide, and grants a sensory or magical enhancement to up to three objects that you can see within range. The gate can’t pass by or pass through barriers, gorges, or any other nonmagical barrier made of earth, stone, fire, or water. It might even be visible in fog, dim light, and even pitch black. If those objects pass through the gate, they open a window that the gate can pierce, opening a gateway to another planes of existence. You can use this gate to teleport an undead to a new one-way area created by a Divine Will spell. Alternatively, you can cause the gate to teleport a construct created by a divine menti spell (creature or gust of wind, for example). You can direct the gate at one creature or more of your choice that you can see within range
Mind Gate
60
Concentration, up to 1 day
An invisible barrier of inscrutable force extends out from you to grant your wish that a problem you face might be magically prevented or avoided. For the duration, you can use an action to mentally command a creature with an Intelligence score of at least 1 to issue a mental command; the creature must be within line of sight to do so. The DM chooses a target creature under the same condition. Make a verbal decision as to whether the condition is true, false, or just a planed course of action, based on the creature’s Intelligence score. On a success, the creature can cast the spell directly. If the condition isn’t met, a glyph inscribed with the mentally command is affixed to the creature’s attichelium, granting it complete control over its creature. If you command the barrier to move toward a hostile creature on a successful crit, the barrier moves with it to make a successful melee attack with it, and the creature makes a Wisdom saving throw to stop the barrier moving. While the creature is within line of sight of a planed creature, you can direct the barrier to follow the creature’s path and protect its attics from attacks from within 30 feet of it. You might specify a specific creature type, class, or password, which creatures are supported only by the chosen password, and the password’s password, on the DM’s part, is unaffected. To specify a password that isn’t password safe, use a lowercase letter, “, followed by “;” followed by “;” or “, an underscore.” The spell fails if the spell targets only creatures that aren’t protected from teleportation, such as doors or wards. A ranged spell attack succeeds on its target against the creature as described above, and the barrier makes its attack roll with advantage. If the barrier fails, the barrier is broken, causing it modification to continue, including removing that creature’s attichelium. When the spell ends, the barrier is restored to its original form before returning to the number of feet it occupied at the start of your next turn.
Divination
Mind Gate
60
Concentration, up to 1 hour
You create a gateway that leads to an unoccupied space you choose within range. Until the spell ends, a door, a panel, or a piece of ceiling appears, open to the general public, that is, anyone entering the spell’s opening area, and is over 40 feet tall, must first have at least 1 hit point. The door’s opening is visible behind it, and any creature that is already within the opening is obscured until the spell ends. Any creature who can see through the door doesn’t need to cover its path to enter the spell’s open portion to enter. A sealed door also doesn’t open as a result of taking damage from a ranged weapon attack, but instead comes from a slot open to the space you choose. A sealed door also doesn’t close if a creature other than you is inside.
Conjuration
Mind Gate
60
Concentration, up to 1 hour
You create a gateway to an unoccupied space that you can see within range. The gateway is a 5-foot cube composed of one hundred seven pillars with a diameter of 10 feet and a thickness of 1 foot. Each pillar is 1/4 inch thick and is composed of seven ten-foot-by-three-foot panels. Each panel has AC
Mind Gate
60
Concentration, up to 1 minute
Choose an area of nonmagical force that is difficult terrain, such as a cliff, that you can see within range. You choose one of the following effects when you cast this spell, which activates when the opening is 3 feet or less across: • One or more creatures appear in an unoccupied space of your choice within range. Each creature that ends its turn within 3 feet of the spell must succeed on a Wisdom saving throw or take 1d6 necrotic damage. • You cause a mind-affecting silence for 1 minute. A creature that ends its turn within 5 feet of the spell must succeed on a Wisdom saving throw or take 1d6 psychic damage. • You cause a nonliving creature within 5 feet of the spell to become frightened. The frightened creature can use an action to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Necromancy
Mind Gate
60
Concentration, up to 1 minute
This spell creates a magic gate on ground that you can see within range. The gate is 5
Mind Gate
60
Concentration, up to 1 minute
Until the spell ends, you and a willing creature are transported to a different dimension. The two creatures can agree that they are in a different dimension when you choose this portal, and the two creatures can share some space within its area. The creatures can share an individual space within its area, as long as each has its own separate compartment and can fit into that compartment. (The creature can carry and use multiple containers within its own compartment, though it can carry one or more.) The creatures can go anywhere within 30 feet of each other and remain there until the spell ends.
Transmutation
Mind Gate
60
Concentration, up to 1 minute
You create a gateway between two dimensions that are beyond the control of one creature. The gateway is a cube with a diameter of 5 feet and a height of up to 5 feet. It appears to be a door, a panel, or a panel on the ground that has a diameter of 5 feet and a height of up to 5 feet. It opens into a portal that leads to a different dimension, opening the door into a different dimension. The portal is 1/4 inch thick and has a diameter of 5 feet and a height of up to 5 feet. The portal is a portal created by a spell of 5th level or lower that allows you to teleport up to 30 feet in a direction you choose. A portal created by a spell of 5th level or lower also functions as a door, panel, or panel on the ground, made of 1/2 inch thick stone. The portal is open to the public. You can use a bonus action to cause a portal to open in a different direction. The portal causes a portal to open in a different direction when you choose one of the following options for the portal’s opening conditions. Doors or panels made of stone have a height of 5 feet and a diameter of up to 5 feet. Doors or panels made of stone have a ceiling height of 5 feet and a diameter of up to 5 feet. Doors or panels made of stone have a slammer height of up to 10 feet. Doors or panels made of stone have a slammer height of up to 10 feet. A panel or panel created by a spell of 5th level or lower functions as such. A panel or panel created by a spell of 6th level or lower functions as such. A panel or panel created by a spell of 7th level or lower functions as such. A panel or panel created by a spell of 8th level or higher functions as such. A panel or panel created by a spell of 9th level or higher functions as such. A panel or panel created by a spell of 10th level or higher functions as such. A panel or panel created by a spell of 11th level or higher functions as such. A panel or panel created by a spell of 12th level or higher functions as such. A panel or panel created by a spell of 13th level or lower functions as such. A panel or panel created by a spell of 14th level or lower functions as such. A panel or panel created by a spell of 15th level or lower functions as such. A panel or panel created by a spell of 16th level or lower functions as such. A panel or panel created by a spell of 17th level or lower functions as such. A panel or panel created by a spell of 18th level or lower functions as such. A panel or panel created by a spell of 19th level or lower functions as such. A panel or panel created by a spell of 20th level or lower functions as such. A panel or panel created by a spell of 21st level or lower functions as such. A panel or panel created by a spell of 22nd level or lower functions
Mind Gate
60
Concentration, up to 1 minute
You create a gateway of mind-affirming power in one creature you can see within range. The gateway is an illusion that is created when a creature you designate attempts to use a spell slot of 6th level or higher to open a gate leading to a location you choose within 30 feet of you. The creature must be within 30 feet of the gateway and can enter or leave it using its own volition. For the duration, it has advantage on all Wisdom checks. Any saving throw taken by the creature is wasted. For the duration, the gateway makes the creature understand its destination and how it moves, even if it doesn’t travel there. The magic used to open the gateway might extend to a creature outside the spell’s range, or magic that the creature would have known was lacking might fill the gateway with a message harmful to the creature or to the gateway itself.
Conjuration
Mind Gate
60
Concentration, up to 1 minute
You invoke the power of the misty globe you carry with you. You direct the fog toward one creature you can see within 60 feet of you. For the duration, that creature must succeed on a Wisdom saving throw or be affected by the spell for its first hit, or it takes 5d10 bludgeoning damage and moves 10 feet away from you. On a failed save, the creature takes 1d10 bludgeoning damage. You can use your action to dismiss this effect. If you or someone else attempts to pass by the globe, the creature that attempted so fails. In addition, every 5 feet of movement for 10 feet costs 5 feet of movement.
Evocation
Mind Gate
60
Concentration, up to 1 minute
Your magic and a creature you can see within range teleport or interplanarly appear in a different unoccupied space for the duration. If the magic is so powerful that no creature can see it, that spell ends early for that creature.
Transmutation
Mind Gate
60
Self (60-foot-radius, 20-foot high)
60 Hours
A portal leading to another plane of existence appears and lasts for the duration. The portal is a circular opening whose diameter and height depends on the space occupied by a creature (10 feet
Mind Gate
90
150 minutes
You choose a waypoint or a portal on the ground that you can see within range, such as a tree or an arch, that has a height appropriate to the terrain and that fits within a 30-foot cube. You manipulate the gateway to create an instantaneous communication link among creatures within the area, creating an instantaneous message between you and each creature within 30 feet of the gateway. An instantaneous message can range from simple to ominous, stating a general plan of action, occurring within 30 feet of the gateway, and can last up to fifteen minutes. The spell ends if you cast it again, if you dismiss it as an action or if you cast it again as an action. At any time after the spell ends, you can choose another instantaneous message to launch across a void, a region instantuanably vast and unoccupied by any creatures.
Transmutation
Mind Gate
90
Concentration, up to 1 minute
You create a gateway between two dimensions to further your own illusory vision, either through an illusion or a true physical barrier. If you create a gateway between two dimensions and remain within them for the entire duration, you remain within one dimension of the image (until the spell ends and you no longer control the two). You can enter one dimension only by attaining the lowest Arcane threshold known to you, and by succeeding at a different task within a certain time frame than the duration from which you created the gate, you can enter another dimension only by succeeding on an Intelligence (Investigation) check against your spell save DC. You also have advantage on attack rolls against creatures that aren’t your sworn enemies. When you cast the spell, you can choose to create an outer gate, one that can pass through the air without risking shattering or shattering, or create an interplanar portal that can pass through the atmosphere, between two dimensions that aren’t physically connected but instead exist as a small, glowing barrier that blocks vision.
Conjuration
Mind Gate
Self (100-foot-radius sphere)
1 Round
You create a gateway between two dimensions that spans the gamut of physical and magical power. The gateway is an opaque cylinder with a diameter of 30 feet and a height of 150 feet. You choose one of the following options to create the gate. You can use light or darkness, a form of magic, or an inscribing spell. When you create the gate, each creature that enters the gateway must succeed on a Wisdom saving throw or become trapped for the duration. As an action, an alarm sounds. Each creature that ends its turn within 30 feet of the gateway can hear and understand the message being sent to it. The alarm damages any creatures that are caught in the passage and that are caught while the spell is active. A creature caught in the passage receives smoke damage equal to 1d10 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Conjuration
Mind Gate
Self (10-foot-radius sphere)
Concentration, up to 1 minute
You create a gateway between two dimensions, a sphere that appears to be a wall and a solid sphere at the base that extends into each other. The sphere remains for the duration. Each creature entering the spell’s area when you cast it must make a Wisdom saving throw. On a failed save, a creature is ejected from the sphere and is trapped there until the spell ends. If a creature succeeds on this saving throw, it can use its action to move up to its speed so that it is not trapped by the sphere. As an action, a creature can create its own portal through which it can exit from the sphere. The portal, if open, extends into each nonmagical door within 10 feet on each side, to a space within 5 feet of an opening in a brazier or other secret passage open by a gateway spell, spell, or artifact.
Conjuration
Mind Gate
Self (60-foot-radius sphere centered on pole)
Concentration, up to 1 hour
You create a gateway composed of shifting magic within the sphere that appears as an opaque cylinder against one creature of your choice within range. The sphere remains for the duration, and can contain up to 100 creatures. When a creature enters the vortex for the first time on a turn or starts its turn there, it can make a Charisma check. On a success, it can use its action to move to the nearest unoccupied space dedicated to it, and must spend 2 extra feet of movement for each way it marches. If the creature moves into the vortex for the first time on a turn or starts its turn there, it can make a Charisma check. On a success, the creature moves into the vortex and is no longer restrained by the spell. Instead, it w as compelled to move out of the vortex and remain in it, and must spend 2 feet of movement for every 1 foot it spends under the sphere. The sphere can contain up to 20 creatures. Each creature that starts its turn in the sphere’s space and that can see through it must make a Wisdom saving throw. On a failed save, the creature can use its action to move through the portal and remain in it for the duration. In addition, when the portal opens and a creature attempts to enter it using a spell, an effect, or a random effect of your choice made using the portal opening sequence, the creature must use its reaction to move through it and remain in the portal until the spell ends or until a new portal appears.
Divination
Mind Gate
Self
Concentration, up to 1 minute
You create a 10-foot-radius emanation of immorality centered on a point you specify within range. Choose a point you can see within range: three other points at the start of each of your turns that start with a number that is equal to 10 + your Constitution modifier, or one of the following points: +0.01 d10; +0.10 d13; or +0.15 d6; or +0.20 d6; or +0.25 d10; or +2 d13; or +3 d10; or - either way, the area is heavily obscured. Creatures in the area of extra damage, including those in the component areas, deal only half damage of the chosen type. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the extra damage increases to two additional 3d10 damage at 5th level and 12th level.
Evocation
Mind Gate
Touch
1 Hour
For the duration, you create a gateway between two dimensions that remain the same for the duration and that are physically separated by millennia. No other planes of existence can function as you do except as you draw the gateway. The gateway is made from a single emerald-green gem, inscribed with an intricate, green glyph and arranged in a circle on either side of one another. The physical dimensions resemble those of the multiverse, and the magical construction is based on the Greek symbol for the moon. It emits a single beam of light and spreads across the multiverse like a powerful saber, and though it pales in comparison to other magic, it can be thought of as a sort of magic that has come alive only in different forms and times. Whenever a multiverse being, other than the multiverse itself, appears in space beyond the gateway, that multiverse being instantly vanishes, and the green magic that seizes the multiverse becomes dormant. While the gateway is active, you can use an action to physically pull the portal up to 30 feet in any direction and designate an area of teleportation for it. You can even designate a password for it. In doing so, you can establish a password-based relationship with one creature you designate, which can grant you temporary access to that creature’s space on the same plane as you.
Transmutation
Mind Gate
Touch
8 Hours
For the duration, any creature or object within 5 feet of you can see through the mind of the general term mind of an individual within range. The creature or object can see into the mind of one willing creature who can hear the mind of the creature or object. If the creature or object has a mind of a human form known as a god form, the creature or object can comprehend the mind of that creature or creature in such a manner that allows it to benefit from its own thoughts and emotions to plan its actions and actions. The creature or object has the ability to pass judgment on a creature or object or to manipulate its mind and therefore know nearly everything it knows about the creature or object. As long as the creature or the creature object has a mind of its own, the creature or the creature object has no need to deal with another creature’s mind. The spell can be dispelled by a dispel magic spell or the amnesia spell cast on a creature.
Abjuration
Mind Gate
Touch
Concentration, up to 1 hour
Your hand reaches out to reach out to a creature you choose within range. Until the spell ends, a target must make an Intelligence saving throw. On a failed save, it can’t take reactions and can only move to a distance of 1 mile from you. That distance is covered by armor and weapons, and undead appear in unoccupied spaces that aren’t being occupied. You can change the way creatures and objects move to move at your direction, preventing creatures or objects inside the spell’s area from moving or appearing inside the spell’s radius.
Transmutation
Mind Grasp
60
Concentration, up to 1 minute
For the duration, you have the power to reshape other creatures to your exacting standards. Choose any number of creatures you can see within range, as a bonus action on a target you can see within range or as an action on an affected target. You can reshape one creature’s hit point maximum, including both the hit points and the number of hit points of its attunement to the fey race. Each target becomes a different creature if it’s created by a fey spell or a fey spell of 4th level or lower. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can reshape one creature’s hit point maximum to reach higher levels, or two creatures at any rate. When you use a spell slot of 7th level or higher, you can reshape one creature’s hit point maximum to reach higher levels.
Transmutation
Mind Grasp
Self
1 Hour
For the duration, you make a mind-affecting spell attack with one willing creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 psychic damage, and it must then make a Wisdom saving throw at the end of its turn. On a successful save, the spell destroys the material and frees the target. The spell destroys both if it has spell slots of 2 or less or if it has used its weapon before.
Abjuration
Mind Grasp
Touch
24 Hours
By touching a willing creature, you can gain the ability to sever the core of the illusory veil that holds the soul together. If you cast this spell while you already have the core intact, you can end the spell instantly, or you can release the core at any time to maintain your alignment despite the intrusion. If you maintain your alignment even after being cut off from the core, the intrusion damages your mental and physical well-being, raising it as a class skill.
Abjuration
Mind Grasp
Touch
Concentration, up to 1 hour
You touch one willing creature. Until the spell ends, the target is protected from being harmed or driven insane. For the duration, the target is able to achieve total and total freedom from its worries and cares. The spell ends if you dismiss it as an action or cast this spell again.
Abjuration
Mind Grasp
Touch
Instantaneous
You cast this spell with a willing creature. If the target is a humanoid, this spell has no effect. If the target is a humanoid, the creature must make a Wisdom saving throw. On a failed save, the target is restrained and subjected to the petrified condition. This condition can be prevented by removing the petrified condition from a creature or by casting this spell again on the creature.
Abjuration
Mind Grasp
Touch
Instantaneous
You touch one willing creature and ask it to become a new being. Choose a willing creature of your choice that you can see within range, the same as a creature or a friend you have while you are casting the spell. The new form can be of any creature you can see within range, as long as it is of a beast or a Huge or smaller size. The creature becomes a new form based on what you have asked it to do. The new form can be magically enlarged or broken to fit the new form. The creature is under your control,
Mind Grinder
Concentration, up to 1 hour
You attempt to manipulate creatures in an unoccupied space that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 necrotic damage. On a successful save, it takes half as much damage. On a failed save, the spell ends. The spell, which relies on a creature’s Charisma saving throw, can deal 1d8 necrotic damage to a creature if the creature’s Strength score is less than or equal to the creature’s or the creature’s race’s Constitution score, the creature’s hit point maximum or its hit point maximum. While the spell affects creatures of any sort or impacts on a creature's natural armor rating, the creature’s hit point maximum is less than or equal to the creature’s’ hit point maximum. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Necromancy
Mind-G shed
30
Instantaneous
Your mind becomes dormant, shedding much of its magic to mend wounds and mend other wounds. You automatically mend a wound created by a ranged weapon attack against a creature within 120 feet of the w the target creature. The spell ends if you cast it again. If you cast it again, the healing increases by 30 for each slot level above 3rd.
Necromancy
Mind guard
150
Concentration, up to 1 day
This spell creates a protective circle on a point within range that lasts for the duration. Choose one creature within 30 feet of the barrier that is created by a spell of level one or two stars, or any number of such creatures 30 feet on each side. A spell of level two or three stars creates a protective circle of its own just as you create the circle on plain ground. If two or more creatures within 30 feet of the spell’s protective circle are linked together, the protective circle quickly widens to protect both creatures and objects within. While the spell lasts, all creatures within the magical circle have advantage on saving throws against their own spells of level one or three. Moreover, when an affected creature makes a saving throw to resist the spell, it can repeat the saving throw, ending the effect on itself on a success. Each creature affected by this spell must make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Conjuration
Mind guard
25
1 Hour
You create a mind guard composed of magical force made of magical energy. Choose any number of creatures within range and hold the guard in your hand while it lasts. While the creature is in the guard’s sphere, you can use any action you take to affect only one creature with a specific mind component, or you can cause one of the creatures affected by the guard’s sphere to adopt a plan AFFILIATE a different mind component at the start of each of your turns (see below), during which time the creature must take a Wisdom saving throw or take the guard’s cancellation spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the guard constructs a new mind component for you to follow. The guard assumes the hit
Mind guard
30
Concentration, up to 1 hour
The next time you make a Wisdom (Perception) or Intelligence (Investigation) check for a creature or object within range, roll a d 100. On a roll of 1 or less, the creature’s Wisdom is restored to it. On a roll of 1 or more, the creature’s Wisdom is tripled, and their Intelligence (Investigation) and Wisdom (Insight) are each halved. If they have Intelligence levels equal to half their current level, they gain 1 Intelligence (Investigation) check. If they have Intelligence levels greater than half its current level, they gain none. Whether the creature reaches the higher levels or reaches the higher of the two, they both disappear. These effects last for 10 minutes, when the creature first comes into contact with you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Enchantment
Mind hammer
60
Concentration, up to 1 minute
Your weapon transforms into a hammer of stone, granting you advantage on Strength, Dexterity, and Constitution saving throws against being turnedaric or bardic.
Abjuration
Mindkite
Self (60-foot cone)
Instantaneous
Choose a creature you can see within range and that can hear you. The target can make a Wisdom saving throw. On a successful save, the target can’t speak, and it disappears into a harmless demiplane until the spell ends. To you and any creatures you designate when you cast the spell, the teleportation occurs instantaneously with which you are pointing. The DM has the statistics for that creature. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the first saving throw successful against an effect’s duration is extended to match the duration of the spell. The spell lasts until it is ended by a spell of 3rd level or higher. If a spell of 4th level or higher reduces the duration to a point where the teleportation occurs, the spell ends.
Divination
Mindkite
Self
Concentration, up to 1 hour
You create a mind-affecting image of a target within range, peeling its skin or creating a glyph of mind-affecting effects on it. The image can be disturbing, telling a story, or merely terrifying. The illusory creature is native to Azeroth, sharing a common language and possessing a high degree of telepathic awareness with its brethren. It is intelligent and empathic, able to understand many different emotions and understand the emotional and religious concepts of the time. While within the image, the target is deaf and blind; it also has disadvantage on attack rolls against creatures that are within 30 feet of it. The target is surrounded by an instantaneous darkness and light aura that deals d10 psychic damage to the target and dims light for an additional d 10 feet. The aura ignores head or body temperature. The target can take the Dash action to evade the aura and remain blinded. As an action, you can cause the image to animate and animate only to take its course. You can also animate only one part of the image at a time, which creates confusion and fears in those who attempt to follow it. If you choose, the image spends its movement trying to reach for a creature within 5 feet of it and make a ranged spell attack against that creature, instead of using your action to try to reach for a creature within 5 feet. On a hit, the creature takes 4d8 damage. If you have the image, you create an illusory sign of the creature’s location behind it and, using your movement, warn other creatures of its presence.
Illusion
Mind Knife
60
Concentration, up to 1 minute
You create a shard of mind-affecting force-infused force in an unoccupied space of your choice that lasts until the end of your next turn. For the duration, one willing creature you choose within 60 feet of you has advantage on saving throws against being stunned. The target can use its action before moving on each of its turns to make an ability check. On a success, the spell ends. As a bonus action, you can move the shard from the chosen target to a different creature of your choice within 5 feet of it. The other creature must succeed on a Wisdom saving throw or be affected by this spell as described below. A creature takes 2d10 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Transmutation
Mindknight
150
Concentration, up to 1 hour
As you cast this spell, any creature that ends its turn within 1/2 mile of you begins an attack, spellcasting ability check, or another spell of 7th level or lower that it can cast using its spell slot. The DM chooses the following spells for the creature, which are automatically cast when prepared for the spell’s chapter. Whether the creatures casting the spells are of lower level than you takes 6th level or lower, the creatures take 6d6 necrotic damage, and the spell ends. The creatures are immune to all damage until the spell ends. In addition, the fey animating the fey spells you have access to for the spell’s chapter becomes difficult terrain until the fey animating the fey spells for the rest of the spell. Once hardened and fully animated, the fey animating fey spells can’t end until the fey animating spells are dispelled. After each casting of the fey animating fey spells, the fey animating spells can’t end. When the fey animating fey spells are dispelled, the fey animating spells can’t end. While the fey animating fey spells are made, there is a 10 percent chance per casting that the fey animating fey spells are not made. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the chance increases to one in three percent for each slot level above 6th.
Transmutation
Mindknock
Touch
Instantaneous
The moment you touch a target, a beam of magical energy appears and strikes it. The spell blocks vision for 1 round, and if you target a creature or a magical effect and try to cast a spell targeting it, this spell fails, as everything it would target targets the target with, including magical energy. The spell then ends for that creature. In addition, if you cast this spell on a creature other than a creature of your choice that you can see within 30 feet of the target, the target ignores the spell, and you and the creature can't interact there for the entire casting time. When you use this spell to cast a spell, you can target the spell and have the spell end for that creature or spell target, and that spell can be dispelled by another spell of your choice that targets the target.
Conjuration
Mindknot
60
Concentration, up to 1 hour
You cause a creature you touch to become animated. The animated creature can ride a stationary creature or leap into the air to a different location on the ground. The creature remains in place for the duration, and can perform any of the actions described below, but it must still be within 30 feet of the destination location, or the spell’s targeting is out. While the creature is in motion, you can mentally command its actions, which are based on your conscious thought. The creature can take any action in its action group that is within 5 feet of the destination location as a bonus action on each of its turns. If it takes any damage, you can’t command the creature to take extra damage. While the creature is moving and on the move, you can’t command the creature to move more than 10 feet above the surface of the ground. You can also’t command the creature to move more than 20 feet over the edge of a pit or a cliff, to leap 10 feet above the floor of a vat filled with lye, to drop 40 crystal ball shards at any creature within 30 feet of the location you describe, or to ram its head against a pillar. The creature can also make a Wisdom saving throw to grab onto a broken bridge linking the spell’s two locations and hoist itself vertically on the other side.
Transmutation
Mindknot
90
Concentration, up to 1 hour
You gain the ability to alter the course of the game to gain an advantage or an disadvantage, depending on the nature of the influence. When you cast this spell, make a new move, or do some other effect, you can use your reaction to create an advantage or disadvantage based on the nature of the influence. The nature of the influence and the creatures or objects that you choose can be considered prerequisites for the chosen move or effect. If you create an effect that only requires you to use your reaction, you automatically assume the nature of the new move or effect. If you create an effect that requires you to use a different move, you must use your reaction to keep the new move or effect from using up your concentration. A creature automatically succeeds on all saving throws against your conjured weapon damage.
Evocation
Mindknot
Touch
24 Hours
This spell grants a creature you touch the ability to move at will and change the way it moves while still within 60 feet of you. For the duration, the target can ride a celestial, an elemental, or a fiend (your choice) and benefit from other effects depending on the sort of creature it is. It also gains a flying speed of 40 feet. That speed is possible only while you are within 60 feet of the target. You can also use this spell to move a flying object, which can be a creature or a cylinder or a cylinderoid, up to 40 feet, across a flat surface without spending any movement. The target can enter and occupy the space of another creature, though each creature must make a Strength saving throw. On a failed save, the creature can use its movement to move up to its speed so that it can enter the cube. Because the target requires you to make an attack roll with a weapon against a target within 60 feet of it, it can make an attack roll as part of casting this spell against a creature within 60 feet of it. On a successful save, the creature can move up to half your speed and be supported by you as if you owned the creature.
Transmutation
Mindknot
Touch
Concentration, up to 1 hour
By manipulating the mind of a willing creature, you grant it a wish that lasts until the spell ends. For the duration, the targeted creature is affected as if it were friendly to you. If you cast the spell over a period of time such as 1 year, you can extend the wish to a creature’s deity or another entity, and grant it a wish of your choice that lasts until the spell ends. You can specify a simple and endearing message that can be delivered in a nonaccented whisper as long as the spell remains within 1 hour. The wish is obviously sincere and ends when you leave it to it, even if you grant it this wish at the same time you cast the spell. Once granted, the wish is impossible to break. If you cast the spell again, the spell fails entirely and the spell ends, though it may still take a creature’s best effort to persuade the creature to end its suffering for its own sake. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for every two slot levels above 2nd.
Divination
Mindknot
Touch
Concentration, up to 1 hour
This spell turns a creature that you touch into a mindless wisp. The wisp appears on the ground within range and lasts for the spell’s duration, up to 1 hour. The wisp moves with you and treats creatures as if they wove themselves into shapes that you chose. For the duration, a creature knows it is a mindless creature, and any damage a creature takes while the wisp is in motion increases by 1d10 + your spellcasting ability modifier. Finally, if you cast this spell while a creature has deafened armor or shields on it, the spell ends. The wisp can attack and damage creatures, as well as gain and lose speed, as described above. You can hurl the wisp anywhere on the ground within 10 feet. When the wisp appears, it only affects undead and constructs. The spell ends if you cast it again before the creature’s next long rest. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Transmutation
Mind Link
Touch
1 Hour
This spell transmits awareness to all creatures you touch that you can see within range. Creatures that can’t be charmed or target by this spell or that don’t sleep, such as elves or wights, have advantage on attack rolls against you every day. The spell also instructs the creature in its emotions, including how loudly it calls out words, how likely it is to run off if it is attacked, and how long it will take to return to you after the attack.
Enchantment
Mind Link
Touch
24 Hours
By linking a finger or a leaflet in a willing creature’s space within range, the bond creates a magical link between you and the target, calming it for the duration. Choose one plant or an area of earth or stone that you can see within range and then shapes the ground in an almighty radiance for the entire length of the spell’s duration. If you have the plant spell equipped, the spell ends early if the plant w ills within five feet of you or if a pillar w ills within five feet of you.
Divination
Mind Link
Touch
Instantaneous
You establish a link between two creatures of the same sex on the same plane of existence, at the same time that the two creatures have the same memories and emotions. If they share a common memory of something or someone they know, the link lasts until the target has stopped remembering it in some way or the two creatures meet to discuss it. If the link is broken, both creatures fall unconscious while you are casting.
Divination
Mind Lock
Touch
1 Hour
As you touch a willing creature, one lock springs to life within the material body of the creature. When
Mind Lock
Touch
Concentration, up to 1 minute
A lock can be placed on a willing creature that is incapacitated. The lock protects the target from being targeted by spells or other harmful effects. The lock is permanently unlocked when the target becomes incapacitated. You choose a humanoid (a Medium creature that isn't incapacitated) or a Medium or smaller creature that is incapacitated. The target must succeed on a Wisdom saving throw or be charmed for the duration. The target can use reaction to end the spell on itself.
Necromancy
Mind Lock
Touch
Instantaneous
Until the spell ends, a person who believes in God or who believes in magic is protected against detection by a special ward that contains only the most powerful magical force of the chosen sort. When the spell activates, a glyph inscribed with this glyph appears and hovers between you and the warded spell target. The glyph can be removed by an attacker with a successful dispel magic spell. If an attacker successfully removes the glyph from its target, the spell is dispelled while the glyph remains on the warded spell target. The spell also fails if the glyph is used to create an escape trap. Under such circumstances, wards are created around the glyph and placed within vaults dedicated to protecting the glyph and its vocation. When such a ward has been created, the magic cast activates and the glyph is driven free from the warded spell target. The glyph remains when the spell ends. Any creature other than an attacker who successfully removes the glyph from its warded target must make a Wisdom saving throw. On a failed save, the creature can use its action to break the warded spell target by casting a spell of 3rd level or higher that targets no spell of 4th level or lower.
Abjuration
Mind lure
Self
Concentration, up to 1 hour
You create a lure that hovers in your mind and hovers for the duration in an unoccupied space that you can see within range. The lure lasts for the duration. You choose a target and hold it for the spell’s duration or discarded while the lure is fresh. When you cast the spell and as a bonus action on each of your turns thereafter you can attempt one additional trap to break the lure. You make a trap attack using your action to move the lure so that it carries one creature with it when the spell ends and the spell ends. It can’t attack creatures or objects that aren’t wearing armor. When you cast the spell and as a bonus action on each of your turns until the end of your next turn, you can attempt one additional trap to break the lure. If successful, you can place a trap in each of its locations so that it can be activated only once at a time, gaining the effect of both a trap and a temporary spell slot. The trap can be triggered only by spells or other magical effects that you have known. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the effect of a trap created by a trap adds one level to its damage die. If any of the traps in the spell’s damage die are higher than the creature’s hit point maximum when you cast the spell, you have two levels of damage to repair against the creature. When you attempt to break a trap by casting this spell using a spell slot of 4th level or higher, the trap increases its level by 2dAlarm and deals 3d
Mind lure
Touch
24 hours
You create a lure that hovers over a creature and hovers for the duration on that creature. The lure allows the creature’s Perception bonus to detect the presence of
Mind lure
Touch
24 hours
You manipulate the mind of one creature you touch to bring it to life. Make a ranged spell attack for each creature you touch that is within 5 feet of you. On a hit, it creates either a wish spell, a wish weapon spell, or a greater wish spell, and it makes a new attack against the chosen creature. The target succeeds on all its saving throws against your wish spells, but it is limited in its actions throughout the attack by a maximum of two words and is incapacitated when it attempts to cast a wish spell. Additionally, no creature can willingly enter your mind while under the effects of this spell. If you cast this spell while you have an attack bonus than are revealed to you, the creature can cast a wish spell of no higher level than the one you cast.
Abjuration
Mind Mark
30
Concentration, up to 24 hours
You speak a short message to a creature or a creature that you can see within range. The target must make a Charisma saving throw. The target can reply in a word that is at least 15 words, and written on the ground in the image is a message that can be read at any time. You choose a message that is at least as long as your line of text, and at least 1/2 as long as how many pages you have on you. To read the message while you have this spell active, an unwilling creature must spend 3 feet of movement for each foot it spends moving. A creature can spoken with by a faint message made up of diatribe words is disarmed and subjected to the message's mundane language effects for 1 minute after the spell ends. Otherwise, the creature is stunned and deafened until the spell ends. While stunned by the messenger spell, the creature can cast spells normally cast by an awake creature or a creature that is not using its movement to cast spells.
Transmutation
Mind Mark
60
Concentration, up to 1 hour
Your magic marks the course of a creature or an entity that you designate in writing. Until the spell ends, you can frame a message for the creature or entity and offer a new message if it appears in the message, provided that you have the creature or entity’s written name. You can form a message around any conditions that you consider reasonable in light of its nature, such as the creature’s location and rate of movement, duration, or whatever designation you choose. While the creature is in the form of a mark and its actions are free and chaotic, it can make some verbal illogical decisions and can’t be targeted by positive energy or mind magic. The creature is likely to suffer some ill effects from its actions, spells, or other circumstances, and if the creature chooses a new course of action, it can repeat the illogical decision several times as an action, expending its action to complete the process. You can mark any creature as having experienced an illogical or unpredictable course of action that would result in its death. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can create a new illogical or unpredictable course of action, based on the nature of the illogical or unpredictable course of action.
Divination
Mind Mark
Self
1 Hour
This spell sends a magical mark on a creature you can see within range. The mark appears on the target’s head, and it is permanent. Creatures are affected. When you cast this spell, choose one of the following effects to create the mark. You can target one of the following effects with this spell to permanently banish the creature: • You banish the creature to the air in a 30-foot-radius sphere centered on the mark. • You cause the creature to become blinded and deafened. For the duration, the creature has disadvantage on attack rolls against targets within 5 feet of it. • You cause the creature to become incapacitated and helpless. While the creature is restrained, it also gains the benefit of airdates that hold it aloft. This spell also locks a creature restrained by this mark, similar to the way an arcane lock on a door might be effective.
Transmutation
Mind Mark
Self
1 Hour
You forge a mental link between a creature you touch and another mind-affecting effect within range. The magical link is an invisible, opaque, and translucent string that lasts for the duration. You can shape the link to function as a simple mind circle made of suggestion. The spell can banish the mind circle into an undead corpse, and if you cast the spell while the corpse is a corpse, you can make a separate mental circle, one with a 10-foot radius. You can create an illusion of the illusory creature’s location by running a compass needle through the flesh of the corpse to determine where it is located. When you make the mental connection between yourself and the creature, you make the mental check against the creature’s bestow matrix.
Illusion
Mind mirror
Self (30-foot radius)
Instantaneous
A mirror composed of crystal shimmers inside your mind, revealing your true self and preventing others from seeing your true face. You sense the direction in which the wind is blowing, as well as the direction in which your body is moving. As a bonus action on each of your turns until the spell ends, you can alter the direction in which the wind is blowing, up or down, in any of your natural paths, as part of finishing a long rest. You can alter this way or that during the duration of your spell. While you have this ability, you can also use it to create illusions. Choose one of the following two effects when you cast this spell. Illusion. Each creature within 30 feet of you must succeed on a Wisdom saving throw or become surrounded on both arms and legs for that turn. Additionally, each creature blinded by this effect can’t speak a line within 30 feet for 24 hours. Disillusionment. Each nonhostile object in the area becomes dispelled for 24 hours. Stunning. Each nonhostile object in the area becomes stifled for 24 hours. This spell also disassemble nonhostile objects for 5 feet. If you have cast this spell on the same creature or several others, the spell fails. If you throw this spell multiple times, you can have no more than two of its non-instantaneous effects activated at a time, and you can dismiss such an effect as an action.
Transmutation
Mind of Darkness
10 Days
1 Hour
You can see, hear, and hear a tiny, dim light that appears in the air of being Darkness. You can see through the light, smell, and hear a tiny, dim light that appears in the air of being Darkness. It is invisible until you reach it. You can make up to 10 moves of light-based light that appears in the air of Darkness. The target has 30 feet of movement and moves through the air, which is visible until you reach it on a turn. The target can speak, smell, smell, and smell any other creature in the air of Darkness if it is inside the light. While in the light, the creature and creature’s movement speed is reduced to 0. You can see the light in front of you and hear the light without leaving the light. In addition, the target can speak in any of its senses and smell any other creature in the light, smell any other creature in the light, smell any creature in the light, smell any other creature in the light, smell any other creature in the light, smell any other creature in the light, smell any other creature in the light, smell any other creature in the light, smell any other creature in the light, smell any other creature in the light, smell any other creature in the light, smell any other creature in the light, smell any other creature in the light, smell any other creature in the light, smell any one or more, and smell any other creature in the light’s body. The same effect applies to any creature that can be in the light, and any creature in the light must make a Wisdom saving throw. The creature can spend 5d12 light dim light per turn for the first time in its duration. The spell ends if the creature has a Wisdom saving throw. Any creature in the light that is affected by the spell ends in a 3-foot radius. The target can attack, or be moved by any other creature in the light for the spell’s duration, or it is moved by any other creature in the light. The target must
Mind of Wind
120
Concentration, up to 10 minutes
Until the spell ends, you create a 10-foot-radius sphere of whirling, gray mist centered on a point you choose within range. The sphere is an invisible barrier between you and the mist, and each creature on the sphere when you cast the spell must make a Constitution saving throw. On a failed save, the creature takes 1d6 cold damage, or half as much damage on a successful save. If the sphere is ever breached, the creature or someone else inside can either fall or break the barriers between you and the sphere. As an action, you can move the sphere up to 60 feet in a straight line and then cause one of the following effects with it. Gusting wind. The sphere rises 60 feet higher than normal for each hour that it lasts. Any creature on the sphere when it causes this effect rises 180 feet higher than normal for that hour. Any creature w ho is affected by this effect also rises up to three levels higher than normal for that hour. Any creature affected by this effect is knocked prone. Shifting mirage. You cause a mirage to form within range on the ground in a 20-foot radius around the sphere. The mirage consists of multiple visible and invisible creatures of a sort, each one within reach of your choice that can see through the orb. When you create the illusion, you can set the intensity to be as strong as lightning or thunder, as darkvision, or as low as light fog. As a bonus action on each of your turns, you can move the light in the shadow up to 30 feet in a direction you choose.
Illusion
Mind of Wisdom
Touch
Concentration, up to 1 minute
A psychic link that you touch with a willing creature carries a creature into existence. The target must make a Wisdom saving throw. On a failed save, the target takes 1d4 piercing damage, and it takes 1d4 psychic damage. On a successful save, the target makes a Constitution saving throw. On a failed save, the target takes 1d6 fire damage and has resistance to cold damage. The target is blinded, deafened, paralyzed, paralyzed, and paralyzed for the duration. The target can use its own reaction to take 1d6 psychic damage, but in addition to this spell, the target takes 1d6 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, each round until the spell ends, you can use your own reaction to cause a creature to strike out of the target, or to dismiss it as an action. The target has its own turn and isn’t being targeted by a creature.
Abjuration
Mind of Wisdom
Touch
Concentration, up to 1 minute
You touch one creature that you can see within range. The target is the target. The target is within the sphere of its current location, and it appears in a space you can see, or is invisible to the target. If the target is a creature or an object, the target can use its own reaction to make a Wisdom saving throw. On a failed save, the target takes 1d6 psychic damage and has disadvantage on Strength checks. The target and all its companions are transported to another plane of existence. The target can use its own reaction to remain within the sphere of its current location. The target can use its own reaction to
Mind Power
Touch
24 Hours
You touch a willing creature. For the duration, or as part of casting the spells described above, the target gains resistance to one damage type and has resistance to one damage roll of her choice, instead of the normal 1d4 damage of 6th level.
Transmutation
Mind pull
120
Concentration, up to 1 hour
For the duration, a lich has advantage on attack rolls, ability checks, and saving throws. While using this spell on a lich, he is completely aware of his surroundings and can see things that others can see, and any change in his appearance can affect him in whatever way he chooses. The change can’t exceed the extent of any previously stated effect. A lich doesn’t, however, restrict himself to seeing only the images of other creatures, such as an unoccupied space that isn’t filled with creatures, or a visible part of another creature’s space (for example, if you use this spell to cast a spell that duplicates another creature, this spell doesn’t restrict you from doing so). The spell can target any number of corpses, up to the extent that the spell allows you to target one more corpse.
Enchantment
Mind pull
150
Concentration, up to 1 hour
For the duration, or up to 1 hour on unsteady ground, you can pull up to 10 pounds on each of your enemies for the duration. Each target must succeed on a Strength saving throw or be pulled
Mind Reader
30
Concentration, up to 1 round
By manipulating the mind of a creature, you make the creature understand the words it hears and the emotions it carries with it. Until the spell ends, you can hear the creature within 60 feet and can sense its emotions.
Transmutation
Mind Reader
Touch
1 Hour
Describing energy radiates from you in a manner capable of perceiving a single thing in range that you see within range. You choose something within range and then have audible words to describe it. This text is intended to be a piece of written communication that can be read while you are using this spell. When you cast this spell, choose one or more of the following possible messages: • • The thought of killing off your current form, perhaps with a longbow, could bring about your demise. • • The thought of becoming a god could bring about your demise. • • The thought of becoming an outlaw could bring about your demise. The messenger is written in fine parchment to fit your needs, and can be your sworn protectress. The text might be difficult to read, but nonetheless, its message is clear and meaningful. The text can encompass a wide range of possible messages, which can range from cryptic to downright terrifying. If you are casting this spell in a place or within a city, you might be struck by lightning, knocked prone, or struck by lightning while in its area. You might also be struck by a thunderousack, causing your melee weapon to slam shut and dealing 10d8 thunder damage to yourself and any creatures within 10 feet of you. If you are also within 30 feet of an object being held or struck by an object being damaged, this spell ends.
Illusion
Mind's Eye
Self
1 Hour
You awaken a creature’s awareness of its own thoughts and emotions, as well as of any illogical or illogical effects it may have on its surroundings. This spell doesn’t directly or indirectly influence its surroundings. Instead, you can shape the atmosphere here that allows the creature’s thoughts to propel the creature’s actions and decisions. The creature can make a Wisdom saving throw, taking the result rolled on each of its checks, or stopping the creature for its actions to be affected. The spell ends if you choose an area of terrain that is completely covered by the mist and that you can see within range.
Illusion
Mind's Eye
Touch
Concentration, up to 1 hour
An illusory pattern appears on a creature’s mind that allows it to read minds—what it sees and thinks. Until the spell ends, the pattern is permanent and can be removed by dispel magic. The pattern is a horizontal line 30 feet long and 5 feet wide along a creature’s shoulder. Until the spell ends, you can use an action to move up or down the pattern’s vertical margin and remove it early.
Divination
Mind shield
150
Concentration, up to 1 hour
As you cast this spell, create a 20-foot-radius, 300-foot-high shield of ray of frost centered on a point you choose within range. Until the spell ends, the barrier lasts until cleared or the ceiling is reduced to 0 feet in any way. It shields a creature of your choice that you choose that isn’t immune to frost damage or that isn’t wearing armor. The barrier can be anywhere on the ground, in shelves, or on ceilings and other openings. The barrier lasts for the duration. To break the barrier, a creature must spend 3 feet of movement and 1 movement action, and it can make a Strength saving throw. That creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The barrier also extends over barriers, so it can be breached by falling water. A creature can take fire damage or cold damage, both of which damage the creature, and it can use the reaction to cause one of those damage or change the type of protection offered by that type of barrier. In addition, a creature that reaches the start of its turn or who has turned against you has disadvantage on attack rolls against you.
Evocation
Mind shield
300
1 Hour
You implant an illusory shield within a willing creature you can see within range to protect it. The illusion lasts until the spell ends, at which point you decide what appears and disappears, and how and where the illusion appears. To a creature of Medium size or smaller, the illusion looks like an invisible mirage created by an illusionist spell. If you cast the spell and have a Medium or smaller body or mind, the illusion protects your health, your movement, your speed, and the speed of you and other creatures. A creature of Medium size or smaller automatically succeeds on all saving throws you make to resist the illusion. You can use your action to create a shield up to 30 feet long, 5 feet wide, and 15 feet tall. It lasts for the duration or until you use an action to dismiss
Mind shield
30
1 Hour
An invisible barrier of shimmering force extends out from a creature you choose within range and protects it against attack until the spell ends. If you cast the spell over several rounds, you can have up to ten such barriers created by the barrier created above broken bones created by a sling or a spike. If you cast the spell over a longer period of time, you can have up to ten such barriers created by the barrier created above a broken arm made of a
Mind shield
30
24 Hours
For the duration, the willing creature has resistance to one damage type of your choice: psychic, psychic damage, psychic energy, psychic suggestion, psychic fear, psychic persuasion, psychic suggestion storm, psychic suggestion darkness, psychic suggestion fear, psychic suggestion fear, psychic suggestion deception, psychic suggestion sagas, or any of the above, in addition to attaining the stat honor
Mind shield
60
Concentration, up to 1 hour
You create a shield of opaque force above the creature you are holding in your hand. It lasts for the duration or until the target drops to 0 hit points. It protects you and your companions from hostile creatures as long as it remains within your reach. When the spell ends, the shield disappears and creatures rarely regain hit points. It also inscribes a random string of words along the edge of the shield in a random location on the ground within 5 feet of the target. You can craft a new shield using the creature’s choice, however you choose. The new shield empowers you with darkvision, for the duration. The shield also protects you from fire damage, as long as it remains visible and not moves. If the shield cuts through a creature’s space to reach its weapon or ends its effect on a creature (such as a creature covered by the shield), a force of nature could be unleashed against it to stop it from reaching its full potential.
Evocation
Mind shield
60
Concentration, up to 1 minute
You create a mind shield made of slimy force that protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, it inscribes a mental image of a creature originating from the Ethereal Plane on the floor of a 30-foot cube within range. The shield lasts for the duration, and is composed of fine silver and crystal. You can use a bonus action to create the shield by using magic or by using an illusory duplication of magic. As an action, you can move the shield up to 30 feet in any direction, causing it to project a mental image of a creature originating from the Ethereal Plane on the floor of a 30-foot cube within range. You can use the shield to protect you from fey, undead, and creatures originating from beyond the Material Plane. The image remains for the duration, and when you move to a new spot within 30 feet of it, you can project the image from there. If the image overlaps any other surface or is on another creature’s space within 30 feet of it, the illusion becomes part of that surface and creatures originating from that spot can use this action to project the image. Reducing a floor-to-ceiling window to pieces, or opening a trapdoor to a floor higher than its ceiling, opening or locking it, or closing it all reduce the image’s contents within that area by up to 10 feet. When reduced to any different levels, the shield tears open or closes shut other windows or doors, and the image cuts to a minimum. Through the spell’s area restrictions, you can’t use a bonus action to cause a creature to be reduced to 0 hit points, and you can’t activate a magic mirror, a trap, or a spell, or use an action to affect an illusion that doesn’t exist. reduction (a || b) reduction to a creature’s speed.
Transmutation
Mind shield
90
Concentration, up to 1 minute
The attack of a weapon attacks a creature within range as if it were ammunition. A creature takes 4d8 psychic damage on a failed save, or half as much damage on a successful one.
Conjuration
Mind shield
90
Concentration, up to 1 minute
You create a shield of psychic force around yourself that protects you against death and the elements. Choose one creature within 30 feet of you that you can see. The target can use an action to make a Wisdom saving throw. On a failed save, the target takes 12d6 psychic damage, or half as much damage on a successful save. When you cast the spell and as your action on each of its turns until the spell ends, you can use an action to affect the creature again if the creature would die if it ever tried to breathe or if it ever needed to drink a substance it could not reach. The spell creates a protective web of teeth and skin that keeps those teeth connected to the creature’s mortal body. The web is 1 foot thick and 10 feet long. It lasts for the duration. If the creature w as injured by the spell or as it damages a creature damaged by it or by a weapon attack from its body or another creature’s body, the spell ends, and the spell is wasted. When the spell finishes, the protective barrier extends into the space between you and the creature. The protective web is as thick and flexible as metal or stone, and it extends into the space between you and the creature if you choose. You can use an action to move the shield up to 30 feet in any direction, and if the creature moves toward the shield, that creature can repeat its saving throw against the spell. As an action, you can move the shield up to 30 feet in any direction, and if the creature moves toward the shield while the shield is extended, that creature must first make a successful Constitution saving throw, taking 3d12 force damage on a failed save, or half as much damage on a successful one. The shield keeps a creature from falling or slipping. It is light to Medium or smaller, and it can hold a maximum of 5 pounds. When broken, the shield breaks easily and ignites at the point of impact. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect two additional creatures for each slot level above 7th.
Conjuration
Mind shield
Self
10 Days
This spell inscribes psychic force around a creature’s mind. The target must be somewhere within 100 feet of a place where the ability to perceive anything as up to 100 feet is not possible. The casting time is 1 minute. If you cast this spell during the same month that you cast the spell, the spell is effective against the first creature that you cast it on that day, against any other creature, and against both creatures and objects within 100 feet of where the illusion is created. Additionally, its effect can restrict the action of one human’s other hand during the casting. The spell creates an area of psychic force that is up to 100 feet on each side and 300 feet on each side Beyond the physical barrier, the spell creates a second illusion created by a similar illusion created by an illusion created by magic. This illusion lasts for the duration, if it exists At any point during the spell’s duration, a spectral guardian appears within 30 feet of the barrier and calls the spell into being. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the second illusion can affect up to one creature at a time. The creature can’t attack any time, and the first creature the creature attacks is paralyzed or incapacitated, the second creature’s designated friend, or the creature’s designated companion, appears within 5 feet of the barrier and calls the spell into being. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a spectral guardian appears within 5 feet of each creature for which you need the spell’s spectral guardian spell slot.
Teleportation
Mind shield
Self (30-foot cone)
1 Hour
You create a protective barrier of magical force between you and a creature of your choice within range. The barrier lasts for the duration or until you use an action to cast divination spells. You can exclude a creature within the barrier from being affected if you do so, along with all its hit points, within the last 30 days. While the barrier is in effect, a creature that enters the barrier for the first time on a turn or starts its turn there has advantage on all attack rolls, ability checks, and saving throws. The creature can then be shunted earthed into the nearest safe dwelling or chamber, the barrier crumbles if it is ever used against it, and the creature instantly witnesses its fall.
Abjuration
Mind shield
Self (30-foot radius)
Concentration, up to 1 minute
A shimmering barrier reaches to a target within 30 feet of it and protects it for the duration. The barrier blocks vision through the barrier, and the spell ends for that creature. While the barrier is active, any creature or object that would be within 30 feet of the target can pass through it, even if it is immune to its damage. For the duration, any creature or object immune to damage by this spell has disadvantage on all attack rolls it makes, and must use its action on each of its turns to regain control of its weapon. If the creature would instead be immune to its own damage, the creature would take half as much damage and be pulled 10 feet closer to the barrier. Both times the spell would normally end for the creature.
Evocation
Mind shield
Self (5-foot radius)
Concentration, up to 1 minute
Your skin appears translucent to creatures of your choice within 5 feet of you. You can make a flammable barrier between you and an extradimensional space, such as an open chest, a chest, a ram's chest, a chest ’tacked on top of a slotty, or a slotty with a staff in it. The barrier is 1 foot thick, and it lasts for the duration. You can create your own antimagic field and protect up to 5 creatures within it. Each creature that starts its turn in the antimagic field, or that starts its turn in the antimagic field of another creature, takes 1d12 force damage. An invisible barrier blocks its movement, but it lasts for the duration. At the end of each of its turns, an invisible barrier appears at the beginning of each creature's turn as an object made of stone or obsidian, a barrier that lasts for the duration. If the magic inscribe the barrier on a creature’s clothing or equipment, it activates after 1 minute, and the barrier appears on the creature if it uses its action on it or uses an intervention made by another spell of 4th level or lower.
Abjuration
Mind shield
Self (60-foot cone)
Concentration, up to 1 minute
A magical barrier extends down to 60 feet in a 60-foot cone in each direction along a creature’s line. The barrier appears in any spot within range and lasts for the duration. You can use a spell’s energy to crack the barrier, sending its magic into unoccupied spaces within range. If you do so, you cause it to crumble to dust, forming a 20-foot high barrier that lasts until the spell ends. It lasts only while solid materials are worn or carried by the target. The barrier is immune to arcane, psychic, or other divining effects, as well as to damage caused by its properties, such as death or death ward. The spell ends in the target being blinded or deafened.
Abjuration
Mind shield
Self (60-foot cone)
Concentration, up to 1 minute
You create a 20-foot high, 20-foot wide shield that protects you and your companions against nonmagical ranged and spell-like attacks. The shield lasts for the duration. Creatures are immune to cold damage and fire damage, and spells and magical effects that target one or more of these creatures are suppressed for the duration. The shield disappears when a creature uses your action to cast a spell, or if you cast a spell, while it lasts. It protects you and your companions, but attacks and spells that target one or more of these creatures can not be suppressed. The shield lasts for the duration, but its damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Evocation
Mind shield
Self (60-foot cone)
Duration: Concentration, up to 1 minute
You create six rays of blackness on the ground below. Each ray can penetrate armor or barriers up to 1 foot thick, and it spreads around sufficient to create pillars, like so: A 20-foot-tall cylinder of crackling crackles with fire and streaks toward a creature within reach. That creature must succeed on a Dexterity saving throw or be pushed 1d10 x 10 feet away from you in a direction other than your current direction. As part of casting the spell, you can target one additional creature for each ray. If you target three creatures with a ray, you can target four others with four rays, or you can target five others with six rays, or you can target seven others with eight rays, or you can target nine others with ten rays, or you can target eleven others with eleven rays, or you can target twelve others with twelve rays, or you can target thirteen others with thorns, suns, and talons, or you can target fourteen others with thorns, suns, and talons, or your hand can reach into the cloud and touch one creature you choose within 30 feet of the target. Such a spell releases a restrained target that isn’t being carried or carried out of the cloud, allowing it to do nothing other than briefly rest and then return to the cloud.
Conjuration
Mind shield
Self (60-foot cone)
Until dispelled
The shield glimmers in the gloom of your choice that this spell is evergreen, forming a protective barrier up to 60 feet thick around a point within range. A barrier of green light blocks vision of your choice that is 5 miles or more on a side, and you might cause it to wicker as you move. The barrier lasts for the duration or until a spell of 2nd level or lower damages it. When the barrier appears, each creature in it must succeed on a Dexterity saving throw or become blinded until the spell ends. Also, one creature blinded by the shield—its transparent armor and organs—determinedly latches onto the shield and attempts to attack the shield with a melee weapon attack. If the creature successfully saves against the attack, the creature is no longer blinded but becomes charmed by it until the spell ends, at which point the creature becomes charmed by another creature. The charmed creatures are friendly to you and your companions for the duration. Creatures that don’t belong to a particular political party have no effect while the charmed creatures are away.
Conjuration
Mind shield
Self
Concentration, up to 1 day
A veil of life and nonmagical energy wreathes your body, raising it above water. You see and hear as if you w ere blinded. If at the start of your casting, you cast this spell without first thinking about its appearance and uses only the appearance of its eyes, then you instead use its mind to create a protective barrier around its body and soul. The barrier, which lasts for the duration, surrounds your soul and insures your immunity to psychic damage. As one of your moves, you can move up to five feet in a straight line behind the barrier for halos in its area. You can also move across it in a straight line to a random spot within 5 feet of it, appearing in any direction. This spell's area of effect is a 30-foot cube that isn't obscured by walls, but it can contain up to 10 cubic feet of nonmagical solid rock. If you cast this spell without first thinking about its appearance and uses only the appearance of its eyes, the barrier can hold as many as 100 cubes.
Evocation
Mind shield
Self
Concentration, up to 1 minute
A shield made from soft matter surrounds a creature you choose within range and inscribes the creature’s true name. The creature can cast a true name spell using the chosen language, or use the chosen language of another creature as described in its description. If you spell with such a shield, your spell has no effect while it is in place. The shield lasts for the duration, if its energy is full. If you cast this spell over a longer period of time, the spell has no effect while it remains in use. If you cast it over a longer period of time, the spell has no effect while it is on the same plane of existence as you. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can create a different shield with a 1 inch diameter cylinder. Using a spell slot of 4th level or higher, you can create two shields created by the same spell. The shields can be as slender as a human’s waist, or as long as a humanoid’s hip. In any form you choose, both shields project into the air as a seamless barrier.
Evocation
Mind shield
Self
Concentration, up to 1 minute
A shield of crystal clarity and clarity of vision appears on your person. Each creature other than you in a visible location must make a Wisdom saving throw. On a failed save, the creature is blinded for 1 minute and deafened by 30 feet for 1 minute. Creatures blinded by this spell are deaf as well as see in an odd and luminous part of the moon for 1 minute, after which time it can see into the Ethereal Plane and can’t see anything beyond it.
Transmutation
Mind shield
Self
Concentration, up to 1 minute
A shield that inscribes mental images of the kind that you perceive to be true or possible in a single image, animated by magic, springs into existence for the target and protects it from harm. The image can be as small as an obscuring image or as large as a page of parchment. The image persists for 1 minute or more before vanishing. You can inscribe the image as a translucent, 3-foot-by-5-foot image with a 10-foot radius on each side, or as a 3-foot cube with a 10-foot radius on each side. You can shape the image as you would any other glyph, creating a creature portrait or other symbol with which to symbolize an illusory image. If you create an illusory image, you can specify an image that is simply an illusion, a representation of an illusory image of something beyond your control, or an entirely different image that is both too vague and too heavily colored to properly represent an illusory image. As with images fabricated by divination spells, the illusory image created by the spell can be any image of an object, a creature, or some other visible phenomenon that is present within a certain manner or dimension. For example, the image of a lich or a crown prince can be created using the image's illusion sensitive properties. Alternatively, you can inscribe an illusory image of a god or an elemental that doesn’t exist, one that doesn’t exist at all, or one that is purely fanciful and therefore impossible to describe. If you create an illusory image that is overly detailed, detailed, or simply looks fake, the creature is demoted to a minor illusion, requiring a special activity to the creature’s good. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the illusory image created by the spell increases by 1 MB for 30 days, to a maximum of 500 images. For every 2 images created by this spell, 3 images increase to level 3. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell increases by 2 images for each slot level above 3rd.
Illusion
Mind shield
Self
Concentration, up to 1 minute
This spell grants a phoenix feather to one willing creature you can see within range. An unwilling creature can use its action to attempt to exhale a calming magic within range. When you cast this spell, choose one feather that you find closest to where you cast this spell. If you cast the spell against a creature, an object, or a creature that you can see within 30 feet of you, the spell fails. Choose one feather to create a phoenix feather shield. Each creature in the shield when put into its egg sacs is surrounded by a translucent force field, with wings spread wide and a disk of golden light hovering 40 feet in
Mind shield
Self
Concentration, up to 1 minute
Your body is bonded to the mind of one creature that you can see within range. Until the spell ends, this creature can’t cast spells or affect objects and can't make attacks or possess magical items. While bonded to the creature’s mind, spells and magical effects can be cast, summoned beasts can’t take actions or possess magical items, and creatures are inherently inclined to attack other creatures. Creatures that aren’t bonded to you can do nothing harmful to the target or the target’s mind or animate objects, and any creature that has one of the senses protected by the mind shield (sight, hearing, coloration, or both) gains no mental ability to act on the target’s behalf.
Abjuration
Mind shield
Sight
Concentration, up to 1 minute
Your mind shield appears on the attacker, shielding him or her from the effects of your spells for the duration. His or her mind fills in the gaps in your vision, but the shield is temporary and can't extend into a permanent barrier. While the shield is active, your melee weapon attacks deal an extra 1d6 psychic damage on a hit, unless you choose an effect that allows you to switch to a shield effect. When your melee weapon attacks deal an extra 1d6 psychic damage, you instead deal 1d8 psychic damage to any creature or object within reach.
Evocation
Mind shield
Touch
1 Hour
For the duration, a creature you touch or touch and that can’t already be affected by a spell is immune to that spell for the first time on the same turn it enters the spell’s area, if it remains prone and hostile to that creature for that duration. While a creature is covered by the skin of a shield made from thin ice when you cast this spell, a creature wearing armor set at least one size category greater or smaller than the creature’s height can‘see and can‘see through the skin of the shield up to 60 feet. If the creature is Large or smaller, it must agree to the extent of the armor and must use its reaction to make a Strength saving throw. On a successful save, it can switch to a size or form of Medium or smaller. If another creature is using armor that it doesn’t have, that creature can‘t become a size or form of Medium or smaller. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th.
Transmutation
Mind shield
Touch
1 Hour
This spell grants temporary protection from cold and frost, a measure of preservation against hostile frost, against incorporeal creatures, and against light and magical gases, such as water and gas. You touch a willing creature and agree to grant her temporary restraining effect (TIN), a harmless sensory effect that extends into the future. At the time you give the spell a name, you also agree to grant her temporary restraining effect, a measure of preservation between you and the start of your next turn. You must give her the option to end this agreement before the spell ends. If you give her the option to end this agreement before the spell ends, she can end it early. You learn the statistics for this spell as part of your spellcasting. When you cast this spell, and before you finish your next long rest, each target assumes the statistics for its Hit Dice (the higher the hit point maximum, the longer the spell lasts). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Mind shield
Touch
1 Hour
You create an invisible barrier of ice between you and a creature of your choice within range. The barrier lasts for the duration or until you cast this spell using a spell of 2nd level or higher. If you cast it using a spell slot of 3rd level or higher, the barrier lasts for the duration or until you use an action to erect it. It sheds bright light in a 5-foot radius and dim light for an additional 5 feet. The barrier lasts for the duration or until you cast this spell using a spell slot of 4th level or higher. When you cast the spell, choose one of the following two effects to create the barrier. If you cast the spell using a 5th level spell slot, the barrier creates 1 foot of ice between you and the creature. If you cast it using a 6th level spell slot, the barrier creates 1 foot of ice between you and a creature of your choice within 5 feet of you.
Protection from Wind.
Evocation
Mind shield
Touch
1 Hour
Your magic shields the minds of up to eight Medium or smaller creatures you touch. Each creature that you make a melee attack with regards to its saving throw must succeed on a Wisdom saving throw or be affected by the spell. On a failed save, a creature becomes charmed by you until the spell ends, at which point the charmed creature must use the opportunity to attack you again on each of its turns and end its turn as charmed by you or by another friendly creature.
Divination
Mind shield
Touch
1 Hour
You touch a willing creature or a solid object that you can see within range. The target’s armor is breached and one piece of armor that fits within 10 feet of the target is imbued with the power to shield it against attack and damage. Should the creature attack or take damage, the piece of armor deals an extra 1d8 damage to the target. A creature can use its action to reroll a d20 roll for the target; the roll is a d10 and would be missing one piece of armor. If a creature would roll a d4 and add the number rolled to its d8, roll a second d20 and subtract the number rolled from the d8. On each of your turns after you cast this spell, you can use an action to mentally command the creature you depicted or choose a verbal command that the creature obeys. The creature knows nothing about the current situation and can decide to continue, even if it might face the threat of death. To control the creature in this way remains a mystery to the creature, who can use other actions as outlined below as well as any mind-affecting effects brought to bear on the creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Abjuration
Mind shield
Touch
1 Hour
You touch a willing creature. This spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or a thin sheet of lead of any material. If you cast this spell without first preparing a password that complies with the password inspection requirements of the spell, the spell fails if you use a password that doesn’t meet the password inspection requirements.
Abjuration
Mind shield
Touch
1 Hour
You touch a willing creature to grant it the ability to see things as they actually are. For the duration, or until the target has its own visible mind, the target can see and hear things that it can see, and can see through illusions and other illusions that the target can see. The spell ends if you use your action to do so. You can use your action to dismiss the spell. If you do so, the spell ends.
Abjuration
Mind shield
Touch
1 minute
You create a shield covered by a calming force that surrounds you. It lasts for the spell’s duration or until a sudden gust of wind disperses the barrier. When you cast the spell and as a bonus action on a subsequent turn you can move the shield up to 30 feet, using all the available movement to do so. It lasts until the spell ends. When the shield overlaps with your body, the calming force in it crumbles and the barrier disappears.
Conjuration
Mind shield
Touch
24 Hours
A protective wall of strong, opaque force is drawn around a willing creature you
Mind shield
Touch
24 Hours
You touch a willing creature and ask it to become immune to all damage and effects for the duration. If you cast the spell through a nonmagical door, spell door, or by opening a door to the general public, the target becomes immune to all damage until it drops to 0 hit points. The spell ends if you drop to 0 hit points. For the duration, the target has resistance to nonmagical damage, and it has advantage on Strength checks and Strength saving throws. The spell can also end a sustained or sustained spell of exhaustion, using different words. When you cast the spell again, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Evocation
Mind shield
Touch
Concentration, up to 1 hour
A shield of hope springs into existence around a creature who you can see within range. The shield protects the target from death and otherworldly horrors. For the duration, the target has resistance to psychic damage, and it is immune to all damage and status effects. The shield also has resistance against attacks of opportunity. A creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. The shield appears on the target’s physical or magical body and dim light for the spell’s duration. The shield empowers the target with positive energy, a wave of positive energy capable of moving the creature. The creature is surrounded on all sides by a radiance of silver and radiance of green that lasts for 1 hour. The spell fails if you cast it more than once, if you have no active wards against it, or if you restrict its movement.
Transmutation
Mind shield
Touch
Concentration, up to 1 minute
Your skin turns stone. You create a 100-foot-radius, 20-foot-high cylinder of shimmering, translucent force, and then form a shield around it. The shield extends out from you in a straight line extending from your shoulder to your hip. It lasts for the duration. Each creature in the cylinder when you cast the spell must succeed on a Strength saving throw or become restrained in the shimmering force until the spell ends. While restrained by the shield, the target can make a Dexterity saving throw. On a failed save, the target takes 6d6 cold damage, and it is subjected to an arcane spell effect that ends its turn. On a successful save, the spell ends. If the spell ends early, the spell remains in effect until the target wakes up, at which point the spell ends. A restrained target can use an action to a melee attack against a different creature that you can see within 30 feet of it, returning the attack to its normal path. If the creature’s speed is low, it can make a Strength (Athletics) check against your spell save DC. A creature automatically succeeds on the check. If the creature is fighting or carrying out a spell or a magical effect with a crafted weapon, it can have it’s slam attack, which would deal 6d6 cold damage to the target, instead. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the creature is no longer restrained by the shield.
Transmutation
Mind shift
120
Instantaneous
You awake one willing creature of your choice that you can see within range. The target must make an Intelligence saving throw. On a failed save, it takes 1d6 psychic damage. On a successful save, it takes half as much damage and isn’t blinded by poison. You can thus neutralize the spell’s damage type and shift the creature's reality so that it is immune to psychic damage and unable to make any mental ill effects. The spell ends if you cast it again, if you cast it again after spending 1 minute incapacitating the target, or if you end your turn incapacitated by another spell.
Conjuration
Mind shift
30
Concentration, up to 1 hour
You gain the ability to project your thoughts onto a creature you can see within range, as long as that creature can’t be more than 30 feet away from you. For the duration, the target can have up to ten nonmagical thoughts floating in it, reading, writing, or both. The thought can describe
Mind shift
60
1 Hour
You awaken one willing creature of your choice that you can see within range, some unoccupied. The target assumes the shape of a willing creature (identical to a chimaera) until the spell ends or until you change the target’s mind to feign surprise, deception, or whatever it is. Once the target begins feigning surprise or deception, the spell ends. The spell has no effect on undead or constructs. If the target is charmed, frightened, or possessed by a creature other than the target, the charmed or frightened creature can use an action to succeed on a Wisdom saving throw with advantage, and the creature can repeat the saving throw with disadvantage. The creature can spend 1 minute viewing images of the target on its mind, as long as those images are completely visible to the charmed or frightened creature. Such images can appear to be images of a creature or a deliberate illusion. Such images can be of a creature or an illusory image, a creature’s symbol or symbol, an illusion created by an illusory image created by an illusory image spell. Such images can’t appear to be images of real objects or people. Such images could even appear to be images of a false memory. Such imagery might be based on a mere mortal’s memory of a specific event, a fanciful image or description of a specific creature, or a true and immediate past or present but lacking direct experience or memory. Such images could also be fabricated by other creatures, creatures with which the target is familiar, magic items created by a spell, or magical runes magically created by a long-dead deity. While such images might appear to be images of real things or of illusionary powers, they aren’t illusions—they are merely a possibility. The DM chooses the image’s appearance, the image itself, and the DM chooses the illusion’s material component. An illusion can be created only by a successful Wisdom saving throw against necromancy.
Illusion
Mind shift
Self
Concentration, up to 1 hour
This spell makes one willing creature of Medium size or smaller who you choose mentally shift as a bonus action on each of your turns until the spell ends. You can use a bonus action to mentally shift a creature to another plane of existence. You can also use a bonus action to cause a creature to appear in a different plane of existence than your current one, at which point it must make a Wisdom saving throw. The creature must use one of its senses (sight, hearing, instinct, or something along those lines) to see the new reality of the moment, despite your telepathic link with it. It is possible for the creature to survive the shock of seeing itself represented as an enemy or threat in an unlikely source.
Divination
Mind shift
Touch
1 Hour
You seize the form of another creature as your main tool for the duration. It can be up to you, up to the number of willing creatures it obeys while you are conscious, up to the number of effects it produces while you are conscious, or to a greater extent. While this spell has a target, it creates such a creature. The target only knows where the spell is placed and when it causes effects that would create a permanent or temporary obstacle to its movement, such as a wall of ice or a glowing globe, the target perceives the spell and behaves in whatever manner necessary to achieve its intended end. To achieve this end, the target must become aware of its surroundings and can move so as to avoid approaching. If the target is trapped in the target’s space and is holding it while the spell is active, it escapes safely to the nearest unoccupied space of its choice (if the target has one). You can also use this spell to create illusions or other visible images of figures or people that you think are beyond the target’s vision, as with sending a message to a stranger.
Illusion
Mind shift
Touch
1 Hour
You touch a willing creature and ask it to move to an unoccupied space that you can see within range. For the duration, that creature has a +5 bonus to AC for each slot level above 3rd. The bonus increases to a maximum of +5 at each casting of the spell. The target gains no temporary hit points. Additionally, no temporary hit points or activated abilities are affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect the target twice more often, ending the effect on itself on a success.
Transmutation
Mind shift
Touch
Instantaneous
This spell affects one creature who you can see within range. You touch the target and allow it to experience a mild sensory shift. The spell lasts for the duration or until you use an action to mentally command the creature, which must be within range. The creature must make a Wisdom saving throw. On a successful save, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Conjuration
Mind shock
10
Instantaneous
You unleash a shock of mad power on a creature or a construct within range that didn’t make an attack roll until the start of your next turn. Choose one of the following effects, which can’t reduce the target’s hit points or attack area: • Your construct’s hit point maximum is reduced to 0. If your construct hits with a weapon attack before its next turn starts, the creature takes 4d8 bludgeoning damage instead of 5d8 bludgeoning damage. • The target takes 5d8 necrotic damage instead of its normal level. • The target has disadvantage on attack rolls against you, and the spell can no longer be cast after it ends. • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of the spell increases by 2d8 for each slot level above 1st.
Necromancy
Mind shock
120
Concentration, up to 1 minute
A Medium humanoid or smaller beast you see within range appears dumbfounded, and must make a Wisdom saving throw. The target takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. That damage is reduced by half if it isn’t visible or invisible, and half if it isn’t visible or invisible. For the duration, a dumbfounded creature has disadvantage on attack rolls
Mind shock
120
Concentration, up to 1 minute
If you have a Medium or smaller creature or a Large target (or a creature of Medium size or smaller), your spell creates a range of unprovoked melee attacks on targets within 5 feet of it. Each target must succeed on a DC 20 Wisdom saving throw or take 1d8 lightning damage (if any) and be stunned until the spell ends. The spells damage also applies to you, so avoid giving creatures too much ammunition. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d6 for each slot level above 1st.
Evocation
Mind shock
120
Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon passes through the opening’s gap at the target creature’s—not-close enough to the creature’s face to hit. That creature can’t willingly move away from you, and if it does so, it must make a Wisdom saving throw. On a failed save, the creature takes 10d10 necrotic damage and is stunned for 1 minute. If a creature uses its action to attack a target other than the creature where it’s touching the melee weapon attack, the creature takes 30d10 necrotic damage, and the spell ends for that creature. If you cast this spell again and again the spell ends for that creature, the spell ends for that creature if it ents the same spot as you and if it uses another spell of 3rd level or lower on its turn, if it ents a different spell slot, such as fireball, at the start of its next turn. This spell can’t affect a creature that is wearing armor or that has a ring finger on it (for example, the warding magic of the sword embling from its staff might have shielded the wyvern from the frost). At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 2d10 for each slot level above 4th.
Abjuration
Mind shock
120
Concentration, up to 1 minute
You attempt to crush a creature within range by causing it to become frightened. Until the spell ends, the target has resistance to psychic damage, and it has advantage on saving throws against being frightened.
Summon other demons or spirits
90
24 hours
You summon a demon, an undead, a spirit, a beast, or a strange, unfriendly creature. Choose one of the following creatures: human, fiend, or fiend hunter. The summoned creature is friendly to you and your companions for the duration. The summoned creature can be summoned with another creature or with an unwilling creature. While summoned by a creature, you are bound
Mind shock
120
Concentration, up to 1 minute
You attempt to shock a creature in an unoccupied space that you can see within range. It must make a Wisdom saving throw. On a failed save, the target takes 1d8 necrotic damage, and it can’t take reactions, including making a melee attack with a weapon, until it has expended all its movement and is no longer blinded or deafened. When the spell ends, the spell ends, and the target is shocked until it refills its satchel. The spell destroys any books or other valuables that are within 30 feet of the area and also stops any spells other than those cast by spells or wrought by natural weapons from targeting it.
Illusion
Mind shock
120
Concentration, up to 1 minute
You create a nonmagical force field on up to five creatures of your choice within range. Each humanoid within range, other than you, or creatures other than you, must make a Charisma saving throw. On a failed save, the target takes 1d12 psychic damage (the DM chooses the higher saving throw) and is stunned for the entire duration. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While stunned, the stunned target can’t return to its normal behavior, unless its creature-companion, a construct, or some other creature harms it. The stunned target can’t use an action to examine itself for magical properties, as normal, until it has determined what is amiss. If something odd occurs while stunned, the creature that w as affected by this spell can use its action to issue a Wisdom ‑Deflection check to determine what effect the spell has. If it has— — or casts a spell, using its action to examine its equipment, its weapons, and other stuff for magical properties, the creature can use its action to check its charmed condition on a 5-minute effectual. If it has succeeded on either check, the spell ends. Otherwise, the creature has disadvantage on the saving throw. If the creature is attacked while stunned, it can use an action to send a loud boombox flying toward the creature, who is blinded and deafened, or to make a music sound and hit the creature if it can hear what it hears. In this way, you use your action on each of these checks to protect your target from being stunned.
Evocation
Mind shock
150
Concentration, up to 1 minute
Choose one creature you can see within range. A flurry of sensory energy erupts from within you and streaks from one creature's mouth to the other, mimicking the sounds of a game of Magic. The target takes 10d6 psychic damage, and then the spell ends.
Abjuration
Mind shock
150
Instantaneous
You create a tizzy, causing up to three creatures of your choice within range to make a Wisdom saving throw. A target takes 5d10 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also suffers one disadvantage on attack rolls against you for the duration. These effects last for the duration, and can’t reduce a target’s hit points or spellcasting ability. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Conjuration
Mind shock
30
Concentration, up to 1 hour
Duration: Concentration, up to 1 minute (see below)
Instantaneous
You weave terrible power between the physical and the magical to create an implacable barrier between you and your enemies. The only way to break through the spell's magical inscrutable force is to strike from a different plane of existence. To do so, you must make a melee spell attack against one of your enemies: a fey creature or a fiend. On a hit, the target suffers 1d12 necrotic damage, and it can’t take reactions, reactions worth 30 hit points. It instead takes 1d12 + 1 necrotic damage, and it is blinded and deafened for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st
Necromancy
Mind shock
30
Concentration, up to 1 minute
A 15-foot—radius sphere of mind-affecting energy springs into existence, centered on a point you choose within range. The sphere lasts for the spell’s duration. When a creature takes damage equal to half the spell’s power at the start of its turn, it can use its action on a new hit to create a mind-affecting scar on its body. As a bonus action on each of your turns, you can move the scar up to 20 feet and repeat the process for its duration. After you make the saving throw, it dies. In addition, you can create a construct or a spell using magical energy from the scar. The scar makes it impossible for the creature to regain hit points after its last use of the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the scar increases by 2d6 for each slot level above 5th.
Necromancy
Mind shock
30
Concentration, up to 1 minute
A 20-foot long shadowy force springs from your fingers in a direction you choose within range. The force sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. Any creature or object within reach is affected as if it had been injured. The force damages whatever it comes into contact with and, if it’s an object, shapes what it comes into contact with as if it were hit. If you have no fingers, the force spreads around the base of the creature’s feet.
Evocation
Mind shock
30
Concentration, up to 1 minute
Your mind begins to warp in response to a threat, such as one created by a threat that deals an extra 1d4 damage, a threat that creates an opportunity for a target to escape from a trap created by an effect or an illogical circumstance, or another nonmagical spell. The mind of a creature created by mind storm is affected by this spell. If you create a mind storm affecting a creature of your choice that speaks a language other than your chosen language, the creature has advantage on the saving throw. On a failed save, the creature can’t speak anything but its natural language of the chosen language until the spell ends. During this duration, the creature has disadvantage on attack rolls against creatures within 5 feet of its home language.
Enchantment
Mind shock
60
24 Hours
A Medium tremor shakes the ground in a 15—foot radius centered on an area of your choice that you can see within range. The ground in that area becomes soft and damp, until a minimum of four hours has elapsed since you cast the spell’s effect. Until then, each creature within 15 feet of the tremor must make a Constitution saving throw. On a failed save, a creature is restrained while re-entering the ground in that area. While restrained by the spell, a creature can make any noise it chooses that is above the noise of its surroundings, and it can’t speak aloud, as the ground in the area becomes soft and damp. In addition, whenever a creature within its area of effect moves or comes within 60 feet of the tremor, it makes a different saving throw, which makes it prone. A restrained creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it frees itself and makes another Wisdom saving throw. The ground in the area becomes soft and damp for the duration The ground in that area becomes soft and damp for the duration Reducing a tremor to a state of its own makes the tremor lessened. Pain and suffering keep falling. Each creature within 5 feet of the tremor must make a Constitution saving throw. On a failed save, a creature takes 1d8 necrotic damage and/or is blinded for 1 minute. At the end of each of its turns, a blinded creature can make a Constitution saving throw to regain control of its mind. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its damage increases by 1d8 for each slot level above 1st.
Necromancy
Mind shock
60
Concentration, up to 1 minute
A spectral, unseen force appears and lashes out at a creature within range, causing it to make a Charisma saving throw. Make a ranged spell attack against the target. On a hit, the creature takes 20 radiant damage, and it takes 20 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increase by 20 for each slot level above 3rd.
Abjuration
Mind shock
60
Concentration, up to 1 minute
A target reaches for some kind of magical restraint on another creature’s movement. The creature seems to have no recollection of what it did or could have done at the time. The spell can target one creature that you can see within range. If the creature can’t recall anything about the spell, the casting is wasted. The creature recalls nothing about the spell. It recalls nothing about the creature’s location while in the spell’s area, but the memory isn’t permanent. The creature doesn’t learn who created the spell or the effect of the spell, nor does it know what its location is or what conditions might be encountered there. In addition, the target doesn’t learn if any of the following effects or effects might apply to it: - You create a fey steed that w ill eat plants and animals - You create a fey dragon that w ill fly When the spell ends, the fey dragon falls to the ground and makes a 15-foot galloping dash to a space you choose within range. On a successful jump, the fey dragon can’t w ill fly, but it becomes tangled in vines and falls painfully, causing it to be restrained.
Transmutation
Mind shock
60
Concentration, up to 1 minute
Duration: Concentration, up to 1 minute You transform up to six creatures of your choice within range. Choose one of the following forms for each target, acting as though it were a different creature. When you make a transformation, choose a creature type and target it for the spell. The target retains half the normal statistics it had as a weapon, as well as any racial or class features it might have had as a creature type. The target assumes the hit points, hit points, Hit Dice, and Constitution saving throws of its natural melta form (called "legs"). The target gains a number of temporary hit points equal to 1d6 + your spellcasting ability modifier per level of your spell’s spell’day. These temporary hit points can’t be replaced by temporary hit points from a spell slot available at the same time a creature dies. If you cast this spell each day for a full week, you can have up to six of its non-instantaneous effects activate and have them restored at the same time.
Transmutation
Mind shock
60
Concentration, up to 1 minute
This spell causes the target to experience a sensory shock like none other. The spell lasts for the duration or until you use an action to dismiss it. It can also cause the shock, which can use one effect from another spell or a creature’s mind, such as a snarl or a scream. The shock causes the target to flinch and to make a Wisdom saving throw. On a failed save, the target takes 1d10 psychic damage, and it has disadvantage on attack rolls against creatures other than you. At
Mind shock
60
Concentration, up to 1 minute
This spell targets up to one willing creature each round it has an effect that you choose that would target one willing creature other than yourself. As an action, each target must make a Wisdom saving throw against a Mind Trick using an earlier round of the spell. If it succeeds, it is no longer affected by the Mind Trick. This spell destroys Mind Trick effects in a manner similar to the Mind Blast spell in its area. Additionally, if you cast this spell in the same location every day for a week, creating one hundred forty-three possible effects, this spell destroys the Mind Trick in its entirety. At the end of each of its turns, a Mind Trick victim can make a Wisdom saving throw to automatically suppress the Mind Trick, and the spell ends for it.
Abjuration
Mind shock
60
Concentration, up to 1 minute
You attempt to send a shock wave through a creature, causing it to erupt in a 30 footradius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature erupts in a spray of acid and cold damage of your choice that lasts until the end of your next turn. The acid damages any creature in that area and creates a 20-foot cube in the acid for each creature by the spell’s area. Any creature that makes a saving throw against the spell must use its action to take 1d6 bludgeoning damage on that turn. On a successful save, a creature takes half the damage dealt by the acid. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Evocation
Mind shock
60
Concentration, up to 1 minute
You attempt to shock a creature within 30 feet of it with a mind-affecting sensory shock. Each creature in that area must make a Wisdom saving throw. On a failed save, the creature takes 6d8 psychic damage and must use its movement on each of its turns to move at least 15 feet away from you in a direction that you choose. The creature can move alone, with other creatures as close as possible to you. While other than as a creature, the creature can move and is affected by the mind-affecting sensory shock. The creature can make a Wisdom saving throw at the end of each of its turns, ending the sensory shock. If the creature fails the saving throw, its mind begins to lash out at random from among the sensory shock effects it includes. Each time a creature uses its action to move within 30 feet of the affected creature, it must make a Wisdom saving throw. On a successful save, it can use its action to move up to its speed so that it can pass, but until the spell ends, the creature can move only up to its speed. The creature can move only along uneven terrain or inside structures or within reach of the walls or other supports.
Enchantment
Mind shock
60
Concentration, up to 1 minute
You cause shimmers to form in the earth or in objects created by an action on a flat surface that you can see within range. The shimmers are a range of 30 feet for the spell. The shimmers last for the duration. The spells used by the shimmers can’t reduce a target’s physical defenses below 1 hit point. When a target drops to 0 hit points, it is subjected to crippling fatigue, and the target regains 1 hit point every minute for 10 days. At the end of every 10 days, the target can maintain its high condition, but its mental condition is reduced by 30 percent, to no level more than once.
Necromancy
Mind shock
60
Concentration, up to 1 minute
You conjure up a creature with an Intelligence of 5 or lower whose Intelligence is equal to or less than the amount of time you have left in either hand. The creature can make a Wisdom saving throw to avoid being shocked, and it takes 14d6 psychic damage on a failed save, or half as much damage on a successful one. The shock has no effect on you and you become stunned until you take the next spell of the creature’s level or until another spell of its level is cast. You can dismiss this spell as an action. While stunned by any of its effects, the creature has advantage on attack rolls against you and other creatures. When you cast this spell, you can have the stunned creature be a member of the Hit and Run Club, as the creature is called by its creator, or you can have the creature be affected by a magic door spell. Both options work, though you must use an extra action to cast this spell.
Conjuration
Mind shock
60
Concentration, up to 1 minute
You create one of the following effects within range: • You cause a target or a creature that you can see within range to become charmed, frightened, or possessed of some other ability or trait. • You make a melee spell attack for a target that is under the age of 20, and if the target is not charmed, frightened, or possessed of such a ability or trait, you have the ability to end the effect. • You have resistance to one damage type of your choice, which might be Strength or Dexterity. • The target is restrained, the target has trouble moving, and you have resistance to one damage type of your choice, which might be Constitution or Magic defense. • The restrained target can make a Wisdom saving throw, taking 8d10 lightning damage on a failed save, or half as much damage on a successful one. • You banish a target into an extradimensional space that is a copy of the space created by this spell. The extradimensional space can be up to 30 feet on each side, and the bane at the top of the extradimensional space grants the creature an uncontrollable urge to harm others. The creature must maintain its concentration on a spell of 3rd level or higher, and the spell ends for the creature if it can’t do anything difficult or difficult to do that requires concentration.
Conjuration
Mind shock
60
Concentration, up to 1 minute
You create sensory effects in the minds of up to ten creatures of your choice that you can see within range. When you cast this spell using a spell slot of 60th level or higher, the effects last for the duration—up to 24 hours if you are using a spell slot of 6th level or higher, up to 24 hours if you are using a spell slot of 7th level or higher. If you use a spell slot of 8th level or higher, the effects last for the duration—up to 10 days if you are using a spell slot of 12th level or higher, up to 24 hours if you are using a spell slot of 14th level or higher.
Transmutation
Mind shock
60
Concentration, up to 1 minute
You shape a creature and affect it with a shock spell. Each creature of the type you choose must make a Strength saving throw. On a failed save, a target is pushed 10 feet away from you and restrained with a harmless sensory effect until the spell ends. The restrained target can use an action to make a Wisdom check against your spell save DC. If it succeeds, the spell ends.
Transmutation
Mind shock
60
Concentration, up to 1 minute
You shape an illusory creature that must be completely invisible to be noticed, appearing as a shadowy figure in places and appearing as a normal glowing object hovering in the air. Until the spell ends, the illusion can be activated by casting a mind boggling 100-foot-radius sphere centered on that target and centered
Mind shock
60
Instantaneous
Choose an area of nonmagical damage that you can see just beyond the attacker’s reach and that is not itself magical. You make the damage look like it would be caused by a magic spell. For the duration, as a bonus action, you can make another magical attack for which the target has advantage, and if you have the Attack action during the spell, you make the attack using the bonus action, not using the spell or using a bonus action, or casting this spell again to resolve the problem. While you make the attack, you can make any spell cast on the target reduce the damage by one, but the spell only reduces the damage if you have the creature’s maximum Hit Points. The creature is restrained while making the attack, and the spell ends if you use either action on it to do anything harmful. At Higher Levels. When you cast this spell using a spell slot
Mind shock
60
Instantaneous
The power of your mind springs into being, forcing you to its greatest extent to shatter the illusions and delusions of others. Choose up to three creatures within range. You manipulate the creatures for 1 minute, after which point the creature can’t talk. You can mentally command any creature you made with this spell, making the creature understand your plan and act accordingly. Make the choice of either a phaser pulse, a bolt of lightning, or a shockwave. Parry. Each creature that ends its turn within 5 feet of you or one of its companions must use its reaction to parry the pulse, unless the creature uses its action to do so. A phaser pulse deals 2d4 lightning damage to each creature that ends its turn within 5 feet of you or one of its companions. Parry. Each creature that ends its turn within 5 feet of you or one of its companions must parry the shockwave, unless the creature uses its action to do so. Parry. Each creature that ends its turn within 5 feet of you or one of its companions must parry the shockwave, unless the creature uses its action to do so. A shockwave. You
Mind shock
60
Instantaneous
This spell creates a miniature shock to frighten creatures into attacking. You choose a creature within range and animate up to one beast or bard, and up to one nonhostile creature (such as a fey or merfolk creature) within 10 feet of it for the spell. Make a ranged spell attack. On a hit, the target takes 2d12 psychic damage. Whether you hit or miss, the spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, your spell damage increases by 1d12 for each slot level above 2nd.
Evocation
Mind shock
60
Instantaneous
You create a ''mind shock'' within a 5-foot-radius sphere centered on a point within range. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration of the spell. Additionally, one creature of the target area becomes frightened of you, one creature for each creature that is within 5 feet of you. The frightened creature must make a Wisdom saving throw at the start of each of its turns. A frightened creature succeeds saveuff the target area with a calming calming spell for half as long as the spell ends.
Evocation
Mind shock
60
Instantaneous
You create an instantaneous shock that inflicts 1d8 psychic damage to any creature in range. The shock spreads around corners, and creatures within 10 feet of the area either fall or become stunned. The shock damages any creature in the shock’s area, causing it to make a mental mental check (no action required) against the spell’s saving throw DC for each stunned target. A target can make a Wisdom saving throw to automatically dismiss this spell. On a successful save, it takes 1d8 psychic damage, and the spell ends.
Transmutation
Mind shock
60
Instantaneous
You turn invisible objects and magical effects into shock, causing them to erupt wherever you choose and dealing significant damage. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on a Dexterity saving throw or be stunned until the spell ends. It lasts until the spell ends. An instantaneous shockwave, similar to a bolt of thunder, appears in the space you choose and moves 300 feet in each direction you choose, dealing 2d4 lightning damage to any creature within 5 feet of you. The shockwave can reach multiple feet in one direction: up, away from you, or streaking across the ground. Each creature stunned by the shockwave must make a Dexterity saving throw. On a failed save, a creature takes 1d8 lightning damage and is knocked prone. A creature stunned by the shock can use its action to make another Dexterity saving throw. On a successful save, it takes half as much damage and isn’t knocked prone. In addition, a stunned creature can use its action to make a Strength or Dexterity check, and if it succeeds, takes half as much damage and isn’t knocked prone, it immediately descends without further damage.
Transmutation
Mind shock
60
Instantaneous
You unleash a shockwave of negative energy on a creature within range. Make a melee spell attack against the target. On a hit, the target takes 4d10 negative energy damage. Choose one creature within 30 feet of the target for the attack, and the whole creature take 2d10 radiant damage. A creature prone to causing damage must make a Constitution saving throw. On a failed save, the creature can’t take reactions and escapes, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d10 at 11th level, 3d10 at 17th level, and 4d10 at 20th level. for each of the target levels.
Necromancy
Mind shock
90
Concentration, up to 1 minute
You attempt to
Mind shock
90
Instantaneous
This spell causes shard damage to one humanoid who you can see within range. An affected target must succeed on a Constitution saving throw or be affected by this spell for the duration. The spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th.
Necromancy
Mind shock
90
Instantaneous
You unleash a mind-bending shock on up to eight creatures of your choice that has a range of 300 feet and that
Mind shock
Self (10-foot radius)
Instantaneous
The shock of a mind-altering spell hits. Each creature other than you within 10 feet of you when you cast the spell must succeed on a Wisdom saving throw or become stunned for the spell’s duration. Then, after a short rest, the stunned target can make a Wisdom saving throw at the end of each of its turns. On a successful save, it can be freed by using its action to switch to another target. The stunned target can use its action to make a Wisdom check, which determines if its saving throws allow it to free itself. If so, it frees itself, and its saving throw is re-adjusted accordingly.
Conjuration
Mind shock
Self
Concentration, up to 1 hour
Choose one creature you can see within range and cause to become frightened for the duration of the spell. The affected target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks. On a successful save, the spell ends, and the creature becomes frightened for the duration. On each of your turns, you can use a bonus action on each of your turns to move the creature’s fringes so that it can pass through a gap that can crack through a solid wall; when the creature reaches the top of the wall, it can make a straight pass through it using only its feet.
Evocation
Mind shock
Self
Concentration, up to 1 minute
You attempt to shock or incapacitate a creature that you can see within range. You make a melee spell attack against the target. On a hit, the target takes 1d8 damage. Hit or miss the target. wracking
Conjuration
Mind shock
Touch
1 Hour
For the duration, any creature you target with a melee spell has a mind blank. The spell has no effect on you or your companions. You choose one of the following effects to trigger: • The target takes 1d6 psychic damage of the chosen type, and its companions suffer the effect of the mental effect from another spell slot, such as the dark side spell, for the duration.
Mind shock
Touch
1 Hour
You send a shockwave through a Medium or smaller Medium or smaller category of solid mass in the area to cause any number of creatures to become frightened. For the duration, any 1 or lower afraid creature that ends its turn in the area has disadvantage on attack rolls against any creature within 5 feet of it.
Abjuration
Mind shock
Touch
1 Hour
You touch a creature. That creature regains a number of hit points equal to 1d4 + your spellcasting ability modifier. For the duration, that creature is restrained, unconscious, or prone in an area of the sort you choose while stunned or stunned. While that creature is restrained, unconscious, or prone, its saving throws have advantage, it can make a Constitution saving throw against paralysis, and it can’t use its action to move to a spot within 100 feet of a location where it would normally move restrained, unconscious, or prone.
Transmutation
Mind shock
Touch
24 Hours
You touch one willing creature and send shockwaves through it in an unoccupied space that can’t be more than 10 feet on one side and up to 10 feet on the other. The target must make a Constitution saving throw. On a failed save, it takes 6d8 necrotic damage, or half as much damage on a successful save. At the end of each of its turns, it doesn’t take any damage and doesn’t take death effects.
Necromancy
Mind shock
Touch
Concentration, up to 1 minute
You create a 20-foot-radius sphere of nonmagical energy centered on a point within range. Until the spell ends, you can use a bonus action to cause one creature of your choice that you can see within range to take 1d6 psychic damage. This damage can’t be reduced or prevented if you are the target of a spell of 8th level or lower, if you have a spell slot of lst or bst alchemist, or by any means that affects only you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, each target takes 1d6 psychic damage equal to 1/2 the spell’s level.
Transmutation
Mind shock
Touch
Instantaneous
Everyone within 30 feet of you makes a mild sensory shock to the ground in a 5-foot cube centered on a point you choose within range. Each creature affected by this spell must make a Strength saving throw. On a failed save, a creature takes 10d6 damage, or half as much damage on a successful save. This spell can’t activate barriers, spell mportals, or similar barriers, so the Medium or smaller creatures affected by it are limited to being affected by barriers or other similar barriers that are 1 inch thick, and they are restrained in such a way as to never be affected by any barrier or spell. Through a web made of hemp or sativa, a restrained target can take reactions as described under the entangling plant rule. If the target fails the breath test before using this spell, it is dead as of its use.
Evocation
Mind shock
Touch
Instantaneous
For the duration, you can shape the course of a creature's movement so as to cause it the spell's greatest damage. The target must make a Wisdom saving throw or be shocked at the start of its next turn. The spell can target one creature or one creature only. Until the shock ends, the target can use weapon attacks, saving throws, and a spell slot expended to cast this spell against a target that it can’t hit. On a failed save, the target is stunned and must use its action on a successful save to regain control of its movement.
Conjuration
Mind shock
Touch
Instantaneous
For the duration, you create a miniature mirror image of a creature’s mind to cast a mind-affecting spell of up to restoration, at the DM’s choice. The image appears on the ground within range and spreads around corners. The image is large enough to allow Medium creatures and smaller creatures to pass through without taking any damage. The image, if created, can’t be duplicated or shared with other creatures. A mirror image of a creature created by this spell has AC 10 and 30 hit points, and it shatters in half when the spell ends. If the image is destroyed, the creature is restored to life with all its hit points intact, but the spell ends.
Illusion
Mind shock
Touch
Instantaneous
You cause waves of mind-controlling energy to sweep across a creature until it appears in an unoccupied space of the creature’s choice. The target must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice: • 1) When you cast this spell using a spell slot of 5th level or lower, the affected creature takes 1d12 psychic damage; or • 2) When you target an affected creature with an ability or a special ability, the affected creature can make a Wisdom saving throw to take half damage, or half the normal amount of damage. Whether you target an affected creature with a special ability or a special one, it makes a Wisdom saving throw with advantage. The spell’s damage increases by 1d12 when you reach 5th level (2
Mind shock
Touch
Instantaneous
You point your finger toward a creature within range and force it to lash out at you. Make a melee spell attack for the spell’s duration. On a hit, the target takes 1d10 damage of the type you choose; you can use your reaction to end the spell early or end the effect early. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of damage that can be sustained by each hit increases by 2d10. For example, if you have a 5-foot radius radius and are fighting a creature that is invisible, you can use your reaction to end the spell early if the creature is within 5 feet of you. If you do, the spell has an additional 1d10 damage.
Conjuration
Mind shock
Touch
Instantaneous
You throw psychic energy at a creature in range and put it into a trance. For the duration, the target can make a Wisdom saving throw. On a failed save, it becomes charmed by you for the duration. While charmed by you, the target can take the Dash action and can’t take actions while moving or using movement. The charmed target can’t speak a long name, and its actions and movements are incapacitated. While charmed by you, the target can act normally on its turn, and when it does so, it takes 1d10 psychic damage, which is reduced by half for each turn it hasn’t spent being charmed. On each of its turns, the target can roll a d4 and add the number rolled to its attack and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Necromancy
Mind Sphere
Touch
Touch
1 Hour
A small piece of magic is infused with a mind of your choice within range. Each creature under the spell must make a Constitution saving throw against the spell. On a failed save, the target takes 1d4 piercing damage and has disadvantage on Strength checks. On a successful save, the target takes 1d4 piercing damage. On a failed save, the target takes 5d4 piercing damage. The target takes 2d5 psychic damage, and the spell ends. The target and all its companions are transported to another plane of existence on which the target’s choice is on. The target can be a creature, a creature, or a human being.
Necromancy
Mind spike (300 feet)
Instantaneous
Your spell bolsters your allies with psychic power. Choose up to ten creatures within range with a beam of green light in a 60-footradius sphere centered on a point you choose within range. Each target must succeed on a Wisdom saving throw to resist this spell. An unwilling target also takes 14d6 psychic damage, and it must immediately end its turn with 60 hit points or be frightened by this spell. As an action, a creature can make a Wisdom check to see if it is affected by this spell. If it so chooses, it can’t perceive the spell as being affected it, and the spell ends on a successful save.
Transmutation
Mind's Sphere
60
Concentration, up to 1 minute
A magical field springs into existence on a portion of your space that you can see within range. On subsequent turns, before you reach 60 feet of travel distance, you can make a Wisdom (Perception) check to sense the presence of the field. When you do so, you can sense that its presence is in the space, but that space would normally be occupied by the spell, so you can use that ability to check to see if another spell would fit within it. If so, that spell fails. If any spell fit within the spell, that spell can't be cast. When you cast the spell, you do not need to cover the area of the area—your space is free—to take advantage of the field. There, you can look into the air, hear the sounds of stone falling, and see patterns from the spell to infer anything the spell could tell about the area. Whether the spell was cast on the space or on other creatures, there are no harmful effects from the spell, nor can the area of the field cause harmful effects to any creatures on that side of the field.
Evocation
Mind's Ward
150
Concentration, up to 1 minute
You become immune to all damage and psychic energy that might have been dealing it off. Until the spell ends, you and any creatures that you affect with this spell have resistance to damage from both types of energy. Such as fire, cold, light, and lightning. When you cast this spell, choose one or more of the following effects from the following spell list: • You end the spell with a cumulative effect equal to 10 percent of the spell’s maximum casting time. • You end the spell with a cumulative effect equal to 50 percent of the spell’s total casting time. • You end the spell with half the casting time, or one half the casting time of one of the spells mentioned above. • You end the spell with one hit point. The spell’s maximum level is reduced to 0 hit points. • Your voice is a terrifying shriek. Reduce target to the ground, the ground becomes muddy and slippery, and it has advantage on attack rolls, attack attacks, and saving throws. • You make a melee spell attack with a weapon. Hit, blocked by the target, with a weapon that you can use is a d8 weapon attack with a range of 60 feet. On a hit, the target takes 4d8 damage, and it can use the reaction to make a DC 20 Strength saving throw at the end of each of its turns. On a successful save, the weapon’s ammunition is consumed. At Higher Levels. You can target one additional creature for each level above 1st. If you target two or more creatures, you can target three or four creatures for each level above 1st.
Transmutation
MindThaw
30
Concentration, up to 1 minute
You cause your mind to rest. You temporarily restore up to one corpse or mummified body to life, giving it some of the memories it had before it died. A corpse or body that has been severed or otherwise severed can offer no more information than a short description. A spirit can be summoned to do so, as long as it is physically within the DM’s reach. When you cast the spell, you can release the spell if you choose, as long as you have a telepathy with the spirit. If the spell ends, you must wait until the next end of your next turn to do so.
Enchantment
MindThaw
Touch
Instantaneous
Choose an area of unoccupied space that you can see and that fits within a 5-foot cube within range. You touch one creature and have it tremble and seem harmless, but it must make a Wisdom saving throw or drop to 1 hit. The spell ends for that creature if it fails its saving throw. It doesn’t, however, if the creature is undead or if it can’t speak a true language.
Necromancy
Mind Thru Weapon
Touch
1 minute
Divine weapons’t magically disappear when you touch one. As long as your spell is also on the same plane as your spellcasting focus, you can touch a single nonmagical weapon that isn't a weapon of war. Your hit point maximum disappears when you dismiss the spell as an action. The spell ends if you use your action to dismiss it. You can use your action to dismiss a spell of 8th level or higher, or a spell of 8th level or lower that you can cast, cast, or repeat an action of 8th level or higher. You can also dismiss a spell of the same level as its level, if it isn’t affecting it. While casting the spell within 8 hours of its completion, a spell of 7th level or lower can be dismissed as an action by striking one of the darts created by the touch. You have the ability to dismiss such a spell with disadvantage if you w ere casting it early or attempt to cast it again at the end of your next long rest. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can dismiss a spell of 5th level or lower as an action or a 3rd-level spell of 7th level or higher.
Transmutation
Mind touch
Self
24 Hours
You touch a willing creature. For the duration, the target’s mind is affected by mind-touching incantations, which allow it to re-energize and regain hit points. One such incantation, set to a song or dance spell, lasts for the duration and can be dispelled by spending up to half the spell’s energy draining energy from the target. The spell, which can penetrate most armor and shields, allows a creature’s mind to be shut down to halt the effects of its incantation. The shut down can reduce the target’s mind to unconsciousness if the target has trouble concentrating or concentrating on one of its main
Mind touch
Self
8 Hours
You give yourself the ability to touch one willing creatures that you can see within range, such as a human or a unicorn, for the duration. The touch is made with a nonmagical object touching a surface of your choice within range, such as a bowl, cup, or a handle. While the target is on the same plane of existence as you, you have resistance to psychic damage. You can use your action to make a melee spell attack with the nonmagical object or to make a spell attack with a spell of 3rd level or lower. On a hit, the target takes 1d8 psychic damage, and it can’t move for 2 turns. You can use your action to make a new attack using your action to touch the target. If it takes a new attack action during its next turn, it has advantage on the attack. The spell then ends on a successful melee attack. While the target is on the same plane of existence as you
Mind Touch
Self
Concentration, up to 1 minute
As you touch one willing creature, you grant it the ability to manipulate the physical world around it, including words, images, sounds, and other sensory messages. The interaction can be physical, verbal, or magical. The creature is also limited by what it can perceive. If the creature is affected by a spell or otherwise affected by an effect that allows it to perceive illusory objects, the creature can only perceive illusory objects. The creature can use its action to try to persuade a warden to grant the creature an illusion of an illusory fortress, a fortress of marble inlaid with magic bars, or a crown of thorns where a staff hangs from a spike. The creature can make a Wisdom saving throw to disbelieve its wdW magic. On a success, the creature can use its action to leave the fortress, but must use its reaction to do so. If you use your action to move a warded creature, that creature can make a Wisdom saving throw against magic blocking its movements. On a failed save, the creature is forced back to its home plane, where it is held prisoner for the duration. If you use your action to move a construct, the construct can’t move or become attached to walls, and it can’t take actions that would allow it to move or alter its own actions.
Transmutation
Mind touch
Self
Concentration, up to 1 minute
Your touch is no accident. A creature you touch makes its own mental connection to you; if the creature is friendly to you and willing to help you, you can gift it a calming touch and animate as many others as you wish. The spell ends if you make a melee spell attack against it, and if you do so, the creature treats you as if you had cast this spell as if it had cast it. So, if you w as an animated creature that uses its action to make a melee spell attack against a target willing to help you, the creature treats you as if it had cast it as though it had cast it. At the start of each of its turns until the spell ends, the creature can make a Wisdom saving throw. On a success, it can use its action on each of its turns to automatically receive a calming touch from you. As an action, you can dismiss this spell.
Necromancy
Mind Touch
Touch
24 Hours
Self and one willing creature you touch are transported to another plane of existence. For the duration, the target is under the effects of delusions, astral projection, or the semblance of some other greater being. The target can be up to eight willing creatures or a single object, a silken robe, a cloak, or a similar covering up to its true form. The spell fails if you and the target are in a nonmagical place and the casting of the spell takes place within 10 feet of each other; if you and the target are in a place completely surrounded by fog, lightning, or lava, the spell fails. For the duration, the creature’s mind and physical abilities (if any) are affected by its abilities; the target’s abilities, saving throws, and magic items are unaffected. The spell fails if you and the target are within 500 feet of each other at the start of each of the target’s turns (the spell ends before the spell ends), at the finish of each turn (the caster chooses whether to continue), or during its non-instantaneous or magical portion (if the spell ends before then).
Abjuration
Mind Touch
Touch
Concentration, up to 1 hour
With a finger, you shape a nonmagical object in your hand that has a hit point maximum equal to your hit point maximum. The object can be a willing creature or an object that isn’t being worn or carried by another creature. The object transforms in the instant that you use your spell’s slot—it becomes a creature, it gains a number of hit points equal to your spellcasting ability modifier, it gains immunity to being charmed, it’s invisible, and it can’t be affected by any spell of 2nd level or lower. The spell can penetrate most barriers, but it doesn’t reach mummies or undead. The target can hit through any gap in a wall, or its space is difficult terrain. If you hit a creature with an attack, the target takes 3d10 force damage, and it can use its reaction to move up to half your speed to stand still and avoid the attack.
Transmutation
Mind touch
Touch
Instantaneous
You touch two creatures that aren’t within line of sight. You manipulate the target through the interaction, even manipulating its mind. The spell ends if you cast it again. If it hasn’t been re-targeted before, you cause it to reroll the saving throw DC, and if you cast this spell again it reverts to its original form, with all its minds and bodies fully occupied. The creature can’t take more than a hit before you can adjust its mind, acting on its own. If it has any reaction when you cast the spell, it can make a Wisdom (Insight) check with your spell save DC. Once adjusted, it can behave normally until the spell ends. At the end of each of your turns, you choose an action and can repeat the effect of the first effect on itself. For example, if you control the creatures attention while they are still conscious, you can affect them with a trance ability and have them automatically follow your instructions to the best of their ability until the spell ends. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the distance to the target’s mind is tripled in half.
Evocation
Mind Transmutation (Arcana)
60
Concentration, up to 1 hour
As you take the spell 10 years, your powers become more familiar. You gain access to any number of spells in place and can conjure up new ones at any time. (You must cast the spells out of your spellbook when you cast them.) Spells you can cast early in the early rounds when you take the spell and at any point at the end of your turn when you cast the rest. You can also teleport your companions up to 30 feet if you choose, as long as you don’t use teleporting rope, as you can use rope from the same location twice as long as the teleport. (You can also spell waltz from the location of any hidden planes to the extent possible, but the spell is lost when the spell is triggered.) (You can also send your companions up to 30 feet, depending on the nature of the plane and distance traveled.) Spells you can cast early in the early rounds when you take the spell or at any point during the duration are located under the general area of
Mind Transmute
60
Concentration
Mind Transmute Object
90
Instantaneous
You attempt to transform a nonmagical object you touch into a different creature. The target must succeed on a Wisdom saving throw or it becomes a duplicate of the target. The object must be no larger than a 5-foot cube and can be anything you choose. The creature must also be within 30 feet of you, and it must be able to use its action to communicate with the creature. As an action, you can send one duplicate to any creature within 30 feet of you. If you send a creature to any other location than this one, the duplicate disappears. The duplicate remains within 30 feet of you for the duration. The duplicate can’t be changed. It can’t benefit from any ability, but it has the ability to understand the creature’s thoughts. If you send a creature to any other location than this one, the duplicate disappears. The duplicate remains within 30 feet of you for the duration. The duplicate can’t benefit from any ability, but it has the ability to understand the creature’s thoughts. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duplicate gains the ability to understand the creature’s thoughts for the duration.
Transmutation
Mind trap
30
1 minute
This spell traps some creatures in a mind trap. You create the trap when you make a Charisma check, and you succeed on a attack roll or a saving throw. The trap is made of flesh, bone, or some other similar material, and it lasts until the end of your next turn. At the start of each of your turns as a bonus action, you can use your action to issue a command to a creature in the trap: • Make a melee spell attack—the trap deals an extra 2d8 force damage on a hit. • Round two demons and one devil into one large rock or a solid object or a small object such as a desk, a chest, or a container, and place them between two poles. This casting requires an order from your deity. • Place a thin sheet of string across a rock or a thin sheet across a surface of nonmagical water. The string lasts for the duration. • Place a thin sheet of string across a creature’s mouth, where it falls to the ground if it is pushed upward. This casting requires an order from your deity. • Round two lepers or two fey or a leopard into a small pit or a large rock. The pit or pit is a cave, open pit, or a pit or wall made of loose earth. It is a clean, airless place with a natural surface temperature of -10.0 C. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the force of the spell is multiplied by two to create a force field on the chosen side of the pit or pit. The field is 10 feet wide and 10 feet tall. When the field appears, each creature in it must make a Strength saving throw. On a failed save, the creature takes 6d12 force damage, or half as much damage on a successful save. At Higher Levels.
Mind trap
60
Concentration, up to 1 minute
A thin sheet of telekinesis emanates from you in a direction you choose. Your DM chooses one creature that you can see within range and places it within an illusory image of itself. The creature is friendly to you for the duration. It can see and hear you, and it can hear you even if it isn't wearing armor. When you cast the spell, you create a 15-foot-diameter cylinder centered on a point within range. You instantaneously exhale a strong telekinetic force, creating a vortex of energy centered on that point. Vomiting the creature counts as a spell cast. You can’t cast another spell while stunned or incapacitated. You can change the creature’s mind at any time. It can decide to kill you, a demon, a fiend, or a lich, an evil twin, in person or
Mind trap
90
Instantaneous
A portal to a dark and twisted past emerges from a creature that you can see within range and pours out a mind-affecting force that siphons life force from others. The portal opens to a range of teleportation spells and secret doors leading to a location within range. You must be standing on a point of your choice within range of these spells. A door or a portal opens from within a location of your choice that you can see within 10 feet of the destination point. A gate, as with a small door spell, opens from within a point of your choice within 5 feet of the portal. You can open a passage up to 20 feet long or narrow enough for a Medium or smaller creature. You can open a passage up to 10 feet wide or 10 feet tall. A passage that requires a successful Intelligence (Investigation) check against your spell save DC equals 10 + your proficiency bonus.
Conjuration
Mind trap
Self (100-foot-radius sphere)
Concentration, up to 1 hour
Choose a nonmagical opening on the ground or in a crevasse within range. The sphere remains for the spell’s duration, preventing creatures or objects from reaching it or passing through it. A creature or object that reaches the surface takes 2d6 lightning damage, and a sphere that ends its turn in this spell’s area takes 2d6 lightning damage. In addition, when a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes half the amount of lightning damage it takes on its next turn and has its speed halved until the start of your next turn. The spell ends if you use another spell slot or when another spell slot is taken, if both bear the same effect. For the duration, any effect that would reduce a creature to the ground or create a crevasse in the ground prevents a creature from reaching it or passing through it.
Transmutation
Mind trick
30
24 Hours
You make one creature communication skillful and animated. For the duration, the creature can think for itself and act on its own initiative. On each of your turns before the spell ends, you can use a bonus action to mentally adjust your mind to match the actions of the creature. As an action, you can adjust the mind of the creature so that it has a higher Intelligence and Wisdom score, especially if it can hear and read you. If you use your action to mentally command the creature to attack or flee, it can make a Wisdom saving throw against your spell save DC. On a successful save, the creature pursues its task, and it escapes with 1d12 lightning damage (less than half the damage of its weapon). While the creature is pursuing its task, it acts in accordance with the following natural laws,
Mind Trick
60
1 Hour
This spell creates a temporary teleportation circle on the ground that you can see within range. You can place a teleportation circle on any surface within range, or you can shape a flat surface, such as a cedar or stone, that you can’t more than 10 feet square and can’t be more than 10 feet thick. The circle is visible when you cast the spell and when the circle is triggered, when the spell ends, or when a special spell ends. It lasts until the spell ends and you choose a new teleportation circle to create. You can use a bonus action to dismiss the spell. When you cast the spell, you choose an area of teleportation effect within 5 feet of you that you know. Any teleportation circle created by this spell has that effect is visible in the shadowed corners of the spell area for 5 feet—20 feet behind the spell surface. You can create a new teleportation circle by casting this spell again, using a different spell slot. When you cast this spell, you decide what areas of the spell’s area to place the spell's teleportation spell. You can place a teleportation circle up to 100 feet in any direction, rather than requiring you to place your hand in any spot within the spell’s area. The spell can place a point on a solid surface within 120 feet of it that remains undefilled for the entire duration of the spell. You can place an unoccupied 5th-level spell slot, however, in the spell’s area. To create such a teleportation circle, you place a magical trap on the point you must touch and then create an opening along the top for the spell to end. For the duration, a trapped creature has disadvantage on attack rolls against creatures being driven to move by force. At the end of the duration, a trapped creature can make a Wisdom saving throw to escape the trap. It can use all its movement
Mind trick
60
Concentration, up to 1 hour
The next time you make an ability check for a creature in your area, you make the check using one of the checks already made using this spell’s damage reduction ability. If you make the check using a different ability check, the spell’s damage reduction ability is instead used, and the target takes 4d8 cold damage. If you make the check using a different damage reduction method, the target takes half as much cold damage.
Transmutation
Mind Trick
60
Concentration, up to 1 hour
You pull a creature in your immediate area toward shaping the course of its next melee attack. The target must make a Charisma saving throw. The target takes 3d8 damage on a failed save, or half as much damage on a successful one. The spell ends if you use your action to do anything other than briefly turn around to defend yourself against a creature that can’t reach into your immediate area of physical control.
Conjuration
Mind Trick
Self
10 Days
You attempt to trick one creature you can see within range into thinking that it is in the presence of magic. The spell ends for the target if it succeeds on a Wisdom saving throw or if the spell has no effect on it. When you cast the spell, you make a verbal attack with it.
Mind Trick
Self
1 Hour
You attempt to learn the secret to a particular spell’s magic. Choose one spell of 3rd level or lower that you can cast, that is on the spell list of your spell-rip, that has a casting time of 1 action, and that can target you. You learn how the spell functions over its course, based on the nature and form of the target, as described below. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target must make a Wisdom saving throw. On a failed save, it instead gains advantage on a Wisdom saving throw against the spellsaster’s illusion, gaining 5 temporary hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one additional saving throw for each slot level above lth. You learn how to cast both spells as part of the same action. You can cast both spells together as a spell of 3rd level or higher, ending both effects on a successful save.
Illusion
Mind Trick
Self
1 Round
When you cast the spell, choose an area of magic that functions as a trinity of magical energy that is directed toward one creature known to you; this creature can be any creature that you know or picture. That creature can be a creature (or a portion of it) if it is friendly to you and if it can’t be charmed. As an action, you can shape the target’s destiny, either as your own or as some other's or create a magical bond with it that makes it a threat to the DM’s creation plan. The bond lasts for the duration, if it is strong. At the end of each of its turns, the creature can repeat the trick 1 times, ending the effect on itself on a success. You also animate and become immune to any affliction that would target you or harm you, such as wish, exhaustion, or exhaustion from which you are unaffected. As an action, you can shape the target’s destiny, or change its destiny if you choose, creating a miniature bridge linking you and the target to a sort of divine trinity based on your choice. You can animate one of the miniature bridges as part of casting the spell. You can animate up to four limbs, which have the ability to carry a maximum of two passengers. You can also animate up to two petrified corpses and animate two more petrified corpses. To shape the bridge, you must use an arrangement of simple shapes and images that are both familiar and familiar to the creature. It has to be of a creature type you choose, such as a tree trunk, chest, or a rock shelf, and the illusion must capture some kind of visual or audible component; you can animate objects, animate animate, animate, animate, animate, animate, animate, animate, or animate using some other arrangement, such as a fist, a claw, a tail, a club, or a string. You can animate one of the petrified corpses, animate two more corpses, or animate more animals. To shape the bridge, you need only apply sufficient force to the illusion to cause its appearance, such as using a simple, nonmagical chain to control the wind in its area (your choice, the bridge sheds dim light for 10 minutes
Mind Trick
Self
Instantaneous
You attempt to pull one creature, object, or other thing into a random location for the duration. The target must succeed on a Wisdom saving throw or be charmed, frightened, or attacked by a creature with a different kind of spirit. The target can’t be charmed, frightened, or attacked by any of the creatures described above. The target can use its action
Mind Trick
Touch
1 Hour
You attempt to learn the secrets of your own mind. You attempt to bind a creature of your choice that you can see within range to your will. The target succeeds in a Wisdom (Perception) check against your spell save DC. The target can’t be compelled to action by your will, but if it does so, you attempt to bind it to your own plan. You attempt to bind the target to your will, and any resistance to your spell ends this attempt. You can use your action to attempt to compel the creature to your will. If successful, you end your turn. Alternatively, you can attempt to compel the creature to your will by casting an interplanar message, such as an alarm, that appears in the creature’s space. If successful, the spell ends. If you are successfully attempting to bind a creature to your will, you can attempt to compel its mental state and/or to manipulate it in some other way, such as by telling it that you want it to feel some sort of special bond with you. The DM has the creature’s plan in writing. If you use your action to attempt to compel the creature to your will, the DM has discretion to issue a verbal command to that effect only if such an action would cause the creature to act in a manner that would cause the creature to behave in a manner contrary to your wishes. If the creature fails its saving throw, you make the creature’
Mind Trick
Touch
Concentration, up to 1 hour
For the duration, you create an illusory image of a willing creature you can see within range and then act as if it were there to see what image appears. The illusion lasts for the duration or until you dismiss it as an action. The image is an image of a willing creature that has the same power and appearance as the creature’s physical form. Choose one of the following effects when you cast the spell. The image appears in your space (such as behind a pillar and so far as possible above a pillar), centered on a point you choose within range. • You change the creature’s mind of up to 1 hour as if it had cast this spell. • You change the creature’s memory of an event that took place 10 days prior to the casting of this spell. • You change the creature’s memory of an event that took place 50 days prior to the casting of this spell. • You change the creature’s memory of an event that took place 60 days prior to the casting of this spell. • You change the creature’s emotional state when the image appears, as if it were real, in accordance with the emotions experienced by the creature when you cast this spell. For the duration, this spell can affect all creatures with a different emotional state when you cast the image. For each affected creature
Mind trick
Touch
Concentration, up to 1 hour
You attempt to fool the mind of one creature you touch to believe that it has something to do with another creature’s actions and moves. For the duration, it has disadvantage on attack rolls and ability checks, and can’t be targeted by other creatures. The target obeys any verbal commands it pleases, but it must either be incapacitated or move at least 30 feet away from you. You can use your action to manipulate the target, using one of the following effects. Choose one effect applied to one creature: restrained or swaying restrained. The target takes the Dash action, gaining 40 feet of movement speed, rather than the default 10 feet. Choking. A restrained chimerical creature must throw a nonportable object or leave the area and spend 5 feet of movement for every 15 feet it spends moving. If the chimerical creature drops to 0 hit points, it can use its reaction to move up to 5 feet, which it can do without expending 5 feet of movement. As a bonus action, it can use its action to make a Strength or Dexterity check, and it takes 4d10 force damage on a success. Each of these damages creatures other than the restrained conditioner creature.
Conjuration
Mind Walk
30
Mind Walk
Self
1 minute
The spell allows you to move across a room and into another room within range to briefly incapacitate a creature that you can see within range. Alternatively, you can move into an adjacent room and cause the same effect to take place there, causing the same creature’s paralyzed condition to take full effect instead of being affected.
Abjuration
Mind Walk
Self
Concentration, up to 10 minutes
You choose a point you can see within range. A creature that ends its turn within 10 feet of you must make a Wisdom saving throw. On a success, the creature spends its movement on a new
Mind walk
Touch
1 Hour
You touch a creature that has total Intelligence of 2. Its Intelligence increases by 1 for 7 days. This spell has no effect on undead or constructs in the spell’s radius.
Transmutation
Mind Wall
300
Concentration, up to 1 minute
You create a wall of shimmering force in an unoccupied space that you can see within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It lasts for the duration. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 1d10 force damage, and the spell ends. When you cast this spell, you can designate any number of creatures in the wall whose area you want the spell to target, and any creatures that aren’t there when you cast the spell. You can also specify creatures that aren’t there at the time you cast the spell. The wall ignores all damage and spell save DC for halos and lances. When you cast the spell and as a bonus action on each of your turns thereafter you can expend one of the spell’s powers on one willing creature to resist the spell. The creature must make a Constitution saving throw. On a successful save, the spell ends for it.
Evocation
Mind ward
120
Concentration, up to 1 hour
For the duration, you ward a creature that you can see within range against your will. The ward is an invisible force that wards off fiends, undead, and creatures within your reach. Small or smaller creatures are immune to this spell. When a target is blinded by a poison gas, a fiend that w as a creature that suffers the effect, or another creature blinded by poison, the target takes 25 extra radiant damage, and it must either succeed on a Constitution saving throw or become blinded for 5 minutes At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt by its spell increases by 1d6 for each slot level above 4th.
Abjuration
Mind Ward
30
Concentration, up to 1 minute
For the duration, you have a telepathic link with one creature you can see within range of your choice and can see with your finger, sound, smell, or touch other creatures as many as three miles away. The creature can’t attack you or move around you. If you cast this spell while you are asleep and the target stays aloft, you have advantage on attack rolls against it for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the time it takes for the spell to fully effect an enemy to perceive it as a threat increases by 10 minutes for each slot level above 5th.
Conjuration
Mind Ward
Self (10-foot radius)
Concentration, up to 1 minute
A multicolored ward appears within range to protect a creature or object you choose within range. The ward lasts for the duration, preventing the creature or object from falling or entering the warded area, and causing it to become blinded for the duration. The ward insures against accidental damage, including poisoning, as well as magical effects created by your choice that would create a poison or a poison gas weapon within the spell’s area, such as poisoning a creature with a thrown weapon, throwing it flat-footed, or stunning it with a spear
Mind Ward
Self (5-foot radius)
Concentration, up to 1 minute
A ward against psychic influence. You are immune to psychic damage, but not until the spell ends or you take psychic damage. The spell ends when you cast it or if you choose a different spell. You can use a bonus action on a subsequent turn of turn immune to this damage. An immunity spell can’t target a creature or a permanent that the spell targets. In addition, if you cast this spell using a spell slot of 5th level or higher, the spell ignores illusions. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell damages an unwilling creature that you choose as part of its challenge rating. While immune to this damage, stalker demon has disadvantage on attack rolls against any creatures other than the stalker demons you choose.
Conjuration
Mind Ward
Self (60-foot cone)
Concentration, up to 1 minute
A protective ward creates a 20-foot-radius, 30-foot-high cylinder of bright light around a target that you can see within 60 feet of it. The cylinder is heavily obscured and can’t be harmed by spells or magical effects. To a creature affected by a spell, the cylinder creates an area of concentric darkness and dim light within range. The cylinder is centered on that spell and lasts for the duration. When the cylinder appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 8d8 necrotic damage, or half as much damage on a successful save. A creature killed by this damage rises up against a polymorph spell target. If a polymorph spell is cast into the cylinder, the spell has no effect, and its effect is harmless. A polymorph spell targeting a creature takes no further action. A spell or an alchemical spell targeting several creatures takes 2d4 more damage, and the damage of a spell or a spell targeting a single creature takes half as much.
Necromancy
Mind Ward
Self
Concentration, up to 1 minute
You whisper a message that doesn’t fit within a 20-foot radius. You learn the nature and causes of the wards, their effects, and the statistics of each one. For example, when you cast this spell and make a Wisdom saving throw, the spell wards your mind and produces a visual illusion of yourself in armor and some sort of covering. When you cast the spell and make a Wisdom saving throw, you can use your action to move your mind to one of the following wards: awake and blinded; darkvision out to 20 feet; exhaustion from using objects and objects of smaller or greater weight within 5 feet of you; or wish terrors in the space within 5 feet of you; or any of the following effects at the same time: • You can’t hear or perceive any creature within 5 feet of you, both living and undead. • You can’t see or touch any creature within 5 feet of you; you can only cast spells and verbal spells there. • You can’t cast a spell using a spell slot of 3rd level or lower, and any spell cast by you that targets only one creature affected by the spell ends if you cast it while within 5 feet of another creature affected by the spell. • You can’t talk to a creature affected by this spell or its immediate family members while within 5 feet of it. If you cast this spell while within 5 feet of a target affected by this spell, the spell ends if you or another creature uses its reaction to cast it. If you cast it while within 5 feet of a targeted creature and then make a Wisdom saving throw, the spell ends if you use your action to do so.
Transmutation
Mind Ward
Self for 24 hours
This spell grants you resistance to nonmagical effects of up to your choosing, such as freezing ray, blast from impaling cloud, or flammable object that can’t pass through barriers, such as those created by mundane barriers or magically created by spells of 2nd or 3rd level.
Evocation
Mind Ward
Touch
24 hours
This spell makes a person immune to psychic damage, including psychic damage caused by a spell of 3rd level or lower, up to the extent permitted by your deity. The spell can penetrate most barriers, light barriers, and magical barriers, and even magic doorways. When you cast this spell on a creature, you can create a protective crystal covering it and storing its statistics. The spell creates a shield covering the creature and storing its statistics. The spell also damages objects in the area, reducing them to impassable to melee attacks. Any creature that moves through the area for the first time on a turn or ends its turn there must make a Charisma saving throw. On a failed save, it can use its action on a later turn to move to the furthest edge of the area away from the shield. If it makes a successful save against this spell, it can rejoin the shield and continue to protect the creature. When you cast this spell on a creature, you can create a ward on it and keep it protected from psychic damage.
Abjuration
Mind Ward
Touch
24 Hours
This spell wards off and preserves life in your home for up to 24 hours against the current harmful condition or activity, which has the same effect as normal for that condition or activity. If a nonliving being living within 20 feet of you is w illing or sickened by a condition of the same kind, the spell fails, and life-altering effects from that spell dissipate instantly, with a 10-minute break, if any are removed. A creature affected by the spell is also cured of the effect when the spell ends.
Necromancy
Mind warp
120
Concentration, up to 10 minutes
You manifest a warp in one creature you can see within range. The warp appears in an unoccupied space of your choice within range and lasts for the duration. One creature that you can see within range is affected only if it is immune to that spell or spell's damage type. If you choose an area of terrain that is heavily obscured, one creature perceived as invisible is trapped in the warp, attempting to escape by flying or otherwise attacking. Any creature that can’t see or can’t understand where the creature is or can’t reach out to touch it must make a Dexterity saving throw. On a failed save, it can act as a shadow for as long as it is visible in the area. While this spell lasts, while creatures can’t see you, while affected by any spell affecting your alignment are prevented from seeing you in whole or in parts of the area affected, you have advantage on the saving throw. On a successful save, the spell ends for the creature.
Divination
Mind warp
120
Concentration, up to 1 hour
For the duration, any creature that you choose for the spell can use one of the capabilities it has advantage on to move through the air in a horizontal line 30 feet in each direction. If that creature moves over a pit, cliff, or other difficult terrain, it is transported 5 feet higher, and the speed increases by 10 feet for each jump it makes. The transported creature can use its movement to jump higher up the wall or jump from wall to wall. If the creature would jump over a rock or if another creature steps on it, it takes 2d10 force damage. If an obstacle would be at the bottom of a horizontal line, the creature must move at least 5 feet above the obstacle to jump up.
Transmutation
Mind warp
120
Concentration, up to 1 minute
For the duration, a construct of natural armor has a 40 percent chance each time it strikes a creature within 30 feet of it that is wearing armor made of metal or stone, with a 50 percent chance per time it strikes an incorporeal creature that is wearing armor made of metal or stone.
Evocation
Mind warp
60
Concentration, up to 1 hour
You cause warp within the fabric of reality to ripple outward in a direction you choose for the duration. For the duration, a creature’s gear can’t rotate, and its weapons can’t fire when it reaches a height of more than 60 feet. If you create this effect using a spell slot of 3rd level or lower, the warp spreads around corners, and it lasts for the duration. If you create the effect using an ability slot of 4th level or higher, the warp spreads around corners, and it lasts for the duration. If you create the effect using a nonmagical weapon or a slot of 5th level or higher, it spreads around chest and across the weapon’s chambered for the weapon. Should a creature choose to project the effect using a spell slot of 6th level or lower, the warp spreads around the creature’s body and travels across its chest and between its fingers and your finger, healing it of half damage and reducing that damage by two.
Transmutation
Mind warp
60
Concentration, up to 1 hour
You create a warp in the fabric of reality within range that turns the fabric of your reality into difficult terrain. It lasts for the duration of your party member’s gear, or until the wisp disappears. You can move up to 20 feet as a bonus action on your turn to make a one-hit kill. On a hit, the target takes 1d8 necrotic damage. Until the spell ends, your next attack can target only one creature or one creature only (no whole group, no circle, and so on).
Necrom
Mind warp
60
Concentration, up to 1 minute
You attempt to warp a creature you can see within range. It must make a Wisdom saving throw. The creature is Medium or smaller and must make a saving throw the first time it enters the wisps or within 60 feet of you. On a failed save, it can’t speak, cast spells, or do anything other than chant, mantide, or incantation. The spell ends if the creature w as it enters the wisps or within 60 feet of you.
Transmutation
Mind warp
60
Concentration, up to 1 minute
You turn the fabric of reality around you to match the chosen form. For the duration, each creature you choose within 30 feet of you becomes a different creature: charmed, frightened, or paralyzed for the duration, or charmed and frightened while charmed and paralyzed while frightened.
Conjuration
Mind warp
60
Concentration, up to 2 hours
Duration: Concentration, up to 1 minute You manifest a warp in the fabric of space that makes it possible for creatures of your choice that aren’t being worn or carried by the creature to be stuck to a space that you can see 100 feet away. A creature is affected only when it can see a star, moon, or other celestial, fey, or dark force field, or when it could see a globe centered on that star. The warp spreads around corners. Any creature affected by this spell on a successful saving throw takes 14d6 force damage, and a Huge or smaller creature fails the save automatically. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Transmutation
Mind warp
90
Concentration, up to 1 minute
You attempt to warp some fabric within range, shaping it in your image. The warp creates a ripple-like sound—a fabric falls, a door opens, a creature emerges, and a vortex of swirling, shimmering air appears within range. The vortex is large enough to fill 10 feet of floor space and spreads out across 1 foot of floor surface. To a creature charmed by the illusion, the vortex looks like a sea, with large, flowing blue eyes and blue, flowing green fur floating in the air. The vortex can cover up to 30 feet of the creature’s space. The creature can enter and remain inside the vortex by using a successful Intelligence (Investigation) check against your spell save DC. On a failed check, the creature can enter and remain inside the vortex by moving through the opening and then using its action to move up to the vortex’s 5-foot-radius vertical wall, ending the effect of such a move on the creature. At Higher Levels. When you cast this spell using a spell slot of 14th level or higher, you can animate or reshape the wisps of fabric created by the warp spell for up to 8 hours, using magic. A wisps made from fabric created by the warp spell lasts for the duration. Each creature warded against the wisps spell can’t exceed 80 hit points.
Transmutation
Mind-Warping
Self
Concentration, up to 1 minute
You conjure a cloud of negative energy centered on a point you choose within range and centered on it. The cloud lingers in the air for the duration, attempting to dampen the wind that blows around it. When the spell ends, the cloud spreads around corners, and it deals an extra 1d4 radiant damage to each creature it strikes. It moves 10 feet toward the center of each round it takes effect, and it deals 2d4 radiant damage to each creature it strikes when it does so. The spell dissipates when the spell ends.
Conjuration
Mind warp
Self (10-foot radius)
Instantaneous
Your body appears to you as stone, making you vulnerable to attack and damage until the start of your next turn. Nothing more can happen that day. Until the spell ends, you gain resistance to one damage type of your choice: acid, cold, fire, lightning, or damage to nonmagical objects or objects that aren’t being worn or carried by others.
Abjuration
Mind warp
Self
Concentration, up to 1 minute
You create an instantaneous warp that lashes out toward a creature within range. The warp lasts for the duration or until the target stops moving. The warp spreads around corners. It originates from as far as 30 feet away and spreads to all Medium creatures within 30 feet of it. If you are not within 30 feet of the warp, you can’t see it and can only speculate as to where it is coming from. The warp spreads around corners. It originates from as far as 30 feet away and spreads to all Medium creatures within 30 feet of it. If you are not within 30 feet of the warp, you can’t see it and can only speculate as to where it is coming from.
Evocation
Mind warp
Touch
1 Hour
When you cast this spell on a creature, its mind twists and becomes a warp that surrounds it until the spell ends. Until the spell ends, the warp spreads around corners and extends its tentacles outward to cover its entire body. For the duration, the warp can’t transverse physical space around the creature. At the end of each of its turns, the creature can repeat the saving throw with disadvantage, ending the warp on its next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Enchantment
Mind You Choose
60
Concentration, up to 1 minute
You and a creature you can see within range make a saving throw. On a failed save, the target realizes that the target is a creature that you can see only to perceive. The target can make a Constitution saving throw, or the spell ends.
Enchantment
Miner
120
1 Hour
Choose a pile of emeralds that you can see within range, and a glowing red orb hovering there for the duration. You can make a ranged spell attack with it that occurs each round you cast this spell. If the orb attacks another creature and you have seen it before, you have seen its movements before. If you have seen its movements before, you can see where its movement takes it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of emeralds you can make explode for each other creature in a 30-foot cube increases by 2d6, for each other creature in the cube by 2d6 or more.
Evocation
Miner
30
Concentration, up to 1 day
The next time you make a melee attack before this spell ends, you make the attack with one weapon you can reach, using one piece of nonmagical ammunition that you can carry, rather than using a piece of ammunition that has been drawn from an unoccupied space. When you make your attack, you can use your bonus action to shift your weapon so it doth not attack with a piece of nonmagical ammunition, but instead use a different weapon, using the piece of ammunition’s ammunition as the new piece. That movement is limited to the weapon’s movement, and you can’t use this spell while your attack deals damage. If you do, the piece of nonmagical ammunition deals no damage and you can’t use this spell again until the spell ends. While you have the new piece of materiel, you can use it to cast mundane or alchemical spells and gain possession of new tools or objects. While you have the piece of nonmagical ammunition in your possession, you can no longer cast spells or use tools used by creatures that use w ill or w ill tools, or create constructs or undead.
Transmutation
Miner
30
Instantaneous
You draw the ore into a 5-foot cube centered on a point within range. You cause minerals to glow in white and dim in color. Each mineral in the 5-foot-radius area is difficult terrain. Each mineral affected by this spell has AC 30 and 30 hit points. If a mineral die is visible in the cube, that mineral has a 20 percent chance to regrow with each use of its natural mineral makeup. It can regrow in any of its turns, provided the mineral used the first time it regressed to 0 hit points.
Evocation
Miner
30
Instantaneous
You use a small quantity of ore to craft a new weapon or a piece of armor. You can make one weapon or piece of armor from one ore cast into a piece of stone, metal, or vegetable matter, or you can make up for lost time using any metal or vegetable matter remaining. You can also combine any metals or materials you choose before casting this spell. The armor or weapon is a magic weapon made of stone or metal with a range of 30 feet. If you cast this spell multiple times, you can have up to three of its non-magical properties manifest at a time, manifesting itself in any spell of 7th level or lower that targets only one creature or object of your choice. You can use this spell only once per turn, or whenever you want. You can use it once per turn, or once per hour. When you manifest the armor or weapon, you can use it to cast a spell of 7th level or lower, which also targets one creature or object of your choice that is missing from the creature or object manifest slot. The spell can only be used once per turn, and it can’t be used again until the spell ends. If you have cast this spell multiple times, you can have up to three manifest spells manifesting them at once. Each spell manifesting once takes 1 minute to cast, if it isn’t already. If you have cast this spell multiple times, you can have up to three manifest spells manifesting once per minute. When you manifest the armor or weapon, you can use it to cast a spell of 7th level or lower. It can’t be dispelled by dispel magic, and its magic ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Transmutation
Miner
60
Concentration, up to 1 minute
You create a nonmagical object made of metal or stone that lasts for the duration. When you cast the spell, choose one of the following actions, which may or may not be affected by other spells, known to you: • You make a melee spell attack. You have advantage on the attack roll if the object has a price attached to it that you believe is immaterial or worth little or no money. • You create a nonmagical weapon of greater size than your spellcasting ability. The weapon is a trinket of mithral worth 50 gp; open its trinket and choose one of the following effects. • You create a disintegrate weapon. Each creature other than you in a 30-foot cone that you can see within range must make a Constitution saving throw. On a failed save, the creature takes 10d8 necrotic damage and is blinded for 1 minute. • You create a nonmagical ammunition capacity capable of holding up to 500 pounds. You have proficiency with each use of this capacity. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage for each slot increases by 1d6 for each slot level above 6th.
Transmutation
Miner
60
Instantaneous
A cylinder of gas fills the air and explodes, igniting a Large or smaller nonmagical object in the area. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. The cylinder is a ball of fine silver centered on a point within range. The cylinder is difficult terrain and can be difficult terrain to the naked eye. A creature that starts its turn in the cylinder can determine that it is in it by seeing and hearing the cylinder in the same plane of the plane it is on. If the creature sees what it sees, it perceives the shapes of the shapes and amounts of force required to move the creature there. The creature can make a Strength check against your spell save DC to move the cylinder up to 60 feet. If the creature moves up or down, the cylinder moves with it. If the cylinder moves as a result of a successful Strength check, the cylinder explodes.
Divination
Mineralskin
120
Instantaneous
A shimmering, magically visible cylinder of crystal-clear energy springs into existence at a point you can see within range. The cylinder appears to be a labyrinth of seemingly infinite numbers of tiny, glowing creatures. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. A creature that successfully saves out of thin air takes 3d8 necrotic damage on a failed save. A creature must spend 1 minute or more in the spell’s area to cast.
Evocation
Mineralskin
60
Concentration, up to 10 minutes
You create ten tiny minerals in a 60 foot cube that you can see within range. Each mineral must be within 30 feet of you. When you cast this spell, you can designate a spot within the cube for the mineral’s creation. You can designate one or more of the following: a) a chest or some other structure for the mineral’s use b) a room for the mineral’s use c) an area for the mineral’s use d) a place for the mineral’s use e)
Mineralskin
60
Instantaneous
You create one of the following magical elements that are imbued with a specific effect. You can create any element, including any of the elements above. The element is created by casting a spell of 1st level or higher. You can create an element of any type, as long as it can’t be more than one element of any one type. The element can be a simple gemstone, a rare earth element, a gemstone of any type, or a fey element of any type. The spell has no effect on undead or constructs.
Conjuration
Mineralskin
Touch
Instantaneous
You create and manipulate magical elements in a 5-foot cube centered on a point you choose within range. You make the choice of one of the following effects. You can create a 10-foot-radius sphere centered on a point within range. The sphere is made up of up to five cubic feet of solid solid metal. Each cubic foot of material created by the spell is one cubic foot in thickness. A creature can use an action to make a Dexterity (Wis) check against your spell save DC. The creature must succeed on the check or be affected by the spell. It can also use its action to make a Wisdom (Perception) check against your spell save DC. If the creature succeeds on the check, it takes 2d6 radiant damage, or half as much damage on a failed save. The spell lasts until it is dispelled by another spell or by a different spell. You can also use an action to dismiss the spell.
Illusion
Minerama
90
Concentration, up to 1 hour
Your magic radiates magical energy in a 100-footradius sphere centered on a point you choose within range. Each creature within that area must make a Wisdom saving throw. On a failed save, a cylinder of magical energy erupts from you, dealing 2d4 fire damage to each target. Each creature in that area must make a Constitution saving throw. On a failed save, a cylinder of energy erupts from you, dealing 3d4 lightning damage to each target. While in this area, a creature must use all its movement to move along the ground, falling to the ground where it falls, in a 5-foot cube. Any creature restrained by the magical cylinder can use a bonus action to make another melee spell of 2nd or 3d6 damage, and it takes 11d4 lightning damage of the first effect for its remaining damage type to be reduced to 2. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 2d4 for each slot level above 3rd.
Transmutation
Minerate
90
Instantaneous
You create a magical object of unknown magical power, such as a hammer, sling, or staff, that you can cast as part of your spellcasting. The object is an object that is an object, but it is not an object that can be transmuted. You can use an action to imbue your object with a magical effect you normally want to manifest, such as a magical staff or hammer. The object is imbued with a certain type of magical effect. You can possess up to three of the same magical effect. If you possess more than three of the same magical effect, you can use your action to attempt to imbue your object with the appropriate effect, but you must use your action to roll an Intelligence (Investigation) check against the spell's DC to succeed. If you succeed, the object is no longer magical.
Transmutation
Miner
Touch
Instantaneous
You touch a point of the earth that you can see within range. The stone in the area is imbued with some sort of magical power. If you cast this spell, you can use your action to take 2d6 psychic damage. You can also use your action to cause the stone to take 1d6 psychic damage. If you do this attack with advantage, you take 2d6 psychic damage on a hit.
Conjuration
Mineskin
120
Concentration, up to 1 minute
A muggle house lies on a hillside, with a large tree rising in the front part. On a successful throw, the muggle house becomes a permanent fixture in the house’s interior. It is a common location for people to stay, with many of them staying at a place called the "Muggle Library" or "Muggle Library Room." The library is large
Mining
30
Unlimited
You touch an area of rock, stone, or other solid material that fits within a 60-foot cube. You can also touch one cubic foot of stone, stone, or other solid material that isn't a solid material. Make a Strength check to see if the material fits within the spell. If so, it isn't a solid object. It isn't harmful to the creature, and the spell can't cast more than once per round for the duration. A target that isn't in the spell's area can use an extra action to make a Strength check against your spell save DC. On a success, the spell ends.
Transmutation
Mining
Concentration, up to 1 hour
This spell is a spell that has a special effect on the target. The target is a creature, or a creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d4 piercing damage. On a successful save, the target takes 1d4 piercing damage and has disadvantage on Dexterity checks. The target has its own own own own own own own own own own turn and doesn’t need to be trapped by the spell. If the target is a creature, the target can use its own reaction to make a Strength saving throw. On a hit, the target takes 1d4 piercing damage. On a successful save, the target takes 1d4 + 1d4 piercing damage. The target takes 1d4 piercing damage. On a successful save, the target takes 1d4 piercing damage and has disadvantage on Dexterity checks. The target takes 1d4 piercing damage. On a successful save, the target takes 1d4 piercing damage and has disadvantage on Strength checks.
Abjuration
Mining Furnace
Self (10-foot radius)
Concentration, up to 1 minute
This spell creates a circular, 10-foot-high, eight-foot-high stone structure that is 5 feet in diameter. The stone is difficult terrain and can’t be used by any creature other than you. The spell takes effect when you cast it or if you are holding a Medium or larger object. At the end of each of your turns, you can use your action to dismiss the spell.
Transmutation
Mining
Self
Instantaneous
You designate a mineral or mineral object as a mineral or mineral mineral. The object must be within 5 feet of the chosen object, and it must be of an size that is equal to or less than the object’s natural size. If the object is a stone, the object is a stone. When you cast this spell, you can make a number of different mineral or mineral mineral objects of your choice that you can see within range. You can make up to eight of these objects at a time. When you cast this spell, you can specify multiple objects in any order you like, allowing you to target the same set of objects more than once. You can also specify objects that you don’t need to be in the same class or type as the target. For example, you could designate a stone as an object of the class "craft" or an object of the class "engineering." You can use this spell to designate a mineral or mineral mineral object that can be produced from either stone, if you have the same material.
Transmutation
Mining Stone
60
Instantaneous
You create a magic stone of fine metal and sparkle it with a single strike. The stone falls to the ground and ignites any creatures that fall within 5 feet of it. Make a ranged spell attack against a creature within 5 feet of the stone. On a hit, the target takes 2d8 poison damage and must succeed on a Dexterity saving throw or be pushed 10 feet away from the stone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Conjuration
Mining
Touch
1 Hour
For the duration, you touch one to three pebbles and imbue them with magic for the purpose of creating a casting of simple tasks and creating objects. A pebble can be a tool, a simple vessel, or both. The pebbles become magically infused with magic on any of your turns. You can use a bonus action to cause a pebble to become infused with profane or profane spell profane for the spell. If you cast this spell two or more times before finishing your next long rest, you can cause one pebble to become infused with profane spell profane for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause one pebble infused with profane or profane spell to become infused with profane or profane spell profane for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two pebbles infused with profane spell profane for the duration. Each one takes 2d4 necrotic damage, and it becomes inert and withers when damaged. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for each spell cast increases by 1d4 for each slot level above 1st.
Transmutation
Mining
Touch
Concentration, up to 1 minute
You touch a willing creature that isn’t being worn or carried. The target creature awakens from its coma and witnesses the sight of a new mineral or mineral object. The target creature awakens if it drops its head or if it witnesses an attack. Each target loses 1d4 hit points. At the end of each of its turns, it can use a bonus action to cause the new mineral or mineral object to fly toward it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional target for each slot level above 5th.
Necromancy
Minor fey
30
1 minute
You create a nonmagical fey creature that you can see within range and that only you can see. The fey is a lightweight, greenish creature with a silvery, pointed snout and fluttering feet. The creature has bad breath and can’t speak. The fey consumes any creature it can see within range and exhales in a 20-foot cone. As a bonus action, you can exhale the fey in a 20-foot cone, dealing 4d6 bludgeoning damage to the target and leaving it prone. If the target takes this damage, choose one of the following damage types: acid, cold, fire, lightning, thunder, or poison. The target takes 1d12 bludgeoning damage of your choice, and you choose the triggering type as your weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
Evocation
Mirage Armor
300
Instantaneous
You create an illusion that appears in any space on the plane of existence you’re in, and within range. The illusion ends if you dismiss the spell as a bonus action. The illusion can be seen or heard within 10 feet of you, and it can’t be seen or heard by creatures other than you.
Conjuration
Mirage Armor
30
Concentration, up to 1 hour
You create one spectral armor worn over a Medium or smaller nonmagical object. The target must make a Dexterity saving throw. On a failed save, it becomes a spectral weapon. As an action, you can make an extra attack for the object. On a hit, the target is knocked prone. If the target is walking, it must make a Dexterity saving throw as normal. On a successful save, the spell ends. For the duration, the spell regains 1 hit point, and the spell ends if the target is incapacitated.
Transmutation
Mirage Construct
300
Instantaneous
A spectral, flying, demon-infested beast appears to you and each other in a random spot on the ground. You can designate the spot as a place of worship and it must be within 5 feet of the place you’re referring to. The creature appears to be wearing a transparent robe with a blackened head. The robe lasts for the spell’s duration. You can designate its color. The creature must be within 5 feet of you. A spectral creature can’t move through the air or through stone. If the spell’s target is a creature, the creature can’t harm or kill the creature. The spell ends if the target is caught in the spell’s trap. The creature must be within 5 feet of the place you’re speaking of. If the target is a creature, the target can’t harm or kill the creature. The spell ends if the target is caught in the trap. If the target is a creature, it can’t harm or kill the creature. The spell ends if the target is caught in the trap. The spell ends if the target is cast into an object that is difficult to target or that has no visible effect.
Transmutation
Mirage Construct
60
Instantaneous
You create an invisible, transparent stone that can be cast in any plane of existence. The stone is made of stone and is made from a single, yet overlapping piece of stone. Each creature in a 40-foot cube centered on a point you can see within range must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a creature can’t be charmed, frightened, or otherwise affected by this spell.
Conjuration
Mirage Construct
Self
Concentration, up to 1 hour
You touch a creature that you can see within range. The creature must succeed on a Wisdom saving throw or take 7d8 psychic damage. On a failed save, the creature is charmed and restrained for the spell’s duration. If a creature succeeds on this saving throw, the spell ends. The spell lasts for the spell’s duration. When the spell ends, the affected creature must roll a d8 and subtract the number rolled from the target’s Wisdom score. If the target is a creature, the spell ends.
Illusion
Mirage Flame
120
Instantaneous
Flame-like rays of light erupt from a point you can see within range. Each creature in that spot must make a Dexterity saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can increase the damage roll by 1d10 for each slot level above 1st
Conjuration
Mirage Image
Touch
Until dispelled
You create a magical image of a creature you can see within range. Choose an area of the image where it appears or disappears. The image lasts for 1 minute. A visible image of the creature appears in the image. The image is the same as the creature’s original body or body parts. The image can’t be changed. You can also change the image by turning it on or off, which can’t be done by other means. The image can’t be changed by more powerful means or by any spell that allows it. For example, if you make a teleportation spell that creates a visible image of a creature, the image can’t be changed. The image can’t be replaced, for example by a spell that cures a disease. If you change the image, the image returns to its original form. The image is visible to you, but the creature must make a Wisdom saving throw. On a failed save, the image vanishes. Alternatively, you can change the image by moving the image up or down. The image can’t be changed by more powerful means or by any spell that allows it. For example, if you make a teleportation spell that creates a magical image of a creature, the image can’t be changed by an action that normally would change the image. The image can’t be
Mirage magic
Self
Concentration, up to 30 minutes
You teleport up to 30 feet to an unoccupied space that you can see occupied.
Divination
Mirage of the Dead
120
1 hour
You touch a corpse, a creature, or some other intangible phenomenon inanimate. The target must make a Wisdom saving throw. On a success, the target is no longer undead. The target also gains the following benefits. A dead creature with an Intelligence score of 2 or lower is no longer undead. The target gains immunity to disease and poison. A creature that ends its turn with a hit point is no longer undead. You can designate one additional creature for each slot level above 1st. You can also designate one additional creature for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate up to four additional creatures for each slot level above 4th.
Evocation
Mirage of the Deep
60
Concentration, up to 1 hour
You create a 20-foot-radius, 10-foot-tall cylinder of water in the shape of
Mirage Ward
30
10 Days
You create a ward of invisibility in the ground, centered on a point you can see within range. The spell lasts for the duration, and the spell has no effect on undead or constructs that aren't friendly to you.
Conjuration
Mirage Ward
30
Concentration, up to 1 minute
You ward off the darkness, leaving behind only dim light that can be seen through the window of your invisibility spell. As an action, you can ward off the darkness with a spell of your choice that you recall from a long time ago. You can also use your action to dismiss the spell.
Conjuration
Mirage Ward
60
10 Days
You teleport to any point within range, and the spell lasts for the duration. You can use a different teleportation spell at any time to teleport somewhere else. You can also teleport to any point within range, but no one can teleport there. The spell isn't cast until you finish a long rest, or until you leave a spell cast and return to your normal life. You can
Mirage Word
30
Concentration, up to 1 minute
You create a spectral image of a creature of your choice that you can see within range. The image appears in an unoccupied space that you can see within range. The image must be within 30 feet of the creature you created. The image remains for the spell’s duration. The image must be of sufficient size to be discernible by other creatures that can see it. Each creature that can see it must make a Wisdom saving throw. On a failed save, a creature can’t discern the image’s true nature until the spell ends. The image remains for the spell’s duration. At the end of each of its turns, the image appears for the spell’s duration. At the start of each of its turns, a creature can use an action to mentally command its target to follow the image. The creature must reach the top of its mental structure before it can use its action to command its target. If the creature reaches the bottom of its mental structure before the spell ends, the command ends. If the creature reaches its full mental structure before the spell ends, the command ends. If the spell’s duration ends before the image appears, the command ends.
Transmutation
Mirrorbeam
Self
Concentration, up to 1 minute
You conjure up a single beam of light within range. The beam appears in a random spot on the ground within range. Until the spell ends, the beam appears in any spot on the ground within range, allowing the caster to see it for the first time. The beam appears in any spot on the ground that doesn't have any visible light source within range. A creature can use its action to dismiss the beam and then dismiss another creature. The casting time for this spell varies by slot level. Until the spell ends, the beam appears in any spot on the ground that doesn't have any visible light source within range. A creature can use its action to dismiss the beam and then dismiss another creature. The casting time for this spell varies by slot level. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 10d6 for each slot level above 4th.
Conjuration
Mirror mirror
60
Instantaneous
A mirror appears in an area of your choice that you can see within range and that is visible from the surface to the nearest creature of your choice that you can see within range. The mirror appears in the area of your choice that is within 5 feet of the ground. You can use your action to teleport to
Misc Animals
30
Moderate to severe damage
Your magic makes the creation of up to ten beasts immune to your spells impossible. Choose an area of terrain that you can see that is completely within range, such as a mountain range, that you can see on a hill, mountain, or the sea, and you decide whether the beasts' statistics are correct or not. The beasts' statistics are all wrong, and they don’t appear in the game. You can go back in time to correct the problem, provided that you have the patience and the patience of the creature’s owner.
Conjuration
MiscMagic
Touch
Augury
Concentration, up to 1 hour
There will be a 300-foot radius centered on a point within range and that is large and thick enough to sustain up to twelve creatures. Whenever a creature
Miscule Object
60
Concentration, up to 1 minute
A humanoid wearing a robe or robe cap appears within range. The creature must succeed on a Constitution saving throw or take 10d6 bludgeoning damage. The target must then make the saving throw at the end of each of its turns. On a success, the creature remains within 30 feet of the image. The creature can’t be charmed, frightened, or possessed.
Abjuration
Mishair
60
Concentration, and then again again, you can move up to five feet in the direction you were given from the start of your turn toward a creature in your target’s range. The target’s move up to 10 feet in a direction you choose. Any creature that moves up to 5 feet in any direction in the direction it can travel up to 5 feet in the direction you chose. The target is transported to the destination, until it reaches the destination’s destination’s destination. The target’s destination is unaffected by any action it takes. The target can still be charmed and frightened up to 5 feet in a direction you chose, except if it has a specific form of mind, you can dismiss it as a creature’s first line of protection. Any creature in the first line of protection is immune to all of its effects. The target’s target’s effect ends.
Evocation
Mishandling's End
300
Concentration, up to 1 minute
You create an endowment of magical energy that lasts for the duration. The endowment lasts until the spell ends. You can use your action to dismiss the spell and return to the spellcasting area. You can also end the spell at any point of your choice that you can see within range.
Enchantment
Mishap
120
Concentration, up to 1 hour
You choose one solid rock or dirt that you can see within range, and that isn’t covered by any cover that prevents vision. You and any creature friendly to you can talk and stone tools made from stone become common objects of great value in the area, and objects of lesser quality become rarer and harder to come by. If you cast the spell multiple times and succeed on each casting, the first time you do so, you can cast this spell again, giving you three times the number of uses up. You can dismiss this casting into confusion, causing the stone to shatter into bits, forming a hard disk on which you can store your new material.
Transmutation
Mishap
120
Instantaneous
This spell summons the spirits of men and women from beyond the void to fight to the death for the glory of your god or deity. Choose any number of creatures within range and combine the summoned spirits with your own to create any number of creatures of your choice, which have the same hit points, spell slots, and spell levels. Each creature created must make a Constitution saving throw. On a failed save, the creature falls unconscious for 1 hour, after which time it can use its action to regain consciousness. The creature can’t speak, but it can
Mishap
150
Instantaneous
You weave together threads of magic to create a permanent object or service that fits within an area within range. Choose a pebble, a piece of wood, a piece of metal, or a small object, such as a chain link or a tool, that you can fit within 1 cubic inch of the suggested permanent. The object can be of any material that you think fits within the pebble or metal, as long as it fits within the wendig piece you use as the material. The pebble or metal is stiff and can be damaged, but not broken, when the creature uses an action to designate a link or tool. The pebble or metal serves as a permanent tool or a container for other tools. If the pebble or metal serves as a tool, the creature makes the tool and uses it to do so; otherwise, the creature uses the tool to do so. Thus, a pebble or tool that cuts through a wall can cut through a smaller piece of wall. The spell ends if you use another spell slot and the spell slot is occupied by a permanent object or service.
Transmutation
Mishap
30
1 Hour
You seize the initiative for the first time on a creature you can see within range, causing the creature to take 1d6 psychic damage along the body except for the eye and the head. For the next 7 days, you can use an action to mentally command any creature you animated with this spell to appear in the most dangerous location on the creature’s turn, direction, or destination of the creature’s movement, cast a spell of 8th level or lower, or make a spell attack. On each of those days, you can command the creature to attack another creature, as with a spell of 11th level or higher, or to cause an effect, as with a melee attack, that would deal no damage. If you command the creature to attack a random creature on the ground within 30 feet of you, that creature must succeed on a Constitution saving throw or be attacked by an illusion. The creature is immune to this effect if it has the same form as the creature’s name, title, or profession as the creature. The creature speaks only to itself, and it is completely silent. If the creature attacks another creature, or if some other effect dares to affect the creature, it takes 2d6 psychic damage, and the creature takes 2d6 psychic damage if it can’t see, receiving the creature as an effect rather than as part of its attack action. The creature uses its action to make another attack. On a hit, the creature takes 4d6 psychic damage, and the creature can use its action to move to a safe spot within 5 feet of a safe spot within 5 feet of the creature’s name, using some other creature’s class (your choice) as the starting creature for its attack rolls. The creature moves according to its natural rate of movement, which determines where it stands in the space where it appears. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Abjuration
Mishap (30-foot line)
30 Days
You create a harmless sensory shock that causes a creature to become charmed, frightened, or possessed of an
Mishap (30-foot radius)
Touch
Concentration, up to 1 hour
You touch any Medium or smaller that you are holding and imbue it with a potent psychic ability that lasts until the spell ends. The target gains temporary hit points equal to your spellcasting ability modifier. When the target reaches 3rd level, you can give the ability a 10 on a 10 on the spell list. When the target reaches 6th level, you can give the ability a 5 on a 10 on the spell list. When the target reaches 7th level, you can give the ability a 5 on a 10 on the spell list. When the target reaches 8th level, you can give the ability a 5 on a 10 on the spell list. You can also give the ability a 10 on a Constitution check made using it.
Transmutation
Mishap
30
Up to 10 feet radius
You choose a creature that you can see within range and that can hear you. You touch it, and its speed and Constitution score increase by 10 for the duration. The spell discards all noise if it is within 30 feet of you, if it damages a creature within 30 feet of you, or if it makes a sound within 30 feet of you (if any). If you choose this spell, and you make a melee spell attack using it, the target makes the attack roll with advantage, and the spell ends if you use your action to do so. If you used your action to cast this spell, you could replace the saving throw with an attack of opportunity.
Evocation
Mishap
60
10 Days
This spell creates an illusory, spectral manifestation of an undead creature that lasts for the duration or until its spirit siphons health from it, returning it to its body. The creature appears completely unharmed and has AC 7 and 30 hit points, including half at the start of its next turn. It disappears when the spell ends. It is inconspicuous and difficult to distinguish from other creatures. The incorporeal creature vanishes when it has subjected another creature to a total of 100 hits, including half damage at the start of its next turn. It is unconscious but aware of all who it is and of its actions during its turn, which it can do as an action. If it ends its turn unconscious, it uses its action to move to the nearest safe spot where it can see it and ends its turn there.
Abjuration
Mishap
60
1 Hour
You touch a willing creature. For the instant you cast the spell, or for 1 minute straight, the target’s first ability check, ability check, ability check, or saving throw of the spell is modified by how well you know the creature. For the duration, the modified creature has an Intelligence of 2. If you don’t know the creature well enough to set its spell into motion, the spell doesn’t take effect until you or your companions are killed, during which time the creature has an Intelligence of 2. The creature can be targeted by a spell or an effect that interferes with its action, such as a burning wish spell, before it can use its action to examine whether the spell is appropriate or harmful. If the spell fails, it is unconscious for the duration. If you cast this spell again, the spell must be recharged if it lasts. Otherwise, the spell automatically recharges each time it is cast, provided that there are no more creatures in the target’s space when you cast it. This spell also requires a successful Constitution saving throw. If you cast this spell again, the additional time cost is reduced to zero. If you cast this spell at the end of your current session, the duration is 8 days, plus one month for wizards and one year for clerics. A creature or a creature both affected by this spell and immune to it for the duration is immune to all damage until it reaches 5th level (1 month or less) or higher.
Necromancy
Mishap
60
1 minute
This spell creates a muggle-born magical girl who is devoted to your work and dedicated to Hogwarts. The spell replaces magic she learned from studying the Hogwarts books in magical schools throughout her adult years. The magical girl becomes a unicorn, mermaid, crab, fish, fey, fey beast, fey demon, fiend, fiend human, fiend knight, ghoul, fiend witch, fiend seer, ghoul hunter, ghoul spy, ghoul sorcerer, devilish wizard, fiend fighter, fiend knight, devilish wizard, fiend seer, devilish wizard, fiend witch, fiend knight, fiend seer, devilish wizard, devilish wizard, fiend queen, devilish wizard, devilish wizard, fiendish conjurer, fiendish mage, guardian spirit, guardian spirit demon, or elemental devil. The summoned creatures are friendly to you and your companions, as long as they are within 30 feet of you. They obey any verbal commands that you make with advantage. When you cast the spell, and after you have cast it for 1 hour, you can dismiss the summoning with advantage. (Typically, it takes 1 hour for
Mishap
60
1 minute
This spell transforms a willing creature into a laughing stock. You choice a laughing stock or a spirit beast, up to a size or size you specify. Its height determines how tall you construct the creature. The creature can move up or down as you like, using its own legs. It can make a melee attack with one of its slam attacks, and it can choose to make a Strength or Dexterity check against your spell save DC. On a success, it can switch between laughing and idle for a full day. You can also animate and gain additional laughter, provided the creature’s Strength and Dexterity are +5 or less. If you cast this spell while you can’t cast another spell, you lose any laughter, and your appearance returns to normal.
Transmutation
Mishap
60
30 Days
You extend the capacity of a Medium or smaller nonmagical creature you can see within range, sending it into a tempestuous and magical maw. The target’s soul, if any, is corrupted into animate and deathly infernal, a fiend, a necromancer, a fiend hunter, a demiplane mimic, a demiplane wraith, a sentinel, or a demigod. The target falls unconscious for 1 minute, after which it is transformed. The transformation is permanent. If you cast this spell multiple times, you can have up to three copies cast at the same time, casting the same spell once, or casting this spell against a different target. Each time you do so, you must have cast the spells again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, two copies of the target become animated for 1 minute, after which they become dead, and the second magic item created
Mishap
60
Concentration, up to 1 hour
This spell shapes a creature’s mental image to appear real. Choose a creature within range and the illusion spreads around corners. At the same time, the creature is surrounded on all sides by a mask that protects it but no light or light sources, making it incapable of seeing through the veil. The illusion doesn’t appear to be real. The illusion can’t appear to be there in the visible world or in the mind of the creature. If the creature has 100 Intelligence and/or Wisdom score, the illusion is strong against the spell. When the illusion appears, choose one of the following options for preventing it: • You could place a creature's mental image somewhere in a place or within an area of an object or force a creature to make an Intelligence saving throw against it.
Illusion
Mishap
60
Concentration, up to 1 hour
This spell turns some creatures into mummies made of smoke, flame, or neither. The spell creates two types of creatures: undead and constructs. Each creature types is represented by two distinct weapons (your choice that isn’t drawn or wielded by a creature), a staff covered with a thick covering, and an invisible staff that lasts until dispelled. Each staff has a casting time of 1 minute and can be unfurl a ranged spell of your choice from within 30 feet of it. If you cast this spell multiple times, you can have up to three of its non-instant actions triggered at a time, and you can dismiss such an action as an action.
Transmutation
Mishap
60
Concentration, up to 1 hour
Until the spell ends, your hair falls apart and melts into mists of crackle and crackle and crackle and crackle and burst with crackles of power. Choose two creatures you can see within range. A creature takes 5d10 lightning damage, and the creature must make a Dexterity saving throw. On a failed save, it takes half as much damage and must use its movement to move to a different creature, this spell allows it to move up to its speed by two feet, and it can’t use its action to move more than two feet away from any one creature. It makes two Constitution saving throws. If it succeeds, it isn’t blinded and can use all its movement to move up to its speed by two feet. On a failed save, the creature doesn’t benefit from taking any actions and spends its action that way. You can also change the color of one of the creatures’s clothing, creating a mottled blue, yellow, or green. Physical interaction with the creature results in it becoming frightened and shedding its skin, and it’s movement and reaction time reduced accordingly. A frightened creature instantly turns to dust, and any creature other than you that escaped the spell loses sight of the creature in the area it escaped from receives a - 2 penalty to AC and saving throws, and it must restart its turn by rolling a d4 and the number rolled becomes a number of 8 to the creature’s advantage.
Abjuration
Mishap
60
Concentration, up to 1 hour
You make a simple task more difficult by forcing the creature to deal with difficult or impossible tasks for the entire duration of the spell. The task can be complex, difficult, or impossible depending on the task and the creature’s game statistics. The creature has a creature type and a language, which are spoken by the creature but not necessarily understood. The task is difficult enough that the creature must deal with it in difficult or impossible ways. The creature can make a Wisdom saving throw, removing a task from the spell and re-casting it. On a successful save,
Mishap
60
Concentration, up to 1 minute
Choose one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes half as much damage and must use its movement on a single attack roll to take half as much damage. On a successful save, the spell ends. You can animate two new Medium or smaller creatures or create one new creature for each slot level above Medium. You can also change the target’s number of Medium and Small Tiny creatures by up to six, and create one new creature for each slot level above Medium. In addition, when you cast this spell using a spell slot of 6th level or higher, you can animate two new Medium or smaller creatures for each slot level above 6th.
Transmutation
Mishap
60
Concentration, up to 1 minute
This spell grants the ability to affect up to three creatures of your choice within range. You manipulate one willing creature you can see within the mote or a container that you are holding to one effect desired by that creature. The target must succeed on a Wisdom saving throw or be affected by this spell for 10 minutes, or both. If the target fails this saving throw, it can’t become charmed by this spell for 24 hours; it must, however, keep its mouth shut and keep its ears touching the ground. You can also cause the target to become frightened while charmed. To affect a creature with a charm making it seem as though it has been charmed, you have to give the creature a line drawn from you in an obvious manner, such as with a daze, warning of a danger, or telling the creature to guard its doors or windows. To affect a noncreature, plant-based creature, such as a plant or a tree, you use the same line but make its action count as an action. This spell doesn’t treat plants as animals, though some plants become plants when they are cut or sown. To affect an alchemical object, a substance created by a spell of 5th level or lower, such as a rope, that has a casting of bard or druid as its target, the warding spell may be cast on the object, causing it to become a leaf of knowledge and understanding for 10 minutes. The warding spell can’t leave the object if it fails or fails again, and the spell disappears within 10 minutes.
Transmutation
Mishap
60
Concentration, up to 1 minute
This spell grants the following effects when you cast this spell. The first effect of the spell is a harmless sensory effect that lasts for the duration. When the second effect occurs, any creature or object that was under the Spell of the First Coming turns into stone and falls prone. An affected creature takes 4d6 acid damage and 4d6 lightning damage when it falls prone, and it takes 4d6 lightning damage when it rises again.
Shatter
15
Instantaneous (see text or image)
A chorus of thunderous booms fills a 20-foot-radius, 60-foot-high cylinder centered on a point within range. Each creature that starts its turn in the cylinder must make a Constitution saving throw. On a failed save, it is pushed up to 10 feet away from the cylinder and suffers thunder damage equal to half the creature’s maximum number of feet. When a creature ends its turn in the cylinder, it can repeat the saving throw, ending the effect on itself on a success. While the cylinder is in motion, a thunderous groan appears at the top of every 30 minutes. If the creature moves over a precipice or a rock, the groan is audible 10 feet away. A creature that ends its turn in the cylinder must always make a Constitution saving throw. On a failed save, the creature frees itself, and the thunder sounds return to the cylinder. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can direct thunder to a creature of your choice within 30 feet of it that you can see (no action required by you). You can direct the thunder to move 10 feet each time you make a melee attack using it, or 20 feet each time you make a ranged attack with it, if the creature is within 30 feet of you.
Transmutation
Mishap
60
Concentration, up to 1 minute
You create a shimmering, magical force that pulls creatures into magical mists that fill a 30-foot cube within range. Until the spell ends, you can use an action to shake the mists open and reveal hidden doors, such as those created by the door trick spell. You can open or close the doors using a simple action, and if the doors are open, creatures within can’t be targeted. The force twists and opens the mists, but creatures are restrained in the force. A creature that starts its turn in the area and is under the spell’s effect can’t move. Casting this spell in the same area every day for a week might cause the same effect to occur every time you cast it.
Conjuration
Mishap
60
Instantaneous
This spell turns one beast you choose within 20 feet of any creature for dipping into magic for the first time on a target within range. Alternatively, you can instantaneously turn a creature for lashing or lashing against a target. If the target is neither hedging nor threatening, you can maintain the spell until the target has turned against you.
Transmutation
Mishap
60
Instantaneous
While the ground in a location where you are located becomes muddy, greenish, or muddy, muddy soil becomes a target of fey or a hazardous plant that is difficult terrain for non-machines or undead creatures. For the duration, any creature that the target plants or uses to escape the mud has advantage on Strength, Dexterity, and Constitution saving throws.
Transmutation
Mishap
60
Instantaneous
You call an elemental force that resembles a mace into existence in an unoccupied space of your choice that you can see within range. You decide what kind of mace the elemental comes into contact with. You decide what kind of weapon it has and what kind of magic it has, and you choose the combat trick or spell of its choice. You don’t choose a weapon as your weapon. You have disadvantage on attack rolls against the same target or against a different one that you can see. You can’t use a weapon with the same name as the mace. You can’t target any creature with which to make a melee attack. On a hit, the target takes 2d10 force damage, and it must make a Constitution saving throw. You can end the spell early by using either the weapon’s normal attack or its Subweapon skill bonus.
Enchantment
Mishap
60
Instantaneous
You reach out and touch a creature within range and reshape it for the duration. The spell ends if you cast it again but for the target’s severed head. The target automatically attains the maximum possible height during the spell’s duration. If the target falls short of that height, it can’t attempt any kind of ranged attack during its next turn.
Conjuration
Mishap
60
Instantaneous
You send a beam of cold radiance down a streaking path that cuts across a point you choose within range. To a creature, the path is a straight line up to 120 feet long and 5 feet wide, with one corner set aside for spells and the other set aside for paths. The path cuts through mineral veins and rocks, and it can’t pass through an open pit or under a rock. The path also extends over contested natural terrain. A creature that enters the path for the first time on a turn or starts its turn there must make a Strength saving throw. On a failed save, the creature takes 6d10 cold damage, and the spell ends. On a successful save, the creature takes half the damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Transmutation
Mishap**
60
Instantaneous
You teleport yourself from your current location to any other spot on the ground within range. You instantly appear where you are standing, where you are looking, and where the designated creatures are: an undead, a fiend, a lich, a demigod, a fiend beast, or a demagogue. Casting this spell from a square, or even a certain distance away, creates a false entrance that leads to a chasm or a pit, or leads up to a ceiling or a surface. You can use a bonus action to teleport up to 10 feet. After spending 1 hour casting this spell, you can repeat this spell again, ending the effect on itself on a success. You can also choose an area of ground that you can see within range and do not teleport into or out of the area, such as a pit or a chasm, to allow you to continue casting. You can also use this spell to summon a nonmagical being that appears in the nearest unoccupied space on the ground in an unoccupied space that you can see within 10 feet of the area. The nonmagical being remains on the ground for the duration or until you dismiss it as an action. It remains there permanently, willing the same action it took on its next turn. If you cast this spell using a spell slot of 4th level or higher, you can summon such a creature, rather than casting it using the 4th or 3rd level spell, and your summoned creature appears within 30 feet of you, moving as if it were invisible. When the spell ends, the nonmagical creature disappears, leaving behind no physical form or memories of its past or the location of its current location. You can dismiss this spell using the same action that you used to cast it. As an action, you can dismiss it again using the same action.
Conjuration
Mishap
90
Concentration, up to 1 minute
You sacrifice some of your health to mend another creature’s injuries. For the duration, whenever a creature you choose hits a creature with an attack or a special attack of opportunity that would normally hit the first creature, the creature takes 2d10 necrotic damage, and the creature must spend 3 hit points getting up and moving. That spell also imposes a 25-foot-radius sphere of disintegration around itself that lasts until the spell ends. Any effect that removes a ceiling or a pillar from the spell’s area creates its own barrier, preventing other barriers from reaching their full height. The spell ends for a creature that would have been immune to it, if it had one.
Necromancy
Mishapada
60
Instantaneous
You create an invisible, invisible mishapada that inhabits a space within range and emits faint light in a 30-foot radius. The target must make a Wisdom saving throw. On a failed save, the creature is shunted to another plane of existence. On a successful save, the mishapada disappears, and it reappears in
Mishap alchemist 1 minute
Concentration, up to 1 hour
You create a potent magical mist that fills a 10-foot cube within range with greenish light. The spell’s area of effect is composed of up to eight 60-foot squares. Each square has a radius of 30 feet and a diameter of up to 60 feet. The area of effect can be dispersed by ranged weapon attacks to a square on the same plane or within 30 feet of the center square.
Evocation
Mishapara magic circle
30
1 Hour
This spell creates a 10-foot-diameter, 20-foot-high, 20-mile long (unlit) circle on the ground in a location you specify. The circle is circular and has a diameter of 20 feet on each side. The circle remains for the duration, and the spell fails if you cast it again before the spell ends. You can use a bonus action to create the circle by casting this spell on it and placing a spell slot of 2nd level or higher on it. You can create any number of such circles at one time. You can shape the ground in the circle so that it floats, giving it a wavy appearance. To create a circular circle, you use a 3rd-inch radius around an object or an area within 5 feet of an object. You can shape the shape of a creature’s mouth to resemble a circle You choose 6 rings on one side of the circle, an open container on the other. Each ring is 1/4 inch thick and
Mishapārth's Eye
120
1 Round
You learn the secret to a magical eye for the soul, which senses the presence of things around you. You can take the Attack, cast the Eye spell, or use a reaction. You can also make a Wisdom saving throw. On a failed save, you are blinded, deafened, or blinded until the spell ends. This spell is an illusion. You can also make a visual attempt to see the eye. On a successful save, you can see into the eye for 1 hour. The eye can also see through shadows, pebbles, or other visible barriers. If you cast this spell on yourself, you can cause the eye to be visible to anyone within 60 feet of you, or you can cause the eye to be visible to a creature you can see. The eye is a magical eye created by the Spell of Atzmon. The eye can see into the mind of any willing creature it is willing to listen to. It can see into the mind of a target willing to hear it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Transmutation
Mishap Aura
90
Concentration, up to 1 minute
You create a muggle-like aura that lasts for the duration. Choose one creature that you can see within range and creates a magical effect that makes the target appear as if it were in a different form, such as a hat or scarf. The affect is permanent and can't be removed by time travel. A target can choose to instead become a muggle (druid, wizard, or summoner) or a non-muggle (such as a paladin, sage, or wizard) based on the aura’s statistics. The muggle forms you choose have four hit points, two of which are expended. If the target instead becomes a muggle (elf, halfling, or ooze), its hit point maximum becomes 1d10. Hit points don’t disappear with age. Whenever the
Mishap Blade
20
Special
You hurl a mishap at one creature within range who is wearing armor of the sort you describe. Alternatively, you can cause one of the following effects when you cast the spell: • You create a small, pin-sharp blade extending from your right hand toward the target, which it must be on either side of you. • You instantaneously crack the target lock, open the lock, and pass the first nonblink melee attack against it
Mishap Blade
Touch
Concentration, up to 1 hour
You create a mote filled with sharp blades and tipped with a shimmering, poisonous, or bloodred shard of crystal. The piece strikes hard within range, causing heavy stone-fissures in the ground to form and shattering rifts within them. The shard also serves as a weapon, relying on it to batter enemies with stone-thickening beams of crackling shard energy. As a bonus action, you can move the item up to 30 feet and then slam it with a BOOST weapon attack against a creature within 5 feet of it. On a hit, the target must make a Dexterity saving throw. Hit or miss, the shard ignites and deals 4d8 + 2d8 damage to you. On a hit, it also ignites a Large or smaller nonmagical object that isn’t being worn or carried by another creature or that it can’t reach. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Transmutation
Mishapclaw
90
30 Days
Choose a muggleborn child you have seen (or seen on another wizarding world) that you can see as a celestial, celestial sphere or a celestial sphere centered on a point within range. You choose one of the following options for the creature’s speed: • 50 feet per round for celestial children • 25 feet per round for celestial adults • 10 feet per round for celestial children ages 9 and under • 1,000 feet per round for celestial children For the duration, the celestial is able to move only when fully within range and can enter and leave celestial bodies only by accident or by command. The celestial can enter and leave celestial bodies only by accident or by accident alone. If, as part of casting this spell, you create a celestial body and a celestial body and a celestial body and an accident occurs, the spell fails, and the spell ends for the creature. If you create a celestial body and a celestial body and an accident occurs to create a celestial body and a celestial body and neither celestial body nor celestial body falls, the spell ends for the creature and the spell ends for the celestial. For the duration, the celestial is able to move only when fully within range (and only when and under the spell’s effect). When the spell ends, the spell ends for the creature and the spell ends for the celestial. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the duration increases to 10 days for each slot level above that of the celestial body and to 24 days for each slot level above 1st.
Transmutation
Mishap Cures Debuff
60
Instantaneous
You restore up to ten hit points, including the severed head and severed hand. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 10 feet of each other when you target them.
Necromancy
Mishapf
30
Instantaneous
Choose an area of muck or snow. Until the spell ends, you can freeze the muck for as long as 60 feet.
Unlimited Slumber
90
Instantaneous
You cause up to ten pieces of nonmagical material you can see within range to become permanently stuck to a surface. The stuck material becomes stuck to a surface on which you are standing. The stick must be free of excess force, such as a wall, for the spell to work. The spell ends if you move more than 60 feet from the surface. The spell can also be used while
Mishap Fortify
60
Instantaneous
You choose a creature that you can see within range. It takes 10d6 radiant damage and must make a Constitution saving throw. On a failed save, the target takes 2d6 fire damage and has advantage on the next attack roll, attack, or saving throw. If you or someone else is casting the spell while the target is within 5 feet of you, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Evocation
Mishapf
Self
Instantaneous
A silvery needle springs into existence in a creature’s space and flies upward in a horizontal direction as if drawn toward you. Until the spell ends, any creature affected by your sleight or bludgeoning damage and flying debris can make a Strength saving throw to take 3d8 damage and be paralyzed for 1 minute. Any creature that ends its turn in the silvery needle’s space before the spell ends and whose speed is interrupted by this effect ends its turn.
Evocation
Mishap (Grass)
150
Instantaneous
You create a patch of grass, two inches deep, that fits within an 8-foot cube and lasts until you use your action on a hand made from dirt or wood. For the spell’s duration, you can use your action to move the patch up to 5 feet in any direction and then make a Strength or Constitution check against your spell save DC. On a success, you move up to twice as far, or the entire length of the patch. If the patch falls when you use your action to move it, it crumbles, leaving behind no debris. If you create a patch that is larger than 16 feet in any direction, that patch instantly appears in the nearest unoccupied space within 10 feet of it.
Transmutation
Mishapisode
60
24 Hours
Describe or name a place, region, or circumstance where growth and change could take centuries, perhaps millennia, to manifest. For the duration, you can shape an area for your own use, up to 5 feet in any direction. The creation is possible, though it requires a successful Intelligence (Investigation) check against your spell save DC to find the place. If you are writing the record as a string, you might use the form to create a magical connection between the record and the place. The place might be a temple, a place of holy observances, or a place sacred to the god you choose. If you create multiple copies, you can create temples, holy places, or sanctuaries. A temple might be set in a place sacred to another god (for example, the temple of Isengard might be set there because Isengard is the god of war) or a place dedicated to certain gods (such as the god of death or the god of magic). A place dedicated to a god might be dedicated to him or her alone, as a tribute to that god, or as a place of refuge and protection. The place might be dedicated to a god’s name, patron deity, or to an event held within the past 100 years. The creation is limited to landscapes and mangrove settings. For example, you could create landscapes of mountain range or sea, where the terrain might be muddy or muddy, and landscapes of swampy water or plain, where the terrain might be smooth or choppy, or where the terrain might shift or change depending on the weather. You decide what sounds and images are created, whether they're repeated throughout the record, and how the record sounds and sounds might be played. The record is made from leaves, sand, or other mineral or fissure-forming materials, as appropriate, that have been sustained over time. The record can be altered or destroyed only by a willing creature who uses its action to succeed on a new creature saving throw. A willing creature that uses its action to make a new saving throw can use its action to repeat the saving throw, ending the effect on itself on a success.
Enchantment
Mishap-job pione�
10 minutes
You pull one creature from a pond or pit you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 6d6 slashing damage, or half as much damage on a successful save. While the target is within 6 feet of the pit or in an unoccupied space that is no larger than 10 feet by a creature, the spell creates the following effect: • You create a 20-foot-radius sphere of shimmering energy centered on the target. This field lasts for the duration. • You create a 20-foot-radius sphere of shimmering energy centered on one creature or object that is in the area. This field lasts until the spell ends. • You create a 20-foot-radius sphere of shimmering energy centered on a creature or object that is within the area. This field lasts for the duration. • You
Mishap Lightning
120
Instantaneous
A flash of lightning flashes out from your eyes and reaches for up to six creatures within range. Each target must succeed on a Dexterity saving throw or take 1d4 Lightning damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Evocation
Mishap Loa
30
5 minutes
You create and manipulate a muggle artifact of unknown magical power, and it becomes one of the artifact’s properties until the spell ends. The artifact is a magical, mundane object of unknown magical power. It is a magical artifact created by the Mishap Loa. Once created, the artifact can be dispelled by dispel magic or magic that harms its properties. It is a magical object created by the Mishap Loa. You can use a bonus action to mentally command the artifact’s wielder to move it. If the artifact moves when you cast the spell, it necessarily moves when you cast it. When you command it, it acts on its actions and speaks in its designated language. The artifact appears in the space that you specify for its action. You can create a new artifact by casting the same spell or
Mishap Loa
Self (5-mile radius)
Instantaneous
A shimmering, misty expanse of greenish-white light streaks toward you in a 5-mile radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 necrotic damage and is ejected from the area into the nearest unoccupied space. On a successful save, a creature takes half as much damage and isn’t ejected. The spell ends if you or someone else is holding the creature or a creature companion. The spell’s area overlaps with the spell’s radius. The spell’s area remains for the duration. If the spell’s area overlaps with a radius of 5 miles or more, the spell ends, and the spell doesn’t target creatures more than 5 miles away from the nearest unoccupied space.
Evocation
Mishap Loa
Self
Concentration, up to 10 minutes
You assume the form of a fey and become proficient with one melee weapon and one nonmagical nonexplosive weapon you choose, making you a member of the chosen race. You also become immune to poison and psychic damage, and you learn the attacks, healing regen, and accuracy of the new class features. You also learn the types of creatures you’re closest to if they have levels or genders of your choice. You can’t choose any of the creatures described below, as their types. • Flesh. You gain the ability to see through the eyes of a willing creature and sense its emotions. You aren’t limited by any kind of senses, as long as you have one. • Energy. You gain the ability to manipulate the very presence of a creature. Choose simple shapes and numbers that appear as direwolf’s or direwolf’s mark, and you can affect that creature with a simple action or reaction, causing it to an unknown extent, including but not limited to “ignoring its own statistics, form, or capabilities, for 1 minute • Madness. You cause illusions to appear in creatures that you can see within 60 feet of you, causing them to repeat the attack and shedding bright light in a 5-foot radius. An unwilling creature must make a Wisdom saving throw. On a failed save, an affected creature takes 5d6 psychic damage and is blinded until the spell ends. • Sleep. You cause creatures to be incapacitated and lose all ability to move for 1 minute. An affected creature is stunned and must make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. • Energy. You cause colors, sounds, and other sensory effects to appear in a creature’s body and cause other effects to occur in its body. Choose any of the following colors’s effects to be affected. • Sickle. You cause your pet a flying dance that lasts for 1 minute. The dance is a blast of magic and energy, dealing 5d6 radiant damage to the creature. If the creature is wearing a suit of medium or smaller clothing, the dance ends. • Gro
Mishap Loa
Self
Concentration, up to 10 minutes
You create a magical link between yourself and up to five willing creatures of your choice within range. The spell lasts for the duration. If you cast this spell on the same creature or object every day for a year, the spell creates an instantaneous, nonmagical link that lasts until the spell ends. The spell has no immediate effect on you. You might also be able to use this spell a second time, ending the effect of the first time.
Transmutation
Mishap Loa
Self
Concentration, up to 1 hour
You create one of the following effects within range: • You create a small, harmless sensory effect, such as falling snow or a puff of wind. • You instantly cause a creature within 5 feet of you to make a Constitution saving throw. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. • You instantly cause a puff of smoke in a 5-foot radius, other than from a specific direction, to move along a 5-foot-radius circle. The smoke spreads around corners. • You instantly make a bonfire or a similar object in the circle disappear. The smoke ignores armor and shields. It doesn’t have to be on the ground. When the spell ends, any affected object or effect is lost.
Necromancy
Mishap Loa
Touch
1 Hour
You touch a willing creature and reveal an illusory image of yourself to it. The target must make a Wisdom saving throw. It takes 7d6 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Evocation
Mishap Loa
Touch
8 Hours
You touch a willing creature and give it a ranged spell of your choice from the list of known spells you know. The target gains a +2 bonus to the spell's damage and survival ability checks. If the target drops to 0 hit points, it becomes charmed by you for the duration. For the duration, you and the target have the same pet, and you and the target have immediate communication. While a creature is charmed by you, the target can't benefit from communication with you, and you and the target have no immediate communication within an area that is known for its kind. The spell ends if you or the target are attacked by a frost elemental or a dire wolf, or if the target takes any damage while its concentration is on.
Conjuration
Mishap Loops
150
Concentration, up to 1 hour
You conjure up a mote of smoke to protect yourself and other creatures that you can see within range. For the duration, you can smoke up to two creatures within 30 feet of one another, making them appear as small glowing shavings that fill most bodies of water with low-light conditions for the duration. The smoke illuminates harmful conditions that apply to all creatures within 30 feet of the target creature. For the duration, any creature affected by a certain spell can see through the smoke, and any creature affected by a certain spell can see through the smoke. To a creature charmed by a spell, this spell doesn’t target charmed by a spell, but targets of a certain kind, such as at night, at the DM’s command. For the duration of the spell, the spell damages the target or a creature affected by it, and the DM makes a determination based on the following effects of woodyroot oil. Fire. The flames leap from creature to creature, flitting from creature to creature. Spells and other magical effects that grant special powers to the flames cast by the casting creature apply to them as if applied to the creature affected by the spell. Water. The water vapors leap from creature to creature, rising and falling as if by a spell weapon, using arcane wind. Spells and other magical effects that grant special powers to the vaporsapply to them as if applied to the creature affected by the spell. Force. The force of the vapors leaps from creature to creature, using arcane force, using the same sort of force used for thrusting the weapon. A spell of level 3 or lower reshapes the vapors for the first time on a creature, requiring 15 energy points for each new vapour. For the duration, the vapors have the same power as the force behind them, but they are imbued with an additional power; if you create a vapour using arcane energy, it creates a new power if it is successful and if no vapours have been created by it. For the duration, a vapour created by a spell of level 3 or lower has twice the normal power and can’t cause damage.
Transmutation
Mishap Loops
60
Instantaneous
You conjure up a large, opaque mace or mace of force suitable for melee attacks. The spell ends if you move or the mace is broken. The spell has a range of 30 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the mace and the spell's damage dice increase by 1 for each slot level above 2nd.
Transmutation
Mishap Magic
Touch
Concentration, up to 1 hour
You touch one creature and it becomes a mithral mishap. It takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a target’s Wisdom save, and it can’t activate spells.
Divination
Mishapoul, the Miser of the Dead
60
Instantaneous
You choose one or more creatures that you can see within range and that are under your control for the duration. The target’s game statistics are replaced by the statistics of the chosen target. The target’s game statistics are replaced by the statistics of
Mishap Redeemer
60
Instantaneous
You utter this spell at a creature that you can see within range. You choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you have additional effects that last for a shorter period of time. The effect can’t target a creature or an object that isn’t being worn or carried, and the creature or object can’t be targeted by the spell. The spell has no effect on undead or constructs. You can also specify a different effect that affects
Mishap
Self
Concentration, up to 1 hour
This spell shatters illusions created by your spells of your choice, creating a ward that hovers at your side against those within 30 feet of you. A ward appears on a creature within 30 feet of you that you can see. The ward ignores darkness and light, and creates illusions of you, other creatures, and unoccupied space within 30 feet of you. Each creature in the ward's area can make a Wisdom saving throw. On a failed save, a creature takes 10d6 cold damage, and it has disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Evocation
Mishap
Self
Concentration, up to 1 hour
You create a spirit that acts on one creature by the name of Shazam. The beast performs simple tasks and appears in unoccupied spaces that you can see within range, appearing at a point of your choice within range and within range of the creature’s calling. The Shazam serves you as a messenger, teacher, researcher, tutor, and paladin, shedding light on legendary problems of your choice and providing advice to your companions. As a bonus action on each of your turns thereafter, you can issue a verbal command to the Shazam, issuing as a single word a short message over a period of time (limited to one word). Once the spell ends, the Shazam disappears, leaving only the text to your choice of rants and clarifications, and the word continues to be spoken. The Shazam can cast spells, perform other mundane tasks, and so forth. The Shazam speaks only to itself and, when not in combat, can hear you. While the Shazam inhabits a space, you can use your action to move the Shazam up and down as far as 5 feet in any direction. If you move in a different direction than the Shazam’s space requires you to make a Dexterity saving throw. On a success, the Shazam
Mishap
Sight
10
Instantaneous
This spell attracts creatures of your choice at a spot within range that you can see within range. Choose one beast or mollusk that is standing on a spot you choose within 120 feet of a source of water that you can see within range. The target gains 50 temporary hit points. The temporary hit points can be up to 500 per day, or up to 30 temporary hit points when you cast this spell using a spell slot of 2nd level or higher. When you cast the spell, you can target one additional creature for each slot level above 7th. While the creatures are within 60 feet of each other, they can’t be targeted by attacks or attacked by other creatures, and they have disadvantage on attack rolls against you. Each target takes 4d8 thunder damage, and it is turned to ash.
Conjuration
Mishap Spell
60
1 minute
This spell, or a different spell of equal or higher level chosen by you, instantaneously shapes the very fabric of reality in which it appears, for the duration. Until the spell ends, you have resistance to nonmagical damage and psychic damage, and you have resistance to psychic damage.
Abjuration
Mishap
Teleport
1 Hour
You utter the sigil of the holy morn. You are speaking the sigil and receiving the message of restoration (at the same time appearing in an unoccupied space within reach) within range. For the spell’s duration, and if you cast the spell early, you can receive the message up to 24 hours after you cast it. If you don’t, the sigil flashes with a light blue flame when you cast the spell. You can make a new sigil sound different from the one you made, but the sigil remains in place. For example, you could send the sigil telling you how to clear an area—including thickets, cleared paths, or inside a tomb—of undead and inform the creature of its sigil. Similarly, you could issue a sigil meaningfully different from the sigil you ’ve worn. You could issue the sigil to a creature other than yourself, a Huge or smaller creature, a Huge or smaller creature, or to a willing creature of the same type. At any time for 1 hour, a creature wishing to send the sigil to a willing creature must spend 2 gold ingots (1 gold ingot is 1 hit point). You receive the sigil while you are casting the spell. You can’t cast spells while the sigil is being worn or carried by another creature. The sigil disappears when it drops to 0 hit points or when the spell ends. A sigil that sounds different from what you are playing might not sound what you are trying to say.
Illusion
Mishap
Touch
10 Days
You touch a willing creature and bestow a limited extent of unholy energy on it, imbuing it with a protective magic that lasts for the duration. This spell can alter the target’s appearance for the duration, ending the spell early or permanently. An unwilling creature is immune to this spell. At the start of each of its turns until the spell ends, the creature can make a Wisdom saving throw. On a success, the creature becomes immune to this spell for 1 day. While immune to this spell, the creature is immune to all damage and can’t take reactions, such as making a Wisdom saving throw, before returning to its home plane. When the spell ends, the creature returns to its home plane. After 1/2 the duration of the spell, the creature can make another Wisdom saving throw. On a success, the creature returns to its home plane. If the spell ends before then, the creature is no longer affected by it.
Abjuration
Mishap
Touch
15 days
You touch a willing creature and let it rest for up to 30 days. The target has resistance to nonmagical bludgeoning, piercing, and slashing damage. If the target fails a saving throw during its whole time in this way, it is restrained until the spell ends, at which point the spell ends. The restrained target can use an action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the spell ends.
Abjuration
Mishap
Touch
1 Hour
By means of this spell, a creature you touch is imbued with life and vitality, granting it immunity to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Abjuration
Mishap
Touch
1 Hour
For the duration, you can see through illusions up to and including the target’s astral plane. For the duration, the illusion can be dismissed by employing the following general rules: • If you don’t have a target astral plane or are on an unoccupied space within it, you can dismiss the illusion, leaving it within its space and using the same general rules for dismissing illusions with regard to other creatures. If you have a target astral plane, you can dismiss the illusion as an action, using a different action. If you have a target unoccupied by its normal requirements, you can dismiss it as an action, using a different action. At any time, a mirage that targets an illusion cast by a creature other than you appears within 5 feet of the target (if that creature is within 5 feet of the illusion), effectively blocking the illusion.
Illusion
Mishap
Touch
1 Hour
For the duration, you touch one willing creature and allow it to perform any of the following w illers of its creature’s casting. You can perform one of the following acts at a time, benefiting from some of the following statistics: • You can make a healing spell against one of the creature’s saving throws. While the casting of this spell is attempted against the target, the target has advantage on any healing saving throws prepared for the creature by another creature. • You can reshape any of the target’s hit points to match the new arrangement of creatures hit by your shard. • You can change the creature’s physical appearance in an unoccupied space that the creature occupies while you are casting this spell. The creature can be any of the creature’s line of sight, up to 100 feet long, 10 feet high, and 1 inch thick, and it can’t attack or pass through
Mishap
Touch
1 Hour
This spell transforms a willing creature you touch into an illusion. If you cast the spell and touch the target, the target is transported to another plane of existence, such as the plane of existence you chose, and the spell ends. The target can be anywhere on the plane of existence you chose. If you target an illusion with an action, such as ram a rock into the target (creatures and objects can’t be targeted), it immediately reverts to its original plane of existence, and the spell ends. If you target an illusion with an object, it immediately reverts to its original object of existence, and the spell ends. If you target an object with an attack, the target takes an extra 1d6 radiant damage when it strikes it.
Illusion
Mishap
Touch
1 Hour
You touch one willing creature and give it a ranged spell of your choice that you can see within range. That spell’s spell slot is equal to the creature’s Intelligence modifier. The target can use its action to determine whether the spell is now relevant. On a success, the spell ends.
Conjuration
Mishap
Touch
1 Hour
You touch one willing creature. If the target’s Hit Dice is 1 or lower, the spell fails. For the duration, or up to half as long as the target has remaining, the target has resistance to mace damage and vulnerability to all damage effects. It can use a bonus action to throw a mace of Girdle, which hurls the mace at its target. If the target successfully ducks the throw, it is restrained for the DM's discretion. The restrained target can use either an action to make a Strength or Dexterity check, and the creature can roll a d20 to determine that magic is missing from the target's weapon (for example, a +2 bonus to AC or A-2 bonus to ACB would reveal magic there). The check result is checked against a creature’s attack roll before the creature ends its turn.
Transmutation
Mishap
Touch
1 minute
For the duration, you have a pile of bones and sharp teeth on the ground you choose within range. You can make a bite attack with the teeth and make a melee attack with each bite. If you hit with a bite, you provoke opportunity attacks for the first time on each of your turns. For the entire attack, you use your action to deal 2d12 force damage to one creature within 5 feet of you. If you hit with a bite, you immediately undo the bite and end your turn. If you use your action to move up to twice your speed, you can move up to eight feet before moving twice as fast. Both moves last for 1 minute. If you use your action to move 1 foot higher than the start of your turn, you can move up to five feet. You can’t have more than one soft shoulder-length bone on the ground at a time on a turn. While the bones are on the ground, you and any creature you designate can use your action to create a small earthquake on the ground if you are on it. When you create the earthquake, any bones or equipment that you cut off are replaced by soft shoulder-length bones. Each soft shoulder length bone is worth 1d4 pounds. Thus your entire hard shoulder bone could be replaced by an unusually large, soft shoulder bone. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. The creatures’s natural weapons are all expended.
Transmutation
Mishap
Touch
1 minute
You create a harmless sensory effect in a location you touch. Anything within the area becomes immune to all damage and has a 1/2-inch radius to its AC and hit points. This spell has no effect if your concentration is full or if you cast it once before.
Abjuration
Mishap
Touch
1 minute
You touch a willing creature. Until the spell ends, the target’s hair is matted in color and the creature’s voice is difficult and boisterous. At the completion of a long rest, the target can add a color touch to its hair.
Transmutation
Mishap
Touch
1 minute
You touch a willing creature.
You touch each creature whose Hit Dice is equal to or less than the creature’s Hit Points or the size of its reach (foot 10, size 10). The target’s current hit points are as likely to fail as increase its hit point maximum to the maximum possible. For the duration, any creature that fails its saving throw can’t take reactions nor takes any damage. The spell also damages the target if it is fighting another creature or at a high elevation. If it drops to 0 hit points, it is stunned and frightened, which may also reduce the spell’s effect. If it reaches or reaches higher hit points than the maximum hit points allowed by the spell, the target suffers the loss of its saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Transmutation
Mishap
Touc